Questions on speeder combat
Hi everybody, somewhere in my next session my party will be running into some enemies on speederbikes. Backstory of everything aside, they might go into combat. Now I did a little bit of research for speeder combat and I'm relieved that it mostly plays out the same as regular combat, but with the addition of the piloting actions and movements (for the pilots of the speeders).
One player of mine is sort of fully dedicated to being a pilot, so I'm adamant on making the piloting encounters a fun and successful experience. Now I have a few things that I was unsure about, and hope that maybe you guys can help clear up.
- How does the turn of a passenger play out on a speeder, will they always be able to perform all "regular" maneuvers? I can imagine aiming is quite hard on a moving speeder. Do I add a setback die for shooting from a moving speeder, and allow the "aim" maneuver for a boost die? Or do I just cancel them out whenever both are in play?
- The party got their hands on an old Aratech-74z. Is this speeder too strong? The weapon mounted on there seems to do pretty high damage, but maybe it's just because we just started and this looks like a lot. It does 11 damage, has pierce 1, crit 3 and auto-fire option. Assembling the dice pool for an example character in questions would be: 1 Yellow, 2 green dice for his Gunnery skill (not counting any boost gained by starship maneuvers) versus for example a simple speeder in Long Range (the speeder uses personal scale instead of planetary) would be 3 purple dice.
So if the speeder hits this relatively easy shot, 1 yellow and 2 green vs 3 purple, the other speeder is just destroyed like that? Maybe I'm overthinking this but it just seems strong. Also, landspeeders just seem really weak in comparison as well.
They also have an x-34 landspeeder with 4 Hull Trauma Threshold, so that means the speeder will destroy if a light blaster hits it?
Thank you in advance