Showing posts with label CP2020. Show all posts
Showing posts with label CP2020. Show all posts

Sunday, 3 June 2018

Pledge of Security

The Pledge of Security is an Arquitens-class light cruiser. It is the flagship of the Skor IV, the Squib home world. It's primary mission is planetary defense, however it may occasionally be called upon to protect Squib interests elsewhere in the system.



It has a crew of 750 and typically carries:
Pledge of Security
  • 3 X-Wing T70
  • 2 Y-Wings
  • 2 Shuttlecraft
  • For dangerous missions, it may be escorted by two D5-Mantis Patrol Craft

The ship's stats are as follows:
  • Speed: 30MGLT
  • Hyperdrive: 3(10)
  • Hull: 2100RU
  • Shields: 2500SBD
Armaments:
  • Turbolasers: 8
  • Heavy Laser: 16
  • Proton-Torpedo Launchers: 2
  • Concussion Missile Launchers: 2

Captain Kurdeebledop

Captain Kurdeebledop is a sly tactician of the traditional school and a subtle leader.  His frail physical stature is made up for by a willingness and ability to outmaneuver his enemies, his allies, and even his fellow officers. He has spent years patrolling the Squib trade network, but would love to try his meddle in a major military conflict.

Stats:

  • Ref: 6
  • Int: 9
  • Body: 1
  • Tech: 6
  • Cool: 7
  • Emp: 6
  • Force: 0
Skills:
  • Oratory: 4
  • Leadership: 6
  • Social: 6
  • Education & Gen. Knowlege: 7
  • Navigation(Interstellar): 7
  • Hyperdrive Tech: 3
  • Pilot(Starship): 9
  • Fencing: 7
  • Dance: 8

Tuesday, 6 June 2017

Supply and Demand in Minos and Airam


So here's another rule extension to our Star Wars/Cyberpunk 2020 mashup, thanks to West End Games' "Galaxy Guide 6: Tramp Freighters", published in 1994.

Chapter Four of the guide contains rules for inter-planet trade in commodities. Planets are categorized by technology level, and commodities by type. Given these two variables, the guide provides a chart with the relative availability of buyers/sellers and market price.

Finding a Seller/Buyer


To find a buyer/seller for a particular type of goods, make a Social skill check based on the availability in the chart. The five levels of availability line up nicely with CP2020's skill check difficulty levels:


  • VH- 10+
  • H- 15+
  • M- 20+
  • L- 25+
  • VL- 30+


For black market good, make a Streetwise skill check instead.

Market Price

The market price is similarly looked up in the table. I'd like to add a random factor though, so roll 1d100-50 and add/subtract that percentage to the price.

Bargaining

Additionally, PCs may be able to bargain their way to a better price. Make a Difficult skill check in Persuasion/Fast Talk. Failure results in a 5% worse price, success yields a 5% better price.

Trying Again

If players aren't satisfied with the price, they can leave the deal and try to find another buyer/seller, but that will take even more time and the availability check will be at +2. Also note that less populous planets or those with well organized cartels may not have another buyer/seller available.

So that's it. I'm looking forward to trying out these rules in next session...

Monday, 15 May 2017

Critical Miss in Hyperspace



Traveling through hyperspace ain't like dusting crops, boy! Without precise calculations we could fly right through a star, or bounce too close to a supernova and that'd end your trip real quick, wouldn't it.

So, we've already played five game sessions of Star Wars 2020 with the basic space rules I posted previously. Those included travel times and fuel costs of hyperspace travel.

That's fine for when everything goes as planned. But things going as planned is boring. Now let's spice things up with some new rules inspired from Galaxy Guide 6: Tramp Freighters

CP2020 Skill Checks

Hyperdrive Mishaps


When making a jump, the PC should make a skill check for their Hyperdrive Tech skill i.e. 1d10+Tech+Hyperdrive Tech at the appropriate difficulty:

  • jumping on known hyperlanes within a sector, make an Easy roll
  • jumping between sectors on known hyperlanes, Average roll
  • under stress or preoccupied, bump up the roll by one level
  • jumping within the sector or between adjacent sectors with no known hyperlane, bump up the roll by one level
  • if they are trying to jump from within another ship while a Rathtar tries to devour their ship, make a Very Difficult roll
  • Hyperdrive Types
  • if they are trying to jump into a planet's gravity well to avoid the planetary shields, make a Nearly Impossible roll 


Hyperdrive Modifiers

The more advanced the hyperdrive, the harder it is to operate. As such, add a modifier to the roll needed:
  • x4 -2
  • x3 -1
  • x2 +0
  • x1 +1
  • x1/2 +2
Mishaps Table


Mishap Severity



If the player misses their check, a mishap occurs. First determine mishap severity

  • Minor Mishaps: Check missed by <=5
  • Moderate Mishaps: Check missed by <=10
  • Catastrophic Mishaps: Check missed by <=15
  • Fatal Mishap: Check missed by >15

Roll 1d6 on the appropriate chart to determine what mishap occurs. Unless you got a Fatal Mishap that is. In that case you flew your ship straight through a star or something similar!

Playtest


Well, we'll have to give these rules a playtest next game session. I'll let you know how it goes! Hopefully without too many fatalities!








Wednesday, 18 May 2016

Star Wars 2020 Point Buy


As per request, here is how to create your star wars 2020 character via point-buy rather than random generator.

1. Ability Scores


  1. Distribute 48 points between the ability scores Int, Ref, Tech, Cool, Emp, Luck, Body, Force (maximum 10, minimum 2)
  2. MA=8
  3. Run=MA*3
  4. Leap=Run/4
  5. Lift(Kg)=40*BODY
  6. Save=Body
  7. BTM=IF(BODY<=2,0,IF(BODY<=4,-1,IF(BODY<=7,-2,IF(BODY<=9,-3,-4)))) 

2. Species


  1. Pick a species
  2. Apply the ability modifiers for your species
RacesINTBODYREFEMPMA
Human
Wookie-111-1
Ewok-1-211-2
Gammorian-22-1
Twi'lek-11
Ithorian1-1-1
Mon Calamari
Gran

3. Skills

  1. You get 40+INT+REF skill points
  2. Assign them to skills(max 10)
BODYCOOLEMPINTREFTECHFORCE
EnduranceInterrogateSentient PerceptionAccountingArcheryHover TechForce Jump
Strength FeatIntimidateInterviewXenoanthropologyAthleticsBasic TechMind Trick
SwimmingOratoryLeadershipAwareness/NoticeBrawlingComputer TechPhase
Resist Torture/DrugsPerformBiologyDanceDemolitionsTelekinesis
StreetwisePersuasion/Fast TalkBotanyDodge/EscapeDisguiseRead Mind
Riding(Bantha)ChemistryFencingDroid TechForce Healing
Riding(Bolotaur)CompositionHandgunElectronicsReflex Boost
Riding(Keffi)Diagnose IllnessHeavy WeaponsFirst Aid/Medical
Riding(Tauntaun)Education & Gen. KnowlegeMartial ArtsHacking
Riding(Eopie)GambleMeleePaint/Draw
Riding(Dewback)GeologyOperate Heavy MachineryPharmaceuticals
SeductionHide/EvadePilot(StarFighter)Photography
SocialHistoryDrive(Hoverbike)Pick Lock
Language(by species/native world)Drive(Hovercar)Pick Pocket
Language(Basic)Pilot(Starship)Play Instrument(pick one)
Library SearchRifleHyperdrive Tech
MathematicsStealthWeaponsmith
Navigation(Interstellar)Turret GunnerStarship Engine Tech
PhysicsClimbingEnergy Weapon Tech
Shadow/TrackDivingCommunications Tech
Stock Market
Teaching
Wilderness Survival
Zoology

4. Equipment

  1. You get 1d10 Galactic Credits
  2. cloth shoes(worn out), dusty poncho, sand mask
  3. 4 items from this list
Anti-Grav Sledge
Bantha
Blaster pistol
Blaster rifle
Bolotaur
Brass bracelets
Camera
Cutting torch
Dancing shoes
Dewback
Diving aparatus
Eopie
Hand weapon(choose)
Heavy Plasteel Knife 1d6
Hip Flask
Infrared binoculars
Keffi
Light spear gun 1d6+1
Lockpicks
Longbow 50m, 12 Arrows 2d6+1
Medikitx5
Metal Detector
Motorized climbing rig
Musical Instrument(as per skill)
Old Hoverbike
Old Hovercar
Pack of Sabacc Cards
Pain killers
pick item of Native dress
Plasteel Sword 2d6+2, sheath
Portable Chemical Analyzer
Portable excavator
Portable Gene Sequencer
Sketchpad, Pencils
Small computer terminal
Small Electronics Kit
Small hacker's terminal
Small tool kit
Salvaged Droid(choose Astromech, Medical, or Protocol)
Tatoo
Tauntaun
Thermal Detonator 7/9d6
Uppers
Water Bottle
Wearable light



Force Combat for Star Wars 2020

After the first session of Star Wars 2020, a Cyberpunk 2020 Star Wars mod, I wanted to add an improved combat skill to the list of force skills. The existing list of skills(below) reflect common force abilities, but there wasn't anything that paralleled Luke's use of the force in combat.


  • Force Jump
  • Mind Trick
  • Phase
  • Telekinesis
  • Read Mind
  • Force Healing



I wanted something that gives a significant bonus, yet doesn't make force users too overpowered. Since Cyberpunk 2020 combat relies mostly on the Reflex ability score, I decided to create an ability that boost's that attribute. Here is the result:

Force Reflex Boost

The force-user concentrates, connecting to the Force. This gives them a boosted reflex ability score.


Skill Check

The force-user must make a skill check to concentrate and connect to the force. The target number depends on how distracted they are.

standard CP2020 difficulties

Effect

The ability is boosted by the character's force ability score, for a maximum of 11. (The player is allowed to make one Spinal Tap joke per session. Additional jokes cause the ability to fail.)

Concentration

If the character is injured or otherwise distracted, they must again make a skill check to maintain concentration. This doesn't use up their action for the turn.

Duration

The effect lasts as long as the character is busy with the current task. Once they start doing something else, the effect is lost. If they want to maintain the effect, they must make a concentration skill check.

Sunday, 10 January 2016

What's in a Shuttle?

In our first session, the party succeeded in escaping the Ugor-run Airam sector in their stolen Lambda-class T-4a shuttle. Let's take a closer look at this fine piece of Imperial-Age machinery:

  • Crew/Passengers: 6-26
  • Speed: 50 MGLT
  • Hyperdrive: class 4 backup hyperdrive
  • Hull: 48/66RU
  • Shields: 100SBD (split between fore and aft shields)
  • Fuel Cells: 7/53 charged
  • Armament:
    • Steerable forward twin laser cannons(2d8) x2
    • Twin laser cannons (2d8) x2
    • Aft twin blaster cannon (2d6)

The Bureaucratic Reality is My Reality


So at the very least the shuttle could use some repairs and a new hyperdrive and some new fuel. The other issue, however, is registration.

The shuttle's registration currently is to the(now defunct) Navy of the Galactic Empire. Whenever another ship scans it, it will self-identify as such. This functionality can be turned off, but that's just as suspicious. The Ugor, a major force in Airam system, and in fact throughout the Galaxy, are looking for this shuttle. If the party wants to avoid pursuit, they need to get their shuttle a "clean" registration or swap it for another ship.

As to getting a clean registration, there are many systems that can provide this, but only those who don't fear the wrath of the Ugor. These are generally organized criminals or those who are anyway on bad terms with the Ugor.

As to swapping it for a new ship, one can sell a ship with invalid registration and an Ugor bounty on it, but not to just anyone and certainly not for top dollar.


Thursday, 7 January 2016

Star Wars 2020 Session Summary 1

So we got together and played a few hours of Star Wars 2020. The party was:

  • Pigman- a Gammorian beater/scavenger/heavy machine user/turret gunner(Avraham)
  • Art- Ithorian tech Rock gardener, healing(Avi)
  • Aazilbaki- a Green Twi'lek fighter pilot/untrained force user/insterstellar navigation(Avram)
  • Meemu- Ewok super martial artist, hoverbike riding loner, wamprat hunter, hyperdrive-tech(Mati)
  • Lucky- a Gran with many natural talents, good at dodging, explosives, stock market, interstellar navigation, leadership, pharmaceuticals(Lauren)
As mentioned previously, the setup is on Nocto II. The party are scavengers who stumble onto the motherload: a working Imperial Shuttle, undiscovered these 20 years. The only problem is they'll need to get it some sort of hyperdrive, maps for the nav computer, and some fuel cells if they're going to escape Ugor space. And they need to do it all discreetly.

The party were smart enough to search the shuttle thoroughly, lucking out by finding 17 pristine suits of Stormtrooper armor on board, which helped them with the funds they needed to pull off their caper.

Back to Town


Meemu used his underworld connections to determine that Kryygh, an Ithorian Bounty Hunter stationed nearby, would be willing to sell them his backup hyperdrive for an extravagant amount. They sold him 8 of the armors in exchange for dropping the backup hyperdrive at a pre-determined location later that night. They also wanted another fuel cell and a sector map.

Map of Airam Sector


As they were leaving the bounty hunter's ship, they noticed someone with hairy legs and a long cloak outside, but he didn't seem to be spying on them. Aazilbaki followed him anyway but lost him in the crowd.

Art traded his artwork to Snorblob the Ugor Cartel representative in town for another fuel cell, but then ditched it when he realized that it probably had a tracking device on it(DM Aside: he was right!)

They then heard a rumor that Roy, a Human Scavenger, had a stash for when he would one day make it off the planet. They spoke to him and made a deal. They would let him come along for his 7 fuel cells.

A Gammorian guard pulled Meemu aside and tried interrogating him, but the wily Ewok managed to escape.

The party now knew for sure that they were being watched so they made a plan.

In the Scavenging Fields


While Pigman, Art, and Aazilbaki snuck-off to the rendezvous point, Meemu and Lucky were very conspicuous about going with Roy to his stash. They did a good job and were followed by a couple tough bounty hunters, under Ugor employ.

There was a very close fight. I really didn't think Meemu, Lucky, and Roy could win. After a good deal of crawling around, hiding, shooting and kicking:
  • Meemu's hoverbike was fried by a laser rifle
  • One bounty hunter failed a stun check the second time he was hit by an axe, taking him out of the fight
  • The other bounty hunter was tricked out of cover with an unarmed thermal detonator, then had his leg shot off with his captured buddy's laser rifle
  • But, unfortunately Meemu, after shooting a bounty hunter full in the helmet with his own blaster pistol, was hit with three rounds from an automatic blaster rifle, killing the brave little Ewok outright! (and he was their only hyperdrive tech- evil DM laugh!)
Lucky and Roy took the bounty hunters' hoverbikes and hauled the fuel cells and loot to rejoin the rest of the party's night time rendezvous. Now the party was reunited and dragging their new hyperdrive to the shuttle. At the same time, they saw they were being followed.

Flyboys and Explosions


They made it to the caves, with three hovercars close on their tail. Art attempted to install the hyperdrive and Pigman to clear the rubble from the cave-in that was blocking their escape route. The rest of the party lay in wait, setting off a couple thermal detonators and blowing up 6 Gammorian guards and much of the cave entrance.

Finally the shuttle was ready, and the party piled in and took off, with Aazilbaki in the pilot seat and Pigman blasting away with the tail gun. The party made it up the gravity well, avoided an Ugor corvette, and made the jump to Klaatu system, escaping Ugor space! (using 4 of their 11 fuel cells in the process and knocking that hull damage up to 27% on the way out of the cave.)

Wednesday, 6 January 2016

Martial Arts in Space!

Since Star Wars 2020 is Cyberpunk 2020 based, this is the perfect opportunity to include Fight Club, the custom martial arts rules I came up with:

As such, any character taking points in the Martial Arts skill will need to:

  1. Assign 3x the number of points between the 11 techniques
  2. Calculate his BDM(Body Damage Modifier). See the chart below
  3. Calculate his SDM(Skill Damage Modifier). Skill level in the given technique/2


Body
Body Type Modifier
Body Damage Modifier
1
0
0
2
-1
+1
3
-1
+1
4
-2
+2
5
-2
+2
6
-3
+3
7
-3
+3
8
-4
+4
9
-4
+4
10
-5
+5
Finally, here's the printable character sheet with Fight Club additions:


Welcome to Nocto II


Thanks to donjon's wonderful planet generator, we now have a map of Nocto II, Nocto System, Airam Sector. 

It's mostly a desert planet, but thanks to the Battle of Nocto in 3ABY, the second planet in the system has seen quite a surge of activity. In that battle, the Super Star Destroyer Vengeance was destroyed, breaking up in space and eventually crashing down on the surface of Nocto II. In following years, there was a protracted dispute between Ugor and Squib salvage operations, with the Ugors eventually winning control of Nocto II.

The map shows the major sites of interest on Nocto II:
  1. Foretown- scavenger town near the Fore section of SSD Vengeance
  2. Aftown- scavenger town near the Aft section of SSD Vengeance(adventure begins near here)
  3. Nocto II Spaceport- spaceport and general hive of scum and villainy
  4. The Great Debris Belt- 3000km of debris from the battle
  5. The Twins- Polar salvage operation around crash site of two heavy cruisers



Tuesday, 5 January 2016

In SPAAAAAAACE!

Well, here it is. Rules for getting around outer space in Star Wars 2020.

Fuel Cells

(Taken from this forum) Spaceports are equipped with fusion generators that recharge fuel cells. At the slowest rate of charge, this costs next to nothing, but if called upon to recharge quickly, the costs increase rapidly:

Charging Rate - Typical cost per cell

  • Trickle (1 cell/day) - 5 credits
  • Standard (1 cell/hour) - 10 credits
  • Fast (4 cells/hour) - 50 credits
  • Emergency (20 cells/hour) - 500 credits

Most stock light freighters are equipped with 50 fuel cells. Additional Fuel Cells: 500 credits each. One cell of fuel is used for:

  • Entering Hyperspace 
  • Six hours in Hyperspace 
  • One month realspace operation 
  • One hour combat maneuvers 
  • One hour atmospheric flight

Hyperspace Travel Times



Here is a tool for long-distance travel: http://www.swcombine.com/navcomp/

For short distances, I've mapped out most of Airam sector. I'll share parts of that map with the party as it becomes relevant.

Ship Stats

Updated list of ship stats are available here: Equipment List

Ship Combat

This is a work in progress. In general:

Attack:

  • Attacks are made as a CP2020 skill check i.e. gunnery, etc.
    • Pilot check can try and evade on a hit though
    • If ship you're attacking is of bigger class, hit is automatic
  • Guided missiles don't require a check
    • But gunner can try and shoot the missile
    • Pilot can try and evade it

Damage:

  • Ships have points for shields. Once those are gone, we go to hull damage
  • Ships have points for hull. Once those are gone, the ship is no longer air-tight.
  • Each hit that puts hull points at 0 or less damages some critical system(at random)
source


Star Wars 2020 Character Generator: Updated

So, I made the following changes to the character generator:


  1. When you generate a new character, it automatically creates a new sheet. This way, different users won't over-write one another's character
  2. Besides generating a completely new character you can now regenerate skills and equipment for an existing character. This allows the player to make manual tweaks to Ability Scores then regenerate the later stuff automatically.
  3. You can also just regenerate starting equipment for an existing character. This allows the player to make manual tweaks to Skills then regenerate the equipment automatically.

Try it out at this THIS LINK


Sunday, 3 January 2016

A First Star Wars Adventure Hook

So Star Wars 2020 is coming along, hopefully we'll be ready for a game session on Thursday. So far I would say I'm about half-way there in terms of DM prep:


  1. Made a character generator
  2. Listed 21 systems in the sector with at least 1 point of interest in each
  3. Started mapping the 21 systems(still needs a bit more work)
  4. Listed 9 "Princes" i.e. factional rulers, the systems they control, and their relationships with one another(maybe needs a bit more detail)
  5. Made an equipment list with some stats(still needs a bit more detail)

And I still have some major tasks to do:
  1. Need to put a bit more detail into the starting scenario
  2. I Listed 11 "minor" persons the party is likely to encounter in the first session, but they need more fleshing out
  3. I Listed 10 types of ship the party is likely to encounter in the first session, but I still need to stat them up
  4. Started researching space travel rules. Still need to organize them into 1 page though
  5. I need to come up with all sorts of combat stats for potential opponents
  6. And I need a to make a table of rumors the party might hear that would lead into adventure hooks
Speaking of that last one, I already have our first rumor.

So the date is 30ABE. The Empire has fallen decades ago and been replaced by a weakened Republic. Now the First Order's Starkiller Fortress has taken out the Republic fleet before itself being destroyed(as per the most recent film). Our PC's are in Airam Sector i.e. a rather remote location on the Outer Rim.

The rumor is that, after the Rebellion victory in this sector, the Surviving Imperial troops, with all their remaining military hardware, took over a remote jungle jungle planet in Nodgra System. They mostly keep to themselves and the locals have never been able to muster the power-base to root them out. In any case, the rumor is that King Ebareebaveebeedee, of the Squib, would pay well for any interesting intelligence as to what they are up to. The last intel photographs from their settlement(see below) are decades old and rather innocuous, but who knows what they may be up to now that the First Order has shown themselves as a power to be reckoned with: