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Everything posted by Dafydd

  1. They were only seen aboard the Death Stars in the original trilogy, but we never saw any combat aboard other Navy vessels so it's been extrapolated that they're representative of security and boarding troops found on most Navy ships.
  2. I'm not sure Battle Meditation could be used to plot a hyperspace jump. However, it's entirely possible Vader is capable of navigating hyperspace using the Force - I've heard it suggested that Luke's reference to 'keeping it on manual for a while' after escaping from Hoth refers to him doing this. However, I wouldn't be at all surprised if Vader knew Battle Meditation. Anakin Skywalker was a highly successful Jedi General during the Clone Wars and then spent years studying under Palpatine; it's been suggested in the old EU (the original Thrawn Trilogy, I think) that Palpatine was using it at Endor to guide the Imperial fleet without their knowledge, and when he was killed the fleet became disoriented which allowed the Rebels to finish the victory.
  3. The green helmets? Thought those were the black helmets, but I'll go look it up. You've got two different types of black-helmets on the left - the ones whose faces you can see are the Navy combat troops, the others are gunners. The green-helmets on the right are the same as the ones who piloted the AT-STs on Endor. That uniform and helmet has been suggested as the standard Army kit, based on General Veers wearing something similar on during the attack on Echo Base, although the crew of his AT-AT we wearing something that looked a lot like TIE pilot gear but in white and grey.
  4. The app is good, but there's something about putting together the dice pool for that critical roll, shaking them and letting the dice fall where they may.
  5. Of course, if you want to be ridiculously practical, you can buy them straight off FFG's own website, $14.95 a pack.
  6. Gameslore.com in the UK has them in stock, £9.58 per pack. Shipping to the US would roughly double that, but the shipping cost per unit drops the more you order.
  7. It's an issue of style, really. Showing the messengers leaving would just bog the movie down - it's not relevant to the plot. In the extended version you see Boromir leaving and it's clear he's in for a long, arduous journey. A movie all about a bunch of guys slogging across the countryside would be bogged down by showing a scene of few more guys doing the same? OK... One bunch of guys is embarked on an epic quest to save the world. The other group of guys are carrying mail. So, yeah.
  8. As I understand it, it's not actually EA's fault. From what I've heard, the Star Wars RPG license is basically unchanged from when West End Games got it in the late 1980's, long before the distribution of tabletop RPGs as PDFs was an option. All electronic gaming was lumped into one licence at around the same time and now resides with EA. It could be changed, but the respective lawyers from EA and the Mouse House would have to come to an agreement, and you can judge for yourself how soon that would happen.
  9. It's an issue of style, really. Showing the messengers leaving would just bog the movie down - it's not relevant to the plot. In the extended version you see Boromir leaving and it's clear he's in for a long, arduous journey.
  10. Now that's a very good point, if there is a separate Army and Stormtrooper Corp, the stormtroopers will be a lot more intimidating - which suggests that the Army might be deployed only on the more loyal worlds, where they'd present a more human (in every sense) face of the Empire to its citizenry.
  11. *facepalm* D'oh. Wobani was all mud, wasn't it? I think my point would stand, though, it would be hard (impossible, really) to keep your armour spotless in that environment.
  12. Dirty armour I could accept, Jedha's a dusty, dirty place so if the troops have been outdoors for any length of time they'll get grubby fast. Just imagine taking a white-painted car through Jedha City's back streets. The sloppiness of the guards' attitudes is harder to forgive, thought even the best troops can get lazy if they're not challenged enough.
  13. Ever since I played the old WEG Star Wars RPG, I've always been in the camp that was happy with the idea of a separate Imperial Army and Stormtrooper Corps. The idea of a large regular army and a smaller, better-equipped and more politically reliable force made sense in the context of the Empire, analagous to the regular army and the Waffen-SS in Nazi Germany. Nothing in the original trilogy seemed to contradict this, as every situation in which we saw Imperial ground troops was one where it made sense to use the 'elite' rather than the grunts. In A New Hope, of course Vader would use the best troops available when boarding the Tantive IV and when searching for the droids on Tatooine. SImilarly, it makes sense that the force responding to a security breach on the Death Star would be the best available (rather than Army or Navy troops). In Empire, the strike force attacking Echo Base would obviously be the best cold-weather assault troops under Vader's command, and he'd deploy the best he had to capture Han and Leia on Bespin, and to lay his trap for Luke. Finally, in Jedi, if you're going to deploy a large force to guard the shield generator on Endor, why wouldn't you use the best you had? So, while there's nothing in the original trilogy that shows an army separate from the stormtroopers, there's nothing that contradicts it. However, Rebels and Rogue One (particularly the latter) cause a problem for this view. Other than officers and cadets, the only Imperial ground troops we see in Rebels (at least up to the end of season 2, which is as far as I've seen) have been stormtroopers. Now, you could argue that most of the time the Spectres are in places that are high-value, and that Lothal seems to be more important to the Empire than appearances would suggest, so perhaps it has a better-quality garrison than most planets, so maybe Rebels isn't an issue. Rogue One, however, is. IIRC, we see stormtroopers (of various types) in six situations. Five of them are no problem for the Army/Stormtrooper split theory: 1) Capturing Galen Erso at the start of the film - he's a high-value asset, Krennic would use the best troops available to take him 2) Guarding the khyber crystal recovery operation on Jedha - the operation is critical to the Death Star project, you'd guard it with the best you had 3) Guarding the research base where Galen dies (can't remember the planet) - again, it's involved in the Death Star project 4) Guarding the base on Scarif - again, a site critical to the Death Star project 5) Boarding the Rebel command ship - critical information about the Death Star has been taken, you'd use the best troops to get it back. However, the sixth occurence of stormtroopers poses a problem. If stormtroopers are an elite force, why are they patrolling the market on the trading post where Andor meets his source and finds out about the Imperial defector? Now, perhaps they've been deployed because there's been word of a leak, but Andor gives no indication that a stormtrooper patrol is unexpected, and there's no sign that the trading post is a high-value place that would warrant inn elite garrison. So, in the light of all this, where do you stand? Do you say there's a regular army apart from the Stormtrooper Corps or not?
  14. The examples I cited are extreme, certainly, but deliberately so. The problem exists even when a character has been deliberately created as a pilot - their skill is still hardly relevant, only their talents. With the same talent build, shouldn't a pilot with Agility 4, Piloting 4 have the edge over one with Agility 3, Piloting 2? I don't see how they will in the rules as written. I am not sure what you are reading in the rules to suggest that the stronger pilot has no edge over the weaker pilot in this example. The stronger pilot will succeed more often on piloting and gunnery skill checks than the weaker pilot (presuming of course the same logic is followed in your example with regards to ranks in Gunnery). This does not mean the stronger pilot will win **every** encounter with the weaker pilot, and that is how it should be. I'm not saying that the "stronger" pilot has no edge, I'm saying that "stronger" means talents, not skill. There aren't many Piloting rolls required unless you run all your space combats in tight terrain, so unless you've got one of the chosen few specialisations that give you the right talents then you're largely helpless.
  15. The examples I cited are extreme, certainly, but deliberately so. The problem exists even when a character has been deliberately created as a pilot - their skill is still hardly relevant, only their talents. With the same talent build, shouldn't a pilot with Agility 4, Piloting 4 have the edge over one with Agility 3, Piloting 2? I don't see how they will in the rules as written.
  16. You could just as well say that if the YT-1300 comes up against an Imperial Star Destroyer there's nothing it can do to destroy it - the YT-1300's only options are a hyperspace jump (if possible), surrender, death, or floating off with the trash... We're not talking about a YT-1300 getting obliterated by the massed batteries of capital ship here. We're talking about the fact the the YT-1300 pilot, no matter how skillful they are, can't even try to shake the TIEs off their tail.
  17. Not a Pilot with Agility 1 and Piloting 0, no. They wouldn’t be able to get enough talents to make up for their extreme deficiencies elsewhere. But they wouldn’t have to raise their Agility and Piloting scores by a great deal in order to be competitive with the Smuggler/Gunslinger with Agility 6 and Piloting 5. And if the Pilot has comparable Agility and Piloting as compared to their opponent, who doesn’t have access to the Pilot talent tree, then absolutely — the talents are really what make you what you are. The attributes and skills are just the baseline that anyone can get. But in combat it's only the talents that matter, apparently. You get to be good at space combat purely by virtue of your choice of Specialisation, not your skill as a pilot. Talents should make you better, I've absolutely no problem with that - an Ace/Pilot should be better in a dogfight than someone who just knows how to fly, but with the rules as written, skill is worthless unless if your ship's not fast enough to use GtA and you're not in tight terrain. I have the same problem with the melee rules - someone with Brawn 6 and Melee 5 is no harder to hit than someone with Brawn 1 and Melee 0, it's all about the talents.
  18. Yes, you are wrong. Somewhat wrong in general (but potentially right in the specific encounter), the YT-1300 has speed 3, but the pilot could have the koiogran turn talent which allows him to negate GtA or the ship could be upgraded with an better Ion turbine to reach speed 4 or initiate a chase and use advantages from the pilot check and the environment to negate GtA or even knock the TIE-Fighters of course or into a collision. Furthermore does the YT-1300 come with a ventral and a dorsal turret on default, meaning that there is no blind spot in the first place, even with GtA at least one turret will be able to fire at you. Still, just one turret is better than both turrets. Now in your scenario this is the perfect moment for the astromech to save the day and repair the turrets … or drop some cargo into the flight path of the casing TIE-Fighters. ;-) Damage control and mechanic is a vulnerable ability in the heat of space combat. So, I went ahead and underlined the really important parts of a good response to your question. In open space, with no terrain or anything, and a 'pilot' with only ranks in Pilot: Space, your particular YT is a sitting duck. Nothing to be done about it, and that's as it should be. But you're a great GM, right? (which is why you're here, that's not snark) Space combat doesn't happen in a vacuum... it happens in confusing, dangerous, and interesting portions of space... Space junkyards filled with rusting hulks and garbage, asteroid fields, epic battles between capital ships (which become terrain), even the traffic around a spaceport or a planet like Correllia... and then the Skills and Talents of your epic pilot really get to shine, the speed of the Tie Fighter actually becomes a liability, and boom... you have a scene out of the movies, which is what this system is supposed to emulate. You want tactical simulation? Play X-Wing. You want epic movie scene, you're in the right place... just read the chase rules until you really get it... that's what it's all about. This is the problem. I simply don't agree that this is as it should be. I'm fine with the idea of a a character with the Pilot or Hotshot specialisations having talents that make them a harder target, but the idea that the Piloting should be irrelevant is utterly ridiculous. Are you seriously suggesting that someone with the Pilot specialisation who has Agility 1 and Piloting 0 should be a harder target than, say, a Smuggler/Gunslinger with Agility 6 and Piloting 5, just because the Pilot has access to a particular talent tree? Because that's where your argument takes us.
  19. This question highlights my big problem with the space combat rules as written. There is absolutely nothing the pilot of the YT-1300 can do to prevent the TIEs getting on their tail in this situation. If the TIES succeed at Gain The Advantage, the only way to shake them off is for the YT-1300 to use Gain The Advantage - except the YT-1300 is so slow it's not allowed to use that action. The pilot, no matter how skilled, can't do anything to make the TIEs roll harder, and once the TIEs have succeeded the pilot can't do anything to prevent them from sitting in the rear arc and blasting them to pieces. The YT-1300's only options are a hyperspace jump (if possible), surrender or death. Or am I wrong?
  20. I was wondering about this myself. It's shown as a Reprint but the status is "In Development". I hope it's not a new edition, I don't want to have to buy it a third time (first copy had to be replaced due to water damage).
  21. If his programming is "broken", then his self-repair systems are likely to be trying to recompile it. Memories or commands could re-surface at any time.
  22. Apologies for misunderstanding. In this case, I'd say there's a simple solution. I'd just remind you that you can use Triumphs as well. Think about things you can do with them that will really ruin your players' day. Show them what they're missing.
  23. I'm assuming you didn't hold a gun to their heads and order them to mod their 'sabres to Crit 1? If not, then they've got no room for complaint. One of the effects of a Triumph is to activate a crit, regardless of the Crit rating of the weapon. If they've opted to build weapons that can activate a crit on a single Advantage and can't be bothered using Triumphs for anything more interesting than that, then it's their own bloody fault. Tell them to put on their big Jedi panties and grow and imagination.
  24. There isn't much point in buying the same spec more than once. Most of the talents aren't ranked, so you'll never get a bigger bonus from them, and the ones that are are available elsewhere.
  25. I'm sorry, has Endless Vigil hit the shops already? It's still showing as Shipping on the upcoming products page, and I can't find it for sale in the UK.
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