/swg/: Classic Muscle Edition

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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

Shipfag's Starship Combat Fixes for EotE/AoR/FaD
>mediafire.com/file/y9w713etmckbs98/Shipfag.JPG

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:

fantasyflightgames.com/en/news/2017/2/20/merchant-one/
twitter.com/NSFWRedditImage

...

Parattani is now 3 for 3 in System open wins - though that's some what to be expected as the Europese have some kind of fetish for the toilet seats, 7/8 lists in their final involved a Manaroo in some form.

Same here. I dumped info about Kenner's "The Epic Continues" toy line plans and Lucas' original plans for the prequels as "Sempai," (after another user named me), and since have gone back to shitposting anonymously as well. As namefags SHOULD operate.

That said, I like WEGfag. Our preferences align in a lot of ways.

Parattanni is an interesting conundrum to me. Mostly, I find in a lot of cases the nerf police are whingers. Upsilon pack is legal now where is the anal devastation of KyloRAC and KyloShuttle Palp we were promised? Swarm Leader was supposed to make x7s even more broken. Etc, etc.

But clearly the list is very good. But also, instinctively I sense Manaroo and Attanni Mindlink are functioning as intended. Much like with Manaroo complementing Dengar, I feel like synergy there is exactly as intended by the designers. But it's not like this list came out overnight - the ideal slowly moved from Dengaroo, to Manaroo Aces/Fangaroo to now Parattani (Manaroo+Asajj+Fenn).

Why did it take for this to click? What makes it such a well-rounded list? Is it that ships like the Fang and Lancer have excellent dials to avoid stress control? Is it just how Manaroo gives them free actions to reposition? Is it a PS think with Fenn shooting first? Does the list have shitty target priority? Will people eventually crack Parattanni just as they seem to have cracked x7 and Dengaroo? Will people find a superior list once they have time to get comfortable with Wave X? Do the predators of Attanni get eaten by other lists out there - if such a thing exists? I wonder these things...

Like, short of what I feel is a bit of an idiot overstep to "ban" Attanni, how do you break this combo if you decide it's too good? Is it the small ships which make Attanni? The Large ones? Is it the cost? Would X-Wing riot if a card was errataed to cost one point more - and would that set a terrible precedent to recost all the cards which are shittily costed? These things keep me awake to ponder while people whine about how castling is unsportsmanlike, or how they're fine with 2 TLTs, but clearly 4 TLTs is some giant NPE which needs to go away... Like fucking Thug Life is a plague these days.

On the cars thing, the 3rd Gen Mustang is even worse than the 4th. It looks like a fucking shitbox. Holy shit.

This the Loronar E-9?

no, it's the pinook

Just bought a TFA Core set for the rebel stuff. But I already have five TIE/fos and don't need movement templates or anything. How much should I sell a core set minus the T-70 and associated cards for?

Nah freighters are trucks, but since the E-9 is more of a passenger vehicle, i'd say its a SUV.

The 3rd Gen Mustang would be some sort of Z-95 that has lost all the feel of the original. Maybe pic related is a good estimate.

I like the clone Z-95 though

>overly wide wings
>barely any power into those cannons
>tiny cockpit

Also lacks the rugged feel of the original.

Alright, I'm just getting into EotE and I have a question about death. It seems like, given the d100 Crit Injury system, PCs take ridiculously long to die and react to blaster fire while incapacitated about as well as to multiple missiles.

Am I missing something here? Is there an errata or small, tucked-away rule I'm missing?
Alternatively, is there a more-or-less official homebrew rule for making combat more lethal? This seems like some strong shenanigans.

Dedicated ground support TIE?

They're meant to be more heroic and just generally less likely to die. If you want things to be more lethal, just focus Advantages/Triumphs on re-activating criticals on the same hit to keep adding +10 to crit rolls, or using any weapon with Vicious.

And if a character is unconscious, or even conscious, and they're hit with something especially nasty, you can just off them without bothering to roll a crit. A vehicle's concussion missile is 60 personal-scale damage that ignores up to 40 personal-scale soak, generally speaking, a person isn't walking away from a direct hit from that.

it's calibrated a bit heroic, for characters getting shot up to near but not quite death and letting the guy who chose medicine fixing them up, or being gunned and being taken prisoner
if you want a system for a gang of cowards taking slight hits and exploding from lolisntadeath, I'd recommend half-assing a D&D 3.5 conversion like every other bitch motherfucker

Concept for Kylo Ben's personal starfighter.

Alright, /swg/, you have sixty seconds to explain why you haven't even tried to be a fighter pilot in your local air force

I'm colour blind

I wanted to be all my life, then by the time I was old enough my eyes were so fucking bad that I'll never be allowed in a cockpit.

Also, because the RAF doesnt use X-Wings for some reason?

Because I'd have a better chance of actually flying if I joined the Navy.

because I was six foot four by the age of fourteen and rather understood that that put me over the limit for height, let alone how tall I'd end up by the realistic timeframe for actually trying for piloting

genetic disease.

Not allowed with my eyesight, broke my heart when I realised, as one of my earliest memories is watching a Hurricane fly at Biggin Hill Air Show, something about it captured me. Now I just console myself with flight sims and the knowledge that the art of the dogfight's dead in modern jet combat anyway.

Too tall
Jumping out of them was easier

I want to gauge how 'snowflakey' this companion NPC is in a mentor role (two player game). The setting is TFA-era, the players live on a world that has just recently been taken over by the First Order to abduct recruits in their usual manner. The world itself is in the unknown regions, with a lot of old, abandoned temples and long-dead offshoots of the Jedi and Sith - mostly from what canon vaguely calls 'the Old Republic, thousands of years ago'.

The mentor in question is some ancient Sith lord who in seeking immortality, trapped his own spirit into his holocron and mounted it on a droid chassis. The idea is that he hated the idea of fatalism, so seeked to detach himself from the force. He is more or less a 'Sith Lich', in that he cannot die unless his holocron is destroyed.

He would give teachings to the players on ways they can learn from his foolish mistake, and try to find a better solution to the problem of surpassing the will of the Force - whether by turning blind to it, or bending it to their will. He would more or less reward and support the player characters for being selfish, whether it was a good result or bad.

Mechanics wise, he would allow the players to train certain force powers and gain Discipline and Knowledge (lore) as class skills, due to his vast memory of forgotten lore and his desire for the players to surpass their own fate. He would also be a counter to the two player's Jedi companion they picked up who is more or less a 'girl scout' when it comes to morals and following the Jedi code.

>Air force that doesn't use the Incom T-65 "X-Wing"

Too tall, bad eyesight, bad attitude regarding authority, petrified of /everything/, much more interested in the mechanics rather than the shooting other things bit?

I'm the kinda kid that saw Star Wars and thought being a R2 would be the shit, not being Wedge.

>cont
He is also quite insane and eccentric, but due to roughly 1,000 years of isolation in a cave having made him lonely - he practically throws himself onto the players for any social stimuli. A self broken man who sees past both the light and the dark and wishes to spread this revelation to any who might listen.

He believes he has the form of an indomitable wardroid, but it seems to be the barely held together skeleton of a long since scraped protocol droid. The head was replaced by a 'dish' that holds his holocron onto the chassis.

All of his teachings are backdropped by a fairly simple black and white Resistance vs. First Order conflict on their world.

To be honest, I'd just let them grow up organically and they'd find their own way into wherever they're going to go.
A holocron by itself, definitely an option but the girl scout might feel intimidated by another mobile NPC entity trying to influence their actions and probably end up whacking it with a light bat until its dead.

Also with opposing force idealists, avoiding using 'Jedi & Sith' as much as possible, keep everyone's Morality confidential- that way if someone is the secret sith (or multiple people are!) its up to them to reveal their cards if they choose to do so

For the X-wing aficionados... T-70, T-65B, or T-65C-A2? Which would you be flying, and how would you be fighting it in the NR's service?

>wanted to join the RAF thanks to seeing hurricans and spitfires at Biggin Hill
Literally my nigga, same.

That and watching A New Hope, at least.

>To be honest, I'd just let them grow up organically and they'd find their own way into wherever they're going to go.

The idea is that this would be an optionally acquired NPC they would find in an old Sith academy on the planet. All of what I said is assuming the players are curious enough to keep him along or merely smash him on sight. I abhor railroading, so this is more of an "NPC is going to try to do this" rather than some absolute that will be pushed in any significant way.

>A holocron by itself, definitely an option but the girl scout might feel intimidated by another mobile NPC entity trying to influence their actions and probably end up whacking it with a light bat until its dead.

My thinking was that perhaps the ex-Sith Lord's teachings might get to her in some way, and that the NPC herself might be intrigued enough to not use the holocron-phylactery as a practice remote.

>Also with opposing force idealists, avoiding using 'Jedi & Sith' as much as possible, keep everyone's Morality confidential- that way if someone is the secret sith (or multiple people are!) its up to them to reveal their cards if they choose to do so

Yeah, thats why I mentioned "Jedi and Sith offshoots". I plan on having a few different orders. Currently the only orders that still have living members is Jedi Remnants who fled during the Clone Wars to open a secret academy far from the Empire - the other is a group of rogue jedi from said Remnant who burned it to the ground and began to use old Sith holocrons - convincing them they are true Sith. The side idea is that things such as the Rule of Two would be totally forgotten to these far detached 'sith'.

Tornado's where some of the nicest planes the brits ever made locally, really kind of wish the RAAF had picked them up instead of the bomb-truck F18's

The 70 is nice, but my first love will always be the original hotness T-65.

Tornados are a joy. About 80% of the fun I get out of a British deck in Wargame Red Dragon is summoning Tornados in to fuck things up.

Actually the RAAF, I was born in London and spent the first few years of my life there, which has given me a fondness for things British, but my parents were both Australian expats and we moved back before my older brother started schooling.

Tornadoes are confirmed neato as fuck.

Maybe if that's the case you can present the 'droid' as basically a beat up, functional unit that's able to speak old languages, knows a bit about (really old) technology, historical events and places to hide on the planet- so that way they see him as a bit of a utility bot that can aid them and later on reveal its holocron later. Plus less likely to go apeshit on him!
You have a much better handle on the players/their motivations than I really can get the gist of here, so I'm just going off how I've done the morality thing in the past. Its better to let them fall on their lightswords by their own choice... though a bit of temptation to do it is part of the game.

>RAAF rather than RAF
I mean, the letters are all the same, so I think it counts.

> About 80% of the fun I get out of a British deck in Wargame Red Dragon is summoning Tornados in to fuck things up.
> Not just spamming Sea Harriers and Harrier GR. 3s to drown the opposition is cheap, efficient air.

Got any recommendations to tempt players to be more 'dark side'? The only thing I can think of is sith relics that provide powerful abilities. As for the whole 'disguises as a droid thing', I think that is relatively easy to facilitate since I would not let on that its possibly a phylactery - just a holocron on a droid body.

I would initially present him as a 'teacher' at the academy, who would guide them through the various typical Sith trials to gain their first lightsaber crystal. (the crystals are special and need to be activated at a Jedi monastery, so its a way to present both sides to the players).

As for the players, ones a bit dense and wants to play a typical hero, but the other is relatively clever and quite open minded about her character. Could provide some valuable player discussion and in character RPing.

I mean hell yes, that's great too, but harriers are slow motherfuckers by comparison to a Tornado screaming in at 1k and dumping missiles into a tanks anus.

That said, Harrier paveways are a very fun time.

Mate we should have got the F-15 instead of the F-18s. We were like, lol it's too good- we don't need that.

Also read Darwin Spitfires if you're the Biggin Hill lad. It's one of the best things I've read about the Spit and how it was used and misused.

I have read it actually, though it was years ago now, I remember quite enjoying it.

Temptation is one of those things you've got to be really careful with and as a GM you're obligated to say 'that action may incur conflict'- once, after that its the players choice as to their characters behaviour and actions.
Generally, its strikes when they're at their lowest-
>Surrounded by enemy troops
>Throwing a speeder bus full of space nuns at the enemy tank will resolve this problem

or, simply by letting them wander along with their own frustrations, predilections and as a way of dealing with duress
>theft
>assassination
>using fear
All that sort of stuff applied to neutral party (NPC's) will incur conflict and even in some cases they apply it to the "bad guys" will also incur it. As I mentioned last thread, rebels tend to become a little meaner and nastier as their cause becomes harder, while they may be doing it to see light at the end of the tunnel, the further they go down that tunnel, the darker it gets. Burning down loyalist's farms, night raids to kill sleeping soldiers, scalping people to cause fear amongst supporters, stealing supplies- all that kind of shit is quite black-white in the SW Mythos.

Nah, I just end up in the UK once or twice a year as my in-laws live there.
The F15 was quite old by that stage as well, very expensive to run and the new-shiny F18 was fairly cheap comparatively. We haven't been too hard done by with the 18's, but they really didn't look at the huge fucking hole that the retirement of the F111's would cause and its still a big problem to this very day.

:( I have an 88 mustang and I quite like it actually.

I think we went with the F-18 because it was versatile and like you said cheaper? Best of the Lo options, while the F-15 was a proper Hi option.

Bringing it back to Star Wars I wonder if the TIE Interceptor and TIE Defender could have been the Imperial Navy's attempt at a high-low fighter mix... against the Rebels X-wing and whatever they had coming up next (E-wing? newer X-wings)... if it weren't for Star Destroyer politics killing it before someone could come and do the thought exercise.

Sick, I think it came out years ago so most people read it then... but not exactly one that people come back to. It had some neato bits in it that could be dragged into an X-wing fanfic somehow.

>wearing a bowie knife as part of the uniform because it looked cool
>being asked to fly out of bare bone airstrips
>making do in flight conditions totally different to what you know in Europe and the Med.

Not sure if the F15 was even on the table at the time, the F16 was and it was a cheaper platform, but the 18's where cheaper to run and generally an old truck that just keeps on going. Mind you, this is going back to about 1981-82 era and we still had Mirages falling out of the sky and squadrons of F111 bombers so we where getting kind of desperate!
It wasn't a bad choice at the time and has managed to endure, well shit it'll have too as the F35 is taking forever.

TIE interceptors definitely have their place in the Imperial navy, they're designed to go reach-out at as fast as possible to interdict enemy bombers and fighters before they get to your capital ships and escorts. If they where technically ever used in that role, dunno, but that's the job rather than mix-it up with fighters full time- as the definition of an interceptor by contemporary standards.
Defenders are a real couple of steps up above the Interceptor, as a superiority fighter and a real all-round package that I guess evolved over the failures of the TIE/In to deal with more advanced enemy fighters. That price though, shit even the rolling in coke, cash and hookers budget the Imp Navy has, would make anyone baulk and when you've got to outfit a galaxy's worth of of them in even limited amounts.
>Squadron of 6? Sure!
>Or you can have 12 Interceptors
>Or you can have 36 TIE/In's!

heh!
The /In and Interceptor have their place because its practical to have a lot of them and enough of them is sometimes the solution

A little historical curiosity question:

Does anyone know if the WEG 1E rulebook was sold packaged with the Rules Upgrade pamphlet after 1988, or was the pamphlet only found in the adventure modules?

No, it's the T-70.

Way too tall and way too blind.

>Lorner E9 is a SUV
Despite being alsmost as fast as an X-Wing and faster than a yt-1300. Heavily upgradable. Can function as a freighter, explorer or even a gunship with a little modification. Also it looks sexy as fuck

Same user. I live relatively near an airbase so sometimes the jets fly over to torment me :(

Alright, /swg/. My EotE droid-tech has been made angry by the antagonist and now things need to die with extreme prejudice. Help me build and equip the deadliest, most efficient assassin droid in the galaxy using the droid crafting rules from page 80 of the technician splat book - Special Modifications.

You will have:
-Unlimited funds
-Access to armories from all FFG Star Wars rpgs. EotE, AoR and FaD.
-Access to all crafting templates from above mentioned rpgs.

Now I'm thinking of starting with the Advanced Combat Chassis with elimination directives, Crafted Augmented armor from FaDs Keeping the Peace and HOB Heavy repeating Blaster from Dangerous Covenants. However I'm not sure if this is the best way to go about it. I also haven't thought about possible cybernetics or attachments for weapons and armor. For crafting I can allocate any advantages and triumphs myself, but I would not mind having some input.

TL;DR: My pc is assblasted and is building a assassin droid to exact petty revenge. I'd like your help with designing the droid. Any ideas you have would be much appreciated.

I wear glasses.

Should of been a pic of robocop since he is actually the real most badass cybernetic killer. Terminators are overrated tin cans.

Become a droid starfighter, kill targets with airstrikes.

Will get blasted out of the skies by everyone though. A walking killer droid will attracted less fire from bystanders..

Because being a pilot is one of the most sought after jobs in the military, requiring a bachelor's degree (preferably in science or engineering) and perfect physical health, of which I have neither.

Believe me. If I could have Robocop Alex Murphy, the I'd take Robocop Alex Murphy.

Now this was something hadn't even considered before. Something I might look in to if situation calls for it.

>unlimited funds
One of the splatbooks has a stealth coating mod of some kind, IIRC. Also, ECM.

Just make the assassin droid nemesis from the bestiary. Those things are strong as fuck

Finally finished painting my Wampas for Imperial Assault ... two weeks after we finished the Return to Hoth campaign. :(

That actually completes all of the generics from the RtH box. But I have so much more stuff to paint, still.

Not to mention the profession will be obsolete within the decade.

The Dark Side is the easy path.

The "typical hero" could be tempted by choices where he has two options: personal sacrifice and inconvenience, or touching the Dark Side and getting the "heroic" moment he wants.

For example, they've captured the leader of a [dangerous organization]. He's unarmed, but unrepentant. The PCs know that if they let him live, wherever they keep him will be in danger from [dangerous organization]. Can the hero justify killing him in cold blood?

Really though, the temptation side of things is a deal you're making with your players. "Choose the Dark Side, and your story will be interesting." You aren't penalizing. You're just letting the left hand take the melody for a bit. Maybe not forever - redemption stories are fun - but for some time. And you need the players to /buy in/ to that.

Dark Side points aren't like insanity points in Call of Cthulhu. They're not a timer imposed by the GM on a character's lifespan. They're just another aspect.

This is a good way to hook the "clever and open minded" player. Get them on board with the narrative aspects of it, and slowly tempt them away from the path. Then, ages later, when they look up and see what they've done, and what they've justified, they can begin a really interesting arc back to the light.

I live near an airbase, but I dont get jets flying over here.

I get a fucking flight wing of two Spitfires and a Hurricane who do loops around every single weekend

Get laser eye surgery and a Cessna? Completely achievable.

I did actually look into laser surgery a while back.
Turns out my eyes are actually too bad for lasers to fix.

Well fuck. There are special dispensations you can get to fly light aircraft, so maybe, with proper corrective lenses, you can fly one of those.

Even co-piloting can be fun.

Because transport pilots get paid more in the real world.

Also I did serve in the Air Force and it was a nice stepping stone into SOF. You know, with air conditioning.

Official grey code

>Official grey code
You posted the wrong image.

Jolee was a "grey jedi". The grey code is for force users who aren't moralfags but don't want to be Saturday morning cartoon villians.

You both posted the wrong image.

>code for force users who aren't moralfags but don't want to be Saturday morning cartoon villians
Pointless and nonsensical. There are dozens of non-OJO, non-Sith Force orders with their own distinct philosophies and cultures. Forcing them all into a single all-encompassing code is idiotic.

Do you have to do this every thread? Can you at least post some new content?

Its one step removed from posting your OC.

Talk about something that matters instead

fantasyflightgames.com/en/news/2017/2/20/merchant-one/

Pure shit. Ffg hates Scum don't they?

I'll just...leave this right here.

It's still a beautiful ship, and worth repainting.

Is there anything in there that wasn't in the reveal besides the cargo container drop and the damage booster?

New to character creation, how do I figure out how many dice I'll be rolling for checks and combat? Are they all generally the same or is there a difference between them?

$10 or less for tokens/templates etc.

$10- 12 For the pair of TIEs.

At a recent X-wing meet up at my LGS, someone from out of town (didn't catch his name) accidentally picked up and took one of my TIE Bomber dials. Is there any way to buy those separately for less than half of the cost of a new Bomber?

I managed to find a bag on eBay of 'Assorted dials', but it turns out that those were all defenders.

Also, does anyone need TIE defender dials or Pilot Cards? Free to a good home.

If you are talking FFG; the dice pool you roll will be determined by your characteristic for the check, and the skill being used. You take the highest of these two numbers, which determines the size of the pool, and then upgrade dice equal to the lower value.

As an example, let's say you are shooting someone with a blaster pistol. This would be using the Ranged: Light skill, which runs off of the Agility characteristic.

If you had 3 Agility, and 2 ranks in Ranged Light, you would start with three green dice, and then upgrade two of those dice to yellow ones, rolling a total of two yellow and one green dice.

Unrelated, but I see you post stuff here frequently.

How do you deal with the mold lines on Stormtroopers/other small models? There are so god-damned many on them. Stuff like wookies have fur to lessen their visibility, but on something with smooth armor, it's a pain.

Mustafar winner here.

Parattani is unique amongst dominant lists in the game's life in that it doesn't feel abusive to play with or against. It's what an X-Wing list should be. It's a mod of different pilots and ships, different pilot skills, lots of flexibility, minimal upgrades, no wombo combo bullshit. It's just a list that rewards you for playing X-Wing well. There's no counter to it and it doesn't counter other lists.

If you gave Dengaroo/u-boats/x7/OG whisper/fat Han to a scrub they would immediately win more or most of their games despite being trash. With Parattani they would win more, but not as much. It doesn't raise the skill floor by so much that any idiot can win with it.

Now, all that said, there are elements that I feel are too good and could be nerfed without killing the build or other similar lists. Global effects need to go. Palp, roo, Sabine, and mindlink should all go to range 1-3. This leashes the support ship a bit and at least puts it at reasonable risk. This is more pie in the sky, but errata-ing mindlink to have a limit of 2 (2 dots as opposed to 1 for uniques) or have it only be bought in pairs would be good. Doesn't hurt the more fun 4 ship links, feels a bit more thematically appropriate.

Personally I really enjoy the list and I'm having a blast watching people do well with it. I'm kinda hoping it wins all the systems just for the shitstorm.

See Scum 3 for 3 in System Opens and world champs.

Also revealed the other two titles for the C-ROC down at the bottom.

>I'm kinda hoping it wins all the systems just for the shitstorm.

Truly Chumbalaya, you are one of us. The match between Dallas and the mexican champ was supposedly pretty close - the dice were on the latter's side.

I'm a little hesitant to slash the global effects, as they are good and it seems like people don't fly a lot of support with range restrictions as is - I'd want to see how people do with some of the new support options in Wave X first I guess. Will people run stuff like Major Stridan and Ahsoka?

Ok think I kind of get it, thanks

For FFG, WEG or d20/SAGA?

d20/SAGA: Roll a d20 and add your skill and your stat bonus (+1 for every 2 that stat is over 10.) eg: I have charisma 12 and diplomacy 4. My bonus is +5.

FFG: You have green dice equal to the higher of your skill or stat - turn a number of the green dice into yellow dice equal to the number of the lower of your skill or stat. eg: I have Presence 3 and Negotiation 2 - I roll 1 green dice and 2 yellow dice.

WEG: You add the dice ratings of your stat and skill together. 3 'pips' (the static modifier after the number of dice you roll) equals an extra die. eg: you have Charisma 2d+1 and Diplomacy 1d+2. You roll 4d, not 3d+3.

/swg/ is my home away from home. Reddit and forums are just for getting normies to listen to the show.

I think the problem with support effects is cost usually. Stridan is baller but his platform is so pricey. Ahsoka I like a lot as she can be built cheap. I'm mostly in favor of killing globals because it puts more of the onus on the player to keep his shit in range. It's frustrating to have the palp caddy or roo jacking off in the corner while still affecting the game.

You are welcome!

To answer the second part of your question; yellow dice are better than green dice, as they can provide stronger positive results (including Triumph results, which can have strong narrative effects).

This relationship is mirrored in the difficulty dice. The red dice has the potential to have much stronger negative effects than the purple dice, but in most circumstances you will be rolling against a pool of purple dice.

There are also blue dice, which are generally added to a dice pool for good things (such as aiming, having the right tools, etc), and black dice, which are added for bad things (trying to rush something, finding something in the dark, etc).

So how would I know when to use yellow dice?

If you win the Invitational, you have to have your Custom Card be TRIOCULUS.

DO EET!

Assign the condition "DARK GREETINGS" to an enemy ship at Range 1-3.

Alternatively 0 pt Crew, Trioculus adds an to all dice rolls from and against the ship he's on.

Or the Glove of Vader.

First, you find out which skill you are testing against. For example, Ranged Light.

Next, you look at the stat which powers that skill. In this case, Agility.

You look at the skill and the stat. Which ever one is bigger, you will be rolling that many dice in total. The lower of the two will be the number of yellow dice you will use, the rest will be green.

In the previous example, with Agility 3 and Ranged Light 2, you would take two yellow dice and one green dice.

Note that it doesn't matter if the skill value is higher than the stat; if you had, say, Piloting (Space) at 4 and Agility 3, you would roll three yellow dice and one green.

Do you think Kylo+Ace is able to counter Paratanni effectively? I have a couple of people in my local meta who like C+V'ing what wins big tournaments, and I know it rolls over my normal list (5xOmega Squadron with Crack and Weapons Guidance) So I'd like to find a new squad to get good with/repaint.

The mouse will veto that, do something that buffs TIE swarms.

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