D6 Simple Rules Overview for Empire Ascendant

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Empire Ascendant

The following rules are based on the free Mini Six roleplaying game which can be downloaded as a PDF here. These rules include variants and call-outs specifically for use with the D6 version of Star Wars the Roleplaying Game, 1st Edition, originally by West End Games.

Difficulty Numbers

Very Easy . . . 3-5 Easy . . . 6-10 Moderate . . . 11-15 Difficult . . . 16-20 Very Difficult . . . 21-30 Heroic . . . 31+

Attribute and Skill Rolls

Whenever the rules call for a die roll, it's usually a Skill (or, if you don't have an appropriate one, default to the governing Attribute) and roll the dice against the Target Number (TN). The die code tells you how many dice to roll and what to add: 4D means roll four six-sided dice and add them together, while 3D+2 means roll three six-sided dice, add them together, and then add two to the total.

General Rules for Knowledge Skills

Information Difficulty

  • Anyone knows that! - 5
  • Common knowledge - 10
  • Not widely known, but not secret - 15
  • Specialized knowledge - 20
  • Expert knowledge, top-secret - 30

What do I know about (common subject matter)

Roll Knowledge or a particular skill, and here's what you know based on your roll:

  • 5+ You're pretty ignorant.
  • 10+ Layman's knowledge.
  • 15+ Broad general knowledge; may confer a minor advantage in some circumstances.
  • 20+ Specific, detailed knowledge; may confer a moderate advantage.
  • 30+ Comprehensive knowledge; may confer a major advantage.

General Rules for Repairs

The difficulty to repair an object depends on the damage done to it:

  • Light damage - 10
  • Heavy damage - 20
  • Severe damage - 30
  • Destroyed - cannot be repaired

Modifiers to the difficulty include any of the following:

  • Working at a well-stocked facility with spare parts -10
  • Working with parts and tools +0
  • Working without proper parts or tools, or in severe conditions +10

Time to Use:

  • 15 minutes, but if the roll fails, subtract the roll from the difficulty.
  • +1 day for a second round of repairs, but if the roll fails, subtract the roll from the modified difficulty.
  • +2 additional days for a third round of repairs, but if the roll fails, so do the repairs. A new facility or expert is needed to start the process again.

Multiple Workers

  • Make the skill rolls on the same schedule as above, but subtract the highest roll from the difficulty number each time.

Astrogation

The best -- though certainly not the most accurate! -- way to figure out relative positions and travel times are to use the following resources:

  • The Galaxy - This is the Essential Atlas version of the map of the Star Wars Galaxy.
  • Star Wars Essential Atlas Online Companion contains an updated PDF index of all of the Star Wars planets and their position on the above map.
  • Hyperspace Travel Times gives you a general idea of the travel times involved with going from one section of the galaxy to another. Unfortunately, it's a generalization; certain features of the galaxy make it such that any planets not along well-traveled Hyperspace routes could have travel times that vary widely from what is presented.

Combine all these with several listings in the various Star Wars sourcebooks, and then multiply all that by your ship's Hyperdrive Multiplier. See why it requires an Astrogation roll?

Astrogation rolls are normally against TN 15, though this may vary slightly based on how well known the route is. Without a nav computer or a way to calculate a jump, the base TN is 30.

Time to Use:

  • Precalculated jump: 1 round.
  • Position is known and route is well-traveled: 1 minute.
    • Lower it up to as little as 1 round by doubling the TN each round until you successfully pass the roll.
  • Position is known but destination's route is not: 1D hours
    • Lower it up to as little as 1 minute by doubling the TN each minute until you successfully pass the roll.
  • Current position is unknown and jump is effectively blind: 1 day.
    • You can do one of these faster, but you're pretty much doomed.

Modifiers to ETA

  • Ship's Hyperdrive multiplier
    • Backup Hyperdrives are usually rated at x10 to x15 (assume x15 unless source says otherwise)
  • Through gas cloud: +2d6 hours
  • Through star cluster or asteroid field: +2d6 hours

Difficulty Modifiers

  • Increase TN by +1 for every hour you wish to save on the journey.
  • Decrease TN by -1 for every extra hour you are willing to take on the journey.
  • Damage to starship:
    • Light +2
    • Heavy +5

Astrogation Mishap

If the roll is failed by 1-9 points, a mishap occurs. Roll 2D:

Roll // Mishap

  • 2. . . Hyperdrive Cut-out and Damaged: the hyperdrive cuts the trip short to avoid an obstacle, and the drive is damaged, requiring a Moderate repair roll before it will work again. Backup hyperdrives must be used to limp to the nearest facility.
  • 3-4. . . Radiation Fluctuations: a radiation leak causes the trip to be increased or decreased by +/- 1D per point the roll missed by.
  • 5-6. . . Hyperdrive Cut-out: the ship cuts out of hyperspace to avoid an obstacle, and a new route must be calculated from scratch.
  • 7-8. . . Off Course: the ship veered off-course to a random system.
  • 9. . . Mynocks: mynocks or something similar attached themselves to the power cables, extending the trip's duration by 1D days.
  • 10. . . Close Call: another system is damaged during transit, such as escape pods, nav computer, or weapons. It requires repairs before it can be operated again.
  • 11-12. . . Collision, Heavy Damage: the ship drops out of hyperspace due to collision with a realspace object, causing heavy damage and rupturing the hull. Anyone in the damaged section must make MODERATE Knowledge/Survival checks to avoid passing out. Failure means Strength/Stamina rolls each round to avoid passing out due to lack of air; the TN starts as Easy the first round, Moderate in the second, and so on.

Bargain

Make an opposed Bargain roll when trying to haggle over the price of goods or services.

  • Beat opponent by x3 or better: Price is halved.
  • Beat opponent by x2 or better: Price is 3/4 (75%) of original price.
  • Beat opponent, but not quite by x2: Price is discounted up to 10%.
  • Rolls are tied: Price is normal.
  • NPC beats you, but not quite by x2: Price is increased up to 10%.
  • NPC beats you by x2 or better: Price is increased 50%.
  • NPC beats you by x3 or better: Price is doubled.

Bribes

The difficulty for a successful bribe is based on who you're bribing:

  • Corrupt hick-planet judge - 5
  • Maitre-d'hotel at a swank restaurant - 10
  • Planetary official - 15
  • Imperial official - 20
  • Imperial Naval officer - 30

The difficulty is modified by the size of the bribe:

  • 1 million credits -20
  • 100,000 credits -15
  • 10,000 credits -10
  • 1,000 credits -5
  • 100 credits +0
  • 10 credits +5
  • 1 credits +15

Beast Riding

  1. When first mounting an animal, roll this skill vs. the animal's Orneriness.
  2. Failure indicates you've been bucked off and probably have a limited number of chances to try again.
  3. Any time the animal gets spooked (by blaster fire, for example), roll this again.

Bureaucracy

Has two uses:

  1. General knowledge of bureaucracies and how they work.
  2. Gaining access to special information by "playing the system."

Difficulty of gaining access to information

  • Available to all - 5
  • Available to almost anyone - 10
  • Available to anyone who qualifies - 15
  • Somewhat restricted - 20
  • Extremely restricted - 30

Modifiers

  • The request is...
    • Common +0
    • Extremely unusual +10
  • The bureaucracy in question is...
    • Well funded / has good morale +0
    • Poorly funded / has bad morale +10
  • Your relationship with the bureaucrats is...
    • Neutral or allied +0
    • Antagonistic +10

Command

Rolling to command a group of NPCs has a difficulty based on their relative loyalty to you:

  • Every reason to obey you - 5
  • Some reason to obey you (common interest) - 10
  • No reason to obey you - 15
  • Skeptical or suspicious - 20
  • Every reason not to trust you - 30

Computer Programming / Repair

The Difficulty to retrieve specific data is:

  • Public data - 5
  • Easy to access - 10
  • Private data - 15
  • Secret data - 20
  • Top-secret data - 30

If your roll is half or less than half of the Difficulty, the network intrusion is detected.

Con

The difficulty of a con is based on who you are trying to con:

  • Your own grandma - 5
  • A naive teenager - 10
  • A stormtrooper with no orders preventing the request - 15
  • A customs inspector - 15
  • Jabba the Hutt - 30

Modifiers include:

  • The target...
    • Trusts you +0
    • Distrusts or dislikes you +10
  • The target feels...
    • The request requires little/no effort +0
    • The request is risky or dangerous +10

Demolitions

The Difficulty is based on the size and/or structure you are trying to blow up:

  • Very flimsy object (plywood door) - 5
  • Flimsy ojbect (hardwood door) - 10
  • Average (transparisteel, durasteel door) - 15
  • Lightly armored object (blast door) - 20
  • Heavily armored object (starship hull) - 30

Note that standard detonite comes in a fist-sized cube that deals 1D damage like a grenade.

Gambling

There are three ways to handle gambling.

  1. Game of chance: Determine the winner by random roll.
  2. Legit games of skill: Make a Gambling roll for all players, high roll wins, ties result in a draw.
  3. Cheating: The cheater automatically wins, or if there is more than one, the cheaters roll off against one another to determine which one wins.
    • Everyone else makes a Gambling roll against the cheater; anyone who beats the cheater detects the cheat.

Hide / Sneak

If someone is actively searching for you (using the Search skill), this skill acts much like a Full Dodge: simply add the Hide/Sneak skill roll to the TN for the character using Search.

Languages

Most people understand most galactic languages. When someone says something and they aren't speaking in Basic, roll this skill to see if it's understood.

  • Simple phrase - 5
  • Simple sentence or concept - 10
  • Moderatley complex paragraphs or concepts - 15
  • Complex concepts or long-winded explanation - 20
  • Complex, technical or culturally-specific concepts - 30

Stamina

Failing a Stamina roll sets your condition at Fatigued. A fatigued character reduces all rolls by 1D until they rest (usually for an hour, or for a full night's sleep depending on the circumstances).

Streetwise

Difficulty is based on how common the goods / services are that you are looking for.

  • Very common (lawyer, blaster) - 5
  • Common (petty thief, drugs) - 10
  • Moderately common (skilled pickpocket, rare drugs) - 15
  • Difficult to find (safecracker, heavy ordinance) - 20
  • Very difficult to find (renowned thief, unregistered starship) - 30

Modifiers

  • Law enforcement in the area is...
    • Easygoing +0
    • Establishing martial law +10
  • You are...
    • Familiar with the area +0
    • Know exactly zero people around here +10
  • Your reputation is...
    • Amenable to the general populace +0
    • As a narc for the Imperials +10

Swimming

A failed Swimming roll means you start drowning. Roll 2D each round to determine whether you die, just like a Mortally Wounded character.

Saving a drowning character requires two Swimming checks, with the multiple action penalty. The second check is against TN 15 in order to save the victim.

Combat

Scaling

When fighting in the same scale, no modifiers are factored in.

When fighting out of scale, the following modifiers come into play. When dealing damage to a smaller target or resisting damage inflicted by it, the larger adds the difference in modifiers to their die rolls (or the noted static defense bonus). Smaller scaled targets attempting to dodge attacks from -- or attempt to attack -- a larger opponent add the different to their defense and attack rolls.

Scale // Modifier

  • Character . . . None
  • Speeder . . . +2D / +6 to Dodge
  • Walker . . . +4D / +12 to Dodge
  • Starfighter . . . +6D / +18 to Dodge
  • Capital Ship . . . +12D / +36 to Dodge
  • Planetary . . . +24D / +72 to Dodge

Actions

A character can declare multiple actions in any combat round, but each action beyond the first imposes a -1D penalty to all actions performed in the same round. These penalties are cumulative.

Facts

A Fact is either an action or a "not-really-an-action" that still imposes a -1D penalty on all subsequent actions as if they were performing multiple actions.

  • Drawing a weapon from its holster
  • Loading a weapon
  • Setting a blaster to stun
  • Running (moving twice your base speed)
  • Crawling while prone

Movement

Normally, a character can move 5 meters without any issues, and 10 meters counts as running (see Facts).

Characters with lower base movement rates (such as a droid with a move of 3m) can run, but do so at 2x their base movement rate (6m, in the case of the aforementioned droid).

Prone

A character can drop prone at any time on their action, without penalty. Dropping prone provides some advantages against ranged combat, and is also the only way to (attempt to) avoid explosions from grenades, thermal detonators, and the like.

A prone character can crawl 2 meters as their movement, but suffer a -1D penalty to all other actions, as doing so is a Fact.

Standing up from prone and taking other actions can be done without penalty, though you cannot move (crawl, walk or run)

Initiative

  1. Declaration phase (determine your actions, including multiple actions, or declaring Full Dodge).
  2. Roll 1D per character, actions proceed in ascending order (1s go first, 2s go second, etc.).
  3. Resolve first action for each character in initiative order.
  4. Repeat for subsequent actions, until all declared actions are resolved.
  5. End of combat round.

Defenses

Defenses are a static number. Normally, the Target Number (TN) of any ranged attack is simply based on the range, and any melee attack is based on the weapon employed. Characters have two choices during the Declaration phase of initiative in terms of defense:

  1. No defense/not declared: The TN is modified by the character's appropriate static Defense score.
  2. Full Dodge: The character declares that they will do nothing except defend themselves. The TN is modified by the character's static Dodge + 10.

Static Defense are calculated as such, and should be noted on your character sheet:

  • Brawling Parry = (Brawling Parry skill dice x3) + pips
  • Dodge = (Dodge skill dice x3) + pips
  • Melee Parry = (Melee Parry skill dice x3) + pips

Fire Combat

Range Difficulty

  • Point-blank - 5
  • Short - 10
  • Medium - 15
  • Long - 20

Other Difficulty Modifiers

  • Target has Cover: +5
  • Target is Prone: +5 (except at Point-blank range)

Grenades

  1. Roll your skill dice to see whether you hit, or -- if not -- if it scatters.
    • Scatter: roll 1D to figure out the direction of the scatter, and 3D for the number of meters it scatters.
  2. Determine who is in the blast radius, and what their range is from the grenade.
  3. Roll 4D for the grenade to "hit" each of the potential targets.
    • Any use of Full Dodge takes effect right now, and automatically results in the character falling prone.
  4. Anyone who is hit takes damage normally.

Grenade Modifiers

  • In an enclosed area (10 x 10 x 10 meters): +1D to damage
  • Targets protected by flimsy cover (window): -1D to damage
  • Targets protected by hard cover (door, slit): -2D to damage
  • Targets protected by full cover: grenade can't damage them (but can destroy the cover)
  • Explosion in vacuum: -1D to damage

Damage

When you are hit, simply subtract the Soak roll (Strength + Armor) from the Damage roll.

Damage Roll > Soak Roll by // Effect

  • 0-3 . . . Stunned
  • 4-8 . . . Wounded
  • 9-12 . . . Incapacitated
  • 13+ . . . Mortally Wounded

The effects of each level of damage are:

  • Stunned: You suffer -1D to all rolls (except Damage and Soak) for the rest of the round and for the next round.
  • Wounded: You fall prone and cannot act for the rest of the round. You suffer -1D to all rolls (except Damage and Soak) until healed. If you are wounded twice, you become Severely Wounded.
  • Severely Wounded: Same as Wounded, but you suffer a -2D penalty instead of -1D. If you are wounded again, you become Incapacitated.
  • Incapacitated: You fall prone and are knocked unconscious.
  • Mortally Wounded: You fall prone and are knocked unconscious. Roll 2D every round; if you roll a number less than the number of rounds you've been mortally wounded, you die. A First Aid roll of Moderate difficulty with a Medpac can stabilize a Mortally Wounded character, negating the need to roll 2D every round.

Mooks

Certain enemies may be classed as Minions or Henchmen:

  • Minions are defeated on any successful hit.
  • Henchmen are defeated whenever they would normally be Wounded.

Blasters Set to Stun

Setting a blaster to stun is a Fact, incurring a -1D penalty on any subsequent actions in the same round.

When determining the effects of damage from a blaster set on stun, any result of Wounded or greater simply means the target is knocked unconscious for 2D minutes. A Stunned result (ironically) means the target is unharmed.

Wounds and Healing

First Aid with Medpacs

Roll Technical/Medicine to administer first aid to a wounded character when using a Medpac. A Medpac is a single-use item.

  • TN is based on the Wound Level (see the Healing Table).
  • Success decreases the wound level by 1.
  • A character can only be administered first aid from a Medpac once per day.
  • Using a Medpac on yourself occurs at -1D in addition to any other penalties (including wound penalties).

Rejuvenation Tanks

When using bacta tanks ("rejuve" tanks), roll 2D to get the number of units (hours, days or weeks) it takes to heal. The time units for healing specific wound levels are listed on the Healing Table.

Natural Healing

  • Roll Strength once per day.
  • Refer to the "natural healing" section on the Healing Table.

Vehicles

Vehicle Traits

  • Speed Code: Used for chases and closing range.
  • Maneuverability: Used for evading enemy fire.
  • Body Strength: Used for the vehicle's Soak roll.
  • Shields: Added to the Body Strength rating for Soak rolls if successfully deployed.
  • Fire Control: Added to a gunner's Gunnery roll to hit.
  • Damage: The damage dice rolled for the particular weapon system.

Crew Skills

  • Repulsorlift Operation: Influences Speed and Evasion rolls.
    • NEW SKILL: Walker Operation: For wheeled or legged vehicles like non-repulsorlift tanks with treads, or AT-ST and AT-AT Walkers, this skill influences Speed and Evasion rolls.
  • Heavy Weapons: Attack rolls to hit opponents.
  • Starship Shields: Deploying shields to add to Soak rolls. Yes, it isn't exclusive to starships, though very few non-starship vehicles feature shields.

Vehicle Damage

Damage Roll > Soak Roll by:

  • 0-3. . . Shields blown / controls ionized
  • 4-8. . . Lightly Damaged
  • 9-12. . . Heavily Damaged
  • 13-15. . . Severely Damaged
  • 16+. . . Destroyed

Damage Level

  • Shields Blown: The vehicle loses -1D from its shield rating. This lasts until repaired. If the vehicle has no shields, or has lost all of its shield dice, the controls are ionized instead.
  • Controls Ionized: The controls are overwhelmed by power surges, and the vehicle loses -1D from Maneuverability, Shields, Speed, and Fire Control for the rest of the round, as well as the next round.
  • Lightly Damage: Vehicles can be lightly damaged any number of times. Roll 1D to see which system is damaged. Each result lasts until the system is repaired.
    • 1-3. . . Maneuverability -1D.
    • 4. . . Random weapon system is hit, gunner takes damage (1D) or Fire Control -1D.
    • 5-6. . . Speed -1D.
  • Heavily Damaged: Vehicles that are Lightly or Heavily damaged again become Severely Damaged. Roll 1D to see which system is damaged. Each result lasts until the system is repaired.
    • 1-3. . . Maneuverability -2D.
    • 4-6. . . Speed -2D.
  • Severely Damaged: Vehicles that are Lightly, Heavily, or Severely damaged again become Destroyed. Roll 1D to see what happens. Each result lasts until the system is repaired.
    1. The powerplant is destroyed, causing the vehicle to crash or come to a full stop.
    2. Same as #1.
    3. The generator is overloaded and will explode in 1D rounds.
    4. All weapon systems are made inoperative.
    5. The vehicle begins to break apart and will crash in 1D rounds.
    6. The vehicle crashes and explodes, and is Destroyed.
  • Destroyed: Make a Survival roll (TN 15) to get to eject or bail out; the vehicle is irreparably obliterated.

Starships

Starship Traits

  • Sublight Speed: Used for chases and closing range.
  • Maneuverability: Used for evading enemy fire.
  • Hull: Used for the ship's Soak roll.
  • Shields: Added to the Hull rating for Soak rolls if successfully deployed.
  • Fire Control: Added to a gunner's Starship Gunnery roll to hit.
  • Damage: The damage dice rolled for the particular weapon system.

Crew Skills

  • Starship Pilot: Influences Speed and Evasion rolls.
  • Starship Gunnery: Attack rolls to hit opponents.
  • Starship Shields: Deploying shields to add to Soak rolls.

Ship Damage

Damage Roll > Soak Roll by:

  • 0-3. . . Shields blown / controls ionized
  • 4-8. . . Lightly Damaged
  • 9-12. . . Heavily Damaged
  • 13-15. . . Severely Damaged
  • 16+. . . Destroyed

Damage Level

  • Shields Blown: The ship loses -1D from its shield rating. This lasts until repaired. If the ship has no shields, or has lost all of its shield dice, the controls are ionized instead.
  • Controls Ionized: The controls are overwhelmed by power surges, and the vehicles loses -1D from Maneuverability, Shields, Speed, and Fire Control for the rest of the round, as well as the next round.
  • Lightly Damage: Starships can be lightly damaged any number of times. Roll 1D to see which system is damaged. Each result lasts until the system is repaired.
    1. Maneuverability -1D.
    2. Random weapon system is hit, gunner takes damage (1D) or Fire Control -1D.
    3. Random weapon system is rendered inoperative.
    4. Hyperdrive damaged, all Astrogation difficulties +10.
    5. Shields -1D.
    6. Speed -1D.
  • Heavily Damaged: Starships that are Lightly or Heavily damaged again become Severely Damaged. Roll 1D to see which system is damaged. Each result lasts until the system is repaired.
    1. Maneuverability -2D.
    2. Random weapon system is rendered inoperative.
    3. Random weapon system is hit, gunner takes damage (3D) or Fire Control -2D.
    4. Hyperdrive damaged, all Astrogation difficulties +10.
    5. Shields -2D.
    6. Speed -2D.
  • Severely Damaged: Starships that are Lightly, Heavily, or Severely damaged again become Destroyed. Roll 1D to see what happens. Each result lasts until the system is repaired.
    1. The vehicle can't move; it's dead in space.
    2. An overloaded generator will cause the ship to explode in 1D rounds and destroy the ship.
    3. The main and backup hyperdrives are rendered useless.
    4. All weapon systems are made inoperative.
    5. The hull tears apart and starts to disintegrate; the crew has 1D rounds to evacuate.
    6. The ship explodes and is Destroyed.
  • Destroyed: Make a Survival roll (TN 15) to get to escape pods or eject; the ship is irreparably obliterated.

Vehicle & Starship Combat

Chases

  1. Vehicles start at Short, Medium, or Long range.
  2. Roll piloting skill + the vehicle's speed dice (Sublight Speed for spacecraft).
  3. High roll gets to choose whether the range is increased or decreased by 1 position (or stays the same).
    • A tied roll means they stay at the same range.
    • If the pursuer wins while at Long range, he may choose to escape, and the chase ends.
    • If they are at Short range, the winner (whether it is the pursuer or the person being chased) may choose to make the other vehicle crash (but this counts as multiple actions; see Crashes below).

Crashes

  1. The "attacker" makes a piloting roll at -1D for multiple actions.
  2. The "defender" makes an opposing roll with the same penalty.
  3. If the defender fails, he crashes. See the Falling and Collision table.

Initiative

  1. Declaration Phase: The crew of each ship declares their actions, including closing or increasing range, attacks, and so on.
  2. Speed Segment: Combat begins at Short, Medium, or Long range, and the pilots jockey for better positioning.
  3. First Fire Segment: Gunners attack, pilots evade, shields deployed, and damage rolls made.
  4. Second and subsequent Fire Segments: Rinse and repeat.

Speed Segment

  1. Range is set at Long, Medium, or Short range.
  2. Pilots declare if they wish to close the range or increase it (or nothing).
    • If both choose to increase range, the range goes up one. If they are already at Long range, combat is broken.
    • If one pilot wants to flee and the other close, both pilots roll Speed Dice.
      • Plus Piloting, if the pilot choose to use an action for fancy maneuvers.
      • High roll chooses whether to increase or decrease range by one; ties mean no change.
    • A ship that does nothing -- the pilot doesn't or can't act, the ship doesn't have a pilot, or the controls are ionized -- stays still; the opponent chooses whether to increase or decrease the range or hold the same distance.

First Fire Segment

  1. The attacker rolls Gunnery + Fire Control dice vs. a TN based on the range.
  2. The target can choose to evade as a reaction (normal multiple action penalties apply), rolling Piloting + Maneuverability and adding this roll to the TN of all attacks aimed at the ship in this segment.
  3. Shields can be deployed as a reaction if the ship is hit (normal multiple action penalties). Roll shield Operation skill vs. a TN based on the range. If successful, add Shield dice to the Soak roll.
    • Long Range - 10
    • Medium Range - 15
    • Short Range - 20
  4. Damage dice are modified by the range: Medium -1D, Long -2D.
  5. The Soak roll is the ship's Hull + Shields (if they were successfully deployed).

Crew and Multiple Skill Use

The pilot may:

  • Make Speed rolls
  • Evade any number of times
  • Fire one weapon system
  • Operate the shields

Each of these is a separate action, incurring the standard penalties. Remember that Evade rolls last for the entire round, and both Evade and Shield rolls are reactions.

If the ship has room for two crew, the copilot may:

  • Make Speed rolls, but only if the pilot did not (or cannot)
  • Evade any number of times, but this is a separate skill use from the pilot's if they both roll
  • Fire one weapon system
  • Operate the shields

If there is a gunner (or multiple gunners), they may:

  • Each gunner can fire only the weapon he is operating
  • A gunner can fire the weapon any number of times at the normal multi-action penalties

If there is a dedicated shield operator, that person may:

  • Operate the shields any number of times (doing so is always a reaction)

Multiple action penalties reduce Attribute and Skill codes, but never the starship's dice codes.

Torpedoes and Missiles

  • Can only be used at Short range.
  • The target adds its Speed dice roll to the TN for missiles and torpedoes to hit it.
  • They are completely dissipated by shields; if shields are successfully deployed, no damage roll is necessary.

Multi-Ship Combat

One Ship Against Many Opponents

  • The lone ship may choose to run away from all opponents or close with one opponent. Resolve this as in the normal Speed Segment.
  • All other ships that choose to flee increase their range by one, and any that wish to close do so.
  • If the PC's ship attempts to flee, and any enemy ships pursue, the PC's ship makes a single Speed roll that is compared to individual rolls for each of the pursuing ships.

Many Ships Against Many Opponents

  • Separate the ships into several dogfights.
  • Once a ship's dogfight opponent either successfully flees or is destroyed, it may then choose to join a different dogfight (starting at Long range).
  • A ship can't fire upon or pursue a ship in a separate dogfight as long as it has opponents.
  • A ship that successfully flees cannot attack any other ship.

The Force

We will be using the full roster of Force Powers from the sourcebook Tales of the Jedi Companion.

Force Points

Every character starts with 1 Force Point (some templates may have 2).

Due to the nature of Play-by-Post games, expending Force Points to double the dice rolled on a specific roll would likely pose too many timing/editing issues. Instead, Force Points will have a different function:

Spending a Force Point allows a character's dice to "explode" whenever they roll a natural "6", and this effect lasts for an entire Scene or Encounter. Exploding dice mean that any dice that come up as a "6" can be rolled again, and the new roll added to the total in addition to the "6." Each additional time the die comes up as a "6" it continues to explode, leading to the possibility of dramatically high rolls.

When a Force Point is spent in this manner, one of several possible outcomes occurs:

  • Doing Wrong: You expend the Force Point in an act of evil or willful negligence, and gain a Dark Side Point as well.
  • Being Unheroic: You expend the Force Point in an act of minor selfishness.
  • Being Heroic: You expend the Force Point, but regain it at the end of the adventure (as determined by the GM), having committed an act of self-sacrifice or in the service of others.
  • Being Heroic at a Dramatically Appropriate Moment: You expend the Force Point, but you will regain it at the end of the adventure along with an additional Force Point, having committed an act of ultimate selfishness to the benefit of both others and the unfolding story itself.

Dark Side Points

  • Whenever you gain a Dark Side Point, the GM rolls 1D. If the result is less than the number of Dark Side Points, the character goes over to the Dark Side and is consumed by evil (i.e., no longer a Player Character).
  • When a character with Dark Side Points rolls any Force Skill, they may take a +1D bonus per Dark Side Point they have. Refusing to do so increases the difficulty of the roll by one level as the character attempts to resist the temptation of the Dark Side.
    • Characters who have gone over to the Dark Side lose this bonus.

Lightsabers

As we will be using Force Powers as defined in the Tales of the Jedi Companion sourcebook, note that Lightsabers no longer automatically add a Force user's Control dice to the damage rating, nor can blaster bolts be parried/deflected. Use of the Lightsaber Combat power is necessary to do either/both of these things.

Force Powers

Initial Force Powers

Whenever a character gains their first 1D in any of the three Force Skills -- Control, Sense, and Alter -- they receive any three Force Powers of their choice covered by that particular skill. If a character beings with 1D in multiple Force Skills, and chooses a Power that utilizes multiple Skills, note that this counts as a choice for BOTH Skills.

Learning Force Powers

Rather than have a laundry list of prerequisites, as 2nd Edition has for various Force Powers, I will run things a bit looser. Any Force Powers can be learned in-game (so long as you have dice in the governing Force Skill), but they require a teacher, or significant training time to unlock, and have a Learning Difficulty. The Force-user must make an appropriate roll with a TN of 5, modified by +5 for each listed prerequisite (i.e., a Power with no prereqs would be TN 5, one with 2 listed prereqs would be TN 15).

The actual roll varies based on the situation, though it will usually default to the governing Force Skill. Other appropriate rolls might be Perception (for mind-affecting powers), Strength/Stamina (for physically-enhancing or telekinetic powers) or Knowledge (for altering others).

The time it takes to learn a power is variable as well, though down-time can often be assumed to include some amount of training. Powers with generally lower difficulties to successfully activate tend to only take a few weeks of study with a teacher, or a month or two without. Comparatively harder powers take proportionally more time. No amount of time, teacher training, or dice rolls allow a character to avoid spending the requisite Character Points to learn new/higher level Force Skills or Powers.

Extended Example of Force Powers

For example, Roark Garnet starts the game with Control 1D. He may choose any three Control Force Powers, say Absorb/Dissipate Energy, Concentration, and Control Pain. As soon as he gains 1D in Sense, he could choose three new powers immediately, but they have to be Sense Force Powers. If he wanted to learn Lightsaber Combat (a Control and Sense Force Power), he'd have to do so in-game using the Learning Difficulty rules and possibly rolling his Lightsaber skill to learn it, as well as either having a teacher or spending weeks or even months practicing.

But, if Roark started the game with 1D in both Control and Sense, he has 6 Power choices: 3 in Control and 3 Sense. If he were to choose Lightsaber Combat (again, both a Control and Sense Force Power), that would count as 1 of his Control choices AND 1 of his Sense choices, leaving him only 4 Powers left (2 in Control, 2 in Sense).