Star Wars Unisystem

STARSHIPS

RULES
ASTROGATION
COMBAT
CONSTRUCTION
STATS

 

RULES

     This section explains certain terms used in the descriptions and introduces the Scale and Size Tables.

Scale Table
     In the earlier version of these rules, I imported WEG's Scale Table to account for the difference in size and power of the many SW vehicles and shops. It worked fine in my games, but after two years seeing other Unisystem products being published, I realized I could just factor the differences in the stats themselves. Instead of applying a multiplier or a divisor to the result of a roll, I just inserted them into the formula, from Character to Capital. So, Character-scale values remain the same, while Speeder ones have been multiplied by 2, Walker values have been multiplied by 5, and Starfighter and Capital values have been multiplied by 10. Don't forget that damage done to characters is multiplied by 2 after AV is taken into account.

     If you still want the older version, with the table, you can find them here.

 

Size Table
   
The Size Table is an attempt to translate the size differences between ships into modifiers to the attack roll. Find the ship's length (or its greatest dimension) in the table and look up its Size in the first column. Starfighters are always Size 2. Space Transports start at 2 and go up from there. Capital Ships can be as small as Size 3, but are usually larger, reaching Size 12+. Size differences divided by two and rounded down are the modifiers (positive or negative) that ships have when firing at each other. For example: An Imperial Star Destroyer (Size 12) has a tough time shooting at those pesky little fighters (Size 2). Imperial gunners have a -5 penalty, but the fighters pilots have +5 ([12-2]/2 = 5).

     Some Capital Ships carry Starfighter Scale weapons. These weapons are installed to provide protection from fighter attacks, since the large turbolaser batteries, designed to fire at large, slow capital ships, have great difficulty hitting small, fast fighters (like in the example above). When firing with these Starfighter Scale weapons, a Capital Ship should be considered as a Size 2 ship for calculating Size difference penalties and bonuses.

Size
Length
1
1 – 5 m
2
6 – 50 m
3
51 – 99 m
4
100 – 149 m
5
150 – 299 m
6
300 – 399 m
7
400 – 599 m
8
600 – 699 m
9
700 – 799 m
10
800 – 999 m
11
1,000 – 1,499 m
12
1,500 – 1,999 m
13
2,000 – 2,999 m
14
3,000 – 3,999 m
15
4,000 – 4,999 m
16
5,000 – 5,999 m

Note: This table is part of the larger Starship Size Table found in the free e-sourcebook Spacedock: The Advanced Starship Combat and Construction Manual, written by Steven S. Long for Last Unicorn Games' Star Trek: The Next Generation Role-Playing Game. This e-sourcebook was published and freely distributed by the TrekRPG.net site, but they seem to have gone offline.

 

Terminology

     Below you will find a list of the terms used in the ship descriptions. The ones described here are the ones specific to the Unisystem. Others, like Hyperdrive and Consumables, have the exact same meaning as in other systems.


ASTROGATION

     This section complements the Astrogation skill in the Characters section. These modifiers should be taken into account when making an Astrogation Task. Plotting a course takes 12 Turns and an Astrogation Task.
     The percentual modifiers for travel time should cancel each other directly. Unless you really want to calculate everything, just assume that increases and decreases will cancel each other. For example: if the characters choose an infrequently traveled route, which add 50% to travel time, but get 3 Success Levels, earning a 25% reduction, assume that the trip takes 25% more time.

Task Modifiers

ROUTES
Major, well-traveled routes are safer and allow greater speeds; they are also well-patroled, however. Rebels tend to stick to infrequently and, to a lesser extent, routes that haven't been used in years.

Routes

Modifiers

Time modifier

Hazard Modifier

Major Trade Route

+5

-2

Commonly traveled route

+3

+10%

-1

Lightly traveled route

+1

+25%

0

Infrequently traveled route

-1

+50%

+1

Route not traveled in several years

-3

+100%

+2

Never traveled route before

-6

+150%

+3

 

HAZARD ROLL
Even the best mapped hyperspace route will have some kind of unknown navigational hazard once in a while. Eveytime a course is plotted, the Chronicler should roll a D10 and subtract 5, the resulting number is the penalty to the Astrogation Task. This roll is modified by the Hazard Modifier in the Route Table.

Roll

Modifier

1- 5

0

6

-1

7

-2

8

-3

9

-4

10

-5

 

SITUATIONAL

Situation

Modifier

Reduce calculation time

-1/Turn

No nav computer or astromech used

-8

Each 10% of total time added to trip

+1

Each 10% of total time saved on trip

-1

Hyperdrive lightly damaged

-3

Hyperdrive heavily damaged

-5

 

HYPERSPACE TRAVEL TIME

Astrogation Task

Time Modifier

Failure by 3 or more

No jump occurs

Failure by 1 or 2

Jump occurs, add 10% of total time, check for mishap

Success Level 1

Jump occurs, no time modifier

Success Levels 2

Jump occurs, subtract 10% of travel time*

Success Levels 3

Jump occurs, subtract 25% of travel time*

Success Levels 4+

Jump occurs, subtract 50% of travel time*

No nav computer

Add 100% of total time

* Minimum 1-hour journey

 

BASE TRAVEL TIME (HOURS)
This table was taken from the d20 book and represents general travel times between the different regions. The D6 version has a table with specific travel times between some of the planets featured in the moovies and the books. I chose this one because it allows more flexibility for adventures with new planets and locations, those created by the Chronicler.

From/To

Deep Core

Core

Colonies

Inner Rim

Expansion

Mid Rim

Outer Rim

Wild

Unknown

Deep Core

12

18

24

48

72

96

120

144

168

Core

24

6

24

36

60

84

96

120

144

Colonies

48

24

12

24

48

72

96

120

96

Inner Rim

72

36

24

18

24

48

72

96

72

Expansion

96

60

48

24

24

24

48

72

96

Mid Rim

120

84

72

48

24

36

24

48

72

Outer Rim

144

96

96

72

48

24

48

24

60

Wild

168

120

120

96

72

48

24

12

120

Unknown

192

144

96

72

60

72

96

120

48

 

MISHAP
If the Astrogation Task indicates a Mishap, roll a D10 and check this table.

Roll

Event

Effect

1

Hyperdrive Cut-out and Damaged

Mechanics Task

2-3

Radiation Fluctuation

+/-D6 x D6 (9) hours

4-5

Hyperdrive Cut-out

Recalculate new course

6-7

Off-course

Recalculate new course

8-9

Mynocks

Increase trip duration by D6 days

10

Collision

Abandon ship

 


COMBAT

     This section will have some optional rules to increase the complexity of the starship combat.

Maneuvers

 

Sensors/Communications

     This section handles possible actions and other systems which involve a starship's sensor suite and communications system.

 

Damage


     Every time a ship is damaged (not just hit), it can make a Toughness doubled roll. The vessel regains 50 damage points (100 for capital ships) per Success Level as secondary systems come on line to replace damaged ones. Only one roll per new hit is allowed, and each subsequent Toughness roll is at a -2 cummulative penalty. Given spare parts and a competent mechanic, anything short of heavy damage can be repaired quickly, at the rate of 100 points per Success Level in a Mechanic + Intelligence roll (one roll per 20 minutes). If the system is out, it takes much longer to repair; a Mechanic + Intelligence -2 roll recovers damage as above (1 roll per hour). Totally destroyed parts must be replaced.   

     To find out which system has been hit, roll a D10 and consult the table below whenever damage to the ship has not been neutralized by the secondary systems coming on-line. Three hits are enough to knock out any system. A fourth hit will destroy it, regardless of teh amount of damage. The first hit will impose a -3 pemalty to the system, the second one will increase it to -5 and the third one will deactivate it. The damage penalties cannot bring a system's performance to below zero, so Accuracy and Handling won't drop to negative values. Weapons will have their Accuracy affected first, but after the third hit they won't be able to fire. If the ship has more than one weapon, the GM should assign the damage randomly.

Roll
System
1
Handling
2
Weapons
3
Shields
4
Engines
5
Sensors
6
Hyperdrive
7
Life Support
8
Communications
9-10
Superstructure

 

Weapon Types

 


CONSTRUCTION

     This one will have the game mechanics to build and improve starships in the Unisystem.


STATS

     The ship stats were divided in three different pages: Starfighters, Space Transports and Capital Ships. These pages were further divided into three sections, one for each Era: Old Republic, Rebellion Era and New Republic.

 

STARFIGHTERS
Old Republic
Rebellion Era
New Republic

 

SPACE TRANSPORTS
Old Republic
Rebellion Era
New Republic

 

CAPITAL SHIPS
Old Republic
Rebellion Era
New Republic

 


Back to the Star Wars Unisystem Page

 

Well, enjoy it! And if you want, you can drop me a line at fred@planetfred.net or leave a comment at the PatchComm.

 

Last Update: 27-Feb-04

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