From: hooligan_km
e-mail: hooligan_km@yahoo.co.uk
This is my take on converting the Minis rules for playing X-Wings/TIE Fighters and so on.
I've only begun with stats for ships
from Episode IV so it doesn't get out of hand and I haven't assigned points
yet
because the idea still needs playtesting.
Let me know what you think.
Galactic Combat
Rules Changes From SW Minis Game
Movement = Speed
Hit Points = Shields
Attack = Targeting
Defence = Pilot
Damage = Firepower
Movement
Ships can move a number of squares up to their Speed value.
Ships must move at least one square in their turn.
Ships can only move into the three squares directly in front of them.
For each square moved a ship can change it's facing by 45 degrees.
Ships can move through another ship's square but risk collision (see Over-fly
below).
Unless a ship has concussion mines, there are no attacks of
opportunity in galactic combat.
Combat
Ships can fire at any point during their movement. The can fire-move, move-fire,
or even move-fire-move as long as they don't exceed their Speed value in movement.
Normal lasers will only shoot up to 6 squares away in a straight line ahead
of the ship (unless the ship has Gun Turrets, see below).
Unless specified, all ships can only fire once per turn.
Some ships have a choice of weaponry. The player can decide which weapon to
fire each turn before shooting, but can still only make one attack unless specified.
Shooting at ships in cover (behind another ship or an asteroid) gives a +4 bonus
to the target vessel's Pilot rating.
Over-Fly
When one vessel passes through a square occupied by another, there is a chance
that the two will collide. To avoid this each player tries to roll under the
vessel's Pilot skill. If one player succeeds then the collision has been avoided.
If both players fail this roll, the two ships have collided and take damage
to their Shields equal to half the other ship's current Shields
value (rounded up).
It is possible to attempt to deliberately crash a vessel into another by choosing
to not make a Pilot check. The opposing player takes a Pilot check as normal
but has a -4 penalty to the roll. Failure
results in a collision.
Over-flying scenery such as capital ships or large asteroids does not require a Pilot check to avoid a collision. It's assumed that even the least responsive pilot is alert enough to avoid something that big.
Skill Descriptions
Concussion Mines: Enemy ships leaving a square adjacent to, or over- flown by,
a ship with concussion mines immediately suffer an attack of opportunity from
the ship. If successful, the attack disables the enemy for one turn.
Co-Pilot: Ships with a co-pilot only suffer a -2 penalty to targeting if they
shoot while moving at over half speed.
Double Attack: This ship has two separate batteries of laser cannons (or other
weaponry) and can shoot twice during its activation phase.
These shots do not have to be at the same point during the ship's movement and do not have to be at the same target (although both targets must be legal).
Draw Fire: Pilots of ships with draw fire ability are trained to get in the way of attacking craft to protect more valuable vessels. An enemy must shoot at a ship with draw fire if it is the closest legal target.
Force: As detailed in Star Wars Miniatures Game.
Force Damage: The pilot can use the Force to cause extra damage to an enemy. Each Force point used increases the ship's firepower by 10.
Force Target: The pilot uses the Force to concentrate on hitting his target. Using this skill grants a +4 bonus to Targeting for the remainder of the turn.
Gun Turret: Gun Turrets swivel and
allow the craft to shoot in any direction, not just straight ahead.
Ion Cannon: Ion cannons can be used instead of laser cannons and grant a +2
bonus to Targeting. If the enemy vessel is hit it is immobilised for one turn.
Repair: An astromech droid is able to isolate mechanical problems and get shields back online by re-routing power and fixing damage. If a vessel with repair does not fire or exceed half speed during a turn, the vessel's shields are increased by the amount in brackets.
Proton Torpedoes: Proton torpedoes can only be fired once per game and can be shot at any target within line of sight, no matter how far away. If they hit, damage is equal to double the ship's normal firepower. Once used, proton torpedoes cannot be used again for the rest of the battle.
Static: The vessel is fixed in position and cannot move. However, this vessel will never collide with another unless an enemy ship is deliberately trying to do so. In this event the collision is automatic.
Tail: If, at the start of the turn, the ship is immediately behind an enemy craft, it will automatically move when the enemy craft does, remaining one square behind it as long as movement is within the vessel's Speed. Using this ability forfeits the ability to move normally during activation in the same turn (i.e. you cannot tail if you have already activated), however, the tailing craft is still able to fire during it's activation.
Turbolasers: Turbolasers are more powerful than ordinary laser cannons and have a range of 12 rather than 6.
Unique: As detailed in Star Wars Miniatures Game.
Vessels
TIE Fighter
Speed:12 Shields:20 Targeting:+4 Pilot:15 Firepower:10
Draw Fire, Tail
TIE Advanced +1 - Darth Vader
Speed:12 Shields:30 Targeting:+14 Pilot:22 Firepower: 10
Unique, Force(5), Force Damage(*), Force Target(1)
Turbolaser Turret
Speed:0 Shields:20 Targeting:+2 Pilot:10 Firepower:20
Static, Gun Turret, Turbolasers
X-Wing
Speed:12 Shields:30 Targeting:+5 Pilot:15 Firepower: 20
Repair(10), Proton Torpedoes
Y-Wing
Speed:12 Shields:30 Targeting:+5 Pilot:15 Firepower: 10
Repair(10), Proton Torpedoes, Ion Cannon
X-Wing - Red Leader
Speed:12 Shields:30 Targeting:+7 Pilot:16 Firepower: 20
Unique, Repair(10), Proton Torpedoes
Commander Effect: X-Wings within 6 squares get +2 Attack.
Y-Wing - Gold LeaderSpeed:12
Shields:30 Targeting:+7 Pilot:16 Firepower: 10
Unique, Repair(10), Proton Torpedoes, Ion Cannon
Commander Effect: Y-Wings within 6 squares get +2 Attack.
X-Wing - Red 5, Luke Skywalker
Speed:12 Shields:30 Targeting:+7 Pilot:17 Firepower: 20
Unique, Force(2), Force Target(1), Repair(10), Proton Torpedoes
Millenium Falcon
Speed:10 Shields:60 Targeting:+8 Pilot:17 Firepower: 40
Unique, Force(1), Double Attack, Concussion Mines, Co-Pilot, Gun Turret