Sentinel Event

By HappyDaze, in Star Wars: Age of Rebellion RPG

The Sentinel appears pretty screwed up. It looks like most of the Lambda stats got copy/pasted over it. It currently has the same cargo capacity, passengers, and armament as the Lambda. **** shame.

Well, that's unfortunate, given that my Players are jetting around in a Sentinel-class at the moment. No matter, though; it shouldn't be too hard to write up new stats.

So... I just flipped through a copy of AoR at the game store and it looks like the Sentinel got corrected in the newer printing. Now it's a real shame that there doesn't seem to be an errata document with the corrections available for those that have the older printing.

So, is anyone with the newer printing able to put up the corrected version (the one with Passengers: 54) for everyone to share?

You know I noticed this yesterday when I was looking at ships in the book again. Didn't give it much thought as the power in my house had gone out. But now I want to know the new stats too.

I have a new one. Here's a few of the changes, from the ones HappyDaze listed. To avoid trouble I didn't put up the full stats.

Encumbrance Capacity: 500

Passenger Capacity: 54

Weapons: Forward-mounted retractable medium laser cannon battery [Fire arc forward, Standard Medium laser cannon with linked 3]

Retractable dorsal twin light ion cannon turret [Fire arc all, Light Ion canon with linked 1]

Retractile ventral heavy repeating blaster turret (uses personal scale) [Fire arc all, Heavy Repeating Blaster from the core book, without cumbersome of course)

Forward mounted concussion missile launchers [Fire arc forward, like the standard conclusion launcher but with limited ammo 8 instead of 3, and linked 1].

Hope this helps :)

Edited by Imperial Stormtrooper

Thank you very much, that is awesome!

To avoid trouble I didn't put up the full stats.

You can't get in trouble for putting up errata. I would very much like to see the full stats posted.

Silhouette, Speed, HT Threshold, SS Threshold, and Hyperdrive are all the same as the Lambda.

In addition to what I posted above.

Handling: -1

Def Fore/Aft: 2/2

Armor: 5

Sensor Range: Close

Ship's Complement: One pilot, one co-pilot, three gunners

Consumables: One month

Price/Rarity: 240,000 credits ®/7

Customization Hard Points: 0

Many thanks! That information is way overdue and greatly appreciated.

That's a pretty impressive ship... if not for the zero hard points, but if you take the modder spec and make this your signature vehicle you could put 2 hard points on it. Of course there's that pesky restricted on this thing so the imps are bound to come a knocking

That's a pretty impressive ship... if not for the zero hard points, but if you take the modder spec and make this your signature vehicle you could put 2 hard points on it. Of course there's that pesky restricted on this thing so the imps are bound to come a knocking

It's also a bit interesting that the Sensor Range is only Close, but since the rules on sensors are utter crap, that probably doesn't matter too much.

That's a pretty impressive ship... if not for the zero hard points, but if you take the modder spec and make this your signature vehicle you could put 2 hard points on it. Of course there's that pesky restricted on this thing so the imps are bound to come a knocking

It's also a bit interesting that the Sensor Range is only Close, but since the rules on sensors are utter crap, that probably doesn't matter too much.

Now someone tell FFG to update their own errata pdf °_^

Errata from https://www.fantasyflightgames.com/en/products/star-wars-edge-of-the-empire/

That's a pretty impressive ship... if not for the zero hard points, but if you take the modder spec and make this your signature vehicle you could put 2 hard points on it. Of course there's that pesky restricted on this thing so the imps are bound to come a knocking

It's also a bit interesting that the Sensor Range is only Close, but since the rules on sensors are utter crap, that probably doesn't matter too much.

If you use the sensor rules, you run quickly into the issue that the empire is basically blind and can be avoided easily unless you fly voluntary closer than about 50km on planets and a few hundred km in space to the few large vessels they have. The lack of ships and/or equipment to counter stealth technology is … depressing. See my TIE/RC topic as first to update the imperial arsenal with actually useful ships to counter this issue.

https://community.fantasyflightgames.com/topic/240128-tierc-recon-starfighter-from-weg-strike-force-shantipole/

Edited by SEApocalypse

I ask them about the errata once per quarter. I've heard nothing back on it.

Now someone tell FFG to update their own errata pdf °_^

Errata from https://www.fantasyflightgames.com/en/products/star-wars-edge-of-the-empire/

That's a pretty impressive ship... if not for the zero hard points, but if you take the modder spec and make this your signature vehicle you could put 2 hard points on it. Of course there's that pesky restricted on this thing so the imps are bound to come a knocking

It's also a bit interesting that the Sensor Range is only Close, but since the rules on sensors are utter crap, that probably doesn't matter too much.

If you use the sensor rules, you run quickly into the issue that the empire is basically blind and can be avoided easily unless you fly voluntary closer than about 50km on planets and a few hundred km in space to the few large vessels they have. The lack of ships and/or equipment to counter stealth technology is … depressing. See my TIE/RC topic as first to update the imperial arsenal with actually useful ships to counter this issue.

https://community.fantasyflightgames.com/topic/240128-tierc-recon-starfighter-from-weg-strike-force-shantipole/

Don't forget about active scans for sensors (pg.239 AoR core) they increase the range band by one but only work in that arc, that means ships with long range sensors (which have a range of thousands of km's in the core book) can get to extreme range with sensors, this makes sense if the ships are patrolling/searching or guarding something, it would allow for ships to actually see a fair amount of the star system around them. It makes sensors somewhat useful, since once you get to extreme range sensors can go as far as the GM wants (I don't see any reason why they couldn't be infinite since extreme is anything beyond long, but I would probably x2 or x3 their range, rather than infinite).

Edited by Imperial Stormtrooper

There are few PC-viable starting ships with Sensor Range: Long. Most are Short with a few that fall to Close or rise to Medium.

Thousands of km does not even cover the distance between earth and moon. That's on average 384,402 km. A single star destroyer will not even cover a single planet, but what it can cover rather well is the hyperlane which leads to that planet.

And at least if I understand the rules right is the active range based on the passive range, thus all those funny mods which reduce passive range, will help against active scanners indirectly as well.

Thousands of km does not even cover the distance between earth and moon. That's on average 384,402 km. A single star destroyer will not even cover a single planet, but what it can cover rather well is the hyperlane which leads to that planet.

And at least if I understand the rules right is the active range based on the passive range, thus all those funny mods which reduce passive range, will help against active scanners indirectly as well.

Well, you don't actually reduce the range of the sensors, just the range the passive sensor will detect you. If they have Sensor Range: Long, they will only pick you up on passive sensors out to Medium, but they can still do an active sensor sweep out to Extreme. Stealth works best when they are not actively hunting for you.

Thousands of km does not even cover the distance between earth and moon. That's on average 384,402 km. A single star destroyer will not even cover a single planet, but what it can cover rather well is the hyperlane which leads to that planet.

And at least if I understand the rules right is the active range based on the passive range, thus all those funny mods which reduce passive range, will help against active scanners indirectly as well.

Well, you don't actually reduce the range of the sensors, just the range the passive sensor will detect you. If they have Sensor Range: Long, they will only pick you up on passive sensors out to Medium, but they can still do an active sensor sweep out to Extreme. Stealth works best when they are not actively hunting for you.

I would agree, also thinking about it, I would run it so that active sensors would be able to cover most of a star system (at least if in passive mode they worked at long, maybe for medium depending on the situation depending on the situation), but not passive.

Thousands of km does not even cover the distance between earth and moon. That's on average 384,402 km. A single star destroyer will not even cover a single planet, but what it can cover rather well is the hyperlane which leads to that planet.

And at least if I understand the rules right is the active range based on the passive range, thus all those funny mods which reduce passive range, will help against active scanners indirectly as well.

Well, you don't actually reduce the range of the sensors, just the range the passive sensor will detect you. If they have Sensor Range: Long, they will only pick you up on passive sensors out to Medium, but they can still do an active sensor sweep out to Extreme. Stealth works best when they are not actively hunting for you.

I see, that's where my mind took a leap of logic. Thanks for pointing it out.