/swg/ wtf people don't let the threads die

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

I know SGDQ is on, but seriously.

I want to run a Star Wars campaign online. Is there a way to make the FFG dice more friendly or should I just try working with Saga?

Which system is the most enjoyable? Ease of use would be nice but I'm willing to buckle down and learn the system if it's complicated. I'd like to hear some of your guys opinions.

So, I've been trying to think of a way to get B-Wings back in the game, and I'm thinking it's got to be Systems upgrade. But how?

>Idea 1

>Targeting Jammer
>When you gain a Focus token, remove all Blue Target locks from your ship

>Enemy ships cannot acquire target locks on you if you have a focus token.

Pros: Jumpmasters can't ordinance B-Wings down. Other ships need Deadeye to do it. Makes other ships look more appealing targets. Rex in the passenger seat now looks interesting. Also buffs Punisher and Mist Hunter, and when was the last time you saw those?

Cons: Makes the Ghost even more unkillable. Nerfs ATC unreasonbly.

Idea 2

>B-Wing only System that gives it Front Reinforce.

>Pros: Vastly improves jousting survivability, can't be used elsewhere.

>Cons: It's just copying from the Wookie Gunship.

Idea 3

>Rebel only Shield Regen system for small based ships with only 1 evade dice.

>Pros: Similar to the LWF in design. Could only be applied to B-Wings at this point. Don't want to make it a mod as then you could add it to TLT Y-Wings. More shield regen for the regen faction.

>Cons: But on the other hand you could give it to Nym. So it would have to have a requirement that runs counter to what Nym want's to be doing.

That last point could be a pro if it means Nym plays different for Rebels than he does for Scum.

thoughts?

So what brand of alpha strike is going to reign supreme when Wave 11 hits?

>3x Deadeye Homing Missile Scurrg
>4x Deadeye Cruise Missile Gamma Veteran Bombers
>5x Cruise Missile A-Wing/TAP

I'm still betting on the Scurrgs cos they're sitting behind more hit points than the others, are less predictable and harder to range control, and have a lot more versatility in their builds to respond to meta threats.

No doubt a 20 or 25 dice alpha strike sounds terrifying, but they're going to have a lot worse time setting it up than Scurrgs, and they'll struggle against proper aces that can even range control a little.

There are some online dice rollers for FFG dice somewhere, aside from that I much prefer it over Saga/D20. Mostly because its really easy to ad-lib events, have PC's do about half the work and literally any setup time I have to run a game is literally about 1/10th the time of what I used to have to come up with in Saga.

From last thread, been a busy couple of days... thank fuck its Friday here
>Trioculus confirmed!
I will literally lose my sides laughing if he does turn up

Xanter-Class Deep-Space Exploration Frigate
She's a big girl at Sil6 and 150 crew, (in Enter the Unknown) and has room for 6 smaller ships for 'away missions'

(No pictures of it that I know of)

You forgot

>5x Long Range Sensor Cruiser Missile Scimitar Bombers, two with EM

Good to know. Thank you for your input.

So a friend of mine is starting up a F&D game, Jedi Masters during the Clone Wars, with an additional 500 XP to start with.

There's three of us total, one's gonna play a Clone Commander, and the other a Jedi Master (in his words, The Dude as a Jedi Master), and I myself am planning on an Ataru master. But I can't decide on an interesting and fun race to play. I thought to just go a regular human but I'm not quite sure. Does anyone have any interesting ideas or suggestions? Doesn't necessarily have to be a good fit for an Ataru Striker and thus have a high base Agility, but it's appreciated.

Take at sullustan; a common, if rarely played, species in universe. Skilled jockey should dovetail nicely with your high agility.

Xexto is not my cup of tea, but is certainly interesting.

A Duros might be a good one

Swg i need help, though it may be batter suited to a dm help thread.

My group wanted to run a starwars game, and asked me to build a story. They wanted to be heroes, and fight the evil empire, and even meet the heroes of the OT. I agreed and built a story, a somewhat long and complex story since they wanted a game and not a one-off campaign.

I told them up front that they were rebels, and that they thought the destruction of alderaan as evil, and wouldnt work for the empire ever. They were rebels through and through. Build backstories accordingly. Paragons of the good guys.

They thought that spunded great, and whole heartedly agreed. They wouldnt be murderhobos, they would just be heroes.

What i got was possibly the biggest edgefest of a party, who are retarded, and completely ignoring the plot. We have met 4 times and they have not even completed the first "go to point x" mission. 16 hours of play at least, and they have already done so much stupid shit im considering a tpk and new game.

>player 1 is a mando bounty hunter who is just in it for the credits, and is also an escaped ARC trooper. He wants to return to the empire.

>player 2 is a chiss smuggler outcast from the ascendancy, and on the run due to depts (not so bad, only rebel sympathizer in party)

>player 3 is a slicer who escaped black sun. He worked for then hacking and selling classified imp data. His ceowning achievment is "when he was 1r he hacked a stardestroyer's pilot routines remotely and crashed it into an orbital station. He was never caught"

What do i do? If they dont want to follow the SIMPLEST plot hooks, and destroy, kill, or lose anything they meet. They have ignored a distress call, destabilized a pirate gang, captured by imperials, blew up a ryll den after finding out they couldnt just demand to smuggle ryll for them. Im getting sick of this shit.

>help me /swg/ you are my only hope

Jesus christ, i swear english is my first language.

Essentially, i dont know how not to railroad them from what they are doing. I can either restart this story, or tpk them. No idea what else to do.

As a Rebel, I'm pretty disappointed with Wave 6. There's not a single card in the wave that excites me, and I don't see myself ever using the Hammerhead beyond a few initial games.

It feels like the Empire got loads of fun new toys, and we got a shitty ship with some mediocre upgrades that only it can take, and a shitty commander that just acts as an alternative choice for a playstyle that was already viable.

I legitimately can't jerk off the WEG Star Wars D6 game enough. It's a very elegant system, it basically made the lore, and its absolutely saturated with that Thrawn-era Star Wars feel. One of my top ten rpg systems even after all this time. FFG is also good but Saga is s joke in comparison to those two.

>I told them up front that they were rebels, and that they thought the destruction of alderaan as evil, and wouldnt work for the empire ever. They were rebels through and through. Build backstories accordingly. Paragons of the good guys.
>They thought that spunded great, and whole heartedly agreed. They wouldnt be murderhobos, they would just be heroes.
>What i got was possibly the biggest edgefest of a party, who are retarded, and completely ignoring the plot. We have met 4 times and they have not even completed the first "go to point x" mission. 16 hours of play at least, and they have already done so much stupid shit im considering a tpk and new game.
>What do i do? If they dont want to follow the SIMPLEST plot hooks, and destroy, kill, or lose anything they meet. They have ignored a distress call, destabilized a pirate gang, captured by imperials, blew up a ryll den after finding out they couldnt just demand to smuggle ryll for them. Im getting sick of this shit.

>Essentially, i dont know how not to railroad them from what they are doing. I can either restart this story, or tpk them. No idea what else to do.

Say to them what you just typed out.

"Here's what we agreed on, and here's what you chucklefucks went on to do instead. I'm sick of DMing it and I'm not having fun anymore.

Maybe I fucked up by telling you what sort of game we'd be playing, instead of asking what sort of game you guys wanted to play; but I didn't think about it because you all gave your buy-in.

The way you guys have been playing, I don't think starting a new campaign would make a difference, or I'd have just killed your characters off and steered you towards better ones. The four of us need to have a long talk about what our expectations at the table are, and either come to an agreement, change who's DMing, or cancel RPG night altogether."

>you guys are going to play rebels.
>players show up with characters that are not rebels.

they done fucked up.
Best advice, talk with them, talk about what game they wanted to play and what you wanted to play.

/swg/ what do you use for xwing card creation? Im going to be running an ace pilot themed game and i want them to have personalized pilot cards, and personalized astromechs. Ill even let them choose a neat-o pilot effect everytime they "level" which could result in a rise in PS as well.

I kinda disagree, only because I'm excited to try Dodonna hammerhead with boarding engineers spam. Seems absolutely lethal to find a structural damage card and flip it 3 or 4 times on them. I think the imps got a lot more toys this wave though, and I think part of that is the position they were left in after the last few waves. they didn't even place in worlds, and that's got to be a warning sign to the game developers. This was probably a little bit too much but I will say some upgrade cards are innocuous little upgrades to tier 2 or 3 rebel strategies. Quad turrets is amazing on Assault frigates and on the HMC80 in ackbar toilet plans, the hammerhead is a viable alternative for a filler TRC ship now that TRCs exhaust, and I think Hondo is the kind of card that gives help to struggling commanders like Garm by giving him a secondary source of tokens when he really needs it and its not round 5. I think Imps are going to walk out of this wave higher than rebels, but I think the wave will end up balancing things more than anything else.

Saga is horrible. I love D20 systems and D&D, but it just didn't fit with Star Wars. It was D&D with a space reskin that felt extremely clunky and poor. It was very unbalanced, so your scum players could become stronger than Han Solo, your rebels could become stronger than Luke, and your imperials could become stronger than Vader, all after a few levels if they powergamed it properly, which was very easy to do. Planning sessions took forever because of all the work needed to set up even basic encounters. The combat wasn't fun and similar to current games like Pathfinder it suffered heavily from bloat and "too many options" syndrome where only a small number of options actually provided benefit, but you wouldn't know that until your cool NPC built with all kinds of unusual feats and traits was stomped into the ground instantly by a player with the most common feats and traits.

Space combat was a nightmare too and Force using and lightsaber duels were horrendous. What Saga did right was the huge number of source books and expansions, which are still great for fluff in your other games.

WEG and FFG are the reigning champs of SWRPGs, and while I myself say FFG is better than WEG as a game, WEG is better for its own huge assortment of books and fluff to build up your games in. It's also very simple and easy to use, and its space combat is superior to FFG's. My only complaint is it lacks a little in complexity and character options.

Either way, FFG or WEG, you can't go wrong, and throw in Saga's sourcebooks and you're golden.

>Seems absolutely lethal to find a structural damage card and flip it 3 or 4 times on them.

Depends on which way the FAQ falls. I don't think the intent is to flip the same card over and over, but until FFG tells us it's a gray area.

>Quad turrets is amazing on Assault frigates and on the HMC80 in ackbar toilet plans,
QBT synergizes well with leading shots, but we already had Defiance for that. Otherwise, Ackbar MC80s and AFMK2s already could just take DTTs for basically the same effect with fewer conditions.

>the hammerhead is a viable alternative for a filler TRC ship now that TRCs exhaust,
The Scout Hammerhead is only marginally cheaper than the CR90A, the Torpedo has pretty crap dice for a TRC candidate, and it's a lot weaker (one evade, fewer shields, worse manuever chart) for a long range sparring ship.

>and I think Hondo is the kind of card that gives help to struggling commanders like Garm by giving him a secondary source of tokens when he really needs it and its not round 5.
Hondo is useful in a few corner case builds, but mostly you probably already have a comms net flotilla that can do the same thing.

>I think Imps are going to walk out of this wave higher than rebels, but I think the wave will end up balancing things more than anything else.

Sure, but what Rebels got is just *boring*. Sloane and the Quasar each enable entirely new playstyles. Leia and the HH just offer an alternative option for certain MSU builds.

Seriously, step 1 should always be just talk with your players. Best way to get player participation is tell them shit straight up.

You could also just go with it. People can change their minds.

It's your game but you run it for your players, not for yourself. So long as they aren't completely shitting things up there's nothing wrong with giving them some freedom.

If everyone's there in earnest to have a good time and play a game and as long as they're respectful to you and vice versa, there shouldn't be an issue.

>It's your game but you run it for your players, not for yourself. So long as they aren't completely shitting things up there's nothing wrong with giving them some freedom.
No thats exactly the problem. They asked to have an OT rebels adventure, and are currently actively trying to ignore the plot and be murderhobos.
>If everyone's there in earnest to have a good time and play a game and as long as they're respectful to you
They arent respecting me by asking me to build a story for them, which took a lot of time, then shitting all over ir and ignoring it.

Not trying to be sarcastic, but have you tried googling it?

I don't know about DTTs as an alternate, getting to add one blue dice at long range is way better than basically rerolling a red. I might just like my options more though.

Out of curiosity, how should boarding engineers and structural damage interact? It seems pretty cut and dry to me, but I can see the argument that cards that are 'flipped up' aren't being dealt and their effects aren't being triggered. I'm not sure I agree with the argument, but I can see it. And you have a fair point that the new empire stuff is more exciting.

Oh, Sam Witwer is playing XWA on twitch right now, he streams under his own name.

Watch an agent of the new canon relentlessly slaughter defenseless Star-Wings from the Legends ghetto.

(Kidding of course, he's a great guy.)

>Out of curiosity, how should boarding engineers and structural damage interact? It seems pretty cut and dry to me, but I can see the argument that cards that are 'flipped up' aren't being dealt and their effects aren't being triggered.

There's two arguments.

The first is that, because the text reads "one at a time", you can flip a structural, resolve it, and then flip it again and resolve it again, and so on.

The second is that the "pool" of damage cards is sort of locked in from the get-go, because selecting cards occurs simultaneously; the "one at a time" text only refers to their effects.

You read the full argument on the rules subsection of the forum, but the gist is nobody knows if you can just flip the structural repeatedly.

You also forgot 4 x Green squad cruise missiles with deadeye and adaptability. That will knock a Scurrg off the table before it can fire, and they have the points for AT if you want giving them a decent chance of surviving the return fire.

Also it's not like you have to go 4-5 speeds for the five dice. Cruise missiles are still worth the points at four dice.

You can also take Quickdraw and Vader in a list both with Cruise missiles, and they can have the action efficiency to make them really hurt. Imps are definitely the faction that benefits the most from cruise missiles.

Considering Rebels have been winning like 80% of everything for a while now, I consider this neither surprising nor that bad. I say this as someone who mostly plays Rebels. Imps needed an actually good commander, most of theirs are garbage. The wave was really designed to buff the Victory it seems to me, which it does gloriously.

The hammerhead is lackluster though for its points, and for her points Leia should allow you to spend a token on top of her ability considering the restrictions on it. Waiting for the FAQ on that one.

Even if you can RAW, that will surely be patched because a two point card shouldn't allow you to just kill a ship.

Pic related, can't wait to spend $30 on Ebay for the Howlrunner alt art they should have done 4 waves ago.

Strange Eons 3 broski

Sourcebook for spies announced

>Interrogator
I'm guessing it will be a mix of enforcer and the combat line of doctor. Might be cool.

Oh shit it's a Melitto

These guys look cool. I wonder what kind of other races we might get.

These guys someday

Spacebump

Anybody think anything of this list?
I figure it's not competitive, but it's tough as hell and should almost pack a punch.

Lowhhrick [Expertise, Tactician, Breach Specialist, Shield Upgrade] (39)

Biggs Darklighter [R2-D2, Integrated Astromech] (29)

Gray Squadron Pilot [BTL-A4 Y-Wing, R3-A2, Twin Laser Turret, Shield Upgrade] (32)

Shield upgrade on auzis is a waste, especially with Breach Spec.

Shield on a Y-wing is also bad. Your stresshog costs more than a gunner r3a2 arc170.

Multiple shield upgrades is always a bad idea, and a sign of inefficiency. Your list is protective, but not of anything that's actually worthwhile. Both the ships your using for biggs to protect have really bad endgame. At the least the grey squad should become VI Horton with a tlt and no title.

This is also why Lowhhrick/Biggs isn't that good, once you've spent the points on them you can't actually afford the ships you'd want to really protect.

Would anyone mind explaining to a new x wing player what makes the punisher worse than the bomber? It looks like it has better stats but people online keep saying that it's an awful ship

Agreed on all counts. The shield upgrades are basically a result of having a bunch of points left over, but not enough for a new ship.
Do you think Lowwhhrick could replace Biggs for the sake of having something like:
Lowwhhrick/Stresshog/Nym ? or something to that effect?

You have good taste sir. Out of the Rouge One aliens I liked Edrio and Pao the most.

Honestly at this point the Punisher being bad is a meme. I won't say that it's great or tier 1, but there are some pretty scary builds you can make for it. Keep in mind only the named pilots are worth anything, the generics are badly costed.

Back when they came out during wave 7 they were actually pretty good. A friend of mine won a SC with Redline after I'd shown him how efficient his ordinance was. Ion torps making a TIE swarm go forward one twice in a row won him the game.

The major problem is both other ships have come out which do better at what Redline and Deathrain are designed to do, and their natural prey had left the game. No one is running Bossk anymore, or many Soontirs.

It certainly isn't a pre-fix Advanced, it's a usable ship, it's just there are better options now.

Yes that sounds better. To do that though you're probably going to want selflessness on Low, so that Nym can't get blitzed down.

Something I just put together:

Wullffwarro + Selflessness + Chopper + Experimental Interface

Captain Nym + Twin Laser Turret + Cluster Mines + Bomblet Generator + Sabine Wren

I think the problem is still that Nym isn't exactly worth defending. I'm pretty happy with this Wullffwarro build though.

Why are you taking Experimental Interface? You don't have an action card to proc off of. Your Nym needs VI.

What are you thinking for the third ship?

I love aliens with masks or no humanoid faces

>Why are you taking Experimental Interface? You don't have an action card to proc off of.
it's late... I forgot that EI and PTL aren't the same thing.

How's this? A-wing is there for an alpha strike and not much else. Need to test it on the tabletop

Captain Nym + VI + TLT + Cluster Mines + Bomblet Generator + Sabine Wwren

Wullffwwarro + Selflessness + Chopper

Prototype Pilot + Cruise Missiles + Autothrusters

maybe put Ahsoka instead of the A-wing?

Finally Wave 7 is out! My body is ready. How many are you guys planning to run, and what's the rest of your list look like?

Whoops, I mean wave 6!

I love it. But its still somewhat humorous they they talk up the imperial squadron game, that relies on squadrons you cant actually buy right now.

How do I stat up swarms of biting and stinging flying insects in Mutants and Masterminds 3e?

would you a gungan?

Figure one light carrier and 2 boxes of hammerheads. I was messing around with a quad hammerhead mon mothma list where they all have task force organa and 2 pack external racks. The ship feels interesting, I feel like leaving it with a task force and a minor upgrade besides is gonna be really solid in mothma lists.

...

Played a few games at my LGS now, wanted to build my own list
How's it look?

Poe doesn't need marksmanship, with his ability you should be focusing all the time instead. Replace with Push the Limit, as that skill paired up with BB-8 makes him one of the most difficult to predict movementwise ships in the game as you can now BR-Boost-Green to wherever you're needed.

Also, don't ever skimp on Integrated Astro's on a T-70 or T-65 they really need the extra health on demand.
Also, drop the protons they're just empty points.

Try something like this:

Poe Dameron (PS9) — T-70 X-Wing 33
Push the Limit 3
BB-8 2
Primed Thrusters 1
Integrated Astromech 0
Black One 1
Ship Total: 40

Red Squadron Veteran — T-70 X-Wing 26
Crack Shot 1
R2 Astromech 1
Weapons Guidance 2
Integrated Astromech 0
Ship Total: 30

Red Squadron Veteran — T-70 X-Wing 26
Crack Shot 1
R2 Astromech 1
Weapons Guidance 2
Integrated Astromech 0
Ship Total: 30

Does anyone have an editable character sheet pdf for EotE?
Every link that I've found via Google has long since died.

That's awesome! Thanks user.

Swapping out Weapons Guidance for Pattern Analyzer might also be an idea, but I assumed you had some kind of plan with Weapons Guidance.

So I'm taking my players to a shadow port built in the shell of a crippled Venator-class, but I need a good name for the ship.

Bonus points if it's super ironic now that the thing has been downed, gutted and turned into a Black Sun stronghold.

The Incorruptible Star

>No one is running Soontir anymore
So does that mean that interceptors aren't good anymore and I blew $30 on imperial veterans?

Invictus. Eternal Glory. Indefatigable. Literally anything to do with being unbeatable/uncorruptible.

Royal Navy ship names are pretty good for that.
Stronghold
Sturdy
Arbiter
Ark Royal
Courageous
Formidable
Illustrious
Implacable
Indomitable
Victorious

>oh you want your character to be a jedi at level 1?
>oh they have a lightsaber already?
>you want to force lightning these small children?

Hey /swg/

I have a store tournament tomorrow and I'm thinking about running the following list; any comments or changes I should make?

YT-1300: · Han Solo (46)
Predator (3)
Engine Upgrade (4)
· Luke Skywalker (7)
· C-3PO (3)
· Millennium Falcon (Evade) (1)
ARC-170: · Norra Wexley (29)
Push The Limit (3)
· BB-8 (2)
Tail Gunner (2)
Alliance Overhaul (0)
-- TOTAL ------- 100p. --

Also any suggestions on how y'all run it would be great as well

Imperial Aces is what I assume you meant. Soontir is not bad, he will never be bad. His problem is a meta one, where there are too many hard counters and bad matchups that keep him from winning consistently. If you don't run in to k-wing bombers or deadeye homing scurrgs or PS10 alpha or bumpmasters or stresshogs Soontir will be the monster he always has been.

Not awful. You will have problems with alpha strikes erasing Norra and Han getting whittled down by TLT or also alpha, but it's very winnable.

Aces is what I meant, thank you for the correction. Would you mind giving me a quick synopsis of all those things you listed? I'm still trying to learn the jargon ( except for k-wing, I know what that is)

ANH is basically a bastard hybrid game where Luke is playing F&D, Han is playing EotE and Leia is AoR. Except since they're all level 1 he's thrown in some GMPC's to ease the load with an old Jedi mentor for Luke's player and a Wookie bodyguard who ends up stealing the show.

Not him, but:

>K-Wing Bombers

Bombs of any kind afford Soontir no dodges and since the K-Wings will move before Soontir does they can just dump a mine on his head, and with 3hp there's not much of that he can take.

>Deadeye Homing Scurrgs
Deadeye is a skill that replaces [target lock] with [focus token] in the firing requirements of upgrade card. Homing Missiles are 4 attack dice which you can't spend evade tokens on and keep their Target Lock or this case Focus Token when they fire. Any Deadeye Homing Missile platform is not your friend. But outmaneouver their arcs and bring out Hotshot CoPilot elsewhere and you should mitigate this.

>PS10 Alpha
Somebody with immense firepower and higher PS is able to get you in their arc and shoot you down before you get a chance to fire. Dengar and Rey can both do this. As can an adaptability Quickdraw.

>Bumpmasters
FFG undercosted a flying toilet seat to monstrous levels and they've never since been able to put the genie back in the bottle. That's all you need to know here. They will try to block you using their large base size, thus denying Soontir the actions he needs to survive. Other notable blockers include Z-95 Headhunters, TIE-Fighters and A-Wings.

>Stresshog
Y-Wing with a Droid that stresses him and his target, a Turret Weapon (usually the range 2-3 Twin Laser Turret) and the title that let's him fire his Primaries then his Turret, but only in his forward firing arc. Used to double stress targets and a Rebel control staple for years. His dial aint so good though.

I really appreciate the explanations, thank you!

The Royal Navy and French equivalents translated have served me incredibly well in naming Imperial, Rebel, Republic, Pirate, and even Separatist ships over the years.

mfw courageous was the name of my favorite star destroyer in empire at war that survived every battle it ever fought

Survived by always being at the back?

only a few times

Slow thread today. Anyone up for rolling up some Uglies?

>Type: Gunship (1T)
>Fuselage: Miy'til Starfighter (1F)
>Wings: V-19 Torrent (1W) + Naboo N-1 wing
>Engines: ARC-170
>Hull: 40 RU (Y-Wing equivalent)
>Shields: 15 SBD
>Hyperdrive: Class 7 Hyperdrive

>Fuselage Weapon: Triple Blaster
>Wing Weapons: Autoblaster
>Turret Weapon: Dual Light Laser Cannons

>Production Extra: Targeting Computer
>Crew-Added Extra: Deadman's Switch
>Modification: Additional Single Wing (Naboo N-1)
>Trait: Underpowered

This is some ISIS level mix of old and modern parts

Yo dawg i heard you like heavy bombers

>Type: Bomber
>Fuselage: G-1A Starfighter (1F)
>Wings: Scurrg H-6 (2W)
>Engines: TIS Zeta 19 + R-41 Starchaser
>Hull: 14 RU
>Shields: 10 SBD
>Hyperdrive: No Hyperdrive

>Fuselage Weapon: Light Turbolaser
>Wing Weapons 1: Heavy Laser Cannon
>Wing Weapons 2: Dual Light Laser Cannons
>Bomb Bay: Adv. Spread Proton Bombs

>Production Extra: Astromech Droid Socket
>Crew-Added Extra: Thermal Detonator Ejector
>Modification: Additional Single Engine (R-41 Starchaser)
>Trait: Hard to Repair

Anyone playing Armada in NJ?

I'm playing X-wing in NJ

I am an Armada player but I'm way behind. How do you convince people to drop hundreds of dollars on a game? How do you guys find other people to play?

It just sits there on my shelf and I feel like not buying the new ships. Only one local store carries it and it's 45 min away. Same for all the other FFG games i tried to play. Fuck.

I'm playing X-wing in MS

I'm bored. May try sketching out some of these uglies tonight.

Well...stop playing X-wing and play Armada instead, so we can meet up and get a game in! :P

I know the feeling, I lack actual friends (it's sad I know), I bought the base game, and some of the expansions, but then realized... "oh yea...zero people to play with"... Where do you live?

what area/store are you playing in?
I'm in the central/shore area, my LGS' are Hobbymasters and Family Fun Hobbies

I'm a bit north of you mate, I'm the Union/Elizabeth area. My FLGS is Maplewood Hobby. Lol, never heard of Family Fun Hobbies... got an email I can send to?

anyone want to start a IA campaign on tts?

You could draw this beast of a interceptor i rolled up a few days back

Type: Interceptor
Fuselage: KE-8 + TL-118 StarHammer
Wings: M3-A Scyk
Engines: Ixiyen-Class
Hull: 15 RU (TIE Fighter equivalent)
Shields: 30 SBD
Hyperdrive: No Hyperdrive

Fuselage Weapon (KE8): Dual Light Ion Cannons
Fuselage Weapon 1 (TL-118): Dual Light Laser Cannons
Fuselage Weapon 2 (TL-118): Flechette Cannon

Production Extra: Atmospheric Canards
Crew-Added Extra: Customized Sound System
Modification: Additional Fuselage (TL-118 StarHammer)
Trait 1: Tweaked Engines
Trait 2: High Manufacturing Quality

Is there a good list of good models of Droid for PC use, just to get a good visualization for characters? Or is there an expansion of Droid rules for the FFG game?

Had my first game of X wing last night at a local board game club (1st visit)

I just spent over £400 on little plastic ships and storage. What have I done?

...

>I just spent over £400 on little plastic ships and storage. What have I done?
Welcome to Veeky Forums, battle-brother. Could be worse. You could have tried investing in Forge World minis.

Yeah, that's pretty much what me and my gf did.

Dark greetings brother

What did you get?

That's a pretty damn big collection

I brought my OT core set to the game night, brought a friend with me as well. This other guy at the club had a shit ton of X-Wing stuff with him. We were hesitant to play with him first instead of just playing through the tutorial scenario.

It ended up being really good tough, played for 6 hours, and had a massive game at the end.

I love Star Wars so I'm trying to justify that I'm collecting the ships as well.

OT Core Set
FA Core Set
Millenium Falcon
Decimator
YT-2400
Headhunter
Tie Interceptor
Imperial Veterans
Rebel Aces
Rebel Transport
Tie Bomber
Slave 1
X-Wing x 2
Tie Fighter x 2
A Wing
Kihraxz Fighter
M3-A Interceptor
Hwk-290
IG-2000
Mist Hunter
Hound's Tooth
Most Wanted
Punishing One
Playmat

Storage Box
Sleeves
Card Binders

Fuck my life

Oh, well that's why, you bought, both Imperial and Rebellion... You should have picked a side and only gotten what you needed lol. But hey you have a mighty fine fleet!

>game store guy isn't eating noodles tonight!

>mfw nobody online or real life wants to play IA

i want to die

IA?