Interest check: Fighter Squadron game

By Rakaydos, in Star Wars: Age of Rebellion RPG

So would anyone be interested in a play by post that stuck mainly to starfighters, in an old flight sim style campaign?

I was thinking something like 3-4 PCs, each with a PC astromech also under the same player's control, for action economy. The squadron would be filled out with an appropriate number of Rebel Pilot minions for you to keep alive. While attacks are redirected to them, they actually take damage instead of being automatically removed, potentially allowing them to survive an attack or two. (thanks for shields!)

The pilot-and-astro combo allows more customization than usual. Remember that "full throttle" is not a pilot only action, and It's worth thinking about what your non-piloting skills mean in the context of a cockpit.

Sounds intriguing. You could get away with NPC astromechs, too, I think. What do you mean by "an old flight sim style campaign," though?

I haven't done a PBP in years, but this sounds like it could be fun!

35 minutes ago, SavageBob said:

Sounds intriguing. You could get away with NPC astromechs, too, I think. What do you mean by "an old flight sim style campaign," though?

the old Xwing/Tie Fighter games, who told story entirely through mission briefings and in mission objectives and events.

3 minutes ago, Rakaydos said:

the old Xwing/Tie Fighter games, who told story entirely through mission briefings and in mission objectives and events.

Sounds like fun. The party wouldn't even all have to be Aces (with maybe a Commander/Squadron Leader) if you'd accept Careers from the other lines.

That's the idea. And with PC astromechs, you can even have support classes in back to help you fly better. ( "Ambassador" astromech Inspiring Rhetoric-ing a High-G Maneuvers Hotshot?)

I'd be interested in playing in a fighter squadron game. TIE Fighter was one of my favorite Star Wars games, and I played in such a squadron campaign over on roleplayinggames.net before real life intervened and the game stalled.

That's three, with room for another.

How familiar are you all with the vehical combat rules?

1 minute ago, Rakaydos said:

That's three, with room for another.

How familiar are you all with the vehical combat rules?

I've been playing the system for years. Admittedly, vehicle combat rules are my weak spot. I'd say I'm about a 6/10 on them. Need to brush up for sure.

90% of the time I play the support characters like mechanics, face, etc. May look at a Rigger focusing on making my Signature Vehicle stronger, more resilient, and more agile. A different approach from a Hotshot or Pilot and their "go fast" attitude. :D

2 minutes ago, Tweedledope said:

I've been playing the system for years. Admittedly, vehicle combat rules are my weak spot. I'd say I'm about a 6/10 on them. Need to brush up for sure.

90% of the time I play the support characters like mechanics, face, etc. May look at a Rigger focusing on making my Signature Vehicle stronger, more resilient, and more agile. A different approach from a Hotshot or Pilot and their "go fast" attitude. :D

Anything in particular for your astromech? Keep in mind Modder from Edge is also available...

I'll probably have the first mission be a space combat tuturial, light on story while we collectively figure it out.

Edited by Rakaydos

I'm familiar from the previous PbP I played in, but that was months ago, so I'll probably need to brush up a bit. I think the big things to watch out for are: Range bands work differently on planetary scale than personal scale, smaller ships get to choose which defense zone they take their hits in while larger ships have to let the attacker decide, and people are generally a bit on the fragile side.

Will we all be flying the same fighters (albeit potentially modified differently), or will there be some variation in type?

Ditto

5 minutes ago, Tweedledope said:

I've been playing the system for years. Admittedly, vehicle combat rules are my weak spot. I'd say I'm about a 6/10 on them. Need to brush up for sure.

90% of the time I play the support characters like mechanics, face, etc.

Ditto and ditto. :) I would definitely benefit from a space-combat tutorial.

Not sure what kind of character I'd look at. Maybe Racer? Or Driver? I like the idea of someone who's more comfortable on the ground but who has been forced to get behind the controls of a starfighter by circumstances beyond their control.

10 minutes ago, Rakaydos said:

Anything in particular for your astromech? Keep in mind Modder from Edge is also available...

I'll probably have the first mission be a space combat tuturial, light on story while we collectively figure it out.

Demolitionist

In all seriousness, I will probably go for some combination of Squadron Leader/Pilot/Starfighter Ace for my PC and Commodore/Rigger for my Astromech. Commodore makes a surprisingly perfect fit for an Astromech now that I think about it but Rigger just makes the starfighter so much better.

My Astromech will probably be a Technician/Modder. Extra hard points on a starfighter are delicious.

I'm undecided on my pilot, but I'm tempted to play a Smuggler/Pilot/Gambler. Maybe a Gank who "cheats" by using a Neuromachine Interface to control the fighter.

I'm thinking starting with 0 XP characters and 1-seat Ywings, as per the book. This doesnt seem to be enough for several of your characters, but it lets us get some playtime before locking in builds that might be missing something we end up needing.

Edited by Rakaydos

I've been noodling with trying PbP for the first time and this is the exact style of game I'd love to play.

I only get to GM live, so this would certainly scratch my player itch.

Sounds good. In that case, I think I'll nix the Gank idea (it's gimmicky and creates annoying rules questions with regards to various piloting talents) and instead rework my old mean-spirited, foul-mouthed Dug character as a Smuggler/Pilot. My astromech will still be a Technician/Modder.

Era will be early rebelion, premise is that you've been recruited to fight against the empire and handed some old clone wars junker ships and a place to land. (on dantoine, otherwise known as space nebraska)

Are we going to be using Duty? If so, what will the starting score be for our pilots and astromechs?

I'd be down for this its been a long time since i did this and haven't done one with a actual fixed game system so this could be fun.

Stating score of 20, combined for astromechs and pilots. Each player wil track your fighter's duty, not your pilot AND your astro.

I'm torn between Driver and Operator for the pilot, leaning toward Operator. For the droid, I'm torn between something Mechanic-y vs. something that buffs (like Ambassador).

20 minutes ago, Rakaydos said:

Stating score of 20, combined for astromechs and pilots. Each player wil track your fighter's duty, not your pilot AND your astro.

What will this make our group total? Trying to plug this into oggdude's and need to see what can be cashed in for xp.

With 4 players, that'll be 80. If you want it evenly split between astro and PC, 10 each.

1 hour ago, Scherer666 said:

I'd be down for this its been a long time since i did this and haven't done one with a actual fixed game system so this could be fun.

Throw together a character... if we go over 6, though, we may start taking PC casualties.