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Stephen Crane Miniatures Battles Companion

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  • ..sTAR.WAIUMINIATURES

    BATTLES COMPANION.

    T A B L E o F c o N T E N T sIntroduction 3Star Wars Miniatures Battles Rules Upgrade 5New RulesChapter One: Vehicles 12Chapter Two: Flight 29Chapter Three: Rules Additions 36Chapter Four: Equipment 43Chapter Five: Unit Insignia and Organization .49Chapter Six: Scenarios and Campaigns 65

    ScenariosScenario: Operation: Retrieval 69Campaign: A Time For Silence

    1. Pulling the Plug 752. To Seize the Bay 773. Through the Back Door 804. King of the Mountain 82

    Reference Sheets and Templates 87Photo Credits 96

    Design: Stephen Crane. Development and Editing: Bill SmithGraphics: Stephen Crane, Thomas ONeill. Cover Photograph: Lucasfilm ltd.

    Interior Photographs: Stephen Crane. Terrain System and Custom Scenery: Geo-HexFigure Painting: Jay Adan, Stephen Crane, Bill Refsland, T.G.W.P., Jay Wirth

    Playtesting and Advice: Chris Hind (Andrew Hind, James Hind],Bill Refsland [Cameron, Jamie, Nick ("Thugg"), Sleven, Stiggy, Tammy)

    Publisher: Daniel Scott PalleT. Associate Publisherrrreasurcr: Denise Paller Associate Publisher: Richard HawranSenior Editor: Greg Farshtcy Editors; Peter Schwelghorer. 8111 Smith, Ed Stark Art Director: Stephen Crane

    Graphic Artists: Tim Bobka, Thomas ONeill, Brian Schomburg Sales Manager: Bill OlmesdahlLicensing f..1anager: Ron Selden Warehouse Manager: Ed Hill

    Accounting: Karen Bayly, Wendy Lord. Kimberly Riccio Billing: Amy Giacobbe

    Published by

    t1~@RR 3 Box 2345 Honesdale PA 18431

    40070@. TM & C11994 Lucas/ilm Ltd. (lf1.). All Rights Reserved.Trademarks of lf1. used b}' West End Games under authorization.

  • .....sTA..R~===================================-~ln~t~r~O~d~u~c;:ti~o~n-WARS

    _'ntroduction

    As nervous Rebel troopers pepper the forestwith blaster fire, the whining pop-pop of theirweapons mingles with the crashing roar of theiradvancing, unseen opponent. Bursting forth fromthe edge of the wild wood, the Imperial assaultcraft scatter the broken limbs of the denselypacked trees before them.

    With a whine of repulsorlifts strained to theirlimits, the three craft swing around the clearing,raking the Rebels' position with heavy blaster fireas they disappear back into the verdant cover.

    But before they can vanish completely, a well-placed shot"takes out the lead craft's drive unit,and it plunges into the thick undergrowth with amuffled explosion, leaving the forest once moreundisturbed except for the acrid stench of ozoneand burning metal.

    Another exciting game of Star Wars MiniaturesBattles is underway!

    A Galaxy Far, Far AwayIn sector after sector, valiant Rebels continue

    the struggle against an evil oppressor. Makingtheir lives harder is the vast array of vehicles theEmpirecan bring to a planet's surface. The Rebelshave only their courage and determination to pitagainst the awesome amount of materiel avail-able to the Emperor. Even after the fall of theEmpire, many of these craft are still in the handsof the fmperials, presenting continuing opposi-tion for the soldiers of the New Republic.

    With the Star Wars Miniatures Battles Campan-ian you can include the threat of the Imperialground fleet in your tabletop battles, adding tothe thrill and excitement of your miniaturesbattles. This volume also provides new rules forbattlefield action and new equipment to furtherexpand the scope of your games.

    Using This BookThe Star Wars Miniatures Battles Companion is

    a companion volume to Star Wars MiniaturesBattles. As such, it is intended to complement

    Star Wars Miniatures Battles Companion

    and expand the existing rules of that game. ft isimportant to note that this is not a completegame. You must have the original book in orderto use this companion.

    These new rules are designed to be added tothe original rules to increase your enjoyment ofthe game. fn addition, this book addresses theambiguities of the original game, clarifying thoserules, and revising them where necessary toprovide a more interesting and playable system.

    With someexceptions, the rules provided hereinmay be used selectively. For instance, if you decideto add vehicles to your miniatures game, you willneed to include the rules for flight, as most vehiclesuse repulsorlift propulsion. However, you canchoose to ignore flying creatures or aliens. Youmay pick and choose freely from the rules sectionsprovided in the "Rules Additions" chapter, or fromthe items in the "Equipment.. chapter.

    It is suggested, however, that the clarifica-tions in the "Rules Upgrade" be used, as well asthe related new rules.

    What This Book ContainsThe contents of this book are organized into a

    number of major sections to make it easier foryou to find and peruse those items that mostinterest you. These sections are listed belowalong with a brief description.

    Rules UpgradeAs mentioned above, this section clarifies and

    revises some of the rules in Star Wars MiniaturesBattles. In addition, the changes necessary tomake Star Wars Miniatures Battles compatiblewith Star Wars: The Roleplaying Game, SecondEdition are discussed.

    Clarified and revised rules are presented inthe order they appear in the original book.

    New RulesWe have heard from many people wishing to

    use vehicles in their miniatures game. Due to this

    3

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    _ A squad of stormtroopers advances under the watchful gaze of one of the Empire's awesome All TerrainArmored Transports.

    4

    demand, rules for the inclusion of vehicles in StarWars Miniatures Battles are presented here. Thereare also rules governing flight - for vehicles aswell as creatures and flying aliens. New rulesgoverning different tactical situations (such asprisoners and encumbrance) can be found here.New equipment to make your soldiers more for-midable on the battlefield is provided. Finally,the organization of some of the forces involved inthe Galactic Civil War is explored. In addition, theunits' insignia are explained and illustrated, pro-viding new ways to differentiate your figures andadd color to the tabletop.

    Scenarios and CampaignsWhere would your soldiers be without battles

    to fight? In this section you will find a number ofnew scenarios covering a range of situations totest your forces and your tactical skill. Most ofthese also comprise a campaign, consisting of

    three separate games leading up to a final climac-tic battle, as well as details on how to developand set up a campaign of your own.

    Reference Sheets and TemplatesHere you will find all the charts and tables

    pertaining to the rules in this book, gatheredtogether for easy reference. Some charts andtables from Star Wars Miniatures Battles are alsoreprinted, but expanded to include the new infor-mation from this volume. New templates andmarkers are contained in this section.

    Photo CreditsThe "Photo Credits" page gives information on

    the figures and terrain shown in the photographsin this book. It is hoped that this will give youideas and sparkyour creativity so that this hobbycan become even more enjoyable to you.

    Star Wars Miniatures Battles Companion

  • ~~~"~================================-.!!R~U:!:le~s~u~p.llg~ra~d:!;e

    _Rules Upgrade

    Star Wars Miniatures Ballles has been out for anumber of years. and over the course of time,situations have come to light that require clarifi-cation or correction. In that same span of time,Star Wars: The Roleplaying Come has been up-graded to a second edition and revised to pro-vide a more detailed, comprehensive game.

    This has led to the revision or clarification ofsome of the existing rules of this game, as well asthe addition of new rules. This was done both toimprove the original game and to make it compat-ible with the revised roleplaying game, making iteasier to bring characters back and forth be-tween the two games. Recently, Star Wars Minia-tures Ballles was reprinted, providing the oppor-tunity to incorporate those changes into thegame.

    But while many of these revisions have beenaddressed in the second printing of Star WarsMiniatures Ballles. they are presented here forthose players who still use the first edition of thisgame, and to serve as a quick reference to thesecond edition changes. In addition, rules revi-sions are provided here which supersede eventhose in the second edition.

    Soldiers and SquadsSkill Revisions

    The list of available skills is different. Someskills have been eliminated, others have beenadded or changed. The differences are listedbelow. Heavy Weapons: This skill has been elimi-nated. It is replaced by the appropriate weaponskill or certain general weapons skills (see "HeavyWeapons," below). Melee: Now called melee combat. Technology: This skill has been eliminated.Basic knowledge of technology is governed bythe Technicol attribute. Repulsorlift Operation: Previously used for

    Star Wars Miniatures Battles Companion

    driving any type of vehicle. this is now replacedby the relevant vehicle operation skill (such asground vehicle operation, hover vehicle operationor repulsorlift operation). Hide/Sneak: This has been split into hide andsnea!l. Sneak is the skill used to move unseen onthe battlefield. Hide has no application in thisgame and so is not listed. Medicine: This is now first aid.

    Skill SpecializationsSpecializations for any of the skills may be

    brought over from Star Wars: The RoleplayingCame, Second Edition. However, skill specializa-tions inStar Wars Miniatures Bollles are treated asif they were regular skills. TheSGP cost is still oneper point of skill above the governing attribute.Each specialization can be increased as if it werea skill. but is increased independently of the skillit is based on.

    Finally. each soldier has a Move rating (takenfrom Slar Wars: TI,e Roleplaying Come. SecondEdilion). which represents the soldier's move-ment capability. This is further modified by thesoldier's Dexterity (see "Movement," below). TheMove is also added into the total SGP cost of thesoldier.

    Squad Coherence and Fire CombatA soldier is considered separated from a squad

    if he is further than his command distance fromanother member of his squad who can trace aline of command to the commander.

    In addition to the + I modifier to the difficultyfor lire combat (see page 12 of SWr War.s Minia-tures Ballles), separation affects the way range toa squad is determined. This is explained in "FireCombat," below.

    MovementAs mentioned above, soldiers now have a

    Move rating. This determines their MovementRates. A soldier's Walk Rate is hisDexlerityadded

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    6

    to half his Move. The Run Rate is the Move plusthe Dexterity. So a soldier with a Move of 10 anda Dexterity of 3 has a Walk Rate of 8" and a RunRate of 13".

    BarriersA third type of barrier classification has been

    added. In addition to the moderate barrier andthe difficult barrier, there is now the impassablebarrier. Impassable barriers are barriers whichcannot be moved through at all. Some examplesof impassable barriers are extremely high wallsor rock formations, force fields, or lava streams.

    Fire CombatRange Determination and

    Separated SquadsRange is determined by measuring the aver-

    age distance between the soldiers in the firingsquad's fire line and the visible members of thetarget squad. When the target squad has soldierswho areseparated,though, only one of its groupsmay be targeted.

    Soldiers who are separated are considered tobe different squads for the purposes of fire com-bat. Any soldiers within command distance ofeach other, but out of command distance fromthe group containing the commander, form aseparated group. An individual soldier may be aseparated group if he is too far away from any ofhis fellow soldiers.

    When the range is being determined for firecombat, the average distance is measured to theparticular group of soldiers being targeted, andthe separated elements are not considered whenworking out the average.

    Another group of a separated squad may betargeted if the firing squad splits fire, but in thatcase each fire combat is resolved independently,and each of the separated groups does not affectthe range determination to the other.

    Heavy WeaponsThe designation "heavy weapon" is no longer

    used, and the heavy weapons skill has been elimi-nated. To bring skill use more in line with that ofStar Wars: The Roleplaying Game, Second Edition,either the appropriate weapon skill is used forfiring weapons, or certain general skills can beused. Most weapon listings will note the appro-priate skill for the weapon.

    Blastercan be used for any blaster-type weaponon a character scale, and does not cover multi-crew weapons like artillery pieces (use the blasterartillery skill) or vehicle-mounted weapons (ve-hicle blasters skill).

    Missile weapans can be used for any weaponthat fires larger-sized individual projectiles, such

    Game Note:Grenade "Scatter" and Deviation

    When a soldier fails a grenade test, thegrenade does not land where he intended itto. Perhaps the soldier, in the heat of ballIe,threw the grenade wildly and it landed shortand to the left of the target point. Or he hadthe correct range, but threw it too far to theright. Perhaps the grenade did hit the targetpoint, butthen bounced further along. Thisdeviation of the grenade from the targetpoint to the point of impact is representedby the scatter roll.

    The term "scaller," however, is mislead-ing, implying that the grenade always hitsthe target point and then bounces else-where. While this is perhaps a minor point,it does lead to some confusion in conceptu-alizing the game mechanics as a real-worldaction, especially in tryingto figure out howa thrown object could bounce the full dis-tance of the throw directly back to thethrower (it didn't,the thrower just droppedit at his feet). The proper term is "deviation"and henceforth, references to grenade scat-ter will be termed grenade deviation.

    as grenade launchers, grappling hook launchers,or proton torpedo launchers.

    Firearms is used for standard bullet-firing weap-ons like pistols and rifles, and archaic guns isused for more primitive weapons.

    Weapons are no longer designated as heavyweapons. Instead, the individual characteristicsof "heavy weapons" are given for each weapon towhich they apply. The characteristics are; Assembled: The weapon may only be trans-ported when disassembled and must be as-sembled before use. The procedure for assem-bling and disassembling a weapon remains asdescribed on page 23 of Star Wars MiniaturesBattles. Once assembled, it may only be dragged1" per Movement Phase (unless it is equippedwith a walker mount; see Chapter Four, "Equip-ment").lt must be disassembled again in order tomove at a normal Movement Rate. Crewed: A crewed weapon requires a numberof soldiers to fire effectively. If there are notenough crew, the weapon's efficiency is affected;the particulars are given in the weapon's descrip-tion. In most cases, a weapon requires a crew oftwo to carry it and assemble it, and with a fullcrew is capable of following fire. Following fire: This is the ability to "sweep" asquad with fire, potentially allowing a weapon tohit more than one target in a squad during a

    Star Wars Miniatures Battles Companion

  • ~':U~D~================================-~R~u~le;;s~u~p~g:::ra~d~esingle Fire Combat Phase. A weapon capable offollowing fire must have a minimum crew toutilize this ability. Following fire is performed asdescribed on pages 23-24 of Star Wars MiniaturesBattles.

    Grenade Deviation RangeWhen rolling for the distance a grenade devi-

    ates from its target point, use the "Grenade Scat-ter Range Table" (or, more properly, the "Gre-nade Deviation Range Table" - see the sidebar,"Game Note: Grenade 'Scatter' and Deviation").The distance the grenade deviates is as listed inthe table, but only up to a maximum of thedistance the grenade was thrown.

    Example: A Rebel traoper hurls a grenadeat a squad of Imperial traops 5'" away (me-dium range), but fails to hit his target. Rollingfor grenade deviation yields a "4" (straightback toward the Rebel). Rolling one die formedium range gives a "6, '" ora distance of6'".Since the grenade was only thrawn 5'; thegrenade can deviate only 5 '" - the Rebel hasdrapped the grenade at his own feet.

    Throwing Grenades BlindlyA soldier can throw a grenade at a target point

    to which he does not have line of sight - that is,blindly. However, he will not be very accurate.

    If the player picks a target location to whichthe figure cannot draw a LOS, the grenade auto-matically deviates before the grenade skill test isattempted. After rolling for deviation, the playermakes the skill test. but the difficulty of the throwis increased by 3.

    A successful roll indicates that the grenadehas landed where the initial deviation roll hadplaced it. If the skill test is not successful, thenroll for deviation again, from the point where thegrenade previously '"landed. '" After determiningthe final location of the grenade, place the Gre-nade Burst Area of Effect Template at that pointand resolve damage normally.

    This procedure has been revised. See ChapterThree, "Rules Additions," for details.

    opportunity FireA single enemy squad may be targeted by any

    number of squads using opportunity fire, as longas the firing squads meet the criteria for firing atthe target and pass their opportunity fire tests.

    MoraleAsquad forced tomakea morale test must add

    2 to the threat level that turn if the commander isincapacitated or wounded.

    Star Wars Miniatures Battles Companion

    Creating SquadsThe notes above concerning a soldier's Move

    and the addition of skill specializations should bekept in mind when creating a squad. The SquadRecord Sheet has been modified to include aspace for the Move, and the skill lists have beenmodified to reflect the changes described above.

    In addition, each attribute has a blank linebelow it to allow for different types of skills. orthe listing of skill specializations.

    Hidden MovementThe last paragraph of this chapter should

    read: "In games with a gamemaster, he can over-see spotting checks as they are made. In a gamewithout a gamemaster, the player with hiddentroops must tell his opponent when spottingrolls are required.'"

    Advanced Weapons andEquipmentRequired Skills

    Due to the revision of the skill list, the skillrequired to use certain weapons may havechanged. All weapons which have different re-quired skills are listed here for ease of reference.

    Aamethrower: Flamethrawer.Grenade Launcher: Missile weapons; or the

    specialization grenade launcher.Grenades: If using a launcher, missile weap-

    ons; or the specialization grenade launcher.Proton Torpedo Launcher: Missile weapoflS;

    or the specialization praton torpedo launcher.

    FlamethrowerA flamethrower is a vectored-effect weapon

    (See "Vectored-Effect Weapons" in ChapterThree,'"Rules Additions"). It fires a continuous streamof flaming liquid which spreads out when it hitsa target. Any figure between the firer and thetarget runs the risk of being affected by thestream of burning chemicals.

    To reflect this, a Flamethrower Area of EffectTemplate is provided in the back of this book.Photocopy the template, glue it to a piece of thincardboard, and cut it out. The template can alsobe colored appropriately.

    To fire a flamethrower, declare the target (be-fore measuring the range), then place the targetpoint of the template - indicated by the asteriskin the center of the wider, hexagonally shapedend -over the designated target (which must bewithin the firing figure's Fire Arc). Place thenarrower end of the template over the firingfigure.

    The template must be in contact with the baseof the firing figure. If. in placing any portion of the

    7

  • r,R~u~le;;s:'U~p~Qi!::ra~d:!:e;.:================================O=;'TAR ~ WAIU""""

    Targeting aFlamethrower

    These figures arealso hit by the

    flamethrower shot.

    The targeted Imperial is wellwithin range.

    The targeted Imperial is out ofrange, as the template cannot beplaced over the target and stilltouch the base of the firing figure.

    The targeted Imperial is out of theoptimum range, but still closeenough to be hit - test againstthe fuJI Damage Strength of theflamethrower.

    target end of the template over the target figure,the narrow end of the template does not touchthe base of the firing figure, then the target is outof range and cannot be hit. Any other figureswhich fall within the area of effect are still af-fected, however.

    If the target point cannot be placed over thetarget figure because the figure is too far away,but the target end of the template still overlapsits base, the target is considered to be hit. Thetarget point represents where the firer was aim-ing, but a figure just beyond that range will" stilltake the full effects of the splashing chemical fire.

    If the firer fails his flamethrower test, the shotmay have missed the target. Use the Vectored-Effect Weapon Deviation Template as described inChapter Three, "Rules Additions." The template isalso provided in the back of this book. Adjust theposition of the Flamethrower Area of Effect Tem-plate according to the deviation template.

    A flamethrower no longer has an incidentalDamage Strength. Anyfigure whose base lies whollyor partially under the Flamethrower Area of EffectTemplate must make an opposed Strength testagainst the full Damage Strength of the weapon.

    After all the flamethrower's attacks have beenresolved, place a Flame Effect Template over thetarget end of the Flamethrower Area of EffectTemplate, oriented with the direction of the windand remove the flamethrower template.

    If a wind direction is not already in play, deter-mine by placing the Flame Effect Template ran-domly over the Flamethrower Area of Effect Tem-plate and rolling two dice. Reorient the FlameEffect Template to the newly determined winddirection. Or the gamemaster may determine thewind direction.

    The area of the Flame Effect Template is nowon fire. Treat it according to the regular rules forfire (see "Fire" on pages 77-78 of Star Wars Minia-tures Battles, and the revised rules on fire below).

    Proton Torpedo launcherAs described in the revised edition of Star

    Wars Miniatures Battles, a proton torpedo launcheris an assembled weapan, although it requires nocrew - it can be carried and assembled by onesoldier. It is not capable of following fire.

    However, the proton torpedo launcher is nowconsidered a vectored-effect weapon. Unlike the

    8 Star Wars Miniatures Battles Companion

  • ~':U~D~==================================!R~U~I~e~slu!lp~g2:r:::a~d~edescription in the revised Miniatures Battles, asoldier who fails the skill test to fire the launcherdoes not lose the shot. Instead, the Vectored-Effect Weapon Deviation Template is used todetermine the new direction of the shot. TheProton Torpedo Area of Effect Template is thenrotated to the new direction and damage results,if any, are determined.

    ArmorThe term "battle armor" refers to a full or

    partial suit of armor that provides protectionfrom weapons, as well as from hostile environ-ments. All of the armor types listed in the "ArmorChart" are classified as battle armor.

    Sandtrooper armor has been added to the"Armor Chart." Its STR/DEX modifiers are +1/-1and it costs 10 SGPs.

    ArtilleryAny soldiers not actively crewing the gun may

    fire other weapons. For example, if a six-mansquad armed with heavy blasters were crewingan Algar 1.4 FD Light Anti-Vehicle Laser Cannon(requiring a crew of 4), two of the soldiers couldfire their blasters.

    The skill required for firing the Atgar 1.4 FD P-Tower Light Anti-Vehicle Laser Cannon and theGolan Arms Twin DF .9/B Medium Anti-InfantryBattery is blaster artillery.

    HeroesSpecial Combat Abilities

    As described in the original edition of StarWars Miniatures Battles, heroes can fire at morethan one target in a Fire Combat Phase. Heroesare now capable of engaging in close assaultcombat with multiple opponents (this is new tothis volume; it does not appear in the revisededition of Star Wars Miniatures Battles).

    The combat is resolved in a manner similar tothat for multiple targets. In this case, the heromay attack up to three opponents in the CloseAssault Combat Phase. The opponents must bewithin the hero's front l80-degree arc and inbase-to-base contact with the hero.

    The hero announces which opponents he isattacking. For each additional opponent attacked,+2 is added to the attack roll of the the opponents(increasing the difficulty of the combat for thehero). Each player rolls the appropriate dice andcombat is resolved normally, with the exceptionthat the hero may do damage to any of theattackers whose roll he beat.

    Example: A Rebel hero is attacked bythree stormtroopers. The hero chooses tofight all three. Each ofthe stormtroopers adds+4 to their rolls when resolving the combat

    Star Wars Miniatures Battles Companion

    (+2 for each of the two additional oppo-nents).

    Heroes and the ForceThe Force power life sense is now life detection.Certain Force powers require that the hero first

    have one or more other Force powers. These Forcepowers and their prerequisites are listed below. Remain Conscious: Requires control pain.o Receptive Telepathy: Requires life detection. Projective Telepathy: Requires receptive te-lepathy. Note: This requirement was inadvert-ently left out of the listing of this power on page63 of Star Wars Miniatures Battles. Injure/Kill: Requires life detection.

    When a hero is attempting to use the Forcepowers life detection, receptive telepathy or affectmind, the opposing player makes the opposedtest using his control skill or Perception (not hissense skill as previously described).

    There is a new "control and sense" power:lightsaber combat. This power allows a hero touse a Iightsaber more effectively. It is also re-quired if the hero wishes to parry blaster boltswith a Iightsaber. He cannot do SO without thisskill. A description of the skill is provided in the"Lightsaber Combat" sidebar.Force Powers Errata

    A number of paragraphs were transposed be-tween the remain conscious and detoxify poisonForce powers in the revised Star Wars Miniatures

    lightsaber CombatThis new force power allows a hero to use a lightsaber

    more effectively. It is used in the Close Assault CombatPhase, just before the hero is involved in combat. Thedifficulty for the skill test is 6.

    If the hero succeeds, he may add his sense skill level tohis lightsaber skill rolls, and add his control level to theIightsaber's Damage Strength. These benefits last for theduration of the combat, or until the hero is wounded orincapacitated, whichever comes first.

    If the hero does not succeed at the lightsaber combattest, he must use his unmodified lightsaber skill and theIightsaber's normal Damage Strength. He may not attemptto use lightsaber combat again for the duration of thecombat.

    A hero must have lightsabercombat in order to attemptto parry blaster bolts with his Iightsaber. He may also tryto use this power to enhance his parrying attempt. Whena hero is fired upon, and decides to parry the IJlaster bolt,he may make a lightsaber combat skill test against a diffi-culty of 8. If he succeeds, he gains the enhancementsoutlined above for the duration of that Fire Combat Phase.The benefits cease if the hero is wounded.

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    10

    Ballies. The description of detoxify poison endswith the second paragraph of the first column onpage 63. Paragraphs three through seven (from "Inthe Special Actions Phase ..."through "... medpac(see 'Advanced Equipment').'') should be read af-ter the first paragraph of the description of remainconscious.

    Creating Alien HeroesAs described in Star Wars Miniatures Ballles,

    you can create a hero from scratch. The processis essentially the same as that in the roleplayinggame. However, if you are creating a hero who isan alien, some additional choices must be made.

    The listings of game statistics for alien speciespresent a set number of "attribute dice: whichmay be distributed among the alien's attributes,as well as a range of possible values for theattributes. The die codes listed are the minimumand maximum values that the alien may have forthe particular attribute. For example, a Wookieehas 12 attribute dice and its Dexterity listing is"DEXTERfIY ID/3D+2."When creatinga Wookieecharacter, you may allocate as few as 1D and asmuch as 3D+2 attribute dice to its Dexterity.

    The procedure is the same for creating aWookiee hero in Star Wars Miniatures Ballies.Convert the die codes to Miniatures Ballies at-tribute values, rounding additional pips off (e.g.,"10" and "ID+l" become"l" and "10+2" becomes"2"). When creating a player character alien inthe roleplaying game, you distribute an addi-tional6D among the starting attributes. Star WarsMiniatures Ballies heroes are the equivalent ofplayer characters, so don't forget to include theadditional 6 points when creating the hero (for atotal of 18 points, in the case of the Wookiee).

    Most aliens have special abilities. These abili-ties are usually readily adaptable to the minia-tures game; just convert the die codes to numbervalues. If difficulty levels are given for certainabilities, consider "Easy"to be difficulty 4, "Mod-erate"to be difficulty 6, "Difficult" to be difficulty8, and so on up or down the scale. Other charac-teristics can be determined by common sense orby gamemaster interpretation.

    More detailed information on creating alienscan be found on pages 15-16 of Star Wars: TheRoleplaying Game, Second Edition.

    CreaturesA creature now uses its Strength when attack-

    ing. In addition to its attributes, a creature mayalso have one or more skills (most commonlybrawling).

    The Dexterityattribute is used for determininga creature's Movement Rate (see below) and if acreature is capable of flight (see Chapter Two,"Flight"),

    Like soldiers, creatures have a Move rating.The Movement Rate of a creature is determinedby adding its Dexterity to its Move. The Moverating is added into the total when calculatingthecreature's cost in Squad Generation Points.

    DroidsAs with soldiers and creatures, droids now have

    a Move rating. The Move is included in the totalSquad Generation Points. The Droid Record Sheetis also revised to reflect the changes in the skill list.

    Advanced TerrainFire

    When checking to see where flames spread,roll two dice and place the new template next tothat number on the previous template.

    Troop ListsAll troops listed under"lmperial Forces," "Neu-

    tral Forces" and "Rebel Forces" have a Move of10, except for Ewoks, whose Move is 8.

    Droids and creatures have the following Moves:Assassin droid: 10.Probe droid: 10.Security droid: 10.War droid: 8.Bantha: 5.Cracian thumper: 12.Dewback: 35/7 (the first value is movement

    during the day, the second is at night; dewbacksbecome sluggish at night).

    Krayt dragon: 15.Rancor: 20.Tauntaun: 12.Vervikk: 6.Wampa: 13.Womprat: 5.Yavinian runyip: 8.The rancor's Strength has been revised to 7

    (10). The parenthetical value is used for deter-mining damage; the rancor's armored skin addsa +3 to its Strength for resisting damage.

    Using This Companion WithStar Wars, Second Edition

    The changes made to revise Star Wars: TheRoleplaying Game to its second edition whichaffect Star Wars Miniatures Battles are reflected inthe revisions described above.

    The rules for vehicles, which are presented forthe first time in this volume, are already compat-ible with those in Star Wars: The RoleplayingGame, Second Edition.

    However, there are many vehicles describedin Star Wars adventures and sourcebooks which

    Star Wars Miniatures Battles Companion

  • ~~~"~==================================~R~U~I.:;e~slu~p~g~r~a~d~e

    _ An Imperial biker scout sets out on a flankingmaneuver while a fellow trooper stands ready todefend the Rebels' objective.

    you may wish to use but whose statistics havenot yet been revised to second edition. There-fore, the following procedure for converting first-edition vehicles to second edition is provided.

    Converting VehiclesMost of the statistics in the first edition of Star

    Wars: The Roleplaying Game remain the same inthe second edition. The second edition addsmany new statistics, some of which are used inStar Wars Miniatures Battles.

    The major change from first to second edition isthe replacing of the Speed Code with the Move. Inorder to convert a Star Wars vehicle from theroleplaying game to the miniatures game, you needto know the Move. To determine a first-editionvehicle's Move, use the following procedure.

    First, modify the vehicle's Speed Code accord-ing to what type of vehicle it is, using the follow-ing chart:

    Speed Code ModifiersAirspeeder ODCloud Car +7DGlider -2Hover -2DLandspeeder -IDSail Barge -lDSkiff ODSpeeder Bike ODSwoop ODTracked -2DWalker -3D+2Wheeled -lD+2

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    Next, find the vehicle's modified Speed Codeon the "Speed Code to Move Conversion Chart"below.

    Speed Code to MoveConversion Chart

    ModifiedSpeed Code Move

    -4D 3-3D+2 5-3D+I 7

    -3D 8-2D+2 10-2D+I 14

    -2D 18-lD+2 21-lD+I 25

    -lD 26-OD+2 28-OD+I 30

    OD 35OD+I 45OD+2 55

    lD 70lD+I 80lD+2 902D 105

    2D+I 1152D+2 1253D 140

    3D+I 1503D+2 160

    4D 1754D+I 1854D+2 1955D 210

    5D+I 2255D+2 260

    6D 2806D+I 2956D+2 330

    7D 3507D+I 3657D+2 4008D 415

    8D+I 4358D+2 450

    9D 4709D+I 4859D+2 505IOD 520

    The result is thevehicle'sMove, which is usedto determine its Cautious, Cruise and TopSpeeds.

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    _Chapter OneVehicles

    12

    The Empire is vast. The huge tracts of landwhich make up the planetary surfaces of itsmillions of worlds require a dedicated, highlymobile force to control. In order to maintain itsiron grip over these varied and diverse surfaces,the Empire maintains an immense fleet of groundassault vehicles (GAVs).

    To counter this threat, the Rebel Alliance mustuse and reuse whatever it can get its hands on.Rebel actions tend to be small, quick guerillastrikes, so the Alliance favors the armoring andarming of faster and more easily acquired ve-hicles, such as landspeeders, airspeeders andspeeder bikes.

    Starfighters can be used for bombing, strafingand ground support. However, their use is be-yond the scope of these rules, as the speeds atwhich they travel and the power of their weap-ons are well beyond the scale represented on theaverage gaming table.

    Availability of ModelsWe have presented rules for the use of ve-

    hicles because much of the fun of playing a StarWars game lies in replaying the movie scenes welike, or variations on those scenes. In order to usevehicles in Star Wars Miniatures Battles, though, itmay be necessary to do a bit of work. Untilrecently, there were no metal or plastic kitsavailable in 25mm scale based on Star Wars ve-hicles. West End is now producing an assortmentof vehicles, but only the smallest vehicles, suchas bikes and speeders, can be produced as metalkits.

    In addition to West End's Star Wars vehicles,there are some 25mm science-fiction vehiclesbeing produced by other miniatures companies.With a little work, some of these can be modifiedto produce suitable Star Wars vehicles.

    Plastic Star Wars model kits are now availableagain. The kits are not actually 25mm scale, butsome of them are close enough to pass, and theycould be used on the tabletop.

    A final option is to actually build your vehiclesfrom scratch. This option requires the most timeand effort, but can be an enjoyable hobby in itselfand can provide you with any type or variation ofvehicle you can imagine.

    Vehicle ListingsBecause the type of vehicle used in your battles

    depends on what type of model you have avail-able, we cannot hope to cover every possibility.What we have provided is a representative sam-pling of the types of vehicles to be found in StarWars battles.

    The vehicles you use can be based on thedescriptions provided. You can also extrapolatefrom a vehicle listing which is similar to thevehicle you wish to use. In addition, by using theinformation at the end of this chapterconcerningthe conversion of vehicles from the roleplayinggame and the calculation of point values, you candetermine a set of game values for any model youare using.

    Knowing how the point values are determinedalso allows you to customize vehicles. You maywish to strip down acouple of Aratech Overracers,reducing their Move (and therefore speed) andarmament in order to field extra vehicles. Or youmay wish to beef up a basic landspeeder withmore armor (Body Strength and Body Points),speed and weapons.

    Vehicle listings can be found in the "VehicleChart." Each of these vehicles are described inmore detail in The Star Wars Sourcebook, theImperial Sourcebook and The Rebel AllianceSourcebook, although you do not need thosebooks to use these vehicles in Star Wars Minia-tures Battles. In addition, vehicles from any StarWars product may be converted for use in StarWars Miniatures Battles by employing the chartsprovided in this chapter (see "Converting OtherStar Wars Vehicles").

    A vehicle's listing contains the following infor-mation:

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    Craft: The name and type of the vehicle, as wellas any special notes about it. . Crew: The number of crew members needed tooperate the vehicle effectively. Passengers: The number of passengers otherthan crew the vehicle is designed to carry. Drive System: The method of locomotion of avehicle affects the vehicle's movement in differ-ent types of terrain. # Turns: The number of 45-degree turns that avehicle can make safely during the MovementPhase. Turn Distance: Governs how tightly a vehiclemay turn; it is the distance in inches that avehicle must travel between making turns. Cautious Speed: A vehicle's maximum Move-ment Rate in inches while moving cautiously (see"Movement" below). Cruise Speed: A vehicle's maximum cruisespeed in inches. Top Speed: A vehicle's maximum MovementRate in inches in a turn. AcceljDecel: The amount in inches by which avehicle can change its Movement Rate during aMovement Phase. Minimum Right Speed: If the vehicle is capableof flight, this is the minimum Movement Rate itmust move at to remain in: the air. Right Ceiling: If the vehicle is capable of flight,this is the maximum height at which it may fly. Body Strength: This is the Strength rating usedwhen determining damage. Body Points: The amount of damage a vehiclecan sustain before it is rendered useless. Cover: This is the amount of protection thevehicle affords its crew and/or passengers. Thehigher the value, the better the protection for theoccupants. Weapons: A description of the weapons car-ried, including the fire arc of each weapon. TheFire Control code, Damage, and range bands foreach weapon can be found in the "Vehicle WeaponChart."

    CrewA vehicle needs a complete crew to operate

    effectively under battle conditions. The "VehicleChart" lists the number of crew required. Crewpositions always include a driver; additional creware used to man weapons. Where a vehicle is listedwith more crew than these positions, the playermust allocate these exira crew as co-drivers orreserve gunners. For example, a Floating Fortress

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    has a crew of four, but carries only one weapon.One crew member acts as the driver and anotheras the gunner. The player could allocate one of theother two crew as a reserve driver, and the other asa reserve gunner. Or, he could allocate both asreserve gunners or reserve drivers.

    A crewmember's allributes are bought as forany other soldier's. The point value of a vehicleis the total points for the vehicle plus the pointsvalues of the crew members (see "Points," be-low). As each crewmember is assumed to betrained for his position, skill tests are not neededto operate the vehicle in a normal fashion.

    There are circumstances which require skilltests, such as when a driver wants to allemptmaneuvers or regain control of an out-of-controlvehicle, or when a gunner is allempting to fire aweapon. Generally, a driver tests the appropriatevehicle skill (such as repulsorlift operation, groundvehicle operation orhovervehicle operation, whichin future references will be designated as / ve-hicle] operation for ease of use). Gunners usetheir vel1icle blasters skill or specialization to firevehicle-mounted weapons.

    If there is no crewmember available for afunction, it cannot be performed. For example, ifthe gunner in a two-man craft is incapacitated,the weapon may not be fired. The driver couldnot fire the weapon if the vehicle were in motion,as he would need to pilot the vehicle. If thevehicle werestationary, however, the driver couldfire the weapon. Certain vehicles may be config-ured to allow the driver to also fire a weapon.These are noted in the "Vehicle Chart."

    Adriver firing a weapon while driving a vehicleuses his vehicle blasters skill,. but the difficulty ofthe shot is modified by + 1.

    PassengersPassengers can be carried by certain vehicles.

    They may board or disembark from vehiclesduring the Movement Phase (see "Boarding" and"Disembarking" below).

    Passengers may take the place of incapaci-tated crewmembers, if the passenger compart-ment is connected to the crew compartment.When a crewmember is incapacitated, the own-ing player may designate a passenger to replacehim. ft takes the next turn for the passenger toassume the post. During the following turn, theweapon may be fired or the vehicle driven. Thepassenger uses his appropriate skill or allribute.

    Example: One ofthe gunners in a FloatingFortress is incapacitated during Turn Three.One of the passengers is assigned to take hisplace. It takes all of Turn Four for the passen-ger to clear the gunnery station and take upthe position. In Turn Five the passenger mayfire the weapon.

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    14

    Fire directed at an open-topped vehicle israndomized between any exposed riders (crewand/or passengers) and the vehicle itself. Howlikely the occupants are to be hit depends on justhow open-topped the vehicle is. To determine ifan occupant or rider has been hit instead of thevehicle, look up the vehicle's Cover rating.

    Riders in a vehicle with a Cover value of "F"cannot be hit by fire directed at the vehicle.

    If the vehicle has a numerical Cover value, rolla die; if the roll is equal to or greater than theCover value, a rider is hit. If the fire hits a rider,randomize to determine which rider is hit andthen resolve damage.

    Drive SystemsDilferent drive systems provide different ad-

    vantages and disadvantages to vehicles, prima-rily in their ability to traverse various types ofterrain. The types of drive systems and theireffects are listed below. The effects of terrain onthe different drives is summarized in the "VehicleTerrain Effects Chart."

    RepulsorcraftRepulsorlift drive systems are by far the most

    prevalent drives in the Star Wars galaxy. By theirvery nature, repulsorcraft are always "fiying,"although many of them are considered groundcraft. For example, a typical landspeeder has aflight ceiling of two meters. It only follows aplanet's surface; it does not have enough lift tocarry it over substantial obstacles. It may alsoremain motionless and hover over the ground.

    The effects of flight on movement and combatare described in the "Flight" section. The follow-ing rules deal with "Low Level" vehicles only.

    Repulsorcraft ignore rough and very roughterrain movement restrictions, with the excep-tion of difficult hills, which are considered roughterrain. Depending on the terrain and/or therepulsorcraft's flight ceiling, impassable terrainmay present no obstacle; this can be determinedby common sense or the gamemaster's decision.

    Arepulsorcraft moving at Low Level can crossmoderate barriers with no effect if it is moving atits Cautious Speed or less. Otherwise the vehiclegoes outof control (see "Out-Df-Control Vehicles"below) on the next turn. Difficult barriers whichare unsubstantial in relation to a vehicle (such asbarbed wire) may also be crossed at CautiousSpeed. Barriers built into but not above the sur-face (SUCh as trenches) are an obstacle to ve-hicles which move on the ground, but have noeffect on speeders.

    A repulsorcraft may safely move at up to itsCautious Speed in woods. It is possible to movefaster in woods, but the driver must make adifficulty 6 repulsorlift operation skill test each

    turn he does so. The test is made at +1 to thedifficulty in light woods, +2 in medium woods,and +3 in heavy woods.

    If the driver fails the test, roll a die to deter-mine the result. Add the difficulty modifier forthe appropriate woods type to the roll and con-sult the table below for results.

    1-5 Goes out of control next turn6 Collision with tree (Strength 4)

    Example: A speeder bike driuer is at-tempting to moue 20"through medium woods.His skill test is made against a difficulty of8(difficulty 6, plus 2 for the medium woods).

    If the driver fails the test, the player rolls adie for the result. If he rolls a 3 or less thedriver goes out ofcontrol the next tum (3 + 2[for the medium woods] = 5). Ifhe rolls a 4 ormore he has collided with a tree. Work outdamage normally (see "Collisions" below).Repulsorcraft which begin the Movement

    Phase with a Movement Rate of 0" can be turnedin place to any facing before moving, at a move-ment cost equal to their Turn Distance in inches.

    HovercraftHovercraft move on a cushion of air created

    by powerful blowers. Hovercraft move only cen-timeters above the ground, so they are not con-sidered to be fiying.

    Hovercraft ignore rough and very rough ter-rain movement restrictions, with the exceptionof hills, which are treated normally.

    Hovercraft cannot operate in woods, or crossover walls or other barriers. Barriers which havenosubstantial effect on vehicles-such as barbedwire - may be crossed, but at no more thanCautious Speed.

    Hovercraft which begin the Movement Phasewith a Movement Rate of 0" can be turned in placeup to 90 degrees before moving. at a movementcost equal to their Turn Distance in inches.

    Tracked VehiclesVehicles with tracks ignore rough terrain re-

    strictions and treat very rough terrain as roughterrain. Woods are an exception to this rule: lightwoods are treated as rough terrain; mediumwoods as very rough terrain; and heavy woodsare impassable.

    Atracked vehicle can cross moderate barrierswith no effect if it is moving at its Cautious Speedor less. Otherwise the vehicle goes out of controlon the next turn. Likewise, barriers which areunsubstantial or in the ground (such as barbedwire or trenches) may be crossed at CautiousSpeed.

    Swamp or marsh (or an equivalent very looseterrain) can cause a vehicle with tracks to bog

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    down. At the beginning of every Movement Phasethat a tracked vehicle is in such terrain, thedriver must make a difficulty 6 ground vehicleoperation skill test. Success means that the ve-hicle can move this turn. Failure means that thevehicle is now stuck and cannot move unaided.The driver may make successive attempts tomove, one at the beginning of each MovementPhase, but each new attempt is at an additional+2 to the difficulty number.

    Example: A Mobile Command Base onTaria II becomes bogged down in a swampduring Turn Three. At the beginning of theMovement Phase ofTurn Four the driver mayagain attempt to move by making the skill test

    against a difficulty of8. If that fails he can tryagain on Turn Five with a difficulty of 10, andso on.

    Tracked vehicles which begin the MovementPhase with a Movement Rate of 0" can be turnedin place to any facing, at a movement cost equalto their Turn Distance in inches for each 45degrees (or portion thereof) that they changefacing.

    WalkersWalkers ignore rough terrain restrictions and

    treat very rough terrain as rough terrain, with theexception of hills - easy hills remain roughterrain and difficult hills are very rough terrain.

    Vehicle Terrain Effects ChartTerrain Drive SystemType Repulsor Hover Track Walker Wheel Wide-Wheel 2-Wheelclear NE NE NE NE NE NE NEscrub NE NE NE NE < 6"OK NE < 6" OKbrush NE NE NE NE < 6"OK NE < 6" OKwoods

    light > Cautious 2x cost Cautious < 6" OK 2x cost < 6" OK;test +1 2x cost 2x cost

    medium > Cautious 4x cost Cautioustest +2

    heavy > Cautious Cautioustest +3

    swamp NE' NE* test or test orbog down bog down

    hilleasy NE 2x cost NE 2x cost 2x cost NE 2x costdifficult 2x cost 4x cost 2x cost 4x cost 4x cost

    creek NE NE NE NE NEstream NE NE 2x cost 2x cost NEBarrier Typedoorwindowwall

    low Cautious Cautious NE Cautious4" 4" 4"

    high NEbarbed wire Cautious Cautious Cautious NE Cautious

    2" 2" 2" 2"trench

    shallow NE NE NE NEdeep NE NE Cautious NE

    Move 0" 180; 90; Turn Ix45; Ix45; Ix45; 180;Turn Turn Distance Turn Turn Turn Turn

    Distance Distance per 45 Distance Distance Distance Distance-: Impassable.NE: No Effect. 'Modified by foliage.

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    Walkers also ignore most barriers.Walkers may only move at up to their Cautious

    Speed in woods.Walkers that begin the Movement Phase with

    a Movement Rateof 0" may change their facingupto 45 degrees before moving, at a cost equai totheir Turn Distance in inches.

    Wheeled VehiclesA wheeled vehicle moving at a Movement Rate

    of greater than 6" treats rough and very roughterrain as impassable. ff a vehicle moves intosuch terrain at those speeds, it will go out ofcontroi for one turn and then stop dead. ft can nolonger move after stopping.

    Wheeied vehicles move at half speed in lightwoods, and cannot move in medium or heavywoods. Light woods are rough terrain, so thespeed restriction of 6" does apply. Therefore, themaximum safe speed for wheeied vehicles inlight woods is 3".

    Vehicles with wheels may move at haff speedon easy hills, with same restrictions as for lightwoods. They may not travel on difficult hills.

    Wheeled vehicles entering a swamp or marshbecome bogged down and can no longer move.

    Vehicles with wheels cannot cross any barri-ers. A vehicle attempting to do so instead col-lides with the barrier, taking the appropriatedamage (see "Collisions," below) and reducingits Movement Rate to zero.

    Wheeled vehicles that begin the MovementPhase with a Movement Rate of 0" may changetheir facing up to 45 degrees before moving, at acost equal to their Turn Distance in inches.

    WideWheeled VehiclesMany vehicles designed for off-road use or for

    use in difficuit terrain have very iarge, widewheels, or "balloon tires." Treat a wide-wheeiedvehicle as a tracked vehicle for movement andterrain effects, with the exception that it cannotenter medium or heavy woods, and cannot crosstrenches.

    Widewheeled vehicles that begin the Move-ment Phase with a Movement Rate of 0" maychange their facing up to 45 degrees before mov-ing, at a cost equal to their Turn Distance ininches.

    Two-Wheeled VehiclesLike repulsorcraft, two-wheeled vehicles which

    begin the Movement Phase with a MovementRate of zero can be.turned in place to any facingbefore moving, at a movement cost equal to theirTurn Distance in inches. They follow the aboverestrictions for wheeled vehicles in all otherrespects.

    MovementVehicles move during the Movement Phase. A

    singie vehicle counts as a squad in terms ofalternating movement between sides. Terrainmay affect the vehicle's movement; terrain ef-fects are described above under"DriveSystems."

    Movement RatesUnlike ground troops, vehicles do not have a

    fixed Movement Rate. Vehicles may change theirMovement Rate from turn to turn. A vehicle maymove at a rate of up to its Top Movement Rate.

    Vehicles have three Movement Rates avail-able which affect how difficult it is for them toturn. These are Cautious, Cruise and Top. Theireffects on how a vehicle makes turns is describedunder "Turning."

    In a given turn, a vehicle must be moved adistance equai to its current Movement Rate ininches (subject to terrain effects). Before a ve-hicle begins its movement it may acceierate ordecelerate. It may increase its Movement Rate byup to its "Accel" rating or decrease its MovementRate by up to its "Decel" rating. Keep a record ofthe vehicle's current speed on the back of theVehicle Record Sheet or on a piece of scratchpaper.

    Example:An A T-A Twalker with an "Aecel/Deeel" of "4/8" that begins the MovementPhase with a Movement Rate of 12" mayincrease its Movement Rate to Q maximum of16"ordecrease it toa minimum of4"this turn.

    Backing UpAll vehicles, except two-wheeled vehicles, may

    move backwards during the Movement Phase.To do so a vehicle must have begun the Move-ment Phase stationary or aiready backing up.Once it has started to move backwards a vehiclemay continue to do so in subsequent turns.

    When moving backwards, a vehicle may onlymove at Cautious or Cruise Speed. ff a vehicle ismoving backwards faster than its CautiousSpeed,the driver must succeed at a difficulty 6 [vehicle]operation skill test. If he or she fails, the vehiclegoes out of control (see "Out-Of-Control Vehicles"below), while continuing in a backward direc-tion.

    TurningMost vehicles cannot turn easily. They must

    move a certain distance forward in order to turn.This is represented bya series of 45-degree turns.A vehicle must move forward a distance equal toor greater than its Turn Distance before makinga turn. For example, a vehicle with a Turn Dis-tance of I" must move at least I" between each45-degree turn. After a vehicle has moved its

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    Turning

    # Turns: 2Turn Distance: 2Moving at Cautious Speed

    turn is also made at a difficulty of 4.o Cruise Speed: Turn Distance is doubled.

    A cruising vehicle makes additional turns al adifficulty of 6. Double turns are also made at adifficulty of 6.o Tal> Speed: Turn Distance is increased by x4.For example. a one-inch Turn Distance becomesfour inches.

    Vehicles travelling at faster than Cruise Speedtest for additional turns and double turns againsta difficulty of 8.

    ~":::':"")"\;~:"":";'_.' .' I ,:,'.. ' ", ,.--. ., ,...~.....INCHESo 2landspeeder

    ManeuversManeuvers are any actions attempted by the

    driver of a vehicle to cause the vehicle to go inother than a straight direction. These includeactions like turning. jumping. spinning. and. forflying vehicles. climbing and diving.

    A vehicle may attempt one maneuver perMovement Phase (except for turns: see "Turn-ing:' above). Each maneuver requires the driverto make a [vellicle] operation skill test. The diffi-culty of the test varies depending on the speed orthe vehicle. If the test is failed, the vehicle goesoul of cont rol. starling at a point halfway throughthe attempted maneuver (see "Out-of-ControlVehicles," below).

    The various types of maneuvers and theirdifficulty are described below, and the difficultynumbers to perform the maneuvers are summa-rized in the "Maneuver Difficulty Numbers" chart(below and in the "Charts and Tables" section).o Slide: The vehicle slides sideways, shifting itsposition to the side while maintaining its currentfacing.

    Vehicle SpeedIf a veilicle is making additional turns in excess

    of its # Turns. the driver must succeed at a{vehicle! operation test for each one. A driverattempting a duuble turn musl make a [vellicle[operation lest. too.

    The difficulty of these tesls is determined bythe speed of the vehicle. If any test is failed, thevehicle goes out of control (see "Out-of-ControlVehicles"). A vehicle's speed also alfects its TurnDistance.o Cautious Speed: A vehicle uses the listed TurnDistance.

    A vehicle traveling at Cautious Speed makesany additional turns at a dilficulty of 4. A double

    Turn Distance or greater. it may be turned by upto 45 degrees. To turn the vehicle. pivot it aboutits center rear.

    Vehicles can only make a t:ertain numberof 45-degree turns safely in a game turn. The number ofsafe turns for each vehicle is given under .. #Turns" on the"VehicieChart. Avehicle may alsoattempt additional turns in a game turn, but eachadditional turn requires a [vellicle] operationtest by the driver, at the risk of going out ofcontrol. The difficulty of the additional turns isaffected by the vehicle's speed (see "VehicleSpeed" below). A vehicle's Turn Distance is alsoaffected by its speed.

    A vehicle which is already moving at the startof the Movement Phase must move at least itsTurn Distance before making a turn.

    A vehicle may make tighter turns during theivlovement Phase. but at a cost. After moving itsTurn Distance. the vehicle can be pivoted anamount frolTl 45 degrees lip to 90 degrees. This isknown as a "double turn ,. and requires afvehicle}operation test by the driver. The difficulty level ofthe test is determined by t hevehicle's speed (see"Vehicle Speed" below). If the test is failed, thevehicle goes out of control.

    A vehicle llIay not make more double turnsthan its # Turns. For example, a vehicle with #Turns 2 can only attempl two double turns in anyone Movement Phase. The double turns may beattempted in addilion to the vehicle's regularturns.

    Vehicles thai begin the Movement Phase witha Movement Hate of 0" may change their facingbefore moving. The descriptions of the variousdrive systems (see above) detail the extent of thefacing change and the cost in terms of MovementRate for each type of drive system.

    Example: At the start of ti,e MovementPhase the vehicle is already moving. so itmust move its Turn Distance of 2" beforem(/hing (/ IlIrn. It fIlustthen move forward 2"before ",a/dng another turn.

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    18

    It is easier to slide in a repulsor-driven vehicle;such vehicles mayslidea greater distance in a turn.Walkers do not "slide" perse, but their locomotivemechanism does allow for a limited "sidestep."

    When perlorming a slide, the vehicle is movedup to I" to the side for each I" 01 forward move-ment, to a maximum of 4" sideways movement.All sideways shifts in a turn must be to the sameside. A vehicle may not change directions in themiddle of a slide. All shifts sideways must beperformed consecutively; once a vehicle resumesa motion straight forward, it may no longer slidein that Movement Phase.

    Repulsorcraft may slide up to T sideways.Walkers may "slide" up to 2" sideways.Skill tests for a slide are made at a difficulty of

    4 when the vehicle is moving at Cautious Speed,a difficulty of 6 at Cruise Speed and a difficulty of8 at Top Speed. Bootlegger Tum: The vehicle spins while slid-ing, ending up facing in the direction opposite itsstarting direction.

    To perform a bootlegger turn, first move thevehicle half its current Movement Rate. Thenturn the vehicle around to face the oppositedirection and place it adjacent to the position itoccupied at the end of its move. The player maydecide on which side to place it. The vehicle mayno longer move this Movement Phase.

    If a vehicle goes out of control while perform-ing a bootlegger turn, move the vehicle half itscurrent Movement Rate, and turn the vehicle 90degrees sideways (determine which way ran-domly). Then apply the out-of-control results tothe vehicle, treating it as if it were still moving inthe original direction. When rolling for altitudechange for a ground vehicle, a result of 1-4 istreated as a "dive" result and the vehicle !lipsover (see "Out-of-Control Vehicles" below).

    Walkers may not perform a bootlegger turn.A bootlegger turn may not be attempted when

    a vehicle is moving at less than 20". The skill testis made at a difficulty of 6 when the vehicle ismoving at Cautious Speed, at a difficulty of 8 atCruise Speed and a difficulty of 10 at Top Speed. Jump: The vehicle runs off the edge of someterrain feature, such as a bridge. chasm, cliff orramp. The driver is attempting to maintain con-trol of the vehicle when it hits the ground.

    When a vehicle moves over the edge of anelevated feature, it begins to fall to the surface ofthe planet, all the while continuing its forwardmotion. How far forward it moves is dependenton its speed.

    Ajumpingvehicle will move forward one-quar-ter of its current Movement Rate for each I" dropin altitude. Measure the height of the obstructionor other feature from which the vehicle is jump-

    Game Note:Jumping Vehicles

    Of course, the rate of descent and dis-tance travelled of a jumping vehicle aredependent on many more factors than justthe vehicle's speed. But rather than burdenyou with the physics of motion and a host offormulae, we have opted for a quick andplayable solution.

    However, you may feel free to pull outyour protractors and calculators if you wanta realistic simulation of a jumping or fallingvehicle, but we'd rather just get on with thegame.

    ing, then determine the distance that the vehiclemoves forward. Place the model on the surface atthat point and make the driver's skill test. Applythe results as normal.

    Certain features may be high enough that thevehicle does not reach the ground before com-pleting its movement for the phase. In that case,you will have to find a method to indicate that thevehicle is in mid-jump. Using a Level marker ornoting the vehicle's location on scrap paper area couple of suggestions.

    Example: A landspeeder moving J8" trav-els offthe edge ofa rocky outcropping whichis 2" high. The landspeeder is placed on thetabletop 9" from the edge of the outcropping(it moved4.S"forward forthe first J"drop andanother4.S" for the second), and the driver'sskill test is made.

    lf the driver succeeds at the test, thelandspeeder may move another 9", complet-ing its tum. lfhe fails, the speeder goes out ofcontrol from the spot at which it hit theground.

    Example: A wheeled recon vehicle mov-ing 20"goes careening offthe crumbling edgeof an elevated roadway that is S" high.

    Aftermoving20"the vehicle has descendedto J" above the tabletop. It is placed on thetable 20" from the edge of the road andmarked with a scrap ofpaper indicating thatit is still J" above the ground. It will completethe jump in the next Movement Phase.Skill tests for a jump are made at a base diffi-

    culty of 8 when the vehicle is moving at CautiousSpeed, a base difficulty of 10 at Cruise Speed anda base difficulty of 12 at Top Speed. The difficultynumber is increased by 1 for every inch of dropover 2".

    Example: The rider of a speeder biketraveling ot Cruise Speed off the edge of a

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    Maneuvers

    Rotate Slide Bootlegger Turn

    A Ji .1- I - - I - - I -

    Turn Additional Turn Double Turn

    ,_IS

    ,_,

    S11_. ,_, ,_,?Climb Extreme Climb ,_,

    ,_,

    S,_,

    a,_, ,_,Jump

    SDive Extreme Dive

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    Game Note:Repulsorcraft and Jumping

    While repulsorcraft seem to fly abovethe surface of a planet, it is not true flight.How high a repulsorcraft "flies" depends onthe power of its repulsorlift engines and onthe vehicle's position relative to the massof the planet.

    Therefore, a landspeeder with a flightceiling of 1meter cannot normally rise abovethat height due to the constraints of itsengine, which can only counteract gravityto a limited extent. If the landspeeder wereto suddenly find itself above that height, itwould begin to fall to the surface of theplanet.

    Depending on how high it was fallingfrom, the speeder's repulsor field wouldnot be able to cushion the vehicle suffi-ciently when it hit the ground. So eventhough repulsorcraft do move above thesurface of a world, they are still susceptibleto going out of control if forced to jump.

    ruined temple that is 3" high must make arepulsorlift operation test againsta difficultyof II in order to retain control of the bike.

    TUnI: The vehicle is performing a simple turn tothe left or right, ending up facing no more than 45degrees from its original direction.

    This is the basic turn, as described above inthe "Turning" section. It is the simplest maneu-ver, and the easiest to perform safely.

    No skill test is required for any turns made upto the # Turns of the vehicle. Additional TUnIS: The vehicle is continuing toturn in excess of its # Turns.

    Any turns made in the same Movement Phaseafter the vehicle has made a number of turnsequal to its # Turns rating require a skill test. Skilltests for each additional turn are made at adifficulty of 4 when the vehicle is moving atCautious Speed, a difficulty of 6 at Cruise Speedand a difficulty of 8 at Top Speed. Double TUnI: The driver is attempting a con-trolled skid in order to make the vehicle changedirection more than it normally could by turning- in effect performing a tighter turn.

    A vehicle which successfully completes adouble turn may be pivoted to face between 45degrees and 90 degrees from its original direc-tion. A vehicle may not make more double turnsin anyone Movement Phase than its # Turns.

    Skill tests for a double turn are made at adifficulty of 4 when the vehicle is moving at

    Cautious Speed, a difficulty of 6 at Cruise Speedand a difficulty of 8 at Top Speed.

    Rotate: The vehicle turns up to 360 degreeswithout changing its direction of movement.

    To rotate a vehicle, pivot it about its center toany facing during its movement. The vehicle willcontinue to move in the direction it was headingwhen the rotation began, for a distance of half itsremaining Movement Rate.

    fn the next Movement Phase, a vehicle whichrotated moves in the direction it is now facing. ftsnew Movement Rate is half the Movement Ratethat it was traveling at when it rotated.

    Skill tests for rotating are made at a difficultyof 6 when the vehicle is moving at CautiousSpeed, a difficulty of 8 at Cruise Speed and adifficulty of 10 at Top Speed. Climb: The vehicle is increasing its altitude.

    A flying vehicle must move at least 16" in orderto move up one Flight Level. For each 16" offorward movement. a vehicle may climb anotherLevel. For more details on flying vehicles, seeChapter Two, "Flight."

    No skill test is required for a vehicle climbingat Cautious Speed. The test is made at a difficultyof 4 when moving at Cruise Speed and a difficultyof 6 at Top Speed. Extreme Climb: The vehicle is attempting toclimb at a much steeper angle.

    A vehicle may try to climb at a steeper rate,with a concomitant increase in difficulty. To per-form an extreme climb, the vehicle advancesonly 8" before moving up one Level.

    Skill tests for an extreme climb are made at adifficulty of 6 when the vehicle is moving atCautious Speed, a difficulty of 8 at Cruise Speedand a difficulty of 10 at Top Speed. Dive: The vehicle is decreasing its altitude.

    A vehicle must move at least 10" in order tomove down one Flight Level. For each 10" of for-ward movement, a vehicle may dive another Level.

    No skill test is required for a dive made atCautious Speed. The difficulty is 4 when attemptedat Cruise Speed and 6 at Top Speed. Extreme Dive: The vehicle is reducing its alti-tude much more steeply.

    A vehicle moves only 5" forward before drop-ping one Level when attempting an extreme dive.

    Skill tests for an extreme dive are made at adifficulty of 4 when the vehicle is moving atCautious Speed, a difficulty of 6 at Cruise Speedand a difficulty of 8 at Top Speed.

    BoardingGround troops may board a vehicle if the ve-

    hicle has space for passengers. A vehicle may onlyhold as many soldiers as its passenger rating.

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    Maneuver Difficulty NumbersSpeed

    Maneuver Cautious Cruise TopSlide 4 6 8Bootlegger Turn' 6' 8 10Jump' 8 10 12Turn Additional Turn" 4 6 8Doubte Turn 4 6 8Rotate' 6 8 10Climbs 4 6Extreme Climbs 6 8 10Dives 4 6Extreme Dive':' 4 6 8

    A bootlegger turn may not be attempted at a i\'!ove-menl Rate of less than 20".

    uNo /vehicle] operariofl skill test is required for thismaneuver.

    IThis maneuver lllay not be performed by walkers.-The difficulty number for a jump is increased by I for

    every inch of drop over 2".:I'furns made in excess of the vehicle!s # Turns'This maneuver may only be performed by

    repulsorcraft and hovercraft.~This maneuver Illay only be performed by flying

    vehicles.

    In order for a vehicle to be boarded, it mustdecelerate to zero at the beginning of the Move-ment Phase. Soldiers may then move up to thevehicle and board it. It costs soldiers half theirMovement Rate (Walking or Running) to board avehicle. A maximum of 10 soldiers may board avehicle in the Movement Phase.

    An exception to these rules is boarding walk-ers. See below for details.

    DisembarkingGround troops may disembark from a vehicle

    if they begin the Movement Phase on board thevehicle. A vehicle does not have to be stationaryfor soldiers to disembark. However, it is moredangerous to disembark from a moving vehicle.

    If the vehicle is moving 10" or more, then thedisembarking soldier must make an opposedStrength test against a Damage Strength of 3 to seeif he sustains damage. The opposing roll is modi-fied by + 1 for each 1" over 10" that the vehicle ismoving. Use the "Damage Table" to determinedamage. If the soldier is wounded, he falls proneat the point at which he disembarked.

    It costs a soldier half his Movement Rate (Walk-ing or Running) to disembark. Place the soldieralongside the vehicle when he disembarks. Up to10 soldiers may disembark during a MovementPhase. A soldier or squad can still move up to halfits Movement Rate during the Movement Phase

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    in which it disembarked.An exception to these rules is disembarking

    from walkers. See below for details.

    Boarding and Disembarking WalkersWalkers present an obstacle to passengers

    wishing to board or disembark, due to the heightof the passenger compartments above the ground.Therefore, passengers (and crews) in walkerscannot enter or leave the vehicle while it is inmotion, and the walker must be readied for themto do so once it is stationary.

    In many instances, walkers are used in conjunc-tion with docking platforms, which are situated ata height to match up with hatches in the walkers'sides. In that case, walkers can be boarded ordisembarked from as normal, with the standardmovement cost. The only restriction is that thewalker must be stationary (it must begin the Move-ment Phase with a Movement Rate of 0).

    In order to have soldiers enter or leave walk-ers from the ground. the following proceduresmust be followed.

    AT-ATsAn AT-AT must first "kneel," bringing its body

    closer to the surface, then lower its boardingramps to the ground.

    To load or off-load passengers, the walkermust first come to a stop. ff it begins the Move-ment Phase with a Movement Rate of 0, it maybegin to kneel. This takes the entire turn andrequires a difficulty 8 walker aperation test. If thetest is not successful, the operation must bestarted all over again in the next turn.

    After the walker has successfully knelt. it takesanother turn to lower the boarding ramps, whichare located at the rear sides of its body. There isno test for lowering the ramps. The driver maychoose to lower only one of the ramps: declarewhich side is being lowered.

    In the following turn, soldiers may board ordisembark from the AT-AT, using their full Move-ment Rate. The walker may remain in this posi-tion as long as desired, and troops may come andgo freely.

    It requires another two turns for the AT-AT tobegin moving again. During the first turn it isretracting the boarding ramps, and in the secondturn it is rising to its full height. Raising thewalker from the kneeling position also requires adifficulty 8 walker operatian test, with the sameresult for failure.

    Once the AT-AT has achieved a standing pos-ture, it may begin to move in any successive turns.

    AT-STsScout walkers are a little easier to get into and

    out of. There are also no passengers, so the only

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    time the procedure is necessary is if the crewwere leaving for some reason.

    An AT-ST must be lowered to a "squall in""position in order to allow access. This requir~sone turn and a difficulty 6 walker operation test.Failure indicates that the procedure was botchedand must be repeated.

    In the turn after the walker has been loweredcrewmembers may clamber in or out through th~hatch on the top. Soldiers disembarking from theAT-ST may move up to half their Movement Rate.Soldiers wishing to enter the walker must havehalf their Movement Rate remaining when theyreach the walker, or they must wait until thefollowing turn to climb in.

    Raising the scout walker also requires oneturn and a difficulty 6 walker operation test. Afterthe walker hassuccessfully been raised, it maybegm to move In successive turns.

    AT-PTsAll Terrain Personal Transports (AT-PTs) are

    reltcs of the Old Republic and are therefore rarelyencountered. An AT-PT is a one-being walker,and does not stand very high off the ground (formore information, see pages 121-122 of the DarkForce Rising Sourcebook).

    The only restriction to entering and exitingthis type of walker is that it must be stationary. Ifthe AT-PT begins the turn with a Movement Rateof 0, the driver may enter or exit it at a cost of halfher Movement Rate.

    Vehicle Fire CombatMost vehicles mount weapons. These are spe-

    cialized weapons which are entitled to "followingfire," as described under "Specialized Weapons"on page 23 in the "Fire Combat" section of StarWars Miniatures Ballles. Vehicle weapons alsohave computer-assisted fire control systems. Aweapon's Fire Control is added to a gunner'svehicle blasters skill when making a skill test tofire the weapon.

    Vehicle Fire Combat is resolved like standardFire Combat.

    Vehicle WeaponsA vehicle may mount one or more weapons.

    Each weapon has one or more fire arcs, dependingon where and how it is mounted. The standard firearcs are front, back, left, right and turret, desig-nated by F, B, L, Rand T, respectively.

    Each fire arc is a gO-degree arc originatingfrom the position of the weapon on the modeland centered on the direction indicated, with theexception of T - the fire arc of a turret is 360degrees.

    It is possible for a vehicle's weapon to havemultiple fire arcs. For example, a heavy blasterwith a fire arc of LR can be fired either to the leftor the right during a Fire Combat Phase. A gunWith an arc of LBR could fire in any directionother than the gO-degree arc to the front of thevehicle. See the "Multiple Fire Arcs" diagram.

    F(Front Arc)

    R(Right Arc)

    L(Left Arc)

    Fire Arcs

    B(Back Arc)

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    Multiple Fire Arcs

    Imperial Compact Assault VehicleFire Arc: LFR

    R(Right Arc)

    F(Front Arc)

    L(Left Arc)

    DamageWhen a vehicle weapon hits a soldier, resolve

    damage normally. When a vehicle is the target,damage results are handled in a slightly differentmanner. First, make an opposed skill roll, addingthe weapon's Damage Strength to the firing dieand the vehicle's BodyStrength to the target's die.Compare the modilied rolls and determine theresults from the "Vehicle Damage Table" (seebelow).

    The weapons that a vehicle carries are listedin the "Vehicle Chart," which also indicates whatfire arc(s) the weapon has. The details of a weaponcan be found in the "Vehicle Weapons Chart,"which lists its Fire Control code, the damage itdoes, and the range bands for the weapon.

    Fire-linked WeaponsSome weapons are listed as being fire-linked.

    Fire-linked weapons are two independent weap-ons of the same type that are wired to the sameset of controls. They are fired at the same time atthe same target, and are fired by one crewman.

    Firing From A VehicleSome vehicles are capable of carrying passen-

    gers. The design of some of these vehicles allowspassengers to fire their weapons from the vehicle(because the vehicle is open-topped or hashatches, for example).

    Soldiers firing from a moving vehicle cannot fireat targets at long range, and suffer a + f to theirdifficulty number for firing from a moving surface.

    Speed Effectsft is harder to hit a rapidly moving vehicle, and

    it is also more difficult to lire from one. The tablebelow shows the modifiers to the difficulty levelaccording to the speed of the target and the lirer.

    Speed Modifier toDifference Difficulty Number

    0-19"' 020-29"' + I30-39"' +240-49"' +350-59"' +460+" +5

    DR> SR + 4

    Vehicle Damage TableEffectNo effect.Lose I Body Point.Lose Body Points equal toDamage Strength of firingweapon.Lose Body Points equal toDamage Strength of firingweapon. fn addition, thevehicle takes a Critical Hit.

    RollDR + 4" SRDR"SRDR> SR

    DR = Firer's Damage RollSR = Target's Strength Roll

    Example: A stormtrooper fires a blasterrifle (Damage 5) at a Rebel landspeeder(Body Strength 4) and hits it. The Imperialrolls a 4 for a total of9; the Rebel rolls a 2 fora total 6. The landspeeder loses 5 BodyPoints.

    The Speed Difference is determined by com-paring the Movement Rates of the firer and thetarget.

    ff the vehicles are moving towards or awayfrom each other - within 45 degrees of the axisof movement of the other vehicle - then add theMovement Rates of both vehicles together to getthe Speed Difference.

    If one vehicle is moving across the path ofanother - within 45 degrees of the perpendicu-lar of the path of the other vehicle - use thetarget's Movement Rate as the Speed Difference.

    If the vehicles are moving roughly the samedirection - again, within 45 degrees of the axis ofmovement of the other vehicle - subtract thelower Movement Rate from the higher MovementRate to determine the Speed Difference.

    Soldiers firing at vehicles or being targeted byvehicles use the distance they moved in thatMovement Phase as their Movement Rate fordetermining the Speed Difference.

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  • r~~~~~.==================:;'TAR!lapter One: Vehicles WARS""""

    _ A landspeeder leads the Rebel assault on a remote homestead where a pocket of Imperial resistance has becomeentrenched.

    24

    Body Points are deducted from the vehicle'scurrent totai. if a vehicle's Body Points are re-duced to zero, the vehicle can no longer function:it cannot move and its weapons cannot fire, It iseffectively "Destroyed,"

    A vehicle which is moving when reduced tozero Body Points will move one half its currentMovement Rate in a straight line before comingto a halt (or crashing if the vehicle is flying). Themodel is left on the table as an obstacle andpotential shelter. A flying vehicle crashes (see"Flight").

    Crew and passengers in a vehicle may beinjured when the vehicle is "destroyed," that is,reduced to zero Body Points. If the damage to thevehicle was equal to the remaining Body Points,the crew and passengers are unharmed, But if theweapon damage was greater than the vehicle'sremaining Body Points, there is a chance the crewand passengers may suffer damage.

    To determine damage to the occupants of avehicle, a survival roll is made for each occupantagainst a base difficulty number of 8 plus anymodifiers. The difficulty number is increased byI for every two points of damage above thevehicle's Body Points (round any odd resultsdown). Compare the results to the followingtable.

    Vehicle Occupant Damage TableRoll EffectSR + 4 s DN IncapacitatedSRsDN WoundSR , DN No EffectSR 0 Survival RollDN = Difficulty Number

    Example: A badly damaged A T-ST (previ-ously reduced to three Body Points) is hit bya medium repeating blaster for seven dam-age points. Three ofthe seven damage pointsreduce the AT-ST's Body Points to zero, andthe occupants of the AT-ST must test fordamage.

    Dividing the four remaining points ofdam-age by two yields two, which is added to thebase survival roll difficulty.

    Make a survival roll against a difficulty of10 for each of the two crewmembers andconsult ti,e "Vehicle Occupant DamageTable. "Once a vehicle has been destroyed, the crew

    and passengers are fired at normally. Thevehicle'swreckage counts as medium cover.

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    Critical HitsCritical hits are those lucky shots that pen-

    etrate the hull and damage one of the vehicle'soperating systems.

    If the "Vehicle Damage Tabie" indicates that acritical hit occurred, roll a die (including bomb-outs and rollovers) and add the weapon's Dam-age Strength. Look up the results on the "CriticalHit Table."

    Out-Of-Control VehiclesOccasionally a vehicle will go out of control

    (because of a collision or criticai damage). Whenit does. the driver no longer controls its speed ordirection. An out-of-controi vehicie's weaponsmay be fired, but at a + 1 to the difficulty number.Passengers may not fire from an out-of-controlvehicle.

    To find out where an out-of-controi vehiclemoves. roll one die to determine the vehicle'snew Movement Rate:

    1-2 Vehicle decelerates3-4 Movement Rate remains the same5-6 Vehicle acceleratesII the Movement Rate changes, roll one die,

    and multiply it by two to find out how much itchanges by. However, a vehicle cannot change

    its Movement Rate by more than its Au.:e1 riJtingor accelerate heyond its Top Speed.

    Next, roll a die to determine the vehicle'sdirection:

    1 Vehicle turns 90 degrees left2 Vehicle turns 45 degrees left

    3-4 Vehicle goes straight5 Vehicle turns 45 degrees right6 Vehicle turns 90 degrees right

    Finally, one more roll is required to determineits change in altitude:

    1-2 Vehicle dives one level3-4 Vehicle remains on same level5-6 Vehicle climbs one levelA flying vehicle which dives from Low Level

    crashes (see "Flight"). Roll for altitude changeeven if the vehicle is a ground vehicle - a resultof 5-6 indicates that vehicle has flipped over. If avehicle flips, you will have to roll one more timeto determine how it ends up:

    1-2 Flips onto left side3-4 Flips over onto top5-6 Flips onto right sideA vehicle which flips ceases all movement and

    may not move again. All occupants of the vehiclemust make a survival skill test against a difficulty

    Critical Hit Table

    Roll Effect

    0 None1-7 Targeting Computer Down

    S-IO Power Coupler Damaged

    11-13 Driver Stunned14-16 Guidance Systems Lock17-19 Gunner Wounded

    20-21 Gunner Incapacitated

    22-23 Weapon Destroyed

    24-25 Power Loss

    26-27 Driver Incapacitated

    28+ Internal Explosion

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    Explanation

    Fire Control is lost permanently on a randomly determined weapon.The weapon position is still counted when determining additionalhits; if it is selected again, there is no further result.The vehicle's Movement Rates and AccelfDecel are reduced by halffor the rest of the game. This result is cumulative.The vehicle goes out of control for the next turn.The vehicle's Turn Distance is doubled.A randomly determined gunner is wounded. All future fire is at .]to the difficulty number. If the gunner is wounded again. he isincapacitated (see next result).A randomly determined gunner is incapacitated. His weapon mayno longer be fired unless another crewmember takes his place.A randomly determined weapon may no longer be fired. Thisweapon position is still considered when determining additionalhits.The vehicle stops dead. Weapons may no longer be fired. Crew andpassengers may disembark.The vehicle goes out of control for all future turns. u~l~ss stoppedby collision or random deceleration.The interior of the vehicle is wracked with explosions, incapacitat-ingall crew and passengers. The vehicle may no longer move orfire.

    25

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    _ 80th sides in a major Rebel assault on an Imperial garrison draw on the support of their respective assaultvehicles.

    26

    of 8. Determine the results for each crewmemberand passenger by consulting the "Vehicle Occu-pant Damage Table" above.

    When a vehicle flips, roll a die for each weapon.On a 1-3, the weapon has been destroyed. If thevehicle flipped over onto its top, side-, front- orrear-mounted weapons which have not beendestroyed may still be fired if their gunners havenot been incapacitated.

    Regaining ControlAt the beginning of the next Movement Phase,

    the driver can attempt to regain control of thevehicle by making a [vehicle! operation skill test:

    Vehicle Speed Control TestCautious AutomaticCruise Difficulty 4Top Difficulty 6

    If he succeeds, the vehicle may move normallyin that Phase. Otherwise, it is moved out ofcontrol again. The vehicle will continue to be outof control in following turns until the driverregains control of it.

    CollisionsCollisions occur as a result of a driver losing

    control of a vehicle, or as a conscious decision ofthe driver. When a vehicle collides with a soldier,other vehicle, wall, or other obstacle, both thevehicle and whatever it collided with make op-posed Strength tests as though each were attack-ing the other. The opposed rolls are modified by

    the Movement Rates of the colliding parties.The Movement Rate used to modify the colli-

    sion depends on the type of collision. In the caseof a head-on collision, the Movement Rates ofboth parties are added together.

    If a vehicle broadsides an object (runs into theside of it) or collides with a stationary object, thevehicle's Movement Rate is used.

    If a vehicle runs into the rear of an object,subtract the object's Movement Rate from thevehicle's Movement Rate.

    On the "Collision Modifier Chart," find therange into which the resulting Movement Ratefalls. The Damage Modifier next to that range isadded to the "attacker's" roll when making theopposed Strength test against the "defender."

    Results are applied normally. If a vehicle losesBody Points as a result of a collision, it loses BodyPoints equal to the "attacking" vehicle's BodyStrength plus the Damage Modifier.

    If a soldier or creature is involved in a collisionwith a vehicle, the Strength of the soldier orcreature is used to determine collision damage.

    Collision Modifier ChartMovement Rate Damage Modifier

    0-10" -I11-20" 021-30" +131-40" +241-50" +351-60" +4

    and so on ...

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    Turns234

    The number of turns of other vehicle types isdetermined