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THE GALACTIC ARCHIVES => SWA Archives => Retired Game Archives => SWA | After Jakku => Topic started by: SWSF Hale on May 29, 2018, 09:46:25 PM

Title: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on May 29, 2018, 09:46:25 PM
Hey everybody!

Our last attempted gaming endeavor ("Flashpoint") lasted sometime between Nov/Dec 2017 and ended Jan/Feb 2018. Despite a promised return to traditional simming, and featuring a buffed AE/GR-edition rules set, the game was DOA as many of us simply lacked the will, or had the time, to write posts and actually game. We seem to go back and forth on this forum with respect to the kind of game we want to play versus the kind of game we need to play, so I am not going to pull any punches this time around with SWA. Seven years ago (gosh, has it been that long?) we had a lot of fun with GCW Chapter I, mainly because it was an exciting time period (After Hoth) and because we had about a half dozen committed players. Unfortunately, after the website went down and the admin ball got picked up by Hoppus, we lost a few key members who haven't been back since. Not that a few members is everything, but it seems like that was just enough to prevent all future games from generating enough momentum to keep the game going. Admittedly, if you want to get your Star Wars gaming itch scratched, Fantasy Flight Games is killing it right now between Armada and Rebellion. But the SWSF has been more than just a host for games. Our specialty is in the telling of stories alongside the blowing things up. This is something Fantasy Flight Games could never do.

So here's what I'm going to do... SWA will launch July 1st come hell or high water. Between now and then, I will be posting rules and specs as I build them, so that by launch, everyone will be on the same page. SWA is going to be a wild departure from AE or GR, but I hope in this departure it can be a game we can actually play for once.

Thank you and stay tuned!
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 02, 2018, 02:30:30 PM
Made some preliminary updates to the Warbook. It should be enough to give you all a gist of how the game is going to flow.
Title: Re: SWA: Development & Launch
Post by: SWSF Eidolon on June 03, 2018, 02:09:01 PM

  that logo is giving of a strong miami vice vibe  8-)
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 03, 2018, 02:19:23 PM
Definitely going for the Neon 80s look. =)
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 04, 2018, 05:16:34 PM
So basically here is how the game is going to work:

1. Players start with a Legendary Unit and Strategic Command (STRATCOM) Base, which provides them a total of 200 GC income every Saturday, plus 100 Command Points.
2. Players will get 1000 GC upfront to buy as many units as they want and fill up their CP allowance (or not).
3. You can expand at a modest rate via Operation Centers (the more you build the more you earn), but the most efficient way to become more powerful is to destroy another player's STRATCOM Base, which will immediately get you another Legendary Unit.

Expand. Kill. Repeat.
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 05, 2018, 11:33:27 AM
Warbook updates for today.

1. Deleted the previous Space and Ground grids that were in the Warbook.
  a. Officially going with 4x4 HEX GRID for space! This will make space combat more intuitive, compared to a specialized grid with unique shapes.
  b. We'll be using a classic 5x5 SQUARE GRID for ground, plus a couple special grid spaces to simplify the flow of ground battles.

2. Dropping the "Galaxy Map" altogether and those like it we've been using for the past few games.
  a. We're going totally DIY galaxy! You'll be picking your systems out one at a time.
  b. Hyperspace is being managed via Action Points, so there's no need for routing and travel time.
Title: Re: SWA: Development & Launch
Post by: SWSF Eidolon on June 05, 2018, 07:52:39 PM
ing a classic 5x5 SQUARE GRID for ground, plus a couple special grid spaces to simplify the flow of ground battles.
2. Dropping the "Galaxy Map" altogether and those like it we've been using for the past few games.
  a. We're going totally DIY galaxy! You'll be picking your systems out one at a time.
  b. Hyperspace is being managed via Action Points, so there's no need for routing and travel time.

  Sounds cool, so the only OPEN systems for regulation activity are those players 'Activate' so to speak?

  Otherwise, the canvas of the entire SW Canon EU Gal is there in the background to harvest/pluck from?
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 05, 2018, 08:02:08 PM
Exactly. Blank canvas. There is really only one guideline: don't make up a planet out of whole cloth - try to be inclusive and respective of what has already been established in the EU/Canon.
Title: Re: SWA: Development & Launch
Post by: SWSF Eidolon on June 07, 2018, 01:52:16 PM

  Sounds sweet!  Almost inadvertently helps Campaign the game a bit with how I imagine new systems are plucked out/added.  Will coral activity to player populated systems etc.

  Hoping I still get to count Nar Shaddaa / Nal Hutta as one planet for my start up point?
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 07, 2018, 03:45:20 PM
Yeah that's fine. Planet/Moon combo.

I thought traditionally Nar Shaddaa has been the "real" destination anyway given that Nal Hutta is stinking wasteland?

Unless of course you're Darth Maul. (https://www.youtube.com/watch?v=pETTbibNrQg)
Title: Re: SWA: Development & Launch
Post by: SWSF Eidolon on June 07, 2018, 06:25:36 PM


 Ya Hutta proper is supposed to be fairly heavily restricted and polluted anyways.
Title: Re: SWA: Development & Launch
Post by: SWSF Eidolon on June 09, 2018, 10:17:57 AM
  Getting PSYCHED.  Looking forward to this opening skirmish battle with freebies!!  We should have some reward dynamic for virtually all involved.. no one is allowed to leave skirmish for X# days due to some local space anomaly planet screwing with hyperdrives and long range communications.  So it's like an isolated little slap boxing match.  Gauge 1st-4th/however many ppl by surviving CP or killed CP or both CP?  Reward for 1st-X is a little bonus start up GC?  Surviving ships up in air since freebies?  Would they carry over without the GC cost but at the CP cost?


  One concern, the note in Action Days, Income & Unit Production.  The need to fill a ship to 100% SUP (homie) unit capacity before deploying it for use.  I like the Survival bare bores start up scheme, but wonder if this requisite for bringing a ship to fully ready for use status could be a setback.  I don't dislike the concept itself at all to have to stock a ship, with something, but think the 100 could become a very hindering mechanism at some point here and there.  Maybe consider 50-75%? Consider a newly built ISD, a player ought to be able to deploy it with half the total SUP it can carry to get it out there in use.
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 09, 2018, 10:33:48 AM
The load out rule is there it curtail spamming Heavy and Large CAPs. Now the other option is this: exploit a loophole. Because you have to get a CAP with a 100% loadout, simply take what you want to battle while dumping the rest (all the INF and GAVs for instance) at your home system to use for another time. There is no rule that prevents this (i.e. once you buy a unit, how you use it is completely up to you).
Title: Re: SWA: Development & Launch
Post by: SWSF Eidolon on June 09, 2018, 10:43:52 AM

  Ah, I see your angle here then.  Forcing a relative balance of recruitment of unit types in total.
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 12, 2018, 10:38:58 AM
The AFTER JAKKU (AJ) WARBOOK is complete and is currently in BETA until June 30th (it will convert to 1.0 edition on launch day).

If you have any questions or concerns about any of the rules, or anything that needs to be made more clearer, please let me know ASAP.

If anybody needs any help whatsoever in getting setup, I am more than willing to run some numbers for you. For example:


#  UNIT                      GC   CP
1  Lucrehulk Battleship     280    7
12 Droid Fighters           156   12
12 Droid Shuttles           144   12
14 Roger Battle Droids      154   14
14 Droidekas                252   14
------------------------------------
65 TOTAL                    986   59

#  UNIT                      GC   CP
1  Dreadnaught               97    5
2  CloakShapes               36    4
1  Combat Utility Transport  21    2
4  Paramilitary              64    4
2  Recon Troopers            36    2
------------------------------------
10 TOTAL                    254   17

#  UNIT                      GC   CP
1  MC-80 Cruiser            168   10
4  X-Wings                  108    8
4  Y-Wings                  108    8
4  B-Wings                  128    8
6  Fleet Troopers            84    6
6  Recon Troopers           108    6
------------------------------------
25 TOTAL                    704   46

#  UNIT                      GC   CP
1  GR-75 Transport           60    3
4  Republic Vanguard        104    8
2  T-47 Airspeeders          56    4
------------------------------------
7  TOTAL                    220   15
Title: Re: SWA: Development & Launch
Post by: SWSF Eidolon on June 12, 2018, 08:11:45 PM
If you have any questions or concerns about any of the rules, or anything that needs to be made more clearer, please let me know ASAP.

How do new systems become available for conquering besides the other players initial worlds/stratcoms? Campaigns?
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 12, 2018, 11:18:26 PM
In keeping with the DIY spirit of the galaxy and the timeline... players don't "take control" of systems per se, they merely build facilities on them. When you have the cash to build, you go and build, and that's that.

The Strong dictate terms. Welcome to realpolitik.
Title: Re: SWA: Development & Launch
Post by: SWSF Eidolon on June 12, 2018, 11:48:44 PM

Is destroying one of another actual players stratcoms the only way to promote a new legend?
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 13, 2018, 07:26:52 AM
I must have overlooked that in the specs... the legends have a price tag of 800 GC.

Might discuss other options to promote new legends via campaign completion, but that will come up in August. First month is just melee.
Title: Re: SWA: Development & Launch
Post by: SWSF Eidolon on June 13, 2018, 02:53:16 PM


Yes lack of a cost to them was what had me assuming were a non-purchase/earned asset only, but I much prefer the option to buy one to ;D

Think I'm all clear for time being!
Title: Re: SWA: Development & Launch
Post by: Syren on June 25, 2018, 10:25:51 PM
So, Hale went Holodrama. Perhaps our shows will duke it out during Holo-sweeps.  :-*
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 26, 2018, 07:23:23 AM
Core Worlds productions is looking to bank its first Impy Award with An Empire In The Clouds, better watch out.
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on June 29, 2018, 11:48:27 AM
This weekend is it! If you've been procrastinating getting into After Jakku, now is the time to get the ball rolling. If you need any help whatsoever with setting up your initial fleet, picking a faction, or character angle, please let me know! If this has been a rough month for you, let me know that too! I'd be more than willing to help you get set up even if you know you're going to be inactive for a couple weeks. Better to have a foot in the door than no door at all.

So far the Dathomir campaign is being tailored specifically for Eidolon and I given that we are the only players. If anyone else shows up, we can tweak the story to accommodate other factions.
Title: Re: SWA: Development & Launch
Post by: SWSF Hale on July 01, 2018, 07:47:42 AM
TODAY IS LAUNCH DAY!!

At the end of this week (July 7th) will be the first Action Day (where you will be able to collect income and order new units). If you have been looking into this game from the outside and haven't decided to commit, now is the time to do so. By the end of the week, please do the following:

[ ] Read the Warbook and follow the Player Start-Up Guide.
[ ] Post a homeworld thread.
[ ] Post a banking/finance statement detailing your start-up expenses.
[ ] Participate in the Campaign Event at Dathomir. It is optional, but after the 7th it will be closed to new-comers.

If you need any assistance with any of the above, just give me "power of attorney" on this thread and I'll post for you (executing your desires, etc.).
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 02, 2018, 08:38:07 AM
Gonna wait for Eidolon before Dathomir actions proceed. Here's how it's gonna go down after Eidolon exits hyperspace...

1. I will post the NPC's setup and units for Dathomir (locations, etc.) and take initial actions.
2. Turn order will be as follows: Hale, Severus, Eidolon, Dathomir.
3. Control of NPC will shift in the same way: Hale, Severus, Eidolon.
4. Basic guidelines: have fun, be fair, and do not directly single-out other players by throwing all of the NPC units at one target. After all, everybody is going to win something, but he who comes in first place gets to determine the fate of Dathomir!
5. As far as scoring goes... no points will be awarded for assisted kills. It's winner-take-all. However, the CORVs will be loaded down with support units, which will artificially inflate their value to 6 CP (as opposed to 3 CP), thus making the CORVs as big of a take-down as the ISD Conquest. There will also be plenty of units on the ground to take care of!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 03, 2018, 10:56:16 PM
The Dathomir campaign NIGHTFALL is officially PAUSED until further notice.

Here's to you, Star Wars Storyline Writer.
#RealAmericanHeroes
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 05, 2018, 11:14:53 AM
Got asked this question: What happens to Legends when the unit they are commanding gets destroyed?

Added some new rules to the rulebook:

When Legends are defeated in battle, they get incapacitated and will return to your STRATCOM on the next Action Day, but without income. On the next Action Day after, they will be restored to 100%.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on July 05, 2018, 05:24:33 PM

  LEGENDS NEVER DIE!



  Will this apply to ALL Legends a given player owns beyond the initial 1 we each get at start up?
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 05, 2018, 10:57:45 PM
All legends!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on July 08, 2018, 01:59:33 PM
  Reading Rules to know what the ISD Conquest could do before it's destruction was posted.  From the rule verbage, it seems it may only Attack..

  I was thinking it could make it more interesting if a dying ship is allowed to exercise it's full AP before being destoryed.. so if it can repair enough shields/armor to do so in one turn, it still lives?  This way, a player attacking a CAPSHIP to go for kill won't always simply be able to pile on damage to the ships durability max, but has to account for some potential overage in damage he does to account for what the targetted CAP could repair in one swipe as well? 

  Re: Time and such.  In a given round of posts, it could be considered that everything is all happening in quick succession/at once even, in that the ISD Conquest may not be taking it's actual turn until we all finish our 2nd Round moves first, but when it does make it's 2nd Round Moves, it enjoys the same chance we all had to exercise it's full capabilities in that turn.  Otherwise it creates a sort of unfair skew, even for a 'CPU opponent', and even more so once we get in to stabbing each other later.

  Would like a ruling/input on this potential aspect before finalizing my 2nd Dath post!  Almost done otherwise!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 08, 2018, 02:40:25 PM
Yeah the rules for handling lethal damage are a bit short.

Quote
Taking Lethal Damage & Returning Fire
If a unit takes lethal damage (enough to reduce its Armor to 0), then it may not move, BUT it may return fire and make one last attack before presumably blowing up.

The intent here was to give units a chance to keep fighting, so I have no qualms against barring full AP usage, as that would be within the spirit of the rules. What I didn't want, was "unit X kills unit Y, and unit Y blows up, period."
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on July 08, 2018, 04:11:09 PM

Sweet

So given Sev has NPCs next then how he handles CRVs he killed in terms of not having to retro his attacks/total dmgs to adjust for their now able potential dmg recharge/repairs is upto him

Ill be adjusting my post for my TAs to prolly fire CMs at Conquest as well now..
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 10, 2018, 12:58:45 PM
FYI --

The Dathomir Nightfall Campaign Event is a "closed sand-box" / "dress rehearsal" for the game. No outside units are allowed. The purpose of the event is to give everybody a chance to "warm up" and learn the rules in a practical setting, so that after the campaign ends everybody can take the gloves off and go for broke.


Quote from: the AJ Warbook
Continuity: First Month and Campaigns
On launch day, we will begin with a skirmish battle at a yet-to-be decided system using some freebie units. This will be a dress rehearsal/mock battle for all intents and purposes, just to start with a bang. The first month of the game will be open-ended with no clear goals aside from domination. Each following month, a Campaign will get activated, which will more or less highlight a handful of systems and provide a story concept to give players a reason to focus their efforts.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 17, 2018, 07:08:17 AM
A note regarding Command Points...

1. They are not cumulative. Legends, StratComs, and anything else that gives you Command Points do not add up week-to-week. They function as a total threshold of what you are able to sustain. If you have played WarCraft or Age of Empires or Empire At War or any RTS game, you'll know that there are only so many units you're able to produce before your food/supply/logistics run out. Command Points in this game are the equivalent to that, because your faction is only able to sustain so much at any given point before you need to expand, recruit new legends, and build more facilities elsewhere.

2. So how can I keep the CP calculations accurate? Easy. Start with your initial balance that you had at the beginning of the game (100 CP), then subtract what you used. Then for weeks 2 (July 7th) and 3 (July 14th) do the same. If you see my Financial Reporting, you'll notice that in week two I started with a negative balance to indicate the number of command points I was currently consuming.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on July 18, 2018, 11:18:57 PM
GM, when taking damage can you get into Attack Position to increase your UCR and take less damage than you would with your default UCR?

Rules don't say you can't...

I was going to just do it and surprise everyone with how the Inferis survived, but I figured someone would call for a GM ruling, so we might as well get the ruling in advance.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on July 19, 2018, 12:56:46 AM
Also--if NR is getting points for destroying IR ships, I assume IR gets points for destroying NR ships?
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on July 19, 2018, 02:02:29 AM
Another question--what's the point of something like the TIE Avenger having 4 laser cannons (1 DMG) and 2 concussion missiles (1 DMG) if it only has 3 AP (can only ever fire 3 weapons x 1 DMG max)?
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 19, 2018, 07:10:48 AM
Regarding Action Point usage for Support Units, they have a different scheme. From the rules:

Quote from: SWA: AFTER JAKKU WARBOOK 1.0
Support Unit Actions
Movement (1 AP)
Fire All/Some Weapons (1 AP)
Form Up (1 AP) -- Combine SFs into a Battle Group.
Break Off (1 AP) -- Split up Battle Group, take damage.
Intercept (1 AP) -- SF gets +1 UCR vs other SF/AUX.
Attack Run (1 AP) -- SF gets +1 UCR vs CAPs.

As you can see, SF/AUX/INF/GAV can "fire all weapons" for 1 AP as well as "some weapons" for 1 AP if their commander wants to exercise some discretion.

You may need to edit/amend your recent Dathomir post to account for this.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hoppus on July 19, 2018, 07:41:27 AM
Dos movement mean 1 GS?
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on July 19, 2018, 08:25:35 AM
Quote
As you can see, SF/AUX/INF/GAV can "fire all weapons" for 1 AP

I knew that in my first combat post. No idea how I forgot.

Thanks, I'll edit it tonight to do additional DMG, maybe to the RAF's.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 19, 2018, 09:17:38 AM
Dos movement mean 1 GS?

Yes, unless otherwise stated - all movement (which I refer to as "standard grid-to-grid" in the rules) is 1 grid space. Jumping grid spaces is prohibited.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on July 19, 2018, 11:42:06 PM

  Every Sat is an Action Day, we've been thru 2 Sats since uni launch, so for those of us catching up we've got 2 pay days right now, going on 3 shortly correct?
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 20, 2018, 06:38:20 AM
Yep. Action Days on record have been July 7, 14, and soon 21.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on July 21, 2018, 05:14:12 PM

 Curious/Wondering/Investigationg..  GOLAN PLATS.


  They hold 3 SF squads in general.  Our PDF isn't limited by what we are allowed to store where, only our CP.  So we could have fighters stored on the planet instead of on the GOLAN, then to move them to space we only have to spend the Fighters AP itself.  If we have them on GOLANS, we have to spend a Golans AP to deploy them.  Isn't it sort of tactically conflicting?  Granted.. you could prob deploy your fighters on the Golan before invaders are attacking the GOlan itself, so it wouldn't be hurting for AP yet.. but when you get in to Tactical Prep and such, it starts to become a little conflicting again.

  It just seems like why would I put my Fighters on the Golan, I'd need to spend the GOlans AP to deploy them to space initially, which is less AP for attacking or Tact Prepping right away.  Wouldn't you all be inclined to store your fighters on the surface instead of in the Golan?


  1st Turn for Golan after invading ship arrives in X1.  Tact Prep 14AP for 7AP next round.  1/15AP
  3AW OR 6 T/I squads move from surface to Golans location and assume CSP  -1AP ea.  2/3AP

  otherwise its..

  Golan Deploys 3 SF squads -3AP  12/15 left, still Tac Prep Net Gain of 6.  Or for Imps, Golan Deploys 6 SF  -6AP  9/15AP left, Tact Prep Net gain 4.  In case of Imps, we're def always gonna put them on surface because we gotta spend 6 not 3 to get them out there!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on July 22, 2018, 07:50:46 AM
GOLAN is meant to function as an orbital warehouse for space-based support units. You can put them there or not (that's why the GOLAN has that provision in the rules to allow you to purchase one without having to load it up first). Yes -- it is a tactical trade-off, given that the GOLAN has to burn AP to launch, whereas ground-based fighters can launch themselves. It's the player's prerogative to make that decision.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on August 01, 2018, 10:09:29 PM
Hale--since the Dathomir campaign is taking longer than expected, could you declare an official start date to open warfare (this Saturday?)?

Otherwise, you can start spending income on OpCents instead of ships because there's no reason to fear an attack at the moment.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 02, 2018, 06:25:21 AM
I think that's agreeable. I will run through the specs and double capital ship HP as previous discussed.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hoppus on August 02, 2018, 09:04:58 AM
Just FYI I am on a LOA until further notice with AJ.

To be honest I really need a game where I am just a player on the team and not having to manage empire stuff or all the rest!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 02, 2018, 10:31:20 AM
Understood.

Henceforth, your assets will be frozen. Your system has a magical field that protects it from everything. In the event you wish to return, you may backdate missed income in order to catch up (though naturally you will have missed out on opportunities for growth in the interim).
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 04, 2018, 10:40:31 AM
Round 4 for Dathomir will be the final round (come hell or high water). We need to get a-move on. =)

COMING UP...

Our next Campaign Event will be brought to you by Severus (he will be Campaign GM). We've been hashing out some details privately, but needless to say, it's gonna be cool. I don't want to reveal all the details, but the premise of the next campaign will pick up in the aftermath of Dathomir (naturally) and come to involve both the Mandalorians and Hutts... with the Imperial Remnant caught in the cross-fire! There will be opportunities for "frenemy" engagement.

Stay tuned.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on August 11, 2018, 11:53:47 AM
Suppose someone gets their DARC troopers taken out... are they unable to win the gold prize since the only forces they can bring to Nightshade City are non-DARC troopers? Or does reaching Nightshade City apply to any ground forces, not just the DARC troopers?
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 11, 2018, 01:26:04 PM
I'm sure between the three of us, one of us will be able to get some DARC Troopers to the Base Zone by the end. And note: this is not a "race" per se. Prizes are awarded by final point count. Whoever finishes the battle gets to decide who lives between Lady Kalia and the Princess. The player who gets the Gold Prize gets stuck with the survivor.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on August 11, 2018, 01:40:39 PM
Right. Prizes are awarded based on CP of kills. Got it.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 12, 2018, 12:34:08 AM
Specs updated in the Warbook.
*All capital ships have x2 HP across the board. Support units remain at original levels.
*Added "Sith Warrior" and "Jedi Knight" to Unique Technology.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on August 12, 2018, 01:19:59 PM
Very exciting!
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on August 12, 2018, 02:33:44 PM
Hale -- After re-reading my last action post at Dathomir, I see my DARC Trooper regiments only attacked twice even though they were both at 4/6 after moving two grid spaces from the Landing Zone to B4. They should have attacked four times each since I had the AP for it and they can attack up to five times depending on your AP.

Since Eidolon hasn't posted yet, can I edit the post, or do you want to start enforcing a cap on edits? The warbook mentions 1 hour to edit, but it's been more than 24 now. That reminds me, by the way... I never did edit that last attack on Hoppus, where my starfighters didn't fire all weapons as they should have, because I took so long to get to it after you said to edit it and felt too much time had passed.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 12, 2018, 02:41:34 PM
No need, I will count Midnight Four as a confirmed kill by TI for scoring purposes.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on August 12, 2018, 05:25:43 PM
  I think I'm done with actions but I have to decide what I'm going to do to "Resolve/Mediate" since I occupied NIGHTSHADE CITY/BASE LOCATION first..

  RE: CP Kills, can we get a tally of that before I make my decision in terms of who to kill, Kalia or Misada, because whether or not I take Gold, it may factor in to that.  Since the GOLD player takes a Legend in the form of one of the 4 (Kalia, Misada and other 2), but the player who Occupies BASE 1st may not necessarily be the Gold Player, I want to know everything before I decide since those sort of cross.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 12, 2018, 09:44:43 PM
SCOREBOARD
    R1 R2  R3  R4  FINAL SCORE + AWARD
TS  0  0   18  20  38 -- GOLD TROPHY (Hale)
NO  0  19  4   2   25 -- SILVER TROPHY (Eidolon)
TI  0  12  10  2   24 -- BRONZE TROPHY (Severus)
WS  0  10  0   0   10 -- ALUMINUM TROPHY (Hoppus)

You may claim your prizes immediately (post all award money/units on your home threads).


Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on August 12, 2018, 11:20:55 PM
Math check?

TI's 12 points in round 2 (4 CORV's x 3 CP each) + 10 points in round 3 (2 DREAD's x 5 CP each) is correct, but only 2 points in the last round after taking out Midnight Four (4 Night Warriors x 2 CP each--see discussion with GM about Midnight Four) and Rancors 2 and 10 (2 rancors x 2 CP each) seems off. Wouldn't that be 12 + 10 + 8 + 4 = 34?

TNO's 19 points in round 2 come from ISD Conquest 6 + 13 units in hangar = 19, which is correct. But then in round 3, TNO received only 4 points, but it looks like TNO should have (1 rancor x 2 CP) + Midnight One (4 Night Warriors x 2 CP each) = 2 + 8 = 10. Then TNO received only 2 points in round 4 despite taking out Midnight 5 (4 Night Warriors x 2 CP each = 8)?
Total should be 19 + 10 + 8 = 37. Maybe it should really be 5 Night Warriors (Midnight One + 1 other Night Warrior) since the damage came to 43.2 (43.2 / 8 health per nightwarrior = 5.4, so 5 killed?), except Eidolon didn't specify from which group, so I'm not sure whether to take away one Night Warrior kill from TI or from TS. Anyway, total TNO score would be either 37 or else 37 + 2 = 39? Unless you want to give him additional points for the TNO AT-ST's he killed with the Rancors at the end of round 3, which I thought was awesome.

TS's 18 from round 3 is correct. (1 CORV x 3 CP) + Thug Riders (5 x 1 each) + Thug Rollers (5 x 1 each) + Red Skulls (5 x 1 each) = 18. But 20 for round 4 seems incorrect? In round four it looks like TS should have had (6 Rancors x 2 CP each) + Midnight Two (4 Night Warriors x 2 CP each) + Midnight Three (4 Night Warriors x 2 CP each) + Rancor 9 (2 CP) = 12 + 8 + 8 + 2 = 30, bringing TS's total to 18 from round 3 + 30 from round 4 = 48 total?

If those calculations are right, that would mean TS with 48 (or 46 if we we took Eidolon's 5th Night Warrior from Hale), TNO with 37 (or 39 including a 5th Night Warrior), and TI with 34 (or 32 if we took the 5th Night Warrior from me).

The order of the prizes wouldn't change (Gold - Hale; Silver - Eidlon; Bronze - Severus; Aluminum - Hoppus), but the cash payouts would.

Or is my math way off?

UPDATE: I included onboard units in TNO's calculation but not in TI's and TS's. Each of the four CORV's TI destroyed deployed 1 INF and 1 GAV only, leaving 1 INF still on board. That's 4 additional points, which if counted would bring TI's total to 34 + 4 = 38 (or 36 if you took the 5th Night Warrior from me instead of Hale). Except I see one of Hale's later comments about a "slight error with the number of onboard units deployed from the CORV's." If you were referring to the four CORV's not deploying the last INF and the Ruby Dawn not deploying any, I don't believe that was in error. It costs 1 AP per deployment, and the CORV's were out of AP.

I think we need a GM ruling here on a) whether Eidolon gets that 5th Night Warrior and if so whether that means taking one away from TS or TI or just waving the magic wand and saying there was an extra one by herself out there, and b) whether onboard units that did not deploy due to AP limits (1 INF each in the case of the four CORV's for TI, and 2 INFs + 1 GAV in the case of the Ruby Dawn for TS) should be added to the calculation for TI and TS (and just assume Thug Riders + Thug Rollers + Red Skulls were reinforced by existing ground forces so no recalculation of ground combat is necessary) or not.

If I can make a suggestion: First, the deployment ruling was left unchallenged at the time and we continued to the next round assuming all units deployed, so I would say not to include the onboard units for the CORV's (even though that means TI takes bronze instead of the silver I think it would have taken with the 4 onboard units). Second, TNO only specified Midnight One, so I would count the additional DMG as overkill and TNO only receives credit for the four Night Warriors, not five. Then final scores would be: TS = 48 for the gold, TNO 37 for the silver, TI 34 for the bronze, and WS 10 for the aluminum.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 13, 2018, 08:05:14 AM
I will double check the math. No points are being awarded for the NPC killing of your own units. I miscounted the INF battlegroups. Also, the original ISD calculation was off as well.

Here's the total breakdown:
1 x ISD (6) + 6 SF (7) + 4 AUX (4) = 17 CP
5 x CORVs (3) + 2 INF (2) + 1 GAV (1) = 30 CP
5 x Nightsister Groups (8) = 40 CP
10 x Rancors (2) = 20 CP
On the side:
2 x DREAD (5) = 10 CP
2 x VSD (5) = 10 CP
Total = 127 CP

Kill Awarding by Player
TO = ISD (17) + 2 Nightsister Groups (16) + 1 Rancors (2) = 35 CP
TI = 4 CORVs (12) + 2 DREADs (10) + 1 Nightsister Group (8) + 2 Rancors (4) = 34 CP
TS = 1 CORV (3) + 10 Crimson Dawn INF (10) + 5 Crimson Dawn GAV (5) + 2 Nightsister Groups (16) + 7 Rancors (14) = 48 CP
WS = 2 VSDs (10)  10 CP

Total = 127 CP (MATH CHECKS)

Final Score                    CASH PAYOUT
TS [GOLD] 48                480 GC
TO [SILVER] 35             350 GC
TI [BRONZE] 34             340 GC
WS [ALUMINUM] 10       100 GC

Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 13, 2018, 10:00:12 AM
DATHOMIR: NIGHTFALL is officially a wrap, pending Eidolon's finale post (in which the execution of Kalia or Misada will take place)!

Thanks to everyone who played and contributed!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on August 13, 2018, 10:33:44 AM
  Added some story part to my last Dath post, Imperator and Rogero are at Nightshade City now and I am writing up the finale bit a little bit trying to make a decent little cap of sorts.  Will be up today rain or shine!

  Thanks for officiating Hale and partaking Sev.  Was a nice stretch and dust off and test of the regulation.  Overall I think it's a pretty nice game and fun and will get more fun the more ingrained the rules and flow becomes to us.



  Re: Silver Prize - TNO claims...  (PENDING)

  1. 1 Golan I to Kessel?
  2. 100GC
  3. 75GC
  4. 100GC


Quote
SILVER
  1 Pick of Facility (leftover) -or- 150 GC Cash
  1 Pick of Legend (leftover) -or- 100 GC Cash
  3 Night Warriors  -or- 75 GC Cash
  3 Rancors -or- 100 GC Cash
Total Cash-out Value: 425 GC

 
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 13, 2018, 11:42:19 AM
I am opting to build an OPERATIONS CENTER @ DATHOMIR and to take PRINCESS MISADA.

Eidolon, what this means for you is that you now get the options of:
1. GOLAN -or- CASH
2. Commander Vasha -or- Sister Priyana -or- CASH.
3. Nightwarriors -or- CASH.
4. Rancors -or- CASH.

Severus, if Eidolon picks the GOLAN, you will be stuck with just a CASH payout. So on and so forth.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 13, 2018, 01:38:37 PM
Priyana and Vasha aren't Legends, more so Super INF, so if you want to pass on them, by all means.

Golan at Kessel is fine, given that there's no prior player presence.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on August 13, 2018, 01:48:07 PM

  Ok, refigured some shit, I will take Golan and cash for rest.

  Note however, the Golan is too much CP for me to actually field right now, so I've listed as inactive on my faction log thread.  I built a STRATCOM per most recent action day, whether that predates itself to 8/11 and will be delivered to Kessel for me then at 8/18, I am not sure, or if I must wait the full following cycle for STRATCOM logged today/8-11 AD to be delivered to kessel.

  If this hiccup leaves Golan unavail to me right now to claim, I will of course by default take total cash and amend my faction log post to be accurate.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 13, 2018, 01:50:38 PM
Take Golan for now, it becoming active on 8/18 is fine (given back-dating of Dathomir resolution to 8/11).
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on August 13, 2018, 02:20:37 PM

  Rogero Rogero ;)
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on August 22, 2018, 03:21:02 PM
  I built a Stratcom for AD Aug 11, so it was delivered on AD Aug 18.  Do I get the income from the new Stratcom for AD Aug 18 or not until AD Aug 25?
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 22, 2018, 03:45:07 PM
Effective date is date-of-delivery, so yeah, if you buy a Legend/StratCom/OpCent one week, you reap the income on the following week.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 24, 2018, 11:36:18 AM
THREE POINTS

1. Had a recent question about Battle Groups. Here's a concise break down...

a. VEC Cavalier spends 4 AP to launch 4 TIE Fighters.
b. Each TIE Fighter spends 1 AP each to form into a Battle Group.
c. The TF BG now has 4/8 AP remaining, and 12/12 HP.
d. If the TF BG wants to attack, then all units need to attack. All weapons will be fired for a total of 4 AP.
e. If the TF BG takes 10 damage, and decides to split up or return to the mother ship, then that 10 DMG will need to be redistributed in 1 point increments to each TIE in the group until there are no more points to distribute.
f. What this means is that you could do a 3-3-3-1 split or a 3-3-2-2 split, but either way, all damage must be accounted for. (The ladder option is preferable because more units survive.)


2. In other news, after reviewing the Dathomir battle some more, I've decided that the Concussion Missile Tubes (rigged for Assault) are overpowered, and I'm officially reducing the damage bonus down to +1, as opposed to the +4 where it currently is. I will update the specs eventually.



3. NEW RULE. When engaging a Battle Group that is on Combat Space Patrol, per the rules you are required to make a 1:1 attack (for each 1 unit unit in the BG, you need to attack it with 1 unit)... which I'm sure we're all familiar with. However, the 1:1 requirement can be waived so long as you do lethal damage to the BG.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on August 24, 2018, 10:21:29 PM
Quote
2. In other news, after reviewing the Dathomir battle some more, I've decided that the Concussion Missile Tubes (rigged for Assault) are overpowered, and I'm officially reducing the damage bonus down to +1, as opposed to the +4 where it currently is. I will update the specs eventually.

I built a fleet of VSD's and almost no ground force based on initial specs, but if this is what you guys need to keep TI in check, ok :)

By the way, does that mean a concussion missile does 1 DMG in assault mode the same as combat mode, or is it 1 DMG "+1" (2 DMG total)? If it's the latter, then I should have been doing 5 DMG per missile (1 DMG "+4") at Dathomir instead of the 4 DMG I was doing. No big deal, just looking for clarification.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 24, 2018, 11:26:50 PM
Original spec was 1+4. New spec will be 1+1.
And for the record I’ve been stewing on this since my post at Dathomir in which I shredded up some Rancors with two VECs. Something just didn’t sit right with me about that. 
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 25, 2018, 12:59:50 PM
The next campaign will officially begin on September 1st.

Specific story details will be teased by me next week in my storylines at Kwenn Station. Stay tuned. 

It's gonna be yuge.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on August 25, 2018, 04:54:37 PM
2. In other news, after reviewing the Dathomir battle some more, I've decided that the Concussion Missile Tubes (rigged for Assault) are overpowered, and I'm officially reducing the damage bonus down to +1, as opposed to the +4 where it currently is. I will update the specs eventually.

Will this also affect NO VSDs?

I see you have none.  Tyrant!

Bespin and your smut circus is safe.  For now.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on August 30, 2018, 01:32:05 AM
Probably clear by now, but slight change of plans. The next campaign will be run by Hale. Details coming very soon.

In other news, the Mandalorian campaign is shaping up and should be finalized in the next day or two with only minor tweeks after that. Point is, it will be ready to roll with no delay as soon as Hale's campaign is resolved.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on September 01, 2018, 09:48:13 AM
Okay, we are officially launching the next campaign today. This campaign is ambitious, and will be the biggest event we've done in years!

CAMPAIGN STORY NAME "IN THE EYE OF THE STORM"
PHASE 1/ACT I (September) --> PROVENANCE
PHASE 2/ACT II (October) --> REVELATION
PHASE 3/ACT III (November) --> PINNACLE


I've been a little slow with the teaser-roll out, but I'm going to try and get the introductory SL done this weekend. I'm trying to set it up so each phase has a distinctive SL-to-battle ratio. I'm planning on Phase 1 being 70% SL / 30% Battle, Phase 2 being 50% SL / 50% Battle, and Phase 3 being 30% SL / 70% Battle.

Stay tuned!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on September 05, 2018, 08:50:24 PM
Been a little slow with the campaign roll-out, apologies.

Effectively immediately, all players may now activate 1 Force User of their choice (Sith Warrior or Jedi Knight).
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on November 20, 2018, 10:17:28 AM
OFFICIAL TIME LAPSE will happen on DECEMBER 1st.

In the meantime, let me know if you want to change factions and characters and so forth. Due to the time lapse, I'll figure out a scheme whereby everyone can jump back in on the same level in terms of cash-on-hand and infrastructure and so forth. I'll get the teaser storyline done by the end of the week so you can ruminate on what role you want to play before the time lapse ends. Think of this in-between period like a training montage in a movie. =)
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on November 20, 2018, 01:06:48 PM
TIME LAPSE PACKAGES



FACTION RESET

  6000 GC

  3 StratComs

  3 OpCents

  1 Legend

  1 Force-User

  Everything purchased on December 1st will be available-for-use immediately.



MAINTAIN FACTION

  Keep what you had.

  Recover 12 Action Days (3 months) worth of income.

  Everything purchased on December 1st will be available-for-use immediately.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on November 30, 2018, 08:13:17 AM
IN THE EYE OF THE STORM
ACT I -- PROVENANCE

Campaign Background Story
The collapse of the Rakatan's Infinite Empire led to what historians refer to as the Galactic Dark Age - roughly 200 years before the first Galactic Republic was formed. During this time period, numerous factions began vying for power, hoping to fill the void left behind by the Rakatans. Among these were the Hutts, who held absolute control over their region of space. Another was the Tion Hegemony, ruled by the infamous tyrant Daritha Xim, styled as "Xim the Despot." Having conquered the northern parts of the Outer Rim, Xim's natural enemy was the Hutts. Although initial skirmishes were successful, the Hutts organized and rallied and began pushing back Xim's forces deeper into his home territories. In a last ditch effort to turn the tide of the war, Xim took his fleet to Nal Hutta in addition to a superweapon that he had built. However, the Hutt fleet was able to destroy Xim before the superweapon could be used. To this day, no one really knows what the superweapon was, only that the Hutts feared it to such an extent that they broke it apart and hid various pieces across the galaxy. To this day, the story of this superweapon is regarded by most historians to be a myth, but the recent discovery of Xim's Holocron has sparked a renewed interest. The holocron is rumored to contain Xim's military technology archives - and perhaps even the schematics to rebuild his fabled superweapon...

Sorry but you are not allowed to view spoiler contents.
Sorry but you are not allowed to view spoiler contents.
Sorry but you are not allowed to view spoiler contents.
[/spoiler]

Campaign Guidelines
1. Activate your Force User.
2. Write kick-off storyline post. In order for your faction to take interest in Xim's Holocron, you can use a number of options: align yourself with the Mandalorian Death Watch, align yourself with Crimson Dawn, or align yourself with the Sisterhood of Imperial Sith. For purposes of this campaign, consider these entities Player Controlled. However, I will push things along by posting for DW, CD, and SIS if necessary to keep things moving. If you don't want to use a mini-faction, try to creatively weave your way into the story (perhaps by using some cues from the background story).
3. One way to think of this campaign is that it's going to be a war between mini-factions, which the bigger factions get sucked into.
4. There are some definitive plot points that I will make sure we get to for Act II, but Act I is for all of us to do some co-operative SL'ing together, and might include some small skirmish battles here and there.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on December 02, 2018, 12:21:36 PM
Yo duder, at your earliest possible convenience could you please post the Hapan unit specs in the Sourcebook?

Much obliged!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on December 02, 2018, 10:34:47 PM
Locked and loaded.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on December 17, 2018, 09:04:04 PM
Very excited to see what's new on SWSF. Still blown away by the Hapes Consortium getting in on this. I'll be posting the financial report tonight.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on December 19, 2018, 04:06:46 PM

 I feel more interested myself with a non-imperial angle!   May try to draw a NR link with my main ladies when I eventually get outside of the Cluster in the story progress here.

 2 Action Days on log since the New Deal correct?
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on December 19, 2018, 05:05:59 PM
I meant blown away in a good way. Very, very cool seeing the Hapans show up, and your writing so far has been excellent. (You creating all that? Or drawing heavily from your knowledge of Hapan society from the books? Either way it's impressive.)

Yes, two action days since the new deal. 12/8 and 12/15. Already confirmed with Hale.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on December 19, 2018, 11:06:41 PM
GM, can I get specs and cost for an SSD?
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on December 20, 2018, 12:11:19 AM
How super are we talking?
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on December 20, 2018, 12:17:56 AM
Executor-class with specs that make sense given the current specs for ISD, VSD and INT.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on December 20, 2018, 12:27:41 AM
I'll get working on one.

We may need an SSD anyway for the next campaign. =)

For the record, I'm going to drop some teasers for the next campaign in-character fairly soon, but gonna make it official here just so everyone is clear--

Coruscant is off-limits. It is under the protection of Ysanne Isard's SSD.
Bastion is off-limits. It is under the protection of Thrawn's SSD.
Serenno is off-limits. It is under the protection of Zsinj's SSD.

After the current campaign is done, we're gonna have ourselves a little Captain America Empire: Civil War!!! =)
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Eidolon on December 20, 2018, 05:46:25 PM
I meant blown away in a good way. Very, very cool seeing the Hapans show up, and your writing so far has been excellent. (You creating all that? Or drawing heavily from your knowledge of Hapan society from the books? Either way it's impressive.)

Well I had hoped so.

Much obliged sir!

Most I just make up as I go along and string together.  The most fun part so far was the exchange between the two ladies on Star Home.

Is not much canon/legend info on hapans really.  Most extensive thing really is the HSC map.  Courtship barely hovers over it and the later Galactic Alliance crap they're a part of doesn't define much about society or the cluster itself.  Hell even most canon stuff is kind of cheap and just the ole most beautiful women ever infatuation.  Trying to do a little better than that anyways.  Also deliberately trying to write a lot diff than my usual habits of over description of a scene and worry more about character interaction and word feeling.
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on December 21, 2018, 09:04:44 AM
Could I get specs for a Vindicator-class heavy cruiser? IR tech, not unique to TI.

And then could I get specs for an Enforcer-class Picket Cruiser? This is unique tech for the NPC Pentastar Alignment faction, not for IR or TI:

http://starwars.wikia.com/wiki/Enforcer-class_picket_cruiser

"Enforcer-class cruisers were built on the same 600-meter frame as the Immobilizer 418 cruiser and Vindicator-class heavy cruiser after naval architects removed the massive power generators from an Immobilizer 418 cruiser and discovered that by re-arranging the vessel's power grids, they could significantly enhance the ship's energy weapons, shields, and tractor beams. Even the engines experienced a bonus from this reconfiguration. The end result was a very fast and maneuverable vessel that was well armed for a ship its size."
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on December 25, 2018, 02:03:43 PM
Merry Christmas ya filthy animals!

Game Masta Claus has come with stocking-stuffers.

These will be authorized for production on February 2nd.


SUPER STAR DESTROYER (SSD)
COST:     1000 GC
CLASS:    Super CAP (40)
AP:       40
UCR:      2
SHIELDS:  300
ARMOR:    300
SYSTEMS:  100
WEAPONS:
  40 Turbolasers (RNG 2/DMG 3)
  20 Ion Cannons (RNG 1/DMG 2)
  20 Laser Cannons (RNG 1/DMG 1)
  5 Tractor Beams (RNG 1)
SUPPORT UNITS:
  24 SF Squadrons
  18 AUX Craft
  30 INF Regiments
  30 GAV Divisions
NOTES: Limited to (1) per faction. Despite the loss of the Executor at the Battle of Endor, and the Ravager at the Battle of Jakku, half a dozen Super Star Destroyers are still roaming the galaxy - maintaining an impenetrable hold on their territories and functioning as enduring symbols of the Galactic Empire's might.

HAPAN SUPER BATTLE DRAGON (HSBD)
COST:     450 GC
CLASS:    Super CAP (20)
AP:       20
UCR:      2
SHIELDS:  200
ARMOR:    100
SYSTEMS:  50
WEAPONS:
  12 Turbolasers (RNG 2/DMG 3)
  12 Ion Cannons (RNG 1/DMG 2)
  6 Proton Torpedo Tubes (RNG 1/DMG 2)
  3 Tractor Beams (RNG 1)
  3 Pulse Mass Beams (RNG 2)
SUPPORT UNITS:
  9 SF Squadrons
  6 AUX Craft
  6 INF Regiments
  3 GAV Divisions
NOTES: Limited to (2) per faction. While the Queen Mother normally takes her voyages onboard Star Home, she has been known to order her "Rowboat" to accompany her from time to time when an additional show of force is required. This is This ship is capable of conducting orbital bombardment, but not orbital barrage. The Pulse Mass Beam can be maintained at the cost of 2 AP each round. Ships targeted by the beam cannot enter hyperspace, and must expend an additional +1 AP for sublight movement.

NEW REPUBLIC BATTLECRUISER (NRBC)
COST:    550 GC
CLASS:   Large CAP (20)
AP:      20
UCR:     2
SHIELDS: 240
ARMOR:   120
SYSTEMS: 80
WEAPONS:
  12 Turbolasers (RNG 2/DMG 3)
  12 Ion Cannons (RNG 1/DMG 2)
  4 Tractor Beams (RNG 1)
SUPPORT UNITS:
  24 SF Squadrons
  18 AUX Craft
  18 INF Regiments
  18 GAV Divisions
NOTES: Limited to (2) per faction. While the New Republic has tried to eschew military spending, it could not avoid the threat imposed by Imperial warlords. Strategists agreed that the best way to face this threat was to meet it head on with equal amounts of force, as opposed to the rag-tag assembly of warships that once made up the Rebel Fleet. Taking a page from Mon Cal Shipyards, the NRBC retains the same elongated egg-like shape of the classic MC-8X series, and was built with the intent to overwhelm Imperial fleets and liberate entire star systems all by itself.   
Title: Re: SWA: AJ | Game Master's Corner
Post by: EmperorSeverus on December 25, 2018, 03:25:12 PM
Merry Christmas to you too and gracias!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on December 29, 2018, 12:15:35 PM
Effectively immediately, I am putting a cap on the maximum number of StratComs and OpCents any one faction can hold to 20 each, respectively.

This will cap the facility-generated income at 4000 GC. Given the recent additions of the Super Capital Ships, I'm sure we're all interested in maximizing our income streams, but the history of previous games have shown us that when players can turtle, they will turtle... so please take my ruling with a grain of salt as it has always been my intention for SWA to focus on player-on-player action as opposed to strict empire building. =)

Silver lining: no limits for Legends, since they are more likely to be killed in action. So even when/if you max out your facilities, you can still train new Legends.

Thanks!
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on February 13, 2019, 12:59:44 PM
NEWS/UPDATE
1 ---- Working on the next chapter of the campaign at the moment. It will take place in Hutt Space and I will be using this chapter to roll-out a squad-based ground combat game. I wanted to recapture the spirit of skirmish shoot-outs from the films (and from practically every SW video game). Details are coming soon.

2 ---- Given that we're slow going and that catch-up income is basically going to make everybody as rich as Trump, what would you guys think about shifting to a campaign-by-campaign arrangement of money and resources? The idea being: at the start of each campaign we all get a single cash payment which we can use to build anything we want. Income will be obtained by cash prizes during the campaign. Or to phrase it differently there would be no more facility/unit-based passive income generation whatsoever. If you want to use your campaign check to field an SSD, by all means. If during the next campaign you want to shift to smaller units (thus giving you a bigger fleet), then you can put the SSD on ice and save it for later.
Title: Re: SWA: AJ | Game Master's Corner
Post by: SWSF Hale on August 08, 2019, 07:44:21 AM
MOVING THIS ENTIRE GAME TO THE ARCHIVES IN ORDER TO MAKE ROOM FOR ANOTHER GAME IN THE PIPELINE.
YOU HAVE UNTIL SATURDAY (AUGUST 10th) TO COPY ANY STORYLINES YOU WANT TO SAVE.
THESE SPECS AND RULES MAY BE INCORPORATED INTO A FUTURE GAME; BUT FOR NOW, THANKS FOR THE RUN! WE HAD FUN.