Ship Facing For Weapons - Confusion

By Robert James Freemantle, in Star Wars: Edge of the Empire RPG

Funny, I see it just the opposite as perhaps the FIRST thing my players would ask about in a battle.

GM: "Two Tie Fighters approach from about 3oclock, medium range at full speed."

Player: "Ill let them come on then attempt to get the leader's six."

GM: "Ok but why?"

Player: "Well Im gonna set up a good kill shot and keep at least one of them from gunning me."

GM: "It doesn't matter, even behind him he can shoot."

Player: "What? The Tie has rear guns?"

GM: "No but he can turn and shoot at you."

Player: "That's what Im trying to prevent! Im gonna get on his tail. I can do that right, with a Pilot roll or something?"

GM: "Well you pick which side you want to fire at sure but he can just turn and do the same."

Player:" ???

The Brilliant Evasion Talent is what you want.

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Funny, I see it just the opposite as perhaps the FIRST thing my players would ask about in a battle.

GM: "Two Tie Fighters approach from about 3oclock, medium range at full speed."

Player: "Ill let them come on then attempt to get the leader's six."

GM: "Ok but why?"

Player: "Well Im gonna set up a good kill shot and keep at least one of them from gunning me."

GM: "It doesn't matter, even behind him he can shoot."

Player: "What? The Tie has rear guns?"

GM: "No but he can turn and shoot at you."

Player: "That's what Im trying to prevent! Im gonna get on his tail. I can do that right, with a Pilot roll or something?"

GM: "Well you pick which side you want to fire at sure but he can just turn and do the same."

Player:" ???

The reality of aerial combat is far too deadly to rest a campaign on.


So, I'm looking for feedback to these potential rules for dealing with this facing issue (hopefully). Let me know any pitfalls for abuse or anything I might not have considered. Playtest it by all means. I am not an experienced GM in this system (3 sessions).

One thing I did notice is interesting in the rules RAW, is the part where the debuff lasts until the beginning of the debuffer's next turn. This means (due to the game's in flux initiative system) that there's also a game of waiting the other side out. Yeah, the winning pilot could act sooner, but if he risks losing the debuff he put on the enemy. But the enemy may try to wait out the winning pilot too, to delay taking a go yet so he's not committed while the debuff is on. Like a game of cat and mouse, or at least seems that way in my head. Of course, keep using these moves adds more strain to the fight too, upping the ante of risk, and the Shake Him Off one can really go all in on the risk factor if they want to!

Heck, I don't see any reason why a pilot couldn't do the Shake Him Off pre-emptively, should he so wish.


New Manoeuvre (Pilot Only): Stay On His Six: Costs 3 pilot strain. An opposed piloting check. If successful, debuffs the enemy ship with Can't Shake Him, lasting until the beginning of the winning pilot's next turn. Can't Shake Him: Works for only the pilot who put this on you. The enemy cannot be targeted by your frontal facing weapons while this debuff remains.






New Manoeuvre (Pilot Only): Shake Him Off: Pilot chooses an amount of strain to take (min 1). This is both pilot and ship strain alike. He then adds this amount (not both added up!) as upgrades to an opposed pilot check. If won, he breaks out of the Can't Shake Him debuff, and is immune to its effects for a number of rounds equal to the remaining success results in the dice pool. This immunity effect is called I'm Onto You.






You need to be going at the same or faster speed as the opponent to attempt either manoeuvre. For every speed above the opponent, that pilot gains a boost die to opposed piloting checks that round.

Edited by Robert James Freemantle

One thing I did notice is interesting in the rules RAW, is the part where the debuff lasts until the beginning of the debuffer's next turn.
New Manoeuvre (Pilot Only): Stay On His Six: Costs 3 pilot strain. An opposed piloting check. If successful, debuffs the enemy ship with Can't Shake Him, lasting until the beginning of the winning pilot's next turn. Can't Shake Him: Works for only the pilot who put this on you. The enemy cannot be targeted by your frontal facing weapons while this debuff remains.

New Manoeuvre (Pilot Only): Shake Him Off: Pilot chooses an amount of strain to take (min 1). This is both pilot and ship strain alike. He then adds this amount (not both added up!) as upgrades to an opposed pilot check. If won, he breaks out of the Can't Shake Him debuff, and is immune to its effects for a number of rounds equal to the remaining success results in the dice pool. This immunity effect is called I'm Onto You.

You need to be going at the same or faster speed as the opponent to attempt either manoeuvre. For every speed above the opponent, that pilot gains a boost die to opposed piloting checks that round.

Actually for maneuvers/actions like "evasive maneuvers", "stay on target", or "gain the advantage" it lasts until the end of the character's next turn. Heck, in "gain the advantage" the text actually talks about how the purpose is to boost your attack next turn: "It allows a pilot to gain the upper hand over a single opponent so that he positions himself for a better attack during the following round." For actions it is obviously to allow single person ships to make use of it (since they can't do 2 actions a round), and for maneuvers it is there to prevent munkins going "ok I take my shot. Now I use evasive maneuvers. Since it happened after the attack in the round, it shouldn't effect my shot." For the new purposed rules wither it is the beginning or end of the turn won't matter (since it affects the target not you) but I wanted to clarify for the sake of the other rules and just to keep things consistent in the game.

Hmm I am of two minds on the new rules. On one hand: logically you should be able to keep on a target's six. A lot of dog fights in the star wars movies (like that pivotal scene in a new hope fighting over the deathstar?) and video games (I have not read enough of the books) rely on this tactic. On the other: It is an extremely potent maneuver. Game balance wise it can make certain fights trivial. As such there should be some other draw backs to "stay on his six" other than just strain. One suggestion I would make is that to use/maintain the maneuver you have to be going their speed (rather than going same speed or faster). After all, in video games (my only experience on the subject) you can break them being on your six either by going faster, gaining distance, and then swinging around or by slamming on your brakes and letting them pass you. If they are on your 6 and you slow down it doesn't mean it automatically breaks the debuff, but in order to use the maneuver again next round they also have to slow down. Since there is now another draw back you could lower the strain cost from 3 to 2 (useable an average of 6 rounds in a combat vs 4 rounds assuming no +/- strain from other actions).