Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HUD10QU3N491VSCD@DRYCAS.CLUB.CC.CMU.EDU> for sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Tue, 22 Aug 1995 04:57:00 -0400 (EDT) Received: from pinus.tt.luth.se by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HUD0ZKKGIO8WX3FC@DRYCAS.CLUB.CC.CMU.EDU> for jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Tue, 22 Aug 1995 04:55:56 -0400 (EDT) Received: from bebop.tt.luth.se by pinus.tt.luth.se with SMTP (5.67b/IDA-1.2.8-NS) id AA01153; Tue, 22 Aug 1995 10:57:11 +0200 Received: from BEBOP/MAILQUEUE by bebop.tt.luth.se (Mercury 1.12); Tue, 22 Aug 95 10:57:24 MET+0100 Received: from MAILQUEUE by BEBOP (Mercury 1.12); Tue, 22 Aug 95 10:57:00 MET+0100 Date: Tue, 22 Aug 1995 10:56:54 +0100 (MET) From: URBAN LUNDQVIST Subject: Starfighter Combat System To: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: <108323204D7C@bebop.tt.luth.se> Organization: SKERIA Utveckling/HLu MIME-version: 1.0 X-Mailer: Pegasus Mail/Windows (v1.22) Content-type: TEXT/PLAIN; CHARSET=US-ASCII Content-transfer-encoding: 7BIT Priority: normal 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. Any comments, please Wing Commander Luna, Renegade Squadron