Here's a brief explanation of the other five maneuvers:įly - Move closer to a target at the same speed as the player.Įvasive Maneuvers - Upgrade the Difficulty of attacks made against or by the starship. If a ship's speed is 3, it doesn't matter how fast they're actually moving, just that they are faster than another ship moving at speed 2. Speed isn't measured in terms of distance over time, but rather is relative to other speed bands. Each ship has a specific max speed they can't exceed, and obviously the minimum speed would be a full stop at speed zero. The most basic action players can take is to accelerate or decelerate, allowing them to increase or decrease their speed by one. There are six main maneuvers that pilots need to keep in mind while they fight. This isn't as simple as just moving however, and pilots can perform a variety of unique maneuvers to accomplish different things. Just like in personal combat, each starship gets a maneuver and an action or two maneuvers in a turn. In cases where players are flying individual starfighters, it probably makes more sense to ignore this rule and have each character act on their own turn. Combat can be awkward if players are working around initiative to get things done. In a freighter, for example, there might be a pilot, co-pilot, two or more gunners, and an engineer all working together to keep things running. In a lot of cases this makes sense, especially when multiple players are manning the same ship. If the pilot rolls really high Cool, the players can choose to let the gunner go during that initative and the pilot will act later. Instead of each player or enemy acting on their own initiative, though, players can choose which order they want their team to act in. As usual, each player will roll either Cool or Vigilance (Cool in most cases, but Vigilance is used in a surprise attack scenario), and this will determine the order of play. Rules as written, initiative works a little differently in space combat than it does in typical fights. RELATED: Star Wars Force and Destiny - The Perfect Setting For Your Sith Themed Adventure Naturally, that isn't a safe endeavor in the slightest. The Star Wars universe is massive, and players will need to venture into space in order to traverse it. In all of these cases, ship to ship combat can be important aspect of play, which is likely the reason it can be found in every book. A group of aspiring Jedi might seek training and mastery over the force in Star Wars: Force and Destiny, while an elite team of Imperial Agents would use Age of Rebellion to carry out their mission. The Star Wars RPGis unique because it allows players to tell various different kinds of stories. For a full explanation, players should look in the Starship and Vehicle Combat section of the rulebook, but this should help players get started. Aspiring GMs and even players may want a more condensed version of the rules at first, as any campaign can be improved by adding in a few encounters in space. While there's rules for space combat in each of the core rule books for the game, they can be a bit complicated at first glance. Ship to ship combat has always been an important part of the Star Wars universe, and the same should hold true for a campaign in the Star Wars RPG.
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