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FeBommel

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  1. Yes, Wave 8 is Jabba's Realm - I've read that there was a significant power level increase between the units that came before Jabba's Realm and Jabba's Realm + later releases, but maybe I'm wrong.
  2. Hello, everyone! I've just started playing Imperial Assault and I have some questions: I've read that there was a significant power level rise between the waves 7 and 8. As I plan to play only casual Skirmish and as I will bring the units and material for every player (there is no one else at my boardgame club who has Imperial Assault but several people interested in playing war games and skirmish games) I'm thinking about getting only releases until wave 7. Would that create a halfway balanced "meta"? I'm planning on buying every release until wave 7 once (excluding the stormtrooper villain pack and General Weiss) - is there anything worth getting twice? Should I try to get another cop of the base game's command cards or are the command cards of one base game combined with the command cards from the other releases until wave 7 enough to field two armies? I own the base game, Twin Shadows and the IG-88, Alliance smuggler and hired gun packs once, at the moment. Could anybody help me to build three halfway balanced lists (one Imperial, Scum and Rebels each) with the units from these three packs and two boxes to showcase the game at my board game club, please? Any other advice for a starting player? Thanks!
  3. That's interesting - I can't seem to find it in neither the FaD CRB nor the EotE CRB, but I don't have the beta rules. Maybe Cortosis rounds were left out of the final release? Or I'm still too blind to see any mention about them, but I've checked both the Equipment and Adversary chapters and I didn't find anything about cortosis rounds.
  4. The great thing about it is that the droids don't need to have that skill for themselves. Imagine your Droid-Tech PC onboard a diplomatic corvette, hiding in a meeting room with several protocol droids [rivals] while pirates are busy boarding the vessel. Your character knows that there are emergency side-arms hidden in some of the chairs (In case a discussion turns violent), but they won't be much use to your character as they would have to stand alone against a pillaging party of pirates. Arming the droids won't help your PC, because protocol droids have no combat programming (Agility 1, Ranged [Light] 0). With Supreme Speaks Binary, your character can grant these non-combat protocol droids ranks in Ranged (Light) and suddenly your PC is not alone, but at the head of a small battle group of deadly droids! It allows you to use droids in situations they would be useless with only their regular programming. With this talent, tracker droids can repair your starship, assassin droids won't behave totally out-of-place at a high-society social gathering, astromech droids can suddenly fight back enemy boarding parties and protocol droids can fly a starfighter squadron. Of course, that only works for a short time (until your character's next turn), but that means that the NPC droids can profiteer from the talent for up to two turns (as long as everyone takes the right initiative slot). Sure, the talent won't be useful every session, but it costs only 15 XP as well. There can be found a lot of other talents in the 15 XP range that are even more situational and more niche, so Supreme Speaks Binary is totally in line with most other talents. I think it very much depends on the command, the situation and the droid in question. Minion Remotes appear to be semi-autonomous drones that usually need direct supervision and even need to be operated directly by someone else for complex tasks. Commanding remotes to perform an otherwise quite simple tasks may even cost an action, as the PC has to monitor the remote very closely. Nemesis Assassin droids on the other hand appear to be very intelligent - ordering them to perform very complicated tasks may only take an incidental as long as the task is in the realms of their regular programming as the droid will perform the task autonomous and won't need more than a few short words to understand the intentions of even a very complex command (Whether the droid then decides to perform the task or not is another question, as many of these independent droids don't take well to being ordered around...) A maneuver sounds fine as the base line cost of a command. It can be changed in both directions if necessary (it can be downgraded to an incidental and upgraded to an action, depending on the circumstances). Furthermore, it would be in line with the squadron rules and the animal companion rules.
  5. I'm afraid that I'm interpreting the Supreme Speaks Binary talent quite differently. In my opinion, the talent does not downgrade the regular Speaks Binary talent to a maneuver, but grants a new special maneuver, (Supreme) Speaks Binary, that is not in any way related to the regular Speaks Binary talent (apart from the name). If a character uses the special maneuver Speaks Binary (which a character can only use if they have the Supreme Speaks Binary talent), non-minion droids may use the character's rank in one skill for their skill checks until the beginning of the next turn. The number of droids who may profiteer from this maneuver is equal to the ranks in the regular Speaks binary Talent. This special maneuver then may or may not be a valid order to activate the effects of the regular Speaks Binary talent (depending on the GM and the situation). The supreme talent does not influence the regular talent in any way (apart from being a potential option to activate the regular talent), but the number of ranks in the regular talent influence the effects of the Supreme talent. Here is the full text of the talent: Of course, my interpretation of the talent's text may be wrong, but I don't see any mentions that the Supreme talent downgrades the use of the regular talent to a maneuver. Edit: Of course, complicated orders may take an action, but shorter orders should be in the realms of a maneuver. For example, telling a group of minion B1 batttle droids to move into a standard line-battle formation and to start shooting at that scary guy with a lightsaber in medium distance, shouldn't take an action. Telling them to perform a complicated flanking movement could take an action (The actual command won't take more than a few seconds but choosing the right commands and thinking about potential other options may take more time) and may even be grounds for a skill check like for example Leadership or Knowledge (Warfare).
  6. @Decorus Where did you find the information that Cortosis rounds are 500 credits apiece? I haven't found any info about Cortosis rounds in any of the books (apart from that short mention in Dalan Oberos's stat block), but maybe I missed something. Could you please direct me to the page and book where Cortosis-coated ammunition is mentioned?
  7. WARNING: The following text contains spoilers for Chronicles of the Gatekeeper! Dalan Oberos is a minor side character, who may or may not even appear in the adventure. He is presented as an optional character to challenge the PCs if the PC group is already very experienced. He appears (if the GM decides to include him) during Act 2 of the adventure as a bounty hunter specialised in hunting force-sensitives and especially Jedi. He has has been hired by Duke Erron Irbian, the Imperial governor of the the city of Jorra on Cato Neimoidia, to take out the force-sensitive PCs after the Duke becomes aware of the PC group and their shenanigans. According to the side blurb on p. 46, he first came into conflict with the Jedi while working for the CIS and Count Dooku during the Clone Wars. After Order 66, he helped the Empire to track down, bring in and eliminate fugitive Jedi survivors and other Force sensitives. As the adventure takes place sometimes between A New Hope and The Empire Strikes Back, Force sensitive bounties have become rare and Oberos is eager to bring in the PCs and proof himself once more. By that time he has gained a reputation as an expert Jedi killer and capturer. He is a very powerful adversary, with several combat related talents, a trained resistance against force powers, heavy Cortosis battle armor (Cortosis = a very rare metal resistant to lightsabers), thermal detonators and a jetpack. Furthermore, he uses a custom rifle that fires Cortosis rounds, that can short out lightsabers that try to block the shot. That rifle and its ammunition is a special weapon that does not appear anywhere else in the RPG books yet. It is not mentioned whether he owns a private space ship or not.
  8. I would rule that giving NPC droids a complex command would usually require a maneuver. This would be both in line with two other instances in the rules where giving complex orders requires a maneuver: Savage Spirits, p. 69, animal companion rules: A PC can spend a maneuver to direct an animal he has bonded with via the Animal Bond talent. The bonded animal then gets to perform an action and a maneuver. If the PC does not spend a maneuver to command the animal, it won't contribute to the encounter during that round. AoR GM Screen, p. 27, squadron rules: a PC can spend a maneuver to perform a Leadership check to form a squadron with a minion NPC group or to direct the squadron to form a specific formation.
  9. Here's a Dev answer concerning Sniper Shot. I've taken a second look and there are several vehicle-scale anti-vehicle weapons with Vicious (flak cannons, a mine,...). So it seems save to assume that Vicious on vehicle-scale weapons does affect vehicles and starships. Furthermore, Dangerous Covenants introduces the Golan Arms FC1 Anti-vehicle Flechette Launcher, which is a personal scale weapon designed to be used against vehicles. It has the Vicious quality as well but that leaves us with the question whether the weapon's Vicious quality is meant to be used against vehicles or only when the weapon is used against personal targets.
  10. I am pretty sure that Vicious affects critical hits as well. After all, both Stay on Target and Lead by Example introduce flak cannons as vehicle weapons, which have the Vicious quality. These are clearly intended as anti-vehicle weapons (the entire weapon profile uses planetary scale and the flavor text calls them out as anti-fighter weapons). Therefore, it would seem save to assume that the weapon quality Vicious affects vehicles as well. Of course, this could be special case, similar to the Advanced Targeting Array's inbuilt Sniper Shot talent. Sniper Shot usually only works on personal weapons, but in this case it doesn't.
  11. @Happy Daze: Mmh, yes, I'm getting where you're coming from. I still don't know why they built the Retired Clone Trooper the way they did, after all the spec would fit perfectly for a Scrapped CIS Battle Droid as well, a character concept that would fit perfectly into the timeframe. Edit: But it is as it is, I'm simply going to house rule that one spec. Concerning the various NPCs, I'm hoping for a more Genesys-like approach for further era books. More open ended, no (or almost no) lore or other npc stats but tipps to build your own NPCs fitting for various organizations during that era. For example, some infos about a few talents that most ISB agents would have, the typical force powers of an Inquisitor during the Dark Times or how small scale local crime bosses would typically run their buisness in that age. That way, it would be easy to build your own lore and/or self-made NPCs as a GM but it would cost way less book space. For example, I propably won't need stats for Admiral Konstantine or Thrawn (and even if I would need them, I would need to adapt their official stats to the needs of my particular campaign first), but it would be very useful to know which special talents (maybe including one or two new special NPC-only talents) could be used to create the typical impression of an Imperial admiral. So I'm hoping for a toolbox approach for further era books.
  12. I on the other hand hope that a Clone Wars era book won't be similar to Dawn of Rebellion. But to each their own. I don't need any named NPCs (generic NPCs for specific locations are perfectly fine) - I'd rather have tipps for GMs to make their own NPCs that fit in the particular era of the book. Honestly, I don't really need any short texts about stuff that was a major feature in a TV show as well. I have propably already seen that episode. I already know about that plot hook. If not, then I bet that there will be a long wookiepedia article about it including pictures directly from the series to show my players. What I want is either new stuff (like Weik), old stuff greatly expanded (either delving deeper into some major features or exploring some smaller tidbits and obscure mentions of the show/book/comic/whatever), examples how to include legends stuff in the new canon, new GM tipps how to run a campaign in that setting, infos about important themes and genres specific to that era and especially new rule sub-systems dealing with stuff particular for that setting (like for example a new meta-mechanic for Rebel cells). Edit: Lords of Nal Hutta or Suns of Fortune worked so well for me because they took all these Lore tidbits from lots of different sources and forged them together, filled gaps with their own creations, created new information and filled the books to the brim with plot hooks. If I need infos about Hutt space, I won't open wookiepedia, I will open my copy of Lords of Nal Hutta. If a Clone Wars era books manages that, I'll be perfectly happy. As an example, for Dawn of Rebellion I had hoped for lots of pages filled with infos about different Rebel cells. Yes, there are infos about some of these cells but I would have liked to know about more of them to introduce some of them to my players (the ones that fit to best for the campaign that I'm running). I already know about Phoenix squadron and Saw Guerra's militia (as most people who have seen the TV-series). What about other Rebel cells? How are they structured? What kind of problems do these other cells have? How could I introduce my PCs to these other cells? What about some plot-hooks concerning these other cells? Maybe books like DoR are not written for people like me but rather for people who haven't seen much of the show (which would be perfectly fine)- I honestly think that DoR as it is would be very, very useful for these people. But I have watched most of the shows and read a few canon books - most of the info presented in DoR is not new for me and it's not that complicated that I would loose track.
  13. Mmh, that's a good point. I haven't really used official lore NPCs in my campaign yet (Well, Bail Organa is an allied NPC but I haven't given him any stats yet and Cassian Andor was mentioned once or twice). Using them as a starting point to build my own NPC stat blocks for the lore NPCs once I need them? Well, I'm planning to do exactly that, but I will propably change so much that starting from the official stat block would not give me much of an advantage over starting from scratch. Using the stat blocks for my own NPCs? Yes, that's exactly what I'm going to do. But I would not have needed so many of them. As I've said, I had hoped for other contents and themes in DoR than we've got. (Edit: After all, there will be lots of possibilities to introduce new generic NPCs in other sourcebooks as well, but we propably won't get a second Dark Times era book) Edit: As I've said, DoR is neither bad nor useless, but I had hoped for something differently.
  14. Ah, you're right - the Pelta would be perfect for a Clone Wars era book (together with the ARC-170, the Eta-starfigher, the Republic Nu-class attack shuttle, the Venator and Acclamator Star Destroyers and the various CIS ships). The Pelta was mainly used as a medical frigate, so it could maybe even be fitting for Unlimited Power. And yes, I understand that some people love official NPC stats. It's just that I'm not one of them. The strange thing is that I'm actually running a game in the Dark times era (a few years before Rogue One, roughly simultaneous to the Rebels show) and I don't think that Dawn of Rebellion will have much of an impact on the game which is kind of ... strange. For example, after reading Lords of Nal Hutta, I've had lots of ideas for my group concerning adventures in Hutt space and I'm still waiting to run a campaign in the Corellian sector one day, only because I've read Suns of Fortune. Dawn of Rebellion doesn't really give me that vibe and that makes me a bit sad. Edit: I will propably use TIE Strikers and Death Troopers, but I've already created and used my own versions of them, so while having official stats is nice, I didn't really need them that much.
  15. @Nytwyng Ah, 1) and 2) would explain the Lasat and Bo-Rifle complaint. Thank you. I haven't listened to that episode yet. And I don't really miss Lasats, Bo-Rifles or Peltas that much. After all, it would be easy to stat them myself or to take a similar stat block and to simply change the name. But 3) doesn't really count in my mind. Available book space is not a real argument in my opinion when half a page gets wasted on a ship stat block for the Death Star that boils down to: "Use it as a narrative tool or environment, not as an actual ship" (Now, that or a similar sentence would have been nice). Some Infos concerning the Death Star would have been perfectly fine but the actual stat block? And a few NPC stat blocks less would not have hurt anyone... (that's at least my personal opinion) Of course, book space is limited. In my dream version of DoR, that space would have been allocated differently. @Khazadune I understand your point, but so far most of the books (like the different Core Rulebooks) could be considered Civil War era books and still, they are quite setting agnostic. Something as simple as a spec name is no real reason for a complaint, that's true. But I see that as an example for the general problems I have with the book. The book somehow gives me the wrong vibe (hard to explain, I know) in contrast to FFG's other Star Wars publications or Genesys. I've never thought for example that NPC stats for specific named NPCs would be important for this system (or important enough to show up in an official book). A small question (not as criticsm, but because I'm genuinely curious). Would you run someone as Vader in your campaign as an evolving NPC? So far, I've thought of him as a force of nature. When I'm thinking about including Vader in my campaign, it's either time to run for the PCs (run with at least three exclamation marks), capture time, time for a TPK, the campaign's end (either good or bad) or time to bury canon once and for all because a certain black-clad cyborg is now lying dead on the floor and a group of PCs is busy celebrating and doing their very best to increase the galaxy wide rarity of Corellian Whisky... Edit: And there's my other complaint: the lack of era specific content (especially concerning Rebel Cells), rules and GM tipps. The GM tipps in the book are useful and I like that chapter but I had hoped for more, especially concerning questions and situations unique to the Dark Times era.
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