It might have existed once, like Kamino, but until it's existence is reconfirmed, I will presume it doesn't exist. The Librarian simile (or metaphor, if that like doesn't count) stands!
The thread you presented appears to me to be a list of things that should be errata'd, but I would argue (since it goes against what I desire ) that it wouldn't count as official any more than a house rule. Those folk aren't employed by Wizards of the Coast to my knowledge, so their fixes are no more official than what we're debating in this thread.
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My copies of the errata are from the Wizard's site before they removed them sadly so I can't give you a link to the same place I got them from. This guy's links all match what I have, however, so I'm about 99% sure those are saved from the official errata that was on Wizard's site.
This would be a million times easier if wizards had kept their promise to upload all the errata themselves at some point .
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Awesome avatar by kaptainkrutch.
That is a very pretty PDF, so it could be official. I don't like it, but I can no longer argue from a position of equal footing. It would appear I must hold out hope the Presid--- er, the GM will use his veto power to allow it, or accept the shifty errata.
Silly, shifty errata. Taking my proper shadowsuit away. *grumble grumble*
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First, Graff will not be carrying unless and until the Mission Commander decrees it's time to party. More "until" than "unless," I suspect… but anyway.
On the ship upgrades:
I believe there's also a Sensor Computer (or something like that, I'm AFB ATM) that specifically gives an extra +5 to Use Computer checks to use a starship's sensors. It doesn't help with gunnery, though, as boosting the ship's INT does.
Could we get the +6 Maneuvering Thrusters rather than the +4? Boosting DEX helps Reflex defense as well as Pilot and Initiative checks.
I'm not sure we have enough STR to use a tractor beam effectively, even if we added a +6 STR mod (the largest available) to the mix. There are after all snub fighters that can match or beat Red Dawn on that score. Using those EPs could make the Dawn one heck of a torpedo barge, though… or we could just keep a little more passenger/cargo capacity.
I may be mistaken (see above re: AFB), but I thought ship-scale armor worked differently from character-scale, such that it remained relevant even with higher-level PCs piloting. But the attempted sneak to the Vicious is as close as I've gotten to actually playing out ship-scale combat in SWSE.
And finally, I also was under the impression that turbolasers were for frigates and up - that's why the Firespray needed an exception to be able to mount one.
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_______________________________________________ "When Boba Fett told Darth Vader, "As you wish," he was really saying, "I love you.""
The sensor enhancement package gives +5 eq bonus to computer use for sensors. It costs 75k (32500 after haggling, which is still very pricey) and 1 emplacement point. Adding it would bring the total upgrade time to 72 days.
Unfortunately, maneuvering jets +6 are restricted to gargantuan or smaller vehicles.
I'm kinda torn on the tractor beam. The only way I could see it coming in handy is if we need to stop a ship from falling into a planet or black hole or whatever, but it takes up a whole lot of EP.
Armor does not stack with pilot reflex (it states that explicitly in SotG).
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Malcolm Reynolds avatar by Strawberries
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Well, torpedoes will do if we cannot have turbolasers.
I'll just be over here crying that we cannot exterminate like daleks.
But on a serious note, I agree with Philistine concerning the strength score and tractor beaminess. However, I didn't know the Firespray had an exception regarding turbolasers. Does it? Hope swells!
EDIT: Armor-Piercing Concussion Missiles might be a good idea, as well.
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Would it be possible for Jarik to get a dossier on our newest member simply by asking? Or will I have to pull strings? He likes to know his team, as stated back in the first chapter.
However, I didn't know the Firespray had an exception regarding turbolasers. Does it? Hope swells!
Huh? I thought you were the one talking about selling the Dawn and buying a Firespray, because it had an exception to the rules to allow it to mount turbolasers.
Double cannons add 1 die of damage (before multipliers) for 0 emplacement points, though they do add to cost. They also allow for autofire, if the character using them has the Burst Fire feat. SotG, p... 48?
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_______________________________________________ "When Boba Fett told Darth Vader, "As you wish," he was really saying, "I love you.""
We are in fact using the errata. I have all 6 errata files on my computer as well as links to the question and answer stuff WotC did on their main site.
p. 47 – Table 3-5: Weapon Systems
The footnote in the table should read: “1 Colossal (frigate) or larger starships only”.
Is in effect.
I don't think a tractor Beam is worth it (they never work in the fluff). Plus, your ship is so small to begin with. Better to save the money and buy something else.
You guys are forgetting about the captain's chair when assigning stations.
Licensing fees are in effect. The Empire-in-Exile is a ragtag group not unlike the old rebellion. Resources are stretched to the max and replacement parts have to be purchased. You can, however, go through unofficial Imperial channels and knock the restriction rating down by 1 step (so Licensed becomes free, Restricted becomes 5%, Military becomes 10% and illegal becomes 20%) if you agree to owe Jhimmee Tookoinz (a seedy requisition officer) a favor.
If every thing is legal, then you can totally spend all your money on this project :D
A suggestion:
- A Droid Socket from pg. 64 of Scavengers Guide to Droids. This is essentially the same tech as the socket that R2 sits in on the X-Wing. It allows an astromech to Pilot or co-pilot; act as system operator to raise, lower or recharge shields; Act as engineer to re-rout power; Make limited mechanics checks to repair or jury rig; Make use computer checks through the ship's systems; Operate communications and sensors; Input hyperspace jump coordinates, from an astrogation buffer and control hyper drive with use computer skill. However, he cannot use weapons or jump to hyperspace w/o permission. Cost: 10,000 (and you need an astromech droid).
Can you make a new stat block for the ship?
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You guys are forgetting about the captain's chair when assigning stations.
Staen's in the Captain's chair.
Quote:
Originally Posted by Lucretia
Graff -- Pilot
Staen -- Commander
Ice -- Engineer
Lillian -- Gunner
Jarik -- Gunner
Kel -- Gunner
Or is that not what you mean? If you're referring to the block posted by Thundercracker I think the intent was to have the ion cannon only manned some of the time...if that's incorrect then we can probably drop one of the laser cannons to save money as we only have 3 gunners.
I would say leave the tractor beam unless it's a significant expense (EP or cost-wise). There are always plenty of opportunities to use something like that in a way that doesn't require a grapple check (disabled ships and the like, towing). It can be dropped if we need to save the credits, but it would be nice to have.
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Awesome avatar by kaptainkrutch.
By links to the questions and answers thread do you mean just the Q&A or the sections that gave the little bonus information about the game like extra stat blocks, story ideas, etc?
Because I remember them publishing a bunch of mini-articles and I had them all on my old computer that died and can't find a new one (the location I downloaded it from before's link is no longer valid)
And I'm assuming that dual = double - I can't think what else that'd be in this context.
I wouldn't be averse to adding armor. The Dawn already sports +12, so Graff's 5 levels away from beating it with his heroic bonus - and pushing it up to +20 or more, to a point that Graff never will catch, is not unfeasible.
You know… the ship looks less like a shuttle at this point, and more like an assault landing craft.
ETA: the above was to Lill… err, Lucretia.
AIUI, the ion cannon was suggested to be fixed forward, Pilot-operated.
Tractor beams cost 10 EP, so it is a pretty hefty chunk. And given Dawn's relatively low STR, I'd be concerned about being able to tow even disabled ships unless they're very small.
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_______________________________________________ "When Boba Fett told Darth Vader, "As you wish," he was really saying, "I love you.""
By links to the questions and answers thread do you mean just the Q&A or the sections that gave the little bonus information about the game like extra stat blocks, story ideas, etc?
Because I remember them publishing a bunch of mini-articles and I had them all on my old computer that died and can't find a new one (the location I downloaded it from before's link is no longer valid)
Aye, the articles, the bonus content, the previews, the Question and answers and the minis game updates. 90% of it is on Archive.org.
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Aye, the articles, the bonus content, the previews, the Question and answers and the minis game updates. 90% of it is on Archive.org.
Sweet! Thanks, that's what I was looking for.
Edit: Looking through these as well as back-reading does anybody know where the roll for bantha rush is? It doesn't say anything about a strength role to resist it in the feat yet the Q&A as well as post from the previous game had rolls for bantha rush.
The use of secret errata makes my blood boil, but better boiling than freezing. Lay on, MacDuff.
Let me know if we need additional moneys for the licensing, or if Ice can cover it by means of blaster-fiddling.
I think Commander = Captain's Chair, but I could be wrong on that. Unless you meant a literal chair for the captain. Like, Kirk's Swivel or Picard's Throne. In that case... he's a Chiss, he can stand.
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Could I bother you to give me the damage for those cannons? I'm not sure I'm familiar with the dual cannon concept.
The weapons are all 7d10x2 at this point.
There are three types of stock upgrades for weapons with two levels each, adding +1d10 (basic upgrade) or +2d10 (advanced upgrade) damage, and each has a cost multiplier. double/quad cannons, enhancements/advanced enhancements, and fire-linked 2/fire-linked 4. They stack, but so do the cost multipliers.
The basic upgrade for cannons is x3 cost, the others are x2. The advanced upgrades are all cost multipliers of x5. What I've done is put in fire-linked 2 and basic cannon enhancements for +2d10 damage, a cost multiplier of x4, and +2 EP for each weapon.
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Malcolm Reynolds avatar by Strawberries
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I will drop the tractor beam, add some armor and a droid socket and maybe a concussion missile launcher, then draw up a new stat block & time/cash required for all the upgrades & fees. Tonight. When I get home. The good thing about not maxing out the weapons / starship designer upgrades is it leaves the option for additional enhancements down the line.
Yes, the idea was that the ion cannon be optionally manned, or manned by an npc. I mean... if we're being attacked by 4 tie fighters, it'd be nice to be able to attack all four in a single round, right?
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Malcolm Reynolds avatar by Strawberries
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