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During discussions with Chris Curtis, the conclusion was reached that the ranges for missile weapons (concussion missiles, proton torpedoes, etc.) in the SWRPG didn't seem right. Not only are starfighter missile weapons woefully under-ranged, but it doesn't seem right that Capital scale missiles should be able to travel 60 Space Units in a single action - that makes them roughly as fast as a turbolaser blast, at least as far as gameplay is concerned.
Working together, we came up with a system that can recreate the current stats as well as "fix" them and even open up new possibilities.
Starship Missile Rules
Starship missile weapons now have the following stats, allowing them to be used with both this alternate system and with the conventional/existing rules:
To Hit - Missile weapons are fired as normal. Simply roll the Gunner's skill + Fire Control against the difficulty (see below). Once the missile comes into contact with the target it will detonate and deal damage to the target as normal.
Difficulty - The base difficulty to hit is derived from the range of the target. The difficulty starts at Moderate and increases one level for every Move (beyond one) that the missile must perform to reach the target. i.e. The target is at 35 Space Units, the missile has a Space of 20. Therefore, it must make two Moves before it can reach the target. The base difficulty in this case is Difficult. If the target is dodging, adjust the difficulty as normal.
Shooting the Missile Down - In any action phase where the missile is heading toward the target but has not reached it yet, the target has the opportunity to try and shoot it down. The to hit difficulty is determined by the Range Difficulty + Scale Difference Difficulty. If the missile is hit at all, it can no longer hit the target and is considered "destroyed".
Dodging after the Missile is Fired - In some cases, a target may elect to dodge the missile after it has been fired at the target. In these cases, the target may make a dodge roll, but suffers a -1D penalty in addition to any other penalties such as multiple-action penalties or scale difference penalties (scale difference of the two ships, not the missile and the target). The missile retains its original to hit roll. If the missile's to hit is still greater than the target's dodge, the missile remains on-target.
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