Quick Capital Ship Movement and Combat

## Overview

As a means to speed up Capital Ship combat, this a quick-style rules to keep the action moving and have major fleet battles decided within 15 minutes each

This style is based around each ship or squadron having a Hull Code and a Die Code with modifiers. Ships can either engage in battle or retreat (if they have at least 1 Hull Code left).

Note that in the scenario below, the players go first - but that's becaue their command roll was higher when starting the battle - and after each side declares their actions, the dice is rolled and damage is resolved. There may be multiple turns based on the scale of the conflict.

## Battle

### **Start**

1. All players and NPCs **roll command skill.** Side with highest command skill declares their actions first, going from highest to lowest.

> *Blaine, Bota Zi, and Elayne attack a Victory-class Star Destroyer with a squadron of TIEs . Blaine is in Jabba's Space Cruiser, Bota Zi in the Dauntless, and Elayne is piloting the Tantive VI.* *Each rolls their command skill and uses a specialization (if applicable). Blaine rolls a 5D+1 and gets a 23, Bota rolls a 4D+1 and gets a 13, and Elayne rolls 8D+2 and gets a 32. The turn order will be Elayne, Blaine, then Bota.*
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> *The captain of the Victory-class Star Destroyer rolls a 12 while the TIE squadron commander rolls a 16.*
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> *The Imperials go second.*
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### **First Phase**

2. Players declare which ships are participating and which ships are either retreating or sitting out.

> *Blaine, Bota Zi, and Elayne declare they are all participating in the battle.*
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3. Players declare which of their ships are attacking which ships for a bonus (optional).

> *Blaine, Bota Zi, and Elayne declare they are all concentrating on the Victory-class Star Destroyer and ignoring the TIE Squadron.*
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4. Commanders of ships and/or squadrons may roll an opposing 'tactics' check on enemies they are attaching to give them an insight on their enemy. If they fail, they will receive a -1 penalty.

> *Bota Zi rolls a tactics check against the Star Destroyer captain. Unfortunately, he's very well trained and Bota loses the check! Bota receives a -1 modifier this round.*
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5. GM awards modifiers for their actions (see list of modifiers below)

> *The GM has awarded a -1 modifier to Bota for his tactics roll. The GM awards Blaine, Elayne, and Bota all +1 each for focusing on one ship and another +1 each for their combined action.*
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### **Second Phase**

6. The other side declares their actions

> *The Victory-class Star Destroyer is not going to focus on one ship, while the the TIE squadron commander decides to focus on Blaine's ship.*
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7. The TIE commander decides to use tactics against Blaine

> *The TIE Commander has 5D skill in tactics and rolls a 23. Blaine has tactics 4D but also specialized in tactics: starfighters 6D so he rolls a 6D instead of a 4D. His total is 28, giving the TIE commander a -1.*
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8. GM awards modifiers

> *By focusing on one ship, the TIE commander gets a +1 modifier but also recevies a -1 for his failed and the Star Destroyer captain still has a +1 penalty for the failed tactics roll.*
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### Resolution Phase

10. Players & NPCs roll dice and add modifiers and apply damage.

> *Blaine, Elayne, and Bota roll their dice against the Star Destroyer. Blaine's ship dice code is 1D6+1 and then adds another +2 modifier and gets a 4, Elayne's ship dice code is 1D6+2 (she also adds a plus 2 modifier) and gets a 9, and Bota's is 1D10+1 and gets a 7 (he also added a +2 modifier).*
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> The Victory-class star destroyer rolls a 1D12+1 and gets a 5 while the TIE commander rolls a 2.
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> Blaine's ship takes 1 damage reducing his Hull code by 1. The Star Destroyer takes 2 damage from Elayne and Bota's attack, reducing his hull code by 2 - he only has 2 points left. The TIE Commander, who was ignored by the trio's attack, takes no damage and does no damage.
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11. Ships may retreat if they have at least 1 hull code remaining

12. Ships with 0 hull code roll roll from the **Starship Damage** table below

## FAQs & Rules

* Hull codes are usually 1/4 of Dice Code, not going below 2
* If both teams roll all ones, battle is over and everyone's reduced to '1' hull point
* If you roll a natural max roll (e.g. a 6 on a D6), you may either take an advantage (roll 2 dice and keep one) next turn or regain a Hull Point
* If an enemy is surprised, you gain a 'surpise round' as in combat
* You receive one damage point for each roll you lose
* Tied opposing rolls go to the player

## Modifier Table

In Combat Modifiers
 +1
 +1
 -1

Ship Base Modifiers
 +1
 +1
 -1

## Starship Damage Table

 2
 3
 4
 5
 6