TABLE 7-1: STARSHIP AND VEHICLE WEAPONS
Name Range Dam Crit Qualities
Auto-Blaster Close 3 5 Auto-Fire
Blaster Cannon (Light) Close 4 4
Blaster Cannon (Heavy) Close 5 4
Concussion Missile Launcher Short 6 3 Blast 4. Breach 4. Guided 3, Limited Ammo 3. Slow-Firing 1
Ion Cannon (Light) Close 5 4 Ion
Ion Cannon (Medium) Short 6 4 Ion
Ion Cannon (Heavy) Medium 7 4 Slow Firing 1. Ion
Laser Cannon (Light) Close 5 3
Laser Cannon (Medium) Close 6 3
Laser Cannon (Heavy) Short 6 3
Proton Torpedo Launcher Short 8 2 Blast 6. Breach 6. Guided 2, Limited Ammo 3. Slow-Firing 1
Quad Laser Cannon Close 5 3 Accurate, Linked 3
Tractor Beam (Light) Close — — Tractor 2
Tractor Beam (Medium) Short - Tractor 4
Tractor Beam (Heavy) Short — — Tractor 6
Turbolaser (Light) Medium 9 3 Breach 2. Slow-Firing 1
Turbolaser (Medium) Long 10 3 Breach 3. Slow Firing 1
Turbolaser (Heavy) i ong 11 3 Breach 4, Slow-Firing 2
Starship and Vehicle Combat
C
ombat engagements between starships and
vehicles function using the same basic combat
rules as found in Chapter VI. Starship and vehicle
combat is not intended to be a completely sepa-
rate rules system. Instead, it is designed to be an
added layer of detail on the standard combat rules
that allows players to run structured gameplay en-
counters using starships, vehicles, characters, or
any combination thereof.
When running encounters using starships and vehi-
cles, it is important to note that starships with silhou-
ette 5 or higher have some different rules governing
their actions. This is because these ships are quite a
bit larger than starfighters and freighters, with crews
of dozens or even hundreds of individuals.
COMBAT OVERVIEW
Starship and vehicle combat in EDCE OF THE EMPIRE fol-
lows the same basic order and rules as those detailed
in Chapter VI: Conflict and Combat It is listed again
here for ease of reference.
STEP 1: DETERMINE INITIATIVE
At the beginning of the first round of combat, all play-
ers and NPCs need to determine the order in which
they will take their turns. This is referred to as the
Initiative order.
To determine the Initiative order, each Player Char-
acter and NPC makes a Simple (-) Cool or Vigi-
lance check (for more information on which to use,
see the Cool or Vigilance? sidebar on page 199).
Once all Initiative checks have been made, the CM
notes the results of each check and ranks them in
order, from highest to lowest. If two checks are tied,
the check with more O is ranked higher, and if they
are still tied PCs are ranked higher than NPCs. This is
the Initiative order.
STEP 2: ASSIGN INITIATIVE SLOTS
Once the CM has determined the Initiative order, he
notes which results were generated by Player Char-
acters, and which results were generated by NPCs.
The results generated by Player Characters become
Player Character Initiative slots. The results generated
by NPCs become NPC Initiative slots.
COMBAT AND THE PILOTING SKILL
D
uring combat involving Starships and Vehi-
cles, Player Characters and NPCs are often
called upon to make Piloting checks to control
their vehicles, take certain actions, and avoid di-
sastrous outcomes. Whenever a Piloting check
is called for, the piloting character or NPC must
make a check using either Piloting (Planetary) or
Piloting (Space) depending on the vehicle. For
the sake of brevity, the specific version of the
Piloting skill is not defined and it is up to the CM
to adjudicate which skill is most appropriate.
STARSHIPS AND VEHICLES
EDGE OF THE EMPIRE