X-Wing Miniatures using EOTE RPG dice

By progressions, in X-Wing

In FFG's pen and paper Star Wars RPG, Edge of the Empire, the question is often discussed of combining the two systems and using X-Wing rules for EOTE ship battles.

It occurred to me the other day, there might be some way to play X-Wing using EOTE's 'narrative dice'.

In EOTE the dice have successes and failure symbols, but also "advantage" and "threat", which can be 'spent' various ways to modify future roles or to make something interesting happen.

It occurred to me that some usage of the narrative dice could be used in X-Wing, with advantage symbols having effects like adding a boost die to a future roll or making a secondary weapon unavailable for a turn, or some other special circumstances.

Has anyone considered this?

nice idea. it could be useful for scenario variants perhaps or as a pre-roll before the battle starts to effect placing of ships or objectives - that sort of thing... quite subjective depending on how u interpret the dice eg. threats rolled could be additional asteroid placement/repositioning an asteroid of ur choice or perhaps a bonus of some extra squad points for advanatage?

I'm looking into it. Still use the dials and movement templates. But pilot skill gets replaced by initiative. Red maneuvers require piloting checks to to perform. Use the X-Wing range ruler and ship firing arcs.

The ship stats need to come from EotE, but this causes a pro blemish since a fair amount of the ships in X-Wing aren't in EotE yet.

Upgrades would actually be characters, droids and talents from EotE, not from the X-Wing cards. The hull points, silhouette, and weapon damage would also be determined based on EotE.

I think this is very doable. We just need some EotE expansions to cover all the ships.

Action such as boost and barrel roll would be handled by X-Wing rules, while focus and evade would be handled by EotE rules. Target locks would be required for firing weapons that require them, or target locks could add an advantage die for combat roles.

I've been planning to use the initiative, and let the pilots choose their maneuver - using the speed they are going - replacing the speed from the EOTE book with the maneuver dial speeds. Run everything else the same, just using the templates to determine where they fly to. Gain the advantage is used to perform K-turns.

- this means dropping the X-wing skills and entire system, just using the templates and dial for what the ship can do, and using the mini's just to represent position.

Edited by Ravncat

nice idea. it could be useful for scenario variants perhaps or as a pre-roll before the battle starts to effect placing of ships or objectives - that sort of thing... quite subjective depending on how u interpret the dice eg. threats rolled could be additional asteroid placement/repositioning an asteroid of ur choice or perhaps a bonus of some extra squad points for advanatage?

Yes, definitely!

I also like the idea of using them within the game itself, of using Advantage to past boost dice, maybe use a Triumph to regain a shield or something like that.

I've been planning to use the initiative, and let the pilots choose their maneuver - using the speed they are going - replacing the speed from the EOTE book with the maneuver dial speeds. Run everything else the same, just using the templates to determine where they fly to. Gain the advantage is used to perform K-turns.

- this means dropping the X-wing skills and entire system, just using the templates and dial for what the ship can do, and using the mini's just to represent position.

I agree I think you'd have to drop most of the actual X-Wing system, because an X-Wing game is a very cerebral, tactical, rules-specific system and EOTE is very narrative and loose in terms of rules.

I'll admit to having never seen the EotE SWRPG but have happened on the dice a few times. I have no idea how the RPG system will do vehicle combat but I strongly suspect the two systems have next to nothing in common. I actually have that same complaint about WotC and their Starship Battles game and either the RCR or SAGA games; SAGA and SSB may have used the same grid and scaling (both a bit poor in my estimation) but beyond that the two systems were almost nothing alike.

Love this idea!

nice idea. it could be useful for scenario variants perhaps or as a pre-roll before the battle starts to effect placing of ships or objectives - that sort of thing... quite subjective depending on how u interpret the dice eg. threats rolled could be additional asteroid placement/repositioning an asteroid of ur choice or perhaps a bonus of some extra squad points for advanatage?

Yes, definitely!

I also like the idea of using them within the game itself, of using Advantage to past boost dice, maybe use a Triumph to regain a shield or something like that.

back when i was running my Wings of War campaign (the pre-cursor to x-wing) we played the Knights of the Air Campaign rules - when ur plane was shot down you drew cards to see how many hit points ur pilot had taken (i think u started with 25hp). u could do something similar with he dice, adding extra threat dice for any additional damage (ove their hull pts) sustained or perhaps advantage dice (force dice) if someone like vader or luke was shot down.

in terms of what happens DURING the battle ud have to be careful not to allow too many extra dice rolls unless the EOTE dice replaced the X-Wing dice altogether - in which case u r looking at a totally new game system of damage/evasion.

Edited by The_Brown_Bomber