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About Ghostofman

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  1. Welcome to Star Wars, where everything is made up, and the continuity doesn't matter!
  2. 1) Shipbuilding is in the Engineer book due out like any day now. If it's like other crafting rules, the players with have to acquire materials (vaguely defined as just a rarity and credit amount unless the gm wants to do more like make it part of a quest or story element) then roll difficulty based on a scope/scale/complexity of a template that defines the base stats. Advantage/Threat will allow the application of upgrades. So like you have a template (provided by the book) that will say how much material cost is, a mechanics difficulty, and build time. The vehicle will, by default, be slightly worse than a comparable off the shelf option. So like a "light starfighter" template would resemble a TIE but be slower and less maneuverable. Then you roll and can use the results to add speed, or weapons, or shields, and so on. Idea being a garbage result will leave you happy to not be walking. A hot roll will leave you with a super fighter. 2) I wouldn't stress allowing a Cortosis starfighter. Most Starfighters have such weak hulls, being able to ignore breach won't do much. Heavy weapons with breach are usually mounted on ships so large targeting fighters is silly. So that leaves personal weapons that can typically only crit-kill a fighter. Again, kinda specific encounter, so no huge deal. Missiles and torpedoes are the only issue, but since they are usually powerful enough to splash a player in one roll that not so bad. All other weapons, like lasers and Quadlasers...not going to be affected by Cortosis, so the players will still be vulnerable to the most common threat available, so as a GM you won't be that limited.
  3. I concur. Morality doesn't work for all Characters and campaigns. If something like Duty or Obligation is more appropriate, there's your solution.
  4. Well model count alone would do it. If they top out in small teams of three or four with a sniper rifle instead of a a couple repeating blaster or missile launchers, there you are...
  5. As mentioned in that article, George wasn't especially concerned about making rank insigia super defined and consistent. So you got plenty of room to maneuver.
  6. Gale force 9 is your friend.
  7. I was thinking about the T-7 specifically. That's actually what I was thinking you could use as the baseline numbers. It's a beast, but the rarity 9R is essentially FFGs way of saying "this thing is amazing, don't just hand it to the players without a thought." It's hard to get, harder when you think AoRs format, and lore-wise it's mere possession is a major criminal offense. Awarding it to a player should be a big deal, and not something the gm should take lightly as it will be a defining factor in future encounter and adventure design.
  8. The compltionist in me says yes, the guy who's played these games and knows how many you'd need and he clutter they would become says no.
  9. Not disagreeing, just saying that a gm needs to consider the items potential issues in a campaign. Something with breach 3 and crit 2 can take out an AT-ST if the player knows his stuff. Not a problem unless you don't want that to happen.
  10. Or multiple ranks in pierce, depending on it's other numbers and how you want it to interact with vehicles.
  11. Remember how the system works. Something like that could be represented with stats similar to a disruptor. Even with several ranks of reflect and armored robes you'd have trouble completely negating all damage. Add in a critical injury and it's effects and you'd have something like what you described occuring in game.
  12. It's more complicated than that. Every core has a full set of options, so like even AoR has the sneaky, talky, and smartie options for players (though there is a more combat bent) but also the other player options work better. So like instead of Morality, there's Duty, which represents how much faith and resources your sponsor is willing to devote to you. When you start talking clone wars you get characters like Obi-wan that really don't get much play with Morality, and having an option like duty makes a good replacement. Also there's a pair of universal specs that players tend to like to help round out some specs.
  13. Depends. Some GM's like to plan out the flow and encounters ahead, making sure that each encounter points to the next and the story has a chance to unfold and build to big reveals. Others like to set up various options and chains and see where the players bite. Others just improv the whole thing. It's up to both you and the players. Some like a solid "plot this way" sign others want total agency. Yes! Yes yes yes! Honestly, Clone War games specifically work better with a mix of AoR and FaD. And the Squadron rules in the AoR gm kit are pretty useful.
  14. Ok wow, lot to chew on there. Easy question first: B-1 Battledroids are the in the EotE Core, Destroyer droids are in Gatekeeper, Magnaguards in FaD core, lots of vehicles in Forged in battles, and I think tactical droids too, but I may be wrong about that last one. V-19s are also available but I don't recall which book... Now...the more difficult part: You've got some ideas, but no framework to hang them from. What's the overall campaign concept? Are the players going to be classically trained conventional Jedi? Or just random force users? Or a mix? Or just guys? Are they going to be Separatists, Republic, or something else? The game structure by the books is designed around certain assumptions pertaining to campaigns set in the classic Rebellion era. When you start talking clone wars, youll probably need to make some minor tweaks, shuffles and adjustments to make it work better. Answering questions like those above will kick start that process.
  15. Hobby shops that carry model train supplies are a good start, though even some big boxes like hobby lobby carry it. There's also some ripple effect clear plastic sheeting. You paint the underside and glue it down. Typically more suitable for ponds and such though, not rivers.