Star Wars: Rebellion
“Anakin. Use your senses, something is out of place”
-Obi Wan Kenobi
A Destiny Point may not be infringed upon. Spoken differently, To transgress or exceed the limits of; violate; To defeat; invalidate… and so on, and so forth. (This goes both ways for the GM and the Players)
One-Check Combat Resolution
The following rule is intended to help GMs resolve ongoing combat encounters more quickly. When the results of a combat encounter are a forgone conclusion but playing though the remaining turns would take additional time that could be better spent continuing the story, the GM can employ this rule.
At the beginning of the round the GM wants combat to end, he asks each PC to make one final check. The nature of this check depends on what each player wants their character to do to help resolve the remainder of the encounter.
Once each player makes their choice, they roll the check as normal. Success means they accomplish their part in the resolution of the encounter; additional success may mean they play an even greater role. Advantage can be spent to recover strain, while Triumph means the member gains an unexpected reward from the encounter; maybe a bag of frag grenades or pouch of credits from an adversary, or a reputation as an extremely dangerous individual. Conversely, uncanceled failure should result in the character suffering an equal number of wounds, while threat inflicts strain and each despair inflicts a critical hit. These are the injuries acquired as the encounter ends. The encounter resolves successfully no matter how well the PCs do on their check; the check simply determine whether or not the PCs resolve the remainder of the encounter without incident, or if they pick up some cuts and bruises on the way.
The primary benefit of this rule is that it can resolve encounters where the outcome is foregone. Forcing players to eliminate every adversary can sometimes be tedious, and this helps avoid that sense of frustration.
The book says that short range is around 32m, so for simplicity I will use something like, 1sq = 10m and anything within 3 squares is short range. That means medium range starts at 4 squares, and since it takes 1 maneuver to go from short to medium, I am going to use a movement rate of 4 squares. Since it takes 2 maneuvers to go from medium to short, that means long range is 12 squares and similarly, extreme is 20.
If someone wants to engage they have to move next to the target and then spend a maneuver to enter the square. Likewise, to use cover they must move next to it and then spend a maneuver to move into the square showing the cover which indicates they are in cover.
For space, distances are a little less well-defined (although we use a grid here too). Based off of games like X-Wing/TIE Fighter, I treat squares as about half a kilometer (and in doing so, largely ignore the distances FFG uses), because this largely matches up with weapons ranges in that game:
• ≤1 = Close
• ≤3 = Short
• ≤7 = Medium
• ≤15 = Long
Regardless of how you flavor the square size, this works pretty well for ship movement (and I just use “Speed” as allowable movement distance, in squares).