- Repeating blasters have always been underdeveloped mechanically in WEG’s Star Wars. Burst capabilities, damage, and suppressive fire are all handwaved away by an extra die of damage. To correct this, I have instituted the following rule:
When a repeating blaster is fired, the character may declare how many blasts he fires up to the number before his Dexterity + 3. So a Smuggler with a 3D+2 Dexterity code could fire up to 6 shots per round. These blasts could be targeted at one target or at an area.
If all blasts are fired at one target, the damage rolled is equivalent to base damage + 1D per blast. For example, a standard light repeating blaster does 6D base damage. With a three blast burst, the character would roll 8D (6D base + 1D second blast + 1D third blast).
If firing a suppressive fire burst, the character declares a center point target/area. From that point, if any character/NPC/victim comes within a number of meters equal to the number in front of the firer’s Perception code, the victim has a possibility of being hit by one blast taking normal base damage. He must then roll his Dodge skill in an effort to exceed the firer’s Blaster roll. If he fails, the firer hits him with one blast. If the wild die rolls a 1, the victim is hit by two blasts.
For example, Grogan has a Dexterity 3D+1 and Perception 3D+2 and decides to suppress a doorway to cut off a group of pirates. Picking the center of the door as his center point, he declares 6 blasts (3 from Dexterity + 3) and fires rolling a 21. A pirate decides to risk getting out of the door and makes a run for it. As soon as he comes within three meters of the door (Per 3D+2), he must roll to dodge attempting to beat a 21. If he fails, he is hit by one blast. If he rolls a 1 on his wild die, he is hit by two blasts.
- Initiative in WEG Star Wars is clunky and unrealistic. To resolve initiative in a better way, I have every character roll against their Perception attribute. The character with the lowest initiative declares their action first and the group continues on in ascending order.
In the case of ties, the character with the highest Dexterity code goes first. If those codes are the same, the characters will roll against the Dexterity code until one wins. This more accurately portrays the character with quicker reflexes (higher initiative) seeing what the slower opponent is doing and formulate a course of action.
Once all actions are declared, characters begin executing their actions/dice rolls in highest-to-lowest initiative order, indicating the faster characters act in accordance with their reflexes.