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