Ok, first, I'm going to talk about the things I saw as issues in the way things work, because that will provide the context for why each rule was put in place. So here are the stated issues first:
- Gain the Advantage as written is almost never better than firing for a starfighter.
- Once someone has Gain the Advantage on you, because of speed difference and escalating difficulty, there is very little reason try to GtA back.
- Survivability of Starfighters. Because starfighters can't take more than a couple of hits, and the system favors offense over defense so much, starfighters are deathtraps.
- Even with the penalties in place for size difference, capital ships weapons are still easily able to hit small ships even at incredibly long ranges, making things like the Falcon outrunning and surviving two Star Destroyers in A New Hope very very improbable, even with tons of defensive Talents (exception being Brilliant Evasion: it says something when the only really reliable way to not die is to have a talent that makes you literally untargetable).
- Sensor ranges so short that fast ships can outrun their own sensor range in one turn.
- The need to double up on maneuvers to both change speed and move in the same turn.
- Fast ships not accelerating any faster than slow ships.
- Punch it needing starfighters to use the majority of their strain to reach speed quickly (the A-Wing would nearly knock itself out of combat just to get to speed in one action)
Anyway, here is a
pdf of my house rules
. (v1.21, Sep 8, 2015)
Previous Versions:
From opening to ending, here is my reasonings:
Vehicle Weapons Difficulty
Make range matter more than "can't fire/can fire" This doesn't effect small ships very much, but does affect capital ships, keeping them from sniping fighters at long range. Adding the Impossible level means that firing a capital ship weapon at a small ship at decent range will have to flip a destiny point to even try, its that difficult. The penalty for firing at close speed 4+ vehicles is to add in a bit of the Death Star Syndrome to capital ships, and make starfighter to starfighter combat seem more turn and burn as it isn't as easy to light someone up.
Target Lock
Really, the only reason for this rule was that I liked the idea of target locks being required for missiles/torpedoes. You can still fire blind, but you are going to suck if you do, but if you bother to target first, they will be slightly more accurate since they can track.
Slow Tracking
Once again, this one is for keep capital ships from not needing fighter screens because the turbolasers could easily take out all the starfighters in seconds. It also makes it harder to torp/missile someone in starfighter to starfighter combat.
Shields
I like this change a lot because it makes shields act like the parry rules from Force and Destiny. It also means that tougher ships are harder to damage rather than being harder to hit, which never made good sense to me. One difference from Parry/reflect is that it adds to armor, so Breach weapons can still pierce it. The doubling of all shields is to make more variability, since we no longer have to be restricted to defense dice numbers.
Handling
With shields no longer counting as Defense, I felt using positive handling as defense would be a good benefit for small, fast ships.
Full Stop
This revision is to fix the talent based on the new fly/drive rules.
Hold it Together
Revised to not overlap with new Shields rules.
Accelerate/Decelerate & Punch It
Rolled into Fly/Drive so that changing speed is part of moving.
Fly/Drive
Roll the speed changing maneuvers into this one. Made faster ships accelerate faster. Made Punch it cost a flat strain equal to the silhouette of the ship, making it a more viable option for starfighters to use (props to, I can't remember who it was that came up with that in an earlier thread, it is a genius change).
Blanket Barrage
From Age of Rebellion. Changed so that capital ships still have a way to target starfighters even if the check is "impossible". It makes capital ships more like terrain for small ships, which I think is a solid move.
Gain the Advantage
Gave advantage options that make GtA more attractive. The ability to "get on someone's tail" or to force them to pay attention to you. I also flattened the speed advantage. This was to make GtAing someone back not nearly impossible for a slightly slower ship (TIE Interceptor vs X-Wing, if the TIE GtAed, the X-Wing was facing a
PPPP
difficulty to win it back in the old rules, A Y-Wing would be facing a
PPPPP
, neither of which are attractive options). I felt this was doubly necessary with the advantage spending allowing you to get in a firing arc they couldn't fire into. An ability to use with triumph once per check to allow you to do base damage with the weapon will make really skilled pilots even more dangerous with GtA.
Sensors
Now ships can see farther than they can move!
Individual Ship Changes
Just made a few ships a little less paper. Lowered the TIE Fighter handling to make the TIE Interceptor/A-Wing handling a bit more special. Upped the Assault Gunboats maneuverability to portray the only real representation they've had in Legends (the X-Wing/TIE Fighter series). Made the TIE Defender Faster but a bit more fragile.