Houseruling Star Wars Starship Battles

After some test plays of the new Star Wars Starship Battles game, I’ve decided that it’s just a little too simple for my tastes. There’s very little motivation to actually maneuver the capital ships, and the fighters, while fun, play out like a fairly routine chess game.
I’ve decided to transfer the game to a free-standing (that is, normal) minis game, with measured distances, playable on any old surface.
Modified rules and stats in the extended. Opinions welcomed from interested parties (e.g. folks on whom I’m going to inflict this).


Game scale
The miniatures are naturally well off scale, both from each other and from the assumed “play scale.” The ship is assumed to be in the middle of the base, where the post is — all distances are measured from this point. The base of the miniature represents the “near space” around the ship, which has some consequences as described below.
The game turn
1. Initiative
2. Movement
3. Combat
4. End of Turn
1. Initiative
Each side rolls a die. The side with the high roll will move second, and attack first.
2. Movement
During the Movement phase, the side that rolled lower on initiative moves all its ships, followed by the side that rolled higher on initiative.
Ships may pass through friendly ships, although they may not stop with their bases overlapping each other.
Ships of classes 1-3 may freely move through enemy fighters. They may not move through (including overlapping bases with) enemy ships of classes 1-3.
Classes 1 and 2
Ships in classes 1 and 2 have two movement speeds, Half and Full. You decide on the ship’s speed at the beginning of the game, and can then reset it at the end of the ship’s movement each turn. At Half speed, a ship can go from 0″ up to half its top speed. At Full speed, a ship must move at least half its top speed, and can go up to its full speed.
Class 1 and 2 ships are fairly unmaneuverable, and can make one turn of up to 45 degrees during movement.
Class 1 and 2 ships may stop overlapping enemy fighters. The enemy fighters should be moved so that their bases are in contact with the edge of the larger ship’s base.
At the end of each class 1 or 2 ship’s movement, choose its speed (Half or Full) for next turn.
Class 3
Class 3 ships have a single speed score, and may move up to that distance in any direction, turning any number of times, and ending their movement facing any direction you like.
Class 4
Class 4 ships have a single speed score, and may move up to that distance in any direction, turning any number of times, and ending their movement facing any direction you like.
Class 4 ships (fighters) can pin others fighters. If a fighter moves to within 2″ of an enemy fighter, it is pinned, and must stop moving for the turn. If a fighter starts its move pinned, it can only move 1″ for that turn.
Fighter Launch
FIghter launch works normally — place fighters in contact with the launching ship’s base.
3. Combat
During the combat phase, the high-rolling side handles its attacks first, followed by the other side. All damage is resolved after combat, in phase 4.
Just like in the normal game, a ship may use all of its attacks in a given turn. However, attacks now have two additional features — range and arc. Each ship has four arcs, marked out on the base (front, right, left, back — the same ones used to determine which defensive value to use). An attack will be able to fire at a target in one or more of these arcs. The target must also be within range for the attack.
Shields
Some ships (class 1 and 2) now have shields. Shields absorb hits just like ships normally do, however, during the End of Turn phase, each point of shielding recovers on an 11+ on one die.
4. End of Turn
During the end of turn phase, all damage is resolved, just like in the normal game, and shields regenerate.
Revised Stats
Fighters
Fighters all keep their stats. Fighters have a blanket move of 12″, and a blanket attack range of 2″. Fighters that can do double-range attacks can attack out to 4″.
Other Ships
Class 1 ships have a Half move of 0-3″, and a Full move of 3-6″.
Class 2 ships have a Half move of 0-4″, and a Full move of 4-8″.
Class 3 ships have a move of 10″.
Rebel Fleet
Mon Calamari Star Defender Viscount
Shields: 3
Hull: 10/9
Point Defense: +3
Defense: 18/14/11
Fighter Launch: 3
Barrage Attack (R, 20″, +8, 4)
Barrage Attack (L, 20″, +8, 4)
Turbolasers (R, 20″, +5, 4)
Turbolasers (L, 20″, +5, 4)
Frontal Battery Attack (F, 20″, +2, 3)
Ion Cannon (F/R/L/B, 16″, +5, 3, +1 damage versus full-strength ships)
Tractor Beams
DR1
Unique
Shields: 1
Hull: 9
Point Defense: +0
Defense: 14/10/7
Fighter Launch: 3
Turbolasers (R, 20″, +5, 4)
Turbolasers (L, 20″, +5, 4)
Ion Cannon (F/R/L/B, 16″, +5, 3, +1 damage versus full-strength ships)
Unique
Mon Calamari MC80
Shields: 2
Hull: 5/4
Point Defense: +2
Defense: 16/13/10
Fighter Launch: 1
Ion Cannon (F/R/L/B, 16″, +3, 2, +1 damage versus full-strength ships)
Turbolasers (R, 20″, +4, 3)
Turbolasers (L, 20″, +4, 3)
Reduced
Shields: 1
Hull: 4
Point Defense: –
Defense: 13/10/7
Fighter Launch: 1
Turbolasers (R, 20″, +4, 3)
Turbolasers (L, 20″, +4, 3)
Rebel Assault Frigate
Shields: 2
Hull: 5/3
Point Defense: +2
Defense: 15/13/10
Laser Cannon (F/R/L/B, 20″, +5, 1)
Turbolasers (F, 20″, +3, 2)
Reduced
Shields: 1
Hull: 3
Point Defense: –
Defense: 12/10/7
Turbolasers (F, 20″, +3, 2)
Rebel Cruiser
Shields: 1
Hull: 4/3
Point Defense: –
Defense: 15/12/9
Fighter Launch: 1
Laser Cannon (F/R/L/B, 16″, +1, 1)
Turbolasers (F/R/L, 20″, +3, 2)
Antifighter Targeting +4
Reduced
Shields: –
Hull: 3
Point Defense: –
Defense: 13/10/7
Fighter Launch: 1
Turbolasers (F/R/L, 20″, +3, 2)
Antifighter Targeting +4
Rebel Transport
Shields: 1
Hull: 3/3
Point Defense: –
Defense: 13/9/7
Fighter Launch: –
Laser Cannon (F/R/L/B, 12″, +1, 1)
Antifighter Targeting +4
Sensor Array +1
Reduced
Shields: –
Hull: 3
Point Defense: –
Defense: 11/7/5
Fighter Launch: –
Laser Cannon (F/R/L/B, 12″, +1, 1)
Antifighter Targeting +4
Republic Fleet
Venator-class Star Destroyer
Shields: 3
Hull: 5/4
Point Defense: +3
Defense: 16/13/10
Fighter Launch: 4
Proton Torpedos (F/R/L/B, 12″, +1, 4, nonfighters only)
Turbolasers (R, 20″, +3, 2)
Turbolasers (L, 20″, +3, 2)
Tractor Beams
Reduced
Shields: 1
Hull: 4
Point Defense: –
Defense: 13/10/7
Fighter Launch: 4
Turbolasers (R, 20″, +3, 2)
Turbolasers (L, 20″, +3, 2)
Republic Cruiser
Shields: 1
Hull: 3/3
Point Defense: –
Defense: 14/10/8
Fighter Launch: –
Turbolasers (F/R/L/B, 16″, +0, 2)
Antifighter Targeting +4
Reduced
Shields: –
Hull: 3
Point Defense: –
Defense: 12/8/6
Fighter Launch: –
Turbolasers (F/R/L/B, 16″, +0, 2)
Antifighter Targeting +4
Separatist Fleet
Banking Clan Frigate
Shields: 2
Hull: 5/3
Point Defense: +3
Defense: 15/12/10
Fighter Launch: –
Front Battery Attack (F, 20″, +6, 3)
Ion Cannon (F/R/L, 16″, +1, 1, +1 damage against full-strength ships)
Turbolasers (R, 20″, +5, 3)
Turbolasers (L, 20″, +5, 3)
Advanced Communications Array
Reduced
Shields: 1
Hull: 3
Point Defense: –
Defense: 12/9/7
Fighter Launch: –
Turbolasers (R, 20″, +5, 3)
Turbolasers (L, 20″, +5, 3)
Commerce Guild Destroyer
Shields: 2
Hull: 5/4
Point Defense: +3
Defense: 15/13/10
Fighter Launch: –
Frontal Battery Attack (F, 16″, +2, 2)
Turbolasers (R, 20″, +3, 3)
Turbolasers (L, 20″, +3, 3)
Reduced
Shields: 1
Hull: 4
Point Defense: –
Defense: 12/10/7
Fighter Launch: –
Turbolasers (R, 20″, +3, 3)
Turbolasers (L, 20″, +3, 3)
Invisible Hand
Shields: 3
Hull: 5/4
Point Defense: +2
Defense: 15/13/10
Fighter Launch: 3
Laser Cannon (F/R/L, 16″, +4, 2)
Proton Barrage (R, 12″, +6, 4)
Proton Barrage (L, 12″, +6, 4)
Turbolasers (R, 20″, +5, 3)
Turbolasers (L, 20″, +5, 3)
Unique
Reduced
Shields: 1
Hull: 4
Point Defense: –
Defense: 12/10/7
Fighter Launch: –
Turbolasers (R, 20″, +5, 3)
Turbolasers (L, 20″, +5, 3)
Unique
Trade Federation Battleship
Shields: 3
Hull: 7/6
Point Defense: +1
Defense: 15/15/13
Fighter Launch: 2
Laser Cannon (F/R/B, 16″, +2, 1)
Laser Cannon (F/L/B, 16″, +2, 1)
Turbolasers (F/R/L/B, 20″, +4, 3)
Reduced
Shields: 1
Hull: 6
Point Defense: –
Defense: 12/12/10
Fighter Launch: 2
Laser Cannon (F/R/B, 16″, +2, 1)
Laser Cannon (F/L/B, 16″, +2, 1)
Turbolasers (F/R/L/B, 20″, +4, 3)
Trade Federation Droid Control Ship
Shields: 3
Hull: 7/6
Point Defense: +4
Defense: 15/15/13
Fighter Launch: 4
Laser Cannon (F/R/B, 16″, +2, 1)
Laser Cannon (F/L/B, 16″, +2, 1)
Reduced
Shields: 1
Hull: 6
Point Defense: –
Defense: 12/12/10
Fighter Launch: 4
Laser Cannon (F/R/B, 16″, +2, 1)
Laser Cannon (F/L/B, 16″, +2, 1)
Sith Infiltrator
Shields: 1
Hull: 3/2
Point Defense: –
Defense: 14/10/8
Laser Cannon (F/R/L, 16″, +2, 1)
Antifighter Targeting +6
Cloak
Reduced
Shields: –
Hull: 2
Point Defense: –
Defense: 12/8/6
Laser Cannon (F/R/L, 16″, +2, 1)
Antifighter Targeting +6
Imperial Fleet
Super Star Destroyer Executor
Shields: 3
Hull: 10/10
Point Defense: +3
Defense: 18/14/12
Fighter Launch: 3
Barrage Attack (R, 20″, +8, 4)
Barrage Attack (L, 20″, +8, 4)
Turbolasers (R, 20″, +5, 4)
Turbolasers (L, 20″, +5, 4)
Frontal Battery Attack (F, 16″, +2, 3)
Ion Cannon (F/R/L/B, 16″, +4, 3, +1 damage against full-strength ships)
DR1
Tractor Beams
Unique
Reduced
Shields: 1
Hull: 10
Point Defense: +0
Defense: 14/10/8
Fighter Launch: 3
Turbolasers (R, 20″, +5, 4)
Turbolasers (L, 20″, +5, 4)
Ion Cannon (F/R/L/B, 16″, +4, 3, +1 damage against full-strength ships)
Unique
Imperial Star Destroyer
Shields: 3
Hull: 6/4
Point Defense: +2
Defense: 16/13/10
Fighter Launch: 2
Ion Cannon (F, 16″, +4, 3, +1 damage against full-strength ships)
Turbolasers (F, R, 20″, +5, 3)
Turbolasers (F, L, 20″, +5, 3)
Tractor Beams
Reduced
Shields: 1
Hull: 4
Point Defense: –
Defense: 13/10/7
Fighter Launch: 2
Turbolasers (F/R, 20″, +5, 3)
Turbolasers (F/L, 20″, +5, 3)
Imperial Shuttle
Shields: 1
Hull: 3/2
Point Defense: –
Defense: 14/10/8
Blaster Cannon (F, 16″, +2, 1)
Antifighter Targeting +4
Reduced
Shields: –
Hull: 2
Point Defense: –
Defense: 12/8/6
Blaster Cannon (F, 16″, +2, 1)
Antifighter Targeting +4

2 thoughts on “Houseruling Star Wars Starship Battles

  1. My own observations from the games that we played was that the capital ships played a lot like the capital ships we see in the movies — big, slow and destructive. I personally had a lot more fun playing with the capital ships (mainly because they weren’t as expendable as the scrub fighters), but your additional houserules are far too complicated for my tastes — I draw the line at having to try and figure out new stats that are houseruled.
    The biggest problem with space games is because when game designers think space, they think of a vast playing field of empty space, forgetting that what makes a game field interesting are obstacles. The SW miniatures game makes the obstacles part of the game, with line of fire rules, door opening, immovable areas, etc. There are borders and walls to compartmentalize the fighting.
    In SSB, there are no walls, there are no obstacles, and with the only real strategic move being pinning, the game becomes a Star Wars themed Go game.
    My own houserule modification would be that destroyed craft stay on the board as debris fields with an effect radius equal to the size of the base of the destroyed craft — the debris field would be passable, but each turn spent in a debris field the spacecraft would need to make a saving throw or take damage. With ranges being so short on shooting, this would force capital ships to move once in a while instead of staying stationary to pick off fighters. In a debris field, any shot taken must first roll to save against being absorbed by debris, before rolling for attack.

  2. Heh. I think your line is drawn very, very close to the original game. 🙂 The houseruled stats are, by and large, very close to the originals. A good rule of thumb for what I did is “take one or more of the weapon systems, double them, then assign them to the side arcs.”
    Of course, the bigger “divergence” is that I divorced myself from the map. I think, for me, that modification is required. The grid is just too constraining for starships.
    In contrast, I think I find the debris idea pretty fiddly. Especially as the game progresses, you’ll be rolling twice for most shots fired.
    The source material for this game and some of my mods, Battlefleet Gothic, does have “space terrain” — I haven’t looked at it to see if it behaves like your suggestion.

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