Using X-Wing Miniatures for Space combat

By sguziec, in Game Masters

Has anyone used the Xwing Mini game for the space combat portion of your RPG? I tried Xwing for the first time this week and the game was so fast paced I thought I might include it into the RPG. I used to do this when I ran a Battletech RPG, yes it was an all day even but it made for a fun Saturday afternoon.

A few people have tried it and the consensus is that it's too dangerous for the PCs, and that it's not quite fast enough to not interfere with the narrative. However, if it works for you....

I love the game, but Naw, I don't think I'd use the Mini game for the RPG - one combat would take all evening and be relentlessly dull for everyone but the pilot. And I wouldn't use the relatively fragile minis - I'd use the more robust (but decidedly uglier looking) WotC minis.

I have used the minis only for purposes of visual aid and scale, but stress that they do not show positioning.

I do use the minis for space combat, but not the rules. There's a good sense of reverence imbued by doing so, at least around my table. I only use them for the visual aide myself.

Yeah, I could see using the minis for space combat, but only going so far as I would use a Star Wars Saga Edition mini for EotE. Since the rules don't match, there isn't really a comparison. There was a post here and one on the FFG SW EotE Google+site about using X-Wing combat rules in EotE though. Not sure of the viability of it though, so I abstain from liking or disliking the fan made rules.

Edited by Talley Darkstar

I couldn't see us playing xwing unless there were multiple ships for the pcs, the game would be incredibly boring to those that could not play. Plus quite ruthless.

Might be worth considering, but I would prefer saga edition, the space combat is quite robust, though a completely mathematic system.

Here are some cross over rules that incorporate both EotE and X-Wing rules

i've not used them because i'm not convinced it would add much to the game. especially because in the encounter i considered using it in had 2 ships with turrets so facing was not an issue.

Chase

Start at distance 1.1 X-Wing miniatures range finders

Competitive Pilot Check

Winner closes distance (Pursuer) or extends (Chased) by Movement template 2 +/- Movement template 1 for each point of difference in EoTE Speed Rating.

Chase ends when someone shoots

Or

Chased extends distance to 2.1 X-Wing miniatures range finders

Initiative

per EoTE

Movement (Pilot Only)

Pilot chooses movement template.

Limit 1 per round

Red movement templates:

  • cause system strain

  • is an Evasive maneuver

Maneuvers (Pilot Only)

Evasive maneuver (Speed 3+, Silhouette 1-4, not with Max Straight)

  • Upgrades difficulty of attacks for and against until end of pilots next round.

Stay on target (Silhouette 1-4)

  • Upgrades attacks for and against until end of pilots next round.

  • Pilot can see the movement dial choice of target and must endeavour to pursue.

Punch it (Silhouette 1-4 )

  • Accelerate more than 1 point from previous round

  • Suffer 1 system strain per point differential

Maneuvers

Angle Deflector Shields

  • Move 1 die of shields from one zone to another

Action (Pilot Only)

Gain the Advantage (Silhouette 1-4)

Opposed Pilot Skill Check (Difficulty set by targets skill)

  • Upgrade/Downgrade Piloting dice pool once per positive/negative speed difference

  • Downgrade Piloting dice pool once if target has the existing advantage on initiator

  • Add initiators handling boosts or setbacks to pool

  • Add inverse of targets handling boosts or setbacks to pool

  • Add situational boosts/setbacks

  • Success: Ignores penalties from Evasive maneuvers, Upgrade combat rolls until end of the following round and can choose defensive zone to hit.

X-wing miniature Boost

  • from green movement (Pilot EASY)

  • from white movement (Pilot AVERAGE)

  • from red movement (Pilot HARD)

X-wing miniature Barrel roll

  • from green movement (Pilot EASY)

  • from white movement (Pilot AVERAGE)

  • from red movement (Pilot HARD)

Actions

Plot Course

Copilot

Boost Shields

Damage Control

Manual Repairs

Fire Discipline

Scan the Enemy

Jamming

Slice Enemy Systems

Spoofing Missiles

Combat Check with Vehicle Weapons

Combat Check with Vehicle Weapons

X-W range 1 = 1 boost dice

X-W range 3 = 1 setback dice

Silhouette comparison (Core Rules Page 235)

Pilot Checks to Pass Through or near Difficult Terrain (Core Rules Page 240)

Difficulty = current speed or half silhouette rounded up, whichever is higher.

Upgrade by whichever is lower.

the result will be used narratively to decide outcome which can include changing the x-wing movement template selected by the pilot.

Other Checks Influenced by Difficult Terrain (Core Rules Page 240)

1-3 Setback dice

Minor Collisions (Glancing blow)

All involved suffer a single Critical hit d100 - ships defense x10

If result is zero Critical is cancelled.

Major Collisions (Head on)

All involved suffer a single Critical hit d100 - ships defense x5

If result is zero Critical is cancelled.