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The Senate / Re: Starship Skills
« Last post by StevenO on February 06, 2026, 11:33:34 am »
For the most part the vehicle they're on doesn't alter those skills.  Now if a vehicle is down the CT I'm likely applying that penalty to anyone trying to do something with the ship but generally the ship wouldn't alter your Mechanics skill.

I did mention that Use Computer is something of a sore spot.  When it talks about computers it mentions getting to add the INT modifier of a helpful computer to your Use Computer Rolls but apprently default stats do NOT include that although you'd think they should.

In Starship Scale Perception checks take -5 PER SQUARE instead of every 10.  Using Sensors is an application of Use Computer and has the standard modifiers for distance and thus is often used for actual "Perception" when using starship scale.
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The Senate / Re: Starship Skills
« Last post by TheWarDog on February 06, 2026, 08:08:33 am »
If you understand what crew quality adds to the skill modifiers you see the dirty way of figuring out how a ship modifies those skills is to remove the generic crew's contribution (like the +6 of a skilled crew) and then add the PC's modifier for that skill.

You'll often find that Initiative and Pilot are the same as Pilot can be used as Initiative.  A LOT of things you do with a vehicle are modified by what I sometimes call "maneuverability" which is essentially the size penalty you see plus the vehicle's DEX modifier.  Maneuverability factors into Pilot, Initiative, and if you look in Starships of the Galaxy it will also apply to some uses of Deception and Stealth.

A lot of the time a vehicle will be "using Sensor" in place of an actual "Perception" value as the distance penalties in Starship scale are massive.

One thing you do NOT see but may argue should be included on rolls is the ship's INT when making Use Computer checks under the assumption that the ship should be helpful to its own crew.

I've got the NPC stuff figured out mostly.  It's what to do with PCs that frustrates the hell out of me, especially the non-DX skills: Mechanics, Perception, and Use Computer.
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The Senate / Re: Starship Skills
« Last post by StevenO on February 03, 2026, 02:30:10 pm »
If you understand what crew quality adds to the skill modifiers you see the dirty way of figuring out how a ship modifies those skills is to remove the generic crew's contribution (like the +6 of a skilled crew) and then add the PC's modifier for that skill.

You'll often find that Initiative and Pilot are the same as Pilot can be used as Initiative.  A LOT of things you do with a vehicle are modified by what I sometimes call "maneuverability" which is essentially the size penalty you see plus the vehicle's DEX modifier.  Maneuverability factors into Pilot, Initiative, and if you look in Starships of the Galaxy it will also apply to some uses of Deception and Stealth.

A lot of the time a vehicle will be "using Sensor" in place of an actual "Perception" value as the distance penalties in Starship scale are massive.

One thing you do NOT see but may argue should be included on rolls is the ship's INT when making Use Computer checks under the assumption that the ship should be helpful to its own crew.
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The Senate / Re: Starship Skills
« Last post by Sparx MacGyver on February 03, 2026, 07:02:44 am »
Taken from Tam's Starship Sheet, a pretty nifty character sheet for the players ina  starship. THere's also one for regular characters as well. But this should cover all the positions of  aship and how to get the individual modifers for certain things.

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The Senate / Starship Skills
« Last post by TheWarDog on February 02, 2026, 09:21:31 pm »
How does someone determine Starship skill modifiers?

Initiative, Mechanics, Perception, Pilot, Use Computer.

I think I understand how it works with the crew quality with NPCs, but how the hell do you figure out for PCs?  I've combed through the skills and starships sections and nothing makes sense...can someone "See.  Spot.  Run." me through this?
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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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