Those moments of AWESOME!

By Logan Ambrose, in Star Wars: Edge of the Empire RPG

I don't think it's true that in RAW you can shoot beyond weapon range. That is why Sniper Shot and other talents exist, as well as some of the weapon modifications.

(Of course you can do ANYTHING in your own games, but it's definitely not written into the Core mechanics.)

Edited by Grimmshade

I don't think it's true that in RAW you can shoot beyond weapon range. That is why Sniper Shot and other talents exist, as well as some of the weapon modifications.

(Of course you can do ANYTHING in your own games, but it's definitely not written into the Core mechanics.)

This whole exchange is very confusing to me... Hahahahaha, I have looked all over the book last night trying to find it since sometimes the rules don't limit themselves to the exact location you would expect them (the triumph result on a medical check springs to mind) but couldn't find anything about this indeed.

....

We're all primed to be at each others' throats and if I do the actions I know my character would do if they don't cooperate then I can't predict how things would fly except maybe apart. I didn't mean for my backstory to hijack the narrative but now we're mired in this internal conflict (I think the GM tried to simplify things by killing me when he had a nemesis throw a Thermal Detonator at me, but the Dice were with me and I lived).

That is some wicked awesome roleplaying. God I wish I was part of THAT group. My personal advice would be to have out your internal conflicts with the GM before throwing too big a monkey wrench in his plans. If the captured Jedi is central to the plot and has to be turned over for the GM campaign to continue I as a GM would come up with something like this:

Setting 1: (GM has a plan) Say you sedate the crew and release the Jedi, the Jedi then refuses to leave because it's part of her plans to get captured. Maybe she fills you in on alittle of your history (I would never give you everything in one go), maybe she just reads your surface thoughts and tells you to stay with your friends and that she will be fine. Your GM may have plans for you, or her, or both that they would probably like you not mucking up. I would give you alittle extra XP myself but not too much.

Setting 2: (GM has no plans) Now you get to roleplay at it's finest. You are torn between your desire to learn about yourself, your history and your loyalty to your friends and allies. An understandable connundrum and hard for most to roleplay themselves out of. I see two options, you beg and plead for your friends and allies (play that up alot) to give you an hour alone with the Jedi to ask her some personal questions. If they don`t let you then you have two options either ask right infront of your friends which can bring about some interesting concequences, or sedate the crew and ask on your own. Then depending on what the Jedi(GM) says I would do as they ask.

Remember the Jedi can read your surface thoughts and emotions, and any of them that have made it this long without capture from the empire are going to be pretty powerful. Which can be a great tool for your GM to use to help you along to the path he wants you to take.

Either way stay with your group. If you have sedated them and released the Jedi then pretend to be unconcious when they start rousing. Say it must have been some sort of Jedi mind-trick. And if all else fails beg forgiveness, explain your actions and submit to whatever the players decide as punishment. Usually it's not too bad and it makes for great roleplaying for the others whom now may distrust your character (but respect the hell out of your roleplaying). I would give chunk of extra XP for this as it is a personal decision that is true to your character and harms the party and yourself.

Some things I would caution you on, do not threaten the Jedi with her release pending her telling your about your past, doesn`t fit a confused and vulnerable character and Jedi are particularly hard to break from that angle. Do not lie to her as she can read your surface thoughts and it will be very difficult to pull one over on her. And do not do anything rash without running it by the GM.

Be prepared for your friends to pin any escape on you regardless of if they caught you or not. Most can reason out that the one person most vocal about releasing the Jedi was probably the one behind the escape (unless your really good and can pin it on someone else).

In short come up with a plan with your GM. Maybe show up to the session early if it's just going to be your GM and you talking and nobody else is allowed in the room anyways, as it wouldn`t be polite to waste a bunch of playing time with nobody but you playing. When the rest arrive your GM could easily annouce to the group:

"After you all break appart to cool off you suddenly find yourself waking up on cold wet durasteel with a dizzy blurry feeling and damp clothing. (Insert your players name here) is standing over you with a bucket dipping with an as of yet unidentified fluid."

Just my two cents on how to handle it.

A few weekends ago I had my players roll a new character for what I call "session 0" of beyond the rim.

Basically it's a quick adventure I wanted to throw in to establish a relationship with the players and Reom. The premise is that Reom is planning on making a big move in his business (the whole business with the Sa Nalaor and all that), but he can't move forward until his niece has been rescued. Reom needed people not easily recognized as associates of IsoTech in case the rescue was a botch. Which is why he contacted the PCs.

Backstory:

Several months ago the Yiyar clan kidnapped Reom's niece and threatened her safety in order to blackmail IsoTech.

Long story short, the PCs found out Kenzi (the niece) was being moved from the main port on Ryloth to a hidden base deeper into the planet's core. The only way they would be able to extract her is in transit.

The PCs commandeered some speeders and chased down a hover train. Blowing up two other speeders piloted by Yiyar clansmen in the process. All of them had managed to board the tram but the Gand Big Game Hunter. The player suggested jumping over the train with his speeder, jumping out mid-air and landing on the roof. I wanted this to happen so bad that I made the difficulty only an average check, and threw in a boost die for cinematic creativity.

He ended up success with a triumph. So he hit a vaguely inclined-shaped rock that set him over the tram, He spun in mid-air and landed on the train bad-ass style as he suggested, and he used his triumph to have caught his hammer that had flew out as he performed his stunt. Obviously this was followed by a one-handed cocking of the gun.

Did I mention that an E-Web was mounted on top of the tram and manned by a Yiyar clansman? That was a fun encounter to run.

Edited by kaosoe

A few weekends ago I had my players roll a new character for what I call "session 0" of beyond the rim.

Basically it's a quick adventure I wanted to throw in to establish a relationship with the players and Reom. The premise is that Reom is planning on making a big move in his business (the whole business with the Sa Nalaor and all that), but he can't move forward until his niece has been rescued. Reom needed people not easily recognized as associates of IsoTech in case the rescue was a botch. Which is why he contacted the PCs.

Backstory:

Several months ago the Yiyar clan kidnapped Reom's niece and threatened her safety in order to blackmail IsoTech.

Long story short, the PCs found out Kenzi (the niece) was being moved from the main port on Ryloth to a hidden base deeper into the planet's core. The only way they would be able to extract her is in transit.

The PCs commandeered some speeders and chased down a hover train. Blowing up two other speeders piloted by Yiyar clansmen in the process. All of them had managed to board the tram but the Gand Big Game Hunter. The player suggested jumping over the train with his speeder, jumping out mid-air and landing on the roof. I wanted this to happen so bad that I made the difficulty only an average check, and threw in a boost die for cinematic creativity.

He ended up success with a triumph. So he hit a vaguely inclined-shaped rock that set him over the tram, He spun in mid-air and landed on the train bad-ass style as he suggested, and he used his triumph to have caught his hammer that had flew out as he performed his stunt. Obviously this was followed by a one-handed cocking of the gun.

Did I mention that an E-Web was mounted on top of the tram and manned by a Yiyar clansman? That was a fun encounter to run.

Nothing like a good train-job!

Just yesterday, I had a session at my schools group. I'm the GM, and I'd recently had the players be enlisted on a mission to Coruscant to kill an Imperial official who's going undercover.

The Imperial is not important. What happened when they entered the system does.

As they hadn't previously contacted about their arrival, they were called by a customs official. He said that he needed their credentials, and asked their business. So, in response, the pilot stuttered out that there were comlink issues and he shot the computer. Not only did his threat in negotiations cause them to investigate, but his threat in his shot corrupted the navi-computer.

The Imperials came to investigate, and after they felt uneasy by one of the players being overly loyal to them (they were workers, he was an alien who called the human pilot a slave, all that jazz), they called in the escort that had come in a seperate Lambda shuttle. When the Imperial officer came aboard, he shouted for a bit before deciding (after failed charm and negotiation) to just have the Stormies shoot and to leave.

There was a little fighting, and the Imperials left with only the Lambda shuttle holding the officer and the troops and one TIE left. The repair ship was still attached, so the players started discussing what they should do.

Then. A whole wing of TIEs attacked, and despite my constant warnings of "They're getting closer the more you talk," they still tried to come to a decision. So, the TIEs did one strafe, and blew off an entire wing. The players started to speed up on their talking, but we're too slow, and the TIEs came back around and blew up the entire engine room with the engines. This was the last point at which they decided to take the other ship (they thought it had no hyperdrive, but at this point it was their only choice), and the original ship got blasted to oblivion just before they launched the slow hyperdrive the secondary pilot found, since the main pilot had been nocked out.

Not even the act that the group got their ship decimated was what made this moment so important: it's that one of the players, a mechanic who has asserted that she was best friends with the engine, was in another game in the room (we were playing two games at once as part of a deal). When she heard they'd lost the ship (who she'd named Tony) she said she was on the brink of crying.

We're currently in debate over who's to blame: my alibi is that they were the ones who brought it on the ship, and they could've tried to fly out even without a navicomputer if they'd just tried.

This wasn't exactly an "awesome" moment for me, but it certainly was for my son. He was a Human Marauder and wasn't exactly paying attention to the game and the characters just happened to be in a cantina. I figure I'll have a little fun with him and decide it's time for a random bar brawl. I send 4 guys after him with the intentions of just having him get a bit bruised up but he succeeds on the perception roll and narrowly avoids getting hit with a bottle. So he whips out his vibroaxe and proceeds to roll 3 triumphs in a row. After instantly dropping 3 guys with 3 swings, the last guy just runs away. My son was rather happy with that and I can't say I wasn't impressed either. He does pay more attention to the games now though.

Edited by erik_wolff

I don't think it's true that in RAW you can shoot beyond weapon range. That is why Sniper Shot and other talents exist, as well as some of the weapon modifications.

(Of course you can do ANYTHING in your own games, but it's definitely not written into the Core mechanics.)

This whole exchange is very confusing to me... Hahahahaha, I have looked all over the book last night trying to find it since sometimes the rules don't limit themselves to the exact location you would expect them (the triumph result on a medical check springs to mind) but couldn't find anything about this indeed.

You are correct. As written, weapons cannot fire past their listed range, barring a couple of rare talents or pieces of gear. He's houseruling (and I do the same thing) that weapons can fire beyond their listed range, but each range band adds two Difficulty, not one. Among other things, it makes Tusken Raiders a more credible threat.

Nine TIE Fighters.

Yeah... I'm a d*ck. This session started with 10 Light Side, and 2 Dark.

So... My players were flying to Raxus Prime, and they nonchalantly went about their astrogation check. As they were getting ready to roll.... I tossed a dark side at it.... DESPAIR.

"Traveling through hyperspace ain't like dusting crops, boy! Without precise calculations we could fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?"
―Han Solo

So, my players popped out right by the Raxus Orbital Defense Platform. This immediately drew the attention of Imperial TIE fighters and a long boring conversation with command and control. In keeping with the group's idiom, the captain who was just recovering from a serious blaster wound came up to the pilot seat to negotiate... in his underpants. (Seriously.. why doesn't this ever happen on shows?)

We burned through light and dark side points through this conversation.

"State your destination and cargo."

"Its above your paygrade, contact Lord Vader if you want to know." (critical success... I decided the players wouldn't be swarmed and had bought some time)

"Transmit your rank and serial number."

"Everything's fine here. all fine... reactor leak, very dangerous, how are you." (Despair! TIE fighters move on attack vectors.)

I played this out as a 4 waves of 3 TIE fighters, instead of the requisite 2 waves of 2 TIE Fighters. The last wave of 3 TIE fighters remained in orbit scanning for the players.

The Venture got raked... repeatedly by TIE fighters. Evasive maneuvers, and Hold the Advantage kept the players from getting trashed. Two TIEs were Sliced to bits, and the remaining 4 went the traditional way. The Venture suffered multiple criticals which kept the mechanic busy with repairs. Captain Harsol took copilot and did a little Leadership on the gunners. Some of Harsol's crew aided with various ship duties.

Flying into Raxus Prime's atmosphere the ship had 3 Wounds left, and a wing of 3 TIE fighters hot on their tail. They quickly went diving into the canyons of junk. Following a river of toxic sludge, the ship pulled up and into a tunnel with the sludge in it... They gunned down two TIE fighters, but the third nailed them with a crit to boot.

[The terrain sequence was randomly rolled, and it was amazingly good for the story line... orbital TIE's wouldn't see where they went, so effectively they got away.]

I allowed the Slicer to do one last action before they were on emergency power.... SLICE... critical success... SPLOOSH! The tie fighter lost power and hit the river.

The mechanic got busy restoring power and getting minimal systems operational. They were planning to move later that evening and hook up with Isotech.

The last they saw of the TIE Fighter who downed them was the pilot standing on its roof, slowly moving to the sludge fall. "Are you going to rescue him or anything?" "No. No I don't think so."

I was the Gm for the beginner game, but when we got the full game a friend took over as GM. We made characters and expanded the group and proceeded to play the adventure FF released for download. During those game sessions, we had a bounty put on our heads by a Hutt and had bounty hunters show up to collect.

It's not my fault that we were in a repair and refueling bay and they were taking cover behind flammable chemicals. I tried to shoot at them and failed, but rolled some advantage, so my shot missed them but hit a container that started to leak around them and on them, before someone shot the liquid and torched them. Which gave us our plan to deal with the Hutt, fake our deaths and try and cash in on the bounty, which then became kill the Hutt.

So the 2 players that had just joined my crew decided to turn in the charred bodies to the Hutt, after stuffing them full of explosives. We take the bounty hunters ship to meet the Hutt and 2 of us sneak in (1 of whom has the detonator), 2 go in as "captives" of another player. 1 of the people that has snuck in starts releasing the gladiator slaves and causing a diversion, now is the moment for our big surprise for the Hutt.

1 of our "captors" gives the codeword and... is asked "can you confirm that?" The guy with detonator has uncovered info that we can use against the Hutt to get ourselves out of our predicament and has changed the plan. Now our captor is just randomly yelling the code word and looking insane before giving up and walking towards the bodies and shooting them to set off the explosives, nearly killing himself. The plan has gone to hell now. I say we just run like hell and take off out of the main room, heading for the ship.

Our 1 last player tries to come to the rescue and crashes my ship into ship we came in on knocking it off a cliff and damaging my Drunken Mynock. The defenses now kick in and start causing more damage to my ship. I start dealing with the defenders shooting at my ship, showing them no mercy as our player that freed the gladiators comes to the rescue of everyone else with her new BFF a Barabel gladiator.

We take care of the defenders and go to help the others with the Hutt. We finish the Hutt off, alarms and sirens are blaring, it's now time to get out of here. So we start to run out, but we forgot something. The person who just crashed my ship and I run back in yelling get the couch and proceed to run down the halls with our precious new loot, a nice comfy red velvet couch. OWe got some slighty used b1 battle droids and another ship to add to our ragtag fleet, but really, the couch is what we were after and all that really mattered.

My group’s fixer owns a mine on an outer rim planet competing with an Imperial mining operation which he wants us to shut down with as little bloodshed as possible. After landing and getting familiar with the situation, our human gadgeteer hatches the idea the best way to get the mine workers pissed off enough to walk out is by messing with their pay. It’s such a backwater planet they actually use cash money rather than credits, so our Sullustan outlaw tech hacks into the system to find out the schedule of when the money gets taken to the mine for pay day. He also changes the duty roster to make sure it’s the greenest crew possible guarding the cash. Our Twilek pilot asks my Clawdite assassin if he can shapeshift into a woman. I hang my head and answer in the affirmative.

On the day of the delivery we park our truck on the road and fake a breakdown. I bat my eyes and charm the lieutenant into coming down to help us figure out the problem. He has one of his men help him and that guy has the unfortunate luck to wander around the back of the truck where our Wookie pops out and proceeds to split him from head to waist with his vibro-axe. All Hell breaks loose. I crit the lieutenant with my vibro-knife while the gadgeteer disables their vehicle from extreme range with his sniper rifle. The other three fall relatively easily and we make off with the cash.

My group’s fixer owns a mine on an outer rim planet competing with an Imperial mining operation which he wants us to shut down with as little bloodshed as possible. After landing and getting familiar with the situation, our human gadgeteer hatches the idea the best way to get the mine workers pissed off enough to walk out is by messing with their pay. It’s such a backwater planet they actually use cash money rather than credits, so our Sullustan outlaw tech hacks into the system to find out the schedule of when the money gets taken to the mine for pay day. He also changes the duty roster to make sure it’s the greenest crew possible guarding the cash. Our Twilek pilot asks my Clawdite assassin if he can shapeshift into a woman. I hang my head and answer in the affirmative.

On the day of the delivery we park our truck on the road and fake a breakdown. I bat my eyes and charm the lieutenant into coming down to help us figure out the problem. He has one of his men help him and that guy has the unfortunate luck to wander around the back of the truck where our Wookie pops out and proceeds to split him from head to waist with his vibro-axe. All Hell breaks loose. I crit the lieutenant with my vibro-knife while the gadgeteer disables their vehicle from extreme range with his sniper rifle. The other three fall relatively easily and we make off with the cash.

I see I'm not the only who thinks about mining in space. I don't know if its minecraft or EVE or what....but mining always ends up in our games somehow.

My group’s fixer owns a mine on an outer rim planet competing with an Imperial mining operation which he wants us to shut down with as little bloodshed as possible. After landing and getting familiar with the situation, our human gadgeteer hatches the idea the best way to get the mine workers pissed off enough to walk out is by messing with their pay. It’s such a backwater planet they actually use cash money rather than credits, so our Sullustan outlaw tech hacks into the system to find out the schedule of when the money gets taken to the mine for pay day. He also changes the duty roster to make sure it’s the greenest crew possible guarding the cash. Our Twilek pilot asks my Clawdite assassin if he can shapeshift into a woman. I hang my head and answer in the affirmative.

On the day of the delivery we park our truck on the road and fake a breakdown. I bat my eyes and charm the lieutenant into coming down to help us figure out the problem. He has one of his men help him and that guy has the unfortunate luck to wander around the back of the truck where our Wookie pops out and proceeds to split him from head to waist with his vibro-axe. All Hell breaks loose. I crit the lieutenant with my vibro-knife while the gadgeteer disables their vehicle from extreme range with his sniper rifle. The other three fall relatively easily and we make off with the cash.

Very classic, usually they don`t go that well.

During our last game, we went up against a ship that had a concussion missile.Due to my habit of somehow stealing ships and paying/bribing/rewarding my crew with a ship of their own, He made sure that the first thing the ship did was fire the missile, and used the darkside to make sure it hit, just to be sure that I would have no chance of getting it in case I somehow managed to get my hands on the ship. Which I did, when I convinced the pilot he should join us versus staying with the losing and being blown to pieces. He was afraid that I would mail the missile to the emperor and try and take over the empire. I just wanted the ship as a delivery vehicle for my potentially new business, Papa Palpatine's Pizza.

Most of our awesome moments deal with the character that crashed my ship, Gavin the Givin, our wanted/hunted doctor. I'm not sure I ever want to go to him for any healing. The person who plays him wasn't that happy with the character, so he started doing crazy stuff with him to kill him off, but he somehow manages to either succeed or survive it. It started when 1 group of characters was going to buy/procure a speeder while the rest of us were doing recon on a target. Gavin decides to follow and help them get a speeder. As they are talking and negotiating on a price, Gavin walks up and shoots the salesman in face killing him, in broad daylight, on a busy street.Since then he has turned into a wannabe shock trooper with serious mental issues. In the last adventure he managed to roll enough successes, triumphs and advantages so that he didn't die when tossed himself out of the airlock and at an enemy ship to plant explosives on it. If he failed, the bomb was still going to go off, and if he lived, no plan to get back to the ship. The force is definitely with that character

My group’s fixer owns a mine on an outer rim planet competing with an Imperial mining operation which he wants us to shut down with as little bloodshed as possible. After landing and getting familiar with the situation, our human gadgeteer hatches the idea the best way to get the mine workers pissed off enough to walk out is by messing with their pay. It’s such a backwater planet they actually use cash money rather than credits, so our Sullustan outlaw tech hacks into the system to find out the schedule of when the money gets taken to the mine for pay day. He also changes the duty roster to make sure it’s the greenest crew possible guarding the cash. Our Twilek pilot asks my Clawdite assassin if he can shapeshift into a woman. I hang my head and answer in the affirmative.

On the day of the delivery we park our truck on the road and fake a breakdown. I bat my eyes and charm the lieutenant into coming down to help us figure out the problem. He has one of his men help him and that guy has the unfortunate luck to wander around the back of the truck where our Wookie pops out and proceeds to split him from head to waist with his vibro-axe. All Hell breaks loose. I crit the lieutenant with my vibro-knife while the gadgeteer disables their vehicle from extreme range with his sniper rifle. The other three fall relatively easily and we make off with the cash.

I see I'm not the only who thinks about mining in space. I don't know if its minecraft or EVE or what....but mining always ends up in our games somehow.

Not sure about MineCraft, but certainly EVE - EVE is either about pewpewing and being a d*ck (enjoying the game IG TIME) OR mining and building cool stuff and selling cool stuff.

"Second session on Raxus Prime", or "How my group is finally embracing the awesome..."

I decided to use the scavenging run to show the players that Jawas were getting killed and the skiffs stolen. This was to foretell what was coming with the Yiyar assault and possibly allow them to prepare. True to form, my players forgot\didn't tell anyone, and left ISO Tech unprepared for the assault.

The battle was an over the top all out combat fest, but the players were embracing 'cool' at a whole new level.

The Marauder wailed on some Yiyar, but, as their skiff was half way out of the ship bay, he decided to jump on, kick the off switch, and jump off... Hard Athletics... Success... The last Yiyar when flying down the cliff face.

"Too Low", tried to pull away in his skiff, when the Venture's shuttle pulled out and put a hole in the skiff's deck. Too Low crashed in the toxic lake, and went down with his skiff. (A fitting end...)

Our Slicer (pit-droid) got his speeder bike out, pulled his blaster out, and started wizzing around the ship bay yelling "Hi Ho Glitch!", while he was blasting away. (He didn't accomplish much... but he had fun.)

Our Trandoshan used her Hammer to put one group mercenaries to the ground, with the unfortunate side effect of getting mowed down with return fire. This was in fact fortunate, because they would have made a mess of the rest of the group. Those same mercs also tossed a Thermal Detonator into the Blockade Runner loading bay.

Absolutely the star of the battle was the Twi-Lek Gadgeteer Bounty Hunter.. Her new gyro stabilized cybernetic arm (+1 Agility) and Heavily Modified Heavy Blaster Rifle, made a total mess. Everywhere she ran, all you could see where her Lekku juddering as her blaster mowed down screaming Yiyar and Mercs. She didn't slow down... she didn't let up, even as she took multiple blaster hits. The last two Trandoshans gurgled their last breaths through multiple sucking chest wounds. (She killed like 4 Trandoshan Mercs, and 7 Yiyar.) Bobafett would be proud.

In game terms I'm a tad worried about this... offense has easily outstripped defense. I kinda wonder how a big bad boss type fight will work when the bounty hunter can put out so much damage. On the other hand, she was vulnerable, and some luck played a role in her survival.

Our group had a fun moment over the course of two PC turns. The first character is an HK-51 droid playing a bounty hunter gadgeteer and wielding the Model 38 from Enter the Unknown. The second character is a smuggler named Sol who dual wields heavy blaster pistols with actuating modules. Both are very capable with their weapons that each do a pile of damage.

The party gets split into two groups short range from each other. Each group gets jumped by nexu. Firstly, the HK-51 droid is a bit of a tank and realizes that Sol is not. He decides he would kill the nexu engaged with Sol. Naturally, he fires his model 38 at the engaged target and rolls despair, thus nearly killing Sol with the model 38.

Sol is understandably miffed about this accident but was willing to push on. Or so we thought. When Sol's turn came around, he decided to try and kill the nexu engaged with the HK-51 droid. Much to the GM's delight, he rolls despair and shoots the HK-51, nearly killing him.

Luckily, the rest of the group had the sense not to fire range weapons in melee. Still, it was quite enjoyable to hear the players say "it's not likely I'll hit you." Good times.

From Dawn of Defiance:

While Kid Sullust made short work of the guards, the Inquisitor surged by us to engage IG-66 by the turbo lift. The droid, well aware that he was a shooter, dangerously close to a melee specialist, retreated into the lift. The Inquisitor followed and hit the buttons to send the lift down – cutting off the droid from our support. It was the last thing the droid wanted, so it did the last thing the Inquisitor wanted – it used one of its thermal detonators.

I was cutting my way through the lift doors when it went off, shredding the lift and sending IG and the Inquisitor plummeting to their doom. Pain and revenge were all either had left, so each continued to blast away at the other – the droid with his commando rifle; the Inquisitor with Force Lightning. Down they fell, locked in combat, each aware of their shared fate… The sound of splintering bone and shearing metal signalled the end of both their conflict and their journey. The light in their eyes – literally for the machine, figuratively for the man – dimmed.

I looked down into the darkness, sure we were too late but eminently aware that IG was the only one with the codes for the gifts we’d brought. I didn’t know if I could salvage them from his memory core, but I had to try, so started spooling cable from my belt.

Then, in the darkness, there came a hiss. It was followed by pin-pricks of red light, winking into existence below. I switched to low light in time to see a mechanical fist close around the end of my line – IG was alive…

BTW Dawn of Defiance is a must. If only because Ep.8, "The Gem of Alderaan", features a dance-off.

IG-66 was the source of much cool.

While infiltrating a gang, posing as a weaponsmith it upgraded the vibroaxes of the gang's Gammorean guards but included a boobytrap - the battery would discharge itself through the grip if IG sent the correct signal.

Another time we were being pursued by some stormtroopers in one of those open-sided speeders from the prequel films. He pulled his speeder bike round in a sharp turn, flew it through the open door and threw a grenade into the cockpit. Good times...

Edited by Col. Orange

So in our last adventure. We finish up our job of collecting the money from the mine for the hutt, give the miners with only a few references of "Miners, not minors". We get back to the planet, turn the money, tell him some of the work that needs to be done if he wants to keep making money and then go spend some money and upgrade the ship. During this, our FSE goes off on her and one of BH follows her.

While she is doing her thing, our doctor (the suicidal/homicidal Gavin the Givin) and his friend/ our mechanic talk to each, then look at me and ask the dumbest question ever, "do you want to go rob a store?", of course. We find a store that has a backroom for "special" goods, talk our way into the room, chat the guy up and just see what he has to offer.

At this point our FSE has finished her run in with another force sensitive person and is freaking out that she is going to have to rescue us because we our going with the greatest plan ever known as, to hell with it let's just wing it.

As we are talking to the Duros shopkeeper I quickdraw my pistol, roll some successes and a triumph and stun him, then we proceed to take out the droid guards. A wandering group of Imps hears the blaster fire and investigates. Gavin and I stay in the back room while our Duros mechanic is behind the counter and bluffs the Imps that the droids malfunctioned, again apparently, and they buy it because all Duros look alike, **** speciesist bastards. Much to the delight of our GM and horror of the group, we acquire a thermal detonator which I promptly pick and throw to Gavin while yelling catch, score some spice, mods, a new weapon for me and an EVA suit for our mechanic and stroll back to the ship triumphantly. ****, I love being the good guys and heroes.

Edited by HiroKedyn

I know I've posted this somewhere else, but did kind of a short version of it. Figured I could explain the whole thing here.

I was a player in my friends game playing a Smuggler pilot/ Technician outlaw tech who love to pilot the Citadel and be a pilot in one of the two Y-Wings the group had, and a former Imperial Officer.

Campaign setting we where on Hoth right before the battle was going to be happening. Our group was dropping of supplies and were picking up some high ranking personal, but was caught helping with the escape. My pilot begin the the former Imperial Officer he was, started thinking military and was helping get people to evac, then jumped into his Y-Wing to fly fighter escort next to the citadel that was flown by on of the 2 astro-mechs that the group owned. Keeping close to one of the transports leaving, the jump to space was find but once in space a small squad of three tie's jumped towards the transport.

My pilot pulled lead fighter over the X-wings that were escorting the transport to intercept the tie's. After a few rounds we had taken out one of the tie's and was coming around to try and take out the last two. Rolled a triumph on my roll but the enemy tie had rolled a Despair against me. What came of it was something I thought my pilot was sure not to make.

My pilot trying to maneuver the Y-Wing and had his atro-mech rotate the turret to try and scare the tie of his tail, but actually hit the tie and it slammed into me knocking out both of my engines and leaving me floating in space. My pilot sat dead in space trying to fix the Y-wing as the last tie was fighting the last X-wing. After rolling another triumph got the ship in working order in time to fire a shot killing the last tie.

After that jumped to Hyper-space and got out with the Citadel, the Transport, the last X-wing.