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  1. If I were unwater it would be more difficult for me not to have a serious injury when I thought I did? What? The Talent is that a character who thought they had a Critical Injury does not, in fact, have a Critical Injury. This is determined as an out-of-turn incidental. I don't know what you think this Talent does, but it's not harder for me to not be injured in the dark, underwater or when a distance from a doctor. I could see adding setback dice based on the Severity of the Crit. Like, if I'm hit by a Turbolaser it probably IS that bad.
  2. I think you're being unnecessarily hostile here. The person you're quoting said "[url=https://www.merriam-webster.com/dictionary/kind of]you kind of[/url] act", not "your kind". You came here to get opinions from other players. Some of us disagree with you: that's not childish or bullying. (And whilst you're more than welcome to join any game I run, let me say I have no interest in joining a game you are GMing.) I acknowledge you apologised, and I understand you're frustrated. But the Talent does-what-it-does, Rules As Written. You can houserule it if you like. Disagree. There's nothing in the text to support that: that's purely your inference and exactly the reasoning I used around my Gearhead example ("how can having a GEARhead help if it runs on crystals instead of gears"). The players should be engaging with the system in a way that's narratively interesting and fun. I love the idea of a grouchy old medic refusing to get out of bed to tend to his friends under fire. It reeks of the pulp that makes space opera great. It's MASH on the Millennium Falcon. It's Han Fonzy-ing the hyperdrive instead of meticulously taking it apart and running a diagnostic. "I'VE BEEN SHOT!" "Would everyone please stop getting shot, I'm hung-over." Do you really think: "I open the curtain to my tent, squint into the darkness and realise the wound isn't serious so go back to bed. *cut back to the action*" Would be more interesting in a Star Wars movie than: "As his comrade yelps out in pain, the hardbitten medic rolls over in his sleep murmuring 'it's not that bad' out of the practiced habit of a lifetime treating blaster wounds. *cut back to the action*" I see the first scene as dull, and the theatre chuckling at the relief in the second scene. (Unless, you know, you REALLY hammed up the first scene but we're going for OT pulp not PT slapstick here.) The FFG aren't simulationist. It's not about faithfully recreating a world. It's about telling a story. You're perfectly entitled to house-rule. You're almost obligated to encourage good role-play. I applaud you for coming here to ask the question (and apologising when things got heated). But at my table, I'd not only let the player do this, I'd give them a free white point for making me laugh.
  3. Whilst our group of smugglers and ne'er-do-wells where escaping from an Imperial base on a stolen freighter, our pilot was down so we tried to Astrogate underfire with YY and rolled two Triumphs, a Despair, no net successes or advantage/disadvantage. It went something like this: "You activate the hyperdrive and... nothing happens. There's a whine from the console and a massive, but harmless, discharge of energy that lights up your position. That last hit must have messed up your systems: with your pilot and engineer unconcious there's no way you can escape on this ship. "The TIE fighters chasing you move in for the kill when suddenly an X-wing, then another, then another, drop out of hyperspace. As they make quick work work of the TIEs, rebel blockade runners, Y-wings and freighters join in on a full scale assault on the Imperial base. What do you do?" Well we put our campaign on hold, teamed up with the rebels and played through basically all of Assault on Ardawan. Which was interesting as no-one really wanted to join the Alliance and we were playing a real scum and villainy group (when the *spoilers* refused to evacuate, we didn't even try to convince them -- we stunned them and Wookie wrestled them onto a ship kicking and screaming, and the last part of the campaign was... bloody).
  4. Normal characters can't have more Cybernetic Implants and Replacements than their Brawn score. Droids may have 6 Cybernetics, regardless of Brawn score. Some Talents/Items can increase this cap. You can spend XP at character creation to increase your Abilities. Some Cybernetics (which are generally too expensive to buy at character creation) also increase Abilities. Droids are good at specialising in one/two areas. Living races are better generalists.
  5. I kinda feel like rocket boots were just better in the past. ~18 years of the Empire decimating corporate interests on the back of a devastating war has not been good for manufacturers of equipment used to fight the Empire.
  6. The VCX is on page 63 of Keeping the Peace (the Guardian career book). http://swrpg.viluppo.net/transportation/starships/2835/
  7. I'm with the Rules Lawyers. There's no restriction or requirement in the Talent description and throwing arbitrary restrictions on is bad form. It's like saying "Gearhead is too powerful so it only works if you're trying to fix something that actually has gears". You can house-rule whatever you want, but saying an out of turn incidental actually needs a full medical exam is a massive nerf. There's nothing in the Talent suggesting medical care or patching wounds up. It's a narrative ability: the medic who has seen and treated hundreds of critical wounds is explaining that the injured character does not have a critical wound.
  8. (Between the 8 of us in group we have everything except Rise and Collapse.) I really want to like the Repulsor Rifle. It's a great spot and really fits with my concept of Operator. It's lightweight. Relatively cheap. But you need to hit with at least two successes to KO a single Stormtrooper. Hit with the tricked out Heavy Blaster Rifle posted above with only a single success, and you're deleting two Storm Troopers (plus another two for every Advantage in the roll, and starting with two Advantage before you roll). Plus it's only Medium ranged and you can't fire it when Engaged, so you have one turn of shooting in which to drop your target before they run up and thump you. Still... it is a pretty decent back-up weapon...
  9. The Carbines you mentioned look amazing -- and it's great advice for anyone else reading the thread. But we don't have Collapse and the GM isn't going to let me use weapons from a book we don't have (and my FLGS has no idea when they'll get it in). Any other carbines you think are worth a look?
  10. Well... from my perspective it's an interesting choice to make. Obviously you can't be carrying around a Gunnery Minigun on a Coreworld, but it's not like they're going to let you carry around a Ranged Heavy Minigun instead. My character will need Gunnery for spaceship combat. Should I bother with Ranged Heavy at all? Am I better off just having Gunnery and using personal scale Gunnery weapons? I thought Gunnery was probably a little "too much" but if the best Ranged Heavy options are miniguns, it's probably going to be worth it to get a Gunnery minigun... or isn't it?
  11. Both sound great but we don't have Collapse (yet). Boy did I overlook that. (Ranged Heavy is basically the opposite of Ranged Light in terms of where the best weapons are then.) So 4HP. Superior is 5k out of a Knight's starting 9500. I figure a Forearm Grip is the poor man's option (Accurate and Point Blank) Custom Grip is the poor man's option (can't put a Forearm Grip on a Heavy Blaster), which leaves me with enough credits to buy Laminate. The MRK II Paladin (from EV), I note, has Autofire and built in Superior. And that Stun setting I wanted. Not nearly as much damage, but it's a lot cheaper for Autofire spam. Thank you all for your input.
  12. I'd buy a universal Adventurer's Armory style book. I lean heavily on the fan-made Index, but a one stop shop would be fantastic.
  13. That's not how I parse that section: "When a PC is confronted by such a frightening event or adversary, he must take a Fear Test; this is a Willpower Test, modified by how frightening the thing is. If the PC passes this test, then he may continue to act as normal. If he fails, however, he succumbs to Fear." "The Fear rules presented in this section are intended to be used either on the players’ allies (such as Imperial agents or citizens) or on their foes (it is quite possible for the Battle-Brothers to cause Fear themselves). For a Battle-Brother, Fear has the following effects, and then only when in the presence of Fear-causing foes:" A normal character makes a Fear test and if they fail rolls on the Shock table (as well as possibly gaining Insanity), and if they pass are unaffected. A Battle Brother makes a Fear test and if they fail suffer the -10 to Willpower in solo mode or Cohesion damage check in squad mode, and if they pass are unaffected. A Battle Brother never rolls on the Shock Table or gains Insanity from fear. A Battle Brother only ever makes a Fear Test in the presence of Fear-causing foes. But they still get a Willpower check to completely shrug off the effects of Fear. I admit I might be wrong, but it's kinda backwards to describe what the effects of failing a Fear check are after describing what a Fear check is for PCs if you don't have to make a Fear check because your character who Knows No Fear automatically is effected by every Fear causing enemy in the game (including ornery Guardsmen). I've always played it broadly in line with the way Adeptus-B describes. Is there an Errata or dev quote or official play example or something that clarifies?
  14. Dear Edge Forum, I'm playing a long running Star Wars game in which my ~400XP force sensitive is likely about to die in a heroic battle against Darth Vader (well, he's going to try to bargain with Vader to convince him to team up to fight a mutual enemy but realistically it'll be me trying to keep Vader occupied whilst the party escapes). So I'm drafting a replacement character at "Knight" level and settled on an Operator with a fun background (the party needs someone to fly the ship). But Operators only get Ranged Heavy and Gunnery as their combat options, and whilst I can rattle off every Ranged Light or Lightsaber option across all three FF Star Wars games... I have no idea "what's good" in Ranged Heavy. I'm going to have distinctly less xp that most of the rest of the party, so I need a solid weapon in order to be useful when fights break out and I could really use some advice. So, learned forumites: what's a good Ranged Heavy weapon for a Knight-level Bounty Hunter? I had some thoughts: The Air Rifle from EtU would let me take people alive. It seems like it's basically legal everywhere. Relatively cheap, decent range, hard points and encumbrance. Pierce 4 makes up for the mediocre damage. My main concern is no Crits. Complete opposite direction is just going whole hog with the Disrupter Rifle. Pick up Jury Rigged out of Gadgeteer, throw on a Laser Sight. Absolutely anything that gets in my way gets disintergrated. We spend most of our time on the outer rim on the wrong side of the law, invovled in pretty desperate fights to the death against spectacularly deadly foes more often than not (we recently fought a Rancor). I feel like I should at least have the option to take people alive though (and I kinda don't want the rest of the party saying "no disintegrations" every session). The Precision X (from ND) looks like a kind of a half-way option: lethal blaster with a stun setting. But it's worse at stunning than the Air Rifle and MUCH worse at killing than the Disrupter. (This feels like the gun I should take, but I guess I'm worried that it looks like a trap option.) The Flame Projector looks like a brilliant weapon. I guess my main question is "shouldn't this be Restricted?" Every other flame weapon I've looked at seems to be Restricted, but the one in the Corebook is cheap, not that rare and unrestricted. It looks like I might get less hassle carrying it around than I would with the Disrupter. And compared to the Disrupter I could probably throw Superior and Jury Rigged onto it and be able to burn away minion groups with equal ease. But again, no non-lethal option. And speaking of lethal crowd control, the DLS-12 from KtP has Autofire. As do, well, quite a few weapons actually. I've seen lots of threads complaining about how powerful Autofire is, and as I'll be rolling with characters twice as experienced as mine Autofire might be just what I need to close the gap a little. And finally, whilst I've got EtU open in front of me, the Model 38 really speaks to me. Huge range. Pierce. Accurate. Loads of Hard Points (I'm thinking a Custom Grip and a Forearm Grip in order to add a couple more blue dice, maybe even a Laser Sight). With all the Advantage I'd be rolling, it'll shoot the fleas off a dog's back at 500 yards. And okay, there's no stun setting as such, but if I can shoot someone and get enough Advantage to disarm them whilst also handing out some black dice, then they're going to have to come along sweet-like... right? But it's also nearly as expensive as the Disrupter. So, what are your opinions? Is there an awesome Ranged Heavy weapon I've overlooked? Should I be trying to cheese my way around with Gunnery weapons? In your games, just how restrictive do you play walking around with rifles and is carrying a Disrupter asking for instant jail time or do you mostly overlook it? Eagerly awaiting your replies, -- JD#244
  15. Marines DO take Fear tests. P277 "When a PC is confronted by such a frightening event or adversary, he must take a Fear Test; this is a Willpower Test, modified by how frightening the thing is. If the PC passes this test, then he may continue to act as normal. If he fails, however, he succumbs to Fear." Which is then what triggers the -10 to Willpower in solo mode or Cohesion damage check in squad mode.
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