New to the Game Questions

By HaphazardNinja, in Star Wars: Age of Rebellion RPG

Hello all. I am loving this book and just finished my first read through. I plan on giving it another two or three cover-to-covers, though I did have some questions about elements I must have missed.

Attack Successes to Damage

A heavy Blaster Pistol read [Damage: 7] and [You deal 7 damage on a hit +1 per uncancelled success symbol rolled]. Let's say I have a roll with a net result of 1 success. Does the weapon deal 7 damage or 8? That is: does the single success count towards the bonus damage?

Duty Modulation During the Campaign

After character creation, how does this increase/decrease? I suspect it is related to the actions of the group, however i could not find the actual mechanics.

Did any other adults giggle like children hearing an accidental curse word upon discovering the setting just HANDS you some Y-Wings?

Not a rules question. I just wanted to take the chance at finding camaraderie in my galloping nerdiness.

Thanks for the help! May the dice be with you.

The first success counts, so you deal 8 damage.

Duty is awarded like XP. I believe the GM chapter goes into awarding Duty. It does talk about it somewhere, but I don't remember specific pages. I do know it isn't recommended to advance it by 1 or 2 points, but 10 or so at a time.

Generally speaking, the only time your Duty decreases is when it resets to 0 once the group's total Duty reaches 100 and you all go up in contribution rank. But I can see points in the story where the PCs screwed up so bad they get taken down in contribution rank, so that's ultimately a GM call.

Attack Successes to Damage

A heavy Blaster Pistol read [Damage: 7] and [You deal 7 damage on a hit +1 per uncancelled success symbol rolled]. Let's say I have a roll with a net result of 1 success. Does the weapon deal 7 damage or 8? That is: does the single success count towards the bonus damage?

8 Damage. Yes the single success counts toward damage. No successes at all = failure.

Duty Modulation During the Campaign

After character creation, how does this increase/decrease? I suspect it is related to the actions of the group, however i could not find the actual mechanics.

See page 325.

Basically, the GM is supposed to keep in mind the Duty of each character and apply opportunities to earn Duty when designing Adventures, especially when a characters Duty is activated. This can either be a direct opportunity that can be addressed in the adventure/session, or just a lead/hook for something else down the road. So like if you have "Space Superiority" as your Duty, this adventure might include a space battle for you to take part in, or while doing something else you might find a key piece of intelligence that will allow an entire Adventure to take place later with a space heavy segment and theme.

How much is awarded is up to the GM, but should be proportional to the effort involved modified by narrative requirements. Arda has a few suggestions for duty activation throughout, usually its a minor encounter worth of effort resulting in 2-5 Duty. More complex encounters can of course award more duty and since Duty also represents a party's clout within their organization larger awards can be kicked out if the campaign storyline needs rapid advancement for one reason or another.

Did any other adults giggle like children hearing an accidental curse word upon discovering the setting just HANDS you some Y-Wings?

Not a rules question. I just wanted to take the chance at finding camaraderie in my galloping nerdiness.

I've actually given my players Y-wings before back in a D6 campaign so for me this was actually more a nostalgia thing.

The Y-wing's strength in this system is it's combination of firepower and multi-crew options. If the group is going for a squadron theme it works pretty well, if not taking the Y-wings is actually probably not such a good idea. I'm glad they dropped in the option though.

Did any other adults giggle like children hearing an accidental curse word upon discovering the setting just HANDS you some Y-Wings?

Not a rules question. I just wanted to take the chance at finding camaraderie in my galloping nerdiness.

I've actually given my players Y-wings before back in a D6 campaign so for me this was actually more a nostalgia thing.

The Y-wing's strength in this system is it's combination of firepower and multi-crew options. If the group is going for a squadron theme it works pretty well, if not taking the Y-wings is actually probably not such a good idea. I'm glad they dropped in the option though.

My first reaction was, "Really?" in a confused voice. But I thought it made sense for a starfighter squadron. These days, though, I try to push my players to choose the Y-wings (or at least the base) rather than the Lambda-class shuttle, because that thing is boring and Y-wings are cool.

Did any other adults giggle like children hearing an accidental curse word upon discovering the setting just HANDS you some Y-Wings?

How else will they fly around in space? By flapping their arms? :)

Ships in this system are pretty much just a cool way of getting to the adventure.

Did any other adults giggle like children hearing an accidental curse word upon discovering the setting just HANDS you some Y-Wings?

How else will they fly around in space? By flapping their arms? :)

Ships in this system are pretty much just a cool way of getting to the adventure.

Ships can also be the adventure, the starship combat rules, with bit of GM carte blanche, work quite well narratively. My team in their old YT1300 has rescued the Tantive IV from the Devestator, taken on TIEs and Gozanti's and escaped from an Interdictor.

Did any other adults giggle like children hearing an accidental curse word upon discovering the setting just HANDS you some Y-Wings?

How else will they fly around in space? By flapping their arms? :)

Ships in this system are pretty much just a cool way of getting to the adventure.

90% of our adventures and up with someone getting blown up by my twin-laser-cannons … well, or better by our astromechs twin-laser-cannons, I am not doing the shooting and it is her sweet little VCX-100. The cannons make such a satisfying "woomp, woomp, woomp" especially when you lure your enemies into your fire. ;-)

"Where is the air support?" is the one thing our party had to never ask.

I once had a group that wanted to have personal fighters. They of course tried to talk me into x-wings or a-wings, but I told them that they could have R-41 Starchasers from page 55 of the Stay On Target book. It worked out real well and the group kept the fighters a lot longer than I thought they would. Goes to show you that the toughest fighter is not always the one that you have the most fun with.

Did any other adults giggle like children hearing an accidental curse word upon discovering the setting just HANDS you some Y-Wings?

Sadly no. Because I may have tweaked the campaign starting resourses.

Crimson Squadron got a bit of an "eeee" moment that turned a bit sour after being told on arriving on their carrier that they were being posted to a fighter squadron and that each of them was being assigned their own personal incom....Z-95.

They did learn to like them. And once they got the new, overhauled Heavy-95s, they were perfectly happy - those fighters got rather heavily "tweaked" by the end.

My first reaction was, "Really?" in a confused voice. But I thought it made sense for a starfighter squadron. These days, though, I try to push my players to choose the Y-wings (or at least the base) rather than the Lambda-class shuttle, because that thing is boring and Y-wings are cool.

As noted, it's good for a Starfighter Squadron. The Lambda is good for a spy or commando team. Although I keep hearing the Rebels quote of "how does the empire let us keep stealing these things?"

Edited by Magnus Grendel