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Rules for large scale space battles

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Rules: U

System for combining large numbers of starfighters in combat:



I have tried to make an easy system for battles involving large numbers of

starfighters by using the combined action rules found on pages 88 to 70 in

the rule book.



Ships           Man     Space   Hull    Shields Cannon  Torpedo/Missile

Coordinated                                     Damage  Damage

1               Insert stats for chosen starfighter on this line

2                                               +1D     +1D

4                               +1              +2D     +2D

6                               +2              +3D     +3D

10              -1              +1D             +4D     +4D

15              -2              +1D+1           +5D     +5D

25              -1D     -1      +1D+2           +6D     +6D

40              -1D+1   -2      +2D             +7D     +7D

60              -1D+2   -3      +2D+1           +8D     +8D

100             -2D     -4      +2D+2           +9D     +9D



Game Note 1: If the number of starfighter does not match a level found on

the Combined Action Table, go to the next lower number of starfighters.

        Example:

        A rebel starfighter wing consists of 36 fighters. Since 36 does not

        exist on the chart, go to the row labeled 25.



Game Note 2: Maneuverability (Man) and Space cannot go below zero, it stays

at 1.





In the two following examples have I tried to show how the standard

organization of starfighters into flights, squadrons and wings affect

the values.



Example 1:

X-Wing          Man     Space   Hull    Shields Cannon  Torpedo/Missile

                                                Damage  Damage

1               3D      8       4D      1D      6D      9D

2               3D      8       4D      1D      7D      10D

4               3D      8       4D+1    1D      8D      11D

6               3D      8       4D+2    1D      9D      12D

12              2D+2    8       5D      1D      10D     13D

24              2D+1    8       5D+1    1D      11D     14D

36              2D      7       5D+2    1D      12D     15D

48              1D+2    6       6D      1D      13D     16D

72              1D+1    5       6D+1    1D      14D     17D

144             1D      4       6D+2    1D      15D     18D



Example 2:

TIE/In          Man     Space   Hull    Cannon

                                        Damage

1               2D      10      2D      5D

2               2D      10      2D      6D

4               2D      10      2D+1    7D

6               2D      10      2D+2    8D

12              1D+2    10      3D      9D

24              1D+1    10      3D+1    10D

36              1D      9       3D+2    11D

48              +2      8       4D      12D

72              +1      7       4D+1    13D

144             +1      6       4D+2    14D



If you want to mix different types of starfighters, figure out averages

using the example on page69 as a guide, except for space, where the slowest

fighter sets the pace.





Damage Roll Above       Effect

Hull Code By

    0-8                 Unit is disorganized. -1D to maneuverability and

                        damage until the unit leader beats an Moderate

                        Difficulty using his command skill.

    9-15                Unit is damaged. Size of unit is considered to be

                        one step lower than the original unit.

    16+                 Unit is considered destroyed for all game purposes

                        but survivors and damaged ships can be found.



To successfully manage to control the unit must the designated leader

roll his command skill against the units average skill level in starfighter

piloting. This can be done using the Command Difficulty Table on page69 in

the Rule Book.

Please note that if the unit leader is both participating and commanding

in the action, his command skill is at -1D.



        Example 1:

        Lord Vader is controlling two wingmen during the Battle of Yavin,

        and his wingmen have 5D each in flying their TIE's.

        This means that Lord Vader needs to roll against an Easy difficulty

        level.

        His command skill at that time was 10D, but he is participating in

        the action and his command skill is therefore 9D.



        Example 2:

        Admiral Piett onboard the SSD Executor is controlling an entire wing

        consisting of 72 TIE/In during the Battle of Endor, and the pilots

        in the wing have 5D each in flying their TIE's.

        This means that Admiral needs to roll against an Moderate difficulty

        level.

        His command skill at that time was 8D+2, but since he is not

        participating in the action he does not suffer any penaly and

        rolls 8D+2.



If the unit leader misses his roll, find the difficulty level which

corresponds to the unit leaders final roll, and use the Command Difficulty

Table on page69 until you find the the difficulty level he managed to beat.

That is the number of starfighters he can coordinate.



        Example:

        Lord Vader is trying to command 40 TIE/In with an average skill of

        5D. This is a Difficult task.

        The GM decides that the difficulty is 18.

        If Vader rolls 18 or higher, he commands all 40 starfighters.

        If Vader rolls a 16 or 17, that is still a Difficult total, but it

        does not beat the difficulty. He must go up one level from

        commanding 40 starfighters to 25.

        If Vader rolls an 11-15, in the Moderate range, he commands 15

        starfighters.

        If he rolls 6-10, in the Easy range, he commands 4 starfighters.



Important: While you get the bonus dices to add to the damage dice, you do

not get any bonuses to hit



Please note that this system can be used for groups of capital ships

instead of starfighters but combining many different weapons system

can be difficult.





Copyright © 1996 Urban Lundqvist 

http://www.sdf.luth.se/~luna



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