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Ominovin

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  1. Logically, reducing an Addiction obligation probably indicates either getting a handle on your problem and becoming more of a 'Functional Addict' or getting a handle on your supply so you aren't as stressed worrying about where your next 'fix' is coming from. My Chadra-fan was addicted to 'conversation' and I was thinking of adding a droid personality to her future 'cyber brain implant' to get it under control: She's still be an addict, but she would be a more manageable addict when she can talk to the voice in her head all day long...
  2. I can't speak for Fantasy Grounds, but I have played on Roll20. Unfortunately, the strengths of Roll20 tend to be the things this game doesn't really care about (exact ranges and positioning) and handling the dice tends to be a bit more awkward (GM needs to remember to reset his difficulty pool before the next roll, players need to remember to add/remove boost dice, etc.) than I assume an actual tabletop game would be...
  3. Melee / Brawling combat tends to be 'go big or go home': If you aren't able to invest in a 'big' brawn score, you should probably stick to blasters. If you don't already have a 'brain' character, I'd probably go with the 4 Int. If you do have another character with high Int, I still probably go with the 4 Int (like HappyDaze said, being the 'face' is only your job if you want it to be).
  4. If you intend to be a melee combatant, you want to get your Brawn as high as you can (it impacts your attack roll, your damage, your soak, your wound threshold, and your carrying capacity) If you intend to be good at Int skills, you probably want at 4 in Int (there are a lot of important skills based off this stat, so it's worth investing in). For most other stats, it's largely a matter of personal choice: Do you want to be 'above average' in a lot of things or 'pretty good' in a smaller number of things? Either one can work (depending on group composition and campaign, of course).
  5. It's also worth mentioning the fact that the SoroSuub X-30 Lancer Precision Blast Pistol lacks a stun setting, which will be annoying if you suddenly decide you need to incapacitate instead of kill...
  6. Perhaps, but: Delivering cargo is a lot harder when you need to carry it (all of it) through a docking ring, You are completely dependent on there being a space station or another ship you can dock with at each stop in your travels, and Any sort of exterior maintenance requires a space walk or two... These are rather huge issues for most potential users.
  7. Star Destroyers are supposed to be really scary: Personally, I'd recommend against allowing one to be space-jacked...
  8. For a ship this small, being able to land is kinda important. If you are big enough to carry shuttles, then landing can be 'optional'... If you are a shuttle (or at least shuttle-sized), then you really need to be able to land...
  9. Mathematically, this should go extremely poorly for the interdictor: Heavy Ion Cannons are Damage 7 [Slow, Ion] ION (PASSIVE): Ion weapons are designed to affect electrical systems as opposed to dealing raw damage. They are fitted to ships to knock out opponents' shields, sensors, and engines. They are shorter range than laser weapons, and deal larger amounts of damage, but their damage is dealt to the target as system strain (usually on vehicles). It is still reduced by armor and soak. Droids are affected by ion weapons, taking damage to their strain threshold. Imperial I-Class Star Destroyer has Armor 10, System Strain Threshold 60, and shields of 3 (or 2 aft) so you need to get at least 4 successes on your attack roll to do any strain at all. Overall, you'd need to get some combination of 60 '4 success' attacks or 30 '5 success' attacks to incapacitate it, and you'd have to do it really quickly: Damage Control checks are pretty easy and Star Destroyers have a very, very, very large crew... If 'System strain less than half system strain threshold' then the difficulty of a Damage Control check is 'Easy (1 Purple)' Victory-Class Star Destroyer only have Armor 9, System Strain Threshold 50, and Shields of 2, but you still need to score 3 successes on each attack and there are still a lot of crew to do Damage Control. Basically, the Star Destroyer should probably pulverize the Interdictor long before system strain becomes an issue
  10. That line is a pretty good indication of the problem with the KST100: It's just a little bit broken. At the very least the Silhouette should be 4 rather than 3 (I believe it's described as having individual cabins for the passengers), and even then the thresholds seem a little high for it's speed.
  11. Yes, but try extrapolating that speed advantage out by creating a 'character speed' rating Use the '1 vehicle maneuver = 4 character maneuvers' as a starting guideline Assume Characters are 'Character Speed 1' Per the 'Drive' entry, four maneuvers will probably get you to Medium (two maneuvers to get to short, and probably another two to get to medium). Speed 1: One starship maneuver to move within close range of a target or object, or two starship maneuvers to move from close to short range or from short range to close range. Using the same 'Drive' rules, you need Speed 5 or 6 to get to Medium in a single maneuver, so the 'vehicle speed 1' vehicle is probably 'character speed 5 or 6' Speed 5-6: One starship maneuver to move within close range of a target or object, to move from close to medium range, or from medium to close range. Two starship maneuvers to move from close to long, or long to close range Per the chase rules, the 'character speed 5 or 6 vehicle' will gain 5 or 6 increments (one plus the speed difference) on the 'character speed 1' characters if it wins the check, which is more than enough to catch up... If it wins a single check, the 'slow' vehicle wins the chase...
  12. If speed is a factor in the check, the vehicle wins. To paraphrase Red Dwarf, it's like playing 'cat and mouse': The only way to win is to not be the mouse (unless you believe those lying cartoons). If you are the mouse, your best option is to keep to areas the cat can't get to... If you really want to use the Chase rules, the only real change is if the vehicle wins the check, it pretty much gets as close to the PCs as it wants to (remember, 1 'drive' maneuver will get a speed 1 vehicle the same distance as 4 character 'move' maneuvers).
  13. The key mathematical rules are: Per the 'Starships and Personal Scale' sidebar in the core rulebook: The important thing to remember is that all of the personal range bands exist within the close range band for planetary scale. Per the Vehicle Drive / Fly maneuver: Speed 1: One starship maneuver to move within close range of a target or object, or two starship maneuvers to move from close to short range or from short range to close range. Per the Character Move maneuver: Performing this maneuver allows a character to move between short and medium range relative to another person or object. This also allows characters to move between medium and long range by performing two maneuvers, or between long and extreme range by performing two maneuvers. When covering long distances, multiple maneuvers do not have to be performed on the same turn, but the character is not considered to be in the new range increment until all required maneuvers have been performed. So, a speed 1 vehicle will take two maneuvers to go from Close to Short Planetary Range Short Planetary Range is effectively Extreme+ Character Range Catching up with a vehicle at extreme range will take: 2 Maneuvers to get from Extreme to Long 2 Maneuvers to get from Long to Medium 1 Maneuver to get from Medium to Short range 1 Maneuver to get from Short to Engaged Basically, catching up with or running away from a speed 1 vehicle is not something you can do on foot without a lot of friendly terrain...
  14. Mandalorian Armor was included in the 'No Disintegrations' sourcebook for bounty hunters: I assume it wasn't published when this thread started...
  15. Well, technically, it's the Dark Knight Industries Two Thousand...
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