All my changes to the standard SPACEMASTER system rules, plus adaptations to
allow Star Wars Campaigns.
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Changes to the Standard SPACEMASTER System:
Things to help speed up gameplay, remove pointless skills/rules and make
SPACEMASTER a better system.
- The MISSILE ATTACK PENALTY for wearing armour applies to firearms aswell.
So the better armoured, the worst shot (this works great for Stormtroopers,
'Only Imperial Stormtroopers are so precise..' armoured like tanks but can't
hit dick!).
PCs can purchase/create Enhanced versions of armour to overcome this penalty,
but make them pay through the nose for the priviledge.
- To speed up and simplify combat, everyone in STAR WARS / SPACEMASTER land can
only make 1 attack per round. This rule is only broken if someone is stupid enough
to try hand-to-hand combat with someone holding a firearm (other than a Jedi), in
this special case allow 2 shots per round. Psions are always the the first thing
that happen in a combat round.
- Some of the Secondary Skills listed in the Players Handbook are, lets face it,
as much use as a solar powered flash torch, therefore the following skills are
removed (FALSIFICATION, PROPOGANDA, ADVERTISING) and grouped under the existing
skill of ADMINISTRATION instead.
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Rules Changes specifically for my Star Wars Adaptation:
The History of the Star Wars Universe is split into three distinct three Millieu -
- The Time of the Old Republic (Episodes I to III)
- The Time of the Galactic Empire (Episodes IV to VI)
- The Time of the New Republic (all my own predictions & extrapolations)
The rule changes are dependant on which Star Wars epoch the campaign is set in and
all changes are listed within each of these time periods.
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Rules Changes that effect all Epochs:
- Since SPACESHIP shields are a big thing in STAR WARS (e.g. 'Sir we've just lost
the bridge deflector shield') and there seems a distinct lack of ECM use, I've swapped
the Spaceship costs and volume for these technologies in SPACESHIP construction (i.e.
SW spaceships will have a lot more shields and a lot less ECM gear).
- Plasma technology is unheard of in the Star Wars Universe. So all SPACEMASTER personal
and ship to ship weaponry based on Plasma tech is unavailable.
- Robots and the Artificial Intelligence area in general is fairly undeveloped in the Star Wars
universe. Therefore no Android player characters are allowed (Players are free however to perform
research into designing and constructing Andriods if they so desire). Otherwise Andriods can only appear
in a campaign as NPC characters.
Check the Droid section for more information on robots and robot players characters.
- There is also a distinct lack of Power Point multipliers and adders for Telepaths in
the STAR WARS universe (e.g. you never heard the Emperor say 'That's a nice necklace
your wearing Darth'), therefore there are no artifacts that can increase a SW Telepath
character inherent Power Point total (see Jedi Powers
for more info).
- To maintain the high opera, good v evil spirit of Star Wars any character that intentionally
performs a evil act, e.g. killing in cold blood, etc, gets a Dark Force Point. These points are
accumulative.
Every time a character gains a Dark Force Point they must roll 2D6...if the roll is lower
than their new Dark Force Point total then the character has been consumed by the Dark side. The
character sheet is handled over to the DM and the DM plays the character from then on. i.e. in
effect the Player loses their character.
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Rules Changes for Campaigns set in the Old Republic:
The Old Republic is the era where technology and the Jedi are at their height...
- Jedi Player Characters are allowed.
- Shields are available for Droids and Droid characters (all types listed in the standard
SPACEMASTER rules). Star Wars shields are bulky however and are ONLY available to Droids.
- There are no automatic energy weapons.
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Rules Changes for Campaigns set during the Evil Galactic Empire:
The long period of warfare and anarchy resulting from the Clones Wars,
Darth Insidious's Coup and the subsequent Rebellion have all resulted in a
degradation in technology/telepaths
- No Jedi Player characters are allowed. The Emperor and Darth Vader have hunted down
and destroyed most of the Jedi Knights. There is simply no one left to train further Jedi
for the order and so all Jedi encountered in these campaigns will be NPCs.
- Shields are unavailable to all characters. They are simply not made anymore, the
technology to manufacture them has been lost (Makes a great Research/Engineering project
for a Player Character!)
- Automatic versions of heavy energy weapons are available.
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Rules Changes for Campaigns set during the New Republic:
The evil Galactic Empire has been overthrown, Emporer Palpatine and his henchman
Darth Vader are no more and the New Republic is born.
Historically, weaponry has always advanced during & after a period of warfare, thus -
- Shields are commercially available to all characters (all types listed in the standard
SPACEMASTER rules). Absorption shield come in the belt form, whilst Delfector and Velocity shields
require a backpack. Barrier Shields are so bulky that they are limited to Droids only.
Obviously some lucky PC's Engineering project is paying off real goooood
- Automatic energy (Lasers and Blaster) weapons are available but are limited to
Assault, Rifle & Heavy models only.
- Plasma technology is available for military spaceships (no personel weapons).
- Luke Skywalker (and a few others) have been busy re-training a new generation of
Budding
Jedi Knights. Players can play Jedi characters again (Huzzah!)
But the occurance of the Jedi in New Republic campaigns will be rare...they are still
few and far between, especially outside the Galactic Core.
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Creating a SPACEMASTER/STAR WARS Character:

- STEP 1: Roll physical and mental stats as per the standard SPACEMASTER rules
- STEP 2: Choose a STAR WARS race and note down racial abilities and free skills.
- STEP 3: Expend Racial Background Options and note down Special Bonuses (SKILLS, ITEMS, BACKGROUND or WEALTH)
- STEP 4: Choose Profession and allocate stats as appropriate.
- STEP 5: Allocate skill points as per the standard SPACEMASTER rules (the free racial skills are in addition to these).
- STEP 6: Finish off character generation as per the standard SPACEMASTER rules (roll hit points, free items, money, etc)
- STEP 7: Buy equipment with funds available.
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