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Advanced Starfighter Combat for Star Wars D6 (Netbook)
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 10473
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 11:51 pm    Post subject: Reply with quote

AUXILIARY POWER:
The X-Wing video game allows pilots to control power distribution for their craft, putting discretionary power to the system that needs it most at the moment. Existing power transfer rules are rather clunky, and are designed primarily for capital ships. For the purposes of this system, use the following rule:
Auxiliary Power: All ships have 1D (or +2 Space) of Auxiliary Power which may be used to augment their on board systems. The pilot must declare which system he is augmenting with auxiliary power. Some larger ships have additional Auxiliary Power available, but no system may utilize more than 1D of auxiliary power at a time.

ALTERNATE SHIELD RULES:
Shields function differently in the X-Wing video games than they do in the RPG. Rather than being focused in a single arc, they provide all-around coverage, which can then be transferred from one side to the other as needed. In addition, ion cannon do not ignore shields, but instead have a leeching effect, draining the power away from shields instead of passing straight through them. To represent this, use the following optional rule:

Starfighter Scale
Shields provide equal coverage to all fire arcs equally. If your ship has 1D Shields, it has 1D Shields in all four fire arcs. Power may be transferred between opposite fire arcs on a pip or whole-dice basis (Example: If your ship has 1D in Shields, and you want to increase your forward shields by +2, reduce the aft shields to +1, then apply the +2 bonus to the bow shields). Redirecting energy in this fashion can only be done between opposing fire arcs (front and back or left and right). Transferring power between shields is a free action, but requires a Very Easy Starship Shields skill roll, and happens in a matter of seconds.

Capital Scale
Capital ships are big enough to have independent shield generators for each fire arc, and shield energy can be shared between them. As with starfighter scale, power diverted to the shields in one arc is subtracted from the shields of one of the other three arcs (or all three at once). Use the following tables to determine Capital Ship Shields Difficulty and Time Taken:
    Condition = Base Difficulty
    One Arc to Another Arc = Easy
    Multiple Arcs to One Arc = Moderate
    One Arc to Multiple Arcs = Moderate
    Multiple Arcs to Multiple Arcs = Difficult

    Capital Ship Shields succeeds by = Time Taken
    1-5 = 2D rounds
    6-10 = 1D rounds
    11-15 = 2 rounds
    16-20 = 1 round
    21+ 1 action

While Capital Ship Shields are more versatile, they are slower to react, and a low roll by the ship's Shields operator can leave the ship with no shields in a fire arc for several rounds; time during which starfighters can inflict massive damage if they move quickly enough. If a capital ship loses its shields on a threatened arc, and is slow to bring them back up, a common tactic will be to roll upside down, so that the unshielded arc is now turned away from the ship's attackers.

Note: Normally, no shield can be reinforced to more than double its base value (i.e. if your ship has 2D shields, no arc can be boosted to more than 4D). However, there may come a moment when your players' survival comes down to overloading the shields in one arc to provide the maximum possible protection, you may allow it, at a price. It will require a Heroic Shields roll, and will completely blow out the ship's shields (as well as the auxiliary power, if they used that too).

For either scale, once a shield is down, the generators for that arc are also down, and any energy being transferred to other arcs is immediately lost. Shield generators stay down until they are repaired (normal damage) or reinitialized (ion damage). This is where ships with multiple back-up shield generators, like Mon Calamari Star Cruisers, come into their own.

Ion Cannon vs. Shields
When firing against a shielded target, ion cannon no longer ignore the shields; instead, they treat the shields as Full Cover, and roll their attack just against the Shield Dice only.
    Ion Roll > Shields by = Result
    1-4 = Shields -1D
    5-8 = Shields -2D
    9-12 = Shields -3D
    13-15 = Shields -4D
    16+ = Shields - 5D

    Shields recharge at a rate of 1D per round. However, if a ship's Shields are reduced to 0D, the ship's shield generators are overloaded and must be repaired before they can be used again.
In addition, if the shield takes enough ion damage, there is the potential that some will punch through the shields and strike the ship instead.
    Ion Roll > Shields by = Roll Ion Damage vs. Hull
    0-3 = Ion Damage -4D
    4-8 = Ion Damage -2D
    9-12 = Ion Damage -1D
    13+ = Full Damage

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.


Last edited by CRMcNeill on Sat Apr 25, 2015 12:30 am; edited 3 times in total
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CRMcNeill
Director of Engineering
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Posts: 10473
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 05, 2015 12:15 am    Post subject: Reply with quote

THE DOGFIGHT ITSELF
EDIT: This combat system is designed exclusively for Starfighter-Scale craft with fixed-forward weaponry. Any craft with turret mounted weaponry may engage its targets normally, as per the RAW.

"The Bushwhack" - While surprise may be achieved in a variety of ways in starfighter combat, the end result is that 4 out of 5 starfighters shot down in dogfights never even saw their opponent. In its simplest form, surprise is achieved by rolling Starfighter Piloting against the enemy pilot's Sensors. On a successful Piloting roll, the attacker may make a surprise attack on the enemy starfighter. The best approach here is to avoid the use of Sensor Lock and engage with either direct fire or Stalker Missiles (if they are available). EDIT: It is important to note, however, that a Bushwhack is very difficult to achieve. Under Imperial Starfighter doctrine, their fighters operate almost exclusively under sensor coverage of capital ships or other base stations. Indeed, the most common method of surprise currently in use is to drop out of hyperspace almost on top of enemy fighters and come in shooting.

"The Merge" - Assuming a bushwhack fails, and the enemy fighter spots his attacker in time to turn towards him, the result is almost always a neutral head-to-head pass known in fighter pilot slang as "The Merge". In a Merge, both pilots may fire at each other at normal difficulty, but closing speeds are too high to allow for more than one shot. Also, if either fighter has established Lock-On before the merge, it is automatically lost, as the target flashes by the shooter and out of his Front Fire Arc.

"The Dogfight" - This is the Maneuver portion of Starfighter Combat as described in the Rebel Alliance Sourcebook, which includes detailed descriptions of several potential maneuvers that starfighters may attempt in combat. If you wish to streamline starfighter combat, use the following table:
    Roll opposed Starfighter Piloting skills, and compare the result to the following table:

    Roll wins by = Combat Result
    0-5 = Furball. Still maneuvering, no one has a clear shot.
    6-10 = I'm On Him. Still maneuvering, but winning pilot has gained an advantage. +1D to Piloting roll next round.
    11-15 = Deflection Shot. Winner gets a single snap-shot @ +10 Difficulty as his opponent crosses his bow.
    16-20 = On His Tail. Winner may shoot @ Normal Difficulty.
    21+ = I Have You Now. Winner may shoot @ -5 Difficulty.
To make it interesting, you may alternate between the above table and the Maneuvers listed in the Rebel Alliance Sourcebook (pages 79-81), either as you see fit, or at a player's request.

"The Bug-Out" - A pilot may attempt to break off from a dogfight and make a break for it. However, by doing so, he is temporarily more vulnerable to attack from the rear, so this tactic is usually only successful if his ship is faster than his opponents, or his opponent is otherwise distracted by another attack. In game terms, a pilot who breaks off suffers a -1D penalty to Piloting for one round for any combat rolls. Any pilot who has rolled Deflection Shot or higher may alternately choose to break off without penalty. However, bear in mind that an enemy in a faster starfighter may get on his tail and close up on his six and reengage, so it is best to keep your guard up.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.


Last edited by CRMcNeill on Fri Feb 06, 2015 3:36 pm; edited 3 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 10473
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 05, 2015 3:20 am    Post subject: Reply with quote

UPGRADING ANTI-STARFIGHTER DEFENSES FOR CAPITAL SHIPS
All of these rules and weapons make starfighters a lot more effective against capital ships, which already have some pretty anemic defenses anyways. Here are some potential methods to bolster those defenses

Improving Existing Laser Cannon on Capital Ships
The official stats for the laser cannon mounted on capital ships are woefully underpowered. A simple solution that works across the board is to increase the damage for Laser Cannon by +2D:
    Bulk Cruiser
    Change the Quad-Laser Damage to 6D

    Corellian Gunship
    Change the Quad-Laser Damage to 7D

    Escort Carrier
    Change Twin Laser Cannon Damage to 5D (and specify Starfighter Scale)

    Carrack Light Cruiser
    Change Laser Cannons to 4D (5 front, 5 left, 5 right, 5 rear)

    Interdictor Cruiser
    Change Quad Laser Damage to 6D (5 front, 5 left, 5 right, 5 rear) (and specify Starfighter Scale)

Add Laser Cannon to Capital Ships Without Them
    Victory I & II
    Add 20 Laser Cannon (5 per arc) @ 3D/4D

    ISD I & II
    Add 40 Laser Cannon (10 per arc) @ 3D/4D

    MC80
    Add 30 Twin Laser Cannon (5 front, 10 left, 10 right, 5 rear) @ 2D/5D

    Strike Cruiser
    Add 10 Laser Cannon @ 3D/4D (2 front, 3 left, 3 right, 2 rear)

    Star Galleon
    Add 10 Laser Cannon @ 2D/4D Starfighter (2 front, 3 left, 3 right, 2 rear)

    Torpedo Sphere
    Add 40 Laser Cannon @ 3D/4D (5 front, 5 left, 5 right, 5 rear)

    Super Star Destroyer
    Add 200 Laser Cannon @ 3D/4D (50 front, 50 left, 50 right, 50 rear)

Alter or Upgrade Stats to Include Laser Cannon
    Corellian Corvette
    Replace armament with 2 Dual Turbolaser Turrets and 4 Heavy Laser Cannon (6D Starfighter Scale)

    Nebulon B
    Upgrade the Nebulon B's Laser Cannon to Dual Laser Cannon @ 5D Damage (4 front, 3 left, 3 right, 2 rear)

    Rebel Assault Frigate
    Replace Turbolaser Cannon with 15 Laser Cannon @ 3D/4D Starfighter (5 front, 4 left, 4 right, 2 rear)

    System Patrol Craft
    Replace 2 of 4 Turbolasers with 2 Dual Laser Cannon @ 2D/5D Starfighter (Turret; 1 top, 1 bottom)

    Lancer Frigate
    Change Quad-Laser Damage to 6D (5 Front/Left, 5 Front/Right, 5 Rear/Left, 5 Rear/Right)

    Dreadnaught Heavy Cruiser
    Replace the Turbolaser Cannon with 10 Laser Cannon @ 3D/4D (2 front, 3 left, 3 right, 2 rear)


Turboblaster
While turbolasers are the primary anti-ship energy weapon of the galaxy's naval forces, they are next to useless against attacking starfighters. While the Imperial Navy establishment looks down its nose at the threat starfighters represent to capital ships, the fact remains that capital ships are vulnerable to modern starfighters under the right set of circumstances.

The Imperial Navy has been slow to awaken to this threat, and has fielded a few different weapons in an attempt to counter the Alliance's starfighter forces, primarily the Lancer-Class Frigate, but also the Nebulon B-Class Escort Frigate and the Imperial Escort Carrier. Efforts have also been made to equip existing capital ships with anti-starfighter weaponry, but these efforts have been slow to catch on, due to naval command's refusal to admit that something the size of a starfighter could ever present a true threat to their star destroyers.

One experiment that has proven surprisingly popular is little more than a relatively inexpensive software modification to existing turbolasers. Much of a turbolaser's power comes from an array of multiple capacitors that discharge their stored power into the turbolaser's firing chamber simultaneously. A turboblaster, on the other hand, can be switched over to an alternate setting that discharges the individual capacitor banks in sequence, rather than all at once. The new software also alters the cooling and recharge cycle of the firing chamber so that it can be fired again much more rapidly. The result is a standard turbolaser that can fire a flurry of smaller bolts against a target as opposed to a single large one. The major drawback of the modifications is a general reduction in beam cohesion (and thus range), due to the greatly increased fire rate. In addition, the software does not allow the cannon to transition quickly from one mode to the other.

While not as accurate against starfighters as a laser cannon, the turboblaster is a much less expensive modification for capital ships, with the advantage that a turboblaster can be used in either anti-ship or anti-starfighter mode with only a negligible loss in firepower at longer ranges. In addition, turning a turbolaser into a turboblaster requires little more than a technician with the proper software and a few hours to install the program.

Acceptance of turboblasters has varied from sector to sector, based on the preferences of local naval commanders, but in general, a ship equipped with turboblasters will have converted approximately 1/3 of existing turbolasers over, with a resulting ratio of 2 turbolasers per turboblaster.

Game Rules:
-Converting a Turbolaser into a Turboblaster requires the appropriate software for that weapon (Availability variable), 1D hours and a Very Easy Capital Ship Weapons Repair skill roll.
-A Turboblaster has the following stats:
    Fire Control: As base weapon
    Space Range: 1-10/20/50
    Orbital Range: 2km-20km/40km/100km
    Atmosphere Range: 100m-1km/2km/5km
    Damage: As base weapon
    Special:
    -When in rapid fire mode, transfer 3D of Damage dice to Fire Control.
    -Switching between modes requires 1 full round, during which the cannon may not be fired.



EDIT: Barrage Pattern Firing for Capital Ships
Under the official rules, Capital-Scale weaponry is relatively useless against starfighters. However, one tactic has proven useful is known as Barrage Pattern Firing. In essence, rather than trying to hit a specific target, the ship's guns are filling a box in space with as much destructive energy as possible, creating hazardous terrain for the attacking starfighters.

How It Works:
1). The massed batteries that are participating in the barrage pattern target a specific area in space, approximately 1 cubic Space Unit in volume.

2). The massed batteries will fire as normal, using Gunnery + Fire Control + any coordination bonuses, rolling against whatever the difficulty is to hit a target at that range.
    Range To Target = Base Difficulty
    Point Blank = Very Easy
    Short = Easy
    Medium = Moderate
    Long = Difficult
3). Compare the To Hit roll to the following table to generate a terrain difficulty.
    To Hit Roll > Base Difficulty by = Terrain Difficulty
    1-5 = Very Easy
    6-10 = Easy
    11-15 = Moderate
    16-20 = Difficult
    21-30 = Very Difficult
    31-40 = Heroic
    41+ = Heroic+10
    Note: The generated Terrain Difficulty is based solely on the difficulty of navigating through the barrage pattern, and does not take into account any other naturally occurring terrain difficulties.
4). Starfighters who fail their Piloting rolls suffer Movement mishaps as normal, with base collision damage equal to the Damage of the guns firing the barrage pattern. This can get confusing if the ship firing the barrage pattern is using different types of weapons (such as turbolasers and ion cannon). In such a situation, it is open to GM discretion as to what type of weapon caused the damage result.


EDIT: Capital Ship Missile Launchers
If you really want to beef up a Capital Ship's missile defenses, give it guided missiles of its own.
    -Capital Ships may Lock On to as many simultaneous targets as they have Focus Range, and are presumed to have sufficient crewmen that they may do so without incurring MAPs.

    -Capital Ship Launched Anti-Starfighter Missiles use the same stats as the Stand-Off Missile.

    -For added nastiness, Diamond Boron Missiles use the same stats as Stand-Off Missiles, but have a Body of 7D, and are extremely difficult to shoot down.

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.


Last edited by CRMcNeill on Sat Feb 14, 2015 2:18 pm; edited 5 times in total
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CRMcNeill
Director of Engineering
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Posts: 10473
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 05, 2015 1:57 pm    Post subject: Reply with quote

POINT DEFENSE
The X-Wing games allow missiles, torpedoes and bombs to be shot down before they reach their target. For the purposes of this rule, regardless of the ranges involved, missiles and torpedoes are moving fast enough that point defenses will get no more than one shot at them. The only exception will be space bombs launched at stand-off ranges, which will be moving at more sedate velocities, so defensive gunners may take two intercept shots per round.

While missiles and torpedoes make no attempt to dodge, and are very fragile when hit (1D Hull), they are small and move very quickly. Base Difficulty to Hit on a Point Defense is as follows:
    Concussion Missile = Heroic+10
    Proton Torpedo = Heroic
    Rockets = Very Difficult
    Space Bombs = Difficult

    Note: Base Difficulty is for Starfighter-Scale weaponry. If other scales are used, Scale Modifiers are applied as per usual.


Since they move so slowly, space bombs are often used at extremely close range (less than 1 Space Unit). As such, pilots often wait until the very last second to fire, which increases both accuracy and the difficulty of shooting the bomb down. Use the following rules for Space Bomb attacks:
    -Point Defense gunners may make one attempt to shoot down a Space Bomb.

    -Attacking pilots may choose to increase the Difficulty of an intercept by delaying the bomb launch as long as possible. In game rules, a pilot making a bombing run must make an Easy Piloting roll to make a normal bombing run. However, for every 5 points by which he increases the Difficult of his bombing run, he increases the base Difficulty for intercept fire by 5.

    -As always, failed Piloting rolls result in Movement mishaps, in this case, representing the pilot failing to pull up quickly enough after launching his bombs.

    -MAPs apply as normal, as a bombing run requires both a Piloting roll and a Gunnery roll. However, ships with multiple crew can coordinate to offset the MAP.


Massed Defense against Massed Attack:
Just as starfighters can coordinate their fire for a mass torpedo attack, capital ships may coordinate their fire for massed defense. Use the following rule to represent this:
    -Use the base difficulty of the weapon being used in the massed attack (see list above)

    -Roll a point defense shot, with Coordination bonus applied to Fire Control, then apply the result to the following table:
      To Hit > Difficulty by = Reduce Barrage Damage by
      0-3 = -1D
      4-8 = -2D
      9-12 = -3D
      13-15 = -4D
      16-18 = -5D
      19+ = -6D

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.


Last edited by CRMcNeill on Thu Feb 05, 2015 3:33 pm; edited 1 time in total
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 10473
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 05, 2015 2:21 pm    Post subject: Reply with quote

CAPITAL SHIP WEAPONS ERRATA:
These are a couple rules that I want to include before I forget about them, and don't really have anywhere specific to put them.

Weapons Batteries
Any weapon that is identified as being a battery consists of 4 weapons of the same type, emplaced in close proximity and linked into a central fire control system. The battery can be optimized to fire for accuracy or maximum damage. In game terms, any battery may shift 1D from Damage to Fire Control, but this must be declared prior to the shot.

Tractor Beams vs. Starfighters
Tractor Beam Projectors on Capital Ships do not specify scale, so per the RAW, they are almost exclusively Capital Ship scale, which makes it much more difficult to use them against starfighters. In order to make them more versatile, use the following rule:
    -Tractor Beam Projectors have two settings; one powerful narrow angle mode, and the other much weaker, but covers a broader area.

    -In game terms, a Capital Ship-Scale Tractor Beam Projector has two modes, both using the same stats, but one is Starfighter Scale and the other is Capital Scale.

    -To transition between the two modes, the Tractor Beam Projector must be taken off line for 1 round to reinitialize the fire control and projection arrays.

    EDIT:-In Starfighter mode, Tractor Beam Projectors may be used to target missiles and torpedoes.

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 10473
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 05, 2015 3:52 pm    Post subject: Reply with quote

FLIGHT CONTROLLERS
A flight controller is stationed either aboard a starfighter's mothership or at a base or other location with powerful long-range sensors. So long as a fighter working with a flight controller is within sensor range, the flight controller can watch his back by keeping an eye out for enemy starfighters or other surprises. In game terms, any starfighter pilot who is within sensor range of his flight controller receives a +1D bonus to any one skill roll that round. Bear in mind that, under Imperial Starfighter Doctrine, TIE Fighters operate almost exclusively under direction from Flight Controllers.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal
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PostPosted: Thu Feb 05, 2015 5:24 pm    Post subject: Reply with quote

crmcneill wrote:
CONCUSSION MISSILES:

Standard Concussion Missile
Skill: Starship Gunnery
Lock-On Time: 1 standard action
Fire Control: 5D
Space Range: 1-5/12/25
Atmosphere Range: 100m-500m/1.2km/2.5km
Duration: 4 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 6D

Advanced Concussion Missile
Skill: Starship Gunnery
Lock-On Time: 1 standard action
Fire Control: 6D
Space Range: 1-5/12/25
Atmosphere Range: 100m-500m/1.2km/2.5km
Duration: 6 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 7D

Intercept Concussion Missile
Skill: Starship Gunnery
Lock-On Time: 1 standard action
Fire Control: 6D
Space Range: 1-5/12/25
Atmosphere Range: 100m-500m/1.2km/2.5km
Duration: 6 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 7D
Note: This highly advanced weapon is equipped with its own sensors and guidance systems. If the launching ship loses its sensor lock, the Intercept Missile switches into Smart Mode. The missile has a skill equivalent of 4D, and its onboard sensors are rated at 3D.

Stalker Concussion Missile
Skill: Starship Gunnery
Lock-On Time: 1 standard action
Fire Control: 6D
Space Range: 1-5/12/25
Atmosphere Range: 100m-500m/1.2km/2.5km
Duration: 4 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 7D
Note: This advanced weapon is fired without a Lock-On. It uses its own passive sensors to locate and track its target. Use the Smart Missile Table for Follow-Up Attacks. The missile has a skill equivalent of 4D, and its onboard sensors are rated at 3D. Because it does not require a lock-on, this missile is ideal for making surprise attacks.

Concussion Rocket
Skill: Starship Gunnery
Lock-On Time: None
Fire Control: 3D
Space Range: 1-3/8/15
Atmosphere Range: 100m-500m/1.2km/2.5km
Damage: 8D
Note: Can not make Follow-Up Attacks.

EDIT: Savant Concussion Missile
Description: This particularly devious missile can be set to behave like either an Advanced Concussion Missile or a Concussion Rocket. However, if it loses Lock-On (or after 1 round, in the case of a Concussion Rocket), it immediately behaves like a Stalker Missile. If an enemy pilot isn't paying attention, he won't notice the missile homing in on him until it is too late. In game terms, the pilot must make a Difficult Passive Sensors roll. If he fails the roll, the torpedo can make a surprise attack.


May i enquire as to why you dropped the standard CM from 8d (RAW) to 6d, then bumpped the remaining up from there?

Same with the Proton torp (though it only got a 1d base reduction).

crmcneill wrote:

ADVANCED SKILLS:

Combat Maneuvering
Prerequisites: Starfighter Piloting 5D, Starship Gunnery 5D
Description: This skill represents the intense level of training combat pilots undergo to maximize the effectiveness of a starfighters in combat.

Situational Awareness
Prerequisites: Sensors (must also have a minimum 4D in either Perception or Search)
Description: Part trained skill and part instinct, a character with situational awareness has an innate awareness of their surroundings, and their position in relationship to other objects. This is particularly useful in starfighter combat.
Effect: Character may make one free Sensors roll every round to represent his awareness of his surroundings in space combat.


Your situational awareness sounds like an (A) skill i saw used a while back, combat awareness. It takes over FOR your perception attribute in regards to Initiative rolls.

Quote:
Ion Cannon vs. Shields
When firing against a shielded target, ion cannon no longer ignore the shields; instead, they treat the shields as Full Cover, and roll their attack just against the Shield Dice only.

Ion Roll > Shields by = Roll Ion Damage vs. Hull
0-3 = 0D
4-8 = Ion Damage -4D
9-12 = Ion Damage -2D
13-15 = Ion Damage -1D
16+ = Shields Blown, full Ion Damage


If even beating the shields by 4-8 causes a heavy ion cannon to do NO damage (4d heavy ion cannon), something is wrong. Either Ion cannons need to be upped in damage, or they become useless.
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CRMcNeill
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PostPosted: Thu Feb 05, 2015 5:42 pm    Post subject: Reply with quote

garhkal wrote:
May i enquire as to why you dropped the standard CM from 8d (RAW) to 6d, then bumpped the remaining up from there?

Same with the Proton torp (though it only got a 1d base reduction).

Part of the distinction between standard and advanced weapons is that not only did their Fire Control improve, so did their damage. Notice that the standard, unguided Concussion Rocket still has 8D damage; I made the decision that the guided concussion missile used the same body, but something had to give, so the damage went down.

The other reason is that if I make starting damage too high, then increase it as the different models improve, it gets to the point where there is no real advantage to something like space bombs or heavy rockets.

Quote:
Your situational awareness sounds like an (A) skill i saw used a while back, combat awareness. It takes over FOR your perception attribute in regards to Initiative rolls.

That might work, but it would take quite a while to get to that point by spending CP. THis one is fighter combat specific and starts to help right away...

Quote:
If even beating the shields by 4-8 causes a heavy ion cannon to do NO damage (4d heavy ion cannon), something is wrong. Either Ion cannons need to be upped in damage, or they become useless.

Good point. I think I overlapped two concepts into one. IIRC, there should be two tables, with the first representing the degree of damage that the shields take, and the second (the one I posted) representing how much damage burned through the shields to hit the ship...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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PostPosted: Thu Feb 05, 2015 6:35 pm    Post subject: Reply with quote

Okay, found it. The section should have looked something like this:

Ion Cannon vs. Shields
When firing against a shielded target, ion cannon no longer ignore the shields; instead, they treat the shields as Full Cover, and roll their attack just against the Shield Dice only.
    Ion Roll > Shields by = Result
    1-4 = Shields -1D
    5-8 = Shields -2D
    9-12 = Shields -3D
    13-15 = Shields -4D
    16+ = Shields - 5D

    Shields recharge at a rate of 2D per round. However, if a ship's Shields are reduced to 0D, the ship's shield generators are overloaded and must be repaired before they can be used again.
In addition, if the shield takes enough ion damage, there is the potential that some will punch through the shields and strike the ship instead.
    Ion Roll > Shields by = Roll Ion Damage vs. Hull
    0-3 = 0D
    4-8 = Ion Damage -4D
    9-12 = Ion Damage -2D
    13-15 = Ion Damage -1D
    16+ = Full Ion Damage


Changing now...
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Feb 06, 2015 12:42 am    Post subject: Reply with quote

TACTICS & SURPRISE IN STARFIGHTER COMBAT
Tactics are well-nigh impossible to quantify in a simple set of rules. The RebSB provides some examples of tactics that Alliance starfighters use to maximize their advantages over opponents. But whether your scenario calls for a Feint & Backstab or an A-Wing Slash, your goal is still to maximize your advantage over the enemy. In this game, we do that with temporary dice bonuses. To generate a bonus, roll Tactics (either against a set Difficulty, or an opposed Tactics skill roll), then compare the result to the following table:
    Skill Roll succeeds by = Bonus & Duration
    1-5 = 1D for 1 round
    6-10 = 2D (1D Maximum) for 2 rounds
    11-15 = 3D (2D Maximum) for 1D rounds
    16+ = 4D (2D Maximum) for 2D rounds

    Modifiers to Tactics Roll
    If one side outnumbers the other = +2 per additional starfighter
    If one side is initiating the battle suddenly (a raid or ambush) = +1D
    Note: Also, bear in mind that no battle plan survives contact with the enemy. Faulty intelligence, unforeseen circumstances or plain bad luck can tilt a battle on its head right from the outset. The best tacticians are not the ones who can foresee and plan for every potential issue; rather they are the ones who can spot the changes in the battle as they are happening and shift their plans to compensate.

    Applying The Bonus
    You may apply the bonus to any relevant skill check (i.e. skill relevant to Starfighter combat), but can not put more than the listed Maximum in any one skill. The bonus may be applied to the chosen skills for the entire duration, or may be switched to others as needed. If working with a wingman or multiple other fighters, you may confer the same bonus to them on a successful Command skill roll.

    Duration
    The duration helps represent the degree to which your chosen tactic keeps your enemy off-balance. When it expires, he has gotten his wits about him and is ready to try something new. Once the duration is expired, make an opposed Tactics roll to generate a new bonus and duration.
Important
This rule is a basic one, and intended primarily for individuals or small units.

Also, good tactics are just as much a story-telling tool as an actual combat bonus. For the purposes of the story, the GM may tell the starfighters that they will only be facing a squadron of TIE fighters at their destination, only to have a Nebulon B just happen to be passing through as they drop out of hyperspace. Faulty intelligence could lead the characters into a trap where they face overwhelming enemy forces and have to fight tooth-and-nail to extract themselves.

In addition, it is important, however, to not get hung up on the details of the battle. As described in the Core Rulebook, if your characters get involved in a large battle, keep the focus on them. Have their actions affect how the rest of the battle goes, but have the battle's highlights at least somewhat outlined in advance
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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CRMcNeill
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PostPosted: Fri Feb 06, 2015 10:57 am    Post subject: Reply with quote

COORDINATION
It is a time-tested axiom that a pilot with a wingman is ten times as effective as a pilot all alone. Pilots who have trained together are much more effective as a team than they are singly, granting a +1D bonus to any pilot operating in tandem with another pilot. This bonus stays constant even when working in coordination with a full flight (4 starfighters) or a squadron (12 starfighters), as the added complexity of operating with more starfighters offsets additional bonuses.

Scanning In Formation
In this formation, trained pilots prioritize their visual scanning, watching certain arcs more than others, as well as regularly checking behind their wing men to look out for enemy fighters. To represent this, use standard Coordination rules: Generate the bonus based on the number of pilots scanning, then the person with the highest skill level rolls with the Bonus. Bear in mind that scanning in formation is more effective in some formations than in others

Open Formation Flying
In this formation, starfighters operate with some distance between them, but are still close enough to support eachother in combat. For the purposes of this system, open formation flying is considered to be the norm, with no penalties or advantages outside of what is already described.

Close Formation
In Close Formation, the starfighters are tucked in tight with each other, often close enough that their wings actually overlap. While the tight quarters restrict the pilots' ability to maneuver, the formation does offer advantages on defense and coordination of fire.
Advantages
-Ships in close formation may overlap their Shields in cooperative defense. Use standard coordination rules to generate the bonus, then apply that bonus to the ship with the strongest shields. The resulting bonus is the shield value for all ships in close formation. Lower-Scale ships may not contribute to the Coordination, but they can still benefit from the enhanced shields.

-Ships in close formation receive a +1D bonus when combining fire for maximum damage. This includes starfighters on a bombing run, as well as capital ships operating together.

Disadvantages
-The restrictive confines of close formation limit the effectiveness of Formation Scanning. -1D to Sensors for Visual Scanning if in Close Formation.

-All ships in the formation suffer a -1D penalty to dodge attacks, due to flying in such tight quarters.

-Starfighters or Capital Ships flying close formation are considered to be occupying the same Space Unit. Area effect weapons, such as cluster bombs, are considered to affect all ships in close formation equally.


Deceptive Formation
This formation is used almost exclusively as a surprise tactic during the approach phase of combat, as it is intended to allow 2 to 4 additional starfighters to hide in the sensor shadow of the lead fighter. This conceals the trailing fighters from detection by enemy sensors until it is too late.

Advantages
- +1D modifier to Surprise attempts if using this formation.

Disadvantages
-The tight formation increases the Difficulty of Piloting skill rolls by +5.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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CRMcNeill
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PostPosted: Fri Feb 06, 2015 10:59 am    Post subject: Reply with quote

And that's everything I have for starfighter combat....

I'm still working on the rules for bombs and bombing runs, but that's everything I could think to include. Any suggestions?
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PostPosted: Fri Feb 06, 2015 4:19 pm    Post subject: Reply with quote

crmcneill wrote:
Okay, found it. The section should have looked something like this:

Ion Cannon vs. Shields
When firing against a shielded target, ion cannon no longer ignore the shields; instead, they treat the shields as Full Cover, and roll their attack just against the Shield Dice only.
    Ion Roll > Shields by = Result
    1-4 = Shields -1D
    5-8 = Shields -2D
    9-12 = Shields -3D
    13-15 = Shields -4D
    16+ = Shields - 5D

    Shields recharge at a rate of 2D per round. However, if a ship's Shields are reduced to 0D, the ship's shield generators are overloaded and must be repaired before they can be used again.
In addition, if the shield takes enough ion damage, there is the potential that some will punch through the shields and strike the ship instead.
    Ion Roll > Shields by = Roll Ion Damage vs. Hull
    0-3 = 0D
    4-8 = Ion Damage -4D
    9-12 = Ion Damage -2D
    13-15 = Ion Damage -1D
    16+ = Full Ion Damage


Changing now...


So let's take a simulation of combat. Y-wings have a turreted fire linked twin light ion cannon 2d base+1d fire linked for 3d damage.
As it stands, that 3d can actually be a threat to say a Z-95 head hunter (favored for pirates), or a tramp freighter (say a Ghtrock 720) both with 2d shields.

With your revised rules. The ion (3d) damage first needs to batter the shields down, THEN if they do so, the damage overflow reduces the Ion cannon damage further THEN they get to roll against hull of the ship.

So 3d vs 2d, averages to 3.5 overflow. First shot knocked shields on the freighter down by 1d. BUT since shields regenerate at 2d a round, by next time they shoot, the shields will be BACK up to 2d.
SO even saying that the shields do get knocked down with a lucky roll, you still need to roll 3d vs average hull of 4d, and get MORE than 15 over the shield roll was to have more than 2d of damage going into a 4d hull ship.
With the rules as you have wrote, unless a ship is packing a crap ton of ion cannons all fire linked together to get 6d or more in damage, they are pretty much useless.
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CRMcNeill
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PostPosted: Fri Feb 06, 2015 4:42 pm    Post subject: Reply with quote

How wonderful. How about you suggest a solution?
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PostPosted: Fri Feb 06, 2015 6:44 pm    Post subject: Reply with quote

Also, where are you getting the 3D damage for ion cannon on a Y-Wing.? I've checked both rulebooks, the SW Sourcebook and the RebSB and they all say 4D damage, for the Y-Wing and the B-Wing.

So with 4D ion damage, you're looking at an average of 7, which is a -2D Shields result. On top of that, there is nothing saying that the ion cannon may only fire one shot per round. The Y-Wing pilot could accept the MAP and fire two shots, one to take down the shield and one to hit the Hull. It doesn't make ion cannon useless; it just makes it slightly harder.
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