/swg/ - Battle Scrap Edition

Post about X-Wing, Armada, FFG's Star Wars RPGs, d6, d20 (Saga), movies, shows, books, comics, vidya, lego, lore and everything else Star Wars related

Previous Thread: Fantasy Flight Games’ X-Wing and Star Wars: Armada Miniatures Games
>pastebin.com/Wca6HvBB

Fantasy Flight Games’ Star Wars RPG System (EotE/AoR/FaD)
>pastebin.com/wCRBdus6

Other Fantasy Flight Games Star Wars Tabletop (Imperial Assault and the Star Wars LCG)
>pastebin.com/ZkpXpbJ1

Fantasy Flight Games Dice App (Works with X-Wing, Armada, the Star Wars RPG system and Imperial Assault)
>mediafire.com/download/64xy3uy6vepll8v/com.fantasyflightgames.swdice.ver.1.1.4.build.9.apk

Older Star Wars Tabletop (d6, d20/Saga, etc.)
>pastebin.com/wXP0LdyJ

Reference Materials & Misc. Resources
>pastebin.com/AGFFkSin

All Canon Novels and Comics (via /co/)
>mega.co.nz/#F!2R5kDTqQ!WfrDla-jvDIn05U57T9hhQ

Just What IS Canon Anyways?
>starwars.wikia.com/wiki/Canon#2014_reboot
>starwars.wikia.com/wiki/Timeline_of_canon_media

The Clone Wars Viewing Guide
>img.4plebs.org/boards/tg/image/1442/36/1442364889994.png

Writefaggotry
>pastebin.com/cJY5FK9T

Shipfag's hangar
>drive.google.com/folderview?id=0ByhAdnTlOKOeQnA4SFByUC1aQWM&usp=sharing

Other urls found in this thread:

geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!29:18,73:7:15:U.175;86:18,-1:7:15:U.170;175:18,-1,148,-1:-1:20:&sn=Gotta Go Fast
geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!152:20:-1:-1:;208:18,172,14,-1:42:25:;12:140:-1:-1:;12:140:-1:-1:;153::-1:-1:&sn=Unnamed Squadron
twitter.com/SFWRedditVideos

Any requests from the Seeker book? Fluff pages or specific sections?

Full book full pages scan upload on Mega.co.nz

Not destroying my book, sorry.

...

So what would you say a PC stormtrooper would be like in FFG?

im thinking the everyday usual PC exp should be fine honestly, while maybe allowing ranged heavy to be raised to 3 at creation. no starting credits, but extra duty and free laminate armor and E-11. Sound good?

What should I do for the scout trooper or the Corporal or the sergeant?

Well, I'd appreciate it if you showed the actual gear descriptions in addition to the tables.

>mfw I find an oldbeard GM from the 90s who wants to run a WEG d6 game, can host, and has other players ready to go

I've never played d6 but if it is half as good as /swg/ suggests then I'm in for a treat. Life is beautiful anons.

That being said, I don't want to ruin it by overthinking or making my character in advance without GM permission but I was wondering about a character concept. Would I be able to run a character who gave up on his dream of being a fighter jock to hit the outer rim looking to salvage, smuggle, or otherwise legitimately and/or illegitimately business his way into a fortune? I'd like to have good social and knowledge skills but be surprisingly adept in the cockpit of a small fighter. Hopefully that's not spread too thin.

Anybody got suggestions?

There's no game. He's going to lure you into his murdercave and use your skin for a bedsheet.

So long as he runs WEG d6 and lubes up he can rape me all he likes. Doubt he'll kill me but frankly, I have so little to live for it seems like I ought to at least see.

Anyone mind explaining to me how to use Han Solo? Is his ability simply just a re-roll of all attack dice? Meaning you would only use it if you rolled no attacks or 1 attack?

Then paired up with Luke Skywalker, if you miss your re-rolls still, you can then get one more weapon attack for that round?

Re-read expose dude, that totally is how it works

>Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1.

I think it works. Weird.

Maybe give them enough creds to get drunk at the cantina when leave comes around. give the scout a ranged semiauto rifle to act as a dmr or a sniper. I would give the corporal a small weapons upgrade just to show the experience he has. Same with the sergent. I dont know how these would work out in FFG Im just basing partly off of real life and what would work in a game

Expose is primary weapon only. It never comes into effect with Guidance Chips, because torps/missiles are secondary weapon attacks.

It's like a target lock, but you re-roll everything. So if you only get 1 hit, or 2 hits on four dice, it can sometimes be worth trying to re-roll the whole lot in the hopes of a better result- even more so if you've a focus token or Gunner / Luke. Because with those crew cards you can essentially roll the dice up to four times to try and get the result you want. I've heard it compared to playing a slot machine- you just keep pulling the lever until you win.

Expose interacts with guidance chips by increasing your primary weapon value so that you turn one die to a crit instead of a hit. I think it works but it is definitely not worth the trouble imo. 4 points and an action to turn a die to a crit instead of a hit isn't really worth it.

>roll the dice up to four times
Jesus really? So I can roll once, use Han's ability to roll again, then use Luke and finally use Han's ability on Luke's roll? Is that correct?

Also to use Luke's ability, do you have to miss ALL shots or no?

I thought there was a rule that dice can only be rerolled once? Maybe I'm thinking of another game.

Er wait, I just realized I think one of the rolls came from a target lock

In order to use Luke you have to miss your shot. So if you roll 3 hits and they get 3 evades, Luke triggers. It can be a little dicey, but I've found that throwing dice over and over can sometimes be a little toothless when you accidentally hit with 1 die or something.

once per attack, so You can attack, reroll all the dice and then trigger a new attack with gunner and then reroll those dice.

That's exactly how it works. To use Luke ability your first attack has to miss- if you do any damage at all, if the shot connects in any way, Luke doesn't trigger.

That is correct. However, in this case Luke allows you to make a second attack if the first one misses- so you're re-rolling the dice once on each attack.

Yeah, a smart opponent will try to just take a single damage from attacks like these in order to prevent the Luke/Gunner/IG-88 secondary shot. It is useful when dealing with targets that rely heavily on evade dice, since it forces them to spend tokens and possibly get a terrible roll that you can take advantage of (Interceptors are a prime example of this)

You know I never really thought about how the clone wars really wasnt that old compared to the rebellion, you should be seeing old clone wars tech all over the place.

I mean its obvious why it didnt show up in the original trilogy, but its a cool idea for new stuff that comes out, especially aince we're getting the arc 130 in X Wing now. Still surprised old battle droids arent wandering around as cheap security, old clone armor isnt showing up in rebel or pirate hands, and some old trade federation counts arent hiding out on the fringe with their old battle cruisers and fighters still.

Is this a thing in the RPG's?

So if Han Solo has a built in target lock, and you can only re-roll once per attack, why is the ability even on his action bar?

Two reasons- Firstly, the action bar is based on the ship, not the pilot. Secondly, Han's ability forces you to roll ALL the dice over again. Target locks allow you to roll just the ones you want. There are times that you might want to take a target lock in order to be more specific with your shooting- I saw it happen once in a Store Championship match that ended with Han and Carnor Jax circling for six or seven rounds. (Han eventually won)

No, that's not how it works. Expose is an EPT with an action that reduces your agility (green dice) by 1, to add 1 red dice to your primary weapon attacks. Guidance Chips only ever affect your torpedo and missile secondary weapon attacks. If you are using expose and attacking with your primary weapon, you are not using a missile or torpedo (hence Guidance Chip does not affect the die). If you are using a torpedo or missile, then Guidance Chip affects the red attack dice, but Expose does NOT add an additional die because it explicitely obly affects primary weapon attacks.

Opportunist, Jan Ors' pilot ability, N'Dru's pilot ability, or any other upgrade or ability that does not explicitely specificy primary weapon attacks, will work with missiles and torpedoes (and this Guidance Chips).

That makes much more sense now, thanks a lot for your help anonymous! I know you guys might get miffed if I ask, but I want some helping building a good 100pt army. I have the old core starter set and the new one, rebel aces, the millennium falcon, and an A-wing expansion.

Is it wise to bring the falcon in a 100pt army? Or is the strategy here supposed to be little ships with upgrades?

unless you have a lot of specific upgrades, fat han isnt that viable imo. If you are good at piloting large ships then go for it

Han would have Engine upgrade, Millennium falcon title, Luke, and elusiveness. I was going to then have 2 A-wings with proton rockets accompany him for a perfect 100 pts.

If that doesn't work maybe I'll go Chewie for defense with draw their fire.

Just realized that Nien Nunb pairs well with elusiveness, gonna get him in there

Fat any big ship is no longer viable... In a tournament. Much of the reason they were viable to begin with, had to do with previous tournament rules where a big ship wasn't worth any victory points until it was destroyed.

Fat Han is still tough, but now spending 70 pts on a bloated powerhouse ship is a lot less "competitive" due to being worth half points if you wipe out half it's health. That, and low agility ships relying on Evade tokens tend to get chewed up by TLTs now.

Elusiveness is very "meh". It has very limited uses, and specifically only on pilots who can make use of that stress. Han not so much. Better EPTs for him are Push the Limit with Engine Upgrade (mostly so you can focus/evade, or focus/boost out of arc), Predator for delicious rerolls, Decoy / Swarm Tactics if you need to share that PS 9, Crackshot, Veteran Instincts (worried about Vader/Fel), or even Adaptability depending on the combo you're going for.

FFG's been making a point of it to mention how some Clone Wars stuff still fits in the world. So Adventures that have Clone Wars stuff will obviously show how NPCs are using some of the equipment, and general stat blocks in supplements will usually say something about what happened to them or who is using them primarily now.

But generally speaking, all Clone Wars-related gear is basically being used like how the new canon books presents it, which is how you'd expect: the Empire is still making use of a number of old stuff until they run out/replace it with stuff you typically see in the OT, Rebels and everyone else is using whatever other stuff they can gather up, and it's really just that it's all still floating around out there being used by somebody for some reason until it breaks or something better comes along.

How is this list? geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!29:18,73:7:15:U.175;86:18,-1:7:15:U.170;175:18,-1,148,-1:-1:20:&sn=Gotta Go Fast
I am debating predator and PTL on Poe since I can barrel roll with bb8 and then PTL if needed to dodge whatever may come up

He's not using Expose to increase his attack dice. He's using Expose to increase his Primary Weapon Attack rating to 3, which causes Guidance Chips to turn one blank into a crit instead of a hit as it does with 2AD and below.

I'm suprised as the next guy that Expose actually modifies the stat and isn't just Dice gain/loss.
Amongst other things this means that Expose actually hurts the dice you get with Prockets, and means you can't you C3PO and Expose on a 1 Evade ship. Like the Falcon.

Put Chaardon Refit on Jake, so you can swap out Integrated Astro on Poe and give him Autothrusters.

An alternative is to spend those two points on giving Jake Veteran Instincts, and give yourself an Initiative bid. Otherwise it looks alright. Just try not to telegraph Poe too much by just green maneuvering every turn.

>Push the Limit with Engine Upgrade (mostly so you can focus/evade, or focus/boost out of arc)
Wow I never would have thought of that, thanks user!

That seems like a really dumb reason to take Expose...

The only problem with a Falcon that's using PtL and Engine Upgrade, is it gets stuck in this "green trap". You can quickly begin to predict where they're going to go, because the YT dials are really limited on green maneuvers. Nien Numb can give you some more straights, but crew like C3P0, Kyle Katarn, or Kanan are better options (the latter, because he opens that dial up again by making white maneuvers remove stress).

No, expose doesn't add a die to your torp. But it still increases your primary weapon value which interacts with guidance chips if it increases your primary weapon value from 2 to 3. Again, the argument is meaningless because it's a big waste of effort to do but it still works.

Normally it would be, but in the Imperial list he was proposing he wouldn't be taking Expose on Quickdraw, he's taking it on Youngster which enables all the others to use Expose in conjunction with all their other available shit.

So you take Baffles and PTL on Quickie, you Expose then Target-Lock, Quickdraw McGraw gets a primary weapon attack off early, either 4 dice from the front (maybe 5) or 3 out of both ends.
THEN come the attack phase he attacks with his Clusters that are now exchanging 1 blank for a crit with each attack.

It works in theory.
IN THEORY MARGE.
IN THEORY.

Basically, the ONLY way I'd ever even consider running something like that would be in a list like this.

geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!152:20:-1:-1:;208:18,172,14,-1:42:25:;12:140:-1:-1:;12:140:-1:-1:;153::-1:-1:&sn=Unnamed Squadron

So, Youngster enables this combo, which basically you'll be wanting to do first thing because no fucker is going to leave Quickdraw with shields by the end of the first turn he's in range, but on top of that you have a pair of CrackBlacks and a Wampa who might or might not feel the urge to Expose (Wampa especially wants the extra dice to go Critseeking with) but can get by without it.

Essentially, Quickdraw occupies a slot sort of like Talonbane. LOTS of early firepower, but he'll die quickly.

Oh yeah, I certainly wasn't defending it as a practical concept, just arguing the legalese.

I'm still suprised myself that Expose works that way. Stealth Device certainly doesn't and that was released in the same expansion!

The scout has an E-11 sniper now, and no one is complaining since its slow fire 1, even though it does a good pit more damage than anyone else.

And yeah, I think I will give the sgt a pistol, and everyone can have pocket creds. Good thinking.

I always liked the idea of a few elite highly trained Rebels fighting hoards of unskilled Imperials.

Rebels are meant to fight 3 Imps:1 Rebel and come out on top 90% of the time.

I used to set this battle up in X-Wing Alliance. But with an ISD and Mon Cal Crusier. I could win playing either side but the Imp side would always be far worse off at the end if I did win.

>Is this a thing in the RPG's?
Yes, and it was big in some of the later EU content.

>, old clone armor isnt showing up in rebel or pirate hands
Remember that clone armor was fitted for exactly one guy, and anyone else would have bad trouble trying to wear it unless they were EXACTLY the same height and build as a clone trooper

I've never thought of that, its like a logistical wet-dream.

>all of the helmets are different, with many having the black "brow" off center or slanted

jesus christ I didnt even realize I had OCD until I saw this pic, its driving me crazy

I just expanded my Imperial fleet! Still haven't played the game.

Lookin' good I know that feel. Just bought a K-Wing but having a hard time convincing my friends to learn

>tfw moving in a week and need to find a new lgs to play at

phone pics even bruh.

I am loving FFG Star Wars RPG! One of the best RPGs I have ever played.

You have dumb friends. You should play me! If you lived anywhere near me!

in the x-wing TMG, that would be a turn 1 autowin for imperials..

Where to?

Tampa, Fl

Well, crap. Can't help you there...

yeah it is what it is

Spent a lot of time dicking around in Strange Eons for this dumb idea, tell me what you think.

Try Chewie with two A-wing allies. Another top build is Han with a fully kitted out Poe Dameron. Elusiveness is a bit of a wild card, I personally wouldn't try it.

no ept PS5 pilot.
Bomb rack is stupid, just add a bomb slot, morale officer is OP, targeting laser makes absolutely no sense.

Rest is really nice.

>no ept PS5 pilot.
>what are K-Wings?

Alright thanks, I'll try these out. Poe does cost a lot though!
I tried my previous build and Han ended up being a difficult target for my enemy to take down and he wasted a lot of time chasing after him. Also the proton rockets were amazing on my A-wing. I took down 5 shields off one ship in one barrage.

Awesome ship tremendously more competitive than this one ?

bomb rack is retarded.
Targeting laser name and effect are like not related at all.
"Intrusion" specialist can somehow magically remove enemy target lock (that aren't intrusion)

And you spent a LOT of time creating a useless version of K-wing ?

Submitting my list for this weekend's Epic tournament for final feedback.
=========
IbIc2Cs5Z
=========

300 points

Pilots
------

IG88-B (48)
Aggressor (36), Crack Shot (1), Fire-Control System (2), Heavy Laser Cannon (7), IG-2000 (0), Autothrusters (2)

IG88-C (48)
Aggressor (36), Crack Shot (1), Fire-Control System (2), Heavy Laser Cannon (7), IG-2000 (0), Autothrusters (2)

Bossk (49)
YV-666 (35), Marksmanship (3), Heavy Laser Cannon (7), XX-23 S-thread Tracers (1), Dengar (3), Guidance Chips (0)

Binayre Pirate (17) x 5
Z-95 Headhunter (12), Assault Missiles (5), Guidance Chips (0)

Contracted Scout (35) x 2
JumpMaster 5000 (25), Ion Torpedoes (5), Extra Munitions (2), R4 Agromech (2), Deadeye (1), Guidance Chips (0)

------

Any thoughts are appreciated.

I approve of any and all epic lists and epic play in general.

We managed to make clone troopers with PC creation rules a long time ago:

stats :
Br 3
Ag 3
In 2
Cu 2
Wi 2
Pr 1

skills (remplace career skills):
Athletics +
Brawl +
Discipline ++
Resilience ++
Vigilance +
Ranged (light) + (pistols, but also grenades)
Ranged (heavy) ++
Knowledge (core worlds) + (Republic is good, Republic is Life)
Knowledge (warfare) ++

Talents :
Indistinguishable (Fett clone) : Nobody can tell you and your brothers apart. On the other hand, it's obvious to anyone that you're a soldier of the GAR.
Nobody's fool (when on duty)
Obedient : Upgrade checks twice when trying to resist orders given by a lawful autority.
Specialist : Choose two skills. Those skills become career skills.
Heavy clone trooper (10xp) : You can use your Ranged (heavy) skill instead of Gunnery to shoot with your issued heavy weapon (GAR missile launcher, GAR heavy repeating blaster,...)

30xp left for character creation.

Use stormtrooper gear from the adversary section of the books (laminate armor, blaster rifle, grenades, vibroknife, utility belt and stimpacks,...)
Use careers from AoR. (or give talents as you wish)

That's for basic PC clones. If you want to be a badass commando, add ~30xp or a few talents (enduring, grit, physical training for starters, and some job-related ones) and some better equipment

Let's consider that regular stormies have roughtly the same amount of training:
As a human, you get 2 to all stats and therefore gain 40xp to spend, for a total of 70.
Remove the Indistinguishable talent.
If you want a vet or a sarge add another ~30xp at creation.

Jedi with a bow and a collection of trick arrows, great idea or greatest idea?

Army of Light/10, would fight against the Brotherhood of Darkness with.

K-Wings and Punishers don't have EPTs.

ya'll should both play on TTS! never let geography get in the way of your star wars.

Just for you , OCD user. It was the Emperor's Will.

>bomb rack is stupid

Not it's a great card, but it's literally just Bomb Loadout for the H-Wing

if you were to run an unmixed team of 4. which one of those 2 ship you would use for the squadron ?

and ?

I would do the baron probably, because the TAP is fun to fly.

But I will say I've had a blast flying a frw Tie Advanceds with Accuracy Corrector.

Depends on what I'm expecting to face. If it's other unmixed squads, then I'd run the Barons, because they are fun to fly (as pointed out) and because they will get a chance to arc dodge in that scenario. If it's against lists that might include aces of any type, then the Storm Squadron pilots are going to be a better bet for jousting their way to victory.

Im grabbing an imperial epic ship either today or tomorow from my lgs. Carrier or Corvette?

Both would be mighty tasty. Got a Lambda and or another TIE Advanced? Grab the raider. Like TIE l/n's? Grab the Gonzo.

Me personally, I want both.

Swap the Mk2 for tracers for some fun surprise ATC triggering.

Barons are tougher, can reposition, but they're capped at 3 dice each. Advanced can do more damage, but TAPs beat them in almost every other way.

I like Barons w/ crack shot, concussion missile, title, and chips.

I got at least one of everything except for the epic ships. And I got the rebel transport

Hey /swg/ I'm playing an EOTE game and last session one of my players got the critical injury where you lose a wound every round. After that he managed to escape from combat but is still bleeding to death. How much time would you guys say it takes for him to lose each wound in narrative time? I want to get a rough ballpark of how long he has to get first aid.

I'd give it a minute per wound

According to the rules, a round is equal to roughtly one minute, unless narrative necessity specifies otherwise.

Also, he's not gonna die, he'll just gain a new critical when he exceeds his wound threshold and become incapacitated.

It's actually pretty hard to kill someone in Edge. Unless you use sai cha.

If you like Tie Fighters, go carrier.

If you like Tie Advances, making Vader a sweet pimp, and a giant death-triangle that fears nothing (except B-Wings), go Raider.

Well, looks like this is what I'll be running this weekend. Thanks to those of you who helped me come to this one, I'll be sure to post how it flew tomorrow.

Thanks! And good call it's been a while since our last game so I hadn't read the entry in awhile

I like that we're getting the ARC and all, but has anyone ever done prequel ships properly for X-Wing? I want clones and droids, not drones and clods (like new characters tend towards).

I love Mark Hamill.

Okay. Yeah.

It's basically impossible not to after that.

There was a guy with a pretty extensive prequel-era conversion posting in these threads a while back, you could try scouring the archives for him.

OT but I really hate the ARC-170. It's ugly and bulbous, has those stupid extra s-foils, and the elongated blasters that emphasize how stubby the rest of the ship is. I love most other prequel ships, so it's really disappointing the ARC got into X-wing before any others.

This just makes me think even more that she's not related to him. After all this and everyone is talking about it I would expect even more for her to just be some shmoe

Well, the thing is, what else could they put in and still claim that "Oh no the Rebellion totally had some of these at the start, totally guys"

They can't do the Jedi Starfighters, all the Battle Droids have been shut down and that leaves what?

V-wings mutha fucker!