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'''BASIC RULE SYSTEM NOTES'''
 
'''BASIC RULE SYSTEM NOTES'''
 
* '''Rule Setting''' Savage World Adventure Edition (SWAE)
 
* '''Rule Setting''' Savage World Adventure Edition (SWAE)
* '''Savage Worlds Science Fiction Companion''' (SFC) for additional rules for Cyberware (pg. 29 31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Allowed Hindrance (pg.11): Low Tech (minor or major). The vehicles rules have changed with the Adventure edition updates' see Vehicles below (SFC Update).
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* '''Savage Worlds Science Fiction Companion''' (SFC) for additional rules for Cyberware (pg. 29 31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Allowed Hindrance (pg.11): Low Tech (minor or major). The vehicles rules have changed with the Adventure edition updates' see Vehicles below.
* '''Setting Rules''' (SWAE pg. 136-141) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''Conviction''''' (Heroes can gain Conviction Tokens which add a d6 to a Trait or damage roll; awarded for personal triumph or tragedy), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''More Skill Points'''''' (start with 15 skill points instead of 12), '''''Multiple Languages''''' (Species start with a d8 in each of their 'Native Languages'. Then see updated Linguistic Edge for additional languages. Character start with this edge once for free), '''''Unarmored Heroes'''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (heroes suffer a maximum of 4 Wounds from a single hit; apply this limit before making Soak rolls).
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* '''Setting Rules''' (SWAE pg. 136-141) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''Conviction''''' (Heroes can gain Conviction Tokens which add a d6 to a Trait or damage roll; awarded for personal triumph or tragedy), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''More Skill Points'''''' (start with 15 skill points instead of 12), '''''Multiple Languages''''' (see updated Linguistic edge. Character start with thating the edge once for free), '''''Unarmored Heroes'''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (heroes suffer a maximum of 4 Wounds from a single hit; apply this limit before making Soak rolls).
 
* '''Arcane Background (Gifted)''' with the Skill '''Focus''' (Spirits) is only Power type allowed.
 
* '''Arcane Background (Gifted)''' with the Skill '''Focus''' (Spirits) is only Power type allowed.
 
*'''Wealth''' as rules SWAE pg. 145, but updated. See Gear
 
*'''Wealth''' as rules SWAE pg. 145, but updated. See Gear
  
== HOUSERULE ==
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== HOUSERULE - FALLING TO THE DARK SIDE ==
===THE DARK SIDE OF THE FORCE===
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Dark Side Score and Falling to the Dark Side In Star Wars, the Dark Side of the Force is an even present force of corruption for those individuals looking for quick and easy solutions and for those filled with anger or feat. Doing evil acts (murder, torture, blowing up a planet) add to a being’s Dark Side Score. The GM should determine the number of points a being might gain for evil acts. Minor transgressions like causing another being harm for no reason or your own joy might earn you one, while evil transgression while unjustified murder or torturing a being for pleasure might cause five or more, etc. Giving the order to blow up a planet set you to Consumed by Darkness automatically.
[[File:StarWars.SithAco.jpg | 200px | left]]
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: '''Tempted by Darkness''': A character with at least 1 Dark Side point but less than ½ its’ Spirit is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way (a) whenever a character invokes Dark Fortune (see below), it gains a +1d4 bonus to the end result; (b) a character can spend a Benny and activate any non-Light side Force Power as a Free Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke either.
Dark Side Score and Falling to the Dark Side In Star Wars, the Dark Side of the Force is an even present force of corruption for those individuals looking for quick and easy solutions and for those filled with anger or feat. Doing evil acts (murder, torture, blowing up a planet) add to a being’s Dark Side Score. The GM should determine the number of points a being might gain for evil acts. Minor transgressions like causing another being harm for no reason or your own joy might earn you one, while evil transgression while unjustified murder or torturing a being for pleasure might cause five or more, etc. Giving the order to blow up a planet set you to Consumed by Darkness automatically.</br>
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: '''Tainted by Darkness''': A character with a Dark Side Score greater than ½ its’ Spirit die but less than its full die has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve its problems. This character suffers the additional temptations listed above and also they gain a +1 dark side bonus to and Focus skill check to active any Dark Side Force Power. However they must pay one additional Power Point to use a Light Side Force Power and suffer a -1 to the Focus skill check to active such powers. All characters (not just Force Users) suffer a -1 to Persuasion skill checks but gain a +1 to Intimidate skill checks.
'''Tempted by Darkness''': A character with at least 1 Dark Side point but less than ½ its’ Spirit is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way (a) whenever a character invokes Dark Fortune (see below), it gains a +1d4 bonus to the end result; (b) a character can spend a Benny and activate any non-Light side Force Power as a Free Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke either.</br>
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: '''Consumed by Darkness''': A character with a Dark Side Score equal to its’ Spirit die has been consumed by Dark Side of the Force. Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) nor do they gain the dark side bonus to Dark Side powers and they can no longer use any Light Side Power. All whom have been consumed by the Dark Side gain a +2 to Intimidate skill checks but suffer a -2 to Persuasion skill checks. These bonus and penalties can be ignored by the Dark Sider when it uses Conceal Arcane power.  
'''Tainted by Darkness''': A character with a Dark Side Score greater than ½ its’ Spirit die but less than its full die has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve its problems. This character suffers the additional temptations listed above and also they gain a +1 dark side bonus to and Focus skill check to active any Dark Side Force Power. However they must pay one additional Power Point to use a Light Side Force Power and suffer a -1 to the Focus skill check to active such powers. All characters (not just Force Users) suffer a -1 to Persuasion skill checks but gain a +1 to Intimidate skill checks.</br>
 
'''Consumed by Darkness''': A character with a Dark Side Score equal to its’ Spirit die has been consumed by Dark Side of the Force. Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) nor do they gain the dark side bonus to Dark Side powers and they can no longer use any Light Side Power. All whom have been consumed by the Dark Side gain a +2 to Intimidate skill checks but suffer a -2 to Persuasion skill checks. These bonus and penalties can be ignored by the Dark Sider when it uses Conceal Arcane power.  
 
  
'''Calling on the Dark Side'''</br>
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'''Call on the Dark Side''': Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC do not use these rules. Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force but everyone can have Dark Side points. The Dark Side of the Force is every tempting to all creatures of the Universe. All characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were.
Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC do not use these rules. Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force but everyone can have Dark Side points. The Dark Side of the Force is every tempting to all creatures of the Universe. All characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were.
 
 
: '''Calling on the Dark Side''' (force sensitive only): A force used can gain the use of a Dark Side Power without having to spending a Benny (see the Force)!! The character automatically gain a Dark Side Point and if their actions warrant it may even increase more.
 
: '''Calling on the Dark Side''' (force sensitive only): A force used can gain the use of a Dark Side Power without having to spending a Benny (see the Force)!! The character automatically gain a Dark Side Point and if their actions warrant it may even increase more.
 
: '''Dark Fortune''': When a character spends a Benny to re-roll a check it gains a +2 bonus to its total (this stacks with the Elan edge). This increase the characters Dark Side Score by 1.
 
: '''Dark Fortune''': When a character spends a Benny to re-roll a check it gains a +2 bonus to its total (this stacks with the Elan edge). This increase the characters Dark Side Score by 1.
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: '''Renew''' (force sensitive only): As a Action you regain 5 spent Power Points back (up to your maximum amount). This increase the characters Dark Side Score by 1.
 
: '''Renew''' (force sensitive only): As a Action you regain 5 spent Power Points back (up to your maximum amount). This increase the characters Dark Side Score by 1.
  
'''Redemption'''</br>
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'''Redemption''': There are two ways to lower ones Dark Side Point score. The first is by spending an Advance, which reduces your Dark Side Points by 2. Another way would be to go on a Quest of Redemption set by the GM or be preforming various heroic deeds. This should be a heroic type endeavor and require some sacrifice by the character. Reduces Dark Side Points by 1+.
There are two ways to lower ones Dark Side Point score. The first is by spending an Advance, which reduces your Dark Side Points by 2. Another way would be to go on a Quest of Redemption set by the GM or be preforming various heroic deeds. This should be a heroic type endeavor and require some sacrifice by the character. Reduces Dark Side Points by 1+.
 
 
 
===HYPERSPACE AND HYPERDRIVE ENGINES===
 
[[File:Hyperspace.kigi.jpg | 250px | right]]
 
Hyperspace and the engines that allow ships to operate within it are what allows travel between the stars. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be.
 
 
 
For game effects a standard Hyperdrive engine takes around 24 hours (48 hours in the Knights of the Old Republic setting) to travel from one star system to another within the same region. Each region traveled is another 24 (48) hours of travel. The GM can reduce this for planets that are closer or on well-established Hyperspace lanes.
 
 
 
Plotting a course through Hyperspace also requires a ''Science'' skill check -1 per “Region” (Within the Outer Rim, it’s an additional -1 and Wild Space is -2). For example traveling from a Core Worlds planet to the Deep Core is a -2 to the check (-1 for a nearby region -1 for the Deep Core). Not following an established Hyperspace route is an additional -2 to check. Major Hyperspace lanes grant a bonus of +1 to +4. Plotting a course generally takes 1d6 minutes. You can reduce the time to 1d6 rounds for a -2 to the check or increase the time to one hour for +2 to the check.
 
 
 
The “Regions” in order are: The Deep Core, The Core Worlds, The Colonies, The Inner Rim, The Expansion Region, The Mid Rim, The Outer Rim, and Wild Space.</br>
 
  
 
= CHARACTER CREATION =
 
= CHARACTER CREATION =
 
:'''Traits''' – 5 points for Attributes and 15 for Skills.
 
:'''Traits''' – 5 points for Attributes and 15 for Skills.
:'''Bonus Edge''': All Heroic character start with the '''Elan''' Edge for free.
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:'''Languages''' All characters should start with their Native languages at a d8. Each Species has their native listed. Basic is the other language that everyone should have (either as a native or secondary languages).
:'''Bonus Advance''': as it were. All characters start with one of the following...
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:'''Bonus Edge''' or '''Attribute''': all characters gain a bonus Edge or base d6 in an unmodified Attribute at character creation.  
:: * 6 points for Attributes
 
:: + 17 points for Skills
 
:: * a free Novice Edge so long as you quality with the rest.
 
 
:'''Hindrances''': one Major and two Minor Hindrances. Spend them as explained on SWAD pg. 9.
 
:'''Hindrances''': one Major and two Minor Hindrances. Spend them as explained on SWAD pg. 9.
:'''Starting Gear''': Characters start with a set of Civilian Garb, one basic weapon and any one other piece of equipment, both must be of 'moderate' value (Wealth value of no less then -1) but nothing greater than licensed or uncommon availability. You also start with up to six 'cheap' (+1 and +2) items and two more 'moderate' (-1) items. Aristocrat and Rich can purchase one 'expensive' (down to -3) item and the Very Rich can start with two. Characters with the Poor Hindrance start with either a Weapon or one other piece of equipment that is of moderate value (-1) only. Then gains 2 cheap items but no other purchases are allowed.
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:'''Starting Gear''': Characters start with a set of Civilian Garb, one basic weapon and any one other piece of equipment, both must be of 'moderate' value (Wealth pen down to -1) but nothing greater than licensed or uncommon availability. You also start with up to six 'cheap' (+1 and +2) items and two more 'moderate' (-1) items. Aristocrat and Rich can purchase one 'expensive' (down to -3) item and the Very Rich can start with two. Characters with the Poor Hindrance start with either a Weapon or one other piece of equipment that is of moderate value (-1) only. Then gains 2 cheap items but no other purchases are allowed.
  
 
== SPECIES ==
 
== SPECIES ==
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Instead of creating the dozens seen in just the movies I am creating only a few an allowing players to create their own species (subject to GM approval of course).
 
Instead of creating the dozens seen in just the movies I am creating only a few an allowing players to create their own species (subject to GM approval of course).
 
:ADDITIONAL RACIAL QUALITIES
 
:'''Spatial Awareness (4)''': as Awareness Power (SPC pg. 44). Each level elimiates one penalty to attacking foes within a short range.
 
:'''''Modifiers''''': Area Effect (MBT) +1, Limited (Cannot wear a helm etc.) -1
 
 
:ADDITIONAL NEGATIVE RACIAL QUALITIES
 
:'''Limited Speech''' (-1): The character can only speak their 'Native' languages. They can still understand and read/write other languages. When they try to speak other languages they suffer a -4 to their skill check to be understood.
 
  
  
[[File:StarWars.Warror.jpg | 200px | right]]
 
 
'''Humans''': The most common and populous of the various species of the galaxy, humans are as unique and varied as the many worlds they inhabit.
 
'''Humans''': The most common and populous of the various species of the galaxy, humans are as unique and varied as the many worlds they inhabit.
 
: '''Adaptable''': One free Edge of choice, must still meet requirements
 
: '''Adaptable''': One free Edge of choice, must still meet requirements
 
: '''Versatile''': increase starting Attribute Traits by one (6 trait attribute points at character creation)
 
: '''Versatile''': increase starting Attribute Traits by one (6 trait attribute points at character creation)
 
: '''Homeworld''': Unknown (possibly multiple worlds)
 
: '''Homeworld''': Unknown (possibly multiple worlds)
: '''Native Language''': Basic plus with one other of choice.
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: '''Native Language''': Basic
  
 
'''Duros''': One of the oldest species of the Republic, they were also one of the first to develop hyper-space drives systems (it is not really known if it was Humans, Duros, or Zabraks or some other species that first developed space flight). Having almost completely abandoned their worn out and polluted home-world in favor of traveling the stars, the Duros live in a uniquely mobile culture comparative to most races.
 
'''Duros''': One of the oldest species of the Republic, they were also one of the first to develop hyper-space drives systems (it is not really known if it was Humans, Duros, or Zabraks or some other species that first developed space flight). Having almost completely abandoned their worn out and polluted home-world in favor of traveling the stars, the Duros live in a uniquely mobile culture comparative to most races.
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: '''Spacers''': base skills in Piloting d4 and Repair d4.
 
: '''Spacers''': base skills in Piloting d4 and Repair d4.
 
: '''Homeworld''': Unknown
 
: '''Homeworld''': Unknown
: '''Native Languages''': Durese and Basic
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: '''Native Languages''': Durese or Basic
 
 
'''Gamorrean''':  derogatorily known as "pigs," were a sentient species of green-skinned pig-like humanoids that hailed from the Outer Rim planet of Gamorr. They grouped themselves in clans, each of which was led by a warlord and a Clan Matron. A number of Gamorreans were employed by the Hutts to act as guards throughout their career.
 
:'''Hardy''': as Positive Racial Quality.
 
:'''Natural Fighters''': base Fighting skill of a d6 with a maximum starting of a d12+1
 
:'''Limited Language''': can only really speak their own tongue. 
 
:'''Primitive''': as Hindrance 'Low-Tech (Major)'. Gamorrean are extremely traditional and reject most adventured tech. They might enjoy its use but don’t develop themselves.
 
:'''Size +1''': and so an increase of Toughness by one.
 
:'''Strong''': base Strength of d6 instead of d4 and a maximum starting of a d12+1
 
:'''Homeworld''': Gamorr.
 
:'''Native Languages''': can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.
 
  
 
'''Gran''': The Gran are easily distinguished by their triple eyestalks, small horns, and jutting jaw lines. Normally peaceful and diplomatic, they are long-standing members of the Republic, and maintain a largely excellent interstellar reputation. Excepting those on Malastare, Gran believe in a strictly controlled society in which individuals work for the betterment of the whole.
 
'''Gran''': The Gran are easily distinguished by their triple eyestalks, small horns, and jutting jaw lines. Normally peaceful and diplomatic, they are long-standing members of the Republic, and maintain a largely excellent interstellar reputation. Excepting those on Malastare, Gran believe in a strictly controlled society in which individuals work for the betterment of the whole.
: '''Keen Senses''': +2 to Vision based Notice checks
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: '''Keen Senses''': +2 to Notice checks
 
: '''Loyal''': as Minor Hindrance, to society and friends
 
: '''Loyal''': as Minor Hindrance, to society and friends
 
: '''Outgoing''': base Persuasion skill d6 and maximum starting of a d12+1.
 
: '''Outgoing''': base Persuasion skill d6 and maximum starting of a d12+1.
 
: '''Triple Eyes''': as the Marksman Edge
 
: '''Triple Eyes''': as the Marksman Edge
 
: '''Homeworld''': Kinyen
 
: '''Homeworld''': Kinyen
: '''Native Language''': Gran and Basic
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: '''Language''': Gran
 
 
'''Miraluka''': a Near-Human species that differed from Humans in that they lacked eyes, only retaining vestigial eye sockets, and perceived the environment around them through Force sight instead of regular vision.  The strength of a Miraluka's connection to the Force varied by individual.
 
:'''Force Sensitive''': start automatically with Arcane Background (Gifted) and start with the Focus skill at a d4.
 
:'''Force Sight''': ignore darkness penalties and from non-force Invisibility penalties. Anything that can suppress the Force can also cause them blindness. They can also use ether their Focus or Notice skills when making a perception checks.
 
:'''Pacifism''': as Minor Hindrance. 
 
:'''Homeworld''': Alpheridies
 
:'''Native Languages'': you can speak, read and write Basic and Miralukes.'
 
  
 
'''Mon Calamari''': Hailing from the watery world of the Mon Cala, which they share with another sentient species, the Quarren, the Mon Cals tend to be rather idealistic in nature, but have nonetheless developed a highly evolved technological society. Despite initial conflict, they worked to civilize the more primitive deep-dwelling Quarren, eventually reaching a symbiotic state with them, in which the Quarren provide most of the raw materials from deep ocean mines, and the Mon Cals produce finished goods.
 
'''Mon Calamari''': Hailing from the watery world of the Mon Cala, which they share with another sentient species, the Quarren, the Mon Cals tend to be rather idealistic in nature, but have nonetheless developed a highly evolved technological society. Despite initial conflict, they worked to civilize the more primitive deep-dwelling Quarren, eventually reaching a symbiotic state with them, in which the Quarren provide most of the raw materials from deep ocean mines, and the Mon Cals produce finished goods.
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: '''Scholar''': as the edge with any one Knowledge bases skill of chose.
 
: '''Scholar''': as the edge with any one Knowledge bases skill of chose.
 
: '''Homeworld''': Mon Cala
 
: '''Homeworld''': Mon Cala
: '''Native Language''': Mon Calamarian and Basic
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: '''Native Language''': Mon Calamarian
  
 
'''Togruta''': The Togruta are a humanoid race the developed from pack hunters on the high grass plains of Shili. Their distinctive horns and ‘head-tails’ allow them to detect movement at a short distance.
 
'''Togruta''': The Togruta are a humanoid race the developed from pack hunters on the high grass plains of Shili. Their distinctive horns and ‘head-tails’ allow them to detect movement at a short distance.
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: '''Spatial Awareness''': as Awareness Power (SPC pg. 44; Cancels 4 points of penalties impossed by target; MBT; Limited- Cannot wear a helmet, vacc suit, etc.)
 
: '''Spatial Awareness''': as Awareness Power (SPC pg. 44; Cancels 4 points of penalties impossed by target; MBT; Limited- Cannot wear a helmet, vacc suit, etc.)
 
: '''Homeworld''': Shili
 
: '''Homeworld''': Shili
: '''Native Language''': Togruti and Basic
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: '''Native Language''': Togruti
 
   
 
   
[[File:StarWars.Scoundrel.jpg | 200px | right]]
 
 
'''Twi’lek''': Ryloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings throughout the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners.
 
'''Twi’lek''': Ryloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings throughout the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners.
: '''Charmers''': gain the Charisma Edge.
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: '''Charmers''': gain a free re-roll with Persuasion checks (stacks with Charisma Edge).
 
: '''Low-Light Vision''': no penalties in Dim and Dark illumination.
 
: '''Low-Light Vision''': no penalties in Dim and Dark illumination.
: '''Outsiders''' (Minor): not seen as barbarians so much as a criminals or slaves and servants.
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: '''Natural Talkers''': start with a basic starting skill of Persuasion of a d6 instead of a d4 (and maximum starting level of d12+1).
: '''Natural Talkers''': start with the skill of Persuasion at a d6 instead of a d4 (and maximum starting level of d12+1).
 
: '''Resistant to Disease and Poisons''' (Toxics): Twi'leks add +2 to any checks to resist diseases and toxics that they might encounter.
 
 
: '''Homeworld''': Ryloth
 
: '''Homeworld''': Ryloth
: '''Native Languages''': Ryl and Lekku (only Twi’lik can 'speak' it; sort of a secret hail-tail sign languages) and Basic
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: '''Native Languages''': Ryl and Lekku (only Twi’lik can 'speak' it; sort of a secret hail-tail sign languages)
  
 
'''Wookiee''': Shaggy giants from arboreal Kashyyk, these tree dwellers make a startling sight for any unsuspecting space traveler. Despite their savage appearance, Wookiee society honors loyalty and bravery above all else. In addition, Wookies are infamous for their tempers, and can fly into berserker rages when angered. Their home world is enveloped in immense and ancient forests so vast that a layered ecosystem has evolved, growing more dangerous the closer one gets to the bottom. Wookies dwell primarily near the top, although they venture lower to hunt.
 
'''Wookiee''': Shaggy giants from arboreal Kashyyk, these tree dwellers make a startling sight for any unsuspecting space traveler. Despite their savage appearance, Wookiee society honors loyalty and bravery above all else. In addition, Wookies are infamous for their tempers, and can fly into berserker rages when angered. Their home world is enveloped in immense and ancient forests so vast that a layered ecosystem has evolved, growing more dangerous the closer one gets to the bottom. Wookies dwell primarily near the top, although they venture lower to hunt.
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: '''Very Strong''': base Strength d8 and max starting is d12+2
 
: '''Very Strong''': base Strength d8 and max starting is d12+2
 
: '''Homeworld''': Kashyyk
 
: '''Homeworld''': Kashyyk
: '''Native Language''': Shyriiwook and Basic (understand only)
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: '''Native Language''': Shyriiwook
  
 
== DROIDS ==
 
== DROIDS ==
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:'''Languages''': Basic (at least understands) and Binary
 
:'''Languages''': Basic (at least understands) and Binary
  
[[File:SWD5.droid3.jpg | 300px | right]]
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Then add Droid’s '''DEGREE''' type (Choice one of the following)…</br>
 
Then add Droid’s '''DEGREE''' type (Choice one of the following)…</br>
 
'''1st DEGREE''' Technical and Medical droids
 
'''1st DEGREE''' Technical and Medical droids
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'''2nd DEGREE''' Mechanic or Astromech droids
 
'''2nd DEGREE''' Mechanic or Astromech droids
 
: ''Bonus Edge & Skill'': Mr. Fix It edge and base skill Repair d6 (maximum starting of d12+1); or Navigation Databank Droid edge and base skill Science d6 (maximum starting of d12+1).  
 
: ''Bonus Edge & Skill'': Mr. Fix It edge and base skill Repair d6 (maximum starting of d12+1); or Navigation Databank Droid edge and base skill Science d6 (maximum starting of d12+1).  
: ''No Vocabulator'' (Minor): Soeaks in Binary. Cannot speak other languages, only understand them.  
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: ''No Vocabulator'' (Minor): cannot speak Basic (understand only). Cannot normally learn to speak other languages, only understand them.  
 
: ''Wheeled Movement'' (Minor): see droid Hindrances below.
 
: ''Wheeled Movement'' (Minor): see droid Hindrances below.
 
'''3rd DEGREE''' Protocol and Entertainment droids
 
'''3rd DEGREE''' Protocol and Entertainment droids
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'''5th DEGREE''' Labor and Hauler droids.
 
'''5th DEGREE''' Labor and Hauler droids.
 
: ''Base Strength'' d8 (and a maximum starting of d12+2)  
 
: ''Base Strength'' d8 (and a maximum starting of d12+2)  
: ''Size'' +2 (and thus Toughness +2).  
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: ''Size'' +2 (and Toughness +2).  
 
: ''Attribute Penalty'': suffering a -1 to Agility based tests (not linked skills).
 
: ''Attribute Penalty'': suffering a -1 to Agility based tests (not linked skills).
  
  
 
'''DROID ONLY HINDRANCES'''
 
'''DROID ONLY HINDRANCES'''
: '''Behavioral Inhibitor''' (Pacifism) [Minor/Major]: Behavior Inhibitor act as the Pacifist Major Hindrance but is restricted to living beings.  
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: '''Behavioral Inhibitor''' [Minor/Major]: Behavior Inhibitor act as the Pacifist Major Hindrance but is restricted to living beings. Droids might also feel the need to obey who it feels is its owner and master (as Loyal).
:'''Behavioral Inhibitor''' (Vow) [Minor/Major: This droid is programmed to follow orders given to it by its legal owner. Most droids have at least the Minor version of this Hindrance but some independent droids do not worry about such things (especially Assassin droids)
 
 
: '''No Hands''' [Minor]: The droid has claws, pincers or something  similar, making it harder to handle tools and weapons made for normal hands. It applies a -2 penalty to using such items.
 
: '''No Hands''' [Minor]: The droid has claws, pincers or something  similar, making it harder to handle tools and weapons made for normal hands. It applies a -2 penalty to using such items.
: '''No Vocabulator''' [Minor]: As with the Limited Speech Negative Racial Quility but for droids they can only speak in Binary. They can understand and read/write other language but cannot attempt to speak in non-Binary. NOTE that non-Droids can't normally speak in Binary, only understand it.
+
: '''No Vocabulator''' [Minor]: cannot speak Basic (understand only). Others cannot normally learn to speak in Basic either, only understand it. Can speak in Binary out loud.
 
: '''Weak Battery''' [Minor]: the droid has a faulty battery that last less than normal ones. It needs to recharge every day for one hour instead of every three days.
 
: '''Weak Battery''' [Minor]: the droid has a faulty battery that last less than normal ones. It needs to recharge every day for one hour instead of every three days.
 
: '''Wheeled Locomotion''' [Minor]: the droid as a wheeled system of transport, making it harder to climb stairs or cover rough terrain. In these situations halves its pace and applies a -4 penalty when climbing.
 
: '''Wheeled Locomotion''' [Minor]: the droid as a wheeled system of transport, making it harder to climb stairs or cover rough terrain. In these situations halves its pace and applies a -4 penalty when climbing.
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'''MODIFIED BACKGROUND EDGES'''</br>
 
'''MODIFIED BACKGROUND EDGES'''</br>
'''Linguistic''' as base Edge you can speak and understand half your Smarts die at d6. You can also understand a number of additional languages equal to your Smarts die. You can understand and read/write these language at a d6 but ONLY to understand. When trying to speak these languages you suffer a -4 to your Skill roll to be understood by a native speaker.  
+
'''Linguistic''' You can understand a number of additional languages equal to your Smarts die. To only 'understand' a language you still gain a d6 with the language but ONLY to understand. When trying to speak these languages you suffer a -4 to your Skill roll to be understood by a native speaker.  
  
 
'''MODIFIED LEADERSHIP EDGES'''</br>
 
'''MODIFIED LEADERSHIP EDGES'''</br>
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'''Own your Own Ship''' [Novice]: the hero owns his own ship, either a used light Stock Freighter or light obsolete Starfighter. GM should approve of choice. When piloting your own ship, the character gains a +1 to Piloting skills with it.
 
'''Own your Own Ship''' [Novice]: the hero owns his own ship, either a used light Stock Freighter or light obsolete Starfighter. GM should approve of choice. When piloting your own ship, the character gains a +1 to Piloting skills with it.
  
[[File:StarWars.Gunslinger.jpg | 250px | left]]
 
 
'''NEW COMBAT EDGES'''</br>
 
'''NEW COMBAT EDGES'''</br>
 
''''Combat Ace''' [Seasoned, Ace, Piloting d8+]: You are a starfighter pilot who know how to avoid getting hit in space battles. The target number to hit a starfighter you are piloting is 2 + ½ your Piloting skill.</br>
 
''''Combat Ace''' [Seasoned, Ace, Piloting d8+]: You are a starfighter pilot who know how to avoid getting hit in space battles. The target number to hit a starfighter you are piloting is 2 + ½ your Piloting skill.</br>
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'''NEW POWER EDGES'''</br>
 
'''NEW POWER EDGES'''</br>
'''Lightsaber Deflect''' [Novice, Arcane Background (Gifted), Jedi Trainee]: If you have an active lightsaber and are aware of an attack, a Ranged energy attack roll that misses you (below your Parry), you can try and deflect it back at the attacker as a free action. Make a Focus skill check (minus any normal attack penalty like darkness or range). If successful it does the normal weapons damage to the target (a Raise does not increase this damage). You can attempt to deflect additional ranged energy attacks in round but each additional attack counts as an Action (see Multiple Action penalty).
+
'''Lightsaber Deflect''' [Novice, Arcane Background (Gifted), Jedi Trainee]: If you have an active lightsaber and are aware of an attack, a Ranged energy attack roll that misses you (below your Parry), you can try and deflect it back at the attacker as a free action. Make a Focus skill check (minus any normal attack penalty like darkness or range). If successful it does the normal weapons damage to the target (a Raise does not increase this damage). You can attempt to deflect additional bolts in round but each additional attack counts as an action (see Multiple Action penalty).
 
: '''Improved Lightsaber Deflect''' [Seasoned, Arcane Background (Gifted), Jedi Trainee, Lightsaber Defense]: You no longer suffer Multi-Action penalties when deflecting multiple attacks in the same round.
 
: '''Improved Lightsaber Deflect''' [Seasoned, Arcane Background (Gifted), Jedi Trainee, Lightsaber Defense]: You no longer suffer Multi-Action penalties when deflecting multiple attacks in the same round.
  
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'''Gunner''' [Seasoned, Shooting d8+]: You are highly skilled at vehicle and starship guns. You gain a +1 to your Shooting skill and deal an additional +1d die type of damage with any heavy weapons fired from a vehicle or starship that you are not driving, piloting or controlling.</br>
 
'''Gunner''' [Seasoned, Shooting d8+]: You are highly skilled at vehicle and starship guns. You gain a +1 to your Shooting skill and deal an additional +1d die type of damage with any heavy weapons fired from a vehicle or starship that you are not driving, piloting or controlling.</br>
 
'''Infiltrator''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.</br>
 
'''Infiltrator''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.</br>
[[File:StarWars.Jedi3.jpg | 200px | right]]
 
 
'''Jedi Trainee''' [Novice, Arcane Background (Gifted), Spirit d6+, Fighting d6+, Focus d6+, Occultism d6+; cannot start more than 2 Dark Side Points]: You have begun your training in the Force and start with a lightsaber for free. With an activated lightsaber you may use your Parry defense against ranged attacks that you are aware of.
 
'''Jedi Trainee''' [Novice, Arcane Background (Gifted), Spirit d6+, Fighting d6+, Focus d6+, Occultism d6+; cannot start more than 2 Dark Side Points]: You have begun your training in the Force and start with a lightsaber for free. With an activated lightsaber you may use your Parry defense against ranged attacks that you are aware of.
 
: '''Jedi Knight''' [Veteran, Arcane Background (Gifted), Jedi Trainee or Force Adapt, Arcane Background (Gifted), Spirit d8+, Fighting d6+, Focus d8+, Occultism d8+; cannot start more than 2 Dark Side Points]: This dedicated character has been judged worthy by one of the Jedi Councils to bear the title of Jedi Knight. This requires having demonstrated both sufficient command of the Force, and a firm understanding of and belief in Jedi principles. Their training and confidence grants you a +1 to Persuasion and Intimidate checks. The Jedi gains a +1 to his Parry and in addition is granted access to Order funding and supplies to aid in the completion of missions, in addition to receiving a reasonable stipend to live on. On the downside, they must also take orders from the Jedi Councils. You can take the Edge Sidekick (gaining a Jedi Padawan) before gaining Legendary rank. The Knight has crafted her own lightsaber as part of her trails to becoming a knight and gains +1 to Fighting skills when using it (this stacks with Trade-Mark Weapon and Improved Trade-Mark Weapon).
 
: '''Jedi Knight''' [Veteran, Arcane Background (Gifted), Jedi Trainee or Force Adapt, Arcane Background (Gifted), Spirit d8+, Fighting d6+, Focus d8+, Occultism d8+; cannot start more than 2 Dark Side Points]: This dedicated character has been judged worthy by one of the Jedi Councils to bear the title of Jedi Knight. This requires having demonstrated both sufficient command of the Force, and a firm understanding of and belief in Jedi principles. Their training and confidence grants you a +1 to Persuasion and Intimidate checks. The Jedi gains a +1 to his Parry and in addition is granted access to Order funding and supplies to aid in the completion of missions, in addition to receiving a reasonable stipend to live on. On the downside, they must also take orders from the Jedi Councils. You can take the Edge Sidekick (gaining a Jedi Padawan) before gaining Legendary rank. The Knight has crafted her own lightsaber as part of her trails to becoming a knight and gains +1 to Fighting skills when using it (this stacks with Trade-Mark Weapon and Improved Trade-Mark Weapon).
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'''Smuggler''' [Notice, Smarts d8+, Stealth d8+]: Smugglers ply the interstellar trade routes, smuggling illegal goods from one world to another. You gain a +2 to Stealth rolls to hiding items on your person or within a vehicle or base. As you often make modifications to ships and also gain a +2 to Repair checks when working with starships or vehicles that you own or are a partial owner of.
 
'''Smuggler''' [Notice, Smarts d8+, Stealth d8+]: Smugglers ply the interstellar trade routes, smuggling illegal goods from one world to another. You gain a +2 to Stealth rolls to hiding items on your person or within a vehicle or base. As you often make modifications to ships and also gain a +2 to Repair checks when working with starships or vehicles that you own or are a partial owner of.
  
= WEALTH AND GEAR =
+
= WEALTH, WEAPONS, ARMOR AND GEAR =
  
 
'''Wealth'''. Per SWAE a base Wealth die is a d6. Those whom took the Poor Hindrance only have a d4 Wealth die. The Rich edge grants a d8 Wealth die and the Very Rich edge grants a d10 Wealth die.
 
'''Wealth'''. Per SWAE a base Wealth die is a d6. Those whom took the Poor Hindrance only have a d4 Wealth die. The Rich edge grants a d8 Wealth die and the Very Rich edge grants a d10 Wealth die.
  
[[File:SWD5.blaster.jpg | 300px | left]]
+
Updated Wealth and Buying Rules. First your Wealth die cannot Ace (but your Wild Dice can but only up to the max roll of your Wealth die. So it does not matter unless you are rich). Prices are listed from Cheap (bonuses to your Wealth check of +1 or +2) to Moderate (bonus or penalty to your Wealth die of +0 to -1), Expensive (penalty to Wealth dice of -2 to -3) or Very Expensive (-4 or more).
Updated Wealth and Buying Rules. First your Wealth die cannot Ace (but your Wild Dice can but only up to the max roll of your Wealth die. So it does not matter unless you are rich+). Prices are listed from Cheap (bonuses to your Wealth check of +1 or +2) to Moderate (bonus or penalty to your Wealth die of +0 to -1), Expensive (penalty to Wealth dice of -2 to -3) or Very Expensive (-4 or more).
 
  
 
Generally, once per game session you can purchase one Moderate or cheaper item without making a check. Those with the Poor Hindrance can only purchase one Cheap item per session without a check. Those with the Rich edge can purchase one Expensive item or less once a session without having to make a check. Those with the Very Rich Edge get one Very Expensive item or less once per session without having the make a check.  
 
Generally, once per game session you can purchase one Moderate or cheaper item without making a check. Those with the Poor Hindrance can only purchase one Cheap item per session without a check. Those with the Rich edge can purchase one Expensive item or less once a session without having to make a check. Those with the Very Rich Edge get one Very Expensive item or less once per session without having the make a check.  
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Availability of an item refers to how rare or plentiful an item is. Most items are standard availability and don’t require a check to find. Anything '''Licensed''' (L) or '''Scares/Uncommon''' (U) requires a Networking check to find in 1d6 hours and suffers a -1 to the purchasing check. '''Restricted''' (R) items require a Networking check at -2 to find in 2d6 hours and a -1 or -2 to the Wealth check. '''Illegal''' (I) and '''Military''' (M) items require a Networking check at -4 and 2d6 days to find someone willing to sell them. Both impose a -2 to -4 or penalty on the Wealth check to purchase. '''Artifacts''' (A) are not available generally at any price. Things like lightsabers or Military Capital Ships.
 
Availability of an item refers to how rare or plentiful an item is. Most items are standard availability and don’t require a check to find. Anything '''Licensed''' (L) or '''Scares/Uncommon''' (U) requires a Networking check to find in 1d6 hours and suffers a -1 to the purchasing check. '''Restricted''' (R) items require a Networking check at -2 to find in 2d6 hours and a -1 or -2 to the Wealth check. '''Illegal''' (I) and '''Military''' (M) items require a Networking check at -4 and 2d6 days to find someone willing to sell them. Both impose a -2 to -4 or penalty on the Wealth check to purchase. '''Artifacts''' (A) are not available generally at any price. Things like lightsabers or Military Capital Ships.
  
==== New Weapon Features/Notes ====
+
'''New Weapon Features/Notes'''
 
:'''Fire''' – if the target is successful hit with a Fire weapon it must make an Agility check -2 or catch fire. While on fire at the start of its round it suffers 2d6 (ignoring non-sealed armor points). See SWA pg. 127 for the effects of being on fire and how to extinguish these fires.
 
:'''Fire''' – if the target is successful hit with a Fire weapon it must make an Agility check -2 or catch fire. While on fire at the start of its round it suffers 2d6 (ignoring non-sealed armor points). See SWA pg. 127 for the effects of being on fire and how to extinguish these fires.
 
:'''Holdout''' - gain +2 to Stealth when hiding on own body
 
:'''Holdout''' - gain +2 to Stealth when hiding on own body
 
:'''Ion''' – Ignores armor and force field points of armor, deals full damage to droids and vehicles and is always considered a Heavy weapon verses vehicles. However cannot destroy the vehicle or droid from this damage. ½ the repair time to ‘fix’ and add +2 to all rolls when removing ion damage. Deals ½ damage to non-Droids beings and has 0 AP vs. any armor they are wearing.
 
:'''Ion''' – Ignores armor and force field points of armor, deals full damage to droids and vehicles and is always considered a Heavy weapon verses vehicles. However cannot destroy the vehicle or droid from this damage. ½ the repair time to ‘fix’ and add +2 to all rolls when removing ion damage. Deals ½ damage to non-Droids beings and has 0 AP vs. any armor they are wearing.
:'''Handed''' - normally used 2-handed but can be used one handed if Min Str is one die step higher, without penalty.
+
:'''½ Handed''' - normally used 2-handed but can be used one handed if Min Str is one die step higher, without penalty.
:'''Stun''' – when set to stun the weapon deals the base damage and if its’ enough to deal Shaken also requires a Vigor check or be Stunned for one round per 'wound' dealt, or one minute (10 rounds) with a critical failure on this check. The damage cannot kill and Wounds inflicted by the weapon heal back at one per minute, or a Healing check with one minute of work (healing an additional stun 'wound' level per raise). Droids are immune to stun setting damage.
+
:'''Stun''' – when set to stun the weapon deals the base damage and if its’ enough to deal Shaken also requires a Vigor check or be Stunned for one round per 'wound' dealt, or one minute (10 rounds) with a critical failure on this check. The damage cannot kill and Wounds inflicted by the weapon heal back at one per 10 minutes, or a Healing check with one minute of work (healing an additional stun 'wound' level per raise). Droids are immune to stun setting damage.
  
 
== ADVANCED MELEE WEAPONS ==
 
== ADVANCED MELEE WEAPONS ==
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| Power Whip || Str+d8 || 2 || d4 || 1 || +0 (L) || Reach 2, Stun. Can grab at reach
 
| Power Whip || Str+d8 || 2 || d4 || 1 || +0 (L) || Reach 2, Stun. Can grab at reach
 
|-
 
|-
| Stun baton || Str+d10 || 0 || d4 || 3 || +0 || Stun only, Touch attack
+
| Stun baton || Str+d10 || 0 || d4 || 3 || +0 || Stun only
 
|-
 
|-
 
| Vibro-knife || Str+d6 || 4 || d4 || 1 || +0 (L) || Holdout. Dagger unpowered
 
| Vibro-knife || Str+d6 || 4 || d4 || 1 || +0 (L) || Holdout. Dagger unpowered
 
|-
 
|-
| Vibro-blade || Str+d8 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered
+
| Vibro-blade || Str+d4 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered
|-
 
| Vibro-sword || Str+d10 || 4 || d8 || 4 || -2 (L) || Longsword unpowered
 
 
|-
 
|-
| Vibro-axe || Str+d12 || 4 || d10 || 8 || -2 (L) || 2-handed. Greataxe unpowered   
+
| Vibro-axe || Str+d12 || 4 || d10 || 8 || -2 (L) || Parry -1, 2-handed. Greataxe unpowered   
 
|-
 
|-
 
|}
 
|}
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All advanced melee weapons but the lightsaber require power cells to operate. For non Lightsabers these last about an hour of continual use before requiring recharge or replacement. Generally cost +2 for each, +0 for a set of 5 and weight ½lb each. Lightsaber crystals last for years.
 
All advanced melee weapons but the lightsaber require power cells to operate. For non Lightsabers these last about an hour of continual use before requiring recharge or replacement. Generally cost +2 for each, +0 for a set of 5 and weight ½lb each. Lightsaber crystals last for years.
  
[[File:StarWars.lightsaber2.jpg | 150px | left]]
+
: *'''''Lightsabers''''': Without the Jedi Trainee edge an attacker is at -2 to Fighting and -1 to its Parry. Lightsabers ignores all non-Force Field Armor Points and the Hardness Rating of items is halved. Targets are considered unarmed unless they are wielding a lightsaber or a weapon that can "Parry lightsabers" (via weapons or powers).
'''''Lightsabers'''''</br>
+
:Lightsabers are not mass produced, but rather constructed by each Jedi (or Sith) as part of their training. The art of constructing a lightsaber is carefully guarded by both Orders, although one could be constructed from generic parts purchasable on most planets for +0 price depending on the locale and availability. This price includes all but the most important part: the crystal. The lightsaber crystal affects the length and color of the blade, and rare ones may provide other bonuses as well (GM’s call). The modern Jedi usually goes on a quest to find his first. A Jedi or Sith may construct several lightsabers over the course of a lifetime, each reflecting changes in his personal taste and abilities. Construction of a lightsaber requires at least Veteran Rank and usually takes around a month of dedicated work once all of the parts have been assembled, although it could be completed in less time if the builder is very good. This requires a Focus skill check with a month work. A -1 to the check can shave off a week of time, -2 for only requires two weeks or -4 to make the check in just one weeks’ time. Constructing one’s own lightsaber grants a +1 bonus to Fighting but only for you.
Without the Jedi Trainee edge an attacker is at -2 to Fighting and -1 to its Parry. Lightsabers ignores all non-Force Field Armor Points and the Hardness Rating of items is halved. Targets are considered unarmed unless they are wielding a lightsaber or a weapon that can "Parry lightsabers" (via weapons or powers).
 
 
 
Lightsabers are not mass produced, but rather constructed by each Jedi (or Sith) as part of their training. The art of constructing a lightsaber is carefully guarded by both Orders, although one could be constructed from generic parts purchasable on most planets for +0 price depending on the locale and availability. This price includes all but the most important part: the crystal. The lightsaber crystal affects the length and color of the blade, and rare ones may provide other bonuses as well (GM’s call). The modern Jedi usually goes on a quest to find his first. A Jedi or Sith may construct several lightsabers over the course of a lifetime, each reflecting changes in his personal taste and abilities. Construction of a lightsaber requires at least Veteran Rank and usually takes around a month of dedicated work once all of the parts have been assembled, although it could be completed in less time if the builder is very good. This requires a Focus skill check with a month work. A -1 to the check can shave off a week of time, -2 for only requires two weeks or -4 to make the check in just one weeks’ time. Constructing one’s own lightsaber grants a +1 bonus to Fighting but only for you.
 
  
 
== RANGED WEAPONS ==
 
== RANGED WEAPONS ==
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| '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES'''
 
| '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES'''
 
|-
 
|-
| Blaster carbine || 25/50/100 || 2d8 || 3 || 3 || 50 || d6 || 7 || -1 (L) || Stun, 3RB, Handed
+
| Blaster carbine || 25/50/100 || 2d8 || 3 || 3 || 50 || d6 || 7 || -1 (L) || Stun, 3RB, ½ Handed
 
|-
 
|-
 
| Blaster E-Web || 50/100/200 || 3d8 || 8 || 3 || 200 || n/a || 200 || -5 (M) || HW, snapfire, tri-pod mounted  
 
| Blaster E-Web || 50/100/200 || 3d8 || 8 || 3 || 200 || n/a || 200 || -5 (M) || HW, snapfire, tri-pod mounted  
 
|-
 
|-
| Blaster, light repeating || 30/60/120 || 2d8 || 3 || 4 || 200 || d8 || 24 || -2 (M) || Snapfire, 2-handed  
+
| Blaster, light repeating || 30/60/120 || 2d8 || 3 || 4 || 200 || d10 || 24 || -2 (M) || Snapfire, 2-handed  
 
|-
 
|-
 
| Blaster pistol, holdout || 6/12/24 || 2d6 || 3 || 1 || 10 || d4 || 1 || +0 (R) || Holdout  
 
| Blaster pistol, holdout || 6/12/24 || 2d6 || 3 || 1 || 10 || d4 || 1 || +0 (R) || Holdout  
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| Blaster pistol || 15/30/60 || 2d8 || 3 || 1 || 50 || d4 || 3 || +0 (L) || Stun
 
| Blaster pistol || 15/30/60 || 2d8 || 3 || 1 || 50 || d4 || 3 || +0 (L) || Stun
 
|-
 
|-
| Blaster rifle || 30/60/120 || 2d10 || 3 || 3 || 100 || d6 || 12 || -2 (L) || Stun, 3RB, 2-handed
+
| Blaster rifle || 30/60/120 || 2d10 || 3 || 3 || 100 || d8 || 12 || -2 (L) || Stun, 3RB, 2-handed
 
|-
 
|-
| Bowcaster pistol || 10/20/40 || 2d10 || 4 || 1 || 6 || d6 || 6 || -2 (U)* || Handed
+
| Bowcaster pistol || 10/20/40 || 2d10 || 4 || 1 || 6 || d6 || 6 || -2 (U)* || ½ Handed
 
|-
 
|-
 
| Bowcaster rifle || 20/40/80 || 2d12 || 4 || 1 || 6 || d10 || 18 || -2 (U)* || 2-handed  
 
| Bowcaster rifle || 20/40/80 || 2d12 || 4 || 1 || 6 || d10 || 18 || -2 (U)* || 2-handed  
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| Armored flightsuit || 4 || d6 || 16 || -1 (L) || Full body. +2 Vigor high-g man. Vacuum (18hrs)  
 
| Armored flightsuit || 4 || d6 || 16 || -1 (L) || Full body. +2 Vigor high-g man. Vacuum (18hrs)  
 
|-
 
|-
| Battle armor, heavy || 10 || d10¹ || 80¹ || -3 (M) || Full body. +2 die steps Strength. +2 vs. hostile environments
+
| Battle armor, heavy || 10 || d10¹ || 80¹ || -3 (M) || Full body. +2 die steps Strength. Vacuum (18hrs)
 
|-
 
|-
| Battle armor, light || 5 || d6 || 18 || -1 (L) || Full body. +2 vs. hostile environments
+
| Battle armor, light || 6 || d6 || 18 || -1 (L) || Full body. Vacuum (18hrs)
 
|-
 
|-
| Battle armor, medium || 8 || d8¹ || 32¹ || -2 (L) || Full body. +1 die step to Strength. +2 vs. hostile environments
+
| Battle armor, medium || 8 || d8¹ || 32¹ || -2 (L) || Full body. +1 die step to Strength. Vacuum (18hrs)
 
|-
 
|-
 
| Battleframe || 3 || d6¹ || 20¹ || -3 || +2 die steps Strength. Pace & Run +2  
 
| Battleframe || 3 || d6¹ || 20¹ || -3 || +2 die steps Strength. Pace & Run +2  
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== MISCELLANEOUS GEAR ==
 
== MISCELLANEOUS GEAR ==
BASIC GEAR</br>
+
BASIC GEAR
'''Aquata Breather''': Aquata Breather is a compact mouthpiece designed to supply the user with 6 hours of breathable air underwater, and in other similar environments. It comes in many varieties for all different species. Wt. none, Price +0.</br>
+
:'''Aquata Breather''': Aquata Breather is a compact mouthpiece designed to supply the user with 6 hours of breathable air underwater, and in other similar environments. It comes in many varieties for all different species. Wt. none, Price +0
'''Bacta Tank''': A full-immersion tank filled with bacta, this device is used to treat serious injuries over the long term. Due to its weight and expense, bacta tanks are only available in major medical facilities. Characters immersed in a bacta tank may make recovery checks every hour, but automatically gain one level of Fatigue for each wound healed (can’t kill). Wt. 5 tons, Price -8.</br>
+
:'''Bacta Tank''': A full-immersion tank filled with bacta, this device is used to treat serious injuries over the long term. Due to its weight and expense, bacta tanks are only available in major medical facilities. Characters immersed in a bacta tank may make recovery checks every hour, but automatically gain one level of Fatigue for each wound healed (can’t kill). Wt. 5 tons, Price -8
'''Breath Mask''': provides 12 hours of breathable air in most environments and +4 to Vigor tests vs. air born Toxins, Gases etc. They do not work underwater or in a vacuum. Wt. 2, Price +1.</br>
+
:'''Breath Mask''': provides 12 hours of breathable air in most environments and +4 to Vigor tests vs. air born Toxins, Gases etc. They do not work underwater or in a vacuum. Wt. 2, Price +1
'''Comlink''': clear communication within 50 miles and low-orbit on most worlds. Wt. none, Price +1.</br>
+
:'''Comlink''': clear communication within 50 miles and low-orbit on most worlds. Wt. none, Price +1
'''Chronometer''': keeps track of Galactic Standard (Spacer) Time, as well as automatically picking up and reporting local planet-side time. Can be added to a Comlink or Datapad. Wt. none, Price +2.</br>
+
:'''Chronometer''': keeps track of Galactic Standard (Spacer) Time, as well as automatically picking up and reporting local planet-side time. Can be added to a Comlink or Datapad. Wt. none, Price +2
'''Datapad''': This is a simple text and data recorder with a keypad & a readout screen. Wt. 0.5, Price +1.</br>
+
:'''Datapad''': This is a simple text and data recorder with a keypad & a readout screen. Wt. 0.5, Price +1
'''Death Sticks''': Cigarettes, a pack of 20. Vigor check or Distracted and Vulnerable for 1d6 minutes afterwards. Wt. none, Price +1.</br>
+
:'''Death Sticks''': Cigarettes, a pack of 20. Vigor check or Distracted and Vulnerable for 1d6 minutes afterwards. Wt. none, Price +1
'''Glowrod''': Provides full light within 5” and Dim darkness conditions within 15”. Or can be used as a flashlight at double ranges but only within the beam. Battery lasts years. Wt. 0.5, Price +2.</br>
+
:'''Glowrod''': Provides full light within 5” and Dim darkness conditions within 15”. Or can be used as a flashlight at double ranges but only within the beam. Battery lasts years. Wt. 0.5, Price +2
'''Macrobinoculars''': Computer enhanced images out too several kilometers (-1 Notice per 1,000”), +2 Notice checks. Wt. 3, Price 0.</br>
+
:'''Macrobinoculars''': Computer enhanced images out too several kilometers (-1 Notice per 1,000”), +2 Notice checks. Wt. 3, Price 0
'''Medpac''': containing bandages, disinfectants, and distilled Bacta injections, this kit gives the user +2 on all Healing skill rolls. Wt. 3, Price 0.</br>
+
:'''Medpac''': containing bandages, disinfectants, and distilled Bacta injections, this kit gives the user +2 on all Healing skill rolls. Wt. 3, Price 0
'''Restraining Bolt''': are used to maintain control over droids. It can be used to remotely shut down a droid’s motor functions. It takes an action to place a bolt onto a willing droid, removing a bolt requires a Repair check (-4 by the Droid wearing it; can try a max of once per day). When engaged, droid considered Incapacitated. Sold as pair, as the bolt and controller. Wt. 1 each, Price 0.</br>
+
:'''Restraining Bolt''': are used to maintain control over droids. It can be used to remotely shut down a droid’s motor functions. It takes an action to place a bolt onto a willing droid, removing a bolt requires a Repair check (-4 by the Droid wearing it; can try a max of once per day). When engaged, droid considered Incapacitated. Sold as pair, as the bolt and controller. Wt. 1 each, Price 0
'''Restraints''': A pair of synthetic-plastic restraints, Agility or Strength -4 roll to escape, once an hour but causes a level of Fatigue. Wt. 1, Price +1.</br>
+
:'''Restraints''': A pair of synthetic-plastic restraints, Agility or Strength -4 roll to escape, once an hour but causes a level of Fatigue. Wt. 1, Price +1
'''Sabacc Deck''': deck of electronic of card for Sabacc. Wt. none, Price +2.</br>
+
:'''Sabacc Deck''': deck of electronic of card for Sabacc. Wt. none, Price +2
'''Spacers Food''': vitamins and mineral packed food, per day. Wt. 1 each, Price +2 for 5 days of food.</br>
+
:'''Spacers Food''': vitamins and mineral packed food, per day. Wt. 1 each, Price +2 for 5 days of food.
'''Syntherope 20 yards''' (10"): Strong enough to support 1,000lbs from a liquid dispenser. Wt. 1, Price +1.</br>
+
:'''Syntherope 20 yards''' (10"): Strong enough to support 1,000lbs from a liquid dispenser. Wt. 1, Price +1
'''Utility Belt''': Includes a medpac, 20yd of synthe-rope, and 4 days of spacers’ food. Wt. 6, Price 0.</br>
+
:'''Utility Belt''': Includes a medpac, 20yd of synthe-rope, and 4 days of spacers’ food. Wt. 6, Price 0
'''Voice Synthesizer''': Programmed to speak known languages, with any number of prepared phrases or can type out conversations, etc. Wt. 1, Price 0.</br>
+
:'''Voice Synthesizer''': Programmed to speak known languages, with any number of prepared phrases or can type out conversations, etc. Wt. 1, Price 0
  
  
[[File:StarWars.smuggler.jpg | 350px | left]]
+
CLOTHING
CLOTHING</br>
+
:'''Civilian Garb''': includes worker utility clothing and everyday clothing. Includes shirt, pants, shoes, belt and light jacket or cloak. Wt. 6, Price +1
'''Civilian Garb''': includes worker utility clothing and everyday clothing. Includes shirt, pants, shoes, belt and light jacket or cloak. Wt. 6, Price +1.</br>
+
:'''Executive Wear''': formal wear of business and corporate leaders. Wt. 8, Price -1 or more.
'''Executive Wear''': formal wear of business and corporate leaders. Wt. 8, Price -1 or more.</br>
+
:'''Formal Wear''': Current high fashion. +1 Persuasion checks for those impressed by such. Wt. 12, Price -3 or more.
'''Formal Wear''': Current high fashion. +1 Persuasion checks for those impressed by such. Wt. 12, Price -3 or more.</br>
+
:'''All-Weather Cloak''': Includes advanced heat and cold weather resistant fabric, boots and pouches. +2 Survival checks and Vigor trait tests in hostile environmental conditions. Wt. 8, Price -1
'''All-Weather Cloak''': Includes advanced heat and cold weather resistant fabric, boots and pouches. +2 Survival checks and Vigor trait tests in hostile environmental conditions. Wt. 8, Price -1.</br>
+
:'''Skin Suit''': very light vacuum suit that includes a clear plastic helm. Vacuum sealed for 24 hours. Wt. 4, Price 0
'''Skin Suit''': very light vacuum suit that includes a clear plastic helm. Vacuum sealed for 24 hours. Wt. 4, Price 0.</br>
+
:'''Wet Suit''': specialized torso and limb suit that can retain moisture. For aquatic species (with dependence on immersion), these suits act as being “submerged in water” for an hour each day (at least a week without needing maintenance, generally just fresh water). Wt. 8, Price 0
'''Wet Suit''': specialized torso and limb suit that can retain moisture. For aquatic species (with dependence on immersion), these suits act as being “submerged in water” for an hour each day (at least a week without needing maintenance, generally just fresh water). Wt. 8, Price 0.</br>
 
  
  
SPECIAL GADGETS AND GEAR</br>
+
SPECIAL GADGETS AND GEAR
'''Camo-Suit''': skin-tight body suit and hood that can adapt to background. Add +4 to Stealth when standing still and +2 when moving. Wt. 8, Price -4 (L).</br>
+
:'''Camo-Suit''': skin-tight body suit and hood that can adapt to background. Add +4 to Stealth when standing still and +2 when moving. Wt. 8, Price -4 (L)  
'''Data-Tap''': Electronic kit to break into secure computer systems (Holonet, etc.). +2 Hacking checks when trying to bypass a computer or device security protocols. Wt. 1, Price 0 (R).</br>
+
:'''Data-Tap''': Electronic kit to break into secure computer systems (Holonet, etc.). +2 Hacking checks when trying to bypass a computer or device security protocols. Wt. 1, Price 0 (R)
'''Eagle Eye-I Contacts''': these contacts sharpen the wearer’s perception without negatively affecting appearance. They provide a +2 to vision-based Notice rolls, and come in a variety of colors. Wt. none, Price -1.</br>
+
:'''Eagle Eye-I Contacts''': these contacts sharpen the wearer’s perception without negatively affecting appearance. They provide a +2 to vision-based Notice rolls, and come in a variety of colors. Wt. none, Price -1
'''Eagle Eye-II –Night Visor''': these light goggles include +2 to vision-based Notice rolls and grant the wearer the ability to see in low-light (as the Night Vision edge). Wt. 2, Prices -1.</br>
+
:'''Eagle Eye-II –Night Visor''': these light goggles include +2 to vision-based Notice rolls and grant the wearer the ability to see in low-light (as the Night Vision edge). Wt. 2, Prices -1
'''Exoskeleton''': This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 steps. Wt. 15 (weight does not count towards encumbrance when on), Price -2.</br>
+
:'''Exoskeleton''': This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 steps. Wt. 15 (weight does not count towards encumbrance when on), Price -2
'''Grapple Gun''': pistol that can shot a spike up to 100yds of sytntherope and lift up to 500lbs (Pace 5, no running, a round). Wt. 5, Price +1.</br>
+
:'''Grapple Gun''': pistol that can shot a spike up to 100yds of sytntherope and lift up to 500lbs (Pace 5, no running, a round). Wt. 5, Price +1
'''Ixian Diagnostic Computer''': this handheld contains a wealth of information & helpful tips concerning all things technology. Gain a +2 all Knowledge base skill checks. Wt. 2, Price -2.</br>
+
:'''Ixian Diagnostic Computer''': this handheld contains a wealth of information & helpful tips concerning all things technology. Gain a +2 all Knowledge base skill checks. Wt. 2, Price -2
'''Jetpack''': this is a backpack device that allows limited flight. Pace 10 (run d6+4), 10 charges (each round of either flight or ‘hover’ uses a charge for a Size +0 being). Wt. 14, Price +0 (R).</br>
+
:'''Jetpack''': this is a backpack device that allows limited flight. Pace 10 (run d6+4), 10 charges (each round of either flight or ‘hover’ uses a charge for a Size +0 being). Wt. 14, Price +0 (R)
'''Multi-Tool''': With its varied functionality, no good mechanic is ever without his multi-tool. It provides a +1 to Repair checks. Wt. 5, Price +0.</br>
+
:'''Multi-Tool''': With its varied functionality, no good mechanic is ever without his multi-tool. It provides a +1 to Repair checks. Wt. 5, Price +0
'''N-Reticule Accusight Visor''': this Visor enhances the user’s ability to pick out individual targets and focus on them. It provides a +2 on sight-based Notice rolls and a +1 to Shooting. Wt. 1, Price -2 (R).</br>
+
:'''N-Reticule Accusight Visor''': this Visor enhances the user’s ability to pick out individual targets and focus on them. It provides a +2 on sight-based Notice rolls and a +1 to Shooting. Wt. 1, Price -2 (R)
'''Rifle Scope''': adds +1 Shooting and ½ Range Penalties with the Aim maneuver, +2 Notice, Wt. ½, Price 0. Add Low-Light and Thermal upgrade, Price -1.</br>
+
:'''Scope''': adds +1 Shooting and ½ Range Penalties with the Aim maneuver, +2 Notice, Wt. ½, Price 0. Add Low-Light and Thermal upgrade, Price -1.
'''Security Kit''': Tools for breaking electronic locks. +2 Thievery check to bypass electronic security locks and doors. Wt. 3, Price 0 (I).</br>
+
:'''Security Kit''': Tools for breaking electronic locks. +2 Thievery check to bypass electronic security locks and doors. Wt. 3, Price 0 (I)
  
 
== CYBERNETS ==
 
== CYBERNETS ==
[[File:StarWars.Cyborg.jpg | 300px | right]]
 
 
Found in SFC pg. 30-31 but needs to be updated to Adventure Edition rules and the Wealth check,
 
Found in SFC pg. 30-31 but needs to be updated to Adventure Edition rules and the Wealth check,
 
Strain works as found there. The [x] is how many times that piece of cybernetics maybe taken. It
 
Strain works as found there. The [x] is how many times that piece of cybernetics maybe taken. It
Line 488: Line 432:
 
:'''Weapon, Melee''' [2] (retractable claws or blades attached to forearm bones. Extended as free action and instantly, deal Str+d6 damage. AP-1. Strain 1, Cost -3)
 
:'''Weapon, Melee''' [2] (retractable claws or blades attached to forearm bones. Extended as free action and instantly, deal Str+d6 damage. AP-1. Strain 1, Cost -3)
 
:'''Weapon, Ranged''' [2] (a hold-out blaster pistol or blaster pistol is installed in forearm. It is very concealable when holstered within the arm. Strain 1, Cost -3 plus cost of weapon).
 
:'''Weapon, Ranged''' [2] (a hold-out blaster pistol or blaster pistol is installed in forearm. It is very concealable when holstered within the arm. Strain 1, Cost -3 plus cost of weapon).
 +
 +
== VEHICLES ==
 +
Created using the Science Fiction Companion but some of the terminality has changed to better
 +
reflect the Star Wars feel. Otherwise they retain the same in-game affect as listed under Vehicles in SWAE pg. 81-82. I am not going to post all the rules here and I am only posting a few examples. We can expand on it as the game goes on.
 +
 +
:'''Hyperdrive Engines''' (Starships Size 12+ and larger may include a backup drive) - are what allows travel between the stars. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be. For game effects a standard Hyperdrive engine takes around 24 hours (48 hours in the Knights of the Old Republic setting) to travel from one star system to another within the same region. Each region traveled is another 24 (48) hours of travel. The GM can reduce this for planets that are closer or on well-established Hyperspace lanes.
 +
:Plotting a course through Hyperspace also requires a Science skill check -1 per “Region” (Within the Outer Rim, it’s an additional -1 and Wild Space is -2). For example traveling from a Core Worlds planet to the Deep Core is a -2 to the check (-1 for a nearby region -1 for the Deep Core). Not following an established Hyperspace route is an additional -2 to check. Plotting a course generally takes 1d6 minutes. You can reduce the time to 1d6 rounds for a -2 to the check or increase the time to one hour for +2 to the check.
 +
:*A Slow Hyperdrive takes twice the standard time to travel the base distance. Slow drives use ½ the ship’s Size in energy for each 24 hours traveled.
 +
:*A Standard Hyperdrive takes the base time to travel the base distance. Standard drives use the ship’s Size in energy for each 24 hours of travel.
 +
:*A Fast Hyperdrive takes ½ the base time to travel the base distance. Fast drive use the ship’s Size times two in energy for each 24 hours of travel.
 +
:*A Backup Hyperdrive takes ten times the base time to travel base distance. Backup drives use 1 energy per 24 hours of travel.
 +
:'''Force Fields''' – the vehicle includes energy shields that absorbs damage before the vehicle. A shield system can absorb the vehicle’s Size x10 points of damage before shutting down. Shields also have Threshold damage of Size x2 which is the max damage it can stop from any one attack. Shield can be purchased more than once, each time adding Size x10 to max damage a system can take for an additional ¼ Ship Size Mods. An action with a Repair skill check can restore ½ vehicle size in shield points. If the shields drop to 0 its takes a number of actions equal to ½ the vehicle’s size to make a Repair check at -2 to restore the vehicle’s size back in Shield points.
 +
:When applying multiple levels of shield only the maximum damage that can be absorbed is added.
 +
:The threshold remains the same.
 +
:'''Ion Weapons''' - ignore all Armor Points and Force Fields damage absorption points and every hit causes the shield to lose half the vehicle's Size of its maximum damage that it can absorb. Vehicles without shields (or disabled shields) suffer a -10% MPH (or -1 to Space Scale Speed) for every hit that equals the target ships’ Toughness. Finally, Ion Cannon cause nonlethal damage to vehicles so the worst that can happens is that its’ disabled.
 +
:Wounds, Shield and Speed loss from ion damage can be restored separately with Repair skill checks and one minute of work times the vehicles Size modifier.
 +
:'''Smugglers Compartments''' – a compartment that can hold up to 50lbs x the vehicle Size in gear or even people (if big enough). Searches suffer a -4 to Notice and Electronic checks.
 +
:'''Tractor Beams''' - Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size then itself. Their range is short or 6 on the starship scale (300ft in an atmosphere), so they must get a Short Range result on the Chase table to use the weapon. This is an opposed attacker's Electronics roll at –4 vs the target’s Electronics or Hacking or Piloting (ACCM also grants +2 to these rolls to resist being held). If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down.
 +
:'''Walker''' – as I am not 100% happy with Walkers from the SFC walker locomotion is added to standard vehicles. A two-legged Walker uses ¼ the vehicle’s Size in Mods. It also adds +10MPH to the Top Speed. A four-legged Walker uses ½ the vehicle’s Size in Mods. It also adds +1 to the vehicle’s Handling. A six-legged Walker uses ½ the vehicle’s Size in Mods. It reduces the base Top Speed by -10MPH but increases the vehicle’s Handling by +2.
 +
 +
'''Vehicle Scale Weapons'''</br>
 +
All vehicle weapons have the Heavy Weapon property.
 +
<font size=1>
 +
{| class="wikitable" border="0"
 +
|-
 +
| '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MODS''' || '''NOTES'''
 +
|-
 +
| Blaster Cannon || 300/600/1,200 || 3d10 || 8 || 3 || n/a || 1 || --
 +
|-
 +
| Ion Cannon || 400/800/1,600 || 3d12 || 0 || 1 || n/a || 1 || Ion damage 
 +
|-
 +
| Laser Cannon || 600/1,200/2,400 || 4d10 || 15 || 1 || n/a || 2 || SBT 
 +
|-
 +
| Heavy Laser Cannon || 600/1,200/2,400 || 6d10 || 15 || 1 || n/a || 3 || MBT 
 +
|-
 +
| Grenade Launcher || 100/200/400 || 4d6 || 0 || 1 || 20/1 || 1 || MBT 
 +
|-
 +
| Missile Launcher || 1,000/2,000/4,000 || 5d8 || 10 || 1 || 12/1 || 1 || Capitail, MBT 
 +
|-
 +
| Rocket Launcher || 800/1,600/3,200 || 8d8 || 12 || 1 || 10/1 || 2 || Capitial, LBT 
 +
|-
 +
| Photon Torpedo launcher || 500/1,000/2,000 || 8d10 || 20 || 1 || 4/1 || 2 || Capitial, 1 space square 
 +
|-
 +
| Tractor beams || 300 (6) || grab || n/a || 1 || n/a || 4 || see Notes above   
 +
|-
 +
| Turboblaster Cannons || 600/1,200/2,400 || 6d10 || 20 || 3 || n/a || 6 || Capitial 
 +
|-
 +
| Turboion Cannons || 800/1,600/3.200 || 6d12 || 0 || 1 || n/a || 9 || Capitial, Ion damage, 1 space square 
 +
|-i
 +
| Turbolaser Cannon || 1,200/2,400/4,800 || 10d10 || 20 || 1 || n/a || 12 || Capitial, 2 space squares
 +
|-
 +
|}
 +
</font size>
 +
Capital Weapons suffer an -2 on Shooting rolls to hit non-Capital Ships. They also suffer an additional -2 (-4 total) when fired against Starfighters and vehicles size 10 or less.</br>
 +
Shots is for non-energy weapons and how many rounds can be stored per mod (i.e. 4/1 means a bay can hold 4 torpodes for 1 mod of space)</br>
 +
Duel linked weapons deal +2 damage and add +1 to Shooting. Quad linked weapons deal +4 to damage and add +2 to Shooting.
  
 
== SAMPLE VEHICLES ==
 
== SAMPLE VEHICLES ==
 
'''SURFACE VEHICLES'''
 
'''SURFACE VEHICLES'''
*''Note that these vehicles can use remaining Mods for cargo. Each mods holds 200lbs x Size.''</br>
+
*''Note that these vehicles can use remaining Mods for cargo. Each mods holds 200lbs x Size.''
These are only a few examples. See the SPC Update below for the rules on creating additional vehicles.
 
 
 
 
'''Fast Landspeeder''': Small, fast and popular repulsorlift vehicles, the fast speeder is limited to rising no more than a few meters above any surface. Able to comfortably seats two, or uncomfortably seat four, these vehicles are also popular with security forces for rapid response agents.  
 
'''Fast Landspeeder''': Small, fast and popular repulsorlift vehicles, the fast speeder is limited to rising no more than a few meters above any surface. Able to comfortably seats two, or uncomfortably seat four, these vehicles are also popular with security forces for rapid response agents.  
'''Medium Vehicle: Size 3'''; Handling: +1; Top Speed: 230 MPH; Toughness: 15 (4); Crew: 1+3; Wealth Pen: -4; Mods (+8 remaining): Exposed Crew, Ground Repulsorlift (1), Handling +1 (2), Speed IV (4).
+
:'''Medium Vehicle: Size 3'''; Handling: +1; Top Speed: 200 MPH; Toughness: 12 (3); Crew: 1+3; Cost: -4 (-2 used); Mods (+6 remaining*): Exposed Crew, Ground Repulsorlift (1), Speed III (3).
 
+
'''Speeder bikes''': Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually carrying one or two passengers. Speeder bikes emphasize speed and maneuverability over conventional speeders and are popular with thrill-seeking teenagers and military scouts. A typical speeder bike had a maximum altitude of 30 feet and can thus maneuver deftly over very rough terrain. Some companies manufactured extras, like sidecars.
'''Speeder bikes''': Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually carrying one or two passengers. Speeder bikes emphasize speed and maneuverability over conventional speeders and are popular with thrill-seeking teenagers and military scouts. A typical speeder bike had a maximum altitude of 30 feet and can thus maneuver deftly over very rough terrain. Some companies manufactured extras, like sidecars. </br>
+
:'''Light Vehicle: Size 2'''; Handling: +2; Top Speed: 200 mph; Toughness: 9 (2); Crew: 1+1; Cost: -3 (-2 used); Mods (+1 remaining): Exposed Crew, Ground Repulsorlift (1), Speed III (3).
:'''Light Vehicle: Size 1'''; Handling: +2; Top Speed: 240 mph; Toughness: 9 (2); Crew: 1+1; Cost: -3; Mods (+0 remaining): Exposed Crew, Ground Repulsorlift (1), Speed IV (4).
 
 
 
'''Swoop Races''': a stripped down landspeeder with huge hyper-changed repulsolift engines attacked. These vehicles are very fast but hard to control and offer little room for anyone but the operator.
 
:'''Large Vehicle: Size 4'''; Handling: -1; Top Speed: 575MPH; Wounds* +1; Crew: 1; Wealth penalty -6; Mods (+0 remaining): Poor Handling -1, Fewer Crew 2 (+2), Speed XI (22)
 
 
 
 
'''Submersible''': These small, commercial submersibles are common on every planet with large bodies of water. Used for everything from commuting to police patrol, they fill the same role as air and land speeders do, but underwater. Various manufacturers make dozens of different designs, but it is rare to see a submersible that was not manufactured on the world where it is used.
 
'''Submersible''': These small, commercial submersibles are common on every planet with large bodies of water. Used for everything from commuting to police patrol, they fill the same role as air and land speeders do, but underwater. Various manufacturers make dozens of different designs, but it is rare to see a submersible that was not manufactured on the world where it is used.
:'''Large Vehicle: Size 4'''; Handling: +0 (-1 in water); Top Speed: 45 MPH (22 on water surface, 11 underwater); Toughness: 20 (5); Wounds* +1; Crew: 1+5; Wealth penalty: -7; Mods (+12 remaining): Amphibious, Submersible (4), Speed II (4).  
+
:'''Large Vehicle: Size 4'''; Handling: +1; Top Speed: 40 MPH; Toughness: 15 (4); Wounds* +1; Crew: 1+5; Cost: -4; Mods (+8 remaining*): Amphibious (1), Speed IV (4), Submersible (2), Watercraft.  
  
 
'''AIR VEHICLES'''</br>
 
'''AIR VEHICLES'''</br>
 
'''Airspeeder''': This light, unarmed airspeeder is a reliable and serviceable craft, popular with many. Capable of transporting four passengers and 500 pounds of cargo easily, many families use this speeder on a daily basis.
 
'''Airspeeder''': This light, unarmed airspeeder is a reliable and serviceable craft, popular with many. Capable of transporting four passengers and 500 pounds of cargo easily, many families use this speeder on a daily basis.
:'''Medium Vehicle: Size 3'''; Handling: +0; Top Speed: 500 MPH; Toughness: 15 (4); Crew: 1+4; Cost: -5; Mods (+7 remaining*): Repulsorlift Aircraft (2), Speed IV (6).
+
:'''Medium Vehicle: Size 3'''; Handling: +1; Top Speed: 400 mph; Toughness: 12 (3); Crew: 1+3; Cost: -4; Mods (+3 remaining*): Repulsorlift Aircraft (2), Speed IV (4).
  
 
'''MILITARY SURFACE VEHICLES'''</br>
 
'''MILITARY SURFACE VEHICLES'''</br>
'''AT-RT''': The All-Terrain Recon Transport was used by the Grand Army of the Republic by Clone Troopers of the Clone Wars. It carried one trooper in an ‘exposed’ cockpit and they were very fast and maneuverable even when compared to the later models of AT-STs. Armaments include a nose mounted repeating blaster cannon and an anti-infantry mortar launches.
+
'''AT-RT''': The All-Terrain Recon Transport was used by the Grand Army of the Republic by Clone Troopers of the Clone Wars. It carried one trooper in an ‘exposed’ cockpit and they were very fast and maneuverable even when compared to the later models of AT-STs. Armaments include a nose mounted repeating blaster cannon and an anti-infantry mortar launcher.
:'''Medium vehicle: Size 3'''; Handling: +1; Top Speed: 70 MPH; Toughness: 22 (8; heavy); Crew: 1; Cost: -6 (M); Mods (+0 remaining): Armor II (2), Exposed Crew, Fixed Weapon Mount (4), Improved Handling I (1), Reduced Crew (+1), Reinforced Chassis I (1), Sensor Suite (1) (+4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed IV (4), Targeting System (1). Walker (2 legged) (2).
+
:'''Medium vehicle: Size 3'''; Handling: +2; Top Speed: 80 mph; Toughness: 18 (7 heavy); Crew: 1; Cost: -6 (M); Mods (0 remaining): Armor II (2), Exposed Crew, Fixed Weapon Mount (3), Improved Handling I (1), Reduced Crew (+1), Reinforced Chassis I (1), Sensor Suite (1) (+4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed II (2), Targeting System (1).
:'''''Weapons''''': Forward Blaster Cannon – Range 300/600/1,200; Damage 3d10; AP 8; ROF 3  
+
:'''''Weapons''''': Forward Fixed Blaster Cannon – Range 300/600/1,200; Damage 3d10; AP 8; ROF 3  
 
:Forward fixed Grenade Launcher – Range: 100/200/400; Damage 4d6; AP 0; ROF 1; Medium Burst Template; Ammo 20
 
:Forward fixed Grenade Launcher – Range: 100/200/400; Damage 4d6; AP 0; ROF 1; Medium Burst Template; Ammo 20
 
'''AT-AT''': An All-Terrain Armored Transport is a four legged armored walker with a crew of six, passenger capacity for forty fully armed troopers and can carry up to four speeders. It is generally armed with a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blasters mounted on the pivoting cockpit.
 
:'''Colossus vehicle -Size 12'''; Handling: -1; Top Speed: 30mph; Toughness: 62 (21; heavy); Wounds*: +3; Crew: 6 +54; Wealth penalty -15 (M); Mods (+4 remaining): Armor VI (6) (Heavy), Environmental Sealed (2), Handling I (3), Hanger (10), Reinforced Chassis V (15), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed I (3), Walker (6) (4-legged)
 
:'''''Weapons''''': Two forward fix twin linked Blaster Cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; +1 to ''Shooting''.
 
:Two forward fixed dual-linked Laser cannons - Range 600/1,200/2,400, Damage 4d10+2, AP 15, ROF 1; +1 to ''Shooting''.
 
  
 
'''Scout Speeder Bike''': A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for
 
'''Scout Speeder Bike''': A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for
 
reconnaissance and rapid battlefield transport. A typical model is capable of seating up to two people and has maximum altitude of 10 meters.
 
reconnaissance and rapid battlefield transport. A typical model is capable of seating up to two people and has maximum altitude of 10 meters.
:'''Moderate Vehicle: Size 2'''; Handling: +1; Top Speed: 235 MPH; Toughness: 14 (3); Crew: 1+1; Cost: -5 (R); Mods (+0 remaining): Exposed Crew, Fixed Weapon Mount (1), Ground Repulsorlift (1), Jammer System (Electronics skill check -4 to use comlink within 50”) (1), Reinforce Chassis I (1), Sensor Suite (1) (+4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards),  Speed IV (4), Targeting System (1).
+
:'''Light Vehicle: Size 2'''; Handling: +2; Top Speed: 200 mph; Toughness: 11 (2); Crew: 1+1; Cost: -5 (R); Mods (+0 remaining): Exposed Crew, Fixed Weapon (0), Ground Repulsorlift (1), Jammer System (Electronics skill check -4 to use comlink within 50”) (0), Reinforce Chassis I (1), Speed III (3).
 
:'''''Weapon''''': forward fix E-Web Blaster – Range 200/400/800; Damage 3d8; AP 6; ROF 3; Heavy Weapon.
 
:'''''Weapon''''': forward fix E-Web Blaster – Range 200/400/800; Damage 3d8; AP 6; ROF 3; Heavy Weapon.
 +
 +
'''AT-AT''': An All-Terrain Armored Transport is a four legged armored walker with a crew of six, passenger capacity for forty fully armed troopers and can carry up to four speeders. It is generally armed with a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blasters mounted on the pivoting cockpit.
 +
:'''Colossus vehicle -Size 12'''; Handling: -2; Top Speed: 30mph; Toughness: 60 (21, heavy); Wounds*: +3; Crew: 6 +40; Mods (5 remaining): Armor VI (6) (Heavy), Reinforced Chassis V (5), Enviornmental Sealed (2), Hanger (12), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed II (6), Walker (6) (4-legged)
 +
:'''''Weapons''''': Two forward fix twin linked Blaster Cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; +1 to Shooting.
 +
:Two forward fixed dual-linked Laser cannons - Range 600/1,200/2,400, Damage 4d10+2, AP 15, ROF 1; +1 to Shooting.
  
 
'''MILITARY AIR VEHICLES'''</br>
 
'''MILITARY AIR VEHICLES'''</br>
 
'''Cloud Car''': Generally designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating.
 
'''Cloud Car''': Generally designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating.
:'''Large Vehicle: Size 4'''; Handling: +0; Top Speed: 600 MPH; Toughness: 25 (12 heavy); Crew: 2; Cost: -7 (R); Mods (+2 remaining): Armor IV (4), Reinforce Chassis I (1), Replsorlift Aircraft (2), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed 4 (4), Vacuum Sealed (1).
+
:'''Large Vehicle: Size 4'''; Handling: +0; Top Speed: 600 MPH; Toughness: 25 (12 heavy); Crew: 2; Cost: -7 (R); Mods (+2 remaining): Armor IV (4), Reinforce Chassis I (1), Replsorlife Aircraft (2), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed 4 (4), Vacuum Sealed (1).
:'''''Weapons''''': forward fix twin linked Blaster Cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; +1 ''Shooting''.
+
:'''''Weapons''''': forward fix twin linked Blaster Cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; +1 Shooting
  
 
== SAMPLE SPACECRAFT ==
 
== SAMPLE SPACECRAFT ==
Line 535: Line 528:
 
Armor is considered Heavy Armor and all weapons are considered Heavy Weapons automatically.
 
Armor is considered Heavy Armor and all weapons are considered Heavy Weapons automatically.
  
'''STARFIGHTERS'''</br>
+
'''STAR FIGHTERS'''</br>
 
Combat ships that are Size 6 and 8.
 
Combat ships that are Size 6 and 8.
  
 
'''TIE Fighter''': The TIE/ln starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap.
 
'''TIE Fighter''': The TIE/ln starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap.
:'''Tiny Starship: Size 6'''; Handling: +3; Top Speed: 10 space (base 1,000mph); Toughness: 31 (12); Wounds* +1; Crew: 1; Energy: 25; Wealth: -7 (M); Modifiers (+5 remaining): AMCM (1), Armor III (3), Atmospheric (3), Fixed Weapon Mount (1), Improved Handling I (3), No Internal Life Support (as Exposed Crew just for life support), Planetary Sensor Suite (1), Speed VI (6), Targeting System (1).
+
:'''Small Starship: Size 6'''; Handling: +4; Top Speed: 1,000 MPH (10 space scale); Toughness: 26 (11); Crew: 1; Energy: 25; Cost: -7 (M); Modifiers (+2 remaining): AMCM (1), Armor III (3), Atmospheric (3), Fixed Weapon Mount (1), Improved Handling I (2), No Internal Life Support (as Exposed Crew just for life support), Planetary Sensor Suite (1), Speed VI (6), Targeting System (1).
:'''''Weapons''''': Twin linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to ''Shooting''.
+
:'''''Weapons''''': Twin linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to Shooting.
  
 
'''X-Wing Series Fighter''': The X-wing carries four fire-linked laser cannons and two proton torpedo launchers. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing's varied mission profile. The good shielding provides some protection for the pilot and astromech navigator.
 
'''X-Wing Series Fighter''': The X-wing carries four fire-linked laser cannons and two proton torpedo launchers. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing's varied mission profile. The good shielding provides some protection for the pilot and astromech navigator.
:'''Average Starship: Size 8'''; Handling: +2; Top Speed: 7 space scale (700mph); Toughness: 36 (11); Wounds* +2; Crew: 1 +1 Astromech droid; Energy: 40; Cost: -9 (R); Modifiers (+5 remaining): AMCM (1), Armor II (2), Atmospheric (4), Fixed Weapon Mount (4), Force Field (4) (Threshold 8, Max 80), Planetary Sensor Suite (1), Reduced Crew (+1), Reinforced Chassis I (2), Speed II (4), Slow Hyperdrive (4), Targeting System (1).  
+
:'''Medium Starship: Size 8'''; Handling: +2; Top Speed: 700 MPH (7 space scale); Toughness: 31 (10); Crew: 1 +1 Astromech droid; Energy: 100; Cost: -9 (R); Modifiers (+2 remaining): AMCM (1), Armor II (2), Atmospheric (4), Fixed Weapon Mount (4), Force Field (4) (Threshold 16, Max 80), Planetary Sensor Suite (1), Reduced Crew (+1), Reinforced Chassis I (1), Speed II (2), Slow Hyperdrive (4), Targeting System (1).  
:'''''Weapons''''': Quad linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+4; AP 15; ROF 1; +2 ''Shooting''.
+
:'''''Weapons''''': Quad linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+4; AP 15; ROF 1; +2 Shooting.
 
:Forward fixed Photon Torpedo – Range 500/1,000/2,000 (5/10/20); Damage 8d10; AP 15; ROF 1; 1 square space area; Ammo 4 torpedoes, Capital weapon
 
:Forward fixed Photon Torpedo – Range 500/1,000/2,000 (5/10/20); Damage 8d10; AP 15; ROF 1; 1 square space area; Ammo 4 torpedoes, Capital weapon
 +
  
 
'''TRANSPORTS'''</br>
 
'''TRANSPORTS'''</br>
 
Starships sized 12 and 16. Anything larger (20+) is considered a Capital Ship. For this size of vessels unused Mods can be converted to cargo space. Generally can carry ½ Size in tons of cargo for every Mod used.
 
Starships sized 12 and 16. Anything larger (20+) is considered a Capital Ship. For this size of vessels unused Mods can be converted to cargo space. Generally can carry ½ Size in tons of cargo for every Mod used.
  
'''YT-1000 Light Freighter''': A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a duel-laser turret for a gunner.</br>
+
'''YT-1000 Light Freighter''': A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a duel-laser turret for a gunner.
:'''Greater Starship: Size 16'''; Handling: +0; Top Speed 4 space scale (400mph); Toughness: 42 (11); Wounds* +4; Crew: 2+6; Energy: 60; Wealth penalty: -11; Modifiers (+48 remaining): Atmospheric (6), Armor I (2), Backup Hyperdrive (2), Force Field (8) (Threshold 16, Max 160), Planetary Sensor Suite (1), Reduced Crew (+8), Slow Hyperdrive (8), Standard A.I. (1), Turret linked (2)
+
:'''Large Starship: Size 12'''; Handling: +1; Top Speed: 500 MPH (5 space scale); Toughness: 37 (20); Crew: 2+6; Energy: 300; Cost: -10; Modifiers (+18 remaining): A.I. (1), Atmospheric (6), Armor I (1), Backup Hyperdrive (2), Force Field (6) (Threshold 24, Max 120), Planetary Sensor Suite (1), Reduced Crew (+10), Slow Hyperdrive (6), Turrets (2)
:'''''Weapons''''': Duel linked turreted Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to ''Shooting''.
+
:'''''Weapons''''': Duel linked turreted Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to Shooting.
 +
 
 +
 
 +
'''CAPITAL SHIS'''</br>
 +
Starships sizes of 20 and larger.</br>
 +
'''Imperial I Star Destroyer''': Just over a mile long and crewed by 5 to 35 thousand individuals, a Star Destroyer is a huge investment of materials, man power and energy. Only built by order of the galactic government, and almost never in civilian ownership, these craft are very nearly the largest and most dangerous vessels in space. Exemplifying assorted ‘superweapons’, the Star Destroyer is only outclassed by a few types of vessels, none as numerous as this symbol of Imperial might. The Imperial I-class Star Destroyer possesses a main battery of 12 quad heavy turbolasers and 16 heavy ion cannons, arranged in mounts flanking the ship’s tower structure.</br>
 +
'''Behemoth Starship: Size 30'''; Handling -3; Top Speed 400mph (4 space); Toughness: 90 (40); Wounds* +7; Crew: 5,000 +20,000; Energy: 500; Mods (+0): ACMC, A.I., Armor V, Atmsphere, Backup Hyberdrive, Electromagnetic Shielding I, Fixed Linked Mounts, Force Field II (Threshold 60, Max 450), Galactic Sensor Suite, Hanger Superstructurs V, Reinforced Structure V, Speed II, Standard Hyperdrive, Targeting System, Tractor Beam VIII</br>
 +
'''Weapons''': Quad Turbolaser cannons (3 per flank; gunner turrets) - Range 1,200/2,400/4,800 (12/24/48, Damage 10d10+4; AP 20, ROF 1, Capital, 2 space square; +2 to Shooting</br>
 +
Turboion cannons - (4 per flank; gunner turrets) - Ranged 800/1,600/3,200 (8/16/32), Damage 6d12, AP 0, ROF 1, Capital, Ion, I space square.</br>       
 +
Duel Turoblaster cannons (2 per flank; gunner turrets) - Range 600/1,200/2,400 (6/12/24), Damage 6d10+2, AP 20, ROF 3, Capital; +1 to Shooting </br>
 +
Tractor Beams (2 per flank) - Range 300 (6), Grab</br>
  
 
= THE FORCE =
 
= THE FORCE =
Line 566: Line 570:
 
Whenever you use a Power you can add the Dark Side description by '''''Calling on the Dark Side'''''. This either decreases the Power Point cost by 1 (minimum 1 point) or increases the damage of any damaging power by +1 step (i.e. 2d4 because 2d6, 3d6 become 3d8, etc. or with Smite damage is +3, +6 with a Raise), Using a Dark Side Power or adding the Dark Side description automatically adds one to the users Dark Side Point until they have been Consumed by Darkness (see Houserules).
 
Whenever you use a Power you can add the Dark Side description by '''''Calling on the Dark Side'''''. This either decreases the Power Point cost by 1 (minimum 1 point) or increases the damage of any damaging power by +1 step (i.e. 2d4 because 2d6, 3d6 become 3d8, etc. or with Smite damage is +3, +6 with a Raise), Using a Dark Side Power or adding the Dark Side description automatically adds one to the users Dark Side Point until they have been Consumed by Darkness (see Houserules).
  
[[File:StarWars.Force.jpg]]
 
  
 
'''POWERS NOT FOUND IN STAR WARS''': not all the powers listed in SWA are a good fit for the setting. Disallowed include Burrowing, Damage Field, Fly, Growth/Shrinking, Resurrection, Shape Change, Summon Allies, Wall Walker and Teleport.
 
'''POWERS NOT FOUND IN STAR WARS''': not all the powers listed in SWA are a good fit for the setting. Disallowed include Burrowing, Damage Field, Fly, Growth/Shrinking, Resurrection, Shape Change, Summon Allies, Wall Walker and Teleport.
Line 651: Line 654:
 
:'''Area Affect (+2/+4)''': You can force all targets within a Medium Burst Template to make a check to resist your power or for +4 power points you affect everyone in a Large Burst Template.
 
:'''Area Affect (+2/+4)''': You can force all targets within a Medium Burst Template to make a check to resist your power or for +4 power points you affect everyone in a Large Burst Template.
  
[[File:StarWars.Jedi4.jpg | 300px | right]]
 
 
'''TRANCE'''
 
'''TRANCE'''
 
:'''Rank''': Novice
 
:'''Rank''': Novice
Line 661: Line 663:
 
'''Additional Modifiers'''</br>
 
'''Additional Modifiers'''</br>
 
:'''Long Term Trance (+1)''': If one has limited oxygen and/or food and water, one can enter a long term trance that conserves these resources for extensive periods. First, with a successful Focus skill check, and a one minute trance, can get by on ¼ food and water while maintaining normal activity for one Week. Or can go into a meditative trance and with a successful Focus skill check, get by one-tenth life support and food and water for one Month but zero activity.
 
:'''Long Term Trance (+1)''': If one has limited oxygen and/or food and water, one can enter a long term trance that conserves these resources for extensive periods. First, with a successful Focus skill check, and a one minute trance, can get by on ¼ food and water while maintaining normal activity for one Week. Or can go into a meditative trance and with a successful Focus skill check, get by one-tenth life support and food and water for one Month but zero activity.
 
=SFC UPDATES=
 
These rules were created using the Science Fiction Companion but updated below for the Adventure Edition.
 
 
==Starship Frames==
 
Basic overall Frame and Size of the Starship which provides it basic speed, handling, etc.
 
<font size=1>
 
{| class="wikitable" border="0"
 
| '''Structure''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Energy''' || '''Wealth''' || '''Examples'''
 
|-
 
| Tiny || 6 || 6 || +3 || 25 (6) || 20 || 1 || 25 || -6 || Light shuttle or TIE Starfighter
 
|-
 
| Average || 8 || 5 || +2 || 30 (7) || 30 || 5 || 30 || -7 || Bomber or X-Wing or Y-Wing
 
|-
 
| Great || 12 || 5 || +1 || 35 (8) || 40 || 15 || 40 || -8 || Light freighter, patrol boat, scout or Lambda-class T-4 Imperial Shuttle
 
|-
 
| Greater || 16 || 4 || +0 || 40 (9) || 60 || 40 || 60 || -10 || Corvette, freighter or YT-1300 light freighter
 
|-
 
| Giant || 20 || 3 || -1 || 50 (12) || 80 || 80 || 100 || -12 || Destroyer, light cruiser or Hammerhead corvette, Corellian corvette
 
|-
 
| Gargantuan || 24 || 3 || -2 || 60 (15) || 100 || 200 || 300 || -15 || Battle cruiser, bulk freighter or Nebulon-B frigate, Lucrehulk-class Battleships
 
|-
 
| Behemoth || 30 || 2 || -3 || 70 (20) || 150 || 400 || 500 || -18 || Dreadnaught, starship carrier or
 
|-
 
| Leviathan || 40 || 2 || -4 || 80 (25) || 250 || 1K || 800 || -21 || Super dreadnought, supers carrier, or Imperial-class Star Destroyer, MC80 Mon Calamari cruiser
 
|-
 
| World-Class || 60 || 2 || -5 || 100 (40) || 400 || 2K || 1,500 ||  -25 || Space station or Executor-class Star Dreadnought
 
|-
 
|}
 
</font size>
 
'''Starship Notes'''</br>
 
For Tabletop combat in Space the squares are basically the same as table top personal combat. This is how squares (or inches) it can move each round may.  Also the Space Scale speed of a vessel is about how may AU it can travel in a day. If measured in planetary scale x the Speed by 100 to get miles per hour.</br>
 
===Starship Mods===
 
These are the basic Modifiers that can be added to any star vessel. </br>
 
Mods (x) is how many times a specific Mod maybe taken; i.e. 1=Once, U=unlimited, etc. (up to all the mods the vehicle has) </br>
 
Wealth is an additional penalty to the vessel’s base Wealth penalty for adding the mod to the vessel. Total them and round to the nearest for the Wealth Pen of purchasing such a vessel.
 
<font size=1>
 
{| class="wikitable" border="0"
 
| '''Updated Starship Mods''' || '''Mods''' || '''Wealth'''
 
|-
 
| '''Advanced AI (2)''': Requires Artificial Intelligence modifier. Advanced programming add +1 to ''Science'' for Navigation of space route and +1 to ''Repair'' and ''Science'' checks. If taken a second time these bonuses increase to +2 each || 0 || -0.5
 
|-
 
| '''AMCM (1)''': Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams. || 1 || -0.2  x Size
 
|-
 
| '''Armor (U)''': Increases a ship’s Armor value by +4. Due to the nature of space and the size and shape of starships, all Armor is considered Heavy Armor. || 1 per 10 Size || -0.1  x Size
 
|-
 
| '''Artificial Intelligence (1)''': The ship’s AI can operate all systems— from locomotion to weapons to opening or closing hatches. There are three levels of 'intelligence' for a AI availabe - Base, Standard and Military. A basic AI has an effective Skill level of d8 and suffers a -2 with ''Shooting'' checks if it makes them. A standard AI has an effective Skill level of d10 as is the military AI but it also gains a d10 in ''Battle'' and a +1 with ''Piloting'' and ''Shooting'' checks (and if giving Support). An AI is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. || 1 || -0.2 basic or -0.3 standard or -0.5 military x Size
 
|-
 
| '''Atmospheric (1)''': Allows the ship to enter planetary atmospheres. This includes heat shielding and additional work to handle the stress and strain of entry. All starships have vertical take-off and landing (VTOL) capability (max size 20?). || ¼ Size || -0.1  x Size
 
|-
 
| '''Bomb Bay (U)''': Each bomb bay may drop up to four Small, 2 Medium, or 1 Large (or larger) bomb per round at no penalty. All use the same attack roll. Dropping bombs uses the ''Electronics'' skill. || 1 || -0.25
 
|-
 
| '''Crew Space, Low-Berth (U)''': Living space for 8 additional crew or passengers, including bulk-bed sleeping area, kitchen, rec area, etc. || 1 || -0.1
 
|-
 
| '''Crew Space, Standard (U)''': Living space for 4 additional crew or passengers, including sleeping area, kitchen, rec area, etc. || 1 || -0.2
 
|-
 
| '''Crew Space, Luxury (U)''': Living space for 1 additional passengers, including luxery sleeping area, kitchen, rec area, etc. || 1 || -0.3
 
|-
 
| '''Deflector Shields (1)''': The vessel is protected by an energy field that deflects incoming metories and ballistic attacks (it has no effect against lasers). Attackers must subtract –2 from their ''Shooting'' checks. Mod cost is 2 for Tiny to Great ships, 3 for Greater to Gargantuan vessels, and 4 for all larger vessels.|| 2/3/4 || -0.2 x Size
 
|-
 
| '''Electromagnetic Shielding (3)''': Adds +6 to the ship’s effective Toughness vs. EMP attacks. || 1 per 10 Size || -0.2 x Size
 
|-
 
| '''Energy Reserves (U)''': Extra fussion/fission powercores can provided additional energy to the ship. Each energy reserve adds 100% of the standard Energy rating to the ship || ¼ Size || -0.5 x Size
 
|-
 
| '''Fewer Crew or Passengers (U)''': For every 4 fewer crew the ship has it gains an additional +1 modifier. || n/a || n/a
 
|-
 
| '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. Fixed weapons must chose an arc -- Forward, Port (left), Starboard (right), Aft (back). For ships that are 14 or greater can only fire at most craft with weapons facing that side (arc). Smaller ships can make a contested ''Pilot'' skill test, beating the target ship grants two arc or they face the worst arch of weapons (winner's choice), a raise three aches and two raises all arch in the same round. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a
 
|-
 
| '''Handling (2)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. || ¼ Size || -0.25 x Size
 
|-
 
| '''Hanger Bay (U)''': A hangar (or garage) within a vessel of at least Great size can carry two a vessel of 6 or less. For a vessel of Greater size can carry up to three size 6 vehicles or two size 8 vessels or vehicles. For a vessel of Giant size or larger can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for repairs and maintained of the vessels. A external lift-hooks can carry a vessel that is one Size bigger then normally allowed for half the mods and cost || 8/10/14 || -1, -2 or -4
 
|-
 
| '''Holding Space (Jails) (U)''': This includes two individual holding cells (can be crammed to hold two persons in each cell). || 1 || -0.2
 
|-
 
| '''Hyperdrive, Backup (U)''': takes ten times the base time to travel base distance. Backup drives use 1 energy per 24 hours of travel. || 1 per Size 10 || -0.2
 
|-
 
| '''Hyperdrive, Slow (1)''': Takes twice the standard time to travel the base distance. Slow drives use ½ the ship’s Size in energy for each 24 hours traveled. || ½ Size || -0.1 x Size
 
|-
 
| '''Hyperdrive, Standard (1)''': Takes the base time to travel the base distance. Standard drives use the ship’s Size in energy for each 24 hours of travel. || Size || -0.2 x Size
 
|-
 
| '''Hyperdrive, Fast (1)''': Takes ½ the base time to travel the base distance. Fast drive use the ship’s Size times two in energy for each 24 hours of travel. || 1½ Size || -0.5 x Size
 
|-
 
| '''Life Support (U)''': A Standard Spacecraft has supplies of food, water, oxygen, waste recycling, etc. to last 30 days for Crew listed (i.e. a crew of 5 would have 150 man-days of supplies) and twice that in Emergency Supplies (but living off this causes an automatic level of Fatigue after a few days). Extra supplies can be added, that doubling both the base standard and emergency for ¼ Size in mods. Note that the Cost is only paid for extra supplies (and when resupplying). Factor in Crew Space/Holding Cells or Fewer Crew || ¼ Size || -0.5 x Size
 
|-
 
| '''Linked Weapons (U)''': Up to four direct-fire weapons (non-missiles) of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required by half -- i.e. total all Linked weapons in a set first, then halve their required Mods (If Linking Fixed weapons, halve the total again) || n/a || n/a
 
|-
 
| '''Mercantile (U)''': Found only on Huge or larger ships that carry a number of 'paying' passengers, this might be a restaurant, commissary, or specialty store. Each generates Size +1 a month for the ship (and the same for the mercantile owner). The store has 300 square feet of space. Each additional Mod adds roughly 100 square feet and cost +0.25. || 2 || -0.5
 
|-
 
| '''Missile Launcher (U)''': Allows up to four Light or two Heavy missiles to be fired at once. Storage space for missiles is 1 hold holds 12 small missiles or 8 large (or AT) missiles || 1 || -0.4
 
|-
 
| '''Passenger Pods (U)''': Small and Medium ships only. These are rows of fairly spacious seats with safety harnesses, personal vid-screens, and other amenities designed for short travels (typically less than 24 hours). Full life support and a days’ worth of food and water is also include for each passenger. Each pod seats 20. || 2 || -0.25
 
|-
 
| '''Reinforce Structure (Size)''': Each time this mod is taken add +2 to the ship's Toughness. || ¼ Size || -0.2 x Size
 
|-
 
| '''Sensor Suite, Galactic (1)''': Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a ''Electronics'' roll. Sensors can also detect Spike Drive warping out to 5 light years with a check (+2 within 1 light-years; or -2 out to 10 light years). Can also aid ''Science'' rolls for planetary data when in orbit. Within 10K miles, the sensors add +2 to the roll. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy fields may cause inaccurate or false readings at the GM’s. Discretion. || 2 || -0.5
 
|-
 
| '''Sensor Suite, Planetary (1)''': This functions exactly like the Sensor Suite, see Gear, but has a range of 10K miles. It can also detect Spike Drive at 1 light year away. || 1 || -0.2
 
|-
 
| '''Shields (3)''': The craft is protected by an ablative energy field that absorbs its Size in damage each time it is hit before applying the damage to the ships Toughness (and armor). The shields have a threshold of how much damage they can stop from each attack equal to the vessel’s Size. However the vessel can only take a maximum of 10 × Size per mods (½ Size) in points of damage before its depleted.  Taking shields up to 3 times increase this maximum amount of damage that the ship can take before being depleted but does not increase the base Threshold. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A craft may regenerate its Size in shield points back to each max for each round that it makes no attacks or is attacked (takes damage). || ½ Size || -0.2 x Size
 
|-
 
| '''Smugglers Compartments (U)''': A hidden compartment that can hold up to 50lbs x the vehicle Size in gear or even people (if big enough). Searches suffer a -4 to Notice and Electronic checks. || 1 || -0.1
 
|-
 
| '''Speed (U)''': each level increase the base speed by +1. || ¼ Size || -0.1 x Size
 
|-
 
| '''Speed Reduction (3)''': This ship trades power and speed for additional room. Each time this mod is taken, reduces the ship's speed by 1 and gain one-half the ship's Size in Mod slots. Cannot be taken with Speed and the minimum speed is 1 unless it is stationary (like a space station) || n/a || n/a
 
|-
 
| '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other non-stealth signal such as radio signal or active sensor search. || Size || -0.2 x Size
 
|-
 
| '''Superstructure (U)''': Superstructures are massive extensions that add great amounts of space to Greater Size or larger ships, typically to accommodate more passengers or cargo. Each superstructure adds one to the fuel used per day, consumes 10 regular Mods, and subtracts 1 from the ship’s base Toughness (not Armor) as it reduces overall structural integrity. Choose the type from the Superstructure sidebar (SFC pg. 47). || 10 || -2
 
|-
 
| '''Targeting System (1)''': The ship’s internal sensors and computers are linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of ''Shooting'' penalties. || 1 || -0.1 per 5 Sizes
 
|-
 
| '''Tractor Beam (U)''': Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size. Their range is short or 4 on the starship scale, so they must get a Short Range result on the Chase table to use the weapon. This is an opposed attacker's ''Electronics'' roll at –4 vs the target’s ''Electronics'' or ''Hacking'' or ''Piloting''. If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down. || 5 || -0.2
 
|-
 
| ‘’’Tractor Beam, Advanced’’’ (U): This system has a range of 10 on the starship scale and enemy contested rolls are at an additional -2 penalty to resist || 8 || -0.5
 
|-
 
| '''Torpedo Launch Tube (U)''': Each tube allows a torpedo to be fired with action (ROF 1). || 1 || -0.1
 
|-
 
|}
 
</font size>
 
 
==Vehicle Chassis and Size==
 
The basic Chassis and Size of a vehicles which determines its basic speed, handling, etc.
 
<font size=1>
 
{| class="wikitable" border="0"
 
| '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Wealth''' || '''Examples'''
 
|-
 
| Light || 1 || 40mph || +2 || 9 (2) || 5 || 2 || -1 || Speederbike
 
|-
 
| Moderate || 2 || 35mph || +1 || 12 (3) || 10 || 3 || -2|| Military speeder bike, Light aircar
 
|-
 
| Medium || 3 || 30mph || +0 || 15 (4) || 15 || 5 || -4 || Landspeeder
 
|-
 
| Large || 4 || 25mph || +0 || 20 (5) || 20 || 8 || -5 || Transport landspeeder, Light submersible, AT-ST
 
|-
 
| Heavy || 6 || 20mph || -1 || 25 (6) || 25 || 10 || -6 || Military landspeeder transport, Double Cloud Car
 
|-
 
| Super Heavy || 8 || 15mph || -2 || 30 (7) || 30 || -8 || -10|| AAT Trade Federation Tank
 
|-
 
| Titan || 10 || 10mph || -2 || 35 (8) || 40 || 40 || -10 || Light air yacht, Heavy transport
 
|-
 
| Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 60 || -12 || AT-AT, Jawa tracked transport
 
|-
 
| Goliath || 14 || 10mph || -4 || 45 (10) || 60 || 100 || -15 || Pleasure air transport yacht
 
|-
 
|}
 
</font size>
 
===Vehicle Mods===
 
Mods (x) is how many times a specific Mob maybe take 1=Once, U=unlimited (up to all the mods the vehicle has) </br>
 
Wealth is an additional penalty to the vessel’s base Wealth penalty for adding the mod to the vessel. Total them and round to the nearest for the Wealth Pen of purchasing such a vessel.
 
<font size=1>
 
{| class="wikitable" border="0"
 
| '''Updated Vehicle Mods''' || '''Mods''' || '''Wealth'''
 
|-
 
| '''AMCM (1)''': Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Driving, Piloting or Electronics rolls made to evade missile attacks. || 1 || -0.2 x Size
 
|-
 
| '''Amphibious (1)''': The vehicle can move at ½ its speed with a -1 Handling for its size on the surface of water. For double the Mods and Wealth penalty it can be modified to be a submersibles. Movement is ¼ speed. Includes a water seal and oxygen supply for 8 hours. || ½ Size || -0.2 x Size
 
|-
 
| '''Armor (U)''': Increases the vehicle's Armor value by +2 for each Mod. To add Heavy to the Armor requires a minimum of AP 8 (can include from base vehicle) and cost is doubled. Armor Points might also be directional for combat type ones. In this case it each Mod adds +6 to Front Armor, +4 to Sides (and top side of the vessel), and +2 to Rear (and undercarriage) || 1 || -0.2 x Size
 
|-
 
| '''Artificial Intelligence (1)''': The ship’s AI can operate all systems— from locomotion to weapons to opening or closing hatches. There are three levels of 'intelligence' for a AI available - Base, Standard and Military. A basic AI has an effective Skill level of d8 and suffers a -2 with ''Shooting'' checks if it makes them. A standard AI has an effective Skill level of d10 as is the military AI but it also gains a d10 in ''Battle'' and a +1 with ''Piloting'' and ''Shooting'' checks (and if giving Support). An AI is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. || 1 || -0.1 basic pr 0.2 standard or 0.5 military x Size
 
|-
 
| '''Crew Reduction (U)''': Add 1 Mod slot for every four crew/passengers deducted (round up) || n/a || n/a
 
|-
 
| '''Crew Space (U)''': Space for four additional crew or passengers || 1 || -0.3
 
|-
 
| '''Deflector Screens (1)''': The vehicle is protected by an energy field that deflects incoming ballistic attacks (it has no effect against lasers). Attackers must subtract –2 from their ''Shooting'' rolls. || 2 || -0.25 x Size
 
|-
 
| '''Electromagnetic Shielding (U)''': Adds +6 to the vehicle’s effective Toughness from EMP missiles (SFC p. 25). || 1 || -0.25 x Size
 
|-
 
| '''Environmental Seal (1)''': The vehicle is sealed verses hazardous chemicals, toxins, radiation, and environmental conditions. It allows the crew to operate safeful in such along with enhanced heater/colder system to operate on most any planet so long as they is some time of atmosphere. It can add oxygen tanks to provide breathable air for all passenger and crew for 12 hours for double the price but this is not vacuum rated. To be vaccum rated costs double again || 2 || -0.2 x Size
 
|-
 
| '''Exposed Crew (1)''': Motorcycles and other “ridden” vehicles offer no protection for their passengers. Crew get no Armor bonus should it sustain a Crew critical hit. || n/a || 50% base Wealth penalty, min +2
 
|-
 
| '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. In the Chase rules, fixed weapons may only fire when the vehicle has Advantage and an Action Card of Jack or higher. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a
 
|-
 
| '''Food Storage (U)''': A dedicated cargo area just for perseving food and water. Can hold 20 'base' days of food (for a Size 0 creature). || 1 || -0.2
 
|-
 
| '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || ½ Size || -0.3 x Size
 
|-
 
| '''Hanger (U)''': A hangar (or garage) within a vessel of at least Titan size can carry two a vessel of 6 or less. For a vessel of Colossus size can carry up to three size 6 vehicles or two size 8 vessels or a singel size 10 vehicle. For a vessel of  Goliath size can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for repairs and maintained of the vessels. || 8/10/14 || -1, -2 or -4
 
|-
 
| '''Inferior Handling''' (2): Can be taken twice. Each time lowers the base Handling by -1. This only affects a vehicles overall cost || n/a || Half base cost, min +2
 
|-
 
| '''Linked (U)''': Up to four direct-fire weapons of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total.) || n/a || n/a
 
|-
 
| '''Living Space (Special)''': Large or greater vehicles only. The vehicle has an extended superstructure with bunk beds, personal storage bins for up to four individuals, and one shared bathroom and kitchenette (regardless of how many times this is taken) for longterm travel. The superstructure decreases overall Toughness by 1 each time it’s taken. The limit is half the vehicle’s base Toughness. || 4 || -0.3
 
|-
 
| '''Luxury Features (1)''': Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, extra comfortable chairs, etc. The larger the vehicle, the more extravagant the features. || 1 || -0.5 x Size
 
|-
 
| '''Missile Launcher (U)''': Allows up to four Light or two Heavy (or AT) missiles to be fired at once. || 1 || -0.5
 
|-
 
| '''Off Road (1)''': Ignore Driving penalties for difficult terrain for wheeled vehicles. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2” || ¼ Size || -0.1 x Size
 
|-
 
| | '''Radar/Sonar (1)''': Radar can detecting flying objects around 1,000 miles (or the horizon) with a ''Electronics''. Illumination, fog, etc. are ignored. Sonar works the same way but underwater objects and land mass mapping with average range of 300 miles. || 1 || -0.4
 
|-
 
| '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || ¼ Size || -0.3 x Size
 
|-
 
| '''Repulserlift, Airspeeder (1)''': Basic aircraft style repluserlift engine. It can hover or fly with a Speed of 100mph (150kph), with no upper altitude (although can be set at the max breathable range for safety). The Speed Mod increase TS by 100mph (150kph) instead of 10 || ½ Size || -0.3 x Size
 
|-
 
| '''Repulserlift, Landspeeder (1)''': Basic ground speeder repluserlife engine. Max clearing distance is generally a few feet back can be up to 2 yards/meters (1” game scale) for get over most obstacles.  Speed of 50mph (75kph). The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || ¼ Size || -0.1 x Size
 
|-
 
| '''Sensor Suite (1)''': This functions exactly like a Sensor Suite (see Gear: Sensor and Security Devices above), Range 5 miles; Double the price Range of 100 miles. || 1 || -0.5
 
|-
 
| '''Shields (1)''': The vehicle is protected by an ablative energy field that absorbs the vehicle's Size points of damage from each attack its suffers. Apply all damage to the shield first, then any left over to the vehicle (AP counts as usual). It can absorb Sizex10 before the shields are depleted. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A vehicle may regenerate its Size in shield points if it makes no attacks in a round. || ½ Size  || -0.5 x Size
 
|-
 
| '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || -0.2 x Size
 
|-
 
| '''Speed (U)''': Increases the vehicle’s Speed by 10mph (15kph). (This cannot be taken with Speed Reduction.) || ¼ Size || -0.1 x Size
 
|-
 
| '''Speed Reduction (3)''': The vehicle sacrifices power and speed for additional room. Subtract 5mph to Speed each time this is taken to gain half Size in Mod slots. || n/a || n/a
 
|-
 
| '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the vehicle difficult to detect by vision or sensors. Those trying to attack or spot the vehicle subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the vehicle fires a weapon or emits some other noncloakable signal such as radio signal, movement, or active sensor search. || Size || -0.4 x Size
 
|-
 
| '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || -0.2 x Size
 
|-
 
| '''Tracked (1)''': The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 10mph (or 5mph if 10 would reduce it to 0), but adds +2 to Handling based and ignores ''Driving'' penalties for difficult terrain. On the table-top causes no reduction in speed. || na || -0.2 x Size
 
|-
 
| '''Tractor Beam (U)''': Tractor beams are specialized devices designed to move heavy objects but can also be used as a weapons hold an enemy vessels in place and pull it to the “attacker”. Vehicles can only affect vessels of smaller Size. Their range is short or 40". This is an opposed attacker's ''Electronics'' roll at –4 vs the target’s ''Electronics'' or ''Hacking'' or ''Piloting''. If the attacker is successful, the enemy ship is caught and pulled into contact in 3d6" rounds. A captive’s Vessel has all locomotion and weapons are shut down. || 5 || -0.2
 
|-
 
| '''Walker, Two-Legged (1)''' || ½ Size || -0.3 x Size
 
|-
 
| '''Walker, Four-Legged (1)''' || ½ Size || -0.4 x Size
 
|-
 
| '''Walker, Six or Eight-Legged (1)''' || Size || -0.6 x Size
 
|-
 
|}
 
</font size>
 
 
==Vehicle Scale Weapons==
 
All vehicle weapons have the Heavy Weapon property.
 
<font size=1>
 
{| class="wikitable" border="0"
 
|-
 
| '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MODS''' || '''WEALTH''' || '''NOTES'''
 
|-
 
| Blaster Cannon || 300/600/1,200 || 3d10 || 8 || 3 || n/a || 1 || -3 (M) || --
 
|-
 
| Ion Cannon || 400/800/1,600 || 3d12 || 0 || 1 || n/a || 1 || -4|| Ion damage 
 
|-
 
| Laser Cannon || 600/1,200/2,400 || 4d10 || 15 || 1 || n/a || 2 || -4 (M) || SBT 
 
|-
 
| Heavy Laser Cannon || 600/1,200/2,400 || 6d10 || 15 || 1 || n/a || 3 || -5 (M) || MBT 
 
|-
 
| Grenade Launcher || 100/200/400 || 4d6 || 0 || 1 || 20/1 || 1 || -3 (M) || MBT 
 
|-
 
| Missile Launcher || 1,000/2,000/4,000 || 5d8 || 10 || 1 || 12/1 || 1 || -5 (M) || Capital, MBT 
 
|-
 
| Rocket Launcher || 800/1,600/3,200 || 8d8 || 12 || 1 || 10/1 || 2 || -5 (M) || Capital, LBT 
 
|-
 
| Photon Torpedo launcher || 500/1,000/2,000 || 8d10 || 20 || 1 || 4/1 || 2 || -6 (M) || Capital, 1 space square 
 
|-
 
| Turboblaster Cannons || 600/1,200/2,400 || 6d10 || 20 || 3 || n/a || 6 || -7 (M) || Capital 
 
|-
 
| Turboion Cannons || 800/1,600/3.200 || 6d12 || 0 || 1 || n/a || 9 || -8 (M) || Capital, Ion damage, 1 space square 
 
|-i
 
| Turbolaser Cannon || 1,200/2,400/4,800 || 10d10 || 20 || 1 || n/a || 12 || -9 (M) || Capital, 2 space squares
 
|-
 
|}
 
</font size>
 
'''Capital Weapons'''- suffer an -2 on Shooting rolls to hit non-Capital Ships. They also suffer an additional -2 (-4 total) when fired against Starfighters and vehicles size 10 or less.</br>
 
'''Shots'''- is for non-energy weapons and how many rounds can be stored per mod (i.e. 4/1 means a bay can hold 4 torpids for 1 mod of space)</br>
 
'''Duel linked weapons'''- deal +2 damage and add +1 to Shooting. Quad linked weapons deal +4 to damage and add +2 to Shooting.</br>
 
'''Ion Weapons''' - ignore all Armor Points and Force Fields damage absorption points and every hit causes the shield to lose half the vehicle's Size of its maximum damage that it can absorb. Vehicles without shields (or disabled shields) suffer a -10% MPH (or -1 to Space Scale Speed) for every hit that equals the target ships’ Toughness. Finally, Ion Cannon cause nonlethal damage to vehicles so the worst that can happens is that its’ disabled.</br>
 
''Wounds, Shield'' and ''Speed'' loss from ion damage can be restored separately with ''Repair'' skill checks and one minute of work times the vehicles Size modifier. </br>
 
  
 
= NPC AND CRITTER EXAMPLES =
 
= NPC AND CRITTER EXAMPLES =
Line 942: Line 679:
 
:'''Low Light Vision''': Nexu ignore penalties for Dim and Dark Illumination.
 
:'''Low Light Vision''': Nexu ignore penalties for Dim and Dark Illumination.
 
:'''Pounce''': If a nexu makes Wild Attack, it adds +4 to its damage instead of +2.
 
:'''Pounce''': If a nexu makes Wild Attack, it adds +4 to its damage instead of +2.
:'''Size 3''': Nexu can grow up to 12' and weigh more than thousand pounds.
+
:'''Size 3''': Nexu can grow up to 12' and weigh more than 3,000 pounds.
 
:'''Tail Whip''': The nexu can use its tail to make a Trick action with Agility against a victim its in melee with as a free action on its turn.
 
:'''Tail Whip''': The nexu can use its tail to make a Trick action with Agility against a victim its in melee with as a free action on its turn.
  
Line 962: Line 699:
  
 
== NPCs ==
 
== NPCs ==
'''IMPERIAL ARMY TROOPERS'''
 
The Imperial Army Trooper makes up most of these ground troopers while the Imperial Navy has its own core of fighting troopers for most ground operations and ship security.
 
[[File:SWA5.TROOPER.jpg | 425px | right]]
 
'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6</br>
 
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 9 (4)</br>
 
'''Hindrances''': Obligation (Major)</br>
 
'''Skills''': 5Athletics d6, Common Knowledge d6, Drive d4 Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d6 Stealth d6</br>
 
'''Edge''': Marksmen, Soldier</br>
 
'''Languages''': Basic</br>
 
'''Gear''': Blast Vest & Helm (torso, head; wt. 16lb), Blaster Carbine (Range 25/50/100, Damage 2d8, AP 3, ROF 3, Shoots 50, wt. 7lbs; Stun, 3RB, ½h), Commlink, 2 extra power cells for weapon of choice (2lbs), Utility Belt (wt.6lbs).</br>
 
 
 
[[File:SWD5.Imperials.jpg | 400px | left]]
 
[[File:SWD5.Imperials.jpg | 400px | left]]
 
'''STORMTROOPER'''</br>
 
'''STORMTROOPER'''</br>
 
Standard imperial Stormtroopers who are loyal to the Empire and the Emperor. There are specialist troopers who's armor has been upgraded to +4 vs. a specialic environmental situations (cold, desert, etc).</br>
 
Standard imperial Stormtroopers who are loyal to the Empire and the Emperor. There are specialist troopers who's armor has been upgraded to +4 vs. a specialic environmental situations (cold, desert, etc).</br>
'''Attributes''': Agility d6, Smarts d8, Spirits d6, Strength d8, Vigor d8</br>
+
'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6</br>
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 12 (6)</br>
+
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 11 (6)</br>
'''Hindrances''': Loyal (minor), Obligation (Major), Ruthlesss (minor)</br>
+
'''Hindrances''': Loyal (minor), Ruthlesss (minor)</br>
 
'''Skills''': Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6</br>
 
'''Skills''': Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6</br>
'''Edge''': Marksmen, Soldier</br>
+
'''Edge''': Soldier</br>
 
'''Languages''': Basic</br>
 
'''Languages''': Basic</br>
 
'''Gear''': Trooper Armor (wt. 24lbs, Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments), plus pick one - Blaster Carbine (Range 25/50/100, Damage 2d8, AP 3, ROF 3, Shoots 50, wt. 7lbs; Stun, 3RB, ½h), Blaster Rifle (Range 30/60/120, Damage 2d10, AP 3, ROF 3, Shoots 100, wt. 12lbs; Stun, 3RB, 2h) or Light Repearting Blaster (Range 30/60/120, Damage 2d8, AP 3, ROF 4, Shoots 200, wt. 24lbs; Snapfire,2h), 2 extra power cells for weapon of choice (2lbs), Utility Belt (wt.6lbs).</br>
 
'''Gear''': Trooper Armor (wt. 24lbs, Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments), plus pick one - Blaster Carbine (Range 25/50/100, Damage 2d8, AP 3, ROF 3, Shoots 50, wt. 7lbs; Stun, 3RB, ½h), Blaster Rifle (Range 30/60/120, Damage 2d10, AP 3, ROF 3, Shoots 100, wt. 12lbs; Stun, 3RB, 2h) or Light Repearting Blaster (Range 30/60/120, Damage 2d8, AP 3, ROF 4, Shoots 200, wt. 24lbs; Snapfire,2h), 2 extra power cells for weapon of choice (2lbs), Utility Belt (wt.6lbs).</br>
Line 986: Line 712:
 
'''SCOUT TROOERS'''</br>
 
'''SCOUT TROOERS'''</br>
 
Scout Troopers are used to scout out enemies positions and forward locations for the main army and to act as patrol units. They are also used as primary trooper in underdevelop area (jungles, swamps, heavy forest, etc.). They often use speeder bikes or local riding animals on their patrols.</br>  
 
Scout Troopers are used to scout out enemies positions and forward locations for the main army and to act as patrol units. They are also used as primary trooper in underdevelop area (jungles, swamps, heavy forest, etc.). They often use speeder bikes or local riding animals on their patrols.</br>  
'''Attributes''': Agility d8, Smarts d8, Spirits d6, Strength d6, Vigor d6</br>
+
'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6</br>
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 9 (4)</br>
+
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 8 (4)</br>
'''Hindrances''': Loyal (Minor), Obligation (Major), Ruthless (Minor)</br>
+
'''Hindrances''': Loyal (Minor), Ruthless (Minor)</br>
'''Skills''': Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6+2, Persuasion d4, Shooting d6, Stealth d6 (+1), Survival d8+2</br>
+
'''Skills''': Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d6, Stealth d6 (+1), Survival d6+2</br>
'''Edge''': Alertness, Woodsmen</br>
+
'''Edge''': Woodsmen</br>
 
'''Languages''': Basic</br>
 
'''Languages''': Basic</br>
 
'''Gear''': Scout Trooper Armor  (wt. 12lbs, Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments), Blaster Pistol (Range 15/30/60, Damage 2d8, AP 3, ROF 1, Shoots 50, wt. 3lbs; Stun), 2 extra power cells for pistol (2lbs), Utility Belt (wt. 6lbs)</br>
 
'''Gear''': Scout Trooper Armor  (wt. 12lbs, Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments), Blaster Pistol (Range 15/30/60, Damage 2d8, AP 3, ROF 1, Shoots 50, wt. 3lbs; Stun), 2 extra power cells for pistol (2lbs), Utility Belt (wt. 6lbs)</br>

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