I've got a bad feeling about this...
How to read a Vehicle's Stat Block
Let’s take a look at the Stat Block for the Loromar E-9:
Silhouette: This is an abstract measurement of the size and mass of objects relative to each other. 0= Jawa 1=Human 2=Speeder bike 3=Tie Fighter 4=Light freighter all the way up to 10, which would be something like the Death Star.
This is important when using Gunnery. If your ship is the same size or one size larger and smaller, the difficulty is an Average Gunnery check.If the defender is 2 points larger or smaller the difficulty goes down by one die for the former or up by one die for the former.
Speed: This is the maximum speed of the vehicle unless you have a talent than can change that. This is important when moving into sensor or firing range or trying to get away from another vessel. It is also important when trying to use the Piloting action called Gain the Advantage.
Speed 0 – Not Moving
Speed 1: 1 Maneuver to move within Close Range. 2 Maneuvers to move from Short to Close.
Speed 2-4: 1 Maneuver to move from Short to Close. 2 Maneuvers to move from Close to Medium.
Speed 5-6: 1 Maneuver to Close to Medium or Medium to Close range. 2 Maneuvers to move from Close to Long or Long to Close.
Handling: This is basically the ships agility. A positive number reflects the number of Boost Dice () that the pilot or co-pilot can add to Piloting checks. a Negative number reflects the number of Setback Dice () that gets added to a piloting check. Certain Talents remove Setback dice for Piloting checks. If this is the case, on your character sheet, you’ll see a with a red line through it.
Defense: Anything that might prevent damage to the ships armor. Generally, this means the ship’s shields. Each point of Defense adds one setback die () to an incoming attack roll. Vehicles with a Silhouette of 4 or under have two Defense zones (fore & aft). Vehicles with a Silhouette of 5 or more have four Defense zones (fore, aft, port and starboard).
The defender chooses which zone the attack is striking. The Angle Deflector Shields maneuver allows the defender to move defense points from one zone to another.
The only way for the attacker to defeat this is with the Gain the Advantage Pilot/Co-Pilot Action. A successful Piloting check with GtA allows the attacker to choose which Defense Zone they are attacking.
Armor: Armor is a passive defense. It acts just like DR would in about every other game we’ve played. It soaks up a number of damage equal to its rating.
HT Threshold (Hull Trauma): This is the amount of physical damage a ship can take before it is crippled or destroyed. HT can be repaired ONCE per encounter by taking a Damage Control action – Mechanics check (Difficulty depends on how much damage there is) or a Manual Repairs action – HARD () Athletics check.
SS Threshold (System Strain): This is the measure of the resilience of the internal systems of the vehicle. SS can be repaired as many times as needed by taking a Damage Control action – Mechanics check (Difficulty depends on how much System Strain there is).
Hyperdrive: Some vessels do not have a Hyperdrive and cannot make the jump into hyperspace. A jump that would take a Class 1 drive 3 days, would take a Class 12 drive 36 days (12x longer). Programming the Navicomputer for a short jump is an Easy Astrogation check. Extra Successes can be used to make the jump more accurate or reduce the time needed to calculate the jump. Extra Advantage can reduce the length of the trip.
Sensor Range: This is the range of the passive sensors on the ship and require no skill check. Active sensors can be triggered manually and can scan one range band further, but in only one firing arc at a time. Active mode requires an Easy Perception check.
Hard Points: These are total customization points available for that type of ship. With these you can boost the speed of the ship, add weapons or defense and make other modifications. You can explore these options in the Character Generator. On Loromar E-9, one of the points is already take with the smuggling compartments I added.
Weapons: First you’ll see the quantity and name of the weapon.
Fire Arc: This shows the available facings for the weapon. This comes into play when your ships facing is important to the encounter or when you or your opponent are using the Gain the Advantage action
Range: Maximum effective Range band.
Damage: This is the Minimum damage before applying extra successes and the defenders Armor
Critical: This shows the number of advantages that must be spent from the attack roll to cause a Critical Hit. Critical Hits are rolled on a critical table. Some talents add bonuses to the Critical Hit Table in order to raise the severity. Minion Groups hit with a Critical have one of their members incapacitated.
Qualities: Some weapons have special qualities that can be activated by spending two advantages .
Example: Chub shoots the Twin Medium Laser Cannon at a Tie Fighter. After comparing the dice rolled he has two successes , one triumph and five advantages left over.
One success is used for the actual hit. The extra success and the triumph both count as hits and upgrade the Damage from 6 to 8. To activate the linked quality, Chub would need to spend two advantages . The other three advantages could be used to activate a critical hit. The triumph could also be used to activate a quality or a critical hit no matter how many advantages would normally be needed.
I’ll give more examples of how to spend Triumphs and Advantages later on.