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beeble530

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About beeble530

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  1. If I remember right, Luke seems kind of shocked that Biggs is planning to defect. Out on Tatooine, the Imperial propaganda machine must still be working. Luke wants to join the Imperial military right up until Ben tells him of its evils and, of course, his family is murdered.
  2. I think the key is that what we see in ANH is the "Alliance" to Restore the Republic. The key word is Alliance. Prior to its founding, there were plenty of other groups of various size and influence. Just prior to ANH they unified under a common flag.
  3. Back in the Saga days, I would always be sure to include an encounter every once in a while that would have been somewhat challenging in the past, but is considerably easier now. It's no fun when your enemies continuously get stronger at the same rate you do. That was one of the biggest problems with Bethesda's Oblivion. Be sure to throw in more difficult encounters using more minions and stronger rivals, but remember to leave some weaker enemies around for your players to refer to when comparing strength.
  4. Overall, the atmosphere of the Wheel was very underutilized. Any of the scenes could have taken place on any world with a moderate criminal element. Flying through the ship docks and doing some actual gambling would help differentiate the setting beyond GM description.
  5. Well, characters with names just don't get "insta-killed" in Star Wars. They get gruesome injuries that are inconveniences, like losing their hands. Minions die instantly from critical injuries, but pretty much nobody gets insta-killed. Your house rule is already built into the system too. On pp. 218: "Each Critical Injury a character suffers from adds +10 to any subsequent Critical Injury check." This means that if you did activate multiple crits, each one would stack with that +10 minimum you described. It wouldn't be a reroll, just a flat +10 to whatever comes up, placing the effective minimum at # of Crits x 10 +1.
  6. I was thinking more about the In Media Res start more and came up with an idea. I think the first episode is rather dull as written, with the only serious possibility for combat or action being the attempted kidnapping of Eyetee-three at the end of the sequence. Instead of the normal, rather dull opening situation, the PCs will be on retainer to IsoTech, moving parts in return for credits. Roem receives word directly from the star liner captain that they have recovered a hyperspace message pod with Separatist markings addressed to IsoTech via his father, who was arrested by the Empire for his Separatist leanings following the end of the Clone War and was never heard from again. Roem has asked the PCs to recover the pod from the star liner, which is moored clear on the other side of station. They elect to fly their to save time. The pod in their hold, they find themselves being tailed by a pair (or more) of Z-95s on their return trip. The Z-95s, marked with the symbol of the Yiyar clan, open fire, resulting in a chase through the traffic and superstructure of the Wheel's docks. In mid chase is where the adventure will open,as the PCs attempt to shake the Yiyar snubs and reach the IsoTech docking bay. As an aside, this scene will also put some heat on the PCs because the public chase through the docks will bring attention to any further efforts they make during discovery. The chase also introduces the primary villains right away. I plan on emphasizing some mystery regarding the fate of Roem's father at the hands of the Empire. Though his death is assumed, Roem and his sister will still value that information and the search for the Sa Nalaor can be viewed as a mission to learn the fate of their father and his work rather than simply a mission to make some cash with some cool tech. Eventually, the ISB agents can reveal his death at their hands, providing a good "evil" moment that Star Wars stories all need. Additionally, I am considering spicing things up by using the sabaac rules from Sons of Fortune/Under a Black Sun. The infochant, rather than selling the information for a flat fee, will gamble information in a game of sabaac. Winning hands will progressively score the PCs more information, while losing will require them to reveal information about their mission which the infochant can then sell to their rivals. If they refuse to reveal information upon losses, the infochant can increase the heat on the PCs by revealing their movements to the Imperials or the Yiyars, possibly provoking an altercation.
  7. The upcoming GM screen is said to include mass combat rules, which I'm assuming will include rules for integrating PCs as the leaders of minion squads. Stay tuned.
  8. I'm planning on starting this adventure soon and had some ideas and questions. First, I plan on portraying IsoTech as a bit less powerful and more struggling to get buy. Their offices on the wheel will be cheap and run down, nothing too impressive. I also plan on making Roem's motivation more of family matter than just business. He wants the tech, but he also wants to know what his father was working on and why it cost him his freedom and eventually his life after he was kidnapped and imprisoned by the Empire as a "Separatist conspirator." Next, I was wondering if anyone had any good ideas or experiences with beginning in media res? I was considering beginning with the players already having accepted the job from Roem, but moving the message pod out of his hands and opening with the characters in the process of acquiring it. One scene that came to mind was placing one or two characters aboard the ship that found the pod, captured red handed on their way out with the pod. The remaining characters would then have to bail them out and return to Roem with the message.
  9. I know they haven't really done this for Dangerous Covenants, but they did release Enter the Unknown and Beyond the Rim at similar times and both were clearly exploration based books. Could the release of Jewel of Yavin be an indicator that the smuggler book is up next? It certainly would make sense to release adventures related to the career books at similar times as they both serve as complements and could potentially capture both GMs and players in a party, whereas a group could just split a career book.
  10. I have some experience gaming online with Google Hangouts and Roll20 and have had some mixed experiences. Sometimes it's technology failures or complications, but sometimes things just don't seem to vibe as well when playing with a virtual tabletop. However, I've heard of and watched (on YouTube) some great online play. I was hoping that some people who have had success (either long-term or one-shots) with virtual tabletops or Skype/Hangouts could share what they find makes things easier and more comfortable during play, from both a player and a gamemaster's perspective.
  11. That's what I was thinking. The question is how to divvy up wounds/strain based on the result in a fair way. Despair is a crit? Failure is max wounds? But how many? Success reduce wounds, that seems obvious. I think that threats/advantage could determine strain in some way.
  12. By mass combat, I'm talking about some features so that the PCs can feel like they are in a warzone. Artillery is a pretty big part of that. While I do think that eventually heroes might find themselves making fleet and regiment level decisions, I'm talking about trench level stuff.
  13. I was surprised to see only 2 agility for the gunner too. They have 2's in all abilities. However, you have to remember that minions don't have skill ranks, they only gain them through additional members of their groups. So your base, 3 agility gunner should start at 3.0 and move up to 3.3 after grouping into a 3 gun battery. If we stick with 2 agility, they start at 2.0 and move up to 3.2 after grouping.
  14. While I know lots of people were expecting some sort of mass combat rules in AoR, as well as some guidelines on warfare hazards, personally I'm okay with them saving most of that stuff for the Commander and Soldier splat books. However, I would like to have some discussion on how to implement the effects of, say, an AT-AT barrage or a TIE/SA Bomber bombing run in a reasonable manner. Does anyone have any ideas? Using simple attacks on individual characters seems boring and unfair, since every round only one character will be targeted and if they're hit, they're pretty much toast. I'm thinking of some variation on the falling damage table, where the characters take base strain and wounds, negated by the results of a check, but I'm stuck on what kind of numbers would be fair.
  15. I'll be honest, I haven't had to use capital ships yet, but I have given it some thought. Minion rules for capital ship batteries are presented on page 238. Basically, you upgrade the check once per emplacement. So say we got a Nebulon-B with six turbolasers on each side. I'd break them up into four minion groups of three and upgrade the Gunnery check to something like [Y][Y], down from [G][G]. I'd do the same thing for the three laser cannons in each firing arc. That means I'm making five rolls tops for the Nebulon-B if it is only engaged in one firing arc. More likely, the opposing ship or ships will try to restrict themselves to one side instead of aft or forward, so I'll only have to roll three times. Though there is some confusion in some of the ships though. Some list their turbolasers as batteries, while others just list them as turbolasers. Some do both, like the CR90 which lists its medium dorsal and ventral turbolasers as "batteries", but its light port and starboard turbolasers are without the battery label. Reading up on the CR90 via Wookieepedia, it looks like the standard load out has only one turret on top and bottom, so I'm just dropping the battery label where it appears in stat blocks. I would suggest porting the Imperial Gunnery Corps stats from pg 214 in AoR Beta. These dudes have 2 Agility and the Gunnery skill, so when used as minions they start with base [G][G] and move up with more [Y] and, eventually, add more [G], which then switch to [Y] and so on. As for aiming, pg 231-232 of EotE seems to imply that characters in capital ships cannot spend more than one maneuver per turn, regardless of whether they want to spend strain to do so. Anyways, with minion gunners, spending strain to double aim would kill them off pretty quick, so it doesn't seem reasonable. I would allow single aiming, but in reality I would probably just make my rolls and be done with it. Another thing to consider when using capital ships and batteries in EotE is the context in which you're using them. Unless there's a capital ship vs. capital ship or capital ship vs. a dozen or more fighters situation, a capital ship would be unlikely to bring all of its weapons to bear on a single fleeing frigate. That's a huge energy and manpower investment from a fluff perspective, so feel free to only use a couple of their weapons at a time.
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