Space battle rules - clarifications/suggestions needed

By Broc27, in Star Wars: Edge of the Empire RPG

Hello there!

A few days ago I was GMing a game in which my players were pursued by an Interdictor cruiser and 6 TIE fighters. The battle wasn't that much fun and the players complained a bit about the space battle rules, which didn't seem to make much sense to them. So I'd like to hear from you if you'd do it any different or if we interpreted the rules wrong.

So the encounter started when the PC's transport exited hyperspace near an Interdictor, at MEDIUM range (I pulled the stats from the AoR core rulebook). The group decided to run for it and try to outrun the cruiser (after identifying it correctly).

So here's what they did:

1. The pilot of the PCs increased their speed as a maneuver. They already were complaining that doing this cost them a maneuver that couldn't be used to Fly/Drive. To them, as long as their speed is more than zero, they should be able to move between range bands. Since they are facing away from the enemy and running, this rule feels wrong...

2. The pilot then used a maneuver to Fly/Drive, at speed 2. This made them, if I'm not mistaken, between MEDIUM and LONG range. They complained again, feeling that being between two ranges wasn't very clear. I told them that they were still considered at medium range (mistake?). Also, their ship (silhouette 4) had to suffer two points of system strain because of the second maneuver (is that right?).

3. Then the Interdictor launched TIE Fighters and both the cruiser and the fighters tried to follow the PCs. However, because the cruiser is huge (sil7), it couldn't Fly/Drive more than once since it's a pilot only maneuver, am I right?

4. After that, the pilot kept using Fly/Drive TWICE per round, to flee the cruiser fast. They did add 2 points of system strain per round, because it was two maneuvers. Was that ok? Those system strain points were useless, because the tech kept using damage control, every round, to repair them easily.

5. Meanwhile, I knew the TIEs didn't stand a chance if they stayed at speed 1 so they spent two rounds just increasing their speed and therefore not moving at all because increasing their speed to its maximum used 4 of their maneuvers. The players laughed at the concept of the TIEs just sitting there while they were gaining speed. Really, this feels completely wrong. Anybody house ruled this?

So the "battle" ended when the transport managed to get beyond extreme range of the cruiser. It lasted for a few rounds in which all the pilot did was two maneuvers of Fly/Drive and the mechanic repaired the system strain every round. The TIEs were a problem, since when they finally managed to keep up we had to manage range bands and half range bands to try and figure the distance between the cruiser, the fighters and the transport, which wasn't very fun. The exciting chase I was hoping for never came to be. Also, the pilot felt it strange that his piloting skill was not used once.

I know I could have used the "chase" rules, but I didn't know how to use them correctly for 3 groups (The TIEs, the Interdictor and the PCs, which were all at different distances). I could also have decided to make this all narrative and not roll at all, but this would also have felt wrong.

So my questions are:

1. Anyway to make this kind if encounter make sense and be exciting by using the rules as is?

2. If not, what are the house rules that you use?

A big THANKS in advance to you all!

Edited by Broc27

This is another example of comments aimed at the pilot feeling redundant and disconnected from the chief roll he chose. Terrain gives the pilot something to do and let's the players be creative but I feel you are going to have to do some in house rules to keep the pilot connected to his character. That ffg space battle system is clunky and laborious at best with many players underscoring the need for ffg to do a complete revamp rather than having the rules now spread across several books. This is very bad rules housekeeping and while you should listen to other players. Just change what you need is going to be your chief resource in resolving this

Edited by splad

2 hours ago, Broc27 said:

1. Anyway to make this kind if encounter make sense and be exciting by using the rules as is?

While your rulings were right, the encounter design was where you screwed up.

First off, if you want action, don't start everyone at speed derp. The player should have started the encounter at a higher speed, likewise the TIEs should have used punch it, that's what it's there for.

Secondly you totally dropped the ball on the chase (don't worry, we all have at some point). Next time the second it turns into a chase, switch from conventional movement to chase rules, and add in terrain immediately. That's really where things will change a lot. The movement rules are more for setting up and breaking down larger situations and concepts, chases should be chases, without it you're missing a lot of where pilots can make a difference.

Edited by Ghostofman

Speed starting at zero is tabletop tactical mini thinking. Unless they're taking off, speed should never be zero. I always just ask as they jump into a system what speed they want to be traveling at. Likewise Imperial forces on picket/patrol duty are not standing still, they would be moving.

When 'flee' 'run away' etc come into view it's a chase and maneuver movement rules no longer apply.

Edited by 2P51

One piece of advice I would give is that you had no reason to launch TIEs. The interdictor (any carrier type ship on patrol really) should have had a few squads of ties on CAP (Combat Air Patrol). Those are the ties that would have been assigned to intercept any ships that drop in. The interdictor would have some ties on alert status, but they would still take a round or two in order to launch. Most likely they would be used for the CAP to replace the TIEs that pursued the new arrivals.

Another thing is ships can do a second pilot only maneuver for 2 system strain.

Lots of good advice in this topic.

Furthermore is an interdictor quite good at it's job. it job is interdicting hyperspace routes, but it is still just a support piece within an imperial fleet. Normally an interdictor cruiser is not operating without backup. Does not need to be necessary an ISD, even when this would be the common case, but at least something with tractor beams and ion cannons would be a normal part of an interdiction fleet. Nebulon Bs for example are a great addition to such an interdiction fleet, because the heavy tractor beams are medium ranged and the fire power is solid enough to keep the expensive and only lightly armed interdictor save. Raider-Class Corvettes for their ion cannons would be another option, though in that case there needs to be a solid reason were the heavy guns of the fleet are. Vigil-Class Corvettes are another fast option equipped with tractor beams and solid speed for patrol duty.

Even a squadron of Alpha-Class SG-1 StarWings or TIE Defenders jumping in right on the edge of the gravity well bubble could make such an encounter a lot more dramatic, because you can go all out with the Ion Cannons and player characters are now trapped between the Interdictor fleet and the the fighters.

On 9/3/2017 at 8:13 PM, Ahrimon said:

One piece of advice I would give is that you had no reason to launch TIEs. The interdictor (any carrier type ship on patrol really) should have had a few squads of ties on CAP (Combat Air Patrol). Those are the ties that would have been assigned to intercept any ships that drop in. The interdictor would have some ties on alert status, but they would still take a round or two in order to launch. Most likely they would be used for the CAP to replace the TIEs that pursued the new arrivals.

With additional non alert TIEs being launched shortly after the Alert fighters launch

And all of these TIEs would be in flights of 4 fighters A Flight lead their wingman and and another flight with their wingman.