Riddle me some Starfighter Combat Batman!

By Crimson Death, in Star Wars: Edge of the Empire RPG

So my group has some questions about starship combat and a few other things that are related.

1. How many weapons can you fire on a starfighter? IE You have for some reason 1 auto-blaster 1 medium laser and 1 light ion cannon on an X-wing. Can you fire all 3 of these weapons in one round? Or can you only fire one weapon? Can you link these weapons together? It says you can link the same type of weapons in the rulebook (pg 156). What is the same type? Ion, laser, auto-blaster? What's the point of having 2 auto-blasters that have auto-fire?

2. How does replacing engines work? If I upgrade my engines on a z-95 headhunter does it use a hardpoint or is it like replacing weapons?

3. We have a stripped down z-95 headhunter with no engines or weapons. Basically just a shell. Our rebel contacts have a x-wing engine they'd be willing to part with. Should we buy it does our z-95 now have the same speed as a x-wing? Also would our z-95 have 7 hard points? 1 for the engine, 2 for lighte lasers, 2 for missile launchers and 2 that it normally comes with?

4. If we install the sensor array (lowers your ships silhouette by one) and have the pilot talent tricky target that lowers your silhouette by one would the z-95 now have a silhouette of 1 when being attacked by other starships?

5. Can you use the Dodge talent when flying a starship?

1 - one attack per round per character, hence only one weapon (granted there is the leadership ability to the merc leader that can grant a second action).

-I'm not sure its stated, but to me common sense dictates that only similar weapons can be linked - if not for in-game universe stuff, then for game mechanics. Linking auto-fire weapons is pointless. Having two could, on the other hand indicate a second gunnery station.

2 - replacing engine bits isn't really covered in the rules, even if the upgraded engine is a replacement it requires more power, which would limit what else you can attach to the ship. I afb, but is replacing weapons really a no cost move? I mean, it makes sense, but is it specifically stated in the rules?

3 - Linked weapon only require 1 HP (I think), therefore the light lasers only require 1 HP and removing them will add 1 HP (if that is a correct interpretation of the rules). I'd perhaps let it take on the X-wing engine, but it would reduce whatever HP the z95 had by 1 (additional), its a more powerful engine, it requires more power and space.

4 - I believe so.

5 - Again, afb so I cannot check the wording in the book, but that would be up to the GM I think, but maybe?

1)jeger is correct, barring special situations and talents one character can only use one weapon, and only statistically identical weapons can be linked.

And correct, linking auto blasters is redundant, but the game will sometimes list it as "autoblasters" which is still only one weapon.

2) under current rules you can only upgrade engines,not replace then with better ones. If you want to replace, you're looking at house rules that may have unexpected consequences.

3)jeger is right again, note in the rules a "weapon system" takes a hard point, not a "weapon." So when you link any number of individual weapons (which must all be identical, statistically speaking) into a single weapon system they only take up one hard point. So a headhunters two linked weapon systems are only worth a total of two hard points.

4) Sensor jammer, which to my knowledge is not an official upgrade. But yes that would probably be how it works.

5)I have my book, and it doesn't say you can't. Though I could see it either way.

Edited by Ghostofman

Thanks!

We figured it was one attack per round. Having to be the same weapon to be linked is fine with me. Yea the firespray has "autoblasters" so it got us thinking wtf lol.

So I could add 2 more laser cannons to the "link" of 2 for a total of 4 without using up any hard points. That is great.

We don't have a problem with house ruling stuff if there are no rules for it in the book. We figured we'd have to but wanted to be sure first.

The "sensor jammer" is called Electronic Countermeasures Suite in the book. I was afb when I posted.

Yea dodge is tricky as it doesn't say you can't use it or can use it.

There is some use to linking autofire weapons. If you trigger autofire on a linked weapon, it affects both. So:

with a single autofire weapon

2 adv = 2 hits

4 adv = 3 hits

6 adv = 4 hits

8 adv = 5 hits

with autofire linked 1 weapons

2 adv = 2 hits (activating linked)

4 adv = 4 hits (activating autofire 1st time)

6 adv = 6 hits (activating autofire 2nd time)

8 adv = 8 hits (activating autofire 3rd time)

This seems rather harsh, but reflects why in real life we have linked cannon on fighters. It makes sure your target goes down with one good pull on the trigger.

We don't have a problem with house ruling stuff if there are no rules for it in the book. We figured we'd have to but wanted to be sure first.

Just as a word of advice: make sure you know what you are house ruling on. Doing something like taking a freighter up to speed 4 is a really big deal, and most freighters come stock at speed 3 for a reason.

Taking a freighter up to speed 4 is a big deal, but clearly within the confines of the rules and options in the book. It's one of the first things my group did when they realised they had modifications options to look at in the book.

We don't have a problem with house ruling stuff if there are no rules for it in the book. We figured we'd have to but wanted to be sure first.

Just as a word of advice: make sure you know what you are house ruling on. Doing something like taking a freighter up to speed 4 is a really big deal, and most freighters come stock at speed 3 for a reason.

Nah the x-wing motor is going in a z-95 headhunter.

Nah the x-wing motor is going in a z-95 headhunter.

Doing that, I'd lower System Strain Threshold, and decrease 1 chp. Basically because the Z95 is not designed for such a powerful engine and power drain, I'd put a nice price tag on it, and perhaps even make a roll for the mechanic modifying it, to see if any flaws or bad stuff will show up first combat the Z95 sees. :)

Does having a speed of 7 even do anything? (supreme full throttle's +2 to speed and the ships natural speed of 5)

Also what's the point of the Master Pilot talent since you can only ever use 2 maneuvers anyways.

Does having a speed of 7 even do anything? (supreme full throttle's +2 to speed and the ships natural speed of 5)

Also what's the point of the Master Pilot talent since you can only ever use 2 maneuvers anyways.

IIRC, you could use Gunnery to fire a weapon as a maneuver. Pretty strong if Field Commander is in play.

Does having a speed of 7 even do anything? (supreme full throttle's +2 to speed and the ships natural speed of 5)

Also what's the point of the Master Pilot talent since you can only ever use 2 maneuvers anyways.

IIRC, you could use Gunnery to fire a weapon as a maneuver. Pretty strong if Field Commander is in play.

Oh snap! I totally thought the Field Commander talent was an extra action, not a free maneuver. Got it mixed up with Improved Field Commander and rolling a triumph. Totally worth it. Now to get our face to take a tree with Field Commander in it haha.

Does having a speed of 7 even do anything? (supreme full throttle's +2 to speed and the ships natural speed of 5)

Also what's the point of the Master Pilot talent since you can only ever use 2 maneuvers anyways.

IIRC, you could use Gunnery to fire a weapon as a maneuver. Pretty strong if Field Commander is in play.

Oh snap! I totally thought the Field Commander talent was an extra action, not a free maneuver. Got it mixed up with Improved Field Commander and rolling a triumph. Totally worth it. Now to get our face to take a tree with Field Commander in it haha.

It doesn't even have to be a Face-type. We've seen a Merc NPC with Presence 2, Leadership 2 and Command 2 rolling two yellow and two blue on Field Commander, and it was plenty effective.

Does having a speed of 7 even do anything? (supreme full throttle's +2 to speed and the ships natural speed of 5)

Also what's the point of the Master Pilot talent since you can only ever use 2 maneuvers anyways.

IIRC, you could use Gunnery to fire a weapon as a maneuver. Pretty strong if Field Commander is in play.

Oh snap! I totally thought the Field Commander talent was an extra action, not a free maneuver. Got it mixed up with Improved Field Commander and rolling a triumph. Totally worth it. Now to get our face to take a tree with Field Commander in it haha.

It doesn't even have to be a Face-type. We've seen a Merc NPC with Presence 2, Leadership 2 and Command 2 rolling two yellow and two blue on Field Commander, and it was plenty effective.

Yea I always go for the min/max first then think about it and realize it's not needed. Kinda why I really like this game. I'll have to ask if anyone would be interested in taking it. I don't think many will since I think we're all in our 3rd tree already.

Plus, without having to take another spec, Master Pilot will let you attack and Gain the Advantage every round. That can be pretty good by itself.

Or could you even use that extra action to attack again, maybe with a different weapon system?

Plus, without having to take another spec, Master Pilot will let you attack and Gain the Advantage every round. That can be pretty good by itself.

Or could you even use that extra action to attack again, maybe with a different weapon system?

Yea using gain the advantage would be good.

Using the extra maneuver would be idea if you're flying a freighter with extra weapons for the pilot to fire. I duno of any starfighters that have 2 weapon systems other than the Y-Wing and not including missiles etc.

Edited by Crimson Death