/SWG/ - Escaping Of The Core Edition

Now would these have been harder to stop once they reached orbit or left the atmosphere?

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First for Fang Fighters

I like Fangs.

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Fangs and U-Wings for Armada when?

Pair with Gunboats and TIE Reapers

Generally speaking, can the maneuver dials be considered canon in terms of relative performance of star fighters to each other? And if so, what do they more or less mean?

I am wanting to create Star Wars fighters in a very good dogfighting RPG, and I want to know what traits to give the ships. I was planning on using their X-Wing stats as a base, but realized that I am not good at reading the dials too well without some time.

What's more, can X-Wing be considered accurate in terms of general toughness? And do the stats and card options do a good job of representing any major gimmicks of the ship?

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>Now would these have been harder to stop once they reached orbit or left the atmosphere?
Why did the Empire only disable the Falcon's hyperdrive, not the whole thing?

Game mechanics have never been considered canon at any point.

>Generally speaking, can the maneuver dials be considered canon in terms of relative performance of star fighters to each other?
>What's more, can X-Wing be considered accurate in terms of general toughness? And do the stats and card options do a good job of representing any major gimmicks of the ship?
NOOOOOOOOOOOOOOOO
JESUS NO
they're complete metashit nonsense built completely around FFG's hyperspecific balancing system and don't even relate well to stats for those things in other games by the same companu

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The dials try to be relatively faithful to their most common depictions in other official works, but given the breadth of Star Wars media, they aren't necessarily 100% accurate to every depiction. For instance, the TIE Defender in the original TIE Fighter flight sim could outmaneuver pretty much everything the Rebellion could field but XWM's dial leans more closely towards the toned-down Defender we see in other Legends works, with its red 90-degree turns. The A-wing is consistently shown as being faster than the TIE Interceptor in Legends but the furthest it can go in one turn is forward 5, same as the Interceptor, the only difference being the A-wing getting a green forward 5 instead of a white one.

In terms of overall durability and gimmicks, no. Play X-Wing Alliance instead if you want a good idea of how tough and unique each ship feels.

I'm still wondering about that.

In the case of the Core Ships, I think they get more dangerous if allowed to escape given they can link up to a highly dangerous Battleship waiting for them.

What are naval doctrines like for the main factions (Republic, CIS, Rebels and Empire? All the ships seem to perform the same roles on screen.

no

game balance and designers coming up with new moves/actions means that older ships are significantly weaker ships than newer ones

The X-Wing novels had pretty faithful depictions of flight sim game mechanics. Hell, the first Rogue Squadron book even shows you an easy way to complete the Redemption mission from the first X-Wing sim. And of course, there's also the Farlander Papers, Stele Chronicles, and official flight sim strategy guides, which mix game mechanics with story by showing readers how the "canonical" protagonists completed their missions.

Because the Falcon was a complicated jury-rigged mess and they probably TRIED to take out the whole engine.

Also shut the fuck up Pablo, stop defending TLJ by shitting on ESB.

the Old Republic used fighter cover and broadside brawling Dreadnaughts, Carracks and other cruisers mostly, with Imperial-style tactics arriving later with the Victories and other Star Destroyers
Imperials have MASSIVE, concentrated firepower from big wedges for maximum fire forward and still heavy along the broadsides. they use fighter cover instead of flak, and it mostly works. mostly.
The CIS tended towards oversized, skeletal ships with lots of flak, a few big guns forward and swarms of shitty fighters. None of these things actually worked very well. the Providences are an exception, because they were stretched Dreadnaughts built with Mon Cal yards thinking.
The rebels were a really mixed bag, with lots of influence from all of the above three plus some refinement of their own, mostly relating to being really good at using elite fighters to hit-and-run second-line units

Blow up the falcon then? Shoot it, use bombs, push it into the city?

That core did not escape so well

>Rebels
Carriers, starfighters, and long-ranged hit-and-run missions are their bread and butter. Their best warships are heavily shielded, very durable, but undergunned, so it's best to avoid slugging matches with ISD gunnery crews. MCs tend to favor broadsides if they need to get shooty. Also, for some reason, Rebel Neb-Bs tend to die a lot. Veteran pilots will occasionally get rotated off frontline duty to command training squadrons full of rookies. For other inspiration, look at the USN in World War II.
>Empire
Big ships, big guns, big armor, big dicks. Just keep the front towards the enemy. Most of the time, TIEs are defensive screens rather than offensive tools. ISDs will almost always win straight gun duels but need good TIEs and escorts to handle AA duties. Aside from that, draw inspiration from the Royal Navy and IJN.

I'm not well-versed in Republic or CIS doctrine, so I can't speak for those factions.

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This thread is now under Republic occupation. Deploying Rocket-Jumpers.

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Thanks anons. Also, wasn't there a series of Star Wars shipgirls?

I figure they promised it to Lando.

Get out of my system-spanning conglomeration. We simply want to be free from the oppressive unionized oligarchy of the Republic and totally not because we harbor Imperial renegades and stolen Star Destroyers.

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There are some images lying around.

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The CIS leverages it's immense industrial might against it's opponents.

It's overwhelming numbers.

It was said that the CIS Navy outnumbered the Republic one 4 to 1 in Legends at least and maybe in Canon too given that quote comes from an unfinished episode of the TCW.

While an individual warship might not triumph over it's counterpart in another military, it may outnumber them excessively to make up for this.

That being said, when the CIS wants to build a true warship, it's often better than it's Republic counterpart, such as the Lucrehulks and Malevolence, though this is hardly done as it wouldn't be profitable to do so.

I think it's said Droid Star Fighters have an edge over organic beings as they can engage in maneuvers that would stress a normal biology.

When it comes to boarding, they will send over a party of Droids to cause havoc and, if the situation warrants it, blow the ship and their own expendable troopers away once they have achieved their objective or if the assault is not going as planned.

In general, the CIS seems to enjoy more versatility, such as Starfighters that can turn into walkers, some that have sabotage Droids aboard, some ships that are completely automated, some that can separate into sections and some that mount weapons capable of crippling entire squadrons if need be.

CIS carrier doctrine, however, does suffer more from one particular issue than any other faction: range. Vulture droids have 35 minutes of fuel. For comparison, X-wings are capable of flying for at least 12 hours outside of combat. CIS carriers can't play keep-away the same way other factions' carriers can, and if a Lucrehulk wants to fight, it's pretty much going to be forced to take hits and get in close.

Is there any counterpoint to saying that the CIS had an overall technological advantage over the Republic?

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>if a Lucrehulk wants to fight, it's pretty much going to be forced to take hits and get in close.

In Legends at least that wasn't an issue as it was said a Lucrehulk could comfortable withstand fire form a squadron of Venators.


While they had the technological edge, it was mitigated by the fact that most of their fighting forces did not have the creativity or reflexes of their Republic Clone counterparts.

>it's often better than it's Republic counterpart, such as the Lucrehulks and Malevolence, though this is hardly done as it wouldn't be profitable to do so.
arguably those things' republic counterparts would be Kuat's ISDs and their various heavy star destroyers and full-on dreadnoughts like the Mandators and Praetors, which could whip the shit out of those things in a fight
>In Legends at least that wasn't an issue as it was said a Lucrehulk could comfortable withstand fire form a squadron of Venators.
which is still only equivalent to ~2 victories or an ISD

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>If nobody in your squad can see a motherfucker then he can't be shot, simple as that.
Riddle me this.
Say I'm shooting at a dude that's standing out in the open, and the rest of his squad are behind a wall, entirely out of LoS. I inflict 4 wounds, the first wound kills the dude out in the open. Where do the other three wounds go? Do they magically apply to the other members of the squad even though they aren't visible? Or do they vanish?

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> arguably those things' republic counterparts would be Kuat's ISDs and their various heavy star destroyers and full-on dreadnoughts like the Mandators and Praetors, which could whip the shit out of those things in a fight

Now while that might hold true for the Lucrehulk, I'm struggling to envision a scenario in which a Mandator or Praetor could overcome a Malevolence unless it got the drop on it due to the power of it's Ion Cannon.

> which is still only equivalent to ~2 victories or an ISD

Apparently a Lucrehulk is capable of withstanding the fire of a "Flotilla" of Venators, which could mean as many as a dozen.

Meant for

>I'm struggling to envision a scenario in which a Mandator or Praetor could overcome a Malevolence unless it got the drop on it due to the power of it's Ion Cannon.
not him but given the saxtonian scalewank involved in the Mandators, they could probably shieldtank the hits according to their inventor

IIRC they vanish, you can only inflict a maximum number of wounds as you have guys in LOS.

Oh man, we're gonna have some bum bait with Fleet Troopers.

Anybody invented any slang for Legion yet? I didn't have an opportunity to get on the ground floor of stuff like Armada and X-Wing

The Mandator or Praetor has a chance if it can outmaneuver the Malevolence and get into the ion cannon's blind spot, or if it can disable the ion cannons with some precise/lucky gunnery.

you'd have to use one of the Mandator IIs against the Malevolence, and it'd be entirely a question of going maximum power to shields, getting partially Ion'd even so, and then hoping to tear it apart with turbolasers before it spun up for a second shot.
Or you could kill it using fighters, which is a lot more sensible but doesn't give Hsiao and saxton a boner

>Or you could kill it using fighters

Which works against any battleship.

yeah, but here it mostly worked because anakin skywalker is the most dangerous man in space and droid fighters FUCKING SUCK
decent CAP basically tuns fighters into a zero sum game

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>Oh man, we're gonna have some bum bait with Fleet Troopers.
You read my mind. Draw them in and fuck 'em up real good. Remember how we learned that a special weapon lends it's keyword to the entire dice pool? If you have a Scattergun Trooper with your Fleets, you gain Pierce 3 (while attacking, cancel up to 3 block results).
Each Fleet Trooper puts out two white dice, the Scattergun puts out two red.

That's an attack pool of 10 dice with Pierce 3. Slap on Targeting Scopes and take a standby and Aim action.
That means you're Standby actions rolls 8 white, 2 red with Pierce 3 and three free re-rolls for maximum close range face fucking.

As for slang, I picked up the terms for simple squads from some buddies. Stormies, Rebs, Fleets and Snowbois. Hardly original but it works.

Goodnight user, I have my fingers crossed that I'll wake up to some nice GAMA news for Legion.

I really liked the Malevolence's look. I kinda wish we got a later moncal ship that called back to it in some way

>If you have a Scattergun Trooper with your Fleets, you gain Pierce 3 (while attacking, cancel up to 3 block results).
>Each Fleet Trooper puts out two white dice, the Scattergun puts out two red.
>
>That's an attack pool of 10 dice with Pierce 3. Slap on Targeting Scopes and take a standby and Aim action.
>That means you're Standby actions rolls 8 white, 2 red with Pierce 3 and three free re-rolls for maximum close range face fucking.
This is a real and legal strategy?

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The scattergun is only Pierce 1, but yes, it's a potent resource. (MPL Barrage might honestly be more worth it though. Impact 2 and Blast with an offensive surge will put a big dent in Support caliber units)

>Goodnight user, I have my fingers crossed that I'll wake up to some nice GAMA news for Legion.

I don't think FFG has any more panels at GAMA, they've already done one presentation. Legion releases will be monthly or better, OP will be in "seasons" and they're very suspicious about multiple factions (but obviously have to deny anything about products in development)

Other than that it doesn't have that much pierce, yes. Welcome to legion 101.

Fleet Troopers love to camp. They evaporate under sustained fire over long distances, but if they hide out of LoS they will Overwatch the fuck of anyone who comes too close.

This user goofed the Pierce stat. The cards blurry. But generally speaking that's how the game works. Stack your actions as they suit the unit.

Do the Empire get something similar then?

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What's with the ginormous dobanhonkeros

And it can carry a full wing like the Quasar Fires it's meant to replace, but in Age of Rebellion (I know, I'm planning a Saga Edition and this is two different things, but still) the Quasar Fire can only carry two squadrons like the Gladiator. And the description in Rebellion says it's small.
Going back to statting the Liberator for Saga, what the fuck should I do for its stats? Should it be close to the weapon stats given for the Vindicator, how big should it be, how fast should it be, what?

>IIRC they vanish, you can only inflict a maximum number of wounds as you have guys in LOS.
Could I maybe get a page reference for that?

*like the Gladiator in Saga Edition

head cannon- FIRE

Snowtroopers will be getting a Flamethrower.

Assuming it is like the AT-RT flamethrower, they will get 2 black dice for EACH enemy mini in LOS in the unit they attack (so they roll 12 dice if you have a full 6-man squad in range) and it ignores cover.

More tonnage = more "tonnage"

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That just seems blatantly OP.

And Snow other Heavy Weapon is the Ion Disruptor for BWW Impact 1/Ion 1 at range 1-2. Ion is actually supposedly quite worth it.

6 inches of range, my boi. And while Snowtroopers do get a free attack action when moving, they are quite slow.

Why do snow troopers get their own rules, they're just stormtroopers in cold weather gear.

Did the Republic learn something from the flaws of the AT-TE when they rolled out the UT-AT?

It seems it's cannon is a turret and doesn't leave the gunner exposed.

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Why no tracks on your shit, Grand Army of the Republic?

Probably because it floats

If it did, it didn't learn enough.
>Top laser turret has terrible gun depression
>Fixed forward-facing laser cannons
>Driver and gunner exposed and vulnerable in big transparisteel coffin
>Secondary turrets that would have been unnecessary if it had just been designed like a conventional tank
>Massive target

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I mean why don't they use any tracked tanks, or seemingly tracked vehicles in general?

Did you watch the film? They couldn't blow up the falcon because Vader thought Luke was on board.

The UT-AT definitely seems like the superior weapons platform. I assume it's faster and more mobile, looks like it has more firepower and also appears to have a lower profile.

I'm pretty sure they do actually also have specialized training too.

The equipment means they're weighed down, but mechanically they're compensated by being "Steady", they are trained to fire while in motion. Most other stats are the same. Heavy Weapons are per Snowtroopers because I assume they model what kind of shit a snowtrooper unit has in their arms locker.

If I had to guess, they are likely far less armored than the AT-TE.

Well, it is functionally a Transport and Artillery isn't it?

TENTACLED

how did you find your group that you play the ffg rpg with?

SW tracked vehicles are a special kind of magic

Artillery transporter

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Yeah there is a possibility they would've made it more lightly armored, especially the underside.

>Transport and artillery
>On a page that says "tanks"
Goddammit, sci-fi writers. That just brings up more questions. Why even have a combination of APC and artillery in-universe? Artillery should logically stay way the hell away from the front lines while APCs should be ferrying troops to and from the front.

>260kmh
>in a tracked vehicle that looks like the designer never heard of suspension
How about no never in a million years

UT-AT is a heavy weapons platform
AT-TE is an IFV

UT-AT has a crew of 6, one drivers and 5 gunners
AT-TE has crew of 7, driver, spotter and 5 gunners plus 38 clones, a battlefield command center or two AT-RTs

UT-AT is repulsor, so it's better at weak or unstable terrain, but can't pass through theater shields and can be disabled by ion weaponry
AT-TE can be disabled easier by mines but is ion reistant and

Think Bradley Vs PzH 2000

I guess, it would just seem weird if there was a ship boarding mission and someone uses a bunch of snow troopers instead of normal stormtroopers. I won't lie, that would make me bent out of shape user. It also seems like a waste considering we have other imperial units like army troopers or fleet troopers.

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????

Screw hurting your spine and ass from the bumping, I think your neck just snaps somewhere in that ride.

>it would just seem weird if there was a ship boarding mission and someone uses a bunch of snow troopers instead of normal stormtroopers
There's always one asshole who fucks with the thermostat because of concern over heating bills.

Maul is very good in X-wing. What ship were you going to put him on?

also, for the guy who wanted HLC crack gunboat advice- I swear i'll get to it eventually- I had a busy day at the office.

Movie content first, sells better.

But hey, you got the fleet guys from ANH. And the weird gunner head guys from the Death Star are some kind of army/navy technician troopers they could include. Give the empire a splash of color.

That said, only need to worry about fleet maps if you're building fleet maps, and I'd wager most people will prefer natural (or at least ground side) terrain to avoid problems like "Why are their moisture vaporators and minefields in this ship?"

>slight problem with the pilot being liquefied at 100km/h
>but its fast!

that does depend on how stormtrooper units are assigned

would a stormtrooper unit be a organization that is only issued cold assault gear or do all imperial navy ships carry hostile enviroment gear to equip normal stormtroopers for aqua/snow/magma/sand duty as required

Likely because treads don't do anything wheels, legs or repulsor engines don't already do.

So why do real world tanks not use wheels?

It kinda looks like a Star Wars-ified and militarized Ripsaw EV3-F1
youtube.com/watch?v=vAqx-7fE8Tg

because we don't have magical antigravity technology

I tried a friend's build with Wulfaroo and loved it. I'm trying to make a build with a a Lothal Rebel, AP-5, and Wedge Antilles, but I'm waiting on what the S-Foil cards do.

In its existing form it doesn't look bad though

Well hang on, wasn't the whole point of the Russian BT line with the Christie Suspension that if worse came to worse they could run on roads and train-tracks without their tracks?

They did try to make it fly

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>antigrav
Vanu a shit anyway. All hail the NC.

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Neither do the wheeled """""""tanks""""""" the GAR used.

Which brings up another good point.

Since the Empire has that technology, what was their excuse for this thing, which looks inferior to almost any tank I saw in the Clone Wars and Legends?

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It's an armed cargo hauler. There's presumably a turreted version for outright combat.

You don't use an abrams to haul cargo

>what was their excuse for this thing
The manufacturer's R&D team was off its meds. Alternately, corruption in the military industrial complex.

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>It's an armed cargo hauler.

I think it's called a tank and is said to be a front line combat vehicle in the lore.


At least the TIE Tanks had exceptional Fire Power and speed.

I think even they rival the Occupier.

The Occupier is for cargo hauling and oppressing civilians/light resistance.

It's literally made from a real cargo hauling chassis.