X-Wing Cross over rules

By New Zombie, in Star Wars: Edge of the Empire RPG

Hi there, I love the X-Wing miniatures game and wanted to incorporate some elements into EotE. A long time ago someone posted some home made rules to merge the 2 games. I can't find the original post to give credit to them. However, since then I've tweaked their ideas.


I haven't played these myself yet, my next session running Beyond the Rim will see their first use. All non pilot only actions like Damage Control operate as per normal EotE rules.


Basically it's X-wing miniatures, X-wing movement dials and templates, EotE statistics and dice, and some blending of the rules.


Minions


Represented by 1 miniature unless narratively relevant


Want to Jump out of combat? Astrogation timer


6 rounds (halved for GALAXY MAPPER)


Astrogation Results


  • f+ y: dd Computers check to restart Nav-Com
  • f: + 1 round per f
  • t: +1 round
  • a: -1 round
  • s: - 1 round per s
  • s + x: immediately jump

If Chasing prior to Combat


EotE rules


During Chase at Medium range


Missiles can be fired using EotE rules


Once at Close range enter X-wing tactical game


Start at X-wing range 5 from enemy


Starting speeds of ships is Maximum unless narratively appropriate


Entering Chase from Tactical


Fleeing ship(s) must select Max straight movement on dial suffering system strain if punching it


If fleeing ship is outside of front firing arc of pursuing ship(s) pursuing ship(s) gains + b


Then, EotE rules where fleeing ship is at maximum EotE speed


During Chase at Medium range


Missiles can be fired using EotE rules


Once at Close range enter X-wing tactical game


Start at X-wing range 5 from enemy


Starting speeds of ships is Maximum unless narratively appropriate


Initiative


Initiative if Chase occurred


Simple Cool check


Initiative if no Chase occurred


Simple Cool or Vigilance check


Starting speed is 1 or narratively appropriate


Movement and Action sequence


Pilots (both player and NPC) can perform:


movement then action/maneuver


or


action/maneuver then movement


Movement (Pilot Only Maneuver)


GM makes hidden selections on dials, then players discuss and Pilot chooses movement template.


Limit 1 per round


Red movement templates:


  • cause system strain
  • is an Evasive maneuver

Maneuvers (Pilot Only)


Evasive maneuver (Speed 3+, Silhouette 1-4, cannot use Max Straight)


  • Upgrades d of attacks for and against until the end of pilots next round.

Stay on target (Silhouette 1-4)


  • Upgrades attacks for and against until the end of pilots next round.
  • Pilot can see the movement dial choice of target and must endeavour to pursue.

Punch it (Silhouette 1-4)


  • Accelerate more than 1 point from previous round
  • Suffer 1 system strain per point differential

Actions (Pilot Only)


Gain the Advantage (Silhouette 1-4)


Opposed Pilot Skill Check (d set by targets skill)


  • Upgrade/Downgrade Piloting dice pool once per positive/negative speed difference
  • Downgrade Piloting dice pool once if target has the existing advantage on initiator
  • Add initiators handling b or b to pool
  • Add inverse of targets handling b or b to pool
  • Add situational b and b
  • s: Ignores penalties from Evasive maneuvers, Upgrade combat rolls until end of the following round and can choose defensive zone to hit.

X-wing miniature Boost


  • from green movement (Pilot d) + (handling) + (difficult terrain) - SKILLED JOCKEY
  • from white movement (Pilot dd) + (handling) + (difficult terrain) - SKILLED JOCKEY
  • from red movement (Pilot ddd) + (handling) + (difficult terrain) - SKILLED JOCKEY

X-wing miniature Barrel roll


  • from green movement (Pilot d) + (handling) + (difficult terrain) - SKILLED JOCKEY
  • from white movement (Pilot dd) + (handling) + (difficult terrain) - SKILLED JOCKEY
  • from red movement (Pilot ddd) + (handling) + (difficult terrain) - SKILLED JOCKEY

Actions (Pilot/Gunners Only)


Combat Check with Vehicle Weapons


X-W range 1 = + b


X-W range 3 = + b


Silhouette comparison (Core Rules Page 235)


Miniature Collisions


All vehicles involved moving miniature speed 0-2


Minor Collisions (Glancing blow)


All involved suffer a single Critical hit d100 - ships defense x10


If result is zero Critical is cancelled.


Any vehicle involved moving miniature speed 3+


Major Collisions (Head on)


All involved suffer a single Critical hit d100 - ships defense x5


If result is zero Critical is cancelled.


Pilot Checks to Pass Through or near Difficult Terrain (Core Rules Page 240)


d = current speed or half silhouette rounded up, whichever is higher.


Upgrade by whichever is lower.



the result will be used narratively to decide outcome which can include changing the x-wing movement template selected by the pilot.



Other Checks Influenced by Difficult Terrain (Core Rules Page 240)



b + bbb


I love the X-wing miniatures game too, but I prefer the existing narrative rules.

IMHO, it's like mixing D&D and Battlesystem in DL6 Dragons of Ice...oops, carbon dating myself.

Oh I love the narrative rules too. I find they work great in all aspects of the game, except for space combat which feels bland and book keepy due to tracking speeds. To date I've minimised the amount of space combat because it just feels flat. The chase rules are great and those are generally how I've approached space combat, where once they are in close range they can shoot, then alternate chase rolls with action rolls.

I don't care much for the X-Wing miniatures combat. I've done dog-fighting as well as simulators and find that the choices of maneuvers are far too limited, especially if the scene gets crowded with rocks. Too many matches that I've seen have the idiocy of the ship hitting one rock or the other because the turns were either too sharp or too shallow for the placement resulting in lots of crashes with terrain.

I don't think anyone ever suggested it was a simulator and I wouldn't expect it to live up to your real life dog fighting among asteroids. ;)

i think that the problem i had when initially running space combat in the beginner's game was that i didn't quite understand the planetary ranges yet and i think that is a problem for most people. there is no need to change range bands while dogfighting in space as close range in the planetary scale covers several kilometers of distance. short range would be necessary for fleeing from chasing starships or to maneuver further than a star fighter's weapons range to fire a missile back at it. those are the basic tactical options for space combat and the distance upkeep isn't difficult to track at all as most attacking vessels will be attempting to maintain close range and only fleeing ships will attempt to move further and further on.

since space combat is described cinematically and you can always adjust the facing defense side of your vessel, i think it just necessitates a better narrative description of fighters swooping in and turrets spinning about on the gm's and players' parts. when you introduce difficult terrain (i.e. asteroids, or debris) things can become a little easier in describing the advantages and threats that occur, but really i think that it is something that you can work with your group to come up with something akin to the first time you see han and luke on the turrets of the millennium falcon.

i'm a big fan of the x-wing miniatures game, and will admit i mainly bought them to use as minis for EotE space battles, but i don't think that maneuver dials or any of the features will translate. i made it about halfway through your suggestion for the rules before just getting lost in tracking what would happen when, going back and trying to work it out, and then having to do it all over again. that would slow down a session considerably i think.

i plan to use the x-wing minis as visual cues for my players to use acting out their narratives but not measuring distances or whatnot. just moving them about to demonstrate how they gain the advantage or maneuver about an obstacle. the EotE rules hold up, and the dice results are far more interesting than anything x-wing can create, it just takes patience and some practice committing to the cinematic narrative of the rules.

i'm looking forward to the next time that my party gets to fight in space. especially since they'll have the outrider out soon and we won't have to sub the yt-1300 for the party's ship any longer -- can't wait until wave 5!

others may have seen some of my other posts and will know i don't lack for imagination to get the best out of the narrative strengths of this system. even with an enthusiasm for narrative, i personally just find space combat a bit flat and look forward to trying this house rules out. thanks for the comments. hopefully others may find something of value here. if there is no value here for you that's cool, thanks for reading.

I agree that space combat is where the system fails a little bit.

I've been using hybrid of the two for a while now and after tweaking it a little am starting to really like it.

http://dailydoserpg.com/rpg/ship_combat.htm

:o wow that looks complex

:o wow that looks complex

i apologize for saying your system was too complex New Zombie. i was seriously underestimating how far this could be taken. artteach has us both crit. :o

as a game tinkerer myself, i applaud the work done to merge the two systems - clearly a lot of thought has gone into this! i LOOOOVE spending time OOG crafting "minigames," house rules, complete homebrewed systems...

as a GM for EotE - i love this system because it so encourages creative, narrative contributions from the players, not just the GM. for our group, i know that using these extracrunchy rules (heck, even using minis at ALL) would limit my players' imaginations and draw their focus to tactics and strategy instead of creativity and story.

  • f+ y: dd Computers check to restart Nav-Com
  • f: + 1 round per f
  • t: +1 round
  • a: -1 round
  • s: - 1 round per s
  • s + x: immediately jump

I've nothing much to add, but... did we get EotE dice icons for this forum and I never knew? Those look great!

If we did get the icons I can't see them for some reason. Can we get a 'key'? For instance f+y? I guessing it is failure plus despair maybe?