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  1. Rebels did confirm no shields on TIEs still, so no intrinsic life support is quite likely to be in also. I could buy pressurization being true just to prevent some of the issues vacuum can cause with electronics (which can be avoided, but it's probably more expensive overall to design for that) but without the O2 recycling or whatever to make it a breathable atmosphere for long. Game-wise I'd probably take a page from the Vacuum Sealed mod for armor and let it give them 10 min breathable air without a flight suit; it's cheap enough for a suit that it can't be too bad to do it to a vehicle, it avoids the vacuum effects on the TIE itself mentioned, and it is a reasonable backup for suit malfunctions to give a pilot time to make repairs or return to base (the Empire may be ludicrously cheap about the lives of their troops, but I doubt Imperial designers avoid ALL safety features).
  2. There's a forgotten giant statue in the wilderness that now has a bowTIE. Or, given one of the concept art images that just snuck out of Episode VII, they gave it to the farmer to make a house out of. (OK, the REAL answer is it's carefully hidden until a later episode where it will be the clever trick that lets the crew beat the Imperials, but really, what fun is THAT? )
  3. These guys are definitely a PC crew given how much they take the piss out of each other; even Hera as the most mature one is willing to respond to a prank by noting "Eh, at least it's not MY room" . For only a few episodes in I really like the chemistry the characters are developing, it's telling how much of the last episode was just them interacting with each other and it was still good stuff. I think they did mention they were writing the Ghost crew as a family dynamic, and it definitely shows.
  4. I would say in regard to things like olfactory sensors protocol droids like 3PO units probably have them since there will be races that "speak" using scents that they'd need to understand that way. Actually protocol units in general should be easily distinguishable from other droids in having fewer of these issues on the principle they're designed specifically to fit in with organics better. Take a look at how R2-D2 managed to fix equipment and slice into computers, then figure the same amount of design effort was put into making C-3PO good at the job of communicating with people (though the fact he comes off prissy probably suggests just how hard that function is to get right really, or else Anakin messed up installation on things a bit ). Though even the best droids will have some differences from an organic PC like the suggested ones, just fewer of them the more their core design relates to "work with people".
  5. I would assume there is no large overt presence in the CSA per the apparent agreement between the corporations and the Empire. However, given the legitimate risk of Rebels hiding out there (given security is one of those things that never affects the bottom line until it does, I can see the CSA being a trifle lax there), the fact corporations were heavily involved in the last civil war, and most importantly that Palpatine is a domineering evil bastard who's never let the long-term stupidity of any power grab stop him, I expect the CSA is infiltrated to hell and back. So not so much stormtrooper detachments or ISDs running around (apart from a few undergoing maintenance or passing through), but a lot of Intelligence and ISB agents poking their noses everywhere, looking for an excuse eventually to extend the "state of emergency" to take over from the CSA. Sure, it's more convenient to the Empire right now to have the CSA just run things and send them a cut, but I can't believe ol' "I will rule the universe!" Palpie isn't contemplating an eventual change in the arrangement once all his other little distractions like the Rebellion are crushed. In the meantime the brutality of the CSA will do nicely in eventually convincing people the Empire is "liberating" them when it takes over later.
  6. Sentinel's showing much different stats than the Lambda in my copy, and they look fairly reasonable, you sure it's not just a misprint in some copies? Only other possible errata I saw is the second Indistinguishable talent in Ambassador costs 5xp despite being on the second line, not sure if that's deliberate or not.
  7. For a more palatable video game reference, at least there's also a nod to the game X-Wing (the destruction of the Invincible that was the goal of the first campaign (which I did twice before I was "supposed to", most inaccurate starship name ever )). Not a bad game to keep in mind for a starfighter-based AOR campaign, either, though I'd use fewer escort missions. As for the book itself, no huge surprises from the beta version. Love the artwork, no major screw-ups stood out beyond possibly under-costing the second Indistinguishable talent in Ambassador (assuming it's not supposed to be 5xp). A little more info on suggested Duty rewards would have been nice, as other folks mentioned, but all in all a pretty good book really.
  8. All the "official spin" on the Death Star/Alderaan stuff I recall was basically the whole thing was VERY poorly concealed. They did try to blame Alderaan's destruction on the Alliance, but pretty much nobody who wasn't already a die-hard brainwashed pro-Imperial bought it. Probably didn't help they came out with multiple stories about it; I imagine the planned propaganda was going to be supporting the Rule of Fear stuff (i.e. "Yeah, we vaporized that planet of disloyalists, you complain and you're next!") and they were caught very short by the Death Star itself going boom and wound up scrambling around very ineffectually. Add in the Rebel Alliance doing a very good job getting the actual story out (I seem to recall Luke did a LOT of touring around between Ep IV and V as part of that, with Leia assisting with the actual political stuff naturally) and the whole thing was a massive propaganda blow to the Empire. I seem to recall the Alliance started really taking off afterwards as a result to boot. So it's entirely likely that while the details of the whole business were hidden, most everybody knows the basic truth of "Empire blew up Alderaan with a superweapon, Rebels blew up the superweapon, Empire is trying to lie about it and failing pathetically" even in the Core.
  9. If you can track it down, the old WEG Star Wars supplement "Stock Ships" actually has several freighter types complete with floor plans, including the YT-2400. You'd have to come up with the stats in EotE yourself of course, but most of the ship designs seem like they'd make excellent starting ships, or nice vessels for competitors to fly. The http://starwars.wikia.com/wiki/Stock_Ships'>Wookiepedia page for the supplement has links to pictures of most of the ships at least, though not the floor plans.
  10. Two options: 1)obvious metaphor, or 2) subconscious anti-droid bias. For example, we see R2 take leaps of reasoning *many* times across the 6 movies, taking action to benefit himself or his friends without specific (or often *any*) instruction. Tricking Luke into removing the restraining bolt on Tattooine. Using his fire extinguisher to provide concealment racing back to the Falcon on Cloud City. Getting fed up with the meatbags not listening to him, and reactivating the Falcon's hyperdrive. Turning up the heat in Leia's quarters in Echo Base. (Oops.) Actively *disobeying* orders/instructions on a number of occasions. - Going into the droid factory on Geonosis. - Leaving the X-Wing on Degobah Etc. C-3PO is a bit more 'restrained', but still manages to think on the fly a few times, not least of which was the plan to hide in the storage closet in the hangar control room on the Death Star. Or, if you go by cut scenes, C-3PO set up an ambush in Echo Base on Hoth by removing the warning sign from the room where they were keeping wampas that attacked the base captive (leading to a terrible surprise for the snowtrooper that opened the door). Which is kind of interesting since it also goes at least somewhat against the idea of non-4th degree droids having a First Law rule; R2 didn't have much issue zapping Ewoks in ROTJ either. If more "sophant" droids can start sneaking around such rules, it makes sense why memory wipes would be more common than not, as a safety measure in addition to avoiding less lethal "quirks". As for Obi-Wan denigrating droids, I seem to recall at least one of the books saying the Jedi didn't like droids (I think it had Anakin as a kid fixing up a bunch of droids around the temple irritating the Jedi and at least one meeting with a lightsaber accident via Master Windu). Considering they can't be Force sensitive, it makes a lot of sense the prejudice would be there. As a general game rule, I would make PC droids fully sentient/sapient/sophant/etc. Not counting avoiding the RPG idiocy of telling a player what his PC thinks, there have certainly been too many droids at least as clever as regular humans to rule the whole idea out. I would say some of the more limited models don't become smart without unusual experiences (there has been a distinction between some droid brains being better at learning than others (like the 3PO "verbobrain"), and I'd think any droid not expected to need to adapt to circumstances would lack the better ones) and the average models usually being memory wiped too often to develop it. Granted I lean towards "sophant droid = rare" primarily to sidestep the whole "robots as slaves" moral issue which tends to derail the usual tone of Star Wars (otherwise the heroes = slavers), though if you want to explore the issue by all means go for it.
  11. Something on the "docking clasp" thing; EotE actually specifically calls it out in the starfighter section in a sidebar (pg. 258) as a way to have one player with a non-hyperspace capable fighter keep up with a group's freighter. It says most freighters come with them (which makes sense as a cargo hauling option really) so you wouldn't need to modify a ship to use that option apparently.
  12. Great minds think alike; seems I'm not the only one a little bugged by the Cool thing. I actually kind of like the idea of different skills for initiative, but the actual distribution of the skills seems wildly at odds with the careers. The Assassin is probably the biggest one; you have a specialization pretty much based around carefully laid plans of attack and by the book they're faster if they just bump into the target in the street. The only people who get Cool in-career/specialization are scoundrels, doctors, and explorers; with the exception of the doctor none of these strike me as terribly cerebral careful thinker types as a definite rule (does Han Solo look like a careful man to you? ). If anything I wish they'd reversed the distribution of Cool and Vigilance; I can buy combat professionals like bounty hunters and hired guns being better at planned attacks, while the explorers and scoundrel types seem like professions where quick reaction to sudden surprises (i.e. "Stop that ship. Blast 'em!") make a lot of sense.
  13. I know the astromech droid NPC on pg. 410 has an arc welder weapon statted out; how would you cost adding that to a droid? Seems to fit somewhat better than an R2 unit packing heat.
  14. I don't know if it's just me, but those two skills seem to have some headaches involved. First off, what differentiates 'staying cool" from "staying disciplined"? Both seem to involve roughly similar effects after all. Judging by descriptions I suppose Cool covers "noticing under stress" while Discipline is "dealing with stress"; that seem right to folks? Cool as an initiative thing for "preparation" also really does not work well in my opinion. Basically explorers, scoundrels, and doctors are the best at ambushing someone, while a trained soldier or (worse!) a sniping assassin, is much better off if they are not prepared for a fight! Right now the combat specialized careers would do well to never plan ahead. But the social interactions are what really drive me a little bonkers. For one thing, nobody can have both Cool and Discipline as class skills without specializing out of career, which seems a bit strange. I suppose there's an element of "nobody can resist every approach" to that which is good, but which class is effectively more resistant to a particular social skill thanks to skill distribution of Cool/Discipline works out just plain screwy. Politicos, supposedly the most specialized for social skill use, are without out of career spending hopeless saps, easy to deceive or sweet-talk (unless they become doctors and become resistant to sweet talk for some reason). They can dish it out but have no innate resistance beyond one fairly late talent. Smuggler/Scoundrels may not be charmable, but they fall for lies quite well, while the Hired Gun cannot be tricked but melt to any sob story; this seems almost backwards to the traditional "crook with a heart of gold" and "foolish guards" stereotypes. Anyway, am I over-concerned with how those skills work out in actual practice, or is there some tweak that could fix things? On the social skill front, I've considered whether you should be able to use the same skill to oppose a social check (i.e. Charm vs. Charm) like Negotiation currently; Cool and Discipline would still have somewhat of an edge since you could resist multiple social skills with one of them, but at least a liar would recognize his own. Failing that, I'd at least swap the "Knowledge: Core Worlds" skill in the Politico specialization for one of those two so the Politico can come up with some defense against non-Jedi mind tricks. The Cool initiative thing I'm unsure of how to deal with; it has issues as noted but it kind of nerfs Cool to remove that role and give nothing back. Maybe instead swap things so Vigilance works for prepared attacks and Cool for surprises; it would make sense that scoundrels and explorers are more prepared for things suddenly going wrong on them, while combat professionals are more dangerous with prep time. Or maybe choose either of those skills for initiative but which attribute you use depends on circumstance (i.e. Cunning with whichever skill for prepared strikes, Willpower + whatever for walking around the corner into a pack of bounty hunters)?
  15. Beyond The Rim really isn't anything like "Space Titanic." Rather than being on a ship that's doomed, the players are looking for a ship that crashed around twenty years ago. If you mean they found the CFS Republic, then the setup works great, explains why they'd be contacted for this one in the first place ("Hey, they found one ship, they're perfect for finding another"). The presence of survivors and the extensive Imperial presence in the whole thing is also a potential difference from the Titanic thing if memory serves.
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