[SW Saga] The Second K'ril Incursion (OOC) [RE-RECRUITING]

Douane said:
Don't judge before a "test-drive"! :p


Damn, but least she still has her poke-pilot:

"Hawker'eyals, I choose you!"


;)

While Hawke would probably be willing, if she comes at him with too much attitude he'd just shrug her off. He's also likely to be working a lot on the ship, at least for the first bit. He's got to get used to all her mannerisms before he can ask her to go beyond the specs. And, if Sianni intends to use sex as a weapon or tool to get at him, it probably won't work very well; Hawke's a serial-one-night-stand kinda guy.
 

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Zurai said:
While Hawke would probably be willing, if she comes at him with too much attitude he'd just shrug her off.
Aha! So he likes his Twi'lek girls demure and submissive?

Males.


He's also likely to be working a lot on the ship, at least for the first bit.
No problem at all. I guess he could use an assistant mechanic who really likes to get dirty. (Her hands, of course.) :cool:
 

I'd hoped to move things along yesterday, but I was a bit sick over the weekend (and Monday), so the next Big GM Post from me won't be until tomorrow or Thursday.
 


Just as an FYI - based on reports at WotC's boards, some character options in Starships of the Galaxy should be very attractive to some of your characters, so if you want to tweak your character a bit to use them, let me know.
 

One further FYI -

Because I'll be out of town between Christmas and New Year's, would like to review Starships of the Galaxy before things really get going, and don't really think it's a good idea to start dungeon-crawling, err, station-crawling and then stop things for a week, I'm not going to make any major posts again before next year.
 

Mew. Okay.

Are there any previews or tidbits about upcoming options?

I probably won't be buying the book myself. I suspect it won't have much that will apply to a Jedi...
 

Shayuri said:
Mew. Okay.

Are there any previews or tidbits about upcoming options?

I probably won't be buying the book myself. I suspect it won't have much that will apply to a Jedi...

I was going to try and type something up even though I don't have the book yet; I always buy from Amazon, and I don't pre-order because it never seems to get you the book earlier, but this thread at WotC's board does things nicely...

http://forums.gleemax.com/showthread.php?t=966298
 

For some reason, gleemax forums refuse to work for me. They sit at "receiving data from forums.gleemax.com" for ~20 minutes, then time out.
 

Hmm...

Copying the relevant post from WotC's boards...

RavingDork said:
OUTLAW TECH TALENT TREE (for Scoundrels)
See the Web Enhancement

EXPERT PILOT TALENT TREE (for Ace Pilots)
Blind Spot: You can fly so close to larger ships that you can take advantage of blind spots making it easier for you to shoot them and harder for them to shoot you. Requires a Pilot check each round in order to keep the advantages.
Close Scrape: You can negate critical hits against your colossal+ sized ship with a Pilot check.
Improved Attack Run: Your attack runs need not be in a straight line.
Vehicle Focus: Pick a vehicle type. You now get +2 to attack rolls with that type of ship's weapons and you may take 10 on your Pilot checks with that type of ship.
Wingman: You can grant an allied pilot within 2 squares a +5 bonus on Pilot checks against dogfights.

GUNNER TALENT TREE (Ace Pilot)
Crippling Hit: Each time you knock an enemy vehicle down the condition track, you can disable one of their ship's systems (such as a weapon or weapon group) until they go up on the track.
Great Shot: Far Shot for vehicle weapons (likely stacks with Far Shot).
Synchronized Fire: Allows you to combine your ship attack with that of an allied ship, combining the two damage rolls for purposes of overcoming SR, DR, and threshold.

SQUADRON LEADER TALENT TREE (Ace Pilot; each usable 1/encounter)
Begin Attack Run: Designate a target. All ships in your squadron gain a +5 bonus to attack rolls when making an attack run against that target.
Regroup: You can move all ships in your squadron +1 step on the condition track as a standard action.
Squadron Maneuvers: Impart various talents to your squadron mates temporarily.
Squadron Tactics: Impart a Starship Maneuver to your squadron mates temporarily.

NAVEL OFFICER TALENT TREE (for Officers)
Combine Fire: Increases damage dealt by battery fire against a chosen target.
Fleet Deployment: Grant allied vehicles free movement (up to their speed) as a full round action (for you).
Fleet Tactics: Select a target and make a Knowledge (tactics) check. If successful, all allied gunners deal more damage for 1 round.
It's a Trap!: 1/encounter give 1 allied vehicle a free move action.
Legendary Commander: When commanding a capitol ship, treat crew quality as one step higher, crew gains half your level bonus to all damage rolls (or their own if it is higher, and capitol ship's Reflex Defense is calculated using your level bonus and half its normal armor bonus, your level bonus, or its armor bonus (whichever is best).

NEW FEATS
Starship Designer: Build ships from scratch or modify existing ships.
Starship Tactics: Gain a number of Starship Manuevers = to 1+Wis mod. May be stacked.
Tactical Genius: Regain all Starship Maneuvers on a natural 20 critical hit (normally only natural 20 with Pilot checks to use maneuvers does this).
Tech Specialist: See the web enhancement above.

Hope that helps.
 

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