Paper starfighters

By limelight, in Star Wars: Age of Rebellion RPG

Even a point of armor or a little more hull trauma wouldn't quite be enough to fix this problem. Its just putting a bandaid on the issue.

Ultimately, the problem isn't the fragility of fighters, its that they get hit too easily(and thus die)

Even a fighter should have issues hitting another fighter.

Maybe if ranged difficulty in vehicles wasn't a comparison of Sil, but with flat Sil being a modifier to the distance. Sil of the firer doesn't matter.

This has been a major issue for my players. In particular, piloting skill doesn't seem to matter other than making maneuvers easier. I've kicked around making the difficulty to hit be equal to the opposing pilots piloting skill but modified by Sil somehow, maybe it adds boost or setback dice for the difference or actually upgrades/downgrades the difficulty.

Has anyone tried this?

FFG just announced the signature abilities to the Ace career that will be featured in Stay on Target.

One of them "Unmatched Survivability" sounds like just the thing to keep that starfighter going and make up for its flimsy hull and shields.

"With Unmatched Survivability, you can keep your ship fighting even after a crippling blow. By spending two Destiny Points, you can keep a crippled ship with a silhouette of three or less running as if it were unharmed for three more rounds"

"This one's mine!" also sounds interesting. 2 Dpoints and for two rounds it's just you and the other guy. Thematic, Fluffy, Mechanical... Need to see it in action, but at first glance this looks really sexy.

Be interesting to see how it holds up as I think this kinda makes use of a lot of the perceived "problems" with the system. So I wonder if the house-rulers that have rewritten a lot of stuff will be able to really get anything out of this.

I'm super-excited for the whole book though... hope it gets here in time for x-mas.

FFG just announced the signature abilities to the Ace career that will be featured in Stay on Target.

One of them "Unmatched Survivability" sounds like just the thing to keep that starfighter going and make up for its flimsy hull and shields.

"With Unmatched Survivability, you can keep your ship fighting even after a crippling blow. By spending two Destiny Points, you can keep a crippled ship with a silhouette of three or less running as if it were unharmed for three more rounds"

So I wonder what happens when your three more rounds is up? Does your ship fall apart like the Bluesmobile?

FFG just announced the signature abilities to the Ace career that will be featured in Stay on Target.

One of them "Unmatched Survivability" sounds like just the thing to keep that starfighter going and make up for its flimsy hull and shields.

"With Unmatched Survivability, you can keep your ship fighting even after a crippling blow. By spending two Destiny Points, you can keep a crippled ship with a silhouette of three or less running as if it were unharmed for three more rounds"

So I wonder what happens when your three more rounds is up? Does your ship fall apart like the Bluesmobile?

And it would sure be lame not to have those two destiny points to spend.

This honestly just feels like a sloppy halfhearted patch job.

It probably gives you or your astromech the option to repair some of the damage if you can and wish too.

FFG just announced the signature abilities to the Ace career that will be featured in Stay on Target.

One of them "Unmatched Survivability" sounds like just the thing to keep that starfighter going and make up for its flimsy hull and shields.

"With Unmatched Survivability, you can keep your ship fighting even after a crippling blow. By spending two Destiny Points, you can keep a crippled ship with a silhouette of three or less running as if it were unharmed for three more rounds"

So I wonder what happens when your three more rounds is up? Does your ship fall apart like the Bluesmobile?

And it would sure be lame not to have those two destiny points to spend.

This honestly just feels like a sloppy halfhearted patch job.

Well if you and your gm aren't moving dpoints back and forth theres another discussion to be had...

We do, its just that if you don't have them at the moment you need them.

We do, its just that if you don't have them at the moment you need them.

Then it sucks to be you... Though I suppose you could make the same point about someone who spends all their credits on a new ship part and then doesn't' have enough cash to bribe his way through customs....

I guess my point is that I shouldn't have to dump a ton of XP into a specific Spec tree just so I can spend 2 Destiny points to NOT get blown out of the sky every time the enemy shoots my X-wing.

Fighters are just too easy to hit.

This One Is Mine doesn't look too useful, if you win Initative and have good Gunnery it's already really easy to incinerate an enemy unless he has a few ranks in Adversary.

Unmatched Survivability looks like a decent delay but I would have liked to see a general evasion ability instead. Crits aren't the problem for starfighters, it's the fact that they exceed their HT in 2 or 3 hits at best and there is no way for even a character with Piloting 5 to stop that, Brilliant Evasion is not a starting talent, only works on one enemy/group and is only usable once per encounter.

The fact that proton torpedoes seem to be able to hit fighters very easy might be an issue too. I always thought that they would have trouble targeting small and fast things and were thus meant for the bomber role.

Yeah that's how they were portrayed in the EU novels and computer games though I don't think that they were ever portrayed that way in any of the rpg systems.

Edited by RogueCorona

Yeah that's how they were portrayed in the EU novels and computer games though I don't think that they were ever portrayed that way in any of the rpg systems.

They're kind of the 'middle' road. For many starfighters, protons are about as heavy as they ever carry (there's no real reason they couldn't carry say half as many heavy rockets, but let's not get into that). However, they're still relatively maneuverable. Protons become what you use to damage capital vessel components, or, en-masse, destroy them. Lasers just happen to work here because shields do basically nothing if you're hit.

It certainly should not be wiping out a squadron of Interceptors the way it does, though. However, as neither piloting nor handling do anything at the moment for your survivability (that paragraph on shields is rather deceptive, as a single setback die is quite different from regenerative ablative HP) there's nothing to give the torpedoes more trouble against a B-Wing than against an A-Wing (until you have both the jammers online and tricky target, anyways).

The fact that proton torpedoes seem to be able to hit fighters very easy might be an issue too. I always thought that they would have trouble targeting small and fast things and were thus meant for the bomber role.

This one kinda got me too...

Though I guess the idea is the Guided rule makes the difference. Guided 3 vs Guided 2 is one more die...

Still I agree it's a tad strange...

The fact that proton torpedoes seem to be able to hit fighters very easy might be an issue too. I always thought that they would have trouble targeting small and fast things and were thus meant for the bomber role.

going purely by Ep IV, proton torpedos seem to be very maneuverable. They take a 90 degree hard turn to dive into the shaft of the Death Star.

I don't trust the video games because they changed a lot of things for game reasons. Like how the shields seem to work. In the movies the shields didn't appear to do much to stop impacts. Most of the fighters that didn't take a glancing blow (or had plot armor) just blew up (X-wings and Y-wings). In the games the shields became able to take direct blows, were rechargable, were stackable, etc... and most of your opponents didn't have shields, so your survivability in the game was much higher.

Ion cannons in the movies take out a Star Destroyer in two hits (Ep V). In the games you can't disable a ship until you take down their shields.

Ion cannons in the movies take out a Star Destroyer in two hits (Ep V). In the games you can't disable a ship until you take down their shields.

Well this may just be something we haven't seen yet. Previous iterations usually had the KDY-150 as a purpose built super ion cannon specifically for shooting down capital ships in orbit...

Shields were stackable in the movies as well. In A New Hope Gold Leader has his Y-Wings switch the shields to double front as they start the trench run.

Shields were stackable in the movies as well. In A New Hope Gold Leader has his Y-Wings switch the shields to double front as they start the trench run.

Which you can do in-game with the "Angle Deflectors" maneuver.

Yeah but Kallabecca was acting like that was something invented for the games rather then being seen in the movies.

Re: Guided

The lower value for proton torpedoes doesn't matter at all if the weapon hits on the initial attack roll--which it usually will.

Yeah but Kallabecca was acting like that was something invented for the games rather then being seen in the movies.

Double front... but the game let you build up double everywhere, not just redirect what you did have access to.

Re: Guided

The lower value for proton torpedoes doesn't matter at all if the weapon hits on the initial attack roll--which it usually will.

I know, buy unless you noticed something more significant that's the best i got....

Re: Guided

The lower value for proton torpedoes doesn't matter at all if the weapon hits on the initial attack roll--which it usually will.

Especially when backed by a fully modded targeting computer upgrade. Use no Force? Install one of these!

(or in this case don't turn it off and use intuitive strikes with it anyways).

Edited by Kiton

MY house rule (and a simple one i think)

Evasive Maneuver

Any attack made against a ship doing evaise maneuvers receives an upgrade in the difficulty equal to the piloting (space) skill of the target.

The number of dices upgraded this way cannot be greater then the target ship handling value and if the target ship has 0 or less handling then upgrade the difficult one time only.

Any attack made by the ship doing Evasive Maneuver receives one upgrade in difficulty.

Has worked so far.

I am a fan of this (as well as the facing issue brought up before since this seems to be the intended way of look at space combat anyways), but i would make the number of difficulty upgrades either the number of proficiency die you would have on a check capped at handling (so that the characteristic is also taken into question) and any left over after the cap would be added as setback die (to represent a particularly skilled pilot making the most out of a fighter), but perhaps capped at 2 aditional setback and maybe you would have to apply 1 system strain for each one. Thoughts?

MY house rule (and a simple one i think)

Evasive Maneuver

Any attack made against a ship doing evaise maneuvers receives an upgrade in the difficulty equal to the piloting (space) skill of the target.

The number of dices upgraded this way cannot be greater then the target ship handling value and if the target ship has 0 or less handling then upgrade the difficult one time only.

Any attack made by the ship doing Evasive Maneuver receives one upgrade in difficulty.

Has worked so far.

I'm still working out what I think would be best, but if I were to go with the above, I would modify it slightly to be called something like "Advanced Evasive Manoeuvres" and put a Silhouette maximum of 3 upon it. That way you're both adding to the rules rather than changing existing ones (which is simpler) and you're addressing the reason why anyone would ever want to be in a fighter rather than a larger ship.