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X-Wing Conversion Book.pdf

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Edge of the Empire/Age of Rebellion To X-wing Miniatures Conversion Rulebook By Mikayla Donaldson PART ONE: WHEN TO SWITCH The debate about whether or not to com- bine the tactical X-Wing Miniatures game with the narrative Edge of the Empire game has been disputed ever since Edge of the Empire was released. While the merits of the built-in system shouldn’t be in doubt, the abstract na- ture of narrative storytelling tended to frustrate some, after all, who could resist the ima
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  Edge of the Empire/Age of Rebellion To X-wing Miniatures Conversion Rulebook By Mikayla Donaldson    PART ONE: WHEN TO SWITCH The debate about whether or not to com-bine the tactical X-Wing Miniatures game with the narrative Edge of the Empire game has been disputed ever since Edge of the Empire was released. While the merits of the built-in system shouldn’t be in doubt, the abstract na- ture of narrative storytelling tended to frustrate some, after all, who could resist the image of starfighters hurtling through space at break-neck speeds, spitting laser fire as they hurtle at their targets on your tabletop? When I decided that I produce a conversion rule set, the first and foremost thing I wanted to incorporate was as little adjustment to ei-ther game as possible. I admired the fact that the narrative storytelling of Edge of the Em-pire allowed for fast and loose playing that focused on the action and story and not on the dice rolling and rules, but I also felt that the X-Wing Miniatures game captured the feeling of hurtling through space in a life or death battle for superiority that sits unrivaled in its smooth rules and cinematic feel. I saw the two as natural compliments to full immer-sion at the table.  After all, when watching the Star Wars mov-ies, I was always subtly aware that the flavor of the movie was different when you moved from Space to Ground. You may notice that there’s a change in everything: music, tempo, camera angles, color choices. When thinking about the movies, you can cleanly split them between “great space battle movies” and “great action movies.” A New Hope, Return of the Jedi, Phantom Menace, Revenge of the Sith, all these movies have epic space battles that are fundamentally different in tone than the others, both in scale and in severity. While the Millenium Falcon   flees Hoth in The Empire Strikes Back, it serves as an accent to the story, not the pivotal moment. It is with this in mind, that deciding when   to switch is as important as what hap-pens when you do. The rules for X-Wing Min-iature Battles complement the story greatly when you’re fleeing from T.I.E. fighters intent on your destruction, but it doesn’t benefit the mood when you’re avoiding gravity wells and collisions in an asteroid field. In these situa-tions, the cool and skill of the pilot is far more important than the steely nerves of a gunner, or the jury-rigging of a mechanic while the pi-lot performs insane maneuvers to keep the enemy at bay. For this reason, these rules should only be used if the Players find themselves in ship to ship combat. Drawing parallels from the movies, we can say that the following would be times when the conversion rules are appropriate:   Assaulting the Trade Federation Star-ships  Tailing Slave 1 to Geonosis   Assaulting Grievous’ Flagship    Fleeing from the T.I.E. Fighters after escaping the first Death Star   Assaulting the Thermal Exhaust Port to destroy the first Death Star   Assaulting the Second Death Star Situations where you are flat out flee-ing, however, and not engaging in combat, maybe better completed by using the narrative rules. These examples are better resolved this way:  Escaping Naboo  Fleeing Hoth into the asteroid field  Fleeing Cloud City CHAPTER I: WHEN IS X-WING THE RIGHT MOVE?    In these examples, combat wasn’t the point of the encounter. The deadliness of sit-uation was in not   running. Usually, in situa- tions where you can’t shoot back, the best thing to do is to handle it narratively, building on the drama and intensity. Should some of the PCs be in escort craft, capable of fighting, and others in un-armed vehicles, then combat can be engaged and tactical rules used. As a general rule, if no PC is going to shoot at an enemy, there’s no need to handle the battle tactically. It’s important to remember that just because you have ships in space, doesn’t mean that you need to pull out a space map and go for tactical battle. Consider X-Wing to be another tool in your storytelling tool-box, use it when it accentuates the mood, but nev- er force a situation into something that doesn’t fit the story. In most games, the timescales switch from “narrative” scale to “combat” scale when the Initiative order is established. There’s that distinct moment when the scales have been tipped, and negotiation is no longer an easy solution. This same idea can lead to the tran-sition betwixt narrative and tactical combat. When the weapons power up, the sen-sors get jammed, and the throttles get opened to full —that’s when the systems switch. The fist sneak attack might be handled narratively, but when everyone gets involved, that’s when you should switch over. Likewise, once the firing stops, go back to narrative. Even if still in the star field of play, Let the narrative system cover weav-ing through the broken wrecks of starships, and hurtling around the asteroids. If no one is shooting, you don’t need to be tactical.  Likewise, if you have many things go- ing on at once, such as the PC’s in the cargo hold wrangling a Wompa that broke free of it’s cage while the Bounty Hunters working for the Black Sun Vigo you stole it from are trying to vaporize your starship, you can easily switch back and forth between narrative and tactical by remembering that 1 turn (all phases of a turn) in the X-Wing tactical game is the same as 1 round in the narrative game. Transitioning from one to the other is of vital importance to maintain something for the whole party to do, but more than that, it serves as a means to “blur the lines” between the two different systems and bring a more natural feel to the whole thing. CHAPTER II: HOW DO I TRAN-SITION TO THE FIGHT?  PART TWO: STARSHIP ROLES In some situations, a group of PCs will be operating as a squadron or flight, and therefore each have their own starfighter to operate. In other situations, they will all be on a single transport operating different aspects of the ship, and in still others, they’ll fulfill dif- ferent roles on different ships, some single seat fighters, others crew-able. In cases where you are in a starfight-er, you are assisted by HUDs (heads-up dis-plays) and fly-by-wire controls that allow you operate many functions of the ship at once. Some fighters even have astromechs equipped to serve as mechanics, assisting in the jury-rig and repair of minor systems. In these cases, you are both pilot and gunner. You will take all the actions for your starship through all the phases. The inherent down-side to this, is that you are very restricted in the actions that you can take. You cannot do anything not included in your ship profile. When you are part of a crew on a larg-er ship, a space transport or even small capi-tal ship like a corvette, you fulfill one or more starship roles . You might be the pilot, the gunner, or even operate the ships computer systems. As part of the crew, you have the advantage of being able to perform many ac-tions each round, prolonging the lifespan of your ship and maintaining a fighting trim long after a snub fighter would be overwhelmed. Below are the roles that need to be filled on a crewed starship:  Pilot: This is the person responsible for maneuvering the vessel through combat. She controls the dial and de-termines the initial order of action.  Co-Pilot: Designed to assist the Pilot, the Co-Pilot watches for complications that arise and acts as a back-up should the Pilot be injured. The Co-Pilot also monitors the ships shield settings.  Gunner: The gunner (or gunners if the vehicle has multiple weapon banks) operate the on-board weapon systems of the starship. The gunner fires weapons during the combat phase.  Navigation Officer: The Navs officer is responsible for charting Astrogation calculations.  Communications Officer: The Comm officer is responsible for both external communications and also for manning the sensor suites on the starship.  Engineering: The engineering crew consist of one or more crewmembers who monitor damage and repairs of the ship during spaceflight. Depending on the exact nature of the craft, some of the above positions may not exist. Any positions which are not supported by the starship default to the pilot. This often is assisted by electronic systems that simply the data and extrapolate the pilot’s requests into automated responses. This often will re-duce the flexibility of the actions available, and, more significantly, reduce the amount of actions that the pilot can perform. This is the reason why freighters and corvettes are still utilized in small engage-ments alongside starfighters — their versatility and dogged endurance are a credit and serve as irreplaceable command and control ships, as each crew member gets an action during each turn, the number of coordinated actions a fully crewed starship can perform is daunt-ing to the enemy. CHAPTER I: ORGANIZING YOUR CREW
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