
Before
the game can begin, you'll need to select your forces. If you're using this game
in conjunction with The Star Wars Roleplaying Game, your forces will be
dictated by the roleplaying scenario. If you're playing a stand-alone game,
however, it's now time to purchase your craft with Squadron Generation Points,
or SGPs.
Squadron Generation Points
To be able to compare the basic value of different craft, and
their pilots and weapons, these factors have been given value in Squadron
Generation Points. SGPs measure the skills of the pilots and gunners, and the
agility and power of their craft. Through their use, the approximate value of
different combinations of opposing forces can be ascertained.
Players
can decide upon a total 'point budget' for each side of the conflict, or these
numbers could be dictated by the gamemaster. For a straight squadron vs.
squadron battle, we've found that about 800 SGPs is a good
number to start off with. Once you've decided how many points each player gets,
it's time to 'buy' your ships.
Squadron Generation
First, get a copy of the Squadron Record Sheet, found in the Downloads
section. Then, think about what type of craft you'd like to have make up your
squadron. If you're going to be using this game in a Star Wars Roleplaying
Game scenario, please bear in mind that these Basic rules are for the
standard, rank-and-file type of pilot. Player Characters from the RPG should not
be subjected to these rules, and will be covered fully in the chapter 'Heroes',
in the Advanced game (coming soon!).
Craft Lists
Here follows the listings of the Alliance and Imperial craft
included with this game, and their point costs. If you'd like to use
starfighters of your own design, don't worry - rules for their adaptation to
this game are included further down the page.
|
Alliance Craft |
|
X-wing Starfighter
Maneuverability: 3
Space: 8
Hull: 4
Shields: 1
Weapons:
Laser Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3
Range: 1-3/12/25
Damage: 6
Proton Torpedoes
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2
Range: 1/3/7
Damage: 9 |
Y-wing Starfighter
Maneuverability: 2
Space: 7
Hull: 4
Shields: 1
Weapons:
Laser Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2
Range: 1-3/12/25
Damage: 5
Proton Torpedoes
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2
Range: 1/3/7
Damage: 9
Light Ion Cannons
Fire Arc: Turret*
Skill: Starship gunnery
Fire Control: 3 (1*)
Range: 1-3/7/36
Damage: 4
* Cannon may be fixed to one Fire Arc (owner's choice), to be fired by
pilot at a Fire Control of 1. |
A-wing Starfighter
Maneuverability: 4
Space: 12
Hull: 2
Shields: 1
Weapons:
Laser Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3
Range: 1-3/12/25
Damage: 5
Enemy Targeting Jammer
Fire Arc: All
Skill: Sensors
Fire Control: 3
Range: 1-3/7/15
Damage: -2 FC |
B-wing Starfighter
Maneuverability: 1
Space: 6
Hull: 3
Shields: 2
Weapons:
Laser Cannon
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1
Range: 1-3/12/25
Damage: 7
Proton Torpedoes
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3
Range: 1/3/7
Damage: 9
Medium Ion Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 4
Range: 1-3/7/36
Damage: 4
Auto Blaster
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2
Range: 1-8/25/40
Damage: 3 |
| Base Craft Cost: 44 |
Base Craft Cost: 58 (53*) |
Base Craft Cost: 45 |
Base Craft Cost: 70 |
|
Imperial Craft |
TIE Fighter
Maneuverability: 2
Space: 10
Hull: 2
Shields: 0
Weapons:
Laser Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3
Range: 1-3/12/25
Damage: 5 |
TIE Interceptor
Maneuverability: 3
Space: 11
Hull: 3
Shields: 0
Weapons:
Laser Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3
Range: 1-3/12/25
Damage: 6
|
TIE Advanced x1
Maneuverability: 1
Space: 10
Hull: 3
Shields: 1
Weapons:
Blaster Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2
Range: 1-3/12/25
Damage: 6 |
TIE Bomber
Maneuverability: 0
Space: 6
Hull: 4
Shields: 0
Weapons:
Laser Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2
Range: 1-3/12/25
Damage: 3
Concussion Missiles
Fire Arc: Front
Skill: Missile weapons
Fire Control: 3
Range: 1/3/7
Damage: 9 |
| Base Craft Cost: 28 |
Base Craft Cost: 32 |
Base Craft Cost: 29 |
Base Craft Cost: 35 |
Creating Your Forces
Once you've picked your craft, grab the Squadron Record Sheet and fill in the
name of the squadron, and craft type. Now, it's time to choose a pilot quality
for your squadron, Average, Veteran or Elite, as described in the chapter Morale.
The point costs for each quality are as follows:
| Average |
0 |
| Veteran |
10 |
| Elite |
20 |
Attributes and Skills
Next, we'll have a look at your pilots in more detail, in terms of
attributes and skills. Attributes come first. Give your pilots' attributes
(Dexterity, Knowledge, Mechanical, Perception) each a value between 1 and 4, making
sure that the combined total of all attributes equals 8. For example, pilots in
a squadron could have a Dexterity of 1, Knowledge of 1, Mechanical of 2, and a
Perception of 4. Write these numbers on the appropriate lines on the record
sheet - these are the base values for all the skills governed by each attribute.
The next step is to fill in the skills. Decide what skill levels you'd like
to give your pilots, to a maximum of the governing attribute +2 (players may
decide to waive this rule and play with no skill limit, if they wish). Write these numbers in the left-most box,
the one that actually contains the name of the skill. Since you're already
paying SGPs for the governing attribute, take the skill in question, and subtract
the value of the applicable attribute, writing this number in the box to the
right of the skill. This is the point cost for the skill level you've chosen.
For example, if the player's squadron has a Mechanical attribute of 4, and he'd
like his pilots to have a starfighter piloting skill of 6, it will cost
that player 2 SGPs (per pilot, but just enter a 2). In the case of fighters with gunners (like the
Y-wing two-seater version), charge yourself double the skill cost in the starship
gunnery box.
If you decide to play with no skill limit, skill level is limited only by how many SGPs you're
willing to pay. As you can see, pilots of exceptional ability are possible, but
depending on your point budget, the number of fighters in that squadron may
suffer as a result. Feel free to experiment with different strength/number combinations, and
decide what's going to work best in your situation. But for your first few
games, it's better to limit skills to the rule of attribute +2.
Once all the skills and their costs are entered, total down the column,
adding Pilot Quality, Attributes, and Skills. This number is your Base Crew
Cost. Enter it in the appropriate box.
Craft Specifications
At this point, we enter the statistics for the craft you've
chosen (or invented), with the exception of its weapons. This is fairly straight ahead - enter
the fighter's maneuverability, space, hull, and shields in the boxes to the
right of these systems. Their SGP cost is exactly the same as their value. Total
them up, and you've got your Base Craft Cost - enter it in
the appropriate box at the bottom. Now add your Base Crew Cost to the Base Craft Cost,
entering the total into the box labeled 'Craft & Pilot Cost', at the top of the next column.
Now it's time to add on the weapons. Write the name of each
weapon system in its box, but don't worry about the Fire Code at the moment
(we'll be filling this value in later, and it doesn't figure into the SGP cost,
anyway). Now enter the other weapon values - damage, fire arc, fire control, and ranges.
For every point of damage and fire control, the cost is one SGP and for each
fire arc the weapon covers, the cost also is one SGP. In addition to this, have
a look at the weapon's long range. For every five hexes a weapon's long range
can reach, charge yourself another SGP. For example, the common TIE fighter
laser cannon, with a fire arc of front, fire control of 3, a damage of 5, and a
long range of 25, would cost 14 SGPs.
Once you've totaled all the weapons in this fashion, add up
the Craft and Pilot Cost and each of its weapons, putting this total in the Point
Cost Per Fighter box. Write the number of craft in the next box, and multiply
them together - this is your Base Squadron Cost. You're almost finished!
Leaders and Hot Shots
Depending on how many points you have left over, you might
like to make further improvements to a couple of your ships. Firstly,
having a really good Leader is never a bad idea. Decide which of your tokens
will represent the leader (a token labeled 'Leader' is provided with the game for
your convenience), and make a note of this on the line labeled 'ID'. Then,
choose a command skill for this craft, no higher than the squadron's command
skill +2, and enter it on the line. For every point
of command higher than the squadron's command skill, the cost is one SGP.
Similarly, your squadron may have up to two Hot Shots, whose starship
gunnery skills are higher than that of their fellows. Make a note of which
ships they are, entering these numbers in the Hot Shots' ID spaces. Then, choose
a starship gunnery skill for these pilots (no higher than the squadron's starship
gunnery skill +2), and once again charge yourself
one SGP for each point by which it exceeds the skill of the squadron. Bear in
mind that you may want your Hot Shots to be proficient with a different starship
weapon, using a different skill, such as missile weapons or something
else. If this is so, just cross out starship gunnery from the slot, and
write in your preferred skill.
As with skills, players may decide to ignore the 'no higher
than the skill +2' rule. However, it's better to stick with it for your first
few games.
Add these last few numbers to the Base Squadron Cost. You've
now determined your final Squadron Cost!
Filling In the Circles
Now that the whole issue of points is out of the way, we can
at last determine the actual numbers you'll be referring to while you play the
game! All of these formula are described in their respective chapters, but are
repeated here for convenience's sake. After you've filled in all the circles,
you're ready to play!
Attack Speed: (Space/2) + starfighter piloting
Full Throttle: Space + starfighter piloting
# of Turns: Maneuverability
Turn Distance: 10 - (Maneuverability + starfighter piloting)
Command: Squadron's command skill, not the leader's
# in Squadron: Number of craft in squadron, including leader and any hot
shots
Dodge (Advanced game only): Maneuverability + starfighter
piloting
Damage Resistance (shielded): Hull + shields
Damage Resistance (unshielded): Hull
Fire Code: Fire control + starship gunnery
