Walker Combat Ruleset Discussion

By Dusty27, in Star Wars: Edge of the Empire RPG

So… personal weapons have a hard time dealing with armoured targets. Growing up as an Earthsiege 2 and Mechwarrior fan I really love mech combat. I want to explore the concept of an Edge of the Empire campaign that has a mercenary Mech story line. Something where the rebellion hires a specialized private Mech squad to hit difficult targets for credits and more advance weapon systems. I was thinking on keeping the Mech sizes under or around the size of an ATST. Something that could be fired out of modified CR90 drop pods…

Now the thing is my EotE campaign already toss out the starship rules in favor of the X-wing miniatures rules for ship combat. The game is 50-50 EotE and Xwing (Piloting Space + Gunnery = Pilot Skill). I want to make a plug and play ruleset that utilizes the Xwing dice and has tasteful flavor added in for this Mech combat.

I realize that the Imperial Assault figures are a different scale and I am okay with that. Fighters are going to mostly be higher up anyways and will want to be able to maneuver easily through this glorious soup I want to create anyways.

These are the introductory Chassis the ruleset will be based upon.

Imperial Chassis

· Repulsor Tank

· ATST Mark II

· ATST Mark IV

Rebel Chassis

· Sentinel

· Maverick

· Dreadnought

This thread is intended to chronical some of the changes to the ruleset and act as a community sound board to those interested in the concept.

Edited by Dusty27

Reserved

Walker Arsenal

Kinetic Weapons: consume ammo tokens

· Duel Autocannons. 5 Attack 2 Ammo Tokens. 2-4

· Autocannon. 3 Attack 1 Ammo Tokens. 2-4

· Concussion Grenade Launcher. 2 Attack (x3 Targets) 3 Ammo Tokens. AP. 2-3

· Cluster Missile Rack. 3 Attack (x2 Targets) 4 Ammo Tokens. 1-3

· Autoslug Cannon. 3 Attack 2 Ammo Tokens. Crit Upgrade. 1-2

· Heavy Autoslug Cannon. 5 Attack 4 Ammo Tokens. Crit Upgrade. 1-2

Energy Weapons: generate heat tokens

· Twin Laser Cannons. 3 Attack 2 Heat. 1-4

· CQB Light Laser Cannons. 2 Attack 1 Heat. 1-3

· Heavy Laser Cannons. 4 Attack 3 Heat. Crits roll down to Hits. 2-3

· Twin Heavy Laser Cannons. 4 Attack (x2 same Target) 5 Heat. Crits roll down to Hits. 2-3

· Plasma Cannon. 3 Attack 3 Heat. Crit Upgrade. 1

· Duel Plasma Cannon. 5 Attack 6 Heat. Crit Upgrade. 1

I haven't played X-Wing, only Armada, but I imagine the issue would be the same. How do you deal with the way that X-Wing treats the destruction of a ship more casually than an RPG? I.e. in EotE, a ship battle grinds down Hull Threshold, does Criticals... Whereas in X-Wing (I presume) a ship goes *bang - it's gone*. I've considered using Armada in my EotE game at some point, but it would far too easily be a case of "Rolled a double-hit, the Corvette is destroyed. Everybody roll up new characters."

Or am I misreading how you do it and you're using the EotE Hull Threshold, Criticals etc. in X-Wing. Am interested in what you're doing because blending the two games could be a lot of fun.

Yeah that is a key issue. Here are the steps we have taken to address these concerns.

  1. When damage has been done to the ship such that it has taken its last point of hull damage the ship's hyper-drive engines are entirely inoperable. The ship systems are in a mess and if it where an enemy ship we would roll a force die to see if it exploded into an un-salvagable state.
  2. To prevent #1 from happening captains choose when they should leave the battle and jump to hyperspace. (Plays into the space opera element).
  3. Hull damage and criticals are expensive to repair. Once the shields start going down the group tends to re-evaluate their profitability of completing the objective.
  4. Generally combat is best initiated with overwhelming and premeditated force. Paying extra for mercenary forces cuts into the profits but can see gains from personal repairs.
  5. Also the party has an R3B2 droid that has a shield regenerating ability similar to R2D2. PC's are free to make GM approved cards.

I got the ATST and the Repulsor Tank. This payday coming I will have two more ATST’s and then I will paint them up. Next is to get a few 40k Dreads and Sentinels for the rebels to purchase off some minor warring species on a planet off the beaten path outside Hutt Space. The NPC trade them advanced tech for their surplus aging walkers that they tune up. Then they will lead their Walker Lance against the Imperials on a campaign mission structure that feels like a mix between Wings of Liberty and Mechwarrior Mercenaries. With plenty of salvage to collect and various build states of walkers to manage and determine R&D paths. This is what I hope for further sessions once I have the hardware cobbled together and painted. Also I have TerraTiles coming in a month or two and my plan is to have many of my sessions with Imperials Assault tiles placed over the the TerraTiles. So that you have the larger view of what is going on and you can have the PC's assaulting Imperial Outposts similar to outposts in Farcry 4. I know this all sounds overly elaborate but I am really into it. I look forward to presenting pictures in three of four months when I have everything done.

I have a plan for a future post where I describe the Mech customizing system. It feels a bit too elaborate now and I need to slim it down some. I will post when I have it in a presentable state.

Edited by Dusty27

This is also is a thing.

I plan on using the new dials put out by FFG to make custom ones for the walkers that will closely mirror the epic ships. Slower movements speeds will allow for greater heat dissipation. Also Environment factor will play a roll. Desert Habitat: -1 Artic, Habitat: +1, Volcanic Habitat -2, the vacuum of space +2, ect.