Ion Cannons vs. Damage Control

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

When used to remove System Strain, the Damage Control action can be done repeatedly by multiple crew members each turn. Doesn't this mean that using small numbers of Ion Cannons against something with large crews is pretty useless?

Not even going to the Star Destroyer level, consider the Wayfarer. Even after accounting for pilots, copilots, gunners, etc. the ship should have five or six crew able to wander about performing Damage Control every turn.

Sure, Ion Cannons are great for disabling fighters without destroying them, but I seriously doubt their utility against ships with larger crews unless the amount of ion firepower is overwhelming.

The way I understood it was that one person (or group) can make one Damage Control check every round. I don't have the rule book next to me right now, but this certainly would appear to be a very natural way to get around such an "exploit" and make ion cannons viable against ships with large crews.

Multiple characters can each make a Mechanics check per turn for System Strain recovery, but even if they succeed it's only one point per check, so I guess it depends on the sort of Ion damage being inflicted per turn how viable it would be.

Multiple characters can each make a Mechanics check per turn for System Strain recovery, but even if they succeed it's only one point per check, so I guess it depends on the sort of Ion damage being inflicted per turn how viable it would be.

I thought that the errata had changed it to 1 point per success, but that seems to only apply to using it to repair Hull Trauma (once per encounter). OK, so it's only one per character per turn. Still going to be rough against ships with large crews unless you have ways of piling SS up quickly.

You still have to make the roll, and just how many people do you think would be trained in mechanics at all, much less having a few levels? 5 or 6 stevedores trying to make 1 and 2 die untrained mechanics checks would prolly start making things worse once the GM started flipping destiny points.

Now yeah, if you did have a bunch of guys with a couple levels of mechanics each all making rolls, you could counteract alot of strain. That could make for an interesting fight on either side of that equation. Give it a time limit and see if the ship can get away/be rescued before it is crippled.

It's not a hard roll to fix System Strain. Less than half System Strain and it's a 1 Difficulty check, so players with a base 2 Intellect are likely to be successful.

Multiple characters can each make a Mechanics check per turn for System Strain recovery, but even if they succeed it's only one point per check, so I guess it depends on the sort of Ion damage being inflicted per turn how viable it would be.

I thought that the errata had changed it to 1 point per success, but that seems to only apply to using it to repair Hull Trauma (once per encounter). OK, so it's only one per character per turn. Still going to be rough against ships with large crews unless you have ways of piling SS up quickly.

Depends on how often the ion weaponry is firing. And each successful hit will likely be inflicting multiple strain.

So while having a large crew might be able to alleviate the SS caused be Ion weaponry, you;d need a very large crew dedicated to countering it before you'd totally negate it.

If a weapon causes 5 strain, you'd need 5 crew to successfully pass the check to remove it for the weapon to do nothing.

Thats assuming the ship isn't suffering any strain from other sources either.

Multiple characters can each make a Mechanics check per turn for System Strain recovery, but even if they succeed it's only one point per check, so I guess it depends on the sort of Ion damage being inflicted per turn how viable it would be.

I thought that the errata had changed it to 1 point per success, but that seems to only apply to using it to repair Hull Trauma (once per encounter). OK, so it's only one per character per turn. Still going to be rough against ships with large crews unless you have ways of piling SS up quickly.

I can't find anything in the errata. I thought Sam confirmed it was 1 strain recovered total (not per success) in the Order 66 podcast? It's been a while since I listened to it though, so I may be wrong.

Edited by Col. Orange

Multiple characters can each make a Mechanics check per turn for System Strain recovery, but even if they succeed it's only one point per check, so I guess it depends on the sort of Ion damage being inflicted per turn how viable it would be.

I thought that the errata had changed it to 1 point per success, but that seems to only apply to using it to repair Hull Trauma (once per encounter). OK, so it's only one per character per turn. Still going to be rough against ships with large crews unless you have ways of piling SS up quickly.

I can't find anything in the errata. I thought Sam confirmed it was 1 strain recovered total (not per success) in the Order 66 podcast? It's been a while since I listened to it though, so I may be wrong.

Yes, that's how it was. One Combat Repairs check per encounter to repair hull trauma, with one hull trauma fixed per success plus ranks in Solid Repairs. And as many Combat Repairs as you want per round to restore system strain, but with only one strain recovered per successful check, plus any ranks in Fine Tuning.