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
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f+ y: dd Computers check to restart Nav-Com
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f: + 1 round per f
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t: +1 round
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a: -1 round
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s: - 1 round per s
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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)
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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
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Downgrade Piloting dice pool once if target has the existing advantage on initiator
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Add initiators handling b or b to pool
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Add inverse of targets handling b or b to pool
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Add situational b and b
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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
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from green movement (Pilot d) + (handling) + (difficult terrain) - SKILLED JOCKEY
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from white movement (Pilot dd) + (handling) + (difficult terrain) - SKILLED JOCKEY
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from red movement (Pilot ddd) + (handling) + (difficult terrain) - SKILLED JOCKEY
X-wing miniature Barrel roll
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from green movement (Pilot d) + (handling) + (difficult terrain) - SKILLED JOCKEY
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from white movement (Pilot dd) + (handling) + (difficult terrain) - SKILLED JOCKEY
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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