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Special Rules for Specific Stats
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Mar 26, 2014 7:37 pm    Post subject: Reply with quote

Okay, here are a few more that I thought of today...

Special Rule: Blasters vs. Lasers
When used as a weapon on starfighters, blasters inflict less damage and are shorter ranged. However, their low relative energy use allows them to recharge quickly. As such, blasters actually fire short bursts rather than full blasts. In game terms, all blasters receive a 1D auto-fire rating which may be applied to Damage, Fire Control or used to counteract MAPs [IMC, TIE fighters are equipped with blasters, not lasers]

Special Rule: Autoblasters
Autoblasters are specially stabilized weapons that track outgoing fire and make minute angle adjustments to make subsequent shots more accurate. In addition to longer range (already included in the stats for Auto-Blasters), an auto-blaster may make up to three shots per round without incurring MAP penalties. Any additional shots incur penalties as normal (i.e. as though the first three shots only counted as one). [IMC, the A-Wing and Darth Vader's TIE Advanced are fitted with Autoblasters. This is my explanation for why Darth Vader's weapons fire tracked the way it did in ANH]

Special Rule: Fire-Linked Weapons
Ships with fire-linked weaponry may adjust the manner in which their ship's weaponry is fire-linked, shifting dice between damage and Fire Control as needed
    Quad-Linked Weapons may shift either 1D or 2D from Damage to Fire Control.
    Triple-Linked Weapons may shift 1D+2 from Damage to Fire Control
    Dual-Linked Weapons may shift 1D from Damage to Fire Control

Special Rule: Batteries
Weapons listed as Batteries count as Quad-Linked Weapons, and may shift either 1D or 2D from Damage to Fire Control.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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DougRed4
Rear Admiral
Rear Admiral


Joined: 18 Jan 2013
Posts: 2295
Location: Seattle, WA

PostPosted: Thu Mar 27, 2014 3:14 pm    Post subject: Reply with quote

crmcneill wrote:
Details on the Heavy Assault ship and the special rule you'd like to make for them...


I don't have that book with me, but it wasn't a special rule I wanted to make for them. It was that they (WEG) spelled out a weakness inherent in that ship, but didn't really give you a way to actually exploit that weakness (unless the GM handwaved things or used the optional way of hitting specific sub-systems from Pirates and Privateers). The only other way I could see it coming into effect was to do damage to the ship, and hope that you get lucky with the D6 roll (that determines what part of the ship is hit).
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Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green
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