Savage Worlds: Star Wars


So one thing, in my mind, that FFG Star Wars does not do terribly well is space combat. With that in mind, and wanting to test the new Savage Worlds Adventure Edition 'chase' rules, I put together a fairly quick/simple conversion of some Star Wars ships, using a combination of Wookipedia and the stats for WWII aircraft in the SWADE book.

Some assumptions:
- Shields act as 'armor' and generally provide 4 points of protection. Some improved shielding is a bit better, and you can coax another point on a given turn with a Repair roll, or 2 with a raise.
- Shield are 'blown' anytime a ship takes damage. One character/astromech can attempt to get them back online with a repair action.
- Ion weapons ignore shields, but do not cause actual Wounds. Each raise instead adds a cumulative   -2 penalty to the Pilot roll for going Out of Control. Also shields are considered blown as above.
- No fighters or the like have Heavy Armor. This is due to the hilarious power of handheld blasters/lightsabers in the movie universe. (Also, if they were ineffective, why is it EVERYONE always shoots at fighters and freighters with handguns?)


Example Starships:

Vehicle
Size
Handling
Spd
Tough
Crew
Cost
Notes
T65B X-Wing
7
+3
1050
18(4)
1
150k
Astromech, Hyperdrive, Shields, Targeting Computer
Fixed Front: Quad Lasers 3d10+3, ROF 1, 50/100/200 AP 6
Fixed Front: Proton Torpedo(3) 5d10+1 ,ROF 1, Snapfire, 150/300/600 AP 40
BTL-A4 Y-Wing
7
+2
1000
18(4)
1 or 2
135k
Astromech, Hyperdrive, Shields, Targeting Computer
Fixed Front: Dual Lasers 3d10+1, ROF 1, 50/100/200 AP 6
Turret or Fixed: Dual Ion Cannon 3d10+1, ROF 1, 25/50/100 (Ignores Shields, Max damage ‘shaken’)
Fixed Front: Proton Torpedo(4) 5d10+1 ,ROF 1, Snapfire, 150/300/600 AP 40
TIE/In
6
+4
1200
12
1
60k
Targeting Computer
Fixed Front: Dual Lasers 3d10+1, ROF 1, 50/100/200 AP 6
TIE/In Interceptor
6
+4
1250
12
1
120k
Targeting Computer
Fixed Front: Quad Lasers 3d10+3, ROF 1, 50/100/200 AP 6
Fixed Front: Dual Lasers 3d10+1, ROF 1, 50/100/200 AP 6
RZ-1A Awing
6
+5
1300
16(4)
1
175k
Targeting Computer, Hyperdrive, Navicomputer,Shields
Fixed Front: Dual Lasers 3d10+1, ROF 1, 50/100/200 AP 6
Fixed Front: COncussion Missile Launcher (6) 4d8 AP 6 100/200/400
Z-95 Headhunter
6
+3
1150
16(4)
1

Targeting Computer, Hyperdrive
Fixed Front: Dual Lasers 3d10+1, ROF 1, 50/100/200 AP 6
Fixed Front: Ion Cannon 3d10, ROF 1, 25/50/100 (Ignores Shields, Max damage ‘shaken’)
Fixed Front: COncussion Missile Launcher (4) 4d8 AP 6 100/200/400
YT-1300 (Stock)
10
-2
800
23(4)
2+

Navicomputer, Hyperdrive, Shields
Turret: Quad Lasers 3d10+3
ROF 1, 50/100/200 AP 6

Combat Example:

Ace Starkiller in his X-Wing vs three TIE fighters.

-Ace has the Ace edge, piloting d8, shooting d8
-Ace’s Astromech has Repair at d8
-TIE Pilots are all d6 across the board

Round 1
They start 2 Cards apart, Ace wins the initiative, and chooses to close on the group of TIEs (free action), and Shoots twice (2 Actions). This puts all of his rolls at -2, but given he is an Ace, he ignores 2 points of penalties for Piloting rolls. 

He succeeds on his roll to close, and rolls a 5 (3) and a 6 that explodes to an 8 (6). His lasers do 13 points of damage, forcing the TIE to make an out of control check, which it does.

The TIEs attack, all missing 

Round 2
Next round the TIEs go first, but roll a complication, all succeed, largely due to the insane maneuverability of the TIE (Handling is added to all Piloting rolls). Thematically, they were in too close on the attack run and had to rollout to avoid a collision.

Two of the TIE fighters blast the X-wings (4 and 5), one volley being deflected by the shields, while the other (22) is a hit and a raise. 

Ace spends a benny to try to soak (with his piloting skill) and soaks the wound. His shields are still blown, he can try to fix it himself or have his astromech attempt to repair it. While it is down, his X-Wing will have an effective Toughness of 14.

Ace decides to go evasive (-2) and shoot at one tie fighter while his astromech tries to make a repair roll to bring the shields back. He gets a modified 9 on his to-hit roll, but his astromech’s roll on a d8 repair didn’t succeed in getting the shields back as he was jinking around too much in the fighter.

Ace gets 17 damage through the TIE, which is enough to cause it to detonate dramatically as he flies through the fireball....

Round 3
Ace goes first, he is currently in the same ‘space’ as the two remaining TIE’s , and his shields are still blown. He is going to avoid evasive action, and instead will fire twice while his astromech again attempts the repairs.
Astromech: Rolls a 14, which gets the shield generator back on line
Ace: Rolls 11 (-2 for multi-action) for the first TIE and 3 for the second.) His X-Wing does 16 points of damage which vaporizes that TIE as well.

The remaining TIE is going to ‘bug out’, and take a Free Action to Change Position. The TIE is faster, so he gets a +1, in addition to his +4 handling bonus to his Piloting roll. Rolling a 1, he still succeeds, but he would have been able to move two had he achieved a raise. He will evade as an action, will inflict a -4 penalty on Ace Starkiller’s attack rolls.

Ace is in no mood to follow it back to it’s base, so plots a jump to hyperspace instead...




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