/swg/ Uncomfortable random encounters at Tosche Station

Previous thread: >Fantasy Flight Games’ X-Wing and Star Wars: Armada Miniatures Games
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Fantasy Flight Games’ Star Wars RPG System (EotE/AoR/FaD)
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>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.)
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Reference Materials & Misc. Resources
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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

Heroes of the Aturi Cluster
>dockingbay416.com/campaign

Other urls found in this thread:

fantasyflightgames.com/en/news/2017/3/28/discover-diplomacy-and-adventure/
starwars.wikia.com/wiki/TIE/ln_space_superiority_starfighter
twitter.com/AnonBabble

WORLD CORRUPTED, WELL DONE

Alright you glorious scum and hive of villains, I have a design task.

Droid for FFG EotE and so forth, designed with MAXIMUM WEAPONS PLATFORM IN MIND. Droid itself is a reformatted assassin who has been transferred into a quadrupedal body and programmed to obey orders from only the group, with the leader superseding all others.

Trees are Mercenary Soldier and Heavy. I want to see what obscene fucking shit we can mount on this thing to deliver levels of personal scale obliteration on par with most small nations.

I also want to see what we can do to take down ships from the ground.

I very much want to make a non-lethal format for Bounty Hunting jobs.

And finally I want a high mobility version with a jetpack and micro rockets for maximum ITANO CIRCUS.

Credits are no issue. BUY BIG.

Talk to me, /swg/, help me let loose this wolf-droid of war.

PC or NPC?
XP or roughly equivalent?

4th for Trioculus

Currently an npc, becoming a pc and starting at 800 exp.

I wish X-wing had multiple dice kinds like Armada.
It would make weapons and ships much more interesting.

Thoughts?

Well oggdude crashed so I'll give you the short and sweet. Start with +15 Xp obligation (highly illegal) and gadgeteer, because heavy's ranks in burly are largely are largely negated by the fact that you'll have max brawn. start with 5/3 brawn and agility. March down the tree (pick up the brawl or intimidate skills as necessary) Ditto for either merc soldier or Marauder (for max bulk). Put both dedications in agility.

Pick up the +agi, +Brawn, +int cybernetics, your stat line should now be 6/6/2/1/1/1 (3/6 cybernetics)

Pick up the Biofeedback array, the surge override switch, the retinal tracker, implanted armor, Escape circuit, and depending on what your GM allows (he should have punched you in your face by now) energized claws or repulsor fist. (8/8 cybernetics)

Pick up the Kav-Dann power armor with Cortosis, Biofeedback system and either Ion shielding or Hardening.

First weapon should be a jury-rigged (autofire) Heavy blaster rifle. Second should be the T-7 Ion disruptor using the second jury-rigged to lower the crit. Both should have fully modded Custom grip, fore grip, superior customization and laser sights.

It's worth noting that while you trivialize personal scale combat, because of the difference between personal and vehicle scales you'll still go down to anything with decent bulk and firepower.

>I wish X-wing had things that made Armada fail commercially.
me too

Surely that was the Price alone.

>Price alone
If you think that cost was the only thing that killed armada, you're wrong. Mechanically, Armada is FAR inferior to X-wing and other fleet battle games.

How was different dice the cause of Armada failing?
I'd say that was the least daunting thing about Armada.
But honestly just imagine if secondary weapons had stronger dice for example. No need for all these fixes.
Plus different ships and upgrades could combine multiple kinds of dice for a more nuanced balance rather than the very rigid balance we have today.

>Armada is FAR inferior to X-wing

Its not fair the models make me slightly aroused

:(

ease of play is more important than nuanced balance. Having to roll either red or green dice requires far less work on the part of the player than having to match different dice to different ships and weapons.

DESU, I'm surprised the Halo fleet battles game didn't BTFO Armada, as shitty as the kickstarter was.

Picking up a different colored dice is so much harder...

Another type of attack dice and another type of defense dice would only make the game better in my opinion.

For example a lambda shuttle is as easy to hit as an Arc-170
How does that make sense?

Having variety makes a game more interesting and opens up more potential without necessarily making it more complicated.

As long as the ship card says wich dice to use it isn't that much of a leap.

I feel like X-wing could have used 'Ordnance' dice, but that's about it. A lot of the issues that took six-to-eight waves to work out could have been avoided by having separate dice to roll for Missiles etc... with their own damage.

Adding more types of dice adds unnecessary layers of complexity.
A game should ideally function with as few rules as it needs to get the job done, and X-wing does just that.

I like the Covenant ships, very nice.
The UNSC are really mediocre. Like a couple of lego bricks painted grey type dull

I really like the UNSC ships. Bungie really captured James Cameron's philosophy of starship design in the vidya.

Oh in the game, yes they are very cool.
As TT Models- just not enough detail in them to really stand out and make me shove fistfuls of money over the counter for them

>James Cameron's philosophy of starship design
Ah yes, "HUGE MURDERBRICK IS COMING FOR YOU"

Jesus that looks terrifying. What would it chassis even look like?

...

Oh please we all know that Robocop is the true mechanical monstrosity. Terminators are overrated and frankly not that impressive.

Yes, it would be nice. Ordinance dice at the very least would add some nice nuance to using them.

Apparently being the 3rd best selling miniatures game is a commercial failure. Who knew.

As someone who plays and enjoys both X-wing and Armada, yeah you're just wrong. I vastly prefer playing Armada in a tourny than X-wing.

>Getting some noobs to pick up a few ships is more important than keeping long-time players in a healthy competitive meta

X-wing is painfully simplistic in a lot of areas and it's showing after five years. At the very least it needs more granularity in some of its systems.

Also, seriously, the FAQ does not make the game that easy to pick up anymore. Here, go read this 30 page document so you can see how your cards actually work, instead of what they say. Which is absolutely necessary to balance the game and keep aging systems from destroying balance. To give FFG credit, they seem to have learned from the P1, and Wave X and XI look really well balanced.

I wouldn't be surprised if most people who play the game in their living room didn't even know it existed, which isn't that great for ease of play.

Like a giant metal killing machine, stuffed inside another giant metal killing machine and given Baze's gun and the star wars equivalent of the Barrett .50 rifle.

Or one of these.

Murderbrick but also giant guns in space.

If you are still here I wanted to try to make a really strong gunslinger/gambler john woo style lawman. I am not good at making characters mechanically so if you have any ideas I would be appreciative.

Get the oggdude character generator, it's not hard to use

for guns get a czerka C-10 Dragoneye. it's very 'Big Iron' in its appearance and its damage.

Hey I've got a mando with the name fett in my game. How much fan wank should I assume there will be?

change his name to Dyre immediately or risk suffering

That depends, is his full name Wanko Fett? because if so I'd say paradoxically not that much.

No nothing ironic sadly.
Well this this will be a fun ride. Thanks guys.

Invest in Willpower, Agility and secondarily Cunning or Presence. The gunslinger isn't as max dakka as some other specs, but use that to your advantage, as a Catch vest + blaster pistol + concealment holster can be taken pretty much anywhere. Use different weapons as grenades and throwing weapons (bolas are fun) also use ranged (light) and you can quick draw them. The X-30 lancer and HH-50 are two good pistols that are at opposite ends of the range/damage spectrum that you can use to great effect.

>starting at 800 exp
w e w

>800 exp
Wha?

Well he says it was originall an NPC so presumably he's joining a game way into its campaign

fantasyflightgames.com/en/news/2017/3/28/discover-diplomacy-and-adventure/

It's time for the meme man's weapon to rise

...

We have been playing our main game for 2 years and my main PC has 1600 exp.

When we want to switch characters the rule is you start with half of what you had previously.

Obligatory "my Kickstarter spaceships are cooler than yours" post

Jesus he must be Sheev level

TLJ will be a minimum 7/10 for me it if they bring this guy back.

Nah there's always harder enemies to fight. If you play by the modules then yeah he's pretty strong but we're fighting Inquisitors who can one shot half the party.

>fantasyflightgames.com/en/news/2017/3/28/discover-diplomacy-and-adventure/
>Run an EotE game
>Have to homebrew a weapon crafting system because a player wants to invest in it
>Then FFG releases weapon crafting rules

>Finish that game, start to run a FaD game
>Make a mentor for the players who is basically pic related (I even speak like him)
>FFG comes out with mentor creation tools
I don't even know what this emotion I'm feeling is.

Would you an Imp officer?

Is she secretly a sub?

Palpatine was statted as a CR 20-something I believe in d20/Saga edition, and was the strongest enemy in the game.

Going off of how tough the Jedi-in-Hiding are and how Palpatine is the ultimate or penultimate Sith Lord ever I'd imagine you'd need a lot more than 1600 exp to not die instantly if you provoked him.

Makes me wonder what Palpatine's statblock would be and if it'd even be worth making one.

Only time I've ever had a character mention wanting to fight him was one who wanted to usurp the Empire for himself, never got close. All the others either are too afraid of him or love him too much either in or out of character.

Quick user, homebrew some better Starfighter rules so FFG come out with offical reworks.

Better yet, homebrew some fixes for X-Wing

>we will never get a film where Claudia Black plays Ysanne Isard
Why live, if only to suffer

Hey /x-wing/!
Would you buy a Correlian Conflict style expansion for X-Wing?
No minis.
Just Pilot cards, Upgrades, Missions/campaign and maybe a form of objective cards akin to Armadas objectives?

It could include errata versions of old cards, "rare" upgrades that come in a scarce number of expansions, and of course new pilots for already existing ships.

What would you want in such a box if you would want one at all!

I'd buy one if it had upgrades to make flying T-65s, Y-wings and B-wings not an exercise in frustration.

Probably min maxed to hell for force bias. He relies on speed, skill, and darkside anal supplements to fight, and lets vader play tank. Hes spce lich.

This is why a dedicated martial build (mace windu) beat him in confined spaces, like his office.

Luke couldnt defeat him because he was too balanced in order to counter his father, but vader could do in sheev because he alone had the hitpoints to grapel with him during a ranged touch attack/aoe super strike. And absorb the damage.

All In all: very dangerous if hes got room, or if you let him talk to you. Otherwise avoid the initial coupdegrace and duke it out point blank and youll be fine if you have the HP to burn to draw out the battle so his force is expended.

>2017
>still thinking palpatine didn't intentionally lose his duel to mace to turn anakin to his side

He tanked a head butt from Savage Opress which is known to instantly kid a Jedi Master council member so I'd say Sheev is more durable than he looks.

Honestly?

I'd love to see a full rebalance of ships like the T-65 X-wing. Do whatever needs to be done, do it in one big box, with replacement pilot cards, dials, whatever. Stop putting cards which fix earlier mistakes in unrelated expansions.

You can make the argument that Palpatine threw his duel with Mace, but in the duel with Savage and Maul it's very obvious he isn't even trying. He's in close combat 2-on-1 with two deadly saber users, one of whom he trained, and he obliterate them without breaking a sweat. Fuck, he's laughing and having a fun time all the while.

My starfighter rules are just a contested piloting check with a penalty or bonus dependent on the usual rules. So gain the advantage is now a flat roll for same speed, 1 threat for one speed higher than initiator, 1 threat and 1 failure for 2 speed higher, and 1 advantage for initiator being 1 speed higher. Attacks follow the same rules, except 2 threat and 1 failure for formidable difficulty. A pilot with adversary adds a setback die per rank to their enemy's pool when being attacked or maneuvered against.

Official novelization said he lost to Windu in the saber duel. Sidious was an incredible duelist but Windu and Yoda were better. However despite what Yoda may say Sidious was definitely stronger in the force

>official novelization

Those are almost always dogshit no matter the movie, and they tend to get things wrong. I tend to try to ignore them.

Stover's novelization was generally accepted as breddy gud here in /swg/. It was written by the same guy who wrote the excellent Luke Skywalker and the Shadows of Mindor (Matthew Stover).

I've run campaigns where we closed out a bit over 1500xp
Systems kind of cool in that it scales really easily, some PC's might get a bit tougher, able to dodge a bit, blow shit up and fly spaceships better etc. But its mostly fairly lateral expansion in that they know more, can do more things competently as they gain experience rather than a rapid exponential scale of "reach level 9 and get showered in feats, followers, hitpoints, lightsabres and power-ups out of thin air", which as a GM I find so much easier to live with.

They will still die if they do something really stupid or just get plain unlucky.
Last player I killed (and wasn't really trying too either), players getting chased by a lot of stormtroopers after doing something heinous to the appointed local law enforcement and planetary government.
>He's 1100 or so xp
>Marauder, bit of force wankery and other violence skills
>He's tough!
Takes on 2 squads of 8 stormtroopers led by an Sgt- straight out of the book, nothing special or tweaked
>Pull out axe, charge across the compound and chop em!
>He killed 3...
>Then the troopers lit him up like fucking bomber command

They fucked his shit up so bad it was actually quite shocking, like literally he was down and critical injured into bleeding out before anyone could have done anything, even if they where right next to him.
All it took was 2 decent rolls an ok roll, a couple of very high crits and that's it.

It was a good day to be a stormtrooper!

RotS novelization was better in certain parts than the movie IMO

Yeah I have a similar example in that an AT-ST will almost always push your shit in, regardless of your combat prowess.

Good thing that the rots novelization is considered not only to be the best one of all but is even better than the movie

That's why I tend to make light ground vehicles 5x human scale not 10x.

And proto-A-Wings too, my god they're so shit.

No, but I know a guy who would a particular obscure officer
if he's still here, assuming the Armada interdictor set didn't destroy his heart

Yeah the AT-ST is extremely dangerous to take head on, its got some comparatively big guns, a lot of armour, they actually handle well and it takes no shit. You really want to be loaded up for bear to even put a dent in it and preferably, set some traps of land mines to disable it somehow, because if it gets a bead on you- its gunna beat on your sorry arse like you impregnated their daughter.

I tend to go 5x for Sil2-4 vehicles, after Sil5 its 10x and you're probably drunk if you're taking on something the size of a Corvette.

Generally sil3 fighters I stick with 10x, same for Sil4 AT-ATs and floating fortresses.

So I remember somewhere that suggested that the TIE/ln made on Lothal had stubbier wings than the TIEs made elsewhere (to justify its Kenner-like appearance), though apparently it had the same capabilities as the TIE/ln's made anywhere else.
Now I know Hidalgo has retconned this out, but I personally like the idea. Manufacturing differences between factories is not unheard of, and can be understood with an Empire so large.

What do you guys think?

Alright, Battlefront II will get unveiled at Celebration. Announce/trailer/etc will get a panel which will be streamed.

So you've got a couple of weeks to pray EA isn't lying when they say they noticed some of the shortcomings of the first one and can fish their heads out of their asses.

>Helen Mirren as Tarkin
I didn't know I could want something so much.

I don't see daala there, so I guess not

There are many makers of laser lenses across the world. But if you don't adhere to the standards of the cistomer's requests to the tolerances in the design, they fucking drop you like a hot rock.

Why should precision machines such as TIE fighters be different?

Even Sil 3 I found could whack out a good 25pts of damage at x5 just with a basic hit, which is usually enough to put down the aspirations of many, many criminal scum and rebels.
On something like an AT-AT's heavy main guns, if they manage to get 'a hit' with one success, that's 35pts of damage and they will be an unhappy bunny

Because the change doesn't affect capabilities; just a design quirk
Basically TIE/ln's made on Lothal work just as well as TIE/ln's made elsewhere. It's just a local factory mod/quirk

>just a local factory mod/quirk
Sounds like somebody wants a visit from Papa Thrawn.

starwars.wikia.com/wiki/TIE/ln_space_superiority_starfighter
Pablo poo'd it as being incorrect.

However, I could see there being a lot of variants out there for them.
>Lower grade spec for licences factory production, limited fire control, crappier avionics and maybe lower output engines. But maybe a bit more reliable due to simplicity
>Compact profile for carrier landings that has stubbier wings to easily fit into hangers on cap ships
>Planetary spec for deployment on garrison bases that has better repulsors, stronger chassis to support its landings in standard gravity

You could make quite a few for even more specialist roles (corrosive atmospheres, heavy gravity, high radiation etc) after all... its Sienar!

Because you need sixty thousand Tie Fighters yesterday. Just send the funky looking ones to some Outer Rim garrison. They won't even notice.

Look, here's how I picture it:
>TIE/ln has a base design - the design you see in the films and such
>This is the design produced at most of Sienar's factories, such as the ones closer to the Core and the one seen above Nar Shaddaa in TFU
>however for factories in outlying systems such as Lothal, a change was made to the panel design. The panel was made slightly shorter and stubbier than the original model.
>This could've come about in a number of ways: perhaps the factory wasn't suited to build the standard sized panels, or it was determined to be more effecient for either the assembly line or the fighter itself with the stubby panel design.
>Either way, the new design would probably have to be approved by both Sienar Fleet Systems and the Imperial Navy to ensure that it did not negatively affect the capabilities of the Starfighter. It would also have to be carefully designed not to impede on storage or part replacement (the new design must be compatible with all Imperial navy vessels that can carry it and must be servicable just the same as the TIEs made elsewhere)
>The new design was approved and Lothal's factories commenced production. The design was issued across the surrounding star systems, explaining its prevalence even off Lothal in Rebels.

>Ain't nobody ever heard of Light Duty TIEs before.

Don't focus on Gunslinger. Or at least, not at first. Start out with Gambler, because Double or Nothing can get insane.

For those who don't know, Double or Nothing is an incidental that can be applied to any roll. It increases the difficulty by 1, and then doubles the resulting advantage symbols after the roll. Get Double or Nothing, and then grab all the shit you can that gives automatic advantage on rolls. With Laser Sight+Superior, you've got an automatic 4 advantage on every roll.

Now you go into Gunslinger. You'll want to abuse Rapid Reaction as much as possible, thanks to Sorry About the Mess (reduce Critical rating against enemies who haven't taken their turn). With a disruptor pistol with Laser Sight+Superior, that's an automatic +100 critical hit before any dice are rolled. Let me repeat that: you have a 50% chance of instantly killing anything in the game (on the personal scale, at least) before you even roll to attack.

If you want volume of fire instead of one pants-shittingly powerful attack, pick up Paired Weapons (reduce the advantage cost of two-weapon fighting). Give one of them the aforementioned Laser Sight+Superior, and give the other one Rapid-Recharge X-citer for Auto-Fire. You don't need to worry about the added Inaccurate quality, as it's not your primary weapon for dual-wielding. You can then abuse the Double or Nothing/automatic advantage combo above to your heart's content; one rolled advantage means 5 hits, and each rolled advantage beyond is another one, since Double or Nothing makes it count as 2, enough to trigger auto-fire.

If this isn't powerful enough for you, then spend more XP in the Gambler tree and pick up Second Chances. Now, with all of the above in effect, if any of your dice turn up blank on your first-turn nuclear assault, you can reroll them. This is, to my knowledge, the only way in the system to change the result of an already-made roll.

>TL;DR: My GM has banned me from playing Gamblers.

>Let me repeat that: you have a 50% chance of instantly killing anything in the game (on the personal scale, at least) before you even roll to attack.

Sweet Jesus.

>FFG in charge of balance

I mean, you already have a rank of Second Chances if you've got Double or Nothing, remember? It's on the way down.

How do you figure 100? Vicious 4 is 40, and the other 3 advantage just add 30. Am I missing something?

Gunslinger gets a few ranks of Lethal Blows as well.

Only two though, that's 90. I mean with all the boosts from Quick Strike, you'll probably get there anyway.

Welp, looks like it's time to go back to good old 1e D6, where things were easy.

This is less Gambler being overpowered, though, and more Disruptor weapons being overpowered.

Disruptors and Autofire are about the only overpowered things in the FFG line that I can think of.

So Veeky Forums running an EotE game and a new player wants to be secretly a rebel and use stuff from AoR? Is that okay or are the mechanics too different?

Mechanics are all the same generally.

Well, maybe Pressure Points.

>and give the other one Rapid-Recharge X-citer for Auto-Fire.
It's my understanding that you cannot activate autofire from the second weapon.

There's a reason they're regarded with more disdain than flamer or chemical weapons.

It's exactly the same except the narrative mechanic

While I know there's a very cool build that lets you build someone who can punch REALLY hard, as I recall it take like 300xp to do and punching things is literally the ONLY thing you're good at.

>If he succeeds, he hits with his primary weapon as
>normal. He may also spend [2 advantage] or [triumph] to hit with
>his secondary weapon as well. If both weapons hit, he
>may spend additional [advantage] or [triumph] to activate qualities
>from either weapon. Each hit deals its base damage,
>+ 1 damage per uncanceled success.

Autofire is a quality, so you can spend additional advantage to activate it.

How much exp to give each session, and what's reasonable benchmarks of power/exp levels?