StarWars Lemuria

Download as pdf or txt
Download as pdf or txt
You are on page 1of 25

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 doesnt require much description, since its so firmly
ingrained in our cultural mindset. There wont be any setting
description, history, or any of that stuff.
Also, there wont 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). Well 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. Its 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.

- 1 -

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).

- 2 -

A Jedi characters 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

- 3 -

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 selectionseverything youve done led
up to the point that you became an apprentice.
pros to selecting the jedi career

Youre 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 youll still be able to use the
Former Jedi career for things like etiquette, information checks,
and whatnot).

- 4 -

Jedi Ranks
Although theres 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

02
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.

- 5 -

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

02
3-4
5+

Padawan
Knight
Master

1 / round
2 / round
3 / round

It is possible to exhaust ones 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.

- 6 -

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 doesnt mean its 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, dont 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

- 7 -

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 characters 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

- 8 -

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 characters 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. Its not possible to detail each of them here, and in any case, Barbarians
of Lemuria doesnt 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. Its 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.

- 9 -

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.

- 10 -

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 dont 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.

- 11 -

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

- 12 -

Boons: Navigator, Deft Hands, High-born


Flaws: Pungent, Obsession, Hatred (Smugglers), Old Enemy
(Quarren)
twilek

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.

- 13 -

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 enemys 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

- 14 -

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, its
important to remember that starships shouldnt 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 its 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 its 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,

- 15 -

rather than jumping aimlessly into deep space. When a course


needs to be plotted, it makes a difference whether youre 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
cant 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

- 16 -

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. Youll 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

2
3
4

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 ships 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, youll take every precaution you can before randomly jabbing at the ship computer and yelling GO! During your

- 17 -

adventures its likely youll 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 strandedyour 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 youre 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 fightrange 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.

- 18 -

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:

- 19 -

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 wont 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 ships 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

- 20 -

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

- 21 -

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 ships 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.

- 22 -

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

- 23 -

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
dont 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

- 24 -

Womp Rat: use the Purgat or Uzeg


Nexu: use the Andrak
Reek: use the Dionyhus

- 25 -

You might also like