View Single Post

Thread: OOC Rise of the Grand Admiral

  1. - Top - End - #465
    Ettin in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2008

    Default Re: OOC Rise of the Grand Admiral

    Drat, messed up the re-roll, which I need since I rolled so low.
    [Init re-roll]1d20+15[/roll]

    Also, a couple rules pointers.

    1: All the core book vehicle stat blocks are missing the +2 bonus for being trained in pilot on their pilot weapons. The pilot weapons (repeaters and missiles) should therefore have an attack bonus of +6. This pushes the missile into a hit BUT

    2: Because both the repeaters and missiles are pilot operated, normally you can only fire one per turn. Otherwise, I would've had Skira set the repeaters on auto and really cleaned up those droids. HINT: For anti-armor, you want the repeaters. For weapons that can supposedly level bunkers in canon, the missiles are shockingly weaksauce, and are only good for wiping out clusters of low-level mooks.

    3: Starships of the Galaxy gave the Vehicular Combat feat to all generic crews of Skilled or better quality. Which they're going to need, holy cow...

    Thunder999, I encourage you to get familiar with Move Light Object It doesn't do a lot of damage, but the range is only limited by line of sight, and it is technically better than doing literally nothing.
    Last edited by RandomLunatic; 2024-05-10 at 05:09 PM.
    I am not crazy! I prefer "reality impaired".