Alt Univ Campaign Idea: Clone Wars if Anakin lost the Pod Race

By EliasWindrider, in Star Wars: Force and Destiny RPG

4 minutes ago, RuusMarev said:

"The Master just got killed, assigned to hang out with Knights until trials" option is good for me!

Just so you know (OOC): your current role model choices are a healer (Mireska) and a huntress (Ker'see). :)

@EliasWindrider , not RAW, but it seems like something that is missing, and I wanted to run a custom item past you:

Smoke Grenade: Ranged (Light); dam -; crit -; Range (Short); encum 1; HP 0; 50/6; Disorient 3, Limited Ammo 1. This Grenade does no damage, but instead sprays a thick cloud of smoke into the air, providing +3 concealment to everything within Short range. The smoke lasts for 3 rounds.

Similar principle to the Smoke Emitters for BT-1 in AaA, though I actually statted it out before I saw BT's stats.

Is this an item you'd be willing to allow (or tweak and allow)? If not that's cool, I just figured I'd throw this out there.

Moddable Attachments:

Ascension Gun: 1 Add Boost to checks to fire Ascension Gun Mod, 1 Increase ascension speed by one range band Mod.
SoroSuub True-Site System: 1 Weapon Quality (Accurate +1) Mod
x2 Blaster Actuating Modules: 2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) Mods.
x2 Ionizing Focusing Coils: 2 Damage +1 versus droids Mods, 1 Decrease weapon's critical rating versus droids by 1 to a minimum of 1 Mod, 1 Increase Threat required to backfire by 1 Mod.
Strength Enhancing System: 2 Skill (Athletics) Mods, 2 Innate Talent (Brace) Mods.
Optical Camouflage System: 1 Innate Talent (Master of Shadows) Mod, 1 Skill (Stealth) Mod.
Enhance Optics Suite: 1 Skill (Vigilance) Mod.
Augmented Vibro-motor: 1 Damage +1 Mod, 1 Weapon Quality (Vicious +1) Mod, 1 Decrease the weapon's Cumbersome quality by 1 Mod.

My plan is to have single set of Phase I ARC Trooper Armor and a single pair of DC-17s and swap out the attachments on them as necessary. What is your opinion on that? Would I lose mods on any of them if I were to do that?

This would be sort of an odd one, but I've got Master Artisan (2 strain to reduce difficulty of next Mechanics check by 1). Can I use it on modding, or no?

The boys just call me... Camouflage !

2 hours ago, P-47 Thunderbolt said:

@EliasWindrider , not RAW, but it seems like something that is missing, and I wanted to run a custom item past you:

Smoke Grenade: Ranged (Light); dam -; crit -; Range (Short); encum 1; HP 0; 50/6; Disorient 3, Limited Ammo 1. This Grenade does no damage, but instead sprays a thick cloud of smoke into the air, providing +3 concealment to everything within Short range. The smoke lasts for 3 rounds.

Similar principle to the Smoke Emitters for BT-1 in AaA, though I actually statted it out before I saw BT's stats.

Is this an item you'd be willing to allow (or tweak and allow)? If not that's cool, I just figured I'd throw this out there.

Something like this is ok... Remind me what disorient does, also I think blind is 2 setback dice, but I'm willing to be convinced differently... what are the AaA stats?

2 minutes ago, EliasWindrider said:

Something like this is ok... Remind me what disorient does, also I think blind is 2 setback dice, but I'm willing to be convinced differently... what are the AaA stats?

Disorient is 1 Setback to skill checks for rounds equal to the Disorient rating.

From AaA: "As an action, may create smoke that adds three dice of concealment to everything within short range."

Pretty much just what I'm doing here, just without the durational limit and Disorient.

1 hour ago, P-47 Thunderbolt said:

Moddable Attachments:

Ascension Gun: 1 Add Boost to checks to fire Ascension Gun Mod, 1 Increase ascension speed by one range band Mod.
SoroSuub True-Site System: 1 Weapon Quality (Accurate +1) Mod
x2 Blaster Actuating Modules: 2 Damage +1 Mods, 2 Weapon Quality (Pierce +1) Mods.
x2 Ionizing Focusing Coils: 2 Damage +1 versus droids Mods, 1 Decrease weapon's critical rating versus droids by 1 to a minimum of 1 Mod, 1 Increase Threat required to backfire by 1 Mod.
Strength Enhancing System: 2 Skill (Athletics) Mods, 2 Innate Talent (Brace) Mods.
Optical Camouflage System: 1 Innate Talent (Master of Shadows) Mod, 1 Skill (Stealth) Mod.
Enhance Optics Suite: 1 Skill (Vigilance) Mod.
Augmented Vibro-motor: 1 Damage +1 Mod, 1 Weapon Quality (Vicious +1) Mod, 1 Decrease the weapon's Cumbersome quality by 1 Mod.

My plan is to have single set of Phase I ARC Trooper Armor and a single pair of DC-17s and swap out the attachments on them as necessary. What is your opinion on that? Would I lose mods on any of them if I were to do that?

This would be sort of an odd one, but I've got Master Artisan (2 strain to reduce difficulty of next Mechanics check by 1). Can I use it on modding, or no?

The boys just call me... Camouflage !

If all of those attachments are RAW and you have the credits and hp for them, then it's fine with me if you can make the checks, yes you can use master artisan on modding (but it decreases the difficulty by 1 and no more, you don't get to spend 4 strain to decrease the difficulty of 1 check twice) you need to use orokos for rolls.

Edited by EliasWindrider
6 minutes ago, P-47 Thunderbolt said:

Disorient is 1 Setback to skill checks for rounds equal to the Disorient rating.

From AaA: "As an action, may create smoke that adds three dice of concealment to everything within short range."

Pretty much just what I'm doing here, just without the durational limit and Disorient.

I'm going to say no to the disorient but otherwise it's a go.... what's the cost of a stun grenade?

Just now, EliasWindrider said:

I'm going to say no to the disorient but otherwise it's a go.... what's the cost of a stun grenade?

Okay. 75 credits on a Stun Grenade.

1 minute ago, P-47 Thunderbolt said:

Okay. 75 credits on a Stun Grenade.

75 credits for a smoke grenade.

4 minutes ago, EliasWindrider said:

If all of those attachments are RAW and you have the credits and hp for them, then it's fine with me if you can make the checks, yes you can use master artisan on modding (but it decreases the difficulty by 1 and no more, you don't get to spend 4 strain to decrease the difficulty of 1 check twice)

Sounds good. Just to confirm, I can reduce the difficulty of every modding check since this would have all "been done over time" before the beginning of this campaign?

Just now, EliasWindrider said:

75 credits for a smoke grenade.

Okay.

Just now, P-47 Thunderbolt said:

Sounds good. Just to confirm, I can reduce the difficulty of every modding check since this would have all "been done over time" before the beginning of this campaign?

Okay.

Yes

Mod Spam part 1:

1. Ascension Gun:
1a. Increase Speed: Failed (50)
1b. Boost: Succeeded (50)

2. SoroSuub True Site System:
2a. Accurate: Failed (50)

3. Ionizing Focusing Coils:
3a. Reduce crit: Succeeded (50)
3b. Increase damage: Failed (100)
3c. Increase damage: Succeeded (100)
3d. Increase Threat: Failed (150)

4. Ionizing Focusing Coils:
4a. Reduce crit: Failed (50)
4b. Increase damage: Succeeded (50)
4c. Increase damage: Failed (100)
4d. Increase Threat:

Alright, I'm going to scrap 2 and 4 and buy another one of each to start over.

1a. Modding : 2eP+1eA+2eD 1 failure, 2 advantage, 1 Triumph


p-tr.png p-a-a.png a-s-a.png d-f-th.png d-f-f.png

1b. Modding : 2eP+1eA+3eD 1 success, 1 advantage
p-s-s.png p-s-a.png a-a.png d-th.png d--.png d-f-f.png (whoops, added an extra difficulty)

2a. Modding : 2eP+1eA+2eD 0 successes, 3 advantage
p-a-a.png p-s-a.png a-s-a.png d-th.png d-f-f.png

3a. Modding : 2eP+1eA+2eD 2 successes, 2 threat
p-s.png p-a.png a-s-s.png d-th-th.png d-f-th.png

3b. Modding : 2eP+1eA+3eD 2 failures, 1 advantage
p-s.png p-a.png a-s.png d--.png d-f-f.png d-f-f.png

3c. Modding : 2eP+1eA+3eD 1 success
p-s.png p-a-a.png a-a-a.png d-th.png d-th.png d-th-th.png

3d. Modding : 2eP+1eA+4eD 0 successes
p-a-a.png p--.png a-a-a.png d-th.png d-th.png d--.png d-th-th.png

4a. Modding : 2eP+1eA+2eD 1 failure, 1 advantage
p-a-a.png p--.png a-s.png d-th.png d-f-f.png

4b. Modding : 2eP+1eA+2eD 3 successes, 1 Triumph
p-tr.png p-s-a.png a-s.png d-th.png d--.png

4c. Modding : 2eP+1eA+3eD 0 successes, 1 threat, 1 Triumph
p-tr.png p-a-a.png a-s.png d-f-th.png d-th-th.png d-f.png

Mod Spam Part 2:

5. SoroSuub True-Site System:
5a. Accurate: Succeeded (50)

6. Ionizing Focusing Coils:
6a. Reduce crit: Succeeded (50)
6b. Increase Damage: Succeeded (100)
6c. Increase Damage: Failed (150)
6d. Increase Threat: Failed (150)

7. Blaster Actuating Module:
7a. Increase Damage: Succeeded (50)
7b. Increase Damage: Failed (100)
7c. +1 Pierce: Succeeded (100)
7d. +1 Pierce: Failed (150)

8. Blaster Actuating Module:
8a. Increase Damage: Succeeded (50)
8b. Increase Damage: Succeeded (100)
8c. +1 Pierce: Succeeded (150)
8d. +1 Pierce: Failed (200) I had 0 success/failure, 3 threat, and 2 Triumph on that roll. If you want to grant me any bonus for a double Triumph... ;)

I'll keep all of these.

5a. Modding : 2eP+1eA+2eD 2 successes


p-a-a.png p-s-s.png a-s.png d-th-th.png d-f.png

6a. Modding : 2eP+1eA+2eD 1 success, 2 advantage
p-s-a.png p-s-a.png a-s.png d-f-f.png d--.png

6b. Modding : 2eP+1eA+3eD 3 successes, 1 threat
p-s.png p-s-a.png a-s.png d-th.png d-th.png d--.png

6c. Modding : 2eP+1eA+4eD 1 failure, 1 threat
p-a-a.png p--.png a-s-a.png d-th-th.png d-f-th.png d-f.png d-th.png

6d. Modding : 2eP+1eA+4eD 0 successes, 3 threat, 1 Triumph
p-s.png p-tr.png a-a-a.png d-th-th.png d-f-f.png d-th-th.png d-th.png

7a. Modding : 2eP+1eA+2eD 1 success, 1 Triumph
p-tr.png p-s.png a-a-a.png d-f.png d-th-th.png

7b. Modding : 2eP+1eA+3eD 0 successes, 1 advantage
p-a-a.png p-a.png a-a.png d-th.png d-th.png d-th.png

7c. Modding : 2eP+1eA+3eD 1 success, 2 threat, 1 Triumph
p-s-a.png p-tr.png a-a.png d-th-th.png d-f-th.png d-th.png

7d. Modding : 2eP+1eA+4eD 0 successes, 1 threat
p-s-s.png p--.png a-s-a.png d-f.png d-f-th.png d-f.png d-th.png

8a. Modding : 2eP+1eA+2eD 3 successes, 2 threat
p-s-a.png p-s-a.png a-s.png d-th-th.png d-th-th.png

8b. Modding : 2eP+1eA+3eD 1 success
p-s-s.png p-a-a.png a-s.png d-f-th.png d-f-th.png d--.png

8c. Modding : 2eP+1eA+4eD 3 successes, 3 threat
p-s-a.png p-s-s.png a--.png d-th.png d-th.png d-th.png d-th.png

8d. Modding : 2eP+1eA+5eD 0 successes, 3 threat, 2 Triumph
p-tr.png p-tr.png a-a.png d--.png d-f.png d-th.png d-f-th.png d-th-th.png

Mod Spam Part 3:

9. Augmented Vibro-motor:
9a. Increase Damage: Succeeded (50)
9b. Decrease Cumbersome rating: Succeeded (100) (with 2 Triumph!)
9c. +1 Vicious: Failed (150)

10. Augmented Vibro-motor:
10a. Increase Damage: Succeeded (50)
10b. Decrease Cumbersome rating: Failed (100)
10c. +1 Vicious: Succeeded (100)

11. Strength Enhancing System:
11a. +1 Athletics: Succeeded (50)
11b. +1 Athletics: Succeeded (100)
11c. +1 Brace: Failed (150)
11d. +1 Brace: Failed (150)

12. Optical Camouflage System:
12a. Master of Shadows: Succeeded (50)
12b. +1 Stealth: Failed (100)

13. Enhanced Optics Suite:
13a. +1 Vigilance: Succeeded (50)

I'll scrap 12 and 1 and buy another of each to start over.

9a. Modding : 2eP+1eA+2eD 2 successes, 1 advantage
p-a-a.png p-s-a.png a-s.png d-th.png d-th.png

9b. Modding : 2eP+1eA+3eD 1 success, 1 threat, 2 Triumph
p-tr.png p-tr.png a--.png d-th.png d--.png d-f.png

9c. Modding : 2eP+1eA+4eD 1 failure, 1 advantage
p-s-a.png p-s-s.png a-a.png d-f-f.png d--.png d-f-f.png d-th.png

10a. Modding : 2eP+1eA+2eD 3 successes, 1 threat, 1 Triumph
p-tr.png p-s-a.png a-s-s.png d-f-th.png d-th.png

10b. Modding : 2eP+1eA+3eD 2 failures, 2 advantage
p-s-s.png p-a-a.png a-a-a.png d-f-f.png d-f-f.png d-th-th.png

10c. Modding : 2eP+1eA+3eD 2 successes, 1 advantage
p-s.png p-s-a.png a-s.png d-f.png d--.png d--.png

11a. Modding : 2eP+1eA+2eD 3 successes, 2 threat
p-s.png p-s-a.png a-s.png d-th-th.png d-th.png

11b. Modding : 2eP+1eA+3eD 2 successes, 1 threat, 1 Triumph
p-tr.png p-s-a.png a-s-s.png d-th.png d-f-f.png d-th.png

11c. Modding : 2eP+1eA+4eD 1 failure, 2 threat
p-a-a.png p-a.png a-s.png d-f-th.png d-th.png d-f-th.png d-th-th.png

11d. Modding : 2eP+1eA+4eD 3 failures, 1 advantage
p-a-a.png p-a-a.png a-s-a.png d-f-th.png d-f-f.png d-th-th.png d-f-th.png

12a. Modding : 2eP+1eA+2eD 2 successes, 2 threat, 1 Triumph
p-tr.png p-a.png a-s.png d-th.png d-th-th.png

12b. Modding : 2eP+1eA+3eD 1 failure
p-s.png p--.png a-a-a.png d-f.png d-f-th.png d-th.png

13a. Modding : 2eP+1eA+2eD 3 successes, 1 threat
p-a-a.png p-s-s.png a-s.png d-th.png d-th-th.png

14. Ascension Gun:
14a. Increase Speed: Succeeded (50)
14b. Boost: Failed (100)

15. Optical Camouflage System:
15a. Master of Shadows: Failed (50)
15b. +1 Stealth: Failed (100)

16. Optical Camouflage System:
16a. Master of Shadows: Succeeded (50)
16. +1 Stealth: Failed (100)

(insert screaming in frustration)

17. Optical Camouflage System:
17a. Master of Shadows: Succeeded (50)
17b. +1 Stealth: Failed (100)

😢

18. Optical Camouflage System:
18a. Master of Shadows: Succeeded (50)
17b. +1 Stealth: Succeeded (100)

WOOO!! Finally. Well, I've got some Optical Camouflage Systems to share if anyone wants one. (Ooo... Could I get a couple more and kit out my men? I'd just need 2 more)

14a. Modding : 2eP+1eA+2eD 2 successes, 1 advantage
p-a-a.png p-s-a.png a-s-s.png d-f.png d-th-th.png

14b. Modding : 2eP+1eA+3eD 0 successes, 1 advantage
p-a-a.png p--.png a-a.png d--.png d-th.png d-th.png

15a. Modding : 2eP+1eA+2eD 0 successes, 2 advantage
p-a.png p-s-a.png a-a.png d-f.png d-th.png

15b. Modding : 2eP+1eA+2eD 0 successes, 1 threat
p-a.png p--.png a-a.png d-th-th.png d-th.png

16a. Modding : 2eP+1eA+2eD 1 success, 1 advantage, 1 Triumph
p-tr.png p-a-a.png a-s-a.png d-f-th.png d-th.png

16b. Modding : 2eP+1eA+3eD 2 failures, 3 advantage
p-s-a.png p-s-a.png a-a-a.png d-f-f.png d-f.png d-f-th.png

17a. Modding : 2eP+1eA+2eD 4 successes, 2 threat
p-s-s.png p-s-s.png a-s.png d-f-th.png d-th.png

17b. Modding : 2eP+1eA+3eD 1 failure, 1 advantage
p-s.png p-a-a.png a-a-a.png d-th.png d-th-th.png d-f-f.png

18a. Modding : 2eP+1eA+2eD 3 successes, 2 advantage
p-s-s.png p-s-a.png a-a-a.png d-th.png d--.png

18b. Modding : 2eP+1eA+3eD 1 success, 2 threat
p-s-s.png p-a.png a--.png d-f.png d-th-th.png d-th.png

13 minutes ago, P-47 Thunderbolt said:

(Ooo... Could I get a couple more and kit out my men? I'd just need 2 more)

Spent too much money on a Jetpack.* I'll stick with the extras I have. If I outfit three of my men, they'd be able to split off from the main group, right?

*That's not entirely true. I spent too much on Optical Camouflage Systems and modding. The Jetpack was just the straw that broke the camel's back.

Specialists profile for your approval.

332332 5 soak 10 WT

Group Skills: Athletics, Cool, Coordination, Discipline, Perception, Piloting (Planetary),* Resilience, Stealth, Survival, Vigilance, Brawl, Melee, Ranged (Light), Ranged (Heavy), Knowledge (Outer Rim and/or Xenology?).

Talents: Adversary 1? Stalker 1?

Abilities: Clone Inhibitor Chip

For equipment, I see the ShockHelix's commandos have different weapons. How does that work? I think I'll be sticking to a more uniform loadout, but I was wondering.

I'll work on names and backstory and stuff.

So far, I've only been working with +900 XP. How much do I add to that?

*Conditional on you allowing them to have Jetpacks (or even just occasional jetpacks).

Edited by P-47 Thunderbolt
On 3/4/2020 at 10:01 AM, P-47 Thunderbolt said:

Specialists profile for your approval.

332332 5 soak 10 WT

Group Skills: Athletics, Cool, Coordination, Discipline, Perception, Piloting (Planetary),* Resilience, Stealth, Survival, Vigilance, Brawl, Melee, Ranged (Light), Ranged (Heavy), Knowledge (Outer Rim and/or Xenology?).

Talents: Adversary 1? Stalker 1?

Abilities: Clone Inhibitor Chip

For equipment, I see the ShockHelix's commandos have different weapons. How does that work? I think I'll be sticking to a more uniform loadout, but I was wondering.

I'll work on names and backstory and stuff.

So far, I've only been working with +900 XP. How much do I add to that?

*Conditional on you allowing them to have Jetpacks (or even just occasional jetpacks).

Pick a talent related to flying... let's go with a jet pack/aerial assault/recon unit theme... with the caveat that you have to flip a destiny point each encounter to have you and your men use jetpacks in that encounter (travel outside an encounter doesn't require a dp flip). no resilience (standing in a group shouldn't help them resist poison better), drop wounds to 7 (6x7=42 vs 5x10=50 and you get better dice pools, and jet packs), and I'm not convinced that working as a group would help them fly better so pilot planetary is subject to revocation. Also you have to keep each clones encumbrance at 8 or lower to fly, that goes for you too, if that's too strict there's probably room for negotiation but I do want to reign in the jet pack because that kind of movement can get out of hand really fast... also weapons with long range or less (no extreme). And you generally won't be able to use a jetpack inside a space ship unless it's in a hanger (same goes for most buildings). If you want to drop piloting as a group skill and brawn to 2 (and soak to 4) you can have 4 agility for your men, and we can work something custom so that their piloting pool is 2 yellow 2 green. Also you and your men can have 2 hour of oxygen supply built into your flight armor, and maybe a feature that it auto seals small breaches (high altitude exo atmospheric drops/insertions). Heck with 4 soak your men can have 8 wounds.

I'm trying to make sure each group of specialist clones have a unique feel.

Let's go 950 xp.

What's the speed of jetpacks? Is it 1... if so maybe we could talk about the 3 full throttle (normal, improved, supreme) as the talents, just a suggestion.

Edited by EliasWindrider
1 hour ago, EliasWindrider said:

no resilience (standing in a group shouldn't help them resist poison better)

Yeah, I didn't really think of that. There are RAW minion groups who have Resilience, so it wasn't really something I'd considered. I think it probably has to do with resisting environmental conditions, explained by a combination training and coordination.

1 hour ago, EliasWindrider said:

and I'm not convinced that working as a group would help them fly better so pilot planetary is subject to revocation.

Okay. That's also a common group skill, I attributed it to communication between pilots keeping them aware of various relevant conditions and strategizing.

1 hour ago, EliasWindrider said:

Also you have to keep each clones encumbrance at 8 or lower to fly, that goes for you too, if that's too strict there's probably room for negotiation but I do want to reign in the jet pack because that kind of movement can get out of hand really fast...

Currently, here's what I'm looking at for the clones: DC-15a, vibrosword, 1 grenade (frag/stun/smoke), Utility Belt. That is 7 encumbrance before armor (1) and Jetpack (2). On missions where they have a jetpack, they'd probably drop the swords and use an M8 instead (cutting Encumbrance by 2).

I don't expect to use the jetpack all that much, the main reason was so that we could keep pace with Force Jump (something Jorin has). Of course it would be a tactical tool, but I was not expecting to have it on every mission (though definitely on the Second Battle of Geonosis [that's what you said was next, right]), or use it every time it would be useful. Rather than straight-up limiting Encumbrance, can we just have a gentlemen's agreement that I won't abuse it? I don't tend to always go for the optimum anyway. I'm not really a power gamer.

JT-12C Jetpacks have an Encumbrance of 2, so after Camouflage's DC-17s, armor, and Jetpack, he only has 1 Encumbrance available for other gear if he's to use the pack.

If you do want to have a hard limit, can we increase it to 8+a jetpack?

1 hour ago, EliasWindrider said:

also weapons with long range or less (no extreme).

Yup.

1 hour ago, EliasWindrider said:

And you generally won't be able to use a jetpack inside a space ship unless it's in a hanger (same goes for most buildings).

Yup, that's fine. I've got different loadouts for different situations (the benefits of starting with 85k credits ;) ), and I have the ascension gun if I need to get to medium range in a pinch to follow Jorin (or others). I wouldn't likely want to spend the encumbrance to take the jetpack in that scenario.

1 hour ago, EliasWindrider said:

If you want to drop piloting as a group skill and brawn to 2 (and soak to 4) you can have 4 agility for your men, and we can work something custom so that their piloting pool is 2 yellow 2 green.

Nah, I'd rather have the 3 Brawn.

1 hour ago, EliasWindrider said:

Also you and your men can have 2 hour of oxygen supply built into your flight armor, and maybe a feature that it auto seals small breaches (high altitude exo atmospheric drops/insertions).

Is that linked to anything prior, or stand-alone?

1 hour ago, EliasWindrider said:

What's the speed of jetpacks? Is it 1... if so maybe we could talk about the 3 full throttle (normal, improved, supreme) as the talents, just a suggestion.

Speed 2, Handling 0, SST 4. I'll look at Jetpack talents. Any limit on XP tier (tier 1=5, tier 5=25)?

1 hour ago, EliasWindrider said:

Pick a talent related to flying... let's go with a jet pack/aerial assault/recon unit theme... with the caveat that you have to flip a destiny point each encounter to have you and your men use jetpacks in that encounter (travel outside an encounter doesn't require a dp flip).

We aren't exactly an aerial assault unit, thinking more along the lines of advance unit making surgical strikes in advance of an invasion (or in advance of an advancing force). I'm okay with the DP flip.

1 hour ago, EliasWindrider said:

drop wounds to 7 (6x7=42 vs 5x10=50 and you get better dice pools, and jetpacks)

Could I lobby to buff that to 5/8? And what do you mean by better dice pools? (edit: Oh, one more minion. Nevermind) We've actually got one less Characteristic point.

Revised Group Skill list: Athletics, Cool, Coordination, Discipline, Perception, Piloting (Planetary)?, Stealth, Survival, Vigilance, Brawl, Melee, Ranged (Light), Ranged (Heavy), Knowledge (Outer Rim and/or Xenology?).

Edited by P-47 Thunderbolt
2 hours ago, P-47 Thunderbolt said:

Yeah, I didn't really think of that. There are RAW minion groups who have Resilience, so it wasn't really something I'd considered. I think it probably has to do with resisting environmental conditions, explained by a combination training and coordination.

Okay. That's also a common group skill, I attributed it to communication between pilots keeping them aware of various relevant conditions and strategizing.

Currently, here's what I'm looking at for the clones: DC-15a, vibrosword, 1 grenade (frag/stun/smoke), Utility Belt. That is 7 encumbrance before armor (1) and Jetpack (2). On missions where they have a jetpack, they'd probably drop the swords and use an M8 instead (cutting Encumbrance by 2).

I don't expect to use the jetpack all that much, the main reason was so that we could keep pace with Force Jump (something Jorin has). Of course it would be a tactical tool, but I was not expecting to have it on every mission (though definitely on the Second Battle of Geonosis [that's what you said was next, right]), or use it every time it would be useful. Rather than straight-up limiting Encumbrance, can we just have a gentlemen's agreement that I won't abuse it? I don't tend to always go for the optimum anyway. I'm not really a power gamer.

JT-12C Jetpacks have an Encumbrance of 2, so after Camouflage's DC-17s, armor, and Jetpack, he only has 1 Encumbrance available for other gear if he's to use the pack.

If you do want to have a hard limit, can we increase it to 8+a jetpack?

Yup.

Yup, that's fine. I've got different loadouts for different situations (the benefits of starting with 85k credits ;) ), and I have the ascension gun if I need to get to medium range in a pinch to follow Jorin (or others). I wouldn't likely want to spend the encumbrance to take the jetpack in that scenario.

Nah, I'd rather have the 3 Brawn.

Is that linked to anything prior, or stand-alone?

Speed 2, Handling 0, SST 4. I'll look at Jetpack talents. Any limit on XP tier (tier 1=5, tier 5=25)?

We aren't exactly an aerial assault unit, thinking more along the lines of advance unit making surgical strikes in advance of an invasion (or in advance of an advancing force). I'm okay with the DP flip.

Could I lobby to buff that to 5/8? And what do you mean by better dice pools? (edit: Oh, one more minion. Nevermind) We've actually got one less Characteristic point.

Revised Group Skill list: Athletics, Cool, Coordination, Discipline, Perception, Piloting (Planetary)?, Stealth, Survival, Vigilance, Brawl, Melee, Ranged (Light), Ranged (Heavy), Knowledge (Outer Rim and/or Xenology?).

8 enc + jetpack is ok. 5 soak, 7 wounds, 4 agility, no piloting planetary, but a 2 green 2 yellow piloting check, you can have the 2 hours oxygen and self sealing small breaches.

10 hours ago, EliasWindrider said:

5 soak, 7 wounds, 4 agility, no piloting planetary, but a 2 green 2 yellow piloting check, you can have the 2 hours oxygen and self sealing small breaches.

Raising the Agility lowers Brawn, right? If so, I'd rather have the Brawn.

Are you saying that the above is all-or-nothing?

5 minutes ago, P-47 Thunderbolt said:

Raising the Agility lowers Brawn, right? If so, I'd rather have the Brawn.

Are you saying that the above is all-or-nothing?

I'll let you have the agility without lowering the brawn, no piloting planetary but a 2 yellow 2 green pool for flying, and a 5 soak 7 wounds... and we can negotiate a little more if you don't like the package

Just now, EliasWindrider said:

I'll let you have the agility without lowering the brawn, no piloting planetary but a 2 yellow 2 green pool for flying, and a 5 soak 7 wounds... and we can negotiate a little more if you don't like the package

Then what Characteristic does lower? I'm tentatively on-board with the piloting pool and soak/WT.

9 minutes ago, P-47 Thunderbolt said:

Then what Characteristic does lower? I'm tentatively on-board with the piloting pool and soak/WT.

Not lowering an attribute.... I'm a little worried that the piloting pool might be too good but we'll give it a try and adjust if needed.

Do you have a preference between Outer Rim and Xenology, or can I take both?