Shawn Mierlkov
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Posts posted by Shawn Mierlkov
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Just wanted to put in here that I am interested in more information. I have PM'ed you on that website (Aleksandr).
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I've come up with the same issues. Being an Ace in an AoR game, I wanted to focus on snubfighter combat, which we then found to be exactly rocket tag. Having sat with my GM, we came up with ways to mitigate the dangers such as piloting checks to break apart fighter groups to make encounters easier. One thing that really helped was us house ruling that Tricky Target could be ranked.
With investment to get both hits of Tricky Target in Pilot and Driver (If you only ran for those two talents in both specs, would be about 100+ xp) and getting the Electronic Countermeasures Suite (effectively a 3rd rank of Tricky Target), I am basically playing a Sil 0 ship.
A basic pool with no environment factors (and there should be plenty), the enemy shooting at my character's Y-Wing would be 4 purples and 2 setback (Forward Shunted Shields). Evasive maneuvers gets you 1 red and 3 purples, the two defensive driving talents nets you the max 4 setback.
We thought it was a fair ruling considering the entire talent set up sits at right around 150-200 xp for basic survival when a soldier could become a god with that much invested into ground combat talents.
Edit: Spelling
bradknowles reacted to this -
This part is where I have an issue. Having a high Presence, multiple ranks of Command and Commanding Presence, and even Enhanced Leader on a character makes zero difference. Only the actual rank of the Leadership skill matters, and that doesn't work well for me when this game generally allows multiple ways to build a die pool.quick recap:
Each gets an upgrade based on the Leadership ranks of the commander.
Don't have the book infront of me at the moment, but the two page example of play had the Rebel Commander add boost and removed setback die due to talents (I do not recall the exact wording and will make a follow up post with it later today).
At least with my own personal interpretation of how they explained the rules, I do not think the talents are excluded, they just didn't say it in bold letters "Add Relevant talents to dice pool".
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Ah perfect, thank you so much for the information, that clears up EVERYTHING!
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Hello, thank you all for taking the time to answering this question. I've attempted to look for an answer, and could not, so I apologize if this has been addressed.
I am currently in an Age of Rebellion game, where my character is an Ace Pilot. I am considering making him Force Sensitive. The talent tree is self explanatory. What I am having an issue wrapping my brainfruit around is the Force Powers themselves.
To this issue, I will be referencing the Enhance Power line (It is the one that interests me the most for my character).
I understand the mechanic in rolling Force Die x Force Rating when activating the basic power, the problem is understanding the Control/Range portion.
Looking at the first "Tree", you have 4 control ranks: One allows you to use the base ability on Coordination Checks, two allows you to use both piloting, and the last gives you an agility boost with committing a force die.
Question is thus: Do each of these Skill Control checks require their own Force Point to activate, or by unlocking the ones further down allow you to use them all?
Example being: If I have gone down the entire tree to unlock the agility boost, would I need one force point to get ALL of the boost to skill checks, or would I need one for each skill individual check?
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For those who'd like a ballpark figure on it's release: according to Amazon, it has the book listed as being available on May 31st.
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Hello!
First time poster here. I have a question about modding. I will be in my very first group in the coming week, and I have taken the role of Technician. This question I have for you came up in my group discussion (the entire group is new so it was met with shrugged shoulders).
We understand that the cost of mods and the mechanics check associated with them (mod x100 +P on the check)
What we (and more extensively, I, as I would be dealing with this issue) do not understand is if that is for TOTAL number of mods, or if the price/check resets with different attachments.
Here is an example:
Player A wants Augmented Spin Barrel and Forearm Grip on their rifle. They pay for it, google searches "How to install attachments to your rifle for dummies", done and done. Now they want mods.
Between the two attachments, there are a total possible 8 modifications (4 to each attachment, what they are is irrelevant).
Now, is the price and difficulty for each mod regardless of the attachment, or does the difficulty only goes toward that attachment? (IE: Installing 1 mod from the ASB list and 1 mod from the Forearm Grip would end up being 100 each and only 1 P increase)
I hope this made sense, and thank you in advance in clearing up this question!

Space Mass Combat
in Game Masters
Posted
The rules they give, to me, are nore guidelines for interpretation. On the table, it lists space combat examples of sizes of forces (1 ability die for a bunch of freighters somewhat armed to 5 which is like a battlefleet).
Just follow the steps and use your judgement. Think about the make up of the space forces and assign die accordingly. Does the PCs have only a few freighters that have been armed? Most likely one ability die. They have a couple of CR90s and a squad of XWings? Probably 2 or 3.
Your leadership PC would then upgrade those ability dice to proficiency with their leadership ranks. 2 ranks means 2 upgrades. You fill out the difficulty and challenge die the same way.
Roll and RP out the situation. They suggest that you have a few combat turns with the PCs to influence the fight (IE awarding more blue or black dice ontop of all the other factors), but since none of your PCs would really be able to do that, find other solutions. Maybe the PCs come up with some tactic for their forces to implement that will give them an advantage (Fighting near a debris field so that you prevent enemy capital ships from effectively engaging with your forces, etc).