Genesys vehicle rules

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

1 minute ago, Inquisitor Tremayne said:

Check my dropbox link up above for details or Fl1nt's.

Ah, thanks. :)

I'd only been following the thread loosely and hadn't seen a need for them when I first saw them, so promptly forgot. :D

Thanks again!

47 minutes ago, Inquisitor Tremayne said:

Good point. I think I would allow the talents to still increase the speed and include the additional options as Fl1nt listed. But still cap stock ship speeds at 5. By allowing only those with that talent to really stand out.

In general, I'm trying to minimize the amount of modifications I need to make to a vehicle stat block. So I can still take one and use it almost as is.

The Problem with that is it still takes away the benefit of A-Wings and interceptors. Why fly either of those ships if they are more delicate and with weaker weapons.

In addition wo what Inquisitor Tremayne wrote:

At least in my group, I also changed some talents (Full Stop coming to mind that is kind of made useless by the Genesys Rules, so I replaced it with "Make an Piloting check according to Genesys Rules so Difficulty = Silhouette upgraded by Speed Table to stop the vehicle without it taking Strain).

My players and me also chose to keep the Attack Difficulty Rules of Star Wars instead of Genesys (we just felt it didn't fit quite right, but that's very subjective for sure).

@Inquisitor Tremayne Regarding the Weapons:
There are actually only 2 Weapons with Long Range, being Heavy- and Medium-Turbolasers.

Working backwards from there I would probably change those to Strategic Range (I'd guess that's an appropriate Range where Capital Ships can begin slugging it out).
That would still place most Ship/Vehicle Weapons at Medium Range which feels very weird (since many Personal Scale Weapons can shoot up to Long Range or even Extreme).
I'm really not satisfied with that to be honest, maybe one would need to also change Weapons that have Medium Range now, also to Strategic (those are also quite large weapons, the lightest being the Light Turbolaser).
Then most of the Starfighter Weaponry would end up at Long Range while still keeping the Range advantage to Weapons like the Missile Launchers etc. that with the Star Wars Rules sits at Short Range (which would then be Extreme).

It's frustratingly tricky to work this out -_-

42 minutes ago, Daeglan said:

The Problem with that is it still takes away the benefit of A-Wings and interceptors. Why fly either of those ships if they are more delicate and with weaker weapons.

A-Wings and Interceptors have Speed 5 or am I wrong ?
So those really fast ships will still have a good advantage, and a skilled Pilot can even push those to 7+ making them really hard to hit.

Edited by Fl1nt
12 minutes ago, Fl1nt said:

A-Wings and Interceptors have Speed 5 or am I wrong ?
So those really fast ships will still have a good advantage, and a skilled Pilot can even push those to 7+ making them really hard to hit.

T-Wing, Mandalorian Protectorate Starfighter, ETA-2 Actis, RZ-1 A-Wing, and the TIE/in all have speed 6. There may be others, but I'm not aware of them.

My notes say the Hyena bomber is speed 6, but that can't be right. I need to double check the source.

Edit: Yeah, it's speed 4. Not sure how I screwed that one up. :P

Edited by P-47 Thunderbolt
1 hour ago, Fl1nt said:

In addition wo what Inquisitor Tremayne wrote:

At least in my group, I also changed some talents (Full Stop coming to mind that is kind of made useless by the Genesys Rules, so I replaced it with "Make an Piloting check according to Genesys Rules so Difficulty = Silhouette upgraded by Speed Table to stop the vehicle without it taking Strain).

My players and me also chose to keep the Attack Difficulty Rules of Star Wars instead of Genesys (we just felt it didn't fit quite right, but that's very subjective for sure).

@Inquisitor Tremayne Regarding the Weapons:
There are actually only 2 Weapons with Long Range, being Heavy- and Medium-Turbolasers.

Working backwards from there I would probably change those to Strategic Range (I'd guess that's an appropriate Range where Capital Ships can begin slugging it out).
That would still place most Ship/Vehicle Weapons at Medium Range which feels very weird (since many Personal Scale Weapons can shoot up to Long Range or even Extreme).
I'm really not satisfied with that to be honest, maybe one would need to also change Weapons that have Medium Range now, also to Strategic (those are also quite large weapons, the lightest being the Light Turbolaser).
Then most of the Starfighter Weaponry would end up at Long Range while still keeping the Range advantage to Weapons like the Missile Launchers etc. that with the Star Wars Rules sits at Short Range (which would then be Extreme).

It's frustratingly tricky to work this out -_-

A-Wings and Interceptors have Speed 5 or am I wrong ?
So those really fast ships will still have a good advantage, and a skilled Pilot can even push those to 7+ making them really hard to hit.

A wings and interceptors are speed 6. X-wings are speed 5. It is this way so that interceptors trade speed for durability. They also have a handling of +2 and +3 as I recall. Which means with a good roll they can get full throttle of +2 or +3 speed. Hooly made the speed chart go to 10 for a reason. combine enough things and you potentially can get a speed of 10.

23 minutes ago, Daeglan said:

A wings and interceptors are speed 6. X-wings are speed 5. It is this way so that interceptors trade speed for durability. They also have a handling of +2 and +3 as I recall. Which means with a good roll they can get full throttle of +2 or +3 speed. Hooly made the speed chart go to 10 for a reason. combine enough things and you potentially can get a speed of 10.

Yeah it's easily possible to just increment the Table up to 10 sure.
Get's hilariously hard to get hit and at the same time to make a piloting check xD

4 minutes ago, Fl1nt said:

Yeah it's easily possible to just increment the Table up to 10 sure.
Get's hilariously hard to get hit and at the same time to make a piloting check xD

And you get, what, a 50% chance of getting insta-vaporized on a collision? :D

4 minutes ago, P-47 Thunderbolt said:

And you get, what, a 50% chance of getting insta-vaporized on a collision? :D

Pretty much xD

I dont know, if you're running a Starfighter / Squadron Campaign with your pilots often using Starfighters, it might require some more adjustments.

For my Edge Group is works fine (my Players have yet to fly something smaller than their Freighter or the odd Speeder)

If someone has a good working solution, I'd be very interested that's for sure though 😃

Edited by Fl1nt
2 minutes ago, Fl1nt said:

Yeah it's easily possible to just increment the Table up to 10 sure.
Get's hilariously hard to get hit and at the same time to make a piloting check xD

yeah.... the forced movement gets tricky.

I really think we need to muck around with the forced movement above speed 5

I almost think you need something like the speed chart from hero...

42 minutes ago, Daeglan said:

yeah.... the forced movement gets tricky.

One alternative or addition that comes to mind might be to add Boost / Setback die after 7+ and grant maybe an additional Reposition Maneuver as Incidental or something along these lines?

29 minutes ago, Daeglan said:

I really think we need to muck around with the forced movement above speed 5

I almost think you need something like the speed chart from hero...

I don't believe I'm familiar, care to explain?

I think the most important issue is, to find a solution while still keeping it low maintenance / narrative driven and not too crunchy, which alot of systems that heavily use tables etc. tend to do.

59 minutes ago, Fl1nt said:

One alternative or addition that comes to mind might be to add Boost / Setback die after 7+ and grant maybe an additional Reposition Maneuver as Incidental or something along these lines?

I don't believe I'm familiar, care to explain?

I think the most important issue is, to find a solution while still keeping it low maintenance / narrative driven and not too crunchy, which alot of systems that heavily use tables etc. tend to do.

in hero a round is broken up into 12 segments. based on your speed you can act on certain segments.
So if you take a crafts speed you could have them do smaller amounts of forced movement at various points during the round.

12 minutes ago, Daeglan said:

in hero a round is broken up into 12 segments. based on your speed you can act on certain segments.
So if you take a crafts speed you could have them do smaller amounts of forced movement at various points during the round.

Hm sound interesting, but I think that would massively bloat the combat even more; but it might work for some groups 😃

5 hours ago, P-47 Thunderbolt said:

And you get, what, a 50% chance of getting insta-vaporized on a collision? :D

Risk and reward man, fly at silly speeds reap silly outcomes. ;)

On 8/11/2020 at 7:38 PM, Daeglan said:

Hooly made the speed chart go to 10 for a reason. combine enough things and you potentially can get a speed of 10.

Do you have a link to his speed chart? I can't find it anywhere.

On 8/8/2020 at 3:31 PM, Inquisitor Tremayne said:

Update #2

Had another encounter with starships and ground combat. The Genesys rule of vehicle scale and personal scale using the same range bands doesn't really work for Star Wars unless you make ALL vehicle weapons have the same range of Long+. As mentioned previously, I increased starship ranges only 1 additional range band. This worked for starship combat only, but fell apart once ground forces were introduced. Now a medium ranged laser canon has the same range that a PC/NPC can move in one round.

The simple fix is to give all vehicle scale weapons Long+ range at personal scale. But I'm going to do some tinkering...

IIRC the range rules are very nebulous. What is medium range for people isn't necessarily medium range for a ship. Ships are on a different scale for armor and weapons, why not for range as well. Keep it fluid and roll with it by situation.