Monday, December 17, 2018

SWAJ 15, last one in print



The reading of Star Wars Adventure Journal, Vol. 1, No. 15 (WEG, November 1997) is behind me. This one was a bit rough around the edges. Many of the old favorite pieces were missing, starting with the "Admiral's Communique" (a word-from-the-editor piece up front, setting the tone for the issue) to the "Galaxy NewsNets" feature. Both were, of course, written by the former editor Peter Schweighofer. Now we got a new guy ("...for Issue 15 and beyond.") There were numerous editing-related mistakes found within, from mis-spellings to double sentences and generally unclear wording. Very disappointing. Not a great maiden voyage, Steve Miller (formerly of TSR).

The issue has ups and downs, content-wise, as well. Kevin J. Anderson chips in an original story, wherein Luke meets a Jedi-singer/bard-wannabe for the first time. I guess I'd have to have read the Jedi Academy books to know who Tionne is. Still don't care. Patricia Jackson had me at Twi'lek dancing girl in her story "Laughter After Dark", about a smuggler and his ties to the Rebel Alliance. "The Great Herdship Heist" by Daniel Wallace was too long, but a fun enough romp in the end. Paul Danner contributed a capital ship heist story called "Two for One", and the Angela Phillips short tale "The Draw" was a good read.

Way too much, in my opinion, of this issue was taken up with the extra-long piece called "Tasariq: The Crystal Planet" by Tom Moldvay and Steve Miller. A decent initial idea, perhaps: develop an in-depth visit to a new world, new species, flora and fauna, etc. Certainly in keeping with the spirit of the SWAJ. This one did not interest me. I suspect Mr. Miller had some new ideas for how to lay out each issue, etc. Sadly, they won't amount to much, with the coming WEG collapse.

And with that, we bid adieu to the print version of the Star Wars Adventure Journal, as published by West End Games. Some great times were had, reading this magazine, over the 15 issues which made it to print. Some mediocre times, as well, struggling through subpar content. Not too many outright bad or boring times, thankfully, but they were present. I had to skip ahead only two or three times. Not a bad run, that.

SWAJ, you will be missed.

Thursday, November 29, 2018

SWAJ 14


Just finished reading Star Wars Adventure Journal, Vol 1, No. 14 (WEG, August 1997). Available at your local B. Dalton booksellers, or via mail order (for four issues send $35, check or money order, to West End Games, Ltd., RR 3 Box 2345, Honesdale, PA 18431-9560).

A pretty good issue, I'll say. Barbara Hambly (Children of the Jedi and Planet of Twilight, neither of which I've read) wrote a piece about Gamorr called "Murder in Slushtime". In it, she does for Gamorrean culture what A. C. Crispin did for Hutts in The Han Solo Trilogy. Interesting. John Beyer and Kathy Burdette write a nice piece that ties into the SpecForce Handbook called "Special Ops: Drop Points". I liked the story by Charlene Newcombe and Rich Handley called "Crimson Bounty" (related to the cover image). The "Galaxywide NewsNets" feature by Peter Schweighhofer was also nice.

They don't yet know that this is almost the end. At least the don't let on anywhere in the issue. There is a note up front that Mr. Schweighofer is stepping aside as editor as of this issue. Steve Miller (formerly of TSR) will be taking over for "...issue 15 and beyond." Yeeeeah. About that...

I'll be sad to see it go, the good ol' SWAJ. Not even sure if they'll know it's going away in the last issue itself. As I have seen online, Vol.1, No. 15 was the last one printed. They did have a Vol. 1, No. 16 fully ready to go (and just didn't print it, as I understand) and they had something like a galley copy of Vol. 1, No. 17 in some stage of the process. You can find them all here:

http://d6holocron.com/downloads/wegadventurejournal.html

By the way, as I was looking for that link, I noticed a brand new pair of entries, both entitled "Star Wars Adventurers Journal". Looks like an unofficial continuation, not affiliated with Star Wars or Disney. One released on May 4, 2018. The next released on August 3, 2018. I will definitely be checking these out.

***

As a side note, as of the writing of this SWAJ issue, WEG as we know it is less than a year away from Shoe Company Bankruptcy (July 1998). The Star Wars RPG license will leave that same year, as WotC releases the first d20 version in November of 2000.

Sunday, November 18, 2018

Punch it, Chewie


Just finished reading this delightful, fast paced book, Solo: Expanded Edition (Mur Lafferty, 2018). This is the long awaited (by me, at least) novelization of the Solo movie. It purports to be an "Expanded Edition", as I guess there are some extra scenes tucked inside that aren't from the film.

I was very pleased with the book. The characterizations seem spot on, from the wonderful droid libertarian L3-37 to the beautiful and dangerous Qi'ra, the cape-clad Lando, the lopsided grinning Han, Chewie and the rest. This is a great Star Wars story and a very entertaining read.

Makes me want to purchase this movie on Blu-Ray, and to watch Rogue One again. They are truly the only recent breaths of fresh Star Wars air, in my opinion.

With the Disney imposed slow-down in Star Wars movie releases, as Nate mentioned, I wonder when we will get to learn more about Qi'ra and her mysterious new Crimson Dawn benefactor and Teräs Käsi master.

Thursday, November 8, 2018

The Return of Cassian Andor

Well, now, this is interesting.

I believe that both Brent and I have been pretty critical of The Last Jedi, and that has thrown my interest in the Sequel Era into a tailspin. I was also disappointed that Solo: A Star Wars Story underperformed at the box office, and thus seemed to jeopardize other potential projects set in the time of the Original Trilogy. For those reasons, I was pleasantly surprised to read the following article on Starwars.com.


I'm glad to see there's still interest in exploring this time period, and that this project will focus on a character that I really liked. The more I watch Rogue One, the more I love it. This seems like it'll include stories filled with inspiration for potential future Star Wars RPG adventures and campaigns.

-Nate

Monday, November 5, 2018

Cyphers and Masks (P)review


I know it's more than a little bit late, but here's a preview of what people can expect from Cyphers and Masks

-Nate 


Cyphers and Masks (P)review

Page 1: Crawl

Page 2: Credits

Page 3: Table of Contents

Page 4: Fiction

Pages 5-9: Secrets in the Age of Rebellion/Tradecraft in Star Wars/Spies of the Rebellion
This section provides an overview of how espionage can be used in Star Wars adventures and campaigns, including suggestions for including other types of characters in spy missions.

Pages 10-35: Chapter 1—Operating from the Shadows
Detailed herein are four pages of backgrounds for spy characters, two pages of duties, just more than five pages detailing new species (the balosar, kubas and melittos), three new specializations (courier, interrogator and sleeper agent), two pages of talents, one of motivations, and two new signature abilities (counterespionage and unmatched tradecraft).

Pages 36-63: Chapter 2—Tools of Tradecraft
The book's strongest section is this one, which introduces six ranges weapons, three melee weapons, three suits of armor, four different chemicals and poisons, seven electronic devices, eight other tools, eight droids, four attachments for weapons, six for amor and eight for other equipment. There's also a new landspeeder and starfighter, along with six attachments for vehicles. All in all, this is the strongest equipment section in an Age of Rebellion book for some time.

Pages 64-95: Chapter 3—The Hidden War
Keeping up with tradition, the third chapter of this book provides suggestions for integrating spy characters into adventures and campaigns; it includes two pages each of rules for using Computers, Deception, Skulduggery and Stealth checks; guidelines for concealing weapons and slicing, three detailed scenarios for spies, and ideas for rewarding spy characters.

96: Advertisement

I was disappointed by the choice of species to include, since the one Balosar character in the movies is little more than a sight gag, and the Melitto is a background character in Episode VII; the Kubaz is the only familiar species. I think the Defel could have been a solid addition, along with the Clawdite. Even so, the rest of the book seems solid, especially the equipment section—which, I think, could provide entertaining scenes in which the PCs are issued special items much like when James Bond pays a visit to Q.



Thursday, November 1, 2018

X-Wing Second Edition


Well, the Second Edition of the X-Wing Miniatures Game from FFG has been out for awhile now, and I have still not played a game under the new system.

I have, however, purchased a bunch of stuff and converted my collection over, more or less. I bought one copy of the new Core Set, one each of the Conversion Kits (Rebel Alliance, Galactic Empire, and Scum and Villainy), and a copy of the Lando's Millenium Falcon expansion.

The Good
I like the comprehensive approach they took to re-balancing the game. Over the course of 14 waves of expansions, many new mechanics and rules subsets came into being. Much of this additional material had the seeming effect of crowding out the earlier ships. Starting over with the whole lot of them at once can't help but be an improvement, to my mind.

I do mostly like the Conversion Kit concept. They attempted to help a person like me, with 100+ ships, convert as painlessly as possible. I was able to use most of the kit contents, and sell the rest on eBay. I came out very well, in the end.

The Force. I like that they built a new mechanic to allow the Force, a key element of Star Wars, to play a role in this game.

The variable points costs and upgrade bars. The new game does not have points values printed on the cards directly, nor do the ship cards have the upgrade icons printed on them. These are controlled in an app (or a series of downloads), which theoretically allows for the game designers to tweak the game, as needed, to achieve a sustainable balance moving forward. The game has a smartphone app; but you don't need to use it, as their are PDF versions of the points lists.

The Scum and Rebel astromechs now live in harmony, together. No more silly "Salvaged Astromech" distinction. Bad guy astromechs now say "Scum only", like they should (like Crew upgrades do to define their affiliation, if needed).

I think I might like the new movable firing arc idea added to some ships.


The Bad
The game has an app, but that app is bad. I need something that I can enter my entire collection into; including one-off eBay purchases of single upgrade cards, etc. I also want to configure a custom universe of just the ships and upgrades I own and not have to fuss about with the ships I do not. This isn't too terrible, as the app can be completely ignored.

Here they were, with a golden opportunity to do whatever they wanted, pilot-wise. The Conversion kits were a blank slate. They could fix the error of their ways, correct the mistakes of their youth. But NO! They still didn't create K-2SO as either a U-wing pilot or a crew card. Drop ball, much, FFG? (don't answer that; we know you do).

Speaking of that, they took one step forward in an area I've been advocating for, then two steps back, stylistically. That area? The Y-wing. I have long said that the Y-wing cried out for a way to make a two-seater version (the BTL-S3). Well, they did it, mostly. Instead of giving the Y-wing a Crew upgrade slot, they made a new upgrade type, called Gunner, and granted the Y-wing the ability to take it. Yahoo! Then they stepped on the touchdown call by labeling all Y-wing pilot cards "BTL-A4 Y-wing" (the one seater version). Boo! They still need to make the Y-wing pilot Wes Janson and the Gunner upgrade Hobbie Klivian. Or I'll quit.


The Ugly
The Conversion Kits were a good idea, mostly. But they skimped in silly areas. Not enough generic pilots. Not enough base tokens to run all the ships the kit said it would convert. I realize it would be difficult no matter what they did, but the kits are not ideally situated to actually convert large collections efficiently.


In Conclusion
As I have said before, FFG loves to sell "stuff". Plastic pieces, cardboard up the wazoo, custom dice, etc etc etc. I have been daydreaming about a way to jail break this game wide open. I don't want to be limited by their "stuff". The main issues are, of course, the maneuver dials (need 1 per ship) and the base tokens. I would like generic base tokens with just arcs printed on them. Not sure how to replicate a bunch of maneuver dials easily. I guess I can verify whether the 1st Edition dials are, in fact, different. I would guess so, because FFG wants to sell me new stuff while seeming like it wants to help me convert old stuff (inefficiently and expensively). I do suspect that, barring some few ships here and there, I am done purchasing for this game.

Now to actually play a few games sometime soon.


Oh, Nate!

Saturday, September 1, 2018

Thrawn and his Special Friend


Just finished this new book, Thrawn: Alliances (Timothy Zahn, 2018). The tale jumps between two periods: the Clone Wars era where Thrawn is working with Padme and Anakin, and the early Rebellion era where Thrawn is working with Darth Vader. Chapter by chapter we skip back and forth between the eras, working on an interconnected mystery out of the edges of the Unknown Regions.

The tale is a bit bland, in my opinion. Not much going on, out on the outskirts of the galaxy. Always like to see Thrawn and the others, but this doesn't quite live up to earlier works in many respects.

I suppose this is the first novel wherein Zahn is forced to significantly overwrite his earlier Thrawn information. This novel ties into the cartoon series Rebels, which, of course, itself contains significant deviations from Zahns original Thrawn works. Not to hear him tell it, however. In this interview, Zahn claims that this work is "of a piece" with all he's ever done with Thrawn, even to the point that, if somebody at Disney were to snap their fingers and declare the EU/Legends Thrawn material canon again, these books would fit perfectly. So there's that.

Another detail from that interview is the following item: one of the locations in this book, Black Spire Outpost on the planet Batuu, is the site of the new Disney World Star Wars theme park, Galaxy's Edge. A place I will definitely visit someday.










Saturday, August 4, 2018

West End Games d6 Star Wars


I have been working on some preparations to play some d6 Star Wars with my sons (8 and 5) and Nate (41?). I was trying to decide which edition of the game to start out in, and landed upon a modified home brew version of West End Games d6 system 1st Edition Hybrid.

I don't care for the idea of spending character points during the adventure.

I love the concept of the Wild Die.

I like Full Doge adding to the target number and Combat Dodge replacing the target number, even if lower!

I like Stunned, Wounded Once, Wounded Twice, Incapacitated, Mortally Wounded, Dead.

I do not care for skill specializations and/or advanced skills.

I love the "do as many things as you think you can get away with per round", just -1D penalty to everything for each action past the first.

I am not interested in using "Hasted" actions, although I do like the general thrust: take a hit to ensure you shoot first (Han).

I found a nice forum post that convinced me the target numbers should be as follows:


Difficulty Target Numbers chart


Target Number

Difficulty
3
Very Easy
7
Easy
14
Moderate
21
Difficult
28
Very Difficult
35+
Heroic


I am thinking about some light forays into initial adventures. Some kind of team effort task for a rag-tag something less than paramilitary group of Rebel operatives with their own ship, with ample freedom and tricky details. Imperial entanglements, both by land and in the sky. Stormtroopers and TIE Fighters!

Flying X-wings is also a possibility, as this blog has long endorsed (but failed, thus far, to actually enact) a troupe style campaign (or at least series of loosely interconnected stories).

To that end, I have worked to develop RPG stats I am happy with for all the miniatures in my X-Wing collection (and some cool ships not in my collection). Along the way, I re-balanced and tweaked a good deal of minutiae. I ditched the stuff about sensors, I cleaned up the cargo ratings, I adjusted maneuverability ratings, etc, I made a new Space and Atmospheric speed rating (no more sad km/h, etc).

Next I plan to formalize the list of aliens playable as PCs and generate a few modified cheat sheets a la the inside of a GM screen.

Here are the ship stats I have thus far. I have posted a sample ship below.


***

The TIE Striker
   The TIE Striker is a ground support starfighter optimized for atmospheric flight. The Striker’s adaptive ailerons allow for unsurpassed speed when operating in such a high drag environment.
   TIE Strikers are natural choices for escorting drop ships, like the TIE Reaper, into combat zones. The Strikers will attack the landing area before the Reaper arrives, then stay on station to provide the newly arrived infantry unit some extra firepower, strafing and bombing enemy positions as directed.

TIE Striker
Craft: Sienar Fleet Systems TIE/sk
Length: 17.18 meters
Crew: 1 pilot and 1 gunner
Crew Skill: Starship Piloting 4D+1, Starship Gunnery 4D+1
Passengers: 0
Cargo Capacity: [None]
Consumables: 1 day
Cost: Not available for sale
Space Speed: 7
Atmospheric Speed: 10
Hyperdrive Rating: [None]
Hyperdrive Backup: [None]
Nav Computer: [None]
Maneuverability: [1D+2] ([2D+2] in atmosphere)
Hull: [4D]
Shields: [None]
Weapons:
     Four Laser Cannons (fire-linked)
     Fire Arc: Front
     Fire Control: [2D]
     Damage: [6D]
     Two Heavy Laser Cannons (fire-linked)
     Fire Arc: Front
     Fire Control: [2D]
     Damage: [6D]
     Proton Bomb
     Fire Arc: Rear
     Fire Control: [2D]
     Ammo: [20]
     Damage: [8D]

Friday, August 3, 2018

Executor

A new ship is en route for the Star Wars: Armada game; a capstone ship for my collection. Early 2019 will see the release of the Super Star Destroyer (the largest miniature FFG has ever made).

Apparently FFG has been working on this thing, behind the scenes, for two years. Many different game-play and manufacturing technical challenges were overcome, resulting in a more than 24" long, $200 'miniature'.

Excited!






Thursday, July 19, 2018

SWAJ 13


Just finished reading Star Wars Adventure Journal, Vol. 1, No. 13 (WEG, May 1997). A decent read. Includes parts 3 and 4 of the serialized short story "Side Trip:, written by Michael A. Stackpole and Timothy Zahn. A couple of other notable short story/adventure ideas are featured, including "Special Ops: Shipjackers" by John Beyer and Kathy Burdette. Always like the "Galaxywide NewsNets" and the olden days reports on upcoming Star Wars fare. The first novel in A.C. Crispin's Han Solo Trilogy, entitled The Paradise Snare, is set to come out in June of 1997.

In the "ISB Intercepts" segment, wherein WEG personnel answer burning questions from the readers, we learn a couple of cool things. One: WEG does not have a website, yet, but it does have 3 different AOL email accounts. Two: some products (like the Jedi Sourcebook) have been shelved indefinitely, as WEG does not want the content to be invalidated by the upcoming Prequel Trilogy. Ah, what a time to be alive in Star Wars fandom. The world is your oyster; Jar Jar and midichlorians do not yet exist, and hope is ever present.

Please send a self-addressed, stamped envelope to our Honesdale, PA home office. Pablo Hidalgo will be happy to answer your inquiries.

As always, you can check your Yellow Pages for a B. Dalton nearest you!


Friday, July 13, 2018

Tierfon Mission: Turncoat

This short scenario continues to develop the storyline introduce in Turbulence and Plunder, leading to a daring raid on a mag-lev train on the planet Corellia.

Turncoat

-Nate



Star Wars: Age of Rebellion: Turncoat
Recently operatives of the Rebel Alliance discovered a plot involving Jal Santhe, a Tionese nobleman who is indebted to Slarr the Hutt, and who arranged to sell details of shipping routes to pirates working for the crimelord. Armed with this information, and working in conjunction with a Tionese Rebel sympathizer named Gaea Rus, Special Operations has made a deal with the turncoat: He'll surrender himself to Alliance protective custody, as long as someone helps sneak his mistress, Fennix Taro, from under the noses of her Imperial minders on the planet Corellia. 

Natural, Rebel Intelligence looks to the Player Characters to do the job. In fact, Intel has learned that Taro is currently traveling by mag-lev train across the planet, providing the perfect opportunity for a quick and discreet extraction.

Note to the GM
While this scenario can easily be played as a stand-alone mission, it builds upon events depicted in Turbulence and Plunder. Playing them as a series helps develop a bigger, more immersive story arc for the Player Characters.


Adventure Summary
This adventure begins with some quick preparations by the PCs, outfitting themselves and their ship along with setting up any cover story that they might want to use. Once the mission starts, they can board the mag-lev train, seek out Taro, and make a plan for separating her from her minders. Then it becomes a race to board the PCs' ship and escape as reinforcements are arriving.


Planning and Preparation
While the PCs could spend all kinds of time preparing for this mission, it's probably best to keep such activity quick and easy. Those who think to ask for such information can obtain a layout of the mag-lev train, but that's about it. Characters who've attracted unwanted Imperial attention might need to obtain fake identification and prepare cover stories, too, which can become important during roleplaying situations later. There's also the question of where they want to leave their ship, keeping it hand for making an escape, but not leaving a pilot out of the other action. If need be, the Alliance can assign the PCs an R2 unit to act as a stand-by pilot.


Involving the Player Characters
After making their preparations, the PCs can quickly move into action, boarding the train and starting to search and plot.

Mission Objectives and PC Duty
Detailed below are some of the ways in which this assignment can tie into different characters' objectives.
  • Combat Victory: While one can hope that this assignment comes off without the need for combat, it's always good be ready for that possibility.
  • Counter-Intelligence: This character is, as usual, tasked with making sure that the operation isn't exposed by Imperial agents.
  • Intelligence: Helping secure the cooperation of Jal Santhe could be quite the coup for the Alliance, helping gain access to all kinds of useful information.
  • Internal Security: This character, too, should strive to make sure that the PCs are not revealed as Rebel Operatives, or that their mission is compromised.
  • Personnel: While he's only one person, the turncoat Jal Santhe is of considerable value to the Rebel Alliance.
  • Political Support: For this character, cementing the alliance with Gaea Rus and her noble family should be a priority.
  • Recruiting: Securing the aid of both Jal Santhe and Gaea Rus are important achievements for this character.
  • Resource Acquisition: Gaining access to information about, and possibly materiel from, the Santhe Corporations could be highly beneficial.
  • Sabotage: Removing Jal Santhe from Imperial influence would be a blow to the Empire in and of itself.
  • Space Superiority: Here again, while the PCs might hope to avoid ship-to-ship combat in this mission, it's likely to become a necessity.
  • Support: This character can, as usual, help fellow operatives in attaining any of the aforementioned duty objectives.
  • Tech Procurement: The Santhe Corporations deal in all kinds of technology, and Jal Santhe can provide information about it.

Episode 1: Boarding the Train
The PCs should be able to handle the first part of the mission, boarding the mag-lev train, just through good roleplaying. Even so, the following map and location descriptions are included to help set the scene, and in case the situation takes a desperate turn.

The Station
This building is often built into a natural hill, an area where the mag-lev rail passes above the level of the surrounding ground. For that reason, patrons enter below the main platform and access to the tracks is restricted.

1. Main Concourse
This broad, open area has double doors on both sides for patrons to come and go. At high-traffic times, naturally, the place is milling with beings of all sorts. Stairs and turbolifts provide access to the platform above. The ceiling is six meters high, and is supported by thick column of durasteel and pourstone.

2. Ticket Kiosk
Each of these booths has three stations for droids to buy and sell tickets. They do not normally check passengers' identification unless alerted by local authorities to do so.

3. Turbolift
These large carriages haul beings up and down all day long. In the event of an emergency, they can be locked down. Additionally, a locked door beside each shaft provides maintenance access.

4. Cafe
For those beings who wish to pass a little time or who wish to have sustenance during their travels, these two areas serve all kinds of food and beverages. Unlike the ticket kiosks, each is operated by organic staff.

5. Platform
Turnstiles lead from the stairways onto the platforms. One side is designated for each direction, and it is not uncommon for a being to find oneself on the wrong side of the tracks as the mag-lev train is approaching. As with the turbolifts, the turnstiles can be locked during emergencies, but they don't create much of a barrier.

Maintaining Cover
At the GM's discretion, they might need to make some Deception checks, opposed by the ticketing agents' Perception efforts. As always, the GM can add setback or boost dice, depending on good or bad roleplaying. This should make the PCs feel tense, but not present any real danger. 

Another possibility, of course, is that a character from one of the PCs' backgrounds makes an unexpected appearance. This could be a family member, an old romantic flame, a former criminal associate, or the like.


Episode 2: Planning for Departure

Refer to the map above and the area descriptions below once the PCs board the mag-lev train.

Control Cabin
The bullet-shaped front car of the mag-lev train features a small control room with a console and chairs for the pilots. There's also a small refresher unit and a storage area for personal items and emergency equipment. Note that one of these cars is usually situated at each end of the train, to provide a backup in the case of a breakdown or extra push when traveling in the mountains.

Baggage Car
Shelving units fill this car, providing space for stowing the luggage that passengers don't carry on with themselves, along with any cargo that the mag-lev train might be carrying. In addition to the doors at each end of the car, there is a set of double-doors on each side to facilitate loading and unloading.

Dining Car
Tables and chairs line the walls of this car, each situated beneath its own window. Uniformed beings provide table service.

Kitchen Car
In addition to cooking surfaces and food preparation areas, along with the related implements, this car has a cold storage room for keeping foodstuffs fresh.

Observation/Lounge Car
Those passengers who pay for the upgrade can take their ease in this car, which has comfortably upholstered chairs and sofa along with small tables. The same beings who work in the dining car also serve beverages and appetizers here.

Passenger Car
While this car provides the most cost-efficient means of travel, there are few frills involved. Pairs of seats line both sides of the aisle, and a pair of refreshers are located in the rear of the compartment.

Sleeping Car
Those beings who are traveling a great distance have the option of reserving a room in one of these cars. There are two varieties, with either a single or a double bed. Each type has its own refresher.

Finding Fennix
Once they're aboard the train, the PCs can start looking for Fennix Taro. She starts out in her private sleeping car, with the Imperial agents next door to her. Before long she emerges to eat supper, however, spending some time in the lounge car before moving to the dining car. When that happens, the Imperials stay close, but don't sit with her.

Fennix Taro—Use the stats for a Wealthy Noble from page 430 of the core rulebook.

Lieutenant Ennis Dul'Tir—Use the stats for an Intelligence Agent from page 419. This agent knows that he's been given a relatively minor assignment, but hopes that, by conducting himself well, he will be offered more important business in the future.

Minders—Use the stats for Naval Troopers from page 419.

Making Conversation
Approaching Fennis is, at first, pretty simple. After all, she's an attractive Human woman and so it seems only natural that someone would want to chat with her. Her Imperial minders try to seem disinterested, and might need to make Deception checks opposed to the PCs' Perception efforts in order to avoid being noticed or eavesdrop on any conversation. Subtle characters can use seemingly innocuous conversation to reveal who they are and why they're looking for her, however. Keep in mind that she is devoted to Jal Santhe, and turns away anyone who just seems like a flirt.

Creating a Distraction
This could be an opportunity for tech-savvy characters to shine. In order to separate Fennix from her minders, they could cut power to the car in which she is traveling, trigger an alarm for an automatic stop and evacuation, or something similar. The mag-lev train has decent protection against such sabotage, so any such efforts should be Hard (but manageable) tasks. As always, it's up to the GM to adjudicate any particularly clever (or crazy) schemes that the players devise.

Starting a Fight
This development is probably unavoidable for the PCs, and something that they should approach with caution. After all, most of the cars are also occupied by innocent civilian passengers, meaning that stray blaster fire could cause collateral damage. To reflect this, the GM could use Despair results in such a way, using the stats for Mechanic (page 413) or Nerf Herder (433) characters from the core rulebook to represent the wounded. The Imperials, of course, are not concerned about restraint once the shooting starts.

Calling for Backup
At an opportune moment, Lt. Dul'Tir calls for Imperial backup. This is a planet swarming with the Empire, of course, given the importance of the local shipyards, and so there's plenty of help to be had. Once he does so, the action should move to the endgame portion of this scenario.


Episode 3: Making an Exit
The Imperial response to the Dul'Tir's call for help comes in two parts. The first of these is an AA-70 Observation and Command speeder that arrives atop the train and drops to squads of stormtroopers, each consisting of a sergeant and four troopers. They force their way into the cars and begin searching for the Rebels. This should lead into a running battle, as the PCs try to escape aboard their own ship.

AA-70 Speeder—Use the stats from page 50 of Lead by Example.

Stormtroopers—Use the stats from page 420 of the core rulebook.

Stormtooper Sergeants—Use the stats from page 420.

Imperial Vehicle Corps Pilot—Use the stats from page 419.

A Complication
Fennix has a pet houjix named Nibbles. She loves this four-legged reptiloid very much, since it was a present from Jal. The problem is that she's keeping it in her sleeping car, and it doesn't like beings other than her at all. She refuses to leave without it, however, and so one of the PCs (probably a tough fighting-type) needs to retrieve it. The houjix does not cooperate, so that character needs to stun or otherwise incapacitate the creature in order to move it. Let the shenanigans ensue.

Nibbles the Houjix—Use the stats from page 27 of Strongholds of Resistance.



The second part of the Imperial response comes in the form of four TIE fighters that try to shoot down the PCs' ship.

TIE Fighters—Use the stats found on page 270 of the core rulebook.

TIE Pilots—Use the stats found on page 423.

This should not be a battle to death, but another running fight as the PCs try to escape with their quarry. While the pilot is trying to avoid being shot out of the sky, and any gunners are returning fire, other characters can engage with making repairs to damage suffered and, even more importantly, plugging in the coordinates for a hyperspace jump. It should take about six rounds for the PCs to clear Corellia's gravity well and thus be clear to jump. That last task is Average in difficulty, along with any setback or challenge dice the GM wants to add due to threat from the battle or the use of destiny points.


Epilogue
As long as the PCs do escape with Fennix Taro, they've won an important victory for the Alliance. Jal Santhe then arranges, via communication with Gaea Rus, to be taken into custody. He knows a great deal about the Santhe Corporation's workings, and thus can provide hooks for all manner of future missions—in particular, one secret project known as “Firestorm.”

Rewards for Risks
At the GM's discretion, the PCs should earn 10 experience points for a complete success, or 5 xp for a good effort; players who stick to their characters' motivations should earn another 5 xp. At the same time, they should each increase their Duty rating by 5.



Appendix 1: Opening Crawl
Presented below is an opening crawl in the style of the Star Wars movies for use with this scenario.


STAR WARS

AGE OF REBELLION

TURNCOAT

It is a time of civil war.

In order to recruit a Tionese noble and Santhe Corporation executive,

Rebel agents from Tierfon Base are preparing to extract his mistress

from under the noses of her Imperial minders. If they succeed,

they can win a valuable ally for the Rebel war effort. Failure, on

the other hand, could endanger scores of innocent lives...  



Tuesday, June 26, 2018

Solo Falcon

Actually the Solo Lando's Falcon, with detached escape craft (also known as Maw Monster Bait). Excited for this ship to make it into my collection.


Monday, June 25, 2018

Most Wanted



Another big win for a Young Adult Star Wars book, this time Most Wanted (Rae Carson, 2018). Set in 13 BBY and ending not long before the events of the new Solo movie, this is a great read. Rae Carson is a good author who has really captured Han and Qi'ra; I did not care for her short story The Red One in the 40th Anniversary compilation From a Certain Point of View, but this was good. Solid.

Lots of nice action. Great descriptions of the seedy underbelly of Coronet City on Corellia, home to the White Worms (including Han and Qi'ra). We get to meet some other interesting characters, including a memorable self-improved droid and a tech savvy Rodian.

Han gets to drive speeders fast, and gets his first glimpse of life among the stars. He and Qi'ra even get a short trip to hyperspace together. Get your mind out of the gutter, Nate.

It was fascinating that throughout it all, Han owns basically nothing. Not even a blaster. His penchant for charisma, charm, fast-talking, and improvisation serves him well...until it doesn't. Qi'ra, on the other hand, is cold, calculating, methodical. A planner by nature. Too bad it just isn't in the cards for them, romance-wise. Sigh.

I liked the book very much, although slogging through the disgusting sewers of Corellia for so long has made me want to take a shower.

Saturday, June 23, 2018

Official Guide


Just got this book recently. I quite like it! It reminds me of the also very good Visual Guide for Rogue One. Our olden days frenemy, the freelance artist and art teacher from Winnipeg, the guy who should know better from his days working with West End Games, Pablo Hidalgo!

There are, in this book and in this movie, some "deep cut" references for the gentle reader. Featured in Lando's portion: a mention to the Mindharp of Sharu. In the Coronet Spaceport section is a mention of and a relief carving of "Uhl Eharl Khoehng" and the "Edjian Prince", created by Patricia A. Jackson for the short story "Uhl Eharl Khoehng" in Star Wars Adventure Journal, Vol. 1, No. 8.

I like seeing the TIE/rb Heavy Starfighter (I have no doubt we'll be seeing that one in the X-Wing Game in the future.

TIE/rb

It was also fun to learn a bit more of the story details, like the fact that the muddy ground war Han is involved in takes place on the planet Mimban. The great conveyex robbery takes place on the planet Vandor, and Savareen, the site of the backwater refinery, is near Tatooine, Geonosis, and Ryloth. 

For completeness, here is what the native Mimbanese fighters, resisting the Imperial aggression, look like:


I can't recall seeing them on the big screen.

Wednesday, June 20, 2018

Bringing Balance to the Forces...Again


As you may know, a Second Edition of the X-Wing Miniatures Game is on the way (due in stores on September 13). Alongside re-designed, streamlined rules there are new model sculpts and a nice idea for veteran collectors, like me: conversion kits.

Each conversion kit is capable of bringing a set number of ships from a given faction up to Second Edition standards; with pilot cards and cardboard base tokens, etc. A nice gesture, when FFG might have not cared too much about the existing player base. All those First Edition plastic ships can be theoretically used in the new game, as long as you have the conversion pieces.

Of course, FFG will try hard to make you re-buy things you already own, like any good miniature game upon entering a new edition. In this case, they are doing it right: by making the new models flat out better. In the case of the X-wing, the S-foils actually open and close. That's OK with me, but not enough to make me want to part with all eight of my existing T-65s.


The new Y-wing sculpt, however, did make me recently clear the decks, selling my 4 Rebel Y-wings and 1 Scum Y-wing to make room for the new guy in town. First, the old (or current) Y-wing.


Then the Second Edition re-sculpt:


Oooh, la la! A longer, skinnier neck. More pronounced laser cannons on the front, and a much larger, more visible turret! I liked it so much that I sold all of my existing models to make room for these babies.

Another item on my mind has been my dis-satisfaction with the sequel trilogy; and when this craft flew onto my radar screens, I pulled the trigger on another sale:


That's right, Lando's Falcon from the Solo movie! Even I have my limits, so the prospect of owning three Falcons was a bit over the top...and I sold all things Sequel Trilogy: the Force Awakens Falcon, my five T-70 X-wings (including Poe's Black One), all four TIE/fo and both TIE/sf ships. I am no longer a Resistance or First Order player.

Note that Lando's Falcon is a Scum & Villainy ship. Intriguing... I also hear that the escape pod can detach from the front and fly as a separate ship. Cool.

Along the way, I had to trim down my number of standard TIE fighters as well. With a new Core set I will be getting two more...to go with the 16 I had. So I sold the four alternate paint job gray ones that I had collected (two of which came in the Gozanti-class cruiser epic expansion).

My X-wing collection is now at 82 ships, down from just over 100 not too long ago. I have only Original Trilogy stuff, and avoid both the Sequel Trilogy and Star Wars: Rebels cartoon.

When Second Edition hits, I will get one base set, Lando's Falcon, four Y-wings, and one X-wing in addition to one of each conversion pack. Depending on how they look, I may sell the TIEs that come with the base game, if they don't fit well with my existing full TIE squadron. Yes, that's too much.

Before that (tomorrow, in fact) I plan to pick up the TIE Reaper expansion (to go with my two TIE Strikers). This is an interesting one as it includes material for both First and Second edition of the game.


Last Shot


Business trips with airport delays are good for reading time. Started Last Shot (Daniel Jose Older, 2018) on Monday, finished on Tuesday.

An interesting book in that it spans at least three different time periods, each working on a portion of the intertwined tale. Chapters skip back and forth between the eras as the story is shepherded towards its conclusion. One of the best parts about going back in time: we get to see the sassy L3-37.

Good writing; I am well familiar with Lando and Han and the rest, and these characters seemed true to form. Too bad Luke couldn't have been worked in, even as a cameo.

Only found one typo in the book, so that's good. Thought I was on the trail of another, when, in fact, I had merely encountered Disney's latest Star Wars nod toward inclusiveness: a new character who prefers the non-gendered pronoun "they". When used in singular form, in place of he or she, it throws one for a loop initially. As with all of these barrier lowering pushes lately, I am for it. Not used to it, but that's kinda the point. Along these lines, the author manages to work into the story the fact that a New Republic official is a man married to another man. That's fine...but again feels like we're trying to reach some quota of PC mentions per book or something. As I said before, I wind up being for this sort of thing, if for nothing else than the fact that it's overdue to have Star Wars, or anything else, be open to and inclusive of everyone. I guess for me the issue is that whenever a character's sexual preferences are mentioned in these adventure stories it is for this explicit inclusivity purpose. The story does not generally support such overt, expository statements, out of the blue, for any characters. Perhaps they should simply show these people in their relationships as a more natural part of the story. Han and Leia, saving the day, quipping romantically along the way does happen. Doug and Barry, fighting the empire, making eyes at each other across the crowded bunker could happen. Romance is surely a part of the Star Wars experience, and should be open to all. Lando and L3-37, for instance.

A few items to gripe about (of course). First: the 'droids gone wild' main plot theme is a slight retread of that found in The New Rebellion (Kristine Kathryn Rusch, 1996). The technical aspects of the main scheme were weak as well. Not sure "how" it was supposed to happen. Many of the military terms were abused, like when the author mentions a battalion of A-wings, or when the only grenades to be found anywhere were thermal detonators, and even they were classically underpowered (someone threw three (3!) of them inside a small starship, in space, with almost no ill effects--tell that to Prince Xizor's castle). One of the characters is an Ewok slicer. Uhhhhh. Another is a Gungan who is basically there to make fun of Episode I in long-winded monologues. Many instances of "you should think of a new animal/place name"; not everything need come from Endor (in fact, nothing need come from Endor), not every belt is made of nerf leather, not everything hairy is bantha-like, etc. Stretch your creative muscles to grow the universe. On the flip side, "hell" doesn't seem like a Star Wars concept/word. Ruins the immersion in the fictional setting, to some extent. One last thing: apparently "ass" is an acceptable word now in SW literature. The author uses and abuses this fact to enable very frequent mentions; including setting breaking concepts such as "whup ass". Please. I much prefer "stang!" and whatnot. 

Some cool concepts: the main bad guy has an air of General Grevious about him; that's kinda cool. A Twi'lek love interest for Lando is textbook great. I am a sucker for the multi-timeline thread concept, kinda like the last episode of Star Trek: The Next Generation (All Good Things..., 1994).

In the end, I'd say this is a decent entry into the canon.