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Dafydd

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  1. As with most things, I suspect the Alliance makes do with what it can get. Outside of certain core forces, like SpecForce and the Starfighter Corps, standardisation is something that they really can't achieve.
  2. Ships without bathrooms make baby Yoda cry. Just sayin'.
  3. I transposed the Geonosian section of the adventure to Xorrn, from Friends Like These. The two dukes were rulers of small rival hives in what's left of the CIS factories on the planet, and had formed a tenuous alliance with the Son-Tuul Pride when the Pride started salvaging wrecked starships in the debris field around the planet.
  4. Doesn't that make the Sniper Shot talent worthless?
  5. If the character is going to be the tank commander, then driver and gunner aren't what you want. Commander, driver and gunner really need to be separate roles in a tank, designs that try to get one person doing two of those jobs have tended to be less successful. Most modern tanks have a crew of 3 or 4 for this reason - the fourth being the loader, who can be dispensed with in tanks with autoloader systems, and wouldn't really be relevant in a tank armed with an energy-based main gun.
  6. If you can find it, the Creatures of the Galaxy adversary deck should help.
  7. Yup. If it makes you feel any better, carrying all the books too and from game sessions has done my back no favours whatsoever.
  8. Yeah, that looks like a fairly standard roll in early-generation Shadowrun...
  9. I suspect it's to give each of the careers a form specialisation that fits in some way with that career, and fit with the 'six specialisations per career' pattern established in EoE and AoR. Consulars are the least combat-focused career, so they get Niman. Guardians are about defence, so they get Soresu. Warriors are both the most primal and the most aggressive, so they get Shii-Cho and Juyo/Vapaad. Etc, etc, etc. I also don't agree with your characterisation of the out-of-career additional XP cost as an 'arbitrary tax'. It's an attitude I've heard from my own players more than once and it's very frustrating to me. The additional cost is hardly crippling, all it does is to give your character an area of focus. When I was playing I certainly never had any issue with getting out-of-career skills and specialisations.
  10. I thought about double-stacking the bunks, but in the Haynes book the YT-1300 sleeping quarters are clearly depicted as three-bunk rooms with storage above the beds - and, frankly, the idea of six people bunking in a space that small sounds like a special kind of **** (especially when one of the PCs is a female Aqualish with a fondness for frilly blouses). You're right about the bunks on the Ghost being double-stacked, but IIRC there are only two bunks in each room.
  11. It's a question of the player and GM working together. I'd sit down with the player at the outset of the game and discuss it, we'd discuss how the the progression from Padawan to Knight would work and once they'd got the Force Rating increase to meet the Knight eligibility requirements we'd play out the final trials to attain Knighthood. It should be more than just spending some XP and printing off a new specialisation sheet.
  12. If I was running the game, I'd say a player can't take the Knight spec until they become a Knight.
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