/swg/ Lando Sells Out edition

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What is your favorite Lando get rich scheme?

Other urls found in this thread:

youtube.com/watch?v=2hSu9GevPhk
youtube.com/watch?v=p3OjjNUu1hA
twitter.com/SFWRedditGifs

So, can I get a more or less in depth comparison of d6 and FFG?

FFG is more narrative and uses unique dice which might dissuade people from using it

D6 uses more standard mechanics and dice (d6 dice pool as is the norm with WEG games) but it's very old.

FFG comes in 3 flavors (I think they made a TFA beginner box) and they all mesh well together. edge of the empire for smuggler and bounty hunters, Age of Rebellion for

D6's balance issues makes it so pretty much has to be all Jedi or no Jedi.

PDFs for both are in the links above, just look them over and pick the one you like most.

Age of Rebellion for Rebels vs Empire

Force and Destiny for Jedi and Sith

How does Force and Destiny actually play for a Dark side/Sith campaign?
I've only played EoE

I've haven't played an F&D game and its been awhile since I read the book.

its mostly about playing Jedi but there is a blurb about Darkside force users p281. they want the black dot instead of the white dot on the force die, costs a destiny point to use white dot results

My main concern with FFG games is that they seem limited. If we wanted to run an Imperial game, or one in the Republic or Old Republic, would that be possible with FFG?

Yes.

Any FFG streams/YouTube videos that are good that I can watch so I can see if I'll like it? Need that star wars vibe.

>Imperial game
shouldn't be too hard to reverse engineer Empire stuff for the players

>Old Republic
that would take some work

FFG really focuses on the Galactic Civil War (and TFA)

I'd personally love some Clone Wars stuff.

But which books would I need?

youtube.com/watch?v=2hSu9GevPhk

I get a lot of hate for my opinion but here it goes.

FFG is great for original trilogy setting and theme.
Saga is pretty good for everything else in the expanded universe.
My group ran a game in the Old Republic from the MMO and Saga worked immediately for that. FFG wouldn't have fit the tone and style.

I still like FFG more overall but it is a very focused star wars game.

>Imperial
Age of Rebellion, use the Duty table for imps that should be in the pastebin

>Old Republic
I mean, it's just a reskin of the GCW anyway, so use whatever books in FFG you need.

Well, they are the same basic system, so I guess it would "feel" similar. But it's a question of tactical combat and 3.5-esque character customization vs. narrative focused with more open ended force powers.

On that note, both systems kind of miss the point of light and dark side and just make sith dicks.

But Sith are dicks.

I'm actually trying to create an Imperial campaign with the FFG system, and I've been using the physical Age of Rebellion book because the classes are pretty generic military types and can easily be repurposed as Imperial soldiers, and the enemies section gives stats for a number of rebels as well. I did download Edge of the Empire as a PDF though, to have a reference to pirate and criminal material to have as other opponents or to supplement rebels with.

The biggest problem for an Imperial game I've found is trying to give the party the kind of free choice and character customization that makes tabletop games fun within the confines of a well-disciplined, extremely controlling military machine where soldiers are intentionally outfited to be indentical.

FFG actually manages to emphasize that the Dark Side is evil as fuck. It's the Force and the Dark Side, not the dumb Light/Dark Dichotomy.

Sector Rangers are always a solid choice for a fairly large degree of autonomy, plus they can deputize pretty much anyone who they need to help them out, which loosens up character type limitations

IT'S DL-44 YOU WAMPA WANG SUCKER.

you can't drink a blaster user

Disagree about all Jedi or no Jedi.

It's not easy to be Force-sensitive - you can't make Dark Side decisions, you start with terribad points in other skills and can't even effectively use Force powers yet.

You're like in ANH or at the beginning of ESB - you need to really try hard, multiple times, to get a lightsaber to come to your hand.

Then as you grow, the GM shouldn't give you access to everything at once. New powers require learning them from masters, or holocrons, plus practice. The Jedi needs to be centered, can't be enraged, frustrated, or depressed when using the Force.

Meanwhile, your ranged combat tanks are killing stormtroopers left and right with their blasters or grenades or bowcasters or whatever.

But as a reward for that journey, a fully-leveled Jedi is badass as fuck. You'll get there someday.

So, under a good GM, the Jedi progresses much like in the movies - tentatively, slowly, with setbacks and danger - but will end up being "better." But that's fine, that's the story of Star Wars. We all love Han Solo most, even if he's not the Jedi. He's the pilot and smuggler with his own role to play.

Give WEG's D6 a real try before calling it unbalanced. I promise, if you have a good GM, it's magical.

Stealing Palpatine's personal ship (which is loaded with Sith artifacts) -- although he doesn't realize whose ship it is. Also, it isn't so much a get-rich-quick scheme as a get-out-of-debt scheme.

(this is in reference to the question in OP
>What is your favorite Lando get rich scheme?

>sifting through the glove compartment.
Who the fuck is Sheev and why does he look like a scrotum?

I have two questions.

First: What SW RPG system you would recommend for beginners?

Second: I started to play X-wing tabletop, but I keep crashing my TIE units to everything. Any tips on flying in formation, judging distance, anything or is this just a thing you just need to "git gud"?

one of the FFG beginner games

Flying in formation requires learning how banks and turns work. You can't just set the same direction and speed and hope it works out. Some have to move shorter distances, while others have to move longer, and hard turns will completely change the order of your ships going forward, if not the entire shape of your formation. Judging distance is the important thing, because that will inform you about which ship needs to slow the fuck down or speed up to remain in line with the others.
In other words, git gud.

>Any tips on flying in formation, judging distance, anything or is this just a thing you just need to "git gud"?
Practice is the best advice I can give you. Not just playing games, because you can only get so many of those in, but at your kitchen table possibly by yourself. Visualizing it is easier for some people than others, but you can get a hang of it with practice. And remember, you aren't just going the length of the movement template, you're going the length of the template plus the length of your ship.

There's a kinda shitty video on youtube about formation flying with some easy to remember bits but once you get out of the first few turns and everyone's going everywhere it's going to just be gitting gud at eyeballing.
youtube.com/watch?v=p3OjjNUu1hA

Not him but that sounds like a solid work around. This could work well in the Outer Rim and/or Unknown Regions, where the imperial presence is limited. Also imperial spies have a varying mileage on freedom--especially if only their superiors know they're spies.

Thank you, kind sirs

Yeah. I mean their arent source books for it but theres enough careers to cover almost anything. There's nothing in the talent tree or skills that should really stop the rebel commando from being used by a republic or imperial commando.

New to FFG and had some questions about character building. Lets say I want to make a character that is force-sensitive, but isn't a jedi yet. I'd like to have this character train to become a jedi like in the original trilogy. I come from a D&D background so I thought I'd achieve this by essentially multi-classing, but it seems like taking your initial career is actually a pretty big deal. So it wouldn't be wise to start as a colonist, for example, because I would then have to transition to exile and spend even more xp on any actual jedi specialization in FoD. In addition, it seems like force powers are big xp sinks anyway, and I wouldn't be able to access them easily either.

Like I said I am pretty new so I may be wrong. I'd like some input on how I might go about fulfilling the concept without feeling terribly inefficient.

learning force stuff costs exp. thats what keeps it balanced versus learning other stuff. it also means you arent hamstringing yourself by sinking exp into not-jedi stuff.

you could use any of the F&D careers to represent a force user that has not developed their jedi powers very well - force rating 1 means you still have a long way to go,

you arent going to hurt yourself by starting as a aor or eote career and taking force exile/emergent later on. both of those careers are incredibly powerful, and a good non-jedi career is quite comparable to a jedi career anyway.

Age of Rebellion. Tight focus on a setting most will already be familiar with, allows for the GM to provide direction and extra supplies when appropriate without feeling like an asspull. Integrating force users is easy but not having them won't be a problem either.

How does your Force Rating go up?

Starting a new campaign soon, and the opening has the players finding themselves captured on the brig of a pirate ship, with the first session focused on them breaking free and taking over the ship, presumably claiming it for their own once they're done.

What cool plot hooks can I attach to the ship? I figure the vessel of a well established, successful pirate has some significant baggage. Thinking of having the pirate captain being involved with a crooked Imperial official, which will come back to bite the players later on if they hold onto the ship.

Thinking of putting some kind of questionable contraband in the cargo hold that could lead to an adventure on its own, but what?

Twilek sex slaves kept in a room which is accessible only by floor panels.

Hijinks with the Hooker - A Star Wars Story

They don't miss the point, they stick to what George originally wanted, which is the Light being natural and Dark being unnatural. "Balance to the Force," means all Light Side with no Dark going by his intent.

Anyway, you can't use the Dark Side for good, this is a consistent theme across almost all Star Wars media. Any time you try it is inevitable that it will blow up in your face. The absolute most you can do is use the Dark Side for evils that are on a scale small enough that the net result will appear good, because you helped your immediate friends or family or something. Unless you check your ambitions, which is almost impossible for a Darksider to do because it runs counter to the very forces they wield, using the Dark Side will inevitably lead to evil ends as the scale of your actions goes up.

Are Kaleesh in the game yet?

theyre a high-tier talent you can take. most jedi specs can take it once each, some can take it twice.

Another option is to allow for the possibility of private contractors. The Empire has a fair number of non-nationalized private corporations around the Galaxy who have their explicit backing, you could easily have a campaign where some of them are working alongside your Imperial Army/Navy/Stormtrooper Corps party. A company like Santhe/Sienar or the Bacta Conglomerates or any number of Corporate Sector companies might employ almost any PC class, and could send them to work with the military to protect their interests during an operation.

Also, lets not discount the possibility of Slave PCs if your guys want to play aliens. If a wookie or a talz or a twi'lek wants to Uncle Tom it up because the Imp who owns them is a kinder, gentler type of Massa (or if they are just pretending to to further a plan to escape bondage) that could create some great story potential. It worked for that first companion the Sith Warrior gets in TOR pretty well.

Which spec gets the highest rating?

Using the same ships for a while helps you learn how that ship moves.
Different lists are fun, and variety is good, but mastering a dial or ever a ship build is also useful

One of the classics is "that ship killed my family". You show up one day, a random freeport, a fellow throws a grenade at you when you exit the ship. You can guess why. If they survive and don't shoot, fast-talking and/or the presentation of the appropriate heads will earn them the support of many other pirate victims, but would also almost certainly blow any chance of masquerading as pirates in the future
>Thinking of putting some kind of questionable contraband in the cargo hold that could lead to an adventure on its own, but what?
An old clone wars era CIS killer virus, an icebreaker, one of the best ever, can cut any system. But none of them know how to run it, or even who to sell it to. The pirates they knocked over had some highly arcane connections

Consular and Mystic each have a specialization that has a double point upgrade, Pathfinder from the Seeker is notable for having its Force rating upgrade in the middle of the tree instead of the end. And Niman is the only saber style that has a force rating upgrade thus far.

Working on a bew campaign for my players and want to here some other opinions. I talked with the group and they decided they wanted some sort of grand treasure hunt with a strong antagonist. So here's my ideas so far.

For the main quest I've been thinking about having them hunt down a lost vault that held a sizable portion of each member of the Separatist Council's personal wealth. Only they knew the true location and since they were slain on Mustafar none of them could claim it. Now my trouble here is how exactly my players could find the coordinates. I want them to find separate pieces of the puzzle with the quest for each piece having an overall theme to it. I'm tempted to just make it chunks of coordinates on separate datapads for simplicity but that's boring. Any interestig ways that the Sep Council could hide the coords? I'm just really stumped on making this interesting.

As for the villain I was thinking of an Imperial Senator (game takes place before yavin) who rose to power by being an adventure capitalist. He also secretly funds a growing pirate faction (who will be the main cannon fodder) to harass his competitors. One of his leads has led him to discover the treasure's existence, and he will stop at nothing to gain it. Completely stumped as for a species or name here. And if he's a Senator he would have to represent a planet or some huge corporation. Curious to see if you guys have any input to make this guy really pop.

Trandoshans are one of the few alien races that has a more or less working relationship with the Empire, at least in Legends. Could probably slot one in as a replacement character after the PCs have reached a certain degree of autonomy.

Both these ideas are pretty solid, thanks heaps. If I go with the virus angle, could have it originally intended to be a delivery to the Imperials as part of an R&D initiative into cyber warfare or something. Lots of potential for getting the PCs into sticky situations there.

My normal group's started to express interest in a Star Wars RPG, but I haven't played with once since the West End days. What's the essential stuff for the new Fantasy Flight books?

I don't really think you can spice up the coordinates themselves in any way that doesn't strain disbelief given that the information is not that old, but you can add flavor by crafting elaborate locations the coordinate pieces are stored in, and this adventure could be an interesting look at the post-Clone War process:

Nute Gunray's smallest, most sensative and secret vault has so far managed to avoid discovery by the roving Imperial troops occupying Cato Nemodia, systematically breaking down and carting away the once great Trade Federation's wealth. Stormtroopers watch the streets and ISB slicers have eyes on all data streams on the once proud purse world, so players and pirates alike will have to lay low and act carefully to uncover the Viceroy's last purse!

As for the Senator, look at the Corporate Sector stuff, he sounds like he'd fit right in there.

You can open the prisoners cells, but who know who's inside?
> slaves or hostages from attacked ship, random dudes that will help but are afraid of combat. May offer a small help later in the campaign.
> Aren't you a little short? : an important diplomat/dignitary that help the PC now and will be a plot hook latter.
> There is always a smaller bandit: other criminals, making it a 3 way battle.
> Why is this even here? : a beast madden by its captivity.
> the rival: an imperial officer (or any important enemy) that will side with the PC against the pirates now, but will fight them later.
> vermin: small creatures that aren't a direct threat but will crash the ship given time like jawas.

Pirates aren't known for their discipline and loyalty:
> the ship may have dysfunctions due to negligence
> Part of the crew may want to mutiny, either because their captain is too cruel, or too soft. Some pirates may be Empire's victims that didn't find an honourable way out, maybe PC could have them join the rebellion (if they are rebels) or themselves (if they are criminals).

The cargo bay is full of loot, but what it is?
> something way to important for the PCs to handle, like major military secrets or a jedi/sith artefact. They know have a very hot potato in their hands.
> Some dude in carbonite : same than the cells
> Really nasty illegal stuff that only the worst scum would have in his possession
> An imperial tracer, they were on their asses
> Volatile or unstable products
> Stolen art collection of a crime lord
> A prototype of a new technology, it doesn't work but will be a plot hook for a technological session: is the empire is working on something? Or maybe the tech PC will progressively work out the prototype to something useful.

the core book for whichever line you like is all you need. the other books add extra grea, specializations, playable species, and optional rules for stuff like pistol duels or pod racing. theyre nifty, but you can get by without them

The core book of the game you're actually playing, PDFs of the two you're not playing, and either a set (or multiple sets) of the special dice or at least one printout of the normal dice -> special dice conversion charts per participant.

Hermit from the Seeker splatbook is also a double-Force Die upgrade tree, and it has a sweet talent that lets you use your ranks in Survival as Force Ranks once per session. Its a hell of a lot cheaper to get Survival up to Rank 4 than it is to get three Force Up talents.

Yeah Hermit + pathfinder is a quick way to rank up your force die, and it makes you fairly competent with a pet companion.

>Nute Gunray's smallest, most sensative and secret vault has so far managed to avoid discovery by the roving Imperial troops occupying Cato Nemodia
Are your PCs tracking down the Legendary porn stash

Droids?
First find register or data for two special issued droids
One has the encrypted coordinates, the other has the key.
They both have developed personality and may have to be convinced and act like a separated couple.
One of them may be hiding in an old separatist droid dump and has droid friends, the other as a diplomat's protocol droid it's actually the servitor droid, the protocol droid is a diversion or became an assassin droid because why the fuck not.

They actually don't give static coordinates, but the way to a droid treasure-ship that cruse in deep space.

Grab a core book, whatever one appeals the most, they all click together anyway
Players get excited about guns n stuff, so Dangerous Covenants is pretty good, they will also like Special Modifications for tech stuff and for pilots, Fly Casual and Stay on Target
Both Desperate Allies and Far Horizons are great for talky PC's/NPC's- they are very effective characters so its not all about the big guns and space ships.

As a GM, the setting books- Lords of Nal Hutta, Sons of Fortune, Strongholds of Resistance, Nexus of Power seem to be a lot of my go-to for ideas.
Here's some house rules for ships you might find useful

I still haven't sat down and really read through the space battle rules, but when I skimmed that house rule PDF it seemed very focused on Fighters. Does it also help with Capital Combat? I've heard from some people that that also sucks because the system was mainly designed for medium-sized ships fighting other medium sized ships or fighters, and any other combination is where things break down.

I would would suggest picking up Enter the Unknown, as it gives some solid gear, and two specializations that turn explorer from being one of the most dull careers to the best.

...

So my buddy is an EVE Online veteran, and so he really likes Interdiction tech. One of our long-term campaign goals is for him to rebuild the almost-totally-stripped husk of a Lucrehulk we found adrift in the Outer Rim into a fully-functioning Capital Ship, and he's very adamant about strapping Grav Well generators to this thing.

He also played KOTOR, and so he comes to me with an idea he had. Basically, he wants to hook up his Grav Well generators to the Tractor Beams so he can remotely project his gravity wells far away from the ship instead of in a bubble around it, just like the Leviathan could. I told him an EU source stated that this type of interdiction doesn't work on modern hyperspace drives because they have superior power output, which is why the tech was never replicated after Darth Malak used it. But as it turns out, he doesn't actually want to use this to trap big ships. He wants to use it to pull his own starfighters, with much lower power drives, out of hyperspace at point-blank range on enemy capitals, so they can drop all their ordinance and headshot the thing from inside its shield perimeter. Basically, without any knowledge of the Star Wars EU novels, he's invented his own variant on the Thrawn Pincer.

On the one hand, I really don't like how he visualizes space combat from the EVE perspective (design my tactics so I win instantly and 100% of the time, and if I can't use them never fight) because its counter to the Grand Space Opera tone of Star Wars and not exactly conducive to fun/harrowing/epic space battles. On the other hand, I do think having to track down the lost wreck of the Leviathan and/or the holocron of Darth Malak to find his lost grav-tractor tech might be a fun adventure, which he also pitched to me as part of this idea.

What do you think? Should I support him in his idea?

Is Margenta some fantasy color or did they just make a typo?

This is.... actaully brilliant.

But you should add a ton of stress to the Star fighters and make it a point that they may be damaged

Make it so that the fight is dynamic. There's a saying from some real general or other that translated very well to Eve; "If both commanders want to engage, someone has fucked up."

The old girl still has it going on.

Just saw Rogue One for the second time. Am I missing something, or is most of the music in the final battle not on the soundtrack album?

>If I go with the virus angle, could have it originally intended to be a delivery to the Imperials as part of an R&D initiative into cyber warfare or something. Lots of potential for getting the PCs into sticky situations there.
That was the thought. Like, they try and sell it, imp cyberwar AND certain underworld operators are after them. But, if they try and sell it, maybe it's the same, but maybe also they attract a console cowboy, wants to is it for a once-in-a-lifetime rip against a underworld legend, maybe well enough a hutt, and is willing to go for 20% for the PCs, but the possibilities....

Yeah, capital stuff I've not really gotten into it as just getting the fighters-freighters scale under control was a big enough handful to manage.
Its a LOT slower in terms of movement and a lot more dependant on minion groups in various stations doing their shit, a lot more of a leadership game to give boost dice to them, stop them running away and generally a little less focus for PC's. If your PC's do have a cap ship or the Sil6+ you do sort of need to have sub-adventures where they're doing critical damage control, taking charge of a vital system when the minions are dead, boarding actions, medical treatment to get guys up and running, along with various other social encounters to keep them happy and occupied.
The Talky and Tech characters will have a field day with a big ship though!
Think Battlestar Galactica and its roughly much the same in terms of technology- military ships a lot more rigid discipline, civilian vessels are a mutiny waiting to happen whenever something slightly annoying happens and pirate vessels are just an ongoing mutiny with some space violence booty throw in.

They are do-able, just think a bit outside the book and use the ship as an adventure hook by its very nature of being full of people, shit that breaks, fixing the shit and avoiding unnecessary problems.

Shit, knew I forgot a book.
Its worth it for the gear alone as well. I have run explorer-based sessions, its a lot of fun having PC's vs Nature

Not even with a rented dick.
I would say that it would cost in the hundreds of millions for the generators, if, and very, very IF he could even find some on the black market, and tens-ish millions for the modified tractor beams, and besides which, he had better have a very, very, very good reason why a greasy pirate outer rim motherfucker like him would even know a single thing about a handful of mysterious capital ships with even more mysterious and special gear FOUR FUCKING MILLENNIA HENCE. There's really no reason for anyone to know that that particular tech EXISTED, let alone it's specifics.
IF, and only IF he comes by a good reason to even know about that tech IC, and manages to acquire the money to buy or commission the reconstruction of that shit, I'd still inflict a 1D6X10% casualty percentage on whatever fighters he tries it with, whenever he tries, to represent the horrible results of trying to make tac-jumps with 'modern' fighters with either bootleg or ancient grav-well systems and pilots who aren't best-ever astrogators.

Anybody got a scan of Raddus' flagship from the Rogue One VD?

what tumblr did you get that hi res y-wing art for rebels? the star wars site has it shitty low res

Well, vis a vis the "how does he even know about this shit," question, the rest of the party helps him with that, because one of our team is a force-user in training who is extremely bookish and is obsessed with scouring the galaxy for Jedi and Sith lore to help her understand the nature of the Force and her new powers. My character is a veteran force-user who doesn't have much regard for that sort of thing but is very well traveled, and so I'm doing my best to help her find hidden repositories of such knowledge while also teaching her basic skills as part of a psuedo-master-apprentice relationship. So that could easily be the path to this knowledge for him IC.

Also he doesn't have to find the grav generators for sale. In his backstory he is a disgraced Imperial captain who was scapegoated out of the Navy because of an accident involving trials on new variants to the Interdictor cruiser, and he took schematics with him on his way out the door because circumstances demanded he go into hiding rather than retirement. So he just needs the facilities/resources to build the things in secret rather than the finished product on the black market. Needless to say, this is a long-term campaign goal, not something that's going to be finished tomorrow. The GM is making him go through a lot of hoops if he wants to refurbish this capital ship and equip it for interdiction. In one of our first sessions, my character noted that for the amount of money, resources and infrastructure he would need to accomplish this goal, he might as well keep the credits and retire on them someplace the Empire will never find him. His response was a rather dramatic speech about a ship being freedom and that sort of thing, which the GM loved.

That said, I do like the idea that this is a guaranteed-high-cost tactic that WILL cost him fighters every time he uses it because of the strain. I'll bring that up.

Does anyone have a good torrent for EAW FOC?

A very interesting proposal, but I this is something that would take a lot of work. 1, you'll need to dig deep to find information about the sith technology of the era to figure out the exacts of how this works, which will probably involve robbing a high end mueseum in the Core Worlds or worse, raiding one of the Emperor's treasure troves, which will at minimum get Inquisitors on you. 2, you'd probably need to hijack or at least disable and field strip an Intridictor Star Destroyer, a risky mission in itself. Finally, you'll need basically disposible fighters, as I agree that this manuver should be supremely risky and stressfull for the fighter craft, so that means either reactivating a droid starfighter plant or getting a lot of suicide pilots to sign up.

All in all, this would be an incredibly difficult chain of events that would but you on the top of the Empire's hit list even if you pull it off, and as such such a powerful, refurbished battleship would be an appropriate reward. How well intergrated are you with the Rebel Alliance, by chance? The party will probably need a lot of help and intel to pull this off, and they're the best equipped to hide you from the ensuing manhunt.

So TG, tell me if this character concept is too fan fic for an Edge of the Empire/Age of Rebellion game:
>Middle aged Mandalorian bounty hunter.
>Was actually recruited by the Jedi order as a youth and underwent training. Difficult pupil, and not particularly strong in the force but skilled with a lightsaber.
>Remained interested in his birth culture, struggled with the Jedi code
>Order 66 happens while he's still a padawan, possibly on the cusp of becoming a knight.
>He escapes in a very cowardly manner, fleeing in genuine terror for his life rather than stoically dying to protect others or fighting his way clear of some ambush.
>Goes back to Mandalor, joins up with members of a distantly related renegade clan.
>Becomes a mercenary, hides his saber, forgets about the force or his past.
>Tries to be a good Mandalorian, but realizes their culture is full of shit, both the warrior types and the "New" Mandalorians.
>Goes independent, still identifying as a Mandalorian as he feels it's the closest to who he *really* is, but is secretly troubled and deeply ashamed at having turned his back on the Jedi.
>Meets up with party, gets set on the path to redemption by them.

I figure he isn't properly dark side due to being kind of a wimp under the surface. He doesn't go out of his way to hurt people, but he does fight for money.
I dunno, is "Mando Ex-Jedi" too much fan-ficcy bullshit? He might be better as just one or the other, but I really like the idea of a grizzled merc pulling out his saber when things are at their most dire and revealing that he used to be a heroic space monk before he lost faith in the galaxy and himself.

>Well, vis a vis the "how does he even know about this shit," question, the rest of the party helps him with that, because one of our team is a force-user in training who is extremely bookish and is obsessed with scouring the galaxy for Jedi and Sith lore to help her understand the nature of the Force and her new powers. My character is a veteran force-user who doesn't have much regard for that sort of thing but is very well traveled, and so I'm doing my best to help her find hidden repositories of such knowledge while also teaching her basic skills as part of a psuedo-master-apprentice relationship. So that could easily be the path to this knowledge for him IC.
Sure, but I can't see any reason why a *force* historian would know anything about an obscure sub-ability of an ancient sith warship, or even if they knew of that thing happening, why would they think it a piece of special tech, rather than a special secret sith(?) force trick? If anything, your character should have them searching for secret battle meditation&mass telepathy techniques, rather than any particular bit of tech.
>and he took schematics with him on his way out the door because circumstances demanded he go into hiding rather than retirement. So he just needs the facilities/resources to build the things in secret rather than the finished product on the black market.
The thing is, that would actually be HARDER than buying them readymade and stolen, because at least KDY knows the tricks and glitches wouldn't know the tricks and glitches in it don't show up on the blueprints, and *VASTLY* more importantly, nobody in a shadowyard has even an ounce of experience building one of those things. Any yard wanted to try it would spend 5-25 years working through so many failed prototypes, even worse than KDY, because they don't have the original designers on hand to ask questions to.
>con't

>con't
And each prototype would cost in the high tens to low hundreds of millions, since they have to buy their components on the black market, without any known quality of components, or availability, either, AND, without the brilliant, galactic-class engineers and physicists and other specialists were needed to design the thing in the first place. Frankly, the only way to get something like that built would be to make a deal with the devil, some absurdly nefarious organization with trillions to burn and who would be able to inflict ungodly evil on the galaxy with that tech, and it would still take years, maybe decades. And that begs the question, is he willing to give slavers that ability, to go interdictor, FOREVER, in exchange for some thrawn pincer action in 5-25 years?

Maybe Jedi is just too much? You could always try another religion from Jedha.

I would make him not a jedi proper, but a would-have-been who got tossed into the Forced Farmers Of America (that is, the agricorps), got the fuck out of dodge and went home to mandoland

And, if you want to run this all the way down, maybe he was tossed agricorps because of a girl, his waifu. Maybe they were both tossed agricorps, different places. Maybe she told him she was pregnant before they were thrown out, to the far ends of the galaxy. Maybe he found out she lived through 66, and his primary motivations are A): drinking, which he picked up thinking they were dead, and finding them, hearing they weren't.

>Sure, but I can't see any reason why a *force* historian would know anything about an obscure sub-ability of an ancient sith warship, or even if they knew of that thing happening, why would they think it a piece of special tech, rather than a special secret sith(?) force trick?

Well, I was more imagining that the apprentice's search for Force Lore would be a conduit for the Captain to learn about this tech. Of course its not something we're looking for, my character and the apprentice girl don't have any particular interest in starship tech. But if we found a Jedi Library in our search for Force Philosophy and it happened to also have a book discussing Sith starships on some other shelf, that's narratively viable to me as a first step that would then require direct effort on the Captain's part to find specifics. Of course, its all up to the GM, I'm just saying he could easily use our storyline as a gateway to help the Captain's storyline since the OOC origin for the idea was a Sith Lord's ship.

As far as the design/prototyping/etc stuff you're discussing goes, I guess that's all going to be between the GM and the Captain's player. All I can say for sure is that the GM has been aware in the past of the expense and difficulty in fixing a Capital Ship from scratch and is putting plenty of hurdles in the way. I'm sure he'll do the same if the Captain wants to pull off this idea.

That said, I'll mention that idea of a really evil organization like Black Sun or something being a much faster way to this if we're willing to put the tech in their hands. The GM will love that.

We actually just made our first contact with an Alliance agent. I'm loving that idea of a museum heist. Kidnapping/rescuing Grav Generator science specialists might also help with some of the points Shipfag brought up concerning R&D. I'll put those ideas out there too. And he was thinking Droid fighters, since it is a Lucrehulk.

I'm wondering if hiding out on Mandalore itself would not have made things very difficult for a Force User/66 Survivor. I was under the impression that Mandalore, like Kashyyyk and Mon Calamari, was one of those planets the Empire identified as a potential rallying point for dissent against the new order and thus gave is the Super Duper Heavy Occupation treatment.

>Landing gear are BS material

lol

What other force religions are there? I'm kind of inspired by the heavy weapons monk from Rogue One, obviously. I just like the idea of a tough, cynical merc who was once part of an idealistic group. And, well, I love the Mandalorians.
Ooh, what is that? I've never heard of the agricops? Is that basically where Jedi rejects go? I can kind of dig that. Did they get purged too?
I'm figuring it's one of those things where the one Jedi thing he was good at was sword fighting, but he always really struggled with the ideology and kind of resented his teachers. Later in his life, he starts to realize that they were all basically trying to save him from being a dickhead and teach him that there's more to life than beating people up for money.
Is that so? I could actually kinda dig that. He heads back to Mandalore, but quickly gets driven out when he realizes it's not a planet of heroic outlaw warrior clans but Imperial Occupation Zone 101.

For something of this scale, you could base an entire campaign around just getting high enough in the Rebellion to have command over the resources and networking needed to pull it off. You'll either need to basically be in total command of your own cell, or really sell the rebel leadership on the idea your hypothetical technological contraption would work, the strategy could reliably kill Star Destroyers with a minimum of resource investment, and that you and your crew are completely loyal to the Alliance and will dedicate the complete model to fighting Imperial tyranny. Because this is a big fucking job you're suggesting. I fucking love it, but the GM needs to make this a huge questline for it to be justified.

Also fun fact: In the new canon, there are supercommandos actively collaberating with the Empire and flying the Imperial colors.

Is it possible to make a Grey Jedi at all in the game?

Define "Grey Jedi" first of all. If it's just a heroic Jedi who thinks the OJO and Odan-Urr are full of shit, then yes.

>And he was thinking Droid fighters, since it is a Lucrehulk
Jesus shit no, that's a horrible idea. Even a Lucrehulk is bad enough, but could be worked around. You have GOT to keep in mind that there's a hell of a lot of places that hate the empire, but hated the CIS even more. Like, folks would be suspicious of a lucrehulk to begin with, but seeing a large living crew, independent ownership, no B-1s and so on would assuage their suspicions. But a Lucrehulk launching droid fighters? Contacts who hate the empire would be calling the admiralty onna phone, saying "get these motherfuckers gone, here they are". And the rebel alliance wouldn't like it either, it'd be fucking PR Armageddon. Remember, the empire had vast, almost ubiquitous support for stomping the Confederate leftovers, ten or maybe a hundred times what they had against the rebellion. And plus, even if they're running non-droid fighters outta a lucrehulk, people will still think 'ex-confederate pirates/holdouts' over rebels or anyone they want to deal with 9 times outta 10. It's not a good ship to be playing games with as a primary ir especially lone asset

And if it's after Yavin, the Rebs have already had bad experiences with Lucrehulks. The last time they tried using those things, Death Star superlaser happened and a million Rebel accountants died of alcohol poisoning.

all of this suggest to me that a flat "no, you can't make that work" is the better answer here.
A whole bunch of work for the GM to justify a lengthy sidequest that utterly fucks over the setting themes and game balance.

You say no, and if the player really really wants to do that thing, ask if they'd rather play a different game.

Actually, you raise an interesting point that I think warrents more discussion. What is general opinion of the Confederacy in the Imperial era? In the core, capital systems, probably what you described. But the Confederacy movement gained groundswell because a large number of systems wanted to leave the Republic. These worlds were presumably occupied by the Empire after the war. Have they grown even more feverantly Confederate in the aftermath, seeing the open tyranny of the Empire as perfect validation for their seperation, or is the Empire's reform along the values of strength and order what they wanted originally? Were there Republic patriots during the Clone Wars who saw their government abandon freedom for oppression, had crisis of faith and came to the conclusion their old enemy was right, or at least better then the current regime? Do the many people who only know the Jedi as fairytales but still believe they were defenders of the galaxy think Count Dooku was a renegade, or do they think he was the only one who saw it coming.

I don't know, I think "DOOKU WAS RIGHT" might be a popular phrase to spray paint on public property when you don't think the local garrison is looking.

>Ooh, what is that? I've never heard of the agricops? Is that basically where Jedi rejects go?
That's about the size of it. The OJO were a gang of total mogoloids and had tbis rule where if sempai didn't notice you (that is, no master took you as apprentice) by like 14?, you were forced into the "Jedi Service Corps", and would spend the rest of your life as an untrained force user who does very mundane things 'for the jedi order' On a side note, I can't help but wonder if the Clans from battletech were the inspiration for that system, because it's veey much like theirs, but with less incest, child molestation and a younger cut-off . The agricorps is the most common and most miserable of those, who are, as the name indicates, literally failed jedi forced to be dirt farmers.
>Did they get purged too?
Yes, but a lot of them deserted and took up new identities to hide over the years before the clone wars, and the records were worse, so there were many more escapees. On another note, in legends, these also-rans were a prime recruitment ground for the inquisitors, for what should be obvious reasons. Maybe if an inquisitor comes after this guy, he was once an old friend of his, in those days

Agricorps membership was optional though, they could just leave.

Interesting. I'll be sure to mention this. Especially since we're out in the Outer Rim, where the majority of the CIS's campaigns and atrocities were committed. That being said, I have a feeling this is an element of lore the GM is going to want to fudge. He's not exactly married to exact canonical accuracy, and has already made more than a few adjustments for the sake of what he wants to do. The idea that the ship shell he provided to our party to use as an entire campaign goal of fixing up would make us persona non-grata in 90% of the galaxy due to bad PR associated with the class might be too much of a downer for him.

I think Palpatine probably ran a propaganda train on the separatists after their leadership died. Dooku did a lot of shitty stuff on Sheev's orders, and it would have been really easy to air that shit out and decry the evils of the CIS, especially with surviving CIS units and leaders on the run.

when was this lore added, because seriously the more I hear about it the more I hate everything about this.
I'm to the point of full on "Dukat died in Waltz"ing this. I mean pulling a "Roland got respawned after you kill Jack".

Might be worth reading the wookipedia article on it, Shipfag makes it sound more horrible than it is.

Basically it's just part of the Jedi Order's more humanitarian effort, putting the force towards helping out planets which are suffering from poor food supply and stuff. Less forced labor, more missionary work for people who don't make the cut to become Knights.

It was also optional, you could walk out if you wanted.