When you joined the rebellion, you imagined shiny space bases and living those Clone Wars history specials on the holovid. That is, for the most part, absent as you ride a repulsorlorry across endless fields of Dantooine grains. You’ve been flying for at least 4 hours, and the only thing to change is the time of day.
As the truck finally slows down, you spy an agricultural equipment hangar, suitably large for the area it needs to cover. As your vehicle pulls to a stop, a farm mechanic comes out and beacons you inside. “Welcome to Dustbowl Base, glad you can make it. I’m Commander Rijin. We’re still refitting your ships, but you should be good to fly in a few hours. Meanwhile, if the imperials ask you’re officially farmhands, not pilots, and quarters are around back. We don’t expect many questions though, given how far out in the boonies we are.”
Inside the equipment hangar is an even dozen stripped down Clone Wars-era Y-wings, half of them with cropdusting rigs hanging from their normal bomb bays. The flash of arc welders from astromechs and mechanics show work underway as rigs are removed and cannons are attached.
“Briefing is at sunset, in 3 hours. Go ahead and get settled, then we’re taking your ships out for a test drive.”
A vehical-heavy, high combat game that I can hopefully weave story elements into, with at least half the quality of the old Xwing flight simulators.
Character creation:
Each player controlls 1 "Pilot" and 1 "Astromech", both at starting XP to begin with, both with actions at the same inititive slot. Players are encouraged to be mechanically creative within this template- if your "astromech" is actually a jawa in a spacesuit, or your R2D2 is actually the ace pilot and anakin is just a cheerleader with Inspiring rhetoric, awesome.
Character/astro pairs get 20 duty total. If you want to play a Warrior/Starfighter Ace, Sentinal/Racer, or other F&D class, great- we wont be tracking morality, but force powers are mostly personal scale and most conflict is on vehical scale.
Houserules: non droids who start with 1 in brawn get 10 less racial XP, and races that start with 3 brawn get 10 extra racial XP. As DM, I don't expect athletics to come up much in a starfighter.
Silhouette 2-4 vehicals do x5 personal scale damage instead of x10. Ewebs and bazookas are scary, and so are starship turbolasers.
The squad rules are in effect on both sides of the screen- Minion NPCs in your formation always seem to be shot before PCs are, not because you're a bad leader, but because bad luck. (they DO benifit from your range defense, though) The same applies to rivals and nemisis and THEIR minions. Having at least 1 minion in formation with you also gives a free assist die on basically everything.
Force user who are piloting can use Sense to protect their vehicle, and pilot and astro are considered to be engaged with one another. Move "Strength" upgrades provide 1 silluette boost per activation, and can only be activated once each.
PC vehicles that go over hull threshold can benefit from the "Emergency Repairs" rule in Genesys (page 222 genesys core) if you have time.
Backrounds:
Just the basics- this isnt really a game for much personal drama.