I asked a few questions of the FFG Developers and got a few answers back.
These answers come from Max Brooke. So,apparently Sam is on vacation, or someone decided to help him out finally.
Recruit Universal Specialization
AoR Core Rulebook page 140: “Talents that are not ranked can only be purchased a single time. If a character is advancing through a specialization tree and reaches a talent without ranks that he has already acquired from another specialization tree, then he automatically purchases that talent on his new talent tree without spending experience points.”
There are four talents on the recruit tree that grant specific career skills (Basic, Tactical and Vehicle Combat Training and Well Traveled).
If you already possess the career skills that one of those talents grant you, must you pay the cost for that talent, or are you granted that talent without spending experience points?
For example, A Soldier Medic that takes recruit. Because he is already trained in Brawl, Melee, Ranged (Light), and Ranged (Heavy), he effectively already has the equivalent of both Basic Combat Training and Tactical Combat Training. Would he gain those Talents without spending experience points? Or would he still need to spend 5 experience points apiece for those talents?
I realize that he can always work his way down one pathway and work his way back up another to avoid spending experience points on talents that are unnecessary to him, but does he need to go to that trouble?
Hi Damon,
Good question.
Your proposed Soldier Medic would indeed need to purchase those talents to progress down those paths through the tree. Even though the soldier possesses the related career skills already, the character does not possess the talent named Basic Combat Training or Tactical Combat Training, so the character does not automatically gain those talents upon reaching them in the Recruit specialization tree.
Of course, the character certainly can purchase these talents to reach the ones below or, as you note, buy around them.
I hope that this helps!
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Max Brooke
RPG Producer
Fantasy Flight Games
Optical Camouflage System
“This attachment can be equipped on any type of armor, but it is nearly useless on laminate or plastoid heavy armor, which is often too bulky and loud to mask properly.”
What does this really mean? Should we only allow it to be applied to armors that have a base soak of 1 or less?
Hi Damon,
Another good question.
This means that the attachment grants no benefit to laminate or heavy battle armor, and other, similar types of armor at the GM’s discretion. Any armor that would logically make too much noise for the wearer to mask effectively gains no benefit from this attachment. While that includes many types of armor that has a soak of 2 or higher, it does not necessarily include all armor with soak 2 or higher. For more exotic types of armor not covered in the Core Rulebook, the GM must make a judgment call based on some combination of what makes the most sense and what will lead to the most fun for the group.
I hope that this helps!
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Max Brooke
RPG Producer
Fantasy Flight Games
Dodge.
Can Dodge (or Sidestep for that matter) be used in vehicle combat?
It seems to me that they cannot as they both refer to ranged combat checks, whereas Starship combat refers to making a combat check with vehicle weapons.
One of my players argues otherwise at least for the Dodge talent.
Hi Damon,
Good question.
Dodge, Sidestep, Defensive Stance, and other, similar talents that make the character personally harder to hit do not make a vehicle that a character is piloting harder to hit.
Dodge’s full text, for instance, reads “When targeted by a combat check (ranged or melee), the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in dodge.”
When a character’s vehicle is targeted with an attack, the character is not the target—the vehicle is—and so the condition under which Dodge can be activated (“When targeted by a combat check, the character may…”) is not met.
Note that if a vehicle does fire directly upon a character, rather than on a vehicle the character is piloting, a character can (and almost assuredly should) use the Dodge talent to try to avoid being struck and likely incapacitated.
I hope that this helps!
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Max Brooke
RPG Producer
Fantasy Flight Games
Pressure Point
EotE Core Rulebook page 141: “When making a Brawl check against a living opponent, the character may choose to forgo dealing damage as wounds, instead dealing the equivalent damage as strain, plus additional strain equal to his ranks in Medicine. These checks cannot be made with any weapons, but this strain damage is not reduced by soak.”
Does all of the damage inflicted ignore soak, or only the damage added from the Medicine Skill?
Is it effectively: The attack gains X Damage and Pierce X where X equals his Ranks in Medicine?
Or is it, the attack gains (Medicine Ranks in Damage) and Breach?
I would imagine that since Anatomy Lessons is in the same tree that you can spend a Destiny Point to boost that damage, but what about Soft Spot or Targeted Blow?
Does Feral Strength still add damage to Pressure Point as well?
Does the Cortosis attachment on armor prevent the bypassing of the target’s soak?
Hi Damon,
Good questions.
Pressure point reads: “When making a Brawl check against a living opponent, the character may choose to forgo dealing damage as wounds, instead dealing the equivalent damage as strain, plus additional strain in equal to his ranks in Medicine. These checks cannot be made with any weapons, but this strain damage is not reduced by soak.”
Thus, whenever the Doctor makes an unarmed Brawl check against a living opponent, first determine how much damage the attack would inflict. As normal, this takes the base damage for Brawl checks (Brawn + Successes), plus an additional damage from relevant talents and abilities (such as Anatomy Lessons, Feral Strength, Targeted Blow, Soft Spot, Wookiee Rage, etc). Then, the character’s player may decide to use Pressure Point to convert all of this damage into strain and add additional strain equal to the character’s ranks in Medicine. Then, the sum total of the strain the check inflicts ignores the target’s soak.
Note that this is meaningfully different from having the Breach quality, because armor with the Cortosis quality only affects weapons with the Pierce or Breach quality. Anything else that ignores soak still ignores soak against armor with the Cortosis quality.
I hope that this helps!
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Max Brooke
RPG Producer
Fantasy Flight Games
A/KT Shockrider Crash Suit and A/KT Wing Commander Armored Flight Suit
Both of these armors feature in the description the following Text:
“Thanks to its rugged construction and integrated armor, <Snip> suit reduces any strain received from Critical Hits dealt to the wearer’s vehicle by 1 (to a minimum of 1) and the flame-resistant coating reduces damage dealt to the wearer by fires and weapons with the Burn quality by 1.”
The only Critical Hit that I see that actually inflicts strain on a character aboard the ship is “10-18 Jostled: A small explosion or impact rocks the Vehicle. All crew members suffer 1 strain and are disoriented for one round.”
So, the protection from fires and the Burn quality I understand.
What exactly is the purpose of the other part? Since the minimum that can it be reduced to is 1 strain, and there is nothing that I see that deals more than 1 strain to the crew, what is the point?
Is there some other mechanic, that I might have missed, that applies additional strain to a character aboard a ship that has suffered a critical hit?
Hi Damon,
Good question.
Although only one result specifically calls out inflicting strain on the PC, the fact is that many of the results, from Major System Failure to Major Hull Breach to Fire! could easily cause conditions that result in the PC suffering strain (such as Suffocation, or Threat from various checks to avoid being set ablaze, hit by shrapnel, and the like). At the GM’s discretion, the Shockrider Crash Suit and A/KT Wing Commander Armored Flight Suit’s benefits would apply to such effects.
I hope that this helps!
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Max Brooke
RPG Producer
Fantasy Flight Games
Stacking Armor
I know that you do not stack the benefit of soak from two different armors that you may be wearing (someone else already asked that).
If you are wearing a Smuggler’s trench coat over Laminate Armor do you get the best of the Soak and the best of the Defense?
For example, while wearing that combination of armors, do you have a Soak of 2 and a Defense of 1?
AoR Core Rulebook page 183: When worn, armor’s encumbrance rating is reduced by 3 points.
Do you reduce each set of armor worn by 3? Or do you add the 2 armors encumbrance ratings together, then reduce by 3?
For example, while wearing that combination of armors, is the character’s encumbrance from armor 1 ((4-3) + (3-3)), or 4 ((4+3)-3)?
Hi Damon,
Rules as written, nothing actually allows a character to wear more than one set of armor at a time. Therefore, if a GM does not wish to allow a character to wear two sets of armor at once, it is well within the GM’s purview to say that the character must choose only one to wear.
If the GM does want to allow a PC to wear multiple sets of armor at once, a good rule of thumb is that a character can only ever benefit from one set of armor at any given time. In other words, if the character is attacked, only one worn set of armor provides defensive benefits against the attack (which includes soak, defense, and any other properties it might possess).
As to the matter of encumbrance, because wearing two sets of armor is already outside of the scope of the rules, I would personally recommend that the character reduce one piece of armor’s encumbrance by 3 as normal, but have to carry the full weight of the second piece armor because they cannot properly wear it. However, GMs must decide how to handle this exceptional situation as they see fit.
I hope that this helps!
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Max Brooke
RPG Producer
Fantasy Flight Games
DR-45 "Dragoon" Cavalry Blaster
Does it use attachments for Ranged (Light) weapons or Ranged (Heavy) Weapons or both?
If you could use its 3 HP for an Augmented Spin Barrel and a Fore Arm Grip for a potential for an Accurate 3 weapon, I'd be all over it. But, since it is a carbine I would assume that even if it can use Ranged (Heavy) attachments that it can't give it an Augmented Spin Barrel (even though it mentions it having a range-extending augmented spin barrel).
The fluff mentions it having the portability of a pistol with the range of a carbine. The portability I can see with it having an encumbrance of 1. Most pistols have medium range, as do all carbines (thus far). The Range is still only medium (again, even though it mentions it having a range-extending augmented spin barrel).
The only possible advantage that I see to this weapon is that if you rescue someone and you want to arm them, you have one weapon that can cover either skill.
Is there some subtle mis-translation of the fluff into the statistics of the weapon that I am missing?
Hi Damon,
Good questions. I’ll go through them in order.
Does it use attachments for Ranged (Light) weapons or Ranged (Heavy) Weapons or both?
Because it is essentially a rifle, it uses Ranged (Heavy) attachments as the default. However, at the GM’s discretion, it can be equipped with certain Ranged (Light) attachments that make sense. Additionally, if the GM feels that a certain Ranged (Heavy) attachment is inappropriate for it because it is a carbine (rather than a full-sized rifle), the GM should feel free not to allow those particular attachments.
Is there some subtle mis-translation of the fluff into the statistics of the weapon that I am missing?
The weapon’s statistics are correct as printed.
I hope that this helps!
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Max Brooke
RPG Producer
Fantasy Flight Games
Starship Sensors and Comms
On page 239 it describes Sensors and Comms, and state that Comms have a range equal to that of the sensors.
Is it always tied to that or just initially, and does that work both ways?
If you purchase the Upgraded Comms array attachment does that also increase the range of the ships sensors?
Or is it just supposed to be the Comms?
If you have a weapon with a range greater than your sensors can you not target things outside of your sensors range, or can you and there is just a penalty (Upgraded or increased difficulty, or setback dice)?
Example: YT-2400, Sensors: Short, Upgraded turrets have heavy laser cannons with advanced targeting arrays with sniper shot. Do you have to use the sensors in active mode (to boost them to medium range in a single arc) to be able to utilize the sniper shot mode to hit targets at medium range (in that arc)?
Hi Damon,
Good questions. I’ll answer them in order,
Starship Sensors and Comms On page 239 it describes Sensors and Comms, and state that Comms have a range equal to that of the sensors.
Is it always tied to that or just initially, and does that work both ways
Increasing the range of a vehicle’s comms does not increase that of its sensors. However, increasing that of its sensors would increase that of its comms.
If you have a weapon with a range greater than your sensors can you not target things outside of your sensors range, or can you and there is just a penalty (Upgraded or increased difficulty, or setback dice)?
Example: YT-2400, Sensors: Short, Upgraded turrets have heavy laser cannons with advanced targeting arrays with sniper shot. Do you have to use the sensors in active mode (to boost them to medium range in a single arc) to be able to utilize the sniper shot mode to hit targets at medium range (in that arc)?
Sniper Shot already includes an upgrade to the difficulty of the check, which reflects the difficulty of firing beyond optimal range. Further, keep in mind if something is outside of the sensor range of a ship, those aboard the vessel frequently do not know that it is there to shoot at it.
However, if they do end up in a situation where they are attempting to fire at something they cannot “see”, without the aid of Sniper Shot or a similar ability, the GM is certainly encouraged to add a number of setback dice to the check to reflect the negative circumstances (in this case, the inability to see the target).
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Max Brooke
RPG Producer
Fantasy Flight Games