[SPOILERS]: Star Wars: Rebels - Thoughts?

By GM Hooly, in Star Wars: Edge of the Empire RPG

You make a good point that it's possible with a Y-Wing but with the many caveats of having a character that has 5 Agility, being mostly through a Pilot specific spec tree giving them a bunch of ways to enhance their combat & a pilot droid brain installed, still with the idea that you got 5 success + 2 adv/1 tri + had enough destiny points to flip + success on all other checks in the encounter + you don't get defeated in 1 round of combat.

Personally, I don't suspect things will go as smoothly in one's favor since dice are involved but it's certainly possible with all of those things that you can deal a hefty blow to a Vigil-Class's system strain.

I guess it's also good to remind myself that the Imperial Light Cruiser apparently can't handle 2 proton torpedoes in the show. It's supposed to be pretty weak.

Largely for two reasons, proton torpedos are really good against slow moving targets, much like a compressed turbolaZer and that the empire by large didn't care for fighters, frequently underestimating them

Edited by LordBritish
1 hour ago, GroggyGolem said:

You make a good point that it's possible with a Y-Wing but with the many caveats of having a character that has 5 Agility, being mostly through a Pilot specific spec tree giving them a bunch of ways to enhance their combat & a pilot droid brain installed, still with the idea that you got 5 success + 2 adv/1 tri + had enough destiny points to flip + success on all other checks in the encounter + you don't get defeated in 1 round of combat.

Personally, I don't suspect things will go as smoothly in one's favor since dice are involved but it's certainly possible with all of those things that you can deal a hefty blow to a Vigil-Class's system strain.

I guess it's also good to remind myself that the Imperial Light Cruiser apparently can't handle 2 proton torpedoes in the show. It's supposed to be pretty weak.

Yeah, the Kittens are supposed to be pretty weak and light and rebels shortens the space battles with reducing the shots needed to kill something by factor two or three.

BTW a Y-Wing Ace: Gunner at work, making use of all those ranks in gunnery and true aim: http://game2.ca/eote/?montecarlo=100000#proficiency=6&ability=1&boost=1&difficulty=1 :D

23 minutes ago, SEApocalypse said:

Yeah, the Kittens are supposed to be pretty weak and light and rebels shortens the space battles with reducing the shots needed to kill something by factor two or three.

BTW a Y-Wing Ace: Gunner at work, making use of all those ranks in gunnery and true aim: http://game2.ca/eote/?montecarlo=100000#proficiency=6&ability=1&boost=1&difficulty=1 :D

Doesn't show the end result but holy Force ghost! Them dice!

12 hours ago, GroggyGolem said:

Doesn't show the end result but holy Force ghost! Them dice!

Just hit the "generate" button and you see the chances for each result.

It's just gunnery 4 and agi 4, 2 ranks of true aim from the gunner spec, 1 rank from the Advanced Targetting Array and 2 upgrades from the same attachment. So 5 upgrades, gunnery 4 and agi 4. Pretty average 150xp knight level gunner. Those guys really know how to shoot …not even dedication for agi 5 yet. ;-)

Silly it gets when you combine gunner with sharpshooter. ^_^ At about 300XP gained you have Agi 5, Gunnery 5, and 7 upgrades on your shot. So an 8% chance to deal 2x 15 ion damage in one shot. Give the man quad-medium lasers and you takes out a CR90 in one volley half the time. I am only exaggerating slightly here; You most likely still would need dead to rights and tons of destiny points and that is more in the 500xp gained range :D

http://game2.ca/eote/?montecarlo=100000#proficiency=8&ability=1&boost=2&difficulty=1

Now that is not a good pilot, but a dream to have as gunner in the field, sniper on the ground and sniper in the air. Perfect to have on that Ion Turret in a Y-Wing and even more perfect to have on that Quad-Turbolaser or Ion in your Gozanti, well worth to spend three hardpoints for if you have such a character in the group. ^_^

XD Yeah my groups don't necessarily upgrade with such focus. It's more stuff they decide on each time, often different choices depending on what they feel they need. One group is at 245xp earned and I think we have one player with YYY in Gunnery. No ion weaponry at the moment though.

20 hours ago, SEApocalypse said:

Silly it gets when you combine gunner with sharpshooter. ^_^ At about 300XP gained you have Agi 5, Gunnery 5, and 7 upgrades on your shot. So an 8% chance to deal 2x 15 ion damage in one shot. Give the man quad-medium lasers and you takes out a CR90 in one volley half the time. I am only exaggerating slightly here; You most likely still would need dead to rights and tons of destiny points and that is more in the 500xp gained range :D

http://game2.ca/eote/?montecarlo=100000#proficiency=8&ability=1&boost=2&difficulty=1

Now that is not a good pilot, but a dream to have as gunner in the field, sniper on the ground and sniper in the air. Perfect to have on that Ion Turret in a Y-Wing and even more perfect to have on that Quad-Turbolaser or Ion in your Gozanti, well worth to spend three hardpoints for if you have such a character in the group. ^_^

Which also looks like this:

Quote

./dicecalculator.rb -D:PPPPPPPPABBD -T:SSSSSSSSAA

++++RESULTS for Dice Pool: PPPPPPPPABBD++++

Total Chance of Success: 99.94%

Total Chance of Advantage: 99.55%

Total Chance of Threat: 0.08%

Total Chance of Failure Symbol: 0.01%

Total Chance of Reaching Target (SSSSSSSSAA): 47.4%

Total Triumph Chance: 50.15%

++++++++++++++

So, you basically have nearly a 50/50 chance of Eight Successes plus Two Advantage on that roll.

20 hours ago, SEApocalypse said:

Silly it gets when you combine gunner with sharpshooter. ^_^ At about 300XP gained you have Agi 5, Gunnery 5, and 7 upgrades on your shot.

I’m actually about to go this route in our Roll20 game. Or at least, I’m seriously thinking about it.

But we don’t allow the ATA to stack on top of personal ranks of True Aim — either you use the ATA or you use your own personal ranks, but not both.

However, Hired Gun:Mercenary Soldier has another two ranks of True Aim, so that could be six ranks total, just out of three specializations. And I think there’s at least one or two more ranks you could get elsewhere.

I’m also looking at Precise Aim, which looks like it would stack nicely with True Aim.

Precise aim does stack up nicely, but is rather strain intensive if there would be away to pick up more than two ranks in it and keep all those true aim ranks, but as it is it should be more of an option for crit builds, assassin + executioner would pair up nicely with 4 ranks for precise aim and 6 ranks of lethal blows + marked for death. With two risputer pistols you have a pretty good chance to kill two targets each round at short range with a 151+ crit.

That actually sounds like a really fun character.

There in lies our groups problem with True Aim.

Oh, it's a great talent...too great. Every other talent that allows upgrades and the like are strain intensive, except true aim.

We have house ruled it to cost 1 strain per rank used and it has worked like a charm. Makes it very useful still, but brings in line with the other talents and makes it a bit more thematic,

1 minute ago, Jareth Valar said:

There in lies our groups problem with True Aim.

Oh, it's a great talent...too great. Every other talent that allows upgrades and the like are strain intensive, except true aim.

We have house ruled it to cost 1 strain per rank used and it has worked like a charm. Makes it very useful still, but brings in line with the other talents and makes it a bit more thematic,

That or you just incapacitate the players with True Aim first before you move on to the others. :)

4 minutes ago, Jareth Valar said:

There in lies our groups problem with True Aim.

Oh, it's a great talent...too great. Every other talent that allows upgrades and the like are strain intensive, except true aim.

We have house ruled it to cost 1 strain per rank used and it has worked like a charm. Makes it very useful still, but brings in line with the other talents and makes it a bit more thematic,

If lethal blows, jurry rigging, deadly accuracy and all those other power talents would not be in game. I kind of would agree. But the way things are? Crit builds run just fine without spending strain nor maneuvers. I would argue that on personal scale combat just grabbing 6-9 ranks of lethal blows is more effective than grabbing 6 ranks of true aim.

Aye, to put in perspective, my PC has a effective crit rating of +50 with a lightsaber or alternative crit 1 weapons. Last session via 4 advantage I was able to crank it all the way up to +110 on a single attack roll, instant gibbing a rival class wolf. I rarely take full advantage of my obserd Crit rating, I just sometimes play it against vicious foes and occassionally to remind myself that I'm pretty good. XD

TBH I don't think precise aim is worth the strain spent on it. True aim is debateable but given that they belong to hardline combat classes I would expect them to have abilities in line with the best talker/slicer. This system isn't all about combat, so I would only expect 1/2 PC's per group of 4/5 to be specialised in it.

I've found that Precise Aim isn't really very attractive. True Aim, OTOH, is pretty sweet. Lethal Blows is also a killer (pun intended) if you build and equip to take advantage of it. And then there's always that jackhole that brings a planetary scale weapon to a gunfight...

ops I posted it again.

Edited by LordBritish

Not sure what this has to do with Rebels ...

Got sidetracked from a discussion about the feasibility of the y-wings taking down shields on the light cruiser with 2 shots. Then it diverged from there.

Oh good, Rebels just broke the PRIME rule about men's rooms - no talking while another man's hands are on his junk. Good job, AP-5!

Also, did the ending with AP-5 drifting through space strike anyone else a lot like the end of Dark Star?

Edited by Desslok

No surf board, though.

It seemed more like a joke about this being a Disney show, with the character breaking into song and the "birds" landing on him, only to get cut off by his unceremonious retrieval.

That ISB listening ship though ... :ph34r:

That moment when the droids begin arguing by quoting the lyrics to this

Edited by GroggyGolem


And it fitted so well with the song at the end ^-^

So somehow running a power surge through the slaved droid blows up the remote operating ship but not the droid itself... Stupid. Really, really stupid.

This episode is going to be considered non-canon for me. It didn't happen, at least not this way.

So much wrong with it. Real-world lyrical references, hacking can blow up a starship using some sort of droid-transceiver feedback hand-wave, and no one noticed the shuttle pilot was wearing a TIE pilot uniform. Entire episode was just silly like one of the usual writers decided to let his 12 year old child give it a go*.

*The more I think of it, that would explain the entire tone of the episode.

4 hours ago, Jegergryte said:

That ISB listening ship though ... :ph34r:

This part I did like. It had me thinking it was a Gozanti with several sensor and comms attachments from various books.

Edited by Sturn
2 hours ago, HappyDaze said:

So somehow running a power surge through the slaved droid blows up the remote operating ship but not the droid itself... Stupid. Really, really stupid.

Odd, not the episode I have watched, but maybe you had a different lense to view the episode through …