Hey all. New member but long-time lurker who's recently kicked off an ongoing Star Wars campaign using all three books. This isn't the first FF Star Wars game I've ever run (I did the EotE beginner game for multiple groups and a couple of my own scenarios) but as I'm grasping the rules more firmly a couple of questions are coming up that I can't seem to find answers for in the book. Rather than spamming a bunch of different threads I figured I'd make one where I can ask whatever rules questions come up in play.
To start:
1. For the Ace Rigger talent (Age of Rebellion) part of the specialization tree allows you to increase the Silhouette of your signature ship by one per rank. One benefit of this is that you can mount heavier weapons on craft that would otherwise be limited in firepower (Like a light turbolaser on an X-Wing) but is there any other incentive to do this given that the tradeoff is increasing your signature and making yourself easier to hit?
2. Given that stimpacks heal 5/4/3/2/1 (15 Wounds, more than enough for any character) and cost 25 credits each why would you bother with bacta or medpacs unless you had a Critical Injury? Maybe I'm just dense and that's the rules working as intended but it seems odd to offer the players the choice of A. spending a full day in bacta to recover wounds or B. jabbing yourself with magic drugs and getting up in minutes. Especially when a tank of bacta costs four grand.
3. Is there some sort of system for determining appropriate encounters for a given number of PCs at a certain experience level? In the prequel game I ran for this campaign I had two PCs and a support NPC (One player had to cancel at the last minute) who absolutely steamrolled encounter groups of Rival-led minions without taking a scratch, but the second I threw a Nemesis at them with supporting minions they were nearly wiped out.