
Welcome,
one and all, to the Tales of the Freespirit Space Combat Game, the
product of much labour, strife, and, last but not least, fun! The need for this
game arose from my RPG group's discontent with the regular D6 space combat
rules, and the fact that our campaign has been leading us into progressively
larger and larger space battles. The regular rules work fine for a couple of
ships, but when a situation calls for multiple squadrons and capital ships,
things have got to change! Hence, the volume you are now perusing.
Now, don't let the title fool you - though I've named the
game after my own campaign, I did so only out of a desire to maintain unity
within this website. You need not know anything about Elrood Sector or the Tales of the Freespirit
to enjoy this game... an appreciation of the Star Wars universe and tabletop
gaming are all that's required! I present this game as a free utility to gamers
everywhere, in the hopes that they'll have fun with it, and to keep the flames
of WEG's D6 Star Wars game glowing brightly.
Using This Game with the Star Wars Roleplaying Game
This game is fully compatible with WEG's roleplaying game,
and is based on their Miniatures Battles tabletop game (the squad-based game,
that is, not the vehicles expansion). Players of that game are
going to find most of this system very familiar, and will be able to jump
into this system with ease. Players unfamiliar with SW:MB or D6 in general need not worry - this
game is, if anything, easier to learn than the game upon which it is
based.
What You Need to Play
Nearly everything you need to get underway can be found right
here. They are:
Miniature Ships
Ship counters can be downloaded right here at the site, and
are all included on the same page, for simplicity's sake. I recommend adhering them
to thin card, so that they won't blow away when breathed upon! Assembly
instructions are included right there on the counter sheet, in the Downloads
section.
Another great (though not essential) addition to the game are
some of Galoob's Star Wars Micro Machines. These plastic miniatures do a great
job of representing Hero and Capital ships (coming in the Advanced game), though I wouldn't
recommend using them for regular Squadrons - they take up too much space, and
pity the clumsy player who bumps into the playing table, knocking over
multiple Squadrons of fighters!
Playing Area
A hex map is required to play, and can be found at most
gaming stores. The hexes should be no greater than 1 inch in diameter, and long
grain, if possible. I had my hex map laminated at a copy shop, and would recommend this to
anyone. The map lays flat, can be written on with dry-erase markers, and is impervious to the occasional drink spill.
Other Materials
A whole bunch of six-sided dice (in an assortment of colours
and sizes), pencils, and printouts of the record sheets included
here are all
required to play.
Game Scales
The scale used in this game is 1 hex = 1 space unit. If the
combat is taking place within a planet's atmosphere, the scale changes to 1 hex
= 100 meters.
How to Play
Right here, I'll give you a brief overview of how a round of
the Tales of the Freespirit Space Combat Game is played. You won't
be able to start a game with this information, but it will give you a nice
'bird's eye view' of what will be found in the chapters to come.
Squadrons
A group of fighters is called a Squadron, and consists of two
to twelve ships of the same type. The squadron will have a Leader, and possibly
one or two Hot Shots, but apart from this all pilots in the squadron will have
exactly the same skills. As the battle rages, squadrons who suffer heavy
casualties may break and flee the battle, whether their controlling player would
like them to, or not!
Setting Up
Before the game begins, players need to decide what the
circumstances of the battle are, and what conditions need to be met by either
side to win the game. In the case of a basic dogfight, this could be as simple
as "I need to destroy all of my opponent's fighters", but it could be
more involved. Perhaps the Imperial player needs to protect a space station for
so many rounds while an important official is evacuated to an escape craft, and
then must escort that craft into hyperspace. Perhaps the Rebels are making a run
on the Death Star itself!
In addition to this, each player will need to create their
own squadrons, capital ships, and Heroes. These are created through the
expenditure of 'Squadron Generation Points', which are explained in detail in
the chapter, Creating Squadrons.
If you're using this game with the Star Wars Roleplaying
Game, your mix of forces will already be determined by the roleplaying
situation. In this instance, players need only transfer their ship's roleplaying
stats to ones compatible with this game.
Sequence of Play
This game is played in Turns, each of which consists of five
Phases. In the interest of fairness, the sequence of these Phases must be
followed exactly. For instance, if a player forgets to move a Squadron in
the Movement Phase, he can't be allowed to do so in the Combat Phase -
simply too many other factors are dependent upon the sequence of play to allow
any free actions to players. This sequence is:
-
The Initiative Phase
Each player rolls a die, and adds their side's highest command
skill to the roll. The higher roll has the
initiative for this turn. If there is a tie, players simply re-roll.
-
The Movement Phase
The player with initiative decides if he would like to move first, or
force his opponent to do so. The player moving first moves one of his
squadrons, Heroes or capital ships (owner's choice) across the map and then
the other player does the same. Ships can travel at one of two speeds,
Attack Speed or Full Throttle, or any portion thereof. However, only capital
ships and Heroes can choose to simply not move during this phase - squadrons
must stay in motion at all times. This alternating movement continues until all craft have completed their
moves.
-
The Combat Phase
All ships fire at one another. The shots can be taken in any order,
since all combat is considered to be simultaneous, and no damage is suffered
until the combat has been resolved.
A squadron of fighters must all attack the same targets - for instance, in
the Combat Phase, a group of TIE Interceptors may be ordered to engage
a squadron of X-wings, or perhaps a squadron of B-wings might try to use
their proton torpedoes to destroy the gravity well projectors on an
Inderdictor Cruiser.
The pilots then make a Fire Code skill test, the difficulty of
which is based on the range to the target, how
fast their ship is moving, Morale of the Squadron, and whether or not the
firing ship has been damaged.
If an attack is successful, the two players make an opposed roll - the
weapon's Damage, vs. the Damage Resistance of the targeted ship. Depending upon
the outcome of this roll, the target could become damaged, destroyed, or
suffer no effect at all.
-
The Morale Phase
After the combat has been resolved, it's time to find out how the
squadron is handling it! If a squadron is particularly battle worn (and is
composed of largely rookie pilots), there is a chance that the entire
squadron may break and flee from the battle. Hopefully, if the squadron has
an effective Leader, he will be able to Rally them, keeping them in the
fight a little longer.
It is possible, however, that a squadron's Morale may actually improve
with a Morale check... it all depends upon the skill of the squadron's
Leader.
-
Special Actions Phase
This phase only comes into use in the Advanced Game (coming soon!), and is the phase in
which all the crazy stuff not covered by the Basic rules takes place. Heroes
can use The Force, reinforcements could arrive from hyperspace, a Death Star
could even fire its Superlaser! After this phase is concluded, players start
a new Turn, rolling Initiative once again.
Now that you have a vague idea of how the game is played,
let's dive in and have a look at the rules in depth...
The Basic Game
Chapter 1: Pilots and Squadrons
Chapter 2: Movement
Chapter 3: Combat
Chapter 4: Morale
Chapter 5: Creating Squadrons
Appendix I: Downloads