-
Content Count
93 -
Joined
-
Last visited
Reputation Activity
-
abookfulblockhead got a reaction from Eoen in Autopilot Droid Brain & Ground Buzzer blaster cannon
The piloting you use is determined by the vehicle you are using, not the environment.
Hence, an X-Wing always uses piloting (space), and a LAAT Gunship always uses Piloting (planetary)
-
abookfulblockhead got a reaction from bradknowles in What can Cool do for you?
One use I’ve seen is the, “Don’t mind me, I totally belong here” method of hiding in plain sight. You’re not necessarily lying to anyone, or trying to evade their attention. Just projecting this confident look like you belong.
I’ve also thought a bit about the distinction between discipline and cool. I feel like you use Cool for reckless stunts that take raw confidence, whereas discipline is for more practical level-headedness. Playing chicken in a starfighter, barrelling towards an oncoming foe is Cool. Not flipping out when a Star Destroyer begins bombarding your location is discipline.
Likewise, if the frieghter you’re chasing goes barreling into an Asteroid field to try and shake you, I think it would make sense for you to make a cool check before pursuing. Anakin would follow eagerly. Obi-Wan would have a bad feeling.
-
abookfulblockhead got a reaction from AK_Aramis in What can Cool do for you?
One use I’ve seen is the, “Don’t mind me, I totally belong here” method of hiding in plain sight. You’re not necessarily lying to anyone, or trying to evade their attention. Just projecting this confident look like you belong.
I’ve also thought a bit about the distinction between discipline and cool. I feel like you use Cool for reckless stunts that take raw confidence, whereas discipline is for more practical level-headedness. Playing chicken in a starfighter, barrelling towards an oncoming foe is Cool. Not flipping out when a Star Destroyer begins bombarding your location is discipline.
Likewise, if the frieghter you’re chasing goes barreling into an Asteroid field to try and shake you, I think it would make sense for you to make a cool check before pursuing. Anakin would follow eagerly. Obi-Wan would have a bad feeling.
-
abookfulblockhead got a reaction from ImperatorRegnum in What can Cool do for you?
One use I’ve seen is the, “Don’t mind me, I totally belong here” method of hiding in plain sight. You’re not necessarily lying to anyone, or trying to evade their attention. Just projecting this confident look like you belong.
I’ve also thought a bit about the distinction between discipline and cool. I feel like you use Cool for reckless stunts that take raw confidence, whereas discipline is for more practical level-headedness. Playing chicken in a starfighter, barrelling towards an oncoming foe is Cool. Not flipping out when a Star Destroyer begins bombarding your location is discipline.
Likewise, if the frieghter you’re chasing goes barreling into an Asteroid field to try and shake you, I think it would make sense for you to make a cool check before pursuing. Anakin would follow eagerly. Obi-Wan would have a bad feeling.
-
abookfulblockhead got a reaction from GroggyGolem in Is strain damage always better?
One of the oft-overlooked bits about “stun setting” is that it only works within short range, unless the weapon’s description states otherwise.
Also, as stated, Nemeses can recover strain with advantage, just like players. And I make Nemeses tough. It’s rare for them to roll less than 4 dice for their primary combat ability, often with 3+ yellow dice. Last session, a Nemesis managed to roll a whopping 9 advantages in one turn. She didn’t succeed, but she shrugged off a ton of strain, convincing the PCs that lethal force was required.
-
abookfulblockhead got a reaction from kaosoe in Is strain damage always better?
One of the oft-overlooked bits about “stun setting” is that it only works within short range, unless the weapon’s description states otherwise.
Also, as stated, Nemeses can recover strain with advantage, just like players. And I make Nemeses tough. It’s rare for them to roll less than 4 dice for their primary combat ability, often with 3+ yellow dice. Last session, a Nemesis managed to roll a whopping 9 advantages in one turn. She didn’t succeed, but she shrugged off a ton of strain, convincing the PCs that lethal force was required.
-
abookfulblockhead got a reaction from Vestij Jai Galaar in What can Cool do for you?
One use I’ve seen is the, “Don’t mind me, I totally belong here” method of hiding in plain sight. You’re not necessarily lying to anyone, or trying to evade their attention. Just projecting this confident look like you belong.
I’ve also thought a bit about the distinction between discipline and cool. I feel like you use Cool for reckless stunts that take raw confidence, whereas discipline is for more practical level-headedness. Playing chicken in a starfighter, barrelling towards an oncoming foe is Cool. Not flipping out when a Star Destroyer begins bombarding your location is discipline.
Likewise, if the frieghter you’re chasing goes barreling into an Asteroid field to try and shake you, I think it would make sense for you to make a cool check before pursuing. Anakin would follow eagerly. Obi-Wan would have a bad feeling.
-
abookfulblockhead got a reaction from DurosSpacer in What can Cool do for you?
One use I’ve seen is the, “Don’t mind me, I totally belong here” method of hiding in plain sight. You’re not necessarily lying to anyone, or trying to evade their attention. Just projecting this confident look like you belong.
I’ve also thought a bit about the distinction between discipline and cool. I feel like you use Cool for reckless stunts that take raw confidence, whereas discipline is for more practical level-headedness. Playing chicken in a starfighter, barrelling towards an oncoming foe is Cool. Not flipping out when a Star Destroyer begins bombarding your location is discipline.
Likewise, if the frieghter you’re chasing goes barreling into an Asteroid field to try and shake you, I think it would make sense for you to make a cool check before pursuing. Anakin would follow eagerly. Obi-Wan would have a bad feeling.
-
abookfulblockhead got a reaction from whafrog in What can Cool do for you?
One use I’ve seen is the, “Don’t mind me, I totally belong here” method of hiding in plain sight. You’re not necessarily lying to anyone, or trying to evade their attention. Just projecting this confident look like you belong.
I’ve also thought a bit about the distinction between discipline and cool. I feel like you use Cool for reckless stunts that take raw confidence, whereas discipline is for more practical level-headedness. Playing chicken in a starfighter, barrelling towards an oncoming foe is Cool. Not flipping out when a Star Destroyer begins bombarding your location is discipline.
Likewise, if the frieghter you’re chasing goes barreling into an Asteroid field to try and shake you, I think it would make sense for you to make a cool check before pursuing. Anakin would follow eagerly. Obi-Wan would have a bad feeling.
-
abookfulblockhead got a reaction from SavageBob in What can Cool do for you?
One use I’ve seen is the, “Don’t mind me, I totally belong here” method of hiding in plain sight. You’re not necessarily lying to anyone, or trying to evade their attention. Just projecting this confident look like you belong.
I’ve also thought a bit about the distinction between discipline and cool. I feel like you use Cool for reckless stunts that take raw confidence, whereas discipline is for more practical level-headedness. Playing chicken in a starfighter, barrelling towards an oncoming foe is Cool. Not flipping out when a Star Destroyer begins bombarding your location is discipline.
Likewise, if the frieghter you’re chasing goes barreling into an Asteroid field to try and shake you, I think it would make sense for you to make a cool check before pursuing. Anakin would follow eagerly. Obi-Wan would have a bad feeling.
-
abookfulblockhead got a reaction from HaphazardNinja in How Much Duty for the Average Session?
I generally award 5 duty apiece for completing the primary mission objective. I then ask people if they felt they accomplished something in line with theirt duty. If yes, I award 2-3 points for that.
Likewise, if the PCs do something noteworthy, like abduct a ranking NPC, that wasn’t their primary objective, I’ll typically award another 2-3 points of duty.
This is all before the propagandist invokes Positive Spin, mind you
-
abookfulblockhead reacted to RLogue177 in Spec/Talent Sheets
Thanks for the heads up. they are linked now, and I've cleaned up that first post so the links are hidden under the text.
Thank you. Not at this time. I make these using Photoshop, and they end up as big, many-layered .psd files which I smash flat and save as .pdf files. Then I smoosh those together and crush them and post them. Beyond that, I don't really know what I'm doing... LoL. And I'm really hesitant to give out my unsmashed files.
-
abookfulblockhead got a reaction from RLogue177 in Spec/Talent Sheets
Would it be possible to link to the Universal Specializations document on the first post? (Or am I blind, and it's already there?)
-
abookfulblockhead reacted to Absol197 in Trends, Statistics, and Predictions!
Hello there, everyone!
As some of you may know, I'm a big fan of statistics and analysis; I've shown up in random threads and dumped numbers on people, letting them know of likely outcomes regarding release dates, trends, and so forth.
The response has been fairly good - it appears more people than just me enjoy rummaging through numbers and finding patterns and meaning, so I thought that instead of having everything spread out in disparate threads, I'd open up a new thread explicitly for it!
Any questions that you have about the statistical trends of the release schedules, feel free to ask, and I'll do my best to answer! And if there are any interesting patterns that you've noticed in the data you track, stop on by and let us know!
Numbers are fun!
~Phee~
CURRENT BOOK PREDICTIONS:
PRODUCT CODES:
-
abookfulblockhead reacted to KRKappel in Character "level" max?
So, obviously a character who has maxed out every spec tree and skill is a bit of absurdism, but from a practical point of view, to what the upper limits are.....
I wanted to test this out myself, so last year at Gamer Nation Con I wrote a module for F&D featuring the Jedi Council as PCs, with 1600-2200 earned XP each. Now, granted, they cut through battle droids like a lightsaber through butter, but they were not doing so well once they went up against enemies with Adversary 2-3 (Dooku, Ventress, etc). And even with the minions, it was just a matter of adjusting the size of the minion groups to be large enough to remain a threat even after they force leapt into the center of a minion group and saber swarmed or whatever else and took them out 5-6 at a time.
So overall, so long as you use adversary generously with named advesaries, and group minions into larger groups, the game scales up very nice. I think this is largely because, assuming most players are only going to even try to max out 3 spec trees and a handful of important skills, their soak and wound threshold don't really get too large to become a problem, and reflect and parry likewise can only defend against so much. So long as you pick adversaries that can deal with this sort of thing (lightsabers are nasty, your PCs will NEVER have enough parry because of breach 1), you really don't run into too many problems. I routinely killed my Kit Fisto build (who had like 1900 XP), and Yoda was very, very squishy with a wound threshold of like 8 and very little soak.
So with the feel of that in mind, I'd say 2,500 XP would probably be about time to consider hanging up those characters and letting them retire. You can only find so many Dooku-level threats to face in one campaign without things getting stale.
But if you're getting 20 XP a session, that's 125 sessions, or 2 and a half years of weekly 4 hour sessions, or 10 and a half years of monthly sessions. I mean, after that, you've gotta be in the mood for a new character/build, am I right?
Now, that's F&D, where you have the added sinks of Force Powers, and trying to find Force Rating increases along with Parry and Reflect. Take that element out, in a non-force powered AOR or Edge game? I might start feeling that same way at 1,500 XP or so, when most relevant skill checks have 4-5 yellows and a green or two, and skills they aren't that good at still have 2 yellows and a green or two. Not to mention a slew of talents and signature abilities to keep track of. But that's still 75 sessions.
-
abookfulblockhead reacted to Alexhurlbut in AoR Assault Frigate Mark I
Hello there! It has been done before on this board
obligatory link: (Or is it okay to necro that thread? )
I'm posting my take of the AF Mk I as defined by the original entry for it in WEG Rebel Alliance sourcebook (2E), the 1E being the first source to stat out the AF Mk.1.
I underlined the indications of changes and performances of the AF in the WEG entry (edited) below. Additional weaponry is stated to be 5 additional turbolaser cannons and 5 additional laser cannons (heavy for the AoR version). Would like to hear feedbacks on the stats, thanks!
Started with the AoR Imperial Dreadnaught and then modified her stats based on the underlined changes. Nowhere in the entry, it was ever stated that there were other laser cannons beside the 10-15 laser cannons themselves or even that some of the turbolasers were converted to additional laser cannons (seriously no one looked up the source materials aka the original Sourcebooks for Imperial and Rebel Alliance in WEG?). So there you have it.
Assault Frigate Mark I
Although it is difficult to tell, the Assault Frigate Mark I is actually a highly modified Imperial Dreadnaught heavy cruiser.
To economize fuel consumption and increase capacity, the techs stripped off huge amounts of the superstructure. They also added two massive dorsal fins to increase the ship's maneuverability.
In addition, huge portions of the ship have been retooled to replace human crew with automation. The original Imperial Dreadnaught required a crew of 16,000 in order to operate, far more than any other war vessel of comparable size. This is simply not practical for the Alliance, who has a much smaller manpower pool to draw from than does the Navy, and an infinitely smaller pool of trained crew. Once the Alliance techs were through with the ship, it required a little less than one-third the original complement to operate. Unfortunately, the Assault Frigate Mk. I did have to sacrifice offensive capability -- while it has additional weaponry, crew members and power generators were diverted from the interior of the ships, resulting in shorter ranges and a lower fire rate for the turbolasers compared to the Dreadnaught.
Unlike its Imperial predecessor, the Assault Frigate Mark I has no docking bays or landing platforms, but there are 20 umbilical docking fixtures along the ship's surface. Several of these are large enough to dock a transport/heavy freighter, while the rest are better suited to starfighters and light freighters. The ship cannot carry docked craft through hyperspace.
In addition, each assault frigate carries a modified Imperial assault shuttle piggy-back atop its superstructure. The frigates are able to carry these vessels through hyperspace.
Because of the exhaustive and expensive refit, there are very few assault frigates currently employed by the Alliance. Those that are in services are extremely effective, however, and, as time permits, more will be added.
Silhoutte: 7
Speed: 3
Handling: -1
Defense: Fore/Port/Starboard/Aft
2/2/2/1
Armor: 6
HT Threshold: 90
SS Threshold: 35
Hull Type/Class: Medium Cruiser/Assault Frigate Mk. I.
Manufacturer: Rendili StarDrive.
Hyperdrive: Primary: Class 2, Backup: 12.
Navicomputer: Yes
Sensor Range: Medium.
Ship's Complement: 5,000 officers, pilots, and enlisted crew.
Starfighter Complement: 1 Imperial assault shuttle.
Encumbrance Capacity: 7,500
Passenger Capacity: 100 troops.
Consumables: One and half years.
Price/Rarity: Modification/#?.
Customization Hard Points:
Weapons:
Eight forward and seven aft medium Dreadnought turbolaser batteries (Fire Arc Forward, Port, and Starboard or Aft; Damage 10; Critical 3; Range [Medium]; Breach 3, Linked 1, Slow-Firing 3). (15 batteries)
Ten port and ten starboard light Dreadnought quad turbolasers (Fire Arc Port or Starboard; Damage 9; Critical 3; Range [Short; Breach 2, Linked 3, Slow-Firing 3].
Five forward, five port and five starboard heavy laser cannons (Fire Arc Forward, Port, and Starboard or Fire Arc Port or Starboard; Damage 6; Critical 3; Range [Short]]. (15 cannons)
ADDITIONAL RULES
Massive 1: When making an attack targeting this starship, the Critical rating of any weapons used counts as higher.
Power Shortage (Turbolasers): The turbolasers on this starship take one additional round to fire and lose a range bracket. The stats has been already adjusted for this.
-
abookfulblockhead reacted to Blackbird888 in Custom ships
I've put together a handful of custom capital ship stats. Thought I'd share and vet them for critique.
Assault Frigate Mark I
Hull type: frigate
Manufacturer: Rendili StarDrive/Alliance shipyards
Hyperdrive: class 2/class 12
Navicomputer: equipped
Sensor range: medium
Ship’s complement: 5,000 (118 gunners)
Encumbrance capacity: 6000
Passenger capacity: 100 troops
Consumables: one and a half years
Price/rarity: 8,000,000/7®
Hard points: 2
Silhouette: 7
Speed: 3
Handling: -2
Defense: 2/1/1/2
Armor: 5
HTT: 85
SST: 50
Weapons:
15 heavy laser cannons: damage 6, critical 3, range [short]5 forward: fire arc [fore] 5 port: fire arc [port] 5 starboard: fire arc [starboard] 20 quad laser cannons: dmage 5, critical 3, range [close], Accurate 1, Linked 38 forward: fire arc [fore] 6 port: fire arc [port] 6 starboard: fire arc [starboard] 15 medium turbolaser batteries: damage 10, critical 3, range [long], breach 3, slow-firing 15 forward: fire arc [fore] 5 port: fire arc [port] 5 starboard: fire arc [starboard] Additional: Massive 1 – when making an attack targeting this starship, the critical rating of any weapons used counts as 1 higher.
Assault Frigate Mark II
Hull type: frigate
Manufacturer: Rendili StarDrive
Hyperdrive: class 2/class 12
Navicomputer: equipped
Sensor range: long
Ship’s complement: 5,000
Encumbrance capacity: 6000
Passenger capacity: 100 troops
Consumables: one and a half years
Price/rarity: 8,500,000/7®
Hard points: 2
Silhouette: 7
Speed: 2
Handling: -2
Defense: 2/1/1/2
Armor: 6
HTT: 90
SST: 40
Weapons:
15 heavy laser cannons: damage 6, critical 3, range [short]5 forward: fire arc [fore] 5 port: fire arc [port] 5 starboard: fire arc [starboard] 20 quad laser cannons: dmage 5, critical 3, range [close], Accurate 1, Linked 38 forward: fire arc [fore] 6 port: fire arc [port] 6 starboard: fire arc [starboard] 15 heavy turbolaser batteries: damage 11, critical 3, range [long], breach 4, slow-firing 25 forward: fire arc [fore] 5 port: fire arc [port] 5 starboard: fire arc [starboard] Additional: Massive 1 – when making an attack targeting this starship, the critical rating of any weapons used counts as 1 higher.
Dornean Gunship
Hull type: gunship
Manufacturer: Dornean Braha’ket Fleetworks Conglomerate
Hyperdrive: class 2/class 14
Navicomputer: equipped
Sensor range: long
Ship’s complement: 75
Encumbrance capacity: 1,000
Passenger capacity: 15 troops
Consumables: one year
Price/rarity: 900,000/7
Hard points: 4
Silhouette: 5
Speed: 3
Handling: -1
Defense: 1/1/1/1
Armor: 4
HTT: 45
SST: 25
Weapons:
8 twin light turbolaser cannons: damage 9, critical 3, range [medium], breach 2, slow-firing 1, linked 14 dorsal: fire arc [fore] 2 port: fire arc [port] 2 starboard: fire arc [starboard] 8 concussion missile launchers: damage 6, critical 3, range [short], blast 4, breach 4, guided 34 forward: fire arc [fore], limited ammo 24 2 port: fire arc [port], limited ammo 12 2 starboard: fire arc [starboard], limited ammo 12
Space ARC Star Cruiser
Hull type: heavy star cruiser
Manufacturer: unknown
Hyperdrive: class 1
Navicomputer: equipped
Sensor range: long
Ship’s complement: 3,550
Starfighter complement: 24 starfighters, 3 shuttles
Encumbrance capacity: 27,000
Passenger capacity: 1000
Consumables: four years
Price/rarity: 110,000,000/8
Hard points: 4
Silhouette: 8
Speed: 2
Handling: -2
Defense: 3/3/3/3
Armor: 8
HTT: 140
SST: 80
Weapons:
42 heavy turbolaser cannons: damage 11, critical 3, range [long], breach 4, slow-firing 210 forward: fire arc [fore] 11 port: fire arc [port] 11 starboard: fire arc [starboard] 16 battleship ion cannon turret batteries: damage 9, critical 4, range [medium], breach 3, ion, slow-firing 28 dorsal: fire arc [fore/port/starboard] 8 ventral: fire arc [fore/port/starboard/aft] 16 heavy tractor beam emitters: range [short], tractor 64 forward: fire arc [fore] 4 port: fire arc [port] 4 starboard: fire arc [starboard] 4 aft: fire arc [aft] Additional: Massive 2 – when making an attack targeting this starship, the critical rating of any weapons used counts as 2 higher
I made the Mark II a little beefier than the Mark I. Prices were mostly guesstimates. Dornean Gunship might need changing a little.
-
abookfulblockhead got a reaction from warchild1x in DH-17 blaster pistol stats
You were supposed to balance the game, not break it!
-
abookfulblockhead got a reaction from Richardbuxton in A framework for creating Imperial Officers
First off, I doubt my players read this forum, but if you are a member of Lantern Outpost, or enjoy the soap opera "Can't Help Falleen In Love" go away! This thread is classified!
With that out of the way, I've been working on formalizing the creation of Imperial Officers. I felt the last big nemesis the PCs faced off against didn't really do much out of the ordinary. She was an effective antagonist, and her arrival generally signaled to the PCs that it was time to go, but in creating a successor, I don't want them to just feel life more of the same. I've also outsourced the ISB to a friend of mine. I wanted his choice for a successor to feel meaningful, and have a real impact on how future sessions played out.
I'd appreciate any feedback, and suggestions on how to extend these rules to higher ranks, or even different branches of the Imperial war machine (Currently, these rules are rather focused on the ISB).
At the moment, these rules just apply to the lowest tier of Big Boss Officers, whom I term "Captains".
A Captain has:
A capital ship (or ships): Either a versatile Silhouette 6 ship, like the Nebulon-B, or three to four ships of Silhouette 5, such as CR90 Corvettes, or Arquitens-class Light Cruisers.
Troop Transports and Fighters (optional): As a baseline, I assume that a ships complement consists solely of basic TIE/ln Fighters. If the ship has a hangar bay, I also assume it can stock enough troop transports (Usually Sentinel-class landers, though other configurations are possible) to deploy the ship's full troop complement.
Troops: Again, I stock these according to the vehicle profiles, with the general rule that 75% are basic minions (Imperial army troopers, Navy Troopers, COMPFORCE, etc), and 25% are stormtroopers. For every 8 minions, there is a rival-level squad-leader (Stormtrooper Sergeant, Imperial Army Officer, etc).
This is the baseline setup for any "Captain." However, each Captain should have their own unique Flair. Each Captain is given unique custom rules as follows:
Focus: This isn't so much a rule, as a broad strokes statement of what this officer is good at, and their particular priorities in the field. For example, "Riot Suppression", "Traffic Analysis", "Black Ops". This provides guidelines for the other unique elements
Unique Move or Rule: Here, I use "Move" in the style of Dungeon World - a narrative response the officer has to certain circumstances. For example, one officer might have, "The Wire" - After each mission, the Captain may choose to monitor a known Rebel contact, giving the ISB director greater knowledge of the Rebels' network, or deploy a SWAT Team to capture that contact and interrogate them. Other Captains might have a more direct influence on the rules - for example, "Urban Combat Training" - The Captain's forces gain 2 boost dice to any combat checks when operating within a city or space station.
Unique Asset: The Captain gains specific equipment or forces tailored to their focus. A Captain focused on countering Rebel Starfighter Raids may have his TIE Fighters upgraded to Interceptors. A Captain focused on "Riot Suppression" might provide their troops with shock prods and powerful stun guns (giving a convenient narrative reason to hit the Wookiee in the strain threshold).
A Lieutenant: This is a Nemesis character, who handles a particular part of the Officer's forces. This might be the leader of the Starfighter squadron, a personal enforcer, or even just a cunning slicer or analyst. I also draw on the various lieutenants as potential candidates for promotion, should a Captain need to be replaced.
To give a full example, if I were to rework the Captain my players just dealt with, she might look like this:
Name: Captain Shanri Lataea
Ship: Grey Maiden (Nebulon-B Frigate)
Troops/Transports/Fighters: Standard complement
Focus: Slicing and Traffic Analysis.
Unique Rule: Once per session, once Rebel activity is exposed, Lataea may make a computers check to crack the team's commlinks. Despair may be spent at any time to allow her to reattempt this check.
Unique Asset: Storm Commando squad. A 5-man team of elite stormtroopers, specialized for black ops missions. (My PCs hate these guys.)
Lieutenant: Judro Gyll, leader of the Storm Commando squad. On promotion, Gyll would gain the Focus: Black Ops. His custom move might involve abduction or assassination of key targets.
So, that's my general framework. As a said, feedback, ways of extrapolating these rules up the chain of command, or applying them to other branches of the Imperial military, even just suggestions for particular special moves or assets, it's all appreciated.
-
abookfulblockhead reacted to Desslok in [SPOILERS]: Star Wars: Rebels - Thoughts?
Just because you are enlightened doesn't mean that you're not a jerk.
-
abookfulblockhead reacted to Desslok in [SPOILERS]: Star Wars: Rebels - Thoughts?
Well, that was a hell of an episode. Quite a bit to unpack -
I loved that Ezra's spacesuit was full on Zeerust 50's Sci-Fi. Now he needs a rocket ship to go with it.
I liked how they made Thrawn look strong - the rebels only got away thanks to Tom Baker Ex Machina, Konstantine being a boob and Price's ineffectual mediocrity as a field commander.
That tracking shot following Kanan through the ghost, with all the depressed and beaten rebels was really powerful.
With Sato going out like a boss, Hera is getting her promotion. Check back on this post in October - she's totally getting command of Phoenix squadron.
And can we talk about the quality of shade Tarkin threw at Thrawn, when Thrawn tells him it would be hard to take prisoners? Tarkin's wonderful retorts he was "confident a man of his talent should have no issue taking prisoners". That was some hand crafted free range cage free artisan shade right there.
Massive space battle? Very satisfying.
"WHAT JEDI DEVILRY IS THIS!"
And of course Bendu's parting words to Thrawn (right before Grand Admiral Balls of Steel shoots god in the face). You can tell that this prophecy of doom shook him. Clearly the seeds of doubt have been sewn.
And lord did we set up things in Season 4! The Mandalorian Civil War! Kallus becoming a fully fledged member of the rebellion! The Kallus and Zeb Double Act! The Strike at Lothal! Yavin action!
Overall I think the season 2 climax was more satisfying on a personal, emotional level, but I still very much enjoyed this episode too.
-
abookfulblockhead got a reaction from Daeglan in Proton torpedos vs fighters, working as intended?
Even an MC-80 needs to resupply sometimes.
A lot of missions from the old TIE Fighter and X-Wing DOS games revolve around ambushing capital ships during resupply. So I think it's reasonable to expect that after extended combat operations, Rebel forces may need to resupply.
Maybe there's a convenient resupply nearby. Maybe their supply freighter was ambushed by the Empire, or waylaid by pirates. Or maybe there's a Nergon-16 shortage in the sector and explosives cost a premium.
Sure, the Alliance can procure explosives. But probably not nearly as many as they'd like, and then probably only near their most vital strongholds like the HQ and the main fleet. One of the ideas emphasized in the AoR core book is that the Alliance makes do with what's available, which isn't always top of the line
-
abookfulblockhead got a reaction from SEApocalypse in Gardulla the Hutt
Last I saw Gardulla, she was being chased out of the Hutt Council's palace by Darth Maul and Savage Oppress
-
abookfulblockhead got a reaction from Mark Caliber in Naming Star Destroyers
Here are a few from my game.
Fisher King - one of the older ISDs in service, with a lot of cannon scoring over its hull from numerous battles
Reverend Father - Carries an Inquisitor
Nightlilly - A "PR" ship. Has a large audience hall for flashy ceremonies, and big press conferences.
A few I haven't quite fleshed out yet:
Impending
Calamity
Chimes of Winter
Apex
Barren Mother
Lady Law
-
abookfulblockhead got a reaction from EliasWindrider in Character optimization
Tell that to my grouo. Intelligence is their single most common stat. Everyone has 3 int in the party. The demolitionist and gadgeteer are constantly leveraging technology to their advantage (usually by making it explode) while the Quartermaster uses it for knowledge skills and more mundane computer usage. The Hotshot handles astrogation and does a little maintenance on her ship on the side.
Presence is probably their biggest dump stat. When the quartermaster isn't around, the group tends to rely pretty heavily pn coercion. (Wookiee and zabrak power duo can pull it off pretty well, too. "Bad cop, tear your arms off cop")
