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Khazadune

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Posts posted by Khazadune


  1. 2 hours ago, Nytwyng said:

    The argument for having to be close (relatively speaking) is due to timing. If you jump to soon (too far out) you just successfully jump into hyperspace.

    That argument again relies on supposition of an entry point vector being required for an impact, which is not confirmed but merely assumed. The fact that hyperspace collisions do occur in canon should be sufficient to disprove it. 

    1 hour ago, Cifer said:

    To be quite honest, I've argued this stuff over I believe three threads by now. Please read at least my first post from this very thread. No, I do not think the Resistance can win a war of attrition. No, what Holdo did was likely more on a scale of 1:100, going by pure tonnage. Yes, the film's entire message is that grandiose victories are meaningless when you can't afford them. Yes, the "only a drone vessel" was merely meant to deflect another criticism of the tactic, which is the reprehensibility of organized suicide attacks.

    That does not matter for the discussion, because not every war in Star Wars is fought between vastly uneven forces. And when we get to wars like the Trade Federation versus the Republic, we do get to ask the question why the Trade Federation (which did make use of the largest automated force seen in Star Wars and tended towards very cavalier use of disposable units) didn't use that tactic. They didn't need to charge a capital ship into a super-capital ship - but scaled down, an old freighter protected by more standard fleet units might have taken out a Venator.

    I agree, especially since we see in TCW vulture droids used as Kamikazi ships. This again reinforces the need to have a proper explanation in canon. Meaning a reference to hypermatter radiation or some such mitigating factor that would result in Pyrric victories. Clearly there is a disproportionate advantage to the side using smaller hyperspace weapons. (Loved the tonnage comment, reminds me of the WWII tallies for uboat victims.) 

    again though, wouldn’t it be awesome if they used this “tech” to explain the Great Hyperspace War? Would really throw people off the way I think many were when we discovered the clone wars involved droids lol. They needn’t make the entire war revolve around the weapon but maybe it’s introduction and then the subsequent effects of its use. That would explain away the problems some have with this while building on the canon of the universe. 


  2. I never understood the argument that you must be close for this to work. There is actually no evidence this is true.  In fact, evidence we have suggests that you wouldn’t need to be. For example, in Catalyst we have ships performing in-system micro jumps. (In Catalyst we also have drone piloted ships) This means you need not be close, but rather merely plot a course accurately, with variables causing it to be increasingly hard to hit if it’s performing evasive maneuvers etc. But if it’s a stationary or very large object, well then that’s a breeze. 

    The argument I see being made for the run up distance seems to be that of Holdo turning the ship around. Likely the delay is merely her plotting a course, not one or distance to target. And even then, does she really go very far from turning around to jumping? Like 20-30 seconds? That’s not really conclusive proof of anything. 


  3. 1 hour ago, SEApocalypse said:

    Regular ramming is piloting check, the difficulty is the same as for GtA, so based on speed difference between the targets. It creates a collision and uses the collision rules. This is ruled in Stay on Target, right above the ram attachment on page 65.
    Hyperspace ramming at the other hand seems appropriate to use a astrogation check instead and a most likely a modification on the critical hit role. 

    Rules for collisions are in the grey box in the taking damage section of the vehicle rules, Page 256 AoR-CRB for example. 
    The grey box in the hyperspace astrogation section of rules even explicitly mentioned devastating damage to ships and environment in case of a collision with a mass shadow in hyperspace. (AoR-CRB p.261)

    Now for the hyperspace ramming, something like an impossible astrogation check at close/engaged range to the target seems about right. Adding a +100 to the crit for both ships and don't applying a reduction to the critical hit from defense sounds about right. An impossible check on mechanics or computers to remove the safety measures of the hyperspace drive seems like a good idea before … and as mentioned in the collision rules: If the size difference is to big, the large ship might ignore the collision … you might simply reduce the critical hit by difference in silhouette x2 for the larger ship or decide on the fly. Afterwards radiation from the explosion might start killing everything around the point of impact quickly. ^_^

    Thank you to the links to the ramming rules, I thought there was something but couldn’t remember. 

    I think that’s a reasonable mechanics ruling. I don’t know of any source of canon reference to the radiation though, is that something that has been done? If so, we would then have to figure out some checks against resilience or something. 


  4. 2 hours ago, Donovan Morningfire said:

    I think it was a comment by Dave Filoni that the idea of artificially creating kyber crystals was no longer a thing in the new canon, especially if taking into account the Ahsoka novel and the relationship/bond between a Jedi and their fated/destined kyber crystal.

    The novel Catalyst: A Rogue One Novel covers Galen creating them, but they didn’t work. 


  5. 2 hours ago, Absol197 said:

    I'm by no means a canon expert (in fact, I'm probably much closer to a canon-noob :P ), but as far as I'm aware there are no more synthetic kyber crystals.  So probably not :) .

    Galen Erso created synthetic kyber crystals during the Clone Wars but they lacked some element (the living force?) and did not function anywhere near where they should have. 


  6. 7 hours ago, SEApocalypse said:

    They have build proton torpedos. A dozen of those seems to be about enough to kill an ISD anyway. The single B-Wing squadron present in the battle of endor killed about a dozen or so ISDs on their own and went basically on a killing spree against the imperial capital ships. Which is btw ironic, because people complained about the Rebels prototype being OP, while the production version had in the return of the jedi script a much more devastating track record.  °_^

    Oh for sure, the starfighters that are employed are hella effective already, which may discount the need for any sort of hyperspace-utilizing weapon, but the point was more about necessity as the mother of invention... so if it’s necessary we now know it is possible. Cost benefit analysis and effectiveness would be determinations for the leadership of whichever force to conduct, but the canon possibility opens up the door... and therefore if our players wanted to make use of it in games, technically it wouldn’t be out of the realm of possibility. But GMs are the final arbiter of their sessions and will have to evaluate how they do or do not allow these things. It would be a can of worms, but technically, FFG or SW itself should address this canonically so that there is a reference point for scope and scale beyond the visual storytelling of TLJ... that leaves a lot of room for interpretation. Most people can’t even agree whether it was effective in destroying Snooks ship etc. 

    Maybe a better question we need to start asking if we accept that this is canonical, is that of, “How do we deal with this mechanically if it is enacted in our sessions?” (I.E. what checks are involved, how do we calculate damage etc. I believe there was already a discussion of ramming ships after Rogue One in one of the forums and either RAW or unofficial mechanics for that. There is a ram attachment, no? Seems like there must be rules for ramming? We might just need to evaluate how (if at all) these rules would change with hyperspace use? 


  7. 8 hours ago, OddballE8 said:

    I haven't heard of ship sized drones, no.

    At least not in military service yet.

    And even THEN, I still haven't heard of capital sized ship drones used for ramming maneuvers as a viable military tactic.

    Why use a ship when a missile will do? Comparing real world v space opera is a crap shoot, but let’s face it, if we required a capital ship sized unmanned bomb to get the job done, we’d build it. The First World War involved an explosion so loud it was heard from Belgium all the way to England. The 1,000 Bomber air raids during the Second World War laid waste to whole city blocks. If there is a necessity, it would be a reality. In Star Wars, whatever size needed to destroy a ISD or something on the scope of the DS1 or DS2... they would have built it. These are desperate people backed into a corner. Look at the Kamikazi pilots of Imperial japan. Look at the Suicide Bombers of ISIS. The point I think everyone needs to take from the new canon is that if this is now possible and permissible, that only a writers own restraint withholds this from being the reality. 


  8. On 2018-01-13 at 3:49 PM, OddballE8 said:

    Why aren't all the US navy ships unmanned and filled to the brim with explosives and used solely to ram other big ships of enemy navies?

    Because it's a waste of resources and highly situational (not to mention having very low chances to succeed).
     

    I guess you haven’t heard of drones.....


  9. On 2018-01-13 at 8:02 PM, Ni Fang said:

    Here is an update on Cynthiana and Radimus' story.

    The relationship is now offically called Radiana as a combination of their names.

    Upon arrival at Arda 3 they get the kids safely to another Jedi who is in charge of a famous martial arts Japanese {Rurouni Kenshin time period} style complex built over a Force Nexus. Because Arda 3 is a extremely popular paradise world for tourism its only right that there are some crimial elements. Among which is an interested third party who want to get back at the Kajiic Clans. In this case a Kadjiic clan overseen by a Hutt named Kappa. Kappa who resides on the planet Affavan oversees underground GPs, or Grand Prix races, AKA illiegal racing. In this case its all A-Wing starfighters modified strickly for use on Affavan, some of the track is built in a floating mountains style area that thanks to wonked over terraforming, had formed gravity wonky zones

    As a result of being saved by one of three kids {two human boys and a cathar girl} Radimus and Cynthiana are approched by the three 'men' which consist of the Three T's, Tavrend {male Nikto}, Ted {Human Male} and Tri'gerin {Male Bith}, a trinity of kingpins who used to be ABOVE Kappa until he edged them out in a race where their pilot was killed on the track. To get back at him, they want the prize money,. {7.7 million credits!!} "Anything extra" they are told "Is profit, you can keep it, but the actual prize money is for us and buys our silence" word on the streets is that a Jedi youngling is worth 100,000 to 1,500,000 credits!

    One of the prizes is a luxary handbuilt A-Wing 2 seater which has the pilot seat actually made twice as wide for two people to easily fit. In addition to no hyperdrive as to have a "atmosphereic buffer zone" allowing the two lovebirds to sit on the 'hood' and not get sucked into dead space

    Best part is, Cynthiana has to face down a Sith Lord named Sonyjae {Pronounced Sonyja} AT THE TRACK, Kappa also cooks up a deal with Sony to get Cynthiana and Radimus slain, or vice versa if they can outlast the Sith points to them!

    Another best part is AFTER getting away they run into the original Inquisitor. Plan is to actually defeat said Inqui to move onto the meat of the story

    Oh and both characters are I think in their 30s but I dont remember

    Thanks for the update! It’s always interesting to see the game through other groups’ eyes. 


  10. 5 hours ago, KungFuFerret said:

    I wouldn't call the suicide ramming a "hyperspace weapon" so much as someone making practical use of an aspect of hyperspace travel that was established back in New Hope.  Han tells Luke quite clearly that they need precise calculations or they will run into stuff.  That's basically all she did, she plotted a jump course directly through objects, namely the fleet.

    Again, I was referencing how this affects our understanding of the universe. Yes, we know hyperspace is potentially dangerous, but the source I quoted includes canon references to two other elements; drone ships used as explosive weapons and micro in-system jumps. With these elements available as story vehicles there are a number of additional possiblities that become available in the universe moving forward. (And bc it isn’t “new” to the universe, going backward as well into previously untold stories) 

    As someone pointed out, they may just not address it bc its space opera, but in all seriousness having something mentioned to disallow its use as a potential weapon at all times might be handy for future stories told in the universe. “Did you know that hypermatter released in hyperjump accidents causes spatial anomalies/radiation etc in the area” (thereby allowing all future instances of why didn’t they do X to be bc they didn’t want to “pollute Space” etc.) That’s the beauty of science fiction/space opera, simply hand wave a solution to the potential use of some expedient solution and move on. GMs in games do it everyday. Additionally, they could lean into it... maybe the Great Hyperspace Wars were really Wars fought using hyperspace as weapons! ****, we always thought the Clone Wars was between Clone armies. 


  11. 10 hours ago, DanteRotterdam said:

    I still don’t get how people feel the First Order should have changed a working tactic. 

    They were 2 for 3 and about to destroy the last ship as well...not a single tactician would change that approach. 

    I didn’t try to post that to criticize the movie, although it might open the door, that’s another argument entirely. More so I just wanted to discuss the implications of these being two canon sources that now allow for hyperspace weapons to be possible. 


  12. So I can’t remember if it was this thread or another but there was a discussion of hyperspace travel and questions as to what is possible.

    Warning: Minor Spoiler Content from Rogue One’s prequel novel to follow. 

     

    Per the new canon in Catalyst; A Rogue One Novel, in-system microjumps are possible, and trivial. Both sides use the jumps to attack each other around the Salient System. In fact, a capital ship piloted ala a drone is used to open the engagement. 

    With this canon and that of the TLJ we might see potential hyperspace capable, microjumping drone ships as weapons in future installments. That is, unless they can explain away the possibility by introducing a counter.

    Who know what that might look like? Maybe a localized Micro-Gravity Well generator that prevents hyperspace within a small cordon around capital ships powered by excess hypermatter from a ships drives? On either side of the “hyperspace-as-weapon-divide” I think we could welcome some nod to why this tactic is not employed more substantially beyond the postulations around cost/benefit analyses and scientific limitations/lucky applications.

    Leaving this an a viable last ditch effort might also be fine to some, like a more powerful version of (don’t hate me for the reference in this setting) “Perhaps today is a good day to die! Ramming Speed!” (Worf aboard the Defiant, Star Trek: First Contact) But having extra possible solutions to presented problems then causes writers to have to insert a “why didn’t we just do X.” Type statement. Again, I’m sure some are fine filling in those gaps themselves and enjoying the content without, but it is still an unrealized option. 


  13. 3 hours ago, BipolarJuice said:

    Playing January 2017 (hiatus for the past two months), about 400xp.

    Set in a time period straddling the battle of Yavin (starts a little beforehand, continues well afterward). The campaign which started out as a run through of Chronicles of the Gatekeeper, got caught up in an Imperial sting operation to catch surviving Jedi, blackmailed into robbing the Imperial Museum of Technology on Coruscant, got caught up in a cortosis smuggling ring which eventually led to us getting pulled into a conspiracy to kill Darth Vader and the Emperor being orchestrated by some rather irritated Moffs in the wake of the destruction of the Death Star.

    The group consists of a goody-two-shoes Shistavanen who is intent on helping everyone who walks into our path, without really paying attention to the needs of the situation, a Mirialian kleptomanic who surprisingly is also down with helping everyone provided there is a reward at the end of it, a Togruta doctor who is fascinated by pain and involved in "unethical experiments", a ruthlessly pragmatic, self-serving and manipulative Arkanian who domineers over everyone he meets with sheer force of will (and the highest force rating in the party coupled with the influence tree) and finally a human craftsman who leans on the first two but is deathly afraid of the second two after the Arkanian used the force to compel a man to jump off a skyscraper while the Togruta laughed.

    Needless to say, the party dynamic is... messy. Usually involving lightsabers being shoved in each others faces.

    Wow! That’s a lot of personality at one table to handle! You must be adept at steering through the quagmire to keep something like that going for 400 xp. Normally people try to avoid clashing character personas but if done correctly where the players dont actually get offended but work together to craft the story, it can create one of the most amazing dynamics.

    In a pathfinder game a few years ago my brother decided to play a Barbarian (really a Viking) who was violently afraid of magic... of course I played a shady Raistlin esq mage. The first meeting in the bar had his character try and intimidate me, so I used ghost sound to convince a group of Half Orcs he had spoke ill of their upbringing. The resultant bar brawl and chaos was the opening scene of our play together and eventually we developed a Raistlin/Caramon style bond that saw us become inseperable. Sometimes, some conflict is just what is needed! 


  14. 5 hours ago, GroggyGolem said:

    I have been running FFG star wars for multiple groups for over 2 years now. The group I'm gonna talk about has been playing for roughly a year and a half.

    Group name (in and out of game) The Nova Crew

    The game is set mostly on Nar Shaddaa as their base of operations, however they travel across the galaxy for their work. The Nova Crew is a band of smugglers slowly turning into mercenaries (with hearts of gold).

    The Characters

    Original Crew:

    Arruna O'lan: Arruna is an orange Twi'lek female from Alderaan who went into the profession of hunting large game (explorer/big game hunter). She's a sucker for Alderaanian wine and takes trophies from her hunts. Most recently she's kind of become the space mom of the crew.

     

    "Big L": A very large, very ginger wookiee male. Always on the lookout for food and for "the raid boss", Big L puts himself in the thick of it when it comes to tough situations and is skilled at protecting his allies from danger (hired gun/body guard). As of now, Big L has taken some time away from the Nova Crew to help out his fellow wookiees in finding and freeing others.

     

    Neleste Senmonte: Neleste is a selonian female who's honed her skills from the honor guard into being a bounty hunter on the Outer Rim (bounty hunter/gadgeteer). She's a natural pilot, a fierce warrior and is learning to become a better leader. To all the scum of the galaxy, you do not want to threaten her family, her crew or her ship, the Nova Hawk.

     

    Xandar: A human male, a scoundrel, a cowboy, a gunslinger and a burgeoning Jedi (in secret even to most of his crew), Xandar is a complex and yet quite simple character (smuggler/gunslinger/FSE. He's the more connected of the crew, personally knowing their boss who tells them about new smuggling jobs. He's known in different circles by different names, usually because he's wanted by most authorities wherever he goes. He and Big L go way back, having helped each other out of a bad situation as kids.

     

    The newbies:

    Chico Chan: Chico is an odd one, even for a Pantoran of his age, particularly fond of racing but easily distracted from the task at hand. Despite his relatively little natural talent for racing, (explorer/driver) he's been the underdog and come out on top of more than one race, much to his rival's chagrin. He's a friend of DunKan's, though they both bicker like enemies when together for more than a couple minutes.

     

    DunKan Limid: Not a lot is known about this Xexto by anyone yet, though they've all agreed to help him search for his companion, which was taken by some thugs in very distinct, very unique looking armor. The one thing everyone does seem to know, is that DunKan enjoys things that burn easily (hired gun/demolitionist).

     

    Jim Schwartz: Jim, a human male, made a name for himself as a Slicer working for his father but has now decided to explore the galaxy more fully, searching for information about the Jedi. He's a cousin of Xandar's, who has sort of helped hone Jim's skills a little (technician/slicer/FSE).

     

    Notable npcs:

    Fluffin McGuffin: An aging arconian male, Fluffin has made a good business for himself as a smuggling consultant. He used to run jobs himself, now he simply finds word of jobs needing taken and brokers deals for payment, then hires on crews to do the dirtywork for him. He's got a close personal connection with Xandar, raising him and Big L from a fairly young age to become smugglers that surpass even the likes of him. He's jovial and upbeat but not one for fighting. He knows all the great places to eat in town.

     

    Kylienn Senmonte: Neleste's twin, a proud warrior that has gone on to become a security officer aboard a mining operation. Unknown to her people, she's been doing her own investigation of the events that led to her Sept-Sister's death, in an effort to help Neleste solve the mystery.

     

    Javen Hans: a smooth-talking human male, known associate of Arruna's. He's also a big game hunter by trade and tends to sort of rival Arruna during group hunts.

     

    Besh Kelto: a hot-tempered hotshot pilot, Besh recently lost his credibility as the top street racer on Nar Shaddaa after Chico Chan bested him.

     

    Goshan: A zygerrian slaver that once captured and nearly sold off both Arruna and Big L. Neleste and Xandar stopped him at the time but he's still out there somewhere.

     

    Kalira Miran "Dactillion": A Pau'an bounty hunter, Kalira staged an elaborate kidnapping of Fluffin recently to capture this bounty that's been rumored to work with Fluffin. Turns out that the bounty was Xandar and turns out Xandar is her son. A very happy reunion began but was short-lived. Both parties went their own ways but left the line of communication open.

     

    Uta'Jimlin "Jim" Scoperover: A street urchin that's stolen from the Nova Crew once or twice. He's run into them a few times in their travels. It seems he gets around the galaxy quite a bit.

     

    Torrga the Hutt: The happier and less-dead cousin of Lahgo the Hutt. Torrga and the Nova Crew go back a ways, to when they first formed up due to some blacklisting maneuver by Lahgo. For a Hutt, Torrga is a pretty easy guy to deal with. He's mostly interested in keeping his power on Nar Shaddaa and enjoying life.

     

    Villains:

    Well to be fair, some of them are dead at this point. There currently isn't a specific enemy I can single out right now that's the group's main antagonist, though, if I had to say anything, I'd say the Empire is generally a faction they do their best to avoid.

    The Nova Crew generally plays things safe and tries their best not to anger any parties while they are on the job. That said, they've dealt with the likes of:

    The Empire

    A Swoop gang by the name of "The Sons of Crime"

    Force Using mad scientists

    Scavengers

    Bounty Hunters

    Pirates

    I like it! You’ve got a good vibe going. The crew does there jobs in the galaxy and in their own way shape their corner of it, but without the fate of everything hanging in the balance. I’ve started in a few games where I just wanted to live in the universe but for one reason or another they tend to grow beyond the fringe life to a more central/political/military style game. My favourite characters have been the ones who wanted to use their skills to open small businesses and retire to the Outer Rim. 

    I wanted to ask you, how do you run your hunts? I see you have a nemesis as a hunter and such... what kind of game? How do you set the tone? Do you use the location and creature to play on the tones of the setting? (i.e. horror themes, suspense, fantasy, mystery) How have you handled hunts in the past? 

    I see you have swoop bike racers and gangs, how have you incorporated these elements? (We ran something similar for a time, the other players ended up making a Sons of Sullust video or something to play off the sons of anarchy parody) 


  15. 6 hours ago, ShadoWarrior said:

    Far Orbit always has openings, due to the nature of the game (a privateer frigate with hundreds of crew) but it's not a game for beginners, so I usually don't mention it here at FFG. I have a couple of other games I used to run, that died, but I could resurrect them or restart them from scratch, if there was enough interest. Our Active Games list reflects the current status of every game, and the old (inactive) games are still on the board and can be read.

    I’m in no rush, we’ll see what comes. I have a few games on the go at the moment anyways. Just keep me in mind if you guys do need an opening somewhere down the pipe. 


  16. 16 minutes ago, DaverWattra said:

    The game I GM has run off and on since 2002; the PCs advanced from level 1-9 under WotC's Revised Core Rules, then the game moved online and they advanced from level 10-12 in Saga Edition, and about a year ago we took the plunge and converted the characters to the FFG system with 1,000 earned XP.

    We shoot for a very straight-up Star Wars OT atmosphere, although so far the game has been set in Prequel era (Order 66 is finally about to happen soon).  The events of the game make up my Star Wars headcanon.  The PCs are often in a position to affect major galactic events, but we don't consider the events of the movies changeable.

    PCs-----

    Johal Bendal, human Ace: Gunner/Squadron Leader/Politico -- The group's face, and sort of its leader.  He is currently running for senator from his home planet of Pirin after its last senator, his shadowy former mentor Vinge Arpad was arrested for conspiracy.  Captain of the space transport Pirinine Heir.  An excellent pilot, and an even better persuader.

    Kell Triallo, human Bounty Hunter: Assassin/Survivalist/Marshal/Mercenary Soldier -- A former criminal who grew up with a similar background to Johal, in one of the wealthy houses of Pirin, but left her family after an ill-advised youthful affair with Senator Arpad.  For many years she was a member of the Genoharadan assassin society.  She was hired to assassinate Johal several years ago, but they fell in love and Kell left her life of crime to join his group of adventuring friends.  (She began as an NPC and became a PC later in the game.)

    Daver Wattra, human Consular: Sage/Niman Disciple/Protector -- A Jedi scholar and master of the Force, the most proficient seer in his generation of Jedi.  He specializes in what used to be called "sense" powers: Foresee, Sense, Farsight.  A while back, Daver discovered the holocron of Jolee Bindo, and is gradually coming to see the wisdom in Master Bindo's view of the Force.  In particular, he has begun to question the Jedi prohibition on attachment.

    Wrrlichuk, Wookiee Seeker: Hermit/Ataru Striker/Peacekeeper -- A Jedi general, naturalist, and a great warrior.  Wrrl is not the Force-using prodigy that his friend Daver is, but he has a great destiny ahead of him.  He has foreseen that one day, perhaps hundreds of years in the future, he will sit at the head of the Jedi Council.

    Sallaban, Gungan Soldier: Medic/Sharpshooter/Vanguard -- Adopted by Wookiees at a young age and raised on Kashyyk, Salla fights with a bowcaster and considers himself more Wookiee than Gungan.  He has spent most of his life fighting, first against Trandoshan raiders and then in the Clone Wars, but in his heart he considers himself a doctor.

    In their many years of adventuring, this crew has taken down any number of villains.  Most recently, they won the Battle of Pirin.  Senator Arpad, Johal's former mentor and a political rival of Chancellor Palpatine, sought to win the public's gratitude by ending the Clone Wars.  The problem was with how he did so.  He secretly arranged to build a weapon called the Ion Conduit on Pirin.  This massive ion device would deactivate all ships and droids within the system.  His plan was to lure General Grievous's fleet into the system and trigger the Conduit, disabling Grievous and the bulk of the Separatist droid army in one blow.

    But the Conduit would also destabilize the radiation belts that protect Pirin from the radiation of its powerful sun, rendering the planet uninhabitable.  Our heroes discovered this conspiracy once Arpad began resorting to murder to cover it up, destroyed the conduit and used its ion accelerator to defeat the Separatist fleet without destroying the belts.  It was a difficult decision, since it meant allowing Grievous to escape, but they couldn't let the senator sacrifice a whole planet just to win the war.

    Some other big bads they've taken down:

    --The four Overseers of the Genoharadan, who were hired by Darth Tyranus to sabotage Coruscant's oxygen-recycling system

    --The Malkite poisoner Zashu Dexor, who made the mistake of trying to eliminate Kell to secure his place as next in line to lead the Genoharadan

    --A clone of Jedi Master Jorus C'baoth, sent secretly by Darth Sidious to find the Bindo holocron

    --Black Sun Vigo Pless Altin, the crime boss who hired Kell to kill Johal

    --Rall Enfanti, leader of a small commando unit of Jedi called Saber Team, who was corrupted by the Dark Side

    That’s badass! You guys have been playing for so long that the world must seem more real than the canon universe at this point. The plots and intrigues are imaginative and the characters seem well fleshed out. If you guys have a blog or something link that, I’m sure people, like myself, would love to see more! 


  17. 41 minutes ago, TheShard said:

    Alchemical Problems

    Set a after the Dark Empire trilogy (EU), where all of Palpatine's evil tips have been loosed in the galaxy.

    We play a clean up crew hired by a collector turned cyborg villan to collect and subdue Lord Insanire and the Acolyte of screaming. We also are facing The Broken God who is like this techno-organic thing.

    Sci-fi horror, body horror alchemy with a dash of humor!

    Our crew had changed a bit but settled on @Edgehawk who plays Astrid a treasure hunter, archaeologist badass and by default our more level headed leader.

    @Cartergame as York Vonn of Dantooine! Our good natured armored big gun, the glue that holds the team.

    Me as Shard an Omwati artisan, tech genius cyborg, victim of Tarkin's occupation and maw technician training program failure sold into slavery as a living computer to a hutt. Now free and bitter the sarcastic ethicist and wildcard of the group.

    @jnrschulz as Durrak our alternative force tradition disc blade using single sentence samurai, a bit goth, mistrusting both jedi and sith alike!

    @TheGuardian118 as Bennar, our newest recruit, still a bit of a mystery we rescued him from the horror of a mall rampage!

    @April our awesome gm!

    Nice! I like it, and thanks for the links, yours might be the most accessible pbp for others to check out with it all situated here in the forums! 

    Once my GM finishes the conversion to Obsidian Portal I’ll see if I can’t do similarly, it’s a rambling, raccous adventure but it might be easier to show than to tell! Lol

    Intrigued to see what others have in their games!


  18. 2 hours ago, Stan Fresh said:

    I don't see the relation. Your comment seems a non sequitur. I'm not making up the capabilities of ray guns, I'm pointing out what we see happen on screen.

    How about in the manner of what happens in the movies.

    No, I have evidence from the movies.

    You have M16s.

    http://www.stardestroyer.net/Empire/Tech/Shields/Shield2.html

    Here’s an example of the computation of shield strength given what is seen in the movies. Note the specific mention that in ROTJ ISD’s and Mon Cal’s fire on each other for 40 minutes which goes on to elaborate that the shots in ROTS clearly indicate a battle which has raged for some time, as anyone can tell. 

    https://www.wired.com/2012/05/star-wars-blaster-speed/

    Here’s a breakdown of what is shown on screen of the relative speed of Blaster shots. Note how they specifically make mention of how speeds of shots shown in the movies would indicate blaster shots are equivalent to baseballs or nerf guns in terms of meters/second. 

    Want to see more proof, “from the movies?” 

    Heres a breakdown of the relative ranges for effective firing as shown in Star Wars. 

    http://www.st-v-sw.net/STSW-WeaponRange-Wars.html

     Note the specific mention that dogfighting as seen in the movie takes place within 1 km of each other in space! Capital ships are also shown to have a tiny effective range comparatively. So how much closer do you expect them to get before your blaster bolts become Death Star bolts? 

    Clearly if the shields are capable of sustained fire for 40+ minutes in a pitched battle than simply closing to range to ram another ship is not going to be stopped by simply applying the fire at a closer range. The increased strength of the bolt would be insignificant. This is reinforced by the very game we play in, where closer range does not increase weapons power but only their accuracy. 


  19. 25 minutes ago, korjik said:

    Really?

    If ramming during the translation to hyperspace is a thing, then cruisers toss a few rounds per second at any other ship pointed at them. All it would take is one gun placing rounds in the space between the ships continously. That would not be hard to do. That is why it worked in TLJ, because the First Order ships didnt do that. They had tunnel vision on the shuttles and forgot to screen against the cruiser.

    Second, it isnt range that causes the destruction of the ramming cruiser any more than it is range that causes the ramming cruiser to do more damage than a normal speed ram. Hitting a turbolaser shot at lightspeed causes it to do more damage. Its called doppler effect

    I will reiterate what I began this discussion with - that I am not actually taking a side in favor of or against the ram as it is a Space Opera as pointed out again above. That said, I then went on to show how one of the arguments presented is not consistent within its own logic, that is, that any attempt to ram a ship could be stopped by firing upon it. There are multiple factors behind such a claim; 1) that the soon to be abstract art can have time to open fire. 2) that it is able to accurately strike the target 3) that the speed of said target will not prevent it being struck 4) that the speed will amplify the damage presented due to the doplar effect. 

    1) let’s assume they are already firing upon the ship for simplicity’s sake bc if they weren’t and someone just flipped the switch you wouldn’t have time to even process the jump. 

    2) let’s assume that you are zero’d in on the target in a straight line of approach vector so that the shot and the ship must connect bc any other angle would miss something moving at the speeds to make 4 plausible. 

    3) In all but those few approach vectors that a ship is coming at those shots wouldn’t have left the thought of the gunners mind let alone travel at anywhere near the same speeds. 

    4) the ship is firing a screen along the only approach vector and there are one if not many shots in the path waiting to be struck by a ship which is approaching light speed. We then insert your belief that the doplar effect should come into effect in this version of the Star Wars Story. Physics amp up the Damage considerably and the ship is destroyed! Except that if that were the case the Supremacy would have been vaporized by the impact of the Mon Cal Cruiser. Okay, but let’s discount that. Then, the shot resolves and the ship explodes. Okay, so you have wreckage and exploding material heading at near light speed into its intended target still accomplishing its goal. 

    The realization of the level of physics you want to employ would disprove your own argument. 

    I don’t want to bring physics into Star Wars bc it follows its own internal logic, and, it’s not intended to be viewed through that lens. If you want to, fine, but your statement is still wrong either way. 

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