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Posts posted by Sith Interceptor
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In another thread its suggested to make it the Zambato. I think this makes a lot of sense as the weapons blade is straight but curved at the striking edge like the Nagamaki and with similar grip, reach, just a different blade geometry. The actual Zambato is nearly the same weapon as a Nodachi and should use the same stats. Nodachi blade is curved all through its edge like a Katana.
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More Omamori...cool
Kisshoten - Fertility and Beauty
Add a skill die set to Success Opportunity when making a Performance or Charm skill check to those who would be considered attracted to your beauty.
Also the GM could use a Modifier to conception if such things come into play. I use 2-3 sessions represent a year in game, so that conception modifier is a strong ability.
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These are good. Would love to see Drunken Mantis!
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8 hours ago, Sturn said:Ammo Hog is a quality I made up a long while ago. It's simply a copy of the special notes for the Heavy Blaster Pistol into a quality. In my opinion it should have been a quality from the start instead of having to look up the description of the Heavy Blaster Pistol for what it does.
Ammo Hog is an active quality that allows not only 1 Despair (like normal) but 3 Threats to make a weapon run out of ammo. The HBP has it and I add the quality to when anyone goes full auto in a roll.
It doesn't mean I immediately use 3 Threat on their first auto-fire roll to make them run out of ammo. But if they've been using auto-fire for a few rounds, it's quickly becoming my top choice if 3 are rolled.
Thanks. Yes I like that idea of making it a quality.
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13 hours ago, P-47 Thunderbolt said:I prefer RAW to this (aside from the limitation on Jury Rigged), but it looks decent. As for Ammo Hog, clarification on how much Threat?
The only real issue I see is upgrading the difficulty of the check, because the increased difficulty for Auto-fire is enough as is. Any more and it gets too difficult* in my opinion, especially when you factor in talents like Adversary.
*A big component of "too difficult" is the high chance for Despair.
Yes fixed that its 3 threat as Sturm suggested.
If you target 2 or more with a Autofire Weapon, increase Difficulty by 1 and gain the quality Ammo Hog. Im thinking of removing the difficulty here but keeping ammo hog. My reasoning is I may have nerfed autofire to much. Thoughts?
So it would read like this. Declare Autofire and # of targets, up to 1 for each rank in the Attack Skill. Upgrade the difficulty of the combat check by 1 for each target you declared. If you target 2 or more with a Autofire Weapon gain the Ammo Hog quality. Thoughts?
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After a play session Ive determined Autofire is clunky and a bit op. So I ask you guys would this be to much? Also with regards to Jury Rig Im thinking it should not work with autofire. Thoughts please?
Autofire (active)
Declare Autofire and declare # of targets, up to 1 for each rank of Attack Skill, Gain the Ammo Hog quality, unless the weapon is hooked up to a portable generator. You must target the highest defense target first. Upgrade the difficulty of the combat check by 1 for each target you declared beyond the first. If you hit your target may Spray: Spend 1 Uncancelled Success or 2 Advantage to inflict weapons base damage + any uncancelled successes one additional time to a declared target.
Ammo Hog (passive)
During combat, Game Masters may make a heavy blaster pistol or Weapon with the Ammo Hog Quality run out of ammunition by spending 3 Threat or a Despair. This is in addition to the standard spending of Despair as discussed on page 218.
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Has anyone thought of something better than x5 for this.
What about this rule.
A Critical Hit delivered by a Planetary Scale Starship Weapons does +50 Critical Injury.
Do you use it? Does it result in character deaths and how often?
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Does anybody feel like the +10 damage planetary and more importantly the damage divided by ten against vehicles is to much?
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7 hours ago, P-47 Thunderbolt said:That was the old Legends explanation from the story mode of Empire at War, an RTS.
Yes fun game, but I think it from a comic originally before EaW. Due to the age we see on the X-wings they couldn't have been prototypes in 1 bby. Guesswork from what sources are available. Tie Line Fighters, I have them rolling out late in 14 bby. I like that the project was mothballed but brought back so for as Incoms X-wing Im thinking maybe rolls out in 4-6 bby around the time rebellion was at the Empires doorstep with the Alliance beginning to acquire them in 1 bby from many sources with intention to mass produce the T65b.
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Hmm I was under the impression from everything ive read the x wings were prototypes that were stolen on Fresia and that's the canon, is their something else saying otherwise? The soonest Rebel models might of came out was that year and would of been few in number.
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How about?
Security
The base is being operated in a most unprofessional manner. The listening posts one job to stay hidden while listening in on the Admiral has made the Guards inattentive, LT Sarev is a pushover with his soldiers. just some of the Data that can be found by the infiltrators searching the Offices.
Entry
I had the PCs be working with other teams one would hit the outside com line and would be the diversion for the rebels to sneak into the "car port". With a difficulty check. Other rebel/resistance teams ensuring the patrol that left to investigate the com line wouldn't be returning.
Infiltration
The camera/monitor security guys are playing a game of sabbac for Obi's sake when the Rebel Infiltrators walk in stunning them, most of the camera or all of them may be offline, most of the base is so new that most of the security isn't fully operational yet and these matter are complicated as the GM permits further when the com line and main power generator are sabotaged by your rebels.
Giant Plot Hole
Later when the base is fully operational they can overhear the Admirals report that Dardano has moving on the listening outpost.
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Wiki and guess work. this is what I use. 😀. If you got a source or a suggestion for Starship Release Timeline. Lets add to this list!
Rebel Alliance
Z-95 AF4 Headhunter
DP-20 Corellian Gunship
Dornean "Braha'tok' Gunship
Action Transport
Assault Frigate
Cr90 'Correllian' Corvette, Alderaan cruiser
20 bby MC 75 Profundity Class
19 bby. MC 80 Liberty-class
18 bby. R22 Spearhead (Phoenix Cell)
18 bby. Auzituck Gunship
11 bby, VCX-100 Freighter
5 bby. YT-2400 Freighter
2 bby, MC 80a Home One-class
2 bby. R-41 Starchaser
2 bby. Z-95 AF4 Heavy 95
2 bby. BTL-S3 Y-wing
1 bby. BTL-A4 Y-wing
1 bby. TX-65 X-Wing
0 bby X4 Incom Gunship (EaW)
0 bby. U-wing,
0 bby. T-65 X-wing
0 aby. A/SF-01 B-wing
2 aby. RZ-1 A-wing
2 aby MC40a Light Cruiser
3 aby, T-65C-A2 X-Wing
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I see you sharing all the time so Ya im glad to help my friend and ill think ill use this too. It may need adjustment downwards still during playtesting as lots of players like to fly very fast.
P-47 Thunderbolt reacted to this -
Well here it is again then.
Falling/Collisions
Speed 1-2/Short: Dmg 10/Strain 10
Speed 3-4/Medium: Dmg 30/Strain 20
Speed 5-6/Long: All WP (Incapcitated)/Strain 30/Critical Injury +50
Extreme: All WP Incapcitated/Strain 40/Critical Injury +75
Collisions
1. Characters that are strapped in reduce Range category by 1. Everyone else gets a Coordinate Check. Avg. Difficulty each success reduces 1 Wound and each Advantage 1 Strain. Triumph reduces the Range Category.
2. When the ship impacts follow these rules for Collision
Minor Collision: Roll a Starship Critical and subtract any ship defense x10, with a minimum result of 01. If the Ship suffers a Critical. The Crew and Passengers also suffer Critical Injury and subtract any ship defense x10, With a minimum result of 01.
Major Collision: as above except ship defense x5.
A Major Collision is a Collision with no active Ship Shields or a Head on Collision with a solid object at Speed 5-6.
Crash Landing
If the Pilot would have time to Land the Ship before impact, they can make a Pilot ship check Simple-, unless circumstance dictate a more difficult landing. Each success reduces 1 Wound/Pilot Rank and each Advantage 1 Strain/Pilot Rank to self and all passengers. Triumph reduces the Range Category before modifiers.
P-47 Thunderbolt reacted to this -
See anything else? I think that looks good but may still need adjustments, I think it build on the existing rules from the RAW without adding to much.
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So for Ship 01 is Mechanical Stress 1 System Strain and for Crew its a Minor Nick 1 strain. So I say just go with the raw here.
P-47 Thunderbolt reacted to this -
I revised it to make it clearer above. 01 Critical id have to read it to see what it is but you could go with all taking a 01 Crit or just ignore it.
P-47 Thunderbolt reacted to this -
Revised
My intention is that characters who are strapped in automatically Triumph, they reduce the range band automatically. Then everyone gets a Coordinate to reduce damage further. Thus people not strapped in only get the Coordinate check.
Clarify if you have 3 defense then you subtract -30 from the roll, in this case 28 = No Starship Crit and therefore no passenger crits either. EXample had you rolled 58, then a Starship would take a 28% Crit and the Passengers would roll Crits too but also -30 to those rolls.
Falling/Collisions
Speed 1-2/Short: Dmg 10/Strain 10
Speed 3-4/Medium: Dmg 30/Strain 20
Speed 5-6/Long: All WP (Incapcitated)/Strain 30/Critical Injury +50
Extreme: All WP Incapcitated/Strain 40/Critical Injury +75
Collisions
1. Characters that are strapped in reduce Range category by 1. Everyone else gets a Coordinate Check. Avg. Difficulty each success reduces 1 Wound and each each Advantage 1 Strain. Triumph reduces the Range Category.
2. When the ship impacts follow the rules for Collisions.
Minor Collision:
1. Characters that are strapped in reduce Range category by 1. Everyone else gets a Coordinate Check. Avg. Difficulty each success reduces 1 Wound and each each Advantage 1 Strain. Triumph reduces the Range Category.
2. When the ship impacts follow the rules for Collisions.
Minor Collision: Roll a Starship Critical and subtract any ship defense x10. If the Ship suffers a Critical. The Crew and passengers also suffer Critical Injury and subtract any ship defense x10.
Major Collision: as above except ship defense x5.
A Major Collision is a Collision with no active Ship Shields or a Head on Collision with a solid object at Speed 5-6.
Major Collision: as above except ship defense x5.
A Major Collision is a Collision with no active Ship Shields or a Head on Collision with a solid object at Speed 5-6.
Crash Landing
If the Pilot would have time to Land the Ship before impact, they can make a Pilot ship check Simple-, unless circumstance dictate a more difficult landing. Each success reduces 1 Wound/Pilot Rank and each Advantage 1 Strain/Pilot Rank to self and all passengers. Triumph reduces the Range Category before modifiers.
P-47 Thunderbolt reacted to this -
I changed the landing to reduce loads more damage to enable a clean crash landing. Also less than idea landing conditions would mean a difficulty other than simple.
Minor Collision works fine by the raw. So yes Ship Critical - Shield Defense x 10.
Yes that an error. Resilience should be used in place of Coordination. Ill fix that.
P-47 Thunderbolt reacted to this -
On 8/20/2019 at 4:01 PM, P-47 Thunderbolt said:My revised proposal:
- Use the rules for falling, but with the following table: 1st slot is speeds 1 and 2, 2nd slot is speeds 3 and 4, 3rd slot is speed 5+. I dropped the 4th slot on purpose.
- The pilot makes a check to slow the fall: each Success reduces wounds for all secured characters by 1 and each Advantage reduces Strain by 1. A Triumph reduces the slot by 1, and 2 Triumph mean the pilot executes a brilliant crash landing and no secured characters take damage. Failure, however, results in a Critical Injury for all characters aboard.
- If a PC is not secured, they must make an Average Athletics/Coordination check to reduce damage: each Success reduces Wounds by 1 and each Advantage reduces Strain by 1. Soak still applies to both, and Failure results in a Critical Injury.
- If a PC is secured, they must make an Average Resilience check (unless the pilot rolls 2 Triumphs): each Success reduces Wounds by 1 and each Advantage reduces Strain by 1. Soak still applies to both, and Failure results in a Critical Injury. They reduce any crit result by 20, and they reduce Strain and Wounds by Success and Advantage from the pilot.
- For both secured and unsecured characters, a Triumph still reduces the slot by one (i.e. Speed 3 [2nd slot] to Speed 1/2 [1st slot]) just like the rules for falling.
- When it hits the ground, the vehicle suffers a Major Collision.
- Optional: Reduce any Critical Injury result by 5xDefense. If the vehicle is disable through exceeding its HTT or SST this is not an option, as its shields are down.
Justifications and changes:
- Same as in the first proposal, but I decided that even though I had simply missed the 4th slot somehow in the first proposal, it would be prudent to go ahead and drop the 4th slot for a couple of reasons: the 4th provides a +75 to the crit result, which has an approximately 25% chance of killing a character who is not critically injured, and since it probably wasn't the character's fault that he is in this situation, I thought that was unfair.
- Same difficulty as falling. I added the expenditure of 2 Triumphs. Added "Failure results in a Critical Injury for all characters aboard" this would represent the pilot loses control or panicking.
- Same as the RAW for falling, same as the original proposal. Added "Failure results in a Critical injury."
- Changed entirely. Reasoning is fairly self-explanatory, they have an advantage over players who aren't strapped in so they basically reduce double and get a crit reduction. Failure results in a Critical Injury because they weren't resilient enough to withstand the shaking bumping etc. and since it is reduced by 20, there is a 60% chance that he won't get anything above easy, and a 65% chance that he won't get anything lasting.
- Same. Just like the RAW for falling, so what's to explain?
- This is exactly like the RAW.
- Seems fairly straight forward, and if the power is down, the shields aren't powered so no defense. 5xDefense, because it is a Major Collision.
- I removed the added speed for falling above medium range, because although I stand by my reasoning for why it makes sense, I no longer think it is necessary to include another step. It doesn't really add anything anyway.
- I removed the additional +10 per speed to the crit for the crashing vehicle, because, like @Ghostofman said, it is too likely to outright kill the PCs as a result of a "Vaporized" result.
- I removed the part about 3 Advantage indicating the pilot reducing the speed by one, as @c__beck suggested.
Working with NPCs and Minions:
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If counted individually, all minions would die from any fall. Count them in groups of 4, (optional: each group makes a check) and resolve damage like you would for an attack, also removing one minion per group if they get a crit.
Demonstration: Speed 1, so it's the 1st slot which does 10 damage and 10 strain. Let's say the pilot gets a Failure. The minions have a cumulative WT of 15 and a Soak of 5, so 10 damage kills one of them, and the crit kills one more, leaving 2 alive.
I simplified your work P-47. I don't like the way these two are tag teaming you and I thought I would work with you and not against you. I propose using the ideas streamlining it a bit for ease of play.
Falling/Collisions
Speed 1-2/Short: Dmg 10/Strain 10
Speed 3-4/Medium: Dmg 30/Strain 20
Speed 5-6/Long: All WP (Incapcitated)/Strain 30/Critical Injury +50
Extreme: All WP Incapcitated/Strain 40/Critical Injury +75
Collisions
1. Characters that are strapped in reduce Range category by 1.
2. Reduce Damage- Resilience Check. Avg. Difficulty each success reduces 1 Wound and each each Advantage 1 Strain. Triumph reduces the Range Category.
3. When the ship impacts follow the rules for Collisions.
Minor Collision: After subtracting any ship defense x10. Roll a Starship Critical. If Damage goes through crew and passengers suffer Critical Injury.
Major Collision: as above except ship defense x5.
A Major Collision is a Collision with no active Ship Shields or a Head on Collision with a solid object at Speed 5-6.
If the Pilot would have time to Land the Ship before impact, they can make a Pilot ship check Simple-, unless circumstance dictate a more difficult landing. Each success reduces 1 Wound/Pilot Rank and each Advantage 1 Strain/Pilot Rank to self and all passengers. Triumph reduces the Range Category before modifiers.
P-47 Thunderbolt reacted to this -
On 8/24/2019 at 8:52 PM, Bellona said:Nor Dawn of Rebellion.
We need Dawn of Rebellion for the universal specs they are great use across all the era books!
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On 4/17/2019 at 9:51 PM, DakkaDakka12 said:To me it looks very reminiscent of a wookie gunship.
I suspect though it will actually be by the same manufacturer of the Laat whenever something official emerges.
I think it resembles a older maybe original version of the Auzituck before being wookiefied during the rebellion period. Given the lack of info and I plan to use this ship on Kashyyyk. Perhaps in a ruined old republic Appazanna Engineering Works in a upcoming game.
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In my Starfighter long campaign I intend to use Tierfon base, as a starting base until the galactic war ramps up, moving on to Arda then Yavin. So your sharing is greatly appreciated Nate!

drunken boxing school
in Rules Questions
Posted
in the older editions I believe the drunken fist style belonged to the Mantis Clan