I just read the rule of the Guided item quality and gave it a bit more though. On the surface it seems legit, but when I read it carefully, it began to feel a bit weird.
The rule states
“…if Guided is activated, [character] may make an attack check at the end of the round. The difficulty of the check is calculated by comparing the weapon’s silhouette of 0 to the silhouette of the target (see page [FAD] 242);”
So the guided weapon has SIL 0 and that is compared against the vehicle SIL to determine the difficulty of the attack check.
On page 242 of FAD the table giving check difficulties has the following entry:
“Firing vessel has a silhouette 2 or more points smaller than the target vessel”
giving difficulty of Easy (1 diff).
Considering that all vehicles have SIL at least 2, the check can never have difficulty higher than Easy. That also makes guided weapons extremely accurate when the guided activates as they usually have Guided 2 or 3 as their rating. Granted, it requires 3 advantages to trigger it in the first place, but still.
There’s nothing inherently wrong in this, but I’m just wondering why to bother with SIL comparison as it could be just static Easy check. Also I think that this does not capture the Star Wars feeling we get concerning missiles from the movies, where the missile follows the target a long time and is quite bad at actually hitting the target (Clone Wars movie for example).
This rule more likely has the missiles hit immediately the target (character firing it succeeds in the test) or if the missile misses in the first place, it probably is pretty dumb (guided is hard to activate), but when they do get a lock, they are extremely accurate at hitting the target.
I wonder if I have missed something obvious, or if anyone has come up with a more cinematic solution for Guided quality?