/swg/ Star Wars General

Do droids dream of electrical sheep? Edition.

Post about FFG, X-wing, Armada, Legion, WEG D6, Saga/d20, Lego, and anything else Star Wars Related!

Previous: Fantasy Flight Games’ X-Wing and Armada Miniatures Games
>pastebin.com/Wca6HvBB
Fantasy Flight Games’ Star Wars RPG System (Edge of the Empire/Age of Rebellion/Force and Destiny)
>pastebin.com/wCRBdus6
Other FFG Star Wars Tabletop (Imperial Assault, Destiny and the LCG)
>pastebin.com/ZE4gn0yN
FFG Dice App (Works with X-Wing, Armada, the FFG 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.nz/#F!kJtCTR7Q!HNUwVc1B8KB2FrD4Twmb7g
The Clone Wars Viewing Guide
>img.4plebs.org/boards/tg/image/1442/36/1442364889994.png
Writefaggotry
>pastebin.com/Un1UhzZ4

Shipfag's hangar
>drive.google.com/folderview?id=0ByhAdnTlOKOeQnA4SFByUC1aQWM&usp=sharing
Shipfag's Starship Combat Fixes for EotE/AoR/FaD
>mediafire.com/file/y9w713etmckbs98/Shipfag.JPG
Heroes of the Aturi Cluster, co-op X-Wing campaign
>dockingbay416.com/campaign

Armada MC75 Profundity preview:
fantasyflightgames.com/en/news/2018/1/3/profundity/
Armada Chimaera Imperial Star Destroyer preview:
fantasyflightgames.com/en/news/2018/1/8/chimaera/

Legion AT-ST preview:
fantasyflightgames.com/en/news/2018/1/12/massive-destruction/

How big was the GAR?

Other urls found in this thread:

youtube.com/watch?v=Srs_CD23Zuw
imgur.com/scRC7WH
twitter.com/NSFWRedditGif

doing some (unreliable) mental math, looks like rebels are squishier than stormies normally, but can if they run and dodge between cover, then they are tougher
their guns are better than stormies if both are running and gunning, but standing still and shooting gives the stormtroopers the advantage

what confuses me is that the scoutbike holdout blaster is more powerful than either the e-11 or A280
maybe thats why leias tiny blaster kills stormtroopers so easily

Man, I wish Rebels were depicted as that operator-looking more often.

Armada!

That's definitely not a moon.
Shouldn't it be like a basketball in size?

Armada uses a sliding scale, so there's room for debate.

youtube.com/watch?v=Srs_CD23Zuw

shit forgot Pic

STAR DESTROYER STANDING BY

The old I-, or II-Class? Or one of those new Refits that've been coming out of Thrawn's Seventh Fleet?

This is tactically vital information.

ISD II user

>yfw those 'sith' are just Jedi killed by Revan's machine of death
>yfw they were slaves, only seeking more chains, rather than desiring to be free

Oh Sidious...

Sup /swg/, I need advice. What would the Empire, Rebels, and various unaffiliated factions send ship groups of the following sizes out on their own to do? What would they be told to Capture/Kill/Protect/Escort?

Also, how large is the typical pirate raid, what type/quantity/size of ships would they be flying, and what quantity/type/size of ships would they attack?

- A pirate gang of a dozen Z-95 Headhunters, 2 old Y-wings, and the Capitain's personal ship (Something like a Firespray or Lancer-Class-Persuit craft)

- A rebel group of 4 X-wings, 2 Y-wings, and a CR-90

- A rebel group of 4 X-wings, 2 Y-wings, 2 B-wings, 2 A-wings, and a GR-75 acting as a command vehicle

- An Imperial task force of 4 TIE Interceptor Veterans, an Ace pilot in a TIE Defender, and an Imperial Raider

- A Gozanti carrier, a dozen TIE Fighters, and a Lambda shuttle.

In your opinion Veeky Forums, which RPG handled the Dark Side and the possibility of 'falling' the best?

I've felt deeply unsatisfied with all of them for one reason or another, mostly because apparently playing a evil character in a Star Wars game is super taboo from a game dev standpoint, and the RAW seems to be really unforgiving in some places.

For example, Star Wars d6 (the super old school West End Games one) says when you do something 'evil' like force push someone off a cliff or zap them, you gain a dark side point. There's a sudo-upside to represent the temptation, but the relevant bit goes like this: under certain circumstances, gaining a dark-side point is one of them, you are told to roll a d6. If the die comes up at or under your current dark-side score, you instantly become permanently evil, the character becomes an NPC and you are forced to reroll.

So by RAW I'm unarmed and a badguy of some description is actively trying to end my life, and the lives of my friends. I attempt to knock him away with a force push, and he bonks his head, falls off something high, and dies.

There is instantly a one-in-six chance my character will get drunk on power and fall straight to the dark side no matter how little they wanted to kill or inconvenience beforehand. I mean, I know that shit like that is what houserules are for, but still.

So what's the benefit of the Kuat line?
Cheaper points cost?

FFG I think does it better, WEG has problems with the Dark Side of the force in players.

It gets worse- Stormtroopers are actually best in melee combat with Rebels, as they punch drastically harder than they can shoot.

Certainly explains TR-8R

Compared to an ISD-I, it's got a blue dice out the sides for use with Leading Shots, trades its Turbolaser upgrade slot for Ordnance to amp its black dice, and swaps one of the Offensive Retrofits for Defensive; at the cost of 2 Squadron and 2 extra points. So it's the superior close range brawler, while the ISD-I is the better carrier and Boarding Troopers platform.

I'm not an Armada player, but with the black dice, it looks like a "Come over here so I can fuck you up" kind of ship.

Armada man, I have questions.

What are the differences between the 4 different ISD refits, and what do they do?

Also, can you have Chimera and 7th fleet Star Destroyer on the same ship?

Most pirate groups will have a larger ship to ferry snubfighters and carry loot unless they're a strictly small-time, in-system crew. They'd be picking on locals. The two latter imperial groups (or possibly the rebs) would be about right to deal with a pirate squadron of that size.

Well, it depends of your canon, if you use the nu-canon or the legends ones, and even then the canon is fuzzy about numbers. Personally ,go with what makes the best tale, I like a Big galaxy, with hundreds of thousands of planets and truly BIG armadas of dozens of capitals ships per planet (of course, it isn't the same a core world than a new colony), so all of those whole be Raids levels.
The first is a good size for a raid to a colony or mining planet, than would have some fighters to defend themselves and perhaps some weapons placaments.
Rebel group number one a hit and run to some comunication station or minor supply depot. Group two is fucked a bit because the GR-75 is a transport, unless it has been heavily converted, but the bombers have some power, so perhaps a destruction raid of a minor imperial convoy or fortress.
Imperial one, Headhunting mision for some famous pirate/gang boss or rebel, expecting for a big fight but without heavy duty vessels in sight. Imperial two is tipical patrol in some border world, duty training noobs or even a minor raid to a non aligned station.

>What are the differences between the 4 different ISD refits, and what do they do?
Well, your response to the other user about the black dice was correct; and then my post above yours compares the two choices thereof.

The ISD-II and Cymoon are longer range. The ISD-II is lethal at medium (or closer) range, with a very balanced upgrade bar. The Cymoon is focused on long range, with two Turbolaser upgrade slots to boot. The Cymoon also has the Fleet Command upgrade slot; but it loses the Defensive and Ion Cannon slots, making it less well-rounded but better at supporting your fleet by contrast.

A large aspect is the upgrades that exist in the game - for example, the Ion Cannon slot is very often fitted with Leading Shots, which grants you a reroll if you sacrifice a blue die. That allows your attacks to be much more reliably high damaging. So, the ISD-II at medium range is going to pack a punch, but at long range - where its blue dice can't reach - it's just tossing four reds. The Cymoon tosses 5 reds, and has an additional Turbolaser upgrade slot to support them, but loses the access to rerolls that makes the II's medium/close range salvo so deadly.

>Also, can you have Chimera and 7th fleet Star Destroyer on the same ship?
No, those are both title upgrades. The upgrade slot Chimaera grants you comes stock on the Cymoon refit, though.

I'm asking about what groups of the size described would be sent out to do. What type of things would they be sent out to kill/capture/defend/escort?

The pirate thing was a seperate idea/question.

So if the pirates also had access to a converted hangar ship or two, what kind of targets would they be attacking?
Any more examples? I'm trying to write content and your post has been the most helpful. Would being sent to capture a shielded space station make sense? What about important people?

What kind of stuff would groups like these be assigned to escort?

ISD-1 is the cheapo ISD. Good for close range fights, and often used with the Avenger Title alongside Boarding Troopers. This combo can destroy all but the heaviest ships in a single, well played combo.

ISD-2 is your strong name all rounder. Better dice at range but worse up close. If you're looking to fill up on upgrades and the like this is the better ship most likely.

Kuat Refit is a close range brawler, which is more focussed on using specia ordnance to deliver the pain.

Cymoon is an inbetween refit, a support ship which is decent offence and that legendary ISD survivability.

Chimera and Seventh Fleet are both titles so you can't take both, only one.

A hangar ship is good for a mobile base. Once you have a platform to repair, refuel and rearm your fighters like that, you can hop between systems when necessary. At that point, they'd be hitting small to medium freighters, but still nothing that could give a real fight.

Small to medium freighters as in? Falcon sized? Or GR-75 sized? Or IRL shipping boat sized?

The Falcon is a "light freighter" at ~35 meters length. The GR-75 is a "medium freighter" at 90 meters length. I assume user is referring to ships in that category in terms of size, role, and defensive capabilities.

Post ships you want to have in Star Wars: Armada
>Crusader Corvette

All the ones you want, excuse my english I'm self taught and it can get quirky, also in Veeky Forums I'm a very slovenly poster.
Rebels escorting parties will get what they can in general. B-Wing aren't that plentiful, so they would expect to have to fight some minor capitals like Marauders or Arquitens if they move them. R1 would be issued to any minor convoy, being the Cr-90 the head of it, and not expecting lots of Imperial atention. Some minor freighters like the Gallophrey are to be expected to.
R2 is a more serious group, they expect, as said, minor capitals. Transporting rare logistical wares (weapons, defense, expensive minerals) in the Gr and expecting to pass some minor blockade sounds like a job it would be granted to risk those fighters. Or some big job than needs to be transported trough it.
I1 woud escort some high ranking civilians, or even some brass in Amber zones (that's it,some minor danger expected, but nothing concrete and not that important to issue a capital), or to put them in Q-ship and bait some minor rebel/pirate cells to atack and spring the surprise.
I2 could be for nearly anything truth be told. Some storm trooper capacity so you can hold some land/stations, enough ties to scare any minor group, it could be used to escort anything worht escorting but not enough to guarantee anything bigger than a gozanti.
Atacking shielded placements is tricky. The groups aren't that big for any major action, but there are plenty of minor objectives than would guarantee a shield, like a campaign garrison in a Imperial world or minor fortress than would make R2 an interesting choice, comunication stations, minor supply bases, scrappy pirate bases to atract potential worlds or business to suport the rebelion.

Providence

>Stormtroopers are actually best in melee combat with Rebels, as they punch drastically harder than they can shoot.
storm troopers affixing bayonets when?

Now that we are talking about ships. What ships is your party using? What modifications did you make to It?

In my current game we have a.... 'heavily modified' YT-1930. Modified, in that it used to be three different ships before some madman welded their broken remains into something space-worthy and sold it to the party, leaving them somehow saddled with a huge debt to Jabba the Hutt.

It's actually a pretty awesome ship, has two internal levels, huge cargo space, and when I asked about strings attached, the GM sent me an image of a gigantic knitted scarf.

GM had us using an Eta-class shuttle until we realized halfway through the second session it wasn't going to fit all the things we had. Ended up just saying it was whatever the plot demanded since he's forgoing the space combat altogether so in my headcanon it's a clone wars refitted consular cruiser.

If you want a good estimate, look at the X-Wing/TIE Fighter series of video games

Your first pirate one is good except the Pirates would be using a larger craft such as a CR-90. Some groups even used craft
as large as MC40 Lt. Calamri cruisers.

You can also use Gladiator-class SD's and TIE Fighters for the Pirates.


As for the Rebels, they're about spot on but maybe add more Y-Wings. Also if they're using Z-95s typically double the amount of the corresponding X-Wing fleet for them.

Loads of Z-95s in general are good for any non-Empire faction. A Rebel raid group might include a MC40 or a Qusar class with 12-20 Z-95s with missiles, maybe a few Y-Wings/B-Wings

A YT-2000 named the "Obsidian Blade". We heavily modified it for combat after out party decided not to just focus on smuggling. Now we do everything from smuggling, bounty hunting, corporate espionage, wet work and even pirating. It's equipped with dorsal and ventral twin medium laser cannons, triple ion cannons under the cock pit, 1 ventral proton torpedo launcher and 1 concussion middle launcher, a 0.5 hyperdrive generator, cloaked smuggling compartments, and a Electronic Countermeasures Suite. Our ship kicks ass and can get away in a jiffy.

a U-wing for military use
it has war paint and extra guns all over it

a HWK-290 for low profile use
it has a WW2-style ball turret replacing its standard turret

a stripped down consular class they brought back from a junkyard
it has modern comms equipment on it, so it is the base of operations for them
it was launched with people still welding things in place, and to this day did not get the holo-map working and they use it as a table for their normal maps
they all look hurt when i told them the hot tub was removed from the salon pod to increase space

Speaking of party ships, is it just me or does the wayfarer deckplan not really make much sense, in regards to where the cargo pod meets the ship

the cargo pod was deigned as modular, so it makes sense that the ship would be divided from the pod, but there doesn't seem to be any defined area seperating the ship and the pod.

Pic related makes more sense, where the pod would be separate, but attached to the ship at the back, with an elevator used to disembark that attaches into the cargo pod when it's attached.

Autism

What would you like to see in a legends focused RTS?

Honestly, Empire at War 2 set in either the Imperial Civil War era or the Clone Wars. So basically just Thrawn's Revenge or Republic at War as full-fledged games without garbage ground combat.

Sup /swg/, it's me- The guy who made all of those goofy X-wing cards.

I just realized that Lenticular printing (images that change depending on the angle that you view them at) and I'm going to make some cards.

I get 2 (two) images per card facing, and I'm trying to figure out what to print.

Suggestions I have include

- Dengar (pilot) but one image has his post-nerf upgrade bar, and one is pre-neft.

- Kylo Ren, but the artwork changes to shirtless Kylo

- Biggs Darklighter, but he turns into Lowhrick.

Any suggestions?

MultI era campaign with cross options for multilayer but not in hero focused manner, so old republic era, clone wars, civil war and the stuff after, would mean a lot of factions would need fleshing out, including stuff like the vong or the huts and shit

How often should Jedi and Sith let each other go?

Never, they should just stop bitching at eachother, and finally fuck to let out their pent up tension

So to build on this, would the following scenario make sense-

Rebels/Empire/Somebody else have found an old CIS space station somehow still fully intact and abandoned. However, due to intelligence leaks, the other side becomes aware of this as well. Both sides dispatch a task force of around the given size, expecting to have to clean up a small group of ancient Vulture droids or smugglers, nothing more. This turns into an all-out battle when both groups arrive at the same time.

A scum pilot (not sure which, maybe Nym), but they turn into the Ancap smiley. Also, their description gets changed to reference Ancap memes/the NAP.

Dengar works for that.

"Once per turn, if an enemy ship violates the NAP in your firing arc, you may perform an attack against that ship."

Also, the funniest shit I've seen is 2 Dengars range 1 with Expertise and Target locks, staring into eachother and shooting.

Dengar 1 shoots Dengar 2, Dengar 2 makes a revenge shot, Dengar 1 takes a revenge shot for Dengar 2's revenge shot, Dengar 2 shoots normally.

For a CIS space station perhaps a bit more, specially techies and specialized folk for re-activating it, probably in shuttles and the like.

"Alright, now just stay in line with the oth-"
Arrgahagaggg!
"Ok sure, whatever you want, just blast those x-wings and dest-"
Aragaaarrahahahh!
"O-ok, can we at least keep one hit though?"
ARRHAHAAAAGAHAGGAG!

If the squads were there to clear the way for the techs/the techs were on board the larger ships (raider, GR-75, Raider, Cr-90, etc) though, would this make sense?

The fact that Wampa is a hard counter to Luke (since he doesn't actually need to hit you and luke is particularly evasive), and can sneak in damage past the regenerating shields that R2-D2 provides is hilarious.

Does the ship even have enough hard points to carry all the shit you put on it. I sincerely doubt that.

Yeah, why not, sounds like a good mision.

>when you confuse making a film about failure with making a failure of a film

>yfw Sidious would bend Kreia over effortlessly but muh gray philosophy is still somehow better

This is ep9 now.

Maybe an Empire at War set in the aftermath of the New Republic seizes Coruscant?


Would add new things to the Imperial arsenal like:

> MT-AT (with the landing pod as a means of delivering it to the battlefield).

> Dark Troopers (Upgraded in tiers, meaning a Phase 1 can be a Phase III with the appropriate tech upgrades)

> Terror Troopers

> Grenadier Troopers (only they fire the actual grenades and not throw them).

> Possibly the Imperial version of the Umbaran Mobile Heavy Cannon to replace their SPMA or be an additional unit (that is one thing I find Canon did right by showing the Empire adopted those for their own use).

> Fire Hawk Repulsor Tank (cameo for the Hel's Hammers).

> Scimitar or TIE Interdictor.


Would add new things to the New Republic arsenal (though this might difficult given they don't have a lot in Legends) like:

> Commandos who use the blue armor the New Republic would later adopt as standard for it's troops.

> K Wings

> Rebel AAT variant (with astromech Droid to repair itself).

> Possibly new and improved AT-TE and UT-AT (faster and can replace their main guns with Ion Cannons)

> Possibly new and improved AT-DP.

> New and improved Juggernaut tank (shrunken down much in the same way the SPMA is a shrunken SPHA).

Ironically that would completely salvage her character

>when you confuse posting in /tv/ with shitposting in /swg/

Mad af soyboy detected.

I kinda want to print this Mara Jade alt art but i fear i would be permabanned from my social circle if i did. If anyone out there is braver than me feel free to have a go at it.
Imgur link as it it heavily implied NSFW, but nothing really explicit
imgur.com/scRC7WH

What size would this space station be to make sense? A couple hundred meters?

Also, what kinds of defenses would the station be expected to have? Automated turrets?

I'm asking because i'm trying to make a game based off of this idea, and i'd like everything to make sense logically- If I make a mistake logically, it will likely spiral waaaaay too long before I realize it was a blooper.

It ubverted expectations to make the worst-regarded Star Wars film by viewers ever.

That's not even good art, nor is it a full-art.

Don't sweat it that much brah, SW is fun pulp. Put a couple of automated defense and some vultures, let the PC feel eh, it isn't that hard, and then the other raid fleet enters from hyperspace.
What system are you using btw?

Can't make full-art cards in Strange Eons.

get a photoshop template- dozens are floating around.

Also, get better art.

Edge of the Empire, using X-wing/HotAC rules for ship combat. I want some canned missions for future use.

The way it's working is that I have one player flying the party's main ship(currently a YT-Unidentifiable), one person crewing (they make checks to get the effects of Crew/droid cards, with difficulty based on cost) and 2 people flying 1-man fighters.

It's currently pretty sandbox-y and they haven't made any decisions really, so I'm not sure who will be the other raiding party, or whom the PC's will be accompanying.

Their current goal is to get enough money to buy more heavy-duty ships, since their current YT-Something and 2 Z'95's were stolen from a junkyard.

You ever wonder if star wars should just go full zoids with its vehichles?

>girlfriend gets me a BlasTech industries vest for keks
>arrives with an already popped seam
Motherfucker I wanted to tabletop in style

No.

>thinking Kreia is a grey Jedi

So, most starwars weapons are based on WW2 firearms... Are there any modern weapons that you can see having a bit of prop magic worked on them to be turned into blasters?

Then what is she?

Far as I can tell she's a self deluded darksiders who thinks she's so above it all.

She came as close to realizing that the Force = the plot as an in-universe character possibly can.
She realized that the Force made good and evil clash in giant destructive wars again and again, and would ravage the galaxy and all life in it for all eternity. And that's exactly what happened in the old continuity, from the Rakata to the Old Republic to the Rise of the Empire to the One Sith. She wanted to kill the Force to prevent the Galaxy from falling into war and suffering over and over again.

She hated the Jedi just as much as she hated the Sith. She used the Force, as she said, as an assassin uses a poison. Her philosophy was that true strength can only be found in yourself, because if you draw upon an external source for power, like a weapon, a subordinate, or the Force, you're all the weaker once you lose it.

>Darth Traya
A salty has-been.

I still kinda want to redesign an mp5 into a blasted.

Is it too much of a cliche to have the entire party start in a jail cell for a new EoTE campaign?

How many piloted droids are there in star wars?

A space libertarian with an ax to grind.

Interesting character with a lot of complexity, but her philosophy is bunk and is rooted entirely in hurt feelings and betrayal.

Make them hit some local Gang or something, a minor enemie than could be a recurrent villin, than kicks puppies for fun or something so the party enjoys stealing from him.

At least two in the form of the Viper Droids and Phase III Dark Troopers.

World Devastators might also count given they have a Droid Brain that controls most of the ship, while it's crew handles other things.

In numbers of models? Because nearly the entire CIS was crowded be droid pilots like the B1.

Thanks, I'm looking into existing variants and inspiration for other gear for an imperial remnant faction, with smaller numbers and budget troubles they would used more droids but also want to make use of the skills of their best guys, I'm imagining things like one TIE-Defender with a wing of TIE droids, heavy assult walkers that have droid auxiliary controls for if there aren't enough pilots on hand, stuff like that

If you wanna go with the chic of the movies, basically any gun that is mostly metal without containing much wood nor plastic. Most automatic weapons such as combat rifles, assault rifles, (sub)machine guns as well as pistols made between the 1930s and 1980s fit the bill. Before that, it's all wood and leather, and after that, it looks too futuristic for Star Wars.

Let them have some world devastators then, as centers of they fleets. They make Tie Droids than are pretty baller, and lets you make them itinerant or full nomad.

But she is right though
Actually a pretty cool idea. I could imagine battalions of cheaper Darktroopers and other battle droids led by just a handful of Remnant stormtroopers.

WEG was made way before the Prequels and KOTOR, which gave us the concept of the Light and Dark sides coexisting on not-totally clear moralities. I always thought the way it did the Force even back then was silly though.

D20/Saga if I recall never made much distinction. Your Force alignment changed nothing but the powers you used.

FFG's to me handles it the best, as both the Light and Dark sides have advantages and disadvantages, and in true KOTOR style, going all the way to one or the other (paragon) causes good and bad things for you but at least has notable changes to the gameplay. Stat-wise, Light paragon weakens you physically but strengthens you mentally, and Dark paragon strengthens you physically but weakens you mentally, which fits the bill of Light being focus, balance, and forethought, and Dark being passion, fury, and unleashing oneself.

Even if you're not playing FFG I'd roll with their interpretation, especially considering the next sourcebook to drop is featuring expanded Dark side character options.

Well, it's said the Empire used a number of CIS units in old Legends material.

I think Dwarf Spiders and things like that turned up under Imperial command, guarding check points and what not under Stormtrooper supervision.

Me again, and no, it's not equally supported that the Empire's good, but it's not unsupported either, but I see your point! No, it's not supported in the OT, since there the Empire's either doing evil or doing neutral stuff/sitting around not doing evil. It's when you branch out that you start seeing more of those shades.

Let's be fair, a lot of expanded stuff added to the grey. It's not new canon anymore, but if you still follow the EU, things aren't half as black and white. That's not feeling, just fact! Though to each their own in tastes, friend.

I'm looking for guesses as to how my group will end up going, as I'd like to have some material pre-planned, even roughly.

So my party had one real "adventure" so far, and I'm wondering what I should expect them to do.

The party was on a transport to an outer-rim system, when their transport crash-landed on a junk world full of tribal scavengers. They managed to steal a junky YT freighter full of cargo and a pair of Z-95's to escape, but were dismayed to realize that they only have enough fuel to hyperspace to the nearest naturally ocurring gravity well and then put up a distress beacon, although they had enough hydrogen to travel in realspace for some time.

They blindly jump to the local gravity well, finding it has a small pirate gang (going full somali with what are effectively slaves in ships) attacking a barely armed transport. immediately before the party arrives, a Gozanti with escort materializes and attacks the pirates. The party shows up intp a fight between a Gozanti, 4 TIE Fighters and 2 TIE Bombers vs. a C-ROC, 7 uglies, and a Y-wing.

The party decides to go after the pirates, and helps the empire kill them, although there was varying degrees of loyalty. They manage to kill enough uglies to stop them from threatening the Bombers, who manage to blow several cargo containers and an engine off of the C-roc before it escapes to hyperspace.

Shortly after, the party begins trying to scavenge the destroyed Y-wing and any parts from the uglies, as a Raider arrives from Hyperspace and the gozanti requests for them to dock.

Their current ideas range from asking if they can have the cargo spilled from the C-ROC, do the salvage from the destroyed ships, to demanding money, to trying to potentially steal from the Imperials.

The things that they have expressed so far are that they want to be able to get some more heavy-duty ships. I'm guessing that they try for a get-rick quick scheme to get money for ships, or just stealing one.

Right

That was part of the plan, the idea was that they had lucked into some ancient as hell bits and pieces from the star forge and in an all or nothing bid they managed to reverse engineer them into the inferior but still handy devestators, employing them initially on empty planets to get their war machine running again. They have troopers of many stripes heavily supplimented with dark troopers, sentinel droids and recomissioned K2 security droids, the ships also see heavy use of carbonite droids

I'm specifically having them avoid CIS units, as they want to hold themselves as seperate (better) then the seperatist scum that birthed the rebels. Lots of insistent terminology as they refuse to acknowledge them as the New Republic

Is this during the GCW? If so, at least in the Expanded Universe the Imps were full-Napoleonic and commissioning civilian privateers left and right for handsome rewards. Gauge how well the players did, and determine how the commanding Imperial officer would view their work, then decide if he'd think they're worth his time.

If not, he might give them a half-hearted pat on the back and some speech about good citizenship then send them on their way. If they did well he may be truly impressed and offer them a position as privateers proper for the Galactic Empire, and if the concept of being loyal citizens doesn't sway some party members, make sure he mentions it comes with cash, a bigger ship, and if you're good enough, Imperial Navy support -- heck, if any of the players have that ambition, maybe even tell them it can lead to proper Navy enlistment if they so choose.

If they refuse, have him still repay them for helping him out, maybe tellling them it's just a taste of what they could make helping them hunt pirates and rebels.

Alternatively, all this but replace privateers with salvage crew.

>having such shit reading comprehension that you automatically assume gray = gray jedi

>thinking Kreia's philosophy is gray

You could use these for something

It's amazing that Kreia literally shows up at the end as a Sith Lord in a game literally called The Sith Lords and then make the logical conclusion that Kreia is not Sith.