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Star Wars Rewrite - v3

This document provides optional rules for running ship-to-ship combat and travel in the ICRPG system. It introduces different sized ships that can be acquired with various weapon and system upgrades. It also provides sample ship actions and mechanics for resolving combat between vessels.
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0% found this document useful (0 votes)
523 views21 pages

Star Wars Rewrite - v3

This document provides optional rules for running ship-to-ship combat and travel in the ICRPG system. It introduces different sized ships that can be acquired with various weapon and system upgrades. It also provides sample ship actions and mechanics for resolving combat between vessels.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Acknowledgment:
This HACK requires ICRPG CORE 2e or the
ICRPG 2e free quick-start rules to play.

All material within this supplement is intended


for personal use ONLY; redistribution of any
material within this document for comerical use
is prohibited.
probitied.

My thanks to Hankerin Ferinale for his


continued efforts to expand upon the realm of
possibilites when it comes to tabletop
adventures.

You can, and should, learn more at:


www.pateron.com/RUNEHAMMER

“THIS IS THE WAY”

Greg Kelly (Big Grump)

2
Content:
Changes….................… 4
Gear…........…………...
Overview……………... 6
Ships……………………
Days…………………… 8
7
Ship Actions………….
Hours…………………. 89
Threats…….. ………..
Moments…………….. 10
Sheet Examples……...
Mechanics…………… 16
12
Blank Sheets……........
Monsters…………… 20
13

3
CHANGES:
SIMPLE
• Adjustments to effort; see the provided character sheet
• There are no HERO COINS; instead FORCE dice are used
• This mechanic is based on the surge mechanic from
Altered State; a complete ICRPG cyberpunk supplement
available on drivethrurpg

FORCE DICE
• Players have a pool of D8 FORCE dice
• The number of dice match the character’s level
• They can use a FORCE die to:
• Add to any roll as an additional bonus
• Cash-in to perform an amazing feat
• Roll to lower damage from an enemy’s successful attack
• As a SIMPLE action, roll to self-heal
• Per turn players can use as many FORCE dice as they want
• Each TABLE should decide if FORCE dice can be shared between
players; some deem this as game breaking and others see it as a
fun part of communal game play – decide EARLY and stick to the
decision
• FORCE dice carry over between sessions
• Each player starts a new session with a minimum number of
FORCE dice equal to their level

4
(CONT):
LEVELS
• Levels are back and simplified
• When a player levels, their FORCE dice increase by (+1)
• They also can choose (+1) to a single STAT, EFFORT, or ARMOR

CHARACTER BUILDS
• 10-point builds spent on STAT, EFFORT, or ARMOR
• Character sheets have a spot for species but it is for world
flavor; Human, Wookie, Ewok, Twi’lek, Trandoshan, Rodian, Jawa,
Droid, etc.
• In the STORY section of the character sheet describe who you
are; a Scoundrel, Mercenary, Bounty Hunter, Ace, Mechanic,
Scavenger, etc.
• There are no race or class bonuses; DESIGN who you are with
your stats and your gear!

JEDI
• 6-point builds spent on STAT, EFFORT, or ARMOR
• You have a lightsaber as one of your starting gear choices; roll
STR to attack and deals FORCE effort
• Roll WIS to ‘use the force’ and use FORCE effort when
necessary -- you know what this means; move objects, manipulate
thoughts, sense danger, etc.
• Your GM may decide Jedi are being hunted; expect Bounty
Hunters, Imperial Agents, and Storm Troopers

5
STARTING GEAR:
Choose 4; Jedi choose 3

WEAPONS
• BLAST RIFLE: Covering fire – enemies must save or lose their next turn;
requires a reload after using this ability
• CARBINE: Deals 3D6 to a max of 3 different targets
• HEAVY BLASTER: Roll a 6 and add another D6 to your damage; add again
for each 6 rolled
• SNIPER RIFLE: Use your move action to aim; deal ULTIMATE
• VIBRO AX: A massive humming ax; deals ULTIMATE to all CLOSE enemies
• TWIN BLASTERS: Can dual wield; make 2 DEX shooting rolls
• PAIR OF KNIVES: One concealable and the other intimidating
• STUN ROD: Stuns a CLOSE target for 1 round
• ION BLASTER: Double damage against electronics and droids

ARMOR
• BLAST ARMOR: AC (+4); max movement rate of NEAR and stealth rolls
are HARD – this suit is effective but cumbersome
• BATTLE ARMOR: AC (+3); stealth rolls are HARD
• PADDED CLOTHING: AC (+2)
• COMMON ARMOR: AC (+1) per additional piece worn

6
CONT:
TOOLS
• MED KIT: INT to heal allies for TOOL
• WRENCH: INT to repair for TOOL
• DATA PAD: INT and TOOL against electronics or droids
• LOCK PICKS: DEX or INT and TOOL against physical locks

CONSUMABLES
• STIMPACK: Immediate single-use injection; heal for D8 (+) CON
• RATIONS: Consume to heal for D4 (+) CON; 5 uses
• GADGETS: All NEAR enemies save vs. TARGET or take WEAPON effort; 5
uses and the player describes the “gadgets” (flame thrower, rockets, etc.)
• ENERGY SHIELD: Absorb 1 full hit of damage; 3 uses
• FRAG GRENADES (x2): DEX to throw; ULTIMATE to all CLOSE targets
• FALSE PAPERS: Pass yourself off as someone else - no roll; one use
• THERMAL DETONATOR: ULTIMATE (x3) up to FAR; 1D4 timer

MISCELLANEOUS
• TACTICAL OVERLAY: WEAPON (+2); a helmet display
• FORCE CRYSTAL: FORCE (+2)
• JET PACK: Move anywhere on the map and take an action; 1D4 recharge
• HIDDEN SLEEVE: CHA or DEX rolls to cheat at gambling are EASY
• LEATHER JACKET: CHA (+2)
• SMALL SHIP: 3 CHUNKS
• MEDIUM SHIP: 8 CHUNKS; counts as 2 gear slots

7
SHIPS:
SMALL SHIPS: 3 to 5 CHUNKS and 1 to 2 passengers; ships without
a hyperdrive need to be carried by a LARGE ship

MEDIUM SHIPS: Crew of 3 to 7 people and 8 to 10 CHUNKS

LARGE SHIPS: 20 (+) CHUNKS with squadrons of small ships;


destroying one requires finding a weakness or swarming them with
numbers

CHUNKS
• FAST: Always a HARD target (AC +3 to the SHIP - see bottom pg. 9)
• LINKED CANNONS: Front facing; WEAPON (x4)
• SHIELDS: Absorb a full hit of damage – refreshes in 1D4 rounds
• TURRET: WEAPON (x2)
• HYPERDRIVE: Allows for solar system travel
• THICK HULL: Counts as a 2 HEART CHUNK
• DUEL TORPEDOES: ULTIMATE (x2); enemy rolls to evade
• TARGETING SYSTEM: DEX (+3) to all gunner rolls
• FLARES: WIS to destroy in-coming torpedoes
• TRACTOR BEAM: Only on LARGE ships - can lock onto small or medium
ships and pull them in
• ESCAPE POD: Room for 7
• ASTROMECH: Benefits listed in ship actions under ASTROGATION and
REPAIR

8
SHIP ACTIONS:
Each CHUNK can only be activated once per ROUND
• PILOTS and CO-PILOTS each have 2 ACTIONS
• CREW have 1 ACTION

UNIVERSAL ACTIONS:
• ATTACK (DEX): Requires an available WEAPON chunk
• ASTROGATION (INT): In 4 (+) 1D4 rounds you plot your course; each
additional success reduces the TIMER by 1 – if you have a ASTROMECH it
is 2 (+) 1D4 rounds
• BOOST SHIELD (INT): Immediately refresh a SHIELD chunk
• REWIRE (INT): Take health from one chunk and give it to another
• REPAIR (INT): Repair for BASIC or TOOL; ASTROMECH = ULTIMATE
• LEND A HAND: Sacrifice an ACTION to add your STAT to the pilot’s roll

ADDITIONAL PILOT / CO-PILOT ACTIONS:


• EVADE (DEX): Attacks against you are HARD; lasts 1 round
• STAY ON TARGET (DEX): Attacks are EASY; lasts 1 round
• DOG FIGHT (DEX): Get behind your enemy; you can shoot them but they
can’t shoot you!

SHIP ARMOR IS 10 (+) THE DEX OF THE PILOT

9
JAWAS
Jawas move in large numbers and will strip clean your ship if left
unattended. They are reclusive desert dwellers who move around in massive
mobile bases called Sand Crawlers. These make-shift communities are the
abandoned remains of failed mining operations on Tattoine and now serve
the Jawas as efficient towns on treads.

They are frail and easy to kill but their strength comes from their
numbers. Scouts of two or three might be found in established towns
trading for new scraps.

Out in the desert they move in groups of ten or more armed with stun rods
and ion blasters. They take 1 hit to kill, try to stun or damage their
targets, and want your stuff – not your blood!

Jawas attack in groups of 10 or more


from cover – players will have gear
destroyed, FORCE dice wiped out,
bonuses lost, and must save vs. stun
effects!

The Jawas have (+0) on all their rolls


but attack in mass – roll tons of D20s
to indicate their barrage of pulsating
energy weapons!

They will be willing to bargain and will


run if they lose their advantage in a
fight.

10
GAMORREANS
These pig-faced brutes have a simple philosophy – any problem can be
solved if you hit it hard enough! Their war like attitude makes them
powerful muscle for crime bosses like the Hutts on the Outter Rim.

They are clumsy but powerful – DEX rolls are always HARD and they prefer
using massive clubs or vibro axes to blasters.

Gamorreans stem from a clan-based society with internal rivalries often


preventing one clan from working with another and, if a blood feud is called,
can cause the warring clans to break into uncontrolled violence if they cross
paths.

When employed by a crime boss, they tend to work in groups of four.

(+3) STR and STR effort rolls

If using clubs, struck targets must make


a CON save or be knocked prone.

Gamorreans automatically hit prone


targets by stomping on them for BASIC.

When they charge, everyone in their


path up to NEAR must make a DEX save
or suffer BASIC and be knocked prone.

If using vibor axes, they deal


ULTIMATE and hit all CLOSE targets.

11
STORMTROOPERS
Stormtroopers are the elite shock troops of the Empire. Their training
includes an effective indoctrination into the ideology of the Emperor; one
based on an anti-alien sentiment and unquestioning loyalty.

They are recruited primarily from the core worlds and must be human.
Their biggest weakness is a belief in their own invincible nature.

Stormtroopers are tactical, military elites. DO NOT let the movies fool
you! Play them properly – immune to bribes, efficient, and equipped with
the finest gear.

Their white blast armor immediately elevates any encounter they appear in
to a minimum target number of 15.

Stormtroopers work in 3-man teams.


Each HEART represents a team member.
They have (+3) on all rolls and deal 3D6
WEAPON to the same target with a
single attack roll.

When the unit suffers 1 HEART of


effort, a member of their team dies and
they drop to (+2) // 2D6 WEAPON.

At any time the 3-man team can decide


to break off into individual units but are
trained to work as a team and try to
avoid separating their numbers.

12
SERGEANT
For every 3 teams of Stormtroopers, a Sergeant is deployed. These are
the barking bulldogs who preferred the field to the life of a drill
instructor. They demand the best from their soldiers.

Sergeants are expensive to train and are therefore treated as valuable


Empire assets. They can call in tie fighter air strikes, full stormtrooper
platoon drops, and request emergency extractions.

For each Sergeant present, upgrade 1 Stormtrooper team with either a


rocket launcher, portable tri-pod rail gun, or transportable energy shield
barriers. Increase their damage to ULTIMATE, 5D6 WEAPON, or make
them impossible to hurt while behind their barriers.

Sergeants have (+5) on all rolls and can


perform 2 ACTIONS on their turn. As
an action they can call in reinforcements
in 1D4 rounds but most Sergeants will
hold off on this as a last resort option.

They can also order an air strike for


ULTIMATE x2 at a specific location.

If threatened, they will fall back.

Their armor - when recovered - grants a


(+5) AC with no penalties but does not
stack with other worn armor.

13
TIE FIGHTER
Tie Fighters are the signature star fighter of the Empire. Its fast
maneuvering capabilities combined with its hard-hitting blasters has given
the Empire space superiority.

Its agility comes with a cost – these ships lack a hyperdrive and rely on
larger Imperial transports, nearby space stations, moon bases, or planets to
maintain their presence in an area.

To protect the unique design, each ship has a disabling code which
disconnects the wings and powers down the pod. Thieves will quickly find
themselves floating in their own tomb through space!

Tie Fighters often move in 3-pilot squadrons.

Each Tie Fighter has 3 CHUNKS: FAST,


LINKED CANNONS, and a TARGETING
SYSTEM.

As long as the targeting system is active,


pilots attack with (+6) – all other rolls
are (+3).

Tie Fighters can take 2 actions per the


available actions from pg. 9.

Their extreme speed makes them


impossible to evade; players must
destroy them, find a way to hide, or use
their hyperdrive.

14
AT-AT WALKER
Imperial Walkers are the hard hitting troop transport used by the Empire
to literally walk across open battle fields with ease. While appearing to be
slow and cumbersome, their long strides and huge size allow them to cover
ground at a surprisingly quick speed.

These Walkers are often used to bring in fresh ammunition, deliver


important building materials, or as a method of troop transport when
shuttles are too fragile to break through the enemy line.

AT-AT Walkers are an intimidating sight to be seen. Players must make a


CHA save or be striken with fear - they will do everything in their power to
escape until they can regain their composure enough to fight.

AT-AT Walkers have 8 CHUNKS:


LINKED CANNONS, LEFT TURRET,
RIGHT TURRET, THICK HULL (x3), and
SHIELDS (x2).

In addition to its CHUNKS, the AT-AT


Walker is crewed by 2 pilots for a total
of 4 ACTIONS per turn.

They can also carry a platoon of


Stormtroopers in their over-sized belly
who deploy using grappling lines once
over their objective.

15
CHARACTER SHEET:
TO RECAP:

• Find a piece of art you like as a STAR WARS character and build
your character around it
• 10-point build OR 6-point build, a lightsaber, and FORCE powers
• Write your STORY
• Pick four pieces of starting gear; three if a Jedi
• Hit the table!

EXAMPLE CHARACTER:

• A Twi’lek Scoundrel; I love the picture I found!


• I want him to be a smooth talker and picture Twi’leks as
charismatic but also agile -- CHA (+3), DEX (+2)
• I want him to be good with his data pad -- INT (+2), TOOL (+1)
• I also do not want him to be an easy target -- AC (+2)
• I pick his four pieces of gear and add the bonuses to my STATS
• As a level 1 character, he will begin play with 1 FORCE die
• With GM approval, I create an 8 CHUNK freighter currently at
docking bay 9 being gaurded by gamorreans awaiting the arrival
of Jawas who were given permission to strip it!

16
Joobe khan
Twi’lek
1

+0 +2 +0 +2 +0 +5

+0 +0 +0 +1 +0

Jooba Khan ejected his cargo when he came across an Imperial blockade
and the Hutts took his ship as payment for their lost shipment. Jooba is
now desperate to get back his ship and get off Tattoine!

LEATHER JACKET: CHA (+2)


HEAVY BLASTER: Roll a 6 and add another D6 to your damage
HIDDEN SLEEVE: CHA or DEX rolls to cheat at gambling are EASY
DATA PAD: INT and TOOL vs. electronics and droids

12 +2 10
SHIP SHEET:
EXAMPLE SHIP:

• Jooba has an 8 CHUNK freighter he pilots


• His DEX is 12 -- a ship’s ARMOR is the pilot’s DEX; armor is what
the enemy rolls to hit the ship (I mark it down)
• I want TWO TURRETS (one on the top and one on the bottom),
LINKED CANNONS, and a TARGETING SYSTEM to beef up my
offensive capabilities
• I also picture his ship to be FAST -- this increases my armor by
(+3) as long as the CHUNK stays active
• I grab SHIELDS and FLARES to help with in-coming attacks, and
an ESCAPE POD so my crew can get out alive if things go south

18
Jooba Khan 12 (15)

10 TOP TURRET: WEAPON (x2)

BOTTOM TURRET: WEAPON (x2)


10

10 LINKED CANNONS: Front facing; WEAPON (x4)

10 TARGETING SYSTEM: DEX (+3) to all gunner rolls

10 FAST: Always a HARD target (AC +3 while active)

10 SHIELDS: Absorb a full hit of damage – 1D4 rnd refresh

10 FLARES: WIS to destroy in-coming torpedoes

10 ESCAPE POD: Room for 7

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