Spelljammer Meets Star wars

Tarangil

First Post
:uhoh: I'm on the hunt for certain statistics from the d20 star wars system. The shops availabe here don't have anything that I can get (except the old d6 versions) and the internet is pretty vague at best.

:\ Is there anyone here that has any statistical info such as Lightsabres, Blasters, and other fun things from that set?

:] I'm looking to have spelljammers go a little too far out of their current settings.
 

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Tarangil said:
:uhoh: I'm on the hunt for certain statistics from the d20 star wars system. The shops availabe here don't have anything that I can get (except the old d6 versions) and the internet is pretty vague at best.

:\ Is there anyone here that has any statistical info such as Lightsabres, Blasters, and other fun things from that set?

:] I'm looking to have spelljammers go a little too far out of their current settings.
Buy the D20 Star Wars RPG? :/
 



Tarangil said:
Is there anyone here that has any statistical info such as Lightsabres, Blasters, and other fun things from that set?

Lightsaber: 2d8 (crit: 19-20 x3), no strength bonus applies.
Blaster: light: 3d4 (crit: 19-20 x2); medium: 3d6 (crit: 19-20 x2); heavy: 3d8 (crit: 19-20 x2).

Note the critical aspect is invented by myself, since star-wars don't use that system.
 


Lightsabers: Start at 2d8, Crit on 19-20. Jedi classes can increase the amount of damage you do with them.

Blasters: Way too many to name. The standard pistols, however, are:

Blaster, Holdout: 3d4; 20; Range Increment: 4m; Stun DC: 10
Blaster, Sporting: 3d4; 20; Range Increment: 8m; Stun DC: 12
Blaster Pistol: 3d6; 20; Range Increment: 10m; Stun DC: 15; Multifire
Blaster, Heavy: 3d8; 20; Range Increment: 8m; Stun DC: 18; Multifire

Note that in d20 Star Wars, a critical hit doesn't do extra damage. Instead, it goes right to your wound points (each character having WP = Con score). Normal hits do damage to your Vitality Points (equivalent to D&D's hit points).
 

:D Thanks for the info. That covers some basics for me. The rest I assume is just common sense and knowledge of the stories.

i.e: Battle cruiser vs. cog. no rolling needed there.


Although I'm a little hazy on multifire. Besides the obvious, how would you implement that into a combat round?
 
Last edited:

Tarangil said:
Although I'm a little hazy on multifire. Besides the obvious, how would you implement that into a combat round?

Ah! Sorry. Multifire basically lets anyone use the Rapid Shot feat for free, but at an increased penalty (-4 on every attack). It can be combined with Rapid Shot for two extra attacks per round (-6 on every attack).

Autofire is like multifire, but gives two extra attacks at a -6 penalty.*

Multifire is what handguns and rifles have; autofire is what machine guns have.

d20 Star Wars flips into D&D - and vice versa - pretty easily. :D


* Par example:

Bob the 2nd-level Soldier has an ranged attack modifer of +6 with his heavy blaster [HB] (M) or his light repeating blaster rifle [LRBR] (M / A).

On Bob's turn, he can make a single attack at +6 with either weapon.

If he wants to, he can set his heavy blaster or his LRBR to Multifire mode (a free action), and gain one additional attack in a Full Attack action. Multifire has a -4 penalty, so his two attacks are at +2 / +2.

If he wants to, he can set his LRBR to Autofire mode (a free action), and gain two addtional attacks in a Full Attack action. Autofire has a -6 penalty, so his three attacks are at +0 / +0 / +0.

Let's say Bob takes Rapid Shot as one of his feats. Then, with either of his weapons, he can make two attacks in a Full Attack action at +4 / +4.

He could then, additionally, set either weapon to Multifire mode (as a free action) and gain another attack. Multifire has a -4 penalty, so his three attacks are now at +0 / +0 / +0. Basically, through the expenditure of a feat, Bob's made it so that he can make most weapons into machine guns. :)

Finally, Bob can set his LRBR to Autofire, gaining two additional attacks with a -6 penalty, and get a total of 4 attacks at -2 / -2 / -2 / -2.

There's one additional feat called Multishot, which reduces the penalty for using a weapon's Multifire or Autofire setting by 2. This feat allows you to put quite a bit of blasterfire into the air.

The good thing about Rapid Shot and Multishot is that they work not only with personal weapons, but with vehicle and starship weapons, as well.
 

Nice summary, Patryn. A couple of notes:

- Some weapons can *only* be fired in Multifire / Autofire mode (i.e., there's no way to shoot a single shot with them). IIRC, the LRBR is one of them. If you're armed with such a weapon, you can *only* attack with a full attack action.

- While Rapid Shot works just fine with vehicle / starship weapons, Multishot only provides an effect if that weapon has a multifire / autofire option (I've seen it on speeder-based weapons, but I don't think I've ever seen it on a starship weapon.)
 

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