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R5D8

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  1. It would appear as though FFG agrees with you. "I have a question about Emperor Palpatine's "Emperor" ability. If Palpatine's player uses "Emperor" on an opponent's hostile figure, who then controls that attack? Special Rules, pg 8 of Heart of the Empire, seem to say Palpatine's player would. However, since "Emperor" doesn't actually say "perform an attack with that figure", and instead says, "That figure interrupts to perform an attack.", many have stated that the special rules on pg 8 don't apply. Who performs the attack when Palpatine uses "Emperor" on a hostile figure?" Hi R5D8, If you choose an opponent’s figure with Emperor, that opponent would still control the attack. Emperor doesn’t include the magic word “with” (see the eighth bullet under Special Situations Regarding Attacks on page 6 of the Rules Reference Guide). The rules for attacking with a Rebel figure are included in the Heart of the Empire rulebook for the 4XP Imperial Class card Embrace Suffering from the Power of the Dark Side class. Thanks for the question! Todd MichlitschGame DeveloperFantasy Flight Gamestmichlitsch@fantasyflightgames.com
  2. Hrm, let's see here.... I used to have that email address, but I seem to have misplaced it.
  3. Did anyone email FFG and ask about this? Feel like that could provide some clarification. I didn't see it in any FAQ, here or there.
  4. I liked it. Once again, character interactions prop up a movie over the rest of its faults. I really like how Kylo and Rey developed. I loved the Luke scene at the end, but ARGH. I laughed a that opening. "On hold.", some people say that was too much funny, I thought it was brilliant. I had thought that ramming something in lightspeed was a no-go in Star Wars. The impossible real world physics aside, I thought it was deemed a long time ago that if you could affect something in real space from hyperspace, then you don't need a Death Star, you just need a box with a hyperspace engine. Hyperspace capable missiles would render anything obsolete, and large ships would quickly become insane liabilities. You could hold entire worlds ransom because a hyperspacing ship would be incredibly destructive and, as we've recently found out, planetary shields don't stop vehicles traveling at lightspeed. So I thought, perhaps mistakenly, that as soon as the ship/vessel went to hyperspace, it left real space and could no longer affect it. Otherwise I don't understand how hyperspace torpedoes aren't the go to weapon for just about everything larger than a starfighter. Luke's scene at the end is fantastic. Shoulder Brush. HAHA! Brilliant. How they built it up and then revealed? So good. Kylo and Rey in Supreme Leader Snoke's Throne Room. That was great. Why do they keep needing to invent new tech? The ability to track something through hyperspace, couldn't that have been handled with a spy on board the cruiser? Still have to get onboard the Imperial ships to find out who's sending it? How about an interdictor? I dunno, that whole thing, where they couldn't send ships in front of the cruiser, I felt that's a weak spot in the story. The three different tellings of the betrayal of Kylo. I really did like that, thought that was well done. Two suns. Thinking on simpler times. I
  5. Hi all. First, my apologies if this has been asked and answered, but I simply cannot find it. I've found this same question twice on this board, but it hasn't been answered that I can see. Actual question: "Can I use Single Purpose in order to use Urgency twice during my activation?" My knee-jerk response was to say No, you get the special action, you use the special action, and then you discard the command card. However, I can't find any super official rule that states how long that command card special action is relevant. Is it until the end of the special action as I believe, or is there some hidden and obscure rule that says it's now part of the figure's options until the end of the activation? Thanks all!
  6. Truly you just establish the expectation that it's okay to leave the ship there, by getting your players to trust that everyone is there to have fun and tell a story. As a GM and Player, I can think of a hundred reasons why you want to keep a guy on board. However, it is quite boring. You merely need the buy in of your players. Convince them that nothing will really happen to the ship because, for story purposes, it will be more fun if they are all together. And IF, for story purposes, their ship is tampered with or, Force forbid, stolen, then they should trust that it is for story purposes and that there will be ample opportunity to find it, or get another ship, or find its tracking beacon activated over Jakku after 30 years. The only time anyone is really left on the ship is so they can swoop in for the hot pick up. Han leaves the Falcon alone in Mos Eisley spaceport. Han, who doesn't trust Lando and tells Chewie to keep his eyes open, leaves the Falcon alone on Cloud City's landing pad. Han even leaves it alone in the Death Star docking bay. And even in the latter two examples, GM Lucas screwed with the Falcon. To what end? Well for Bespin, Han couldn't hit the Mechanics difficulty check that was set for his repair attempts on the hyperdrive, so the GM had Cloud City mechanics fix it but deactivate it, and changed it to a side plot point that could be found with a Computers check by the party slicer. For the Death Star, the GM needed a way for the Empire to find the hidden Rebel base. Just .... only do that sparingly. You just need to convince your players that it's not You vs Them and woe is they who leave their livelihood unguarded. Let them know that it's okay to leave the ship so that everyone can play and have fun, and that yes, occasionally, you'll use that for story hooks, but that at the end of the day, you're all there to have fun and tell a story.
  7. 2nded on players being not interested. We have the splatbook for every career the players have, we're at 400ish earned XP, nobody's even really considered the Signature Abilities yet. I even pointed out Last Man Standing to our tank. No bites yet.
  8. Yes, that was the question to the community, however it appears the advice we have for you is to not attempt to change the written rules in order to make things more challenging, but alter the challenges your players are presented with instead. Seems easier. I cannot speak for others, but perhaps I'm not understanding you correctly. I'll use some silly humor, but this is what your problem sounds like to me: "Swords do too much damage in D&D. Every time I attack my 3rd level party with 5 goblins, the party wipes the floor with them. How much should I nerf swords by?" I'm suggesting that you're choosing the wrong thing to alter.
  9. Personally, I've never thought stimpaks were a problem. Even my tank in laminate armor and 18 wounds needs them to get through some of the fights, I rely on them to keep the party going. Blaster rifles can do a lot of damage, so can lightsabers. Often a stimpack is the difference between getting in that one last shot that downs the bad guys, or having a player sitting there twiddling their thumbs. I mean, in theory, I want to challenge my players, but I do want them to succeed and carry on most of the time. I suppose my suggestion is that, if you think stimpaks are too powerful, don't start breaking them or taking them away. Just increase the challenges that the PCs are facing to the point where their stimpaks aren't OP'd, but perhaps necessary. Increase your minion count by 1 slowly, and start hitting them for 9 or 10, or 12 points of damage instead of just 8. I love minions for that reason. Players don't like it when I start describing Stormtrooper Sgts commanding their squad of 6 or 7 to focus fire on the big guy. Or as others have suggested, do 3 or 4 fights in a character's 24 hour period, doesn't have to be the same session, but you might see a few more sweaty brows if they used all their stimpaks after the first encounter and are just starting their fourth. Keep in mind, that stimpaks work both both ways. Having your nemesis equip a trio of stimpaks in a quick access pouch can prolong a fight you think was resolved too quickly, or give him the wounds he needs to make his escape. Players love it when they see their nemesis take 10 wounds of damage, then stimpak to heal 5. Love it. Other items to consider before changing the rules: Availability. "Oh, sorry. The Empire came through and confiscated/bought/appropriated all my stimpaks. Yeah, ever since the Rebellion kicked up in earnest, it's nigh impossible to keep any of that in stock. If it's not the Empire grabbing them all, it's some thinly veiled Rebel operative looking to stockpile it for their own soldiers. Sorry, you might try further into the Core where there's less actual fighting." And that's not including simply playing dirty. "Okay, you jab the stimpak applicator into your shoulder and hit the plunger. Oooo... remember that despair when you were looking for stuff and you thought it was the Imperial tail you lost? No, instead the merchant just sold you some cut and watered down stimpaks. You're healed for 1." Anyway, I would just advise altering your encounter and adventure make up before houseruling things, especially if that houserule is designed to remove a tool that players have relied upon and enjoy. That's not going to go over well.
  10. I would have to agree with the peeps who suggest that, yes our heroes barely ever got hit with pure blaster bolts (though I might argue that they took a hella amount of strain damage), but a system that represents that is straight boring. Especially for the GM. "Okay, the Stormtroopers go. Miss. The other stormtroopers go. Miss. The officer shoots. Miss. The mercenaries miss. Bossk misses. Last round of stormtroopers go, and they miss. Okay PCs go. Okay top of the round. The stormtroopers miss. The other stormtroopers miss. The officer misses. The mercenaries miss. Bossk, barely alive from being hit twice, flees. Last round of stormtroopers go, and they miss. Your turns. Okay, back to the top of the round. Stormtroopers miss again. The other stormtroopers go and miss too. The officer misses. The mercenaries go and miss. Finally, the last group of stormtroopers miss too." So, they placed a way for PCs to get hit without dying immediately, and to go along with that, a way to replenish hits to keep the party on their feet.
  11. I'll second this one. Quality over Quantity. Make sure that whatever encounters you do throw at them have multiple ways to success. Although you've set the stage for mechanical difficulties, I might suggest limiting those types of encounters. YMMV, but to me Star Wars is about beings vs. beings, I like to avoid scenes in which they have to go straight on through the chompers, or crawl through jefferies tubes. However, mechanical difficulties being set up, you've got some terrific set pieces for where your encounters take place. I also +1 for the non-combatants. Also +1 for Starfall. LOTS of great information about exactly what you're looking for.
  12. Having a Gadgeteer in my PC group, I've had an Autofire 1 capable Heavy Blaster Rifle to deal with for a long time. My fixes for this were as follows: 1. Allow Cover and Armor to stack. PCs targeting Troopers behind heavy cover suddenly get 3 setbacks. Combined with the increased difficulty usually makes it difficult to proc Autofire. Also, I've never wrapped my head around the fact that there's no benefit to taking cover if your armor is sufficient. (Though it certainly explains some Star Wars tactics.) 2. Don't worry about it. If the Heavy Tank of the party wants to blow up bad guys, let him blow up bad guys. Minions by the score? The Empire can afford them. Rivals blasted to smithereens? Looks like more opportunities just opened up. I mean, I love how fast the Killbot of the party takes care of opposition. If it's not the end fight, I don't want my party to fail mid story (or, actually, at all really unless it's a setback they can overcome), and if I don't want my party to fail, then why not let them win in extraordinary fashion? 3. But the Nemesis. The nemesis merely forces me to craft and create locations and scenes that are terrible for my players. Melee nemesis with a simple sword who used a super ion pulse EMP detonation to rid the party of their gear before the brawl started. Fight in a no gravity derelict ship with smoke bombs to obscure everything and the first thing to use Triumph/Advantage/Threat/Despair on is to knock out any kind of sight enhancement gear. Party hanging onto a swaying and rapidly decaying bridge over a pit of lava is great for making the cannon think twice about using his two-handed weapon. (Fun Mid-Post Challenge: Leia, R2-D2, Luke, Luke again, R2-D2 takes a wallop, Luke Again, C-3PO, Lando, Luke AGAIN, Luke, Omg Luke again, Lando, Han, R2-D2 again, Leia again, and finally LukeLukeLuke.... are all the direct damage, wound or strain, to character hits against our original gang in the original trilogy that I can think of. Did I miss any? Can you name them? (Hint: I tried to do them in order.)) It was not me, but in what I found kind of jerky/kind of funny move yesterday, I watched a GM tell the party he was going to hit them with their own tactics. There were three quick fights. After the first, he said something akin to, "Man that Autofire is something else." After the second it was something like, "So I notice you like to concentrate fire on the biggest threat." Third fight started with, "There are two guys on opposite rooftops of this alley you're in. The first one targets the big guy with the big gun and fires with Autofire. Aims once first..." PC was put down by the second 'rival'... (later admitted to be carbon copies of the heavy gunner PC, "just without all the talents except for having Autofire 1"). The rest of the characters ran away... and as far as I saw that night, that was the end of his campaign. Anyway, the point of the game is to have fun. It doesn't sound like you're having fun. It doesn't sound like he's having fun. Talk, and talk about what would make the game fun for everyone.
  13. Tazerface? As far as padding is concerned, there are all types of obstacles that the jungle could provide. A vicious animal could attack. A swarm of small vicious animals could attack. They might have to traverse a huge valley on a rickety wooden bridge, scale down a cliff, get attacked by the plant version of a sarlacc with vines that entangle and choke. Once at the camp, they could choose to do something other than fight. They could talk about joining the pirates. They could convince them of their badassery and talk their way to the moored ships. Steal some weaponry, or some data, rescue slaves or liberate some obviously previously stolen goods.
  14. Hey guys, I'm wondering how people usually handled this. I know there are shadowports out there that are true shadowports, where the whole thing is illegal and so anyone approaching is automatically assumed to have nefarious business or a want to hide. Not an issue. My question concerns those facilities that are only shadowports on the side. They run legitimate operations usually, but offer a kind of shadowport side business for those that want it. I believe that the Mos Eisley port kind of implies this, but for something specific there's the Kwenn Space Station in the Lords of Nal Hutta book that says they have "dozens of hidden shadowports" nestled within the large station that is depicted offering services to Imperial Star Destroyers. If your ship is Wanted by the Empire, and you find that both your real and your one fake transponder code on your ship is flagged as Wanted, .... how would you approach said shadowport and get through the initial scan without setting off the alarms? I'm sure it can be done, but how would you suggest? I might imagine that, "Our transponder broke.", is regarded as the oldest trick in the book, but how would you otherwise get to a semi-respectful docking bay without being reported to the Empire before you could even attempt influence checks?
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