Jedi Counseling - Saga Edition

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Jedi Counseling 100

Saga Edition overview!

By Gary M. Sarli

When 100 columns old you reach, look as good you will not.

Welcome to the 100th installment of "Jedi Counseling," our regular column in which
Gary M. Sarli answers your rules questions about the Star Wars Miniatures Gameand
the Star Wars Roleplaying Game. If you have a question for the counselor, send it in
through the link at the end of this column, and check back here for the official answer.

Gary answers your latest Star Wars Minis questions below. But first, he's got a bit of a
treat for you -- an overview of the upcoming roleplaying game relaunch! (The next few
installments of "Jedi Counseling" will offer further previews.)

Wizards of the Coast plans to relaunch its Star Wars Roleplaying Game line in March of
2007 with a 288-page revised core rulebook. The new book is referred to as the "Saga
Edition" because it includes material from the entire Star Wars saga, including all six
films. The Star Wars Roleplaying Game: Saga Edition is written by Christopher
Perkins, Owen K.C. Stephens, and Rodney Thompson, and developed by Gary M. Sarli
and Andy Collins, with art direction by Paul Hebron.

The Star Wars Roleplaying Game: Saga Edition presents a thorough revision of the
existing rules, but it remains a d20 game. The main goal is to make the game easier to
run while improving the overall play experience. The new rulebook includes Episode III
content and places greater emphasis on the use of Star Wars miniatures and battle maps.

At 288 pages, the Saga Edition rulebook is slimmer than previous editions, thanks in
large part to the streamlined and elegant rules system. Folded into the back of the book
is a double-sided battle map, similar to the battle maps that have appeared previously in
Star Wars Miniatures Game products and the Ultimate Missions series of books.

As of this writing, the manuscript is in its final stages of development and editing, so a
few details might still change as we finish up. Still, this section should give you a broad
overview of what you can look forward to in the new game. The Saga Edition rulebook
breaks down as follows:

Introduction

Everything a player or Gamemaster needs to know to get started.

Chapter 1: Abilities
Characters still have six abilities: Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma. Not much has changed in this chapter.

Chapter 2: Species

Players still have a broad choice of species to choose from when creating characters,
and we've added Devaronians to the list of options. Most of the changes you'll find here
are just reflections of the changes in the skill system (below), but there have also been
some tweaks to try to give each species its own unique appeal.

Chapter 3: Heroic Classes

There are five heroic classes in the game: Jedi, noble, scoundrel, scout, and soldier. A
player can customize her character by choosing from a selection of class skills, class-
specific talents, and feats. All of the classes have undergone extensive revision to make
them more fun to play at all levels. Multiclassing is easier now than it has ever been.

As for the classes dropped in this edition (Force adept, fringer, and tech specialist), don't
worry: These character concepts will still be playable, and their best abilities have been
reborn as groups of talents for other classes.

Chapter 4: Skills

We've condensed and consolidated the skill list so that there are fewer skills in the
game. Many skills that existed in the previous edition have been grouped together under
a single skill; for example, the Deception skill replaces the Bluff, Disguise, and Forgery
skills. All of the old Force skills have been replaced with a single skill called Use the
Force, which works in conjunction with the new Force powers presented in Chapter 6.
We've also devised a skill system that doesn't require players or Gamemasters to keep
track of skill ranks, making it much easier to create and update characters in much less
time.

Chapter 5: Feats

We've tweaked some of the old feats and added some exciting new ones. Force feats
have been replaced with Force powers (appearing in Chapter 6). A few old feats have
been reborn as class talents, but at the same time you'll find some old class features
represented by new feats.

Chapter 6: The Force

Force Points work differently than before, but they're still in the game. The Force skills
and Force feats from previous editions have been replaced with a new set of Force
powers that require the Use the Force skill to activate. The Force powers use a
"recharge" mechanic that's new to the game. Most importantly, a character of any class
can become a skilled Force-user who is the equal of any Jedi. Finally, expect some
tweaks to the Dark Side rules.

Chapter 7: Heroic Traits


Little has changed in this chapter (previously titled Heroic Characteristics), except that
we've taken the Reputation mechanic out of the game. In its place, you'll find a new
Destiny mechanic that helps to create an epic feel to your campaign.

Chapter 8: Equipment

Armor and weapons work a bit differently in the new edition, but most of the equipment
remains the same. Some of the notable changes include streamlined rules for autofire
weapons, area weapons (such as grenades), and stun blasts.

Chapter 9: Combat

The combat rules have been extensively reworked to speed up play, give characters
better options, and make Star Wars miniatures a more useful part of the play
experience. (This doesn't mean the Saga Edition is just an extension of the Star Wars
Miniatures Game. Instead, it means that miniatures are a useful utility for running a
good game, much like a Gamemaster screen, and we tried to find ways to integrate them
seamlessly with your campaign.) Among the more noteworthy changes are the
introduction of the swift action (similar to that seen in Dungeons & Dragons) and the
use of hit points in place of vitality points and wound points.

Chapter 10: Vehicle Combat

The rules for vehicle and starship combat have been collected in a single chapter and
revised to match changes to the combat rules in Chapter 9. The rules have been
streamlined to make these encounters more cinematic and easier to run, and you'll find
useful details such as Challenge Ratings for different vehicles and starships as well as
some mechanics inspired by the new Star Wars MiniaturesStarship Battles game.

Chapter 11: Droids

You can still play droids as characters, if you wish. However, the rules for droids have
been streamlined and revised to match other changes to the system. In addition, you'll
find complete rules for building new droids.

Chapter 12: Prestige Classes

As with previous editions, the Saga Edition rulebook presents a selection of prestige
classes for heroes and villains, including the bounty hunter, Jedi Master, and Sith Lord.
Class features have been revised extensively to make the prestige classes more enticing
and viable. Additionally, you'll find a Force adept prestige class ideal for Force-users
from traditions other than the Jedi or Sith.

Chapter 13: Galactic Gazetteer

This chapter is aimed at players and presents detailed descriptions for various key
worlds in the Star Wars galaxy, including the homeworld of every alien species
presented in Chapter 2.

Chapter 14: Gamemastering


This chapter has been condensed, but it still contains rules that GMs need to create and
run their own Star Wars adventures and campaigns. The Challenge Code system is
replaced by a Challenge Rating system similar to that used in Dungeons & Dragons
and d20 Modern, allowing for more precise adventure design including both combat
and noncombat encounters. It also presents a single GM character class called the
"nonheroic character" class, which replaces the diplomat, expert, and thug classes from
previous editions. Finally, this chapter offers short, ready-to-play scenarios designed for
use with the enclosed battle map.

Chapter 15: Eras of Play

This chapter discusses the various eras of play and presents game statistics for a few
noteworthy characters from the Star Wars universe.

Chapter 16: Allies and Opponents

Here you'll find game statistics for creatures and GM characters that heroes are likely to
encounter across the various eras. The creatures and characters in this chapter are meant
to cover a broad spectrum of encounters in addition to having appropriate representation
with official Star Wars miniatures.

That covers the basics of the new Saga Edition rulebook. In the next "Jedi Counseling,"
we'll start going through individual topics in more detail.

Jedi Counseling 101


Saga Edition's New Damage System and More

By Gary M. Sarli

Welcome to the 101st installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

In the last column, we walked through a preview of the new Saga Edition core rulebook
that will relaunch the Star Wars Roleplaying Game line in May. Over the next few
installments of "Jedi Counseling," we'll go through some of the major topics in the new
rules to give you a better idea of what to expect from the system.

Today, let's look at hit points and the condition track.

What's Wrong With Vitality Points and Wound Points?


The vitality points and wound points of the Revised Core Rulebook have one primary
problem: They're a little too lethal in the long run. Consider that a player character is
meant to survive literally hundreds of encounters over the course of his or her career. In
contrast, an opponent is usually meant to survive just a few rounds. Any mechanic that
is meant to force an opponent to meet with a sudden demise in just a few rounds of
combat (such as a critical hit that kills him instantly, or nearly so) will almost certainly
come back to haunt the PCs, too. That might not be a problem in Dungeons &
Dragons, but death is a lot more permanent in Star Wars.

For example, consider a scoundrel who has a Constitution score of 12. The character
doesn't wear armor, and over the course of his career, he's hit by an average of one shot
from a blaster rifle per encounter. (Some encounters, particularly at higher levels, might
involve more hits, and others might involve less; this is just an average.) Let's take three
important factors into account.

1. Assuming that an attacker can hit the scoundrel on a roll of 19, there's a 10%
chance that any hit from a blaster rifle is a critical hit.
2. There's about a 2% chance that any critical hit from a blaster rifle kills the
scoundrel instantly (that is, a roll of 22 or higher reduces his wound points to –
10).
3. The scoundrel faces an average of 13.333 challenging encounters per level.

Therefore, the character has a 39.1% chance of being killed by sheer dumb luck at some
point before attaining 20th level. In fact, in a party of four heroes like this, the chance
that all of them will reach 20th level without being killed in this manner is less than 14
percent.

Worse, if a character has a lower Constitution score, or if he takes more than one hit
from a blaster rifle in an average encounter, his chance of instant death can be
substantially higher. Consult the table below.

ODDS OF INSTANT DEATH DURING A CHARACTER'S CAREER

Wound Points Life


----------- Hits/Encounter* -----------
+ Damage Reduction Expectancy**
One Two Three
15+ n/a n/a n/a n/a
14 4.80% 9.40% 13.80% 3,549 hits
13 18.00% 32.70% 44.80% 887 hits
12 39.10% 62.90% 77.40% 355 hits
11 63.00% 86.30% 94.90% 178 hits
10 82.50% 96.90% 99.50% 102 hits
9 93.90% 99.60% 99.98% 64 hits
8 98.50% 99.98% 100.00% 42 hits
* Assumes an average of one, two, or three hits from a blaster rifle over the course of an
average of 13.333 challenging encounters per level. The percentage shown is the
likelihood of being killed by a single critical hit at some point prior to attaining 20th
level.

** After this many independent hits from a blaster rifle, half of all characters will have
been killed by a single critical hit.

Keep in mind that the table includes only the likelihood


of being killed outright by an opponent's lucky roll. Sure,
losing your hero to sheer dumb luck when you made all
the "right" decisions isn't much fun. But the table doesn't
include the chance of being reduced to negative wound
points and failing to stabilize, being slowly worn down
by repeated hits, taking two critical hits in one fight, or
any other source of danger. In other words, this estimate
of mortality doesn't include any of the other challenges
that we expect heroes to face. When you take those other
dangers into account, too, the chance for death rises even
more.

Our Alternative: Hit Points

Given all this, we decided to use hit points in Saga Edition. It avoids the "incredibly
unlucky instant death" problem described above, it has the advantage of using a single
measure for all damage, and it's a simple, familiar standard that is common to many
games (including Dungeons & Dragons and Star Wars Miniatures).

What do hit points represent? Here's a quote from Saga Edition:

Hit points (sometimes abbreviated "hp") represent two things in the game world: the
ability to take physical punishment and keep going, and the ability to turn a serious
blow into a graze or near miss. As you become more experienced, you become more
adept at parrying strikes, dodging attacks, and rolling with blows such that you
minimize or avoid significant physical trauma, but all this effort slowly wears you
down. Rather than trying to keep track of the difference between attacks and how much
physical injury you take, hit points are an abstract measure of your total ability to
survive damage.

Hit points are not a universal gauge of concrete, physical toughness. If a soldier and a
small tank both have 100 hit points, that doesn't mean the soldier is physically as tough
as the tank! Hit points are deliberately abstract so that the same measure of damage can
be applied to an inanimate object (such as a wall), an animate object (such as a tank), a
massive creature (such as a Krayt dragon), or a high-level character. Consider what hit
points mean to each of them:
• The high-level character's durability comes mostly from avoiding attacks, rolling
with blows, and so forth. Only a fraction of his survival is based on his physical
ability to absorb damage.
• The Krayt dragon's hit points include skill and speed, but a much greater portion
comes from its sheer size and bulk. In other words, it's hard to hit something that
big in a way that will cause critically injuries.
• The tank's hit points are completely physical in nature, but they aren't
determined only by its size and mass. They also account for qualities such as the
resiliency of the tank's systems, the volatility of its fuel and payload, the number
of redundant and backup systems, and so on.
• The wall's hit points are completely physical and almost entirely determined by
simple physical characteristics such as the type of material used to build the
wall, the thickness of the wall, and so on.

Over the years, some players have developed a


terrible misconception that a character with 100
hit points can be shot almost a dozen times in the
chest. Not true! Both a high-level soldier with
100 hit points and a stormtrooper with 10 hit
points will be grievously injured and possibly
killed by a single blaster wound to the chest.
However, the high-level soldier will dodge the
first nine shots, and the stormtrooper won't. (If it
helps, imagine that a high-level hero has a
reserve of "virtual hit points" to offset attacks
that would otherwise be lethal. Once he has
exhausted his reserve, the blow that finally reduces him to 0 hit points will solidly
connect and cause serious physical trauma.)

Damage Threshold and Condition Track

There was one particularly nice thing about the vitality point/wound point system: It
allowed for a character to be injured in a way that impaired his abilities but didn't render
him unconscious. In fact, a common criticism of any hit point system is that characters
are 100% healthy until they fall over from their injuries. Still, even the vitality
point/wound point system didn't capitalize on this strength as well as it could have. By
the time a character took wound damage, he was usually very close to being out of the
fight.

In Saga Edition rules, we tried to keep this strength and expand on it. Thus, the
performance of a character, droid, vehicle, or object will degrade over time if it takes
sufficiently large amounts of damage. Every target has what's called a damage
threshold. If the target takes damage equal to or greater than the threshold, it moves a
step down the condition track.

The condition track is a unified system to cover all conditions that degrade a target's
capabilities, including poison, stun blasts, fatigue, serious injury, morale effects, and
anything else you can imagine. Each step that a character moves down the track
imposes an increasing penalty on his actions and defenses, from –1 to –2 to –5 to –10.
In addition, because the character is barely staying conscious, he's limited in what
actions he can take.

When a character moves five steps down the condition track, he falls unconscious (or
becomes disabled, for nonliving targets). In most cases, characters can "catch their
breath" to move back up the condition track, and they can do so more quickly if they
break away from combat for a round or two.

Thus, the damage threshold measures how much damage is required to move a target
down the condition track. In addition, the threshold determines how much damage is
needed to seriously injure or kill the target.

• If a target is reduced to 0 hit points but takes less damage than its threshold, the target
is merely unconscious (or disabled).
• If the target falls to 0 hit points and takes more damage than its threshold, the target
might be killed (or destroyed).

A character's damage threshold increases as he becomes more experienced. At low


levels, a relatively weak weapon (such as an ordinary blaster pistol) is still a fairly
serious threat, so 1st-level heroes have reason to fear a group of stormtroopers. At high
levels, characters are more adept at avoiding damage, so they can dodge, parry, or block
attacks that would be devastating or even lethal to lower-level characters. Thus, a Jedi
Master and a Sith Lord can tear into each another for an extended period without
slowing down too much.

After extensive playtesting of this new mechanic, we've concluded that it produces an
appropriately cinematic game experience. Characters can still be heroic -- chasing a
squad of stormtroopers down a hallway, for example -- without being immune to
serious injury or death, especially when facing a powerful villain in a climactic
encounter. When you try out the new game system, we hope you'll agree.

Jedi Counseling 102


Saga Edition's Heroic Classes and Q&As on Twin Attack

By Gary M. Sarli

Welcome to the 102nd installment of "Jedi Counseling," our regular column in which
we answer your rules questions about the Star Wars Miniatures Game and the Star
Wars Roleplaying Game. If you have a question, send it in through the link at the end
of this column, and check back here for the official answer.

Star Wars Roleplaying Game: Saga Edition

Continuing our coverage of the new Star Wars Roleplaying GameSaga Edition hitting
shelves in May, this installment of Jedi Counseling is the first of two that examines the
heroic classes and provides an overview of the changes you'll see in the new version of
the game.

A Touch of Class

As noted in the first Saga Edition


preview, the game now has five heroic
classes: Jedi, noble, scoundrel, scout, and
soldier. Yes, this is a drop from the nine
heroic classes in the previous edition, but
you're not missing as much as it seems.

First, the Jedi guardian and Jedi consular


have been combined into a single class --
Jedi. We decided that the division wasn't
necessary given the more flexible talent
choices available to each class (see
Talents, below). Also, even very
thoughtful, meditative Jedi such as Yoda
are extremely capable combatants.

Second, the fringer's most notable characteristics have been absorbed by the scout (see
Talents, below). We realized that being a "fringer" is really better expressed as a
concept -- a character raised on the outskirts of galactic civilization -- than as a separate
class. Further, given that both scouts and fringers were oriented toward getting along in
the wild, it seemed that those unique characteristics worked better as a talent tree for the
scout.

Third, the Force adept, too, is now more of a concept than a separate class. In a way,
any non-Jedi can be a Force adept. In addition, the Force adept's name finds its way
onto a prestige class for those who devote themselves to an alternative Force tradition.
Finally, the tech specialist also finds
some of its defining characteristics
allocated to other classes. The scoundrel
and the soldier absorb some of the
coolest "techie" abilities, and skills such
as Mechanics and Use Computer have
been expanded to make them better able
to capture this character concept.

Overall, the new classes are more


flexible for portraying a particular
character concept because they can be
customized through the selection of skills, feats, and talents. In addition, every class
gains at least one new ability (usually a talent or bonus feat) at every level, so you
always have something to look forward to when you attain a new level.

Mad Leet Skills

Skills have undergone a good amount of revision, as outlined in Jedi Counseling 100
and in the second Saga Edition preview. Rather than repeat what those articles discuss,
we'll focus here on how skills help to define your character concept even as it evolves
during a long campaign.

When you start at 1st level, you have a set number of trained skills chosen from your
class skill list. These represent the training, education, and experience that went into
becoming a 1st-level hero. Your class determines how many trained skills you start
with. For example, nobles, who generally have the most cosmopolitan background, have
the most trained skills at 1st level (6 plus Intelligence modifier), and most of their class
skills are either social or intellectual
skills, such as Persuasion and
Knowledge.

In contrast, Jedi Padawans live a much


more cloistered life and focus their
training on the Force, so they start with
the fewest number of trained skills (2
plus Intelligence modifier). Don't
worry, though -- in Saga Edition, there's
only one Force skill (Use the Force), so
Jedi don't need as many trained skills to
do what they're best known for doing.
Also, Use the Force is very flexible, and depending on how you build your character,
you might be able to use it in place of other skills.

As outlined in the second Saga Edition preview, your skill bonus is equal to:

1/2 your character level + the relevant ability modifier + 5 if trained

Additionally, any character can take Skill Focus to gain an extra +5 bonus on a given
trained skill. Other bonuses come into play at times, but they're external to your
character. For example, you gain an equipment bonus on Perception checks from
stormtrooper armor, and you gain a circumstance bonus on a skill check if another
character assists you. Still, some species abilities and talents allow you to do special
things with a skill, such as taking 10 even under pressure or rerolling a failed check.

You can learn new trained skills later on by taking the Skill Training feat, and you can
use this feat to become trained in any class skill for any of your classes. For example, a
soldier who multiclasses as a scout (gaining Survival as a class skill) could select the
Skill Training feat to become trained in Survival.

An Amazing Feat

Every heroic class gains a bonus feat at every even-numbered level. Feats are always
available to anyone (at 1st level and at every level divisible by three), but this mechanic
helps each class emphasize the feats that are most useful. Most importantly, both Skill
Training and Skill Focus are on the bonus feat list for every standard class, so it will
never be too hard to match your character's skills to her concept.

Talent Show

Every heroic class gets a talent at 1st level and at every odd-numbered level thereafter.
Talents are class-specific, and no heroic class gets the same talents as another class
(though some prestige classes might have access to a talent tree from another class).
Here's a glimpse at the names of the talent trees for each of the heroic classes.

• Jedi: Jedi Guardian, Jedi Consular, Jedi Sentinel, Lightsaber Combat


• Noble: Influence, Inspiration, Leadership, Lineage
• Scoundrel: Fortune, Misfortune, Slicer, Spacer
• Scout: Awareness, Camouflage, Fringer, Survivor
• Soldier: Armor Specialist, Brawler, Commando, Weapon Specialist

Each of these talent trees is meant to help you flesh out a particular character concept in
whatever way best fits your needs. For example, a soldier who is a military sniper might
use a lot from the Commando and Weapon Specialist talent trees, while one who is an
enforcer for a crime lord might prefer talents from the Armor Specialist and Brawler
trees. Similarly, a noble of royal descent who serves in the Senate might prefer the
Influence and Lineage talent trees, but one who is a military officer might get more use
out of talents from the Inspiration and Leadership trees. The number of combinations
for any given class is virtually limitless, and you can always multiclass for even more
variety.

Next Time

In the next installment of Jedi Counseling, we'll continue our preview of the heroic
classes by focusing on offensive and defensive statistics, providing a glimpse of the
combat mechanics you'll see in the Saga Edition.

Jedi Counseling 103


Defense, Offense, and Rules on Mini Names

By Gary M. Sarli

Welcome to the 103rd installment of "Jedi Counseling," our regular column in which
we answer your rules questions about the Star Wars Miniatures Game and the Star
Wars Roleplaying Game. If you have a question, send it in through the link at the end
of this column, and check back here for the official answer.

Star Wars Roleplaying Game: Saga Edition

Continuing our coverage of the Star


Wars Roleplaying GameSaga Edition
that hits shelves in May, this installment
of Jedi Counseling looks at the offensive
and defensive statistics of the heroic
classes.

One of our design philosophies in Saga


Edition was to keep different character
classes competitive with one another
even as they increased in level. To that
end, we revamped the way that a
character's defensive and offensive
abilities work.

The Best Defense . . .

As first described in the fourth preview of Saga Edition, three Defense scores -- Reflex,
Fortitude, and Will -- replace the old Defense score and saving throws. Here's our
thinking: What's the difference between making a saving throw (+5 bonus) against DC
15, and making an attack (+5 bonus) against DC 16? Mathematically, the odds of the
attack succeeding are the same in each case (50%), so why do we need separate
mechanics to handle these closely related concepts?

Ultimately, we decided that it was unnecessary, and in some cases it led to a lot of extra
die rolls. For example, if you throw a frag grenade at a group of six stormtroopers, first
you make an attack roll, then you determine any scattering if you miss (rolling for
distance and direction), and finally each of the stormtroopers in the burst radius makes a
Reflex save for half damage. That's up to nine rolls to resolve a single attack, and it
could be worse if you threw a stun grenade instead.

In Saga Edition, attacks are always performed by the acting character; the defender rolls
only in the case of an opposed skill check. Under these rules, if you throw a frag
grenade at six stormtroopers, you make one attack roll, compare it to the Reflex Defense
of each target in the burst radius, and roll for damage. All targets hit take full damage,
and the rest take half damage. There is no scattering for area attacks; a roll that doesn't
beat a target's Reflex Defense is considered to have been poorly placed and its
detonation is suboptimal. The result: Attacks can be resolved much more quickly even
when attacking multiple targets.

Similarly, many skill checks are made against a target's Defense scores instead of a
static DC. For example, a Jedi attempting to use the Force slam power must make a Use
the Force check against the target's Fortitude Defense, and a noble trying to use the
Weaken Resolve talent would make a Persuasion check against the target's Will
Defense. A target's Will Defense is also important when using the Deception skill to
bluff, when using the Persuasion skill to intimidate or improve the attitude of a target, or
when making a Use Computer check to slice into a computer system. (You read that
right: Computers have a Will Defense that represents their sophistication and
programming, and it's a slicer's biggest obstacle.)

As mentioned in Saga Edition preview 4, a character's Defense scores are equal to:

10 + heroic level (or armor bonus) + class bonus + relevant ability modifier +
miscellaneous bonus

It's important to note that class bonuses don't stack -- you always take the best bonus to
a given Defense score from all of your classes. However, multiclass characters will tend
to have slightly better Defense scores than single class characters. For example:

• A 10th-level soldier (+2 Fortitude, +1 Reflex) would have Reflex 21, Fortitude
22, and Will 20, not counting his Dexterity, Constitution, and Wisdom
modifiers, respectively.
• A 5th-level soldier (+2 Fortitude, +1 Reflex)/5th-level scout (+2 Reflex, +1
Fortitude) would have Reflex 22, Fortitude 22, and Will 20.

While Reflex Defense will almost always come into play the most often, Fortitude
Defense is particularly important because it's the starting point for calculating damage
threshold. For most characters, their damage threshold will be equal to their Fortitude
Defense. However, some characters may take the Improved Damage Threshold feat to
improve their damage threshold by 5 points. In addition, targets larger than Medium-
size have a built-in size bonus to their damage threshold -- obviously, it's tough to hurt a
Krayt dragon.

Armor can play a role, too. Particularly resilient armor will give you a bonus to your
Fortitude Defense, and this bonus carries over to your damage threshold as well because
it's based on your Fortitude Defense.

. . . Is A Good Offense

Two key design principles guided our revision of offensive abilities. First, we wanted
all heroic characters to feel heroic compared to nonheroic cannon fodder. Second, we
wanted to speed up the action to provide a more cinematic feel to the game.

On the first point, we found a solution while considering how to balance Jedi against
non-Jedi. We asked ourselves: Are Jedi that much better than everyone else, or are
heroes (including Jedi) that much better than everyone else? We decided to go with the
latter, trying to bring all heroic classes up to the level of Jedi rather than attempting to
find a way to balance Jedi heroes against non-Jedi heroes. To that end, we put a new
spin on the concept of increased lightsaber damage: All heroes get a bonus on damage
rolls equal to one-half their heroic level. (This isn't quite as dominant as increased
lightsaber damage in previous editions, but now it's universal and we've found that it
works out nicely.)

As for speeding up gameplay, we made iterative attacks much less common. Multiple
attacks still exist, but they require a greater investment. For example, a character can
gain an extra attack by wielding two weapons or by taking the Double Attack or Triple
Attack feats. We've found that the level-based damage bonus nicely offsets the loss of
multiple attacks, and it leaves the average amount of damage dealt per round fairly
similar to that of previous editions.

Another important balancing factor is that the extra level-based damage helps to keep
up with the increased damage threshold of higher-level targets. Still, it drops slightly
behind as levels increase, and that's intentional. It allows higher-level characters to have
longer, more epic battles that can last more than a few rounds. We obviously wouldn't
want a high-level Sith Lord to get pushed all the way down the condition track before
losing even half his hit points!

In the next installment of Jedi Counseling, we'll wrap up a few final points (and
hopefully put to rest a few fears) about Saga Edition. The column after that will focus
on how to convert characters, vehicles, and so forth to the new rules.

Jedi Counseling 104


The Last Word on Saga Edition, and Lots of Words on Commander
Effects

By Gary M. Sarli

Welcome to the 104th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

This installment of Jedi Counseling concludes our series previewing the new Saga
Edition. Today, we focus on answering some of the concerns and observations made by
you, the players, after seeing our previews and sneak peeks over the last few months.
Thus, we return to the beloved question-and-answer format that has been sorely missed
for roleplaying game questions since Jedi Counseling 99.

Q: Are you trying to "dumb down" the new game?

A: No, we aren't. While some have perceived the changes as simplifying or "dumbing
down" the rules, the truth is that our objective from day one has been to streamline the
rules, for two reasons. First, we wanted to speed up gameplay so it's less plodding and
more cinematic in feel. Second, we wanted to speed up the "bookkeeping" part of the
game so you could spend more time actually playing and less time auditing character
sheets.

Let's look at these two objectives one at a time. First, streamlining for the sake of
speeding gameplay: Why is this important? Well, put simply, for a game to feel like
Star Wars, it doesn't merely need all the background details of the universe, such as
lightsabers, Wookiees, and Star Destroyers. It also needs to capture the same pace of
cinematic storytelling that makes Star Wars so engaging. While it would be impossible
for a roleplaying game to move as fast as a movie, we still want it to move as quickly as
it can. We don't want you to spend an hour simulating 30 seconds of combat, and even
half an hour is really pushing it.

To keep the game moving, we looked at


mechanics that add extra rolls, asking if they
were really necessary or if they could be
combined into a single roll. A good example of
this is the way that area attacks (such as
grenades) work. Instead of making an attack
roll, determining scatter on a miss, rolling
damage, and then having everyone in the burst
radius make a Reflex save for half damage,
we've cut it down to two rolls -- one attack roll
against every Reflex Defense in the target "I do wish this game was faster . . ."
area, and one damage roll. Mathematically,
this doesn't change the outcome very much, but it drastically increases the pacing of the
fight.

In fact, we eliminated iterative attacks for similar reasons. At higher levels (that is, a
base attack bonus of +6 or higher), virtually everyone has an incentive to stay in the
same place and make multiple attacks. That slows down the game by making each
player's turn take longer to finish. But it also makes combat less dynamic because
hardly anyone will take more than a 2-meter step each round as long as they have a
target to attack. The new rules speed up gameplay and encourage movement to try to
capture the cinematic, swashbuckling feel of the movies. (Sure, there are still reasons to
stand in one place and/or make multiple attacks, but they're designed to be a matter of
deliberate choice, with appropriate tradeoffs, rather than the default best response.)

Second, let's look at bookkeeping. Certainly, some rules are simpler in the most basic
sense. You don't have to keep track of a hundred or more skill ranks over your career,
all Defense scores advance at the same rate, and class progressions are generally simpler
(that is, you get a talent on odd levels and a bonus feat on even levels). Did we make
these changes because we thought players weren't smart enough to handle a complicated
system? Not at all. If there's one thing we know about gamers as a whole, it's that they
can handle the nuances of extremely complex rules systems quite well.

However, that still leaves an important question: How much time do you want to spend
keeping your character sheet up to date? If the average game session lasts from three to
six hours, how much of that time are you willing to devote to going up a level? In
developing Saga Edition, our goal was to simplify the mechanics of advancement (such
as implementing new bonuses and abilities) so that you could spend more time focusing
on the choices of advancement (such as choosing which classes, prestige classes, feats,
and talents you'll take).

This change also promotes variety and versatility in a group of characters. With the new
system, you can have a party of four heroes who all have the same class but who are
completely different from one another. For example, an "all Jedi, all the time" campaign
can be much more interesting than it might have been in the past.

Of course, the other major beneficiary of this change is the Gamemaster. Because it's
now easier to construct new characters, even high-level ones, the GM can spend less
time rolling up NPCs and more time building good encounter settings, adventures, and
campaigns. Every hour the GM doesn't have to spend crunching numbers is an hour he
can spend weaving the background and story elements that help the game come alive.

Q: Is the new system really just a ploy to sell miniatures? Is it just a beefed-up version
of the miniatures game?

A: No. The Saga Edition rules don't depend on miniatures any more than the rules in the
Revised Core Rulebook or the original Core Rulebook did. The Gamemaster can easily
abstract all the rules on movement, attacks of opportunity, and so on if that kind of
game is preferred. However, we include rules for using miniatures or other tokens on a
battle grid so that players who prefer that style will have everything they need.
Roleplaying games have their roots in miniatures wargaming, and today a substantial
number of players still use miniatures in their games. Ignoring that part of the
community by omitting rules for using miniatures on a battle grid would be a terrible
disservice to them.
I can understand how someone might be confused by the use of miniatures in the
examples in the combat chapter, or by the fact that speeds and such are measured in
squares. But that doesn't mean that Saga Edition is meant only for players who use
miniatures. For example, we use squares to measure distances in combat for several
reasons.

• We recognize that a solid majority of players do use miniatures and a battle grid,
and the fact that miniatures are built to scale makes it easy to visualize distances
in a manner that players understand intuitively. When you can visually gauge
distances as you do in real life, you don't need to make real-world measurements
in the game.
• Including multiple units of measurement (such as meters, feet, and so on) is
redundant, adding unnecessary clutter to stat blocks and game mechanics. And it
really adds up over the course of a book that contains dozens of stat blocks.
• We have faith that you're all more than smart enough to convert to whatever unit
of measurement you prefer, whether that's meters, feet, or even abstractions such
as "nearby" versus "over there."

Obviously, we do want people to buy our miniatures; frankly, we'd have to be pretty
dumb to make a product and not hope it sells well. Nevertheless, there's a big difference
between requiring players to use miniatures and making sure that players who have
miniatures get the most possible use out of them. We're trying to do the latter.

The same logic applies to all game supplements and accessories, whether we're talking
about sourcebooks, GM screens, terrain tiles, or character sheets. You don't need any of
those items to play, but if you choose to use them, we want to make sure they're worth
every penny. In fact, since Star Wars Miniatures is a stand-alone game, we hope that
miniatures players will like the fact that their collections are immediately useful if they
try the roleplaying game. Again, we want all players to feel that they're getting good
value out of what they have.

Jedi Counseling 105


By Gary M. Sarli

Welcome to the 105th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

Saga Edition is out, and we have our first batch of questions about the new system.

Q: It seems to me that area attacks might be too good. Even if you miss, you're still
dealing at least half damage unless the target has Evasion or improved cover. Doesn't
this make things like autofire (which you can do even with a run-of-the-mill blaster
rifle) a no-brainer unless your attack bonus greatly exceeds the target's Reflex Defense?

A: A few details were left out of the area attack rules. They're in the first set of errata,
but they're worth covering here:

First, when making an area attack, your modified attack roll (after subtracting penalties
for range, concealment, and so on) must be a 10 or higher for the attack to have any
effect. If that condition is met, you compare the result to the Reflex Defense of
everyone in the area for half or full damage. Given this, it's possible to make such a
poor attack that no one is affected at all. In these cases, the idea is that your throw lands
somewhere harmless, you shot over the target's heads (in the case of autofire), or maybe
you even forgot to arm the grenade before throwing.

Second, if you make an area attack against a target that has cover (not just improved
cover), the target takes no damage if the attack misses. Just as in real life, the best
defense against explosives or bursts of autofire is to get in a trench or behind an
obstacle. To determine if a target has cover, draw a line from the center of the burst or
splash radius (for explosives and the like) or from the attacker (for autofire).
Third, you can't aim when making an area attack, so you never get to ignore the target's
cover.

Together, these details make area attacks and autofire incredibly effective against a
target at relatively close range on open terrain. Such a target is in big, big trouble. In
contrast, area attacks and autofire are almost worthless against a target that has cover or
concealment or that is at great range. For example, don't bother trying it against a
hidden sniper shooting from hundreds of meters away.

Q: The Deflect talent can reduce the damage from an autofire attack. Can Block reduce
the damage from Whirlwind Attack (which is also resolved as an area attack)?

A: Block versus Whirlwind Attack (or any other melee area attack that might exist in
the future) is supposed to work the same as Deflect versus autofire. If your Use the
Force check equals or exceeds the attack roll, you take half damage if the attack was a
hit, and you take no damage if the attack was a miss. If your Use the Force check is less
than the attack roll, resolve the area attack normally.

Q: I'm curious as to the perceived balance factor


of Dual Weapon Mastery versus Double Attack.
Dual Weapon Mastery I is available sooner, and
you can offset its penalties by taking more feats.
Double Attack works for only one type of
weapon, and you can reduce its penalties only
with prestige class talents. Since both grant an
extra attack, why would you want Double
Attack?
A: The balancing factor is that Dual Weapon Mastery works only with one-handed
weapons (that is, weapons that do less damage), but Double/Triple Attack works with
two-handed weapons (but only one type of them). For example:

• A Dual Weapon Mastery specialist might use two heavy blaster pistols, which deal
3d8 points of damage per weapon, or a potential of 6d8 points from both.
• A Double Attack specialist might use a heavy blaster rifle, which deals 3d10 points of
damage but has a much better range. In addition, the weapon is capable of autofire, so it
can deal up to 5d10 points of damage with Burst Fire.

This also means that Double Attack can be used with much larger weapons, such as
those on a vehicle, while a pilot or gunner would have no particular reason to use Dual
Weapon Mastery because such weapons can't be operated with one hand.

Finally, don't forget that someone can use both Dual Weapon Mastery and
Double/Triple Attack. So even if Dual Weapon Mastery appears more attractive at first,
you might want to take Double/Triple Attack later.

Q: Can you use Double Attack or Triple Attack to attack the same target multiple times
in the same round, or do you have to attack different targets?

A: The extra attacks from Double Attack, Triple Attack, and fighting with multiple
weapons can be directed at the same target or at different targets, in any combination
and any order that you choose.

Q: It is possible to use Double Attack with Rapid Strike?

A: Yes. Rapid Strike, Rapid Shot, and Burst Fire all can be used when making multiple
attacks, regardless of their source (Double Attack, Triple Attack, or fighting with
multiple weapons).

Q: I think the prerequisites for Rapid Shot and Rapid Strike were swapped accidentally.
Wouldn't it make more sense for Rapid Strike, a melee feat, to have the Strength
requirement, and for Rapid Shot, a ranged feat, to have the Dexterity requirement?

A: No, this is intentional. For Rapid Shot, you need the higher Strength to control the
recoil of firing multiple shots so quickly. For Rapid Strike, you need the higher
Dexterity to have the agility necessary to get two swings for the price of one -- catching
your target a second time on the backswing, spinning to come around a second time,
and so on.

For balance purposes, this also has the effect of giving characters some tough decisions.
A ranged specialist won't always want to neglect his Strength, and a melee specialist
won't want to neglect her Dexterity. (Sure, such a character could neglect Strength if he
has Weapon Finesse, but he's spending an extra feat and restricting himself to certain
weapons for that privilege.)

Jedi Counseling 106


By Gary M. Sarli

Welcome to the 106th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

Q: The Jedi class table includes "Build Lightsaber" at 7th level. Does this mean that
only a Jedi can build a lightsaber?

A: No. As noted in the "Building a Lightsaber" sidebar (Saga Edition Core Rulebook,
page 40), a lightsaber can be built by any character who has at least seven heroic levels,
has the Force Sensitivity feat, and is proficient with lightsabers. The entry in the Jedi
class is just meant to be a reminder of this fact.

Q: Why are Block, Deflect, and Redirect three separate talents? All Jedi -- even the
younglings that Yoda trained -- seem to be capable of this basic ability, so why isn't it a
single talent (or even a built-in class feature) that you get at 1st level?
A: First, there's a difference between cinematically using a lightsaber to deflect a shot or
block an incoming blow, and mechanically gaining a specific benefit from deflecting or
blocking an attack. All characters, Jedi or otherwise, avoid attacks however they can --
dodging, ducking, weaving, parrying, blocking, or even deflecting -- and all of these
things are built into a character's Reflex Defense. If you're proficient with and wielding
a lightsaber, at least some of the attacks that miss you are deflected, parried, or blocked
in a cinematic sense. You aren't gaining any mechanical benefit from it, though, because
you haven't managed to hone that ability enough to make a difference until you take the
Deflect or Block talents. Once you take those talents, you gain the ability to defend
yourself even more effectively, making a Use the Force check to nullify an attack that
beats your Reflex Defense.

As for why these abilities are separated into multiple talents, we decided that the
abilities were so useful that they would be a "no-brainer" choice if they were combined
into a single talent. In other words, almost every Jedi would take this at 1st level, no
matter what. No other choice would be competitive unless you were playing a character
who was not combat oriented at all. In addition, making them separate talents also gives
each Jedi more individuality.

• Are you more of a duelist, specializing in one-on-one combat against dark Jedi
and Sith apprentices? If so, then Block is your best choice.
• Are you more of a diplomat or even an infiltrator who'd like a nice defensive
ability in the event that you have to make a hasty retreat? Deflect is a great
choice, allowing you to avoid ranged attacks from an ambush or pursuers.
• Are you a battlefield commander leading a platoon of clone troopers against
waves of blaster-wielding battle droids? Both Deflect and Redirect are
outstanding choices, allowing you to defend yourself during the battle and add to
the ranged offensive capabilities of your unit, turning the enemy's fire against
them.

In the end, abilities like these are extremely useful, and, in our opinion, it's worth
spending a talent for any one of them. Certainly, a Jedi might take all three (and many
do), but it isn't necessary to take all three for every character concept, and some Jedi
may choose to take none at all.

Even without the extra mechanical benefits of these talents, you can still describe your
Jedi parrying blaster bolts out of the air or locking sabers with a Sith Lord. Game
mechanics are meant to enhance the cinematic flair, not restrain it.

Q: Why are the lightsaber form talents unique to the Jedi Knight prestige class? Various
Sith Lords have been described as masters of a particular form, and not all of them are
former Jedi Knights. Therefore, many would be unable to take the talent associated with
the form they have mastered (or possibly invented). Is this a mistake?
A: No, it's not a mistake. A Jedi, Sith, or
any other lightsaber-wielding character
can use a form -- even be considered a
master of that form to in-universe
observers -- without having the
associated lightsaber form talent. After
all, being a "master of a form" is a label
that's completely subjective, in-universe,
and not based on game mechanics.
Someone is a "master" if others perceive
it to be so. Certainly, someone who takes
a lightsaber form talent is probably
recognized as a master by others, but that
doesn't mean that only someone with a
lightsaber form talent can be considered a master.

The form talents are meant to represent unique benefits that Jedi -- with their greater
emphasis on meditative and disciplined study, the sublime emptiness of serenity, and
patient reflection on the will of the Force -- can gain from devoting themselves to a
particular form. Sith, meanwhile, are not as meditative, disciplined, serene, or reflective.
Instead, they're about passion, rage, strength, and desire, and their talents (such as Dark
Scourge and Wicked Strike) reflect this.

In any case, a Jedi Knight and a Sith apprentice of the same level, both devoting
themselves to lightsaber combat, can learn the same number of lightsaber- and combat-
related talents, but the specific talents may vary. In other words, the Jedi aren't better
than the Sith when using a particular form; they're just different.

Q: When multiclassing, do you need to have the Force Sensitivity feat to take a level in
the Jedi class?

A: No. You can take Force Sensitivity as your starting feat (or, if you wish, you can
take a different starting feat).

Q: Does that mean that you could have a Jedi who is not Force-sensitive?

A: In game mechanical terms, yes, a character can have levels in the Jedi class without
having the Force Sensitivity feat. Obviously, she can't have any talents, such as Deflect
and Block, that require a Use the Force check to function. Furthermore, she can't have
any Jedi talents that must be activated by spending a Force Point. Such abilities are
meant to reflect her actual connection to the Force, so a character without the Force
Sensitivity feat can't use them.

To an in-universe observer, though, such a character would never be described as a


"Jedi." She would be regarded as someone who has studied some of the Jedi arts, but
few would confuse that with being a member of the Jedi Order. As an analogy, consider
that someone on Earth who studies kung fu would not automatically be thought of as a
Shaolin monk.
Remember that the Jedi class isn't only about the Force -- it's broader, encompassing all
the Jedi arts. Thus, a non-Force-sensitive duelist might study under a Jedi and take
levels in the Jedi class, becoming more skillful with a lightsaber despite having no
ability to use the Force (and thus no access to some of the class's best talents, such as
Deflect and Block). In fact, a character like General Grievous fits this profile very well,
and it would be perfectly valid to create his character with levels in Jedi to reflect his
years of study under Count Dooku.

Alternatively, a character with a close connection to the Jedi,


such as an Antarian Ranger, might take levels in the Jedi class,
despite being non-Force-sensitive. Such a character might find
some Jedi Guardian or Jedi Consular techniques rubbing off on
him after working together for so long.

Finally -- to borrow from the Shaolin analogy -- a martial artist


might take levels in Jedi to pick up some Jedi Guardian talents,
such as Acrobatic Recovery or Elusive Target, as part of his
studies. In none of these cases, though, would such a character
be considered an actual "Jedi" to an in-universe observer.

Nevertheless, remember that the rules on multiclassing


specifically require that the Gamemaster approve of any
multiclassing choice. Before you take levels in the Jedi class, the
GM might require that you find a Jedi to teach you or that you
have the Force Sensitivity feat (or both, or neither, or any other
restriction that seems appropriate). There's absolutely nothing
wrong with adding such a restriction if it fits the tone of the
GM's campaign.

Q: The rules for droids say that you can't select Jedi as your class at 1st level. Given the
ruling above, could a droid multiclass and take levels in Jedi after 1st level?

A: Yes. In fact, in Shadows of the Empire, Darth Vader had some customized ASP
labor droids that were modified to serve as lightsaber-sparring partners. Such droids
could be represented in the game by having at least some levels in the Jedi class to pick
up lightsaber combat talents.

Star Wars Miniatures Questions

Let's address some questions that have come up about the Starship Battles game.

Q: The rulebook states that you're supposed to put your fleet in the setup area. What
happens if you can't fit all your ships in that area?

A: Your goal is to set up your fleet using the absolute minimum number of squares
outside the setup area, using the following procedure:
1. Start by placing all Class 1 and Class 2 ships as close as possible to one another.
Generally, this means that each such ship will be adjacent to at least one other.
2. Continue placing Class 1 and Class 2 ships in the setup area as long as there is
room to do so. If there isn't room to place a ship, you must place it in a way that
uses the least amount of space possible outside the setup area and that is as close
as possible to the setup area.

3. Once you've placed all Class 1 and Class 2 ships, place all Class 3 ships. Again,
you must fill spaces in the setup area before you can place a ship outside the
setup area, and all ships outside the setup area must be as close as possible to the
setup area.

You can't intentionally space ships out so that you can fit fewer of them in the setup
area. For example, you can't leave 1-square-wide gaps between Class 2 ships (each gap
too small for another Class 2 ship) to force some of your ships to be outside the setup
area. If your opponent describes a method to arrange your ships that uses up less area
outside the setup area, you must rearrange your fleet until you can take up as little space
as he or she described.

Of course, none of this applies if you can fit your entire fleet inside the setup area.

Q: Can a ship that moves diagonally end its movement facing diagonally (in other
words, with its front facing a corner)?

A: No. There are only four facings available, and the front of the ship must always face
the side of a square, not the corner.

Q:Can Class 1 or Class 2 ships turn without moving (in other words, turn in place) or
turn at the end of their movement?
A: No and no. A Class 1 or Class 2 ship can turn only if it moves 1 square immediately
afterward. Essentially, the turn is the first part of the action of movement, so it can't be
separated from moving or be changed to a different order. Thus, no turning in place is
allowed, and no turns can occur after movement.

Q: According to the rules, when a Class 1 or Class 2 ship displaces an enemy fighter,
that fighter must be moved the shortest possible distance. What happens if the enemy
fighter is pinned in at the edge of the map, and the shortest possible distance would be
to go off the map? Would the fighter move off?

A: No. You always displace the shortest possible distance, but the fighter must move
into a legal square. If this situation occurs, look for the closest legal square (in other
words, it must be on the map, it can't be occupied by another ship, and so on) and
displace the fighter to that square.

Q:When a fighter moves into a square adjacent to an enemy fighter, it has to stop. Can
it move in the next round, or is it unable to move as long as the enemy fighter remains
adjacent?

A: The rule is that a fighter has to stop moving the moment it moves into a square
adjacent to an enemy fighter. Nothing restricts it from moving out of such a square
when beginning the round adjacent to an enemy fighter.

Of course, if the fighter's first square of movement puts it adjacent to an enemy fighter
again (even the same enemy fighter), it has to stop again. But it can always move at
least 1 square before that happens.
Q: Let's say that you have a Class 3 or larger starship adjacent to an enemy fighter. You
move one of your fighters through that larger starship's space, but the square you move
through is adjacent to the enemy fighter. The rules say you have to stop, but you can't
stop in the same square occupied by another ship. What happens? Does your fighter get
"displaced," as when a Class 1 or Class 2 enemy ship enters a square?

A: Actually, this move would be illegal. Before entering a square, you must determine
if doing so would break any rules. In this case, entering that square would require you to
stop, but you can't stop inside another ship's square. Therefore, you can't enter that
square in the first place.

About the Author

Gary M. Sarli is a freelance designer, developer, and editor whose credits include the
Saga Edition rulebook and Ultimate Adversaries (for the Star Wars Roleplaying
Game) and Power of Faerûn and Fiendish Codex II: Tyrants of the Nine Hells (for
Dungeons & Dragons). He also moderates on the Wizards.COMmunity message
boards as WizO the Hutt, cheerfully feeding Code of Conduct violators to the Sarlacc.
Gary recently opened GMSarli Games, an online retailer specializing in making non-
random miniatures packs designed for the Star Wars Roleplaying Game.

Jedi Counseling 107


Trigger Happy

By Gary M. Sarli

Welcome to the 107th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

Q: It seems as if the number of attacks available to most characters is very low,


especially for gunslingers or other heroes who charge into battle with blasters blazing.
In the Star Wars movies, most characters seem to fire multiple shots per second, but in
Saga Edition, most characters make only one shot every six seconds. Even a high-level
gunslinger using Triple Attack, Rapid Shot, and two blaster pistols is really making only
eight shots (one every 0.75 seconds), which still seems to fall short of the cinematic
pace seen in the movies. Was this intentional?
A: This is one of those places where you have to separate the cinematic description of a
blaster fight from the more abstract game mechanics used to resolve it. For example, in
a melee fight, each combatant is assumed to be making multiple swings over the course
of a round even though each rolls only one attack. Similarly, two gunslingers in a
blaster fight might be pulling the trigger two to three times per second even though they
roll only one attack (or more, depending on their feats, talents, and so on).

This might seem straightforward enough, but many players are thrown off by the fact
that ranged weapons such as blasters usually have a limited number of shots of
ammunition. If the gunslingers are "really" pulling the trigger so many times, why don't
they use extra shots?

The answer is that you should think of a ranged weapon's ammunition count as
representing the number of attacks it allows before reloading, not the number of times a
character physically pulls the trigger. In other words, it's an abstract game mechanic that
applies to another abstract game mechanic, not the cinematic interpretation of the fight
itself. Either way, the net amount of power used is the same whether you make a flurry
of low-powered shots or a single concentrated blast, whichever is appropriate for that
character's style and the weapon's design.

Thus, a sniper like the one described earlier would almost certainly make carefully
aimed single shots wherein each blast is at full strength. On the other hand, an infantry
soldier might make short, controlled bursts with his blaster rifle on a single trigger pull.
A gunslinger might fill the air with multiple shots as he repeatedly pulls the trigger over
a few seconds. You should always feel free to describe your character's style of attack in
whatever way seems most appropriate, cinematic, and fun.

Q: Reading the rules, it seems that you can use Rapid Strike in conjunction with
Whirlwind Attack, gaining an extra die of damage against all targets. Is this correct?

A: No, they don't work together, nor will Rapid Shot and autofire. The text of both
Rapid Strike and Rapid Shot mention that they work with a single attack roll against a
single target. Area attacks (such as Whirlwind Attack) deal with multiple targets, so
they are not eligible.
Q: Let's say I have a sniper with the Far
Shot feat who aims before making a
single attack with an accurate weapon
(described in the Saga Edition Core
Rulebook errata) that has a targeting
scope. Do any of these effects stack with
one another?

A: Far Shot, aiming with a targeting


scope, and using an accurate weapon all
stack, providing progressively better
attacks against distant targets. I can see
how the precise interaction might be a bit confusing, so here are the range penalties
(Point Blank, Short, Medium, and Long) for each combination:

Non-accurate weapon (such as a blaster rifle)

• With no other modifiers: PB +0, S –2, M –5, L –10


• With Far Shot OR aim with a targeting scope: PB +0, S +0, M –2, L –5
• With Far Shot AND aim with a targeting scope: PB +0, S +0, M +0, L –2

Accurate weapon (such as a sporting blaster rifle)

• With no other modifiers: PB +0, S +0, M –5, L –10


• With Far Shot OR aim with a targeting scope: PB +0, S +0, M +0, L –5
• With Far Shot AND aim with a targeting scope: PB +0, S +0, M +0, L +0

Thus, if a trained sniper with the Far Shot feat uses a good sniping weapon (anything
with the accurate quality plus a mounted targeting scope) and takes the time to aim, that
sniper can attack a target at long range without taking a penalty on the attack roll.

Q: What is the exact area of a 6-square cone on the battle grid? There's no illustration in
the rulebook, so I'm not sure how to handle a cone that doesn't move in a straight line
along a row or column of squares.

A: For the sake of consistency, a cone has the same shape and area that it did in the
revised rules and in Dungeons & Dragons. The cone starts at an intersection on the
battle grid (one of the corners of your space) and then extends outward for 6 squares in
a 90-degree arc. Unlike normal range calculations, however, count diagonals using the
old method -- that is, 1 square for the first and all odd diagonals, and 2 squares for the
second and all even diagonals. The reason for this is that we assume that many players
used the revised rules, and quite a few use the existing cone templates (including some
snazzy wire-frame templates made for use with D&D and other d20 products). We don't
want to reinvent the wheel, or the cone, unless we have to.

Unfortunately, we didn't have room in the Saga Edition Core Rulebook to provide
illustrations for the various shapes and sizes of different area effects. Instead, we
described it with a simpler shorthand (6 squares long and 6 squares wide at the base),
which is accurate enough for most situations.

For ease of reference, the precise shape of a 6-square cone will be included in the
upcoming Gamemaster's Screen. Until then, you can refer to the illustration below.

Jedi Counseling 108


Readied Actions and Jedi Spirits

By Gary M. Sarli

Welcome to the 108th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

Q: Can you make an attack (standard action) and then ready a move action in the same
turn? I can't find any rule that says you can't, but older versions of the game wouldn't
allow this.
A: No, it's not allowed. Readying an action is itself a standard action regardless of the
type of action readied (standard, move, or swift). This is apparently missing from the
text, so it will be added to the errata.

Q: If you ready an action that, when executed, makes it impossible for another character
to finish its action, what happens? Is the action lost, or does that character get to change
actions? For example, if I ready a withdraw to be triggered when an enemy makes a
melee attack, would that enemy lose its action?

A: If something occurs that renders an action impossible or moot, that action is lost and
can't be replaced by another action. This occurs in any such circumstance, such as a
readied withdraw as you describe, an attack of opportunity that renders an opponent
unable to finish a move or attack, a readied move to get behind total cover in response
to a ranged attack, a talent or feat used as a reaction that nullifies an attack, and so forth.

Q: Isn't that unfair? In the case of a melee opponent, I could keep that opponent from
ever attacking by simply using a readied withdraw over and over again.

A: On its surface, sure, it might seem unfair or even a little wonky, but careful
consideration of what the rules represent can put this into perspective.

First, consider that time isn't broken up into neat little rounds in real life (or on screen).
Really, the game uses a turn-based system just to keep the flow of time manageable and
orderly during a chaotic fight. Your character's action, then, isn't occurring
instantaneously once every six seconds -- it's evolving continuously over the round even
though it is only resolved on your turn. Given this, when a character takes an action (for
example, a melee attack), there has probably been some build-up to enable that action.
The lead time might be as little as a fraction of a second (such as with some swift
actions, for example), but others might take several seconds to unfold (such as with
many standard and full-round actions).
The Rebels aboard the Tantive IV ready themselves for company.

Logically, if something stops you from completing your action, you wouldn't have time
to go back and start a completely different action. In the case of a melee attack, the
attacker has probably been thrusting, parrying, and slashing at his target for at least a
second or two as he tries to find (or create) an opening. This rather long action is
resolved as a single attack roll, and if it's "spoiled," you don't have time to set up
something else.

Even a more discrete attack -- such as that at the end of a charge -- has its own problems
if the target backs up or sidesteps out of harm's way. Once you begin that final swing,
stab, or thrust, you're throwing all your weight into the blow. You can't "unswing" and
conserve all the momentum you've been building to make the attack somewhere else. (If
you've ever played baseball, consider how hard it is to "check" a swing when you
realize a pitch is no good. Now, imagine trying to check a swing and then swing again a
split second later!)

Second, it might seem unfair that a melee character can never make an attack, but
remember that a defender who repeatedly uses readied withdraws also can't attack. His
standard action is already committed to the readied action. Therefore, there is no net
gain for the readied withdraw, or for any number of actions that can "spoil" another
character's action.

Third, the end result is perfectly balanced in that it doesn't alter the outcome of the
encounter in any way. After all, if you want to avoid a melee fighter, you usually can
run away just as easily (using the run action or two move actions to keep your distance),
so nothing is actually changing other than your initiative count.
Q: Okay, but even with this explanation, it still seems wasteful and annoying to spend a
round doing nothing because your opponent readied an action instead of running away.
Is there any way around this?

A: Yes, there is. As described above, actions aren't instantaneous -- they evolve over the
course of the round, and this applies to readied actions as well. For example, if you
ready an action to attack a target with your blaster pistol, you'll be aiming at that target,
finger on the trigger, from the moment you ready the action. Likewise, a readied melee
attack would have your weapon primed for a quick strike (again, think of a baseball
player prepared for a pitch), a readied action to draw a blaster would have your fingers
twitching right next to your holster (think of the classic showdown at the climax of a
western), and a readied withdraw would have you bouncing on the balls of your feet,
prepared to leap out of harm's way.

However, the description of the ready action doesn't say anything about your action
being hidden or unknown to others around you. Thus, other characters can almost
always tell that you've readied an action and even what action you've readied (though
they won't know the condition that will trigger it, of course). There might be some
exceptions for actions that have no obvious visible component, such as certain talents or
uses of the Force, but these should be adjudicated by the Gamemaster on a case-by-case
basis.

Given this, it's not very easy to "spoil" an action in the way you describe. If you ready a
withdraw to avoid a melee fighter, the fighter can tell that you've readied a withdraw,
and he'll probably conclude that you're trying to lure him in only to scamper out of
range. Therefore, rather than approach you, he'll probably choose a different action. In
fact, he might ready a charge that triggers the next time you take any action at all,
turning the tables on you!

Free Actions Aren't Free

By Gary M. Sarli

Welcome to the 109th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

Q: I have a question about the Force technique Improved Sense Surroundings. Its
description says that you can "use the sense surroundings ability of the Use the Force
skill (see page 77) as a free action rather than a swift action." Since there is no specific
limit on how many free actions you can take (or when you can take them), it seems that
you could make this Use the Force check over and over again, as many times as you
wanted. Because you could theoretically reroll until you rolled a natural 20, this would
let you automatically maximize your roll every time and recover all your spent Force
powers on top of that!
Would this trick actually work,
and if so, shouldn't this be errata?

A: No, it wouldn't work.

First, there's the "unlimited free


actions" part. While the rules don't
explicitly spell out a specific
number you can take in a round,
they do make it clear that free
actions aren't without limits: "The
GM puts reasonable limits on
what counts as a free action." It's
not that free actions don't require
any time or effort; rather, they require so little that it's generally not worth counting. If
you do enough of them, they can add up to a significant amount of time such that it is
no longer reasonable to continue calling them free actions.

For example, saying a single word or a short phrase (such as calling out to your friends
for help) is a free action, but saying a long sentence or more (such as reciting the epic
history of the Rodian hunter clans) is not. Could someone then claim to perform 10,000
one-word-long free actions that, in succession, tell the epic history of the Rodian hunter
clans? Of course not -- this sequence of "free actions" just simulates a bunch of full-
round actions, so the GM is allowed (and expected) to disallow it.

Variant Rule: Free Actions Aren't Free


Each round, a character can perform a number of free actions equal to 1 plus his
Charisma modifier or Intelligence modifier (whichever is more), with a minimum of
one free action allowed each round. This encourages characters with a higher Charisma
or Intelligence -- the leaders and planners -- to coordinate the group even when they
don't have any talents that can come into play. Conversely, it encourages the heavy-
hitters to "shut up and shoot" instead of trying to overplan their actions, thereby keeping
the tempo of the fight moving along.

Second, all of the above is actually moot because sense surroundings only comes into
play "when making Perception checks to detect or observe targets." In other words,
these two actions are directly linked such that you make the Use the Force check
immediately before making the Perception check. You don't get to make multiple Use
the Force checks, just as you wouldn't get to make multiple Perception checks to detect
a hidden sniper.

Clearly, Perception checks aren't unlimited. Unless the GM calls for a Perception check
as a reaction (such as when a new enemy comes into your line of sight or to oppose a
Stealth check), you have to spend a higher-value action to initiate a Perception check
(such as a standard action to actively search for enemies not in your line of sight or a
full-round action to search a square).
Q: If a Jedi had the Quick Draw feat and wanted to draw his lightsaber, would he still
have to use another swift action to activate the
lightsaber?

A: No. The "draw a weapon" action normally


includes everything necessary to render that
weapon immediately usable, including
deactivating the safety on a blaster pistol and
activating a lightsaber or vibroblade. Weapons
are designed to be drawn and armed very
quickly, so the GM generally shouldn't require
a separate action unless there's some unusual
difficulty in play (such as when the wielder isn't
proficient with the weapon). Similarly, you
don't have to spend a separate action to
deactivate or disarm a weapon when you
holster it.

However, it is important to note that this


applies only to the actual "draw or holster a
weapon" action (that is, moving the weapon
either to or from a holster, hanger, sling, and so
on). It does not apply when picking up or
dropping a weapon, nor does it apply when
using the Stealth action to use sleight of hand to
get the weapon in your hand without attracting
attention. In these cases, you're not getting the
weapon in your hand as efficiently as you
would when drawing or holstering it.

Q: Can you use serenity to get an automatic


natural 20 when using a vehicle weapon? If so, doesn't this make it devastatingly good?

A: This isn't clear in the text, but the answer is no.

Serenity says that "your first attack roll . . . made in the following round is considered to
be a natural 20." This use of "your" was intentional, an artifact left over from earlier
phrasing that made this point more clear: Any reference to "your attack roll" means that
it applies only to a personal, hand-held weapon, but a reference to "an attack" (or attack
roll) is not limited this way.

As described on page 144 of the Saga Edition rulebook, "Your attack roll with a ranged
weapon is 1d20 + base attack bonus + Dexterity modifier + range penalty (if any)."
However, on page 167, it says that "An attack roll with a vehicle weapon is . . . 1d20 +
base attack bonus + vehicle's Intelligence modifier + range modifier." This difference in
phrasing was intentional and meant to show that two different processes were occurring.
Since an attack with a vehicle weapon is never made as "1d20 + base attack bonus +
Dexterity modifier + range penalty," it is never technically "your attack roll" (first or
otherwise), and thus it can't benefit from serenity. (The Force power battle strike is
another example of this.)

Originally, this was part of the justification for why Luke had to turn off his targeting
computer to use the Force and blow up the Death Star. With the targeting computer off,
the proton torpedoes basically became improvised ranged weapons, and he was limited
to a very short-range shot (within the same starship-scale square) due to the lack of
computer assistance. However, Luke could use his personal ranged attack bonus and
thus qualify for using a Destiny Point (or even battle strike, which we originally
considered making his first Force power).

Obviously, this explicit distinction was lost while condensing everything to fit in the
available page count, but the remnants of it ("your attack roll") are still there.

Dark Side Variant Rules

By Gary M. Sarli

Welcome to the 110th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

Q: I have a question about your ruling about using serenity in vehicles in Jedi
Counseling 109. Is the "your attack" wording supposed to apply in every case? If so,
wouldn't that make some feats no longer work with vehicles?

A: First, let me apologize for the way I wrote that answer because I made the issue far
more confusing than it needed to be. I started by answering the question -- "The answer
isn't clear in the text, but the answer is no" -- and I should have stopped at that point.

Instead, I went into the background of how things were in an earlier draft and what this
"your attack" wording was originally supposed to mean. In other words, everything after
that first sentence is supposed to explain how things got off track, but discussing the
original wording isn't particularly helpful since we'd moved so far from it elsewhere. I
further compounded the error by forgetting other cases where this wording would have
applied but which had already been clarified to work (such as Careful Shot and Rapid
Shot in Starships of the Galaxy).

Originally, I didn’t want to call it "errata" because I knew that the actual wording of
such errata hadn't been determined for any future printings of the Saga Edition Core
Rulebook. I didn’t want to confuse the issue by having errata that might be the subject
of later errata. In retrospect, that would have been far less confusing. Given this, let's
completely retract that clarification. Instead, we'll just call this errata:
When using a vehicle weapon, you cannot apply any effect that causes an automatic
natural 20 or automatic critical hit (such as spending a Destiny Point or using
serenity), unless a rule specifies that it can be used with vehicle weapons.

We still might rephrase this a bit, but the meaning shouldn't change substantially.

Q: Is there any real reason for a character to be


tempted to go to the dark side? It doesn't seem
as if it would happen other than by deliberate
choice on the part of the player. Even if they
get close to falling, they could always stop
when their Dark Side Score is 1 less than their
Wisdom.

A: There are several ways that you might gain a


benefit by doing something that increases your
Dark Side Score:

• You might gain a situational benefit


from performing an evil act. For example, you might be tempted to kill an
unconscious or captive enemy to avoid the complications of having a prisoner in
tow or the dangers of leaving that enemy unattended.
• You might learn and use dark side Force powers.
• You might have the Corruption destiny, gaining the listed destiny bonus every
time your Dark Side Score increases. (This gives you more of a reason to do
both of the above.)
• You might face a Sith Lord who uses the temptation class feature. In this case,
you might choose to accept an increase to your Dark Side Score instead of
moving –1 step on the condition track.

All of these are tangible benefits, but I agree that many of these require prior planning, a
deliberate effort to make the "wrong" choice, or the intervention of an enemy. If you
want a game mechanic that provides a more spontaneous tangible benefit, I would
suggest the following variant rule.

Variant Rule: Calling on the Dark Side -- If your Dark Side Score is less than your
Wisdom, you can call on the dark side to gain a temporary Force Point. If the Force
Point is not used before the end of the encounter, it is lost. Calling on the dark side is a
major transgression (see page 94 of the Saga Edition Core Rulebook). Only heroic
characters can call on the dark side.

If you want to add the element of chance so that turning to the dark side might come as
a surprise, you could also use either or both of the following variant rules.

Variant Rule: The Measure of Evil -- When you commit a dark side transgression,
your Dark Side Score increases by a random amount: 1d6–3 for major transgressions,
1d6–4 for moderate transgressions, and 1d6–5 for minor transgressions. (This never
reduces your Dark Side Score, even if the result is less than zero.)
Variant Rule: The Threshold of Evil -- When your Dark Side Score increases, roll
2d4 and add your new Dark Side Score. If the result exceeds your Wisdom by 5 or more
points, your Dark Side Score increases to your Wisdom score, and you turn to the dark
side.

Q: If you gain a temporary Force Point (such as with the Fringe Savant talent) and you
also have the Force Point Recovery technique, can you gain a Force Point by
"recovering" the temporary Force Point that you spent?

A: No. Temporary Force Points are just that -- temporary -- and they cannot be
recovered by any means after the end of the encounter.

Atonement Ain't Easy

By Gary M. Sarli

Welcome to the 111th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game


Saga Edition

Q: Atonement seems too easy. It's


common to have Force Points left over
upon gaining a level. Since they would
be lost anyway, couldn't you spend
them on atonement, effectively
reducing your Dark Side Score for no
real cost?

A: Atonement isn't quite that simple. It


requires "a period of meditation,
reflection, and absolution" on the part
of the character, so it isn't a quick or instantaneous process. First, the player declares
that his character is attempting to atone, spending 1 Force Point as a swift action; this
represents the character pausing as she realizes that she is walking down the wrong
path.

Next, the Gamemaster decides how to adjudicate the attempt to atone, such as how long
it will take, whether any special acts of contrition will be required, and so forth. If
performed "on stage," it should span at least the length of an adventure (during which
the hero is essentially a total saint). If performed between adventures, it will normally
require at least a week and possibly as long as months (even years!) of sincere
reflection. The precise time and effort required should usually reflect the character's
transgressions, so someone with a very high Dark Side Score may have to meet a higher
standard to prove that the atonement is sincere.

The GM also adjudicates when the attempt is successful. If the hero's actions don't
reflect a sincere desire to atone, her Dark Side Score won't be reduced. Still, the details
are up to the GM, and atonement should never interfere with the needs of the campaign.

One last detail here: You can atone only 1 point at a time. This means that you can't
spend all your leftover Force Points just before you gain a level. You could start a
period of atonement, certainly, but it wouldn't end for quite some time (as described
above).

Q: If you have Force Point Recovery and you atone to reduce your Dark Side Score, do
you get the Force Point back?

A: No. Force Points that you sacrifice for atonement are permanently lost and cannot be
recovered by any means.

Q: I'm having some problems deciding what type of transgression some actions should
be. How can you tell when something is blatantly evil (a major transgression),
questionably evil (a moderate transgression), or dubiously evil (a minor transgression)?

A: While the precise divisions are ultimately up to the GM, enforcing them as loosely
or tightly as appropriate for the campaign, here are some guidelines to help you decide
on corner cases. To decide if an action is "blatantly evil," ask yourself the following
questions:

• Did the action harm a sentient, living character?


• Did the action harm a character that was at your mercy (helpless, unable to
meaningfully defend itself, or something similar)?
• Did the action cause serious harm to a character (physically, mentally, or
emotionally)?
• Was the action unnecessary to protect yourself or another character from an
immediate, obvious threat?
• Was the action deliberate and the result intended?

If the answer to all of these questions is "Yes," then the action is almost certainly
"blatantly evil" (a major transgression) and deserves increasing the character's Dark
Side Score. Examples include murder, torture (including acts such as intentional
mutilation or maiming), slavery, rape, and any similar act considered reprehensible by
most civilizations.

If exactly one question can be answered "No," then the action is probably "questionably
evil" (a moderate transgression), which might be worth increasing the character's Dark
Side Score. Examples include assassinating an Imperial warlord who is about to give
orders to exterminate the population of a planet (it's in defense of others, but he's still at
your mercy), tormenting a droid to extract information, or starting an unnecessary fight
that results in serious injury.

If exactly two of the questions can be answered "No," then the action is probably
"dubiously evil" (a minor transgression) and likely doesn't deserve increasing the
character's Dark Side Score. Examples include killing in self-defense or recklessly (but
accidentally) causing injury to others.

If three or more questions can be answered "No," then the action probably is not a dark
side transgression at all. For example, destroying an object is not a transgression unless
doing so also causes some sort of substantial harm to a character. Similarly, hunting an
animal (not sentient) in the wilderness (not helpless) for sustenance (protecting yourself
from starvation) is perfectly acceptable in all but the most unusual circumstances.

Obviously, you'll still need to interpret the situation accordingly. How strictly do you
want to define "harm"? For example, is a rich character harmed in a significant way by
having a minor treasure stolen? Is a threat imminent and real, or is the character merely
trying to justify unnecessary aggression? The purpose of these questions isn't to give
you a never-fail method but to help you evaluate an action. When in doubt, go with your
gut instinct. The more you have to parse and explain an action to make it acceptable, the
more likely it is to be a transgression.

Q: Would Severing Strike be a major transgression? It seems that you'd never learn this
talent unless you intended to maim others.

A: No, Severing Strike, in itself, is not a transgression because it is designed to protect


your target from an otherwise lethal blow. The same would be true for a doctor who has
to perform a medical amputation. Although the act is "maiming" in the strictest sense, it
is only to protect the target from a more dangerous medical problem.

This doesn't mean that Severing Strike can't be used in a blatantly evil way, of course.
Cutting off the limbs of an enemy who is at your mercy would still be tantamount to
torture no matter how you do it (by lightsaber, scalpel, or angry Wookiee).
Q: What happens if you use move object against a door? How about Force thrust?

A: If you use move object against a door, you deal normal damage to it as the door
strains against its frame. (Don't forget to apply the effects of the door's damage
reduction.) If the damage is sufficient to reduce the door to 0 hit points, it becomes
disabled and the door is pulled free, making the doorway passable.

If you use Force thrust against a door, compare your Use the Force check result to the
door's break DC. If successful, you have forced the door open. If not, the door remains
intact and functional.

For those who are interested, an object's break DC is calculated as if it were a character
resisting a bantha rush or Force thrust. Take its Strength bonus, add 10 (the average
result on a roll of 1d20, rounded down), and -- in most cases -- add 5 more for being
exceptionally stable. (Some particularly fragile objects may deviate on this last detail,
but that is fairly rare.)

Proficient in Proficiencies

By Gary M. Sarli

Welcome to the 112th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

Q: What weapon group includes unarmed attacks? How about natural weapons? In
most places, it seems like they're simple weapons, but Weapon Focus refers to unarmed
attacks as if they are separate.

A: Unarmed attacks and natural weapons are considered simple weapons in which all
characters are proficient. The reference to unarmed attacks in the Weapon Focus feat is
an error.

Q: Do unarmed attacks and natural weapons benefit from the Weapon Finesse feat?

A: Yes. Unarmed attacks and natural weapons are light melee weapons.
Q: Do combat gloves count as simple weapons or unarmed attacks?

A: Both. They count as unarmed attacks, and unarmed attacks are simple weapons.

Q: A droid's tool mounts -- including weapon mounts -- are one type of appendage, and
droids can use their appendages to make unarmed attacks (page 189, Saga Edition Core
Rulebook). Since characters are automatically proficient with unarmed attacks, would
that mean that a droid is automatically proficient with any weapon on a weapon mount?

A: No. While the weapon mount can be used for unarmed attacks to bludgeon nearby
foes, using the weapon itself for its intended purpose still requires proficiency to avoid
the usual penalties.

For example, if an R2 unit had a blaster pistol installed on one of its tool mounts, it
could make unarmed attacks at no penalty, but it would take a –5 penalty on ranged
attacks with the blaster pistol. (A droid without a heuristic processor wouldn't be able to
use the weapon without proficiency at all.)

Q: How does the Weapon Familiarity species trait interact with weapon-specific feats
and talents, such as Weapon Focus? Does a Wookiee with Weapon Focus (rifles) apply
the bonus to bowcasters, or would that be covered by Weapon Focus (bowcaster)?
A: This isn't clear in the original text, but Weapon Familiarity allows a character to treat
that weapon as a member of the indicated weapon group for all purposes, not just
proficiency. For example, if a Wookiee soldier had Weapon Focus (rifles) and Weapon
Specialization (rifles), she would get +1 on attack rolls and +2 on damage rolls with
rifles and bowcasters.

Q: Weapon Focus (and many other weapon-specific abilities) lists "proficient with
weapon" among its prerequisites. Can you take that feat if you're proficient with at least
one weapon in that group, or do you have to be proficient with all weapons in that
group?

A: As long as you are proficient with at least one weapon in a group, you are qualified
to take Weapon Focus (or any other weapon-specific ability) for that group. The
benefits apply only for weapons within that group with which you are proficient.

For example, a scoundrel with the Spacehound talent is proficient with all starship
weapons (all of which are heavy weapons), so he would qualify to take Weapon Focus
(heavy weapons). He would gain a +1 bonus on attacks with starship weapons, but he
wouldn't get that benefit with an E-web or any other heavy weapon until becoming
proficient with them.

Q: Does that reasoning apply when a prerequisite says "Weapon Proficiency (group)"?
A: No. When the Weapon Proficiency feat is specified, you must actually have that feat.
That said, the Burst Fire feat needs a bit of errata to work as intended with this ruling:

p.82 – Burst Fire

Replace prerequisites with the following: "Proficient with heavy weapons, proficient
with weapon."

Add the following sentence to the Special section of the feat: "If you do not have a
Strength of 13 or higher, increase the penalty on attacks to –10 when using this feat with
non-vehicle weapons."

This change allows pilots and other vehicle-oriented characters to use Burst Fire more
easily. For example, an X-wing pilot (soldier 1) with Vehicular Combat and Strength 10
could take Burst Fire to get the most out of the starfighter's autofire capabilities, but this
ability wouldn't transfer to a heavy repeating blaster (she's not proficient with it). She
could use Burst Fire with a blaster rifle, of course, but she would take a –10 penalty on
such attacks due to not meeting the Strength requirements listed above.

Q: Wouldn't that make Burst Fire work very differently than Rapid Shot?

A: Both Rapid Shot and Rapid Strike are receiving some matching errata to make these
feats more accessible to a wider variety of characters while still preserving the concept
and game balance intended by the original prerequisites:

p. 88 – Rapid Shot

Remove the Strength prerequisite from the feat.

Add the following sentence to the Special section of the feat: "If you do not have a
Strength of 13 or higher, increase the penalty on attacks to –5 when using this feat with
non-vehicle weapons."

p. 88 – Rapid Strike

Remove the Dexterity prerequisite from the feat.

Add the following sentence to the Special section of the feat: "If you do not have a
Dexterity of 13 or higher, increase the penalty on attacks to –5 when using this feat with
non-light weapons."

Jedi Mind Tricks: Let's You and Him Fight!

By Gary M. Sarli
Welcome to the 113th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

Q: This question is about the "make an otherwise unpalatable suggestion seem


completely reasonable" aspect of mind trick. If the heroes are facing multiple enemies,
can a Force-user use mind trick to cause one of the enemies to attack another enemy?

A: One of the limitations of using mind trick to make a suggestion is that it can't
obviously endanger the target's life. For this reason, telling an enemy to attack another
enemy usually won't work. For example, a stormtrooper who turns around and attacks
other stormtroopers would expect them to shoot back. Even if he survives, he would
still expect to be court-martialed and executed for treason.

Still, this doesn't mean it's impossible to get someone to attack someone else with a
carefully worded mind trick, but it would be an indirect effect. For example, a mind
trick could plant a suggestion that would make attacking another character a logical
(and perhaps safe) choice. For example, you might use mind trick to tell a stormtrooper
the following: "That bounty hunter is actually a Rebel terrorist, and he's carrying a
bomb!" This would almost certainly prompt a stormtrooper to attempt to capture or kill
the target right away.

That same suggestion wouldn't prompt a stormtrooper to attack another stormtrooper


because he'd still expect to be court-martialed, but it could lead him to start
investigating the "Rebel" and perhaps report his suspicions to a superior. None of that
would do any good in the middle of a combat encounter, though.

Q: Can a character who has the Teräs Käsi Mastery talent (page 53, Threats of the
Galaxy) and the Double Attack feat combine these with the Mighty Swing feat?
Specifically, could I use two swift actions to get the benefit of Mighty Swing and then
use my standard action to make a Double Attack? If so, would the extra die of damage
from Mighty Swing apply to both attacks from the Double Attack or only to the first
attack?

A: Yes, you can use Teräs Käsi Mastery, Double Attack, and Mighty Swing at the same
time, using two swift actions for Mighty Swing and then your standard action for an
unarmed Double Attack.

However, Mighty Swing specifies that its extra damage applies only to your next attack
in the same round, so the second attack from Double Attack (or any other source of
extra attacks) would not gain this benefit.

Q: If my scoundrel takes both Trace and Hot Wire (page 16, Starships of the Galaxy),
can he make a Mechanics check in place of Gather Information as long as he has access
to a computer terminal that he can hot-wire?

A: No. Hot Wire works only when improving access to a computer (that is, when you're
trying to improve the computer's attitude toward you). Making Use Computer checks in
place of Gather Information checks is a completely separate use of the skill, so
Mechanics can't be substituted in that case.

Q: Does a Force disciple's immunity to mind-affecting effects also apply to friendly


effects, such as many of the officer's talents?

A: A Force disciple is immune to such effects, even if the effects would be helpful.
Conceptually, think of Force disciples as having minds that exist on such a
transcendental plane of thought that mundane influences simply don't move them
enough to make a difference. That said, I don't think it would be unbalancing to allow a
Force disciple to raise or lower this immunity (probably a swift action, if you decide to
use such a variant as a house rule).

Q: There are a lot of custom lightsabers in Star Wars, but my group can't decide if they
all fall under the lightsaber weapon group. For example, would Lumiya's lightwhip or
the lightsaber tonfa used in The Force Unleashed video game be considered lightsabers
or exotic weapons?

A: Both the lightwhip (page 84, Threats of the Galaxy) and the guard shoto, also known
as the lightsaber tonfa (page 96, The Force Unleashed Campaign Guide, due out later
this year), are part of the lightsaber weapon group.

Weapon groups are pretty broad; for example, "simple weapons" includes nets, slings,
clubs, knives, and many others. We usually don't separate a weapon and call it exotic
unless it's particularly bizarre or unusual in design. A flamethrower, for example,
operates by shooting flaming liquid. As a result, you have to arc your shots and
anticipate the liquid's splash to get the most out of the weapon, and this is very different
from the simple point-and-shoot of a blaster or even a missile launcher.

Similarly, a weapon whose design is sufficiently atypical may earn the exotic
designation, and this combined with the Weapon Familiarity trait can provide a little
local flavor. Wookiees can use bowcasters and Gungans can use atlatls because they
were raised around them, but offworld characters need to put in a little extra training to
effectively operate these unfamiliar weapons.

Q: Is the weight on the E-web correct? It seems awfully heavy compared to a heavy
repeating blaster, which is only one size smaller and in the same weapon group.

A: Yes, the weights are correct. Don't forget that the E-web's weight includes a
dedicated power generator, which is roughly 15 kg by itself. In addition, the E-web uses
a very large and heavy tripod to assist its crew in wielding such a massive weapon,
whereas the heavy repeating blaster uses a smaller tripod that is designed to be portable
(allowing you to fire on the run, albeit inaccurately).

Contextual Healing

By Gary M. Sarli

Welcome to the 114th installment of "Jedi Counseling," our regular column in which we
answer your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game. If you have a question, send it in through the link at the end of this
column, and check back here for the official answer.

Star Wars Roleplaying Game Saga Edition

Q: My gaming group plays D&D 4th Edition in addition to Saga Edition, and one thing
we’ve noticed is that D&D heroes are able to “get back in the fight” a little more easily
than Star Wars heroes, thanks to having so many healing surges. Although I like the
realism of heroes being unable to instantly bounce back from terrible injuries, it can
interfere with the flow of the adventure if the heroes have to stop and rest.

On the flip side, if a group has two Force-using heroes and both have vital transfer, they
can spring back to full strength in a matter of minutes. Because of this difference in
between-encounter healing, I find that an adventure with perfect pacing for one group
might be far too fast (or too slow) for another. Any suggestions?

A: Let’s look at the current situation to see how it matches the needs of your game.
First, any group of heroes can get back into the fight at least once during the day. With
each getting the benefits of second wind and almost everyone having access to a
medpac, they can get back into decent shape pretty quickly even in the middle of a fight.
The problem comes up, then, if the heroes get into a series of fights (or a few big fights)
that deal damage far beyond the amount that can be healed easily.

In that case, there are two other options in the existing rules: surgery and the Force.
Surgery is pretty slow, requiring 1 hour normally (and still requiring 10 minutes with
Surgical Expertise). On top of that, it can be risky if you don’t have a very skilled
surgeon, and you have to keep a surgery kit handy. Still, there’s no limit to how often
you can attempt it, so there’s a good chance you’ll get the heroes back into shape as
long as you have a few hours between encounters.

If you don’t have that much time (or if you don’t have someone with a high Treat Injury
modifier), the other existing option is to use a Force power, most often vital transfer.
Not only can this be used in the middle of a fight, but you can recharge the power
repeatedly simply by resting for 1 minute. The downside is that a single Force-user will
run out of juice pretty fast, since he or she takes damage equal to half that healed (or use
Force Points to avoid the damage, but those are limited). Don’t forget that you can’t use
vital transfer on yourself, per the latest errata and clarifications.

If you have two such Force-users, though, you run into the other problem you
mentioned. Since they heal damage faster than they take it, they can heal the entire
group and each other if they have a few minutes to rest.

If any of this doesn’t work for your preferred gaming style, I can offer you a few
suggestions. However -- and I can’t emphasize this enough -- don’t make any changes
unless you, as the GM, have run into trouble with the existing rules. Be careful and
conservative in introducing any or all of the following ideas, adding them on a trial
basis (at most one or two at a time) to see how they feel for your game and your group’s
shared image of Star Wars. If anything doesn’t fit right, don’t hesitate to change it back!

Now, on to the suggestions: First, you might consider using the following optional rule,
which also appears in The Gem of Alderaan, the eighth Dawn of Defiance adventure. It
bridges the gap between first aid (quick, but only usable once per day) and surgery
(slow but usable repeatedly), providing a way to benefit from medpacs more than once
per day, albeit with some serious risks. Your heroes might want to acquire some
FastFlesh medpacs (page 54, Threats of the Galaxy) if they plan to use this option
regularly:
Optional Rule: Old Wounds

The following is a new use of the Treat Injury skill.

Critical Care (Trained Only; requires a medpac and surgery kit): You can attempt
to use multiple medpacs on a creature in a 24-hour period. This requires one minute,
and it expends the contents of one medpac. If you succeed on a DC 20 Treat Injury
check, the creature regains a number of hit points equal to its character level, plus 1 hit
point for every point by which your check result exceeds the DC. You take a –5 penalty
to your Treat Injury check for every previous attempt at critical care in the last 24 hours,
even if that attempt was unsuccessful.

If you fail the Treat Injury check, the creature overdoses on the medicines in the
medpac, causing it to take damage equal to its damage threshold. If this would reduce
the creature to 0 hit points, it dies unless it can spend a Force Point to save itself.

You can attempt to perform critical care on yourself, but you take a –5 penalty on your
Treat Injury check.

Second, you could make second winds available more often. One possibility is to import
something like the healing surges used in D&D 4th edition, giving characters access to
more than one second wind. The following variant is scaled back quite a bit from its
D&D counterpart to better match the flavor of Star Wars:

Variant Rule: Multiple Second Winds

Instead of having one second wind per day, every heroic character can catch a second
wind a number of times per day equal to 1 + [class bonus to Fortitude Defense] +
[Constitution modifier], with a minimum of 1. Any ability that would add an extra
second wind (such as the Extra Second Wind feat or the Tough as Nails talent) instead
adds a number of second winds equal to this base number. As always, you can catch a
second wind no more than once in a single encounter.

The above variant rule can be used together with or separately from the following
optional rule, which makes second wind available more often, but at a significant cost:

Optional Rule: The Edge of Exhaustion

If you have already used your second wind(s) for the day, you can catch another second
wind by voluntarily moving –1 persistent step down the condition track. The persistent
condition remains until you’ve had surgery performed on you or until you get eight
consecutive, uninterrupted hours of rest.

Finally, you might scale back the benefits of vital transfer so that groups with multiple
Force-users aren’t quite so far ahead of the rest. (This is particularly useful if you
implement either of the second wind rules above.) You might want to use either or both
of the following variant rules:
Variant Rule: Vital Sacrifice

A character that uses the vital transfer power to heal another character cannot benefit
from the use of vital transfer in the same 24-hour period.
Variant Rule: Vital Limits

A character can benefit from vital transfer only once in a 24-hour period, but you can
use a Force Point to overcome this restriction when you activate vital transfer. (Since
you can spend only one Force Point per round, you cannot also spend a Force Point to
avoid taking damage from the use of vital transfer.)

If you use one or more of these rules, the heroes will be a lot more resilient, bouncing
back quickly between fights. Don’t be afraid to increase the tempo of the adventure to
keep up, but ease into it over a few sessions as you get a feel for the right pacing.

Q: Does the Equilibrium talent move you to the top of the condition track, or does it
remove persistent conditions (such as from poison, disease, or serious injury)?

A: Equilibrium does both of these, removing all persistent conditions and moving you
to the top of the condition track.

Q: Condition track penalties reduce all your defense scores. Do they also reduce your
damage threshold, since it is derived from your Fortitude Defense?

A: Yes. Although the effect is indirect, any modifiers that change your Fortitude
Defense also change your damage threshold by an equal amount because its underlying
“starting value” has changed.

Dry Docks and Hangar Bays

By Gary M. Sarli

Welcome to the 115th installment of "Jedi Counseling," our column in which we answer
your rules questions about the Star Wars Miniatures Game and the Star Wars
Roleplaying Game.

Star Wars Roleplaying Game Questions

Q: I’ve run into some issues with the starship design rules in Starships of the Galaxy. It
seems that you can’t make any existing starships using these rules and starting with a
stock starship. Am I doing something wrong?
A: Probably not. A vast number of individual starships have been created over the last
few decades since A New Hope came out, and at no point was there a cohesive starship
design system to guide authors of fiction or gaming products. As such, it is effectively
impossible to reverse-engineer a design system that covers all these varied examples—
or, at least, any such system would be so complex that it wouldn’t be easy to use in a
game.

Given that, we designed the system from the point of the typical hero who might be
interested in modifying an existing starship or scratch-building a new one. This hero
doesn’t have the benefit of vast numbers of the best engineers and test pilots in the
galaxy (like at the Corellian Engineering Corporation), nor does this hero have an entire
star system dedicated to the building of city-sized starships with mass-production
facilities to match (like at Kuat Drive Yards).

This hero, instead, is relegated to building “a typical new starship from a typical
production facility,” as noted at the bottom of Table 3–8: Stock Ship Types (page 52,
Starships of the Galaxy). The stock starships are designed to reflect that, making it
possible to make something decent and functional, but not something that would easily
outshine the big name starships.

For example, a hero could build a decent light freighter, something comparable to a YT-
1300 in stats and price. The biggest difference? The YT-1300 would have a lot of extra
emplacement points left over—and that’s precisely what the Corellian Engineering
Corporation is known for. Think about it: If any yahoo on a backwater planet could
build a freighter that’s just as good, why would the YT-series freighters sell so well
throughout the galaxy?

Since most heroes won’t ever control a galaxy-spanning corporate giant and be able to
use these resources, it seems a little silly to spend page space exploring the ins and outs
of galactic-scale mass production. Similarly, we might give broad outlines of supply
and demand by listing a planet’s major exports and imports, but we won’t be creating
rules that account for macroeconomic cycles, unemployment, inflation, and so forth.
(Let’s face it: Most of us are just here to shoot stormtroopers.)

Now, if you as the GM want to build starships beyond what the stock starships can
manage, there’s really not a reason for you to hamstring yourself with those rules: Just
write up stats that seem like a good challenge for your players, using similar starships as
benchmarks for things like price, appropriate game statistics for that type of ship, and so
forth.

And if you and your players really want more comprehensive rules that go beyond those
in the book, by all means do so! You might look at Gear Templates (page 76, Knights of
the Old Republic Sourcebook) to get some inspiration for coming up with appropriate
special benefits and restrictions for different manufacturers. Alternatively, you might
allow manufacturers to come up with “proprietary” stock starships that are better than
the typical ones listed in the book. For example, Kuat Drive Yards might have a really
good “stock Star Destroyer” and Corellian Engineering Corporation might have an
outstanding “stock YT-series,” and they use these as the baseline for producing several
similar starship designs.
Q: When building a new design from a stock starship, can you remove or replace
existing systems that come with the stock ship? For example, could I take those high-
performance engines off a stock interceptor and use the cash to buy other systems?

A: You can, but it’s not very efficient. You get only 1/4 the listed value of any system
you remove from a starship, even a stock starship.

Stock starships usually get their starting systems at a substantial discount because they
are so well integrated into the baseline design. Removing them requires a lot of
inefficient workarounds, resulting in a lower price comparable to selling a used starship
component.

Q: Passenger conversion says that it creates room for a number of passengers equal to
the ship’s size modifier. Wouldn’t the size modifier be –10 for ships that big? Or does it
refer to some other size modifier (such as the one used for grappling)?

A: It is an error, so consider this to be errata: Passenger conversion has sufficient space


for a number of passengers equal to the ship’s cost modifier, not size modifier.

Q: Can you gain emplacement points by converting the cargo space provided by a cargo
pod?

A: No. A starship can only convert its own internal cargo space into emplacement
points.

Q: Do nonflying carried vehicles require hangar space? If so, it seems like the Imperial-
class Star Destroyer uses more hangar space for AT-ATs and AT-STs than it does for
TIE fighters and shuttles.

A: Hangar space is required only for vehicles that are meant to launch directly from the
starship, such as airspeeders, starfighters, and space transports. If the vehicle is meant to
be kept in storage until deployed planetside—as in the case of AT-ATs and the like—
then the vehicle can be carried as cargo. The real difference is that a hangar-deployed
vehicle is ready to fight when launched, but a vehicle carried as cargo needs a little help
to become combat ready (usually about 1 minute of continuous work, assuming the
vehicle’s entire crew assists).

Vehicles stored in this way are still quite bulky (meaning they take up more cargo space
than their mass would otherwise suggest). Nevertheless, this is considerably more
efficient than allocating hangar space for the vehicle, which includes enough room for
maintenance, repair, takeoff, landing, and maneuvering. The precise amount of cargo
space required is ultimately up to the GM, but a good baseline is that a vehicle requires
about 100 tons of cargo space—roughly 50 cubic meters—for every unit of hangar
space it would normally require. (As a comparison, this is about 1/4 as much room as
the same vehicle would require if you converted that cargo space into a hangar bay.)

Q: My players have discovered that they can make very good warships by modifying
freighters, turning all that extra cargo space into emplacement points. I can’t find
anything wrong with it in the rules, but it looks like a converted freighter could
overpower a Star Destroyer! Am I missing something, or is this intentional?
A: You are missing something. Under Nonstandard Modifications (page 39, Starships
of the Galaxy), you’ll find this little catch-all rule: “The GM is the final arbiter of what
systems are sufficiently dissimilar to qualify as nonstandard, and particularly unusual
combinations may be forbidden altogether.”

In other words, no modification is legal unless you specifically say it is.

What you’re describing—turning a freighter into a big pile of emplacement points to


hold high-end capital-ship weaponry—skids right past nonstandard (“sufficiently
dissimilar” systems) and smacks right into the middle of forbidden (“particularly
unusual combinations”). The rules as written not only empower you to veto such an
absurd design, they expect you to do so.

If your players object, tell them that they have to prove that the proposed modification
is not “particularly unusual” by providing a few examples of similar cases. If they can’t
find any such example ... well, “unique” is pretty unusual, isn’t it? We’ve certainly seen
freighters with extensive modifications (Millennium Falcon, Outrider, Wild Karrde,
Ebon Hawk), but none have had anything remotely approaching what you describe. In
fact, the Gallofree GR-75 medium transport is specifically described as being frequently
modified for many different functions, but the idea of turning it into a “pocket
battleship” never seems to have crossed the Rebels’ minds.

You can use the following guidelines to help you adjudicate these sorts of unusual
cases, but keep in mind that guidelines are just that: guidelines. They aren’t hard-and-
fast limits, and they aren’t substitutes for good GM judgment and common sense. Very
generally speaking, if any of the following are true, the modification is probably
nonstandard. If two or more are true, the modification is probably not possible at all
(unless there are counterexamples that show otherwise, of course).

• The starship does not have any similar system in its stock version, or if the
system is specifically described as nonstandard for that type of starship (such as
a hyperdrive on a starfighter).
• The modification would increase the starship’s speed, hit points, or shield rating
by more than 50% or the number of weapons, passengers, or carried vehicles
(measured in hangar space) by more than 100% compared to the starship’s stock
version.
• If the starship has gained emplacement points equal to or greater than its cost
modifier by converting cargo space, all further modifications are nonstandard
except for volume-heavy modifications such as cryogenic chambers, escape
pods, extended range, hangar bays, medical suites, passenger conversion, and
smuggler’s compartments.

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