- Cover increases the character’s ranged defense by 1 (per the pre-errata rules).
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The following rules were posted by BadMotivator on FFG's EotE RPG forum. I have reposted them here, unchanged except for correcting several spelling errors and adding BBcode formatting to improve readability.
from Hedgehobbit on FFG's EotE RPG forum:
Rescaled the vehicle damage rules such that 5 points of personal damage equal 1 point of vehicle damage, not 10. This makes the E-Web match the auto-blaster and makes things like missile launchers and thermal detonators a threat to starfighters. Thermal detonators destroy starfighters in the Clone Wars show.
from Zar on FFG's EotE RPG forum:
Talents that remove setback will grant boost dice if there are no setbacks to remove.
from Donovan Morningfire on FFG's EotE RPG forum:
- Nerfing auto-fire: On the "hard cap on # of extra hits", I'm thinking a good guideline would be 1 + number of skill ranks. This way, someone that's really good with heavy weapons is going to be able to make those extra shots count.
- Disallow Jury-Rigged to reduce the advantage cost of Auto-fire.
(modified) from Simon Fix on FFG's EotE RPG forum:
Require Brawn and Agility at a certain score before a grenade can be thrown at that range.
Brawn 2, Agility 1: Short Range (Difficulty: )
Brawn 3, Agility 2: Medium Range (Difficulty: )
Brawn 4, Agility 3: Long Range (Difficulty: )
Brawn 6, Agility 4: Extreme Range (Difficulty: )
If you don't meet the Brawn threshold, you simply cannot throw that far. And you add an extra difficulty for each point of Agility you lack.
Difficulty of scans out to range:
- Close - (a few hundred km), 360°.
- Short - (up to around 50,000 km), 90° arc.
- Medium - (up to a couple of million km), 30° arc.
- Long - (interplanetary, up to 3AU), 10° arc.
- Extreme - (entire system to the outer edge of its Kuiper Belt, up to 50AU), 1° arc.
- none - the unaided Mark I organic eye
- - basic sensors (commercial transports and other non-military vessels)
- - advanced sensors (old snubfighters, upgraded civilian vessels)
- - military sensors (new snubfighters, old military capital ships)
- - dedicated military sensor array (modern military capital ships)
If you remove a stock weapon from a ship, you do not get a hard point that you can replace with anything. So in effect, that hard point is lost.
Fantasy Flight Games
Understanding that it is a narrative game (not using a tactical map like versions of d&d), I would still think that there is a "point man." I would allow the lead character in the stack to make the opposed check and apply boost or setback depending on the abilities of the rest of the group.
Going with the lowest scores makes sense but diminishes stealth for those that pride themselves on getting good at it. So instead of a bumbling group of scooby-doo detectives, imagine the guy who sneaks up to a corner, gets eyes on the guards, and motions his team past in a coordinated effort to sneak past the enemy. -- OriginalDomingo at FFG's forum
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