StarWars d20 Starship Control Sheets

This is largely a repost from the General Discussion forum, but I thought I might get more comments here.

My D&D group recently started a Revised Core Rules StarWars d20 game.

Since I'm one of the resident rules-lawyers in my group, I figured I'd so some homework before we started the game to make the rules transition easier on everyone else.

The biggest change between stock D&D and d20SW are, in my opinion, the starship rules.

Accordingly, I went hunting for some good starship cheatsheets with which to provide my group. All of the ones I could find seemed to be based on the non-revised core rules. They worked fine for a single session, I believe, but they weren't good enough.

So, I made my own: one for each major crew station.

I was hoping the members of the great ENWorld community might take a look over my sheets, let me know what they think: the good, the bad, the constructive, the deconstructive, etc.

So, if anyone has a good understanding of the SW d20 rules, would you mind looking these over for me? What rules / info do you need on your starship sheet to run them effectively that I missed?

For those who don't have a good understanding of the SW d20 rules, how is the general layout of my sheets? What stylistic improvements can you suggest?

The file is included as a zipped .pdf.

Thanks in advance for your help,

NOTES:

1) The Scanner Operator's page includes some house rules on it in the Scanning section, which are based on posts made by the SW equivalent of The Sage. I'll eventually work up a version of the sheet which does not include those house rules.

2) Yeah, I still need a new StarWars logo ...

Thanks again!
 

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That looks pretty sweet and I like the names of the maneuvers. I have created a set of hacking rules for Fuzion which uses some movie and real world phrases as manuevers (Got Root?, All Your Base Are Belong to Us, etc). Nice work overall.

This will definately go into my Star Wars folder incase I ever run a d20 Star Wars game.
 


Patryn of Elvenshae said:
Since I'm one of the resident rules-lawyers in my group,
No way..... You??!!?? I don't believe it.... :D :D :cool: :D


I figured I'd so some homework before we started the game to make the rules transition easier on everyone else.

Being kind of a rules geek myself... I have also spent a bunch of time dealing with the SW rules. (And I am in a campaign.)
The thing you really need to understand from the start, is that this is a space opera game system. It is not star fleet battles, nor vector assault, or any other space game. The space combat rules are a sideline, and are meant to be that way. You will readily find exploits and inconsistencies. The rules are fine if you can play fast and loose with them, but if you start taking them seriously, they start to stumble. And you are correct, there has been little of an update since the RCR.

We were designing/building a ship, and I realized I could build a transport that our party could use to take out a star destroyer in one round. And we could likely survive their return fire.
Also, the missle rules are ripe for abuse.

Definetly read the FAQ, as it puts the Jedi Counseling rulings in an easier format to find things. Also, the SW boards at Wizards are pretty decent.

And the 'Sage' for SW does a good job. It used to be JD Wiker, who wrote the books, and was really good about saying "this is a good house rule" or "It may not be clear, but this is how it is meant to work" or "Consider this errata".
The current 'Sage' is a frequent poster on the wizards boards, which is also handy.

The sheets look neat. I haven't checked them for rules 'accuracy', but I trust you on that part.

Actually, the whole system will give you trouble is you take the rules too seriously. None of the races have LA, eventhough some are easily superior. I find it most enjoyable if you treat it as star wars, and not DnD in space. We usually don't loot, or worry about minutia like that.
Oh, and stun is broken, very very broken. Read the FAQ and use one the variants.
Jedi damage dice are not that big of a deal, unless someone starts min-maxing Prc's too much.
Realize that Dark side points are *not* a form of force point, you can't 'spend' them.
Force points are used, and gone forever. You can get more, but that one is gone.
Advise your GM to make dark side points tempting. We will do things like let someone use the dark side to try a re-roll, or to help making a big jump, or whatever..... the dark side is the path to quick power......

anyway, those are my 2 cents.


The biggest change between stock D&D and d20SW are, in my opinion, the starship rules.

Accordingly, I went hunting for some good starship cheatsheets with which to provide my group. All of the ones I could find seemed to be based on the non-revised core rules. They worked fine for a single session, I believe, but they weren't good enough.

So, I made my own: one for each major crew station.

I was hoping the members of the great ENWorld community might take a look over my sheets, let me know what they think: the good, the bad, the constructive, the deconstructive, etc.

So, if anyone has a good understanding of the SW d20 rules, would you mind looking these over for me? What rules / info do you need on your starship sheet to run them effectively that I missed?

For those who don't have a good understanding of the SW d20 rules, how is the general layout of my sheets? What stylistic improvements can you suggest?

The file is included as a zipped .pdf.

Thanks in advance for your help,

NOTES:

1) The Scanner Operator's page includes some house rules on it in the Scanning section, which are based on posts made by the SW equivalent of The Sage. I'll eventually work up a version of the sheet which does not include those house rules.

2) Yeah, I still need a new StarWars logo ...

Thanks again![/QUOTE]
 

Coredump said:
No way..... You??!!?? I don't believe it.... :D :D :cool: :D

Shocking, I know.

The thing you really need to understand from the start, is that this is a space opera game system. It is not star fleet battles, nor vector assault, or any other space game. The space combat rules are a sideline, and are meant to be that way. You will readily find exploits and inconsistencies. The rules are fine if you can play fast and loose with them, but if you start taking them seriously, they start to stumble. And you are correct, there has been little of an update since the RCR.

Yeah, I know. For the record, I'm absolutely fine with House Rules - my job as a rules lawyer is to figure out what the RAW actually say, so that we can understand them and their interaction with the other rules and then go, "Huh, that's funny - we'll do it this way, instead."

Thanks for the heads-up, anyway! :D

Also, the missle rules are ripe for abuse.

Yeah - our first ship-to-ship combat was our freighter, a lightly-modified Nova-Drive 3-Z light freighter (itself a modification of the licensed YT-1200 light freighter), getting pulled out of hyperspace by an Interdictor-style cruiser and its 3 Headhunter escorts.

We turned and ran, attempting to get out of its gravity well. The Headhunters gave pursuit. After a few rounds of cat-and-mouse, our gunners seriously wounded one of the Headhunters, and that's when they all decided to launch a round of concussion missiles at us.

Our shield operator angled the shields to Aft, we turned directly away, and ran like little girls. The first missile hit, collapsed our shields, and then did significant damage to the hull.

Luckily, our engineer locked in the hyperspace coordinates at that point, we achieved escape distance from the cruiser, and we hypered out before the next missile could impact.

It was tense, it was thrilling, it was a skin-of-our-teeth escape into hyperspace: it was StarWars! It was also, "Oh, crap! All our characters are going to die in the first combat of the first session!" :D

Since I knew the rules the best at that point, I basically backed off and just helped all the other players. It might have been nice to have, say, the sensor operator attempt to ID the interdictor, to see if we could tie them to a known pirate gang, but I didn't have those rules at hand. Since the sensor op was more than happy providing to-hit bonuses to the gunners, I didn't suggest it. With the cheat sheet in hand, however, she might decide to do something like that in the future. :)

Definetly read the FAQ, as it puts the Jedi Counseling rulings in an easier format to find things. Also, the SW boards at Wizards are pretty decent.

I see all the Jedi Counseling articles, but I don't see where to find the FAQ. I'd just about resigned myself to creating my own, by going through all the articles and noting the actual errata and house rules, but if someone's already done that ...

And the 'Sage' for SW does a good job. It used to be JD Wiker, who wrote the books, and was really good about saying "this is a good house rule" or "It may not be clear, but this is how it is meant to work" or "Consider this errata".

Yeah, I liked that about his rulings (and wish The Sage would pay more attention!! :p).

The sheets look neat. I haven't checked them for rules 'accuracy', but I trust you on that part.

Thanks! If you decide to use them (either all of them, or one of them, or whatever), let me know how they turn out! And thanks for the advice! :D

I'd noticed that there seemed to be a lot of confusion on the part of players on whether or not you can spend Dark Side points. I wonder if that's a hold-over from the WEG system? It's been *way* too long since I played that to remember, though. :)

EDIT:

Actually, I found the compiled FAQ here: http://www.swrpgnetwork.com/files/faq/SWRPGMainFAQ20050505.pdf

Strange that it's not on Wizard's site ... :/
 
Last edited:

Patryn of Elvenshae said:
Yeah, I know. For the record, I'm absolutely fine with House Rules - my job as a rules lawyer is to figure out what the RAW actually say, so that we can understand them and their interaction with the other rules and then go, "Huh, that's funny - we'll do it this way, instead."
I assumed. That is the way I am also. I tweak a bunch of rules, but I want to know that I am doing it, and what else they will effect.

and that's when they all decided to launch a round of concussion missiles at us.

The munchkin trick, as I recall, was to load up on missles, and launch them from out side of long range, they travel too fast for even a star destroyer to get them all.

Sounds like a fun space battle. We have had a lot of fun with the space battles, but we also let the GM play it a bit loose.

Oh yeah, if you have a decently manuverable ship, and a good pilot skill, any time you pass by the opponent, the missle will target them instead.
Big fun.

Thanks! If you decide to use them (either all of them, or one of them, or whatever), let me know how they turn out! And thanks for the advice! :D
I am a player in the SW campaign, and we are currently stranded on a backwards planet... but I will send them to the GM and we may use them if we ever get out of here. Thanks.

Actually, I found the compiled FAQ here: http://www.swrpgnetwork.com/files/faq/SWRPGMainFAQ20050505.pdf

Strange that it's not on Wizard's site ... :/

IIRC, the guy that put that together, is the new 'sage'. He goes by WizO the Hutt on the boards.
 

None of my characters are as big into the starship stuff, but we've got one player who figures himself a regular Han Solo, so he's gonna love these. I think they're great, too, since it'll hopefully get everyone in on doing something, not just pilot and gunner.
 

This is largely a repost from the General Discussion forum, but I thought I might get more comments here.

My D&D group recently started a Revised Core Rules StarWars d20 game.

Since I'm one of the resident rules-lawyers in my group, I figured I'd so some homework before we started the game to make the rules transition easier on everyone else.

The biggest change between stock D&D and d20SW are, in my opinion, the starship rules.

Accordingly, I went hunting for some good starship cheatsheets with which to provide my group. All of the ones I could find seemed to be based on the non-revised core rules. They worked fine for a single session, I believe, but they weren't good enough.

So, I made my own: one for each major crew station.

I was hoping the members of the great ENWorld community might take a look over my sheets, let me know what they think: the good, the bad, the constructive, the deconstructive, etc.

So, if anyone has a good understanding of the SW d20 rules, would you mind looking these over for me? What rules / info do you need on your starship sheet to run them effectively that I missed?

For those who don't have a good understanding of the SW d20 rules, how is the general layout of my sheets? What stylistic improvements can you suggest?

The file is included as a zipped .pdf.

Thanks in advance for your help,

NOTES:

1) The Scanner Operator's page includes some house rules on it in the Scanning section, which are based on posts made by the SW equivalent of The Sage. I'll eventually work up a version of the sheet which does not include those house rules.

2) Yeah, I still need a new StarWars logo ...

Thanks again!


do you hawe a Character sheet as well
 

Just a little error I found on the Gunner Sheet, the range increments in squares was changed in an errata that I can no longer find online, however I still have a hard copy. It changed the weapon range modifier in squares as follows:
Old:
PB: 0-1 Squares; Short: 2-5; Medium 6-10; Long 11-20;
New:
PB: o-10 Squares; Short: 11-20; Medium: 21-40; Long: 41-80

Everything else stayed the same.
 


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