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===='''MISSILE VOLLEYS'''==== Star Wars D6 RPG has always used missiles, and this carries on in later versions of their RPG rules. However, to my knowledge, they have never had rules for firing multiple missiles at once, in volleys. Many write-ups I send in list the ability to fire volleys of missiles or other kinds of weapons. But, though I have intended to send in rules for this for sometime, I have put it off. Here are the rules. When firing a missile volley, decide how many missiles you are launching in your attack (some weapons may have set numbers to how many missiles can be fired, how many individual launchers can fire together in volleys, and other such rules. Decide your number of missiles based around this where applicable). Then make your attack. There are two ways to do the attack roll, and its up to the GM to decide which way they prefer. Either there is no modifier to the attack and the player/GM rolls as normal with no modifiers; OR, the attacker adds a +1 pip per extra missile they have added to the attack. This is to reflect the increased difficulty other characters will have in dodging so many missiles being fired at them all at once, not an impossible feat to do, but much more difficult than evading just a single missile. Another option for this "optional" modifier to the attack with missile volleys is listing whether or not the weapon has the option to do so. It may be a simple piece of extra equipment to attach, or some software added or updated to the weapons system, something extra that could cost a few credits more for the players. Last, if the attack hits, there is the damage roll. Volleys are much different than fire-linking or batteries. They do not make the missiles hit all at once for extra damage to a single damage roll, or for extra dice for the attack (though this is possible in Star Wars D6's rules, and done often), but instead they allow multiple damage rolls as each individual missile hits the target on its own. For the option of adding pips to hit per missile, every "1" that hits past the defenders dodge roll counts as a missile scoring a hit (but no more hits than were actually fired. Come on now, that's just cheating). Each single missile then rolls it's own damage dice. So if 4 missiles hit from a volley against a target, then 4 seperate damage rolls would be made to score damage against the target, and the target would then roll 4 separate Damage Resistance rolls against these (since the missiles would probably hit different portions of the target, not the exact same spot. That's what called shots, fire-linking and batteries are for). The idea behind this is that while one large pool of dice are great for a devastating attack, they could always roll a "1" on the Wild Die and completely foil your attack, whereas a missile volley gives you several opportunities to not only score damage against a target, but more than one chance of the same Wild Die exploding with 6's on one of its attacks as well. Sure, its a little more to keep track of, but the advantages are worth it.
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