The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Errata?
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules -> Errata? Goto page 1, 2  Next
View previous topic :: View next topic  
Author Message
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2690
Location: Online

PostPosted: Sun Sep 22, 2013 12:33 pm    Post subject: Errata? Reply with quote

I have been looking for errata for the West End Games Star Wars lines and all I can seem to find is a rules upgrade.

This is rather annoying as I am trying to make an alien species random generator and it there is an error in a rather important table.

If one refers to the Alien Encounters book, pg 15. The table at the upper right is the table to figure out which random table to roll on for the different skill sets (Skill Bonus, Constant Abilities, and Beginning Character Abilities tables).

The problem is that the tables make no sense. Its lists "1" as +1, "2" as +2, then lists 1-2 "Skill Bonus Table, 3-4 "Constant Abilities", 5-6 "Beginning Character Abilities".

I believe this is an error and is supposed to be two different tables. And that the "+1" and "+2" are supposed to "+1D" and "+2D" and the range "1-3" and "4-6". This separate table would be the die range for the other three tables (Skill Bonus, Constant Abilities, and Beginning Character Abilities).

Any thoughts on this?
_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Back to top
View user's profile Send private message Visit poster's website
Red 331
Lieutenant Commander
Lieutenant Commander


Joined: 24 Jun 2007
Posts: 215
Location: Nebraska

PostPosted: Sun Sep 22, 2013 10:25 pm    Post subject: Reply with quote

I'm not sure about the particular error you mentioned (although at first glance, I'd guess that the two first rows are just extraneous altogether, and you should just ignore them), but I believe there were some errata printed in the Adventure Journals. Can anyone else confirm this off the top of their head?
Back to top
View user's profile Send private message
cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4853

PostPosted: Sun Sep 22, 2013 10:37 pm    Post subject: Reply with quote

There was an errata in one of the adventure journals, but it was restricted to rules upgrades and porting over stats from 1st to 2nd edition. Otherwise you're kind of stuck with the errors you find. I've found several things that seem to be obvious goofs, whether because of layout errors or just plain inconsistencies. I don't think we'll see any resolution on those.
_________________
__________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind.
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2690
Location: Online

PostPosted: Mon Sep 23, 2013 1:46 am    Post subject: Reply with quote

I am laughing so much atm. I am working on scripting a quick and dirty species generator and kept getting some errors when I ran it. Go back and find out at least 2-3 tables are missing a number, "Oh wow that table has no 7, that table no 17 ... seriously wtf?"
_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Back to top
View user's profile Send private message Visit poster's website
Red 331
Lieutenant Commander
Lieutenant Commander


Joined: 24 Jun 2007
Posts: 215
Location: Nebraska

PostPosted: Mon Sep 23, 2013 7:58 pm    Post subject: Reply with quote

Hm - a fan-created comprehensive list of errata for all published Star Wars WEG materials. Sounds like a project for a group like the Rancor Pit! Anyone know if anybody's ever taken a crack at that?
Back to top
View user's profile Send private message
Kytross
Line Captain
Line Captain


Joined: 28 Jan 2008
Posts: 782

PostPosted: Tue Sep 24, 2013 1:37 am    Post subject: Reply with quote

It should start with a list of known issues. Like the description of Battle Meditation.
Back to top
View user's profile Send private message
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Tue Sep 24, 2013 11:04 am    Post subject: Reply with quote

It could be somewhat problematic. While some of the errors have obvious fixes, others do not. Worse still, a few of the official corrections don't make much sense, such as the official answer to scaling and shields. I don't believe WEG really intended to double the scaling bonus there, even though that is what they did.
Back to top
View user's profile Send private message
cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4853

PostPosted: Tue Sep 24, 2013 11:08 am    Post subject: Reply with quote

Heh... even though they said that's what they wanted to do. I'm still not sure it's what they ought to have done.
_________________
__________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind.
Back to top
View user's profile Send private message Visit poster's website
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Tue Sep 24, 2013 12:02 pm    Post subject: Reply with quote

cheshire wrote:
Heh... even though they said that's what they wanted to do. I'm still not sure it's what they ought to have done.


I don't believe that they meant it quite the way it came out. I believe what they intended was that the scaling modifier would apply so that way a starfighter scale ship with capital shields would still get the 6D bonus, not that the scaling modifier would be applied twice. But we have no way of knowing just what they meant.

I think there are quite a few areas where the correction isn't obvious. Several of the Force Powers examples don't make sense according to 2 R&E rules.

So I think any errata we did would either need to list a couple of possible solutions, or set up some committee to decide things by vote.
Back to top
View user's profile Send private message
cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4853

PostPosted: Tue Sep 24, 2013 12:25 pm    Post subject: Reply with quote

There's a rules clarification in one of the adventure journals. When I get some time I'll post the reference. My jaw about dropped when they confirmed, "Yes, apply the scale modifier for the shields AND the hull."
_________________
__________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind.
Back to top
View user's profile Send private message Visit poster's website
cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4853

PostPosted: Tue Sep 24, 2013 12:46 pm    Post subject: Reply with quote

Ah, found it:
Quote:
Q: When a larger vessel is hit by a smaller one, does the scale die modifier of the larger vessel apply to both the shield roll and the hull roll? For example, against a starfighter-scale proton torpedo (9D damage) would a Star Destroyer resist at 22D (7D hull +6D Capital-scale hull modifier _ shields 3D_6D capital-scale shields modifier)?
- Ruben A Reyes, New York.


A: Yes, which gives you a fairly accurate idea of how difficult a Star Destroyer is to defeat. Bear in mind that it usually takes a squadron of X0wings or other starfighters (all targeting the same spot on the Star Destroyer’s Shields) to penetrate the capital ship’s defenses. Witness the Super Star Destroyer Executor in Return of the Jedi, which was well-nigh invulnerable until a lucky shot took out the vessel’s bridge deflectors. Starfighters can take out capital ships, but it takes tremendous luck and skill and most of the attacking fighter pilots won’t be returning home from the battle.

Star Wars Adventure Journal v.1 n15, p.80-81


Completely insane if you ask me... but there it is from the mouth of Eric Troutman.
_________________
__________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind.
Back to top
View user's profile Send private message Visit poster's website
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Wed Sep 25, 2013 10:51 am    Post subject: Reply with quote

The odd thing is that by the RAW a squadron of fighters targeting a specific location won't be effective. By 2R&E you'd need someone with 15D Command to coordinate all those fighters, and then the combined fire bonus of 3D or so wouldn't offset the scaling modifier.

Of course, the solution in this case is proton torpedoes, since they bypass shields, and do a lot more damage. With combined fire they can actually be a threat.
Back to top
View user's profile Send private message
Dromdarr_Alark
Commander
Commander


Joined: 07 Apr 2013
Posts: 426
Location: Boston, MA

PostPosted: Wed Sep 25, 2013 3:04 pm    Post subject: Reply with quote

atgxtg wrote:
The odd thing is that by the RAW a squadron of fighters targeting a specific location won't be effective. By 2R&E you'd need someone with 15D Command to coordinate all those fighters, and then the combined fire bonus of 3D or so wouldn't offset the scaling modifier.

Of course, the solution in this case is proton torpedoes, since they bypass shields, and do a lot more damage. With combined fire they can actually be a threat.


Where is it written in the rules that proton torpedoes bypass shields? I've never found it and this is a subject of confusion for me.


Also, isn't command modified by relationship? Typically, in my games, I make command tests easier for squadron leaders because they have such strong bonds with the other pilots.
_________________
"I still wouldn't have a roll for it - but that's just how I roll."
Back to top
View user's profile Send private message
jmanski
Arbiter-General (Moderator)


Joined: 06 Mar 2005
Posts: 2065
Location: Kansas

PostPosted: Wed Sep 25, 2013 7:15 pm    Post subject: Reply with quote

that's something that has bothered me as well. Command 12 people and you need a die for each.

Although, if you did it right, the squadron leader would command the flight leaders, who would command the wingmen.
_________________
Blasted rules. Why can't they just be perfect?
Back to top
View user's profile Send private message
Kytross
Line Captain
Line Captain


Joined: 28 Jan 2008
Posts: 782

PostPosted: Wed Sep 25, 2013 9:13 pm    Post subject: Reply with quote

From page 126 of 2E R&E:

Quote:
Shields

Starship shields are electronic energy dampers
which help absorb some of the damage from enemy
attacks. Shields come in two main varieties: particle
and energy/ray shields.

Particle shields deflect all sorts of physical objects,
including asteroids, missiles and proton torpedoes.
They are used at all times, except when a ship launches
fighters, missiles or torpedoes (the shields must be
dropped to allow physical objects to pass through
them). When a ship lowers its particle shields, reduce
its hull code by -2D. (A ship which loses its main power
generator also loses its particle shields.)

Energy shields are normally activated only in combat,
and must cover specific fire arcs to be effective in
combat.



Energy shields getting the scale bonus makes more sense when you remember that they are built to resist weapons of the same scale. Capital scale shields were built to resist turbolaser fire from other capital ships. 1D of Capital ship turbolaser fire is 7D of starfighter scale laser fire. A starfighter scale laser needs to do as much damage to get past the shields as a capital ship needs to do.

Remember, energy shields only affect laser fire. There's only three kinds of damage in space: Laser, Ion & Projectile (Kinetic). Shields only protect against lasers.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules All times are GMT - 4 Hours
Goto page 1, 2  Next
Page 1 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0