Rules suggestions

By Gallows, in Star Wars: Edge of the Empire Beta

Active defense
For each maneuver you spend to defend yourself or take advantage of cover, you gain +1 defense until your next turn.


Supression and autofire:
With autofire you always aim at an engagement and you can't hit each target more than once. If you get more hits than enemy targets you must hit any ally targets in the engagement. For every 2 successes you have on the check, you add one black die to the next action for everyone in the engagement (including allies). For each triumph you upgrade the difficulty of their next action once.

Cover
Cover adds 1-3 black dice to enemy attacks. Light, medium and heavy cover.

Starship Action (silouette 1-4, pilot only): Evasive break
The pilot makes a sudden change in course to throw off any attackers. The pilot decides how hard a break he wants to make. For each difficulty die he adds to his pilot check the ship gains +1 defense until the pilots next turn. The difficulty of the next attack made from the ship is upgraded once and aiming is impossible until the pilots next turn.

Starship Action (silouette 1-4, speed 4+, pilot only): Exploit advantage
This action requires the pilot to have gained the advantage on his last action. Performing this action upgrades any attacks against the target you have an advantage over once. The ckeck is an opposed pilot check.

Gallows said:

Active defense
For each maneuver you spend to defend yourself or take advantage of cover, you gain +1 defense until your next turn.

Ummm… how does this differ from the guarded stance / take cover maneuvers?

Gallows said:


Supression and autofire:
With autofire you always aim at an engagement and you can't hit each target more than once. If you get more hits than enemy targets you must hit any ally targets in the engagement. For every 2 successes you have on the check, you add one black die to the next action for everyone in the engagement (including allies). For each triumph you upgrade the difficulty of their next action once.

I think some suppression effect is a good thing. I think to simplify it I'd just allow the GM to spend 2 threat to hit an ally. Otherwise reads ok.

Gallows said:

Cover
Cover adds 1-3 black dice to enemy attacks. Light, medium and heavy cover.

Ummm… isn't this just the exact cover rules from the book? Maybe a little more codified, but otherwise identical?

Gallows said:

Starship Action (silouette 1-4, pilot only): Evasive break
The pilot makes a sudden change in course to throw off any attackers. The pilot decides how hard a break he wants to make. For each difficulty die he adds to his pilot check the ship gains +1 defense until the pilots next turn. The difficulty of the next attack made from the ship is upgraded once and aiming is impossible until the pilots next turn.

Starship Action (silouette 1-4, speed 4+, pilot only): Exploit advantage
This action requires the pilot to have gained the advantage on his last action. Performing this action upgrades any attacks against the target you have an advantage over once. The ckeck is an opposed pilot check.

Both seem reasonable to me, although I'd probably just make Evasive break add the same difficulty chosen to the next attack, rather than upgrade and make aiming impossible (again for simplicity).

Cover is a passive bonus you get for being behind cover. This adds extra 1-2 black dice if you spend maneuvers, which you normally don't to be behind cover. You're right about melee though, I'll just change it to being able to use the guard maneuver twice.

There is a reason to upgrade and not just add a difficulty die. The despair symbol.

I copied from our house rules and the cover being 1-3 is just an in house clarification.

I'll tinker a bit with the auto fire, but it needs to be tweaked. It's just too good as is and no big drawbacks.

gribble said:

Gallows said:

Active defense
For each maneuver you spend to defend yourself or take advantage of cover, you gain +1 defense until your next turn.

Hi Allan ;)

It just occured to me, that in order to not make Side-Step redundant (spend a maneuver +strain to increase defence against all attacks next turn), the defensive bonus from this 'Active Defence' should probably be limited to the next attack against you….

Claus

Boehm said:

gribble said:

Gallows said:

Active defense
For each maneuver you spend to defend yourself or take advantage of cover, you gain +1 defense until your next turn.

Hi Allan ;)

It just occured to me, that in order to not make Side-Step redundant (spend a maneuver +strain to increase defence against all attacks next turn), the defensive bonus from this 'Active Defence' should probably be limited to the next attack against you….

Claus

Yeah but side step upgrades the difficulty now like dodge :-)