Rodney’s Savage Star Wars Stuff

Rodney Orpheus
19 min readDec 31, 2017

--

Recently I’ve been running a Role Playing Game using the Savage Worlds rules, based on Star Wars around the time of Rogue One / Episode IV — A New Hope. Although there have been several attempts at Star Wars conversions to Savage Worlds in the past, most of these have suffered from being pre-Legends canon, and predating the publication of the Savage Worlds SF Companion, and so don’t quite hit the mark as accurately as they could, either in terms of Star Wars or in terms of Savage Worlds.

Accordingly I’ve been starting again from scratch (with one eye on the classic West End Star Wars Sourcebook) with these two things at the forefront of the design process:

  1. Ensuring that everything fits with Savage Worlds rules correctly
  2. Ensuring that everything is as close to Star Wars canon as possible

Below is a collection of the stuff I’ve put together so far — though it’s very much a work in progress. Spaceship design and combat is pretty much done, but more is being added all the time, so do check back frequently if you are using it to run a campaign. Note that you will need the SF Companion as well as the core Savage Worlds rules in order to make full use of it all.

Jawa

  • Low-light vision
  • Immune to poison or disease
  • McGyver
  • Start with free d4 in Repair
  • Size -1
  • Pungent odor

Gear

Gear is slightly modified from that given in the SF Companion to fit with Star Wars canon. However range, damage, and price are kept to standard Savage Worlds values in order to maintain game compatibility.

Blasters

  • DH-17 Blaster Pistol Range: 12/24/48, Damage: 2d6+2, ROF: 1, Shots: 500, Weight: 2, Cost: $300. SA, AP 2. The standard sidearm of the Rebel Alliance.
  • DL-44 Heavy Blaster Pistol Range: 12/24/48, Damage: 2d6+3, ROF: 1, Shots: 50, Weight: 3, Cost: $400. SA, AP 2. As made famous by Han Solo.
  • E-11 Blaster Carbine Range: 12/24/48, Damage: 2d6+2, ROF: 3, Shots: 500, Weight: 6, Cost: $300. SA, AP 2. A standard weapon of Imperial Stormtroopers.
  • E-11 Blaster Rifle Range: 24/48/96, Damage: 2d8+2, ROF: 1, Shots: 500, Weight: 10, Cost: $500. SA, AP 2. A standard weapon of Imperial Stormtroopers.

Ground Vehicles & Walkers

Design Notes

The relative values of the Airspeeder weaponry and AT-ST and AT-AT armor is derived from the canon that the Snowspeeders in the Battle of Hoth can destroy AT-STs in three shots, but cannot penetrate AT-AT armor.

The SF Companion does not have vehicular Blaster weapons which many Star Wars vehicles and starships use. Accordingly I have substituted Autocannons for “Repeating Blaster Cannons”and Cannons for “Ion Cannons” — these have basically the same desired in-game effects. Just assume they are firing energy particles instead of slugs and it should work out fine.

X-34 landspeeder

Light Vehicle: Size 2, Acc/TS 10/30 (72 mph, 115 kph), Toughness 9 (2), Crew 2, Cost C$20,500, Remaining Mods 2
Notes: Exposed Crew, Handling, Hover Vehicle
Weapons:

  • None

T-47 airspeeder

Medium Vehicle: Size 3, Acc/TS 50/140 (336 mph, 540 kph), Climb 2, Toughness 12 (3), Cost C$1,139,000, Remaining Mods 2
Notes: Aircraft, Anti-Grav, 2x Crew Reduction, Sloped Armor, 4x Speed
Weapons:

  • Dual-Linked Medium Lasers (Fixed to bow) (150/300/600, 3d10 +1, ROF 1, AP 10, HW.)
  • Light Autocannon (50/100/200, 2d12, ROF 4, AP 4, Auto, HW, Reaction Fire.)

All Terrain Scout Transport

Light Walker: Size 6, Toughness 26 (11), Pace 24 (57 mph, 92 kph), Crew 1, Strength d12+4, Cost C$1,466,000, Remaining Mods 12
Notes: 3x Armor, Passenger Compartment, Sloped Armor
Weapons:

  • Dual-Linked Medium Autocannons (Fixed to bow) (50/100/200, 3d8 +1, ROF 3, AP 6, Auto, HW.)
  • Dual-Linked Light Autocannons (Fixed to bow) (50/100/200, 2d12 +1, ROF 4, AP 4, Auto, HW, Reaction Fire.)
  • Grenade Launcher (Fixed to bow) (24/48/96, 3d6, ROF 3, HW. LBT.)

All Terrain Armored Transport

Super Heavy Walker: Size 12, Toughness 47 (20), Pace 8 (19 mph, 30 kph), Crew 1, Strength d12+10, Cost C$13,025,000, Remaining Mods 29.5
Notes: 6x Armor, Passenger Compartment
Weapons:

  • Dual-Linked Heavy Lasers (Fixed to bow) (150/300/600, 4d10 +1, ROF 1, AP 15, HW.)
  • 2x Dual-Linked Medium Autocannons (Fixed to bow) (50/100/200, 3d8 +1, ROF 3, AP 6, Auto, HW.)

Starships

Design notes

I’ve used the rules given in the Savage Worlds SF Companion supplement to build some of the iconic vehicles and vessels that we all know and love from Star Wars. I’ve tried to emulate them as closely as possible to existing Star Wars canon, while still keeping game balance and accuracy to the Savage Worlds rules.

  • The weakest starfighter in Star Wars is the TIE/LN fighter with dual-linked laser weapons, so I have assumed these to be Light Lasers in Savage Worlds terms. Canon doctrine is that X-wing fighters have stronger laser weaponry than the standard TIE (KX9 or IX4 laser cannons), so I have assumed these to be Medium Lasers. The relative value of other ship-based weaponry is derived from these baselines.
  • As with the vehicles and walkers above, I have substituted Autocannons for “Repeating Blaster Cannons”and Cannons for “Ion Cannons” — these have basically the same desired in-game effects.
  • Where it states that weapons are “fixed to bow” this does not necessarily mean the weapons are on the front of the ship, just that they fire directly forwards with a 45º arc of fire. Same with other facings. Where weapons are not listed as fixed to a certain facing assume that they are turreted with a minimum 180º arc of fire.
  • For ships that can equip an additional astromech (X-wing, Y-wing) I have used the Artificial Intelligence option in the SF Companion — so assume that refers to an R2-type unit when you see it.
  • The SF Companion (page 46) states that missiles and torpedoes do half damage to shields. Although I can’t find anything in Star Wars canon that says either they do or they don’t, it does make sense for game balance so I suggest that GMs follow this rule.

Ship Speed & Maneuverability

In canon Star Wars starships move a lot slower than the ship generation system in the SF Companion implies, so accordingly I have removed the mph/kph values that the SF Companion generates. Just use the Acc/TS value for game balance and it should work perfectly. I have designed these according to the diagram used by Industrial Light & Magic during Star Wars: Episode VI Return of the Jedi.

Based on this I have used the following conversion values:
• 150 MGLT = Acc/TS 80/1000
• 125 MGLT = Acc/TS 70/900
• 100 MGLT = Acc/TS 60/800
• 075 MGLT = Acc/TS 50/650

These values allow both for use of the standard SF Companion rules and for the correct in-game behaviour of the ships, as well as allowing for intermediate values for more recent additions to the canon e.g. the TIE Striker (which is faster than the standard TIE/LN, but slower than the TIE Interceptor). Note that the YT-1300 I have listed below is the stock configuration so is slower than the speed given for the Millennium Falcon in the diagram. Also note that the A-wing in the diagram is not based on the original stock load out (which is actually slower than a TIE Interceptor) but is the Rebel Alliance RZ-1 variant (as seen in the movies) which strips the stock A-wing of shields and heavy weapons in order to get maximum speed out of it.

Scaling

For smaller ships like starfighters following the rules given in the SF Companion works quite well, but this does not scale up well to larger sizes. The SF Companion vastly underestimates the sizes required to truly scale up to capital ship size, and also assumes that big ships will not add more weapons, they will simply use bigger weapons (like Star Trek’s phaser banks); so it is almost impossible to build a realistic model of a warship with multiple point-defence systems like an Imperial Star Destroyer. Accordingly, I’ve had to cut a few corners when building the Nebulon-B frigate and the Imperial Star Destroyer, but I’ve tried to keep them relatively close to the originals in feel, and they should still be pretty frightening to anyone stupid enough to try to fight against them.

Oh, forget trying to build a fully operational Death Star. That thing has 15,000 turbolaser batteries. Good luck rolling those dice :-)

Rebel Alliance Starfighters

T-65 X-wing starfighter

Small Starship: Size 6, Acc/TS 60/800, Climb 3, Toughness 20 (5), Crew 1, Cost C$19,800,000, Remaining Mods 2.5
Notes: AMCM, Artificial Intelligence, Atmospheric, FTL Drive, Shields, 2x Speed, Targeting System, 2x Torpedo Tube
Weapons:

  • Quad-Linked Medium Lasers (Fixed to bow) (150/300/600, 3d10 +2, ROF 1, AP 10, HW.)
  • 6x Light Torpedo (Fixed to bow) (300/600/1200, 8d12, ROF 1, AP 40, HW, LBT.)

Shields: 60 — may recover 6/round
Energy Capacity: 25

BTL-A4 Y-wing assault starfighter/bomber

Small Starship: Size 6, Acc/TS 60/800, Climb 3, Toughness 20 (5), Crew 2, Cost C$19,170,000, Remaining Mods 0
Notes: Artificial Intelligence, Atmospheric, 3x Crew Space, FTL Drive, Shields, 2x Speed, Targeting System, 2x Torpedo Tube
Weapons:

  • Dual-Linked Medium Lasers (Fixed to bow) (150/300/600, 3d10 +1, ROF 1, AP 10, HW.)
  • Dual-Linked Light Autocannons (50/100/200, 2d12 +1, ROF 4, AP 4, Auto, HW, Reaction Fire.)
  • 8x Light Torpedo (Fixed to bow) (300/600/1200, 8d12, ROF 1, AP 40, HW, LBT.)

Shields: 60 — may recover 6/round
Energy Capacity: 25

RZ-1 A-wing interceptor

Small Starship: Size 6, Acc/TS 80/1000, Climb 3, Toughness 20 (5), Crew 1, Cost C$18,440,000, Remaining Mods 2.5
Notes: AMCM, Atmospheric, FTL Drive, 2x Missile Launcher, 6x Speed, Targeting System
Weapons:

  • Dual-Linked Light Lasers (150/300/600, 2d10 +1, ROF 1, AP 5, HW, Reaction Fire.)
  • 12x Light Missile (Fixed to bow) (200/400/800, 6d6, ROF 1, AP 8, HW, SBT.

Energy Capacity: 25

A/SF-01 B-wing bomber

Medium Starship: Size 8, Acc/TS 50/650, Climb 2, Toughness 25 (6), Crew 2, Cost C$39,110,000, Remaining Mods 2.5
Notes: Atmospheric, Bomb Bay, 3x Crew Reduction, FTL Drive, Shields, Sloped Armor, Speed, Targeting System, Torpedo Tube
Weapons:

  • Heavy Cannon (Fixed to bow) (100/200/400, 5d10, ROF 1, AP 30, HW, MBT)
  • Quad-Linked Medium Lasers (Fixed to bow) (150/300/600, 3d10 +2, ROF 1, AP 10, HW.)
  • 48x Large Bomb (Fixed astern) (Dropped, 10d10, ROF 1, AP 30, HW, 20” radius.)
  • 8x Light Torpedo (Fixed to bow) (300/600/1200, 8d12, ROF 1, AP 40, HW, LBT.)

Shields: 80 — may recover 8/round
Energy Capacity: 100

Imperial Starfighters

TIE/LN Fighter

Small Starship: Size 6, Acc/TS 60/800, Climb 3, Toughness 20 (5), Crew 1, Cost C$3,700,000, Remaining Mods 14.5
Notes: Atmospheric, 2x Speed
Weapons:

  • Dual-Linked Light Lasers (Fixed to bow) (150/300/600, 2d10 +1, ROF 1, AP 5, HW, Reaction Fire.)

Energy Capacity: 25

TIE/sk x1 experimental air superiority fighter

Small Starship: Size 6, Acc/TS 65/850 (2040 mph, 3283 kph), Climb 3, Toughness 20 (5), Crew 2, Cost C$7,150,000, Remaining Mods 5.5
Notes: Atmospheric, Bomb Bay, 5x Crew Space, 3x Speed
Weapons:

  • Quad-Linked Medium Lasers (Fixed to bow) (150/300/600, 3d10 +2, ROF 1, AP 10, HW.)
  • 12x Small Bomb (Fixed astern) (Dropped, 6d10, ROF 1, AP 10, HW, LBT.)

Energy Capacity: 25

TIE/sa bomber

Small Starship: Size 6, Acc/TS 55/750, Climb 3, Toughness 20 (5), Crew 1, Cost C$5,410,000, Remaining Mods 11
Notes: Atmospheric, Bomb Bay, Missile Launcher, Speed, Targeting System
Weapons:

  • Dual-Linked Light Lasers (Fixed to bow) (150/300/600, 2d10 +1, ROF 1, AP 5, HW, Reaction Fire.)
  • 12x Light Missile (Fixed to bow) (200/400/800, 6d6, ROF 1, AP 8, HW, SBT.)
  • 8x Large Bomb (Fixed astern) (Dropped, 10d10, ROF 1, AP 30, HW, 20” radius. 501 to 1000 lb. bombs.)

Energy Capacity: 25

TIE Advanced x1

Small Starship: Size 6, Acc/TS 65/850, Climb 3, Toughness 20 (5), Crew 1, Cost C$17,510,000, Remaining Mods 4.5
Notes: Atmospheric, FTL Drive, Missile Launcher, Shields, 3x Speed, Targeting System
Weapons:

  • Dual-Linked Medium Lasers (Fixed to bow) (150/300/600, 3d10 +1, ROF 1, AP 10, HW.)
  • 12x Light Missile (Fixed to bow) (200/400/800, 6d6, ROF 1, AP 8, HW, SBT.)

Shields: 60 — may recover 6/round
Energy Capacity: 25

TIE/IN Interceptor

Basic model without extra modifications.

Small Starship: Size 6, Acc/TS 70/900, Climb 3, Toughness 20 (5), Crew 1, Cost C$6,760,000, Remaining Mods 10
Notes: Atmospheric, 4x Speed, Targeting System
Weapons:

  • Quad-Linked Medium Lasers (Fixed to bow) (150/300/600, 3d10 +2, ROF 1, AP 10, HW.)

Energy Capacity: 25

Freight Vessels

YT-1300 light freighter

Medium Starship: Size 8, Acc/TS 45/600, Climb 2, Toughness 25 (6), Crew 5, Cost C$24,290,000, Remaining Mods 6
Notes: AMCM, Atmospheric, FTL Drive, Sensor Suite (Planetary), Shields, 2x Torpedo Tube
Weapons:

  • Quad-Linked Light Lasers (150/300/600, 2d10 +2, ROF 1, AP 5, HW, Reaction Fire.)
  • Dual-Linked Light Lasers (Fixed to bow) (150/300/600, 2d10 +1, ROF 1, AP 5, HW, Reaction Fire.)
  • 8x Light Torpedo (Fixed to bow) (300/600/1200, 8d12, ROF 1, AP 40, HW, LBT.)

Shields: 80 — may recover 8/round
Energy Capacity: 100

YT-2400 light freighter

Medium Starship: Size 8, Acc/TS 45/600, Climb 2, Toughness 31 (12), Crew 5, Cost C$22,040,000, Remaining Mods 9
Weapons:

  • Dual-Linked Light Lasers (150/300/600, 2d10 +1, ROF 1, AP 5, HW, Reaction Fire.)

Shields: 80 — may recover 8/round
Energy Capacity: 100

Large Vessels

Consular-class cruiser

Large Starship: Size 12, Acc/TS 40/500, Climb 1, Toughness 34 (8), Crew 10, Cost C$51,630,000, Remaining Mods 10.5
Notes: Atmospheric, 4x Crew Reduction, FTL Drive, 2x Missile Launcher, Shields, Superstructure (Passenger, Civilian)
Weapons:

  • Dual-Linked Medium Lasers (Fixed to bow) (150/300/600, 3d10 +1, ROF 1, AP 10, HW.)
  • 12x Light Missile (Fixed to bow) (200/400/800, 6d6, ROF 1, AP 8, HW, SBT.)

Shields: 120 — may recover 12/round
Energy Capacity: 300

Gozanti cruiser

Large Starship: Size 12, Acc/TS 35/450, Climb 1, Toughness 41 (14), Crew 30, Cost C$54,000,000, Remaining Mods 3.5
Notes: 3x Armor, Atmospheric, 2x Crew Reduction, FTL Drive, Garage / Hangar, Shields, Speed Reduction, Torpedo Tube
Weapons:

  • 2x Quad-Linked Medium Lasers (150/300/600, 3d10 +2, ROF 1, AP 10, HW.)
  • Medium Laser (Fixed to bow) (150/300/600, 3d10, ROF 1, AP 10, HW.)
  • Medium Laser (Fixed astern) (150/300/600, 3d10, ROF 1, AP 10, HW.)
  • Medium Laser (Fixed to port) (150/300/600, 3d10, ROF 1, AP 10, HW.)
  • Medium Laser (Fixed to starboard) (150/300/600, 3d10, ROF 1, AP 10, HW.)
  • 8x Light Torpedo (Fixed to bow) (300/600/1200, 8d12, ROF 1, AP 40, HW, LBT.)

Shields: 120 — may recover 12/round
Energy Capacity: 300

CR90 corvette

Can carry 3 fighter escorts (usually A-wing interceptors)

Huge Starship: Size 16, Acc/TS 35/400, Climb 0, Toughness 44 (10), Crew 410, Cost C$91,550,000, Remaining Mods 0
Notes: Crew Space, FTL Drive, Sensor Suite (Planetary), Shields, Superstructure (Hangar)
Weapons:

  • 2x Dual-Linked Medium Lasers (150/300/600, 3d10 +1, ROF 1, AP 10, HW.)
  • 4x Medium Laser (150/300/600, 3d10, ROF 1, AP 10, HW.)

Shields: 160 — may recover 16/round
Energy Capacity: 500

EF76 Nebulon-B escort frigate

Gargantuan Starship: Size 24, Acc/TS 25/200, Climb -2, Toughness 53 (15), Crew 1400, Cost C$1,085,810,000, Remaining Mods 0
Notes: Armor, 3x Crew Reduction, FTL Drive, Sensor Suite (Planetary), Shields, 4x Superstructure (Hangar), Tractor Beam
Weapons:

  • 3x Dual-Linked Medium Cannons (Fixed to bow) (75/150/300, 4d10 +1, ROF 1, AP 20, HW, MBT)
  • Dual-Linked Medium Cannons (Fixed astern) (75/150/300, 4d10 +1, ROF 1, AP 20, HW, MBT)
  • Dual-Linked Medium Cannons (Fixed to starboard) (75/150/300, 4d10 +1, ROF 1, AP 20, HW, MBT)
  • Dual-Linked Medium Cannons (Fixed to port) (75/150/300, 4d10 +1, ROF 1, AP 20, HW, MBT)
  • 2x Dual-Linked Medium Lasers (Fixed to starboard) (150/300/600, 3d10 +1, ROF 1, AP 10, HW.)
  • 4x Dual-Linked Medium Lasers (Fixed to bow) (150/300/600, 3d10 +1, ROF 1, AP 10, HW.)
  • 2x Dual-Linked Medium Lasers (Fixed to port) (150/300/600, 3d10 +1, ROF 1, AP 10, HW.)

Shields: 240 — may recover 24/round
Energy Capacity: 2000

Imperial I-class Star Destroyer

World Killer Starship: Size 40, Acc/TS 20/200, Climb -5, Toughness 80 (29), Crew 50200, Cost C$2,288,933,647, Remaining Mods 0.5
Notes: 2x Armor, FTL Drive, Sensor Suite (Planetary), Shields, 4x Superstructure (Hangar), Targeting System, Tractor Beam
Weapons:

  • 2x Dual-Linked Heavy Cannons (100/200/400, 5d10 +1, ROF 1, AP 30, HW, MBT)
  • 2x Quad-Linked Heavy Lasers (150/300/600, 4d10 +2, ROF 1, AP 15, HW.)
  • 6x Dual-Linked Heavy Lasers (150/300/600, 4d10 +1, ROF 1, AP 15, HW.)
  • 5x Heavy Laser (Fixed to bow) (150/300/600, 4d10, ROF 1, AP 15, HW.)
  • 5x Heavy Laser (Fixed to starboard) (150/300/600, 4d10, ROF 1, AP 15, HW.)
  • 5x Heavy Laser (Fixed to port) (150/300/600, 4d10, ROF 1, AP 15, HW.)

Shields: 400 — may recover 40/round
Energy Capacity: 2000

Faster Starship Combat

Note: this was written for the Chase rules as given in the Savage Worlds Deluxe Edition, and expanded upon in the SF Companion. If you are using the new Savage Worlds Adventure Edition Chase rules instead, please ignore this section.

The starship combat section in the SF Companion advises using the Savage Worlds Chase rules, which is quite a good idea for abstracting things; but as written they have some major issues — particularly in that often only one ship will get to fire each turn. This makes running dogfights with multiple small fighters an exercise in frustration for the players — nobody wants to spend several turns in a row getting shot at with no way to fight back. Here are a couple of modifications to speed things up:

  1. Ignore all range modifiers once a dogfight starts — worrying about whether the range is 200 metres or 300 metres makes little sense when an X-wing fighter can cover that entire distance in a few seconds. You can use range if there’s a large slow capital ship at the edge of the fight, but generally that can be a GM’s call rather than a mechanical rule.
  2. Gaining the Advantage with a face card in a round enables all of the gunners in a ship to fire each of their weapons without penalty. Gaining the Advantage without a face card (i.e. 10 or less) enables all turrets to fire plus all of the ship’s fixed weapons on one side of the ship only. If the ship has fixed weapons on more than one side roll randomly to decide which side is brought to bear.
  3. Ships which do not have the Advantage in a round may fire all of their turreted Reaction Fire weapons and one fixed Reaction Fire weapon array, plus 1 other turreted weapon system, at a -2 penalty to each. This allows for a lot more shooting and a lot less people sitting around twiddling their thumbs.
  4. This does mean that large ships with heavy turreted weapons become much more dangerous (as they should be), but don’t forget that they will also usually have an additional penalty to hit because of the size difference. In practice all starfighters are either Small or Medium, and most other warships are at least Huge size. The rules give a flat +/-2 bonus/penalty for size difference between these ships. That means, for example, that an X-wing fighter shooting at a CR90 corvette will get +2 for shooting at a much larger ship, whereas the corvette shooting back will always be on a -2 to hit the smaller fighter; plus since it’s slower it will often be shooting at Disadvantage, which will be an additional -2 to hit. However that corvette will have much stronger shields and will be bristling with multiple gun arrays that it can bring to bear, so an X-wing on its own is still going to be in trouble!
  5. Ships can only fire one missile or torpedo per turn for each tube or launcher they have. So for example an X-wing fighter with 2 torpedo tubes can fire up to two torpedoes per turn.
  6. Missiles and torpedoes are very powerful, but only do half damage to shields. Ships will normally try to reduce a target’s shields with laser fire before using up their limited stock of missiles and torpedoes.
  7. Ignore the missile lock rules in the SF Companion and allow missiles and torpedoes to be fired at will. However since they move so slowly, that means they can be dodged! When a gunner fires a missile or torpedo at a target, the target ship’s pilot should make an opposed roll of his Piloting skill versus the gunner’s Shooting roll and add any bonuses or penalties as above. If the target’s Piloting total is higher than the gunner’s Shooting score, the ship has dodged the missile/torpedo and the crew live to fight on! This is a small change but makes missile firing more dramatic in practice.

Creatures

Canyon Krayt Dragon

  • Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+6, Vigor d12
  • Skills: Fighting d10, Intimidation d12, Notice d8
  • Pace: 6; Parry: 7; Toughness: 17 (4)

Special Abilities

  • Armor +4: Scaly hide.
  • Claws/Bite: Str+d8.
  • Huge: Attackers add +4 to their attack rolls when attacking due to its large size.
  • Poison.
  • Size +9: Over 10 metres high and 30 metres long from snout to tail.
  • Tail Lash: Can sweep all opponents in its rear facing in a 3” long by 6” wide rectangle. This is a standard Fighting attack, and damage is equal to the creature’s Strength –2.

Greater Krayt Dragon

  • Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+9, Vigor d12
  • Skills: Fighting d10, Intimidation d12, Notice d12
  • Pace: 8; Parry: 7; Toughness: 20 (4)

Special Abilities

  • Armor +4: Scaly hide
  • Bite: Str+d8.
  • Fear –2: Anyone who sees a Greater Krayt must make a Fear check at –2.
  • Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking due to its massive size.
  • Poison.
  • Size +10: Over 100 metres long from nose to tail.
  • Tail Lash: Can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the creature’s Strength –2.

Womp Rat

  • Attributes: Agility d8, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
  • Skills: Fighting d8, Intimidation d4, Notice d6
  • Pace: 8; Parry: 6; Toughness: 6

Special Abilities

  • Bite: Str+d6.
  • Size +1: 2–3 metres long from nose to tail.

--

--

Rodney Orpheus

I write about music, tech, and, games. All the cool stuff the kids are doing these days.