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H eavy Weapons, Starfighter,

and Vehicle Scale Damage


The following are heavy weapon, starfighter, and Roll the vehicle’s body or starfighter’s hull (and
vehicle scale damage rules, based on the Ships and shield) dice normally. If the damage roll is less than
Personal Combat Rules on page 65 of the Star Wars half the vehicle’s body or ship’s hull (and shield)
Roleplaying Game, page 96 of the Star Wars roll, the blaster has no effect; shields are not blown
Sourcebook, as well as inferences drawn from the nor are controls ionized.
Rebel and Imperial sourcebooks. Repeating blasters have slightly more power
than handguns; when a medium or heavy repeat
Rules: Heavy Weapons and Personal blaster hits a heavy weapon, vehicle or starfighter,
roll 2D for its damage.
Combat
Vehicles, heavy weapons, and starfighters rarely
fire at individual characters — but it does Rules: Starfighter and Capital Ship
sometimes happen. Combat
A vehicle scale weapon firing at a character is Capital ships rarely fire at starfighter scale ships
always firing at short range (because a single — but it does sometimes happen. Star Destroyers
character would be impossible for such a heavy occasionally use turbolasers against stock light
weapon to hit firing from medium range). However, freighters, for example.
characters are much smaller than the normal target A capital ship firing at a starfighter scale ship is
for heavy weapons; the difficulty is usually 20. Roll always firing at short range (because a single
the weapon’s, vehicle’s, or starfighter’s fire control starfighter would be impossible for a capital ship
and gunner’s skill dice as normal; the targeted gunner to hit firing from medium range). However,
character may dodge. starfighters are much smaller than the normal target
Heavy weapon, vehicle, and starfighter damage for a capital ship; the difficulty is usually 20. Roll the
codes are scaled differently from characters. A capital ship’s fire control and gunner’s skill dice as
heavy laser cannon has a damage code of 6D — but normal; the targeted starfighter may dodge.
it’s much more than 1D more powerful than a heavy Capital ship weapon damage codes are scaled
blaster pistol. Heavy weapon, vehicle, and differently from starfighters. A double turbolaser has
starfighter die codes are designed for comparison a damage code of 5D — but it’s much more
with other vehicles — not with characters. powerful than 1D more than a single laser cannon
If, for some reason, a heavy weapon, vehicle, or (damage code 4D). Capital ship weapon die codes
starfighter fires at a character and hits him, double are designed for comparison with capital ships —
the damage dice code before rolling (4D becomes not with starfighters.
8D). The character still rolls strength (and armor) If, for some reason, a capital ship fires at a
dice normally. starfighter scaled craft, and hits, add +2D to the
When a character fires at a vehicle, heavy damage dice code before rolling (4D becomes 6D).
weapon, or starfighter, determine the range and The starfighter still rolls hull (and shield) dice
difficulty number normally. The ship or vehicle can normally.
evade fire, per the normal rules. Starfighter weaponry is not as powerful as capital
Most hand weapons are not powerful enough to ship weaponry. When a starfighter attacks a capital
affect heavy weapons, vehicles, and ships. Blaster ship, roll to hit as normal. Subtract 2D from laser
pistols and rifles just roll 1D for their damage. cannon damage. Roll the capital ship’s hull (and
1
shield) dice normally. If the damage roll is less than Starfighter Scaled Weapons
half the ship’s hull (and shield) roll, the starfighter Starfighter weaponry is scaled for starfighters,
weaponry has no effect; shields are not blown nor vehicles, and heavy weapon platforms. Against
are controls ionized. characters, double the damage dice. Against capital
Some starfighter weaponry are more powerful — ships, subtract 2D from their damage.
namely iron cannons, proton torpedoes and
concussion missiles; when such a weapon hits a Single Laser Cannon
capital ship, damage is rolled normally. Torpedoes Fire Control: [2D] (varies)
and missiles are too slow to hit starfighters. Damage: [4D]

Unified Weapon Scale Double Laser Cannon or


Capital Ship Scale Weapons Two Laser Cannons (fire-
(fire-linked)
Fire Control: [2D] (varies)
Capital ship weaponry is scaled for other capital
Damage: [5D]
ships. Against starfighters, add 2D to their damage.

Quad Laser Cannon or


Heavy Turbolaser Battery
Four Laser Cannons (fire-
(fire-linked)
Fire Control: [2D] (varies)
Fire Control: [2D] (varies)
Damage: [10D]
Damage: [6D]
Turbolaser Battery
Two Light Ion Cannons (fire-
(fire-linked)
Fire Control: [2D] (varies)
Fire Control: [2D] (varies)
Damage: [7D]
Damage: [4D]
Double Turbolaser
Proton Torpedo (3 per launcher)
Fire Control: [2D] (varies)
Fire Control: [2D] (varies)
Damage: [5D]
Damage: [9D]
Turbolaser
Concussion Missile (4 per launcher)
Fire Control: [2D] (varies)
Fire Control: [2D] (varies)
Damage: [4D]
Damage: [7D]
Ion Cannon Battery
Fire Control: [2D] (varies) Vehicle and Heavy Weapons
Damage: [4D] Vehicles and heavy weaponry are scaled for
starfighters, vehicles, and other heavy weapons
Tractor Beam Projector platforms. Against characters, double the damage
Fire Control: [2D] (varies) dice.
Damage: [4D] (standard); [6D] Star Destroyer;
[9D] Super Star Destroyer Light Laser Cannon
Damage: [4D]

Medium Laser Cannon


Damage: [5D]

Heavy Laser Cannon


Damage: [6D]

2
Capital Ship Combined Fire
Capital ships often have high numbers of guns on
them. Star Destroyers have 60 turbolaser batteries
and Super Star Destroyers have 250!
When capital ships open fire, group their guns
together. When several guns or gun batteries are
firing as a group, make a single attack roll and
damage roll instead of making one for each
weapon separately. Use the Guns Modifier Chart to
determine how this affects the “To Hit” and
“Damage” dice rolls.

xample: A Star Destroyer has 60 turbolaser


Example:
batteries. The GM decides that they are arrange as
20-forward firing, 20-portside firing, and 20-
starboard side firing. Each one has a gunner with a
capital ship gunnery skill of 4D, a fire control rating
of 4D, and deals 5D damage.
Instead of making 20 attack rolls against a fleeing
Corellian corvette, you can group the 20 forward
guns together into 5 groups of 4, resulting in a total
bonus of 1D+1. So, you can make five attack rolls at
9D+1 and roll 6D+1 for damage.

If you end up in a major space battle with several


capital ships, it might even be more useful to place
all firing arc guns into one group. That way you have
all 60 guns grouped in to 3 firing arcs (forward, port,
starboard), and you can have the Star Destroyer
shooting at three different targets with just 3 rolls for
attack and damage each (in this case 10D+2 to hit
and 7D+2 damage).
It’s relatively unlikely to have capital ship battles
happen completely unexpected. Since the GM
generally knows in advance which ships will be
involved in a battle between capital ships, it’s very
easy to make some notes on how you’re grouping
the guns together for that battle in advance.

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