Jump to content

Apophis775

Members
  • Content Count

    25
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Apophis775 got a reaction from Ogrebear in Interstallar communication   
    What I used to do in SWRPG was that it was "distance" based sort of.  

    Basically, each sector had a "Primary Comm Relay" and several others connected across the sector.  If you wanted to use the galactic communication system (which was free) you were almost always covered by a relay (unless it was sabotaged or you were in the fringes).  Relays allowed real-time holographic communication and below within the same sector, and real-time voice communication within 5 sectors all for free.  Outside that, real time holographic communciation was restricted to empire only, and real-time voice communication required a small payment.

    I also allowed "off-relay" communications.  Anywhere in the sector was real-time voice, but outside the sector the delay was 10 minutes per sector for voice/data and within the same sector real-time holographic communication.

    The main inspiration/reasoning for this was because they were an imperial special forces team, and several of their missions required them to intercept information and communications so the best way I found for this, was for them to locate and bug Relay stations.  They even found a few secret Rebel relay stations and destroyed them to sabotage the network.  (The concept was that, you needed a relay station every 5 sectors to maintain communications long-range without huge delays or for huge data transfers).
  2. Like
    Apophis775 got a reaction from SFC Snuffy in Imperial Occupied Planets?   
    I had a group that one did an undercover mission on an Imperial Occupied Planet.  

    They were impersonating rebels trying to meet with a contact, but to get the "scale" of the occupation to them, I ensured they had to go through several checks, ran into tons of patrols, and in the end when they fled under fire they were basically 5 of them running through streets from a battalion of pursuing troops.

    They key thing to remember, is that on a "majorly occupied planet" imperials like to keep the peace and law, so a single blaster shot will likely draw investigators who report they are going to investigate and where.  Meaning if they take out someone who investigates something they do, they can except questions and more people.
  3. Like
    Apophis775 got a reaction from DurosSpacer in Imperial Occupied Planets?   
    I had a group that one did an undercover mission on an Imperial Occupied Planet.  

    They were impersonating rebels trying to meet with a contact, but to get the "scale" of the occupation to them, I ensured they had to go through several checks, ran into tons of patrols, and in the end when they fled under fire they were basically 5 of them running through streets from a battalion of pursuing troops.

    They key thing to remember, is that on a "majorly occupied planet" imperials like to keep the peace and law, so a single blaster shot will likely draw investigators who report they are going to investigate and where.  Meaning if they take out someone who investigates something they do, they can except questions and more people.
  4. Like
    Apophis775 reacted to Ghostofman in Space Masters Medium Transport Map and some questions...   
    These days it's safe to assume pretty much every ship can land. If your Campaign requires it, the the answer is automatically "yes."
    http://www.colonialchrome.co.uk/Ships/Generic/G_KDY_Spacemaster.htm
    Weapons are all essentially add on items, like sat eadio and leather seats. The existing numbers are based on what FFG felt right in relation to cost rarity and abilities. If you're going to throw more nasties at the players than usual, go ahead and upgrade.
    The WEG Planets Collection has a rollable random planet table.
    Cargo hauling is discussed briefly in the core, and a bit more in Fly Casual, where it also lists how cargo jobs work and usual job payouts.
    Fuel and provisions are not really covered as these are more story elements in this system. You don't run outta gas unless the GM says you do.
    That said older systems discussed the more nitpicky number crunching, for people that want it. Check things like the old Galaxy Guide 6.
  5. Like
    Apophis775 got a reaction from Dark1Elder in Why is combat not an opposed test?   
    After several experiments, I think the reason it's not an "opposed check" is that it would potentially give people 2 chances to deal damage.  Look at it this way:

    Opposed Checks:
    Player Turn: Attacks with a pistol
    Player Rolls 3 positive dice, 1 negative.
    Enemy Rolls 1 positive dice, 1 negative die
    2 successes, 1 stress gained for player
    0 successes, 5 stress gained for enemy (1 negative die, 2 player positive dice, 2 from the weapon)

    Enemy turn:
    Enemy rolls 1 positive die, 1 negative die
    Player rolls again, 3 positive dice, 1 negative die.
    0 successes, 5 stress for enemy (possibly killing them) (1 negative die from zombie, 2 player positive, 2 from the weapon)
    2 successes, 1 stress  for player

    Without oppose checks, it's similar to this:

    Player Turn:
    Player Attacks with a pistol
    3 positive dice, 1 negative die
    Roll:
    2 successes, 1 stress.
    Player takes 1 physical stress
    Zombie takes 4 damage.  2 from the pistol, 2 from the successes.

    Enemy Turn:
    Zombie attacks with it's hands
    1 positive die, 1 negative die
    Roll:
    0 successes, 1 stress
    Zombie takes 1 physical stress
    Player takes 0 damage

    See It draws the combat out a bit longer, and reduces the ability for an enemy to die on their turn, and makes attacking a little safer for players against stronger enemies.
×
×
  • Create New...