House Rules for combining X-Wing Minis and EOTE

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

I’ve seen a few posts on this, and I know there are some folks who say “don’t cross the streams, it would be bad.

I’m crossing the streams. Here’s my plan.

First, here’s what we are using from each system.

From X-Wing Miniatures (XWM from here on out)

  • Miniatures
  • Maneuver dials, templates, and stress (strain) associated with red maneuvers
  • Range bands
  • Fire Arcs
  • Ship abilities? (Barrel roll, Boost, etc.)

From EOtE

  • Dice
  • Damage, soak, and shield values
  • Silhouette values
  • Initiative and turn order
  • Talents
  • Pilot skill

Initiative and turn order are as indicated in EOTE. Even though I love the pilot skill based selection from XWM, I worry that 4 phases per round introduces too much complexity.

When moving ships, Pilots have one maneuver and one action or two maneuvers as per EOTE. Pilots may use EOTE skills and talents as normal. However, Pilots are constrained by the XWM maneuvers allowed for their ship. Essentially, EOTE’s “Evasive” “Stay on Target” and “Punch it” can be combined with options from XWM’s dial to form one maneuver. For example, a pilot might say, “I’m making an evasive maneuver, 2 left.” There are only two exceptions to this. Evasive maneuvers cannot be used with the option that represents the ship’s maximum speed, straight forward. Punch it, obviously, can only be used with the maximum speed.

During combat, attackers are constrained by the XWM fire arcs allowed for their ships, making positioning more important than it is in the standard EOTE system. Attackers also receive bonuses or penalties to hit based on the XWM range band. Within range band 1, attackers receive 1 boost die. Within range band 2, they receive no bonus or penalty. Within range band 3, attackers receive a setback die.

Damage, including critical hits, uses EOTE values for armor, defense and hull integrity. This negates the deadliness of XWM.

I’m not entirely sure what to do with “Gain the advantage.”

And I’m still debating whether or not to use XWM abilities like Barrel roll or Boost.

Thoughts?

Edited by Tocath

Love it. Let us know how it goes.

Will do! Hopefully I'll have a chance to playtest this week.

All this is tempting me to buy X-Wing…what kind of core sets do I need for a decent game?

interesting.

questions:

how do you deal with EotE range bands vs XWM range bands. for example missiles can be fired from beyond the ranges of lasers etc?

how does the EotE pilot skill play a role?

how do you factor in complications when terrain is involved ( asteroids, busy space lane, a closing mouth of a space slug )

another question:

evasive maneuvers etc have silhouette and speed restrictions. will you/how will you incorporate these?

i guess silhouette is easily retained by using the EotE profile of the ship used. but speed?

i'm thinking of incorporating this into a future session.

the tweaks i'm going to add to tocath's idea are the following:

i'll stick to core EotE rules for anything outside of close range.

if the scenario ends up in a chase then the EotE rules for a chase are applied. if the chase results end up in the ships being in close range then tocath's merge of x-wing miniature rules apply.

the complications from terrain / space debris etc will require a pilot check with appropriate black / purple / red dice. the result will be used narratively to decide out come which can include changing the x-wing movement template selected by the pilot.

gain the advantage will be used as a pilot action, but is only available to ships capable of EotE speed 4+ and silhouette 1-4. the difficulty will be the difference in currently selected x-wing movement dial speeds.

the EotE rules for the defender determining which section of the ships shields are to be attacked are not applied. instead the players have to manage that with their actions.

red movement dial selections create system strain (not personal strain) and are automatically treated as evasive maneuvers.

x-wing miniature abilities like barrel roll/boost are available and are pilot actions. not sure if i'll require a dice roll.

as movement is a maneuver, i'm not entirely comfortable with the idea that 2 selections of the movement dial is possible in one round. so it's limited to once per round.

Edited by New Zombie