Quick and Dirty space combat rules for Star Wars

Rel

Liquid Awesome
Howdy gang. I'm going to be running Star Wars in the near future but only as a one-shot game. I've got the Revised rules and I've used them for space combat in the past for a one-shot and for a "mini-campaign" of about 4 sessions. What I found was that I spent a LONG time trying to explain the rules to the newbies and that we spent most of the time with our noses buried in the book trying to follow the rules instead of the battle being fast paced and fun. It got to the point that I swore never to include space combat in a one-shot again, which is pretty sad.

So I've cobbled together an abstract system that I THINK will be fairly easy to grasp for the novices, will be fast and fun, and will capture a reasonable feel of space combat in Star Wars. I have some serious doubts as to how well this would translate into the scale of major engagements with capitol ships on both sides or even a capitol ship vs. small fighters. What I'm really after is something that will work on the scale of a few fighters and freighters duking it out in space.

I really need to get the kinks ironed out of this thing by Saturday so I can print it to take to the beach. Until then I'm wide open for suggestions and critique. Please ask me if I've not explained it very well.

Star Wars Space Combat

1) Any players/droids make Repair checks on damaged systems
2) Pilot declares a maneuver and makes a Pilot Check
3) Opposing pilot(s) make Pilot Checks
4) Countermeasures are fired and Angling of Deflector Shields takes place
5) Each ship (starting with the ship whose turn it is and proceeding through Initiative Order) fires any guns that can fire.
6) Repeat

Basics:

In relationship to one another, ships are always at one of four ranges. These ranges are (from closest to farthest):

Firing Range
Long Range
Sensor Range
Out of Range

Ships may fire weapons at other ships provided that they are within Firing Range or Long Range. Firing at a ship at Long Range incurs a -4 penalty. The bonus for firing a weapon is calculated by adding the ships Size Bonus, the crewman’s Ranged Attack Bonus and the ships Fire Control Computer bonus (if any). All weapons fire in one of three firing arcs: Front, Rear or Omni-Directional.

In order to fire a Front firing weapon, a pilot must get their target “In Position”. Doing this requires a Pilot check as detailed in the maneuvers list below. A weapon that fires to the Rear can only be fired at a ship that is In Position on the firing ship. Omni-Directional may be fired at any ship within range. A Pilot may only fire weapons that are Front firing. All other weapons must be fired by Gunners, droids or by the computer.

Pilot Maneuvers

“Get Target In Position” – If you win the opposed Pilot check then you put the target ship “In Position”, allowing the firing of Forward facing weapons on that turn.

“Head to Head” – If you win the opposed Pilot check then the enemy ship is considered In Position but you are also considered In Position for them. This maneuver gives a +4 bonus to the Pilot check.

“Fly Defensively” – If you win the opposed Pilot check then your ship gains a +2 to Defense (+3 if you have at least 6 Ranks in Pilot) and any weapons fired that turn suffer a -4 to Attack Rolls.

“Evasive Maneuvers” – If you win the opposed Pilot check then your ship gains a +4 to Defense (+6 if you have at least 6 Ranks in Pilot) and any weapons fired that turn suffer a -8 to Attack Rolls.

“Break off Engagement” – Your ship moves one Range further from each enemy ship who failed to beat your Pilot check.

“Close Distance to Target” – Your ship moves one Range closer to each ship that failed to beat your Pilot check.

Co-Pilot/Computer/Repair Checks

“Give Her Some More Juice!” – By taking careful control of the throttle, the Co-Pilot can aid the Pilot in the task of piloting the ship. If the Co-Pilot makes a DC 10 Pilot check then he gives the pilot a +2 to his current maneuver. If the Co-Pilot makes hits a DC of 15 then he can give a +4 to the “Break Off Engagement” or “Close Distance to Target” maneuvers.

“Angle the Deflector Shields!” – The Co-Pilot or any character at a computer terminal on the ship can attempt to angle the ships deflector shields to the Front or the Flanks. All attacks on a ship hit the Flanks unless the firing ship is In Position of the ship being struck.

“Boost Power to the Engines!” – The Co-Pilot or any character at a computer terminal on the ship can attempt to increase power to the engines at the expense of the deflector shields.




(I'll note that the list of maneuvers for the non-pilots is not comprehensive and I've not assigned DC's to all of them yet. I'm happy to take suggestions for additional maneuvers so long as the list doesn't get too long. Ideally I'd like each player to have to contemplate no more than about 5 or 6 options for maneuvers to keep things fast and fun.

Lastly, it is my intention to use most of the ship stat blocks fairly intact and to incorporate the Battle Damage chart on page 216 of the rulebook if the shields are penetrated. Having frequent damage to ships systems strikes me as a good thing since it gives the other crewmembers something to do.

Thanks for any help or feedback you can give.)
 

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Consider that SNATCHED for my Space Opera d20 Future game. Just glancing at it, I really like it. Will run some mock fights and give you some feed back. Great Job!
 

Gomez said:
Consider that SNATCHED for my Space Opera d20 Future game. Just glancing at it, I really like it. Will run some mock fights and give you some feed back. Great Job!

Well thanks for the compliment. I do like the basic concept and I think it will run fast and fun. Now go figure out what is WRONG with it and let me know. ;)

One core concept that is implicit in this system is that "fixed" mounts (those firing to the Front or Rear) are a lot cheaper and certainly more space efficient than Omni-Directional mounts. That means that most fighters (particularly single seat fighters) are going to only have Front firing guns.

Battles will therefore unfold in which the fighters will constantly want to try and get "In Position" or go "Head to Head" in order to bring their guns to bear. Larger ships along the lines of the Millenium Falcon won't concern themselves so much with trying to get in behind their opponents and will instead simply fire their Omni-Directional weapons on every initiative. But of course they'll have a tougher time hitting the more maneuverable fighters.

In practice I will probably plan to have each ship represented on the table with a picture of the ship. At the bottom of the picture will be some boxes in which I can put numbers indicating the enemy ships. I can then use little markers of some sort to indicate the range to each ship, any ships that are "In Position" and the Angle of the Deflector Shields.
 

Last Thursday I decided I'd run a "quick little space combat" because I knew two players had been excited to try those rules out. I wasn't, not really. Not because of any fault in the rules, but because I hadn't wanted to make a focus of the game the flying about of ships ... they were to be used mostly for "Getting To Point B".

That and my players always have devious ways to use any vehicle. "So is it a DSP if I hit the Darksider with the speeder?" "Uh ..."

Anyway ... the battle took something on the order of two and a half hours. Four fighters vs. one ship ... the fighters were pretty cruddy, the Jedi ship pretty good ...

Missiles ... Oh God the Missiles ... a six ship combat quickly became a 12, 14, 16 ship combat as we had little missile trackers whipping back and forth and turning laboriously back and around and whipping past ...

I do like the multiple roles of crew in the RAW. The group had alot of fun running back and forth ... fixing systems, repowering the sheilds, firing the guns and firing missiles (they had the droid firing missiles ... and he was the MVP of that group. Proton Torpedos wreak absolute havok on small ships.) Piloting and maneuvering.

So I'd like to see those roles kept in this sort of system. I think this is the sort of system I really prefer to use, for myself ... the RAW are just way way too drawn out ... Move Actions, Standard Actions ... it's like a regular combat with ANOTHER regular combat running on top of it.

I'm not sure what to do with missiles. I was thinking maybe they start at Firing Range and have to close to Point Blank (which I'd add, for raming, as well) via these rules, then make an attack roll. If it misses it can attempt to make an additional attack roll the next round at -4 and then it's no longer tracked. Maybe just fire the missile, make an attack, if it misses it attacks again the next round at -4. May be a little too good. There was alot of running from missiles in our combat.

--fje
 


Rel said:
Well thanks for the compliment. I do like the basic concept and I think it will run fast and fun. Now go figure out what is WRONG with it and let me know. ;)

I don't see alot wrong with it man, it remnds me alot of the abstracted combat in GURPS Space, only it looks like it's explained in about half the volume of words:)

I'm grabbing it
 

Teflon Billy said:
I don't see alot wrong with it man, it remnds me alot of the abstracted combat in GURPS Space, only it looks like it's explained in about half the volume of words:)

I'm grabbing it

JUST my luck! I finally come up with a good idea and it's so perfect that it requires no comment! ;)

Thanks. It almost seems a shame that I probably won't be running Star Wars at GenCon this year. If things go really well when I run this down at the beach then maybe I'll have to see if I can't work out a time to run it at GenCon.
 

Well let me know if you do. This will be my first Gen Con >:)

I was going over this last night with my group, as half the session was taken up with fighting off tie fighters and drop transport ships, trying to rescue people from a crash site. Its the first time we really got into "rules" regarding vehicle combat... i found it to be a bit convoluted at first glance. I thought i would just make out a cheat sheet to help clear things up... i will print this out and use it instead lol thanks...

Rel said:
JUST my luck! I finally come up with a good idea and it's so perfect that it requires no comment! ;)

Thanks. It almost seems a shame that I probably won't be running Star Wars at GenCon this year. If things go really well when I run this down at the beach then maybe I'll have to see if I can't work out a time to run it at GenCon.
 

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