/swg/ - Bounty Hunter Edition

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

Previous thread: 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 full wave 7 unboxing/spoilers:
>community.fantasyflightgames.com/topic/267745-chimaera-unboxing/
>community.fantasyflightgames.com/topic/267760-profundity-unboxing/
Admiral Raddus guest article by a playtester:
>fantasyflightgames.com/en/news/2018/1/17/hes-going-to-fight/

Fleet Troopers Unit Expansion for Legion:
>fantasyflightgames.com/en/news/2018/1/24/defend-the-fleet/
Leia Organa Commander Expansion for Legion:
>fantasyflightgames.com/en/news/2018/1/24/inspire-rebellion/

Who /bountyhunter/ here?

Other urls found in this thread:

docs.google.com/document/d/1-B9yn34OiUi5Nmo6bw2iOq6uxdNGfRbeS7jV3emtRyk/edit?usp=sharing
twitter.com/SFWRedditGifs

Reverse stabilizers

Magnetize, magnetize

Reposting since it was buried in the last thread: is the Armada core good enough to play games with people that aren't super into tabletop while being interesting for more experienced people? Three ships and a few fighters seem like a bit too little, but I don't want to spend tons of cash on the game before trying it.

Fire the emergency booster engines!

/bountyhunter/ reporting in!

...

Yeah, but Deathtrooper helmets look silly.

Also, I'm working with Legends; although I'm not against porting some Disneycanon things over.

We're leveling out sir.

Going to play F&D soon and Jedi seem a tad more complicated than non-jedi. Could someone give me a few protips and trap options to look out for when building/playing a Jedi?

You will not be movie-level Jedi starting out. Even "Knight-level" play is barely Padawan level. As long as you realize that going in, you'll be fine.

I understand that, but I'm talking more specifics.

Play a better system like D6. FFG can't into the force. Also force classes is way to videogamey and not indicative of the Star Wars universe.
Knight level play isnt even close to what Ahsoka, Barris or Ezra can do.

>player begins with 5 in a stat

>FFG force powers are video gamey
>D6 force powers aren't

Don't listen to this guy I've run plenty of Force Users in FFG, they do fine. At creation you're basically like Luke in ANH, and maybe with a little EXP you'll hit ESB tier. Sometimes the specs are a bit odd, but in general any spec will work for you, just try and stay focused on what makes sense for your character. Don't jump to a Lightsaber tree just because it's the one in your Career, pick which works for you. There aren't really any traps besides just making shitty combinations of species/career in terms of stat and skill focus and you should see those coming.

Focus on one or two force powers at a time when spending EXP. You'll get a lot of reward out of them once you get them up there and boost your FR, you spread yourself too thin you'll be shitty at a lot of things.

>he updated the OP articles

I was really not *that* into the core set as its own game when I started. It's... fine? I didn't dislike it, or anything.

But it's a pale imitation of the full game experience, imo. Just for your reference (whatever you decide to do), you can build a 400 point fleet for both factions for around $300 total, MSRP.

>Spending exp on force powers instead of rushing FR increases
It's like you don't know how to play. Why get force influence when it's more effective to throw force Die at a coercion or deception check.

The Storm Commandos are in a weird place. The Wook describes them as being sneeki breeki types but they somehow also have to have their own TIEs, warships, and APCs. Some of them are also apparently trained to operate artillery. Seems like writers couldn't decide what they were supposed to do. They definitely don't have the maritime/naval focus that SEALs do, either. Clone commandos would probably be closer to modern SOF in their duties, inventory, and focus.

I think you misread what the guy was saying. He was advocating:

- Focus on one or two force powers
- Improving Force Rating

He wasn't suggesting that you should ignore the Force Rating improvements.

Oh. Well the only real good Force powers are move and sense

All the force powers are really cool, but I do not recommend them for every character. Enhance is pretty fucking bitching though if we're talking about universal applications.

Ebb/Flow from the Consular book has the potential to be very potent, inflicting strain on enemies or healing their own strain as part of *any* skill check they make, and with upgrades enabling you to add setbacks/failures to enemy dice checks or adding advantages/successes to your own.

In short, very good.

How is enhance better than just using a bunch of Force dice to boost whatever skill you are trying to perform?
That does sound strong

Battle Meditation is a fucking treat for a support character, it's buffs are invaluable.
Heal can be good too, though it only surpasses stimpacks at later levels really

I was thinking about buying two small fleets to play with friends, but perhaps I should see if Armada is popular at my LGS first.

Because enhance does do that. A lot of skills actually. Fully bought out it does Athletics, Coordination, both Piloting, Resilience and Brawl. You can also commit to bump Agility or Brawn.

>they have their own TIEs, warships, and APCs.

Rebel Strike added all that stuff, IIRC. They also let some random defected Rebel pilot join their ranks, so it’s probably just bad writing.

What's so good about those? Why isn't Enhance considered good?

That's a good idea, especially if any of the regulars could demo the game (or even lend you ships to try out full size games). Check and see if you've got a [Region/City/State] Armada group on facebook.

Or, if you've got it or are willing to get it and it gels with your preferences, you can try it out on Tabletop Simulator.

>How is enhance better than just using a bunch of Force dice to boost whatever skill you are trying to perform?
Hold on, what are you talking about? I don't recall anything like this in the rules.

Which space elf species is best?

I'm a fan of Arkanian offshoots m'self.

>he forgot

>random defected Rebel pilot
Wasn't Sarkli a relative of Admiral Piett or some other Imp bigwig?

Yeah, I suppose it would make sense for Sarkli to get promoted because of his relations, ala Hux. It just seems weird that he went from being a starfighter pilot to joining the Star Wars equivalent of Delta Force.

To be fair, he probably also scored pretty high on the TIE Hunter portion of the qualification tests.

But we never even see him flying a TIE Hunter. We see him commanding an Escort Carrier and fighting Han on Endor, but we never actually see him pilot a starfighter as he defects.

Honestly, Rebel Strike's plot was just nonsensical.

Vulcans, of course.

Only bad if it's a stat like Willpower on a non-jedi.

Willpower is good on everybody. 5 in strenght of presence are the true shitter stats.

Whatever Fay is supposed to be.

>we never even see him flying a TIE Hunter
Yeah, it was a pretty cheap Benedict Arnold knock-off story and a wasted opportunity for an air duel final boss. I was just trying to make sense of it. Who knows? Maybe he ended up being one of those guys who just got shoehorned into a role that he didn't sign up for, sort of like how lots of WW2 paratroopers never/barely got to jump out of planes. Maybe he got assigned to do ground work because the brass wanted to take maximum advantage of his bullshit boss-level health pool.

You're not getting half as much use out of 5 willpower as you'd get out of 5 strength or presence. Like what the fuck are you going to do with it?

He dosen’t even have a consistent rival. His initial motivation is that’s he’s jealous of Luke stealing attention from him, but he never even fights him after he defects. He fights with Wedge for a level or two, but then it’s Han, who he’s never met before the last level, that kills him.

Hell, Wedge dosen’t even recognize him first, even though Han somehow does.

I think I just made the equivalent of the Twin Mustang with the Ugly creator.

>Bomber
>2x Nu-Class Transport Fuselage
>TIE Interceptor Wings
>Quadjumper Engines
>6 hardpoints-4 Cluster Missiles-2 Cluster torps
>Bomb Bay- Seismic Charges
>20 RU Hull
>30 SBD
>Class 4 Hyperdrive
>4x Quad Laser Cannon- 4x Triple AutoBlasters
>Vectored Thrust Engines
>Imposing Paintjob
>Additional Fuselage (Hence 2x NU)
>Easy to repair and Fuel Guzzler

docs.google.com/document/d/1-B9yn34OiUi5Nmo6bw2iOq6uxdNGfRbeS7jV3emtRyk/edit?usp=sharing

Force stuff is all down to taste. Some GMs treat them as Advanced Skills, some simply bar certain powers. I personally just don't allow Jedi (specifically) at the table unless everyone's going to play one. Lightsaber Combat is too powerful and every time I attempt to trim it up it just ends up looking ridiculously silly.

I've grappled with going deeper on skill trimming but honestly TECH is just a really deep attribute and even after trimming a bunch it still offers a lot of value.

There aren't any "aid another" rules in D6 because old fucking game. My solution is quick & dirty but it's been working. The highest I've seen a bonus get is +8. Typically you don't have two characters who specialize in the same thing so it's rare to get big bonuses together.

Bounty hunter that takes down scum to make money for his old orphanage on Nar Shadda reporting in.

How far have you guys tweaked lore in order to fit your needs?

I've made Jawas into space chinchillas.

EotE newfag here, why isn't there a chart denoting the costs of Gear? Can't seem to find values anywhere, nor an explanation on why.

There's charts all over the book with costs listed, though.

So they're real fluffy and crap everywhere?

Fleet troopers look pretty sweet for rebels. Offensive AND defensive surge conversion, twice the shots of a storm trooper unit for the same cost, and a neat ability that plays to their strengths at range 1-2.

But how does it stack up to a normal storm trooper unit mathematically?

Lets say for maximum efficiency that both fleet troopers and storm troopers took an extra body, their respective 2 red dice gun, and targeting scopes.

That would give the fleet troopers 10 white dice and 2 red dice with pierce 1, rerolling 3 blanks from precise 1 and their standby aim token.

Meanwhile storm troopers are rolling 5 white dice and 2 red dice rerolling 4 blanks from precise 2 and their aim token.

This would require the storm troopers to actually move into range 2, even though they are just as effective at range 3 still.

Even ignoring any cover saves, this is a convoluted mess of math. Anyone care to help me out with it?

Both sides hit with white dice 3/8 times without rerolls
Both sides hit with red dice 7/8 times without rerolls
Fleet troopers reroll 3 fails
Storm troopers reroll 4 fails
Fleet troopers pass armor saves 1/3 of the time due to surges
Storm troopers pass armor saves 1/2 the time due to no surges and automatically fail 1 block from pierce.

Who would do more damage to the other?

There are

A whole bunch, but I've talked about it enough in other threads. Suffice to say, the only things I've kept concrete are the events of the original trilogy.

To that way than I'm really thinking to make my own setting already.
That porn comic is so bizarre mate.

PT, OT, and CW are solidly canon in my games, with the ST and both EUs serving as sources of inspiration/blatant theft.

>To that way than I'm really thinking to make my own setting already
Whuh?

Thoughts on a dilapidated D5-Mantis as a starting vessel for a one person game of AoR?

I'd like to use the x-wing rules for space combat so if probably pick up mels 3d printed version.

Wouldn't that be several thousand years old? How would it even still be space-worthy?

...

Well, you'll want a decent willpower stat and discipline skill. Put the rest into whatever stat your saber specialization will use. Ataru is probably the most OP, but Niman or Soresu is fine too. Shi-cho amd Malachi are meh due to lack of deflect and Shien is balls, sadly.

Saber specializations are slow to start, and delay your force power potential, but can become blenders later on. Force specializations cost you attribute points but

Like it or not, its a treasure trove of reaction images

I need to sleep, my brain is acting up.
More or less I changed so much shit than I think its preferable than I call it my own setting already.

Ah.
I'm in that same boat, in terms of "I may as well call it my own setting" and, well, I'm okay with that. Ever since Disney threw out the old EU, calling it Legends, I feel it's open season for people to come up with their own takes/settings for Star Wars. I'm kinda sad I don't see it as often. I love new takes on things.

What's so OP about Ataru outside of their ability to dump ass into Agility and getting away with it?

So what it doesn't look several thousand years old. Why not use It? ToR isn't even canon so you could say the design is just decades old

Just fluff it as a more modern ship

So I can't do the exact math, but I'm hearing that due to their higher dice count, Fleet Troopers have the best expected damage ratio in the game without accounting for rerolls - their major downside is their lack of range and having about as much movement as anybody else.

So the key here is do not be the the Stormtrooper commander who just lets those Fleet Troops waltz up to you in R2 and take shots, slam them with your aimed shots at range 3 first.

>Deathtrooper helmets look silly.
Amazing. Every word in that sentence was completely wrong.

Is there anything I could use straight out of the books in FFG to represent a basilisk?

So, here's an important thing I just noticed.

Fleet Troops and Leia are "Q2 2018"
Veers and Snowtroopers are Q1 2018, but also not part of the first chunk of releases along with the core - this is supposed to be 8, which includes dice and spare movement templates.

So Legion is gonna launch a little barebones and looks like it's gonna stagger out releases for a while. I wonder if FFG will keep things staggered or go to a more X-wing/Armada style "Wave" of releases when they get their initial batch of designs out.

Also talk about future proofing we still have no idea what Special Forces in this game looks like yet and probably won't see the expansions for some time.

The easiest explanation would be to say that it isn't an original D5 so much as a modernized D(5+X) model that simply kept the Mantis name as part of a series, sort of like Corvettes, Mustangs, etc. It keeps the look that collectors like while having modernized gubbins and software under the hood.

I've never seen it at anything but ant resolution, and there's so much bizarre shit for just a tiny bit of pushy gardevoir lewds.

AT-STs! AT-STs~!

How would I start Armada if I was interested in the Clone Wars conflict? What rules do people use? I'll prolly buy the ships from Mel's.

How would you stat it? How would your party fly it? Multiple people in 1 ship can get boring fast if they don't all have something to do.

Easy way for any freighter would be to adopt FTL's early game style. Have more duty "stations" than crewmen during encounters so the guys doing support stuff can shuffle around frantically instead of getting bored. Add in random emergencies as needed.
>Engine needs babysitting because the machine spirits are fickle
>Shields need babysitting so they can be strengthened at problem areas
>Starfleet-brand computer console explodes and injures gunner. Weapon station now needs repairs and replacement gunner while main guy is sent to medical
>Passenger who booked a trip to your next destination doesn't have any toilet paper
>Captain needs someone to untie shit in the cargo bay so he can dump it out the back

Jawas? do they know the way?

Would a Star Wars-ized version of Battletech's Clans have been more interesting than the Vong? I feel like the Clans are a really interesting take on an alien culture.

The Mandalorian Wars already happened, though.

Being Unheroic. When a character uses a Force Point
to do something that is neither particularly heroic nor
evil, the character loses the Force Point permanently.
Examples of being unheroic include:
• Using lies or deception for gain or advantage.
• Avoiding danger in a non-heroic situation.
• Saving your life in a non-heroic situation.
• Using the point for power, wealth or other personal
gain.

This is some Grade A bullshit. Did Qui-Gon permanently lose a force point when he cheated at the dice game with Watto?

He was heroically freeing a slave boy.

No he wasn't rescuing him out of the goodness of his heart. He wanted the boy because of his incredible Force potential

>Avoiding danger in a non-heroic situation.
>Saving your life in a non-heroic situation.
What does "non-heroic" even mean in those cases? Is it a non-heroic situation if you use a Force point to save a guy from choking to death on a pretzel?
>Using the point for power, wealth, or other personal gain
Does that mean Palpatine lost unlimited Force points in ROTS?

>• Avoiding danger in a non-heroic situation.
So if you use the force to avoid being hit by a bus you lose it, unless you tackle a kid out of the way or some shit
>• Saving your life in a non-heroic situation.
Wait, what?

This seems like a stupid rule that's easily ignored. Especially because it doesn't actively punish outright evil acts, just mildly selfish ones.

>Wait, what?
Doing shit like selling out the rest of your party to the Imps or Hutts or whatever in return for them not killing *your* ass.

>Doing shit like selling out the rest of your party to the Imps or Hutts or whatever in return for them not killing *your* ass.
No, because selling your party out doesn't require you to USE force powers.

And that's an unheroic action, not a non-heroic one. The difference is quite large, and the rule specifies that you lose points for doing shit that is mediocre at best.

No idea how you'd save your own life in a mediocre and dull non-heroic life or death situation. Use the force to stop yourself from having an asthma attack? Not fall down a set of stairs?

Force points are that game's equivalent of "Fate points" or whatever else you'd like to call them, they're not exclusively for force powers.

From my experience everyone ignores that shit rule.

This, yeah.

>And that's an unheroic action, not a non-heroic one. The difference is quite large

Not mutually exclusive.

Nah. he's dark side so it works differently for them

You mong, you don't actually use force points to use the powers, they're basically fate points

How do we make a compelling deconstructive Star Wars sequel trilogy (eg not like Rian "Subverting Expectations" Johson)?

Having the FO and NR be what everybody expected/wanted initially would be a good start, ie the FO being Remnant-tier and using guerilla/deceptive tactics and the NR having power but being bloated/inefficient as the new government forms and everybody wants a piece of their gibs pie.
Just murder all the Bothan senators first.

Subvert expectations of events, but not expectations of characters. Literally all you'd need to do. Or at least not to the degree they were subverted in TLJ (i.e., you can have a dour and mopey Luke, but give him a more fleshed-out reason for being so and give him a chance to come out of his funk).

Make ultimately about the futility of individual heroes and villains with respect to systems and memeplexes.

Just make Metal Gear Solid VI and set it in space.

>Luke as The Boss
What a more thematically interesting sendoff to a beloved character. If only Rian Jonson wasn't a brainlet.