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player2020124

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  1. This droid would not have vehicle scale weaponry. That is something maybe after he puts a lot of money into it that he could add that on or upgrade it somehow. It will be essentially his form of transportation but will act like a beast would. Because I was thinking of actually building the droid based on the character creation rules this will have WT and ST, characteristics and everything but I was thinking of treating it as a "vehicle" for the rigger as I see that as being more useful then the actual beast rider in this particular case. Honestly, I think I saw dozens on the new Mad Max Fury Road trailers. Aside from that... not really. Would a vehicle not be considered one big melee weapon? The other players have actually received quite a bit over time, this is a brand new character and will have some severe limitations on himself without this droid and the droid will also be no where near as powerful as a fully functional one. He will be a good mechanic (which the group needs) and thats always a benefit. Thats actually quite a good idea I may consider this. In the Ace career book, there is a specialization called Beast Rider, so maybe that books has something on that subject. I have that book as mentioned in original post. I was thinking of using the beast rules in it but not the actual beast rider. I just feel the rigger is a better fit for the situation. That was my thought as well, this is actually what his main story arc is. He wants to get this droid back up to being fully functional, to start it will be his form of transportation and will have some basic weaponry maybe equivalent to a blaster rifle or something and melee attack. other than that it's just a "dumb" beast and will do what it's master commands. Over time as money permits (and finding specific parts) he will be able to slowly increase the droids power, upgrade weapons, get the flying working, increase it's strength, speed, shields, armor, etc) but this will all cost him time and money to do.
  2. I wasn't thinking to apply the beast rider tree at all, I consider it more on the side of a vehicle (it just happens to be "like" a beast) which is why I was thinking rigger. I only was thinking to use beast rules for intents of the actions or maneuvers it could do. I was thinking maybe to build this Droid with standard char creation rules and then from there the only way to upgrade it will be via the pc actually working on it.
  3. So one of my players came across the Basalisk War droid and gave me a good backstory as to why he should have one. I agreed with some concessions of course. Essentially the PC was a mechanic slave and he had worked on this modified Basalisk Droid and they began to bond as these droids can do, the original rider was killed during a uprising from another slave and he managed to escape with the droid although he had his legs cut off and has since replaced them with little spider like legs that he will use to interface with the droid. The Jawa and the droid are kind of one character, the droid would be the combat focus while the Jawa is the mechanic and would control the droid. Of course droid is not going to be a fully functional and armed to the teethe version of the droid but his goal is to work on this droid over time slowly upgrading it and making it more powerful. I have found some other posts where they fully stats out one of these things but I don't want it to be that powerful. Should I maybe make a Droid based on character creation rules and use that as a base? Would it be feasible to have the PC able to up a characteristic of the droid with a upgrade based on maybe cybernetics rules? I received my Stay on Target book and I was considering making him a Rigger (as apposed to a beast rider) and then make the droid his "signature" vehicle. I would have him use the beast rules as well for when he is riding it. Some Suggestions would be great
  4. I never really thought of it as a "cluster bomb" as I was thinking more concentrated but the idea that the grenades would be spreading out does make sense. Yeah these are just Frags no Thermal detonators (lucky for the ones on the ship). One thing I guess I didn't make complete clear is that the ship is in the sky they were beginning to enter the lower atmosphere of the planet when this all went down. I don't think there really is a "wrong" answer to this I just want some other thoughts and opinions from other GM's .
  5. so my last session ended with a bang, quite literally, with two players falling out of their YT-2400 while they were entering the lower atmosphere of the planet. One of which had a active grenade on him and 10 more on his person. One player used force push to push the other character back towards the ship prior to them exploding. My question is would you as the GM make the one grenade trigger the rest of them and kind of make a mini "bomb". I know the book says frags don't affect heavily armored foes and a ship would definitely fit that bill but that's one not eleven. I was thinking that the one grenade would trigger all of them (or at least have a chance to).. Vs a ship here are some idea's I had: 1. counted each grenade separately then they would never get past the Armor (soak). 2. roll once and if it's a successful hit then add addition successes to base damage and multiple that by 11 3. roll for each individual grenade and keep a tally of each successful hit and then add that up and the misses could just mean that grenades didn't trigger. If total is above the soak then remaining damage goes to ship. Which means they will have to get some repairs done at next stop. 4. One grenade goes off and does not affect the others This isn't going to have a real mechanical effect other then they will have to pay something to repair the ship (or take the time to fix it themselves when they get a chance to). If the grenades did do a lot of damage and then they get into a space battle that extra HT damage can change the outcome of a fight since they are not at full health.
  6. They may not turn from one bite but the infection they would likely carry could kill them and they would turn. I really like the use of animals in Night of the Meteor. Starting my campaign with a random zombie walking through the streets is a little......cliche. Starting with a horde of dead rats appearing from the London sewer system or through the London Underground.....now that is how you scare the crap out of my Players. For me it was a lone cat and while it distracted them a massive dog attacked the gm.
  7. Yeah i thought the same that it was weird that they didn't include head shot critical hit option for all scenarios. It was a toss up between no room in hell and night of the meteor. I wanted animals to be part of the threat not just humans so i thought about just adding them to the no room in hell one by just saying that if a animal is bit then it would turn but ended up just going with night of the meteor.
  8. Could grasp the idea of swinging a weapon like a ace or bat and them getting stress but was just curious what others thought about when using guns. i know when converting to trauma you would just do a quick recap of what you finished doing and come up with something. I have an example where the players weren't doing anything major, as they were leaving a grocery store a ambulance crashed into one of their vehicles but no one was near to have to dodge or anything. Inside the ambulance they saw a zombie chewing on the driver and they shot it in the head. The pc ended up with one stress. after they looted the ambulance they headed out of town to a farm one of them owned and that's where we ended. Now he could convert that stress into a minor trauma.i would probably just count that as exhaustion but it's not really the gun that caused it and i think that's maybe where you don't have to think of it as the gun causing the issue specifically it's just that you now have physical stress.
  9. I think FFG needs to clarify this, Some people take a Stress track (a/p Page 30) to be the 9 boxes but then others quote page 46 and confuse a tier with the track. Each level is a Tier and 3 boxes in each tier makes up a stress track of 9 boxes. This is for each category. But as stated in other posts it's going to really be up to you as the GM, do you want the fight to be easy or hard, maybe you rule that fresher bodies have the full track while more decayed ones only have 1 or 2 tiers.
  10. I am actually curious as to why they didn't include a similar rule for the other 4 scenarios to define basically what a "critical" hit would be. If I run any of the others I probably will house rule that in. The part about making it easier I took that as not worrying about the possibility of them coming back the same way a PC can roll. I would narrate a full stress track as a destroying the head or cutting off the head or something (i think all the scenarios it's destroy the brain or cut off the head but I could be wrong there as I haven't read through all of them completely since I picked the one scenario and ran with it) So far my players haven't really had any close calls, other than the initial encounter with a zombie cat and dog, the human zombies have always been in the distance and shambling towards them, but we are only 8 hours into the apocalypse before we had to quit. For character creation my players didn't really like the secret voting and they agreed to just use a show of hands. They didn't really put much thought into it which was unfortunate and they just voted to have everyone boost a characteristic in each category which they just took the extra negative or cancelled out their positive feature. My group was rather large though at 9 players but surprisingly it wasn't too bad to GM although the table talk did get a bit excessive at times and delayed some decision making among the group. Another comment that came up was why would a character suffer physical stress for firing a gun or swinging a weapon? what could a player translate that into if converting his stress into a trauma? Maybe soar muscles or something? I know one mistake I did make was in the opening scene I actually should have had the players who witnessed their gm being ripped to shreds by a dog should have rolled some sort of mental check to see how horrified they were but I didn't think of that till later. They did play though as if they were genuinely horrified by it but one player mustered up the courage and planted an axe in the dogs head (rolled uncancelled doubles) and then they rushed me to the hospital since the ambulances were all dispatched already and it would take some time for them to arrive. I like the idea of a map used on the table. I recommended my players get one for next session or I could go get one myself. Another Idea to further that one would be get a piece of clear plastic that you can use to cover it and then use dry erase markers on it (if it would work). This way you could draw all you want on the map and just update it as the night progresses without leaving permanent marks on the map as things could change as the campaign evolves.
  11. Page 46 under "NPC's and Trauma" it says "To simplify the amount of tracking you have to do during the game, it is recommended that you don't keep track of traumas for less important NPC's. There is no reason to know weather or not the zombie a PC just took down has a broken leg or not. Once it is out of the way, it is no longer important to the story. When these minor NPC's fill up one of their stress tracks, don't allow them to "Cling to life". Instead just have them die. So when they fill up their first stress track (3 damage) just have them die. I read that to but a stress track (page 30) is defined as 9 boxes, not 3, for each of the 3 categories. Each row is a Tier not a track THE STRESS TRACK "All stress is tallied on one of the three stress tracks in your three categories. Each stress track consists of nine boxes, which are divided into three tiers of three boxes each. Whenever you take points of stress, fill in an equal number of boxes on the stress track in the appropriate category, starting with the boxes in the fist tier, proceeding up to the second once all three boxes in the fist are full, and so on." In the end though it's really up to the GM, if it makes sense to kill them quickly do so. Reduce the amount of tiers they have where appropriate to the story. Also don't forget about their resistance to damage as well which further increases the stress needed. I am a fan of the Night of the Meteor mechanic of rolling uncancelled doubles equates to a head shot instant kill.
  12. Where does it say to give zombies one bar of stress? I can't seem to recall actually reading that?
  13. No you put in a positive or negative dice depending on whether you agree with stats. At the end you compare all the negative to the positive and which ever one is higher determines whether a stat is raised or lowered.
  14. I only saw the shoot in the head mechanic in night of the meteor. Also remember that resistance (other than the one they have themselves) only takes effect if they fall into that tier. stop is feasible to 2 or 3 shot a zombie given the right weapon and some good rolls.
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