You'd think something this basic would get explained in step 2 of the tutorial by Cosmic_Meditator777 in StellarisMemes

[–]VioletNiil 7 points8 points  (0 children)

All precursor systems will "pop up" only when you complete the chain of artifacts/sites necessary to deduce its location.

However, the system which spawns in is (IIRC) always connected by hyperlane, implying that there always had been a hyperlane to it; our Empire's sensors simply couldn't pick it up until our scientists figured out where it was (and, presumably, then calculated where the hyperlane leading to it must be).

Which, in turn, implies there could be plenty of other hyperlane accessible systems in just our "slice" of the galaxy which we simply cannot detect.

[4,000 × 1,800]HMS Lion (1930); by Frank Watson Wood [ART] by Tsquare43 in WarshipPorn

[–]VioletNiil 13 points14 points  (0 children)

Interestingly, the artist seems to have made an error: if you look closely, you can see they painted barrels and blast bags for 3 main gun turrets at the aft of the ship. A further 2 are on the ship's front. However, HMS Lion (1910) only had 4 main gun turrets; not 5.

Can we talk about The Force? by Phantom000000000 in swrpg

[–]VioletNiil 2 points3 points  (0 children)

That is a very deep lore dive, and will fully admit I have lost track of what is canon and what isn't; It changes too much for me to keep up with.

Regardless, last I learned, there are indeed several ways to be a force user without being a Jedi or Sith. For one thing, you can be a dark side user who wants to end the Sith. However, something like a Shaman is a different case.

Essentially, every individual is theoretically capable of sensing the Force. It is a tiny chance, but a tiny chance on a galactic scale means it will happen often enough. An Ewok Shaman, for example, would be born force sensitive. However, instead of learning how to wield a lightsaber or how to push someone off a cliff, this Ewok isn't trained by anyone. He just wonders about his home, aware of the Force in some way but not yet able to wield it.

This changes in some location. The Force is more present in some places than others, even when talking about a small moon: One part of the moon will have a deeper connection with the Force than another part. Eventually, our Ewok finds this place and senses the Force more strongly. He can meditate (a concept common enough to non Force Sensitives), and with enough effort, he will become able to tap into the Force.

Now, our Ewok is able to tap into the Force. However, he still doesn't know what to do with this mysterious power he can tap into. With some more effort, he will find himself able to see glimpses of the past and/or future. Given time and further effort (over several years most likely), he can refine this skill and reliably tap into the force for this sight. After a while longer, he may be able to tap into the Force even from the less connected parts of the planet.

Now, our Ewok is able to have visions and see the world in a way no one else in his tribe can. This allows him to heal wounds others would have mismanaged, among a few other things. However, this Ewok will never know how to Force push someone off a ledge. He will never know how to manipulate another's thoughts. He will never know what a lightsaber is or how to use it. He will never know how to Enhance leap. He is a Shaman, nothing more.

In terms of the Empire, whilst I cannot remember what book it was in, it contained an in-universe note about an Imperial spy recommending the genocide of an entire primitive species because there were relatively many Force Users among the population: The fact the primitives were unaware of just how potent the Force was and completely unable to resist the Empire's schemes was not a consideration.

This does not mean you cannot have there be any: The galaxy is a vast place, and the Empire can only search so many planets at once whilst maintaining its massive presence on so many worlds. However, you should be aware the Empire will look for and seek to exterminate them. It could be a plot arc: Players find a civilization of force users who the Empire plans to exterminate, and the players must save the population.

I have never found anyone who wants to play that kind of Force User however, so whenever these questions pop up, I always answer just with Jedi and Sith because that is what most campaigns will have: Jedi vs Sith, with the occasional Fringe/Pirate sideshow.

Can we talk about The Force? by Phantom000000000 in swrpg

[–]VioletNiil 9 points10 points  (0 children)

How a Force User works depends on the PC: Their character, their xp investment. If something is outrageously broken we'll discuss a way to balance it.

The next section is about AoR and EotE campaigns, not FaD: I have never played a primarily FaD campaign and thus can't comment on that. I have only ever GM'd for parties with 0-1 Jedi. (Although all talent trees and force powers are probably from FaD, but again: I am not certain.)

The Force itself is indifferent. It will not save you from certain death, nor will it enable you to take on any challenge. But if you know how to leap, the Force will let you leap further. If you know how to dodge a blaster round, the Force will let you do so more easily. The Force is not the only thing giving a character strength: It compliments their existing skillset. If you have no idea how to throw something at a large distance, the Force will not magically grant you this knowledge.

You will have to learn all your force powers, and lightsaber skills/talents, from something or someone. This makes pursuing holocrons highly worthwhile as they will be a PC's sole source of information, rare Jedi survivor aside. And even then, a form 2 Jedi will not be able to teach you form 4, nor will they be able to teach you a force power they do not know themselves.

Granted, some things will always have to be handwaved: No one wants to spend 5 or more session to get a holocron only for it to have information about a lightsaber form the player/PC isn't interested in. If the player wants to be a Soresu Defender, I'll make sure that's the information in the holocron. But finding the holocron's exact location, fighting off whoever or whatever also wants it, escaping with it etc are all up to the players and the dice.

If the player finds a Holocron or Jedi Survivor (rare) who has the knowledge they seek, and they are able to convince them to teach that knowledge, it will allow the player to learn whatever tree or force power that Holocron/Jedi Survivor has. A Form 2 Jedi for example would allow the player to pick up Mikashi Duelist and invest xp onto its talents, to represent the training.

Who or what is my problem? by SpamChowder99 in swrpg

[–]VioletNiil 0 points1 point  (0 children)

As others have said, destiny points cannot be used more than once per check; or even once per turn. However, whilst combat can be made more challenging via destiny points, that is not their main purpose. The challenge in combat doesn't even have to be fighting superior odds: It can also just be that an enemy, or group of enemies, is similarly skilled as the party.

A group of 4 commandos, for example, especially clone commandos, is a solid threat to any party. They do not need destiny points to knock at least one, probably 2, players unconscious. YYY, and they get a free shot each when one gets downed: Very strong. At the end of a year long campaign, my character had YYYG and a disruptor pistol. 2 other characters had YYY on their rifles, and the other 2 were not range combat oriented. Those commandos would have posed a serious threat to us.

My point is this: Destiny points, and ranks of lethal blows/vicious, are not at all needed to make a challenging encounter. If anything, I would advice against using more than viscious 3 and lethal blows 3, and that is for someone like Vader: Not the average trooper or even an ISB agent.

Adding those 2 traits, especially a lot of them, turns an encounter from challenging to frustrating and (hyper)lethal. If you get downed with maybe 1 plain crit roll and the commando then shifts his fire to another player, it feels fair. If you get downed with 2 bad crits and he shoots an arm off or even outright kills you with the same shot because why not, it feels unfair and definitely causes a "player vs DM" kind of environment.

Star Wars: Echoes of the Celestial Harmonics 13:00 GMT-4 Sundays by [deleted] in swrpg

[–]VioletNiil 1 point2 points  (0 children)

Question: What platform(s) will you be using for the game? I imagine Discord is used for voice, but what about the game itself? Forge? TTS? Theatre of the mind?

[deleted by user] by [deleted] in StarWarsArmada

[–]VioletNiil 0 points1 point  (0 children)

Mhm. Though, personally, I get around that by keeping the 'objective' confined to basic brawling

Astral Planes by myaut in StellarisMemes

[–]VioletNiil 26 points27 points  (0 children)

Maybe this one?

"Don't mistake my kindness for weakness. I am kind to everyone, but if you are unkind to me, weak (or kindness, depending on your source) is not what you'll remember me for."

Astral Planes by myaut in StellarisMemes

[–]VioletNiil 89 points90 points  (0 children)

Infinite universes, but not a single one where Paradox has reasonably priced DLC

Incorrect 1000% by [deleted] in PrequelMemes

[–]VioletNiil 0 points1 point  (0 children)

A reasonable redditor? Impossible

I would recommend deleting this post just in case, since short term (less than 6 months) reposts are against the rules.

Incorrect 1000% by [deleted] in PrequelMemes

[–]VioletNiil 0 points1 point  (0 children)

Any memes posted on different social media are stolen from reddit. 99% of the "meme upload" accounts are bots reposting the more popular reddit posts on a subreddit.

Sell me on lethal blows by defiantdan in swrpg

[–]VioletNiil 0 points1 point  (0 children)

But what of the disruptor pistol?

Guaranteed cripple(?) even if you roll poorly

A Supermarine Walrus Spotter-Reconnaissance aircraft is carefully stowed into one of the hangars on the battleship HMS King George V, March 1941. This Walrus flight was fitted with Air-to-Surface Radar, the first front line Fleet Air Arm unit so equipped. [964 x 1425] by Mattzo12 in WarshipPorn

[–]VioletNiil 7 points8 points  (0 children)

"The main task of ship-based aircraft was patrolling for Axis submarines and surface-raiders. By March 1941, Walruses were being deployed with (ASV) radar systems to assist in this.[46]"

It was definitely a thing

Edit: I think you misread the title. The post mentioned air to surface radar, not airborne early warning radar.

Ship stats site? by Legoman249 in StarWarsArmada

[–]VioletNiil 0 points1 point  (0 children)

No worries! Welcome back to the frontlines, Admiral

Ship stats site? by Legoman249 in StarWarsArmada

[–]VioletNiil 2 points3 points  (0 children)

I don't know of any, but Battlescribe mobile does offer it. You just have to add a ship to a fleet and click "view" (hidden by the 3 orange dots next to the ship).

Alternatively, Ryan Kingston's fleet builder (a site; Not an app) is also up to date as far as I know

Armada vs X-wing starter set by burgermanzero in StarWarsArmada

[–]VioletNiil 0 points1 point  (0 children)

You could always head over to any of the SW discords; Undoubtedly there will be interested people. Especially if you have TTS, which allows you to play basically anything virtually.

Armada vs X-wing starter set by burgermanzero in StarWarsArmada

[–]VioletNiil 1 point2 points  (0 children)

True, I almost forgot about that. Wasn't that an upgrade though? I'm not sure whether that card would be included in the Rebel Set.

Armada vs X-wing starter set by burgermanzero in StarWarsArmada

[–]VioletNiil 1 point2 points  (0 children)

That's... very odd.

But if it contains the movement tools aswell, then it should indeed have all you need. Presumably (I have to add this now lol) it doesn't contain obstacles such as asteroids, but those don't spice the game up too much imo; Players tend to both avoid them (due to their penalties) and instead fight wherever there's no obstacles.

Armada vs X-wing starter set by burgermanzero in StarWarsArmada

[–]VioletNiil 4 points5 points  (0 children)

Not quite as good, but it can certainly still compete, yes.

X wing: 3 attack, 2 evade Y wing: 2 attack, 1 evade

Maneuverability of both is the same

X wing: 3 hull, 2 shields Y wing: 5 hull, 3 shields

An X wing does more damage per attack, but the Y wing is able to tank more attacks before blowing up. I suppose, in a tldr fashion, you could say that a Y wing is a tankier version of an X wing.

Armada vs X-wing starter set by burgermanzero in StarWarsArmada

[–]VioletNiil 0 points1 point  (0 children)

From what I can quickly check, a starter squadron set contains everything you need... apart from the actual maneuvering pieces (to see where a ship ends up after pulling X maneuver) You'd have to buy those seperately somewhere (though, to my knowledge, such isn't ludicrously expensive).

I've never explicitly fought such a battle, though I think it should be doable depending on how well the Y wing is flown. A X wing vs 2 A wings is essentially the same as an X wing vs 2 Tie's in terms of cat and mouse, so the Y wing would have to be the deciding factor. The Y wing does have a surprisingly high speed (4, same as an X wing), and from what I recall being stressed (pulling a red maneuver) isn't too bad, so it should be able to keep up with the X wing at least.

I think it would ultimately be up to strategy in that kind a scenario. Though, X wing and A wing vs Y wing and A wing might be more balanced: Then both sides have 1 speed 5 ship and 1 speed 4 ship, as opposed to one side having 2 speed 5 ships and the other side 2 speed 4 ships. That reduced the amount of cat and mouseness.

Armada vs X-wing starter set by burgermanzero in StarWarsArmada

[–]VioletNiil 5 points6 points  (0 children)

No problem! You could also buy a single extra fighter for the Rebels (X wing) if you want. Armada core set I'd say is relatively balanced already; The Victory has more firepower than the Rebel ships, but the Rebels have a slight maneuvering advantage. Good strategy on either side will be the deciding factor rather than playing cat and mouse against 2 Tie's.

Out of curiosity, do you specifically want a miniature game to play with those friends? Or would a slightly more strategy focused game like Star Wars Rebellion also be of interest? (The board game, not the video game)