Star Wars Unisystem

VEHICLES

RULES
SPEEDERS
WALKERS

 

RULES

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

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 so on. 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.

Terms

     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.

Damage
     Every time a vehicle is damaged (not just hit), it can make a Toughness doubled roll. The vehicle regains 10 damage points (20 for walkers) 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 20 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 the 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 vehicle has more than one weapon, the GM should assign the damage randomly.

Roll
System
1-2
Handling
3-4
Weapons
5-6
Engines
7
Communications
8-10
Superstructure

SPEEDERS

INCOM T-47
REBEL COMBAT SNOWSPEEDER
UBRIKKIAN 9000 Z004
IKAS-ADNO NIGHTFALCON

 

INCOM T-47 AIRSPEEDER

Craft: Incom T-47 (civilian)
Type:
Airspeeder
Cost:
10,000 credits (used only)
Scale:
Speeder
Crew:
1
Passengers:
1
Cargo Capacity:
10 kg; 25 cubic centimeters
Speed:
180; 650 kmh
Handling:
3
Toughness:
2
Hull:
10/40
Altitude Range:
Ground Level — 250 meters
Weapons:
None

 

REBEL ALLIANCE COMBAT SNOWSPEEDER

Craft: Modified Incom T-47 (custom frame and powerplant)
Type:
Modified combat airspeeder
Cost:
50,000 credits (used only)
Scale:
Speeder
Crew:
1 or 2 (can combine)
Passengers:
0
Cargo Capacity:
10 kg; 25 cubic centimeters
Speed:
277; 1000 kmh (note: adapted speeders in their specific environment can move at 332; 1200kmh, but can only move at 224; 800 kmh outside of that environment).
Handling:
3
Toughness:
3
Hull:
10/60
Altitude Range:
Ground Level — 250 meters
Weapons:

Double Laser Cannon (fire-linked)

Power Harpoon

UBRIKKIAN 9000 Z004

Craft: Ubrikkian 9000 Z004
Type:
Sport Speeder
Cost:
15,000 credits (new)
Scale:
Speeder
Crew:
1
Passengers:
1
Cargo Capacity:
30 kg; 75 cubic centimeters
Speed:
83; 300 kmh
Toughness:
1
Handling:
2
Hull: 10/32
Altitude Range:
Ground Level — 1.5 meters; cannot exceed altitude range
Weapons:
None

 

IKAS-ADNO NIGHTFALCON

Craft: Ikas-Adno 22-B Nightfalcon
Type:
Speeder Bike
Cost:
6,250 credits (new)
Scale:
Speeder
Crew:
1
Passengers:
1
Cargo Capacity:
4 kg
Speed:
127; 460 kmh
Handling:
3
Toughness:
1
Hull: 10/32
Altitude Range:
Ground Level — 20 meters
Weapon:

One Laser Cannon


WALKERS

AT-AT
AT-ST

 

ALL-TERRAIN ARMORED TRANSPORT (AT-AT)

Craft: Imperial All-Terrain Armored Transport (AT-AT)
Type:
Assault Walker
Cost:
Not available for sale
Scale:
Walker
Crew:
3
Passengers:
40 (troops) or two AT-STs
Cargo Capacity:
(Additional passengers) 1 metric ton
Speed:
16; 60 kmh
Handling:
0
Toughness:
6
Hull: 75/600
Weapon:

Twin Heavy Laser Cannons (fire-linked)

Twin Medium Blasters (fire-linked)

Note: The AT-AT walker’s head is mounted on a pivoting neck. Which can turn to face the left, front and right fire arcs. An AT-AT may move its head one fire arc per Turn (from left to front, right to front, front to right or front to left.

 

ALL-TERRAIN SCOUT TRANSPORT (AT-ST)

Craft: Imperial All-Terrain Scout Transport (AT-ST)
Type:
Scout Walker
Cost:
Not available for sale
Scale:
Walker
Crew:
2
Passengers:
0
Cargo Capacity:
200 kg
Speed:
25; 90 kmh
Handling:
1
Toughness:
3
Hull: 25/300
Weapon:

Twin Blaster Cannon

Twin Light Blaster Cannon

Concussion Grenade Launcher


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Last Update: 5-Mar-04

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