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  • File : 1305888807.jpg-(38 KB, 555x542, tie_fighter_squardron5.jpg)
    38 KB Star Wars d6 Tie fighter campaign Anonymous 05/20/11(Fri)06:53 No.14989906  
    Hello /tg/ i'm running an open d6 game of star wars and i need some general GMing advice. My players are recent graduates from the Imperial officer academy and are now currently assigned to a TIE fighter squadron. The start of the game is their first assignment to an Imperial Star Destroyer, a month before the battle of Yain.

    How should i proceed?
    >> Anonymous 05/20/11(Fri)06:59 No.14989933
    How about some intelligence reports of rebels amassing power at a certain location in the galaxy?
    >> Anonymous 05/20/11(Fri)07:06 No.14989969
    is it an evil campaign?
    >> Anonymous 05/20/11(Fri)07:12 No.14989991

    Well, this is the Empire, they're BOUND to be evil, aren't they?
    >> Anonymous 05/20/11(Fri)07:16 No.14990004
    Just as much as any solider is evil
    >> Anonymous 05/20/11(Fri)07:18 No.14990018

    I was just being sarcastic. Still, the question is there, OP
    >> Anonymous 05/20/11(Fri)07:18 No.14990021
    Is this WEG Star Wars d6 system?
    >> Anonymous 05/20/11(Fri)07:19 No.14990024
    Low ranking soliders are not necessarily evil.
    >> Anonymous 05/20/11(Fri)07:25 No.14990057
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    OP, have you read the Imperial Sourcebook? Lots of great ideas for an Imp campaign.

    >> Anonymous 05/20/11(Fri)07:35 No.14990101
    OP, here yes i have been reading the imperial source book and yes this is WEG d6 although i'm using the minisix system (pretty much the same thing just more streamlined). This is my second campaign so i'm very new to the GM business.

    As to the question on the morality of this campaign. I'm trying to make it ambigious for my players, they can choose to be honorable soldier that actually believes in what they do or fanatical genocidal xenophobic maniacs. For me i believe in grey areas so i will see what they will do and how far they will go. If they want to be good then i will start throwing missions that require them to do pretty some grimdark stuff and see how they react and vice versa.
    >> Anonymous 05/20/11(Fri)07:55 No.14990166
    Don't do rebels. Rebels are boring.

    Remember the Empire does peacekeeping as well.

    Have them intercept pirates instead.

    The pirates are being funded by back-door dealings with a random trade corporation.

    Your campaign can then end with you assaulting and destroying the corporation's mobile trade station while your captain informs you of the Empire's plans to regulate and prevent such corruption.


    Also don't overdo the grimdark. It doesn't fit the mood of Star Wars that well. Star Wars can be dark, certainly, but it's also quite light-hearted about it.
    >> Anonymous 05/20/11(Fri)08:59 No.14990421
    Would it be fun if perhaps the TIE pilots participates in controlling rebel uprisings in familiar locations form the movies, like Naboo or Geonosis. I would love to see Theed Palace gettting carpet bombed by TIE bombers.
    >> Anonymous 05/20/11(Fri)09:13 No.14990493
    Play up the command structure and fellow NPCs as well, with several different officers who will provide different points of view on the empire as a whole.

    A good cast should include...
    -The rest of the player's squad.
    -At least two other squadrons (6 to an ISD) to act as rivals/best fighter friends forever
    -The immediate superior to the players
    -One or two fellow midlevel officers at equal rank
    -Whomever is in charge up top

    That way, you have plenty of characters to use for roleplaying, as well as various points of view as to the role of the empire, the ethics of the military, and all that good stuff. You can use daily life aboard the ISD to act as a gauge of where your player's loyalties lie, and therefore guide the campaign accordingly.
    >> Anonymous 05/20/11(Fri)09:32 No.14990599
    OP here, what about trying to give my players a sense of adventure and sprinkle some humor into an imperial TIE pilot's life?
    I'm hoping to make the campaign a bit free form and let my players decide what mission they want to take half way into the game, the beginning is to let them get used to the system first since they are all beginners to the system and less than half of them had experience in even playing an RPG.
    Later on i would want to make them an independent unit with their own heavily modified carrier/corvette. Would that sound good?
    Suggestions? Criticisms?
    >> Anonymous 05/20/11(Fri)09:48 No.14990676
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    Will they be participating in the Battle of Yavin or Endor?

    Would this quest be one of those alternate universe quests where the players made a difference in the whole saga?
    >> Anonymous 05/20/11(Fri)09:58 No.14990733
    have a bunch of NPC eyeball pilots that get killed on each mission.
    >> Anonymous 05/20/11(Fri)10:10 No.14990808

    Just as a thought, you could have the group as part of a wing of newbie Tie Fighters fresh from the acadamy. They get sent out from a big base with a corvette to do peace-keeping missions to get used to the system and their characters. When you feel they are ready to begin proper, the carrier returns with the players to their main base to find that - oh no! - it's been destroyed by some unknown force. With the rebellion in full swing, most of the resources of the Empire have been diverted and the corvette and its rookie Ties have to hold the fort until help can be sent. From there, they could try and investigate who was responsible for taking out their base (possibly lead the group on to think its Rebels but it could be pirates or anything, really), keeping order, flying trade escorts, pirate hunting, all sorts of things!

    By the time they get bored of this, they will almost certainly be experienced veterans. They can then be finally relieved, and be deployed elsewhere. Perhaps you could borrow from the Tie Fighter game and have a member of the Emperor's Hand find out about them and give them the freedom to head from warzone to warzone in exchange for running the occasional black ops mission.

    The humorous, lighter side of the being an Imperial soldier could come from the groups interactions in down time - make the carrier a mini society of its own, with nice, funny guys as well as British space nazis. Interactions with aliens and non-imperials such as bounty hunters could also be a source of humour, but that would depend on how much the players want to play up the anti-alien ethos (it's not that present in the film, to be honest, you just don't see many aliens).
    >> Golden Neckbeard !!LEZvari2Ffq 05/20/11(Fri)10:16 No.14990838
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    >When you feel they are ready to begin proper, the carrier returns with the players to their main base to find that - oh no! - it's been destroyed by some unknown force...
    >> Anonymous 05/20/11(Fri)10:18 No.14990845
    Holy shit what is that thing? Is that the Pride of Hiigaran? (dunno how to spell)
    >> Golden Neckbeard !!LEZvari2Ffq 05/20/11(Fri)10:23 No.14990874

    "No one's left. Everything's gone. Kharak is burning."
    >> -|- Reichsguard -|- !!Q3opPDaKzPo 05/20/11(Fri)10:23 No.14990875
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    If I recall correctly"Pride of Hiigara" is the name of the mothership in HW2. In HW it's just The Mothership.
    >> Anonymous 05/20/11(Fri)10:24 No.14990881
    Outer Rim pirate and smuggler fighting offers some standard space combat fare, although might be a bit boring. Trying to stop an interspecies war could be more interesting, and offer some grey moral areas about the Empire.
    If it's just pre Yavin, they have a good moment to choose who to back - a fair few Imps defected when Alderaan was destroyed, and some more after Yavin when the rebellion started looking like a real power
    >> Golden Neckbeard !!LEZvari2Ffq 05/20/11(Fri)10:29 No.14990908

    The only moment in any vidya to ever bring a tear to my eye. Not Heather Poe or Eli Vance's deaths, not not even the completion of Raziel's circular fate compare to the sheer pathos delivered in this scene.
    >> Anonymous 05/20/11(Fri)10:35 No.14990950
    OP here, i choose a pre-yavin game to show my players the dramatic build up of the Rebel alliance.

    I am not sure if i would like to have my TIE fighters going up against x wings just yet.

    i read the ship stats and practiced a one on one combat between the two fighters. The TIE didn't....fare too well.

    i'm thinking about making it true to the spirit of star wars by making the TIEs outnumber the rebel fighters by 3 to 1 or more.

    Would this kill the drama and mood as my players might feel that they are ganging up on the underdog of this conflict?

    Thank you for the feed back everyone i really like the idea of presenting drama on the carrier through the NPCs. Although i'm not that good of a role player yet i would like some suggestions on how to act out certain NPCs.

    Any advice /tg/? i really appreciate the attention this post is getting.
    >> Anonymous 05/20/11(Fri)10:40 No.14990974
    >Would this kill the drama and mood as my players might feel that they are ganging up on the underdog of this conflict?

    you have to stress how important their mission is to the safety of the galaxy. Have them establish some friendship with NPC TIE pilots and then kill them off in droves. if they don't hate the rebels for being rebels, they'll hate them for killing their comrades.
    >> Anonymous 05/20/11(Fri)10:42 No.14990983

    Put them up against pirates in Z-95 Headhunters. Have them gleefully blast TIE fighters out of the sky. Then introduce the Rebels as a bigger, meaner version of the raiders.
    >> Anonymous 05/20/11(Fri)10:55 No.14991084
    If the rebels just blast the first wave (probably the 'cocky aces' squadron that every ship needs)
    they'll realise that TIEs are the underdogs in almost any situation.
    Of course, they could also do work against bigger ships - rebel commando raids in disguised civilian transports for example
    >> Anonymous 05/20/11(Fri)11:05 No.14991146
    >rebel commando raids in disguised civilian transports for example.

    Maybe the players could also be doing ground combat missions.

    Is there any source of canon detailing about Imperial pilots acting as commando units? It could create more variety.
    >> Anonymous 05/20/11(Fri)11:11 No.14991192

    Well, you're trained to pilot TIEs, and the Empire doesn't expect to get much more than a few flights out of you. I don't think they'd waste the time training you for anything but flying.

    You'd have to pave your own path in-game if that's what you wanted to do.
    >> Anonymous 05/20/11(Fri)11:18 No.14991239

    If you want them to get straight to fighting rebels, one solution could be to put the Rebels in crappy ships, at first. Remember that before Yavin the Rebels were even more rag-tag. Have em go up against Z-95 Headhunters or Uglies. Also, I like what >>14991084 said about the "cocky aces." After a few missions going up against cheap, cobbled-together rebel craft the player's will probably be overconfident when you throw real X-Wings at them. That could be the real "shit just got real" moment for them. Maybe fudge some rolls in their favor but in the end their ship's compliment of TIEs will be devastated, necessitating some big change in the command structure or where they're assigned that the players can participate in.
    >> Anonymous 05/20/11(Fri)12:12 No.14991580
    shameless self bumping.
    >> Anonymous 05/20/11(Fri)12:16 No.14991599
    Have them go up against older, crappier stuff first. Pirates and backwoods militia pilots in Headhunters, Clone Wars vintage fighters and other scrapheaps. Remember, the Imperial fighters are very manouverable, have reasonable firepower but cannot survive real hits. The characters are bound to have problems killing anything with shields, so make shielded enemies a point: they are slower than you, they can't turn like you but they can shrug off shots that would blast you into atoms.

    I friend of mine is running a brilliant, Imperial, version of the Darkstryder - campaign. Find it, download it and mine it for ideas. Like others have suggested make friendly npc's that the pc's will grow to like and then make them watch as those npc's go down in flames when they are all thrown against heavy defences, swarms of enemy fighters or the guns of a hostile capital ship.

    I wouldn't make them fight X or A wings until much, much later, if they are in TIE Fighters when that happens they are dead meat. An X-wing should be a rumor, a shipborne legend that will be laughed off until they witness one in action.

    Make a scenario like the Pearl Harbor raid, where they players are the only ones that make it into the air (or space) before their base/mothership is crippled so that it can't launch any more. Make another one like the Battle of Britain, where they face wave after wave of enemies with little sleep, food or rest between battles.
    >> Anonymous 05/20/11(Fri)12:16 No.14991603
    first piece of advice (assuming you're new at GMing)

    do not insert yourself into the game/story, no one likes a mary sue.
    >> Anonymous 05/20/11(Fri)12:17 No.14991605
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    Well, I mean, I fly for the Empire, but I've also got this neat cookie business on the side. Here, try a sample!
    >> Anonymous 05/20/11(Fri)12:25 No.14991640
    Yep, graduality is an important point to make. Also, for roleplaying tips: you could have their carrier captain be reluctant about the Empire after Alderaan pops. This doesn't come out against pirates, but it rises when facing rebels. Blam, roleplaying opportunity: mutiny or siding with him. Or whatever rocks your boat.
    >> Anonymous 05/20/11(Fri)12:29 No.14991659
    OP here


    I have read enough Mary Sue mythos level horror stories on /tg/ to know better, i actually do self inserts in my last campaign(sorta by accident since i currently lack the skills to play a properly different character).
    However i try to make him the comic relief and the quirky handy tech/medic man who stays in the background and act like an annoying hollywood director giving them cues when my players really don't know what to do.

    Due to mostly poor tactical decisions on the player's part and dice rolling.Hes currently the butt monkey
    who has been so far been lacerated by a Wyvern,

    blown up by a player's misthrown grenade,

    blown up by an enemy's grenade,

    dragged off into the darkness by a choker because one of my players failed to cover the rear in a dark cave.

    Pounded to scrap by undead skeletons because the same player (who is some kind of a black ops trooper) shoved him in front as a human shield.

    i could go on.
    >> Anonymous 05/20/11(Fri)12:35 No.14991689
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    This is the face of there killer
    >> Anonymous 05/20/11(Fri)12:40 No.14991715

    I really want to read the x wing series novels, kinda hard to find them in my local bookstores
    >> An0n !AuP9KU2rHM 05/20/11(Fri)12:46 No.14991763
         File1305910017.jpg-(165 KB, 403x545, porkins.jpg)
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    rolled 35900 = 35900


    >> Anonymous 05/20/11(Fri)12:53 No.14991809
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    Alliance policy appears to be to give everyone on the attack run a credit on the Death Star kills. Still, only one man has two Death Star Kill Markings

    (The X-wing comics are very good)
    >> Anonymous 05/20/11(Fri)12:54 No.14991823
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    >> Anonymous 05/20/11(Fri)12:56 No.14991838
    Want the Empire done right? Allegiance has an interesting take on some rogue stormtroopers. Have the Empire be about restoring order, putting down rebellions/local genocide/civil disorder. Most people won't believe the stories of atrocities, dismiss them as outliers or rebel lies.

    After Alderaan, have claims that it was a)an accident b)a rebel stronghold/bioweapons development c)blew itself up with its own superweapon d)Um...no idea

    Basically, the Empire isn't all evil skulls mckilling all day every day. Just a large minority in the halls of power, and officers.
    >> Anonymous 05/20/11(Fri)12:57 No.14991848
    They later ran out of room for kill markings on Wedges X-Wing and painted red TIEs representing entire squadrons. TIE Pilots fear this man.
    >> Anonymous 05/20/11(Fri)13:00 No.14991875
    Just improve the TIE's stats. TIEs being shit fighters is in every way an invention of the EU.
    >> An0n !AuP9KU2rHM 05/20/11(Fri)13:02 No.14991894
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    Yeah, have the other members of Rogue Squadron if you want a big threat.

    I would say the z95 head hunters, and cloakshape fighters would be your best bet for pirate antagonists ships.

    Maybe put them against nothing larger than a Nebulon B with attendant fighters, at least at first.
    >> Anonymous 05/20/11(Fri)13:03 No.14991896

    How about handing out TIE advanced x1 and later the defenders when the players become a well known veteran unit?
    >> Anonymous 05/20/11(Fri)13:05 No.14991921
    Just give them "older models". Crappy shield generators, more chance of breakdowns, and a bit more sluggish. On the other hand, they'll stop complaining when they see their unshielded NPC meatshields die horribly to single hits.
    >> Anonymous 05/20/11(Fri)13:05 No.14991922
    Removes the cool RP feeling of "I'm just a lowly grunt in a big universe."

    In all seriousness, there's no reason to assume TIEs are inferior fighters. They acquit themselves indistinguishably from rebel ships in the OT (save against heroes, for obvious reasons).
    >> Anonymous 05/20/11(Fri)13:05 No.14991925
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    Baron Soontir Fel ace imperial pilot and bad bad man.
    >> Anonymous 05/20/11(Fri)13:06 No.14991930
    I'm trying to remember a quote about Tie-Fighter pilots. Something like Tie pilots were insane, Bomber were filled with blood lust but Interceptors were just berserk.

    I'm not so sure that X-Wing should be mythical like >>14991599 suggests, but their capabilities should officially be denigrated. An upgrade to the Z-95, but nothing to match the fire-power of the Empire! Then you actually fight them.

    If you're into 40k, you could draw parallels with the Imperial Infantryman's Uplifting Primer. It's a propaganda vastly overestimates bot the effectiveness of the Imperial soldiers and underestimates the threat of enemies.
    >> Anonymous 05/20/11(Fri)13:09 No.14991952
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    Maarek Stele would like to have a word or two with Mr. Antilles.

    OK, he doesn't have two Death Star kills. . but he fights to restore PEACE and ORDER throughout the galaxy.
    >> Anonymous 05/20/11(Fri)13:10 No.14991961
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    Later on the empire upgrades TIE/in fighters with shields, if they get good that's what I'd give them.

    Picture is the Imperial 181st elite TIE squadron.
    >> Anonymous 05/20/11(Fri)13:10 No.14991963
    They're swarm fighters, with well trained, experienced zealots at the helms. Sure, they'll die if you hit them, but a)you have to hit them, b)they come in packs of 10. You see a TIE, you run, because you're about to get 20 laser cannon shots on your shields.
    >> Anonymous 05/20/11(Fri)13:12 No.14991979
    My whole point is "suicidal trash-pilots" is so much EU bullshit taken as gospel and should be ignored.
    >> Odvar 05/20/11(Fri)13:17 No.14992025
    They have them at my local Barnes and noble. they're good, not quite Thrawn-trilogy good, but much better than a lot of the rest. Michael Stackpole, who wrote the first 4 or 5 books in the series, is good friends with Timothy Zahn.
    >> Anonymous 05/20/11(Fri)13:18 No.14992035

    OP here, I want to make the men and women of the empire to be less psychotic and fanatical and more of the end justify the means type that you can sympathize with.

    Is there a proper way to portray the Imperial officers and troops as somewhat mislead/determined without making them appear as monsters?

    I also do it because my players would just be turned off with the company they have to live and fight alongside with.

    Or is it better to just dump this grey area morality thing and stick with the good guy, bad guy vanilla star wars moral?
    >> Anonymous 05/20/11(Fri)13:18 No.14992041
    The problem with that is that the Empires own pilots view the TIE as a deathtrap to the point that a squadron commander is shocked when Baron Fel voluntarily took a second tour in TIEs rather then be promoted into a destroyer.
    >> Anonymous 05/20/11(Fri)13:22 No.14992069
    Rebels are honourless cowards, killing innocents with their bombs and strikes. You know the Guerlia garrison bombing? Two hundred dead. Two hundred. Because some backwater hick decided to ram his airspeeder into the fuel storage in the prefab dome. Kriffing rebels.

    These people need a firm hand to restore order. We might not get thanked for it, but it has to be done. Otherwise, we might as well go back to the Republic and civil wars on every other planet.
    >> An0n !AuP9KU2rHM 05/20/11(Fri)13:23 No.14992080
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    There was one comic story I read, where there was an imperial officer that was good at his job, and cared for his men, but was fucked over by idiotic superiors and office politics.

    I can't remember the name, but he fought aliens that roll up in balls and throw spears.
    >> An0n !AuP9KU2rHM 05/20/11(Fri)13:25 No.14992099
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    Was anyone else keeping order on Tattoine before the Storm Troopers arrived?

    Oh wait, the Hutts. Yes. The Hutts kept order. Yes. Sure.
    >> Anonymous 05/20/11(Fri)13:28 No.14992115
    OP... from years of running Imperials in Star Wars... Stay as far away from the movies as humanly possible... infact... don't even go near a movie system.

    That is the domain of Vader and unless the players are the elite of the elite (Like hell they are starting), they won't be anywhere near the Avenger or later Executor once she comes on line.

    Keep them on an ISD only for as long as it takes to bounce them over to a Victory or Nebulon B frigate. Something part of a smaller squadron or support line for a system fleet.

    Hunt pirates... hunt rebels... support imperial blockades. Allow the players to receive word through imperial communications of the destruction of the Death Star. Work the emotional and morale damage and then the sense of revenge that the imperial navy is going to have to hunt down the Rebellion. Let the players become the vengeance dealers and the atrocity doers. If they don't... if they stay to the high moral road that some of the navy holds themselves to, then give hints of the atrocities being committed elsewhere. Give them ways to stand up for what is right and not fall into the realm of the Tarkin Doctrine. Allow the players to hunt rogue imperials who might try to escape.

    If they prove loyal, give them friends within the Ubiquitorate/Imperial Intelligence. Have them hunt their own command staff, purge the traitors. If they waver any, give them a chance to escape... but make it hard. No bloody rebel agents just showing up.

    Imperial games are the very best. If done right, there will always be a hard liner for either cause in the party that will need to be slain before the party escapes or does the will of New Order.
    >> An0n !AuP9KU2rHM 05/20/11(Fri)13:33 No.14992156
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    >Allow the players to receive word through imperial communications of the destruction of the Death Star.

    So reminds me of this...

    >> Anonymous 05/20/11(Fri)13:40 No.14992195

    OP here, I think i get a bit of where you are going and i think i'm interested to hear more.

    could you please go into more detail?

    >CAPTCHA: assumed neinnix

    why do i have this sinking feeling that my campaign will become very dark.
    >> Anonymous 05/20/11(Fri)13:40 No.14992199
    It got worse. He wound up reporting his childhood connection to Luke, got sent in as a spy, and died in a fireball after trying to take Luke in alive.

    Also, OP? Have your players be in a backwater, far from Imperial Center. That way, they have more freedom, less UNIFORM INTERCHANGABLE DERP FIGHTERS FOR EVERYONE, and more RP beyond politics, politics everywhere.

    Bonus points for outdated, Clone Wars equipment. There'd be one Venator or Victory SD assigned to the whole sector, with rare Fleet formations of ISDs/convoys passing through.
    >> Anonymous 05/20/11(Fri)13:42 No.14992208
    Also... feel free to get them out of the TIE fighter as soon as they prove themselves up for it. This is going into some of the TIE Fighter PC game of days gone by but get them into an elite gunboat squadron or give them access to a Skipray Blastboat if you need them to have some extra firepower against the more modern fighters.

    Wheel out some of the first runs of the TIE Interceptor as rewards for being good pilots. If the party, through being smart, captures a few rebel or pirate fighters (yay for finding Y-Wings pretty much everywhere, including under some rocks) and have them launch a commando raid against a rebel strong hold.

    Never let them touch a TIE bomber unless they ask for that role (there is always one)... Really, the base TIE should only be a support piece. If you toss around the idea of the hard points on TIEs that the old PC game had, you can seriously boost the basic firepower of a TIE or TIE Interceptor immensely (4 concussions do wonders... heck 4 torpedoes are enough to make some corvettes feel nervous about a TIE flight that is cruising nearby.)

    Really, find and replay TIE Fighter... it will make running the fighter combat so much easier...

    and always have an addition squadron of 12 TIEs on hand from the carrier... no matter what.

    Really, of the carrier types in the Imperial navy, only the Carrack doesn't carry spares (only 6 on racks)... then again... a Carrack doesn't exactly fear anything starfighter scale.

    But yes... READ THE IMPERIAL SOURCEBOOK. Study and memorize how an Imperial fleet is organized... see how a ISD is only a line in a squadron... and how a naval squadron might have several systems to cover. A frigate line of 6 Nebulon Bs might be all that is in a system... but that is 12 squadrons of fighters in just the mobile assets, not counting what is on a platform or base.
    >> An0n !AuP9KU2rHM 05/20/11(Fri)13:42 No.14992210
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    Playing the good guy is never easy...
    >> An0n !AuP9KU2rHM 05/20/11(Fri)13:56 No.14992320
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    >ut yes... READ THE IMPERIAL SOURCEBOOK. Study and memorize how an Imperial fleet is organized... see how a ISD is only a line in a squadron... and how a naval squadron might have several systems to cover. A frigate line of 6 Nebulon Bs might be all that is in a system... but that is 12 squadrons of fighters in just the mobile assets, not counting what is on a platform or base.

    This has always made me see that HUGE fleet amassed in Empire Strikes back as incredibly wasteful.

    I mean even when you flew past that fleet in X Wing Alliance, it was something like a dozen Star Destroyers escorting a SSD.

    An impressive show of might, but my god, so much waste.
    >> Anonymous 05/20/11(Fri)13:56 No.14992321
    That sourcebook doesn't seem to be on /rs/. . or my search skills failed. Damn.
    >> Anonymous 05/20/11(Fri)13:59 No.14992334
    Then again, that was the blow that would crush the Rebellion. Kill it. For good. Bye bye troops, bye bye fighters, bye bye a good chunk of the leadership and supplies. All that'd be left was Ackbar, Mothma, and a dozen light cruisers. The Empire had hundreds of ImpStars at least, mostly in the deep core at that point.

    It would have been a slaughter.
    >> Anonymous 05/20/11(Fri)14:02 No.14992348

    OP here, thanks for the advice on the TIE fighter pc game i checked it out it seemed pretty old, is it on the dosbox? i wanna try it out a bit but i got no joystick.

    I had been skimming through the Imperial source book and found the scale of a fleet/line/squadron to be tremendous, with thousands upon thousands of crews i feel kinda overwhelmed on how to present the amount of NPCs on the ship.

    Criticisms? Ideas to expand upon?
    >> An0n !AuP9KU2rHM 05/20/11(Fri)14:02 No.14992355
         File1305914547.jpg-(38 KB, 420x536, bears 01.jpg)
    38 KB
    rolled 26554 = 26554


    Makes me wonder how many mon cal cruisers it would take to bring down that fleet...
    >> Anonymous 05/20/11(Fri)14:03 No.14992360

    Okay... simple.

    Start is the typical ISD posting. Bounce some freighters while on the way to the outer rim, show off the confidence of being on in the navy. Once they get out to the rim, stick them on a Strike Cruiser or Nebulon B. Have some fun, subjugate a world. We are bringing civilization and the light of the New Order to the people.

    Hot on the heels of the successful campaign, spring the Battle of Yavin on them. Mind you, we are sectors away but it is a symbol of the might of the empire. There will be a period of wavering... who wouldn't question? Some will mention about what are we fighting for?

    Show the arrival soon after of a permanent member of the Intelligence department (the Ubiquitorate). Perhaps they are on the flight deck when his ship arrives. Do some more missions. Remember, the Tarkin Doctrine is just now coming into effect with the dissolution of senate. The honor that we joined up for is giving away to terror tactics.

    Perhaps some want to extract revenge on ANY rebel, even if they are simply just a repair or hospital ship. Let someone in the party lead the attack. If a player won't shoot at civilians, let an NPC do it. If they protest, let the commanding officer just wave it off. If they go with it, get commended for their efficiency.

    After all, a dead rebel is a good rebel.

    As the successes of the Rebellion elsewhere in the galaxy grow, let word that one of the ships in the squadron is thinking of defecting and word gets to the party, one way or another. If they are wavering in their bloodthirsty moods, sympathizers. If they are the atrocity dealers... well... overheard in passing. If they are the high road types... someone wanting to ask in passing if it is okay or not. Deal with it in any way they want.

    If they stay, depending on their actions... reward or punish. The Ubiquitorate is so nice for this reason.
    >> Anonymous 05/20/11(Fri)14:04 No.14992366
    Have your guys assigned to something smaller. A Dreadnaught, or a space station. Helps if it's a backwater. Otherwise, yeah, the ImpStar makes every fight a joke.

    The old EU Han Solo adventures had excellent depictions of the backwaters of the Empire. Flip through them sometime.
    >> Anonymous 05/20/11(Fri)14:04 No.14992369

    Hoth and the lead up to Endor is a great time period for the wavering of the Empire's armed forces as more and more depart. How many times can the players hunt their own before they too start to question?

    Again... NEVER. LET. THEM. NEAR. VADER/MOVIE PLOT WORLD. Certain things need to happen to keep the flavor.

    If they have somehow managed to stay imperial... it is the best time... 5 years of chaos, let the players carve out their own little empires. By now, they shouldn't be fighter pilots anymore... at worst, squadron commanders... at best... officers of a warship. Have fun with it! Watch and read your best political or military thrillers... don't read the Star Wars EU novels... they are crap in terms of political and military intrigue. But the rule is this, always keep the players guessing about that is coming next... let them believe the Emperor might have survived Endor..

    Hell, try to spin it as though Endor was just a psy-ops and Rebel propaganda... your guys were 12 sectors away... who knows what is happening. No word from central command... who the hell is coming over the local channels? This guy wasn't a moff yesterday... Grand Moff... hell, he was an admiral last week... Damn it... where is our supply ships! How am I supposed to hold this sector on just three squadrons... and not a single ISD... Okay, lets see what we can do.
    >> Anonymous 05/20/11(Fri)14:06 No.14992382
    More than the rebels had. The rebels at this stage are OH FUCK WE'RE SCREWED RUN AWAY whenever the Empire attacks/knows they're coming.
    >> Anonymous 05/20/11(Fri)14:08 No.14992400
    Post Endor is great. Near-40k levels of hopelessness for the Imperials. Civil war everywhere, dozens of "Emperors" and "Empires" all carving out pocket realms...and a New Republic slowly but surely expanding across the galaxy.
    >> Anonymous 05/20/11(Fri)14:08 No.14992403

    Let me see if I can help you there...


    Fresh from my old stockpiles
    >> Anonymous 05/20/11(Fri)14:14 No.14992432

    OP again,

    I was hoping to keep them away from the movie plot until the climax at the battle of Endor. Could you explain why it would be a bad idea to try and mix in with the movie?

    If the campaign goes well and my players does not want to stop the furthest i would go would be the Thrawn trilogy (currently reading).
    >> Anonymous 05/20/11(Fri)14:16 No.14992450

    forgot to add, any military thrillers to recommend? the most that i read is Rainbow Six.
    >> Anonymous 05/20/11(Fri)14:18 No.14992464
    Make some precarious subsector situation where the Rebellion is getting played by corrupt local interests intent on killing off their neighbors based on ancient grudges the Empire had kept suppressed.

    Also other TIEs can be ablative wounds.
    >> Anonymous 05/20/11(Fri)14:18 No.14992472
    "Sir! The rebels are at Hoth!"
    "Sir! We should go to Endor!"
    "Sir! Jabba the Hutt has Skywalker! Can we have the bounty?"

    If the players pull that shit, have their superiors laugh them off, have them tested for spice abuse (space drugs), or thrown in the brig/court-martialled for spreading rumours/rebel sympathies.
    >> Anonymous 05/20/11(Fri)14:19 No.14992478

    Yeah, Vader's personal escort was half an entire Sector's Imperial Star Destroy allotment.

    Considering a Sector Fleet might only have 24 of the things between 100 world and up to another 1600 ships of various types to spread out amoungst them... not all of them being very big... to cover the whole sector and still escort those big battle wagons about.

    In fact... a good number of them might be corvettes and frigates with a few strike cruisers mixed in. Some of the might be dreadnaughts or left overs from the clone wars (Sir, why are we stuck on these old Aclimators, they were in service when my dad was in service. SHUT IT! It's what we got and we need to use it). Only the core worlds would be maxed out with top of the line ships. There is still enough clone wars stuff floating about.
    >> Anonymous 05/20/11(Fri)14:21 No.14992490
    Acclamators are primarily slave carrying ships now, Venators were partially phased out but still used, and Victory-class Destroyers are still common. TIE fighters are the most common, with older marks and V-wings rare but not unheard of.
    >> Anonymous 05/20/11(Fri)14:25 No.14992516

    Why is simple... because the players already know what to target... where to go. They are going to go after Home One. They are going to go after the Falcon. They will go after the A-Wings to guard Executor. Most people know the Battle of Endor like the back of their hands (to the point that if you play them the soundtrack without the visuals, they can tell you EXACTLY what is going on)...

    Unless you intend to save the second DS (but unable to prevent the death of the Emperor because they are naval officers and thus not on board nor prevent the destruction of the shield generator, see above... bloody ewoks)... you are just setting up one warlord having access to the BIGGEST DAMN WEAPON EVER...

    Better to not even be there... it's too big a battle to run... too many elements for a single group to run... what are the implications for succeeding!

    Yeah... the civil war is better without the 2nd DS...
    >> Anonymous 05/20/11(Fri)14:29 No.14992558
    The best bit? If they know that the Death Star is at Endor (or even know Endor exists; it's really very obscure), have them shot for treason and spying for the enemy.
    >> Anonymous 05/20/11(Fri)14:30 No.14992562

    If the old Dreadnaught still sees life somewhere, I am sure there are few second line squadrons who still have the old Aclimator... they may be like the Kidd class in the US navy... no one wants them in the modern fleet... and we will sell them off as soon as we can and... wait... what? Open Rebellion? Death Star destroyed...

    Well... we need everything that flies now... scrap the plans to sell off the remainder of the active reserve and get the yards working on getting the inactive reserve up and running... meaning that if you like the clone war ships... pull them out!

    No building schedule ever is as grand as what we desire... even in the grandest dreams of KDY.
    >> Anonymous 05/20/11(Fri)14:32 No.14992585

    OP again,
    I see your point my players would probably meta game.

    I am getting a massive headache trying to anticipate what my players would do.

    Do all GMs feel this way?

    I can still remember the image of one of my player's smug grin in my first campaign.
    >> Anonymous 05/20/11(Fri)14:32 No.14992587
    Kuat's in love with ImpStars. ImpStars, ImpStars, ImpStars. Dreadnaughts, VSDs and VenStars? They're still common, but they're not popular.

    Mind you, Dreadnaughts are kriffing indestructible. Laugh at redundant crew, but those hulks don't go down easily.
    >> Anonymous 05/20/11(Fri)14:34 No.14992598
    Wipe that grin off with a)execution b)brig c)testing for spice/jedi powers, which leads to a) and b)
    >> Sergeant Major Alexandros 05/20/11(Fri)14:36 No.14992621

    See Lucastarts' TIE Fighter game.
    >> Anonymous 05/20/11(Fri)14:41 No.14992660

    never said a posting had to be popular. Do you think anyone wants to be assigned to a frigate or corvette? Not when there is the big capitals out there?

    Not every ship in the fleet is an Imperial... even at it's fastest build rate, KDY could never turn them out fast enough to match even the Emperor's demands. Seinar couldn't turn out the Strike Cruisers fast enough. What does that leave? Old Victories, Dreads, Venators... would love to have enough Strikes and Nebulon-Bs to assign everywhere... but that isn't going to happen. Looks like someone pulled Carrack or Aclimator duty. I can almost promise you that Corellia supplied more than it's share of corvettes and gunships to the navy... they weren't a rebellion only ship by any means of the word.
    >> Anonymous 05/20/11(Fri)14:43 No.14992672
    Venators store 192 or so fighters+ shuttles+more if you load the side "Station docks"

    They are godly carriers, though they have trouble releasing the swarms in an orderly fashion without opening the dorsal bay, and that leaves them really vulnerable.

    1 Vicky 1 venator. 3 Dreadnoughts, 3 carrack/Tartan, 4 Escort Carriers (The Hanger with engines kind, not the Rebel Strike commando strike craft kind) 2 Gladiator star destroyers, A selection of IPVs that are purely local, some Imperial customs frigates/corvettes(Both Corellian Corvettes and the specialized imperial ones that are two-pronged) that's a decent fleet for a minor subsector.
    Maybe some squadrons of Assault boat starwings, ARC150s and Skiprays.
    >> Anonymous 05/20/11(Fri)14:44 No.14992676
    Wasn't for IFF tags, you'd think they were on our side half the time. Hell, some battles the rebels hadn't had time to scrape off the logos. Deserters. Mutineers. Worst kind of scum. Spacing's too good for them.
    >> Anonymous 05/20/11(Fri)14:44 No.14992677
    Uhhhm . . .you don't happen to have links to more D6 SW stuff?
    >> Anonymous 05/20/11(Fri)14:47 No.14992699

    I have a good deal of them... just need to upload them... what would you like?
    >> Anonymous 05/20/11(Fri)14:47 No.14992701
    Oh the Venator carries192 of TWO types of fighter Plus 36 or so ARC170s and shuttles.
    >> Anonymous 05/20/11(Fri)14:48 No.14992707
    We'd be lucky to get a gunboat out here in the Rim, let alone a wing of the things. As for the ARC-170s, even we're not that desperate yet. You might as well get out and take potshots with a blaster if you're going to fly one of those antique clunkers. Do they even still have parts for those things?

    Now, Rebels...they'll use all that and more. Uglies, clone wars rubbish, headhunters, even saw what looked like a skimmer once. Dumb bastards had welded on a blaster cannon and new engines, vac-proofed it, and sent it out in the first wave. Aleph Three took it down in a single burst, pretty as you please.
    >> Anonymous 05/20/11(Fri)14:50 No.14992726

    Sucks too knowing that as a flag officer, you probably went to the academy with a good number of the defectors. Knowing the name of the captain of that Carrack you torched last week really hits home.
    >> Anonymous 05/20/11(Fri)14:52 No.14992743
    ARC 170s are most definitely not trash, they are crew intensive and fairly slow but they have shields, hyperdrives, and a LOT more firepower than ost craft.

    I once saw one rigged up with *quads* on either wing. 8 barrels of death in the front and 2 point defense in the back, *NO* idea how they crammed the powercore in for those things, maybe they were blasters and not full lasers.
    >> Anonymous 05/20/11(Fri)14:55 No.14992773
    Point of interest: http://www.vastempire.com/main
    If anyone here likes writing stories about stormtroopers/the Imperial Navy, this is honestly the best site I've found for it.

    I used to think that. Then I saw the holos of the spacedock after he made his move. That son of a Sith vac'd his decks on the way out when the crew refused to follow. Had a dozen fellow traitors in the engines and another half dozen on the bridge. Everyone else? Breathing vacuum.

    Wish we'd taken him alive now. Blaster bolts were too quick.
    >> Anonymous 05/20/11(Fri)14:56 No.14992780

    Leave that to the fleet analysis boys... I am sure the tech notes from the post battle sensor readings will be picked up next week by our local Seinar rep... then again, that is one of the worse jobs in the fleet right there...

    post battle clean up. Don't envy those guys at all. But someone has to scoop them up to bury them. Couldn't pay me enough to do another tour in the Force Technical Support division.
    >> Anonymous 05/20/11(Fri)14:56 No.14992784
    have them see themselves as the heroes, and the noble-bright good guys. the reason the emperor did all the crazy shit was either he or his master saw the coming of the vong and wanted to be ready to stomp them flat when thy showed up. the universe isnt a nice place and sometimes you have to be a dick.

    the rebels are really just terrorists anyhows.

    OP i really like your idea for a campaign and hope it goes off great. no homo brohug and brofist for using D6 star wars. best system ever. at least in my limited opinion. get a DL of the old WEG D6 star wars stuff and have some fun man.
    >> Anonymous 05/20/11(Fri)14:58 No.14992796
    I've never looked at WEG's D6 Star Wars before.

    Core rules would be nice, some sourcebooks. . .I can't ask for specifics.
    So, basically, I'll take what you're willing to share.
    >> Anonymous 05/20/11(Fri)14:59 No.14992811
    Ha! ARCs? Their shields are a joke, more holes in them than a Corellian bartop. Hyperdrive's probably bust after a decade of neglect and slower than a Hutt anyway, and those cannons? Power intensive, low output. Outdated, slow, general cannon fodder. Sure, they can shoot back, but since when can rebels shoot straight?

    As for your Ugly, if they send it my way, I'll be laughing. Probably blow itself apart when the jockey gets overexcited, fires all the guns at once. Stupid rebs.
    >> Anonymous 05/20/11(Fri)15:02 No.14992828
    You ever heard a clipped-wing TIE? Not pleasant at all. Engines down, life support's hit...but enough power to eject and hope someone picks you up before your air runs out. Poor bastards. Hope I never have to punch it; might just sit and wait for the fireball. Quicker that way.
    >> Anonymous 05/20/11(Fri)15:08 No.14992862
    They are still tough bastards, about halfway between Y- and X-wings.

    The cannons may take in more than they toss out, but they still toss out more than a TIE

    They are pretty accepting of all those insane pirate modifications, like directional maneuvering retro-thrusters, or small pod rockets, or even those obscene quad-guns I mentioned.

    Things are nasty evil when you come up against the strange ones, never underestimate "Uglies"
    >> Anonymous 05/20/11(Fri)15:11 No.14992885

    Thanks for the encouragement, i did a lot of research before coming across d6 star wars. The roleplaying in Zeon quest thread is actually a huge inspiration

    My first campaign was d20 modern urban arcana (huge mistake) i had to stop GMing after the first session and scour the net for proper homebrews due to the clunkiness of the system.

    It got going pretty well the next time as i took the "freeform RPGing" advice to heart.

    The bad news is, i live in an Asian country and quite a number of people here thought that RPG=Street fighter....

    it resulted in a massacre within a fast food restaurant then a subway massacre...an anime mary sue player was involved calls himself "Omega" and dual wields desert eagles, i shit you not.

    The player responsible is no longer playing with me i only play with my close friends now.

    TL;DR I need to run something universal so D6 star wars is truly my only hope.

    >Captcha spokesman trator

    Uh oh
    >> Anonymous 05/20/11(Fri)15:12 No.14992892
    Still too slow. Fixed cannons mean they won't hit anything smaller than a Lancer reliably, pirate modifications are hit and miss. (If I had a cred for every time a pirate mod blew its own fighter up instead...)

    I've heard a lot of stories, but never seen an Ugly that could give Imperial engineering a run for its money. Give me twin-cannons, panel wings, and the best damn engine in the universe any day.
    >> Anonymous 05/20/11(Fri)15:13 No.14992900

    Don't have time to upload everything I got... it's alot... but I will give you a small treat... someone compiled a large amount of ships from all the books and added some more (clone war stuff) from all the ages... Then again, I am a fly boy at heart so of course, that is what I am going to share.

    As soon as it uploads (it is taking forever), I'll post the link.


    Why do you think I transferred out of that division as soon as I was able to? Much rather fly the ground forces transport shuttles these days. Yeah, handle like bricks compared to my old days but hell... at least I don't have to pick up frozen corpses, hoping for the best. Those guys in SAR are heroes and made of better stuff than me.
    >> Anonymous 05/20/11(Fri)15:13 No.14992905
    Yeah, your idea sounds great. Have your party watch the space battle bits of the OT before you start. You know, Death Star dogfighting, Millenium falcon chase, Endor...
    >> Anonymous 05/20/11(Fri)15:14 No.14992918

    As promised...

    >> Anonymous 05/20/11(Fri)15:16 No.14992925
    They still have bolt redirection at the ends of the barrels like TIEs do.

    And the rear guns are turreted.

    I know pirate mods are unreliable, but the fact that the ARCs are able to handle most of the fuckups the mods are plagued with is the impressive point.
    >> Anonymous 05/20/11(Fri)15:18 No.14992947
    Could someone explain to me about these "uglies" star fighters? Wookiepedia did mention it but who uses them?

    Do rebels field these things when they ran out of repair parts for their x y a wings?
    >> Anonymous 05/20/11(Fri)15:21 No.14992972

    If you're poor and don't have access to a proper market, you use them. Was there a battle? Do you have a tech who thinks he is MacGuyver? You got parts. Do you have a pilot who thinks he can fly anything? You got a pilot.

    Usually criminals without connections, pirates without luck, or rebels who are desperate...

    in other words... TARGETS!
    >> Anonymous 05/20/11(Fri)15:25 No.14993000
    You know what might be a cool idea, taking on a Separatist Remnant. There were quite a few hanging around after the Clone Wars ended, and I think some ended up joining the Rebel Alliance. Seeing a Star Destroyer slug it out with a Trade Federation Control Ship would be awesome.
    >> Anonymous 05/20/11(Fri)15:31 No.14993033

    OP here, i've thought about that, The players are assigned to a small scale assault of a former seperatist planet being sponsored/supported by the rebel alliance to perform an uprising.

    the citizens there reprogrammed left over droid relics of the clones wars to fight back, while manning salvaged republic clone ships in support of their droid force.
    >> Anonymous 05/20/11(Fri)15:40 No.14993102
    Great idea. I doubt you'll have too many problems with this campaign.

    For the Emperor (not that Emperor)!!!
    >> Anonymous 05/20/11(Fri)15:46 No.14993164

    They're mainly used by pirates, but Rebels have been known to use them, too.
    >> Anonymous 05/20/11(Fri)15:48 No.14993186
    TradeFed doughnuts were freighter-to-battleship conversions. It'd be an absolute bloodbath, assuming the tradefed ship wasn't crewed mostly with droids (who don't 'bleed,' per se).
    >> Anonymous 05/20/11(Fri)16:01 No.14993283
    Tey still pack a punch and have a lot of firepower.

    Remember, they are Battleships, even if they were super freighters they out-mass the ISD by a lot, you could fit a Victor or Venator in the ring to dock,they make great mobile repair stations.
    >> Anonymous 05/20/11(Fri)16:03 No.14993298

    Even with the conversion, they're big and their power plants are correspondingly big.

    It usually took a squadron of Venators to take them down.
    >> Anonymous 05/20/11(Fri)16:05 No.14993309
    Some of them can be fairly potent though - the Twi-Lek Deathseeds were nasty in a dogfight, Tri-fighters were solid and there were others with surprising performance - it depended on what parts were available and who was putting them together
    >> Anonymous 05/20/11(Fri)16:15 No.14993384
    Munificent-class with those massive turbo lasers can be serious threats, can kill most Star Destroyers with one volley if it hits.
    >> Anonymous 05/20/11(Fri)16:19 No.14993404
    You're awesome.

    Do you have the 1996 Second Ed book, perchance? And if so, would you be willing to upload?
    >> Anonymous 05/20/11(Fri)16:24 No.14993442

    Alrighty... no problem... spread the love...


    Sorry for the delay... had to go pick up some food.
    >> Anonymous 05/20/11(Fri)16:26 No.14993459
    I was doing an SW rp once with just one other friend. It was a slow season for us and we were dead bored. It took place in Post Legacy era, and at one point I introduced a support group for my character, an Imperial Intelligence field agent. The group in question was a group of Imperials assigned to a Renegade Division, basically they were assigned to an old Venator class Destroyer and were using dated Tie Defenders. Their job was to pose as pirates while still taking the odd job from the Empire. They had more leniency for their uniforms and equipment. They were still loyal Imperials whos job was to do recon outside of Imperial space and to conduct raids on targets the Empire wanted gone. Kinda your Black Ops commando guys. I really had a lot of fun thinking these guys up.
    >> Anonymous 05/20/11(Fri)16:31 No.14993505
         File1305923503.png-(366 KB, 640x480, rock_on.png)
    366 KB
    Nothing to be sorry about, you're uploading things that are not longer easily available.

    Pic related. You rock.
    >> Anonymous 05/20/11(Fri)16:32 No.14993518
    seconded, thank you anon, i've been trying to find some star wars weg stuff for a while
    >> Since this thread is still kickin', time to post some writefaggin' Anonymous 05/20/11(Fri)16:44 No.14993589
    Third In the Class:
    The Tale of Nona Starjumper

    "Third in the class? That piggish... it's only because of my gender! Does anyone think the Emperor really cares about my biology? I'm human, aren't I? And I'm the best pilot out of twenty-four!"
    Nona pulled off her gloves and hurled them onto her bunk. Her roommate glanced up briefly before shrinking down behind a hardcopy of the Imperial Standard Munitions text.
    Females were a rarity in the Empire’s war machine. Every other pilot in her class slept in the communal bunkroom three levels down, but the two young women roomed in what had once been a suite for visiting junior staffers.
    The dark-haired girl watched Nona shrug off her flight suit and march into the fresher. *Glad I’m just a bombcheck,* she thought.

    The next day, Nona sat in the small auditorium listening to her “instructor” sputter to the end of his droning lecture.
    “…So we can see how the Coriolis effect can be used to our advantage in solid projectile combat. I’m afraid that’s all the time we have for today. If anyone has questions, See-Atesixoh can answer them in the simulation room.”
    *That’s a laugh*, she thought. *Everyone knows Thosston just reads the droid’s notes verbatim.*
    “Oh, Pilot Starjumper, would you please stay after for a moment? I want to discuss your performance in class.”
    >> Anonymous 05/20/11(Fri)16:45 No.14993595

    Nona felt a knot swell up in her stomach when she saw some her classmates pointedly glance at her. No doubt they’re imagining all the things I must be doing to keep my grades up, she thought bitterly as she walked down to the portly man.
    He made a show of searching for something until everyone else had filed out of the room, then exclaimed “Ah, how forgetful of me. It’s in my office. Follow me, pilot.”
    Once inside, he keyed the door shut and awkwardly tried to embrace her. Nona backed away with a restrained shove before she fully processed what was happening. Suddenly, she felt his warm presence next to her again.
    “Oh, Nona…Nona,” he rasped, “I’ve had such a hard time teaching since you arrived. I think you owe me something for all that distraction.” He pinned her between himself and the desk.
    “Sir!” she nearly shouted, avoiding the temptation to dislodge him forcibly with her knee, “COMPNOR forbids this kind of interaction between unmarried personnel!”
    “To hell with COMPNOR!” he grunted as he pawed at the seam of her flight suit.
    “Really, Thosston, to hell with COMPNOR? Is that how you feel about the people in charge of your safety?”
    Her instructor froze at the sound of this new and somehow chilling voice.
    “Agent Cass,” he said as he let go and turned around, wiping a sweaty hand over his hairline. “It’s nice to see you back.”
    >> Anonymous 05/20/11(Fri)16:46 No.14993604

    After that strange encounter, her instructor had seemed almost afraid of her. He made it a point to never come near her, and once he stopped calling on her in class, she stopped volunteering. In the halls he would furtively look around at other personnel whenever they would pass.
    A few months later, a man in a crisp black Imperial Intelligence uniform appeared at the door to her room.

    “Sir, my uncle was stationed on the superlaser,” intentionally using that word instead of the more common, but politically unwise Death Star. “When the Rebels killed him and everyone aboard, I took a lift to the closest COMPNOR office and joined the Sub-Adult Group.”
    “And how did your parents react to this decision?” the man in the black uniform asked her.
    “They approved of it, sir. My father was a legal for the Justice of our sector.”
    “You say was.”
    “He was murdered, sir. Rebels planted a bomb inside a droid that was intended to kill visiting officers.”
    “And when was that?” her interviewer (or interrogator, as it seemed to be going) asked, knowing full well how and when her father was killed. He had every scrap of data on her at his fingertips.
    “Last year, sir.”
    “Mm-hmm,” the man said noncommittally.
    He sat for a second, studying the young woman. “I understand that you are unhappy with the way your superior officers treat you.”
    “I wouldn’t say that, sir…”
    “Oh, I think you would,” he said, interrupting her. “Remember, pilot, we know everything about you. We know that you wish to serve the Empire, but that you are dissatisfied with what you consider a lack of flexibility on the part of those above you. Would you say that this is an accurate description of how you feel?”
    >> Anonymous 05/20/11(Fri)16:47 No.14993615

    Nona grew pale as the man across from her mercilessly laid out what could, with a few choice words from someone in his position, turn into treason charges. Technically, she was already in trouble - her forced fraternisation with her tactical instructor.
    “Don’t look so upset, pilot. As it happens, there are some in the Empire that agree with your stance. Myself, for example.”
    Nona had no response, so he continued.
    “This war has reached a turning point, even if the Rebels don’t realise it. Their forces will soon be decimated, and the Empire will regain total control of the galaxy. When that happens, the Rebellion will go underground and become almost impossible to smoke out, no matter how many squadrons and platoons we use. That is why we need to become more flexible.
    “While an obvious Imperial presence is unsuitable, the coming weeks will be a period of some chaos for Rebel-held areas. Lone agents, acting in a civilian capacity, can infiltrate organisations with Rebel sympathies. What do you think about this idea, pilot?”
    Nona didn’t know what to say. *A…secret agent?* she thought. *For Imperial Intelligence? What do I know about spying?*
    “You look a little confused. Let me clarify what this would entail. You would be transported to the Outer Rim, where you would pass yourself off as an illegal and be introduced to a Rebel-sympathising group by another undercover operative already in place.
    “You would then act in a piloting capacity and maintain that appearance until your handler contacted you again. As I said, it will not be long before the galaxy undergoes a period of great change.”
    >> Anonymous 05/20/11(Fri)16:48 No.14993626

    Well, it had been a period of great change, Nona thought as she felt the engines’ landing cycle vibrate through the metal bench. Six weeks after she had become “Nona Starjumper, illegal spacer”, the Rebellion had destroyed the second Death Star over an uncolonised moon in a system she had never heard of.
    Ever since the Battle of Endor, as the newsnets were calling it, the Rebels had begun operating openly. They had gone so far as to proclaim themselves the New Republic and the rightful rulers of the galaxy. That a group of terrorists could have so much support! If only the humans out here had the same perspective as those from the Core, she mused as the bulky transport touched down.
    Nona unclipped her restraint and headed for the ramp. Once outside in the bright sunlight, her nose was assaulted by the stench of a hundred unwashed alien species. The thought of their incompatible DNA sickened her. Think like an illegal.
    It might not be that hard - the more she thought about her mission, the more likely it seemed that the whole thing could have been nothing but a smokescreen to get her out of the Navy. The Imperial Intel agent might have been telling her the complete truth, or this might have all been an elaborate plan to stop a female from advancing. For all she knew, the man who introduced her to these people had abandoned her for Coruscant.
    Either way, it seemed likely that her handlers had not foreseen the fracturing that would follow the death of Emperor Palpatine.
    >> Anonymous 05/20/11(Fri)17:05 No.14993737
    Love it.

    Trade Fed doughnuts were deadly, especially late Clone Wars ones. The rebellion fielded one, with 300 X-Wings.

    Pity it was against the Death Star.

    Thing is, a single trade fed battleship is absolute rape unless you're pitting it against something of the same weight class or higher. And that's without the fighters it might be carrying.

    Good thing they were mostly destroyed/scrapped/sold off to the Corporate Sector that never does anything.
    >> Anonymous 05/20/11(Fri)17:37 No.14994038
    here you go a mediafire for you.

    >> Anonymous 05/20/11(Fri)18:29 No.14994598
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    >> Anonymous 05/20/11(Fri)18:46 No.14994758
    It is an honour to serve the Empire and defend it from disorder and anarchy. Ignore the treasonous whispers of dissidents and rebels. You are performing a vital duty.
    >> Anonymous 05/20/11(Fri)19:21 No.14995091
    The reason the Darkstryder campaign is so good is that it happens at the arse-end of the Empire. You want supplies? Replacement fighters? New gunners for your mothership that just lost fifty men to an unlucky torpedo?
    Be prepared to either wait for monts for a resupply that might simply get lost into the gears of the system, or press on into the unknown areas, fixing and filling up your ship with whatever you can lay your hands on.

    And also, TIE Fighters aren't that bad if the pilots inside are not rubbish. The point about them is that they have had months of training in an actual academy, they have had the best simulators in the Empire to train in and dozens of experienced teachers. Don't think of Imperial pilots as cannon fodder, they can make short work out of most of their foes without breaking a sweat. The Rebellion has better fighters at the expense of having way, way, less of them than the Empire. Where the Rebels send in four Y-wings to torpedo something the Empire sends in a flight of TIE Bombers and two flights of Fighters to cover their arses. The way our GM explained it, the Empire's starfighter tactics aren't about stupid human waves, it's about sending in enough fighters to make sure that, like one poster said, an enemy pilot gunning for a TIE Fighter is sure to receive 20 shots in exchange. Especially in the d6 system that will translate into more-or-less certain death, as all it takes is an unlucky defensive roll for the Rebel to perish, and with 20 rolls to make that one is fairly sure to happen fairly soon.
    Another factor to remember is that nobody wants to fight against massive odds. Simply knowing that you are outnumbered 20-to-1 is debilitating for the morale of any sane Rebels.
    >> Anonymous 05/20/11(Fri)19:22 No.14995102
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    The Empire asks that each being do their duty.
    >> Anonymous 05/21/11(Sat)01:03 No.14998022
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    Lord Vader calls! Will you answer?
    >> I went sleep and this thread is still kicking? :) Anonymous 05/21/11(Sat)01:32 No.14998312
    OP here,


    Thanks alot for the new uploads anon! already got the pdf for the core rules but the game master screen and planets of the galaxy should be a good addition.


    You seem to know how to portray and write dialogue for Imperial characters.
    Any advice on what to keep in mind when roleplaying as Imperials? It would be appreciated.
    >> NOT 14993589 05/21/11(Sat)01:34 No.14998332
    The most important thing is to remember that they don't see themselves as evil. They have a job/volunteered/are defending the Empire. The other guys are their buddies, or at least comrades. The rebels are the guys shooting at them, blowing up buildings, killing innocents. When they or their fellow soldiers do it, they're just following orders.
    >> Anonymous 05/21/11(Sat)02:06 No.14998597
    >>And also, TIE Fighters aren't that bad if the pilots inside are not rubbish.

    If the video games are any guide? Hell yeah! That thing was agile as hell. Going back to X-Wing felt like driving a bus after TIE Fighter.
    >> Anonymous 05/21/11(Sat)02:14 No.14998672
    X-wings are much more forgiving. Their controls are based on a common civilian speeder design, and they've got ray shields. TIEs? You're good or you're space dust.
    >> Anonymous 05/21/11(Sat)02:19 No.14998708
    Well not only have I added WEG d6 SW to my collection but damn if I don't wanna reinstall X-Wing Collector's/X-wing vs TIE Fighter/X-Wing Alliance all over again...

    Gotta get my TIE Fighter on!
    >> Anonymous 05/21/11(Sat)02:49 No.14998937

    IIRC there's a site where they let us download bandoned games know where that is?
    >> Anonymous 05/21/11(Sat)04:06 No.14999412
    >> Anonymous 05/21/11(Sat)04:39 No.14999623
    There's a torrent with all the X-wing games. . .

    >> Anonymous 05/21/11(Sat)04:41 No.14999641
    Ignore the people in this thread who think its a good idea to add in nonsense from the prequels.
    >> Anonymous 05/21/11(Sat)04:45 No.14999671

    Why would you say that?

    I do have something against the prequels' story and characters that Redletter media review pointed out.

    But i have no real issue with the clone war as a whole since that clone wars cartoon series really made it interesting for me.

    just my thoughts on it.
    >> Anonymous 05/21/11(Sat)04:49 No.14999709
    The ships are fine. Just stay away from the story and the characters.

    But that's mostly true about all movies.
    >> Anonymous 05/21/11(Sat)04:59 No.14999795
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    Fuck yea, Defenders own. Like chig fighters and more than a match for an x-wing.
    >> Anonymous 05/21/11(Sat)09:45 No.15001410
    Anyone got a list of ship and enemy stats for WEG star wars?
    >> Anonymous 05/21/11(Sat)09:45 No.15001415
    they are kind of slower than a X-Wing ... tie MK2's and shilded Interceptors are the only match for X-Wings

    but all tie's are more than a match again Z95 Headhunters or Y-Wings
    >> Anonymous 05/21/11(Sat)14:19 No.15003189
    Wrong. TIE fighters have both a small advantage in speed, and superior numbers. That, and superior training, suicidal courage, and a near fanatical devotion to the Emper-oh, I've done it again.
    >> Anonymous 05/21/11(Sat)14:32 No.15003263

    Not even the Jedis expect the Imperial Inquisition!
    >> Anonymous 05/21/11(Sat)14:50 No.15003367

    And yet theres a 75% chance of getting vaped by a farmboy in a fighter built in a barn on your first deployment.
    >> Anonymous 05/21/11(Sat)14:50 No.15003369
    Op: Have you played TIE FIGHTER? If not, find it, get it, play it. even with the now shitty dos graphics it is an excellent motherfucking game. One of those "WHY IS THERE NO REMAKE OF THIS ANYWHERE" deals. Seriously. it is GOOD.

    TIEs aren't all that bad, but good pilots will quickly be shunted to interceptors and bombers as they become available. In the long run, Advanced, Missile Gunboats or Defenders and the such should be most coveted positions (Missile gunboats are complete monsters, built to take on TIE Defenders, but the defenders themselves have more combat loitering time thanks to multiple cannons and having Ion cannons, while being nearly as fast and marginally more maneuverable).

    Focus not on "WE ARE EVIL". You're not. You're LAWFUL. TIEs spend most of their time using their superior maneuverability and slightly better range from lasers vs blasters to take out pirates in headhunters that are shittier even with the shields, smugglers, and all sorts of unlawful types.

    The rebels may hate you, but no one can deny you keep the shipping lanes a lot safer, ensure trade happens, prevent some truly nasty illegal trades from functioning, and protect the citizens from would-be in-system tyrants and warlords. Your first ship may be made by the lowest bidder, but you're trained, you're surrounded by friends, and you're backed by some serious tonnage.
    >> Anonymous 05/21/11(Sat)14:57 No.15003426

    OP here, I have heard a lot of talk about the TIE fighter video game. The amount of praise it's getting is starting to tempt me to play it for the pure research and source material that i would take away from it.

    Will it work as a good source material for my campaign?
    >> Anonymous 05/21/11(Sat)14:58 No.15003432
    Last of the Jedi fighter pilots are about 1 in a quadrillion.

    So I like those odds.
    >> Anonymous 05/21/11(Sat)14:59 No.15003435
    Yes, but keep your pilot roster force user free.
    >> Anonymous 05/21/11(Sat)15:01 No.15003446
    Yes. It's "We are the Empire" done right, though it has too much of an emphasis on fighting other Imperials. Canonically, traitor Imperials are rare, especially high-ranking ones. Those that do tend to go over to the Rebels.

    Focus on "terrorist" and not "freedom fighter" for the Rebellion. Thousands of civilians were on the Death Star I, you know...
    >> Anonymous 05/21/11(Sat)15:03 No.15003460
    And millions of civilians were on Alderaan. consider there may be Alderaanians the squadron - how are they going to take it?
    >> Anonymous 05/21/11(Sat)15:06 No.15003475
    Alderaan was a rebel superweapon research facility, destroyed when its prototype went haywire. It was a bioweapon research facility and the Empire had to sterilize it to stop the plague from getting off-planet. It suffered spontaneous existence failure. Improbable, but true. They were all dirty rebels anyway! Really!
    >> Anonymous 05/21/11(Sat)15:15 No.15003524
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    >> Anonymous 05/21/11(Sat)15:16 No.15003527

    OP Again.
    Actually i have been thinking about what kind of characters my player wanted to be.

    I am 100% sure that some of them would probably want to be force sensitive or force users. Maybe even one of those dark side adepts who sided with the empire.

    What you said sort of gave me a bad vibe on these types of players.

    What are your thoughts? Can you elaborate why it is a bad idea?

    Will be much appreciated.
    >> Anonymous 05/21/11(Sat)15:20 No.15003559
    Force sensitivity is rare, and the Empire possessed the ability to detect it. A secret force user is unlikely to survive long in the Imperial Navy, and a dark adept is not going to be wasted in an expendable TIE squadron.
    Basically, it would shift the focus of the game away from 'British Nazi Top Gun', make one player the designated protagonist, or stretch credulity a huge amount (more than most SWRPG parties)
    >> Anonymous 05/21/11(Sat)15:22 No.15003570
    That game is worth it. Not only is it fun, but its the best damn view from the Empire's side ANYWHERE. Sure in the upper halls of politics evil and force users may abound, but in the actual, real galaxy, things aren't as black and white.

    Transports full of refugees desperately trying to avoid getting forced over into hutt space by slaver ships.

    Struggling, low-key merchant ships; the backbone of the empire's economy, can't afford their own escorts and send distress calls when shit goes straight to hell. Technological trials require doing. Minefields that weren't there before; who put these there, and why? Drifting derelicts from hyperspace accidents may require as simple a job as vaporising them before some poor station or planet eats the hulk of a star-destroyer in the face; a potential extinction-level event.

    Life as a pilot is your day-job, not a one-time heroic charge for ideology. And this whole time these asshole terrorists, much as you may dissaprove of the far heavier 'human centric' view of the empire compared to what it was before, are going about killing indiscriminately in order to bring "regime change" and restore those same corrupt nobles that warred left and right back in the days of your grandpa.

    Shit's not as evil when you bother to get perspective. And even after yavin, even after the emperor's loss; there's still some of the empire left. There's still a need for people who do what you do. Because as much as they'd like to pretend their little rebellion was "mission accomplished", chaos and evil never sleep. Someone has to put concussions up their tailpipe.
    >> Anonymous 05/21/11(Sat)15:25 No.15003595
    Worst case scenario: They ALL eventually become low level force-users, and their skills applied to piloting. No jedi, not even sith. Just the kind of stuff that leads to a squadron of the Emperor's Hand. Only enough to let them equal the playing field; as what they'll be hunting from now on is a little more prescient than usual.

    You're probably better off without that, mind, as good skills go a long way towards dealing even with force-using pilots as long as you don't let it get retarded.
    >> Anonymous 05/21/11(Sat)15:25 No.15003598
    I do remember being able to join a secret force cult of the emperor in Tie Fighter. With my character in robes, surrouned by other tie fighter pilots in robes, with some other guy in identical robe using force lightning on my arm to write some kind of symbols marking my progress. They weren't official missions, more of emperor specific side quests during the missions.
    >> Anonymous 05/21/11(Sat)15:29 No.15003625
    Hm... less glorious for sure, but if they really must, then all of them as weak force sensitive pilots might make things easier on the Op.

    But the important thing is that they are trained imperial professionals, with far better to do than believe in religious mumbo-jumbo. If they're a little better than the average pilot, so be it, they'll prove that with their kill-marks.
    >> Anonymous 05/21/11(Sat)15:37 No.15003666
    The stuffed Ewok they insist on taking into the cockpit, on the other hand, is just for good luck.
    >> Anonymous 05/21/11(Sat)15:46 No.15003736
    standard TIE are like infantry in space. The existance of weapons and shielding mean those in them can have a very bad day. They are, however, ridiculously maneuverable, and that's what you need to use if you're in one, because your equipment otherwise isn't up to par.

    TIE Bombers are slower, fatter versions of this, but with enough firepower to scare the fuck out of any capital ship. Sure they're easy to take down with any fighter... until you realise half that squadron was fielded with that in mind and loaded with concussions to shield its torpedo bretheren and lighten the load on the fighters. Even small transports never laugh while there's bombers on the field, but a full wing of these drives terror into the hearts of frigate captains.

    Interceptors are for bloodthirsty acrobatics junkies that want to sink anything short of a star-destroyer with their fucking guns. They're TIEs on combat drugs: Faster, even more maneuverable, no less paper-thin, with twice the firepower and a smaller cross-section to boot. These little fuckers will rape their way through fighter squadrons and should rightfully scare the living fuck out of anything that could be taken out by enough massed laser fire.

    Star Wings are what happen when you give a Bomber shields and ion cannons. oh, and a better engine. I think also a hyperdrive.

    Defenders are what happen when you feed your Fighters shields and missile bays, and of course a better engine. And a hyperdrive.

    Missile Boats are what happen when someone decides Interceptors are for pussies, and adds shields, hyperdrive, a gatling-laser and a metric fuckton of micromissiles to an engine with the afterburners of the gods.
    >> Anonymous 05/21/11(Sat)16:09 No.15003905
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    Imperial Intelligence Agent
    >> Anonymous 05/21/11(Sat)16:10 No.15003910
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    Imperial Morale Officer
    >> Anonymous 05/21/11(Sat)16:14 No.15003940
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    ISB Agent
    >> Anonymous 05/21/11(Sat)16:15 No.15003946
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    Imperial Diplomat
    >> Anonymous 05/21/11(Sat)16:16 No.15003957
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    ISB Investigations Specialist
    >> Anonymous 05/21/11(Sat)16:18 No.15003977

    I don't even think there are any force powers that could help a fighter pilot in d6... except, of course, Battle Meditation.
    >> Anonymous 05/21/11(Sat)16:18 No.15003979
    Man, this all sounds like an amazing escape, even better than my chinese cartoons. But my power level is so low. How do you even get into this stuff in depth?
    >> Anonymous 05/21/11(Sat)16:20 No.15003998
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    ISB Protocol Officer
    >> Anonymous 05/21/11(Sat)16:22 No.15004013
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    Spoiled Debutante
    >> Anonymous 05/21/11(Sat)16:24 No.15004025
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    Arrogant Noble
    >> Anonymous 05/21/11(Sat)16:25 No.15004034

    Well I think I recall Jedi using that "Force Warning" danger sense of there's once in a while, the whole "Here's whats going to happen in the next ten seconds" helps a lot in a dogfight. I guess you could use some alter mind powers in a one on one dogfight. If you did something crazy like extend a X-wing fuselage to wedge a second ejection seat in the cockpit, you could have Jedi team up and have one focus on flying and one focus on force related dickery.
    >> Anonymous 05/21/11(Sat)16:26 No.15004040
    These imperial characters look excruciatingly boring. its like just as they took all the most exciting rebel chars they could think of, they took the most boring imperial chars they could think of. No TIE pilots, no shadow commandos, no imperial inquisitors, just "boring evil dude whose only strength is social"
    >> Anonymous 05/21/11(Sat)16:27 No.15004051
    I mean, I know from a fluff perspective jedi may be uncanny pilots (unless that was just a Skywalker thing), but in d6 you're much better off just maxing out Mechanical and pumping Starfighter Piloting and Starfighter Gunnery.
    >> Anonymous 05/21/11(Sat)16:30 No.15004073
    Since interceptors are quad cannons and missile boats are all missile, shouldn't missile boats be considered more an upgrade of the bomber? Defenders seem more like an upgrade of the interceptor.
    >> Anonymous 05/21/11(Sat)16:34 No.15004098
    There's also the sourcebooks, which have more detail for the Imp characters

    Here's my mediafire. Most of 1e and 2e D6 Star Wars. Sourcebook and the Death Star Technical companion have a lot of Imperial Stat Blocks, if not "character sheets" per se.
    >> Anonymous 05/21/11(Sat)16:37 No.15004117
    Fucking derp ><

    There's about 20 of the books in there, and if you have specific requests I can upload pretty much anything
    >> Anonymous 05/21/11(Sat)16:51 No.15004210
    The laser on the missile boat has a massive rate of fire. However, when it comes to duties, they're a lot closer to the interceptors than anything else. Loaded primarily with big engines, good maneuverability and a ridiculous amount of advanced concussion missiles, using them, at least in TIE Fighter, was a vicious dogfighting dance of warheads and laser fire at high speeds.

    Basically while you go after one interceptor-style with your primary, you're jinking to put ACMs on other targets and sending them into a panic.
    >> Anonymous 05/21/11(Sat)17:25 No.15004438

    Well they are more like purpose designed. They were Defender Killers.

    Former member of the Emperor's Hammer, a fan group for all those TIE games. Thanks to our setting as a "Post-Endor Splinter Fleet" I've done a lot of EU research in terms of the Empire Remnants.

    Do play the games. The Sepan Civil War (2nd Battle) is a good "Peacekeepers" styled mission.

    Really give it a shot. There's a reason "PC Gamer ranked TIE Fighter Collector's CD-ROM #1 in its "Top 50 Greatest Games of All Time" list in its May 1997 issue, and #13 in April 2005. In its 2007, 2008 and 2010 "Top 100 PC Games of All Time" lists PC Gamer would rank it #49, #63 and #73 respectively." ~derpipedia.

    My grandmother bought me TIE Fighter for Christmas over a decade ago and I've never looked back. That *was* my beginning of PC gaming. Had to convince dad to buy a joystick to play the damn game lol.
    >> Anonymous 05/21/11(Sat)18:44 No.15004992
    I'm a Vast Empire writer myself. Our guys used to keep in touch with other SW gaming groups, but that sort of stopped. Now we're just fiction writers. I don't suppose you guys have a fiction section? Common ground?

    www.vastempire.com and comnet.imperialnetwork.com if you're interested
    >> Anonymous 05/21/11(Sat)19:11 No.15005170
    They were. I mean we had a vast library of member-built missions for X-wing/TIE Fighter/XvT/XWA and in our heyday subgroups covering Force Users/a Corporate Guild/etc etc...

    Lots of the "other" activities other than flying the SP custom battles or MP tourneys was writing/drawing/etc.

    They're still active but just not quite as much as they were. But they're still alive. My time is sadly reduced to nothing so I can't continue being active but I drop by and check up on them occasionally.

    >> VE Guy 05/21/11(Sat)20:10 No.15005592
    Bookmarked for reference.

    How many Empire fans are out there? Quite a few, from the thread...
    >> Anonymous 05/21/11(Sat)20:46 No.15006009
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    A "let's play" of Tie Fighter for those who never played it.
    >> Anonymous 05/21/11(Sat)20:53 No.15006065
    That reminds me... A fun bit is that as long as you're not all wiped out, they usually try to pick up the bodies and bacta-tank'em.

    As I recall this was a (good but not 100%) chance when you were shot down, even as a lowly ensign in a TIE fighter.

    Also awesome: as you rise in rank, and also as you rise within the Emperor's Hand (IF you ever even get into there!) your ability to call in reinforcements becomes more and more awesome. "Delta wing can break off to assist if you're in dire straits" is one thing. "ISD Vindicator on standby, awaiting attack orders" is another entirely.
    >> Anonymous 05/21/11(Sat)20:54 No.15006078
    Someone needs to run this stuff online.
    >> Alpharius 05/21/11(Sat)20:58 No.15006117
    Any Idea how to get it to run on Win7?
    >> Anonymous 05/21/11(Sat)21:01 No.15006137
    Can anyone link this s/tormtrooperg/amer to a download of TIE fighter that doesn't involve a torrent?
    >> Anonymous 05/21/11(Sat)21:08 No.15006203

    It's a game from 1994, so you'll need dosbox to run it. 'Luck.
    >> Anonymous 05/21/11(Sat)21:14 No.15006261
    Much obliged.

    Well, there are group fiction websites...the Vast Empire being one of them...

    Does anyone feel up to running a WEG Imperial game?
    >> Alpharius 05/21/11(Sat)21:17 No.15006290
    It needs a Joystick right?

    I also heard that there was a 1996 version.
    >> Anonymous 05/21/11(Sat)21:19 No.15006314
    I do know the EU tended to up the "Throwaway fighter" aspect, but I clearly remember characters in the X-Wing novels repeatedly commenting on how TIEs had no eject seats...?
    >> Anonymous 05/21/11(Sat)21:34 No.15006471
    TIEs are explicitly shown to have ejection seats as standard in high canon diagrams, and in other dialogue. They have the seats, but no life support beyond the oxygen tanks and spacesuits.
    >> Anonymous 05/21/11(Sat)21:37 No.15006496
    Yeah, vague memories of the "Star Wars Cross-Sections" book I got when I was like 10 make me want to agree with you.

    It's just odd because I remember a particular passage in one of the X-Wing books when the main characters are impersonating a TIE wing. They comment repeatedly on how unsettling it is to fly a ship with no ejection seats. Author mixup I suppose.
    >> Anonymous 05/21/11(Sat)22:16 No.15006818
    That or the characters didn't know that Tie fighters actually had ejection systems.
    >> Anonymous 05/21/11(Sat)22:45 No.15007052
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    I was posting the diplomancer archetypes on purpose. There are plenty of more martial types.

    Like the CompForce Assault Trooper.
    >> Anonymous 05/21/11(Sat)22:55 No.15007131
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    Or the Imperial Adjutant.
    >> Anonymous 05/22/11(Sun)05:20 No.15010512
    Certainly possible; certainly makes good for decent propaganda too; "see THEY don't care about their pilots".

    TIE fighter had ejection possible, and made it look to me like the fighters themselves were the only throwaway part: "They're cheap, they're entirely made of 'crumple zone', and the only chain-reaction risk is if you'd be dead anyways because they hit your suit, so you're almost sure to live through anything that happens to these things. Here's your five assigned fighters for this month"
    >> Anonymous 05/22/11(Sun)09:23 No.15011886

    I heard the TIE's ejection system is pretty unreliable too, i recall a comic where one pilot got his leg amputated when he attempted to eject.
    >> Anonymous 05/22/11(Sun)09:38 No.15011968
    That was a rebel piloting a looted fighter, with all the inexperience and lack of maintainance that'd imply.

    But yeah, it's risky.
    >> Anonymous 05/22/11(Sun)09:47 No.15012017
    I like the thought of 'crumple zone' in a safety-way. Since its assumed that whatever gets on your tail is probably going to end you anyways if it hits a few times, even with a much tougher model, the thing would be made with the idea that it fails so much more easily and completely around you that its almost an anti-deathtrap.

    Easily sold to the top brass as being much cheaper to just assign you three of them than maintaining A-Wing's systems.
    >> Anonymous 05/22/11(Sun)13:35 No.15013622
    Empire loves that mass production...
    >> Anonymous 05/22/11(Sun)16:12 No.15014698
    Bumping for the New Order.
    >> Anonymous 05/22/11(Sun)16:31 No.15014870
    All hail the New Order! May it last ten thousand years!
    >> Anonymous 05/22/11(Sun)21:19 No.15017656
    This thread has been approved by Lord Vader. Only a traitor would not post in it.

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