Starship combat system doesnt work

By khaine1969, in Star Wars: Age of Rebellion RPG

Doing that though invaldates shields. If handling just equals automatic defense that is better than shields, it really just doesn't seem right. Which is why I would rather encorporate it into Evasive Manuevers (more maneuverable ships are harder to hit when going evasive) and scale it more to starfighter shield levels (0-2 setback dice).

And really, a couple more advantage spending options for GtA and a small boost to Evasive Maneuvers is still less info than tracking every ships speed.

Though if you want to give it less charts and stuff to remember, you can just make a starship quality:

Evasive (Ranked): This ship adds 1 setback dice per rank to all attacks made against it when under the effects of Evasive Maneuvers. This quality cannot stack with itself.

Then add Evasive I to all ships with +1-+2 handling, and Evasive II to all ships with +3 handling.

Edited by Emperor Norton

BTW am I the only one who thinks that the Ywing and Bwing should have short range sensors to make full use of their torpedoes? they are supposed to be heavy attack/ bombers right? if they can fit mediums in a tiny little Awing, couldn't they get shorts in the beasts....just sayin.....

The Y-Wing and B-Wing are capable of using their sensors at Short Range. The range listed for a ship or starfighter is the range of its passive sensors. An easy (D) Computers check is all it takes to switch the sensors from passive mode to active mode. This extends the range of a craft's sensors to one range-band further than they're listed on the stat block, but only in one fire-arc. (Forward, aft, port, or starboard.)

The rules regarding sensors can be read in more detail on page 239 of the Age of Rebellion Core Rulebook.

One thing that may be confusing people in this topic, is that the A wing and X wing are desighed for two totally different styles of fighting.

The X wing is a classic "turn and burn" dogfighter, and one of the best. it is the F16 of the Star Wars world. (and would make the Y wing the equivilant to the A10 attack craft)

The A wing, however, followes the more modern "shoot and scoot" design- dont let yourself get stuck in a furball, use your superior speed to disengage and come back around on a better vector. Every attack is an alpha strike, and your enemies never get a chance to gain the advantage on you because you're already gone. It is the Stealth Fighter of the Star wars universe. (especially if you use the custom hardpoint to put a SECOND sensor jammer on it, to make even missiles struggle to hit it)

One thing that may be confusing people in this topic, is that the A wing and X wing are desighed for two totally different styles of fighting.

The X wing is a classic "turn and burn" dogfighter, and one of the best. it is the F16 of the Star Wars world. (and would make the Y wing the equivilant to the A10 attack craft)

The A wing, however, followes the more modern "shoot and scoot" design- dont let yourself get stuck in a furball, use your superior speed to disengage and come back around on a better vector. Every attack is an alpha strike, and your enemies never get a chance to gain the advantage on you because you're already gone. It is the Stealth Fighter of the Star wars universe. (especially if you use the custom hardpoint to put a SECOND sensor jammer on it, to make even missiles struggle to hit it)

You can't put a second sensor jammer on there. Excepting Upgraded Weapons, no attachment can be duplicated. See the thread collecting Sam's official answers.

However, with the Advanced Targeting Array and the Mod allowing Sniper Shot, the A-wing's Concussion Missiles can be fired out to the full Medium range of the A-wing's sensors. This means that the A-wing can get an alpha strike in against most opposing fighters.

Also, just another small thing that bugs me. small change to Accelerate/Deccelerate, add after by one: (two for vehicles with speed 5 or 6).

That, and starfighters should be able to Punch It without much, if any, strain. That's what they're designed to do after all.

That, and starfighters should be able to Punch It without much, if any, strain. That's what they're designed to do after all.

Yeah, I mentioned the whole thing about how odd it is that they made lighter craft have both less hull and less strain. To the point that an A-Wing would blow itself out of combat if it tried to punch it.

its one more in the list oddities in the system. Since you can duplicate Evasive Maneuvers, and you can take 2 strain to pull off a second maneuver, technically a Y-Wing, with its higher strain, has even more room to play with to up his defense.

its one more in the list oddities in the system. Since you can duplicate Evasive Maneuvers, and you can take 2 strain to pull off a second maneuver, technically a Y-Wing, with its higher strain, has even more room to play with to up his defense.

Don't forget that the astromech droid on that Y-wing can also use Damage Control to remove 1 Strain per round, and the Y-wing looks even more attractive.

This one is just a personal thing, want to see what other people think about it.

Does anyone else feel like the bog standard TIE Fighter would work better with +2 Handling? It just feels like they decided that +3 was max handling after already deciding the TIE Fighter should have +3 handling. So there is nothing more "maneuverable" than that.

Also. +2 is this weird rarely used limbo.

Edited by Emperor Norton

Also, just another small thing that bugs me. small change to Accelerate/Deccelerate, add after by one: (two for vehicles with speed 5 or 6).

That, and starfighters should be able to Punch It without much, if any, strain. That's what they're designed to do after all.

"When a vehical uses the maneuver "Punch it", it takes system strain equal to it's Sillouette and starts moving at full speed."

"When a vehical uses the maneuver "Punch it", it takes system strain equal to it's Sillouette and starts moving at full speed."

Oh man, I was trying to think of a way to do it and you just showed how overcomplicated my approach was. herpaderp.

This one is just a personal thing, want to see what other people think about it.

Does anyone else feel like the bog standard TIE Fighter would work better with +2 Handling? It just feels like they decided that +3 was max handling after already deciding the TIE Fighter should have +3 handling. So there is nothing more "maneuverable" than that.

Also. +2 is this weird rarely used limbo.

I think the intent is to give them the max boost (both to make up for shortfalls and the fact it'll typically be piloted by minions) but still leaves room for two more boost dice before you go over 5 total boost dice. FFG seems to try and keep the die number to <6 when the can.

I just think giving TIE Fighters max handling kind of takes a bit away from TIE Interceptors and A-Wings.

Like I said, its not a big deal, but it just kind of bugs me a bit.

It's weird, I've been running starship combat for a year now and while I found it confusing at first, I never thought it doesn't work.

I'm with you on that one. I still am getting my head around a couple of things but never thought that its in some ultimate level, broken. I see some very overcomplicated thinking for what is a mechanic derived to support narration, not tactical combat. We can get that off another product line. ;)

I'm still baffled that people find keeping track of the speed of every combatant in space combat is somehow less tactical than any of the ideas listed in the thread. Its like anything written in the book gets a pass as "narrative" whether it actually is or not.

Edited by Emperor Norton

I'm still baffled that people find keeping track of the speed of every combatant in space combat is somehow less tactical than any of the ideas listed in the thread. Its like anything written in the book gets a pass as "narrative" whether it actually is or not.

Especially when the rules-as-written make accelerating to top speed take so long. I always find an excuse to have all involved parties moving at least half-speed (or be in short range) when the encounter starts, otherwise the first couple rounds will just be "I accelerate". Unless the combatants are Sil 4+, in which case they can actually afford to Punch It!

I'm still baffled that people find keeping track of the speed of every combatant in space combat is somehow less tactical than any of the ideas listed in the thread. Its like anything written in the book gets a pass as "narrative" whether it actually is or not.

Especially when the rules-as-written make accelerating to top speed take so long. I always find an excuse to have all involved parties moving at least half-speed (or be in short range) when the encounter starts, otherwise the first couple rounds will just be "I accelerate". Unless the combatants are Sil 4+, in which case they can actually afford to Punch It!

Excuse the dumb question, but aside from stuff like "you're docked with the derelict and (bad guys) appear" when would you not be moving at the start of a starship encounter? I mean I can see it happening, but not often...

Excuse the dumb question, but aside from stuff like "you're docked with the derelict and (bad guys) appear" when would you not be moving at the start of a starship encounter? I mean I can see it happening, but not often...

I honestly agree, which is why I find the accelerate/decelerate rules so baffling to begin with. Especially with narrative length rounds. Its like why is this something we are tracking so exactly? (and with narrative length rounds possibly being 1 minute, the idea that an A-Wing takes 6 minutes to reach full speed just doesn't seem to pan out with any of the source material)

I've just thought about dumping the maneuver and punch it and just say you are going pretty much whatever speed you want to be going every round between 0 and your max speed.

Its such an oddly fiddly thing to keep track of when so much else is abstract.

Edited by Emperor Norton

Excuse the dumb question, but aside from stuff like "you're docked with the derelict and (bad guys) appear" when would you not be moving at the start of a starship encounter? I mean I can see it happening, but not often...

I honestly agree, which is why I find the accelerate/decelerate rules so baffling to begin with. Especially with narrative length rounds. Its like why is this something we are tracking so exactly? (and with narrative length rounds possibly being 1 minute, the idea that an A-Wing takes 6 minutes to reach full speed just doesn't seem to pan out with any of the source material)

I've just thought about dumping the maneuver and punch it and just say you are going pretty much whatever speed you want to be going every round between 0 and your max speed.

Its such an oddly fiddly thing to keep track of when so much else is abstract.

Not sure if I'd do that, but at least I'm not going crazy...

Hi everyone!

We are testing houserule patch that seems that works a bit with hit%

In combat, the speed difference determines the extra difficulty add. For example:

- A TIE Fighter attacks an A-Wing. Silhouette are the same so 2 Difficulty + 1 (For TIE 5 vs A-Wing 6 speed) = Difficulty 3

- A GR-75 shoots an A-Wing (I love A-Wing XD). Base diff by Silhouette is 3 + 3 (Speed Difference 3 -> 6) = Difficulty 6

A big freighter will have tons of problems firing small and fast vessels.

If is required, missiles and torpedoes have Speed 5.

Opinions?

Joseph,

I am not sure that rule will be a good one. Maybe one should use Handling difference, and/or the difference in current speeds... An A-Wing that is docked at a station is pretty simple to hit, after all.

I am not sold that Space Combat is broken, but I do not think that difficulty to hit another vessel should be based on its POTENTIAL speed compared to your POTENTIAL speed; however, if it should be changed, it should be based on its actual speed when compared to your actual speed.

Kevynn

Edited by KevynnRedfern

Hi everyone!

We are testing houserule patch that seems that works a bit with hit%

In combat, the speed difference determines the extra difficulty add. For example:

- A TIE Fighter attacks an A-Wing. Silhouette are the same so 2 Difficulty + 1 (For TIE 5 vs A-Wing 6 speed) = Difficulty 3

- A GR-75 shoots an A-Wing (I love A-Wing XD). Base diff by Silhouette is 3 + 3 (Speed Difference 3 -> 6) = Difficulty 6

A big freighter will have tons of problems firing small and fast vessels.

If is required, missiles and torpedoes have Speed 5.

Opinions?

It doesn't strike me as accurate. I have a much easier time striking a moving target if I'm not moving than if I am running. Plus it doesn't factor in direction of travel. A speed 4 directly behind a speed 6 has a steady target, it may be shrinking but your site picture is constant. I don't think maneuverability is a good gauge either, just because a given craft has a tighter turn radius or whatever doesn't mean every single second it is in the air it is executing a maneuver, it just means it can do so well when called on. I'd think comparing Pilot skill would be more appropriate.

Edited by 2P51

Hi everyone!

We are testing houserule patch that seems that works a bit with hit%

In combat, the speed difference determines the extra difficulty add. For example:

- A TIE Fighter attacks an A-Wing. Silhouette are the same so 2 Difficulty + 1 (For TIE 5 vs A-Wing 6 speed) = Difficulty 3

- A GR-75 shoots an A-Wing (I love A-Wing XD). Base diff by Silhouette is 3 + 3 (Speed Difference 3 -> 6) = Difficulty 6

A big freighter will have tons of problems firing small and fast vessels.

If is required, missiles and torpedoes have Speed 5.

Opinions?

It doesn't strike me as accurate. I have a much easier time striking a moving target if I'm not moving than if I am running. Plus it doesn't factor in direction of travel. A speed 4 directly behind a speed 6 has a steady target, it may be shrinking but your site picture is constant. I don't think maneuverability is a good gauge either, just because a given craft has a tighter turn radius or whatever doesn't mean every single second it is in the air it is executing a maneuver, it just means it can do so well when called on. I'd think comparing Pilot skill would be more appropriate.

Basing the chance off of the Silhouette of the firing ship isn't necessarily accurate either. A quad laser cannon turret-mounted to a Silhouette 4 ship isn't going to track targets any better than the same weapon turret-mounted to a Silhouette 7 cruiser (is a modern USN CIWS on an aircraft carrier inferior to one on a destroyer). Far better if each weapon had it's own base Silhouette that was compared to the target's Silhouette, but they didn't factor that in either.

Off course the difference can only be applied if the ship is moving :D An A-Wing pilot can go at 4 speed if wishes, but it will count only as speed 4 for all purposes. A docked A-Wing will only be a Silhouette diff target.

About Happy suggestion, you are probably right but my main ideas was add some difficulty being hit and let that a faster ship will be more difficult to hit than a slower one.

I used the game basic Silhouette rule and added the speed difference add just to make our favourite pilots surive a bit longer XD

The pilots ranks comparison is a good alternative too. In general therms, so, do you consider this an useful rule to protect players?

The pilots ranks comparison is a good alternative too. In general therms, so, do you consider this an useful rule to protect players?

Or annihilate them, because I assume this swings both ways? What happens when the opponent has the upper hand? They might be unable to hit and wind up picked apart.