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Everything posted by Octavian84

  1. Octavian84

    Program/Template question

    Working on a conversion and was wondering what programs/templates others have used to make the document look like an RPG book. Just using a Word doc right now and well it just looks like a long boring Word document. Any advice would be appreciated.
  2. Octavian84

    Program/Template question

    Thanks, I'll give that a shot.
  3. Octavian84

    WWII Situations Suggestions

    An idea for fighter/bomber pilots could be a Star Wars take on the skipping barrel bomb missions to take out hydroelectric dams. Could come up with some sort of Imperial shield protecting an installation that has a unique weakness that requires some tricky flying to attack, perhaps in coordination with a ground team to infiltrate the target and create an opening. I like the Telemark mission as well, Norwegian commandos trained in Britain return to Norway to take out a Nazi facility producing heavy water and providing power to nearby towns/bases. Then they have to ski away and avoid capture until they get evacuated. Edit: Was just reminded of the story of a German supercannon they built into the side of a hill that could shell Britain from France. The Maquis uncovered the plans for it and then waited for them to complete it, thereby wasting all the time, manpower, and resources then called in the RAF to bomb it. Maybe a bit too much like the typical Imperial superweapon plot though.
  4. Octavian84

    Weird War 2 settings?

    Another I have heard of is Dust. Aliens crashland and the Axis and Allies develop new tech and keep the war going. Walker tanks and mutations and ray guns.
  5. Octavian84

    Intesting operator combo

    Just a thought, might need clarification from the Devs on whether the strain suffered from turning off the limiters is voluntary or involuntary, since you are choosing to suffer the strain by turning the safeties off. If I remember correctly resolve only works against involuntary strain. The strain reducing talent from Hotshot might work in that situation as well.
  6. Shipwright and starship crafting rules! I may have let out a small shout and a fist pump at my desk at work (drawing a few awkward glances). Off to sketching class, really hyped for this book can barely wait.
  7. Octavian84

    Rogue One Death Trooper Stats

    The Rogue One visual guide says they are taken from standard stormtrooper ranks if they show potential and meet the high physical standards, being 6'5" or taller, etc. They are then augmented with unkown cybernetic and possibly genetic modifications. I would probably use the standard stormtrooper stats, but up their Brawn and Agility by either 1 or 2 to reflect their enhancements. Then give them better gear, armor and weapons with the Superior quality, or other mods.
  8. Octavian84

    FULL OF SPOILERS!!! Rogue One discussion!

    Just got back from seeing it again. As for the Ghost, when Vader's destroyer jumps in the Ghost is on the left side of the screen. Well what I assume is the Ghost. It looks like they would have been able to escape. Would love to run an adventure with a rebel group sent to rescue Admiral Raddus after he was captured when his ship was boarded. Since he knows the location of rebel assets.
  9. Octavian84

    Buzz Droid munitions

    Perhaps a low damage missile, say 4 damage, but with the Burn 1 or 2 quality. Maybe a couple ranks of Vicious to represent the damage the droids can cause to various systems.
  10. Octavian84

    Ship art

    That ILM challenge has really produced some amazing stuff. So many likes and saves.
  11. Octavian84

    Ship Combat - Lots of Guns?

    Each battery of however many guns can count as one minion. Instead of trying to figure how many gunners each turbolaser has. Say it has 10 batteries in the forward arc. Split them up into 3 minion groups. 2 groups of 3 minions and 1 group of 4 minions. Assuming Agility 2 that would be 2 attacks at YY and 1 attack at YYG. If you want to be an evil GM you group them all up into one minion group of 10 and roll a crazy amount of dice. As mentioned earlier, AoR has some rules for it, and Stay on Target has some rules that might help out too, different ways to spend advantage/threat in large battles, such as a grazing hit by a stray turbolaser, shrapnel, etc.
  12. Octavian84

    Other uses for kyber crystals.

    In the incredible cross sections book for TFA it mentions that General Hux's personal Resurgence Star Destroyer uses kyber crystals in its turbo lasers. It implies this is the first time anyone did anything like that. Says it improved the turbolasers' firing rate, accuracy and power.
  13. Octavian84

    Quick Sniper Shot rules question.

    There was a thread a while back about this, the conclusion seemed to be that it worked with non vehicle gunnery weapons. Heavy Repeating Blasters and Missile Tubes, etc but not with vehicle weapons. The only exception was the Advanced Targeting Array which would allow it to be used with vehicle weapons. Don't recall if that was a Dev answered question. Edit: Went to the EotE forums and the Dev answered questions under Episode II and Vehicle combat and personal scale talents section covers this.
  14. Octavian84

    Is the B-Wing Underpowered?

    Not sure it really addresses the original question, but I like the potential of the B-Wing alongside the Rigger class, with some extensive customization. Remove the Heavy laser cannon, which is an oversized weapon mount as presented in Dangerous Covenants, which frees up 2 HP and restores 1 handling and 4 system strain I believe. Remove the Auto blasters, so now you have 4 HPs to work with. Add triple medium laser cannons, still fuzzy on this, which I believe would only cost 1 HP. Enhanced ion engine to get to speed 5. Night shadow coating and an ECM array for last 2 HPs. Along with all the rigger talents, get a +2 or +3 handling speed 5 ship, with 10-11 SS and 16 or so HT. With 3 ions cannons ,3 medium laser cannons, and linked torps. With Tricky Target it now counts as a Sil 0 craft as well, so another Sil 3 craft faces PPPP to shoot it.
  15. For our military oriented campaign, the players are members of the Rebellion, I was looking for ways to make missile tubes more effective versus armored vehicles. One idea proposed was to convert the tubes damage profile to planetary but only when targeting vehicles. It becomes damage 2 with +1 damage per success but leave everything else the same. We tried this and it seemed to allow missile tubes to damage vehicles with 3 + armor a bit and to activate crits. Another idea floated was for a new weapon. Something akin to a Javelin missile system. Something with stats along the lines of... Skill: Gunnery Damage: 4 planetary scale, using the mini missiles from Dangerous Covenants. Range: Short planetary Crit: 4 Blast 2, Breach 2, Guided 3, Limited Ammo 1, Prepare 1 or 2, Cumbersome 6 Encumberance: 10 Like the HOB comes with a tripod that must be setup before use. In some of the TCW episodes we see troopers shoot shoulder fired missiles that severely damage or even cripple/destroy Seperatist vehicles, was looking for a way to reflect that in game. Another option is to use advantage/triumph to narratively find weakpoints and ignore armor in order to activate crits which could reflect that as well.
  16. There are some with bigger Blast, Burn, Concussive, wider area, but none with extra Breach to my knowledge. I like Jon D's idea. A one shot missile tube with the mini missile from Dangerous Covenants, started with my bigger version because I thought a smaller more portable version might be too powerful.
  17. Some good thoughts about a new anti armor rocket. Say keep the damage the same at 20 personal or 2 planetary. Breach 2, but remove the blast quality to represent its more focused explosion? Perhaps extra difficulty to fire at targets below Sil 2 or 3.
  18. Scanners are pretty vague. R2 uses his built in scanner to detect life forms, difficult to determine a range for it though. I tend to think of them as life form, heat, movement, energy sensors. Edit: Just had a thought. As a houserule maybe treat personal scanners like personal scale starship sensors. Assign them short, medium, long, or extreme range based on make/model and quality. Would need to work with the players/gm to interpret the computer rolls and what they can and cant detect before hand.
  19. Octavian84

    Has combat turned to this?

    Just thought of something else, say a PC is using an X-30 Lancer with mods so it has Pierce 4, and the PC switches to stun setting. Would you have the Pierce apply to the stun damage or no? Since the stun bolts are very different from the lethal bolts in the movies, granted we only see a stun bolt fired once as far as I can remember. I'm thinking yes by RAW since it applies to Blast. Edit: X-30 doesnt have stun setting anyway, so say a normal blaster or heavy blaster with mods to get pierce.
  20. Octavian84

    Has combat turned to this?

    Page 157 EoTE. Under Stun Damage (Passive). Stun (Active) is right next to it. Stun (Active) requires 2 advantage to activate and inflicts strain equal to the value in the profile, Stun 8 for example, not reduced by soak. If the profile says stun damage or stun setting then the strain damage is still reduced by soak. There are not very many Stun (Active) weapons because it is very powerful, can only think of 3 maybe 4 weapons in all the books.
  21. Octavian84

    ambiance soundtracks for games

    I've been using the soundtracks to X: Rebirth recently, mostly for space travel and suspense.
  22. Octavian84

    Auto fire?

    As an example if you roll 6 advantages you can hit once for the success of the attack and then 3 more times, for 4 hits. The damage can add up very quickly with a good roll or a character dedicated to auto fire.
  23. Wouldn't want every npc to be running around with them, that would seem too contrived, but stokhli spraysticks in Far Horizons would be a nice counter to a high soak or melee focused character, entangle and activated stun damage. Could say that as the adventure progressed the bad guys took note of the tactics the party used and prepared accordingly. Someone in another thread also mentioned keeping minions as individuals so one attack does not take out 3 or more at once. Think that was Dark Bunny Lord's idea about the minions, I also like it because it keeps the combat from feeling too much like Star Wars: Dynasty Warriors. Also just looked through Dangerous Covenants and the concussion grenades and the alternate concussion missiles would be nice too, since I believe Concussive can be activated and take effect even if they soak all the damage.
  24. Octavian84

    Ways the rules could be better

    This has probably been said before. Whatever the PC's can do in my campaigns the bad guys can do as well. Especially if they are fighting the Empire, Hutts, Black Sun, etc who have a lot of resources at their disposal. The PCs might blow through a few encounters which draws a lot of attention down on them so the BBEG's send an elite team to take them down. Make this elite group with a couple of nemesis and several rivals that all have their own ranks of Durable, Enduring, Armor Master, and modded gear that is just as badass as the PCs, and if they still need backup then they call in an assault speeder, AT-PT, AT-ST, TIE close air support, or something that tips the scales. Not like the above mentioned groups don't have the money or manpower to throw at a problem like a badass PC. I also use law enforcement to harass the PCs about any unlicensed gear they might be carrying around in the open.
  25. Octavian84

    Unarmed combat

    Looked through the forums and didnt see any other topics discussing this. On page 211 the rules state that one can choose to deal either wound damage or strain damage when using unarmed combat. This would seem to negate the function of certain talents such as Stunning Blow which states that a character can choose to deal strain damage instead of wound damage. Both of those can not be correct.