We homebrewed some rules for firing beyond the ranges printed on the unit cards as they always seem way too short for energy weapons to me.
Most weapons now have two ranges, (don't include grenades, other hand thrown or obvious weapons in this mix though!) Effective and Extreme. Effective is as written on the cards, Extreme is anything over that, so a Stormtrooper blaster is 1 - 3 effective, 4+ extreme. At Effective range, all weapons fire as printed on the cards. At Extreme range all weapons that roll a number of Red or Black dice drop down to the next dice in this sequence: Red - Black - White. So, the Stormtrooper DLT-19 fires at Effective range at 2 Red dice, so at Extreme range this drops to 2 Black dice. Simple enough.
The difference is weapons that fire with a White dice and these are handled in one of two ways: In the case of troopers (such as the Stormtroopers with their one white dice each), take the number of dice normally used and half it at Extreme range (rounding down). So a Stormtrooper unit of five troopers firing at Extreme range would roll two White dice (half of 5 is 2.5, rounded down to 2). For heavy weapons (the AT-ST laser cannons for example), a single White dice roll is ignored, or if multiple White dice are used, half it. So, the AT-ST main laser cannon firing at Extreme range would fire: 2 Black, 3 White dice. This is achieved by taking the effect Effective range dice: 2 Red, 2 Black, 2 White. The Red drop to Black, the Black drops to White and the two Whites are halved. The smaller laser cannon on the AT-ST fires 1 Red, 1 Black and 1 White at Effective range, at Extreme range this drops to 1 Black and 1 White (the single White dice is ignored).
Armour rolls and dodges remains the same and this stops the game turning into a long range slug fest. Obviously this is not for tournament games or rules lawyers, but they add a bit of realism to a game that sees blasters firing at about 30m range...