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A SovietHybrid Game
Based on Games Workshops Battlefleet Gothic gaming engine
Warning: not 100% accurate to movies, shows, and fiction. This is a game of ship-to-ship combat in the Episode 2Episode 3 era of what kind of ship combat I
would like to see and play.
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2
MAIN RULES 3
> Command 5
> Movement 6
FLEETS 13
THE GALACTIC REPUBLICShips, Upgrades, Heroes
14
THE SEPARATISTSShips, Upgrades, Heroes
19
The RestPlaying a game, Credits & Acknowledgements
24
> Shooting & Taking Damage 7
> Missiles & Small Craft 10
Playing SheetsCounters, rosters, references
25
CONTENTS
A Brief Introduction to the Game
This game is an idea I have had on my mind for several years but never really got
round to having the time and drive to complete it. Additionally I was unable tofind a suitable game engine to support my creation until I finally played Games
Workshops Battlefleet Gothic.That game was essentially World War 1 battleships in space! However the capital
ship warfare was brilliant and you got the sense you are commanding hulking bigships and firing monstrous cannons.
Star Wars Storm is a game about two or more ships going head to head in a fierce
battle. The ships are massive and such have many hit points, lots of guns, hun-dreds of fighters. Add on the upgrade options...I want to play it now!
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WHAT YOU WILL NEEDWHAT YOU WILL NEEDWHAT YOU WILL NEEDWHAT YOU WILL NEED
This game is completely free with the exceptions that you will need a printer with ink, prefera-bly colour but greyscale is just as good. Print off this rulebook and accompanying fleet sheets so
that you have everything you need for the game.
Okay the game requires a battlefield to be played on, this can be achieved by having a largetable or dining table with a black cloth over it to represent space. Game boards can be used if
you have one or know if some one else does but a table top is a good place to start.
Additionally once you have these things there are the all important tools required to actually
command your starships; a ruler and some 6 Sided Dice. The ruler has to measure inCentimetres if possible as most of the ranges and speeds are measured in this measurement. The
6 sided dice bring that random element to the game rather than just flipping a coin (which would
be easier but too quick!) and these 6 sided dice are often referred to as D6 in this rulebook so try
and keep that in mind.
Thirdly a Pen/Pencil and Paper is very, very handy to have as it allows you to write out what
ships you command, upgrades for that ship, and any additional information. There are Ship
Roster sheets available but requires more printer time and ink. A bit of paper will do the job justas well.
PRINICLIPLESPRINICLIPLESPRINICLIPLESPRINICLIPLES
Scale: Space is big, actually big is too smaller word to describe space, the fact is that a real
proper space game would have to have an entire room just so ships could move around in to rep-
resent the distance needed for travel and shooting. In this game however it is shrunken down to
a small portion of space that two or more ships that happen to share the same area meet.
3D or 2D?: Well the game is mainly 2D with 3D elements. It would be a pain staking game if
you had multiple levels of play while thinking about your own ship, fighters and bombersaround, space terrain, etc. It would generally boil down to lots of unwanted tables with percent-ages and decimals, just would take the fun factor away from the game. Overall it is 2D but has
the options for all ships to pass over other ships when moving.
The Dice (D6): There will be many dice rolls to determine outcomes of shooting as well as see-
ing how effective the shooting was on the enemy. Make sure you have plenty of 6 sided dice tomeet the required amount for weapons when shooting, makes the game go quicker than having
to keep count of how many hit and rolling the same dice again to make up the numbers. As well
as shooting; some dice rolls will be required for captains of said ships to perform certain actions
as well as Command Checks. These will be stated with a D6 when needed.
Counters: This game uses square and rectangle counters to represent ships
and the area around them. Though the image inside the counter may be smallcompared to the counter all measurements are made from the edges of the
counters when conducting movement and shooting.
The scale may be off for some ships (as they are kilometres long) but their
hit points and weapons represent their size and dimensions. The Munificenthere on the left is a basic smaller capital ship but features boxes representing
how many hit points it has and how many critical hits. More explained later.
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Star Wars Storm - The Clone Wars BASIC RULES
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SHIP TYPESSHIP TYPESSHIP TYPESSHIP TYPES
Star Wars Storm allows two or more players to command one or more ships in a head on en-gagement during the colossal time of the Clone Wars. During this time many massive ships
from both sides of the war; The Galactic Republic and The Separatists, sent fleets of starships as
well as individual starships on missions. Some of these ships measured from only a few hundred
metres all the way to massive kilometre long vessels.
In Star Wars Storm there are four types of ship in the game with different strengths, weaknesses,
weapons load-outs and Missiles. These four are separated in to categories, and these are;
Capital, Cruiser, Escort, and Small Craft.
Capital Ships: These are generally the big ones with more firepower than a fleet of escorts put
together. Their counter will be large and have many, many hit points to soak up damage and on
top of this it will be generally bristling with guns and small craft for you to play around with.However due to its size and nature it wont be winning any speed awards and the overall turning
rate is very poor indeed.
Cruisers: The backbone of most fleets will have several cruisers in it if not a single cruiser
modified to go against the toughest of foes. The cruiser will cost the average amount of pointsfor an average type of ship. Most ships of this type will carry a general mix of speed, agility,
weapons, and Small Craft. Some cruisers may even be classed as Battle Cruisers as they have
been heavily modified for that general use of being amidst a battle than being all purpose.
Frigate:Not as big or as tough as the Cruiser or Capital, the frigate does have one major advan-tage these two bigger classes dont; good speed and agility! Able to out manoeuvre most larger
ships making them excellent at intercepting small craft and missiles. Remember though their
purpose is to escort other ships. Use them wisely in large games.
Small Craft: this category represents all those fighters, bombers, troop landers, small transportships, and everything in between. Many games will be littered with squadrons of this category
however the maximum most of this type can do it take off hit points. Squadrons are often
launched by Cruisers or Capital ships and have certain limits on how many can be launched atone time. Be sure to use them tactically as they have the opportunity to turn the tide of battle
(such is the Star Wars way!)
SHIP DATA SHEETSSHIP DATA SHEETSSHIP DATA SHEETSSHIP DATA SHEETS
Ships in Star Wars Storm has numerous ships that lots of weapons, fighters, hull points, etc andall this can be found on a Ship Data Sheet. Everything you need to know about the ship you
want will be on the ship data sheet including armour values on each side of the ship. The ship
data sheet below is for the Recusant Light Cruiser.
Recusant Light Cruiser
Separatists
Cruiser
Speed: 6" Turns: 45 Shield Generators: 1 Hangers: 1
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
6+ 5+ 5+ 5+ 5+ Small Craft:
Faction: Critical Hits 4
Ship Type: # of Engines: 3
Class: Total Hits 14
ARMAMENT RANGE FIREPOWER ARC
Prow Laser Cannons 6" 3 Front/Left/Right
Port Mass Driver Cannons 12" 4 Left
-------Prow Hanger Bay
Right
ARMOUR
StarboardMass Driver Cannons 12" 4
Tri-Droid 3 Squadrons
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Star Wars Storm - The Clone Wars BASIC RULES
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COMMAND LEVELSCOMMAND LEVELSCOMMAND LEVELSCOMMAND LEVELS
From the smallest of fighters to the biggest of capital ships, all must be commanded by a leaderor some one who is forced to that is (hey its a tough galaxy!) so there are various levels of com-
mand within this game to represent this. This is a made after you have chosen your ship and
completed the ship roster or wrote down the relevant information on a bit of paper.
Command Levels basically determine how well your ship performs under pressure while taking
hits from all sides, firing weapons, and moving around. Command levels are mainly rolled when
the ship has suffered 50% or more hits or taken one or more critical hits. Ships arent cheap and
cant be made within days so a commander will think about their crew and ship so they willmake a command level decision; either to stay and fight, or keep the ship and crew in one piece
and tactically retreat.
Use the table below to roll for your ship when setting the ship up on the roster or writing itdown. If you have more than one ship roll separately, and remember; if you dont like the initial
outcome you can always upgrade it later in the upgrades section.
D6 Roll Command Level
1 Untried (CL 6)
2-3 Experienced (CL 7)
4-5 Veteran (CL 8)
6 Crack (CL 9)
USING COMMAND LEVEL CHECKUSING COMMAND LEVEL CHECKUSING COMMAND LEVEL CHECKUSING COMMAND LEVEL CHECK
Once you have your ship, upgrades, and Command Level, theonly time you will need this Command Level is when you even-
tually take damage and perhaps some Critical Hits (these are ex-
plained in more detail later) as mentioned before your Captain of
the ship must make the tough decision; fight or flee?
In order for you to stay and fight, which in most cases all players will want to do, you must pass
a Command Level Check. In order to do this you must roll two six sided dice (or referred to as
2D6) and roll below the number for your Command Level. At the start most ships will be no
higher than 9 meaning there is still a 3 in 12 of your ship failing the roll and fleeing.
Here is a list of where you will need the Command Level Check:
1. Taken 50% or more of your total Hit Points
2. Taken your first Critical Hit (further critical hits dont need to be rolled for)
3. Reloading Missiles (Missiles, Small Craft)
4. Initialising or Activating special abilities for the ship
5. Bringing in reinforcement/additional ships.
Sometimes though enemy ships may have a special ability that will modify your Command
Level with a minus modifier. For example you take your first critical hit but the enemy has anupgrade that says it causes an after-effect that effects your command level by 1. Luckily you
have a CL of 9 so you need to roll an 8 (9 - 1 = 8) You roll 2D6 and score a 4 so you aresafe.for now!
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Star Wars Storm - The Clone Wars BASIC RULES
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MOVEMENT PHASEMOVEMENT PHASEMOVEMENT PHASEMOVEMENT PHASE
2. Any ship upgrades or abilities that are activated during the Movement phase can be acti-vated now. Requires a command check to do so, if successful the ability/upgrade is used,
but if the check is failed it cant be attempted until the following Movement Phase.
3. Once this is done, choose another one of your ships and repeat the process until all ships
have been moved.
4. You do no need to move your ships if you dont want to! If you wish to keep them still
for that turn then you may.
5. Turning: Turning can only be achieved if the counter has moved over half of its
maximum movement distance. Check your ship roster to see what the angle is for the ship
and then do so once one the ship has moved. However there are restrictions on this:
6. Capital Ships One after moving full distance
7. Cruisers Before or after moving 50% of maximum distance
8. Escorts Anytime during movement or even remaining still.
9. Once player 1 has finished moving all of their ships then player 2 repeats this process. Theplayer 1 moves on to the Shooting Phase.
SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE
SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Ship ArcsShip ArcsShip ArcsShip Arcs
While the Shooting Phase does indeed have steps to structure the phase you must first learn
more about the ship you have; the fire arcs, different weapon to-hit rolls, damage, and target
priorities. First lets kick off with fire arcs.
Each counter is divided up into 4 triangles, as shown below.
The arrow (which isnt on the counters) represents the direc-
tion the counter is facing the arcs are shown in order.
A. Prow: Front/Forward
B. Port: Left
C. Stern: Back
D. Starboard: Right
A weapon will have in its profile one of these arc names in its
description but the simplified version for the firing arc. Aweapon can only be fired if the target is in sight of one of these
arcs.
For example a Providence Cruiser is 6 off the Starboard side
meaning all weapons on that side can fire at the cruiser butweapons on the Port could not as they couldnt see the cruiser.
Additionally if a target is in view of two arcs, in this case Starboard and Prow then both of
these arcs can unload all weapons on to the target gaining maximum firepower. However many
weapons act differently than just being all the same, some weapons could have maximum dam-
age effects with a single hit but to hit is a major feat in itself!
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Star Wars Storm - The Clone Wars BASIC RULES
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SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Hitting the TargetHitting the TargetHitting the TargetHitting the Target
In order to score a hit on the enemy target you must roll a D6 for each Firepower strength andmatch or preferably beat the targets armour value for that arc being fired upon. Take the exam-
ple below:
The Venator checks to see if the Providencecruiser is in range which it is, almost too
close! Measuring the range also determines
what fire arcs are available for the Venators
weapons which in this case is the Starboards
weapons.
Looking for either Starboard in the weapon
description or Right in the fire arc in the pro-file it shows that the Venator has Firepower 4
for the Heavy Turbo Laser Cannons.
This means the player gets 4 D6 rolls to fire
against the Providence. However upon ask-ing the Providence player what their Right
armour value is they reply 6+! A tough ar-
mour value to beat and after four D6 have
been rolled nothing is able to hit the Provi-
dence.
Should this attack rolled a D6 score of 6 then the Providence would have been hit then the
Providence player is allowed a Shield Save. This is a simple, yet most of the time futile, at-
tempt to stop the incoming attacks. All Shield Saves have a D6 value of 6+ unless upgraded.
SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Hit Points & Critical HitsHit Points & Critical HitsHit Points & Critical HitsHit Points & Critical Hits
Keeping with the Venator and Providence; if the Venator had scored a full four hits
and the Providence had failed all four shield saves then it would have taken four hitpoints of damage. All counters have small squares in which the player can mark off
how much damage is taken per ship (makes it easier to keep track).
The player would then strike off four hit points off their total hit points limit and
taken note of it in their ship roster. Once all hit points slots are used the ship willexplode from taking so much damage and the player would consult the Decimated
Table to see the catastrophic results.
This leads us to the Critical Hits boxes on the opposite side of the counter. If all four
attacks hit the Providence and it failed its Shields Saves then the Venator playerwould then roll all four dice again to see if any were critical hits. On a D6 roll of 6+
that D6 will cause a critical hit which has a consequence roll for the Providence
player. A critical hit not only takes up a critical hit box but also the player must roll
on the Critical Hit Table to see what happens. In most cases they will loose their
shields or engine power but in the extreme cases it can lead to total devastation!
On the next page you will see the various tables for these events as mention above..
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SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Damage TablesDamage TablesDamage TablesDamage Tables
D6 Rollxtra
Damage Result
1 0Engine Damage: The ship may not move next turn
until repaired.
2 0Weapon Damage: On the arc that was hit- all
weapons on this arc may not fire until repaired.
3 0
Plasma Fire: Internal fires rage around the
damage. Until repaired the fires will take 1 hit point
from the ship each turn.
4 0
Shield Generator Lost: 1 Shield generator has been
destroyed. Ifall Generators are lost you loose the
Shield Save.
5 1Hull Breaches: The hull is littered with gashes
causing extra damage. This can't be repaired.
6 ALL"Weve Lost Something!": explosions ripple through
the hull, consult the Decimated Table.
CRITICAL HITS TABLECRITICAL HITS TABLECRITICAL HITS TABLECRITICAL HITS TABLE
D6 RollExtra
Damage Result
1 2
Bridge Hit: Roll your Bridges Armour value. If beat
the Bridge is destroyed. Command Level is
reduced to 5
2 3Broken Wing: On the arc that was hit- everything on
this arc is destroyed and can't be used again.
3 4
Magazine Explosion: Any arc armed with a weapon
suffers the Critical Hit; Plasma Fire result for each
weapon in that arc. Can be repaired
4 5Half a Ship: Pick 2 arcs from your ship. These are
the two arcs the ship has left to use.
5 ALLHulk: The ship is destroyed but doesn't explode.
Place a Derelict template where the ship is.
6 ALL
KABOOOM: the ship explodes completely and is
removed BUT any ship within 8" suffers D6 hits.
Roll armour values to hit as normal.
DECIMATED TABLEDECIMATED TABLEDECIMATED TABLEDECIMATED TABLE
*if the ship has more than 1 shieldgenerator then you will still get the
shield save until all are lost!
SHOOTING PHASESHOOTING PHASESHOOTING PHASESHOOTING PHASE ---- Ion CannonsIon CannonsIon CannonsIon Cannons
Any weapon with the word Ion in it acts very differently than normal weapons as its primary
purpose is to disable engines and shields. It fires exactly as if it were a normal laser cannon withthe exception that it requires a 5+ to hit no matter the armour value of the target. If it does hit
the Ion cannon will disable 1 shield generator for the rest of the turn. Multiple shots will in-
crease the number of Shield Generators disabled.
Next turn the shields are restored until they are disabled again by another Ion cannon shot.
Once all Critical Hits slots
are taken up roll a D6-
1-3: Classed as a Hulk
See Decimated Table
1-3: Classed as a Kaboom!
See Decimated Table
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Star Wars Storm - The Clone Wars BASIC RULES
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SHOOTING SEQUENCESHOOTING SEQUENCESHOOTING SEQUENCESHOOTING SEQUENCE
1. Choose a ship to fire with
2. Check the ship is within the range
3. Check the ship has weapons within the fire arc of the target
4. Resolve Firing5. Choose another ship to fire at
Multiple Targets: Sometimes you may find you ship between two or more enemy ships. Youcan now elect to fire on each of these ships with some of your weapons. Each weapon can only
be used once so pick the right weapon for the right job. Exactly the same process as if firing at
one target except they will be in different arcs and possibly requiring different armour values to
beat.
BLITZ PHASEBLITZ PHASEBLITZ PHASEBLITZ PHASE ---- Missiles & small craftMissiles & small craftMissiles & small craftMissiles & small craft
Many ships will have a weapon with the words Missile orHanger meaning they are equipped
with Missiles or small craft or both. While Missiles fire in a similar fashion to laser cannons
they can be intercepted by small craft and also ignore shields but can never cause Critical Hits.
Small Craft range from fighters, bombers, boarding ships, and transports and these act likeminiature ships with the exceptions that they can move and turn freely but hit ships differently
as their weapons do not have the same firepower as a larger ship.
SMALL CRAFTSMALL CRAFTSMALL CRAFTSMALL CRAFT
As mentioned above Small Craft represent a galaxy worth of fighters, transports, bombers, and
boarding ships. Their attack and defence system works slightly different than that of larger shipsbut a majority of the rules still apply in most respects. Below are two perfect examples of differ-
ent roles. The ARC-170 is designed for heavy engagements and it shows as it can attack escorts,
cruisers, and even capital ships. While its missile and crafts attacks are not that high it is more
suited to attack the larger target.The numbers in the boxes represent the
roll needed to hit that target. Once rolled
and hit the target may make a shield saveshould it have any shields and if failed it
scores a hit point of damage.
The Agility number is a sort of armour save when it is attacked by other small craft or being
targeted by bigger ships. If passed the fighter lives to fight another day, if failed the fighter is
removed from play and is classed as destroyed. All small craft only have 1 hit point.
In addition to this some fighters may have Shields! These work exactly like the bigger ships
shields and you gain a Shield Save against incoming attacks. This can be neutralised via IonCannons also.
Here the V-Wing can only attack Mis-
siles and Small Craft but it reflects in its
profile that it is mainly an interceptor and
should be used primarily for this role.
Type: Faction:
Agility: 5+ Speed: 7" Shields: 1
Small Craft Missiles Escorts Cruisers Capitals
5+ 6+ 5+ 6+ 6+
Special Abilities
Lock S-Foils: Can double its movement speed if it doesn't shoot.
ARC-170 Republic
Type: Faction:
Agility: 3+ Speed: 10" Shields: -
Small Craft Missiles Escorts Cruisers Capitals
3+ 3+ - - -
Special Abilities
V-Wing Starfighter Republic
Pure Skill: Re-roll one failed D6 per game for a missed attack.
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SMALL CRAFTSMALL CRAFTSMALL CRAFTSMALL CRAFT ---- Launching & MovingLaunching & MovingLaunching & MovingLaunching & Moving
Many ships will have an entry of Hanger as one of its weapons with two boxes with twodifferent types of small craft then another with X Squadrons. The Venator profile below is a
perfect example of this:
The armament has the available hangers, the range is the different types of small craft available,
and the firepower is the maximum number of squadrons you can launch during a game. It is upto you, the player, to decide which type of small craft to launch. Some are suited to different
roles while others are more specialised.
As the Hanger may have a specific place on the ship, there is no arc for the small craft to belaunched so essentially the small craft counter can be placed anywhere around the Venator
counter as long as it is put within 1 of the Venator. Once all desired squadrons are placed they
are ready to move.
Look at the various small craft profiles for the ships launched and move them their maximumspeed or use an ability for movement should the craft have it. Once all craft have been moved
they may or may not be in range to attack other small craft or an enemy ship.
SMALL CRAFTSMALL CRAFTSMALL CRAFTSMALL CRAFT ---- Shooting with...Shooting with...Shooting with...Shooting with...
Shooting with craft is simpler but more difficult to do sometimes if you misjudge the speed of
your small craft. You see the counter must be touching another enemy counter in order for yourcraft to lay down some attacks. See the example below for a fight between a Vulture Droid
squadron versus an ARC-170 squadron.
The first image here shows the two counters which arent quiet
next each other meaning no combat can take place.
The second image shows both are touching meaning both can
now shoot at each other. Both players roll simultaneously,
each having to roll the number indicated in their profiles. Ifhits are scored then shield saves are taken, if any, and de-
stroyed craft are removed. If both fail to hit then they remain
there until the next Blitz phase where they can attack again.
Small Craft versus escorts, cruiser, and capitals work similarly to fighting against other smallcraft where and must be in base contact with the intended target. However if an attack is
successful or failed the craft counter returns to the ship it launched from in the End Phase.
Take note of how many small craft are launched from each ship and destroyed as when you
loose all of your small craft then they are all gone for the rest of the game unless and upgrade
says otherwise. See End Phase page for more details.
Jedi Starfighter
V-Wing
ARC-170Prow Hanger Bay
ARC-170
V-Wing
ARC-170
Starboard Hanger Bay3 Squadrons
2 Squadrons -------
Port Hanger Bay3 Squadrons -------
-------
ARCRANGEARMAMENT FIREPOWER
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SMALL CRAFTSMALL CRAFTSMALL CRAFTSMALL CRAFT ---- Shooting At...Shooting At...Shooting At...Shooting At...
Larger ships may attempt to shoot down small craft if they are in a firing arc or two using theirnormal weapons. Shooting rules apply as normal except all small craft are hit on a 4+but they
still gain any shield saves and agility roles as normal. If passed they live to fight another day, if
failed they are removed. Critical Hits do not apply for small craft as most only have 1 hit point
in general and a shot from a larger ship could instantly destroy them anyway.
MISSILESMISSILESMISSILESMISSILES ---- Shooting with...Shooting with...Shooting with...Shooting with...
Missiles are a heavy weapon and act similar to normal weapons except their effects are twice as
deadly. Not only do missile completely ignore shields (no shield saves allowed versus missiles!)
but they can be fired at any target within range without the need for Command Checks. How-
ever as they are essentially man sized rockets they can be shot down by nearby small craft.
Missiles Vs Ships: Fire like a normal weapon but measure with a tape measure or ruler to yourintended target. Most ships have around 1 or 2 attacks for missiles per arc so concentrate on one
arc for now. Fire all dice as required and roll to hit the targets facing arc armour value.
However if the target has any small craft within 4 then move them to the targeted ship arc. Not
only do they get a free 4 move but they now can make a free shot at each incoming missile.Look at the small craft profile for the Missile entry and roll to hit the missile. If successful 1small craft hit will reduce damage by 1. If 5 small craft within 4 move to intercept and destroy
2 missile attacks then the missiles have been intercepted and no damage has been done.
But if they failed then the missiles damage the ship and will cause a Critical Hit on a 4+ not a
6+! Roll to see outcomes as usual but after the missiles have been fired they require a wholeturn to reload until they can be fired again. For example in Turn 1 a Venator fires at a Provi-
dence but fails to hit, Turn 2 it has to reload missiles, Turn 3 the Venator missiles are ready to
be used again.
Missiles Vs Small Craft: Fire like a normal weapon but will hit the small craft on a 5+. The
Small craft may attempt to fire at the missile attack looking at its profile rolling a D6 per missileattack. If failed the Small Craft is destroyed no matter how many hit points it has, shields, or
how excellent their agility roll is.
BLITZ SEQUENCEBLITZ SEQUENCEBLITZ SEQUENCEBLITZ SEQUENCE
1. Choose types of squadrons to launch and place them next to your ship
2. Move them up to their maximum speed
3. If any are in base to base then resolve attack
4. Choose Missile weapons and designate attacks
5. Resolve Missile weapon attacks
THE COMPLETION PHASETHE COMPLETION PHASETHE COMPLETION PHASETHE COMPLETION PHASE
1. If a ship has suffered 50% hit points then a Command Check is necessary. If failed it is
removed from play, if passed it remains. Done once per game.
2. Command Checks are made to repair any ongoing damage on board the ship
3. Small Craft are returned to their respective ships.
4. The next turn begins starting at the Strategy Phase.
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Star Wars Storm - The Clone Wars FLEETS
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FLEETSFLEETSFLEETSFLEETS
Fleets are made up from one ship (that carries a great deal of smaller ships) all the way up to acouple of hundred vessels in a large formation heading out to deal with the enemy. In this game
the various ships have been designated with a Credits ( $ ) amount to reflect how powerful and
monstrous they are and can be. Both players must agree on a sent amount of Credits limit tospend on their fleets. The average game will be around $300 which will consist of around 1
cruiser each side or two smaller escorts.
A simple one-on-one game can be just as challenging than a massive fleet engagement between20+ ships on each side. Each ship has an entire page or 50% of a page dedicated to them with a
list of upgrades, heroes, and additional weapons that can be installed. These cost extra credits
that is deducted from the total limit for the fleet. All of these can only be taken once per ship, it
is entirely possible to have 2 or more ships taking the same upgrade but they will have it only
once in their upgrade list.
Heroes basically take control of the ship giving it new abilities and possibly new weapons but a
majority will just add new abilities. New weapons or weapon upgrades will replace weapons on
the ship and they will designate specific weapons. Take note of what weapon is replaced andright the new one in the ship roster.
Below is my fleet roster that comes with this rulebook (see back page) that gives you enough
room to write down everything you will need for each ship in your fleet. Also you will notice
there are only four slots for upgrades; this is because there is a 4 upgrade limit to each ship.
Even with this limitation you may not even want to upgrade the ship and keep that all important
credit limit down so you can afford new ships. As for writing down Hanger Bays, as they
require multiple lines, perhaps just write them down in short hand. For example a Vulture Droid
could be wrote down as Vult, and Droid Tri-Fighter could be just Tri-Fi etc.
Okay now on to the fleets, which you all have been wanting to see anyway!!
NAME: Wins Loss
Speed: Turns: Shield Generators: Hangers: $ Points:
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
Small Craft:
$
$
$
$
UPGRADES COST
ARMOUR
RANGEARMAMENT FIREPOWER ARC
Class:
Faction:
Captain Name: Command Level:
Enemy Kills:
Repairs:
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Star Wars Storm - The Clone Wars FLEETS
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Type: Faction:
Agility: 5+ Speed: 7" Shields: 1
Small Craft Missiles Frigates Cruisers Capitals
5+ 6+ 5+ 6+ 6+
Special Abilities
Lock S-Foils: Can double its movement speed if it doesn't shoot.
ARC-170 Republic Type: Faction:
Agility: 3+ Speed: 10" Shields: -
Small Craft Missiles Frigates Cruisers Capitals
3+ 3+ - - -
Special Abilities
V-Wing Starfighter Republic
Pure Skill: Re-roll one failed D6 per game for a missed attack.
Type: Faction:
Agility: 2+ Speed: 8" Shields: 1
Small Craft Missiles Frigates Cruisers Capitals
4+ 4+ 6+ 6+ 6+
Special Abilities
Jedi Starfighter Republic
Jedi Knights: May board a larger ship instead of firing at a target.
Type: Faction:
Agility: 6+ Speed: 5" Shields: 1
Small Craft Missiles Frigates Cruisers Capitals Hit Points
6+ - 4+ 5+ 6+ 2
Special Abilities
Republic
Boarding Ship: May board a larger ship instead of firing at a target.
Republic Gunship
The Old Republic was the Republic of legend, greater than distance or
time. Before a cruel and ruthless Empire supplanted it, the Old Republic
was the democratic union that governed a galaxy for thousands ofyears. Those who lived in it knew it as the Galactic Republic, or more
simply, the Republic.
UPGRADES(* only 1 may be taken for all for the game)
Upgrade Description Cost$
Increase Laser Output Re-roll any 1s when rolling to hit other small craft 100
Increase Shield Output Re-roll any failed Shield Saves 100
Increase Engine Output All small craft gain +1 to their Speed 200
New Targeting Systems Re-roll any 1s when rolling to hit Missiles 200
Jedi Apprentice +1 additional Jedi Starfighter when 1 is launched 300
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UPGRADES
Upgrade Description Cost $
Increase Laser Output Re-roll any 1s when rolling to hit other ships 50
Increase Shield Output Re-roll any failed Shield Saves 50
Increase Engine Output Turns can be made up to 180 degrees 50
Take & Hold Replace ARC-170 with Republic Gunships 75
Jedi Frigate Replace ARC-170 with Jedi Starfighters 125
Acclamator Assault Ship
Republic
Frigate
Speed: 10" Turns: 90 Shield Generators: 1 Hangers: 1 $ Points: 110
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
5+ 4+ 4+ 3+ 5+ Small Craft:
Right/Front
ARMOUR
Starboard Turbo Laser Cannons 10" 2
ARC-170 2 Squadrons -------Prow Hanger Bay
Starboard Laser Cannon 6" 1 Right
Port Laser Cannon 6" 1 Left
Port Turbo Laser Cannons 10" 2 Left/Front
Prow Proton Torpedo Launchers 18" 2 Front
RANGE FIREPOWER ARC
Prow Laser Cannons 6" 2 Front
Class: Total Hits 9
Faction: Critical Hits 4
Ship Type: # of Engines: 2
ARMAMENT
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Star Wars Storm - The Clone Wars FLEETS
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Acclamator Gunship
Republic
Frigate
Speed: 8" Turns: 90 Shield Generators: 1 Hangers: 0 $ Points: 120
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
5+ 4+ 4+ 4+ 6+ Small Craft:
ARMOUR
Stern Laser Cannon 6" 1 Back
Prow Proton Torpedo Launchers 18" 2 Front
Starboard Heavy Turbo Laser Cannons 16" 4 Right
Port Heavy Turbo Laser Cannons 16" 2 Left
Prow Laser Cannons 6" 2 Front
ARMAMENT RANGE FIREPOWER ARC
Faction: Critical Hits 2
Ship Type: # of Engines: 2
Class: Total Hits 10
UPGRADES
Upgrade Description Cost $
Increase Laser Output Re-roll any 1s when rolling to hit other ships 50
Increase Shield Output Re-roll any failed Shield Saves 50
Increase Engine Output Turns can be made up to 180 degrees 50
Increased Salvo Prow Proton Torpedo Launcher firepower is now 4 75
Reinforced Armour +1 to all Armour Values to a max of 6+ 125
Auxiliary Damage Control +1 Critical Hit Point 150
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Star Wars Storm - The Clone Wars FLEETS
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Venator
Republic
Cruiser
Speed: 4" Turns: 45 Shield Generators: 2 Hangers: 3 $ Points: 230
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
5+ 5+ 5+ 4+ 5+ Small Craft:
Jedi Starfighter
Starboard Heavy Turbo Laser Cannons
Class:
Faction:
Ship Type: # of Engines:
Critical Hits
Total Hits
Starboard Concussion Missile Launchers 20" 2
ARCRANGEARMAMENT FIREPOWER
Prow Turbo Lasers Batteries 10" Front
Port Heavy Turbo Laser Cannons 16" 4 Left
6
20"Port Concussion Missile Launchers
V-Wing
Left/Front
Right
Right/Front
ARC-170
2
16" 4
Prow Hanger Bay
ARC-170
V-Wing
ARC-170
ARMOUR
19
6
4
Starboard Hanger Bay3 Squadrons
2 Squadrons -------
Port Hanger Bay3 Squadrons -------
-------
UPGRADES
Upgrade Description Cost $
Increase Laser Output Re-roll any 1s when rolling to hit other ships 60
Increase Shield Output Re-roll any failed Shield Saves 60
Increase Engine Output Gain +2 to Speed 60
Take & Hold Replace 2x ARC-170 with 2x Republic Gunships 120
Reinforced Armour +1 to all Armour Values to a max of 6+ 170
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Star Wars Storm - The Clone Wars FLEETS
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UPGRADES
Upgrade Description Cost $
Increase Laser Output Re-roll any 1s when rolling to hit other ships 60
Hyper Shielding +1 to all Shield Saves (save is now a 5+) 75Increase Engine Output Gain +2 to Speed 90
Take & Hold Replace 4x ARC-170 with 4x Republic Gunships 125
Reinforced Armour +1 to all Armour Values to a max of 6+ 125
Strengthen Ion Control +4 to all Ion Cannon Ranges 150
Hard Hitter Configuration Prow Turbo Laser Battery firepower is now 6 175
Legacy
Republic
Capital
Speed: 4" Turns: 45 Shield Generators: 2 Hangers: 2 $ Points: 425
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
5+ 6+ 6+ 4+ 6+ Small Craft:
ARMOUR
Starboard Hanger Bay
Port Hanger Bay
Port Ion Cannons 8"
4 SquadronsARC-170 -------
ARC-170 4 Squadrons -------
Right
Starboard Ion Cannons 8" 2 Left/Front
Starboard Heavy Turbo Laser Cannons 16" 4
2 Left/Front
Port Heavy Turbo Laser Cannons 16" 4 Left
Prow Turbo Lasers Batteries 10" 3 Front
ARMAMENT RANGE FIREPOWER ARC
Ship Type: # of Engines: 4
Faction: Critical Hits 8
Class: Total Hits 20
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Star Wars Storm - The Clone Wars FLEETS
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Type: Faction:
Agility: 4+ Speed: 13" Shields: -
Small Craft Missiles Frigates Cruisers Capitals
4+ 4+ 6+ - -
Special Abilities
Vulture Droid Separatists
Just Droids: May destroy a missile attack but is removed.
Type: Faction:
Agility: 3+ Speed: 10" Shields: -
Small Craft Missiles Frigates Cruisers Capitals
5+ 5+ 5+ 6+ -
Special Abilities
Separatists
AI Mk2: Re-roll one failed D6 per game for a missed attack.
Droid Tri-Fighter
Type: Faction:
Agility: 5+ Speed: 7" Shields: -
Small Craft Missiles Frigates Cruisers Capitals Hit Points
- - 4+ 5+ 6+ 2
Special Abilities
Stinger Separatists
Boarding Ship: May board a larger ship instead of firing at a target.
An alliance of systems and planets that were dissatisfied with the way
the Republic dealt with matters and the levels of corruption. This lead to
the Corporate Alliance, the Trade Federation, the Techno Union,InterGalactic Banking Clan and Commerce Guild to form a mighty
army to oppose this failing democracy and show strength in arms.
UPGRADES(* only 1 may be taken for all for the game)
Upgrade Description Cost $
Increase Laser Output Re-roll any 1s when rolling to hit other small craft 100
Increase Shield Output Re-roll any failed Shield Saves 100
Increase Engine Output All small craft gain +1 to their Speed 200
The Swarm You start with 5x Vulture Droid squadrons at the
start of the game next to any allied ship.200
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Star Wars Storm - The Clone Wars FLEETS
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Munificent
Separatists
Frigate
Speed: 10" Turns: 180 Shield Generators: 1 Hangers: 0 $ Points: 120
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
5+ 3+ 3+ 4+ 5+ Small Craft:
D6+1 Front
Faction: Critical Hits 3
Ship Type: # of Engines: 2
Class: Total Hits 11
ARMAMENT RANGE FIREPOWER ARC
Prow Mass Driver Cannon 12" 1 Front
Port Laser Cannons 6" 2 Left
Port Mass Driver Cannons 12" 1 Left
Starboard Laser Cannon 6" 2 Right
Starboard Mass Driver Cannons 12" 1 Right
ARMOUR
Prow Random-Mass Cannon 14"
UPGRADES
Upgrade Description Cost $
Increase Laser Output Re-roll any 1s when rolling to hit other ships 20
Increase Shield Output Re-roll any failed Shield Saves 20
Increase Engine Output Turns can be made up to 180 degrees 40
Increased Salvo Prow Mass Driver Cannon firepower is now 4 60
Missile Frigate Replace Random-Mass Cannon with the following: 80
RANGE FIREPOWER ARC
"
ARMAMENT
Prow Proton Torpedo Launchers 18" 2 Front
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Star Wars Storm - The Clone Wars FLEETS
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Recusant Light Cruiser
Separatists
Cruiser
Speed: 6" Turns: 45 Shield Generators: 1 Hangers: 1 $ Points: 200
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
6+ 5+ 5+ 5+ 5+ Small Craft:
Faction:
FIREPOWER ARC
Critical Hits 4
Ship Type: # of Engines: 3
ARMAMENT RANGE
Class: Total Hits 14
Prow Laser Cannons 6" 3 Front/Left/Right
Port Mass Driver Cannons 12" 4 Left
-------Prow Hanger Bay
Right
ARMOUR
StarboardMass Driver Cannons 12" 4
Droid Tri-Fighter 3 Squadrons
UPGRADES
Upgrade Description Cost $
Increase Laser Output Re-roll any 1s when rolling to hit other ships 20
Increase Shield Output Re-roll any failed Shield Saves 20Increase Engine Output Turns can be made up to 90 degrees 40
Take & Hold Replace Tri-Fighter with Stinger Gunships 60
Heavy Cruiser Upgrade +1 to all Armour Values to a max of 6+ 100
External Hanger Increased Hanger Capacity to 5 Squadrons 100
Confrontation Cruiser Prow Laser Cannon Battery firepower is now 8 150
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Star Wars Storm - The Clone Wars FLEETS
22
Providence
Separatists
Cruiser
Speed: 6"" Turns: 90 Shield Generators: 2 Hangers: 2 $ Points: 220
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
5+ 6+ 6+ 3+ 4+ Small Craft:
-------
Starboard Hanger Bay6 Squadrons -------
18
5
4
Port Hanger Bay6 Squadrons
Port Ion Cannon
12"
8" Left/Front
Right
Right/Front
1
3
1
ARCRANGEARMAMENT FIREPOWER
Prow Mass Driver Cannons 12" Front
Port Mass Driver Cannons 12" 3 Left
6
Class:
Faction:
Ship Type: # of Engines:
Critical Hits
Total Hits
Droid Tri-Fighter
Starboard Mass Driver Cannons
Starboard Ion Cannon 8"
Vulture Droid
Droid Tri-Fighter
Vulture Droid
ARMOUR
UPGRADES
Upgrade Description Cost $
Increase Laser Output Re-roll any 1s when rolling to hit other ships 60
Increase Engine Output +2 to Movement Speed 60
Take & Hold Replace 6x Tri-Fighter with 6x Stinger Gunships 80
Stern Guard +2 to Stern Armour Values (now 5+) 120
Auxiliary Damage Control +1 Critical Hit Point 140
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Star Wars Storm - The Clone Wars FLEETS
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UPGRADES
Upgrade Description Cost $
Increase Laser Output Re-roll any 1s when rolling to hit other ships 50
Increase Engine Output +2 to Movement Speed 50
Take & Hold Replace 5x Tri-Fighter with 5x Stinger Gunships 50
Hyper Shielding +1 to all Shield Saves (save is now a 5+) 100
Lucrehulk Battleship
Separatists
Capital
Speed: 2"" Turns: 45 Shield Generators: 1 Hangers: 2 $ Points: 500
Hit Points:
FRONT LEFT RIGHT BACK Bridge Criticals:
6+ 6+ 6+ 6+ 5+ Small Craft:
Class: Total Hits 20
Faction: Critical Hits 15
10 Squadrons -------
ARMOUR
Ship Type: # of Engines: 4
2 FrontARMAMENT RANGE FIREPOWER ARC
Starboard Mass Driver Cannons 12" 4
Extra Large
Port Mass Driver Cannons 12" 4
Prow Mass Driver Cannons 12"
attactched to bridge
10 Squadrons -------Vulture Droid
Right
Stern Mass Driver Cannons 12" 2 Back
Left
Prow Hanger Bay 2 Vulture Droid
Droid Tri-Fighter
Prow Hanger Bay 1
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Star Wars Storm - The Clone Wars THE END
24
SETTING UP A GAMESETTING UP A GAMESETTING UP A GAMESETTING UP A GAME
Games are usually played on tables or if you are a regular wargamer you may have you ownboard available. As it is a space game (yes I know the counters are white!) a black cloth would
suffice to represent space, or at least a small portion of space.
The doesnt require massive amounts of room but playing on an area roughly 4 foot by 4 footwould a good option. Whether that is on the floor or on a board it makes no difference. Ideally
this would be a good size, as it allows players to manoeuvre around the enemy to get the best
shots. Follow the steps below to start a game:
1. Set a Credits Limit on how much can be spent on each others fleets.
2. Write down ships taken and any upgrades purchased
3. Setup a 4x4 playing area with a black cloth to represent space
4. Each player rolls a D6 to determine who sets up first, the person with highest roll can de-
cide to go first or second.
5. The fleet is deployed within 6 of any playing area edge they wish as long as the other
player sets up opposite.6. Start Turn 1 Strategy Phase, enjoy!
CREDITS & ACKNOWLEDGEMENTS
INFORMATION & IDEASINFORMATION & IDEASINFORMATION & IDEASINFORMATION & IDEAS
Games Workshop Battlefleet Gothic
Lucasfilm - The Star Wars Website Databank
LucasArts Star Wars: Empire At War - Forces of Corruption
Nomada_Firefox Alliance 2.3x Mod
Google Typed what I needed and it came up; so would like to thank the Internet!
IMAGES & SOURCESIMAGES & SOURCESIMAGES & SOURCESIMAGES & SOURCES
Google Images
Nomada_Firefox Alliance 2.3x Mod
Captshade: http://captshade.deviantart.com/ (for the V-Wing)
Any others that recognise their work and I havent thanked. Amazing work and I feel honoured
to use it as it inspired me to keep working!
2010 LucasArts Entertainment Company LLC.
2010 Lucasfilm Ltd. & TM or as indicated.
All rights reserved. Used under authorization. LucasArts and
the Star Wars name and logo are registered trademarks of Lucasfilm Ltd.
Any and all Star Wars creations, regardless of their source or creator,
are copyrighted and trademarked by Lucasfilm LTD ALL RIGHTS RESERVED and
can be used by anyone according to the copyright and trademark enforcement
policies of Lucasfilm LTD. Any and all game mods and mod elements relating
to Star Wars regardless of their source are the property of Lucasfilm LTD
and can be used freely without permission in accordance with Lucasfilm
copyright guidelines as outlined in any of the game's and/or mod tools EULA.
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TURN SEQUENCE
1. Strategy Phase
2. Movement Phase
3. Shooting Phase
4. Blitz Phase5. Completion Phase
D6 Roll Level
1 Untried (CL 6)
2-3 Experienced (CL 7)
4-5 Veteran (CL 8)6 Crack (CL 9)
COMMAND LEVEL
1. Strategy Phase [page 6]
1. Each player rolls a D6 to determine who goes first this turn.
2. Bring on Reinforcments
3. Activate any upgrades that can be used in this phase
2. Movement Phase [page 6-7]
Player 1 :Pick a ship then move it its movement speed and can turn, repeat with all ships
Capital Ships One after moving full distance
Cruisers Before or after moving 50% of maximum distance
Escorts Anytime during movement or even remaining still.
Player 2: repeat above process
3. Shooting Phase [page 7-10]
Player 1 picks a ship, fires at targets within available fire arcs. Repeats process for entire fleet. Player 2 repeats this
process.
Firing Weapons: Page 7 / Hit Points & Damage: Page 8 /Damage Tables: Page 9
4. Blitz Phase [page 10-12]
1. Player 1 launches available small craft, moves them, and fires if in base contact. Player 2 repeats this proc-
ess.
2. Player 1 uses Missiles on targets, player 2s small craft may intercept, damage is taken if any. Player 2
repeats this process with Player 1s small craft intercepting and taking damage.
Small Craft: Page 10 / Missiles: Page 12
5. COMPLETION Phase [page 12]
Each player rolls to repair damage, used small craft counters are removed from the playing area, command checks
needed to repair damage. Return to Strategy Phase for next turn.
Command Levels: Page 5
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D6 Rollxtra
Damage Result
1 0Engine Damage: The ship may not move next turn
until repaired.
2 0Weapon Damage: On the arc that was hit- all
weapons on this arc may not fire until repaired.
3 0
Plasma Fire: Internal fires rage around the
damage. Until repaired the fires will take 1 hit point
from the ship each turn.
4 0
Shield Generator Lost: 1 Shield generator has been
destroyed. Ifall Generators are lost you loose the
Shield Save.
5 1Hull Breaches: The hull is littered with gashes
causing extra damage. This can't be repaired.
6 ALL"Weve Lost Something!": explosions ripple through
the hull, consult the Decimated Table.
CRITICAL HITS TABLECRITICAL HITS TABLECRITICAL HITS TABLECRITICAL HITS TABLE
D6 Rollxtra
Damage Result
1 2Bridge Hit: Roll your Bridges Armour value. If beatthe Bridge is destroyed. Command Level is
reduced to 5
2 3Broken Wing: On the arc that was hit- everything on
this arc is destroyed and can't be used again.
3 4
Magazine Explosion: Any arc armed with a weapon
suffers the Critical Hit; Plasma Fire result for each
weapon in that arc. Can be repaired
4 5Half a Ship: Pick 2 arcs from your ship. These are
the two arcs the ship has left to use.
5 ALLHulk: The ship is destroyed but doesn't explode.
Place a Derelict template where the ship is.
6 ALL
KABOOOM: the ship explodes completely and is
removed BUT any ship within 8" suffers D6 hits.
Roll armour values to hit as normal.
DECIMATED TABLEDECIMATED TABLEDECIMATED TABLEDECIMATED TABLE
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