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Joker Two

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Everything posted by Joker Two

  1. Just to make sure the Turr + Push the Limit is clarified: If he uses Push the Limit in the Activation Phase he is already stressed when he attacks, so he may not take an action. Move + Action + (Action + Stress) + Attack However, Push the Limit can trigger off of any action, not just in the Activation Phase, so you can trigger it off of his "free boost or barrel roll action" in the shooting phase. Move + Action + Attack + Action + (Action + Stress)
  2. However, when the Sabers (or GSP's) take Lando's free action after not using PTL on their own turns, they can then use PTL to take a third action. Aha! I hadn't thought to trigger PTL with the free action instead. That opens up a LOT of possibilities...
  3. That could work rather nicely. It is a varation on the basic theam of using Biggs to keep everyone else alive longer. Here's an idea. Lando, Marksmanship and Gunner 2x Saber Squad, PtL Sort of a varation on the HSF list, but with Lando and 2 PtL you can take 2 actions with one Tie/In and get no stress, or 3 with stress. Could focus, evade and bost all in the same turn. Lando's ability happens in his Action Step, at PS 7. The Sabers have already taken their actions at PS 4, and so if they pushed, they already have stress tokens, and therefore cannot perform more actions. It's disappointing, I know...I tried to do the same thing with Green Squadrons.
  4. You could do ground units with maneuver dials. AT-AT Pilots 32 - Maximilian Veers (PS 9, EPT) When attacking, you may spend a target lock and receive a stress token to change all (focus) results into (critical hit) results. 29 - Freja Covell (PS 7) - Thrawn's top AT-AT commander After performing a red maneuver, select a friendly ship at Range 2-3. That ship may immediately perform a free boost action. If that ship's action bar does not have the (boost) action, it then gains 1 stress token. 26 - Colonel Igar (PS 5) - The AT-AT commander on Endor At the beginning of the Combat Step, you may spend 1 focus token to remove 1 focus token from an enemy ship at Range 1. 22 - Blizzard Force Pilot (PS 3, EPT) Firepower: 3 Agility: 1 Hull: 8 Shield: 0 Maneuver Dial: speed 0 stall, speed 1 straight, speed 1 bank, speed 1 turn, speed 2 straight, speed 1 reverse straight. Action Bar: Focus, Target Lock Upgrade Bar: Weapon, Crew, Crew 0 - Blizzard 1 Title Upgrade Card Your upgrade bar gains the (system upgrade) icon. 5 - Infantry Section Crew Upgrade Card When you perform a green maneuver, you may discard this card to drop 1 infantry token. Infantry Token A circular token approximately the size of a Seismic Charge token, with one set of guide pegs on each facing. It is treated as a separate ship that acts at PS 0, has a turret primary weapon and no firing arc. It may only execute green 1-speed straight and bank maneuvers, but may do so from any set of guide pegs. It is removed if it takes 1 uncanceled hit. Infantry Squad (PS 0) Firepower: 1 Agility: 2 Action Bar: Focus, Evade AT-ST Pilots 23 - Watts (PS 8, EPT) Tempest Scout 2 (the AT-ST seized by Chewie) When performing a primary weapon attack in your firing arc, the defender may not spend focus tokens or reroll defense dice. 20 - Arnet (PS 5) Blizzard Scout 1 You and friendly ships within Range 1 may perform actions and primary weapon attacks while overlapping obstacles. 18 - Tempest Force Pilot (PS 4, EPT) The Imperial unit on Endor 16 - Imperial Garrison Pilot (PS 1) Firepower: 2 (Turret Arc) Agility: 2 Hull: 4 Shields: 0 Maneuver Dial: speed 0 stall, speed 1 straight, speed 1 bank, speed 1 turn, speed 1 koiogran, speed 2 straight, speed 2 bank, speed 3 straight, speed 1 reverse straight, speed 1 reverse bank Action Bar: Focus, Target Lock Upgrade Bar: Missile
  5. Joker Two

    Boost card

    Just to make sure you know, "PTL" means "Push the Limit", an Elite Pilot Talent that allows you to perform an additional action in your action step, for a stress token. Unless you have this Elite Pilot Talent on the ship that is boosting (or some other source of additional actions), you can only perform 1 action per turn. Since Boost is an action, that would be your one action for the turn.
  6. I don't have enough ships to swarm, but for low points games a Gold Squadron Pilot + Ion Cannon Turret and a Prototype Pilot makes a nice combo at 40 points. Hit something with the ion so that next turn the A-Wing swoops in for Range 1. For 100 points you could use. Rookie Pilot Gold Squadron Pilot + Ion Cannon Turret Prototype Pilot Prototype Pilot Blue Squadron Pilot Actually, that looks pretty solid. I originally typed in a Gold + Blaster Turret, but the Blue gives you some more punch and maneuverability.
  7. And are getting some of their own "aces" in the Gallofree kit, Janson and "Hobbie". Plus, I'm crossing my fingers for a generic PS 5 Rogue Squadron Pilot.
  8. That's about what we've got for our group at school here, plus a couple extra core packs people have, and it works just fine. I've never even played a game with or against more than two of the same ship other than TIE Fighters.
  9. I'm not saying people shouldn't buy more than they can fit into 100-point list (I plan on building up a fleet over time, too). Our group tries to do a lot of the same stuff for newcomers, it's pretty coll to see others doing the same. Didn't mean to come across as a complainer, but I can see how my post could be interpreted that way. My gaming group's actually caught up if we pool our ships, but I see what you mean, and it's definitely not any consumer's responsibility to limit themself. It's just a suggestion about how we as a community can make the game a little more accessible for others.
  10. I've seen a lot of pictures of people's fleets on the forums, and don't get me wrong, they're pretty inspiring. It got me thinking about the distribution problems the game's been having though. With the shortage of Wave 1 ships, and all the hype for Wave 3 preorders, we could all stand to buy fewer multiples of the same ships on release, so everyone can play with the new toys. Particularly with the next release (the Imperial Aces Expansion) containing two copies of a ship model we already have in surplus, I'd suggest people hold off on buying more than one copy right away, since there's plenty of Interceptor miniatures to use the alternate Ship Cards with. Be patient waiting for new releases, don't worry about proxies for ships or cards unless you plan on playing a specific list in a tournament, get others involved in this awesome game, and fly casual.
  11. I'm sure we will see Unique Pilots in different ships, and hopefully alternate faction ships like CorSec Pilots in X-Wings or Rebel Commandos flying Lambda Shuttles. However, these will likely be an exception, rather than the rule. Tycho and Ibitsam in X-Wings are the most obvious ones. I expect printed Pilot Cards, rather than a free-for-all pilot assignment system, as that could get broken fast. Putting Captain Jonus in a TIE Fighter to save points, Backstabber in an Interceptor. Mauler Mithel in a Bomber throwing Proton Torpedoes. Wedge in a YT-1300. Gotta be careful to keep the balance between different ship types though. Basically every Rebel character has flown an X-Wing at some point, but we already have 4 (soon to be 6) named X-Wing Pilots when we only have two for each other fighter. I'd like teamwork-oriented upgrade cards, so that synergy lists don't have to rely on pilot specials.
  12. There's nothing saying they have to attack vertically. The whole point of the layout is that the S-Foils can be repositioned for different maneuvers, while the gyroscopes keep the pilot's perspective stable for ease of control. It's a little odd, but what do you expect when you ask the Verpine build you an assault starfighter. They live in an asteroid field, so the emphasis on lateral maneuverability makes sense. Here's a guy with a pretty simple B-Wing mod that can rotate fully. Don't know if I'd go that far myself, but I definitely plan to repose them. http://community.fantasyflightgames.com/index.php?/topic/90403-rotating-b-wing-my-simple-mod/ Hope that helps.
  13. Remember that even though many ships lack deflector shields, essentially all of them have some form of particle shielding, otherwise they would be shredded by micrometeorites. While there are instances in the books where ships are damaged by the destruction of other ships nearby, it is the exception rather than the norm. As far as game mechanics go, it's a pretty detailed thing to put into a very abstract system. Noone ever said you couldn't houserule it though. I'd say if the damage cards equal a ship's hull value, leave its base as a "Debris Token". Counts as an Asteroid in the Activation Phase, is ignored in the Combat Phase, is removed at the end of the Activation Phase. If damage cards exceed the Hull Value, it's vaporized, no Debris Token.
  14. Joker Two

    Tie Defender

    Thanks! I tried to keep it from being a direct upgrade to the X-Wing, and the 2-speed greens with Firepower 2 + Weapon Upgrade really makes it handle different, even if statistically it's almost the same.
  15. Joker Two

    Tie Defender

    How about lots of both! While I'm a big fan of the Interceptor, a TIE Defender would be good for this game in a lot of ways. Most of the customization options for Imperial players are tied up in their large ships. In fact, 13 of their 14 upgrade icons are on the Firespray-31, Lambda Shuttle, and TIE Bomber, and many people haven't gotten their Wave 3 ships yet. All Rebel ships have some sort of upgrace icon, and most have two or more, so they don't have to rely on alternate pilots to change things up. Also, with slight changes in ship dials and action bars, it isn't hard to differentiate between similar ships. - For example, a TIE Defender has 4 laser cannons (Firepower 3), and is a very agile dogfighter (Agility 3). - It isn't significantly bulkier than other TIEs (Hull 3), but as a continuation of the TIE Advanced/Avenger series it has integral shields (Shield 2). - It has a living pilot (Focus Action), a targeting computer (Target Lock Action), belongs to the TIE series (Barrel Roll Action), and has powerful engines (Boost Action). - However it isn't quite as nimble as its predecessors, (no Evade Action). - It also mounts a pair of ion cannons (Weapon Upgrade) and a warhead launcher (Missile Upgrade), and is the product of more than a decade of Imperial research (Systems Upgrade). - It's fast, but to keep it different from the TIE Interceptor we'll give it the TIE Advanced's dial. - It's more capable than any other small ship out, but not as durable as a Firespray-31. Maybe a little more capable than a stock YT-1300 (Point Cost 27-30). Pretty unique, both for Imperial fighters and the game as a whole. Powerful (and rightly so), but by no means the be all and end all. It can move fast and boost like the Interceptor for slashing attacks, but can't burn stress as easily. Lack of evade means it can't avoid damage with annoying regularity. I struggled a little more with its counterpart, the E-Wing, since I didn't want it to directly outperform the X-Wing in the way you're concerned about, but here goes: - It mounts 3 laser cannons (Firepower 2...see below) and handless similarly to an X-Wing (Agility 2). - Although well-armored, it has maintenance problems (Hull 3) but modern shielding (Shields 3). - It has a living pilot (Focus Action) and a targeting computer (Target Lock Action). - The cannons are powerful, but tempermental (Weapon Upgrade, for a HLC), it carries torpedoes (Torpedo Upgrade, only one of them for role balance with the Y-Wing), it has advanced electronics (System Upgrade), and an astromech slot (Astromech Upgrade). - Slightly faster than the X-Wing, so use the X-Wing dial with a red 5-speed straight maneuver. Move all green maneuvers up one speed bracket (it's a high-speed attacker more than a turn-and-burn craft) which leavevs the 1-speed greens to the X-Wing and B-Wing for variety. - Actually a weaker fighter without upgrades (HLC to represent the unreliable laser cannons), probably about as capable as an unupgraded Y-Wing (Point Cost 16-18, which increases to 23-25 with a HLC upgrade). Similar to the X-Wing, but it handles differently enough to fill different roles. Agreed about the prequel. Made some of my own interpretations of prequel starfighters. Might put them up later if I remember to.
  16. In-Universe Argument Astromech droids interact with fighters in which they are mounted in a drastically different way than other ships in which they are crew. When an astromech droid is mounted in its socket in a starfighter, it is directly interfacing with essentially all of that starfighters systems. This is what makes them such useful co-pilots, as they can reroute power and perform calculations while the pilot performs other duties. In some instances, they can even maneuver the ship and use its weapons with moderate effectiveness. Furthermore, they are usually located near the center of the starfighter, and so some models can physically repair or at least bypass damage that the starfighter sustains. This near-total access to the starfighter allows them to contribute so much to its performance. In larger ships, the systems are more numerous, more complex, and farther apart. These ships have integral navigational and combat computers where most starfighters have only limited preset hyperjump memory and relatively simple targeting computers. If I remember correctly, some fluff refers to the Millennium Falcon's systems being controlled by no less than three individual droid brains integrated with the ship, and their disagreements lead to some of her malfunctions. With multi-being crews and more advanced systems, the presence of astromech droids on such a ship simply doesn't matter as much as it does on a starfighter. Anything it can do, a trained crewman or integral computer can do better. Game Balance Argument Nothing mechanically prevents a ship from having both Astromech and Crew Upgrade slots. However, existing Astromech Upgrade Card abilities were written with starfighters in mind. R2-D2, R2-F2, and R5-D8, in particular, have defensive abilities well-suited for the moderate agility, hull, and shield values of medium and large fighters. When applied to multi-person ships, their effects are far out of proportion to their point costs. The Lambda Shieldshuttle (R2-D2 + Shield Upgrade, he's not listed as Rebel only). A YT-zombie (Chewbacca Pilot + R5-D8 + Hull Upgrade for infinite repairs). The TIErespray (Boba Fett + Push the Limit + R2-F2 + Stealth Device for 4 defense dice with evade). Even the generic R2 Astromech would turn Jan Ors's special ability into an Imperial nightmare. Think about Pilot special abilities. They were written with one specific ship type in mind (although we may see some Unique pilots double up onto new ships in the future). Wedge with access to anything with a Turret Arc would be terrifying. Mauler Mithel and Backstabber were not written to fly TIE Interceptors (5 attack dice at Range 1 and outside enemy arc!). Maarek Steele should never touch something with a Torpedo slot. Biggs in a YT-1300, 'nuff said. Final Opinion Large ships that use astromechs in the same way as starfighters do are vanishingly rare, and extremely specialized. I could see FFG releasing a J-327 Nubian (the Episode I Naboo Royal Starship) with one Astromech Droid Upgrade slot, alongside 2 Crew slots. However, since this ship has no weapons, we would need a wider selection of Crew Upgrade Cards to make such a ship worthwile. I can't think of any other ship that could utilize or would benefit from astromech droids in a way that would necessitate a specific Astromech Upgrade slot, as opposed to a Crew Upgrade slot where the crew are described as being mechanical, rather than biological. TL; DR: No, with the J-327 Nubian being the exception that proves the rule.
  17. Here's how I use some of the most ambiguous skills: Cool: I use this to deal with player nerves. If a NPC mentions something and the PCs don't want to show a reaction. Or for initiating a combat they know is coming. Also for gambling. Discipline: To me this is focus or concentration, more of an active ability than Cool is. Resisting pain or torture, opposing Negotiation, Charm, or Coerce tests, etc. Occasionally I'll also use it to see if NPCs break off a fight. Perception: an active ability, like Search or Scrutiny in WH40kRPGs. Looting bodies, looking for important data, locating hidden entrances, etc. Resilience: dealing with extreme temperatures, poor atmosphere, resisting choke holds Vigilance: a passive equivalent, like Awareness from WH40KRPG. Initiative when you aren't expecting a fight, catching slip-ups form an NPC, noticing things you aren't specifically looking for.
  18. I'm going to second Slaunyeh here. There's a whole galaxy of different opponents with varying degrees of challenge. If the players want to bullseye Womp Rats from their T-16 in Beggar's Canyon, that's fine. If they crash, maybe a throw in a couple Tuskens in a survival scenario. If they want to go up against a Star Destroyer, or storm a Stormtrooper garrison, or a similarly powerful challenge, do three things. First, give them ample opportunities to realize what they're up against and reconsider or plan accordingly. Second, if they do go for it, you shouldn't hold back. Activate the shield generators, launch the TIE Fighter squadrons, deploy AT-STs, whatever you should reasonably expect the resistance to field. (Alternately, it can go quietly, maybe a little too quietly. See how long it takes before they realize "It's a trap!") Thirdly, use the result of the encounter as a plot device. Such a climactic battle will certainly have consequences, either in the form of retaliation, (Bounty Hunters or Imperial patrols), an offer of alliance from the target's enemies (Rebel agents), or a whole new adventure (escaping from captivity).
  19. EDIT: Realized I rambled. For those who suffer from TLDR Syndrome: If you're going to share GM duties: Give characters that weren't involved some XP so they keep up. If you're going to GM alone: Don't have a GMPC for the reasons others have stated. Simply treat the top 3-5 NPCs of the campaign as PCs who happen to be working against the players. This makes the NPCs' motivations more believable. If you absolutely must have a GMPC: Play a support role. Never upstage your characters. I'd say the first step is to figure out whether or not you will be GMing all the time. - If you are not going to GM all the time, (the group agrees to rotate, or you trade off with someone else regularly), than the easiest thing to do would be to award all PCs XP after every session, even if they weren't involved. This keeps everyone at a similar level of capability. If you think your group wouldn't go for this, you can also suggest using "catch-up" XP, a method I use with a group of 10 friends since only 5 or 6 of us can get together at a time. Essentially, every time a major story arc is completed, any player behind on XP gets bonus XP equal to half of the difference between them and the player with the most. This lets me reward the players who form the core of the group, but keeps everyone relevant and capable of influencing the game. - If you are going to end up GMing most of the time, a GMPC is impractical, for the reasons Endrek stated above. I have run GMPCs in the past, but only during introductory adventures, and even then they either come across as dimwits or cheat codes to the rest of the pary. My advice is; don't even try it beyond the intro adventure. As the GM, you are in control of so many NPCs already, use those to satisfy your desire for direct interaction with the party and the plot. Yes, many NPCs are nameless mooks or random shopkeepers, but the more recurring characters you introduce into the campaign the more personally involved you become in the story, as your creations get their chance to shine alongside (or against) the PCs. Don't upstage your players, though. If you are dead-set on running a GMPC, I'd recommend playing a secondary support role; such as the "healer" (Colonist Doctor), "craftsman" (Technician Mechanic), or maybe a defensive "fighter" (Hired Gun Bodyguard), but pick this only if you've already got an offensive combat PC. These archetypes are an integral part of many adventuring parties so you will always be useful, but because of their supporting roles they rarely drive the plot, something you need to let your players do. Do not play the "face" of the group (Colonist Politico, Explorer Trader), an offensive "fighter" (Bounty Hunter Assassin or Hired Gun Marauder), a "rogue" (Smuggler Scoundrel, Technician Slicer), or especially a "caster" (Force Sensitive Exile). These characters are most likely to drive the direction of the plot, or to perform certain spectacular actions, like inflicting the final blow on the Big Bad. Again, don't upstage your players. Personally, I haven't played a standard PC in four or five years, because I end up GMing. I do miss it a little, but I've found that by taking 3-5 of the most important NPCs in my storyline, and treating them like a separate group of PCs working at odds (or at least not alongside) the players, I can not only indulge in creative roleplay but also make a more believable campaign for the players, as the NPCs' motivations seem more real.
  20. Here are a couple things I try to do with my players, many of whom display the same cavalier attitude towards storylines as you have described: Never underestimate a player. They are fickle, surprisingly creative, and almost certainly outnumber you. They will do what you least expect and what you most fear. However, you can use this to your advantage, as their actions will inevitably create a far more interesting story than whatever you had planned. But keep in mind that... If a NPC is within visual distance of the players, that NPC is expendable. Between the dice and their imagination, nothing is safe. If you want to follow a certain plot, you may need to keep certain important characters alive (or kill them off). The easiest way to do that is keep them away from the PCs. Even if you think it'd be cool for them to meet. Especially if you think it'd be cool, and you've planned out an epic intro for them, because... Things will not go according to your plan. This is a good thing. Plots will be circumvented or outright ignored. Mooks will crit, and the Big Bad will whiff. Someone will always think of a "better" idea. When they do... Instead of saying "no", say "yes, but..." instead. If they really, really, really want to go for it, let them. Whether they succeed or fail, it'll make for a good story. Just remind them that it will not be easy, and... There will be consequences. They may be "chaotic neutral", but the rest of the galaxy sure isn't. Dealing with the aftermath of an unexpected action the characters take can create an awesome story, either run with it or save it for later. EDIT: These may come across as warinings (they are) but that doesn't mean they represent things to avoid. Instead, use this knowledge to adapt when they inevitably happen. The best adventures I've ever GMed were the ones where the players took control of the plot, and I was dragged along for the ride.
  21. A friend and I came up with a great horror scenario that still keeps that Star Wars feel. Instead of organic zombies, we used Battle Droids abandoned during the Clone Wars. Their advanced programming is gone because of the loss of their Droid Control Ship, and so they stumble around trying to scavenge for power as their own systems begin to fail from two decades of neglect. In the beginning, a single B-1 series droid will start shadowing the PCs, trying to steal anything electronic. If he's detected, he's no match for the PC's, but if not, their items will begin to go missing (starting with extra reloads, fusion lanterns, datapads, etc.). Whether or not they catch on right away, they'll eventually encounter a mortally damaged droid or two, who may try to warn them about "cannibals" and "scavengers". If nothing else, the mangled remains of a protocol or astromech next to a more or less untouched biological corpse (loaded with currency, spice, or other valuables; but missing all electronics) should get the point across. As the situation escalates, more battle droids will appear, some still retaining enough power to fire their weapons. All will shamble forward with the classic shuffling gait, trailing shattered plasteel and sparking wires, while their eyes flicker with low power. If any PC is a droid, have the "zombie" droids focus on him/her in an attempt to scavenge new parts, but also play up the idea that any droid could suffer this fate. For players with serious firepower or vehicle support, throw in some of the larger Separatist droid vehicles, my personal favorite was an idea for a Vulture Droid starfighter that had gone feral, scuttling around in walker mode and thinking it was some sort of predatory beast. The final encounter can go two ways, if the players try to escape, a last-ditch defense of their starship or some other technological feature they need to repair is in order, with its actiavtion drawing swarms of power-hungry droids. If they take the fight to the enemy, the "leader" of these malfunctioning droids could be one of the B-1 droid commanders, or even a MagnaGuard. Either way, a retinue of B-2 series SBDs or a fully functional Droideka will definitely give players a run for their money. Having the players ditch electronics as a diversion is fine, but don't let them get away easily unless they're willing to sacrifice something important, which opens up some cool role-playing possibilities within the group, especially if you have an "I call her Vera" player. I had originally planned this campaign to take place in the swamps of Naboo, after the PCs fled the Imperial occupation force, but since they decided to go legit and get "real jobs" on a shipping company (which lasted only as long as the hyperspace jump to Malastare, I might add), I realized I could have it set on any number of old Clone Wars battlefields; in an abandoned droid factory on Geonosis or Hypori; aboard the drifting hulk of a Separatist warship, or in an icy cavern on Rhen Var. If the group is exploration-oriented, this could tie-in to some lost treasure they're searching for (Beyond the Rim), but even if they aren't, it's a cool twist on the classic zombie apocalypse scenario.
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