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SAVAGE WORLDS STAR WARS Conversion!


For this Savage Star Wars conversion I used
Paul "Rorschach Tobia's conversion (v 3.0) with
some additions and changes.
Changed some Alien Species stats and
added more others.
I'm using different stats for weapons and
armor - and I've added some equipment as
well.
Added a few tweaks to Force Powers.

Mon Calamari
Aquatic (+2)
Rodian
Strong (Strength starts at d6) (+2)
Hunter (Tracking at d6) (+1)
Mean (-1)
Trandoshan
Keen Senses (+2)
Natural Weapon (Strength +d6) (+1)
Armor (+1)
Mean (-1)
Environmental Weakness, Cold (-1)

If you havent read the Daring Tales of the


Space Lanes Space Pulp Rules from Triple Ace
Games yet, you really should. Wiggy has really
captured the feel of Star Wars type games.
- Ted Arlauskas, ted_arlauskas@yahoo.com
22 January 2016

Wookie
Berzerk (Wookie Rage) (+2)
Strong (Strength starts at d6) (+2)
Size +1 (+1 Toughness) (+1)
Mean (-1)
Language (Cant speak Basic) (-1)
Loyal (-1)

Aliens
Some Alien Races dont feel significantly
different from Humans (Bith, Twilek, etc) so
treat them the same as Humans (Free Edge).
Ewok

Droid

Nimble (Agility starts at d6) (+2)


Keen Sense (Hearing) (+1)
Size -1 (-1)

Gammorean
Strong (Strength starts at d6) (+2)
Size +1 (+1)
Obese (-1)
Human
Adaptable (Free Edge) (+2)
Hutt

Force Resistance (+2)


Size +2 (+2 Toughness) (+2)
Slow (4 Pace, d4 Run die) (-1)
Odorous (-1 Charisma) (-1)

Jawa

Gadgeteer (+2)
Repair at d6 (+1)
Low Light Vision (+1)
Size -1 (-1)
Outsider (-1)

Construct (+8)
Dependency (Electrical Recharge) (-2)
Outsider (-2)
Slow (4 Pace, d4 Run die) (-1)
Environmental Weakness(Electricity)(-1)

Improved Light Saber Defense


Requirements: Seasoned, Light Saber Defense
The Shooting penalty of Improved Light Saber
Defense protects any allies within 2 of the
character. This effect does not stack in the case
of multiple overlapping Improved Light Saber
Defenses.

Edges
Professional Edges
Jedi
Requirements: Novice, AB (The Force)
Jedi learn mastery of the light side of the Force
through rigorous training and study. Jedi learn
the correct use of the light saber and do not
suffer -2 Fighting when using one.
Jedi is a requirement for Light Saber Defense
(see below).
Jedi gain the hindrance Vow (Major) as a
pledge to the Jedi Code and the Edge
Connections (Jedi Master).

The Force
The Force is the only Arcane Background in Star
Wars.

Arcane Background (The Force)


Arcane Skill: Force (Spirit)
Starting Power Points: 10
Starting Powers: 2
There is no backlash for a Force User when he
rolls a 1 on his Force die.

Bounty Hunter
Requirements: Smarts d6+, Tracking d8+
Bounty Hunters gain +2 to all Tracking,
Streetwise, and Knowledge rolls (including
common knowledge) regarding the target of a
hunt. The Bounty Hunter must start with a basic
dossier of information on the target before the
bonus can be used.

Force Powers

Slicer
Requirements: Smarts d8+, Knowledge
(Computers) d8+
Slicers gain +2 to all Investigation, Knowledge
rolls (including common knowledge) when using
a computer and +2 to Repair.

Combat Edges
Light Saber Defense
Requirements: Jedi Professional Edge
A character can declare Light Saber Defense
by spending an action during his turn. Light
Saber Defense can be used with a held action
and does not require an opposed Agility roll
since the character is reacting to the shots, not
interrupting them.
The character makes a Fighting roll. With a
standard success, attackers must subtract 2
from any Shooting rolls while using weapons
that do not have an area of effect. A raise
increases the penalty to 4.
If the attacker is using a blaster or other energy
weapon and rolls a 1 on the Shooting die (or a
Wild Card rolls snake eyes) the bolt is defected
back and hits the attacker for normal damage.

Armor
Beast Friend
Bolt
o Trapping: Blue lighting bolts
Boost Trait
Confusion
Deflection
Detect/Conceal Arcana
Divination
Force Leap
Rank: Novice
Power Points: 2
Range: Self
Duration: 3(1/round)
Force User can jump +2 length/height
per success and raise.
Healing
Mind Reading
Pummel
Puppet
o Trapping: Hand wave
Quickness
Speed
Succor
Telekinesis

Data Pads (Basic/Advanced) - $200/$400


Small computers that give the user help thru a
Cooperative Roll. Basic Data Pads hold 2
programs, Advanced hold 4. Programs cost $10
per skill die type (d4=$10, D6=$20, etc).

Skills
Knowledge: Astrogation (Smarts)
The ability to navigate thru Hyperspace.

Glowrod - $10

Knowledge: Shields (Smarts)


The ability to activate and use Deflector Shield
Pods.

Jetpack - $1000
Grants the user the Fly Power with 9 Power
Points.
Macrobinoculars - $100
Give the user +1 on Notice rolls at distances of
20+ inches.

Gear
Comlink - $100
Allows voice communication up to orbital
distance.

Type
Blast Vest or Helmet
Scout Trooper Armor
Stormtrooper Armor
Bounty Hunter Armor

Armor
+1
+1
+2
+3

Medpac - $40
Grants the user +2 on Healing rolls. Is
depleted when used.

Armor
Cost
$200 each
Imperial Military only
Imperial Military only
$1000

Notes
Maximum of +1 when combined

Weapons

Ion Guns
Ion Guns are designed to disrupt Droids and
electrical systems. When a living being is
successfully hit with an Ion Gun the maximum
damage they can take is to be Shaken. Living
beings cannot be Wounded by an Ion Gun, even
with multiple Shakens. Droids or other electrical
devices Incapacitated by an Ion Gun shut down
for 2d6 minutes.

Stun Setting
Most blasters can be set for Stun. When using
the Stun setting the blasters only shoot out to
Short Range. When a character is Incapacitated
they fall unconscious for 2d6 minutes and then
wake up with no permanent damage.

Type
Vibro Dagger
Vibro Sword
Vibro Axe
Light Saber
Gaderffii
Type
Hold Out Blaster
Sporting Blaster
Blaster Pistol
Heavy Blaster Pistol
Blaster Carbine
Blaster Rifle
Blaster Sniper Rifle

Type
Bowcaster
Ion Gun
PLEX 2 Missile Launcher
Smoke Grenade
Frag Grenade
Thermal Detonator
Light Repeat Blaster
Med. Repeat Blaster
E-Web Hvy Blaster

Damage
2d6+2
2d8+2
2d8+2
Str+d6+8

Hand Weapons
Cost
$250
$500
350
Special

Str+d8
Range
5/10/20
10/20/40
12/24/48
10/20/40
15/30/60
24/48/96
40/80/160

Range
12/24/48
5/10/20
24/48/96
5/10/20
5/10/20
5/10/20
30/60/120
30/60/120
50/100/200

Weight
1
6
10
2

$100
Ranged Weapons
Damage
Cost
2d6
$150
2d6-1
$100
2d6
$200
2d8
$300
2d6+1
$300
2d8
$450
2d8+1
$1000

Other Weapons
Damage
Cost
2d8
$400
2d6
$150
4d8+2
$1000
$25
3d6
3d8
2d8
2d8+1
2d10

$30
$50
$750
$1500
$3000

Notes
AP 2
AP 4
AP 4
AP 12, HW, -2 to
use except for Jedi
Reach 1, 2 hands

10
Weight
2
2
3
3
6
8
10

Shots
5
20
40
20
50
50
10

Weight
6
2
15
2

Shots
20
5
1
1

2
2
18
24
50

1
1
100
100
100

Notes
Stun
Stun
Stun
Stun
Stun
Stun
Scope

Notes
Ion Gun
HW, Snapfire
LBT, -6 to attack
thru, lasts 1d4+2 rds
MBT
MBT
ROF 3, Snapfire
ROF 3, Snapfire
ROF 3, HW, AP4,
May not move

Shields

Ground + Air Vehicles

Treat Deflector Shields as the Shield Pods in


Daring Tales of the Space Lanes Space Pulp
Rules.

AT-ST (All Terrain Scout Walker)


Acc/TS: 10/20; Toughness: 14 (4); Handling
+0; Crew: 1+1
Notes: Heavy Armor.
Weapons:
- 1x forward firing Heavy Repeat Blaster (Range:
50/100/200; 2d10; ROF: 3; AP: 4; HW)

Spaceships
Daring Tales of the Space Lanes Starships of
the Galaxy really captures the feel of Star Wars
spaceship combat.

Landspeeder XP34
Acc/TS: 20/40; Toughness: 11 (3); Handling
+1; Crew: 1+3
Notes: Open topped.
Weapons: None.

TIE Fighter
Top Speed: 10; Toughness: 14 (4); Handling
+1; Shields: 0; Crew: 1
Weapons:
- 1x forward firing double light blaster (Range:
12/24/48; 3d6; AP 6, HW)
TIE Interceptor
Top Speed: 12; Toughness: 14 (4); Handling
+2; Shields: 0; Crew: 1
Weapons:
- 1x forward firing double light blaster (Range:
12/24/48; 3d6; AP 6, HW)

Swoop Bike Mobquet Flare S


Top Speed: 20/40; Toughness: 9 (2); Handling
+1; Crew: 1+1
Weapons: None.

X Wing Incom T-65


Top Speed: 10; Toughness: 16 (5); Handling
+1; Shields: 1; Crew: 1+ Astromech Droid
Notes: FTL
Weapons:
- 2x forward firing double light blaster (Range:
12/24/48; 3d6; AP 6, HW)
- 1x Proton Torpedo (Range: 10/20/40, 4d10; AP
20, HW, no reload)
A Wing
Top Speed: 12; Toughness: 14 (4); Handling
+2; Shields: 0; Crew: 1
Weapons:
- 1x forward firing double light blaster (Range:
12/24/48; 3d6; AP 6, HW)

Speeder Bike Aratech 74-Z Military Model


Acc/TS: 20/42; Toughness: 8 (2); Handling +1;
Crew: 1+1
Weapons:
- 1x forward firing blaster rifle (Range: 24/48/96;
2d8)

Light Freighter
Top Speed: 6; Toughness: 16 (4); Handling
+0; Shields: 2; Crew: 2+2
Notes: FTL
Weapons:
- 2x double light blaster turret (Range: 12/24/48;
3d6; AP 6, HW)

Cargo Skiff Bantha II


Acc/TS: 10/30; Toughness: 14 (3); Handling
+0; Crew: 1+5
Notes: Open topped.
Weapons: None.

Stormtrooper Sergeant (Wild Card)


Attributes: Ag: d6, Sm: d6, Sp: d6, St: d6, V: d6
Pace: 6, Parry: 5, Tough: 7(2), Charisma: 0
Skills: Fighting d6, Shooting d6, Notice d6,
Stealth d6
Edges: Command (Allies w/in 5 are +1 to
recover from Shaken)
Hindrances: Obligation (The Empire)
Gear: Stormtrooper Armor (+2 armor)
- Blaster Carbine

Sample Characters
Stormtrooper
Attributes: Ag: d6, Sm: d6, Sp: d6, St: d6, V: d6
Pace: 6, Parry: 5, Tough: 7(2), Charisma: 0
Skills: Fighting d6, Shooting d6, Notice d6,
Stealth d4
Edges: Hindrances: Obligation (The Empire)
Gear: Stormtrooper Armor (+2 armor)
- Blaster Carbine, Blaster Rifle, or
Light Repeat Blaster

Imperial Officer (Wild Card)


Attributes: Ag: d6, Sm: d6, Sp: d6, St: d6, V: d6
Pace: 6, Parry: 5, Tough: 5, Charisma: 0
Skills: Fighting d6, Shooting d6, Knowledge
(Battle) d6, Notice d6, Stealth d6
Edges: Command (Allies w/in 5 are +1 to
recover from Shaken)
- Level Headed (gets 2 action cards + acts on
highest)
Hindrances: Obligation (The Empire)
Gear: Blaster Pistol
Rebel Soldier
Attributes: Ag: d6, Sm: d6, Sp: d6, St: d6, V: d6
Pace: 6, Parry: 5, Tough: 6(1), Charisma: 0
Skills: Fighting d6, Shooting d6, Notice d6,
Stealth d6
Edges: Hindrances: Obligation (The Rebel Alliance)
Gear: Blast Vest + Helmet (+1 armor)
- Blaster Pistol
Rebel Commando
Attributes: Ag: d6, Sm: d6, Sp: d8, St: d6, V: d6
Pace: 6, Parry: 5, Tough: 6(1), Charisma: 0
Skills: Fighting d6, Shooting d8, Throw d6,
Notice d6, Stealth d8
Edges: Combat Reflexes (+2 recover Shaken)
Hindrances: Obligation (The Rebel Alliance)
Gear: Blast Vest + Helmet (+1 armor)
- Heavy Blaster Pistol, Frag Grenade

ScoutTrooper
Attributes: Ag: d6, Sm: d6, Sp: d8, St: d6, V: d6
Pace: 6, Parry: 5, Tough: 6(1), Charisma: 0
Skills: Fighting d6, Shooting d6, Driving d6,
Notice d6, Stealth d6
Edges: Hindrances: Obligation (The Empire)
Gear: ScoutTrooper Armor (+1 armor)
- Blaster Pistol

Rebel Officer (Wild Card)


Attributes: Ag: d6, Sm: d6, Sp: d6, St: d6, V: d6
Pace: 6, Parry: 5, Tough: 6(1), Charisma: 0
Skills: Fighting d6, Shooting d6, Knowledge
(Battle) d6, Notice d6, Stealth d6
Edges: Command (Allies w/in 5 are +1 to
recover from Shaken)
- Hold the Line! (troops under command are +1
Toughness)
Hindrances: Obligation (The Rebel Alliance)
Gear: Blast Vest + Helmet (+1 armor)
- Blaster Pistol

Imperial Army Trooper


Attributes: Ag: d6, Sm: d6, Sp: d6, St: d6, V: d6
Pace: 6, Parry: 5, Tough: 6(1), Charisma: 0
Skills: Fighting d6, Shooting d6
Edges: Hindrances: Obligation (The Empire)
Gear: Blast Vest + Helmet (+1 armor)
- Blaster Pistol, Blaster Carbine, Blaster Rifle, or
Light Repeat Blaster

Gamorrean Guard
Attributes: Ag: d6, Sm: d4, Sp: d6, St: d8, V: d6
Pace: 5, Parry: 6, Tough: 8(1), Charisma: 0
Skills: Fighting d8, Shooting d6
Edges: Size +1
- Strong
Hindrances: Obese(-1 Pace, Run d4, +1Tough)
Gear: Leather Armor (+1 armor)
- Blaster Carbine or Vibroaxe

Astromech Droid
Attributes: Ag: d4, Sm: d6, Sp: d6, St: d4, V: d6
Pace: 4, Parry: 6, Tough: 5, Charisma: -2
Skills: Fighting d4, Astrogation d6, Computers
d6, Repair d6
Edges: Construct (+2 recover from Shaken)
Hindrances: Dependency (Electric Recharge)
- Outsider (-2 Charisma)
- Slow (Pace 4, d4 Run die)
- Environmental Weakness (Electricity)
Gear: Arc Welder (1/-/-; 1d6)
- Circular Saw (melee, Str+1d8)
- Fire Extinguisher (SBT, -2 to hit thru)
Protocol Droid
Attributes: Ag: d4, Sm: d8, Sp: d6, St: d4, V: d6
Pace: 4, Parry: 3, Tough: 5, Charisma: -2
Skills: Driving d6, Piloting d6, Languages d10,
Persuasion d6
Edges: Construct (+2 recover from Shaken)
Hindrances: Dependency (Electric Recharge)
- Outsider (-2 Charisma)
- Slow (Pace 4, d4 Run die)
- Environmental Weakness (Electricity)
Gear: -

Hutt Gangster
Attributes: Ag: d4, Sm: d8, Sp: d8, St: d6, V: d8
Pace: 4, Parry: 4, Tough: 8, Charisma: -1
Skills: Fighting d4, Shooting d4, Intimidate d8,
Streetwise d8, Persuasion d8
Edges: Force Resistance
- Size +2
Hindrances: Obese
- Slow (4 Pace, d4 Run die)
- Odorous (-1 Charisma)
Gear: Hold Out Blaster
Tusken Raider
Attributes: Ag: d6, Sm: d4, Sp: d6, St: d8, V: d8
Pace: 6, Parry: 6, Tough: 7(1), Charisma: -4
Skills: Fighting d8, Shooting d6, Taunt d6,
Riding d6
Edges: Hindrances: Bloodthirsty
Gear: Heavy Robes (+1 armor)
- Gaderffii or Slugthrower Rifle

Disclaimers
- This game references the Savage Worlds game system,
available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos
and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or
suitability for purpose of this product.
th
- Star Wars is owned by Lucasfilm, 20 Century Fox, and
Disney. This is a fan product and no claim is made against
these properties.
- All pictures are from image searches on the Internet. I will
gladly delete an image if you own the rights to a picture Ive
used. Just let me know.
- May the Force be with you.

Wookie
Attributes: Ag: d6, Sm: d6, Sp: d8, St: d8, V: d8
Pace: 6, Parry: 6, Tough: 7, Charisma: -2
Skills: Fighting d8, Shooting d6, Intimidate d8
Edges: Berzerk (Wookie Rage)
- Strong, Size +1
Hindrances: Mean, Loyal,
- Language (Cant speak Basic)
Gear: Bowcaster

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