Never underestimate player chaos... players can and will do the most insane things at the oddest moment.
Having a very fast PC ship
1 hour ago, FlightyBombJack said:I swear my party is suicidal.
This applies to every party I have run or played in, regardless of system.
41 minutes ago, Edgookin said:This applies to every party I have run or played in, regardless of system.
Well, it does take a certain degree of disregard for one's continued well-being to go out and do the sorts of hijinks that your typical adventuring-type gets up to.
And what a lot of hijinks they seem to find.....
This is a question I've been mulling over and this seems relevant to the OP's original situation.
When a chase check is won it states that range is increased or decreased by 1 as the winner chooses, plus 1 range band per difference in speed.
What if the winner is traveling slower than the loser? For example, if my freighter going speed 4 wins a chase check versus TIEs going speed 5 does the range remain the same (1 for winning -1 for speed difference? net 0 change)? In short is the speed difference applied if it's a negative number or is it only applied if the winner has a speed advantage.
So my freighter traveling speed 2 wins a chase check versus TIEs at speed 5 and increases the range band by 1 with every win. This is tricky because when you have terrain involved going slower increases your chance of victory (fewer negative dice are applied) and therefore going slower increases your chance of winning the chase (which seems wrong).
If negative integers were included then the freighter couldn't escape until it achieved a range or speed advantage via some tricky flying and the TIEs would have to maintain a higher (more dangerous) speed through an asteroid field to insure their target could not escape. This seems right and makes speed more important in chases.
On 4/17/2017 at 4:31 PM, kaosoe said:Check out the rules for stellar terrain. When traveling through an asteroid field, going really fast is a dangerous idea.
Yeah, I was about to say that your pilot better be able to handle that 4 purple, three red that you'll be throwing at him. . . . .
On 4/24/2017 at 2:57 PM, Edgookin said:My players didn't want to face ship combat any more than necessary. I knew it, set up a corvette for them to run from. It led to a new problem, though, as they chose to let themselves get caught, tractored in, and hooked up, then started slaughtering the crew to take over the corvette. I had a difficult time fending them off without resorting to tactics which seem unreasonable. After all most of the crew would be minions with minimal armor and weapons. They went so far as to keep kill counts, knowing a corvette should only have 100 or so crew. I need to be more prepared to keep capital ships out of their hands.
First officer: "Captain, the boarding party is blowing through security team Alpha and Bravo. Charlie is in route, but they will only hold them off for another two or three minutes."
Hard Assed Imperial Captain: "Very well, seal the bridge and engineering sections and vent the ship."
GM: "With a flourish of blaster fire, you finish off the last group of minions. That's when you start to feel a strong breeze. By the way, did any of you think to wear space suits. . . . "
Edited by Desslok38 minutes ago, Desslok said:Yeah, I was about to say that your pilot better be able to handle that 4 purple, three red that you'll be throwing at him. . . . .
First officer: "Captain, the boarding party is blowing through security team Alpha and Bravo. Charlie is in route, but they will only hold them off for another two or three minutes."
Hard Assed Imperial Captain: "Very well, seal the bridge and engineering sections and vent the ship."
GM: "With a flourish of blaster fire, you finish off the last group of minions. That's when you start to feel a strong breeze. By the way, did any of you think to wear space suits. . . . "
I went there. 0-G stormtroopers cut a hole into engineering venting most of the ship. They managed to make it past a bulkhead as it was closing. Then proceeded to hotwire every door from there to the bridge.
So when the players break onto the bridge, the captain is sitting there, calm, a smile on his face. His hands up, his weapon laying on the ground before him. His bridge crew are more nervous, but also surrendering. When the players examine the bridge controls, they find them in security lockdown mode. It'll take 10 minutes of good hacking rolls for them to get the vital ship systems up and running.
That's when the Star Destroyer drops out of hyperspace directly on top of them. They feel the shudder run through the hull as a tractor beam locks onto them.
"Oh, by the way," the captain says, "Did I mention that I got off a distress call?"
Edited by Desslok
Funny thing, I like the idea of a blazing fast ship (from a player's persective).
I originally wanted a HWK-1000 as our starting ship. Speed 5 to start, and 5 hard-points means Ion Turbines attachment isn't all that hard to swallow.
Sure it's restricted, but I mean come on, we're a bunch of space crooks. We're going to wind up in trouble with the Empire sooner or later anyway, why not do it in a ship that can outrun tie fighters and outmanoeuvre anything outside of a snub fighter (and even some fighters)? Sure you can wind up in a situation where you need to fight, but for every one of those you've got a half dozen you'd just as soon avoid.
Sadly I joined up one game late, and instead got stuck with a Lancer Pursuit craft. While just as quick, it has some flaws.
On 4/28/2017 at 9:43 PM, Spatula Of Doom said:Funny thing, I like the idea of a blazing fast ship (from a player's persective).
I originally wanted a HWK-1000 as our starting ship. Speed 5 to start, and 5 hard-points means Ion Turbines attachment isn't all that hard to swallow.
Sure it's restricted, but I mean come on, we're a bunch of space crooks. We're going to wind up in trouble with the Empire sooner or later anyway, why not do it in a ship that can outrun tie fighters and outmanoeuvre anything outside of a snub fighter (and even some fighters)? Sure you can wind up in a situation where you need to fight, but for every one of those you've got a half dozen you'd just as soon avoid.
Sadly I joined up one game late, and instead got stuck with a Lancer Pursuit craft. While just as quick, it has some flaws.
See if your GM will let you steal one. In my previous game my group was renowned for stealing crap.
20 minutes ago, ASCI Blue said:
See if your GM will let you steal one. In my previous game my group was renowned for stealing crap.
A hwk-1000 with the paramilitary freighter conversion (+1 armor, -1 handling, +2 hull, -2 strain, +2 quad láser cannons in exchange for all the hard points) from i think page 71 of dangerous covenants is pretty good. There are still a bunch of zero hard points mods to apply, autopilot, astrogation, and gunnery Droid brains (mode to 4 skill eanks) plus an encrypted computer, security measured, and the reinforced engine cowlings fully modded.
That's scary.
Actually stealing a HWK-1000 from the Moff of Corellia is part of the character's backstory/obligation. He later lost the ship when he was enslaved by a Hutt before the start of the campaign.
6 minutes ago, ASCI Blue said:That's scary.
Yeah I came up with it today... I was trying to Stat myself as an exercise... mandalorían human engineer:mechanic/scientist starting with a 3 in brawn and 4 in intellect, putting both dedications into intellect (in real life I have a master's degree in aeronautics and astronautics, and a PhD in mechanical engineering, I work at a government lab designing algorithms) mandalorían so I could start with 2 free ranks in brawl (I studied karate when I was an undergraduate)... and I thought to myself what kind of ship would I have... i'd probably build my own, but since rules aren't out for that yet a highly modified hwk-1000 after thinking I wanted 2 quad laser cannons and the zero hard point stuff, the paramilitary upgrade was a no brainer
6 minutes ago, EliasWindrider said:Yeah I came up with it today... I was trying to Stat myself as an exercise... mandalorían human engineer:mechanic/scientist starting with a 3 in brawn and 4 in intellect, putting both dedications into intellect (in real life I have a master's degree in aeronautics and astronautics, and a PhD in mechanical engineering, I work at a government lab designing algorithms) mandalorían so I could start with 2 free ranks in brawl (I studied karate when I was an undergraduate)... and I thought to myself what kind of ship would I have... i'd probably build my own, but since rules aren't out for that yet a highly modified hwk-1000 after thinking I wanted 2 quad laser cannons and the zero hard point stuff, the paramilitary upgrade was a no brainer
That's an awesome idea to try. In good faith I can't rate my int as high as yours, nor should I. Brawn negotiable, cunning would be high. I'd also probably start as a Mandalorian for the same reason, I used to teach a couple decades ago plus a little military time as well.
I'm pleased with the ship I came up for my game, it's a Raider base that's been highly modified to be lighter equipped but traded for Stygium cloaking device. Yes it's very meant for get in, make things disappear, get out.
Honestly I'm not sure the Paramilitary conversion would be worth it for the HWK-1000.
Really what you're giving up is 3 hard points 1 handling and 2 strain to get 1 armor and 2 hull points. Does that seem a good trade?
It doesn't really play to the HWK's strengths, which is speed and maneuverability, and it's 5 hard points you're giving up. 5 hardpoints that you could swap out as time goes on and your needs change as the game progresses. The guns are a wash since you can get them with hard points easy.
+1 armor, -1 handling, +2 hull, -2 strain, +2 quad laser cannons
Compare that to one with High Output Ion, Nightshadow coating, Advanced Targeting, and a quad gun and launcher.
+1 speed -1 strain, reduce enemy sensors by 1 size, reduce sil for targeting to 3, upgrade gunnery by 2, talents (sniper shot) and (true aim), 1 quad laser cannon and 1 concussion or proton launcher.
5 hours ago, Spatula Of Doom said:Honestly I'm not sure the Paramilitary conversion would be worth it for the HWK-1000.
Really what you're giving up is 3 hard points 1 handling and 2 strain to get 1 armor and 2 hull points. Does that seem a good trade?
It doesn't really play to the HWK's strengths, which is speed and maneuverability, and it's 5 hard points you're giving up. 5 hardpoints that you could swap out as time goes on and your needs change as the game progresses. The guns are a wash since you can get them with hard points easy.
+1 armor, -1 handling, +2 hull, -2 strain, +2 quad laser cannons
Compare that to one with High Output Ion, Nightshadow coating, Advanced Targeting, and a quad gun and launcher.
+1 speed -1 strain, reduce enemy sensors by 1 size, reduce sil for targeting to 3, upgrade gunnery by 2, talents (sniper shot) and (true aim), 1 quad laser cannon and 1 concussion or proton launcher.
Oh I forgot to say +1 defense/shields to one zone as part of the paramilitary conversation. And the +1 armor -1 handling would cost 2 hard points on its own. +2 hull normally costs 2 hard points and I think 1 strain, shields cost 1 or two hard points with the ability to upgrade further. And technically if you took the modder, for +2 hard points you can still do something with the ship. I actually think that 7 hard points is the break even point with paramilitary conversion
11 hours ago, ASCI Blue said:That's an awesome idea to try. In good faith I can't rate my int as high as yours, nor should I. Brawn negotiable, cunning would be high. I'd also probably start as a Mandalorian for the same reason, I used to teach a couple decades ago plus a little military time as well.
I'm pleased with the ship I came up for my game, it's a Raider base that's been highly modified to be lighter equipped but traded for Stygium cloaking device. Yes it's very meant for get in, make things disappear, get out.
If 2 dice is an iq=100, and each die represents a standard deviation, then depending whether you can consider a standard deviation to be 10 or 15 iq points I would have 6 or 5 dice for intellect. So yeah i'm a boderline 5 or 6 for intellect but I didn't have anything more appropriate to put the second dedication in, and due to learning disabilities such as attention deficit disorder, mild dysgraphia dyslexia etc. I don't do as well on timed tests, and speed is a big part of iq tests. But then that is a part of me, so yeah borderline 5 or 6.