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Alsojames

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Everything posted by Alsojames

  1. I want stuff from Rogue One. The AT-ACT, cargo tank, U-wing, TIE Striker, Hammerhead, Occupier Combat Assault Tank A-180 pistol, Zeta Class cargo shuttle, Combat Tank Driver armor, Baze's Heavy Repeater Cannon, maybe Death Trooper armor and/or their frag grenades too, if there's something special about them. A lot of these would fit right in with the Engineer book.
  2. Was he a detective? A beat cop? A SWAT-alike? Special Investigations? I would argue concealability and accuracy would be the two biggest things to look for.
  3. Okay, so your attack kills the minion pilot, and the TIE crashes and is destroyed. Simple!
  4. Perhaps you could add a house rule weapon special ability called "anti-vehicle". When a weapon with the Anti-Vehicle rule hits a vehicle, convert the weapon's damage to vehicle scale. Thus, a missile tube that deals 20 damage with breach 1 now deals 2 vehicle scale damage and ignores 1 armor. However, it still deals 20 damage against infantry, because it's a friggin' missile.
  5. I can only speak of the D20 Saga Edition (which is now out of print, hard to find and quite expensive to buy), and while it works well as "Star Wars D&D, you'd want to heavily restrict Force Users, as they can become pretty OP if you're playing a non-force centric game.
  6. I like this idea! Here's an idea to add: At the beginning, your base crew is just the PCs and a few administrative NPCs/minion-level guards. Then, you're sent on recruiting missions to find people who can help you out. You get a bunch of dossiers at once, and your PCs can tackle them however and whenever they want. Some ideas for recruitable NPCs: A mercenary who's posed interest in joining the alliance with his crew, but has been trapped on a planet by a crime syndicate, who's calling in a substantial debt owed. Do you go in guns blazing and take out the syndicate, or help the mercenary repay his debt? A strong and intelligent leader has incited rebellion on a small farming colony, but the Imperials showed up to break it up. How will you break through the blockade and rescue this leader and the colonists? A rogue Imperial official that has been feeding information to rebel spies has suddenly stopped contact. Land on the planet and find out where they went, and see if you can bring some of the contact's network along. Imperial forces have lost control of a prison station near the fringe to a large-scale riot that saw local forces captured or killed. Many of those captured were rebel sympathizers, but the rest are hardened criminals that refuse to have anything to do with the war. Can you rescue the rebels and return them to the Alliance, and can you convince the criminals to join the war on your side? Each of these presents an opportunity to not only gain more personnel for your base, but also lets you recruit capable NPCs to act as your secondary task forces. Doing these missions also cements your place in the Alliance as a whole; you start off as little more than a scouting force, but you quickly become something akin to a Special Forces team.
  7. Personally, I think a system where TB blocks damage but converts that damage to Fatigue might work, although then you'd end up with a lot of unconscious players.
  8. Man, looking at all this awesome art makes me want to get my Star Wars on! I wish my friends would play some Edge of the Empire with me ​
  9. The problem with having a player Inquisitor is that the Inquisitor is supposed to be in charge of the group of acolytes that the players are, whereas the GM is already running the game, and he can have the Inquisitor be an NPC. There's no problem with the PCs being promoted to Inquisitor later in the game, but at the start, it makes more sense for the people in charge of the PCs in-character to be the person in charge of the PCs out-of-character as well.
  10. Well you would think the GMs would be able to filter what has been communicated to the Inquisitors in-character and what is communicated to the GMs out-of-character
  11. I just wrote it the way I did because then all the people who are running the games and the overall campaign can communicate in such a way that they can incorporate each others' in-game knowledge into their own games without metagaming.
  12. I don't think they've expanded upon the Genestealer Cult fluff in recent years, so all we have to go with is the old Rogue Trader-era stuff. As far as I'm aware, it acts just the way Jolly P described it, which yes, is pretty throne-damned horrifying.
  13. One thing that might work would be having the whole setting run by 3-5 GMs working in tandem; running their own individual games and taking place on different planets (or different sectors of the same planet), but communicating with each other and having things slowly come together and have a crazy climax. It'd take some work to get it running properly from a logistical standpoint, but it would be cool. Each GM has an NPC inquisitor leading the party, which allows you to share information back and forth by way of these characters communicating with each other IC as well.
  14. There's even a little snippet in Enemies Without that mentions Genestealer Cults, so at least FFG remembers them.
  15. Good point. I was reading up on genestealer cults and read how similar broodlords and patriarchs are. They should definitely be nastier.
  16. This is what I was planning on doing. Then make the Jeanstealer NPC given in this book the patriarch.
  17. I would've liked some rules for building a genestealer cult, but ultimately it's not a colossal issue. I still like the book, though. Can't wait for enemies beyond!
  18. So I got Enemies Without today. All in all, it's a pretty good supplement. What's Good: Cool new character creation options, including Death World, Garden World and Research Station homeworlds; Imperial Navy, Heretek and Rogue Trader Fleet backgrounds; and the Ace role. Xenos reinforcement characters definitely add to those playing radical acolytes/inquisitors Cool alien weapons, including Dark Eldar, Eldar, Tau Ork, and "lost races". More weapon mods in the form of the Jokaero New xenos to fight The Not So Good Only two Tyranid creatures (Genestealer and a unique Lictor). As mentioned earlier, not a whole lot in the way of new aircraft despite introducing an aircraft-focused role. I haven't read a whole lot into the fluffy bits, but it seems to be a fairly detailed description of the major xenos races you'll be dealing with. The new Explication rules are kinda neat too. You get to do some dissecting!
  19. I'm not 100% sure how to incorporate ROTM, although it could be some kind of rebellion from the government enforcer's assistant robots, or peacekeeping bots left behind when the aliens leave Earth.
  20. So I like to play RPG campaigns like TV shows: the stories go on, the characters evolve, etc. When I discovered this line I thought it'd be perfect for telling an evolving story about how the world goes to hell and how this one group of people survive it. I want to make use of at least two of the books (Zombies, Aliens), and I think I have a pretty good way of connecting them. I'm making this post both to workshop some ideas and determine whether or not my premise is just outright silly or not, and whether or not it would make for an interesting narrative. Firstly, the zombie apocalypse. I'm considering a combination of Night of the Meteor and The Infection; Infection being the type of zombies the players would face and NOtM being the catalyst. A strange meteor crashes into Earth, releasing some kind of nasty contagion into the world. People turn, zombie story begins. Several years into the story, the human race has been reduced to a shadow of its former self. A vaccine has been developed, but it's under the control of a viciously capitalistic company who basically take control of the world by only giving the vaccine to those who submit to living in company-owned ghettos and work for slave wages and are kept in line by brutal enforcers. After years of this, rebellions notwithstanding, another strange object enters Earth's atmosphere; an extraterrestrial transport ship. Apparently cooperative, the E.T.s explain to the Dictator of Earth that the virus was an bio-engineering experiment gone horribly wrong, and the "meteor" that crashed into Earth was really a transport shuttle carrying the virus that got knocked off course and into Earth, where the virus spread and infected humanity. The only reason it took so long for Earth to be found was because the communication systems on the shuttle were totalled in the crash, and for the last X years, there had been ships going around looking for any trace of the lost ship, and here they now stand. Upon discovering that the comparatively primitive humans have already developed a vaccine for their experiment, the aliens lock down the planet, call for their scientist caste and take control for themselves, attempting to adapt the vaccine for their own race and using the already-caged human race for further experimentation. What follows is a Half Life-esque story of survival and rebellion. I'd like to throw in some Wrath of the Gods in there somewhere, but I'm not sure where it'd go. The whole thing could be analogous to the Rapture scenario, but I'm not sure where the actual rules would come in (I guess we'd have to wait for the book). What do you think? Could it work?
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