[Hobby Corner]: Starship Combat Hex Maps

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

problem is when you don't things get wonky as characters move around. If it is 1 bad guy and 1 good guy it works. But when you have 2 squads of stormtroopers and 6 pc's and you are trying to keep everyone relative position correct. That is where you start to have problems.

We haven't had a problem yet, although it does get a bit odd when people are flying around in vehicles and one of the players crashes and survives only to start shooting at some of the swoops which were flying around. This is something that I don't think the system handles well, and you have to be VERY abstract - Characters VS Vehicles.

Are PCs in one vehicle of multiple? As it is the many vs the many where you start to have trouble.

Multiple vehicles.

We haven't found this at all, and from my understanding, the math works. Its when people drop to character scale because of them being on foot, or are using character scale weapon ranges that the system gets wonky.

We tend to say that Close (Vehicle) is Short (Character), Short (Vehicle) is Long (Character) and Medium (Vehicle) is Extreme (Character). Obviously Starships are different again.

All of the personal scale ranges are inside close.

The problem is when you have multiple people in multiple vehicles and you are trying to keep the ranges straight while people are moving in multiple directions. 2 characters can be long range from the same character while being at a different range from each other. The other issue is speed. If you are speed one and it should take you 2 turns to move across medium range and you have 1 maneuver how do you represent that? If I am at extreme range and I am speed 1 and it takes 3 maneuvers to move across the long range band. How do you represent that? What happens if the other guy moves closer to me?

See what I mean by the wonkiness?

We set expectations at the start. Everyone (including me) are playing by the same rules, so its fair across the board.

As for taking a manuever to partially get to the next hex? Honestly, its never come up. But if it were to come up, I would say that a player could "bank" that maneuver for the next round.

And if the other guy moves closer to you while you have that banked maneuver? What range are you now from each other?

And if the other guy moves closer to you while you have that banked maneuver? What range are you now from each other?

8.6km. Seriously though, if that maneuver is banked, its banked, and has not be used, so if you were starting to move away, and are "between" range bands, you would still be considered in the same range band as you were before until its completed. So in your scenario, the opposition would not be a range band closer to you.

And if the other guy moves closer to you while you have that banked maneuver? What range are you now from each other?

8.6km. Seriously though, if that maneuver is banked, its banked, and has not be used, so if you were starting to move away, and are "between" range bands, you would still be considered in the same range band as you were before until its completed. So in your scenario, the opposition would not be a range band closer to you.

And you completely missed my point. They are moving towards the character. What range band are they now at. It could matter in a game. Can they go to guns? By compressing range bands into single hexes you have no way to know. Where as if you make each maneuver at speed one a hex now you can actually figure stuff like this out.

Meh! I'll stop this discussion now because we clearly have a difference of opinion - and that's totally cool. This is the way I do it, its the way my players are happy to do it, and everyone is having fun - no harm, no foul.

If you don't want to do it that way, no problem.