Running down Pedestrians with a speeder

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

This came up in my first EotE game yesterday. We couldn't find the rules for raming a pesdestrian with a siloete 3 speeder, so we largely made it up on the fly based on the vehicle collisions rules. Question is: What is the correct way to adjudicate a pedestrian getting rammed by a speeder truck?

Thanks!

Correct way? Probably won't ever be one. Force Move does 10x Silhouette, which could serve as a starting point...that would pretty much take out a cluster of pedestrian/minions. I think it more depends on who the pedestrians are and what the players want to achieve. If they want to run stormtroopers maybe it's a Melee attack using Piloting.

Simple: Use a narrative description.

"He goes flying over the car."

If the truck was going fast and the pedestrian wasn't one of your specially-crafted bad guys, I'd call it vehicular homocide and move on. Common sense wins the day here.

Use narrative or use some made up rules. Maybe treat it as a attack by the vehicle using the pilot skill vs silhouette of the pedestrian. If it's a nemesis or a named rival, use a athletics roll, diff speed and setbacks, success and the poor fellow jumps aside into safety if such exists.

I'd say something like Dmg (5 * speed or silhouette, whatever is greater), crit 3, Knockdown and Auto-fire ( Plowing through multiple pedestrians)

/Poseur

OK thanks. I was afraid I was losing my mind trying to find the rules for this. If there are none then I guess we did fine.

I just rule such incidents (in the cases that it's not just "you kill the group of no named nobodies) to a normal attack roll using the players pilot and factoring in any black dice from silhouette difference with a base damage of 10x silhouette as force move dictates large objects striking a person would do, with successes I curing +1 damage as normal, seems to make sense given we have object collision rules and obviously how well they run the target over should be dependent on their ability to drive. Oh and I set diffuculty dice at 2 as technically ramming is no different than a memes attack

Edited by Dark Bunny Lord

I'd use the falling damage rules depending on speed, or possibly the collision rules in the Vehicles chapter. Get a big critical injury, probably with some wounds/strain thrown in there as well.

If there are none then I guess we did fine.

If there are none then I guess we did fine.

Get very used to not finding rules for things that aren't a) Combat or b) specific Talents.
Edited by awayputurwpn

I think its against the spirit of this game, but most of the time I have my D100 in hand (for nervous fiddling) and sometimes I just roll them to see if somethink good or bad happens.

0-49 equals good, (the lower the better) 50-99 equals bad (99 once made a harmless victim brother to an important bounty hunter for example).

I use this a lot for (as I call them in my mind) bull rolls. Stuff thats not really important and could go either way without changing the story. BUT those are sometimes very important rolls since they make the game fun and flavourful for your players.

So in this case he hits him (because I'd feel it unnessecary to roll this as a simple check), but if my God-dice provide me with some either very high or very low outcome, something creative happens.

What about running down Pediatricians with a speeder?

Any special rules for that?

What about running down Pediatricians with a speeder?

Any special rules for that?

3 consecutive Education / Xenology / Core Worlds check to identify a Pediatician while on a speeder.

Easy check with one setback, I'm guessing the Pediatrician is going to be on a pair (or a dozen - depending on his species) quick, well groomed feet.