/swg/: Not A Pound For Air To Ground Edition

Previous Thread: Post about FFG, d6, Saga/d20, X-wing, Lego, Armada and anything else Star Wars Related

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

Other urls found in this thread:

mega.nz/#!DkNTDTyZ!PUupCOep4RmRcsgI3rNhU_Pk_xcyFbYWnhrq8gwrVv0
fantasyflightgames.com/en/news/2017/8/15/vaksai/
starwars.wikia.com/wiki/Dark_Trooper_Project
twitter.com/AnonBabble

Whoops, forgot to put the previous thread

>clone wars viewing guide
>all that good shit cut out
>nevermind even the 'bad' shit is still quality star wars nine times out of ten
4plebs is a very accurate name

Remember that time Vader levitated a cup of coffee while choking out Motti?

>>mega.nz/#!DkNTDTyZ!PUupCOep4RmRcsgI3rNhU_Pk_xcyFbYWnhrq8gwrVv0
can we please remove this from the next thread
it's been redundant for ages

I realized where the imbalance and abundance of agency-stealing from X-wing Wave 11 came from- TLJ got pushed back from may until december.

There are 6 missing SKU codes.

X-wing wave 11 was initially planned on having the TLJ ships (Silencer, FO Bomber, Resistance A-wing, Resistance Bomber, some random shit for Scum) and it was pushed back 7 months towards the end of its deveopment.

That meant that something needed to be bumped up to fill the release window, and the only thing in the chute that was far up enough was Wave 11. So they cut 7 months of design and testing from the wave, and that's how we got Nym, Deadeye Scurrgs, Cruise Missiles,and Lowhrick- They start with the power level very high, and have the playtesters determine how much to nerf stuff until it is deemed balanced. 7 months of that didn't happen, so it just got released in the current power level.

Thoughts on this theory?

>quality jarjar binks bottle episodes

Only if your time is worth nothing

I think FFG playtesting has some serious flaws in it anyway, so it's impossible to tell if it got the right amount of playtesting or not. Just look at the Jumper or the TIE Phantom.

Also, some of those missuing SKU codes could be for Armada. I doubt we were getting 6 TLJ ships. 4 maybe. Or some stuff for Rogue 1 they were waiting for the right point in the meta to do (Krennics Shuttle, the Freighter, TIE Troop Transport are all large base shuttle like ships, so you can't really do them all at once.)
I do feel it's likely that the reshoots TLJ needed did push FFG's schedule back some and at least three of those SKU's are probably for TLJ (Resistance Bomber and Silencer are definitely going to be in, the other stuff might come in a second wave, like the SF and Upsilon)

We'll know more after GenCon this week I feel.

>I think FFG playtesting has some serious flaws in it

If the rumours are true, then the only reason 85% of playetesters do it is to get their hands on new kits and FAQS ahead of time.

Barely any of them reported feedback, and FFG listened to less than half of the reported feedback, so really, everyone gets what they deserved about from the average customer who gets shafted.

They need a much larger or more open beta testing system. They also need to take feedback from the OPPONENTS of those playtesters as well.
I'm 99% sure that's how the Jumpmaster happened. Scum players say the Jump is great, nobody listens to the Imperial player he just sodomized right through the denim about how badly undercosted they are.

They are 100% not armada products, every FFG game has its own product codes. Even X-wing and X-wing mats have a different code system. Well, developer testing time would be useful then- wave 11 is really out of whack in terms of power and fun- what was added was a TLT carrier, a deadeye carrier, a bomber that tells aces to go home, and a second Biggs- there is no way this was tested enough. Well, Jumpmasters fucked rebels to death, not Imps (palp aces was the natural predator to the jumpmaster deadeye builds)

And while a public playtest would be possible for the FAQ, it wouldn't be for new product.

I didn't realize how absolutely tiny the A-wing was. That motherfucker must really take off when the engines fire up.

What unique attributes would you give to some of the more important ships in the galaxy? Like for example, the Millennium Falcon is one of the fastest ships in the galaxy, TIE-Fighters have incredible maneuverability, The Delta-7 Fighter were effectively stealth vehicles, etc.
I want to give my crew an experimental ship with something unique, like powerful shields or a BFG that makes them (and that particular ship) famous across the galaxy, but I'm drawing blanks outside from "IT CAN GO REALLY REALLY FAST!"

Yeah, its pretty much strapping your arse to a fusion reactor
The ETA-2 was even smaller so don't pack for an overnight trip and go to the toilet before you leave.

>implying Bombad Jedi and Jar Jar And Mace's Excellent Adventure aren't both kino
>implying you don't have time to burn if you're posting on the tabletop gaming subsection of a Stewjon Nerf Husbandry Holonet channel

so do you lose your legs when you hit the eject button? cause the feet are aways up there

The afterburner is the eject button, user. If the A-wing goes then you're going with it.

>T-65
Versatile, muscular, sexy, and cost-effective. You know her, you love her, and she's loved you since you first met as kids in '77. Back-to-back Death Star champ. Still the best kill record in the galaxy.
>Y-wing
MILF who can still keep up with the kids. Durable, more versatile than the X thanks to ion and bigger ordnance bays, but prone to bullying by TIEs.
>Z-95
Also MILF-tier. Still has a rocking body, especially with swing-wings. Low price, easy to mod and maintain. Dream girl for Outer Rim yokels and F-14 fans.
>YT series
Reasonable price, great potential for custom builds and aftermarket mods. The hot rod and pickup truck of the Outer Rim.
>Legends A-wing
Ludicrously fast. Mk Is were hand-made with locally sourced parts and held together by duct tape and prayers. Mk IIs were mass-produced--goodbye wood paneling, hello proper construction and god-tier ECM.
>Rebels TV show A-wing
Death sentence.
>B-wing
High-maintenance rich girl who has expensive tastes in snacks. Still hits like a truck. Can speedrun ISD-IIs if flown right.
>Imperial-II Star Destroyer
The classic SD and gold standard by which all other big capitals are judged.
>TIE/LN
Underrated, low-maintenance, cost-effective, and great for killing pre-X-wing starfighters.
>TIE Interceptor
The epitome of classic Sienar design philosophy. Cheap, fast, hits hard for her price, and considered an equal match for the T-65 in a dogfight.
>TIE Defender
Expensive, lethal, and capable of tearing almost everything else apart.
>Missile Boat
Designed to kill Defenders. More expensive, more lethal, can solo entire fleets. Can SLAM and jam.
>Neb-B
Rebel Nebs are jobbers and medical ships crewed by whiny escort mission VIPs. Imperial Nebs are annoying little shits that microjump around and spew TIE Bombers to make Rebel Nebs' escorts miserable.
>CR90
Affordable, common, easily modded, fast.
>Pinook
The Dan Hibiki of starfighters
>K-wing and ARC-170
EXTRA THICC

>arc-170
Gonna be honest, I never knew I'd want to ram my flightstick into anything that wasn't a TIE before the arc.

>ejecting
>in space
>because your ship was blown up by an enemy
What are you gonna do user? Parachute to the ground and hope the Huns don't strafe you on the way down?

>atmos combat has never happened in star wars

Is an A-Wing an atmospheric fighter that can also operate in space?

Or is it a starfighter that can also fly in atmosphere?

If the pilot's home carrier is present, it can still send out a search and rescue shuttle to pick the pilot up. It happens all the time in the flight sims and X-Wing novels.

Where does the Wookie gunship come in?

fair enough. It's not like any shot that hits the ship isn't also warming you up

>Where does the Wookie gunship come in?
Alaska. The LAAT/i is still the more iconic Space Hind, though.

Neither? Shit I don't think non-atmospheric craft even exist in SW, though there's a handful that'll operate better/only in-atmos

fantasyflightgames.com/en/news/2017/8/15/vaksai/

THIS IS FUCKING SAVAGE. ASSAULT AND HOMING MISSILES BLOWN THE FUCK OUT. CONCUSSION MISSILES ON SUICIDE WATCH.

So this is gonna kill Fair Ship Rebels, huh?

Put your name back on and give us more top gear, XWW

Not outright. It hurts it somewhat, but it doesn't straight out kill it. Certainly that build needed something like this to keep it in check. But its no solution to Nym and other Scurrg menaces.
Hell, this fucker actually buffs Nym.

Jostero with Harpoon is a bane against Fair Ship Rebels, but it also doesn't mesh with the AutocorrectBlaster Nym, since he'll need to stay out of Range 1.

SPLIT YOUR LUNGS WITH BLOOD AND THUNDER!

>more top gear
I wish I could but I'm too busy to write. Maybe some day I'll have the free time to get back to it but for now, assume the next chapter for any of my writefaggotry will come some time between the release date of Super Bombad Racing 2 and the heat-death of the universe.

>so do you lose your legs when you hit the eject button?
eject button?
Naw man we pulled that thing out, too much weight.

Weep for me Veeky Forums. I once had a game of Edge of the Empire in the spring that I ran. It was fun, fast and loose while we all learned the system. Alas, The national guard stole my entire summer and thus my game. One day I shall return to the Edge of the West

Man fuck top gear, I just want starfighting again.

I mean there's a new ace combat to rip off soon man

I mean hey, if it starts up again and my current campaigns are quieted down, I'd be more than happy to come play more my man.

>new Ace Combat
Even worse, because then I'll be too busy playing that and spouting its new memes to actually continue Ben and the Antilles sisters' bogus journeys.

BIGGS NERFED FINALLY

...

Kek

Anybody here ever done a game following characters loyal to the CIS?

Well yeah i mean aside from that fact.
Fucking lasers and drones and space elevators man, im insanely fucking hype

Alright, everyone hail your new Scurrg Overlords- the one thing that was keeping triple Scurrg in check was Stage 4 Rebels with Selflessness and Draw Their Fire- now, they get the Splash Damage needed to be able to alpha down Biggs and Rex on the initial go.

Triple Scurrg, Double Scurrg+ace, and Double Scurrg+support are now going to be the meta lists to beat.

I mean, theoretically, Assault would be "better" for the AoE because it triggers instantly, and your opponent can choose to just ditch the harpoon and take a 50/50 shot of damage, but at the cost of their action. No crit fishing.

Of course, harpoon having so much bullshit fucks with your opponent way more, so the economy is worth the delay. Especially when you Vaksai to bargain down some of those points. Free Failsafe, free chips, get yourself a cheap crane and go nuts.

Were you in my old game?

Yup.
Dr Harren.

Damn. It was only supposed to be for a month but then they put me on orders.

We did kinda wonder where you disappeared to.
Glad it wasnt anything bad though, just badly timed.

Guys, I want to learn to play sabacc properly, and ideally, I want a proper sabacc deck.

Why must (cool translucent/transparent plastic) custom card decks be expensive.

Incoming dump

The Cards
=========
Sabacc is played with a deck of 76 cards made up of four suits--Sabres, Staves, Flasks, and Coins--and a set of face cards. Each suit is made up 11 regular cards (numbered 1-11) and four ranked cards: the Commander, the Mistress, the Master, and the Ace (numbered 12-15). The set of face cards consists of 16 cards, each with a *negative* value. (Note that it is possible to have a hand with a net negative value.) In addition, each face card has a special name and symbol. There are two instances of each face card in the deck.

Using Tarot Cards
-----------------
If you are using Tarot cards to play sabacc, you'll need to use *two* decks and remove some of the cards. Two things that are a little tricky to remember are that the "special" face cards are *negative* in value, and that the "royal" cards in a suit are numbered 11-15. The following table summarizes the conversion, if you are using the common Knight-Ridder tarot deck:

>Sabacc Tarot
>Sabres Swords
>Staves Wands
>Flasks Cups
>Coins Pentacles

>1-10 I-X
>11 Page [This is the most confusing conversion.]
>Commander (12) Knight
>Mistress (13) Queen
>Master (14) King
>Ace (15) Ace

>Idiot (0) Fool (0)
>Queen of Air and Darkness (-2) The High Priestess (II)
>Endurance (-8) Strength (VIII)
>Balance (-11) Justice (XI)
>Demise (-13) Death (XIII)
>Moderation (-14) Temperance (XIV)
>The Evil One (-15) The Devil (XV)
>The Star (-17) The Star (XVII)

In the Star Wars galaxy, electronic pulses randomly shift the faces of the cards until they're locked in place when the player holds them in a "neutral field." The following rules include several mechanics which simulate the effect of the random pulses.

1/???

Rules of Play
=============
The object of sabacc is to have the highest card total which is less than or equal to 23. A total which is over 23, under negative 23, or exactly 0 is called a "bomb out," and requires the holder of the hand to pay a penalty, as described below.

There are two pots to be won in the game of sabacc. A pot is the total amount of credits staked by all of the players in one hand of the card game (just like poker). Each pot should be kept clearly separate from the other. The first of the two pots is called the "hand pot" and is taken by the winner of the current hand. The second is the "sabacc pot" and continually builds over several hands until it is won with a special hand, as described below.

To start a game of sabacc, choose one player to be the dealer of the first hand. Other players wishing to be dealt into a hand must first ante by placing one credit into the *hand* pot. Each player must also anter one credit into the sabacc pot it is empty, including the first hand of
the game.

Each player takes a turn in order, beginning with the player to the dealer's left, that includes the phases listed below. Once a player has completed all the phases, his or her turn is over and play proceeds to the left. After each hand, the "dealership" roates to the left.

Phases of a Hand
================
Betting Phase

Each player is dealt two cards. The player to the left of the dealer begins play with the option to bet. If he/she chooses to do so, that bet is placed in the hand pot. If a bet is placed, each player must match that bet if he or she wishes to remain in the hand.

Only the player whose turn it is may place a bet, but that bet may be raised by any of the players in turn. The betting and raising limits are three credits. Before moving on to the next phase, the player whose turn it is must ask each player if they wish to fold. A player may only fold during the the betting phase, and must pay one credit to the sabacc pot to do so.

2/?

Shifting Phase
--------------
After the betting phase is completed, the player whose turn it is rolls a six-sided die. If the result is 1, 2, or 3, *shifting* occurs. [Ed. note: i.e., odds are 50-50 that your card will shift during any given turn.]

During a shift, each player must discard one card from his or hand, chosen randomly by the player to the right. All of the players' discarded cards are then gathered by the dealer, reshuffled, and then dealt to the players in order. Note that if a player folds on his or her *own* turn, the player must still roll to see if a shift occurs, but his or her cards are not used during the subsequent shuffling and redealing.

Calling Phase
-------------
After the shifting phase is completed, the player whose turn it is asks if anyone would like to call the hand. When a hand is called, each player must immediately place their cards face-up on the table and declare what they have. [Ed. note: in the Star Wars galaxy, the table emits a
low-frequency "suspension field" that locks the values of the cards in place.] See "Winning a hand" below for victory conditions and penalties.

A player may only call during the calling phase of another player's turn; i.e., he or she may *not* do so during his or her own turn. No one may call the hand during the caling phase until every player, including the dealer, has had at least one turn.

If a hand is called, play proceeds to the drawing phase. If no one chooses to call a hand, play goes back to the betting phase for another round.

Note: You may wish to increase the minimum number of turns required before a hand may be called when playing with less than four players; this allows for more interesting (and richer!) hands to develop.

3/?

Drawing Phase
-------------
After the calling phase, the player whose turn it is has the option to draw one card from the deck. If the player holds more than two cards, he or she has the option to exchange one of the cards in his or her hand for a card drawn from the deck *or* simply draw a card from the deck and had
it to his or hand, but not both. Note that discarded cards are removed from play and not put back in the deck.

There is no limit to the number of cards that a player may hold in his or her hand, but a player may not have *less* than two cards at any time.

Winning a Hand
==============
When a hand is called, the player with the highest card value which is less than or equal to 23 wins the hand. A player may also win a hand if every other player folds. Note that the winning player wins the hand pot only, not the sabacc pot.

If any player has a total which is greater than 23, less than negative 23, or exactly 0 when the hand is called, he or she has "bombed out." When a player bombs out, he or she must match the number of credits currently in the hand pot and pay it to the sabacc pot.

In addition, if the player who called the hand does not win it, he or she must pay the sabacc pot just as if he or she had bombed out.

If two or more players are tied, they must participate in a "sudden demise." In a sudden demise, the dealer deals each tied player an additional card from the deck which is then added to their original
hands. The best modified hand, which is still equal to or less than 23, takes the pot. If there is still a tie after the additional deal, the players split the pot.

4/?

Not really convenient without an application like the mobile game to cover the in-hand randomization and interference field.

Special Hands and the Sabacc Pot
================================
To win the sabacc pot, a player must have one of two special hands. The first occurs when has a card total of exactly 23. This hand is called "Pure Sabacc," and is usually accompanied by an ethusiastic cry of "Sabacc!" when the cards are turned over.

The other special hand is called an "Idiot's Array" or "Literal Sabacc." To achieve this hand, a player must have the Idiot face card (value 0), a two of any suit, and a three of any suit; i.e., a 0-2-3.

An Idiot's Array beats a Pure Sabacc, but if two or more players have the same special hand, a sudden demise is held for both the hand and sabacc pots.

Note that a special hand, like any other, can only be declared when a hand is called.

5/5

>absorbed most thread memes either through lurking or because it's shit I actually remembered as a kid dark greetings etc. etc.
>still have no fucking clue what the transparisteel leg thing is about

You complete philistine.
Read the Wraith Squadron books. They're probably my favorite old EU books overall.

Go read the Wraith Squadron books. Then you'll understand

For some reason I genuinely thought it was something from a nu-canon work, that explains the confusion.

Somehow Rogue Squadron and similar shit is like the one thing I never touched and I have no idea why. What's good other than Wraith for space-fightan adventures?

The Rogue Squadron books are okay, but of the X-Wing books Wraith Squadron is better, as is Starfighters of Adumar.

If you don't mind getting your balls broken by oldschool difficulty I also recommend the X-Wing/TIE Fighter games

I've played a fair bit of TIE Fighter, but I was half-raised on flight sims so getting back into it wouldn't be that big a deal, outside of having to go hunt down a flight stick.

>Rogue/Wraith Squadron books
>I, Jedi (spin-off to Rogue Squadron series)
>Farlander Papers (X-Wing game novella)
>Steele Chronicles (TIE Fighter game novella)

Honorable Mention
>Courtship of Princess Leia (mostly campy pulp action but has some space fightan stuff and serves as a conclusion to the Rogue Squadron series)

Yeah true enough, but I mean that *could* be approximated.
You have your hand and you can put stuff from it on the table for the interference field.
Then for randomising, everyone just shuffles their hand back into the deck and redraws the number they had before.
It's a bit more clunky but doable. The problem would be deciding when to do the randomising.

But I mean, even without the randomising so its just poker with negative numbers and a bunch of fancy shit as well, it'd still be fun to just sit down and play.
Most custom card places probably wont let you have a non-52 card deck though, and the only one ive found that'd print on transparent plastic (the only way to approximate the sci-fi factor a star wars card deck should have) will only do minimum orders of 500.

I dont have the capital to set up an etsy shop just for the production of sabacc decks sadly or I'd do it in an instant.
And disney would shut me down two instants later.

>I want to print my playing cards on transparent plastic so everyone can see each others hands.

What the fuck are on?

...user you have it set up so the value and house is on one side and on the other side its a fancy emblem or whatever.
As in, there's a circle which on one side has an emblem and the other side has flasks/coins/sabres/staves or whatever face card.

Real playing cards already exist like that.
I would just want to use them for sabacc since they just feel more star warsy than normal playing cards with star wars shit drawn on them, you know?

Could he even drink it?

I don't think that was the point.

With a straw.

Question: What kind of ships would likely be in a privately-owned fleet? What would likely be their "flagship"?

I assume Star Destroyers of any class are going to have that government contract on them so only the Empire is even allowed to purchase them, not to mention that the cost and upkeep and crew expenses would make them unappealing to anyone who is not a moff, or on the level of a moff.

I'll be honest, I'd imagine everything from Kuat would be on government contract.
Clone Wars era stuff however might be a different matter. The odd Acclamator due for the breakers might have changed hands if you know the right palms to grease over the years.
Nevermind all those capital ships from the wrong side. So, Hoersch-Kessel are probably in constant fire-sale during this period.
Corellia would probably sell to whoever had the money, as would stuff from the Hutt sector.

Older frigates, corvettes and gunboats/patrol ships, mostly. Maybe an old cruiser or two, but probably not a dreadnaught-class due to not wanting to pay sixteen frigates worth of crew for one cruiser.
The flagship would probably be a semi-modern cruiser, maybe CW surplus if they're imperial. At the absolute most, you'd be talking a Victory or Venator for imperials or a REALLY old surplus battleship

Pretty much anything from the Clone Wars could work - any ship, of any size, could have been half-wrecked and left for lost.
CIS stuff especially since they wouldve had droid crews, so if you can reprogram those you already have a crwe to make it work.

>the cost and upkeep and crew expenses would make them unappealing to anyone who is not a moff
Alleviated somewhat if you rent out crew space and allow advertising on your hull.

Is there any reason to take the Overwhelm Emotions talent from Force-sensitive Exile if you plan to take the Influence Power? It just seems like a jankier version of the Control upgrade of Influence that allows you to add force dice to social checks, and as far as I know, they don't stack.

Just dropping by here again because gamefinder is fucking dead.
I'm looking for one more person to join a campy rebellion era game of star wars revised. I'm on EST(EDT) timezone and I'd like to run it tuesday or thursdays.
If you'd like to talk more about it, or have any questions, please add me on discord AlonelyBard
#7430

I can't read

This ass whupping sponsored by Brawndo!

>What kind of ships would likely be in a privately-owned fleet?
Pic related.

>What would likely be their "flagship"?
CR-90?

Skipray Blastboats are pretty common and impressive little things.

>inb4 this pos is announced for X-Wing this friday

Any gencon predictions, boys?

Whyyyy would you play revised :(

In my current AoR campaign, I've got a squad of Imperial commandos acting as recurring antagonists/rivals. My PCs did some pretty serious damage them last session, so I think it's high time they got some upgrades. What sort of cybernetic enhancements should they have for their next encounter with the party?

I'm hopeful that after seeing how popular the corellian conflict was we get paper campaigns for X-wing and Armada.

Give one of them that retinal tracker thing from the hutt book that gives you an automatic advantage on ranged heavy.

Integrated jet boots and one with a micro rocket launcher.

Implant comm implant, maybe a bit fancier with high grade cryto on it as well so they never have to speak to each other in the field (maybe a tactics bonus?)
Implant Armour, easy as it makes them a bit tougher
Q-22 Retinal tracker for extra shootyness
Repulsor fist, because love is a fist

...

Turn them into Phase Zero Dark Troopers.

starwars.wikia.com/wiki/Dark_Trooper_Project

Resistance Bomber, TIE Silencer, [Barely playtested Scum Ship], Krennic's Shuttle.

Spider walker bump

another shuttle?

and way too early for TLJ stuff
both R1 and TFA expansions were announced in September

>TIE Silencer
When are we getting the TIE Loudener?

>Question: What kind of ships would likely be in a privately-owned fleet? What would likely be their "flagship"?

The Rebel Alliance is basically a coalition of privately owned fleets, user.

I was thinking more TIE Compensator or TIE Muzzle Brake

Will there be a FFG conference at gencon, or how do they annouce new stuff?

Will it be streamed?

Phantom II for Rebels

front and rear arc, two crew slots, astromech, can dock to the Ghost, more hull, less shields than the Attack Shuttle

Scum Pinook

Let's see what we are still missing from the places FFG likes to take stuff from:

X-Wing Alliance
Rebels
>YT-2000
>T-65C-AC2 (Probably Title)

Empire
>Assault Gunboat
>Delta-class Escort Shuttle
>Skipray Blastboat
>TIE Experimentals (never ever going to happen)
>Missile Boat (never ever going to happen)
>Space Trooper (never ever going to happen)

Scum
>T-Wing
>R-41 Starchaser
>Supa Fighter
>T-Wing
>Pinook
>CloakShape
>Razor Figther
>Toscan Fighter

Star Wars: Galaxies
Rebels
>Heavy-Z (Probably Title)
>Y-Wing Longprobe (Probably Title)
>Advanced X-Wing (Probably Title)

Empire
>TIE Opressor
>YE-4 Gunship

Scum
>Ixiyen
>Rihkxyrk
>Kimogila
>Krayt Gunship