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  Topic: D6 Rules...What Have The New Films Changed?
CRMcNeill

Replies: 180
Views: 8381

PostForum: Official Rules   Posted: Sat Jul 21, 2018 6:59 pm   Subject: D6 Rules...What Have The New Films Changed?
They did some changes on the official site regarding hyperdrive:

"Large objects in normal space cast “mass shadows” in hyperspace, so hyperspace jumps must be precisely calculated to avoid ...
  Topic: Statting up some of the ships from the X-wing mini's game.
CRMcNeill

Replies: 4
Views: 122

PostForum: Ships, Vehicles, Equipment, and Tech   Posted: Wed Jul 18, 2018 3:55 pm   Subject: Statting up some of the ships from the X-wing mini's game.
Hmmmm...

That’s passable.

Laughing
  Topic: Shields as Cover
CRMcNeill

Replies: 19
Views: 641

PostForum: House Rules   Posted: Wed Jul 18, 2018 12:35 pm   Subject: Shields as Cover
That concept was a mistake, in retrospect. I’d most likely revert back to the original Cover result, where a 0-3 results in no appreciable damage inflicted.
OK. But do you think about upgrading the ...
  Topic: FFG Star Wars Legion
CRMcNeill

Replies: 14
Views: 778

PostForum: Other Star Wars Games   Posted: Tue Jul 17, 2018 8:02 pm   Subject: FFG Star Wars Legion
My interest in the FFG miniature games (X-Wing, Armada and likely this, too) is going to be almost exclusively as fodder for D6 stats. At the moment, it seems there isn’t a whole lot of original mat ...
  Topic: Statting up some of the ships from the X-wing mini's game.
CRMcNeill

Replies: 4
Views: 122

PostForum: Ships, Vehicles, Equipment, and Tech   Posted: Tue Jul 17, 2018 7:35 pm   Subject: Statting up some of the ships from the X-wing mini's game.
Well, the TIE Phantom has been around since the old Rebel Assault game came out, and I’m pretty sure its stats are all over the place...

I statted the TIE Striker for the Rogue One topic, and its ...
  Topic: D6 Rules...What Have The New Films Changed?
CRMcNeill

Replies: 180
Views: 8381

PostForum: Official Rules   Posted: Mon Jul 16, 2018 6:38 am   Subject: D6 Rules...What Have The New Films Changed?
And how would those difficulties apply to a hyperspace route? Would the 'astrogation diff' set the "Terrain base diff" level?
So a course that has a 10 as its' standard, would be seen as a ...
  Topic: D6 Rules...What Have The New Films Changed?
CRMcNeill

Replies: 180
Views: 8381

PostForum: Official Rules   Posted: Sun Jul 15, 2018 2:48 am   Subject: D6 Rules...What Have The New Films Changed?
The rest of you post sounds like what would happen if someone injected unrefined coaxium straight into their hyperdrive. But no one is crazy enough to do that.
I disagree. There is EU evidence to su ...
  Topic: Urban Stormtrooper ?
CRMcNeill

Replies: 60
Views: 9642

PostForum: Characters, Droids, and Species   Posted: Sun Jul 15, 2018 1:37 am   Subject: Urban Stormtrooper ?
Wookieepedia also mentions the detainment branch of the clone shock troopers - They served as special prison guards for war prisoners during the Clone Wars. Now it seems obvious that real life milita ...
  Topic: D6 Rules...What Have The New Films Changed?
CRMcNeill

Replies: 180
Views: 8381

PostForum: Official Rules   Posted: Sun Jul 15, 2018 1:32 am   Subject: D6 Rules...What Have The New Films Changed?
That rule addresses the calculation of the route itself, not the relative speed of the drive. It's more representative of a good navigator finding little ways to shave time off the course.
  Topic: D6 Rules...What Have The New Films Changed?
CRMcNeill

Replies: 180
Views: 8381

PostForum: Official Rules   Posted: Sat Jul 14, 2018 6:31 pm   Subject: D6 Rules...What Have The New Films Changed?
A thought just occurred to me as a possible solution to the disparate hyperspace travel times in the various media...

We already have Move Levels for all other forms of movement (Cautious, Cruising ...
  Topic: Updating the Ugor
CRMcNeill

Replies: 3
Views: 425

PostForum: Characters, Droids, and Species   Posted: Fri Jul 13, 2018 8:24 pm   Subject: Updating the Ugor
A couple suggestions...

1) Slow down the attribute transition process, to 1 pip per round, for example. Still blindingly fast by most biological standards, but still necessitating some pre-planning ...
  Topic: Shields as Cover
CRMcNeill

Replies: 19
Views: 641

PostForum: House Rules   Posted: Fri Jul 13, 2018 2:40 pm   Subject: Shields as Cover
That concept was a mistake, in retrospect. I’d most likely revert back to the original Cover result, where a 0-3 results in no appreciable damage inflicted.
  Topic: Imperial Campaign
CRMcNeill

Replies: 12
Views: 283

PostForum: Adventures and Campaigns   Posted: Fri Jul 13, 2018 2:38 pm   Subject: Imperial Campaign
WEG does have some information on the matter. See the SWRPG 2R&E rulebook, page 202, bottom section.

There is also a large portion of Heroes & Rogues dedicated to Imperial character templat ...
  Topic: Shields as Cover
CRMcNeill

Replies: 19
Views: 641

PostForum: House Rules   Posted: Wed Jul 11, 2018 10:09 am   Subject: Shields as Cover
I suppose I got a little off track with my modification to the results table, but the gist of what I was saying is to use the preexisting rules for cover and protection, applied as is to Shield dice. ...
  Topic: Shields as Cover
CRMcNeill

Replies: 19
Views: 641

PostForum: House Rules   Posted: Tue Jul 10, 2018 12:44 pm   Subject: Shields as Cover
A simpler way to minimize the Damage rolls would be to use the same roll twice, first the full amount against the Shields alone (which generates the damage modifier), then roll the damage modifier and ...
 
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