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Has anyone tried combining the X-Wing Miniature rules with the Edge of the Empire rules yet? I'd love to see a discussion on this. An (un)official combining technique would be most welcome. I'm just now reading through both rulesets. If I come up with a viable method, I'll share.
NezziR
Tomorrow with take us away, far from home. No one will ever know our names. But the bard's songs will remain. Blind Guardian
Dice Symbol Notations: NezNotation PDF v1.0; Character Helper Worksheet: Version 1.00
Quick Reference Sheet: Version 1.04; Monster Tracking Sheet: Version 1.03
Arcane Caster Quick Reference: Version 1.02; Divine Caster Quick Reference: Coming Soon
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I think I may of mentioned this in another topic but you could use the X-Wing Range Ruler to determine the Range Bands in EotE like Range 1 is Short/Close, Range 2 is Medium, 3 is Long and beyong 3 is Extreme, but other then that I don't know about the rules crossing
I think the way we're going to do it is, use the movement rules from X-Wing and everything else from the RPG.
Short range would be the length of the range ruler, medium the table, and long/extreme off table. Trying it tonight, I'll see how it works. My one concern is that the ranges are so long that the maneuvers won't be effective. We'll see. If it doesn't work, I'll make some larger turn templates.
--Nez
Tomorrow with take us away, far from home. No one will ever know our names. But the bard's songs will remain. Blind Guardian
Dice Symbol Notations: NezNotation PDF v1.0; Character Helper Worksheet: Version 1.00
Quick Reference Sheet: Version 1.04; Monster Tracking Sheet: Version 1.03
Arcane Caster Quick Reference: Version 1.02; Divine Caster Quick Reference: Coming Soon
I've not actually had a chance to look at Edge of Empire yet but from what i've read, I'd imagine that it's fairly easy to simply replace the ship combat rules with X-Wing.
The Krayt Fang uses the Outer Rim Smuggler profile and to keep everybody interested, PC's take specific roles on a ship and each character allows the Krayt Fang to take an action of some kind based on a specific test:
Pilot - controls the movement dial and rolls defence dice, a successful Pilot check allows the ship to take an Evade action, the Pilot skill of the ship is set by the Pilot's dice pool for Pilot (how many times can I type Pilot in one sentence?), with Yellow dice counting for two (if Sasha is the pilot the ship has a Pilot Skill of 4)
Gunner - rolls the dice for shooting one of the weapons, a successful Gunnery check allows the ship to take a Target Lock action
Co-Pilot - Can use the ship's systems to aid the rest of the crew as appropriate with a Computers roll to allow the ship to take a Focus action or can plot a hyperspace jump with a successful Astrogation roll
Engineer - can restore a shield with a successful Mechanics roll (maybe even allow a Boost action)
Obviously this can be complicated by having other things going on on board - especially when the Fang starts taking hull damage. I'd need to test the ideas though and I've no idea what an appropriate level of difficulty would be - but I'd imagine tasks get harder as the situation gets worse.
The fact that Escape from Mos Shuuta has a YT-1300 and TIE Fighters is a good reference point for assigning X-Wing Stats to other ships in the game (such as the Kubaz's Dunelizard). I also felt that some of the ship combat specific abilities on the talent trees can also be replaced with some of the upgrade cards from the X-Wing game.
Anyway, that's my ideas so far…will expand on them once I've got the game in my hands.
Using X-Wing should provide a quick and cinematic space battle in the middle of the game.
Without Signature
I think that those are great ideas. It's fairly easy to convert EoE to X-wing, the problem is to involve the non-piloting characters, which I think you've managed excellently!
When I am GM I like to give my players choices, and I am going to try to expand your ideas with more tasks. Like, it requires three successful astrogation checks before you can jump, but sometimes the navigator chooses to do something else instead, e.g. providing a focus. It has to be so important that it makes him/her pause the work toward escape.
More suggestions:
The co-pilot can (after the maneuver dial has been set) make an appropriate skill roll to avtivate an R2-like ability, turning the maneuver green if it was range 2 or less.
The mechanic can make a (difficult) skill check to activate a R2-D2-like ability, after the maneuver dial has been set.
The gunner also has the choice activate the ability of the card 'Gunner'.
Someone can make a skill check to get rid of a target lock or release chaffs once enemy missiles have been launched.
Are there more suggestions?
I'm going to go through the utility cards to look for more inspiration.
Without Signature
Right, I've got the Beginner Game box and I can now expand upon my original post.
The Krayt's Fang is a standard YT-1300 using the Outer Rim Smuggler pilot card. The only difference is that the pilot skill on the card is changed to reflect the skill of the pilot which is equivalent to Agility + Pilot skill ranks (e.g. Pash would have a Pilot Skill of 5). Just as in the main game, the PC's take one of the following roles aboard the ship:
Pilot (x1) - Chooses the direction and speed of the ship on the maneuver dial and may do one of the following actions:
Gunner (x2) - Rolls the weapons dice for a single attack from the ship and may do one of the following actions:
Engineer (x2) - Rolls the agility dice for the ship and may do one of the following actions:
Co-Pilot (x1) - Adds their ranks in Pilot to the ship's Pilot Skill (Oskara would raise Pash's pilot skill to 6) and may do one of the following actions:
PC controlled ships do not receive upgrade cards unless they have ship related talents which are negated by the X-Wing rules. For example, with Pash, Skilled Jockey operates as normal, but Full Throttle might grant the equivalent of Engine Upgrades (allowing a ship to Boost) and Improved Full Throttle might grant Push the Limit (allowing Pash to do two actions)
Stress would work as normal and enemy ships operate normally too (I figure that the lack of tests is balanced by the limit of a single action) to keep the action as quick as possible and reduce the GM's job. Destruction of a ship doesn't necessarily mean character death, just that the ship is effectively out of the fight (e.g. like Wedge in ANH), which can lead to crash landings, boarding actions and other excitement.
I also used the TIE/LN, Y-Wing and YT-1300 to get a bead on how ships from the RPG should be statted in X-Wing and came up with the following:
Thweek's Dunelizard:
Pilot Skill: 4, Weapons: 2, Agility: 2, Hull: 3, Shields: 2
Actions: Target Lock, Focus, Evade
Upgrades: Missiles, Astromech, Elite Pilot (might be used to make him more of a threat)
The Lucky Guess (Large):
Pilot Skill: 5, Weapons: 2, Agility: 2, Hull: 3, Shields: 2
Actions: Target Lock, Focus
Upgrades: Must take a single Crew upgrade to represent the second Vio sibling
This would be a develop it as you go system, but my first impressions are that it would be more dynamic that the ship combat in the book (which is essentially just dice rolling). I've already thought about how things would change for fighters. Essentially a Y-Wing could have a Pilot/Gunner and an Astromech as a Co-Pilot/Engineer. I'd rule that the ship can't jump to Hyperspace without an Astromech.
Those re my ideas anyway. Hope they're useful.
Without Signature
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