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ROTS Statistics (d20 -> d6 Conversion)

Discussion in 'Archive: Games: RPG & Miniatures' started by Koohii, Apr 28, 2006.

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  1. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Everything I ever ran made no distinction, beyond the usual penalties for multiple actions in a single round. EI: you could fire one blaster pistol twice, or fire 2 once with one in each hand.
    There were no special rules for ambidexterity, etc.

    Now, if you want to make some, fine.
    I'd say for anything less than a heavy weapon, the off-hand weapon is at -5 and leave it at that. Heavy weapons (riffle, carbine, sword) would be -5 for the good hand and -10 for the off-hand.
    Lightsaber is a light-weapon.
     
  2. Blithe

    Blithe Jedi Master star 4

    Registered:
    Jun 24, 2003
    Thanks, Koohii!

    As a hard and fast rule, I'm thinking of implementing just increased DC for duel wielding and not a seperate skill or specializations. Blasters, for example, will probably carry a +3 DC lvl. for characters with 2D in DEX, +2 DC with 3D, +1 DC with 4D, and no penalty with 5D.

    Thoughts?

    On another note, I'm probably going to talk with my player(s) and see if they want to play the next campaign with no specializations and see which way they really like better. The only reason I think one player really wants specializations so bad is because it's the munchkin coming out of him. :p

    I don't necessarily mind specializations, but I'm worried that some parts of 2nd ed. and Revised and Expanded led things toward rules bog down, like d20; and that's what we're trying to get away from for our SW adventures to begin with.
     
  3. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    OH, there was a rule somewhere in one of the EU rule books along with the stats for [face_skull] Exar Kun: THE only person who wielded a double-bladed lightsaber. :oops: I believe there was a substantial penalty for doing so.
    Can't find the rule right now.

     
  4. Blithe

    Blithe Jedi Master star 4

    Registered:
    Jun 24, 2003
    It might be in the Jedi Academy Triolgy sourcebook, because I don't recall seeing Kun in the TotJ companion. Unfortunately, I don't have a copy of the JAT sourcebook yet...

    Thanks for the help, though. :)
     
  5. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    i think the dc for a double ender is very difficult rather than difficult for a normal saber, miss it by 7 or more (instead of ten), bye bye limbs.

    I don't know where i got that from, by the way. I've just looked through the TotJ companion and the JAT sourcebook and find no mention of it. Exar's stats are nowhere to be found, it's just one of those bits of information that floats about in my head

     
  6. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    I have the same problem: I know I saw the stats SOMEWHERE, but can't find them now. Just as I know at one point I saw stats for the R3 series astromechs somewhere, but can't find the book page. (found the stats elsewhere online and with help from Gry Sarth).
    What you mentioned sounds about what I remember too (though in our rules, if you mess up, you end up hurting yourself, but not necessarily slicing off limbs).
     
  7. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    heh yeah, that's what i mean, but not many people have 5D strength, end up wounded, and sometimes if you're feeling evil, you might make an example of the offending player ;-)
     
  8. Neo-Paladin

    Neo-Paladin Jedi Master star 4

    Registered:
    Dec 10, 2004
    I remember there being a TPM D6 online sourcebook. Did that have rules for the double bladed lightsaber?
     
  9. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Has anyone put together stats for the Starspeeder 3000 and Captain REX from star tours?

    I thought it might be good for a giggle. (BTW: I'm guessing here--I don't have a handy model to work from or official stats, and I'm making it up as I type) If anyone has other information or corrections, please let me know.

    Craft: Inchom Starspeeder 3000
    Type: Tourist transport
    Scale: Starfighter
    Length: 25 meters
    Skill: Space Transports Starspeeder 3000
    Crew: 1 plus astromech droid
    Crew Skill: 4d
    Passengers: 40
    Cargo Capacity: 5 tons (including passengers)
    Consumables: 2 days
    Cost: 200,000
    Hyperdrive: x1
    Backup: none
    Nav Computer: no
    Maneuverability: 2d
    Space: 7
    Atmosphere: 250; 400kph
    Hull: 3d
    Shields: 1d
    Sensors:
    Passive: 10/1d
    Scan: 15/2d
    Search: 20/2d
    Focus: 5/3d
    Weapons:
    2 laser cannons
    Fire: forward
    Starship Gunnery
    Fire Control: 1d
    Space Range: 1-5/10/17
    Atmospher Range: 100-500/1/1.7km
    Damage: 3d
    Designed for transporting tourists quickly and cheaply with minimal personal cargo, this line ran into several design irregularities.
    These ships actually come equipped with 2 droid sockets. One is the standard astromech slot which hasn't changed since the Y-Wing. The other is for the REX model piloting droid commissioned specifically for the Starspeeder. While it is possible for a human to pilot the Starspeeder, it was never intended that way. The displays, consoles, and controls are configured poorly for most humanoids, and reduce responsiveness and performace of the vehicles. Only those with piloting or droid interface cyborging manage to get the Starspeeder 3000 to perform up to specs.
    It is hard to qualify if the Starspeeder line will be a success. They do allow transfer of people from one location to another rapidly, but with so little cargo or personal gear that many shuttle lines have their reservations. Some pilots have considered removing some of the passenger seats for extra room.
    So far, only the Star Tours transport liner has purchased any of these vessels, though they do seem to be making a profit, in spite of complaints regarding the pilots' excentricities.
    Lightly armed or armored, they are capable for warding off casual pirates, but not any serious threat.
    Star Tours promotes their flagship fleet of Starspeeders as a handy way fo the average citizen to be able to visit tourist resort planets for a day and be back by evening.


    REX series Starspeeder 3000 pilot droid
    Dex 1D
    Kno 1D
    Mec 2D
    Space Transports: Starspeeder 3000 4D, Starship Gunnery 3d
    Per 1d
    Str 1D
    Tec 1d
    Computer Programming/Repair 3d, Stace Transports Repair 3d, starfighter repair, 3d
    Equipped with:
    Unipod base
    Repulsor lift
    3 arms
    Visual sensor (human range)
    UV Filter visor
    Starship interface
    Vocabulator
    Size: 1.3 meters tall
    Cost: 2100
    The REX series was commisioned specifically to pilot the Starspeeder 3000 personal transports. While they could be programmed for other vessels, the customization required to the other vessel usually proves to be more trouble than it's worth. The REX series proved to be very difficult to manage due to an undetected fault: they have quirky personalities and develop excentricities within hours. Even wiping their memmories after every flight (common practice which leads the droids to believe that every flight is their first) fails to erradicate these quirks. Once they develop, they are permanent. Worse, they quickly spread to other REX pilots in the vicinity, so that they all have the same personality glitches. Fortunately, the personalities tend to be chirpy and happy, eager to please, if a bit more adventurous than desireable, rather than morose or offensive. Some passengers even find them "cute."
    For all their faults, they do manage to perform better with their designated vehicle than the average pilot, but that seems to be more a matter of luck. The likelyhood of pirates finding anything of value on an interstellar bus to warrent attacking it is so low that it hasn't happened yet.

    G2 maitenance droid
    D
     
  10. Neo-Paladin

    Neo-Paladin Jedi Master star 4

    Registered:
    Dec 10, 2004
    Does anybody have the D6 stats for the MagnaGuard, General Grievous's bodyguard droids? SWRPGNetwork has their electrostaff weapon, but I haven't seen the guards themselves in D6.
     
  11. Gry Sarth

    Gry Sarth Ex 2x Banhammer Wielding Besalisk Mod star 5

    Registered:
    Jun 24, 1999
    IG-100 MagnaGuard
    Type: Holowan Mechanicals IG-series bodyguard droid
    DEXTERITY 4D
    Blaster 7D, brawling parry 5D, dodge 7D, grenade 7D, melee combat 7D, melee combat: electrostaff 9D, melee parry 7D, melee parry electrostaff 9D, missile weapons 7D
    KNOWLEDGE 2D+2
    Intimidation 5D, streetwise 4D+1, survival 3D+2
    MECHANICAL 2D
    PERCEPTION 2D+2
    Con: disguise 4D+1, search 5D, search: tracking 6D, sneak 4D
    STRENGTH 3D+2
    Brawling 5D, climbing 4D+2, jumping 9D, lifting 5D
    TECHNICAL 1D
    Equipped With:
    -Humanoid body (two arms, two legs, head)
    -Body armor (+1D to resist damage)
    -Vocabulator
    -Grappling claw (functions as a reusable grappling spike launcher, with 10 meter lanyard. Uses missile weapons skill, ranges 1-3/7/10)
    -Improved sensor package (+2D to search, infrared vision allows droid to operate normally in darkness)
    -Backup chest photoreceptor (allows the droid to remain operational if decapitated)
    Move: 10
    Size: 1.95 meters tall
    Cost: Not available for sale
    Equipment: Electrostaff (STR+2D, deflects lightsaber), or grenades (5D/4D/3D/2D), or bulldog rocket launching rifle (5D), or missile launcher (6D)
     
  12. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Found stats for the V-wing, but have another question. THe stats I found says the V-wing doesn't have an astromech, but the Lego model does. Is this an error on Lego's part, or the online source? Where were the V-wings used (haven't seen RotS yet, so if it's there, that's why I don't know). Anyone have a viusal reference?

    Help? :confused: [face_tired] :(
     
  13. FlareStorm

    FlareStorm Jedi Grand Master star 6

    Registered:
    Nov 13, 2000
    The V-Wing starfighter from ROTS (http://www.starwars.com/databank/starship/vwingstarfighter/index.html)

    or the airspeeder from the EU (from Rogue Squadron games I think)?
     
  14. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    I found the answer at the bookstore today. V-Wings have G7 series astromechs. They're essentially spherical droids that are useless without the ship, but they look a lot like R2s.

    Anyone else find it odd that the clone-wars era Star Destroyer can lauch 192 fighters, while the Imperial Star Destroyer or ISD2 can only launch 72 TIEs? OK, they're probablly designed more as carrier vessels with lighter capital ship weapons armaments, but there seems like a discrepency there. Any comments?

    -----------
    I just looked up the stats for the ships shown at the end of AotC, and found that they have only 12 main capital ship weapons. Assuming that these are the same ships (I'm not sure they are), that might explain the difference in carrier weight. Maybe.
    I can't help but wish that Lucas had been forced to read the RPG books (like all the novel authors had to) before writing the prequels. It might have added some consistancy, and would certainly have improved the series.
     
  15. Blithe

    Blithe Jedi Master star 4

    Registered:
    Jun 24, 2003
    Does anyone know if there were any YT-2000 transport stats for WEG? (or for WOTC, even?) I loved that ship from the X-wing Alliance videogame, but I'm not sure if it was created just for the game or if it existed in SW continuity prior to that...

    If they don't exist, or no one has made a set, I'm probably going to try and come up with some myself. Any suggestions are welcome.

    By the way, Koohi, I ran the first couple of gaming session of this summer, and I didn't go with any special two-weapon fighting rules for blasters--just the regular multi-action penalties. It worked very well as a hard and fast rule. The player using two heavy blaster pistols seemed fine with it, too. It really just served as extra ammo overall.

    It's the first time I've played with specializations, though. I'm still not a big fan of them at all; however, another player and I are rotating as GM (We're using several published adventures, so I don't see it as an issue), so we sat down an came to some basic rules overall. We pretty much agreed to:

    - specializations
    - No special two-weapon fighting rules for blasters
    - Increased DC for wielding duel melee weapons
    - No initiative

    Of course, the entire party was wiped out do to one player's recklessness, but everyone had fun, though. :p

     
  16. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    d6
    Craft: Corellian Engineering Corporation YT-2000
    Type: Space transport
    Scale: Starfighter
    Length: 33 Meters
    Skill: Space transports: YT-2000
    Crew: 2
    Crew Skill: Varies Widely
    Passengers: 4
    Cargo Capacity: 110 Metric Tons
    Consumables: 2 months
    Cost: 130,000 (new), 45,000 (used)
    Hyperdrive Multiplier: x2
    Hyperdrive Backup: x12
    Nav Computer: Yes
    Space: 5
    Atmosphere: 295; 850 kmh
    Maneuverability: 1D+1
    Hull: 5D
    Shields: 2D
    Sensors:
    Passive: 25/1D
    Scan: 50/2D
    Search: 75/2D+2
    Focus: 2/3D
    Weapons:
    Double Laser Turret
    Fire Arc: Turret
    Crew: 1 (or pilot at -2D Fire Control)
    Skill: starship gunnery
    Fire Control: 2D+2
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 6D
    Blaster Cannons x2 (fire-linked)
    Fire Arc: Forward
    Crew: Pilot
    Skill: starship gunnery
    Fire Control: 2D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 5D

    D20
    Craft: Corellian Engineering Corporation YT-2000 Trasport
    Class: Transport
    Cost: 130,000 (new), 45,000 (used)
    Size: Small (33 Meters)
    Crew: 2 (Normal +2)
    Passengers: 4
    Cargo Capacity: 110 Metric Tons
    Consumables: 2 months
    Hyperdrive Multiplier: x2 (backup x12)
    Maximum Speed: Attack
    Defense: 21 (+1 Size, +10 Armor)
    Shield Points: 100
    Hull Points: 150
    Damage Reduction: 10
    Weapons:
    Double Laser Turret
    Fire Arc: Turret
    Attack Bonus: +7 (+1 size, +2 crew, +4 fire control)
    Damage: 6d10x2
    Range Modifiers: PB +0, S +0, M/L n/a
    Blaster Cannons x2 (fire-linked)
    Fire Arc: Turret
    Attack Bonus: +6 (+1 size, +2 crew, +3 fire control)
    Damage: 4d10x2
    Range Modifiers: PB +0, S +0, M/L n/a

    i love this ship too blithe, tis my favourite, in fact i've created a new char for the game i'm in at the mo (lvl10), a space mapper who stumbled across csilla, was paid off and shut up by senior politicians, and has since turned to smuggling and hauling cargo. He's got a yt-2000, and is in a bad position because his sullustan co-pilot has left him high and dry, and that's kinda how he's gonna be found
     
  17. Blithe

    Blithe Jedi Master star 4

    Registered:
    Jun 24, 2003
    Wow! Thanks, Matt! :D Where did the YT-2000 stats come from? Stock Ships and Starships of the Galaxy? (I really, really need those books! Especially Stock Ships.)

    That's an interesting background on your character, too. Cool story and interesting because my new character for d6 is basically a guy who got bored after finishing his education (college or what not), decided to go for some adventuring and see if he can make it on his own in the "real world." I'm really considering taking the old Smuggler template and putting a twist on the Smuggler's debt to a crime boss.

    The idea was that my character was open for hire after aquiring his YT-2000, not entirely sure what he wanted to try. Probably too green for smuggling, not trained for mapping space lanes, and while fairly proficient with his blaster (a personal favorite of his), not enough combat training or experience for mercenary work--until an employer introduced him to the right people and offered him some low key jobs cargo runs to get in the hang of things. Turns out, the employer was actually working for a pirate/crime boss who's desperate for a few extra runners on the rim, and my character panicked at the sight of a customs frigate and ditched the cargo (or somehow failed on the run). Now I've massed a huge debt to him, and he's taken my ship as "collateral", and forced me to work with his crew until my debt is paid.

    Well, all this if my GM approves of me having a YT-2000 at the beginning instead of the YT-1300--perhaps in exchange for a larger debt to pay than 25K.
     
  18. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    No problem Blithe, Moridin made the stats and posted them at swrpgnetwork.com :) I made some d6 stats ages ago but lost them as i only had them on computer.

    My guy's background is quite cool. he's scout 1/soldier 5/deep space pilot 2/starship ace 2.

    I haven't read outbound flight so don't know how things conflict (if they do)

    He basically graduated with honours and won a scholarship with the Trade Federation, mapping new space routes, etc. When the Republic taxed the routes the research group had their funding cut, but they kept them him on to fly escort for shipments (shady ones). Coruscant politicians pitched for an exploration force to try and map the unknown regions (basically palps wanted a putz to find it). They were given a grant (hence the yt) and set off. Stumbled upon Csilla, but escaped death due to hot flying and saving some chiss from death. Got a Charric in appreciation. Coruscant took him off the job and he and his crew sought out work elsewhere, and after a while found themselves down and out. After a major conflict of interests the Sullustan co-pilot left him high and dry, and he can't get anywhere without a co-pilot.

    He's actually pretty nifty with a gun, but personality wise he's much more safer in his ship. He's gonna be a bit panicky in real battle, fumbles galore, comic stuff really.


    it's late here so i'm missing some detail, but that's the main points i think.
     
  19. Blithe

    Blithe Jedi Master star 4

    Registered:
    Jun 24, 2003

    It's like the guy who forgot to set his weapon on stun...

    PC leader: Okay, we're taking this one in. Bounty is Alive only--so set for stun.
    PC2: Got it.
    PC3: Right with you, boss.

    *Sometime later, PC3 encounters bounty, gunfight ensues, forgets to set on stun, kills the bounty in the 2nd round*

    PC: Status! We heard blaster fire over the comm!

    PC3: Uh... err.. I think we've missed this one, guys.

    PC: What the hell happened?!

    PC3: Uh, slight weapons malfunction...

    *groans from everyone at table* :p
     
  20. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    LOL! spot on. while hes good, he fears it, kinda like those damn fools in movies who'll shake like hell and get the gun kicked from their hand :p
     
  21. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Stock Ships and Pirates & Privateers are excellent books to have, regardless of which system you use. I highly recommend purchasing them via whatever means possible, including local gaming store, comic shop, or that oh-so-popular online auction site.
     
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