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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
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Page 1: Star Warriors

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

Page 2: Star Warriors

TABLE OF CONTENTS

Standard Game7.0 Fire/Action Phase

7.1 Firing/Action Order7.2 Hitting the Target7.3 Damaging the Target7.4 Damage Code Summary7.5 Explosions

8.0 Bookkeeping Phase

Advanced Rules

9.0 Capital Ships9.1 Scales9.2 Action Differences9.3 Damaging DifferencesStarship diagrams (Star Warriors)

10.0 Wings10.1 Moving Wings10.2 Wing Gunnery10.3 Breaking Wing Formation

11.0 Advanced Actions11.1 Anticipate Enemy11.2 Deceive Enemy11.3 Direct Forces

12.0 Basic Combat System

13.0 Astromech Droids

14.0 Turret Guns

15.0 Victory Points Values15.1 Capital Starships15.2 Starfighters15.3 Crew Cost

16.0 Weapons Descriptions16.1 Laser & Ion Weapons16.2 Missile Weapons16.3 Tractor Beams16.4 Laser and Ion Weapon Economics16.5 Missile Weapon Economics16.6 Tractor Beam Economics

Master Rules Index

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1.0 Introduction1.1 Prologue1.2 Star Warriors: 3rd Edition

2.0 Terms & Setup2.1 Star Warriors Expectations2.2 Starship Systems2.3 The Starship Template2.4 Starship Skills2.5 Master Weapons Table2.6 Special WeaponsImperial Navy fighters

3.0 Combat Sequence Overview3.1 Declare Actions for the Turn3.2 Roll Movement/Initiative3.3 Roll Turn-length Actions3.4 Movement Phases3.5 Fire/Action Phase3.6 Bookkeeping Phase

4.0 Declare Actions for the Turn4.1 Using Force and Character Points4.2 The Wild Die4.3 Maneuver Actions4.4 Starship ActionsAlliance Fleet fighters

5.0 Roll Movement/Initiative5.1 Terrain Difficulty5.2 Maneuver Actions Declared5.3 Damage/Hazard Modifiers5.4 The Piloting Skill Roll5.5 The Hazard Table5.6 Hazard Code Summary5.7 Collisions

6.0 Movement Phases6.1 Movement Order6.2 Speed and Turn Number6.3 Moving and Turning6.4 Slips and 1/2 Loops6.5 Choosing Ships and Tailing6.6 Map Adjustment6.7 Hasted Actions

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STAR WARRIORS: 3rd Edition

1.0 INTRODUCTION

1.1 Prologue"A long time ago, in a galaxy far, far away...

... the fleets of the Rebel Alliance are locked in a desperate struggle for freedom with the forces of the evil Galactic Empire. A massive armada of Imperial TIE fighters and interceptors draws ever nearer to the Rebellion's hidden stronghold.

Matched against them is a meager handful of superb Rebel fighters the swift A-wing, the sturdy Y and B-wings, and that mainstay of the Rebel fleet, the T-65 X-wing fighter.

But more important than the ships are the men who fly them: Academy-trained Imperials and tough Rebel pilots trained only by the rigors of survival on the galactic frontier. In tiny, vulnerable craft these men brave the dangers of space, desperately pushing their ships to the utmost limits and beyond; for they know that upon their skill, their weapons, and their cunning rests the fate of the galaxy..."

STAR WARRIORS

1.2 Star Warriors: 3rd Edition (1996)This combat system simulates combat between

spacecraft in the Star Wars galaxy. Using tools from the second edition Star Wars Role Playing Game and Star Warriors, its aim is to make for fast-paced play that is integrated with both systems.

2.0 TERMS & SETUP

2.1 Star Warriors ExpectationsIn order to use this expansion to Star Warriors

and Star Wars Second Edition, an understanding of the basic games is required. For the role playing game, things like die codes, attributes (Strength, Dexterity, Mechanical, etc.), the movement system, and skill codes (Blaster: 4D+1) are minimum requirements to understand in order to use this system.

From Star Warriors, the damage charts, hazard charts, ship arcs, movement procedure, slipping rules, and hex-point facing rules are the most critical to understand to use this system.

From this basic understanding, reading through the rules should explain how to play this expanded 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 SystemsEvery starship possesses similar components.

The items this system deal with are primarily related to straight combat.

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.

ESCAPE: This is the pilot's last chance. If he is lucky, he may even be picked up after a combat. Pilots and crewmen have to use their survival skill and hope for the best.

HULL: This is the starship's body, including any armor and compartmentalization taken into account. It is represented by a ship's HULL CODE.

HYPERDRIVE: This is the starship's faster-than-light engine. While not used during combat, a ship can escape by jumping into "lightspeed" or enter combat from it.

MANEUVERABILITY (LATERAL CONTROL): This is the starship's handling indicator. It is represented by a ship's MANEUVERABILITY CODE and adds to the pilot’s skill.

LIFE SUPPORT: An assumed system that keeps the crew alive. It could be something as complex as an environmentally controlled cockpit or just a space suit.

SENSORS: The Star Wars: Second Edition created new rules for this system, complete with die codes. For this combat system, unless important for a specific scenario, fighters are assumed to detect enemies within 40 hexes around them and capital starships can within approximately 80 hexes.

SHIELDS: In almost all cases, starships have particle and ray shielding with which to protect themselves. Starfighters have small generators that can usually only protect a hemisphere of the craft, while capital starships have massive arrays of generators broadcasting fully encircling energy barriers. This is the ship's SHIELD CODE and it adds to the ship’s HULL CODE when it is damaged.

SUBLIGHT ENGINE: This is the propulsion system of a starship. It is represented by two entries. The first is the SUBLIGHT SPEED CODE, representing the power and speed of a vessel. It also represents the ship's acceleration rate. The second entry is a pair of "sublight unit" numbers. These represent the number of hexes the ship can travel in one round, maximum. One shows the normal maximum speed, the other shows the ship's overspeed number.

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STARWARS

WEAPONRY: Covering the broad possibilities, from blasters to turbolasers, ion cannons to proton torpedoes, and even tractorbeams, a weapon is anything used to affect another ship or target...to its disadvantage. Both a WEAPON DAMAGE CODE (for destructive power) and WEAPON FIRE CONTROL (for accuracy) are needed for any weapon system.

2.3 The Starship TemplateThe starship template features specific

information about 1 to 4 ships. The features we are primarily interested in are from section 2.2, although more specific information is contained here as well.

The SPEED entry has a slot for its die code followed by another line split by a slash. This second half of the line with the slashes is used to show the normal maximum speed (in Sublight Units, or SU’s for short) and the overspeed maximum.

Essentially the difference between normal and overspeed maximum lies in the engine of the ship being pushed beyond its capabilities. When a pilot performs an overspeed action, he is beyond full throttle and his craft has become much harder to control. For this he gets to push his ship one or two SU’s/turn faster than what is “sane.” These numbers are calculated as shown below.

1D 2/3 2D+1 4/5 3D+2 6/7 5D 8/91D+1 2/4 2D+2 4/6 4D 6/8 5D+1 8/10 1D+2 3/4 3D 5/6 4D+1 7/8 5D+2 9/102D 3/5 3D+1 5/7 4D+2 7/9 6D 9/11

Immediately following the SPEED entry is the Acceleration entry. Acceleration is a number based on the SUBLIGHT SPEED CODE of the ship. It is calculated by taking the rounded die code as a number entry. Simply take the lead number of the die code number. In the case of pips, round down if the pip is +1, round up if the pip is +2 (e.g. 4D+1 = 4 Acceleration while 4D+2 = 5 Acceleration). This is the maximum number a ship can speed up in a single turn.

Immediately to the right of the MANEUVER entry is the Deceleration entry. This is calculated by taking the rounded die code of the MANEUVERABILITY shown just to its left. This is the maximum number a ship can slow down in a single turn.

Below this is the turn number chart. This shows the number of hexes (SU’s) 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.

Next, fill in the turn numbers under each speed category. The formula used to calculate the ship's turn numbers for each speed setting is: CURRENT SPEED - MANEUVERABILITY (minimum of 1)

For instance: An X-wing with a Maneuverability Code of 3D. SPEED 1 2 3 4 5 6 7 8 TURN IN 1 1 1 1 2 3 4 5

1 - 3 (3D) = -1 (minimum is one), thus: 1.Note that Maneuverability Codes are rounded.3D+1 is rounded to 3D, for a -3 turn number factor;3D+2 is rounded to 4D, for a -4 turn number factor.

The weapons also get more specific information listed for them. First, their full description is written after the weapon # entry and their fire control following that. Under these entries are range listings, from PB (Point Blank) to E (Extreme) with base difficulty numbers listed after each abbreviation (see section 2.5); these are the starting difficulty numbers used to hit.

The parentheses entries are for the ranges (in hexes) to be written in. The ranges are shown on the Master Weapons Table (2.5).

Then using the modifiers shown on the Master Weapons Table (2.5), apply them to the basic difficulties shown over the ranges to get the To Hit entries for each range category. Finally, damage is written in for each bracket under the To Hit entries. This is the WEAPON DAMAGE CODE modified for as follows:

For all laser-type or projectile weapons (not missiles or torpedoes, nor ion cannons), give a +1 pip modifier to the Point Blank damage category, and take away 1D for Long range & 2D for Extreme range shots.

Thus, for a single, forward-mounted (fixed) laser cannon with a Damage Code of 4D, the bottom two tracks would appear as:

PB S M L E To Hit: 4 11 16 22 29Damage: 4D+1 4D 4D 3D 2D

The remaining information is specific for each ship shown on the template. It can contain abbreviated pilot and gunner actions and has boxes to easily mark off damage as it is scored. Damage will be detailed in section 7.4.

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STAR WARRIORS: 3rd Edition

2.4 Starship SkillsFor 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 CommunicationsTECHNICAL: Starship RepairPERCEPTION: CommandKNOWLEDGE:Starfighter Tactics Survival

2.6 Special Weapons

2.5 MASTER WEAPONS TABLETO-HIT DIFFICULTIES

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

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

DAMAGE MODIFIERSLaser Damage Mod. +1 pip -- -- -1D -2D

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STARWARS

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 die codes for these multiple actions.

Missiles hit their targets and score damage (simultaneously with other missiles) after all other shots have been resolved, to help simulate their travel time.

A ship may not fire its projectile weapon from a hex if it turns in that hex.

A near miss can occur when firing at large objects (one hex in size or greater), such as turret guns, asteroids, and capital starships. If the die-roll is within 3 of the difficulty number, it's a near miss. The Damage rolls are reduced by 1D for concussion missiles and 2D for proton torpedoes but is still scored against the large target.

BOMB: Concussion bombs are much like their missile counterparts, except that they can afford to be smaller not requiring complex targeting and engine systems... Concussion bombs can only be used to hit immobile

targets or very large targets (one hex or greater). Bomb strikes are resolved with missiles. A ship can fire bombs only at targets in its own hex.

TRACTOR BEAM: When caught in a tractorbeam, mass rules. Similarly-scaled ships move each another around as they move themselves...while a Star Destroyer would hold an X-wing in place, not allowing it to do more than turn as the X-wing tries to perform its “maneuvers.” It can only be shot during the Fire Phase of the turn. A successful hit does no damage but captures the

target in the beam. The tractor beam can move its target one hex (SU) in

any direction within range for each action declared by the operator.

For each action, the captured ship must make an opposed Hull Code roll versus the tractor beam’s Strength Code. Success allows the target to be moved one hex, failure indicates the beam is broken in the attempt and the target is free. If the target is freed, another attack must be performed to recapture it.

TIE/In space superiority fighter. Equipped with dual laser cannons and capable of incredible speeds, the TIE fighter is the mainstay of the Imperial Navy. HULL: 2D; MANEUVER: 3D (2D in atmosphere); SHIELDS: none; SPEED: 5D; SENSORS: 20/0D; 40/1D, 60/2D, 3/3D; WEAPONS: Dual Medium Fixed Laser Cannons (fire control 2D, Damage 5D).

TIE/rc reconnaissance fighter. With extra-sensitive sensors and long-range communications gear, the recon TIE is a useful tool for fleets probing or patrolling an area. HULL: 2D; MANEUVER: 2D+2 (2D in atmosphere); SHIELDS: none; SPEED: 5D; SENSORS: 30/0D, 50/1D, 75/2D, 3/4D; WEAPONS: Single Medium Laser Cannon (fire control 2D, Damage 2D+2).

TIE interceptor. Speed, agility, and firepower are the principles of this finest superiority fighter. Used by the elite ranks of the Imperial pilot corps, its design exploits weaknesses in Rebel snub fighters. HULL: 3D; MANEUVER: 3D+2; SHIELDS: none; SPEED: 5D+2; SENSORS: 25/0D, 40/1D, 60/2D, 4/3D+2; WEAPONS: Quad Light Fixed Laser Cannons (fire control 3D, Damage 6D).

TIE interceptor (modified). This version of the interceptor has added a miniature concussion missile launcher, capable of holding up to 4 missiles. Stats are identical to above except for the addition of a Dual Missile Launcher armed with 4 slots open for ammunition.

I-7 Howlrunner. The first design from Incom since its reorganization by the Empire, the Howlrunner is a multi-environment assault fighter with an expensive price tag to match its record. Some inner Imperial governors and Moffs have these at their disposal. HULL: 4D; MANEUVER: 3D+1; SHIELDS: 1D+1; SPEED: 4D+2; SENSORS: 20/0D, 40/1D, 55/2D, 3/3D; WEAPONS: Dual Heavy Fixed Laser Cannons (fire control 3D, Damage 5D+2). An upgraded version of this fighter comes equipped with a Dual Missile Launcher, with a capacity of 8 slots for ammunition.

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STARWARS

3.0 COMBAT SEQUENCE OVERVIEW

3.1 DECLARE ACTIONS FOR THE TURNPlayers decide upon actions for their ships to

perform. As with the role playing game, this is only limited by player judgment and multiple action penalties for their characters. These actions are kept secret and recorded on the ship templates.

Remember the basic rule of multiple action penalties: for each additional action past the first performed in a turn, apply a -1D to all skill rolls made.

Hence, if a pilot decides on the actions: (1) accelerate, (2) bank, and (3) fire, there are two additional actions being performed, so this pilot applies -2D to all action rolls made this turn.

Once all actions have been determined, they can be viewed openly by all players. Further details on actions possible for declaration are in sections 4 and 11.

3.2 ROLL MOVEMENT / INITIATIVEEach player determines their piloting difficulties

for the turn, according to the maneuvers they try to perform and the terrain being crossed. Rolling their Piloting skill codes with their Maneuverability codes and modified by multiple action or injury penalties, they attempt to meet or beat their difficulty numbers.

Success means that all declared actions can be performed in the turn without penalty.

If the roll fails subtract it from the difficulty number and the result indicates the number of hazards the ship suffers: one hazard for every 5 points. For any fraction of 5, it suffers one minor hazard as well. For example, if a pilot misses his piloting roll by 14 then he will roll two hazards and one minor hazard.

If the movement roll is missed by more than 10, there is a potential collision. This is best determined by the scenario’s setting or with Game Master interaction. For a game situated in perfectly open space and without GM ruling, collisions are ignored results.

This rolled movement number also acts as the ship’s initiative number, used for 3.4. Further details on movement determination and hazards are in section 5.

3.3 ROLL TURN-LENGTH ACTIONSThis is a subset of 3.2: rolling actions that have

consequences at the end of the turn, or take place over the entire turn. Once movement has been rolled, these actions are rolled. These include astrogation, coordinate/command, damage control, full evasion, jam sensors, and sensor rolls.

3.4 MOVEMENT PHASESThe player with the highest initiative ship

decides what ship moves first, choosing either one of his own ships or one of his opponent’s. This ship is then moved, and this is process is called a movement phase. After that ship is moved, in accordance with the movement rules, the other player then decides what ship will move. These movement phases go back and forth until all ships that are moving this turn are moved.

Haste fire (also called snap fire or gunner-fire) can interrupt any movement phase. Once resolved, the movement phase resumes.

The special case of tailing enemy ships can also interrupt a movement phase with passing moves or stealing moves, after which the next movement phase begins normally. Full details on movement are covered by section 6.

3.5 FIRE / ACTION PHASEOnce all ships have moved, the Fire and Action

Phase begins. During this phase, all non-hasted actions occur and haste not applied yet still can be. Hasted actions receive bonuses to their initiative rolls when a competition is called for in the Fire Phase.

In any firing or special situation where order of actions is needed (such as one ship firing on another performing a combat evasion), a 1D competition is rolled between contestants. To these initiative rolls, add the rounded die code of the current skill ofhe action being performed. For instance a pilot with starship gunnery at 4D+1 firing his laser cannon would roll 1D+4 for initiative.

Here, free haste actions can be applied for a +1 initiative. Note that once haste has been paired with one action, it is considered spent and cannot be applied again in the turn.

Gunners are a special case in that they always receive a +1 to the initiative on any shot fired and they also get one free Haste action for the turn.

In the order given by initiative, actions take place. In the case of ties, the actions are considered simultaneous. All firing and damage results are recorded immediately. The exception to this rule is missiles scoring damage. This is always resolved after all other shots, and is considered simultaneous in order to simulate their travel time. Full details on the Fire Phase are in section 7.

3.6 BOOKKEEPING PHASERecord damage control attempts. Replenish character

skills from multiple action penalties. Erase old hazard results from the previous turn; write down the new hazard results for 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 TURN

In secret, players must decide what actions they want their characters and ships to perform. The abbreviations for these actions are noted down.

4.1 Using Force and Character PointsForce points, when spent, will double all

attribute and skill codes for a character throughout the turn. The declaration of one's use is not an action (i.e. not -1D to another action) but must be done now, not later in the turn.

Character points can be spent even after an attribute or skill roll is made. However, the points must be spent before any other characters make any die rolls. For each point spent, the player rolls another die and adds it--on a 6, it behaves as a wild die. 1) A character can spend up to 2 for any skill or attribute use. 2) A character can spend up to 5 on any evasion attempts. 3) A character can spend up to 2 to increase damage on an attack.4) A character can spend up to 5 when using a skill specialization. NOTE: Character points and Force points cannot be spent in the same round!

4.2 The Wild DieThe Star Wars: Second Edition wild die rules

mean that any die roll (except for Star Warriors tables) has one wild die included. If it comes up as a 6, it is added and rolled over. Scale alters this slightly. If suffering from a die cap of 3 and the wild die comes up 6, the highest possible result (in this case a 3) is added to the total and then the wild die is rerolled normally.

If the wild die comes up a 1, it and the highest other die are removed from the total.

4.3 Maneuver ActionsThese actions are shown separate since they

directly influence the movement for the ship. Only one character can declare maneuver actions in a single game-turn. The actions, the modifiers they apply to the movement difficulty, and the appropriate Hazard table used in case of failure are:

MANEUVER MOD. HAZARD TABLE 1/2 Loop +1D C Double slip +2D C Full evasion +1D C Overturn +2D D Bank +1D D Slip +1D D Accelerate +1D-1 E Decelerate +1D-1 E Overspeed +1D E

4.4 Starship ActionsStarship crewmen have a wide variety of actions

to choose from. This is the complete glossary of standard actions that pilots, gunners, and crewmen can perform. Exceptional situations may exist during play where other actions are needed; a GM is needed for these.

Actions only require an initiative test if opposing forces are attempting to act at the same moment (Movement Phase or Fire Phase) and if their actions have a potential to affect each other.

Example: During the Fire Phase, a TIE fighter opens fire on Ben's Lawless freighter. Ben did not care to declare a combat evasion action nor does he have a fire action to compete with the TIE’s shot, so he does not have any action with which to compete. So the attack is just rolled normally by the TIE. But why doesn't Ben care?

Example part 2: We left out a key element. Ben’s X-wing buddy Jethro is tailing the TIE fighter! While Ben had nothing to compete with the TIE over, Jethro intends to shoot the TIE before Ben gets shot. So now these two competitors roll 1D initiative plus their rounded skill codes. If Jethro wins, he could blow the TIE away before it even gets to squeeze of a shot at Ben’s Lawless freighter. So that’s why he didn’t care...

REFERENCE LISTThe following is a quick reference list of the

starship actions. Beside each entry is the common abbreviation used on starship templates to record their use. Once declared, actions cannot be retracted for the turn. See section 11 for advanced actions.

ACTION NAME ABBREVIATION

Accelerate (Accn)Angle shield (Ang)Astrogation (Ast) Bank (Bank)Combat evasion (CE)Coordinate/Command (Com)Damage control (Dam)

Decelerate (Decn)Double slip (DbS)Double-up shields (DbUp)Escape (Esc) Fire weapon (Fire)Full evasion (FE)Haste (H)Jam sensors (Jam)

One-half loop (1/2)

Overspeed (Ospd)Overturn (Otrn)Prepare (Prep)Ram attack (Ram)Rotate (Ro)Sensors use (Sen)Slip (Slip)Tractorbeam (Trac)

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STARWARS

Accelerate: A ship can accelerate by its acceleration number in hexes (Sublight Units) every turn up to its maximum speed. A number lower than the acceleration number can also be chosen, at the player’s discretion, to accelerate by. The ship can get up to its first Sublight Unit Number and hold its speed there, or can accelerate and Overspeed to increase speed up to its second number. Acceleration actions are not cumulative within a round.

Angle shield: For a starfighter, this action puts 1D of available shield code into one of its two arcs (front or rear). The 1D goes into the arc of the player's choice in either the Fire Phase or during the ship’s Movement Phase if Haste is applied to the action. Hence, a ship with 2D shield code would need two actions to place its shields. Capital-scaled ships are different; an angle shield action raises all six hex-side shields 1D, assuming none are damaged. This routine action requires no roll.

Astrogation: This action prepares a ship to jump into lightspeed, or hyperspace. Astrogation attempts being made during space combat, unless pre-planned, are treated as hasty entries for an automatic doubling of the difficulty number. Also, any action penalties in effect on the turn of rolling the astrogation apply to the difficulty. Finally, the hull condition of the ship has an effect on the difficulty number. A ship at -1D Hull Code suffers +5 to both duration and difficulty; if a ship is at one-half Hull Code then it suffers +10 to both duration and difficulty.

If successfully rolled, the ship may jump into lightspeed at the end of the turn.

Bank: This action banks the ship in order to make a very tight turn. Its effect is to reduce all turn numbers on the track by 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).

Combat evasion: This is an action to make the ship difficult to hit using quick evasive maneuvers. It normally occurs during the Fire Phase, in the order established by initiative rolls at the time. However, it can be initiated before the Fire Phase with the use of a Haste action.

The procedure is to roll the pilot's current skill code and the ship's Maneuverability code together. Whatever is rolled replaces the original hit number against the ship. If the difficulty number becomes less than before, it cannot drop by more than 5.

So if the original difficulty of a shot is 20 and the evader rolls a 10, the difficulty to hit stands at 15.

Coordinate and command: This is a Command skill action. Whether a starship captain or a wing leader, this action is needed in order to control a large force in a coordinated action. For each action that is coordinated (combined), a Command action is needed. In accordance with Star Wars: The Second Edition, the number of people and their average skill level affects how difficult it will be to command them. See page 69 of the rulebook for the complete table on combining actions.

Damage control: This is an action where a character is desperately attempting to jury-rig a damaged system in the midst of battle. The fix-up is only temporarily, and still needs real attention following the battle. The action is written with details on which system is being fixed.

The systems that can be fixed by damage control (and the skills required) are: GUNS (weapon repair), BODY DAMAGE (ship repair), ENGINE DAMAGE (ship repair), LATERAL CONTROL DAMAGE (ship repair), POWER LOSS (shields), TURN NUMBER +'s and STABILIZER DAMAGE (ship repair). The difficulty number is 8 x the number of times/levels the system has been damaged. If a Hull Code has been reduced by 2D or damaged twice by 1D, the difficulty number is 16.

Fixing the problem improves the system by one level (1D). So in our example, the Hull Code is restored by 1D but still has 1D damage to it. If it is reduced 1D again, then the Damage control difficulty is 24, not 16. The restored 1D still counts as an instance that the system was been damaged.

If the damage control attempt fails, the system is 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 be fixed until out of combat. R2 whines.

Decelerate: The counter to acceleration. A ship may decrease its speed by up to its decelerate number.

Double slip: This action allows a ship to slide on a diagonal course without interruption for the turn. A more drastic use of lateral thrusters, it is more difficult than a slip action. The ship’s turn number is increased by 1 for the turn. A slip or double-slip can only be in one direction in the turn. The double slip must continue for at least as many hexes as the ship’s 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

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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.Difficulty: 3D (+ or - adjustments for escape systems)

Fire weapon: This is the straight-forward action of shooting a starship’s weapon. Tractorbeam operation falls under a separate action because of additional rules, but all of the basics apply except one, tractorbeams can only be fired during the Fire Phase. See Tractorbeam.

If an opponent chooses to evade the fire of an opponent or wants to try to shoot first himself, then initiative comes into play. Gunners automatically receive a permanent +1 to all initiative rolls.

Firing takes place during the Fire Phase, but a Haste action can allow a shot to occur during the ship’s Movement Phase. A single Haste action must be allocated to each shot to be performed in this “snap-fire” manner. Gunners also automatically receive one free Haste action per turn; so a sample gunner could fire one shot during the Movement Phase for free with a +1 to initiative, or could fire his one shot during the Fire Phase with a +2 to initiative (+1 from the Haste action unspent earlier and the other is automatically given to all gunner shots).

Gunners have special limitations to fire as well. If the ship is forced into a roll (a damage/hazard result), gunners are unable to fire that turn. Also, if the ship is full evading, all gunner’s shots are resolved as though they are one range category further away than is actually the case (thus Extreme range shots are impossible).

Full evasion: This is an action performed throughout the entire turn. The initial roll (Piloting Skill+Maneuverability) is added to every to-hit difficulty of opponents’ shots. The ship’s turn number is +1 penalty for the turn. All gunner shots act as though one range level higher from the complex and violent maneuvers. The pilot is also incapable of any actions outside of the maneuver actions (4.3). Crewmen performing any other actions within the ship also have a +5 applied to any difficulties they have (whether it be doubling-up shields or dealing with a boarding party).

Haste: This action is a deliberate attempt to perform actions before opponents, giving up accuracy in exchange. It requires no roll by itself, but is paired with an action of the player’s choice to provide that action with either a +1 to initiative during the Fire Phase or allow it to be done during the ship’s Movement Phase. For defensive actions, such as angle shields or combat evasion, Haste can allow an action to occur reactively when attacked -- even before the ship’s Movement Phase comes up.

For example, let us say that Erisson declares the following actions: two haste actions, one fire action, and one combat evasion (for a total of -3D actions penalty). Before Erisson even gets to move, a TIE fighter snap fires at him during its Movement Phase. He responsively declares the use of one of his haste actions with his combat evasion. Assuming our bud succeeds in initiative and survives the TIE’s blasts (he’s our hero, so we say he does), when his Movement Phase comes up he has a choice. He could snap fire during his move also (using his second haste action with his fire action) or he could wait until the Fire Phase and get a +1 initiative. In any event, his combat evasion which he rolled is already in effect for the rest of the turn.

Jam sensors: This action is the reverse of Sensors use, and cannot be performed on the same turn. A character jamming attempts to disrupt tracking and targeting attempts of enemy scanners. A Sensor Operation skill roll is made. This produces two effects: it makes focused scans on and firing on a jamming starship more difficult.

Any attempts to focus scanners onto a jamming ship will have the jammer's roll added to his initial difficulty. Further, his jamming roll divided by 5 (rounded up) applies to any opponent’s hit difficulties for the round if the attack is performed within the jamming ship’s scan radius (see SENSORS). Missile attacks, like proton torpedoes, whose guidances have to be disturbed once they penetrate this "jamming zone" automatically have this applied to their fire regardless of the firing ship’s range and the jamming ship’s scan radius.

One-half loop: This is a special maneuver action that reverses the ship's direction during its movement. Before a ship can reverse its direction, it must move forward at least as many hexes as its turn number in one turn, and still have at least one more hex movement left for the maneuver.

Once it meets this condition during its movement, it alters its facing as though it were a hex of movement by as much as 180 degrees. The ship can also perform a regular turn afterwards. If the ship's turn number is greater than its speed then a 1/2 loop is impossible without turning maneuvers (like banking).

Overspeed: This action lets the ship travel up to its second SU (Sublight Unit) number in speed for one turn. This action must be performed every turn a ship wishes to remain at overspeed velocity, and must initially be performed in conjunction with an acceleration action to both allow and to get up to the second SU number.

Overturn: This is a more intensive banking action. If successful, it reduces the ship's turn numbers by its rounded Maneuverability Code (e.g. -3 if its code is 3D+1), with a minimum of 1/2. A 1/2 turn number means a ship may turn two times for every hex it moves forward (i.e. completely from one hex side to the neighboring hex side in one turn).Prepare: This action lets a character improve one Skill Code by 1D for a single action in his next turn. During

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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 one skill in order to get a higher bonus (more than 1D added to a skill). However, if prepare actions are performed toward one skill over multiple turns, the bonus can be increased, 1D for each turn invested. The bonus cannot exceed one-half the character’s skill code (halve the skill’s die code, pips remain unchanged; 1D halved becomes +2, so 1D+1 halved becomes +3 pips which becomes just 1D). Aside from the list of actions in the RPG book that cannot be prepared for, neither form of 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 action. The attacking ship must enter the same hex as its target. A Haste action is required to perform this during the ship’s Movement. Otherwise, the ship must have ended its move in the same hex and attempt to ram in the Fire Phase. The pilot then rolls his Skill Code plus his Maneuverability Code. If the target chooses to evade, standard initiative rules apply.

Damage to each ship is their opponent’s Hull Code plus 1D for each SU in speed comparison (explained under weapons fire). Damage scored against the rammer is at -1D. After damage has been taken care of, a Hazard roll must be made for both ships. If capital ships were involved, ignore Hazard results.

Rotate: This is the simple action of turning in place. The ship must be at a speed of zero (at the beginning of

the turn). The ship can turn in place 30o per rounded D of Maneuverability Code (minimum of 1 turn possible).Rotation can only go in one direction during the turn and can be as little as a single point-to-side move or go as far as the maximum will allow.

Sensors use: Characters can use their Sensors skills to manipulate the sensors that their ship is equipped with and interpret the data. The role playing game gives full details on the ranges and sensor bonuses.

Slip: This maneuver action allows a ship to slide left, or right, without changing direction. The ship’s turn number 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 ship’s 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 declared by the operator. Hence, if Tirog’s ship is five hexes away, it will take five actions to reel his ship in. For each action, the captured ship must make an opposed Hull Code roll versus the tractor beam’s Strength Code. Success allows the target to be moved one hex, failure indicates the beam is broken in the attempt and the target is free. Keep in mind scaling between beam strength and the target’s hull code as well. If the target is freed, another attack must be performed to recapture it.

X-Wing starfighter. Since the Rebellion began, the X-wing fighter has come to symbolize the Alliance’s military philosophy: hit fast and hard, and take advantage of all opportunities presented to you. HULL: 4D; MANEUVER: 3D; SHIELDS: 1D; SPEED: 4D; SENSORS: 25/0D, 50/1D, 75/2D, 3/4D; WEAPONS: Quad Medium Laser Cannon (fire control 3D, Damage 6D). Dual Proton Torpedo Launcher (fire control 2D, Damage 9D, ammo 6).

Y-Wing starfighter. The Y-wing was adopted at the inception of the Rebel Alliance, and due to its versatility remains popular despite its old, almost outdated, design. HULL: 4D; MANEUVER: 2D; SHIELDS: 1D+2; SPEED: 3D+2; SENSORS: 20/0D, 35/1D, 40/2D, 2/3D; WEAPONS: Dual Medium Laser Cannon (fire control 2D, Damage 5D). Dual Proton Torpedo Launcher (fire control 2D, Damage 9D, ammo 6). Dual Light Ion Cannon Turret (fire control 3D --2D if fired by pilot--, Damage 4D).

A-Wing starfighter. The fastest known fighter in the galaxy, the A-wing acts as the Alliance’s quick strike and interception weapon. Model one is equipped with a sensor jammer to help give it an added survivability and model two is equipped with a missile launcher system in its place. HULL: 2D+2; MANEUVER: 4D; SHIELDS: 1D; SPEED: 6D; SENSORS: 30/0D, 50/1D, 75/2D, 4/4D+1; WEAPONS: Dual Medium Swivel Cannons [F/R arc firing capability] (fire control 3D, Damage 5D). Sensor jammer (-2D from enemy fire control with sensor use) or Dual Missile Launcher (fire control 2D, Damage 8D, ammo 6).

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5.0 ROLL MOVEMENT/INITIATIVEWith all actions determined for the turn, each

ship’s pilot must roll to see if it can successfully maneuver over its terrain. Three potential variables affect this critical difficulty: the default terrain difficulty, maneuver actions declared, and any modifiers from damage or hazard results. Once the complete number of dice is determined, roll them and use the total for the difficulty number to move over the terrain.

5.1 Terrain DifficultyThe terrain difficulty reflects the difficulty to

simply move through it. Terrain is given a difficulty ranking, from Very Easy to Heroic, which is determined by the GM or by the scenario. A single terrain roll is made at the beginning of the turn for all valid ships. If different terrain types exist in the scenario then multiple rolls are made. If the ship is moving at less than or equal to half its normal maximum speed this turn, then the terrain difficulty level is decreased by one.

Very Easy: 1D is rolled for the terrain difficulty. If the ship is going at half-speed or less through Very Easy terrain then there is no base difficulty for terrain at all. Very Easy terrain covers deep space. The area is clear and calm, not cluttered with debris or subject to unusual gravitational or other navigational hazards.

Easy: 2D is rolled for the terrain difficulty. Easy terrain is flying through calm atmosphere or near a gravitational field in space. Flying a starship in the vicinity of other starships, or around minor obstacles in space, such as a small, dispersed asteroid belt. If more than one of these conditions exist, the difficulty is bumped up to Moderate.

Moderate: 3D-4D is rolled for the terrain difficulty. Moderate terrain is choppy atmospheric conditions or a storm. In space, this is flying through crowded space, or in an area littered with a moderate amount of debris, with several other starships in the area, or flying down an artificial canyon on a space station. The Death Star’s basic hemispherical trench (minus those ridiculous cross-sections put in the arcade!) would fall under this category. A major action between ships, with little room to maneuver would fall in this category. If more than one of these conditions exist, bump the difficulty from 3D to 4D.

Difficult: 5D-6D is rolled for the terrain difficulty. This is terrain clogged with fast-going asteroids or filled with fast-moving starships. A violent storm equivalence could also create Difficult terrain conditions. Natural canyons, with their nearly-random formations suddenly appearing in front of you (or that Rebel Assault 2 mine escape flight!) is another example of difficult terrain. This is Return of the Jedi at some points in the space battle, where starfighters were weaving between capital ships at great speeds and risked running into

them and each other! If more than one of these conditions exist, bump the difficulty from 5D to 6D.

Very Difficult: 7D-8D is rolled for the terrain difficulty. Better say your prayers. Something really catastrophic is going on, like fighting inside the gravitational effects of a black hole or among violent explosions. Horrible combinations of the terrains mentioned under Moderate and Difficult terrains could be in the same place to make the terrain Very Difficult. Going through a densely-packed asteroid field or flying your starship into the heart of the Death Star through small, winding tubes at top speed are Very Difficult. Combine a couple of these conditions and the difficulty bumps up to 8D (good luck).

Heroic: 9D+ is rolled for the ultimate terrain difficulty. If pulled off, the pilot is a legend without question. If somehow three or more of the terrain types listed above were in one place, Heroic terrain would exist. Flying through the Death Star’s small, winding tubes at top speed while everything is exploding behind and around the ship would be Heroic terrain. Now you know how good Lando and Wedge really are!

5.2 Maneuver Actions DeclaredIf the pilot declared maneuver actions for the

turn then the terrain difficulty is modified cumulatively according to the table below:

MANEUVER MOD. HAZARD TABLE 1/2 Loop +1D C Double slip +2D C Full evasion +1D C Overturn +2D D Bank +1D D Slip +1D D Accelerate +1D-1 E Decelerate +1D-1 E Overspeed +1D E

5.3 Damage/Hazard ModifiersSome damage and hazard table results modify

the difficulty even further. If the ship has any of the following penalties listed then apply the modifiers provided below. ACTION PENALTIES: If this temporary penalty

(either +3 or +6) is in effect on this turn, add the appropriate amount to the total difficulty roll.

FORCED ROLL: The ship is barrel-rolling and assesses an additional +3 difficulty to maneuver this turn.

STABILIZER DAMAGE: This permanent damage equivalent to the Action Penalty applies a straight +5.

5.4 The Piloting Skill RollOnce the total difficulty is calculated for the

ship, make a piloting + maneuverability skill roll for the ship’s pilot. Do not forget to take into account multiple

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action penalties, damage to the lateral controls, or injuries to the pilot when rolling this skill check.

If the pilot’s die-roll is equal to or greater than the total difficulty, the ship succeeds in all its actions.

If the die-roll is less than the total difficulty, subtract the die-roll from the total difficulty. A ship suffers one hazard for every five points left over. If the number left over isn’t equally divisible by five, it suffers one hazard for every five points, and one minor hazard for the extra points.

5.5 The Hazard TableIncluded with the Star Warriors game is the

Hazard Table, which is used once for each hazard or minor hazard the ship suffers. Only the lines C, D, and E are used in these third edition rules. Beside each maneuver action it shows which Hazard Table line is appropriate.

When a ship suffers a hazard, look at its maneuver actions. Whatever the earliest letter in the alphabet is that corresponds with an action performed is the line to be rolled on for the first hazard.

If a ship suffers more than one hazard, each time you refer to the Hazard Table, use the next hazard line, alphabetically, for which the ship performed a maneuver action. You go to the next line even if a ship has more than one action planned with the same line. If you must refer to the Hazard Table more times than a ship has hazard codes, you “recycle,” starting over at the beginning of the alphabet.

If a ship has no maneuver actions but does have hazard results, then make all hazard rolls on line A of the Hazard Table.

When a ship suffers a minor hazard, use only the top damage code of the two you find on the Hazard Table.

Example: The movement difficulty is 26; the die-roll is 12. 26-12=14, so the ship suffers two hazards and one minor hazard. The player will roll on the Hazard Table three times.

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 PenaltyFor this turn and the following turn, the ship’s 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 DamageThe ship’s 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 ship’s 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.

L = Lateral Control DamageThe ship’s turn number for the current and all future game-turns is increased by one. If the ship has already suffered from a Hazard L result, then the penalty can become no worse than +2 to all turn numbers. Further results are ignored.

LOSE = Lose One ActionYou lose one of the actions planned for your ship -- it does not perform the action, however you remain assessed the multiple action penalty. You choose which action to lose. Any crew member involved in the ship’s operation may be chosen from to lose an action.

Roll = Forced RollThe ship must perform a barrel roll on the next turn. +3 is assessed to the terrain difficulty number at that time. Further, no gunners can fire during the roll, and turn numbers are increased +1.

SPD? = Random Speed ChangeRoll a die. On a die-roll of 1-3, the ship’s speed decreases by one. On a roll of 4-6, the ship’s speed increases by one. The speed may increase above the maximum speed if necessary, but may not exceed the maximum speed by more than two. On SPD2? hazards, multiply by two.

Stb = Stabilizer DamageEvery game-turn after this one, +5 is added to the movement check for the ship. A second result can make this +10, but it cannot go higher than that.

T+1 or T+2 or T+3 = Turn Number IncreaseThe ship’s turn number is increased by the indicated number for the current game-turn only.

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5.7 CollisionsWhile certain terrain types may not lend

themselves to collision (like open space) or may have special rules to handle maneuvering through them (asteroid fields), other terrains are simply easier to handle by assessing a terrain difficulty and if the pilot fails his roll by more than 10 points, considering the result a collision.

This is determined by the scenario or the GM during the game if the rules are not previously written. Even an asteroid field could be simulated by just assessing a terrain difficulty.

Where movement collisions are possible, and the pilot fails his roll by more than 10, this basic system is used. For special scenarios or terrains, other rules can stand in place of these.

The damage from a collision depends upon how fast the ship was going that turn. When resolving collision damage with ships or objects of different scales, don’t forget to use appropriate damage die caps. For each hex in velocity the ship has, it counts as 1D

damage. If the ship is overspeeding, there is a +1D to this. For instance, a ship overspeeding at 8 would take 9D damage.

If the pilot failed his roll by 11-15, this is only a minor collision and there is a -3D assessed to the damage total. However, if the roll missed by 21 or more, this is a major collision and scores +4D increased damage.

This damage is scored immediately before any movement takes place. Refer to section 7 for damage results.

5.8 Roll Turn-Length ActionsFor those actions which consume an entire turn

or their results are critical to the end of the turn, roll their success now.

Actions which fall into this category are: Astrogation, Coordinate/Command, Damage Control, Full Evasion, Jam Sensors, and Sensors use.

TIE Interceptors and bombers in attack formation. (TIE FIGHTER, Lucas Arts)

6.0 MOVEMENT PHASESEach ship that is moving in the current turn does

so individually until all movement is completed. While being moved by the ship’s player, it is called the ship’s Movement Phase. It must move its current speed and perform any maneuver actions it has declared, obeying its turn number. During the ship’s Movement Phase, its movement can be interrupted by tailing situations, in which moves can be passed or stolen, or it may intercede with one of its own Hasted-actions. When all applicable ships are moved, the Fire (Action) Phase begins.

6.1 Movement OrderEach side involved in the scenario had their ships

roll movement checks to cross the terrain. The highest skill roll on each side counts as Initiative for that side. Movement of ships alternates between vessels of each player’s choosing, starting with the side that won initiative. A player may choose his own ship or one of his opponent’s, completely at his discretion. Then his opponent(s) does the same.

If there are uneven sides (number of ships moving on each side, counting a Wing (advanced rule) as an individual ship, things get somewhat more complicated. If one side has twice the number of ships as another, it must move two ships at a time. If it has three times as many, then it must move three ships at a time. And so on. If the number of vessels do not divide up neatly, the extra ships can be held back until their last move.

6.2 Speed and Turn NumberThe first thing a player does when he begins to

move a ship is to determine its current speed and turn number. The turn number, given on its movement chart (see section 2.3) is the number of hexes (Sublight Units) a ship must move forward before it can turn by 30 degrees (i.e. change its facing from a hex side to an adjacent hex point, or from one hex point to an adjacent hex side).

A ship’s turn number is modified by any damage incurred. It is also modified by the actions it performs. A summary of the actions’ effects upon turn numbers is 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 ship’s

rounded maneuverability code (e.g. 1D+1 = -1). Lateral control damage (hazard) increases the ship’s

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.

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Lateral control damage (hit damage) decreases the ship’s maneuverability code, thus raising its turn numbers accordingly.

A “T+?” damage result increases the turn number by the number indicated.

All modifications listed are cumulative.

If a ship’s base turn number is reduced below 1, the ship automatically has a turn number of 1/2. Turn numbers can never be reduced below 1/2. With a turn number of 1/2, a ship can turn 60 degrees for each hex moved forward into, rather than the regular 30 degrees with a turn number of 1.

6.3 Moving and TurningEach ship must move as many hexes as its

current speed. A ship moves forward by moving into the next hex in the direction it is facing. Any number of ships can pass through or occupy the same hex during or after movement is done.

A ship facing a hex point and moving forward moves as follows: first, it enters the hex immediately in front of it and off to the left (or right, mover’s choice). Then it moves to the hex that is now in front of it and to the right (or left -- whichever is the opposite of the way just moved). Then it moves to the opposite hex again, until movement is complete.

This “alternating movement” for hex points does not carry over from game-turn to game-turn. Thus, a ship which made its last forward move to the right could also begin the next game-turn moving off to the right.

A ship’s turn number is the number of hexes it must move forward in this manner before turning 30 degrees. After a ship has moved that number of hexes, the player may, at his option, turn the ship counter so that it now faces to the left or right point/side adjacent to its previous facing. Turning does not cost movement points.

If a ship’s turn number is larger than its current speed, it may not turn during its move. If a ship’s turn number is small enough, it may turn several times during the course of its move. If a ship’s turn number is 1/2, it may turn 60 degrees for every hex it moves forward. A 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 ship has rounded maneuverability code.

For turning purposes, each game-turn is a new start. For example, a ship with a turn number of three may not move forward two hexes at the end of one game-turn, then move one hex in the next game-turn and change facing. It would have to move three hexes in the second game-turn before turning.

6.4 Slips and 1/2 LoopsA ship which slips can move sideways without

turning (i.e. its facing remains the same). When a ship slips, it alternates between moving

“sideways” and straight forward. For hex point movement, a ship moves as if it were facing toward one of the adjacent hex sides, without changing facing -- in other words, it moves along the line of hexes to its forward left or forward right.

When a ship double-slips, it moves diagonally ahead for as long as it double-slips. For hex point movement, it alternates as follows: first it moves to the hex immediately to its right (or left); then it moves to the hex that’s forward and to the right (or left); and so on.

A slip or double-slip can be to the right or to the left, but not both.

A ship that slips or double-slips must do so for at least part of its move -- but it is not required to do so throughout its move. The maneuver must continue for at least as many hexes as the ship’s turn number.

For turning purposes, a ship that is slipping or double-slipping counts as “moving forward.”

The 1/2 loop action lets a ship reverse facing -- that is, turn three hex sides in a single hex, regardless its current turn number. A ship with a declared 1/2 loop action must attempt to 1/2 loop at some point during its Movement Phase. Before a ship performs a 1/2 loop, it must move

forward at least as many hexes as its turn number. Then, it may (but is not required to) turn normally. Then, it reverses its facing, turning 180 degrees (or

three hex sides or hex points). In doing so, it expends one hex of movement, reducing the total number of hexes it must move for the current game-turn by one. Besides being caught in a tractor beam, this is the only time that “hexes of movement” are expended without actually moving on the game-map.

If a ship’s turn number is greater than its speed, it may not perform 1/2 loops, even if the action was declared for the ship.

6.5 Choosing Ships and TailingWhen it is your turn to choose a ship, you may

choose any ship that has not yet moved this game-turn. 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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One of your ships is tailing an enemy ship when: Your ship is in the enemy ship’s rear center arc. The enemy ship is in your ship’s front center arc. The enemy ship is within medium range of one of

your weapon systems.

Passing a Move:If one of your ships is tailing an enemy ship, and

your ship is chosen to move by the enemy, you may pass your move to the enemy ship. That means that the enemy ship must immediately complete its Movement Phase. Immediately after it has done so, your ship completes its Movement Phase. Passing a move does not change the order of ship

choice. Once both ships have moved, it is your turn to choose a ship, because the enemy player made the last choice.

If your ship is tailing more than one enemy ship, you can pass your move to only one of those ships -- then you must move.

Stealing a Move:If one of your ships is tailing an enemy ship, and

the enemy player chooses to move the ship you’re tailing, you may steal its move. That means you move your ship first. Once you’re done with your Movement Phase, the enemy ship moves. If more than one of your ships is tailing the enemy

ship, only one of your ships may steal its move.

You may pass or steal a move only when the enemy player chooses a tailing or tailed ship. You may not choose one of your own ships, then pass its move to a ship you are tailing; nor may you choose an enemy ship you are tailing and steal its move with your own ship.

When you’re tailing an enemy ship, you are never required to pass a move or steal a move from it; you do so only if you wish.

6.6 Map AdjustmentThe game-map represents an area of space and

while space doesn’t have edges, the game-map does. When a ship flies off the edge of the map, move all counters on the map five hexes in a straight line, away from the map-edge in question.

If the map cannot be adjusted without forcing a ship off the edge, do not adjust the map. Instead, the moving ship escapes; it is removed from play. Take note that some scenarios may designate that the map is static and cannot be adjusted. Thus, whenever a ship moves off the edge in such a scenario it has automatically escaped.

6.7 Hasted ActionsHaste actions can be used in conjunction with

other declared actions to allow them to be performed during the ship’s Movement Phase. An example of this is applying a haste action to a fire action, allowing the pilot to snap-fire while moving, before the Fire Phase.

For each action to be “hasted” before the Fire Phase, a Haste action must be paired off with it. This pairing off need not be done during the Declare Actions step, but is done during the ship’s Movement Phase. Any actions not given haste (unless they are turn-length actions specified in section 5.8) take place during the combined Fire Phase for all ships.

Haste for defense actions like combat evasions or angling shields can be issued even before a ship’s actual Movement Phase. If a ship is attacked before its Movement Phase, the defending ship’s player may, at his option, apply a Haste action to any one of his defensive actions. Regular initiative determination then occurs as in the Fire Phase (section 7). After the defensive action has been rolled, it is accurate for the remainder of the turn.

Example: Ben’s Lawless freighter has yet to have its Movement Phase for the turn but he does have two haste actions, a combat evasion, and a fire action declared. A TIE fighter moves into short range behind the Lawless on its Movement Phase and fires at him. Ben decides to pair off one of his haste actions with his combat evasion. Then he rolls initiative with the TIE pilot to determine if he can dodge in time. For all following attacks this turn, whether during the Movement Phase or the Fire Phase, his combat evasion is considered the difficulty number.

All other actions can be done during the ship’s Movement Phase. The only restriction to hasted action performance is: Crewmen cannot perform their hasted actions from

the hex in which their ship begins or ends its movement, unless the ship’s speed is two or less.

Any damage resulting from hasted actions or

terrain are taken immediately, before the Fire Phase begins. For details on the firing and damage procedure see section 7 (the Fire/Action Phase).

Remember that gunners have the unique advantage of one free haste action to their fire actions every turn. They do not pay the multiple action penalty for it, nor do they have to use it if they choose not to. The free haste action can be used like any other, to either allow the gunner to fire during the ship’s Movement Phase, or to allow a +1 bonus to initiative during the Fire Phase. In addition, gunners receive a +1 to all their initiative checks.

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7.0 FIRE / ACTION PHASEOnce all Movement Phases are concluded, the

main action phase of the turn takes place. Actions occur roughly simultaneously, except in cases where competition is involved (see the example in section 4.4). In such cases, initiative must be rolled for all appropriate actions.

Each action in conflict has 1D + the owner’s rounded skill code number. This initiative die counts as a wild die. A 1 bombs out, or must go last. A 6 counts as a 6 and is re-rolled again. The total numbers give the initiative order for actions.

Defense actions that went off during the Movement Phases are considered still active and do not need initiative rolls.

Any actions that are given a haste action get +1 applied to their initiative roll. These are cumulative. Haste actions can be dispensed or not used, as the player wishes. For example, if Erisson has two fire actions and two haste actions to work with during the Fire Phase, he has to roll twice for initiative -- once for each action. He could apply both haste actions to one shot (for a +2 to that shot) or he could split the haste actions, one per shot (for +1’s). Or he could choose to not use them at all.

Remember that gunners have a flat +1 modifier to all shots fired. In addition, if they have not used their free haste action, they can choose to apply it to one of their shots as well.

7.1 Firing / Action OrderAttacks and actions are resolved sequentially,

with all damage from one attack taking effect before the next ship’s weapon system is fired. Once defense actions have been rolled, they stand for the remainder of the turn. Only shots with higher initiative fire before the combat evasion or angling of shields takes effect.

The only exception to this is when identical initiative rolls occur. These actions then occur simultaneously (i.e. damage is scored simultaneously).

After all actions and shots are complete, with appropriate damage scored for each, the Fire/Action Phase is done.

7.2 Hitting the TargetWhen a ship fires, you must determine its

“difficulty number.” Then, you make a gunnery skill roll for the crewman firing the weapon. If the die-roll is equal to or greater than the difficulty number, the ship hits its target and you determine the damage the target suffers. Otherwise, the shot misses. Take note of the special weapons listed in section 2.6 for differences from the normal rules listed here.

Valid Targets. A ship may only fire upon targets that are within the firing arc and range of a weapon system at the time the shot attempt is made.

Range and Difficulty. Table 2.5 detailed the beginning difficulties and modifiers for weapon types, as well as the ranges applicable for each. This is the foundation for the difficulty number. When a ship fires, count the number of hexes from the firing ship to the target, including the target’s hex but no the firer’s. This is the range. NOTE: Ships in the same hex may not fire at one another.

Modifying for Speed. The difficulty number is modified for the relative speeds of the firer and target. If the ships are facing in opposite directions (i.e.

toward each other), add both ship’s speeds to the difficulty number.

If the ships are facing in the same direction, subtract the slower ship’s speed from the faster, and add the difference to the difficulty number.

If the ships are neither facing in the same direction nor in opposite directions, just add the target’s speed to the difficulty number.

Modifying for Special Conditions. The difficulty number may be increased by Action Penalties or Full 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 GM’s discretion could be added to the difficulty number.

Modifying for Evasion. If the firer wins initiative over the defender, the difficulty number calculated is used to determine hit success. Otherwise, the difficulty number calculated can be added to for a target’s Full Evasion or be replaced by a target’s Combat Evasion. In the case of a Combat Evasion being lower than the original difficulty number calculated, subtract no more than 5 away from the original difficulty number towards the Combat Evasion roll.

Damage Resolution. If the firing ship hits its target, then damage must be resolved immediately as described below. The one exception to this is in the case of missile weapons, which score their damage simultaneously after all other weapons have rolled their damage.

To-Hit Roll Modifier to Damage. Subtract the difficulty number from the die-roll number. For every full 10 points remaining, +1D damage is awarded the firer for damage-scoring purposes.

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7.3 Damaging the TargetTake the total Damage die code for the weapon,

applying any range modifiers, and any +D modifiers for a 10+ rolled success remainder. Contest this roll with the applicable Hull die code and Shield die code if the appropriate arc was hit. The Damage roll is called DR and the Hull defense roll is called SR for the table below:

Apply the modifiers listed to the Star Warriors Fire Table and score damage results from that table. If the target was struck in the fore, rear, or side, use the appropriate sub-table given.

7.4 Damage Code Summary

A+3 or A+6 = Action PenaltyFor this turn and the following turn, the ship’s 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.

Body or 2 Bdy, etc. = Body DamageThe ship suffers 1D of Hull Damage. Subtract 1D from the Hull code for all future resistance checks. The number indicates multiple dice taken away. If the total body damage ever exceeds the total Hull code of a ship, the ship is considered destroyed.

E = Engine DamageThe ship’s 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 ship’s 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.

G = Gun DamageA random weapon system on the ship is damaged. Roll 1D. On 1-2, the fire control of the system is reduced by 1D to a minimum of 0. On a 3-4, the Damage code is reduced by 1D to a minimum of 0. On a 5-6, both are.

L = Lateral Control DamageThe ship’s Maneuverability Code is reduced by 1D. This effects all future piloting checks and turn numbers. This is the Damage version of L, not the Hazard version.

P = Power Loss1D of shield power is lost. The die is lost from the quarter

that was hit. If no shields are angled to take the damage, roll 1D on this subtable. If, for some reason, the damage listed can’t be taken, 1D Hull Damage occurs instead.1) Ship loses 1D from another available shield, even if

it’s not angled up.2) Disabled hyperdrives. The ship’s hyperdrives are

damaged and the ship cannot enter hyperspace until the drives are fixed with damage control.

3) One random on-board weapon system is rendered inoperative by a power failure until damage controlled, in which case it returns back to the state it was in before this roll made it fail.

4) Cargo damaged by internal hit. GM’s call on how badly the cargo area is damaged.

5) An electrical fire breaks out inside the ship, doing 3D damage to occupants in a random area until put out with a damage control roll.

6) GM special if available or 1D Hull Damage results.

Roll = Forced RollThe ship must perform a barrel roll on the next turn. +3 is assessed to terrain difficulty and turn numbers are increased by 1. Further, no gunners can fire during the barrel roll.

SK-1 = Random Crewman InjuredOne random crewman is wounded (-1D to attributes and skills). This reduction is permanent unless medical attention can be given. A second wound result on the same individual incapacitates him.

Stb = Stabilizer DamageEvery game-turn after this one, +5 is added to the movement check for the ship. A second result can make this +10, but it cannot go higher than that.

T+1 or T+2 or T+3 = Turn Number IncreaseThe ship’s turn number is increased by the indicated number for the current game-turn only.

CONTEST: Standard Weapon Ion Weapon DR x 2 < SR = No effect No effectDR < SR = Roll once at -1D Roll onceDR ≥ SR = Roll once Roll once at -1DR ≥ SR+10 = Roll once at +1D Roll once at -1DDR ≥ 2 x SR = Roll twice at +1D Roll twice at -1DDR ≥ 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.

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7.5 ExplosionsWhen a ship is destroyed it explodes, potentially

causing damage to those around. Explosions are of the same scale as the ship destroyed. Starfighters roll half their original Hull code which damages anything in the same hex. Capital ships roll their original Hull code which damages anything in the same hex(es). Half the Hull code is rolled for victims in all adjacent hexes.

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8.0 BOOKKEEPING PHASERecord damage control attempts. Replenish

character skills from multiple action penalties. Erase old hazard results from the previous turn; write down the new hazard results for the next turn. Results of astrogation attempts are announced and ships can jump into hyperspace if applicable.

ADVANCED RULES

9.0 CAPITAL SHIPSAlthough Star Warriors is mainly a game of

fighter combat, it includes rules for capital starships, like Star Destroyers and Mon Calamari cruisers. Capital ships can occupy multiple hexes and range is counted from the nearest hexes of target and firer.

9.1 ScalesThe two scales to be dealt with are Starfighter

and Capital. There are three kinds of scale charts that need to be used: To Hit, To Damage, and Dodge. Find the scale of the thing that is doing the shooting along the left hand row. Find the scale of the target on the column across the top. Find where the row and column cross and that is the die cap.

When the dice are rolled to hit the target, any which come up as higher than the die cap count as if they had rolled the die cap number. All “+”’s on a die code count normally.

TO HIT: Starfighter Capital

Starfighter 6 6Capital 3 6

TO DAMAGE: Starfighter Capital

Starfighter 6 3Capital 6 6

DODGE: Starfighter Capital

Starfighter 6 6Capital 2 6

9.2 Action DifferencesThe 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 corvette’s forward center shield has taken one die of damage. One angle shields action raises the forward shield by two pips and reduces all the others by one pip.

Coordinate and command actions are issued by set officers (gunnery chiefs) and routines are formally established to target multiple gunnery emplacements on single targets. Assuming all guns are fully manned and operational, capital ships may automatically perform combined actions without command difficulty being calculated and rolled. This bonus applies to hit and damage rolls.

Damage control is attempted by damage control parties on board most capital ships. Assuming there is more than a skeleton crew on board the ship, actions can be combined to repair systems.

Double slip actions cannot be performed by capital ships larger in size than one hex.

Fire weapon -- note that on most capital ships, all weapons are fired by gunners. So they all get +1 initiative and one free haste action.

Full evasion actions cannot be performed by capital ships larger in size than one hex.

One-half loop actions cannot be performed by capital ships larger in size than one hex.

Overturn actions cannot be performed by capital ships larger in size than one hex.

Ram attack actions score -1D damage to the capital ship per hex size over one.

Combined Action Bonus Table

Number of PeopleBeing Coordinated Bonus

2 +1D 4 +2D 6 +3D10 +4D15 +5D25 +6D40 +7D60 +8D

100 +9D 150 +10D 250 +11D 400 +12D 600 +13D

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9.3 Damaging DifferencesCapital ships do not take damage the same way

starfighter-scaled ships do. Their damage (and their repairs) are scored in pips, where 3 pips equals 1D. A capital ship’s hull of 3D, for instance, has 9 pips. Damage would be scored off 9 times before the capital ship would be considered dead in space. On the other hand, repairs done are only accomplished in pips as well. Note too that capital ships always resist damage with their original, full Hull code; damage does not affect their Hull rolls.

Capital ships that are only one hex in size (less that 500 meters in length) take damage off of the Star Warriors fire table just as described in 7.3, with all the same effects except that damage is scored off in pips. For larger capital ships...

Capital Ship Damage Summary Chart

DR vs. SR Beam & Missile Ion 2xDR< SR no effect no effect DR < SR 1 shield pip no effect DR>=SR 1 hull pip -1DDR>=2xSR 2 hull pips -2DDR>=3xSR 3 hull pips -3D etc.

If a shield pip cannot be taken from the hit shield, it counts as a hull pip. Vital locations can also be targeted on all capital ships, in fact this is the only way to score special damage past just shields and hull pips for large capital ships.

Targeting ExplanationsSublight Engines: The sublight engines are damaged by the effects of this attack, reducing the die code of the ship’s sublight speed by pips as though hull code.

Maneuver: If the shield arc shot through is down, a successful maneuver attack receives +1D to its damage. This attack is designed to cause shock damage to maneuver control centers, and attacks reduce the maneuver code.

Fire Control: If the shield arc shot through is down, a successful fire control attack receives +2D to its damage. The attacks are aimed at disrupting the central fire control circuits; pips of damage reduce the fire control of all weapons.

Weapons: Counter battery fire destroys the weapons of the opponent. When targeting weapons, the firer must specify which weapons are being targeted and how many are being fired at. Multiply the damage pips by the number of guns firing for a damage total. This total is distributed as evenly as possible among the target weapons. One damage point counts as Gun damage, making it fire with 1D less fire control. Two damage points reduce its damage by 1D. Three damage points incapacitate the weapon, rendering it useless until repaired. Missile tubes are simpler and better protected than beam weapons; damage dice are reduced by 1D when firing at missile bays.

Hull: A normal attack. Use the regular rules for damage -- 7.3 for small capital ships & 9.3 for large ships.

Shield Generators: If the shield arc shot through is down, a successful shield attack receives +1D to its damage. The attacks are aimed at knocking out the shield projection system for the ship, and attacks reduce all arcs by the indicated amount of hull pip damage. DR<SR results in only the hit arc losing a pip.

Vital Location: A vital location hit reduces the hull roll of the target vessel by 1D. Vital location attacks can be made cumulatively; a triple vital location attack would reduce the attack by 6D and, if successful, reduce the hull roll of the defender by 3D. Vital location targeting can also be combined with other targeting attacks. For example, a vital location attack on the sublight engines would have a hit modifier of -4D, and would reduce the hull roll by 1D while doing damage exclusively to the sublight engines.

Vital locations are plot driven normally. If you just rescued Walex Blissex, designer of the Victory Star Destroyer, then he can tell you the weak spots of that VSD off the port bow. In other situations, a specific knowledge skill of a particular class of ship will allow you to make a roll to find vital locations, one roll for each location type. Finally, a vital location could have special conditions set to it. Perhaps the firer has to be at point blank range (maneuvering down a trench) from a certain angle or something. The GM can set conditions for a vital location to be hit to make it more interesting or realistic than simply “we target his maneuver controls and fire.”

Advanced Targeting Chart

Target Hit Modifier Damage Modifier Hull 0 0Sublight Engines -2D 0Maneuver -3D +1D*Fire Control -4D +2D*Weapon (Beam) -3D 0Weapon (Missile) -2D -1DShield Generators -2D +1D*“Vital Location” -2D -1D*** Only if attack was through down shield.** Reduce hull roll of target vessel by 1D.

Ion Damage to Capital ShipsIonization damage is not allocated in pips but in

dice. The number of dice shown on the damage table indicates the penalty that all systems on the capital ship suffers on the turn hit. This affects all actions from piloting to weapons fire. On the Bookkeeping Phase, the ionization penalty is reduced by 1D. Ionization damage is not cumulative, however. If a star destroyer is suffering from -3D ionization and is struck for a -2D damage effect, the two do not combine for -5D. The -3D effect holds in effect until the Bookkeeping Phase.

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10.0 WINGSWhen large battles are fought, it is impractical to

plan actions for every ship independently. For this reason, ships are grouped into wings for large battles.

All ships in a particular wing must be of the same ship type but can contain any number of ships. Rebels prefer groups of three and the Empire prefers groups of four. It is advisable to keep each wing the same size to avoid confusion.

In essence, for all rules written, treat a wing as a single ship for purposes of movement, fire, etc. They act completely as a team.

10.1 Moving WingsWhen any ship in a wing is chosen as the next to

move, all ships in the wing move. First move the designated wing leader. The other ships must end movement within three hexes of the wing leader (or of another ship in the wing) or suffer penalties.

If one or more ships in the wing is tailing an enemy ship, they are all considered to tail it for the purposes of stealing or passing moves.

10.2 Wing GunneryThe wing leader can coordinate the shots of his

wingmen in accordance with the rules given on page 69 and when using complete wing formation rules given here, his difficulty level is reduced by one level. However, ships in a wing can fire separately and at different targets if they choose to.

10.3 Breaking Wing FormationIf a ship in a wing is not within three hexes of

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 back into wing formation or have it run away.

If the wing leader’s ship is destroyed or “removed” (see below), then the next best pilot in the wing becomes the wing leader.

If one ship in a wing is damaged or suffers a hazard result, the owning player must make a decision. He can either: Record the damage/effect and have it effect all ships

in the wing, not just the damaged one; or Remove any one ship from the wing and ignore the

damage (“I’ve lost my rear stabilizer!” “Get clear, Wedge -- you can’t do any good back there.” “Sorry.”)

11.0 ADVANCED ACTIONSThese actions can be declared by the pilot or

commander of a ship or wing leader. The benefits given for successfully completing these actions (they are rolled immediately during the Declare Actions step) are granted to the commander’s crew or wingmates only if the commander also performs a single Command/Coordinate action (for one or all of them).

11.1 Anticipate EnemyStarfighter 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 actions are needed, one for each skill check. Failure of either roll, makes the action a failure.

If the roll is successful, his crew or wing all receives one free haste action (cumulative) to use. Multiple sides to a conflict can successfully anticipate.Difficulty: 3D + number of opposing ships of starfighter

or capital ship scale (depending upon skill)

11.2 Deceive EnemyStarfighter 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 actions are needed, one for each skill check. Failure of either roll, makes the action a failure.

If the roll is successful, the commander’s crew can redeclare actions after hearing what the opponent has declared. If both sides successfully perform this action, the side with the highest roll is granted success and not the opponent.Difficulty: 4D + number of opposing ships of starfighter

or capital ship scale (depending upon skill)

11.3 Direct ForcesTo be performed by commanders of fleets, this is

a tactics skill action, similar to the two above, which replaces the highest movement check made by the commander’s side. If his forces are composed of starfighters, he uses Starfighter tactics. If his forces are composed of capital ships, he uses capital ship tactics. If there is a mixture of forces, he must make two actions, one for each skill roll, and take the lower of the two.

This action is rolled when other turn-length actions are rolled (see section 5.8), not during the Declare Actions step.

This resultant roll, at the commander’s discretion, replaces his highest ship’s movement/initiative roll as the initiative number for his side.

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12.0 BASIC COMBAT SYSTEMThe TIE fighters swarmed about their Rebel

prey, 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 convoy...

A common Star Wars theme: the blackness of space being filled with masses of TIE fighters and huge clashes of fighters. But how is a referee going to handle something so huge and complex without fifty sheets of paperwork and three days of constant playtime? For this, or for just speeding up battles, these BASIC COMBAT techniques will help. Combined with wing rules (section 10), mass combat will take no time at all!

There is no need for multiple stat sheets on starships, just one for each type of vessel used. Damage will be handled in a very simplistic manner, actions will be recorded by using Star Warriors' Action counters, and many ships will just have assumed actions and speeds.

TIE fighters routinely move at 7 speed, with a turn number of 4. They attack in groups and are blown up a lot. They normally perform two actions in a turn, one normally being a declared fire. The other can be haste or a combat evasion.

TIE interceptors cruise at 9 speed, with a turn number of 4 (simulating a bank). They normally perform two actions a turn, one usually being a declared fire. It is not uncommon to find an ace doing something special "anticipating" or "deceiving" opponents.

BASIC DAMAGE SYSTEMOne of the most time-consuming aspects of this

system is the acute detail paid to damaged starships. Instead, make a few "goons" who get shot blow up with the following damage table.

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. This is signified by an AUX CON marker and red ACTION marker on the ship. After that round, its condition becomes IONIZED -1D for another turn.

13.0 ASTROMECH DROIDSAstromech (R2) droids provide a crutch for

pilots. They can perform actions like characters independently. The astromech is linked with its fighter and is always performing minor actions which aid the pilot (supplementing smaller computers), but it also can perform actions.

Example: Erisson orders his R2 to fix the stabilizer damage and compute a hyperspace jump (astrogation). While Erisson performs his actions, his droid will perform those two actions at -1D. It is essentially like having a copilot, freeing Erisson of those two actions.

Astromech droids can perform maneuver actions but never on the same turn that the pilot is doing maneuver actions. Only one person can steer at a time.

Finally, an astromech droid can act as a one-time shield. If the shields of a starfighter-scaled ship are penetrated and the P damage result occurs, the player may opt to wound the astromech instead of rolling 1D on the table (see section 7.3). R2 whines.

Standard R2 astromech droids have the following relevant stats: Astrogation: 5D, Starfighter piloting: 3D, Space transports: 3D, Computer program/repair: 4D, Starfighter repair: 5D. Exceptional astrodroids exist just as pilots do, however, and may have higher stats.

Standard R3 astromech droids have the following stats: Astrogation: 4D, Capital starship piloting: 4D, Space transports: 3D, Capital starship repair: 6D, Capital Starship weapon repair: 6D, Computer programming/repair: 5D, Security: 5D.

Standard R5 astromech droids have the following stats: Computer programming/repair: 4D, Space transports repair: 4D.

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14.0 TURRET GUNSSome scenarios may require turbolaser towers

(turret guns); large, fixed gun emplacements normally found on surface structures. These units cannot move, other than rotating in place. These are massive weapons, used on garrisons and large military space stations.

SCALETurrets are Capital ship scale. They are designed

to hit large targets, but can attempt smaller ones. Each requires three or more crewmen to properly operate, although only one man fires the weapon.

FIRING AND MOVEMENTThey can have a fire control anywhere from 0 to

4D, depending on size and accuracy. Turret guns can turn one hex-side (60 degrees), once, at any time during the turn. This can be during any player’s Movement Phase.

Turret guns are all pivot mounted weapons for range difficulties, and the number of barrels vary according to the turret. A turret gun can only fire at targets within its forward center arc. Turrets obviously cannot perform any maneuver actions listed, like evasion. Preparation, haste, and firing are all possible. A turret gun may use haste to combine with a shot at any time during the Movement Phases, since there is no applicable Movement Phase for turret guns.

If the turret gun lies in the target's front center or rear center arc, do not modify the difficulty number for target speed. If the gun lies in any other arc, add the target's speed to the difficulty number only.

Note that turret guns are manned by gunners. So they receive one free haste action per turn and always get +1 initiative for any shots.

ATTACKING TURRETSShips firing upon a turret gun add their speed to

the difficulty number to hit. Turrets have, in capital ship scale, 2D BODY. Use the "Front Quarter" line of the Fire Table if the firing ship is in any one of the gun's three front arcs; and the "Rear Quarter" line if the ship is in any of the three rear arcs.

A "G" damage code destroys a single turret gun, but reduces the stats of a multiple barrel weapon according to the rules.

A turret gun must take 6 BODY damage (equivalent to 6 pips) before being eliminated. P damage counts automatically as BODY, unless shields are in place over a turret gun. All other damage results are ignored for a turret gun.

If destroyed, turrets explode according to capital ship rules.

DAMAGE AND SKILL CODESTurbolaser towers do anywhere from 2D to 5D

damage. The firing crew member can have anywhere between 4D to 6D skill.

VICTORY POINT COSTTurrets cost 3 points each, plus their firing

crewman's cost.

15.0 VICTORY POINTS VALUESVictory points help make for fair fights and

provide a basis for determining true victors. The two primary scales are evaluated according to two mainstays of the Star Wars universe: the X-wing starfighter and the Star Destroyer capital ship.

15.1 Capital StarshipsThe Star Destroyer's 100 victory points are

equivalent to the destroyer's 5845 Dice Maximum. Simply put, the Dice Maximum is found by taking every die code's maximum value, plus multiple weapon considerations. By finding the Dice Maximum of other capital ships and comparing to the destroyer's 5845 standard, then multiplying this comparison by the ship's 100 point value, the capital ship's cost is found.

For instance, an Assault Frigate is only 34 points by comparison after calculating its Dice Maximum and dividing it by the Destroyer's 5845. Then, multiplying this fraction by the 100 point standard shows a rounded 34 point value.

While starfighters pay for their crew members in individual amounts, payment of crews on capital ships is paid for the entire crew. Just take the standard starfighter crew costs and multiply the cost by two.

For instance, a ship with veteran crew would cost 16 points more.

15.2 StarfightersStarfighters are based upon the 5 victory point

X-wing fighter. These 5 points translate into a 246 Dice Maximum. Calculations are performed identically to the capital ship's.

For instance, buying a B-wing will cost 6 victory point (279 DM). 3D+2 Hull translated to 20 (3D=18 + 2 = 20). 1D+1 Maneuverability became 7. 3D Speed = 18. 2D Shields = 12. The Laser Cannon's 1D Fire Control is 6, and its 7D Damage is 42. Ion Cannon's 4D Fire Control and 4D Damage becomes 48. A Proton Torpedo does 9D damage, and since two can be launched simultaneously, it becomes 108 (not 54). Add them together = 279.

279 / 246 = 1.134. This is multiplied by 5 (the X-wing standard) to become 5.67. This is rounded off to 6 Victory Points.

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15.3 Crew CostPilots/Gunners/Crew are paid for as follows:Trainee (1 die) -- 1 pointPoor (2 dice) -- 2 pointsAverage (3 dice) -- 4 pointsVeteran (4 dice) -- 8 pointsHot-shot (5 dice) -- 16 points These dice are what you roll on the Star Warriors skill table, reproduced below for convenience. Roll for each skill needed by the pilot, gunner, crewman.

PILOT SKILL TABLE

Die-roll Skill 1 2D In addition to the ship’s

2 2D+1 victory point value, the

3 2D+2 crew counts as victory

4 3D points to determine the

5 3D+1 victor of a scenario.

6 3D+27 4D If destroyed, the enemy gets

8 4D+1 the number of victory points

9 4D+2 listed above for the quality

10 5D of the crew. A retreating

11 5D+1 ship is only worth half the

12 5D+2 points of the ship and crew.

13 6D A captured ship is worth

14 6D+1 double the listed points.

15 6D+216 7D17 7D+118 7D+219 8D20 8D+121 8D+222 9D

...and so on...

16.0 WEAPONS DESCRIPTIONSStarfighters have a wide selection of weapons

from which to choose. This section describes the facts 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 WeaponsLight 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 at the higher range. They are expensive and illegal except on military ships or those with special permits.

Ion guns do not have blaster equivalencies, but are designed along the same lines as lasers. They simply send high-energy ionized particles to wreak havoc with the sophisticated electronics and controls of starships.

The different mount-types are also important distinctions. A fixed weapon is locked into its firing arc facing. A minimal amount of barrel control or maneuvering allows any deviation from straight ahead. Swivel mountings have very quick servomotors, which rotate the gun at precision speeds--useful for close quarters but overcompensating at long range. Finally, pivot mounts are slower to react but make long range targeting easier.

Added barrels on weapons allow greater rapidity of fire. While a single unit requires a cooling time of approximately one second, a second unit can fire in a staggered manner. This is represented by an increased damage code determined by the rapidity of the system.

16.2 Missile WeaponsProton torpedoes carry a proton-scattering

energy warhead. Concussion weapons carry an armor-piercing warhead containing a compact energy pack. When they explode, such weapons give off powerful concussive blasts.

The basic launchers are single port affairs with minimal ammunition capacity (called spaces). Additional ports and more space can be added. Varieties of ammunition are also available, types that carry massive warheads and others that sacrifice warhead power for range and superior targeting capability (called LR models).

16.3 Tractor BeamsOver the millenia, the tractor beam has been

altered from a commercial cargo-moving tool to an offensive weapon, allowing the arrest of smaller ships. They make it easier to lock onto fast-moving targets by stopping them cold and cutting their equivalent maneuverability to nil.

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STAR WARRIORS: 3rd Edition

16.4 LASER AND ION WEAPON ECONOMICSWEAPON CLASS LIGHT MEDIUM HEAVYSTANDARD VALUE 2D 3D 5DDAMAGE RANGE 1D - 2D+1 2D+2 - 3D+2 4D - 7DBASE COST 100 Cr/+pip 200 Cr/+pip 300 Cr/+pipBASE WEIGHT 1 ton 2 tons 4 tons

BARRELS SINGLE DOUBLE TRIPLE QUADSTANDARD DAMAGE ADDED +0 +1D +2D +3DDAMAGE RANGE +0 +(upto 1D+2) +(upto 2D+2) +(upto 3D+2)ADDED COST +0 +100 Cr/+pip +150 Cr/+pip +200 Cr/+pipADDED WEIGHT +0 +1 ton +1.5 tons +2 tons

MOUNTING FIXED SWIVEL PIVOTADDED COST +0 Cr +100 Cr per arc +100 Cr per arcADDED 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 ECONOMICSPROTON 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. He’ll 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. Ben’s total weapon cost is 4050 Cr and weighs in at 4.25 tons. Not too shabby. On a lark, he takes a look at how it would look as a 5D damage, 3D fire control ion cannon...multiplying the cost by 1.25 and the tonnage by .5 he gets 5063 Cr and 2.13 tons. Tempting, but he goes for the swivel laser cannon option he had at first.

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STARWARS

MASTER RULES INDEXActions 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

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