COMBAT TRAINING - HEAD TO HEAD
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Initiative Order
Inarra - 1 -- 5 -- 9
Tump - 1 -- 5 -- 9
Vyctor - 1 -- 5 -- 9
Django - 1 -- 5 -- 9
As you will be approaching literally head to head, you all begin in CASE 2.
To make this mechanically viable I am going to add a SPD rating to your ships. That is how many KM your ship moves in combat per second and is something like Movement on the ground. The A-wing will have the highest top combat SPD, then the X-wing, Falcon, and B-wing. Once a ship is beyond 11km, it is out of even extreme blaster range and cannot be hit. Greater speed reduces maneuverability so in relation to CASE structure, it will not effect how the piloting rolls work. In other words, it will all wash out to the same.
This would work better on a hex board, but we don't have so we'll make do.
Starting with your guns' base range, every 1000m (1 km) is a -1 until you reach -10. Then blaster fire dissipates and does nothing.
Roll any shots your ship can make starting at the 20 km range for each phase until you decide to break off and enter CASE 2. I will post Inarra's Phase 1 as an example.
This message was last edited by the GM at 23:24, Thu 28 Dec 2017.