FarStar Turbolaser Targeting System

By Ghostofman, in Star Wars: Edge of the Empire RPG

Looking to run my own flavor of Darkstryder down the road and while doing my conversions I got to one point that I'd like opinions on.

The FarStar's turbolasers were originally equipped with a special targeting system that if the gunner spent a turn Aiming would give a significant boost on their next shot, enough to offset the scale differences between the Corvette and fighter craft (though it made shooting larger craft pretty easy too).

I'd like to bring this concept over into FFGs system, but I'm not 100% sure how I want to handle it. Some ideas I've kicked around include:

  • Just giving all the turbolasers Accurate 1
  • Giving Accurate 2, but only when Aimed
  • Giving a "Count shooter as 1 Sil smaller" special rule when Aimed
  • 1 Boost or reduced difficulty to all Blanket Barrage checks

All these seem like they might work, but the issue I have is between Slow-Firing, and "Why the heck shouldn't a gunner Aim?" the second and third option seem a little like overkill, but the first option just doesn't seem to get the same flavor. And I don't know about four.

Thoughts? Ideas?

Edited by Ghostofman

Have you considered using the effects of of the True Aim talent for this? Or even just allowing a single upgrade for the first Aim maneuver and then boost dice for each one after?

From what I remember for the FarStar, I think that's a pretty solid conversion.

Edited by LibrariaNPC

Take a look at the advanced targeting array. It already does what you need. I believe the base attachment upgrades skill once. Then you can add mods of additional upgrades, true aim, sniper shot. Should do the deed.

Having all the turbolasers grant an inherent true aim talent isn't bad of an option. And the fact its ranked is nice too. I think this may be the solution...

I'm well aware of the targeting array, not only does it do more then I'd like, but I'm also trying to not mount any preexisting attachments to the FarStar to avoid confusing the players. The ship has been rebuilt from the keel up, not converted using off the shelf aftermarket kits. I don't want the players wondering why it uses upgrade kits without following the upgrade rules.

I'm well aware of the targeting array, not only does it do more then I'd like, but I'm also trying to not mount any preexisting attachments to the FarStar to avoid confusing the players. The ship has been rebuilt from the keel up, not converted using off the shelf aftermarket kits. I don't want the players wondering why it uses upgrade kits without following the upgrade rules.

The ATA doesn’t have to be an after-market upgrade. Like having twin or quad laser cannons that take up only one HP because they’re factory installed, doing a factory-install of the ATA doesn’t necessarily have to follow the attachment/mod rules.

It’s all up to the GM as to when to follow the rules and when to choose not to — do whatever works best for your game.