Monday, November 30, 2020

AT-ST and Snowspeeder in 144 scale Part 2

 Today, I started my Snowspeeder. 

I'm down to just 3 sprues of parts and one is just the base. 

Again, the parts come off very cleanly. On these three parts, I needed to use an arced motion along the wings to remove the extra plastic from the clipping. 

The third part is the engine on the top of the image. It is slight recessed into the body and sticks out. I found it was easier to place it in the top half and use a dot of glue to stick it in place. 

And I made my first mistake. I miss a tiny bit of plastic when cleaning up the clip points. You can see that it is now keeping the wings from meshing together completely. I couldn't see that without some really bright light. 

I was able to fix it by running a razor along the seam and cut it off. In the next picture you can see that seam is better but not perfect. 

And this is what it looks like from top down. 

Next comes the canopy and the root of the the gun pods plus a good way to confuse yourself. In the picture below, I have the roots of the gun pods swapped. 

By flipping the pieces, everything becomes obvious. 

In the last image, you'll note some recesses in the model. That will catch spillover from the gluing. It's a nice touch on these models. 

The next part is the gun and barrel. The thin barrel made me nervous, so I cut a chunk of sprue off with it and trimmed it off with a razor. 

The barrel has a C shaped part on the end to connect with the gun. If you don't align this part correctly, the barrel will look zig-zagged. 

Now, the gun rests against the previously attached root section. If you're brave, you can put a dot of glue there. It isn't necessary as the gun itself has a two point, box shaped connector. It won't flex or go out of skew. 

I think this image shows the connection between the gun and barrel better than the last one. 

Of course, no Snowspeeder would be complete without the tow cable gun. This part is even smaller than the main gun barrels, so I took a piece of the sprue with it and trimmed it up with a razor. 

And for scale, here we have both models. 

No flyer would be complete without a base. This is another item I didn't glue together. The connections are very sturdy and the base has 3 different slots for positioning. There is a ball pivot on the top. Glue would remove the adjustable nature of the base. 

I wanted to show the the different slots on the base. 3 different positions. 

And one final image of these guys together. This one captures all of the fine detail on these two tiny models. 

Tomorrow, I'll start painting. I can't wait to work on the A-Wings I have.

City of Nexus Map Bundle Review

Title: City of Nexus
Author: Seafoot Games  (Luke Seefuss and Rianna Stahl)
Rule Set: Any
Year: 2019
Pages: 5 pdfs, 15 pages each, plus 15 .jpg images. 
Rating: ★★★★★

Since this pandemic thing kicked off, I've been looking at Seafoot Games' City of Nexus bundle. It's been on the hot list for most, if not all of 2020. 

These sort of products give me fits for reviewing. How do I show an image without giving the milk away for free? Well, I'm gonna do my best by showing part of the title page of one of the five books included with set. 

It's impressive. Imagine this image with 300 px detail and multiply by five products. 

The books are nicely designed, with several pages dedicated to the Artist's Patreon following. The next ten pages include a 8.5" by 11" overview map, with nine pages dedicate to sections of the map. In this format, I advise printing one sided pages on photo paper. Every image has a grid for your figures, tokens or models. It's is wonderful with the right paper.

But I suspect that was not what the artist intended you to do. Each of the five maps has 3 jpeg files in 300px, 72px and one 300px poster size. The first two are perfect for virtual table tops and the choice of resolution is there to meet your needs. Sometimes, you don't want to pull up a massive file. 

These maps are battlemats for you to populate. They are extraordinarily detailed with beautiful set pieces, all obviously designed for each map in question. You could either ignore them or write them into your game. The set is ruleset agnostic for ease of use in any type of campaign. They are obviously medieval looking, but that's what 99% of OSR use. 

Back to "massive". The last jpeg for each map is a mighty poster 33" by 23" with a nice white border. It's perfect for framing as art OR to print off and cover with glass for your physical tabletop. Did I mention you get 5 of them? 

The price is great. It's CyberModay today, so I am not sure if there is a sale on right now, but at triple the price this is an excellent set. An easy 5 star product. 

Click the link to order. 

Hottest New Book
City of Nexus | 20x30 Battlemaps [BUNDLE]
City of Nexus | 20x30 Battlemaps [BUNDLE]

Sunday, November 29, 2020

AT-ST and Snowspeeder in 144 scale Part 1

 I haven't done a modeling post in a while. I haven't had much time. 

I started on my first plastic model in a long. I picked a good one, Bandai's Snowspeeder and AT-ST in 1:144 scale. 

They have good detail, but low requirements for skill.

The "instruction sheet" fits on the inside of the box lid. 

You'd think the parts would be very tiny, but as you can see with the first image, they look "beefy". The pieces come off the sprue easily and hardly require any clean up. 

I left the clippers in view for a sense of scale. That black strip is a piece of sandpaper I used for cleanup. The parts are too small for a file. 

Each part has pegs in the middle so you don't end up with glue blobs on the edges. There are seams visible, but there are more parts to cover them.

Update: I'll be finished tonight and will paint tomorrow. 

This is a jump from the prior image, I forgot where I left off. There are 3 panels that fit on the head. They are wonderfully designed to cover any seams. The tiny body gave me some trouble. The piece on the right (A4 27) needs to go on the large head support deck (A3 17 and 13). Unfortunately, I couldn't SEE how it should go. 

I resorted to enlarging the instructions. The piece has a support that fits into the deck, but it looked like it could go in several orientations. The two "tines" go "down" into the deck. When completely assembled, this part is on the bottom and almost hidden by the two shield guards on A3 13. You could leave it off, but it's great little detail. 

This is what it looks like assembled. At about this point, I started regretting not painting it first. 

The neck that connects the head to the deck has a ball joint. 

You put one side on first. 

Then the other. 

Again, this is another jump in the steps. The legs simply attach to the pins and the ball joint snaps together. If you wanted to place this model on a base, you could adjust the leg positions and the head angle. However, if you are full of gumption to try this, I suspect you'd want to cut the knee joint. 

Notice the hemostat in the image. My sausage fingers are too big to hold the smaller light on the side of the head. Again, the light and the gun mount are on pins, so they can be adjusted, too. 

And, here we are. All done. 

I'm not sure if I'll paint tomorrow. I have to teach a class online, so I might be making a template for model building so all of the images are neatly organized and the same dimensions. 

Check back soon for the Snowspeeder. 

Something New, Something Old

I've been following a few other bloggers, mostly for game ideas but sometimes for blogging inspiration. Over on The Other Side blog by Tim Brannan, he is looking to do a Character-A-Day in January 2021. I love his set of books on B/X witches. 

Obviously, I love pre-genned characters. I have over 75 characters for AD&D and B/X on the tab above. 

If you like making characters, I put together a list of blank character sheets I have used over the years. The first is a Google Doc created by Benjamin Connell for D&D 3.5. It is the most searched for item on my site. It's really good. 

The next is a very basic sheet in Google Docs I use for my AD&D and B/X campaigns. It's based on the 3 per page pregenerated character sheets from Ghost of Lion Castle. If you need a bunch of characters, but intend for the player to make it their own, these a good starting place. 

An example of the stat block. 
There is room for Equipment, spells and languages, too.

The last one is my personal sheet for AD&D. It's a scan of a document from back in the 80's, plus a newer version from the 90s. They are not editable, but they print nicely. They are aligned to AD&D with Unearthed Arcana with the seven stat block. 

If planning for 2021 isn't new, I don't know what new is. Up til now, I was just trying to survive 2020. :) 

Now for "old". Over on The 3 Toadstool blog, Shane wrote an excellent piece on how to populate your D&D campaign back in 2019. He worked with Chris Hall to refine the method. By selecting monsters and creatures from 10 different categories, it's super easy to populate your setting with creatures which match the themes you wish to cover. Just 10 monsters makes each setting feel very unique. 

This method is meant for D&D, but I am using it to come up with creatures in my Star Wars campaign. It works that well. 

Thursday, November 26, 2020

Aftermath - SW Session 001

"It's not Star Wars without lightsabers," she said. 

True. My campaign doesn't support lightsabers, so I am plugging in an event that allows the players to get their hands on lightsabers. I'm nothing if not adaptable and amendable. Plus, little wacky. 

I'm going to add the kookiest bounty hunter in the Universe. The characters' main antagonist is the former Viceroy of the Trade Federation, Bergel. Bergel is a Neimoidian, who avoids conflict and physical combat like the plague. He has a small band of security sentients and bodyguards. One of them is a Neimoidian bounty hunter. 

What? A Neimoidian bounty hunter? That is so against type, it's insane. 

Yes, it is. This bounty hunter will have to embody the traits of both a hunter and Neimoidian. He will be specialized in taking creatures alive or collecting information. This fits best with his species's tenancy to avoid conflict. He overwhelms his opponents with gadgets and technology to take the fight out of them. He would probably render medical assistance to those he takes before he turns them over as a bounty.

Since bounty hunter is a prestige class in the WotC Star Wars set from 2000, I will make this character much higher level than the party, which means he will have to be amediable to the player's goals. Since he is so "extra", he will have a massive amount of skills the party hasn't seen in one person yet. They aren't going to be able to outfight or outsmart him. At least, initially. 

In true bounty hunter fashion, he has trained on Mandalore. But not to be a bounty hunter, he was there to set up a trade alliance. He gained a lot insight on Mandalore as to what it means to be "independent" on a global level. This is a useful piece of knowledge for Bergel to have access to. The Tankeren are independent like the Mandalorians, but not as hostile. The Mandalorians called him "enchanting" and "charming". Coming from Mandalorians, those are not complements. However, he did make contacts, friends and a few non-violent enemies. 

He has a noticeable lack of Mandalorian armor and weapons. But he does have a ton of gizmos and gadgets that the Mandalorians use. He doesn't really care to kill. Two of these items are lightsabers that he doesn't use. A few of the other oddities use Kyber crystals, like an energy shield, net and entagler cable. In fact, he has a whole collection of Kyber crystal jewelry that he found interesting. This stuff is of low value on this planet as they don't have that tradition of The Force.  

In some part, he will be based on Obsidian Maw. He is cocky but calm about his skills and goals. He will announce his intentions truthfully because he believes in what he is doing. Everything he does seems to come out of nowhere, verging on magic tricks because he is an ambush hunter. He is vehicle to grant the party what they desire. 

Once I have his sheet made up, there will be the small matter of getting him into the hero's sphere of influence. I have few tricks up my sleeve to bring in some of that classic Star Wars feeling into this game. One of the better bits about Star Wars is the host of gray characters who don't fall under the categories of good or bad. This hunter will be yet another of those people. 

Wednesday, November 25, 2020

Tankeren TNK-101B (Star Wars Campaign)

For my Star Wars Campaign, I need a standard ship for a single planet. I have started with a rough design for a transport modified into a warship. There are only a handful of these warships around. They are vastly outnumbered by the standard food hauler version. 

I have not designed any landing skids or jacks yet. This ship would launch like an X-Wing, rising until the main engines kick it up to speed. 

The ship's dimensions are: 11 meters tall (taller with the landing jacks), 34 meters long and the body is about 10 meters wide. It has stubby wings with a span of 22 meters, mostly to keep the hot engines away from the body of the ship. 

At the bottom left is the nose door. It folds down to accept cargo. Directly above that door is an observation station with black windows. This location is the controls for the simple loading crane located in the fore cargo bay's roof. Next, there is also a man sized door port and starboard. The monstrous can-shaped engines mounted on top of the wings about 5 meters away from the body of the ship, so people can board through the side doors while ship is being readied. 

The fore cargo bay ends even with the back of the engines. There is 4 meter long hall that gives access to rear cargo area. This hall also gives access to the densely packed avionics in the waist of the ship's first level. 

The rear cargo vault is meant for food transport and the whole rear cylindrical area can be pulled right out the ship and connected to "shore power" to keep the food fresh. The ship can fly without the cylindrical vault, but it makes the ship "tippy". Pilots tend to fly by repulsor power in this situation, usually no faster than a speeder. In this mode, the ship feels very sporty. There are other variations of vaults to haul other materials, but this is most commonly used as a reefer ship.  

The second deck, the one with the crane controls, gives access to the gun spaces. There is a shower and bathroom on this level, plus a kitchenette and sitting area.   

The top deck has crew quarters behind the control space. The black area on this ship is a wraparound window which gives a breathtaking view or great lines of sight for the gun turrets. The gun turrets are great by local standards and poor by everyone else's standards. Sometimes, ships only mount one or two guns instead of all three. Shielding is just ok. 

You would think there would be a bomber variant and there is. Typically, a decommissioned food vault is filled with rock and dirt and dropped on ground targets. It's devastating. Even at low speeds it the vault can rip through city blocks of buildings. 

There is an actual sleeve-like unit built for bombs, but since most of the warfare on the planet is tribal in nature, there is little need to use something that can drop 100,000 kg worth of explosives on anything. They haven't met the Empire, yet. 

Tankeren missile technology is nearly non-existent, so no variant has missiles. 

The original 101A lack weapons and smaller porthole style windows, instead of the large wrap around window. All of the space saved by not having the turrets allows for an ample living space on the ship. This is by far the most common configuration for the TNK-101. 

While this ship is somewhat smaller than the Falcon, it is configured for family style living and seems very spacious by comparison. Most transport pilots don't own homes and simply live in the ship, either with family or a very cliquey crew. It is bigger than most houses.

The ships handling characteristics can only be described as weird. When hovering on repulsors, it handles like a dream, it's able to make centimeter adjustments easily. At full speed, the ship can barely turn or roll. Acceleration to top speed is incredible, but it can't go as fast as a warship, fighter or even a standard YT transport. Removing the rear cargo vault makes no difference except to make the ship feel off balanced. At low speed, it's fun ship to fly. At orbital speeds, it's like riding a dewback with a jetpack. 

I need to fix the side view of the wings, but to do that I need front and top views. Each view will be used to adjust and improve the other views making this a more complete ship. Then surface details can be added. 

Tuesday, November 24, 2020

Session 001 - Spiraling Dice

Invasion of Theed is a basic game engine. 90% of the information inside is geared for combat. Each encounter is broken down into three sections: pre-combat, combat, and post combat. The players are encouraged to use non-combat skills outside of combat, but every encounter defaults to combat for success. There is no way avoid it as stated.  

But I changed the setting, so the encounters had to change. This encounter was still a jail break. The characters were to suborn a couple of Neimoidian guards to get the codes to open the jail. They'd fight off some droids and rescue the prisoners or be captured. 

In this campaign, the lead Neimoidian Bergel is an antagonist but not a physical threat. He has relinquished control of the droid army to the leaders of Tankern, the name of the planet. Those republican leaders ordered the droids to quell the riot. As bad as battle droids are at warfare, they are even worse at policing, public policy and PR. The droids were holding people prisoner that the leadership didn't want imprisoned. Since this is a classic republic, there is no chief executive, only a person nominated for given tasks. The droids can't handle this, they want someone to be in charge to give them orders. 

My players were rolling from their last encounter directly into this one. They were still itching for a fight and not much time has passed since their last encounter with the droids. 

However, they gave themselves an excuse to stop and take a breather. They are rummaging through the speeders they stole in the last encounter. They have found a medkit, a toolbox, some tarps, painting supplies and a couple of cloaks and blankets. 

While the main party was doing this, Dex and Malta crept closer to the jail to scope out the place. Since Bergel has the most knowledge of the droids, he sent two representatives to order the droids to release the prisoners. Unfortunately a Republican Representative named Vidda showed up at about the same time and made the same demand. The droids are confused by the lack of combat and leadership. They don't know what to do and keep calling for help. 

Malta and Dex hatched a plan and returned to the speeders to fill everyone in. 

The nice thing about this group of players is they want to make use of non-combat skills. Some of this exceeds the rules in Invasion of Theed, so we are supplementing with the core rulebook. The party dressed Malta and Dex up as medics and made up Nonin to look like a wounded rioter. Malta and Dex have tiny blasters and planned to sneak them into the prison with the medkits and tool box to bust everyone out. Nonin was unarmed. Lidda stayed with one speeder to snipe targets if things get out of hand. Talhana's part was to use her speeder as a barrier between the droids and the side door. 

As Dex and Malta approached, a fourth "representative of the people" showed up. He is a rioter named Manro. For the player's benefit, I was rolling d20s for each party negotiating, whoever got the highest number has the droids ears for that round. It's a mechanic for the player's benefit so they could jam themselves into the conversation by backing different opinions. 

I'm not doing a blow by blow like the last time. Here is the initial map setup. The player's speeders are at the top and everyone else is in front of the jail at the bottom of the picture. 

The droids were pretty easy to fool. The Dex, Malta and Nonin wanted to get into the jail, which the droids were perfectly happy to do. They claimed to be "medical assistance". The droids flustered at this because they were calling for "assistance", but didn't mean medical assistance. I made Malta and Dex roll to keep their weapons hidden and they succeeded. The droids fixated on the tool kit, but Dex claimed they also repair droids. 

I used that to both help and confuse the party. There were 4 security droids off map, the jailers called them in and asked Dex to provide that assistance. He reluctantly rolled to repair one of them and satisfied, the beefy security droids marched off map to take up their hidden positions again.  

The three adventurers made their way into the jail and once the door closed, set about freeing themselves and everyone else from their cells, providing medial assistance and recovering the rioter's weapons. One problem the party had was they have no communication gear. There are some communicators in the jail, but the characters outside didn't have any and no way to pick them up.  

The force adepts are not powerful enough to use the Force to communicate. I deem that the force-sensitive feat and alter feat is good enough for the adepts to know if a party member is in the area and their general state of being, hurt, angry, etc. This is done on a DC 15, where a failure indicates the character knows they have failed. It's kind of the wrong power for the job. Since the characters were looking right at the jail or know the direction back to the speeders, they can detect their friends and the people right outside the door. 

After a great many die rolls for computer use, disable device and first aid, Nonin, Malta and Dex got the side door open and gave the signal. Lidda started blasting away as Talhana brought the speeder over. There were too many people to ride in the speeder, so Talhana switched places with Dex and he used the speeder as moving cover for the prisoners. 

The four people in front of the jail decided to enter and lock the door to get out of the fight. They are unarmed anyway. The droids are in no position to stop them. The party engages in a running gun battle with the hidden security droids and makes good their escape. 

The text indicates the jail holds a weapons cache. Since the characters are all gunned up already, I changed this 8 comlinks and 8 medpacs. Basically what one would find in a police station, sans the weaponry and armor. Droids don't have armor and store themselves with their weapons on their backs.  

The party decides to leave the city and hide in the countryside. To that end, they trade one speeder to the barkeeper from the first encounter for access to their rooms and some gear. The speeder is worth 6000 credits. Lidda demands some light armor, while everyone else sticks to the basics. Of note, they have 3 datapads, three electro-binoculars, a couple of tool kits, and their smaller personal belongings from their apartments. 

The barkeeper is not the nicest person and is already mad at the party, so he short changes the party and intends to dump their remaining belongings outside. The party intimidates their former landlord into forking over 1,500 credits with all of the gear and extract a promise for him to store their belongings they can't take. This will be a hostile work relationship in the future, but the deal seems to be pretty even. What the party got for the speeder was rather minimal, considering they are protecting goods that have no in-game meaning. 

This session went exceptionally well, I particularly loved the attention to detail the party put into their plans and the fact that they took an interest the last adventure so that they remembered that they had stuff in their apartments. Leaving the city will create some problems for me, I may have to create a different one off adventure to get them back into the city. 

Monday, November 23, 2020

The Standard, Non-Standard Ammo Options

There are some games where it is a core mechanic to track ammo. In Battletech, Star Frontiers and D&D, tracking ammo is important. In these games, ammo is a consumable core to the player's ability to play by the rules. How many missiles, gyrojet or arrows can one person pack around? It is tied to believe-ability. 

However, in other games it is in the rules but somehow violates the spirit of the game. Star Trek and Star Wars come to mind. How many characters on TV or in the movies run out of ammo? Only when the plot calls for it. 

Most games will fall someplace between the two extremes, such as any d20 game. Where the amount of ammo does not seem relevant, I prefer to use a different mechanic. In a modern setting with characters carrying normal firearms, I assume that all characters and NPCs are spending a bit of their time reloading as the opportunity presents. This means they almost always have bullets available. 

To add some tension, if the character fails their attack roll by rolling the worst possible number (say, a 1 in 20) then they are out of ammo and need to spend time to reload right now. If the rules have a mechanic for a jammed gun occurring on a one, the first time they roll a one they are out of ammo and if it happens again on the very next roll, the gun has jammed. 

Some games have weapons that simply don't work like a machine gun or semi-auto pistol. A blaster in Star Wars or Phaser in Star Trek are very unlike modern firearms. In the movies, they never run out of ammo unless the plot calls for it. As before, if a character rolls a 1, their weapon has malfunctioned. It makes a noise and nothing happens. To get the weapon working, the player needs to make a successful to hit roll to make it start working again. That seems like an oxymoron rule and maybe it is. The tension comes from the fact that the enemy knows there is something wrong and the hero can't shoot. They are drawing attention to themselves. Having the weapon suddenly go off in the enemy's face is just like Star Wars. And in Trek, fiddling with the controls almost always works. 

On the off chance these advanced weapons experience two back to back failures, then they are out of action until a repair is made, usually outside of combat. 

For most games where ammo tracking is important, I make sure the story provides ample reloads or parts where shooting is not required. My D&D players love "defending the castle walls" because by their nature, defenses have plenty of ways to get more ammo to the defenders. 

Sunday, November 22, 2020

Session 001 Setup - Automatic (Detention) for the People

This next session needs some modification. 7 battle droids, starting at a distance were no threat to the players. Also, the event description from Invasion of Theed won't make sense. 

The players will still be doing a prison break as per the boxed set events, but I am changing the scenario up in true Star Wars fashion. The characters have two land speeders they stole in Session 0, plus 7 blasters from the droids they fought. They are properly gunned up, but have no other equipment. 

The theoretical bad guy Bergel, is a former member of the Trade Federation and a Neimoidian. The boxed set describes a jail with two Neimoidians out front, watching droids take captives. I am changing this. Bergel has sent two representative Neimoidians to get the rioters out of prison. "For the People," they say. The droids can't process the thought and call for instructions. 

Vidda, a city representative shows up to also represent "the People". Vidda is being followed by a rioter, Manro who is also claiming represent "the People". Since all four of these people are unarmed and acting rationally, the droids want to hand over the rioters, but can't figure out who should get them. 

The droids are baffled. Vidda should have control of the droids as a representative of the Republic, but Manro and the Neimoidians actions have confused them. These citizens are unarmed, so the droids have broken into two groups, a pair with holstered weapons arguing with the sentients and four battle ready droids guarding the parameter. The droids are trying to figure out who is really in charge and who needs to be arrested, which is flummoxing every living being. The droids plan on arresting two or more people then hand all of the detained people over to the last sentient. 

That illogical path is par for the course when it comes to battle droids. 

The characters will roll in on this mess directly from their last encounter and tip the scale from confusion to gunfire, in typical Star Wars fashion. 

Here is the starting map. 

On the far side of the map are the party's two speeders. On the near side of the map are the droids and sentients. The four droids on the perimeter have cover from 3 columns, while the other two droids are in contact (arguing) with sentients. 

I have left the prisoner tokens off the map as the players can't see them. There is supposed to be weapons cache inside the prison, but I am swapping it out with supplies the party needs. All weapons inside have been taken from the rioters and should be returned to them once they are free. Off board are reinforcements for the droids, plus the cache and supplies have a few surprises for the players if they get inside. 

Obviously, the characters shouldn't come in guns blazing. We'll have to wait and see how they react to this scenario. 

End of Session 0 - Combat

Set up
Session 0 ended in a shootout. The party was ejected from the bar and into a riot on the streets. All sentient and sensible citizens fled when the heavily armed party arrived leaving only droids. Invasion of Theed comes with a great map and tokens. 

The adventure book is broken down into sections describing each encounter, complete with a mini-map to describe how the real map should be configured. In this encounter, droids are advancing and firing on the players. Each square is 2 meters and blasters have a range of 10 squares. Normally, ranges are straight meters.This is the one difference between the Star Wars core book and this boxed set. It's ok. 

Initial party formation.
The characters start off in a boxed in area, at the limits of blaster range. Since the party knows about the riot, they come out the door weapons drawn. They are able to see two speeders and 4 of five droids. Invasion of Theed has wonderful character sheets and rule recaps to assist the new player in running the game. While simplistic, the rule cover everything from movement to cover. The columns and walls block fire and allow a defensive bonus if one hides behind them. 

Lidda starts off on point with her huge blaster rifle. Nonin and Talhana have blaster pistols while Dex and Malta have lighter weapons. The main difference is range. 

In watching the movies and TV shows, the Droids have a rifle like weapon, but they have the same stats as a pistol. Make sense considering their size.  

Round 1 movement
In these basic rules, characters can move 10 SQUARES, not meters and shoot. If a character stays in place or takes a 2 meter step, they can use that move action to shoot twice.  

Because I allowed the players to generate their own characters and select their own equipment, they have some issues with the basic rules. Lidda has a rifle with a range of 40 units. Malta and Dex have a range of 4 and 8, while Talhana, Nonin and the droids have a range of 10. If you are counting squares, know that we goofed up the ranges by using squares for meters. 

Lidda, Nonin and Talhana get the first shots:

Round 2
The party downs two droids and damaged a third. Malta and Dex realize they are out of range, in either meters or squares. Oops. So they don't get to shoot, even though they were planning on it. 

In round two, Dex and Malta freeze. They have cover from Lidda, but Lidda is the droids primary target as she takes a knee and rips off two shots a round. 

More droids fall as the characters chew them up. The droids have a +2 to hit, but don't hit anyone. Again.

The event calls for 2 droids to remain hidden until the characters reach the speeder, but I decide that they investigate the gun fire in round three. Dex and Malta take cover by moving to the column in the middle of the map while everyone else stays in place. 

Round 3

 In round four, everyone gets a shot to devastating effect. 

The adventure book suggested a running battle, but because we weren't careful with ranges, the characters wiped the floor with the droids. Very often, it came down to having 2 shots per round and no movement vs. move then shoot. 

I will keep this in mind for the next encounter and change the event accordingly. 

This whole event was supposed to be in session 1, but it was over in just about 10 minutes, which is far shorter than it took to write this post. I will streamline my photos in the next post. For this first post on combat and movement, I think the maps and tokens were the star of the recap. I won't be posting a round by round synopsis in the future.