Starship Combat Preview
Introduced by Thomas Reid
One of the best-loved features of the Star Wars saga is the
visually stunning space battles, replete with fantastic ships of all sizes and
descriptions, darting and zipping through space. Although the design team for the Star
Wars Roleplaying Game wanted to include these cosmic dogfights in the game system, it
was beyond the scope (not to mention the page count) of the core rulebook to provide a
comprehensive, rules-intensive space battle simulation. What we needed was something that
felt like the movies but didnt bog down in a lot of tactical maneuvering and complex
calculations. What we came up with was the simple, abstract system you see below.
Starship Combat: Relative Abstraction
This section presents rules for combat between starships (starfighters,
space transports, and capital ships). The ultimate goal of any starship combat scenario in
the Star Wars Roleplaying Game should be to create an exciting, fast-paced scene in
which the heroes feel their skills and aptitudes have an impact on the outcome of the
battle.
To this end, the game uses an abstracted system for starship combat. The
relative positions of ships are not plotted on a grid or hex map, but on specially
designed starship combat templates.
This system of relative abstraction allows starships of dramatically
different sizes and scales to coexist in combat scenarios. As a result, the system
doesnt use hard-and-fast numbers for ranges, velocities, and so forth. Instead, it
uses relative terms to describe the starships ranges from one another, speeds, and
maneuvers.
The Starship Combat Template
The starship combat template can be found below. You should photocopy this
diagram for use in your starship combat scenes.
The template is designed to show the relative positions of all starships
engaged in combat. Your ship is always at the center of the range rings. Use miniatures,
counters, or tokens to mark the relative starting positions of all other starships (both
their range from you and what arc of fire theyre in) in the combat. As it
progresses, adjust the positions of these counters to reflect the actions of the starships
in the combat.
The "Pursued/Pursuing" line is used when you are engaged in a
direct pursuit of another starship.
Starship Combat Actions
As with character-to-character combat, you can take both a move action
(more properly called a "maneuver") and an attack action in each round of
starship combat. Instead of taking an attack action, you may take a second move action if
you choose.
Just as in melee combat, you can "fight defensively" while
piloting a starship (which grants a +2 dodge bonus to the ships Defense and applies
a 4 penalty on attack rolls), or select "all-out defense" (which grants a
+4 dodge bonus to Defense, but does not allow you to attack). These modifiers last until
your next action. If you have 6 or more ranks of Pilot and the appropriate feat
(Starfighter Pilot or Capital Ship Pilot), the dodge bonuses increase to +3 for fighting
defensively and +6 for all-out defense.
Maneuvering
A pilot may make one maneuver per round, or two if he chooses not to
attack. (Of course, if the pilot and gunner are two different people, the ship could make
two maneuvers and attack without difficulty.)
Rather than categorize starship maneuvers into turns, rolls, and loops,
the Star Wars Roleplaying Game uses an abstract combat system that measures
position and range relative to other vehicles in combat.
| Table 1111: Starship Piloting Maneuvers |
| Maneuver Pilot |
 |
DC |
| Turn |
|
5 |
| Reverse direction |
|
15 |
| Increase range Opposed, faster |
|
+5 |
| Decrease range Opposed, faster |
|
+5 |
| Change speed one category |
|
5 |
| two categories |
|
15 |
| three categories |
|
30 |
| Establish pursuit Opposed, pursued |
|
+5 |
| Break pursuit Opposed, pursuer |
|
+5 |
| Regain control |
|
10 |
| Avoid hazard |
|
10+ |
| Join/rejoin wing |
|
12 |
| Resist/escape tractor beam |
|
10/20* |
| Ram target Targets Defense |
|
|
| *See description for variations according to ship size. |
Turn: This maneuver turns your ship 90 degrees to the right
(clockwise) or left (counter-clockwise). To simulate this effect, move all the ships on
your template one fire arc in the opposite direction. Thus, if you turned left
(counter-clockwise), you would move all the ships on your template one fire arc to the
right (clockwise). If you are being pursued (with the establish pursuit maneuver), this
will not break pursuitthe pursuing vessel remains on the "Pursuer" line of
the template.
Reverse Direction: This maneuver turns your ship in the opposite of
the direction you were facing. To simulate this, move all the ships on your template 2
arcs clockwise. If you are being pursued (with the establish pursuit maneuver), this will
not break pursuitthe pursuing vessel remains on the "Pursuer" line of the
template.
Increase Range: This maneuver increases the range category between the
two ships by one, or by two if youre at ramming speed. (If the other pilot
isnt attempting to stay close, the check automatically succeeds.) The faster-moving
starship gains +5 to the Pilot check. If the check succeeds, the controller of each ship
moves the other vessel to the next highest range ring (from short to medium, for example).
If a starship at sensor range succeeds in this maneuver, it has broken off combat and
escaped.
Decrease Range: This maneuver reduces the range category between the
two ships by one, or by two if youre at ramming speed. (If the other pilot
isnt attempting to keep his distance, the check automatically succeeds.) The
faster-moving starship gains +5 to the Pilot check. If the check succeeds, the controller
of each ship moves the other vessel to the next lowest range ring (from short to point
blank, for example). If the pilot is at short range and decreases range while moving at
ramming speed, he may attempt the Ram Target maneuver as a free action.
Change Speed: This maneuver accelerates or decelerates the starship. A
starship cant accelerate or decelerate more than three speed categories in a single
maneuver.
Establish Pursuit: To establish position behind your target, you must
match speeds with the target and then make an opposed Pilot check. The target gains a +5
bonus on his check if he is aware of your attempt. Once position has been established, the
pursuer ignores all speed modifiers to the pursued ships Defense. The controller of
the pursued ship should move the token representing the pursuing ship onto the
"Pursuer" line of the starship combat template, while the controller of the
pursuing ship should move the token for the pursued ship onto the "Pursuing"
line.
A starfighter or space transport must be at point blank range from his
target to establish pursuit, while a capital ship can be no farther than short range from
its target. In either case, the target must be in the front arc of the ship that is
attempting to establish pursuit.
Break Pursuit: To shake a pursuer, make an opposed Pilot check. The
pursuer gains a +5 bonus on his check. If the pursued ship wins, he breaks the pursuit;
move both ships off the "Pursuer/Pursuing" line. If the pursuer and pursued are
traveling at different speeds, add +5 to the pursued pilots skill check for every
category of difference between the two.
Regain Control: This maneuver is required when the pilot has lost
control of the starship (see Failed Maneuvers, below). Note that any penalties that apply
for the loss of control apply to this check.
Avoid Hazard: This represents a pilots attempt to avoid a
hazardous object or area in his path, such as an asteroid. The base DC 10 is used when the
objects size is within one category of the starships. For each additional size
category of difference after the first, add +5 to the DC. (Of course, extremely large
vehicles often wont bother to avoid very small obstacles, counting on their thick
hull to prevent _serious damage.)
Join/Rejoin Wing: This maneuver is required when the pilot wishes to
join (or rejoin) a starfighter wing (detailed below). The pilot must be at point blank
range from the wing to be joined and must match the wings speed.
Resist/Escape Tractor Beam: The pilot of a vessel hit by a tractor
beam can attempt to resist or escape the beams hold by making a Pilot check. The
base DC to resist is 10, while the DC to escape is 20. Add +4 to this DC for every
category of size difference between the captured vessel and the vessel firing the tractor
beam (or subtract 4 from the DC if the capturing vessel is smaller). If the pilot rolls
high enough to resist the tractor beam, he maintains his current distance. If he rolls
high enough to escape, his ship may act normally.
Ram Target: This maneuver can only be attempted at point blank range.
Disregard the targets armor bonus to Defense when determining success.
X-Wing Fighter
Often hailed as the best starfighter ever made, the T-65 was actually
developed in secret when the Incom Corporation began to support the Rebel Alliance. With
impressive firepower, sturdy shields, and even a hyperdrive, the X-wing is as agile as an
Imperial TIE fighter and far more versatile. It comes equipped with a topside astromech
bay, letting the pilot plug in an R2 droid to handle targeting, damage control, and
hyperspace calculation.
Craft: Incom T-65B X-wing; Class: Starfighter; Cost:
150,000; Size: Tiny (12.5 m long); Crew: 1 (Skilled +4); Passengers:
0; Cargo Capacity: 110 kg; Consumables: 1 week; Hyperdrive: x1; Maximum
Speed: Ramming; Defense: 22 (+2 size, +10 armor); Shield Points: 30; Hull
Points: 120; DR: 5.
Weapon: Laser cannons (4 fire-linked); Fire Arc: Front; Attack
Bonus: +12 (+2 size, +4 crew, +6 fire control); Damage: 6d10 ?2; Range
Modifiers: PB +0, S +0, M/L n/a.
Weapon: Two proton torpedo launchers (3 torpedoes each); Fire Arc:
Front; Attack Bonus: +10 (+2 size, +4 crew, +4 fire control); Damage: 9d10?2;
Range Modifiers: PB +0, S/M/L n/a.
Want more starfighters? Check out our preview of "The Starfighter
Trap," by Steve Miller, in Star Wars Gamer!
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