|
Search found 25 matches |
Author | Message |
---|---|
![]() |
|
pwcroft Replies: 15 Views: 12546 |
![]() |
I suggest not tying youself to a set scale, but instead use whatever scale seems best under the circumstances. The 20m/space scale is fine for speeder bikes, walkers, and landspeeders, but you will ... |
|
![]() |
|
pwcroft Replies: 7 Views: 9363 |
![]() |
I like the Manhunt adventure, but it doesn't quite fit with this group of characters or the time frame.
I'm thinking I'll open the game in media res, with the Jedi and the Twi'lek escaping the slav ... |
|
![]() |
|
pwcroft Replies: 13 Views: 11213 |
![]() |
Ahhh...
So, in the alternative rules above -- if fire-link were disengaged, then each laser cannon would have an added fire control rating of +1D, but reduced damage of -1D. Yeah? |
|
![]() |
|
pwcroft Replies: 13 Views: 11213 |
![]() |
So, according to R&E -- 4 combined lasers would do an additional 1D+1 damage, correct? | |
![]() |
|
pwcroft Replies: 15 Views: 12546 |
![]() |
I've decided on dividing vehicles Moves by 20, and round off for "spaces". So, the 160 move vehicle moves 8 spaces.
That means each square is about 20m, I think. |
|
![]() |
|
pwcroft Replies: 13 Views: 11213 |
![]() |
Wouldn't the damage bonus for 4 linked lasers only be 1D+1, per the R&E rules? I full die for each 3 combined elements, and a pip per extra. | |
![]() |
|
pwcroft Replies: 7 Views: 9363 |
![]() |
Well, I haven't got that far yet. ![]() Some sort of bounty gig on Tatooine. |
|
![]() |
|
pwcroft Replies: 7 Views: 9363 |
![]() |
Well, I'm finally starting up a campaign. Thus far I have 3 players.
One is a bounty hunter, a grizzled veteran. He served under General Kota as a Mandalorian mercenary, many years ago, before Ko ... |
|
![]() |
|
pwcroft Replies: 27 Views: 19397 |
![]() |
Well, I could rule that any repulsorlift that small isn't not only much more expensive than a jet pack, but not as fast. | |
![]() |
|
pwcroft Replies: 27 Views: 19397 |
![]() |
Given that characters can only shift two levels of speed per round, if they're traveling at All-Out, they'd need an extra round to come to a full stop. This could make for entertaining landing attemp ... | |
![]() |
|
pwcroft Replies: 27 Views: 19397 |
![]() |
We still have the problem of figuring out in game movement per round. Or do these things simply have non-combat value.
I'm going to say the character can move up to a maximum allotted per char ... |
|
![]() |
|
pwcroft Replies: 13 Views: 11213 |
![]() |
But there's no fire rate on them to start with. | |
![]() |
|
pwcroft Replies: 13 Views: 11213 |
![]() |
Maybe the simplest advantage being that if one laser gets destroyed, there are others remaining -- reduced damage per the combined action rules. | |
![]() |
|
pwcroft Replies: 27 Views: 19397 |
![]() |
Hm... the book also says rocket packs are "considerably faster" than jet packs. And the stats for a "rocket pack" are 70m vertical and 160m horizontal for a single charge.
I'm ... |
|
![]() |
|
pwcroft Replies: 27 Views: 19397 |
![]() |
While a movement of 500m per round for a jet pack has definite comedic value -- are there any recommendations on how movement should work for jet packs? | |
All times are GMT - 4 Hours |