Now my crew breaks out of the Jedi Temple...

By UHF, in Star Wars: Edge of the Empire RPG

This is the continuation of my last adventure post;

http://community.fantasyflightgames.com/index.php?/topic/99693-so-my-crew-decides-to-break-into-the-jedi-temple/

As a GM this wasn't very satisfying. I was just continuing the story, and since I had pasted the players before, I didn't make the rest of the Jedi Temple incursion combat difficult.

The players had a blast though. They were downright afraid of running into more Cortosis Assassin Droids, so they held onto their fear for the remainder of the mission. They only ran into a few Arak class crawler droids, which was kinda funny. Captain tight pants (Drew Holst) forgot that he'd discharged all his blasters. Ran up and, *click* *click* "Dang!"

They got all data (25 years old) on all known Cortosis sources, planets where mines where in operation, and related data. (I plan to have the players discover toxic planet dating back to the Infinite Empire which may have some on it.) They also grabbed the engineering plans and repair manuals for their fighters... they also grabbed data on light sabers.

When they got to the hanger bay, alarms went off. The Slicer did the digital equivalent of pressing all the buttons on the lifts which was a smart way to prevent anyone from getting there too soon. In the hanger there was a Cortosis Dark Trooper, "Halt! Death to Jedi!" and promptly unloaded on the Marauder. The fight was fast and brutal. With alarms blaring, they took off in 4 DX-7 Jedi Star Fighters, each individually named... Mace Windu, Kitt Fisto, etc... (Look out for Mace's fighter, its a bad mother f***er!)

In orbit they hooked up to their Hyper Space rings, informed the remaining crew on their ship, and blasted off for blank space about 2 light years from Correllia. (Hyper space rings had tracking devices on them.)

When they arrived, they said the lines... "That was too easy!" "They let us escape." "Did we look for tracking devices?"

This is when the CR-90 broke hyper space nearby, "This is the Imperial warship Palpatine's Vigilance. You are here by bound by law and ordered to stand down." To which the players' captain said, "Nuts!", and loosed the first missile.

Two fighters successfully closed the distance and held the close to a single arc on the CR-90. The other two fighters were not so lucky. The fight went as expected, one fighter down, one strained to dysfunction, when out of no where the crew's ship broke hyper space, and continued blasting on the Vigilance.

They raked the Vigilance till couldn't take any more raking. Then Drew Holst offered a truce "Cease hostilities, and we will allow you to live." Which was met with the reply, "Death to Jedi!" The raking continued until Palpatine's Vigilance exploded. The players left the escape pods alone.

Next session should find the players exploring a strange new planet...

That sounds really exciting!

Do I understand correctly that 4 fighters were able to defeat a CR-90 corvette?

To coin a phrase, "Does that seem right to you?" :)

That sounds really exciting!

Do I understand correctly that 4 fighters were able to defeat a CR-90 corvette?

To coin a phrase, "Does that seem right to you?" :)

Yup... Do the math.

A CR-90 isn't that good. An Assassin Class Corvette would be a different matter.

The fighters are are smaller and can gain the advantage making them really difficult to hit. They can also use evasive maneuvers when they do that. When they gain the advantage, the fighters choose the combat arc. This limits the number of Turbo Lasers that can actually shoot at the fighters, but it lets the CR-90 beef up those shields. The CR-90 is huge and slow so it is also really easy to hit.

The bulk of the damage came from concussion missiles, while the blasters barely scratched it.

As I expected one fighter was down, while the other was unable to help. Neither of those fighters successfully gained the advantage, so they were shot at quite a bit. I really did miss. But in both cases, I had the enemy crit, but miss, so I strained the fighters to 0.

One of the successful fighters had the players' captain, who is an awesome pilot, and an OK shot. (These were easy easy shots so he did some damage.) The other fighter had the amazingly agile Gadgeteer, who was by default an amazing pilot, and a devastating Gunner. These were easy shots, so she made a mess of CR-90 with every roll, she crited repeatedly and hit the shields repeatedly.

The fighter stats are from this guide;

http://community.fantasyflightgames.com/index.php?/topic/92511-starfighter-creation-thread/

The DX-7s are excellent, but not overwhelmingly so. The integrated Astromech really helps deal with stuff.

The crew's actual Gunner was still on The Venture, a YT-1930 equivalent which came in a blasting. Those blaster shots put big holes in the CR-90's hull.

Basically, the CR-90 lasted 5 rounds. This is about what I had calculated 2 weeks ago.

Cool, sounds good!

UHF, I cannot express how happy I am to see that someone was actually using the ships I spent all that time statting ^^;

That said, did you think they were fair, or a bit overkill?

Otherwise, your misadventure inside of the Jedi Temple sound like a hoot and I may be borrowing a few notes from you there either for my current campaign or for the new one I'll be setting up once I move later this year.

How did you stat up the assassin droids, if I may ask? I've found them to be a mixed bag of either insanely deadly or a pushover at my table, so I'm curious where yours stood on that spectrum.

That sounds really exciting!

Do I understand correctly that 4 fighters were able to defeat a CR-90 corvette?

To coin a phrase, "Does that seem right to you?" :)

I've seen a lot of discussion on this in the forums, as it seems like capital ships have no purpose as fighters have far too many advantages. The new ones in Age of Rebellion are worthwhile since they reduce crits and the like, but the point still stands that a larger ship has penalties while firing upon a much smaller ship, and there are HUGE benefits for Gaining the Advantage (such as ignoring shield facings). A group of four Z-95s with skilled pilots could probably take out a CR90 with a few good rolls and strafing runs, especially when missiles are involved. . .

Now, if you used Minion rules for the gunners (of course, you could only bring maybe three guns to bear, so it may not help here), had multiple guns focus on one target, used an Aiming maneuver, and the pilot or another crew member used maneuvers to assist with boost dice, this could get ugly really fast for anyone.

But as it stands, yeah, it's possible.

I hadn't really thought about the fact that for a ship like a Corvette, it probably wouldn't be at its best tactically without a squadron of fighter escorts.

LibrariaNPC: You are very welcome.

Compared to other ships, the DX-7 is fine. One of your fighters is silhouette 2, which is a bit much. I seem to recall that it comes from a WEG adventure in which they crammed like 3 X-Wings and a pile of those. Personally I think that all fighters should be at least silhouette 3.

Also, I don't think that Capital Ships are disadvantaged to fighters. Not all are as good as others, and some have better tight defenses. Its also important to remember that one hit from a heavy weapon takes the fighter right out.

This is no different than modern warfare. Larger modern naval vessels are frequently escorted by Anti Air type support.

I chose the CR-90 because I felt that the players would win, while still beating them up enough to make them cry a little. The CR-90 had much fewer weapons than other similar sized military ships.

Fighters aren't the problem, concussion missiles are. They breach which really tilts the playing field.

Also, the characters that did the real damage, are effectively Aces by Star Wars standards. I gave the Imperials YYG for all rolls.

If someone wanted to adjust the rules, I'd create a 'Point Defense' capability for smaller weapons (Sil 4 and lower) for which you could not gain the advantage against. Point Defense would only work on SIl 5+ ships?

LibrariaNPC: You are very welcome.

Compared to other ships, the DX-7 is fine. One of your fighters is silhouette 2, which is a bit much. I seem to recall that it comes from a WEG adventure in which they crammed like 3 X-Wings and a pile of those. Personally I think that all fighters should be at least silhouette 3.

Also, I don't think that Capital Ships are disadvantaged to fighters. Not all are as good as others, and some have better tight defenses. Its also important to remember that one hit from a heavy weapon takes the fighter right out.

This is no different than modern warfare. Larger modern naval vessels are frequently escorted by Anti Air type support.

I chose the CR-90 because I felt that the players would win, while still beating them up enough to make them cry a little. The CR-90 had much fewer weapons than other similar sized military ships.

Fighters aren't the problem, concussion missiles are. They breach which really tilts the playing field.

Also, the characters that did the real damage, are effectively Aces by Star Wars standards. I gave the Imperials YYG for all rolls.

If someone wanted to adjust the rules, I'd create a 'Point Defense' capability for smaller weapons (Sil 4 and lower) for which you could not gain the advantage against. Point Defense would only work on SIl 5+ ships?

I'm trying to remember which one was Sil 2, but it eludes me. I know some of them can be "folded" for transport, which could be where that number came from.

I'm glad to hear that you found them useful and pretty balanced. I hope you'll enjoy using them and continue enjoying the rest of that thread.

As for your comments:

Fighters with missiles or torpedoes can be brutal, especially when they attack en masse like that. It was discussed many times in this forum, and I won't go through the rehash of it.

As for Point Defense, I agree that allowing a Sil 5+ weapons that act as though they are Sil 3-4 would be perfect to fit in, but they may become rather brutal if they are given the same qualities as turbolasers (like breach). Make them cannons like those on a starfighter and we may have something to act as a good deterrent.

Otherwise, a large enough capital ship with enough guns can REALLY destroy fighters. It took until Age of Rebellion's Beta/Errata to make it worthwhile, though, but those new rules and maneuvers are brutal.

I'd suggest compiling all of your updates into the same thread, instead of making a new one with every update. It would save you linking to the previous one and allows discussion to flow more naturally.

Though, I do appreciate reading about your game sessions, it looks like your group is having a blast!