A Few Space Combat Questions

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

After starting last week, my group picks up again just before they run into the TIEs after escaping Mos Shuuta.

Now, I have added a few things that need fixing to the ship, as I feel it will give the group a connection to the vessel as they patch it up.

One of those is a faulty Shield Generator, which has reduced the ships Shields to 1 from 2, just to give them abit of a challenge, and almost to ensure they need the ship repaired when they reach Ryloth, encouraging them to help the Miners there.

Would you say this is too much?

Next question.

Can a Player 'Assist' the Pilot and grant them a Boost Dice, or would this Action be over rulled by the Copilot Action?

Or can they choose which to use?

I would rule, given the flight layout of the ship, that only the person in the Copilot Seat is capable of either Assisting in Flight, or Copiloting... while technically being the same thing, its two distinct actions, i would lean more towards allowing either, but I wondered what your thoughts were.

How exactly does Defense work?

The book says it adds Setback to attacks, but the way I understand it, Defense can vary depending on how your shields are set, so how do you know when to add the setback die?

Unless you always assume you are hitting the Defended section until you Take the Advantage, after which you can choose? But then whats the point in that, since assuming you dont try and retake the advantage, and redirect the shields, but since the effect ends at the end of the following round

I assume you always hit the 'Defense Zone' unless you 'Gain the Advantage'

If you Gain the Advantage, you will essentially get two shots at an undefended zone, since it lasts til the END of the NEXT round.

So whats the point in redirecting shields, as the benefit is negated while they have the Advantage (They choose), and when they cant, it auto hits the least defended... It only makes sense to stack everyone into one zone if you can prevent them getting the advantage, otherwise evenly split it as best you can. Correct?

Finally.. Any suggestions to make Space Combat easier to manage or run?

Cheers

RD

Edited by RebelDave

After they make the jump is when the problems should occur. My players have a smell of rotten meat that persists in the ship and they have not been able to get rid of. Shields are not really critical. The really reason they need repairs in Ryloth is that the TIEs are more then able to damage the ship really badly. My players after six rounds of combat had 1 hull trauma left before the remaining TIE fighter took its last shot before they jumped (Drama!)

Yes, they can assist as per the Assisted checks rules in the CRB (Page 26). Co-piloting reduces the difficulty of piloting checks, but in open space there is not many opportunities unless you are doing "gain the advantage"

Shields aid in defense, and add a setback die for any ship targeting through a shielded arc. If the players have only one shield, they need to decided if the front or back arc has shields, then the attacking ships need to do a "gain the advantage" maneuver to face that

don't get stuck in details. the space combat system isn't all that great especially when you have a simple fight trying to recreate the Falcon trying to escape the death star. Add a lot of narrative which helps the players get into the game. :

"THe tie fighter loops back around and comes at you from the port side the Green laser bolts bracket the ship from both top and bottom and score some light hits on the side which deflects off the shields or is absorbed by the armor. The TIE fighter then breaks off and the roar of the TWIN ION ENGINES are heard as it passes"

Edited by kinnison

After starting last week, my group picks up again just before they run into the TIEs after escaping Mos Shuuta.

Now, I have added a few things that need fixing to the ship, as I feel it will give the group a connection to the vessel as they patch it up.

One of those is a faulty Shield Generator, which has reduced the ships Shields to 1 from 2, just to give them abit of a challenge, and almost to ensure they need the ship repaired when they reach Ryloth, encouraging them to help the Miners there.

Would you say this is too much?

Up to you. Though you may need to adjust the encounter a smidge to make up for the loss in defenses.

Grrr... tablets... continuing.

Next question.

Can a Player 'Assist' the Pilot and grant them a Boost Dice, or would this Action be over rulled by the Copilot Action?

Or can they choose which to use?

I would rule, given the flight layout of the ship, that only the person in the Copilot Seat is capable of either Assisting in Flight, or Copiloting... while technically being the same thing, its two distinct actions, i would lean more towards allowing either, but I wondered what your thoughts were.

Also up to you, but I generally agree that you'd need to really explain assisting on piloting.

How exactly does Defense work?

The book says it adds Setback to attacks, but the way I understand it, Defense can vary depending on how your shields are set, so how do you know when to add the setback die?

Unless you always assume you are hitting the Defended section until you Take the Advantage, after which you can choose? But then whats the point in that, since assuming you dont try and retake the advantage, and redirect the shields, but since the effect ends at the end of the following round

I assume you always hit the 'Defense Zone' unless you 'Gain the Advantage'

If you Gain the Advantage, you will essentially get two shots at an undefended zone, since it lasts til the END of the NEXT round.

So whats the point in redirecting shields, as the benefit is negated while they have the Advantage (They choose), and when they cant, it auto hits the least defended... It only makes sense to stack everyone into one zone if you can prevent them getting the advantage, otherwise evenly split it as best you can. Correct?

Finally.. Any suggestions to make Space Combat easier to manage or run?

Cheers

RD

You've basically got defenses I think. Without GtA or an opposed check, the shootee gets to choose where the hits land. With GtA or an opposed check, the shooter gets to pick.

Use of maneuvers like GtA is supposed to be situational. If your in a slow freighter against a bunch of fast maneuverable ties, gaining the advantage on them is probably just a waste of time and effort. Take the difficulty hit and just shoot em.