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3RD EDITION

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
7.0 Fire/Action Phase
7.1 Firing/Action Order
7.2 Hitting the Target
7.3 Damaging the Target
7.4 Damage Code Summary
7.5 Explosions

8.0 Bookkeeping Phase

Advanced Rules

9.0 Capital Ships


9.1 Scales
9.2 Action Differences
9.3 Damaging Differences
Starship diagrams (Star Warriors)

10.0 Wings
10.1 Moving Wings
10.2 Wing Gunnery
10.3 Breaking Wing Formation

11.0 Advanced Actions


11.1 Anticipate Enemy
11.2 Deceive Enemy
11.3 Direct Forces

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

16.0 Weapons Descriptions


16.1 Laser & Ion Weapons
16.2 Missile Weapons
16.3 Tractor Beams
16.4 Laser and Ion Weapon Economics
16.5 Missile Weapon Economics
16.6 Tractor Beam Economics

Master Rules Index

1.0 Introduction
1.1 Prologue
1.2 Star Warriors: 3rd Edition

2.0 Terms & Setup


2.1 Star Warriors Expectations
2.2 Starship Systems
2.3 The Starship Template
2.4 Starship Skills
2.5 Master Weapons Table
2.6 Special Weapons
Imperial Navy fighters

3.0 Combat Sequence Overview


3.1 Declare Actions for the Turn
3.2 Roll Movement/Initiative
3.3 Roll Turn-length Actions
3.4 Movement Phases
3.5 Fire/Action Phase
3.6 Bookkeeping Phase

4.0 Declare Actions for the Turn


4.1 Using Force and Character Points
4.2 The Wild Die
4.3 Maneuver Actions
4.4 Starship Actions
Alliance Fleet fighters

5.0 Roll Movement/Initiative


5.1 Terrain Difficulty
5.2 Maneuver Actions Declared
5.3 Damage/Hazard Modifiers
5.4 The Piloting Skill Roll
5.5 The Hazard Table
5.6 Hazard Code Summary
5.7 Collisions

6.0 Movement Phases


6.1 Movement Order
6.2 Speed and Turn Number
6.3 Moving and Turning
6.4 Slips and 1/2 Loops
6.5 Choosing Ships and Tailing
6.6 Map Adjustment
6.7 Hasted Actions
STAR WARRIORS: 3rd Edition

1.0 INTRODUCTION COMMUNICATIONS: This is an assumed segment of


starships. It is taken for granted in most scenarios that
pilots can freely talk to one another during the conflict.
1.1 Prologue
"A long time ago, in a galaxy far, far away... ESCAPE: This is the pilot's last chance. If he is lucky,
he may even be picked up after a combat. Pilots and
... the fleets of the Rebel Alliance are locked in a crewmen have to use their survival skill and hope for the
desperate struggle for freedom with the forces of the evil best.
Galactic Empire. A massive armada of Imperial TIE
fighters and interceptors draws ever nearer to the HULL: This is the starship's body, including any armor
Rebellion's hidden stronghold. and compartmentalization taken into account. It is
Matched against them is a meager handful of represented by a ship's HULL CODE.
superb Rebel fighters the swift A-wing, the sturdy Y and
B-wings, and that mainstay of the Rebel fleet, the T-65 X- HYPERDRIVE: This is the starship's faster-than-light
wing fighter. engine. While not used during combat, a ship can escape
But more important than the ships are the men by jumping into "lightspeed" or enter combat from it.
who fly them: Academy-trained Imperials and tough
Rebel pilots trained only by the rigors of survival on the MANEUVERABILITY (LATERAL CONTROL): This
galactic frontier. In tiny, vulnerable craft these men is the starship's handling indicator. It is represented by a
brave the dangers of space, desperately pushing their ship's MANEUVERABILITY CODE and adds to the
ships to the utmost limits and beyond; for they know that pilots skill.
upon their skill, their weapons, and their cunning rests
the fate of the galaxy..." LIFE SUPPORT: An assumed system that keeps the
STAR WARRIORS crew alive. It could be something as complex as an
environmentally controlled cockpit or just a space suit.
1.2 Star Warriors: 3rd Edition (1996)
SENSORS: The Star Wars: Second Edition created new
This combat system simulates combat between rules for this system, complete with die codes. For this
spacecraft in the Star Wars galaxy. Using tools from the combat system, unless important for a specific scenario,
second edition Star Wars Role Playing Game and Star fighters are assumed to detect enemies within 40 hexes
Warriors, its aim is to make for fast-paced play that is around them and capital starships can within
integrated with both systems. approximately 80 hexes.

2.0 TERMS & SETUP SHIELDS: In almost all cases, starships have particle
and ray shielding with which to protect themselves.
Starfighters have small generators that can usually only
2.1 Star Warriors Expectations protect a hemisphere of the craft, while capital starships
In order to use this expansion to Star Warriors have massive arrays of generators broadcasting fully
and Star Wars Second Edition, an understanding of the encircling energy barriers. This is the ship's SHIELD
basic games is required. For the role playing game, things CODE and it adds to the ships HULL CODE when it is
like die codes, attributes (Strength, Dexterity, Mechanical, damaged.
etc.), the movement system, and skill codes (Blaster:
4D+1) are minimum requirements to understand in order SUBLIGHT ENGINE: This is the propulsion system of a
to use this system. starship. It is represented by two entries. The first is the
From Star Warriors, the damage charts, hazard SUBLIGHT SPEED CODE, representing the power and
charts, ship arcs, movement procedure, slipping rules, and speed of a vessel. It also represents the ship's acceleration
hex-point facing rules are the most critical to understand rate. The second entry is a pair of "sublight unit" numbers.
to use this system. These represent the number of hexes the ship can travel in
From this basic understanding, reading through one round, maximum. One shows the normal maximum
the rules should explain how to play this expanded speed, the other shows the ship's overspeed number.
version. After reading through the rules, try playing a
simple scenario, gradually introducing you to key concepts
of the game and making it easier for you to grasp how it is
played.

2.2 Starship Systems


Every starship possesses similar components.
The items this system deal with are primarily related to
straight combat.

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WEAPONRY: Covering the broad possibilities, from Next, fill in the turn numbers under each speed
blasters to turbolasers, ion cannons to proton torpedoes, category. The formula used to calculate the ship's turn
and even tractorbeams, a weapon is anything used to numbers for each speed setting is:
affect another ship or target...to its disadvantage. Both a CURRENT SPEED - MANEUVERABILITY (minimum of 1)
WEAPON DAMAGE CODE (for destructive power) and
WEAPON FIRE CONTROL (for accuracy) are needed for For instance: An X-wing with a Maneuverability Code of 3D.
any weapon system. SPEED 1 2 3 4 5 6 7 8
TURN IN 1 1 1 1 2 3 4 5
2.3 The Starship Template 1 - 3 (3D) = -1 (minimum is one), thus: 1.
The starship template features specific Note that Maneuverability Codes are rounded.
information about 1 to 4 ships. The features we are 3D+1 is rounded to 3D, for a -3 turn number factor;
primarily interested in are from section 2.2, although 3D+2 is rounded to 4D, for a -4 turn number factor.
more specific information is contained here as well.
The SPEED entry has a slot for its die code The weapons also get more specific information listed for
followed by another line split by a slash. This second half them. First, their full description is written after the
of the line with the slashes is used to show the normal weapon # entry and their fire control following that.
maximum speed (in Sublight Units, or SUs for short) and Under these entries are range listings, from PB (Point
the overspeed maximum. Blank) to E (Extreme) with base difficulty numbers listed
Essentially the difference between normal and after each abbreviation (see section 2.5); these are the
overspeed maximum lies in the engine of the ship being starting difficulty numbers used to hit.
pushed beyond its capabilities. When a pilot performs an The parentheses entries are for the ranges (in
overspeed action, he is beyond full throttle and his craft hexes) to be written in. The ranges are shown on the
has become much harder to control. For this he gets to Master Weapons Table (2.5).
push his ship one or two SUs/turn faster than what is Then using the modifiers shown on the Master
sane. These numbers are calculated as shown below. 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
1D 2/3 2D+1 4/5 3D+2 6/7 5D 8/9 bracket under the To Hit entries. This is the WEAPON
1D+1 2/4 2D+2 4/6 4D 6/8 5D+1 8/10 DAMAGE CODE modified for as follows:
1D+2 3/4 3D 5/6 4D+1 7/8 5D+2 9/10 For all laser-type or projectile weapons (not
2D 3/5 3D+1 5/7 4D+2 7/9 6D 9/11 missiles or torpedoes, nor ion cannons), give a +1 pip
modifier to the Point Blank damage category, and take
Immediately following the SPEED entry is the away 1D for Long range & 2D for Extreme range shots.
Acceleration entry. Acceleration is a number based on the Thus, for a single, forward-mounted (fixed) laser
SUBLIGHT SPEED CODE of the ship. It is calculated by cannon with a Damage Code of 4D, the bottom two tracks
taking the rounded die code as a number entry. Simply would appear as:
take the lead number of the die code number. In the case PB S M L E
of pips, round down if the pip is +1, round up if the pip is To Hit: 4 11 16 22 29
+2 (e.g. 4D+1 = 4 Acceleration while 4D+2 = 5 Damage: 4D+1 4D 4D 3D 2D
Acceleration). This is the maximum number a ship can
speed up in a single turn.
Immediately to the right of the MANEUVER The remaining information is specific for each
entry is the Deceleration entry. This is calculated by ship shown on the template. It can contain abbreviated
taking the rounded die code of the MANEUVERABILITY pilot and gunner actions and has boxes to easily mark off
shown just to its left. This is the maximum number a ship damage as it is scored. Damage will be detailed in section
can slow down in a single turn. 7.4.
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 game-
turn 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.

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STAR WARRIORS: 3rd Edition

2.4 Starship Skills 2.6 Special Weapons


For reference, this is a complete list of the skills
used by starship crew. Any of these can be boosted by a
Prepare action for the next round (as if they had an extra
D of skill). Note that for the second edition, Capital ship
weapons and piloting skills would replace these default
Mechanical and Technical skills as the case requires.
MECHANICAL:
Starship Piloting Starship Gunnery
Starship Shields Tractorbeam Operation
Sensors Astrogation
Communications
TECHNICAL: Starship Repair
PERCEPTION: Command
KNOWLEDGE:
Starfighter Tactics Survival

2.5 MASTER WEAPONS TABLE


TO-HIT DIFFICULTIES
TITLED RANGE : Pt Blank Short Medium Long Extreme
STARTING VALUE: 5 10 15 20 25
[ ]
Single Gun 0 +1 +1 +2 +3
Double Gun 0 0 +1 +1 +2
Triple Gun -1 0 0 +1 +1
Quad Gun -2 -1 0 0 +1
[ ]
Fixed Mount -1 0 0 0 +1
Swivel Mount -2 -1 0 +1 +2
Pivot Mount +2 +1 0 -1 -2
[ ]
Proton Torpedo 16 18 21 25 30
Conc. Missile 17 19 25 28 32
Conc. Bomb SAME HEX BOMBING : 20 (see 2.6 SPECIAL WEAPONS)

RANGE CATEGORIES BY WEAPON


STARFIGHTER WEAPONS
TITLED RANGE : Pt Blank Short Medium Long Extreme
Blasters 1 2 10 13 17
Missiles 1 2 7 10 15
LR Missiles 1 4 20 40 50
Laser Cannons 1 3 12 20 25
Ion Cannons 1 3 7 20 36
Proton Torpedoes 1 2 3 5 7
LR Torpedoes 1 3 15 30 35
Tractor Beams 1 3 7 11 15

CAPITAL SHIP WEAPONS


TITLED RANGE : Pt Blank Short Medium Long Extreme
Laser Cannons 1 4 15 24 30
Missiles 2 12 30 45 60
Turbolasers 3 15 35 50 75
Ion Cannons 1 10 25 35 50
Tractor Beams 1 5 15 22 30

DAMAGE MODIFIERS
Laser Damage Mod. +1 pip -- -- -1D -2D
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Laser weaponry is the primary armament in Star
Wars. However, there are special weapons which need to be
fleshed out further. Ion cannons, missiles, torpedoes, bombs,
and tractor beams have special rules.
ION CANNON: Firing high-energy ionized particles, the ion
cannon is the long range disabling weapon of space battles.
Ion weapons have the same range rules as lasers but differ in
the following ways...
Ion cannons are never affected by shields and ignore
Shield Codes.
An ion beam does not disperse like laser beams. Ion
cannons have the same damage code at all ranges. On
the other hand, they also do not receive the +1 bonus for
point-blank range strikes.

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STAR WARRIORS: 3rd Edition

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 TIE/In space superiority fighter. Equipped with dual
die codes for these multiple actions. laser cannons and capable of incredible speeds, the TIE
fighter is the mainstay of the Imperial Navy. HULL: 2D;
Missiles hit their targets and score damage
MANEUVER: 3D (2D in atmosphere); SHIELDS: none;
(simultaneously with other missiles) after all other shots
SPEED: 5D; SENSORS: 20/0D; 40/1D, 60/2D, 3/3D;
have been resolved, to help simulate their travel time.
WEAPONS: Dual Medium Fixed Laser Cannons (fire
A ship may not fire its projectile weapon from a hex if it control 2D, Damage 5D).
turns in that hex.
TIE/rc reconnaissance fighter. With extra-sensitive
A near miss can occur when firing at large objects (one sensors and long-range communications gear, the recon
hex in size or greater), such as turret guns, asteroids, and TIE is a useful tool for fleets probing or patrolling an area.
capital starships. If the die-roll is within 3 of the difficulty HULL: 2D; MANEUVER: 2D+2 (2D in atmosphere);
number, it's a near miss. The Damage rolls are reduced SHIELDS: none; SPEED: 5D; SENSORS: 30/0D, 50/1D,
by 1D for concussion missiles and 2D for proton 75/2D, 3/4D; WEAPONS: Single Medium Laser Cannon
torpedoes but is still scored against the large target. (fire control 2D, Damage 2D+2).
TIE interceptor. Speed, agility, and firepower are the
BOMB: Concussion bombs are much like their missile
principles of this finest superiority fighter. Used by the
counterparts, except that they can afford to be smaller not
elite ranks of the Imperial pilot corps, its design exploits
requiring complex targeting and engine systems...
weaknesses in Rebel snub fighters. HULL: 3D;
Concussion bombs can only be used to hit immobile MANEUVER: 3D+2; SHIELDS: none; SPEED: 5D+2;
targets or very large targets (one hex or greater). SENSORS: 25/0D, 40/1D, 60/2D, 4/3D+2; WEAPONS:
Bomb strikes are resolved with missiles. Quad Light Fixed Laser Cannons (fire control 3D,
A ship can fire bombs only at targets in its own hex. Damage 6D).
TIE interceptor (modified). This version of the
TRACTOR BEAM: When caught in a tractorbeam, mass interceptor has added a miniature concussion missile
rules. Similarly-scaled ships move each another around launcher, capable of holding up to 4 missiles. Stats are
as they move themselves...while a Star Destroyer would identical to above except for the addition of a Dual
hold an X-wing in place, not allowing it to do more than Missile Launcher armed with 4 slots open for
turn as the X-wing tries to perform its maneuvers. It ammunition.
can only be shot during the Fire Phase of the turn. I-7 Howlrunner. The first design from Incom since its
A successful hit does no damage but captures the reorganization by the Empire, the Howlrunner is a multi-
target in the beam. environment assault fighter with an expensive price tag to
The tractor beam can move its target one hex (SU) in match its record. Some inner Imperial governors and
any direction within range for each action declared by Moffs have these at their disposal. HULL: 4D;
the operator. MANEUVER: 3D+1; SHIELDS: 1D+1; SPEED: 4D+2;
For each action, the captured ship must make an SENSORS: 20/0D, 40/1D, 55/2D, 3/3D; WEAPONS:
opposed Hull Code roll versus the tractor beams Dual Heavy Fixed Laser Cannons (fire control 3D,
Strength Code. Success allows the target to be moved Damage 5D+2). An upgraded version of this fighter
one hex, failure indicates the beam is broken in the comes equipped with a Dual Missile Launcher, with a
attempt and the target is free. If the target is freed, capacity of 8 slots for ammunition.
another attack must be performed to recapture it.

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3.0 COMBAT SEQUENCE OVERVIEW 3.4 MOVEMENT PHASES
The player with the highest initiative ship
3.1 DECLARE ACTIONS FOR THE TURN decides what ship moves first, choosing either one of his
own ships or one of his opponents. This ship is then
Players decide upon actions for their ships to moved, and this is process is called a movement phase.
perform. As with the role playing game, this is only After that ship is moved, in accordance with the
limited by player judgment and multiple action penalties movement rules, the other player then decides what ship
for their characters. These actions are kept secret and will move. These movement phases go back and forth
recorded on the ship templates. until all ships that are moving this turn are moved.
Remember the basic rule of multiple action Haste fire (also called snap fire or gunner-fire)
penalties: for each additional action past the first can interrupt any movement phase. Once resolved, the
performed in a turn, apply a -1D to all skill rolls made. movement phase resumes.
Hence, if a pilot decides on the actions: (1) The special case of tailing enemy ships can also
accelerate, (2) bank, and (3) fire, there are two additional interrupt a movement phase with passing moves or
actions being performed, so this pilot applies -2D to all stealing moves, after which the next movement phase
action rolls made this turn. begins normally. Full details on movement are covered by
Once all actions have been determined, they can section 6.
be viewed openly by all players. Further details on
actions possible for declaration are in sections 4 and 11.
3.5 FIRE / ACTION PHASE
3.2 ROLL MOVEMENT / INITIATIVE Once all ships have moved, the Fire and Action
Phase begins. During this phase, all non-hasted actions occur
Each player determines their piloting difficulties and haste not applied yet still can be. Hasted actions receive
for the turn, according to the maneuvers they try to bonuses to their initiative rolls when a competition is called for
perform and the terrain being crossed. Rolling their in the Fire Phase.
Piloting skill codes with their Maneuverability codes and In any firing or special situation where order of
modified by multiple action or injury penalties, they actions is needed (such as one ship firing on another
attempt to meet or beat their difficulty numbers. performing a combat evasion), a 1D competition is rolled
Success means that all declared actions can be between contestants. To these initiative rolls, add the rounded
performed in the turn without penalty. die code of the current skill ofhe action being performed. For
If the roll fails subtract it from the difficulty instance a pilot with starship gunnery at 4D+1 firing his laser
number and the result indicates the number of hazards the cannon would roll 1D+4 for initiative.
ship suffers: one hazard for every 5 points. For any Here, free haste actions can be applied for a +1
fraction of 5, it suffers one minor hazard as well. For initiative. Note that once haste has been paired with one
example, if a pilot misses his piloting roll by 14 then he action, it is considered spent and cannot be applied again in
will roll two hazards and one minor hazard. the turn.
If the movement roll is missed by more than 10, Gunners are a special case in that they always receive
there is a potential collision. This is best determined by a +1 to the initiative on any shot fired and they also get one
the scenarios setting or with Game Master interaction. free Haste action for the turn.
For a game situated in perfectly open space and without In the order given by initiative, actions take place. In
GM ruling, collisions are ignored results. the case of ties, the actions are considered simultaneous. All
This rolled movement number also acts as the firing and damage results are recorded immediately. The
ships initiative number, used for 3.4. Further details on exception to this rule is missiles scoring damage. This is
movement determination and hazards are in section 5. always resolved after all other shots, and is considered
simultaneous in order to simulate their travel time. Full details
3.3 ROLL TURN-LENGTH ACTIONS on the Fire Phase are in section 7.
This is a subset of 3.2: rolling actions that have
consequences at the end of the turn, or take place over the 3.6 BOOKKEEPING PHASE
entire turn. Once movement has been rolled, these actions Record damage control attempts. Replenish character
are rolled. These include astrogation, skills from multiple action penalties. Erase old hazard results
coordinate/command, damage control, full evasion, jam from the previous turn; write down the new hazard results for
sensors, and sensor rolls. the next turn. Results of astrogation attempts are announced
and ships can jump into hyperspace if applicable. Complete
synopsis of the Bookkeeping step are in section 8.

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STAR WARRIORS: 3rd Edition

4.0 DECLARE ACTIONS FOR THE actions that pilots, gunners, and crewmen can perform.
Exceptional situations may exist during play where other
TURN actions are needed; a GM is needed for these.
In secret, players must decide what actions they Actions only require an initiative test if opposing
want their characters and ships to perform. The forces are attempting to act at the same moment
abbreviations for these actions are noted down. (Movement Phase or Fire Phase) and if their actions have
a potential to affect each other.
4.1 Using Force and Character Points Example: During the Fire Phase, a TIE fighter
opens fire on Ben's Lawless freighter. Ben did not care to
Force points, when spent, will double all attribute declare a combat evasion action nor does he have a fire
and skill codes for a character throughout the turn. The action to compete with the TIEs shot, so he does not have
declaration of one's use is not an action (i.e. not -1D to any action with which to compete. So the attack is just
another action) but must be done now, not later in the turn. rolled normally by the TIE. But why doesn't Ben care?
Character points can be spent even after an Example part 2: We left out a key element.
attribute or skill roll is made. However, the points must Bens X-wing buddy Jethro is tailing the TIE fighter!
be spent before any other characters make any die rolls. While Ben had nothing to compete with the TIE over,
For each point spent, the player rolls another die and adds Jethro intends to shoot the TIE before Ben gets shot. So
it--on a 6, it behaves as a wild die. now these two competitors roll 1D initiative plus their
1) A character can spend up to 2 for any skill or attribute use. rounded skill codes. If Jethro wins, he could blow the TIE
2) A character can spend up to 5 on any evasion attempts. away before it even gets to squeeze of a shot at Bens
3) A character can spend up to 2 to increase damage on an Lawless freighter. So thats why he didnt care...
attack.
4) A character can spend up to 5 when using a skill REFERENCE LIST
specialization. The following is a quick reference list of the
NOTE: Character points and Force points starship actions. Beside each entry is the common
cannot be spent in the same round! abbreviation used on starship templates to record their
use. Once declared, actions cannot be retracted for the
4.2 The Wild Die turn. See section 11 for advanced actions.
The Star Wars: Second Edition wild die rules
ACTION NAME ABBREVIATION
mean that any die roll (except for Star Warriors tables)
has one wild die included. If it comes up as a 6, it is Accelerate (Acc n)
added and rolled over. Scale alters this slightly. If Angle shield (Ang)
Astrogation (Ast)
suffering from a die cap of 3 and the wild die comes up 6,
Bank (Bank)
the highest possible result (in this case a 3) is added to the Combat evasion (CE)
total and then the wild die is rerolled normally. Coordinate/Command (Com)
If the wild die comes up a 1, it and the highest Damage control (Dam)
other die are removed from the total.
Decelerate (Dec n)
Double slip (DbS)
4.3 Maneuver Actions Double-up shields (DbUp)
These actions are shown separate since they Escape (Esc)
directly influence the movement for the ship. Only one Fire weapon (Fire)
character can declare maneuver actions in a single game- Full evasion (FE)
Haste (H)
turn. The actions, the modifiers they apply to the
Jam sensors (Jam)
movement difficulty, and the appropriate Hazard table
used in case of failure are: One-half loop ( 1/2)
Overspeed (Ospd)
MANEUVER MOD. HAZARD TABLE Overturn (Otrn)
1/2 Loop +1D C Prepare (Prep)
Double slip +2D C Ram attack (Ram)
Full evasion +1D C Rotate (Ro)
Overturn +2D D Sensors use (Sen)
Bank +1D D Slip (Slip)
Slip +1D D Tractorbeam (Trac)
Accelerate +1D-1 E Accelerate: A ship can accelerate by its acceleration
Decelerate +1D-1 E number in hexes (Sublight Units) every turn up to its
Overspeed +1D E maximum speed. A number lower than the acceleration
4.4 Starship Actions number can also be chosen, at the players discretion, to
accelerate by. The ship can get up to its first Sublight
Starship crewmen have a wide variety of actions
Unit Number and hold its speed there, or can accelerate
to choose from. This is the complete glossary of standard
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and Overspeed to increase speed up to its second number. Coordinate and command: This is a Command skill
Acceleration actions are not cumulative within a round. action. Whether a starship captain or a wing leader, this
action is needed in order to control a large force in a
Angle shield: For a starfighter, this action puts 1D of coordinated action. For each action that is coordinated
available shield code into one of its two arcs (front or (combined), a Command action is needed. In accordance
rear). The 1D goes into the arc of the player's choice in with Star Wars: The Second Edition, the number of people
either the Fire Phase or during the ships Movement Phase and their average skill level affects how difficult it will be
if Haste is applied to the action. Hence, a ship with 2D to command them. See page 69 of the rulebook for the
shield code would need two actions to place its shields. complete table on combining actions.
Capital-scaled ships are different; an angle shield action
raises all six hex-side shields 1D, assuming none are Damage control: This is an action where a character is
damaged. This routine action requires no roll. desperately attempting to jury-rig a damaged system in the
midst of battle. The fix-up is only temporarily, and still
Astrogation: This action prepares a ship to jump into needs real attention following the battle. The action is
lightspeed, or hyperspace. Astrogation attempts being written with details on which system is being fixed.
made during space combat, unless pre-planned, are The systems that can be fixed by damage control
treated as hasty entries for an automatic doubling of the (and the skills required) are: GUNS (weapon repair),
difficulty number. Also, any action penalties in effect on BODY DAMAGE (ship repair), ENGINE DAMAGE
the turn of rolling the astrogation apply to the difficulty. (ship repair), LATERAL CONTROL DAMAGE (ship
Finally, the hull condition of the ship has an effect on the repair), POWER LOSS (shields), TURN NUMBER +'s
difficulty number. A ship at -1D Hull Code suffers +5 to and STABILIZER DAMAGE (ship repair). The difficulty
both duration and difficulty; if a ship is at one-half Hull number is 8 x the number of times/levels the
Code then it suffers +10 to both duration and difficulty. system has been damaged. If a Hull Code has been
If successfully rolled, the ship may jump into reduced by 2D or damaged twice by 1D, the difficulty
lightspeed at the end of the turn. number is 16.
Fixing the problem improves the system by one level
Bank: This action banks the ship in order to make a very (1D). So in our example, the Hull Code is restored by 1D but
tight turn. Its effect is to reduce all turn numbers on the still has 1D damage to it. If it is reduced 1D again, then the
track by 1, with a minimum of 1/2. A 1/2 turn number Damage control difficulty is 24, not 16. The restored 1D still
means a ship may turn two times for every hex it moves counts as an instance that the system was been damaged.
forward (i.e. completely from one hex side to the If the damage control attempt fails, the system is
neighboring hex side in one turn). considered permanently broken. So, if R2 failed to roll a 24 in
this example, the Hull of the ship will remain at -2D and cannot
Combat evasion: This is an action to make the ship be fixed until out of combat. R2 whines.
difficult to hit using quick evasive maneuvers. It normally
occurs during the Fire Phase, in the order established by Decelerate: The counter to acceleration. A ship may
initiative rolls at the time. However, it can be initiated decrease its speed by up to its decelerate number.
before the Fire Phase with the use of a Haste action.
The procedure is to roll the pilot's current skill Double slip: This action allows a ship to slide on a
code and the ship's Maneuverability code together. diagonal course without interruption for the turn. A more
Whatever is rolled replaces the original hit number drastic use of lateral thrusters, it is more difficult than a
against the ship. If the difficulty number becomes less slip action. The ships turn number is increased by 1 for
than before, it cannot drop by more than 5. the turn. A slip or double-slip can only be in one direction
So if the original difficulty of a shot is 20 and the in the turn. The double slip must continue for at least as
evader rolls a 10, the difficulty to hit stands at 15. many hexes as the ships current turn number.

Double-up shields: This action doubles shield power into


one arc, fusing the connections out of another (damage
control can fix this). The arc to be doubled must already
have an angled shield present in order to be increased;
whatever the strength it has currently is doubled. Any die
of shield code can only be doubled-up once. 1D can be
taken up to 2D, but then not doubled again to 4D, etc. An
arc that is fused cannot have shield power put into it.
Difficulty: 2D + (2 x rounded Shield Code in arc)
Escape: When a ship is destroyed, any characters aboard
can only try to escape with their lives. This is a Survival
skill attempt. Success ejects the character safely. This
action can be performed without being declared, when the
ship is destroyed, but the skill check is made at a -1D.

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STAR WARRIORS: 3rd Edition

Difficulty: 3D (+ or - adjustments for escape systems) For example, let us say that Erisson declares the following actions:
two haste actions, one fire action, and one combat evasion (for a total
Fire weapon: This is the straight-forward action of of -3D actions penalty). Before Erisson even gets to move, a TIE
shooting a starships weapon. Tractorbeam operation falls fighter snap fires at him during its Movement Phase. He responsively
declares the use of one of his haste actions with his combat evasion.
under a separate action because of additional rules, but all
Assuming our bud succeeds in initiative and survives the TIEs blasts
of the basics apply except one, tractorbeams can only be (hes our hero, so we say he does), when his Movement Phase comes
fired during the Fire Phase. See Tractorbeam. up he has a choice. He could snap fire during his move also (using his
If an opponent chooses to evade the fire of an second haste action with his fire action) or he could wait until the Fire
opponent or wants to try to shoot first himself, then Phase and get a +1 initiative. In any event, his combat evasion which
initiative comes into play. Gunners automatically receive he rolled is already in effect for the rest of the turn.
a permanent +1 to all initiative rolls.
Firing takes place during the Fire Phase, but a Jam sensors: This action is the reverse of Sensors use,
Haste action can allow a shot to occur during the ships and cannot be performed on the same turn. A character
Movement Phase. A single Haste action must be allocated jamming attempts to disrupt tracking and targeting
to each shot to be performed in this snap-fire manner. attempts of enemy scanners. A Sensor Operation skill roll
Gunners also automatically receive one free Haste action is made. This produces two effects: it makes focused
per turn; so a sample gunner could fire one shot during scans on and firing on a jamming starship more difficult.
the Movement Phase for free with a +1 to initiative, or Any attempts to focus scanners onto a jamming
could fire his one shot during the Fire Phase with a +2 to ship will have the jammer's roll added to his initial
initiative (+1 from the Haste action unspent earlier and difficulty. Further, his jamming roll divided by 5
the other is automatically given to all gunner shots). (rounded up) applies to any opponents hit difficulties for
Gunners have special limitations to fire as well. the round if the attack is performed within the jamming
If the ship is forced into a roll (a damage/hazard result), ships scan radius (see SENSORS). Missile attacks, like
gunners are unable to fire that turn. Also, if the ship is proton torpedoes, whose guidances have to be disturbed
full evading, all gunners shots are resolved as though they once they penetrate this "jamming zone" automatically
are one range category further away than is actually the case have this applied to their fire regardless of the firing
(thus Extreme range shots are impossible). ships range and the jamming ships scan radius.

Full evasion: This is an action performed throughout the One-half loop: This is a special maneuver action that
entire turn. The initial roll (Piloting Skill+Maneuverability) reverses the ship's direction during its movement. Before
is added to every to-hit difficulty of opponents shots. The a ship can reverse its direction, it must move forward at
ships turn number is +1 penalty for the turn. All gunner least as many hexes as its turn number in one turn, and
shots act as though one range level higher from the still have at least one more hex movement left for the
complex and violent maneuvers. The pilot is also maneuver.
incapable of any actions outside of the maneuver actions Once it meets this condition during its
(4.3). Crewmen performing any other actions within the movement, it alters its facing as though it were a hex of
ship also have a +5 applied to any difficulties they have movement by as much as 180 degrees. The ship can also
(whether it be doubling-up shields or dealing with a perform a regular turn afterwards. If the ship's turn
boarding party). number is greater than its speed then a 1/2 loop is
impossible without turning maneuvers (like banking).
Haste: This action is a deliberate attempt to perform
actions before opponents, giving up accuracy in exchange. Overspeed: This action lets the ship travel up to its
It requires no roll by itself, but is paired with an action of second SU (Sublight Unit) number in speed for one
the players choice to provide that action with either a +1 turn. This action must be performed every turn a ship
to initiative during the Fire Phase or allow it to be done wishes to remain at overspeed velocity, and must initially
during the ships Movement Phase. For defensive actions, be performed in conjunction with an acceleration action to
such as angle shields or combat evasion, Haste can allow both allow and to get up to the second SU number.
an action to occur reactively when attacked -- even before
the ships Movement Phase comes up. 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
action cannot be done more than once in a turn towards

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one skill in order to get a higher bonus (more than 1D declared by the operator. Hence, if Tirogs ship is five
added to a skill). However, if prepare actions are hexes away, it will take five actions to reel his ship in.
performed toward one skill over multiple turns, the bonus For each action, the captured ship must make an opposed
can be increased, 1D for each turn invested. The bonus Hull Code roll versus the tractor beams Strength Code.
cannot exceed one-half the characters skill code (halve Success allows the target to be moved one hex, failure
the skills die code, pips remain unchanged; 1D halved indicates the beam is broken in the attempt and the target
becomes +2, so 1D+1 halved becomes +3 pips which is free. Keep in mind scaling between beam strength and
becomes just 1D). Aside from the list of actions in the the targets hull code as well. If the target is freed,
RPG book that cannot be prepared for, neither form of another attack must be performed to recapture it.
evasion can have prepare actions applied to them.
For example, if a protocol droid with 1D skill code
with starship shields spent an extra turn preparing to double-up
his shields, he would roll 1D+2 the next turn. This is because
the most a character can get from preparing is half his original
skill code. 1D halved is +2, so this is the best the droid can get.
Multiple turns of preparing will do him no good at all!

Ram attack: This is a very dangerous, likely suicidal X-Wing starfighter. Since the Rebellion began, the X-
action. The attacking ship must enter the same hex as its wing fighter has come to symbolize the Alliances military
target. A Haste action is required to perform this during philosophy: hit fast and hard, and take advantage of all
the ships Movement. Otherwise, the ship must have opportunities presented to you. HULL: 4D; MANEUVER:
ended its move in the same hex and attempt to ram in the 3D; SHIELDS: 1D; SPEED: 4D; SENSORS: 25/0D,
Fire Phase. The pilot then rolls his Skill Code plus his 50/1D, 75/2D, 3/4D; WEAPONS: Quad Medium Laser
Maneuverability Code. If the target chooses to evade, Cannon (fire control 3D, Damage 6D). Dual Proton
standard initiative rules apply. Torpedo Launcher (fire control 2D, Damage 9D, ammo 6).
Damage to each ship is their opponents Hull Y-Wing starfighter. The Y-wing was adopted at the
Code plus 1D for each SU in speed comparison (explained inception of the Rebel Alliance, and due to its versatility
under weapons fire). Damage scored against the rammer remains popular despite its old, almost outdated, design.
is at -1D. After damage has been taken care of, a Hazard HULL: 4D; MANEUVER: 2D; SHIELDS: 1D+2;
roll must be made for both ships. If capital ships were SPEED: 3D+2; SENSORS: 20/0D, 35/1D, 40/2D, 2/3D;
involved, ignore Hazard results. WEAPONS: Dual Medium Laser Cannon (fire control
2D, Damage 5D). Dual Proton Torpedo Launcher (fire
Rotate: This is the simple action of turning in place. control 2D, Damage 9D, ammo 6). Dual Light Ion
The ship must be at a speed of zero (at the beginning of Cannon Turret (fire control 3D --2D if fired by pilot--,
the turn). The ship can turn in place 30 o per rounded D Damage 4D).
of Maneuverability Code (minimum of 1 turn possible). A-Wing starfighter. The fastest known fighter in the
Rotation can only go in one direction during the turn and galaxy, the A-wing acts as the Alliances quick strike and
can be as little as a single point-to-side move or go as far interception weapon. Model one is equipped with a sensor
as the maximum will allow. jammer to help give it an added survivability and model
two is equipped with a missile launcher system in its place.
Sensors use: Characters can use their Sensors skills to HULL: 2D+2; MANEUVER: 4D; SHIELDS: 1D;
manipulate the sensors that their ship is equipped with SPEED: 6D; SENSORS: 30/0D, 50/1D, 75/2D, 4/4D+1;
and interpret the data. The role playing game gives full WEAPONS: Dual Medium Swivel Cannons [F/R arc
details on the ranges and sensor bonuses. firing capability] (fire control 3D, Damage 5D). Sensor
jammer (-2D from enemy fire control with sensor use) or
Slip: This maneuver action allows a ship to slide left, or Dual Missile Launcher (fire control 2D, Damage 8D,
right, without changing direction. The ships turn number ammo 6).
is increased by 1 for the turn. A slip can only be in one
direction in the turn. It must continue for at least as many
hexes as the ships current turn number.
Tractorbeam: This is the action of attaching a
tractorbeam to a target. It can only be performed during
the Fire Phase. When caught in a tractorbeam, mass
rules. Similarly-scaled ships move each another around
as they move...while a Star Destroyer would hold an X-
wing in place, not allowing it to do more than turn as it
completes performs its maneuvers.
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
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STAR WARRIORS: 3rd Edition

5.0 ROLL MOVEMENT/INITIATIVE Very Difficult: 7D-8D is rolled for the terrain difficulty.
Better say your prayers. Something really catastrophic is
With all actions determined for the turn, each going on, like fighting inside the gravitational effects of a
ships pilot must roll to see if it can successfully maneuver black hole or among violent explosions. Horrible
over its terrain. Three potential variables affect this combinations of the terrains mentioned under Moderate and
critical difficulty: the default terrain difficulty, maneuver Difficult terrains could be in the same place to make the terrain
actions declared, and any modifiers from damage or Very Difficult. Going through a densely-packed asteroid field
hazard results. Once the complete number of dice is or flying your starship into the heart of the Death Star through
determined, roll them and use the total for the difficulty small, winding tubes at top speed are Very Difficult. Combine
number to move over the terrain. a couple of these conditions and
the difficulty bumps up to 8D (good luck).
5.1 Terrain Difficulty
The terrain difficulty reflects the difficulty to Heroic: 9D+ is rolled for the ultimate terrain difficulty. If
simply move through it. Terrain is given a difficulty pulled off, the pilot is a legend without question. If somehow
ranking, from Very Easy to Heroic, which is determined three or more of the terrain types listed above were in one
by the GM or by the scenario. A single terrain roll is place, Heroic terrain would exist. Flying through the Death
made at the beginning of the turn for all valid ships. If Stars small, winding tubes at top speed while everything is
different terrain types exist in the scenario then multiple exploding behind and around the ship would be Heroic terrain.
rolls are made. If the ship is moving at less than or equal Now you know how good Lando and Wedge really are!
to half its normal maximum speed this turn, then the
terrain difficulty level is decreased by one. 5.2 Maneuver Actions Declared
If the pilot declared maneuver actions for the
Very Easy: 1D is rolled for the terrain difficulty. If the ship is turn then the terrain difficulty is modified cumulatively
going at half-speed or less through Very Easy terrain then according to the table below:
there is no base difficulty for terrain at all. Very Easy terrain
covers deep space. The area is clear and calm, not cluttered
MANEUVER MOD. HAZARD TABLE
with debris or subject to unusual gravitational or other 1/2 Loop +1D C
navigational hazards. Double slip +2D C
Full evasion +1D C
Easy: 2D is rolled for the terrain difficulty. Easy terrain is Overturn +2D D
flying through calm atmosphere or near a gravitational field in Bank +1D D
space. Flying a starship in the vicinity of other starships, or Slip +1D D
around minor obstacles in space, such as a small, dispersed Accelerate +1D-1 E
asteroid belt. If more than one of these conditions exist, the Decelerate +1D-1 E
difficulty is bumped up to Moderate. Overspeed +1D E

Moderate: 3D-4D is rolled for the terrain difficulty. 5.3 Damage/Hazard Modifiers
Moderate terrain is choppy atmospheric conditions or a storm.
In space, this is flying through crowded space, or in an area Some damage and hazard table results modify the
littered with a moderate amount of debris, with several other difficulty even further. If the ship has any of the following
starships in the area, or flying down an artificial canyon on a penalties listed then apply the modifiers provided below.
space station. The Death Stars basic hemispherical trench ACTION PENALTIES: If this temporary penalty
(minus those ridiculous cross-sections put in the arcade!) (either +3 or +6) is in effect on this turn, add the
would fall under this category. A major action between ships, appropriate amount to the total difficulty roll.
with little room to maneuver would fall in this category. If FORCED ROLL: The ship is barrel-rolling and
more than one of these conditions exist, bump the difficulty assesses an additional +3 difficulty to maneuver this
from 3D to 4D. turn.
STABILIZER DAMAGE: This permanent damage
Difficult: 5D-6D is rolled for the terrain difficulty. This is equivalent to the Action Penalty applies a straight +5.
terrain clogged with fast-going asteroids or filled with fast-
moving starships. A violent storm equivalence could also 5.4 The Piloting Skill Roll
create Difficult terrain conditions. Natural canyons, with their
Once the total difficulty is calculated for the ship,
nearly-random formations suddenly appearing in front of you
make a piloting + maneuverability skill roll for the ships
(or that Rebel Assault 2 mine escape flight!) is another
pilot. Do not forget to take into account multiple action
example of difficult terrain. This is Return of the Jedi at some
penalties, damage to the lateral controls, or injuries to the
points in the space battle, where starfighters were weaving
pilot when rolling this skill check.
between capital ships at great speeds and risked running into
If the pilots die-roll is equal to or greater than
them and each other! If more than one of these conditions
the total difficulty, the ship succeeds in all its actions.
exist, bump the difficulty from 5D to 6D.
If the die-roll is less than the total difficulty,
subtract the die-roll from the total difficulty. A ship
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suffers one hazard for every five points left over. If the L = Lateral Control Damage
number left over isnt equally divisible by five, it suffers
The ships turn number for the current and all future game-
one hazard for every five points, and one minor hazard for
turns is increased by one. If the ship has already suffered from
the extra points.
a Hazard L result, then the penalty can become no worse than
+2 to all turn numbers. Further results are ignored.
5.5 The Hazard Table
Included with the Star Warriors game is the LOSE = Lose One Action
Hazard Table, which is used once for each hazard or You lose one of the actions planned for your ship -- it does not
minor hazard the ship suffers. Only the lines C, D, and E perform the action, however you remain assessed the multiple
are used in these third edition rules. Beside each action penalty. You choose which action to lose. Any crew
maneuver action it shows which Hazard Table line is member involved in the ships operation may be chosen from
appropriate. to lose an action.
When a ship suffers a hazard, look at its
maneuver actions. Whatever the earliest letter in the Roll = Forced Roll
alphabet is that corresponds with an action performed is The ship must perform a barrel roll on the next turn. +3 is
the line to be rolled on for the first hazard. assessed to the terrain difficulty number at that time. Further,
If a ship suffers more than one hazard, each time no gunners can fire during the roll, and turn numbers are
you refer to the Hazard Table, use the next hazard line, increased +1.
alphabetically, for which the ship performed a maneuver
action. You go to the next line even if a ship has more SPD? = Random Speed Change
than one action planned with the same line. If you must Roll a die. On a die-roll of 1-3, the ships speed decreases
refer to the Hazard Table more times than a ship has by one. On a roll of 4-6, the ships speed increases by
hazard codes, you recycle, starting over at the beginning one. The speed may increase above the maximum speed if
of the alphabet. necessary, but may not exceed the maximum speed by
If a ship has no maneuver actions but does have more than two. On SPD2? hazards, multiply by two.
hazard results, then make all hazard rolls on line A of the
Hazard Table. Stb = Stabilizer Damage
When a ship suffers a minor hazard, use only the Every game-turn after this one, +5 is added to the
top damage code of the two you find on the Hazard Table. movement check for the ship. A second result can make
this +10, but it cannot go higher than that.
Example: The movement difficulty is 26; the die-roll is
12. 26-12=14, so the ship suffers two hazards and one T+1 or T+2 or T+3 = Turn Number Increase
minor hazard. The player will roll on the Hazard Table The ships turn number is increased by the indicated
three times. number for the current game-turn only.
The ship is 1/2 looping (line C), full evading
(line C), and accelerating (line E). So the first hazard is
rolled on line C, being first in alphabetical order. The
second hazard is rolled on line E, being the next available
in order. Finally, the minor hazard is rolled on line C
again.

5.6 Hazard Code Summary


A+3 or A+6 = Action Penalty
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.

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STAR WARRIORS: 3rd Edition

5.7 Collisions 6.0 MOVEMENT PHASES


While certain terrain types may not lend Each ship that is moving in the current turn does
themselves to collision (like open space) or may have so individually until all movement is completed. While
special rules to handle maneuvering through them being moved by the ships player, it is called the ships
(asteroid fields), other terrains are simply easier to handle Movement Phase. It must move its current speed and
by assessing a terrain difficulty and if the pilot fails his perform any maneuver actions it has declared, obeying its
roll by more than 10 points, considering the result a turn number. During the ships Movement Phase, its
collision. movement can be interrupted by tailing situations, in
This is determined by the scenario or the GM which moves can be passed or stolen, or it may intercede
during the game if the rules are not previously written. with one of its own Hasted-actions. When all applicable
Even an asteroid field could be simulated by just assessing ships are moved, the Fire (Action) Phase begins.
a terrain difficulty.
Where movement collisions are possible, and the 6.1 Movement Order
pilot fails his roll by more than 10, this basic system is
used. For special scenarios or terrains, other rules can Each side involved in the scenario had their ships
stand in place of these. roll movement checks to cross the terrain. The highest
The damage from a collision depends upon how skill roll on each side counts as Initiative for that side.
fast the ship was going that turn. When resolving Movement of ships alternates between vessels of each
collision damage with ships or objects of different scales, players choosing, starting with the side that won
dont forget to use appropriate damage die caps. initiative. A player may choose his own ship or one of his
For each hex in velocity the ship has, it counts as 1D opponents, completely at his discretion. Then his
damage. If the ship is overspeeding, there is a +1D to opponent(s) does the same.
this. For instance, a ship overspeeding at 8 would take If there are uneven sides (number of ships
9D damage. moving on each side, counting a Wing (advanced rule) as
an individual ship, things get somewhat more complicated.
If the pilot failed his roll by 11-15, this is only a minor
If one side has twice the number of ships as another, it
collision and there is a -3D assessed to the damage total.
must move two ships at a time. If it has three times as
However, if the roll missed by 21 or more, this is a major
many, then it must move three ships at a time. And so on.
collision and scores +4D increased damage.
If the number of vessels do not divide up neatly, the extra
This damage is scored immediately before any ships can be held back until their last move.
movement takes place. Refer to section 7 for damage
results.
6.2 Speed and Turn Number
5.8 Roll Turn-Length Actions The first thing a player does when he begins to
move a ship is to determine its current speed and turn
For those actions which consume an entire turn number. The turn number, given on its movement chart
or their results are critical to the end of the turn, roll their (see section 2.3) is the number of hexes (Sublight Units) a
success now. ship must move forward before it can turn by 30 degrees
Actions which fall into this category are: (i.e. change its facing from a hex side to an adjacent hex
Astrogation, Coordinate/Command, Damage Control, Full point, or from one hex point to an adjacent hex side).
Evasion, Jam Sensors, and Sensors use. A ships turn number is modified by any damage
incurred. It is also modified by the actions it performs. A
TIE Interceptors and bombers in attack formation. summary of the actions effects upon turn numbers is
(TIE FIGHTER, Lucas Arts) given below:
If a ship is slipping, its turn number is increased by 1.
If a ship is double-slipping, its turn number is
increased by 1.
If a ship is full evading, its turn number is increased
by 1.
Banking decreases the turn number by 1.
Overturning decreases the turn number by the ships
rounded maneuverability code (e.g. 1D+1 = -1).
Lateral control damage (hazard) increases the ships
turn number by one (up to a maximum of two) until
the damage is repaired.
If a ship is in a forced roll, its turn number is
increased by 1.
Lateral control damage (hit damage) decreases the
ships maneuverability code, thus raising its turn
numbers accordingly.
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A T+? damage result increases the turn number by 6.4 Slips and 1/2 Loops
the number indicated. A ship which slips can move sideways without
All modifications listed are cumulative. turning (i.e. its facing remains the same).
When a ship slips, it alternates between moving
If a ships base turn number is reduced below 1, sideways and straight forward. For hex point
the ship automatically has a turn number of 1/2. Turn movement, a ship moves as if it were facing toward
numbers can never be reduced below 1/2. With a turn one of the adjacent hex sides, without changing
number of 1/2, a ship can turn 60 degrees for each hex facing -- in other words, it moves along the line of
moved forward into, rather than the regular 30 degrees hexes to its forward left or forward right.
with a turn number of 1.
When a ship double-slips, it moves diagonally ahead
for as long as it double-slips. For hex point
6.3 Moving and Turning movement, it alternates as follows: first it moves to
Each ship must move as many hexes as its the hex immediately to its right (or left); then it
current speed. A ship moves forward by moving into the moves to the hex thats forward and to the right (or
next hex in the direction it is facing. Any number of ships left); and so on.
can pass through or occupy the same hex during or after A slip or double-slip can be to the right or to the left,
movement is done. but not both.
A ship facing a hex point and moving forward A ship that slips or double-slips must do so for at least
moves as follows: first, it enters the hex immediately in part of its move -- but it is not required to do so
front of it and off to the left (or right, movers choice). throughout its move. The maneuver must continue
Then it moves to the hex that is now in front of it and to for at least as many hexes as the ships turn number.
the right (or left -- whichever is the opposite of the way
just moved). Then it moves to the opposite hex again, For turning purposes, a ship that is slipping or
until movement is complete. double-slipping counts as moving forward.
This alternating movement for hex points does
not carry over from game-turn to game-turn. Thus, a ship The 1/2 loop action lets a ship reverse facing --
which made its last forward move to the right could also that is, turn three hex sides in a single hex, regardless its
begin the next game-turn moving off to the right. current turn number. A ship with a declared 1/2 loop
action must attempt to 1/2 loop at some point during its
A ships turn number is the number of hexes it Movement Phase.
must move forward in this manner before turning 30 Before a ship performs a 1/2 loop, it must move
degrees. After a ship has moved that number of hexes, the forward at least as many hexes as its turn number.
player may, at his option, turn the ship counter so that it Then, it may (but is not required to) turn normally.
now faces to the left or right point/side adjacent to its
Then, it reverses its facing, turning 180 degrees (or
previous facing. Turning does not cost movement points. three hex sides or hex points). In doing so, it
If a ships turn number is larger than its current
expends one hex of movement, reducing the total
speed, it may not turn during its move. If a ships turn number of hexes it must move for the current game-
number is small enough, it may turn several times during
turn by one. Besides being caught in a tractor beam,
the course of its move. If a ships turn number is 1/2, it this is the only time that hexes of movement are
may turn 60 degrees for every hex it moves forward. A
expended without actually moving on the game-map.
stopped ship has a turn number of 0; it may not move, but
may make as many 30 degree turns as its move, as the If a ships turn number is greater than its speed, it
ship has rounded maneuverability code. may not perform 1/2 loops, even if the action was
For turning purposes, each game-turn is a new declared for the ship.
start. For example, a ship with a turn number of three
may not move forward two hexes at the end of one game- 6.5 Choosing Ships and Tailing
turn, then move one hex in the next game-turn and When it is your turn to choose a ship, you may
change facing. It would have to move three hexes in the choose any ship that has not yet moved this game-turn.
second game-turn before turning. The ship you choose immediately moves but in a situation
where a ship is tailing or being tailed by another, special
rules become involved.

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STAR WARRIORS: 3rd Edition

One of your ships is tailing an enemy ship when: 6.7 Hasted Actions
Your ship is in the enemy ships rear center arc. Haste actions can be used in conjunction with
The enemy ship is in your ships front center arc. other declared actions to allow them to be performed
The enemy ship is within medium range of one of during the ships Movement Phase. An example of this is
your weapon systems. applying a haste action to a fire action, allowing the pilot
to snap-fire while moving, before the Fire Phase.
Passing a Move: For each action to be hasted before the Fire
If one of your ships is tailing an enemy ship, and Phase, a Haste action must be paired off with it. This
your ship is chosen to move by the enemy, you may pass pairing off need not be done during the Declare Actions
your move to the enemy ship. That means that the enemy step, but is done during the ships Movement Phase. Any
ship must immediately complete its Movement Phase. actions not given haste (unless they are turn-length
Immediately after it has done so, your ship completes its actions specified in section 5.8) take place during the
Movement Phase. combined Fire Phase for all ships.
Haste for defense actions like combat evasions or
Passing a move does not change the order of ship
angling shields can be issued even before a ships actual
choice. Once both ships have moved, it is your turn
Movement Phase. If a ship is attacked before its
to choose a ship, because the enemy player made the
Movement Phase, the defending ships player may, at his
last choice.
option, apply a Haste action to any one of his defensive
If your ship is tailing more than one enemy ship, you actions. Regular initiative determination then occurs as in
can pass your move to only one of those ships -- then the Fire Phase (section 7). After the defensive action has
you must move. been rolled, it is accurate for the remainder of the turn.
Example: Bens Lawless freighter has yet to have its
Stealing a Move: Movement Phase for the turn but he does have two haste
If one of your ships is tailing an enemy ship, and actions, a combat evasion, and a fire action declared. A TIE
the enemy player chooses to move the ship youre tailing, fighter moves into short range behind the Lawless on its
you may steal its move. That means you move your ship Movement Phase and fires at him. Ben decides to pair off one
first. Once youre done with your Movement Phase, the of his haste actions with his combat evasion. Then he rolls
enemy ship moves. initiative with the TIE pilot to determine if he can dodge in
If more than one of your ships is tailing the enemy time. For all following attacks this turn, whether during the
ship, only one of your ships may steal its move. Movement Phase or the Fire Phase, his combat evasion is
considered the difficulty number.
You may pass or steal a move only when the
enemy player chooses a tailing or tailed ship. You may All other actions can be done during the ships
not choose one of your own ships, then pass its move to a Movement Phase. The only restriction to hasted action
ship you are tailing; nor may you choose an enemy ship performance is:
you are tailing and steal its move with your own ship. Crewmen cannot perform their hasted actions from
When youre tailing an enemy ship, you are the hex in which their ship begins or ends its
never required to pass a move or steal a move from it; you movement, unless the ships speed is two or less.
do so only if you wish.
Any damage resulting from hasted actions or
terrain are taken immediately, before the Fire Phase
6.6 Map Adjustment begins. For details on the firing and damage procedure
The game-map represents an area of space and see section 7 (the Fire/Action Phase).
while space doesnt have edges, the game-map does.
When a ship flies off the edge of the map, move all Remember that gunners have the unique
counters on the map five hexes in a straight line, away advantage of one free haste action to their fire actions
from the map-edge in question. every turn. They do not pay the multiple action penalty
If the map cannot be adjusted without forcing a for it, nor do they have to use it if they choose not to. The
ship off the edge, do not adjust the map. Instead, the free haste action can be used like any other, to either allow
moving ship escapes; it is removed from play. Take note the gunner to fire during the ships Movement Phase, or to
that some scenarios may designate that the map is static allow a +1 bonus to initiative during the Fire Phase. In
and cannot be adjusted. Thus, whenever a ship moves off addition, gunners receive a +1 to all their initiative
the edge in such a scenario it has automatically escaped. checks.

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7.0 FIRE / ACTION PHASE Valid Targets. A ship may only fire upon targets that are
within the firing arc and range of a weapon system at the
Once all Movement Phases are concluded, the time the shot attempt is made.
main action phase of the turn takes place. Actions occur
roughly simultaneously, except in cases where competition Range and Difficulty. Table 2.5 detailed the beginning
is involved (see the example in section 4.4). In such difficulties and modifiers for weapon types, as well as the
cases, initiative must be rolled for all appropriate actions. ranges applicable for each. This is the foundation for the
Each action in conflict has 1D + the owners difficulty number. When a ship fires, count the number of
rounded skill code number. This initiative die counts as a hexes from the firing ship to the target, including the
wild die. A 1 bombs out, or must go last. A 6 counts as a targets hex but no the firers. This is the range. NOTE:
6 and is re-rolled again. The total numbers give the Ships in the same hex may not fire at one another.
initiative order for actions.
Defense actions that went off during the Modifying for Speed. The difficulty number is modified
Movement Phases are considered still active and do not for the relative speeds of the firer and target.
need initiative rolls. If the ships are facing in opposite directions (i.e.
Any actions that are given a haste action get +1 toward each other), add both ships speeds to the
applied to their initiative roll. These are cumulative. difficulty number.
Haste actions can be dispensed or not used, as the player
wishes. For example, if Erisson has two fire actions and If the ships are facing in the same direction, subtract
two haste actions to work with during the Fire Phase, he the slower ships speed from the faster, and add the
has to roll twice for initiative -- once for each action. He difference to the difficulty number.
could apply both haste actions to one shot (for a +2 to that If the ships are neither facing in the same direction
shot) or he could split the haste actions, one per shot (for nor in opposite directions, just add the targets speed
+1s). Or he could choose to not use them at all. to the difficulty number.
Remember that gunners have a flat +1 modifier
to all shots fired. In addition, if they have not used their Modifying for Special Conditions. The difficulty
free haste action, they can choose to apply it to one of number may be increased by Action Penalties or Full
their shots as well. Evasion penalties on the firer. For instance, if the firing
ship is full evading, the gunner treats the range as though
one category higher. Even terrain conditions at the GMs
7.1 Firing / Action Order discretion could be added to the difficulty number.
Attacks and actions are resolved sequentially,
with all damage from one attack taking effect before the Modifying for Evasion. If the firer wins initiative over
next ships weapon system is fired. Once defense actions the defender, the difficulty number calculated is used to
have been rolled, they stand for the remainder of the turn. determine hit success. Otherwise, the difficulty number
Only shots with higher initiative fire before the combat calculated can be added to for a targets Full Evasion or be
evasion or angling of shields takes effect. replaced by a targets Combat Evasion. In the case of a
The only exception to this is when identical Combat Evasion being lower than the original difficulty
initiative rolls occur. These actions then occur number calculated, subtract no more than 5 away from the
simultaneously (i.e. damage is scored simultaneously). original difficulty number towards the Combat Evasion
After all actions and shots are complete, with roll.
appropriate damage scored for each, the Fire/Action Phase
is done. Damage Resolution. If the firing ship hits its target, then
damage must be resolved immediately as described below.
7.2 Hitting the Target The one exception to this is in the case of missile
weapons, which score their damage simultaneously after
When a ship fires, you must determine its
all other weapons have rolled their damage.
difficulty number. Then, you make a gunnery skill roll
for the crewman firing the weapon. If the die-roll is equal
To-Hit Roll Modifier to Damage. Subtract the difficulty
to or greater than the difficulty number, the ship hits its
number from the die-roll number. For every full 10 points
target and you determine the damage the target suffers.
remaining, +1D damage is awarded the firer for damage-
Otherwise, the shot misses. Take note of the special
scoring purposes.
weapons listed in section 2.6 for differences from the
normal rules listed here.

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7.3 Damaging the Target L = Lateral Control Damage


Take the total Damage die code for the weapon, The ships Maneuverability Code is reduced by 1D. This
applying any range modifiers, and any +D modifiers for a effects all future piloting checks and turn numbers. This is the
10+ rolled success remainder. Contest this roll with the Damage version of L, not the Hazard version.
applicable Hull die code and Shield die code if the
appropriate arc was hit. The Damage roll is called DR P = Power Loss
and the Hull defense roll is called SR for the table below: 1D of shield power is lost. The die is lost from the quarter

CONTEST: Standard Weapon Ion Weapon


DR x 2 < SR = No effect No effect
DR < SR = Roll once at -1D Roll once
DR SR = Roll once Roll once at -1
DR SR+10 = Roll once at +1D Roll once at -1D
DR 2 x SR = Roll twice at +1D Roll twice at -1D
DR 3 x SR = Roll twice at +2D Roll twice at -2D
Do not apply Wild die to the following roll on the Star Warriors Fire Table.
that was hit. If no shields are angled to take the damage, roll
Apply the modifiers listed to the Star Warriors Fire Table 1D on this subtable. If, for some reason, the damage listed
and score damage results from that table. If the target was cant be taken, 1D Hull Damage occurs instead.
struck in the fore, rear, or side, use the appropriate sub- 1) Ship loses 1D from another available shield, even if
table given. its not angled up.
2) Disabled hyperdrives. The ships hyperdrives are
7.4 Damage Code Summary damaged and the ship cannot enter hyperspace until
the drives are fixed with damage control.
3) One random on-board weapon system is rendered
A+3 or A+6 = Action Penalty inoperative by a power failure until damage
For this turn and the following turn, the ships difficulties are controlled, in which case it returns back to the state it
increased by 3 or 6. This affects crew as well as pilot in all was in before this roll made it fail.
actions for that time being. If a ship suffers two A+3 results, 4) Cargo damaged by internal hit. GMs call on how
the action penalty becomes 6. Anything past A+6 is ignored. badly the cargo area is damaged.
5) An electrical fire breaks out inside the ship, doing 3D
Body or 2 Bdy, etc. = Body Damage damage to occupants in a random area until put out
with a damage control roll.
The ship suffers 1D of Hull Damage. Subtract 1D from 6) GM special if available or 1D Hull Damage results.
the Hull code for all future resistance checks. The number
indicates multiple dice taken away. If the total body Roll = Forced Roll
damage ever exceeds the total Hull code of a ship, the ship The ship must perform a barrel roll on the next turn. +3 is
is considered destroyed. assessed to terrain difficulty and turn numbers are increased by
1. Further, no gunners can fire during the barrel roll.
E = Engine Damage
SK-1 = Random Crewman Injured
The ships maximum speed is reduced by one. Referring to
the Ship Template, reduce the normal maximum speed by one. One random crewman is wounded (-1D to attributes and
If the ship is currently at the ships old maximum, or is skills). This reduction is permanent unless medical
overspeeding, immediately move its speed down by one. If attention can be given. A second wound result on the
this result is scored more than once in the same turn, the same individual incapacitates him.
overspeed maximum is dropped by one as well for each
additional E result.
Stb = Stabilizer Damage
Every game-turn after this one, +5 is added to the
movement check for the ship. A second result can make
G = Gun Damage this +10, but it cannot go higher than that.
A random weapon system on the ship is damaged. Roll
1D. On 1-2, the fire control of the system is reduced by T+1 or T+2 or T+3 = Turn Number Increase
1D to a minimum of 0. On a 3-4, the Damage code is The ships turn number is increased by the indicated
reduced by 1D to a minimum of 0. On a 5-6, both are. number for the current game-turn only.
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
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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.

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STAR WARRIORS: 3rd Edition

8.0 BOOKKEEPING PHASE one die of damage. One angle shields action raises
the forward shield by two pips and reduces all the
Record damage control attempts. Replenish others by one pip.
character skills from multiple action penalties. Erase old Coordinate and command actions are issued by set
hazard results from the previous turn; write down the new officers (gunnery chiefs) and routines are formally
hazard results for the next turn. Results of astrogation established to target multiple gunnery emplacements
attempts are announced and ships can jump into on single targets. Assuming all guns are fully
hyperspace if applicable. manned and operational, capital ships may
automatically perform combined actions without
ADVANCED RULES command difficulty being calculated and rolled. This
bonus applies to hit and damage rolls.
Damage control is attempted by damage control
9.0 CAPITAL SHIPS parties on board most capital ships. Assuming there
Although Star Warriors is mainly a game of is more than a skeleton crew on board the ship,
fighter combat, it includes rules for capital starships, like actions can be combined to repair systems.
Star Destroyers and Mon Calamari cruisers. Capital ships Double slip actions cannot be performed by capital
can occupy multiple hexes and range is counted from the ships larger in size than one hex.
nearest hexes of target and firer. Fire weapon -- note that on most capital ships, all
weapons are fired by gunners. So they all get +1
9.1 Scales initiative and one free haste action.
The two scales to be dealt with are Starfighter Full evasion actions cannot be performed by capital
and Capital. There are three kinds of scale charts that ships larger in size than one hex.
need to be used: To Hit, To Damage, and Dodge. Find the One-half loop actions cannot be performed by capital
scale of the thing that is doing the shooting along the left ships larger in size than one hex.
hand row. Find the scale of the target on the column Overturn actions cannot be performed by capital ships
across the top. Find where the row and column cross and larger in size than one hex.
that is the die cap. Ram attack actions score -1D damage to the capital
When the dice are rolled to hit the target, any ship per hex size over one.
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 Combined Action Bonus Table
count normally.
Number of People
Being Coordinated Bonus
TO HIT: 2 +1D
Starfighter Capital 4 +2D
Starfighter 6 6 6 +3D
Capital 3 6 10 +4D
15 +5D
TO DAMAGE: 25 +6D
Starfighter Capital 40 +7D
Starfighter 6 3 60 +8D
Capital 6 6 100 +9D
150 +10D
DODGE: 250 +11D
Starfighter Capital 400 +12D
Starfighter 6 6 600 +13D
Capital 2 6

9.2 Action Differences


The actions described in section 4 are identically
declared for capital ships with the following exceptions.
Note that with skeleton crews all difficulties are raised by
the amount specified for the ship.

Angle shields raises 1D shields to all six arcs, or if


one shield has taken one full die of damage, this
action can reduce the damage amount to one pip but
it is distributed among all six shields. For example, a
Corellian corvettes forward center shield has taken
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STAR
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9.3 Damaging Differences Shield Generators: If the shield arc shot through is
down, a successful shield attack receives +1D to its
Capital ships do not take damage the same way
damage. The attacks are aimed at knocking out the shield
starfighter-scaled ships do. Their damage (and their repairs) are
projection system for the ship, and attacks reduce all arcs
scored in pips, where 3 pips equals 1D. A capital ships hull of
by the indicated amount of hull pip damage. DR<SR
3D, for instance, has 9 pips. Damage would be scored off 9
results in only the hit arc losing a pip.
times before the capital ship would be considered dead in space.
On the other hand, repairs done are only accomplished in pips Vital Location: A vital location hit reduces the hull roll
as well. Note too that capital ships always resist damage with of the target vessel by 1D. Vital location attacks can be
their original, full Hull code; damage does not affect their Hull made cumulatively; a triple vital location attack would
rolls. reduce the attack by 6D and, if successful, reduce the hull
Capital ships that are only one hex in size (less that roll of the defender by 3D. Vital location targeting can
500 meters in length) take damage off of the Star Warriors fire also be combined with other targeting attacks. For
table just as described in 7.3, with all the same effects except that example, a vital location attack on the sublight engines
damage is scored off in pips. For larger capital ships... would have a hit modifier of -4D, and would reduce the
hull roll by 1D while doing damage exclusively to the
Capital Ship Damage Summary Chart sublight engines.
DR vs. SR Beam & Missile Ion Vital locations are plot driven normally. If you just
2xDR< SR no effect no effect rescued Walex Blissex, designer of the Victory Star Destroyer,
DR < SR 1 shield pip no effect then he can tell you the weak spots of that VSD off the port bow.
DR>=SR 1 hull pip -1D In other situations, a specific knowledge skill of a particular
DR>=2xSR 2 hull pips -2D class of ship will allow you to make a roll to find vital locations,
DR>=3xSR 3 hull pips -3D etc. one roll for each location type. Finally, a vital location could
If a shield pip cannot be taken from the hit shield, it have special conditions set to it. Perhaps the firer has to be at
counts as a hull pip. Vital locations can also be targeted on all point blank range (maneuvering down a trench) from a certain
capital ships, in fact this is the only way to score special angle or something. The GM can set conditions for a vital
damage past just shields and hull pips for large capital ships. 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 Advanced Targeting Chart
the effects of this attack, reducing the die code of the Target Hit Modifier Damage Modifier
ships sublight speed by pips as though hull code. Hull 0 0
Maneuver: If the shield arc shot through is down, a Sublight Engines -2D 0
successful maneuver attack receives +1D to its damage. Maneuver -3D +1D*
This attack is designed to cause shock damage to Fire Control -4D +2D*
maneuver control centers, and attacks reduce the Weapon (Beam) -3D 0
maneuver code. Weapon (Missile) -2D -1D
Shield Generators -2D +1D*
Fire Control: If the shield arc shot through is down, a Vital Location -2D -1D**
successful fire control attack receives +2D to its damage. * Only if attack was through down shield.
The attacks are aimed at disrupting the central fire control ** Reduce hull roll of target vessel by 1D.
circuits; pips of damage reduce the fire control of all
weapons. Ion Damage to Capital Ships
Weapons: Counter battery fire destroys the weapons of Ionization damage is not allocated in pips but in
the opponent. When targeting weapons, the firer must dice. The number of dice shown on the damage table
specify which weapons are being targeted and how many indicates the penalty that all systems on the capital ship
are being fired at. Multiply the damage pips by the suffers on the turn hit. This affects all actions from
number of guns firing for a damage total. This total is piloting to weapons fire. On the Bookkeeping Phase, the
distributed as evenly as possible among the target ionization penalty is reduced by 1D. Ionization damage is
weapons. One damage point counts as Gun damage, not cumulative, however. If a star destroyer is suffering
making it fire with 1D less fire control. Two damage from -3D ionization and is struck for a -2D damage effect,
points reduce its damage by 1D. Three damage points the two do not combine for -5D. The -3D effect holds in
incapacitate the weapon, rendering it useless until effect until the Bookkeeping Phase.
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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STAR WARRIORS: 3rd Edition

10.0 WINGS 11.0 ADVANCED ACTIONS


When large battles are fought, it is impractical to These actions can be declared by the pilot or
plan actions for every ship independently. For this reason, commander of a ship or wing leader. The benefits given
ships are grouped into wings for large battles. for successfully completing these actions (they are rolled
All ships in a particular wing must be of the immediately during the Declare Actions step) are granted
same ship type but can contain any number of ships. to the commanders crew or wingmates only if the
Rebels prefer groups of three and the Empire prefers commander also performs a single Command/Coordinate
groups of four. It is advisable to keep each wing the same action (for one or all of them).
size to avoid confusion.
In essence, for all rules written, treat a wing as a 11.1 Anticipate Enemy
single ship for purposes of movement, fire, etc. They act
completely as a team. Starfighter tactics is rolled by the commander if
his opponents are composed of starfighters, capital ship
tactics if they are not. If there is a mixture, then two
10.1 Moving Wings actions are needed, one for each skill check. Failure of
When any ship in a wing is chosen as the next to either roll, makes the action a failure.
move, all ships in the wing move. First move the If the roll is successful, his crew or wing all
designated wing leader. The other ships must end receives one free haste action (cumulative) to use.
movement within three hexes of the wing leader (or of Multiple sides to a conflict can successfully anticipate.
another ship in the wing) or suffer penalties. Difficulty: 3D + number of opposing ships of starfighter
If one or more ships in the wing is tailing an or capital ship scale (depending upon skill)
enemy ship, they are all considered to tail it for the
purposes of stealing or passing moves. 11.2 Deceive Enemy
Starfighter tactics is rolled by the commander if
10.2 Wing Gunnery his opponents are composed of starfighters, capital ship
The wing leader can coordinate the shots of his tactics if they are not. If there is a mixture, then two
wingmen in accordance with the rules given on page 69 actions are needed, one for each skill check. Failure of
and when using complete wing formation rules given either roll, makes the action a failure.
here, his difficulty level is reduced by one level. However, If the roll is successful, the commanders crew
ships in a wing can fire separately and at different targets can redeclare actions after hearing what the opponent has
if they choose to. declared. If both sides successfully perform this action,
the side with the highest roll is granted success and not
10.3 Breaking Wing Formation the opponent.
Difficulty: 4D + number of opposing ships of starfighter
If a ship in a wing is not within three hexes of or capital ship scale (depending upon skill)
the wing leader or of another ship in the wing (which is in
turn within three hexes of the wing leader), it may not
make any attack actions. Either the player has to get it 11.3 Direct Forces
back into wing formation or have it run away. To be performed by commanders of fleets, this is
If the wing leaders ship is destroyed or a tactics skill action, similar to the two above, which
removed (see below), then the next best pilot in the replaces the highest movement check made by the
wing becomes the wing leader. commanders side. If his forces are composed of
If one ship in a wing is damaged or suffers a starfighters, he uses Starfighter tactics. If his forces are
hazard result, the owning player must make a decision. composed of capital ships, he uses capital ship tactics. If
He can either: there is a mixture of forces, he must make two actions,
Record the damage/effect and have it effect all ships one for each skill roll, and take the lower of the two.
in the wing, not just the damaged one; or This action is rolled when other turn-length
Remove any one ship from the wing and ignore the actions are rolled (see section 5.8), not during the Declare
damage (Ive lost my rear stabilizer! Get clear, Actions step.
Wedge -- you cant do any good back there. This resultant roll, at the commanders
Sorry.) discretion, replaces his highest ships movement/initiative
roll as the initiative number for his side.

21
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12.0 BASIC COMBAT SYSTEM This is signified by an AUX CON marker and red
ACTION marker on the ship. After that round, its
The TIE fighters swarmed about their Rebel prey, condition becomes IONIZED -1D for another turn.
dual laser cannons picking away at the transports' hulls.
X-wings spewed forth from the slower cruisers, wielding
their own swift death in a desperate struggle to defend the 13.0 ASTROMECH DROIDS
convoy... Astromech (R2) droids provide a crutch for
A common Star Wars theme: the blackness of pilots. They can perform actions like characters
space being filled with masses of TIE fighters and huge independently. The astromech is linked with its fighter
clashes of fighters. But how is a referee going to handle and is always performing minor actions which aid the
something so huge and complex without fifty sheets of pilot (supplementing smaller computers), but it also can
paperwork and three days of constant playtime? For this, perform actions.
or for just speeding up battles, these BASIC COMBAT Example: Erisson orders his R2 to fix the
techniques will help. Combined with wing rules (section stabilizer damage and compute a hyperspace jump
10), mass combat will take no time at all! (astrogation). While Erisson performs his actions, his
There is no need for multiple stat sheets on droid will perform those two actions at -1D. It is
starships, just one for each type of vessel used. Damage essentially like having a copilot, freeing Erisson of those
will be handled in a very simplistic manner, actions will two actions.
be recorded by using Star Warriors' Action counters, and Astromech droids can perform maneuver actions
many ships will just have assumed actions and speeds. but never on the same turn that the pilot is doing
maneuver actions. Only one person can steer at a time.
TIE fighters routinely move at 7 speed, with a turn Finally, an astromech droid can act as a one-time
number of 4. They attack in groups and are blown up a shield. If the shields of a starfighter-scaled ship are
lot. They normally perform two actions in a turn, one penetrated and the P damage result occurs, the player may
normally being a declared fire. The other can be haste or opt to wound the astromech instead of rolling 1D on the
a combat evasion. table (see section 7.3). R2 whines.
Standard R2 astromech droids have the following
TIE interceptors cruise at 9 speed, with a turn number of relevant stats: Astrogation: 5D, Starfighter piloting: 3D,
4 (simulating a bank). They normally perform two Space transports: 3D, Computer program/repair: 4D,
actions a turn, one usually being a declared fire. It is not Starfighter repair: 5D. Exceptional astrodroids exist just
uncommon to find an ace doing something special as pilots do, however, and may have higher stats.
"anticipating" or "deceiving" opponents. Standard R3 astromech droids have the following
stats: Astrogation: 4D, Capital starship piloting: 4D,
BASIC DAMAGE SYSTEM Space transports: 3D, Capital starship repair: 6D, Capital
One of the most time-consuming aspects of this Starship weapon repair: 6D, Computer programming/repair:
system is the acute detail paid to damaged starships. 5D, Security: 5D.
Instead, make a few "goons" who get shot blow up with Standard R5 astromech droids have the following
the following damage table. stats: Computer programming/repair: 4D, Space
transports repair: 4D.
DR vs. SR Beam & Missile Ion
DR < SR No effect No effect
DR => SR DAMAGED IONIZED -1D
DR >2xSR DESTROYED DEAD CONTROLS

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.
22
STAR WARRIORS: 3rd Edition

14.0 TURRET GUNS DAMAGE AND SKILL CODES


Turbolaser towers do anywhere from 2D to 5D
Some scenarios may require turbolaser towers damage. The firing crew member can have anywhere
(turret guns); large, fixed gun emplacements normally between 4D to 6D skill.
found on surface structures. These units cannot move,
other than rotating in place. These are massive weapons, VICTORY POINT COST
used on garrisons and large military space stations. Turrets cost 3 points each, plus their firing
crewman's cost.
SCALE
Turrets are Capital ship scale. They are designed
to hit large targets, but can attempt smaller ones. Each 15.0 VICTORY POINTS VALUES
requires three or more crewmen to properly operate, Victory points help make for fair fights and
although only one man fires the weapon. provide a basis for determining true victors. The two
primary scales are evaluated according to two mainstays
FIRING AND MOVEMENT of the Star Wars universe: the X-wing starfighter and the
They can have a fire control anywhere from 0 to Star Destroyer capital ship.
4D, depending on size and accuracy. Turret guns can turn
one hex-side (60 degrees), once, at any time during the 15.1 Capital Starships
turn. This can be during any players Movement Phase.
Turret guns are all pivot mounted weapons for The Star Destroyer's 100 victory points are
range difficulties, and the number of barrels vary equivalent to the destroyer's 5845 Dice Maximum.
according to the turret. A turret gun can only fire at Simply put, the Dice Maximum is found by taking every
targets within its forward center arc. Turrets obviously die code's maximum value, plus multiple weapon
cannot perform any maneuver actions listed, like evasion. considerations. By finding the Dice Maximum of other
Preparation, haste, and firing are all possible. A turret capital ships and comparing to the destroyer's 5845
gun may use haste to combine with a shot at any time standard, then multiplying this comparison by the ship's
during the Movement Phases, since there is no applicable 100 point value, the capital ship's cost is found.
Movement Phase for turret guns. For instance, an Assault Frigate is only 34 points
If the turret gun lies in the target's front center or by comparison after calculating its Dice Maximum and
rear center arc, do not modify the difficulty number for dividing it by the Destroyer's 5845. Then, multiplying
target speed. If the gun lies in any other arc, add the this fraction by the 100 point standard shows a rounded
target's speed to the difficulty number only. 34 point value.
Note that turret guns are manned by gunners. So While starfighters pay for their crew members in
they receive one free haste action per turn and always get individual amounts, payment of crews on capital ships is
+1 initiative for any shots. paid for the entire crew. Just take the standard starfighter
crew costs and multiply the cost by two.
ATTACKING TURRETS For instance, a ship with veteran crew would cost
Ships firing upon a turret gun add their speed to 16 points more.
the difficulty number to hit. Turrets have, in capital ship
scale, 2D BODY. Use the "Front Quarter" line of the Fire 15.2 Starfighters
Table if the firing ship is in any one of the gun's three Starfighters are based upon the 5 victory point
front arcs; and the "Rear Quarter" line if the ship is in any X-wing fighter. These 5 points translate into a 246 Dice
of the three rear arcs. Maximum. Calculations are performed identically to the
A "G" damage code destroys a single turret gun, capital ship's.
but reduces the stats of a multiple barrel weapon For instance, buying a B-wing will cost 6 victory
according to the rules. point (279 DM). 3D+2 Hull translated to 20 (3D=18 + 2
A turret gun must take 6 BODY damage = 20). 1D+1 Maneuverability became 7. 3D Speed = 18.
(equivalent to 6 pips) before being eliminated. P damage 2D Shields = 12. The Laser Cannon's 1D Fire Control is
counts automatically as BODY, unless shields are in place 6, and its 7D Damage is 42. Ion Cannon's 4D Fire
over a turret gun. All other damage results are ignored for Control and 4D Damage becomes 48. A Proton Torpedo
a turret gun. does 9D damage, and since two can be launched
If destroyed, turrets explode according to capital simultaneously, it becomes 108 (not 54). Add them
ship rules. 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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WARS
15.3 Crew Cost at the higher range. They are expensive and illegal except
on military ships or those with special permits.
Pilots/Gunners/Crew are paid for as follows:
Ion guns do not have blaster equivalencies, but
Trainee (1 die) -- 1 point
are designed along the same lines as lasers. They simply
Poor (2 dice) -- 2 points
send high-energy ionized particles to wreak havoc with
Average (3 dice) -- 4 points
the sophisticated electronics and controls of starships.
Veteran (4 dice) -- 8 points
The different mount-types are also important
Hot-shot (5 dice) -- 16 points
distinctions. A fixed weapon is locked into its firing arc
These dice are what you roll on the Star Warriors skill
facing. A minimal amount of barrel control or
table, reproduced below for convenience. Roll for each
maneuvering allows any deviation from straight ahead.
skill needed by the pilot, gunner, crewman.
Swivel mountings have very quick servomotors, which
rotate the gun at precision speeds--useful for close
PILOT SKILL TABLE quarters but overcompensating at long range. Finally,
Die-roll Skill pivot mounts are slower to react but make long range
1 2D In addition to the ships targeting easier.
2 2D+1 victory point value, the Added barrels on weapons allow greater rapidity
3 2D+2 crew counts as victory of fire. While a single unit requires a cooling time of
4 3D points to determine the approximately one second, a second unit can fire in a
5 3D+1 victor of a scenario. staggered manner. This is represented by an increased
6 3D+2 damage code determined by the rapidity of the system.
7 4D If destroyed, the enemy gets
8 4D+1 the number of victory points 16.2 Missile Weapons
9 4D+2 listed above for the quality Proton torpedoes carry a proton-scattering energy
10 5D of the crew. A retreating warhead. Concussion weapons carry an armor-piercing
11 5D+1 ship is only worth half the warhead containing a compact energy pack. When they
12 5D+2 points of the ship and crew. explode, such weapons give off powerful concussive
13 6D A captured ship is worth blasts.
14 6D+1 double the listed points. The basic launchers are single port affairs with
15 6D+2 minimal ammunition capacity (called spaces). Additional
16 7D ports and more space can be added. Varieties of
17 7D+1 ammunition are also available, types that carry massive
18 7D+2 warheads and others that sacrifice warhead power for
19 8D range and superior targeting capability (called LR models).
20 8D+1
21 8D+2
22 9D 16.3 Tractor Beams
...and so on... Over the millenia, the tractor beam has been
altered from a commercial cargo-moving tool to an
offensive weapon, allowing the arrest of smaller ships.
16.0 WEAPONS DESCRIPTIONS They make it easier to lock onto fast-moving targets by
Starfighters have a wide selection of weapons stopping them cold and cutting their equivalent
from which to choose. This section describes the facts maneuverability to nil.
behind the different types of weapons. Afterwards, their
variables and economics are given. Capital ships
weapons are much too different to address here. Possibly
they will be discussed in a future supplement.

16.1 Laser & Ion Weapons


Light laser weapons (referred to as blasters) are
the cheapest weapons available. Blaster cannons are
usually mounted on licensed commercial craft. They are
capable of rapid fire but their power output simply does
not allow them to reach distances as significant as heavier
laser cannons. A blaster cannon cannot be any bigger
than light weapon class, and any bonuses given to damage
for multiple barrels can only be the absolute minimum
possible. The weapon is then termed a blaster and has the
reduced range effects.
A medium laser cannon is standard on military
ships. A heavy laser is rare, commonly called a turbolaser
24
STAR WARRIORS: 3rd Edition
16.4 LASER AND ION WEAPON ECONOMICS
WEAPON CLASS LIGHT MEDIUM HEAVY
STANDARD VALUE 2D 3D 5D
DAMAGE RANGE 1D - 2D+1 2D+2 - 3D+2 4D - 7D
BASE COST 100 Cr/+pip 200 Cr/+pip 300 Cr/+pip
BASE WEIGHT 1 ton 2 tons 4 tons

BARRELS SINGLE DOUBLE TRIPLE QUAD


STANDARD DAMAGE ADDED +0 +1D +2D +3D
DAMAGE RANGE +0 +(upto 1D+2) +(upto 2D+2) +(upto 3D+2)
ADDED COST +0 +100 Cr/+pip +150 Cr/+pip +200 Cr/+pip
ADDED WEIGHT +0 +1 ton +1.5 tons +2 tons
MOUNTING FIXED SWIVEL PIVOT
ADDED COST +0 Cr +100 Cr per arc +100 Cr per arc
ADDED WEIGHT +0 tons +.25 tons per arc +.25 tons per arc
FIRE CONTROL COST: +150 Cr/pip (maximum of 4D)
ION GUN MULTIPLIER: If weapon is ion then increase cost 25%, decrease tonnage 50%.

16.5 MISSILE WEAPON ECONOMICS


PROTON TORPEDO LAUNCHER: 1000 Cr and 1 ton for the basic single port 4 space model.
+250 Cr for dual port. +100 Cr and +.25 tons/2 slots added [12 space maximum]
& FIRE CONTROL SYSTEM: +200 Cr/pip (maximum of 3D)
PROTON TORPEDO I. Damage: 8D, Cost: 700 each, one space each, no weight.
PROTON TORPEDO II. Damage: 9D, Cost: 800 each, two spaces each, no weight.
LR PROTON TORPEDO Damage: 4D+2, Fire control: +1D, Cost: 800 each, two spaces each, no weight.

CONCUSSION MISSILE LAUNCHER: 2000 Cr and 2 tons for the basic single port 4 space model.
+200 Cr for dual port. +50 Cr and .25 tons/2 slots added [14 spaces maximum]
& FIRE CONTROL SYSTEM: +250 Cr/pip (maximum of 3D)
CONCUSSION BOMB Damage: 9D, Cost: 250 each, two spaces each, no weight.
LIGHT MISSILE Damage: 6D, Cost: 300 each, one space each, no weight.
MEDIUM MISSILE Damage: 7D, Cost: 400 each, two spaces each, no weight.
HEAVY MISSILE Damage: 8D, Cost: 500 each, three spaces each, no weight.
LR MISSILE Damage: 3D+2, Fire control: +1D+1, Cost: 400 each, two spaces each, no weight.

CONCUSSION BOMB LAUNCHER: If bomb launcher only, halve cost & tonnage, 100 space maximum.

16.6 TRACTOR BEAM ECONOMICS


COST: 1,200 Cr/pip Damage; 200 Cr/pip Fire Control (max Damage = 4D, max Fire Control = 3D)
TONNAGE: 5 tons/pip Damage

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.

25
STAR
WARS
MASTER RULES INDEX
Actions 06
Advanced actions 21
Astromech droids 22
Basic combat system 22
Capital starships 17
Character points 06
Collisions 12
Combat sequence 05
Combining fire 17
Concussion bombs 04
Concussion missiles 04
Damage table and explanations 16
Diagrams 19
Double slips 07, 13
Explosions 16
Fire/Action Phase 15
Force points 06
Gunners 05
Hasted actions 14
Hazard tables explanations 11
Hitting and damaging the target 15
Imperial fighters 04
Ion gun 03
Maneuver actions 10
Map adjustment 14
Master Weapons Table 03
Movement Phases 12
One-half loops 08, 13
Proton torpedoes 04
R2 units 22
Rebel fighters 09
Range categories 03
Rolling movement/initiative 10
Scale charts 17
Slips 09, 13
Special weapons 03
Starship skills 03
Starship systems 01
Starship template 02
Sublight speed 02
Targeting capital ship systems 18
Terrain difficulty 10
Tractor beam 04
Turn numbers 02
Turret guns 23
Victory points 23
Weapon descriptions 24
Weapon economics 25
Weapon ranges 03
Wild die 06
Wings 21

TESTED AND REVISED: 22 DECEMBER, 1995


Kenneth Johnson

26

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