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About Rosco74

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  • Birthday 03/06/1979

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    FRANCE - Annecy

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  1. Or probably Operational Costs from this post : Link to the original post
  2. I would check the old book "Tramp Freighter" from the D6 edition, wich you can find easily as it is free now.
  3. Hello, I was sure the squadron rules were an excellent addition to the game at first look. But more and more I think about it... There is too much flaws, it could be usefull but I think it was written in 4 minutes without any reflexion.. a shame, the creator had something but couldn't manage to achieve something consistent. First, the increase in silhouette by 1 point. This is the major point where the rules fail badly. In a space battle, fighters joining in a squad sign is like signing his death warrant. A fighter is silhouette 3, that means every capital ships except battleships (biggest stardestroyers) will hit you more easily. What's the point then? Only silhouette 8 or more won't have their difficulty decreased by your silhouette modification... here is some exemples to show you : Corellian corvette CR90 with their turbolasers : average difficulty like a fighter dogfight.... Frigate Nebulon B with 12 turbolasers : hard check but the 12 light laser cannons have now an average difficulty to shoot you.... Heavy cruiser Interdictor sil7 and 20 quad laser cannons : now a difficulty of hard (I consider the rules in EotE about anti fighter defenses)..... Now another concern, the evasive maneuvers formation. It does not even protect against Linked weapons, just from Blast and Auto-fire. There is maybe 2 ships in all books that use the Auto-fire property. Did they missed the Linked weapons? is this an error? The other formations are not really usefull at all in a space battle. I don't see any reasons to use squadron rules except for shielding a Nemesis, but even then, if your Nemesis die in a single round against the players, you failed way earlier when you designed the encounter or the nemesis himself. Did you ever use them and could you give your point of view? Thanks a lot
  4. Yes I am still looking for an answer to the initial question hehe
  5. Those AT-M6s are 50% taller than standard AT-ATs it seems, nice beast :-)
  6. You can find good rules to launch ships here : Check page 8
  7. I think Autofire is not broken, it is supposed to be very lethal for anything you target. The problem you won't find in any other game is the ammo problem. In a standard setting with a machine gun, you cannot use autofire every rounds because you will run out of ammo in a couple of seconds, and you weapon will overheat. In Starwars, ammo is not a problem... So the most efficient house rule is to run out of ammo on 3 threats minus one each time you activate autofire. And don't forget declaring an autofire action increase difficulty by one
  8. At least they won a great amount of money with the insurance... even more than selling what the containers contained
  9. Hello, just a question, can I use threats to activate the sunder quality of my lightsaber when I use my Parry talent? I think the rules doesn't say so but... Thanks
  10. The stats seems to be adequat considering this ship is so old! I think the stock version should have at least one dorsal turret. Otherwise I think it's pretty close to what I gave to my players. This was and is still their home ship. They just have a workbench installed for now.
  11. That remind me of the last trailer of season 4 Starwars Rebels, Ezra shooting a missile from his jetpack and destroying a TIE, all that while flying like a starfighter.
  12. Right.. I think Cheewie is the same size the speederbike if he prone
  13. Yep, old guide but still nice. Except I dunno how he would handle a CR90 with only a single turbolaser on top and a single one bottom.
  14. Ah soory I was sure the Wayfarer was smaller !
  15. In fact I think I gonna have to create a custom made Obligation. Thanks Savage I will probably follow you and do something similar