Are Mauls stats the same as they are in Dawn of rebellion or written different?
Star Wars Celebration Chicago
2 minutes ago, Issumar2380 said:Are Mauls stats the same as they are in Dawn of rebellion or written different?
I’m not sure as I don’t have dawn of rebellion with me in Chicago. I would have to check when I come back home on Wednesday.
38 minutes ago, AgniAvis72 said:Allies and Adversaries:
There are four chapters,
Rebels and Heroes
highlights: Cassian, C-3PO, Lasat (zeb and PC species) Leia, Ben Kenobi, R2, Saw Gerrea, Wedge, Luke, Mon Mothma
Imperials and Despots
highlights: Admiral Piett, General Veers (so stoked for this one), Krennic, Palpatine, Thrawn, Tarkin, Death troopers, Vader
Scum and Villany
highlights: 4-LOM, Boba Fett, Doctor Aphra (0-0-0 and BT-1), Hondo, Jabba, Maul, I-88
Creatures and Citizens
highlights: Atiquated battle droid, Banta, Ewok (NPC and PC Species), IG-100 Magnaguard, Nerf Herder and Nerf, Wampa, Bith musician (My personal fav)
Each Adversary stat block comes with 2-3 encounter ideas as well! Thats all i got : D!
Is it just the 2 PC species (Lasat & Ewok) in A&A or are there more?
And can you go into detail about both. Statline, starting xp, abilities, etc
Thanks
32 minutes ago, warchild1x said:Is it just the 2 PC species (Lasat & Ewok) in A&A or are there more?
And can you go into detail about both. Statline, starting xp, abilities, etc
Thanks
There are four: Ewok, Lasat, Jawa, and Tusken Raider.
My friends and I are here and showed up too late to join a game this evening, however my group explained to Ryan Ritter at FFG that I’ve been running a game for several years and they wanted to play in a game with me. After hearing this Ryan offered to let one of us run the adventure and asked if we would mind having another player as there was someone else who arrived too late as well. Seeing that it was the same adventure I played in at GenCon, I offered to run it since I knew the content. We invited the other latecomer (Anthony) as well as another gentleman and his 10 year old (Cash) to join us and after a brief rundown of how to play the game, as none of them had ever experienced FFG’s Star Wars RPG, we were off playing. They were able to pick up the basics pretty quickly and I explained more as we went on. We had a great time and really enjoyed bringing new players into the fold. Cash was a blast to have at the table and was the NVP of the game with some of his genius uses of triumph and advantage. My favorite moment was when they rigged explosives and failed to set them up with a remote detonator and Cash turns to his father and dead pans “You’re gonna have to take one for the team...” before I was able to tell them they could set a timer.
We had a blast and I really appreciate Ryan Ritter allowing me to impromptu run a game.
12 hours ago, AgniAvis72 said:Rise of the separatists:
new species - clone, kaminoan, Geonosis, umbaran
umbarans have a cool ability called shadow dweller. Can remove up to 2 setback dice due to darkness and add a setback dice to all checks while in bright natural light
Kaminoes have an ability called expressionless which adds a setback to all social checks and all other characters add a setback to all social skill checks targeting a Kaminoans
Geonosis can fly. (See flying sidebars in chapter 6 of conflict and combat
clones have have an ability called Kamino training. They start with one rank in physical training talent.
New career:
clone soldier
specializations: clone officer, clone pilot, clone trooper
jedi
specializations: knight, Padawan
New universal specializations :
Force sensitive outcast
republic navy officer
republic representative
scavenger
there is a chapter called the spark of war that talks about the history of the clone wars like how it started etc (basically events of episode I and II) talks about governments and bureaucracy and has stats for padme Amidala and obi Wan Kenobi, count dooku, asajj ventress and grievous
it has modular encounters like dawn of rebellion
planet profiles of Geonosis and kamino, Naboo and tatooine
there is a chapter on running clone wars games and how you can use Edge of the Empire, Age of Rebellion and Force and Destiny in them
optional rule for fighting in squads or squadrons. PCs can create a squad with an easy leadership check. And can use their maneuver to make an average leadership check to give their squad 1 of five commands:
dug in, setback to any attack against squad
skirmish, boost to vigilance and perception. Enemies spend one additional adv to use auto fire or blast
support fire, boost die to attacks made my squad leader
comm silence, boost to stealth checks leaders make.
search party, boost to survival and perception for tracking enemies.
squadron formations for ships
Attack formation, Boost to squadron leader
evasive maneuver, boost to gain the advantage checks and setbacks for enemies trying to gain advantage on squadron or leader. Same effect as skirmish.
Running dark, downgrade difficult of stealth checks leaders make but upgrade difficult of leaders vigilance checks once
sensor sweep, boost to vigilance check by squadron or leader to detect targets
screen formation, add 1 ship defense in all zones if the squadron entering this maneuver has no shields or lost them upgrade difficult of leadership check to use this formation once
more npc stat blocks like clone sergeants and captains as well as CIS droids
Can you share the stats for the species? And some of the details of what you've covered here. You can see any of the previous releases have had breakdowns of stats, as long as you aren't using photos or verbatim including every detail, no one will care.
Especially interested in geonosians and all the species of A&A. For example, are Lasat 3 Agi 1 Pres (85 xp) with x ability? (Or whatever)
On 4/12/2019 at 1:34 AM, MrTInce said:When you run games at events do you run something premade or homebrew? Are the characters premade too? Thinking of running games at events and wanted to know the best way to do it.
FFG provides us with pre-gen player characters and a module for conventions. For something like Gamer Nation Con, I'm often building my own pregens and module if I plan to run something, or running something that I make up as I go with pre-gens.
Some general advice for running a con game:
1.) Have a variety of encounter types. Combat, social encounters, skill challenges, etc. If you have multiple combat encounters, try and vary them between character ground combat, vehicle combat, mass combat, etc, or incorporate different kinds of NPC opponents or environments to give each combat a very different feeling from another. A cantina brawl vs a firefight in a swamp, for instance.
2.) Make sure your module can run in 4 hours, this is the typical length of a convention game. Include a 5-10 minute break at the 2 hour mark for people to use the bathroom or get a snack.
3.) Know your pre-gen PCs (no matter if you made them or got them somewhere else). Have an idea of places in your adventure where their background, motivations, and/or obligation/duty/morality might come into play. This makes for a more compelling game experience for the players.
4.) Figure out your spiel for explaining how the game works to new players. Be able to do it in under five minutes (including common clarifications and questions). Whatever you can't explain in 5 minutes, they can learn as you play. Test it out a few times. There are some great comic strips that have been made that explain the core mechanic really well. It's not an awful idea to print those out and laminate them, and have them at the table as handouts.
5.) Do some work ahead of time. No matter if you homebrew or accept a module, it can save a lot of dead air at the table if you pre-roll/decide enemy initiative. pre-draw any crude maps you know you'll need for sure, even if its just on simple grid paper, unless you really want the checks made in the game to determine what is where.
6.) Get adversary cards (and separate them out to just the ones you need) or print the NPC stat blocks on a separate page(s) that you can easily access outside the module itself. Leave space on the page for you to track wounds/strain to avoid more dead air while note taking every combat.
The roughest thing about convention games is hitting the four hour mark. This just takes some practice to get a feel for it. So if you tend to try and cram too much combat into one game, youll find its hard to finish, often.
Good luck! And remember to have fun!
Hi All. I've created two separate forums for spoilers
Here:
and here:
Please ask your questions there
Thanks!
6 hours ago, AgniAvis72 said:Hi All. I've created two separate forums for spoilers
Thanks for being willing to field questions on these books, especially RotS.
If anyone ran a game at swcc is there a way I can get a copy of the adventure?? Please!?! I’m running a Star Wars one shor on May 4th