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Blackhawk748
2018-01-05, 10:08 AM
The last thread has lapsed sadly, and i noticed an upswing in Star Wars based questions, so i thought i'd reawaken the thread.

Is this thread only for Saga Edition?
No. While that is it's primary function, im sure there are people in here who have played the other editions who would be happy to help. Just be clear when you're asking about a non-Saga thing.

Previous Threads:
Saga Edition Thread III: Saga Academy (http://www.giantitp.com/forums/showthread.php?425430-Saga-Edition-Thread-III-Saga-Academy&highlight=saga)

Helpful Links
Saga Edition Errata (http://rpg.wikia.com/wiki/Star_Wars_Saga_Edition_Official_Errata)
The OmegaDex (has the page number and book for everything in Saga) (http://www.penandpapergames.com/forums/showthread.php/16157-Star-Wars-Saga-Completed-Omegadex-1-9)
More Errata
(http://holocast.terceiraterra.com/wp-content/uploads/2011/10/SW_errata_A4_Out2008.pdf)
May the Force be with you.

Blackhawk748
2018-01-05, 11:21 AM
So, to get this thread rolling, heres a build i came up with for a Force Sensitive Human Bounty Hunter:

Adalo Pech
Scout 3/Soldier 4/Bounty Hunter 9/ Gunslinger 4

Skills:Endurance, Initiative, Mechanics, Perception, Stealth, Survival, Use the Force

Feats
1: Force Sensitive, Armor Prof (light), Shake it Off
2:Point Blank Shot
3:Force Training (Surge x2, Negate Energy)
4:Armor Prof (Med)
5:Precise Shot
6:Deadeye
7:Vehicular Combat
9: Quick Draw
12:Far Shot
15:Force Training (Negate Energy, Inertia, Phase)
18:Force Training (Negate Energy, Surge, Inertia)

Talents
Acute Sense
Keen Shot
Armored Defense
Force Pilot
Hunters Mark
Hunter's Target
Dastardly Strike
Equilibrium
Damage Reduction 10
Debilitating Shot
Knockdown Shot


The main use of the Force is for defensive purposes or utility, as this would be played during The Dark Times, so he's gonna use powers he can BS away. Outside of that, he's a Sniper going for CT track damage.

Beleriphon
2018-01-05, 12:31 PM
So, what classes are Finn, Rey, Poe and Kylo?

How would you build BB-8 using Scavengers Guide?

Blackhawk748
2018-01-05, 01:11 PM
So, what classes are Finn, Rey, Poe and Kylo?

How would you build BB-8 using Scavengers Guide?

Oh joy, this came up in the last thread and it was...interesting.

Finn is a Soldier pretty much exclusively, maybe some Scoundrel in there. Honestly i dont see him do much other than "Shoot stuff" so not much for defining traits.

Rey the very typical Scout/Scoundrel/Jedi combo. You dont have to use Scoundrel, but it does open up stuff like Knack or Fools Luck for her, to help her do some of her random stuff.

Poe is probably a Scoundrel/Soldier/Ace Pilot. Focus everything on Piloting.

Kylo Jedi/Sith Apprentice.

Can't answer the BB-8 question as i havent gone through Scavengers.

Sparx MacGyver
2018-01-05, 01:12 PM
So, what classes are Finn, Rey, Poe and Kylo?

How would you build BB-8 using Scavengers Guide?

BB-8 is pretty straight forward. I use Option 3: Standard chassis. Pick astromech, and swap out that walking locomotion for something else more useful to him.

Finn is straight soldier (pending anything we see in IX, maybe go scoundrel or Elite trooper?), Rey is Scout with a level or two in Jedi, Kylo is more Jedi with some Ace Pilot (he's Han's kid, and given the spin, I'll wager at least a single level), and lastly Poe is scoundrel/ace pilot/soldier mix.

Maybe I'll do a build of them later.

Blackhawk748
2018-01-05, 02:11 PM
Got a question: How do i figure out how many emplacement points a ship not in Starships of the Galaxy has? I ask because im fairly certain a HWK 290 will have more than 1 point (as i think it does by SotG rules) as its a Corellian Engineering ship and they always include more space for upgrades.

Beleriphon
2018-01-05, 02:27 PM
Got a question: How do i figure out how many emplacement points a ship not in Starships of the Galaxy has? I ask because im fairly certain a HWK 290 will have more than 1 point (as i think it does by SotG rules) as its a Corellian Engineering ship and they always include more space for upgrades.

Its either listed, or 1 point; 2 points if you have a Corellian vessel.

Oh joy, this came up in the last thread and it was...interesting.

Finn is a Soldier pretty much exclusively, maybe some Scoundrel in there. Honestly i dont see him do much other than "Shoot stuff" so not much for defining traits.

Rey the very typical Scout/Scoundrel/Jedi combo. You dont have to use Scoundrel, but it does open up stuff like Knack or Fools Luck for her, to help her do some of her random stuff.

Poe is probably a Scoundrel/Soldier/Ace Pilot. Focus everything on Piloting.

Kylo Jedi/Sith Apprentice.

Can't answer the BB-8 question as i havent gone through Scavengers.

I kind of missed that part, so I thought it would be fun to have a new discussion in light of the new movie. Finn is still pretty much a stormtropper in a leather jacket, although I'd tack on some elite trooper. He is pretty damn boss with that energy mace thingy.

The rest, I have to largely agree.

On that note: energy mace thingy? Stats suggestions?

Beleriphon
2018-01-05, 02:30 PM
dupe post :smallannoyed:

Blackhawk748
2018-01-05, 02:43 PM
Its either listed, or 1 point; 2 points if you have a Corellian vessel.


I kind of missed that part, so I thought it would be fun to have a new discussion in light of the new movie. Finn is still pretty much a stormtropper in a leather jacket, although I'd tack on some elite trooper. He is pretty damn boss with that energy mace thingy.

The rest, I have to largely agree.

On that note: energy mace thingy? Stats suggestions?

Well thats sad. Also i dont seem to see any ship ever saying that it has more Points, unless im just looking at the wrong ships.

They didn't really change all that much, just gained a few new levels. As for the mace, id say it was just a Force Pike.

Beleriphon
2018-01-05, 03:24 PM
Well thats sad. Also i dont seem to see any ship ever saying that it has more Points, unless im just looking at the wrong ships.

They didn't really change all that much, just gained a few new levels. As for the mace, id say it was just a Force Pike.

The YT Series has 10 free emplacement points. Dynamic-class freighters have 6 free points. And I was wrong, the CEC ships all have 5 free points by default, unless noted otherwise.

Blackhawk748
2018-01-05, 03:33 PM
The YT Series has 10 free emplacement points. Dynamic-class freighters have 6 free points. And I was wrong, the CEC ships all have 5 free points by default, unless noted otherwise.

Ya, i know where the table in SotG is, and i just noticed the CEC thing now. What iwas asking is, is there any ship not in SotG that is listed as having more EP? Cuz off hand i can't think of any.

Beleriphon
2018-01-05, 04:38 PM
Ya, i know where the table in SotG is, and i just noticed the CEC thing now. What iwas asking is, is there any ship not in SotG that is listed as having more EP? Cuz off hand i can't think of any.

Not that I can think of, at least not without combing through all of the books and looking at each ship individually.

RandomLunatic
2018-01-05, 08:51 PM
I'll back the majority here. Finn is a Soldier, Rey is a Scout/Jedi multiclass like her uncle, Poe is a Soldier/Scoundrel/Ace Pilot mix, and Kylo is a Jedi dipping Soldier for armored defense, possibly with Jedi Knight or Sith Apprentice levels.


Ya, i know where the table in SotG is, and i just noticed the CEC thing now. What iwas asking is, is there any ship not in SotG that is listed as having more EP? Cuz off hand i can't think of any.There's a few. Force Unleashed's Zebra fighter has like 3 points, because it's a build your own starfighter starter kit. The Rebellion Era Campaign Guide has the Gallofree YKL-37 Nova courier, the Dunelizard fighter, and the Mobquet Medium Transport, which have 5, 3, and 10 EPs respectively.

Blackhawk748
2018-01-05, 09:36 PM
I'll back the majority here. Finn is a Soldier, Rey is a Scout/Jedi multiclass like her uncle, Poe is a Soldier/Scoundrel/Ace Pilot mix, and Kylo is a Jedi dipping Soldier for armored defense, possibly with Jedi Knight or Sith Apprentice levels.

There's a few. Force Unleashed's Zebra fighter has like 3 points, because it's a build your own starfighter starter kit. The Rebellion Era Campaign Guide has the Gallofree YKL-37 Nova courier, the Dunelizard fighter, and the Mobquet Medium Transport, which have 5, 3, and 10 EPs respectively.

Neat, glad to see that they did use that.

Pleh
2018-01-06, 05:31 AM
I'm no Saga grandmaster, but I think Poe would be slightly more Noble than Soldier. His whole arc in this last movie was about his leadership role, which is kind of a Noble thing as much as, "shooting stuff" is a soldier thing. So maybe Noble/Scoundrel/Ace Pilot while reaching to eventually qualify for Officer.

What level are these characters? I feel like they're maybe a level or two higher than Han, Luke, and Leia in the OT (they sure take on bigger challenges with less struggle).

BB-8 almost needs new content written. I don't recall seeing "rolling locomotion" printed for droids. Maybe his magnetic head appendage is in there somewhere?

Blackhawk748
2018-01-06, 11:24 AM
I'm no Saga grandmaster, but I think Poe would be slightly more Noble than Soldier. His whole arc in this last movie was about his leadership role, which is kind of a Noble thing as much as, "shooting stuff" is a soldier thing. So maybe Noble/Scoundrel/Ace Pilot while reaching to eventually qualify for Officer.

What level are these characters? I feel like they're maybe a level or two higher than Han, Luke, and Leia in the OT (they sure take on bigger challenges with less struggle).

BB-8 almost needs new content written. I don't recall seeing "rolling locomotion" printed for droids. Maybe his magnetic head appendage is in there somewhere?

I see him as more Soldier that dipped Noble and maybe has a level of Officer. I mean, his leadership is kinda there, but throughout the entirety of TFA he was just "the pilot guy" and even in TLJ hes still more pilot than leader. So something like Soilder 4/Noble 3/Ace Pilot 3/Officer 1? I mean, we can screw with this a bit, but that should work.

https://proxy.duckduckgo.com/iu/?u=https%3A%2F%2Fmedia.giphy.com%2Fmedia%2FJLePNN9 qrn4is%2Fgiphy.gif&f=1

I may be running a game for my group in the near future (and im not talking about my Prequel thing from the other thread) so i thought id go an resurrect some important NPCs from my last attempted Merc Sandbox. Im thinking of setting it during the Dark Times (or Unleashed era if you prefer) so i may need to modify the Imperial Officer, as originally this was set in like 6 ABY.

Admiral Velkas: Imperial Admiral in charge of Ord Grovner and the surrounding sectors. Like many Admirals he wishes to increase his standing, which is difficult on a backwater assignment such as this. To that end, he has taken to the criminal underworld to fund his various schemes as well as to steal anything he believe may help him.

Zorga the Hutt: Operates out of his palace on Andasala. He owns several legitimate mining operations that he uses to launder his spice money. Zorga was once a big shot in the Hutt Cartels, but Jabba soundly trounced him, humiliated him, and sent him on his way. Zorga has been biding his time to get his revenge.

Numa Taa: Numa Taa is a Black Sun Vigo based out of Ma'ar Shaddam. He primarily sells weapons and other illegal armaments, but he's also the king of all smuggling operations on the Sanrafsix Corridor. As such he has a palace on Kabal where he also spends a fair amount of time.

Now, all three of these fine beings are in competition with one another. Velkas is just using the black market to earn unregistered funds as well as pick up anything that will give him an edge (ie new starfighter designs, unusual weapons etc), whereas to Zorga and Numa Taa its their job, so they hate him on principle. Zorga and Taa hate each other because the other controls something that the other needs (Zorga has a bunch of raw material and Taa has the weaponsmiths) so the two smile and play nice, but they have every desire to kill each other.

LibraryOgre
2018-01-06, 11:30 AM
So, what classes are Finn, Rey, Poe and Kylo?


Heroic. (http://rpgcrank.blogspot.com/2013/07/classless-saga-and-other-alterations.html) :smallbiggrin:

(It's not a SAGA thread until I've flogged this at least once.)

Blackhawk748
2018-01-06, 11:32 AM
Heroic. (http://rpgcrank.blogspot.com/2013/07/classless-saga-and-other-alterations.html) :smallbiggrin:

(It's not a SAGA thread until I've flogged this at least once.)

Ah, glad to see we are official now.

Pleh
2018-01-06, 03:59 PM
I see him as more Soldier that dipped Noble and maybe has a level of Officer. I mean, his leadership is kinda there, but throughout the entirety of TFA he was just "the pilot guy" and even in TLJ hes still more pilot than leader. So something like Soilder 4/Noble 3/Ace Pilot 3/Officer 1? I mean, we can screw with this a bit, but that should work.

I dunno. I feel like there's more scoundrel than soldier in him. He only uses pistols (reminds me more of Han than trooper), no armor, and his main weapons are talking, guile, and flying. You could do it with soldier, but it feels better as Noble/Scoundrel grabbing skillsy face traits and pilot stuff. He just doesn't seem to use much soldier specific stuff.

But hey, that classless Saga stuff looks cool. It probably would be easier to make characters match the mechanics with that stuff.


I may be running a game for my group in the near future (and im not talking about my Prequel thing from the other thread) so i thought id go an resurrect some important NPCs from my last attempted Merc Sandbox. Im thinking of setting it during the Dark Times (or Unleashed era if you prefer) so i may need to modify the Imperial Officer, as originally this was set in like 6 ABY.

Admiral Velkas: Imperial Admiral in charge of Ord Grovner and the surrounding sectors. Like many Admirals he wishes to increase his standing, which is difficult on a backwater assignment such as this. To that end, he has taken to the criminal underworld to fund his various schemes as well as to steal anything he believe may help him.

Zorga the Hutt: Operates out of his palace on Andasala. He owns several legitimate mining operations that he uses to launder his spice money. Zorga was once a big shot in the Hutt Cartels, but Jabba soundly trounced him, humiliated him, and sent him on his way. Zorga has been biding his time to get his revenge.

Numa Taa: Numa Taa is a Black Sun Vigo based out of Ma'ar Shaddam. He primarily sells weapons and other illegal armaments, but he's also the king of all smuggling operations on the Sanrafsix Corridor. As such he has a palace on Kabal where he also spends a fair amount of time.

Now, all three of these fine beings are in competition with one another. Velkas is just using the black market to earn unregistered funds as well as pick up anything that will give him an edge (ie new starfighter designs, unusual weapons etc), whereas to Zorga and Numa Taa its their job, so they hate him on principle. Zorga and Taa hate each other because the other controls something that the other needs (Zorga has a bunch of raw material and Taa has the weaponsmiths) so the two smile and play nice, but they have every desire to kill each other.

Again, it feels like you've got a great backbone to the game: what happens if the players do nothing. I get that you said, "sandbox" but I've found most sandboxes benefit by having at least an opening quest to launch from.

The characters need to have or build some relationship with these antagonists to set them adter them. It looks like a standard Fallout setup, where the players can pick a side to align with or play their own game against all factions.

If you set them up as mercs, just have their opening mission be working for one of the three factions only to be waylaid by a competitor to get them started. In a sandbox, action revolves around the party, so a revenge arc is a great way to get started. It also anchors them somewhat to your sandbox, because if they choose to cut their losses and move on, they now owe a debt to whomever they started out working for.

Starting with scum and villany's outlaw job tables will help lay a foundation for what needs to happen in each session.

For a sandbox, I'd ask the players to create backstory and character goals (and hopefully why they teamed up with other mercs) so I could plan encounters to play into their character motivations. Saga already has backgrounds and destinies that can pair with this to expand on that element.

Blackhawk748
2018-01-06, 04:19 PM
Again, it feels like you've got a great backbone to the game: what happens if the players do nothing. I get that you said, "sandbox" but I've found most sandboxes benefit by having at least an opening quest to launch from.

The characters need to have or build some relationship with these antagonists to set them adter them. It looks like a standard Fallout setup, where the players can pick a side to align with or play their own game against all factions.

If you set them up as mercs, just have their opening mission be working for one of the three factions only to be waylaid by a competitor to get them started. In a sandbox, action revolves around the party, so a revenge arc is a great way to get started. It also anchors them somewhat to your sandbox, because if they choose to cut their losses and move on, they now owe a debt to whomever they started out working for.

Starting with scum and villany's outlaw job tables will help lay a foundation for what needs to happen in each session.

For a sandbox, I'd ask the players to create backstory and character goals (and hopefully why they teamed up with other mercs) so I could plan encounters to play into their character motivations. Saga already has backgrounds and destinies that can pair with this to expand on that element.

Ya, i was just getting those three tossed up there before i got much further. My current plan is to have the PCs start as slaves on Lok in a Sulfur mine. This gives them a reason to be together (slaves) and an opening mission (escape). Im not sure who im gonna have be the slavers, but i know it won't be one of the Three. Maybe just some random pirates.

Pleh
2018-01-06, 06:49 PM
"Slave escape" is a great way to start, but it's not always very compatible with various backstories. That is to say, how did they wind up enslaved to begin with? If they are powerful enough to escape now, what has held them back leading up to this point? What has changed in their status quo? If they are powerful in backstory, then they probably have not been enslaved long. If they aren't, how do they acquire the means to escape when their captors presumably aren't allowing them to train into heroic classes?

I feel the best setup there is to say the PCs have more potential than most inmates, but not enough to escape on their own. They have to throw their strength together to have a chance to break free. Then, to make sure they do escape, maybe have one of the 3 main guys raid the camp looking for recruits. They can either join the recruitment (easier, puts you in debt), or use the chaos to make their own way (tougher, but leaves you more free to make your own path).

Reminds me of the start to Kotor 2. Ever play that one?

Blackhawk748
2018-01-06, 07:16 PM
"Slave escape" is a great way to start, but it's not always very compatible with various backstories. That is to say, how did they wind up enslaved to begin with? If they are powerful enough to escape now, what has held them back leading up to this point? What has changed in their status quo? If they are powerful in backstory, then they probably have not been enslaved long. If they aren't, how do they acquire the means to escape when their captors presumably aren't allowing them to train into heroic classes?

I feel the best setup there is to say the PCs have more potential than most inmates, but not enough to escape on their own. They have to throw their strength together to have a chance to break free. Then, to make sure they do escape, maybe have one of the 3 main guys raid the camp looking for recruits. They can either join the recruitment (easier, puts you in debt), or use the chaos to make their own way (tougher, but leaves you more free to make your own path).

Reminds me of the start to Kotor 2. Ever play that one?

I have not, but i've seen it. Basically fortune will smile on them to give them the chance to escape. Meaning Lok's version of a Krayt dragon will attack the camp.

Blackhawk748
2018-01-07, 05:27 PM
Entirely unrelated, but i've been looking at Ion weapons and...im not impressed. Seriously, they just really dont seem worth it to me, except maybe to "finish off" a vehicle with one if you want to guarantee you can claim it. Any ideas to give Ion more oomph?

LibraryOgre
2018-01-08, 12:42 PM
Entirely unrelated, but i've been looking at Ion weapons and...im not impressed. Seriously, they just really dont seem worth it to me, except maybe to "finish off" a vehicle with one if you want to guarantee you can claim it. Any ideas to give Ion more oomph?

Really, they should've made the damage higher, or given ion weapons a bonus against droids/ships. As is, they are lackluster.

Pleh
2018-01-08, 01:12 PM
Really, they should've made the damage higher, or given ion weapons a bonus against droids/ships. As is, they are lackluster.

...? I don't get it. They do get bonuses against droids and vehicles. I am afb, but I thought they did extra condition track steps against droids and vehicles?

Blackhawk748
2018-01-08, 04:11 PM
...? I don't get it. They do get bonuses against droids and vehicles. I am afb, but I thought they did extra condition track steps against droids and vehicles?

They are basically the same as stun for normal weapons, just all the time. On top of this they are utterly useless against anything else.

LibraryOgre
2018-01-08, 04:48 PM
Ion weapons do half damage of whatever is rolled. If you're not at least partially machine, that's it.

If you are partially machine, if the halved damage drops you to 0, you move 5 steps on condition tracks. Then you consider the original damage roll. If that's equal to or better than your DT, then you move 2 steps instead of 1.

So, if I've got two weapons, I should pretty much never take the ion weapon, unless it does incredible amounts of damage. A regular blaster does 3d8 damage. An ion weapon does 3d8 ion. On an average hit, you'll do about 13.5 damage. So, if you're using an ion weapon, they'll take 6.75, on average. If they're pure organic, that's it... you're slapped them instead of punched them. If they're not pure organic, they might, if you do enough damage, get knocked further down the condition track. But, that means they're still working. And still trying to kill you. Because you used an ion weapon, instead of a real weapon.

Basically, an ion weapon is only useful if you're looking at CT killing droids and cyborgs. For any other application, they're unuseful.

A better organization for them might be having an ion weapon do 2d8 damage, with a separate 2d8 damage against a droid/cyborg's condition track. So, a single shot from an ion rifle will do 2d8 (less than a standard blaster, but not so much you hate yourself for doing it), giving a possibility of moving them on the DT. If they're a droid/cyborg, roll another 2d8, and if it beats their DT, they take another condition hit. So, you might do little damage (roll low on the first roll) but still do CT movement (high on the second).

RandomLunatic
2018-01-08, 08:08 PM
Ion weapons are like stun weapons for droids. They're only worth using if you can reliably beat the target's damage threshold, and you either want to CT kill it or you absolutely must subdue the target without destroying it. If not, you're just doing half damage.

What they should have done is given them boost. At least increase damage by one die type. Probably two.

Vehicle and starship ion cannons are stupendously useless because it is very hard to beat starship damage thresholds. They tend to have high STR scores, giving them natively high fort defenses, and stack on top of that a big size bonus for their damage threshold. Then there's SR and DR driving your damage down even further. The basic TIE fighter has DT 33 and DR 10, so the 4d10x2 ion cannons on a Y-wing have just over a 50-50 shot of breaching the threshold. But wait, it gets worse! Assuming you get two hits over the TIE's threshold, you now have it sitting a little under half health and at -10 on the condition track, ripe for another shot to finish the job. But if you had shot it twice with the Y-wing's lasers instead, it would be destroyed.

Bigger, tougher ships, are worse. An X-Wing has DT 46, and ignores the first 25 damage taken. So you need a 7d10x2 ion weapon to regularly beat that threshold. Colossal space transports tend to have DTs in the 70s, before shields and DR. You're not CTing any of those without a critical hit.

They're not even good for when you have to preserve the target, because you have to exceed a ship's threshold to destroy it, which we've just established is pretty hard to do. You can just pound them with lasers until they stop moving. A ship reduced to 0 HP by lasers is just as hard to repair as one reduced to 0 HP by ion cannon.

Blackhawk748
2018-01-08, 08:58 PM
They're not even good for when you have to preserve the target, because you have to exceed a ship's threshold to destroy it, which we've just established is pretty hard to do. You can just pound them with lasers until they stop moving. A ship reduced to 0 HP by lasers is just as hard to repair as one reduced to 0 HP by ion cannon.

There's problem two, Ion weapons arent meant to destroy, merely temporarily render useless, so it should be easier to repair a ship heavily damaged by Ion weapons. I mean, in the EU you could totally wreck a ship with Ion shots, but it took a lot of shots

Sparx MacGyver
2018-01-08, 09:19 PM
Personally, I treat ion as it is in the books, save that when you shoot shields, it acts as a shieldbuster torpedo*. Basically, if you bet the SR, you drop the shields by 10 instead of 5. Happens at character and vehicle scale. It's not huge, but it's a bit better.

Overall, Ion could be much better. Maybe doing full damage against vehicles/droids/cyborgs?

LibraryOgre
2018-01-09, 02:05 PM
Personally, I treat ion as it is in the books, save that when you shoot shields, it acts as a shieldbuster torpedo*. Basically, if you bet the SR, you drop the shields by 10 instead of 5. Happens at character and vehicle scale. It's not huge, but it's a bit better.

Overall, Ion could be much better. Maybe doing full damage against vehicles/droids/cyborgs?

That would be an improvement.

And, since the OP didn't limit us to SAGA, let's talk about how D6 did it.

1) Ion cannons ignored shields. (2e R&E*, page 127, "Shields cannot protect a ship from ion cannon damage.")
2) Ion cannons did not do "real" damage... you couldn't blow up a ship with ion cannons. Instead, you did "controls ionized"... 1D to 4D in penalties to maneuverability, fire control, and shields. (2e R&E, page 128, "The ship loses -ID from its maneuverability, shields and weapon fire control and damage for the rest of that round and the next round.
If a ship is suffering from as many controls ionized results as the ship has maneuverability dice, the ship's controls are frozen for the next two rounds. The ship must maintain the same speed and direction for the next two rounds; it may not turn, fire weapons, make shield attempts or take any other actions, making the ship an easy target for enemy gunners.")

So, for example, let's look at the Y-Wing (2e R&E, page 249). Hull of 4D, 1D+2 Shields, 2D of Maneuverability, and 2 light ion cannons that fire linked on the turret. They have 3D of Fire control and do 4D damage (the Y-Wing also has blaster cannons and proton torpedos, but we'll ignore them for right now). If one Y-wing shoots another Y-Wing, the 4D damage is rolled against 4D hull. If the hull total is higher, no effect. If the cannon's damage is higher than the hull? At 0-3, the target is down to 1D of Maneuverability, +2 of shields (which are irrelevant to this fight), and 2D of Fire control. If they cannon damage is 4-8 points higher (or any higher than 4 points), then the Y-Wing has lost ALL maneuverability and shields, and so is stuck going in the same direction at the same speed for 2 rounds. Two hits from the cannons on successive rounds and the Y-Wing is a ballistic missile for 2 rounds.

Ion cannons could ruin your day in D6, because Ion cannons ignored your fancy shields and could render you adrift, at least for a little. Star Destroyers had 1D of maneuverability dice... any hit from an ion cannon that equaled or beat their 7D hull dice** would leave them adrift for 2 rounds.

*2e R&E refers to WEG's Star Wars Role-playing Game, 2nd Edition, Revised and Expanded.
**7D Hull dice, adjusted for scale. A Y-Wing was a Starfighter scale ship, while a Star Destroyer was Capital scale. That meant the Y-Wing got +6D to try to HIT the Star Destroyer, but the Star Destroyer got +6D to resist damage from the shot. Your Y-Wing, running its 4D Starfighter Ion Cannon, is probably not going to cripple a Star Destroyer, which rolls 13D to resist your damage... even without its shields.

Blackhawk748
2018-01-10, 08:35 PM
Ion ignoring shields would be a big help, sombine that with tossing on an extra damage dice and i think it'd be ok.

Sparx MacGyver
2018-01-10, 09:18 PM
I think I'll make these changes in my game:


Ion ignores shields. Whether grenades (or other character scale weapons) or vehicle scale. Also, benefit of dropping shields by 10 (rather than 5) if you overcome the SR*.
Make Ion do full damage against vehicles/droids/equipment. This includes cybernetics. Penalties apply for broken cybernetics.
Otherwise, treat ion as the rules state for organics and what not. Ion really shouldn't do anything to them, and


While I doubt a Y-Wing could do anything against a Star Destroyer (SR 150 vs 44 damage average), this would help. Perhaps another option is to bump up ion cannons by +1 die of damage and bump the multiplier by 1, so a light cannon does 4d10x3, so 66 on average. Still not a huge swing against that Star Destroyer, but even if we only boosted one of those, it might help against like vehicles. Of course, that fix only really helps against other vehicles. Player scale should probably remain as is, but with the above listed changes.

*I said ignore shields, but the reason for dropping them would be that anybody with them, whether at vehicle or character scale, the shields take a hit from ion, which means they can still be brought down overall and makeing them more useless against regular weaponry.

All needs to be play-tested, but any criticisms?

Pleh
2018-01-11, 07:31 AM
Well, I'll point out that recreating most iconic Star Wars space battles will mean having at least a dozen Y Fighters against twice as many Tie Fighters while the Ys are trying to disable the Star Destroyer by targeting critical systems.

You'll want to take that into account when running your numbers.

Sparx MacGyver
2018-01-11, 05:33 PM
That's fair enough. True the TIE's already have a hard time as it is. So what would be a good upgrade for ion? Just ignoring shields and full damage?

Blackhawk748
2018-01-11, 05:58 PM
That's fair enough. True the TIE's already have a hard time as it is. So what would be a good upgrade for ion? Just ignoring shields and full damage?

If im going after a TIE in a Y-Wing, its having a bad day to begin with. I dont think increasing the damage of Ion weapons is gonna make them at any less of a disadvantage.

Pleh
2018-01-11, 11:31 PM
If im going after a TIE in a Y-Wing, its having a bad day to begin with. I dont think increasing the damage of Ion weapons is gonna make them at any less of a disadvantage.

In general, TIEs don't really worry about Ion weapons, because they already don't have shields.

The point of Ion weapons is for disabling shields and paralyzing ships. When I think Ion cannon I think of what the Rebels used at Hoth. A giant ion cannon should be able to quickly paralyze a Star Destroyer that blunders into range without expecting a fight.

Based on the movies, I would want Ion weapons to target shields first, then wreak havok on ship systems that aren't shielded.

Maybe Ion weapons should be more limited in range and power than their lethal counterparts, but shields can be managed if you have someone maintaining shield integrity and you steer clear of any direct Ion attacks.

Edit: to clarify on TIEs not caring about Ion damage, it's mostly due to the fact that it should be easier to smash them with regular laser/blast weapons, since those weapons deal so much more damage. With Ion, you can disable the TIE, but you might have to hit them twice as many times as just blowing them out of the sky.

Blackhawk748
2018-01-12, 08:35 AM
In general, TIEs don't really worry about Ion weapons, because they already don't have shields.

The point of Ion weapons is for disabling shields and paralyzing ships. When I think Ion cannon I think of what the Rebels used at Hoth. A giant ion cannon should be able to quickly paralyze a Star Destroyer that blunders into range without expecting a fight.

Based on the movies, I would want Ion weapons to target shields first, then wreak havok on ship systems that aren't shielded.

Maybe Ion weapons should be more limited in range and power than their lethal counterparts, but shields can be managed if you have someone maintaining shield integrity and you steer clear of any direct Ion attacks.

Edit: to clarify on TIEs not caring about Ion damage, it's mostly due to the fact that it should be easier to smash them with regular laser/blast weapons, since those weapons deal so much more damage. With Ion, you can disable the TIE, but you might have to hit them twice as many times as just blowing them out of the sky.

Well yes, but that part wasn't my point (and sorry for the confusion). I was just saying that regardless of the condition of the Y Wing's Ion Cannon, the TIE is screwed. Hell, the Y Wing could double up its front shields and then ram the friggin thing and come out all right.

Edit: So i just bought a couple of Star Wars West End 2nd Ed books, specifically i got the last and second last books of the Darkstryder campaign, has anyone ran this? And how good is it? Cuz im debating about updating it to SAGA and running it eventually.

And as a second point i got the book Wanted by Cracken and im wondering how to convert the rewards to SAGA credits, as they seem kinda low for what they are doing.

Blackhawk748
2018-03-02, 11:33 PM
Ok, so i think over a month is clear to not worry about double posting.

Im still doing precampaign stuff for my prequels (life intervened so we havent started yet) and i've realized there is no statblock for Qui Gon Jin, so im gonna need a build for him and im taking suggestions. Also Nute Gunray doesnt have one either, but hes pretty easy as im sure straight Noble will do the job fine.

In a similar note is there a better way to build Greivous? Cuz while i think hes got a fine base im not super impressed with him.

Mando Knight
2018-03-03, 03:52 AM
Im still doing precampaign stuff for my prequels (life intervened so we havent started yet) and i've realized there is no statblock for Qui Gon Jin, so im gonna need a build for him and im taking suggestions.
If the players aren't going to see the statblock, you should be fine if you start with either the Ep III Obi-Wan block from the core book or one of the generic Jedi Master blocks from Threats of the Galaxy and nudge things a little based on what you want him to be focused on.

In a similar note is there a better way to build Greivous? Cuz while i think hes got a fine base im not super impressed with him.

That depends on what you want your Grievous to do, as 14 discrete levels aren't enough to nail every bit of his character as-presented. Grievous, Cyborg General of the Droid Army would have a different build than Grievous, Whirling Death Machine "Trained in your Jedi Arts by Count Dooku". Optimizing for the former would lead you to the Leader of Droids feat and more Officer levels, while the latter would look at qualifying for Melee Duelist, as it's the best way to make non-Force-Using melee full attacks viable in Saga.

Blackhawk748
2018-03-03, 12:19 PM
That depends on what you want your Grievous to do, as 14 discrete levels aren't enough to nail every bit of his character as-presented. Grievous, Cyborg General of the Droid Army would have a different build than Grievous, Whirling Death Machine "Trained in your Jedi Arts by Count Dooku". Optimizing for the former would lead you to the Leader of Droids feat and more Officer levels, while the latter would look at qualifying for Melee Duelist, as it's the best way to make non-Force-Using melee full attacks viable in Saga.

That is a good point. Hmmmm... Now im thinking of just making two stat blocks for him...

Mando Knight
2018-03-03, 04:38 PM
That is a good point. Hmmmm... Now im thinking of just making two stat blocks for him...

The Star Wars GM's cheat option, "Schrodinger's Vader"--Darth Vader (etc.) is simultaneously his ace pilot build, his combat build, and his troop leader build until the encounter determines which statblock is most useful.

Lord Haart
2018-03-08, 07:53 PM
In case you ever wish to have Grievous, Gennady Tartakovsky's Fear-Mongering Jedi-Killer, here's a neat little stat-block i just randomly happen to have around (and, purely coincidentally, it's set exactly at level 14).

General Grievous

Medium Kaleesh (cyborg hybrid) scoundrel 1/soldier 11/elite trooper 1/assassin 1

Destiny 14; Force 13; Dark Side 8
Init +19; Senses darkvision, Perception +13 (+15 with improved sesor package)
Languages Basic, Kaleesh
Defenses Ref 31 (29 flat-footed), Fort 28, Will 24; 0
hp 91; Threshold 30
Speed 6 squares

Melee unarmed +17 (1d6+12)
Melee lightsaber +17 (2d8+12)
Melee lightsaber +17 (2d8+12)
Ranged blaster pistol, heavy +15 (3d8+7)
Ranged ascension gun +15 (3d8+7)
Base Atk +13; Grp +17
Atk Options Cunning Attack, Point Blank Shot, Precise Shot, Sniper
Special Actions Desperate Gambit

Abilities: Str 18, Dex 14, Con 10, Int 14, Wis 8, Cha 12

Special Qualities: Darkvision, Driven, Persistant, Skill Focus Survival if trained, Delay Damage, cybernetical enchantments, cyborg hybrid.

Cybernetics: Implant (Dual-gear), Implant (Dual-gear), Implant (Enviromental sealing), Implant (Enviromental sealing), Implant (Enviromental sealing), Implant (Enviromental sealing), Skeletal reinforcement, Sensory enhancement, Tremor sensor
Droid sýstems: walking locomotion, climbing claws, jump servos, 6 hand appendages, improved sensor package, darkvision.

Talents: Dastardly Strike, Ambush Specialist, Keep Them Reeling, Spring the Trap, Melee Smash, Stunning Strike, Manipulating Strike, Improved Stunning Strike, Devastating Attack (lightsabers) (swapped for Improved Manipulating Strike with Adaptable Talent)

Feats: Armor Proficiency (light), Armor Proficiency (medium), Cunning Attack, Desperate Gambit, Martial Arts I, Point Blank Shot, Precise Shot, Skill Focus (Initiative, Persuasion), Sniper, Weapon Proficiency (lightsabers), Weapon Proficiency (pistols), Weapon Proficiency (simple), Adaptable Talent

Skills: Acrobatics +14, Initiative +19, Knowledge (Tactics) +14, Perception +13, Persuasion +18, Stealth +14

Possessions: lightsaber, lightsaber, lightsaber, lightsaber, heavy blaster pistol, ascension gun (dual-geared with implant), tool kit (dual-geared with implant), utility belt


Tactical abilities:

Desperate gambit (Scum and Villainy) — once per turn, on missed attack roll, reroll it (accepting second result even if worse) and take -2 penalty to reflex until the end of your next turn (-5 if roll was natural 1).

Dastardly strike (core) — Successful attacks against opponents that is flat-footed or denied their Dexterity bonus to Reflex Defense move them -1 step down the condition track

Ambush Specialist (Rebellion Era) — If you are not surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the surprise round for the purposes of talents and feats that trigger only during the surprise round. Additionally, during the surprise round as a free action you can designate that target as your prime target. You gain a +2 morale bonus to attack rolls against your prime target until the end of the encounter.

Keep them reeling (Rebellion Era) — Once per tum as a swift action, you can make an Initiative check, opposed by the Initiative check of your prime target. If your check result equals or exceeds your prime target's check result, your target is flat-footed against all attacks you make before the end of your turn.
Prerequisite: Ambush Specialist.

Spring the trap (Rebellion Era) — If you and all your allies roll higher Initiative checks to start combat than do all your opponents, you automatically gain a surprise round, even if the opponents are aware of you when combat begins.

Stunning strike (core) — Upon damaging an opponent with a melee attack with an attack roll exceeding their damage threshold, they move an additional -1 step down the condition track

Manipulating strike (Scum and Villainy) — Once per turn when you successfully damage a target with a non-area attack, make an immediate Persuasion check against the target's Will Defense. If successful, you determine what the target does with its swift action on its next turn.

Improved Manipulating strike (Scum and Villainy) — Whenever you successfully use the Manipulating Strike talent, you determine what the target does with its move action on its next turn.

Improved Stunning Strike (Clone Wars) — When you damage an opponent with a melee attack that moves the target down the condition track, the target cannot take any action requiring a standard or full-round action on its next turn.

Cunning Attack (The Force Unleashed) — +2 to attack rolls against flat-footed enemies


Cybernetics +9 000 cr

Cybernetic Implant Rejection Installed Cost Surgery Avail Properties/Upgrade Slot
Borg construct +14 R Link to computers 10 m, +2 bonus to skills, -5 to Persuasion
Comlink, subcutaneous +3 R Send communications soundlessly
Cybernetic prosthesis - 6
1 - Yes 2500 500 C Dual gear
2 - Yes 1500 500 C Dual gear
3 - Yes 1500 500 C Environmental sealing
4 - Yes 1500 500 C Environmental sealing
5 - Yes 1500 500 C Environmental sealing
6 - Yes 1500 500 C Environmental sealing
Eye, infrared sensor +14 R Darkvision
Eye, targeting +16 M Helmet Package
Eye, telescopic +9 R Range penalties to Perception every 20 squares instead of 10
Skeletal reinforcement +12 Yes 10000 50000 R +2 bonus to Damage Threshold
Sensory enhancement +14 Yes 800 3000 R Reduces penalties to Perception vs. concealment by 2
Tremor sensor +7 Yes 400 3750 R No penalty to Perception vs. concealment if target has moved

Basically, he's a melee condition-track-killer (that just happens to also be fully functional at range, with Precise Shot and even Sniper) that does not care about your damage threshold, nearly always gets to hit you flat-footed and, neatest of all, needs a single hit to deny you your standart, full-round, move AND swift actions. All at once. Better yet, he gets to CHOOSE your move and swift action for you. So if, say, purely hypothetically, he needs to duel a fully optimised Jedi 'cause you made a bet that a high-level optimised Jedi is still beatable with a non-Force using character… The Jedi will surely pack at least some powers (or Forms) usable as swift actions, so enjoy emptying these into thin air. Better yet, enjoy scaring them into striking themselves (or their allies, if any are present)!
(Fluff idea with determining enemy's actions without using the Force is that you make 'em panic to the point of utterly losing their cool, blindly trying to avoid your blows and falling right into your traps. Crunch effect is that, well, you choose what they do with their actions, no real limitations placed, nothing preventing you from tapping their Force abilities or Lightsaber forms or screwing with their equipment or whatever.)

It's also really tight built, up to and including using Adaptable Talent feat just to get an extra talent in place. Doesn't go into equipmentmancy, though, save for some cybernetics-picking — which incidentally makes it even better as an NPC, since you don't have to worry about players getting too much upgraded equipment.

Sparx MacGyver
2018-03-16, 11:11 PM
Outside of the core book, is there an skills for pc's on a starship?

I wanna put together a nice list with formula's for my players so we don't have to reference books all the time.

Mando Knight
2018-03-17, 01:44 AM
Outside of the core book, is there an skills for pc's on a starship?

I wanna put together a nice list with formula's for my players so we don't have to reference books all the time.

Starships of the Galaxy (naturally) has additional rules for skills on starships on pages 18-19: pilots can feint or create a diversion to hide with Deception (taking a -5 if they aren't trained in Pilot, but adding both the ship's size and Dexterity modifiers to the check); Perception checks at Starship Scale impose a -5 for every square (instead of every 10 squares as in character scale); pilots can also use Stealth to sneak their starship around (besides the cloaking devices in SotG, Scum & Villainy has additional tech to install on a ship to help it sneak about); and finally SotG also expands and codifies Use Computer for astrogation, communications, and sensors.

Blackhawk748
2018-03-17, 06:00 PM
The Star Wars GM's cheat option, "Schrodinger's Vader"--Darth Vader (etc.) is simultaneously his ace pilot build, his combat build, and his troop leader build until the encounter determines which statblock is most useful.

Ya, im just gonna make two builds for him. Probably a Soldier/Noble/Officer build for when hes being an Admiral and the Fear Murder Machine for everything else.


*absolute horror*

This is just horrific on a conceptual level. Good job sir, im gonna use this, and my PCs will probably hate me.

Anyway, we've finally ended our Deadlands game (after chasing the villain across the literal entirety of the US) and now we will be starting our Star Wars game next week. I've got Nute Gunray stated if i need him (hes a Noble/Scoundrel), and im currently working on Pre Vizsla:


Human Soldier 7/Gunslinger 2/Elite Warrior 4

Str:14
Dex:18
Con:14
Int:14
Wis:14
Cha:16

Feats:Point Blank Shot, Martial Arts 1, Coordinated Attack, Quick Draw, Dual Weapon Mastery 2, ???
Bonus Feats: Dual Weapon Mastery I, Precise Shot, Double Attack

Talents:Commanding Presence, Armored Defense, Imp Armored Defense, Feared Warrior, Multiattack Proficiency (Pistols), Devastating Attack (Pistols, Indomitable.

Skills: Initiative, Knowledge (Tactics), Perception, Persuasion, Pilot


Basically he Dual Wields Pistols and works ok with his other soldiers. So, how can i improve him?

Edit: Swapped out some Gunslinger Levels for some Elite Warrior levels and gave him Commanding Presence and Feared Warrior instead of Fool's Luck and Lucky shot, as these feel like a better match.


Noble 4/Scoundrel 3/Crime Lord 2
Str 8
Dex 13
Con 10
Int 15
Wis 16
Cha 18

Talents: Connections, Wealth, Art of Concealment, Illicit Dealings, Impel Ally 1, Impel Ally 2

Feats: Quick Draw, Linguist, Skill Focus (Deception), Point Black Shot, Precise Shot, Skill Focus (Persuasion), Rapid Shot, Running Attack

Skills: Deception, Gather Information, Init, Knowledge (Bureaucracy, Law, Galactic Lore) Persuasion, Use Computer