Star Wars Unisystem
STARSHIPS
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.
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 |
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
This one will have the game mechanics to build and improve starships in the Unisystem.
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.
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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