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Posts posted by Satchmo72
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Some things to consider:
Sidewinder pros
- cool
- good damage
- It's cool
- auto fire
- did i mention it's cool?
Sidewinder cons
- it's heavy
- no way by RAW to improve damage
- Cannot use at engaged range
- uses gunnery skill (could go pro if that is your focus)
- it's restricted
Heavy repeating blaster pros
- Best damage in the game
- Scary to be on the other side of it
- Able to reach extreme range
- auto fire
- Grenade/missile launcher under the barrel is not needed
Heavy repeating blaster cons
- no way to upgrade damage per RAW (not really an issue but still)
- takes up lots of encumbrance
- uses gunnery skill
- cannot be used while engaged
- restricted
Heavy blaster rifle pros
- Not restricted
- auto fire
- by RAW very good damage potential with upgrades
- cheap
- light (by comparison)
- low rarity so easy to find and easy to find repair parts
- add a grenade/missile launcher under the barrel
- not a gunnery weapon (can go either way)
- can be used while engaged
heavy blaster rifle cons
- not really cool unless you put a story behind it
- not scary, not even a little (until you kill a Rancor in one round with it)
- to compete in damage you will need to add an augmented spin barrel with several mods requiring some very difficult mechanics checks
I have limited my thoughts to what I consider the three best blaster weapons currently available in the books. The flechette launcher mentioned earlier can go a couple ways. You can have a ton of fun killing the heck out of all the enemies regardless of who or what they are (even tie fighters). Or you kill the heck out of everything everyone gets pissed because there is nothing else to kill (kind of the point of a heavy but still) and your GM tries to find a way to get around your awesomeness.
If you are looking for rule of cool then go with the Sidewinder. If you are looking for most damage and you care nothing about what the storm troopers and planetary defense force go with the heavy repeating blaster. If you want massive firepower with out drawing attention to yourself go for the heavy blaster rifle (bowcaster could fit this role as well).
This is all from memory as my books are not in front of me.
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You can do anything you want in your game. Something I would be concerned about in your situation is that you are giving one player a force rating what are your other players getting? Unless everyone knows this part of the quest arc is designed to provide something for one player you may run into hard feelings.
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Something else to remember. Your plan will likely fall to pieces as soon as the PCs start doing something. Every time I have been involved in an investigation in a RPG the PCs never follow the clues the way the GM thinks they will. They will interpret them different than you could ever possibly imagine. I have experienced this from both sides of the GM screen.
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Maybe, give them what they want. It sounds like you have a set of no good ship rustlers on the loose. Have their benefactor notice they have a tendency to take nearby ships. Make acquiring the ship part of the job. Now you have a reason to throw more challenges at them in the acquisition of the ship because you are now planing for it.
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I think the force is plenty powerful. One example is the move power. With the correct investment and 3 pips rolled you can throw two AT-ATs into each other having them collide between 100 and 150 yards in the air. With a force rating of 3 and a destiny point or two it is guaranteed that you can succeed at this endeavor. Considering collision rules the AT-ATs will each have 5 HT left after they collide with each other. Then they still have to survive a minimum of a 300 foot fall.
Not bad for a single action.
My book is not in front of me. You man need 4 pips which is still pretty likely with a force rating of 3.
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Thanks guys. Some great ideas here. I will discuss with my GM and get back to you and let you know what we worked out.
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I think for a planetary evacuation I would not mod the ship. Evacuations like this are normally last minute and bare bones. Regardless of political affiliation when Katrina was bearing down on New Orleans they used anything they could get their hands on to get out of town including school buses. In Star Trek (yes they may be the enemy) TNG the Enterprise is sent to evacuate people from a planet. With all the resources of the Federation they do not send a specialized ship just a big one with plenty of cargo bay to hold people so they can get them to safety.
Maybe put rows of cots in the cargo bays and a food line in one of them so it can feel like the are refugees.
Edit: Another show that has a great refugee atmosphere is the new Battle Star Galactica series.
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I agree with KRK. This game already has enough skills, and maybe even to many (I'm looking at you astrogation). Since it was first introduced the idea of a talent to open up nich abilities seems to be the best way to go.
Josep Maria reacted to this -
This from KoTOR came to mind when I read your post: http://starwars.wikia.com/wiki/Thranta-class_corvette
I would give it stats a little less than a CR90 and have all the weapons and the primary hyperdrive stripped from it over the centuries.
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There will eventually be three core rule books.
1. Edge of the Empire covers the outer rim and the under belly of the star wars universe.
2. Age of Rebellion covers the time during the galactic civil war and helps you be part of the rebellion.
3. Force and Destiny (still in beta) will give a full accounting of the force and its use.
There will also be splat books for each occupation that a player can pick as well as setting books for different areas of the galaxy.
Currently there are no plans to come out with an empire source book, however I bet that would change if enough people wanted it.
KevynnRedfern and Josep Maria reacted to this -
The game I play in has five or six regular players. Most of them engage in what is going on and really get into the mix. One person (whom I think I rub the wrong way) always has something going on and I find that I enjoy my character interacting with her character. Then we have a couple younger players who work at it and try but often seem they are uncertain what their character would do in a given situation.
The problem that I have in this particular game is that I take hold of what is going on and try to drive the story forward. I think this is viewed by some at the table as being overbearing. I guess this is the counter point to my original post.
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I am playing a Mon Cal, Engineer-Scientist eventually headed into mechanic. He is altruistic, avoids authority figures, often misses sarcasm or metaphor, and is a recent graduate of the Coral Coligium. My motivation is discovery and my duty is resource acquisitions.
We are on a homestead on a planet in wild space. I do not really want it to be a game changing thing but a character shaping thing. I can see him with a few conspiracy theories but he is well reasoned and far from a nut job.
Anything not evil is something to take into consideration. I would love to hear some ideas.
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So, I understand that there is such a thing as a new player who does not really get the idea that you are a part of this world and as such need to interact with it (this is my disclaimer as I intend to be one sided for the rest of the post).
Lets assume that three things are true for most gaming groups:
1. You do not have any players that have never played a RPG before.
2. Everyone is there to have fun.
3. People discuss things like what the campaign will be and character concepts.
Now there are 5 or 6 people sitting around a table on a Thursday evening pretending they are in a galaxy far far away. The GM sets the scene provides an NPC to give some starting direction. Introducing more as the game goes along to provide more information and help shape the story.
(rant on)
At this point it is the responsibility of the player at the very least pay attention to what is happening. Unless the player has an eidetic memory it is likely a good idea for him to take notes about places, NPCs, and information given. Then wonder of wonders it is the prerogative of the player to player to either engage or disengage from what is coming. If you disengage from a situation it can be played just as much as engaging (stand behind someone, don't make eye contact, talk hesitantly, and even use bad accents). Talk to your fellow players IN CHARACTER about how you want to see things resolved.
My point boils down to this. If your character is already engaged in the story there is no need for the GM to find a way to make you shine because you will find a way to make yourself shine anyway. If you are unable to find a way to make you character shine then you probably did not talk out what the campaign would be about or how the characters would interact.
(rant off)
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Seems like a good idea to me. Carrie Fisher was always dressed to impress be it white gown, mettle bikini, or camouflage jungle gear.
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Your link has nothing to do with the points I made.
EotE core rule book page 158
"Some weapons and talents modify this critical injury roll, potentially making the critical injury ore or less effective. In addition, a a character can only generate one critical roll per hit on a target. However, if the roll generates enough advantage to trigger the critical ratting of the weapon multiple times, the character can choose to add +10 to the critical injury roll for each subsequent trigger."
The rule book is unimaginably clear on this point. Emphasis mine.
Dark Bunny Lord reacted to this -
Critical injuries do not effect wound threshold (hit points) in any way. Coming from a d20 system I thought this was silly. However, it allows for some interesting story telling and makes disintegration possible.
The vicious 1 adds 10 to the critical roll vicious 2 adds 20 and so on. There is a talent called lethal blow that also increases the severity of a critical hit by 10 per rank. Third, if you have rolled enough advantages to activate your weapons critical multiple times you can add another 10 to your critical roll for each time you activate the critical. Finally, if the target has crits already then you add 10 more to your critical roll for each critical the target has suffered.
So lets say I am playing a Hired Gun: Murauder and have 2 ranks of lethal blows and am swinging a vibro ax with a mono molecular edge attachment. I make my attack against a rancor who has already suffered 1 critical hit. The result of the roll is 4 success and 3 advantage. Now I do wound damage to the rancor and am able to do a minimal amount of damage as they have very high soak. Since I was able to do damage I am also able to inflict a critical hit. My weapon has a critical rating of 1 based on the modification I added. So I spend all 3 advantage on activating critical 3 times. My weapon has vicious 4. Now I roll 1d100 and add the following:
+20 from lethal blows talent
+20 from two additional critical activations
+10 because the rancor has already been critically hit
+40 because the ax has the vicious 4 property
So I will add 90 to my 1d100 roll to determine the severity of the critical hit. with a roll of 61 I will outright kill the rancor. With a roll of 51 It will die at the start of the next round.
So while crits do not do wound damage they certainly can be lethal if you focus on them.
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The purple die next to the result indicate how severe of an injury it is. Crits add up quickly and become more deadly the more of them you have. So you will want to find a way to heal those critical injuries. The two main ways are through bacta tanks and medical checks. If using a bacta tank or healing naturally over time then it is a resilience check and the difficulty is set by the number of purple dice next to the result you rolled. If you have a medic trying to overcome a critical wound then the medical check difficulty would be equal to the number of purple dice.
Hope this makes things as clear as mud.
Col. Orange reacted to this -
Does the Hutt have any reason to suspect the PC's? Is it reasonable that they escaped unnoticed? Did they kill all witnesses working for the hut? Remember that surveillance video is not a given in the Star Wars universe.
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I recently purchased the the colonist source book and am looking at the homestead rules. The question I have is if it provides any income off the bat or if you have to get upgrades in order for it to start producing. Does it maybe cover living expenses?
So we have a mine and I am playing a scientist (AoR). My plan is to build a foundry on the property as well as an electronics fab center so that I can eventually start building anything we need. We are also planing on seeing if we can coax biofuel out of the local flora. Eventually I hope to have a droid army working the facility so that we can fly off and have fun with a nice steady income (which I am certain my GM will allow to break down as soon as we leave orbit).
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Dac (Mon Calimarie) is openly independent and pays not taxes to the empire. The core rule books hint at others but do not directly call them out.
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Krieger, where have you read that bonuses do not stack? There are many details in the books and it is hard to remember every little one.
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This is a personal opinion and may not prove true in all situations. Be active in the telling of the story. There are interface terminals all over the place for R2. So simply assume that the same terminals exist in the world you are playing in.
You do not have to be the squeaky wheel to be able to do this. Listen to the direction your GM is taking the story and fill in a detail that he has left out.
I also like the idea of talking directly and politely with your GM.
kaosoe and evileeyore reacted to this -
True aim and sniper shot would definitely work with auto fire. True aim specifically says it works with ranged attack. Auto fire is by definition a ranged attack. Two other things that will help with auto fire are jury rigged to reduce the cost of activating auto fire to a single advantage (be aware that this will auto kill just about any enemy you face and some times two or three enemies per round). The second is less useful and called reign of death which allows you to forgo the extra purple dice when auto firing (true aim is likely much better).
Are you set on soldier? If not bounty hunter gadgettier and hired gun mercenary soldier have a lot of the same feel and have some talents to allow out of combat activity.
bradknowles and Col. Orange reacted to this

Ideal weapon for a Heavy
in Star Wars: Edge of the Empire RPG
Posted
Grenades are cool but they take up one encumbrance each. If your GM does not track encumbrance they are a great option, however if you have to carry a primary weapon, backup weapon, rations, armor, scanner, goggles, datapad, breath mask, synth rope, and a com-link there is not a great deal of room for extra grenades even using a backpack and an utility belt.