Usually do, this just cause a bit of confusion because it makes a bit of sense.
Good call on the Hunter's Quarry though.
Usually do, this just cause a bit of confusion because it makes a bit of sense.
Good call on the Hunter's Quarry though.
Could you tell us more about the light flame projector, the grapnel launcher, and more on the weapon/armor attachments? I know you mentioned them but I am curious about what they do.
Were Defels included?
Never mind I just looked at the ffg page.
On 1/31/2017 at 1:34 PM, AdarTallon said:Cortosis and Superior qualities are covered in the sidebar, but are not integral to the armour itself.
It looks like the devs are finally statting all the minis from the X-wing game (still waiting for the TIE advanced X1). So there is the Aggressor Assault Fighter, Mandalorean Protectorate Star fighter, G-1A Heavy Starfighter, and Kihraxz Light Starfighter. The Lancer pursuit craft and YV-666 are also included and both are Sil 4 (and reasonably priced for the PCs).
Not bad. I'm still disappointed the Novasword wasn't in it though. I didn't really expect any interesting capital ships in this one but I was still hoping for some.
Edited by RogueCoronaI'd be super interested if the new trees have any new and cool talents that define them.
On 29/01/2017 at 1:39 PM, Absol197 said:Just leaving this here... *whistles nonchalantly*
Martial Artist
|01| 02|03 |4a|
|02 | 05 | 06 | 03 |
|07 | 08 | 01 | 4b|
| 09 |05 | 10 |03|
| 11 | 12 | 13|4c |
01 - Iron Body: Remove a Setback from Coordination and Resilience checks per rank. Reduce Crit rating of unarmed attacks by 1 (min. 1) per rank.
02 - Parry
03 - Grit
04a - Precision Strike
04b - Precision Strike, Improved: Once per round, when inflicting a Critical Injury suffer 2 strain to change the result to any Average result.
04c - Precision Strike, Supreme: Once per round, when inflicting a Critical Injury suffer 3 strain to change the result to any Hard result.
05 - Toughened
06 - Martial Grace: Once per round, suffer 2 strain to add damage equal to your ranks in Coordination to one hit of the next Brawl check you make.
07 - Unarmed Parry: May use Parry while unarmed. Reduce the strain cost to use Parry while unarmed by 1 (min. 1).
08 - Grapple
09 - Overbalance
10 - Mind Over Matter
11 - Coordination Dodge
12 - Dedication
13 - Natural Brawler
Operator
|01| 02 |3a|04|
|05 | 06|01 | 07|
|08|09 | 10 | 01|
|11 | 3a | 01 | 04|
| 12 | 3b | 08|13 |
01 - Grit
02 - Galaxy Mapper
03a - Shortcut
03b - Shortcut, Improved
04 - Overwhelm Defenses
05 - Full Throttle
06 - Planet Mapper
07 - Debilitating Shot
08 - Skilled Jockey
09 - All-Terrain Driver
10 - Offensive Driving: As a maneuver, while piloting, suffer system strain up to your vehicle's highest defense value. For a target vehicle to upgrade its next Piloting check by the same number.
11 - Let's Ride
12 - Dedication
13 - Hindering Shot: Increase the difficulty of your next Gunnery check by 1. If you check deals hull trauma, the target vehicle suffers system strain equal to its current speed every time it fly/drives for the rest of the encounter.
Skip Tracer
|01|02|03|04|
|05 | 06 | 7a | 08|
|02 | 04|7b | 7a|
| 01 |09 | 03 | 10 |
| 11 | 02 | 12 | 13 |
01 - Bypass Security
02 - Hard-Boiled: When recovering strain after an encounter, may spend [A] to heal 1 wound, up to your ranks.
03 - Good Cop
04 - Rapid Recovery
05 - Toughened
06 - Expert Tracker
07a - Street Smarts
07b - Street Smarts, Improved
08 - Bought Info
09 - Nobody's Fool
10 - Informant
11 - Reconstruct the Scene
12 - Dedication
13 - Soft Spot
Always Get My Mark
|00 | 99 | 99 | 00 |
|1a| 02 | 3a | 1b |
| 04 | 05|06 | 3b |
Base Ability: Once per session, choose a known Minion NPC on the same planet as your Mark. spend 2 Destiny Points and make a Hard Streetwise check. If you succeed, you track down your mark, and an encounter begins at the mark's location. The nature of the encounter is up to the GM.
01a - Change Skill: You may use Knowledge (Underworld) to activate Always Get My Mark.
01b - Change Skill: You may use Survival to activate Always Get My Mark.
02 - Destiny: Always Get My Mark costs 1 Destiny Point to activate instead of 2.
03a - Increase Effect: Upgrade the difficulty of the check to activate Always Get My Mark once to designate a Rival NPC as your Mark.
03b - Increase Effect: Upgrade the difficulty of the check to activate Always Get My Mark twice to designate a Nemesis NPC as your Mark.
04 - Reduce Difficulty: The difficulty of the check to activate Always Get My Mark is Average instead of Hard.
05 - Takedown: Upgrade the difficulty of the check to activate Always Get My Mark once to begin the encounter with your Mark in custody.
06 - Increase Range: If you have access to hyperspace travel and know the planet your mark is on, you can use Always Get My Mark to move to the Mark's planet as part of its effect.
Unmatched Devastation
|99 | 00 | 00 | 99 |
| 01 |02| 03 | 04|
| 01 | 04 | 05|01 |
Base Ability: Once per session as an incidental after making a combat check, may spend 2 Destiny Points to make an additional against the same target using a different non-vehicle weapon. The difficulty is increased by 1 for each previously successful combat check you've made this round.
01 - Increase Number: You may make one additional combat check per rank. Each additional combat check must be with a different weapon, and the difficulty increases by 1 for each previous successful combat check this round.
02 - Draw and Fire: You may stow a weapon and draw another as an incidental before each combat check made as part of Unmatched Devastation.
03 - Target Priority: You may choose a new legal target for each successive combat check.
04 - Remove Setback: Remove one Setback from combat checks made as part of Unmatched Devastation per rank.
05 - Improve Mobility: May suffer 2 strain to perform a Move maneuver as an incidental before each combat check made as part of Unmatched Devastation (does not count towards your two maneuvers per turn limit).
To save our esteemed spoil monkey some time click to reveal all the hidden content to see the wonders of ND.
thanks to @AdarTallon and @Absol197 Phee once again.
Edited by RichardbuxtonErrrr... where's my copy of ND???
After the Mandalorian shuttle from Friends Like These , the Mandalorian fighter is a sad joke.
3 minutes ago, HappyDaze said:After the Mandalorian shuttle from Friends Like These , the Mandalorian fighter is a sad joke.
Hard points?
33 minutes ago, HappyDaze said:After the Mandalorian shuttle from Friends Like These , the Mandalorian fighter is a sad joke.
I would love to agree (or disagree for that matter) but, alas, no one has spoiled the stats of the fighter yet. :-(
I didn't see the Mandalorian shuttle in
Friends like These
. Which page was it on?
Nvm, found it.
As for Hard points for the transport, its been modified so only 1 HP. Pg 38.
Edited by Spar24 minutes ago, Spar said:
I didn't see the Mandalorian shuttle in Friends like These . Which page was it on?Nvm, found it.
As for Hard points for the transport, its been modified so only 1 HP. Pg 38.
Can you give us starships stats? thanks
For the Aka'jor shuttle?
Its Silhouette 3, Speed 4, Handling +1. Fore and Aft shield of 1 with 4 armor, HT 25, SS 15
Hyperdrive: 2
No navicomp, Astromech slot
Sensor: Long
1 pilot, 1 co-pilot
Encum: 75
2 prisoners
135,000 (R)/6
Hard Points: 1
Do you want weapons as well?
Edited by SparThat is an impressive attack shuttle, the astromech slot is what makes it cool, if it has 3 weapons it would be my new favorite strike fighter in the game. The best part imho is the sensor range, sneaking up onto someone never had been easier.
Edited by SEApocalypse
Sorry, only has 2 weapons. S-foiled medium laser cannons (linked 1) and a proton torpedo launcher.
It is a shame that the proton torpedo launcher is not linked. And a little bid odd that the thing is not silhoutte 4, those wings are huge. Still the weapons are ok enough.
OK, now the fighter for comparison???
1 hour ago, Jareth Valar said:OK, now the fighter for comparison???
No comparison for you... ... Mostly because I just ordered the book and wont get it for the next few days...
CURSE YOU LACK OF TELEPORTATION TECHNOLOGY!!!!!
9 minutes ago, Spar said:No comparison for you... ... Mostly because I just ordered the book and wont get it for the next few days...
CURSE YOU LACK OF TELEPORTATION TECHNOLOGY!!!!!
What do you think this is, Star Trek?
With the amount of crazy stuff that happens in Star Trek... It would not surprise me.
Sil 3, Spd 6, Hnd +3 Def 0/0, Armor 2, HTT 12, SST 10, Hyperdrive Class 2, 1 hard point, light laser cannons (linked 1) proton torpedo laucher (limited ammo 1) special rule that it counts as 1 Sil lower when targeted
So it's basically an A-Wing with better HT and SST and no shields, then.
Just now, Kaigen said:So it's basically an A-Wing with better HT and SST and no shields, then.
Well, it's got a nifty special feature, and anybody in their right mind will rip off that substandard 1-shot proton torpedo launcher and spend the 9k for a 3-shot standard version (at 0 hard point cost), but it's basically nothing to get too excited about.
So in short, if you have a choice between the Protectorate Starfighter and the Aka'jor... Go for the Aka'jor