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AdarTallon

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  1. Yep, I pretty much ignore it as well. I was really excited for this book, but there are a few inconsistencies that stand out and disappoint me, "TIE/in" for the standard starfighter being the most obvious. In my head canon it is still TIE/on as is Imperial starfleet vice Imperial Navy. I really wanted to see an updated take on the old TIE/gt, TIE/rc (TIE Vanguard), TIE/fc, and TIE/sr (TIE Scout). Oh, well.
  2. Yea, I thought the latest article was kind of "meh". Maybe I've been doing this so long that nothing he brought was new to me, storytelling wise. I could see how it could be a good article for new players though. Dramatic deaths in any of my games over the decades? Not really. Never come to that point on the story. Look forward to hearing others stories though.
  3. Well, since the article has absolutely nothing to do with a new Beginner Game....
  4. Being a vet deployed in both air wings and ship's company, I can probably share some insight IRT TO and then relate it to Star Wars. First and ISD only carries 72 craft on its wing with 12 (one squadron) being bombers and 12 being a recon squadron (usually two flights of TIE/rc and one TIE/fc fire control flight to act as the ISDs gunnery spotters). So, 48 fighters with 12 to 24 of those being TIE interceptors. If the ISD is in a routine patrol it'd have at least a recon flight (4 TIE/rc) out backed by two flights of TIE/in. It would also have an Alert Alfa flight launched within one minute or less. The ISDs Captain or Wing Commander would then have to determine whether the threat warrants further air support or not and launch fighters accordingly. The base on Eadu in R1 got its fighters in the air pretty quickly for not being prepared for a Rebel attack as well.
  5. Oh, off the top of my head, if any of you remember West End Games Galaxy Guide 9: Fragments From The Rim, there is section similar to the Force trainings in that old book. Muntuur Stones, etc.
  6. Yes, Ebb/Flow is a stand out in this book. Very cool. No, I did not bring the book to work. I have a very outdoor job. Yes, I used my sunscreen. Not sure I feel comfortable taking photos of the book. I know y'all will be buying the book, but I guess I'm still old school and want to stay in FFGs good graces.
  7. Ebb/Flow basic power. 2 ways to spend FPs. Ebb: When making a skill check, the Force user also makes a Force power check as part of the roll. Spend 1 LS/DS result from the Force die to suffer 1 strain, then inflict 1 strain on all other engaged characters. May not be activated multiple times. Flow: When making a skill check, the Force user also makes a Force power check as part of the roll. Spend 1 LS/DS result from the Force die to heal 1 strain. May not be activated multiple times. Control Upgrade: Ebb: Combined power check to spend 1 LS/DS result from the Force die to add 1 Threat to all checks made by engaged opponents until the end of the Force user's next turn. May not be activated multiple times. Flow: Combined power check to spend 1 LS/DS result from the Force die to add 1 Advantage to any checks the Force user makes using the same skill before the end of the Force user's next turn. May not be activated multiple times. Control Upgrade: Ebb: Combined power check to spend 1 LS/DS result from the Force die to add 1 Failure to all checks made by engaged opponents until the end of the Force user's next turn. May not be activated multiple times. Flow: Combined power check to spend 1 LS/DS result from the Force die to add 1 Success to any checks the Force user makes using the same skill before the end of the Force user's next turn. May not be activated multiple times. Control Upgrade: Spend 3 LS/DS results to ask one "yes or no" question. Once per encounter. More, but I have to get to work. Sorry.
  8. Sorry mates, but i really so need to hit the rack. Work and such. More tomorrow. MTFBWY, AT, out.
  9. The only conflict talent is from the Ascetic. Mind Bleed. When attacked, you can suffer strain no greater than the wounds inflicted from an opponent's attack. The attacker then suffers a number of wounds equal to the strain suffered by you.
  10. Corrupted Crystals are Damage 6, Crit 2, Breach 1, Sunder, Vicious 2. Whenever the wielder make a Force power check, he gains a Dark Side result on the check. The Crystal is considered to be "reclaimed" if the weilders Morality is 70+ (there is more information in a sidebar).
  11. Arbiter has Lightsaber as a class skill. No Jarkai. There is the Aggressive Negotiations talent, however (25 XP). 1/session with a Hard Lightsaber check you can decrease the difficulty of Negotiation checks by 2 for the rest of the encounter.
  12. Lightsaber crystals. Now this may be my fave so far. Corrupted Crystals. So you've beaten the Dark Sider and harvested the crystal from his red-bladed lightsaber. Now what? The answer is now in DoH. If you liked the Ahsoka novel this seems to follow what she was doing to get her white lightsaber. Cracked Crystals. Pick up any Khyber crystals from the remains of the Death Star over Yavin? Get one from a batty old woman on Cloud City? Here it is! Seeker Crystal. Helps find hidden beings within short range. Solari Crystal. Breach 1, Sunder, Defensive 1; reduces strain cost to activate the Reflect talent if you morality remains 50+.
  13. First impression is that there are some surprises I...was...surprised..by. The Crucible! I Love that ship from The Clone Wars series and there it is with stats and plot hooks. Cool art: really great pic of a female Arkanian with a scar and lightsaber pike. The Consular-class ship has separate stats for the salon pod now. I think this book really stretched to fill in some equipment. Sometimes less is more. Just some initial impressions flipping through it.
  14. I will try to get as much out as possible, but I just got the book and really have had no time to sit and peruse it. Thanks for the format Absol. I'll use it when I get home and have the book in front of me again.
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