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kinnison

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Oooh! Oooh! I got an obvious one: give us the TL;DNR version of the signature abilities! Why has nobody asked this yet?

 

What do they do?

 

Here zathras is talking about it

 

 

 

For the sake of poor kinnison's fingers, here's the dope:

 

First one is Narrow Escape, attaches to the 2 middle columns. Once per session you spend 2 Destiny points and roll a hard Streetwise check. If successful, you are able to flee a personal combat encounter unharmed.

Second one is Unmatched Fortune, attaches to the outer columns. Once per session you spend 2 Destiny points to change the face of one positive die in the character's dice pool to another face adjacent to it. An "adjacent" face is any die face sharing an edge, not a point, with the rolled face. Unmatched Fortune can't be used with Force Dice (the 12 sided white one)

 

Well, it finally happened. We've had special abilities that I don't care for. I guess it'll be the upgrades that really sell it, but on the surface, they do nothing for me.

 

You know what? I just realized something. How do we use Unmatched Fortune if we're playing online? My first thought is to just change it to a reroll but that isn't always as fortuitous as the the signature ability obviously intends.

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It requires trust from your GM and a dice at your desk to check what options you have.

 

As for the signature abilities. It fits, I was expecting more pilot style signature abilities, but then I remembered that the smuggler tree isn't about piloting, its about making dodgy deals and charming your way in and out of situations. Giving the smuggler career a piloting focused signature ability would be useless to a Charmer or Gambler.

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First one is Narrow Escape, attaches to the 2 middle columns. Once per session you spend 2 Destiny points and roll a hard Streetwise check. If successful, you are able to flee a personal combat encounter unharmed.

 

Gentlemen, you will always remember this as the day you almost caught Captain Han Solo.

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Any new talents for the Gunslinger? Does the tree encourage them to dual wield?

yes, not really

 

At the bottom of Column 2, there is the "Spitfire" Talent.  after a successful combined attack with two ranged (light) weapons, additional hits can be allocated to other targets within range of the weapon

Also "Gunblazing" is 2nd from bottom in column 3 "as an incidental suffer two strain to avoid increasing difficulty of a combine ranged (light) check"

 

But also there is a new weapon attachment "Paired" which costs 300 for the pair, 1 HP per weapon, that reduces the Advantage required to hit with the secondary weapon, when 2 weapon fighting by 1

 

 

Thanks!

 

Those two talents sound great for encouraging double pistols.  Combined with the Paired, it's about equal to using Jury Rigged on an Autofire weapon.

 

I assume Paired takes up 1 Hard point in each pistol?

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How is the YT-2000? Also, how is the Decimator?

Yt-2000 is similar to the YT-1300 but less armor, and better handling. 

Decimator has handling -3, more WT, and ST.  and 2 shields front and back compared to the YT-1300

 

Thank you. I was expecting that the Decimator would also have a high Armor considering the way it was described for X-wing. Does it also come standard with dorsal/ventral quad laser cannons like in X-wing?

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Well, it finally happened. We've had special abilities that I don't care for. I guess it'll be the upgrades that really sell it, but on the surface, they do nothing for me.

 

You've gotta think like more like a smuggler. I love the idea that I can push my luck as far as it can go, and still have an ace-in-the-hole to escape if things go excessively pear-shaped.

 

Imperial Star Destroyer got me in a tractor lock? Actually these two destiny points say I dodged behind another ship and jumped to hyperspace just in the nick of time ;) .

Unfortunately that signature ability only works in personal level combat, not when the ISD is bearing down on you, guns blazing.

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How is the YT-2000? Also, how is the Decimator?

Yt-2000 is similar to the YT-1300 but less armor, and better handling. 

Decimator has handling -3, more WT, and ST.  and 2 shields front and back compared to the YT-1300

Thank you. I was expecting that the Decimator would also have a high Armor considering the way it was described for X-wing. Does it also come standard with dorsal/ventral quad laser cannons like in X-wing?

Yeah, 2 quad mounts, top and bottom, and a Proton Torpedo launcher in the bow.

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Well, it finally happened. We've had special abilities that I don't care for. I guess it'll be the upgrades that really sell it, but on the surface, they do nothing for me.

 

You've gotta think like more like a smuggler. I love the idea that I can push my luck as far as it can go, and still have an ace-in-the-hole to escape if things go excessively pear-shaped.

 

Imperial Star Destroyer got me in a tractor lock? Actually these two destiny points say I dodged behind another ship and jumped to hyperspace just in the nick of time ;) .

 

Unfortunately that signature ability only works in personal level combat, not when the ISD is bearing down on you, guns blazing.

 

 

Huh, that strikes me as odd to have a signature ability unusable in space combat in a book about smugglers. 

 

Well, I'm sure if there's no easily-discernible reason for it in the book, a good GM can allow it when it makes sense regardless.

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What're the Quarren stats?

Might as well give you all three:

Faleen:

Stats: 1,2,2,2,2,3

W.T.: 10 + Brawn

S.T.: 12 + Will

Starting XP: 90

Special Abilities:

Start with one rank of Charm, can't train above rank 2 during creation

Pheromones: once per check as an incidental, may suffer 2 strain to upgrade a Charm, Deception or Negotiation check against a sentient being within short range once. No effect on targets with breath masks or without respiratory systems.

Gotal:

Stats: 2,2,2,3,2,1

W.T.: 9 + Brawn

S.T.: 8 + Will

Starting XP: 100

Special Abilities:

Start with one rank of Perception, can't train above rank 2 during creation

Energy Sensitivity: Once per encounter as a maneuver, A Gotal can sense the presence and emotional state of all living things within short range of themselves.

Quarren:

Stats: 2,2,1,2,3,2

W.T.: 10 + Brawn

S.T.: 8 + Will

Starting XP: 95

Special Abilities:

Start with one rank of Negotiation, can't train above rank 2 during creation

Amphibious: Can breath under water and never suffer movement penalties for traveling through water.

Ink Spray: Once per encounter, spend 2 strain to add 1 black die to the combat check of a character within short range. If under water add 3 black dice to the check.

Edited by zathras23

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No GX-1? Awwwww... :(

 

I'm imagining (and hoping) that it's saved for Desperate Allies  ^_^

 

If you're talking about the GX1 Short Hauler, it's in the book.

 

 

Very cool!

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What're the Quarren stats?

Might as well give you all three:

Faleen:

Stats: 1,2,2,2,2,3

W.T.: 10 + Brawn

S.T.: 12 + Will

Starting XP: 90

Special Abilities:

Start with one rank of Charm, can't train above rank 2 during creation

Pheromones: once per check as an incidental, may suffer 2 strain to upgrade a Charm, Deception or Negotiation check against a sentient being within short range once. No effect on targets with breath masks or without respiratory systems.

Gotal:

Stats: 2,2,2,3,2,1

W.T.: 9 + Brawn

S.T.: 8 + Will

Starting XP: 100

Special Abilities:

Start with one rank of Perception, can't train above rank 2 during creation

Energy Sensitivity: Once per encounter as a maneuver, A Gotal can sense the presence and emotional state of all living things within short range of themselves.

Quarren:

Stats: 2,2,1,2,3,2

W.T.: 10 + Brawn

S.T.: 8 + Will

Starting XP: 95

Special Abilities:

Start with one rank of Negotiation, can't train above rank 2 during creation

Amphibious: Can breath under water and never suffer movement penalties for traveling through water.

Ink Spray: Once per encounter, spend 2 strain to add 1 black die to the combat check of a character within short range. If under water add 3 black dice to the check.

 

 

Interesting...the Gotal stats leave a lot to be desired. Those threshold numbers are low!!

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Well, with the Gotal I suspect a large part of it is that they get what amounts to the Sense basic power without needing to roll Force dice.  Given that I've found plenty of uses for just the life detection part of Sense, to say nothing of having the ability to pick up emotions at short range instead of engaged... yeah, the Gotal needed some kind of counterpoint to what's a very useful ability.

 

Interesting way to handle the Falleen's pheremones.  Oddly enough, I'd thought about doing something similar for the Zeltrons in one of the USM revisions, but opted against the idea as it seemed too mechanically limited as well as too "out of the box" in terms of species traits at the time (this was before the EotE core rulebook was released).

Edited by Donovan Morningfire

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No hardpoints, more encumbrance, but you get Disorient at increased rarity and cost

 

Shock books: Brawl +0 Dam, Crit 5, Encumbrance 2, 0 HP, 1250 credits, Rarity 5, Disorient 3 Stun 3.

 

Characters get a setback to notice the shockboots are a weapon and not normal footwear.

 

♫These boots are made for shocking♫

♫And shocking is what they'll do♫

♫One of these days these boots♫

♫Are gonna shock all over you♫

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Its cool to see the assault gunboat though why I have no clue why it was in the smuggler book. I like the Mobquet as well. Otherwise most of the new ships are ok at best to me. I was hoping for some new corvettes if nothing else.

 

And why did they have to bring the Stingbeam back? Honestly I would rather they forget that trilogy of novels ever existed.

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