Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Dafydd

  1. Based on the recent announcement, NPCs from DoR will be in the upcoming Imperials & Rebels 3 deck - the announcement showed a Death Trooper card.
  2. If you hadn't already noticed, there are two more coming - a third Imperials & Rebels deck, and one for the Clone Wars era (tying in with Rise of the Separatists, presumably).
  3. Dafydd

    WWII Situations Suggestions

    If there's any doubt...
  4. Dafydd

    2.0 release schedule

    Hi everyone, I'm just starting to play X-Wing with the 2.0 release. I can't see any upcoming expansions on the FFG release schedule, has there been anything said about when new ships will be released for 2.0?
  5. Dafydd

    2.0 release schedule

    Am I being unbelievably dense? I can't see anything for X-Wing on the Upcoming list - I'm assuming it would come under Miniatures Games? ***EDIT*** Interesting... it appears FFG categorises X-Wing under Board & Card Games, not Miniatures Games, in the Upcoming list, but under Miniatures on the forum. I've thought about that, there's no shortage of 1st Ed ships available locally. It's just a question of whether I'll be wanting to buy enough ships before their 2.0 equivalents come out to make it worth getting the conversion kit instead of just waiting. FWIW I'm not looking at collecting multiple factions at this point, just Rebellion and maybe Scum for now.
  6. Dafydd

    Why the large crew sizes?

    The Lambda isn't really a dedicated cargo shuttle. It's a multi-purpose vessel that can be reconfigured for as a small cargo hauler, passenger shuttle, VIP transport or even a troop lander. Even in full cargo mode, it isn't really big enough to warrant a full-time loadmaster.
  7. Dafydd

    Why the large crew sizes?

    Warships in general tend to be very crew-heavy compared to civilian ships of equivalent size. A huge cargo container carrier doesn't need a lot of people to run safely. Warships tend to need a lot of spare crew, on the other hand. Firstly, the crew requirement goes up dramatically when the ship goes to action stations. Most of the time there would only be a skeleton crew on the tactical stations and most, if not all, of the weapons would be unmanned. When the klaxon goes off, however: - Every station has to be manned - Damage control and firefighting parties are needed - Marines and crew members muster in security teams to repel boarders, or conduct boarding actions - Lots of spare warm bodies are needed to replace casualties On top of all that, thinking beings are much more flexible than machines, and therefore good for those times when automated systems break down or suffer battle damage. Beyond that, a warship may need to detach crew for other duties. For example, if the warship stops a freighter for inspection and discovers contraband on board, it will need to send that freighter back to base; that requires a prize crew to operate the freighter and guard the prisoners. For most of its service, a warship's will actually be looking for things for their enlisted crew to do. That's where the endless routine of hull painting and deck scrubbing originated in historical warships, the need to keep large crews occupied when not in combat. I'm a fan of David Weber's Honor Harrington novel series, and the issue of crew levels is something that's come up quite a lot in the more recent books. The Royal Manticoran Navy (the one Honor serves in) has recently adopted far higher levels of automation on their warships that they were previously willing to accept, and reduced crew sizes accordingly. Forexample, the Chanson-class destroyers introduced about 25 years before the current time in the books have a crew of just over 300 (destroyers are small escorts, not Star Destroyer equivalents, in this world). The current Wolfhound-class, which are 50% larger than the Chansons, have a crew of less than 90 and the Roland-class, contemporaries of the Wolfhounds and more than twice the tonnage of the Chansons, have barely 60 crew. The change has made it far easier to provide enough trained crews for an expanding fleet, but it's come back to bite them in other ways. The Rolands don't carry any marines on board, so all boarding parties have to be drawn from the naval crew, and if they need to detach a prize crew it leaves them very short-handed.
  8. Dafydd

    Deadly Accuracy Question (ranked?)

    Quoted For Truth. The descriptions on the talent trees are just as a reminder of the basic mechanics during play.
  9. Knowing the pronunciation helps - it's said Gla-morgan, no Glamor-gan. The modern county derives from an old Welsh kingdom called Gwlad Morgan, "the country of Morgan".
  10. *Puts on history nerd hat* Where the two missiles hit was also a factor. Glamorgan had more warning of the incoming missile (it helped that it was the Argentines' third shot - the first failed to launch and the second didn't track) and was thus able to maneuver so the missile hit her in the stern near the hangar. The missile skidded across the deck and the warhead exploded outside the hull, blowing a hole in the deck starting a fire in the galley below, while the missile body penetrated the hangar door and struck the fully-fueled helicopter inside, destroying it and starting a hangar fire. Over a dozen men were killed and more wounded, but the fires were extinguished within three and a half hours and the ship never lost power. On Sheffield, by contrast, the missile struck the ship in the port side at something close to 90 degrees, penetrated the hull and exploded inside. The impact knocked out the water main, leaving the crew to fight the fire with hand-held extinguishers. It's important to note here that Sheffield's captain didn't order the crew to abandon ship because she was sinking, but because the fire (much further forward in the ship than on Glamorgan) was spreading forwards and getting dangerously close to the magazine for her Sea Dart surface-to-air missiles; if they exploded, they'd cut the ship in half. In the event, the fire burned itself out and the ship ultimately sank in bad weather while under tow. On a side note, the US Navy took a great interest in the British experience in the Falklands, and the lessons learned from Sheffield's loss contributed significantly to the survival of the USS Stark when she was hit by two Exocets fired by an Iraqi fighter in 1987. If you're going to bring logic into this, I'll take my ball and go home. ?
  11. The rules reflect individual troopers or small minion groups firing at a moving target under combat conditions. Massed fire at a stationary X-Wing from point-blank range isn't the same thing at all.
  12. That's a good enough reason to do it, right there ?
  13. Dafydd

    Amazon shopping

    If you haven't got the Essential Atlas, grab it. A lot of the story in it counts as Legends now (everything about the first Death Star, for example), but it's still a mine of useful information.
  14. Dafydd

    WWII Situations Suggestions

    It's quite cheesy, but the raid at the end is pretty impressive.
  15. Dafydd

    WWII Situations Suggestions

    That's what everyone says, but there's an even greater similarity between the Battle of Yavin and the raid in 633 Squadron. A squadron of Mosquito bombers making a low-level attack down a Norwegian fjord in the face of German fighters and anti-aircraft fire, to hit a pinpoint target and destroy a rocket fuel factory.
  16. Never underestimate the shock value of a shaved Wookiee.
  17. From a purely aesthetic perspective, if you try combining all those outfits on one person, they're going to look ridiculous.
  18. Dafydd

    Armor Master Question

    Any time you reach a non-ranked talent in a tree that you already have, you just tick it off. The only reason not to tick them off as soon as you acquire the specialisation is to make sure you don't accidentally take new talents you haven't actually unlocked yet.
  19. You're right, I'm having a brain fart. I saw the 4, thought "4 guns" and went for 3 extra hits. Is there anything out there that has Linked 4? The highest Linked I can think of is 3, on things like the X-Wing and TIE Interceptor.
  20. One small point - Linked 4 will only give you 3 additional hits (4 total) for 6 advantages (or 3 Triumphs, or a combination of the two).
  21. Dafydd

    Selling Stolen Ships

    This pretty much covers it. Flying a stolen ship is a recipe for trouble, at least in Imperial space. As far as I can see, your PCs can fence the ship to three types of people: 1) Those who have the means to change the transponder code, either by adding a fake code or hacking the BoSS database. 2) Those who will be using the ship in places where it won't be seen by people who will check against the BoSS database. This could be because they're operating far enough out in the Rim that any Imperials they run into are likely to have more important things to worry about than a stolen ship, or because they're in a region such as Hutt space where Imperial rules aren't really observed, or because they'll be actively avoiding Imperial scrutiny anyway (e.g. the Rebellion). 3) Those who plan to strip the ship for parts.
  22. Dafydd

    Starfighter Combat Questions

    The fact that the Piloting skills doesn't play a dominant role in space combat bothered me a lot when I started playing and GMing, but my perspective has changed recently. The way I see it now, it's the difference between being an airline pilot and a combat pilot. Piloting skill represents the shiphandling ability - can you take-off and land safely, follow directions from traffic control, avoid other craft and terrain, deal with bad weather, plot and follow a good course to your destination. Any pilot needs that to some degree. What a combat pilot needs, and a civilian pilot doesn't, is another layer of skills on top of that - the situational awareness to track multiple friendly and enemy craft, bring their own weapons to bear while avoiding enemy fire etc. That's the difference between someone with Piloting (Space) 5 and someone with the Pilot or Hotshot talent. If you're going with a kind of Wraith Squadron campaign, I'd second the idea of giving each PC a second specialisation at charater generation (personally, I'd give them 30XP that they had to use to get a specialisation, and if they took a career spec let them spend the other 10XP on skills or talents from that spec). Both the groups I play with have 6 players (not including the GM); you could break that down as two fighters like X-Wings, A-Wings or Z-95s with hyperdrives, a bomber like a Y-Wing (the two-seat version) or Tempest with a pilot and gunner, and a light freighter carrying spares, munitions and fuel so they can operate away from a fixed base and crewed by a pilot and a mechanic. The primary specs could be a couple of Pilots, a Hotshot, an Operator, a Gunner and a Mechanic, with the secondaries including things like Driver, Medic, Gunslinger, Thief etc.
  23. Dafydd

    Shipwright: Wait….. What?

    To be honest, having looked at the Talent tree for Shipwright (I don't have the book yet, damned UK distribution schedule...) I think the Spec was put in to address some issues with the general crafting system. Both Creative Design and Eye For Detail give me that impression: Creative Design - I think this is a way to get some "quirks" into things the PCs are crafting. Maybe my group isn't typical, but when I joined and created my Outlaw Tech, I was encouraged and funded by other PCs to make weapons that would never be used, just to get the Schematic result and reduce the difficulty of future checks. As a result, if I build an energy pistol or rifle the difficulty is Simple - I can only fail if I roll nothing but blanks and advantages. This Talent offers some extra cool stuff on the item as a carrot, but lets the GM give it some foibles as well. Eye For Detail - The huge flaw in the rules at the moment is that you're dependent on getting advantages to get the good stuff, successes only reduce the time taken to make the item. It's really frustrating when the team Assassin ask you to make them a new rifle with things like extended range and Accurate, but you get nothing but successes so you just produce a completely standard blaster rifle in an hour. The time reduction is only worth having if you're under serious time pressure, if you've got a week of downtime and want to make something good you have to churn out item after item until you get something you like.
  24. Dafydd

    Knowledge - Core Worlds vs Knowledge Outer Rim

    Same here. The Inner Rim is Rim in name only. If we take the maps in the Essential Atlas as a basis (I know it's Legends, but so is the Inner Rim region and that's used in the game book, so to **** with it), half of the Inner Rim, at least in the Slice, was explored prior to 20,000 BBY and the rest by 15,000 BBY. It's only "frontier country" by the standards of the Core. Essentially, it's refined enough to get invited to the best cocktail parties, but still nouveau riche enough that the Colonies have someone to look down on, the way the Core Worlds look down on them.