Star wars®
lemuria edition What is this?
This document provides a quick but hopefully usable and nottoo-broken adaptation of the rules from the game Barbarians of Lemuria: Mythic Edition to the setting of the Star Wars universe. Star Wars doesn’t require much description, since it’s so firmly ingrained in our cultural mindset. There won’t be any setting description, history, or any of that stuff. Also, there won’t be any particular new “twists” on the setting (like, “you know, the Jedi were secretly evil” or “actually, all the Ewoks died in the Endor Holocaust”). We’ll pretty much go with the movies, some of the video games, and whatever else works. If you like it, feel free to figure out how to incorporate it. disclaimers
Star Wars and all logos, characters, artwork, names, information, and other elements associated thereto is the sole and exclusive property of Lucasfilm Ltd. Barbarians of Lemuria is © Simon Washbourne
Barbarians of Lemuria Barbarians of Lemuria is a fabulous sword-and-sorcery RPG written by Simon Washbourne. Its quick, intuitive, and relies heavily on its simplicity to bring out the pulpy feel of the genre. Because of that, it works for a lot of other genres and takes only a few hours, maybe, to adapt to new settings and ideas. Seriously. Go get the game. It’s worth it. This document does not reproduce the rules of Barbarians of Lemuria. Instead, it assumes you have (or can at least read through) a copy of that game, and instead provides a brief outline of what is different.
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Difficulty: The Jedi Jedi are a tricky element in an RPG designed to allow a group of players to have a good time together. The depiction of jedi varies from movie to movie, showing them as anything from superhuman warrior priests to wise but ancient mentors to brash young hotheads better at getting into trouble than out of it. The rules in this adaptation attempt to balance the abilities of the Jedi against what a non-Jedi character can do. There are some situations, of course, where a Jedi is probably simply going to be better than a “mundane,” but that is probably just the way this goes.
Characters Character creation remains almost entirely the same. There are a few points where things change, most notably in the creation of a character who is a member of the Jedi Order.
Attributes and Combat Abilities Character Attributes and Abilities remain the same as in the basic version of Barbarians of Lemuria.
Derived Traits Lifeblood is renamed to Health, but is otherwise the same. Hero Points are renamed to Destiny Points, and are allocated similarly to Hero Points, with the following exceptions: 1. Non-Jedi Characters receive 4 Destiny Points (5 if they take the boon Better Lucky Than Good). 2. Jedi characters start with 2 Destiny Points. Destiny Points can be traded in during character creation to purchase additional boons. Each additional boon costs 1 Destiny Point. force points
Jedi have a new resource, Force Points, making up for their reduced Destiny Point allowance. Force Points are used to fuel the abilities of Jedi characters (more on that later).
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A Jedi character’s starting Force Points are equal to 2 + his or her rank in the Jedi career (plus an additional point if they take the Strong With the Force boon).
Advancement Advancement follows the normal Barbarians of Lemuria rules advancement points (usually 2 - 3 per adventure) can be used for the usual improvements. In addition, you can spend advancement points to do the following: Gain 1 Force Point (cost: 2AP) Reduce Dark Side Count by 1 (cost: 2AP)
Careers Characters select starting careers in the same fashion as they do in standard Barbarians of Lemuria. The careers available to a character are as follows: Colonist/Civilian Medic/Physician/Healer Diplomat/Negotiator Noble/Aristocrat Soldier/Warrior/Trooper Mercenary/Bounty Hunter/Hired Gun Officer/Commander/Leader Pilot/Spacer Explorer/Scout/Ranger Fighter/Gladiator/Thug Smuggler/Criminal/Thief Fixer Slicer/Hacker Spy/Saboteur Hermit Slaver Technician/Scientist Scholar/Academic/Student
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Primitive/Barbarian Performer/Musician/Dancer Farmer/Peasant/Laborer Slave/Thrall/Prisoner Merchant/Trader/Shopowner Duster/Drifter/Vagabond Jedi*
The Jedi Career If you wish your character to be a jedi, you must select the Jedi career. However, you must also make this the final career of your starting career selections—everything you’ve done led up to the point that you became an apprentice. pros to selecting the jedi career
You’re a goddamn jedi. Lightsabers, the Force, giant leaps, throwing things with your mind. cons to selecting the jedi career
Jedi training requires total commitment. Once you select the Jedi career, if you choose to spend Advancement Points on careers, you must spend them on your Jedi career. (you can, however, spend advancement points on any other non-Career items as usual).
Abandoning the Jedi Way There is one exception to the requirement to advance only as a Jedi--you can choose to abandon the Jedi Path. To do so, you must select (or improve, if you already have it) the Hermit career, and withdraw from the world and sever your bond with the Force. Your Jedi career becomes Former Jedi, and you can no longer use Force Points (you will, however, lose any dark side points you had). After abandoning the Jedi Path, you can assume new careers as normal (and of course you’ll still be able to use the Former Jedi career for things like etiquette, information checks, and whatnot).
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Jedi Ranks Although there’s no particular game effect beyond having a high rank in the Jedi Career, the ranks in the career correspond roughly to the level within the order, as follows: jedi career rank
jedi order rank
0–2 3-4 5+
Padawan Knight Master
Jedi-specific Flaws Jedi Characters may gain flaws based on the Era in which play occurs. This flaw does not grant any Destiny Points or bonuses. Old Republic, Clone Wars: Master and Learner or Chain of Command Galactic Empire: Hunted Rebellion: Untrustworthy
The Force The basic method by which a jedi accesses and uses the force is by the expenditure of Force Points. Force Points are spent to “switch on,” so to speak, Jedi abilities, or to let the Jedi gain an advantage for a Task Roll.
Spending Force Points There are two ways to spend Force Points (FP) 1. Spend 1 FP to gain a bonus die on your next roll (that is, to roll 3d6 and keep the two highest dice). 2. Spend 1 FP to activate a specific Jedi ability. restrictions on force point use
A jedi is limited in his her ability to use the force based on training and innate ability. Thus, when spending force points, in any given round a Jedi is limited to spending no more than the higher of their Mind or Jedi rank.
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Example: Astor Kan has Mind 2 and Jedi 1, and can therefore spend up to 2 force points in a given round. Optional Rule: relying on will alone is riskier than relying on training. If the higher threshold for the character is Mind, and a character spends enough force points to meet that threshold, a calamitous failure on the roll adds 1 to their Dark Side Count.
Regaining Force Points During combat, force points regenerate at the following rate: jedi career rank
jedi order rank
regeneration rate
0–2 3-4 5+
Padawan Knight Master
1 / round 2 / round 3 / round
It is possible to exhaust one’s ability to use the Force, but as skill increases, it becomes much harder to do so. Finally, at the end of any scene or combat encounter, Force Points refresh fully.
The Dark Side One of the keys to the Star Wars universe is the conflict between the so-called Light and Dark sides of the Force. The Light Side was about harmony, flow, and calm (though it certainly could be used to commit incredibly violent acts). The Dark Side, by contrast, was Force use controlled and powered by anger, fear, mistrust, and often desperation. It appealed to the basest instincts in the Force user, but it also thrilled them with power. A second key element in the setting is that though the Light and Dark side can do the same things, it was much harder to master the Force while retaining the calm wisdom that the light side required. The Dark Side, on the other hand, was powerful, quick, easy, and very seductive. The following rules hope to capture a little of that, without bogging things down too much.
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calling on the dark side
A jedi character can give in to the darker instincts of hate, fear, or rage and call on the Dark Side of the force to do the following: 1. Roll 4d6 and keep the two highest dice on their next Task Roll. 2. Activate a Force Ability, including Force Choke or Force Lightning. A Jedi need not spend any Force Points or any other type of resource to call on the dark side. The Dark Side of the Force is always there and ready.
Dark Side Count However, just because one can call on the Dark Side without spending Force Points, that doesn’t mean it’s free. Whenever a jedi character uses the Dark Side, his or her Dark Side Count increases by 1. The Dark Side count does not represent a new pool of resources to use -- rather, it is simply a tally of how many times the jedi allowed wrath, fear, hatred, or despair to drive their use of the Force. Also, based on negotiating with the GM, it might be possible to gain Dark Side Count without actually calling on the dark side, based on how you use your force abilities. If you do evil acts, even with ostensibly “light side” abilities, don’t expect to get away with them. reducing dark side count
It is possible, though not easy, to reduce your dark side point total. There are two ways to do this: 1. During Advancement, you must tell the tale of the quest you undertook to purify yourself and atone for the evil you may have done. Then, you can spend 2 Advancement points for every Dark Side point you wish to remove. 2. Sever your connection with the Force, by permanently abandoning the Jedi path. This will not make people forget
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acts that you performed, but you will no longer be in danger of completely subsuming your will to the Dark Side. falling to the dark side
The more a character uses the Dark Side, the more likely they are to become Fallen Jedi. Once a character’s Dark Side Count equals double their combined Mind + Jedi ranks, they have fallen completely to the dark side, and are no longer viable player characters. Retire the character (or hand it over to the GM as a great new villain).
Force Abilities The Star Wars movies and games demonstrate some iconic “jedi abilities” that many people think of when they hear the term “jedi.” This list captures some of them. A Jedi character may choose, at character creation, one force ability from the list below, plus one additional for every rank they have in the Jedi career. Lightsaber Defense: you completely negate one ranged attack (plus one per Jedi rank) made against you or an ally within 5 feet of you. Force Push: you hurl one opponent, or 3 rabble per Jedi Rank, 10’ feet backward and knock them down. Force Speed: your speed and reflexes increase. Double all movement distances this turn. Sense Life: you can detect living creatures nearby, including how many and rough positions Premonition: you gain a limited sense of an upcoming event Telepathy: you can communicate a very brief call to an ally, unless they are Force Blind Call Object: you can summon to your hand an object such as a weapon or other item that you could reasonably carry in one hand, although you do not have to actually catch and hold it. Telekinesis: you can throw an unmoored object within twenty feet of you a distance of up to twenty feet in any
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direction. If the object is moored, you must spend one turn to rip it free before you can throw it. Mind Trick: you can plant a simple suggestion in the mind of NPC rabble, which they will follow. They cannot be ordered to commit acts they find reprehensible or unacceptable. Knit Wounds: you can heal yourself 1d6/2 Health Death Stasis: if you are reduced to 0 lifeblood, you slip into a healing stasis and will heal on your own, if protected. dark side abilities
Force Choke and Force Lightning are iconic abilities. However, in this adaptation, they are explicitly linked to the Dark Side of the force. As such, any use can be done freely, but it increases the character’s Dark Side Count by 1 each time. Force Choke: cause 3 damage to a single target and halts their movement; only works on targets that need to breathe (obviously) Force lightning: inflict 3 damage on a single target, or spread it across up to 3 targets.
Species The Star Wars universe teems with alien species. It’s not possible to detail each of them here, and in any case, Barbarians of Lemuria doesn’t use extensive set of modifiers or tweaks to reflect different species. Instead, what they use is Boons and Flaws to represent the type of traits that a member of that species might have. Sometimes, a species has one common trait that would be strange for that individual not to have. For example, Wookiees are generally very, very big. It’s possible to have a small wookiee (such as a child, or runt), of course, but in general Wookiees are “of a size.” On the other side of the coin, the Kel Dor must wear special atmospheric filters to survive outside their native planet. This is a flaw, something they must deal with in some way, and something that affects every member of the species. In situations like this, the species will automatically receive boons or flaws at no cost.
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However, most of the time, the boons and flaws simply represent traits that might be found in various species, but allows for individuals to be, well, individual. new boons
Ace: you are a hotshot pilot. When flying your ship, roll a bonus die. Navigator: you have a natural ability to navigate in any medium. Whenever you must plot a course, determine the fastest route, organize a convoy route, or evade pursuit by clever navigation, roll a bonus die. Born Spacer: you are a naturally talented space crewperson. Whenever you are fighting, working, navigating, or assessing a situation while on board a starship, roll a bonus die. Eidetic: you have an exceptionally acute memory. Whenever you must tell a story, recount an experience, remember a key detail, or describe a location to someone else, roll a bonus die. Aquatic: you are at home underwater, and can either breathe or at least remain submerged for extended periods. Whenever you engage in any activity underwater, roll a bonus die. Agility Feat: you can perform feats of exception agility. Whenever you are leaping, balancing, climbing, performing sleight of hand, or otherwise using your uncanny grace, roll a bonus die. Better Lucky than Good: you gain an additional Destiny Point at character creation (replaces Marked by the Gods). new flaws
Chain of Command: you are responsible to, and perhaps responsible for, obeying and passing on orders in some sort of military or similar hierarchy. Failure to properly obey orders will subject you to disciplinary action. Language Barrier: you understand other languages well, but cannot speak them due to physiology. When trying to communicate with someone who does not understand your language, roll a penalty die.
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Force Blind: you cannot detect the Force. You cannot choose this Flaw and be a Jedi. Master and Learner: you are either apprentice to, or master to, another jedi. This relationship affects your ability to act independently without informing the other of your plans. Specific details of how this flaw affects you should be worked out with the GM. Old Enemy: your species has an old enmity with another species. When you deal with a member of that species, roll a penalty die. Hatred: you have a particular, overwhelming hate for a certain thing, person, creature, or concept. Whenever you encounter this and must deal with it without annihilating it, take a penalty die. Pungent: your species has a noticeable and distinct scent. When hiding or avoiding pursuit, or dealing with members of other species, take a penalty die. Atmo Filters: you require specialized breathing equipment to survive in atmospheres other than that of your homeworld. Loss of this equipment will cause D3 damage per round, until you either die, repair the equipment, or are put into medical stasis.
Species List Do not consider the list below a comprehensive list of alien species. If you wish to play something not on this list (Gungan, Shistavanen, whatever) go look it up on the Wookieepedia, and come up with some applicable flaws and boons. Finally, the boons and flaws listed with various species below are only suggestions, and don’t represent a fixed list from which to choose! human
Humans may choose any appropriate boon or flaw; their variation across the universe is dizzying. wookiee
Automatic: Brawler.
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Boons: Fearsome Looks, Giant Strength, Strength Feat, Jungle-Born, Trademark Weapon (bowcaster), Hard to Kill Flaws: Country Bumpkin, Distrust of Strangers, Distinctive Appearance, Language Barrier (new flaw), Old Enemy (Trandoshan) bothan
Boons: Alert, Deft Hands, Detect Deception, Friends in High / Low Places, Sneaky Flaws: Delicate, City Dweller, Greed, Poor Recovery, Untrustworthy duros
Boons: Deft Hands, Ace, Navigator, Eidetic, Born Spacer, Night Sight, Carouser Flaws: Taciturn, Greed, Hot-Headed, Obsession, Feels the Cold sullustan
Boons: Ace, Navigator, Keen Eyesight, Keen Hearing, Night Sight, Carouser Flaws: Greed, Lustful, Hot-Headed rodian
Boons: Keen Hearing, Alert, Blind Combat, Night Sight, Deft Hands, Jungle Born Flaws: Braggart, Feels the Cold, Pungent, Hot-Headed, Obsession trandoshan
Boons: Brawler, Giant Strength, Strength Feat, Thick Skin, Hard to Kill Flaws: All Thumbs, Braggart, Greed, Hot-Headed, Ugly & Brutish, Old Enemy (Wookiees), Trademark Weapon (Trandoshan Sword) mon calamari
Automatic: Artistic
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Boons: Navigator, Deft Hands, High-born Flaws: Pungent, Obsession, Hatred (Smugglers), Old Enemy (Quarren) twi’lek
Boons: Detect Deception, Friends in Low/High Places, Desert-born, Attractive, Deft Hands, Artistic Flaws: Greed, Delicate, City Dweller, Unsettling, Untrustworthy gand
Boons: Hard-to-Kill, Thick Skin, Keen Eyesight, Immunity to Poison (lungless only), Trademark Weapon (Gand Discharger) Flaws: Atmo Filter, Allergy (Alcohol), Unsettling, Taciturn ewok
Boons: Strength Feat, Forest-born, Keen Hearing, Keen Scent, Sneaky Flaws: Country Bumpkin, All Thumbs, Cravings, Distinctive Appearance, Force Blind kel dor
Automatic: Atmo Filter Boons: Deft Hands, Blind Fighter, Learned, Highly Agile Flaws: Delicate, Ugly, Poor Eyesight, Poor Recovery
Droids Droid characters are likely to be rare, but there are some iconic droids in the universe and it might be fun to play one. Droids follow the same basic setup as other characters, with the following assumptions and rules: 1. Droids have a basic set of manipulators with which to interact with the world (hands, claws, etc.) 2. Droids’ Appeal attribute is permanently set at 0, and they have 3 points to distribute over their other Attributes. 3. Droid are automatically Force Blind, and cannot be jedi. 4. Droid characters start with 2 Destiny Points.
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5. Droids must choose one of the following Types as their first career: Astromech, Protocol, Medical, Battle, Assassin, Scout, or Labor. After that, droids may choose any appropriate career as usual.
Gear Rules for gear follow the general approach of Barbarians of Lemuria: weapons are categorized by broad type (light, medium, heavy, etc.), armor likewise, and otherwise a character should simply have the appropriate gear for their character concept. Damage values for weaponry are as follows: 2D6: Roll 2d6 2D6L: roll 2d6, and keep the lowest die 3D6M: roll 3d6, and keep the middle die 2D6H: roll 2d6, and keep the highest die
Melee Weapons Melee weaponry uses the standard Barbarians of Lemuria rules. Example weapons for each category are shown below: Light Melee (2D6L+Str): vibroknife, stun baton, club Medium Melee (3D6M+Str): vibrosword, Trandoshan sword, quarterstaff Heavy Melee (2D6H+Str): force pike, greatspear lightsabers
The lightsaber is a special situation. Roll 2d6H for the lightsaber, but do not add strength to the damage inflicted. Additionally, when fighting multiple rabble opponents in close quarters, if you deal more damage to one enemy’s Health value, the excess is applied to the next nearest rabble opponent.
Ranged Weapons Light Ranged (2D6L): sporting blaster, hold-out blaster, ion pistol Medium Ranged (3D6M): blaster pistol, slug pistol, disruptor pistol
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Heavy Ranged (2D6H): blaster rifle, concussion rifle, cycle rifle
Armor Light Armor (D3-1/1): flak vest, jacket Medium Armor (D6-2/2): stormtrooper armor, heavy vest Heavy Armor (D6-2/3): Mandalorian armor, ARC trooper armor
Starships Starships are a core element of the Star Wars universe, and need to play a similar key role in this adaptation. However, it’s important to remember that starships shouldn’t dominate the game at the expense of the characters. Most character parties will probably have a ship that they share (like an old tramp freighter, for instance...) or seek travel aboard other trips. Groups that are pilot-heavy may all have their own ships, and of course it’s possible that a military-focused game will have the entire group be starfighter pilots.
Star Travel Travel in Star Wars movies and other fiction is usually done at “speed of plot,” whereby the actual process of travel just happens, and happens when it’s necessary. For the most part, this is the best way to handle travel among known systems, or when the heroes have access to certain hyperspace navigation charts. However, if traveling the stars is a significant component of an adventure, or if a player makes navigation, star travel, or exploring the unknown a big part of their character concept (which should be rewarded!), the following simple rules can help.
Navigating Navigation of the galaxy is easier the closer, or more wellknown, a region is, and becomes harder the further from the core one becomes. Typically, star travel will occur from system to system, jumping from one planetary system to another,
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rather than jumping aimlessly into deep space. When a course needs to be plotted, it makes a difference whether you’re in known or unknown space.
Known Space Typically, little needs to be done here: ship computers and astrogation routines can handle known-space jumps without intervention, and if you simply need to travel from one place to another, you can program a destination and let the ship sort it out. The GM (with the help of the ample resources on the web!) can determine some base amount of travel time for known-space flight. If the heroes wish to reduce the time, one of them may make a navigation task roll, rolling 2d6 + Mind + Navigator rank, if any. Failure: add 50% to the jump time due to some trivial error Success: reduce the time to 75% of the base Mighty Success: halves the time for this trip Legendary Success: like a Mighty Success, and future travel on that route is also halved. If the hero wishes, the route can be named after them and logged in the galactic star charts as well. In Known Space exploration, calamitous failures are simply failures -- the computer default is always good enough.
Unexplored Space Unknown space, on the other hand, is a totally different matter. In the deep dark, astrogation computers know very little, and can’t be relied upon to save a mis-aimed jump or prevent you from ending up in deep, empty space, thousands of light years from where you intended to be. Navigating unknown space is the job of the scouts, navigators, and born spacers in the crew. Like in known space, when plotting a course “by hand,” the hero (or heroes) make a Task Roll of 2d6 + Mind + appropriate career. Calamitous Failure: you experience a Jump Calamity. You can come up with your own major problem, roll on the table
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below, or just use it for inspiration. Regardless, things change for the worse! Failure: you make the hyperspace jump, but do not arrive at your intended location. You may arrive in empty space, or at a new unknown place. You’ll need to re-assess and jump again. Success: you make the hyperspace jump and arrive at the destination you intended. It takes about as long as you expected, based on your calculations. Mighty Success: you make the jump, and arrive earlier than expected! Legendary Success: you make the jump, arriving much faster than expected, and gain a +1 bonus to your next navigation roll. example jump calamities d6 roll
1
2 3 4
5
6
calamity
Grav Bounce: your ship is deflected by an unanticipated gravity well and ends up in the wrong place Hyperdrive Damaged: you must repair your drive before you can jump again Temporal Anomaly: you travel through time (and maybe space). Dangerous Arrival Point: you jump into the middle of an asteroid field, ion storm, solar eruption, or similar event Serious Ship Damage: hyperdrive stresses cause major damage to your ship’s hull or systems Thoroughly Lost: you are in completely unknown space and your jump log is wiped or unreadable, so you cannot retrace your steps
avoiding calamity
Of course, you’ll take every precaution you can before randomly jabbing at the ship computer and yelling “GO!” During your
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adventures it’s likely you’ll come across salty old spacers with interesting (albeit vague) tales of lost star systems, mysterious holocrons with half-readable course data, ancient star charts, and legends, rumors, and myths that circulate wherever space travelers gather. This kind of data can help you make jumps into the unknown. Although the GM has final say, having information such as ancient charts, ship tracking data, or even putting together the pieces of multiple half-remembered stories can be worth anywhere from +1 to +3 to a single navigation roll. stranding and distress beacons
If you become stranded—your hyperdrive broken, power systems nonfunctional, etc.—you can activate a distress beacon, which is standard equipment on all ships. Distress beacons can be picked up by any ship, and it is not always a friend who will find you, but it may be your last chance to survive a bad jump or in-flight disaster. How long it takes for a potential rescuer to locate you depends on how far out of known space (or frequently used trade lanes) you are. If you’re exploring the deeps, you could be waiting a very, very long time.
Starship Combat Starship combat is similar to personal combat, but does have some modifications. range and position
In aerial (or aerospace) combat, range, energy, speed, and position are all crucial elements. In Star Wars...not so much. Starfighter combat is generally a whirling, close-in, “knife fight”range furball of ships, explosions, blasters, and near misses. To keep things fast (and to avoid overcomplication) the combat system will be largely the same as it is in personal combat, although the specific capabilities of a ship add a few little twists and tricks to the process.
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priority roll and advantage
The Priority Roll in Starship combat determines the order of action and what modifiers are in effect for the various participants in the combat. 1. Hero pilots make a Priority Roll, rolling 2d6 + Agility + Maneuver Points (if they wish to spend them). 2. The result of all rolls are compared, and the order of action is determined as usual (remember, NPCs do not roll, but are interleaved into the order of actions based on the results of the heroes’ rolls).
Attack and Maneuver Once the order of actions is determined, combat task rolls are made to execute attacks against opponents. advantage and disadvantage
Once combat order is decided, the GM and players can calculate modifiers based on the relative advantage and disadvantage each combatant has. In other words, a ship that acts earlier in the combat order has advantage over all ships acting later, and by the same token a ship acting later in the combat order is disadvantage compared to ships acting earlier. The distance between two ships in the combat order equals the modifier (either positive or negative) applied to their action for that turn. Example: Red 5 (an X-Wing) acts two turns before Gamma-4 (a TIE Interceptor). If Red 5 attacks Gamma-4, the pilot may add +2 to their attack roll. Conversely, since their position is worse, the pilot of Gamma-4 would have to take a -2 penalty if he or she attacked Red 5, unless maneuver points
Every ship has a trait called Maneuver, which represents in an abstract sense its speed, agility, and ability to make quick course corrections or evasive actions. Maneuver is a resource that can be spent by the pilot to do the following:
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Reduce Penalties/Increase Bonuses: pilots can spend maneuver to increase the bonus modifier due to advantage, or decrease penalties due to disadvantage. Evasive Action: attempt to reduce damage from an imminent attack, spending 1 Maneuver Point for every point of damage you hope to deflect. You must spend these point prior to the attack roll being made. Break Contact: hit the throttles and force a new priority roll. In any case above, other pilots may spend maneuver points to try to negate changes. Of course, spending them now means they won’t be there later, but often the first person to act decisively takes the field.
Resolving Ship Attacks Ships have weaponry which is outlined in their descriptions, and attacking with those weapons is a normal Task Roll of 2d6+Agility+modifiers for starfighters (or 2d6+Mind+modifiers for crewed weapon stations).
Ship Attributes Every ship has the following attributes: Crew: the number of people who can occupy the ship at operational stations (this does not include passengers) Shields: the amount of damage absorbed by the ships shields, and the recharge rate of the shields (indicated in parenthesis) Hull: the amount of damage the hull can take before being breached Systems: the amount of damage individual flight systems (such as life support, weapons, shields, etc.) can take before shutting down. Generally represents how rugged ship systems are. Maneuver: the ship’s maneuverability, represented by both its standard Maneuver Points, and the recharge rate of those points (in parenthesis) Weaponry: primary and secondary weapons are indicated here
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Special: any special capabilities, modules, or traits the ship possesses.
Example Ships Some iconic ships from Star Wars are presented below snowspeeder: Crew 2, Shield 0, Hull 6, Systems 3, Maneuver 2(1), Armament: Light Laser D6 / Tailgun D6, Special: Grapple, Atmospheric Only x-wing: Crew 1, Shields 2(1), Hull 5, Systems 2, Maneuver 3(2), Armament: Quad Blaster 2d6H, Proton Torpedo x2, Special: Hyperdrive z-95: Crew 1, Shields 1(1), Hull 4, System 3, Maneuver 3(1), Armament: Twin Blaster D6, Proton Torpedo x2 a-wing: Crew 1, Shields 1(1), Hull 4, Systems 2, Maneuver 5(2), Armament Twin Blaster D6, Concussion Missile x2, Special: Hyperdrive y-wing: Crew 2, Shields 2(1), Hull 5, Systems 3, Maneuver 2(1), Armament: Ion Cannon, Heavy Torpedo x2, Special: Hyperdrive, Grapple tie fighter: Crew 1, Shield 0, Hull 4, System 3, Maneuver 4(2), Armament: Twin Blaster D6 tie interceptor: Crew 1, Shields 0, Hull 4, Systems 3, Maneuver 5(3), Armament: Quad Blaster 2d6H tie bomber: Crew 1, Shields 0, Hull 5, Systems 3, Maneuver 3(2), Armament: Twin Blaster D6, Grav Bomb x6 b-wing: Crew 1, Shields 3(2), Hull 6, Systems 2, Maneuver 2(2), Armament: Quadlink Blasters 2d6H, Proton Torpedo x4 / Shipkillers x4, Special: Hyperdrive assault shuttle: Crew 2, Shields 3(2), Hull 6, Systems 4, Maneuver 2(1), Armament: Twin Blasters D6, Ion Bombs x4, Special: Hull Cutter, Boarding Team yt-1300: Crew 3, Shields 3(1), Hull 10, Systems 4, Maneuver 2(1), Armament: Quad Cannon 2D6H, Special: Cargo Transport, Smuggler Ship, Passenger Transport
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tyderian shuttle: Crew 3, Shields 3(1), Hull 5, Systems 3, Maneuver 2(1), Armament: Ion Cannon, Special: Passenger Transport, Cargo Transport
rabble squadrons
Ships can also be rabble. In general, any type of starfighter can qualify as rabble, simply based on what the GM needs. To convert any of the starfighters above to a Rabble Squadron, do the following: 1. Reduce Hull to 3. 2. Reduce Shields (if any) to 1. 3. Reduce Maneuver by 1 (to a minimum of 1). Rabble Squadron maneuver does not regenerate. 4. Set the damage of their weapon systems to D6 for heavy starfighters, and D3 for light fighters. a word on capital ships
Fighting against capital ships is a “sometimes” feature of the setting. In the event a group of small ships challenges a large one, the capital ship itself can be modeled as a collection of smaller ships, each with its own statblock reflecting that “modules” qualities. Thus, a gun battery might have very heavy weaponry, while the shield area would be well-defended but perhaps not in range of the heaviest of the ship’s guns, and so forth. This way, heroes can attack specific subsystems to try to cripple ships, intead of having to just blow the whole thing up!
The Bad Guys Opponents of the player characters fall into the same categories as used in basic Barbarians of Lemuria: Villains, Toughs, and Rabble. Villains: named NPCs, built identically to player characters. Toughs: hardened soldiers, veterans, mercenaries, and other challenging enemies Rabble: masses of troops, starfighters, or other opponents -- individually weak, but collectively a threat.
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Example Toughs The following are Toughs that can be used in any adventure. You can also create your own, or reskin existing enemies from other Barbarians of Lemuria games and supplements. imperial officer: Str 0, Agi 1, Min 2, App 0, Init 0, Mel 0, Rng 2, Def 1, Health 6 | Career: Officer 1, Weapon: Blaster Pistol 3D6M, Armor: 0 imperial commando: Str 0 Agi 1 min 1 App 0, Init 1, Mel 1, Rng 2, Def -1, Health 6 | Career: Soldier 2, Weapon: Blaster Rifle 2D6H, Vibroblade D6, Armor: D6-2 stormtrooper sergeant: Str 1, Agi 1, Min 1, App 0, Init 0, Mel 1, Rng 1, Def 1, Health 7 | Career: Soldier 2, Weapon: Blaster Rifle 2D6H, Thermal Detonator 2D6H (min 2 targets), Armor D6-2 bounty hunter: Str 1, Agi 0, Min 1, App 1, Init 1, Mel 2, Rng 0, Def 0 Health 7 | Career: Criminal 1, Bounty Hunter 1, Weapon: Stun Rifle D6-2 Stun, Blaster Pistol 3D6M Armor D3 starfighter pilot: Str -1, Agi 3, Min 0, App 1, Init 2, Mel 0, Rng 1, Def 0, Health 5 | Career: Spacer 1, Pilot 1, Weapon: Light Blaster Pistol 2D6L, Armor 0 mercenary captain: Str 1, Agi 0, Min 1, App 1, Init 1, Mel 0, Rng 2, Def 0, Health 7 | Career: Mercenary 1, Officer 1, Weapon: Concussion Rifle D6+1 (area), Disruptor Pistol 3D6M, Armor D6 tusken brawler: Str 2, Agi 1, Min 0, App 0, Init 2, Mel 1, Rng 0, Def 0, Health 8 | Career: Primitive 1, Fighter 1, Weapon: Bacche Stick 2D6H+2, Armor D3 heavy battle droid: Str 1, Agi 1, Min 0, App 0, Init 0, Mel 1, Rng 1, Def 1, Health 7 | Career: Battle Droid 2, Weapon: Heavy Blaster 2D6H, Heavy Armor (D6-1) dark jedi knight: Str 1, Agi 2, Min 1, App -1, Init 0, Mel 2, Rng 0, Def 1, Health 7 | Career: Jedi 3, Weapon: Lightsaber 2D6H, Armor 0, Force Ability: Force Push, Force Leap
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Example Rabble The adversaries below are Rabble that might be useful. Remember that rabble represent large numbers of enemies that the heroes get to plow through. stormtrooper: Health 3, Weapon D6 armed guard: Health 1, Weapon 2D6L spaceport thug: Health 1, Weapon D3 mercenary: Health 2, Weapon 2D6L battle droid: Health 2, Weapon D6 imperial navy crew: Health 1, Weapon 2D6L rebel soldier: Health 2, Weapon D6 sith soldier: Health 3, Weapon D6 dark jedi padawan: Health 2, Weapon D6+1
Creatures The Star Wars universe also teems with strange and often dangerous creatures. In the examples below, if the stat block says “Use the _____”, it is referring to the stats of a creature already contained in the Barbarians of Lemuria rules (obviously, you don’t have to use the descriptive text).
Sample Creatures Bantha: use the Bouphon Tauntaun: use the Kroark Wampa: use the Snow Bear Dianoga: use the Swampus Space Worm: use the Kalathorn, but increase its size to Colossal Mynock: use the Phong Rancor: use the Chark Krayt Dragon: use the Zathog
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Womp Rat: use the Purgat or Uzeg Nexu: use the Andrak Reek: use the Dionyhus
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