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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

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