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  1. My guess regarding Anakin's survival is that the bio-chip only operates for a short period. With the command overriding the Clone's control of their own minds, if it didn't have an auto-off, they would be effectively useless after the Order is triggered. With the chip shutting down after a while, the Emperor would still have multiple armies available, and could re-issue the command whenever survivors are discovered.
  2. My guess is that the intention is to use the new squad leader with the extra trooper from each of three standard units, giving you 4 total units with a wider variety of heavy upgrades to choose from. Interestingly, the Stormtrooper box specifically says it comes with E-11's for everyone. I've seen some theories that it's to allow fielding a unit of Sandtroopers without FFG needing to come up with yet another Stormtrooper unit variant.
  3. Based on the deployment cards, it appears to be 12" square.
  4. I'd notice that FFG has consistently kept to a maximum of 6 specializations per career. One idea is that certain things are primary to a career, and while still valuable, other things are not. Another idea is that this is ultimately a multi-player game, and therefore it is good to allow each character to have some features that others do not have, so everyone has a chance to be valuable to the group. Putting everything one player wants into a single career invalidates a lot of the value other players could be bringing to the group. The use of XP taxes (buying in to additional specs, and the premium for going out-of-career) are a way to allow the player to come up with whatever personally-satisfying combination the want, while still allowing other players to contribute - they'll have more Skill ranks and Talents overall. I'd even question the idea that most pilots would be able to perform a barrel roll. Freighters aren't designed for those kinds of maneuvers, and one of the best ways to stay out of trouble is to not be noticed - and barrel-rolling a freighter is conspicuously absent from the list of "ways not to get noticed". Adding it to the Ace/Pilot might make sense, although I'd want to make sure I'm taking off something equally valuable so the spec doesn't become too good compared to what other careers have access to.
  5. One advantage to slaves is their flexibility. Since most droids are built to purpose (not overbuilt with unneeded capacity), teaching a droid is typically a destructive process - you have to take out the old skills so there's room for the new ones. Sentients can typically add to their skillset, and any losses that do occur tend to be more superficially and thus easily recovered. Initiative is a double-edged sword, but slaves can much better react to change, reducing the overall costs in an unstable environment. Droids will tend to follow their instructions, even if situational changes make the instructions useless or harmful. In a mining accident there's a chance the slaves will notice in time and flee the danger site, while droids will keep working until they're crushed/burned/etc.
  6. Broadly speaking, if you're looking at a game change from the standpoint of "this change benefits me more than that one" you're putting game balance behind personal benefit. My first thought is that if you want that story background instead of taking Padawan Survivor as a second Spec, it would be best to use it as your starting Spec. Others can probably give much better lists of skills, but this is my guess at what a Padawn would be expected to focus on: Discipline, Negotiation, Perception, Vigilance. A credible argument could be made for dropping Negotiation in favor of "choose one based on your Master's background".
  7. Sudden Depressurization - old materials can't handle the strain of suddenly being repressurized / affected by gravity. Bulkheads auto-closed when power returned and atmospheric pressure began rising at different rates. Mold - assuming the base didn't get a planned shutdown, there was probably still atmosphere after the environmental systems went offline. Molds can be pretty hardy, and are now "waking up" and getting spread by the newly-started environmental systems. Partial atmosphere - the reserve tanks weren't full enough, and you've only got to make maneuvering difficult, but not enough to breathe. Mynock damage - they tore up / ate data lines, and entire sections of the base are non-responsive. Even if the machinery's working, you have no access to cameras or sensor readings, and no remote control. Micro-leaks - air keeps getting pumped in, but with no sensors there's no way to tell the leak is in this area. Hopefully they guess right enough to get the dead sector closed back off until repairs can be made. Multi-environment capability - one or more sectors defaults to an ammonia atmosphere on re-start (hopefully not the sector they're in at the time). Life-form sensor is malfunctioning, and believes the PCs need a different environment - starting an emergency purge & replace. Fire suppression system spontaneously activates (depressurizes to starve the fire).
  8. Think of it this way - there is no "standard Ilum crystal". Every crystal is unique, and neither the player nor the GM knows what that crystal's capabilities are (much less the character). Each time your character tries to modify the crystal, they always succeed in learning something new about it - it's just sometimes they learn it's not quite as good as they had hoped. Improving your Mechanics score doesn't make modifying the crystal easier, it stacks fate in your favor as to how powerful a crystal you really received.
  9. The problem I see is what will he be doing going forward? The best idea I've got is that as a relatively new recruit, he was involved in an operation that went wrong in all the ways that pushed his "nope" buttons - but managed to pull off the miracle that saved the operation. After the dust settles, someone with a lot authority has to publicly reward the associate who saved the day, but said associate realizes they're in over their head and really don't want this kind of life. A token reward and get cut loose with the message "don't interfere" going both directions mostly works. He won't be able to call on Black Sun contacts, because they're under orders to honor his wish to be left alone - but they won't come trying to involve him, either. If he decides to reach out and re-join they might be interested, although there will be some understandable concern about his willingness to follow through.
  10. I've seen reports of using Modge Podge successfully - although it typically takes a couple coats.
  11. Hopefully it was nothing too serious, and things are straightened back out. I'd still love to play, as soon as you're ready.
  12. I hope so; I was just getting ready to ask what our next step is, myself.
  13. If you want a recurring villain, I think Underachiever599 has the right idea: don't let the PCs face him directly very often. Since the Inquisitorious doesn't get involved until there's a reason, the first "encounters" should probably indirect. Round one could be an ambush by local troops, with the Inquisitor observing from a distance to learn the PC's tactics. Next up could be a capture mission, possibly using specialist troops or mercenaries. Only after they've confirmed Force users are present and have started to learn a bit about the group's strengths and weaknesses, should the Inquisitor start getting involved directly - and they should always have a way out planned. The important thing is for the Inquisitor to always have the initiative - not in combat, but in staging the encounters with the PCs. Assume the PCs will win any straight battle the Inquisitor initiates, and have a way to avoid losing. "We can kill him in just 5 more rounds" sounds good . . . unless there's a pair of AT-AT's 3 rounds away (conveniently loud enough to hear/feel over the sounds of battle). Disengage while "winning" so they can flee should become the party's MO, with a transition towards having the Inquisitor being the one to flee as the party get's more powerful - and then the Inquisitor changes tactics and starts going after the PC's support network. Eventually the PCs should get fed up with the interference and go on the offense, trying to take the fight to the Inquisitor. When they finally chase him down after cutting off his access to Imperial resources, you'll get the climactic battle with no more escape options* and the death of their nemesis. *Any opportunity to "lose" the body for a second round is, of course, acceptable. With Darth Maul surviving Naboo part of canon again (And Anakin, for that matter), plausibility is not particularly necessary.
  14. Some interesting info here on the E-9 - apparently (almost?) every diagram we can find online is using the wrong dimensions. The original vision for the ship sounds interesting: 2 double-bunk rooms, 4 single-bunk rooms (optional use), a science lab, and a cargo hatch large enough for an 8m long cargo sled.
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