Star Wars D6 Rules Essentials
Star Wars D6 Rules Essentials
Star Wars D6 Rules Essentials
2. SPECIES
A list of commonly encountered species is on the following page. If you want to play something that’s not there, just ask.
Pick a species and write down its base Attributes and any Special Abilities.
3. PROFESSION
A list of professions your character could have on p4.
Pick one profession and adjust your character’s Attributes accordingly.
The total of your Attributes’ Dice Codes should equal 18D. For more on Dice Codes see p6.
4. SKILLS
The skills most commonly used in Star Wars are listed under their appropriate Attribute on your character sheet.
If you want a skill that’s not listed, just write it down under the most appropriate Attribute.
You have 7D (or twenty-one +1 pips) to spend improving your skills above their base Attribute.
New characters cannot improve a skill by more than 2D (or six +1 pips), unless they are droids (max 3D, or nine +1 pips).
For fast character generation: pick 1 skill and increase by 2D, pick 5 other skills and increase by 1D.
For fast droid generation: pick 1 skill and increase by 3D, pick 1 skill and increase by 2D, pick 2 other skills and increase by 1D.
6. GEAR
Each character starts with 5D6x100 credits with which to purchase their equipment.
8. THE FORCE
Whether you call it the Force, dumb luck, fate or chance, all characters can spend Force Points and totally kick ass. (Start with 1 pt).
When you trust in the Force (or feel lucky) you spend you Force Point and all your Dice Codes are doubled for one round.
Beware - if you call on the Force in anger and violence, you might gain Dark Side Points. Too many and you turn to the Dark Side!
DROIDS DEX KNO MEC PER STR TEC SPECIAL FEATURES: all droids choose 3 from below:
Assassin Droid 3D 1D 1D 2D 2D 1D - Alternate Propulsion (jets/treads/repulsors/etc)
Astromech Droid 1D 2D 2D 1D 1D 3D - Armor Plating (+2D to Str vs Damage OR +1D Str)
Battle Droid 3D 1D 1D 1D 3D 1D - Database Circuitry (+2D to a particular Kno skill OR +1D Kno)
Labor Droid 2D 1D 1D 1D 4D 1D - Mounted Weapon (Dam = Str+2D, Range = similar weapon)
Medical Droid 1D 3D 1D 1D 1D 3D - Personality Matrix (speak Basic, behaviour mods, can learn)
Probe Droid 2D 1D 1D 3D 2D 1D - Scanner Array (+2D to search, 1km/10km/100km/etc/PER)
Protocol Droid 1D 3D 1D 3D 1D 1D - Toolkit Appendages (+2D to a particular Tec skill OR +1D Tec)
Security Droid 2D 1D 1D 2D 3D 1D - Something missing? Make it up!
Utility Droid 2D 1D 2D 1D 2D 2D All droids have interface jacks, and speak Binary.
Favored Skills: cost half as much to purchase during character creation, but still limited to a +2D starting maximum
CHARACTER PROFESSIONS
PROFESSION DEXTERITY KNOWLEDGE MECHANICAL PERCEPTION STRENGTH TECHNICAL THE FORCE
ARCHAEOLOGIST +1D +2D +2 +1D+1 +1D -- --
BODYGUARD +1D+2 +1D+2 +1 +1D+2 +1D +1 --
BOUNTY HUNTER +2D +2 +2 +1D +1D+2 -- --
CAPTAIN +2 +1D +1D+2 +1D+1 +1 +1D --
COMMANDO +1D +1D +1 +1D +1D+2 +1D --
CON ARTIST -- +2D +2 +2D -- +1D+1 --
DANDY +1D +2D -- +2D +1D -- --
DIPLOMAT +1D +2D +2 +1D+1 +1D -- --
DOCTOR +1D +1D -- +2D -- +2D --
ENGINEER +1 +2D +2 +1 +2 +2D --
ENTERTAINER +1D+1 +1D+2 +1 +1D+2 +1D -- --
EXPLORER +2 +2D +1D -- +1D +1D+1 --
GAMBLER +1D+2 +1D +1 +2D +2 +1 --
GUN RUNNER +1D+2 +1D -- +1D+2 +1D+1 +1 --
HISTORIAN +1D +2D +2 +1D+2 +2 -- --
HUNTER +2D +1D+1 +2 +1D +1D -- --
INVESTIGATOR +1D +1D +1D +2D +1 +2 --
KID +1D+2 +2 +1D +1D+2 +1 +2 --
MERCENARY +1D+2 +2 +2 +1 +1D+2 +1D --
NAVIGATOR +2 +1 +2D +1D+1 +2 +1D --
NOBLE +1D+1 +1D+1 +2 +2D +2 -- --
OUTLAW +2D +1D +2 -- +1D+1 +1D --
PILGRIM +1 +2D +1 +2D +1D +1 --
PILOT +1D -- +2D +1D +1D +1D --
PIRATE +1D+2 -- +1D+2 +1D +1D +2 --
RACER +1D+1 -- +2D -- +2 +2D --
RANGER +1D +1D+1 +1 +2D +1D +1 --
RESCUER -- +1D +2D +1D +1D +1D --
RETAINER +1D +2 +1D +1D +1D+1 +1D --
SABOTEUR +1D+1 +1 +2 +1D +1D +1D+2 --
SAVAGE +1D+2 -- +1 +1D+2 +2D +1 --
SCAVENGER +1D +1 +1 +1D+2 +1D +1D+2 --
SENATOR +1D +2D +1D +2D -- -- --
SLICER +2 +1D+2 -- +1D+2 -- +2D --
SMUGGLER +1D+1 +1 +1D+2 +1D +1D +2 --
SOLDIER +1D+1 +1 +1 +1D+1 +1D+2 +1D --
SPY +1D+1 +1D+1 -- +2D +1D +1 --
THUG +1D+1 +1D -- +1D +2D +2 --
TINKER -- +1D+2 +1D+2 +1 +1 +2D --
TRADER +1D +1D +1D+2 +1D+1 -- +1D --
VAGABOND +1D +1D+1 +2 +1D+1 +1D +2 --
FORCE USERS*† DEXTERITY KNOWLEDGE MECHANICAL PERCEPTION STRENGTH TECHNICAL THE FORCE
ALIEN STUDENT +1D +2D +2 +1D+1 +1D -- 1D
JEDI PADAWAN† +1D+2 +2 +1D +1D+2 +1 +2 1D
JEDI DIPLOMAT† +1D +2D +1D +2D +1D -- 1D
JEDI SENTINEL† +2D +1D+1 +1 +1D+2 +1D+1 +1 1D
JEDI HEALER† +1D +1D -- +2D +1D +2D 1D
* Force Users are required to purchase 3 points of Edges in The Force. † Jedi characters may be restricted or entirely absent from games depending on the setting, era, and type of game the GM is running.
CHARACTER TEMPLATES
Templates are combinations of Species, Profession, Background and Equipment already calculated for fast character creation.
There’s plenty of other skills that you can have such as History, Weapon Repair, Cybernetics, Nerf Herding or whatever.
DICE CODES
Each Attribute and Skill has a Dice Code, which is the number of 6-sided dice you need to roll when you need to make a skill check.
The dice code will look like 4D (roll 4 dice), or 5D+1 (roll 5 dice and add 1), or 2D+2 (roll 2 dice and add 2) and so on.
Have a look at the Dice Code progression shown above; as a character’s attribute or skill advances up the scale,
it goes from 2D, to 2D+1, to 2D+2, and then to 3D, then 3D+1 and so on.
So if for example you have a base Attribute of 2D+2 and a Skill that adds +1D+2, your Skill total is 4D+1.
2D+1D+2+2 = 3D+4 = 4D+1 (three +1 pips equals +1D, remember?)
Once you get your head round that the game is pretty simple.
SKILL CHECKS
When you make a skill check, grab the number of D6s listed in the skill’s dice code, roll, and add them and any +1’s or +2’s together.
If a skill has no dice code listed you use its base Attribute instead.
If the total is equal or greater the skill check target number, then the skill check is successful.
COMBINED ACTIONS
There are a number of situations where it pays to work as a team by assisting one another to get the job done.
The character with the highest Dice Code makes the skill check.
The assisting team-mates don’t roll; instead they add +1 to the result for every full Dice they have in the relevant skill.
MULTIPLE ACTIONS
Character can attempt to do lots of things when it’s their time to act, up to the number of full Dice they have in Dexterity.
FOR EVERY EXTRA ACTION, ALL ACTIONS ARE PENALISED -1D.
| 1 Action : No penalty | 2 Actions : both at -1D | 3 Actions : all at -2D | 4 Actions : all at -3D | etc...
❏ Addiction
A galaxy of temptation is out there: spice, stims, lumguzzle, dethstyx, and all manner of alien intimacies are just a tiny sample of the many
things that can overpower the weakwilled. And you are one of the weak. Without easy access to your poison of choice, you suffer the
following penalties to all dice rolls: 1pt for a minor addiction that causes a -1 penalty, 2pts for a serious addiction that causes a -2 penalty,
or 3pts for a severe addiction that inflicts a -1D penalty.
❏ Blackmail
Someone has leverage over your character, and they’re not afraid to use it. They have incriminating or defamatory evidence of your past
actions, or have something you hold very dear in their possession. Whoever it is that is blackmailing you, they intend to get the most out of
your predicament. For 1pt your blackmailer only calls upon you occassionally, and the demands are not too heavy; for 2pts your
blackmailer demands your services regularly; for 3pts your they are a constant thorn in your side who asks much of you.
❏ Code
You live by a strict code that sets you at odds with the status quo. An alien philosophy, a zealous religion, or an outlawed practice
such as the Jedi, a code is not easy to live by and you will likely suffer for it. Failure to uphold the code’s ideals may have severe
repercussions, depending on the details of the code that should be clearly worked out with the GM. Following a code that is inconvenient
but poses little threat (e.g. a vow of silence) is worth 1pt; a code that is difficult to follow or risks harm (pacifism
in a time of war, chivalry) is worth 2pts; a code that risks death or is outlawed by the authorities (military codes where suicide
is more honorable than defeat, or the Jedi Code during the persecution by the Empire) is worth 3pts.
❏ Criminal
Rightly or wrongly you have been found guilty of serious criminal acts such as grevious bodily harm, murder, treason, war crimes, aiding and
abetting the Jedi, or other nefarious deeds. Why you aren’t doing time behind electrobars, slaving in the spice mines of Kessel or serving out a
death sentence is up to you, but you are definitely wanted by the authorities. The seriousness of the crime and the influence of the powers
that seek your incarceration is reflected in how many points you invest in this burden. For a serious but non-capital offence or a conviction
by a planetary authority the burden is worth 1pt; a very serious offence against a sector-wide authority the burden is worth 2pts; for a
galaxy-wide death sentence instigated by the Empire or the Hutt Clans the burden is worth 3pts. The authority will do what it can to bring
you to justice, including the use of bounty hunters, seizure of assets, capture of family and friends, and all sort of legal nastiness.
❏ Death Mark
You have pissed off someone rich and powerful, someone with no interest in upholding the law, someone wealthy enough to place
a hefty price on your head— and there are plenty of bounty hunting scum are ready to track you down and bring you in alive or dead.
Or perhaps you have wronged someone, and now they dedicate their life to your death, actively seeking to destroy all you hold dear.
For 1pt, those that pursue you are of roughly equal skill, power and influence to your character; for 2pts your enemies are clearly superior
and give good reason to live in fear; for 3pts your hunters are among the best in the galaxy. Watch your back…
❏ Debt
You owe someone some money— a lot of money. The interest is a killer (10% or more per standard month), but not as much as the heavies
your debtor loves sending round, especially if you fail to make a payment. Fail twice and you’ll get the repos and the bounty hunters on your
tail. Your choice of how much you owe: a small debt (1pt for 50000cr) a medium debt (2pts for 100000cr) or a huge debt (3pts for
250000cr).
❏ Dependant
You have someone in your life who depends on you for their wellbeing— a family member, a friend or a ward that you are responsible for.
Without your care and attention they would get into serious trouble, or worse. For 1pt the dependant can just look after themselves, and
would be in a precarious position without your regular aid; for 2pts, the dependant cannot defend or care for themselves, and would
struggle to survive without you; for 3pts the dependant is completely incapable of looking after themselves and would swiftly die without
your care. (Gamemasters note this burden can have a distracting impact on the game and players should choose this Burden carefully).
❏ Enslaved
You were a slave: a mere possession of another who could force you to do their bidding. Some slave owners take care of their belongings, but
most are scum who treat their slaves like dirt. How you came to be free is up to you— perhaps you are a runaway, or murdered your master,
or were freed by another, or perhaps you earned your freedom with loyal service. However you reclaimed your freedom, your hatred of
slavery runs very deep. You will not allow others to suffer as you once did, which is a good thing— but in a slave-tolerant society such as the
Empire or Huttspace it gets you into touble. In the presence of slaves it is an Easy (for 1pt), Medium (for 2pts), or Difficult (for 3pts)
Willpower/KNO test for you to maintain your cool. If you fail you must act to try and immediately liberate the enslaved, no matter the
consequences.
❏ Haunted
Something happened to you, something real bad. Maybe you did something even worse. Or maybe they are visions of a terrible doom that
drawns near, something horrible and unavoidable. Either way, your character is constantly haunted to the point where it interfers with their
day to day functioning. Guilt, nightmares, post (or pre) traumatic stress disorder, or even the spirits of those you have wronged now plague
your life. Every 24 hours of game time you must roll a D6: on a 1 (for 1pt), 1-2 (for 2pts) or 1-3, (for 3pts) you are overwhelmed by what
haunts you and must suffer a 1D6 penalty to all rolls until you find release (usually down the bottom of a bottle, in a drug-induced haze or
through acts of violence, or something of your own choosing).
❏ Illiterate
An over-reliance on technology coupled with a galaxy-wide program of Imperial repression has done great damage to the education of the
masses. For 1pt your reading ability is comparable to that of a child’s, able to read simple sentences but nothing technical or detailed; for
2pts you can barely read the simplest of words but can manage with clear symbols and pictographs; and for 3pts your illiteracy stems from
insurmountable neurological disorder or injury and you cannot recognise any symbols or letters at all.
❏ Obsession
Your life is dominated by an overwhelming obsession such as a quest for vengeance, a search for lost family, the destruction of a hated
enemy, or the overthrow of the Empire. It is an all-consuming passion, and any time wasted on pursuits unrelated to your obsession
infuriates you. Unless the activity at hand clearly furthers your obsession, you receive a penalty to all dice rolls as follows: 1pt for a mild
obsession that causes a -1 penalty, 2pts for a major obsession that causes a -2 penality, and 3pts for a severe obsession that causes a -1D
penalty.
❏ Poverty
The tyrannical rule of the Emperor has caused much of the galaxy to regress, leaving whole worlds in abject poverty. Billions upon billions
have lost their careers, their possessions and their lifes to the Imperial war machine, and you are among them. For 1pt your starting credits is
5D6x50, for 2pts your starting credits is 5D6x10, and for 3pts you start without any gear at all. The life of the impoverished is one full of
hunger and fear; the poverty you have known for so long should have a deep impact on who you are.
❏ Secret
You know something that’s very very dangerous to know: the kind of thing that people will kill to find out, or kill to make sure you tell no one.
Or maybe you have a secret that will end your reputation, your career or maybe even your life should others discover it, and you must go to
great (and morally dubious) lengths to keep it safe. For a relatvely low-level secret, one that would destroy your career or ruin others but
with little risk of actual death it costs 1pt; for an important secret that has broad reaching implications that could see the end of your
career and possibly your life it costs 2pts; for an extremely dangerous galaxy-shaking secret that will likely end in your death it costs 3pts.
❏ Wounded
You suffer from a debilitating injury, war wound, or chronic illness and have a permanent penalty to two attributes (usually Dex and Str,
sometimes Per or Kno for head injuries). All rolls using these attributes are at -1 (1pt minor injury or illness), -2 (2pt major injury or illness),
or -1D (3pt crippling injury or illness). Cybernetics and bionics might be useful.
CHARACTER BACKRGOUNDS: EDGES
BFor every point spent on Burdens a character may also spend a point on Edges.
A character can have no more than 6pts of Burdens and thus no more than 6pts of Edges,
and no more than 3pts in any one kind of Edge.
All characters must choose at least 1pt of Edges.
GM discretion is advised and care is recommended to help create well rounded characters.
❏ Artefact
You have in your possession an item of exquisite craftmanship or rarity, something that could easily be highly illegal — such as a lightsaber. It
could be an heirloom passed down through your family for generations, an alien artefact of strange and perilous wonder, or a piece of
restricted or outlawed tech. A rare artefact or one that adds +1 to one skill costs 1pt; a restricted or very rare item or
one that adds +2 to one skill costs 2pts; a lightsaber or other highly illegal or exquisitely well made item that adds +1D to one skill
costs 3pts.
❏ Connections
You know all the right people in a particular field or social network and can gain access either to powerful and influential individuals or useful
services within that group. For 1pt your connections provided tangible but not outstanding benefits, and confer a +1 to skill checks when
dealing with your connections; for 2pt your connectons provide very beneficial results and confer a +2 to skill checks with dealing when
your connections; for 3pts your connections put you in touch with very influential powerplayers that reap exceptional results and confer a
+1D to skill checks when dealing with your connections. Like any relationship your connections need to be nurtured and maintained by both
sides, or you will find your connections not to be as good as they once were.
❏ Fame
Your reputation proceeds you, for better or worse, and you are known for a particular trait or event from your past. You can use this fame (or
infamy!) to your advantage, though sometimes fame has its downsides as well. A low level of fame, or being quite famous but only in a
small region costs 1pt and grants +1 to skill checks in certain social situations. A medium level of fame, or being very famous but only in
one or two sectors costs 2pts and grants +2 to skill checks in certain social situatons. A high level of fame, with a reputation known across
the galaxy, costs 3pts and grants +1D to skill checks in certain social situations. Be warned— there is a high price to fame, and if it is abused
your actions will no doubt come back to haunt you.
❏ Favors
Someone owes you big time, and you can call in that favor whenever you like. For 1pt you can call in that favor from a relatively low
powered individual; for 2pts you’re owed a favor by someone with considerable influence; for 3pts the person who owes you one is
someone of great standing and galactic reach. What the favor is, and how compliant they are to your request is entirely dependant on who
the person is and what you are asking of them. If the favor is agreeable to them the will do everything they can to fulfill their debt; if it is
morally repugnant to them, they may drag their feet, flatly refuse, or try and wriggle out of the deal by nefarious means.
❏ Fortune
Whether by inheritance, hard work or illgotten gain, you have come in to a considerable sum of cold hard credits and can spend it as you like.
For 1pt you gain an additional 2500cr, for 2pts you gain 5000cr, and for 3pts you gain 10000cr.
❏ Luck
You have always considered yourself to be extraordinarily lucky. Fortune smiles upon you just when you need it, getting you out of scrapes
and jams, and providence is your friend. For 1pt, each session you may reroll a single skill check and take the higher result; for 2pts you
may reroll two times per session, and for 3pts you can reroll three times.
❏ Organisation
You belong to a large organisation that provides employment, support and equipment to all its members in return for various duties. Some
examples include: The Imperial Navy, the Rebel Alliance, the Hutts, the Bounty Hunters Guild, the Trade Federation, the Commerce Guild, the
Banking Clans, the Techno Union, the Guardians of the Whills, the Jedi Order, or one of numerous criminal gangs. For 1pt the organisation is
small, extending over several systems or a sector, or they are simply lacking in power and influence; for 2pts the organisation is large,
covering several sectors and is moderately well provided for; for the 3pt points the organisation spans the galaxy with deep resources to
call upon... and there will be plenty of times when your Organisation will call on you.
❏ Sanctuary
There’s no place quite like home, and you have gone to great lengths to make yours special. Your sanctuary could be almost anything: a
family farmstead on a backwater world, or an apartment on Coruscant; a hidden laboratory where you conduct your research or a secret
retreat where you train in peace, or even your starship. What ever it is, you are in your element here. For 1pt you have a small sanctuary,
fairly spartan but enough to provide you with all your needs and grant you +1 to all skill checks while you are here; for 2pts you have a
reasonably sized sanctuary, well appointed and sturdy, which grants you +2 to all skill checks while you are here; for 3pts you have
a large and well defended sanctuary with all the features you require for your purposes, which grants you +1D to all skill checks
while you are here.
❏ Sidekick
You travel the galaxy with a faithful companion by your side, one who is unquestionably loyal and always has your back. A friend of such
caliber is a rare find in these dark times, and come in all shapes and sizes: a lifelong partner, a friend since childhood, an alien who owes you a
lifedebt, even a droid. A sidekick big on heart but small on ability (using a stock NPC character for stats) costs 1pt; a sidekick who is actually
useful from time to time (stock NPC but with +7D to skills) costs 2pts; a sidekick considered your equal in prowess (essentially an extra
player character) costs 3pts. The sidekick is controlled by the GM but will do almost anything the character requests. Characters who abuse
their sidekicks will swiftly find themselves all alone; characters who value and treasure their sidekick will have a friend for life.
❏ Skilled
You have seen many things, experience beyond your years and you have the skills to show for it. Or you are simply a talented prodigy. For
each point you may add +1D to the skill of your choice. You may raise one skill beyond the +2D starting skill cap to +3D, but only one; no
other skill can be increased past +2D during character creation.
❏ Starship
She may not look like much but she’s got it where it counts— you have a starship! Actually it really is a piece of junk, a second
hand light freighter in constant need of love, repairs and prayer, but hey, you can go anywhere in this thing. At least til it falls apart.
A starship costs 3pts and has a value of 50000cr. Players are allowed to pool their Starship value to buy bigger or better vessels,
but each extra player who contributes only adds +25000cr to the total value of the vessel (and it still costs 3pts for each player). So:
- 1 Player can purchase: 50000cr of ship: 2nd-hand shuttle, 2nd-hand scoutship, or a 2nd-hand light freighter.
- 2 Players can purchase: 75000cr of ship: New shuttle, new scoutship, or a 2nd-hand medium freighter or 2nd-hand staryacht.
- 3 Players can purchase: 100000cr of ship: New light freighter
- 4 Players can purchase: 125000cr or ship: 2nd-hand heavy freighter or a 2nd-hand starfighter, or a superior shuttle or scout ship.
It is recommended that GMs limit starting players to one freighter for ease of gameplay, but an armada is an awesome thing to aim for.
❏ The Force
The Force is an energy field created by all living things. It surrounds us and penetrates us, it binds the galaxy together— and when
you are calm, at peace, you can feel it. In better times you may have even been considered for training as a Jedi. Maybe, a long time ago, you
even were one— but you’ve turned your back on that now. For 1pt you can sense the flow of the Force all around you and are considered
Force Sensitive. For 2pts your connection to the Force is growing, and you have one Force Power that you can use.
For 3pts, the Force is strong with this one: you gain a new Attribute: The Force, with a Force Strength Dice Code starting with 1D,
and three Force Powers. All those with a connection to the Force gain the following abilities, regardless of their level of ability or training:
- FORCE SENSE: Characters strong with the Force can use their Search skill to sense the flow of the Force around them. They can sense the
presence of beings, artefacts and locations that are strong with the Force and if they are a source of the Light or the Dark. Sometimes the
presence of the Force is so strong and overwhelming that no Search check is needed.
- FORCE RESONANCE: Characters strong with the Force can use their Command skill to share their emotions with those who are
important to them, communicating with them no matter where they are in the galaxy. The level of clarity — from vague need, strong
emotion to articulate thought — depends on the relationship between the two, the distance between them, and their training. Those with
Force ability can also use their Search skill to sense when those important to them are experiencing powerful emotions: intense love, fear
or anger. These flashes of insight may appear as feelings, echoes in the Force, or sudden visions. Sometimes locations with a history of
great and terrible deeds, or artefacts with a strong connection to those who use the Force can resonate as well.
EQUIPMENT
All prices listed are for Standard quality. Shoddy quality: cost x 0.5. Superior quality (+1D) : cost x 5. Luxury quality (+2D) : cost x 10.
When using Shoddy equipment include a special D6 in the skill check: if it rolls a 1 = Major complication, 2 = Minor complication.
WEAPONS W W EQUIPMENT W TRANSPORT W
MELEE DMG COST CLOTHING COST REPULSORS COST
Staff/Club Str+2 50 Casual 50 Jetpack 1000
Knife Str+1D 50 Work 100 Speeder Bike 2500
Gaderffii Stick/Spear Str+1D+1 100 Survival 250 Landspeeder / Racer 5000
Sword Str+2D 500 Formal 250 Airspeeder 10000
Stunbaton 4D stun 250 Uniform 500 Landhauler 25000
Vibroknife Str+1D+2 500 Hazard 1000 Airhauler 50000
Vibroaxe Str+2D+1 750 Noble 2500+ Sail Barge 100000
Vibroblade Str+3D 1000 Enviro Suit (+Armor) 2500+ STARSHIPS COST
Lightsaber 6D ---- TOOLKITS & PACKS COST Shuttle 75000
SLUGTHROWERS [range] DMG COST Survival Pack* 500 Scout Ship 75000
Pistol [s] 3D 100 Armor Toolkit 1000 Lgt Freighter 100000
SMG [m] 4D 250 Computer Toolkit 1000 Med Frighter 150000
Shotgun [s] 5D 500 Cybernetics Toolkit 2500 Hvy Freighter 250000
Rifle [l] 5D 1000 Droid Toolkit 1000 Yacht 250000
BLASTERS [range] DMG COST Medical Kit 500 Starfighter 250000+
Holdout Blaster [s] 3D 250 Medpak 100 BEASTS
Sporting Blaster [m] 3D 500 Repulsor Toolkit 500 TYPE COST
Blaster Pistol [m] 4D 1000 Security Toolkit 1000 Plodder 100
Hunting Blaster [l] 4D 1500 Starship Toollkit 2500 Runner 250
Heavy Blaster Pistol [s] 5D 1500 Vehicle Toolkit 1000 Sprinter 500
Blaster Carbine [l] 5D 2500 Weapon Toolkit 1000 Brainy +500
Blaster Rifle [v] 5D 5000 Webbing 50 Climber +250
Bowcaster [v] 5D 5000 TECHNOLOGY COST Flyer +500
Lightbow [v] 5D 7500 Bacta Tank§ 5000 Tracker +250
Lgt Repeat Blaster [l]§ 6D 10000 Combicomp† 500 Killer +500
Med Repeat Blaster [v]§ 7D 12500 Comlink†† 100 Swimmer +100
Hvy Repeater Blaster [x]§ 8D 15000 Datapad†† 100 Watcher +250
EXPLOSIVES DMG COST Holovid Projector†† 100 Small (Pet Sized) cost x 1/2
Grenade 5D 250 Macrobinoculars 100 Medium (Human Sized) cost x 1
Stun Grenade 5D stun 100 ScanRecorder†† 100 Large (Mount Sized) cost x 2
Smoke Grenade ---- 100 Sensor Array 1km 1000
Thermal Detonator 10D 1500 Tracking Device 1000 LIFESTYLE
Grenade Launcher ---- 1500 POWER GENERATORS COST Poor 25/day
Mini Generator 1000 Common 100/day
ARMOR Comfortable 250/day
PERSONAL ARMOR COST Sml Generator (backpack) 2500
Med Generator (2-man) 5000 Wealthy 500/day
Shield [-1D Dex] Str+1D 250 Luxurious 1000/day
Helmet +1 500 Large Generator (vehicle) 10000
Huge Generator (building) 25000 Regal 5000+/day
Hightech Helmet +1 2500 /Skill Dice
Light Armor [-2 Dex] Str+2 1000 DROIDS SERVICES
1000 Common 10
Medium Armor [-1D Dex] Str+1D 2500 5th Degree Droids (Gonk) 25
Heavy Armor [-2D Dex] Str+2D 5000 Labor, Menial Uncommon
2500+ Rare 50
Hunter Armor [-1D Dex] Str+2D +500 ea 4th Degree Droids (IG-88) 100+
Weapon Mount ---- +250 ea Security, Warfare wpn/armor Very Rare
Dangerous? x2
Tech Mount ---- +100 ea 3rd Degree Droids (C-3P0) /Hit
5000
SHIELD GENERATORS ARMOR COST Protocol, Services NARCOTICS 10-50
Sml Shield Generator 1m§ +2D 25000 2nd Degree Droids (R2-D2) Legal 25-100
Med Shield Generator 5m§ +3D 50000 Engineering, Technical 7500
Restricted 50-250
Lrg Shield Generator 25m§ +4D 100000 1st Degree Droids (2-1B) Illegal 100-500
Hge Shield Generator 50m§ +5D 250000 Medical, Science 10000
Dangerous
*A standard Survival Pack includes: Backpack, Knife, Survival Tent (2 person), Sleeping Bag, 25m Syntherope, 5 Glowrods, 1 Week Rations, Crowbar, Breather
mask, 5 Flares, Survival Suit, 2 Medpaks, Mini Generator. †The combicomp combines all items with ††. § Requires Power Generator.
EQUIPMENT
WEAPON RANGE COMPARISON CHART
The chart below is an abstract comparison of Weapon Ranges, used to determine varying difficulties to hit targets in a firefight.
S: Short (max 100m) M: Medium (max 250m) L: Long (max 500m) VL: Very Long (max 1000m) X: Extreme (max 2500m)
RNG ≤5 25 50 75 100 135 175 200 250 315 375 430 500 625 750 875 1000
S PB Short Med Long Ext — — — — — — — — — — — —
M PB Short Short Med Med Long Long Ext Ext — — — — — — — —
L PB Short Short Short Med Med Med Long Long Long Ext Ext Ext — — — —
VL PB Short Short Short Short Med Med Med Med Long Long Long Long Ext Ext Ext Ext
X PB Short Short Short Short Short Short Short Short Med Med Med Med Med Med Med Med
PB: Point Blank (5) Short (10) Med: Medium (15) Long (20) Ext: Extreme (30)
SLAVERY
Slavery was once outlawed by the Old Republic but is very much a part of the Star Wars galaxy during the reign of the Empire.
Slaves are used by the Empire as criminal punishment or control of alien worlds; Hutts use them as a central part of their economy.
The life of a slave is a terrible one. Force Sensitive characters who use slaves will fall swiftly to the Dark Side.
INITIATIVE
All combatants roll their Perception Attribute to determine their Initiative at the start of each Round.
Starting with highest Initiative and working down to the lowest, each combatant declares and resolves their actions.
Combatants can hold their actions, then cut in and act once those with lower Initiative have declared their actions.
Players win ties and get to go first.
DECLARING ACTIONS
Once you’ve declared your actions you are committed to them.
If you decide to change your mind, as a reaction to a combatant with better Initiative cutting in, all skill checks are reduced by -1D.
Just remember that each extra action beyond the first reduces all skill checks by -1D.
RESOLVING ACTIONS
All a character’s actions are resolved once they’ve declared them - unless someone with higher Initiative cuts in.
Calculate the effects of the actions - damage of attacks, results of skill checks etc. - before moving to the next combatant.
ATTACK
Roll your attacking skill check vs the following Target numbers:
Brawling attacks are Very Easy (5) unless the target makes a higher defensive reaction.
Melee attacks depend on the weapon - usually Very Easy (5) or Easy (10) - unless the target makes a higher defensive reaction.
Firearm and Vehicle attacks depend on the range of the target:
Point Blank (5), Short Range (10), Medium Range (15), Long Range (20), Extreme Range (30),
unless the target makes a higher defensive reaction.
DEFENSE
If a character is aware of an impending attack they always get the chance to take an immediate defensive reaction.
This involves Parrying, Dodging or Evading the attack with an appropriate skill check.
Each Defensive Reaction counts as an action, and suffers the same penalties for using multiple actions.
Beware - it’s all too easy to commit to lots of offensive actions and forget to keep an action or two for defensive ones.
Once you know the result of the Defense skill check compare it with the base difficulty to hit you and choose the highest one.
That is the Target Number the attack needs to equal or beat to hit.
FULL DEFENSE
Any character can take a Full Defense action as their one and only action for the round.
They roll their Dodge skill check and instead of comparing to the base difficulty to be hit,
they add their Dodge to the base difficulty of all attacks against them.
A character taking a Full Defense action must be in a position to move away from any threats.
COMBAT
DAMAGE
Brawling attacks inflict the attacker’s Strength.
Melee attacks inflict the attacker’s Strength plus the Weapon’s Damage.
Firearms and Vehicle attacks inflict the Weapon’s Damage.
Damage is an opposed roll vs the defender’s Stength + Armor (or Vehicle’s Hull Strength).
For each step up the Damage Scale, any damage is halved before calculating the effects of the attack.
For each step down the Damage Sacle, any damage is doubled before calculating the effects of the attack.
So a Rebel Soldier firing his blaster rifle (Character Scale) at an AT-AT (Mega Vehicle Scale) would roll 6D damage,
then divide the total by 4 before comparing it to the AT-AT’s 5D Hull roll.
A Smuggler firing his freighter’s concealed light repeater (Vehicle Scale) at a squad of Snowtroopers would roll 4D damage,
then multiply the total by 2 before comparing it to the Snowtroopers’ 3D Strength roll.
A Star Destroyer (Mega Structure) commencing medium orbital bombardment on rebellious citizenry would roll 4D damage,
then multiply the total by 8 before comparing it the average citizen’s 2D Strength roll.
You get the point.
To make a called shot to hit a general area (Head, Chest, Gut, etc), add +5 to the attack difficulty.
To make a called shot to hit a specific location (Eyes, Heart, Hand, etc), add +10 to the attack difficulty.
COMBAT
EFFECTS OF DAMAGE : CHARACTERS
Stunned characters are at -1D to all actions until their turn the following round.
Multiple stun effects are cumulative, and if the total Stun penalty is greater than your character’s Strength, they are Knocked Out.
Knocked Out characters fall unconcious when injured, but when revived come round quickly and can function normally.
Wounded characters are at -1D to all actions until they are healed.
Multiple wound effects are cumulative, and if the total Wound penalty is greater than your character’s Strength, they are Incapacitated.
Incapacitated characters fall unconcious when injured, and when revived are groggy and unable to use their skills.
An Incapacitated character who is Wounded or Incapacitated again becomes Mortally Wounded.
Mortally Wounded characters fall unconcious when injured and are on death’s door. At the end of each round they must roll 2D6.
If the number is less than the number of rounds since the character was Mortally Wounded, they die.
A Mortally Wounded character who is Wounded or worse is Instantly Killed.
Instantly Killed characters have received such terrible injuries that they immediately slain by the attack.
Heavily Damaged tech is so severly compromised it can no longer function without proper repairs.
Heavily damaged tech that is Lightly or Heavily Damaged again is destroyed.
Destroyed tech has taken such ruinous damage that it is now beyond repair.
Destroyed Tech that is Lightly Damaged or worse has a 1 in 6 cumulative chance of Catastrophic Destuction.
Catastrophic Destruction KABOOM. The Tech explodes doing STR/HULL Dice damage to all in Point Blank and Short Range...
PERMANENT INJURY
When a character receives in injury so grevious they become Mortally Wounded, determine the hit location.
Have the character roll an Injury Resist Test: 1D6 + their STR Dice Code rounded down (so a STR 3D+2 character would roll 1D6+3),
and compare with an Injury Threat Score: 1D6 + the weapon’s Damage Dice Code rounded down (so a 4D slug thrower rolls 1D6+4).
Damage Scale applies to the Weapon’s Damage Dice Code.
Character’s Injury Resist Test ≥ Weapon’s Injury Threat Score = No permanent injury.
Character’s Injury Resist Test < Weapon’s Injury Threat Score = -1 pip permanently to relevant Attributes.
Character’s Injury Resist Test x2 ≤ Weapon’s Injury Threat Score = -2 pips permanently to relevant Attributes.
Character’s Injury Resist Test x3 ≤ Weapon’s Injury Threat Score = -1D permanently to relevant Attributes.
Character’s Injury Resist Test x4 ≤ Weapon’s Injury Threat Score = -2D permanently to relevant Attributes.
A character can choose to live with these permanent injuries,
or have the ruined flesh replaced with Cybernetic and Bionic mechanisms.
HEALING
NATURAL HEALING
Injured characters can rely on Natural Healing to recover from injury, though it is slow,
and the worse the injury the greater risk of death.
A character with a permanent injury still needs to heal as described below.
At the end of each time period, the character makes a STR Check and compares it on the chart below.
If the character has total rest, add+1D to the STR roll; if they are highly active, subtract -1D from the STR roll.
BACTA TANKS
Bacta tanks offer the best healing technology available, and can be found in most major cities and larger starships.
Once placed in a Bacta Tank survival is assured, healing the injured character in the following times:
BACTA TANK TREATMENT TIMES : | Wounded : 1D6 Hours per Wound | Incapacitated : 6D6hours | Mortally Wounded : 1D6 Days |
Bacta Tanks cannot replace missing limbs or regrow destroyed organs (any effects of permanent injury). For that you need…
IMPROVING SKILLS: +1 pip : 1,000cr |+2 pips : 2,500cr |+3 pips : 5,000cr |+4 pips : 10,000cr | +5 pips : 15,000cr | +6 pips : 25,000cr
IMPROVING ATTRIBUTES: use the cost for improving skills x10.
ADDITIONAL TECHNOLOGY: 2 x standard cost for the item, and uses up 1 pip of space per bonus Dice or size (GM’s discretion).
WEAPONRY: 2 x standard cost for the weapon, and uses up 1 pip of space per Damage Dice.
QUALITY: Shoddy quality: cost x 0.5. Superior quality (+1D) : cost x 5. Luxury quality (+2D) : cost x 10
Each limb or torso augmentation have enough space for a maximum of 6 pips of improvement, technology and weaponry.
CHARACTER PROGRESSION
GAINING EXPERIENCE POINTS
At the end of each session the GM should reward the players between 2 to 6 Experience Points (XP),
based on attendance, what they brought to the game (in terms of roleplaying, story and fun),
extra effort (journals, illustrations, etc), and how well the characters performed in acheiving their goals.
IMPROVING SKILLS
Improving a skill by one +1 pip costs a number of XP equal the skill’s current Dice Code, ignoring any +’s.
IMPROVING ATTRIBUTES
Improving attributes is a more complicated process.
Calculate the XP cost to increase the top six skills of the attribute by +1 pip.
Total up the XP cost for the six skills.
Spend 80% of that total XP cost to improve the attribute by +1 pip,
or spend 90% of that total XP cost to improve the attribute by another +1 pip,
And spend 100% of that total XP cost to improve the attribute by +1D.
No attribute can be improved by more than +1D over the species’ base attributes.
| 1D | 1D+1 | 1D+2 | 2D | 2D+1 | 2D+2 | 3D | 3D+1 | 3D+2 | 4D | 4D+1 | 4D+2 | 5D | 5D+1 | 5D+2 | 6D | 6D+1 |6D+2 | 7D etc...
REMOVING BURDENS
It is possible to get rid of a character’s Burdens.
Usually this is something that is resolved organically in-game, but a character can also remove Burdens by spending XP.
The GM is final arbiter on removing Burdens this way as it can rob the game of complications and fun.
The recommended XP cost to remove a Burden is 10-20XP per point of Burden removed.
GAINING EDGES
It is not possible to buy Edges with XP once the campaign starts.
It is recommended that Edges be awarded along side XP for exceptional success, great roleplaying and character progression.
SPACESHIPS: SPACE TRAVEL
Damage roll < [Hull + Shields] roll = Combat shields unaffected, and the ship receives no damage.
Damage roll ≥ [Hull + Shields] roll = Combat shields are damaged; reduce by 1D until stabilised*, but the ship receives no damage.
Damage roll ≥ 2 x [Hull + Shields] roll = Combat shields are destroyed, and the ship is ionised for 1 round.
Damage roll ≥ 3 x [Hull + Shields] roll = Combat shields are destroyed, and the ship is lightly damaged.
Damage roll ≥ 4 x [Hull + Shields] roll = Combat shields are destroyed, and the ship is heavily damaged.
Damage roll ≥ 5 x [Hull + Shields] roll = Combat shields are destroyed, and the ship is destroyed.
Damage roll ≥ 6 x [Hull + Shields] roll = Combat shields are destroyed, and the ship is catastrophically destroyed.
*This 1D penalty is cumulative; if a ship’s Shield’s Dice Code is reduced to zero the combat shields are destroyed and no longer function until
repaired or replaced. If the ship’s combat shields are damaged they can be stabilised with TN15 skill check, restoring 1D of protection to the
Dice Code. If they are destroyed the combat shields can be restored to 1D with a TN20 skill check.
SPACESHIPS: SPACE TRAVEL
SUPPLY AND DEMAND OF TRADE GOODS : COSTS PER TON
PLANET’S TECH LEVEL: STONE STEEL INDUSTRIAL ATOMIC DIGITAL SPACE WARRING
LOW TECH Supply M: 3000cr H: 2700cr H: 2700cr M: 3000cr L: 3300cr L: 3300cr VL: 3600cr
Demand H: 3300cr VH: 3600cr M: 3000cr M: 300cr L: 2700cr L: 2700cr L: 2700cr
MID TECH Supply —— —— M: 5000cr H: 4500cr H: 4500cr M: 5000cr VL: 6000cr
Demand VL: 4000cr L: 4500cr H: 5500cr M: 5000cr M: 5000cr L: 4500cr M: 5000cr
HIGH TECH Supply —— —— —— —— M: 7000cr H: 6300cr VL: 5400cr
Demand VL: 5400cr VL: 5400cr M: 7000cr H: 7700cr M: 7000cr L: 6300cr VH: 8400cr
METALS Supply —— —— L: 3300cr M: 3000cr H: 2700cr VH: 2400cr L: 2700cr
Demand L: 2700cr M: 3000cr VH: 3600cr H: 3300cr H: 3300cr M: 3000cr H: 3300cr
MINERALS Supply VL: 2400cr L: 2200cr L: 2200cr M: 2000cr M: 2000cr M: 2000cr VL: 2400cr
Demand VL: 1600cr L: 1800cr VH: 2400cr H: 2200cr M: 2000cr L: 1800cr M: 2000cr
LUXURIES Supply VL: 80% L: 90% L: 90% M: 100% H: 110% VH: 120% M: 100%
Demand M: 100% M: 100% M: 100% M: 100% M: 100% M: 100% M: 100%
FOODSTUFFS Supply L: 2200cr M: 2000cr H: 1800cr M: 2000cr L: 2200cr M: 2000cr VL: 2400cr
Demand H: 2200cr M: 2000cr M: 2000cr M: 2000cr M: 2000cr L: 1800cr H: 2200cr
MEDICINE Supply VL: 4800cr VL: 4800cr L: 4400cr M: 4000cr H: 3600cr H: 3600cr VL: 4800cr
Demand M: 4000cr H: 4400cr H: 4400cr M: 4000cr M: 4000cr L: 3600cr VH: 4800cr
IMPERIAL ENTANGLEMENTS
LEVEL OF PRESENCE EVASION SEARCH EMBARGO CONTRA’ COMMAND REINFORCEMENTS ESCALATION
0 : NONE Very Easy — — Cost x 1 4D Difficult / 1D6 days Very Easy / 1D6 Days
1 : SURVEILLANCE Easy 2D — Cost x 2 5D Difficult / 1D6 hours Easy / 2D6 Days
2 : MINOR Medium 3D +5 Cost x 3 6D Medium / 1D6x10 min Medium / 1D6 Weeks
3 : MAJOR Difficult 4D +10 Cost x 4 7D Easy / 2D6 min Difficult / 2D6 Weeks
4 : OCCUPATION Very Difficult 5D +15 Cost x 5 8D Very Easy / 2D6 rnds Heroic / 1D6 Months
5 : TOTAL CONTROL Heroic 4D +10 Cost x 3 7D Easy / 1D6 min —/—
Evasion: The difficulty to avoid encountering Imperial forces as they move from place to place.
Search: Should Imperial forces be encountered, the level and thoroughness of any spot inspections that might take place, with the Imperial
inspection conducting a Search skill check vs the target’s Stealth skill to smuggle any illegal items or hide wanted targets.
Embargo: The effect the Imperial presence has on accessing the criminal underworld and the difficulty in procuring contraband, with the
modifier applied to the difficulty of all Streetwise rolls.
Contra’(band): The effect on the base cost of contraband based on the difficulty and danger of selling illegal wares.
Command: The typical Command skill of the senior Imperial officer, used to call for reinforcements or escalate the Imperial Presence.
Reinforcements: The difficulty the commanding Imperial Officer has in procuring reinforcements should they be required, and the amount of
time before they usually arrive at the scene of the encounter, assuming reinforcements have access to appropriate vehicles.
Escalation: The difficulty faced by the commanding Imperial officer in increasing the Level of Imperial Presence to the next level, and the
amount of time required before adequate forces arrive to impose the new Level of Presence. Note that there may be a number of unique
requirements that must be met before Imperial Occupation qualifies for coming under Total Control.
IMPERIAL PRESENCE
LEVEL 0 : NONE : The planet is a backwater world of no strategic or resource value to the Empire. Imperial agents would only be encountered
here on specific missions and the Empire has no other forces present. Bescause of this, only specialist Imperial forces will be encountered,
and few in number; this might include probe droids exploring well outside their original mission parameters, seasoned Imperial scouts,
survivors of spacewrecks or high-level Imperial agents.
LEVEL 1 : SURVEILLANCE : The planet is an outlying world that has little strategic value to the Empire, and yet is considered worthy of ongoing
observation in case the situation changes. Few if any official Imperial agents will be found here, though informants on the Imperial payroll
may be found within the major political power structures on the world. Imperial spies working deep undercover, probe droids operating
under command to reconnoitre the world, and aliens under Imperial leverage might be encountered.
LEVEL 2 : MINOR : The planet is of some interest to the Empire and it has stationed a small but permanent presence to safeguard Imperial
interests, ensure the planetary government works towards the fulfillment of any Imperial obligations, and engage in counterinsurgency
actions against minor insurrections. Random patrols of stormtroopers are occasionally encountered, as are Imperial agents actively working
in the field to further Imperial aims and support staff on mission or leave.
LEVEL 3 : MAJOR : The planet is of considerable concern to the Empire and a number of garrisons may be found in various major ports and
cities around the planet. Again, this presence is there to ensure safety, compliance and counteract rebellion, but the situation is typically far
more developed and rebel cells highly organised. Squads of stormtroopers regularly patrol key areas and are stationed on permanent guard
around vital facilities. Imperial spies will be hard at work infiltrating enemy operations.
LEVEL 4 : OCCUPATION : The planet is of great concern to the Empire, either due to its vital strategic value or importance of its essential
resources, and as such is a prime target for seditious rebel activities. It may have even declared its intention to secede from the Empire and
be at open war with Imperial forces. As such the Empire has been forced to bring the full weight of the Imperial war machine to bear on the
planet and is under brutal occupation until such time as order has been restored and loyalty to the Emperor reestablished. One or more Star
Destroyers may be in low orbit over major spaceports and cities, TIE fighters conduct regular aerial reconnaissance, and stormtroopers
deployed with heavy vehicles throughout areas of unrest. Imperial forces occupy vital facilities, conduct continuous patrols and random
searches of vehicles and property. Imperial forces are on war footing, and will use extreme force when needed.
LEVEL 5 : TOTAL CONTROL : The planet is an essential piece of the Empire for any number of reasons and the local population is either in full
support of the Empire’s aims or is sufficiently cowed enough to no longer offer any serious resistance to Imperial occupation. The Empire is
everywhere, but now that loyalty has been assured, Imperial surveillance is slightly more relaxed — the thought that any would openly
oppose Imperial control is laughable at best, suicidal at worst. Imperial patrols are conducted to maintain subservience, and Star Destroyers
regularly dock with spaceports for resupply. Agents of the Imperial Security Bureau will perform random inspections to rout out any
malcontents.
RULES BEYOND THIS PAGE ARE STILL UNDER DEVELOPMENT
SPACESHIPS: STARFIGHTER CLASS VESSELS
STARFIGHTER CLASS CREW H/DRIVE SPEED MANEUVER HULL SHIELD WEAPONRY Target Damage
Aethersprite Interceptor 1 ring 4D 3D 2D 1D 2 Dual Lasers (firelinked) 2D 5D
Jedi ship from AotC
Firespray Interceptor 1
Boba Fett’s ship from ESB
N-1 Starfighter 1 —
Naboo ship from TPM
P-38 Starfighter
Utapaun ship from RotS
TIE Punisher —
Tri-class Droidfighter — — 4D 2D+1 3D — 1 Medium Laser Cannon 2D 5D
Seperatist ship from Clone Wars
Gozanti Cruiser
IG-88’s ship from EU
VT-49 Decimator
Xizor’s ship from SotE
ELEMENTS OF A LIGHTSABER
Saber Design: Cost: Build and Use: Notes:
True Lightsaber 1000cr Difficult 20 Traditional 1-handed design. Can contain up to 3 additional Features.
Crossguard Lightsaber 1500cr Very Difficult 25 +1D to Parry. Ancient design. Crossguard side vents do half damage. 2 Features.
Doubleblade Lightsaber 3000cr Heroic 30 2 Crystals required. 2-handed weapon. 5 Features.
Dueling Lightsaber 2000cr Very Difficult 25 Curved hilt. Harder to use but more responsive, granting +1D Damage. 3 Features.
Longhaft Lightsaber 2500cr Very Difficult 25 +1D Damage used 2-handed, -1D attack when 1-handed. 4 Features.
Shorthaft Lightsaber 1500cr Very Difficult 25 Can only be used 1-handed. Small handle and easily concealed. 2 Features.
Spinblade Lightsaber 3000cr Heroic 30 2 Crystals required. Spinning blades add +1D to parry and intimidation. 3 Features.
Twinblade Lightsaber 2500cr Heroic 30 2 Crystals required. Two parallel blades grant +2D Damage. 3 Features.
Ignition Types: Cost: Build Mod: Notes:
Standard Ignition — — Easy to activate, lightsaber remains on even when no longer held.
Double Click Ignition 100cr — Harder to activate as a safety mechanism; remains on even when no longer held.
Lock Ignition 100cr — Lightsaber ignites only when in presence of transmitter key.
Grip Ignition 500cr +5TN Lightsaber ignites only when firmly held.
Force Ignition 1000cr +10TN Lightsaber ignites only when firmly held by a Force Sensitive.
Features: Cost: Build Mod: Notes:
Aquatic Adaptation 250cr +5TN Normal lightsabers can’t function when fully submerged. Yours can.
Armored Hilt 500cr +5TN Minor protection against glancing blows, offers +1D Armor to strikes against hands.
Combicomp 1000cr +10TN Combines the lightsaber with the all the features of a combicomp.
Belt Clip 50cr — Secures lightsaber to belt. Does not count against total number of Features.
Blade Adjustor 500cr +5TN Alters the length of the blade, from max length to a minimum of 10cm.
Disguised Appearance 250cr — At first glance it doesn’t look like your typical lightsaber.
External Powersource 250cr +5TN Powerpack connected by cord to hilt. Increases number of possible Features by 3.
Forearm Mount 500cr +5TN Attaches 1-handed blade to armbrace. Frees hand for other items, but +5TN to use.
Hidden Compartment 500cr +5TN Hollow hilt enables storage of very small items, up to 10cm in length, 2cm wide.
Multipurpose Use item x2 +5/10TN Combined with a simple tool (+5TN), complex tool (+10N) or small weapon (+10TN).
Power Adjustor 250cr +5TN Alters the power output of the blade, enabling it to be set to Stun Damage.
Silenced Blade 750cr +10TN Sonic dampners reduce the standard hum to near total silence.
Socket Hilt 500cr +5TN Can be joined with other socket hilt lightsabers to form doubleblade lightsaber.
Spectral Deflector 250cr +5TN Can alter the lightsaber color one step either side of the standard for the crystal.
Translator Unit 250cr +5TN Cursory translator unit, adds +10 to checks to understand alien speech.
Trapped Hilt 750cr +5TN Requires User Scan. If held without permission does 5D dam.(can be set to stun).
User Scan 1000cr +5TN Scans wielder’s biometrics to identify (un)familiar users, can be set to bar ignition.
BOUNTY HUNTERS: BOUNTY CLASSIFICATION
❏ MOST WANTED // 200,000cr+ ❏ SECTOR BOUNTIES // 3,000-50,000cr+
Issued By: Moff, Grand Moff, or Grand Admiral, subject to Issued By: Moff, Grand Moff, high ranking military officers, or
The Emperor’s appproval. planetary governors.
• Aggression Against Members of Imperial Armed Forces • Aiding and Abetting Known Criminals
• Conspiracy • Aggression Against Members of Imperial Armed Forces
• Destruction of Imperial Property • Bribery or Attempted Bribery of Imperial Official
• Flight to Avoid Imperial Persecution • Conspiracy
• Impersonation of Imperial Officials • Destruction of Imperial Property
• Obstruction of Imperial Authority • Flight to Avoid Imperial Persecution
• Sedition • Forgery
• Theft of Imperial Property • Impersonation of Imperial Officials
• Treason • Kidnapping
• High Treason • Murder of Imperial Government or Military Personnel
• Obstruction of Imperial Authority
❏ GALACTIC BOUNTIES // 50,000-100,000cr+ • Piracy
Issued By: Moff, Grand Moff, or Grand Admiral • Sedition
• Aggression Against Members of Imperial Armed Forces • Theft of Imperial Property
• Bribery or Attempted Bribery of Imperial Official • Transportation of Illegal Aliens
• Conspiracy • Transportation of Restricted Items
• Destruction of Imperial Property • Transportation of Stolen Goods
• Flight to Avoid Imperial Persecution • Unlawful Operation of a Starship
• Impersonation of Imperial Officials • Unlawful Possession of an Illegal Weapon
• Obstruction of Imperial Authority • Unlawful Use of an Illegal Weapon
• Piracy • Willful Destruction of Imperial Property
• Possession of a Cloaking Device • Unauthorized Review of Imperial Data Files
• Sedition • Violation of Imperial Customs Regulations
• Theft of Imperial Property
• Transportation of Restricted Items ❏ SYSTEM BOUNTIES // 1,000-25,000cr+
• Treason Issued By: Office of planetary governors, or high ranking officials.
• High Treason • Accomplice to Murder
• Assault of an Imperial Officer
❏ REGIONAL BOUNTIES // 20,000-75,000cr+ • Assault with Intent to Injure
Issued By: Moff, Grand Moff, or Grand Admiral • Breaking Into an Imperial Installation
• Aggression Against Members of Imperial Armed Forces • Breaking Out of an Imperial Installation
• Bribery or Attempted Bribery of Imperial Official • Jamming Imperial Communications
• Conspiracy • Kidnapping
• Destruction of Imperial Property • Murder
• Flight to Avoid Imperial Persecution • Operating an Illegally Modified Starship
• Impersonation of Imperial Officials • Smuggling
• Murder of Imperial Government or Military Personnel • Theft
• Obstruction of Imperial Authority
• Piracy ❏ LOCAL BOUNTIES // 500-15,000cr+
• Possession of a Cloaking Device Issued By: Heads of local government, or high ranking officials
• Sedition • Accomplice to Murder
• Theft of Imperial Property • Assault of an Imperial Officer
• Transportation of Illegal Aliens • Assault with Intent to Injure
• Transportation of Restricted Items • Breaking Into an Imperial Installation
• Treason • Breaking Out of an Imperial Installation
• Unlawful Operation of a Starship • Jamming Imperial Communications
• Unauthorized Review of Imperial Data Files • Kidnapping
• Violation of Imperial Customs Regulations • Murder
• Operating an Illegally Modified Starship
• Smuggling
• Theft
❏ CORPORATE BOUNTIES // 1,000-50,000cr+
Issued By: High ranking representatives of corporate entities ❏ PRIVATE BOUNTIES // 1,000-100,000cr+
• Assault on Corporate Employees Issued By: High ranking representatives of corporate entities
• Attempted Bribery or Bribery of Corporate Official • Assault on Corporate Employees
• Criminal Trespass • Attempted Bribery or Bribery of Corporate Official
• Deliberate Corruption of Corporate Data Resources • Criminal Trespass
• Destruction of Corporate Property • Deliberate Corruption of Corporate Data Resources
• Incitement to Commit Violence on Corporate Property • Destruction of Corporate Property
• Industrial Espionage • Incitement to Commit Violence on Corporate Property
• Industrial Sabotage • Industrial Espionage
• Illegal Assembly or Demonstration on Corporate Property • Industrial Sabotage
• Illegal Replication of Corporate Goods • Illegal Assembly or Demonstration on Corporate Property
• Illegal Transporation of Corporate Goods • Illegal Replication of Corporate Goods
• Kidnapping of Corporate Officials • Illegal Transporation of Corporate Goods
• Theft of Corporate Goods Valued in Excess of 10000cr • Kidnapping of Corporate Officials
• Unlawful Acquisition/Utilization of Corporate Data • Theft of Corporate Goods Valued in Excess of 10000cr
• Unlawful Acquisition of Corporate Services • Unlawful Acquisition/Utilization of Corporate Data
• Unlawful Duplication and/or Sale of Corporate Data • Unlawful Acquisition of Corporate Services
• Unlawful Duplication and/or Sale of Corporate Data
Assassin 2D+1 2D 1D 2D 3D 1D+2 —/ — Blaster 4D+1 (5D Dam), Dodge 5D+1, Melee 3D+1 (4D Dam),
Search 4D, Stealth 5D
Bounty Hunter 3D 1D+2 1D+2 2D 2D+2 1D +2/— Blaster 4D (4D Dam), Brawl 3D+2, Dodge 4D, Melee 4D (4D+2
Dam), Search 3D, Stealth 3D, Streetwise 2D+2
Con Artist 2D+2 2D 1D 3D 2D 1D+1 —/ — Con 5D, Dodge 4D+2, Search 4D, Steal 3D+2, Streetwise 3D
Crime Lord 2D 3D 1D 2D+2 2D+1 1D —/ — Con 3D+2, Cultures 4D, Intimidate 4D+1, Streetwise 5D
Dandy 2D 3D 1D 3D 2D 1D —/ — Con 4D, Cultures 5D, Gamble 4D, Languages 4D, Streetwise
4D, Stamina 3D
Dealer 1D 3D 1D+2 3D 1D 2D+1 —/ — Bargain 5D, Con 5D, Cultures 4D, Dodge 2D, Streetwise 4D
Enforcer 2D+1 2D 1D 2D 3D 1D+2 —/ — Blaster 4D+1 (4D Dam), Brawl 5D, Dodge 4D+1, Intimidate
5D, Melee 4D+1 (4D Dam), Streetwise 3D
Gambler 2D 2D+2 1D 3D 2D+1 1D —/ — Con 4D, Dodge 3D, Gamble 5D, Search 4D, Streetwise 4D+2
Gladiator 2D+2 1D 1D+1 2D+2 3D 1D+1 +2/— Dodge 4D+2, Brawl 5D, Intimidate 4D, Melee 5D (5D Dam),
Streetwise 2D
Gunslinger 3D 1D 1D+2 2D+2 2D 1D+2 —/ — Blaster 5D (5D Dam), Dodge 4D, Intimidate 4D, Search 4D,
Stealth 3D, Streetwise 2D
Mercenary 2D+2 1D+2 1D+2 1D+1 2D+2 2D +2/— Bargain 3D+1, Blaster 4D+2 (4D Dam), Dodge 3D+2, Melee
3D+2 (4D Dam), Search 2D+1
Navigator 1D+1 2D+2 3D 2D+1 1D+2 2D —/ — Aliens 3D+2, Astrogation 5D, Pilot 4D, Planets 4D+2, Search
3D+1
Pickpocket 2D+2 1D+2 2D 2D+2 1D+1 1D+2 —/ — Brawl 2D+1, Dodge 4D+2, Search 3D+2, Steal 4D+2, Stealth
3D+2, Streetwise 3D+2
Pilot 2D 1D 3D 2D 2D 2D —/ — Astrogation 4D, Blaster 3D (3D Dam), Pilot 5D, Search 3D,
Starship Repair 3D, Vehicle Weapons 4D
Racer 2D+1 1D 3D 1D+2 1D+1 2D+2 —/ — Pilot: Repulsors 5D, Search 3D+2, Gamble 2D+2, Repulsor
Repair 4D+2
Scavenger 2D 2D 1D 3D 1D+2 2D+1 —/ — Bargain 4D, Dodge 3D, Search 5D, Stealth 4D, Streetwise 3D,
one Tech Repair 3D+1
Security Guard 2D+1 2D 1D 2D+2 2D+2 1D+1 +1D/ -1D Blaster 3D+1 (4D Stun), Dodge 3D+1, Intimidate 4D+2, Melee
3D+2 (4D Dam), Search 3D+2, Streetwise 3D
Seducer 2D+2 2D 1D 3D 2D+1 1D —/ — Con 4D, Cultures 3D, Perform 5D, Search 4D, Steal 3D+2,
Streetwise 3D
Slicer 1D+2 2D+2 1D 2D+2 1D 3D —/ — Blaster 2D+2 (3D Dam), Computers 5D, Droids 4D, Security
5D, Sensors 2D, Streetwise 3D+2
Smuggler 2D+1 1D+1 2D+2 2D 2D 1D+2 —/ — Blaster 3D+1 (4D Dam), Con 4D, Pilot 3D+1, Security 2D+2,
Streetwise 3D+1
Spy 2D+1 2D+1 1D 3D 2D 1D+1 —/ — Blaster 3D+1 (3D Dam), Stealth 4D, Search 5D, Security 2D+2,
Steal 3D+1 Streetwise 4D
Street Doc 2D 2D 1D 3D 1D 3D —/ — Aliens 3D, Medicine 5D, Search 4D, Sensors 3D, Streetwise
3D
Tech Head 1D 2D+2 2D+2 1D+1 1D+1 3D —/ — Computers 4D, Droids 5D, Repulsors 5D, Security 4D,
Streetwise 3D+2
Thug 2D+1 2D 1D 2D 3D 1D+2 —/ — Blaster 3D+1 (4D Dam), Brawl 4D, Dodge 3D+1, Intimidate
4D Melee 3D+1 (4D Dam), Streetwise 3D
ENCOUNTERS: CHARACTER MODIFIERS
QUALITY: Bonus: Cost to Hire/Day:
Pro increase key skills (marked in bold) by 1D. Base Service x 5
ENCOUNTERS: MODIFIERS
Expert increase key skills (marked in bold) by 2D. Base Service x 10
Veteran increase attributes by 1D, key skills by 2D, all other listed skills by 1D. Base Service x 50
Master increase attributes by 1D, key skills
by 3D, all other listed skills by 2D. Base Service x
100
Legend increase attributes by 1D, key skills
by 4D, all other listed skills by 3D. Who knows?
LEADERSHIP: (Imperial Army, Imperial Navy, Imperial Starfighter) Bonus: Cost to Hire/Day:
Sergeant Lieutenant Flight Officer
increase Command by 1D. Total
cost x 2
Captain Commander Squad Leader
increase Command by 2D. Total
cost x 5
Major Captain Wing Cmndr
increase Command by 3D. Total
cost x 10
Colonel Commodore Commodore
increase Command by 4D. Total
cost x 25
General Admiral Marshall
increase Command by 5D. Total
cost x 50
TYPE:
Craft:
Manufacturer:
Scale:
Length:
Capacity:
Cost:
PERSONNEL:
Crew:
Passengers:
Consumables:
FEATURES:
ENGINES:
Speed:
Maneuver:
Hyperdrive:
Nav Computer:
Backup:
SENSORS:
Passive:
Scan:
Search:
Focus:
Counters:
DEFENSE:
Hull:
Shields:
WEAPONS:
Weapon 1:
- Arc:
- Range/Track:
- Fire Control:
- Damage:
Weapon 2:
- Arc:
- Range/Track:
- Fire Control:
- Damage:
Weapon 3:
- Arc:
- Range/Track:
- Fire Control:
- Damage:
TECHNOLOGY IN THE STAR WARS GALAXY
One of the stumbling blocks some players have in Star Wars games is getting a grasp on what technology is available. There seem to be many
differing levels of technology displayed in the films, and the technology sometimes matches our own, often surpasses it, and ocassionally
seems to be way behind. Why is it like that, and what tech can their character get their hands on?
The real world answer is that the technology in each film is dependant on which era the film was made in; ideas we take for granted today
such as mobile phones and the internet were still being theorised and prototyped in the 70s when the original movies were being made.
Additionally the technological limitations on cinematography and special effects also plays a major influence on the technology shown.
Massive space battles? Hard work but doable. Full color communications displays? Won’t look crash hot, so let’s deliberately degrade it and
make it all blue with transmission lines through it, that’s better. Galaxy-spanning network of information accessible by anyone with a
computer and a satellite connection? Erm, what is “holonet?”
That’s the practical reasons for the tech we see in the films. What’s more fun creatively is to come up with reasons for the technological
disparity within the setting itself, and I’ll address that shortly.
As for what technology is available to the characters to use? Just like our world today, it depends a lot on where you’re from, who you know,
who you work for, and how much cash you have. The vast majority of our world is born into poverty, and few will have access to technology
that’s much different to what their parents or grandparents had. As technology slowly becomes more readily available,
What is more fun creatively is to come up with reasons for the technological disparity within the setting itself.
Depending on when your Star Wars game is set, the galaxy has been in a state of warfare for one or more generations. During times of
conflict there are great technological advances, but these are in areas that pertain specifically to waging and winning war. The technology is
hoarded by the military and the elite. Only in later times of peace do these technological gains filter down into the main population.