Star Wars Vehicle Rules

Vehicles:

Scale

Each vehicle has a scale rating. Examples:

0. Character
1. Bike – Speeder Bike, Swoop
2. Speeder – T-16, AT-ST walker
3. Starfighter – X-Wing, AT-AT walker, Rancor
4. Transport – Stock YT-1300 freighter, Lamda Class Shuttle
5. Frigate – Nebulon-B Frigate, Corellian Corvette
6. Capital Ship – Star Destroyer, Mon Calamari Star Cruiser
7. Flagship – Super Star Destroyer
*. Planetoid – Death Star, fortified asteroid base.

Note that some ships may carry weapons that act with an effective scale different from the ship that mounts them. Examples include shoulder-fired missile launchers, carried by characters but operating on Speeder scale, Proton Torpedoes, which may be carried by starfighters but operate on Frigate scale, and point-defense batteries on captial ships, which operate on Starfighter scale.

All skills are taken directly from the crew. Some ships may provide a bonus to certain skills. As a general rule, an average civilian crew provides a d6, while an average military crew provides a d8.

Starfighters and smaller vehicles, as well as Transports with the Combat Thrusters mod, use the Pilot’s Physical Finesse score, though most have a Maximum result cap. Any vessel of Transport scale or larger has an effective Physical Finesse Value of 2 on all rolls. Craft of Starfighter Scale or less may have a Maximum Physical Finesse Die type listed. A character may not roll a die higher than that type for their Physical Finesse when operating that craft. If the character has a higher die type, they instead roll the maximum allowed die. Special: Starfighter-scale and smaller weapons mounted on a larger ship do not force this restriction.

This reflects that even the best pilots can only do so much with a less maneuverable craft, while poor pilots cannot take best advantage of a more maneuverable craft.

Initiative:
A ship’s pilot or commander rolls initiative to determine the initiative of the entire ship and crew.

Distance in Starship Combat.

A starship’s movement is abstracted to be relative to other ships. Thus, a ship’s fighting space, speed, and weapons range are all given in terms of a number of spaces on a grid.

Attacking and Defending:

The crewmember of a ship uses their Stat+Skill pool to attack with vehicle weapons. Possible stat pools include:
-Forward-firing starfighter weapons: Physical Finesse + Pilot
-Turret-mounted weapons: Physical Finesse + Firearms
-Fire control on weapons batteries: Mental Finesse + Computer
-Tractor Beams: Mental Finesse + Computer to Establish, Physical Might of the vessel + Use Computer to maintain. Thus, while a good pilot cannot usually escape a tractor beam once it has a hold of his vessel, he can often avoid it in the first place.

A vessel may mount a number of weapons systems based on its scale. When it takes an Action to attack, it may activate up to half the weapons systems it carries, based on the chart below. No one target may be targeted more than once per attacker’s weapons system per Attack Action. The maximum number of weapons systems mounted by a standard combat vessel is listed below. Most civilian models will have fewer systems if any at all, while a few elite ships may mount one or even two more than the normal maximum.

Base number of weapons systems:

Character, Speeder: 1
Starfighter, Transport: 2
Frigate: 4
Capital Ship: 6
Flagship: 8

Vehicle Weaponry

A weapons system may consist of a single cannon or launcher, several fire-linked individual weapons, or large, coordinated batteries of fire. Such groupings are already included in the stats for the weapons system.

Laser weapons (all scales).
A version of Laser weaponry is available at every scale of vehicle. Small-scale weapons are often identical to personnel-level weapons, and include blasters and heavy blaster cannons, often mounted on speeders and are intended as anti-personnel weaponry. Mid-range starfighter and transport scale weaponry includes Fire-linked laser cannons and quad laser batteries, as well as the point-defense cannons mounted on larger ships meant to defend against smaller vessels. Larger vessels mount turbolasers capable of punching through the strongest armor.
The default range for a Laser weapon in starship scale is 2 spaces. Increase the range of laser weapons by one for every step up in scale. The default damage type for a Laser weapon is Wounds.

Fire-linking: many ships have multiple blaster, laser, or turbolasers which may be set for linked fire to engage a different class of foes. For example, an X-wing has four laser cannons, one on each wingtip. These can be set to fire independently in rapid succession or all at once. When installed, these changes in settings may increase or decrease the effective scale of the weaponry by one, allowing ships to take on enemies of varying classes, increasing damage output while decreasing accuracy, or vice versa. An operator may change the linking function of his weapons as a Move.

Ion weaponry (all scales). The statistics are identical to laser weaponry, save the following: -1 space to range, Hit base damage, ignores armor. If an effect would upgrade Ion damage to Wounds, it may either help negate a discrepancy of scale, or instead may add another Hit to the damage of the attack.

Point Defense Batteries. Identical to standard Starfighter-scale weaponry, save it can only be mounted on a ship of Frigate scale or larger. Special: instead of attacking a specific target, Point Defense Batteries may make an attack against every target within base range with a -5 penalty.

Transport Scale:
Concussion Missiles

Frigate Scale:
Proton Torpedos
Proton Bombs

Target Lock: A Pilot or Gunner may spend an Action to lock missiles or torpedoes onto a target and launch them. If so, the base range of the attack doubles. The ship launches its payload this turn, but the attack does not complete until the start of the attacker’s next turn. An attacker may then take their next action to attack normally. Missiles or torpedoes that miss their initial attack may attempt a second attack on the following turn with a -5 penalty.

A target becomes aware when they have a missile lock on them. When they have weapons locked on them, they may spend an action and make a Pilot Check DC 10 to cancel the lock, causing the weapons to miss automatically, or a DC 15 check to cause them to lock onto another adjacent target.
A defender may make an attack at DC 15 to destroy the projectiles outright before they make their attack. He may also ready an attack to interrupt their attack with an attempt to shoot them down.

Transport Scale:
Concussion Missiles

Frigate Scale:
Proton Torpedoes

Defending:

Passive Defense

A ship uses its Physical Might + Resilience rating to calculate a passive defense. Resilience is innate, and is one Skill a ship does not derive from its crew. It may gain a bonus to this defense from its Armor. Maiming damage normally ignores Armor.

Active Defenses:

The pilot of a Starfighter or smaller vessel, or a Transport with the Combat Thrusters mod, may use his Physical Finesse + Pilot to calculate an Active defense in any turn in which he used his standard Move to pilot the ship. Note that his Physical Finesse may be capped by the vessel in question.

Angle Deflector Shields: An operator may spend their Action to use a Mental Finesse + Computer to calculate an Active Defense, so long as a vessel has active deflector shields. This cannot reduce an attack below one threshold.

Vehicles suffer Onslaught penalties to their defenses just as characters do.

Deflector Shields:

As the Force Field Power, with the following changes:
Any given ship of Starfighter scale or larger may purchase up to three ranks of Deflector Shields.
Starfighter and Transport shields do not ignore damage.

While a ship’s shields are up, other ships may not enter or exit any hangar bays. With a DC 10 Mental Finesse + Computer check, you may open the shields around a hangar bay while keeping the rest of the ship protected. Until the start of your ship’s next turn, smaller ships may enter and exit the bay, but shields may not be used to calculate an active defense, and enemy ships may take a Vital Strike to bypass the Shields and Armor of your ship.

As an Action, a crew member may make a DC 10 Mental Finesse + Computer check, and extend the shields of a Frigate or larger-scale ship around an adjacent allied ship of Transport scale or smaller, drawing the ship into its space. When it does, the smaller ship cannot be attacked by anything outside the shields, and cannot make attacks at targets outside of them.

This prevents the shields from being used to calculate an Active defense in that round.

As an Action, the shield operator may make a DC 10 Mental Finesse + Computer check to replenish shields which have been depleted. Each threshold restores one rank of Shields. This prevents the shields from being used to calculate an Active defense in that round.

Armor:

As the Armor Power.
Airspeeders, Starfighters, and transports may purchase ranks of Armor 2.
Frigates and Capital Ships may purchase ranks of up to Armor 3.

Health:
All ships have a number of Health levels. In general, the base number of health levels for a vehicle of character scale is 2. For every size category beyond character, double the number of health levels. Some vessels may be augmented with slightly more or fewer health levels per their class.

1. Character – 2
2. Airspeeder – 4
3. Starfighter – 6
4. Transport – 8
5. Frigate – 10
6. Capital Ship – 20
7. Flagship – 30
8. Planetoid – 50

A crew member may take an action and make a Mental Might + Computer or Engineering to shake off a Hit.

Combat Thrusters 1-3
Prerequisite: Transport-scale starship.
The vessel has been modified to handle like a starfighter, while never as nimble as a dedicated interceptor, this allows a vessel to dogfight, dodge debris, and use his Physical Finesse + Pilot skill to calculate an Active defense. The rank of mod purchased determines the maximum Physical Finesse result a pilot may achieve while piloting the vessel:
1 – Max result 4
2 – Max Result 6
3 – Max Result 8
This mod does not affect a ship’s weapons systems.

Starship Combat modifiers:

Tactical Fire: Similar to Covering Fire. May cover an adjacent area, or a smaller radius around the ship.

Dogfighting:

Also known by some pilots as the “furball,” a Dogfight follows a similar mechanic to a Grab.

Declare you are attempting a dogfight against an adjacent vehicle capable of combat maneuvering. Move into Roll Physical Finess + Pilot vs. the Pilot’s Active Pilot Defense.

Wings:

Multiple ships can form up into a wing for added offense and defense at the cost of mobility. All ships in the wing must be identical models with identical loadouts. A pilot takes an Action to join a wing. He may leave the wing at any time as part of a Move on his turn.

While in a wing, ships gain the following modifiers:

2-5 ships: +1 Scale
5-12 ships: +2 Scale

All ships in a Wing act as one larger vessel, taking only one set of actions in a turn, and are treated as a single vessel of the appropriate scale for the purposes of making and resolving attacks. The actions of a Wing are determined by its commanding officer. When hit by an attack, the commanding officer may assign any damage dealt out to whichever ships in the Wing he prefers; however, any ship with zero

Star Wars Vehicle Rules

FLUX JonathanTimmermann