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Re: GM Questions

PostPosted: Fri Jul 06, 2018 9:43 am
by Zanebry Varliss

Re: GM Questions

PostPosted: Fri Jul 06, 2018 2:19 pm
by Aran Enfas

Re: GM Questions

PostPosted: Fri Jul 06, 2018 2:34 pm
by Aran Enfas

Re: GM Questions

PostPosted: Fri Jul 06, 2018 7:17 pm
by Zanebry Varliss

Re: GM Questions

PostPosted: Fri Jul 06, 2018 8:43 pm
by Durasay Mixo
Exodus in the Dark questions:

Is Dynos still alive after being disarmed?

Is he helpless/executable?

If so, how much conflict?

Re: GM Questions

PostPosted: Fri Jul 06, 2018 8:44 pm
by Dapper Dog
You will have to kill him to find out but he is helpless.

Re: GM Questions

PostPosted: Sat Jul 07, 2018 4:19 am
by Aran Enfas

Re: GM Questions

PostPosted: Sat Jul 07, 2018 6:11 pm
by Niall Organa
In All Hands it says "If a roll is failed the the player takes 4 wounds and 4 strain, not mitigated by armor". Does that mean soak from Brawn and talents applies?

Also in All Hands, are wounds from rolling failures doubled in part 3? So, 8+2x failure wounds?

Re: GM Questions

PostPosted: Sat Jul 07, 2018 7:40 pm
by Dapper Dog
Niall Organa wrote:In All Hands it says "If a roll is failed the the player takes 4 wounds and 4 strain, not mitigated by armor". Does that mean soak from Brawn and talents applies?

Also in All Hands, are wounds from rolling failures doubled in part 3? So, 8+2x failure wounds?

Soak i mean, and just the base damage is doubled in Phase 3 not the additional.

Re: GM Questions

PostPosted: Sat Jul 07, 2018 7:44 pm
by Lyseil Panteer
No dying if you to into negative wounds this time, right?

Re: GM Questions

PostPosted: Sat Jul 07, 2018 7:47 pm
by Dapper Dog
Lyseil Panteer wrote:No dying if you to into negative wounds this time, right?

No, death is a possibility.

Phase Three - Push Them Back: This is a Hard Combat skill check, if one used a combat skill check in Phase Two increase this to a Daunting check due to combat fatigue. Battle damage is doubled, so 8 wounds and 8 Strain on failure, if wound threshold is exceeded you are killed in Action. Just attempting this will grant 1 Defense Point, success or fail on top of the normal points earned.

Re: GM Questions

PostPosted: Sat Jul 07, 2018 7:49 pm
by Lyseil Panteer
Oh, I missed that. Mea culpa.

Re: GM Questions

PostPosted: Sat Jul 07, 2018 8:22 pm
by Tethys Carrack
For All Hands, I’m a bit confused about how Defense Points are earned. Does each roll you succeed at grant 1 point? Or only the last one?

Re: GM Questions

PostPosted: Sat Jul 07, 2018 8:25 pm
by Dapper Dog
Tethys Carrack wrote:For All Hands, I’m a bit confused about how Defense Points are earned. Does each roll you succeed at grant 1 point? Or only the last one?

Each roll made can grant 1 defense point if successful, so three chances to earn points if you do Phase 3.

Re: GM Questions

PostPosted: Sat Jul 07, 2018 10:01 pm
by Tethys Carrack
Also for All Hands... do talents and/or weapon mods that modify “attack” rolls apply to combat skill checks in the event? I guess I’m thinking primarily of Draw Closer since that’s what I have (add Force dice to attack roll, can convert LS pips to successes), but others may have relevant talents, or weapon mods like custom grip/superior/etc. that add or subtract dice or advantage/successes on attack rolls with that weapon.

Re: GM Questions

PostPosted: Sat Jul 07, 2018 10:03 pm
by Dapper Dog
For simplicity no.

Re: GM Questions

PostPosted: Sat Jul 07, 2018 10:47 pm
by Durasay Mixo

Re: GM Questions

PostPosted: Sun Jul 08, 2018 12:19 am
by Lyseil Panteer
Two Questions regarding All Hands!

1. Phase One - Report to Stations: is the Cool/Discipline roll against Fear? Kinda got the impression, but it doesn't say explicitly... :) (Figure it's not, but just want to make sure)

2. Can we apply bonuses from Weapons (like Accurate for Bonus-dice) if rolling a Combat Skill check with the weapon?

Re: GM Questions

PostPosted: Sun Jul 08, 2018 12:45 am
by Dapper Dog
Not a fear check and for my sanity, do not apply weapon bonuses this is an abstraction.

Re: GM Questions

PostPosted: Sun Jul 08, 2018 12:53 am
by Lyseil Panteer
Aye aye! :D

Re: GM Questions

PostPosted: Sun Jul 08, 2018 3:21 am
by Zanebry Varliss
So, can you switch attachments from one weapon to another?

If so do any mods go with, or are they lost?

Re: GM Questions

PostPosted: Sun Jul 08, 2018 4:14 am
by Niall Organa
Do we get paid D12 or D13? Niall needs new capes!

Re: GM Questions

PostPosted: Sun Jul 08, 2018 4:48 am
by Dapper Dog
Day 13 due to the chaos of the final attack. Hrrm let me look at the rules for mods.

Re: GM Questions

PostPosted: Sun Jul 08, 2018 4:57 am
by Dapper Dog
"under normal circumstances. a character can remove an attachment from a weapon with a few minutes of uninterrupted work. A removed attachment retains all of its mods (unless it does not make sense tor a particular mod to remain on the attachment after it has been removed from the weapon)
As always, the GM is the final arbiter of whether, how. and when particular attachments can be removed from an item, vehicle. or starship"

From pg 93 of Special Modifications.

Re: GM Questions

PostPosted: Sun Jul 08, 2018 4:58 am
by Dapper Dog
Thanks to Niall.