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Posts posted by Samuel Richard
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2 hours ago, Rakaydos said:Thanks! I'm still refining how to best handle a "classic flight sim" style game, and there will probably be more revisions before I'm done. The Genesys vehical rules are a refinement that I may include, and I need to work on a user-friendly way to introduce people who''ve never done starship combat to starfighter shenanigans.
Starship shenanigans, sounds about right when are talking about this system.
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1 hour ago, Rogues Rule said:As some books were sold out/in reprint for quite some time, or only available for exorbitant prices, it is possible that the OP just wanted to help people who have been looking for this book for a decent price (?)
I see I'm just a little scam weary, I ordered like 5 X-wing Z-95s to find out they all fake. Excuse my ignorance
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I'm seemingly puzzled by this. What is your motivation to this. If your receiving money from ffg I can sorta get it however this is your site with products on the website. In other words why tell us of this
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2 hours ago, SEApocalypse said:Introducing a tracking device would be totally go against the spirit of the mission and against the whole point that the alliance does not want to players to have the hyperspace coordinates or even just use their own ship. Furthermore, if her objective would be to add a tracking device, she would have just installed it into the droids. Afterall, if the rebels are not able to detect the hidden blasters, they for sure will not be able to detect the tracking device.
With a lot of groups you would reach the point when the group tries to kill the captain instead and steal her cargo. And to be honest, rightfully so. The alliance needs those droids bady and tracking is most certainly a deal breaker. More even than demanding more credits than the rebels have, because extra credits can be paid later, but the tracking is endearing assets for several magnitudes more.
And I am not saying that the PC would never suggest a tracking device themselves on something like a despair or a double despair on their check, but it seems one of the least likely outcomes ever for this.Luckily in my game a electrical short out fried the device and said it was at coordinates
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I introduced little things that goes along with the transaction such as getting the PCs names, their personal information, along with if a despair is introduced she insists that a tracking device is included in the cargo and will track them to make sure that she is not ratted out (Because of later spoilers this allows imperial reinforcements to arrive much faster and without the need for p-comm to be captured). These can be some of the penaltys that can be imparted for failed checks.
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2 hours ago, RogueCorona said:NP It happens to be my all time favorite Star Wars computer game and I'm a massive fictional spacecraft stats aficionado so I know its stats far better then most.
Well thanks for the assistance
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1 hour ago, RogueCorona said:I made the best conversion I could from the rebellion stats comparing the MC80's stats from that game to the Bulwark. Remember the Bulwarks only have slightly less firepower then Executor
Edit: Actually scratch what I said. I mis-added the Bulwark has slightly heavier turbolaser output then Executor.
I never played the game so I misjudged I'm sorry I didn't know that.
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7 hours ago, RogueCorona said:I would boost the fighter load to 120. 192 linked 1 heavy turbolaser batteries or 96 linked 3 heavy turbolaser batteries, and 55 to 60 Battleship Ions.
I like the fighter load but the amount of turbo lasers outguns a imperial 1 star destroyer and even can go toe to toe with Praetor 2 class star destroy. This type of fire power would not make sense due to the rebellion saying "hey maybe we get a crap ton more of these" but they don't even have stats in the game. I'm think 72 linked 3 Turbolaser batteries,36 Battleship Ions, and 4 heavy tractor beams would suffice.
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So my PCs are trying to build up a fleet and I wanted to take advantage of Strongholds of Resistances story seed of a Bulwark heavy battlecruiser being ready to steal in the sullustian shipyards but there is no stats for the ship!
The wookipedia articles are not helpful because its says it has more than 1,200 turbo lasers (no thanks I choose balancing)
The ship will certainly be featured as their tanky ship in their fleet so It would have high armor and hull
heres my stab at it (partially)
silhouette: 8
shield: 3/2/2/2
Armor: 8
Handeling: -3
Speed: 2
Ht: 130
SS: 90
Manufacture: Sorrosub
Hyperdrive: class 2, backup class 14
Navicomputer: yes
Ships complement: 20,000 crew
encumbrance: 8,000
passenger: 2,000 troops
starfighter complement: 120 starfighters
consumables: 2 years
Hardpoints: 1
was wondering if you would make any corrections or any idea for a balanced offensive capabilities.
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OOOOOOOOOH thanks you for this I'll put it to good use
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No that actually happened in game
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This is not a a question rather I want to see some stories when PCs throw a curve ball at the Dm. An example of this is when my PCs ship had a atmosphere breach and instead of fighting their way to the control panel to close it. They instead allow their 8 foot trandotion to plug the hole with her body while they walk over to the panel and close it. Can't wait to hear some crazy stories.
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Awwwww well thanks for the info
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The one part I love about Legends is all the different Capital Ships we got. The new cannon is improving in that regard (thanks rogue one for the U-wing and MC75) but its was always missing that blending of cultures the old rebel fleet had with its starships. So when I read that one of my favorite capital ships is in the Strongholds of Resistance sourcebook I was overjoyed. But now after combing through a copy of it I can't seem to find it. Does anyone know where the stats are or does it just discuss the ship generally?
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5 minutes ago, KungFuFerret said:Go right ahead, IBS is a serious problem for many people. If your players suffer from IBS, be sure they consult a doctor.
Make sure it ain't the doctors who gave you the illness in the first place.
KungFuFerret reacted to this -
2 hours ago, KungFuFerret said:If you make it Imperial Bioweapon Section, you can call them the IBS
I'm stealing that
KungFuFerret reacted to this -
3 words: imperial bioweapon division
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Omfg I came here for advice not a laugh but it's sorely needed, thank you very much for all of your advice guys. I'll think hologram technology will be my friend and I think I will also take a page out of the nemisis system and making him cheat death. Thank you again.
KungFuFerret reacted to this -
Thank you all for your help I think I have found ways to make them loath good old space Nazi Hugo weaving (thanks for the laugh KungFoFerret, you may steal my cliche creation.) I've also got a few ideas of my own. You know the old saying "the enemy of my enemy is my friend" well the villian isn't the only person the PCs have gained the ire of. A temporary alliance may be in order.
KungFuFerret and jayc007 reacted to this -
So I just introduced the party of mine to the (hopefully) main villain of the campaign. he's a master manipulator,ambitious imperial captain who just happens to sport a mustache and look like Hugo Weaving when he was in the matrix. He is going to (hopefully) rise through the ranks as he battles the party and finally come into command of the Asserter class star dreadnought wrath and have one big final battle with the party and their allies. However a villain is not a good villain without being loathed or feared. I have a few ideas in mind but I was wondering if you guys had any ideas on how to get the party to loath/fear the villain without A. getting him killed by their tank character who single handily hijacked a AT-ST and B. not give monologues every two sessions and become a cliche.
Thank you,Samuel Richard
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Starfighter squadron game re-recruiting
in Star Wars: Age of Rebellion RPG
Posted
Ill post mine tonight