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Fire Control as in the RAW
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PostPosted: Fri Nov 04, 2016 9:12 am    Post subject: Fire Control as in the RAW Reply with quote

What exactly does fire control do? Do you add it to your "to hit" dice when firing a weapon with fire control dice?
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garhkal
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PostPosted: Fri Nov 04, 2016 2:43 pm    Post subject: Reply with quote

Yes you do. Take wedge. His starfighter gunnery is 7d and he's using his snow speeder, which has a +1d+2 fire control. So when he shoots, he's rolling 7d+2 to hit, since he has to at least a move action (so has one MAP)..
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ebertran
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PostPosted: Sat Feb 04, 2017 5:28 pm    Post subject: Reply with quote

Unless he's flying at cautious speed, right? Half speed, which is a free action?
In that case, it's a crazy 8d+2!
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PostPosted: Sat Feb 04, 2017 11:10 pm    Post subject: Reply with quote

True. If he's doing a non-action move, he doesn't get that MAP for worrying about moving..
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cheshire
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PostPosted: Sun Feb 05, 2017 6:04 pm    Post subject: Reply with quote

Or, if someone is just a gunner in a turret, and they perform no other actions, then it's just fire control + skill.
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garhkal
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PostPosted: Sun Feb 05, 2017 6:16 pm    Post subject: Reply with quote

Though one thing i really wish was addressed in the RAW.. WOULD someone being the gunner in a ship doing a FULL dodge itself, be penalized in shooting OUT at someone else?? You would think with the ship duking, doging and otherwise rolling all over the place, NOT only would it be harder to HIT the ship, but it would be harder for those IN The ship firing out, to hit something else..
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MrNexx
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PostPosted: Mon Feb 06, 2017 10:58 am    Post subject: Reply with quote

garhkal wrote:
Though one thing i really wish was addressed in the RAW.. WOULD someone being the gunner in a ship doing a FULL dodge itself, be penalized in shooting OUT at someone else?? You would think with the ship duking, doging and otherwise rolling all over the place, NOT only would it be harder to HIT the ship, but it would be harder for those IN The ship firing out, to hit something else..


In theory, yes, I agree. However, for me, it falls into the "Too much to keep track of" category.

If I really wanted to use that, I might say FC dice would be limited by the Maneuverability Dice of the ship, in the case of a full dodge.... a more agile ship would allow more fire control dice to be used.
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PostPosted: Mon Feb 06, 2017 11:09 am    Post subject: Reply with quote

MrNexx wrote:
garhkal wrote:
Though one thing i really wish was addressed in the RAW.. WOULD someone being the gunner in a ship doing a FULL dodge itself, be penalized in shooting OUT at someone else?? You would think with the ship duking, doging and otherwise rolling all over the place, NOT only would it be harder to HIT the ship, but it would be harder for those IN The ship firing out, to hit something else..


In theory, yes, I agree. However, for me, it falls into the "Too much to keep track of" category.

If I really wanted to use that, I might say FC dice would be limited by the Maneuverability Dice of the ship, in the case of a full dodge.... a more agile ship would allow more fire control dice to be used.


I have to agree with Nexx here: it would be more realistic but it would also be too much to keep track of for the GM.

And this actually came up in Rebels once or twice. I don't remember which episode it was, but sometime in the first season Chopper was damaged while manning the Ghost's rear turret and Hera told Zeb to get in there because she was about to roll the ship. I remember Zeb getting to the rear turret and saying "I've got you covered, Hera! Roll away!"

So this issue has come up in Star Wars media, if only briefly and subtly.
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garhkal
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PostPosted: Mon Feb 06, 2017 3:45 pm    Post subject: Reply with quote

Technically it also came up in TFA when Ray was fleeing those 2 Ties, with Finn in the gunner seat, and she was dodging all over the place and he was having issues hitting them...
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PostPosted: Mon Feb 06, 2017 4:09 pm    Post subject: Reply with quote

garhkal wrote:
Technically it also came up in TFA when Ray was fleeing those 2 Ties, with Finn in the gunner seat, and she was dodging all over the place and he was having issues hitting them...


Also true.
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PostPosted: Mon Feb 06, 2017 4:25 pm    Post subject: Reply with quote

garhkal wrote:
Technically it also came up in TFA when Ray was fleeing those 2 Ties, with Finn in the gunner seat, and she was dodging all over the place and he was having issues hitting them...

That's when you pay extra for a stabilized turret that tracks against the movements of the ship...

Maybe it'd be a simpler fix to just add a flat increase to the difficulty of turret gunners to hit a target when the ship they are on is maneuvering, say a +5 for a regular dodge, and a +15 for a full dodge?
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garhkal
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PostPosted: Tue Feb 07, 2017 12:53 am    Post subject: Reply with quote

True.. A flat mod would work well...

But "Auto stabilizers" for turrets". Is that a new fan made thing?
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CRMcNeill
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PostPosted: Tue Feb 07, 2017 1:06 am    Post subject: Reply with quote

garhkal wrote:
True.. A flat mod would work well...

But "Auto stabilizers" for turrets". Is that a new fan made thing?

Fan made thing? We do that here?
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PostPosted: Tue Feb 07, 2017 1:58 am    Post subject: Reply with quote

CRMcNeill wrote:
garhkal wrote:
True.. A flat mod would work well...

But "Auto stabilizers" for turrets". Is that a new fan made thing?

Fan made thing? We do that here?


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MrNexx
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PostPosted: Tue Feb 07, 2017 12:53 pm    Post subject: Reply with quote

See, I'd chalk the auto-stabilizers as being part of the Fire Control dice, already.
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