|
Post by grävling on Feb 17, 2017 6:01:34 GMT -5
I usually make the Pistoleer the game starts me with an Officer early, so that the combat medic skill that does Doctor Saves can start saving my crew as soon as possible. Because, God knows, they need it. Some time later, I generally replace that officer with somebody I recruit who has extra points in doctor [in square brackets], after my captain has trained the skill that lets them spot promising recruits. But this time out, my initial pistoleer was both a Brute and had Gravity sickness, thus guaranting that she would lose morale every time we hit the surface and then take it out on her crewmates. I don't even want to make one trip with this woman, she can go directly to the airlock, and just be glad that we are on the surface of the planet when I do this. So I went to the Spice Hall and got 3 recruits. Cannot keep them all, as I am now understaffed in everything. They each look good in different ways. I haven't seen a trait on any of them. Whom would you choose, and why? Look at all those Pistol points!!! And this one might make running away easier. Cut down on casualties in my away team, when we are outmatched. Or is it Fortitude I need the most? Not bad skills, either, though not outstanding, and also not the Doctor skill I am always looking for.
|
|
|
Post by grävling on Feb 17, 2017 6:27:44 GMT -5
And that is me. A military officer/commander who took attributes as priority E this time. All my crew look better than I do, attribute-wise. But my skills rock! Maybe I should have taken more tactics, and less of something else. We shall see. And this is why I think keeping all the Pistoleers is not an option. I have this problem controlling my ship, you see.
|
|
|
Post by bobc on Feb 17, 2017 6:56:45 GMT -5
I would recruit candidate 3, Kay Swiftbrand. The Quickness/Wisdom will provide a D16 for initiative so he should get an early shot in, whilst the Fortitude/Resilience should provide the best soak for damage/morale. His pistol rating is only 17, but better equipment and gaining experience will improve this, whereas the attributes will be a constant unless they develop useful traits. They also have bonus skills in Tactics which will become active once they are promoted, supporting dice pools for things like ship combat.
|
|
|
Post by tenbsmith on Feb 17, 2017 7:37:42 GMT -5
Pistols of 17, because quickness + pistols?
How do you get the initiative?
|
|
|
Post by bobc on Feb 17, 2017 7:50:27 GMT -5
Picked this up in another thread:
The crew combat is organized into rounds. At the start of a round everyone rolls Initiative and then everyone goes in order of Initiative.
Then, the round ends and new Initiatives are rolled.
Initiative is one big dice equal to the average of Wisdom and Quickness (so if had 10 Wisdom, 20 Quickness, would be D15) and then +Initiative bonus you are getting from anywhere (Traits, Talents, Gear).
This is derived from the crew weapon description:
Strength is used for Heavy Weapons and Blades Quickness is used for Rifles and Pistols
So I'm assuming that Quickness + Pistol skill will appear in a dice pool somewhere!
|
|
|
Post by grävling on Feb 17, 2017 9:10:09 GMT -5
I really want to know if that 10 in pistols that MacKenzie Saunis has would be shared with everybody on the away team. If so, maybe I want an away team that predominantly uses pistols, not swords or rifles. (So go fire that swordsman now, he's nothing special.) I can handle losing the initiative roll if I am shooting them all dead with 1 shot
|
|
|
Post by fallen on Feb 17, 2017 11:40:43 GMT -5
I really want to know if that 10 in pistols that MacKenzie Saunis has would be shared with everybody on the away team. If so, maybe I want an away team that predominantly uses pistols, not swords or rifles. (So go fire that swordsman now, he's nothing special.) I can handle losing the initiative roll if I am shooting them all dead with 1 shot No skills are shared with other crew members in crew combat. It is an utterly personal/el affair
|
|
|
Post by fallen on Feb 17, 2017 11:43:04 GMT -5
But this time out, my initial pistoleer was both a Brute and had Gravity sickness, thus guaranting that she would lose morale every time we hit the surface and then take it out on her crewmates. I don't even want to make one trip with this woman, she can go directly to the airlock, and just be glad that we are on the surface of the planet when I do this. One of the things we have loved so far about proc-gen is seeing the rule set come through on providing really unique experiences that wouldn't be possible with hand-written content, and lots of them. I have to say, this gave me a great laugh. she must have been an absolute terror to space with ... constantly beating up the rest of the crew whenever they got near a planet lol.
|
|
|
Post by fallen on Feb 17, 2017 11:44:08 GMT -5
I would pick Akia Ramins btw. High Quick & Wisdom, great Evasion, option to wear Stealth armor.
If you're doubling up on Pistoleer and Combat Medic, you'll get a healthy dose of Pistol Skill.
|
|
|
Post by bobc on Feb 17, 2017 14:32:33 GMT -5
I would pick Akia Ramins btw. High Quick & Wisdom, great Evasion, option to wear Stealth armor. If you're doubling up on Pistoleer and Combat Medic, you'll get a healthy dose of Pistol Skill. What does stealth bring to crew combat? The Operative Mesh armour is quite light on the balistic and melee numbers, and you are already facing off with the intruders so its not like you are ambushing them?
|
|
|
Post by fallen on Feb 17, 2017 15:33:44 GMT -5
bobc - at the moment, there are no Stealth-based Combat Talents on Jobs. If armor has a point of Stealth, if you can match it with a point of Stealth skill, you get +1 Evasion (strong dice).
|
|
|
Post by grävling on Feb 17, 2017 15:46:54 GMT -5
All stealth here is personal, or do officer traits share?
|
|
|
Post by fallen on Feb 17, 2017 16:18:03 GMT -5
In crew combat all skills are personal. No skills or attributes are shared.
You can affect other characters with your skills or attributes by using talents (heals 10 + Command Morale).
|
|