Standard Game
4. Introduction
1 Prologue
12 Star Warriors
13 Overview of Play
2. What's In This Box?
21 Playing Pieces
22 The Game-Map
23 Control Sheets,
2.4 The Reference Card
25 The Rules
| 3. Setting Up
‘11 Scenarios and Ship Mixes
3.2 Maps and Counters
33 Control Sheets
‘34 Ship Information
15 Gon Information
3.6 The Ship Data Chart
37 Contol Sheet Markers
| 4 The Game Sequence
“41 Intative Phase
412 Planning Phase
43 Hazard Phase
44 Markers Phase
415 First Ship Phase
446 Second Ship Phase
447 Additional Ship Phases
48 Bookkeeping Phase
5. Skill Codes and
Initiative .
51 Skit Role
52 Intative Rolls
6. Planning
1 Placing Action Markers
62 Double Actions
653 Secrecy
6.4 How Many Actions Can Ship
Perorm
65 Completing Planned Actions
1.5 Wnat Do All Those Actions
Mean, Anyway?
7. Hazards
Caleatng the Dict
12 The Piloting Skil Rll
75 The Hazard Table
8, The Markers Phase
1 Throtes
#2 Shielae
8.3 Targeting and Taling
84 Target and Tracking Markers
9. InitiativefChoosing
Ships
81 Choosing
982 Choosing Ships and Taling
40. Movement
10d Speed and Turn Number
102 Moving and Turning
103 Slips and 1/2 Loops
104 Map Adjustment
44. Fire
TL When Cam A Ship Fite?
113 The Dicalty Number
1153 Ships With More Than One
Gun
‘2, Damage
121 Power
12.2 Shik
123 The Fie Table
124 lon Cannone
13, Bookkeeping
Advanced Game
44 Gunners
TAI Setting Up
2 Planning
143 Fire Restrictions
14 Poot Gune
145 Targeting
45, Hex-Point Facing
151 Seting Up
152 Turing
1533 Forward Movement
154 Ares and Speed Modifiers
46. R2 Units and Auxiliary
Power
161 Setting Up
162 Power Damage
163 Free Actions,
47. Damage Control
17 Setting Up
172 Damage Control
173 Ras
48, Advanced Arcs
181 Firing Ares
182 Port and Starboard Quarters
49. Advanced Initiative
191 Initiative Determination
192 Ship Phases aid Taling
20. Turret Guns
20. When Turret Guns Fire
20.2 Torning Turrets and Tracking
203 Resolving Turret Gun Fire
204 Attacking Turrets
205 State Map
24, Wings
211 When w Use Wings
212 Wing Control Sheets
213 Moving Wings
"4 Wing Gunnery
215 Breaking Wing Formation
Optional Rules
22. Missiles, Torpedoes,
and Bombs
221 Setting Up
22.2 When Projectiles Are Fired
22°3 Resolving Projectile Fire
22.4 Conevssion Bombs
23, Star Destroyers
251 Placement and Movement
23.2 Attacking Fighters
23.3 Attacking Other Star
Destroyers
23.4 Fire by Fighters
23.5 Kamikaze Attacks
24, Asteroids sa. The Convoy
24. Setting Up | 301 Required Rules
24) Anered ovement 302 sep
243 Astrid impact 313 spect Rates
2A Pain at Aris 314 hp aie
anthe thee 303 Game End
251 Force Pints st, Star Destroyers
352 Using the Force LL Required Rules
223 foe Acne 3t2 setup
| 315 Spec rues
24, Targeting Computers | 313 Sofa
and Jamming 33 Sake ene
26) Automate lng
262 Rearing 22. Asteroids
263 Taretng Predicons
2a Jenming 23. Atfack on the Death
Scenarios ~
5331 Required Rules
27. Winning the Game | 352 Set-Up
383 Special Rules
28. The Dogfight 334 Ship Mixes
2x fees has 333 Game End
tt :
ee 4, Using Multiple Players
384 Geme End 35. Purchasing Ships
29, The Ground Attack Ae Fd rete vos
aot Ras 2 Spending Ship fon
2a, ead Hay
28.3 Special Rules 36. Using Star Warriors
235 Game End with Star Wars: The
Roleplaying Game
the Star Wars Universe
West End Games, Inc.
251 West 30th Street
‘New York, NY 10001
“TW 4.0 1967 Lncoin Lad LF A
Rats Reored,Tacemaks of LA.
tied by Wea End Gamer: Ine, wrder
Design and Development: Douglas Kaufman with Peter Corless
‘Art Direction: Stephen Crane
Graphics: Susan Kramer, Diane Makz and Kevin Wilkins
Rules Organization and Editing: Greg Costikyan
Playtesting: Jeffery Briggs, Glen Dake, Wes Divin, Richard A.
Edwards, William Herz, Scott Jackson, Robert G. F Marrinan,
Catherine McClarey, Donald McClarey,
Richards, Keith Richardson, Russel
-n Quam, Alan
Richardson,
Hal Schild