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Rikoshi

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Everything posted by Rikoshi

  1. Interesting question. Logic suggests that armor and cover should stack just fine, after all. I wonder if this was just a minor oversight. A question for the devs, maybe.
  2. I'd recommend looking on Wookieepedia for the details on hyperspace, but to answer your questions more generally: Ships in hyperspace can't be detected, but hyperspace signatures can, so you can see where a ship has jumped and try to guess where it's jumped too (this is why, when trying to escape, ships will often plot a short jump, drop out of hyperspace, then make another jump or series of jumps before heading toward their real destination). There are also Interdictor ships that the Empire (and other entities) use to pull ships out of hyperspace; basically, it creates a giant mass shadow to force a ship's failsafes to kick in and drop out of hyperspace--basically tricking the ship into thinking it's going to hit a sun or something so that it forces a stop.
  3. I'd hesitate to say 'needed.' For the majority of rolls, the dice in a single pack will suffice, especially early on. In the event that you need to roll more dice than you have, just take note of what's been rolled, then roll that type of die again.
  4. You can only purchase the Technical Aptitude in Column 2, Row 2 after you've followed the line down from Codebreaker to Defensive Slicing, over to Improved Defensive Slicing, and then back up (see how the line works?). You do not need to have purchased the 5xp Technical Aptitude in Column 3, Row 1 (though the benefits do stack), Same with the Grit talent in Column 3, Row 2; you need to follow the lines to purchase it, but you don't need the 5xp version in Column 2, Row 1.
  5. The devs have clarified in interviews on the Order 66 podcast that soak only applies once per attack on a minion group. It doesn't 'roll over' to the next minion in the stack if one goes down. This is intentional, as it's meant to keep the math light and the action fast.
  6. Do you know what page that's on? Page 157, under 'Stun Damage'
  7. Correct. As per 'Engage or Disengage from an opponent' on pages 202-203, one maneuver changes your range band from Engaged to Short.
  8. You can absolutely use maps when running encounters (and in fact, I'd recommend it in a lot of cases). The major difference between this system and your typical d20 system is that movement is way less rigid. You don't have defined squares and movement rates, per se, just the concepts of 'short range' or 'medium range.' Having a visual reference is often very handy, even when you don't need to measure out distances in super-finite detail.
  9. If someone else doesn't chime in with Ghtroc 720, I will.
  10. Both of those adventures are thus far available only in the places you indicated. No word on them being slated for reprint elsewhere.
  11. Not every system in the EU is represented on the map; if they were, it'd be impossible to read. According to Wookieepedia, though, Osarian is located on Grid N-13, just off of the Corellian Run.
  12. Well, rather than saying that you NEED to buy multiple dice sets just to have 4 or 5 Challenge dice for the very, very rare circumstances when you might require that many, you can always just roll the 1 or 2 you have, take note of what came up, and then roll again. Sure, it might take an extra 15 seconds or so, but it'll save you like sixty bucks.
  13. It is very much a situational, improvisational thing, yes. For example, Threat could trigger very different consequences if a player were firing at a stormtrooper in the middle of a crowded marketplace vs. in the middle of a plasma reactor chamber. But don't worry, all is not lost! The book (and GM screen) both include a sort of framework for how much Threat and Advantage are 'worth' to the narrative. For instance, in the plasma reactor scenario above, a single Threat might warrant a setback die to the slicer who's trying to shut the thing down, whereas 3 Threat might result in a much more hazardous coolant leak.
  14. Could we have some guidelines on how to provide Obligation settlements as part of adventure rewards? The 'Debts to Pay' adventure from the Game Master's Kit has some, but one of the things it includes is a way to knock down a whopping 20 Obligation, which to me seems kind of like a lot. I realize that the numerical values of Obligation are heavily situational, but a baseline on 'Obligation economy', as it were, might be helpful. Related: the same adventure also gives bonus XP to players for paying down their Obligation. This sort of thing isn't referenced in the Core Rulebook anywhere I've seen; bonus XP seems relegated to the realm of Motivation. Should settling Obligation like this always give bonus XP, or only when it's in exchange for something majorly tangible? Would tying bonus XP to both Obligation and Motivation like this constitute a form of double-dipping (isn't lowering your Obligation sort of its own reward, in a way)?
  15. I don't think it's too imbalancing to have the removal of the setback die to apply to all uses of the skill; after all, there are other talents that do that for other skills, and they don't have such a caveat. After all, the name of the talent is just that: a name. The mechanics behind it call out no such limitations. If you want, think of the ability to keep cool in a social situation as also applying to keeping cool and keeping your hands steady while picking a lock.
  16. Grievous was indeed a cyborg, not a droid, but he wasn't Force-sensitive; he just used lightsabers.
  17. Well, King George himself said that the Vulptereen are too stupid to be Force-sensitive, which seems to go against everything we know about how the Force works, but hey, that's Star Wars for you sometimes. EDIT: My bad, apparently they're "not smart enough to be Jedi," which isn't the same thing. Also, the Rakata eventually lost their ability to be Force-sensitive after the Infinite Empire, so there's that.
  18. Shouldn't it technically be 100cr and a Hard (PPP) Mechanics check for the first Accurate +1 mod and then 200cr and a Daunting (PPPP) Mechanics check for the second? After all, you're adding two separate +1 mods, not a single +2 mod.
  19. Clearly, this workaround you've come up with is total cheese, and as a GM I would never allow it. In this case, I would rationalize the double maneuver requirement to close into long range as the effort needed to safely go around the nearer stormtrooper squad. Now, if it's a matter of a PC using a maneuver to get to the nearer squad, and then the other squad uses a maneuver to close in as well, so that they're both in short range to each other, then I'm okay with that, because the battlefields are very abstract, and keeping track of 'range bands with relative maneuver caveats' is needless bookkeeping and not fun for anyone.
  20. "The Edge of the Empire Core Rulebook can't repel firepower of that magnitude!"
  21. To further clarify, this was a Lucasfilm thing since before the Disney buyout (before people misdirect their rage). This is why the WotC Saga Edition books never had official PDF releases, either.
  22. No word, but an interview with Kat Ostrander on the Order 66 podcast suggested that it will probably be up before too long.
  23. Seconded. Definitely worth it to pick it up if you're going to be GMing.
  24. On page 174, the description for the Cybernetic Brain Implant: "...provides +1 Intelligence..." Should be "...provides +1 Intellect..."
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