Revised Alternative Rules: Star Wars (Other)

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In Progress

Rules for alternative gameplay.

The core of revised star-wars d&d is its focus on a new leveling system: power cards, of which each weapon and armor set starts with 3. These powers start as weak at wills, but can be increased in strength along a level tree with experience. When a power is upgraded twice, it changes from at will to encounter, then three more times takes it to daily. When a power advances, it is replaced with another.

Basic gear requires more xp to reach higher levels, meaning that a pistol cannot be easily farmed into the same tier of range as a sniper rife, nor so much damage. Upgrading items refreshes power progress, allowing all focused xp to be redistributed into the new tree.

Exactly what the power cards are depends on the weapon itself; the sample path provided below is only one option; exactly what can be done is up to the DM, with a few restrictions, which will be visited in greater detail later.

Blaster Pistol A standard weapon as ubiquitous as it is unimpressive. [13 credits] +5 vs AC. Deals 10 damage. [At will: Spare Clip When your ammo stores are depleted, regain 1d4 ammunition]


[At will: Overheated. Empty the last three rounds from your magazine, dealing bonus damage at the cost of a briefly incapacitated weapon. Deals 1d6 bonus damage. Weapon cannot be used until the end of your next turn.]

The Skill System[edit]

Skills in this version of D&D are as follows: Strength (same) Technology (replaces dex, determines strength of deployed breach charges and ray shields) [Split this score between the Demolitions field and the Construction field to choose whether you specialize in breaching, or creating shields]. constitution (same) Intelligence (same) Field Training (replaces wisdom, determines effectiveness of radar and stim) Charisma (same)

Standard class stats are calculated as follows:

Tech: 1d6 additional points allotted for the technology skill, base hp= 2d10+1/2 armor skill.+1d4 per level. Tech is comprised of two subfields: construction and demolition; split the score between these as you wish. Construction determines the efficacy of ray shields as well as your ability to cobble together scrap into meaningful items (craft rolls) and repair droids, panels, or damaged electronics. Demolition determines your ability to set and defuse charges as well as their power.

Footsoldier: 1d6 additional points allotted for the armor skill, base hp= 2d10+armor skill +1d6 per level.

Bounty Hunter: 1d6 additional points allotted for the field training skill, base hp= 1d10+1d4+1/2 armor skill, +6 per level.

In combat, various scraps of armor dropped or torn from foes can be strapped on for a temporary hp boost; this is determined as follows: 1d4+1/10 monster level for all classes except footsoldier, in which case it is 2d4+1/10 monster level

Radar allows the player to see through walls and obstacles for a number of squares equivalent to half their field training skill rounded down.

Feats of agility such as rolling or climbing are determined by strength or field training depending on which is applicable (strength related actions would include lifting or climbing, Training related actions would include rolling to cover or hiding).


Breach Charge: 15 credits (for Tech classes one Charge can be used free, but requires two turns to recharge) Takes 3 seconds to set up at full power, but a total of 5 seconds to calibrate to a lower setting. Blast radius starts in front of the charge and extends from there, not behind or to the sides.

A small box about two handspans in length. Innocuous it appears, but the wise know to fear it

  • [Level 1] (tech 6) blast 2, pierces weak fortifications (wood, metal less than ten cm thick). Deals 1d10+4 damage to creatures including allies in the blast radius.
  • [Level 2] (tech 8) blast 3, pierces slightly stronger fortifications (metal between 10 and 13cm thick). Deals 1d10+6 damage to creatures including allies in the blast radius.
  • [Level 3] (tech 12) blast 4, pierces strong fortifications (blast doors, metal between 13 and 20cm thick). Deals 1d12+9 damage to creatures including allies in the blast radius.
  • For levels beyond 3, the requirement increases by 4, the piercing power by 5cm, and the damage by 1d4+(previous level's damage)+1/2 demolition score.

Ray Shield: 50 credits (for Tech classes the shield one can be used for free, but can be used only once per day)

You throw down a metal disk from which springs a globe of lavender light. It is uncomfortably small, requiring you to crouch, but protection is protection, and in the field, in a hail of blaster-fire, any protection will do

  • [Level 1] (tech 6) aura takes up your square and only your square. The shield can absorb 25 points of damage before vanishing. Creatures inside the shield can move and use items, but cannot exit or fire through it.
  • [Level 2] (tech 8) aura engulfs a blast 2 centered on your square. The shield can absorb 30 points of damage before vanishing. Creatures inside the shield can move and use items, but cannot exit or fire through it.
  • [Level 3] (tech 12) the aura engulfs a blast 3 centered on your square. The shield can absorb 35 points of damage before vanishing. Creatures inside the shield can move and use items, but cannot exit or fire through it.
  • For levels beyond 3, the requirement increases by 5, and the shield's health by 6

Med kit: 15 credits (1 kit is free for Footsoldiers, but can be used only once per encounter)

Everything a man could need for a quick fix, provided of course that he has someone willing to draw their fire first...

Heals by 1/4 of the constitution attribute.

Stim 22 credits

A syringe full of a foul looking liquid. It will boost your reaction time, but all things come with a cost

  • Sacrifice health to boost attack and movement speed; gain an extra attack or move action for every 3 points of health sacrificed. This continues up to 18 sacrificed points, where it takes 5 more points for every additional action, until 28 points, then it requires 5+1d6+previous requirement for each additional action.


  • Blaster Pistol A standard weapon as ubiquitous as it is unimpressive. weighs 6lbs costs 13 credits

+5 vs AC. Deals 1d10 damage. Range 50 feet

  • Blaster Rifle Standard equipment for most soldiers weighs 10 lbs costs 20 credits.

+8 vs AC. Deals 1d10+2 damage. Range 60 feet

  • Marksman rifle At home in the hands of a skilled soldier, but awkward in those of men unaccustomed to the trials of battle. Weighs 15 lbs, costs 35 credits. +10 vs AC. Deals 1d10+6 damage. Range 100 feet+Field training -technology
  • Rocket launcher "I wouldn't use that here" - logical men. Incredibly dangerous even in the hands of skilled soldiers. weighs 20 lbs, costs 100 credits, can fire once per turn. +20 vs AC, burst 5 deals 100 damage. In confined spaces the user takes half of the weapon's damage.

The Level System[edit]

Players have two choices with their experience points: level up their character, or enhance their powers. One can do both, but only if they have enough experience to do so. The player level chart follows the same pattern as the normal 3.5e version. Once the maximum is reached, players continue to upgrade by funneling XP into their power cards (see above).

Each level grants an additional 4 attribute points to be distributed as the player sees fit.

Leveling past 30

While it is usually more effective to enhance your power set rather than character attributes after a certain point, it is possible to increase past the thirtieth level, but be warned, it will not be easy...

Players can increase their level further by collecting Power Cores from capital ships or high level bosses (level 30-35); bosses have a 25% chance to drop 1 Power Core (roll of 4 on a d4); Capital ships have a guaranteed 5, but must be infiltrated and destroyed in order to yield them. These ships are manned by between 600-1000 enemies, all of whom have a minimum level of 25. Once the Reactor is reached and its shields brought down by vanquishing the boss, the Power Cores can be extracted. The ship must then be escaped while alarms flare and soldiers swarm in.

All told however, if the player successfully collects a total of 5 power cores, they can reset their level to 1, without losing anything, allowing them to regain levels, and with them, attribute points. The required cores are doubled for each time the player's level is reset. This can be done only at level 30. Any xp gained within the Capital Ship does not carry over.

Capital Ships[edit]

In general, Rebel ships tend to be easier to infiltrate, but offer only 5 cores; First Order ships are filled with automated defense systems, and are heavily guarded, but as a result offer an additional 1d10 cores once defeated.

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