/swg/ - Tusken Raider edition

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

Legion announcement
>fantasyflightgames.com/en/news/2017/8/18/star-wars-legion/

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:#F!blI01Jga!6uL6fLHF2rJFKDN57E14WQ!69Z3HZzT

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:

fantasyflightgames.com/en/news/2017/8/28/true-professionals-dead-precise/
swgalaxymap.com/
community.fantasyflightgames.com/topic/256874-played-genesys-demo-at-gencon-ask-away/?do=findComment&comment=2943372
community.fantasyflightgames.com/topic/256260-gencon-doomsday-clock/?do=findComment&comment=2946679
fragmentsfromtherim.blogspot.com/2015/02/suspending-rules-snap-roll-action.html?m=1
twitter.com/NSFWRedditVideo

New Heart of the Empire preview is up for Imperial Assault.
>fantasyflightgames.com/en/news/2017/8/28/true-professionals-dead-precise/
We finally get to see the other two skirmish upgrades for iconic figures they've been promising, and it's no surprise they're for Han and Chewie. Han is an absolute beast with his upgrade, possibly able to get three strong attacks in a round. He might die fairly quickly still, but he should put out some serious damage.

Chewie's upgrade knocks off some of his defense, but it's worth it for the big discount, increased offense, and guarantee of drawing his command card in your opening hand.

And both Han and Chewie can benefit tremendously from the excellent command cards available to smugglers.

We also got a preview of the other two new Rebel heroes for skirmish, after seeing Ko-Tun with the announcement.

I think Jarrod is the one that will see the most play, since he's a good fit in a Spy list and probably tough enough for his cost. Drokkatta has excellent firepower, but he's competing for a spot with nuHan and nuChewie. Ko-Tun has good abilities and a nice long-range attack, but can't risk getting caught up close with that low health pool.

So, presumably the Dark Trooper style look is deliberate for the Sentry Droids? Do you think they'll ever follow that up with nucanon Dark Troopers? Kyle Katarn? Or is this as close as we're ever going to get.

Dark Troopers could come, but I wouldn't expect Kyle Katarn. Imperial Assault has stayed away from Legends-exclusive characters.

It's a shame really, Kyle would be perfect for IA.

Just ordered an old AMT TIE Fighter kit (2 TIEs) to use as scenery in my Imperial Hangar and maybe use in some homebrew rules.

The TIE's are 1/51 so will fit Legion pretty perfectly. I'm worried the cost of the kits will skyrocket later on when everyone is trying to find TIEs to go with their army.

Other scale kits are:
1/48 AMT Vulture Droids
1/58 Revell X-Wing
1/48 SMT Y-Wing
1/48 MPC/AMT TIE Interceptor (inaccurate details)
1/48 SMT Snowspeeder
1/48 SMT R-41 Starchaser
1/48 AMT N-1 Starfighter
1/48 Zarkus Model Kits KSE-12a Dagger Fighter
1/48 SMT Cloakshape Fighter
1/48 SMT B-Wing (huge kit)
1/53 SMT AT-AT (another huge kit)
1/48 AMT A-Wing
1/48 SMT A-Wing

Everything you need to make an Imperial Hangar, Rebel Hangar, spaceport or just a crashed or landed ship as terrain.

If you know of more kits please list them.

Oh, and here is the upgraded version of Darth Vader. If you get too close, he will ruin your day.

Do we have a pretty clear indication what the scale for Legion will be? I've heard around 1/48.

I've heard 35mm, which is 1:52.3

Is there a quickly searchable database of planets, that has a relatively short description/summary?

I am way less experienced with Star Wars lore than my players, so it'd be handy to be able to search for "swamp planet" or to check "what's the deal with this species's homeworld my player just name-dropped?". As is, the galaxy map may as well be blank, to me eyes.

I can (and do) just make up whatever I want as the situation necessitates, but I think they'd enjoy the game that little bit more if they were on [generic lava planet they've heard of before] rather than [generic lava planet].

Plus, it'd make me look smart.

Yep-
swgalaxymap.com/
Links into wookiepedia and overall its not too bad

So 1/48 models would actually be a little overly large? I think I would prefer vehicles built into the scenery be slightly smaller than scale, if it has to be one or the other.

Also, does anyone know of scenery pieces in about the right scale? I love the bunker with blast doors seen in some of the art and demo videos.

Anything designed for 28mm games will almost certainly work fine, (the big 28mm games that terrain is designed for, eg 40k, have drifted towards being defacto 30-35mm anyways).

So I made an updated version of the X-Wing list from How does it look? I like the synergy

ARC-170: · Norra Wexley (29)
Rage (1)
· R2-D2 (4)
Inspiring Recruit (1)
Alliance Overhaul (0)
Y-Wing: · "Dutch" Vander (23)
Synced Turret (4)
Targeting Astromech (2)
BTL-A4 Y-Wing (0)
HWK-290: · Kyle Katarn (21)
Predator (3)
Blaster Turret (4)
Pulsed Ray Shield (2)
Recon Specialist (3)
· Moldy Crow (3)
-- TOTAL ------- 100p. --

How's Long Arm of the Hutt?

Long i guess

Feels bad man

Cover and armor continue to not stack in Genesys.

Why are you like this, ffg

Is that Tarkin in the lower left of the upper panel

Kind of looks like him but Tarkin should be dead a few years by that point. This takes place some time after Return of the Jedi.

Kirtan Loor?

Interesting idea.

>dead thread

Tell me about some cool combat set pieces you've run/played

I once ran Mask of the Pirate Queen for the party. When it came time to go to the pirate base on the crater, they went in loud, strafing the landing platform with their modified Barloz until everything outside was dead.

They tended to go loud during that campaign.

Where are you getting this info from?

community.fantasyflightgames.com/topic/256874-played-genesys-demo-at-gencon-ask-away/?do=findComment&comment=2943372

Also:
community.fantasyflightgames.com/topic/256260-gencon-doomsday-clock/?do=findComment&comment=2946679

no luck before but worth a shot now:

does anyone have scans of the full Imperial Assault expansion campaign/rule books? With the maps and stuff? FFG just has the first couple pages of rules, but none of the campaign maps. For Return to Hoth and such?

I remember back in the winter we had a playtester for X-wing post here. Is he still around?

I want to know if any 2.0 or mass rebalancing is in the works.

I have the core book, but no others. Sorry.

I had my party visit the Prosecutor once. Decided that the ship was just cursed, getting itself boarded by lizards and droids again. Except by this time it was an imperial prisoner transport One of the party members almost died.

Is this their token 'we aren't abandoning you for Legion' post, or did they just have this one planned for so long that they have to release it

I like to make custom X-Wing cards for the PCs and villains in my RPGs. Any suggestions for abilities?
-Kaminoan Mengele-wannabe who
experiments on Jedi prisoners in the hopes of creating a Force-Sensitive body double for Sheev. Would have Imperial ARC-170 and Crew cards. Would probably discard other crew cards, but to what end, I can't decide.
-Imperial ARC-170 Title card. Would swap Astro slot for Salvaged. Anything else?
-Zabrak Marauder who gives zero fucks about personal safety. Rip & Tear to the max.
-U-Wing pilot who is competent, but tends to panic at the drop of a hat.
-Nautolan Instructor. Very protective of her troops. Wants to be Rip & Tear but has too much sense and restraint.
-Weequay Desperado and Weequay Crooked Sheriff. They claim to be bitter enemies, but are in actuality very gross lesbians. Sheriff owns a G-1A Starfighter. Desperado could own a Z-95, but was never established as such. Desperado was mutilated by an Acklay.
-A couple of named Imperial Royal Guards hunting the PCs. One is KIA.

This one is great for huge ships and K-Wings with Long-Range Scanners.

...

Still kinda odd about cover, but not difficult to houserule if you hate it (just change it so it adds defense). But at least they finally settled on how defense in general should work in regards to stacking.

Anyone got any more faction or squadron stencils? I've got this, Sith Empire and a Mandalorian mythosaur skull one.

...

...

Any thoughts on the "snap roll" space combat fix?

fragmentsfromtherim.blogspot.com/2015/02/suspending-rules-snap-roll-action.html?m=1

If sil

Its not a bad rule to address some of the problems with starfighters in the FFG system, but it doesn't really 'fix' some of the more pertinent issues-
>zee shields do nuffink
>It broke it, now I'm fucked
I think in combination with other house-rules you've got it a bit more long lasting and suitable for 'heroic' space fighting adventures. Realistically you could say star fighter combat is about as lethal as it gets, but from a role playing perspective it will make for short rocket tag encounters and lots of re-rolled characters which is detrimental to players enjoyment*

>*contrary to the whining, it is actually important to me!

What appeals to me about the snap roll is I can explain the entire thing in one sentence. Thirteen pages of new rules is a bit much.

I can agree on the point of shields, what does
>It broke it, now I'm fucked
imply?

You go down under your ships hull, its all over bucko unless you've got some really brilliant mechanical skills or talents to get it going again. Critical hits on starfighters are generally quite a terrible place to be as well.
Figuring out who likes you enough to come give you a tow or pick your floaty arse up in a screaming shit fight under fire, is also 'illuminating' for some players :)

>Rebfags claiming the Empire will never get fleet command upgrades because they got gravity wells instead.
>Empire is getting fleet commands
>On a star destroyer

A bunch of our local rebs want to proxy Raddus, but are dead set against letting me proxy this thing. They can be as salty as they want about this now, but it doesn't change the fact it's something they will have to deal with at some point.

>Pelta's fleet commands
>Liberty's dual turbolaser slots

Stop stealing our things

At some point Rebels will probably get their own Quesar Fire so it'll balance out in the end.

It's not the same

They took a gimmick we can only use by sticking it on a shit ship and put it on a good ship

We need an MC80 with Interdictor upgrades to compensate

>He wants a Liberdictor

Why would you want your grav wells on an expensive chassis when the cost of the Interdictor is one of the prime problems with it? A Liberdictor would be 100+ point support ship that can't earn it's points back in a fight.

You'd be better off getting those upgrades on a smaller chassis like an MC40 or something.

For those who still play WEG, how would you stat Wedge and the other top rogues circa ~19-20ABY?

Or on a Pelta

Cymoon is decent, but it's probably the weakest of the ISD types now. If you want ECM you have to take Tua, which is honestly huge, since it means you won't be taking Wulff for easy tokens. Once at medium it is strictly worse than an ISD-II. Which means that it can get engaged on fairly easily since it doesn't have as much of a kill box. The double turbos are neat but the lack of ion cannons means less consistency. All this means you better damn well make the fleet upgrades work for your fleet.

Imps getting fleet command was inevitable.

The intensify power upgrade should actually help the Pelta quite a bit, since it is so focused on its front gun.

We also still know basically nothing about the MC-75, which is looking to be a solid ship.

Hi everyone, some advice please?

Playing FFG F&D, campaign's been going for a bit. It's been fun, but today one of my players messaged me with some concerns about how the Force has been handled. You see, she plays her character as a Force Adept mechanic who wields the Force as a tool, very practical and utilitarian... her character's motivation was to 'better understand the Force' and to learn about its mysteries, but we've been focused mostly on finding mentors, rather than coming to terms with the mysteries of the Force, for a while. In addition, she really likes to use the Force, a lot, for some minor things; Force sense to see if people are telling the truth, Force move to get around easier and manipulate her tools, and so on...

The problem is that, to her, the Force has gotten mundane and very functional - 'do X, get Y'. I was a bit too lax with letting her use the Force for menial tasks, and with the focus of the story having been on finding a base of surviving Rangers for a while, we've lost sight of the 'uncover ancient mysteries of the Force' plotline. It's true, basically; I did let the Force just become another 'set of spells' to call upon as needed.

Long story short, I'm trying to figure out how to restore some mysticism and wonder to the Force. It's tough because, canonically, it seems there are groups that use the Force but don't bother with the spiritual side of it - for example, she's just met a Jal Shey, who are purely scholars of the Force, treating it solely intellectually... yet at the same time, in Clone Wars, Rebels, and the trilogies, we see that the Force isn't just used to solve every problem. It's something Jedi have to trust in, and it's not exactly hyper-reliable. There's definitely philosophy and spirituality to accessing it, there...

(1/2)

This contradition makes it difficult to do the idea I was thinking of - where she'd start getting punished for 'overusing' the Force for trivial tasks, with me spending Dark Side points in order to make some Force checks far more difficult, or even flat out impossible, if they're for minor and menial goals. (like 'double-checking' someone's intentions with Force sense)

If she kept it up enough, she might even have her faith in the Force broken, and with it wavering, she might need to go on a pilgrimage to a Temple in order to restore it... but then, why does this Jal Shey guy not have issues with this? He has no faith at all, you know?

The initial goal with this campaign - that I've lost sight of - was to explore the more mystical side of the Star Wars universe, the ancient ruins and lost traditions and forgotten temples. I've lost sight of that. Any tips on how to get back on target?

How do you guys make sure the Force feels mystical in your campaigns?

Unless everyone's willing to take a straight retcon, you irretrievably fucked up once you showed a character who could use the force just as well without being mystical, straight up.

Well, I haven't fucked up that bad yet, I hope... there's a few ways out.

1.) Judging by the little canon surrounding them, the Jal Shey only "forsake the more spiritual paths taken by the Jedi and Sith". That doesn't mean they're entirely without faith or spirituality; it just means they don't focus on philosophy, ideology, and whatnot like the Jedi and Sith do. They still could have to trust in the Force, have faith in the Force, etc. - they just don't dedicate themselves to meditation, soulsearching, and so on.

The idea then would be that there's a certain 'baseline' level of faith and spirituality you need to use the Force. While the Jedi and many Sith go above and beyond that baseline with their spirituality, the Jal Shey only have the bare minimum.

2.) The Jal Shey lie to themselves about the spiritual nature of the Force. They convince themselves it's all scientific, that it all makes sense... but they really know it doesn't, and deep down, they do need to trust in it. Much like how an 'unknowing' Force-sensitive can still call on the Force without really realizing what's going on, so too do the Jal Shey call on the Force without really realizing how they are doing it. They think it's functional, but it isn't.

3.) The Jal Shey, in story, has only been confirmed to be able to lightly move objects and see the Force in things in order to better craft items. Those are pretty weak Force abilities, all things considered. The Jal Shey could just be incredibly weak, because they can't get 'in tune' with the Force.

While I've definitely not made a good situation for myself, I dn't think it's inescapable, is it? It's definitely not ideal, though...

I'm pretty confident I can use one or more of these explanations to wiggle out of the Jal Shey situation I've ended up in. What I am more looking for is ways to reintroduce wonder and mysticism, rather than ways to explain away the Jal Shey guy

#3 with a side of #2 is probably your best bet.
Like, their minor but existent faith (though they don't think of it that way) in the force lets them do the limited things they do, but their conception of the force as a logical, quantifiable, scientific thing is what limits them so

Yeah, that's what I was thinking too. Luckily she has barely interacted with the guy, since they only met a few sessions ago, and they've only had one real conversation about the nature of the Force. So any of the explanations work... it's just #1 would be a bit more of a stretch, given their 'scientific' approach.

I got a little too eager with introducing a Force adept from an unusual tradition, and didn't quite think through the consequences. And we've been on a large arc for a while now (searching for the last surviving Antarian Rangers) so I lost sight of the more mystical parts of the Force in my efforts to keep up with the other aspects of the campaign.

Luckily, there's three other Force users aboard the ship, and at least two others that are Force scholars. So plenty of people to remind my player of the more mystical aspects of the Force, if asked.

Still, I'd like something more... evident, to remind her "that's now how the Force works!" Something that shows her there's still a lot to understand about the Force... maybe like the Luke/Leia connection in Empire Strikes Back, or the Force visions on Dagobah and Takodana? Something that reminds her that the Force is larger than just any person's toolbox...

Spoopy ghosts, verges and the weird ass wizard shit that certain dark side traditions pull all spring to mind. Bring something to do with the Nightsisters of Dathomir into the campaign? There's a reason we never encounter any Jal Shey force ghosts.

Mysterious visions that come true in unexpected ways is a classic

Yeah she's been to some vergences and encountered a sort of Force ghost at two. She specifically pointed to the last time that happened as the last time things felt real mystical.

I like the idea of Dark Side wizards and witches... that seems good. I'll try to think of how to fit that in.

Visions are tough because she has Force seek, so they don't feel as 'exceptional' any more. But she doesn't see the future very often, so that might work! She has a Force sensitive sister out there she was looking for (gave up for reasons) so I could reinforce that with a spooky vision.

Thanks guys.

Are there any examples of a force vision of the future that didn't come to pass?

"Stare too deep into the EU" user has made me want to run a Xenoblade campaign now.

None in the movies, but that's because of Skywalker bullshit. Skywalkers are exceptional cases.

There's one in TCW where a Padawan manages to avert an assassination attempt she foretold.

>All this means you better damn well make the fleet upgrades work for your fleet.

As I've said, Jerjerijodd is going to love the Cymoon. He can take the Shield Fleet Command, and everybody is now basically ignoring his ability cost. Furthermore, stick a VSD in there with him (since he's basically the only Admiral you CAN run a VSD with) and give it Tua, Redundant Shields and it can now Dominator Title at least once every turn.

Or alternatively give it Entrapment, and now everybody can accellerate or decelerate AND have a 2 Knuckle Turn at the first step of their move.
What's that Rebels? You thought YOU were the high maneouverability faction? NOT ANYMORE BITCHES.

Ozzel + Entrapment has hilarious options as well as you can now accellerate or decellerate 3 whole speed steps with a navigation command.
Imagine ploughing Instigator at speed 4 into a fighterball before shunting your speed down to 1 next turn.

We really need to see what Intensify Forward Firepower does though. My money is on attack dice gain, but only for your forward arc.

I think it's meant to be a generalist all-rounder. The Home One is the broadsider, the Liberty is the frontal firepower, the MC-75 is probably meant to be a tanky ship with decent firepower on all sides.

>We really need to see what Intensify Forward Firepower does though. My money is on attack dice gain, but only for your forward arc.
Like a reverse Ackbar? That would be super lame, because, you know, Ackbar.

The card is "Intensify Firepower", the word Forward isn't actually on the card.

The Cymoon's more of a long range sniper. It has more red than the Liberty does, replacing Leading Shots with Vader.

Yeah, sounds like you need to bring back the Dark Side.

Like, sure, you can use it like a tool and keep calling on it (though remember, Rivals can call for opposed Discipline checks, a Nemesis always does, and you can make it a discipline check any time you feel like it), the mechanics don't hold any of that.

So, bring the big DS into it. You play by the rules and just draw on the cosmic energy or whatever, the Force seems pretty normal - just something only some people have access to. But running on the Dark Side is capital E Evil. If fucks people's shit up, and it's not rational. It's a dark, primal thing, feeding off bad juju like suffering, anger, fear.

If the adept in question ever uses a dark pip, play it up. They feel cold, alone, like something is "not right" with how they use the Force. Challenge their emotional weakness under morality, try and get them to generate Conflict and then talk about that emotional turmoil. I've personally always treated conflict as kind of a "slippery slope" mechanic or a normalization thing - if you pop conflict and lose morality, that means your character adjusts to doing "wrong" things, but if you pass and go up in Morality you resolve to do better in the future.

Also yes, crazy motherfuckers drunk on the dark side, using that interpretation of Force Lightning as hating people to death will probably shake up that world view, along with maybe some unquiet ghosts or dark, tempting illusions. Maybe the Jal Shey will try and recover a Sith artifact for study - and that's a good jump into "Hey, the Dark Side is real and sometimes there is just some BAD SHIT on the other end of the cosmic hotline". If it doesn't make her a monk, it should at least teach her "Hey, be responsible with this power because there is a WRONG way to use it".

Oooh yesss. That's good. Yeah I definitely haven't been punishing my player enough for calling on the Dark Side... I always have her RP what emotion she's drawing upon and keep that in mind for stuff, but I don't usually make it super bad for her. I'll be more vigilant on that.

She actually has a set of pseudo-holocrons made by Naga Sadow on her right now, so the "going down the Sith rabbithole" plot is readily available to me.

Great suggestion. Thank you!!

The Knights of the Old Republic comic centers around a young Jedi who was the sole survivor of his padawan group being killed because of a misinterpreted prophetic vision.

hey, are there scans of the character tokens that come with imperial assault anywhere?

I second the user calling for the Dark Side to become a thing this player has to deal with.

If they are approaching the force from a scientific standpoint, then emotion wouldn't be a factor in that character's viewpoint of how they use their powers. This could open the door for you as the GM to have the character stumble into using the Dark Side when emotionally fraught. It could lead to her powers she uses becoming stronger. but with all the mystical baggage that comes with the Dark Side.

It could also allow you to pull the campaign as a whole towards the more mystical side of the Force, especially if the character starts going into the Dark Side hard. After all, it isn't much of a leap to go from 'I use the Force as a tool to help me' to 'I use the Force to get what I want'

When I think of the mystical side of the force, I think of it's Daoist roots. When you are in tune with "the way" you perform better in all things. When you are out of tune with "the way" you will never reach your full potential. Darksiders (in my personal interpretation I use in my game) are basically enslaving and corrupting the way by forcing it to flow as they want. When they do this, they do so through their negative emotions which they use to bend the force to their will, and invariably corrupt it with those emotions. When a Jedi (a proper one not a OJO one who is acting on training rather than experience) channels the force, they let it flow through them, and are guided by it in a fashion which results in the greatest preservation of life at large, since I tend to think of the force as a gestalt subconscious of all life in the galaxy.

The Jal Shey are like OJO Jedi, but even more so. The OJO was bound by ritual and tradition, but still had meditation and being in touch with the force as a major tenet. However, the idea of a "Mediation class" shows how silly the rigid OJO way of thinking was. The Jal Shey might be able to do some lower level things, but trusting in the force and allowing it to move through you is something they don't do, and they are thus highly limited in what they can do. Remember, Obi-Wan said "let go" and "trust your instincts", so a purely intellectual understanding of the force will always be less powerful than a spiritual one.

Yeah that's how I'm gonna handle the Jal Shey mentor. He's good at seeing the Force in things to craft items, but not actually calling upon it or using it... he's greatly limited in what he's capable of, and mistakenly believes this limitation to not be based on his lack of spirituality.

Yes. They've been using the Force - and the Dark Side - to just get a lot of things they want even if they don't strictly need it. Theyve been using and abusing the Force, not letting it flow through them and work unimpeded and unhindered... no trust... they haven't had a mentor to keep them in check, really... to remind them that Force isn't a tool, but instead a hand that calls upon YOU as ITS tool.

There have been a lot of 'coincidences' this campaign that were really the Force guiding people to their proper places. I think I'll be more obvious with those... make some miraculous events occur that make people realize things are fucky. (Like in Rogue One, wading through the blaster fire...) And a vision of the future would reinforce that, something clearly out of her control.

(On phone so only images I got are dumb memes)

My rough draft of an idea:

Player experiences a dire, detailed nightmare of her sister killed by a lightsaber... her -own- lightsaber. The dream has enough clues to find out where it takes place - a planet strongly entwined with the Dark Side, such that it's almost entirely a dark vergence, providing free Dark Side pips. But it's also full of great dangers, constant trials and obstacles and illusions and temptations... encouraging the players to wield the Dark Side to solve them. But I'll also be far more stringent on the consequences of wielding the Dark Side... on how it makes you volatile, mentally fragile and emotionally overwhelmed. (Cool and Discipline checks all round.)

Of course, such a powerful vergence isn't unguarded. Crazed Dark Side cultists wield unusual and exotic powers from their connection to the land itself... and the Empire is carving away the forests, Imperial pawns not knowing they are simply paving the way for Inquisitors to empower themselves with the vergence.

It makes no sense for her Imperial sister to be here... but she will be. She'll appear at the worst time, in the worst way. Brought there by the Force, for my player to face her family and what it means to her... and whether her feelings about others, and her coldness towards the Force, make her Dark.

Gosh my writing takes a nose dive on the phone. Apologies to the people suffering through it to help me out.

I was thinking Voss could work for this, with its Nightmare Lands, mad Voss Mystics wandering around in them, ancient Jedi and Sith ruins overgrown in the dense forests, and it even has the Spirit World business and the Dark Heart, which are both mystical as fuck.

In addition, depending on how much of the Voss Mystic government survived the Galactic Empire, discussion of seeing the future would relate nicely to the vision the player might undergo.

Hey /swg/, question. Playing a 2 year long FFG Star Wars game and I have a 1500exp Jedi, with 90exp to spend. I've just gained access to a Holocron that teaches Protect, and have another one that can teach Suppress.

Force Rating is currently 3, and over the last two story arcs he's been getting a lot of visions, and I was tempted to take Seer as next tree (stepping out of Guardian ones) as a means of illustrating this, especially as we're currently doing Chronicles of the Gatekeeper and Warde's Foresight is playing a large role.

Do I invest in the Force powers now, or get the 60exp tree paid for and then start slowly working through them? Protect would be appropriately thematic too, as he's a Guardian who defends 90% of the time and always tries to take hits or stop the hits from happening on the party.

Let me know what you think.

>Imperial Assault

Who here made their own Star Wars campaign set after 20 ABY?

I've been thinking of setting a game in the Old Republic, is it all too difficult to port things to that time frame? I'm thinking it's mostly in descriptions of things, but is there anything mechanical that I'd have to change?

I am currently running two (gee bill) star wars campaigns.
One with the players being pirates under the Black Sun (very open sandbox), the other being your run of the mill rebel irregulars (mission based structure).
The former is a much more experienced group. the latter has a bunch of complete newbies.
However, there is some overlap with the players, so i have come to ask, what i could do to make the two campaigns feel more distinct from each other and avoid a feeling of deja vu (apart from structural differences). Or in short: what are the main differences in activity when comparing syndicate pirates to rebels or even rebel privateers.

On a different note, name the biggest/baddest/most interesting pirate ships you can think of.
I am kinda intrigued by the idea of capital uglies.

i don't think so. from what material we have, we could conclude that the technology in the star wars universe has not changed drastically at all over those thousands of years.
in that regard, mechanically everything stays more or less the same, since "my turret is weaker" is cancelled out by "my shields/armor is weaker".
Only things drastically different, is the political landscape, religion and what boils down to the naming of the same stuff.

Depends on how far back you go. Most of the "improvements" in tech over the past ~5000 years give or take a couple millennia aren't that huge, and things still look mostly the same (in Legends at least, and also dependent on the planet in question). Most of the tech improvements are under the hood, basically improving efficiency and power output.

Go farther back, in the 12-25000 bby range, and things look significantly different. Xim the Despot's era used super bulky blaster precursors that required a huge backpack to power them, and shields were nonexistent, instead ships relied on energy diffusion to prevent damage. The dark side user Kar Vastor used a couple of sharpened "shields" made of this old-school ship hull in the book Shatterpoint, and they were successful in repelling a "modern" lightsaber's attacks without damage or even heating up all that much.

But yes, essentially mechanically you should be fine simply renaming items. The biggest difference of course is in the number of Force users - by default FFG's games are set in the immediate aftermath of Yavin, so there's very few; pretty much at any other time besides immediately after any galactic scale war Force users are essentially so numerous you could barely throw a rock without hitting one. So some of the era-specific assumptions the games spout at you aren't going to be appropriate for an Old Republic game.

Trying to make a character for the newest star wars roleplaying game, and have a few questions.

1: Is playing an empire campaign properly supported? Edge of the empire and rebellion seem focused on working against the empire.

2: Is there a way to be a force user without picking a jedi/sith career from force and destiny?

1: Most classes can easily be Imperial if you do some light refluffing. Edge characters don't have to actually be outlaws and Rebellion characters can just be Imperial military. F&D characters can go Dark Side.

2: Yes, Edge and Age both include Force-Sensitive Emergent and Force-Sensitive Exile "universal" specializations, available to all careers. Emergent basically makes you into Luke, and Exile basically makes you into... Kanan, I guess?

Obi-Wan

Awesome. I'll probably pick emergent then. Thanks for the info.

Here is a fan-made Duty chart for an Imperial "Age of Rebellion" campaign.

Note: The pdf is 2 pages, but it's the same chart on both pages. The 2nd page is just a more printer-friendly version.

Nice, that helps a lot

Other posters explained pretty well, but I'd add that, though not strictly mechanical, the galaxy is a lot less mapped out than it would be in the GCW era. Some prominent planets haven't been discovered/settled yet, and others are drastically different. I might even make hyperspace travel take longer (if that's something you bother with) to reflect that.

How interchangeable are the 3 rpg systems?
Can you make characters from other books using the obligation system from edge of empire instead of the duty or morality systems, with no problems?

>longer
And probably also more expensive and inconvenient. Even by the PT era, it was difficult to find an internal hyperdrive on anything smaller than a light freighter for an affordable price. For all the love the KOTOR series gets in the Star Wars community, one thing it did poorly was making the Republic feel properly old.

Yeah. It's especially annoying since the Republic as shown in KotOR (including the KotOR comics, in which most of whats seen is barely any different from the PT era in design) is so much different from even what the Tales of the Jedi comics showed - and the last of those ended like 30 or 50 years before the first KotOR game.

Lot of the earlier era stuff I used to cap out the hyperdrive multipliers at around x4 or x5 for most and maybe x3 if its really fancy. Plus you can add in difficulties to find routes off the main space roads, some areas just aren't as well travelled so it can take some digging around to find and map a decent way from A-B. Makes Astrogation a useful skill

They click together fine, you can also have multiple mechanics of Duty and Obligation at the same time. What should be mentioned is that if you're going from say EoTE or AoR setting to a career from F&D- you do need to gain a force sensitive career (from either EoTE or AoR) as the F&D careers don't automatically start as force sensitive unless you pick it as your initial career.
That's about the only catch.
Morality is also the best handling of Light-Dark side tracking for PC's so far in any of the rpgs that I've found. Well, I like it.

yes. for example my character is a Medic with an Obligation in an EoTE game, it works just fine. The only real exception is that F&D classes are really tied to the Morality system.

Oh good, that makes things much simpler; I'm want to make a mystic not tied to either jedi or sith from outer-rim world with an obligation focused on his family/clan.

There's a few ways to approach that.
You could start off as some kind of hairy arse colonist type career (Fringer maybe) from a backwater world + pick up Force Sensitive Exile (or Emergent) which will be Obligation + Morality as your mechanics.
Or
You could start as say a Mystic from F&D and then pick up +5 or +10 Obligation for extra starting points at character creation at your GM's discretion.

Though something to bear in mind is that players should see Obligation as something they want to get rid of because having too much of it triggering regularly will complicate their lives a lot. So that might be something to consider that you're wishing to reduce your obligation to family!

>So that might be something to consider that you're wishing to reduce your obligation to family!
I can interpret that as my family being in poor conditions (economically, socially, maybe some of them are slaves, etc) and me trying to improve their situation. As their situation gets better, my obligation gets lower.

Makes sense?

Yep, that might be a better mindset than trying to avoid them because they're annoying :)
Course convincing the rest of the group that's a good idea to go help Bob's family raise a barn or chase off marauding dick wolves, is entirely also how you word it.