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Khyrith

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  1. This list was fun to run, esp with the stacked pilot abilities across all ships (until they start to blow up): "ABCs" of IGs IG-88A (68) Jamming Beam (0) IG-2000 (1) Ship Total: 69pts IG-88B (64) Jamming Beam (0) IG-2000 (1) Ship Total: 65pts IG-88C (65) Jamming Beam (0) IG-2000 (1) Ship Total: 66pts SQUAD TOTAL: 200 pts
  2. And then I ran this list against a friend of mine with a rebel list and went 0-2 (narrowly missing points). Its more lore-thematic to Kath, but takes a different approach to make it work. Can't closely swarm Zs that have DMS. Kath and the Binayre Pirates Kath Scarlet (72) Trick Shot (4) Perceptive Copilot (8) Veteran Tail Gunner (4) Marauder (6) Total Kath: 94pts Binayre Pirate (24) Deadmans Switch (2) SHIP Total: 26 Binayre Pirate (24) Deadmans Switch (2) SHIP Total: 26 Binayre Pirate (24) Deadmans Switch (2) SHIP Total: 26 Binayre Pirate (24) Deadmans Switch (2) SHIP Total: 26 SQUAD TOTAL: 198 pts Trick Shot doesn't seem like the best EPT here for Kath. Perhaps Lone Wolf (takes squad to 199), to reinforce her keeping a distance from the suicide Z95s. Also need to take smaller rocks or something less harmful, as the Z95s are pigs to fly.
  3. I ran this at my LFGS last week and went 2:0. Kath and The Miners Kath Scarlet (72) Trick Shot (4) Shield Upgrade (6) Perceptive Copilot (8) Veteran Tail Gunner (4) Marauder (6) Total Kath: 100pts Mining Guild TIE Fighter (24) Mining Guild TIE Fighter (24) Mining Guild TIE Fighter (24) Mining Guild TIE Fighter (24) SQUAD TOTAL: 196 pts Also ran with the three largest rocks I had, to take advantage of MG TIEs' ability as well as Trick Shot. The Shield Upgrade makes the opponent get 6 hits on Kath for 1/2 pts (not just 5). A bid doesn't do much with this list, so finding 4 more pts would be an interesting experiment.
  4. And then I ran this list against a friend of mine with a rebel list and went 0-2 (narrowly missing points). Its more lore-thematic to Kath, but takes a different approach to make it work. Can't closely swarm Zs that have DMS. Kath and the Binayre Pirates Kath Scarlet (72) Trick Shot (4) Perceptive Copilot (8) Veteran Tail Gunner (4) Marauder (6) Total Kath: 94pts Binayre Pirate (24) Deadmans Switch (2) SHIP Total: 26 Binayre Pirate (24) Deadmans Switch (2) SHIP Total: 26 Binayre Pirate (24) Deadmans Switch (2) SHIP Total: 26 Binayre Pirate (24) Deadmans Switch (2) SHIP Total: 26 SQUAD TOTAL: 198 pts Trick Shot doesn't seem like the best EPT here for Kath. Perhaps Lone Wolf (takes squad to 199), to reinforce her keeping a distance from the suicide Z95s. Also need to take smaller rocks or something less harmful, as the Z95s are pigs to fly.
  5. I ran this at my LFGS last week and went 2:0. Kath and The Miners Kath Scarlet (72) Trick Shot (4) Shield Upgrade (6) Perceptive Copilot (8) Veteran Tail Gunner (4) Marauder (6) Total Kath: 100pts Mining Guild TIE Fighter (24) Mining Guild TIE Fighter (24) Mining Guild TIE Fighter (24) Mining Guild TIE Fighter (24) SQUAD TOTAL: 196 pts Also ran with the three largest rocks I had, to take advantage of MG TIEs' ability as well as Trick Shot. The Shield Upgrade makes the opponent get 6 hits on Kath for 1/2 pts (not just 5). A bid doesn't do much with this list, so finding 4 more pts would be an interesting experiment.
  6. And to be clear: I’m not necessarily advocating for that fan-made tome, merely highlighting that there has been work done that can be leveraged, if you see fit. Our play group (a Star Wars and 5e focus currently), has talked about marrying up RoT and SotB to create a SR theme. One of our guys is cherry picking bits from a couple of takes on Fallout, and ALOT of his own imagination and experience with the video and board games, to create an FO world for us to play in. And even if one chooses not to use that SR fan material, once you have a skeleton of a setting, there is a slew of old SR adventures to use as the shell of a GeneSys SR adventure. Just reskin some foes (the RoT and SotB Adversary decks are a good resource), determine the GeneSys difficutly of particular scenes or required skill checks, and away you go. There’s folks doing exactly that to update classic WEG SW adventures to the FFG system... Indeed, “less is more” might apply. Focus on the tone of the game setting, and not how to replicate EVERYTHING from the old game, mechanically ... and you should be able to immerse players in the setting and scenes.
  7. There's a 600+ page fan-made Shadowrun setting talked about here: A buddy of mine and I read it over about two weeks ago. Granted its been about 20yrs since either of us played Shadowrun, but it looks to be pretty comprehensive of the game and supplements. Note: he published his setting before SotB came out from FFG, so I haven't had the chance to compare the two.
  8. So - My group has moved from an EotE campaign into an AOR campaign with new characters. I anticipate (based on the adventures I have planned to run) that there may be some instances when the crew and / or allied small ships may have to joust with an Imp escort vessel. Something like a Raider class corvette, or even a Lancer. Ships that are purpose built to protect convoys and capital ships from starfighters. I have read over the "Blanket Barrage" rules in ACRB and I TOTALLY get the cinematic feel they are going for. ie: A hail of blaster / laser fire that pilots are flying through to deliver ordinance against the enemy escort ship or the high-value ships it's protecting. And I get the Order 66 podcast recommendations and those of some others folks on these forums, about "grouping" same-type weapons systems along an entire side of a ship and treating them as a single minion group for simplicity in rolling. Totally makes sense. BUT... I have three questions / issues and I wonder if someone is using some House Rules or tweeks. (I know what RAW says... I'm looking for some creativity) (1) What does the Blanket Barrage escort ship DO with any extra successes that they roll on the 2-purple Blanket Barrage check? RAW, one success sets the BB in place... but extra successes do NOT (RAW) increase "base weapon damage" - therefore any nicks or direct hits from the BB against attacking ships only do half or all of the BASE damage. And the "twin" nature of the turrets on the Raider (purpose built for anti-fighter defense) don't matter either (Linked is not accounted for in Blanket Barrage). So, getting nicked (half damage) by even heavy laser cannons (6 base damage) would be shrugged off by a Y-Wing or B-Wing (3 armor rating) - some of the very snubfighters that BB is designed (narratively) to protect against. (2) How do you account for (house rule) any shields on the snubfighters? RAW, it doesn't matter if I have a naked TIE fighter or a Y-Wing with the shields pushing full forward on the attack run. But with all the ways to reinforce or adjust shields (like we see in the movies), it seems a waste to make them useless when they are pretty important. (3) RAW, the nicks or direct hits from the BB are based on the ATTACK roll of the snubfighter. And that kind of makes sense in an X-Wing or A-Wing where the pilot is trying to line up his shot AND keep his ship from blowing up. But what if you have a 2-seat Y-Wing or a 2-seat B-Wing with a dedicated gunner in addition to the pilot (Legends material and/or WEG's Strikeforce-Shantipole)? In those cases, the PILOT is dodging all of that fire to line up a shot for the gunner. Shouldn't the PILOT's skill, talents, and even ship maneuverability account for SOMETHING? (other than those talents that allow for changing ship damage into strain, etc) Is there a way, perhaps, to translate the BB gunnery roll into "difficult terrain", in the same mechanical fashion as if the ship were flying through an asteroid or debris field? And have the PILOT make an opposed roll - with upgraded difficulty calculated the same was as the successes / advantages of the BB gunnery roll? And let THAT roll result in nicks or direct hits... and then let the gunner roll his attack roll (upgraded because of pilot juking, etc), but without the potential for having the ship suffer damage by way of the GUNNER firing torpedoes? How would you house-rule the opposing dice pool if the PILOT had to make a piloting check to avoid damage from the Blanket Barrage? Thanks in Advance, GM Khyrith
  9. Thanks for this. That is also running through my head, ie: establish a threshold for a Duty award. Our biggest min-max'er / powergamer has left our group, but I want to ensure we set a minimum accomplishment for receiving a Duty award. Would prefer to avoid the "Sabotage" guy from smashing every crate, or the Combat Victory guy from shooting every MSE droid -- just to rack up Duty pts as if this were WOW or DDO or some other video game. Example: For CV (and similarly for space superiority), I was thinking he would have to contribute greatly to a SIGNIFICANT combat encounter. Like taking on a Rival 1v1, or perhaps taking out a crew-served heavy weapon. Simply wiping the floor with minions wouldn't meet the threshold (everyone does that), unless he's single-handedly wiping out several minion groups in an encounter.
  10. Issue: How do you, as a GM, narrate the result of the group's Duty roll - to weave it into the play session in a sensical fashion. After wrapping up a 3-year EotE campaign, our play group is rolling up new characters for an AOR campaign. As we make the switch, we are shifting gears from incorporating Obligation to weaving Duty into our characters and the story. We understand that, unlike Obligation and seeking ways to reduce it, Duty is a "good thing" that players want to seek opportunity to INCREASE over time. Both for the benefits of hitting the 100 threshold for the group and for the per-session benefits if the dice roll triggers someone's Duty. What we DON'T fully grasp yet is how that Duty roll "looks" in a session's storyline. For instance, if I roll the EotE group Obligation (I traditionally do so at the END of session to give myself a week to think) and someone's triggers, I will create a narrative element where something (or someone) from a character's backstory or personal story arc appears in the planned session storyline - which creates anxiety for that character, etc ... which in turn is mechanically represented by a temporarily lowered strain threshold for that PC and his companions. It also reminds the PC about this lingering thing hanging over his head and to look for ways to free himself of it. That is how we have played Obligation and it generally works very smoothly in our storytelling. But what does Duty "look like" in AOR? Two things we are trying to interpret from the RAW: (1) Does a "successful" Duty roll call for an alteration in the session story line, to highlight that aspect of a particular character? As I think about it, I DON'T think that rolling a "Combat Victory" duty result would trigger a combat encounter to be woven into the planned session. The way I see it, if CV is rolled, and a combat encounter is added, that PC will likely earn MORE points in CV duty, which marginally increases its chance to be rolled the NEXT time. All of a sudden, there is this snowball effect (potentially) as one character's duty starts to gradually dominate the group session after session until they hit 100 and the group score resets. (2) What does the temporary increase in wound threshold "look like" in game? How do the PC's experience that in a narrative (not mechanical) fashion? Is it as simple as someone recalls how awesome they are doing in their contribution to the Rebellion (their Duty is rolled) and suddenly the whole group feels empowered b/c one person is feeling good about themselves??? Bottomline: we get how Duty works mechanically. But we have really embraced the "collaborative storytelling" aspect of FFG SW (and other games for that matter), and we want to understand how to narrate the Duty roll in a way that smoothly incorporates it into the group story for that session without looking like a potentially awkward game mechanic inject. Thanks in advance! GM Khyrith
  11. So, how do ya'll handle the effects of Ion weapons on character equipment. Temporary damage? Permanent damage? No effect at all? Background: our heroes were conducted an opposed boarding action to capture / kill a patron that had double crossed them. Security droids were a large portion of the other ship's security detail. Fortunately, our heroes had previously purchased some ion grenades. But then one character got the crazy notion of: "Hey, ion doesn't affect biologicals, but it DOES affect droids. So, I am going to take out a grenade, run at that droid, and embrace it while the ion grenade goes off." Essentially, he made himself a suicide bomber - except with an ion grenade. I said "what the ****, rule of cool" and allowed an Athletics check to make this happen - and of course it did. THEN I wondered: this PC has a bunch of gear that has electronic components. Blaster pistol, macrobinos, a scanner.... wouldn't the ion blast effect THOSE items too? Especially if it went off INCHES from them? What are your thoughts to handle this? I can almost see my PCs deciding to throw ion grenades as non-lethal weapons that would disable foes' guns without harming or stunning them... -- GM Khyrith
  12. Khyrith

    GI Joe

    D20 Radio's latest "GamerNation Con" had a GI Joe themed adventure. Have not seen any further information about that posted, but I would love to see it - or any other modern paramilitary type theme. Twilight / Merc 2000 anyone????
  13. Thx folks!! Love the collaborative feel of this site!
  14. Thx guys. Somehow this got off topic about IF to award XP and into WHEN to award XP. But maybe that answers my question. For those who calculate XP per session, I suppose it doesn't matter if a PC was at the table but off-screen most of the game b/c of a split party event. Thx for the input.
  15. To be clear: I track XP for each scene... but only "award" (by FFG definition) to the players after every Act or so. Keeps from having to do paperwork EVERY week. But would like to get back to the question: do you award XP to players who are AT the session but NOT actively part of a scene?
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