I thought about dividing the ship up into sections. I only differ in that I divided the ship into 1/3s instead of 1/4s.
I like your thoughts about the different kinds of guns, as I've never considered those possabilities.
This is just a draft….
Pilot skill 0
Missile launcher skill 2
Double barrel turret skill 3
Quad barrel turret skill 4
Hull 30 (11 bridge / 9 midsection / 10 aft)
Shields 20 ( 7 bridge / 6 midsection / 7 aft)
Intelligence: Players elect a flight commander who rolls two attack dice to determine the intelligence known about the gunship. The dice are paired below. The commander is told all information matching and below their dice results.
GM: “Commander, our intelligence has discovered a small rebel research facility on a moon with no atmosphere. We are not completely sure what they are developing, but word from above says that it is important enough to commit to. Some of their top scientists are there now. We don’t want any personnel or information escaping. We want total annihilation, that is why we selected you to lead this strike operation. Are your men up to the challenge?”
“Good. Who are your wing leaders (named pilots)?”
“Alright. Very well. In that case you should all know that the enemy laboratory will be heavily guarded. My Strike Cruisers will set up a perimeter as best they can, but without an interdictor or gravity well some enemy ships might slip past our line. Success depends on you, the asteroids surrounding the moon make it impossible for the larger ships to assault the base directly. We have enough academy pilots to reinforce each one of your men, twice.”
“Again, we do not know exactly what the rebels are researching here, suspect that everything is a part of their program. We know that three of their top scientists and two famous fighter pilots have been working together on this mission. Your attack will be a surprise, so try to destroy the main objective before they can mobilize all of their defenses. ”
“Do you have any questions?”
Crit-The Bridge is the most vulnerable part of the Corellian gunship
Focus- Sensory Suite B is located under the engines
Blank- Sensory Suite A is located on the forward gun platform
Hit- Aft Gunner control is located above the engines
Focus- Heavy weapons might aid you in destroying the base,
Blank- There might be experimental weapons on the base.
Hit- There will most likely be a small group of fighter escorts
Anything else- try to damage the orbital protection forces but be careful not to take heavy losses there. Wounding these defenders will help you later, after the rebels have counterattacked.
Each starfighter gets two academy pilot reinforcements.
Reinforcements may be called immediately. At the beginning of the following round, player rolls 3 attack dice and must get 3 hits to have reinforcements that round. Failing that, the number of attack dice is decreased each round of consecutively failed attempts until the fourth round when the reinforcement automatically spawns from that player’s board edge.
If player scores a Critical Hit, he/she rolls two attack dice to determine damage.
10 target locks
Crit- Stunned Captain: ship cannot target lock next round
Hit- Blinded helmsman: ship cannot turn next two rounds
Focus- Shaken Leadership: no two gun turrets may target the same fighter
Blank- Internal explosion two damage
Hit- Computer Control Deck damage
Hit- Cannot target lock next round.
Focus- Weapon malfunction: to determine which turrets malfunction
Blank- Internal fire no missiles may be fired next round
Foc/Foc- Direct hit: two damage
Foc/Blank- Minor explosion: roll an attack die, if a * is rolled take suffer 1 damage
Blank/Blank- Consol fire zero agility next round
Midsection / Turbolasers 1-4 / Sensor Suite A / Forward Landing Gear Well
Crit- Forward Gun Platform
Crit- Turret explodes
Hit- Blinded gunner one turret may not shoot next round
Focus- Sensor Suite damaged. Lose two target locks permanently.
Blank- Two damage
Hit- Forward Gun Platform
Hit- Lose one target lock this round
Focus- Lose two target locks next round.
Blank- Reduce 1 turret’s weapons value by 1
Focus/Focus- Escape pods damaged
Focus/Blank- Landing gear damaged
Blank/Blank- Internal fire - forward turrets may not fire next round
Aft / Missile lanchers / Batteries 5-14 / Propulsion
Crit- Rear drive
Crit- engine destroyed: ship lists left or right every 1/3 turns.
Hit- Missile port explodes
Focus- Sensor Suite B destroyed lose 8 target locks
Hit- Rear gun platform
Hit- Two damage
Focus- Aft Gunnery Control damaged: rear guns may not fire next round
Blank- Sensor Suite B damaged: lose 4 target locks next round
Focus/Focus- Engine surge: ship turns 1 Left or Right, take 2 damage
Focus/Blank- Minor explosion: roll an attack die, if a * is rolled take suffer 1 damage
Blank/Blank- One turret or missile launcher may not fire next round