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91
The Senate / Re: Ask a simple question, get a simple answer
« Last post by Sparx MacGyver on December 23, 2024, 09:35:41 pm »
I'm probably saying NO to the bracing one handed.  Looking at the Autofire entry on pg 156 in mentions "Only heavy weapons, rifles, and pistols with an extended stock (see page
125) can be braced."  While not specific it's telling me you need/want two hands on it.  I might just point out that somewhere it also mentions that with a rifle (and presumably the pistol with an extended stock) you will take a -5 attack penalty when using it even if it is sized small enough that you nominally could use it with one hand.

Nothing that directly stops you from duel wielding the two MA10s (excuse me, subrepeating blaster pistols) but you certainly wouldn't be bracing them and the penalties may stack up quickly making it harder to just hit REF 10 to maybe deal half damage.

Fair enough. And that -5 is listed under the Retractable stock.

Quote
I'm not seeing anything that would allow you to add a Stun option to a blaster that doesn't already have it.  While I may not allow it as I sense some kind of cheese coming with it if I consider that you could strip out the Stun Setting for an UP it might make some sense that one could fill an UP to add it although I really want to know where you're trying to add it.

Not really cheese. I probably should have clarified, but this was a question from me, as the GM. I know I could simply hand-wave and do as I please, but if there's a way to do it within the mechanics, I try doing it that way first.

Quote
When it comes to miniaturization it doesn't appear to do much to a blaster but I will say that I take some issue with it at times.  Should it also require a miniaturized power source?  If any kind of explosive charge is involved, I'll usually reduced damage from those if/when miniaturized.  There are also a few weapons where I may be fine seeing the upgrade cutting the weight in half but some of the time that would still leave something a bigger size; if you look at many of the heavy weapons in the SECR and cut their weight in half they would still be in the "large weapon" category looking at pg 38 of S&V.  Cutting the weight of a heavy repeating blaster or blaster cannon to make them easier to carry is one thing but doing that and thinking that they should now just be "medium size" weapons that can be wielded with one hand is a step too far in my eyes.

I assumed there wasn't really any actual mechanical effect other than weight/size reduction, but I understand what you're saying.
92
The Senate / Re: Ask a simple question, get a simple answer
« Last post by StevenO on December 23, 2024, 12:42:38 pm »
I'm probably saying NO to the bracing one handed.  Looking at the Autofire entry on pg 156 in mentions "Only heavy weapons, rifles, and pistols with an extended stock (see page
125) can be braced."  While not specific it's telling me you need/want two hands on it.  I might just point out that somewhere it also mentions that with a rifle (and presumably the pistol with an extended stock) you will take a -5 attack penalty when using it even if it is sized small enough that you nominally could use it with one hand.

Nothing that directly stops you from duel wielding the two MA10s (excuse me, subrepeating blaster pistols) but you certainly wouldn't be bracing them and the penalties may stack up quickly making it harder to just hit REF 10 to maybe deal half damage.

I'm not seeing anything that would allow you to add a Stun option to a blaster that doesn't already have it.  While I may not allow it as I sense some kind of cheese coming with it if I consider that you could strip out the Stun Setting for an UP it might make some sense that one could fill an UP to add it although I really want to know where you're trying to add it.


When it comes to miniaturization it doesn't appear to do much to a blaster but I will say that I take some issue with it at times.  Should it also require a miniaturized power source?  If any kind of explosive charge is involved, I'll usually reduced damage from those if/when miniaturized.  There are also a few weapons where I may be fine seeing the upgrade cutting the weight in half but some of the time that would still leave something a bigger size; if you look at many of the heavy weapons in the SECR and cut their weight in half they would still be in the "large weapon" category looking at pg 38 of S&V.  Cutting the weight of a heavey repeating blaster or blaster cannon to make them easier to carry is one thing but doing that and thinking that they should now just be "medium size" weapons that can be wielded with one hand is a step too far in my eyes.



93
The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« Last post by SilverIcon on December 22, 2024, 09:04:35 pm »
Not much to say about this one flavor-wise. It's meant to replicate the Kinetic Combat Discipline from the Old Republic, the Jedi Shadow tank spec. There is a definite focus on telekinesis for both Jedi Consular classes, so Telekinetic Savant and Telekinetic Prodigy are easy picks. This is especially true since a very important ability to Kinetic Combat, Project, is essentially Move Object. Adept Negotiator and Force Persuasion fit nicely with the Jedi Consular storyline regarding the Rift Alliance; diplomacy is a key part of the story and they also help with the Draw Fire Talent from the Soldier dip. Speaking of Draw Fire, Cover may negate it, but Total Concealment does not. Activating Draw Fire then Cloak can prevent a good number of targets from attacking directly, and fits the Shadow's stealthy tank archetype. Ataru may not match SWTOR itself, but is as helpful as ever in SWSE. Twin Weapon Style is meant to evoke Cleaving Cut/Whirling Blow, the AOE melee attacks that Jedi Shadow has available. Finally for the Talents, Telekinetic Vigilance takes the place of Kinetic Ward, ensuring the Shadow can always have a spare rock to put in the place of a blaster bolt that Elusive Target can't handle alone. Force Powers round out the rest of the kit: Swift Flank recreates the ability to "backstab" as with Shadow Strike, Draw Closer covers Force Pull, and Surge is simply Force Speed by a different name.

Barsen'thor (CL 13)

Medium Human Scout 1/Jedi 7/Soldier 1/Jedi Knight 3/Jedi Master 1

Initiative +14; Senses: Perception +14

Languages
: Basic

Defenses: Reflex 29 (Flat-Footed 26), Fortitude 28, Will 29; Unstoppable Force

Hit Points: 134, Damage Threshold 28

Speed: 6 squares

Melee: Unarmed +16 (1d4+5)

Melee: Lightsaber +17 (2d8+14)

Ranged: By Weapon +16

Base Attack Bonus +12, Grapple +16

Attack Options: Twin Weapon Style

Special Actions: Telekinetic Vigilance, Adept Negotiator, Draw Fire, Telekinetic Savant, Serenity

Force Power Suite (Use the Force +18) Battle Strike, Cloak (2), Draw Closer, Enlighten, Force Shield, Intercept (3), Mind Trick, Move Object (4), Negate Energy, Sever Force, Surge (2), Swift Flank, Vital Transfer

Force Techniques: Force Point Recovery

Abilities: Strength 8, Dexterity 18, Constitution 14, Intelligence 8, Wisdom 16, Charisma 14

Talents: Adept Negotiator, Ataru, Draw Fire, Elusive Target, Force Persuasion, Telekinetic Prodigy, Telekinetic Savant, Telekinetic Vigilance, Twin Weapon Style

Feats: Armor Proficiency (Light), Force Sensitivity, Force Training (4), Fortifying Recovery, Shake It Off, Skill Focus (Use the Force), Unstoppable Force, Weapon Finesse, Weapon Proficiency (Lightsabers, Pistols, Rifles, Simple Weapons)

Skills: Initiative +14, Knowledge (Social Sciences) +10, Perception +14, Stealth +14, Use the Force +18

Possessions: Double-Bladed Lightsaber (Self-Built), Comlink (Short-Range, Encrypted), Personal Holoprojector, Jedi Robes
94
The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« Last post by SilverIcon on December 22, 2024, 08:43:37 pm »
Miska Eoliss lived a troubled life before she was found by the Jedi. Forced to survive on her own for several months as a small child, it was only her instinctual connection to the Force, to the guidance and wisdom it provided, that she was able to find what she needed to make it through until she wandered almost directly into a traveling Jedi, who sensed her potential and desperation. During this time, she developed a keen eye for the measure of an individual, realizing that in many cases it was her or them, and she needed to be prepared for what they might try. After she was brought into the Jedi, her ability to see through the Force developed quickly, and her teachers found that she was seeing moments into the future without realizing it. Leaning upon this passive precognition, she continued her training, rounding out her abilities with the Force and a lightsaber. Before her training was complete, however, she learned to control the swirling visions provided to her by the Force, which steered her to a path apart from her peers in the Jedi.

Many in the Order did not take Miska's resignation well; some feared she would be lost to the Dark Side without further tutelage, while others thought her misguided or perhaps even arrogant. She did not let these doubts reach her; with renewed purpose, Miska roamed across the galaxy, learning much about the different planets and their inhabitants. Her precognitive abilities continued to multiply such that she could rely upon them in combat, even developing the ability to see where an attack will go and maneuvering her enemies into it, and she became fascinated with the Force-attuned crystals that could be used in a lightsaber. While her own Adegan crystal was bonded with her and served her well, she found that the energy fields others exhibited assisted her with different aspects of the Force. She has made an effort to learn about these crystals and where they might come from, and associated studies have lent a smattering of insight into physical sciences.  A Kasha crystal acquired from a Cerean she saved from a wild animal clears her mind of distractions, aiding her visions into the future. An Opila crystal she bought from a trader on Abregado Rae helped her blade find weak points in the enemy's defense. A rare find, she even discovered a Solari crystal that allowed her to channel the Force as light through it, burning those who had been touched by the Dark Side. These crystals are worked into fine jewelry she wears; the Kasha crystal sits in a diadem on her forehead, while the Opila crystal rests in a bangle on her dominant lightsaber arm. The Solari crystal is housed in a pendant that hangs close to her heart, glowing brighter as she exerts herself to channel the Force.

Miska could be made to serve as a wandering NPC that a group of heroes might reasonably encounter in most locations and eras. She is often on the hunt for a new crystal that might aid her in unlocking more of her Force potential, or her visions may steer her to an area that has a crisis brewing. When encountered, her knowledge of the area or planet may be helpful for the heroes to get their bearings, and if there is a fight, she can look into the future and warn allies of incoming attacks, potentially allowing them to evade the attack and have it hit another opponent they are fighting. She's reasonably competent with a lightsaber albeit squishy, though most of her special abilities lie in learning about the enemy and using that knowledge to get some extra juice out of her or her allies' Feats and Talents. Of particular focus is learning the enemy's Will Defense and Reflex Defense, then using Visionary Defense and Friend or Foe in combination when an attack roll is just high enough to hit both an ally and someone they are fighting. Quiet the Mind is her preferred Force Regimen, unlocking the Visions Talent she uses to find her next goal.

Miska Eoliss, the Crystal Seer (CL 9)


Medium Miraluka Noble 5/Jedi 4

Initiative +7; Senses: Force Sight, Perception +11

Languages: Basic, Miralukese, Sy Bisti, Huttese, Bocce

Defenses: Reflex 22 (Flat-Footed 20), Fortitude 21, Will 23

Hit Points: 71, Damage Threshold 21

Speed: 6 squares

Melee: Unarmed +10 (1d4+7)

Melee: Lightsaber +12 (2d8+10)

Ranged: By Weapon +8

Base Attack Bonus +7, Grapple +10

Special Actions: Friend or Foe, Visionary Defense, Cast Suspicion, Know Your Enemy

Force Power Suite (Use the Force +16) Battle Strike, Farseeing (3), Force Light, Force Shield (2), Mind Trick, Move Object (2), Shien Deflection, Surge

Force Regimens: Quiet the Mind, Telekinetic Practice, Eyes of the Force, Awaken Force Sensitivity

Abilities: Strength 16, Dexterity 6, Constitution 13, Intelligence 14, Wisdom 16, Charisma 14

Talents: Cast Suspicion, Friend or Foe, Know Your Enemy, Visionary Defense, WatchCircle Initiate

Feats: Elder's Knowledge, Force Regimen Mastery, Force Sensitivity, Force Training (3), Linguist, Predictive Defense, Skill Focus (Galactic Lore)*, Skill Focus (Use the Force), Weapon Focus (Lightsaber), Weapon Proficiency (Lightsabers, Pistols, Simple)

Skills: Deception +11, Gather Information +11, Initiative +7, Knowledge (Galactic Lore) +16, Knowledge (Physical Science) +11, Perception +11, Persuasion +11, Use the Force +16

Possessions: Lightsaber (Self-Built), Robes, Assorted Crystal Jewelry

*Skill Focus (Galactic Lore) gained from the Exiled Background
95
The Senate / Re: Ask a simple question, get a simple answer
« Last post by Sparx MacGyver on December 22, 2024, 07:50:51 pm »
One of my players asked me something I don't really have an answer to.

Can you brace subrepeating blasters one handed? Can you dual wield them? Does it make a difference if he puts miniaturization on them?

I don't see anything glaringly obvious in the rules, assuming he applies all appropriate penalties (and bonuses, as it may be). He's going for Dual Wield build, if that matters (planning to grab DWM tree).

Follow-up question:

Can you add stun to a blaster that doesn't have it? Does miniaturization do anything mechanically to a blaster? Other than make it weigh less and be one size smaller.
96
The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« Last post by chellewalker on December 22, 2024, 12:01:57 pm »
Just 1 week left to submit builds for the contest! So far we have two entries, with a high-level Jedi Master and a low-level Jedi Padawan, so there's plenty of room for more entries. Also remember that submissions can give a vote on what the next build contest theme will be about, so if you have an idea be sure to include it with your build entry.
97
The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« Last post by chellewalker on December 12, 2024, 07:42:49 pm »
Thiy Dhahk was never an especially noteworthy youngling in her crèche; her skill in the Force was unremarkable, and she held the lowest scores for lightsaber technique in her year. Indeed, Thiy had seemed a certain fit for the Jedi Service Corps, until she uncovered a conspiracy to infiltrate the temple. Thiy's greatest passion was for puzzles, and she was always eager to learn what mysterious were held behind seemingly innocuous events. It wasn't enough to her that an indicator light had burned out, Thiy wanted to see why it burned out, and her digging through the wall led to the discovery of a slicer's override for the temple's security causing power surges to the wirings. She reported the incident to the temple guard but, not satisfied waiting in the dark as they investigated, she personally referenced the archives for the serial numbers she'd found on the device; first tracing it to a front company, and then a 2nd-hand electronics shop, and finally the fake ID of its final owner. The temple guard had already reached much the same conclusion, but Thiy's parallel investigation had caught the attention of several senior Jedi Knights, one of whom willing to take a chance on her as their new Padawan.

Thiy took this opportunity to heart, and dedicated herself fully to the path of a Jedi Investigator. Unfortunately, while her skills in tracking and investigation prove a boon against the criminal enterprises she faces off against, her abilities in combat remain sub-par, and she is notably unlucky when catching her queries in-person. A comlink beeping off as she's pressed against a door, a creaking floorboard under her feet, or a lucky goon catching her in the act have all been experienced by the young Padawan. Four times now Thiy has been kidnapped after tracking criminals their hideouts, at different times rescued by her Master or other allies. As frustrating as those moments may have been though, Thiy finds it a price worth paying to bring the otherwise elusive criminals to justice.

As a quick explanation since her progression is a little involved, Thiy starts in Scoundrel as a Child, takes a level of Jedi (getting Force Sensitivity as her multiclass feat), becomes a Young Adult (raising her Int to 14 and getting Use the Force as a Trained Skill), and then takes 2 more levels of Scoundrel (taking Force Training at 3rd level).


Thiy Dhahk (CL 4)

Medium female Devaronian (young adult) Scoundrel 3/Jedi 1
Force 3
Init +2; Senses Perception +14
Languages Basic, Bocce, Devaronese, Huttese
Defenses Ref 16 (flat-footed 16), Fort 15, Will 17
hp 33; Threshold 15
Speed 6 squares
Melee unarmed +2 (1d4+1)
Melee lightsaber -3 (2d8+1)
Ranged darter +3 (surveillance tagger)
Base Atk +3; Grp +3
Special Actions Dampen Presence, natural curiosity, Outsider's Eye
Force Powers Known +9 farseeing, Force track (2)
Abilities Str 9, Dex 10, Con 11, Int 14, Wis 15, Cha 14
Special Qualities natural curiosity
Talents Dampen Presence, Hot Wire, Outsider's Eye
Feats Force Sensitivity, Force Training, Informer, Skill Focus (Perception), Weapon Proficiency (pistols, simple)
Skills Acrobatics +7, Knowledge (bureaucracy) +9, Knowledge (social sciences) +9, Mechanics +9 (may substitute for Use Computer checks to improve access), Perception +14 (+19 to eavesdrop; may substitute for Gather Information checks), Use the Force +9
Possessions darter, lightsaber, aural amplifier, recording unit (miniaturized), security kit, surveillance tagger (2), Jedi robes
98
The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« Last post by sienn_sconn on December 11, 2024, 05:59:29 pm »
I’ve always though Cin Drallig was a cool character, even though we don’t see him much in the media.  Most of my remembrance is fighting against him in the Revenge of the Sith video game for PS2.  In this format, I’ve tried to represent a variety of fighting styles befitting an instructor who has mastered all the lightsaber forms.  Unfortunately, there is no way to give him all the lightsaber form talents unless we went into Sith Apprentice, and we can’t do that!

For initial creation decisions, I went with a middle-aged human, since Cin was still considered a master swordsman, but I could use the age penalties to boost his lightsaber training stats and slightly reduce his physical capacity (which is an important consideration concerning his final fight facing Anakin Skywalker).  Compared to the Anakin statblock in the Clone Wars Campaign Guide, Drallig may be one level higher, but it is very reasonable that Anakin's level 14 build could defeat this level 15 Cin Drallig as noted in both the RotS novelization and the brief cameo in the movie via hologram.

Though he is not distinguished with scars, he is somewhat an older character with ages lines on his face.  Taken with his nickname of “The Troll” and his reputation as a taskmaster during lightsaber instruction, I thought it fitting to give him the Scarred background, though I must confess I secretly wanted to add Deception to his list of class skills through this choice. 

I made a few decisions about what I could leave out based on stats and effectiveness, like his Strength and Dexterity being the same.  There was no point in taking Weapon Finesse or the Ataru talent for virtually no benefit when I have other fish to fry, as I will outline.  And while I could take more lightsaber form powers, I think all Jedi should have the mainstays of Battle Strike, Mind Trick, Move Object, and Surge.

Ataru is represented by the Acrobatic Strike feat and Saber Swarm.  Several other powers boost the mobility of the battlemaster’s Ataru dance, but these actually give him decent offense.

Djem So has two contributions in Weapon Specialization (lightsabers) and one lightsaber form power (I really wanted Power Attack for extra damage and that aggressive feel, but I felt Force Regimen Mastery was a more important roleplaying and background element).

Jar'Kai has Dual Weapon Mastery I as it’s only representation.  He seems to favor using just one lightsaber, and the build wouldn’t gain much from including the actual talent, plus he doesn’t have the stats to do really good dual wielding.

Juyo is actually the first form represented by a talent, being supported by another talent, a feat, and a lightsaber power.  This represents Drallig’s major focus in perfecting lightsaber combat for offense.

Makashi gets two talents, and Contentious Opportunity, too.  Cin can easily switch hands if needed for one- or two-hand use to benefit from Lightsaber Defense, and Contentious Opportunity gives him a damage buff outside his turn.

Niman gets a single focus in Move Object as an option for using the Force in combat, but if you think about the creativity of Niman in the lore, having so many other options in his toolbox means that Drallig can find something to combat just about any opponent with, which is a hallmark of Niman.

Shien get just one Force power to represent it, but Shein Deflection plays to our lightsaber instructor’s mobility in combat, so it was a natural choice.

Shii-Cho gets three talents and a lightsaber form power to show off.  With Block and Deflect basic mainstays of Jedi builds, Shii-Cho was easy to add, and gives the Troll an excellent defensive tool.  Sarlacc Sweep gives him an option for engaging multiple opponents if he needs to.

Sokan is denoted by Acrobatic Strike and Unhindered Charge.  Being more principle than actual form means I could get away from the talent and rely on Force Training to get me what I needed for this build.

Soresu is in the same boat as Shii-Cho, supported by multiple talents for an excellent buff to Drallig’s defense.

Trakata is represented by Combat Trickery.  Getting Deception as a class skill from the Scarred background was essential for showing off Trakata this way because the feat is so much better than the talent.

Vaapad is the form solely not represented specifically.  From what I can tell, Mace Windu closely guarded the secret of Vaapad and thus I presume Drallig wouldn’t know much about it, but Swift Flank would be an ability Drallig would use if I were to add it.





Cin Drallig

Medium male Human (middle-age) Jedi 7/Jedi Knight 7/Jedi Master 1   CL  15
Force 13
Init +13; Senses Perception +10
Languages Basic, Bocce
Defenses Ref 30 (flat-footed 28, Lightsaber Defense 31, Makashi 33), Fort 27, Will 31
hp 85; Threshold 27
Speed 6 squares
Melee lightsaber +18 (2d8+10) or
Melee lightsaber +20 (2d8+10) with Acrobatic Strike or
Melee lightsaber +18 (2d8+11) two-handed or
Melee lightsaber +20 (2d8+11) two-handed with Acrobatic Strike or
Melee unarmed strike +16 (1d6+8) or
Melee unarmed strike +18 (1d6+8) with Acrobatic Strike or
Melee lightsaber +13 (2d8+10) and unarmed strike +11 (1d6+8) or
Melee lightsaber +13 (2d8+11) two-handed and unarmed strike +11 (1d6+8) or
Ranged move light object +20 (1d6)
Base Atk +15; Grp +16
Atk Options  Dual Weapon Mastery I
Special Actions  Block, Deflect, Juyo, Lightsaber Defense, Lightsaber Form Savant
Force Powers Known +20 battle strike, contentious opportunity, fluid riposte, mind trick, move object, rebuke, saber swarm, sarlacc sweep, shien deflection, surge, unhindered charge, vornskr’s ferocity
Force Regimens Known +20 Quiet the Mind, Sparring Practice, Vo’ren’s First Cadence, Vo’ren’s Second Cadence
Force Techniques  Improved Force Trance, Improved Move Light Object, Improved Sense Surroundings
Abilities Str 13, Dex 13, Con 9, Int 12, Wis 16, Cha 16
Special Qualities  background (scarred), Bonus feat, bonus skill, fearless, serenity
Talents Block, Deflect, Juyo, Lightsaber Defense, Lightsaber Form Savant, Makashi, Shii-Cho, Soresu, Weapon Specialization (lightsabers)
Feats  Acrobatic Strike, Combat Trickery, Dual Weapon Mastery I, Force Regimen Mastery, Force Sensitivity, Force Training (3), Martial Arts I, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Trained Skills  Acrobatics +13, Deception +15, Initiative +13, Use the Force +20
Untrained Skills Climb +8, Endurance Gather Information +10, Jump +8, Knowledge +8, Mechanics +8, Perception +10, Persuasion +10 (+12 to intimidate), Pilot +8, Ride +8, Stealth +8, Survival +10, Swim +8, Treat Injury +10, Use Computer +8
Possessions lightsaber (self-built), Jedi robes, utility belt
99
The Arena / Saga Edition Revived Build Contest #1: The Jedi Order
« Last post by chellewalker on December 08, 2024, 07:44:33 pm »
Welcome to the newly revived build contests of Saga Edition! Some of you may be returning from a long absence of these contests, while others may be relative newcomers to the community that haven't had a chance to participate before! (I know I missed my chance to participate in the old contests by just a matter of months when I first got into Saga Edition). For a general idea of how this works, we've given this contest a theme (this time it's a pretty broad one to get as much participation as possible, but in the future it'll come from suggestions by contest participants), and participants in the contest can make any kind of build they want to try and match that theme (complying with the rules below, which largely amount to "keep to official swse rules"). Once all builds are submitted and the deadline is reached (21 days from the contest's posting, which for this contest would be December the 29th), then people get two votes to pick whatever build they like the most; after a week of voting, the build with the most votes, wins!

For this first build contest, we're going to stick to one of the staples of Star Wars: the Jedi Order. Whether they're fighting off Separatists, investigating crime in the criminal underbelly, or resisting the monolith of the risen Empire, there's no shortage of Jedi in galactic history! And now it's time for everyone to show off their own unique takes on the Order, building any kind of Jedi they think is most narratively or mechanically interesting!

Finally, as I mentioned above, while this theme was chosen to maximize participation, in the future these contest themes will be chosen by the community itself. How that works is that everyone who makes a build for this contest can vote for any theme they'd like (from something as simple as "the Clone Wars" to as specific as "New Republic Investigators"), and then those votes are all put into a list and have one chosen at random. For example, if there are votes for themes "A", "A", "B", and "C", then theme "A" has a 50% chance of being chosen, while "B" and "C" have 25% odds each.

With all that out of the way, good luck to contest participants, and I look forward to seeing how creative the community can get with these contests!


While these rules may be subject to change for future build contests, right now they are as follows:
  • Builds are limited to a max of Heroic Level 20. For Classes, Feats, Powers, and Talents, please use official Saga Edition sourcebooks.
  • All builds must comply with either a Standard Package, a 25-or-less-point Planned Generation for characters, or a 21-or-less-point Planned Generation for Droids.
  • You are limited to 2 builds per contest. This keeps it a fair game.
  • Please stay on topic of the thread. If something needs to be discussed more in detail, please start another thread and move your thoughts there. This keeps the contest thread clean and simple.
  • You will have 21 days to submit builds, starting from this post. After the 21 days, 7 more days for voting will be available. Winners will be decided by a simple majority of the cast votes for the submitter that has the largest total number of votes. Only two votes per member is allowed (but one vote per build). You may not vote for yourself and no redos. All VOTES ARE FINAL!
  • Participants can vote for the theme of the next build contest as part of their first submission for the contest. These theme votes are per person, not per submission, so one person can only ever have one theme vote. The same theme can be voted for by multiple people, and the next theme is chosen at random from the collected votes.
  • The most important rule: HAVE FUN!!! Think outside of the box, and let those awesome dreams we all have take shape!
100
The Senate / Re: Ask a simple question, get a simple answer
« Last post by StevenO on September 11, 2024, 12:49:48 pm »
I went through all the starship modification rules, but Im still not sure how exactly adding more weapons to a starship works.
...
You mention the size modifier so I guess you have access (or at least seen) Starships of the Galaxy.

Most vehicle have Emplacement Points (EP) that are nominally filled with the various systems in the ship.  Most stock ships are assumed to have one EP still available for additional modifications/upgrade but the stock YT series is an exception as they were build with upgrading in mind and still have 10 EP available for additional modification.

The books never really do a great job of saying if a weapon is "pilot controlled" or "gunner controlled" which is a shame because there actually are some pretty important distinctions.  Being trained in Pilot gives you a +2 attack with Pilot Controlled Weapons and having Vehicular Combat gives you proficiency with those weapons but NOT other "gunner" controlled weapons.  I believe that a weapon designated as "pilot controlled" can ONLY be fired by the Pilot (who is acting as a gunner in this capacity) and not any other gunner.  I also feel that in many (most?) cases a "gunner" controlled weapon could be used by the pilot but in this case it is still treated like any other gunner controlled weapon so no +2 attack for being trained in Pilot and Vehicular Combat doesn't give you proficiency for that weapon; this may make the Pilot less effective as a gunner but remember that such a weapon can be taken over by an actual, designated, gunner.

Back to your YT-1300.  Adding a new weapon system to the ship should be as easy as picking the weapon system which can fill some available EP.  You pay that weapons cost (weapons generally don't see size [base] costs but are rather flat costs no matter the size) and any installation costs; when installed I'd allow you to declare if it is a pilot controlled weapon only (see first paragraph) or a gunner controlled weapon.  Note you don't get any additional crew to operate that new system but it should be good to go after that.

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