A Clear Guide to Ship Combat | Star Wars RPG
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- Опубліковано 17 вер 2024
- In this video we cover what the rulebooks says on Starship and Vehicle Combat, Planetary Range, Taking Damage, and Healing. This is Part 2 of Chapter 7 in our ongoing Beginner's Guide Series.
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Keywords: How to, Star Wars, Roleplaying Game, RPG, Fantasy Flight Games, Edge of the Empire, Force and Destiny, Age of Rebellion, THE ULTIMATE GUIDE TO STAR WARS RPG
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How did I do with this confusing topic?
One thing I have been confused about is using ship size weapons in personal combat, that ship size weapons do 10x the damage?
@@kriegblackpaw7983 So yes, they do 10x damage, however you have to keep in mind the Silhouette conversion in the "Silhouette Comparison" Table in the Starship Actions section.
I think you did a fantastic job! There were nit-noid deets I was unaware of that you covered such as exceeding hull trauma and again. This video is EXTREMELY helpful and I will be referring back to this on a regular. Thanks Nate! Stay awesome!
I think you nailed it. Really good video
Thanks! This was definitely helpful🙏
A fun thing I did for space combat so long ago with the EotE Beginner box. Since I had pieces from Xwing I took the Falcon and a few tie fighters, spread out the map of the ship that came with the box and did a two map section, I placed the player tokens on the ship, and basically the player characters had to run around the ship while the battle was going outside, A critical and the mechanic had to run across the ship to fix it, etc. Probably the best ship combat encounter I ever been involved with, cause everyone had something to do in the moment.
Excellent! =)
The Genesys RPG vehicle rules are a major improvement over the Star Wars RPG rules, and the two systems are highly compatible. A number of veteran GMs & players have incorporated the Genesys vehicle rules into their Star Wars games to varying degrees. It's an option worthy of exploring.
So I've heard, I'll probably look into it and maybe make a video on it 🤔
I loved space combat in this system. It was so much fun, especially when we did epic capital ship combat.
Ok so you are not wrong. Ship combat is complex but when it’s well run, it can be some of the most memorable moments. I would recommend 2 things:
1. Give all your players a cheat sheet so they know their options for their role.
2. A virtual table top helps everyone keep track of what’s going on. I love Tabletop Simulator. You can buy it for cheap on Steam. There’s tons of community generated material for Star Wars RPG available for free and it is easy to set up and use.
It could be a good set of content to make some vids on this. Happy to help if interested.
Good ideas!!
So I'm one of these weirdos who likes space combat - but I'll admit you need to go out of your way to make it easier to run.
I recommend ditching the range circles and adopting the range ladder (to easily track who has the drop on who - sometimes having multiple struts if its a BIG combat + this helps the players understand the situation better.) I'll also use tokens (from the other FFG games) to indicate what buffs from non-pilot actions are active at a given time (and show the enemies do them so the players want to too.
This is also when I use dark-side points the most (I love having TIEs or Vulture Droids kamikaze into allied ships)
Without a doubt the best tutorial videos I've seen on this system. The visuals really help too. Thank you very much!
Thanks! Glad to help!
I've really been appreciating these videos. You wrap up the concepts quickly and succinctly where it would likely take me an hour or two to piece together and eventually figure out (though likely still botching a mechanic or so)
Hey, I make the videos and I STILL botch stuff up in my games. I have to go back and rewatch my own videos from time to time to remember "oh yeah, its this or that to do the thing"
You are not alone haha
I have been playing this system for 7 years and you taught me something new in this video so I’d say you did a good job!
😌
What was the thing you learned, if you don't mind me asking?
@@TheTabletopEmpire I didn't know that after exceed the hull trauma threshold and returning to below it that the next Crit is +30.
Ship combat is much like force stuff. It often doesnt get done right, and lots of people just dont so it because its hard to do. But when done right? Its some of the best star wars stuff you can do
Guess I just need to learn to do it right 😅😂
@@TheTabletopEmpire ah I'm sure you do it fine. I'm playing an Xwing pilot right now and the ACE tree is almost broken it can be so powerful when in the cockpit! So much fun
I'm a bit anxious about ship combat, so this video is helpful. My awesome players picked the clunky wayfarer because they want to play a group of not very skilled mercenaries with bad equipment. It is great for story telling, but I want to offer them a fair challenge when their are going to face off ennemies in space. The wayfarer is very intersting in how it can be customized and I might just offer them opportunites to do so to let them have fun in battle. Because with their backstories and obligations, trouble will find them sooner than later.
Believe me I completely understand haha. Glad you were able to find it helpful!
I am working on using Xwing minis & the Range Rings as well as a "Battlefield Depth" bargraph; there is a low, middle, & high plane of battle for space battles.
Using a token and a simple bar graph to represent what "plane" you're on combined with the minis on the range ring & player narrative. Hopefully with those combined it will go a bit smooth.
I know it seems like a lot , but picture it as two separate papers, one bars & one circles, pretty simple and straight forward if you ask me.
Hit me up with some feedback.
Yeah I think miniatures could really help. There are certainly ways to make it clearer, but when compared to the rest of the system which is generally super easy...
This video is super helpful, the only thing I'm struggling on is when combat starts, how do you know what speed the ships are going at? Is it DM's decision or do they start at 1?
Whatever the GM decides based on the speed they were going when combat starts.
Wow, great job man. Also, thanks for the pictures and explainations.
Thanks! Glad it was helpful!
Awesome job for such a complicated topic.
Thank you! Was definitely stressing a bit before making it haha
I thought this was really good and will dip my toes in the water of space combat now. Thanks! 👍🏻
Great video. What i do, i use models from FFGs X-wing when i can for space comabt, to give the players some idea of where the ships are in relation to each other. I have a big collection, but still far from owning every type of model, so proxy is a thing oftern used. l am still being very abstract when it comes to distances etc. But yeah i don't like the whole space combat part of the game.
So most of the time i use the players ship (here i use the millenium falcon from x-wing) and always have it being the focal point and static, and i never move it, instead i move everything around it. So if the player does a maneuver to turns, i shift the positions of the NPC ships in relation to the new PC ships new orientation etc.
Thank you so much for this!
I think I'll just homebrew ship combat..
Might be for the best honestly haha
I know it sounds crazy but I like playing the Star Wars RPG then when ship combat breaks out we move into Armada and X-Wing depending on the mission, I also like to turn the Imperial Assault scenarios into RPG campaigns. I know I’m crazy…
Not crazy! I've heard a lot of others do the same thing!
Doubt:
In a space combat where the player controls a profile 5 ship, with a fixed front bow blaster cannon, would the test be with piloting skill to aim at the target and another artillery test to shoot?
You just do the Gunnary Check. Unlike D&D there isnt an attack roll then damage roll. You just roll the combat skill check to see if you hit and then the amount of success + weapon damage determines how much damage is dealt.
How do pilot minions work in space combat? Do they each go separately or do they act like a squad on the ground? Cause each vehicle has their own hull and strain... So does that mean they become Space Rivals?
As far as I understand, there are no "Minions" in space combat, only single manned ships, and crewed ships. For turn order, each single manned npc ship gets their own turn, and each crewed npc ship gets 1 turn collectively as the crew. And in the instance of a mass space combat, only take turns for relevant ships to the party.
Do the ship stats affect initiative?? Or you just row each pilot initiative like it is normal non space combat?
AFAIK ship stats do not affect initiative. It is just based on the characters as usual.
@@TheTabletopEmpire using cool or vigilance??
@@lcva9822 Same as normal. If prepared use cool, if not use vigilance
Might be a good homebrew rule to give ships with a longer sensor range advantage on initiative
One slight nitpick: if the ship is disabled, its speed drops to zero, but it does not actually stop moving. Disabled ships essentially lose all thruster power and continue in whatever direction they were already going.
Aw man I thought this was WEG d6 when I saw Star Wars RPG.
If space combat is bad, you should play the d6 version of the game. It's the best version.
TBH it hardly comes up for me in my games and I love the FFG/Edge system.
Though I hear Genesys improves the rules a lot. I still need to check it out though 😅
@@TheTabletopEmpire man, I couldn't imagine Star Wars without space combat.
@@tofu1608 I have it, it just isn't something worth dropping the whole system over, and I don't use it too frequently.
Still doesn't explain capital ship combat. Could you show an example of fighters and capital ships interacting with each other? Like tie fighters, x wings, a star destroyer and a mon cal cruiser. How would you fire the 20-60 turbolasers each turn? That's a lot of rolling.
I plan to cover this topic at some point. They have rules for mass combat scenarios
Okay, I've run into a bit of confusion. How does a Force Sensitive player upgrade their force rating? Do they just buy it with XP?
It's at the bottom of most Force Sensitive Specialization trees in a talent called "Force Rating"
@@TheTabletopEmpire Well now I feel like an idiot. I was looking at the power trees.
It is no worries haha, it can be easy to miss stuff :)
Dice on in!
Has anyone ever run into a really good space combat system in any other games? Even wargames? (Though I recognize that wargame mechanics rarely translate into satisfying RPG mechanics)
I've heard Genesys RPGs is better
Just play X-Wing for ship combat.
I mean, if it works it works 😂
Fun fact, back when I was a smol twitch Streamer, Gold Squadron Podcast (xwing streamer) raided my channel with like 300 viewers and that is how I discovered XWing lol
How would you rate the complexity on a scale of 1 to Battletech?
Not familiar with Battletech tbh 😅😂
I think there's too much emphasis placed on what each band range actually means in terms of distance. I don't mind a little artifice.
ugg... its just like when you read the rules for space combat in starfinder. It sounds so cool in the book and then you actually do it and its just a confusing mess. I feel like no system has gotten this right.