/swg/ - Half A Packet Of Deathsticks 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
>mega.nz/#!DkNTDTyZ!PUupCOep4RmRcsgI3rNhU_Pk_xcyFbYWnhrq8gwrVv0

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:

youtube.com/watch?v=iHZwjMuc_Zc
m.youtube.com/watch?v=RySHDUU2juM
geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!205:106,-1,29,6:41:26:;7:0,58,-1,2:21:26:;6:0,58,-1,2:21:26:&sn=Bey City Lancers
twitter.com/NSFWRedditImage

T-65 PRIDE

So who would the CIS and Republic have for commanders?

I think the issue with Clone Wars Armada would be that the two factions are very similar
It's swarm vs not-quite-as-big-swarm

>CIS:
Grevious, Gunray, Dooku, Asajj, Tambor, Trench, Pors Tonith, Poggle
>Republic:
Skywalker,Kenobi, Yoda, Rex, Appo,Cody, Plo Koon, any number of other jedi/clones

Staying alive

youtube.com/watch?v=iHZwjMuc_Zc

I feel like you could make use of all the off-screen legends stuff that the Republic Navy apparently had to make them mostly focused around small and medium base tough-ship spam, backed up with nasty squadrons and dedicated carriers, against the CIS' overgunned but fragile capitals mixed with turboswarm fighters

>regarding the HWK-1000 as a party ship in EotE

Do speed and handling even have that much value? It can't dogfight as it doesn't have any weapons so what other circumstances would that be any good? Better at fleeing to orbit with TIEs on it's arse?

>Asajj
She was never much of a fleet commander, though.

>m.youtube.com/watch?v=RySHDUU2juM

I think you're forgetting Admiral Ponds.
I think that was his name.
>It can't dogfight as it doesn't have any weapons
It's already a ship that most people aren't supposed to have, strapping cannons on it can't hurt. Especially with how frail it is. This thing is substantially more fragile than the YT-1300 and YT-2400, though admittedly it's quite a bit faster.

She got to putter around commanding a ship on occasion, but I agree with you, she'd be a unique officer, not a commander.

Wasn't Rieekan a ground general?

So one of my PCs stole a TIE Fighter.

He's chuffed and I'm proud of him but how long could someone even fly a TIE fighter around before they got caught?

They're in the Outer Rim for reference. Bespin at the moment.

They wouldn't be able to leave the system: TIE/ln's don't have hyperdrives.
There's no reason to say that he couldn't theoretically land aboard a hyperspace-capable vessel, though.
Just be careful of how deadly spess can be.

oh they have another ship and could buy one of those fighter mounts I suppose. I more mean how likely are they to be spotted/ratted on or how obvious it would be they aren't legit.

It'd be very obvious. I'd say it's relatively common knowledge that the only buyer of TIE's is the Imperial Navy.

So long as he's got IFF device transmitting the right codes he can probably fly along merrily for some time wherever different TIE squadrons are expected to be before being questioned. I say different TIE squadrons because if there's only one squadron stationed nearby it will be very obvious to any members of that squadron when another TIE shows up where it's not meant to.

So they'd be current and fine until they change the codes.

I wonder how often they do that.

They'd be current and fine until someone notices they're from a squadron that's not even in the system, or from a squadron that was reported to have had a ship stolen.

I dunno. You could get away with flying around a TIE in Hutt Space but Bespin? I'd GTFO as fast as possible and see how much it'd sell for at Nar Shaddaa.

How do I into armada, /swg/?

I have a core, ISD, and imperial fighters.

Now I assume this doesn't work but let's say I've got Shara Bey with R5-K6, when someone else uses Shara's lock I assume R5-K6 doesn't activate?

I just want to know if it neat or great.

No, I think the wording specifies when YOU use a target lock.

The players in my campaign started with one and upgrade it with more speed, shields and weapons (quadlasers). It can out run ties and last game it hit 36 damage with it weapon.

Is unarmed even a little viable in SAGA?

I wanna make a droid version of Mike Tyson.

Be sure to name him P0un-D3r

If you want smaller ships that hit hard, go with Gladiators. Gozantis are good for a repair, suppression or bomber support role.

I'm for sure getting an interdictor. Gladiator and gozers sound fun, too.

What line lasers do you guys use for x-wing, etc?

>Line lasers
Fly casual.

Dude, I'm the most casual of players, but line lasers are damn cheap and useful.

But it's star wars and I want lasers

Also I tend to bump shit while measuring arc with the range ruler

The clause on R5-K6 is
"After spending your target lock..."

As with all cases like this, you/your clauses only trigger for the ship it's attached to. Hence, Shara has to spend her target lock to trigger R5-K6.

IMO, Targeting Astro and Weapons Engineer is the combo to be going for... Something also worth noting, is Hobbie is a good X-Wing to pair with her.

Imho, Stramm with stressbot and Tactician is where the ARC shines.

ARC-170 power ranking and builds

>Norra
Jesus Christ, I did not expect to find love here. PtL, tail gunner, bb-8 is nuts on her. Triple action, adding results, reducing agility. R2-D2 and 3-PO gets an honorable mention for blocking 4 hit attacks.

>Stramm
R3-A2 and tactician (budget) or Gunner (glorious)

>Thane
Free actions are cool. Pretty solid torp strike. Entertaining with expose.

>Shara
Her ability is useless for her, but nifty. Pt, tail gunner, BB-8 is a god default option. Targeting Astro and Weapons Engineer is cute. She's Tuketu 2.0

Hey /swg/ I am going to be running an imperial Ace Combat-ish game soon for my group. What are some decent starting missions, rules fixes and stellar phenomena/piloting hazards I can throw at them? Currently I have all humans playing as pilot, rigger and squadron commander. All base line TIEs and starting XP

Are you expecting deaths or not?

Wait, don't answer that just make them more survivable anyway.

I am expecting deaths. However I was planning on allowing them to transfer lethal criticals to their wingmen for a bit of cinematic longevity.

Is there any virtue to this silly thing?

geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!205:106,-1,29,6:41:26:;7:0,58,-1,2:21:26:;6:0,58,-1,2:21:26:&sn=Bey City Lancers

A rigger in a TIE squadron, oh boy. I hope his CO gets on his ass about his modifications not being regulation.

Not just his CO but the mechanics assigned to his wing. They'll be working just as hard to put his ship back the way it was as he will be modding it. The idea is to have them be members of a backwater patrol fleet consisting of a few Gozantis and a Nebulon-B prior to the battle of Yavin. Any ideas on what they would/should actually be stationed on though?

I love the ship, it's gorgeous and has a ton of options.

Biggs feels kinda necessary, though, because of alpha strikes.

For maximum top gun sailing around thwarting the evil rebels but still feeling low and puny, grab one of those light cruisers. That's exactly their job. Or a Quasar.

Maybe they could be stationed on a Quasar Fire-class carrier. It's on the small end of carriers (340 meters long, only carries 48 fighters) and is pretty cheap too (1.75 million credits).

Been toying around with IG-88D crew in some lists. I think this is a decent shot.

>IG-88C
>Crack Shot, HLC, FCS, Glitter, Autothrusters, Title

>Asajj Ventress
>PtL, BMST, Rigged Cargo, IG-88D, Engine Upgrade, Title

Asajj has pretty crazy action economy and a hell of a dial. With Charlie's ability she can afford to basically lock her arc to the side and boost around the action causing a ruckus while the Aggressor gets stuck in.

With D as crew do you use the pilot skill of ig88d as well as c?

Depends, he did disable its tracking beacon right?

Wraith Squadron kept it up for months. Granted, this was during the Imperial Civil War where thefts were common, warlords gave zero shits, and Imperial milsurp was easy to acquire. Zsinj also gave zero shits about the disguised Wraiths using stolen TIEs.

>Depends, he did disable its tracking beacon right?

Nah unfortunately not. Your Aggressor only has its own ability, but you get the flex of sharing it with whoever you want.

Would have been nice if the Crew shared the ability of whoever he was hanging out with to the Aggressor but that would have had to be stupid expensive and would inevitably have still been properly broken.

Alright. That is still pretty strong though.

Hes in for some fun then pretty soon. They already know where the TIE is and can guess at its bearing. If the commanding officer is reactionary and wants this quickly swept under the rug he has until the first scrambled squadron catches up.

Now if the CO is more of a clever or patient type the whole party could be in for some fun. They could get ready to raid wherever it lands.

Okay guys I've got my AoR rulebook here I am about to have a fight with it how does firing weapons at Starfighter and Capital level work?

If I have some bloody X-wing lined up in front of my Defender can I shoot both the lasers and the ions or just one? If I ahd two kinds of lazers could I shoot them both? Would I require a co-gunner I know there's not one on the Defender but bare with me to shoot more than once?

Capital ships how the piss do they work? The Vigil-class has three dorsal light Tubolaser batteries and the CR90 has two on it's port side. Now these can be differentiated in the concentrated barrage which would give +1 damage to that portion of the Vigil's armament. However the difference would be much greater if these weapons were fired separately and hit independently.

This however mystifies me as to the purpose of the various barrage manoeuvrers especially in ships where there are plenty enough crew for each weapon. Is this just another exciting instance of FFG in space or have I as I indeed hope missed vital information?

Add Kalani and a generic T-series tactical droid to the CIS.

Anyone have an EOTE fillable character sheet? or know how to make OGG make a sheet? preferably not a printed one

>can I shoot both the lasers and the ions or just one
If you were an experienced enough pilot to have the Master Pilot talent, then yeah, you can fire two different weapon systems in your ship as long as you have reasonable access to them. Otherwise, you've got to have gunners or astromechs (check Stay on Target for NPC astromech rules).

>Capital ships how the piss do they work? [...] difference would be much greater if these weapons were fired separately and hit independently
It's up to the GM to decide what is necessary. If you want to be tough then you might let a capital ship fire more weapons (more than 1 above the number of players ships, up to its max number of weapon systems), if you want to be less tough, you might only let a capital ship fire some of its guns (equal or less than the number of player ships). Blanket and Concentrated are like mid-points. Blanket is in-between firing 0 and guns equal to players since it makes the ship seem like it's doing something, but it'll only ever hurt the players if they roll particularly poorly. Concentrated is in-between firing weapons equal to number of player ships and firing more than that, since similarly, it makes it seem like the ship is doing more than it is, but there's much less potential damage since the bonus damage from the other weapons can only be applied once.

...

Okay that's fair enough but let's scale up slightly to let's say a MC80 Liberty with fifty tubolaser to go around 5400 folk all running about the ship is the barrage the only way to leverage the huge quantity of firepower without having to roll 50 checks?

Is it also intended that the Praetor-II should be rolling against 4 purple dice to hit a Nebulon-B? The smaller ships just seem to have such an advantage over the large capital vessels.

whats the most badass thing your EotE character did?

It's probably intended. It's been a while since I looked at the rules, but the huge ships basically have so many guns, that if, say, an Imperial II actually gets a decent broadside on a, say, CR90, your corvette WILL be toast.

And since you can't evade in capital ships other than to like, fly into a different firing arc, the size difference is your only advantage.

Thank you kind user

If the PCs aren't directly involved or it's more of a background set-piece, you could either make it more narrative or if you rather do dice rolls, divide them based on dice rolls depending on how quickly you want everything to go. So maybe you might want to just roll once for all of the guns and just apply the same result to each of them. And so if you want to get more granular, you just divide it; 2 rolls = each result applying to half of the same weapon system type, 4 rolls = each result applying to 1/4 of the same weapon system type. This way capital ships can still trade the heavier damage with each other without being too obscene with dice rolls.

If players are actually in one of the capital ships, then if you wanted it to follow the combat rules as written, then the most you can do to speed up combat are the barrages or handling guns with minion groups where say you have 5 minions on 5 different turrets of the same weapon system type, then they'd make a single roll using normal minion rules and would only be hitting the target once. Either options speeds up the rounds in capital ship combat, but it doesn't particularly make it shorter since you're cutting down on potential damage. So again, if you wanted to speed everything up a lot more, you'd need to go with what I mentioned above and just make dice rolls that apply to larger number of guns.

And yes, that is intended with the silhouette comparisons.

Yeah the divided damage option was the one I was thinking about, I adore large fleet action and I'd like to use it in my games. I wouldn't be bothered if the most they'd ever grab was some freighter but my autism commands that everything works how I desire.

What types of member configurations have you invented for your own Jedi high councils in appropriate eras, /swag/? Looking for some inspiration for a campaign a long, long time ago before the PT/OT

So /swg/ what are your thoughts on The Force Awakens beginner's game?

Have any of you played it yet; and would it be an ideal intro game for a college game club?

Different scenarios and scenes the PCs go through are pretty interesting and varied. If you include the continuation adventure, it gives a nice taste of EotE/AoR focused missions to give players and the GM a better idea of what kind of game they might prefer to continue in. Kind of skips out on rules more than the others; like EotE had starship combat in a freighter, but AoR had vehicle combat in separate and shared vehicles, and then FaD had force powers; TFA doesn't give an introduction to any of them, which isn't that bad, but it's still kind of... meh.

If you plan on having it be more of an introduction to a campaign as opposed to just giving everyone a rules primer, it'll be a bit of effort given how little of the setting's information is given to support a full campaign, but you do have a certain amount of freedom to pull make things up. As just an introduction to the system, it's pretty good and should keep the players engaged enough. So as long as none of the players is inherently against TFA's setting, it should be good.

Rebels are asleep, post superweapons

I bid you dark greetings, /swg/! Remember that user from the last threat who said he was gonna run a campaign based off Jedi Prince? Yeah, that was me. Somehow, I've managed to convince my group that this is a good idea. But I'm in need of a little help:

>What's the best system to use for a campaign like this?
>How can I best capture the essence of Jedi Prince? That off-the-walls 90's cheese that makes it so memorable?
>Should I put my group through a slightly-altered version of the books, or should I try to come up with something more original?

Ok, /swg/, I reworked my "Emperor's Hammer" fleet, and am looking for some feedback. I like the new name better.

Imperial Strike Fleet "Hammer of Wrath"

Faction: Galactic Empire
Points: 400/400


Commander: Admiral Screed

Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory


[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Screed ( 26 points)
- Overload Pulse ( 8 points)
= 119 total ship cost


Gladiator I-Class Star Destroyer (56 points)
- Assault Proton Torpedoes ( 5 points)
= 61 total ship cost


Gladiator I-Class Star Destroyer (56 points)
- Assault Proton Torpedoes ( 5 points)
= 61 total ship cost


Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 36 total ship cost


Raider-I Class Corvette (44 points)
- Rapid Reload ( 8 points)
= 52 total ship cost


2 TIE Advanced Squadrons ( 24 points)
1 TIE Bomber Squadron ( 9 points)
1 Major Rhymer ( 16 points)
2 TIE Interceptor Squadrons ( 22 points)

Pic related rebel scum.

FFG is probably the most flexible for your needs.

>How can I best capture the essence of Jedi Prince? That off-the-walls 90's cheese that makes it so memorable?

Ham-fisted environmental messages.

ACRONYMS EVERYWHERE

Every Rebel organization is somehow run by the same six people

Have a useless NPC that is always tagging along and stumbling into traps but everyone loves because Fuck Ken, he's a piece of shit Mary Sue

Play up the petty Eeeeeeeeeviiilllll of the Empire.

Plant a blatantly obvious SECRET SURPRISE that you keep dancing around until the right anticlimactic moment.

If it sounds stupid, go with it.

>Should I put my group through a slightly-altered version of the books, or should I try to come up with something more original?

If the group is unfamiliar with Jedi Prince, the the poor bastards won't know what to expect. Up to you if you want to branch out from the original story.

Good luck

You have my Dark Blessing

Anyone have scans of this shit yet? Also where do we get scans now (other than here) without Neuromaniac's KAT thread?

Another thing to remember when using IG-88D: it actually synergises with Manaroo. Maybe only useful in epic or higher point-cap games, but now any Scum ship can have an evade token.

Made some adjustments again. Dropped a TIE Advanced and Rapid Reload for an Expanded Hanger Bay on the Raider and Demolisher.

Imperial Strike Fleet "Hammer of Wrath" V2

Faction: Galactic Empire
Points: 400/400


Commander: Admiral Screed

Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory


[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Screed ( 26 points)
- XX-9 Turbolasers ( 5 points)
- Overload Pulse ( 8 points)
= 124 total ship cost


Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Assault Proton Torpedoes ( 5 points)
= 71 total ship cost


Gladiator I-Class Star Destroyer (56 points)
- Assault Proton Torpedoes ( 5 points)
= 61 total ship cost


Raider-I Class Corvette (44 points)
- Expanded Hangar Bay ( 5 points)
= 49 total ship cost


Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 36 total ship cost


1 TIE Advanced Squadron ( 12 points)
2 TIE Interceptor Squadrons ( 22 points)
1 TIE Bomber Squadron ( 9 points)
1 Major Rhymer ( 16 points)


forgot the list

Awww yiss

>ARC-170 soon

I cant fucking wait. Ive gone against a few at my lgs and I want my barrel roll upgrade card

WHEN

SOON (tm)

I cant unsee the fucking tie on kakuna

What do you guys think? I basically took what I thought was salvageable from the Vong and made this out of it.

A little help /swg/? I've been looking at the Age of Rebellion book up and down, and can't find the actual rules for what happens when you attack people outside the range of your weapon. Shooting a medium range weapon at long range, for example.

How do you make the dots show up on custom skills?

You can't. Listed range of a weapon is the max range. You can only go further with talents or attachments/mods.

Is there anywhere where it explicitly says that? So I can show my group.

It never explicitly calls it out in the normal weapon section for some reason, but it more explicitly says it later when talking about the range description on vehicle-mounted weapons (pg. 240 of AoR):
>This is the maximum range of the weapon.

And in the Beginner Games (pg 12 of the EotE adventure book):
>First the attacker should compare the range to his target against the listed range for his weapon. If the target is too far away he will have to move closer, choose a different target for the attack, or do something else with his action.

well thanks now I can't either.

Speaking of Jedi Prince, hilariously the Ion Disruptor in Rebels serves as a retcon many years and one hard EU reboot too late of the line about one of Zorba's trandoshan goons melting a hole in the door to Jabba's palafe with "An Ion gun."

I don't believe that at all.

>How can I best capture the essence of Jedi Prince? That off-the-walls 90's cheese that makes it so memorable?
Get everyone drunk and make them watch Captain Planet before every game

Okay, so where are the ammo prices for limited ammo weapons aside from the obvious grenades listed? I can't find the cost for missiles in core or Conc cells in Forged in Battle. (Not that they got the conc rifle correct anyway)

BIG JOBS!

>Shara Bey
I'm glad she got a card but why a ARC-17C and not an A-Wing? Did she ever even fly an arc?

Hey broad question.

Can you feel a ship jumping to hyperspace? Let's say you're in a room laying in your bunk with no windows. If the ship jumped would you feel it? Is there any account of what it feels like, legends or canon?

I wonder if an imprisoned Rebel on an ISD in a cell could feel the number of jumps to guess a possible destination. A bit like how special forces people are trained to memories movement in a car to work out what turns it is making to maybe use later.

Cringe dialogue.

>Can you feel a ship jumping to hyperspace? Let's say you're in a room laying in your bunk with no windows. If the ship jumped would you feel it? Is there any account of what it feels like, legends or canon?
It varies. Some stuff has it being fairly obvious, while in other stuff literally nothing happens, so it's really up to you
Also, the trick is that the number of exits and reentrys on a long hyperspace trip is heavily dependent on what route you are taking, so while you would probably not be able to tell where you are by pure number of jumps, assuming you can tell when a jump happens, a very experienced spacer could probably tell which major and minor hyperspace routes a ship is taking by jump spacing, which would be a cool plot point in a story, I think

>a very experienced spacer could probably tell which major and minor hyperspace routes a ship is taking by jump spacing, which would be a cool plot point in a story, I think

Yeah exactly, you could rule out many places at least.

I'm trying to think of the films but they never get pushed back into their chairs or anything. Not that I can recall.

Generally speaking, jumping to hyperspace is only a very slight "nudge", but it is noticeable. However, being abruptly pulled from hyperspace, such as by an interdictor or the gravity well of an asteroid placed in your path will definitely cause more turbulence.

Sauce: Oldcanon. Specifically I remember one bit in the Thrawn trilogy where they say "And for once [Luke?] did not notice the jump to hyperspace" due to having something to think about

However, in that very same series we get this scene after she's confined on a VSD:

"there was similarly no way of knowing where they were going, but from the labored sound of the engines she could guess they were pushing uncomfortably far past a Victory star destroyers normal flank speed of Four five (OOC this speed is nonsense compared to the hyperspace speeds later established as canon but whatever, since a lower hyperspace measurement is better than a higher. Zahn does that mistake in general) Possibly even as high as Point Five, which would mean they were covering a hundred twenty seven light years per hour. For a while she kepther mind occupied by trying to guess which system they might be making for; but as the hours ticked by and the number of possibilities grew too unwieldy to keep track of, she abandoned the game."