Substituting Space Combat with X-Wing Miniatures?

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

I haven't taken the plunge into X-wing, but I was wondering if it was doable...

I haven't played the X-wing miniatures, but I did watch Wil Wheaton's show on it. It seems like a good solution for Space Combat is to simply play X-Wing Minatures instead, with a few simple conversions: Any piloting trees are ignored. Piloting (Space) now costs twice as much XP and determines what kind of pilot card you can choose in X-wing. You'd probably end up using the Falcon or modifying its stats to something the players are using.

Anyone try this yet? What do you think?

If your question is simply "Can a GM use the X-Wing Miniatures Game as a substitute for the space combat rules?" then the answer is yes.

However, translating the RPG stats over to the miniatures game takes some skill and subtlety. As opposed to using one of the cards from the miniatures game, I'd suggest creating a custom cards based upon your PC's skills and their ship.

Challenging, but also rewarding - and it also looks smashing on the table!

Haha, I wonder if it would be a good or a bad idea if FFG even suggested it to us by giving us a chapter on converting your characters over... maybe even give us a unique X-wing miniatures talent tree

On one hand, I would welcome the optional rules, but I imagine it would cause quite a stir since people have been scratching their heads over space combat.

Yes our group uses miniatures for all combat we like the visuals, plus I own about $400 in Star Wars miniatures.

Take a look at this thread.I basically use what Maveritchell posted.

http://community.fantasyflightgames.com/index.php?/topic/89904-anyone-using-tactical-maps/#entry859394

  • ≤1 tile: engaged
  • ≤5 tiles: short
  • ≤15 tiles: medium
  • ≤30 tiles: long
The movement rules work well with this too, and I usually give about 7 as the maximum distance someone can move with a maneuver. This way it works out that it takes two maneuvers to go from short range to long range, no matter how far "into" short range you are.

For space, distances are a little less well-defined (although I use a grid here too). Based off of games like X-Wing/TIE Fighter, I treat squares as about half a kilometer (and in doing so, largely ignore the distances FFG uses), because this largely matches up with weapons ranges in that game:

  • ≤1 = Close
  • ≤3 = Short
  • ≤7 = Medium
  • ≤15 = Long
Regardless of how you flavor the square size, this works pretty well for ship movement (and I just use "Speed" as allowable movement distance, in squares).

Ship speed is square move speed the pilot or engineer can push the ship by making a skill check with set back dice for difference in speed equaling the dice.

I.e speed 3 speed ship trying to move 5 would be 2 setback dice.

Edited by archon007

The 3 main problems using the X-Wing rules to power space combat are...

  1. X-Wing rules are extremely deadly (even the best pilots can get shot down and destroyed pretty easily, and parachutes in space are not so viable a survival method)
  2. there is no real direct correlation for ANY talents. So if your players have any talents that would improve their space combat abilities (not just from piloting trees), they won't have them available.
  3. X-Wing is a tactical game where the objective is simply "destroy the enemy."

So if you're roleplaying a group of tactical commanders on a space station defending against the Empire or whatever, X-Wing can be a great way to simulate that. Otherwise I would say learn, love, and keep the RAW for space combat. But use the pretty miniatures :)

Any piloting trees are ignored. Piloting (Space) now costs twice as much XP

This makes me want to say no!

If I was a player with piloting talents and I was told, " you can't use them," I want to what was the point of spending XP on them then?

I haven't taken the plunge into X-wing, but I was wondering if it was doable...

I haven't played the X-wing miniatures, but I did watch Wil Wheaton's show on it. It seems like a good solution for Space Combat is to simply play X-Wing Minatures instead, with a few simple conversions: Any piloting trees are ignored. Piloting (Space) now costs twice as much XP and determines what kind of pilot card you can choose in X-wing. You'd probably end up using the Falcon or modifying its stats to something the players are using.

Anyone try this yet? What do you think?

Edited by Kager

Seems like a neat idea, but imo would be quite cumbersome. X-wing takes a while, ships are easily destroyed, and there's no equivalent to Talents unless you redesign the rules.

Use the minis, if any visualisation is at all necessary... I prefer to describe and make sound effects :ph34r:

I've wondered whether X-Wing could be adapted...being an historical and Lord of the Rings mini-player it could appeal to me. But it sounds like a poor fit for narrative gaming. At most I'd just use the models as general visual references and leave it at that.

My only concern is that it would kill the evening - the games of X-Wing that I've played tend to run about 1.5 hours (not including setup and breakdown) for a bog standard 150 point game. Throw in some RPGing between rolls (or non-combat shipboard stuff) and next thing you know your whole session is nothing but one starfighter combat.

The x wing stats are out of skew though in AoR an X Wing can take more of a pounding than a Y Wing which in miniatures is suppsed to be 60% more robust than an x wing.

We've used minis in our RPG and its worked.
We've toyed with using X-Wing rules and simply saying that you get a pilot rating of 1 per every green dice in piloting checks and 2 per every yellow dice, but while that will translate how good a pilot you are it doesnt allow for any of the custom piloting talents to carry over and you'd be limited by ship types and upgrade options already released for X-wing. It'd require a lot of custom work.

As such we're more likely to stick to using SW ship combat rules, and im sure more will be released in subsequent books anyway.