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The Senate / Re: Vehicular Combat Entry
« Last post by chellewalker on December 25, 2025, 07:42:23 pm »
Starships of the Galaxy pg. 29 establishes that generic crews of Skilled or above have access to Vehicular Combat (as well as a certain number of Starship Maneuvers if Gamemasters are using those rules, but those aren't present in any Vehicle statblock as far as I'm aware). This rule is pretty inconsistently applied however.
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The Senate / Re: Vehicular Combat Entry
« Last post by StevenO on December 23, 2025, 10:36:40 pm »
Two things.  When they came out and then the crew quality.

In the earlier releases you wouldn't find it on any ships as it is NOT really part of any vehicle's stat block.  In later books they would give some ships VC based on crew quality (at least skilled) but when I go looking even that seems spotty especially when the ship's net Pilot modifier is very low to start with.

If you look at the X-Wing stats in the SECR you don't see "Vehicular Combat" mentioned anywhere but you DO see in mentioned in SotG for the same exact ship!  The same is true for the Y-Wing and TIE Fighters where skilled crew get that.  You don't see it added to the YT-1300 which has a "normal" crew rating.  Perhaps ironically you do see it with the ISD (ok, SotG is the ISDII) and Corvette both of which get skilled crew but have low net Pilot skills.  I'm thinking a "Skilled Crew" (which I figure is NH 3) are normally assumed to have a pilot with Vehicular Combat (doesn't apply to PCs) running them.  If not there is probably an editing error somewhere as that certainly wasn't one of the things that really gets caught in SWSE quality control.

SHORT:  The quality of the pilot would determine if a vehicle should get to use Vehicular Combat or not.  The books just weren't very consistent with its application.

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The Senate / Vehicular Combat Entry
« Last post by TheWarDog on December 23, 2025, 05:50:34 pm »
So I'm looking at some ship statistic blocks and some have Vehicular Combat and some don't.  What separates those that do from those that don't?
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The Senate / Re: Ask a simple question, get a simple answer
« Last post by StevenO on September 13, 2025, 08:11:58 pm »
Reading Rebuke, it would seem it only works against powers that target you directly (Force Lightning, Force Grip) and not AOE powers (Force Storm, Hatred).  ¿So if you use a Force Technique/Secret/feat/talent that changes the target to an AOE like Improved Mind Trick would this get make it immune to Rebuke?

Earlier in this thread I asked if you use Redirect Shot to send an attack back at an attacker would any properties added by the attacker be applied to the redirected attack and the answer was no.  ¿Does this also apply to Rebuke?

For the first point I think you may see some house rules/interpretations that would allow you to Rebuke (Negate) the part of an AoE Power that is "targeting" you even if you couldn't stop the whole thing.  I probably wouldn't allow that sliver of an AoE to be sent back.  AoE can be a tricky thing when determining targeting.

As for the second part you might want to find the errata: 
p. 100 – Rebuke
Change the end of the second paragraph to say, “…who suffers the effect based on the creator’s original Use the Force check.”
This would make me think that it turns the power in full.
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The Senate / Re: Ask a simple question, get a simple answer
« Last post by Mr. Satan on September 13, 2025, 01:24:31 am »
Reading Rebuke, it would seem it only works against powers that target you directly (Force Lightning, Force Grip) and not AOE powers (Force Storm, Hatred).  ¿So if you use a Force Technique/Secret/feat/talent that changes the target to an AOE like Improved Mind Trick would this get make it immune to Rebuke?

Earlier in this thread I asked if you use Redirect Shot to send an attack back at an attacker would any properties added by the attacker be applied to the redirected attack and the answer was no.  ¿Does this also apply to Rebuke?
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The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« Last post by chellewalker on September 11, 2025, 02:49:49 pm »
Going to close this one since it doesn't seem any more votes are coming in. Looks like a tie between my own build and StevenO's, and the randomizer has chosen "Combat Techs" as the next theme for these contests.
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The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« Last post by lil_literalist on September 06, 2025, 09:32:40 pm »
I have to go with chelle's entry for being complete and well-thought-out. It feels similar to the official ones in the books.

For the next contest, I'll submit Combat Techs. These are builds which fit one of the (admittedly limited) flavors of sci-fi technicians, while also being a valuable person to have on your side in a combat scenario.
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The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« Last post by chellewalker on September 05, 2025, 04:14:24 pm »
Process of elimination has me voting for StevenO's writeup of the Jedi :V I also am going to put out a more mainstream suggestion for next time with the theme AGENTS OF REBELLION.
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The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« Last post by chellewalker on September 03, 2025, 08:45:10 am »
I'm a day late, but submissions are now closed and voting is open! Only 2 entries this time (Organizations are admittedly a bit daunting for someone to make for a contest), so I'm going to make a small tweak to the rules and say that everyone only gets one vote this time. Don't forget to vote for a theme for the next contest as well!
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The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« Last post by chellewalker on September 03, 2025, 07:42:45 am »
The New Republic Department of Artifacts and Archival Goods Retrieval

Type: Bureaucratic Agency

Enemies and Allies: D.A.A.G.R. must contend with smugglers and thieves of all kinds trying to make a quick buck on the artifacts displaced by Imperial rule, such as Doctor Chelli Aphra. Thankfully, they have all manner of figures from the time of the Rebellion and the newly formed New Republic to call upon, such as Doctor Chelli Aphra.

Scale: 14 (Multiple Sectors)

Criteria Tables
CRITERIA|MODIFIER
Experience|+1/2 Character Level
Veteran of the Galactic Civil War (Rebel Allegiance)|+1
Veteran of the Galactic Civil War (Imperial Allegiance)|-1
Trained in appropriate Knowledge (Bureaucracy)|+1
Trained in appropriate Knowledge (Galactic Lore)|+1
Has Skill Focus (Knowledge (Galactic Lore))|+1
Possess a level in the Bounty Hunter Prestige Class|+1
Possess a level in the Enforcer Prestige Class|+1
Possess a level in the Outlaw Prestige Class|-1
Recommendation of a member who has an Organization Score of 21+|+1
Saves the life of a member who has an Organization Score of 21+|+2
Consistently travels in the company of a Jedi|+1
Recover an artifact of significant cultural or historical value|+1 per recovery
Capture an individual responsible for the theft of an artifact|+1/8 Opponent's CL
Cause the loss of destruction of an artifact of significant cultural or historical value by mistake|-3 per loss
Cause the loss of destruction of an artifact of significant cultural or historical value intentionally|-10 per loss

Titles, Benefits, and Duties
RANK|SCORE|BENEFITS AND DUTIES
None|0-3|None
Contact|4-8|Gather Information is always a Class Skill for Contacts.
Agent|9-18|Agents have access to free transportation while within the New Republic's sphere of influence. They are required to act on information provided by Contacts.
Overseer|18-30|Overseers can obtain a meeting with an official, ruler, or leader of the New Republic or a group friendly to the New Republic in 1d4 days. They are required to monitor and maintain communications with Contacts and Agents.
Director|31+|Directors can gain access to a Capital Ship for up to 1 week. They are responsible for reporting D.A.A.G.R. activities to New Republic oversight boards, and ensure the continuation of the department's mission statement.
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