[Starships]: Player Dashboard

By GM Hooly, in Star Wars: Edge of the Empire RPG

Great job!

However I have noticed that the ¨Spoofing Missiles¨ is also missing. In addition you may consider adding the ¨Snap-Roll¨ Incidental that DarthGM is currently testing. It is an elegant and simple way of increasing the survivability and cinematic aspect of space combat. Below is the link:

http://www.d20radio.com/forums/viewtopic.php?f=168&t=13902

Thanks for your effort.

I would suggest that "custom" maneuvers be marked as such to avoid confusing users about where something came from.

One thing, the damage control action is wrong. When attempted to recover strain it only recovers 1 strain, no matter how many successes you get.

So it is. I think I may have accidentally added a house rule ... oops! I'll correct that.

Also, the manual repair action is missing.

DOH! I have no idea how I am going to find the space to insert that in.... :(

However I have noticed that the ¨Spoofing Missiles¨ is also missing.

And so it is. Again, where the hell am I going to put that :blink:

In addition you may consider adding the ¨Snap-Roll¨ Incidental that DarthGM is currently testing. It is an elegant and simple way of increasing the survivability and cinematic aspect of space combat. Below is the link:

http://www.d20radio.com/forums/viewtopic.php?f=168&t=13902

I checked it out and I like it, but I think this is something that could be added later to a House Rule Sheet. I'm trying to keep to the official rules.

I've updated the Starship Action Sheet to version 2.0. Feedback please before I print it out ... again :)

Starship Action Sheet v2.0

I've updated the Starship Action Sheet to version 2.0. Feedback please before I print it out ... again :)

Starship Action Sheet v2.0

you still need the formula for calculating gunnery difficulty as that is something i never remember and would like to avoid looking it up. I know it is based on silhouette. just never sure way you start and how it goes up or down.. :)

I think that this is my favorite aid you’ve done.

The black text on white background is as readable as it will ever get, and yet there is still lots of visual interest along the borders of the page, down the center, and at the headings for each section. And there is the bonus use of nice color to set off the skill names, while still being extremely readable on the white background.

Edit: If you want to make better use of some of your whitespace, and tighten up the text a bit in the “Astromech Actions” section, you could list the standard actions an astromech can take into two columns, instead of just the one column. There’s plenty of visual space on the right-hand side of that section to allow for a second column.

Edited by bradknowles

It is a nice service for the community, thanks a lot.

Now Damage Control is ok, but Manual Repairs works a bit different per RAW.

It is always a hard test, no matter how hull trauma de vehicles has. Additionally it only "heals" one hull trauma plus one extra hull trauma per each TWO successes.

It is a nice service for the community, thanks a lot.

Now Damage Control is ok, but Manual Repairs works a bit different per RAW.

It is always a hard test, no matter how hull trauma de vehicles has. Additionally it only "heals" one hull trauma plus one extra hull trauma per each TWO successes.

So it should read:

Damage Control/Repair - [ Mechanics ( d +) or Athletics ( d d d +) ]

Damage to Hull Trauma/System Strain > ½ its threshold + d

Damage to Hull Trauma/System Strain > Threshold + dd

Success = +1 System Strain and can be tried as many times as required.

Success = +1 Hull Trauma plus 1 extra per (Double Success), but only once per combat.

The rules state:

In some cases, repairs can be as simple as a sturdy metal plate welded over a damaged system. If the GM allows it and the crew-member has the proper tools for the job, the crew-member can attempt to use the Damage Control action with Athletics rather than Mechanics. If successful, he may remove 1 point of hull trauma from the ship, plus 1 additional point for each additional (Success). Remember, this follows the limitations of the Damage Control action , and thus may only be attempted once per encounter.

The way I read this is that it works like Damage Control but instead of starting with a difficulty of d , you start with d d d . That's the way that makes most sense to me because the best skill to repair the ship is mechanics, but defaults to Athletics as a secondary skill (thus 2 difficult more).

I'm just wanting to get this right rather than being GMHooly - Attorney at RAW.

Edited by GM Hooly

That is a copy paste from my scanned book:

Manual Repairs: Hard Athletics check

In some cases, repairs can be as simple as a sturdy metal plate welded over a damaged

system. If the GM allows it and the crew member has the proper tools for the job, the

crew member can attempt to use the Damage Control action with Athletics rather than

Mechanics . If successful, he may remove 1 point of hull trauma from the ship, plus 1

additional point for each additional Success Success. Remember, this follows the limitations of the

Damage Control action, and thus may only be attempted once per encounter.

Notice two things:

First, contrary to the Damage Control action with Mechanics, this check is hard indistinctly of the vehicle status.

Second, with Manual Repairs it is harder to repair hull trauma, since after the first point of HT (which you repair with a simple success), you need two extra successes to repair 1 extra hull trauma. Opposed to the "Mechanics" Damage Control where for each extra HT you need only extra 1 success.

For example: There are two vehicles (vehicle 1 and 2) with hull trauma equal to or more than half vehicle's hull trauma threshold (but it does not exceed the hull trauma threshold). In vehicle 1 there is a mechanic that tries to repair it with the Damage Control action; it will be an Average Mechanics check. On vehicle 2 there is a crew member who tries to repair it with Manual Repairs, it will be a Hard Athletics check. Let's suppose that despite the difficulty difference, both of them make their rolls and both of them generate 5 successes. The mechanic in vehicle 1 repairs 5 hull trauma, while the crew member in vehicle two only repairs 3 hull trauma.

Edited by Yepesnopes

Well OK...but my head now hurts :wacko:

Edited by GM Hooly

That is a copy paste from my scanned book:

Manual Repairs: Hard Athletics check

In some cases, repairs can be as simple as a sturdy metal plate welded over a damaged

system. If the GM allows it and the crew member has the proper tools for the job, the

crew member can attempt to use the Damage Control action with Athletics rather than

Mechanics . If successful, he may remove 1 point of hull trauma from the ship, plus 1

additional point for each additional Success Success. Remember, this follows the limitations of the

Damage Control action, and thus may only be attempted once per encounter.

Notice two things:

First, contrary to the Damage Control action with Mechanics, this check is hard indistinctly of the vehicle status.

Second, with Manual Repairs it is harder to repair hull trauma, since after the first point of HT (which you repair with a simple success), you need two extra successes to repair 1 extra hull trauma. Opposed to the "Mechanics" Damage Control where for each extra HT you need only extra 1 success.

For example: There are two vehicles (vehicle 1 and 2) with hull trauma equal to or more than half vehicle's hull trauma threshold (but it does not exceed the hull trauma threshold). In vehicle 1 there is a mechanic that tries to repair it with the Damage Control action; it will be an Average Mechanics check. On vehicle 2 there is a crew member who tries to repair it with Manual Repairs, it will be a Hard Athletics check. Let's suppose that despite the difficulty difference, both of them make their rolls and both of them generate 5 successes. The mechanic in vehicle 1 repairs 5 hull trauma, while the crew member in vehicle two only repairs 3 hull trauma.

So by that, System Strain can't be fixed by using the Manual Repairs action?

Edited by GM Hooly

So by that, System Strain can't be fixed by using the Manual Repairs action?

Correct, you cannot.

Another idea for the dashboard, something I just implemented on my own vehicle sheets... put a checkbox next to maneuvers and actions that last for a certain number of rounds. That way you can keep track of whether, say, Stay on Target or Evasive Maneuvers is currently active.

OK, so how about one more update:

Starship Player Action Sheet v3.1

Does this one call out any house rules?

There are NO house rules in this version. I admit to having used someone's house rules inadvertently. I've now created it based on what's in the official books as RAW.

Thanks a lot for your effort.

I download it and I will print some copies for my players. I am sure it will be an inestimable help for them.

Thanks for the changes Hooly, as I said I do prefer the house rule you had for the slicing the enemy ship...but I'm sure I can note that on my own version

OK, so how about one more update:

Starship Player Action Sheet v3.1

Are you sure that this is version 3.1? I try to download this and it comes up at version 3.0 instead.

It is version 3.1, the actual document name is incorrect though.

I've corrected the problem. The file name is now version 3.1. Sorry for creating a drama peeps!

Edited by GM Hooly

Just having a bit of a play, and wanted to get some opinions on a slight modification I've made based on a suggestion from OggDude.

starfighter_dashboard_v3_0_by_hooly1138-

Thanks to Mr Christopher West of Maps of Mastery for the use of the Wayfarer silhouette for this page.

These are the changes:

1) Critical Hit section has been thinned, and 1 of the critical hit tabs has been removed

2) I've included an Ongoing Effect section which the pilot can now track

3) Ship stats section is slightly smaller

As always, feedback welcome.

Edited by GM Hooly