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Samuel Richard

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  1. Like
    Samuel Richard reacted to Bojanglez in Stealing a Gonzati, while being broke   
    This.
    My players stole a Gozanti that was transporting low-level, non-political criminals to rescue an NPC that had info they needed by creating a diversion at a backwater starport that drew away the Stormtrooper guards, allowing the players to board the ship and overpower the pilot, copilot and engineer. Was a fun diversion
    Edit: Oh, and they ended up using the uniforms and Imperial tools they found onboard to sneak into an Imperial salvage yard where they stole a handful of other ships, but that's a whole other story.
  2. Like
    Samuel Richard reacted to Concise Locket in Stealing a Gonzati, while being broke   
    Tell your GM you want to steal a ship and the terms by which you want the ship stolen and let the GM set up the situation. 
  3. Like
    Samuel Richard reacted to immortalfrieza in What is the most ballsy thing your character has ever done?   
    What more can be said?
  4. Thanks
    Samuel Richard reacted to RogueCorona in Imperial and Rebel Sector Fleets   
    For Karthakk's rebel force I would probably use a few old large CIS warships like Ruscants, Providences, Munificents, and Lucrehulks pus maybe a few Dreadnaughts or Assault Frigates for heavy power (Say 8 to 15 of these total) plus a large number of smaller cruisers, corvettes, and frigates. I wouldn't limit myself to known rebel ships either. Most Edge of Empire ships and fighters could easily end up in the hands of a rebel sector force either through allied outlaw shipyards, front corporations, or arms dealers.
  5. Like
    Samuel Richard reacted to Ghostofman in Imperial and Rebel Sector Fleets   
    Just so you know where I'm coming form, Check out the WEG material on the Elrood and Tapani Sectors.
    Elrood was rimward with a good, but not massive imperial presence. They had a lot of locally produced "cruisers" that were stat-wise more like corvettes, but not a heck of a lot more.
    By comparison, Tapani noble houses each ruled a cluster of world in the sector, and they had more significant naval capabilities in the form of locally produced assault frigates and carriers, but their locally produced fighters lacked hyperdrive and have to dock with a carrier or frigate to move from system to system. Tapani was a much more coreward sector, more loyal to the Empire, had strategic value, and the noble houses were absolutely in competition with each other. So allowing them to have a respectable local force made sense for a lot of vastly different reasons.
    Tapani's lack of hyperspace capable fighters is an important notation though. The Rebellion makes great use of using hyperdrive equipped fighters to wage a kind of guerilla war. An X-wing can hit a target virtually anywhere in the galaxy and needs comparatively little logistical support compared to a capital warship. So it would be a perfectly logical to make that a key part of any Imperial local forces authorization. Which sectors and worlds are authorized how many hyperspace capable fighters could be a big deal, and would be the sort of thing some planets might try and cheat on, finding ways to have more available hyperspace fighters than authorized without getting caught.
    Again, in your sector that might also explain the local forces thing.  If the Kubini PDF decided to cheat their authorization and stashed a dozen extra hyperfighters somewhere "for a rainy day" they also are going to have serious hesitation reporting their theft to the Empire...
  6. Like
    Samuel Richard reacted to Ghostofman in Imperial and Rebel Sector Fleets   
    Not specific to that sector you mentioned, but just my overall thoughts when considering "Fleets":
    Empire:
    The Empire has ample resources, so it can do a lot, but the question becomes how much do they need to do in THAT sector? If it's not strategically important... not a whole lot. If it's very important, expect a lot. 
    So your typical "important" rimward sector will have a relatively small resident fleet, with the ability to summon support from outside of the sector if required. Something like a pair of ISDs, an older Cruiser or two, and a dozen or so corvettes like the raider-class as well as your IPV patrols ships, skiprays, and so on. Enough to keep tabs on most of a sector, and respond to any serious issues, but not so much the Empire has to dedicate extensive resources (well, on the scale they measure by) for upkeep.
    Rebellion:
    The rebellion, with no standardization of any kind... who knows...
    My personal take on it is the Rebellion is less about prolonged action and more about hit and run. As such, they keep their big cruisers waaaaay out where the Empire won't just stumble across them. So most "rebel sector fleets" if you can even call them that, will be very very small, composed of a Light Carrier and a couple escorts, a support ship, and not a heck of a lot more. Rebel doctrine is a bit different from Imperial with a big part being Fighters are expected to conduct missions without capital ship support. So the Rebellion will spend less time on a big battlegroup, and focus more on a small, highly mobile platform that can project it's fighters over the whole sector. That will allow them to hit targets anywhere while not advertising their full strength in-sector. That said, if the Rebellion needs to execute a major naval operation, like the Empire, they can call in heavier support from outside the sector. 
    Local forces:
    Again, just my take: Local forces will have an authorization from the Empire that states what they are allowed to have for their own local defense and enforcement. Most of this authorization will focus on Hyperspace capability, with things like tonnage and weapons payload to follow. Internally which planets in a sector are authorized how many hyperspace capable ships should be a major point of prestige. Typically a planet will have one Frigate or possibly light cruiser and a few corvettes. A planet that is especially important or that has some clout (like a sector capital) will have a bit more, but again, mostly Corvette and Light Frigate type stuff over a heavy cruiser. Pirate activity in a sector would be dealt with either by the Empire, or by a coalition of several planet's PDFs. Now... non-hyperspace capable ships and small patrol ships will be less tightly regulated. So a planet might have plenty of small ships that can't leave the system. 
    This also might be a good explanation for the "ability to raise respectable forces locally." Perhaps due to various local issues, the local Authorization is unusually high, and civilian weapons permits are looser than other sectors. That would allow the local defense forces to have more ships available than usual, as well as allow for a more noteworthy force to be assembled from people and materiel available in-sector. Actually assembling a force would still require some effort, but compared to a more tightly regulated sector, it would be "easier."
     
  7. Like
    Samuel Richard got a reaction from P-47 Thunderbolt in Imperial and Rebel Sector Fleets   
    Thanks for the advice. Nym will probably one of the first antagonists for the group because of their "manners", Ill read up on him.
  8. Thanks
    Samuel Richard reacted to P-47 Thunderbolt in Imperial and Rebel Sector Fleets   
    Cool! I'm actually doing a campaign starting on Lok!
    Most of the information on the Karthakk sector comes from Star Wars Galaxies, an MMORPG, so take it with a grain of salt as far as force estimates go. I would suggest that you only really have minor Imperial fleets, or even just the occasional patrolling Vigil or something, appear, as Lok is really something of a backwater, but you could still use it as something as a staging ground for rebel fleets (probably of a modest size). I would suggest that you look up the Karthakk Sector on Wookieepedia and then check all of the systems linked in the sidebar to get an idea of the sort of population or Imperial presence. I picture Nym as a rebel privateer, as the bio says he raids shipping, mostly Imperial, but that is not absolute, obviously. I would not suggest that you have him raid Rebel shipping though, as he is a rebel sympathizer, and (at the very least, in my campaign) offered them material support.
    One story idea is to have the Imperials discover the Rebels forces and dispatch a large fleet that the Rebels and Revenants must work together to defeat.
    If you at all care about linking it to my campaign to get a little bit of lore for free, Lok was liberated a in 0 ABY, and Nym started building up his fleet from scratch again, as he had been grounded on Lok as a result of the Imperial presence, but since he had a tenuous agreement with the Imperial commander, he didn't act out until some intrepid insurgents approached him for assistance in destroying the Imperial's garrison, having destroyed all of the forces in Lok's main town, Lost Hope.
    Then, around 1 ABY, he got those same intrepid insurgents to help him acquire a Vindicator-class as the first new ship in his fleet, and shortly after he received an experimental corvette (custom, if you want, I can send you the stats), aside from any ships he has captured.
    None of this is Canon, or even Legends Canon, but it is some free lore if you want to take it.
    Nym is a really interesting character, so if you haven't, I would suggest reading up on him on Wookieepedia.
  9. Like
    Samuel Richard got a reaction from Mark Caliber in Space Combat ... yeah, I know, again. But I still don't get it.   
    Just try and pick one ship and ground the encounter around it. I can wrap my head around trying to keep track of 5+ ships because Im a commodore junkie however I advise you to pick one ship and think of everything happening around it. Just keep track of its postition relative to everything else and give a range band and direction to everything. It helps when I introduce space combat to new guys
     
    Or 
     
    You could do what me and a other GM do when us capship and starfighter escorts do during massive battles and pull out a d&d mat and translate squares to range bands. It varies from party to party in interepretations but if you type it out and say "The is gun can only fire this many squares" or "This ship traveling at speed two can only travel 2 squares in one" Hope that helps from the space junkie. 
  10. Like
    Samuel Richard got a reaction from PzVIE in Space Combat ... yeah, I know, again. But I still don't get it.   
    Just try and pick one ship and ground the encounter around it. I can wrap my head around trying to keep track of 5+ ships because Im a commodore junkie however I advise you to pick one ship and think of everything happening around it. Just keep track of its postition relative to everything else and give a range band and direction to everything. It helps when I introduce space combat to new guys
     
    Or 
     
    You could do what me and a other GM do when us capship and starfighter escorts do during massive battles and pull out a d&d mat and translate squares to range bands. It varies from party to party in interepretations but if you type it out and say "The is gun can only fire this many squares" or "This ship traveling at speed two can only travel 2 squares in one" Hope that helps from the space junkie. 
  11. Thanks
    Samuel Richard reacted to Mark Caliber in How much Encumbrance is a Starfighter   
    But that said, an Action IV is a VERY big ship and should be able to carry several Sil 3 ships in it's vast holds.  Provided there's a door large enough to fly one through and provided there's sufficient internal decking to stage them in.  So yeah.  You'll need to convert it into a hanger (unless you are carrying a dismantled craft that is containerized).
    Hopefully someone with more patience with math will be able to cobble together a guestimate for you.
  12. Like
    Samuel Richard got a reaction from RuusMarev in Alita: Battle Angel dilemna: Droid or Cyborg?   
    Tweak the crafted cybernetic prosthetic to serve as a robotic body and give it to the character as having succeeding the crafting check with one success. No mechanical benefits while also giving her ion weakness. Then go from there. 
  13. Haha
    Samuel Richard got a reaction from Aggressor97 in Funny Age of Rebellion Stories   
    They plugged a hole in their ship with bodys of their would be boarders and I was too tired to apply science.
  14. Haha
    Samuel Richard got a reaction from Bellona in Funny Age of Rebellion Stories   
    They plugged a hole in their ship with bodys of their would be boarders and I was too tired to apply science.
  15. Thanks
    Samuel Richard got a reaction from Josep Maria in Alita: Battle Angel dilemna: Droid or Cyborg?   
    Tweak the crafted cybernetic prosthetic to serve as a robotic body and give it to the character as having succeeding the crafting check with one success. No mechanical benefits while also giving her ion weakness. Then go from there. 
  16. Like
    Samuel Richard got a reaction from Rimsen in Alita: Battle Angel dilemna: Droid or Cyborg?   
    Tweak the crafted cybernetic prosthetic to serve as a robotic body and give it to the character as having succeeding the crafting check with one success. No mechanical benefits while also giving her ion weakness. Then go from there. 
  17. Haha
    Samuel Richard got a reaction from GroggyGolem in Funny Age of Rebellion Stories   
    They plugged a hole in their ship with bodys of their would be boarders and I was too tired to apply science.
  18. Haha
    Samuel Richard got a reaction from RuusMarev in Funny Age of Rebellion Stories   
    They plugged a hole in their ship with bodys of their would be boarders and I was too tired to apply science.
  19. Haha
    Samuel Richard got a reaction from Tramp Graphics in Funny Age of Rebellion Stories   
    They plugged a hole in their ship with bodys of their would be boarders and I was too tired to apply science.
  20. Haha
    Samuel Richard got a reaction from Archlyte in Bothan spotted!?   
    Just dont get too attached to one you spot, they have a very RMMR (random mishap mortality rate).
  21. Thanks
  22. Haha
    Samuel Richard got a reaction from Ghostofman in Funny inside joke without context   
    "Its not a warcrime if we dont report it."
    "No ERP!"
    GM: "You find the words, The Reginald scrawled across your H-wing in purple paint."
    "Darshaq goes to the bathroom.... again."
    "I start speaking Elvish" "This isnt star trek"
     
  23. Thanks
    Samuel Richard reacted to KRKappel in I throw a grenade at the Phalanx...   
    As the guy who wrote said rules, I'd say that's a good, simple way of handling it (and I'm kicking myself for not thinking of it first or addressing blast weapons!). 
     
    Glad people are finding these rules, and very curious to hear how it goes at the table!
  24. Sad
    Samuel Richard reacted to HappyDaze in Anyone else having problem with the ceritificate on this forum?   
    Perhaps the certificate is On the Boat.
  25. Like
    Samuel Richard reacted to Underachiever599 in How to have truly "unbeatable" enemies?   
    I'm behind all the people saying to stack the encounter in the Big Bad's favor, instead of just boosting the Big Bad's stats. In a fair fight, these heavy hitting major villains are still beatable, just like everyone else in the galaxy. No one is truly beatable, no matter how amazing they may be. But when are you ever going to get a fair, straight-forward fight against a Big Bad like Sidious? Typically, if you want to fight Sidious, you'd have to slog your way through all of the Imperial palace, with hundreds of Stormtroopers of various ranks and dozens of Red Guards, at the very least. And if you do finally, eventually make it to Sidious, he may have Vader standing at his back. Or you might just run into a decoy, with the real Sidious actually being off-planet. If you want a seemingly "unbeatable" villain, just make sure your players are never in a position to actually defeat them. Deplete the party's resources, throw them against overwhelming odds, make sure they're never actually in a position to fight against your Big Bad. Do everything in your power to make sure the players can't just walk up and start hacking away at the bad guy in a fair, straight-forward fight unless you want that bad guy to die. 
    I'm actually currently working on setting up a few recurring "unbeatable" villains for my current Clone Wars campaign. So far, the party has run into a Separatist "Red Baron"-esque character thrice, and know he's a major threat, but they've never been in the position to actually fight him. The first time, the party was infiltrating a Separatist base (Think Obi-Wan's espionage in Episodes II and III when he spies on the Separatist council). The party was heavily, heavily out numbered, and revealing their position would have been certain death. So rather than try and fight the Red Baron and other Separatist leaders, the party listened in on the conversation and simply gathered intel before sneaking back out. The second time, half the party was busy competing in a Podrace, leaving only half the party to chase after the Red Baron, whom they'd discovered doing business with the Hutts in charge of the races. He used the intervention of a handful of Gamorrean Guards to slip away from the encounter and escape aboard a ship. Finally, the players were following up on a lead, only to get caught up in the Malevolence fiasco. The players were present for the first firing of the Malevolence's ion cannon, as it took out three Republic cruisers and the party's freighter. The Red Baron was flying through the debris field, cleaning up all the escape pods, and the players had to find a way to get their freighter operational again and escape before the Red Baron reached them and blew their ship into oblivion. When the players finally got the ship up and running, the only systems operational were the engines and internal computers, with none of the shielding or weapons at full charge due to the ion blast. This forced the party to retreat, rather than stay and fight.
    I've also included General Grievous in my game. The players absolutely had the option to stand and try to fight Grievous, but beforehand I'd spent most of the session depleting the party's resources. They were all injured, with one of them having lost a leg just prior to Grievous' appearance. They had no stim-packs available to them, or any other healing options. So, rather than the Grievous encounter being a fight to the death, it instead played out quite similar to the Killer Croc battle from Arkham Asylum. The party had to flee back to their ship, doing anything and everything they could to slow down the metal monstrosity chasing after them in the narrow corridors. 
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