SPACE UNIT SIZE CHART, AVERAGE LENGTH, WITH OFFICER, BRIDGE, AND SHIP CREW REQUIREMENTSSmall SF = 1 (<10m) No officers, No bridge, SCR = 1
Light SF = 2 (~10m) No officers, No bridge, SCR = 1
Heavy SF = 3 (>15m) No officers, No bridge, SCR = 2 (or 1 Pilot w/ 1 Astromech)
Small AUX = 3 (~20m) No officers, No bridge, SCR = 2
Light AUX = 4 (~30m) OCR = 1, BCR = 1, SCR = 2
Heavy AUX = 5 (~50m) OCR = 1, BCR = 1, SCR = 4
Small CAP = 6 (~100m) OCR = 2, BCR = 6, SCR = 60
Light CAP = 7 (~300m) OCR = 4, BCR = 14, SCR = 140
Heavy CAP = 8 (~900m) OCR = 8, BCR = 24, SCR = 320
Large CAP = 9 (~1200m) OCR = 12, BCR = 36, SCR = 720
Super CAP = 10 (~2400m) OCR = 20, BCR = 50, SCR = 1600
OFFICER CREW REQUIREMENTS: This is the maximum number of officers onboard the ship that can take command. As a bonus, the Officers can actually reduce the Ship Crew Requirement by combining their total Technical Ratings and subtracting that number from the SCR.
BRIDGE CREW REQUIREMENTS: This is the absolute minimum number of personnel needed to use the vessel, also known as the "skeleton crew". So even if the Officers reduce the Ship Crew Requirement to 0, the Bridge Crew is still required no matter what.
SHIP CREW REQUIREMENTS: This is the required minimum number of personnel needed to use the vessel. Any additional personnel can be utilized as Gunners.
GUNNERS: When a unit is assigned as a Gunner, they are assigned to man 1 Weapon Emplacement, except warheads. The benefit of using a Gunner is that they get to add their Gunnery Skill to the Targeting Rating of the weapon they are firing. Astromech Droids unassigned to Ship Maintenance can also function as Gunners with a Gunnery Skill of 2.
UNIVERSAL COMBAT RATING CALCULATIONSSF Attack Rating = (Flight Rating of Pilot) + (Flight Rating of Co-Pilot) + (Speed) + (Maneuver) + (Number of Weapons Being Fired at Target) - (Fire Control)
SF Defense Rating = (Flight Rating of Pilot) + (Flight Rating of Co-Pilot) + (Speed) + (Maneuver)
AUX Attack Rating = (Flight Rating of Commanding Officer) + (Targeting Rating) - (Distance) - (Fire Control)
AUX Defense Rating = (Flight Rating of Commanding Officer) + (Speed) + (Maneuver)
CAP Attack Rating = (Warfare Skill of Commanding Officer) + (Targeting Rating) - (Distance) - (Fire Control)
CAP Defense Rating = (Warfare Skill of Commanding Officer) + (Speed) + (Maneuver)
GAV Attack Rating = (Flight Rating of Pilot) + (Gunnery Skill of Pilot OR Co-Pilot) - (Range) - (Fire Control)
GAV Defense Rating = (Flight Rating of Pilot) + (Speed) + (Maneuver) + (Environment)
INF Attack Rating = (Combat Rating) + (Dexterity) - (Range) - (Fire Control)
INF Defense Rating = (Combat Rating) + (Dexterity) + (Environment)
FIRE CONTROL = Subtract (Attacker's Size - Defender's Size) only when bigger units are attacking smaller ones (by class).
WEAPON ACCURACY = (Attack Rating / Defense Rating), round down to nearest whole number
IMPACT DAMAGE = (Number of Weapons Fired) x (Weapon Accuracy, round down to nearest whole number) x (Damage)
A NOTE ON WEAPON EMPLACEMENT OPTIONS BY VESSEL TYPE Regardless of given weapon ranges, all energy weapons for
Starfighters can only be fired in the SAME GRID as their target, and warheads can be fired on any arc.
Auxiliary Craft and
Capital Ships can have UP TO their size in turreted weapons. Turrets have no directional restrictions. All other weapon emplacements must be placed on a designated arc. Because we have Hexgrids, the arcs are based on the true nautical bearings of 000, 045, 135, 180, 225, and 315. Each arc can fire along its adjacent grids in addition to its own. Here is a visual reference (with a 000 arc as an example):
SPACE WEAPON CHARTTARGETING RATING = Missile (8), Laser (7), Blaster (7), Ion (6), Torpedo (6), Turbolaser (5), Rocket (4), Bomb (3)
Stock WeaponsPoint Defense Blaster (Range: 0, Damage: 1) (Cost: 8 Points)
Blaster Cannon (Range: 0, Damage: 2) (Cost: 9 Points)
Laser Cannon (Range: 0, Damage: 4) (Cost: 11 Points)
Laser Battery (Range: 0, Damage: 6) (Cost: 13 Points)
UpgradesLight Mod (-1 Damage, +1 TR) (Cost: +2 Points per Weapon, incompatible with Heavy Mod)
Heavy Mod (+1 Range, -2 TR) (Cost: +3 Points per Weapon)
Enhanced Mod (+3 Damage) (Cost: +6 Points per Weapon)
Dual Emplacement (+1 TR) (Cost: +4 Points per Emplacement)
Quad Emplacement (+2 TR) (Cost: +8 Points per Emplacement)
Turret Configuration (Cost: +6 Points per Emplacement) (Max # of Turrets = Size)
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Stock WeaponsIon Cannon (Range: 1, Damage: 4) (Cost: 11 Points)
Ion Battery (Range: 1, Damage: 6) (Cost: 14 Points)
UpgradesLight Mod (-1 Range, +1 TR) (Cost: +2 Points per Weapon)
Heavy Mod (+1 Range, -1 TR) (Cost: +2 Points per Weapon)
Enhanced Mod (+3 Damage) (Cost: +6 Points per Weapon)
Dual Emplacement (+1 TR) (Cost: +8 Points per Emplacement)
Quad Emplacement (+2 TR) (Cost: +16 Points per Emplacement)
Turret Configuration (Cost: +8 Points per Emplacement) (Max # of Turrets = Size)
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Stock WeaponsTurbolaser Cannon (Range: 1, Damage: 8) (Cost: 15 Points)
Turbolaser Battery (Range: 1, Damage: 12) (Cost: 19 Points)
UpgradesLight Mod (-1 Range, -2 Damage, +1 TR) (Cost: +2 Points per Weapon, incompatible with Heavy Mod)
Heavy Mod (+1 Range, -1 Damage, -1 TR) (Cost: +2 Points per Weapon)
Enhanced Mod (+3 Damage) (Cost: +6 Points per Weapon)
Dual Emplacement (+1 TR) (Cost: +10 Points per Emplacement)
Quad Emplacement (+2 TR) (Cost: +20 Points per Emplacement)
Turret Configuration (Cost: +10 Points per Emplacement) (Max # of Turrets = Size)
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Stock WarheadsConcussion Missile (Range: 0, Damage: 4) (Cost: 12 Points per Launcher)
Proton Torpedo (Range: 0, Damage: 8) (Cost: 15 Points per Launcher)
Ballistic Rocket (Range: 1, Damage: 15) (Cost: 20 Points per Launcher)
Proton Bomb (Range: 0, Damage: 20) (Cost: 23 Points per Launcher)
UpgradesPoint Defense Mod (-2 Damage) (Cost: -2 per Launcher) (Missiles and Torpedoes only)
Assault Mod (+1 Range) (Cost: +4 Points per Launcher)
Advanced Mod (+2 TR) (Cost: +4 Points per Launcher)
Heavy Mod (+3 Damage) (Cost: +6 Points per Launcher)
Tube Conversion (May fire an additional warhead at a secondary target) (Cost: x2 Points per Launcher)
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GROUND UNIT SIZE CHART AND MINIMUM CREW REQUIREMENTSInfantry = 1
Speeder Bike = 1, MCR = 1
Small GAV = 2, MCR = 1
Light GAV = 3, MCR = 2
Heavy GAV = 4, MCR = 2
Large GAV = 5, MCR = 4
Super GAV = 6, MCR = 6
GROUND WEAPONS CHART AND REQUIRED [TECHNICAL RATING] TO USEBlaster Pistol [1] (Range: 5, Damage: 4) (Cost: 9 KC)
Blaster Carbine [2] (Range: 5, Damage: 6) (Cost: 11 KC)
Blaster Rifle [3] (Range: 8, Damage: 8) (Cost: 16 KC) (Stamina -1)
Blaster Cannon [4] (Range: 8, Damage: 10) (Cost: 20 KC) (Stamina -2)
Blaster Artillery [5] (Range: 10, Damage: 12) (Cost: 22 KC)
Blaster Turret [5] (Range: 10, Damage: 15) (Cost: 25 KC)
Light Mod [3] (Range -1, Damage -2, Cost -3 KC, Stamina +1)
Heavy Mod [3] (Range +1, Damage +2, Cost +3 KC, Stamina -1)
Pulse Mod [3] (Range -1, Damage +2, Cost +3 KC)
Repeating Mod [3] (Range -2, Damage +2, Cost +4 KC)
Plasma Mod [5] (Pistol Only, Damage +5, Cost +5 KC, Stamina -1)
Assault Mod [5] (Carbine Only, Range +3, Damage +3, Cost +6 KC, Stamina -2)
Sniper Mod [5] (Rifle Only, Range +7, Damage +9, Cost +16 KC, Stamina -3)
Machine Mod [5] (Cannon Only, Range -6, Damage +16, Cost +24 KC, Stamina -4)
Squad Emplacement [5] (Requires 2 Personnel to use, Damage x2) (Cost: x2)
Vehicle Mounted [1] (Cannon and Artillery Only, Range -2, Damage +10) (Cost: +8 KC)
Dual Emplacement [3] (Requires Vehicle Mount, Cost: +2 KC per weapon)
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Infantry Exclusive WeaponsFlamethrower [10] (Range: 1, Damage: 10) (Cost: 11 KC) (May use Heavy and Plasma Mods) (Stamina -1)
Shotgun [10] (Range: 1, Damage: 20) (Cost: 21 KC) (May use Heavy and Plasma Mods) (Stamina -1)
Bowcaster [10] (Range: 3, Damage: 8) (May use Heavy and Plasma Mods) (Stamina -1)