4 hours ago, Tramp Graphics said:No, Established comm ranges aren't contradictory. And, the book says that ship comm ranges are the same as Sensor ranges, You're mis-quoting the book. Nowhere in the book does it say what you think it does. It defines the various ships' and vehicles' sensor ranges based upon standard planetary scale ranges:
Close: several kilometers
Short a few dozen kilometers
Medium, fifty or so kilometers in atmosphere, a few hundred in space
Long, a few hundred kilometers in atmosphere, a few thousand in space
Extreme: Several thousand kilometers.
Those are the ranges and distances within them. There is nothing in the book that contradicts that.
Those are the sensor ranges according to the rule book. and, ships comms equal those ranges.
You're getting it backwards. IF a ship has close range sensors, they only go out to a few kilometers, and given that comms are limited to sensor range, they too only go out to a few kilometers. IT's that simple. There is no contradiction there.
The only passage that even remotely suggests any comms reaching orbit are certain personal comlinks. Close Range comms do not reach orbit. Close range sensors do not reach orbit. There is no contradiction here.
Give me a page number and quote to prove me wrong. I have given you direct pages and quotes to back me up. There is nothing in the rule book that contradicts that.
If you’re not going do follow the RAW on sensor ranges and keep trying to railroad me into a space battle with the TIE fighters and Star Destroyer, don’t GM for me. Your “ruling” is in direct contradiction to RAW.
I have stated my intended actions which are perfectly in line with RAW, and the narrative system of this game, so let me attempt to do so.
4 conflict, care to make it 8?
The interaction of movement, weapons, sensors, comms RAW is contradictory. It's up to the GM, me, to resolve that contradiction in a narratively sensible way.
NOTE I am expecting a response to the next sentence
I know I am not making the "cut" in the the way that you would like but have you even stopped to consider the absurdity of making the cut the way you are demanding, namely that the sensor and comm range for a TIE fighter is essentially naked eyeball visible range for a human with good eyesight (while i know that star wars and real world physics don't mix well, i do want to point out how absurd this is, a speed 2 ship has to be able to travel at least 8.4 km/sec to reach orbit, seconds in the denominator is NOT a typo, meaning that a speed 5 tie has to be able to travel at least 20 km/sec, so having only a few km of sensor range means they can't see what's in front of them before they hit it, yeah it's that absurd)?
You are permitted and expected to address that sentence, trying to argue ANYTHING else will double the conflict again.
TIEs can comm to low orbit (a helmet comlink can reach low orbit) and sensors have more in common with comms than with weapons. So I cut between weapons and sensors not between sensors and comm. That is the explanation of the logic so that you can follow it.
While I do chain actual related rules together and logically resolve contradictions in RAW in a manner that you do not like, unlike you I do not chain unrelated flavor text together in a way that disadvantages a player and claim they are rules.
Also, unlike you I do not railroad my players into encounters.
I've repeatedly said that RACING TO ORBIT AND JUMPING AWAY is the easiest/safest way to escape WITHOUT fighting the tie fighters, and unless you make a frontal assault on the star destroyer you don't even have to worry about fighting it (it's a set piece for dramatic tension, nothing more, at least not until you make it something more)
By choosing to stay in atmosphere YOU are choosing to NOT disengage from the tie fighters because you can't outrun them in atmosphere because they are faster than you, are flanking you, and have infinite opportunities to catch up. And I'm getting tired of repeating that.
Even if you were 100% right about there being no contradiction in the sensor rules, and the resolution of the "apparent contradiction" happened in the logically absurd way that you are demanding. The chase rules are completely optional rules to be used solely at the discretion of the GM, players aren't entitled to demand a chase scene. So even if you were 100% right in all of your rules lawyering, you still wouldn't have a leg to stand on.
Besides which, even if you were "unwise/unfortunate" enough to choose a "foolish" course of action that results in you fighting the ties, sequentially fighting 3 minion groups of 4 ties each should not be a big deal for you manning the jedi star by yourself especially if you man the guns to get 2 attacks per round (with the gunnery droid brain making the second attack) and let hacker or the pilot droid brain fly the ship.
I have no idea why you would expect other GMs to screw a player over for no good reason. I know it's something you've actually done in the past to me, but I have no intention of being that petty in return. I'm not looking for payback, and I'm not bitter about it. I do think you as a real life person would be better off if you deep sixed Korath (how fiercely you've argued this is proof of that) and started playing another character that you weren't so emotionally invested-in/dependant-on but I'm only running this game as a favor to you to help you finish off Korath's unfinished business so you can have narratively satisfying closure (because I'm 99.99% sure that no other GM on the planet will give that to you). I have no intention of trying to "take Korath away from you" before you get that. Yes I know you are fringe enough to think that something highly likely to get Korath killed is the safest course of action which is why I've been spelling out the consequences of your fringe ideas when you propose them rather than making you roll first before warning you of the danger.
So grow up, man up, and get your head back in the game. This is collaborative story telling not an adversarial GM vs. Player bloodsport.
Edited by EliasWindrider