/swg/: Star Wars General: Angry Flying Death Machines Edition

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, Star Wars: Destiny and the Star Wars LCG)
>pastebin.com/ZE4gn0yN

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

HoTAC
>dockingbay416.com/campaign

Other urls found in this thread:

lparchive.org/Star-Wars-Bounty-Hunter/set 01/
mixnmojo.com/media/galleries/Star-Wars-Bounty-Hunter-Concept-Art
starwars.wikia.com/wiki/Hosnian_Cataclysm
starwars.wikia.com/wiki/New_Republic_Starfleet
strawpoll.de/f24gz7b
twitter.com/NSFWRedditImage

Why are space Hinds so based, user? I just want to see Space Hinds flying off Star Destroyers in Empire livery with X-wings pounding an enemy position before the infantry hit it.

Unless they strapped a rack to the back the CIS HMP wasn't really a HIND, it was more of a pure gunship like the Apache or Havok.


\I also liked the older one used by the police in SW Bounty Hunter, though apparently they were used to destroy abandoned player housing in SW Galaxies to remove clutter from the map so I'm sure some people probably hated them when they logged back in with their stuff destroyed.

>Space Hind
I don't see any LAATs in those images.

It (The VAAT/e) seems a bit longer than the LAAT/i 25 vs 17.69m according to the wook, sounds ABOUT right.

I liked the PS2/Wii TFU's guards for Bail. And the main TFU's Kota Militia too. Plus Rebel Strike's armored suit from Defiance on Dantooine.

>posting gunships
>not posting the AIAT/i

She's a pretty girl.

What's that? Mods are asleep, post AIAT/i?

Huh, seems the Consular that Trench shot out from under Yularen had a rear mounted turret and I don't see the front guns.

XWSOL updated.

I just realized the UVG never explained the tubes on the left vambrace. I'll just go with some sorta light blasters or darts.

Who is the Stannis of the Empire? Is it Krennic?

Fun story about the AIAT/i, all the deckplans available online are wrong.

While searching for more info, I found a small, thumbnail-size image of a cut-away version of the ship that was published in an old edition of Star Wars Gamer. It only raised more questions, namely "does a full-size version of this exist?"

The answer is "kinda."

After a long search to match the style of the unattributed concept art to the style of an artist who worked for LucasArts back then, I was able to identify and track down the artist. I contacted him via a weblog he currently runs, asking if he was the artist and designer of the AIAT/i.

He was, and was even willing to look for a copy of the deckplan image! But unfortunately, despite having saved his work, his old HDD no longer turned and he has lost his copy of the plans.

LucasFilm probably has them locked away somewhere though.

What I learned, however:

The AIAT/i is 80% cargo hold. There's a bulkhead to the rear of the cockpit that extends downward to the lower deck. On it is a ladder to access the cockpit/flight deck, which seats four.

Aft of this bulkhead is the cavernous hold. A winch/crane runs along a track overhead. Recessed ladders on either side of the rear cargo bay door lead to engineering, which is a cramped platform above the door/between those giant sublights. From that area, a small crawlspace between the forward and rear turrets is accessible. Also the missile tubes and subsystem maintenance.

Forward of the bulkhead, under the cockpit, is a socket for an astromech droid, as well as a seat. I'm not sure what is there, it's hard to see. Maybe astrogation/bunk space?

Anyway, all the plans I've seen online are waaay too big. The AIAT/i is an uncomfortable squeeze for its crew compliment, and has no more than the most basic facilities. No dejarik table here.

There are probably no characters in star wars that fit the character arc of Stannis going from a morally grey "hero" to "putting the realm before his rights" (ie heading north and saving the realm before winning it)

I played Bounty Hunter, it was tiny inside, but I feel may have been to make Slave 1 seem less like a downgrade.

Also as long as the HDD's DISC is intact they can always rig it to turn again.

Pellaeon.

Pellaeon goes from being the watson to a genius warlord to being a competent administrator of a warlord nation, and when every other means is exhausted, and then some, finally sues for peace, many years overdue. Not exactly Stannis.

Frankly if you want it to fit, Pellaeon would have taken his entire military forces and entered the unknown regions after the battle of anx minor to seek out and destroy the supposed threat (vong) from beyond the spooky galactic border in order to save the galaxy! Or something.
Mind you that would be a decent idea for a campaign. I would change vong to dark sider invasion or the like though.

What does the hyperspace anomaly border do, anyway? How did it render mapping and travel impossible? Did any writers ever explain that or was it just left as deliberately vague "here there be dragons" stuff?

Too long to be a code cylinder, my guess is they would be something like flares, maybe a battery or stimulant injector of some sort.

This the thumbnail? I tried searching for concept art for all Star Wars games. BH was one of my favorites but there's hardly any concept art of the aliens/ships

Here's some links with more concept art. If anyone has a PS4 with Bounty Hunter on it, they could probably get a better res for some of these.

lparchive.org/Star-Wars-Bounty-Hunter/set 01/

mixnmojo.com/media/galleries/Star-Wars-Bounty-Hunter-Concept-Art

Venator and Recusant for Armada

Does anyone have the rules for the Corellian Conflict?

T H I C C

this one?

Probably bacta syringes, for field medicine.

These aren't stormtroopers, losing these guys is actually losing assets.

Yeah, that's the thumbnail. I have a slightly better scan from the magazine it was printed in, but it is "dotty" because of how magazine printing works, so you can't see much more.

I wonder if they ever won a firefight against the stormtroopers.

/swg/, question time.
Have you ever used FFG trio to play a game outside of the GCW, and how did it go? Was it difficult?

I kinda assumed these guys were cyborgs before R1.

Me too, as a sort of Prototype Dark Troopers

I have used all of them at once. It was an edge of the empire game where the players were a smuggler's crew caughht up in the galaxy's major post civil war conflicts. (retaking of Coroscant, fondor shipyard, ect.) they were great and played it as some anti-imperial, but not quite rebel scum civilians.

They flew around in a yt something, so i had deckplans of it in 1in grid they could use EotE for skills and checks to repair damage, pilot, repel boarders, ect.

Then i had their ship in comparisson to the fleet actions they found themselves in using the armada system and the purchase of the scum and villany pack.

If they were engaged in dog fights, then i scaled it down to the xwing level, and they rolled for stuff as usual.

It required a table easily split into thirds, and a lot of patience. Stuff has to all happen at the same time, but not be a mess. I broke it down to the following order.

>1 crew level actions (1in grid and figures)
>2 immediate space actions (xwing level, played by pilot or copilot)
>3 fleet level, "outer" space actions (armada)

Essentially i forced about 4 people to play the role of a single person in the games. I also had to mismatch rules. For example if they were fired on in armada, and it hit in armada, they could make a "save" in the 1inch scale to jink or repair it.

I was most busy as gm trying to keep everything straight and fluid.

I realize its a little wonky in my explination, let me give you an example of a round.

Characters are pilot(P) copilot(C) eningeer(E) crewman/loader/hired muscle (M)

>dm: you emerge from hyperspace into a raging firefight between an alliance taskforce and some imperial force. TIEs are angling to engage you because you look like some rebel reinforcments.
>P: i want to move the ship here (moves on the armada scale) but it looks like they are going to close with us, so we need someone in the gunwell
>M: ill get on the guns if i hear the shooting and feel the ship take evasive action (moves on the 1in map feom the galley to the gunners station)
>C: i want to send a transmission with our civ transponder (inch scale)
>E: as usual, ill be waiting for when shit breaks, as usual if the pilot cant do his job.
>ooc argument and name calling for 5min
>i move on the armada scale so that the group of TIEs engage at point blank range to dogfight
>i then set up the ship, and the TIEs on the xwing portion of the table, where the pilot and gunner move, engineer and copilot stay at the 1inch portion.
>combat now includes the actions at 1 inch, then flying and shooting on the xwing scale, since they cant manuver on the armada scale.

How do you guys like to arm your Raiders in X-wing?

I think it's confirmed they have extensive genetic and cybernetic upgrades.

That is an astonishing level of effort. Well done.

Can you post the scan?

Never canonically determined but in my opinion it's probably the remnant of some serious sith magic from when the sith fled from the republic. This is based on my kotor era thoughts and assuming nothing in TOR is canon (or rather, compatible with that eras)

>What does the hyperspace anomaly border do, anyway?

A fuckton of gravity wells, possibly just a high concentration of intersystem dark matter in the vacuum making it too dangerous or making travel slow as molasses.

The beauty of it is that it doesn't interact with regular matter outside of the Higgs field so it's free to wander and there could be entire civilizations that were stranded there.

>Sir, why do we have to change ALL the turbolasers, blasters, and every weapon ever to green light? Also why do we have to paint a fucking huge Rebel symbol?, we spent literally billions of credits in paint and almost 100 workers died during that, can't we just use different codes so other ships reralize we aren't the Empire? Also even with the symbol, the moment it becomes recognizable they're alredy in range so is not like it saves time or anything

really, that is your problem?
not the fact that this entire ship design is massively impractical. The extremely exposed command deck. That we only start shooting at enemies at visual range?
Our entire military doctrine, and the enemies, relies on space magic, and you are worried about the cost of paint.

To be fair sir, it is a lot of paint

it helps with the space magic.
Or so one of the engineers told me. He was high at the time, but when is that not true.

So much expensive plastic >.>

Is still stupid that you change the color of all your weapons, for what fucking purpose? because Bad=green and Good=red on ships?
Same with the symbol, the moment you're close enough to see it you're already fucked if it's a ship of a different faction than yours, it's like "if you can read this it's too late we had crash" bumper stickers

You don't change the guns, the gas they use for ammo just comes from different sources, one is naturally coloured green the other is naturally colour red.

They changed whenever they got their last resupply.

Corporal, when is the last time you saw an engagement happen outside of visual range?
That's right, you haven't, because our guns don't work from those ranges.
Why? Ask the engineers, then report to medical of the massive dose of pain killers you will need from listening to their insane babble.

And yes the weapon color matters. Not because one type of laser or plasma is always better, but because it matches our side. That's what the engineers assure me.

If you think you can do better, you are welcome to try to design a space capable capital ship, on your own time. If you waste more of mine, you will be on sanitation duty until I remember you again in a positive light, or we all die in an explosion. And hot credits are on the explosion.

Which last time i asked the Quartermaster was around Karmaworld, its a nice place.

Space Geneva conventions

That galaxy far away is actually the future of the GIJoe setting.

Hey folks, I have a question. How does the resistance have a chance against new order in the next movies? The entire republic fleet is gone and the resistance got like 12 x-wings

Is the T-65 expansion still worth it? I kinda want one to compliment my Core T-65 but the upgrades seem lackluster for the price. I'm probably better off getting a Y instead huh?

Space magic.
Also, if the First Order comes from the remmants of the Empire and has a fraction of their power and resources, how is that they can build a weapon 10 times as bigger as the death stars and still treat the destruction of that superweapon as a small trifle?

In fairness, they saved on overhead by building the weapon system into an existing planet rather than build the entire planet from scratch.

Expert Handling is pretty good and Wedge can still fuck stuff up if he doesn't get nuked off the board turn 2. Y-wing has better astromechs but they're not exactly high tier either and I don't think anyone really runs Y-wings as anything but twin laser turret carriers.

Did they ever explain how the empire sends TIEs back to the factory to be refurbished? Are they packed up in a space truck or are they taxied back by a small carrier that could still send them out en route if it needed to?
I'm considering having my AoR players start off by snatching some beat up, used TIE fighters.

>this will never be in X-wing

Kill me senpai.

Wedge is pretty money.

Also to really get full use out of a Y-wing as an ordnance carrier you'll want bomb loadout from the scum box set, extra munitions from a k-wing or TIE Punisher, and guidance chips/munitions failsafe from whatever they're packaged with so it's a lot less useful as just a single pack purchase.

The exact, official process has never been specified, but from the TIE Fighter game there is a mission where you defend the delivery of new fighters via freighter/light carrier, and Rebels has shown heavy usage of the Gozanti to transport TIEs as well.

Depending on the numbers of fighters involved, I'd say Gozantis are your best bet. Not too overwhelming both in firepower and size, but still not something they should laugh off either.

In Legends they had these guys, ludicriously underarmed bricks whose entire role was to be a hyperspace capable semi-truck ferrying around tons of TIE Fighters.

Sounds really fun user.

How would you stat a R1's Death Trooper?

DeathTrooper/10

Geonosis convention

Probably just grab Stormtrooper stat line and give them better gear and maybe give them the bionics that nets them one extra Agility and the other one for Endurance.

* Fortitude, not Endurance

The entire NR military wasn't wiped out, just their fleet in the Hosnian system. Also, the Resistance has a fleet of their own just liks the rebels did before them.

If we are going to make assumptions like 12 x-wing because its all we have seen on screen then the new order only has like three star destroyers.

>three Star Destroyers
If someone cut Denis Lawson a proper paycheck, he'd have the whole war done in an afternoon.

My crew is currently looking for an escort ship to support the CR90 Corvette we recently acquired, and available to us at the moment are an A-Wing, an X-Wing, and a Firespray (that may or may not be stolen). Which one does /swg/ think would perform better?

As an escort? Probably a single X. As are faster as intercept craft, but the X has better firepower and utility as a multirole craft, and has an astro slot.

Firesprays have some bite, but they're fundamentally a pursuit ship or patrol boat, which is great if you need to chase somebody because you probably won't manage that in a CR90, not cover you if a flight if pirate Ys are gonna give you the business.

if the firespray is stolen it could've be modified by a previous owner

Hey, swg. I'm planning to do a campaing in the Old Republic setting (taking information from the SW: TOR) using FaD books. PCs will work as a group of Jedi, working against Sith agents. Here are the questions:
1) Where to start? I assume the group will spend some time on the Tython, learning Force, gathering lightsabers.
2) How can i bind them in one group? Is there any examples of Jedi working together as a team?

Haven't played TOR but Jedi strike teams were pretty common during the Jedi-Sith war. But then again both Jedi and Sith were rocking around paramilitary armies big enough to hold planets, Jedi had pretty much no rules except "We'll bloody kill you dead if you start doing that evil lightning shit" and Sith alchemists were making chrysalis beasts, imbuing regular metal blades with Evil Space magic(tm) and creating Thought Bombs that captures the essence of every force-user within Nuke range for all eternity.

Wouldn't that increase the odds the owner might come looking for it? We're all playing fugitive Jedi, attention is not our friend.

I'm not familiar with TOR, but if it places not too long after KOTOR II, to start you can simply have a group of younglings that survived the Jedi Purge, they split on their own way to do their own thing, but they find themselves together for some mysterious reason. They believe the Force brought them back together for a reason, and they soon find a surviving Jedi, and they can take the chance to get a mentor and continue their lost training.

Where to start is a matter of preference, but try to make the arrival to a "Jedi Planet" a quest on itself, so you can delay lightsabers a bit. They can use either training lightsabers, blasters, or actual swords. The idea of FaD is that they are not even padawans as starting characters. As for binding them together, making the NPC mentor Jedi as their glue will work at first, then it's just a matter of them playing nice.

Also, unless you have a full group ready and willing, you can get one or two non-jedi PC if they are up for it. At least, not using the Jedi classes of FaD, and they can get the Force User class from any of the other two books, so they can be force players that gave up on the Jedi Path, and if they wanna take it up again is just a matter of continue their training later.

>The entire Republic fleet was based in 1 single system

This is why the worst of the Old EU is still better than Disney SW

TOR takes place 300 years after the KOTOR games. The Jedi Order has long since been rebuilt by the time of the game.

Hey, /swg/, got some help from y'all in the last thread so wanted to update with my plan:

Summary
>Friend just got X-Wing box, we like
>I vastly prefer Imperials
>Not interested in epic/large games. Starfighter skirmishes all the way

>Currently have:
2 TIE/FN

>Purchase plan:
Force Awakens starter set (for more basic TIEs)
TIE Advanced
TIE Interceptor
Imperial Aces
TIE Bomber/Striker/Phantom (moderate interest in all 3)
>Low Priority/currently undecided
Defender/Punisher
Lambda Shuttle

I only plan to use models I own, but plan on proxying cards or buying them third party. My friend is also a small craft fan though he's expressed interest in a Falcon.

Also, what should I know about the Advanced Prototype and Special Forces Tie?

Was it officially stated to be THE fleet or just a fleet?

I remember reading in the TFA visual dictionary that the Hosnian fleet was the only fleet the demilitarized New Cuckpublic had. Might remember wrong though.

>New Cuckpublic
What an endearing vocabulary you have.

The TAP is basically an Imperial A-Wing. It's quick, nimble, action efficient, and doesn't hit too hard The Inquisitor is pretty brutal, always counting as firing at range 1 so his offense is very consistent. Valen Rudor gets free actions after he gets shot so he can do funky stuff like roll or boost during combat. Generics are decent, Test Pilots are cheap proton rocket caddies and blockers, Barons are mid level dodgers.

The SF is kind of in between the Defender and Bomber. It's got a decent amount of health, not terribly quick or nimble, but can shoot out of the front and back and has a lot of good upgrade options. Quickdraw can shoot again when she loses a shield, Backdraft adds a crit result when shooting out of his rear arc, and the generics are nifty.

Would you say they add enough utility to be worth getting?

I'm gonna post this here because gamefinder threads are increasingly shitty and vicious.

Basically I'm looking to run a game of EotE with sessions every other week. Setting would be right around the Battle of Yavin, the vibe is a band of scoundrels and other misfits voyaging across space goung on adventures: while they may be rogues of a fashion, the characters try to generally do the good thing (I'm tired of every EotE character boiling down to "I'm only in it for me, let's torp this ship broadcasting a distress signal to be safe" kind of shit).

Game would be voice over skype, roll app TBA, some weekday evening Pacific time (probably 5pm onwards).

If you're interested, hmu at [email protected] for more info, and happy new years!

Would join if i wasnt running 3 star wars games

Well, then it's a bit more complicated to start...
For 1) you can start them there, but the idea in FaD is to delay a bit the lightsabers until they gain more xp, because otherwise it becomes a situation that everything can and is usually easier to solve with it rather than using any other skill or plan. So while you can give them something to start, try to find a way to delay them.

And for 2) the same thing, since they are in the middle of war tension having a high-ish rank Jedi train a few padawan prospects to train them as a squad is not out of the ordinary, and it will help them be together.

Your misuse of cuckold aside, it is not exactly abnormal for a country that just became democratic after a period under a military dictatorship to demilitarize. One would assume that the main Republic fleet acts mostly in a honor guard role for the moving capitol.

This is why the Resistance are considered nutjobs, everyone else is trying to reach peace while these militant holdovers pick fights with other militant holdovers that other people hardly believe exist.

As for defenses, my personal thought on this is that defense has returned to the republic norm, with each government within the Republic providing for it's own defense.

To their credit, the New Republic didn't really have any major enemies, and all of the governmental power was likely placed in the hands of the new senate, who probably viewed any attempts at building a real, centralized military with intense suspicion. I imagine it being kind of like modern Japan, without America.

>>The entire Republic fleet was based in 1 single system

Yeah, that's the exact opposite of what I said.

>With the destruction of Hosnian Prime came the destruction of the Galactic Senate and part of the New Republic Starfleet
>starwars.wikia.com/wiki/Hosnian_Cataclysm

>a substantial portion of the Republic Starfleet was destroyed when Starkiller Base unleashed several blasts of phantom energy and destroyed Hosnian Prime
>starwars.wikia.com/wiki/New_Republic_Starfleet

Part of their fleet got knocked out - a big enough part to hurt - but certainly not all of it.

So the Hosian fleet going BOOM was effectively the Pearl Harbor-equivalent for the New Republic?
Will we see the NR going into full wartime economy ala USA after Pearl Harbor in Ep.VIII?

Posting again from last thread, what ships do people think will be in Wave XI?

strawpoll.de/f24gz7b

Strongest bets seem to be "more shuttles"

I'd expect so, there's probably ablotnof suport for retaliation among surviving senators.
Plus Leia will probably do a good job of getting more direct official support for the resistance.

They're fairly unique in their own rights and pretty fun to fly, so I'd say yeah.

So I want to set my next Age of Rebellion game in the midst of a planetary race war. Any good small scale, two-species conflicts from canon of legends that would work? Preferably one the scale of a single planet.

I want the Kom'rk to go with the Protectorate and maybe get us Maul.

I want the N-1 to get us a half decent Leia, more astromechs, and another prequel era unique-only Rebel ship that ends up way cooler than it has any right to be (like the ARC).

I want the Gunboat because Gunboat.

N1 should have generics.
naboo is a rebel planet (or at least it was in legends)

Probably at least one Generic, and it's a good pick because it was heavily featured in a nuCanon comic series set post Endor, with Leia and several other pilots (Including Shara Bey).

Maybe like 2/3/2/3 with Barrel Roll and [Astro]+[Torpedo]?

2/3/2/2 in my mind.

Mon Cala has a history of the two main species going to war constantly, and it would be a big fucking deal getting the Mon Calamari on the Rebellion side if you are playing that "back" on the Rebellion. However, it's a ocean planet, so it might limit a bit on what you can do for non-worlders.