These rules come into play whenever Vehicles figure prominently on the battlefield- whether that battlefield happens to be on a planet's surface, or in the dark void of space, the movement and combat rules presented below cover all types of Vehicles, from planetary Vehicles, to starships.
In most respects, Vehicle Combat follows the same Combat rules as characters, insofar as they have movement, actions, and the capacity to take damage.
Scale[edit | edit source]
The below rules use two scales: Character Scale, and Starship Scale. If the encounter involves both Vehicles and characters on foot, use Character Scale. If the scene involves Vehicles only, use the Starship Scale.
Character Scale[edit | edit source]
Character Scale is identical to the standard movement scale. Combat is carried out on a grid, in which each square equals 1.5 meters (About 5 feet).
In Character Scale, most Vehicles are large enough to occupy multiple squares on the battle map. How many squares a Vehicle occupies is determined by the Vehicle's size (And the same holds true for characters and creatures). Vehicles of Colossal (Frigate) size or greater are not placed on the battle map; they are either off the map (Perhaps providing fire support), or the battle takes place inside them.
In Character Scale, more than one surface Vehicle cannot occupy the same space on the battle map, and a Collision occurs whenever a Vehicle enters a square occupied by a creature, obstacle, or another Vehicle (See Collisions below).
Starship Scale[edit | edit source]
In Starship Scale, Each square of the battle map is abstract, representing a variable amount of space, depending on the Vehicles involved. In most cases, one square is hundreds or even thousands of meters wide. In Starship Scale, the battle map itself represents relative movement, not absolute movement, so several starships in orbit might be drifting together at many kilometers per second, even as they move around one another. At Starship Scale, a Vehicle can pass through squares occupied by allies, but not squares occupied by opponents.
Crew Positions[edit | edit source]
A character in a Vehicle fills one of several possible roles, which determines what the character can do. A character can fill several roles at once, but most roles may only be filled by one character at a time. For example, an X-Wing Pilot also acts as the Vehicle's Commander and Gunner, while their astromech Droid usually acts as a Copilot, System Operator, and Chief Engineer. On the other hand, an Imperial I-Class Star Destroyer with thousands of crewmembers still only has one Pilot, one Commander, and so forth. You can change roles from round to round, but you can only start filling a particular role if no other crewmember has filled that role since your last turn.
The 6 basic roles in a Vehicle can be further explored below:
- Pilot: Controls the movement and speed of the Vehicle.
- Copilot: Aids the Pilot in basic Vehicle systems.
- Gunner: Operates one of the Vehicle's Weapon Systems.
- Commander: Coordinates other crewmembers while analyzing the battle.
- System Operator: Manages the Vehicle's shields, sensors, and communications.
- Engineer: Keeps the Vehicle in good order, even during the heat of battle.
Other Crew[edit | edit source]
Other crewmembers can fill many supporting roles, coordinating troops or starfighters, administering medical care, guarding sensitive areas, and providing general maintenance. These crewmembers can assist others on some Skill Checks; for example, the members of a repair team may assist the Engineer in their duties on Capital Ships.
Passengers[edit | edit source]
All other personnel aboard the Vehicle are considered Passengers. Passengers have no specific role in the Vehicle's operation, but may take Actions aboard the Vehicle, or replace crewmembers as needed.
Starting the Battle[edit | edit source]
Initiative[edit | edit source]
There are two options for determining Initiative in Vehicle Combat. First, each character can make separate Initiative checks. This is probably the best method if most or all characters are aboard the same Vehicle, but it can result in a lot of Delayed or Readied Actions, as passengers wait for Pilots to perform maneuvers. An alternative is to make an Initiative check for each Vehicle, using the Pilot's Initiative check modifier. This is particularly appropriate when characters are in separate Vehicles, since it allows everyone aboard the same Vehicle to act more or less simultaneously.
Special: If you are Trained in the Pilot skill, you can choose to make a Pilot check instead of an Initiative check to determine your place in the Initiative order. In any event, you must apply the Vehicle's Size Modifier to your check (See Vehicle Sizes, above).
Special Combat Rules[edit | edit source]
Vehicles have a few additional rules during Vehicle Combat that are different from those used in Character Combat.
- Area Attacks
- Crew Quality
- Missiles and Torpedoes
- Uncontrolled Vehicles
- Weapon Batteries
Homebrew Vehicle Combat Rules[edit | edit source]
Homebrew Reference book: Clone Wars Saga Edition Fan Sourcebook - Clone Vehicle Crews
The following variant rules are created by community, and therefore unofficial creators.
Command Styles[edit | edit source]
There are two distinct styles of Command that can be used on Vehicles. The Micromanager, or hands-on Commander, that takes a close interest in every crew member's job, sometimes at the expense of the big picture. The Observer, or aloof Commander, assumes his crew can handle their positions and focuses on the larger picture of the battle, though sometimes to the detriment of crew synergy. At the start of combat, you can set your style of Command for the remainder of battle.
Micromanager[edit | edit source]
If you select Micromanager, you may use the Aid Another Action as a Move Action to assist in a Skill Check made by any crew member, but all other Talents and abilities take one-step longer to complete. So, a Talent that takes a Swift Action to activate takes a Move Action, a Move Action takes a Standard Action, a Standard Action takes a Full-Round Action, and a Full-Round Action takes two Full-Round Actions.
Observer[edit | edit source]
If you select the Observer style of Command, any Aid Another checks made onboard your ship only provide half their normal bonus, but for a number of turns per encounter equal to your Intelligence modifier, all Officer and Noble Talents from the Leadership Talent Tree activate one step more quickly. Full-Round Actions become Standard Actions, Standard Actions become Move Actions, Move Actions become Swift Actions, and Swift Actions become Free Actions.