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Joker Two

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Everything posted by Joker Two

  1. Fixed that for you! Did you enjoy playing that fleet? For a full-day (and potentially multi-day) event I highly recommend bringing something you enjoy playing.
  2. ...Umm, what are you going on about? FFG's on the map, the pointer just gets covered by the blue pointer for Asmodee North America because they're in the same place. If you click on the "Studios" tab you'll see it.
  3. For WWII, I highly recommend Crossfire, by Arty Conliffe. It's a company-level game with 1 stand representing 1 squad; whoever has initiative acts with one unit at a time until they are suppressed by reaction fire, then initiative switches. It really encourages using terrain effectively and maintaining a reserve.
  4. As a non-binary person, thanks! There's several non-male people who play in our local group, but I think only one went to Regionals last year. As you mentioned in another post, gatekeeping and other toxic behaviors (or even the expectation of such) can make public events uncomfortable even if most folks are welcoming.
  5. Considering dozens of human beings and hundreds (if not thousands) of human-made objects have orbited the earth capturing images of it in various ways from every possible angle, that such images are freely available online for anyone with even a passing interest, and that even ancient societies could achieve remarkably accurate understandings of astronomy through observation, patience, and careful record-keeping... I don't think a slow-motion youtube video will change their minds. ?
  6. Would definitely be worth reading!
  7. Sounds like there's a good story there! Mind sharing?
  8. I would highly recommend making it clear to your opponents that you are a new player, and make it clear that you're interested in learning the game and having some fun first and foremost. Large-base turret ships are not something that I would recommend in an introductory game for any number of reasons. That's not to say you can't learn to handle them (you can), or that they're bad play experiences (they don't have to be); but they take the game in a direction different enough from a small-ship dogfight that it's probably better to leave them out initially unless you're interested in diving directly into mid- to high-level competitive play.
  9. I vaguely remember a line about how allowing something to happen through inaction is worth half of what it would be if you did it yourself. Mid-move right now, so the book's packed away somewhere. So 4-5 if they actually have a reasonable chance to intervene. Kinda depends on how actively evil you're portraying them as well (at least from the PC's perspective). If they're actively participating in pogroms against non-humans, or have posed a direct threat to the PCs in the past, it might be lesser. I try not to fix absolute good or bad labels on actions, "Conflict" is just that; could the characters be conflicted about it? For this, I'd definitely say yes they'd get at least a little, but context matters.
  10. Lot more to break on flesh and blood human than a skeleton. Also, I vaguely remember reading somewhere that the reanimates aren't just "puppeted" skeletons like most settings have, but are actually the spirits of the original soldiers raised into new frames again and again, like 40k Thousand Sons. If that's the case, they've got centuries of combat experience and are more magical constructs than physical creatures.
  11. I never had players using both Ascension and Deathwatch simultaneously, but have had Deathwatch NPCs alongside Ascension PCs and a long Black Crusade campaign with both Humans and Astartes. The XP equivalencies they give are surprisingly accurate, and a small difference in XP or effectiveness is not particularly noticeable. The important thing is that the challenges facing the PCs should not always be easily overcome by close-range or melee combat, which is where the Unnatural Characteristics of Astartes characters are most obvious. Just like with any campaign, as long as each player has their own opportunity to shine and the challenges presented are at least within reach of the others; there shouldn't be too much of an issue. Player A should be no problem. Sororitas can stay within shouting distance of Astartes combat-wise while offering a lot of secondary abilities the Astartes don't have access too (although I wouldn't recommend a Chaplain, since that would probably step on her toes). Inquisitors can be pretty nasty too, but will be much more about their capacity for intrigue and power they command. Player B might be an issue because of his interest in Dodge, specifically. I had a player take an Assassin all the way through Dark Heresy as an Assassin and then into Ascension as a Vindicare. Between Agility, ranks in Dodge, Unnatural Agility, and other abilities he could make 8-10 95-or-bust for Dodge rolls each round, which is pretty frustrating from a gameplay perspective in designing a combat encounter that could possibly threaten him. Anything that could be Dodged, he would; anything that couldn't, he complained about. Just so you're aware, there are a couple of talents and combat actions that reduce the opponent's ability to Dodge, particularly in melee; and generally attacks that the PC is unaware of they shouldn't get a Dodge against (I forget whether or not the Vindicare ability overrides that). I can't speak to Cohesion or Solo/Squad modes, but Ascension-level Dark Heresy characters will be extraordinarily lethal in their preferred means of combat, and will probably outstrip the Astartes in that specific field. So if Player B is a Vindicare, another player who is a Space Marine Scout who wants to sneak and snipe as well will feel overshadowed. If he wants to sneak and wrestle enemies down without letting them sound the alarm, he's probably good. Against Hordes the Vindicare won't do much, but will probably be hunting higher priority targets anyway. A Sororitas will probably do just fine, and I expect an Inquisitor would as well, although both are somewhat in danger of being swamped in melee without the Unnatural Strength and Toughness of Space Marines. For Fear, a Sister or Inquisitor should have plenty of options to mitigate it, and will probably have multiple Willpower upgrades anyway. A Vindicare is more at risk, but that's probably a good thing, since it'll counter his great single-target offense. Remember that failing a Fear check does not automatically put you out of the fight, many results will just degrade your performance. I've you've got any other questions, feel free to ask.
  12. Do you mean that the NPC Force-user essentially used the Force to "make" you shut the whole place down? That would be straight-up mind control and is well off the charts of detailed abilities and deep into the realm of "plot device"; even in Star Wars lore only the most powerful and well-trained Force-users (Sith Lords and the like) have that kind of power on a good day, and it only shows up every couple of series. What you describe is similar to what Rey does in Ep. VII, for example (overpower the mind of someone who is actively hostile to her and convince him to do the exact thing he does not want to do); which is my least favorite part of that movie because it is well beyond what we see out of even Jedi Masters throughout most of the stories. The most Force Influence can do, rules-as-written, is with the Control upgrade that lets you "make an opposed Discipline vs. Discipline check combined with an Influence Power check...(s)he can force the target to adopt an emotional state or believe something untrue for 1 round or 5 minutes" with up to 4 additional minutes per Force pip spent from Duration upgrades. So planting thoughts in your mind, sure. Making you irrationally afraid of whatever's in those other cryo chambers, possibly. Using telekinesis to make your hand "slip", maybe, if she's watching you closely and has good control (I re-read and apparently she's still in cryo, or at least thawing). But effectively possessing you against your will? That's straight-up Darth Sidious/Joruus C'Boath level mindbending that you should probably talk to your GM about (ditto the slave implant too, for that matter). Also, you're right, nothing about a memory wipe in the rules. Now, different emotions would just be like "wow, why did I feel that way all of a sudden?" or "ohmigosh how could I do such a thing!" and I don't know if your characters knew she was a Force-user; just because we as fans know about the Force doesn't mean people in-setting do. But telekinesis and mindcontrol in the stories have both left the victim at least somewhat aware of what happened (if not that it was caused by the Force) unless also accompanied by a mind wipe (which again, is beyond the scope of the written rules except for maybe as a very small-scale ability in one of the Force & Destiny books, only useful for trivial things and very brief periods of time; certainly not mind-controlled mass murder). In short, this whole thing (Force-user and slave implant both) reeks of Plot with a capital "P", i.e. "I'm telling this story and you're playing the part I've chosen, whether you like it or not," which is a little weird since you said he wasn't interesting in doing much with the Force originally. Also, railroading someone like this short-term just makes it less likely they'll follow the story long-term; as you said it would make total sense to toss aside everything else that's lined up to track down this Force-User (and I'd add the Hutt) to get your revenge. If you like this GM, I'd recommend sitting down and talking about where you all want to go with the story together and what is and isn't acceptable; particularly as regards to mind control, mass murder, slavery, etc. If you don't, then go ahead and tell them that if they want to have their little tea party exactly the way they want it, they need to use their own dollies because you won't be sharing yours anymore. Seriously; noone should mess with another person's character like that without their cooperation. People put a lot of effort into the characters they make and the stories they're trying to tell; it doesn't sound like your GM is respecting that right now.
  13. This really sounds like something the GM should have either talked with you all about ahead of time or given you more agency while it was happening; especially since the original idea was a game not centered on the Force. The existing Force Power rules almost exlucsively cover short-term effects, which isn't to say that they couldn't be extended when necessary; but I wouldn't do that to a PC without either their out-of-game agreement and/or plenty of opportunities to resist.
  14. Balance-wise, look at the effects Dreis gives you compared to Porkins. Before any external synergy, Dreis is effectively giving another friendly ship a free focus action in addition to his own focus action that round, at no cost in stress. To mimic his ability you'd need Squad Leader + Push the Limit/Experimental Interface + Wingman/Kanan Jarrus or Fleet Officer + Wingman/Kanan Jarrus. That is between 5-8 points and 2-3 upgrade slots, including multiple Elite and/or Crew slots (probably the two strongest slots in the game). In comparison, Porkins's ability compares to just Wingman or Kanan Jarrus (worth 2-3 points and a single upgrade slot) and he won't get a whole lot of use out of it without other upgrades. Also Elite slots tend to go to pilots who fly more intuitively, rather than those who are merely very competent and consistent. For example Horton Salm (the reliable commander), Lieutenant Lorrir (the skilled but predictable side-slipper), and Biggs Darklighter (the loyal friend) do not get Elite slots, but A-Wing Test Pilots (daredevils in experimental craft) and Black Sun Aces (self-taught dogfighters) do.
  15. As someone who also has Asperger's, I too find that a gaming event is helpful in being able to engage in a social situation that has a predictable structure (it's right there in the rulebook!), and it's great to have achievements you can be proud of; wherever they come from. It isn't a cop-out, it's just a difference between how we experience the world and how others do. (I expect you already know that, but hopefully it's reinforcing to hear that from someone else) I worked out my frustration at not being to able to compete at Worlds last fall (despite living nearby) by spending more time on the casual aspects of the game (modeling, homemade scenarios, team games, and the like). It may help to think about how much you want to treat Armada as a competition and/or as a hobby; It's nice to enjoy the process, not just the result, and that can make losses easier to take. Specifically as to losing badly; it is just something that will happen. Both players are trying to win and they cannot both do so. There are enough mechanically random factors in the game alone to keep the result uncertain; we humans add variables like fleet selections, objectives, activation order, maneuvers, and target priority to the mix in increasingly complex and fallible ways. I have won games 10-0 with 9 total Hull points remaining across all 6 of my ships; and lost them 0-10 despite destroying 3/5ths of my opponent's fleet. If you can pinpoint the cause of the result, laugh at it and learn from it (Precision Strike is no longer my default Assault Objective for squadron lists thanks to some very well flown MC-30c Torpedo Frigates). It might reflect on your tactical skill at that moment, but it gives you an opportunity to learn. Your skill level at any point, however, does not reflect on your value as a player and a person; my favorite games have been against people who enjoy the process, regardless of whether we have a close fight or one of us trounces the other. Hope that helps, and best of luck!
  16. Most Wanted, Fleet Ambush, Intel Sweep Two Gladiator I-class with Ordnance Experts, Nav Teams, Rapid Reload and a title each. Admiral Ozzel is aboard Insidious. These sink initiative if necessary in the closing pass since they can take a hit, then whip around to get behind the target. Two Raider I-class each with Ordnance Experts and Expanded Launchers. These are the heavy-hitters, coming in from either flank like a pair of scissors; each fires then dashes through the enemy formation to set up on the opposite side. Two Raider I-class, one with Director Isard and Phylon Q7 Tractor Beams, the other is Instigator. Initiative sinks, back-ups, and blockers. Also play really well to the objectives. The Gladiators, although intimidating, are pretty much even with the Expanded Launchers Raiders in terms of firepower. It's like a magician's trick; keep them watching the hand holding Demolisher while I set up the Raiders to strike. I find it very useful to plan around the idea that I will never get to attack a target with the same Raider twice; either it will be destroyed or space will be too crowded to turn around in time. Once you accept that, you can maneuver in a way that keeps each Raider either attacking or getting set up to do so every round, and you will prepare to overkill targets to ensure they're destroyed. If you hold your hands out in front of you, palms up and fingers spread, then rotate your hands so that your fingers interlace and then separate again, starting from the bottom; this is how the fleet attacks. Each ship in turn activates and fires at a target on its side of the enemy formation, then bypasses that ship to prepare for an attack against the target its opposite "finger" hit, while its counterpart does the same. Certainly not for the faint of heart, but it's great fun and looks cool on the table.
  17. Not exactly an all Raider fleet, but last weekend I took two Gladiators and four Raiders with Admiral Ozzel to a small tournament and won solidly. With Ozzel and the Raider's maneuverability at speed 2, a banked Nav token was enough to get me pretty much anywhere I wanted, and the number of activations meant I could set up a really nasty crossfire each round with the Raiders carrying Expanded Launchers and Ordnance Experts. They did the bulk of the work, honestly; the Gladiators were mostly there so that I had something that could survive an attack if it was in a bad position, letting my Raiders take the best activations each round. It was an absolute blast to play! I've taken patient Rebel squadron-based fleets pretty much exclusively in competition, and getting to fly so aggressively for a change was a treat. I highly recommend everyone try Ozzel at least once, he offers an incredible amount of flexibility.
  18. That is true for quite a lot of Clone Wars technology, particularly on the Republic's side. The Class 0.75 hyperdrives on Acclamators, the nearly nonexistent spacing between successive generations of warship and vehicle designs, even the expected service life of the combatants themselves!
  19. Add Silhouette to vehiclular Damage/Armor when attacking/defending against personal scale. 1x Silhouette: 08 Damage = AT-ST Blaster Cannon 09 Damage = Blaster Rifle 09 Damage = X-Wing Laser Cannon 10 Damage = YT-1300 Laser Cannon 11 Damage = CR-90 Laser Cannon 11 Damage = X-Wing Proton Torpedo 15 Damage = Heavy Repeating Blaster 15 Damage = CR-90 Turbolaser 18 Damage = Star Destroyer Turbolaser 20 Damage = Missile Launcher 02 Soak = Speeder Bike 05 Soak = Stormtrooper 06 Soak = AT-ST/X-Wing 07 Soak = YT-1300 10 Soak = CR-90 12 Soak = Rancor 18 Soak = Star Destroyer So 1x clearly isn't enough (especially taking into account the low hull threshholds of most smaller vehicles. 2x Silhouette: 09 Damage = Blaster Rifle 11 Damage = AT-ST Blaster Cannon 12 Damage = X-Wing Laser Cannon 14 Damage = YT-1300 Laser Cannon 14 Damage = X-Wing Proton Torpedo 15 Damage = E-Web Repeating Blaster 16 Damage = CR-90 Laser Cannon 20 Damage = Missile Launcher 20 Damage = CR-90 Turbolaser 26 Damage = Star Destroyer Turbolaser 04 Soak = Speeder Bike 05 Soak = Stormtrooper 09 Soak = AT-ST/X-Wing 11 Soak = YT-1300 12 Soak = Rancor 15 Soak = CR-90 26 Soak = Star Destroyer Looking better, but sil 3-4 vehicles still have awfully low hull threshholds to take damage that easily. Let's try one more just for comparison. 3x Silhouette: 09 Damage = Blaster Rifle 14 Damage = AT-ST Blaster Cannon 15 Damage = E-Web Repeating Blaster 15 Damage = X-Wing Laser Cannon 17 Damage = X-wing Proton Torpedo 18 Damage = YT-1300 Laser Cannon 20 Damage = Missile Launcher 21 Damage = CR-90 Laser Cannon 25 Damage = CR-90 Turbolaser 34 Damage = Star Destroyer Turbolaser 05 Soak = Stormtrooper 06 Soak = Speeder Bike 12 Soak = Rancor 12 Soak = AT-ST/X-Wing 15 Soak = YT-1300 20 Soak = CR-90 34 Soak = Star Destroyer That...actually looks really good. Starfighter cannons will send most of a minion group flying, and sit right on the edge of incapacitating a Player Character. A heavily armored Wookiee might be able to take a "near miss" from a corvette's cannons. An AT-ST is as difficult to damage as a rancor, but with its lower hull threshold won't take as much of a beating (and frankly I think the rancor's soak might be arbitrarily high in the Core Book). That E-Web in Empire Strikes Back is a threat to the Falcon, and a careless fighter jock can be taken down with a shoulder-fired missile (which is about on-par with a ship-launched version). I'm gonna have to try this in play now.
  20. Using a 5x multiplier for vehicle/personal scale damage, rather than 10x, lets some of the heavier small arms threaten mid-sized vehicles. Far from an insta-kill, but enough to steadily chip away if the vehicle doesn't deal with them. I've played with this for a while and it has been satisfactory for civilian weapons and vehicles; I haven't run a combat-heavy campaign though so I'm not sure if it would hold up in situations with military-grade equipment. Another possibility is to convert the weapon's damage to the target's scale before adding damage from Successes or Talents. The vehicle/personal scale rules don't specify when during the attack the conversion occurs or give detailed examples, so it may be easier to convince your group (or yourself) to go along with it. This puts small arms at 0 and repeaters at 1 (the existing rules round down, and that's probably a good thing) but lets a decent shot (1-2 successes) damage most civilian speeders, and a great shot or a heavy weapon threaten military armor. That's a really elegant idea! Im'ma go do math.
  21. This. The names of careers and specializations are archetypes, not formal titles. "Assassin" is just a way to identify the talent tree that provides a character access to precise and lethal combat capabilities. "Bounty Hunter" as a career name is a catch-all for "characters with a mix of abilities emphasizing combat and self-sufficiency". The words don't matter, only the abilities they grant you. My best friend used Colonist [Doctor] to represent a high society assassin skilled with poisons. Another player used Bounty Hunter [Assassin] to represent a retired Scout Trooper.
  22. Think about what you're actually up against. An X-Wing or YT-2400 is a superior dogfighter to a Firespray, for fewer points. You aren't throwing away 85 points, you're using it to tie up an equal value or more of the enemy's ships in an engagement favorable to you. If you're willing to actually use Squadron commands to get the initial strike in, that fighter wing will chew up pretty much anything. Adar Tallon will help you get use out of Rogue as well.
  23. It already came out. Integrated Astromech. Compare a T-65 with Integrated Astromech to a T-70. They have the same firepower. Same agility. Effectively the same hull and shields (the T-65 is actually slightly tougher, because it can potentially wait to stop a known crit). They have the same dial except for the green 3-straight and t-rolls. They have the same upgrade bar except for tech and the modification IA is taking up. They have the same actions except for boost. And the T-65 costs 2 points less after factoring in a minimum-price astromech (which frankly, you'll want to take anyway because there are a lot of great options). Again; the T-70 is three more points over a T-65, and that gets you Boost, T-rolls, and a Tech and Modification upgrade slot. That's a comparison that looks really good for a T-65.
  24. Independence was an earlier flagship during the buildup of the Rebel fleet, and continued to serve as a secondary command vessel even after Ackbar transferred to the Home One (around the time of the Battle of Hoth, I believe). EDIT: In regards to The Essential Guide to Warfare specifically, Home One is a different ship identified (in the italics denoting a ship's name) in the "Against the Warlords" section on page 189, in the bottom half of the second column. The coverage of Endor was mainly from an Imperial perspective, so it's no surprise she was left out of that.
  25. Upgrading purples to reds can represent an inherently dangerous task. What you describe with a grenade is good. Here's another example; suppose a character is trying to jump a decent gap, say three or four feet. That's probably worth two purples, with one or more blues for a running start. But if that gap is between two crumbling cliff faces high in the mountains, or two speedercraft hovering over a lava flow, I'd make one or both of them reds instead. The task might not be inherently any more difficult, but the stakes are much higher and the character will be nervous to attempt it.
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