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DesTheDestroyer

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  1. It was from one of their podcasts years ago. I would be very careful about taking it a red that RAW are always right in the FFG books, as loads of glaring mistakes have made it through to print. I'd say, see what feels right in your game and run with that. Most issues don't surface until the topic, like above is approached. Always remember Rule Zero!
  2. As clarified by the Devs; Each Autofire shot must be directed at a new target. So the Inquisitor would only ever be hit by one shot.
  3. I had hoped that the ship crafting rules would give you more flexibility in personalised design options. Like some of the special options the many of the ships have. eg Engineering access - A blue to repair rolls. Or Adv Medical suite - upgrade Medial rolls. Is there any scope to add more of these in future books? Background - I think that crafted ships should not be as overall good as produced in shipyards (eg Kuat) as they have thousands of people ironing out the kinks and have specialist equipment. However, I feel that the book does not offer many of the more unique addition options. eg cargo pod, hanger bay, medial deck. To me this is one of the main reason to craft your own craft, to give you something that gives you an edge in the areas that you want at the expense of something else. Like : Increase number of people it can carry by two - Reduce system strain by 20% Give 2 Blues on shooting - 2 Blacks on Scanning
  4. These are brilliant! I am starting to do some games online and these will really help. Are you taking any requests?
  5. It depends on how you want to play it as a GM. In my game, I have made it something that players have to buy into it, created ranks and rewards of the guilds. As the players were happy with it, I did about 20 mins of RP with the player (while the others were shopping) and had him do some rolls to see how well he faired for selection. This is so that players have goals/achievements that they can work towards. It allows more of a real feel to than just Credits or equipment rewards.
  6. Opps meant to quote this one. Q: Is it permissible to gain a Customizable Hard Point by removing a weapon from a stock ship? A: Hello ShadoWarrior, If you remove a stock weapon from a ship, you do not get a hard point that you can replace with anything. So in effect, that hard point is lost. So its a big NO on removing an installed weapon slot to regain an HP.
  7. As much as it pains me to say - I'd say that you don't do any fancy rules and run it with normal fighting rules. You cant take sides in this, you must remain completely neutral. When PvP happens tempers can be flared and friendships lost. Here is some advise I have learnt over the years. What I would do is before the game starts that day: 1, Remind all the players of in character (IC) and out of character (OC) separation, don't let players get sucked into feelings that their character's are having. 2, To re-enforce this, have players state when there are jumping between OC comments and IC comments. 3, Explain that every action that they do has repercussions both IC and OC. When/if the combat actually goes down: 1, Ask the players to stay in character and only address the GM OC, don't allow players to speak to each other OC 2, Don't change the scene after it has been explained. 3, Don't allow the use of Destiny points by any players as there is conflict between the party. 4, Have all players roll initiative, just in case they want to join the combat later. 5, When running the scene don't use pronouns or player names. "You are attacking him" - Instead use character names, "So, Kalrath is attacking Denare" 6, If a player is doing something that you believe is not in keeping with their character, state back to the player what they are asking. Giving them a change to see any error what the are doing in the heat of the moment. 7, Take a short break between turns (2 mins) to allow player's to collate their thoughts and not escalate things in a ***-for-tat battle. 8, Watch player expressions, even when its not their go, to see if its getting too much for some. What to do after: 1, Remind player it is just a game 2, Get the Characters to work together against a hard enemy, so that characters are forced to work together for their own good. (Do this out of character choice, don't force players) 3, After the game session have the player stick around and socialise. Watch a film, play a board game - this is to get players to re-establish bonds and friendships. And finally - If it all fails horribly Hand of God it If you can see that players cant separate IC/OC, nor be mature if it is not going their own way, stop it escalating. Nip it in the butt right away and stop the combat as the GM. "Sorry guys this isn't working - I'm stopping this now, combat is over; this how the scene will play out......." Hope that this helps.
  8. Oggdue, I am not sure if I have found an error or not - I have a group who have a business and have just bought the Increase Core Focus option once. This means that once a (game) month they will all get 200 credits each. There are four members of the group, which means that there should be 800 credits in total. Yet when I gave them the income (by selecting the button) if only put 200 credits in the business coffers. I double checked their own credit amount in the Character generator and it hadn't gone up either. Anyone else had this issue?
  9. Was this on a podcast? Can't seem to locate this rule. Also, is it only +2 due to the +1 mods of the attachment, or +2 from the attachment and two +1 mods? The attachment base is Blast 4, with 2 +1 Blast mods.The upgraded rule from the Devs states that if the weapon already has Blast that it is taken to the attachment only giving a base is +2 Blast, with 2 +1 Blast mods. This was in a Pod cast, cant remember from the top of my head which one it is from. I guess I need to dig up that podcast, as I was under the impression that it added nothing at all. As the answer I received implies: Hello Randy, The spread barrel attachment would do nothing; the two blast qualities do not stack because the spread barrel attachment does not “add” to an existing quality. Hope that helps! Sam Stewart RPG Manager Fantasy Flight Games That is strange. Was that an official reply from the Dev request paperwork? Might be worth seeing if I can find that Pod cast.
  10. So wait a minute... So you're saying that if I start as a Smuggler Pilot then get the Smuggler's version of a Sig. Ability...THEN later get Technicians Modder, that I can ALSO get its Sig. Ability from that book/career as well even though I started in Smuggler???!!! Whatever Career you start with at character creation is what you are locked into for available Sig. Abilities. While you can never change you Career, you can purchase additional specialisations. (This will make any skills linked to that Spec, now become Career skills - this is only the four with the Spec, not the 8 with the Career)
  11. Was this on a podcast? Can't seem to locate this rule. Also, is it only +2 due to the +1 mods of the attachment, or +2 from the attachment and two +1 mods? The attachment base is Blast 4, with 2 +1 Blast mods. The upgraded rule from the Devs states that if the weapon already has Blast that it is taken to the attachment only giving a base is +2 Blast, with 2 +1 Blast mods. This was in a Pod cast, cant remember from the top of my head which one it is from.
  12. Hey Oggdude, Correction on data - Spreadbarrel - the Devs have stated that when a player adds it to a weapon that already has the Blast quality that the attachment adds 2 Blast instead of 4.
  13. I would suggest that you have Rival NPCs and use the Squad rules. Have 2/3 three minions attached to your Rival. Then the squad rules mean that each hit kills a minion attached to your Rival. You just remove 1 minion for each hit, regardless of damage dealt.
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