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Posts posted by Dafydd

  1. 19 hours ago, Mark Caliber said:

    The good news is that the stock 13' is rated for 8 people (2 Crew 6 Pax) so the life support will handle the added crew no problem.  (Unless THAT was altered by the former owner too . . .) :o

    The first question begs, why the reduced crew capacity (since is should come ready for 8 out of the factory).  But no matter.

    In game terms this doesn't sound like a very dramatic alteration.  I figure parts and labor shouldn't be much more than 2,000 - 3,000 credits.  Obviously about half that if the crew is able to do the alterations themselves.  A good crew should be able to get all of this done in under a week.

    I'm going into a bit more detail on the ship than simply the stats in the rulebook, which present a very generic YT-1300. I've got the Haynes manual (yeah, I know), so I'm looking at the different 'stock' variants of the YT-1300; I reckon the Fang as described in Escape from Mos Schuuta is closest to a YT-1300fp, but based on the map provided she's had the 6-person escape pod removed - I imagine that, if he had to abandon ship, Trex wasn't worried about getting prisoners out with him, so the five single-person pods under the deck plates would be more than enough, and taing the big pod out frees up some extra volume. The YT-1300fp has bunk space for three people, so that's what they've got.

  2. Hi everyone, I need some advice...

    So, my players in my new campaign are coming to the end of Long Arm of the Hutt (finally, Jesus Hermione Christ these people can procrastinate...). They've got the Krayt Fang and will be setting off on their further adventures. However, the Fang isn't a perfect fit for them - there are six of them, and the Fang only has three bunks and the five single-being escape pods under the deck plates.  I suspect they're going to want to reconfigure the ship to make it more suitable  by adding in a second set of crew quarters and putting a six-being escape pod in. That's obviously fairly major work, CEC modular design notwithstanding, and will require a reasonably decent facility to do. My question is, how much do you think this is going to cost them? I expect they'll want to put some other upgrades on the ship at the same time, so there may be a bulk discount available on the work, but I'll worry about that when it becomes necessary. They'll also need to get the ship's identity changed, but that'll be a whole other story... *evil GM grin*

  3. 9 hours ago, Animewarsdude said:

    Then lets hope for a Friday announcement or one sometime next week. Of course there is the chance they are planning on doing an ST era book with it being announced on Force Friday, October 4th, as well too.

    With Ep 9 coming out we'll definitely be seeing a sequel trilogy book relatively soon. I'd expect something along the lines of Gadgets & Gear for vehicles and starships as well. Beyond that, once the Mandalorian has a couple of seasons under its belt (assuming it's a success), we'll probably see something bridging the gap between Eps 6 and 7.

  4. 22 hours ago, KungFuFerret said:

    SO!  If your PCs go off on a wild goose chase that has nothing to do with your actual plot, stick SOMEBODY there, who knows a guy, who knows a guy, who knows a guy, who can then lead them BACK to where you were actually trying to point them, but they just totally missed the clue.  Either due to you being too subtle in your delivery, or them being too obtuse and goofing off to notice.    So specifically sit down and ask yourself before each session.  "Ok, how can my players Eff this up royally and not go the way I need them to?  And how can I redirect them?"  And then make contingency plans for it.  

    That's something I need to get a lot better at. I'm running them through Long Arm Of The Hutt at the moment and it's been a bit of a struggle trying to get them to the information they need. They were just drifting through the Geonosian cocktail party not learning anything, because they wouldn't ask questions in case they gave something away.

  5. 21 minutes ago, Donovan Morningfire said:

    That's not so much a sign of being old as it is a sign of simply being rational.

    Trailers are simply there to build interest and anticipation, from the earliest days of Hollywood up through today.  While there are some studios that pretty spoil several if not all the major beats of a movie in the trailers, or include scenes that aren't in the final film, or even structure the trailer in a way to mislead the viewer, at the end of the day the only thing a trailer is meant to do is say "hey, here's this new thing coming soon, maybe you want to go check it out?"

    Sadly, too many people get hung up on their pet fan theories and build something up in their heads to unrealistic levels of expectation that they turn around and blame the franchise for not being able to meet their personally-established unrealistic level of expectation, when the core of the problem is sitting in the very chair that alleged "fan" has their butt parked in.

    And  I've seen it not just with Star Wars (the prequels got slammed with this HARD), but also Star Trek (well before the JJ Abrams films, and even for the films featuring the original cast), Harry Potter (good lord some of the crazy fan theories that cropped up about events in the later part of the books), Game of Thrones (not so bad for the book readers, as we just want the next freaking book in the series), and even the Lord of the Rings films (book readers already knew the general theme of how things were going to shake out, but those who hadn't read the books came up with some frankly hilarious endgame scenarios), just to name a few.

    I might indulge in some fan theories of my own of how things might shake out, but I don't cling to them and treat them as what they really are: idle speculation based on very limited information, to be easily discarded once the actual product is released.

    Just gonna leave these here...


  6. On 8/28/2019 at 6:22 PM, Ghostofman said:

    1) Honestly, just pick a number of fighters that feels good. This system isn't really intended to get into that level of detail, as the number of vehicles that can be carried as cargo is more narrative than crunch anyway.

    2) If the ship is moving the fighters as cargo, they might not be rigged for flight. Again, subject to your narrative and story, but it's 100% possible the players might run down the hold like kids on Christmas Life Day morning, only to find the engines removed, fluids and power cells drained, and everything covered in shrink wrap. By extension if you are packing them this way, the fighters will have a significantly lower encumbrance than if they are rigged to fly. 

    For reference, this is how Spitfires were transported back in the day...



  7. Apologies if this has been asked before, but my search came up empty.

    If you target a minion group with a weapon that has the Blast quality, how should the Blast take effect? Do the minions count as individual characters, or are they a single target?

    Say, for example, you throw a frag grenade (Damage 8, Blast 6) at a group of four standard stormtroopers (Soak 5, Wound Threshold 5) and get a final result of three Successes and two Advantages. Which of these would be correct?

    Option 1

    The minion group takes 11 damage (base 8 plus three Successes), minus 5 soak for 6 total. One stormtrooper goes down, Blast has no effect because the group counts as a single target.

    Option 2

    One stormtrooper takes the primary hit, doing 6 damage to the group after soak, then each of the other three takes 9 Blast damage (base 6 plus three Successes). Soak has already been applied, so the group takes 27 blast damage, for a total of 33. The group is wiped out.

    Option 3

    One stormtrooper takes the primary hit, for 6 damage, then the other three take 9 Blast damage each but each applies their own Soak of 5, resulting in a total of 18 damage after Soak (6 base plus 3*4 Blast). Three of the stormtroopers are killed, one survives (just).

  8. 19 hours ago, ThreeBFour said:

    Ok what is it and does anyone have stats for it?

    Looks like a light gunship or escort of some kind, perhaps a local patrol or customs frigate. I don't think there's enough hull space for a worthwhile cargo load, she could maybe carry a small force of troops. I'd say Silhouette 4 - assuming the visible cockpit is roughly the same size as on a YT-1300, I don't think she's big enough for Sil 5 but I could be wrong. With engines that size on that small a hull, she's going to be fast, at least Speed 4, and I'd think she'd be quiet agile for her size - Handling -1 at worst, quite possibly 0. Defence 1/1, Armour 4, 30 HT, 15 SST. Weaponry looks like three twin turrets - the ventral one can hit all arcs, the side turrets can hit all arcs if she's Sil 4, if she's Sil 5 then they'll be F/P/A and F/S/A. Probable medium lasers, maybe heavies - if she's a patrol or customs ship then I'd say the ventral turret is light ion cannons rather than lasers. Maybe a tractor beam, no sign of torpedo or missile tubes. Crew would be a pilot, co-pilot, engineer and three gunners. Depending on whether she's a local patrol ship or an escort, she may or may not have a hyperdrive.

  9. On 8/3/2019 at 3:08 PM, AceSolo5 said:

    Ah ok that makes sense... That’s why they have the extra starting XP, so it can be spent on abilities.

    Cool... Thanks both 👍

    They also get more free skill ranks at character creation - a free rank in six of the eight skills from their career, rather than four, and three of the skills from their first specialisation, rather than two.

  10. On 7/29/2019 at 12:12 PM, MrTInce said:

    Welp, just got to wait for gadgets and gear now!

    That's going to be a few months at least. It's still "In Development", and even when a book's been printed it's usually a couple of months before release. Hopefully we'll have it by Christmas.

  11. 2 hours ago, Eoen said:

    Doesn't it seem weird that so many things are named after Tatooine Fauna in the Star Wars Universe. What are the odds of Imperial military planners ever even hearing about the great and mighty Sarlacc?

    Sarlaccs aren't only found on Tatooine. Wookieepedia references a canon kids novel set between RotJ and TFA where a Resistance unit runs into one on Vodran, for instance.

  12. 14 hours ago, Kualan said:


    I ordered mine from Magic Madhouse, and today they updated the status to dispatching Wednesday, so it should be on my doorstep by week's end.

    That's interesting - Esdevium are owned by Asmodee, same as FFG, so you'd expect their release dates to be exact.

  13. 59 minutes ago, MrTInce said:

    Hopefully I will get before my next game on Saturday.

    I doubt you will. It's on Esdevium's release sheet for this week, but marked as "Releasing July 28th". Shiny Games are showing a release date of July 31st. Hopefully that means we'll be getting our pre-order copies next week.

  14. 51 minutes ago, Donovan Morningfire said:

    All you really need to do is discount the time that your group spends faffing about from the amount of time played.

    When Jay Little proposed the "5XP per hour of game play" method, he specifically said he discounted stuff that didn't pertain directly to the adventure itself.  So if in a four hour session, the players spent about an hour of it on OOC chatter about the IRL latest sportsball event or political whatsit, then they'd only get 15XP for the three hours of actual play.

    As for the over-planning, that's more an issue of you as the GM needing to move things along and get the players back into the story.  They might enjoy it, but if them gobbling up hours at a time of the session on such things is killing your enjoyment of running the game, then it's an issue that needs to be addressed.  If you're not having fun as the GM, then really what's the point of you running in the first place?

    Unfortunately, it's a mindset that's pretty ingrained in the group, and I can be as bad as the rest. We've spent a lot of time playing campaigns in other systems that are much grittier and less forgiving that this. For instance, the first game we played was a Pendragon campaign that was retooled for a (somewhat) more realistic depiction of Dark Age Britain. There were plenty of Saxons running around who could kill a PC with a single swing of an axe - and vice versa, of course, we routinely killed Saxons with a single spear thrust. It was fun, but very intense and bred a mentality that death could come from a single failed dice roll.

  15. On 7/18/2019 at 2:38 AM, Kualan said:

    Collapse has yet to hit our shores here in the UK (fingers crossed for next week) but I admit I was kind of expecting Clone Veteran and maybe ARC Trooper to have prerequisites similar to the Jedi trees, if only to simulate that both are supposed to represent clones that have been "raised from the ranks" rather than bred specifically for that job (in canon at least, I know Legends' ARC Troopers were bred for purpose). 

    I would need to take a good look at their trees to see exactly what they offer before making such a rule in my game, but I would be open to the idea of introducing house-ruled prerequisites for some trees.

    Collapse is on the latest New Releases brochure from Esdevium, marked for release on July 28th, so we should be getting them the week after next.

  16. 2 hours ago, MrTInce said:

    I do about 5xp per involved "encounter". You should be looking at doing an encounter everyone 2 hours of play but as a minimum I give 10 xp. The most I gave was 20xp and that was a full on 3 hour combat scene. 

    I think I'm going to move to this style of XP award for my new campaign. Up to now I've been using the 5XP per hour method, but my group frequently burn a lot of time on either monumentally in-depth planning or pun-ridden faffing about (which is fun, I freely admit), so in previous campaigns they've advanced rather more rapidly than the story justifies.

  17. I'm just starting my third campaign as GM. In both the previous games, the PCs had a YT-2000 (I really enjoyed X-Wing: Alliance back in the day, I've been a YT-2000 fanboy ever since). This time, they're getting a VCX-100 as their starting ship - but because I'm a sadist, and I'm starting them with Escape from Mos Shuuta, the first thing that happens in the game will be their VCX getting stolen right off the pad, with a load of Teemo's merchandise and their payment for delivering it on board, so they'll have to hijack the Krayt Fang to escape.

  18. 14 minutes ago, MrTInce said:

    I have it as: "The character reduces any wielded or carried weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1 ."

    🙄That's a pretty important thing to leave out of the spec tree text.

  19. I don't have access to the books at the moment, so I'm going off the abbreviated text in the spec tree, but that text says that Burly reduces the Cumbersome and Encumbrance values of wielded weapons. Not carried weapons. If this character is using the heavy repeater, then those rifles are slung over his back and still have their full encumbrance of 4 each, not 1.

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