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Blaster weapons and melee weapons are the primary weapons found on the Star
Wars battlefield. In addition to these basic weapons, other weapons are designed to have
greater combat potential, or to gain specific objectives.
There is also a variety of general equipment available to troops on the battlefield.
This equipment serves to increase a soldier’s fighting potential or survivability.
Listed below are a number of common and not-so-common weapons and items of
equipment. Each entry contains the weapon’s or item’s cost in Squad Generation Points,
the skill needed to use the weapon, its effect in game terms, a brief description and any
relevant game rules.
Following the weapons and equipment are rules for artillery and a listing of some
common artillery pieces. Additional material provides rules for starfighter air support
through strafing and embarking / disembarking troops. As these starfighter rules have
more in common with artillery than vehicles, they are listed in this section.
Grenade Launcher
Cost: 10 SGPs
Skill: Grenade Launcher or Missile Weapons.
Damage: Varies depending on grenade used.
Effect: Increases grenade ranges.
Grenades launchers enable a soldier to hurl grenades much farther than by hand.
But because a grenade is armed during the process of firing, there is a minimum range
within which a grenade launcher cannot be used. A soldier cannot fire at a target closer
than 3”. Ranges are given below:
Short: 3” to 12”
Medium: 24”
Long: 40”
Grenades fired by a launcher also scatter farther than grenades thrown by hand.
Use the following distances when determining launched grenade scatter:
Range Distance Scattered
Short 1-6 inches (1D)
Medium 2-12 inches (1Dx2)
Long 3-18 inches (1Dx3)
A grenade never scatters by more than half of the distance to the target. For
example, a grenade launcher is used to fire a grenade at a soldier 14” away. This is
medium range, so if the shot misses, the grenade scatters 1Dx2 inches, but it cannot
scatter more than seven inches (half the distance to the target). Any rolls higher than 7
are counted as 7.
Thermal detonators cannot be fired from a grenade launcher.
CPSL Launcher
Cost: 35 SGPs
Skill: CPSL Launcher or Missile Weapons.
Damage: Varies depending on grenade used.
Effect: Increases grenade ranges.
CPSL launchers, a long-range weapon normally used only be the Imperial Army,
enable a soldier to launch grenades much farther than by the standard grenade launcher.
But because a grenade is armed during the process of firing, there is a minimum range
within which a CPSL launcher cannot be used. A soldier cannot fire at a target closer
than 5”. Ranges are given below:
Short: 5” to 25”
Medium: 50”
Long: 125”
Grenades fired by a launcher also scatter farther than grenades thrown by hand or
by grenade launcher. Use the following distances when determining launched grenade
scatter:
Range Distance Scattered
Short 2-12 inches (1Dx2)
Medium 3-18 inches (1Dx3)
Long 4-24 inches (1Dx4)
However, similar to the grenade launcher, a grenade launched by a CPSL launcher
never scatters by more than half of the distance to the target. Furthermore, thermal
detonators cannot be fired from a grenade launcher.
Finally, the CPSL launcher can only hold four grenades. As the re-loading
process takes several hours, the launcher is limited to only four grenades per SWMB
game. Standard Imperial doctrine calls for the CPSL to be equipped with three Cryoban
and one smoke grenades, but the Imperial commander may alter this to whatever grenade
configuration he/she desires.
Grenades
Cost: Varies by grenade type.
Skill: Grenade if thrown; missile weapons if a launcher is used.
Damage: Varies by grenade type.
Effect: Varies by grenade type.
In addition to the standard fragmentation grenade described in the basic rules,
there are a variety of other types of grenades available:
Concussion
Cost: 8 SGPs per grenade.
Damage: 5
Effect: Normal damage.
When standard (fragmentation) grenades explode, their shells burst into small
fragments, and the force of the explosion sends the fragments outward at high velocity.
Concussion grenades, on the other hand, use the concussive force of the explosion itself
to inflict damage.
Use a 1.5” radius Area of Effect Template to determine which targets are hit.
Smoke
Cost: 5 SGPs per grenade.
Damage: None.
Effect: Increases difficulty of fire combat.
On detonation, smoke grenades dispense a thick, dark smoke, which obscures
vision. The radius of the smoke cloud is 2.5”. Any shots taken through the area effect
template incur a +2 increase to the difficulty. The effects are cumulative; if the LOS
passes through more than one template, the difficulty is increased by +2 for each template
it passes through. Smoke templates can overlap; more than one may be laid down at the
same position.
Smoke lasts for a maximum of five turns before dissipating. Each turn until the
fifth, during the Special Actions Phase, roll a die for each patch of smoke and consult the
“Cloud Dissipation Chart” below. On the fifth turn, the template is removed
automatically.
Cloud Dissipation Chart
Die Roll Effect
1.2 Cloud drifts. *
3.5 Cloud remains in position.
6 Cloud dissipates. Remove from table.
* 1” in the direction the wind is blowing. Wind direction is determined by the
gamemaster, or by using the Grenade Burst Diagram.
Note: Smoke and gas clouds in a confined area, such as a room, will not dissipate
or drift.
Luma
Cost: 8 SGPs per grenade.
Damage: Special.
Effect: Negates the effects of darkness.
These grenades illuminate a 6” radius area for six turns. They are primarily used
to increase visibility at night. All soldiers within the area of effect of a Luma grenade can
be seen and targeted without the limitations and modifiers imposed by darkness (see
“Advanced Terrain”). This is true from the instant of detonation.
Any soldier(s) within 1.5” of the point of impact when the grenade detonates must
make a difficulty 6 Perception roll (to stimulate their attempting to turn away in time) or
be partially blinded. All future actions performed by the soldier(s) suffer a +2 modifier to
the difficulty number. The blindness is temporary, but sight will not return until after the
game is over.
Soldiers in battle armor are not affected by the blindness (their visors have flash
guards which function automatically).
Stun
Cost: 10 SGPs per grenade.
Damage: 4 (but see below).
Effect: Treat “wounded” results as “stunned” for three turns; “incapacitated”
results are “stunned” for five turns.
The stun grenade in general use is the Spore/B. The Spore/B delivers a cloud of
Bothan stun spores, which induce unconsciousness.
Stun grenades have an area of effect of 1.5” in radius and an initial Damage
Strength of 4. The spore cloud lingers for four turns, although it slowly disperses over
that time; each turn, its Damage Strength is reduced by one. In addition, roll for the
cloud on the “Cloud Dissipation Chart” each Special Actions Phase the cloud remains on
the table.
Any soldier passing through the cloud (any part of the base crosses the template),
must resolve an opposed Strength test against the current Damage Strength of the cloud.
Characters who are “stunned” by the cloud are treated as wounded until the stun wears
off. If a soldier is already wounded, he suffers a –2 penalty to his skills and attributes
instead of just a –1.
If the soldier is wearing a breath mask, environment suit, space suit, or battle
armor, he is unaffected by the stun grenade.
Trihexalon
Cost: 50 SGPs per grenade.
Damage: 20 against organic matter; 0 against inorganic matter
Effect: Normal Damage
Trihexalon, commonly called “Dragon’s Breath,” is a lethal weapon developed by
the Trade Federation against living opposition. The compound works as follows -- when
exposed to air, the compound ignites in a brilliant green explosion that decimates any life
in its blast radius (Trihexalon uses a 2.5” radius blast template). It even penetrates all
forms of battle armor, with the exception of spacetrooper armor. Yet trihexalon was
engineered to be completely ineffective against inorganic material; in fact, captured Trade
Federation tactical battle plans contained a war scenario wherein Separatist enemies were
lured onto a battlefield by droid armies, only to have Trade Federation bombers unleash
massive amounts of trihexalon. Fortunately for the Republic, the Federation plan was
still being finalized when the clone troops attacked. In fact, a secret large shipment of the
deadly compound was en route to Geonosis during the conflict. Had Jedi Master Adi
Gallia not destroyed this trihexalon shipment in orbit, the Republic undoubtedly would
have lost the Battle of Geonosis.
Trihexalon’s prohibitively expensive production process limits widespread usage.
Combined with the destruction of the Trade Federation’s trihexalon processing facilities
by vengeful space pirates, the compound is now very rare. Thus, it can only be purchased
with Gamemaster permission or by mutual player consent.
Gas Grenades
There are a variety of gases which can be delivered in a grenade. One common
feature of gas grenades is that the cloud of gas released on detonation often lingers. Gas
clouds may drift or dissipate. Each round a gas cloud is on the battlefield, roll on the
“Cloud Dissipation Chart” during the Special Actions Phase to determine what happens
to the cloud.
Clouds which linger on the battlefield continue to have an effect (although
sometimes this effect will change; see the specific rules below). Any soldier whose base
passes partially or wholly into the area of effect cloud must resolve an opposed Strength
test for damage. The test is resolved normally unless the description of the gas states
otherwise. Standard gas types include:
T-238
Cost: 8 SGPs per grenade.
Damage: 1.
Effect: Treat “incapacitated” results as “wounds.”
T-238 is a chemical agent which attacks the digestive tract, causing severe,
debilitating nausea. Though the Damage Strength of T-238 is only 1, the grenades are
nonetheless potent when wanting to capture an enemy. “Incapacitated” results are treated
as “wound” results.
T-238 grenades have a burst radius of 2.5”. They last three turns; roll each turn on
the “Cloud Dissipation Chart” during the Special Actions Phase.
Breath masks, environmental, suits, space suits, and battle armor protect against
T-238.
CryoBan
Cost: 5 SGPs per grenade.
Damage: 2.
Effect: Creates area of intense cold.
CryoBan is a chemical which absorbs heat, thereby creating an area of intense
cold. It then begins to break down rapidly, releasing the heat back to the environment.
The area of effect has a radius of 2.5” during the turn the grenade is detonated.
The next turn, the 2.5” radius is replaced with a 1.5” radius template. The following turn
the template is removed; the chemical has broken down fully.
Damage is resolved normally. CryoBan is not subject to drift and only dissipates
as described above.
Breath masks, environmental suits and the like do not protect against CryoBan.
Plank Gas
Cost: 15 SGPs per grenade.
Damage: 3.
Effect: Treat “stun” results as “wounds”.
Plank gas is a corrosive chemical which eats away at the exposed skin of beings
caught within it, and has a lasting, painful effect. “Stun” results are treated as
“wounded.”
Use the 1.5” radius Area of Effect Template for a plank gas grenade. Plank gas
lasts only two turns, then it dissipates entirely. Roll for the cloud on the “Gas Dissipation
Chart” during the first turn it appears (Special Action Phase).
Breath masks do not help against plank gas. Environment and space suits
increase the target’s Strength by one for the damage roll, but the corrosion renders the
suits useless immediately after the roll. Battle armor functions as normal; it increases the
target’s Strength for the roll and is not destroyed.
Short: 1” to 12”
Medium: 24”
Long: 40”
As the darts are relatively small, there is no need for a scatter roll if the firer
misses.
Darts
Cost: Varies by dart type.
Skill: As darts must be launched by a Rocket Dart Launcher, the missile weapons
skill is used.
Damage: Varies by dart type.
Effect: Varies by dart type.
There are two types of darts available:
Standard Dart
Cost: 5 SGPs per dart.
Damage: 4 after initial hit
Effect: Damage Strength 6 on the first roll; Damage Strength 4 for the next three
turns
These are by far the most common darts available in the galaxy. They
incapacitate victims in a short period of time.
Kamino Saberdart
Cost: 10 SGPs per dart.
Damage: 5 after initial hit
Effect: Damage Strength 6 on the first roll; Damage Strength 5 for the next five
turns
This is a much more rare and lethal dart, and Gamemaster or mutual player
consent is needed before these are fielded. It is best utilized against powerful Heroes or
Elite squads.
Lightsaber
Cost: 25 SGPs
Skill: Lightsaber.
Damage: 5 or Control +5
Effect: Special.
Lightsabers are the ancient and venerable weapons of the Jedi Knights. A
controlled charge of pure energy is focused into a tight, parallel beam, which yields a
“blade” of amazing strength.
As each Jedi made his/her own, they are exceedingly rare. Troops will generally
not be armed with these weapons; only a hero could conceivably have one. Lightsabers
are used differently than standard melee weapons. Combat and damage are resolved in
the normal fashion, but a soldier using a lightsaber adds a +4 modifier to his close assault
combat roll in addition to the lightsaber or Dexterity codes. Again, a hero uses his
lightsaber skill when rolling to hit instead of his melee combat skill. If the hero does not
have the lightsaber skill (therefore he likely does not have any Force skills), he instead
uses his Dexterity attribute. In this fashion, a lightsaber can be dangerous if its user is not
sufficiently skilled. If a soldier using a lightsaber without a lightsaber skill bombs out,
he has injured himself and must roll for damage. A lightsaber has a Damage Strength of
5.
As stated, a soldier does not have to have any Force skills in order to use a
lightsaber. However, this weapon becomes more effective in the hands of a Force-using
hero. If the character has the lightsaber combat Force power, his control skill may be
added to the Damage Strength (See “Force Skills” in the “Heroes” section). A Force-user
can also use a lightsaber to parry and aim blaster bolts (see “Special Combat Abilities” in
the “Heroes” section).
DEMP Gun
Cost: 10 SGPs
Skill: Blaster.
Damage: 4.
Effect: Stuns droids.
DEMP guns – anti-Droid ElectoMagnetic Pulse guns – are specially designed to
disable droids without permanently damaging them. This is useful primarily in covert
missions (when the disabled droids are spirited away for “deconstruction”), but these
weapons are also useful on the battlefield against war droids.
Ranges are as given below:
Short: 12”
Medium: 30”
Long: 125”
A “Systems Damage” result (explained in the “Droids” section) stuns a droid for 4
turns; a “Roll twice for Systems Damage” result stuns the droid for 6 turns. Stunned
droids are treated as though they were wounded characters – their attributes and skills are
reduced by 1. Successive stun results are cumulative.
The torpedo continues in the direction it was fired until it reaches its maximum
range or hits an obstruction. Walls and doors are hit at the Strength of the torpedo as
well; if the obstacle is breached, the torpedo hits anything within range beyond the
obstacle; if not, the obstacle blocks the torpedo.
A proton torpedo launcher comes with a standard load of six torpedoes, although a
soldier may be equipped with less. They are difficult to come by, and are usually found
built into spacetrooper armor. Disassembled proton torpedoes launchers can be carried
by one soldier, but the soldier must take a full turn to assemble the weapon. A soldier can
only drag an assembled proton torpedo launcher 1” per turn.
Ion Gun
Cost: 10 SGPs.
Skill: Blaster artillery or ion gun specialization.
Damage: 4.
Effect: Disrupts vehicle’s systems.
This is an assembled weapon that is crewed and is a vectored-effect weapon.
Ion guns were developed as a response to the devastating effect of vehicles on
the field of battle. While they are a common element of space battles, their
appearance in ground battles has been long in coming due to the cost and
complexity of reducing the weapon to a manageable size. While man-portable
ion guns are the ultimate goal, the current version still provides a definite edge
for the average “dirtsider.”
The ion gun fires high-energy ionized particles, which disrupt the sophisticated
electronics and computer systems of vehicles. The guns are not intended to destroy
vehicles, but rather to disable them. Once disabled, the threat of the vehicle is removed
and it may be destroyed or captured when time affords.
An ion gun is an assembled weapon and requires a crew; it requires two men to
transport it, and it must be assembled prior to use. Follow the regular rules for carrying
and assembling weapons and for firing those weapons. An ion gun is not capable of
following fire.
The ranges for an ion gun are as follow:
Short: 12”
Medium: 30”
Long: 120”
To fire an ion gun, declare a target and make a skill test using the firing soldier’s
blaster artillery skill. If the test is successful, the target is hit. If not, the shot was off the
mark.
If the shot misses, use the “Vectored-Effect Weapon Deviation Template” to
determine in which direction it actually went (see “Vectored-Effect Weapons” if needed).
The shot will only go as far as the distance to the originally declared target (the weapon
was calibrated for that distance). The first vehicle (or other target; see below) within
range of the shot along the new trajectory is affected.
If a vehicle is hit by an ion gun, make an opposed test, adding the ion gun’s
Damage Strength to the firer’s die and the vehicle’s Body Strength to the target’s die.
Compare the modified rolls and read the results from the “Ion Gun Effects Table” (see
below).
The result of “controls ionized” means that the vehicle’s control systems have
been temporarily disrupted. For the rest of this turn and the next, the vehicle suffers the
following effects:
The vehicle’s # Turns is reduced b 1.
The vehicle loses Fire Control on all its weapons.
The Damage Strength of the vehicle’s weapons is reduced by1.
The “controls ionized” result is cumulative. A vehicle which has received two
“controls ionized” results has its # Turns and its weapons’ Damage Strengths reduced by
2. However, a vehicle’s # Turns or Damage Strength may never go below 0.
If the vehicle’s # Turns is ever reduced to 0, the vehicle’s controls are frozen for next
two turns. A vehicle with frozen controls may make no turns, and may not accelerate,
decelerate, or fire weapons. It continues in the same direction and at the same speed it
was traveling when the controls became frozen.
Droids may also be affected by an ion gun. If a droid is hit by an ion gun, test its
Strength against the gun’s Damage Strength. Read the results on the “Ion Gun Effects
Table.” A “controls ionized” result is treated as a “torso hit,” which lasts for the duration
of the current turn and the next turn. If the result also calls for a critical hit, then roll on
the “System Damage Table” to determine the effect on the droid. This effect is
permanent, just like normal damage.
Since many biological functions are electrical in nature, humans and aliens may
be injured by an ion gun. However, the nature and size of the ion gun minimizes the
damage it can do to a living creature. If a being is the target of an ion gun, its Damage
Strength is halved. In addition, a result of “Wound” on the “Damage Table” is treated as
“No Effect” and an “Incapacitated” result is considered to be a “Wound.”
Tanglefoot Field
Cost: 5 SGPs per 1” square section of field.
Skill: Not applicable.
Damage: None.
Effect: Slows movement across field.
The tangefoot field was conceived as a police weapon and is particularly useful
against rioters. It is non-lethal, but it slows their movement enough to make them easy
targets for police with stun weapons.
The field is useful only in very flat terrain (“clear” terrain, that is, usually paved
roads or squares), and required time, special equipment and energy to set up; therefore,
only defending soldiers with access to advanced police equipment may employ the
tanglefoot (this is, of course, entirely up to the gamemaster).
The tanglefoot field is set up before the game begins. The defending player notes
the areas of clear terrain the tanglefoot covers on a piece of scrap paper (or describes it to
the gamemaster). Movement within the field is at double cost.
Repulsorcraft, hovercraft, or other flying things ignore the effects of the
tanglefoot field.
Thermal Detonator
Cost: 10 SGPs.
Skill: Grenade.
Damage: 8.
Effect: Blows up.
Thermal detonators used as grenades have already been described in the basic
rules. But they can also be used as demolition charges (see “Advanced Terrain”).
Force Pike
Cost: 4 SGPs.
Skill: Melee Weapon or Force Pike; Must be Elite, Hand-picked, Fanatical or
Hero to purchase a Force Pike.
Damage: STR+3.
Effect: Normal Damage.
Force pikes are two-meter
long poles tipped with power tips and made of very strong spun graphite which bends,
rather than breaks, when put under pressure. First introduced during the Begali Uprising,
force pikes are primarily used by planetary patrols and local military units to stun
opponents or disperse crowds. However, they are also used by Imperial troops to
eliminate opponents in situations where blaster fire is inappropriate or unavailable.
Personal bodyguards to high officials also carry force pikes, although these pikes are
primarily ceremonial (except in the case of the Royal Guard, in whose hands a pike is
more dangerous than anyone would care to find out).
Geonosian Sonic Blaster
Cost: 7 SGPs.
Skill: Blaster or Geonosian Sonic Blaster.
Damage: 5
Effect: Normal Damage.
Developed by the Geonosians for use in their tightly cramped hives, the sonic
blaster functions at about the same performance levels as a standard heavy blaster.
However, its uniqueness is derived from it use of sound to inflict damage as opposed to a
using Tibanna gas to produce a laser blast. But because the blaster is one SGP cheaper
than a comparable standard blaster, the sonic blaster’s use in Star Wars Miniatures
Battles should be limited to only Geonosian troops.
The range of the sonic blaster is:
Short: 4”
Medium: 12”
Long: 25”
Equipment
Armor
Cost: Varies by armor type (see “Armor Chart”).
Effect: Increases Strength (varies by armor type) for determination of damage
received.
Armor is used to reduce the amount of damage suffered when a soldier is hit. The
use of armor is not very widespread in a galaxy of blaster weapons with the major
exception of the Empire. Stormtroopers wear a variety of armor types (depending on
their duties), ranging from lightweight scout armor up to the formidable spacetrooper
armor. Note that stormtroopers must wear armor; thus, there is no cost to equip
stormtroopers with armor.
“Battle armor” is a generic term referring to a full or partial suit of armor that
provides protection from weapons as well as from hostile environments. All of the armor
types listed in the “Armor Chart” are classified as battle armor.
In addition to the types of armor that are available, there are protective helmets
and vests. These can be of help in individual situations, but in the crossfire of
coruscating energy that sweeps over the Star Wars battlefield, their effect is negligible
and therefore not included in this game.
Armor increases a soldier’s Strength code for purposes of damage determination
only (both doing damage in close assault combat and resisting damage from fire or close
assault combat). It does not affect any other use of Strength. The amount of increase
depends on the armor type and is given in the “Armor Chart.” In addition, battle armor
types add an additional +1 to the Strength code when hit with kinetic (non-energy)
attacks. Weapons that use kinetic energy are hands, clubs, atlatls (when used for melee
combat), gaderffii sticks, spears, cestas (when used for melee combat), force pikes,
concussion grenades, fragmentation grenades, crossbows, longbows, black powder
pistols, muskets, rifles, submachine guns, and similar non-energy weapons. For the
record, Wookie bowcasters are an energy weapon.
Example: A soldier with a Strength code of “2” wearing bounty hunter armor is
hit by a blaster bolt. The soldier adds 3 (Strength of 2 plus 1 for the armor) to his
opposed die roll for damage. But in the next turn, the soldier engages in close combat
against an alien armed with a knife. When the soldier is hit, the soldier will add 4
(Strength of 2 plus 1 for the armor plus 1 because the knife is defined as a kinetic attack)
to his opposed roll for damage.
The disadvantage or armor is that it hampers free movement, thereby reducing a
soldier’s Dexterity code. Unlike the increase in Strength, this reduction applies to all
Dexterity-based skills as well. The amount that Dexterity is reduced varies with the
armor type and is shown in the “Armor Chart.”
Example: The soldier mentioned above has a Dexterity of “3” and a blaster skill
of “4”. While wearing his bounty hunter armor, his Dexterity is “2” and his blaster skill
is “3.”
When filling out a “Squad Record Sheet,” we recommend writing in the modified
Strength and Dexterity values. The modified Strength values for energy (non-kinetic)
attacks are to be marked within parentheses, and the modified Strength values for kinetic
attacks are to be marked with asterisks as a reminder that they are modified values. Also,
note that the attributes and skills given in the “Troop Lists” already reflect the armor
modifiers for stormtroopers.
Armor Chart
Armor Type STR/DEX modifiers Cost
Bounty Hunter +1 / -1 10 SGPs
Royal Guard +1 / 0 25 SGPs
Sandtrooper +1 / -1 10 SGPs
Snowtrooper +1 / -1 10 SGPs
Scout trooper +1 / 0 25 SGPs
Spacetrooper +3 / -1 50 SGPs
Stormtrooper +1 / -1 10 SGPs
Breath Mask
Cost: 10 SGPs.
Effect: Negates hostile atmosphere.
A breath mask provides a soldier with the atmosphere he requires to survive, as
well as filtering out any harmful atmosphere.
It is by no means a substitute for a complete environment suit or space suit, but
can provide that extra bit of protection needed when operating in a thin or mildly hostile
atmosphere.
Breath masks can also provide protection against certain forms of gas weapons
(see “Grenades”).
Camouflage Suit
Cost: 20 SGPs.
Effect: +2 difficulty modifier to firer targeting and spotting a camouflage suit
wearer.
Photo-optic Replicators, more colloquially known as “camouflage suits,” are not
actually suits. The standard OptiRep is a vest-like harness which serves as a mount for an
active sensor package coupled with a holo-projector.
The sensor takes constant readings of energy wavelengths in the visible spectrum
in a complete 360-degree arc. It evaluates the readings (many hundreds of times per
second) and causes the holo-projector to return a replicated image 180-degrees from the
source.
The net effect is that a soldier wearing an active OptiRep appears to be part of the
terrain he is in front of. The effect is not perfect (the faster the wearer moves, the more
blurred the image), but, in most circumstances, it provides a definite advantage to the
wearer. Photo-optic Replicators are difficult to come by.
The effect of a camouflage suit on tabletop is to make a hidden soldier harder to
spot. The +2 is added to his sneak roll. Once spotted, a camouflage suit will not make a
soldier “disappear,” but does make him more difficult to hit. The difficulty modifier is
cumulative with terrain effects.
Example: A soldier firing at a target wearing a camouflage suit in medium cover
has a total +4 modifier to his difficulty number.
Environment Suit
Cost: 10 SGPs.
Effect: Protects against gas and other environmental hazards.
Environment suits are designed to provide protection against hostile
environments. Combining a breath mask with a total body cover, they are somewhat
cumbersome, making them less than ideal on the battlefield, but they do protect against
certain hazards.
Environment suits negate or partially offset the effects of many forms of gas; see
above. However, they also reduce their wearer’s Dexterity and all DEX-based skills by –
1, just as certain armor does (see “Armor”).
Environment suits are not space suits; they do not protect against vacuum, as their
seams burst almost immediately. Environment suits are not designed for combat; if a
soldier wearing an environment suit suffers a wound, the suit is considered to have been
breached and no longer offers any protection. However, it still reduces the soldier’s
Dexterity until he can remove the suit, which takes an entire turn. He cannot move in the
Movement Phase or fire in the Fire Combat Phase of the turn that he removes the suit.
Space Suits
Cost: 15 SGPs.
Effect: Protects against vacuum and certain other hazards.
Like environment suits, space suits are not designed for the rigors of combat.
They provide protection against certain hazards (see “Gas Grenades”), but at the cost of a
–1 reduction to the wearer’s Dexterity and all DEX-based skills.
Medpac
Cost: 10 SGPs.
Skill: First aid.
Effect: Removes a wound status if successful first aid skill test is made.
The medpac is a compact first aid kit consisting of mini-diagnostic computer,
drugs, syntheflesh, coagulants and antiseptics. It is used primarily to heal wounds.
A soldier with a medpac may attempt to heal a wounded soldier in the Special
Actions Phase of any turn following the turn in which the soldier was wounded. The
“healer” must be in base-to-base contact with the “patient,” and must make a first aid
skill test against a difficulty of 7.
Success means the patient is no longer wounded. Remove the Wound marker.
If the attempt failed, the soldier is still wounded. One other attempt may be made
to heal the wounded soldier in a later turn. The second attempt is made against a
difficulty number of 9. If that attempt also fails, the wound is too serious and cannot be
healed during the course of the game.
A soldier may attempt to heal himself, but the difficulty number is increased by
+1.
A medpac is depleted when used, whether the healing attempt was successful or
not. One medpac must be used per attempt.
Macrobinoculars
Cost: 10 SGPs.
Effect: Improves soldier’s vision.
Macrobinoculars (also known as “electrobinoculars) are light-enhancing video
display binoculars allowing a soldier to see greater distances in difficult visibility. Since,
in most games, a soldier can easily see from one end of the battlefield to the other
unaided, their most important game function is to improve his sight in darkness or in
other low-visibility situations.
Macrobinoculars negate the negative combat modifiers and limited visibility of
fog, mist, rain, snow, and darkness (see “Advanced Terrain”).
Binders
Cost: Physical Binders 5 SGPs a piece; Energy Binders 30 SGPs a piece.
Effect: Prevents prisoners from attempting to escape.
Binders act to prevent prisoners from attempting to escape, allowing the guard to
attend to other issues (fire combat, close assault combat, etc.). See Chapter Eighteen,
“Stuns and Prisoners,” for a more thorough explanation of the mechanics of prisoners.
Binders come in two primary forms – physical and energy.
Physical binders take the form of very durable handcuffs that are bound to a very
heavy floor unit. A guard may bind two prisoners per movement phase, provided he is in
base-to-base contact with them. Once bound, the prisoner cannot attempt to escape (or
even move), unless he / she is a Force User with the Escape / Contort Force power. The
key is on a rotating frequency, and that key is placed on the guard who bound them. That
guard must be incapacitated to yield the keys to the other side. If this occurs, the
prisoners can be freed by an ally making physical contact with the guard (to get the key),
followed by the key holder being in base-to-base contact with the prisoners and making a
difficulty skill test of 4 using his Mechanical attribute.
Energy binders use a form of lightsaber technology with sensors to form an
impenetrable binder that adjusts every ten microseconds to allow no possibility of escape.
That binder is attached to a floor unit, allowing no movement to the prisoner. Even a
Force User with the Contort / Escape power cannot attempt to escape. A guard may bind
two prisoners per movement phase, provided he is in base-to-base contact with him. The
key is a complex algorithm, and that key is placed in a compunit the guard who bound
them has. That guard must be incapacitated to yield the keys to the other side. If this
occurs, and an ally obtains the key (see above), the prisoners can be freed by the new key
holder being in base-to-base contact of the prisoners and making a difficulty skill test of 8
using his Mechanical attribute.
Combat Sensor
Cost: 10 SGPs.
Effect: +1 to a soldier’s search skill test.
A combat sensor is a compact sensor package composed of a Full-Spectrum
Transceiver linked to a Life Form Indicator. Due to its compact size, the FST/LFI
configuration is not as sensitive as a ship borne package, but it does provide good
general-purpose assistance in detecting lifeforms or objects on the battlefield.
A soldier equipped with a combat sensor receives a +1 modifier to his die roll
when taking a search skill test.
Targeting Computer
Cost: 10 SGPs.
Effect: -1 to a firer’s difficulty number.
A targeting computer combines an macrobinocular sight with sophisticated
electronic compensators and is linked to a soldier’s weapon to provide better fire control.
A soldier equipped with a targeting computer reduces his fire difficulty number by
one.
Comlinks
Cost: 10 SGPs.
Effect: Allow communication with off-board artillery or starfighters.
All commanders on the battlefield are assumed to have some form of comlink
through which they communicate with each other and headquarters; these communicators
are tuned to a specific channel to allow the commander to “call in” bombardment against
his opponents (see “Calling for Strikes”).
Jet Pack
Cost: 3 SGPs.
Skill: Jet Pack operation (see below).
Effect: Jump over obstacles.
A jet pack is a portable unit that is worn strapped to the user’s back and which can
propel a soldier over intervening obstacles on the battlefield. Combat jet packs are
smaller and more compact than many civilian models so that they do not interfere with a
soldier’s mobility on the ground. As such, they do not have the range of some of those
civilian jet packs. But while they may not perform like an Aratech Jumper, they do get
the job done.
A soldier wearing a combat jet pack may jump up to 30” in a straight line, in any
direction within his 90-degree front facing, or 20” straight up. When jumping straight
ahead, he reaches a height of 5” at the midpoint of his jump. A soldier jumping with a jet
pack may not perform the jump at less than that height.
A soldier may attempt to jump over higher obstacles, but does so at the cost of
some of the distance across the tabletop. For every 1” or vertical distance above the 5”
minimum height, he loses 2” of horizontal distance. A soldier may jump no higher than
the maximum 20” high.
Example: An Imperial jumptrooper is attempting to leap over a landing platform that
stands 8” high. He will jump 11” high in order to clear it, reducing his horizontal
distance to only 18” (11” is 6” more than the minimum jump of 5”, so the trooper loses
twice that – 12” – from his horizontal distance).
When a soldier uses a jet pack, declare a destination point – where the soldier
intends to land. Then make a skill test against the jump’s difficulty.
The base difficulty for using a jet pack is 6. The difficulty of the jump can be
modified by a number of factors, which are listed below in the “Jet Pack Jump Modifiers
Chart.”
Jet Pack Modifiers Chart
Condition Difficulty Modifier
Enemy soldier within 4”
Of jump-off point +1
Enemy soldier within 4”
Of landing point +1
Jumping in woods +2
High winds +2
If the soldier is successful, he lands at the designated point. If he fails the test,
you must roll for deviation. Place a Grenade Burst Template over the destination point
and orient the Direction of Throw with the direction the soldier was jumping. Roll one
die to determine the direction the soldier missed by, then roll another die to determine
how far off the soldier actually landed. However, a soldier may not deviate by more than
half the distance of the attempted jump.
When attempting to jump a soldier over an obstacle, the jump must be declared
before measuring any distances. The player must declare the direction of the jump and
the height of the soldier will jump to clear the obstacle. The jump must be at least 2”
greater than the height of the obstacle, or the jumper will risk colliding with the obstacle.
In addition, the obstacle must be no further from the soldier than half the distance
of the jump. If it is, the soldier will collide with the obstacle on his way down.
Example: If the landing platform in the above example were more than 9” away from the
jumptrooper’s starting position, he would not be able to clear it and would collide with
the platform on the way down.
It will be necessary to use common sense when deciding whether an obstacle can
be cleared, as many conditions may apply which cannot be effectively covered here. For
instance, an extra-wide obstacle may still prevent a soldier from jumping over it, even if
it were only halfway through his jump. Heavy objects carried by the jumper (like
carrying another soldier) reduce the effectiveness of the jet pack, and cut the distance able
to be jumped to half.
A soldier may not fire a weapon or drop objects while jumping with a jet pack; he
is too busy controlling the jet pack.
A jet pack carries 10 charges. It is capable of firing 10 bursts, then its fuel is
exhausted and the jet pack may no longer be used.
A jet pack must be allowed to cool down for one turn after each use or it will
overheat. A soldier may choose to use a jet pack in the turn immediately after its last use,
but the jet pack will be rendered useless when the consecutive jump is completed. In
addition, roll one die; if the result is a “1” or “2,” the jet pack explodes with a Damage
Strength of 5 and affects any figures within 2.5” Increase the Damage Strength by 1 and
the blast radius by 1” for each charge remaining in the jet pack.
Even if the jet pack does not explode, the soldier wearing it must make an
opposed Strength test against a Damage Strength of 2, to see if he is injured by the
overheating pack.
Skill Note: Jet pack operation is a new skill and is not listed in Star Wars: The
Roleplaying Game. It is based on the Mechanical attribute. If a soldier is attempting to
use a jet pack, but does not have the jet pack operation skill, he must use his Mechanical
attribute.
Walker Mount
Cost: 20 SGPs.
Skill: Walker operation or walker operation: walker mount (see below).
Effect: Makes it easier to move assembled weapons.
Assembled weapons can be formidable weapons on the battlefield, but their
effectiveness is offset by their limited movement capability (an assembled weapon may
only be dragged 1” during a Movement Phase when assembled).
This recent innovation increases the mobility of larger weapons, though. It
combines a double-bipod mount with miniaturized versions of the drive and gearing
systems from walker-type vehicles. This setup effectively allows a weapon to move
itself.
The crew of a weapon fitted with a walker mount can move the weapon in one of
two ways. A soldier may either control the mount directly and move with it (effectively
“driving” it), or he may use a control unit for remote movement. The soldier moving the
walker mount makes a walker operation test against the appropriate difficulty number. If
he succeeds, he moves the mount as described below. If he fails, the mount may only be
moved half its Movement Rate.
If controlling the unit directly, a soldier must remain in base-to-base contact with
the mount, and the mount and soldier are moved together. The soldier may make no
other movement that phase. The difficulty number for moving the mount in this manner
is 6.
A soldier may also control the mount by means of a hand-to-hand control unit.
Each mount comes with one control unit; it must be assigned to a crew member when the
squad is outfitted (Walker Mount Control Unit markers are provided to keep track of the
controlling soldier).
To move the mount, the controlling soldier must be within 12” of it. The
difficulty of the walker operation test is 8. Then, simply move the walker mount as
desired, as long as it does not move more than 12” from the controlling soldier. If it
should do so, it stops immediately and can move no further that turn.
Walker mounts move as vehicles do. They have a Turn Distance of 1 and # Turns
of 2. They may perform no maneuvers other than simple turns, and may not exceed their
# Turns.
The controlling soldier does not need to have a line of sight to the walker mount,
but if he cannot see where it is or where it is headed, he may only move it in a straight
line from where it starts. The difficulty for moving a walker mount without a LOS to its
path is 10.
Walker mounts may move up to 5” during a Movement Phase. The weapon may
be moved independently of its crew (but, of course, may not be fired unless sufficient
crew return to within 1” of the weapon).
A walker mount is wide and may not be able to pass between certain obstacles if
they are too close together. Use common sense in this determination.
If the controlling soldier is incapacitated, the control unit is assumed to be picked
up by the nearest crewmember in command distance. If none of the crewmembers are
within command distance, the unit is assumed to be lost.
Any weapon that normally requires a mount of some sort (such as a tripod or
bipod), such as an assembled weapon, may be equipped with a walker mount. A weapon
equipped with a walker mount may also be crewed. A walker mount is a large piece of
equipment, and requires a crew of two. So a weapon with a walker mount requires a total
crew of three – one to carry the weapon and two to carry the parts of the mount.
A walker mount requires two turns to assemble. At the beginning of the first
Movement Phase, the three soldiers carrying the weapon must be within 1” of each other.
They may not move in the Movement Phases they are assembling the weapon. At the end
of the second Movement Phase, the weapon is assembled and ready to fire. If the soldiers
assembling the weapon are forced to move before the weapon is completed, they must
begin again and take another two Movement Phases to assemble the weapon.
An assembled weapon / walker mount can be disassembled. Three soldiers from
the same squad must begin their Movement Phase within 1” of the weapon; at the end of
the second phase, the weapon is disassembled and may be carried and reassembled as
described above.
Skill Note: Walker mount is a specialization of the walker operation skill listed in Star
Wars: The Roleplaying Game, Second Edition. It is based on the Mechanical attribute. If
a soldier is attempting to use a walker mount but does not have the walker operation skill,
he must use his Mechanical attribute.
Artillery
Artillery on the modern battlefield suffers from specific vulnerability problems,
particularly from orbital bombardment and starfighter attacks. Without expensive
shielding and/or mobility provisions, its survivability rate is low. Due to this
vulnerability, inclusion of artillery formations in the Imperial Order of Battle is on the
decline.
In addition, skirmish battles of the type fought in Star Wars Miniatures Battles are
rarely large enough to be supported by artillery. The optimum range for artillery also
usually requires its placement well off the tabletop.
Because artillery is still in use in some isolated or remote sectors and Outer Rim
worlds, rules are provided for the use of some of the more popular types.
There are two general types of artillery: on-board and off-board.
On-Board Artillery
On-board artillery refers to guns actually placed on the battlefield. These are
expensive, and open to enemy fire, but they provide a great deal of direct firepower.
On-board artillery is placed on the table as part of the initial set-up. As this
artillery is immobile, only the soldiers on the defensive, in possession of the field at the
beginning of the game, can emply on-board artillery.
The Crew
Soldiers use their blaster artillery skill to fire artillery. Most artillery pieces
require three or more soldiers to crew them, consisting of a lead gunner and his crew.
Fewer soldiers dramatically reduce the weapon’s accuracy and rate of fire.
The artillery crew is considered to be a squad and must follow all the rules for
squads, including generation, morale, movement, and combat. When purchasing crew for
an artillery piece, smart players generally buy a few more soldiers than necessary, both to
replace injured crewmen and to provide a degree of small-arms protection to the gun and
crew.
The crew must remain within 1” of the weapon to fire it; they may not fire other
weapons in the same turn in which they crew the gun. Soldiers not actively crewing the
gun may fire other weapons.
Descriptions
Besides the standard statistics used for combat, there are a few additional items in
the artillery descriptions. They are explained here.
Crew: This is the number of soldiers needed to effectively fire the weapon. The
Squad Generation Points of the crew are figured separately from the cost of the weapon;
each crew can be considered a squad.
One of the crew members is designated the lead gunner. Use the lead gunner’s
blaster artillery skill when firing the gun. If the weapon is undermanned (any of the
crew have been incapacitated), add +2 to the firing difficulty.
Body Strength: The battery’s strength for resisting damage.
Body Points: When an artillery battery is hit, damage is figured using its Body
Stength. An opposed skill roll occurs, with the firer adding his weapon’s Damage
Strength to the roll, and the artillery adding its Body Strength. Compare the modified
rolls and determine the results from the “Artillery Damage Table” (see below).
Body Points are the amount of damage the battery can sustain before it is
destroyed (assuming it does not take a Critical Hit that destroys the weapon prior to this).
Fire Rate: The number of shots per turn the gun can be fire. A Fire Rate of ½
means the gun can fire one time every two turns.
Fire Control: The battery’s computer-assisted fire control systems make it more
effective. A weapon’s Fire Control is added to a gunner’s blaster artillery skill when
firing the weapon.
Cover: This it the amount of protection the vehicle affords its crew and/or
passengers. The higher the value, the better the protection for the occupants.
Fire directed at an opened artillery piece is randomized between any exposed
crewmen and the artillery itself. How likely the crew is to be hit depends on how open
the artillery piece is. To determine if a crew has been hit instead of the artillery, look up
the artillery’s Cover rating.
Crewmen in a artillery piece with a Cover Value of “F” cannot be hit by fire
directed at the artillery.
If the artillery has a numerical Cover Value, roll a die; if the roll is equal to or
greater than the Cover Value, a crewmen is hit (instead of the artillery piece). If a
crewman is hit, randomly determine which crewmember is hit and resolve damage.
Light Anti-Vehicle Laser Cannon
The Atgar 1.4 FD P-Tower is a dish-shaped laser battery, standing about 4.3
meters high that dates from the Clone Wars.
Skill: Blaster artillery
Crew: 4
Body Strength: 2
Body Points: 20
Cover: 4
Minimum Range: 12”
Fire Rate: ½
Fire Control: 1
Blast Radius: 1.5” (use the Grenade Burst Template)
Damage: 8
Cost: 139 + crew
Anti-Infantry Battery
The Golan Arms DF.9 Medium Anti-Infantry Battery is a turret sporting a
single heavy repeating blaster mounted on a four-meter-high armored base. This is the
most commonly used Rebel gun and is also standard issue for Imperials in outlying
regions.
Note: This weapon does not get following fire benefits; its area of effect takes the
place of fire.
Skill: Blaster Artillery
Crew: 3
Body Strength: 6
Body Points: 60
Cover: F
Minimum Range: 10”
Fire Rate: 1
Fire Control: 2
Blast Radius: 4”
Damage: 8
SGPs: 310
The Golan Arms C/AF.9 is an older model than all the others, but it is still used
in backwater militias, poorly equipped Rebel cells, Imperial Army units, and was also
used many, many years prior to the rise of the Empire.
Note: This weapon does not get following fire benefits; its area of effect takes the
place of following fire.
Skill: Blaster Artillery
Crew: 3
Body Strength: 4
Body Points: 40
Cover: F
Minimum Range: 10”
Fire Rate: 1
Fire Control: 2
Blast Radius: 2.5”
Damage: 6
SGPs: 268
Off-Board Artillery
Off-board artillery represents both orbital bombardments and artillery placed well
beyond the battlefield. As such, it is more powerful than on-board artillery, and less
under the control of the commander of the battlefield. It is risky and expensive, but, if it
works properly, it can be devastating. Off-board artillery should only be used in games
with a gamemaster.
Purchasing Strikes
When purchasing off-board artillery, you do not purchase the actual artillery
pieces. Instead, you purchase individual “strikes.” Before a game, you expend SGPs to
give you the opportunity to “call in” off-board strikes during the game. You are not
assured of getting a strike exactly when you request it: the strike may be delayed or never
show up at all (it may be under attack of responding to “more important” requests from
other commanders).
There are two different types of off-board strikes available: “light” and “heavy.”
Rebels pay more for off-board strikes than do Imperials. The following chart shows the
cost of artillery strikes.
Resolving Strikes
Off-board artillery strikes are resolved at the beginning of the Special Actions
Phase, before any other actions take place. Each strike is resolved separately, one at a
time.
The player with a strike due this turn makes a command roll on the following
table for the commander who requested the strike. Use the commander’s command skill
even if the commander has been subsequently incapacitated after calling in the strike: this
judges his ability to communicate his orders at the time he called in the strike.
Strike Location
Once a strike does occur, you must determine the location of the hit. Place a
template at the target point, using a 2.5” radius template for a light strike; a 4” radius
template for a heavy strike (both templates can be found in the “Templates and Markers”
section). Then, the opposing player orients the template so that the deviation directions
face as he wishes.
Roll a die to determine the direction of deviation. Then roll to determine how far
the strike deviates. On a roll of 1-2, it hits exactly where placed; on any other roll it
deviates. Light bombardment deviates the number rolled in inches; heavy bombardment
deviates the number rolled in inches times two. In addition, if you roll a 6, re-roll and
add the new roll to the first. Continue rolling and adding as long as you roll sixes.
Starfighter Strafing
Most of the time, starfighters are engaged in combat solely in aerial or space
based operations. However, they can be called upon to provide support for ground
operations. Starfighters have a role in Star Wars Miniatures Battles as they unleash
bombs, starfighter-grade proton torpedoes, and laser blasts. While generally not as
powerful as artillery pieces, the appearance of a starfighter strafing run can have a
devastating effect at the right time. Different fighters have different capabilities, and cost
a corresponding amount of SGPs. Starfighter strafing runs can be built into the scenario
by the Gamemaster or players can purchase strafing attacks prior to play. If the player
purchases attacks prior to play, he / she must clear it with the Gamemaster to ensure
compatibility (for example, a mission in the time frame of A New Hope and on the
heavily-guarded Imperial planet of Coruscant would not allow a Rebel X-Wing to attack
ground-based Imperials. The planet’s defenses would overwhelm the X-Wing long
before the attack could be delivered).
Terminology
The terminology necessary for starfighter strafing is as follows:
Evasion rating: When a starfighter approaches its target point, it can be fired upon by
enemy soldiers with on-board artillery. The standard difficulty to hit a starfighter with
on-board artillery is 8. The evasion rating is a modifier to the difficulty of the artillery to
hit the starfighter, and reflects the speed and agility of the craft.
Shield Strength: This reflects the shielding the starfighter has (not all starcraft have
shielding). If an on-board artillery piece hits the starfighter that has shields, the extent of
shield penetration must be resolved. When this opposed roll is made, the Shield Strength
is added to the starfighter’s roll while the Damage Strength of the artillery piece is added
to the artillery’s roll (See “Strafing Run” below).
Body Strength: The starcraft has an inherent Body Strength against damage. Should the
shields be penetrated (or should the starfighter have no shielding) by an on-board artillery
piece, the structural damage must be determined to the craft. Another opposed roll is
made to determine this. The Body Strength is added to the starfighter’s roll while the
Damage Strength of the artillery piece is again added to the artillery’s roll (See below).
Strike Zone Template: This is the width of the blast that the starfighter unleashes. It is
used in conjunction with the Strike Zone Path Length to determine the total area of
damage on the ground.
Strike Zone Path Length: This is the length of the blast the starfighter fires on each
side of the target point. It is used in conjunction with the Strike Zone Template to
determine the total area effected on the ground by the strafing attack. This is explained in
more detail below.
Damage Strength: Damage must be resolved when ground targets are hit by strafing
fire. The Damage Strength of starfighter strafing attacks is resolved like the Damage
Strength of ground-based weapons.
Proton Torpedoes: More powerful than laser blasts, this is the number of Proton
Torpedoes the starfighter has. The specifics of Proton Torpedo use are listed below.
Strafing Run
The first step in executing a starfighter strafing run is to call in the attack. This
is performed by a commander with a comlink (10 SGPs) and is identical to the
process of calling in off-board artillery. The starfighter strafing strike is called
in during the Special Actions Phase. He must have a LOS to the target point. A
single commander may only call for one strike during a turn, though other
commanders may request other strikes.
The player writes down the location of the strike. Unlike the artillery strike, the
commander must also write down which direction the starfighter will come from and the
direction that the strafing run blasts will occur. The starfighter strafing attack occurs in
the next turn (no exceptions). The player does not tell his opponent at this time where
or when the strike is coming.
Also unlike off-board artillery, the commander must immediately make a roll to
determine if the orders were successfully relayed. Each strike is resolved separately, one
at a time.
The player who just called in a starfighter run this turn makes a command roll on
the following table for the commander who requested the strike. Add the commander’s
command skill to the roll and look up the results below.
If successfully called in for the next turn (or in the Special Actions Phase of the
turn before the attack if the strike was delayed), the commander then tells his opponent
that a strafing attack is imminent. However, the type of craft used and its direction is not
divulged.
During the Movement Phase of the next turn, place the starfighter making the
attack at the edge of the table where the player wrote down it would come from.
If the opponent has any on-board artillery, that artillery can now attempt to shoot
down the attacking craft. The difficulty to hit the craft is 8, modified by the Evasion
Rating of the craft.
Example: A Golan Arms DF.9 Medium Anti-Infantry Battery is firing at an attacking A-
Wing. The difficulty to hit the A-Wing is 10 (standard 8 + the A-Wing’s Evasion Rating
of 2). The Golan Arms DF.9 has a Fire Control of 2, and a gunner with a Blaster
Artillery skill of 4. The artillery has only to roll a 4 or more to hit the A-Wing.
If the craft is hit and does not have shields, proceed directly to the determination
of damage against the body of the craft. If it does have shields, the determination of
shield penetration must be made through an opposed roll. The starfighter will roll a die
and add its Shield Strength to the roll. The artillery piece will roll a die and add its
Damage Strength. If the starfighter wins the roll, there is no damage to the craft or
deviation of the strike path of the starfighter. If the artillery piece’s roll equals or exceeds
the starfighter’s, continue to the next step to determine damage.
If the artillery blast does reach the body of the starfighter, make an opposed roll.
The artillery piece rolls a die and again adds the Damage Strength of the weapon. The
starfighter rolls a die and adds the craft’s Body Strength. The results of this roll are as
follows:
Weapon Deviation
If the starfighter was attacked and hit by on-board artillery prior to its attack and
the artillery brought about a “Weapon Deviation” result, then the starfighter still gets to
fire its weapons. However, the blast will hit in a different direction that what the fighter
intended.
First, find out by how far the blast deviated from the target point. The starfighter
will roll one die. If a “6” is rolled, treat it as a roll-over and keep adding it to the total.
The final amount rolled multiplied by two is the distance in inches of the actual blast
point from the target point.
Second, the direction of deviation must be found. Roll another die, and find the
results below. Remember, the grenade template should be on the table with the “1” on
the template facing the direction that the starfighter is flying towards.
Roll Effect
1–2 Rotate blast template one point to the left (instead of flying
towards the “1”, the starfighter actually flies in the “6”
direction). The center of the actual blast will occur by the
distance deviated (found earlier) in this new direction.
3–4 The starfighter still flies toward the “1”, but the actual blast
occurs the distance deviated (found earlier) farther down
from the target point.
5–6 Rotate blast template one point to the right (instead of
flying towards the “1”, the starfighter actually flies in the
“2” direction). The center of the actual blast will occur by
the distance deviated (found earlier) in this new direction.
Proton Torpedoes
Proton torpedoes are the most powerful weapons mounted on the majority of
advanced starfighters and can deliver a high amount of damage to ground-based troops.
The same template is used for the starfighter proton torpedo as the assembled
weapon Proton Torpedo Launcher (a 1.5” radius by 10”, which is found at the back of
this work). However, the Damage Strength of the starfighter’s proton torpedoes is 8. The
player controlling the starfighter does not have to write down the target point of proton
torpedoes; he / she may determine where the proton torpedoes hit after the final
starfighter blast region has been decided, placing the torpedo blasts anywhere as long as
the below rules are adhered to. Proton torpedoes may not overlap each other.
A starfighter may fire the proton torpedo at any area within or touching the border
of the blast area (after deviation if any deviation was necessary). Proton torpedoes do not
deviate in the same fashion that normal blasts from starfighters occur. Rather, if the blast
from the starfighter was deviated, the proton blasts must touch or be within the new blast
area. Some examples are seen below of the area of effect of proton torpedoes: The red
indicates the final blast area (after any necessary deviation) while the blue represents two
proton torpedo area of effect templates. Note: The examples are not to scale.
Acceptable 1 Acceptable 2
As one can infer from the pictures, proton torpedoes are usually grouped in sets of
two for starfighters, and are fire-linked for multiple shots. As such, proton torpedoes
must be parallel and adjacent to each other. There may be distance between the two (see
“Acceptable Example 1” above or immediately next to each other (“Acceptable
Examples 2 and 3” above).
Shuttles
Shuttle Landings
In addition to strafing abilities, some starcraft have the ability to land and disperse
or pick up soldiers, vehicles, or other units. This is done in lieu of a strafing run.
Shuttle landing begin identical to strafing runs. A commander calls it in on his /
her comlink, the command rating is used to determine the arrival time of the craft, a
shuttle landing point is calculated in the same manner as a strafing attack point, and
defensive fire from an enemy’s on-board artillery can cause it to deviate.
However, when it’s final landing point is reached (after any deviation), the shuttle
is placed on the board facing the direction it would have taken had it been a strafing run
(in other words, facing the opposite direction from which it came).
During the Movement Phase of the next turn, the shuttle may embark / disembark
soldiers or other units. Both the standard and assault shuttles can carry up to 20 soldiers.
Any assembled weapon that the soldiers have is considered to take up the space of a
soldier (for example, one assembled weapon in a squad brought onto the shuttle would
only allow 19 soldiers to fit onto the shuttle). If vehicles or irregular items are to be
delivered or picked up, use good judgment to approximate how much can fit onto the
craft.
Debarking troops trace their movement from the center of the shuttle’s hull;
embarking troops are considered to have entered the shuttle if they have reached the area
on the game board beneath the shuttle’s hull in their Movement Phase.
As the shuttle actually lands on the board (unlike starfighters in strafing runs), it is
subject to the rules of vehicles for Body Points and Body Strength. Thus, it can be
damaged, destroyed, or even captured.
The shuttle’s shields do not protect any soldiers outside of the shuttle itself, even
if those troops are adjacent, beneath, or even on top of the shuttle. The shuttle’s hull and
structural features (wings, landing gear, etc.) will provide cover in the same manner as
any other structure on the battlefield. Soldiers inside the shuttle may not fire from inside;
they must disembark to be able to join combat.
The Crew
Soldiers use their vehicle blasters or blaster artillery skill to fire from the shuttle.
The artillery crew is considered to be a squad and follow all the rules for squads,
including generation, morale, movement, and combat. When purchasing crew for a
shuttle, smart players generally buy a few more soldiers than necessary, both to replace
injured crewmen and to provide a degree of small arms protection to the gun and crew
should it be invaded.
The crew must remain inside the shuttle to fire; they may not fire other weapons
in the same turn in which they crew it. Pilots not actively crewing the gun may fire other
weapons.
Should the shuttle be invaded, the Strength of the shuttle doors is an 8 for
standard, escort, and assault shuttles.
Fire Rate: The number of shots per turn the gun can be fire. A Fire Rate of ½
means the gun can fire one time every two turns.
Starfighter Templates
The most common starfighter and shuttle units seen in the time period of the
Galactic Civil War can be found in the back of this work under “Reference --
Starfighters.” The desired unit there can simply be chosen, printed, and it is ready to use.