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WARS DETERMINISTIC
SPACE COMBAT MODEL
Unofficial Alternate Space Combat Model for Use With Edge of Empire, Age
of Rebellion and Force and Destiny
By Joseph Wilkey
Speed relates to hexes on the map, in that the present speed of a given ship matches the number of
hexes the ship can move in one round. All ship movement is enacted prior to ship maneuvers and actions
(except for specific, listed maneuvers that are stated to take place during ship movement). Ship movement
is enacted in reverse order from initiative. The highest initiative moves last, while the lowest initiative
moves first. For ships (and their crews) with multiple initiative slots, the crew must determine in advance
in which initiative slot their pilot will act (and, by extension, in what order the ship will move). From a
narrative perspective, this will determine if they are striking an offensive posture (shoot first) or a
defensive posture (fly reactively).
Note that ship movement is not necessarily a maneuver. If the ship has speed, it will move, even if
nobody is in the pilots seat. If the pilot chooses not to enact the Fly/Drive maneuver (one of the
maneuvers that takes place during movement), then the vehicle will move straight ahead to the full extent
of its speed. If there is a need/desire to have the ship do anything other than fly straight ahead, then the
pilot must enact a movement related maneuver. Because it is inherently tied to ship movement, the
Fly/Drive maneuver may not be enacted at any time except during ship movement. If the pilot enacts a
maneuver during the movement phase, that counts as his free maneuver for the turn, and he might not be
able to enact a second maneuver, subsequent to movement, in the same round.
The determination of which initiative slot to use for pilot actions and maneuvers occurs during the
initial initiative determination phase. Once set, the pilots slot remains locked in the given order for the
remainder of the encounter. The sole exception to this is if a successful Take the Advantage action is
performed. A ship that succeeds at Take the Advantage may swap its pilots initiative slot with that of
the ship it took advantage of for all subsequent rounds (but not in the round in which advantage was
taken).
Speed Rank
Rank 2 Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 Rank 9
(in Hexes) 10
1 1 1 2 2 2 2 3 3 3
2 2 2 3 3 3 4 4 4 4
3 2 3 3 4 4 5 5 5 6
4 2 3 4 4 5 5 6 6 7
5 3 4 4 5 5 6 6 7 7
6 3 4 5 5 6 6 7 7 8
7 3 4 5 6 6 7 7 8 8
Across the top of the table are columns for the ships determined rank. Down the left side of the table is
the ships current speed. The numbers within the table represent the number of forward movements a ship
must perform before it may turn its facing 60 to a new hex facing. This is likely best illustrated by an
example (see Figure 5 for a graphical representation of the following):
A fighter has an effective rank of 2. It is travelling at speed 5. Per the table, it must move 3 hexes
before it can turn. Combat begins.
After initiative is determined, the person controlling the fighter puts down a numbered 8-sided die,
with the numeral 8 face up. Anytime it is the fighters turn to move, and the number on the die is greater
than or equal to the number from the table, the player may change the ships hex facing by 60 (i.e. one
hex face).
It becomes the fighters turn to move. Again, the fighters speed is 5. The numbered 8-sider is
showing 8, so he can turn at any time. The pilot moves the fighter one hex forward (4 moves remaining),
and then chooses to turn the fighter to the right by one hex facing. He turns the fighters marker 60
clockwise, and moves the marker one hex forward along the new heading (3 moves remaining). He
simultaneously turns the numbered 8-sider so that the number 1 is showing (note, the move after the
turn counts as the first forward movement). The pilot then moves the fighter an additional 2 hexes along
the new hex line (1 move remaining). For each hex moved, the pilot ticks the numbered 8-sider up by
one, so that the numeral 3 is currently showing. This matches the number from the table, so the fighter
may perform a turn with its next move. With the fighters final move for the round, it turns an additional
60 to the right, moves one hex forward along the new heading, and reset the numbered die to 1.
Note, from the example above, the state of the numbered 8-sider is preserved from round to round,
until the encounter ends. As can be seen from the table, for some ships it will take multiple rounds to turn
one hex facing.
Koiogran Turn
A Koiogran turn (i.e. the Immelmann turn in real life) may be performed as a means of reversing
direction quicker than simply turning around. As it relates to movement, a Koiogran turn is a maneuver
enacted in the movement phase of the pilots ship, and takes the place of a Fly/Drive maneuver. A
Koiogran turn and the Fly/Drive maneuver are mutually exclusive both cannot be performed in the
same turn. To perform a Koiogran turn, a ship must be travelling at speed 4 or faster, and must already
be capable of performing a turn. The procedure for performing a Koiogran turn is as follows:
Immediately reset the 8-sided turn rate die to display the numeral 1 without changing
facing.
Set the ships effective speed as if it were two less than it is (the ships actual speed for
hexes moved is still as it had been).
Move straight until the ship becomes capable of a turn at its effective speed.
o The Koiogran turn can be performed at any point after this. It does not need to be
executed immediately.
On the movement when a turn would normally be performed, pass a hard Piloting check.
If the check passes, the ship suffers 2 system strain, and turns 180.
If the check fails, the ship may turn as normal (no system strain).
Regardless of whether the check passes or not, reduce the ships actual speed by two.
o Three Advantage or one Triumph may be spent to maintain current speed.
Note that because of the requirements and conditions, it may take more than one round to complete the
Koiogran turn. If it does take more than one round to complete, then on the second round the pilot has a
choice. He can either continue the previously initiated Koiogran turn (in which case he would not be
allowed to perform the standard Fly/Drive maneuver for that round), or he can abandon the turn and
perform a standard Fly/Drive maneuver.
V. Maneuver Updates
What follows are a list of clarifications for starship maneuvers. If a specific maneuver is not
mentioned, then there are no updates or clarifications required.
1. Accelerate/Decelerate (Maneuver) because maneuvers happen out of sequence with
movement, to maintain consistency, acceleration or deceleration does not take effect until
the following round.
2. Evasive Maneuvers (Maneuver) for simplicity, taking evasive maneuvers does not
cause any changes to which hex a vehicle is located. It is all just subtle changes to attitude
and orientation which make the vehicle harder to hit, without actually changing the
vehicles trajectory or flight path.
3. Fly/Drive (Maneuver) This maneuver may only be enacted during the ship movement
phase. Performing this maneuver precludes performing a Koiogran turn in the same round.
Whether someone has their butt in the pilots seat or not, the ship will move at its current
speed. The maneuver of Fly/Drive is simply the act of moving the ship marker across the
board in something other than a straight line. Additionally, if the ship speed is 4 or more,
at the end of the maneuver (i.e. when the marker has been moved a number of hexes equal
to speed), the pilot may make a hard Pilot check. Upgrade the difficulty of the check by
one for each point the silhouette of the ship is above 3. If successful, the pilot may either
advance the 8-sided turn rate die by one, or he may move the ship marker to the hex in the
forward-left or forward-right position (i.e. side-slip one see Figure 6). The ship will then
suffer strain equal to one. Additional strain may be inflicted at a rate of one strain per two
threat. The GM may inflict a crit if a despair is rolled (adding +10 to the roll per additional
despair). On a Triumph (one only), the 8-sided turn rate die may be advanced an additional
one (requires the check to have been passed). Note that with a successful check and a
Triumph, the ship could both side-slip and advance the turn rate die one.
4. Perform Koiogran Turn (Maneuver) This maneuver takes the place of Fly/Drive. It
may not be performed if the Fly/Drive maneuver already has been, even if the ship is
capable of two maneuvers. Although this requires a skill check, it is performed as a pilot
maneuver, during the ship movement phase.
5. Gain the Advantage (Action) to clarify, a ship that has gained the advantage can hit any
defensive zone of the disadvantaged ship, even if it is directly behind the disadvantaged
ship. This is because space is 3D, and the advantaged ship is firing either over or under the
disadvantaged ship. In addition to the given rules, a ship that has successfully gained the
advantage may swap its pilots initiative slot with that of the disadvantaged pilot (but is not
required to). Swapped initiative slots do not take effect until the subsequent round.
6. Full Stop (Talent) Full stop may be executed either during the movement phase or as a
normal maneuver. If executed during the movement phase, it becomes part of the maneuver
already in progress (Fly/Drive, Koiogran Turn, etc.). If the pilot has not performed a
maneuver during the movement phase, Full Stop become a maneuver in its own right.
When Full Stop is enacted, the turn rate die is set to show the value 1 face up.