
Ianthé Jack |
I am a little lost for Initiative. Is it our(the pilot's) Initiative?
Also, please feel free to roll any reflexive/reactionary rolls for Ianthé, if doing so will help speed things along. I don't have to roll every save/check personally if all that is needed is a single line from me. :)

Kira Wyndaru |

As I mentioned in the game thread, everywhere I see talks about adding the ship's size modifier to your Initiative checks, except on page 169 of the Core Rulebook, under "Characters in Vehicles", Pilot entry; it says you add both ship's size modifier and ship's Dexterity modifier, if you are the pilot of a vehicle.
But since this is the only place where it says to do that, but everywhere else it only mentions adding the ship's size modifier, this could very well be a typo that the Devs missed in errata.
EDIT: Oh, if you need me to reroll initiative, let me know. My modifier should be +7 in that case, so if there is no reroll, it should be 23 and not 30.

Melgora Kormanthul |

Looking up the Core Book online over my lunch break (yes, I found a site that has all the PDFs, I can PM those who want em), I found the following:
"An attack roll with a vehicle weapon is calculated as follows:
1d20 + base attack bonus + vehicle's Intelligence modifier + range modifier"
"Vehicles have a Reflex Defense and a Fortitude Defense which are calculated as follows:
Reflex Defense = 10 + vehicle's DEX modifier + size modifier + armor bonus or pilot's heroic level
Fortitude Defense = 10 + vehicle's Strength modifier[/b]"
For example, Melgora's TIE Interceptor has an armor bonus of +3, but she's a level 5 character, so her level supercedes the vehicle's armor bonus. A TIE Interceptor has 16 DEX for a +3 bonus, it has and as a Gargantuan starfighter, it takes a -5 size modifier penalty. Therefore, Melgora's Reflex Defense in her Interceptor is 10 + 3 - 5 + 5 = 13. By contrast, a "vanilla" Interceptor from Starships of the Galaxy has a 15 Reflex Defense.
((Related question: Since we all get Improved Armored Defense [add character level PLUS half of armor bonus when calculating Reflex Defense], does that apply to vehicles too?))
Also notable is that a TIE Interceptor has a fly speed of 5sq on the starship scale.
I'll also post the range scale for our ships, so people can have easy access and not constantly be looking stuff up. These measurements are in the starship scale, in squares (rather than character scale).
Blaster Cannons: 6d10x2 (TIE Interceptor)
Point Blank: 0-1sq
Short: 2
Medium: 3-4
Long: 5-8
I'm going to have to modify Melgora's actions this round to take all this new info into account. I'll do that when I get home. Just letting you know, sir GM!
Tip: Instead of religiously insisting that people post in the proper order, and holding up the entier encounter for the one person whose turn it is (as is normally done in IRL games), it may be more efficient to let everyone post in whatever time is convenient, then when everyone has posted, you do a "summary" post detailing all actions that happen that round, in the proper Initiative order. I've seen GMs use this on PbPs before and it works quite well.
Food for thought.
I would recommend that everyone take time to familiarize themselves with the stats of their vehicle as it's affected by their character, and then make an addition to your messageboard alias that has all of those stats, just like a normal PC stat block! This will be way more convenient IMO in the long run.

Kira Wyndaru |

((Related question: Since we all get Improved Armored Defense [add character level PLUS half of armor bonus when calculating Reflex Defense], does that apply to vehicles too?))
Correction: I believe that we get the benefit of the Armoured Defense talent, as it is currently written in the Armour Specialist talent tree, as a general rule. Then, the Armoured Defense talent was changed to the suggestion I had (so if you have Armoured Defense, then once per encounter, as a reaction, you can get DR equal to half of the armour bonus until the start of your next turn).
But, even if you have Improved Armoured Defense (like Kira has), it only applies to Armour you are wearing, not your ship's Armour bonus (there may be an Officer talent that does something similar to that for starships).
Otherwise, Mel is spot on with the rules, and I agree with her suggestion. :)
EDIT: A TIE Interceptor is Huge size, which means the size modifier is -2, not -5. Also, a TIE Interceptor has a 24 Dex, which means the Dex bonus is +7, not +3.

Melgora Kormanthul |

Melgora Kormanthul wrote:((Related question: Since we all get Improved Armored Defense [add character level PLUS half of armor bonus when calculating Reflex Defense], does that apply to vehicles too?))Correction: I believe that we get the benefit of the Armoured Defense talent, as it is currently written in the Armour Specialist talent tree, as a general rule. Then, the Armoured Defense talent was changed to the suggestion I had (so if you have Armoured Defense, then once per encounter, as a reaction, you can get DR equal to half of the armour bonus until the start of your next turn).
But, even if you have Improved Armoured Defense (like Kira has), it only applies to Armour you are wearing, not your ship's Armour bonus (there may be an Officer talent that does something similar to that for starships).
Otherwise, Mel is spot on with the rules, and I agree with her suggestion. :)
EDIT: A TIE Interceptor is Huge size, which means the size modifier is -2, not -5. Also, a TIE Interceptor has a 24 Dex, which means the Dex bonus is +7, not +3.
Okay, I think we're looking at two different TIE Intereptors. I was looking at Starships of the Galaxy 173.

Kira Wyndaru |

Okay, I think we're looking at two different TIE Intereptors. I was looking at Starships of the Galaxy 173.
My Starships of the Galaxy only goes to 163. You sure you have the Saga Edition version, and not the old d20 version? Do the credits have Rodney Thompson?

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Allright then.
Defenses: Reflex 18 (+3 armor, +5 dex,-2 Size) Fort 24
HP: 90 DR: 10 Threshold 34
Speed: Fly 5 squares
Fighting space 1 square
Grapple bonus +26
Atk Options: Autofire, Fire-linked
Abilities: Str 38, Dex 24, Int 16
Attack bonus: +3 (Int) +(Your base attack bonus) +/- Range modifier
Damage: 6d10x2 + Your class level

"Dirty" Harry Calahan |

hey guys,
i am going to have to back out of this game. I like the concept, and if i had more time at work i would be all over this game. as it is, i am DMing 3 games at this moment, and my lunch break went from 1 hour to 30 minutes.
so, sorry for the suddenness

Kira Wyndaru |

Woo! Not me! nothin' like a malfunctioning ship on our first mission to skyrocket that morale, eh squad?
Kind of like the days of Darth Vader - nothing keeps personnel operating at peak performance when your Commander can Force Grip you to death :)

Perallus Alden |

Yeah, saves posts for the good stuff. Besides, as I've come to understand it, the best time for an initiative reroll is when combat conditions change suddenly and/or drastically, breaking everyone's rhythm and forcing completely new reactions.
Like, say, a whole fleet of rebel cruisers dropping out of hyperspace on top of us! or something crazy like that.

Melgora Kormanthul |

I've been pretty busy too. Work's been nuts.
Are there any particular shinies in the loot chest that the techs opened for us? Or is that just an IC explanation of how we got the gear listed on our sheets?
Also, I'm having a difficult time visualizing the quest area and the map and geography and so forth. Any chance of an overview? I need to scope out where to set up my sniper overwatch position to cover everyone moving in.