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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 20, 2017 3:34 pm Post subject: |
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It never sat well with me that something as temperamental as the Falcon could be flown by any idiot with 2-3 dice in Space Transports, so in addition to tweaking the stats, I also added this special rule. In fact, I'm considering going back and adding something similar to some of the more temperamental starfighters, like the A-Wing.
Millennium Falcon
Craft: Corellian Engineering Corporation's YT-1300 (Modified)
Type: Modified Light Freighter
Scale: Starship (+6D)
Length: 34.4 meters
Skill: Starship Piloting: Millennium Falcon*
*+10 Difficulty to All Actions if attempting to operate the Falcon without this specialization, +5 if using Starship Piloting: YT-1300.
Crew: 2 (1 @ +15) & 2 Gunners
Crew Skill: See Han Solo & Chewbacca
Passengers: 6
Cargo Capacity: 100 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x1/2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 8 (4D)
Atmosphere: 365; 1,050 kph
Hull: 6D
Shields: 3D
Sensors:
Passive 30/1D
Scan 60/2D
Search 75/3D
Focus 4/4D
Weapons:
2 Quad Laser Cannon (Fire-Linked)
Fire Arc: Turret
Crew: 1*
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
*Can be controlled by Pilot or Co-Pilot at 1D Fire Control.
2 Warhead Launchers (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 4 per launcher. May select any Weapons from this list, depending on Availability.
1 Light Blaster Cannon (Retractable)
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 4D
Range:
--Space: 1-3/8/15
--Atmosphere: 100m-300m/800m/1.5km
Damage: 3D+2
House Rule Notes:SHIELD & SHIELD CONTROL: 3D @ 2D
VELOCITY MODIFIER: 2D Flight _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 20, 2017 5:24 pm Post subject: |
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Aside from a few rule tweaks, the biggest changes here was adjusting the weapon systems to reflect what we see Slave I do in AOTC.
Slave I
Craft: Kuat Systems Engineering's Firespray-Class (Modified)
Type: Modified System Patrol & Attack Craft
Scale: Starship (+6D)
Length: 21.5 meters
Skill: Starship Piloting: Slave I*
*+5 Difficulty to All Actions if attempting to operate Slave I without this specialization.
Crew: 1
Crew Skill: See Boba Fett
Passengers: 6
Cargo Capacity: 40 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 7 (3D+2)
Atmosphere: 350; 1,000 kph
Hull: 4D+2
Shields: 2D+2
-Sensor Mask: +2D Difficulty to Opposed Sensor Rolls
Sensors:
Passive 35/0D
Scan 60/1D
Search 100/2D
Focus 3/2D+1
ECM: +1D to all Jamming Rolls
Weapons:
2 Heavy Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-8/25/40
Atmosphere Range: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 4D
1 Ion Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 5D (Ionization)
2 Multi-Warhead Launchers (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 12 (central magazine). May select any Weapons from this list, depending on Availability.
Note: Can also fire Homing Beacons, which use the same rules as a Stalker Torpedo, but do no damage on impact. Instead, it attaches a homing device to the target's hull that allows the Slave I to track its location out to a radius of 20 light years.
1 Space Mine Launcher
Fire Arc: Rear
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 8. May select Space Mines from this list, depending on Availability.
1 Tractor Beam Projector
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-2/5/10
--Atmosphere: 100m-200m/500m/1km
Damage: 5D
Plasma Torch Boarding Device
Fire Arc: Rear
Skill: Starship Gunnery
Crew: 1
Fire Control: 0D (Base Difficulty: Very Easy)
Range: N/A (Contact)
Fire Rate: 1 (FUll Round)
Damage: 7D + 1/round
Notes: Roll damage once per round against the target's Hull-2D. On a successful Damage roll, compare the result to the following table:Damage Inflicted = Time Taken To Cut Hole
Lightly Damaged = 1 Minute (12 rounds)
Heavily Damaged = 30 seconds (6 rounds)
Severely Damaged = 15 seconds (3 rounds)
Destroyed = 5 seconds (1 round) A fully cut hull breach is 1 meter wide by 2 meters tall. Once cutting is complete, the extendable boarding collar requires three rounds to make an airtight seal.
House Rule Notes:SHIELD & SHIELD CONTROL: 2D+2 @ 2D
VELOCITY MODIFIER: 2D Flight _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 20, 2017 5:55 pm Post subject: |
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Taking a little break from some of the heavier conversions (I expect I'll save the Sentinel for last) to give you the Stock Light Freighters. Not much to change out here apart from the Scale.
Stock YT-1300
Craft: Corellian Engineering Corporation's YT-1300 Transport
Type: Stock Light Freighter
Scale: Starship (+6D)
Length: 34.4 meters
Skill: Starship Piloting: YT-1300
Crew: 2 (can coordinate; 1 @ +5) & 1 Gunner
Crew Skill: Varies Tremendously
Passengers: 6
Cargo Capacity: 100 metric tons
Consumables: 2 months
Cost: 100,000 (new), 25,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4 (2D)
Atmosphere: 280; 800 kph
Hull: 4D
Sensors:
Passive 10/0D
Scan 25/1D
Search 40/2D
Focus 2/3D
Weapons:
1 Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 4D
House Rule Notes:VELOCITY MODIFIER: 1D Flight _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
Last edited by CRMcNeill on Thu Jan 20, 2022 11:16 pm; edited 3 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 20, 2017 6:00 pm Post subject: |
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Stock Ghtroc 720
Craft: Ghtroc Industries' 720-Class Freighter
Type: Stock Light Freighter
Scale: Starship (+6D)
Length: 35 meters
Skill: Starship Piloting: Ghtroc 720
Crew: 1 & 1 Gunner
Crew Skill: Varies Tremendously
Passengers: 10
Cargo Capacity: 135 metric tons
Consumables: 2 months
Cost: 98,500 (new), 23,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 3 (1D+2)
Atmosphere: 260; 750 kph
Hull: 3D+2
Shields: 1D
Sensors:
Passive 15/0D
Scan 30/1D
Search 50/3D
Focus 2/4D
Weapons:
1 Double Laser Cannon
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
House Rule Notes:SHIELD & SHIELD CONTROL: 1D @ 1D
VELOCITY MODIFIER: 1D Flight _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
Last edited by CRMcNeill on Thu Jan 20, 2022 11:17 pm; edited 3 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 20, 2017 6:11 pm Post subject: |
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The only real change here is giving the Space Barge a tractor beam. It adds a little more usefulness to the ship, so that it can be used not just to haul cargo but for in-system utility work, recovering disabled ships or equipment that has gone adrift.
Space Barge
Craft: Incom's X-23 Starworker
Type: In-System Space Barge
Scale: Starship (+6D)
Length: 38 meters
Skill: Starship Piloting: X-23
Crew: 2 (1 @ +10)
Crew Skill:
Piloting 3D+2
Gunnery 3D
Cargo Capacity: 5,000 metric tons
Consumables: 1 week
Cost: 325,000 (new), 145,000 (used)
Maneuverability: 1D
Space: 2 (1D)
Atmosphere: 225; 650 kph
Hull: 3D
Sensors:
Passive 5/0D
Scan 10/1D
Search 15/2D
Weapons:
1 Tractor Beam Projector
Fire Arc: Turret
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-2/5/10
--Atmosphere: 100m-200m/500m/1km
Damage: 5D
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
VELOCITY MODIFIER: 0D+2 Flight _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 20, 2017 8:53 pm Post subject: |
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The WEG stats made this thing pretty ridiculous. At 24 meters long, it would've looked long and skinny and weird. On top of that, 150 metric tons of cargo capacity was just waaaay too much for a Scout Ship.
Lone Scout A
Craft: Sienar Fleet Systems' Lone Scout A
Type: Stock Scout Ship
Scale: Starship (+6D)
Length: 14 meters
Skill: Starship Piloting: Lone Scout A
Crew: 1
Crew Skill:
Astrogation 3D+2
Gunnery 4D
Piloting 4D
Sensors 3D
Shields 3D+2
Passengers: 3
Cargo Capacity: 20 metric tons
Consumables: 1 year
Cost: 125,000 (new), 30,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 5 (2D+2)
Atmosphere: 295; 850 kph
Hull: 4D
Shields: 1D
Sensors:
Passive 30/0D
Scan 50/1D
Search 75/2D
Focus 5/3D
Weapons:
1 Laser Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 4D
House Rule Notes:SHIELD & SHIELD CONTROL: 1D @ 1D
VELOCITY MODIFIER: 1D+1 Flight _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
Last edited by CRMcNeill on Thu Jan 20, 2022 10:53 pm; edited 4 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 20, 2017 9:15 pm Post subject: |
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The Guardian has always been a favorite of mine. Yes, it's ugly, but it has great stats all around. My only two gripes are the crew and the weapons; 16 crew with 6 prisoners and no room for a boarding party makes custom inspection rather difficult, and 4 laser cannon is pretty anemic and one-dimensional for the sorts of missions these ships perform.
WEG kinda fixed the crew problem in Pirates & Privateers by saying that Sienar did a follow-up variant called the Guardian 344 that cut the crew by 75%, leaving room for a boarding squad. However, they left the weapons unchanged.
For my version, I decided to switch out the laser cannon for 2 dual heavy laser cannon turrets, and an ion cannon and tractor beam projector in the Front Arc. I also decided to throw out the 344 and just give the Guardian a 4-being crew.
Guardian-Class Light Patrol Sloop
Craft: Sienar Fleet Systems' Guardian-Class
Type: System Patrol & Customs Ship
Scale: Starship (+6D)
Length: 42 meters
Skill: Starship Piloting: Guardian
Crew: 4 (1 @ +10) & 4 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D+2
Piloting 5D
Sensors 5D
Shields 5D+1
Passengers: 10 (troops), 6 (prisoners)
Cargo Capacity: 200 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 9 (4D+2)
Atmosphere: 400; 1,150 kph
Hull: 5D
Shields: 2D
Sensors:
Passive 30/1D
Scan 60/2D
Search 90/3D+1
Focus 4/4D+1
Weapons:
2 Dual Heavy Laser Cannon
Fire Arc: Turret (1 top, 1 bottom)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
1 Ion Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
1 Tractor Beam Projector
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-2/5/10
--Atmosphere: 100m-200m/500m/1km
Damage: 5D
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
SHIELD & SHIELD CONTROL: 1D @ 1D
VELOCITY MODIFIER: 2D+1 Flight _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
Last edited by CRMcNeill on Mon Jan 24, 2022 3:19 pm; edited 7 times in total |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Mon Nov 20, 2017 10:08 pm Post subject: |
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Always figured the huge cargo space was for the really long range scouting in the Unknown Regions, as the ship also had a Consumables rating of 1 year.
Need a lot of spare parts, medical supplies, and so on for that year, which normally wouldn't have been stocked with the ship. Additionally, there'd be lots of samples to come back with to prove that the planet is what you and your sensors say it is. Having grown up in a mining town, just the core samples for prospecting to any real depth are not light.
But that's me. CRMcNeill wrote: | The WEG stats made this thing pretty ridiculous. At 24 meters long, it would've looked long and skinny and weird. On top of that, 150 metric tons of cargo capacity was just waaaay too much for a Scout Ship.
Lone Scout A
Craft: Sienar Fleet Systems' Lone Scout A
Type: Stock Scout Ship
Scale: Starship (+6D)
Length: 14 meters
Skill: Starship Piloting: Lone Scout A
Crew: 1
Crew Skill:
Astrogation 3D+2
Gunnery 4D
Piloting 4D
Sensors 3D
Shields 3D+2
Passengers: 3
Cargo Capacity: 20 metric tons
Consumables: 1 year
Cost: 125,000 (new), 30,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Atmosphere: 295; 850 kph
Hull: 4D
Shields: 1D
Sensors:
Passive 30/0D
Scan 50/1D
Search 75/2D
Focus 5/3D
Weapons:
1 Laser Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 4D |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 20, 2017 11:07 pm Post subject: |
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Ray wrote: | Always figured the huge cargo space was for the really long range scouting in the Unknown Regions, as the ship also had a Consumables rating of 1 year.
Need a lot of spare parts, medical supplies, and so on for that year, which normally wouldn't have been stocked with the ship. Additionally, there'd be lots of samples to come back with to prove that the planet is what you and your sensors say it is. Having grown up in a mining town, just the core samples for prospecting to any real depth are not light.
But that's me. |
But 150 metric tons of cargo and a year's supply of Consumables in a ship that small? Nah, something's gotta give. I drive big rigs for a living, and the most I have ever hauled in a full-length trailer was around 22-23 tons. I could probably haul 2-3 times that (physically, not legally) if I packed the trailer to the ceiling and all the way to the back doors, but even then, that's less than half the cargo capacity in a box that's 2x longer than the entire Lone Scout, nevermind just whatever its cargo bay takes up.
Way easier to believe WEG screwed up by the numbers (again). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Mon Nov 20, 2017 11:32 pm Post subject: |
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Maybe it was supposed to be 15 tons then? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14045 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Nov 21, 2017 1:27 am Post subject: |
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Yea, 15 tons i can see a LOT easier than 150.. _________________ Confucious sayeth, don't wash cat while drunk! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14045 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Nov 21, 2017 1:28 am Post subject: |
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As a request, could you revisit the MRX-BR pacifier.. One of my fave combat-scout ships visually, but man at only 2d+2 hull and iirc 1d+2 shields, it was weak.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 12:53 pm Post subject: |
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Ray wrote: | Maybe it was supposed to be 15 tons then? |
garhkal wrote: | Yea, 15 tons i can see a LOT easier than 150.. |
That was my first thought as well, but I found a deckplan that I like for the LoneScout that gives it a relatively good-sized cargo bay, so I decided to give it 20 tons. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 12:55 pm Post subject: |
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garhkal wrote: | As a request, could you revisit the MRX-BR pacifier.. One of my fave combat-scout ships visually, but man at only 2d+2 hull and iirc 1d+2 shields, it was weak.. |
Sure. I've always rather liked the Pacifier myself. The only thing I have a hard time wrapping my head around is that deformed cockpit...
How are you picturing it? As is, but tougher? I've always though the Left and Right Laser Cannon should be able to angle forward, too. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16187 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 2:32 pm Post subject: |
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I always thought the stats for the T-65AC4 from the Jedi Academy Sourcebook were ridiculous, on account of the 50% bump in speed from 8 to 12. However, while researching this project, I found that the AC4 was mentioned in the Star War SB, even though it was never statted. So I just went back and added a toned-down version of the AC4 to the basic X-Wing stat, giving it a Space of 9 to go with the incremental improvement in a few other stats. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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