Third Edition Playtest Manual: Dice Basics

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The document provides an overview of the roleplaying system being playtested and encourages feedback from playtesting sessions.

During character creation, 18 dice are distributed among 6 attributes, with no more than 4 dice in one attribute. 7 dice are then distributed among skills, with no more than 2 dice in each skill. Attributes and skills can be allocated as whole dice or mixtures of dice and pips.

When a vehicle takes damage, the damage roll is compared to the vehicle's hull code to determine the severity of the effect - temporary at equal or greater than hull, permanent at twice hull, part destroyed at 3 times hull. A random chart is then rolled to determine which system or part is damaged.

7

Third Edition Playtest Manual


Welcome to the Star Wars: The Roleplaying Game, 3rd
Edition Playtest Manual. We are certainly pleased that you
took the time to help us develop and try out some of the
new (and not so new) rules and systems.
This manual is no where near a complete rule set. Not
every element of the system is included, for instance there
are no detailed skill descriptions or encompassing equipment lists. Force rules and vehicle rules will be tested at a
later time. You may have questions about some missing
things in this manual. Thats probably because we felt it
wasnt important for this round of playtesting, but feel
free to bring it up.
Our goal in developing this game is not to house our
favorite house rules or to create a vanity game. Rather, we
are trying to streamline the game to better model the
films, to prevent play from bogging down, and to get rid
of a few of warts of the system.
Your feedback to the GM after a playtest session is not
only encouraged, it is greatly needed. All of these ideas
are worthless unless they can hold up in real action.
So lets get started.

Dice Basics
Th is game uses regular six sided dice. The number
before the D is how many to roll, and any number aft er
a + is how much to add to the roll. For instance 2D+2
means roll two dice and add two to the resulting total.
One die rolled is always the Wild Die. Use a different
color die to represent this or roll the dice one at a time
making the last die rolled the wild die. If the wild die
results in a six, then roll again adding the six and the new
result together. If a six comes up on the reroll, then you
add six and reroll again! Keep doing it until the wild die
lands on something other than a 6.

How to Make a Character


1. Distribute 18D between the four attributes. No
attribute may have 1 than one or more than 4 dice
assigned to it.
2. Distribute 7D to skills and Perks. No skill may have
more than two dice assigned to it at character creation.
3. Select Snags.
4. Choose gear.

Splitting Dice: skill and attribute dice may be split into


pips. Each die is equal to three pips. An attribute must
always have at least 1D. An attribute may have dice only
(no bonus pips), +1 or +2. Going to +3 advances the die
code to the next largest die. Example progression is 1D,
1D+1, 1D+2, 2D, 2D+1, etc.

Attributes
Each character has 6 attributes which measure basic
physical and mental abilities that are common to everyone. Characters distribute 18D among the 6 attributes.
These are normally rated on a scale of 1D to 4D, although
Perks may change these limits. When putting dice into
each attribute you can put whole dice in each or use a
mixture of whole dice and pips.
Dexterity represents hand-eye coordination.
Knowledge represents general thinking ability and intelligence.
Mechanical represents ability to operate devices and
machines, including vehicles and starships.
Perception represents powers of observation and ability to influence others.
Strength physical strength, health and ability to resist
damage.
Technical represents ability to repair and modify
machines and devices, and operate high-tech gear.
Speed. A Human characters running Speed is 10 meters
per round. This may be increased during character generation using from the 18D allotted for attributes at a cost of
1 attribute die per meter.

Skills
Characters are further defined by skills. Players may
allocate up 7D on skills to best represent the unique talents of their character. Unspent skill dice can be used to
purchase Perks. Skills are areas of expertise that represent
focus and training. When putting dice into each skill you
can put whole dice in each or use a mixture of whole dice
and pips. No more than 2D may be spent in each skill during character creation. Each skill defaults to the level of
the related attribute. For example, a character who has a
Strength of 3D has 3D in all skills under Strength before
allocating any dice. If two dice are added to brawling it is
recorded as 5D.

Star warS

THE ROLEPLAYING GAME

Dexterity Skills
blaster: fire blaster weapons.
dodge: get out of the way when people shoot at you.
heavy weapons: shoot unwieldy weapons and big guns.
lightsaber: fight with the weapon of the Jedi.
melee combat: fight with weapons in hand-to-hand combat.
sleight of hand: slip things from other people into your
own possession.
throwing: throw grenades and other objects.
Knowledge Skills
alien species: what you know about different aliens.
bureaucracy: how big government groups work and
using this information to your advantage.
cultures: what you know about other cultures and their
traditions, legends and practices.
languages: speak and understand other languages.
planetary systems: knowledge about different planets
and star systems.
streetwise: what you know about criminals and how they
might help you.
survival: survive in harsh environments without modern
conveniences.
tactics: deploy military forces in combat.
technology: gauge the fair market value, purpose and
capability of various kinds of equipment.
Mechanical
astrogation: plot hyperspace jumps using a starships
nav computer.
beast riding: handle riding animals.
ground vehicle operation: drive wheeled and tracked
planetary vehicles.
gunnery: fire weapons built into big vehicles or starships, including walker cannons and X-wing lasers.
repulsorlift operation: fly vehicles like landspeeders,
speeder bikes, and snow speeders.
starship piloting: fly spaceships like X-wings, freighters
and blockade runners.
starship systems: use comms arrays, sensor equipment
and deflector shields.
walker operation: drive walkers, like the Imperial AT-AT.
Perception Skills
bargain: make deals
charm: use your natural wit to persuade people.
command: convince people to do what theyre told.
con: fast-talk your way out of situations.
gambling: winning at games of chance.
hide/sneak: move around without being seen, and camouflaging objects.
search: look for people and objects, or notice things.
willpower: strength of will and determination.
Strength Skills
brawling: fight with your bare hands.
climbing/jumping: climb and jump.
lifting: move, lift and carry heavy objects.
stamina: exerting yourself for a long time.
swimming: ability to stay afloat in watery environments.

Technical Skills
computer tech: use, fix and program computers.
demolitions: set explosive charges.
droid tech: fix and program Droids.
medicine: mend wounds and tend to injuries.
ground vehicle repair: fix wheeled and tracked vehicles.
repulsorlift repair: fix repulsorlift vehicles.
security: open mechanical and electronic locks and
doors.
starship repair: fix starships.
walker repair: fix walkers.

Perks
During character creation, unspent skill dice may be
spent to acquire Perks. The cost listed in parenthesis is in
whole skill dice.
Aristocrat (1D). Your name has some weight on occasion. When attempting to gain access to a nobles residence, avoiding arrest, or any other occasion where
status is a factor you can try and draw on your family.
Once per session you can double the result of any one
Persuasion based roll when attempting to exploit your
name.
Attractive (1D). Others find you pleasing to look at. This
can help reduce suspicions or distract others depending
on the given situation. Once per session you can double
one roll for any action related to your appearance. Examples include CHARM, CON, BARGAIN or simply distracting guards.
Daredevil (2D). Once per session you may throw caution to the wind taking an extremely reckless action that
may result in your death. Your Dodge, Block, and Parry
are reduced by half, however, all STRENGTH rolls are doubled
when resisting damage for one round.
Destiny (2D). You they are fated to some grand purpose.
Once per game session a character may declare a failed
roll is not part of their destiny and immediately reroll to
get a different result.
Lucky (2D). Once per session you can declare youre
feeling lucky. Double the result of your next roll.
Perceptive (2D). Once per session you may announce
that your character is studying an object or situation. The
gamemaster may reveal something that would be impossible for a normal character to determine. If nothing is
revealed this Perk may be used again.
Recall (1D). Any time your character chooses to recall
anything he has experienced, the gamemaster must tell
you the truth in as much detail as the character would
have been aware.
Sidekick (3D). You have a boon companion willing to
join in your adventures. This character only gets 12D to
spend on attributes and 5D to spend on starting skills.
They normally only receive 1-3 Skill Points per session,
but never as many as their fearless leader.
Gifted Attribute (2D). You may select one of the six
attributes (DEXTERITY, KNOWLEDGE, MECHANICAL, PERCEPTION,
STRENGTH or TECHNICAL). When spending Character Points to
increase this attribute, you pay 10% fewer Points, rounded
up. The gifted attribute may only be increased by one pip
at a time between adventures.

Star warS

THE ROLEPLAYING GAME

Hero of the Rebellion (2D). You played a pivotal role in


a great victory for the Rebel Alliance and their heroism is
well known. Whenever you interact with Rebels you
receive a +6 modifier to all social skill rolls, such as
CHARM, CON or COMMAND. This bonus is reduced to +3 when
interacting with characters who are sympathetic to the
Rebel Alliance, though not active members. A character
who selects this Perk is going to be expected to live up to
his reputation and will often be given high profile and dangerous assignments from Alliance High Command.
Hideout (2D). You have a secret hanger or bunker that
only they you about. Its not likely to be more than an
abandoned warehouse where they can park a ship or a
hut on a remote Outer Rim planet, but in a pinch its a
great place to avoid being noticed. When youre in the
hideout, adversaries have a +10 modifier the Target Number of any SEARCH skill roll made to find the you.
Imperial Contact (1D). You have a friend who is an
Imperial officer, bureaucrat or soldier. Perhaps they held
onto a loyalty forged in childhood or they harbor secret
sympathies for the Rebellion either way the contact
can sometimes provide information on Imperial activity in
an area. The contact is not always available, and will he
accept communication from unsecured transmissions.
Skill Natural (1D). The character has a natural aptitude
when using a single skill. Only one skill may be selected.
When spending Character Points to increase this skill the
character pays 25% fewer points, rounded up.
Strong in the Force (2D). The Force runs strong in your
family. You start the game with two Force Points. If you
have less than 2 Force Points at the beginning of an adventure, you automaticaly are restored to 2 points. However,
because of their deep connection to the Force, the Dark
Side calls to you more often and you feel its power more
keenly. If you gain a Dark Side Point, you must roll 1D
twice when determining if you turn to the Dark Side; you
take the lesser of the two rolls.
Friends in Low Places (1D). You have a contact in the
underworld. Whether the contact is a bounty hunter, a
major domo to a crime lord, or a professional gambler,
theyre a one of the few wretched villains who genuinely
believes in honor among thieves. They can be contacted
to provide information regarding information and news in
the more seedy aspects of the galactic life. Even though
you trust them, they wont stick their neck out too far
for you, lest they draw unwanted attention or the wrath of
the crime lords.
Credits to Burn (1D). Whether by hook or by crook, you
came into some extra credits. You begin play with 2D x
250 credits to spend as you wish.
Wealthy (2D). Somehow you came into some extra credits. You begin play with 2D x 500 credits to spend as they
wish.
Trust Fund (3D). Old money, industrialist, or benefactor
of ill-gotten gains, however you did it, you have money.
Far more than most. You start the game with 2D x 500
credits. Each month you receive a stipend of 2D x 250
credits.

Snags
During character creation only, players may select up to
two Snags. These grant no additional skill dice during
character creation; however, if one comes up in play the
character earns one Character Point. Characters may not
earn more than one Character Point per complication per
session regardless of how often it comes up.
Age. Your either really old or really young. In addition
to all the social issues caused by your age, the gamemaster might choose to impose a penalty (-3 to -6) to certain
actions. The old man throws a hip, people dont take the
kid seriously, and its hard for either of them to get a date
with the dancer at the cantina.
Enemies. Someone doesnt like you at all. And they are
a credible threat. Maybe they have more friends than you,
maybe theyre just bigger and meaner; either way you
have your own personal bully.
Quixotic. Youre a little touched. Could be youre just
really paranoid, or maybe too obsessive. That fear of most
everything could also be a problem. Then again maybe
you really are a Jedi Knight and everyone else is wrong.
Hunted. There is a large price on your head perhaps
even dead or alive. Bounty hunters regularly come looking for you in hopes of collecting a substantial reward
being offered by a major crime lord or other powerful
underworld figure.
Personal Code. You live by a creed and will not cross
that line. Maybe you wont fight an unarmed opponent
and always make sure your target knows its coming, or
maybe you never tell a lie. No matter how you defines it,
the code has to mean something. Some characters wont
kill, resort to deception, and sometimes there is even
honor among thieves.
Skeletons in the Closet. You have some kind of secret.
Maybe youre a closet spice user. Maybe theres some
bodies buried somewhere. Maybe that enemy uniform in
the closet really isnt yours. Maybe the bank really meant
to let you take all that money out that day. You earn one
bonus Character Point whenever your past comes back to
haunt you.
Unlucky in Love. Things just dont work out for you.
Your love interest is always dying, being kidnapped,
betraying them or even worse leaving you. Your earn
bonus Character Points when their love life falls apart in a
meaningful way.
Unlucky in Money. You have a hard time holding onto
money. You earn one bonus Character Point when you
lose a significant amount of cash through your own foolishness or bad luck, and have nothing to show for it.
Empires Most Wanted. You are one of the Empires
Most Wanted. It seems like almost everyone in the Galactic Empire has heard stories of your criminal exploits. If
someone recognizes you, they are likely to report you to
the local authorities. Imperial military officials will
attempt to apprehend or (more likely) use deadly force
against you. You earn a Character Point anytime your
criminal history complicates your success.

Former Imperial. Though you now serve the


BASIC EQUIPMENT LIST
Alliance, you were once a well-known Imperial official
Blaster
and your loyalty is still in question with most other
Weapons
Cost
Damage Code
Range
Rebels. When interacting with other members of the
Hold-Out Blaster
300
3D+1
Close
Rebellion, you are treated with distrust and often
Blaster Pistol
500
4D
Close
open hostility. Even your fellow player characters
Heavy Blaster Pistol 750
5D
Close
might treat you with a cold shoulder. You earn a
Blaster Rifle
1,000
5D
Distant
bonus Character Point when your loyalty or former
Blaster Carbine
900
5D
+0/+0/+7/+7
military service comes into question.
Known Jedi. Whether youve had a previous
Melee
Difficulty
encounter with an Inquisitor or somehow survived
Weapons
Cost
Damage Code
Modifier
Order 66, the Empire knows youre a Jedi. They have
Staff or Club
15
STR+1D
+0
records of you as a Force-sensitive character and
Spear
60
STR+1D+1
+1
those who hunt Jedi (both Imperial and bounty
Gaderffii
50
STR+1D
+0
hunters) are actively searching for you. Your earn a
Knife
25
STR+1
+0
Skill Point anytime their hunters complicate your sucHatchet
35
STR+2
+2
cess.
Vibroblade
250
STR+1D+2
+2
Low Born. You were born into a world of poverty.
Force Pike
500
STR+2D
+2
Education was not an option; instead you began work
at a young age. It was a hard life and youve managed
Personal Gear
Cost
Personal Gear
Cost
to escape it. Still, you lack the proper social graces
Helmet (+1)
300
Medpac
100
and your background is readily apparent. Your earn a
Bounty Hunter
2,500
Tool Kit (+3)
200
Character Point each session your upbringing causes
Armor (+4)
difficulty for you.
Syntherope
2
Comlink
100
Large Debt. You owe someone a lot. Maybe one of
Glow Rod
10
Macrobinoculars
100
your deals went bad, maybe you borrowed to buy
Chronometer
25
Breath Mask
50
that ship you always wanted. No matter how it came
Datapad
100
Recording Rod
30
about you are in debt. Most of your spare money is
going to go to pay this off and whoever you owe will
likely call on you from time to time to perform extra
favors for them as a friendly form of interest. You
engines, alluvial dampers, computers or any other technoearn one Character Point any time your debtor gets
logical gadget. Choose one Technical skill that you can use
involved in your business.
without penalty. Increase the difficulty of all other TechniRancor in a China Shop. Youre a klutz. Choose one
cal skill rolls by +5. Earn one bonus Skill Point each sesDexterity skill that the you can use without penalty.
sion.
Increase the difficulty of all other Dexterity rolls by +5.
Dodging isnt penalized. Earn one bonus Character Point
Equipment and Credits
each session.
Most characters start with 2D 100 credits; players can
Suspended BoSS License. Your a terrible pilot (or
spend
some or all of it to buy equipment. The Credits to
driver). Choose one Mechanical skill that you can use
Burn
and
Wealthy Perks can be purchased with starting
without penalty. Increase the difficulty of all other
skill die to increase the starting credit amount.
Mechanical rolls by +5. Evasion isnt penalized. Earn one
If you want an item (like that really big weapon or a starbonus Character Point each session.
ship)
the gamemaster may allow it. However, they will
Scruffy Looking Nerf Herder. Your uncultured,
likely assign your character an automatic Snag such as
unattractive or a bit unawares. Choose one Perception
the Large Debt Snag for owing money to a crime lord for a
skill that you can use without penalty. Increase the diffiship, or the Hunted Snag if the characters equipment is
culty of all other Perception skill rolls by +5. Earn one
stolen and the original owner is trying to get it back.
bonus Character Point each session.
Outer Rim Education. You didnt benefit from a Core
World education. Choose one Knowledge skill that you
can use without penalty. Increase the difficulty of all other
Knowledge skill rolls by +5. Earn one bonus Character
Point each session.
Weak. Youre less powerful than your build would
imply. Choose one Strength skill that you can use without
penalty. Increase the difficulty of all other Strength skill
rolls by +5. Resisting damage and healing checks arent
penalized. Earn one bonus Character Point each session.
Technophobe. You have a special touch. Specifically the
kind that breaks stuff. Youre no good with repulsorlift

The Game Mechanics


General (non-combat) Challenges
Characters roll the appropriate attribute or skill against
a set target number based on the task attempted.
Very Easy (2-5): Nearly everyone can do it. These
checks should only be made if a success is critical to the
scenario at hand.
Easy (6-10): Characters will seldom have trouble with
these tasks, but an untrained individual may find them
challenging.

Moderate (11-15): Average character have a reasonable


chance of failing at this level. Consistent success often
requires training in the skill or a high level of natural ability.
Difficult (16-20): Tasks at this level are truly challenging. To succeed a character needs to be well skilled or
very lucky.
Very Difficult (21-30): Challenges of this level fall into
the domain of masters in the skill being used; few others
will succeed at them.
Heroic (30+): These challenges are almost impossible.
Only the very lucky or true masters can consistently succeed at them.

Order of Actions in a Round


(a round is considered to be approximately 5 seconds)
1. Determine order of initiative by rolling Perception for
each character. Highest roll goes first.
2. During their turn, the player describes the action(s)
their character is taking.
3. Players make rolls for all actions they are attempting.
The targets will get an opportunity to resist the
action.

Multiple Actions
Characters may attempt to do more than one thing on a
turn by withholding one die from every action they
attempt for each action beyond the first. For instance, if a
character tries to shoot twice, he will subtract one die
from each attempt.

Scaling
Not all objects are on the same scale. Humans and
Tauntauns may be close enough to be equals, but humans
and Star Destroyers arent. When dealing damage to a
smaller scaled target or resisting damage inflicted by it,
the larger adds the difference in modifiers to their die rolls
or static defenses. Smaller scaled targets attempting to
dodge attacks from or actually attempting to attack a
larger scaled opponent add the difference to their dodge
and attack rolls.
Scale
Character, Creatures
Speeders
Walkers
Starfighters
Capital Ships
The Death Star, Planets

Modifier
None
+2D /+6 to Dodge & Soak
+4D/+12 to Dodge & Soak
+6D/+18 to Dodge & Soak
+12D/+36 to Dodge & Soak
+24D/+72 to Dodge & Soak

Movement
Walking. Any character can walk up to one-half of his
speed score (generally 5 meters for Humans) with no multiple action penalty. Characters may turn by any amount.
Running. Characters can run up to their Speed score
(generally 10 meters for Humans), but they reduce all
other rolls by 1D. Running characters can only turn up to
90 degrees. Running characters are harder to hit; the Target Number to fire at them is increased by +2.

Characters can run farther by rolling their Dexterity


attribute die code and adding it to their Speed score. The
sum is equal to the maximum amount of meters the character can move during the combat round. This may be the
only action the character may take for the combat round.
Stance. A character can either be standing or prone.
Standing is any position in which a character is not lying
down to avoid fire. A character can fall prone, without
penalty at the end of his movement. Getting up from a
prone position reduces all other actions by 1D. A character rising from a prone position can turn and use skills in
the same round, but he cant move.
Crawling. Prone characters can only move up to the
limit of their Melee range band (10) by crawling. When a
crawling character makes a skill roll, his code is reduced
by 1D (just like a running character). Prone characters are
harder to hit; the Target Number to fire at them is
increased by +2.
Movement Difficulty. When a character moves, the
gamemaster must decide if the terrain is unusually difficult to navigate. He may require the player to make a Dexterity roll (or dodge if its appropriate) with a Target
Number based on the terrain difficulty.
Most characters can cross Very Easy or Easy terrain
without a roll. They serve only as base Target Numbers if
the character is performing a maneuver (see below).
Running characters have a +5 modifier to the difficulty:
Very Easy (1-5): Flat, clear, even ground with no obstacles. Clear walkways or tracks.
Easy (6-10): Flat but naturally uneven ground (fields,
yards) that may have a few small obstacles such as
rocks, holes, bushes, low branches, and so forth.
Moderate (11-15): Rough ground or any area with many
obstacles (large holes, rocks, thickets and bushes).
Difficult (16-20): Running through a densely packed
area thats difficult to navigate: a panicked crowd or a
thick forest, for example. Very rough ground with
drop outs, darkened tunnels, or an area thats being
pelted by falling boulders.
Very Difficult (21-30): Moving through any very dangerous terrain, such as a minefield, down a narrow crawlway with whirling cooling fans, a starship as it breaks
apart, or along the outside of a repulsorlift vehicle as
it makes twisting maneuvers.
Heroic (31+): Heroic terrain is virtually impassable: running through an avalanche, or running down a corridor filled with falling debris, smoke and exploding
consoles.
Maneuvers. The terrain difficulty number covers basic
maneuvers: straight-line movement, a couple of turns and
other simple movements. If a character wants to make a
more difficult maneuver such as maneuvering between
tightly-grouped building support beams, grabbing something out of mid-air while running the gamemaster may
add modifiers as needed:

+1-5. Maneuver that takes a little effort and coordination.


+6-10. Maneuver requires a modest amount of effort and
coordination.
+11-15. Maneuver requires a lot of concentration and
appears to be very difficult to perform while moving
quickly.
+16+. Maneuver appears to be very, very difficult to perform while moving quickly.
Characters will often want to do something that crosses
over into other skills: run and then jump over a ditch, or
climb up a wall. The character rolls to move and then
must make a separate CLIMBING/JUMPING skill roll for the climb
or jump.
Failure means something went wrong and stops his
movement at a point determined by the gamemaster. If the
roll is 5 less than the Target Number, the character stumbles and falls prone taking 3D damage.

Experience
At the end of each adventure the Gamemaster awards
each character a number of Character Points. The number
of points given per session typically varies from 3 to 7
depending on drama, danger, success, and fun!
Characters begin the game with 5 Character Points, but
cannot spend them until the end of the adventure.

Spending Character Points (CP)


Any skill may be increased one pip by spending a number of Character Points equal to its current number of
dice. No skill may be increased more than one pip per session.
Character points are also used to improve attributes.
This costs 10 times the number of dice a character has in
the attribute to raise it one pip. All skills under this
attribute also improve by one pip. For example, if a character had a Perception of 3D+1 and wanted to improve it
to 3D+2 it would cost 30 Character Points.
Characters may improve their Speed score one meter at
a time. The Character Point cost is the characters current
Speed.
Characters may also spend Character Points to improve
any roll in the game by 1D. They must declare that they
are spending a point after the roll but before the GM
informs them of the result of the action. Up to two Character Points may be spent on a roll in this fashion.

Force Points
Characters start with 1 Force Point and may spend it
before any roll or before they are attacked during a combat round. Force Points double all skill and attribute die
codes for the round. When using static defense skills,
the player may roll the controlling skill code and add the
result to his static defense number. For example, when
using a Force Point during when being attacked in melee,
the character would roll his melee combat skill and add
the result to his Parry static defense number.

Range Modifier Table


Range Band
Melee (0-10)
Short (11-50)
Long (51-150)
Distant (151+)

Close Fire
-5
+0
+10
+10 per 100

Dodge Modifier
Distant Fire
+0
+0
+5
+5 per 100

Ranged Attacks
The base target number for a ranged attack is the targets static defense score modified by the range and cover.
Range. There are four range bands used to determine
the distance between the firer and the target: Melee Range
(0-5 meters), Short Range (6-20 meters), Long Range (2150) and Extreme Range (>50 meters). The type of weapon
being fired determines the modifier:
(C) Close Fire Weapons: Modify the targets Dodge score
by: Melee -5, Short +0, and Long +10. For Distant
shots, add a +10 modifier for each additional 100
beyond Long range.
(D) Distant Fire Weapons: Modify the targets Dodge
score by: Melee +0, Short +0, and Long +5. For Distant
shots, add +5 for each additional 100 beyond Long
range.
(S) Special Fire Weapons: Some weapons have unique
range modifiers indicated in their stat block. For
example, a blaster carbines stat block (see page XX)
reads: +0/+0/+7/+7. This means the modifiers for a
blaster carbine the targets Dodge score is modified
by: Melee +0, Short +0, and Long +7. For Distant shots,
add +7 for each additional 100 beyond Long range.
Cover: If the target is behind at least 50% cover, add +5
to the Target Number. Add +10 for 75% cover. Its impossible to hit a target behind 100% cover. Darkness can also
be considered as cover at the GMs discretion.

Hand-to-Hand Attacks
The base target number on an attack is the targets
static defense score modified by the weapons difficulty
the more unwieldy a weapon, the higher the modifier. For
example, a club has a modifier of +0, while a hatchet has a
modifier of +2. Brawling attacks always have a +0 modifier.
Hand-to-hand attacks can only be made if the target is
within Melee range of the attacker (10).

Static Defenses
Characters precalculate their Dodge, Block, and Parry
prior to the game. This static number becomes the
attackers Target Number modified as noted above. To calculate each simply multiply the number of dice a character has in the relevant skill by 3 and add any pips to the
total.
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Melee Combat skill dice x 3) + pips.
Soak = (Strength attribute dice x 3) + pips plus armor
value other shield bonus.

Wound Level
Unconscious
Wounded
Severely Wounded
Incapacitated
Mortally Wounded

Bacta
Healing Time

2D hours
2D hours
2D days
2D weeks

Natural Healing
Frequency
Difficulty
1D minutes
automatic
3 days
6 (3)
3 days
7 (4)
2 weeks
8 (5)
4 weeks
9 (6)

Full Defense: If the character does nothing except


defend until his next turn they will add 10 to either their
Dodge, Block or Parry score, and apply range and cover as
usual. This result is useful against any number of attacks.

Resisting Damage
When a target has been hit, the attacker rolls damage
and the targets Soak score is subtracted from the damage. The player or GM then checks the Wound Level chart
below to see how badly the target was wounded.
Wound Level
Unharmed
Grazed
Wounded
Severely Wounded
Incapacitated
Mortally Wounded
Dead

Dmg Total* Res Total by:


0 or less
1-3
4-8
9-12
13-15
16-17
18+

*Note: Any additional damage less than or equal to the


characters current level moves him up by one level.

Wound Level Effects


Grazed: -1D for all remaining actions this round and next
round.
Wounded: -1D to all actions until healed.
Severely Wounded: -2D on all actions until healed.
Incapacitated: As a free action before losing consciousness, the character may try to stay up with a Moderate
(15) stamina roll. If successful, he may continue to act, but
with a -3D penalty. If he fails, he is knocked unconscious
for 10D minutes.
Mortally Wounded: The character is near death and
knocked unconscious with no chance to keep up. Roll the
characters Strength each round, the character finally dies
if the roll is less than the number of minutes hes been at
this level.
Dead: The character has perished.

Healing
Bacta Tanks. Bacta is a specially formulated treatment
liquid which promotes rapid healing and acts as a disinfectant. Someone who is placed in a bacta tank will be
healed its only a matter of time. The amount of time it
takes to heal in a bacta tank depends on the severity of
the injury from hours for wounds to weeks for mortal
wounds. In order to determine the healing time, roll 2D
and reference the table on the next page.

Medpac
Difficulty
Very Easy
Easy
Easy
Moderate
Difficult

Assisted
Difficulty
Moderate
Difficult
Difficult
Very Difficult
Heroic

Medpacs. A medpac is a package of drugs, synteflesh,


coagulants and computerized diagnostics. Any character
can use their medicine skill to use a medpac. The difficulty depends upon the severity of the patients injury,
see the table below If the user rolls equal to or higher than
the difficulty number, the patient heals one wound level;
unconscious characters are revived. Each medpac beyond
the first in a day increases the difficulty number by 3.
Natural Healing: A character can heal naturally if there
are no medpacs or bacta tanks available. If a wounded
character rests he is allowed a Strenght check and if successful heals a wound level. The frequency of the check
depends on the severity of the characters wounds. If the
Strength roll is equal to or less than the number in paranthesis, the character worsens one would level.
Assisted Healing: Characters with the medicine skill
can attempt to help others heal more quickly if there are
no medpacs available. A skill check may be made once per
day for each patient treated. On a successful roll, the
patient heals one wound level.

Vehicles
All vehicles from landspeeders to Star Destroyers are
defined by a common set of statistics. Th e following stats
help the GM and players quickly resolve all actions related
to vehicles.
Skill: What skill is used to pilot/drive it.
Scale: Scale modifies damage, hull codes and evasion
codes when one vehicle is involved in combat with a vehicle of a different scale (see page XX).
Crew: The minimum number of crew members needed to
operate the vehicle safely. The vehicle may be operated
by fewer people, but the gamemaster should apply a 2D
penalty to all skill rolls made by the vehicle operators.
Passengers: The number of passengers (other than crew)
the vehicle can carry.
Cargo Capacity: The number of kilograms of cargo the
vehicle can carry.
Endurance: How many days, months or years a vehicle
can operate before landing, refueling or otherwise requiring resupply.
Speed: This determines whether a vehicle can catch up
with or run away from its opponents.
Hyperdrive Multiplier: Only starships have hyperdrives.
This affects how long it takes the ship to travel from one
star system to another. If the ship has a backup hyperdive,
its multiplier is listed in paranthesis.
Nav Computer: Nav computers are designed to be used in
conjunction with hyperdrives (see page 34).

Sensors: Sensors are used to scan, detect and identify


other vehicles, objects or planets. The sensors die code
can be combined with an operators STARSHIP SYSTEMS skill
code (see page XX).
Maneuverability: How easy the vehicle is to handle. This
is a bonus for all vehicle operation skill rolls.
Hull: Whenever a vehicle is hit in combat, the hull code
is used to resist damage.
Shields: Shields are generally only found on starships.
They can be used to absorb some or all of the damage
caused by enemy fire (see page XX).
Weapons: Many military vehicles carry weapons. Some
have more than one; Each weapon can be fired separately
by different gunners, or by the operator of the vehicle.
Each weapon has two or three codes:
Fire Control: Fire control measures the quality of a
weapons targeting computer, turret, or optics. This
code is a bonus to the shooters GUNNERY roll.
Damage: This is the die code rolled when the weapon
hits its target.

Vehicle Order of Actions


Vehicle combat is played in combat rounds, just like regular combat:
1. Determine if vehicles close with their opponents or
increase the distance by rolling each driver/pilots
vehicle operation skill plus the vehicles speed.
2. Determine order of initiative by rolling Mechanical for
each character. Highest roll goes first.
3. During their turn, the player describes the action(s)
their character is taking.
4. Players make rolls for all non-speed actions they are
attempting. The targets will get an opportunity to
resist the action.

Speed and Pursuit


Two ships in combat are generally at short, long or distant range relative to each other. When enemy ships
approach each other, combat begins at long range. When
an Imperial customs frigate demands to board the players
ship and the players stall for a while, combat may begin at
medium range or closer.
Closing. At the beginning of the combat round, the
gamemaster tells the players whether the opposing ship is
trying to get closer or run away. Then, the pilot of the
characters ship says which hes doing.
If both pilots want to close, the range is reduced by one
step (from long to medium, or from medium to short). If
the ships are already at short range, they remain at short
range.
If both pilots want to run away, the range increases by
one (from short to medium or medium to long). If the
ships are already at long range, combat is over.
When one pilot wants to run away and the other to close,
look at both ships Speed. The pilot of the ship with the
higher Speed decides whether the range increases or
decreases. If the Speed of both ships is the same, the
range remains unchanged.

A ships pilot can use his STARSHIP PILOTING (dont forget to


add the bonus Maneuver dice) skill to affect its Speed, by
performing fancy maneuvers to keep up or lose his followers. This counts as a skill use, and affects the pilots die
codes if he does anything else in the same combat round.
He rolls his STARSHIP PILOTING skill dice and adds the result to
the Speed.

Gunnery
The base target number for a gunnery attack is the targets static evasion score modified by the range to the target and the type of weapon being fired:
Blaster Cannons: Modify the targets Evasion score by:
Short +0, Long +10, and Distant shots+20.
Laser/Ion Cannons: Modify the targets Evasion score
by: Short +0, Long +5, and Distant +10
Special Weapons: Some weapons have unique range
modifiers indicated in their stat block. For example, a
light repeating laser stat block (see page XX) reads:
+0/+7/+14. This means the modifiers for the targets
Evasion score is modified by:Short +0, and Long +7.
For Distant shots +14.
The operator of a weapon can fire it more than once.
Each fire is a separate action, and the usual rules for multiple skill use apply.

Evasion
Pilots/drivers precalculate their Evasion prior to the
game. This static number becomes the attackers Target
Number modified as noted above. To calculate Evasion
simply multiply the number of dice a character has in the
relevant vehicle operation skill by 3, add any pips to the
total, then add the vehicles Maneuver number.
Evasion = ([vehicle operation skill dice x 3] + pips) +
Full Evasion: If the character does nothing except
evade until his next turn they will add 10 to either their
Evasion, and apply range modifiers as usual. This result is
useful against any number of attacks.

Multiple Skill Use


As in regular combat, each player must say exactly what
actions his character is taking during his turn; the usual
die code reductions for multiple skill use apply).
A pilot may use his STARSHIP PILOTING skill to affect the
speed, and use his GUNNERY skill to fire one weapon. In addition, he may operate the shields and sensors. Each of
these is a separate action, and affects his die codes
accordingly.
Each gunner can fire only the weapon he is operating.
He can fire it any number of times (each time counts as
one skill use), but he cannot fire any other weapon in the
same combat round.

Damage
If an attack is successful, the character rolls the vehicles Hull code to resist the damage and consults the following chart to determine how severe the damage is:

Damage Rolled
Damage Roll Body Roll
Damage Roll 2 x Body Roll
Damage Roll 3 x Body Roll

Effect
Temporary Effect (one round)
Permanent Effect
Part Destroyed

Once the severity of the damage is determined the GM


may roll randomly on the following chart or use common
sense to determine which part is damaged.
Roll 1D
1
23
46

Effect
Lose 1D from Maneuverability
System Damage
Structural Damage

Effects of Damage
Maneuverability: Each time this is affected the vehicle
loses 1D. This can go negative becoming a penalty to the
drivers skill roll.
System Damaged: Randomly select a vehicles system
and it either becomes broken or loses 1D/+3 from its rating (if applicable).
Examples include sensors, weapon systems, hyperdrive,
or nav computer.
Structural Damage: The vehicle receives one damage
level. These work just like character wound levels.
Lightly Damaged: -1D to all vehicle actions.
Heavily Damaged: -2D to all vehicle actions.
Severely Damaged: -3D to all vehicle actions.
Dead in Space: The vehicle stops running.
Destroyed: The vehicle explodes

Multi-Vehicle Combat
Not all vehicle combat involves just two vehicles. Often,
the players may have to face several TIE fighters at the
same time, or they may even have an ally in another ship
fighting with them. Heres how to handle those kinds of
situations:

One Ship Against Multiple Opponents


Each of the other ships is at short, medium or long
range relative to their opponent. The single ship can
attempt to run away (from all opponents) or close with
any one.
When the single ship closes, the new range to the ship it
is pursuing is determined just as if those two ships were
the only ones fighting that is, if both close, the range
decreases, and if the enemy ship runs away, speed die
rolls determine whether the range increases or decreases.
Any other enemy ship which runs away moves farther
away, and any which closes, moves closer.
When the player characters ship runs away, any enemy
ship which also runs moves away. The only conflict
occurs when an enemy ship tries to close. In this case,
make one speed roll for the players ship, and separate
speed rolls for each of the closing ships. If the roll for a
closing ship is higher than the players roll, the range is
reduced. If the closing ships roll is lower, the range
increases.

Multiple Ships Against Multiple Opponents


When theres more than one ship on both sides, separate the battle into separate dogfights. If there are exactly
equal numbers of ships on both sides, each dogfight
involves two ships, one from each side. You must decide
who fights who; generally, you should match ships of
roughly the same combat power whenever feasible. Only
when a ship destroys its opponent, or the opponent flees
while at long range, can the ship move to join a different
dogfight.
If one side has more ships than the other, it may allocate the extra ships to any of the dogfights all could
be thrown into one of the dogfights, or they could be
spread around.
A ship may not fire upon or pursue any ship that is part
of a different dogfight, as long as it still has opponents
itself. Any ship which flees that is, starts at long range
and successfully runs away has left the area of the battle entirely, and cannot attack any other ship. If a ship
destroys all its opponents, on the next combat round it
may join any other dogfight at long range. If the dogfight it
joins contains two or more enemy ships, the fight splits
into two dogfights. You must decide which ship(s) turn to
face the new enemy.

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