SHIPS AND SPACE COMBAT
An important part of Star Wars- Prequel and Original Trilogy alike- is ship to ship combat, somewhere where Jedi have less of an edge than they do on the ground... though that said, it is Jedi that pull off all the amazing ship feats in the films.
In this game, a different action system from normal is used to represent such fights. It is a more abstract system where you do not say precisely what you are trying to do, more which area of the fight you are trying to affect. Events then happen to you and you attempt to match them as best you can.
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Pilot Pool
Pilot is the only relevant skill in ship-based situations- both how well you fly and how well you shoot (as a stop gap, turrets can currently be fired using either Pilot or Heavy Weapons). The default Pilot pool is Dexterity + Pilot, and this will be used for the vast majority of Piloting rolls.
Pilots and Aces
Ship combat recognises two types of general combatant- Pilots, the equivalent of mooks (including the possibility of superpilots taking the place of supermooks), and Aces, which are named characters.
Pilots can be represented individually, for small-scale actions. However, in large fleet engagements, individual Pilots are not counted. Instead, both sides have generic 'Wings' of ships of various types. Wings make one roll (as if one ship was making the roll) each during an engagement, and the results of these rolls decide hoiw the engagement is going. It is not the roll of Aces to try and hunt down all Pilots, as they are not being numerically tracked. Instead, Aces can affect the situation much more directly than Pilots, to turn the battle in their favour.
Ship Stats
Ships have three stats- Thrust, Manoeuvrability and Armour.
'Thrust' is a general representation of a ship's sheer power, be that outright speed, acceleration or reactor systems. 'Manoeuvrability' is a representation of how agile the ship is.
These stats have two uses. First of all, your Pilot pool is increased when fighting a ship that has a lower thrust and/or manoeuvrability than you. Furthermore, a ship with a higher Thrust gets to attack an enemy first, which can be important when fighting Pilots as it is very useful to be able to shoot them down before they hit you. Manoeuvrability, however, gives larger pool bonuses.
Secondly, Thrust or Manoeuvrability is added to your Pilot Pool when making skill checks due to various events that can happen to you in space. Outrunning a giant explosion would be a Thrust check, whilst dodging incoming asteroids would be Manoeuvrability. However, such checks also come with a difficulty, which is subtracted from your Pilot pool.
The third stat, 'Armour', is a generic representation of how tough your ship is, based on size, shield systems and literal armour plating.
For Plots, Armour is a stat that details how hard it is to blow them up in one shot. For every shot that does not kill a Pilot, their Armour rating is reduced, meaning the next shot is more likely to kill them.
Superpilots and Aces instead use their armour rating like hit points- they are fine until their armour reaches zero. Superpilots have ten times a ship's armour rating as hit points, whilst Aces have twenty times.
Pilot Combat Rolls
Making an attack is very simple. You make your Pilot roll- as modified by your Thrust and Manoeuvrability ratings- and see how many successes you got. Against a superpilot or named opponents, you reduce their remaining armour points by the successes you rolled.
Against a Pilot, if you rolled twice as many successes as the pilot has armour, he is instantly killed. Else, his armour rating is permanently reduced by one. If a Pilot is hit when his armour rating is 0, he is automatically destroyed.
Examples- Obi-Wan is firing upon a Vulture Droid fighter. These fighter droids are very nippy but exceptionally fragile- their armour rating is 1. This means it takes just two successes to destroy such a fighter. If Obi-Wan flakes out and rolls just one success, this does not destroy the Vulture, but it reduces its armour to zero. This means any further hits would destroy it.
Even a TIE Fighter is a bit more sturdy than a Vulture. With an armour rating of two, Luke Skywalker needs four successes on an attack roll to destroy it outright. Anything less than that reduces its armour by one.
If our heroes are fired upon, they are never destroyed in one go. Obi-Wan's Jedi Starfighter has an Armour rating of 40, whilst Luke's X-Wing has 60. Successes rolled against them simply reduce this rating on a one-to-one basis; they will be shot down when their rating reaches zero.
Below is how Thrust and Manoeuvrability affect your Pilot Pool:
THRUST: a higher thrust than your opponent gives you +1 pool. If your Thrust is three or more points higher than your opponent's, this bonus is instead +3.
MANOEUVRABILITY: a higher manoeuvrability than your opponent gives you +2 pool. If your Manoeuvrability is three or more points higher than your opponent's, this bonus is instead +4
Capital Ships and Payload
Capital Ships do not take an active part in scenarios except in Events or as dictated by scenario rules (see below). However, they are often targets for attack. Capital Ships are attacked using Pilot rolls as normal.
Sufficiently large capital ships have to be attacked using torpedoes. Only ships with a 'Payload' rating can do this. Your Payload rating is your base damage against Capital ships when making runs on them. Very heavily shielded capital ships may reduce damage taken against them, but so long as your ship has a payload rating you can make bombing runs.
Wings of Pilots make bombing runs as dictated by scenario rules. Aces make bombing runs both when scenario rules say they can, and when the event system gives them an opportunity. Capital Ships can take as much damage as the scenario rules dictate.
Scenario Rules and Hits
A Scenario is a single space battle. Its special rules dictate what the objectives of each side are to win the battle. Scenario rules can dictate when capital ships can attack, how they might fire back, when the Death Star fires and blows up your flagship...
Most Scenarios revolve around the concept of trying to 'win' a round of battle. By default, the winner of a round is the side that scored the most HITS (not kills) on the other side that turn. Aces can directly affect this outcome by scoring hits on enemy ships, or by events that allow them to rescue colleagues, which means fewer hits have been scored against their side.
A short skirmish might simply say that the first side to win five rounds will cause the enemy to withdraw. A survival scenario might been that the players have to survive ten rounds and take extra damage for each round they lose. A strike against an enemy fleet might rule that Pilot Wings can make one attack on enemy capital ships for every three rounds they win.
There are no limits on scenario rules other than that which the GM desires.
Events
Aces do not choose specifically what they are doing. Instead, each round they decide on which part of the battle they are helping out with, normally by attaching themselves to a Wing.
A deck of Events then decides what happens to an Ace in a given turn- be that a straight fight against an enemy, a chance to save a colleague, being fired at by capital ships, an opportunity for a bombing run or trying to avoid a collision. Some scenarios may allow Aces to encounter more than one event in a turn.
Some events are 'Scenarios', which instead represent lasting situations that affect an Ace for several turns.
Certain Pilot Schticks can make Events more favourable to you; this is noted on the Event itself.
Ship Stats
Below is a list of what ships are represented by the rules at this time.
If you take a Starship at character creation, you may take any of these ships available for your era, or make up your own ship that has identical stats to those listed below.
The second armour rating listed for each ship is what an Ace would get in it, for reference.
PREQUEL ERA:
Jedi Fighter (generic light template): Thrust: 4 Manoeuvrability: 6. Armour: 2/40
Naboo Fighter (generic medium template): Thrust: 3 Manoeuvrability: 5. Payload: 1. Armour: 3/60
Aluran Interceptor (generic heavy template): Thrust: 4 Manoeuvrability: 4 Payload: 1 Armour: 3/60
Vulture Droid: Thrust: 6 Manoeuvrability: 6 Armour: 1
Damagran Scout: Thrust: 2 Manoeuvrability: 5 Armour: 3/60
P110 Interceptor (Red Lance fighters): Thrust: 5 Manoeuvrability: 3 Armour: 3/60
Modified Jedi Fighter (Anakin's as an example): Thrust: 5 Manoeuvrability: 5 Armour: 2/40
Firespray (generic larger ship template): Thrust: 3 Manoeuvrability: 3 Payload: 2 Armour: 4/80
YT-1300 freighter (generic small freighter template):: Thrust: 4 Manoeuvrability: 2 Payload: 1 Armour: 5/100
ORIGINAL TRILOGY ERA
X-Wing: Thrust 6 Manoeuvrability 4 Payload 1 Armour 3/60
Y-Wing: Thrust 3 Manoeuvrability 4 Payload 2 Armour 3/75
TIE Fighter: Thrust 5 Manoeuvrability 6 Armour 2/30
TIE Bomber: Thrust 3 Manoeuvrability 4 Payload 2 Armour 3/40
Notes
''Clone Wars" is its own era, but we have not designed enough ships for it yet.
Note that player armour is sometimes tweaked- higher in a Y-Wing, lower in a TIE (players should really avoid flying TIEs... Vader had the right idea)
We assign most EU ships to one of the above templates. Z-95s, for example, are as Jedi Fighters.