bravesirrobin
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Post by bravesirrobin on Mar 28, 2007 16:22:41 GMT
You should totally get an Ion Cannon installed to convince Y'Lemon to fight, obviously you'll have to "forget" to tell him that for a TIE Fighter it makes very little difference anyway.
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Post by Learned Hand on Mar 28, 2007 16:44:15 GMT
I'm sure I read in rogue squadron that it disables the ships but leaves the pilots alive... it just means that the imps have to pick up the survivors after the battle. Assuming The Hidden Sun doesn't destroy the whole fleet.
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bravesirrobin
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Post by bravesirrobin on Mar 28, 2007 16:56:20 GMT
In theory yes, but your average TIE fighter has almost no life support when there is no power, and it's quite hard to detect a lifeless ship amongst battle debris. Plus Imps care much less about collecting all their pilots (again, depending on particular commanders).
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Post by Learned Hand on Mar 28, 2007 17:05:10 GMT
This is where I stopped reading
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Post by Blackrat on Mar 28, 2007 17:09:09 GMT
Plus crash landing, of course. LH, I trust you got plenty bonus XP for such a crippling flaw? Stupid pacifists.
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Post by Learned Hand on Mar 28, 2007 17:12:15 GMT
None. flaws aren't in the system, although I don't see why we can't add some of our own, Mr GM?
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Post by Learned Hand on Mar 28, 2007 17:12:48 GMT
Because I'm sure as hell not doing this for the sake of "role play". Not when there's xp at stake
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shrubbery
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Post by shrubbery on Mar 28, 2007 18:38:48 GMT
What does the engineering station do during combat? Would it be worth having Lu stationed there at the cost of one less manned gunnery station? Raffie grumbles something about Y'lemon being a 'stupid pacifist'. I had intended for Raffie himself co-pilot (he has astrogate 5 and pilot 3), but it probably makes more sense to have an extra gun operational. So I propose the following; Siaz- Pilot (obviously) Y'lemon- Co-pilot/astronavigator Lu- Gunner/engineering station depending on which we think would be more useful in combat Jarakel- Gunner Raffie- Gunner/assisting Lu as the situation demands
With regards to where we're going next, Raffie certainly wants to get back to rebel airspace, but will also want to be nosy and scout around the planet/system a little, depending on whether the weight of the imperial presence makes this suicidal. Once we get back to a friendly base Raffie designates Y'lemon official filler-out of forms. He also takes Jarakel aside and tries to convince him that revenge shouldn't be a priority, that they have more important things to worry about at the moment like staying alive and not to worry because 'we'll get the slimy snivelling f***er eventually'. This could turn into a rather nice grudge storyline later on.
Regarding xp for pacifism; surely any occaision on which Y'lemon makes life harder for himself due to his principles should be rewarded at the end of the session with roleplay xp for adherence to character. This is surely both fairer and makes more sense than 'buying' xp with a flaw like in World of Darkness.
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bravesirrobin
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Post by bravesirrobin on Mar 28, 2007 20:22:05 GMT
Regarding xp for pacifism; surely any occaision on which Y'lemon makes life harder for himself due to his principles should be rewarded at the end of the session with roleplay xp for adherence to character. This is surely both fairer and makes more sense than 'buying' xp with a flaw like in World of Darkness. This is an excellent idea. And I will be following it. Not to mention it may gain force points. As for engineering: it's sort of a hybrid role. They can shunt power between different systems in order to gain random bonuses (at the cost of stuff elsewhere) and also if something fails they can fix it.
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shrubbery
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Post by shrubbery on Mar 28, 2007 23:56:01 GMT
They can shunt power between different systems in order to gain random bonuses (at the cost of stuff elsewhere) and also if something fails they can fix it. So I guess it'll depend what kind of attack we're under. If we're surrounded by TIEs then we'll need all the guns we can muster, whereas being chased by something larger we'll need to be alternating power between the shields/engines, etc. I suppose Lu should be at the engineering station as default position. I also forgot about the Gamorrean who can supposedly operate a gun, though I don't suppose he'll be very good at it.
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bravesirrobin
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Post by bravesirrobin on Mar 29, 2007 17:03:02 GMT
They can shunt power between different systems in order to gain random bonuses (at the cost of stuff elsewhere) and also if something fails they can fix it. So I guess it'll depend what kind of attack we're under. If we're surrounded by TIEs then we'll need all the guns we can muster, whereas being chased by something larger we'll need to be alternating power between the shields/engines, etc. I suppose Lu should be at the engineering station as default position. I also forgot about the Gamorrean who can supposedly operate a gun, though I don't suppose he'll be very good at it. He may not be much worse than you guys. Since he could easily have the starhip operations feat.
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Post by Blackrat on Mar 29, 2007 17:45:34 GMT
He may not be much worse than you guys. Since he could easily have the starhip operations feat. In fact, I'm pretty sure he does. My pilot bonus will be better than most untrained pilots, IIRC. However, my tech. experience and the need to have Y'Llemon doing something useful may require sub-optimal copiloting.
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bravesirrobin
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Post by bravesirrobin on Mar 29, 2007 18:21:01 GMT
To be honest at the current level your sullustan is such a fucking awesome pilot anyway that it won't make huge amounts of difference. Until you start advancing in levels he'll be the best pilot around by a long way.
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Post by Learned Hand on Mar 30, 2007 8:11:31 GMT
My character's piloting isn't huge, but his astrogate is pretty cool for a level 1 character - hopefully this will be more useful than out and out piloting.
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bravesirrobin
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Post by bravesirrobin on Apr 3, 2007 12:52:07 GMT
The best a co-pilot can do is provide a +2 bonus to the main pilot's roll. So yeah, the pilot thing is not a huge issue. Astrogate and computer use will be the main skills for the co-pilot i would think. Assisting with repairs might also come up, but again would likely just be an assist roll to the engineer.
So I'm thinking at the moment:
Gunners: Jarakel Raffie Gamorrean Co-pliot: Y'lemon Engineer: Lu-Tsen
Which seems pretty reasonable to me. You will have to decide by committee the actions of the gamorrean and Siaz i guess.
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