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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Wed Aug 17, 2016 1:24 pm Post subject: Weird Worlds? |
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So, what other Sci-Fi universes have you been tempted to mix into your Star Wars, either as a plot point or as a cameo?
I just spent a few minutes noodling about with including Robotech into Star Wars. The Cyclones are relatively easy to convert, but I'm not sure how I'd model Giant Robots in the d6 system. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Aug 17, 2016 4:00 pm Post subject: |
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BSG, SG1, and Buck rodgers.. _________________ Confucious sayeth, don't wash cat while drunk! |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Wed Aug 17, 2016 4:04 pm Post subject: |
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So, because no one is showing up to my class today, let's play with a VF-1A Valkyrie in Star Wars d6.
New Mechanical Skills: Veritech Piloting (A)
For use in piloting Veritech fighters, this skill requires a Starfighter Piloting of 4D and Mechsuit Operation of 4D. As an advanced skill, it is used to add to Starfighter Piloting or Mechsuit Operation when using a Veritech Fighter, and may be rolled on its own for special manuevers related to the variable configuration, such as the Easy check to change forms as part of another action, or the Very Difficult check to change forms without a multiple action penalty.
The Valkyrie is a variable fighter, able to change from a starfighter configuration, to a fully humanoid "battloid" shape, to a hybrid mode that combines features of the two; the last is also called "gerwalk" or "Guardian" mode. Someone who is skilled in Starfighter Piloting can make use of the Starfighter mode without penalty, and someone skilled in Mechsuit Operation may make use of the "battloid"shape with only a -1D penalty (the controls are much different and the size is far greater than most mechsuits). The gerwalk mode is special and slightly awkward; attempting to pilot with Starfighter Piloting will result in a -2D penalty, and Mechsuit operation will carry a -3D penalty. Veritech Piloting negates these penalties on a pip-for-pip basis, with any "unnegated" pips or dice available to enhance operations.
VF-1A Valkyrie (fighter configuration)
Craft: Robotech Defense Force Variable Configuration Veritech Fighter
Type: Veritech
Scale: Starfighter
Skill: Veritech piloting(A): VF-1
Crew: 1
Crew Skill: All skills typically at 4D
Cargo Capacity: 60 kilograms
Consumables: 1 week
Cost: 180,000 (new), 145,000 (used), both prices are black market value
Hyperdrive Multiplier: None
Nav Computer: None
Sensors:
Passive: 25/1D
Scan: 45/2D
Search: 65/2D+2
Focus: 3/3D+1
Starfighter Configuration
Length: 14 meters
Maneuverability: 3D
Space: 10
Atmosphere: 415; 1,200 kmh
Hull: 2D
Shields: None
Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
GU-11 Gun Pod
Fire Arc: Front
Skill: Starship Gunnery
Fire Control 1D
Space Range: 1-4/16/28
Atmosphere Range: 100-400/1.6/2.8 km
Damage: 6D
Payload: 50 short bursts
Firmpoints (2) allowing the mounting and firing of 3 Concussion Missiles or 2 Proton torpedos per firmpoint.
Gerwalk/Guardian Configuration
Length: 12.3 meters (12.7m tall)
Maneuverability: 4D
Space: 6
Atmosphere: 350; 1,000 kmh
Hull: 2D
Shields: None
Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
GU-11 Gun Pod
Fire Arc: Turret (may be set to the front arc only to keep both hands free)
Skill: Firearms (Starship Gunnery if mounted for a front arc)
Fire Control: 2D (1D if mounted for a front arc)
Space Range: 1-4/16/28
Atmosphere Range: 100-400/1.6/2.8 km
Damage: 6D
Damage (as club): Str+1D
Payload: 50 short bursts
Firmpoints (2) allowing the mounting and firing of 3 Concussion Missiles or 2 Proton torpedos per firmpoint.
Effective Strength: The Guardian/Gerwalk configuration can use its hands and feat for hand to hand combat. Due to its awkward posture and configuration, all Brawling, Brawling Parry, Melee Combat, and Melee Parry skills are -2D, on top of any penalties caused by a lack of Veritech Piloting. Damage may be calculated on a Strength of 3D, but of Starfighter Scale.
Battloid Configuration
Height: 17.7 meters
Maneuverability: 4D+2
Space: 2
Atmosphere: 105; 300 kmh
Speed (running on ground): 40; 120 kmh
Hull: 2D
Shields: None
Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D+1
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
GU-11 Gun Pod
Fire Arc: Turret
Skill: Firearms
Fire Control 3D
Space Range: 1-4/16/28
Atmosphere Range: 100-400/1.6/2.8 km
Damage: 6D
Damage (as club): Str+1D
Payload: 50 short bursts
Battloid Mode MAY NOT make use of the firmpoints.
Effective Strength: The Battloid configuration can use its hands and feat for hand to hand combat. Damage may be calculated on a Strength of 4D, but of Starfighter Scale. There is no penalty to any combat skill in battloid mode, save the possible -1D if piloted solely with Mechsuit Operation. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Aug 17, 2016 8:30 pm Post subject: Re: Weird Worlds? |
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MrNexx wrote: | So, what other Sci-Fi universes have you been tempted to mix into your Star Wars, either as a plot point or as a cameo? |
I've sampled all kinds of ideas. Warhammer 40K allows you to introduce fantasy races, complete with modern equipment likes armored vehicles, walkers and spacecraft into the SWU, and their world is incredibly detailed. I've tapped it to flesh out the Unknown Regions. Alien / Prometheus / Predator, Battletech (more here and here), Chronicles of Riddick, etc. The big issue with a crossover is trying to maintain something of the flavor of both universes without losing the key "feel" of the one you're playing in... _________________ "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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Volar the Healer Jedi
Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
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Posted: Mon Aug 29, 2016 1:48 am Post subject: |
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Aliens (those Xenomorphs are a LOT of fun), buy mostly I just steal plots from sci-fi movies and put them in the Star Wars universe. _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Wed Aug 31, 2016 1:43 am Post subject: |
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MrNexx wrote: | So, what other Sci-Fi universes have you been tempted to mix into your Star Wars, either as a plot point or as a cameo? |
If we include fantasy and superhero universes with sci-fi...
Dune
Middle Earth
Harry Potter
Indiana Jones
Planet of the Apes (novel and movies)
D&D
Shard (fantasy RPG)
Septimus (sci-fi RPG)
DC Universe
Hellas (sci-fi RPG)
The Godsend Agenda (superhero RPG)
D6 Space Aliens I, Fires of Amatsumara (sci-fi RPG)
Shatterzone (sci-fiRPG)
Firefly/Serenity
Star Frontiers
Dragonstar (space fantasy RPG)
Traveller
Blue Planet (sci-fi RPG)
Star Trek
Jodoverse (The Metabarons RPG) _________________ *
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