Wednesday, 11 April 2018

Paradise System


Paradise System after the fall
Paradise System is the Home System of the Ugor. The Ugor fell from the height of their power with the destruction of the Gravity Well Projector they used to organize their system-wide junk yard. In short order, the system fell into dissaray and became, essentially, one big debris field.
However, in recent decades, an upstart young Ugor was able to acquire a new, albeit less powerful, projector and begin the painstaking process of organizing their system into layers and rings. His success has helped him consolidate his power and earned him a stable appointment as High Priest. The Squib have taken notice and feel threatened by this resurgence of their ancient rivals.

Paradise System Map
An Ugor(illustrative)

High Priest Zorkblag the Infallible's reign has seen growing influence throughout the galaxy with the Ugor acquiring key monopolies over certain types of salvage. They even solidified their grasp over the previously contested Nocto System with its valuable salvage rights. Every year, more and more "Pilgrims" visit Paradise to lay an offering at the temple and to fulfill their salvage needs.

Wednesday, 4 April 2018

Rude Awakening


The Rude Awakening is an EF76 Nebulon-B escort frigate belonging to the planetary government of Nodgra V, under Admiral Rigell. The planet is home to Imperial survivors who lived through the fall of the Galactic Empire. Rude Awakening is that planet's largest military ship and is generally kept in reserve for defensive needs. It is captained by Captain Farah Atari.

It has a crew of 920 and typically carries:
  • 10 Tie Fighters
  • 4 Tie Fighter/fo
  • 2 Tie Fighter/sf
  • 4 Tie Bombers
  • 4 Shuttles
  • 75 troops

The ships stats are as follows:
  • Speed: 40MGLT
  • Hyperdrive: 2(12)
  • Hull: 448RU
  • Shields: 900SBD
  • Tractor Beam Projectors(2)
  • Armaments:
    • Turbolaser batteries(12)
    • Laser cannons(12)

Captain Farah Atari


Captain Atari is strict, by-the-book officer whose intelligence and reliability have earned her the highest command in Nodgra's military.

Stats:
  • Ref: 4
  • Int: 8
  • Body: 4
  • Tech: 2
  • Cool: 7
  • Emp: 9
  • Force: 0
Skills:
  • Interrogate: 5
  • Oratory: 7
  • Leadership: 3
  • Social: 4
  • Education & Gen. Knowlege: 4
  • Navigation(Interstellar): 7
  • Dodge/escape: 1
  • Handgun: 2
  • Pilot(Starship): 7

How will the Rude Awakening react to a First Order Dreadnought entering it's system? Guess we'll just have to wait and see...

Miro Sen

Miro Sen is one of Kylo Ren's Knights of Ren. He is a large, lightsabre-wielding brute with little personality. Kylo uses Miro for missions that require brute force, rather than more subtle ingenuity. No one knows Miro's background but he came to Kylo already a formidable power in the Dark Side.

Unknown to others, Miro Sen is actually the latest identity of Irek Ismaren/Lord Nyax. After apparently being killed by Luke Skywalker and his allies, Irek laid low for a number of years. He is nearly immortal, being more machine than man, including his brain. He was resuscitated and fit out with a new cybernetic body by Grand Master Snoke and now fights with the First Order.


Stats:
  • Ref: 9
  • Int: 7
  • Body: 8
  • Tech: 4
  • Cool: 7
  • Emp: 5
  • Force: 8
Skills:
  • Endurance: 8
  • Strength Feat: 8
  • Resist Torture/Drugs: 4
  • Mathematics: 8
  • Shadow/Track: 6
  • Dodge/Escape: 9
  • Melee: 2
  • Fencing: 3
  • Handgun: 2
  • Rifle: 8
  • Pilot(StarFighter): 5
  • Drive(Hovercar): 4
  • Climbing: 6
  • Force Jump: 9
  • Phase: 7
  • Telekinesis: 5

Emergent Order and Insidious Fen

Emergent Order














Emergent Order is a Harrower-class dreadnought belonging to the First Order. It has a crew of 2400 and can carry up to:
  • 95 starfighters
  • 32 bombers
  • 35 shuttles
  • 7300 troops
The ships stats are as follows:
  • Speed: 15MGLT
  • Hyperdrive: 2(10)
  • Hull: 1520RU
  • Shields: 3200SBD
  • Hyperspace Tracker
  • Tractor Beam Projectors(3)
  • Armaments:
    • Turbolaser batteries(8)
    • Quad laser cannons(2)
    • Ion cannons(4)
    • Proton torpedo tubes(4)
    • Concussion missile launchers(4)

Moff Reginald Tarkin


The ship is captained by Moff Reginald Tarkin of the infamous Tarkin family from Eriadu. The Moff has been training in secret for this command for the past 4 years, but this is his first operational mission.

Stats:
Moff Reginald Tarkin
  • Ref: 8
  • Int: 8
  • Body: 9
  • Tech: 2
  • Cool: 8
  • Emp: 3
  • Force: 0
Skills:
  • Interrogate: 1
  • Oratory: 4
  • Leadership: 8
  • Social: 8
  • Education & Gen. Knowlege: 5
  • Gamble: 2
  • History: 2
  • Navigation(Interstellar): 7
  • Stock Market: 2
  • Dance: 6
  • Dodge/escape: 1
  • Handgun: 4
  • Pilot(Starship): 6

Insidious Fen

Insidious Fen


The Emergent Order is currently hosting Insidious Fen, a Knight of Ren. A former bounty hunter, he is twice as deadly now that he has found the Dark Side. What is his mission? And is Insidious or the Moff really the one calling the shots?


Stats:
  • Ref: 9
  • Int: 4
  • Body: 4
  • Tech: 8
  • Cool: 8
  • Emp: 9
  • Force: 4
Skills:
  • Endurance: 6
  • Strength Feat: 5
  • Interrogate: 4
  • Intimidate: 5
  • Resist Torture/Drugs: 6
  • Streetwise: 1
  • Sentient Perception: 1
  • Riding(Tauntaun): 6
  • Seduction: 4
  • Mathematics: 5
  • Shadow/Track: 1
  • Wilderness Survival: 4
  • Dodge/Escape: 3
  • Melee: 4
  • Handgun: 5
  • Heavy: 3
  • Martial Arts: 5
  • Pilot(StarFighter): 5
  • Drive(Hoverbike): 4
  • Climbing: 8
  • Force Jump: 9
  • Phase: 1
  • Telekinesis: 6
  • Read Mind: 1
Equipment:
  • Light Spear(3d10)
  • Heavy Blaster Pistol(3d8)
  • 4 Thermal Detonators

Tuesday, 3 April 2018

SW2020 Session 8: Befriending the Buggers


This session picked up where last session left off, exiting hyperspace into Yelsain System. Their destination: the mysterious planet Yoberra II in search of that world's little-known inhabitants!

The Lineup

  • Pigman- a Gammorian beater/scavenger/heavy machine user/starship pilot(Avraham)
  • Art- Ithorian Force user, tech Rock gardener, healing(Avi)
  • Lucky- a Gran with many natural talents, good at dodging, explosives, stock market, interstellar navigation, leadership, pharmaceuticals(Lauren)
  • Jonah- a space fighter pilot with a revolver from some primitive planet. Han Solo meets Dirty Harry(Michael)
  • Malcolm- this tough spacer-lady is a hyperdrive wiz with a blaster(Gittel)
  • The Wookie- a wookie turret gunner, butt kicker(Joshua)
  • Snortbert- Gammorian who swore fealty to The Wookie(NPC)

The party made their way to Yoberra, jumping to Squab, then Rocrin. On the way, they encountered a space yacht which they scanned and found was secretly armed. Upon contacting and provoking it, the pilot threatened them "You already got one of ours, but we'll get you in the end!" before speeding off. The party chose not to pursue them.

From Rocrin, they made the jump to Yoberra system and flew around the planet a bit, scanning it. They found life signs but no signs of technology. They ended up landing where the desert meets the jungle and exploring. Jonah stays on-board the ship with Snortbert while the rest of the party went into the jungle with Art clearing the way with his lightsabre.

As soon as the party was out of sight, the ship began to shake and sunk beneath the sand, much to Jonah's chagrin...

The party encountered the Eight Legged, insectoid Yoberrans gathering flowers and hunting Yoberran Jungle Boars. The createred did not seem overly intelligent, but a group of six was observed using force powers to stun a boar. The party followed them underground through one of their tunnels.

Jonah was also overpowered by many Yoberrans and brought to meet the rest of the party.

They encountered a cavern with about 100 of the Yoberrans and now were able to communicate. The Yoberrans created a hovering light source with the force and expressed curiosity about the party. They invited the party to increasingly large groups of Yoberrans who become more and more expressive and intelligent. In a group of around 10,000 Yoberrans, with Force-lights zooming around the room and the party being levitated in the air, the Yoberrans told of their grand galactic history, their being pushed out of system after system by other races, and their retreat to this secret planet. They admitted to having stolen small observation craft which they use to keep away outsiders.

The party described the First Order's rise and the Knights of Ren's search for the Force-Using Yoberrans. The Yoberrans agreed to help the party in combatting the First Order if a large enough ship could be brought. With 100,000 Yoberrans on a ship, they could wield enormous  Force-Power against the First Order's fledgling Navy.

The party was sent-off in peace with a ton of Yoberran Flower Mulch, which has powerful medicinal properties.

Wednesday, 14 February 2018

SW2020 Ship Combat


So we covered ship combat briefly in a previous post, but now that the party has had a few space battles, let's give some more details.

Initiative

Turn order of the different ships is determined at beginning of combat. Each ship's Pilot rolls initiative as 1d10+REF+Pilot Skill

Movement

Each ship has a maximum speed measured in MGLT. This is roughly how many Meters per Second the ship travels, so each round, ships can travel their MGLT speed x3 meters

Object Size

We'll be talking about the size of things a lot, especially in regard to how hard it is to hit. Here are the general size classes:

  1. Missile
  2. Fighter
  3. Freighter/Shuttle
  4. Corvette
  5. Light Cruiser
  6. Cruiser
  7. Heavy Cruiser
  8. Super Cruiser

Missiles

Long Range

If ships are at long range, they can easily get a missile lock on one another.

Short Range

If ships are at close range, dogfighting, roll your pilot skill 1d10+REF+Pilot Skill to see if you can manage to get a missile lock. Your opponent makes an opposing skill roll to see if he can avoid giving you a lock. If he succeeds, you wasted your turn trying to get a lock.

Avoidance


The pilot is going to have to do some fancy flying to avoid the missile. Roll 1d10+REF+Pilot Skill.

Avoid Missile Roll
  • Small Ship(fighter) vs. Proton Torpedo: 15
  • Small Ship(fighter) vs. Concussion Missile: 20
  • Medium Ship(Freighter, Shuttle) vs. Proton Torpedo: 20
  • Medium Ship(Freighter, Shuttle) vs. Concussion Missile: 25
  • Large Ship(Corvette+) can't avoid
Note: Gunners can also attempt to shoot down missiles.

Guns

Fixed Guns


If ships are engaged in a dogfight then they can attempt to shoot one another. To fire, the pilot should roll 1d10+REF+Pilot Skill for each gun

Turret Guns


If ships are engaged in a dogfight then they can attempt to shoot one another. To fire, the gunner should roll 1d10+REF+Turret Gunner skill

Gun Target To-Hit Roll
  • Target is 2+ size larger 10
  • Target is 1 size larger 10
  • Target of same size 15
  • Target is one size smaller 20
  • Target is two sizes smaller 25
  • Target is three sizes smaller 30

Damage

  • Ships have points for shields. Once those are gone, we go to hull damage
  • Ships have points for hull
  • Each hit that puts hull points at 0 or less damages some critical system(at random)
For example:
  1. Pressurized Hull
  2. Power Cells
  3. Power Distribution
  4. Radiator Fins
  5. Ion Drive
  6. Atmospheric Control Surfaces
  7. Hyperdrive
  8. Nav Computer
  9. Sensors
  10. Communications Antenna
  11. Cloaking Device
  12. Weapon Systems(roll one)
  13. Shield Generator
  14. Life Support
  15. Heating
  16. Astromech Droid
  17. Cargo Bay
  18. Cockpit
  19. Crew Compartment
  20. Turret Gunner Compartment

Monday, 12 February 2018

SW2020 Personal Combat


So this is a rules clarification post. SW2020 combat is, of course, based on Cyberpunk 2020's Friday Night Firefight system. Nevertheless, whenever the party enters combat, I always forget how it works and have to open up CP2020. So consider this a quick cheat-sheet for how combat works.

Initiative/Turns


At the beginning of combat, all participants roll intitiative as 1d10+REF to determine turn order
On your turn you can perform 1 action i.e. Move, Attack, etc.

Movement

You can move 3x your MA in meters

Firing Guns

If you fire a gun, you must roll your skill with the relevant type of firearm (10+REF+SKILL+Modifiers), against the To Hit number for the target's range. If you roll the target number or above, you hit!
Note: target is prone or firing from behind cover gives -4 to attack roll

If you have an automatic weapon firing a 3 round burst, roll 1d3 to see how many hits you scored.















Grenades


Rolling to hit with grenades is similar to guns except that range=BODYx10m . On a hit, roll 2d10 to determine direction and number of meters away from the target where the grenade explodes. On a miss, distance is 10+d10m.

Melee


For a Melee attack, roll 1d10+REF+Relevant Skill vs. your opponent's 1d10+REF+Dodge Skill. If you beat their roll, you hit!

Doing Damage


For each hit scored:

  1. Roll 1d10 for the body part that took the damage. 
  2. Roll for damage
  3. Subtract BTM, Armor, Cover SPS
  4. Mark down damage
  5. Roll death save/stun save vs. Body