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Wednesday, August 13, 2014

Since FFG has announced Star Wars Armada, I guess I won't be submitting these to FFG as a suggestion for a Star Wars Capital Ship Game:

I tried to put everything needed to play on the Ship Display Sheets (SDS).

The differences between STAR WARS FLEET COMMANDER and X-WING are detailed below:

Play Area is a 4' x 8' Table.  4' x 6' also works.

Each Ship has a SDS.  The SDS details the Type (Capital, Medium, Fighter), HULL, Weapons, Shields, etc., of the Ship.  It also has the COST for Fleet Building.  As a ship takes damage the boxes are marked out.  We usually print the SDS and put it into a page protector.  That way dry-erase markers or grease pencils can be used to record damage and cleaned up easily when a game is completed.

Turn Sequence:

Each turn, the players roll a D6, and the side with the higher roll has initiative.  The player with initiative will move ships after his opponent (allowing him to see where his opponent is moving), and will fire ships first (potentially getting a devastating first strike.)

The Players take turns moving a ship.  The Player who lost the initiative moves first,  The player picks a manuever from his SDS and moves the ship.  The player with initiative then moves a ship. This continues until all ships have been moved.  Unlike X-WING, the template is placed at the side and front of the ships base.  The movement is front of base to front front of base.

Ships make Target Locks during their movement,  They may make Target locks equal to the number of TL Symbols on the SDS.  Target Locks can be made out to Range 6.

After all ships have been moved, the same process is done with Fighter Squadrons.  Fighter Squadrons do not pick a manuever, they just us a range ruler to move up to their maximum speed.  The Figher Squadrons have a 360 degree manuever. They are more manuverable than ships.  Fighters may have 1 TL.

A Fighter Squadron may be placed in base contact with another enemy Squadron to initiate a dogfight.  If a fighter squadron that has not been activated and has been engaged in a dogfight is activated, it can choose to ignore the dogfighting and "Stay on Target".  If it does this, the enemy fighters that are engaged may make an immediate "free" attack.  Casualties are inflicted, and the squadron presses on. The Dogfighting Fighters follow along and may attack a normal attack during the FIRE PHASE.  This allow a bomber group to attempt to press an attack against a ship, but at a serious risk.

Fire is conducted in the opposite order.  The player with initiative picks a ship and fires it's weapons.  The player fires the weapons by choosing a target, determing which weapons are in arc and the range.  The player then rolls Red X-wing Attack Dice based on the range and weapon type.

Each SDS has a Chart that shows what is needed to score a hit based on the target.  Heavy Turbolasers roll more dice than Lasers for example.  Depending on the Type of weapon and Target, hits are scored.

For example, Heavy Turbolasers and Turbolasers hit Capital Ships and Medium Ships on HITS and CRITS, but only hit Fighters on a CRIT (because they have a hard time tracking small, fast targets.)

PDS/PDL (Point Defense Systems/Point Defense Lasers, on the other hands hit Capital Ships on a CRIT and Medium Ships and Fighters on a HIT orCRIT (because they have a hard time penetrating Capitol Ship shields and Armor, but are designed for tracking small, fast targets.)

Each Ship has 4 Firing Arcs (FWD, PORT/LEFT, STARBOARD/RIGHT, AFT).  Each Weapon has a circular symbol on the SDS with which of the 4 Arcs it can fire into shown.  The darkened in portions of the symbol are arcs the weapon cannot be fired into.

After the hits are determined, they are marked on the target ships facing shield.  Once the Shield is down, the damage is applied to the interior of the ship.  Heavy Turbolaser, Turbolasers, PDS/PDL, PROTION TORP, etc, hits are applied to HULL.  ION CANNON hits are applied to WEAPONS, TARGET LOCK, SHIELD GENERATORS, etc.

When a CRIT is rolled on the Red Attack Dice, they inflict 2 hits, and are applied first.  For ships it is straight forward.  Apply 2 damage per CRIT.

When damage is applied against against fighters, the damage is applied against the fighters from leftmost fighter to rightmost.  Damage from CRITS is applied first and any extra damage against an individul fighter is lost (but the fighter explodes in a nice fireball!)

For example, an undamaged TIE Squadron is hit with a CRIT and a HIT. The CRIT is applied first, and vapes a TIE (which only has 1 HULL, so the extra point of damage is lost.)  The HIT is applied against the next TIE, which is also destroyed.

Second example, an damaged X-WING Squadron is hit with 2 CRITS and 3 HITS (good shooting from the TIE INT's.) The first CRIT is applied, and destroys the first X-WING which already had a damage point from a previous turn (only has 1 HULL left of it's 2, so the extra point of damage is lost.)  The second CRIT is applied against the next X-WING, which is also destroyed.  The Next 2 HITS are applied, destroying a third X-WING.  The final HIT is applied against the fourth X-WING and damages it, leaving it with 1 HULL.

Once all of a Ship or Fighters HULL is marked out it is destroyed.

Repairs are conducted.  If the SHIP executed a GREEN Manuever it may repair equal to double it's SHIELD GENERATORS in SHIELD POINTS.  If the SHIP executed a WHITE Manuever it may repair equal to it's SHIELD GENERATORS in SHIELD POINTS.  A RED Manuever means no SHIELD REGENERATION.

That's it in a nutshell.  

Hope you have fun with it.  Let me know how it works for you.

One change my group has been considering is to cut all the HULL, WPN, and SHLD boxes on the SDS in half, so that larger battles wouldn't take as long.  Fighter Squadrons would have only half the Fighters.  SHIELD GEN, HANGER and TARGET LOCK stay the same.


Chris Asmundson said...

Looks like a cool game

Chris Asmundson said...

Looks like a cool game

Gaddies Lee said...

really liking this will try it out with my gaming group.