- 1 The Game Turn
- 1.1 Movement
- 1.2 Firing Order
- 1.3 Marker removal
- 1.4 Character Actions
- 1.5 Designer Notes:
- 1.6 Ship Points
- 1.7 Squadron Play
- 1.8 Optional rules
This game is designed to be played with lots of ships; each ship is represented as single figure. This game is designed so each player should be able to control 10-20 Star fighters with out any problems. My goals are that there should be no paper work involved, and a minimum of markers or counters used. I think I accomplished these goals, so let me know what you think.
In this game each Star Fighter has three attributes: Move, Fire Power, and Turn.
Move: This number is how far your ship moves in hexes or inches.
Fire Power: This is represented by a Die Type i.e. D6 D8. The Die type represents how far your ship can fire in hexes or inches. This die is also used to determine whether your ship has hit and destroyed by an opposing ship.
For example a ship with a Fire Power of D8 can shoot the maximum of 8 inches or hexes away.
Sometimes a fighter will roll two dice for their firepower roll expressed like this 2D8. (2 eight sided dice) When a player rolls the two dice he only uses the highest number rolled. The player who rolls two dice may not fire at two different targets, unless there is a special character action or rule.
Turn: This number tells you how far you must move in a straight line before you may turn your ship up to 60 Degrees, or one hex side.
Definitions: to help with play
Front arc: This is 30 degrees to the right and left of the ships front.
Rear arc: This is 30 degrees to the right and left of the ships rear.
Fire power dice: these are multiple sided dice that every gamer should have a bag of; D4 D6 D8 D10 D12’s are used in this game.
The Game Turn
One Turn in the game is broken up into 3 phases, Initiative, Movement, and Firing.
Initiative: Each side rolls a die or flips a coin, to determine who goes first, using whatever method that all players agree on. Each player takes turns moving one ship at a time alternating between opposing players, except when tailing this is explained later. If a player has more ships then the other by a margin of 2 to 1 or more then the players with the most ships moves 2 two ships instead of one. If a player has 3 ships to their opponents 1 ship then he moves 3 and so on.
Movement has 2 sub-phases, Movement Declaration, and Movement.
Movement Declaration: The player must declare that he is moving a ship, and let opposing players declare tailing described later in rules.
Movement: A player can move their ship up to the maximum number of hexes or inches indicated by the ships move number. Ships must move at least ½ of their movement in a turn.
Turns: A ship may turn up to 60 degrees or one hex side when a ship has moved the required amount of hexes or inches indicated by the ship’s “Turn” attribute. Turing is a free movement, you don’t count that as a move.
Sideslip: Once a ship has completed its turn requirement, the ship may instead of turning move into the hex to the right or left of the ship as a free movement.
Example: a Colonial Viper’s turn attribute is 2; the ship moves two hexes in a straight line. At the end of the Vipers two hex movement; the player may turn the ship one hex side or up to 60 degrees right or left at no extra cost to movement. The ship may then continue moving in a straight line. The ship may not turn again until the ships turn requirement is met again.
Tailing is probably the hardest concept to write down, and the one of the most important aspects of the game.
Tailing: This is a special move preformed when an opposing player declares a move. When the opposing player declares he is moving his ship, any ships behind the moving ship (now referred to as the target ship) may immediately follow the target ship. These ships are moving out of turn. To do this, the tailing ship must meet the following requirements.
Note: The target ship may not declare tailing, so choose what ship you are moving carefully.
Note: The advantages to tailing are that the target ship must move first, and the tailing ship will fire first during combat.
1. The Tailing ship must be within the target ships 60 degree rear arc.
2. The Tailing ship must have the target ship within its 60 degree front arc.
3. There are no enemy ships between you and the ship you want to tail.
More then one ship may tail a single ship. The opposing player declares what ship/ships are going to tail the target ship. The Opposing player (the player of the target ship) now may declare tailing on any the ships tailing the target ship. The Tailing ships now become target ships. This will occur until there is no more ships able tail.
The player who declared he was moving moves his ship first. After the player of the target ship finishes moving his ship, the opposing player then moves his ship/ships tailing the target ship.
The Tailing ship/ships must take the shortest route, and get as close as possible toward the target ship. Tailing ships must have the target ship in their front arc if possible. This process is repeated until all tailing ships have moved.
All ships that have moved while tailing a target ship may not move during the normal movement phase of their turn, and may not move until next turn.
All ships that declared tailing may only shoot at the ship they are tailing (the pilot is concentrating on following and shooting that ship only). So choose who you are going to tail very carefully, you may not be able to shoot if you are unable to keep the target ship in your front arc at the end of your movement.
If a ship has moved but is out of firing range of any ships put a marker next to moving ship. Ships are unable to fire later in the turn.
EXAMPLE of TAILING
The Colonial player declares that he is moving his Viper A. Cylon player has a Cylon Raider 6’’ away, the Cylon is within the Viper’s rear arc. The Cylon player also has the Viper in its front arc, and there are no enemy ships between his Cylon raider (the tailing ship), and the target ship, so the Cylon player has met the tailing requirements. Now the Cylon player declares that he is tailing the Viper. The Colonial player has another Viper B 6” away from the Cylon Raider who just declared Tailing. The Colonial players Viper B meet all requirements for tailing, so he declares that he is tailing the Cylon. Player B checks to see if he has any ships able to tail the Viper B that just declared tailing, and does not, so movement declaration ends.
Now we have 3 ships, one ship is moving and the other two ships are tailing. The Cylon is tailing the moving/target ship (the Viper A) and Viper B is tailing the Cylon Raider.
Moving tailing ships
The Colonial player moves Viper A (the original viper that declared movement). The Cylon player then moves his Cylon raider toward Viper A. The Colonial Player then moves Viper B tailing the Cylon.
After a player has moved his/her ship, that ship may now fire on any targets within its front arc. The only exception is when his ship is being tailed. If a ship is being tailed the tailing ship fires first. Firing for multiple tailing ships starts with the last ship moved, and ends with the original target ship/or the first ship moved.
Note: some ships will be destroyed before they can fire.
To fire the player counts how far the away the target ship is in hexes or inches counting the hex that the target ship is in, but not the hex the firing ship is in. The player then rolls his ships firepower die. If the number rolled on the firepower die is equal to or higher than the range of the target with modifiers, then the target ship is destroyed. If that number is lower then the range the target with modifiers, it is missed and undamaged.
Note: I wanted to simulate the aspect of most movies that the fighters chase each other around trying to shoot their opponents from the rear, hence the following modifiers. The modifiers are kept short, and easy to memorize.
Modifiers to targets ships range
+3 Forward arc +4 side arc When firing at a ship determine what arc you are shooting at, and add the appropriate modifier to the range number.
Head to Head: If the firing ship is in the target ships front arc the target ship may fire at the firing ship out of turn and if the ship has a counter. This fire is simultaneous so the ships could destroy each other.
This will hopefully deter people from just attacking head to head.
Example of Firing
In this example we have four ships. The first ship moved was Viper “A”. Viper A has moved within firing range of a Cylon Raider. Viper “A” is being tailed by another Cylon raider, but lucky for him the tailing Cylon raider has Viper “B” hot on his tail.
To fire, determine the last ship moved, in this example that ship is Viper “B” tailing the Cylon Raider. The Cylon is in the Vipers front arc, and he is 6 inches or hexes away. The Viper is firing at the Cylons Rear Arc so there is no modifier. The Vipers Fire Power is a D8 so the Viper needs to roll a 6 or more on an 8 sided die to score a hit. The player controlling the viper rolls a 7, so he scored a hit. The Cylon Raider is removed from play and cannot shoot the Viper he was tailing.
Now it’s Viper “A’s” turn to shoot. The Cylon is 4 hexes or inches away, and he is firing at the Cylon’s side arc that is a modifier of +4. This Modifier is added to the Cylons range of 4 to make the target number an 8. The player controlling the Viper needs to roll an 8 or more on a D8 to hit the Cylon. The player controlling Viper “A” rolls a D8, and the result is a 5 on the die, this indicates a miss.
After a ship has fired, put marker next to the ship to indicate that the ship has moved and fired for that turn.
If a ship has moved but it is out of firing range of any targets put a marker next to the moving ship to indicate that the ship cannot have any more actions this turn.
Players remove all markers from play.
Character actions represent the pilot’s special abilities and maneuvers. They are also used so the game does not slow down by giving the players too many options to consider for each ship when moving or firing. I suggest that you use only one or two characters for each side. Just nominate what fighter your character is in.
During your turn your character can do one of these actions.
Hard Turn: The ship may turn 2 hexes to the right or left after completing its turn requirements instead of one. This maneuver is preformed once during your turn.
Loop/half loop: Perform this maneuver after movement is declared and before tailing is declared. No tailing is allowed when this maneuver is used. Move your ship straight backward ½ your move distance you may end your movement with your ship facing its original direction (full loop) or turned 180 degrees (½ loop). You may fire if any ships are within range as normal.
Overdrive: Your ship gets +50% rounded up, movement for the turn.
“I’ve got the pedal to the metal!” Perform this action during the movement phase after movement declaration phase has ended. Roll 1D6 if the number rolled is a 5 or 6 the ships is destroyed or takes a hit. If the ship is not destroyed or takes a hit double the ships speed for this turn only.
All Stop: ship does not have to move this turn but may fire.
“He zigged when he should have zagged." Use this maneuver before you roll to attack an opponent. The firing player rolls two extra firepower die instead of the usual amount taking the highest die roll.
“I can’t get a lock on him!” or “The Force is strong with this one.”Perform this action before an opponent fires on one of your ships. This player must have not used his hero/character action for this turn. The Firing player rolls one more fire power die instead of his usual amount taking the lowest roll. A character that has not activated this turn may use this action instead of using an action during his activation
“I have him now!” This character may use this action if his ship is in position to tail a fighter. If that fighter moves and performs a character/Hero maneuver he can tail performing that same maneuver.
“I got them both!”This characters ship adds one extra die to his fire power roll, if the fighter has more then one opposing ships within his front arc he may shoot at as many targets as he has fire power dice. Example a Viper with 2D8 fire power using this action increases his fire power dice to 3D8. The player may shoot at 3 different targets within his front arc. He may also use 2D8 on one of the targets and 1D8 on the other, or he could use all 3D8 on one target.
I felt that some players might want to play with great numbers of star fighters instead of one, two or six, without any paperwork or massive amounts of die rolling that some games seem to have. This game is designed so you can hit and kill with the same roll. In most movie combats the ships are hit and destroyed rather spectacularly. There are hardly any ships hit and damaged, unless they piloted by the star of the movie. Those situations can be simulated by use of the character maneuvers or home rules.
Tailing: I am either going to get more praise for this aspect of the game or more loathing from it. In this game I am trying to simulate space fighter combat in the movies, in every one of these movies there is always a scene where the protagonist is being tailed by a bad guy. Inevitably some good guy one comes up behind the bad guy and blows him away. A Few examples would be Luke and Han Solo in episode IV, Starbuck and Apollo in almost every episode.
I designed this game to play very quickly, so it can be played at Conventions with new players that have never played before.
Solo Play testing results and rule fixes from the 1.1 version.
As I was solo playing I noticed that with high movement rates (double what they are now) for the ships, you were able to get very close, within a hex or two of the target ship making the “to hit number” a one or two. This made it very easy to kill ships head on, and there was no maneuvering. I then halved the movement rates of the ships. This made the ships a little harder to hit, but there still was no maneuvering. I then had this idea a week later to add the modifiers I will play test soon to determine if this worked.
The Idea worked better instead of attacking head on I found that ships are usually attacking close and to the side. It’s hard to get into a tailing position. If you are attacked from the rear in this game it usually means you are dead. I added an additional modifier for the side to make it harder to hit. I also increased the point cost for turn the attribute, now that the game is more about maneuver.
I had a few people look over my rules and they had a few suggestions. I added the Head to Head firing rule. I don’t want fighters to attack head on it seems a bit foolish when your enemy can fire at you too. I also added the “you are unable to tail if an enemy ship is between the ship you want to tail” rule. It makes wingmen more important. 3/28/04
Henry Tyler came up with a good idea to include Heroes in the game by making the ship take damage a few more times before it is destroyed the rule is in the optional rules section. 5/9/04
2.1 Version: I have added pictures to the examples and the above two rules.
3/7/06 decided not to use the maneuver cards making them character actions instead.
3/24/06 I changed the points system, made sideslip maneuver available to all ships changed a few rules/example ships suggested by Rob Kent.
10/23/06 Minor edit.
These are used as a balancing tool. Remember as in real life the advantage goes to the player with the most ships.
Name: Cylon Raider Original series Move Fire Power Turn Points 4 D6 4 9
Name: Cylon Rider Advanced from the video game Move Fire Power Turn Points 6 2D6 3 14
Name: New Cylon Raider The new series Move Fire Power Turn Points 8 D10 3 18
Name: Colonial Viper MKII Original and new series Move Fire Power Turn Points 6 2D8 3 16
Name: Colonial Viper MK III New Series Move Fire Power Turn Points 8 2D8 2 22
Name: X-Wing Move Fire Power Turn Points 4 4D10 3 35
Name: T.I.E. fighter Move Fire Power Turn Points 6 2D6 2 17
Name: MK XIV Move Fire Power Turn Points 4 3D6 3 16
Move Cost Fire Power Cost Turn Cost 2 2 D4 2 5 2 4 3 D6 3 4 3 6 4 D8 4 3 4 8 7 D10 7 2 7 10 12 D12 12 1 12
To build your ship: just select you’re Move, Fire power, and, Turn cost scores. You would then add the associated costs for those three scores together, this would give you the points cost of your ship.
To purchase multiple Dice for fire power add the costs together.
Example: A D6 fire power will cost 2 points each additional D6 of fire power will cost. So for 2D6 fire power, this will cost 4 points. (2+2=4)
Instead of nominating only one ship to move, for more massive games move a squadron of ships at a time. All ships must move the same. All ships fire at the same time.
Starship special abilities
Armor: all ships attacking this ship must roll one extra die to hit, taking the lowest number rolled. If the firing ship already has two or more extra dice then this extra die cancels out one of the extra dice to be rolled. (Increase ships points cost by 50%)
Heavy Armor: as above except add two die. (Increase ships points cost by 75%)
Thrusters: these ships have a tremendous ability to make thrust. The players Hero double the ships move attribute for that turn. The move must be in a straight line. (Increase ships points cost by 2 points)
I would suggest unless you are playing a small game where you are able to keep track of each ship, each player has a set amount of missiles. for example each player has 10 missiles. I would also suggest that only one missile may be fired at a time per ship per turn.
Missiles: missiles have a range score and a “to hit” score. Example, my missile MXI has the score 10/5 that means its range is 10” or 10 hexes, and the player needs to roll a 5 or more on a 10 sided die to score a hit.
Slow Missiles: These are represented by small missiles on their own stands they are moved like space craft. The missiles may or may not have to move toward only the only enemy craft fired on. Once the missile moves into the same hex or are within one inch or an enemy ship that ship is destroyed.
Ships that can take multiple hits: for example below.
As for calculating points for the heroes just calculate the ship below as 3 separate ships. Then you just add them all together.
Name: Apollo’s Colonial Viper MK II
Move Fire Power Turn Points 6 D8 2 4 D6 3 2 D4 4
Total cost for your ship would be 15+10+7 = 32 points
You can make it so the ship is barely damaged or severely damaged when hit or no change at all.
Suggested by Henry Tyler
If you have any questions please e-mail me at Inari7 at cfl.rr.com