Players/GMs: how have your crews’ relationships with Ironhook Prison affected incarceration rolls, if at all?

Players/GMs: how have your crews’ relationships with Ironhook Prison affected incarceration rolls, if at all?

Players/GMs: how have your crews’ relationships with Ironhook Prison affected incarceration rolls, if at all?

Nobody at our table has gotten arrested yet, but we’re currently sitting at -2 faction status with Ironhook, so I could see our scoundrels’ stays there being rougher than average. Likewise, if we had a strong positive status with the prison I would think the stay would be easier. Have y’all taken this into consideration in your games?

What does Sharpshooter’s suppressing fire effect look like in the fiction?

What does Sharpshooter’s suppressing fire effect look like in the fiction?

What does Sharpshooter’s suppressing fire effect look like in the fiction? How do you keep up a steady rate of fire when all your guns are single shot?

Since smugglers can take a vehicle as a cohort, can they then use the “add cohort type” crew upgrade to turn it into…

Since smugglers can take a vehicle as a cohort, can they then use the “add cohort type” crew upgrade to turn it into…

Since smugglers can take a vehicle as a cohort, can they then use the “add cohort type” crew upgrade to turn it into an amphibious Carriage/Boat?

So I can’t help but notice that in Scum and Villainy, the Muscle has “Krieger, A fine blaster pistol” listed under…

So I can’t help but notice that in Scum and Villainy, the Muscle has “Krieger, A fine blaster pistol” listed under…

So I can’t help but notice that in Scum and Villainy, the Muscle has “Krieger, A fine blaster pistol” listed under the Deadly Friends heading, rather than the item list. Is this a typo, or a reference to that snarky talking gun from Slingers? 🙂