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Complete starfighter combat system for the Star Wars Galaxy, based upon the Star Warriors and Star Wars: The Second Edition systems.
RULES OF PLAY
1996
TABLE OF CONTENTS
Standard Game 1.0 Introduction
1.1 Prologue 1.2 Star Warriors: 3rd Edition
10.0 Wings
10.1 Moving Wings 10.2 Wing Gunnery 10.3 Breaking Wing Formation
12.0 Basic Combat System 13.0 Astromech Droids 14.0 Turret Guns 15.0 Victory Points Values
15.1 Capital Starships 15.2 Starfighters 15.3 Crew Cost
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WEAPONRY: Covering the broad possibilities, from blasters to turbolasers, ion cannons to proton torpedoes, and even tractorbeams, a weapon is anything used to affect another ship or target...to its disadvantage. Both a WEAPON DAMAGE CODE (for destructive power) and WEAPON FIRE CONTROL (for accuracy) are needed for any weapon system. CURRENT SPEED - MANEUVERABILITY (minimum of 1) For instance: An X-wing with a Maneuverability Code of 3D.
SPEED TURN IN 1 1 2 1 3 1 4 1 5 2 6 3 7 4 8 5
1 - 3 (3D) = -1 (minimum is one), thus: 1. Note that Maneuverability Codes are rounded. 3D+1 is rounded to 3D, for a -3 turn number factor; 3D+2 is rounded to 4D, for a -4 turn number factor. The weapons also get more specific information listed for them. First, their full description is written after the weapon # entry and their fire control following that. Under these entries are range listings, from PB (Point Blank) to E (Extreme) with base difficulty numbers listed after each abbreviation (see section 2.5); these are the starting difficulty numbers used to hit. The parentheses entries are for the ranges (in hexes) to be written in. The ranges are shown on the Master Weapons Table (2.5). Then using the modifiers shown on the Master Weapons Table (2.5), apply them to the basic difficulties shown over the ranges to get the To Hit entries for each range category. Finally, damage is written in for each bracket under the To Hit entries. This is the WEAPON DAMAGE CODE modified for as follows: For all laser-type or projectile weapons (not missiles or torpedoes, nor ion cannons), give a +1 pip modifier to the Point Blank damage category, and take away 1D for Long range & 2D for Extreme range shots. Thus, for a single, forward-mounted (fixed) laser cannon with a Damage Code of 4D, the bottom two tracks would appear as: PB S M L E To Hit: 4 11 16 22 29 Damage: 4D+1 4D 4D 3D 2D The remaining information is specific for each ship shown on the template. It can contain abbreviated pilot and gunner actions and has boxes to easily mark off damage as it is scored. Damage will be detailed in section 7.4.
Immediately following the SPEED entry is the Acceleration entry. Acceleration is a number based on the SUBLIGHT SPEED CODE of the ship. It is calculated by taking the rounded die code as a number entry. Simply take the lead number of the die code number. In the case of pips, round down if the pip is +1, round up if the pip is +2 (e.g. 4D+1 = 4 Acceleration while 4D+2 = 5 Acceleration). This is the maximum number a ship can speed up in a single turn. Immediately to the right of the MANEUVER entry is the Deceleration entry. This is calculated by taking the rounded die code of the MANEUVERABILITY shown just to its left. This is the maximum number a ship can slow down in a single turn. Below this is the turn number chart. This shows the number of hexes (SUs) a ship must move forward through before it can change its heading in a single turn or special maneuver (such as 1/2 loop). The concept is taken straight from Star Warriors, but the calculation of the turn numbers for the chart is much easier. First, along the top line fill in the possible gameturn speeds the ship could have, from 1 to its overspeed maximum number. Separate the overspeed numbers with a line to show that they require the overspeed action to achieve. Here they have been italicized as well. Next, fill in the turn numbers under each speed category. The formula used to calculate the ship's turn numbers for each speed setting is: 2
CAPITAL SHIP WEAPONS TITLED RANGE : Pt Blank Laser Cannons 1 Missiles 2 Turbolasers 3 Ion Cannons 1 Tractor Beams 1
DAMAGE MODIFIERS
Laser Damage Mod. +1 pip ---1D -2D 3
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When an ion cannon's damage is rolled on the Fire Table (from Star Warriors, explained under damage later), do not ignore the modified results of 2 or less. Ion cannons can never inflict Hull damage. If one of the damage results is "Body damage," the result is ignored.
MISSILE & TORPEDO: When these weapons explode, they give off powerful concussive blasts that disrupt delicate instruments and equipment, and cause shock and blast damage to more durable targets. Only the current speed of the target craft modifies the difficulty number to hit, as the projectiles chase their targets. This is described under hitting, see section 7.2. The number of ports or tubes for projectile attacks can allow multiple chances to hit. Firing all tubes is "firing one weapon" for the purposes of rules. Separate gunnery rolls are made for each tube but there is no reduction in die codes for these multiple actions. Missiles hit their targets and score damage (simultaneously with other missiles) after all other shots have been resolved, to help simulate their travel time. A ship may not fire its projectile weapon from a hex if it turns in that hex. A near miss can occur when firing at large objects (one hex in size or greater), such as turret guns, asteroids, and capital starships. If the die-roll is within 3 of the difficulty number, it's a near miss. The Damage rolls are reduced by 1D for concussion missiles and 2D for proton torpedoes but is still scored against the large target. BOMB: Concussion bombs are much like their missile counterparts, except that they can afford to be smaller not requiring complex targeting and engine systems... Concussion bombs can only be used to hit immobile targets or very large targets (one hex or greater). Bomb strikes are resolved with missiles. A ship can fire bombs only at targets in its own hex. TRACTOR BEAM: When caught in a tractorbeam, mass rules. Similarly-scaled ships move each another around as they move themselves...while a Star Destroyer would hold an X-wing in place, not allowing it to do more than turn as the X-wing tries to perform its maneuvers. It can only be shot during the Fire Phase of the turn. A successful hit does no damage but captures the target in the beam. The tractor beam can move its target one hex (SU) in any direction within range for each action declared by the operator. For each action, the captured ship must make an opposed Hull Code roll versus the tractor beams Strength Code. Success allows the target to be moved one hex, failure indicates the beam is broken in the attempt and the target is free. If the target is freed, another attack must be performed to recapture it.
TIE/In space superiority fighter. Equipped with dual laser cannons and capable of incredible speeds, the TIE fighter is the mainstay of the Imperial Navy. HULL: 2D; MANEUVER: 3D (2D in atmosphere); SHIELDS: none; SPEED: 5D; SENSORS: 20/0D; 40/1D, 60/2D, 3/3D; WEAPONS: Dual Medium Fixed Laser Cannons (fire control 2D, Damage 5D). TIE/rc reconnaissance fighter. With extra-sensitive sensors and long-range communications gear, the recon TIE is a useful tool for fleets probing or patrolling an area. HULL: 2D; MANEUVER: 2D+2 (2D in atmosphere); SHIELDS: none; SPEED: 5D; SENSORS: 30/0D, 50/1D, 75/2D, 3/4D; WEAPONS: Single Medium Laser Cannon (fire control 2D, Damage 2D+2). TIE interceptor. Speed, agility, and firepower are the principles of this finest superiority fighter. Used by the elite ranks of the Imperial pilot corps, its design exploits weaknesses in Rebel snub fighters. HULL: 3D; MANEUVER: 3D+2; SHIELDS: none; SPEED: 5D+2; SENSORS: 25/0D, 40/1D, 60/2D, 4/3D+2; WEAPONS: Quad Light Fixed Laser Cannons (fire control 3D, Damage 6D). TIE interceptor (modified). This version of the interceptor has added a miniature concussion missile launcher, capable of holding up to 4 missiles. Stats are identical to above except for the addition of a Dual Missile Launcher armed with 4 slots open for ammunition. I-7 Howlrunner. The first design from Incom since its reorganization by the Empire, the Howlrunner is a multienvironment assault fighter with an expensive price tag to match its record. Some inner Imperial governors and Moffs have these at their disposal. HULL: 4D; MANEUVER: 3D+1; SHIELDS: 1D+1; SPEED: 4D+2; SENSORS: 20/0D, 40/1D, 55/2D, 3/3D; WEAPONS: Dual Heavy Fixed Laser Cannons (fire control 3D, Damage 5D+2). An upgraded version of this fighter comes equipped with a Dual Missile Launcher, with a capacity of 8 slots for ammunition.
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Accelerate: A ship can accelerate by its acceleration number in hexes (Sublight Units) every turn up to its 6
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action can be performed without being declared, when the ship is destroyed, but the skill check is made at a -1D. Difficulty: 3D (+ or - adjustments for escape systems) Fire weapon: This is the straight-forward action of shooting a starships weapon. Tractorbeam operation falls under a separate action because of additional rules, but all of the basics apply except one, tractorbeams can only be fired during the Fire Phase. See Tractorbeam. If an opponent chooses to evade the fire of an opponent or wants to try to shoot first himself, then initiative comes into play. Gunners automatically receive a permanent +1 to all initiative rolls. Firing takes place during the Fire Phase, but a Haste action can allow a shot to occur during the ships Movement Phase. A single Haste action must be allocated to each shot to be performed in this snap-fire manner. Gunners also automatically receive one free Haste action per turn; so a sample gunner could fire one shot during the Movement Phase for free with a +1 to initiative, or could fire his one shot during the Fire Phase with a +2 to initiative (+1 from the Haste action unspent earlier and the other is automatically given to all gunner shots). Gunners have special limitations to fire as well. If the ship is forced into a roll (a damage/hazard result), gunners are unable to fire that turn. Also, if the ship is full evading, all gunners shots are resolved as though they are one range category further away than is actually the case (thus Extreme range shots are impossible). Full evasion: This is an action performed throughout the entire turn. The initial roll (Piloting Skill+Maneuverability) is added to every to-hit difficulty of opponents shots. The ships turn number is +1 penalty for the turn. All gunner shots act as though one range level higher from the complex and violent maneuvers. The pilot is also incapable of any actions outside of the maneuver actions (4.3). Crewmen performing any other actions within the ship also have a +5 applied to any difficulties they have (whether it be doubling-up shields or dealing with a boarding party). Haste: This action is a deliberate attempt to perform actions before opponents, giving up accuracy in exchange. It requires no roll by itself, but is paired with an action of the players choice to provide that action with either a +1 to initiative during the Fire Phase or allow it to be done during the ships Movement Phase. For defensive actions, such as angle shields or combat evasion, Haste can allow an action to occur reactively when attacked -- even before the ships Movement Phase comes up.
For example, let us say that Erisson declares the following actions: two haste actions, one fire action, and one combat evasion (for a total of -3D actions penalty). Before Erisson even gets to move, a TIE fighter snap fires at him during its Movement Phase. He responsively declares the use of one of his haste actions with his combat evasion. Assuming our bud succeeds in initiative and survives the TIEs blasts (hes our hero, so we say he does), when his Movement Phase comes up he has a choice. He could snap fire during his move also (using his second haste action with his fire action) or he could wait until the Fire Phase and get a +1 initiative. In any event, his combat evasion which he rolled is already in effect for the rest of the turn.
Jam sensors: This action is the reverse of Sensors use, and cannot be performed on the same turn. A character jamming attempts to disrupt tracking and targeting attempts of enemy scanners. A Sensor Operation skill roll is made. This produces two effects: it makes focused scans on and firing on a jamming starship more difficult. Any attempts to focus scanners onto a jamming ship will have the jammer's roll added to his initial difficulty. Further, his jamming roll divided by 5 (rounded up) applies to any opponents hit difficulties for the round if the attack is performed within the jamming ships scan radius (see SENSORS). Missile attacks, like proton torpedoes, whose guidances have to be disturbed once they penetrate this "jamming zone" automatically have this applied to their fire regardless of the firing ships range and the jamming ships scan radius. One-half loop: This is a special maneuver action that reverses the ship's direction during its movement. Before a ship can reverse its direction, it must move forward at least as many hexes as its turn number in one turn, and still have at least one more hex movement left for the maneuver. Once it meets this condition during its movement, it alters its facing as though it were a hex of movement by as much as 180 degrees. The ship can also perform a regular turn afterwards. If the ship's turn number is greater than its speed then a 1/2 loop is impossible without turning maneuvers (like banking). Overspeed: This action lets the ship travel up to its second SU (Sublight Unit) number in speed for one turn. This action must be performed every turn a ship wishes to remain at overspeed velocity, and must initially be performed in conjunction with an acceleration action to both allow and to get up to the second SU number. Overturn: This is a more intensive banking action. If successful, it reduces the ship's turn numbers by its rounded Maneuverability Code (e.g. -3 if its code is 3D+1), with a minimum of 1/2. A 1/2 turn number means a ship may turn two times for every hex it moves forward (i.e. completely from one hex side to the neighboring hex side in one turn). Prepare: This action lets a character improve one Skill Code by 1D for a single action in his next turn. During the turn that he is preparing, he cannot be injured or stunned, otherwise he will lose this bonus. The prepare
X-Wing starfighter. Since the Rebellion began, the Xwing fighter has come to symbolize the Alliances military philosophy: hit fast and hard, and take advantage of all opportunities presented to you. HULL: 4D; MANEUVER: 3D; SHIELDS: 1D; SPEED: 4D; SENSORS: 25/0D, 50/1D, 75/2D, 3/4D; WEAPONS: Quad Medium Laser Cannon (fire control 3D, Damage 6D). Dual Proton Torpedo Launcher (fire control 2D, Damage 9D, ammo 6). Y-Wing starfighter. The Y-wing was adopted at the inception of the Rebel Alliance, and due to its versatility remains popular despite its old, almost outdated, design. HULL: 4D; MANEUVER: 2D; SHIELDS: 1D+2; SPEED: 3D+2; SENSORS: 20/0D, 35/1D, 40/2D, 2/3D; WEAPONS: Dual Medium Laser Cannon (fire control 2D, Damage 5D). Dual Proton Torpedo Launcher (fire control 2D, Damage 9D, ammo 6). Dual Light Ion Cannon Turret (fire control 3D --2D if fired by pilot--, Damage 4D). A-Wing starfighter. The fastest known fighter in the galaxy, the A-wing acts as the Alliances quick strike and interception weapon. Model one is equipped with a sensor jammer to help give it an added survivability and model two is equipped with a missile launcher system in its place. HULL: 2D+2; MANEUVER: 4D; SHIELDS: 1D; SPEED: 6D; SENSORS: 30/0D, 50/1D, 75/2D, 4/4D+1; WEAPONS: Dual Medium Swivel Cannons [F/R arc firing capability] (fire control 3D, Damage 5D). Sensor jammer (-2D from enemy fire control with sensor use) or Dual Missile Launcher (fire control 2D, Damage 8D, ammo 6).
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E = Engine Damage
The ships maximum speed is reduced by one. Referring to the Ship Template, reduce the normal maximum speed by one. If the ship is currently at the ships old maximum, or is overspeeding, immediately move its speed down by one. If this result is scored more than once in the same turn, the overspeed maximum is dropped by one as well for each additional E result. 11
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5.7 Collisions
While certain terrain types may not lend themselves to collision (like open space) or may have special rules to handle maneuvering through them (asteroid fields), other terrains are simply easier to handle by assessing a terrain difficulty and if the pilot fails his roll by more than 10 points, considering the result a collision. This is determined by the scenario or the GM during the game if the rules are not previously written. Even an asteroid field could be simulated by just assessing a terrain difficulty. Where movement collisions are possible, and the pilot fails his roll by more than 10, this basic system is used. For special scenarios or terrains, other rules can stand in place of these. The damage from a collision depends upon how fast the ship was going that turn. When resolving collision damage with ships or objects of different scales, dont forget to use appropriate damage die caps. For each hex in velocity the ship has, it counts as 1D damage. If the ship is overspeeding, there is a +1D to this. For instance, a ship overspeeding at 8 would take 9D damage. If the pilot failed his roll by 11-15, this is only a minor collision and there is a -3D assessed to the damage total. However, if the roll missed by 21 or more, this is a major collision and scores +4D increased damage. This damage is scored immediately before any movement takes place. Refer to section 7 for damage results.
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If a ships base turn number is reduced below 1, the ship automatically has a turn number of 1/2. Turn numbers can never be reduced below 1/2. With a turn number of 1/2, a ship can turn 60 degrees for each hex moved forward into, rather than the regular 30 degrees with a turn number of 1.
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One of your ships is tailing an enemy ship when: Your ship is in the enemy ships rear center arc. The enemy ship is in your ships front center arc. The enemy ship is within medium range of one of your weapon systems.
Passing a Move:
If one of your ships is tailing an enemy ship, and your ship is chosen to move by the enemy, you may pass your move to the enemy ship. That means that the enemy ship must immediately complete its Movement Phase. Immediately after it has done so, your ship completes its Movement Phase. Passing a move does not change the order of ship choice. Once both ships have moved, it is your turn to choose a ship, because the enemy player made the last choice. If your ship is tailing more than one enemy ship, you can pass your move to only one of those ships -- then you must move.
Stealing a Move:
If one of your ships is tailing an enemy ship, and the enemy player chooses to move the ship youre tailing, you may steal its move. That means you move your ship first. Once youre done with your Movement Phase, the enemy ship moves. If more than one of your ships is tailing the enemy ship, only one of your ships may steal its move. You may pass or steal a move only when the enemy player chooses a tailing or tailed ship. You may not choose one of your own ships, then pass its move to a ship you are tailing; nor may you choose an enemy ship you are tailing and steal its move with your own ship. When youre tailing an enemy ship, you are never required to pass a move or steal a move from it; you do so only if you wish.
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7.3 Damaging the Target
Take the total Damage die code for the weapon, applying any range modifiers, and any +D modifiers for a 10+ rolled success remainder. Contest this roll with the applicable Hull die code and Shield die code if the appropriate arc was hit. The Damage roll is called DR and the Hull defense roll is called SR for the table below:
P = Power Loss
1D of shield power is lost. The die is lost from the quarter that was hit. If no shields are angled to take CONTEST: Standard Weapon Ion Weapon the damage, roll 1D on this subtable. If, for DR x 2 < SR = No effect No effect some reason, the damage listed cant be taken, 1D Hull Damage occurs instead. DR < SR = Roll once at -1D Roll once 1) Ship loses 1D from another available DR SR = Roll once Roll once at -1 shield, even if its not angled up. DR SR+10 = Roll once at +1D Roll once at -1D 2) Disabled hyperdrives. The ships DR 2 x SR = Roll twice at +1D Roll twice at -1D hyperdrives are damaged and the ship DR 3 x SR = Roll twice at +2D Roll twice at -2D cannot enter hyperspace until the drives are fixed with damage control. Do not apply Wild die to the following roll on the Star Warriors Fire Table. 3) One random on-board weapon system is rendered inoperative by a power failure until Apply the modifiers listed to the Star Warriors Fire Table damage controlled, in which case it returns back to and score damage results from that table. If the target the state it was in before this roll made it fail. was struck in the fore, rear, or side, use the appropriate 4) Cargo damaged by internal hit. GMs call on how sub-table given. badly the cargo area is damaged. 5) An electrical fire breaks out inside the ship, doing 3D 7.4 Damage Code Summary damage to occupants in a random area until put out with a damage control roll. 6) GM special if available or 1D Hull Damage results.
For this turn and the following turn, the ships difficulties are increased by 3 or 6. This affects crew as well as pilot in all actions for that time being. If a ship suffers two A+3 results, the action penalty becomes 6. Anything past A+6 is ignored.
E = Engine Damage
The ships maximum speed is reduced by one. Referring to the Ship Template, reduce the normal maximum speed by one. If the ship is currently at the ships old maximum, or is overspeeding, immediately move its speed down by one. If this result is scored more than once in the same turn, the overspeed maximum is dropped by one as well for each additional E result.
7.5 Explosions
When a ship is destroyed it explodes, potentially causing damage to those around. Explosions are of the same scale as the ship destroyed. Starfighters roll half their original Hull code which damages anything in the same hex. Capital ships roll their original Hull code which damages anything in the same hex(es). Half the Hull code is rolled for victims in all adjacent hexes.
G = Gun Damage
A random weapon system on the ship is damaged. Roll 1D. On 1-2, the fire control of the system is reduced by 1D to a minimum of 0. On a 3-4, the Damage code is reduced by 1D to a minimum of 0. On a 5-6, both are.
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ADVANCED RULES
9.0 CAPITAL SHIPS
Although Star Warriors is mainly a game of fighter combat, it includes rules for capital starships, like Star Destroyers and Mon Calamari cruisers. Capital ships can occupy multiple hexes and range is counted from the nearest hexes of target and firer.
9.1 Scales
The two scales to be dealt with are Starfighter and Capital. There are three kinds of scale charts that need to be used: To Hit, To Damage, and Dodge. Find the scale of the thing that is doing the shooting along the left hand row. Find the scale of the target on the column across the top. Find where the row and column cross and that is the die cap. When the dice are rolled to hit the target, any which come up as higher than the die cap count as if they had rolled the die cap number. All +s on a die code count normally.
TO HIT:
Starfighter Capital Starfighter 6 3 Starfighter 6 6 Starfighter 6 2 Capital 6 6 Capital 3 6 Capital 6 6
TO DAMAGE:
Starfighter Capital
DODGE:
Starfighter Capital
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9.3 Damaging Differences
Capital ships do not take damage the same way starfighter-scaled ships do. Their damage (and their repairs) are scored in pips, where 3 pips equals 1D. A capital ships hull of 3D, for instance, has 9 pips. Damage would be scored off 9 times before the capital ship would be considered dead in space. On the other hand, repairs done are only accomplished in pips as well. Note too that capital ships always resist damage with their original, full Hull code; damage does not affect their Hull rolls. Capital ships that are only one hex in size (less that 500 meters in length) take damage off of the Star Warriors fire table just as described in 7.3, with all the same effects except that damage is scored off in pips. For larger capital ships... Shield Generators: If the shield arc shot through is down, a successful shield attack receives +1D to its damage. The attacks are aimed at knocking out the shield projection system for the ship, and attacks reduce all arcs by the indicated amount of hull pip damage. DR<SR results in only the hit arc losing a pip. Vital Location: A vital location hit reduces the hull roll of the target vessel by 1D. Vital location attacks can be made cumulatively; a triple vital location attack would reduce the attack by 6D and, if successful, reduce the hull roll of the defender by 3D. Vital location targeting can also be combined with other targeting attacks. For example, a vital location attack on the sublight engines would have a hit modifier of -4D, and would reduce the hull roll by 1D while doing damage exclusively to the sublight engines. Vital locations are plot driven normally. If you just rescued Walex Blissex, designer of the Victory Star Destroyer, then he can tell you the weak spots of that VSD off the port bow. In other situations, a specific knowledge skill of a particular class of ship will allow you to make a roll to find vital locations, one roll for each location type. Finally, a vital location could have special conditions set to it. Perhaps the firer has to be at point blank range (maneuvering down a trench) from a certain angle or something. The GM can set conditions for a vital location to be hit to make it more interesting or realistic than simply we target his maneuver controls and fire.
Targeting Explanations
Sublight Engines: The sublight engines are damaged by the effects of this attack, reducing the die code of the ships sublight speed by pips as though hull code. Maneuver: If the shield arc shot through is down, a successful maneuver attack receives +1D to its damage. This attack is designed to cause shock damage to maneuver control centers, and attacks reduce the maneuver code. Fire Control: If the shield arc shot through is down, a successful fire control attack receives +2D to its damage. The attacks are aimed at disrupting the central fire control circuits; pips of damage reduce the fire control of all weapons. Weapons: Counter battery fire destroys the weapons of the opponent. When targeting weapons, the firer must specify which weapons are being targeted and how many are being fired at. Multiply the damage pips by the number of guns firing for a damage total. This total is distributed as evenly as possible among the target weapons. One damage point counts as Gun damage, making it fire with 1D less fire control. Two damage points reduce its damage by 1D. Three damage points incapacitate the weapon, rendering it useless until repaired. Missile tubes are simpler and better protected than beam weapons; damage dice are reduced by 1D when firing at missile bays. Hull: A normal attack. Use the regular rules for damage -- 7.3 for small capital ships & 9.3 for large ships.
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When a ship is DAMAGED, flip its marker over onto its striped side. Its pilot and gunner suffer a -1D penalty to any actions unless "Damage Controlled." If a damaged ship is hit and DAMAGED again, it is considered DESTROYED. When a ship is IONIZED -1D, place an AUX CON marker on the ship for one round. During that round, actions are at -1D. Further results of IONIZED while currently IONIZED results in DEAD CONTROLS. When a ship is DESTROYED it is out of the game and is removed from the starmap. When a ship has DEAD CONTROLS it can do nothing except fly straight ahead at its speed for one full turn.
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15.2 Starfighters
Starfighters are based upon the 5 victory point X-wing fighter. These 5 points translate into a 246 Dice Maximum. Calculations are performed identically to the capital ship's. For instance, buying a B-wing will cost 6 victory point (279 DM). 3D+2 Hull translated to 20 (3D=18 + 2 = 20). 1D+1 Maneuverability became 7. 3D Speed = 18. 2D Shields = 12. The Laser Cannon's 1D Fire Control is 6, and its 7D Damage is 42. Ion Cannon's 4D Fire Control and 4D Damage becomes 48. A Proton Torpedo does 9D damage, and since two can be launched simultaneously, it becomes 108 (not 54). Add them together = 279. 279 / 246 = 1.134. This is multiplied by 5 (the X-wing standard) to become 5.67. This is rounded off to 6 Victory Points.
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15.3 Crew Cost
Pilots/Gunners/Crew are paid for as follows: Trainee (1 die) -- 1 point Poor (2 dice) -- 2 points Average (3 dice) -- 4 points Veteran (4 dice) -- 8 points Hot-shot (5 dice) -- 16 points These dice are what you roll on the Star Warriors skill table, reproduced below for convenience. Roll for each skill needed by the pilot, gunner, crewman. turbolaser at the higher range. They are expensive and illegal except on military ships or those with special permits. Ion guns do not have blaster equivalencies, but are designed along the same lines as lasers. They simply send high-energy ionized particles to wreak havoc with the sophisticated electronics and controls of starships. The different mount-types are also important distinctions. A fixed weapon is locked into its firing arc facing. A minimal amount of barrel control or maneuvering allows any deviation from straight ahead. Swivel mountings have very quick servomotors, which rotate the gun at precision speeds--useful for close quarters but overcompensating at long range. Finally, pivot mounts are slower to react but make long range targeting easier. Added barrels on weapons allow greater rapidity of fire. While a single unit requires a cooling time of approximately one second, a second unit can fire in a staggered manner. This is represented by an increased damage code determined by the rapidity of the system.
STAR WARRIORS: 3rd Edition 16.4 LASER AND ION WEAPON ECONOMICS MASTER RULES INDEX
WEAPON CLASS STANDARD VALUE DAMAGE RANGE BASE COST BASE WEIGHT LIGHT 2D 1D - 2D+1 100 Cr/+pip 1 ton SINGLE +0 +0 +0 +0 FIXED +0 Cr +0 tons MEDIUM 3D 2D+2 - 3D+2 200 Cr/+pip 2 tons HEAVY 5D 4D - 7D 300 Cr/+pip 4 tons
BARRELS STANDARD DAMAGE ADDED DAMAGE RANGE ADDED COST ADDED WEIGHT MOUNTING ADDED COST ADDED WEIGHT FIRE CONTROL COST:
DOUBLE +1D +(upto 1D+2) +100 Cr/+pip +1 ton SWIVEL +100 Cr per arc +.25 tons per arc
ION GUN MULTIPLIER: If weapon is ion then increase cost 25%, decrease tonnage 50%.
Example: Ben wants a brand-spanking new laser cannon for the Lawless freighter. Hell make it a medium laser weapon which does 3D damage. This costs (3D x 3 pips in each D x 200 Cr) 1800 Cr and weighs 2 tons. He decides on a triple barrel (good for accuracy and damage) to add 2D damage. This costs (2D x 3 pips each x 150 Cr) 900 Cr and weighs an additional 1.5 tons. He wants it to be on a swivel mount, covering the three forward arcs. This costs an additional 300 Cr and adds .75 tons to the weapon. Finally, he wants an accurate 3D fire control, which costs (3D x 3 pips each x 150 Cr) 1350 Cr. Bens total weapon cost is 4050 Cr and weighs in at 4.25 tons. Not too shabby. On a lark, he takes a look at how it would look as a 5D damage, 3D fire control ion cannon...multiplying the cost by 1.25 and the tonnage by .5 he gets 5063 Cr and 2.13 tons. Tempting, but he goes for the swivel laser cannon option he had at first.
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Actions Advanced actions Astromech droids Basic combat system Capital starships Character points Collisions Combat sequence Combining fire Concussion bombs Concussion missiles Damage table and explanations Diagrams Double slips Explosions Fire/Action Phase Force points Gunners Hasted actions Hazard tables explanations Hitting and damaging the target Imperial fighters Ion gun Maneuver actions Map adjustment Master Weapons Table Movement Phases One-half loops Proton torpedoes R2 units Rebel fighters Range categories Rolling movement/initiative Scale charts Slips Special weapons Starship skills Starship systems Starship template Sublight speed Targeting capital ship systems Terrain difficulty Tractor beam Turn numbers Turret guns Victory points Weapon descriptions Weapon economics Weapon ranges Wild die Wings 06 21 22 22 17 06 12 17 04 04 16 19 07, 13 16 06 05 14 15 04 03 14 03 12 08, 13 04 22 09 03 10 17 09, 13 03 03 01 02 02 18 10 04 02 23 23 24 25 03 06 21 05
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