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/swg/ - Tusken Raider edition

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Previous Thread: >>55042005
Post about FFG, d6, Saga/d20, X-wing, Lego, Armada and anything else Star Wars Related

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

Fantasy Flight Games’ X-Wing and Star Wars: Armada Miniatures Games
>http://pastebin.com/Wca6HvBB

Fantasy Flight Games’ Star Wars RPG System (EotE/AoR/FaD)
>http://pastebin.com/wCRBdus6
>mega:#F!blI01Jga!6uL6fLHF2rJFKDN57E14WQ!69Z3HZzT

Shipfag's Starship Combat Fixes for EotE/AoR/FaD
>http://www.mediafire.com/file/y9w713etmckbs98/Shipfag.JPG
Other Fantasy Flight Games Star Wars Tabletop (Imperial Assault, Star Wars: Destiny and the Star Wars LCG)
>http://pastebin.com/ZE4gn0yN
Fantasy Flight Games Dice App (Works with X-Wing, Armada, the Star Wars RPG system and Imperial Assault)
>http://www.mediafire.com/download/64xy3uy6vepll8v/com.fantasyflightgames.swdice.ver.1.1.4.build.9.apk

Older Star Wars Tabletop (d6, d20/Saga, etc.)
>http://pastebin.com/wXP0LdyJ

Reference Materials & Misc. Resources
>http://pastebin.com/AGFFkSin

All Canon Novels and Comics (via /co/)
>https://mega.co.nz/#F!2R5kDTqQ!WfrDla-jvDIn05U57T9hhQ

Just What IS Canon Anyways?
>http://starwars.wikia.com/wiki/Canon#2014_reboot
>http://starwars.wikia.com/wiki/Timeline_of_canon_media

The Clone Wars Viewing Guide
>http://img.4plebs.org/boards/tg/image/1442/36/1442364889994.png
Writefaggotry
>http://pastebin.com/cJY5FK9T
Shipfag's hangar
>https://drive.google.com/folderview?id=0ByhAdnTlOKOeQnA4SFByUC1aQWM&usp=sharing

Heroes of the Aturi Cluster, co-op X-Wing campaign
>http://dockingbay416.com/campaign
>>
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New Heart of the Empire preview is up for Imperial Assault.
>https://www.fantasyflightgames.com/en/news/2017/8/28/true-professionals-dead-precise/
We finally get to see the other two skirmish upgrades for iconic figures they've been promising, and it's no surprise they're for Han and Chewie. Han is an absolute beast with his upgrade, possibly able to get three strong attacks in a round. He might die fairly quickly still, but he should put out some serious damage.
>>
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>>55103871
Chewie's upgrade knocks off some of his defense, but it's worth it for the big discount, increased offense, and guarantee of drawing his command card in your opening hand.

And both Han and Chewie can benefit tremendously from the excellent command cards available to smugglers.
>>
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>>55103943
We also got a preview of the other two new Rebel heroes for skirmish, after seeing Ko-Tun with the announcement.

I think Jarrod is the one that will see the most play, since he's a good fit in a Spy list and probably tough enough for his cost. Drokkatta has excellent firepower, but he's competing for a spot with nuHan and nuChewie. Ko-Tun has good abilities and a nice long-range attack, but can't risk getting caught up close with that low health pool.
>>
>>55103871

So, presumably the Dark Trooper style look is deliberate for the Sentry Droids? Do you think they'll ever follow that up with nucanon Dark Troopers? Kyle Katarn? Or is this as close as we're ever going to get.
>>
>>55104557
Dark Troopers could come, but I wouldn't expect Kyle Katarn. Imperial Assault has stayed away from Legends-exclusive characters.
>>
>>55104710

It's a shame really, Kyle would be perfect for IA.
>>
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Just ordered an old AMT TIE Fighter kit (2 TIEs) to use as scenery in my Imperial Hangar and maybe use in some homebrew rules.

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

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

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

If you know of more kits please list them.
>>
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>>55103943
Oh, and here is the upgraded version of Darth Vader. If you get too close, he will ruin your day.
>>
>>55105252
Do we have a pretty clear indication what the scale for Legion will be? I've heard around 1/48.
>>
>>55105950
I've heard 35mm, which is 1:52.3
>>
Is there a quickly searchable database of planets, that has a relatively short description/summary?

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

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

Plus, it'd make me look smart.
>>
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>>55106175
Yep-
http://www.swgalaxymap.com/
Links into wookiepedia and overall its not too bad
>>
>>55106127
So 1/48 models would actually be a little overly large? I think I would prefer vehicles built into the scenery be slightly smaller than scale, if it has to be one or the other.

Also, does anyone know of scenery pieces in about the right scale? I love the bunker with blast doors seen in some of the art and demo videos.
>>
>>55106311
Anything designed for 28mm games will almost certainly work fine, (the big 28mm games that terrain is designed for, eg 40k, have drifted towards being defacto 30-35mm anyways).
>>
So I made an updated version of the X-Wing list from >>55096379

How does it look? I like the synergy

ARC-170: · Norra Wexley (29)
Rage (1)
· R2-D2 (4)
Inspiring Recruit (1)
Alliance Overhaul (0)
Y-Wing: · "Dutch" Vander (23)
Synced Turret (4)
Targeting Astromech (2)
BTL-A4 Y-Wing (0)
HWK-290: · Kyle Katarn (21)
Predator (3)
Blaster Turret (4)
Pulsed Ray Shield (2)
Recon Specialist (3)
· Moldy Crow (3)
-- TOTAL ------- 100p. --
>>
How's Long Arm of the Hutt?
>>
>>55107607
Long i guess
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>>55104710
>>55104796
Feels bad man
>>
Cover and armor continue to not stack in Genesys.

Why are you like this, ffg
>>
>>55108223
Is that Tarkin in the lower left of the upper panel
>>
>>55108841
Kind of looks like him but Tarkin should be dead a few years by that point. This takes place some time after Return of the Jedi.
>>
>>55108841
>>55108894
Kirtan Loor?
>>
>>55109002
Interesting idea.
>>
>dead thread

Tell me about some cool combat set pieces you've run/played
>>
>>55111652
I once ran Mask of the Pirate Queen for the party. When it came time to go to the pirate base on the crater, they went in loud, strafing the landing platform with their modified Barloz until everything outside was dead.

They tended to go loud during that campaign.
>>
>>55108481
Where are you getting this info from?
>>
>>55112069
https://community.fantasyflightgames.com/topic/256874-played-genesys-demo-at-gencon-ask-away/?do=findComment&comment=2943372
>>
>>55112190
>>55112069
Also:
https://community.fantasyflightgames.com/topic/256260-gencon-doomsday-clock/?do=findComment&comment=2946679
>>
no luck before but worth a shot now:

does anyone have scans of the full Imperial Assault expansion campaign/rule books? With the maps and stuff? FFG just has the first couple pages of rules, but none of the campaign maps. For Return to Hoth and such?
>>
>>55103770
I remember back in the winter we had a playtester for X-wing post here. Is he still around?

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

>>55113176
I have the core book, but no others. Sorry.
>>
>>55111652
I had my party visit the Prosecutor once. Decided that the ship was just cursed, getting itself boarded by lizards and droids again. Except by this time it was an imperial prisoner transport One of the party members almost died.
>>
>>55103871
Is this their token 'we aren't abandoning you for Legion' post, or did they just have this one planned for so long that they have to release it
>>
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I like to make custom X-Wing cards for the PCs and villains in my RPGs. Any suggestions for abilities?
-Kaminoan Mengele-wannabe who
experiments on Jedi prisoners in the hopes of creating a Force-Sensitive body double for Sheev. Would have Imperial ARC-170 and Crew cards. Would probably discard other crew cards, but to what end, I can't decide.
-Imperial ARC-170 Title card. Would swap Astro slot for Salvaged. Anything else?
-Zabrak Marauder who gives zero fucks about personal safety. Rip & Tear to the max.
-U-Wing pilot who is competent, but tends to panic at the drop of a hat.
-Nautolan Instructor. Very protective of her troops. Wants to be Rip & Tear but has too much sense and restraint.
-Weequay Desperado and Weequay Crooked Sheriff. They claim to be bitter enemies, but are in actuality very gross lesbians. Sheriff owns a G-1A Starfighter. Desperado could own a Z-95, but was never established as such. Desperado was mutilated by an Acklay.
-A couple of named Imperial Royal Guards hunting the PCs. One is KIA.
>>
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This one is great for huge ships and K-Wings with Long-Range Scanners.
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>>55108481
>>55112190
>>55112247
Still kinda odd about cover, but not difficult to houserule if you hate it (just change it so it adds defense). But at least they finally settled on how defense in general should work in regards to stacking.
>>
Anyone got any more faction or squadron stencils? I've got this, Sith Empire and a Mandalorian mythosaur skull one.
>>
>>55117654
>>
>>55117662
>>
Any thoughts on the "snap roll" space combat fix?

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

If sil <= 4 and speed 2+, when the ship takes a hit, pilot can reduce the damage by [handling + ranks in piloting] at the cost of voluntary 3 system strain and 3 personal strain.

High handling, low strain ships (A-Wing) can shrug off basically anything once or twice; decent handling, high strain ships (YT-2400) gain endurance; low handling, low strain ships (B-Wing) don't get much benefit.

This reads as way more thematic than some of the other fixes I've seen - aces get to shine, and it highlights the difference between reliable ships (Y-Wing), glass rockets (A-Wing), and tough brawlers (YT-2400).
>>
>>55118237
Its not a bad rule to address some of the problems with starfighters in the FFG system, but it doesn't really 'fix' some of the more pertinent issues-
>zee shields do nuffink
>It broke it, now I'm fucked
I think in combination with other house-rules you've got it a bit more long lasting and suitable for 'heroic' space fighting adventures. Realistically you could say star fighter combat is about as lethal as it gets, but from a role playing perspective it will make for short rocket tag encounters and lots of re-rolled characters which is detrimental to players enjoyment*

>*contrary to the whining, it is actually important to me!
>>
>>55118550
What appeals to me about the snap roll is I can explain the entire thing in one sentence. Thirteen pages of new rules is a bit much.

I can agree on the point of shields, what does
>It broke it, now I'm fucked
imply?
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>>55118722
You go down under your ships hull, its all over bucko unless you've got some really brilliant mechanical skills or talents to get it going again. Critical hits on starfighters are generally quite a terrible place to be as well.
Figuring out who likes you enough to come give you a tow or pick your floaty arse up in a screaming shit fight under fire, is also 'illuminating' for some players :)
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>Rebfags claiming the Empire will never get fleet command upgrades because they got gravity wells instead.
>Empire is getting fleet commands
>On a star destroyer

A bunch of our local rebs want to proxy Raddus, but are dead set against letting me proxy this thing. They can be as salty as they want about this now, but it doesn't change the fact it's something they will have to deal with at some point.
>>
>>55120247
>Pelta's fleet commands
>Liberty's dual turbolaser slots

Stop stealing our things
>>
>>55120326

At some point Rebels will probably get their own Quesar Fire so it'll balance out in the end.
>>
>>55120347
It's not the same

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

We need an MC80 with Interdictor upgrades to compensate
>>
>>55120393
>He wants a Liberdictor

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

You'd be better off getting those upgrades on a smaller chassis like an MC40 or something.
>>
For those who still play WEG, how would you stat Wedge and the other top rogues circa ~19-20ABY?
>>
>>55120588

Or on a Pelta
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>>55120247
Cymoon is decent, but it's probably the weakest of the ISD types now. If you want ECM you have to take Tua, which is honestly huge, since it means you won't be taking Wulff for easy tokens. Once at medium it is strictly worse than an ISD-II. Which means that it can get engaged on fairly easily since it doesn't have as much of a kill box. The double turbos are neat but the lack of ion cannons means less consistency. All this means you better damn well make the fleet upgrades work for your fleet.

>>55120326
Imps getting fleet command was inevitable.

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

We also still know basically nothing about the MC-75, which is looking to be a solid ship.
>>
>>55103770
Hi everyone, some advice please?

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

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

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

(1/2)
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>>55122048
This contradition makes it difficult to do the idea I was thinking of - where she'd start getting punished for 'overusing' the Force for trivial tasks, with me spending Dark Side points in order to make some Force checks far more difficult, or even flat out impossible, if they're for minor and menial goals. (like 'double-checking' someone's intentions with Force sense)

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

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

How do you guys make sure the Force feels mystical in your campaigns?
>>
>>55122048
>>55122136
Unless everyone's willing to take a straight retcon, you irretrievably fucked up once you showed a character who could use the force just as well without being mystical, straight up.
>>
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>>55122337
Well, I haven't fucked up that bad yet, I hope... there's a few ways out.

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

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

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

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

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

I'm pretty confident I can use one or more of these explanations to wiggle out of the Jal Shey situation I've ended up in. What I am more looking for is ways to reintroduce wonder and mysticism, rather than ways to explain away the Jal Shey guy
>>
>>55122481
#3 with a side of #2 is probably your best bet.
Like, their minor but existent faith (though they don't think of it that way) in the force lets them do the limited things they do, but their conception of the force as a logical, quantifiable, scientific thing is what limits them so
>>
>>55122682
Yeah, that's what I was thinking too. Luckily she has barely interacted with the guy, since they only met a few sessions ago, and they've only had one real conversation about the nature of the Force. So any of the explanations work... it's just #1 would be a bit more of a stretch, given their 'scientific' approach.

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

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

Still, I'd like something more... evident, to remind her "that's now how the Force works!" Something that shows her there's still a lot to understand about the Force... maybe like the Luke/Leia connection in Empire Strikes Back, or the Force visions on Dagobah and Takodana? Something that reminds her that the Force is larger than just any person's toolbox...
>>
>>55122861
Spoopy ghosts, verges and the weird ass wizard shit that certain dark side traditions pull all spring to mind. Bring something to do with the Nightsisters of Dathomir into the campaign? There's a reason we never encounter any Jal Shey force ghosts.
>>
>>55122861
Mysterious visions that come true in unexpected ways is a classic
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>>55124194
Yeah she's been to some vergences and encountered a sort of Force ghost at two. She specifically pointed to the last time that happened as the last time things felt real mystical.

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

>>55124211
Visions are tough because she has Force seek, so they don't feel as 'exceptional' any more. But she doesn't see the future very often, so that might work! She has a Force sensitive sister out there she was looking for (gave up for reasons) so I could reinforce that with a spooky vision.

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

"Stare too deep into the EU" anon has made me want to run a Xenoblade campaign now.
>>
>>55124320
None in the movies, but that's because of Skywalker bullshit. Skywalkers are exceptional cases.

There's one in TCW where a Padawan manages to avert an assassination attempt she foretold.
>>
>>55121225
>All this means you better damn well make the fleet upgrades work for your fleet.

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

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

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

We really need to see what Intensify Forward Firepower does though. My money is on attack dice gain, but only for your forward arc.
>>
>>55121225

I think it's meant to be a generalist all-rounder. The Home One is the broadsider, the Liberty is the frontal firepower, the MC-75 is probably meant to be a tanky ship with decent firepower on all sides.
>>
>>55124528
>We really need to see what Intensify Forward Firepower does though. My money is on attack dice gain, but only for your forward arc.
Like a reverse Ackbar? That would be super lame, because, you know, Ackbar.

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

>>55124562
The Cymoon's more of a long range sniper. It has more red than the Liberty does, replacing Leading Shots with Vader.
>>
>>55124295

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

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

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

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

Also yes, crazy motherfuckers drunk on the dark side, using that interpretation of Force Lightning as hating people to death will probably shake up that world view, along with maybe some unquiet ghosts or dark, tempting illusions. Maybe the Jal Shey will try and recover a Sith artifact for study - and that's a good jump into "Hey, the Dark Side is real and sometimes there is just some BAD SHIT on the other end of the cosmic hotline". If it doesn't make her a monk, it should at least teach her "Hey, be responsible with this power because there is a WRONG way to use it".
>>
>>55124594
Oooh yesss. That's good. Yeah I definitely haven't been punishing my player enough for calling on the Dark Side... I always have her RP what emotion she's drawing upon and keep that in mind for stuff, but I don't usually make it super bad for her. I'll be more vigilant on that.

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

Great suggestion. Thank you!!
>>
>>55124320
The Knights of the Old Republic comic centers around a young Jedi who was the sole survivor of his padawan group being killed because of a misinterpreted prophetic vision.
>>
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hey, are there scans of the character tokens that come with imperial assault anywhere?
>>
>>55124295

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

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

It could also allow you to pull the campaign as a whole towards the more mystical side of the Force, especially if the character starts going into the Dark Side hard. After all, it isn't much of a leap to go from 'I use the Force as a tool to help me' to 'I use the Force to get what I want'
>>
>>55124295
When I think of the mystical side of the force, I think of it's Daoist roots. When you are in tune with "the way" you perform better in all things. When you are out of tune with "the way" you will never reach your full potential. Darksiders (in my personal interpretation I use in my game) are basically enslaving and corrupting the way by forcing it to flow as they want. When they do this, they do so through their negative emotions which they use to bend the force to their will, and invariably corrupt it with those emotions. When a Jedi (a proper one not a OJO one who is acting on training rather than experience) channels the force, they let it flow through them, and are guided by it in a fashion which results in the greatest preservation of life at large, since I tend to think of the force as a gestalt subconscious of all life in the galaxy.

The Jal Shey are like OJO Jedi, but even more so. The OJO was bound by ritual and tradition, but still had meditation and being in touch with the force as a major tenet. However, the idea of a "Mediation class" shows how silly the rigid OJO way of thinking was. The Jal Shey might be able to do some lower level things, but trusting in the force and allowing it to move through you is something they don't do, and they are thus highly limited in what they can do. Remember, Obi-Wan said "let go" and "trust your instincts", so a purely intellectual understanding of the force will always be less powerful than a spiritual one.
>>
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>>55126917
Yeah that's how I'm gonna handle the Jal Shey mentor. He's good at seeing the Force in things to craft items, but not actually calling upon it or using it... he's greatly limited in what he's capable of, and mistakenly believes this limitation to not be based on his lack of spirituality.

>>55125939
Yes. They've been using the Force - and the Dark Side - to just get a lot of things they want even if they don't strictly need it. Theyve been using and abusing the Force, not letting it flow through them and work unimpeded and unhindered... no trust... they haven't had a mentor to keep them in check, really... to remind them that Force isn't a tool, but instead a hand that calls upon YOU as ITS tool.

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

(On phone so only images I got are dumb memes)
>>
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>>55127793
My rough draft of an idea:

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

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

It makes no sense for her Imperial sister to be here... but she will be. She'll appear at the worst time, in the worst way. Brought there by the Force, for my player to face her family and what it means to her... and whether her feelings about others, and her coldness towards the Force, make her Dark.
>>
>>55127929
Gosh my writing takes a nose dive on the phone. Apologies to the people suffering through it to help me out.
>>
>>55127929
I was thinking Voss could work for this, with its Nightmare Lands, mad Voss Mystics wandering around in them, ancient Jedi and Sith ruins overgrown in the dense forests, and it even has the Spirit World business and the Dark Heart, which are both mystical as fuck.

In addition, depending on how much of the Voss Mystic government survived the Galactic Empire, discussion of seeing the future would relate nicely to the vision the player might undergo.
>>
Hey /swg/, question. Playing a 2 year long FFG Star Wars game and I have a 1500exp Jedi, with 90exp to spend. I've just gained access to a Holocron that teaches Protect, and have another one that can teach Suppress.

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

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

Let me know what you think.
>>
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>>55103871
>>55103943
>>55104125
>Imperial Assault
>>
Who here made their own Star Wars campaign set after 20 ABY?
>>
I've been thinking of setting a game in the Old Republic, is it all too difficult to port things to that time frame? I'm thinking it's mostly in descriptions of things, but is there anything mechanical that I'd have to change?
>>
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>>55103770
I am currently running two (gee bill) star wars campaigns.
One with the players being pirates under the Black Sun (very open sandbox), the other being your run of the mill rebel irregulars (mission based structure).
The former is a much more experienced group. the latter has a bunch of complete newbies.
However, there is some overlap with the players, so i have come to ask, what i could do to make the two campaigns feel more distinct from each other and avoid a feeling of deja vu (apart from structural differences). Or in short: what are the main differences in activity when comparing syndicate pirates to rebels or even rebel privateers.

On a different note, name the biggest/baddest/most interesting pirate ships you can think of.
I am kinda intrigued by the idea of capital uglies.
>>
>>55129417
i don't think so. from what material we have, we could conclude that the technology in the star wars universe has not changed drastically at all over those thousands of years.
in that regard, mechanically everything stays more or less the same, since "my turret is weaker" is cancelled out by "my shields/armor is weaker".
Only things drastically different, is the political landscape, religion and what boils down to the naming of the same stuff.
>>
>>55129417
>>55129510
Depends on how far back you go. Most of the "improvements" in tech over the past ~5000 years give or take a couple millennia aren't that huge, and things still look mostly the same (in Legends at least, and also dependent on the planet in question). Most of the tech improvements are under the hood, basically improving efficiency and power output.

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

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

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

2: Is there a way to be a force user without picking a jedi/sith career from force and destiny?
>>
>>55129702
1: Most classes can easily be Imperial if you do some light refluffing. Edge characters don't have to actually be outlaws and Rebellion characters can just be Imperial military. F&D characters can go Dark Side.

2: Yes, Edge and Age both include Force-Sensitive Emergent and Force-Sensitive Exile "universal" specializations, available to all careers. Emergent basically makes you into Luke, and Exile basically makes you into... Kanan, I guess?
>>
>>55129845
Obi-Wan
>>
>>55129845
Awesome. I'll probably pick emergent then. Thanks for the info.
>>
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>>55129702
Here is a fan-made Duty chart for an Imperial "Age of Rebellion" campaign.
>>
>>55130017
Note: The pdf is 2 pages, but it's the same chart on both pages. The 2nd page is just a more printer-friendly version.
>>
>>55130017
>>55130029
Nice, that helps a lot
>>
>>55129417
>>55129510
>>55129645
Other posters explained pretty well, but I'd add that, though not strictly mechanical, the galaxy is a lot less mapped out than it would be in the GCW era. Some prominent planets haven't been discovered/settled yet, and others are drastically different. I might even make hyperspace travel take longer (if that's something you bother with) to reflect that.
>>
How interchangeable are the 3 rpg systems?
Can you make characters from other books using the obligation system from edge of empire instead of the duty or morality systems, with no problems?
>>
>>55130808
>longer
And probably also more expensive and inconvenient. Even by the PT era, it was difficult to find an internal hyperdrive on anything smaller than a light freighter for an affordable price. For all the love the KOTOR series gets in the Star Wars community, one thing it did poorly was making the Republic feel properly old.
>>
>>55131411
Yeah. It's especially annoying since the Republic as shown in KotOR (including the KotOR comics, in which most of whats seen is barely any different from the PT era in design) is so much different from even what the Tales of the Jedi comics showed - and the last of those ended like 30 or 50 years before the first KotOR game.
>>
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>>55130808
Lot of the earlier era stuff I used to cap out the hyperdrive multipliers at around x4 or x5 for most and maybe x3 if its really fancy. Plus you can add in difficulties to find routes off the main space roads, some areas just aren't as well travelled so it can take some digging around to find and map a decent way from A-B. Makes Astrogation a useful skill

>>55131375
They click together fine, you can also have multiple mechanics of Duty and Obligation at the same time. What should be mentioned is that if you're going from say EoTE or AoR setting to a career from F&D- you do need to gain a force sensitive career (from either EoTE or AoR) as the F&D careers don't automatically start as force sensitive unless you pick it as your initial career.
That's about the only catch.
Morality is also the best handling of Light-Dark side tracking for PC's so far in any of the rpgs that I've found. Well, I like it.
>>
>>55131375
yes. for example my character is a Medic with an Obligation in an EoTE game, it works just fine. The only real exception is that F&D classes are really tied to the Morality system.
>>
>>55131555
>>55131540
Oh good, that makes things much simpler; I'm want to make a mystic not tied to either jedi or sith from outer-rim world with an obligation focused on his family/clan.
>>
>>55131589
There's a few ways to approach that.
You could start off as some kind of hairy arse colonist type career (Fringer maybe) from a backwater world + pick up Force Sensitive Exile (or Emergent) which will be Obligation + Morality as your mechanics.
Or
You could start as say a Mystic from F&D and then pick up +5 or +10 Obligation for extra starting points at character creation at your GM's discretion.

Though something to bear in mind is that players should see Obligation as something they want to get rid of because having too much of it triggering regularly will complicate their lives a lot. So that might be something to consider that you're wishing to reduce your obligation to family!
>>
>>55131699
>So that might be something to consider that you're wishing to reduce your obligation to family!
I can interpret that as my family being in poor conditions (economically, socially, maybe some of them are slaves, etc) and me trying to improve their situation. As their situation gets better, my obligation gets lower.

Makes sense?
>>
>>55131772
Yep, that might be a better mindset than trying to avoid them because they're annoying :)
Course convincing the rest of the group that's a good idea to go help Bob's family raise a barn or chase off marauding dick wolves, is entirely also how you word it.
>>
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so in Star Wars cannon, if you wanted to disappear, just kinda... fall of the grid as it were; where would you go?
>>
>>55131903
dagobah
>>
>>55131903
You'd fuck off onto some uninhabited or nearly uninhabited world out in the Outer Rim (there are plenty of those), go deep into the underlevels of an ecumenopolis like Taris or Coruscant where the law doesn't really exist, or out into the Unknown Regions, out where "Here Be Dragons" might very well be true.
>>
>>55131903
unknown regions
>>
>>55131903
Two ways to fall off the grid. Either head off to a planet with nobody on it and settle down or find a spot in a big city where nobody knows who you are and you don't have to show ID to pay rent. Planets like Dagobah and Tatooine work for the first one, but I'd suggest either Coruscant or Corellia for the second. Coruscant is the best option, everything after that is a distant second.
>>
>>55131903
Go to Tatooine and become a sand person, then you're double off the grid.
>>
>>55132243

Nar Shaddaa is better for someone trying to stay off the grid who has decent resources. You might have trouble securing a lifestyle beyond the lower levels on Coruscant without ID, but money is the only ID that matters on Nar Shaddaa.
>>
>>55129510
>>55129645
>>55130808
Thanks for the replies, and, I realized I forgot to clarify, that it's a F&D game. I was looking to set it a thousand or so years or before the Battle of Ruusan, so I guess there isn't much I'd have to change apart from names.

Thanks again

Any tips on creating a bad guy from that era? I was thinking of an exJedi that lost his connection to the Force, like Ulic, but I don't have much past that.
>>
>>55131903

Tatooine. Nothing ever happens on Tatooine of note.

Also, if >>55106175 is accurate... why the fuck does Jabba the Hutt have a palace there given how fucking far from Hutt Space it is?

In fact, wasn't Tatooine meant to be on the outskirts in Hutt space? Doesn't that come up in TPM?
Is this just because of TCW wanting Geonosis and Tatooine to be really fucking close together? Christ, why. Why AotC do you continue to drag the entire franchise down? Why do you continue to be canon when all the X-Wing novels don't.
>>
When you think about it, rather than a planet of elite honorable warriors, as described Mandalore ought to be Space Somalia
>>
>>55134021
It should be said that the original concept of the star wars galaxy had the mostly settled/explored portion taking up maybe a third of the actual galactic disc, so if you rearranged things into that configuration, shit would make a lot more sense
>>
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>>55134021
>>
>>55135006

That makes more sense. Although I gotta be honest to Jabba, I'd have probably sold that palace at Tatooine when it became no longer Hutt Space post Clone Wars. I guess the housing/palatial deathfortress market must have crashed post-war.
>>
Darkside Leia is a pretty common Alternate Universe Star Wars, but how would a Darkside Obi-Wan turn out? Let's hypothesis that after killing Maul he begins to question if Luke really is the chosen one and eventually spirals down into despair, self-loathing and eventually a burning hate against the galaxy for accepting the palpatine truth. How would that turn out?
>>
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so i recently played an intro game of Xwing and really enjoyed it. This is what I used, on suggestion of the friend I was trying it with, there may be a card missing but that's what I remember;

Miranda Doni [Twin Laser Turret, Extra Munitions, Sabine Wren, Seismic Charges, Bomblet Generator, Advanced SLAM, Proximity Mines] (46)

Ten Numb [Fire-Control System, “Mangler” Cannon, Proton Torpedoes, Push the Limit, Engine Upgrade] (48)
----
94 pts

I really enjoyed the K wing runnign aroung with bombs and the turret, but felt that i'd rather have more ships, his three TIEs (countess ryad, another named defender with a cruise missile and dark curse) constantly had me outmanouvered.

so my question is would a loaded K wing with minion escorts be effective, or should I stick to the fewer but more powerful list. This is what I came up with looking over the builder quickly.

Miranda Doni [Twin Laser Turret, Extra Munitions, Jyn Erso, Cluster Mines, Advanced SLAM] (45)
Tala Squadron Pilot [Cluster Missiles, Munitions Failsafe] (18) x 2
Tala Squadron Pilot [Proton Rockets, Munitions Failsafe] (17)
----
98pts
>>
>>55137201
>Ten Numb [Fire-Control System, “Mangler” Cannon, Proton Torpedoes, Push the Limit, Engine Upgrade] (48)
oh god the points
>>
I'm trying to make a "face" character in edge of the empire, but the XP is tight.
Which social skills are the most used?
I have a feeling that "leadership" despite sounding cool, just doesn't get used much since it doesn't actually do anything to help your allies, just helps you command npc followers, which most parties won't have.

I'm thinking of focusing on charm, deception and streetwise, and ignoring leadership, negotiation, and coercion.
>>
>>55128568

I personally would probably move into Seer for the thematic shift into visions and portents, since you've already got all the stuff for defence and guarding, but you dont really have much for the newly kindled side of his story.
>>
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>>55136518
>darkside!character fanfic
Literally omegaverse-tier
>>
>>55137201
Try Ten, FCS, Calculation, Tractor Beam at 45pts. Unavoidable tractor effect as long as you have a focus, and fires early enough that your mooks can shred whatever he hits.

I like it with FCS+HLC Bs, you can put stupid hurt on things.
>>
>>55137622
Fire Discipline?
>>
Writing prompt Due to an insanely rich sith lords boredom a random eight year old girl is now in ownership of a clone army big enough to conquer a quarter of the galaxy
>>
>>55137927
?
>>
>>55138020
Hard leadership or discipline check to grant boost die to shipmates
>>
>>55138172
Oh. I hadnt seen that. It must be from rebellion right or maybe i just missed it?
Still, thats a nice use of leadership. Might grab leadership too now.

Man xp is super tight in this game even with obligation xp
>>
Guys, don't laugh, but my literal uncle Jamal (I'm from Nigeria) brought me this game Star Wars Edge of the Empire and forgot to buy the special dice for it and now I don't know how to play it without them

My last system was AD&D on a xerocopy 10 years ago

Is it possible to substitute
>>
>>55138236
the book has a table for using normal dice instead
>>
>>55138236
There are phone dice aps you can use. And there is a conversion chart in the book to the respective dice. But it slows combat down so hard its not worth your time, even though its my favourite system
>>
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>>55138236
Print them out and stick them on existing dice
There are conversion tables in the book for using regular dice but it'll slow things down a little
>>
>>55138234
It's in EotE, on the table of "other starship actions" or whatever alongside jamming and slicing and whathaveyou
>>
>>55138236
Im laughing
Also read the op. Itll help.
>>
>>55138335
Oh
I hadnt read the starship combat rules yet. Thanks for the info m8
>>
>>55138236
Proxying dice is the literal worst.

The dice app is preferable to this site, but if money's an issue:
http://game2.ca/eote/

Real dice is by far superior though.
>>
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>>55134489
Speaking of someone should make a Mandalorian version of this
>>
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>>55139345
make one yourself you lazy git
>>
>>55139345
That's not true anymore because Somali piracy is basically dead.

Everyone with an actual government got together to buttfuck them because they finally got tired of that shit.
>>
>>55140056
>Sweden
>Somali immigrants

The objective of whoever made the image was never to be accurate
>>
I've got a player who wants to play as a line of droid that was outlawed after the Clone Wars.

How much should that pose a problem?

It's tied to his obligation, so I'm thinking about mostly only having an NPC notice/report the character when his obligation is rolled, and otherwise saying he's an obscure enough model that either nobody notices or nobody cares most of the time, and the average Stormtrooper off the street doesn't know the difference.

How hard would the Empire hound a Droid like that, who continued to evade decommissioning? I'm assuming the Empire's hateboner would be much lesser than for, say, a similarly outlawed Jedi survivor.
>>
>>55140348
Depend. Is he a known Separatist type model? If so they would be all over him.

Random assassin droid? If they have him on file they'd go after him, unless he works for the Empire
>>
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If you had to choose between this and a Pinook, what would you fly?
>>
>>55142393
>You see Iv'an, when fly TYE Wing, both Empire and Rebellion will not into shooting, for fear of friendly fire!
>>
>>55142393
This all day every day.
>>
>>55142393
>faster than a Y-Wing
>TIE chin cannons
>about the same durability as a pinook
Hell yes I'd fly that thing
>>
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>>55142393
i prefer Y-TIE
>>
I just had a read through some of the D6 published adventures, and they are all so bizarre and weird. was this what people thought star wars was like back then?
>>
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>>55131903
Unknown Regions are the obvious pick.

The Centrality and Tion Hegemony are both good choices if you want places with incompetent central authority, galactic rustics and ancient ruins full of really, really weird shit to loot.

Just stay away from Tund.
>>
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>>55143391
Pre-prequel Star Wars was an amazing time
>>
>>55143391
The late 80s and early 90s were a very, very strange time to be a Star Wars fan. You have no idea what you're getting into, the adventures barely scratch the surface of the weird. Just wait until you read the old Marvel comics, and the old newspaper comic strips.
>>
>>55143918
I find it hard to believe that there'd be something stranger than "otherspace II: invasion"
>>
>>55144195
That shit's weird, and yeah, it's hard to top the oddity of aliens coming from the other side of hyperspace (like, wut) but man, some of those early Marvel books, and the newspaper stuff? They try their hardest.
>>
What's the most stealthy specialization?
>>
>>55143370
How the hell does that thing land?
>>
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>>55146129
The Hobbie Klivian Flight School
>>
>>55146129
>Y-TIE
>Surviving long enough to worry about landing
>>
>>55139345
>somalis
>masculine
>strong
>family values

what a joke
>>
>>55147144
So you're saying Somalis are weak feminine sluts?
>>
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What time period would be the best to set a fugitive jedi campaign in?

closer to Order 66?
closer to the Battle of Yavin?
>>
>>55147889
Realistically? Closer to Order 66, but no more than 5-10 years out from that. By ten years, most will assume any known Order 66 survivors are probably either dead, or have joined up with the Inquisition.
>>
>>55115680
Change that to "After performing a boost or barrel roll action, if you are not stressed, you may rotate your ship 180 degrees. Then receive 1 stress token."
>>
>>55147889
Session 1 should be a vignette of the party as padawans escaping Order 66, cut to 3 years later with them playing at the "Knight Level" rules.
>>
If my character in Star Wars saga is an ithorian what's an excuse I can use for resorting to violence if needed?
>>
>>55147889
I'd say a few years before Yavin. Mine ended up being set after Yavin, but it still worked out pretty damn well. It ended in pure tragedy, just the way it should.
>>
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>>55147889
Think the early years would be the most exciting and if you've got post-clone wars era jedi running around, its probably realistic in terms of having starting or +100xp characters. Anyone who survived 10-15 years actively on the run is probably going to be a much tougher, more experienced individual.

>>55149996
>Avoiding being killed or injured personally
>Trying to stop someone else from being killed or injured
Anyone that's a complete pacifist is likely to have become extinct as a species unless there was some huge factor of dumb luck involved.
>>
>>55148431
In case of PTL?
>>
>>55135745
It was de jure no longer Hutt Space, but the Empire allowed him to do whatever locally still.
>>
How mediocre is The Last Jedi going to be?
>>
>>55152834

We'll be lucky if Mediocre is all it is. I'm expecting Into Darkness levels of bad.
>>
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>>55152834
Depends on what it does. I trust Rian.
>>
So, dumb idea, but I wanted to introduce a band of pirates with a decidedly "Goth" theme to them well more like, a "Halloween came early" theme but Goth works too and was looking for ideas on how to expand that theme into their ships and equipment like flying scyk fighters because they kinda look like bats if you squint, and jumpmasters, because they resemble a crescent moon, heck I figure their captain dresses up like (pic. related) to add to the theme. mostly to scare the crap out of their victims so they don't put up a fight, but I may still make their captain a dark-side user just for the heck of it

any ideas to add to this?
>>
>>55155162
It's more badass if they have a darksider BEG, but the captain (BBEG) is just a normal (creepy) bloke
>>
>>55155162
Givin first mate.
He's openly distraught by his captain's apparel.
Also that's more hoodoo-ish than goth but there's deffo overlap, especially in recent years.
>>
If your players have a sil 4 ship and also one or more Starfighters, how does that work?

Does the fighter just hang out flying around outside the ship for the days/weeks spent in hyperspace? Obviously not, so how's he get in/out? The suits pilots wear in Star Wars aren't EVA-ready.
>>
>>55155399

Most freighters have docking clamps or rigs, you can have the fighter clip on to the side, like racking your bike on your RV.
>>
>>55155162
>Goths
The Space Goths have had a complicated relationship with the Old Republic--one of on-and-off invasions, rebellions, tax disputes, and the occasional brief team-up to combat larger threats. The pirate band is part of the latest series of Space Goth rebellions. Its captain is but one of many chieftains who have sworn allegiance to a charismatic Space Goth warlord hell-bent on sacking Coruscant (or he could instead be said warlord). Common depictions in galactic media also include winged helmets, skins and pelts, sweet beards and round shields.
>spoiler
Okay, bat-winged helmets. And maybe spooky skeleton gubbins on their armor and weapons. Goth Goths.
>>
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>>55155162
A whole heap of Robert Smith's bastard, malnourished children exist in star wars
http://starwars.wikia.com/wiki/Nagai

They like knives and spiky hair
>>
>>55103770
So how up to date is the X-wing 1d4chan article? If I'm just getting into the game (I'm thinking of playing rebels because my friends play the other factions.) Should I still go core pack-> rebel aces -> falcon. Or do you guys have any other recommendations?
>>
So the thought just occurred to me: is two-weapon fighting in FFG only for melee and pistols, or could you use it with unarmed as well. You know, make the difficulty one higher to hit with the other hand for two advantage? I mean, most species have two hands, would this be too powerful?
>>
>>55155707
That's still not a bad set of stuff for rebels but you should get the new falcon pack over the old one, it comes with an extra T-70 with some good pilots. B-wings and A-wings aren't the most competitive ships out there but they can still be fun to fly, or at least the A-wings can.
>>
>>55155726
Should be fine, add the difficulty, 2 Advantage or a Triumph to get the 2nd hit and total successes equals damage on both hits with soak as normal.
>>
>>55155707

It's a little out of date, but not excessively so, most data should still be relevant. If you want to be high-level tourney ready, that's probably not the shortest route, but if you just want some decent rebel ships to cut your teeth on that's fine.

I agree with >>55155774 though, Heroes of the Resistance is slightly more modern, and T-70s are in an okay place right now.
>>
>>55155852
>>55155774
Sounds good, I'm pretty overwhelmed with choice as I've only played a handful of demo games, (poe t70/a-wings vs TIE fighters) But honestly I'd rather something fun over more "meta" picks, at least initially.
>>
>>55155447
Yeah, I mean how do you get in and out?

If your X-Wing is clamped to the frieghter and you're sitting in the crew quarters, what happens when TIEs strafe the ship? Do you open a hatch depressurizing everything and clamber across the hull?
>>
>>55155931
If you want a really fun ship I'd recommend the ARC, the rear firing arc means you can fly it in a really different way from other ships and if you put BB-8 on it it becomes an extremely maneuverable beast due to its abundance of green moves.
>>
>>55156044
>>55155399
>EVA
Have you seen what Han and Leia were wearing when they went out into the asteroid?
>>
>>55156201
So you just wear that and climb across the hull of the ship while it's making evasive manuevers, accelerating, and taking potshots?

It just doesn't seem like a good system.
>>
>>55156235
If it's clamped on you're not meant to get into it while in space ya dong
>>
>>55156235
I dunno, get like a rope or something so you don't fall off?
>>
>>55151892
There wasn't even a De Jure recognized Hutt Space at all in the Empire's time.
>>
>>55156235
Sounds rad as fuck though
>>
>>55156262
So how do you go from travel to "oh shit time to fight"?

>>55156366
Agreed as a one-time risky plan but not when it's every single time
>>
>>55156637
If you mean getting ambushed and wanting to get into it, tough shit nyigga, go do a hail mary in the vacuum/notvacuum of star wars space and crawl inside from the hull
If you mean taking your sil 4 ship to a battle you'd probably just climb into it while landed or fly separately.
>>
>>55156637
>So how do you go from travel to "oh shit time to fight"?
if the ship has a hyperdrive and you suspect there's gonna be a fight, then you detach ahead of time and fly the fighter separately. if you get jumped (which is hard to do in space), then you have either two options: one, forget using the fighter and just focus on getting out of the fight. Two, before the hostile is in range to strike, Space-walk over to the fighter and disconnect as fast as you can (or find somewhere to hide while you uncouple it). I might've done this very thing one or two times while playing space engineers
>>
>>55156737
>>55156673
you know, there is this ship mod called "expanded hangar bay" that fixes this very problem.
>>
>>55156673
That's what I mean, yeah.

The value of a Starfighter companion seems greatly diminished if it's useless any time you're not on the offensive.

As GM I could just allow a homebrew attachment that's some sort of airlock hatch for just this purpose, it just seems like a weird omission.

Unrelated question: what happens if you leave / are tossed out of a ship during hyperspace travel?

>>55156776
Yeah, originally I was asking specifically for sil 4 freighters.
>>
>>55156776
I didn't really see it as a 'problem' to begin with.
>>
>>55156794
>it just seems like a weird omission
invest in a different ship or accept the drain on resources, safety risk, or one very grump fighter pilot you get from trying to have them jump in out the fucking main ship/travel beside them all the time/sit in the uncomfy cockpit
>>
>>55156044
>Yeah, I mean how do you get in and out?
if you have an upgraded expanded hangar bay mod then likely a docking tube has been added to the silhouette 4 ship so egress/ingress into the fighter manageable.
>>
>>55156794

No, there is no homebrew. The clamps are what you're talking about. It looks really stupid, but there's no up in space, so in Rebels ships like A-Wings are literally clamped cockpit facing the ship on it's star wars universal airlocks.

The Ghost also ghetto docks some Y-Wings by opening the ventral cargo doors, having it clamp to the bottom and running the atmospheric shields so that the air doesn't leak out - but that's kind of a specific thing.

Gozanti's clamp TIEs to their universal ventral docking clamps too - no internal hangar.

Yes I know RAW the Ghost is SIL 5, but that's just wrong. It's completely asinine though. They should have made the Aux shuttle a custom attachment and worried about the fact that the Ghost can't possibly actually hold more than one fighter inside it. It also really fucks up the other mechanics.
>>
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>>55156794
>that's some sort of airlock hatch for just this purpose
it's assumed that such a thing is included when you purchase an "expanded hangar bay" mod. such as this CR90 that's clearly had one such mod added
>>
>>55156901
Yep, seems so

>>55156940
>>55156950
>>55157033
Expanded hanger bay is sil 5+, I'm talking about sil 4

Answer seems to be either houserule it, or accept
>>55156901
>>
Does this sound like a fun one-off rule set to a game of x-wing to you guys?
>Ace of the Academy
>multiple player free for all
>everyone starts as a PS1 Academy Pilot and deploys around the edge of the field, roll a d20 for each player to figure out initiatives
>one objective token dead center in the field
>every kill gives 3 points, every turn ended in range 1 of the center objective gives 1 point, winner is first to 10 points
>each point also increases your pilot skill
>dead pilots respawn at the same point they deployed from at the start of the turn following their death, possibly with points deducted
>>
>>55157060

No, I'm telling you >>55157033 is wrong. That is NOT a hangar bay mod because that is "Retrofitted Hangar Bay" and is internal. Which you can do on CR90s. The docking clamps or tubes are explicitly out there for SIL 4 ships. I'm pretty sure EotE has an explicit sidebar about this, that if you have smaller ships you can just hook them to the outside and ride along if needed.

The Ghost and Falcon have the same airlock geometry as that on the side of the CR90 and I'm telling you to fucking ignore that the Ghost says it's SIL 5. It does the same thing with A-Wings. It might not be factory standard, but you can probably figure it out. I mean, if somebody has a space emergency in a snubfighter, how are you supposed to help them?
>>
>>55156794
>what happens if you leave / are tossed out of a ship during hyperspace travel?
120% disintegrated
>>
>>55158057
Han solo does that to somebody in "At Stars' End"

The details are left out, but the implication is that it wasn't pretty.
>>
>>55158092
I thought that was just ejecting an escape pod into hyperspace and leaving them there?

>>55158057
The person would probably transition to realspace, but with no hyperdrive would be torn to shreds in the process.
>>
>>55158204
Nope. The book's very clear that Torm gets spaced through the airlock and smeared across hyperspace. Disintegration, which is actually probably a faster death than spacing someone in realspace.

http://starwars.wikia.com/wiki/Spacing
>>
>>55158263
huh, I must have been thinking of a different book then
>>
>>55158314
Black fleet crisis series.
It happens to the main villain during the profoundly half-assed resolution
>>
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Who here has run a campaign with the players being rebels?
how did you structure it? i am thinking of doing mission based sessions with a bit of sandboxing inbetween, but it seems really hard to work out the logistics
>>
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So there aren't too many of us Destiny players still around, but FFG just announced this for Force Friday. 23 unique non-random cards, two decks. In typical FFG fashion you have to buy two of them to get a play set, but it looks pretty decent.
>>
>>55163179
I'm happy my LGS refused to take pre-pays for this because out of the 12 people who pre-ordered, 7 of them already posted on their facebook page saying they don't want it.
>>
>>55163179
Well, that's a letdown. Perfectly fitting for Farce Friday.
>>
>>55163288
I'm still shocked so many people preordered this without even knowing what game it was going to be. I mean shit it could've been a big box of armada terrain for all we knew
>>
>>55163179
If I don't play destiny and never intend buy anything more for destiny, would this box be a fun "boxed game" to buy?

Until Armada Wave 7 (December) and Legion (March??) I have nothing to blow the hobby budget on, but I don't want to play destiny more than a few times
>>
>>55163179
They're announcing more things tomorrow, right? This surely wasn't their only surprise. I'm expecting The Last Jedi X-wing shit.
>>
>>55163392
The cards look like they have a lot of fun interactions, and they seem strong without being too strong. As a self-contained game, one of these might be a little bit slow, but two of these sets will bring you a few hours enjoyment. Destiny cops a bad rap, but the system is a lot of fun - it's fast, bouncy, and has a lot of interactivity between the players.
>>
>>55163431
This is the only product being released for Force Friday. They might still announce more over the weekend, but it won't be out for a while.
>>
I recently got banned from a homebrew game for... "reasons". Rather than hang off and wait until someone asks me what the fuck I did, I'll explain in bare detail precisely what I did:

I activated an old droid foundry and massed some droids, ran them through proper training, and then I bought a few unarmed airspeeders. I had about sixty droids total, and got the party to loan me their astromechs to handle the intricacies of flying the airspeeders.

I repeated this a few times for safe keeping. Only three times.

Alright, four.

We ended up fighting a Darth Vader wanna-be, so I said fuck it and deployed a company's worth of droids into the clearing.

DM gave me the most horrified face before having all 240 Droids gun both me and the expy down whilst the party fled.

Did I do a bad?
>>
>>55163561
>Did I do a bad?

Yes, or more accurately both you and the DM did

It sounds like your group didn't have a sufficient session zero
>>
>>55163431
Why would there be TLJ X-Wing announcements? They just announced the next wave a week ago.

>>55163317
>>55163335
>>55163288
Why the fuck would you have ever expected this to be something cool
>>
>>55163736
They never announce movie stuff at the same time as the waves, they have to hold it until Disney's go-ahead date.
>>
>>55163561
>DM gave me the most horrified face before having all 240 Droids gun both me and the expy down whilst the party fled.
I don't understand, why did your droids gun you down?
>>
>>55154769

>Swords

So the lightsaber is just going to cut right through that, right? Lucasfilm seems to be adamant about nothing physical being able to stop lightsabers unless they have an energy field.
>>
>>55163804
They were specifically OOM-series Security droids, which implies they've all been equipped with heuristic processors. It's been a few days, and I'm still unsure of what the fuck the DM was thinking.

>>55163815
Several materials are capable of countering lightsabers, specifically things like cortosis and all that jazz.
>>
>>55163859
OOMs are smarter than B1s, but they're still pretty bad shots, 240 droids put out a pretty massive volume of fire.
>>
>>55163945
The heuristic processor means that they learn from doing, and not being preprogrammed. From what they've said so far, it's safe to assume they've been through some sort of consistent marksmanship training.
>>
>>55163736
To the people who play Destiny, this *is* cool.
>>
>say announcement is for September 1
>Destiny announced 8/31

What did FFG mean by this?
>>
>>55163736
Because I'm still slightly hopeful that nu-SW will unfuck itself, anon.
>>
>>55164339
I guess they realized how stupid it was to expect people to schedule time to go to stores tomorrow not knowing what would even be there.
>>
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>>55157033
Starfighters would not pop out of the docking ports like that.
How would you conduct maintenance and repairs?
Just have the technicians go out in space suits?
Honestly this seems like a pretty impractical setup.
>>
>>55164667
>Friendly planet/base is near enough for the corvette to make sorties, but too far for lone starfighters' fuel reserves
>Config meant for quick hit-and-run jobs rather than extended, long-term patrols
>Poorfag Rebs can't afford full Night Caller-style refit but need a pocket carrier that can quickly deploy escorts
>Filoni A-wings rarely survive long enough for maintenance and repairs to be an issue in the first place
There are plenty of rational explanations for that sort of setup.
>>
>>55164786
>>Poorfag Rebs can't afford full Night Caller-style refit but need a pocket carrier that can quickly deploy escorts
I mean, that was the plot point for the episode where they steal a carrier
>>
>>55164786
>>55164905

Yeah, their Pelta class had a proper internal hangar, but big V took care of that.
>>
>>55164905
Plus, slapping starfighters on external docking clamps like in that art piece isn't unprecedented in the franchise. Wraith Squadron slapped TIE Fighters on Night Caller's escape pod ports while Rogue Squadron 2 had an identical docking port design on a Neb-B during the Ison Corridor mission to give the player an excuse to switch between the X-wing and A-wing. Also:
>Load A-wings with missiles
>Modify cannons so they can rotate up and down like in Legends
Voila, now you have a set of ghetto AA guns and watered-down Loran Spitball.
>>
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Oh man
>>
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>>55165122
Dear Lord, the madmen are going to actually do it.
>>
>>55165122
...That is, the dumbest thing I've ever seen.

Then again, it doesn't look quite imperial, maybe it's Snoke's Unknown Regions super ship designated a Mega-Class when he took control of the First Order?

Still stupidly huge for a non-deathstar type entity, but slightly more reasonable than the First order building Starkiller, plus this thing, plus the Mandator IV and multiple 2km ships.
>>
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>>55165122
>Mega-class
>Begging to be destroyed by squadron of hotshot fighter aces
>Not named Megalith
ONE JOB
>>
>>55165122

>60 KM

Christ, that's larger than any other ship in the universe yet. That's even bigger than the fucking eclipse. And I suppose we're not going to know how the First Order got the materials to build the thing or have the fact that a ship that size would be wildly impractical be addressed.

And a side note, why even bother making the ship that goddamn big if there's apparently no New Republic fleet or ship that could come close. (Still salty at JJ for that)
>>
>>55165182
Leia has a flagship called the Raddus, can't find any pictures of it though.
>>
>>55165122
>>55165169
If length actually means front-to-back and not wingspan it's gotta be uh I can't geometry but really really fucking wide. Close to 100km.

Jesus.
>>
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>>55165233
Found one.

Is it a fucking Viscount-class?
>>
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>>55165182
>why
Maybe someone wants Operation Ten-Go in space.
>>
>>55165295

Probably not. Would be surprised if it's bigger than Home One
>>
>>55165295
>Raddus

I sense that TLJ will have a lot of these references where TFA lacked them. I doubt they'll say the name of the ship in the movie, but if they do that would be awesome.
>>
>>55165179
>Implying Megalith could fly.
>>
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boost
>>
>>55165673
how are those kits? I was looking at the c-3p0 one earlier, but I'm not someone with much experience with this sort of model work.
>>
>>55165673
But you can already boost with the T-70.
>>
>>55165673
Is that actually different at all from a normal T-70? It looks like there's an extra nozzle in the middle but aside from that everything looks the same and even for star wars I don't think adding engines is as simple as just gluing an extra nozzle on.
>>
>>55165673

Are they doing an A-wing too?
>>
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I really love this ship design.
>>
>>55165751
I bet this is just one of the alternate 'extras' T-70s can mount. They mentioned they could swap out the torpedo tubes for various extras in the sourcebook if I remember right.
>>
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>>55165720
They look alright with minimal effort, but really shine with a wash and a bit of paint. I'd love to run a game of X-Wing with some of these one day.
>>
>>55165122
Shit, Disney, you got some Ace Combat on my Star Wars.
>>
>>55165122
Wait, that damn thing is wider than the Death Star.
>>
>>55165673
Still no T-85? I really don't like how the 70 looks.
>>
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Palpatine was so progressive, letting one armed guys serve as elite coruscant police.
>>
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>>55166875
Wait no, that's not the one armed one.

Here you are!
>>
>>55166889
>Dr. Aphra, I'm Empire.
>>
>>55165295

In shape definitely, you can see the derpy top lip. Size, maybe not.
I mean the fucking Viscount was half the length of the Executor about about 3 or four times as dense.
>>
>>55166034
Yeah it was a cool little ship
https://www.artstation.com/contests/ilm/challenges/9/submissions/10731?sorting=survivors

Sort of had an Ironclad chic happening there, there's also some concept 'D-Wings' there he made which I also liked a lot.

Was digging around and found this Imperial prisoner transport ship, always a useful thing to have in rpgs because either the PC's will be in it at some point for heinous crimes against humanity or someone important they need will be in it
>>
>>55142393

The Pinook.

Yes, this looks cool in theory, but in practice you'd be living in constant fear of your engines breaking off or overtaxing power and shorting you out.

Though I have a soft spot for the Pinook as well. In an average RPG setting you can usually upgrade it fairly cheaply. The salesman at Joraan Drive is probably so desperate to move units you can buy a whole squadron for what a couple of X-Wings cost, brand new.
>>
>>55163815
I HEAR THEY'RE... REAL PHRIKKERS
>>
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>>55165122
>>
>>55166322
torpedo tubes are in the front

after the Freudian Nightmare-class, Pizza-class, MegaCaliberSixtyNine, and literally-SW:Rebels-A-wing, I think we should always assume aritsts' retardation when talking about TLJ ships
>>
>>55166851
I think 60km "length" is the wingspan

I... hope it is
>>
>>55168577

It's the First Order. AKA The Overcompensation Faction. If you have a choice between sensible proportions and non-sensible proportions, you know it's going to be non-sensible every time.
>>
How likely is it that that abomination dies to a starfighter crashing into the bridge?
>>
>>55165122
it sucks how disney just desperately had to push the new republic side of things into the underdog role.
it would be much better if the republic was vastly more powerful and the first order was a domestic terrorist organization like the rebels were (if we are honest).
the first order should not have these ridiculous things.
disbanded megacorps secretely liking them does not justify this shit.
>>
>>55165122
>AT-MT
>Cock blaster
>This

The ship designs were pretty good in TFA (just 40% larger than necessary) what went so wrong
>>
>>55165182
even if the new republic manages to capture a handful of SSDs like in legends, you'd need 3 of them just to match the length of that mega star destroyer.
>>
>>55169045
Yeah. FO was literally described by the director as "what if nazis fled to Argentina and started a new regime there". They're essentially the remnants of the Empire forced to flee into the Unknown Regions and hide there. They should not be suddenly coming out with military forces greater than a galaxy-spanning empire.

I quess the reasonable explanation is that unlike the Empire using most of its military budget to build fleets of star destroyers to project force across the galaxy, FO just poured all their money into SS Impractical Freudian Nightmare in an effort to convince everybody how big their dick is.
>>
>>55168906
Pretty likely, but it won't happen until Episode 9.
>>
>>55169222
But that's not all they have. They also have a bunch of Resurgents, and some of those pizza-class GigaCaliber-69-2 carriers, plus a death star a few dozen times bigger than the Palpatine's
>>
>>55169222
No, it comes about from the fact that the writers have zero understanding of military industry.
>>
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>FO Stormtroopers
Perfection
>FO TIE variants
Bretty good
>Resurgent-Class Star Destroyer
Scale it down by half and it'd be great
>Megacaliber Dreadnought
No what stop
>Mega-Class Star Destroyer
Whyyyyy
>>
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>>55169222
>>55169304
Sort of a pity really, it would have been a great opportunity for something like the pocket battleship* class of ship, heavy guns, thick-ish armour, powerful engines and basically fuck all else. Just turns up, wrecks commerce ships and bugs out.
Well, that is if someone competent was in charge- have the republic's transports, cargo ships too scared to leave port, makes them look fucking useless at securing shipping lanes and probably spending an inordinate amount of time trying to chase them down.

Maybe I'll save that idea up for a game post-endor one day and by the time of Ep7, they might have nicked enough stuff to put together a full sized cap ship like the Resurgent

>*6-700m Vindicator type of ship with a couple of Imp2 sized Quad turbo laser cannons
>>
>>55165122
I'VE HAD ENOUGH
OF THESE MOTHERFUCKING SNOKES
ON THIS MOTHERFUCKING PLONE
>>
>>55169222
They retconned that because the Story Group thought it was dumb. Now half the New Republic turned out to be Imperial sympathizers and joined the First Order.
>>
Looks like Rey's new figure gets a shoulder mounted version of the Millennium Falcon's quad laser turret
>>
>>55169330
>He doesn't like new ships

It's treason then.
>>
>>55169330
>>55170819
Resurgent-class looks like ass and the FO TIEs make no sense. Really only good design is the First Order Stormtrooper armor. Looks like a progression of the old in the same way OT Stormtroopers are a progression of PT Clone Trooper armor.
>>
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>>55170838
>Resurgent-class looks like ass and the FO TIEs make no sense

Fight me in real life not online and see what happens
>>
>>55170878
It looks like an ISD slapped onto a half built lower half. The bridge is asymmetrical and it has listed 3k turbolasers which is just insane for a ship that's only twice the size of an ISD (which had about 80 turbos when combined)

I don't need to bring up how using TIEs makes no sense. Literally Interceptors were created to replace the regular TIE Fighters.
>>
>>55170899
Oh you're one of THOSE

I care exclusively about aesthetics
>>
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>>55170838
It's not like the Empire had good designs to begin with. Now the Republic ships... those are good designs.
>>
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>>55170912
>Venator
>Better than the gold standard
>>
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>>55170906
I care about aesthetics too, and the Resurgent has none.

Now this is an ISD successor.

>>55170912
Love the Venator but I also like the classic ImpStar as the original. Really Prequels goes to show how you can actually make interesting Star Wars designs that fit with the universe without them either looking like shit (like that Mandator IV ESPECIALLY), just plain ripped off (The TIEs) or a mix of both problems (Resurgent)
>>
Armada question, /swg/

Some bros and I are starting up the Corellian Campaign. I'm playing empire. I've got

>Core
>ISD
>Gladiator
>Interdictor
>Raider
>Fighters 1
>Rogues

We're proxying cards so upgrades aren't an issue. My buddy is using Thrawn. What would you recommend? Anything I should pick up?
>>
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>>55170979
>Constantly gets destroyed in hilarious ways to fighters and corvettes

If you mean the gold standard of shit, sure. It can't even deploy ships in a cool way like the Venator.
>>
>>55168557
Flying shipyard is kinda cool. I had an idea for a half-wrecked SSD being used to haul around a secret shipyard.

Those engines are definitely imperial unfortunately which means my theory that it's Snoke's Alien built ship he used to take over the First Order pretty unlikely.
>>
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>>55170783
those toys are pure gold

member when Galen used his badass zipline to escape Krennic?
>>
>>55171006

I've never played CC specifically, but in general you could use some flotillas, and then you're only missing what, arquitens and quasar, before you've got one of everything?
>>
>>55170819
is it the Chosen One?
>>
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>>55171220
>>
>>55171251
this was retarded and this >>55170819
is even more retarded, holy fuck disney, people were laughing in the cinemas because it was so fucking stupid, but I guess le funny memes :^) are more important than not being fucking retarded and don't even get me started on the fucking lobster guards, holy shit I want to get off the sequels wild ride
>>
>>55168557
>>55165122
>>55166851
>>55168577
>>55168740
>>55165284


https://twitter.com/pablohidalgo/status/903624157853655040
Length IS the wingspan confirmed.
>>
>>55170819
>that lack of greeble
>that paint job
>holding a giant disposable dental floss whatsit
It's like an Oreo grew legs and got hired by Apple to fight bad dental hygiene.
>>
>>55171310
thank fuck

or not, I think at this point TLJ looks like it's unsalvageable, at least visually, and it would be much more entertaining to have a ship 250km in width
>>
>>55171214
Pretty sure Snoke is confirmed to be some rich old dude, not some secret ebin Sith Lord. In reality though, I am Snoke irl.
>>
>>55171310
>Someday people will see Star Wars as Star Wars, if they have to be dragged kicking and screaming. ;)

Why is he always such a cunt?
>>
>>55171108
I wish FFG would do a Clone Wars era version of Armada. Not only do I feel it would fit capital ship combat better (sure, you had a two capital ship fleets fight in RotJ, but I primarily associate OT-era space combat with rebels doing hit and run attacks with fighters, while preque-era had two factions with fairly evenly mtached navies clashing), the CIS ship designs in just sexy and Republic is still close enough to the iconic Imperial wedge-shaped design while also coming in colour other than unpainted plastic gray. Rebel ships on the other hand tend to almost univerally look like ass, with a few exceptions (the MC topedo frigate, Phoenix Home, and Profundity look decent, but not as nice as Imperial, CIS, or Republic fleets).
>>
>>55171497
Even in the battle of Endor the Empire uses only two types of capships, one of them too large for Armada.
>>
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>>55171220
Most toys tend to come with weird accessories. Like rember the time when Robert Muldoon in Jurassic Park used a bazooka? Trick question: that actually happened in the orginal novel! But most of these figures did come with some pretty damn random weapons.
>>
>>55170906
>I care exclusively about aesthetics
TIE interceptors are, objectively speaking, more aesthetic than the FO TIEs.
>>
Was it absolutely necessary for the core rulebook to be 443 pages long
>>
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55171293
Spotted the traitor
>>
>>55171497
>>55171540
Yeah CW ships are a nice size too, so you can get them all in higher quality by boosting the scale. Legion also could have been CW as well but I guess we just get Rebels stealing clone wars tech. Come on FFG.
>>
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Waiting for Guns for Hire be like
>>
Sadly I think prequels as a setting (and not just porting some prequel-era stuff to OT-era, like giving the Rebellion the ARC-170 in X-Wing) is pretty much radioactive due to how much fans hate the movies.
And yes, the movies were pretty damn bad, but that was largely due to poor writing and acting, rather than the concept or designs. There were a lot of good designs in those movies (admittably, a lot of bad ones as well), and you can tell actually good stories in the setting; just see the CW cartoon.
>>
>>55171737
Update:

Formidable tasks seem too easy? The text describes them as "nigh impossible", but a character with, say, 4 brawn 1 athletics attempting a formidable athletics check passes a pretty good amount of the time.

Moreso if there's easy access to boost die, IE, if it's a shooting attack
>>
File: muunilinst 10.jpg (121KB, 851x478px) Image search: [Google]
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>>55171926
Clone-era stuff would be cool to have. Imagine all the money that would be thrown at FFG if they released Muunilinst 10 and RepCom minis.
>>
>>55172080

Yeah, I don't know what kind of market research FFG does, but people are incandescent enough about prequel stuff in non-prequel eras, like really butthurt about the prospect of an N-1 fighter in XWM (even though Canon comics show them being used post-endor), so I feel like they want to tread carefully because otherwise the die-hard nerds are their most reliable market.

Of course, X-Wing started on point and then got weird like 3 waves in, so we'll see how Legion goes.
>>
>>55172080
The hate for the prequels is way overblown, just look the response to SWBF:EA and the merketing of the sequels.

I suspect that some important people in FFG miniature branch (destiny has prequel content) are RLMfags or TESB-purist.
>>
>>55171559
>tranq bazooka
Wat
>>
>>55172083
Update 2:

What happens if you roll the "Overpowered" critical injury (attacker gets an immediate free attack) on a critical suffered from something other than an attack? Say a short fall pushed you over your wound threshold, for example.
>>
>>55172323
Either you luck out or have to roll defense vs I guess a couple greens to avoid collapsing fully and knocking your head.
>>
>>55172299
Yeah, a bazooka that shoots tranquilizer rockets, IIIRC they had one one the island on Muldoon's personal request, and he was very upset that it was only a single one. He also got a real (explodey) rocket launcher just in case.
>>
>>55172288
I wouldn't really want an N1 in XWM either, since it is ostensibly supposed to be GCW era (although they've added the stuff from the new movies in it as well) and even during CW era the N1 was a fighter specifically designed to be used by the Naboo airforce and saw no use outside that one particular planet. It didn't even have a hyperdrive. ARC-170 was a powerful frontline fighter wielded by the Republic, so it's not particularly unlikely that the Rebellion would manage to find some mothballed ones and make use of them (that's already supposed to be how they got Y-wings, which are also old CW-era craft), but them refitting a bunch of obsolete hyperdrive-less fighters that were only ever used on a single planet just seems higly unlikely at best.

>>55172299
When you need to take down a T-rex, you're going to need a lot bigger tranq dar than you can fit in a rifle (the rocket launcher actually used in the book was a regular explosive one, though, although they did shoot the T-rex with a tranq rifle, only or the tranquilizer seemingly having no effect until several hours later, so they really could'v used a bigger dart).
>>
Out of curiosity, can Cruise Missiles be combo'd with Supercharged Power Cells on an Epic Ship with Ordenance Tubes to go up to 7 dice?
>>
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>>55172323
Gravity punches you a second time
>>
>>55172431
Prequels are closer to the OT than the sequels, so the GCW era argument doesn't stand.

The battle could have happened over Naboo, or the fighters could have been carried by a carrier. Z-95 didn't have a hyperdrive either, I don't know about the wookiee gunship but I'd say that it's a pretty single-planet vehicle.
>>
>>55172431
>N1 was a fighter specifically designed to be used by the Naboo airforce and saw no use outside that one particular planet. It didn't even have a hyperdrive.
Yes, it did. It had a hyperdrive in both Legends and nucanon.
>>
>>55172431
The N1 gets used in the OT era as well in nucanon, in the comic Shattered Empire (immediate aftermath of RotJ, Leia goes to Naboo and helps prevent Imperial weather machines from destroying the world, and flies an N1 alongside the current queen).
>>
>>55172584
It did? I recall it being mentioned that they had to dock with the royal cruiser to travel through hyperspace.
>>
>>55172615
I assume it's because they don't have enough fuel for long distance jumps.
>>
>>55172615

I believe they docked with the royal cruiser to preserve fuel/power, rather than due to a lack of capability.
>>
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Since we aren't getting anything new for X-Wing, are there at least any good sales going on?
>>
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>>55172615
The docking was probably more for comfort, fuel conservation, and convenience than necessity. Fighter pilots still need sleep, bathroom breaks, and snacks on long trips.
>>
>>55165673

X-wing Miniature Expansion: Boosted Black One

Free Boost + PTL

calling it.
>>
>>55172061
I got it at Gencon.
>>
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>>55171006
You want your ships to not die, so you can get to 500 points as soon as possible. So you should definitely be rolling your ISD, and make sure it doesn't blow up in at least the first few rounds.

Fighters 2 and Gozantis are a definite plus. Get at least two of them, they have real utility. Also Defenders are great.

>>55172080
Yeah the marketing for nuBFII blows that all out of the water really. Disney clearly doesn't give a shit and most of the fanbase seems to be fine with the Clone Wars setting in it. I'm more in league with what >>55172293 says: It's almost certainly FFG themselves.

>>55172061
Should be out near the end of this month. Waiting is suffering though, I tried so hard to make both the Starviper and Kihraxz work when they came out and had decent success before just getting too damn frustrated.
>>
>>55173023
Not all of us can go to Gencon
>>
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What's the play area for Legion?
>>
>>55174307
3x6
>>
>>55174307
4x6 table with six inches per side for cards, leaving 3x6 play area - same as Armada
>>
This is probably a dumb question, but why do none of the EotE archives have the bounty hunter supplement? Is it extra hard to rip or something?
Am I just missing the right archive?
>>
new thread when
>>
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>>55171491
I hope he's referring to simply not taking Star Wars too seriously. Which I agree with.

>If they have to be dragged kicking and screaming

Well, that's the only way I'm going to see the Han Solo movie in theaters. Silly fun and stupid bullshit are two different things.
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