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Everything posted by Pyremius

  1. 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.
  2. Based on the deployment cards, it appears to be 12" square.
  3. 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.
  4. 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.
  5. 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".
  6. 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).
  7. 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.
  8. 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.
  9. I've seen reports of using Modge Podge successfully - although it typically takes a couple coats.
  10. Hopefully it was nothing too serious, and things are straightened back out. I'd still love to play, as soon as you're ready.
  11. I hope so; I was just getting ready to ask what our next step is, myself.
  12. 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.
  13. 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.
  14. Second the no YT-1300. Oneeyedmatt87 definitely needs to weigh in; his growth plans are probably the most important factor in this decision.
  15. I forgot about the turtle. It's slower then the Lancer but tankier - so encourages different strategies. Definitely a good option. For Sil 4, I'd ambivalent between the Ghtroc 720 or the YT-2000; if you prefer the Ghtroc that's good enough reason for me to vote for it. I did not look at any of the Sil 5 ships; I assumed they were avoided due to how much range that size covers, and to give us something to aim for if we wanted to make our ship a significant element in our operation. The PB-950 and HT-2200 might also be contenders at this size, although the Wayfarer is definitely the most interesting of the three.
  16. I believe I have Sien Yovv completed. I might need to make some changes to the background, and there are a few specifics that need to be filled in (gang names). http://swsheets.com/c/9nkjrjxkd-sien-yovv
  17. The starting Obligation is the baseline to give the GM hooks to work with, and provides no bonuses. Any extra Obligation you take (maximum equal to starting Obligation) can be applied toward additional XP or Credits. In our case, the group size means a starting Obligation of 5. We may take 5 additional Obligation at most; this would give a starting Obligation of 10, and qualify for either of the 5-point bonuses (+5 XP, or +1000 credits).
  18. Here's my preliminary thoughts. I still need to do a lot of work, especially on the background (some ideas haven't made it onto the sheet yet). Any advice I should consider? http://swsheets.com/c/9nkjrjxkd-sien-yovv
  19. So I can keep to a similar build style as everyone else, how much XP is everyone planning to put into Characteristics?
  20. The Lancer caps at 6 occupancy. Some more spacious options would be YKL-37R Nova Courier (probably too good), YG-4210 Light Freighter, GX-1 Short hauler, or the ZH-25 Questor Light Freighter. All of these carry at least 8, and I'll admit to liking the looks of all of them. None are as fast as the Lancer, but a couple could be modded into the range of a stock Lancer. I like th elooks of the Lancer also, but if we're looking at 6-8 people it might not be large enough. So far as character options go : I started playing a Sentinel for about 6 months before our GM moved for work, and played some sort of tech in a WEG d6 game ~25 years ago. My suspicion is that I'll tend to gravitate in that direction if nobody else is taking a strong tech-focus so if that's what you want to do just remind me to keep my hands off your focus. If I end up as the tech, my preferred mission would probably be industrial espionage, or anything that requires our employer to provide us with prototype or rare gear (especially if we can keep it.) Edit: I've started reading through the books to see what jumps out at me. One idea (of questionable value) is a Sullustan Modder/Operator with dreams of acquiring a 64-Y Swift 3 as his signature vehicle. Rather than doing direct capture work, he would focus on patrol and mobile reinforcement for bigger jobs. Current complications include: starting career (I don't know what direction I want to go for Spec 3+); cost (8K base, plus weapons and other mods); will we even be taking the kinds of jobs where having mobile heavy backup should be routine?
  21. If you're willing to teach, I've been interested in learning how a pbp game is played.
  22. Ebak: It sounds like you indicated the player spent the XP in the middle of an encounter to gain Healing Mastery - is that correct? I think a lot of problems can be avoided be limiting XP expenditures to either between sessions, or during an extended character downtime segment added for that purpose. I would definitely disallow XP being spent in the middle of combat. One point that hasn't been addressed: did the Guardian actually bring a dying man back from the very edge of death, specifically to allow him to commit suicide so that the Guardian could live? If I'm interpreting what you wrote correctly . . . I don't even know if the Morality system is designed to handle Conflict of an appropriate magnitude.
  23. On the mechanics side, one idea I had while reading through everything here was this: in order to use a dark pip, the character has to flip a dark destiny point instead of a light destiny point. The logic is that spending destiny points "benefits" whichever side is spending the point, and gaining conflict benefits the dark side. Not only does the dark side become easier to use, but the very act itself is tempting, as it provides a benefit that other members of the party can take advantage of later. Typing this out, I wonder if removing the strain cost as well would be appropriate thematically - there is absolutely no cost now to giving in to the dark side, and multiple benefits to doing so. Remaining strong and not succumbing to the temptation becomes a lot harder.
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