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Star Wars House Rules

Page history last edited by Kristopher Garrett 13 years, 6 months ago

 

GURPS Star Wars House Rules

K.C. Garrett

 

General GURPS Rules, Rulings, Rules in effect, etc.:

See the Rules In Use page.

 

General GURPS Content:

 

New Standard Operating Procedure Perks:

 

Check If It's Unlocked: You always verify that a door is locked, that an alarm is active, and so on before you start messing with it. You'll never commit the classic movie pratfall of kicking in an unlocked door or setting off a previously deactivated security system because you tampered with it when you didn't need to.

Check the Crowd: Whenever you're in a crowded area, you're constantly using skills like Body Language and Observation to look for trouble. You do this so automatically that you'll never forget to do so.

 

Move Under Cover: Whenever you are moving on foot, you take care to always have at least one piece of cover or concealment you can move to or crouch behind in a second or less--mailbox, cleaning robot, parked car, stone pillar, etc. The GM must warn you if you there is nothing you can reach within 1 second's action.

 

Perks:

Savvy Spacer: You do not take the -2 penalty to Spacer checks to repair ship systems.

 

Hyper Awareness (specialize by skill):

You are always on the lookout for some sort of information. Whenever you would normally be idle/do nothing, the GM assumes you're observing whatever is appropriate. Notable skills:

Detect Lies: for the paranoid.

Body Language: well-rounded 'social awareness'.

Diagnosis: always on the lookout for symptoms of whatever may strike.

Observation: probably the Sherlock type.

Tracking: always notice trails.

Also, a nice 'counter' - Stealth. You walk silently by default, and avoid attracting attention.

 

New Skill specialty:

Artist (Holography)–covers the creation and programming of holo-movies and holographic images.

 

GURPS Ultra-Tech House Rules:

Blasters have 1/10 the listed range.

 

Power cell capacity for blasters should be: 

Blaster Pistol, 40, Heavy Blaster Pistol 33, Holdout Blaster, 13; Blaster Carbine, 17, Blaster Rifle 10, Heavy Blaster, 20.

 

Similar to extended magazines (p.HT155), adapters to use D cells (p.UT19) with blaster rifles, carbines, and even heavy blaster pistols, exist. These give five times normal capacity if the host weapon uses 2 C cells. These add 5 pounds to the weight and worsen Bulk by -1, but can be lifesaving when large amounts of firepower are needed. There are also adapters for using double the normal number of C cells. D-cell adapters cost $25, weigh .2 lbs, and are LC3, and are mainly available for blaster rifles and carbines. "Dual-Cs" or "duellie" adapters cost $20, are .2 lbs. and are LC3 and are usually only available for blaster pistols, not rifles. Non-rechargeable cells (p.UT19) ("assault" or "super heavy-duty" cells, depending on their origin, military or commercial) are also available providing double the number of shots, see p.UT19.

 

Electronet Grenades: 25mmG rounds. 

Damage: HT-5 aff (10yd range, fail and stunned, Protected Hearing AND Vision needed to protect, HT-5 to recover each second), Net (Target may dodge or parry, net is DR1, fail to defend and you cannot move or attack, to escape roll DX-4, must succeed 3 times, fail 3 rolls and you must be cut out), HT-1 to HT-10 aff  (wild game version) OR HT-1 to HT-7 aff (sentient version), fail you are stunned for (20-HT sec. stun, then roll HT every second to snap out); Range 20. Double normal cost. LC2.

 

Underbarrel Weapons: Weapons with a 'natural' Bulk of -3 or more (before taking into account silencers, bipods, etc.) can take an underbarrel weapon. This can be accomplished by bolting or welding the two desired weapons together (Machinist +2 roll, roll an IQ-based  appropriate weapons skill for both weapons to determine safe ways to mate the two weapons), or crafting an accessory rail adaptor for the new "accessory". The most common underbarrel weapons are 25mm and 40mm  grenade launchers (p.UT136), and sonic stun pistols (p.UT), but models of tangler pistols and rifles (p.UT140), 15mm gyroc revolvers or launch pistols (p.UT144-145), plasma hand flamers (p.UT127), and shotguns of varying TLs (6-10) (p.HT106, p.UT136), and vortex ring projectors (p.UT) exist. 

 

If using accessory rails to attach the weapon, use the Bulk, ST, and sighting bonuses of the weapon it is installed in. If it's bolted on, it worsen Bulk by -2.

 

GURPS Spaceships House Rules:

All ship systems, design features, and ammunition, cost 1/10 the normal price.

 

Individual Missile stat Table:

Caliber   Price      Size            SM    Damage

16cm      $6,666   1/15th ton   -1      6dx4  cr ex

20cm     $12,500  1/8th ton     -1      6dx5  cr ex

24cm     $25K      1/4 ton        0       6dx6  cr ex

28cm     $50K      1/2 ton        0       6dx7  cr ex

32cm     $100K    1 ton           +1     6dx8  cr ex

40cm     $200K    2 tons         +1     6dx10  cr ex

48cm     $300K    3 tons         +2     6dx12  cr ex

56cm     $400K    4 tons         +2     6dx14  cr ex

64cm     $750K    7.5 tons      +3     6dx16  cr ex

80cm     $1.5M    15 tons       +3     6dx20  cr ex

96cm     $2.5M    25 tons       +4    6dx24  cr ex

112cm   $4M       40 tons       +4    6dx28  cr ex

 

Autoloading Ammunition System: This design feature allows a missile launcher or gun to reload it's magazine automatically. This feature takes up 10% of the space in the cargo bay, and can reload 1.66 tons of ammunition (round down) per minute. If reloading from cargo space bought with uninstalled weapons systems in the same battery, use this value. If reloading from a cargo bay in the same section, halve this rate--.833 tons. If in a different hull section, this rate is quartered--.41 tons. Pricing: $50,000 per SM of the ship per battery.

 

Cellular Ammunition Storage Equipment (CASE system): This is a sensor system that detects when a magazine has been breached by external attack. Once this has been detected, the CASE system ejects the entire magazine or cargo hold contents into space, preventing the imminent explosion from damaging the ship. Pricing:  $100,000 per SM of the ship per CASE system.

 

ECM Systems: ECM systems are activated or deactivated in the Electronics Operations phase of spaceship combat.

 

ECM Bombs: These are bombs using multispectrum flares, clouds of radar- and ladar-reflective materials, and similar methods to make it more difficult for opponents to accurately target your craft in combat. Only Evasive Action and Controlled Drift maneuvers allow you to take proper advantage of their effects, other maneuvers waste their potential. ECM Bombs give up to -1 to hit per multiple of ECM factor.

 

Caliber Array Level  ECM Level

Up to 20cm TL-9       1

24-28cm TL-8          2

32-40cm TL-7          3

 

Caliber Array Level

48-56cm TL-6          4

64-80cm TL-5          5

96cm+ TL-4            6

 

ECM Factor Table

SM          +5    +6    +7    +8    +9     +10   +11   +12   +13    +14     +15

ECM Factor  4     5     6     7     8      9     10    11    12      13      14

So an SM+6 ship needs 6 20cm bombs, 3 24-28 cm bombs, 2 32-40cm bombs or 1 64-80 cm bomb to be effective. ECM bombs cost $10,000 per ton, and mass 1/3 the size and weight of normal missiles of the same size (so you get 3x as many as normal per ton).

 

External Armor: if a ship has at least one armor module in each segment, it can add additional additional armor modules as external armor, even if there is no space for them. Multiply final vehicle performance (acceleration, delta-V, and warp/jump capability) by (20/(total modules in vehicle)); thus, if you have 10 external modules (meaning the ship is 30 modules rather than 20) performance is multiplied by 2/3.

 

External Clamps: Ships with an external clamp system can attach to one another. A Vacc Suit skill roll is required for each individual who wishes to exit or enter a clamped ship in vacuum. Moving this way is won't be completed successfully if the host ship is maneuvering.

 

External clamps can hold an object of up to the SM of the ship. A Medium, Secondary and Tertiary clamps are also possible, holding 3 objects of the ship's SM -1, ten of SM-2, or 30 of SM-3.

 

 

Hyperdrive Costs

Speeds are parsecs per day (24 hours). Price increases reflect costs of bribes, smuggling expenses, limited supply of drives, repairs or modifications to fit the host ship, etc.

  

Speed        Price Adjustment       Notes

1,000 psc     None                    [1]

2,000 psc     None                    [2]

3,000 psc     None                    [3]

4,000 psc     +20%                    [4]

5,000 psc     +25%                    [5]

6,000 psc     +25%                    [5]

7,000 psc     +25%                    [6]

8,000 psc     +50%                    [7]

9,000 psc    Scarcity:+50%            [7]

10,000 psc   Scarcity:+50%            [7]

[1] Very slow drive, found on lifeboats, antiques, unmanned freighters moving non-perishable or stasis-protected goods, etc. LC4.

[2] Below average civilian drive. Found on shabbier tramp freighters, etc. LC4.

[3] Standard hyperdrive speed throughout the galaxy. Typical of tramp freighters, bulk freighters, older and non-retrofitted military ships, etc. Easy to find used or new. LC4

[4] Usual civilian maximum speed, also found in slower military/paramilitary/etc. ships. For those who need a little more "get-up-and-go". LC3.

[5] Typical courier or military drive, also found on pleasure yachts of megacorp heads or Moffs, space racers, etc. LC2.

[6] Unusually fast, conventionally augmented drive system. Found on some space racing vehicles, in leagues that allow hyperdrive modifications. LC 2

[7] This is the Millenium Falcon's hyperspeed. Theoretical or experimental speeds, these are possible using special stasis field modifications to streamline the vessel's passage through hyperspace. Finding a hyperspace engineer trained and willing to make such modifications to a hyperdrive is a difficult and expensive proposition. Hope you trust him!

 

Hyperdrive Interchangeability: When installing a small drive in a larger-than-usual ship, subtract 3,000 psc from speed/day per size change. When going up a size category, add 3,000 psc.

 

Ion Cannons: See Spaceships 7 for ion cannon rules.

 

Linked Fixed Major Batteries: The rules currently allow fixed batteries to be fired as one Gunnery task, and Major batteries are listed as part of these. This allows much greater firepower on ships willing to devote the power and space necessary for heavy forward armament.

 

Maneuvering Jets (TL7) [Forward] +1 Hnd, -1 SR. Pricing as Standard Reactionless Engine. Requires 1 Power Point.

 

Plasma Lance Missiles (TL10^) : Plasma Lance missiles have a (10) armor divisor, cannot be proximity fused, do damage of missiles one size smaller, and cost 15x normal. LC1.

 

Reactor Output Pricing Rules: The function of halving price to double endurance also works the other way. You can double price and halve endurance (which isn't a problem, really, since we aren't building generation ships here) and get 50% more power out of the reactor. This rule applies to fusion reactors and super fusion reactors and MHDs. This does not apply to fuel cells. Fast-burn Super Fusion reactors like this are very rare.

 

Repair and Refitting Systems Rules: If you are replacing a system with another system of the same general type (fusion generator for MHD, medium battery for secondary battery) reduce the time needed by 1/2. If you are replacing a system with the exact same system, reduce the time needed to 1/4 the normal time. A system with a new option e.g. replacing enhanced sensor array with tactical sensors or a cargo bay with a shielded cargo space is the same system. 

 

This makes it easiest and cheapest to replace the same system in the same place and keep the ship's layout generally the same.

 

Smaller Than Default Ships:

These rules have been superceded by those in GURPS Spaceships 4 for SM+4 ships. 

 

Space Combat Multitasking Techniques: An Average technique can be learned to reduce the multitasking penalty for differing tasks. For example, to reduce the penalty of your Gunnery and Piloting tasks, you would purchase two different techniques, one for your Gunnery skill and one for your Piloting skill.

These rules are still available, but check out the rules for Space Combat Techniques and the Cockpit Multitasking rule in GURPS Spaceships 4. 

 

Targeting Programs: Remember, targeting programs must be running on the ship's computer to be useful.

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