What's New / Different?

By Fred Palpatine, in Star Wars: Edge of the Empire RPG

My group plays Edge but things like equipment and vehicles from AoR (and F&D when it's out) are fair game. We had a question about a rule in Edge that was a little vague and, as usual, after we made our table ruling and moved on, I promised to seek out whether or not there was an official or semi-official ruling on the issue. As part of that research, I went to check out the AoR rule book (which meant standing in the FLGS with the book since I don't own it).

While researching that issue, I found something that changed between versions. I've since learned that this "change" was how things were meant to work all along. Specifically, this was the rule on Damage Control pertaining to how much HT the mechanic repaired via that action. But it left me wondering: what else changed? or was updated? or fixed?

I don't actually have the AoR rulebook or I'd do my own stare-and-compare. I contemplated buying it for that purpose but then I figured I'd probably be reinventing the wheel because I'm sure someone else has already done this or, at the least, noted a few other similar situations. So, has anyone else spotted changes / updates / fixes / improvements / etc. between the various editions of the FFG Star Wars games?

To kick it off:

EotE's rules seemed to imply that a mechanic only repaired a single point of HT on a Damage Control check. Pretty lame, eh? It wasn't clear on that, though, so probably not the intention. AoR clearly states that the mechanic repairs as much HT as the Successes he rolls on his Mechanics check. As it happens, that 'fix' is on these forums in the pinned 'ask the developer' thread but I don't think it appears in the Edge errata elsewhere on this site.

Yes you repair 1 HT on a damage control check...unless you have a talent like solid repairs.

Seriously??

A Mechanic can only ever repair a SINGLE point of Hull damage PER ENCOUNTER?

Thats harsh! I've been getting that wrong!

That said... in AoR its 1 point per success. Which IS how ive been running it.

Edited by RebelDave

Seriously??

A Mechanic can only ever repair a SINGLE point of Hull damage PER ENCOUNTER?

Thats harsh! IUve been getting that wrong!

Seriously??

A Mechanic can only ever repair a SINGLE point of Hull damage PER ENCOUNTER?

Thats harsh! IUve been getting that wrong!

Not So harsh.

I mean we are talking HULL Damage here... It's not like you keep Larges Sheets of spare Hull and the Heavy equipment needed to repair the outer or Inner Hull.

Assume the 1 Point repaired is sealing any pressure leaks.

Hull Damage is going to take the facilities of a Dry Dock to repair...If you are In a Dry Dock Facility, I would allow your mechanic (after purchasing the needed supplies, to dot he rest of the repairs though it might take more time than letting the facilities Workers do it... but cost you less.

In my games, int he limited space combat we have done, if i had only allowed them to repair 1HT, they would be dead by now, and my mechanic would be going ape and ranting how the system is "broken"

thankfully AoR has saved my butt!

Both my AoR book and EotE book say very clearly that the Damage Control action can be used to repair your Hull Trauma only once per encounter, but when doing so your ship recovers 1 Hull Trauma point per remaining success on the roll, just like all other healing/repair rolls.

My AoR book says its 1 per success.. a line missing from Edge.

Page 247.

Second Paragraph of Damage Control.

5th Line

Edited by RebelDave

I think the original wording for modifications in EotE implied every time you added another mod to an attachment, the cost scaled like the difficulty.

All 3 of my CRBs are worded the same though and the rule is that every mod only costs 100.

My AoR book says its 1 per success.. a line missing from Edge.

Page 247.

Second Paragraph of Damage Control.

5th Line

The rule is 1 HT per success, regardless of system.

Edited by rowdyoctopus

I have the earliest possible printing of the Edge rules. It doesn't indicate how much HT is repaired on a Damage Control check. It doesn't exactly imply one point, either. I understand that the intent was for it to be one per Success, AoR says that and, apparently, later printings of the Edge rules do, as well.

Are there any other things that were changed in later printings or in AoR (or in F&D beta)?

I think the original wording for modifications in EotE implied every time you added another mod to an attachment, the cost scaled like the difficulty.

All 3 of my CRBs are worded the same though and the rule is that every mod only costs 100.

It did. Oggdude's (AWESOME) character generator reflected this, too. My players brought to my attention that this seemed to change in the software with one of the more recent updates and asked me if I knew anything about an official change.

And as i said talents like solid repairs allow mechanics checks to repair additional hull trauma. +1 per rank of solid repairs.

And as i said talents like solid repairs allow mechanics checks to repair additional hull trauma. +1 per rank of solid repairs.

Sorry I've been away for a bit. Yes... you said this. I never disagreed. We both seem to have had the same interpretation of the Damage Control action but, as it is written in current versions and in the later rule sets (like AoR and, presumably, F&D), you actually repair one point per success on the Mechanics check AND, if you have the Solid Repair talent, you add that to the result.

I have a house rule for Damage Control we're about to start using. I'll post that in one of the appropriate House Rule threads.

If it matters at all, one talent in FaD (away from book and don't remember which one) notes that in unstructured time, an encounter is equivalent to 12 hours. Gives a nice timeframe for how often the group can roll to fix their ship outside of combat.