The Sundered Epoch RPG offers an engaging alternative to the official licensed RPG products for the Star Wars universe. The following guide offers you a few guidelines on how to run a Star Wars type of game using the SEG system.
What follows is not intended to be a complete list of Star Wars background material. It is only a summary of basic concepts used in the Star Wars universe. The Sundered Epoch claims no rights to the names and content listed here and they are simply used for reference.
These guidelines make use of many advanced rules included in Book 2, including Magic, Focus and Specialty Skills, and introduce a new system for starship design and combat.
The world of Star Wars deals with the Force and sensing emotions through the Force. As a result, all characters must be created with Empathy as an Optional Attribute. Non-human species should treat Empathy as though it was a normal attribute for purposes of Species Cost.
The following are some common occupations and their primary and secondary skills. The primary and secondary skills are only recommendations and can be changed if the Narrator and Player agree. See the rules in Book 2 for more information on Occupations.
Bounty Hunter- A bounty hunter is a mercenary that makes his living off of hunting down people for money. Primary Skills: Information Gathering, Negotiations, Deception, Tracking. Secondary Skills: Piloting, Sensors, Law, Etiquette, Computer Operation.
Trader- Traders are merchants and have a knack for money, pricing, etc. Primary Skills: Negotiation, Appraisal, Mathematics. Secondary Skills: Computer Operation, Navigation, Information Gathering.
Pilot- A career pilot can fly any craft. Primary Skills: Piloting, Navigation, Sensors, Communications Systems, Secondary Skills: Computer Operation, Vehicle Repair, Etiquette.
Pirate- Pirates are thieves aboard ships. Primary Skills: Navigation, Direct-fire Heavy Weapons, Intimidation, Search. Secondary Skills: Vehicle Repair, Computer Operation, Etiquette, Law.
Diplomat- Everyone needs a negotiator but diplomats are officials from cities, nations, worlds, or companies. Primary Skills: Law, Negotiations, Intimidation, Deception, Detect Lie, Etiquette. Secondary Skills: Computer Operations, Communications Systems, Inspire.
Soldier- Soldiers can be mercenaries or can belong to a military or police force. Primary Skills: Blasters, Unarmed Combat, Intimidation. Secondary Skills: Law, Etiquette, Climbing, Stealth.
Tech- Techs are the mechanics who keep your equipment running. Primary Skills: Mechanical Repair, Electronics Repair, Vehicle Recognition. Secondary Skills: Piloting, Computer Use, Small Arms Repair, Heavy Weapons Repair, Hyperdrive Repair
Medic- A medic focuses on treating wounds, administering medication, and using medical technology. Primary Skills: Medical Aid. Secondary Skills: Computer Operation, Research, Medical Equipment Operation.
Singer/Musician- Entertainers are often sought for work. Primary Skills: Musical Ability or Singing. Secondary Skills: Acting/Con Artistry, Negotiation, Inspire, Lip Reading, Etiquette.
The following species can be purchased and are considered “common” in the Star Wars universe. The costs and abilities were derived from the Species creation rules in Book 2.
For all intents and purposes, Droids are treated exactly like normal characters with a few exceptions. All droids follow the species design guidelines when determining the Species Cost. Droids can come in all sizes and shapes. There is no limit to the designs that can be incorporated into a droid. Being a droid has a base cost of 80 Character Points due to their immortality and ability to replace parts and gain upgrades.
A damaged droid can reroute circuits internally, thus simulating the same incapacitation/unconsciousness as normal characters. However, Combat Damage does not go away with rest as it does in normal characters. Instead it requires a tech to perform repairs. All droids can perform repairs on themselves, however this assumes that the droid is not unconscious or otherwise permanently disabled.
A droid that is “killed” can be rebuilt using the rules for saving Dead Characters as described in the Core Rules except that the skills must be based on Electronics, Mechanics, or Droid Repair and there is no time limit to when the repair can be performed.
Droids that lose limbs can have them replaced fairly easily and can even mix and match limbs from similar models. A tech can perform a modification on the droid to accommodate a different kind of limb than what it was originally made for. It is possible that a droid’s brain-unit can be placed into a completely different droid with completely different functions. If this happens, the droid must relearn the new abilities.
With the number of parts on the market, droids often find themselves in search of upgrades for existing systems. After-market or newer model units often have parts that older droids can also use.
Droids come in varying shapes and sizes and use the rules for species design to determine their abilities. However, once a droid is built it can be upgraded with some of the following items:
Weapon- A droid can have a weapon such as a blaster or sword built into it. The cost of a droid weapon is generally twice what a normal weapon of the same type would cost for normal characters.
Shield Generator- Droids can house a miniature shield generator that can protect them from blasters. Shield generators are based on class with a Class 1 generator able to absorb up to 10 points of PD. It will take about one hour to fully recharge a generator.
Armor Plating- Each point of AR that armor plating provides weighs 2 kg per hit location and has escalating costs.
The following skills are new and specific to the Star Wars universe.
Force (group)- The force skill is a skill group that includes all aspects of the force. Force abilities use the rules for magic and can be divided down into Realms of Magic for Focus Skills and individual force abilities as Specialty Skills.
Detect the Force (focus)- Detect the Force is a Passive Perception skill that allows the character to detect the presence of the force within someone. Generally speaking this detects the character’s Reputation within the force. When detecting the force in someone, the Character performs a skill contest between the detecting character and the target. The detection uses Intellect, Empathy, or Intuition while the target uses Focus and Disguise the Force skill. Optionally, the target can use ˝ of their Deception skill rating.
Detecting the force can give two basic pieces of information – how powerful the target’s Force Skill is and if they follow the light or dark side of the force. Descriptions of the power level of a Force User should be vague and described as weak, moderate, strong, powerful, overwhelming, or some other vague description. Failure of a detection means that the character does not sense anything.
Characters that do not know of the force can also Detect the Force in others but will perceive the force as either a positive or negative feeling.
Disguise the Force (focus)- This skill allows the character to hide their force ability and is based on the Education skill group which reflects their knowledge of the force.
Light Sabers (focus)- These are specialized weapons that require a great amount of specialized training to master without striking yourself. Use of light sabers is a physical skill based on Precision/Reaction rather than Athletics like other hand weapons. The Light Saber skill includes any laser based melee weapon including laser whips, dual blade light sabers, etc.
The primary weapon of a Jedi is his Light Saber, a sword of energy that can cut through any substance. Light Sabers use the Precision/Reaction sub-attribute and add +1 Glance per point over the defense or target number. Strength is not added to the weapon’s Threat since light sabers cause damage due to burning instead of force of impact.
With the light saber, a Jedi can block or deflect a blaster charge from any weapon of similar power (up to 8d5 glance dice) but requires a successful defense of 5 or more. A successful block of 10 or more can deflect the shot where the Jedi wants it to go and allows the Jedi to make an attack using their light saber Shot Accuracy. The target must make a defense roll or take damage as if it was shot with the blaster that attacked the Jedi.
Due to the high quality of craftsmanship and purity of its materials, light sabers can be used to channel the Force and can even be “charged” (Enchanted) with special abilities. Light Sabers can be of varying sizes. However, due to their unique properties, they gain a +2d5 Glance Dice when compared to a normal weapon of the same size. Thus a long sword gets 3d5 glance normally and a standard light saber gets 5d5. Generally speaking, all light sabers weigh about 1 kilogram.
Another common hand weapon is the Vibro Blade. These weapons are made with a special alloy blade that is powered with an ultrasonic generator mounted in the handle. As a result, the blade cuts deeper and cleaner than a normal weapon of the same size. Vibro Blades gain a +1d5 Glance Die bonus over normal weapons of the same size and weight.
Blasters are the favored weapon of the Star Wars universe and come in varying sizes.
The Force, that mystical power that allows Jedi and Sith to do miraculous things can be summarized as a Skill Group and treated like Magic. However, several Jedi spend their entire lives studying only narrow aspects of the Force. Thus, the Force is divided into Focus Skills based on Spell Realms. Individual force abilities (spells) can be treated like specialty skills.
For purposes of Spell Rank, the Star Wars universe has a +3 Rank Modifier for spell casting. Thus, all spells are calculated as if their Rank was 3 higher than the Base Rank calculation.
Jedi also suffer from Drain, however do not need to roll for Stun as a result of using the force. Drain is based on the Base Spell Rank and does not include the +3 modifier for the universe.
Generally speaking Jedi focus on training in the following Realms of Magic including Hypnotism, Insight, Protection, and Telekinesis. However, Jedi are not restricted from learning Creation, Enchantment, and Metamorphosis, but these spell realms are considered secondary to the core teachings.
It is forbidden for a Jedi to study Conjuration, Illusion, and Necromancy as these realms of magic are considered deceptive or outright evil and their use can lead to the Dark Side of the Force.
Jedi use the Force when they are calm, seeking an inner peace. This is considered the Light Side of the Force.
Unlike the Jedi, the Sith do not restrict study of any Realm of Magic, however there are only a few that are actively encouraged such as Conjuration, Hypnotism, and Telekinesis. Few Sith masters study outside of these three Realms of Magic since they are revered as the most powerful aspects of the Dark Side.
Sith use the Force through the passions of their emotions, particularly anger and hate. This is the Dark Side of the Force.
Other Users of the Force
Even in the world of Star Wars there are those who understand how to use the Force, but do not follow the ideology of the Jedi or the Sith. Many of these Force sensitive people are considered mystics, witch doctors, spiritual leaders etc. Often times, they believe their power comes from another source like a god or from nature.
Light and Dark Side of the Force
All force users use the Focus Sub-Attribute to modify their skill in the Force.
All characters have a reputation trait of light side and dark side and each of these will continue to go up as the character evolves. Eventually, the character will find that one of the traits begins to grow faster than the other. At that point the character begins to be detected as having either “dark” or “light” side tendencies.
Light side trait points are gained through good deeds such as charity, compassion, self control, order, honor, etc. Dark side trait points are gained from causing or giving into evil such as greed, hate, anger, lust, murder, etc.
Common Force Abilities
The following force abilities are quite common. The Realm of Magic that the ability relies on is in parenthesis.
Affect Mind (hypnotism) – The force user can alter the perception of a character or can suggest something to the character. A failed defense roll means that the character believes what the force user suggested. Each separate suggestion is a different use of the ability and must be rolled separately. For example, a Jedi might need a distraction so makes a guard think he heard something around the corner. Then, the Jedi walks up to the guard and presents a blank sheet of paper and suggests that these are legal documents allowing him to enter. The two suggestions are different so must use different skill rolls and drain. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Concentration, Target Area: 1 creature, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Battlemind (insight) – The force allows the character to see what is about to happen gaining the character a +1d5 bonus to their next skill check, typically an attack. Defense: N/A, Range: Physical, Duration: Instantaneous, Target Area: Self, Base Rank/Drain: 1, Total Rank: 4, Target Number: 12
Drain Energy (metamorphosis) – Allows the force user to drain the power cells of a battery, light saber, or similar hand held device. Items that are being used are allowed a defense roll due to the force of the owner. Unattended items have no defense. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Instantaneous, Target Area: 1 object, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Force Empathy (insight) – Force Empathy allows the user to sense exactly what the target is feeling, even if they try to hide their emotions. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Concentration, Target Area: 1 character, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Enhance Ability (metamorphosis) – The force can be used to modify a character’s Strength or Agility by +1d5. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Instantaneous, Target Area: 1 character, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Enhance Senses (insight) – Through the force, a character can improve their Perception by +1d5. Defense: Focus + Moxie or Resist Force, Range: Physical, Duration: Concentration, Target Area: 1 character, Base Rank/Drain: 1, Total Rank: 4, Target Number: 12
Farseeing (insight) – The force can grant visions of the present, past or future. Viewing the present is the easiest of the three (rank +0), the past is the middle (rank +2) and the future is the hardest (rank +4). Regardless, the vision is vague, often unclear, and focuses on major themes rather than details. Characters that are the target of farseeing can roll a contest to be excluded from the vision. Defense: Focus + Moxie or Resist Force, Range: Mind Sight, Duration: Concentration, Target Area: 1 character, Base Rank/Drain: 5, Total Rank: 8, Target Number: 24
Fear (hypnotism) – The dark side of the force can generate unpleasant emotions including fear. A character that fails a defense roll will suffer 1d5+4 points of instantaneous damage each phase that the character is within sight of the force user. The damage is caused each time the force user gets to act and the target must roll for stun at the end of the Phase. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Concentration, Target Area: 1 character, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Force Defense (protection) – Force defense gives the character a bonus +1d5 to a single defense roll. The recipient of Force Defense can choose which defense roll the bonus is applied to. Defense: Focus + Moxie or Resist Force, Range: Touch, Duration: Instantaneous, Target Area: 1 character, Base Rank/Drain: 1, Total Rank: 4, Target Number: 12
Force Grip (necromancy) – The dark side can attack a character’s life force directly and causes 1d5 damage to the target of Force Grip. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Instantaneous, Target Area: 1 character, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Force Lightning (conjuration) – The ability to manifest Force Lightning is one of the greatest displays of skill for a dark side Jedi. However, it is fairly easy to create, but difficult to master. At its weakest, Force Lightning causes 1d5 points of damage and bypasses armor. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Instantaneous, Target Area: 1 character, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Force Push (telekinesis) – The force can be used to push or throw a character as if the ability had a Strength score equal to the force user’s Sub-Attribute. Thus a Jedi with a 7 Sub-Attribute would make a force push check with a 7 Strength. Follow the rules for pushing. Defense: Strength, Range: Visual, Duration: Instantaneous, Target Area: 1 object, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Force Stealth (illusion) – Using Force Stealth adds +1d5 to the Stealth checks of the recipient. Defense: Focus + Moxie or Resist Force, Range: Physical, Duration: Instantaneous, Target Area: Self, Base Rank/Drain: 1, Total Rank: 4, Target Number: 12
Force Strike (telekinesis) – Force Strike uses the force to manifest energy into an attack that causes 1d5 Crushing damage. The force user’s Sub-Attribute is added to the damage and armor will reduce the amount of damage taken. Defense: Dodge and Armor, Range: Visual, Duration: Instantaneous, Target Area: 1 character, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Friendship (hypnotism) – Using Friendship alters the recipient’s mood and adds +1d5 to any Charm based skill checks. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Concentration, Target Area: 1 character, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Heal Other (metamorphosis) – By manipulating the force, a Jedi can heal others for 1d5 points of damage. This is removed from both Combat Damage and Total Damage. Defense: Focus + Moxie or Resist Force, Range: Touch, Duration: Instantaneous, Target Area: 1 character, Base Rank/Drain: 1, Total Rank: 4, Target Number: 12
Heal Self (conjuration) – Summoning the energies of the force, a Jedi can heal himself of 1d5 damage. However, doing so is often considered selfish and regarded as a dark side power. Damage is removed from both Combat Damage and Total Damage. Defense: N/A, Range: Physical, Duration: Instantaneous, Target Area: Self, Base Rank/Drain: 1, Total Rank: 4, Target Number: 12
Illusion (illusion) – The force user can create an illusion, generally one that can be seen, to distract, hide, or otherwise deceive others. The illusion can only function in the original Target Area. Any character that becomes witness to the illusion must make a separate Defense roll to determine if they can see through the illusion. Illusions cannot cause direct harm, but can make character make mistakes that can lead them to harm (such as making an illusionary bridge across an open chasm). Generally speaking, the higher the roll, the more effective the illusion is. Defense: Perception, Range: Visual, Duration: Concentration, Target Area: 2 meter cube, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Move Object (telekinesis) – The character can move objects with the force. By default, the object can move 1 meter per point of the force user’s Sub-Attribute. The force ability is treated as though it had a strength equal to the force user’s Sub-Attribute. Thus a Jedi with a 7 sub-attribute can move objects as though it was a creature with a Maximum Movement of 7 meters and strength of 7. Each new object requires a new skill check. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Concentration, Target Area: 1 object, Base Rank/Drain: 4, Total Rank: 7, Target Number: 21
See Force (insight) – Allows the force user to gage the relative power of the force in someone. This is generally the character’s Sub-Attribute plus their average skill with a force ability. In addition, See Force allows the user to sense if the target uses the light side or dark side of the force. Defense: Focus + Moxie or Resist Force, Range: Visual, Duration: Instantaneous, Target Area: 1 character, Base Rank/Drain: 3, Total Rank: 6, Target Number: 18
Telepathy (insight) – Some times the force can be used to communicate with others over great distances. Both characters must concentrate on the “link” and can communicate in rudimentary terms sending intents, feelings, and imagery, but detailed conversations are nearly impossible. Defense: Focus + Moxie or Resist Force, Range: Mind Sight, Duration: Concentration, Target Area: 1 character, Base Rank/Drain: 5, Total Rank: 8, Target Number: 24
Star wars is all about space battles, space ships, and other cool vehicles. As a result, we need to present some basic rules on how we’re going to deal with star ships.
Each ship has several traits similar to a character’s attributes.
Damage Scale – Damage scale is determined by the size of the ship. Ships with a v10 scale range from the size of a speeder bike to small transports or cargo freighters. A v100 ship is a large freighter to small destroyers and cruisers. Ships that use the v1k scale are huge from the super star destroyer to space stations.
Integrity – The strength of the ship’s hull is determined by its Integrity score. Larger ships or better constructed ships will have higher numbers. The integrity score is relative to the size and damage scale of the ship.
Maximum Damage – The maximum damage a ship can take before being completely destroyed is equal to its integrity x20.
Maneuverability – How quick a ship can move is integral to its ability to avoid being hit. The maneuverability score is added to a pilot’s skill when making piloting checks. A ship with very primitive controls or slow turning capabilities will have a low score. Agile ships that can make tight, quick turns have higher scores.
Speed – Speed is a vague measure of a ship’s speed on a strategic board. Ships that can travel in space and inside an atmosphere will have the score followed by (at) for atmosphere or (sp) for space. Other values include (mr) for marine, (gr) for ground, (br) for burrow, (uw) for under water.
Armor Rating – Most military vehicles have armored plating. The amount of Armor Rating from plating is limited to ˝ of the ship’s integrity score.
Crew/Passengers – This is the minimum/max number of crew that the ship can handle. The maximum value represents how many flight seats are available on the ship. There will be one computer terminal available per crew member. Passengers do not have access to computer terminals. Generally speaking the minimum number of crew members scales with the size of the ship from v10 having a minimum of 1, v100 with a minimum of 10 crew, and v1k needing 100 crew.
Spending CP on passengers gives you three passengers per CP. Passenger capacity only represents the number of crash seats the ship has including life support.
Equipment Ports – Every ship has room for equipment. Each “port” represents an abstract “size” for the device and associated controls and electronics. A typical laser cannon or shield generator will use one port. A hyper drive or torpedo bay will take 2 ports. The larger or more complex the object, the more ports it will take up.
Cargo – All ships can carry some form of cargo. Basic necessities like food and water are critical in space as are repair kits. Cargo is measured in kilograms or metric tons (1000kg). At a minimum, a ship will be able to fit 50kg per crew member. Passengers are treated as cargo. Cargo space can be “purchased” by using equipment ports as described below. Unless you want to get annoyingly detailed, this should be plenty of detail. It is possible to overload a ship however the results could be very dangerous. For each 10% over the capacity, all piloting checks suffer a -3 penalty to the skill check. In addition, the ship loses an equal percent from its Speed and Maneuverability.
All vehicles and weapons will use one of the following scales: personnel (PD), vehicle 10 (v10), vehicle 100 (v100), vehicle 1000 (v1k) and so on. Personnel Damage is scaled for characters. V10 is ten times Personnel Damage. V100 is 100 times PD and ten times v10. And v1k is 1000 times PD, 100 times v10, and 10 times v100.
When trying to damage a ship with a larger scale, the attacking weapon must cause at least enough damage to be divided by the scale. For example, using a v10 laser against a v100 ship will require a minimum of 10 points of v10 damage to cause just 1 point of v100. On the other hand, a v10 laser that causes 8 points of damage to a character will be treated as 80 points of PD.
Starship combat is treated slightly differently than personnel combat. There are basically two types of combat, strategic and dogfight. A dogfight is when two or more ships circle each other looking for an opening to attack each other. The dogfight rules below are designed to be vague and provide a cinematic representation of combat instead of a literal tracking of movement.
Strategic combat is more about maneuvering, and should be done on a map board of some sort to track movement.
Dogfight Initiative: One dogfight round is six seconds. Every round the pilots of the combating spacecraft roll for initiative using 3d5 plus their Precision/Reaction + Operation + Piloting + Specialty skills + Spacecraft Maneuverability modifiers. Who ever wins has the advantage and is allowed to fire first. Any pilot that lost initiative cannot fire on any other pilot that rolled 5 or better than their score. A tie means that both pilots get to act at the same time and resolve any damage during the same initiative.
Count down from the highest initiative roll and declare targets, roll for attacks and defense. When the ship has completed all of its actions, damaged ships can roll an Integrity check and go to the next highest initiative roll.
Initiative & Scale: Ships of higher scales suffer in their Maneuverability. Use the smallest scale ship as the base. Ships one scale larger suffer -10 to their maneuverability. Ships of two scales difference suffer a -20. Thus, the largest ships are almost always going to move last in a dogfight. These penalties also apply for defense rolls.
Dogfights & Miniatures: Some ships are capable of shooting in more than one firing arc or have weapons that can only fire at targets that are in a certain direction. In these cases, you may want to use some sort of miniature to represent the ships’ locations.
The ship that rolled the lowest initiative is placed first followed by the second lowest and so on up to the ship that won initiative. Distance during a dogfight does not affect the effectiveness of an attack roll and only represents location for the purpose of firing arcs.
Attacking: The number of attacks a ship gets depends on their arsenal. A ship gets one attack roll per gunner. The pilot can also act as a gunner with no penalties to his attack rolls. Each gunner can only control one weapon system at a time. Thus on the Millennium Falcon Han Solo and Luke both used separate quad-laser cannons which would give each of them one attack roll.
Each gunner rolls 3d5 plus Precision/Reaction + Operation + Focus Skill + Specialty + Targeting System modifier. Roll for all attacks.
Attacking Multiple Targets: A pilot or gunner can attempt to attack up to three targets in a single round. To do this, they must declare their targets and split their dice. Thus you could attack two targets by using 2d5 on one target and 1d5 on the other. All of the targets must be in the gunner’s firing arc.
Weapon Batteries: Some ships have several of the same types of weapons that are tied to the same targeting system. For each weapon tied into a battery, add +1 to hit and +1 to Glance. Thus an X-Wing with four laser cannons gets +4 to hit and +4 Glance.
Missiles/Torpedoes: There are several classes of missiles which relate to how advanced their targeting system is. The class of the missile is equal to the bonus the missile gives to the gunner’s attack roll.
In addition, class 2 and higher missiles can track their target and try to make additional attacks on the following round. A class 2 missile gets a total of two attacks, the initial attack by the gunner, and a second attack. The missile’s follow-up attacks have a base SA of 10 plus the missile class. Thus a class 2 missile has a SA of 12.
Missiles get their own initiative and are treated like a separate ship. Roll initiative for the missile with 3d5 + 10 + Class. You can only attack a torpedo if it missed its target. Missiles have a base target number of 20 plus the class rating. Thus a class 2 missile has a Target Number of 22 to get shot down.
Defending: The target of the attack can attempt to evade the attack by making a single piloting check on 3d5 + Precision/Reaction + Operation + Piloting + Specialty + Spacecraft Maneuverability modifiers. Only one defense roll is made regardless of how many attacks were made against the ship this round. Any attack rolls that were equal to or higher than the defense roll hit.
Taking Damage: Each weapon system rolls for damage separately. Roll for damage and subtract any damage for shields or armor plating the ship has. Any damage that got past the shields and armor is added to the ship’s Total Damage. Remember to consider the damage scales of the weapon vs. the ship.
Every round that a ship takes damage, roll on the Integrity Table (Stun Roll) using the ship’s total damage to gage what the target number is. Roll 3d5 vs. the Target Number. Success means that the ship is unaffected by the damage. Failure by less than 5 means that some system on the ship is disabled. Roll on the System Failure table to identify what part of the ship was affected. A failure of 5 or more means a total system failure and the ship is disabled. The ship will need to be repaired before it can move again.
System Failure: A ship will be completely destroyed if it takes more damage than its Maximum Damage value. However, long before that a critical system failure will occur as a result of a failed Integrity check. If an integrity check fails, roll on the System Failure table to determine what was damaged. The System Failure table lists the most common parts of all ships.
If a shot damages an Equipment Port, a separate roll must be made to determine which piece of equipment was hit.
Equipment Port Damage: When writing down the equipment ports that are used on a ship you should organize them by groups and slots. Each equipment port occupies one slot within a group. Each group can have up to six slots. The example below shows that six pieces of equipment are in Group 0 including a Hyperdrive and four laser cannons. And in group 1 we have two items, a shield generator and a tractor beam.
If an equipment port is damaged, roll one die to determine which Group is affected. In this case, we roll for even or odd since there are only two groups. On an even roll, group 0 is hit or odd group 1 is hit. A second die roll determines which piece of equipment is hit. If we rolled for Group 1 and roll a number that isn’t listed, roll again.
Disengaging from a Dogfight: In order to disengage from a dogfight, the pilot rolls initiative as normal but gives up his attack this round. If he beats all other enemy pilot’s initiative roll by 5 or more then he escapes before the round begins. Gunners using systems in the rear firing arch can still make attacks.
Alternately, during his turn, the Pilot can attempt to outrun his enemies. The pilot gives up any attack he might have in exchange for rolling a Piloting contest based on Precision/Reaction + Operation + Piloting Skill + Ship Speed. Any enemies that wish to pursue must also make a similar check. Success means that the ship breaks free from the dogfight, but not until the end of the round. Any enemy ships that failed by 5 cannot attack this ship this turn.
If the pilot was able to disengage from all enemies, he no longer rolls for initiative and cannot be the target of attacks. This ship will get to move during the Strategic Movement turns.
However, if some of the ships that were pursuing were not disengaged, a separate dogfight begins. Roll for initiative for each dogfight as normal, but members of one dogfight cannot attack members of the other dogfight. If necessary, take turns running one dogfight separately from the other.
Cutting Off a Fleeing Opponent: If a ship tried to disengage but your ship did not lose the Disengagement check. The pilot can give up his attack in exchange for cutting off the escape. Both pilots roll a skill check based on Precision/Reaction + Operation + Piloting Skill + Ship Speed. On a success, the ship’s escape is foiled. Success by 5 means that the pilot gets a normal attack. Failure means that the ship escapes. Failure by 5 or more means that the fleeing ship gets to make one attack against your ship for putting yourself in harm’s way. The player controlling the ship decides which weapon system to use for this attack.
Rejoining a Dogfight: A ship that successfully disengaged from a dogfight can rejoin a dogfight. When a combat round is over the player controlling the ship declares that he is rejoining the fight and rolls for initiative normally.
Merging Dogfights: Two or more dogfights can merge to become one larger dogfight. Members of one dogfight need to attempt to disengage from their current dogfight and simultaneously join the other. Unless a ship successfully stops the disengagement then that ship and all of the ships that pursued will join the other dogfight on the next round.
Character Actions During a Dogfight: Characters that are not directly piloting or acting as a gunner can take other actions. Since each Dogfight Round is a full six seconds, characters can perform several actions or skill checks during one round.
If character combat is happening at the same time as a dogfight, the dogfight actions always occur at the end of the combat round. Thus, characters will complete their normal actions on initiative 0 then the dogfight actions occur. If a dogfight causes something to happen that is critical to the characters, the narrator can roll initiative for that event.
For example, during the dog fight, the reactor explodes. The Narrator decides that warning alarms will be going off giving characters time to get to an escape pod so rolls 3d5 to decide when the core will explode on the next round.
Sensors: If a member of the crew is able to use the sensors they will be able to identify weaknesses in a ship’s shields or can perform called shots. To successfully use the sensors, the character must make an Operation skill test vs. T# 15 based on Intellect + Operation + Sensors Skill + Specialty Skill. Sensors will give a SA bonus equal to their Class. Thus a Class 1 sensor will give a +1 bonus to the SA. A successful roll of 0-4 simply provides information. Success of 5 or more will give a +1d5 bonus to all attack rolls this round.
Sensors can also be used to help target specific locations on a ship. A successful Sensor skill check allows gunners to aim for a specific piece of equipment. If the target ship fails an Integrity Check, then that piece of equipment is damaged and cannot be used.
Repairs: Each round a crewman can attempt to repair the ship in some way. If a piece of equipment was knocked offline due to a failed Integrity Check, a tech can attempt to make a rudimentary repair. Each round that the tech works on the equipment he gets 1d5 to roll for a skill check up to a maximum of 6d5. The Target Number for the skill check is 20 and is rolled against Intellect + Technical + Focus Skill + Specialty Skill. A successful roll means that the damaged component begins working, but is still damaged. Each additional hit on the same system increases the T# for the repair by +10. Success of 5 or more means that the system removes 1 “hit” and begins working.
Navigation: The Navicomputer can be used to augment the pilot’s ability to fly the ship. A navigator can program the ship to perform difficult or complex maneuvers that will give the pilot a bonus to his initiative on the next round. The navigator gets 1d5 per round to spend on a skill check vs. T# 15. On a success, the Pilot gets a bonus 1d5 towards his Initiative Roll the following round. Success of 5-9 gives a +2d5 bonus. Success of 10-14 gives +3d5 bonus and so on. The SA of this kind of maneuver is based on Intellect + Education + Focus Skill + Specialty Skill. Focus and specialty skills must be based on tactical maneuvering of some sort.
Alternately the navigator can program the navicomp with the hyperspace course. The navicomputer actually does the calculations, but someone needs to enter in the course and destination. Each round the navigator gets 1d5 for a skill check up to a maximum of 6d5. Programming the navicomputer has a T# of 15 and uses the character’s Intellect + Education + Navigation + Specialty Skill. Success means that the navicomputer will take 5 rounds (30 seconds) to initiate a safe hyperspace jump. Success of 5 or more means that the navicomp was able to calculate faster than expected and takes 3 rounds. Success of 10 or more means the hyperspace jump will execute in 1 round. All hyperspace jumps happen at the end of the round.
Communications: Crew members that use the communications system can affect all friendly ship’s initiative by communicating strategies and sharing data between systems or can share sensor and navigation information. Each round that a character is using the ship’s communications system gives them 1d5 towards a communications skill check. A maximum of 6d5 can be used for a single skill check.
Sharing sensor or navigation information has a target number of 15 and allows all allied ships to gain your sensor bonus. The SA is based on Intellect + Operation. Focus and specialty skills must be related to communication systems.
A character can communicate strategic information to all allied ships giving all ships a bonus to initiative. The target number is 15 and is contested with the character’s Intellect + Education + Strategy + Specialty Skill. Success means that all allied ships gain +1d5 to initiative. Success of 5-9 gives a +2d5 bonus, and 10-14 gives +3d5 and so on.
Optimizing Shields: A character can try to get the best performance out of the shield generator by rolling a skill check based on Intellect + Technical with a target number of 15. Each point above the target number is 1 point temporarily added to the current shield value. A shield can never be optimized above its maximum shield point value. Thus a shield system at full strength cannot gain any bonus for being optimized.
Diverting Power to the Shields: A crew member can turn off power to unnecessary systems to boost the performance of the shield generators. Each system that is shut down gives the shields 1d5 points of energy up to the shield’s maximum. It takes 1 round to turn each system back on. Systems include communications, hyperdrives, weapon batteries, sensors, life support, navigation, etc.
Strategic Combat is usually used to identify which ships engage in a dogfight. Assuming you are using a 1 inch grid, place some form of marker on the grid to represent each ship or battle group. Each side will roll 3d5 with no modifiers. The one with the higher roll decides what order he will move. Thus if there are five players, the winner can choose to move first, last, second, third, or fourth. The next highest initiative roller chooses his place next. On a tie, have the tied players roll again and the higher roll chooses his place first.
Strategy Range: Each square on the grid is a huge area representing ten times the amount of space needed for a dogfight and gives plenty of room for all but the largest space stations to occupy the same space. To engage in a dogfight, the controlling player moves his ship into the same square as his opponent’s ship. A dogfight will begin immediately after all players are done moving.
Note that one Strategy Round is equal to ten Dogfight Rounds. Players can optionally roll initiative for the strategy round at the end of the tenth dogfight round. Thus, reinforcements can arrive every minute.
Movement: Each ship can move at a certain rate of speed. Each ship can move one square per point of Speed. Thus a ship with a speed of 5 can move five spaces. Speed is not modified by the scale of the ship. Thus a star destroyer with a speed of 5 can move just as fast as a small transport with a speed of 5.
Strategy Round: One round of strategic movement is one minute, ten times a dog-fight round. This allows each dogfight to run through ten rounds before reinforcements can arrive.
Attacking from Range: You can attempt to attack from range, but each square between your ship and the opponent adds a +3 bonus to the defense roll. Thus if you would need to move three spaces to enter the target’s square, the target gets a +9 bonus to their defense roll. As with dogfights, roll one attack roll per gunner.
Concentrating Fire: Several ships using the same class of weapon can concentrate fire on a single target. Roll a single attack roll using the best SA for the gunners and add a +1 bonus for each ship participating. For each ship firing in this way, give a +1 Glance Bonus per weapon system fired. All of the weapons must be the same type. For example, a squadron of X-Wings has five ships and four Blaster Cannons each. Normally an X-Wing would get a +4 bonus to SA and Glance, but the squadron gets a +1 per ship making the total bonus +9 to SA and Glance.
In General- Each starship has certain restrictions based on their scale. A typical civilian ship will have 50 Construction Points to spend on its core traits: Integrity, Maneuverability, Speed, and Equipment Ports. Each point of a trait cost 1 Construction Point. Thus an Integrity score of 10 costs 10 CP.
Ships that come from technologically advanced societies will have more Construction Points and ships that come from more primitive worlds will have fewer points. The number of CP that a ship has is roughly equal to its cost in Credits. The Starship Costs table shows how many credits a ship will cost multiplied times its Construction Point total. Thus a v10 scale ship with a CP cost of 95 will cost 95,000 credits to buy.
The first step to designing a starship is to determine its damage scale and number of Construction Points. Each of the core starship traits costs 1 Construction Point per point of the trait. The designer must purchase the following traits:
Items such as Hyperdrive generators and laser cannons must be purchased using Equipment Ports. This allows the same type of ship to be customized depending on the number of equipment ports it has.
Each piece of equipment has a Construction Point cost and Equipment Port cost. If a ship runs out of equipment ports, it cannot have more equipment added unless another piece of equipment is removed first.
V10 Scale- The smallest ships are single person ships such as speeder bikes, but the v10 scale also includes small transports up to 10 times the size of a standard star fighter (up to 100 meters). Ships of this scale are the smallest and most maneuverable.
V100 Scale- These huge ships can be from 100 meters to 1000 meters in size and are generally transports, small destroyers or gun ships, etc.
V1k Scale- The largest ships of the fleets are from 1km to 10km in size.
All of the equipment below includes the number of Equipment Ports the item needs. All items are scaled to the v10 scale. Larger ships can multiply the number by 10 or 100. Thus a v100 scale ship can choose either 10 laser cannons at v10 or one laser cannon at v100. The costs of each item are treated as Construction Point Costs. A v10 scale ship can use a v100 scale device, but the equipment port costs ten times more.
Armor Plating (1)- Each equipment port devoted to armor plating gives +1 AR relative to the damage scale of the ship. You cannot have more armor than the ship’s Integrity Score. Cost: 2cp
Advanced Sensor Array (1)- All ships have basic sensors, but these sensors are more sensitive. Sensors are summarized by class from Class 0 (basic sensors) to Class 5. The class of the sensor is also its bonus to skill checks when performing sensor probes. Cost: 1cp per class.
Astrodroid Bay (1)- Astrodroids were designed to repair ships, perform navigational calculations, and interface with the ship’s computer and the astrodroid bay is designed to host one astrodroid with the necessary system ports to allow the droid to interface with the ship’s computer. Astrodroids can be used to program the hyperdrive if a navicomputer is not available. Cost: 1cp
Backup Computer (1)- The backup computer can be used in the event that the main ship’s computer is knocked out. Cost: 2cp
Backup Electrical System (2)- Since every component is connected to the electrical system, the backup electrical system can be switched on if the main electrical system is knocked out. Cost: 3cp
Booster Rockets (1)- Each booster rocket gives the ship a +2 bonus to the ship’s Speed for a short time. Boosters come in three classes which represent how many times they can be used before needing to be refueled. Cost: 1cp per class.
Cabin Space (1)- A cabin is a private room large enough to comfortably house one person and includes bedding and basic storage. Cabin space can be combined into dormitory style housing if needed. Ships with larger spaces or more comfortable arrangements will cost more. If a ship does not have cabin space, then characters must sleep in their seats or convert cargo space to cabin space. Cost: 2cp
Cargo Space (special)- Cargo space is expensive and takes a lot of room. Cargo carriers come in varying classes. Without a cargo class the ship can only carry about 100kg per crew member. See the table for Equipment and Construction costs. Cargo Space can be converted to cabin space if needed.
Cryo-chamber (1)- Some ships use cryogenic stasis in order to reduce consumption of food, energy, and air. Also, in a pinch, a cryo-chamber can preserve a creature in the event of a serious injury or illness. In some cases, cryo-chambers were used to save the crew when life support systems failed. A cryo-chamber can hold one person. Cost: 1cp
Electronic Counter Measures (1)- ECMs allow active jamming of a targeting system or sensors. During combat, the ECM can jam a single ship’s targeting system. Roll a defense based on the ECM operator’s skill. If the ECM roll is higher than the Attack Roll, then the attack misses. ECMs come in several classes which offer bonuses to the roll. Cost: Class 0 = 4cp, Class 1 = 8cp, Class 2 = 16cp, Class 3 = 32cp, Class 4 = 64cp
Electronic Dampeners (1)- This piece of equipment makes it harder for an enemy ship to get a good sensor reading and increases the target number for using sensors by its Class Rating. Cost: Class 1 = 2cp, Class 2 = 4cp, Class 3 = 8cp, Class 4 = 16 cp, Class 5 = 32cp
Emergency Power System (2)- If the reactor goes down, the emergency power system will take over and provide up to five days of power to life support, sensors, communications, and the main computer. Cost: 2cp
Escape Pod (1)- The typical escape pod can hold up to 2 people. Each additional escape pod consumes another 1 ports. Cost: 2cp
Frequency Scrambler (1)- The scrambler is a device that blocks enemy communications. Scramblers are rated by class and can block communication signals on the strategy map. Each class has a range of 2 squares per class.
Gravity Well Generator (special)- Gravity Well Generators are huge devices that prevent the use of a Hyperdrive while the generator is functioning. Due to the size and power requirements of the generator, it can only be installed in v100 scale ships and costs 5 equipment ports.
Hull Reinforcement (1)- This is a particularly expensive modification. The integrity of the ship is increased by +1. Do not count the hull reinforcement when rolling for System Failures. Cost: 3
Hydroponics Garden (4)- A hydroponic garden can provide food and oxygen for 2 people indefinitely. All it requires is waste materials to be added to the filter system. Cost: 2cp
Hyperdrive Generator (2)- A hyperdrive generator allows the ship to travel into hyperspace and cross vast distances in a short amount of time. However, using a hyperdrive without a Navicomputer or Astrodroid to calculate the path can lead to catastrophe. Hyperdrives come in varying speeds based on their class rating. Class 1 hyperdrives are the slowest. All travel is calculated in the number of hours it takes to travel with a Class 1 hyperdrive. Divide the base amount of time by the Class. You can have a hyperdrive that is rated with a decimal. Cost: Class 1 = 2cp, Class 2 = 4cp, Class 3 = 8cp, Class 4 = 16cp, Class 5 = 32cp
Ion Cannon (1)- Ion cannons drain shield generators but cause little damage to the actual ship. Ion cannons cause 4d5 damage to shields. Any damage that gets past the shield is divided by 2. Cost: 1
Laser Cannon (1)- The typical spaceship laser cannon will cause 3d5 Glance. Cost: 1cp
Lifeboat (4)- A lifeboat can hold up to ten people and has enough room for one week’s worth of supplies in its storage area. The lifeboat is generally attached to the exterior of the ship and attached to an airlock. Cost: 8cp
Navicomputer (1)- This navigation computer is required for any kind of safe travel with a hyperdrive. Cost: 2cp
Pulse Beam Cannon (1)- A pulse beam shoots a constant beam of energy at a target giving it a greater chance of damaging a ship’s components. A typical pulse beam will cause 3d5 Glance. If a ship fails an Integrity check when a pulse beam hits roll 1d5. On a roll of 5 the ship must roll twice on the System Failure table. Cost: 2cp
Quad Cannon (2)- Similar to a normal laser cannon, this type has four laser cannons that alternate fire giving a greater number of shots. However, they also require more power, hence the larger Equipment Port requirement. Quad Laser Cannons cause 3d5+2 Glance and give a +2 SA bonus. Cost: 3cp
Repulsor Ray (2)- A repulsor ray is used to push objects in space such as asteroids or to prevent a collision. In combat a repulsor ray can be used to knock a ship off course. The gunner uses the repulsor as if it were any other type of weapon. When it hits, the repulsor will cause the target ship to lose 3d5 from its Maneuverability for one full Round. Thus if the repulsor hits on Initiative 10, the target ship will be affected until Initiative 10 on the next round. Repulsors are only designed to be used against v10 scale ships and have no effect on larger ships. Repulsors can also be used to combat the effects of a tractor beam and is treated as though it has a strength of 10. Cost: 3cp
Retractable Weapon Mount (1)- Sometimes it is necessary to hide the ship’s weapon systems to either hide them or protect them from damage. A retractable weapon mount allows the weapon to be hidden within the hull of a ship and requires a sensor probe to discover the weapon. In addition, when retracted, if the weapon is hit as a result of a system failure, it has a 50% chance of being undamaged (T# 8 on 3d5). If the weapon mount is damaged, the weapon stays in the deployed or retracted position until it can be repaired. Cost: 2cp
Shield Generator (1)- Shield generators can absorb 10 points of damage times its class rating. Thus a Class 3 generator can absorb 30 points of v10 damage from energy weapons. No damage will make it through the shields until the generator fails. The shield generator needs to be recharged and can be fully recharged after one hour. Larger ships can have multiple shield generators. Each generator can be assigned to a different flank. Cost: Class 1 = 2cp, Class 2 = 5cp, Class 3 = 8cp, Class 4 = 11cp, Class 5 = 14cp
Shielding (0)- A single piece of equipment can be shielded. If the protected Equipment is hit, the shielding is damaged instead. A second hit against the shielding is treated like a hit against the equipment it is protecting. Cost: 1cp
Smuggling Compartment (1)- A single smuggling compartment can hold approximately 500kg of cargo. It takes a Perception check or scanner to spot the compartment. Cost: 2cp
Subspace Transmitter (1)- Most ships are equipped with short range transmitters that can broadcast out to local star systems, but a subspace transmitter allows transmitting messages through hyperspace to other systems across the galaxy. Cost: 2cp
Targeting Computer (1)- Targeting computers come in different ratings. Without a targeting computer all targeting is based on the ability of the gunner. The targeting computer gives a bonus based on its class. Thus a Class 2 Targeting Computer gives a +2 bonus. Cost: Class 1 = 2cp, Class 2 = 4cp, Class 3 = 8cp, Class 4 = 16cp, Class 5 = 32cp, Class 6 = 64cp.
Thrusters (1)- When the main engines go down, thrusters allow some maneuverability. Each set of thrusters adds 1 point of maneuverability to the ship when the main engines are offline. Cost: 2cp
Tractor Beam (2)- A tractor beam allows the ship to tow another ship. A single tractor beam is able to tow another ship of the same size or smaller. If a ship tries to break the tractor beam, a contest is rolled on 3d5 vs. the Tractor Beam’s strength and the ship’s Speed. A single tractor beam has a strength of 10. Each additional tractor beam that is being used adds +10 to the tractor beam’s strength. If the ship that is trying to escape has stronger engines than the tractor beam ship, then the towing vessel is pulled along with the escaping ship. Cost: 4cp
Triple Blasters (1)- A triple blaster is essentially three blaster cannons housed in a single casing and cause 3d5 Glance and gain a +3 to hit. While not particularly powerful, they have a remarkable rate of fire. Cost: 2cp
Torpedo Bay (2)- A torpedo bay houses up to 3 torpedoes or missiles inside a hatch or other internal compartment. If a torpedo bay is hit, the torpedo bay gives a +2 bonus to see if a torpedo explodes and the torpedo bay is damaged and cannot launch any remaining torpedoes or missiles. Cost: 3cp
Torpedo Mount (1)- The torpedo mount is an external connecting point that allows the ship to mount 3 torpedoes or missiles on the outside of the ship. Each torpedo is treated like a separate piece of equipment when randomly rolling to determine what equipment fails during a System Failure roll. Cost: 1cp
Turret (1)- A turret allows a weapon to swivel 360 degrees thus giving it a much wider arch of fire. Turrets need to be mounted on the top or bottom of the ship and can fire in any direction. It is still possible to evade the turret, but much more difficult. Cost: 2cp
Missiles & Torpedoes
The difference between a missile and a torpedo is miniscule so they will be treated the same. The terms are interchangeable when talking about space battles, but torpedoes are traditionally used under water and missiles are used in the air. Other than that, their function and rules are the same.
General Rules- All missiles take up space in the torpedo bay or torpedo mount and should take up a space in the Equipment Port list. If a torpedo is hit before it is launched, there is a chance that it will explode. Roll 3d5. On a roll of 0-7, the torpedo explodes and will cause normal damage to the ship. A roll of 8 or more means the torpedo is damaged and will need to be repaired.
Class- A torpedo or missile will be rated based on its Class (0-5). A Class 1 torpedo can make one attempt to attack its target and has a Shot Accuracy modifier of +1. A Class 2 torpedo will track the target ship if it missed the first time. A Class 2 torpedo will give a +2 bonus to the SA of the initial attack and if it misses, will make another attack on the following round with a 12 SA. The Class rating shows how many attacks a torpedo can attempt.
Shooting Down a Torpedo- Torpedoes can be the targets of attacks. Torpedoes are not smart enough to try and evade enemy fire but due to their small size and high speed they are still difficult to hit. All torpedoes have a base target number of 20 plus their class rating. Thus to hit a Class 4 torpedo, you will have to roll an attack of 24 or higher.
Damage- There are several types of torpedoes from concussion missiles to proton torpedoes, and the list goes on. Each type of missile will cause a different type of damage. The scale of the damage often determines the purpose of the torpedo.
Concussion Missile- A traditional warhead designed to cause its damage through a shockwave or shrapnel. Normal shield generators do not affect concussion missiles. Each missile will cause 3d5 glance and will roll twice on the System Failure table if an integrity check fails. Cost: 2 per missile
Mini-missiles- Mini-missiles are half the size of normal missiles and allow the ship to hold twice as many missiles as normal. However, they lose 2d5 Glance due to their reduced payload and cannot make any additional attacks due to a reduced amount of fuel.
Proton Torpedo- Proton Torpedoes are designed to knock out a ship’s shields and will cause 4d5 glance to shields but half damage to the ship.
Buzz Droids- Some torpedoes are designed to deploy miniature droids that are intended to disable a ship. Buzz droid missiles do not cause damage on their own, but on a successful hit will deposit 2d5 buzz droids on the ship. Each round the droids will cause 1 point of v10 damage each. If a ship fails an Integrity Check, roll twice and choose the system that will shut down the ship the soonest. To get rid of a buzz droid, requires destroying it. Each buzz droid can only take 2 points of v10 damage before being destroyed.