Hey thanks Steven!
You're probably right about the fighter having a hard time taking out a destroyer, that said though, I have to ask about maybe 3 fighters doing the same thing. In the movies, games, etc. each ISD is a colossus in space. Laser blasts from fighters looks insignificant to such a ship, even proton torps. Yet by what you just said, there seems that 3 proton torps a round from regular fighters is going to drop the thing within about...say... 10 rounds or less? I'm just wondering if there is a defense against such abuse and if shields regenerate every round or if a shield is hit multiple times does it suffer that damage cumulatively?
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Let's just look at three Fighters vs. an ISD. For simplicity we will take three X-Wing and the ISD from the SECR. First the basics:
X-Wing: +5 attack, 6d10x2 (laser) or 9d10x2 (torps - 6 max), REF 18, hp 120m, DR 10, SR 15, DT 46, Pilot @ +7
ISD: REF 18, hp 2100, DR 20, SR 150, DT 256, Pilot @ -2, 5x 6gun TL batteries -3 attack 5d10x5, 5x 6gun Ion batteries -3 attack 3d10x5 ion, 10x 4gun PD batteries +13 attack 2d10x2, 10x tractor beams -13 attack +68 grapple.
As I mentioned before Proton Torpedoes average 99 points of damage each. Your three X-Wings carry a total of 18 and while half will miss/be ineffective (+7 attack misses REF 18 at PB range half the time) that would look like nearly 1800 damage if all would hit. You should note that this isn't enough to reduce an ISD to zero hitpoint. This is also ignoring the ISD's DR (often figured as part of hits hull strength and including various other factors) which reduces damage 20 points EACH TIME lowering the average damage to just 79 points which would mean having 27 torpedoes hitting the ISD just to disable it by dropping it to zero hitpoint. In this situation all of this is highly irrelavent because the ISD shield rating of SR 150 is basically going to stop most any fighter attack cold and would require more than 10 critical hits to possibly lower the SR enough that normal hits could start getting a little bit of damage over the SR. With a standard crew I highly suspect that System Operator will have plenty of time to work on that DC 20 Mechanics check to boost the shields back up 5 points nearly every round once they start going down.
I hope you see that your standard X-Wings have little chance against an ISD and while there are things that a high level (I say 10+ is high level) hero could do to help it is still an uphill battle. I'd say that the way you "win" a battle vs. an ISD in game is typically by simply surviving it.
Now to look at the ISD's counter attack I can see that -3 doesn't have much chance at hitting REF 18 without the critical hit so I'll just tell all the gunners to fire at will (break the battery bonus and firing as singles) giving the ISD 30 attacks at -13. Vehicular Combat can easily roll away one critical hit which has a roll of 7 but if two come in that second would deal 5d10x10 (after doubling for the critical) which is 275 damage which completely blows over the SR+DR+hitpoints of the X-Wing. The Ion Cannons would do the same thing although they only deal a base of 3d10x5 ion damage that's 165 ion damage which lets 140 through after SR+DR which easily overcomes the DT dropping the ship -2 steps down the condition track while causing the X-Wing to lose 70 hitpoints leaving it with 50. The point defense guns may not be so lethal as 2d10x2 (22 point average damage) can be absorbed by DR and Shields for a while it does lower SR each time AND it is also ignoring the effectiveness of battery fire which could boost the damage to 5d10x2.
All of those numbers were ignoring range which is something the ISD and its turbolasers (long range is 21-40 while point blank reachs out 4) has over the X-Wing whose torpedoes may reach 16-30 at long range (3 point blank) but has lasers that only reach 6-10 at long range with a point blank distance of just 1 square in starship scale. When it comes to starship combat the big capital ships really should be taking advantage of their much longer range weapons and combat should begin at maximum weapon range. An X-Wing would be subject to one attack by the ISD's turbolasers before getting close enough to launch torpedoes. By making "Attack Runs" an X-Wing could move 8 squares and then attack which means 3 torpedo attacks (2 at long range and 1 at medium range) before an X-Wing could close to a distance of 1 square to let the lasers work at point blank range. This may be assuming the ISD doesn't want to alter the range itself because with it's Speed 3 it can cover 6 squares of space each round without harming it's attacks or defense at all.
Sorry for the long explainations but Shields can be recharged every round assuming the System Operator can spend 3 swift actions and make a DC 20 Mechanics check to restory 5 points of SR. EACH attack that overcomes a ship's SR will lower it 5 points; if you can overcome the target's SR three times in a round it's SR will drop a total of 15 points that round. IF you are ever fighting capital ships or something else with a high SR and you start to see it's SR dropping to a point you can overcome it KEEP FIRING and see if others will join you; SR can increase +5 (or +10 in some cases) each round but each attack that overcomes the SR lowers it 5 points and it is cumulative.
To give you an idea of what I think of shields I see the SR 5 and SR 10 options for droids as usually being little more than 5 or 15 "bonus hitpoints" as expect most attacks will deal enough damage to overcome the SR and lower it 5 points. When I look at SR 15 or SR 20 I'm seeing something that is far more resistant to standard hand held weapons although some good shots getting through can lower than enabling more to get through. The SR range from say 25-70 or so I see more as bonus hitpoints for vehicle scale attacks but the higher a weapons's damage the higher the SR needs to be to consistently resist it and not act like bonus hitpoints but as a hard stop against attacks.