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/swg/ - Graphs and the Command Edition

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Previous Thread: >>55210692
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
>https://pastebin.com/63ieUn7g
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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First for Star Dreadnoughts that don't suck.
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second for Armade Espanol or something I studied German and French in school.
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>>55254850

People were saying there's no way this thing would be cheaper than the Liberty. But look at those defence tokens, if this thing doesn't have a defensive retrofit slot then I'm going to back to guessing and 80-100 point range again.

I sort of guessed Jyn could be a boarding crew, but I was also kind of expecting to get a pair of U-Wings with this like the Chimera and it's Gauntlets.

For a brief second I thought it was Command 2 which would have been amazing, but oh well. 4 Engineering, 3 Squadron is decent enough though.
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>>55254817
Bellator makes my pussy wet.
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>>55254890
May I remind you the Interdictor has the same hull and tokens, yet still end up 90/93 with worse all round firepower.
It's going to be more than a liberty.
>>
How much of the Imperial Navy was wiped out in the ICW, compared to against the NR?
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>>55255021

Interdictor had those Grav Upgrades though, and was speed 3. This thing looks like it's going to be speed 2. This looks like it's going to be either Ions or Turbos depending on version going by the spainish product description, and going by the card fan a Defensive and Offensive retrofit (probably on both, but it would be interesting if it depended on whether you went Mk2 or 1 since that also restricts being able to pick up Boarding Crews)

I'd expect it to be more than an Interdictor I suppose, but not by all that much.
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>>55254850
Where did you find this citizen?
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>>55254817
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>>55254890
>but I was also kind of expecting to get a pair of U-Wings with this like the Chimera and it's Gauntlets.

The Chimera comes with loads of upgrades and squadrons because it's a repaint package. It includes 3 sets of the 2 new ship cards for your existing ISD collection, so the huge number of upgrades and squadrons are how they make it worth purchasing multiples (correspondingly, littering the market with cheap spares of the new ISD cards).

>>55255021
Yes, but is arguably the most overpriced ship in Armada. I think it'll be right around 100 points.
>>
Reposting my questions from last thread:

How do you guys prepare sessions?

I never really know what or how much to plan, but I keep running out of session early and not knowing how to react to certain things my players do. Also, my fights keep being extreme one-sided, either to the party or the NPCs. Also2, I don't really know how to design fights that aren't just trading shots from behind cover. (Maybe this is the cause of the previous?) If doesn't help that the book gives no guidance on designing encounters...

I think part of the problem is that we're new and still in a video game mentality rather than a "can do anything" mentality. How do we get out of that?

Final question: how do you design social encounters, specifically? I never know when to ask for a roll and when not to (especially after a previous success/failure), and my party tends to not inquire down the things I thought about but rather ask questions or do random things I didn't anticipate. So I never know what to say and neither do they, and the social encounter tends to end in like five minutes. I can't write out an entire conversation tree in advance, either, so all my aliens just talk short and to the point like the improved information depots they are.

I already got some good advice from:
>>55252634
>>55252762
>>55254114
>>55254340
>>55254526
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>>55255166

http://www.fantasyflightgames.es/juegos/articulo/star_wars_armada/profundidad
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>>55255107
>Interdictor
>speed 3

What sector are you from? The 'Dictor is speed 2 and can equip engine techs, which is different from being native speed 3. Sub optimal defense tokens are not going to put something with this much base hull, shielding, and battery dice in the AF/Vic/Dictor price range. Neither will speed 2.

For god's sake you finally getting the Ackbar/gunnery team large people have wanted forever, and you're figuring it's going to be 30 points less the HO or an ISD?

Dream on.
>>
>>55255312
>For god's sake you finally getting the Ackbar/gunnery team large people have wanted forever,

It's only got one extra blue die in the sides versus the assault frigate - obviously it's got a strong front and more hull, but basically the same shields with worse speed and tokens.

So it's not like some sort of Ackbar wet dream, not anymore so than the assault frigate is, anyways.
>>
>>55255423
Counter point, you con't conga line block this thing the way you can with an AF - the heavy close range frontal arc guarantees it. Plus you can run a DCO to get full use of those contains, which are not range dependent like an evade is. Finally, if it has an ion slot (and with blue in every arc it almost certainly will) it will be able to equip leading shots for dice modification, and the AF can't do that either.
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>>55255266
the trick is to not focus so much on "what happens" and "what the players do", but "what is there to interact with".
when you write down a scenario, don't think in terms of "next the players go there and do this and that", but "there is a control tower in the middle with several laser cannon emplacements, the technicians in the tower are the only ones who can operate the adjacent turbolift" etc etc.
Don't think so much in terms of what options the players have to succeed, but simply focus on modeling a detailed world and cross sections of it. that is what gives the players the most freedom to act and find solutions themselves and makes it easy for you to go with whatever your players want to do.

much in the same vein, when designing social encounters, don't write a "script", simply create an NPC and write down their opinions on politics, their general attitude towards [insert player race], unique personality traits, their susceptibility to being bribed etc etc.
from there it is simply a matter of playing that character as you would a PC in this given situation. again, improvising becomes easy, since you already have a lot of information as to how this NPC would react with minimal prep.

a pretty common trick with combat encounters is to start them off a little more on the easy side and making them harder as needed. the players being overwhelmed (when that is not the intention) is a worse scenario than them having too easy a time, because it's harder for you to adjust.
Let's say six TIE-Fighters Attack the Players' ship. You know, this should be a fair challenge for them. However, should they have too easy a time with that, you always have the option of having a TIE Defender jump from hyperspace to back up the Fighters.
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>>55255266
that Lucrehulk is way too big.
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>>55255527
Yeah, it's definitely more powerful than an Assault Frigate.

But it's not THAT much more powerful. Twenty points stronger? Sure. Fourty points stronger? I don't see it.

>Plus you can run a DCO to get full use of those contains, which are not range dependent like an evade is.

That denies you Walex, who you probably want. DCO is not... great; unless you are in a meta where everything is Demolisher and Admonition and Norra and Sato. Besides, the Ackbar AssFrig WANTS to stay at long range, so the evade token suits it just fine.

It's not like "gets good value out of DCO" makes up for the same token suite on the Interdictor, after all.
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>>55255640
Remember that FFG seems to charge opportunity costs for things - that's how the Interdictor got boned in the first place. Even if it is only a raw 20 points stronger than an AF, having more options from it's upgrades will almost certainly inflate the price.
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>>55254890
>if this thing doesn't have a defensive retrofit slot
Well, look at the second upgrade card from the left. I really doubt they release a defensive retrofit with it if it doesn't have the slot for it, on at least one of the versions.

>>55255021
Interdictor has an extra Redirect token in place of the second Contain token that an MC75 has.

The MC75 will almost certainly be in the same price range as a Liberty-type.
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>>55256286
No, it does not in fact have a second redirect.
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>>55256380

>Paying 93 points for THAT

Jesus fucking christ. What kind of crazy premium did FFG put on the Grav-Well slot? This thing isn't even as good as the Assault Frigate except in the front arcs A LITTLE BIT and thats a full 20 points cheaper and with defence tokens that are actually useful (because of TRC).

What the fucking christ were FFG thinking when they costed this thing. It doesn't even have speed 3.
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>>55256419
3 points more gets a rebel player the Liberty Star Cruiser.
>>
>>55254737
I have questions about Imperial patrols in-universe.

If in some backwater/outer rim planet, would a lone gozanti with 4 attached TIE fighters be used as a patrol ship?

If they are attacked/see pirates, what would it take them to call for backup? I'm thinking that they would call for backup reflexively.

What would it take for the Gozanti to jump to hyperspace?

How long would it take for backup to arrive? Be it a Decimator, hyperspace-capable fighter, Raider, or Frigate.

What would it look like to those in the area when the other ships come out of Hyperspace? Would it be detectable?
>>
>>55256380
>>55256537
Man, they really must've overvalued the gravity well generation. Shame, as it is an interesting ship with an unique ability, but the ability simply isn't useful enough to justify paying so much for a mediocre ship.
>>
>>55254737
Isn't it a titanic waste of energy to explode a planet when it would take much less to just kill the planet's whole biosphere?
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>>55257386
Wouldn't it take AT LEAST several hours for any backup to feasibly be able to arrive?
In any case, a ship coming out of hyperspace is detectable even before it drops out of it.
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>>55257434

Armada's pricing is all over the place when it comes to points. Tarkin is probably overpriced compared to what he does (by about 6 or so points, not a huge amount) Dominator Title shouldn't be 12 points, the Interdictor is at least 10, probably 20 points overcosted. Leia Commander is overcosted and the Kuat Yards version should get a discount for losing two whole squadron points. Instead it's an ISD1 that swaps an Off Retro for a Def, and trades a Turbolaser for a Missile upgrade slot.
The Arquitens feels like it's more than it should be as well. Engine Techs ARE fairly priced, but only until the ability to double ram with them is errattad out, since it's pretty questionable that being able to do that was the intended spirit of the card.

...then again, it DOES allow you to make Project Rams Head.
>>
to the guy from last thread, who was having trouble running a game, i got last reply in before the new thread kicked off, so i wont repost.
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>>55257514
Yes. For practical reasons there's nothing you'd really need a Death Star for that you couldn't accomplish by sending a fleet of star destroyer to bombard the planet from orbit for several weeks untill every population center is reduced to slag.
It was always supposed to be a terror weapon, keeping anybody from rebelling by being a symbol of the Empire's military and economic power (you have to be an extremely powerful empire to afford the ridiculous amount of resources needed to build such a thing), and showing everybody that if you rebel, the Empire can just completely obliterate your planet and there's nothing you can do about it (aside from that one thermal exhaustion port, but they obviously weren't going to tell anybody).
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>>55257386
The thing to remember about the Empire is that it's Alpha Complex in space. Everything is just barely held together by the will of a malicious autocrat who skirts the border between genius and madness, everyone is terrified of their immediate superiors and bogged down by red tape, and there's an extreme chilling effect on any and all complaint and criticism, paired with a strong incentive to lie on reports to avoid punishment. So anything could happen and probably does. A Gozanti and four TIEs would be extremely light for a patrol even in an unimportant area, as TIEs are designed to work from volume and are worth about one-quarter of a more expensive fighter, but in the official paperwork that patrol is probably 24 TIEs housed in a proper Imperial-made battleship. Calling for backup is a sign of failure, and signs of failure are how you get demoted/cashiered/choked, so I imagine they'd be rather reluctant to call for backup if there's any hope they can pretend this whole thing never happened.

Hyperspace travel is always at the speed of plot. Sometimes they handwave it in-story to say that hyperspace has ever-changing changing non-Euclidean geometry, which is also the reason why you have to calculate each jump right before it happens instead of just saving a map of all the important gravity wells in the area and avoiding those automatically. So the short answer is maybe an hour, maybe a day, probably not more than two or three days.

Coming in and out of hyperspace looks like a momentary streak of light, and in the films they seem to be able to detect when someone arrives from hyperspace nearby, even when scanning from a planet's surface to see if anyone has arrived in orbit.
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>>55257386
>If in some backwater/outer rim planet, would a lone gozanti with 4 attached TIE fighters be used as a patrol ship?

Only in the farthest of backwaters. Patrols are almost never a single ship.

>If they are attacked/see pirates, what would it take them to call for backup? I'm thinking that they would call for backup reflexively.

Depends on the number of pirates. A single ship they might not call for backup on, more than two they probably would.

>What would it take for the Gozanti to jump to hyperspace?

Depends on its commanding officer. Some might stay even if the fight is futile, some might leave once all four TIEs are destroyed, some might leave if half the TIEs are destroyed.

>How long would it take for backup to arrive? Be it a Decimator, hyperspace-capable fighter, Raider, or Frigate.

Depends on their situation and the nearest backup. Assume that no less than an hour, but probably no more than a day.

>What would it look like to those in the area when the other ships come out of Hyperspace? Would it be detectable?

Ships coming out of hyperspace are nearly always detectable assuming you're running a sensor sweep. Doesn't matter how large or how small, as long as they're not hiding in an asteroid field.
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>>55257567
I have no idea- i'm not the most experienced with Star Wars lore. How long does entering and exiting Hyperspace take? How fast is it?

After I start my EotE campaign soon, I planned on having the party get access to a ship(s) and figured there would be a gozanti or similar patrolling a minor shipping lane in my description. I wanted to know how combat would likely go down (not RaW, i'm using alternative space combat rules) if they decide to attack the gozanti or go full pirate.
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>>55257567
not nessesarily. in system jumps can be a matter of seconds, since hyperspace is usually good deal faster than light. if the main base has a victory and some rinkydink frigates and gonzatis playing AWAC to a CAP of TIEs which comes under fire, they light off the hyperwave tranciever as beacon, and the reinforcments jump in after doing the quick calculations, 5 minutes at most, assuming they are in proper orbital position (planet isnt in the way) and suddenly backup has arrived. the question should be how big is the QRF and can it be split? you get two squadrons of fighters, split each into two flights, and send one against a gonzatti to draw off the cruiser cover while the other squadron runs rampant in the backfield.
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>>55257386
>If in some backwater/outer rim planet, would a lone gozanti with 4 attached TIE fighters be used as a patrol ship?
For a small patrol route in a much larger network of in-system patrols, I'd say yes. Space is a big place and I tend to be a bit conservative when it comes to matters of scale, so I can't really see a single Gozanti as being sufficient to handle all the duties of defending a single solar system, even a sparsely inhabited one.
>If they are attacked/see pirates, what would it take them to call for backup? I'm thinking that they would call for backup reflexively.
The TIEs will likely serve as the equivalent of canaries in a mine. If they can't easily destroy or severely damage the threat, it's time for the carrier to run and call for backup.
>What would it take for the Gozanti to jump to hyperspace?
See above.
>How long would it take for backup to arrive? Be it a Decimator, hyperspace-capable fighter, Raider, or Frigate.
Hyperspace travel times are highly inconsistent due to the sheer number of variables (writer, hyperdrive rating, distance, etc.). If it's from a nearby adjacent star system, I'd say anywhere from minutes to hours, depending on whether that backup is already sitting at an appropriate jump point in its origin system.
>What would it look like to those in the area when the other ships come out of Hyperspace? Would it be detectable?
The sensors on anything Gozanti-sized and up are probably sufficient to detect any conventional, common starship on the market. The only exceptions to that would probably be TIE Phantoms and StealthXs.
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FFG RPG question:
How does fighting with three+ weapons work, for the folks with extra arms or weapons they don't have to hold?
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>>55257821
I don't think that is ever explicitly addressed. I would just work it like two weapon fighting already does and just scale up the penalties.
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>>55257715
>I have no idea- i'm not the most experienced with Star Wars lore. How long does entering and exiting Hyperspace take? How fast is it?

It's around 1.0 SRbP (Speed Required by Plot) in the movies and books, I guess it can be just as fast in an RPG.
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>>55257916
So according to the advice I got in the last thread, a force of 4 Gozanti, 2 Raider, 1 Decimator, 1 Imperial Frigate and attached TIEs would make sense to be assigned to keep out pirates in an area of 6 systems, with say 7 inhabitable planets?

I figured it would make sense for the Frigate to stay in the system with 2 livable planets, the Gozantis and 1 raider in some rotating patrol on the other 5, with the second raider staying on-call and ready to jump if any of the others request backup.

Am I wrong?
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>>55258249
Navy ships are also responsible for hunting down smugglers and maintaining control of space lanes, ports, customs, etc. How many ships are in a system will vary based on the amount of traffic in that system and the overall threat level, a moderately busy system may require all those ships and then some while some tiny backwater mining post may be able to get away with a single Gozanti.
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>>55258403
So what would be the outer rim area where the largest imperial shipin command would be the Imperial Frigate(a 400M ship?)

If it is the 6-system area, would more ships be assigned? What types of ships? VT-49 Decimators?
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>>55258508
>If it is the 6-system area, would more ships be assigned? What types of ships? VT-49 Decimators?

I would assign at least three ships, two Decimators and a Gozanti. The important thing to remember when assigning ships to a system is that a ship cannot be in two places at once. This isn't much of a problem when the only thing in the system is a single mining camp a lone Gozanti can park itself above. You need more ships for more inhabited systems, especially if there are other points of interest throughout the system like research outposts, asteroid mines, manufacturing stations, etc. All these things need to be monitored and controlled in an efficient manner and that means more ships.
>>
Ideally, a system has enough ships to have one decently-sized ship parked at everything you care about, even if that ship is only there to yell for help before it dies, with the bulk of the actual heavy duty stuff patrolling between the things you care about, ready to ride in if help is called for.
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>>55258249
You'd probably also have at least one customs ship in each system, maybe 4-6 in the largest.
Also, the point of patrols is that *all* of those ships are jumping system to system in a pattern theoretically known only to the empire, not spread out in penny packets that render them incapable of actually dealing with any meaningful threat
In-system detail patrols only happen if something pings the sensor nets strung around basically everything of importance in systems where anything other than the main world matters, or if there's specific Intel that there's something there
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>>55258754
>>55258640
So for these six systems, the Frigate, 2 Raiders, 5 Gozantis and 5 Decis makes sense?

Park frigate in the system with 2 habitable planets, a gozanti over the other 5. Decimators patrol around, 1 raider patrols the 2-planet system, 1 on standby?

That makes sense, right?

The planets will be expys of major SW locations.
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>>55259153
sounds good, that should be enough to keep most criminal elements in check and keep things running smoothly.

>The planets will be expys of major SW locations.
Are any of them strategically important?
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>>55259202
A not-coruscant that is the capital of the 6 systems, a not-bespin with gas mines, a not-tatooine with gangs, spice and a hutt, a not-jakku/endor hybrid that is a clone-wars graveyard, a not-naboo agriworld, a not-mustafar with metal mines, and a not-kamino with a research lab.

I'm going to be going full sandbox/off-the-cuff, so i want to do logical worldbuilding up front and then go make it up from there.
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>>55259433
Hold the fucking phone, then
Half of those sound like they'd be in the top five most important worlds in a given *sector*
They'd be defended by more along the lines of a half dozen ISDs, about thirty cruisers and frigates, fifty or more corvettes, and a couple hundred gunships, especially the motherfucking city planet, which might even rate a Praetor and a dozen ISDs on it's own, because those are fucking high-value worlds
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>>55257821
No official rules yet, but we houseruled it to be the same as 2 weapon fighting, but requiring 2 extra advantages to trigger the third weapon
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>>55259769
I figured that each world would be downscaled in terms of usefulness. It's not as big of a city as coruscant, but it ends being -urban adventure world' for the PC's, etc. Would there really be that much of a presence to defend a single planet with a mine?

And thinking about it, I could probably swap not-kamino to Bumfuck-4- a planet with fuckall. (And maybe put a shrodinger's research base on later)

These would be the only 7 habitible planets in the system cluster.
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>>55259878
Most planets have approximately fuck all resources that are used outside of that planet and tiny populations, nothing even a tenth as important as any of the places you're talking about. five or six of THOSE are what the suggested patrol is right for
The imperial navy tends to concentrate most of a sector fleet on the important worlds and trouble spots, and those make up ~10% of the worlds in most given sectors
So even if none of them are *that* important to the empire, there'd still be an actual Star Destroyer and cruiser/frigate squadrons around, plus enough smaller craft to actually screen those planets fairly tightly
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If the average human has a characteristic of 2, how far above/below average is a 1 or a 3?

Take the US, for example. How many Intellect 3 people are there out of 330m?
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>>55260000
A single 3 would probably be one in 50 or so, with multiple threes one in a couple hundred to a couple thousand, depending on how many of their stats are threes
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>>55260087
That's not born out by the mechanics. Even if you halve the exp budget for a NPC, you'd still expect around one-in-six.
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>>55260000
I personally wonder the implications of that since animals have an Int of 1, what does that mean for a few races, such as Weequay and Aqualish, that default to 1Int?
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>>55260114
I was wondering a similar thing. Humans *physical cannot* go below two in a stay at character creation.

Does that mean your bog standard neckbeard has a 2 in presence and brawn? In which case the range covered by a two has to be absolutely massive.

But in THAT case, a 5 in intellect represents a genius of anime-level keikaku values.
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>>55260159
>Humans *physical cannot* go below two in a stay at character creation

This is what I get for phone posting

Anyways I realize it's just a game and none of this matters, but it's interesting to think about
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>>55260000
Really depends on the stat.
Like, basically anyone who's job or hobby involves lifting heavy stuff on a regular basis would have a 3 brawn, but 3 int would probably be more like one in ten or so.
>>
Anyone got any ideas for sidequests for Imperial players on a topical ocean world (Sesid)

There are multiple tourist attractions.
An aquatic rebellion-loving native species
Imperial pharmaceutical compounds
and an imperial garrison
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>>55260204
>>
>Humans *physical cannot* go below two in a stay at character creation. A one probably would be equivalent to some sort of disability or just being a really dumb motherfucker
Humans *suitable for adventuring* can't.
Plenty of humans with a one in presence exist, as this site demonstrates time and again, but they wouldn't make it in the adventuring life
>>
>>55259985
So if I change not-coruscant to a mega-slum, does that make sense?

I would think that Star Wars tends to lend itself to theme-park style setting, so I figured I would embrace it fully.

Really, what I wanted was the following-
"urban adventure world"
"Old war scrap world"
"Gangster world"
"'Normal' planet"
"Schrodinger's plot planet"
"Mines and monsters world"
And not-bespin, because bespin was cool and I can't figure out what element I want from it.

What would the imperial presence above these types of worlds look like?
>>
>>55260255
Why not combine some of them?

Urban adventure and gangster world could easily be different parts of the same place.

Mines and monsters and old war scrap also make sense side by side.
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>>55257434
The ships main role is to stop ships from leaving the system, or pulling them from hyperspace. It wasn't supposed to be fight alone.
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>>55257675
>t. rebel
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>>55260277
Yeah, that is a good point for combining those 2. Say 5 worlds in 4 systems with people on them? Should i make the planet/system ratio higher?

Would the scale of imperial presence that I am suggesting make sense then?
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>>55260378
>Would the scale of imperial presence that I am suggesting make sense then?
Not really, no
Basically any place that matters adventure-wise for reasons other than 'secret stash of X' or 'secret hideout' is important enough for a larger imperial presence
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>>55257675
>Calling for backup is a sign of failure, and signs of failure are how you get demoted/cashiered/choked, so I imagine they'd be rather reluctant to call for backup if there's any hope they can pretend this whole thing never happened.
I'm not a fan of this interpretation. Even in the films, Vader doesn't simply execute people willy-nilly. He executes people because they've seriously, visibly fucked up and caused unnecessary, avoidable loss of Imperial lives, materiel, resources, and time. Losing incredibly expensive Imperial Navy property should warrant a much harsher punishment than simply calling for reinforcements. And given the nature of the Tarkin doctrine, it's likely that backup requests would, in fact, be taken very seriously and receive an overwhelming response. The Empire may have its moments of stupidity, but it is perfectly capable of being a competent, well-oiled machine when Team Skywalker and Team Ghost aren't around.
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>>55260498
I guess I'm just trying to keep the overall scale and scope of the campaign down- It would be difficult to do much if there is any force with the level of power as even a smaller SD out there.

I was going to make up some bullshit about gravity bubbles to keep the visit-able world small, but if even these 5 planets would be enough of a reason to have an ISD floating around saying "I dare you motherfuckers, fuck with me" to every single other faction, I'm not sure a sandbox campaign will work.

Would would make sense to keep the imperial presence low in the outer rim, but not helpless? Sort of a "don't fuck with this thing, it can't kill you, but it can call for help that will fuck you" deal.

Party will likely be flying around in 2 fighters and a light freighter, dogfighting quite a bit. They likely won't be directly opposed to the imperials, since it is a sandbox campaign. Probably messing with local criminals/political groups more.

Knowing their personality, their first thing when set loose will be trying to attack a spice runner to steal the spice to sell for themselves.

If the Imps have any sort of SD variety on hand, then it sort of overhangs the entire campaign. "You might have caused the Bumfucks to overthrow the hicks, but it doesn't matter because the Imps can fuck them both at once without breaking a sweat" kind of deal.

Is my gravity bubble excuse good enough?

Also I'll be using models for the game for space combat, and I can't get any ships bigger than a Imperial Frigate on hand
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>>55260378
>>55260255
Just have some of that not being Imperial, but a "neutral" allied planet.

One system(b) has planet(1) that was fought over in the clone wars for minerals, but got polluted to the extent that up keeping a mining operation wouldn't be cost efficient and now only scavengers and gangster live there. The gangsters are the "upper class" and force slaves/scavengers to work in the mines which mean almost certain death because mutants and radiation. They sell some of the minerals to the imperials so they leave them be. Crashed ships could have important stuff or it could be taken from the people. The miner quantity is about enough to supply the main world.

In another system(x) there is a pre clone wars era research station(x) that had to be evacuated because of the battle in the nearby system, but had been forgotten ever since.

Main system(a) has an Imperial controlled urban industrial world(1), where most of the fleet is and an agricultural world(2) allied to the imperials, that sells food to them. The industry is not that big but enough to supply the systems around it.


You can have one(c) or two(d) another system with recently colonized worlds(1,1), with only town on them.

The imperials patrol the main System and the smaller systems, the gangsters "patrol" their own system, and maybe abandoned deactivated CIS units could be in the research stations system. Obvious that system has nothing of importance and not on any trade routes so no one ever goes there. Maybe discover a starmap in one of the crashed ships.
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>>55254817
>>55255175
>some guy with photoshop modelling skills can pull off better models than Disney
>a bunch of ships that appeared in comic books have better design than the best Disney can come up with
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>>55261018
It's mostly the low distance between your planets that's causing the defense fleet 'wait what'. If there's that much important stuff reasonably close together, hell yeah they're gonna plonk a fleet in because it's cost effective. Spread that shit out far enough out that they can't share a fleet, and you end up with your backwater ideal of a handful of rinkydink ships.
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>>55256380
I'm not sure how I got that wrong. I even looked at the Interdictor card before posting.
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>>55261089
Those look like hot shit though
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>>55257675
>>55260880
The Empire would really function better as a more cohesive and centralized entity that kept law and order to a 100% maximum if... it decreased its territory. It would need to dump a lot of excess, but for its overstretched manpower I think it does fairly well especially in comparison to the Old Republic.
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>>55261089
>the supremacy
I wonder what the Deathstar 2 2 will be called.
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>>55261018
If you want a sandbox, don't set it at the height of the empire, then
Set it during the Imperial Civil War, when that's all the local warlord can spare to keep an eye on things, or during the late Old Republic and it's shit-tier navy
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>>55260204
Make it space florida
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>>55261184
>>55260204
You could always send them to Hologram Fun World for maximum Dark Greetings
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>>55261018
You can keep the concept, the planets just have to be really shit examples of their type, of absolutely no concern to the wider galaxy or even the rest of the sector
Like if those six worlds totaled under a million people, that level
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>>55261184
>>55261227
Space Florida should have a stand-in for a certain work-in-progress theme park. Maybe call it "Stellar Conflict: Edge of the Empire."
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>>55261446
The fairly mediocre Black Fleet Crisis trilogy has an AnCap planet with a bar called "Jabba's Throne Room" which is exactly what you'd think a Jabba's Palace/Planet Hollywood/Medieval Times crossup would be.

http://starwars.wikia.com/wiki/Jabba%27s_Throne_Room
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>>55261490
God damn that's funny.
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>>55261102
>>55261356
Thanks.

WhT I was going for was that fighting with the Empire was going to be a "You might be able to hold them off or hold your own for a bit, but when backup arrives, you better GTFO".

Having them all travel in groups of SD's would prevent that from being a thing.
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>>55261743
Basically the problem with your planned arrangement is that most common corvettes and literally every frigate could murder the entire local fleet aside from the frigate with the greatest of ease, and if, God Forbid, pirates or rebels with TWO corvettes showed up, they'd have the entire region by the balls, and that is a very common threat level
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>>55261134
Downsizing wouldn't solve a lot of the systemic problems with the Empire's organizational structure. The strict hierarchy, stovepiping, moral hazard, and excessive punishments mean that information mostly flows down the chain of command, seldom up or sideways.

In the case of that Outer Rim patrol, maybe some regional manager lies about starship production to meet a quota and avoid a choking. As a result, a patrol has a quarter of the ships it needs to do its job, and everyone is looking for someone lower than them to blame for it even though the problem originated above them, because your one contact point above you in the hierarchy is also the one in charge of punishing you. Whatever lieutenant finds himself with nothing but enlisted men below him in the chain of blame must embezzle more ships somehow or lie about the exploits of nonexistent ships, which will create more shortages that more people will have to lie about, thus spreading the problem around.

Not to invoke Godwin's Law, but remember that scene in Downfall, the one everyone dubs over, where Hitler is moving around troops that don't exist because everyone's been lying about them? It's exactly like that. It's one of many things that Lucas borrowed from old WWII serials for Star Wars.
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So I'm planning my campaign for 4 Imperial characters on Sesid. The time will be around 2 BBY so the players can interact with the overall OT and Star Wars Rebels if they'd like/if they survive long enough to pass that amount of time.

One play will be an Imperial technician, who is acting as a fulcrum for the Republic.

One will play as *not*Admiral Thrawn. Basically a monotone, calculating human, using the Commander class. He is most likely to find out about the rebel spy.

One will play as an EX-D Infiltrator Droid from SW Rebels (https://www.youtube.com/watch?v=_D3EUQgJ0v8) probably gone without a data wipe long enough to retain some sort of personality.

The 4th character wants to play as his old Wookie engineer PC from a past game, which obviously wouldn't work. So he'll probably be something similar, some sort of Tanky Stormtrooper Engineer type character. Any ideas on an Imperial counterpart to that trope?

Basically the players will have been brought to Sesid as a task force in order to look into increased attacks by the local Draedan's. These attacks are causing a detriment to the Imperial pharmaceutical installation, as well as scaring away potential tourism. The players will be given command of a Guardian Class Light Cruiser named the Relentless, and be allowed to make requisitions for equipment and vehicles up to a certain amount per game.

Essentially the game will lead into a kind of intrigue about the leader of the Draedan, named Aurelant, who becomes a major player in the novel Moving Target: A Princess Leia Adventure.

Now that I've fleshed out the campaign details a little bit. Any ideas for interesting side stories or plot lines?
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>>55262382
The rebel alliance either doesn't exist as a single entity at that point, or at least has never won a major battle. Maybe do what Rebels did and focus on a single strategically important planet. You can have cells of rebellion that are unconnected to the alliance and maybe are a lot more ruthless and brutal. Like terrorists who target officers' families, or fringe Force believers who inhibit their "dark side" emotions with drugs and surgery.
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>>55262497
Well with the Draedan, thy're trying to rebel against the Imperials, but they haven't developed any hyperspace drives, so they can't get out of their system without stealing or towing away on other vessels. It's not until 4ABY that Leia is able to get in touch with Aurelant and connect them to the wider Rebellion. So I was thinking of focusing on them harassing local Imperial forces.

There is also the possibility of the regular pirates trying to board starliners, smuggling shenanigans as this is a fairly popular tourist planet.
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>>55262497
Okay, idea: there's a terrorist cell who believe the Imperial propaganda that the Jedi tried to conquer the galaxy, and they believe that that would be a good thing. They're Force supremacists. They steal a top secret register of Force-sensitive families originally taken from the Jedi temple after the Clone Wars, and their mission is to clone a race of supermen which will conquer the wooooorld!
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>>55261934
So for 4 solar systems wuth 5 inhabitable planets, if I doubled the number of ships and added a Gladiator Star Destroyer, would that make sense?

Eg, a Gladiator SD, 2 Imperial Frigates, 4 Raider corvettes, 10 Decimator patrol boats, 10 Gozanti carriers, each with attached TIEs?

I plan on fleshing out the factions as I solidify the worlds in the cluster and add new factions, you guys have been great so far in making the world make a little more sense.
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>>55257514
Imagine how many bombers, tanks, and missiles could've been built with all the resources the Allies and Axis both poured into researching atomic weaponry.

Imagine how many more men and tanks the Germans could've mustered if the V1/V2 projects never happened.

Super weapons of war may be inefficient, but it's the idea that makes them supreme. The idea that the Empire had a space station impervious to any kind of assault with a weapon that could obliterate an entire planet instantly and blast through fleets with ease was enough to give Imperial-loyals pride and security, and Imperial enemies terror and fear.

Star Wars and its tech parallels to WWII emphasize that fact, that inefficient weapons can still work by the idea of them alone. A fleet of Star Destroyers could blow up a planet, sure, but a gigantic moon doing it is way scarier for the other side.

Propaganda victory.
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>>55263177
Decimators are actually not good ships for this kind of thing at all, and rare besides; they're basically scoutships/executive transports, not real gunboats. I'd replace them with basically any of the old patrol ships from WEG Pirates and Privateers, let's say Guardian-classes or IPV-4s (literally just an IPV-1 with a hyperdrive)
Also, since this is a backwater sector, I'd swap two of the Raiders for CR-90s, and maybe use a Dreadnaught or possibly Victory over the Gladiator
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>>55263258
They're not exactly comparable. Not only did those research projects use much fewer resources than a ridiculously huge-scale engineering project, but once the technology is developed it can be replicated relatively easily. The Death Star is more like the Maginot Line - a titanic engineering project that ends up being a complete waste because it was hoped that its psychological effect would make up for its obvious structural shortcomings.
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>>55263258
>"The Imperial Senate will no longer be of any concern to us. I've just received word that the Emperor has dissolved the council permanently. The last remnants of the Old Republic have been swept away.
>The regional governors now have direct control over their territories. Fear will keep the local systems in line. Fear of this battle station.
A propaganda tool and fearmongering tool too
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>>55263319
To be fair, the Death Stars appeared to be in-universe rather defensible.
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>>55263177
>>55263311
Also, if something is going down elsewhere in the sector, the capital ship and probably a few of the escorts would probably be gathered up as part of the effort to deal with it, so taking advantage of that to so something something while it's away is a good adventure hook
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>>55260114
>>55260159
It's further abstracted by the fact that just about everyone would be statted as minions and not heroes/nemeses, and the system just isn't meant to represent granularity on the scale of the average joe.
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>>55260204
PIRATES.

They're on a luxury pleasure cruise for [reason], maybe to make an illicit deal or gather information from a wealthy patron WHEN BAM NOW THERE'S SPACE SEA PIRATES
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>>55263311
>Not only did those research projects use much fewer resources than a ridiculously huge-scale engineering project,

The scales are not comparable at all. The Death Star isn't that huge of a project and is in fact quite comparable to WW2's weapon projects or the Maginot Line when you consider it was a project undertaken by an entire galactic government. For our Earth that project would've been astronomical, but for thousands and thousands of planets and trillions of people and trillions of droids, the Death Star is big but not as big as you'd think.
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>>55260238
But is there a single human NPC statted with anything less than a 2?
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>>55263311
IPVs are a good choice. As are Tartans.

If you're feeling really backwater, replace the Gladiator with a Dreadnaught-class cruser.
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>>55260204
>ocean world
Sounds like its time for submarine fun adventures

>>55261184
>space florida
Well they do pharma testing there on Sesid, so its already some kind of Florida, can his players can handle Space Florida Man hopped up on bath salts, swinging a dead raccoon over his head and accosting holographic advertising?
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>>55263177
And I forgot to ask, which model are you thinking of when you say 'Imperial Frigate'? If it's the retarded 400 meter babby ISD with a worse crew ratio then a Dreadnaught and a full fighter wing, throw them out of mind and use Neb-Bs instead, much more common and less silly
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>>55263311
>and rare besides;
where is that mentioned?
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>>55263364
Actually, that could be the status quo.

There's heavy fighting with the Rebellion in neighboring sectors, so the bulk of the fleet has been reassigned to help on the front lines, leaving just a token defense force. And maybe the local Moff is brash and reckless and doesn't listen to his naval advisors.

>>55263177
I'd definitely recommend looking into some of the old WEG supplements; I forget which ones appear in which books (wookieepedia should tell you) but what come to mind are the Minos Cluster, the Kathol Outback, and the Tapani Sector. Each were designed to be small, self-contained playgrounds for adventuring parties that check a lot of the thematic boxes for iconic Star Wars locales without being super important to the galaxy at large. Sounds like you're going for a similar approach, so I'd bet there's some inspiration in there for you.
>>
IIRC it's from Galaxies, so probably in material related to that
Plus it's a scout and picket ship, and a new one, at that, and the imperial navy has a lot of explicitly much more common ships that do both, and it's notably less well armed than any of them, so there can't be THAT many in use, I'd figure
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>>55263525
>I forget which ones appear in which books (wookieepedia should tell you) but what come to mind are the Minos Cluster, the Kathol Outback, and the Tapani Sector.
Galaxy Guide 6: Tramp Freighters, the DarkStryder campaign books and the Tapani: Lords Of The Expanse sourcebook, respectively
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Anyone know if/when a scan of Disciples of Harmony will come out?
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>>55257434
I think the engineering 5, and the general all-around decency of the ship, is what keeps its cost so high. It has good flak, decent shields, good hull, command and squadron 2, reasonable dice in all firing arcs, with its only real downside being a lackluster but not horrible movement chart and only decent defense tokens. So it pays for way more than it probably end up actually using, because it has so many little things tacked on that it doesn't really care to use. For its price point they should have made it a Victory plus more, and had one more red die in the three front arcs for both versions at no more cost. That said I need to try mine again with disposable capacitors, those should up the suppressor refits combat worth substantially.

If we ever get the Immobilizer 418, which I believe is mentioned in the Tarkin novel, then the slot will see more use being on a cheaper platform. The slot is probably worth 40 points, because it can basically win you station assault or contested outpost outright. Thus forcing your opponent into taking your blue objective.
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>>55263362
There's only one of it, and it takes somewhere between 6 and 20 years to make. Thermal exhaust port aside, you can just shoot the fucking supply lines and win the war everywhere the Death Star isn't because they blew so much of their budget on one space station.
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>>55260880
At least once Vader choked the designated fall guy and not the actual people responsible.
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>>55263701
Never. You should probably buy it
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>>55263481
>Sounds like its time for submarine fun adventures

Are there stats for an Opee Sea Killer size monster I can hijack for a game?
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>>55263918
>vader chokes two officers while on a driven-mad revenge quest
>means the entire navy is full of commanders who choke their men to death
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>>55263509
I did mean babby's first Star Destroyer actually- It's not like the PC's would board it anyways. Honestly, there are 2 reasons that I chose it.

1. It's a big triangle, and the empire loves their big triangles.

2. I'll be using models for ship-combat and encounters, and the Zvezda ISD model I have scales almost perfectly to be the Imperial Frigate.

I don't expect the PC's for at least a year of sessions to do anything involving a Frigate except run away from it, or maybe fly alongside it, and that's only a possibility

>>55263525
You hit it dead on with what I'm going for- I'll go see if I can find a PDF of those books. Do we have them in the links at the top of the thread?

>>55263607
So what would the navy use as an independent scout/patrol ship if not the Decimator? I'm not finding much.
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>>55264071
>You hit it dead on with what I'm going for- I'll go see if I can find a PDF of those books. Do we have them in the links at the top of the thread?
Yep, in the pastebin for WEG D6. It doesn't look like it has the DarkStryder campaign, but Tramp Freighters (for the Minos Cluster) and Lords of the Expanse (Tapani Sector) are both there. The former is kind of a grab-bag of basic Star Wars locales and themes, the second has a bigger focus on noble houses and intrigue. The Kathol sector, the one that's missing, is more of a... bermuda triangle, space-weirdness type setting which sounds less like what you're going for, but still an interesting locale.

Wookieepedia has a lot of info on each, for anything that's not contained in the above mentioned sourcebooks.
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>>55254737
What did he mean by this?
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>>55264065
Only one guy chokes, but it's made quite explicit that everyone in the Empire is motivated by fear.
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>>55264329
>everyone
Not really. Fear was only one possible motivation. In an organization as big as the Empire, there's a little bit of something for everyone. The Empire had its fair share of career professionals, patriots, and Old Republic holdovers. Tycho Celchu and Maarek Stele both genuinely believed in the New Order's ideals. Pellaeon stuck around out of loyalty to the Navy. The clones and other 501st members were motivated by professionalism and loyalty to Vader. Palpatine just fucking loved the job. And of course, for everyone else, there's the appeal of wielding automatic weapons, blowing shit up, and flying cool starships with your best mates in exotic locales across the galaxy.
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So out of curiosity, other than Maarek Stele how many Imperial protagonists actually stick with the Empire and don't defect at some point?
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>>55263956
We do now, lets go fishing!

>I call the big one bitey
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>>55264698
Maximilian Veers, to name one off the top of my head.
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Because I am an ignorant plebeian, I need this explained to me:

So as I understand it The Star Forge was built by the Infinite Empire a ridiculously long time ago; and the station channeled the force to bring items into existence out of nothing, these items ranging from hand-held devices all the way up to and including star ships in record time. Do I have all this down correctly?

So I understand that everyone treats this thing as some perverted and evil abomination, but aside from the potential for it being abused by lees-than-scrupulous individuals I don't see what was so evil about it? what the heck do I not know about this thing that makes it so damn terrible?
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>>55264941
The Rakatan were super evil and all their super evil soaked into it
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>>55264941
IIRC it's powered by the darkside.
You are literally tearing holes in the life force of the universe to produce war material.
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>>55264991
>>55264984
>>55264941
Not just that, but if you'll recall there were a number of captive... force sensitives? maybe just people... that it was draining the life force from. Malak force-lightnings their pods in the final battle to regain HP, but the implication was that they were strapped in there being drained by the station itself.

Furthermore the impression that I got wasn't just that it was powered by the dark side, but that Rakatan technology actively required dark side users -or at the very least force users- to operate it at all, making their tech close to useless for anyone else. IDK how much of that was expanded in TOR though because I never got that far.
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>>55264698
Defections are actually rare IIRC, it's just that the majority of books we got were of defectors from the Empire, probably because the "defector antihero" archetype is among the easiest to work with in action fiction.

The Rebellion itself had some who defected as far as background fluff goes, it's just that defecting to the Empire was a lot harder because they were significantly more cautious at best, paranoid and totally opposed to at worst, recruiting former Rebels, whereas the Rebels just said "we don't care if you're a double agent or not, we'll risk it for the manpower", so there was more chance for desertion rather than defection.
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>>55265870
Right, It's not rare for a Rebel to have been a defector, but it's rare for Imperials to defect. This is due to how incredibly massive the Empire is in comparison. It's usually a better story to follow the crack band of rebels who have the best military training than the farmers and colonists who were trained by those defectors to fill a pair of boots and hold a rifle (though Luke himself is clearly the iconic example of that stereotype)
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>>55257386

Lone Gozanti's sometimes get used, but for that to be the case you'd need to be WAAAAY out either on the rim, or in the ass end of wild space a la Thrawn, on a route that doesn't expect or see any kind of trouble. If it's a singular emplacement instead of a route though even in the outer rim the empire will usually designate a light cruiser or a corvette like a raider/vigil and keep a gozanti around as an escort. But as a rule I like to think whoever crunches the numbers would rather keep Gozanti's in multiples of three whenever possible and guardians in multiples of two, since then you can have a "proper" squadron of twelve for easier bookkeeping.

The absolute minimum I'd use as a permanent patrol cruiser is an IPV-1, which is still larger and more heavily armed. Gozanti's are something that would get deployed in groups or as escorts, if not both.

An average pirate group isn't going to be that great. Maybe a few old freighters or at best a singular corvette that's not overly large or well maintained. The TIE's will split into pairs to flank and the gozanti can fire both turrets from a 360 pintle while maneuvering. You can adjust that to flank or close off escape routes with larger numbers.

If it really is one Gozanti then anything bigger than a Blockade Runner would do it for fleeing. It just flat out is not capable of handling any kind of frigate, or even a heavier corvette. Even a blockade runner is pushing it alone since it's something double your size, not counting fighters to make the difference.

Mobile patrol groups will usually be WAY bigger than a decimator. The empire is an organization that thinks of corvettes as puny and victory destroyers bigger than almost anything the rebels can field as insignificant. A world that lightly defended is probably on a patrol route and could even that far out probably reliably call on a Raider Corvette, or just as likely a pair or trio, in under six hours.
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>>55263177

4 solar systems means you'll want at least a handful of ships permanently attached to those planets as first response.

You can believably say each Raider is functioning as a mini capital ship and attach three Gozanti's to each. That'd bring you up to twelve Gozanti's total but full squadrons make imperial accountants happy and bigger TIE counts keep the Tarkin doctrine in place. The empire churns out literal millions of trainees a year and can afford to throw two extra clone wars clunkers when it needs to. This means every systems first response is something equipped to deal with an average level incursion of a few fighters and a transport on it's own.

The two frigates will naturally operate as a pair. Throw out a half dozen patrol craft and you're fine and dandy to just cycle between the four worlds and act as a mobile flight school for trainees and techs. The full hundred or so fighters in each will scare off any wannabe rebels unless they want to both gamble AND commit to an assault, unless they can get their hands on the patrol route and time carefully.

I'd swap out the Gladiator for a Dreadnought. It's old enough to be believably in such a relatively minor role while still serving as a visible capital ship with imperial refits. All it needs is a couple of escort craft to watch it's rear arc. This is where your Decimators would likely come in.

This equation puts you at eight less newer patrol craft at the expense of adding two older ones. Sheevs accountants are happy, a sector admiral is happy, and Johnny Rebel needs to do a bit of thinking and recon before he can plan an attack he can believably pull off.
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>>55267734

As an aside I would actually rework this a bit if you really wanted to push the anal retentive accounting aspect of it.

You have 60 TIE fighters between the Gozanti's and the Dreadnought. Throw on three more Gozanti's instead of having any Decimators at all and you can designate the entire fixed group as being a single larger unit. You can call them the 978th fighter group of some other fancy number combination that suits you. Every Gozanti group has a fighter captain leading the TIE's, in addition to the captain of the ships themselves. Every group of TIE's within a fixed patrol fleet will be led by a commander, in addition to the fleet commander of the cruisers, and the whole group of TIE's will be led by a Major who's probably been doing this since the clone wars ended and is probably looking to retire about now anyway.

It's a beautiful ship, but there isn't much about the scenario you've crafted that would demand a VT-49 Decimator be used at all. You don't have a vast area to cover, or an expectation that you'll regularly need speed, and those missiles would just gather dust for years on end. If you really NEED a mid scale hyperspace capable ship that can fire missiles, a Skipray squadron is small enough to just tuck away into the frigate's hangar bay without sacrificing all that much, or to handle a secondary route between planets when the frigates are on the other end of the system.
>>
Going to my first proper store tournament not using Hangar Bay rules on saturday and I've realized I've gimped myself something fierce by going mono Imps from the start and not buying single upgrade cards before this.
I'm trying to put together something that won't be chewed up and spat out in no time flat and I've come up with these two.

Aggressive Defense
Colonel Vessery w/ Predator, Ion Cannon, TIE/D
Countess Ryad w/ Outmaneuver, Tractor Beam, TIE/D
Sienar Specialist w/ Synced Turret
Total Points: 100

Stridan's Quick Edge
Major Stridan w/ Collision Detector, Systems Officer, Operations Specialist, Kylo Ren's Shuttle
"Quickdraw" w/ Intensity, Fire-Control System, Lightweight Frame, Special Ops Training
"Double Edge" w/ Crack Shot, Twin Laser Turret
Total Points: 100

You guys think either will stand up to the current meta?
>>
>>55267834
Vessery does not need Predator- he gets rerolls on his own. Expertise is what he wants.

Synced turret is garbage. Autoblaster or TLT.

Tractor beam should always be on the squad with the highest PS.

Systems officer stridan combos well with Inquisitor. The System slot should really be FCS or advanced sensors there.

What ships do you own?
Access to upgrade cards?
>>
>>55267806
>>55267734

Thanks, i think I got something that makes sense. I'll start out fleshing out the space presence of the other factions now, but some quesfions-

What would a neutral-but-still-friendly-to-the-empire-for-the-security cluster/planet defense force have on hand? A handful of corvettes and a neb?

What sort of fighters, if any?

What clone-wars era shit would be flown by local pirates, and what would they have that is new?
>>
>>55255312
>half the front of the ship is a giant fucking gun

Why don't more larger ships have this?
>>
>>55268317
I own
>Original Starter Set minus rebel stuff
>TIE Fighter Expansion
>TIE Advanced Expansion plus Title and ATC
>TIE Interceptor Expansion
>TIE Defender Expansion
>TIE Phantom Expansion
>TIE Striker Expansion
>TIE Aggressor Expansion
>TIE/sf Fighter Expansion
>Upsilon Shuttle Expansion
>Imperial Aces Expansion
>Imperial Veterans Expansion
>>
>>55267834
>>55268317
>>55268396
Revised the first list. How about this?

Aggressive Defense v2
Colonel Vessery w/ Outmaneuver, Tractor Beam, TIE/D
Countess Ryad w/ Crack Shot, Ion Cannon, TIE/D
Sienar Specialist w/ TLT
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>>55257386
Generally on the most backwater shitholes in a sector, Imperial presence is basically there to wave the flag, collect taxes, resources and customs inspections
So depending on the population, they're probably fairly light in terms of spacecraft
Ground vehicles= plenty, even a basic garrison with a couple of tanks, walkers and maybe a company or two of storm troopers should be able to keep order over a city (50-100k) with another 1000 or so deputised locals acting as a police force or reserve armed forces. If shit goes down with pirates, raiders, crime syndicates or some other type of rebellious fuckery, its completely plausible that anything they can't immediately murder in the short term, hunker down, radio for help and remain in immediate control of the imperial assets

In terms of a response to armed aggression the Imps can muster up a lot of older, big ships (Dreads, Victory's), or a single modern larger ship (Vindicator or Neb-B) in short order, comparatively quickly. Any escorts they might have, old shit like the Gozanti, various shitbox corvettes etc should be relatively plentiful. Something modern like a Decimator, not so much or as common. They usually get deployed from an area which is close to enough assets so as to be on station, active and rolling anywhere between 30min to an hour, then hyperspace could be anywhere between an hour to half a day if the place is really remote

Course if its an area which has lots of problems, a patrol is commensurate to-
>What they have
>What they deal with
Somewhere that deals with problems or has some kind of security value might get a Neb-B cruising past regularly to escort bulk freighters and conduct customs inspections. Plus they're big enough to blow freighters to shit all day long, good sensors and have some TIE's and shuttles onboard for system patrol and boarding actions.
Big stuff like cruisers and Star Destroyers generally won't be roaming the space lanes unless they're out for blood
>>
>>55268437
How many points is that? 100, or is there a bid? I'm not sure on the outmaneuver- i unironically think another copy of Crack Shot would be good here- keep it to fuck with people and force them to overspend to ensure that they get tractored. PTL on Ryad instead, throw on mk2 engines on her as well. That lets her feed vessery TL's for his ability.
>>
>>55264941
The Star Forge was itself a product of Rakatan Dark Side engineering, and as a result it fed on the evil of its users and in turn further corrupted them. Think of it as an enormous -- and enormously powerful -- Sith holocron capable of manufacturing weapons.
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>>55254737
>Q3 2017 -- July 1, 2017 to September 30, 2017
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>>55268484
100 points. I only have one Crack Shot and no Mk.II cards.
>>
>>55268341
>What would a neutral-but-still-friendly-to-the-empire-for-the-security cluster/planet defense force have on hand? A handful of corvettes and a neb?
Sounds right to me, Marauder Corvettes are some of the bread and butter neutral caps, maybe some CR90s, but nothing too militarized unless it's been stripped down.
>What sort of fighters, if any?
Cloakshapes and Z-95s are the standard for the theme you're going for, Y-wings wouldn't be unheard of
>What clone-wars era shit would be flown by local pirates, and what would they have that is new?
See above, plus probably some old CIS ships and larger bulk transports like an Action IV with guns slapped on. Incidentally, the civilian Gozanti models fit here too. Scyk fighters and krayt gunships and probably a lot of uglies.
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>>55263525
>There's heavy fighting with the Rebellion in neighboring sectors
In what scenario could that happen? At most it would give a window of a few days before Imperial reinforcements arrive.
>>
>>55268380
Possibly low firing rate, needs to aim with the whole ship, probably have to sacrifice additional armament, it's a big "hit me", lack of targets to use it on, I would say it needs to be at least a cruiser, probably couldn't one shot it.
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>>55268380
well the example given (the munificent class) is indeed cartoonishly over-gunned, but has so little armor or hull integrity that it takes hits like ships half it's size, (i.e. not very well.).

So in effect you have a glass-cannon. and glass cannon's sound great on paper, but in practice they get blown-up real fast.
>>
>>55270730

The Moff may not be calling for outside assistance from other Imperial commanders, believing that their forces are sufficient to deal with the Rebel forces (whether or not they are is dependent on Plot).

The Rebels may also be engaging in sweeping hit and run attacks across multiple sectors, leading to the heavy fleet assets being lead on a merry wild goose chase, leaving the defense of the outlying systems to second- or third-rate units.
>>
>>55271240
Meaning unless there is a coordination between the rebels and his group, the Imperial fleet could show up right on top of them. I also seriously doubt that the rebels have enough personal and equipment to play catch with the empire or that the empire would be content on chasing them forever.
>>
>>55268341
>What would a neutral-but-still-friendly-to-the-empire-for-the-security cluster/planet defense force have on hand?
A squadron or two of Z-95s and maybe another of V or Y-wings, a couple PB-950s or Guardians, maybe an IPV or Marauder or CR-90 or CW-era light frigate, maybe two
>What clone-wars era shit would be flown by local pirates
A bunch of beat-to-shit freighters with Ion Cannons, Uglies, a handful of VERY outdated fighters (MK I headhunters, C-73s, Toscans ect), with the most successful also having an outdated corvette or maybe even frigate of some kind and some Y-wings
>>
>>55271368

The risk of heavier Imperial fleet involvement all depends on how close by the conflict is; sectors are not small things, so while the Rebel attacks may be in the next sector, that could be several days in hyperspace away.

As for whether the Rebels have enough equipment to keep the Empire content chasing them....well, they did do that for several years, with their fleet travelling the galaxy causing trouble and keeping one step ahead of the Empire.
>>
So, no Force Friday announcement for X-Wing.

What did you guys want out of ships like a Resistance A-Wing, FO TIE Bomber, TIE/VN or Resistance Bomber?
>>
>>55273442
>TIE/VN
Maybe an updated version of the Phantom, though I know that's unlikely and I'm not even sure what it would entail. Kylo's pilot ability on a Phantom doesn't exactly synnergize and I don't know what they could even do to update the ship itself since I think it's more or less properly designed already and just adding a hull or shield and T-rolls/S-loops would be dumb.
>Resistance A-wing, FO TIE Bomber, Resistance Bomber
What I want out of these are different ships entirely, fuck these things. The only thing I could think of that I'd care about at all is if the Resistance Bomber somehow ended up as a ship with a 180 forward arc, and a rear arc, and a turret slot because that would just hilariously retarded.
>>
FFGRPG: Is there any reason not to turret mount all vehicle weapons you install on a vehicle?
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>>55268341

The Marauder Corvette is what I use for PDF and security forces. It's big for a corvette, well rounded, and can dock a squadron without breaking the bank, but it's also slow and small enough that any dedicated attack craft have a shot of blasting it. The squadron can be anything but I'd imagine security forces would favor Mandalorian made fighters like the Scyk or Dunelizard. They're new enough that a professional could conceivably replace an aging headhunter with them, but established and widespread enough that they could get their hands on them without much effort.

The Marauder could conceivably duel a local patrol group on it's own to a draw, having a larger frame with bigger guns, and superior fighters, but it'd take heavy losses if it won and not survive something like the frigates coming to back it up, or even just A frigate.

This is all the force an average security group really needs but if you insist they somehow need a larger craft I think Strike Cruisers are on sale for what's only a bit extra at military rates. But if the PDF and security forces have one the admiral in command of the sector will probably demand one too to "keep things in line". But given the order of battle and ship organization if they said yes they'd probably eventually saddle him with two for space superiority since then you have another unit of 72 fighters between them and you can designate another fighter group. When your campaign inevitably has enemy activity in the sector and the admiral incurs losses more than once he'll probably either get that, or if he's stripped of command his replacement will.

Your pirates will be the ones flying headhunters. They're cheap, easy to find parts for, and easy to put together from excess parts. Their transport will probably be Action Transports refitted to act as carriers, or else some other bulk carrier with hangar space and guns stapled on. If they have a dedicated fighting cruiser it'll probably be a Correlian Gunship or two.
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>>55269433
>when the transport has a x6 hyperdrive with your book
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>>55273683

>if the Resistance Bomber somehow ended up as a ship with a 180 forward arc, and a rear arc, and a turret slot because that would just hilariously retarded.

Ha-ha, I actually had a similar thought. Not necessarily a turret, but image if it had a real "360" arc in that it had full coverage in aux arcs, or something stupid like that. I don't think FFG necessarily wants to pull it out, but it might be interesting to actually see them go all the way with aux arcs.
>>
>>55273764
The only problem with the resistance bomber is it's fucking huge. Might even be longer than the Ghost.
>>
>>55273853

I heard somebody say it's on a similar scale with the Falcon, just on a different axis.

We don't know of course, because for some reason Lucasfilm wants to brag about FO designs and give them stats rather than talk about Resistance ones.
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>>55271368

I'm running a scenario in my game which describes how that could conceivably happen.

The moff needs to primarily care about just saving his own skin. If he has full destroyers they're with him in the sector capital. If he has any he could conceivably spare they're in the nearest strategically important system to him.

Rebel warships don't need to hit the big targets, they just need to hit the smaller outposts, the supply convoys, and patrols. A mon cal cruiser can 1v1 a strike cruiser and come out on top every time. With escorts it could 2v1 them pretty consistently as well in pairs, so mid range backup will only be so effective. You just designate smaller detachments for smaller convoys and outposts. By the time the moff is taking the threat seriously you've probably hit a dozen or more targets and the sector fleet is hurting for it's more disposable ships.

Rebel ships, and the kind my particular group's squadron is attached to, are really good at being free moving and not attached to a base. You can just dock to a larger carrier instead of resupplying at a fixed location and your rampage can go for conceivably months without stopping to resupply.

By the time Vader shows up to choke the shit out of that moff most of the damage is already done. Reinforcements will rekk you but in the meantime you've downed dozens of imperial cruisers at various scale.
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>>55273853
They sort of look about 3-4x longer than an X-wing and about as high on the vertical section.
>Then there's this mad arsehole in an A-wing still buzzing around in the middle of everything

>>55273934
Mere thought of an MC## running around in their sector should send Moff's into complete conniptions. While it might not be a completely equal match against something like an ISD+ escorts, it's got enough firepower to wipe out an entire supply convoy.
>>
>>55274086
>Mere thought of an MC## running around in their sector should send Moff's into complete conniptions.

That's the point. If an MC80 attacks HIM, he wants a guarantee he won't be killed, so he'll want multiple destroyers on his home capital on a permanent basis. If the MC80 attacks the site of secondary importance, in this case a deep space logistics and supply facility, that would cause HIM issues since he keeps his stuff there. So he'll designate another destroyer or two there. The rest will go on patrol near his capital or by any perceived front lines.

If you're third down the list, you're going to be making due with Strike Cruisers, Raider Corvettes, Assault Carriers, Arquitens, or any of the other stuff that's not a destroyer but usually good enough in other situations. The PDF forces will probably also be put off their leash and allowed to have better toys, or encouraged to at least. Once things wear on local admiralty will insist on more heavily armed convoys across the board(they previously had one assault carrier for secondary sites, now it's three and a light cruiser MINIMUM).

The empire is also going out of it's way to erect additional XQ space stations rapidly for additional defense, or put up prefab garrison bases.

At the current point the secondary groups are coming back with draws or even losses as secondary ships take damage. It used to be enough that a slapped together escort carrier full of clone wars era ships could just overwhelm a TIE squadron and win. But now that's not working. It got worse now that the inquisition knows there's at LEAST one would be jedi(and they're assuming a master-apprentice pair at minimum) involved. Those fuckers will grab whatever ships they can on hand, hunt down rebel groups, and sacrifice every ship they have for a chance to kill the one fighter with their target in it.
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>>55274293
The real hilarity would start if they get the Inquisition involved- that would mean the Inquisitor could literally requisition everything down to their 18k gold doorknobs to beat a Jedi running around. The Moff couldn't do shit as that type of operation is well above his pay grade!
All he'd get is 'tough shit, take it up with Vader' as his entire sector fleet gets seconded to some gimp with a laser bat and poor impulse control
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I apologize if this is the wrong place, but for FFG's destiny card game, I had a couple questions.

If my One With the Force dice is in my dice pool, and the character it is attached to dies, where does One With the Force's die go?

If I resolve 3 dice, one black ranged damage, one addition ranged damage, and one addition ranged damage, how many shields can Count Dooku give himself, assuming three or more cards in his hand?

If I resolve All In, and one of my dice does not remove itself from my pool, for example the die from Black One's special ability, what happens to it?

The person who taught me to play, and the online rules tutorials on youtube and FFG's webiste, state that when your library and your hand are both depleted, you lose. However, I've watched people play the last card in their hand, while they had no cards in their library, and that card killed their opponent, and they were declared the victor. When does the game "check" to see who wins? I come from MtG, and there are actual rules for when the game "realizes" things happen, and I'm wondering if it's similar. How did that person win while having 0 cards in hand+library?

Can Natural Talent force the resolution of a die, for example, without paying the die's resource cost?

If my Rebel Soldier attempts to resolve his Guardian keyword ability against my opponents 2 ranged damage for 1 resource die, my opponent does not have to pay 1 resource, correct?

When rolling to determine who goes first, a special symbol on a character die represents 0 contribution to the dice total value, right? So for example, Padme would be pretty bad at trying to go first?

Thanks, and sorry if this isn't the right thread.
>>
>>55274603
>gets married after a vacation in Space Wine Country and a 007 mission
no i'm pretty sure padme would be pretty great at trying to go fast
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>>55274603
>The person who taught me to play, and the online rules tutorials on youtube and FFG's webiste, state that when your library and your hand are both depleted, you lose. However, I've watched people play the last card in their hand, while they had no cards in their library, and that card killed their opponent, and they were declared the victor. When does the game "check" to see who wins? I come from MtG, and there are actual rules for when the game "realizes" things happen, and I'm wondering if it's similar. How did that person win while having 0 cards in hand+library?

I don't play Destiny, but having read through the rules once, I'm almost positive it was at the end of the round.
>>
>>55255312
>frigates bigger than destroyers
God Star Wars is so dumb about everything, but especially ships.
>>
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Hey /swg/ help me fill this in.

First Arc: Evacuation of Dantooine

First Mission: Supply Run to Ord Trasi
Challenges: Bureaucracy: Imperial Customs (DC 18), Combat: Imperial Stormtroopers (3D+2), Search, Streetwise, or Survival: Finding the Rebels (DC 20)

Second Mission: Troop Transport from Dantooine
Challenges: Bureaucracy: Imperial Customs (DC 17), Combat: Imperial Stormtroopers (3D+2), Space: Blockade Run (DC 16)

??? Mission: Evacuation of Dantooine
Challenges: Bureaucracy: Arranging Logistics (DC 21), Combat: Imperial Stormtroopers, Imperial Walkers (3D+2), Space: Blockade Run (DC 22)

This is an outline, with an eye toward which challenges I want to include. It's loose and obviously the players will probably wander off.
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>>55274887

>frigates bigger than destroyers

>frigate
>noun
>a warship with a mixed armament, generally heavier than a destroyer (in the US Navy) and of a kind originally introduced for convoy escort work.

Not to say you're wrong outright, but you're gonna need to put some additional context on this for me.
>>
>>55274382

The problem is that the inquisition has bad intel. They THINK there's two jedi running around. Maybe. It could just be one. Or it could be three or four. Or it could be multiple unrelated cases.

The first time an inquisitor died, he was chasing a real jedi they knew about and the rebels stole the squadron of advanced I-7 howlrunner prototypes he brought with him. The second time was an apprentice doing recon who never reported back. Next they got reports of a DIFFERENT jedi knight on a different planet halfway across the sector, using the same captured fighters but with no other visible connection to the first jedi, who they spotted halfway across the galaxy doing something else entirely unrelated. But the navy did manage to capture that second jedi.

That was enough to send a high inquisitor with an entire fleet running in. But the PC's broke him out by the time they got there. But the jedi died in the escape before a PC's could bring down a couple of inquisitors and use their shuttle to escape.

But the high inquisitor doesn't know that, so she sent another inquisitor out to find them. But he got impatient and favored speed over power and just got together whatever light cruisers and corvettes were in the area to hunt a jedi who was already dead. But then he got his shit pushed in by some brand new B-Wings and lost a duel on the ground with a PC.

So now the inquisition is hunting down people they've already killed for stealing fighters that have already been decomissioned and teaming up with someone who isn't even aware of this whole cluster fuck. Which killed about five of their own people, totalled a dozen imperial warships, and left an incompetent moff to deal with a rebel fleet that's sprung up almost entirely from ships stolen or salvaged from their own units.

The actual line admirals trying to do their fucking jobs are tearing their hair out and trying very hard not to cry.
>>
>>55275019
i think anon's errors arrise because in starwars cruiser sounds less intimidating than destroyer. so stardesroyers, really acting as heavy cruisers, battlecruiser or equiv, out mass out fight and out tough their escorts, called frigates because of improper naming with shit like nebulons. really if we talk tonnage, role, and displacment, cr90 corvettes would fill frigate roles, with nebulons, bothan assault, moncal assault, and the smaller missile heavy mc series, being the frigate and light cruiser roles. heavy cruisers and battle cruisers being mc80s wingless and otherwise.
>>
>>55271368
It worked with the outer rim sieges
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>>55274887
>>55275019
in this instance, the destroyer is in fact the bigger ship...
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>>55275632
I enjoy the grim parallel with the Clone Wars Jedi Order, of Inquisitors with little to no leadership skills being put in command positions in charge of fleets and armies ultimately making them less effective
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>>55275665
The ISD is a straight out battleship, and the MC80 Block IIs and 90s are too
>>
>>55275973

One of the little notes about the galactic civil war I actually like is that it bred a generation of force sensitives who wound up being soldiers and commanders first, and jedi second. Kyle pulled off a huge pile of bullshit before he got his lightsaber and so did half the NJO. Havet Storm never actually used his lightsaber in a duel or learned any real jedi shit but like Kyle he got his shit done and helped deliver those death star plans. Keyan Farlander's dip with the dark side was secondary to his being a damn good Y wing pilot. Even Rachi Sitra, who during the actual jedi order days was a glorified book keeper who only learned the lazy way of swordfighting, managed to routinely win duels during the GCW because she had to git gud.

Your average inquisitor is some kid they found who may or may not have even seen a lightsaber before their training, got pushed through the basics of jedi 101, and then got sent off to spook tribals and kidnap provincials. Until they run into a main character half of them have probably never even clashed blades before, and the other half just fights random kids who found an old saber or holocron and has no idea what they're doing. Those young kids forming most of the better half of the inquisition.

If you were even a Padawan by order 66 you're basically an elite now. The handful of jedi knights who aren't Vader are basically guys like Jerec who rate super star destroyers even if they, like Jerec, never even fought on the front lines or know the first thing about commanding a battleship.

And those are the top priority people to get everything new coming out of the shipyard, unless they specifically want an older model for specific reasons.
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>>55274603

>One With The Force
Dice is removed, placed on the card which becomes a support to be rolled in next turn

>Count Dooku
You discard one card to give him one shield, regardless of cards in your hand or damage dealt. However, if your opponent had one ranged, one melee and an ability that did one damage, you could resolve his ability on each damage.

>All In
The dice remains.

>Mutual Kill
You check at the end of the round. I believe characters killed trumps zero cards.

>Natural Talent
No, you have to pay the cost as part of resolving the dice.

>Guardian
Correct, the opponent pays nothing, because the character is just taking damage equal to the value. As a side note, Guardian effectively ignores Palpatine's ability, because the dice does not count as being resolved.

>Special Symbols
Always count as 0 for purposes of value, the same as Blanks.
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>>55275665
There's also the fact that starships are manufactured by a large number of different corporations spread across multiple planets with different cultures, histories, production standards, and occasionally species. One company's frigates might be another's cruisers.
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>>55274603
>If my One With the Force dice is in my dice pool, and the character it is attached to dies, where does One With the Force's die go?
It's simply removed from the pool and goes back to the card

>If I resolve 3 dice, one black ranged damage, one addition ranged damage, and one addition ranged damage, how many shields can Count Dooku give himself, assuming three or more cards in his hand?
1. Modified sides add value to black sides and Dooku can only block one source of damage once each. So if it was, say, 3 different black ranged damage, he could discard 3 cards

>If I resolve All In, and one of my dice does not remove itself from my pool, for example the die from Black One's special ability, what happens to it?
You can still resolve it with All In (assuming it's a resolvable side of course)

>I've watched people play the last card in their hand, while they had no cards in their library, and that card killed their opponent, and they were declared the victor. When does the game "check" to see who wins?
At the very end of the round. Meaning that if you discard your entire hand to kill the last character, you win. If neither player has cards in hands, the one with the battlefield wins

>Can Natural Talent force the resolution of a die, for example, without paying the die's resource cost?
You still have to pay for it

>If my Rebel Soldier attempts to resolve his Guardian keyword ability against my opponents 2 ranged damage for 1 resource die, my opponent does not have to pay 1 resource, correct?
Correct. You can also Guardian modifier sides

>When rolling to determine who goes first, a special symbol on a character die represents 0 contribution to the dice total value, right? So for example, Padme would be pretty bad at trying to go first?
Specials count as 0, yes. And Padme is indeed trash at getting her battlefield.

>Thanks, and sorry if this isn't the right thread.
It is the right thread, and I'm really happy to discuss Destiny on here
>>
>>55276467

The Anaxes war college exists to standardize ship designations based on length. In theory at least.

In practice literally everything from a glorified minivan to a heavy attack craft gets called a cruiser by whoever references it at that moment. A Gozanti is a cruiser. An Arquitens is a cruiser at six times that size. A Strike Class is a cruiser at double that. A Dreadnought is even bigger but it's still called a cruiser.

But a Gladiator is a Destroyer despite being smaller than that. A larger star destroyer is usually called a Dreadnought despite the Dreadnought being a cruiser.

Then you have transports, since fucking anything with a cargo hold can be called that by someone if it's not clearly designed just to shoot things. So a Gozanti is a transport and a cruiser because it's a freighter hull adapted for war. A Lucherulk is a transport and a cruiser while being as big as destroyers because it also carries shit and is a freighter hull. A number of CR90's act as transports.

Then you have frigates and gunships. A DP20 is a frigate in the listings despite officially being a corvette, but everyone calls is a gunship instead of either of those things since it does the job of a real naval destroyer.

And these are all ship models that have come into existence since the standardization was attempted, and from big and established companies. You can imagine what a fucking mess it must be to be a generic PDF commander and want a ship to do a specific thing. I have to imagine that's why marauder corvettes are so popular despite being slow and reasonably lightly armed for their size. They can do almost all that shit on some level and you just don't need to worry about designations.
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>>55276646
>big and established companies
Eh, one can easily come up with an in-universe explanation for why they don't follow Anaxes regulations.
>Galactic authorities are super lazy about enforcement
>Megacorps bribe/lobby galactic authorities until they stop giving a shit
>Fines for noncompliance are so negligible that the shipwrights just pay them and keep on using their pre-Anaxes labeling systems
>Rest of the galaxy doesn't really give a shit about official Anaxes hull size designations and just recognizes ships by their silhouettes and specific model names
>>
>>55276878

I'm not saying it's not realistic. How many guidelines are there that people completely ignore after all, I'm just saying that yes, for the sake of argument guidelines don't really matter.

Sheev probably likes it this way. Confused third parties will rely on the empire and will often buy weaker ships. If everyone knew that the DP20 was better than the Marauder they wouldn't buy the Marauder. But a casual observer wouldn't see any difference between that and a blockade runner.
>>
>>55269433

I don't even know why I want GoD so bad. Probably just because of the wait now.

I do know exactly why I want Fully Operational, though.
>>
>>55277080
Helicopter saber stats are interesting. I might buy it only because I really want more rpg books, even though I normally don't care about adventure modules
>>
>>55276878
>>55277014
Interesting IRL anecdote along these lines;
>The PT Cruiser is a front-wheel drive 5-passenger vehicle, classified as a truck in the US by the NHTSA for CAFE fuel economy calculations but as a car by most other metrics. Chrysler specifically designed the PT Cruiser to fit the NHTSA criteria for a light truck in order to bring the average fuel efficiency of the company's truck fleet into compliance with CAFE standards.

or how Marvel lobbied congress in the 80s or whatever to establish "mutants" as "non-human creatures" because the taxes on importing toys distinguished between human toys and creature toys, or how some shoes/sandals have a layer of fuzz on their rubber soles because that way they're classified as "slippers" and taxed at a lower rate than footwear

with the galaxy as huge as it is, I'd headcanon that a lot of the major shipyards fiddle with their classifications too for similar reasons of skewing certain numbers in their favor, resulting in a consumer-level clusterfuck but a better bottom line for the manufacturer
>>
>>55277472

I guarantee you half the ships in circulation at any given time have the same shit applied to them.

The Guardian class cruiser can carry a half squadron and lay down decent turbolaser fire equivalent to a corvette, but it doesn't even rate on the system and is probably classified as a transport because it doesn't rate at a hundred meters. Two of them will equal out to a Marauder corvette in terms of firepower and carrier capability every time if not edge it out.

A Strike class cruiser, without the black market price, is barely more expensive than Marauder as well, despite being twice as big and having far more carrier space and like four times as many guns. But it's smack in the middle of official cruiser designation so PDF's can buy it to update their fleets if they want to drop the money if they have the paperwork.

Mandalmotors cooks the books on it's fighters basically every fucking time just because regulators usually don't care about fighters. I think the only time they even got in trouble was when they made the Krayt Gunship which was big enough and heavy enough to cross the line decisively.
>>
>>55263364
>>55264164
>>55267635
>>55267734
>>55267806
>>55271389
>>55273705

Thanks for all the help, I've got the Imperials figured out to be something that makes sense.

Now I'm planning on fleshing out the local goernment and assciated planetary/system defense forces. I was thinking to have them be somewhat dependent on the Imperials for security, so I was figuring the following would make sense.

- 1 Nebulon Frigate, parked over the System that has their capital (which will have 1 other semi-important planet, likely not-bespin)

4 Corvettes (Cr-90's likely, because I want to be iconic and it could be a plot point later in the campaign of the locals going pro-rebel), one assigned to each of the 4 solar systems?

I understand that this would make them seriously underarmed and outgunned by pirates, and I figured I would stick with it to make them dependent on the Empire for security.

The questions I have for the local givernment are-

1. What kinds of fighters would make sense?

2. How many of them would therre be, and in what style of groups would they fly?

I'd assume 2 dozen Y-wings would make sense to be attached to the Nebulon, but what would follow the corvettes around?

Then, I need to figure out what the space presence of the pirates would be. I figure having them being based out of an hidden massive Clone-Wars CIS capital ship that has been badly damaged and immobile in an asteroid field. Empire can't expend the resources to chase it down, and it's defensible. It's also a potential adventure regardless of player allegiance, as the puirates will be trying to get it to work. They have access to a massive Clone-wars ship graveyard in the cluster, so I wasn't sure what their other ships would look like?

What is a good amount and type of ship to have the pirates be both

- A non-joke threat on a faction-wide level
- Not capable of overrunning everyone else
- Having ships that aren't jokes to the players
- Having ships that *are* a joke to players.
>>
>>55277767
For the pirates, I figured that for ships that are effectively minions/shitters, Uglies fit the bill. Throw a couple at the party as a "here is how space works" tutorial.

For their not-joke ships, z-95's or Sycks? maybe their pirate leaders will have a Hutt-made ships (Kihraxz family?) or something fancy that they stole (Scurrg?)

My question is their larger ships- what the fuck would make sense here? I'm much less familiar with clone-wars era capitals/corvettes that would be floating around and usable by non-droids. They have to be serious enough to threaten the cluster's government and the empire, but not enough to actually be stronger than either. What makes sense?
>>
>>55277767

Nebulon's are not a craft you want to dock fighters to long term. Without a dedicated hangar bay it makes maintenance harder than it has to be. Docking clamps are for patrols and shift changes. For long term installation you want something that can do more than dock when someone needs to take a shit. This goes double for the Nebulon that can't carry them through hyperspace.

One Marauder Corvette will hold a squadron and it's bigger than a standard blockade runner. I've been shit talking it a bit but if you want a lighter ship that can act as a carrier and trade blows with reasonable power that's the ship you want. If the government is some kind of union then a Marauder each will square away everything. A more important planet that wants more fighters can have a ground based installation to dock from.

If you're INSISTING on Y-Wings then a squadron of 12 in groups of 3 is ideal. That means you can coordinate four clusters of six missiles and do that four times. Meaning you can blast apart lighter vessels consistently and at least damage mid range cruisers. Every group of 3 is led by a captain, every group of 12 a commander.
>>
>>55277920

Did the CC-9600 ever make it into anything other than SW:Rebellion on the PC? That would work.
>>
>>55277767

As for pirates: A CIS capital ship will have CIS ships. Belbullab's are heavy enough to mount hyperdrives and you can justify a lot of them. Scyks are a fast ship with shields that will be hard to pin down. For a jokey easy ship Pinooks are cheap and easy for pirates to get ahold of.

About a dozen of the first, a dozen of the second, and like 30 Pinooks seems right.

To duel capital ships toss in a Correlian gunship or two. It'd mince a Raider or Marauder 1v1 but nothing much bigger. If they need a person mover an action transport works.

I'd imagine their first order of buisness is getting their own Marauder though. That ship's tractor beams and carriers will make them much more of a threat. If you want them to be dangerous have them start with one and say it was stolen.

Either way, if a group like that rolls into town imperial and PDF forces are in a world of trouble.
>>
>>55277920
>If you're INSISTING on Y-Wings then a squadron of 12 in groups of 3 is ideal

I want at least some Y-Wings, since they are iconic. So one squadron. They can dock on-planet or in an orbital dock or something if they really need to.

I also want to keep CR-90's there, as those are also iconic.

What other fighters would a local neutral government have in their System Defense Force? Assuming they already have 4 CR-90's and some sort of larger capital, what else would they have? Fighters? Corvettes?

And i'm not sure I understand completely, you are saying that replacing the Nebulon with a Maruader would make sense?

And any ideas for the pirates?
>>
>>55278078
>fighters
Just about anything that isn't an iconic Rebel/Imp craft. C-73s, Z-95s, Cloakshapes, Clone Wars milsurp, Toscans, Supas, and Pinooks could all be used to fill up hangar space.
>capital ship
A Neb-B is an easy, common option. Dreadnaught-class heavy cruisers also work.
>>
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>>55274796
>>55276479
>>55276394
Thank you for your help friendos.

I just recently started, I'm trying to make decks with Padme in them, since I like noncombat ways to win. I bash creatures together in MtG a lot already, so the mill decks I'm seeing for this game look like fun.
>>
>>55278078

If you want CR-90's then you're best off just abandoning having any real fightercraft accompanying them unless they're docked on the ground. But ground based fighters will never get to space in time unless sensors pick up something in advance, by which point TIE fighters will either kill it or be killed. It's much better to just have a second CR-90.

A capital Marauder instead of a Nebulon makes sense. The problem is you're so obsessed with iconic you're literally just building a rebel fleet and calling it neutral. Though in that case an XQ series platform makes more sense for the capital than any kind of cruiser. 36 fighters and some heavy lasers for less than an equivalent capital ship.

So you'd have 4 CR-90's, a central space station in orbit, 36 fighters(I'm begging you not to use Y-Wings, they don't make sense and you're abusing the iconic shit too early), and that'd be it.

For fighters T-Wings are the go to third party ship if you still want an alphabet wing. If you're demanding it be visually similar dock 36 Headhunters and just swap out the fixed wings for S-Foils.
>>
>>55276646
>In practice literally everything from a glorified minivan to a heavy attack craft gets called a cruiser by whoever references it at that moment. A Gozanti is a cruiser. An Arquitens is a cruiser at six times that size. A Strike Class is a cruiser at double that. A Dreadnought is even bigger but it's still called a cruiser.

This is better explained if you consider that classical cruisers were not a class unto themselves, but rather encompassed all "cruising warships" of various sizes.
>>
>>55278222
Thanks for the advice, I'm switching to the orbital platform now.

Now I just need to figure out the right amount of Pirates.
>>
>>55278222
>you're best off just abandoning having any real fightercraft accompanying them
Not necessarily. CR-90s can be modified into pocket carriers a la FarStar/Night Caller.
>>
>>55278374
>Now I just need to figure out the right amount of Pirates.
For this small area? Maybe one gang, say a dozen stolen transports, about a dozen or eighteen uglies, three stolen/black market knockoff patrol boats, six C-73s or old Zs flown by their actually competent pilots, one mercenary Y-wing with an actual ace, and a busted-ass old frigate ran with a skeleton crew and maybe some missing guns. Personally I'd say a Kaloth 'Battlecruiser' (actually frigate sized), something homebrewed, old and lousy, or if you're contractually obligated to only use """""" iconic""""""" ships, I guess a pelta or absurdly battered acclemator would work
>>
>>55278210
Hero mill is pretty decent.
ePadme/Rebel trooper/Rebel trooper with a bunch of control can be brutal. However, my favorite mill deck is One Punch Vader: Vader/eUnkar or Vader/eJabba.
The idea is to put Blackmail or Vibroknucklers or Vader and rolling the discard sides, so you discard 3-4 cards per turn.
>>
>>55278374
For pirates, what would they be stealing from? How profitable would it be? Would there just be one gang or multiple fighting for profits?
>>
>>55278414

Yes, but those are expensive, time consuming refits that add a large amount of mass to a ship.

If you're buying anyway at that point the cost of modifications is probably approaching what getting a Marauder would be, or near enough to the difference.
>>
I'm new to the FFG system but I've been wanting to get into it but for the life of me I can't find an online group that doesn't look god awful what do you boys use to find a group?
>>
>>55278890

As a GM I like to keep a rolladex of players. Usually I can scrounge two or three people up and just cycle through the usual flakes on LFG forums until I fill a fourth. If I'm very lucky I can get all four and not have to deal with it.
>>
>>55278890
What is your time zone and which game you looking at? I might be persuaded to run a game or so.... I've got a mighty hankering to play
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>>55254737
Why do they have to make every high-ranking Imperial a dickbag? EU Tagge was bretty cool guy
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>>55278827
Stealing ore, gas, food, and anything transported from system to system.

One gang with a pie-in-the-sky goal of fixing up their base that is an old CIS station that has been nearly destroyed.
>>
>>55278988
I'm Central and when it comes to the FFG games either of them is fine, I have been getting an urge to play any starwars system its just that the FFG games are newer and I have heard they are pretty good.
>>
>>55279073
To be fair he literally watched all his enemies die in a firey ball and got a major promotion with Vader under this thumb. on TOP of doing a galaxy-sized I Told You So dance
I contest anybody would be smug as shit in that scenario
>>
>>55278827
Presumably they are raiding a 20-40 system area around this cluster where their base is, because it takes a lot to maintain a pirate gang of actual size, and if they only hit these systems, they'd be long dead from too much attention or too little profit
>>
>>55279165

Sounds reasonable. They'd probably be raiding ships moving to and from places like Tatooine equivalents, populations measured in the thousands, a couple of resources, limited important for imports and exports.

A pirate gang doesn't need much in a raid, just enough to make it worth it. New recruits pressed in to act as whipping boys, food to eat, ships to raid with.
>>
>>55279110
You want to be a bounty hunter, part of a rebel cell trying to disrupt weapons and food manufacture for the Empire, or hunt for ancient Jedi secrets attempting to bring back their traditions or falling into the temptation of ultimate power that is the force?

When i get off work, i can set up a discord or email for it and we can go from there.
>>
>>55279073
In the movies most of the Imperials are chill. Outside of the really bad "Muh Rogue Warlord" stories, most were chill in the EU too. Plenty could be classified as outright "good guys".
>>
>>55279292
I'm more keen on either Jedi or bounty hunters not the biggest fan of rebels
>>
>>55279739
Well buddy, you tell me. I'm thinning we skip the other players and run this just us. It's easier to keep a cohesive story and theme that way
>>
>>55279871
Well I guess I would have to go with jedi then maybe and I would like more players cause I just find that more enjoyable
>>
>>55278372
im totally stealing that explanation
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>>55280152
ok, ill try to round some up. my usual group pretty much just does meat space but there might be some interest
>>
Planning to run my first in-person FFG game tomorrow. Any tips?
>>
>>55280400
Alright then sounds good. Well I'm off to bed you have anyway I can stay in contact?
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Has anyone here heard of Defenders of the Empire for X-Wing?

Apparently it's Arturi Cluste-style campaign play for The Empire. The second released battle so far is also literally Battle 1 of the TIE Fighter video game

https://boardgamegeek.com/filepage/135532/defenders-empire

I wonder if they will wait until the StarWing expansion comes out to include it in future missions (possibly as a stand in for the Missile Boat since the Assault Gunboat has been supplanted by other TIE variants judging by the rules shown)

In other news, how did FFG make the Imperial Assault Gunboat so goddamn SEXY?
>>
>>55280580

It has an elegance to it. It's a 90s video game design, simple geometry, blocky polygons. But that leaves so much room for detail work, and increasing the definition and quality of the image.
>>
>>55280580
it was always sexy
>>
How and what to start Empire in Amada with on a budget?
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>>55280492
here is a throwaway
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>>55280580
It would be even hotter with a reduced/removed ventral fin and the outermost wings moved forward so that it looked like an actual fighter jet...call it the "mark 2" enhanced maneuverability variant?
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>>55281279
What's your budget? $250 is probably the bare minimum. Core, ISD Expansion, 1-2 gozantis, squadron packs 1 and 2, and then another small/medium of your choice will buy you quite a bit of game.
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>>55274887
You're not wrong, but if you go by historical parallels of navy ships over the years it ends up about as murky and crazy too. Especially when you factor in something like time + development, or the vessel gets sold to another navy which has its own classifications and doctrine to determine a ships role and class. Plus they also have that dedicated role in a fleet, so you end up with all sorts of crazy ass variants like anti-starfighter frigates, escort frigates, assault frigates etc
Some of them as well also fall out of doctrine use, modern navy's don't use something like an Escort Carrier, but roll back 70-80 years ago they where in large numbers and didn't have something like a littoral combat ship, which was only a thing since the 1990s

Doctrine and role are probably about the only defining thing left really, old timey classifications now where ships where graded on the size of their guns, armour aren't really used any more now that missiles are a thing. Coming from the Republic to Empire is about as understandingly murky as well, they're running around with all kinds of stuff and some new things too. Stuff like an ISD-1 wasn't really a thing in the Republic, but it essentially filled the role left by the outgoing Venators, (which where more carrier than star destroyer) as both the doctrine and role of the Imperial Navy was changed from its Republic roots
>>
What's the biggest thing a high profile pirate lord could feasibly have?
Like the flagship of a high ranking black sun operative.
>>
>>55284761

The Interceptor class Frigate works. It's heavily armed and defended enough to demolish lighter corvettes, without being overly big. It's still technically a corvette though.

The Strike Class Cruiser is once again your go-to for these kinds of things though if you want something big and impressive. The Loronar corporation is famously corrupt and large amounts of parts to build one can get "lost" and turn up on the black market later on. This being how pirate, criminal, and even Rebel fleets will regularly be able to field them. It's the kind of craft one employs when they want to go "Look at me, I can drop 20 million on an illegal space cruiser and not care". Just fill it with your stock Black Sun fighters(A squadron of Ixiyen's, a squadron o Rihkxyrk's, and a squadron of Vaskai's), throw a couple of Vigo's around it as escorts, and paint it with the Black Sun logo and people will know exactly who's in town and how much they should be shitting themselves, because this is a crazy fucker who means business has and he's not afraid of any possible imperial reprisals.

One trick I like to have on scavenged rebel and fringer ships is to rip the ventral laser you get on a few old Venators and staple it onto a capital ship. As you see in Revenge of the Sith once you get to close range that shit can waste an enemy cruiser in one good hit. It gives whoever wielding it the psychological effect of the Death Star without much of the actual power(though a surprise hit on a Star Destroyer will hurt it rather severely).

Toss a loadout like that onto a high level crime lord, and say he blasted a destroyer once. It doesn't even need to be a full ISD. It can be a more vulnerable Venator or Gladiator or other more vulnerable model. But the moment it circulates "holy shit, that guy blew up a STAR DESTROYER" people will know he's not to be fucked with.
>>
>>55284761
A Dreadnought is probably the physically largest thing. They are old and plentiful, so a wealthy pirate could definitely get their hands on one if they wanted to. What you do next is a problem though: you need either an expensive refit (requires access to a lot of capable techies and parts) or a ton of crew to get it going.
>>
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>>55284761
Could be anything really.
There was an instance of a privately owned ISD called the "Errant Venture". It was used as a safe haven for fringe elements and a mobile marketplace.
>>
>>55283231
>>55281279
What's your favorite ship?

What sort of fleet do you want to run?

The other anon's advice is solid, but the more specific you are, the more precise we can be.
>>
>>55284761

Tagge's Super Star Destroyer becomes a pirate flagship when the Empire falls. Probably a roaming base than actual command and battleship though. So the sky/plot is the limit.

A Black Sun operative could have got their hands on an old Separatist battleship, or maybe a decommissioned Republic ship. In both cases frankenstein it a bit so it has a Black Sun aesthetic?

A boss might also want a movable palace and treasure ship, so you could put them in an Indulgent or something sort of exotic super-ship. And have it hide fighters, and guns, behind the curtains and top dollar finishes.
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So for my EotE game I have a plot that involves a particular antagonist, he's meant to be this brilliant Geneticist but socially immature and a serious creep. So he at some point used modified cloning tanks to grow is own wife, but when she rejected him because he was still a perverted immature creep swore to kill her off and make sure that the next one will be more slavishly devoted to him, so she found out and ran away, (presumably crashing into the PC's who she will pay to help her get away and disappear so he can't find her. I will admit that the story of Frankenstein was a strong inspiration

Originally I wanted the antagonist's henchmen to all be droids to show that this guy is so socially inept that he can't even get mercenaries to put up with him no matter how much he pays them. But I am reluctant to go ahead with that plot because in an earlier campaign I did something similar with a BBEG who had droid minions.

But thinking about it if he can genetically engineer whole new people, not just clone someone that could get the Empire's interest in his work heck I briefly considered having as a side-effect of his genetic engineering methods that all his creations are force-sensitive, which would likely get the Emperor's personal attention So he's likely living off big, fat, Imperial grants and may even be able to use that to get the Empire to supply him with henchmen from their ranks, but I don't know.

Honestly I want this guy to have henchmen (so he can be an ongoing threat to the party) but I'm stuck as to what kind of henchmen a (effectively) creepy mad scientist would even have.

What is your suggestion /swg/?
>>
>>55286325
There's only like four things in Star Wars. Just give him some droids or whatever.

Also, this is a bad idea for a villain and you should be ashamed of yourself.
>>
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>>55286325
>genetically engineered henchmen
Ewoks. Yub yub, Commander.
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>>55286393
>this is a bad idea for a villain and you should be ashamed of yourself.
wait, why?
>>
>>55257613
Ironically, both Death Stars completely failed as terror weapons, because they were TOO terrifying - to the point where the Rebellion, rather than submit, was willing to throw literally everything it had at them in order to destroy them. Which happened. Twice.

In practice, the Executor - Vader's Super Star Destroyer - was actually a better weapon of terror, as canon and EU supports the fact that when the Executor showed up the Rebels would often prefer to turn tail and run rather than risk fighting that beast. Though whether this was because of its firepower or because Vader was aboard is somewhat up in the air.

Motti is right in any case.

>>55264329
Two guys choke on-screen. Kendal Ozzel and Lorth Needa. The former was an incompetent buffoon who deserved it; the latter was an officer and a gentleman who realized the magnitude of his fuckup (even though there's really not anything he could have done differently) and went to Vader to personally apologize so that Vader would kill him instead of his entire ship. It was a sacrifice.

Lorth Needa represents the best of the Empire's officer corps; Kendal Ozzel represents the worst. Both are choked to death.

Actually the best of the Imperial officer corps is probably Maximilian Veers. "Yes my Lord, we've reached the main power generator. The shield will be down in moments. You may start your landing." And then the shield WAS down in moments. Veers got shit done; too bad he was a General and not an Admiral.
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>>55286442
>Motti

*whoops, meant Tagge. Mea culpa. Motti was a moron.
>>
>>55286325
Hutt's are notorious douche bags and still have henchmen, so there's a fair variety of stinky, dim witted and scurrilous types who will eat that shit up regardless of how bad you treat them. Some of them would probably be very confused if their boss wasn't a screaming mad asshole all the time.
>>55286406
I reckon some of the insect or plant species could be cool

>>55286415
Random troll faggot, keep rolling
>>
>>55286325
His goons are as autistically retarded as he is; he recruited them from space /r9k/ with the promise of gene-waifus of their own
>>
>>55286415
Not him but it sounds self inserty, anime highschool tier, and not star warsy high adventure space opera. But if you and your players are having fun, you do your thing
>>
>>55286544
>space /r9k/
So drop outs from the Imperial Officer training on Caridia?
>>
>>55286325
Maybe he has a file of clone trooper dna and brought himself up a small army?
>>
>>55286713
that would be what, 3rd gen? 4th gen? clones. As in cloned from cloned tissue cloned from clone tissue cloned from cloned tissue of the original host.

I believe i read somewhere that kaminoans refused to do even 2nd gen cloning since that would lower the standard of the clones to an unacceptable degree.
>>
>>55287158
We can see what happens already in canon materals; they're worried about continuing cloning because the original material is stretched too thin, hence why they're testing groups of altered clones like the Bad Batch.
>>
>>55284902
>rip the ventral laser you get on a few old Venators and staple it onto a capital ship. As you see in Revenge of the Sith once you get to close range that shit can waste an enemy cruiser in one good hit.

when does this happen in the movie?
>>
>>55284902
>One trick I like to have on scavenged rebel and fringer ships is to rip the ventral laser you get on a few old Venators and staple it onto a capital ship. As you see in Revenge of the Sith once you get to close range that shit can waste an enemy cruiser in one good hit. It gives whoever wielding it the psychological effect of the Death Star without much of the actual power(though a surprise hit on a Star Destroyer will hurt it rather severely).
>>55287312
That's just a souped up SPHA-T.
>>
>>55287158
>>55287271
so he'd have a low success rate, so maybe nota full army, and maybe they're prone to mental issues, I think it works for the kind of bad guy you're making/
>>
Tell me about your "spooky derelict Separatist spaceship exploration" adventure, /swg/

don't lie, I know you all have one
>>
>>55288359
the second stage in republic commando but with a small clutch of geos that survived on a ration supply ship that got too close instead of the trandoshan slavers
>>
>>55287312

Right after the opening crawl. While Obi-Wan and Anakin are flying around you see one Venator fire a big green laser that completely destroys and enemy cruiser.
>>
>>55288359
Took plenty of inspiration from RC because that bit was just too good. The party decided to bust a lead out of a Imperial prisoner transport. But the transport had already been hit by a bunch of trando slavers supplemented with old battle droids and a few canisters of Dioxis who had been hired to kill the party's target. They also ran into what was left of a Rebel operation to rescue a spy and had to work together with them to escape (while also hiding the fact that they were Rebs to a imperial holdout they rescued.) Highlights include: The party getting ambushed by commando droids with TACTICS. The party walking scared shitless through barracks that had been hit with gas. A FLTCH droid doing his best Dow2 dreadnought impression and a desperate stand against a company of droids. Which resulted in one of the party members almost dying by getting locked behind a blast door with a Advanced Dwarf Spider Droid. That bit was fun.

They also had to escape from the whole mess as a Rebel and Imperial ship+escorts traded fire over the disabled ship, getting pursued by fighters from both sides.
>>
>>55284902
>>55287312
>>55289195
That was literally just sticking an SPHA-T out of the hangar bay and shooting the enemy.

http://starwars.wikia.com/wiki/Self-Propelled_Heavy_Artillery_Turbolaser
>>
>>55290505
Wook entry on Venator mentions that some models had built-in versions of SPHA's turbolasers. So that's probably what we're seeing in the movie.
>>
>>55290505
>>55290688
Yeah, Anakin "Built" them in by bolting them on.

I love that side of him, thankfully you get to see it a lot more in TCW.
>>
>>55290744
How does that work, anyway? Shouldn't ground-based artillery have pitiful range and power compared to dedicated anti-ship turbolasers?
>>
>>55291080
On a technical level, the ground-based ones may be rigged to fire a higher powered shot than a space-based one, due to having to account for atmospheric ablation of the plasma charge. Haul one of those into space and fire it point blank into someone's face, and it's gonna leave a mark.

Assuming that makes sense with the technobabble behind blaster shots.
>>
>>55291080
SPHA-T's turbolaser pretty much is a starship-grade turbolaser mounted on a huge self-propelled artillery piece. Sticking a bunch of them into the space Venator normally uses as a runway for launching fighters means you now have a bunch of extra starship-grade turbolasers you can fire in a single volley at whatever is in front of you.
They probably still have relatively poor range, though, as the only shots we see of them firing are at very close range.
>>
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>>55291080
SPHA's are really big, 60m long bastards and most of them are 'gun' with some cute little caterpillar legs hanging off the sides. They where the big walkers slicing up separatist ships in Attack of the Clones, so I gather they're sort of like the SPAAG from hell.

>>55290744
Yeah the thing about TCW is that he's actually quite a likeable fella.
>>
>>55274998
What's even going on in that picture?
>>
So as a Jedi, when should one formally adopt a lightsaber form, or do they not do that but just become famed practitioners of certain forms?
>>
>>55291386
Pretty sure it's just famed practicioners. Mace had to start somewhere before he created Vapaad and even in the canon the Inquisitor comments on Kanan's lack of practice with form 2 or something along those lines.
>>
>>55291356
Distraction tittymonster to draw your eyes away from the fact that a VCX-100 is flying alongside TOR-era fighter-bombers while Kylo Ren watches a jedi dual-wielding sabers duels against a midget riding on some dude's shoulders and wielding a short green saber.
>>
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https://www.fantasyflightgames.com/en/news/2017/9/8/finish-what-you-start/
Article just dropped. TIE Silencer and Resistance Bomber. Silencer is a 3/3/4/2 stat line. Bomber is 2/1/9/3.
>>
>>55291427
I think the distraction tittymonster's supposed to be Rey
>>
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>>55291427
forgot my explanation pic
>>
>>55291437
>B/SF-17 heavy bomber
Resistance Bomber confirmed as B-Wing's BUFF, steroid-ripped brother
>>
>>55291386
Really, it doesn't matter when you do it, probably you'll naturally advance towards one of the forms as you progress in skill.

>>55291415
The Inquisitor mentions that Kanan favors Form 3, and that's a sign he probably trained under Depa Billaba.
>>
>>55291437
the bomber looks... bad

I mean the model/paintjob, I like the ship
>>
>>55291437
2 attack, this shit has more barrels than the ghost
>>
>>55291437
Why does Kylo Ren have the same ability

It made sense in the shuttle since it had a bunch of HP but it's not nearly as useful as a TIE
it should be after HIS attack hits, not whenever he's hit

Also the Bomber shouldn't be a Large Base Ship
>>
>>55291437
For fucks sake, another movie cash in with retarded names because they can't wait for real ones
>>
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>>55291437
Now we need a title for the Firespray that adds a system slot.
Emon Azzameen with this will be a wide-3 rear/straight 5 forward zone of proton bomb death
>>
>>55291437
>>55291518
No scale for the bomber?
>>55291541
Really? i like it slightly better than the in-movie model.
>>
>>55291631
However I have to admit it'll be awesome af with FCS since it has System Upgrade
>>
>>55291437

Christ, look at Trajectory Simulator, did Nym need a buff? The Punishers did for sure, but holy fuck Bomblet Nym rebel or scum with TS is a fucking nightmare now.

Although this does work in for a hilariously janky Sabine on a B-Wing Combo.

>Silencer

Dissappointing. It's a TIE Advanced with an extra hull and Boost. The title is okay if you think of it as a 2pt version of Predator and the defensive option is interesting, but I can't see anything here that's going to help you with the gamebreaking bomb-spam the game has become, and the new B-Bomber essentially doubles down on that.
Luckily, the Resistance Bomber only has a Systems, Tech and 2 Bomb slots, no room for Sabine in there, which helps.

>>55291573

What was the last native 3 attack turret ship we've seen in X-Wing? The Decimator? I think FFG simply AREN'T ever going to do another one of them because of how powerful 3AD Turrets are.
Sure there's HLC Outrider, but firstly that has the donut, and secondly that is a 12 point combo. Same as the Punishing One title.

>>55291541

You haven't SEEN the paintjob yet, that is a CGI placeholder model.

>>55291631

The Bomber is so big that there were people insisting it would be too big for X-Wing.
As for Kylo, I'm not really suprised, we've seen FFG change pilot abilities OR pilot skill levels NEVER both. The only problem here is KYLO RENS ABILITY WORKS BETTER IF HIS PS IS LOWER. BECAUSE HE CAN TAKE A HIT. APPLY THE CONDITION AND THEN SHOOT BACK.

I really fucking wish they kept his PS at 6 but changed his ability to something like giving out his Condition when he locks onto a target. Or something.
>>
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>>55291471
>Rey
>>
MORE BOMBS, THANK YOU BASED FFG FOR UNDERSTANDING YOUR GAME AND MAKING IT MORE FUN AND ENGAGING WITH EVERY WAVE!
>>
>>55291519
>Form 3
>the pls no bully form
Soresubabies are the worst.
>>
>>55291437
Who besides me is going to repaint the TIE Silencer into a TIE Avenger? I absolutely despise the FOs black & red paint job. It just screams "Oooh look at us, we're the BAD GUYS", while the original Imperial gray with black trim was more neutral.
>>
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>>55291764
BOMBA?
I GOT YOU BOMBA!
>>
>>55291437
Guys
GUYS!

The TIE Silence comes with 2 (TWO!) autothruster cards. Finally all us non-scum players won't have to buy a off-faction ship or brave the card sharks on ebay to get the most valued paper slip
>>
>>55291764

This wave isn't going to be about the Bomb Cancer meta, that'll be Wave 13. This wave is all about finally putting the nail into the Jumpmasters coffin. Hece the Bullseye arc and inifinite missile spam and the ability to launch Bombs and get rerolls if you're only up against Dengar and arc dodging out of his front arc.

Not that this last one ever works. But FFG know the Silencer is shit, if they didn't they wouldn't have put Autothrusters in there.
>>
>>55291837
>>55291849

oh shit, you're right, it's official, TIE Silencer is dead on arrival
>>
>>55291657
how the fuck could anyone think this card is a good idea
>>
>>55291874
At least we have the StarWing to look forward to.

anyone want to make a Virgin/Chad comparison about that
>>
>>55291924
But would the Virgin be Kylo holding a Silencer? And if so, would the Chad be just the Star Wing? I mean the hair is already sorta Cynus Spaceworks looking
>>
Kylo Ren in his Silencer is 35 points, one point more than Kylo Ren in the Upsilon. Add to that Autothrusters and the Vanguard title and he's clocking 39 points for a slightly pimped TIE Advanced.

Ok, we haven't seen the movement dial yet but it can't be THAT good that it warrants a 6 point increase over Vader
>>
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>>55291955
forgot my damn pic in all the number crunching
>>
>>55291955
>slightly pimped TIE Advanced.
you mean slightly pimped TIE Defender
>>
>>55292004
Either a Defender that trades one shield for one hull or a Advanced that with one extra firepower and hull, all depending on how the movement dial looks
>>
>>55291874

Oh, as a product it will sell like gangbusters because FFG are probably never to reprint the original Starviper after this. Ever.
But 70% of that will be card resalers looking to sell Autos on.
There's nothing else here that I look at and go "Yes this is a good card" Advanced Optics is almost certainly the Focus version of Omega Leaders beleoved Comms Relay and whilst yeah, that would be goodish for Poe, Primed Thrusters and Pattern Analyzer are gonna be better, as is Intensity.
There's literally nobody else who could make good use of that since it's a tech upgrade that's almost certainly going to be 3 points, and whilst I could see a use for it in conjunction with Deadeye, that's a 4 point combo that's not going to pay out.

That leaves 1 other Tech card (again with limited use since there's so few ships which use it) and an EPT. So unless one of those are fucking amazing the only reason to buy this ship is for Primed Thrusters and Autothrusters.

Because it sure as fuck isn't going to be for Kylo Ren. What the fuck do you expect me to do with this overpriced piece of shit FFG? Slap PtL and Autothrusters on it? Plus it's title? That's 42pts! That's a whole fucking 8pts more than an objectively superior PTL Fenn Rau! PLT Fenn Rau! Not even Mindlink Fenn!
Quickdraw is better for less points than this. Whisper is better for about the same points. He is absolutely the worst native PS9 pilot in the game.
>>
>>55291973
>>55291437
>>55291712

>Expansion comes with Autothrusters
>Kylo's ability wants him to get hit

>>55291937
The Virgin TIE Silencer vs the Chad StarWing
>>
>>55291955
>>55291973
>>55292053
The only thing that might save the Silencer is if the unique Test Pilo(t) is cheap as balls and/or overshines Kylo by a mile.
>>
>>55291955
>Ok, we haven't seen the movement dial yet but it can't be THAT good that it warrants a 6 point increase over Vader

It's going to be the TIE/FO's with maybe the SLoops moved to speed 3 or something, maybe TRolls instead.
I doubt it's gonna have a white sloop or TRoll because even FFG must have learnt their lesson on that from the Jump by now.
MAYBE if they want to silly we'll get a speed 1 SLoop or TRoll but no weirder than that.
If it HAD a white S-loop/k-turn/T-Roll it would be at least 4 or 5 points more.
>>
>>55291973
Why the hell would I spend 2 points on a title when I could just spend 2 points on FCS and can reroll all my dice
>>
>>55292157

You can also discard it for when you manage to roll 5 fucking blanks at once.

So you can then roll another 5.
>>
>>55292047
>Advanced that with one extra firepower and hull,
and native boost so you can get AT

you can see green 2-turn on the dial, so there is also that
>>
>>55292195
But I also would have autothrusters/focus token
>>
>>55264991
>>55265074
If you wander the Star Forge you see those blood red crystals everywhere, the same kind used to make Sith light sabers and holocrons.

I'm wondering if someone could have build the Star Forge using non-evil crystals. Like nothing good will happen you live on a space station where the lights, air recycling, water recycling, food production are powered by crystallized ed evil but what if they had used neutral or light flavored crystals instead?
>>
>>55291907
Note that it says "Launch" bombs, not "Drop." It's probably a different mechanic entirely.
>>
>>55292113
I'm thinking it might have white 4 TRolls, same as how the Defender has a white K-Turn, That would explain the severe point cost at least
>>
>>55291471
Daisy Ridley is neither that busty nor does she have green eyes
>>
>>55291764
As an outside observer (armada player), X-Wing would make so much more sense if it was compatible with Legion ala flyers in 40k
>>
Silencer is also first small-base ship to come in a box. It is as expensive as the falcon. What the fuck.
>>
>>55291471
That is Bustyla Shan, Bastila's bustier twin.
>>
>>55292435
CAP and attack runs should just be handled in "off-map artillery" style. Flyers killed 40K in a big way.
>>
>>55292435
That'd make as much sense as X-wing being compatible with Armada
>>
>>55292494
I don't disagree (well I'd pick something else as what killed 40k, but I agree that flyers are best omitted from legion)

I just mean purely from X-Wing's perspective, you would think the game is an air superiority vs transport vs bomber attachment to ground based forces if you didn't know better
>>
>>55291437
no crew on the bomber, wtf
>>
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>>55291712
>Christ, look at Trajectory Simulator, did Nym need a buff?

Seeing as it costs him his AS, I doubt most Nym players are going to take this.

>>55292053
> good use of that since it's a tech upgrade that's almost certainly going to be 3 points

You really shouldn't call a card DOA when using a made-up points cost to justify it. If it's two it will see use, which is very well might considering PA.

>He is absolutely the worst native PS9 pilot in the game.

Ha. Ha. Ha. No. Wedge is way worse. Also Talonbane.

Kylo can make up to two of his opponents PS0, and then blind them after that. He is going to be an absolute nightmare to fight in an endgame 1v1. Especially with a title that lets him go "oops, that roll sucked, let's try again." Pair him with Vader to get your crits, and if they go after Vader first then punish the hell out of them for it when they don't shoot Kylo.

The Silencer looks at least usable. It's the bomber that looks like hot garbage, unless one of the two unique cards we can't see does something drastic. It isn't even that tanky.
>>
>>55292295
It's the inertia bombing from TIE Fighter.
>>
>>55291437
>TIE Edgevenger and Baby's First Nebulon B

Silencer looks pretty good, but makes worry about the Avenger not making it in.

The bomber though...I dunno.
>>
>>55292309

You can't do a speed 4 T-Roll. There isn't such a thing as a Speed 4 Turn in this game.

With that point cost it MIGHT have a white K/T/S maneouver, but they aren't going to introduce a brand new movement template for it.
To be frank, at that cost if it DOESN'T have a white KTS it's going to be ridiculously overcosted. I know it's 3 evades with 6 HP, but right now the meta doesn't give a shit about evade dice. Plus this thing can't evade natively FFS.
I'm getting a worrying amount of Starviper vibes from this thing the more I analyze it.

>Has access to a Systems slot
>Autothrusters
>Boost
>No Evade
>Overpriced title
>Top PS pilot only works as part of a large group but costs too much to make that work.

As for the PS7 Test Pilot guy. I'm gonna go out on a limb and guess it's going to be something like this.

>When attacking, if the target is obstructed you may roll 2 extra attack dice.

If he has an EPT, you toss in Trick Shot, and now you've got 3 Extra attack dice when you attack over an asteroid, with FireCon. Add Autothrusters and you've got something that's 37 points at PS7. It a fair few points, but on the other hand, just running over Cluster Mines isn't going to kill it because of the amount of Hull it has. Extra hull also helps against enemy RAC-Kylo builds or other Damage Card dealers.

But for the same price tag, I could take Quickdraw with Adapt-Firecon-Title-LWF.
>>
>>55292633

Thank fuck you mean. Last thing anyone wants is Sabine on this thing.
>>
If you were in charge of an x-wing reboot, with the following liberties:
>can ignore practical or financial obstacles, like printing and distributing loads of new cards
>can ignore short term anger of fanbase, such as anger over card changes or removing ships from the game entirely

Where would you start?
>>
>hoped the Silencer would be some wacky new Phantom
>it's apparently just what the TIE/FO is to standard TIEs, but for Interceptors
>hoped the bomber would be some mess of weird shit like wacky firing arcs and ordnance options
>it's just a bland primary turret and literally nothing but bombs
Let's do a thought experiment, how could these two ships be even more bland and uninspiring?
>>
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>>55292998
All ordinance should operate as fixed outcomes, like ion-pulse, with mostly ordinary numbers of dice thrown. You shouldn't want to throw a Proton torpedo at a TIE fighter, but they're good against less nimble ships.

Multiple dice types. Two new offense dice, one has less chance to crit/multiple damage but has overall good accuracy, while another has greater risk/reward. Allows you to tweak the firepower of ships beyond just numbers. New green die, dark green, has four evades/four focuses on it. If you have a focus token it guarantees an evade. Most three agility ships would only have one though, the others standard evades. Allows for tweaking of the survivability of ships.

Go over every pilot and upgrade for the game and make changes to either balance them out or reduce/increase their points cost. Way too many to list here.
>>
>>55292723
>Ha. Ha. Ha. No. Wedge is way worse. Also Talonbane.

Talonbane is fine now. The new title makes him utterly ridiculous with the right build. Wedge is in a bad position I'll agree.

>The Silencer looks at least usable. It's the bomber that looks like hot garbage, unless one of the two unique cards we can't see does something drastic. It isn't even that tanky.

If "Launch a bomb" means use your front guides to place it then the Bomber is insane. Also that condition the named pilot has + sabine makes bomblet dispensor on it stupid. I can also see some very very silly thing you could do with the R-B, Nym, Ordinance Siles and Proton Bombs.
I'm pretty sure the Generics clock out at 23ish points as well. That is not a lot AT ALL for 12hp ship with a turret.
Hell, You can't even get a Y with TLT for that. Probably wouldn't want more than one of those though.
>>
>>55292921
so nerf her and/or stop releasing cards that make her even better than she is instead of making retarded decisions?

It's like they make a new T-85 X-wing and give it no astromech (let's assume T-85 will have astromech) because, I dunno, R3 Astromech would be broken with the T-85-only title added in the same expanison.
>>
>>55290505

Yes, but that's still a composite laser who's main drawback was power. Hook it up to a ships primary generators and the effect is still largely the same.
>>
>>55293344

It's not like this isn't the first time they haven't given a crew slot to a ship that clearly has a crew slot. Remember the TIE/SF?

We aren't going to be getting a Sabine nerf anytime soon, but maybe after they do we'll see an extra crew slot upgrade for the R-B similar to the B-Wing title.
>>
>>55293465

>Remember the TIE/SF?

So the falcon should have four crew slots?
>>
>>55292998
>Rebels
Rebalance almost all the astromechs. They suffer from early design and FFG not realizing that Action economy is king

Lower the point costs of generic E-Wings

Give named Y-wing pilots Elite Upgrade slots

>Imperials
Give the Lambda Shuttle the Coordinate or Jam action

>Scum
Axe the Jumpmaster, or at least increase it's point cost
Haven't played against Scurrg so don't know how that flies
>>
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>>55293215
Fine, probably. He's still 5 HP behind two agility. The meta for Hired Guns hasn't played out yet. I'm still liking Kylo more than him right now.

>I'm pretty sure the Generics clock out at 23ish points as well.

I doubt that. It's unlikely they'll let you take four of the things with FCS. 24 at least. They've been shying away from 1 PS for 1 point for a while now on many ships. It's still a PS1, unlikely to shake up the meta.

>>55293465
>Remember the TIE/SF?

It doesn't have a crew for the same reason the Y-wing doesn't: the extra guy is manning a gun. And before you start, the ARC is a 3-man ship.
>>
>>55293465
>Remember the TIE/SF?

for fucks sake, what's that hard to undertand, that was explained fucktyllion times, you get a turret or you get a crew
>>
>>55292998
Delete Scum.
>>
>>55293397

Actually thinking about it, if you specially configured a Strike Class Cruiser you could completely empty out it's hangar bay and just cram it with a larger modified SPHAT laser and a dedicated external power generator. That would let you get the "mini death star" effect in a believable way and have an absolutely terrifying weapon for it's scale: A sub 600 meter ship capable of dueling full scale battlecruisers and winning.

The only problem is that you still want those Iconic Black Sun fighters, so you'd need a secondary ship to act as a carrier. Probably something like a stolen Ton Falk or Quasar Fire. Which would let you carry even more fighters.
>>
>>55291657
Someone made the point that this likely uses the mechanic from the Imperial Vets mission, so it's a 5 straight after you drop it using a one to the back. Making it substantially less powerful. We'll see when they actually preview the damn thing.
>>
>>55293551
>Fine, probably. He's still 5 HP behind two agility. The meta for Hired Guns hasn't played out yet. I'm still liking Kylo more than him right now.

I think Kylo is not enough bang for you buck. I am interested in the Unique Test Pilot though, if I've got that ability right, and given how it perfectly syncs up with the text of Trick Shot I think I might be.
With VI he'd sort of be like a PS9 version of Pure Sabacc in that under limited situations you can get a really nice boost in attack dice. Except a bit more durable and with access to a Firecon. Or give him Trick Shot and double up on his gimmick:
>6 Attack Dice when shooting through an asteroid at range 3.

Advanced Sensors so he can make sure he BR's or Boosts behind an asteroid (our get out from behind one) might work as well.

As for Talonbane, he IS one of the weaker PS9's, for sure, he's definitely no Fenn Rau. But I think the title giving him access to Boost, Autothrusters and either Vectored Thrusters or Ray Shields, plus Glittles or Expertise, a Missile etc etc will help a LOT.
The Kithrax still suffers from pisspoor green access on it's dial though.
I'll say this though, I can think of a couple of hilarious uses for Captain JoJostero that's going to see use if nothing else works.
>>
>>55293671

That WOULD work with Genius Nym though it has to be said. You could just T-Roll and hurl Bomblets downrange like a gorilla flinging his shit at passing tourists.
>>
>>55291437

The Bomber is underwhelming, but this is probably good. Rebel Nym still exists, Miranda still exists. A 2 PWT is a little basic, but gives it some flexibility - Ordnance Tubes means it doesn't need the torpedo slot to EM so that's a very pragmatic approach to handling it's upgrade bar. Logistically speaking it probably should have a crew but >Sabine. It's got two bombs so you can vomit Bomblets forward with one of them, kind of neat. It also looks like it has a title which encourages use of Resistance friendlies, so more reason not to synergize with Miranda or Nym. Otherwise system+tech is good, though the new Tech upgrade underwhelms a little.

Silencer has sadly been short-changed a little, because of missile slots, but it gets Tech+System which has worked very well for the SF. It also has 3/3 and the Green 2 turns, so it has "the PTL dial" everybody always yammers about. Title is interesting, 2 points for a permanent 1 die reroll. This new EPT could also be very interesting for some small ships. Also for Imperial players I hope to got the PS6 generic has the damned EPT. Also the PS7 guy needs a hell of an ability.
>>
>>55294110

PS7 is almost certainly Trick Shot, but +2 Attack Dice. On something that can take Advanced Sensors and can deliberately place itself behind Asteroids. If it can take an EPT, it could either double up on Trick Shot for +3 attack dice, or VI to go at PS9, or several other things. Which is not bad.
>>
>>55294110
>A 2 PWT is a little basic, but gives it some flexibility

I think FFG is very very wary now of giving any turret 3 attack dice natively. The last one to get a 3AD Turret was the Decimator. The Punisher has to pay 12pts for one which jumps the cost up a lot, and you can only have one of.
>>
>>55294262

But will imperial players be happy?
>>
>>55294476

They were with the Gunboat.

But I can't see any reason why they should be with the Silencer. It is weirdly underwhelming given that FFG usually tries to make stuff from nuCanon attractive and competitive to encourage sales.
It's a pre-Mk2 title Imperial Starviper with apparently a somewhat better dial.

Does anyone have any idea what the new EPT does though? I thought it might be something similar to Swarm Leader, but that wasn't an action and I can't place the wording in the last line at all.
>1, to a m...

Maneouver? Does it increase maneouver speeds?
>>
>>55294558

>Maneouver? Does it increase maneouver speeds?

Got it. It's MAXIMUM. I think it literally adds Evade tokens for each enemy (friendly?) ship within a certain range. 1 probably.
Holy shit all of a sudden that nerf to how many Evade tokens you can spend against a single attack makes sense. This is actually a good ability on an X-Wing as well. Although there appears to be a maximum limit. 3? You could also put this on Black Squadrons paired up with a Swarm Leadered ship.
Alternatively, This and Juke on Green Squadron A-Wings with a Swarm Leader attacker.

I found something to like on the Tie Silencer!
>>
>>55294619
>>55294558

Are you talking about the action EPT? It's called "Debris" something, so best guess is you get Evade tokens for each obstacle you're near.
>>
>>55291484
>>55291427
What's the TOR era fighter? I remember having a LEGO set with Luke using something similar, but I can't recall the name.
>>
NEW THREAD >>55295197
>>
>>55291437
>B/SF-17
>B- ; -17
>B-17

It's about as blatant as UT-60
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