Star Wars: Edge of the Empire, Age of Rebellion, Force and Destiny v2 ruleset
On this auspicious day, I thought it would be apt to release v2 of the Star Wars Edge of the Empire ruleset.
For Fantasy Grounds Classic only! Don't use for Fantasy Grounds Unity (FGU)!
For Fantasy Grounds Unity version and testing information, please don't post in this thread but refer to the thread here: https://www.fantasygrounds.com/forum...rk-in-progress
For Fantasy Grounds Classic
Download for the v2.1.1d ruleset:
Versions
- v2.1.1d - really fix the vehicle critical issue. September 23rd, 2018.
- v2.1.1c - bugfix for module data being displayed incorrectly in both campaign data lists and the lib. Bugfix for Vehicle critical roll into the chat window - reported here: https://www.fantasygrounds.com/forum...l=1#post387410
- v2.1.1b - Minor update to allow Genesys extension to remove SW options.
- v2.1.1a - Bugfix for export issue reported in post #357 https://www.fantasygrounds.com/forum...l=1#post334750
- v2.1.1 - Minor update for some bugfixes, a couple of simple requests and adding force rating to PCs. Image resize functionality improvements. See here for more details: https://www.fantasygrounds.com/forum...l=1#post310303
- v2.1 - Massive graphical update - thanks to amazing work from Lobosolo. Bugfix - dragging items from library raised error.
- v2.0.1b - Bugfixes - PC init roll result not populating when newly added to the CT, credits not saving, long weapon name hid dice roll button.
- v2.0.1a - Minor bugfix - fixes minionmanager error reported in post #8 - Star Wars Day, 2015.
- v2.0.1 - Initial Release - Star Wars Day, 2015.
Library modules available here: https://www.fantasygrounds.com/forum...ibrary-modules
Extensions available here: https://www.fantasygrounds.com/forum...set-extensions
Videos
These videos may help you get started (you may need to download these video files locally in order to play them):
Dice pools and rolling dice
PC entry
Combat Tracker part 1
NPCs
More to come covering: vehicles, chits, etc..
Complete session video from FG Con VI Thanks OTG_Wraith.
Version 2 has many changes/improvements over version 1. Some things you'll see in version 2 of the ruleset:
- Added campaign preferences: Age of Rebellion (Warfare knowledge skill and duty), Force and Destiny (Lightsaber combat skill and morality) and Edge of the Empire (obligation). These are selected by default - disable the option to remove version specific objects.
- Add lightsaber skill and other skills from Age of Rebellion (via campaign option). Currently, based off the Age of Rebellion and Force and Destiny beta there are two additional skills: Knowledge (Warfare) and Lightsaber.
- Copy NPC record to the combat tracker rather than link to the NPC list entry. This will allow multiple NPCs to be dragged to the combat tracker using the same NPC record.
- Options to auto roll NPC initiative from the combat tracker. Include a radio control to select C (cool) or V (vigilance) for roll. Default is vigilance.
- Provide critical injury functionality - both personal and vehicle.
- Added minion support for the NPC sheet and the ruleset.
- Added beta vehicle support to NPCs and PCs. This will undergo further development once v2 is released.
- Redesign PC and NPC sheets to have name and token at the top of all tabs. This makes it easier to identify the PC/NPC when multiple windows are open.
- Vertical resize added to PC and NPC window.
- Career skill check added to skills list. Allows keeping track of career skills.
- Update item fields to reflect EotE entries. e.g. Runes and Craftsmanship changed/removed.
- Support for item attachments and modifications.
- Move wound, stress and destiny chit markers so that they don't interfere with GM ID indicators.
- Added Message of the Day functionality.
- Redesigned wound and strain chits to support multiples and use/ignore soak.
- Module exporting operational.
- When player is playing multiple PCs, the activated character makes gunnery rolls from Party Starship in the group window.
- Dice and result icons in text. See here: https://www.fantasygrounds.com/forum...l=1#post209786
Also a bunch of fixes/improvements.
A lot of the functionality improvements is to make the GM's work easier, better support some areas of the rules and to track PC and NPC data. This ruleset is still pretty automation light - the most you'll get is dragging wounds/strain/criticals onto characters. I have some ideas for doing some basic automation for common functionality in the (distant) future...
Some big news is that OggDude (creator of the amazing community Character Generator) has agreed to allow me to use the data packages he has put together to seed a library module. As usual, there are copyright limitations, so the data will be exactly as it appears in the character generator - statistics, labels/titles; but any descriptive text will not be included, but will be replaced with a page reference to the book/s where the item in question is detailed.
Very Old v1 campaigns
This will overwrite the previous ruleset - allowing you to run previous campaigns using the new ruleset. For GMs swapping from a v1 campaign to v2 please backup your campaign directory before running under v2 - you may encounter some minor errors that should go away after the relevant windows have been opened once.
If you've upgraded a campaign from v1:
- When you first run the campaign after upgrading, remove all entries from the combat tracker and re-add them.
- If you convert an NPC to a minion, open the skills tab after setting the NPC category to minion - this sets the minion skill check boxes and avoids minionmanager errors.
For Fantasy Grounds Classic only! Don't use for Fantasy Grounds Unity (FGU)!