/swg/ - Ewok propaganda 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

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

Heroes of the Aturi Cluster, co-op X-Wing campaign
>dockingbay416.com/campaign


youtube.com/watch?v=euVpCyu245U

Other urls found in this thread:

youtube.com/watch?v=78TuOd0H0Jw
fantasyflightgames.com/en/news/2017/5/19/rapid-deployment/
youtu.be/ILqSL_BVbvQ
youtube.com/watch?v=0T2oQE-HSbI
twitter.com/SFWRedditImages

Thread's quiet, so here's some OC
youtube.com/watch?v=78TuOd0H0Jw

Quasar preview out
fantasyflightgames.com/en/news/2017/5/19/rapid-deployment/

tl;dr - it's pretty fucking good and it's titles are pretty fucking good, and combined with Sloane the "staple" TIEs are going to be fantastic now. It's got the upgrade slots for some egregiously unnecessary levels of squadron firepower. The upgrades also help some other Imperial ships move up a notch, like the VSD-II and the Interdictor.

>I-Class
>54 points
>one weapons team, two offensive slots
>3/2/1 blue dice
>1 blue flack

>II-Class
>61 points
>two weapons team, one offensive slot
>2R 1U / 1R 1U / 1U dice
>1 red flack

>Both:
>2/2/1 shield
>6 hull
>1 brace, 1 redirect
>2/4/2 command / squad / repair
>max speed 3

>Titles
>Pursuant: discard to automatically resolve a squadron dial (you still can use your normal dial), 2 points
>Squall: when you activate, 3 unengaged friendly squadrons can move up to distance 2, but can't end that movement engaged, 3 points
>(Yes, Rhymer can now nosepunch you from the next table over)
>Stronghold: friendly squadrons with swarm at distance 1-2 count as obstructed while defending

>Upgrades
>Disposable Capacitors: offensive slot, small or medium ships only, discard to make your blue dice work at long range this activation, 3 points
>•The Grand Inquisitor: imperial officer, when enemy ship within 5 changes speed, you can change your speed by 1, 4 points
>Quad Battery Turrets: text not revealed, also will come (two copies) in the Hammerhead box, 5 points
>Sloane + Boarding Troopers from the wave announcement

I'm glad these have good upgrade slots and titles, if they didn't they wouldn't be able to compete with 2 gozantis for less points on squad pushing duty.

I thought they'd be cheaper though, given how squishy they are.

Looks like the Empire is right back to ships without support teams or defensive retrofits.

>I'm glad these have good upgrade slots and titles, if they didn't they wouldn't be able to compete with 2 gozantis for less points on squad pushing duty.

Between the Quasar and the Hammerhead, I imagine we'll be seeing a lot fewer flotillas in Wave 6 games.

Oh, not to mention the new anti-flotilla hotness that is a VSD II with H9s, Gunnery Teams, and Disposable Capacitors.

I'm not entirely sold o that idea, but I'm willing to try it before bashing it. I'm just worried the the Vic lacks the speed and maneuverability to catch the flotilla in the first place.

Would it be worth putting Warlord on such a Vic for the damage boost?

Maybe.

DCs give the Victory six innate dice at long range for one activation (or EIGHT with Dominator). That's enough that to compensate for it's shit maneuverability. With gunnery teams, that's one turn of massive firepower at a reasonable price. If you get off a fewer other red dice shots - or even just one medium range shot - in the rest of the game, it's been worthwhile.

>DCs give the Victory six innate dice at long range for one activation (or EIGHT with Dominator).

Correction - Dominator specifies close-medium range.

In my defense, I play rebels.

>In my defense, I play rebels.

You and everyone else apparently.
Out of our local group of six, I'm the only Imperial player.
Now that Worlds is over I've got 2 people netlisting the 1st place list, and it's killing everyone's desire to play because of how unfun that list is to lay against. But how dare I suggest they play something else when Rhymer and Demolisher OP plz nerf.