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Large Transport ?s Options
imyurhukaberry
Posted: Wednesday, August 25, 2021 8:28:20 AM
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Two things:
1-what's with the adjacent characters getting -6 atk for nonmelee???

2-if they are removed from the grid, do they get to activate?

(I posted these on the SA comments, but I wanted to ask here too)
FlyingArrow
Posted: Wednesday, August 25, 2021 9:27:13 AM
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SA comments don't show up on the front page, so good call posting here.

1) It works just the way it says

2) Yes, they do get to activate. Special abilities and Force abilities are suppressed, but Force powers are not suppressed. With no board presence there isn't much that they can do. They will gain Force points from Force Renewal but as far as I can tell, the only useful thing they can do is Force Sense.
imyurhukaberry
Posted: Wednesday, August 25, 2021 9:35:53 AM
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1) I guess the real question is why? (my guess is to not abuse the transporting/offloading ability...)

2) Duh...had I actually read down the comments on the character, I would have found you already answered this!

3) adding... Can a person who is adjacent but not on the Skiff, use a "replace turn" ability/power and then board the Skiff? (they end their turn next to the Skiff...but not their "move"...as they did not move) Maybe word semantics, but most of the time that matters.
FlyingArrow
Posted: Wednesday, August 25, 2021 10:09:20 AM
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3) No - they have to actually move at least one square.
adamb0nd
Posted: Wednesday, August 25, 2021 3:47:46 PM
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FlyingArrow wrote:
as far as I can tell, the only useful thing they can do is Force Sense.


Master Kota finds this answer REPULSIVE.

FlyingArrow
Posted: Wednesday, August 25, 2021 4:21:21 PM
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adamb0nd wrote:
FlyingArrow wrote:
as far as I can tell, the only useful thing they can do is Force Sense.


Master Kota finds this answer REPULSIVE.



With no board presence, Repulse won't affect any enemies.
Cassus fett
Posted: Wednesday, August 25, 2021 6:02:52 PM
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FlyingArrow wrote:
adamb0nd wrote:
FlyingArrow wrote:
as far as I can tell, the only useful thing they can do is Force Sense.


Master Kota finds this answer REPULSIVE.



With no board presence, Repulse won't affect any enemies.


Correct me if I’m wrong. But wasn’t there a famous gimmick squad in the TFU era of loading Kota in a troop cart to cheat extra squares on a repulse? Do troop cart and skiff differ mechanically?
DarkDracul
Posted: Wednesday, August 25, 2021 7:14:38 PM
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imyurhukaberry wrote:
1) I guess the real question is why? (my guess is to not abuse the transporting/offloading ability...)


Barada on Desert Skiff is Darth_Jim's Champion winner's piece.

Here's what he shared with the design team.
Darth_Jim wrote:
Vision: I want to create a new skiff that is a pure transport. I want it to be able to transport more characters than we currently can with the existing transports. I want it to be sturdy and reliable. I don't want the transport to be abused through special abilities or commander effects, and I don't want it used as a gun platform. I also don't want it used to hide fragile commanders.


We knew everyone would try to turn it into a gunboat, it was playtested, and it was ridiculous.
Letting players Disembark double/twin shooters and open fire across the board was the very definition of "gun platform."
The -6 means Disembarking shooters need to move away (lose double) to not take the negative to attack.
DarkDracul
Posted: Wednesday, August 25, 2021 7:21:31 PM
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Cassus fett wrote:
Correct me if I’m wrong. But wasn’t there a famous gimmick squad in the TFU era of loading Kota in a troop cart to cheat extra squares on a repulse? Do troop cart and skiff differ mechanically?


Barada's Large Transport special ability is what is different.
It says disembarked characters are not considered to be on the battle grid and they cannot count distance from Barada.
imyurhukaberry
Posted: Thursday, August 26, 2021 4:41:24 AM
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DarkDracul wrote:
Letting players Disembark double/twin shooters and open fire across the board was the very definition of "gun platform." The -6 means Disembarking shooters need to move away (lose double) to not take the negative to attack.


Now THAT makes sense! ThumpUp to Jim
imyurhukaberry
Posted: Thursday, August 26, 2021 12:11:28 PM
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Although...it's no fun to run your shooter up to the enemy Skiff and get -6 to attack it. It's a pretty big target...?
(your character must be afraid he'll get ran over)
I would think that the SA would specify "adjacent allies".
Darth_Jim
Posted: Thursday, August 26, 2021 1:33:54 PM
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imyurhukaberry wrote:
Although...it's no fun to run your shooter up to the enemy Skiff and get -6 to attack it. It's a pretty big target...?
(your character must be afraid he'll get ran over)
I would think that the SA would specify "adjacent allies".


As a transport it also needs to survive. I'm not sure how you'd abstract running up point blank and being disadvantaged to shoot it. Even though I've not been known for running melee squads, I like that it affects all range attack characters within the game itself, regardless of the absurdity of the optics.
imyurhukaberry
Posted: Thursday, August 26, 2021 4:47:34 PM
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I guessed that was going to be your answer. Thanks for letting me know.
(If you did go with allies in the SA, you could just add 6 to the defense stat…but either works)

The piece is definitely interesting…and I watched the one champ game online to see it in action. BlooMilk
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