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Rogue 7
Oct 13, 2012
How exactly are starship firing arcs supposed to be implemented? The range bands don't specify facing, so is it supposed to be handled narratively?

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Rogue 7
Oct 13, 2012
Yo so someone in another thread said that Autofire breaks this game in half. I'm just about to start running and EotE game, and while I don't have any worries about my players, I don't want to do something like set up an E-Web blaster for an ambush and walk into a TPK. Can someone please elaborate?

Rogue 7
Oct 13, 2012
I got an email from FFG saying that my Dawn of Rebellion preorder is close to shipping. I haven't preordered from them before, how soon can I expect it?

I've finally managed to start running a game of Edge of the Empire. I've got 3 players, and we're 3 sessions in. So far, I've really been enjoying the dice mechanics, and my players have been getting very into it.

Our motley crew is :
Sesk, a Twi'lek Colonist/doctor who used to be high society, but got drummed out because of Imperial racism. He's their face, and it's become a thing already that he constantly tells everyone he's a doctor.
Rist, a Bothan Slicer with a Booster Blue addiction who has been the source of much of their crazy plans.
and M1-NA, a brawn-focused punchbot disguised in the body of a common 3PO unit who spends mot of her time commenting on just how insane her two organic companions are. Her new signature move is breaking wrists.

The team has been hired by a wealthy ship merchant who sympathizes with the Rebellion to acquire starfighters from all over the galaxy and get them to the Rebel fleet. He's supplied them with a ship (A YT-1300 they christened the "Century Hawk" since it's a strict down grade from "Millenium Falcon") and the Rebels pay them for the starfighters.

In the first session, M1-NA and Sesk met their employer in a city on Commenor. After they took a look at their new ship (showing up in the middle of the night on foot and almost getting shot by the staff of the starport when Sesk failed a completely unnecessary bluff roll he wanted to try) , they were told of a local body shop that had secretly assembled an A-wing, but didn't have a way to transport it offworld. After mulling over their options (including an overly complicated plan to find someone willing to buy a military fighter, sell them the A-wing, and then steal it from them to give cover to the shop- that had me chuckling because this was supposed to be a very easy 1-session job, and that plan would have been ludicrously complicated), they stole a truck, parked the A-wing inside, and were going to drive it to the starport...until I threw a cargo checkpoint in the way. They attempted a rather impressive bluff (declaring they were hauling a contagious, festering corpse, complete with Sesk in a biohazard suit) but Sesk utterly failed all his rolls and the guns came out. M1-NA threw a stormtrooper out the back of the truck, fired up the A-wing, blew apart a pursuing speeder, then took off for space, shooting down 2 TIEs in the process as Sesk high-tailed it to the Hawk and space. They delivered it to the Rebellion for a nice profit.

Next two sessions, the party went to an Outer Rim world that made Tatooine look civilized, a former Clone Wars battleground now ruled by a Nemoidian crime boss who stuck around after the war ended. This Nemoidian was selling 4 Republic Y-Wings. The PCs couldn't charm their way into an exclusive deal (their employer was fronting the money for the fighters), but he did agree that if they did him a favor, they'd get their deal. He had a leak in his organization, and he wanted the PCs to find the rat. They failed miserably at infiltrating his casino when Sesk rolled a despair trying to pass a stolen ID to Rist in the middle of a medical emergency, so they cruised around bars until they got a hit on a rumor. Upon which they broke into the target's house and ransacked the place looking for evidence. Fortunately for them, it was the right guy, and when he interrupted their heist, M1-NA took him down with no trouble. That's where we finished the last session, with the PCs reporting their success to the Nemoidian.

What they don't know is that a pirate crew really wanted those fighters, and is going to be staging a little ambush at the Century Hawk to get them from the PCs. Presuming that that ambush goes as planned (IE, the players kill everyone), their next target is going to be a flight of old ARC-170s the Empire is slating for scrap at an orbital scrapyard in the boonies, which should give Rist a chance to flex his slicing muscles a bit more.

My players are really enjoying this system, and I am, too. I really do love how much I feel this game lets you capture the feel of the movies.

Rogue 7
Oct 13, 2012
I did find it very strange how the Edge of the Empire book talks about the Empire in much greater detail than Age of Rebellion, when you can play games in EotE that have nothing to do with the Empire, but the premise of AoR pretty much mandates fighting the Empire.

Rogue 7
Oct 13, 2012
Received my copy of Dawn of Rebellion today. It's pretty drat awesome, gives me a lot of inspiration. Anyone have any questions about it?

Rogue 7
Oct 13, 2012
Just the TIE X1 that the Inquisitors use. Clone tree seems to me to have a lot of cool things- they can give allies +1 defense and +1 soak for an encounter, plus a lot of generic goodstuff soldier-focused abilities.

Rogue 7
Oct 13, 2012

kingcom posted:

That is so weird we dont have that, is this part of the 'dont stat up named npcs' thing they are applying to the ship aswell or something. The clone stuff sounds handy at least.

What about other mechanics, anything they've put in you think is particularly clever?

They actually violate that rule pretty hard here- there are state for all the Ghost crew, Ahsoka, Tarkin, the Inquisitors, and even loving Vader. He’s reasonably monstrous as far as I can tell. No stats for the heroes of Rogue One, but stats for Krennic and Death Troopers. Amusingly, they actually give stats for the Death Star, though I can’t imagine how they would be applied.

I like all the character trees, they have some great story hook potential. Baze’s gun has stats and seems like an absolute motherfucker.

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Rogue 7
Oct 13, 2012
My players just left from our 5th session of my campaign, and it's been excellent. Last week, with my brother and our Bothan Slicer's girlfriend as guest PCs, the group successfully made contact with a homegrown Rebel cell on an Imperial planet, staged a diversion by setting a bomb off at a datacenter (the Bothan wanted to slice into their systems before that, but he rolled a despair while sneaking in and now has warrants out on the planet.), and successfully liberated 3 prisoners in a daring attack on the Imperial transport carrying them in a scene involving two trucks holding E-web blasters and our Droid PC throwing Stormtroopers off the transport into traffic.

This week, the main Party (Bothan Slicer, Twi'lek Doctor, Droid Punchbot) got back to their main task on the planet of stealing 4 ARC-170 fighters from an Imperial scrapyard. Their first challenge was actually finding where this place *was* since I put it far away from any city way out in the wilderness. They tried aerial recon, but meekly accepted when the flight plan given to them by the authorities put them in the wrong part of the planet, so that was a wash. Next they tried bragging at bars, and the only hint they got was that it was West along a river. Which was apparently good enough, as they set out to trek there. This turned into a two-day trip and the two organics neglected to actually bring any food, or flip a destiny point to say that they had when I asked.

I had intended for the PCs to most likely infiltrate the facility by posing as haulers taking goods from the scrapyard, or gain access through a series of sewage tunnels (that they definitely knew about! The Droid's player mentioned them a few times as a possible route, but that idea fell by the wayside). Once in the facility, they'd become aware that the labor was largely supplied by Imperial slaves, and I expected events to proceed apace. Instead the PCs opted to cut the facility's power(Bothan sliced it with a Triumph, so that power is OUT) and cut the fence. This immediately led the Imperials to suspect a slave escape, but got the PCs in undetected. They're right there with the fighters they mean to steal. Problem is, these are fighters slated for scrap. They're out of fuel, and I can't believe none of the players thought about that possibility. But they're right next to where the Imperials are trying to figure out which slaves have escaped, and are planning to intervene next session.

Overall a ton of fun!

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