TEXT: New weapoN Quality: target lock (passive)
  Weapons with the target lock are much harder to hit with if you do not actively 
  lock on to your target first. When firing these weapons, you upgrade the difficulty 
  of the combat check to hit by 2, unless you have used the Aim manuever or Active 
  Targeting Action against the target, in which case, instead upgrade your combat 
  check by 1.
  Add Quality to: Concussion Missile Launcher, Proton Torpedo Launcher.
  New weapoN Quality: slow trackiNg (passive)
  Slow tracking weapons have a hard time targeting high speed targets at Close 
  Range. The difficulty of attacking a target at Close Range that is moving at Speed 
  4 or greater is increased by 2 steps rather than 1. If this would push the difficulty 
  above Formidable (ddddd) the check is Impossible.
  Add Quality to: Concussion Missile Launcher, Ion Cannon (Heavy), Ion Cannon 
  (Battleship), Proton Torpedo Launcher, Tractor Beam (Heavy), Turbolaser (All)
  revised vehicle characteristic: haNdliNg
  A vehicle with positive Handling that is moving at speed 3+ also adds it’s Handling 
  in b to any combat check made against it.
  revised vehicle characteristic: shields
  All references to Defense are changed to Shields, which no longer provide b. 
  Instead, add the following:
  When the Vehicle suffers a hit from a combat check in an arc they have shields, 
  after damage is calculated, the pilot may take the Shields incidental. The vehicle 
  suffers 3 system strain and adds his 2+Shield rating in that arc to his Armor for the 
  purposes of soak for one hit per attack.
  Double the amount of shields on all ships and distribute it evenly across all arcs. 
  For example, an A-Wing would have a shield rating of 1 in each arc, a B-Wing would 
  have a shield rating of 3 in each arc. The angle deflector maneuver can now move up 
  to 2 points of shields rather than just 1.
  revised taleNt: Full stop (active)
  As an incidental, reduce the Speed of the vehicle you are piloting to 0. The vehicle 
  suffers strain equal to its Silhouette.
  revised taleNt: hold together (active)
  As an incidental, after learning the results of a critical hit on a starship you are 
  crewing, the character may spend a Destiny Point and the ship suffers 3 system 
  strain to cancel the critical hit.
  revised MaNeuvers: accelerate/decelerate & puNch it
  The Accelerate/Decelerate & Punch It Maneuvers are removed from the game. 
  Their effects are rolled into the Fly/Drive maneuver as shown below.
  revised MaNeuver: Fly/drive
  When a character performs the Fly/Drive maneuver, before or instead of 
  changing their relative distance to a target, the pilot may do one of the following:
  • increase or decrease the speed of the vehicle by 1
  • increase or decrease the speed of the vehicle by 2 (Vehicles with a Maximum 
  Speed Rating of 5 or higher only)
  • increase or decrease the speed of the vehicle by ay amount, then suffer strain 
  equal to its Silhouette.
  The vehicle’s Speed cannot be reduced below 0 or raised above its Maximum 
  Speed Rating.
  New actioN: active targetiNg
  Active Targeting is an action that targets a single vehicle and requires an Average 
  (dd) Computer check. If succesful, the vehicle can attack the target outside its 
  Sensor Range on all attacks until the end of the character’s next turn. It must still 
  be within the weapon’s range.
  EMPEROR NORTON’S STARSHIP HOUSE RULES V1.21
  revised actioN: BlaNket Barrage
  Replace the second third paragraph with:
  When performing the Blanket Barrage action, the character makes an Average 
  (dd) Gunnery check and selects all weapons of a single type (heavy turbolasers, 
  medium ion cannons, etc.) within one or more of his ship’s firing arcs. Those weapons 
  count as firing that round. Until the end of the character’s next turn, all opposing 
  vehicles with silhouette 4 or smaller upgrade the difficulty of any combat or pilot 
  checks made at Short Range from this vehicle within the Blanket Barrage’s arc, plus 
  one additional time per aa scored on the Blanket Barrage Gunnery check. If any 
  vehicle’s combat or pilot check in the affected arc generates tt(+t per range 
  beyond Short), they suffer one automatic hit, which deals half the base damage 
  (rounding up) of the type of weapon used in the Blanket Barrage action. If the combat 
  or pilot check generates y, they suffer one automatic hit dealing the base damage 
  of the type of weapon used in the Blanket Barrage action.
  If an opposing vehicle makes no combat or pilot check while within Short Range in 
  the arc of a Blanket Barrage, it suffers one automatic hit, which deals base damage 
  of the type of weapon used in the Blanket Barrage action. On his turn, a pilot may 
  use an action to make an Easy (d) Pilot check for no effect to keep this effect from 
  activating. This check is still upgraded as any other pilot check within the effected 
  arcs would be.
  revised actioN: gaiN the advaNtage
  Replace the Speed Advantage Difficulty table with:
  diFFereNce iN speed
  diFFiculty
  Speed of the initiating vehicle is 2 or more higher 
  than the speed of the target vehicle.
  Easy (d)
  Speed of initiating vehicle is within 1 of the speed of 
  the target vehicle.
  Average (dd)
  Speed of the initiating vehicle is 2 less than the 
  speed of the target vehicle.
  Hard (ddd)
  Speed of the initiating vehicle is 3 or more less than 
  the speed of the target vehicle.
  Daunting (dddd)
  There are two new options for spending Advantage from a Gain the Advantage 
  Pilot roll.
  aa You choose one of the target vehicle’s fire arcs until the bonuses from Gain 
  the Advantage are ended. The target vehicle can only fire on you with weapons that 
  can target that fire arc, and you may only attack this firing arc.
  aa You cover your allies from the target vehicle until the bonuses from Gain the 
  Advantage are ended. If the target vehicle makes an attack with a pilot manned 
  weapon against any target other than you, upgrade the difficulty by 1, plus 1 for each 
  time this ability is activated. If the target vehicle’s combat check generates tt/ 
  y, they suffer one automatic hit dealing base damage of one weapon without the 
  limited ammo quality on your ship.
  x You immediately deal a single hit against your target, dealing base damage of 
  one weapon without the limited ammo quality of your ship. This may only be done 
  once per check,
  Gain the Advantage may only be used against targets of Silhouette 4 or lower.
  coMBat check with vehicle weapoNs diFFiculty
  For each range band beyond Short range, consider the target to have a Silhouette 
  one smaller, to a minimum of 0. Add the following to the Silhoutte Comprison table
  diFFereNce iN eFFective silhouette
  diFFiculty
  Firing Vessel has a silhouette 5 or more 
  points larger than target ship.
  Impossible
  Tracking high speed targets like Starfighters at Close Range is also more 
  difficult. The difficulty of attacking a target at Close Range that is moving at Speed 4 
  or greater is increased by 1 step. If this would push the difficulty above Formidable 
  (ddddd) the check is Impossible.
  SEP 08, 2015
  
  revised rules: seNsors
  The information given about targets in a vehicle’s area is based upon the range 
  from the Vehicle, and its Sensor Range.
  raNge FroM vehicle
  target iNForMatioN giveN
  Sensor Range/Sensor Range + 1
  Number and Details
  Sensor Range + 2
  Number and Silhouette
  Sensor Range + 3
  Existence
  Sensor Range + 4
  None
  A vehicle may attack a target within its Sensor Range normally. The Active 
  Sensors rule is removed.
  iNdividual ship chaNges
  Alpha-Class XG-1 “Star Wing” Assault Gunboat: Increase Handling to +1
  RZ-1 “A-Wing” Light Interceptor: Increase Strain and Hull Threshold to 8
  TIE-D “Defender” Multi-Role Starfighter: Increase Speed to 6, Reduce Hull Threshold 
  to 8
  TIE/LN Starfighter: Reduce Handling to +2
  TIE/IN Interceptor: Increase Hull Threshold to 8
  EMPEROR NORTON’S STARSHIP HOUSE RULES V1.21
  SEP 08, 2015
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Misc/FFG Space Combat - Emperor Norton's Starship House Rules - v1.21.pdf