I'm Wondering how to do combat during a speeder bike chase. A single player on a speeder bike chasing a single NPC on another speeder bike. I'm using the chase system I found on the internet from the beta book. How do I use combat with the player and NPC using light blasters wail still firing at each other. Do They make pilot rolls or light blaster rolls? Or do they have to give up oner for the other? Also, if the are using blaster rolls do they keep advancing or or the speeders stall out or slow down? Any insite on this would be great and thank you!
Combat in a speeder chase?
There's really no reason why you can't merge the combat and chase rules (from the errata) at this point. Basically it would be a series of normal combat rounds, with the addition of chase mechanics.. Here's how it would work:
Each round, players involved roll initiative and determine order as per combat.
On the appropriate initiative tick, you take your maneuver and action. If you're piloting the speeder, one of your maneuvers becomes, essentially, "Participate in Chase." This stands in for your Fly/Drive maneuver whhich you could normally take in vehicle combat, and your movement as per the chase rules rather than using X number of maneuvers to move between range bands. You can then use your action normally.
If you have a gunner as well as a pilot, this works really well, since that frees up your action as pilot and you can start pulling fancy tricks like Stay on Target, Evasive Maneuvers, or Punch It.
Thank you good sir!
Andrew Tatro said:
There's really no reason why you can't merge the combat and chase rules (from the errata) at this point. Basically it would be a series of normal combat rounds, with the addition of chase mechanics.. Here's how it would work:
Each round, players involved roll initiative and determine order as per combat.
On the appropriate initiative tick, you take your maneuver and action. If you're piloting the speeder, one of your maneuvers becomes, essentially, "Participate in Chase." This stands in for your Fly/Drive maneuver whhich you could normally take in vehicle combat, and your movement as per the chase rules rather than using X number of maneuvers to move between range bands. You can then use your action normally.
If you have a gunner as well as a pilot, this works really well, since that frees up your action as pilot and you can start pulling fancy tricks like Stay on Target, Evasive Maneuvers, or Punch It.
I see nothing in the written rules that mentions rolling initiative every round. Maybe you are thinking about opposed pilot checks?
It was, how you say, a typo.