Ive been working on this for a while and im just looking for feedback on it. The Idea is that Ive personally never liked the standard rules for space battles in the Fantasy Flight RPGs. They were to abstract and my players never got in to it so they started saving up destiny points just to spend them all trying to skip the space battles. So what I did was I read on loads the forums here to get myself started, bought a bunch of X-Wing models and wrote all these rules. All ships used with my rules are all actual models from X-Wing. Some rules are copied straight from the books and som are added by myself.
Xwing combat
0. If this is the first round of combat all players/NPCs must take a Initiative check
1. Select movement (in secret)
2. Move the ships
4. Do Actions / Maneuvers in order of Initiative
Explanation of phases
1. Use the movement dial to select how far and where each ship will move
2. Everyone shows their movement dial and then moves their ship in the initiative order of the Pilot for each ship. If two ships end up on each other, it's the ship with the highest initiative that stays, and so the latter of the two has to move backwards until they both fit. The pilot of the second ship also has to take a Navigate Terrain Maneuver at this time. Two ships that have there bases in touch with one another cant shoot at eachother because it usually means they are right above or below one another. The ships can fly over each other without needing to take this Maneuver.
3. All roles can make a selection of Actions / Maneuvers based on what there role on the ship is.
Gunner
Responsible for shooting everything unfriendly or in som cases friendly within there reach.
Actions:
- Shoot, A shot can be made against a ship/modell that is behind another ship/modell without any penalty except for range. The range bands are 1-5 wich is the direct equivalent Close-Extreme. Any ships weapons can shoot at any range but its harder based on the weapons original range band. For each range band after the original the Difficulty of the shot is upgraded by 1. After the first upgrade the ship then also takes one System Strain per upgrade as well. So say a weapon with the Close range wanted to shoot at a Extreme range, then the difficulty of the shot would be upgraded 4 times and the ship would take 3 System Strain. If a weapon with Medium range wanted to shoot at Extreme, then the difficulty of the shot would be upgraded twice and the ship would take 1 System Strain.
Maneuvers:
- Aim, Gain a blue die on your next shot against a target. Can be done more than once per turn.
Pilot
Responsible for the Movement dial that controls the ship. The pilot always has one less maneuver every turn as long as he is controlling the ship. If a pilot chooses a red arrow on the Movement dial (eg, Barrel Roll), then the pilot must take a Hard Piloting check. Failing the role may have a different impact based on how the test fails. For example, if Barrel Roll on Movement 4 would fail without any extra Fail markers, then the ship moves forward 4 but does not turn 180 degrees. For each Fail after the first, the ship moves one less movement until 0. All Advantages and Disadvantages can be used as usual.
Actions:
- Shoot, (In some cases) (Please see Gunners "Shoot" Action for info)
- Plot Course, The Pilot will plot a course and take a Hard Perception check, for each hit, the difficulty of Piloting checks will be reduced by one until the end of the pilots next turn plus an additional turn for each two Advantages. If the role fails, the pilot gets a black die on his Piloting checks until the end of the next turn.
- Damage Control, Can only be used once per battle and only by pilots in smaller vehicles for one to two people. Easy if the ship's Hull Trauma / System Strain is over half of the standard. Average if the ship's Hull Trauma / System Strain is less than half the standard. Hard if the ship's Hull Trauma / System Strain is at zero. For each hit, the ship recovers one Hull Trauma, for each Advantage, the ship recovers one System Strain and for each Critt the ship gets back 2 Hull Trauma or 4 System Strain.
- Jump To Hyperspace, The test is always made with an Astrogation test. It takes 5 rounds to calibrate the jump before it's ready but it's possible to shortenthis amount of time. The difficulty is based on what kind of stressfull situation your in plus other factors, for example if youve taken that spcific Hyper Space route before. There are two ways to cut down on time to calibrate the jump. The first option is just do the roll and hope for good tidings. For every two Advantage you can cut down the time by one round, for every extra hit you can cut the time down with one round and for each Critt, the time is reduced by two rounds. The second option is to upgrade the Difficulty by one per round you lower.
- Spoof Missiles, The pilot takes a Hard Vigilance test that upgrades the Difficulty of all weapons with the Guided Quality that is shooting on the Pilot's ship. Plus an upgrade per two Advantage until the next round.
- BOOST!, Only available in a one to two seater. The Pilot boosts the ship's engines to get a little farther away or a little closer to a hostile ship. The maximum range of BOOST! is the ships Speed. You do so by taking a Mechanics test. To move 1, it takes 2 System Strain and it's an Average Mechanics check, moving 2, it takes 3 System Strain and the test will be Hard and so on up to Daunting. After Daunting, the difficulty is upgraded by 1 per extra length. You can only move straight forward with a BOOST! Action. The ship always takes System Strain whether you succeed or not but only half of what you would take if you fail the test rounded down. The Pilot always ads one black die to this test.
Maneuvers:
- Stay On Target, the pilot does an opposed Piloting check against a pilot/ship +/- action on both ships. If the pilot is successful with the check, the next attack on the selected ship is upgraded with one.
- Evasive Maneuvers, the exact same test as the "Stay On Target" Maneuver except the result of this if Successfull is that it upgrades the difficulty of the next attack on the pilot/ship.
- Angle Deflector Shields, Move one point of Defense from one zone to another.
- Navigate Terrain, If the pilot drives into, through or starts his turn on asteroids/spacejunk/a ship the pilot needs to use a maneuver to avoid the asteroids/spacejunk/ship in question (unless the pilot woke up on the wrong side that morning and felt that Today, it wants to ram an asteroid). The difficulty is either the speed the ship runs in/drove on or half of the ship's own Silhouette (the highest of the two). If the test fails the ship takes a collision of the Game Masters choice.
- Aim, Only available if the Pilot can actually "Shoot". (Please see Gunners "Aim" Maneuver for info)
Co-Pilot
Supporter to anyone who needs it on the ship. The Co-Pilot can always support anyone onboard the ship using the Assist maneuver, even if he/she isnt sitting right next to person in question. The Co-Pilot can always choose to change his/her Initiative to match the Pilots so they can make their Actions/Maneuvers at the same time.
Actions:
- Co-Pilot, The Co-Pilot helps the Pilot to take its course and takes an Average Astrogation Check. For each hit, the difficulty of the Pilots next Piloting checks is lowered by one until the Pilots next roll, plus an additional round for every two Advantage.
- Jamming, The Co-Pilot jams a ship's communications. The test is an Average Computers check. The Co-Pilot must keep a Maneuver per turn thereafter to keep the communications on the target closed unless the targeted ship succeeds in a Average Computer check during their turn with an extra difficulty for each hit the original check made.
- Scan The Enemy, Take a Hard Computers check to scan a ship within sensor range. On a successful attempt, you can roll two Critical Hits on one players next hit and choose one of the two results. Works on more Critical Hits per two hits in addition to the first one. All Advantages and Critts from the role can be used to receive information about passengers or what cargo the ship is loaded with. In addition, they can also be used to trigger Weapon Qualities or Critical Hits for when the Next weapon hits.
- Slice Enemy Systems, Take a Hard Computers Check to Lower a Ship's Defense in one Zone Per hit. Two Advantages can be used to remove a System Strain and a Critt can be used to turn off a weapon on the ship.
- Jump To Hyperspace, The test is always made with an Astrogation test. It takes 5 rounds to calibrate the jump before it's ready but it's possible to shortenthis amount of time. The difficulty is based on what kind of stressfull situation your in plus other factors, for example if youve taken that spcific Hyper Space route before. There are two ways to cut down on time to calibrate the jump. The first option is just do the roll and hope for good tidings. For every two Advantage you can cut down the time by one round, for every extra hit you can cut the time down with one round and for each Critt, the time is reduced by two rounds. The second option is to upgrade the Difficulty by one per round you lower. The Co-Pilot always adds a blue die to this test.
- Spoof Missiles, The Co-Pilot takes an Average Computers test that upgrades the Difficulty of all weapons that has the Guided Quality and shoots on the Co-Pilot's ship. Plus an upgrade in difficulty per two Advantage until the Co-Pilots next turn. Can be done at any range from enemy ships.
- BOOST!, Only available in a one to two seater. The Co-Pilot boosts the ship's engines to get a little farther away or a little closer to a hostile ship. The maximum range of BOOST! is the ships Speed. You do so by taking a Mechanics test. To move 1, it takes 2 System Strain and it's an Average Mechanics check, moving 2, it takes 3 System Strain and the test will be Hard and so on up to Daunting. After Daunting, the difficulty is upgraded by 1 per extra length. You can only move straight forward with a BOOST! Action. The ship always takes System Strain whether you succeed or not but only half of what you would take if you fail the test rounded down. The Co-Pilot always ads one black die to this test.
Maneuvers:
- Angle Deflector Shields, Move one point of Defense from one zone to another.
Engineer
Responsible for keeping the ship up and running in peek condotion. The engineer can always use two Advantage to give his own ship one System Strain back if he/she is working on something on the ship at that time.
Actions:
- Boost Shields, The Mechanic increases the shields in a zone by 1 for one turn plus an extra turn per hit after the first in exchange for 1 System Strain per extra turn. For every three Advantages or one Critt you can increase the shields in another zone in exchange for System Strain per point you increase.
- Slice Enemy Systems, Take a Hard Computers Check to Lower a Ship's Defense in one Zone for one Round per Hit. Two Advantages can be used to remove a System Strain and a Critt can be used to turn off a weapon onboard the ship.
- Damage Control, Can only be used once per battle to recover Hull Trauma. Easy if the ship's Hull Trauma/System Strain is past half of the Ships standard Hull Trauma/System Strain. Average if the ship's Hull Trauma/System Strain is less than half of the Ships standard Hull Trauma/System Strain. Hard if the ship's Hull Trauma/System Strain is at zero. For each hit (first time only, then 1 System strain) the ship recovers one Hull Trauma, for each Advantage, the ship recovers one System Strain and for each Critt the ship gets back 2 Hull Trauma (first time only, then 1 Hull Trauma) .
- Manual Repair, You must have the right tools to do this. Make a Damage Control check with a Hard Athletics test instead. If you succeed, you will recover 1 Hull Trauma plus 1 per two hits thereafter. You can not get System Strain back with this test.
- BOOST!, The engineer boosts the ship's engines to get a little farther away or a little closer to a hostile ship. The maximum range of BOOST! is the ships Speed. You do so by taking a Mechanics test. To move 1, it takes 2 System Strain and it's an Average Mechanics check, moving 2, it takes 3 System Strain and the test will be Hard and so on up to Daunting. After Daunting, the difficulty is upgraded by 1 per extra length. You can only move straight forward with a BOOST! Action. The ship always takes System Strain whether you succeed or not but only half of what you would take if you fail the test rounded down.
- Boost sensors, On a Hard Computers check the Engineer can boost the shields by one up to a maximum of Extreme for one round if succesfull. Every two Advantage increases the rounds by one.
Everyone can do these
Actions:
- Moral Boost, Average Leadership Test, or Hard Discipline check if you do not know the team so well, to give a teammate a blue to its next role or a Hard Leadership role (or a Daunting Discipline role) that boosts up to three others Teammates on board. Upgrade the difficulty thereafter for each extra in addition to the three you want to boost.
- Scan The Enemy, take a Daunting Perception check to scan a ship. On a successful attempt, you can roll two Critical Hits on the next hit and choose one of the two results. Works on more Critical Hits per two hits in addition to the first one. All Advantages and Critts from the role can be used to launch Weapon Qualities or Critical Hits for the next hit.
Maneuvers:
- Assist, give a blue die to a teammate next to you as a helping hand. Can only be done once per turn and only for one character at a time.
ATTACK DIFFICULTY
Silhouette of Firer
+/- 1 than target - Average
Silhouettes 2+ smaller than target - Easy
Silhouettes 2 Larger than target - Hard
Silhouettes 3 Larger than target - Daunting
Silhouettes 4+ Larger than target - harder than Daunting
When it comes to shooting, any ship can target any ship within range of the ships sensors plus one. So a ship with a sensor range of close can target and shoot a ship at short range, a ship with short range can target a ship at Medium range and so on.
The piloting Maneuvers "Stay on target" and "Evasive Maneuvers" can be made at any range without any penalties.
Slicing Maneuvers and Actions that targets an enemies internal systems, computers and shields has to be within sensor range of the ship.
All Astromech rules are still the same as from the original rules, I just havent bothered with just copying them and writing them down here.