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  • 7/30/2019 Star Wars Storm the Clone Wars by Soviethybrid-d2y5dhd

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    A SovietHybrid Game

    Based on Games Workshops Battlefleet Gothic gaming engine

    Warning: not 100% accurate to movies, shows, and fiction. This is a game of ship-to-ship combat in the Episode 2Episode 3 era of what kind of ship combat I

    would like to see and play.

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    2

    MAIN RULES 3

    > Command 5

    > Movement 6

    FLEETS 13

    THE GALACTIC REPUBLICShips, Upgrades, Heroes

    14

    THE SEPARATISTSShips, Upgrades, Heroes

    19

    The RestPlaying a game, Credits & Acknowledgements

    24

    > Shooting & Taking Damage 7

    > Missiles & Small Craft 10

    Playing SheetsCounters, rosters, references

    25

    CONTENTS

    A Brief Introduction to the Game

    This game is an idea I have had on my mind for several years but never really got

    round to having the time and drive to complete it. Additionally I was unable tofind a suitable game engine to support my creation until I finally played Games

    Workshops Battlefleet Gothic.That game was essentially World War 1 battleships in space! However the capital

    ship warfare was brilliant and you got the sense you are commanding hulking bigships and firing monstrous cannons.

    Star Wars Storm is a game about two or more ships going head to head in a fierce

    battle. The ships are massive and such have many hit points, lots of guns, hun-dreds of fighters. Add on the upgrade options...I want to play it now!

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    Star Wars Storm - The Clone Wars BASIC RULES

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    WHAT YOU WILL NEEDWHAT YOU WILL NEEDWHAT YOU WILL NEEDWHAT YOU WILL NEED

    This game is completely free with the exceptions that you will need a printer with ink, prefera-bly colour but greyscale is just as good. Print off this rulebook and accompanying fleet sheets so

    that you have everything you need for the game.

    Okay the game requires a battlefield to be played on, this can be achieved by having a largetable or dining table with a black cloth over it to represent space. Game boards can be used if

    you have one or know if some one else does but a table top is a good place to start.

    Additionally once you have these things there are the all important tools required to actually

    command your starships; a ruler and some 6 Sided Dice. The ruler has to measure inCentimetres if possible as most of the ranges and speeds are measured in this measurement. The

    6 sided dice bring that random element to the game rather than just flipping a coin (which would

    be easier but too quick!) and these 6 sided dice are often referred to as D6 in this rulebook so try

    and keep that in mind.

    Thirdly a Pen/Pencil and Paper is very, very handy to have as it allows you to write out what

    ships you command, upgrades for that ship, and any additional information. There are Ship

    Roster sheets available but requires more printer time and ink. A bit of paper will do the job justas well.

    PRINICLIPLESPRINICLIPLESPRINICLIPLESPRINICLIPLES

    Scale: Space is big, actually big is too smaller word to describe space, the fact is that a real

    proper space game would have to have an entire room just so ships could move around in to rep-

    resent the distance needed for travel and shooting. In this game however it is shrunken down to

    a small portion of space that two or more ships that happen to share the same area meet.

    3D or 2D?: Well the game is mainly 2D with 3D elements. It would be a pain staking game if

    you had multiple levels of play while thinking about your own ship, fighters and bombersaround, space terrain, etc. It would generally boil down to lots of unwanted tables with percent-ages and decimals, just would take the fun factor away from the game. Overall it is 2D but has

    the options for all ships to pass over other ships when moving.

    The Dice (D6): There will be many dice rolls to determine outcomes of shooting as well as see-

    ing how effective the shooting was on the enemy. Make sure you have plenty of 6 sided dice tomeet the required amount for weapons when shooting, makes the game go quicker than having

    to keep count of how many hit and rolling the same dice again to make up the numbers. As well

    as shooting; some dice rolls will be required for captains of said ships to perform certain actions

    as well as Command Checks. These will be stated with a D6 when needed.

    Counters: This game uses square and rectangle counters to represent ships

    and the area around them. Though the image inside the counter may be smallcompared to the counter all measurements are made from the edges of the

    counters when conducting movement and shooting.

    The scale may be off for some ships (as they are kilometres long) but their

    hit points and weapons represent their size and dimensions. The Munificenthere on the left is a basic smaller capital ship but features boxes representing

    how many hit points it has and how many critical hits. More explained later.

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    Star Wars Storm - The Clone Wars BASIC RULES

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    SHIP TYPESSHIP TYPESSHIP TYPESSHIP TYPES

    Star Wars Storm allows two or more players to command one or more ships in a head on en-gagement during the colossal time of the Clone Wars. During this time many massive ships

    from both sides of the war; The Galactic Republic and The Separatists, sent fleets of starships as

    well as individual starships on missions. Some of these ships measured from only a few hundred

    metres all the way to massive kilometre long vessels.

    In Star Wars Storm there are four types of ship in the game with different strengths, weaknesses,

    weapons load-outs and Missiles. These four are separated in to categories, and these are;

    Capital, Cruiser, Escort, and Small Craft.

    Capital Ships: These are generally the big ones with more firepower than a fleet of escorts put

    together. Their counter will be large and have many, many hit points to soak up damage and on

    top of this it will be generally bristling with guns and small craft for you to play around with.However due to its size and nature it wont be winning any speed awards and the overall turning

    rate is very poor indeed.

    Cruisers: The backbone of most fleets will have several cruisers in it if not a single cruiser

    modified to go against the toughest of foes. The cruiser will cost the average amount of pointsfor an average type of ship. Most ships of this type will carry a general mix of speed, agility,

    weapons, and Small Craft. Some cruisers may even be classed as Battle Cruisers as they have

    been heavily modified for that general use of being amidst a battle than being all purpose.

    Frigate:Not as big or as tough as the Cruiser or Capital, the frigate does have one major advan-tage these two bigger classes dont; good speed and agility! Able to out manoeuvre most larger

    ships making them excellent at intercepting small craft and missiles. Remember though their

    purpose is to escort other ships. Use them wisely in large games.

    Small Craft: this category represents all those fighters, bombers, troop landers, small transportships, and everything in between. Many games will be littered with squadrons of this category

    however the maximum most of this type can do it take off hit points. Squadrons are often

    launched by Cruisers or Capital ships and have certain limits on how many can be launched atone time. Be sure to use them tactically as they have the opportunity to turn the tide of battle

    (such is the Star Wars way!)

    SHIP DATA SHEETSSHIP DATA SHEETSSHIP DATA SHEETSSHIP DATA SHEETS

    Ships in Star Wars Storm has numerous ships that lots of weapons, fighters, hull points, etc andall this can be found on a Ship Data Sheet. Everything you need to know about the ship you

    want will be on the ship data sheet including armour values on each side of the ship. The ship

    data sheet below is for the Recusant Light Cruiser.

    Recusant Light Cruiser

    Separatists

    Cruiser

    Speed: 6" Turns: 45 Shield Generators: 1 Hangers: 1

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    6+ 5+ 5+ 5+ 5+ Small Craft:

    Faction: Critical Hits 4

    Ship Type: # of Engines: 3

    Class: Total Hits 14

    ARMAMENT RANGE FIREPOWER ARC

    Prow Laser Cannons 6" 3 Front/Left/Right

    Port Mass Driver Cannons 12" 4 Left

    -------Prow Hanger Bay

    Right

    ARMOUR

    StarboardMass Driver Cannons 12" 4

    Tri-Droid 3 Squadrons

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    Star Wars Storm - The Clone Wars BASIC RULES

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    COMMAND LEVELSCOMMAND LEVELSCOMMAND LEVELSCOMMAND LEVELS

    From the smallest of fighters to the biggest of capital ships, all must be commanded by a leaderor some one who is forced to that is (hey its a tough galaxy!) so there are various levels of com-

    mand within this game to represent this. This is a made after you have chosen your ship and

    completed the ship roster or wrote down the relevant information on a bit of paper.

    Command Levels basically determine how well your ship performs under pressure while taking

    hits from all sides, firing weapons, and moving around. Command levels are mainly rolled when

    the ship has suffered 50% or more hits or taken one or more critical hits. Ships arent cheap and

    cant be made within days so a commander will think about their crew and ship so they willmake a command level decision; either to stay and fight, or keep the ship and crew in one piece

    and tactically retreat.

    Use the table below to roll for your ship when setting the ship up on the roster or writing itdown. If you have more than one ship roll separately, and remember; if you dont like the initial

    outcome you can always upgrade it later in the upgrades section.

    D6 Roll Command Level

    1 Untried (CL 6)

    2-3 Experienced (CL 7)

    4-5 Veteran (CL 8)

    6 Crack (CL 9)

    USING COMMAND LEVEL CHECKUSING COMMAND LEVEL CHECKUSING COMMAND LEVEL CHECKUSING COMMAND LEVEL CHECK

    Once you have your ship, upgrades, and Command Level, theonly time you will need this Command Level is when you even-

    tually take damage and perhaps some Critical Hits (these are ex-

    plained in more detail later) as mentioned before your Captain of

    the ship must make the tough decision; fight or flee?

    In order for you to stay and fight, which in most cases all players will want to do, you must pass

    a Command Level Check. In order to do this you must roll two six sided dice (or referred to as

    2D6) and roll below the number for your Command Level. At the start most ships will be no

    higher than 9 meaning there is still a 3 in 12 of your ship failing the roll and fleeing.

    Here is a list of where you will need the Command Level Check:

    1. Taken 50% or more of your total Hit Points

    2. Taken your first Critical Hit (further critical hits dont need to be rolled for)

    3. Reloading Missiles (Missiles, Small Craft)

    4. Initialising or Activating special abilities for the ship

    5. Bringing in reinforcement/additional ships.

    Sometimes though enemy ships may have a special ability that will modify your Command

    Level with a minus modifier. For example you take your first critical hit but the enemy has anupgrade that says it causes an after-effect that effects your command level by 1. Luckily you

    have a CL of 9 so you need to roll an 8 (9 - 1 = 8) You roll 2D6 and score a 4 so you aresafe.for now!

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    MOVEMENT PHASEMOVEMENT PHASEMOVEMENT PHASEMOVEMENT PHASE

    2. Any ship upgrades or abilities that are activated during the Movement phase can be acti-vated now. Requires a command check to do so, if successful the ability/upgrade is used,

    but if the check is failed it cant be attempted until the following Movement Phase.

    3. Once this is done, choose another one of your ships and repeat the process until all ships

    have been moved.

    4. You do no need to move your ships if you dont want to! If you wish to keep them still

    for that turn then you may.

    5. Turning: Turning can only be achieved if the counter has moved over half of its

    maximum movement distance. Check your ship roster to see what the angle is for the ship

    and then do so once one the ship has moved. However there are restrictions on this:

    6. Capital Ships One after moving full distance

    7. Cruisers Before or after moving 50% of maximum distance

    8. Escorts Anytime during movement or even remaining still.

    9. Once player 1 has finished moving all of their ships then player 2 repeats this process. Theplayer 1 moves on to the Shooting Phase.

    SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE

    SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Ship ArcsShip ArcsShip ArcsShip Arcs

    While the Shooting Phase does indeed have steps to structure the phase you must first learn

    more about the ship you have; the fire arcs, different weapon to-hit rolls, damage, and target

    priorities. First lets kick off with fire arcs.

    Each counter is divided up into 4 triangles, as shown below.

    The arrow (which isnt on the counters) represents the direc-

    tion the counter is facing the arcs are shown in order.

    A. Prow: Front/Forward

    B. Port: Left

    C. Stern: Back

    D. Starboard: Right

    A weapon will have in its profile one of these arc names in its

    description but the simplified version for the firing arc. Aweapon can only be fired if the target is in sight of one of these

    arcs.

    For example a Providence Cruiser is 6 off the Starboard side

    meaning all weapons on that side can fire at the cruiser butweapons on the Port could not as they couldnt see the cruiser.

    Additionally if a target is in view of two arcs, in this case Starboard and Prow then both of

    these arcs can unload all weapons on to the target gaining maximum firepower. However many

    weapons act differently than just being all the same, some weapons could have maximum dam-

    age effects with a single hit but to hit is a major feat in itself!

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    SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Hitting the TargetHitting the TargetHitting the TargetHitting the Target

    In order to score a hit on the enemy target you must roll a D6 for each Firepower strength andmatch or preferably beat the targets armour value for that arc being fired upon. Take the exam-

    ple below:

    The Venator checks to see if the Providencecruiser is in range which it is, almost too

    close! Measuring the range also determines

    what fire arcs are available for the Venators

    weapons which in this case is the Starboards

    weapons.

    Looking for either Starboard in the weapon

    description or Right in the fire arc in the pro-file it shows that the Venator has Firepower 4

    for the Heavy Turbo Laser Cannons.

    This means the player gets 4 D6 rolls to fire

    against the Providence. However upon ask-ing the Providence player what their Right

    armour value is they reply 6+! A tough ar-

    mour value to beat and after four D6 have

    been rolled nothing is able to hit the Provi-

    dence.

    Should this attack rolled a D6 score of 6 then the Providence would have been hit then the

    Providence player is allowed a Shield Save. This is a simple, yet most of the time futile, at-

    tempt to stop the incoming attacks. All Shield Saves have a D6 value of 6+ unless upgraded.

    SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Hit Points & Critical HitsHit Points & Critical HitsHit Points & Critical HitsHit Points & Critical Hits

    Keeping with the Venator and Providence; if the Venator had scored a full four hits

    and the Providence had failed all four shield saves then it would have taken four hitpoints of damage. All counters have small squares in which the player can mark off

    how much damage is taken per ship (makes it easier to keep track).

    The player would then strike off four hit points off their total hit points limit and

    taken note of it in their ship roster. Once all hit points slots are used the ship willexplode from taking so much damage and the player would consult the Decimated

    Table to see the catastrophic results.

    This leads us to the Critical Hits boxes on the opposite side of the counter. If all four

    attacks hit the Providence and it failed its Shields Saves then the Venator playerwould then roll all four dice again to see if any were critical hits. On a D6 roll of 6+

    that D6 will cause a critical hit which has a consequence roll for the Providence

    player. A critical hit not only takes up a critical hit box but also the player must roll

    on the Critical Hit Table to see what happens. In most cases they will loose their

    shields or engine power but in the extreme cases it can lead to total devastation!

    On the next page you will see the various tables for these events as mention above..

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    SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Damage TablesDamage TablesDamage TablesDamage Tables

    D6 Rollxtra

    Damage Result

    1 0Engine Damage: The ship may not move next turn

    until repaired.

    2 0Weapon Damage: On the arc that was hit- all

    weapons on this arc may not fire until repaired.

    3 0

    Plasma Fire: Internal fires rage around the

    damage. Until repaired the fires will take 1 hit point

    from the ship each turn.

    4 0

    Shield Generator Lost: 1 Shield generator has been

    destroyed. Ifall Generators are lost you loose the

    Shield Save.

    5 1Hull Breaches: The hull is littered with gashes

    causing extra damage. This can't be repaired.

    6 ALL"Weve Lost Something!": explosions ripple through

    the hull, consult the Decimated Table.

    CRITICAL HITS TABLECRITICAL HITS TABLECRITICAL HITS TABLECRITICAL HITS TABLE

    D6 RollExtra

    Damage Result

    1 2

    Bridge Hit: Roll your Bridges Armour value. If beat

    the Bridge is destroyed. Command Level is

    reduced to 5

    2 3Broken Wing: On the arc that was hit- everything on

    this arc is destroyed and can't be used again.

    3 4

    Magazine Explosion: Any arc armed with a weapon

    suffers the Critical Hit; Plasma Fire result for each

    weapon in that arc. Can be repaired

    4 5Half a Ship: Pick 2 arcs from your ship. These are

    the two arcs the ship has left to use.

    5 ALLHulk: The ship is destroyed but doesn't explode.

    Place a Derelict template where the ship is.

    6 ALL

    KABOOOM: the ship explodes completely and is

    removed BUT any ship within 8" suffers D6 hits.

    Roll armour values to hit as normal.

    DECIMATED TABLEDECIMATED TABLEDECIMATED TABLEDECIMATED TABLE

    *if the ship has more than 1 shieldgenerator then you will still get the

    shield save until all are lost!

    SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Ion CannonsIon CannonsIon CannonsIon Cannons

    Any weapon with the word Ion in it acts very differently than normal weapons as its primary

    purpose is to disable engines and shields. It fires exactly as if it were a normal laser cannon withthe exception that it requires a 5+ to hit no matter the armour value of the target. If it does hit

    the Ion cannon will disable 1 shield generator for the rest of the turn. Multiple shots will in-

    crease the number of Shield Generators disabled.

    Next turn the shields are restored until they are disabled again by another Ion cannon shot.

    Once all Critical Hits slots

    are taken up roll a D6-

    1-3: Classed as a Hulk

    See Decimated Table

    1-3: Classed as a Kaboom!

    See Decimated Table

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    SHOOTING SEQUENCESHOOTING SEQUENCESHOOTING SEQUENCESHOOTING SEQUENCE

    1. Choose a ship to fire with

    2. Check the ship is within the range

    3. Check the ship has weapons within the fire arc of the target

    4. Resolve Firing5. Choose another ship to fire at

    Multiple Targets: Sometimes you may find you ship between two or more enemy ships. Youcan now elect to fire on each of these ships with some of your weapons. Each weapon can only

    be used once so pick the right weapon for the right job. Exactly the same process as if firing at

    one target except they will be in different arcs and possibly requiring different armour values to

    beat.

    BLITZ PHASEBLITZ PHASEBLITZ PHASEBLITZ PHASE ---- Missiles & small craftMissiles & small craftMissiles & small craftMissiles & small craft

    Many ships will have a weapon with the words Missile orHanger meaning they are equipped

    with Missiles or small craft or both. While Missiles fire in a similar fashion to laser cannons

    they can be intercepted by small craft and also ignore shields but can never cause Critical Hits.

    Small Craft range from fighters, bombers, boarding ships, and transports and these act likeminiature ships with the exceptions that they can move and turn freely but hit ships differently

    as their weapons do not have the same firepower as a larger ship.

    SMALL CRAFTSMALL CRAFTSMALL CRAFTSMALL CRAFT

    As mentioned above Small Craft represent a galaxy worth of fighters, transports, bombers, and

    boarding ships. Their attack and defence system works slightly different than that of larger shipsbut a majority of the rules still apply in most respects. Below are two perfect examples of differ-

    ent roles. The ARC-170 is designed for heavy engagements and it shows as it can attack escorts,

    cruisers, and even capital ships. While its missile and crafts attacks are not that high it is more

    suited to attack the larger target.The numbers in the boxes represent the

    roll needed to hit that target. Once rolled

    and hit the target may make a shield saveshould it have any shields and if failed it

    scores a hit point of damage.

    The Agility number is a sort of armour save when it is attacked by other small craft or being

    targeted by bigger ships. If passed the fighter lives to fight another day, if failed the fighter is

    removed from play and is classed as destroyed. All small craft only have 1 hit point.

    In addition to this some fighters may have Shields! These work exactly like the bigger ships

    shields and you gain a Shield Save against incoming attacks. This can be neutralised via IonCannons also.

    Here the V-Wing can only attack Mis-

    siles and Small Craft but it reflects in its

    profile that it is mainly an interceptor and

    should be used primarily for this role.

    Type: Faction:

    Agility: 5+ Speed: 7" Shields: 1

    Small Craft Missiles Escorts Cruisers Capitals

    5+ 6+ 5+ 6+ 6+

    Special Abilities

    Lock S-Foils: Can double its movement speed if it doesn't shoot.

    ARC-170 Republic

    Type: Faction:

    Agility: 3+ Speed: 10" Shields: -

    Small Craft Missiles Escorts Cruisers Capitals

    3+ 3+ - - -

    Special Abilities

    V-Wing Starfighter Republic

    Pure Skill: Re-roll one failed D6 per game for a missed attack.

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    SMALL CRAFTSMALL CRAFTSMALL CRAFTSMALL CRAFT ---- Launching & MovingLaunching & MovingLaunching & MovingLaunching & Moving

    Many ships will have an entry of Hanger as one of its weapons with two boxes with twodifferent types of small craft then another with X Squadrons. The Venator profile below is a

    perfect example of this:

    The armament has the available hangers, the range is the different types of small craft available,

    and the firepower is the maximum number of squadrons you can launch during a game. It is upto you, the player, to decide which type of small craft to launch. Some are suited to different

    roles while others are more specialised.

    As the Hanger may have a specific place on the ship, there is no arc for the small craft to belaunched so essentially the small craft counter can be placed anywhere around the Venator

    counter as long as it is put within 1 of the Venator. Once all desired squadrons are placed they

    are ready to move.

    Look at the various small craft profiles for the ships launched and move them their maximumspeed or use an ability for movement should the craft have it. Once all craft have been moved

    they may or may not be in range to attack other small craft or an enemy ship.

    SMALL CRAFTSMALL CRAFTSMALL CRAFTSMALL CRAFT ---- Shooting with...Shooting with...Shooting with...Shooting with...

    Shooting with craft is simpler but more difficult to do sometimes if you misjudge the speed of

    your small craft. You see the counter must be touching another enemy counter in order for yourcraft to lay down some attacks. See the example below for a fight between a Vulture Droid

    squadron versus an ARC-170 squadron.

    The first image here shows the two counters which arent quiet

    next each other meaning no combat can take place.

    The second image shows both are touching meaning both can

    now shoot at each other. Both players roll simultaneously,

    each having to roll the number indicated in their profiles. Ifhits are scored then shield saves are taken, if any, and de-

    stroyed craft are removed. If both fail to hit then they remain

    there until the next Blitz phase where they can attack again.

    Small Craft versus escorts, cruiser, and capitals work similarly to fighting against other smallcraft where and must be in base contact with the intended target. However if an attack is

    successful or failed the craft counter returns to the ship it launched from in the End Phase.

    Take note of how many small craft are launched from each ship and destroyed as when you

    loose all of your small craft then they are all gone for the rest of the game unless and upgrade

    says otherwise. See End Phase page for more details.

    Jedi Starfighter

    V-Wing

    ARC-170Prow Hanger Bay

    ARC-170

    V-Wing

    ARC-170

    Starboard Hanger Bay3 Squadrons

    2 Squadrons -------

    Port Hanger Bay3 Squadrons -------

    -------

    ARCRANGEARMAMENT FIREPOWER

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    SMALL CRAFTSMALL CRAFTSMALL CRAFTSMALL CRAFT ---- Shooting At...Shooting At...Shooting At...Shooting At...

    Larger ships may attempt to shoot down small craft if they are in a firing arc or two using theirnormal weapons. Shooting rules apply as normal except all small craft are hit on a 4+but they

    still gain any shield saves and agility roles as normal. If passed they live to fight another day, if

    failed they are removed. Critical Hits do not apply for small craft as most only have 1 hit point

    in general and a shot from a larger ship could instantly destroy them anyway.

    MISSILESMISSILESMISSILESMISSILES ---- Shooting with...Shooting with...Shooting with...Shooting with...

    Missiles are a heavy weapon and act similar to normal weapons except their effects are twice as

    deadly. Not only do missile completely ignore shields (no shield saves allowed versus missiles!)

    but they can be fired at any target within range without the need for Command Checks. How-

    ever as they are essentially man sized rockets they can be shot down by nearby small craft.

    Missiles Vs Ships: Fire like a normal weapon but measure with a tape measure or ruler to yourintended target. Most ships have around 1 or 2 attacks for missiles per arc so concentrate on one

    arc for now. Fire all dice as required and roll to hit the targets facing arc armour value.

    However if the target has any small craft within 4 then move them to the targeted ship arc. Not

    only do they get a free 4 move but they now can make a free shot at each incoming missile.Look at the small craft profile for the Missile entry and roll to hit the missile. If successful 1small craft hit will reduce damage by 1. If 5 small craft within 4 move to intercept and destroy

    2 missile attacks then the missiles have been intercepted and no damage has been done.

    But if they failed then the missiles damage the ship and will cause a Critical Hit on a 4+ not a

    6+! Roll to see outcomes as usual but after the missiles have been fired they require a wholeturn to reload until they can be fired again. For example in Turn 1 a Venator fires at a Provi-

    dence but fails to hit, Turn 2 it has to reload missiles, Turn 3 the Venator missiles are ready to

    be used again.

    Missiles Vs Small Craft: Fire like a normal weapon but will hit the small craft on a 5+. The

    Small craft may attempt to fire at the missile attack looking at its profile rolling a D6 per missileattack. If failed the Small Craft is destroyed no matter how many hit points it has, shields, or

    how excellent their agility roll is.

    BLITZ SEQUENCEBLITZ SEQUENCEBLITZ SEQUENCEBLITZ SEQUENCE

    1. Choose types of squadrons to launch and place them next to your ship

    2. Move them up to their maximum speed

    3. If any are in base to base then resolve attack

    4. Choose Missile weapons and designate attacks

    5. Resolve Missile weapon attacks

    THE COMPLETION PHASETHE COMPLETION PHASETHE COMPLETION PHASETHE COMPLETION PHASE

    1. If a ship has suffered 50% hit points then a Command Check is necessary. If failed it is

    removed from play, if passed it remains. Done once per game.

    2. Command Checks are made to repair any ongoing damage on board the ship

    3. Small Craft are returned to their respective ships.

    4. The next turn begins starting at the Strategy Phase.

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    Star Wars Storm - The Clone Wars FLEETS

    13

    FLEETSFLEETSFLEETSFLEETS

    Fleets are made up from one ship (that carries a great deal of smaller ships) all the way up to acouple of hundred vessels in a large formation heading out to deal with the enemy. In this game

    the various ships have been designated with a Credits ( $ ) amount to reflect how powerful and

    monstrous they are and can be. Both players must agree on a sent amount of Credits limit tospend on their fleets. The average game will be around $300 which will consist of around 1

    cruiser each side or two smaller escorts.

    A simple one-on-one game can be just as challenging than a massive fleet engagement between20+ ships on each side. Each ship has an entire page or 50% of a page dedicated to them with a

    list of upgrades, heroes, and additional weapons that can be installed. These cost extra credits

    that is deducted from the total limit for the fleet. All of these can only be taken once per ship, it

    is entirely possible to have 2 or more ships taking the same upgrade but they will have it only

    once in their upgrade list.

    Heroes basically take control of the ship giving it new abilities and possibly new weapons but a

    majority will just add new abilities. New weapons or weapon upgrades will replace weapons on

    the ship and they will designate specific weapons. Take note of what weapon is replaced andright the new one in the ship roster.

    Below is my fleet roster that comes with this rulebook (see back page) that gives you enough

    room to write down everything you will need for each ship in your fleet. Also you will notice

    there are only four slots for upgrades; this is because there is a 4 upgrade limit to each ship.

    Even with this limitation you may not even want to upgrade the ship and keep that all important

    credit limit down so you can afford new ships. As for writing down Hanger Bays, as they

    require multiple lines, perhaps just write them down in short hand. For example a Vulture Droid

    could be wrote down as Vult, and Droid Tri-Fighter could be just Tri-Fi etc.

    Okay now on to the fleets, which you all have been wanting to see anyway!!

    NAME: Wins Loss

    Speed: Turns: Shield Generators: Hangers: $ Points:

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    Small Craft:

    $

    $

    $

    $

    UPGRADES COST

    ARMOUR

    RANGEARMAMENT FIREPOWER ARC

    Class:

    Faction:

    Captain Name: Command Level:

    Enemy Kills:

    Repairs:

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    Star Wars Storm - The Clone Wars FLEETS

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    Type: Faction:

    Agility: 5+ Speed: 7" Shields: 1

    Small Craft Missiles Frigates Cruisers Capitals

    5+ 6+ 5+ 6+ 6+

    Special Abilities

    Lock S-Foils: Can double its movement speed if it doesn't shoot.

    ARC-170 Republic Type: Faction:

    Agility: 3+ Speed: 10" Shields: -

    Small Craft Missiles Frigates Cruisers Capitals

    3+ 3+ - - -

    Special Abilities

    V-Wing Starfighter Republic

    Pure Skill: Re-roll one failed D6 per game for a missed attack.

    Type: Faction:

    Agility: 2+ Speed: 8" Shields: 1

    Small Craft Missiles Frigates Cruisers Capitals

    4+ 4+ 6+ 6+ 6+

    Special Abilities

    Jedi Starfighter Republic

    Jedi Knights: May board a larger ship instead of firing at a target.

    Type: Faction:

    Agility: 6+ Speed: 5" Shields: 1

    Small Craft Missiles Frigates Cruisers Capitals Hit Points

    6+ - 4+ 5+ 6+ 2

    Special Abilities

    Republic

    Boarding Ship: May board a larger ship instead of firing at a target.

    Republic Gunship

    The Old Republic was the Republic of legend, greater than distance or

    time. Before a cruel and ruthless Empire supplanted it, the Old Republic

    was the democratic union that governed a galaxy for thousands ofyears. Those who lived in it knew it as the Galactic Republic, or more

    simply, the Republic.

    UPGRADES(* only 1 may be taken for all for the game)

    Upgrade Description Cost$

    Increase Laser Output Re-roll any 1s when rolling to hit other small craft 100

    Increase Shield Output Re-roll any failed Shield Saves 100

    Increase Engine Output All small craft gain +1 to their Speed 200

    New Targeting Systems Re-roll any 1s when rolling to hit Missiles 200

    Jedi Apprentice +1 additional Jedi Starfighter when 1 is launched 300

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    Star Wars Storm - The Clone Wars FLEETS

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    UPGRADES

    Upgrade Description Cost $

    Increase Laser Output Re-roll any 1s when rolling to hit other ships 50

    Increase Shield Output Re-roll any failed Shield Saves 50

    Increase Engine Output Turns can be made up to 180 degrees 50

    Take & Hold Replace ARC-170 with Republic Gunships 75

    Jedi Frigate Replace ARC-170 with Jedi Starfighters 125

    Acclamator Assault Ship

    Republic

    Frigate

    Speed: 10" Turns: 90 Shield Generators: 1 Hangers: 1 $ Points: 110

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    5+ 4+ 4+ 3+ 5+ Small Craft:

    Right/Front

    ARMOUR

    Starboard Turbo Laser Cannons 10" 2

    ARC-170 2 Squadrons -------Prow Hanger Bay

    Starboard Laser Cannon 6" 1 Right

    Port Laser Cannon 6" 1 Left

    Port Turbo Laser Cannons 10" 2 Left/Front

    Prow Proton Torpedo Launchers 18" 2 Front

    RANGE FIREPOWER ARC

    Prow Laser Cannons 6" 2 Front

    Class: Total Hits 9

    Faction: Critical Hits 4

    Ship Type: # of Engines: 2

    ARMAMENT

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    Star Wars Storm - The Clone Wars FLEETS

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    Acclamator Gunship

    Republic

    Frigate

    Speed: 8" Turns: 90 Shield Generators: 1 Hangers: 0 $ Points: 120

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    5+ 4+ 4+ 4+ 6+ Small Craft:

    ARMOUR

    Stern Laser Cannon 6" 1 Back

    Prow Proton Torpedo Launchers 18" 2 Front

    Starboard Heavy Turbo Laser Cannons 16" 4 Right

    Port Heavy Turbo Laser Cannons 16" 2 Left

    Prow Laser Cannons 6" 2 Front

    ARMAMENT RANGE FIREPOWER ARC

    Faction: Critical Hits 2

    Ship Type: # of Engines: 2

    Class: Total Hits 10

    UPGRADES

    Upgrade Description Cost $

    Increase Laser Output Re-roll any 1s when rolling to hit other ships 50

    Increase Shield Output Re-roll any failed Shield Saves 50

    Increase Engine Output Turns can be made up to 180 degrees 50

    Increased Salvo Prow Proton Torpedo Launcher firepower is now 4 75

    Reinforced Armour +1 to all Armour Values to a max of 6+ 125

    Auxiliary Damage Control +1 Critical Hit Point 150

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    Star Wars Storm - The Clone Wars FLEETS

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    Venator

    Republic

    Cruiser

    Speed: 4" Turns: 45 Shield Generators: 2 Hangers: 3 $ Points: 230

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    5+ 5+ 5+ 4+ 5+ Small Craft:

    Jedi Starfighter

    Starboard Heavy Turbo Laser Cannons

    Class:

    Faction:

    Ship Type: # of Engines:

    Critical Hits

    Total Hits

    Starboard Concussion Missile Launchers 20" 2

    ARCRANGEARMAMENT FIREPOWER

    Prow Turbo Lasers Batteries 10" Front

    Port Heavy Turbo Laser Cannons 16" 4 Left

    6

    20"Port Concussion Missile Launchers

    V-Wing

    Left/Front

    Right

    Right/Front

    ARC-170

    2

    16" 4

    Prow Hanger Bay

    ARC-170

    V-Wing

    ARC-170

    ARMOUR

    19

    6

    4

    Starboard Hanger Bay3 Squadrons

    2 Squadrons -------

    Port Hanger Bay3 Squadrons -------

    -------

    UPGRADES

    Upgrade Description Cost $

    Increase Laser Output Re-roll any 1s when rolling to hit other ships 60

    Increase Shield Output Re-roll any failed Shield Saves 60

    Increase Engine Output Gain +2 to Speed 60

    Take & Hold Replace 2x ARC-170 with 2x Republic Gunships 120

    Reinforced Armour +1 to all Armour Values to a max of 6+ 170

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    UPGRADES

    Upgrade Description Cost $

    Increase Laser Output Re-roll any 1s when rolling to hit other ships 60

    Hyper Shielding +1 to all Shield Saves (save is now a 5+) 75Increase Engine Output Gain +2 to Speed 90

    Take & Hold Replace 4x ARC-170 with 4x Republic Gunships 125

    Reinforced Armour +1 to all Armour Values to a max of 6+ 125

    Strengthen Ion Control +4 to all Ion Cannon Ranges 150

    Hard Hitter Configuration Prow Turbo Laser Battery firepower is now 6 175

    Legacy

    Republic

    Capital

    Speed: 4" Turns: 45 Shield Generators: 2 Hangers: 2 $ Points: 425

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    5+ 6+ 6+ 4+ 6+ Small Craft:

    ARMOUR

    Starboard Hanger Bay

    Port Hanger Bay

    Port Ion Cannons 8"

    4 SquadronsARC-170 -------

    ARC-170 4 Squadrons -------

    Right

    Starboard Ion Cannons 8" 2 Left/Front

    Starboard Heavy Turbo Laser Cannons 16" 4

    2 Left/Front

    Port Heavy Turbo Laser Cannons 16" 4 Left

    Prow Turbo Lasers Batteries 10" 3 Front

    ARMAMENT RANGE FIREPOWER ARC

    Ship Type: # of Engines: 4

    Faction: Critical Hits 8

    Class: Total Hits 20

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    Star Wars Storm - The Clone Wars FLEETS

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    Type: Faction:

    Agility: 4+ Speed: 13" Shields: -

    Small Craft Missiles Frigates Cruisers Capitals

    4+ 4+ 6+ - -

    Special Abilities

    Vulture Droid Separatists

    Just Droids: May destroy a missile attack but is removed.

    Type: Faction:

    Agility: 3+ Speed: 10" Shields: -

    Small Craft Missiles Frigates Cruisers Capitals

    5+ 5+ 5+ 6+ -

    Special Abilities

    Separatists

    AI Mk2: Re-roll one failed D6 per game for a missed attack.

    Droid Tri-Fighter

    Type: Faction:

    Agility: 5+ Speed: 7" Shields: -

    Small Craft Missiles Frigates Cruisers Capitals Hit Points

    - - 4+ 5+ 6+ 2

    Special Abilities

    Stinger Separatists

    Boarding Ship: May board a larger ship instead of firing at a target.

    An alliance of systems and planets that were dissatisfied with the way

    the Republic dealt with matters and the levels of corruption. This lead to

    the Corporate Alliance, the Trade Federation, the Techno Union,InterGalactic Banking Clan and Commerce Guild to form a mighty

    army to oppose this failing democracy and show strength in arms.

    UPGRADES(* only 1 may be taken for all for the game)

    Upgrade Description Cost $

    Increase Laser Output Re-roll any 1s when rolling to hit other small craft 100

    Increase Shield Output Re-roll any failed Shield Saves 100

    Increase Engine Output All small craft gain +1 to their Speed 200

    The Swarm You start with 5x Vulture Droid squadrons at the

    start of the game next to any allied ship.200

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    Star Wars Storm - The Clone Wars FLEETS

    20

    Munificent

    Separatists

    Frigate

    Speed: 10" Turns: 180 Shield Generators: 1 Hangers: 0 $ Points: 120

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    5+ 3+ 3+ 4+ 5+ Small Craft:

    D6+1 Front

    Faction: Critical Hits 3

    Ship Type: # of Engines: 2

    Class: Total Hits 11

    ARMAMENT RANGE FIREPOWER ARC

    Prow Mass Driver Cannon 12" 1 Front

    Port Laser Cannons 6" 2 Left

    Port Mass Driver Cannons 12" 1 Left

    Starboard Laser Cannon 6" 2 Right

    Starboard Mass Driver Cannons 12" 1 Right

    ARMOUR

    Prow Random-Mass Cannon 14"

    UPGRADES

    Upgrade Description Cost $

    Increase Laser Output Re-roll any 1s when rolling to hit other ships 20

    Increase Shield Output Re-roll any failed Shield Saves 20

    Increase Engine Output Turns can be made up to 180 degrees 40

    Increased Salvo Prow Mass Driver Cannon firepower is now 4 60

    Missile Frigate Replace Random-Mass Cannon with the following: 80

    RANGE FIREPOWER ARC

    "

    ARMAMENT

    Prow Proton Torpedo Launchers 18" 2 Front

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    Star Wars Storm - The Clone Wars FLEETS

    21

    Recusant Light Cruiser

    Separatists

    Cruiser

    Speed: 6" Turns: 45 Shield Generators: 1 Hangers: 1 $ Points: 200

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    6+ 5+ 5+ 5+ 5+ Small Craft:

    Faction:

    FIREPOWER ARC

    Critical Hits 4

    Ship Type: # of Engines: 3

    ARMAMENT RANGE

    Class: Total Hits 14

    Prow Laser Cannons 6" 3 Front/Left/Right

    Port Mass Driver Cannons 12" 4 Left

    -------Prow Hanger Bay

    Right

    ARMOUR

    StarboardMass Driver Cannons 12" 4

    Droid Tri-Fighter 3 Squadrons

    UPGRADES

    Upgrade Description Cost $

    Increase Laser Output Re-roll any 1s when rolling to hit other ships 20

    Increase Shield Output Re-roll any failed Shield Saves 20Increase Engine Output Turns can be made up to 90 degrees 40

    Take & Hold Replace Tri-Fighter with Stinger Gunships 60

    Heavy Cruiser Upgrade +1 to all Armour Values to a max of 6+ 100

    External Hanger Increased Hanger Capacity to 5 Squadrons 100

    Confrontation Cruiser Prow Laser Cannon Battery firepower is now 8 150

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    Star Wars Storm - The Clone Wars FLEETS

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    Providence

    Separatists

    Cruiser

    Speed: 6"" Turns: 90 Shield Generators: 2 Hangers: 2 $ Points: 220

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    5+ 6+ 6+ 3+ 4+ Small Craft:

    -------

    Starboard Hanger Bay6 Squadrons -------

    18

    5

    4

    Port Hanger Bay6 Squadrons

    Port Ion Cannon

    12"

    8" Left/Front

    Right

    Right/Front

    1

    3

    1

    ARCRANGEARMAMENT FIREPOWER

    Prow Mass Driver Cannons 12" Front

    Port Mass Driver Cannons 12" 3 Left

    6

    Class:

    Faction:

    Ship Type: # of Engines:

    Critical Hits

    Total Hits

    Droid Tri-Fighter

    Starboard Mass Driver Cannons

    Starboard Ion Cannon 8"

    Vulture Droid

    Droid Tri-Fighter

    Vulture Droid

    ARMOUR

    UPGRADES

    Upgrade Description Cost $

    Increase Laser Output Re-roll any 1s when rolling to hit other ships 60

    Increase Engine Output +2 to Movement Speed 60

    Take & Hold Replace 6x Tri-Fighter with 6x Stinger Gunships 80

    Stern Guard +2 to Stern Armour Values (now 5+) 120

    Auxiliary Damage Control +1 Critical Hit Point 140

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    Star Wars Storm - The Clone Wars FLEETS

    23

    UPGRADES

    Upgrade Description Cost $

    Increase Laser Output Re-roll any 1s when rolling to hit other ships 50

    Increase Engine Output +2 to Movement Speed 50

    Take & Hold Replace 5x Tri-Fighter with 5x Stinger Gunships 50

    Hyper Shielding +1 to all Shield Saves (save is now a 5+) 100

    Lucrehulk Battleship

    Separatists

    Capital

    Speed: 2"" Turns: 45 Shield Generators: 1 Hangers: 2 $ Points: 500

    Hit Points:

    FRONT LEFT RIGHT BACK Bridge Criticals:

    6+ 6+ 6+ 6+ 5+ Small Craft:

    Class: Total Hits 20

    Faction: Critical Hits 15

    10 Squadrons -------

    ARMOUR

    Ship Type: # of Engines: 4

    2 FrontARMAMENT RANGE FIREPOWER ARC

    Starboard Mass Driver Cannons 12" 4

    Extra Large

    Port Mass Driver Cannons 12" 4

    Prow Mass Driver Cannons 12"

    attactched to bridge

    10 Squadrons -------Vulture Droid

    Right

    Stern Mass Driver Cannons 12" 2 Back

    Left

    Prow Hanger Bay 2 Vulture Droid

    Droid Tri-Fighter

    Prow Hanger Bay 1

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    Star Wars Storm - The Clone Wars THE END

    24

    SETTING UP A GAMESETTING UP A GAMESETTING UP A GAMESETTING UP A GAME

    Games are usually played on tables or if you are a regular wargamer you may have you ownboard available. As it is a space game (yes I know the counters are white!) a black cloth would

    suffice to represent space, or at least a small portion of space.

    The doesnt require massive amounts of room but playing on an area roughly 4 foot by 4 footwould a good option. Whether that is on the floor or on a board it makes no difference. Ideally

    this would be a good size, as it allows players to manoeuvre around the enemy to get the best

    shots. Follow the steps below to start a game:

    1. Set a Credits Limit on how much can be spent on each others fleets.

    2. Write down ships taken and any upgrades purchased

    3. Setup a 4x4 playing area with a black cloth to represent space

    4. Each player rolls a D6 to determine who sets up first, the person with highest roll can de-

    cide to go first or second.

    5. The fleet is deployed within 6 of any playing area edge they wish as long as the other

    player sets up opposite.6. Start Turn 1 Strategy Phase, enjoy!

    CREDITS & ACKNOWLEDGEMENTS

    INFORMATION & IDEASINFORMATION & IDEASINFORMATION & IDEASINFORMATION & IDEAS

    Games Workshop Battlefleet Gothic

    Lucasfilm - The Star Wars Website Databank

    LucasArts Star Wars: Empire At War - Forces of Corruption

    Nomada_Firefox Alliance 2.3x Mod

    Google Typed what I needed and it came up; so would like to thank the Internet!

    IMAGES & SOURCESIMAGES & SOURCESIMAGES & SOURCESIMAGES & SOURCES

    Google Images

    Nomada_Firefox Alliance 2.3x Mod

    Captshade: http://captshade.deviantart.com/ (for the V-Wing)

    Any others that recognise their work and I havent thanked. Amazing work and I feel honoured

    to use it as it inspired me to keep working!

    2010 LucasArts Entertainment Company LLC.

    2010 Lucasfilm Ltd. & TM or as indicated.

    All rights reserved. Used under authorization. LucasArts and

    the Star Wars name and logo are registered trademarks of Lucasfilm Ltd.

    Any and all Star Wars creations, regardless of their source or creator,

    are copyrighted and trademarked by Lucasfilm LTD ALL RIGHTS RESERVED and

    can be used by anyone according to the copyright and trademark enforcement

    policies of Lucasfilm LTD. Any and all game mods and mod elements relating

    to Star Wars regardless of their source are the property of Lucasfilm LTD

    and can be used freely without permission in accordance with Lucasfilm

    copyright guidelines as outlined in any of the game's and/or mod tools EULA.

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    TURN SEQUENCE

    1. Strategy Phase

    2. Movement Phase

    3. Shooting Phase

    4. Blitz Phase5. Completion Phase

    D6 Roll Level

    1 Untried (CL 6)

    2-3 Experienced (CL 7)

    4-5 Veteran (CL 8)6 Crack (CL 9)

    COMMAND LEVEL

    1. Strategy Phase [page 6]

    1. Each player rolls a D6 to determine who goes first this turn.

    2. Bring on Reinforcments

    3. Activate any upgrades that can be used in this phase

    2. Movement Phase [page 6-7]

    Player 1 :Pick a ship then move it its movement speed and can turn, repeat with all ships

    Capital Ships One after moving full distance

    Cruisers Before or after moving 50% of maximum distance

    Escorts Anytime during movement or even remaining still.

    Player 2: repeat above process

    3. Shooting Phase [page 7-10]

    Player 1 picks a ship, fires at targets within available fire arcs. Repeats process for entire fleet. Player 2 repeats this

    process.

    Firing Weapons: Page 7 / Hit Points & Damage: Page 8 /Damage Tables: Page 9

    4. Blitz Phase [page 10-12]

    1. Player 1 launches available small craft, moves them, and fires if in base contact. Player 2 repeats this proc-

    ess.

    2. Player 1 uses Missiles on targets, player 2s small craft may intercept, damage is taken if any. Player 2

    repeats this process with Player 1s small craft intercepting and taking damage.

    Small Craft: Page 10 / Missiles: Page 12

    5. COMPLETION Phase [page 12]

    Each player rolls to repair damage, used small craft counters are removed from the playing area, command checks

    needed to repair damage. Return to Strategy Phase for next turn.

    Command Levels: Page 5

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    D6 Rollxtra

    Damage Result

    1 0Engine Damage: The ship may not move next turn

    until repaired.

    2 0Weapon Damage: On the arc that was hit- all

    weapons on this arc may not fire until repaired.

    3 0

    Plasma Fire: Internal fires rage around the

    damage. Until repaired the fires will take 1 hit point

    from the ship each turn.

    4 0

    Shield Generator Lost: 1 Shield generator has been

    destroyed. Ifall Generators are lost you loose the

    Shield Save.

    5 1Hull Breaches: The hull is littered with gashes

    causing extra damage. This can't be repaired.

    6 ALL"Weve Lost Something!": explosions ripple through

    the hull, consult the Decimated Table.

    CRITICAL HITS TABLECRITICAL HITS TABLECRITICAL HITS TABLECRITICAL HITS TABLE

    D6 Rollxtra

    Damage Result

    1 2Bridge Hit: Roll your Bridges Armour value. If beatthe Bridge is destroyed. Command Level is

    reduced to 5

    2 3Broken Wing: On the arc that was hit- everything on

    this arc is destroyed and can't be used again.

    3 4

    Magazine Explosion: Any arc armed with a weapon

    suffers the Critical Hit; Plasma Fire result for each

    weapon in that arc. Can be repaired

    4 5Half a Ship: Pick 2 arcs from your ship. These are

    the two arcs the ship has left to use.

    5 ALLHulk: The ship is destroyed but doesn't explode.

    Place a Derelict template where the ship is.

    6 ALL

    KABOOOM: the ship explodes completely and is

    removed BUT any ship within 8" suffers D6 hits.

    Roll armour values to hit as normal.

    DECIMATED TABLEDECIMATED TABLEDECIMATED TABLEDECIMATED TABLE

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