Star Wars RPG (FFG) Wiki

Like electronic countermeasures, physical countermeasures are designed to fool scanners and make a ship or vehicle harder to hit.

More information about the attachment is available on the Wookieepedia article.

PHYSICAL COUNTERMEASURES[1][]

Hard Points Required 1 Encumbrance - Price 2,200 Rarity 4

While any ship equipped with physical countermeasures carries enough to get them through most encounters, engaging in a long, drawn-out fight can quickly deplete a launcher's store of countermeasures. Game Masters may spend two advantage results or a triumph result on Gunnery checks made using missiles, rockets, or torpedoes targeting the starships to cause a countermeasure launcher to run out of its load of flares, chaff, or anti-warhead missiles, effectively disabling it until the end of the encounter.

Models Include: Loronar Defense Industries A4M "Pepperbox" anti-warhead micro-missile pack, Oriolanis Defense Systems XM-130 chaff dispenser, Conner Ship Systems MJU-9G "Phoenix" Flare Dispenser.
Base Modifiers: Adds a setback die to all Gunnery checks made using missiles, rockets, or torpedoes targeting the starship.
Modification Options: 1 Add a setback die to all Gunnery checks made using missiles, rockets, or torpedoes targeting the starship Mod. 1 Increase difficulty by 1 when making checks triggered by the Guided quality Mod.

  1. Stay on Target: A Sourcebook for Aces (Page 64-65)