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Kirkler Sub-Lieutenant
Joined: 25 Feb 2008 Posts: 51 Location: BC Canada
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Posted: Fri Sep 05, 2008 7:39 pm Post subject: D6 Space Starship construction rules |
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My group and I have been playing with the D6 Space Construction rules and converting them to use in Star Wars. We've had to add rules for Ion Cannons as well as sensors but so far it's working out rather well for star fighters and transports. Next weekend we'll tackle Capital ships. Our Cost modifier for starfighters is x1.4 the price given in D6 Space. Has any one else been looking into this? _________________ Only the good die young? What about Wedge, he's good and still alive! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Fri Sep 05, 2008 11:48 pm Post subject: |
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I think that there is a set of construction rules that Grimace had put out. I'll see if I can find a copy of it. It's pretty darn close to generating the official vehicles for the listed cost.
I don't know what's in the new D6 Space supplements. I couldn't' get past their core rulebook. |
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Kirkler Sub-Lieutenant
Joined: 25 Feb 2008 Posts: 51 Location: BC Canada
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Posted: Sat Sep 06, 2008 5:00 am Post subject: |
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I didn't even bother with there core rules book. I just got a copy of the Ships book. One element I like is Energy use of modules. You can over power some systems during a battle to help out. It's rather nice. I was never happy with the West end slap together rules. My group is very tech/mod heavy. We've had whole nights of just upgrading and jurry-rigging ships. As the GM I don't mind this it gives me a chance to plot the next miss adventures. I would love to see a copy of those rules. _________________ Only the good die young? What about Wedge, he's good and still alive! |
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