I've already got a document titled that on my computer.. but it's more of an unfinished script...
Someone should bother me to finish it....
Edited by GhostofmanI've already got a document titled that on my computer.. but it's more of an unfinished script...
Someone should bother me to finish it....
Edited by GhostofmanI've already got a document titled that on my computer.. but it's more of an unfinished script...
Someone should bother me to finish it....
Ghostofman... Finish it and be a good boy!
![]()
+1
I've already got a document titled that on my computer.. but it's more of an unfinished script...
Someone should bother me to finish it....
Ghostofman... Finish it and be a good boy!
There's also the Ghost in the SW:Rebels. The new "machine in the Ghost" short shows the freighter taking a bunch of hits.
Edited by LethalDoseBut is that because it's a tough ship, or is it because it's a "star" ship?
There's also the Ghost in the SW:Rebels. The new "machine in the Ghost" short shows the freighter taking a bunch of hits.
Protagonist's ship, so, it has armor of plot.
A rule that I'll include in my campaign is adding the handling value of the target ship defense. It seems to balance fighters somewhat.
A Y-Wing has 1 defense and 0 handling so it has 1 total defense. 3 armor and 12 hull.
A Tie Fighter has 0 defense and 3 handling so it has 3 total defense. 2 armor and 6 hull.
A A-Wing has 1/0 defense and 3 handling so it has 4/3 total defense. 2 armor and 6 hull.
A X-Wing has 1 defense and 1 handling so it has 2 total defense. 3 armor and 10 hull.
etc...
The other rule that I think I'll include is that instead of using the target ship speed for difficulty, I'll do an opposed pilot skill test for the Gain the Advantage action.
Overall, fast and nimble fighters should be much harder to hit but when you do hit them, they go ka-boom!
Don't forget the squad rules. Gives your PC s armor in the form of npcs
I was thinking about it, and man, it would be really neat to see something like the Parry/Reflect rules from F&D for starfighters.
Something to represent turning fatal blows into glancing ones.
I mean, Parry really solves the same problem that Starfighters have, but on the personal scale: If you get hit by a Lightsaber, you are pretty much almost dead, and the Parry talent is a brilliant solution to it. It would also give something for the pilot to spend strain on.
Restrict it to speed 4 or higher vehicles, and maybe even silhouette 3 or lower, to keep freighters from being super super tough.
Edited by Emperor NortonI think that I posted this in House Rules, but, here's the patch that we are trying to add (we are studying it yet).
- Base difficulty to hit is modified by:
Speed Diference: A speed 4 atacking a speed 6 starfighter, will increase difficulty by 2 (One per point).
- Added a new atribute to equipment:
Targeting Computer: Each level reduces 1 point speed difference.
What do you think?
Edited by Josep MariaA really good R2 unit in X-Wings (or another crew member in Y-Wing) can do wonders - there is a tech talent (sorry, I'm away from thebook, so can't check the name) that allows changing damage into strain damage. Then this mechanic can repair the strain damage easily and more than once per encounter.
I think the talent you're looking for is 'Hold Together' , it allows Hull Trauma to be turned into System Strain, but it costs a DP per use. Although if a NPC has it, it might be no cost. That would indeed be an epic astromech droid, and most likely a game changer/breaker.
Wow, Hold Together really is a great Talent for starship combat, especially given that the same guy probably has multiple ranks of Fine Tuning (when reducing system strain, additionally reduce by ranks of Fine Tuning). That said, I suspect he'll be found primarily in freighters and larger ships, as something like a Y-Wing would probably prefer a Gunner as a co-pilot, and outside of R2 I doubt many astromechs have made it to the bottom of the Engineer tree.
Who knows? Maybe we'll see something like this in a Co-Pilot spec for Stay On Target? A mix of Engineer/Mechanic damage-reducing abilities and some Gunnery talents? An Engineer/Mechanic astromech droid might make an awesome PC if one of the PC's is an X-Wing pilot.
You guys really should look at the squad rules... They accomplish what you want. And minion s die on behalf of the pcs
You guys really should look at the squad rules... They accomplish what you want. And minion s die on behalf of the pcs
I disagree. Its "NPCs as ablative armor". Yeah, the player characters are important because its their story, but I kind of draw the line at PCs using NPC lives as an HP stat. Unless you want to run a game that is 99% the players roleplaying writing letters back to the families of the pilots they got killed. If I play a game that has the characters with a squadron, I would want that squadron to be NPCs they can interact with, not ones they expect to die so why bother.
Also, it takes away from being a super badass fighter pilot if you NEED squad rules to even survive. We can make characters that could take out a dozen stormtroopers alone with enough XP. The same for starfighters is just not really true.
Edited by Emperor Nortonuhhh That is what narrative is for. out of combat they are still npcs the players can interact with.
And the squad rules give you exactly what you see in the movies. because starfighters ARE very fragile. Because they are in the movies.
You guys really should look at the squad rules... They accomplish what you want. And minion s die on behalf of the pcs
An ace pilot should be protecting his squadron mates, not relying on them for survival. Just like a Jedi leading a squad of Clone Troopers can use his Reflect talent to reduce the damage his squad takes. You see Anakin and jedi like Plo Koon do this all the time.
You guys really should look at the squad rules... They accomplish what you want. And minion s die on behalf of the pcs
An ace pilot should be protecting his squadron mates, not relying on them for survival. Just like a Jedi leading a squad of Clone Troopers can use his Reflect talent to reduce the damage his squad takes. You see Anakin and jedi like Plo Koon do this all the time.
Then obviously you are missing the narrative side of things. The Squad rules narratively speaking is not you jumping behind your buddies but your buddies jumping in front of you. Do not conflate mechanics as to what is happening narratively.
Yes, the way I look at it, the Squad rules represent a squad which has a specific task and is trying to accomplish a certain thing, and they're going to keep going as long as there is anyone left in the squad to do it.
Then obviously you are missing the narrative side of things. The Squad rules narratively speaking is not you jumping behind your buddies but your buddies jumping in front of you. Do not conflate mechanics as to what is happening narratively.
A minion is dying mechanically and, thus, a minion is dying narratively. There is no difference.
A jedi with Reflect can protect his squad because the individual minions cannot be targeted separately. In the shows, Anakin, or some other pilot, can similarly protect his squadron by zipping around and blasting the droids before they can attack his squadron mates. So, while there is a mechanic to allow certain character to protect their squad in personal scale, there is no corresponding mechanic to allow the same type of action in starfighter combat. There probably should be.
Edited by HedgehobbitTechnically the leader's ranks of Defensive Driving and Tricky Target (or even Supreme Evasion) apply to the entire unit, so a talented leader does help some.
Then obviously you are missing the narrative side of things. The Squad rules narratively speaking is not you jumping behind your buddies but your buddies jumping in front of you. Do not conflate mechanics as to what is happening narratively.
A minion is dying mechanically and, thus, a minion is dying narratively. There is no difference.
A jedi with Reflect can protect his squad because the individual minions cannot be targeted separately. In the shows, Anakin, or some other pilot, can similarly protect his squadron by zipping around and blasting the droids before they can attack his squadron mates. So, while there is a mechanic to allow certain character to protect their squad in personal scale, there is no corresponding mechanic to allow the same type of action in starfighter combat. There probably should be.
The difference is in the narrative. The minion is dying because they jumped into the line of fire to protect their leader. Just like happens all the time in the clone wars cartoons. Yes mechanically the player said one of their minions takes the hit. But narratively that represents the minion sacrificing themselves to win the day. Not the player jedi ducking behind the minion.
Of course on the sith side it totally is the sith ducking behind their minion to save themselves.
I don't want to play the story of "I would have died if not for the hundreds of peons over the years that jumped in front of the shot for me", I want to play the story of my character being a badass in his own right.
The squadron rules are about keeping a PC active through no skill of their own.
The squadron rules are about keeping a PC active through no skill of their own.
No Piloting skill perhaps, but Leadership is a must if you want to keep those schmucks willing to die for you. ![]()
I personally wouldn't mind seeing a rule like:
Each time you are hit, the pilot may take (7-Pilot Ranks) strain to reduce the damage by (2 + Handling). Restrict it to Silhouette 4 or lower ships (not that there are a lot of bigger ships that have enough handling to make it matter).
It would keep PC ships in the game longer, while minion ships it wouldn't really matter much since they can't take much strain anyway since it goes directly to their wounds.
Would be even cooler as a talent, but the ship has kind of sailed on that since we already have so many pilot specs.
Also it would make enemy Ace pilots in highly maneuverable ships like TIE Interceptors awesomely dangerous.
Edited by Emperor Norton