Mötley Crüe...

By I. J. Thompson, in Star Wars: Edge of the Empire RPG

Sorry about the deceptive title - this actually is on topic.

I'm gearing up to GM EotE, and am reminded of my beef with all Star Wars rpgs so far... they give you a 'crew' or 'ship's complement' listing. Sometimes it's just a number, sometimes (like with EotE) it's more detailed. Like they'll specifically say 1 pilot, 1 co-pilot, 1 gunner, 1 engineer, 1 loadmaster, etc.

So does that mean 'all these roles need to be filled by a separate individual' (in cases where there's a large crew complement), or does it mean 'only the listed crew can perform related actions' (where there's a small one)? Like, the crew complement of a YT-1300 is "1 pilot, 1 co-pilot", while the Firespray's is "1 pilot"; does this mean that the YT-1300 needs a pilot and co-pilot to be able to fly, or does it mean that additional crew aboard a Firespray may not co-pilot?

Similarly, if a gunner is listed, does this mean that the pilot may not fire the gun? Or alternatively, if a gunner is not listed, does it mean that only the pilot may fire the gun?

I've got a three-player team with their eye on the Firespray, which has a ship's complement of "1 pilot". Does this simply mean that a minimum of one character can run all the systems, or that only the pilot may run these systems, and the other characters may only effect repairs?

Sorry if this has been brought up before and I missed it, but this is one of those things that will come up again and again, so I want to get all my ducks in a row...

The crew (players) can do whatever they want on the ship. A caveat however, if there was only one pc and a turret, that turret would only fire forwards as far as im concerned.

Jusy make sure your party gets smuggling compartments for Dr. Feelgood, and if they are all Girls, girls, girls, that there is no Smokin' in the boys room.

The ships are all highly adaptable and in many cases, adaptations to which stations are tied to which systems can be assumed to have occurred for 'best-use' by the crew.

In episode IV, when Han get Luke to man one of the turrets are we to assume Chewie took over as pilot without a co-pilot? If so then we can assume these numbers are at least a little bit flexible. Then again, Leia could have been the co-pilot... it's been too long since I've seen this movie. :unsure:

Sorry about the deceptive title - this actually is on topic.

I'm gearing up to GM EotE, and am reminded of my beef with all Star Wars rpgs so far... they give you a 'crew' or 'ship's complement' listing. Sometimes it's just a number, sometimes (like with EotE) it's more detailed. Like they'll specifically say 1 pilot, 1 co-pilot, 1 gunner, 1 engineer, 1 loadmaster, etc.

So does that mean 'all these roles need to be filled by a separate individual' (in cases where there's a large crew complement), or does it mean 'only the listed crew can perform related actions' (where there's a small one)? Like, the crew complement of a YT-1300 is "1 pilot, 1 co-pilot", while the Firespray's is "1 pilot"; does this mean that the YT-1300 needs a pilot and co-pilot to be able to fly, or does it mean that additional crew aboard a Firespray may not co-pilot?

Similarly, if a gunner is listed, does this mean that the pilot may not fire the gun? Or alternatively, if a gunner is not listed, does it mean that only the pilot may fire the gun?

I've got a three-player team with their eye on the Firespray, which has a ship's complement of "1 pilot". Does this simply mean that a minimum of one character can run all the systems, or that only the pilot may run these systems, and the other characters may only effect repairs?

Sorry if this has been brought up before and I missed it, but this is one of those things that will come up again and again, so I want to get all my ducks in a row...

It ultimately a gm call, but the usual consensus is most craft require a single pilot to fly. The other positions are typical jobs and/or specific positions. So if a ship calls out a gunner position, the pilot and copilot probably can't use the guns as the controls are located somewhere other then the cockpit.

How much overlap you want to allow is up to you, so if you want the firesprays cockpit to allow anyone in it to operate the weapons, and not just the pilot, that's your call ( and probably fine, Boba was able to operate the minelayer without jangos help).

Also as Samophange says, you can do things like allow a turreted weapon to be fired from the cockpit if you like as well. If you have an especially small group doing so is a reasonable solution to the issue. As is just moving the weapons around with a premodding job, its star wars, so starting with a ship that isn't shiney and new is totally acceptable.

Sorry about the deceptive title - this actually is on topic.

I'm gearing up to GM EotE, and am reminded of my beef with all Star Wars rpgs so far... they give you a 'crew' or 'ship's complement' listing. Sometimes it's just a number, sometimes (like with EotE) it's more detailed. Like they'll specifically say 1 pilot, 1 co-pilot, 1 gunner, 1 engineer, 1 loadmaster, etc.

So does that mean 'all these roles need to be filled by a separate individual' (in cases where there's a large crew complement), or does it mean 'only the listed crew can perform related actions' (where there's a small one)? Like, the crew complement of a YT-1300 is "1 pilot, 1 co-pilot", while the Firespray's is "1 pilot"; does this mean that the YT-1300 needs a pilot and co-pilot to be able to fly, or does it mean that additional crew aboard a Firespray may not co-pilot?

Similarly, if a gunner is listed, does this mean that the pilot may not fire the gun? Or alternatively, if a gunner is not listed, does it mean that only the pilot may fire the gun?

I've got a three-player team with their eye on the Firespray, which has a ship's complement of "1 pilot". Does this simply mean that a minimum of one character can run all the systems, or that only the pilot may run these systems, and the other characters may only effect repairs?

Sorry if this has been brought up before and I missed it, but this is one of those things that will come up again and again, so I want to get all my ducks in a row...

keep one big thing in mind, the ships are way more customizable than what the book says. heck, you can have a gunnery station in the cockpit that is handled by a gunner there instead of in a turret. there could be a co-pilot who handles gunnery for a forward fire weapon that is separate from the turreted weapons. there could be a special maneuver that requires someone to run back to the engine compartment and bang on the wall in a certain place to get just enough juice out of the engines to do something crazy. ship's complements are only limited by 2 things in my opinion: square-footage and imagination.

also your quote in your sig kicks @$$

During the flight from the Death star, han and Luke were gunners. Chewie was Pilot, and Liea was co pilot.

Now for the Firespray I did see one nifty deck plan that shows a co-pilot station "below" the cockpit. you could easily convert the second seat as a gunner's seat, and make the cannons on the fire spray a turret. Be great for a 3 person crew

But you can do what ever you want

I would have a spaceship be crewed like this: Pilot and optional co-pilot

Each gun turret would require a person behind that weapon system.

A ship could be modded to allow the pilot to man a turret remotely; however, the pilot skill would be reduced by a pip and also for the gunner skill to be reduced by a pip.

[My $.02 worth]

I would have a spaceship be crewed like this: Pilot and optional co-pilot

Each gun turret would require a person behind that weapon system.

A ship could be modded to allow the pilot to man a turret remotely; however, the pilot skill would be reduced by a pip and also for the gunner skill to be reduced by a pip.

[My $.02 worth]

I wouldn't do this... For Steel's sake (who I'm assuming is new to the system):

Telling a player to reduce his skill check by a "pip" in this system is sorta like telling a D&D player to make a skill check on a D10 instead of a D20. Typically in this system you do things to increase the difficulty instead of making the player more inept.

If you wanted to make shooting a turreted weapon while flying more difficult you'd add a setback, or if you felt it should be really super hard possibly increase or upgrade the check. I probably wouldn't go through the trouble though, as the facing of a weapon on a vehicle in this system isn't that important 80% of the time, so allowing a turret to be fired from the cockpit doesn't change a whole lot.

Also a situation where a player would be able to make a Piloting check and Gunnery check in the same turn is pretty rare in this system, so negatively modifying both is a bit extreme and not really congruent with how the system works.

Edited by Ghostofman