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/swg/- TIE Fighter Edition
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Post about X-Wing, Armada, FFG's Star Wars RPGs, d6, d20 (Saga), movies, shows, books, comics, vidya, lego, lore and everything else Star Wars related

Previous Thread: >>46925337

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
>https://mega.nz/#!DkNTDTyZ!PUupCOep4RmRcsgI3rNhU_Pk_xcyFbYWnhrq8gwrVv0

Other Fantasy Flight Games Star Wars Tabletop (Imperial Assault and the Star Wars LCG)
>http://pastebin.com/ZkpXpbJ1

Fantasy Flight Games Dice App (Works with X-Wing, Armada, the Star Wars RPG system and Imperial Assault)
>http://www.mediafire.com/download/64xy3uy6vepll8v/com.fantasyflightgames.swdice.ver.1.1.4.build.9.apk

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

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

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

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

The Clone Wars Viewing Guide
>http://img.4plebs.org/boards/tg/image/1442/36/1442364889994.png

Writefaggotry
>http://pastebin.com/cJY5FK9T

Shipfag's hangar
>https://drive.google.com/folderview?id=0ByhAdnTlOKOeQnA4SFByUC1aQWM&usp=sharing
>>
>>46971301
There's a Star Wars anime?
>>
>>46971331
It's a fan film: https://www.youtube.com/watch?v=PN_CP4SuoTU
>>
>>46971331
https://www.youtube.com/watch?v=PN_CP4SuoTU
>>
>>46971331

That's the animu that the original trilogy was based off of.
>>
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>>46971331
Around these parts, people just call it Mobile Suit Gundam.
>>
>>46971368
>>46971371
>dat bomber pilot
Is this what having a waifu feels like?
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>>46971430

She's taken.
>>
>>46971331
>>46971368
>>46971371
Ah, OtaKing's work.

A guy who browses /m/ and gave them some previews of that animation project, actually.
Including some feedback stuff.
>>
>>46971430
Yeup.
>>
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>>46971430
>waifuing fightersluts
>not superior Captainfus
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>>46971301
Need advice on RPG by FFG, /swg/

I'm homebrewing the setting, but we're mostly using everything stock from the game's items and class system. There's some rather unique ideas that I have that I am unsure exactly how to translate into starwars universe. Anyone available to chat with the system and maybe help me work a few things out?

Also I am not sure exactly how much of an NPC profile is required to create in order to play, or how you're suppose to balance it really.

Example of something I'm trying to translate:

Gravity manipulating weapons, producing excessive Gforce to bolster and impede close combat and even a defense against solid projectiles.

I'm guessing just make a force sensitive person for that?

The standard grunt trooper in my setting has this power readily at their disposal
>>
>>46971368
>no quips

How is this even star wars?
>>
>>46971331
Nope. There is a manga though.
>>
>>46971618
There were quips, you just couldn't hear them.
>>
>>46971618
Imps are humorless bastards. If you want lines like "You came in that thing? You're braver than I thought!" you join the Rebellion.
>>
>>46971663
>Imps are humorless bastards.
Does German humor count? It seems like they'd be very, very German.
>>
>>46971709
In the lower ranks, it's likely a thing. But at the upper echelons? Unlikely.
>>
>>46971657
>>46971663
Are the scars on every imp face a result of the mandatory humor lobotomy surgery?
>>
>>46971573
>not loneliestwaifufag.jpg
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>>46971590

I think the Squibs have a tractor beam gun they use like that. Dunno if it was statted anywhere, but it does exist in canon.
>>
>>46971740

I believe they came from trying to handle a TIE Bomber like an Interceptor and learning a valuable lesson. [Spoilers]Git Gud[/Spoilers]
>>
>>46971864
aw fuck yes, that's a good lead

I'll try and track that down, thanks.


Any general NPC constructing guides out there? This is my second time ever GMing, worried I'll kill off the party. Again.

I still have PTSD from my first group.
>>
>>46971906
Make sure they have an escape route, don't pin them to the wall.

From previous thread on Republic credits:
Given the eta-2 stats and capabilities it was probably expensive... For the era.

It's entirely possible to spend cash on a shit project.

If I recall the F-111 starfighter cost something like $100 million a pop adjusted for today and it was regarded as a piece of shit.

>I paid full price for ARMA 3 and it's a buggy un optimized piece of shit.

It's plausible that it had special snowflake parts that made it expensive as shit, but "modern" OT production at the Tie fighter scale would see them costing less, probably around an interceptor r 100k
>>
>>46971368
>>46971371
Is this Imperial propaganda? All the musical cues imply the TIE pilots are heroes fighting the dastardly rebels.
>>
>>46972840
>Is this Imperial propaganda?
The TIE Bomber does something useful in a dogfight. It's definitely Imp propaganda.
>>
>>46972840
>>46972918
The TIE Bomber does rolls and weaving. Think of any time you've seen/played a TIE Bomber, was it capable of that?
>>
>>46972962
>spaceships can't possibly roll! nor can they turn!

I'm guessing they can turn just as well as a Y-Wing. What's going to stop them, drag?
>>
>>46973062

Poor power allocation and restricted thrust angles.
>>
>>46973062
>What's going to stop them, drag?
If you start asking these questions all Star Wars dogfighting fall apart.
>>
>>46972962
To be fair, the XWM card does include a barrel roll action.
>>
>>46971368
>>46971371

>Not posting the shorter, better version set to actual Star Wars music instead of some metal crap

https://www.youtube.com/watch?v=-tBM2ZfncoU&list=LL_Z-NkTSW06XUe8PFZWlxgg&index=38
>>
>>46972918
If you've played TIE fighter it certainly can.

Also in most vidya, TIE Fighter included, rebel fighters take way WAY more punishment with their shields than they do in the movies, so its not like those games are biased.

Wacko OP ships like TIE Advanced, TIE Defenders, etc. notwithstanding

>>46972962
In the space flight sim games I played spinning around really isn't an option unfortunately.
>>
>>46972962
They can barrel roll in X-wing.
>>
>>46973187
Anon, it's done in the 80's anime style, which means heavy metal.
>>
>>46973229
Funny, I associate the 80s with freaking STAR WARS.

Seriously, it's like when you're searching for a really good theme out of a soundtrack and all you can find are a million and one tribute videos where they show the scene in question overlaid with whatever shitty pop music12 year olds are listening to that year.
>>
>>46973203
>it certainly can
I've tried playing the TIE bomber missions. I tried my damnedest. But goddamn, I just can't handle her properly. The only worse flight experience I can think of is Wing Commander 3's Longbow.
>>
>>46973366
Anon, it's the 80's ANIME style which is different from just the 80's.
>>
>>46971590
I think Suns of Fortune has some fucked up physics gun in there, I don't remember.
>>
>>46971590
Aside from the Squib Tensor rifle, which hasn't appeared in FFG yet- there is the Repulsor Gun in Special Modifications that has Knockdown.
I guess if you're after 'Item Qualities' of certain weapons, that's the place to look for what things can do in-game as existing characteristics. You could even have something like 'Tractor' as a quality which you could use to pick stuff/people up and hurl them around
>>
>>46971663
have you ever played SWTOR? imps have plenty of humour. They're basically British Nazis
>>
>>46973386
Right, it should be synth driven power pop.

https://www.youtube.com/watch?v=YGBw4uCZ4hA
>>
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>>46971737
Unless you count the barons.
They get to actually have fun, and get a LOT of freedom.
>>
I have a small X-Wing collection but only really play with my brother. I really like the A-Wings so far, because gotta go fast. Any decent builds involving only A-Wings?

I've got Base set, Rebel Aces, and an Xwing and Awing expansion. Any suggestions for improving my VGS?
>>
>>46973897
Tycho with PTL and Rage is good. You can build a swarm with the rest and add proton rockets to them
>>
>>46973187
I don't know if I prefer this version, but it certainly feels more like star wars
>>
>>46971709
but they're space brits
they've always been space brits
>>
>>46971709
but they're space brits
they've always been space brits
>>46973591
my man
>>
>>46974245
>they've always been space brits
Accent-wise, sure, but culturally and aesthetically, they draw influences from Nazi Germany and Imperial Japan.

>Stormtroopers
>Officer uniforms
>Vader's stahlhelm/kabuto combo
>All those goddamn wunderwaffen
>Palpatine's rise paralleling Hitler's
>>
>>46973978
I don't know how I feel about picking up a separate faction ship. Granted, Tycho with PTL and Rage sounds absurdly good.
>>
>>46974296
you can always proxy with friends
>>
>>46974284
that's fair
>>
>>46974304
Good point. I don't mind variety though .Does the punishing one come with anything else that's decent?
>>
>>46974334
you get guidance chips which are nice and plasma torps if you face large ships
>>
>>46972020
good call on the escape route, I actually did kill PCs by trapping them in a room with 'training bots'

I had no idea they were precalibrated for RAPE, honest!

I have no idea what you're talking about after that.
>>46973428
Fucked up physics happens to be my setting's bread and butter.

>>46973500
That's a nice place to start, and yeah I definitely want the polarity to go both ways -- pulling and pushing, but how it interacts with everything else I guess would be a sort of tractor effect, wouldn't it?

Thanks for the help, man
>>
>>46974380
Damn. This sort of seems like a decent build. Is A-Wings only a viable build or am I mostly looking at a for fun build
>>
>>46974526
Without the refit thing from Rebel Aces, it's mostly just for fun. Z-95s do both of its roles (Cheap filler ship or cheap missileboat) better and cheaper, which makes it kinda meh in competitive play, but the discount from the refit means that A-wing unique pilots can actually have a place for their abilities.
>>
>>46974284
Palpatine's rise is definitely Ceasar not Hitler. Secret treachery aside Palpatine legally won a popular vote rather than semi-strong arming his way in
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>>46974732
The old republic in general had a lot of the dying days of the roman republic to it
>>
>>>/co/82309579
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>>46974284
The Jedi were all pretty samurai in their influence(the standard Jedi robes were modeled after kimonos) and Vader, being a fallen Jedi, showed that in his armor.
>>
So what kind of g-forces do star wars ships put out? How do the pilots and crew withstand them?
>>
>>46974921
Stupid sexy stormtrooper...
>>
>>46974981
>How do the pilots and crew withstand them?
Inertial compensators.
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>>46975021
how do inertial compensators work?
>>
>>46975111
Magic
Pure motherfucking magic
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>>46975111
Presumably similar to repulsorlift tech
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>>46975021
The power of bullshit. And somehow Trek thinks its science is "harder"
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>>46975111
By compensating for inertia.
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>>46975111
According to the Wook, canon compensators manipulate gravity somehow. It's one of the few parts of nucanon that offers a more useful explanation than Legends.
>>
>>46975177
To be fair to trek, the cornerstone of many sci fi franchises is the FTL. Trek's FTL at least has some recent "hey this could maybe possibly work if you squint real hard at some numbers and a miracle happens to some other numbers" science papers about it, while Star Wars doesn't.
>>
>>46975199
But isn't inertia an inherent property of mass? I'm not sure how fucking with gravity would help
>>
>>46975229
Star Wars just doesn't pretend to explain anything. Hyperspace isn't exactly a foreign concept to old school sci fi that shit was a constant in Asimov. Not trying to start a Trek vs Star Wars thing which would only end in misery, as I like them both but trek is crazy fantastic tech and soft as fuck for how hard people pretend it is. Star Wars just says "hey look lasers!"
>>
>>46975236
Pulling the pilot in the opposite direction of the forces he would normally experience? Fucked if I know. I have no clue how physics works and neither do most sci-fi writers.
>>
>>46975229
Warp is the only place where Star Trek is "harder" than Star Wars.
>>
>>46975177
Ah well. Saxton put paid to that particular dick-measuring contest years back and though I dislike him intensely, I'm glad he did
>>
>>46975290
Star Wars is fantasy set in space. The force is magic, we have the mentor, ancient mystic teacher, the rogue, the princess, the literal farm boy, and swords. Trying to explain things technically is futile.
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>>46975601
Which is saying something when Star Trek is even softer.
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>>46974395
>That's a nice place to start, and yeah I definitely want the polarity to go both ways -- pulling and pushing, but how it interacts with everything else I guess would be a sort of tractor effect, wouldn't it?

I'd say its a tractor effect
You'd have it be able to move stuff around, throw things at other things and when you get really annoyed it goes on full British nanny mode and rips shit apart
>>
>>46973897
Green Squadron Pilot x5 w/
-Crack Shot
-Adaptability
-Chardaan Refit
-A-Wing Test Pilot
-Autothrusters
>>
>>46974921
A REAL waifu
>>
>>46976418
>>46975000
>>
>>46976418
And a real hero
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>>46976582
A real human being
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>>46976659
And a real waifu
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>>46976675
A real human being
>>
>>46976659
>symmetrical shins
no thank you
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>>46976227
Bretty grud but any ace list will do what you do but better. Two attack dice even with crack shot won't be killing fatties and, finally, a real swarm will drown you in fire power.
>>
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What is the rough difference in value between Imperial Credits and Republic Credits?
Would owning a JedCred be an illegal or black-bagged-worthy offense?
>>
>>46976788
>What is the rough difference in value between Imperial Credits and Republic Credits?
25-1
>Would owning a JedCred be an illegal or black-bagged-worthy offense?
Most surely so
>>
>>46976836
>25:1
Pretty sure that rate was Rebel credits to Imperial credits.
>>
>>46976788
I didn't know the Jedi had credits of their own
>>
>>46976988
>Pretty sure that rate was Rebel credits to Imperial credits.
I was under the impression from somewhere that the rebels were using old republic credits as their "rebel creds"
>>
>>46977022
>I didn't know the Jedi had credits of their own
They're not currency, they're more like those commemorative coins that the mint sells or a challenge coin, in this case whenever a corillian Jedi becomes a master, he gets a bunch made and gives them out to friends and family
>>
>>46976783
Lol check regionals and see them in top tables.
>>
>>46976783
I guess you think TIE Crack swarm sucks too.
>>
>>46974732
>>46974838
People who don't see the parallels to Rome are frankly dumb.

A Republic transformed into an Empire, with a 'senate' that's only kept around as a token gesture and then dissolved by a tyrant? The historical analogy is obvious.
>>
>>46974981
We know they exist and are dispersed- in the opening of RotS, Obiwan is CLEARLY uncomfortable with basic maneuvers, likely do to the pukey feeling you get driving your car abruptly down a hill. That's inertia, cuz your body sense is shifting abruptly with position.

It's known that Star Wars uses some type of magical "inertial dampen" tech, though I haven't the faintest idea how it works.

Good design and flight suits can help too, if only to keep your blood up in your brain.


I would imagine that an xwing or tie fighter could out-turn damn near anything on the planet, if only due to stronger manufacturing materials, but we don't get great views of that stuff.
>>
>>46977733
I should have said that the pukey feeling is your bodies reaction, not inertia itself.
>>
So I'm thinking of basing the start of my EotE Campaign off the movie that Star Wars killed, William Friedkin's Sorcerer. The characters will start out on the run and end up hiding in a backwater mining town on a planet rich with Hypermatter. They're flat broke and have no way out of the town. Rebels bomb the Hypermatter mine triggering a flare that can only be blown out with plot relevent, and highly unstable explosives. The mining guild offers a highly lucrative payout to whomever is willing to deliver the explosives to the mine, through hundreds of kilometers of inhospitable jungle. The hypermatter on planet renders repulsor lifts non-functional and so they'll be driving beaten up clone wars era juggernauts.

Now one of the iconic scenes of the movie, and what I wish to be the centrepiece of the session are the attempts of the two trucks to cross a flooded river over a rickety rope bridge. One character would guide the truck over the bridge while the other drives the truck. What would be the best way to do this? Outside of the fantasy flight system I was thinking of having a printout of the bridge, and only give a copy to the printout to the director. He would issue commands to the driver and I would note the position of the Juggernaut on the bridge behind a DM screen with my own map. If they deviate from the correct path over the bridge, a check would be required to get back on the track. I would give the driver and the director diferent information about the bridge as well. Probably each time the director moves, it would require an agility check to avoid slipping.

If anyone else has some input it would be appreciated.
>>
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Forgot my picture.
>>
Figured out how to fix the X Wing in X Wing.

Elite Squadron

Title - X Wing Only.

Reduce this ship's cost by 1 for each other ship equipped with this title in your squadron.
>>
>>46978347
Making it three/four points cheaper won't really fix the problem.
They either need more mobility or a better action economy, right now they just can't keep up with the newer ships.
>>
why would you put tie fighter wings on a star destroyer
>>
>>46978347
Not bad. My suggestion:

>Incom Retrofit, 0 pts
>Title - T-65 X-Wing only
>Reduce the cost of a modification taken on this ship by -2

Gives some customizability to the workhorse of the Rebel Fleet, with the potential for better action economy. Incentivizes the less-used 1 point mods for a discount, but still lets the more expensive ones be useful.
>>
>>46978526
>Reduce...by -2

So modifications cost an extra 2 points? Totes worth it, brah
>>
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>>46978585
fuck
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>>46977140
>https://www.youtube.com/watch?v=PN_CP4SuoTU
either that or a hutt/black sun backed currency
>>
>>46978880
oops accidentally embedded the video link
>>
>>46978506
FUCK you
>>
>>46978506
its sienar fleet systems, ain't gotta explain SHIT

captcha: WOOD DUCK
>>
>>46971301
Hey this is my first post on TG.
My friends and I are just about finished with our first play through. We are excited to keep playing.

My question is, what new figures do you recommend we get first?

Also what do the new figures offer?
We were thinking Han and Chewy, but if you have any recommendations, that would be great.

Note, we haven't played much skirmish, but we hope to get into that eventually when we have bought enough figures.
>>
>>46980317
I had no clue what you were talking about until you said skirmish. That's never a good thing.

Anyway get the royal guard. He's a cool guy
>>
>>46980334
>tfw when friend in group will never play imperial assault because he says it takes too long to setup
>>
>>46980367
doesn't take that long. He be a pussy
>>
>>46973187
>not wanting to rock out as the gs slam you into your seat and you gun down Rebel scum
fucking pleb tier taste
>>
>>46980414
>Not listening to proper classical music as crush rebel scum and outer rim filth

Mid rim pleb farmboy detected
>>
>>46980317
The little packs with miniatures mostly contains the stuff you'd need to use them in Skirmish mode, and 1 side mission focused around the character and then the rewards for the side mission usually acts as a way for the Rebels/Empire to bring the character in to other missions. It's pretty much the same as the Luke/Vader examples included with the base set. And I think all "villains" come with additional Agenda cards.

In terms of what's good for skirmish, I think Royal Guards were mostly the big thing that wasn't in the Core box that was in a number of lists that won at multiple Regionals. Other than that, it's just grabbing whatever character you like.
>>
>>46980334
>>46980476

Thank you for your quick replies, I just found this post on another thread, I think it helped a lot. Do you agree with it?

None of the packs are needed. The base game comes with a lot.

For the campaign besides the figures

the villains packs include:
A 3 card Agenda set for the Imperial Player's Agenda deck.
This set always includes an Agenda side mission.

The base game comes with 7 Agenda sets. In a campaign you pick 6 of these.
If you get all 3 Villain packs this gives you 10 Agenda sets to pick 6.


The Ally packs include:
1 side mission. The side missions are Grey for Han and Chewie, and they are Green for the Troopers and the Saboteurs.

You are allowed 4 green side missions, which the heroes get to pick 4. The base game comes with 4 green side missions, so no choice. Getting the troopers and the saboteurs gives you 6 missions to pick 4. Although with RAW you can not add both Saboteur green missions to your side mission deck.

Grey side missions are random during setup. The base game comes with 5. Adding two mores gives you more variety.

For the Troopers and the Saboteurs they also include the Elite deployment card. For the troopers this could be useful in the campaign.

My feeling is the for the Campaign.

The value goes like this:

1) IG-88 and Royal Guard Champion and General Weiss.
2) Rebel Troopers
3) Rebel Saboteurs
4) Han and Chewie

Of course once you have played the campaign a couple times getting the extra grey missions can be great.

So my feelings are:

1) The Villain packs are Excellent for Skirmish and Great for Campaign.
2) The Ally packs with Green side missions are Excellent for Skirmish and Good for the Campaign.
3) The Ally packs with Grey side missions are Excellent for Skirmish and Ok for the Campaign.
4) The small-box expansions are good for Skirmish and Great for the Campaign.

The best value for all expansions is if you love both campaign and skirmish.
>>
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>>46980414
>Rocking out
>To anything other than Kenny Loggins, the Ace Combat soundtracks, John Williams, or Tomcat-era dadrock

https://www.youtube.com/watch?v=QCmEFrWDAUY

Educate yourself, nugget.
>>
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>>46980317
Han and Chewie are really terrible for skirmish, and they're expensive enough you never want to bring them to a campaign mission as allies.

If you want to play campaign, the big boxes (Twin Shadows, Return to Hoth, and the upcoming Bespin Gambit) are the best pickups. They add new heroes, enemies, equipment, Imperial classes, agenda sets, missions, and side missions.

The best ally/villain pack to get for campaign is probably the C-3PO and R2-D2 pack. The Rebel generics are pretty good, too, and I think Princess Leia is solid, but I haven't seen her in campaign yet, so I'm not sure. For the Imperial side, Hired Guns are a good pickup as cheap generic enemies. Other than that, how good a villain pack is depends a lot on the agendas included, so find out about those before buying, unless you're a completionist like me.

>>46980476
The 4x4 list - 4 groups of regular Royal Guards and 4 regular Imperial Officers - was the dominant list before both figures got nerfed earlier this year. The finals of the inaugural world championship were 4x4 versus 4x4. But guards and officers both took a pretty big hit, the guards more than the officers. Both are still playable, but with more limited roles. And the guards only come in the Core box. Pic related - the current version of Royal Guards. They can't protect or take vengeance for each other, and their +2 damage surge got reduced to pierce 1.
>>
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>>46980850
For skirmish, the best packs to pick up depend on what faction you most want to play.

Rebels: Leia, the droids, and Saboteurs are all necessities. Wookiee Warriors, Echo Base Troopers, Alliance Smuggler, and Rebel Troopers all can be good fits in lists as well. I would stay away from Han and Chewie unless you particularly want command cards from one or the other. Of the big boxes, the Rebels in Twin Shadows are just bad. Two of the three in Return to Hoth are playable, but probably not great.

Imperial: The Stormtroopers pack is a great pickup if you want to run troopers (it comes with the phenomenal Reinforcements command card). Kayn Somos is a pretty good option for a trooper list, as well. Twin Shadows and Return to Hoth both have playable alternative troopers. And I've seen the Royal Guard Champ used to great effect. General Weiss is too expensive, and General Sorin is just plain bad - stay away from them.

Mercenaries: Return to Hoth has the pretty cool HK Assassin Droids and Wampas. Boba Fett might not deal enough damage for his cost, but he is super tough. Hired Guns are good fillers for mercenaries. The Bantha Rider created a new and very competitive list almost entirely on its own. I also think mercenaries gain the most with the upcoming Bespin wave: Wing Guards and Ugnaught Tinkerers in the main box, plus Bossk as a villain pack. I'd probably skip IG-88 and Dengar.
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>>46974526
Pure A-Wings have won multiple store championships and 2 regionals.

5x Green Squadron w/ crack shot, chardaan refit, autothrusters, A-Wing Test Pilot, Adaptability

It's a crazy good build.
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so without me really planning for it, my players got their hands on an imperial troop transport last night. They also miraculously passed a hard mechanics check to disable the tracking sensor on it.

I definitely don't think they'll be taking it off planet or anything, but for as long as they're here, what should I stat it as?
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>>46978526
Alas, your exclusion tag does nothing. The basic X-Wing is called an 'X-Wing' and the T-70 contains the full word 'X-Wing,' which makes it almost impossible to exclude the T-70.

The only work-around I've discovered is including the text 'You cannot take this upgrade if your upgrade bar contains the <tech> icon.'
>>
>>46978526
I like this idea. It makes the T-65 more customizable, and allows you to do things like bolster the shields, or make Stealth Xs and Boost Xs more affordable.

The downfall, is that a 2pt reduction to mods makes Integrated Astromech worthless compared to a 1pt Hull Upgrade.
>>
>>46981891
Damn, that is a pain in the dick. I wish they'd included the designation back in Wave 1.

>>46982295
Hmm, that's a good point. I'm struggling to see a way to not mess with IA that doesn't borrow too heavily from other ship fixes like A-Wing Test Pilot and Royal Guard TIE. Maybe something like the Mist Hunter title?
>Incom Retrofit, -2 pts
>Title - X-Wing only
>A ship with this title may be equipped with two modifications. You must equip 1 "Integrated Astromech" upgrade card. You cannot equip this card if your upgrade bar contains the <tech> icon.

But at that point it's the bastard offspring of Royal Guard TIE and Mist Hunter, which I think makes it less interesting. Tough call, I can see why FFG haven't done much on this front yet. What about replacing the torpedo slot with something?
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>>46982742
>What about replacing the torpedo slot with something?
Something to improve its movement dial would be much appreciated. Maybe letting the fighter use the T-70's movement dial. Alternately, something to improve its action economy.
>>
>>46980850
Great post thank you.
It's true Han and Chewy are expensive for bringing them to the campaign, however we have found out they work great together if your mission is not on a clock. The imperial player can't spend threat fast enough, and you can always turtle your way to victory if you stay close to both Han and Chew. They do work great if you manage to get them both.

I was tempted to get them, but now I'm thinking about taking your advice and just getting something new
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>>46971368
>get order
>thumbs up in your tie

Solid confirmation.
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>>46977581
>The historical analogy is obvious.

George W Bush?
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>>46982947
>Something to improve its movement dial would be much appreciated.
Give it a white K-turn? I don't feel the dial itself is that bad. I'd prefer the ability to trade the torpedo slot for any kind of modification so long as it was under a certain point cap. No more than 2 points maybe?
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>>46982964
You can generally only take one ally on a mission at a time. If Han and Chewie are your favorites, get them. The side missions that come in their ally packs give useful rewards.
>>
>>46982295
In terms of survivability, but IA has the advantage of making your ships 2 points cheaper and still providing some damage mitigation, which is definitely not worthless.
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>>46973187
I'm sure he'd use classical Star Wars music if he could. But then John Williams' lawsuit senses would tingle.
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>>46978054
Check the first movie adaptation, the wages of fear. It has aged a bit, but it got a lot of great scenes. You can even read the book if you want, it's different enough to justify it.

Miscommunication is hard to represent in tabletop.
Do it with a timer, with the bridge getting more unstable with each passing minute. Should increase tension nicely.

I suggest you give the driver and the director different cards with potential problems. They don't know what the other got, and only you know the exact tests. They have to decide quickly the best course of action at every step.
Example : Driver got the (Drifting piece of wood - Likely - Mortal danger) card, meaning that a floating tree is approaching the bridge, is likely to bumb on the juggernaut if he doesn't try to evade it immediately, and would probably detonate the explosives. Meanwhile, director got the (Hole in the bridge - Certain - Medium danger), meaning that the vehicle is gonna step into the hole if the driver doesn't change course, and it may stall the engine.
Each one argue abouth the correct course of action (evade the tree and step into the hole, evade the hole and risk getting struck by the tree, spend too much time and get hit by both problems at once, or find a good third option). Then you roll for the card they choose, your players make the relevant tests, you resolve the step. Rince and repeat.

Don't make all the cards be tests. You can also give modifiers (things like strartling crack, +one black on your next roll)
Have them run mechanical, piloting, social (to convince each other) and navigation tests at the environment and each other.

Also, make it a small convoy so a bad roll doesn't destroy the whole party. And prepare backup characters.
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>>46980757
>dadrock
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>>46983459
Dadrock is the second-best kind of rock, anon.
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>>46982947
The only difference in maneuver dials, is the Talon Rolls and 3-speed green.

If you want to improve a T-65's dial, look no further than the R2. With 2-speed banks and turns green, you have the ability to load that thing up with Interceptor like action shit. The problem(s) come from requiring Expert Handling to barrel roll (not bad really if you go R2), or Engine Upgrade for Boost (and likelu PtL). The problem in these cases comes down to cost, usually for the mod. And if you're taking a T-65 and giving it Engine Upgrade, R2, and PtL, you might as well just go T-70, and get a shield and Autothrusters out of the deal.
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>>46982742
Yeah, it's really hard to create a succinct boost for the X-Wing without inadvertently making Poe Dameron overpowered.
>>
>>46982742
I would say the best possible upgrade way to buff the T-65 is to go something like:

>Title - Rogue Squadron - 1pt: X-Wing and Pilot Skill 4+ only. May not be equipped on T-70 X-Wing. Add the barell-roll action to the action bar. You may equip a modification at 1 point cheaper.

This would give some maneuverability to the T-65, as well as give it slight discount on modifications. Integrated Astromech is still worth taking, but now Stealth Device would be 2pts, Engine Upgrade or Shield 3pts, etc. Effectively it would give you a free barrel roll if you're taking any mods. But 1pt for a barrel roll is still a good deal if you want to go Guidance Chip and Proton Torp.
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>>46982742
I think you need to consider the X-Wing less as a lore element as a gameplay element. What role does it fill? I mean, its role as a superiority fighter has been supplanted by the T-70, and there are other, better arc-dodgers at the Rebel disposal.

I think the upgrade which the X-Wing needs is not an increase to its jousting power or arc dodging, but a utility upgrade.
>>
>>46983765

That's the issue though, gameplay-wise it is a generalist. Why take the T-65 when you can take something that fills a specific hole and does it well? You can't really fix that without substantially changing what the X-wing is.
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>>46983765
>Rogue Squadron Pilot
>Title, X-Wing Only
>1 Point
>You have the pilot ability of the friendly ship with the highest pilot skill who is also equipped with Rogue Squadron Pilot. This ability replaces your own.

Can you imagine? It would be a glorious, chaotic nightmare. 30 point Wedge and two Red Squad Vets, all with Outmaneuver. Two separate Biggs to act as a shield for your big guns. And you'd be less inclined to take it with T-70 squad leaders because their native abilities don't do much for the old X-Wing's (except Dameron, and even that's a little gimped without boost).

The X-Wing would come back with a vengeance!
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>>46983229
Do you know if Han or Chewy show up for the Hoth or Twin expansions?

It would be cool if I'd get to see them in those campaigns as well.
>>
I really don't think the X-Wing is as bad as people think. IA is a tremendous boon. The only Xs that aren't very good are Red Squadron, Hobbie, Garven, and Porkins. The rest are good to great for the points.

I think any more "fixes" would have to be with astromechs. Same with E-Wings. Can't buff them without breaking Poe, Corran, etc.

I do like the idea of a Rogue squadron title, something to give free actions or tokens when near other rogues.
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>>46983765
The only better arc dodgers at the rebel's disposal, is the A -Wing and the E-Wing. Technically a T-70 with an R2 as well.

The interesting thing however, is that X-Wings are very good in Epic play. And the prohibitive cost of ordnance isn't as bad there, so taking a trio of them with Proton Torps is realy solid. For rookies with no astro, that's a mere 25pts per ship. Yeah you can run B-Wings with Heavy Lasers in Epic, and do so with impunity. But those kick out at 29pts, 31 if you want Fire Control Systems as well.

The T-65 just needs a nudge. The Integrated Astro did a lot to help it's jousting power, and asteomechs have always been it's main shtick to add variety with. It's aces are allreally good (even Porkins, if you live dangrously). It really just needs some subtle nudge. And IMO the Title adding an action is would breathe the most life into it. The biggest culprit to the X, is the same issue the Khyraxxz has... Al it can do is take it's maneuver and either focus or target lock. It doesn't get a turret (Y-Wing), or a pile of ordnance, or dodginess... It just moves and focuses, and occasionally target locks.
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>>46983984
>A list full of Wedge clones
Somewhere, a Baron Fel fan is reflecting on the irony of this situation.

>MultiLuke
>Mara's face when
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>>46984139
>MultiLuke
>Mara's face when
mFW
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>>46984085
Disagreeon Porkins, Garven, and Hobbie. Garven is pretty decent at 26pts, and in squadrons where there are other ships that he can help out. He works particularly well with ordnance carriers who spent their turn target locking or repositioning. He's decent.

Hobbie's only drawback is that he lacks an EPT, but there aren't many astros he wants. Targeting Astro and Stressbot being the main 2, so using the to give him an EPT isn't a bad idea.

Porkins is fucking hilarious. Give him Stay on Target and Targeting Astromech, and a Hull Upgrade. And then fly him like a bat out of hell! People stop laughing at Porkins when he uses Stay on Target to adjust his 2-straight into a red 2 turn, gains a target lock for free, sheds the stress for some possible damage, focuses, and then shoos with a fully modfied locked and focused r1 shot. I've had him kill Vader simply because my opponent didn't expect me to K-turn through a debris field, take the two damage rolls, and end up full modified with 4 dice!
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>>46984139
>>46984216
>MultiMara
>Luke's face when
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>>46984239
Don't get me wrong, I like them just fine. Porkins is a blast to fly. I just mean in terms of what's competitive, pretty much any T-65 pilot besides those 4 is viable. Garven and Hobbie lack EPTs, Reds aren't worth the PS bump, and Porkins is too risk prone.
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>>46984647
The PS bump isn't worth it for most ships... So reds aren't in any different of a place than daggers, greys, or talon squadrons. Now granted, U-boats and alpha strikes has changed that. But it's hard to justify paying 2pts for a PS 4 from any ship. They started getting away from that trend, thankfully... You now see the next-up generics having EPTs. If Reds, Daggers, and Greys all had that, they'd see use. Particularly dagers, as they'd be impressive Deadeye torp-carriers.

But for competitive play, of course Porkins, Hobbie, and Garvin don't see play. Much of that is because T-65s aren't favored right now... Or if you do see a T-65, it's Wes, or Wedge. This is no different than other pilots such as Keyan, E'Tahn, any Advanced pilot other than Vader, any T-70 pilot other than Poe (or Reds), the majority of interceptor pilots, etc. Pilots like Porkins require risk-taking, while pilots like Garven and Hobbie require certain list builds or upgrades. In a competitive environment, risk taking isn't favored, and neither are ships that rely to much on other allies or certain (fragile) combinations.
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>MultiJanson
>>
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>>46984216
Rodians?
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I had no idea that the annoying kid from aftermath was the fat pilot in tfa. It's good to see that he stopped being a fucking shit
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>>46985297
Not gonna lie, that's disgusting.
>>
“Omega Leader” (29)
TIE/fo Fighter (21), Comm Relay (3), Juke (2), Stealth Device (3)

Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)

Darth Vader (34)
TIE Advanced (29), TIE/x1 (0), Adaptability (0), Engine Upgrade (4), Advanced Targeting Computer (5)

Would I be better suited dropping the Stealth Device off of Omega Leader and taking Predator on Vader to make his attacks a bit more consistent?
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>>46985297
Well, that's certainly high impact
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>>46985563
>>46985596
>>
>>46985589
Nah, what you have is fine. Predator's good on Vader, but the way ATC works means that you're going to be getting about 2 to 3 damage through in most cases. One of which will always be a crit. If you roll a pile of blanks, then (and only then) do you burn that target lock for the rerolls.

I'd stick to what you've got, and play a few rounds. If you find Vader needs that Predator, then switch out Stealth Device for it.
>>
There was no point in removing the Old empire form the canon. prove me wrong.(removing the shit after episode 6 was a good move)
>>
>>46985751
?
>>
https://www.fantasyflightgames.com/en/news/2016/4/29/support-your-squadrons-support-your-fleet/
>Confirmed Armada isn't getting anything more than these Rebellion game piece leftovers
>>
>>46985751
He's right! How dare they get rid of Empire Strikes Back! Clearly making only Episodes I, II and the clone wars movie canon was a mistake
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>>46975111

Same way as the Heisenberg compensators built into transporters in Star Trek.
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I just found this art and thought it was awesome.
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>>46985915
Cool as shit! Gives grievous way too much credit but still awesome
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>>46985965
Just the way I like it.
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>>46985868
FUCK YEACH
>>
Question for people playing the FFG RPG:

There's plenty of houserules floating around for the obviously broken stuff like starfighter combat and autofire, but I was curious if anyone had ever done any tweaks to a Specialization. I ask because I'm interested in playing a Commodore in an upcoming AoR game, but after looking at the Spec I'm kinda left feeling cold, for both balance and background reasons.
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>>46985751
>removing the Old empire form the canon
Is this some new meme from /tv/ or /co/?
>>
>>46985965
Grievous deserved a lot more credit in the movie. Instead they just made him into a four-armed asthmatic boat motor.
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>>46986070
So don't pick it. No need to pick something solely because of its name. You can still be a Bounty Hunter even if your career/specialization is Spy/Infiltrator.
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>>46986141
Well, yes, but I'd rather fix a broke spec than just dance around it, y'know? It doesn't do what it sets out to do, which is model a capital ship commander.
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>>46986354
Buddy, I'm playing someone who effectively commands a capship despite all his specs being focused on ground combat. I wouldn't worry about it.

for the record, Heavy and Merc Soldier/Peacekeeper, they work great for a captain who's up for taking over one of the gun controls when a fight breaks out
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>>46986354
All a ship captain really does on those large ships is delegate to other people and ultimately decide the course of the ship. They don't really *do* anything else.
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>>46986354
>It doesn't do what it sets out to do, which is model a capital ship commander.

In FFG? Sure it does. If you're actually commanding a capital ship, you're not the guy rolling to steer or shoot, you're yelling at other people to do it, the spec is great for that. You want to get out in the shit, take Squadron Leader. Combine with Strategist if you do a lot of mass combat.

Keep in mind, it's a "specialization", so it's fairly narrow. If you want to be really broad you have to take multiple specs to cover your bases.
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>>46986354
Well, is there something in particular you're finding that doesn't fit with what you think the specialization should do and what it's currently doing? Because the columns are pretty much split into: practical applications of knowing the ins and outs of ships, better leadership, being more prepared going into a battle, and knowing the ins and outs of stellar areas.
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>>46986073
D.E.N.I.A.L
>>
One other thing for a prospective commander player: GET THE FUCKING SQUADS/SQUADRONS RULES. Seriously, I pretty much abuse the option to use Leadership for common tasks onboard my ship by screaming for my crewmen to chart the courses, steer through debris fields, you name it.
It requires a generous GM, but there's no reason why the rules couldn't be applied to a ship crew as well as boarding actions/ground troops and fighter pilots.
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>>46986538
>>46986494

Yeah, if you're actually being a commander and admiral ackbaring it up in the chair, what you're probably doing with your time as a Commodore is using your action to do stuff like Plot Course (Astrogation), do Fire Discipline (Leadership) or Scan the Enemy (perception), and may occasionally enter into Jamming or Slicing (computers). Mechanically, it's a support role, because you do a lot of yelling and telling other people to do stuff and make is so they can do what you want better.
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>>46986553
Wut
>>
Realistically speaking, not a lot of characters should actually start with the Commodore role because they aren't just going to give some completely unproven newby control of a capital ship. Especially not the Rebels who don't have very many to begin with and have a standard operating procedure that requires their commodores to have initiative and the ability to act alone if necessary.
Basically, unless you got a capital ship as a graduation present from your hilariously rich parents and brought it to the galactic shitfest, you're going to have to work your way up from somewhere else before being a Commodore.
>>
>>46986822

Well, as seen with the Wraith Squadron books, even up to the NR days, the rebels are hurting for captains so if you happen to own or take a ship and say "I'm in charge", they'll slap a brevet rank on you and say "okay", and have you do boring jobs until they can be sure you won't shout "today is a good day to die!" and ram everybody at the earliest opportunity.

However, As a starting PC on normal AoR, you're gonna be a commander of at best, a Lambda-class shuttle, so it's not like the game normally assumes you're very highly ranked. You probably have to tip a few contribution ranks before your party gets that CR90 for you to actually command. Doesn't stop you from having the training, of course, everybody has to start somewhere.
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>>46971430
Search your feelings, YOU KNOW IT TO BE TRUE!
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>>46986822
If it's anything like real navy, it is certainly very plausible that your shit-tier academy graduate has his "butter-bars", and was just given a ship to command. Much to the chagrin of the poor bastards serving on it.
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>>46986450
Exactly! So, having mechanics-focused talents and astrogation shit is ridiculous. What the spec SHOULD be is pure leadership: The Tactician has to be good at ground combat, the Squadron Commander needs to fly a fighter, the opportunity they had with the Commodore to make the spec into THE Leadership spec was immense, but they fucked it up.
>>
At the moment I have some time to work on something that's been on my mind. I'm messing around with RPG maker and I'm hoping to make a lewd Star Wars RPG. I've decided to set the location as a vacation spot.

If anyone has suggestions or if anyone is good at writing let me know.
>>
>>46987110
Hologram Fun World.
>>
>>46987069
I don't care what anyone says, she's my "Gamma Squadron Veteran".
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>>46986494
>In FFG? Sure it does. If you're actually commanding a capital ship, you're not the guy rolling to steer or shoot

Which really begs the question of why the spec has talents based around Mechanics and Astrogation while having Astrogation, and fucking COMPUTERS as class skills.

>>46986538
>practical applications of knowing the ins and outs of ships,

Only one talent in that line actually does what you describe. The rest make you, personally, better at repairing the ship. Which is fucking ridiculous, because you don't even have that skill as a career skill.

>better leadership

One of the two solid lines

>being more prepared going into a battle

The other solid line, if a bit generic

>and knowing the ins and outs of stellar areas.

Again, only one fucking talent out of the entire line does what you're describing here. The rest make you better at astrogation, which is why you have fucking navigators (or shit, astromechs).

The spec as a whole suffers from absolutely bonkers bonus career skill picks and a shitload of ranked talents that should be the job of the people under your command, leaving room for more command-oriented talents.
>>
Is there a .pdf of Lead by Example out yet? Itching to get my hands on those mass combat rules.
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>>46987256
Waiting for it myself, the Mass Combat rules in Assault on Arda were so close, yet so far.
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>>46987200
>Only one talent in that line actually does what you describe. The rest make you, personally, better at repairing the ship. Which is fucking ridiculous, because you don't even have that skill as a career skill.

Well, the class SHOULDN'T have that as a career skill, because that's why you have Enlisted crewmen.

But yeah, it's pretty bad.
>>
>>46971430
reminds me of that f####ng mission in TIE Figther when you had ro fly escort for Thrawn... in an TIE Bomber.
>>
>>46987162
Best TIE pilot until Gunn Yage appears. Which happens some decades later.
>>
>>46987104

You've got 2 ranks in Command and two in Commanding Presence, and you already have the inherent ability to do Fire Discipline. You're also the only spec with Fire Control, a very useful ability. Astrogation is important because as said here >>46986756 when you yell at your pilot to go somewhere, are you not plotting a course? Very valuable too when you need to plot a hyperspace course. You can say "that's what I pay navigators for", but you're still the guy in charge, you can still have final pick on the course.

The only thing I'll agree on is Solid Repairs, but honestly that talent is worded very nebulously - you could argue with your GM to get more benefit when you pay for repairs to be done to your ship, which could be pretty valuable since HT can get up there.

Otherwise, everything in Commodore is there to enhance what you're actually doing commanding a starship. If you want a specialization to just be all about Leadership, that's Figurehead. Like, what the fuck do you want commodore to do? Actually commanding a starship in FFG is mechanically VERY dull, the system has a fairly narrow design for it. If you're not flying, gunning or actually being an engineer, most of what's left for you to do is yell at people to do their jobs better (again, Plot Course or Fire Discipline) or push computer buttons.

That's also not counting what >>46986915 and >>46986822 said, in the game system you don't start commanding a cruiser with thousands of crew, you'll be lucky if you have enough PCs to fill all the crew slots on your shuttle or tramp freighter.
>>
>>46987256
>>46987282
They're not drastically different from Arda I's. Little more in-depth and ways to break it up and do the check again after big moments in a battle. But it's all the same core mechanic.
>>
>>46987443
Well, I don't have that pdf either, so. By your explanation, it sounds like it's more worth getting Lead by Example.
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>>46987337
>f####ng
>>
>>46987469
Arda should be up in the folders. But if you're solely buying a book based on Mass Combat rules, then yes, Lead by Example would be the way to go. I'd suggest Lead over Arda in terms of which to purchase anyways though, since Arda didn't strike me as much of a great adventure.
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>>46987110
Falleen trying to use his or her pheromones to convince beautiful girls to work at his new club
>>
>>46987409
>You've got 2 ranks in Command and two in Commanding Presence, and you already have the inherent ability to do Fire Discipline.

That's literally 25% of the talents in a spec that supposed to be ALL ABOUT commanding. That's absolutely absurd. And Fire Control is the ONLY unique thing Commodore gets. It's not bad, but it's not enough to make up for the rest of the shitty career skills and talents/

>Astrogation is important because as said here >>46986756 when you yell at your pilot to go somewhere, are you not plotting a course?

No, HE is. I'm just fucking telling him to go there. I'm the generalist who leads the specialists who actually do shit. I come up with the overall strategy and provide leadership, everyone else are the ones who do the specialized tasks.

>You can say "that's what I pay navigators for", but you're still the guy in charge, you can still have final pick on the course.

What the point of having a navigator if I'm second guessing them all the time? No, I have my job and he has his.

>The only thing I'll agree on is Solid Repairs, but honestly that talent is worded very nebulously - you could argue with your GM to get more benefit when you pay for repairs to be done to your ship, which could be pretty valuable since HT can get up there.

That actually a pretty clever interpretation, I like it. I'd argue so far as to do the same thing with the Astrogation talent: you're not doing it yourself, you're buffing the people who DO do it.

I'd still say only 2 ranks in each, though, to make room for Field Commander/Improved Field commander.

>in the game system you don't start commanding a cruiser with thousands of crew

The same principles apply whether you're commanding a frigate or a destroyer, you're not the one physically pitching in to do all the jobs that happens on the ship. You're the one in charge coordinating everyone as they do THEIR jobs.

For Career skills, I'd change it to Leadership, Cool, Discipline, and Warfare.
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>>46987443
Like I said, Arda's were close, but they suffered from not taking into account the elite status (or lack thereof) of the enemy troops. So, the difficulty for fighting 1000 Imperial Citizen Conscripts with sticks is the same as fighting 1000 AT-ATs. I'm hoping the new rules address this.
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>>46987722

> It's not bad, but it's not enough to make up for the rest of the shitty career skills and talents/

You're also the only out of the original three specs for commander that gets both at 2, which should say something. Squadron and Tactician is 2 ranks in one or the other.

>For Career skills, I'd change it to Leadership, Cool, Discipline, and Warfare.

So, double up completely on skills you already have as Career skills, rather than gain some skills which might actually be useful to somebody who engages in space, sure. Okay. You never need to know jack shit about navigating on your own, or what distant planets may be like, you just pay people for that. Pay people in the same rank structure and division as you, just with less time and experience. Uh-huh.

>No, HE is. I'm just fucking telling him to go there.

Alright, but mechanically if he has to plot a course AND fly there, that's two rounds while he's not going where you want. In a ship generally with poor speed and handling.

>The same principles apply whether you're commanding a frigate or a destroyer,

You missed the second half, you don't start with a frigate or a destroyer. You start with a couple of Y-Wings or a shuttle. Maybe a freighter if your GM doesn't mind the mix-and-match. Like I said, you'll be lucky if you start with enough PCs to man all your stations. Which makes sense, since per RAW, when you start at contribution rank zero you're basically ranked like a recruit or cadet to the Rebellion.
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>>46987964

Basically, I think you're missing the scale here. If Commodore is your starting specialization, you're not starting actually commanding ships, your role is much more likely to be "space support" guy, and even so, the Career+Spec makes you perfectly fine at actually "commanding" a larger ship. If you take Commodore later, it would build off earlier specializations, which could include stuff like, say, Figurehead, which is the spec devoted to just being a cool leader guy who yells at people. Field Commander could be a good bonus, but it's very narrow. You can name like, 10 guys on a ship of hundreds or thousands at max to do what, perform maneuvers? You can't do most maneuvers at capital ship scale anyway.

You're basically telling me you want to be bored, because you want to not be equipped with the skills to actually do any of the actions you can do on a ship.
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>>46987748
It was slightly altered in that respect. Now you pick the initial Ability and Difficulty dice based on both the force skill and size (there's a suggestion chart), as opposed to the original method of Ability based on the skill of your forces against the Difficulty which keys solely based on the enemy's size in relation to your forces.

So for example hundreds/thousands of civilian militia is treated as giving 2/3 dice in Ability/Difficulty, respectively, whereas a platoon/company/battalion of Stormtroopers would give 3/4/5 dice in Ability/Difficulty, respectively.
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>>46987964
>You're also the only out of the original three specs for commander that gets both at 2, which should say something. Squadron and Tactician is 2 ranks in one or the other.

Both of those are specs that specialize in Leadership AND doing something else, be it flying a starfighter or fighting on the ground. The Commodore is and SHOULD be the the most Leadership focused of the AoR careers, but is hamstrung by having random Career skills and talents that have nothing to do with the career concept.

>So, double up completely on skills you already have as Career skills

You mean, double up on the skills you're actually supposed to be making the most use of? Yes.

>You never need to know jack shit about navigating on your own,

Not your job.

>what distant planets may be like

Come with experience.

>Alright, but mechanically if he has to plot a course AND fly there, that's two rounds while he's not going where you want

The navigator, the pilot, and the commander are THREE separate jobs, anon, jesus fuck. Having one guy trying to do them all is winding up with a jack of all trades who sucks equally at all of them.

>You missed the second half, you don't start with a frigate or a destroyer. You start with a couple of Y-Wings

That would be the SQUADRON COMMANDER

>or a shuttle

Yeah, no. Wait, are you literally just going off the starting resources? You know those are just suggestions, right? You could just as easily start with a Corvette or Consular ship. OR, you could have formerly been in command of one, but now you have to put your leadership skills to use in other ways.

>>46987995
>You can name like, 10 guys on a ship of hundreds or thousands at max to do what, perform maneuvers?

The bridge crew? The people doing those Navigation and Piloting checks? Yeah, I'd say that's pretty fucking critical to a ship commander.

>Being a ship commander is boring!

Then don't take the spec, and let the people who DO like the concept unfuck it, please.
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>>46988239

>Then don't take the spec, and let the people who DO like the concept unfuck it, please.

No, what I'm saying is you WANT it to be boring. You're like "fuck no, all those options that are in the game, I'm too good for that shit! I don't want to actually roll dice". Again, shit, like, what do you want to do? If ALL you want to do is yell at people to do stuff, Commodore isn't that spec. Like I said, it actually equips you to DO things in the ship. Astrogation and Computers are skills actually used for those additional ship actions.

Commodore is a greatly equipped to spin making actual rolls and not "you or GM rolls oodles of dice for faceless nobodies". When you shout "concentrate all fire on that super star destroyer!" that's a Fire Discipline action. When you say "take us into that asteroid field at heading 0700!", that can be a plot course to clear the way for the actual Pilot to roll. When you say "pull up the sensor screens, I want to know what I'm dealing with", that's scanning the enemy ship. Your way is just "uh, you guys, do more things you were already doing!"

>Not your job.

No, it's not your job, but reasonably speaking does that mean you should have no opportunity to have trained in it? Do you want to just spring forth a Captain and be like "oh yeah, no, I know jack-all about Space, didn't cover that in navy school, all my courses were about how to yell better!"

>Come with experience.

If you put that experience in, say, Know (Outer Rim) sure. But if you had your way, you wouldn't, you'd have to go "uh... the fuck is this planet we need to go to called? Here, let me yell at someone until they tell me".

>Wait, are you literally just going off the starting resources? You know those are just suggestions, right?

I mean, everything is a suggestion, but otherwise no, it's not worded like that. It says a GM may pick based on his campaign or let the PCs pick. Obviously, you have rule zero, but the book doesn't seem to run with that assumption.
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>>46988548
>>46988239

Again, I fundamentally think you're looking at the idea of Commodore wrong. You want it to be Figurehead, which it isn't. It's about being a leader on a spaceship.

Okay, so, you could take 2 skills which you already get as a Commander, and bump them to 2, or maybe spread out a little and get a bit more out of your core focus.

But, from the perspective of being a naval officer, doesn't it make as much sense to dump a rank into Astrogation and Computers (and get the career discount) to say "Yeah, I started my career as a bridge tech on an imperial ship before defecting", or Know (Edu) "I was trained in the finest institutions on Anaxes" or (Outer Rim) "I've been all kinds of places in the galaxy, I know all about the strategic and tactical value of this planet"?
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>>46988548
>No, what I'm saying is you WANT it to be boring. You're like "fuck no, all those options that are in the game, I'm too good for that shit! I don't want to actually roll dice"

No, I'm saying that when I roll dice, it should be for leadership, discipline, cool, and warfare checks. Do you call the politico and the Charmer boring for making primarily social checks as well?
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>>46985803
It was already confirmed in the original announcement.
>Now, even as the game's core experience remains rooted in your ability to plan your approach, command your ships, and obliterate your enemy, Wave III introduces yet another dimension to your battles. Its two expansions, the Imperial Assault Carriers Expansion Pack and the Rebel Transports Expansion Pack, introduce the "flotilla" to Armada. Treated like standard ships—with a couple of notable exceptions—flotillas come with a host of inexpensive, highly tactical abilities that allow you to coordinate your fleet more closely than ever!
>Wave III introduces yet another dimension to your battles. Its two expansions
>Its two expansions
>two
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What's something interesting I can throw at my PC's while they're on Dorin? They're stopping there to deliver some cargo for cash and to pick up a care package buried beneath a tree which contains minor plot stuff, but I sort of want some sort of unseen challenge to appear for them to deal with because "nothin' is ever easy" as they say.
Ideas so far include one of Dorin's unpredictable weather shows up or the care package, which has been buried for years, has gone missing due to something or other.
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>>46984063
Han always shows up in Twin Shadows, in the very first mission, but Chewbacca does not show up. Chewie can show up in Hoth in one of the threat missions. Han does not show up in Return to Hoth, because he is busy being modern art at that time.
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If anyone wants to practice their SW smut writing, the /aco/ thread is looking for some new material to read.

>>>/aco/538198
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I have a probably stupid rules question for the FFG rpg

When it comes to dual wielding or linked weapons, does soak apply twice? Or more if linked triggers more than once?
Or is it like Weapon 1 deals 8 dmg and weapon 2 does 6, so [14 - soak value] is the total?
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>>46990181

Each "hit" in dual wielding is a seperate "hit", so you apply soak both times, same with linked and autofire. If you're using two of the same weapon, it ends up basically being like hitting twice with one attack, so x2 damage, but you don't have to use weapons with identical stats.
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>>46990220
That's what I thought, but thanks for the clarification, bro.
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>>46981812
My players also hijacked one of these things last session(They were intercepting a prisoner transportation). I statted it out like this:

Sil 3
Speed 3
Handling -1
Armour 2
HT: 15
ST: 12
Sensor Range: Close
Weapons: Two forward Mounted Blasters Dam 4, Crit 4, range close
One Aft mounted blaster Dam 4, Crit 4, range close Linked 1


It is pretty sturdy, but not too much else, which I like.
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>>46990038
I need to work on chapter 2 of TailHeadsXQuastanon a bit more first.
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So I'm sure this has been asked a thousand times before, but why do stormtroopers/clone troopers even bother with armour? It never seems to stop damage and just ends up restricting their movement and field of vision.
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>>46990906
>It never seems to stop damage and just ends up restricting their movement and field of vision.
It most certainly does reduce damage. In Legends, the armor is nearly immune to slugthrowers and shrapnel and is often the deciding factor between a lethal wound and a trip to sickbay. They're highly resistant to most blaster pistols that aren't wielded by named heroes. It's also got built-in life support for limited EVA.

Canon-wise, its workings aren't as detailed. However, compare the number of dead Stormtroopers on the Tantive IV to the number of dead guards. Also note that the troopers that are shot on-screen in the films are rarely confirmed as kills. They get knocked down and incapacitated, but we don't know if they get picked up by medics afterwards.
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>>46990906
I think in one of the new FFG RPG books it says its to protect from frag grenades
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>It's Treason then.
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So, speaking of the commodore/capital ship discussion upthread, I'm wondering if any of you folks have played a capital ship-based campaign. If so, how do you like FFG's combat system for capital use? What would you change?
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>>46991009
Yet it doesn't stop a stone tipped arrow, shot by an a three feet tall archer.
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>>46993623
I would imagine they got shot in the non-armored bits.
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>>46993623
I watched ROTJ not that long ago. I don't remember the Ewoks actually accomplishing anything besides knocking some troopers over with big rocks. They definitely didn't hurt anyone with their bow and arrows. It wasn't until Chewie hijacked the AT-ST that the tide shifted.
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>>46993672
They do kill a couple of AT-ST's with logs, but you're right, they're little more than a nuisance to the Stormtroopers, and everyone seems to forget that the Ewoks lose that battle.
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>>46993672
At least one scout trooper was taken down by an arrow.
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>>46993760
Does he actually go down and stay down? Because he might just have gotten knocked over. Shortbows can produce a lot of force.
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>>46993623
Gotta respect the Ewoks, anon. They captured a Jedi and a Rebel general, after all. At least one Ewok also got involved in numerous successful acts of piracy, including the capture of a Super Star Destroyer.
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>>46993791

One of the bow statblocks in FFG even has knockdown.

Speaking of FFG, AoR gives Scout Troopers lighter armor than normal Stormies have so they can be more agile and make less noise. Don't know if previous material backs that up, but there is that.

>>46993562

Nothing bigger than a Gozanti, but one of my PCs did go to great lengths to salvage a Munificent from Hypori and has been having it repaired over an extended period. So we'll see how that goes.
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Just finished a session with my group. They've joined up with Rahm Kota and are currently helping him out by acquiring Proton Torpedoes as his cruiser, the Temerity, has run dry. Other missions they'll be taking on are negotiations with the Lok Revenants and helping Garm Bel Iblis take care of some COMPNOR agents on Corellia.

Are these good ideas? Any others I could add?
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>>46994260
>Are these good ideas?
They all seem pretty solid so far
>Any others I could add?
Seeking out an old clone wars battlefield to salvage a load of crated starfighters from a destroyed transport
Digging up a cache of CIS arms and/or gold
Whacking a separatist war criminal who's resurfaced as a pirate and slaver in the outer rim
Want more?
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>>46984063

Han shows up in Twin Shadows. He's actually excluded from all of Hoth because it takes place after ESB.
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>>46994369
Writing them down. Will take anything you give.

I'm intending for them to basically jumpstart the Rebellion. It's currently 5 years following the rise of the Empire and the Party consists of 3 Jedi who survived Order 66 for various reasons and Force Sensitive Witch who's actually as strong in the Force as the other three combined.
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>>46994369
Not gonna lie, I'm considering adding in that one questline from Galaxies where you fight a reanimated General Grievous.
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>>46987110
>lewd Star Wars RPG
You might want to take this over to the /aco/ Star Wars thread.
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>>46990906
Same reason infantry bother with kevlar when no soft armor in existance (in reasonable amounts) will stop a direct rifle round.

Shrapnel is the NUMBER ONE killer in war. Artillery is the "King of Battle" for a reason (or at least, was). Explosions ain't nothing to fuck with. A fully sealed armor shell would significantly reduce the number of casualties.

Even a regular shot to armor is better than shot without armor, as it can reduce the energy transferred, or even stop a glancing hit, or stop a round that pierced an object.

A kevlar vest may not stop a 5.56 hitting flat at 50m range. But it MAY stop a 5,56 that has gone through light cover and is tumbling. It MAY stop a 5.56 that's traveled over a thousand yards once it's lost effectiveness.

Similarly, the blaster can be thought as a substitute.

The sealed suit also protects from NBC and vacuum effects, vital for ship-to-ship raids and operation in hostile environments. The fact that the rebels have no real fight suit means that the empire could feasibly flood a whole area with the chemical of their choice (tear gas, sarin) and the rebels would be pretty much fucked.
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>>46994413
Maybe one job is to find and reactivate a cache of ancient capital ships hidden by a wannabe outer rim warlord a few centuries back, to jumpstart the rebel fleet.
A related, and just as vitally important would be gathering a bunch of rebel-sympathetic folks with naval experience in all fields, not just the sexy ones, to start some sort of underground naval academy for the fledgling rebel navy.
Maybe seeking out a separatist leftover group and convincing them to join the wider alliance?
Another great raid target might be an imperial munitions dump holding old clone wars surplus that's on it's way to the scrapyard and/or auction block
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>>46994890
Not so sure about that first one, mainly because I can't see those ships being useful in naval combat. The Katana fleet was barely considered a game changer because of the sheer number and the relative usefulness of a Dreadnought cruiser and the volatility of the situation at the time. Might actually have them try to locate the Fleet as a game-changer option. By the way, naming a cruiser model "Dreadnought" is annoying as hell.

For the second one, what do you mean by "all fields"? I can definitely see that working though. Maybe even rescue Ackbar and get him to help.

Separatist leftover groups would be hilarious. All three of the Jedi are Clone Wars Veterans and Kota was a pretty significant force. If they can pull it off, I'll be impressed.

That would be a pretty great haul. Definitely marking this for when they can reliably steal that stuff.

What do you think about them making contact with the Kaleesh or something?
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>>46993562
I've honestly never heard of anybody ever using the stat blocks for the huge capital ships from FFG. I've been wanting to just run a combat using them but even managing the minion groups manning the turrets would be daunting. 130 guns on an ImpStar1 each with a minion gunner, probably in groups of 10ish by firing arc and gun type
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>>46995051
>mainly because I can't see those ships being useful in naval combat.
I mean, they would be oversized and over-crewed for their effectiveness, but they'd be about as competitive as Dreadnaughts (a centuries-old design themselves) pound-for-pound
>For the second one, what do you mean by "all fields"?
I mean like someone who can teach people how to be a reactor coolent tech third class and other vital but shitty jobs like that
>. By the way, naming a cruiser model "Dreadnought" is annoying as hell.
It's almost as annoying as people who think that ISDs fill the destroyer role navally instead of being battleships

>What do you think about them making contact with the Kaleesh or something?
As long as they don't disrespect the memory of one General Grievous and aren't blatantly "fuck yeah, Jedi order the beat", they would have a decent chance at getting some of those boys to sign up for the rebellion. If they have the stones to play the" empire is the successor to the republic that fucked you so bad and we're here to offer you revenge" card, that'd be a thing and a half for them. Maybe have one of the General's kids as the leader of the kaleesh which whom they must negotiate. As another twist, perhaps they demand revenge against the Huk as part of whatever deal they will make with the rebellion. Hell, maybe both, if you'd want to make it a hard business for a big gain
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>>46994657
Meh, glad it was posted here. I followed the link and found, well... not much but it was still interesting to see smut I hadn't seen yet.
>>
>>46995232
>I mean, they would be oversized and over-crewed for their effectiveness, but they'd be about as competitive as Dreadnaughts (a centuries-old design themselves) pound-for-pound

Would they? I mean, even a Venator is hilariously outgunned by an Imperial Class SD. Designs that are centuries old would be space worthy, but I seriously doubt they'd be worth much in actual combat. Then again, having more ships is always useful. I'll keep it in mind.

>I mean like someone who can teach people how to be a reactor coolent tech third class and other vital but shitty jobs like that

Ah, gotcha. I can work with that.

>It's almost as annoying as people who think that ISDs fill the destroyer role navally instead of being battleships

Well, they are Medium Capital Ships so they'd be outside the Destroyer range. What actually is a Destroyer in Star Wars?

>As long as they don't disrespect the memory of one General Grievous and aren't blatantly "fuck yeah, Jedi order the beat", they would have a decent chance at getting some of those boys to sign up for the rebellion. If they have the stones to play the" empire is the successor to the republic that fucked you so bad and we're here to offer you revenge" card, that'd be a thing and a half for them. Maybe have one of the General's kids as the leader of the kaleesh which whom they must negotiate. As another twist, perhaps they demand revenge against the Huk as part of whatever deal they will make with the rebellion. Hell, maybe both, if you'd want to make it a hard business for a big gain

Grievous had kids?

And I'm banking on that. I'm expecting them to go around recruiting all the bad with the good to create an effective fighting force and to manage all this well.
>>
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>>46993672
Oh and this
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>>46995454
>I mean, even a Venator is hilariously outgunned by an Imperial Class SD.
That's because the venator is pure carrier and the ISD is near-pure battleship, it's not a question of tech advancement but of differing roles. Remember, the ISD is actually of the same vintage as the venator.
>Designs that are centuries old would be space worthy, but I seriously doubt they'd be worth much in actual combat.
Remember, the Z-95 is more than a century old, as is the Dreadnaught. The Invincible-class is a mediocre. overcrewed but still somewhat viable cruiser, even after being USED the whole time and endlessly refitted down as shit broke, and it's THREE THOUSAND years old
>Grievous had kids?
Yep, dozens of em. His True Love died and he tried to fill the gap with a passel of wives and a ton of kids, but it never really helped
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>>46995505
Don't some jedi use force choke in the cartoons? Also how is force choking any different than just using telekinesis to smear some guy across half a dozen hard surfaces?
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>>46995635
>That's because the venator is pure carrier and the ISD is near-pure battleship, it's not a question of tech advancement but of differing roles. Remember, the ISD is actually of the same vintage as the venator.

Hmm, you're right there. Maybe that's why Kota had such a hard time fighting the Empire with his Venator. He didn't have any Fighter pilots, only his Militia who probably weren't particularly good at crewing a spaceship.

>Remember, the Z-95 is more than a century old, as is the Dreadnaught. The Invincible-class is a mediocre. overcrewed but still somewhat viable cruiser, even after being USED the whole time and endlessly refitted down as shit broke, and it's THREE THOUSAND years old

Good point. I'll put it in there, although I rather like the idea of them searching for the Katana fleet now.

>Yep, dozens of em. His True Love died and he tried to fill the gap with a passel of wives and a ton of kids, but it never really helped

I can see that. Having a few of them be important people is probably a good idea.

Where could they find CIS warships? What actually happened to the majority of the CIS fleet when the shutdown order was sent out?

... They might end up negotiating with Gizor Delso.
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>>46995722
Which cartoons? Because only remember Anakin doing it and it was Dark Side as hell. Mace crushed Grievous's chest plate, but that's not exactly the same.

And the difference is in the Intent. Picking someone up and throwing them in a blind panic is different from picking someone up and repeatedly smashing them into nearby surfaces out of rage. You can technically Force Choke without invoking the Dark Side.
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>>46995722
It's all about intent. Luke chokes the Gamoreans at Jabba's, like you said it's the same as telekinesis applied to someone's throat instead of body. However, no Jedi sustains a choke until the person is actually choking and near death. Putting someone in a neck hold is different than strangling someone.
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>>46995759
>Where could they find CIS warships?
Lots of places. Old seperatist-turned-rebel factions that the empire didn't kill, battlefields, material caches who's owners died, pirate fleets, salvagers selling swept-up surplus, crooked scrap yards willing to sell intact stuff and claim it as scrapped on paper, lots of places.
>What actually happened to the majority of the CIS fleet when the shutdown order was sent out?
The ships in the middle of a battle died, probably a few organic crews panicked and abandoned ship. Most probably spent some time rebooting, reslaved the droid crew to the ship while cutting off HoloNet access to the droids, and got back to it with one of the many separatist holdout factions that lived for 10-50 years after the official end of the clone wars
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