Star Wars: Hope's Rebirth
This very much a rough draft. I’m basically vomiting ideas onto the wiki until I get it where I like it.
Starship Combat comes in two types, Personal and Capital. Personal starship combat is the smaller of the two scales, dealing with fighters and freighters and the like. If Capital isn’t listed somewhere on the ship’s sheet, it’s Personal.
In both types of Starship Combat, initiative is determined by the lower of either the ship’s Pilot skill or the pilot’s Notice skill—fast reaction time doesn’t matter when your ship can’t maneuver worth a damn.
Starships are like characters. They have listed skills and aspects. Some have stunts and stress, and some can take consequences. Starships count as nameless NPCs (they have no base stress boxes), unless piloted by a Supporting or Main NPC or PC, then they gain 2 stress boxes. Main NPC and PC pilots can give their ships consequences.
Personal Starship Combat
The focus in Personal Starship Combat is on fighter/freighter pilots. Other starships can be used to mob up like nameless NPCs in FATE.
Capital Ships in PSC have a unique feature. They are zones onto themselves. Depending on the ship they take up a certain number of zones, and entering the same zone as a capital ship can be troublesome. Many capital ships have point-defense lasers that blanket the zone in massive firepower. If this happens, fighter pilots may have to roll Pilot to avoid taking damage.
Capital Ship Combat
The focus in this mode is of course, Capital ships. From highly-modified war-frigates to massive Star Destroyers.
In CSC, Personal ships take on their own unique feature. The stats for a fighter now represent a squadron of that same type. Again, they can mob together as nameless NPCs to provide extra stress or dice bonuses to the ships they serve.
Zones in Starship Combat
There are essentially two zones in Starship Combat, Engaged and Unengaged. When unengaged, a starship is somewhere in the infinite black where fighting isn’t. Someone dogfighting a squadron of TIE fighters, however, is Engaged. You can only attack ships that you are engaged with.
Note: Some vessels are so large that they take up multiple zones in Personal Starship Combat. In this case, you can only engage with one zone of the capital ship at a time.
There are multiple Engaged zones. The Calamari Cruiser broadsiding that Star Destroyer is a zone, while that mob of frigates ganging up on the second imperial ship is another.
If you Engage with a starship that is already Engaged with another, all participating ships are in the same zone.
For example: A squadron of TIE fighters joins the fight against the Calamari Cruiser. They are now in the same engaged zone as the Cruiser and the Star Destroyer it is fighting, but not the Star Destroyer dealing with the mob of frigates.
Remember, in Personal Starship Combat, capital ships are themselves multiple zones.
Keep in mind, this style of zoning is even more abstract than that typical to Fate.
Heading from Unengaged to Engaged is simple. You state you are engaging your target.
If your target is also Unengaged they may attempt evasive maneuvers. In that case, an opposed Pilot roll is necessary to Engage them. Failure means they escaped, or you succeed at minor or major cost, such as them getting an aspect on you, or dealing your ship stress.
Realized your X-Wing couldn’t tackle that Star Destroyer solo? Time to escape. To slip from Engaged to Unengaged (but still stay in the general area to help your allies) you must make an opposed Pilot test. Failure means you don’t escape, or you succeed at a minor or major cost, such as them dealing stress with some parting shots.