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