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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).
 
* '''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).
 
* '''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.
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== HOUSERULE ==  
 
== HOUSERULE ==  
===THE DARK SIDE OF THE FORCE===
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'''THE DARK SIDE OF THE FORCE'''
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[[File:StarWars.SithAco.jpg | 200px | left]]
 
[[File:StarWars.SithAco.jpg | 200px | left]]
 
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>
 
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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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.
 
  
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'''HYPERSPACE AND HYPERDRIVE ENGINES''' </br>
 +
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.</br>
 +
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.</br>
 +
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.</br>
 
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>
 
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>
  
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:'''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.  
 
:'''Bonus Edge''': All Heroic character start with the '''Elan''' Edge for free.  
:'''Bonus Advance''': as it were. All characters start with one of the following...
 
:: * 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.
 
:'''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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:'''Natural Fighters''': base Fighting skill of a d6 with a maximum starting of a d12+1
 
:'''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.   
 
:'''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.
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:'''Primitive''' 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.
 
:'''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
 
:'''Strong''': base Strength of d6 instead of d4 and a maximum starting of a d12+1
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: '''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 and Basic
 
 
'''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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[[File:StarWars.Scoundrel.jpg | 200px | right]]
 
[[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.  
 
: '''Outsiders''' (Minor): not seen as barbarians so much as a criminals or slaves and servants.  
: '''Natural Talkers''': start with the skill of Persuasion at a d6 instead of a d4 (and maximum starting level of d12+1).
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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).
 
: '''Resistant to Disease and Poisons''' (Toxics): Twi'leks add +2 to any checks to resist diseases and toxics that they might encounter.
 
: '''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
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:'''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.
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:'''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 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.
  
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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
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| 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
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| Vibro-blade || Str+d8 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered
 
| Vibro-blade || Str+d8 || 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) || Parry -1, 2-handed. Greataxe unpowered   
|-
 
| Vibro-axe || Str+d12 || 4 || d10 || 8 || -2 (L) || 2-handed. Greataxe unpowered   
 
 
|-
 
|-
 
|}
 
|}
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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
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| 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  
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| 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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=SFC UPDATES=
 
=SFC UPDATES=
These rules were created using the Science Fiction Companion but updated below for the Adventure Edition.  
+
Created using the Science Fiction Companion but updated below...  
  
 
==Starship Frames==
 
==Starship Frames==
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== NPCs ==
 
== NPCs ==
'''IMPERIAL ARMY TROOPERS'''
+
Imperial 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), Obligation (Major), 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>
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'''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''' 9 (4)</br>
 
'''Hindrances''': Loyal (Minor), Obligation (Major), Ruthless (Minor)</br>
 
'''Hindrances''': Loyal (Minor), Obligation (Major), Ruthless (Minor)</br>

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