While i love Edge of the Empire in general, i find the pilot options during a star ship duel a bit lacking. Evasive Maneuvers and Stay on Target both seem to have too little effect, and Gain the Advantage seems only usable by the few ships that have speed 4+ and multiple crew.
I am considering suggestion the following changes to these three maneuvers/actions to my group, but first I would like to hear other people's opinion? Could this be usable or am i way off?
Evasive Maneuvers (Maneuver, Pilot only, Silhouette 1-4, Speed 3+)
- Until the start of the pilot's next turn, upgrade difficulty twice of attacks made by the pilot's ship and against the pilot's ship.
- Cancels all Advantage by and against this ship (see Gain the Advantage).
- Cannot perform this maneuver if the pilot (or an ally in his ship) has already made an attack on the pilot's turn. I.e. Evasive Maneuvers must be performed before the attack so the pilot cannot skip the penalties.
Stay on Target (Maneuver, Pilot only, Silhouette 1-4, Speed 3+)
- Choose a target enemy ship that does not have Advantage against you (see Gain the Advantage)
- Until the start of the pilot's next turn, upgrade ability twice of attacks made against the pilot's ship or by the pilot's ship against the chosen target.
- Upgrade ability twice of any attempts to Gain the Advantage against the pilot's ship by any opponent except the target ship.
Gain the Advantage (Action, Pilot only, Silhouette 1-4, Speed 2+)
- Make an opposed pilot check against target enemy ship:
- Upgrade ability for each point of speed your ship is traveling faster than the target, or upgrade difficulty for each point your ship is traveling slower than the target.
- Add enemy ship's positive handling as Setback (black) dice or negative handling as Boost (blue) dice.
- If check succeeds, the pilot gains a free action on this turn to attack target ship. As an alternative, an ally gunner in the ship, that hasn't acted yet, may give up his turn this round to fire his weapons on the pilot's turn instead.
- 1 success: Cancel Advantage from target enemy
- 1 success: Gain Advantage against target enemy (must first pay to cancel any Advantage)
- 3 successes: Cancel Advantage from all enemies
- Whether success or failure, use additional dice symbols as follows:
- Each Triumph or 3 Advantages: Ship gains 1 Boost (blue) dice on it's free attack against target enemy
- Each Despair or 3 Threats: Ship takes 1 system strain
- When a ship has Advantage against a target enemy, the following applies:
- Upgrade difficulty of attacks made by target enemy against this ship
- Upgrade ability of attacks made by this ship against target enemy
- When hitting target enemy, you may choose the defense zone hit.
- NB: Advantage do not cancel negative effect of Evasive Maneuvers
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Advantage lasts until one of the following events occurs:
- You or target takes an evasive action
- You end your turn further away than close range from target
- Target cancels Advantage by spending a Gain the Advantage success to do so (see above)
- Target succeeds on a weapon attack against you (does not have to cause damage)