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  1. It's in the "Starships, vehicles, and scale" sidebar on p. 236 in the core rulebook. However, blast attacks can still deal damage on a miss if you want to use three [Advantage].
  2. There's some trade offs that need to be made when designing a game that may or may not allow certain actions from the films, but theoretically a character could one-shot royal guards with the stats given in F&D. it would just be very unlikely. So, assuming... -Yoda would be an Ataru Striker, which means he would have at least two ranks in Quick Strike. Since he acts first before the royal guards know what's happening, he got those Boost on his attack. -He's also the freaking Grand Master of the Jedi Order. So let's assume 6 in Willpower, 5 in Discipline at minimum. -The guards, as per F&D have 16 WT and 5 soak. So he needs to generate 22 damage; Yoda would need 11 Success to one shot the guards (Object and target both taking damage). -The guards are people, Silhouette 1, so 10 damage base if he's flinging them. -They're definitely within short range if not engaged. -We can say that though, mechanically, Yoda targeted one guard with the other, it could be narrated as slamming them into the wall. -If Yoda uses two maneuvers to aim, that 5 Proficiency, 1 Ability, 4 Boost. -Best possible outcome: All difficulty dice blank, double success on the proficiency and ability dice, and success and advantage on the boost dice. That'd be 16 success (26 damage), 4 advantage. Which I imagine Yoda would use to boost his melee defense and recover strain in preparation for his throw-down with Palpatine.
  3. As written, here's how it works. If each minion's wound threshold is 5, then the group loses 1 minion at 6/11/16 wounds. So in your example, the second attack leaves the group at 10 wounds, so it still has 2 minions. If that attack dealt a crit, it would also deal an additional straight 5 wounds, leaving one minion seriously reconsidering his/her/its life choices.
  4. Yeah. And my slicer just texted me telling me he can't make it for the session. FML Oh well...there was this cruiser that they thought they escaped. I think I'll use that the basis of the next session.
  5. Thanks for the advice guys. I think I've figured out what I'm going to do. I also forgot to mention the Spy has slicer spec as his main talent tree (He also has recruit, but that's less relevant). Lemme just clarify, the stealth delivery vehicle is an experimental unit. It has some ability to trick sensors into believing its a cloud of debris. It works best along the hull of a vessel where only parts of the vessel's sensor arrays can sense it (I have no idea if that's actually how it works, but fudge it). It also comes equipped with a number of tools to assist in breaching a ship's hull and can act like a space-truck for the infiltrators so they can wear lighter space-suits. The core of the encounter will be two Hard Stealth checks. One to move across the IOCI section, the other to attach and infiltrate the hull of the Navy section. Destiny Points allowing, I'll try and upgrade the difficulty on both checks. Failing either one (Highly unlikely, but these players often roll comically overwhelming amounts of advantage and maybe 1 or 2 successes) will result in scout droids deploying to investigate. If they circumvent or deal with the droids, it'll still put the station on alert and add setback to checks for infiltrating the station. Getting ID'd and detected by the droids results in upgrades or increases depending on how the encounters play out. Threat produces debris clouds that can cause strain or wounds/hull trauma. Despair results in a flyby by some form of space craft that will ruin the players' day (Base Despair = TIEs, Despair + Three or more threat = A VT-49 on patrol). The players then get a chance to use their skills to manage the situation. As for the principles of skill selection, I basically ask myself "What's the big thing here that, if it goes wrong, takes everything with it?" or "Ok, so he succeeded at this, but does that get the job done?" Then I ask myself, "Ok, what, in general terms, seems like the most relevant skill?" In this case, the big deal is: Don't get caught. While I can see the point in Cool; but here's the thing: You succeed. You're flying casually. But you still don't know exactly where you need to fly to keep from popping up on the sensors as a commando team on a space scooter. Same with Astrogation: Ok, you avoid those debris clouds, or spot a nebula that can provide cover from sensors. But you still need to hug close to the hull of the station and avoid view ports and stuff like that. I actually took a look at the adventure in the back of EoTE where you can use piloting to avoid a sentry droid. It's predicated on knowing the droid's patrol route. While in Onslaught at Arda, you need to use Stealth to avoid a probe droid if you're unable to spot its location. The way I'm looking at it, the Stealth skill comes into play when you don't know specifically what the enemy is using to try and detect, but you do know the techniques for countering those methods and what the trade-offs for employing such evasions entails. In that case, the closest alternative to Stealth would be the scenario Braendig suggested and if the players suggest trying that, I'll most likely let the slicer roll a Hard Computers. On success, the pilot can make one Hard Piloting (Three or more success = Average difficulty) check with two Setback (owing to the need to stick close to the station's hull) in place of both Stealth checks. Threat adds additional Setback, advantage adds Boost. Failure means spent time and requires the group to rely on general Stealth skills. Failure and threat results in an additional Setback (1 or 2 threat) or an upgrade (three or more) to both Stealth checks as the slicer misreads the data. God help them if the slicer gets a Despair which upgrades the difficulty of the Stealth and/or Piloting checks as the sensor arrays detect the slicer's attempts to scan the sensor frequencies (or whatever technobabble makes sense) and puts the station on alert, while also upgrading the difficulty of checks to infiltrate the interior of the station.
  6. The party was on the run from a Vindicator heavy cruiser, which they temporarily shook in an electrical storm in the system spanning nebula. However, before they managed to shake it off, there was a Sentinel-class landing craft that had disgorged its stormtroopers into the hangar of the group's ride, a Marauder corvette, and they were fighting the Alliance marines in the hangar. My pilot flew into the hangar and used the repulsors to turn his X-Wing into a gunship (that wasn't the Destiny Point moment. Though it probably should have been one. I'm not sure if you can actually do that in a Marauder but the thing's 168 meters long...) Visualized here: The Sentinel congratulated his bull with a pair of concussion missiles, which the X-Wing survived. The Sentinel had barely taken a scratch but the X-Wing had 8 HT but good hit with a pair of proton torpedoes would have ruined the thing's day. But that would have left the hangar inoperable and the other starfighters high and dry should the Vindicator catch them again. Then the player said, "I want to ram the Sentinel out of the hangar so my squad-mates can blow it up outside." I was just like "Wut" So I made him spend a Destiny Point and make a ramming check. He succeeded with a Triumph. He scraped the landing craft out of the hangar, flipping it out into space where seven other aces greeted the thing with a barrage of laser fire, proton torpedoes, and concussion missiles. He also decapitated some stormtroopers in the process. Afterwards he was like, "I don't you were prepared for that." I literally shouted at him, "I don't think ANYONE could have prepared for that. I don't think even YOU were prepared for that!" That hangar fight also had another fun moment. I customized the stats for stormtrooper officers, basically giving captains the Overwhelming Fire ability that Army officers have. The two players in the thick of the laser fight just fought off two 4-man minion groups and a sergeant, but the marines were getting creamed in the mass combat checks (Fail on the first roll with three advantage, fail with double threat on the second). So another three groups of 4 minions entered combat with the players along with the ST captain. One player flipped a destiny point so a rack of proton torpedoes could be within short range of the bulk of the new challengers, which included the ST captain. He made the combat check to blow up the torpedoes so I had the STs in range make Athletics checks to see if they took planetary or personal scale damage. The minion groups made it (losing one trooper each) while the captain was vaporized. Both players were knocked out, but they managed to kill like 20 out of the 54 STs in the hangar between the two of them. And by that point, the pilot goaded a rival NPC ace to join him on gunship bull duty in the hangar, so I called it in their favor. It was a fun session.
  7. Ok, so I'm planning an arc in my campaign where the players are trying to rescue allies that got captured by the Empire. Half the party is meeting with the administrator of the space station in orbit of the prison. The station is split into two sections, one for the IOCI/ISB and the other for the Imperial Military. They're using the approach to the civilian sections as cover to launch a delivery vehicle (think this thing, 'cept IN SPAAAACE!!!!1!1!: https://en.wikipedia.org/wiki/SEAL_Delivery_Vehicle) and sneak the other half of the party over to the navy section. I'm having some trouble as to whether sneaking across the hull of the station would be a Stealth or Piloting check. -On one hand...it's a space vehicle. Piloting is involved -On the other hand, the piloting aspect isn't the most important part. No real need for fancy flying. The sneaking part is the main issue. Right now, I'm thinking of making it an assisted Stealth check. The pilot will make the check (He has a 6 in Agility), the spy will donate his 3 in stealth, and the Jedi will donate a Boost (helping spot sensors and what not).
  8. The moment a player jury-rigs an autofire weapon is the moment enemies with three ranks in Adversary, Enduring, Dodge, and Sidestep start showing up... Just don't let him get his hands on Dangerous Covenants.
  9. Along those lines...Since it specifically refers to difficulty, can a character bypass difficulty upgrading abilities like Adversary and Dodge? Like, if you target an enemy at long range without Adversary and an enemy at medium range with Adversary? Or would the upgrades still apply since you're still technically targeting the enemy with Adversary?
  10. Hey y'all, I have a quick question. So the A-Wing on p. 267 has a built in ECM Suite (the Miradyne 4x-Phantom). It jams comms and sensors in range, reducing its silhouette by 1 when fired on. 'Cept it doesn't list the range... The full description of the ECM Suite mod on p. 286 states, "Designed to blind and deafen enemy ships, an electronic countermeasures suite transmits a dense stream of white noise and junk data that fogs sensors and jams comms traffic within close range of the broadcasting ship." But that's in the description above its base effect, which also doesn't list a range... I used to assume that the A-Wing's ECM suite covered its sensor range, but I'm not so sure anymore. I'm leaning towards ruling it as referring to the close range band. But I like the A-Wing, so I want to rule it as being based on a ship's sensor range. Thoughts? Thanks in advance.
  11. *Waves hand* This is not the post you're looking for... (Thank ye bradknowles)
  12. The laser cannon on the Anti-Infantry turret deals damage on a personal scale. The Anti-Vehicle turret does damage on a planetary scale. So the Anti-Vehicle turret actually does 60 damage to people and outranges the Anti-Infantry turret by two bands (Assuming you go directly from Personal!Extreme to Planetary!Close then Planetary!Short).
  13. @Atraangelis Wrong. 1. Ensnare inflicts the Immobilized status, which prevents you from using any maneuvers (EoTE 156). As a side note, while it prevents you from using maneuvers, you can potentially still use your action to wiggle or roll around via an Athletics or Coordination check subject to DM approval. 2. Minor point since Ensnare's duration is measured in rounds, not turns, but you're conflating rounds and turns: "When using structured gameplay, the game is broken down into a series of rounds, each of which is further broken down into a series of turns. During a single round, each Player Character and Non-Player Character gets one turn, during which they have the opportunity to accomplish tasks and perform various actions" (EoTE 198). 3. In Ensnare's description you can make a Hard Athletics Check to break free of the effect of Ensnare. Presumably, this ends the associated Immobilized status. Of course, Rule Zero always applies: The rule book doesn't run the game, the GM does. Though in my opinion it would seem unfair for the Immobilized effect to persist after a character burns their action to get rid of said status effect.
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