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Archive/Feedback for Advanced Starfighter Combat Project
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16178
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Oct 13, 2023 1:06 am    Post subject: Reply with quote

Okay, this isn't complete, but I'm tired and I want to get this posted. Expect to see more added to this section in the future.

Countermeasures
In response to the high accuracy of guided ordnance, most starfighters are equipped with some form of protective countermeasures that either disrupt a missile's lock-on or destroy it completely. Some are equipped with defensive blaster cannon that can destroy incoming missiles, or with on-board fire control jamming emitters, but for most, countermeasures take the form of ejected chaff or decoys. External fire control jamming pods are also an option for some heavier craft.
    Chaff Generator
    The most common form of countermeasure, Chaff Generators eject reactive materials into the fighter's exhaust, creating a brief plume of energy and radiation that temporarily confuses sensors and fire control. Chaff is in limited supply, and is almost never used unless a missile or torpedo has already been fired at the ship.
    Effect: When deployed, a Chaff Burst automatically breaks any Lock-On, but the attacker may re-roll as a Free Action at -2D.
    Duration: 1 round
    Capacity: Ships generally have 2 Charges per D of Hull Dice (rounded up), but can be fitted with enlarged tanks at the cost of cargo capacity.

    Decoy
    Ejected from a dispenser mounted on the ship's stern, Decoys are individually more effective than Chaff, with each unit carrying its own signal emitters and power supply. In addition, multiple decoys can be combined for greater effect. However, individual decoys and the dispenser are more complicated and expensive, and are also less common. Ships equipped with Decoy Dispensers generally only make use of them under the most dire of circumstances, such as when trying to evade a Smart or Hunter Missile.
    Effect: Individual Decoys automatically break any Lock-Ons, but the attacker may re-roll as a Free Action at -2D. If multiple Decoys are deployed, they count as Coordinated, with any Bonus applied to the Penalty to reacquire.
    Duration: 1 round
    Capacity: 4 Decoys per Dispenser. Starfighters may carry 1 Dispenser per D in Hull Dice, rounded 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.

The CRMcNeill Stat/Rule Index
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