/SWG/ V2 Edition

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

Mistakes of the past: → #

Fantasy Flight Games’ X-Wing and Armada Miniatures Games
>pastebin.com/Wca6HvBB (embed)
Fantasy Flight Games’ Star Wars RPG System (Edge of the Empire/Age of Rebellion/Force and Destiny)
>pastebin.com/wCRBdus6 (embed)
Other FFG Star Wars Tabletop (Imperial Assault, Destiny and the LCG)
>pastebin.com/ZE4gn0yN (embed)
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 (embed)
Reference Materials & Misc. Resources
>pastebin.com/AGFFkSin (embed)

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 (embed)
Writefaggotry
>pastebin.com/Un1UhzZ4 (embed)

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 (embed)
Heroes of the Aturi Cluster, co-op X-Wing campaign
>dockingbay416.com/campaign

Armada wave VII release article:
>fantasyflightgames.com/en/news/2018/2/1/launch-the-fleet/

Legion organized play:
>fantasyflightgames.com/en/news/2018/2/7/the-battles-to-come/

Other urls found in this thread:

youtube.com/watch?v=XA1q4UpBdfI.
youtube.com/watch?v=U7Z4KKsklY0
youtu.be/2WBG2rJZGW8?t=10m5s
twitter.com/NSFWRedditVideo

First for the Empire

Second for the Rebellion!

>imagination

What role have starfighters played in your campaigns? Have you ever run/played a campaign entirely dedicated to them?

Fifth for the New Republic

I really want the rebel Raider from SW BF2 in Armada

So, suppose this had been at Geonosis?

How much damage could they have done to the Clone legions?

Not really that dangerous on Geonosis.
But it has potential if it gets a good angle at infantry i assume.

Post your best pilot nicknames and how they earned them.

pdf related

>What role have starfighters played in your campaigns? Have you ever run/played a campaign entirely dedicated to them?
Let's answer the last question first: yes. Early Rebellion era starfighter squadron game. In D6, which is basically your only damn choice if you want crisp starfighter action.

In most latter day games they tend to be in the background. d20 and FFG simply don't have the right stuff.

I think the dual rotary laser guns would be effective against Clones and their warmachines.

That might also be too much fire power for even a Jedi to deal with should they be forced on the defensive.

kys my man

>In D6, which is basically your only damn choice if you want crisp starfighter action.

FFG's pretty good in its actual mechanics but you have to houserule ship stats for greater survivability.

I wanna see Sienar's reaction when he finds out they took the solar panels off.

>Sienar's reaction when he finds out they took the solar panels off.
That's the kind of thing that starts an honor duel.

anybody here played HOTAC?

any tips for somebody wanting to play it?

THE CIS WILL RISE AGAIN!

Firstly, play it by the book. For a fan campaign it was extensively playtested so you won't need too many house rules added on. I've seen a handful of exceptions made, but the only universally agreed upon one is to evenly split experience instead of doling it out based on last hits.
Secondly, always rule in the Imps favor. If you want to, you can cheese the imperials into being incredibly incompetent with a winkwink and a nudgenudge but that's not in the spirit of the game. Give them the advantage every single time and your games will be a lot more interesting. Picking a player in your group who is impartial for this is key.
Lastly, don't try to use newer ships. I know the original rebel fleet has become largely outdated in today's meta and you see the A-Wing, B-Wing, X-Wing and Y-Wing around a lot less frequently, but the campaign was designed with them in mind. It's also a campaign that's supposed to be from a specific time period with specific resources available to the rebels.

The campaign I’m in atm has two tracks, one is a Space: Above one Beyond-like story of TIE pilots who also operate tactically in tactical operations.

(Not really Imperial, we’re in a fairly decent post-Endor splinter state that’s loosely allied with the Republic)

Anyway, if we’re not flying TIEs we’re flying X-wings and a YT-2000 doing false flag A-team shit.

ace combat 7 fucking w h e n

Might be good as a damage sponge. All Republic forces concentrate on these guys while the other CIS forces flank.

The stuff like "A wing expansion pack" is the list of expansions that those upgrade cards come in.

Go to your LGS and say you are new, and show up with a printed out list. If they don't let you play with that or offer to loan you cards, they have a bad case of Stick-up-their-ass / Ivory Tower syndrome. Then come back and mention it in this thread, and I'll email you and mail you cards. If you like the game, you'll eventually end up with the cards you need.

I'll start with your ships, from simplest to most Complex. That Y-wing is first- It's got Torpedoes that it wants to pump into stuff, and to pump them in soon. You roll up and target lock stuff, and see if you can get away with picking up a focus to shoot next turn. You have an Autoblaster turret to scare away fast moving low-health ships that will try to rush you to avoid the torp (as it can't shoot at Range 1, and your main guns hit drastically less hard) targeting astromech helps with your getting of target locks. Keep stuff in arc and shoot at it to ensure it dies.

Next up is Braylen. His job is to drown your opponent's scary ships in as many stress tokens as possible- Ideally get multiple on one ship. Actions win games, and Braylen says "Fuck you, no actions".

Your intent is to hand out 2 stress per turn with him, so with Gunner, you want your first attack to miss. Alliance Overhaul says "May" on it, so don't roll the extra dice out the front/change a focus to a crit out the back on the first attack (along with spending tokens) unless you are shooting at something that you know can't dodge (0 agility, etc) or it's going to die if it takes damage.

Norra next.

Then you have Norra as the cwnterpiece of the list. Norra hits like a brick, and can absorb a lot of fire. If you come up against a list that's mostly Assault Gunboats or the like, totally expect them to lock on to her ASAP and start firing- If she's alive at thebend of the game, she can potentially beat anything.

Push the Limit gives you the ability to Focus and Target Lock in the same turn. Norra needs that to hit stuff hard. It also means you need to do a lot of gren moves.

R2-D2 is what keeps you alive long-term. Your agility is low, so most rounds you take at least 1 damage. It also means you do a lot of green moves- Synergizes with PTL.

C3p0 is what stops you from getting whittled down. Most rounds when you use him- You guess "0". That means if you roll a blank you get an evade, and if you roll an evade, you got an evade. It's insurance. You can guess 1 when you are taking range 3/obstructed shots, or if you have 1 health and are about to die.

Vectored thrusters let you reposition. Not getting shot is better than getting shot, etc. Make sure if you do Barrel Roll though, that Focus+TL for defense wouldn't be a better option than Barrel Roll+1 other action.

Alliance overhaul makes you hit deceptively hard. Out the back you can spend a TL to add a crit, and the pitential for 5 damage shots out the front is no joke.

Lastly, you can use her ability for defense. Combined with C3p0, you can C3p0 guess 0, and then spend a target lock for a focus result, and then spend your focus token for a second evade. If you rolled a focus naturally, you get a third evade. Combined with R2D2 healing 1 a round, that means if she dedicates all of her resources to surviving, she can be very tanky against a single target. That's why you have Braylen to control where stuff can go so that you can shoot it in the face.

Any questions?

Haven't read From a Certain Point of View, don't want to reward the mouse, but from what I hear it's heavily implied Tarkin's gay in one of its stories. I don't have a problem with this in itself, but considering how that Wendig fucker has gaybashing as the Imperial party line on that sort of thing, I need to ask: how's Tarkin's fling with some Stormtrooper handled? Is it portrayed as something that Tarkin's ashamed of because it would destroy his career if word got out, something that he would kill over-and probably has killed over-to ensure it stays a secret? Because I can't see Tarkin on the downlow going any way but youtube.com/watch?v=XA1q4UpBdfI.

die CIS scum

...

We got a pair ARC-170s (would have got one but I was able to canabalise parts to get a second one operational) last session we just used them to get from A to B tonight and as on-standby CAS if things went south.

Really fun sitting the the astromech slot and doing all the secondary stuff like astronavigation and repairs.

>Early Rebellion era

You've got my attention, user.

So on a broader note I have to ask: Family, and the many forms it can take, is a prominent and reoccurring theme in star wars. Have any of your games worked family into the narrative in an interesting or memorable way?

Oh my god that photoshop

Vanilla as hell, but two members of our crew were orphans and both happened to be our force sensitives, so they ended up forming an almost familial bond by learning the force from each other, travelling together, etc. I remember a scene on Alderaan, where one of the characters was born, where they just talked about their pasts a little on a hillside overlooking a lake. It was a really humanising moment for the both of them.
They eventually developed a force bond a-la KotOR 2 that meant they could sort of feel what the other felt through the force.

Anyone else burning out on Star Wars a bit lately?

> everything from da nu canon is bad wrong

After you buddy

I feel ya. I ended the campaign I'd been running for just over a year now with a lot of stuff on the cutting room floor because I'm just in a bit of Star Wars overload. I mean, I love the franchise, I'm sure I'll return to it, but I just need a break, man.

That sounds rather sweet

Take a break, it's not likely to go away in the near future.

We'll be here for you user

I find that you DO need to tweak the mechanics a bit, but vanilla works fine if you're piloting a light freighter. Otherwise, unless you REALLY grossly boost fighter stats, you need to make your basic attack roll Gunnery opposed by Piloting.

The rules really feel like they were built with the parry being in one bus as the assumed norm

Anyone have any good deck plans for space station? I'm looking for something that would make a good gas mining facility/research base/blatant Space Station 13 expy for my PCs to infiltrate.

Star Wars always comes and goes for me in cycles (and more broadly, sci fi vs. fantasy). Nothing wrong with engaging in other hobbies and franchises, letting stuff build up, then coming back to it all at once later.

>FFG's pretty good in its actual mechanics but you have to houserule ship stats for greater survivability.
FFG has a real problem inherent to the game which is at ~500xp all problems become trivial.

Beyond that there's no real depth to space combat. D6's space combat seems kind of intricate until you realize it's meant to be played on a battle mat and then everything is very easy to understand.

It's my favorite era to play in and it's definitely my favorite to run in. Just finished the first major arc of a campaign set in that era. We're set to take a break for a bit but we'll get back to it.

>Otherwise, unless you REALLY grossly boost fighter stats, you need to make your basic attack roll Gunnery opposed by Piloting.

I'm fond of Emperor Norton's houserules, which redoes shield mechanics and give your positive handling in black dice to enemy gunnery checks at Speed 4 or above.

>FFG has a real problem inherent to the game which is at ~500xp all problems become trivial.

Haven't really had that problem yet.

>Beyond that there's no real depth to space combat. D6's space combat seems kind of intricate until you realize it's meant to be played on a battle mat and then everything is very easy to understand.

Ironically this is the only reason I don't use it more often.

Yeah, we did the same think for melee attacks. It means the die roll is more complex, which I suppose is why they took it out, but for people who have been playing a while it's no big deal.

We use those along with the gunnery vs. piloting stuff. It works pretty well all things considered. Slows down dogfights, but that's a fair price for not floating home every other mission.

>FFG has a real problem inherent to the game which is at ~500xp all problems become trivial.
I do not think this problem is really unique to FFG. Pretty much every rpg system has a breaking point where the system just stops working.

And considering the expected rate of xp gain is 10-15 per session, that's a decent lifespan for a campaign.

I might try the gunnery vs. piloting hack next time, then.

Mate, I'm running a game where characters have gotten into the 2500+ xp range and the game isn't trivial. Granted, there's been no attempts to break the game, but still. There is no character so amazing that a gratuitous number of stormtroopers can't solve. And if if they want to keep the casualties down, they can always bring in the vehicles...

I'd love to hear more about it, especially since I'm planning a starfighter-based game of my own.

How do you have it interact with the normal silhouette-based system? Worse of the opposed roll difficulty or the base difficulty on the chart?

We had a smuggler in our group. Relatively old guy, around late 50's.
For most of the campaign, he was the group's tough dad. He knew what was right for you, he had more experience than most everyone else put together, but he was abrasive as all hell. Still, he cared for everyone in his own way, saved everyone else at least twice.

Nobody ever really asked him about his past; knew he'd never tell. What we did know is he hated crims, came from Tatooine, and hated that place.
Come the end of the campaign, the GM ran 'epilogues' - one session stories that centred around characters individually.

The smuggler's ran. He was just gone 60 in his epilogue, and it revolved around his "last job" - escorting a woman and her kid off Tatooine and out of Hutt space to start a new life elsewhere in the galaxy.
To cut a story down, we found out his wife and kid had been killed while he was away by some criminals in retaliation for acts the smuggler had taken while working for the Hutts.
He'd carried that guilt with him ever since. Explained why he'd stuck with the party - our two youngest members were the right age to be his kids and needed a lot of guidance as to their place in the galaxy. He led them away from the smuggler's life, quietly. Didn't want them to be like him - was trying to find some kind of atonement for his family dieing, blamed himself for it.
Anyway, he gets this woman and the girl to the spaceport, and their enforces are all lined up, preparing to break down and take them back. He tells them both to get on the ship and fly away, takes a deep breath and opens the door to be a distraction while the ship takes off.
The smuggler gets shot to pieces, but as he was dying, seeing the ship get away, he was described as being "at peace".

In getting them out, he felt like he'd atoned for not being able to save his own family. Finally gave him the closure he needed, and he breathed his last, satisfied.

We renamed and redefined a few actions. it'd be quicker just to lay them all out for you.

Evasive maneuvers: Incidental. Forces anyone attacking you to roll their gunnery check vs. your Piloting check (factor in all the usual: terrain, handling, etc). Can be negated if you generate 1 Despair while rolling an attack, and negated completely (vs everyone) with 2 Despair. Cannot be used by ships silhouette 5 or above.

Gain the Advantage: Action. Test piloting against enemy piloting. Negates someone's evasive maneuvers against you if successful. Add 1 boost for every point of speed greater, 1 setback every point of speed less (this is in addition to boost/setback die from Handling if at speed 3+). Cannot be used by ships silhouette 5 or above.

Shields: Incidental. Suffer 3 system strain to absorb (2+shields rating) damage. This is in addition to armor. (Amount of shields a ship has is shield defense score * 2)

Assembling a gunnery check:
Base positive dice: Gunnery skills
Base negative dice: enemy pilot skill (if using Evasive Maneuvers)/vanilla Silhouette comparison (if otherwise)
Add boost die equal to enemy's negative handling score
Add setback die equal to enemy's positive handling score (only if enemy going Speed 4 or above)


Essentially, most of the Sil stuff shakes out in the handling adding boost or setback. We also vastly increase the difficulty for large starships to hit small starfighters in addition to the Piloting opposed check, meaning that starfighters are slowly whittled down over time instead of just eaten whole.

youtube.com/watch?v=U7Z4KKsklY0

Sounds like a fun campaign man.

I've got a bounty that i'm posting that I'm hoping someone can help me with.

The first person to take a handful of assorted x-wing core set tokens (shields, stress, focus, evade, rocks, target locks, preferably at least 5 of each) and scan them and send the scanned file to [email protected] gets a Krayt Cup promo card of choice mailed to them.

You managed to cross family and sacrifice in one arc

that is some good shit

What's the hardest ship to fly in Armada and why is it the MC30?

Is this actually possible? Can an X-wing survive this?

>survive this?
Survive what? The TIE Defender, the Star Destroyer, or firing with the s-foils closed?

The SD shooting the X-Wing specifically

I don't know, hammerheads always felt impossible to fly correctly. At least MC80s have speed 2 and 3 for reasonable movement.

Sure, in WEG D6, which rebels is blatantly based on, if the dice turn out right (and a character point or two is spent), it's entirely possible for an X-wing to eat an ISD hit with only a Controls Ionized result

Maybe if the gunners rolled terribly in a tabletop game. But if this was the X-Wing novels, that X-wing would have been deleted from existence because those eight-barreled guns would be octuple turbolasers.

Minimum damage on a Light Turbolaser leaves an X-Wing alive in FFG.

The actual RPG designers though have said Hera's a probably pretty high EXP character, so with talents she might live through bigger.

Those were the main batteries not a light turbolaser implacement.

In ANH luke's x-wing gets hit by turbolaser fire as it goes into the trench and he lives just fine

youtu.be/2WBG2rJZGW8?t=10m5s

Or at least I am 90% certain that is what the red flashes are

I could see orders getting passed down to reduce power on the turbos to increase fire rate to deal with the fighters better. Who knows though, turbos have been getting slowly nerfed throughout the show, what with Kanan surviving one landing next to him.

>Kanan surviving one landing next to him
To be fair, convection has always been a fickle thing in Star Wars. Anakin only started burning on Mustafar after getting a taste of the high ground.

Yeah but that wasn't a direct hit.>I could see orders getting passed down to reduce power on the turbos to increase fire rate to deal with the fighters better.
That would make sense.

But
>Who knows though, turbos have been getting slowly nerfed throughout the show, what with Kanan surviving one landing next to him.
seems a lot more likely. Filoni and his effects team just really really hate ship scale firepower.

I mean, it happened on screen in something canon, so yes, it can happen.

Because Rebels is so short, they don't have a lot of time to extrapolate details, so I take a lot of their visual language with a grain of salt though.

Yeah, I'm pretty sure the ISD rigs don't have anything other than the main batteries able to animate though, because they still have a shitload more guns in canon.

I'm not so sure of that, it's basically impossible to tell.

Would a young Holdo make a good NPC for an Age of Rebellion game?

ISDs don't pack light turbos in either nucanon or Legends. It's regular or heavy turbos for them. Those eight-barreled guns are all proper turbos built for bitch-slapping warships to death.

As an antagonist

She's basically the Rebel equivalent to Ysanne Isard, so yeah.

>Firing lasers with the S-foils closed
What the fuck?

Also, I didn't know the TIE Defender ever appeared outside the TIE Fighter video game.

Yes, but were they intensified?

It's been done before in the X-Wing novels. Firing with closed s-foils just brings greater risk of overheating.

only if you run her as space pic related

Only one turbolaser seemed to have hit, and if the shields were up it might survive with minor damage. Granted, it hit the cockpit, so Hera should *probably* be dead.

>THEY COULD BE COMING AT US FROM ALL SIDES
>Oh my Force. Is she crying?
>No, she's not, she's just nervou--
>WE'RE GOING TO DIE IF THEY DON'T GET US OUT OF HERE. WE'RE GOING TO DIE.
>Okay, fuck it, she's crying.
Sounds like fun times for her subordinates.

If you're interested in giving the PCs the difficulty of having friction with their superior officers and being kept in the dark about what's really going on, she's an excellent NPC choice.

Antagonists don't have to always be the Imperials.

>FOLLOW MY BLASTER
>[shoots E-11 wildly at scrap]

Do ISDs pack laser cannons for air defense?

Not under official stats. That's what TIEs and escorts are supposed to achieve outside of classic Battlefront space mode and Rogue Squadron vidya.

>ISDs don't pack light turbos in either nucanon or Legends

They do, in fact, pack light turbolasers in FFG, though. At least the Imperial I does. It's got 30 of them.

Holy shit, this is fucking perfect.

>"Godspeed, Rebels! *tears up* God-kriffing speed to you!"
>"Kriffin' Captian Gatalenta..."

Nucanon's stat block doesn't list light turbos. Same goes for WEG and Saga, and we all know how shonky FFG's starship stat blocks can get.

in her case it'd be captain alderaan, which is even better

Unironically this. An officer with decent enough intentions who's woefullly out of their element, and whose incompetence makes them a major ass no matter how well-meaning they try to be.

Question is, what would she collect for battle trophies?

Still means that it can happen in FFG.

Come to think of it, it could also happen in several of the vidya; I remember surviving singular turbolaser hits with an X-Wing in Alliance.

Looted Imp infantry gear if she's on the ground. If she's in space, she'd try to mimic Ace Azzameen's trophy collection by looting starship wreckage without actually earning all that shit.

Absolutely. Kill her in AoR and she won't be around to fuck everything up in TLJ.

IS1s packed a few laser cannons but they generally didn't do a very good job so they just took them off the ISD2.

The ISDs in rebels are a bit messed up, beyond just the lack of animations for any other guns and the skinny McQuarrie concept necks they have the ISD-1 X-pattern sensor arrays and ISD-2 Octuple barbette Turbolasers.

Min you in Alliance some VERY small ships could pack turbolasers (Assault and Escort Transports, that one light freighter that was working with the Starchaser pirates/scavs in the Probe droid mission all come to mind.)

>Min you in Alliance some VERY small ships could pack turbolasers (Assault and Escort Transports, that one light freighter that was working with the Starchaser pirates/scavs in the Probe droid mission all come to mind.)

Yup. Hilariously those ships *aren't* possible in FFG by default because the smallest thing that can mount a turbolaser is a Sil 4 freighter-sized ship using the Oversized Weapon Mount modification.

Meanwhile, at Sienar

This must end.

It's not over yet, Snake.

>A light cruiser falls slowly into a Star Destroyer
>Cuts through it like a buzzsaw
The hell? Does the Empire armor those things in paper mache in nucanon?

And with a fleet that size why aren't there hundreds of TIEs out? Why would you even use Star Destroyers to blockade against fighters, they have no point defense?

>And with a fleet that size why aren't there hundreds of TIEs out? Why would you even use Star Destroyers to blockade against fighters, they have no point defense?
Thrawn sent their TIEs down planetside to hide in the cloudcover. They wanted to test the Defender Elite.

(Or I like to imagine Hera spent ALL the lightside force tokens to pull that chain of stunts off and then the GM spent the resulting darkisde points to put the TIEs in the clouds.)

>Thrawn sent their TIEs down planetside to hide in the cloudcover. They wanted to test the Defender Elite.

Not all of them; before this scene there's a good number of regular TIEs engaged by the Rebels.