I'm in the planning stages of a somewhat starfighter-centric campaign in the vein of rogue/wraith squadron and there are some... quirks in the vehicle combat system I'd like to adress and I'd love some input from the hivemind here.
Pilot only weapons: Single seat starfighters tend to get somewhat shafted by the action economy compared to ships with separate gunners (looking at you, Y-wing!) as they can pull both the Gain the Advantage and an attack in the same turn. Crafty players can sidestep/exploit this by putting a gunnery droid brain in their single seater to do the shooting while they GtA, but to me that feels somewhat wrong. After all, the guns on a fighter tend to be fixed forward and shouldn't be able to be aimed or fired by anyone but the pilot. So, I was thinking of a house rule that allows a triumph on a GtA-check to be used a free hit hit with pilot controlled weaponry at base damage, possibly allowing extra advantages to be used to activate critical hits or qualities like linked. The drawback would be that it completely nullifies any benefits the target would normally have from defense rating and defensive talents.
Of course, I'd have to classify which weapons are pilot only on every ship, but that would be fairly obvious in most cases.
Nimble targets: As a rule, I feel it's too easy to land a hit in this system, especially in starfighter combat where the results are quite dire. In one the campaigns I'm currently playing in, the GM has added a flat difficulty upgrade of +1 to all combat checks, which works reasonably well for now, and I'm leaning towards adopting it. However, I would like something to simulate portray the difficulty of scoring hits against small and mobile targets like starfighters. GM Phil's Snap roll-move is a good start, but I'm thinking of going one step further by adding a ships handling score to it's defense, possibly even awarding boost dice to the attacker for positive values. This would be somewhat offset by ships with a engineer or astromech aboard being able to pump up the shield rating beyond 4 for ships with negative handling. It could be over the top if combined with snap roll or the ideas for initiative below.
Inititative: As starfighter combat is so ridiculously deadly, initiative becomes extremely important. I'm thinking that smaller, nimbler craft should have an advantage here, so perhaps adding boost/setback dies based on Handling to the roll for pilots only. Perhaps speed should be a factor as well?
I'm not sure if these rules would weigh too much in favor of ships with good handling, but as it is now, handling is getting fairly shafted considering how important it should be in the type of dogfighting Star Wars presents to us (short range WW1-WW2-style).
Ideas? Opinions? Critique? Please chime in!
