Starship movement

By JinFaram, in Star Wars: Age of Rebellion RPG

Forgive me if this is answered elsewhere but must starships and other vehicles make a move or accelerate/decelerate each turn? With rules as written I'm not sure if you have to or whether evasive maneuvers etc count. Otherwise using them strains the vehicle for taking 2 maneuvers.

Hi, vehicle movement is a little hard to visualise, but it's important to remember rounds are not a small amount of time (6-10sec) but are more like 1min long. In that time lots of movement is happening.

The Move maneuver is used to go from 1 place to another, but not necessarily in a straight line, it just means your making an effort to head in that direction. But on the way your dodging and weaving, possibly trying to get a shot on your opponent.

The accelerate/decelerate maneuver is used to speed up/slow down, every turn your doing a little of this, but this maneuver represents a pilot making an effort to go faster or slower relative to the environment around them.

If neither are used then the vehicle is still dodging around, jostling for position, avoiding terrain ETC. The vehicle is not stationary at all. Edit: your just not moving away from the general area your in.

It's a very Narative way to run a dogfight, and it's probably the hardest part of this system to get to grips with. I hope this helps.

Edited by Richardbuxton

That is how I was running it but I saw the full stop talent and wondered if I was doing something wrong.

Often Talents are designed to break the rules in some small but helpful way. The ones that allow Actions to be done as Maneuvers are a great example.

That is how I was running it but I saw the full stop talent and wondered if I was doing something wrong.

Depending on the situation, I can run vehicles/starships two ways. 1) the general dogfighting and moving around in 3 dimensional space as Richard described or 2) chase scenes with a definite order of travel moving in a generally linear fashion.

When running a chase, I don't really use the move maneuver. I always assume forward progress and require a piloting test based on speed, terrain, and maneuver chosen (evasive maneuvers is hard to steer through dangerous terrain than stay on target in my mind). Successes determine relative position of the participants. I design my chases so that they occur in "stages" which vary in obstacles and challenges and serve a purpose of moving the story along-each stage is one round of actions and requires a single check for the pilot. Think about, dare I say it, the pod race from episode I or consult some of the published adventures with chase scenes (see spoiler).

Jewel of Yavin

The Full Stop talent could really apply to chase scene which unexpectedly ends in a cliff or dead end. Those without the ability to come to complete stop go careening off to their deaths.

Edited by Domingo