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'''BASIC RULE SYSTEM NOTES''' | '''BASIC RULE SYSTEM NOTES''' | ||
* '''Rule Setting''' Savage World Adventure Edition (SWAE) | * '''Rule Setting''' Savage World Adventure Edition (SWAE) | ||
− | * '''Savage Worlds Science Fiction Companion''' (SFC) for additional rules for Cyberware (pg. 29 31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Allowed Hindrance (pg.11): Low Tech (minor or major). The vehicles rules have changed with the Adventure edition updates' see Vehicles below | + | * '''Savage Worlds Science Fiction Companion''' (SFC) for additional rules for Cyberware (pg. 29 31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Allowed Hindrance (pg.11): Low Tech (minor or major). The vehicles rules have changed with the Adventure edition updates' see Vehicles below. |
* '''Setting Rules''' (SWAE pg. 136-141) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''Conviction''''' (Heroes can gain Conviction Tokens which add a d6 to a Trait or damage roll; awarded for personal triumph or tragedy), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''More Skill Points'''''' (start with 15 skill points instead of 12), '''''Multiple Languages''''' (Species start with a d8 in each of their 'Native Languages'. Then see updated Linguistic Edge for additional languages. Character start with this edge once for free), '''''Unarmored Heroes'''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (heroes suffer a maximum of 4 Wounds from a single hit; apply this limit before making Soak rolls). | * '''Setting Rules''' (SWAE pg. 136-141) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''Conviction''''' (Heroes can gain Conviction Tokens which add a d6 to a Trait or damage roll; awarded for personal triumph or tragedy), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''More Skill Points'''''' (start with 15 skill points instead of 12), '''''Multiple Languages''''' (Species start with a d8 in each of their 'Native Languages'. Then see updated Linguistic Edge for additional languages. Character start with this edge once for free), '''''Unarmored Heroes'''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (heroes suffer a maximum of 4 Wounds from a single hit; apply this limit before making Soak rolls). | ||
* '''Arcane Background (Gifted)''' with the Skill '''Focus''' (Spirits) is only Power type allowed. | * '''Arcane Background (Gifted)''' with the Skill '''Focus''' (Spirits) is only Power type allowed. | ||
*'''Wealth''' as rules SWAE pg. 145, but updated. See Gear | *'''Wealth''' as rules SWAE pg. 145, but updated. See Gear | ||
− | == HOUSERULE | + | == HOUSERULE - THE DARK SIDE OF THE FORCE == |
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[[File:StarWars.SithAco.jpg | 200px | left]] | [[File:StarWars.SithAco.jpg | 200px | left]] | ||
Dark Side Score and Falling to the Dark Side In Star Wars, the Dark Side of the Force is an even present force of corruption for those individuals looking for quick and easy solutions and for those filled with anger or feat. Doing evil acts (murder, torture, blowing up a planet) add to a being’s Dark Side Score. The GM should determine the number of points a being might gain for evil acts. Minor transgressions like causing another being harm for no reason or your own joy might earn you one, while evil transgression while unjustified murder or torturing a being for pleasure might cause five or more, etc. Giving the order to blow up a planet set you to Consumed by Darkness automatically.</br> | Dark Side Score and Falling to the Dark Side In Star Wars, the Dark Side of the Force is an even present force of corruption for those individuals looking for quick and easy solutions and for those filled with anger or feat. Doing evil acts (murder, torture, blowing up a planet) add to a being’s Dark Side Score. The GM should determine the number of points a being might gain for evil acts. Minor transgressions like causing another being harm for no reason or your own joy might earn you one, while evil transgression while unjustified murder or torturing a being for pleasure might cause five or more, etc. Giving the order to blow up a planet set you to Consumed by Darkness automatically.</br> | ||
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'''Consumed by Darkness''': A character with a Dark Side Score equal to its’ Spirit die has been consumed by Dark Side of the Force. Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) nor do they gain the dark side bonus to Dark Side powers and they can no longer use any Light Side Power. All whom have been consumed by the Dark Side gain a +2 to Intimidate skill checks but suffer a -2 to Persuasion skill checks. These bonus and penalties can be ignored by the Dark Sider when it uses Conceal Arcane power. | '''Consumed by Darkness''': A character with a Dark Side Score equal to its’ Spirit die has been consumed by Dark Side of the Force. Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) nor do they gain the dark side bonus to Dark Side powers and they can no longer use any Light Side Power. All whom have been consumed by the Dark Side gain a +2 to Intimidate skill checks but suffer a -2 to Persuasion skill checks. These bonus and penalties can be ignored by the Dark Sider when it uses Conceal Arcane power. | ||
− | ''' | + | '''CALLING N THE DARK SIDE'''</br> |
Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC do not use these rules. Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force but everyone can have Dark Side points. The Dark Side of the Force is every tempting to all creatures of the Universe. All characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were. | Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC do not use these rules. Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force but everyone can have Dark Side points. The Dark Side of the Force is every tempting to all creatures of the Universe. All characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were. | ||
: '''Calling on the Dark Side''' (force sensitive only): A force used can gain the use of a Dark Side Power without having to spending a Benny (see the Force)!! The character automatically gain a Dark Side Point and if their actions warrant it may even increase more. | : '''Calling on the Dark Side''' (force sensitive only): A force used can gain the use of a Dark Side Power without having to spending a Benny (see the Force)!! The character automatically gain a Dark Side Point and if their actions warrant it may even increase more. | ||
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: '''Renew''' (force sensitive only): As a Action you regain 5 spent Power Points back (up to your maximum amount). This increase the characters Dark Side Score by 1. | : '''Renew''' (force sensitive only): As a Action you regain 5 spent Power Points back (up to your maximum amount). This increase the characters Dark Side Score by 1. | ||
− | ''' | + | '''REDEMPTION'''</br> |
There are two ways to lower ones Dark Side Point score. The first is by spending an Advance, which reduces your Dark Side Points by 2. Another way would be to go on a Quest of Redemption set by the GM or be preforming various heroic deeds. This should be a heroic type endeavor and require some sacrifice by the character. Reduces Dark Side Points by 1+. | There are two ways to lower ones Dark Side Point score. The first is by spending an Advance, which reduces your Dark Side Points by 2. Another way would be to go on a Quest of Redemption set by the GM or be preforming various heroic deeds. This should be a heroic type endeavor and require some sacrifice by the character. Reduces Dark Side Points by 1+. | ||
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= CHARACTER CREATION = | = CHARACTER CREATION = | ||
:'''Traits''' – 5 points for Attributes and 15 for Skills. | :'''Traits''' – 5 points for Attributes and 15 for Skills. | ||
:'''Bonus Edge''': All Heroic character start with the '''Elan''' Edge for free. | :'''Bonus Edge''': All Heroic character start with the '''Elan''' Edge for free. | ||
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:'''Hindrances''': one Major and two Minor Hindrances. Spend them as explained on SWAD pg. 9. | :'''Hindrances''': one Major and two Minor Hindrances. Spend them as explained on SWAD pg. 9. | ||
:'''Starting Gear''': Characters start with a set of Civilian Garb, one basic weapon and any one other piece of equipment, both must be of 'moderate' value (Wealth value of no less then -1) but nothing greater than licensed or uncommon availability. You also start with up to six 'cheap' (+1 and +2) items and two more 'moderate' (-1) items. Aristocrat and Rich can purchase one 'expensive' (down to -3) item and the Very Rich can start with two. Characters with the Poor Hindrance start with either a Weapon or one other piece of equipment that is of moderate value (-1) only. Then gains 2 cheap items but no other purchases are allowed. | :'''Starting Gear''': Characters start with a set of Civilian Garb, one basic weapon and any one other piece of equipment, both must be of 'moderate' value (Wealth value of no less then -1) but nothing greater than licensed or uncommon availability. You also start with up to six 'cheap' (+1 and +2) items and two more 'moderate' (-1) items. Aristocrat and Rich can purchase one 'expensive' (down to -3) item and the Very Rich can start with two. Characters with the Poor Hindrance start with either a Weapon or one other piece of equipment that is of moderate value (-1) only. Then gains 2 cheap items but no other purchases are allowed. | ||
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:'''Natural Fighters''': base Fighting skill of a d6 with a maximum starting of a d12+1 | :'''Natural Fighters''': base Fighting skill of a d6 with a maximum starting of a d12+1 | ||
:'''Limited Language''': can only really speak their own tongue. | :'''Limited Language''': can only really speak their own tongue. | ||
− | :'''Primitive''' | + | :'''Primitive''' – Low-Tech (Major): Gamorrean are extremely traditional and reject most adventured tech. They might enjoy its use but don’t develop themselves. |
:'''Size +1''': and so an increase of Toughness by one. | :'''Size +1''': and so an increase of Toughness by one. | ||
:'''Strong''': base Strength of d6 instead of d4 and a maximum starting of a d12+1 | :'''Strong''': base Strength of d6 instead of d4 and a maximum starting of a d12+1 | ||
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: '''Triple Eyes''': as the Marksman Edge | : '''Triple Eyes''': as the Marksman Edge | ||
: '''Homeworld''': Kinyen | : '''Homeworld''': Kinyen | ||
− | : ''' | + | : '''Language''': Gran and Basic |
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'''Mon Calamari''': Hailing from the watery world of the Mon Cala, which they share with another sentient species, the Quarren, the Mon Cals tend to be rather idealistic in nature, but have nonetheless developed a highly evolved technological society. Despite initial conflict, they worked to civilize the more primitive deep-dwelling Quarren, eventually reaching a symbiotic state with them, in which the Quarren provide most of the raw materials from deep ocean mines, and the Mon Cals produce finished goods. | '''Mon Calamari''': Hailing from the watery world of the Mon Cala, which they share with another sentient species, the Quarren, the Mon Cals tend to be rather idealistic in nature, but have nonetheless developed a highly evolved technological society. Despite initial conflict, they worked to civilize the more primitive deep-dwelling Quarren, eventually reaching a symbiotic state with them, in which the Quarren provide most of the raw materials from deep ocean mines, and the Mon Cals produce finished goods. | ||
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[[File:StarWars.Scoundrel.jpg | 200px | right]] | [[File:StarWars.Scoundrel.jpg | 200px | right]] | ||
'''Twi’lek''': Ryloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings throughout the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners. | '''Twi’lek''': Ryloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings throughout the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners. | ||
− | : '''Charmers''': gain | + | : '''Charmers''': gain a free re-roll with Persuasion checks (stacks with Charisma Edge). |
: '''Low-Light Vision''': no penalties in Dim and Dark illumination. | : '''Low-Light Vision''': no penalties in Dim and Dark illumination. | ||
− | : '''Outsiders''' (Minor): not seen as barbarians so much as a | + | : '''Outsiders''' (Minor): not seen as barbarians so much as a rep of slaves and servants. |
− | : '''Natural Talkers''': start with | + | : '''Natural Talkers''': start with a basic starting skill of Persuasion of a d6 instead of a d4 (and maximum starting level of d12+1). |
: '''Resistant to Disease and Poisons''' (Toxics): Twi'leks add +2 to any checks to resist diseases and toxics that they might encounter. | : '''Resistant to Disease and Poisons''' (Toxics): Twi'leks add +2 to any checks to resist diseases and toxics that they might encounter. | ||
: '''Homeworld''': Ryloth | : '''Homeworld''': Ryloth | ||
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'''5th DEGREE''' Labor and Hauler droids. | '''5th DEGREE''' Labor and Hauler droids. | ||
: ''Base Strength'' d8 (and a maximum starting of d12+2) | : ''Base Strength'' d8 (and a maximum starting of d12+2) | ||
− | : ''Size'' +2 (and | + | : ''Size'' +2 (and Toughness +2). |
: ''Attribute Penalty'': suffering a -1 to Agility based tests (not linked skills). | : ''Attribute Penalty'': suffering a -1 to Agility based tests (not linked skills). | ||
'''DROID ONLY HINDRANCES''' | '''DROID ONLY HINDRANCES''' | ||
− | : '''Behavioral Inhibitor''' | + | : '''Behavioral Inhibitor''' [Minor/Major]: Behavior Inhibitor act as the Pacifist Major Hindrance but is restricted to living beings. Droids might also feel the need to obey who it feels is its owner and master (as Loyal). |
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: '''No Hands''' [Minor]: The droid has claws, pincers or something similar, making it harder to handle tools and weapons made for normal hands. It applies a -2 penalty to using such items. | : '''No Hands''' [Minor]: The droid has claws, pincers or something similar, making it harder to handle tools and weapons made for normal hands. It applies a -2 penalty to using such items. | ||
: '''No Vocabulator''' [Minor]: As with the Limited Speech Negative Racial Quility but for droids they can only speak in Binary. They can understand and read/write other language but cannot attempt to speak in non-Binary. NOTE that non-Droids can't normally speak in Binary, only understand it. | : '''No Vocabulator''' [Minor]: As with the Limited Speech Negative Racial Quility but for droids they can only speak in Binary. They can understand and read/write other language but cannot attempt to speak in non-Binary. NOTE that non-Droids can't normally speak in Binary, only understand it. | ||
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'''NEW POWER EDGES'''</br> | '''NEW POWER EDGES'''</br> | ||
− | '''Lightsaber Deflect''' [Novice, Arcane Background (Gifted), Jedi Trainee]: If you have an active lightsaber and are aware of an attack, a Ranged energy attack roll that misses you (below your Parry), you can try and deflect it back at the attacker as a free action. Make a Focus skill check (minus any normal attack penalty like darkness or range). If successful it does the normal weapons damage to the target (a Raise does not increase this damage). You can attempt to deflect additional | + | '''Lightsaber Deflect''' [Novice, Arcane Background (Gifted), Jedi Trainee]: If you have an active lightsaber and are aware of an attack, a Ranged energy attack roll that misses you (below your Parry), you can try and deflect it back at the attacker as a free action. Make a Focus skill check (minus any normal attack penalty like darkness or range). If successful it does the normal weapons damage to the target (a Raise does not increase this damage). You can attempt to deflect additional bolts in round but each additional attack counts as an action (see Multiple Action penalty). |
: '''Improved Lightsaber Deflect''' [Seasoned, Arcane Background (Gifted), Jedi Trainee, Lightsaber Defense]: You no longer suffer Multi-Action penalties when deflecting multiple attacks in the same round. | : '''Improved Lightsaber Deflect''' [Seasoned, Arcane Background (Gifted), Jedi Trainee, Lightsaber Defense]: You no longer suffer Multi-Action penalties when deflecting multiple attacks in the same round. | ||
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'''Smuggler''' [Notice, Smarts d8+, Stealth d8+]: Smugglers ply the interstellar trade routes, smuggling illegal goods from one world to another. You gain a +2 to Stealth rolls to hiding items on your person or within a vehicle or base. As you often make modifications to ships and also gain a +2 to Repair checks when working with starships or vehicles that you own or are a partial owner of. | '''Smuggler''' [Notice, Smarts d8+, Stealth d8+]: Smugglers ply the interstellar trade routes, smuggling illegal goods from one world to another. You gain a +2 to Stealth rolls to hiding items on your person or within a vehicle or base. As you often make modifications to ships and also gain a +2 to Repair checks when working with starships or vehicles that you own or are a partial owner of. | ||
− | = WEALTH AND GEAR = | + | = WEALTH, WEAPONS, ARMOR AND GEAR = |
'''Wealth'''. Per SWAE a base Wealth die is a d6. Those whom took the Poor Hindrance only have a d4 Wealth die. The Rich edge grants a d8 Wealth die and the Very Rich edge grants a d10 Wealth die. | '''Wealth'''. Per SWAE a base Wealth die is a d6. Those whom took the Poor Hindrance only have a d4 Wealth die. The Rich edge grants a d8 Wealth die and the Very Rich edge grants a d10 Wealth die. | ||
[[File:SWD5.blaster.jpg | 300px | left]] | [[File:SWD5.blaster.jpg | 300px | left]] | ||
− | Updated Wealth and Buying Rules. First your Wealth die cannot Ace (but your Wild Dice can but only up to the max roll of your Wealth die. So it does not matter unless you are rich | + | Updated Wealth and Buying Rules. First your Wealth die cannot Ace (but your Wild Dice can but only up to the max roll of your Wealth die. So it does not matter unless you are rich). Prices are listed from Cheap (bonuses to your Wealth check of +1 or +2) to Moderate (bonus or penalty to your Wealth die of +0 to -1), Expensive (penalty to Wealth dice of -2 to -3) or Very Expensive (-4 or more). |
Generally, once per game session you can purchase one Moderate or cheaper item without making a check. Those with the Poor Hindrance can only purchase one Cheap item per session without a check. Those with the Rich edge can purchase one Expensive item or less once a session without having to make a check. Those with the Very Rich Edge get one Very Expensive item or less once per session without having the make a check. | Generally, once per game session you can purchase one Moderate or cheaper item without making a check. Those with the Poor Hindrance can only purchase one Cheap item per session without a check. Those with the Rich edge can purchase one Expensive item or less once a session without having to make a check. Those with the Very Rich Edge get one Very Expensive item or less once per session without having the make a check. | ||
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Availability of an item refers to how rare or plentiful an item is. Most items are standard availability and don’t require a check to find. Anything '''Licensed''' (L) or '''Scares/Uncommon''' (U) requires a Networking check to find in 1d6 hours and suffers a -1 to the purchasing check. '''Restricted''' (R) items require a Networking check at -2 to find in 2d6 hours and a -1 or -2 to the Wealth check. '''Illegal''' (I) and '''Military''' (M) items require a Networking check at -4 and 2d6 days to find someone willing to sell them. Both impose a -2 to -4 or penalty on the Wealth check to purchase. '''Artifacts''' (A) are not available generally at any price. Things like lightsabers or Military Capital Ships. | Availability of an item refers to how rare or plentiful an item is. Most items are standard availability and don’t require a check to find. Anything '''Licensed''' (L) or '''Scares/Uncommon''' (U) requires a Networking check to find in 1d6 hours and suffers a -1 to the purchasing check. '''Restricted''' (R) items require a Networking check at -2 to find in 2d6 hours and a -1 or -2 to the Wealth check. '''Illegal''' (I) and '''Military''' (M) items require a Networking check at -4 and 2d6 days to find someone willing to sell them. Both impose a -2 to -4 or penalty on the Wealth check to purchase. '''Artifacts''' (A) are not available generally at any price. Things like lightsabers or Military Capital Ships. | ||
− | + | '''New Weapon Features/Notes''' | |
:'''Fire''' – if the target is successful hit with a Fire weapon it must make an Agility check -2 or catch fire. While on fire at the start of its round it suffers 2d6 (ignoring non-sealed armor points). See SWA pg. 127 for the effects of being on fire and how to extinguish these fires. | :'''Fire''' – if the target is successful hit with a Fire weapon it must make an Agility check -2 or catch fire. While on fire at the start of its round it suffers 2d6 (ignoring non-sealed armor points). See SWA pg. 127 for the effects of being on fire and how to extinguish these fires. | ||
:'''Holdout''' - gain +2 to Stealth when hiding on own body | :'''Holdout''' - gain +2 to Stealth when hiding on own body | ||
:'''Ion''' – Ignores armor and force field points of armor, deals full damage to droids and vehicles and is always considered a Heavy weapon verses vehicles. However cannot destroy the vehicle or droid from this damage. ½ the repair time to ‘fix’ and add +2 to all rolls when removing ion damage. Deals ½ damage to non-Droids beings and has 0 AP vs. any armor they are wearing. | :'''Ion''' – Ignores armor and force field points of armor, deals full damage to droids and vehicles and is always considered a Heavy weapon verses vehicles. However cannot destroy the vehicle or droid from this damage. ½ the repair time to ‘fix’ and add +2 to all rolls when removing ion damage. Deals ½ damage to non-Droids beings and has 0 AP vs. any armor they are wearing. | ||
− | :''' | + | :'''½ Handed''' - normally used 2-handed but can be used one handed if Min Str is one die step higher, without penalty. |
− | :'''Stun''' – when set to stun the weapon deals the base damage and if its’ enough to deal Shaken also requires a Vigor check or be Stunned for one round per 'wound' dealt, or one minute (10 rounds) with a critical failure on this check. The damage cannot kill and Wounds inflicted by the weapon heal back at one per | + | :'''Stun''' – when set to stun the weapon deals the base damage and if its’ enough to deal Shaken also requires a Vigor check or be Stunned for one round per 'wound' dealt, or one minute (10 rounds) with a critical failure on this check. The damage cannot kill and Wounds inflicted by the weapon heal back at one per 10 minutes, or a Healing check with one minute of work (healing an additional stun 'wound' level per raise). Droids are immune to stun setting damage. |
== ADVANCED MELEE WEAPONS == | == ADVANCED MELEE WEAPONS == | ||
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| Power Whip || Str+d8 || 2 || d4 || 1 || +0 (L) || Reach 2, Stun. Can grab at reach | | Power Whip || Str+d8 || 2 || d4 || 1 || +0 (L) || Reach 2, Stun. Can grab at reach | ||
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− | | Stun baton || Str+d10 || 0 || d4 || 3 || +0 || Stun only | + | | Stun baton || Str+d10 || 0 || d4 || 3 || +0 || Stun only |
|- | |- | ||
| Vibro-knife || Str+d6 || 4 || d4 || 1 || +0 (L) || Holdout. Dagger unpowered | | Vibro-knife || Str+d6 || 4 || d4 || 1 || +0 (L) || Holdout. Dagger unpowered | ||
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| Vibro-blade || Str+d8 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered | | Vibro-blade || Str+d8 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered | ||
|- | |- | ||
− | + | | Vibro-axe || Str+d12 || 4 || d10 || 8 || -2 (L) || Parry -1, 2-handed. Greataxe unpowered | |
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− | | Vibro-axe || Str+d12 || 4 || d10 || 8 || -2 (L) || 2-handed. Greataxe unpowered | ||
|- | |- | ||
|} | |} | ||
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| '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' | | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' | ||
|- | |- | ||
− | | Blaster carbine || 25/50/100 || 2d8 || 3 || 3 || 50 || d6 || 7 || -1 (L) || Stun, 3RB, | + | | Blaster carbine || 25/50/100 || 2d8 || 3 || 3 || 50 || d6 || 7 || -1 (L) || Stun, 3RB, ½ Handed |
|- | |- | ||
| Blaster E-Web || 50/100/200 || 3d8 || 8 || 3 || 200 || n/a || 200 || -5 (M) || HW, snapfire, tri-pod mounted | | Blaster E-Web || 50/100/200 || 3d8 || 8 || 3 || 200 || n/a || 200 || -5 (M) || HW, snapfire, tri-pod mounted | ||
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− | | Blaster, light repeating || 30/60/120 || 2d8 || 3 || 4 || 200 || | + | | Blaster, light repeating || 30/60/120 || 2d8 || 3 || 4 || 200 || d10 || 24 || -2 (M) || Snapfire, 2-handed |
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| Blaster pistol, holdout || 6/12/24 || 2d6 || 3 || 1 || 10 || d4 || 1 || +0 (R) || Holdout | | Blaster pistol, holdout || 6/12/24 || 2d6 || 3 || 1 || 10 || d4 || 1 || +0 (R) || Holdout | ||
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| Blaster pistol || 15/30/60 || 2d8 || 3 || 1 || 50 || d4 || 3 || +0 (L) || Stun | | Blaster pistol || 15/30/60 || 2d8 || 3 || 1 || 50 || d4 || 3 || +0 (L) || Stun | ||
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− | | Blaster rifle || 30/60/120 || 2d10 || 3 || 3 || 100 || | + | | Blaster rifle || 30/60/120 || 2d10 || 3 || 3 || 100 || d8 || 12 || -2 (L) || Stun, 3RB, 2-handed |
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− | | Bowcaster pistol || 10/20/40 || 2d10 || 4 || 1 || 6 || d6 || 6 || -2 (U)* || | + | | Bowcaster pistol || 10/20/40 || 2d10 || 4 || 1 || 6 || d6 || 6 || -2 (U)* || ½ Handed |
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| Bowcaster rifle || 20/40/80 || 2d12 || 4 || 1 || 6 || d10 || 18 || -2 (U)* || 2-handed | | Bowcaster rifle || 20/40/80 || 2d12 || 4 || 1 || 6 || d10 || 18 || -2 (U)* || 2-handed | ||
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| Armored flightsuit || 4 || d6 || 16 || -1 (L) || Full body. +2 Vigor high-g man. Vacuum (18hrs) | | Armored flightsuit || 4 || d6 || 16 || -1 (L) || Full body. +2 Vigor high-g man. Vacuum (18hrs) | ||
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− | | Battle armor, heavy || 10 || d10¹ || 80¹ || -3 (M) || Full body. +2 die steps Strength. | + | | Battle armor, heavy || 10 || d10¹ || 80¹ || -3 (M) || Full body. +2 die steps Strength. Vacuum (18hrs) |
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− | | Battle armor, light || | + | | Battle armor, light || 6 || d6 || 18 || -1 (L) || Full body. Vacuum (18hrs) |
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− | | Battle armor, medium || 8 || d8¹ || 32¹ || -2 (L) || Full body. +1 die step to Strength. | + | | Battle armor, medium || 8 || d8¹ || 32¹ || -2 (L) || Full body. +1 die step to Strength. Vacuum (18hrs) |
|- | |- | ||
| Battleframe || 3 || d6¹ || 20¹ || -3 || +2 die steps Strength. Pace & Run +2 | | Battleframe || 3 || d6¹ || 20¹ || -3 || +2 die steps Strength. Pace & Run +2 | ||
Line 489: | Line 464: | ||
:'''Weapon, Ranged''' [2] (a hold-out blaster pistol or blaster pistol is installed in forearm. It is very concealable when holstered within the arm. Strain 1, Cost -3 plus cost of weapon). | :'''Weapon, Ranged''' [2] (a hold-out blaster pistol or blaster pistol is installed in forearm. It is very concealable when holstered within the arm. Strain 1, Cost -3 plus cost of weapon). | ||
− | == | + | == VEHICLES == |
− | + | Created using the Science Fiction Companion but some of the terminality has changed to better | |
− | + | reflect the Star Wars feel. Otherwise they retain the same in-game affect as listed under Vehicles in SWAE pg. 81-82. I am not going to post all the rules here and I am only posting a few examples (but you can find the base rules in the SPC Update[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw#SFC_UPDATES] found under '''Star Law'''). We can expand on it as the game goes on. | |
− | |||
− | ''' | + | '''Hyperdrive Engines''' (Starships Size 12+ and larger may include a backup drive) - are what allows travel between the stars. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be. For game effects a standard Hyperdrive engine takes around 24 hours (48 hours in the Knights of the Old Republic setting) to travel from one star system to another within the same region. Each region traveled is another 24 (48) hours of travel. The GM can reduce this for planets that are closer or on well-established Hyperspace lanes.</br> |
− | + | Plotting a course through Hyperspace also requires a Science skill check -1 per “Region” (Within the Outer Rim, it’s an additional -1 and Wild Space is -2). For example traveling from a Core Worlds planet to the Deep Core is a -2 to the check (-1 for a nearby region -1 for the Deep Core). Not following an established Hyperspace route is an additional -2 to check. Plotting a course generally takes 1d6 minutes. You can reduce the time to 1d6 rounds for a -2 to the check or increase the time to one hour for +2 to the check.</br> | |
+ | The “Regions” in order are: The Deep Core, The Core Worlds, The Colonies, The Inner Rim, The Expansion Region, The Mid Rim, The Outer Rim, and Wild Space.</br> | ||
− | ''' | + | Hyperdrive Ratings... |
− | + | *A '''''Slow Hyperdrive''''' takes twice the standard time to travel the base distance. Slow drives use ½ the ship’s Size in energy for each 24 hours traveled. | |
+ | *A '''''Standard Hyperdrive''''' takes the base time to travel the base distance. Standard drives use the ship’s Size in energy for each 24 hours of travel. | ||
+ | *A '''''Fast Hyperdrive''''' takes ½ the base time to travel the base distance. Fast drive use the ship’s Size times two in energy for each 24 hours of travel. | ||
+ | *A '''''Backup Hyperdrive''''' takes ten times the base time to travel base distance. Backup drives use 1 energy per 24 hours of travel. | ||
+ | [[File:StarWars.Starfighter.jpg | 700px]] | ||
− | ''' | + | '''Force Fields''' – the vehicle includes energy shields that absorbs damage before the vehicle. A shield system can absorb the vehicle’s Size x10 points of damage before shutting down. Shields also have Threshold damage of Size x2 which is the max damage it can stop from any one attack. Shield can be purchased more than once, each time adding Size x10 to max damage a system can take for an additional ¼ Ship Size Mods. An action with a Repair skill check can restore ½ vehicle size in shield points. If the shields drop to 0 its takes a number of actions equal to ½ the vehicle’s size to make a Repair check at -2 to restore the vehicle’s size back in Shield points.</br> |
− | + | When applying multiple levels of shield only the maximum damage that can be absorbed is added. | |
+ | The threshold remains the same.</br> | ||
+ | '''Ion Weapons''' - ignore all Armor Points and Force Fields damage absorption points and every hit causes the shield to lose half the vehicle's Size of its maximum damage that it can absorb. Vehicles without shields (or disabled shields) suffer a -10% MPH (or -1 to Space Scale Speed) for every hit that equals the target ships’ Toughness. Finally, Ion Cannon cause nonlethal damage to vehicles so the worst that can happens is that its’ disabled.</br> | ||
+ | ''Wounds, Shield'' and ''Speed'' loss from ion damage can be restored separately with Repair skill checks and one minute of work times the vehicles Size modifier. </br> | ||
+ | '''Smugglers Compartments''' – a compartment that can hold up to 50lbs x the vehicle Size in gear or even people (if big enough). Searches suffer a -4 to Notice and Electronic checks.</br> | ||
+ | '''Tractor Beams''' - Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size then itself. Their range is short or 6 on the starship scale (300ft in an atmosphere), so they must get a Short Range result on the Chase table to use the weapon. This is an opposed attacker's Electronics roll at –4 vs the target’s Electronics or Hacking or Piloting (ACCM also grants +2 to these rolls to resist being held). If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down. </br> | ||
+ | '''Walker''' – as I am not 100% happy with Walkers from the SFC walker locomotion is added to standard vehicles. A two-legged Walker uses ¼ the vehicle’s Size in Mods. It also adds +10MPH to the Top Speed. A four-legged Walker uses ½ the vehicle’s Size in Mods. It also adds +1 to the vehicle’s Handling. A six-legged Walker uses ½ the vehicle’s Size in Mods. It reduces the base Top Speed by -10MPH but increases the vehicle’s Handling by +2. | ||
+ | '''Vehicle Scale Weapons'''</br> | ||
+ | All vehicle weapons have the Heavy Weapon property. | ||
+ | <font size=1> | ||
+ | {| class="wikitable" border="0" | ||
+ | |- | ||
+ | | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MODS''' || '''NOTES''' | ||
+ | |- | ||
+ | | Blaster Cannon || 300/600/1,200 || 3d10 || 8 || 3 || n/a || 1 || -- | ||
+ | |- | ||
+ | | Ion Cannon || 400/800/1,600 || 3d12 || 0 || 1 || n/a || 1 || Ion damage | ||
+ | |- | ||
+ | | Laser Cannon || 600/1,200/2,400 || 4d10 || 15 || 1 || n/a || 2 || SBT | ||
+ | |- | ||
+ | | Heavy Laser Cannon || 600/1,200/2,400 || 6d10 || 15 || 1 || n/a || 3 || MBT | ||
+ | |- | ||
+ | | Grenade Launcher || 100/200/400 || 4d6 || 0 || 1 || 20/1 || 1 || MBT | ||
+ | |- | ||
+ | | Missile Launcher || 1,000/2,000/4,000 || 5d8 || 10 || 1 || 12/1 || 1 || Capitail, MBT | ||
+ | |- | ||
+ | | Rocket Launcher || 800/1,600/3,200 || 8d8 || 12 || 1 || 10/1 || 2 || Capitial, LBT | ||
+ | |- | ||
+ | | Photon Torpedo launcher || 500/1,000/2,000 || 8d10 || 20 || 1 || 4/1 || 2 || Capitial, 1 space square | ||
+ | |- | ||
+ | | Tractor beams || 300 (6) || grab || n/a || 1 || n/a || 4 || see Notes above | ||
+ | |- | ||
+ | | Turboblaster Cannons || 600/1,200/2,400 || 6d10 || 20 || 3 || n/a || 6 || Capitial | ||
+ | |- | ||
+ | | Turboion Cannons || 800/1,600/3.200 || 6d12 || 0 || 1 || n/a || 9 || Capitial, Ion damage, 1 space square | ||
+ | |-i | ||
+ | | Turbolaser Cannon || 1,200/2,400/4,800 || 10d10 || 20 || 1 || n/a || 12 || Capitial, 2 space squares | ||
+ | |- | ||
+ | |} | ||
+ | </font size> | ||
+ | Capital Weapons suffer an -2 on Shooting rolls to hit non-Capital Ships. They also suffer an additional -2 (-4 total) when fired against Starfighters and vehicles size 10 or less.</br> | ||
+ | Shots is for non-energy weapons and how many rounds can be stored per mod (i.e. 4/1 means a bay can hold 4 torpodes for 1 mod of space)</br> | ||
+ | Duel linked weapons deal +2 damage and add +1 to Shooting. Quad linked weapons deal +4 to damage and add +2 to Shooting. | ||
+ | |||
+ | == SAMPLE VEHICLES == | ||
+ | '''SURFACE VEHICLES''' | ||
+ | *''Note that these vehicles can use remaining Mods for cargo. Each mods holds 200lbs x Size.'' | ||
+ | '''Fast Landspeeder''': Small, fast and popular repulsorlift vehicles, the fast speeder is limited to rising no more than a few meters above any surface. Able to comfortably seats two, or uncomfortably seat four, these vehicles are also popular with security forces for rapid response agents. | ||
+ | :'''Medium Vehicle: Size 3'''; Handling: +1; Top Speed: 200 MPH; Toughness: 12 (3); Crew: 1+3; Cost: -4 (-2 used); Mods (+6 remaining*): Exposed Crew, Ground Repulsorlift (1), Speed III (3). | ||
+ | '''Speeder bikes''': Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually carrying one or two passengers. Speeder bikes emphasize speed and maneuverability over conventional speeders and are popular with thrill-seeking teenagers and military scouts. A typical speeder bike had a maximum altitude of 30 feet and can thus maneuver deftly over very rough terrain. Some companies manufactured extras, like sidecars. | ||
+ | :'''Light Vehicle: Size 2'''; Handling: +2; Top Speed: 200 mph; Toughness: 9 (2); Crew: 1+1; Cost: -3 (-2 used); Mods (+1 remaining): Exposed Crew, Ground Repulsorlift (1), Speed III (3). | ||
'''Submersible''': These small, commercial submersibles are common on every planet with large bodies of water. Used for everything from commuting to police patrol, they fill the same role as air and land speeders do, but underwater. Various manufacturers make dozens of different designs, but it is rare to see a submersible that was not manufactured on the world where it is used. | '''Submersible''': These small, commercial submersibles are common on every planet with large bodies of water. Used for everything from commuting to police patrol, they fill the same role as air and land speeders do, but underwater. Various manufacturers make dozens of different designs, but it is rare to see a submersible that was not manufactured on the world where it is used. | ||
− | :'''Large Vehicle: Size 4'''; Handling: + | + | :'''Large Vehicle: Size 4'''; Handling: +1; Top Speed: 40 MPH; Toughness: 15 (4); Wounds* +1; Crew: 1+5; Cost: -4; Mods (+8 remaining*): Amphibious (1), Speed IV (4), Submersible (2), Watercraft. |
'''AIR VEHICLES'''</br> | '''AIR VEHICLES'''</br> | ||
'''Airspeeder''': This light, unarmed airspeeder is a reliable and serviceable craft, popular with many. Capable of transporting four passengers and 500 pounds of cargo easily, many families use this speeder on a daily basis. | '''Airspeeder''': This light, unarmed airspeeder is a reliable and serviceable craft, popular with many. Capable of transporting four passengers and 500 pounds of cargo easily, many families use this speeder on a daily basis. | ||
− | :'''Medium Vehicle: Size 3'''; Handling: + | + | :'''Medium Vehicle: Size 3'''; Handling: +1; Top Speed: 400 mph; Toughness: 12 (3); Crew: 1+3; Cost: -4; Mods (+3 remaining*): Repulsorlift Aircraft (2), Speed IV (4). |
'''MILITARY SURFACE VEHICLES'''</br> | '''MILITARY SURFACE VEHICLES'''</br> | ||
− | '''AT-RT''': The All-Terrain Recon Transport was used by the Grand Army of the Republic by Clone Troopers of the Clone Wars. It carried one trooper in an ‘exposed’ cockpit and they were very fast and maneuverable even when compared to the later models of AT-STs. Armaments include a nose mounted repeating blaster cannon and an anti-infantry mortar | + | '''AT-RT''': The All-Terrain Recon Transport was used by the Grand Army of the Republic by Clone Troopers of the Clone Wars. It carried one trooper in an ‘exposed’ cockpit and they were very fast and maneuverable even when compared to the later models of AT-STs. Armaments include a nose mounted repeating blaster cannon and an anti-infantry mortar launcher. |
− | :'''Medium vehicle: Size 3'''; Handling: + | + | :'''Medium vehicle: Size 3'''; Handling: +2; Top Speed: 80 mph; Toughness: 18 (7 heavy); Crew: 1; Cost: -6 (M); Mods (0 remaining): Armor II (2), Exposed Crew, Fixed Weapon Mount (3), Improved Handling I (1), Reduced Crew (+1), Reinforced Chassis I (1), Sensor Suite (1) (+4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed II (2), Targeting System (1). |
− | :'''''Weapons''''': Forward Blaster Cannon – Range 300/600/1,200; Damage 3d10; AP 8; ROF 3 | + | :'''''Weapons''''': Forward Fixed Blaster Cannon – Range 300/600/1,200; Damage 3d10; AP 8; ROF 3 |
:Forward fixed Grenade Launcher – Range: 100/200/400; Damage 4d6; AP 0; ROF 1; Medium Burst Template; Ammo 20 | :Forward fixed Grenade Launcher – Range: 100/200/400; Damage 4d6; AP 0; ROF 1; Medium Burst Template; Ammo 20 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
'''Scout Speeder Bike''': A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for | '''Scout Speeder Bike''': A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for | ||
reconnaissance and rapid battlefield transport. A typical model is capable of seating up to two people and has maximum altitude of 10 meters. | reconnaissance and rapid battlefield transport. A typical model is capable of seating up to two people and has maximum altitude of 10 meters. | ||
− | :''' | + | :'''Light Vehicle: Size 2'''; Handling: +2; Top Speed: 200 mph; Toughness: 11 (2); Crew: 1+1; Cost: -5 (R); Mods (+0 remaining): Exposed Crew, Fixed Weapon (0), Ground Repulsorlift (1), Jammer System (Electronics skill check -4 to use comlink within 50”) (0), Reinforce Chassis I (1), Speed III (3). |
:'''''Weapon''''': forward fix E-Web Blaster – Range 200/400/800; Damage 3d8; AP 6; ROF 3; Heavy Weapon. | :'''''Weapon''''': forward fix E-Web Blaster – Range 200/400/800; Damage 3d8; AP 6; ROF 3; Heavy Weapon. | ||
+ | |||
+ | '''AT-AT''': An All-Terrain Armored Transport is a four legged armored walker with a crew of six, passenger capacity for forty fully armed troopers and can carry up to four speeders. It is generally armed with a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blasters mounted on the pivoting cockpit. | ||
+ | :'''Colossus vehicle -Size 12'''; Handling: -2; Top Speed: 30mph; Toughness: 60 (21, heavy); Wounds*: +3; Crew: 6 +40; Mods (5 remaining): Armor VI (6) (Heavy), Reinforced Chassis V (5), Enviornmental Sealed (2), Hanger (12), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed II (6), Walker (6) (4-legged) | ||
+ | :'''''Weapons''''': Two forward fix twin linked Blaster Cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; +1 to Shooting. | ||
+ | :Two forward fixed dual-linked Laser cannons - Range 600/1,200/2,400, Damage 4d10+2, AP 15, ROF 1; +1 to Shooting. | ||
'''MILITARY AIR VEHICLES'''</br> | '''MILITARY AIR VEHICLES'''</br> | ||
'''Cloud Car''': Generally designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating. | '''Cloud Car''': Generally designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating. | ||
− | :'''Large Vehicle: Size 4'''; Handling: +0; Top Speed: 600 MPH; Toughness: 25 (12 heavy); Crew: 2; Cost: -7 (R); Mods (+2 remaining): Armor IV (4), Reinforce Chassis I (1), | + | :'''Large Vehicle: Size 4'''; Handling: +0; Top Speed: 600 MPH; Toughness: 25 (12 heavy); Crew: 2; Cost: -7 (R); Mods (+2 remaining): Armor IV (4), Reinforce Chassis I (1), Replsorlife Aircraft (2), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed 4 (4), Vacuum Sealed (1). |
− | :'''''Weapons''''': forward fix twin linked Blaster Cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; +1 | + | :'''''Weapons''''': forward fix twin linked Blaster Cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; +1 Shooting |
== SAMPLE SPACECRAFT == | == SAMPLE SPACECRAFT == | ||
Line 535: | Line 564: | ||
Armor is considered Heavy Armor and all weapons are considered Heavy Weapons automatically. | Armor is considered Heavy Armor and all weapons are considered Heavy Weapons automatically. | ||
− | ''' | + | '''STAR FIGHTERS'''</br> |
Combat ships that are Size 6 and 8. | Combat ships that are Size 6 and 8. | ||
'''TIE Fighter''': The TIE/ln starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap. | '''TIE Fighter''': The TIE/ln starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap. | ||
− | :''' | + | :'''Small Starship: Size 6'''; Handling: +4; Top Speed: 1,000 MPH (10 space scale); Toughness: 26 (11); Crew: 1; Energy: 25; Cost: -7 (M); Modifiers (+2 remaining): AMCM (1), Armor III (3), Atmospheric (3), Fixed Weapon Mount (1), Improved Handling I (2), No Internal Life Support (as Exposed Crew just for life support), Planetary Sensor Suite (1), Speed VI (6), Targeting System (1). |
− | :'''''Weapons''''': Twin linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to | + | :'''''Weapons''''': Twin linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to Shooting. |
'''X-Wing Series Fighter''': The X-wing carries four fire-linked laser cannons and two proton torpedo launchers. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing's varied mission profile. The good shielding provides some protection for the pilot and astromech navigator. | '''X-Wing Series Fighter''': The X-wing carries four fire-linked laser cannons and two proton torpedo launchers. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing's varied mission profile. The good shielding provides some protection for the pilot and astromech navigator. | ||
− | :''' | + | :'''Medium Starship: Size 8'''; Handling: +2; Top Speed: 700 MPH (7 space scale); Toughness: 31 (10); Crew: 1 +1 Astromech droid; Energy: 100; Cost: -9 (R); Modifiers (+2 remaining): AMCM (1), Armor II (2), Atmospheric (4), Fixed Weapon Mount (4), Force Field (4) (Threshold 16, Max 80), Planetary Sensor Suite (1), Reduced Crew (+1), Reinforced Chassis I (1), Speed II (2), Slow Hyperdrive (4), Targeting System (1). |
− | :'''''Weapons''''': Quad linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+4; AP 15; ROF 1; +2 | + | :'''''Weapons''''': Quad linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+4; AP 15; ROF 1; +2 Shooting. |
:Forward fixed Photon Torpedo – Range 500/1,000/2,000 (5/10/20); Damage 8d10; AP 15; ROF 1; 1 square space area; Ammo 4 torpedoes, Capital weapon | :Forward fixed Photon Torpedo – Range 500/1,000/2,000 (5/10/20); Damage 8d10; AP 15; ROF 1; 1 square space area; Ammo 4 torpedoes, Capital weapon | ||
+ | |||
'''TRANSPORTS'''</br> | '''TRANSPORTS'''</br> | ||
Starships sized 12 and 16. Anything larger (20+) is considered a Capital Ship. For this size of vessels unused Mods can be converted to cargo space. Generally can carry ½ Size in tons of cargo for every Mod used. | Starships sized 12 and 16. Anything larger (20+) is considered a Capital Ship. For this size of vessels unused Mods can be converted to cargo space. Generally can carry ½ Size in tons of cargo for every Mod used. | ||
− | '''YT-1000 Light Freighter''': A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a duel-laser turret for a gunner. | + | '''YT-1000 Light Freighter''': A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a duel-laser turret for a gunner. |
− | :''' | + | :'''Large Starship: Size 12'''; Handling: +1; Top Speed: 500 MPH (5 space scale); Toughness: 37 (20); Crew: 2+6; Energy: 300; Cost: -10; Modifiers (+18 remaining): A.I. (1), Atmospheric (6), Armor I (1), Backup Hyperdrive (2), Force Field (6) (Threshold 24, Max 120), Planetary Sensor Suite (1), Reduced Crew (+10), Slow Hyperdrive (6), Turrets (2) |
− | :'''''Weapons''''': Duel linked turreted Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to '' | + | :'''''Weapons''''': Duel linked turreted Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to Shooting. |
+ | |||
+ | |||
+ | '''CAPITAL SHIS'''</br> | ||
+ | Starships sizes of 20 and larger.</br> | ||
+ | '''Imperial I Star Destroyer''': Just over a mile long and crewed by 5 to 35 thousand individuals, a Star Destroyer is a huge investment of materials, man power and energy. Only built by order of the galactic government, and almost never in civilian ownership, these craft are very nearly the largest and most dangerous vessels in space. Exemplifying assorted ‘superweapons’, the Star Destroyer is only outclassed by a few types of vessels, none as numerous as this symbol of Imperial might. The Imperial I-class Star Destroyer possesses a main battery of 12 quad heavy turbolasers and 16 heavy ion cannons, arranged in mounts flanking the ship’s tower structure.</br> | ||
+ | '''Behemoth Starship: Size 30'''; Handling -3; Top Speed 400mph (4 space); Toughness: 90 (40); Wounds* +7; Crew: 5,000 +20,000; Energy: 500; Mods (+0): ACMC, A.I., Armor V, Atmsphere, Backup Hyberdrive, Electromagnetic Shielding I, Fixed Linked Mounts, Force Field II (Threshold 60, Max 450), Galactic Sensor Suite, Hanger Superstructurs V, Reinforced Structure V, Speed II, Standard Hyperdrive, Targeting System, Tractor Beam VIII</br> | ||
+ | '''Weapons''': Quad Turbolaser cannons (3 per flank; gunner turrets) - Range 1,200/2,400/4,800 (12/24/48, Damage 10d10+4; AP 20, ROF 1, Capital, 2 space square; +2 to Shooting</br> | ||
+ | Turboion cannons - (4 per flank; gunner turrets) - Ranged 800/1,600/3,200 (8/16/32), Damage 6d12, AP 0, ROF 1, Capital, Ion, I space square.</br> | ||
+ | Duel Turoblaster cannons (2 per flank; gunner turrets) - Range 600/1,200/2,400 (6/12/24), Damage 6d10+2, AP 20, ROF 3, Capital; +1 to Shooting </br> | ||
+ | Tractor Beams (2 per flank) - Range 300 (6), Grab</br> | ||
= THE FORCE = | = THE FORCE = | ||
Line 661: | Line 701: | ||
'''Additional Modifiers'''</br> | '''Additional Modifiers'''</br> | ||
:'''Long Term Trance (+1)''': If one has limited oxygen and/or food and water, one can enter a long term trance that conserves these resources for extensive periods. First, with a successful Focus skill check, and a one minute trance, can get by on ¼ food and water while maintaining normal activity for one Week. Or can go into a meditative trance and with a successful Focus skill check, get by one-tenth life support and food and water for one Month but zero activity. | :'''Long Term Trance (+1)''': If one has limited oxygen and/or food and water, one can enter a long term trance that conserves these resources for extensive periods. First, with a successful Focus skill check, and a one minute trance, can get by on ¼ food and water while maintaining normal activity for one Week. Or can go into a meditative trance and with a successful Focus skill check, get by one-tenth life support and food and water for one Month but zero activity. | ||
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= NPC AND CRITTER EXAMPLES = | = NPC AND CRITTER EXAMPLES = | ||
Line 962: | Line 737: | ||
== NPCs == | == NPCs == | ||
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[[File:SWD5.Imperials.jpg | 400px | left]] | [[File:SWD5.Imperials.jpg | 400px | left]] | ||
'''STORMTROOPER'''</br> | '''STORMTROOPER'''</br> | ||
Standard imperial Stormtroopers who are loyal to the Empire and the Emperor. There are specialist troopers who's armor has been upgraded to +4 vs. a specialic environmental situations (cold, desert, etc).</br> | Standard imperial Stormtroopers who are loyal to the Empire and the Emperor. There are specialist troopers who's armor has been upgraded to +4 vs. a specialic environmental situations (cold, desert, etc).</br> | ||
− | '''Attributes''': Agility d6, Smarts | + | '''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6</br> |
− | '''Pace''' 6, '''Parry''' 5, '''Toughness''' | + | '''Pace''' 6, '''Parry''' 5, '''Toughness''' 11 (6)</br> |
'''Hindrances''': Loyal (minor), Obligation (Major), Ruthlesss (minor)</br> | '''Hindrances''': Loyal (minor), Obligation (Major), Ruthlesss (minor)</br> | ||
'''Skills''': Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6</br> | '''Skills''': Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6</br> | ||
Line 986: | Line 750: | ||
'''SCOUT TROOERS'''</br> | '''SCOUT TROOERS'''</br> | ||
Scout Troopers are used to scout out enemies positions and forward locations for the main army and to act as patrol units. They are also used as primary trooper in underdevelop area (jungles, swamps, heavy forest, etc.). They often use speeder bikes or local riding animals on their patrols.</br> | Scout Troopers are used to scout out enemies positions and forward locations for the main army and to act as patrol units. They are also used as primary trooper in underdevelop area (jungles, swamps, heavy forest, etc.). They often use speeder bikes or local riding animals on their patrols.</br> | ||
− | '''Attributes''': Agility | + | '''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6</br> |
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 9 (4)</br> | '''Pace''' 6, '''Parry''' 5, '''Toughness''' 9 (4)</br> | ||
'''Hindrances''': Loyal (Minor), Obligation (Major), Ruthless (Minor)</br> | '''Hindrances''': Loyal (Minor), Obligation (Major), Ruthless (Minor)</br> |