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Speed Dice vs. Static Speed Stat
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Rollenspiel
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PostPosted: Sat Aug 24, 2013 4:25 am    Post subject: Speed Dice vs. Static Speed Stat Reply with quote

I've only got 2E R&E, but I've heard that 1st ed. had speed dice (I assume a variable instead of a constant). Is there a table of data that lines up the 1E dice with equivalent 2E move rates?
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DB 2.0
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PostPosted: Sat Aug 24, 2013 5:10 am    Post subject: Reply with quote

in the 2nd ed core book their is a conversion table, very liner basically every two pips was worth 1 space speed, except 7, 9, 11 & 12 where worth 1 pip each. Air & ground vehicles where a touch trickier to convert, for that you need two tables and the progression isn't excataly liner.


Edit I think one of the supplements released just after the "Heir to the Empire" sourcebook had the conversions in it as well.
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jmanski
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PostPosted: Sat Aug 24, 2013 7:00 pm    Post subject: Reply with quote

Yeah, basically cut the space in half to get the speed dice (IE an X-Wing with space 8 has 4d speed).
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Rollenspiel
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PostPosted: Sun Aug 25, 2013 5:49 am    Post subject: Reply with quote

Many sincere thanks, mates!
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Darth_Hilarious
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PostPosted: Sun Aug 25, 2013 3:47 pm    Post subject: Reply with quote

Does this mean that you could subtract pips temporarily from speed and add them to your maneuvering dice?

sounds like that might be a handy thing to do when in a tricky piloting situation like traversing an asteroid field.
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thedemonapostle
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PostPosted: Sun Aug 25, 2013 4:27 pm    Post subject: Reply with quote

http://d6holocron.com/wiki/index.php?title=Speed_Chart
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jmanski
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PostPosted: Mon Aug 26, 2013 12:34 pm    Post subject: Reply with quote

Darth_Hilarious wrote:
Does this mean that you could subtract pips temporarily from speed and add them to your maneuvering dice?

sounds like that might be a handy thing to do when in a tricky piloting situation like traversing an asteroid field.


I'm pretty sure that was never stated, but that sounds like an interesting house rule...
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Rollenspiel
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PostPosted: Tue Aug 27, 2013 4:11 am    Post subject: Reply with quote

Darth_Hilarious wrote:
Does this mean that you could subtract pips temporarily from speed and add them to your maneuvering dice?

sounds like that might be a handy thing to do when in a tricky piloting situation like traversing an asteroid field.

Now that is an idea I can get behind. Smile
Well I looked over the Starship conversion table in 2E and made the following observations:

If Speed Code = nD+0, then Move Rate = 2* Speed Code
Speed Codes {0D, 0D+1, 0D+2} = 1 Move
Speed Code nD+1 = Move Rate for nD+0
Speed Code nD+2 = Move Rate for (nD+0) + 1 Move
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CRMcNeill
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PostPosted: Tue Aug 27, 2013 1:30 pm    Post subject: Reply with quote

You could also combine the two different methods using the static value method described in D6 Space, where instead of a static value or a dice roll you use one or two dice, plus a static bonus. For example, an A-Wing with a Space of 6D or 12 depending on the rule edition, would have a Space of 1D+10 or 2D+8.
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atgxtg
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PostPosted: Thu Sep 05, 2013 1:56 pm    Post subject: Reply with quote

Darth_Hilarious wrote:
Does this mean that you could subtract pips temporarily from speed and add them to your maneuvering dice?

sounds like that might be a handy thing to do when in a tricky piloting situation like traversing an asteroid field.


No you couldn't move dice from Speed to Maneuver, and that was a good thing. Generally speaking the faster vehicle has a larger turning radius than a slower one.

Unfortunately, 1st edition didn't factor in for speed much when maneuvering. Second edition does somewhat with the difficulties, especially 2E which has MAPs for multiple moves.


Our group has been using the following houserule that might help in your asteroid situation:

-Ships/Vehicles going an cautious speed reduce the difficulty by one level
-Ships going at high speed increase the difficulty by one level
-Ships/vehicles going all-out increase the difficulty by two levels.
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