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STAR WARS: El Destino de la Fuerza

EQUIPO

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Explicaciones varias sobre el equipo.

Even a Jedi needs equipment to help him out with his adventures. Star Wars is filled with equipment and weapons that bear explanation and enable you to do things that might not be possible in other settings without magic or something extraordinary at work.
Ordinarily, heroes start out in Savage Star Wars with 1,000 Credits with which to purchase initial gear. Edges and Hindrances can alter this starting amount.

CURRENCY
For the sake of simplicity, every character starts with Credits that can be used in most of the worlds and locales in the Star Wars galaxy. There are some places that do not accept Imperial or Republic Credits, but accept a local currency or some sort of commodity, such as Kessel Spice or Tibanna Gas.
Credits are usually carried in a Data Cylinder or a Credit Chip. By and large they can also be accessed from a bank electronically by other means of authorization. It is rare to find it in a physical form in paper or coins.

A GALACTIC EMPORIUM
Most of the descriptions of weapons and gear are very basic. In a galaxy of billions of worlds and trillions of beings, there are millions of different manufacturers of goods and gear. True, there are notable companies such as Sienar and Incom, but where this comes more into play is where ships are concerned (see Ships, pg. X). For the sake of simplicity, a Blaster Rifle made from one company is really no different than a Blaster Rifle made from another in terms of damage and effect.

ACCESSORIES
Accessories can augment weapons and gear as listed. To attach an Accessory to the appropriate gear or weapon, you must make a Repair Check with the necessary penalties, and roll 1d6 for the amount of hours it may take to properly make the modifications. Raises and toolkits can cut this down to a minimum of 30 minutes. Every raise reduces the time down by a half-hour increment.

AVAILABILITY
All gear, goods, and weapons have an Availability rating. This indicates how common something might be in a given location. If you’re looking for a particular item, the GM consults the Availability rating of the item with the location that the character is looking for it. He may adjudicate that it is readily available, or he may roll to see if it is or not.

For Common items, the GM may roll a d12.

For Uncommon items, the GM rolls a d8.

For Rare, the GM rolls a d4.

Anything more obscure than that will be practically Unique.

The second rating for the item is Legality. Most items are generally Legal. Some items are Restricted, which means they require a License to possess (which always costs 10% of the item’s listed cost if you wish to purchase one). If you do not have a license, you may run into trouble with law enforcement authorities if they find you in possession of such an item. Military items are usually restricted from civilians. If you belong to a formal Military, such as the Republic Navy or the Imperial Army, you may have possession of this item. Military items usually are not for sale, and is up to the GM to allow you to purchase them.
Illegal items are just that, Illegal. If your character is caught in possession of the item without a special authorization, there may be consequences.
Legality is a general term meant to apply to any Star Wars Era. Some items may be rendered Illegal to possess in different eras. For instance, in the Dark Times and the Rebellion Era, a Lightsaber might be Illegal to possess by most citizens. If the Empire captures you with one, you may be summarily imprisoned, or worse.

WEAPONS
Most weapons are pretty straight forward. However, some weapons require more than one hand to wield properly. Rifles, for instance, can be fired with only one hand, but you suffer a -2  penalty for it on top of penalties, such as Range, Off-Hand use, Called Shots and others.

Heavy Weapons may require more than one person to operate properly. The E-Web Heavy Repeating Blaster requires a gunner and a generator operator. Though one person could use it, and suffer a -2 penalty for every attack, two people are required to set it up quickly and effectively, and regulate the amount of power coming out of the generator so that it doesn’t damage the gun itself.

Special Rules for Anmo:
For the purposes of the elegant simplicity of Savage Star Wars, all ranged weapons are presumed to have enough ammunition to be used from round to round. If any player rolls a Critical Failure (a “1” on the Shooting Die and the Wild Die), then the weapon has either jammed or has ran out of energy, and must be reloaded.

Stun: Las armas que tienen la habilidad de Stun pueden cambiar de daño a ese efecto de manera gratuita. Si el ataque impacta el objetivo tiene que hacer una tirada de Vigor (con -2 si impactó con un aumento) o quedar Conmocionado. Sólo puede hacerse a rango corto.

Notas de juego

TABLA DE CARGA

D4           20L
D6           40L
D8           60L
D10         80L
D12         100L
Cada+1    +20L Adicionales

Cuando un personaje lleva más carga que la cantidad indicada por su fuerza está sobrecargado. Eso significa un -2 al paso (mínimo 1), tiradas de correr, Agilidad, y las tiradas de vigor para resistir la fatiga.

Cuando supera por tres veces la cantidad indicada como sobrecarga, el personaje se puede mover a Paso 1 durante una cantidad máxima de rondas igual a su Vigor. Cada ronda posterior debe superar una tirada de Vigor o sufrir un nivel de Fatiga.

La cantidad máxima absoluta que el personaje puede alzar o arrastrar es igual a cuatro veces el valor de sobrecarga.

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Melee Weapons Listing

 

Type               Damage     Weight      Cost    Notes

Bayonet          Str + d4         1           100      Common/Restricted; Can be attached to a rifle.

Booma Atlatl   2d8               1.5         100      Rare/Restricted; Used to throw grenades or Boomas.

Cesta              Str + d6         1.8         200     Rare/Restricted; can be used to throw Boomas.

Club/Baton     Str + d4         1             40     Common/Legal

Combat Gloves Str + 1          1           150     Common/Legal

Electrostaff      Str + 2d6       2         3000     Rare/Restricted; Energy damage; can block Lightsabers

Force Pike             2d8        2         1000     Uncommon/Restricted; Reach; Parry +1; AP 1

Knife               Str + d4         1              50    Common/Legal; Thrown 3/7/10

Lightsaber          2d10               1           3000    Rare/*; Energy; Ignores Armor (Maybe there is some exceptions).

Lightsaber,         2d10               2           7000    Rare/*; Energy; Double-Weapon; Ignores Armor
Double

Lightsaber,           2d8              0.6          3000   Rare/*; Energy; Ignores Armor
Short

Mace              Str + d6         2.5             50    Uncommon/Legal

Spear             Str + d6        1.5              50    Common/Restricted; Can be thrown 3/10/15. Reach 1.

Stun Baton    Str + d6 Stun  0.5             50    Uncommon/Legal; Causes Fatigue

Unarmed Large Str + 1          -               -     -

Unarmed Medium Str             -               -     -

Unarmed Small Str – 1           -               -     -

Vibro-Axe       Str + 1d8+3      5            500     Uncommon/Restricted; AP 1

Vibrobayonet  Str + 1d6+1       2            200     Uncommon/Restricted; AP1; Can be attached to a rifle, +1 Parry.

Vibrohammer  Str + d6+2       5            600     Uncommon/Restricted; AP 2

Vibroknife       Str + 1d6+1       2            240     Uncommon/Restricted; AP 1; Can be Thrown as a Knife

Vibrosword    Str + 1d8+2       4             600     Uncommon/Restricted; AP 1.

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Ranged Weapon Listing

Type                     Range      Damage     RoF     Cost    Wt.     Notes

Blaster Carbine  12/24/48      2d8            2         900      2.2      Uncommon/Restricted; AP 1; Stun

Blaster Cannon  40/80/160    3d8            1     10,000      40      Uncommon/Military; AP 4; Small Burst Template; HW

Blaster, E-Web   40/80/160    2d12           3       8000      38       Rare/Military; AP 3; Autofire only; Snapfire Penalty; Scope. HW; 4 Crew
Repeating

Blaster, Heavy   24/48/96       2d8            3       4000       12       Uncommon/Military; AP 2; Autofire; Snapfire Penalty
Repeating

Blaster, Light    24/48/96        2d4             3       1500       10      Uncommon/Military; AP2; Autofire; Snapfire Penalty
Repeating

Blaster,               24/48/96       2d6            3       2000       10      Uncommon/Military; AP2; Autofire; Snapfire Penalty
Repeating

Blaster Pistol,    15/30/60        2d8             1         750       1.3      Common/Restricted; AP 1; Stun
Heavy

Blaster Pistol,    12/24/48        2d4             1         450        1        Common/Restricted; AP 1; Stun
Light

Blaster Pistol     12/24/48        2d6             1         500        1        Common/Restricted; AP 1; Stun

Blaster Pistol,    15/30/60        2d4             1         600        1        Uncommon/Restricted; AP 1; Stun; +2 Shooting
Sporting

Blaster Rifle      30/60/120      2d6+1          2       1000       4.5      Common/Restricted; AP 2; Stun; Scope

Blaster Rifle,     30/60/120      2d8+2          2       2000        6       Uncommon/Military; AP 3; Stun; Scope
Heavy

Blaster Rifle,     30/60/120      2d4+1          2       1200        4       Uncommon/Restricted; AP 2; Stun; Scope (standard); Sporting                                                                                    +2 Shooting.

Discblade          10/20/30        2d6+1          1         300        2       Rare/Restricted; AP 2; +2 Throwing.

Ion Pistol          20/40/80       2d6 ion         1         400         1      Common/Restricted; AP 1; Only effective against
                                                                                                  Droids and electrical equipment.

Ion Rifle            30/60/120     2d8 ion         2         800        3.1    Common/Restricted; AP 2; Only effective against Droids
                                                                                                  and electrical equipment

Slugthrowing Rifle 30/60/120  2d6+1         2         300         4      Common/Restricted; AP 2

Slugthrower Pistol 20/40/80    2d4+1        1          250        1.4    Common/Restricted; AP 1

Grenades 3/7/12

Type       Damage        Cost      Wt         Notes

Booma     2d8 Small       20         0.25      Rare/Restricted

Frag        3d6 Med        200         0.5        Common/Military

Ion         3d6 Ion Med   250         0.5        Common/Restricted

Stun       3d6 Stun Med  250         0.5       UncommonRestricted

Thermal   5d6 Med       2000         1         Uncommon/Illegal/ AP10
Detonator

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Special Weapons

Type                Range          Damage    RoF     Cost    Wt.    Notes

Bowcaster      20/40/80        2d8+1        2         1500       8       Rare/Restricted; Special ask The Master.

Grenade         24/48/96        4d8            1           500       5       Uncommon/Military; Med Burst; 4 shots
Launcher

Light Missile 36/72/144      3d6            1         2000       10      Uncommon/Military; Med Burst; Scope;1 Round to reload; 
Launcher                                                                               3 shots

Medium Missile 36/72/144  4d8+2       1         5000        12      Uncommon/Military; AP 33; Small Burst; Scope; HW; Snapfire
Launcher                                                                               Penalty; 1 Rd. to Reload; 3 shots. 

Heavy Missile  40/80/160     5d8           1       10,000      20       Rare/Military; AP 50; Medium Burst; Scope; HW; Snapfire
Launcher                                                                                Penalty;1 Rd. to Reload; 1 Shot; 3 Crew.

Net                   3/5/10        See Des        1             50        2        Common/Legal

Flamethrower  5/10/20        2d8            1          1000      10       Rare/Military; Fire, uses Cone Template. Ignores Armor 
                                                                                               except complete

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Armor

Armor                  Armor Rating               Cost          Weight       Notes

Armored                         6                   12,000          35          Uncommon/Restricted; Covers all, has properties    
Spacesuit                                                                       of Spacesuit.

Battle Armor                 4                     7,000          16          Uncommon/Militar y; Covers All

Blast Helmet                2                        500           3          Common/Restricted; Covers head and torso.
and Vest

Ceremonial                   4                      5,000          13         Rare/Military; Covers all
Armor

Combat Jumpsuit        2                      1,500           8          Common/Restricted; Covers torso, arms and legs.

Corellian Powersuit     6                     10,000         20          Rare/Restricted; Covers all; Grants Strength d10.

Flight Suit,                    2                       4,000         10          Uncommon/Restricted; Covers all; comes with Helmet
Armored                                                                                           Set

Flight Suit,                    1                       2,000          5          Common/Legal; Covers all; comes with Helmet Set
Padded                                                                                           

Stormtrooper               4                       8,000         10         Uncommon/Military; Covers all; comes with Helmet Set.
Armor

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Equipment

Item                                             Cost                Weight           Notes

Comlink SR                                   25                     0.1             Common; Range 50km
Comlink LR                                250                       1               Common; Range 200km
Pocket Scrambler                       400                     0.5              Uncommon
Vox-Box                                       200                     0.1              Common
Code Cylinder                            500                      0.1              Common
Credit Chip                                100                       0.1             Common
Datacards, blank (10)                   10                       0.1              Common
Datapad                                   1,000                      0.5              Common
Holoprojector, personal          1,000                      0.5               Common
Portable Computer                  5,000                        2                Common
Electrobinoculars                   1,000                       1                Common
Glow Rod                                     10                       1                Common
Fusion Lantern                            25                       2                Common
Recording Unit                            50                     0.1               Common
Sensor Pack                            1,500                       9                 Uncommon
Aquata Breather                       350                     0.2                 Uncommon
Breath Mask                              200                      2                  Uncommon
Flight Suit                               1,000                      3                  Common
Spacesuit                                2,000                      15                  Common
Bacta Tank                         100,000                   500                   Rare
Bacta, 1 liter                              100                      2                  Uncommon
Medical Kit                               600                    20                   Uncommon
Medpac                                      100                     1                   Common
All-Temperature Cloak             100                    1.5                 Common
Field Kit                                 1,000                     10                 Uncommon
Jet Pack                                      300                    30                 Rare
Liquid Cable Dispenser               10                    0.2                 Uncommon
Ration Pack                                  5                     0.1                 Common
Syntherope                                  20                    2.5                  Common
Binder Cuffs                               50                     0.5                 Uncommon
Energy Cell                                 10                      -                    Common
Fire Extinguisher                       50                      3                    Uncommon
Mesh Tape                                     5                   0.5                   Common
Power Generator                      750                    15                   Uncommon
Power Pack                                  25                   0.1                  Common
Security Kit                              750                      1                   Rare/Restricted
Tool Kit                                     250                      4                   Uncommon
Utility Belt                                500                      1                   Uncommon
Bandolier                                  100                      2                    Uncommon
Helmet Package                    4,000                       1                   Uncommon
Holster, Concealed                       50                     0.2                  Uncommon
Holster, Hip                                25                     0.5                  Uncommon
Targeting Scope, standard      100                      0.2                 Uncommon
Targeting Scope, EB             1,000                     1.2                  Uncommon

Notas de juego

Medpac: Sirve para estabilizar sin necesidad de tirar. Lo usas, se gasta, y estabilizas directamente. También se puede usar/gastar para hacer una tirada de medicina para recuperar heridas sin el penalizador por no tener material.

Medical kit: Añade un +2 a las tiradas de medicina. 10 usos.

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Transporte de los Pjs.   ESTRELLADO

Corellian XS Light Freignter
 

Handling +1; Target Sistem (+1 Artillería)/  Toughness 30 (5) / Shield 10 (3); Crew 2 + 7;
4 Escape Pods; Hyperdrive x 0.75; 4 Months of Operation;  100 Tons of Cargo.
Weapons: Twin-Linked Laser Cannons (3d8+2; RoF 3; AP 6; HW; Turreted);
Missiles (2d10+4; RoF 1; AP 10; HW; 6 Shots; Medium Blast Template).

 

 

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SCIMITAR/CIMITARRA (Carguero ligero de Asalto)/ Otros nombres La Midrim Explorer / la Audaz

Handling +1; Improved Target Sistem (+2 Artillería;Torreta)/ Target System (+1 Artilleria;Frontal) / Toughness 35(10)/ Shield 10 (3)/ Scramble System (-2 a la tirada de Ordenadores para detectar)/ Crew 2+4/ 4 Escape Pods/ Hyperdrive x 1/ 6 Months of Operation;  60 Tons of Cargo.
Weapons: Twin-Linked Laser Cannons (3d8+2; RoF 3; AP 6; HW; Turreted);
Frontal Laser Cannon (3d8+2; RoF 2; AP 4; HW; Fixed)
Proton Torpedoes (3d10+2; RoF 1; AP 10; HW; 6 Shots; Medium Blast Template).

 

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Hindrances de los Droides Astromecánico:

1-Cobarde
2-Curioso
3-Mania (siempre está “cantando”)
4-Construcción Inferior

- Tiradas (5)

Notas de juego

1)
Strength d4; Agility d6; Smarts d6; Spirit d4; Vigor d4.
Pace 8; Toughness 4; Parry 2.
Skills: Repair d6; Piloting d6; Computer d4
Equipment: computer scomp, a power tap, a short-range sensor suite (+2 to Notice), an  arcwelder (1d6 damage 1/-/-), a multi-tool, and a manipulator arm, and a memory for 10 Hyperspace Jumps. Also comes complete with wheeled locomotion with magnetic wheels; Periscope; Storage Compartiment; Restraining bolt; Thrusters
Languages: Binary.
Hindrance: -Mania (siempre está “cantando”

2)
Strength d4; Agility d6; Smarts d6; Spirit d4; Vigor d4.
Pace 6; Toughness 6; Parry 4.
Skills: Repair d6; Piloting d4; Computer d4; Fighting: D4
Equipment: computer scomp, a power tap, a short-range sensor suite (+2 to Notice), an  arcwelder (1d6 damage 1/-/-), a multi-tool, and a manipulator arm, and a memory for 10 Hyperspace Jumps. Also comes complete with wheeled locomotion with magnetic wheels; Periscope; Storage Compartiment; Restraining bolt; Armor (ya contado)
Languages: Binary.
Hindrance: -Curioso

3)
Strength d4; Agility d6; Smarts d6; Spirit d4; Vigor d4.
Pace 6; Toughness 4; Parry 2.
Skills: Repair d6; Piloting d4; Computer d6
Equipment: computer scomp, a power tap, a Long-range sensor suite (+2 to Notice at short range), an  arcwelder (1d6 damage 1/-/-), a multi-tool, and a manipulator arm, and a memory for 10 Hyperspace Jumps. Also comes complete with wheeled locomotion with magnetic wheels; Periscope; Storage Compartiment; Restraining bolt
Languages: Binary.
Hindrance: -Construcción Inferior

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