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"They don’t have long. No one is coming to help them. And you are the one who led them here. Strike me down. Take the throne. Reign over a new empire, and the fleet will be yours. Only you have the power to save them. Refuse, and your new family dies.": Emperor Palpatine: Star Wars, Rise of Skywalker

Updates


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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