Damage to Vehicles and Scale

By arunwe2012, in Star Wars: Edge of the Empire RPG

When you attack a vehicle with a personal weapon, like a blaster pistol, you need to deal at least ten points of damage to inflict a single point of damage to the vehicle. My question is: does this have to be in a single shot, or can it be cumulative? My guess is the former, because if not, you could take down a swoop with two or three shots from a hold-out blaster, which I don't think it's intentional. Am I correct?

This is just me (and a few others on here), but I've found the 10x scale to be a bit overboard, in that personal weapons basically cannot damage ships with that factor. I've used a 5x scale (that is, essentially multiply the armor/hull values by 5 for equivalent soak/wound values), and that's been good and reasonable in my experience. YMMV.

Per shot. Damage is divided by ten, and if I'm remembering it correctly, all decimals get dropped (if you're feeling generous you could round, I suppose).

I'd have preferred it if there was a mid-scale damage range between peoples and starships. x5 seems right for bikes and stuff.

EDIT: I seem to be unable to quote people - I was trying to respond to cvtheoman's comment.

Edited by Col. Orange

Basically an armor 1 vehicle would have to take 20 damage on personal scale to suffer one point of damage.

And fractions do nothing by the basic rules.

I'm thinking about a mid-level scale too (x5) but has anyone actually tested it in play, in more than one game sessions?

on a related note:

Has anyone given some thought to man-portable proton/concussion mis. launchers that launch projectiles in starship scale?

I'm thinking about a mid-level scale too (x5) but has anyone actually tested it in play, in more than one game sessions?

on a related note:

Has anyone given some thought to man-portable proton/concussion mis. launchers that launch projectiles in starship scale?

That's how I rule it. We've had some mixed combat encounters (Silhouette 1-4) with shipboard weapons used against individuals and vice versa.

For vehicular weapons, you'll still mow through Minions, but a tougher Rival might be able to stand up to a Blaster Cannon. A really beefy Nemesis might even be able to take a Laser Cannon and keep going. When they do go down, there won't be enough overbleed to kill them by stacking +10s on the crit roll.

As for personal weapons, a 5x scale gives individuals a chance against landspeeders or airspeeders, but most starfighters and capital ships have enough Armor to stop attacks anyway. I feel that this is appropriate.

Note: decide how you are going to convert damage, and stick with it.

Personally, I convert to personal scale first and vehicular scale last to minimize damage in both directions, rounding normally. This way damage isn't dealt to characters in even 5-point increments, and tougher characters won't be overwhelmed by a single additional Success. Vehicles can take damage, but it'll be minimal. I might allow a pair of Triumphs to change the conversion process (convert to vehicular first and personal last) but it's never come up.

The only exception is personal-scale Gunnery weapons, which I convert to vehicular scale immediately. This gives shoulder-fired missiles and heavy repeating blasters a boost.

Joker Two, I think I understand what you mean by converting "first" and "last", but it might be helpful to explain what you mean a little further, maybe with a real-numbers example.

In my game we'd just hand-wave that kind of thing. I haven't ever encountered a situation where I felt it was so important to handle damage from a personal weapon to a vehicle in such a detailed way.

If it made sense in the narrative for the vehicle to suffer a couple of points of damage from a barrage of blaster fire, it might happen.

The main time I found this to be important was when my PCs were guarding a speeder-truck convoy, and some bandits attacked using a speeder-mounted heavy repeater and a missile tube (and some sidearms), while the PCs were armed with mostly personal weapons, including a bowcaster and a light repeater.

I use the x5 Vehicles (or light armored) and x10 Starships (or heavy armored) houserule and solved almost 100% of problems.

We also adjusted a few stats from some vehicles, but minor changes. Adding that scale separation works awesome :D

Joker Two, I think I understand what you mean by converting "first" and "last", but it might be helpful to explain what you mean a little further, maybe with a real-numbers example.

Sure!

Londar the Rodian Hired Gun is firing his HWK-290's Blaster Cannon (Vehicular: Close Range, 4 Damage, 5 Critical) at a 6-being Minion Group of mercenaries (Personal: 4 Soak, 6 Wounds each) trying to steal the treasure he just found. There are two different ways to resolve this attack:

Converting "first" (before making the attack roll):

- Attack with the Blaster Cannon (4 Damage)

- Multiply the Blaster Cannon's Damage by 5 to convert it into Personal Scale (20 Damage).

- Make Londar's attack roll (3 Successes)

- Add Londar's results to the weapon profile (23 Damage)

- Apply the Minion Group's 4 Soak (19 Damage)

Converting "last" (after making the attack roll):

- Attack with the Blaster Cannon (4 Damage)

- Make Londar's attack roll (3 Successes)

- Add Londar's results to the weapon profile (7 Damage)

- Multiply the Blaster Cannon's Damage by 5 to convert it into Personal Scale (35 Damage).

- Apply the Minion Group's 4 Soak (31 Damage)

As you can see, where you convert during the attack makes a big difference. The first method will eliminate 3 Minions and apply a single Wound to the fourth, leaving two unwounded. The second method will eliminate 5 Minions and apply a single Wound to the sixth.

There's no "right" or "wrong" answer here, especially since we're houseruling the conversion anyway! Whichever suits your group better, as long as you're consistent.

I go by RAW for this. However, I also point out to my players that on a lightly armored ground vehicle that's likely to take small arms fire, you could aim for the driver pretty easily, too.

Hi everyone, my first posting here, but this topic interested me.

What about this suggestion; using the targets Sil as a mutiplier, which would increase the granuality of scale. Maybe do the same for large creatures too?

If it's a silly idea, sorry, but I'm only yet still reading the rules!

Thanks.

Not bad idea. Someone had a similar versions like "Sil x2" or something similar. But to create a "simplified version" can use the x5 (vehicles/light) x10 (starships/heavy).

At the end you have to balance what do you prefer: Movie simulation precision vs Quickness/easyness. Your game, your choice mate :D Ask your players about what they think too.

Edited by Josep Maria

I use the x5 Vehicles (or light armored) and x10 Starships (or heavy armored) houserule and solved almost 100% of problems.

We also adjusted a few stats from some vehicles, but minor changes. Adding that scale separation works awesome :D

Would Darth Pizza's rule make Jawas (Sil.0) indestructible or dead?

;)

Edited by Col. Orange

So thats why the Ewoks killed all the Stormtroopers!

Well, with the original rules in play I think they wouldn't be able to scratch an AT-ST.

I don't know. Redwood logs aren't exactly a small thing to have smash into you.

I would first take a look at the vehicle's armor. Anything with an armor rating, even just a 1, should be able to withstand most small arms fire without an issue. Even if that isn't what they're made for, it's pretty difficult to damage a bulldozer with a .38 special. RAW works fine.

If a vehicle had zero armor, like a swoop or a speeder bike, I would round up any personal scale shots that did 6+ damage to 1 point of vehicle scale. That would also mean a good shot with something heavy that does 16+ damage would land 2 vehicle on the unfortunate speeder. It would allow PCs to mimic Leia shooting the speeder bike on Endor, at the very least, and really reinforces how flimsy those craft are.

Edited by JRRP

The system I have been using:

Roll to strike the vehicle as usual; if the armour soaks the hit then of course no damage.

If the damage passes armour it does 1 point to the vehicle for every damage 10 damage dealt, as usual.

If you get under 10 you don't do any damage BUT you can still do your critical if you roll the advantages. Chances are you'll never destroy it but you could disable it or ruin the occupants day. Also for every silhouette above you -10 from the roll on the crit chart.

It's worked for me so far.

I use the x5 Vehicles (or light armored) and x10 Starships (or heavy armored) houserule and solved almost 100% of problems.

We also adjusted a few stats from some vehicles, but minor changes. Adding that scale separation works awesome :D

Do you then have a x2 scale up from Vehicle to Starship damage? IE, Starship is firing on a Vehicle, do you double it's damage? Halve the damage of a Vehicle firing on a Starship?

I'm still looking for the most accurated mode to calculate it but, the general idea, is calculate it almost always from the lowest perspective. For example: make that Armor, HP and Damage from Vehicle is x5, so, 4 (blaster from speeder) against Carrack (or even AT-AT, still considering it) would do 20 damage, but, everyo point from Armor at that scale is x10, so, an armor 3 Starship is nearly invulnerable to that damage and so on (what a mess XD)

Still looking for the best calc. Suggestions?

Has anyone just made up different versions of weapons for Personal and Vehicle scale? I've toyed with the idea and have some notes, but never used it in game yet. The idea is to not mess with conversions, but have two different weapon specs depending on what you are shooting at. It could actually be simpler (toss the conversion step) and allows for more sensible weapon qualities (ex: a Heavy Turbolaser has no Vicious or Blast qualities at personal scale, but Heavy Repeaters and Frag Grenades do).

Less complicated with two sets of stats per weapon? Yes. No need to do the damage conversion. No need to recall if soak comes into play before or after the damage conversion. No need to remember the special rules between scales on ranges, crit ratings, etc. Just use the base rules and toss the conversion rules using your new converted stats.

I had some notes and examples, but for the life of me can't find them now. I will post if I find them. I adjusted damage, range, crit, and qualities of weapons when converting from their base scale to the other scale.

Example 1: Personal Scale Missile Tube RAW is 20 Damage, Crit 2, Extreme Range, Blast 10, Breach 1. At Vehicle Scale (from memory) it might have been 4 Damage, Crit 4, Close Range, Blast 2, no Breach, making it a mini-Concussion Missile Launcher. (Concussion Missile Launcher RAW for comparison is 6 Damage, Crit 3, Short Range, Blast 4, Breach 4).

Edit: You could of course adjust the stats for your own liking of how powerful you want the weapons to be at the other scale. I used my preference of x5 conversion for damage, for example. You could stay with the RAW x10 and make the Missile Tube 2 Damage at Vehicle Scale.

Example 2: Vehicle Scale Medium Laser Cannon RAW is 6 Damage, Crit 3, Close Range. At Personal Scale it might be 30 Damage, Crit 2, Long Range, Vicious 5*, Blast 3. Note that the Vicious 5 is already suggested by RAW as one of the things you can do when converting (+50 to critical results for more deadliness). Just applying Vicious 5 as a quality does the same thing without any special conversion notes to recall.

Edited by Sturn

I liked the number of scale steps in the old D6 game. From memory;

Character

Speeder

Starfighter

Capital Ship

Death Star