According to the book they modify hull cost, just like configuration, whereas e.g. Stealth is a separate component with a separate cost.
I assumed that reinforced modified hull cost, and hence armour.
I wold like to draw your attention to the Heavy Fighter HG, p102:
Should not have a bullet point.• If targeting Rachando, the assassins might:
Infers that the challenge only comes of they have no delegate! Clearly it should read :If the Travellers do not have the Drinaxian delegate on board, they are challenged as soon as they enter the system
It might also be worth mentioning what happens if they show in the harrier (a ship with Stealth, a design likely known in light of its age to be a commerce raider, and at this point in the campaign, likely a known pirate ship! It'll also tip GeDeCo to a link between Drinax and the supposedly unaffiliated pirate players)The Travellers are challenged as soon as they enter the system. If the Travellers do not have the Drinaxian delegate on board
Probably belongs in the section on divvying up spoils (pg. 12).Extra ships can be placed under the control of nonplayer characters, and can either take part in the Travellers’ attacks or else sent off to conduct their own raiding. By default, a pirate admiral takes 10% off the top of any loot taken by subordinate ships.
I'm pretty sure all of your art shows the docking arms extending from each face of the dodecahedron, not each vertex.According to its designers, Vorito Highport is a rotating dodecahedron with reconfigurable docking arms extending from each primary vertex
Contradicts this :He knows that if he captures the boy, he will have leverage over the hatred, treacherous earleatrais. He knows that he needs a ship, but does not have one – the Travellers do.
From page eighty.If the Travellers take him with them, then they can use his ship (see Kasiyl’s Ship, page 81).
Targeted for what? Investigation? Arrest? Death?Results
If the result is a 6 or less, then the Travellers are targeted by a Clan Agent
These numbers don't add up, and you omitted the needed brackets (as written the roll is: DM + [1D x 50], giving a cost per day of 50-304Cr!)Aslan guides range in cost from Cr25 to Cr250 per day; they have a Reaction Table DM of +0 to +4, and a cost of their DM + 1D x Cr50.
Surely a high profile figure like a diplomat would be easy to find, but virtually impossible for bums like the players to get an audience with or contact directly... Doubly so if he values his privacy, and his engagements are handled by a PA or similar? Especially if they don't wish to broadcast their nasty little scheme.It is exceedingly difficult for the Travellers to find Lokharl on their own.
I think you mean something like this :After the test, roll 2D; on an 8+ and the test was successful, the Traveller gets an introduction. On a failure, or on a 7- on the second roll, the Traveller takes that much damage from potent Aslan liquor or bar brawls.
Regardless of the outcome of the first test, make an Average (8+) Carouse (SOC) check. If both tests are successful then the Traveller gets an introduction. If either or both tests fail, then the Traveller gets no introduction. If the second check is a failure, the Traveller suffers the Effect in damage from potent Aslan liquor or bar brawls.
Obvious question, how near is near? I guess it'll vary a little according to the environment, weather conditions, etc, but it's be nice to have a baseline.it releases a cloud of spores. Anyone near the Vole who is not...
Is that an additional three dice (for a total of four) or change a total of three dice?– unless the Travellers have an Imperial Standing of 6+, in which case change one Neutral die in the Ambassador’s Wing to whatever faction they support. If their Standing with the Imperium is 20+, then change 3 Neutral Dice there to support the Travellers.
(or a further two dose of that's what you meant).– unless the Travellers have an Imperial Standing of 6+, in which case change one Neutral die in the Ambassador’s Wing to whatever faction they support. If their Standing with the Imperium is 20+, then change a further three Neutral Dice there to support the Travellers.
Just to be clear, you get one action per full two dice, but for each action you may roll all of your dice in that zone?Roll all your faction dice on that location.
Users browsing this forum: No registered users and 10 guests