I have been working on adapting West End Games Star Wars Revised and Expanded Roleplaying game, along with D6 Space and a few other D6 related materials into a Battlestar Galactica Roleplaying game.
The fan based “Star Wars Revised, Expanded, Updated” project has been very helpful in this as it’s pulled in a lot of the D6 Space and other rules into the Star Wars game already.
One of the areas that I’ve always had a little trouble with is the Space Combat for Star Wars/D6. It is fairly loosely designed and not really geared towards the use of miniatures or larger combats. I’ve started work on a few enhancements and clarifications. It’s definitely a work in progress, but I’ve got it to the point that I was able to run a test combat with a couple of Battlestar Galactica ships.
This is still a draft, I’ve used it primarily to highlight areas where I’m still unclear of the rules, or need to decide on some additional clarifications. However, I decided to post it anyway in case it might be useful to others and to pick up any suggestions people might have. I’ll be doing some additional clean up on the post later.
Sample Combat
Rules
The combat takes place in clear space, so there are no modifiers for Terrain.
The following chart is used to determine the base difficulty based on speed. It differs from the standard chart in that the lower speeds give a negative modifier to the Base Difficulty.
Base Difficulties
Speed | Base Difficulty | Speed |
Full Stop | -10 | Stopped |
Cautious | -5 | ½ Move rnd up |
Cruising | 0 | Move |
High | 5 | 2x Move |
All-out | 10 | 4x Move |
Ships may travel anywhere between half their current speed and the full current speed at each level.
Pilots may accelerate or decelerate one level higher or lower than their current movement rate at the difficulty listed in the description. For example, a ship at cruising speed may increase to high speed or decrease to cautious speed; it cannot jump to all-out speed or full stop.
Some ships can accelerate or decelerate faster. Ships with Turbos can accelerate faster, ships with Braking Flaps can decelerate faster.
To accelerate or decelerate faster, the pilot generates a piloting roll with a difficulty of 15. If the pilot succeeds, he can change his speed by one additional level (for two levels total). If his total is 30 or higher, he may change two levels (for a total of three). And if the total is 45 (or more!), he may change three levels, for a grand total of four; this is enough to bring a ship from full stop to all out (or vice versa) in one round. Failing this roll means the pilot was able to make his single free change, but nothing more. A Critical Failure with a failure means the ship’s speed did not change at all (due to an engine malfunction, computer error, or some other mishap).
Overshot (+15 difficulty): This is a variation of the Deceleration action. Craft under pursuit can try slamming on the retro thrusters, allowing attackers to overshoot them and come into range of fixed, forward-firing guns. Captains must make a piloting roll with a +15 difficulty modifier (as above) to reduce their speed by two levels and maneuver out of the way of the pursuing ship. The Pilot may adjust the ships facing by up to 30° after completing a successful Overshot maneuver.
Failure sends the ship spinning out of control for at least one round or until the captain regains control (on a Moderate piloting roll); serious failure (by more than 10 points and with a Critical Failure) causes both vessels to collide.
OPTION: On a successful Overshot maneuver, if the pursuing ship has multiple actions, either due to multiple characters acting or a single character performing multiple actions, the pursuing ship must complete any remaining maneuver actions before any other remaining actions.
Turn Difficulty
Added to the base difficulty is a modifier for turns that the ship may make as part of its Maneuver. The difficulty of a turn depends on two factors, how wide (or sharp) the turn is (radius) and how much of a change in direction is being attempted. A long gentle arc that covers 45 degrees is much easier than doing a 180 degree turn over a very short distance. The table gives the modifier for the most common turns. This adds to any modifiers due to speed or terrain.
Three examples are show in color below and will be illustrated in the sample combat.
Unit
Radius |
45 | 60 | 90 | 120 | 180 | |||||
Move | Difficulty | Move | Difficulty | Move | Difficulty | Move | Difficulty | Move | Difficulty | |
0 | 0 | 8 | 1 | 10 | 1 | 15 | 1 | 20 | 2 | 30 |
1 | 1 | 7 | 2 | 9 | 2 | 14 | 3 | 19 | 5 | 28 |
2 | 2 | 7 | 3 | 9 | 4 | 13 | 5 | 17 | 8 | 26 |
3 | 3 | 6 | 4 | 8 | 5 | 12 | 7 | 16 | 11 | 24 |
4 | 4 | 6 | 5 | 7 | 7 | 11 | 9 | 15 | 14 | 22 |
5 | 4 | 5 | 6 | 7 | 9 | 10 | 12 | 13 | 17 | 20 |
6 | 5 | 5 | 7 | 6 | 10 | 9 | 14 | 12 | 20 | 18 |
7 | 6 | 4 | 8 | 5 | 12 | 8 | 16 | 11 | 24 | 16 |
8 | 7 | 4 | 9 | 5 | 13 | 7 | 18 | 9 | 27 | 14 |
9 | 7 | 3 | 10 | 4 | 15 | 6 | 20 | 8 | 30 | 12 |
10 | 8 | 3 | 11 | 3 | 16 | 5 | 22 | 7 | 33 | 10 |
11 | 9 | 2 | 12 | 3 | 18 | 4 | 24 | 5 | 36 | 8 |
12 | 10 | 2 | 13 | 2 | 20 | 3 | 26 | 4 | 39 | 6 |
13 | 11 | 1 | 14 | 1 | 21 | 2 | 28 | 3 | 42 | 4 |
14 | 11 | 1 | 15 | 1 | 23 | 1 | 30 | 1 | 46 | 2 |
15 | 12 | 0 | 16 | 0 | 24 | 0 | 32 | 0 | 49 | 0 |
This combat also used the following table to determine the difficulty to hit at various ranges. This is just a more detailed breakdown based on the regular rules.
Range | 0 | 1 | 2 | 3 | 4 | 5-6 | 7-8 |
Difficulty | N/A | 6 | 8 | 10 | 11 | 12 | 13 |
Range | 9-10 | 11-12 | 13-15 | 16-18 | 19-21 | 22-23 | 24-25 |
Difficulty | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
For Space Combat I also ruled that a Full Reaction Dodge includes a “Free Action” move.
Scenario
Three Cylon Raiders are pursuing a Colonial Viper. For this combat none of the ships are equipped with missiles.
The Cylons have the advantage that they each have a Pilot, a Gunner and an additional crew member that can take over either position if needed. The Cylon ship is less maneuverable, slower, and has less hull than the Viper.
The Viper has the advantage that it’s Pilot has higher skills in Pilot and Gunner, but has the disadvantage that he must do multiple actions each round if he wants to maneuver and shoot. The Viper Pilot also has a higher Perception than the Cylons, so he wins Initiative and gets to choose whether to go first or second each Turn.
Cylon Raider
Pilot 3D | Gunner 3D | Space 6 |
Maneuver 1D | Fire Control 2D | Hull 4D |
Damage 3D+2 | ||
Range 1-3/12/25 |
Colonial Viper Mark 1
Pilot 5D+2 | Gunner 5D | Space 7 |
Maneuver 2D+2 | Fire Control 1D+1 | Hull 4D+2 |
Damage 3D+2 | Turbos | |
Range 1-3/12/25 | Braking Flaps |
The scale is 1 inch = 1 space unit, which is actually a little small for the ships being used, which were the Hasbro Titanium toys which are almost 2 inches long, but they look good. The hexes in the photos are one and a half inches from flat edge to flat edge and should be ignored for purposes of the combat.
Die rolls are represented with regular Dice as numbers, Wild Die in square brackets, along with any addition rolls on a six and pips in Curly brackets. A one on the Wild Die cancels out the highest regular Die and itself.
Starting Positions
Viper Speed = High for a Move of 14, Viper is 17 Units ahead of the lead Cylon.
Cylons Speed = All Out for a Move of 24. Cylons are numbered 1 to 3 starting from the top of the picture.
Turn 1
Viper chooses to go first and do a full Dodge as well as moving forward 14 as a Free Action (included as part of the Dodge).
Moving at High Speed with no Turns has a total difficulty of 5 which is a Free Action.
Piloting Skill of 5D+2 added to Maneuver of 2D+2 gives 7D + 4 total.
He rolls extremely well:
Die roll: 4+2+1+1+6+2+[6+6+6+6+1]+(4)= 45 which will be added to the Cylons difficulty to hit.
The Cylons choose to stay at “All Out” speed and move forward 24 Units, gaining 10 Units on the Viper.
The Cylon Gunners will then fire at the Viper.
A Speed of All Out has a Base Difficulty of 10 and requires the Cylon Pilot to make a roll. The Pilots have a skill of 3D and the ships have a Maneuver of 1D for 4D in total.
Cylon 1 Pilot: 1+5+2+[3] = 11
Cylon 2 Pilot: 1+4+1+[5} = 11
Cylon 3 Pilot: 5+5+4+[2] = 16
Cylons 1 and 3 are at a range of 9 (measuring from stand post to stand post) for a Difficulty of 14, plus the Viper’s dodge of 45 for a total Difficulty of 59
Cylon 2 is at a range of 7 for a Difficulty of 13, plus the dodge for a total of 58.
Cylon Gunners have a skill of 3D plus Fire Control of 2D for a total of 5D
Cylon 1 Gunner: 2+2+3+5+[2] = 14
Cylon 2 Gunner: 1+5+6+3+[4] = 19
Cylon 3 Gunner: 4+4+5+3+[5] = 21
None of the Cylons hit the Viper
Turn 2
Viper chooses to go first and do 2 Actions. Cylon Pilots and Gunners will each do 1 Action.
First Actions:
Viper chooses to use Full Braking Flaps to Decelerate from High to Cautious (Overshot Maneuver).
Speed High Base Difficulty +5 and Decelerate Difficulty +15 = +20
Pilot Skill 5D+2, Maneuver 2D+2, Multi Action Penalty -1D = 6D +4
Die Roll: 3+2+3+2+2+[6+4]+(4) = 26 – Success
The Viper Pilot successfully drops from High speed to Cautious speed, and choose to move at ½ Cautious speed for a Move of 2 Units.
The Viper Pilot successfully drops from High speed to Cautious speed, and choose to move at ½ Cautious speed for a Move of 2 Units.
Because the Viper Pilot was successful in his Overshot Maneuver, the Cylon Pilots must do their Move actions before the Cylon Gunners can shoot at the Viper.
They choose to Drop from All Out to High for a Base Difficulty of 5.
Cylon 1 Pilot: 5+1+3+[5] = 14
Cylon 2 Pilot: 5+5+6+[1] = 10
Cylon 3 Pilot: 5+5+4+[2] = 16
Despite Cylon 2 rolling a 1 on the Wild Die, all the Cylons make their Piloting rolls. However, they still end up in positions where the Gunners are unable to fire at the Viper.
NOTE: Technically the Cylons could have moved at half of High Speed, which would have been 6 Units but this would have gone against the spirit of the Overshot maneuver. I have to consider clarifying this. Also, when I calculated the difficulty for the Viper, I used the starting speed of High for the base difficulty, which means I should have done the same for the Cylons and used the starting speed of All Out for a base difficulty of 10 rather than 5. In this case it didn’t really make a difference. I’m also not sure that I should have added the Base Speed difficulty to the Decelerate/Overshot Difficulty.
Second Actions:
Viper fires at Cylon 2, a range of 3 gives a difficulty of 10.
Gunnery skill of 5D, Fire Control of 1D+1, Multi Action Penalty -1D for a Total of 5D+1
Die Roll: 5+2+2+1+[3]+(1) = 14 Hit
Viper Damage roll 3D+2: 4+4+[4]+(2) = 14
Cylon 2 Hull roll 4D: 5+6+1+2 = 14
The difference between the damage roll and the hull roll is 0, which is a result of “Controls Ionized”. See page 138 of Star Wars Revised, Expanded and Updated (REUP) for full details. Because the Cylon ship only has a Maneuver of 1D its controls are frozen for the next 2 rounds. The ship must maintain the same speed and direction for the next two rounds; it may not turn, fire weapons, make shield attempts or take any other actions. The pilot must still make the piloting rolls or the ship automatically crashes or goes spinning out of control.
Turn 3
Viper chooses to go first and do 2 Actions. Cylon Pilots and Gunners will each do 1 Action.
First Actions:
Viper fires on Cylon 2, Range is 3 for a difficulty of 10.
Gunnery skill of 5D, Fire Control of 1D+1, Multi Action Penalty -1D for a Total of 5D+1
Die Roll: 6+4+2+1+[2]+(1) = 16 Hit
Viper Damage roll 3D+2: 1+2+[1]+2 = 3
Cylon 2 Hull roll 4D: 5+1+2+6+[4] = 18
No damage to Cylon 2.
Cylon 1 is moving at High speed for a base difficulty of +5, he decides to try and execute a 90 degree turn with a radius of 7 units which gives a +8 difficulty modifier and covers 12 Units, for a total difficulty of 13.
Piloting + Maneuver 4D: 6+1+3+[2] = 12 Slight Slip, -1D to all actions for the rest of the round
To figure out the final position of the miniature when doing the turns, I measure straight out from the peg of the base the number of Units of the radius of the turn (7) in the direction of the turn, then measure out the same amount again at the angle of the turn (90°). I then move the ship to the end position, aligning the angle to the base and the distance to the peg.
Cylon 2 has his controls ionized so must continue at the same speed and direction as the previous round. High speed Base difficulty of +5. He can only use his Piloting skill without adding the ships Maneuver, which gives a total of 3D.
Piloting roll 3D: 5+3+[5] = 13 Success, moves forward 12
Cylon 3 is moving at High speed, base difficulty +5 and will attempt to turn 45° with a radius of 10 Units which gives +3 to the difficulty and uses 8 moves. He will then continue forward with his remaining 4 moves, for a total of 12. Total difficulty is 8
Piloting + Maneuver 4D: 6+1+2+[1] = 3 Fails with a difference of 5
Slip, completes half of move, -3D for the rest of the round, -1D the following round.
I decide he does roughly a 20° turn with a radius of 10 Units and moves forward 1 Unit.
None of the Cylon Gunners have the Viper in their firing arc, so they don’t shoot.
Second Actions:
Viper moves at Cautious speed, Base difficulty -5, Turns 60° with Radius of 2 Units for a difficulty of +9, giving a total difficulty of +4 which is a Free Action. That covers 3 Units so he will finish by moving forward 2 Units
Since the move was a Free Action, he then uses his second action to fire at Cylon 3.
Range is 5 so Difficulty is 12
Gunnery skill of 5D, Fire Control of 1D+1, Multi Action Penalty -1D for a Total of 5D+1
Die Roll: 5+2+4+1+[3]+(1) = 17 Hit
Viper Damage roll 3D+2: 6+2+[4]+(2) = 14
Cylon 3 Hull roll 4D: 3+3+2+[5] = 13
Difference of 1, Controls Ionized, frozen for 2 rounds.
Turn 4
Viper chooses to go first and do 2 Actions. Cylon Pilots and Gunners will each do 1 Action.
First Actions:
Viper fires on Cylon 3, range is 5 so Difficulty is 12
Gunnery skill of 5D, Fire Control of 1D+1, Multi Action Penalty -1D for a Total of 5D+1
Die Roll: 6+2+3+2+[3]+(1) = 15 Hit
Viper Damage roll 3D+2: 5+3+[4]+(2) = 14
Cylon 3 Hull roll 4D: 6+4+3+[6+3] = 22
No damage to Cylon 3
Cylon 1 moves at High +5, Turn 120° radius 5 difficulty +13 Move 12, total difficulty +18
Piloting + Maneuver 4D: 4+5+5+[3] = 17 Slight Slip, -1D for rest of round
The Viper is outside of Cylon 1’s firing arc so the Gunner doesn’t shoot.
Cylon 2, controls are still ionized, High +5, moves 12 forward.
Piloting roll 3D: 4+3+[6+6+1] = 20 Success, moves forward 12
Cylon 3, controls are ionized so no Maneuver added, and -1D from Slip, High +5, moves 12 forward.
Piloting roll 2D: 2+[5] = 7 Success, moves forward 12
Second Actions:
Viper moving at Cautious -5, using Turbo to accelerate +15, total difficulty +10
Die roll 6D+4: 2+5+6+3+6+[3]+4 = 29 Success, moves 14 Units forward
Turn 5
Viper chooses to go last and do 2 Actions. Cylon Pilots and Gunners will each do 1 Action.
First Actions:
Cylon 1 Pilot – High speed +5, Turn 45° radius 15 +0 moves 12 Units
Piloting + Maneuver 4D: 4+3+3+[5] = 15
Cylon 2 Pilot – Drops to Cruising speed +0, Turn 90° radius 3 difficulty +12 moves 5 Units
Piloting + Maneuver 4D: 1+5+6+[5] = 17
Cylon 3 – still ionized, High speed +5
Piloting roll 3D: 6+1+[5] = 12 Success, moves forward 12
Viper is inside the Firing arc for Cylon 1, and just slightly outside the Firing arc of Cylon 2.
Cylon 1 Gunner fires, range is 18 for a difficulty of +17
Gunner + Fire Control 5D: 5+3+2+4+[3] = 17
Damage 3D+2: 3+3+[3]+(2) = 11
Viper Hull 4D+2: 5+4+2+[6+2]+(2) = 21
The Viper is hit but takes no damage.
The Viper pilot decides to attempt to do a sharp turn and move between Cylons 1 and 2 to avoid getting trapped.
Moving at High speed +5, Turn 90° radius 4 difficulty +11 moves 7 Units then 7 more forward, total +16
Pilot Skill 5D+2, Maneuver 2D+2, Multi Action Penalty -1D = 6D +4
Die Roll: 1+1+1+5+2+[1]+(4) = 9
A one on the Wild Die combined with very poor rolls on the rest of the dice means he fails his maneuver by 7 resulting in a Spin, only completes ¼ of the movement and cannot control the ship for the rest of the round or the next round.
Turn 6
Viper is out of control, so Cylons decide the Viper will go first.
Speed previous turn was High, which for the Viper ranges from 7 to 14 so I decide to go with a base of 8 and add 1D6, rolling a 3 to give a move of 11. I also decide to roll a D6 to determine if the Viper turns.
Roll | 1 | 2 | 3-4 | 5 | 6 |
Turn | 90° left | 45° left | Straight | 45° right | 90° right |
Roll = 2 so 45° left, looking up a move of 11 on the Turn chart for 45° gives a radius of 10
Cylon 1 Pilot High Speed +5 move 12 forward
Piloting + Maneuver 4D: 6+6+3+[4] = 19
Cylon 1 Gunner Range 7 for a difficulty of +13
Gunner + Fire Control 5D: 1+6+5+6+[5] = 23
Damage 3D+2: 4+1+[4]+(2) = 11
Viper Hull 4D+2: 4+4+2+[6+5]+(2) = 23
The Viper is hit but takes no damage.
Cylon 2 Pilot Cruising Speed +0 move 3 forward
Free Action
Cylon 2 Gunner Range 11 for a difficulty of +15
Gunner + Fire Control 5D: 2+2+5+2+[6+6+2] = 25
Damage 3D+2: 3+5+[5]+(2) = 15
Viper Hull 4D+2: 4+5+3+[1]+(2) = 7
The difference between the Damage roll and the Hull roll is 6, which is Lightly Damaged.
Rolling 1D gives 1, Viper loses 1D from its Maneuver.
Cylon 3 moves at High speed +5 and turns 120° radius of 5, difficulty +13 for a move of 12, total difficulty 18.
Piloting + Maneuver 4D: 5+6+5+[4] = 20 Success
Turn 7
Viper regains control and chooses to go first and do 1 Action. Cylon Pilots and Gunners will each do 1 Action.
First Actions:
Viper Pilot – High speed +5 turn 90° radius 7 difficulty +8 total difficulty +13. -1D Maneuver due to damage.
Piloting + Maneuver 6D+4: 2+6+5+3+3+[6+6+5]+(4) = 36
He succeeds and manages to at least temporarily avoid the firing arcs of all the Cylons.
Cylon 1 – Drops to Cruising speed +0 and 60° turn radius 5, move 6, difficulty +7, total difficulty +7
Piloting + Maneuver 4D: 5+6+1+[5] = 17 Success
Cylon 2 – Cruising speed +0 and 90° turn radius 3, move 5, difficulty +12, total difficulty +12
Piloting + Maneuver 4D: 6+6+6+6[6+3] = 27 Success
So far the Viper is still outside the firing arcs of the Cylons
Cylon 3 Pilot High Speed +5 and 90° turn radius 7, move 12, difficulty +8, total difficulty +13
Piloting + Maneuver 4D: 2+4+2+[2] = 10
Missed difficulty by 3, slight slip, -1D to all actions for remainder of round
Cylon 3 Gunner Range 4 for a difficulty of +11, -1D for slight slip
Gunner + Fire Control 4D: 2+3+4+[2] = 11
Damage 3D+2: 6+4+[6+4]+(2) = 22
Viper Hull 4D+2: 1+2+3+[4]+(2) = 12
The Viper’s luck just ran out, difference between Damage and Hull rolls is 10, Heavily Damaged. Roll 1D = 5 for 2 controls ionized. Controls are frozen for 2 rounds.
Turn 8
Viper goes first and does 1 Action. Cylon Pilots and Gunners will each do 1 Action.
First Actions:
Viper Pilot – controls ionized, High speed +5 no turn. Moves forward 14
Cylon 1 Cruising Speed +0, turn 90° radius 3, move 5 then forward 1, difficulty +12
Piloting + Maneuver 4D: 1+1+2+[2] = 6
Missed by 6, Slip ½ move -3D current round, -1D next round
Cylon 2 Pilot Cruising Speed +0 and 60° turn radius 5, move 6, difficulty +7, total difficulty +7
Piloting + Maneuver 4D: 6+1+5+[2] = 14
Cylon 2 Gunner Range 14 for a difficulty of +16
Gunner + Fire Control 5D: 6+4+6+1+[2] = 19
Damage 3D+2: 3+2+[5]+(2) = 12
Viper Hull 4D+2: 3+6+4+{4}+(2) = 19
Cylon 3 Pilot High Speed +5 and 60° turn radius 11, move 12, difficulty +3, total difficulty +8
Piloting + Maneuver 4D: 3+3+3+[6+6+1] = 22
Cylon 3 Gunner Range 7 for a difficulty of +13
Gunner + Fire Control 5D: 1+3+6+6+[6+4] = 26
Damage 3D+2: 6+5+[6+1]+(2) = 20
Viper Hull 4D+2: 1+1+5+[1]+(2) = 4
The difference between the Cylon’s damage roll and the Viper’s Hull roll is 16, Viper is destroyed!
The combination of the Cylon rolling a 6 on the Wild Die and the Viper rolling a 1 proves to be fatal. If the Viper pilot has any character points left, now would be a good time to spend them.