Hey all,
We had an excellent session yesterday in which the PC's modified YT-1300 escaped from an ISB base on Fondor. A summary of events were: they left the surface, shot down two minion patrols of TIEs while avoiding ground based turbolaser fire, then reached orbit where they were intercepted by two more minion TIE patrols, flew into and through an ISB space station, destroying it from the inside before exiting and proton torpedoing it into oblivion, they then made for the hyperlimit evading a star destroyer before making a risky (RPPP) jump into hyperspace.
This series of encounters went great, but we came away with some confusion about how starship movement is actually intended to work!
The main issue is the number of maneuvers related to movement that don't actually cause any movement to take place.
For example, a starship with a speed of 4 would seem to need to accelerate for 4 rounds without moving before taking a fly maneuver on the 5th round in order to actually move at full speed without suffering system strain!
The way it worked for us went like this:
Round One: lift off/accelerate to 1, use action to Supreme Full Throttle, Punch It maneuver to get the ship to Speed 6 (8 system strain taken out of 14). Notice the ship hasn't actually moved this round (we narrated it as hovering after take off as the engines built power, but the PCs were definitely confused by this).
Round Two: Fly maneuver to move from Close to Medium range from the surface (the ship moves actually moves!), Second maneuver to go to Long range from the surface (2 more system strain, down to 4, Mechanic does damage control gets a Triumph and I let him recover 2 system strain, back to 6). (surface turbolasers fire and miss, TIE Patrols at Medium range at Speed 3 use two maneuvers to get to close range fire and miss due to angled shields). Gunners fire getting many advantage using linked to devastate the pursuing TIEs.
Round Three: Fly maneuver to reach Extreme range from the surface (orbit), Second Fly maneuver to approach the ISB space station (much faster than anticipated due to the ships speed so they're still scrambling to get shields up and defenses active). (2 system strain taken\, 1 recovered via damage control, down to 5). (Orbital TIE Patrols at medium range, speed 5, use 1 maneuver to reach close range and fire, but miss) (ISB Station will come on line next round due to Triumph on a piloting check).
Round Four: Full Throttle expires, ship drops to speed 4, Fly maneuver to move into main hangar bay, Action to torpedo a hole into the central axis of the station, Fly maneuver to fly through the core of the ship (RRPP with 4 setback for "terrain"- both RR downgraded by co-pilot action of astromech droid) (check succeeds with Triumph, base YYYG with 2 skill jockey's to remove 2 of the four set back) (net 1 system strain due to damage control, down to 4). Quad-lasers blast the interior of the station.
Round Five: Decelerate maneuver drops speed to 3, no fly maneuver taken so technically the ship doesn't move. Quad-lasers shoot the hell out of the inside of the station. (1 strain regained due to damage control, back to 5). I required a piloting check anyway (now RPP with 4 setback which succeeds), but again confuses the players who said "we didn't move, why do we need a piloting check?".
Round Six: Action to torpedo an exit out of the far side of the station. Accelerate maneuver brings speed back to 4 (sys strain goes up to 6 due to damage control). Quad lasers eviscerate interior of station (Space station has stats as Nebulon B Frigate, but I ruled in only had armor of 2 if shot from the inside). Piloting check succeeds (again no Fly action so no actual move occurred).
Round Seven: Full Throttle Action to increase max speed to 5, Fly maneuver to exit to medium range of station, Second action (taken via Master Pilot) to fire torpedoes back into the now disabled station (missed). (System Strain now at 4)
Round Eight: Accelerate to speed 6 (but no Fly maneuver so no change in range), Action to Fire torpedoes into the exit hole of the station (success with enough advantage to activate linked and blast destroying the station).
You get the idea.
This was a great scene! The only thing that slowed it down and confused the players was the fact that the maneuvers Punch it, Accelerate, and Decelerate did not also involve any movement. They didn't understand why they were suffering System Strain to decelerate in particular (especially after they got the free drop from Speed 6 to Speed 4 when Full Throttle expired).
Did I handle this appropriately or have I misunderstood the starship movement rules?
Thanks in advance of any experiences you can share or insights you can give!