Implementing X-Wing into Edge of the Empire

By mabro95, in Star Wars: Edge of the Empire RPG

15 hours ago, mabro95 said:

So how does a force - face act in space then? Or does your group not dabble into space then?

Okay there's a lot of different ways to do this but I'll cover kind of the basic ones.

For starters try not to overdo it on the space battles. People often times like to put in a lot of different adversaries and that helps the encounter drag on much longer than it should. Normal space encounters should be pretty quick. A really good example is to think about the escape from the Death Star that you see in a new hope. That battle you're basically looking at four Minions that may not even have been grouped going up against one party of player characters in a light freighter. Additionally you see a lot of action going on inside the ship beyond Gunnery or other obvious shipboard functions, that's one of the key places where the non space battle capable characters really have a chance to contribute. This is actually one of the things that makes the current system really good because you have that narrative dice mechanic . Using the narrative dice mechanic you can leverage things like if the player's roll significant threat or the opposition roll significant advantage you can apply some kind of effect to the ship that someone will have to deal with. Maybe a small fire breaks out or perhaps some bulkhead doors close and lock characters in certain areas. Perhaps some cargo breaks free and starts rattling around the cargo hold or a Corellian fruit bat that stowed away on board comes loose and starts flying around harassing the crew as they try and fight. These are the sort of things that pretty much any character could deal with but it would require taking someone away from a Gunnery station or piloting station or something like that. In some cases the non space Combat character might actually be very well suited to deal with these problems. A force user with the move power could easily get that cargo back into place, or grab the bat.

That's also why using more war game rules like x-wing actually can do more harm than good. War games tend to assume that everything works as intended, an rpg lives and breathes on things not going as planned.

7 hours ago, Desslok said:

Okay, so its more a structured battle map more than true X-Wing. Okay, I get it now. I'm still not completely sold on the idea, but if you can get it to work for your group, then more power to you!

Thanks man :)

yeah honestly I just put up my version the space/xwing rules here to get some feedback on what should be changed or just if they would be acceptable enough for other groups than my own

On 5/23/2017 at 4:20 AM, mabro95 said:

So if i read this correctly you move your ships twice per round?

once forward based on the speed and once to turn?

No. They move once, on the pilot's turn. Other non-movement ship maneuvers can be on the pilot's or copilot's. Turns can be done as maneuvers in the pilot's turn with movement, or by a copilot without movement. The copilot can change the speed, but that only matters on the pilot's turn. The copilot can do the evasive manuevers

Remember pilot maneuvers that use the ship:

  • Change Speed
  • Change Range
  • Stay On Target
  • Evasive Maneuvers
  • fire forward weapons

I get rid of change range. The ship moves forward speed units a turn. I add "Change facing"... which can be done by the pilot during the movement, or by the copilot without movement.