Fly Casual!!

By kinnison, in Star Wars: Edge of the Empire RPG

I don't think Devaronians particularly fit the Bounty Hunter or Technician books very well, and it isn't like Devaron is in a part of the galaxy that would get a source book. Introducing them in AoR or FaD seems out of place too.

I can see Devaronians in Force and Destiny for the simple fact that most of the species included in that are near-humans with some superficial addition to their heads.

It's annoying (a bit) reading Lords of Nal Hutta and coming across a Devaronian NPC but not having the means to create a Devaronian character. That sort of thing rubs me the wrong way.

I've felt that way since the Gamorrean NPC in the core rule book.

I picked up my copy Saturday but I am currently AFB and I need some info. Can someone give me the short description for the "Sorry about the Mess" talent?

Edited by kaosoe

I picked up my copy Saturday but I am currently AFB and I need some info. Can someone give me the short description for the "Sorry about the Mess" talent?

Book and I have been reunited. I got the answer I needed.

I picked up my copy Saturday but I am currently AFB and I need some info. Can someone give me the short description for the "Sorry about the Mess" talent?

Book and I have been reunited. I got the answer I needed.

... and?!

I picked up my copy Saturday but I am currently AFB and I need some info. Can someone give me the short description for the "Sorry about the Mess" talent?

Book and I have been reunited. I got the answer I needed.

... and?!

"Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter"

It's essentially the "Han shot first" talent*.

*were Greedo a minion, or Han having scored several advantages/ranks in lethal blows/ect...

Edited by kaosoe

I picked up my copy Saturday but I am currently AFB and I need some info. Can someone give me the short description for the "Sorry about the Mess" talent?

Book and I have been reunited. I got the answer I needed.

... and?!

"Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter"

It's essentially the "Han shot first" talent*.

*were Greedo a minion, or Han having scored several advantages/ranks in lethal blows/ect...

Considering that quote was from Han afterwards to the bar-tender that sounds about right. :D

Of course, the true answer is not "Han shot first" it is simply "Han shot." :ph34r:

Thanks mouthymerc.

Looks like there's a nice host of options to pick from for a starting group, which is always a plus.

Yea! :) I discovered a package from miniature market came today with my copy of Fly Casual. Unfortunately, I have to wait until I get off work and get home to check it out... (Oh, and spend family time... That sort of thing.... Lol) dang it! Lol

Okay, follow-up question.

Of the new ships/freighters, which of these are eligible as a group's starting vessel, i.e. have a cost of 120,000 credits or less?

I'm hoping the answer is a significant number, as the more options beyond "YT-1300" the better.

I want that droid disguise in the final image of the article published today!

I feel like the droid is disguising himself as an Imp officer in that piece. Not the other way around.

can someone give more stats on the hwk-1000 &yt-2000 like hard points and strain threshold and what makes the yt-2000 fast but finicky?

CEC HWK-1000 Light Freighter

Silhouette: 4

Speed: 5

Handling: +1

Defense (Fore/Port/Starboard/Aft): 1/-/-/1

Armor: 3

Hull Threshold: 18

SS Threshold: 15

Hull Type/Class: Freighter/HWK-1000

Manufacturer: Corellian Engineering Corporation

Hyperdrive: Primary: Class 1, Backup: Class 12

Navicomp: Yes

Sensor Range: Short

Ship’s Complement: One pilot, one co-pilot/navigator

Encumbrance Capacity: 100

Passenger Capacity: 4

Consumables: Six months

Price/Rarity: 120,000 ® credits/10

Customization Hard Points: 5

Weapons: None

YT-2000 Light Freighter

Silhouette: 4

Speed: 3

Handling: +0

Defense (Fore/Port/Starboard/Aft): 1/-/-/1

Armor: 3

Hull Threshold: 24

SS Threshold: 14

Hull Type/Class: Freighter/YT-2000

Manufacturer: Corellian Engineering Corporation

Hyperdrive: Primary: Class 2, Backup: Class 12

Navicomp: Yes

Sensor Range: Short

Ship’s Complement: One pilot, one co-pilot/engineer

Encumbrance Capacity: 170

Passenger Capacity: 7

Consumables: Three months

Price/Rarity: 120,000 credits/5

Customization Hard Points: 5

Weapons: Dorsal and ventral turret-mounted twin medium laser cannons

As for the rest, you kind of have to read the fluff and make up your own mind. For example, there’s a reason why the YT-1000 is Rarity 10.

Edited by bradknowles

This supplement is great and essential to the way I want to run my game. It's not often I read a book cover-to-cover the afternoon I get it.

Hmmm....HWK-290 + Tricky Target talent + Nightwraith Coating + ECM Suite = Silhouette 0.

I think I like that, 4 purples vs. TIEs and 5 vs. anything else.

Woot! Just got my copy. Now, if you'll excuse me, I'll be in my room. . . .

I just wanted to point out that "Rebels" features a recurring character - a smuggler who hooks up the Ghost crew on occasion - and guess what?

He's a Devaronian.

So that's Vilmahr Grahrk and, now, Vizago.

What the hell, FFG? That out-of-nowhere Gotal choice continues to tick me off something serious...

Also, since no one has yet to respond to my earlier post? And I don't have the Fly Casual book yet?

Is there any 'fluff' on smuggling techniques ... such as attaching your freighter (like the Falcon to that Star Destroyer in ESB) on traveling ships to sneak past blockades, customs agents, port authorities, etc.?

Or more info on secret compartments? Making contacts? Delivering loads? Dropping off loads? Avoiding Imperial entanglements?

While I realize a lot of you are so enamored with the bright, shiny new stats for ships, aliens, specializations, and the like, I want this SMUGGLING book to give me the most out of the SMUGGLING career.

Gunslingers, card players, and charmers really have nothing to do with SMUGGLING.

(Honestly, FFG should have created a Scoundrel career choice and made a Smuggling specialization. Because while a Scout and Fringer are definitely Explorers - for instance - a Gambler and Gunslinger are not necessarily Smugglers...)

Also, since no one has yet to respond to my earlier post? And I don't have the Fly Casual book yet?

Is there any 'fluff' on smuggling techniques ... such as attaching your freighter (like the Falcon to that Star Destroyer in ESB) on traveling ships to sneak past blockades, customs agents, port authorities, etc.?

Or more info on secret compartments? Making contacts? Delivering loads? Dropping off loads? Avoiding Imperial entanglements?

While I realize a lot of you are so enamored with the bright, shiny new stats for ships, aliens, specializations, and the like, I want this SMUGGLING book to give me the most out of the SMUGGLING career.

Gunslingers, card players, and charmers really have nothing to do with SMUGGLING.

(Honestly, FFG should have created a Scoundrel career choice and made a Smuggling specialization. Because while a Scout and Fringer are definitely Explorers - for instance - a Gambler and Gunslinger are not necessarily Smugglers...)

It has some discussion on how to smuggle, including modifying hyperdrive signatures, travel times, astrogation information, and rates for smuggling payouts. I haven't finished reading all of it, but it seems on par with the latest career guides.

It does have other new rules for the new specializations also.

While I agree with you on the terminology dichotomy, the book is a good supplement for the complete career.

Thanks for the reply, FangGrip.

It's nice to see someone else agrees with me regarding a Scoundrel career leading to a Smuggling specialization rather than a Smuggler career leading to a Scoundrel specialization. Again, thieves, gamblers, gunslingers, and charmers are ALL scoundrels. But they don't - and shouldn't - necessarily have to be smugglers... Oh well.

Anyway, I just found out I had a package for me waiting; it was the Fly Casual sourcebook. And it looks fairly solid.

Although...

I couldn't find ANY info on the 'landing claw' used by the Falcon in ESB. Have I missed this? Is this ship modification in any of the other sourcebooks? (Or even the core rulebook?) If not, it absolutely needs to be included in a future supplement!

Along with playable Devaronians!

(Honestly, FFG should have created a Scoundrel career choice and made a Smuggling specialization. Because while a Scout and Fringer are definitely Explorers - for instance - a Gambler and Gunslinger are not necessarily Smugglers...)

LoL I was thinking this last night. The career should have been named Scoundrel, and the Scoundrel spec should have been named Smuggler. But that's just semantics. Smuggler is my favorite career and Fly Casual, so far, is the bestest book. (Depending on what the Tech book will offer...)

The book does have quite a bit on the actual art of smuggling towards the rear, past all the stats for ships and gear. There is even half a page devoted to transponder codes and how to add and/or change them, which I was really hoping for. There are some brief descriptions of different smuggling cartels and smuggler nemesis types. Lot of great info on flying through hyperspace, with a lovely couple charts of typical hyperflight times from various points in the galaxy to others.

The three new specs are very fun looking. Gunslinger was the one I was looking most forward to. It's a bit different than I was expecting, but I like it. I was surprised to not see Point Blank or True Aim on it, but I do like the "unique" new talents. Charmer and Gambler both look very fun. The Gambler talents are great because they let you play with the actual dice rolling in the game. Charmer looks like a spec one of my player may latch onto.

I'm happy for three new species choices. Sure, Devaronian probably could have been a more apt choice than Quarren or Gotal for this book, but all in good time!

This book quickly following Lords of Nal Hutta is absolutely perfect timing for my game!

I couldn't find ANY info on the 'landing claw' used by the Falcon in ESB. Have I missed this? Is this ship modification in any of the other sourcebooks? (Or even the core rulebook?) If not, it absolutely needs to be included in a future supplement!

I've always considered the "landing claw" to be standard landing gear. With the broad spectrum of planets in the SW Galaxy, it makes sense that craft with landing gear would have claws or other gripping devices on them in order to gain purchase in some of the more difficult terrain types.

I'm torn on the Gambler tree. I love that Dedication isn't a top tier talent, but I find it odd that you can get Supreme Double or Nothing without getting the normal or improved versions. In fact, once you pick up the 20 point Second Chances you can spend either 25 to get Improved DoN or 25 to get Supreme DoN AND Natural Rogue. I'm sure there will be endless debates on this tree and the proper way to go through it. At least it's a good tree and if I was playing a gambler I'd want every talent in the tree.

Have you checked the Long Version descriptions? It might be listed as a requirement.