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Author Topic: M20 Star Wars  (Read 2863 times)
Nomad4life
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« Reply #15 on: April 14, 2009, 10:39:22 AM »

Advanced Gear List

Starting Credits
All characters begin the game with 3d4 x 250 credits, with two exceptions:
-Jedi start the game with 3d4 x 100 credits.
-An Expert with the Nobility Affinity starts the game with 3d4 x 400 credits.

WEAPONS:  
Damage ::  Cost


Melee Weapons
Knife:  1d4 ::  25
Club:   1d6 ::  15
Spear:  1d8 ::  60
Staff:   1d6 ::  65
Vibrodagger:   2d4 :: 200
Vibroblade:     1d10 :: 250
Force Pike:      2d6 :: 500
Electrostaff:    2d8  ::  3000
Vibro-Axe:     1d10 ::  500
Lightsaber*:     2d8 ::  N/A

*Lightsabers work differently in the hands of a trained Jedi. More on that later.

RANGED:
Slugthrower:  2d4 :: 250
Blaster Pistol:  2d6 ::  500
Ion pistol: 3d6 (Ion) ::  250
H. Blast Pistol:  2d8 ::  750
Blaster carbine:  2d8 ::  900
Slugthrower Rifle:  2d8 ::  300
Blast Rifle:  2d8 ::  1000
Ion Rifle:  3d8 (ion) ::  800
Flamethrower:  3d6 ::  1000
Bowcaster:  2d10 ::  1500
Blast Cannon:  2d10 :: 3000
H. Repeater:  3d10 ::  4000
Missile Launcher:  6d6 :: 1500
E-Web: 3d12 ::  8000

NOTE: Players of other D20 Star Wars games might wonder why blasters do 2DX of damage instead of 3DX. This is to keep damage more in proportion to the standard M20 hit point setup.  I have also altered the damage of many melee weapons to keep them from being too powerful against low-level characters.

NOTE: Ion weapons do not deal normal damage.  Instead, they create a DC that a target droid/machine must roll against or be shut down.  More on this under Droids.

NOTE: Slugthrower weapons will bounce right off anything in armor heavier than light- no roll needed.

NOTE: Many weapons in the Star Wars setting can stun instead of kill.  I realized just before I posted this that my current stun rules require too many damn steps- I'm going to simplfy them and post them later.  

GRENADES:
Frag:  4d6 ::  200
Ion:    4d6 (ion) ::  250
Stun:  4d6 (stun) ::  250

GENERAL EQUIPMENT:
Comlink 250
Pocket scrambler 400
Vox-Box  200
Code cylinder  500
Credit chip  100
Datacard  10
Datapad 1000
Holoprojector 1000
Portable Computer  5000
Electrobinoculars 1000
Glow rod 10
Holorecorder 100
Sensor pack 1500
Aquata breather 350
Breath mask  200
Space suit  2000
Bacta tank 100,000
Medkit  600
Medpac  100
Surgery kit  1000
All-temp cloak  100
Field kit  1000
Jet pack  300
Energy cell 10
Power generator 750
Security kit  750
Tool kit  250
Utility belt  500

NOTE: As a general rule, having equipment simply allows a character to do things they normally would not be able to do.  Some gear will grant a +2 circumstance bonus instead.  I am not going to outline hard rules about what item has what exact effect, because this seems against the spirit of Microlite20.

NEXT:  Oh, yes.  The moment we've all been waiting for...  May The Force be with you.  (Actually, I still can't make up my damn mind about how exactly the force works in M20SW.  I may post two alternate versions and get a general nod of heads one way or the other.)
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Microlite20
« Reply #15 on: April 14, 2009, 10:39:22 AM »

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Nomad4life
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« Reply #16 on: April 14, 2009, 12:06:53 PM »

M20SW:  MAY THE FORCE BE WITH YOU
First off, let's clear up that cryptic Jedi Training class ability that Jedi characters start with.

Jedi Training
Provides the character with Lightsaber Mastery & Defense, and Force Sense


LIGHTSABER MASTERY
A character with Jedi Training can wield a lightsaber with a Soldier's class bonus.  So, a level 6 Jedi strikes with a +2 and does 2d8 +2 damage with a lightsaber.  Not with blasters or any other weapon, however.

LIGHTSABER DEFENSE
One of the iconic abilities of the Jedi is to deflect blaster bolts back at attackers.  Dear Gods, I have been through draft after draft after revision after revision of this power.  At one point, I had cobbled together one of those awful "divide the Jedi level by half and add 1/4 of force ability, plus the number of stars in the Corellian system divided by the number of warts on Yoda's scalp" type messes worse than anything WoTc ever conceived of.  Damn, it was complicated.  And not fun.  And definitely not Microlite.

Thankfully, I had the good sense to put it where it belongs- in the trash folder.

Instead, let's try this:  
An unarmored Jedi with a lightsaber adds half of his level to his AC rounded up.  In any round after a Jedi is fired upon he can make ranged attacks using his lightsaber attack bonus back at his attackers instead of a normal attack.  The damage is as per whatever he was being shot at with.

That's it.

No, really, that's it.  Why…  Why are you all looking at me like that?  Oh, you're wondering about all the fancy-smancy whirling-the-blade-around and deflecting blaster bolts stuff?  Two words:  cosmetic effect.

If you have any other suggestions, I'd love to hear them, but I'm pretty happy with the simplicity of this setup.  I don't want to crunch a bunch of numbers and calculate how many bolts I can deflect back at which targets, I just want to bounce blaster-bolt-thingies back at the damn battle droids and then use my lightsaber to fire up a big honkin' victory cigar.

FORCE SENSE
Basically, this allows a Force-user to detect the presence of the Force.  This is simply an opposed Force check between the character and another Force user, or maybe the DC of an area.  

But wait!  There's more!  Force Sense is also a way to for the GM to lodge plot hooks directly into the eyeballs of the players.  Got some cryptic vision or insight you need to give to the players?  Dump it on the player with Force Sense and chalk it up to a Force Sense ability.  Or something.  Just keep the damn game moving.

That about covers Jedi Training.

NOTE: Wait!  What if you don't want to play a Jedi, but rather some other type of force-using character in the Star Wars universe?  Well, the good news is you absolutely can and should do just that…  The bad news is that you're on your own as to how.  Just make up a buncha stuff that sounds cool and let the dice roll.

NEXT:  Force Powers (two different verions)
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Nomad4life
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« Reply #17 on: April 14, 2009, 02:13:14 PM »

This is just a placeholder, with a checklist of things I've got to finish and add here later.


-Force powers (thanks for the simple list, Slortar.)
-Droids (General conversion notes; I have no plans for droid characters.)
-Starships (Here's what I really need help with.  No clue how to do this.)
-Antagonists (Some stormtroopers, rebels, battle droids, dark jedi, etc…)

And that will be it.  After some suggestions and ideas, I'll go back over everything, edit out my commentary and notes, and see if I can convert everything to PDF form.
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Dr. Bull
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« Reply #18 on: April 14, 2009, 11:57:30 PM »

This is truly exceptional work.

You have covered a huge range of material and condensed it into a compact and useful system.  I especially like the Alien races and their affinities.  The equipment list is comprehensive, the force powers seem to be practical, and you've managed to keep the spirit of M20 throughout.

I don't see anything that might need major change.  I'll look it over again later with a more critical eye, if you would like.  In the meantime, I think I'll get some sleep...

Great job!

- Dr. Bull
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Altharis
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« Reply #19 on: April 15, 2009, 12:08:39 AM »

Wow, this is excellent Nomad4Life! The simple expert rules and the modular races section are my particular favorites.

May I suggest tow things, rules-wise?

Firstly, if you're looking for Starship Combat, Darth Cestual has done an excellent job with his rules, which can be found on the Macropedia.

Secondly, you mentioned vacillating over Vitality/Wound points and HP. Well, I think I may have a solution. Vitality/Wound Points were originally invented to make combat and large-damage weapons physically debilitating, and to make recovering from combat easier in a world without Clerics.

Saga Edition introduced both those things with higher starting HP for first level characters (which M20 already has), Second Wind, and Damage Threshold. (neither of which is found in M20)

I suggest adding in Second Wind (1/day, heal half HP lost.) as it is very simple and lets our heroes recover from combat faster.

I also think that adding a Damage Threshold, equal to half a character's STR score, would be a useful addittion.
For those not aware of what a Damage Threshold does, it is basically a limit to how much damage you can take in one attack without taking a (cumulative) -1 to all rolls. (It scales higher in SWSE, but this is easier.)

As an example (not really necessary, but I like writing examples) take Fooda Nog, the Ithorian Soldier:
At first level, with a STR of 12 (he's not all that buff) he has 15 HP, and a Damage Threshold of 6. When he takes 3 damage from a Vibroknife in a barfight, he drops to 12 HP. But when he is hit by a Blaster Rifle for 7 damage, he drops to 5 HP, and takes a -1 to all rolls until he gets some medical attention.

At 10th level, Fooda Nog's STR is now 14. Making his HP 69, and his Damage Threshold 7. While the earlier Blaster shot would now only take off 1/10th of his HP, he will still take a -1 penalty to all rolls until a doctor attends to him.

I can't wait to see more!
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Peter
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« Reply #20 on: April 15, 2009, 02:31:49 AM »

Great work: this looks like a simple, action-oriented and elegant rules-set. I think the design philosophy is just right.

I might work on a simpler, more WEG d6:ish Jedi solution (or more Original Triologyish), based on three force skills (Sense, Control, Alter) and a Force score (One Force point per Jedi level?)

Basic design philosophy: Force is used by spending Force points. One force point can be added as a bonus to a roll or to activate a power. Powers are the effects of a skill on a certain object (Lightsabre, Mind, Body, Object or Self). GM fiat determines the exact effect, half a dozen examples to guide and present the main powers, such as:

Sense on Lightsabre, add Sense skill to AC
Alter on Mind: Alter skill against victims mind to create illusion/diversion
Control on Mind: Control skill against victims mind to create “suggestion”

Raw force attack: Control value to Hit, Alter value for damage,

Etc etc

(Trying to get my head around whether this is more or less tricky, but I do like the idea of raw Force skills and the Force as squarely the GM’s domain)

Any thoughts? Is this doable as an alternative system?
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Nomad4life
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« Reply #21 on: April 15, 2009, 08:24:26 AM »

Thank you for the feedback so far, folks!   Cheesy  :D

Remember, I do plan on putting this up for display when it is finished and edited down, so I'm counting on you guys to prevent me from embarrassing myself.  Let me know if I need to rework something, none of it is set in stone or anything.  (Also, I know it seems kind of long now, but wait 'til you see the trimmed down version without all my rambling commentary.)

I'm about to post my Force Powers section.  I'm pretty happy with the other sections, but I'm kind of on the fence on this one.  I'll post what I've got, and if anyone has alternate Jedi rules, go ahead and post 'em.  More options make for happier gaming tables, after all.
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Nomad4life
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« Reply #22 on: April 15, 2009, 08:51:48 AM »

FORCE POWERS

The Force skill
The Force skill measures a character's mastery of the Force.  Although all characters can have a Force skill rating, only Jedi characters can use Force powers.  (Other characters use the Force skill simply for the purpose of opposed Force checks.)

Using any Force power costs a flat 4 HP, and requires a skill check (1d20 + Force skill.)

NOTE:  Damage from using force powers does not heal back more quickly than regular damage.  4HP sounds like a great deal, but don't go crazy or you can nick yourself into unconsciousness.  Pace yourself.  

How many force powers do I get?
Believe it or not, there is no set system for this.  Yes, you read that right.  The number of Force powers a Jedi gets is really between the apprentice and his master- in other words, a Jedi has whatever powers his master has decided he is ready to learn.  Are you playing a reckless Jedi?  Don't be surprised if your master won't show you any new tricks.  Are you a responsible Jedi who adheres to the Jedi Code?  Your master might teach you everything he knows in short order.  Additionally, the number of powers a Jedi knows can change dramatically between eras of play.

In short, the number of powers you get is between you and the GM.  I would say that all Jedi start with at least one power, and lean a new one every one or two levels after that.  You might have a different take on the matter, and that's great.

USING THE FORCE IN COMBAT
Using the force in combat involves a simple opposed skill check.  If the Jedi succeeds, the attack works as described.  If not, the Jedi lost their concentration, or his opponent resisted, got out of the way, etc.  (The Jedi still loses the 4 HP, but his opponent suffers no ill effects.)

Using the Force on multiple targets

Whenever appropriate (all Force powers except Battlemind, Negate, Surge, and Farsee) the Jedi can elect to attack/affect multiple targets at once in one turn.  Each extra target after the first imposes a -2 penalty to the Force check, and these penalties stack.  So, attacking 5 targets at once with Force Push would incur a -8 penalty on each separate check that turn.  In addition, the Jedi exerts 1HP for every target after the first in addition to the 4HP cost upfront.  (So attacking those five targets not only incurs a -8 penalty, but also nets 8 points of HP loss.)  As you can see, it is better to leave the spectacular displays of destruction to the Jedi Masters.


FORCE POWER LIST

Force Push: (Force vs Physical)  Force Push inflicts 1d4/Level damage, and knocks the opponent to the ground.  The opponent suffers a -4 to AC until they use a turn getting back on their feet.

Battlemind:  (1d20 + Force) For every 10 points rolled on a single Force check, the Jedi gains a +1 to attack, damage, and AC for the remainder of the fight scene.  This check cannot be re-rolled for the duration of that scene.  (EX: A Jedi with Force 7 who rolls a 12 would get a +1 combat and AC bonus.  If she had rolled 13 the bonuses would be +2.)

Negate Energy:  (Defensive action) By burning the standard 4HP, the Jedi can negate the damage from one energy source.  Unlike other Force powers, the Jedi can Negate as many attacks per round as he has HP to burn without the multiple target penalty.  However, he loses his next turn in the process.  (In other words, to negate two different blaster bolts would cost 8HP, and the next combat action would be lost!)

NOTE: Negate can be used to resist damage outside of combat as well.  For example, a Jedi could burn 4HP and walk though fire, or a radiated control room.  Outside of combat, the effect still only lasts one turn.  Note that Negate would be no help against bullets or spears and such.

Force Grip:  (Force vs Physical)  The target suffers 1d6/Level damage.  Using this power will result in a Dark Side Point.

Force Lightning: (Force vs Force)  The target suffers 1d6/Level damage.  Using this power will result in a Dark Side Point.

Stun Droid:  (1d20 + Force)  Treat the check result as Ion attack damage which the droid must save against or shut down.

Mind Trick:  (Force vs Level + Mind bonus)
Not really a combat power, but it is an opposed check.  If successful, the target treats the Jedi's suggestion as though it were amazingly reasonable.  (The GM can impose harsher penalties for over-the-top or ridiculous Mind Trick attempts.)


USING THE FORCE OUTSIDE OF COMBAT
Using the Force outside of combat is a simple matter of rolling a Force skill check against a DC set by the GM.

Here are some general guidelines:

DC 5     Easy task
DC 10   Average task  
DC 15    Hard task
DC 20   Difficult task
DC 25   Very difficult task
DC 30   Epic task

Remember that what one group considers a "difficult task" another group might think of as a "hard task" depending on their concept of the Jedi.  This is fine.


FORCE POWER LIST
Move Object: The Jedi can move an object with the power of his mind.

NOTE:  Remember when Luke pulled his X-wing out of the swamp?  I would make that a Difficult task check.  You might not, and that's okay.

NOTE:  If used to inflict damage against a target in combat (say, by picking them up, slamming them about, and dropping them) treat Move Object as a regular opposed Force Push attack, except that the target can be moved in any direction instead of just away from you.  That way, damage from falling, hitting walls, etc is already cosmetically covered.

Surge: The Jedi can move at super-human speeds and leap amazing distances.

NOTE: Remember in the battle with Darth Maul how all three characters jump from high platform to platform?  I'd make that a hard task check.  You might not, and that's okay.


Farseeing:  The Jedi can glimpse visions of far away places.

NOTE: I don't have any helpful advice for Farseeing.  

THE DARK SIDE
Every time a Jedi breaks the Jedi Code or does something evil, they gain a Dark Side Point.  When the Jedi has DSPs equal to or greater than their Mind attribute, they are lost to the dark side.

NOTE:  What is an evil act?  Simple.  An evil act is whatever the GM says it is.  However, the GM must warn you before you are about to commit an action which will result in a DSP.  You can't get one on accident.

NOTE: You want to play a dark side character?  No problem.  Just make sure the GM is on board with this.

NOTE: You want to be redeemed for you past misdeeds?  No problem.  There is no mechanical system for this, you and the GM just need to work it out through roleplaying.  This can actually spawn great future adventure seeds.


DESIGN NOTES: At the bargain price of 4 HP per power use, Jedi characters start weak but slowly become indomitable machines of destruction as they gain levels and become feared and respected throughout the galaxy.  I assure you, this was no accident of design- this is exactly how the Jedi are portrayed in Star Wars media, and I was trying to emulate that.
As for game balance, remember that the Jedi class is balanced more through roleplaying than game mechanics (strict Jedi Code, Dark Side Points, attracts more unwanted attention, etc…)  

Also, GMs, never forget that a Jedi is just as susceptible to a stun grenade as anyone else.   :twisted:


NEXT:  You love 'em.  You want 'em.  Droids.
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Nomad4life
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« Reply #23 on: April 15, 2009, 11:59:39 AM »

FORCE POWERS LITE (ALTERNATE FORCE RULES)

Want to start slinging the Force around, but don't feel like bothering with a page of rules to do it?  Man, have I got the alternate force-rules deal for you!

Quick & Dirty Alternate M20SW Force Rules
-To attack someone, you make an opposed Force check.  If you win, you inflict Jedi Level X 1d4 damage.  Go ahead a narrate how this happened- did you force push them over a cliff?  Fry them with lightning?  Force-move a crowbar through their cranium?  Slam Jar-Jar into them repeatedly?  It's all cosmetic, so make it sound cool!

-To take a non-combat action with the Force, tell the GM what it is you want to do.  He'll set a DC, and you make a Force check.  Want to force jump from one racing landspeeder to another?  Mmmm…  Sounds like a DC of 15 to me.  Now go for it!

Each use drains you of 4 HP.  Knock yourself out.
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Nomad4life
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« Reply #24 on: April 15, 2009, 02:40:32 PM »

ADDITIONAL M20SW HACKS
These are some optional rules I will go back and edit into the core at some point.  Personally, I like them a lot and will use them at the table, but remember, they are optional.

Second Wind:
Once per game, a character can heal back half of all HP lost.  This may seem like quite an edge, but remember, there is no healing in M20SW other than medical kits and rest!

Damage Threshold:
A character's Damage Threshold is equal to 1/2 her strength score rounded up.  Any attack which inflicts more than this number imposes a cumulative -1 to all rolls until they successfully use a medpack or rest for a prolonged time.

CINEMATIC HEALING
In a world without clerics, it might be a good idea to step up the healing rate a bit.  One way to do this is to let characters heal their level in HP per hour, and twice this if resting.  Also, players can invoke the Starship Healing Bonus- whenever there is a "cut scene" involving a spaceship transporting the characters from one place to another, they are cimematically (and quite unexplainably) healed of all damage/penalties. That way, they can step right off the ship into new adventures just like in the movies/video games.

In essence, healing is just a pacing mechanic.  In my D&D games, I like everything to be slow, tense, and calculated.  However, in a Star Wars game, I just want to dash around the deck of the Star Destroyer shooting everything I see with a blaster in each hand.  As such, the faster healing rules are presented to accommodate this playstyle.
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Groat
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« Reply #25 on: April 16, 2009, 01:56:34 AM »

This is really great stuff, Nomad. I can see why you were having issues about  sticking to the M20 ethic. It is a lot of material. But that is the genre and you have given it a great treatment. Keep up the good work.

I suspect this will be the M20 hack that sells it to the hold-outs in my group.
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Darth Cestual
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« Reply #26 on: April 16, 2009, 03:56:49 AM »

So far I'm digging the alt/hack rules as well. Great work here Nomad! :mrgreen:
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Nomad4life
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« Reply #27 on: April 16, 2009, 05:22:25 AM »

DROIDS
Droids have levels like characters, but can only be Soldiers or Experts.  Droids do not receive stat increases every three levels like other characters, but in return they are immune to mind-influencing powers and other physiological conditions which living creatures find problematic of fatal (use common sense.)  Additionally, droids never age or die as long as they maintain themselves decently.  Droids have no Force skill ability.

Most human-sized droids have flat a "10" in all stats.  Some droids will have varied stats depending on what they were built for and how expensive/cheap they are.

Some droids have a special programming, such as knowing all languages or star charts of the galaxy.  In actual practice, these are little more than superficial ways of moving the plot along and have no additional cost.

NOTE: I'm using the standard NPC D8 to calculate droid hit points.  If created as a heroic player character or NPC, a droid use the standard STR + 1d6/level.

Custom droid creation works exactly as race creation, using two Racial Template Points for each model.  Some example templates might include:

3P0 Series Protocol Droid:  +4 to Education  (Yes, this will take the droid to insane levels of educational competence when paired with the Expert class- as it should be.)

B1 Series Battle Droid:  +1 Dexterity & +2 to Physical

R2 Series Astomech Droid:  +2 Technical & Piloting Affinity

B2 Series Super Battle Droid:  +2 AC bonus

Droideka Destroyer Droid:  Extra Mount (droid can hold two heavy weapons at once and fire them without penalty) & Alternate Form (roller ball form.)


Sample Stock Droids


Average Protocol Droid:  Level 1 Expert (Edu option)
STR: 10 DEX: 10 MND: 10
P: 1 S: 1 T: 1 E: 8
Affinity:  Communication
SPECIAL: Protocol droids are programmed with all known languages of the galaxy.
Combat:  AC 10 HP (1d8) AT  +1 (weapon)
COST: 3000





Average Astromech Droid: Level 1 Expert (Tech option)
STR: 10 DEX: 10 MND: 10
P: 1 S: 1 T: 6 E: 1
Affinity: Piloting (from class)
Affinity:  Starship repair (from template)
SPECIAL: Astromech droids are programmed with all known start charts of the galaxy.
Combat:  AC 10 HP (1d8) AT  +1 (weapon)
COST: 4500

Average Battle Droid: Level 1 Soldier
STR: 10 DEX: 11 MND: 10
P: 6 S: 1 T: 1 E: 1
SPECIAL: Short-range communication with all other battle droids in area
EQUIPMENT: Blaster Carbine
Combat:  AC 10 HP (1d8) AT  +2 (2d8 +1)
COST: 1800

Average Super Battle Droid: Level 3 Soldier
STR: 10 DEX: 10 MND: 10
P: 6  S: 3 T: 3 E: 3
SPECIAL: Short-range communication with all other battle droids in area
EQUIPMENT: Wrist blaster
Combat:  AC 12 HP (3d8) AT  +4 (2d8 +1)
COST: 3300

Average Destroyer Droid:  Level 6 Soldier
STR: 10 DEX: 11 MND: 10
P: 9 S: 6 T: 6 E: 6
SPECIAL: Short-range communication with all other battle droids in area, roller ball form.
EQUIPMENT: Laser cannons X 2, hardened battle plating (+5 AC)
Combat:  AC 15 HP (6d8) AT  +8 (2d10 +2) (gets two separate attacks per turn.)
COST: 21,000


Droids and Ion attacks: If attacked with an Ion weapon, the droid must roll a Physical check against the damage rolled or be shut down.  To reactivate a droid is an average Tech check.  Some droids will automatically reactivate when enough time has passes.

Droids and healing:  Forget complicated repair rules- A damaged droid with access to a repair kit or station heals like a normal character.  A droid without access to these things simply does not heal.  Other characters with a droid repair kit can heal a droid the way medical kits work on living characters.


These are simply my notes for how I plan to run things at my table.  Players and GMs are STRONGLY ENCOURAGED to tinker around with the droid template formula and class combinations to create something that feels right for them.


NEXT:  Starships.  Zoooom!  Zap!  Zap!  Zap!  BLAM!
« Last Edit: April 16, 2009, 05:41:52 AM by Nomad4life » Logged
Nomad4life
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« Reply #28 on: April 16, 2009, 05:28:34 AM »

Again, thanks for the support, folks!

I know this is starting to look too long for an M20 game, but trust me, it will look a loooot shorter when all the unnecessary comments and design notes are edited out.  Also, keep in mind that most of this stuff will be extra information tacked on to the end, the way spells and equipment lists were in the M20 core.  It might help new or uncertain players, but veterans and rules-light enthusiasts certainly don't need all of it to play.

I do not plan to make a Sense/Control/Alter force system for M20SW, as it has been too many ages since I've seen the WEG game and I'd probably just blotch it up.  If someone else wanted to, go right ahead and I'll cite it as an alternate Force system.  It won't affect the other parts of the game.  Hell, the plug n' play aspect of Microlite20 is what makes it so damn cool.

Darth Cestual, I hear you have some impressive starship rules.  Mind if I borrow them, or modify them?  ;)
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Nomad4life
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« Reply #29 on: April 16, 2009, 06:26:59 AM »

Oh, yeah.  This is the forward I plan to put at the beginning of the edited hack.

Forward:  Microlight 20 Star Wars.  

What this game is not
You may be shocked to learn that M20SW was not designed to emulate the Star Wars movies, nor is it a straightforward Microlite conversion of any existing Star Wars game.  There are several Star Wars games on the market these days that attempt to emulate the movies, and some of them are pretty good.  However, in an epiphany of introspective honest revelation, I came to realize that emulating the movies isn't what I want out of a table-top Star Wars game after all.  Not really, when it comes down to it.  I mean, watching the movies is one thing, hanging around with your friends and playing something together is another.

What the heck is this then?
After many repeated failures at finding satisfaction with existing Star Wars games in my adult life, I came to realize what it was I really wanted from a table top Star Wars game::  

To shred some Stormtrooper ass with a lightsaber while telling a good Star Wars story over pretzels and beer.

The pretzels and beer aspect is very important.  See, you can't very well flip around through some rule book while holding a pretzel in one hand and a beer in the other, now can you?  I needed a game that let me do all the cool Star Wars stuff I remembered from my youth, but didn't require a bunch of bookkeeping, rules referencing, and number crunching.  Yet, I also needed a game with just enough light crunch to give me something to tinker around with and keep things interesting.

Microlight20 was that game.  This is a Star Wars re-texture for it.  

May the beer and pretzels be with you, always.
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