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April/2021 UPDATES

30/April/2021 Posted by Freddy

        Now as we reach MIssion 8: Fractured Alliance on our playthrough of Star Wars: Squadrons, we've already covered all the Starfighters used in the single player campaign. However they've added two other ships for use in multiplayer online combat, so today we've added the Slayn & Korpil A/SF-01 B-wing Assault Starfighter (squadrons) to the Star Wars D/6 Starships Section of the Site.
        I also realised that ships in Squadrons get two Auxiliary Systems not one, so I've gone back and modified the stats to match this, allowing each fighter to have two auxiliary systems, but the ammo is halved.

Freddy

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28/April/2021 Posted by Freddy

        So continuing with the Rebel side of the game we reach Mission 7: Into the Abyss which I believe is the first time both Squadrons take part in the same battle, but obviously since you control a pilot in both, they never actually meet, so you don't get the chance to blow yourself out of the sky. Today we've added the Sienar Fleet Systems TIE/sa Bomber (squadrons) to the Star Wars D/6 Starships Section of the Site.

Freddy

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26/April/2021 Posted by Freddy

        And we're onto Mission 6: Signal to Noise out of the 14 in Star Wars: Squadrons, and today we've added the Incom Corporation UT-60D U-wing starfighter/support craft (squadrons) to the Star Wars D/6 Starships Section of the Site.
        And it looks like I was wrong, as I thought that doing one of these ships per day meant I would run out of missions before I'd covered all of the ships and characters in the game. But assuming that once the ships are done I add a couple of the characters per day (becauce the Components make the ships longer to create and add), we should get everything done. As there's only 3 more ships to do, and 8 more levels to go, with the 4 wingmen on either side, commanding officer and briefing officer, it looks achievable with only a day or two extra to mop everything up. Bearing in mind that the release of The Bad Batch on May the 4th will interrupt the normal schedule.

Freddy

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24/April/2021 Posted by Freddy

        Today we cover Mission 5: The Trail from Desevro as we continue through Star Wars: Squadrons. And we've added the Sienar Fleet Systems TIE/rp Reaper Attack Lander (squadrons) to the Star Wars D/6 Starships Section of the Site.
        As a support ship, the Reaper has one of the more interesting arrays of compnents, including turrets and systems to repair and enhance allied vessels. As usual if you've any suggestions on how these could be improved, or if you think we've gone overboard and made them too powerful, let us know and we can work out any kinks in the stats.

Freddy

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22/April/2021 Posted by Freddy

        And as the missions swap back to the Empire, we reach Mission 4: Secrets and Spies as we continue through Star Wars: Squadrons. And today, based on the game we offer up our version of the Koensayr BTL-S3 Y-wing (squadrons) in the Star Wars D/6 Starships Section of the Site.

Freddy

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20/April/2021 Posted by Freddy

        Another day, another level of Star Wars: Squadrons, with Mission 3: Through Enemy Lines. And today we've added the Kuat Systems Engineering RZ-1 A-wing Interceptor (squadrons) to the Star Wars D/6 Starships Section of the Site.

Freddy

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18/April/2021 Posted by Freddy

        Given I'm only adding one fighter per day (due to the time it takes to add all of the components which can be modified), I've got a feeling I'm going to run out of missions before I run out of stats to add for this game, I've still got loads of Fighters to cover, and haven't even touched the other Planets or Characters which populate the game. I think Squadrons is going to hang around for a lot longer than it's reviews.
        Anyway, today we present our review of Mission 2: The Skies of Yavin of Star Wars: Squadrons, and have added the Sienar Fleet Systems TIE Interceptor (squadrons) to the Star Wars D/6 Starships Section of the Site, a base Tie Interceptor, but with the modular companents from the game which allow it to be customised for each mission. As always, any suggestions, just let me know.

Freddy

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16/April/2021 Posted by Freddy

        Continuing with our level by level coverage of Star Wars: Squadrons, with Mission 1: Form the Vanguard. Today we've added the Incom T-65B X-wing (squadrons) to the Star Wars D/6 Starships Section of the Site.
        Again some of the decisions to balance the mechanics of the Video Game against the Mechanics of a tabletop RPG were a little difficult. In fact since many of the systems are shared between fighters, this was both a lot easier to do than the Tie Fighter, but also a lot more difficult. As to make each system unique becomes more and more difficult.

Freddy

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14/April/2021 Posted by Freddy

        Onto the next level of Star Wars: Squadrons with our review of Prologue: A Call to Rebellion. And today we've added the Squadrons version of the Sienar Fleet Systems TIE/LN (Squadrons) to the Star Wars D/6 Starships Section of the Site.
        Now, this is basically the normal Tie Fighter, but with a range of optional systems. Now most of these would be restricted to specialised missions and to Elite Pilots, allowing the stock Tie Fighter to be improved beyond it's normal specifications.
        I've tried where possible to mimic the effects given in game, but obviously a twitch based Starfighter simulator and a tabletop RPG are very different, so these may not match 100%, but as always I'm open to suggestions to improve these stats, as there is very likely things I never considered.
        I've tried to balance each of the systems, so any improvement it offers, it also offers a disadvantage so that each fighter doesn't suddenly become massively more powerful than it was originally intended. But I do like the options this gives a Gamesmaster for the Tie Fighter, allowing them to equip an Ace Pilot with a Tie Fighter with a few surprises, making them a bit more of a challenge. Although obviously as we do the same to Rebel Starfighters, this surprise will be balanced itself as the Players get the same options over the next few days.
        Anyway, as usual, let me know your thoughts, and we can make these the best version of these that we can.

Freddy

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12/April/2021 Posted by Freddy

        A small detour since this months issue of The High Republic has been released, and I've been enjoying it. So here's our review of The High Republic 4, and based on it we've added Starlight Beacon to the Star Wars D/6 Starships Section, & Kessurian & Artiodac to the Star Wars D/6 Species Section of the Site.
        Back to Squadrons tomorrow.

Freddy

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10/April/2021 Posted by Freddy

        A gentle start to going through Star Wars: Squadrons, with our review of the first mission Prologue: Lord Vader's Command, and we've added the setting of it, Fostar Haven to the Star Wars D/6 Starships Section of the Site.
        Back tomorrow with a review of issue 4 of The High Republic.

Freddy

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08/April/2021 Posted by Freddy

        Okay, I'm back, although may be taking things a bit more leisurely for the near future., as I can't say I want to return to spending multiple hours each day updating the site. Anyway, my first project to work through is, as I suggested previously, Star Wars: Squadrons (although I should have a High Republic to cover, but it seems to be late out this month).
        As usual I'll be reviewing each level/mission, then adding the new stuff from each on alternate days. So I'll be back tomorrow with the 1st mission.

Freddy

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01/April/2021 Posted by Freddy

        Well as promised, I'm back on 1st of April for some stupidity. As I've stated before I think that April Fools are usually a bit mean spirited, and I've never been a fan of them (hell it's in the name that they're trying to make you appear a fool). So instead here on RPGGamer.org I tend to be silly instead, adding some stupid stuff.
        So today we've added the Kuat Drive Yards All Terrain Armored Conveyance (AT-AC) and the Kuat Drive Yards All Terrain Rapid Deployment Armored Transport (ATR-DAT) to the Star Wars D/6 Vehicles Section of the Site. And now I get to spend the rest of the year explaining to people how they're not supposed to be sensible additions to the site.

        Now I'm still not decided on what I want to come back and start going through (although I should have a new High Republic to cover in a few days), but I'm thinking about working my way through the Star Wars: Squadrons game. The modifiable Fighters I think would make an interesting addition to the game, allowing the recognisable fighters of the Imperial Era some options, so players could choose customised X-Wings more suited to their skillset, and not every Tie Fighter they face would be exactly the same. These would essentially be the same fighters we're familiar with, but with options for faster speed, tougher armour, etc.
        Doing Squadrons would also have the advantage of being fairly brief, and there wouldn't be an absolute mass of things to add each day.

        Anyway, back soon, no matter what I decide, and enjoy the rest of your April the 1st.

Freddy

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