By Dan Verssen
Based on an original concept by John Zinser
MagWeb members: Star Wars: Corellian Smuggler is a huge article with six scenarios, lots of tables, complete rules, and many graphics components that will take a while to appear on your screen. We created a series of smaller sections to walk you through the game, but be prepared to spend some time getting everything together.--R.L.
Welcome to Corellian Smuggler, the game of crime and rebellion in the world of Star Wars. Smuggler is a solitaire game designed to be played over the course of several evenings; the player takes the role of a free-lance pilot and criminal, sneaking his ill-gotten goods past Imperial blockades and assisting the forces of the Rebel Alliance over a series of six scenarios. As time passes, you will have to opportunity to improve your skills, upgrade your ship, and stick it to the dark forces bent on controlling the universe. All you need to begin are these rules, a pair of six-sided dice, and a pair of scissors for the counter sheet. You will probably want to make a copy of the character creation sheet--perhaps several copies.
Character Creation
To begin Corellian Smuggler, you will need to create a character to portray. A starting character begins with 7 character points to allocate to skills and to ship upgrades (see Character Creation Sheet for details). A character gains an additional number of character points with the completion of each scenario. If you choose to begin with any scenario other than the first, generate a character with the following number of character points: 7 at the start, plus 4 points for each scenario to be skipped. For example, if you were to begin with third scenario, you would generate a character with 15 points (7 for the normal starting character, plus 4 for the first scenario, plus 4 for the second scenario).
Skills
Skill Points are used to modify particular die rolls during a given situation. For instance, if your character has a Blaster +1, he adds one to all his rolls involving Blasters. (Pretty straightforward, isn't it?)
Luck Points
Luck Points can be used to adjust rolls after they have been made. Each point of Luck gives you a certain number of Luck circles to spend. Luck is expended as it is used, and each Luck circle expended will retroactively adjust a die roll by one point in either direction. No more than two Luck circles may be expended to modify a single die roll.
Luck circles may be expended to modify any die roll in the game. Once expended, a Luck circle is gone permanently.
Once you have chosen your skills, feel free to embellish you character any way you see fit — give him or her a name, decide what race he or she belongs to, describe what she wears, etc. Despite the game's title, your character doesn't have to be from Corellia (Corellians are traditionally better at smuggling than everyone else, so they get the honor of having the game named after them). Such details have no effect on the game, but can be fun and give your character a sense of personality.
Characters receive 1000 credits to begin the game with. They do not receive additional credits when they begin in later scenarios, except where specified by the particular scenario to be played. Their ship is assumed to be fully repaired if they begin with any scenario except the first.
Once your character is secured, select a planet to begin the game on and start a scenario.
An on-going character is one who moves through more than one scenario. Presumably, such characters begin at Scenario 1 and progress numerically all the way through Scenario 6. However, players may choose to start and end at whichever scenarios they please.
Depending on how well you perform, your character will earn a number of character points as you play through each scenario. These points can be used to increase statistics at the end of the scenario. Your status at the end of each scenario is kept as you begin the next. This includes your ship damage, your credits, Wanted counters in place, your location, your crew members, and whether you are Wounded.
During your time in Starport, you will have the opportunity to hire Crew Members for your ship. You may, as well, gain a Partner on your Starport Encounter roll. In either case, you've now got someone to help you with all the things you need to do. Crew Members can only be hired in their home system (listed on their counter).
Each Crew Member or Partner you have may be assigned one Activity by you (the Captain) each day while in a Spaceport, on a Wilderness System, or while Dead in Space. All crew members must be assigned their Activity for the Day before any may be resolved. The following rules for specific activities apply:
Piloting
Only one person can Pilot the ship at a time. However, one other person in the Cockpit — the Co-Pilot — may assist in Piloting. To have a crew member assist, add up the Piloting skills of both crew members and apply it to the Piloting die roll.
Gun Turrets
Your ship has two weapon turrets. One person may be in each turret. People in turrets may not be assisted.
A single person may Pilot the ship as well as remotely operating either turret from the Cockpit, so long as the turret is unoccupied. In this situation, treat the person's Piloting and Gunnery skills as each being one less than normal. No one may help a person do this.
Repair
An unlimited number of people may attempt to repair Components on the ship each day. You may also group several people into one die roll in an attempt to gain a single large modifier to one die roll. A successful Repair roll will move a Really Damaged (black) component to Damaged (grey), or a Damaged component to Functional.
All people attempting to Repair the ship must be assigned at the start of the Day. You may, however, resolve one Repair attempt before selecting the Component to be Repaired by the next crew member. Each Self Repair attempt requires the expenditure of credits, listed on the chart. These credits are expended whether the attempt is successful or not. You may choose to expend additional credits before rolling for the Repair attempt in order to increase your die roll. Each time you pay a multiple of credits equal to the required amount, you gain +1 on the attempt. For example: Self-Repairing the Emergency Power Generator requires a die roll of 6 or greater and 150 credits. You could choose to expend 300 credits and succeed on a 5 or greater, 450 credits and succeed on a 4 or greater, etc. Remember to take into account the modifiers for being in a Wilderness System or Dead in Space if these apply to your situation.
Paying for Repairs while in a Spaceport is a second option. Simply pay the indicated number of credits and the Components you select are automatically Repaired (Really Damaged to Damaged, or Damaged to functional). You are, however, limited in the number of Repairs you may get per Day based on the System you are in; see the Components table.
Blaster
All Crew Members are assumed to be present for a given fight. As with Repair, multiple people may group their skill for one good die roll. Droids and pets may not fight. See the Blaster Fights rules for more information.
Encounters
Each Encounter specifies whether to use your character's skills alone, or to combine those of the entire crew.
Cargo and Contraband
Crew Members are free to purchase Cargo and/or Contraband. Each Crew Member may make one roll on the Cargo or Contraband Table, representing their individual efforts to locate those items. Alternately, you may pool two or more Crew Members together to modify a single die roll. For example, if Selnia and Aabatar are both shopping for cargo, they may make two separate rolls at +1 on the table (representing their respective "Charisma +1" stats), or may pool their efforts to make one single roll at +2.
Imperial Entanglements
Imperial Entanglements rolls are modified by the statistics of the entire crew. Only one roll need be made.
Dropping Crew Members
A Crew Member (not a Partner) may be let go while at any Spaceport, or their home System. This is a free action, before paying Daily Expenses, and does not require a Day. Once a crew member is fired, they will not work for you again for the remainder of the scenario.
Slain Crew Members
A slain crew member is removed from the scenario and will not reappear. If you are playing an on-going character, the crew member does not appear in later scenarios.
A Word About the Wookie
The Wookie Yaawl is an Imperial Fugitive who may be picked up as a Crew Member or Partner on the planet Hoth. Every time you leave a system with Yaawl, you must add a Wanted counter to it, reflecting the Empire's attempts to track him down (no, keeping him in the Cargo Hold the whole time will not prevent this). This will continue for as long as Yaawl remains on your crew.
"I don't have the money with me..."
What happens when you owe credits and you don't have them? Well, it depends on who you owe. There is also the situation where you actually do have the credits but don't feel like parting with them. In any event, you must pay a penalty for your lack of financial savvy. What kind of penalty depends on which Event caused you to go into debt. See the Non–Payment Table for descriptions.
"Flying through hyperspace ain't like dusting crops."
When transporting Cargo, Contraband, or any other item that you have been asked to transport to a specified destination, you must take the route with the fewest number of intervening Systems possible. If there is more than one shortest route of equal length, you are free to choose.
Travel stops when the Alderaan Belt or The Maw are encountered. The event is resolved (as described below), and the journey continues.
"...And no Imperial entanglements."
When you complete a journey from one system to another, you must make a check for Space Imperial Entanglements. Roll at the Destination System only. Do not roll for Entanglements as you pass through each intervening System.
Smuggling and Wanted Counters
Wanted counters represent the character's popularity with the local authorities, bounty hunters, and any others who may have a reason to want you out of the way. For example, carrying Contraband results in Wanted counters being placed because it is against the law, and the Empire considers you a criminal.
Each time you pick up contraband, you place Wanted counters equal to the Contraband's Wanteds in the System of origin, the destination System, and each System to be traveled through. These counters are placed when the Contraband is accepted or purchased.
Smuggling and Passage must be delivered to its destination system the day after it is procured, or the following penalty is incurred: place additional Wanted counters on both the System of origin and System of destination equal to the Contraband's Wanted value. Jettisoning your Contraband also results in Wanted counters being placed (equal to the Wanted score of the contraband in question). This is because the owner and buyer of the merchandise has now taken a dislike to you. Dumping Kessel spice isn't always good for your health…
As a result, the battles with "fighters" and "Stormtroopers" may not always be against the forces of the Empire. They may represent combat against mercenaries and bounty hunters hired by the people you've upset.
On a slightly different subject, legal Cargo must also be delivered the day after it is procured, or it must be Jettisoned. After all, if you don't deliver it, it becomes stolen and creates more problems than it's worth (yes, I suppose you could sell your load of now-stolen Bantha saddles on your own, but just let it go).
The Alderaan Belt
Treat the Alderaan Belt the same as the Asteroid Field Space Encounter, over and above any other Space Encounters. When making a delivery to the Alderaan Belt, resolve the event first, then conduct the delivery. No other activities may be undertaken at Alderaan, and you don't roll for any other Encounters or Spaceport Imperial Entanglements.
The Kessel Run
The Maw is a large grouping of black holes between Kessel and Corellia. In order to make the Run, a ship must plot a course through the gravity wells. The faster a ship travels and the more skilled the pilot, the shorter the course. A fast moving ship with a skilled pilot can "dip" down into the wells to shorten the distance traveled, and thus cut the travel time.
As the ship approaches The Maw, declare the type of Run you would like to attempt: Safe, Intense, or Foolhardy. Then roll the dice to determine the outcome of the Run and check the appropriate table below.
Apply all Piloting modifiers, regardless of which type of Run is selected. Luck may also be applied following the die roll.
Kessel Run: Notoriety and Experience
The first time your character completes a Safe Run with a Smooth Trip result, you immediately gain 1 character point (to be allocated or saved) and one Luck circle.
The first time your character completes an Intense Run with a Good Run result, you will be able to add one to all future Contraband Availability die rolls, and you immediately gain two Luck circles and two character points (to be allocated or saved).
The first time your character completes a Foolhardy Run with a 13 Parsecs! result, you will be able to add one to all future Contraband Availability die rolls, and you immediately gain three Luck circles and three character points (to be allocated or saved).
There is no official place to record this information, but don't worry — you'll remember.
Blaster Fights
These rules cover blaster fights with Imperial Stormtroopers.
You and your crew shoot first during each turn of combat. You may choose which of your team is to shoot and in which order every turn. You are free to resolve one attack before who will attack next. To resolve an attack, roll 2 dice and consult the Stormtrooper Target table (see p. 51). Apply the appropriate modifiers listed to the die roll to determine the result of the attack.
Once all of your shots have been resolved, any remaining Stormtroopers shoot back. Stormtroopers attack the crew member with the lowest Blaster skill (thus having the best chance to hit). If you have more than one crew member of the same lowest skill, you choose which one is attacked. Stormtroopers will continue to fire at Stunned or Wounded crew members. Once a crew member has been killed, they move on to the next. Stormtrooper attacks are resolved in the same manner as crew attacks; simply use the Crew Member Target table instead.
This completes one turn of combat. Continue conducting turns until all the members of one side are dead.
"Here they come…"
These rules cover ship battles with Imperial TIE fighters.
Your ship has two weapon turrets, one on the topside of the ship and one on the underside. The top turret can be used to shoot at one enemy fighter each turn which is either above or "in the slot" (alongside your ship). The bottom turret can be used to shoot at one enemy fighter each turn which is below or in the slot. One crew member is required to operate each turret. If you wish, a single crew member (or your character) may Pilot the ship and remotely control one turret from the Cockpit, but while doing this both his Piloting and Gunnery skills are one less than normal.
If a crew member Prepares for one turn, they receive +2 on their next attack die roll. To Prepare, the crew member must be in a Turret and not fire for one turn (they're taking careful aim). They then receive +2 to their attack die roll on the following turn.
At the start of each turn of combat, roll for each enemy fighter's position using the Angle of Attack chart. Once all enemy fighters are placed, assign the duty you want each crew member to perform (Piloting and Co-Piloting in the Cockpit, Gunnery of Top Turret, Gunnery of Bottom Turret). All other crew members are in the Bunks/Lounge. A crew member may move from one location (Cockpit, Top, or Bottom) to one of the other locations, by spending one turn in the Bunks/ Lounge.
Your turrets fire first during each turn of combat. You may select the turret to shoot first and resolve its attack before declaring and resolving the attack for the second turret. To resolve an attack, roll 2 dice and consult the Fighter Target chart, applying all appropriate modifiers.
Once all of your attacks have been resolved, any remaining enemy fighters shoot back. They use the same method of attack, except they use the Ship Target chart.
This completes one turn of combat. Continue conducting turns until either the ship or all enemy fighters are destroyed.
Wounds
A crew member's die rolls are reduced by one each time they are Wounded. A crew member may be Wounded multiple times. One Wound may be Healed by selecting the Heal Activity for the Day. The Wound is Healed on a die roll of 8 or higher on 2d6. You may add one to the die roll for every 50 credits paid, before the dice are rolled.
Encounter Table and Descriptions
Full Set of Cards and Counters
Six Scenarios for Star Wars: Corellian Smuggler
Star Wars and all related characters and events are registered trademarks of Lucasfilm LTD and West End Games. Used here with permission.
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