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Classic Starwars Books 1-3

Okay, I've made suggestions on running Star Wars with Classic Traveller in various places on the net over the years. I just did it again and I thought I'd post it here. My premise is that Books 1-3 can handle Star Wars quite adequately with a little tweaking.

Classic Traveller will do just fine. A Light Saber has the range and handling characteristics of a broad sword and the damage and penetration characteristics of a laser rifle. A laser pistol has the range and handling characteristics of an auto pistol with the damage and penetration of a laser carbine. One might ask why one would use a laser carbine but the main reasons are ammo capacity and range. At TL 13 laser pistols, carbines, and rifles have integral power cells with ammunition and weight equivalent to their slug throwing cousins.

Now vehicles need a touch of adjustment. The main issue is that they don't fit into the starship combat or personal combat damage paradigm. We'll assume their armor is combat armor equivalent though some soft vehicles might count as mesh. Either way we'll assume that the bonus to hit them due to target size cancels out with the penalty to penetrate their armor due to their heavier structure. If you dislike armor making things harder to hit, the modifiers work fairly well as weapon verses armor type damage resistance. At this point we just need hit points and a movement rate to hit modifier for vehicles with a trajectory that crosses the attacker's field of vision. Let's make it -1 from 100 to 300kph, -2 from 300 to 1000, -3 from 1000 to 3000 and so forth.

Ship movement needs some tweaking. Jumps are in Parsecs per hour but the fuel is sufficient for a month of operations. We'll ignore vectors, everyone did it anyhow, if your maneuver drive is slower your ship is slower and can't escape. From the starting line each ship moves its maneuver rating per turn with weapons other than missiles falling out of range at ten range bands. It's hard to outrun a missile. I'd also like to suggest reducing the damaged drive's letter code so a 1000 dTon cruiser can soak more damage than a 10 dTon Skiff. Ship to ship weapons are mainly equivalent to a tank gun. I think we'll put it at 2d6 x 10 and missiles at 1d6 x 2d6 x 10. Lasers penetrate as laser rifles, missiles as rifles, and sand casters as shot guns. It's a bit rough but what's more old school than a bit of roughness around the edges. Star Destroyers and Death Stars are terrain features not ships.

For vehicle hit points I think their volumetric hydrogen displacement tonnage already provides a size code. Let's just multiply that by a convenient number like ten and call it a day. The lack of vehicle damage rules in CT's core has always really bothered me.

Force fields play a major role in Star Wars. I think they roughly double the ship's hit points from the side covered and aren't affected by weapon type penetration modifiers. Angling them moves them around. I could probably make an argument for a to hit penalty against properly angled deflector shields. It Almost sounds like they're turret mounted. It's probably safe to assume that Sand Casters are replaced with force field turrets at TL 13. I know, Black Globes are TL16 but bear with me. The physics of the Star Wars universe simple make it easier to build force fields. Based on the predominance of ground vehicles like ATAT walkers I would also hazard that Antigravity is TL13 in the Star Wars universe.

Droids are essentially small autonomous vehicles with skills. I think I'd go with two or three skills at 6 and a UPP by type. Most droids are solid enough to count as having mesh armor. Battle droids have combat armor.

Astromech 48FAA0 Electronics - 6, Mechanic - 6, Engineer - 6
Etiquette 44A880 1000s of Languages, Steward -6
Power A4F550 Electronics - 3
Battle Droid 66A550 Laser Carbine -1, Grav Bike -1, Grav Tank -1
Juggernaut Droid B6A440 Laser Pistol -2
Destroyer Droid B79330 Laser Pistol -2, 28 Point Force Field

I think those are the major issues. The Jedi Knights are dead but I think a force wielding culture and training method might map best to Law Enforcement though one might see Rogue and Scout as viable options. Treat it as though the character was tested before their first term so PSI = 2d6 if they roll an 11 or 12 the Jedi or Sith will want to train them.
 
I first used Traveller to run Star Wars back in 1980, some of the stuff you have here is eerily familiar, I did some stuff differently.

You will find it much easier to run Star Wars games using the new Mongoose Traveller rules, especially High Guard second edition since it provides a lot of the tools you need for the Star Wars setting.
 
You can remove the Zero-G related skills as this phenomena does not seem to exist in the Star Wars universe!
 
I can't stand Mongoose Traveller honestly and the second edition made it worse. I want to love T5 but the process and indeed the fact that it is still a process has pretty much worn away all my good will. But this thread's not about that stuff.

This thread is just what it claims to be. A list of house rules for doing Star Wars with only books 1-3 of classic Traveller.

Traveller grognards are prone to forgetting that many people never read Traveller or only read Starter Traveller or The Traveller Book or the Little Black Box. Even finding a copy of Mercenary or High Guard could be difficult in some times and places. Let alone Striker for vehicle rules or Snap Shot for personal combat.

That's why I opted to engage with the most commonly known part of Traveller.
 
As for the Jedi/Sith, my own take would be to map anyone who wants a Force wielding character to have his or her own Service track. (After all, clearly not everyone with the force ends up with the Jedis or the Sith.)

Checking for The Force (Psionics) might be the first thing done during character creation. (So much of the universe revolves around the Force, after all.)

One might even test before the age of 18, extrapolating from the current rules and adding +1 to the Force Strength roll for every four year block before the age of 14, depending on how powerful you want Force characters to be:

Age 6-9 +2
Age 10-13 +1
Age 14-17 +0
Age 18-21 -1
Age 22-26 and so on, per the rules.

There might be three Service paths for anyone who wants to walk the Force path:
Jedi
Sith
Unknown (powers latent, powers revealed but hiding, and so on)

Per the rules, these, I think should be light in rewards for Skills, per Other rules or the original Scout rules -- maybe only one skill per four year block. And even then they should be tailored and limited to the kinds of things a member of each Service would have (Pilot for Jedi and Sith, for example, Streetwise for Unknown).

Those are some quick thoughts off the tope of my head.

Looking forward to hearing more as you build this out. (I'm especially interested given what you wrote in your immediate post about using only the basic Traveller rules. Clearly such a point of view is near and dear to my heart.)
 
Thanks, I don't really have plans to do anything with it. It's just a thing that comes up on the internet sometimes. I do think you'd want to do some vehicle and ship stats.

I'm not sure you can really make the Millenium Falcon. It strikes me that there's a strong argument for Jump 6.

Proton Torpedoes are TL13 missiles with a maneuver drive and hence virtually unlimited range. I think you can safely argue that the fighter borne torpedoes don't do 1d6 hits but that 6 of them count as a single weapon mount. Concussion missiles are smaller and faster. Perhaps half the size and capable of 7 Gs. On the other hand they are much less powerful.

Small craft don't really have a design system but I think we can base various fighters on them.

X Wing Fighter 20 Ton space superiority fighter 5 Gs, 4 Pulse Lasers, 6 Proton Torpedoes, Shields.

Y Wing Fighter 20 Ton fighter bomber 4 Gs, 2 Pulse Lasers, Turreted Twin Heavy Laser Rifles, Proton Torpedoes, Shields.

A Wing Fighter 10 Ton fighter, 6 Gs, 2 Pulse Lasers, 6 Concussion Missiles, Shields.

Tie Fighter 10 Ton fighter, 6 Gs, 2 Pulse Lasers, 2 Concussion Missiles

Tie Interceptor 20 Ton fighter, 6 Gs, 4 Pulse Lasers, 2 Concussion Missiles, Extended Range

Tie Bomber 50 Ton bomber, 4 Gs, 2 Pulse Lasers, 6 Concussion Missiles, 12 Proton Torpedoes, 6 Plasma Bombs.
 
The X-wings attacking the original Death Star fired 2 proton torpedoes then left - if they carried 6 I'd expect them to have come around for a second try.

So I'd give them a capacity of 6 concussion torps, or 2 proton torps and 2 CTs - and the Y-wing 6 PTs (you didn't list a number for them).
 
The X-wings attacking the original Death Star fired 2 proton torpedoes then left - if they carried 6 I'd expect them to have come around for a second try.

Save that none of them actually survived their attack runs save for Luke and Wedge, so they could have been carrying eleventy torpedoes -- we'd never know.
 
The load outs are based on my recollections of the X-Wing and Tie Fighter Simulators from around twenty years ago.

Great games, really put you in the cockpit and in control of the fighter. Chances are the rebellion is often short on munitions. Really, supply chains might explain the preference for energy weapons in general.
 
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