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ACTA: Stay on Target

Welcome to ACTA: Star Wars, Stay on Target!


This is an attempt to create a Star Wars sim that is faithful to the primary source material,
the movies, and bridge the gap between the different sets of ‘official’ stats from such
disparate sources as West End Games, the Essential Guides, and the Incredible Cross
Sections.

All ACTA rules are in place, with the following modifications.

Weapons Fire:

There is an additional weapons trait called Accuracy. Weapons fire now may require a
to-hit roll if the accuracy of the weapon is insufficient to guarantee a hit.

NOTE: Negative Accuracy modifiers increase the chance to hit, while positive ones
decrease the chance to hit.

This is also modified by a new Trait called Agility. This is integrated with accuracy and
range to determine the chances to hit, and replaces the Dodge score, which is no longer
used.

Base to hit chance is 1+ on a d6, so without modifiers every shot is a hit.

Range adds +1 to hit chance if the firing range is between half and all of the weapon’s
stated range in inches.

The to-hit chance is calculated like this:

1+ base, plus or minus Agility, Dodge, and Range.

Example:

A Victory Star Destroyer is firing a Turbolaser at a Y-Wing flight at range 15. The
Turoblaser’s accuracy is +1, moving the to-hit to 2+. The Y-Wing has an Agility of 3,
moving the to-hit to 5+. The range is more than half of the TL’s stated range of 18, so it
increases the to-hit to 6+, a very difficult shot.

Interception on Ballistic Weapons Fire:

Many Star Wars ships carry ballistic weapons such as Proton Torpedoes or Concussion
Missiles. However, these are used relatively little in the movies, and are normally only
used at point blank range.
ACTA: Stay on Target

The EU novels such as the Rogue Squadron series establish that this is because defensive
weaponry can knock down incoming torpedoes and missiles unless fired at point blank
ranges where the weapons don’t have a chance to track the incoming shot.

The larger the size of the weapon, the less effective it is in point defense.

Unfired weapons may be used to simulate the Interceptor trait against ballistic weapons
only.

Heavy Weapons (TL and Ion) cannot be used in ballistic defense.

Turbolasers may substitute 4 AD for 1 level of Interceptors on any phase they are
targeted by ballistics fired from 4” or more away

Laser Cannons and Blasters may substitute 2 AD for 1 level of Interceptors on any phase
they are targeted by ballistics fired from 2” or more away.

Point Defense Lasers may substitute 1 AS for 1 level of Interceptors on any phase they
are targeted by ballistics fired 1” or more away.

Ballistic weapons fired at less than 1” cannot be intercepted.

Shields

Shields have a strength rating that is similar to a ships hull rating – weapons striking the
shield must roll that level or higher to damage the shield. Older Clone Wars military
ships generally have a shield strength of 3. Modern military ships have a shield strength
of 4. Some ships with very powerful shields have a shield strength of 5.

Weapon attributes that affect the hull die roll also affect the shield penetration roll, unless
otherwise stated.

Shield power is the number of shield boxes a ship has.

Shield recharge is the number of shield boxes the ship gets back at the end of every turn.
It can either be a specific number or a range, such as 1d6+1.

The Transfer Power to Shield Generators special order doesn’t increase the number of
shield boxes, but does increase both the strength, making the shields more resilient, and
the recharge rate.

The Critical Hit table now includes a section of possible shield generator hits, as seen in
Return of the Jedi.

Fighter Shields
ACTA: Stay on Target

Fighter shields are handled separately.

Armor Piercing weapons ignore Fighter shields, as they simply overpower the limited
shield generators on the small fighters. So a Turbolaser that hits an X-Wing flight
ignores shields.

If a fighter shield is hit, then it requires a d6 roll to regenerate at the end of the turn based
on the fighter’s shield generators.

Dogfighting

Dogfights in Star Wars are dramatic and intense.

The normal rules apply, with the base roll taking the dogfight rating +d6 to determine
victory.

If one side has shields and the other doesn’t, add +1 to the side with the shields dogfight
roll.

The losing flight is eliminated, unless it has shields and was hit by a fighter flight with
the weak weapon attribute. In that case it just records a hit against its shields. If it
doesn’t have any remaining shields it is destroyed.

NOTE: While somewhat convoluted, this is the best way I’ve thought of to simulate
what we’ve seen. The movies are A-level canon, and in them we clearly see that the
fighter shields on the Rebel fighters are an advantage, but not an overwhelming one, as
we see TIEs successfully destroy shielded X-Wings and Y-Wings in dogfighting
situations. The weak weapons rule is to give later generation fighters an edge against
many of the clone wars era fighters.

Pilot Quality (optional)

This optional rule allows you to have a further refinement of the quality of fighter flights.

Fighter flights with crew qualities of 2 or less are considered Green. Subtract one from
their dogfighting, agility, and add one to their accuracy.

Fighter flights with a crew quality of six are considered Elite, such as Rogue Squadron or
Baron Fel’s TIE fighter squadron.

Add one to their dogfighting and agility, and subtract one from their accuracy. They also
gain the precise weapons attribute on all weapons fire, allowing them to score critical hits
more easily.

Elite fighter flights generally clear the sky of their opponents without too much difficulty
in the Star Wars universe. This helps simulate that concept.
ACTA: Stay on Target

ACTA Stay on Target Special Orders:


All Hands on Deck, crew check 8. Gains +1 on damage control, may repair multiple
criticals in a turn.

All Power to Engines, automatic. 50% increase in speed, no turns.

All Stop, automatic. May move between 0 and 50% of movement this turn.

All Stop and Pivot, automatic. Only used in turn after all stop was given. Remains at
speed, increase turn rate by double.

Calculate Jump to Light Speed, automatic in three turns, crew check 8+ for 2 turns,
crew check 10+ for 1 turn, Accuracy -1

Come About, crew check 9. Adds 1 more turn, or increase current turn rating by 45
degrees. May only fire 1 weapon system this turn.

Concentrate Firepower, crew check 8. Nominate 1 target, reroll all failed damage
checks. May not turn or fire on any other target.

Diversify Firepower, crew check 8. Ship may use weapons in two arcs. All weapons
AD reduced by 25%.

Intensify Defensive Fire, crew check 8. Adds +1 accuracy to blasters, laser cannons,
ion cannons and turbolasers, but not heavy TLs, heavy Ions, Proton Torps or Concussion
Missiles. Reduce range by 75%.

Launch Assault Shuttles, automatic. No one can fire at target ship, it must be within 4”,
and it must have less than 50% of its normal speed. Resolve boarding action.

Make the Jump to Light Speed, automatic, decrease speed 50%, may not fire weapons,
jumps out of scenario at end of turn.

Maneuver to shield vessel, opposed crew check. Must be within 3” of friendly ship,
between it and enemy vessel. Successful opposed check means that all fire from enemy
vessel strikes your ship instead of targeted vessel.

Scramble All Fighters! Crew check 7. Allows two flight of fighters to launch, or adds
+2 to Carrier score.

Stand down and prepare to be boarded, opposed crew check. Can force a crippled
enemy or one with a skeleton crew to surrender within 10”.

Transfer Power to Shield Generators, crew check 8. Gains +1 to shield strength, +1 to


recharge rate. May only fire one weapon system.
ACTA: Stay on Target

1: ENGINE CRITICAL HIT

Die Roll Area Damage Crew Effect


1 Power Relays Destroyed +0 +0 -1 Speed
2 Thruster Damaged +1 +0 -2 Speed

3 Thruster Damaged +1 +0 -2 Speed


4 Power Relays Fused +0 +0 +1 Speed, ship can’t turn
5 Fuel Systems Ruptured +2 +1 -4 Speed
6 Engine Disabled +3 +1 Speed to 0, no special actions
2: SHIELD CRITICAL HIT
Die Roll Area Damage Crew Effect
1 Shield Disrupted +0 +0 Shield doesn’t recharge next
turn, -1 strength
2 Shield Disrupted +0 +0 Shield doesn’t recharge next
turn, -1 strength
3 Shield Capacitors +1 +0 -1d3 shield recharge
Damaged
4 Shield Capacitors +1 +1 -1d6 shield recharge
Destroyed
5 Shield Generator Damaged +1 +1 Shield maximum power
drops 50%
6 Shield Generator +2 +2 Shield drops, strength, power
Destroyed and recharge set to 0

3: REACTOR CRITICAL HIT


Die Roll Area Damage Crew Effect
1 Capacitors damaged +0 +1 -2 speed
2 Capacitors damaged +0 +1 -2 speed
3 Capacitors damaged +0 +1 -2 speed
4 Reactor Coolant Leak +0 +3 No Special Actions
5 Reactor Coolant Leak +0 +3 No Special Actions
6 Reactor Explosion +3 +4 Speed to 0, No Special
Actions

4: WEAPON CRITICAL HIT


Die Roll Area Damage Crew Effect
1 Targeting Systems +0 +1 All weapons -1 Accuracy
Damaged
2 Targeting Systems +0 +1 All weapons -1 Accuracy
Damaged
3 Targeting Systems +0 +1 All weapons -2 Accuracy
Crippled
4 Power Fluctuations +0 +0 All weapons only fire on 4+
on d6
ACTA: Stay on Target

5 Weapons Offline +2 +2 No weapons fire out of 1


random arc
6 Tibanna Gas Explosion +3 +4 No weapons may fire
5: CREW CRITICAL HI T
Die Roll Area Damage Crew Effect
1 Fire +0 +2 None
2 Fire +0 +2 None
3 Multiple Fires +0 +3 None
4 Multiple Fires +0 +3 None
5 Localized Decompression +1 +3 -1 Crew Quality
6 Hull Breach +2 +4 -2 Crew Quality

6: VITAL SYSTEMS CRITICAL HI


T
Die Roll Area Damage Crew Effect
1 Hangar Hit +2 +3 Ship loses Carrier and Fleet
Carrier Trait, 4+ on d6 to
launch or recover craft
2 Engineering +4 +3 No Damage Control
3 Weapons Control +4 +4 No firing out of 1 random arc
4 Secondary Explosions +1d6 +1d6 Roll 2nd random critical hit
5 Bridge Hit +0 +1 Ship Uncontrolled – d6 move
random direction (1-2 turn
port, 3-4 move ahead, 5-6
turn starboard), -1 crew
quality, loses Command trait
6 Catastrophic Explosion +0 +2d6 Damage score set to 0, ship
explodes

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