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Messages - Mobiuszero

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1
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: April 17, 2025, 06:19:21 pm »
This hazard is part of The Second Pillar Skill challenge.

Training Remotes                     CL 1
These diminutive spherical drones, levitate around course in unpredictable patterns.
Artificial, Energy
Trigger A creature inside the Phase 1 course
Attack +5 vs Reflex Defense
Damage 3d6 stun
Resurgence The start of each turn a creature is inside the course
Skills
Acrobatics (Dc 15): You can make yourself a more slippery target moving between the blasts gaining a +2 circumstance bonus to Reflex defense.
Endurance (Dc 13): You can ignore the strains of exhaustion gaining a +2 bonus to Fortitude defense.       

2
The Arena / Kaiju Alert!
« on: March 08, 2023, 09:23:20 pm »
Hey so my Mando player wants to have a Mythosaur mount (Boba eat your heart out). But there doesn’t seem to be a thing like it on the wiki nor the untested. Should I reskin the Krait Dragon or build something new. Cause the things are big. No exact height I can find but the only em example is “city sized”.  That’s a whole lot bigger than colossal. So how do I make Godzilla and other Kaiju like the Mythosaur?

3
The Senate / Re: Buzz droids vs. Eta-2 Actis Interceptor
« on: February 28, 2023, 09:25:27 pm »
I’m talking about the Object rules in the corebook. The Reflex of a stationary object is 10+or-size+Armor if any. The reason a Canopy is stationary is because the droid is the thing that is moving.
Corebook pg. 151, tables 9-1 and 9-2 or you can use the DM screen.
I suppose you can use a mechanics check to sabotage a ship’s hardware. But there are talents for that sort of thing (I think).
The Scum and Villainy passage I was referring to was about Unreliable ships. I do not remember a page number.

4
The Senate / Re: Defense scores
« on: February 15, 2023, 09:07:16 pm »
The system is pretty much set in stone around this topic. Racial abilities, Talents and Feats are all geared for the Defenses. Cause this system was the prototype for D&D 4th Ed. If you want to do things like you’re familiar with you have two simple options.

Option 1:Play Revised. It’s 3.5 with a Star Wars skin. And has all the rules you are familiar with.

Option 2. Use the Hazard Rules found in Unknown Regions. Your players can make skill checks to mitigate the effects you are looking for. For instance endurance DC 15 to shake off the addictive qualities of Spice success will increase the character’s Fort by 2

Also see Skill Challenges. From Galaxy of Intrigue. You can make some pretty fun encounters and give your players opportunities to affect the outcomes.

I hope this helps.

5
The Senate / Re: Buzz droids vs. Eta-2 Actis Interceptor
« on: February 12, 2023, 04:43:52 pm »
Don’t use the Buzz Droids to attack the party’s reflex. Like regular attacks. Instead go after their hull plating, cooling systems, repulsers, or their Canopy. A Canopy has a ref of 10 DR 2 and about 20 hit points. Turn one, the canopy starts to crack. That should give the party something more to think about. Next target their gun turrets, treat as medium objects, or go after their Astro droid. R4 was a base model in the movie lucky if it had ten hp. Depending on they type of ship(s) for your encounter, you can have them go for control surfaces, or use the ship systems chart from SaV. Since the droids can’t be shaken off a moving vehicle, the heroes won’t  have Dex nor would they have the option of Vehicular Combat.

Buzz Droids aren’t meant for completely destroying an enemy fighter. They are however, designed to weaken, distract, or disable it. Best case to use your little pests to force your heroes down the condition track or do things like reduce movement speed, or force weapons to misfire by giving them a steep penalty, or trashing their shields.  Have them try and intentionally crash their ship.

The goal would be to have the heroes focus on more than the dogfight at hand.

6
Star Wars Saga Edition General / The best star pilot in the Galaxy
« on: February 01, 2023, 09:59:06 am »
So I had this thought that was kinda buggin me. How come there isn't a dedicated stat block for Darth Vader as a pilot? I thought about this as I was working on the villain of my own game. There is simply not enough feats to make credible threat in space. So I went ahead and made a separate stat block and put him in a TIE ADV prototype. I simply replaced double attack (lightsabers) with (Heavy weapons) replaced rapid strike with Burst fire, things like that. But that just itched at my head how come nobody did that with Vader? So I am looking for advice to write up "The Most Dangerous Star-Pilot in the Galaxy" to recreate his encounter with Phoenix Home in Rebels. Can he take out a Pelta class and 6 R-22s single handedly and in 6 turns without crits?

Some things I like are his Ace Pilot levels, But he might need 3 of em.
I need to up his damage output so he can reliably shoot down A-wings and X-Wings with one attack.
Since this version of Vader is for vehicle combat, his force powers and Lightsaber skills are going to be a bit of an after thought. Possibly take the double attack feat twice.
Vader's defenses are so good anyway he would be nearly impossible to hit much less shoot down. Vehicular evasion would make the Pelta's point defenses useless.
Any thoughts on this. 

Oh one more thing, I was playing with the math and I added the CL of a ship and its pilot and divided by 2. this gave me a pretty descent challenge rating when accounting for Ref Def, Feats, Talents, extra attacks and such. I there another way it was supposed to be done or am I grasping at straws?   

7
Star Wars Saga Edition General / Re: Is this broken
« on: November 11, 2022, 07:10:08 pm »
No objections at all. I guess I really needed to know if Combat expertise works with the talent.

8
Star Wars Saga Edition General / Is this broken
« on: November 11, 2022, 12:05:38 pm »
My party is based on ONE thing and it’s the hill they will die on. A mandalorian with a heavy blaster rifle equipped with bi pod and retractable stock. He makes 4 AoO with Heavy fire Zone while prone From the noble. Then before the round is over on his turn combat expertise resets and he makes 4 more when another group of gammoreans charge in. Is this right?

9
The Senate / Re: Talent: Heavy Fire Zone
« on: November 11, 2022, 11:48:12 am »
Does Heavy Fire zone stack with Combat Reflexes?  My party is built around this combo now. The gunner made mince meat of my dungeon.

10
Ok so this is kinda complicated. The the finale of this Level 3 adventure is inspired by the Clone Wars episode Bounty Hunters. I drew a lot of narrative from Firefly Heart of Gold. So this is unapologetically Seven Samurai. The party finds a village in trouble and in exchange for their help they will be given a lift off world. I gave them a few days to explore the village and make a plan. This included a training montage and building traps and explosives. They even have a "Tank" of their own from part one of this adventure. The Raiders are a swoop gang led by a Rodian Pirate that wears partial Mandalorian Armor. After the Rodian delivers his ultimatum, they attack the next day. This is where I need help.

So in order to save as much headache as possible, I arranged the defenders as a hazard that attacks three squares each at the end of each round at +5 2d6 damage half on miss.
I put Key NPC's on the map as separate events happening during the battle. I can use some fresh ideas for mini encounters during the battle. This is so the heroes can be more heroic and I don't have to waste time rolling against myself. But my real problem comes from the raiders themselves. They come in in three waves. several on foot and 6 swoops, Wave two is a Skiff with laser cannon and 6 more on foot escorted by 3 swoops, and finally wave 3 is the Rodian and two Swoops, That is a lot to keep track of. I separated the first and second wave as separate encounters with a couple minutes in-between. Just to give the party time for first aids such.

So you got the idea of what I'm doing now comes for the real question. Can I treat a Swoop and its rider as a single creature for simplicity's sake? Having to manage multiple defenses, conditions, and Hit points for so many participants is very taxing. It's my understanding that this system was designed specifically for faster gameplay and is based on the rules for the minis game. Some of the traps the party will be allowed to make are designed to dismount a speeder. Hell I don't even bother putting the rider on the board and the Swoop wrecks. But I had to pause the game for more time than I am willing to admit over an augment about attacking the drivers with auto-fire attacks reasoning that they would hit both the bike and rider since the latter will have less HP and no DR. The only enemy That I allowed them to shoot while driving was the Rodian cause once his speeder is disabled or destroyed he will keep on fighting as a boss in his second stage. 

Is there a right way of running this fight? And is there a ruling on this that I missed or some web enhancement quote that answerers this? This almost ruined a great session.             

11
The Senate / Re: Force Grip is not a dark side power... why?
« on: March 08, 2022, 01:01:13 am »
Just so everyone is on the same page here, Luke Force grips the Gamorrean guards in Jabba's palace on his way inside in RotJ.
Yes, this is the use that I think could be worth a DSP or even two, as it was two guards, right?

But there are so many uses, especially in Clone Wars that do not constitute even remotely an evil act. Aggressive sure, but not doing harm to sentient beings.

Crushing Droids is one thing. But torturing Poggle the Lesser, Strangling Bounty Hunter Ventress, and that time Padawan Barriss Offee killed what's her name and framed her friend for it. It is This DM's opinion that the use of Grip and DS points should be considered on a case by case basis.   

12
The Senate / Re: Ask a simple question, get a simple answer
« on: January 15, 2021, 02:29:37 am »
The Mankvim-814 Light Interceptor has single laser cannon 2d10x2 should it be 3d10x2?

13
The Senate / Re: Droids and droid accessories
« on: November 21, 2020, 01:10:25 pm »
I had no idea something that small could get so expensive. Taking away 3 heroic levels (circuits where damaged). What is the most logical build for a stock B-series explorer droid. Perhaps be Jedi could repair it. And upgrade it gradually.

14
The Senate / Re: Droids and droid accessories
« on: November 21, 2020, 12:12:47 pm »
As for everything else I'm not sure what stats you are using for BD-1 to figure talents, feats, skills, and ultimately CL.  Once that's done you're supposed to add those figures together and divide by 2 for the approximate cost.

This is the droid my player wants. I need to know how much its worth and what can I take away for a stock model (for later use). The story goes the players are looking for a droid to supplement their group. I figured they could find one of these collecting dust in a shop on Smuggler's Moon. I said the droid was broken so IU was going to give them a 50% discount. I dont know how much the goram thing is worth.

BD-1 Statistics (CL 4)
Tiny 2nd-Degree Droid Nonheroic 2/Scoundrel 3/Independent Droid 1
Force Points: 5
Initiative: +4; Senses: Automap, Darkvision, Perception +16
Languages: Basic (Understand only), Binary, 4 Unassigned
Defenses
Reflex Defense: 19 (Flat-Footed: 18), Fortitude Defense: 11, Will Defense: 21
Hit Points: 36, Damage Threshold: 11
Immune: Droid Traits, Sapience
Offense
Speed: 4 Square (Walking), 2 Squares (Climbing); Jump Servos, Magnetic Feet
Melee: Electroshock Probe +0 (1d8+2 (Ion))
Ranged: By Weapon +4
Base Attack Bonus: +3, Grapple: -8
Attack Options: Coordinated Attack
Special Actions: Gearhead, Gimmick, Quick Skill, Scomp Link Slicer
Base Stats 
Abilities: Strength 4, Dexterity 12, Constitution -, Intelligence 19, Wisdom 16, Charisma 11
Talents: Scomp Link Slicer, Gimmick, Master Slicer
Feats: Coordinated Attack, Gearhead, Quick Skill, Skill Focus (Perception), Skill Focus (Use Computer), Skill Focus (Treat Injury), Skill Training (Gather Information), Weapon Proficiency (Simple Weapons)
Skills: Gather Information +8, Knowledge (Galactic Lore) +12, Mechanics +12, Perception +16, Treat Injury +16, Use Computer +17 (May reroll to Improve Access, may keep better result)
Droid Systems: Walking Locomotion, Magnetic Feet, Climbing Claws, Jump Servos, Heuristic Processor, 2 Claw Appendages, Automap, Scomp Link, Internal Comlink
Possessions: Personal Holoprojector, Recording Unit (Holo), Tool Kit (Electroshock Probe, Power Calibrator), Medpac Reservoir (As 5 Medpacs)


15
The Senate / Droids and droid accessories
« on: November 21, 2020, 12:22:22 am »
Droid build questions
1: How are prices for used, broken droids calculated?
2: Is this Price guide for BD-1 correct? Im am using the wiki homebrew (there is no price.) Player wants to buy a broken one.

2nd Degree droid: 2000
Droid Systems:
Locomotion: 10 * 5 * 16 = 800
Processor: 2000
Appendages: 20 * 5 * 2 = 200
Automap: 1000
Scomp Link: 100
Internal Commlink: 250
Magnetic Feet: 800 * 2 = 1600
Climbing Claws: 200 * 2 = 400
Jump Servos = 800 * 2 = 1600

Ability's Modifiers:
Strength: -4
Dex: +1
Con: -
Int: +4
Wisdom: +3
Charisma: 0
Total: 81000 = 8000

Talents:
32000 = 6000

Skills:
6500 = 3000

Feats:
81000 = 8000

CL:
4*1000 = 4000

Total: 16,775

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