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<blockquote data-quote="aramis erak" data-source="post: 8079591" data-attributes="member: 6779310"><p>1E used 4 ranges - Point Blank, short, medium, and long. Point Blank isn't normally available; it's described, but not one of the allowed ranges.</p><p>3 steps: </p><p>1 Declare Actions</p><p>2 Resolve range action</p><p>3 Resolve other actions - one per each with actions remaining, in descending roll order. (Everyone rolls at once)</p><p>Repeat step 3 if more than one action is taken. Note that the ship may only make 1 movement action</p><p>in step 2, if both declared close, then close one band; if both declared open, then increase range one step. If one says close and the other open, opposed speed+Pilot rolls, winner decides. If one did nothing related to speed, the other determines change. While not stated as such, most GM's also allowed "hold range" as a movement action, which opposes close and open attempts.</p><p>Note that Torpedoes only work at short range, but have massive damage.</p><p>Blasters can be used at Short (diff 10), Medium (diff 15), and Long (diff 20).</p><p>If you declare an evasion reaction, you roll Maneuver + Pilot, and add to the difficulty to hit you but only for attacks in that pulse of step 3.</p><p>If you declare a shield reaction, roll against a TN by range (S=20, M=15, L=10), and if successful, the shields code adds to hull for resisting the damage but only vs that one attacker.</p><p></p><p>It works best when one side has only one ship; squadron-on-squadron is very awkward in this version.</p><p></p><p>Note that I was looking in the book to write this; if you remember differently, that is probably because the Rules Update and the Rules Companion change this.</p><p></p><p>2E is further different, and 2R&E is different from that. </p><p>Plus, there's also the option of using the Star Warriors board game.</p><p></p><p>Note that 2E presumes use of minis or tokens, and the various movement actions are not rolls, and ship speeds are fixed numbers, not die-codes.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8079591, member: 6779310"] 1E used 4 ranges - Point Blank, short, medium, and long. Point Blank isn't normally available; it's described, but not one of the allowed ranges. 3 steps: 1 Declare Actions 2 Resolve range action 3 Resolve other actions - one per each with actions remaining, in descending roll order. (Everyone rolls at once) Repeat step 3 if more than one action is taken. Note that the ship may only make 1 movement action in step 2, if both declared close, then close one band; if both declared open, then increase range one step. If one says close and the other open, opposed speed+Pilot rolls, winner decides. If one did nothing related to speed, the other determines change. While not stated as such, most GM's also allowed "hold range" as a movement action, which opposes close and open attempts. Note that Torpedoes only work at short range, but have massive damage. Blasters can be used at Short (diff 10), Medium (diff 15), and Long (diff 20). If you declare an evasion reaction, you roll Maneuver + Pilot, and add to the difficulty to hit you but only for attacks in that pulse of step 3. If you declare a shield reaction, roll against a TN by range (S=20, M=15, L=10), and if successful, the shields code adds to hull for resisting the damage but only vs that one attacker. It works best when one side has only one ship; squadron-on-squadron is very awkward in this version. Note that I was looking in the book to write this; if you remember differently, that is probably because the Rules Update and the Rules Companion change this. 2E is further different, and 2R&E is different from that. Plus, there's also the option of using the Star Warriors board game. Note that 2E presumes use of minis or tokens, and the various movement actions are not rolls, and ship speeds are fixed numbers, not die-codes. [/QUOTE]
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