Friday, April 21, 2017

No Disintigrations

In the category of 'better late than never', I have finally gotten around to this one.

TLDR: decent book, but nothing special or overly unique. 7/10


NEW RACES
The Good: 2 new races, the Kalleran and the Clawdite.
The Bad: 1 duplicate race, the Devoronian. Depending on the gm, the usefulness and power level of the clawdites shape-shifting power could vary wildly.

NEW SPECIALIZATIONS
The Good: No duplicates. Martial Artist is cool, and Skip Tracer is versitile.
The Bad: Martial Artist may be a neat combat oriented specialization, but in a book about bounty hunters it feels odd. While it's not impossible to envision the specialization in this career, the specialization feels more like a disciplined monastic sort of martial artist, which makes it a hard fit for your 'classic' Bounty Hunter in my opinion. In the same boat as Martial Artist is the Operator Specialization. Operator is geared towards piloting and while I don't doubt that a great bounty hunter could fly and shoot well in his ship, i also think a good bounty hunter knows that the vacuum of space isn't usually the best place to collect your mark.

I think the piloting thing specifically is a great example of a general problem that FFG seems to have in building their careers and specializations. FFGs approach that each game (EotE, AoR, FaD) is an entirely separate entity means there is a lot of crossover and duplication of material already. To make matters worse, they seem to have the impression that any character should be able to do anything. As a result careers like Bounty Hunter get specializations like Operator. because "Boba Fett is the best bounty hunter and he flies the Slave 1 like a boss, why can't I? having to hire a pilot or have a crew is lame". except this is a group game and your buddy who is an ACE probably wants to be flying the damn ship. rookie bounty hunters probably can't do everything. oh, and if they wanted to, the game system already says that they can pay a little extra xp to have access to the Pilot or Gunner or Hotshot or Squadron Leader or Driver or Racer or .... ect Specialization trees. FFG could have included something WAY more specific to BOUNTY HUNTERS to help them be special and unique and fill their niche more appropriately instead of wasting space including half-duplicate null-benefit specializations like this. I would have much rather seen a Bounty Hunter Specialization title Disguise Artist dedicated to insinuating the character in the life of their target, or maybe one called Trapper, dedicated to non-physical and non-lethal take downs.


NEW SIGNATURE ABILITES
The Good: Both abilites are cool with a lot of potential.
The Bad: Alwasy Get My Mark is another GM frustrator. Few characters will have the encumbrance capacity to make full use of Unmatched Devistation (basically you get as many attacks as you have weapons, but weapon encumbrance adds up fast).

NEW ITEMS/WEAPONS/GEAR
The Good: Lots of new stuff. Micro rockets are cool and finally ... Mandalorian Armor!
The Bad: none.

NEW VEHICLES
The Good: I love the fact they are matching the roleplay content with the x-wing content. The real star of the ships in this book is the C-Roc Gozanti-Class light cruiser. why? because its the first Silhouette 5 ship that is affordably attainable and can actually be crewed by a standard 6 person party (other small capital ships have all been prohibitively expensive and/or require a ton of crew to be functional). It's basically the best target ship for when your party has outgrown thier YT-1300.
The Bad: Nope.


INVESTIGATIONS
The Good: nice chart to help people with the nitty-gritty of finding out that info.
The Bad: sometimes having these kinds of rules can pidgeonhole the players or the GM. (still think they are a nice tool to have around)

BOUNTY REWARDS
The Good: Great pay chart with modifiers.  Exploits are interesting and seem properly directed and well balanced.
The Bad: None.


I updated the Bounty Hunter Career Tree.
FIX: all known instances of Improved Reflect now correctly display Threat instead of Advantage cost to activate.

Thursday, April 20, 2017

Deathseed

I have received a couple requests for this ship.

the Chir'Daki (Deathseed)

This is an ugly starfighter from the EU which you can read a little about here.
This ship is a great candidate for some kitbashing later. Whether or not I get around to making an actual model of this ship, in the mean time you can enjoy my interpretation of its stats.

Chir'Daki (Deathseed) 

Friday, January 27, 2017

Shuttle Mk 1-A

This was made from only one original model, the Revel Snaptite MTT model. Unfortunately I couldn't find a great picture of the actual model product, but it's this ship.



Not sure it's really a super "kit Bash" because all I did was cut out the front, and put some extra pieces of scrap plastics in a couple places, then turn it around and give it a re-paint. Still counts as a custom mod though, so ... eh.

BAM....

Shuttle Mk 1-A



Mk 1-A because it's my first shuttle and its Armed.

Wednesday, January 11, 2017

Kitbash... "Dragonfly"

The second in my custom Kitbash ships made from X-Wing miniatures game ships.

I took the remnants of my K-Wing I used in my first bash and took the wings off an ARC-170Image result for k-wingImage result for x-wing game Arc-170

I Built a rear Fin structure out of Plasticard to help balance the look and feel of the vehicle.
The tiny sensor pod on the bottom of the front is from the top forward section of a Revell Snap-Tight Rebel Cruiser (couldn't find a good picture of that piece).
put it all together and paint it.
looks like this.


You can see that at some point the fin structure warped a little (not sure how exactly) so the fin isn't as even as I would like. Also, not my best paint job ever. In the end though I am still pretty happy with the overall appearance of how this turned out.


GAME STATS INCLUDED
The Lond Distance Reconnaissance Fighter is colloquially referred to as the Dragonfly. A spiritual cousin to the ARC-170 the Dragonfly is easy to pilot and very maneuverable. The Dragonfly comes loaded with advanced sensor equipment and an electronic countermeasures suite. The Dragonfly is a relatively slow craft, intended primarily for long distance reconnaissance missions into or near enemy territories. The Dragonfly does have a reasonable arsenal at its disposal, however and can find use in the thick of combat as an information gathering front-liner or a command relay ship in the rear guard.  As a slower craft, when engaged a Dragonfly pilot should always make use of its electronic countermeasures suite and maneuverability to gain the advantage. Despite relative fragility; when piloted by a good crew the Dragonfly can be pushed harder and further than most similar craft.





Friday, January 6, 2017

It's a T.R.A.P

In addition to enjoying the role play game that FFG has made for the Star Wars universe, I also collect (rarely play) FFGs X-Wing miniatures combat game as well.
During my Roleplay I have gotten occasional use of my Star Wars ships, and in general I get them because they just plain look good.

Well, I happen to dabble in a variety of hobbies including occasional arts and crafts.
Occasionally my various interests are able to line up in a way that makes me extra happy.

Today I'll share my first Star Wars X-Wing game Kit-Bash (when you use pieces from one or more models, in a re-arranged and unique way to create something new)

I Started with 1  Mist Hunter, and 1 K-Wing

Image result for X-Wing mist hunterImage result for X-Wing K-Wing

I cut them both up, and put the wings, extra engine, and lower turret of the K-Wing on to the Mist Hunter body. There was minimal re-painting needed.


Feast your eyes upon the Tactical Response Assault Platform (T.R.A.P)


 Holding it in your hands, is hard to tell it wasn't sold this way.  only things I don't like are, the wings seems every so slightly un-even, and i'm not great at getting good pictures of smalls stuff, so I feel a lot is lost... also, regret not taking any progress pictures (even though there wasn't much done here), but i also have some other ships i'm almost done with and those don't have any progress pics either.

Over all I was Very happy with how this turned out.



Custom Game Stats included.
The Tactical Response Assault Platform is a military patrol boat. The 'Trap' is often sent in as a first responder or back up in potentially dangerous situations. Its hyperdrive and speed capabilities allow it to reach isolated areas or battlefield front lines in record times. It can be refitted relatively quickly with a variety of load-outs in order to fill needed roles. Unfortunately the ship is pretty costly for its size and it's versatile design also make it rather difficult to properly maintain, further adding to its operational cost. As a result of these high costs it is usually only governments and large corporations that can afford to field these ships. Despite the ships high operational costs, many smugglers and pirates are inexorably drawn to its versatility and destructive potential. And where there is demand there will at least occasionally, be supply.


Friday, December 16, 2016

Rouge One

No Spoilers...

Just wanted to say, I saw it and I loved it.

9/10



-1 because despite the fact that the CG human characters are the best I have ever seen, they were still noticeably CG and dipped into the uncanny valley once or twice.


Still going to go see it again.
-1 because.. CGI technology isn't quite good enough yet to keep us fully clear of the uncanny valley when reproducing human faces.

Thursday, October 27, 2016

Endless Vigil Update



NEW RACES
The Good: 2 new races: the Muun and Pantoran.
The Bad: 1 duplicate race: the Gand.  The 2 new races are pretty blasé.

NEW SPECIALIZATIONS
The Good: no duplicates. lots of force related talents. All three trees are pretty strong in RP flavor and have some cool powers that will make them fun to play. More than a couple pretty cool new talents.
The Bad: I personally feel like the Racer specialization is completely out of place under the Sentinel career and has no right to be here. I hate every talent that has a conflict cost associated with it (my table ignores conflict costs for knowing powers).

NEW SIGNATURE ABILITIES
The Good: My City is a pretty cool talent that will prove useful to many who have heavy rp games with lots of figuring things out. Unmatched Vigilance is also a power...
The Bad: My City has some vaugeries that make it odd.  it says 'when in the chosen urban setting' but doesn't specify how you choose a setting or what the options are?  it reads like it means that you choose whatever setting (city/town/village/urban-place) you are currently in... and proceed from there. but since i'm left to assume i choose each time i use the power, it could feel kind of weird to be on a mission and show up at planet X where you have never been and you need some info in city Y (where you have also never been) but you make a good roll and suddenly the city is an open book for you and you apparently know all kinds of crap about it...  it's possible to explain this, but for me, after a time or 2 it would start to feel pretty dumb and very forced.
Unmatched Vigilance has the power to be completely useless (using it on a less important encounter) or completely break the combat depending on what the fights are... one big bad boss?.. better beef that bad boy up to the high heavens if he is going to get a turn. It also seems like the power is designed to encourage the player using it to make the players go last with powers that grant PCs boosts against NPCs that have already gone, and giving NPCs setback against PCs who have NOT gone yet. Unfortunately, the numbers game almost always means that it is unequivocally better for players to go first. When all the players go first they can take out 1 or more baddies before they get to even have a chance to roll those setback dice... or the players can get cover or run away or whatever.. before the baddies practically know whats going on.


NEW FORCE POWER
The Good: its new? Has lots of commit options which can be circumstantially helpful. If you like to RP a character that has no actual 'skill' but just 'makes things work', this is going to help a lot.
The Bad: Feels like it has no place in this SENTINEL book.. over all the power is VERY weak, and if you want to be good at repairing mechanical things and making them last longer, your XP would be far better spent in a career tree that is designed for it. The "FORCE" part of this does not provide very much that you can't get somewhere else for cheaper. also the actual text in the actual book has a duplicate entry for a talent that the tree only has one of, and an entry for a talent that doesn't appear in the tree at all. The entry that appears in text but not in the tree says that it allows you to use the Manipulate power to 'heal' droids. If this is actually supposed to be there, it would would definitely give the power some real power (maybe too much, and that's why it's not there?). But these errors just show that they really didn't know until the last second how this power was stacking and lining up. It probably should have gone through some more testing, and probably should have been in a different book.

NEW ITEMS/WEAPONS/GEAR
The Good: fair amount of new stuff. a new saber type (crossgaurd), and some new droids.
The Bad: The Lightwhip is all the proof you need that Star Wars is Space Fantasy and not Science Fiction because the Lightwhip will never make any real sense EVER. It's not allowed in my house and shouldn't have been allowed in this book. (this is obviously just my personal opinion, and your welcome to disagree (be wrong) if you like. :P )

NEW VEHICLES
The Good: a few decent small shuttles/couriers.
The Bad: Pod Racers.      thats really all i should have to say... but...
pod racers feel like they dont make any sense in a Sentinel book. To make matters worse they are their own special kind of vehicle thingy.. so that its unlikely that normal vehicle mods would work in most cases and the mods for pod racers don't translate to non-pod-racers. making this addition extremely limited..   also, i though that Force and Destiny took place much later in the star wars cannon, where (and maybe i'm wrong about this part) pod racing had kind of lost its popularity (which was debatable to begin with)...

THE NARRATIVE OF SENTINELS
The Good: nice to have urban go getters? and there are some decent hooks and RP material.
The Bad: seems sort of inconsistent at times, making it hard to pin down the role of the career.

CONTACTS
The Good: interesting concept that could be worked in as a sort of side-questy thing for some characters.
The Bad: once a solid contact network has been established, it could easily get out of had by providing answers that the GM may not want the party to have yet.  (obviously the GM can just say no, but it always sucks when you know you passed a roll, and still don't get what you want - doubly so when there is a specific game mechanic you have invested in in order to make that exact kind of roll.)

LIGHTSABER CRAFTING
The Good: nice to have more complete rules for this.
The Bad: Technically, all the basics of this were already covered in the beginner adventure thingy, so if you have that, this isn't going to feel nearly as cool.

Over all I'm giving this one a lower rating 5/10
due in large part to the fact that there isn't an over abundance of new stuff and what is here often felt out of place, off theme, and kind of beta.
If it wasn't for the cool Investigator Specialization i would have said 4/10

Updated Sentinel Career tree.