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About Rikoshi

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  • Birthday July 25

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  1. "I want to be invincible with no way around it." Sorry. As the GM, my priority one is making sure a player doesn't get away with this sort of cheese.
  2. At the point that a PC party has enough XP for a character to have hit Force Rating 4, the ability for the Influence power to deal a large amount of Strain is far from the most problematic balance concern a GM has to worry about.
  3. Speaking only for myself, if that’s the half that has Zonama Sekot, Csilla, and Rakata Prime, then maybe that’s the half that is best left alone. But YMMV. To be fair, Zonama Sekot doesn't wind up in the Unknown Regions until the Legacy Era, well after the Yuuzhan Vong war. Prior to that it's way up outside the north edge of the galaxy, in grid M1.
  4. The attributes that were chosen to match with the different lightsaber forms fit fairly well, in my opinion, with how those forms are presented and described in Star Wars lore. Are they ideal for min-maxing concerns? No, not really, but I find it hard to believe that was anything but by design.
  5. The entire point of Minion groups is to make it easier bookkeeping, and it sounds on this end like you're trying to make it more complicated than it needs or is supposed to be. A Minion is dropped whenever it takes Wounds that exceed its Wound Threshold; in this example, taking six Wounds drops a Minion with a wound threshold of 5. A group of three such Minions have a collective Wound Threshold of 15, and they lose a Minion whenever they take damage that exceeds 5 (so, in this example, at 6, 11, and 16, upon which the Minion group is defeated). The reason that you pool the Wound Threshold together is for bookkeeping's sake, since Soak is only applied once per hit (itself a bookkeeping consideration).
  6. Not quite. The first minion drops at net damage (damage minus soak) 6. The second drops at net damage 11. And the third drops at net damage 16. So... is this correct: (Assuming 3 Mins with 5 wounds each). 1st shot, does 7 Damage (After Soak). Kills one minion, inflicts 1 wound on the rest. 2nd Shot does 4 Damage (After Soak), this does not kill a minion, but applies 4 more wounds. 3rd Shot does 9 Damage (After Soak), this kills two minions. the first point of damage takes the total above the second minions share, and the remaining is enough to take out the third. ? Incorrect. A second minion would be dropped after the second shot; after Soak, you've dealt 11 total Wounds, which is enough to drop two minions with a WT of 5.
  7. I'm curious about this as well. I've found nothing in the rulebook about it. Have any of the developers addressed it anywhere? Well, in most cases, doing something that would fulfill one Duty likely wouldn't fulfill the other, so their overall Duty score is probably still advancing at the same rate; they just have other options open to them.
  8. You're reading into this way too much. Quite simply, the effect of the ECM suite is that it allows you to count your ship's Silhouette as being 1 lower than it actually is. That is the base effect. You don't need to worry about range bands on sensor ranges of ships. You just consider the ship's Silhouette as being 1 point lower. The descriptive text is just fluff explaining how that works.
  9. There are no rules for ranges beyond 'Extreme' in this game, and I'm not sure how any engagement could ever take place at a range longer than that, anyway. (Also I have no idea what HOB stands for.)
  10. Korriban does appear in the Clone Wars cartoon under the name "Moraband" (apparently George Lucas asked them to change the name for the show despite "Korriban" having been around in the EU for twenty years at that point).
  11. That's why I'd limit this Talent to those trees that ONLY had Dedication (no Force Rating) or ONLY had ONE Force Rating Talent (no Dedication). In other words it wouldn't apply to Niman Disciple or Seer, etc. At that point, you've really changed the cost-benefit analysis of picking up the trees that only have one or the other, which were set that way on purpose for a reason. Personally, I think the idea is kind of cheesy and geared toward cherry-picking and min-maxing, but if it works for your game and your players, don't let me tell you have to have your fun. (And I swear that last sentence isn't sarcastic, honest!)
  12. If you don't already have a GM screen, it's certainly useful for that, especially for the tables and charts (I keep mine off to the side when I'm GMing). There's some good advice for GMing a Knight Level campaign in the kit as well, along with expanded rules for lightsaber creation on top of what's already in the core rulebook that you might get some mileage out of as well.
  13. For what it's worth, the HWK-290 is also in "Far Horizons," the Colonist sourcebook, but if you're already getting Force and Destiny that's not as big a deal. The Ghost is a VCX-100 light freighter, which thus far has not been statted out officially in any of the books. but I think it's Episode 46 of the Order 66 Podcast where they spitball together some home-brew stats.
  14. There are no other instances in the game that I can think of where die results come up and trigger an effect in addition to being spendable elsewhere. I think folks are grasping at straws here, trying to make a talent stronger than it already is (which, as Dono points out, in concert with other talents, it becomes potentially quite powerful indeed).
  15. The F&D Core Rulebook has some interesting examples of Force-related relics and mystical items. I might start there and see if anything strikes your fancy, possibly as something that could be re-skinned into something appropriate for your group and what you think they'd be interested in.
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