Chapter One: Characters
Note: In Star Wars, Second Edition, this section is in
Chapter One, "Beginning Characters," pages 7-15.
Character Advancement
Clarification: Specializations are considered "separate"
skills when they're selected. They improve independently of the skill upon which
they were originally based.
Clarification: A character can only
improve a skill one pip between adventures.
Improving Skills
Improving
Skills. Character Point Cost: Number before the "D." Training
Time: None if the character used the skill in the last adventure. One day
per Character Point spent to improve the skill if the character has a teacher;
two days per Character Point if the character is training on his own. May reduce
training time one day per additional Character Point spent (minimum: one day).
Improving Specializations. Character Point Cost: 1/2 the
number before the "D." Training Time: None if the character used the skill in
the last adventure. One day per Character Point spent to improve the skill if
the character has a teacher; two days per Character Point if the character is
training on his own. May reduce training time one day per additional Character
Point spent (minimum: one day).
Improving Advanced Skills.
Character Point Cost: Two times the number before the "D. Training Time:
None if the character used the skill in the last adventure. One week per
Character Point spent to improve the skill if the character has a teacher; two
weeks per Character Point without a teacher. Characters must train to improve
advanced skills.
Note: Some advanced skills have different rules.
Check the skill's description.
Improving Attributes: Character
Point Cost: 10 times the number before the "D." Training Time: One week per
Character Point spent if the character has a teacher; two weeks per Character
Point without a teacher. Characters must train to improve attributes.
Note: The character rolls his new attribute; the gamemaster rolls the
attribute maximum listed in the species description. If the character's roll is
equal to or less than the gamemaster's roll, the attribute increases; if the
character rolls higher, the attribute does not improve, but the character
receives half the Character Points back.
Move: Character Point Cost:
Number for the current Move. Training Time: One week per Character Point
spent if the character has a teacher; two weeks per Character Point without a
teacher. Characters must train to improve their Move.
Note: May not
be improved above maximum Move for species.
Force-sensitive:
Character Point Cost: Costs 20 Character Points to become
Force-sensitive. Characters may not "lose" their Force sensitivity. Training
Time: None.
Chapter Two: Attributes and Skills
Note: In Star Wars, Second Edition, this section was Chapter
Four, Attributes and Skills," pages 72-91.
Knowledge
Skills
Use the following general guidelines for selecting
difficulties:
* Very Easy: General, common knowledge that almost
anyone would know.
* Easy: Most people would know this.
*
Moderate: Professional level of knowledge. The average person who has an
interest in the subject would know this much.
* Difficult:
Professionals would know this much about a given subject; the average person
would be hard-pressed to give much information.
* Very Difficult:
This represents detailed, comprehensive knowledge of the subject.
Professionals and scholars would probably have to research a subject to gain
this amount of knowledge.
* Heroic: Only a very small number of
people would know this much information.
Scholar
Time Taken: One round to several days.
Specialization: Particular field of study- archaeology, Jedi lore,
history, geology, physics.
This skill covers formal academic training
or dedicated research in a particular field. Scholar also reflects a character's
ability to find information through research. Characters often choose a
specialization to reflect a specific area which they have studied.
Specializations are subjects often taught at the great universities throughout
the galaxy, including archaeology, botany, chemistry, geology, history,
hyperspace theories and physics. Specializations can also be topics a character
can research on his own.
Scholar represents "book-learning," not
information learned from practical experience. Gamemasters can choose to allow
players a limited benefit under certain circumstances-the character is applying
theory in a real-world situation.
The scholar difficulty is based on the
obscurity and detail of the information sought.
Tactics
Time Taken:One round to several minutes
Specializations: Type of military unit- squads, fleets, capital
ships, ground assault.
Tactics represents a character's skill in
deploying military forces and maneuvering them to his best advantage. It may be
rolled to gain general knowledge of how to best stage certain military
operations: blockading a planet with a fleet, invading an enemy installation, or
assaulting a fixed turbolaser battery.
This skill may also be used to
determine the best response to an opponent's move in battle: what to do if the
enemy entraps your ships in a pincer movement, how to proceed in the assault
should reinforcements arrive, what to do if a unit becomes trapped behind enemy
lines.
Although tactics rolls might reveal how best to handle military
situations, the final outcome of a battle hinges on other skill rolls- command
for the leader, and the combat rolls of both forces.
Tactics difficulties
should be based on various factors in a battle: how many units are involved, the
setting, and the difference in training and equipment between units.
When rolling this skill, characters are often seeking ways to deal with
military situations. The better the result, the more hints a gamemaster should
give to help the character win the battle. Hints can take the form of reminders
about different moves the enemy can make, suggestions on how to maneuver the
character's forces, or (for especially good rolls) risky and unanticipated moves
which could throw the enemy off guard.
Mechanical Skills
Astrogation
Time Taken: See Chapter Seven: Space
Travel and Combat.
Jet Pack
Operation
Time Taken: One round
This skill represents a
character's skill at using jet packs. Jet packs rely on pulling in surrounding
atmosphere and mixing it with fuel, so they can only be operated within
atmospheres.
Rocket Pack Operation
Time
Taken:One round or longer
This skill represents a character's ability to
use personal, self contained rocket packs. These backpack units contain all the
chemical thrust components for propulsion and maneuvering, and can be used in
zero, low and high atmosphere conditions.
Strength Skills
Brawling
Clarification: Brawling has a difficulty
of Very Easy unless the target parries.
Lifting
Lifting difficulties depend upon the weight of the object to be
lifted.
| Weight
|
| Difficulty Level
|
| 10 kg
|
| Very Easy
|
| 50 kg
|
| Easy
|
| 100 kg
|
| Moderate
|
| 10 kg
|
| Very Easy
|
|
| 50 kg
|
| Easy
|
| 100 kg
|
| Moderate
|
| 200 kg
|
| Difficult
|
| 500
|
| Very Difficult
|
| 750
|
| Heroic
|
| 1 metric ton
|
| Heroic +10
|
| 1.5 metric tons
|
| Heroic +20
|
| 2 metric tons
|
| Heroic +30
|
| 2.5 metric tons
|
| Heroic +40
|
| 3 metric tons
|
| Heroic +50 |
Increase the
difficulty based on how long the character wishes to lift the object:
| Time
|
| Difficult Level Increase
|
| 1-6 rounds (30 seconds)
|
| No Increase
|
| 7 rounds to 3 minuets
|
| +1 difficulty level
|
| up to 10 minuets
|
| +2 difficulty levels
|
| up to 30 minutes
|
| +3 difficulty levels
|
| Up to 1 hour
|
| +4 difficulty levels |
After the
first hour, the character must make a new lifting or Strength roll every hour at
the same difficulty as for one hour. If the character fails the roll, he must
rest for twice as long as he was lifting the heavy weight.
Technical Skills
Using
Repair Skills:
Repair times, difficulties and costs are generalizations.
They may be customized as needed in game play. The first repair roll is made
after 15 minutes of work. Additional repair roll times are noted in skill's
description and altered depending upon the situation. The costs are always a
percentage of the item's original value. If someone else does the work for the
characters, double or triple the cost.
Drives:
A Difficult
repair roll is needed to replace a destroyed drive. The cost is 35% of the
craft's original value.
Hyperdrives:
A Moderate repair roll is
necessary to fix a damaged hyperdrive.
Maneuverability:
| Maneuverability Dice Lost:
|
| Repair Difficulty:
|
| Repair Cost:
|
| -1D
| Easy
| 10%
|
| -2D
| Moderate
| 15%
|
| -3D
| Difficult
| 20% |
Move or Space: To repair lost
"moves," check the chart below for difficulties and costs.
| Moves Lost:
|
| Repair Difficulty:
|
| Repair Cost:
|
| 1
| Easy
| 10%
|
| 2
| Moderate
| 15%
|
| 3
| Difficult
| 20%
|
| 4
| Very Difficult
| 25%
|
| 5
| Drive Destroyed
| Must Be Replaced |
Shields:
| Shield Dice Lost:
|
| Repair Difficulty:
|
| Repair Cost:
|
| 1D
| Easy
| 5%
|
| 2D
| Moderate
| 5%
|
| 3D
| Difficult
| 5%
|
| 4D or more
| Very Difficult
| 10% |
Weapons: Difficulties depend
on how badly weapons are damaged. The repair cost is a percentage of the
weapon's original cost, not the cost of the vehicle it's mounted on.
| Damage:
|
| Repair Difficulty:
|
| Repair Cost:
|
| Lightly
| Easy
| 15%
|
| Heavily
| Moderate
| 25%
|
| Severely
| Very Difficult
| 35%
|
| Destroyed
| May Not Be Repaired
| May Not Be Repaired |
Improving
Vehicles, Vessels and Weapons
Modification
Limit:Stats may only be increased one "pip," one Move level or one
hyperdrive level at a time. Increases in the charts below reflect modification
above the original stat. Using theses rules, no system may be improved more than
+1D+2, or more than 4 moves.
A new improvement roll can be made every
month of game time. As with repairs, the costs are a percentage of the item's
original value; if someone else does the work, double or triple the cost.
Hyperdrives: The difficulty and cost depends upon the old
hyperdrive modifier compared to the new one.
| Old/New
|
| Difficulty:
|
| Cost:
|
| x4/x3
| Easy
| 10%
|
| x3/x2
| Moderate
| 15%
|
| x2/x1
| Very Difficult
| 25%
|
| x1/x.5
| Heroic
| 35% |
Failure on these
modification repair rolls could permanently damage hyperdrives, or cause them to
function sporadically.
Maneuverability:
| Pip Increase
|
| Difficulty:
|
| Cost:
|
| +1
| Easy
| 5%
|
| +2
| Moderate
| 10%
|
| +1D
| Difficult
| 15%
|
| +1D+1
| Very Difficult
| 20%
|
| +1D+2
| Heroic
| 25% |
Move or Space:
| Move Increase
|
| Difficulty:
|
| Cost:
|
| +5
| Easy
| 10%
|
| +10
| Moderate
| 15%
|
| +15
| Very Difficult
| 20%
|
| +20
| Heroic
| 25% |
To boost a starship's Space
stat, use the chart below. (The ship's new Move can be found on the chart "Ships
in an Atmosphere" on page 110 of Star Wars, Second Edition.)
Shields:
| Pip Increase
|
| Difficulty:
|
| Cost:
|
| +1
| Easy
| 15%
|
| +2
| Moderate
| 25%
|
| +1D
| Difficult
| 30%
|
| +1D+1
| Very Difficult
| 35%
|
| +1D+2
| Heroic
| 50% |
Weapons: Can improve fire
control and/or damage.
| Pip Increase
|
| Difficulty:
|
| Cost:
|
| +1
| Easy
| 15%
|
| +2
| Moderate
| 25%
|
| +1D
| Difficult
| 30%
|
| +1D+1
| Very Difficult
| 35%
|
| +1D+2
| Heroic
| 50% |
| Range Increase
|
| Difficulty:
|
| Cost:
|
| +5%
| Easy
| 5%
|
| +10%
| Moderate
| 10%
|
| +15%
| Difficult
| 15%
|
| +20%
| Very Difficult
| 20%
|
| +25%
| Heroic
| 25% |
Chapter Four: The Rules
Note: In Star Wars,
Second Edition, this section was Chapter Three, "Basic Mechanics," pages 52-54
and 58-60.
The Wild Die
If a "1"
comes up on the Wild Die, the gamemaster may choose to just add up the dice
normally (instead of having a complication occur or subtracting a character's
other highest die).
Clarification: The Wild Die rule applies to
all die rolls, including damage rolls in combat!
Difficulty Numbers
The highest
difficulty level is Heroic, covering any difficulty number above 30. Some
situations specify to add a number to the Heroic difficulty: "Heroic+10" means a
difficulty number of 41-50, "Heroic+20" means 51-60 and so forth.
Scenes and Rounds
Note: In Star
Wars, Second Edition, this section was in Chapter Two, "Gamemastering," pages
27-30.
Rounds
Each round has two
phases:
1. Initiative
2. Roll actions
1.
Initiative. The character with the highest Perception on each side rolls his
Perception. High roller gets to choose whether his side goes first or last.
2. Roll Actions. The first side acts now. Acting in Perception
order (highest to lowest), every player tells you, the gamemaster, how many
actions his character is making (so you can assign the multiple actions
penalty). Each player rolls his character's first action.
This process
is repeated for each character on the second side. After every character has
taken his first action, the characters on the first side take their second
actions. (Characters without second actions are skipped.) Then the characters on
the second side roll their second actions.
This continues until every
character on both sides has taken all actions.
Reaction Skills.
When a character gets attacked, he can use "reaction skills" to get out of the
way. See "Reaction Skills" under "Chapter Five: Combat and Injuries."
Gamemaster Tips
Combined
Actions. Combined actions are used when groups of characters work together
to accomplish a single task. Aside from working on the task, the only other
thing a combining character can do is use reaction skills. The character with
the highest command or Perception is the leader. He can only command as many
characters as he has command skill dice.If he's supervising only, he rolls his
full command skill. If he's commanding and working on the task, this counts as
two actions and he suffers a -1D penalty to his command roll.
Select a
command difficulty based on the difficulty of the task, the skill of the
character involved and how well they work together. (Use your judgment.) If the
command roll is successful, the combined action bonus is +1D for every three
characters combining. Add a +1 for one "extra" character and a +2 for two extra
characters.If the commander fails the roll, subtract -1D from the bonus for
every point the roll failed by. (A bonus cannot go below OD.)
The
combined action bonus is added to the character with the highest skill who's
working on the task. If a group of characters are combining actions on a combat
task, the bonus can be split between the attack roll and the damage roll. If a
task requires two or more skill rolls, the bonus can be split up among any of
these rolls.
Character Elements
Note: In
Star Wars, Second Edition, this section was in Chapter Three, "Basic Mechanics,"
pages 54-58.
Character Points
Clarification: Characters may spend two Character Points for skill or
attribute uses, including attacks.
Characters may spend five Character
Points on specializations, when dodging or parrying (including vehicle and
starship dodges, and lightsaber parries), or when using Perception or control to
resist others' Force powers.
Clarification: Characters may use
Character Points or a Force Point in a round; they may not use both. Character
Points and Force Points may be spent at any time.
Chapter Five: Combat and Injuries
Note: In Star Wars, Second Edition, this section was in Chapter
Three, "Basic Mechanics," pages 60-68.
Reaction
Skills
Characters use "reaction skills" to block or avoid attacks.
The game's reaction skills are dodge, melee parry, brawling parry and lightsaber
(if your character is wielding a lightsaber). Repulsorlift operation and other
vehicle skills can be used to perform a "vehicle dodge" to avoid enemy fire.
Capital ship piloting, space transports and starfighter piloting can be used to
perform a "starship dodge" to avoid attacks.
When someone attacks a
character, the target character declares the reaction and must roll the skill
before the attack roll is made. The reaction skill roll is the attacker's new
difficulty number and is in effect for the rest of the round.
The
character can use up any remaining actions for a reaction or have the reaction
be an extra action, accepting a higher multiple action penalty for the rest of
the round.
Combat Modifiers
Called
Shots. Attackers can make a "called shot" against a small target. Add + 1D
to the difficulty for a target 10 to 50 centimeters long. Add +4D to the
difficulty for a target one to 10 centimeters long. Add +8D to the difficulty
for a target less than a centimeter long.
Scale
The scales, from "lowest"
to "highest," are character (creature), speeder, walker, starfighter, capital
and Death Star. The scale modifiers reflect the differences between small,
fragile targets (like characters) and large, tough targets (like Star
Destroyers).
* When targets of the same scale are shooting at each
other, ignore the modifiers; roll hits, dodges, and damage die codes normally.
* When using the scale rolls, apply the difference between the two scales:
this is now called the "adjusted modifier" just to show that you're not using
the raw numbers).
| Scale
|
| Modifier
|
| Character
| --
|
| Speeder
| 2D
|
| Starfighter
| 6D
|
| Capital
| 12D
|
| Death Star
| 24D |
Example: A
landspeeder (speeder-scale) is firing at an AT-AT (walker-scale). The
landspeeder has a modifier of 2D, the AT-AT has a modifier of 4D. The adjusted
modifier is 2D.
Lower Against Higher. When a "lower" scale
character or vehicle is shooting at a "higher" scale character or vehicle:
* The lower scale gets to add the modifier to the attack roll; if the
higher scale target makes a vehicle dodge, just roll its normal maneuverability.
* The higher scale target gets to add the modifier to the roll to resist
damage; the lower scale weapon rolls damage normally.
Example:
The landspeeder fires at the walker. The landspeeder's blaster cannon has a fire
control of 2D and a damage of 3D+ 1. The walker has no maneuverability (OD) and
a body strength of 6D.
The landspeeder gets to add the adjusted modifier
of 2D to its roll to hit. If the landspeeder hits, the landspeeder rolls the
cannon 's normal damage of 3D+ 1. However, because the walker is of a higher
scale, it gets to add the adjusted modifier of 2D to its body strength of 6D. it
rolls 8D to resist damage.
Higher Against Lower. When a
"higher" scale character or vehicle is shooting at a "lower" scale character or
vehicle:
* The higher scale attacker rolls its normal attack roll; the
lower scale target adds the "adjusted modifier" to its vehicle dodge roll to
avoid the attack.
* The higher scale attacker adds the "adjusted modifier"
to its damage roll.
Example: Assuming the walker survived the
blast (and that's a pretty safe assumption), the walker's commander decides to
return fire.
When the walker fires, it uses its fire control normally.
The landspeeder, because it is a lower scale vehicle, adds the adjusted modifier
of 2D to its maneuverability to dodge the attack.
If the walker hits
with its blast, the walker adds the adjusted modifier of 2D to its normal weapon
damage. The landspeeder only rolls its normal body strength to resist damage.
Damage
The Second Edition Character
Damage Chart is still used, but there's a new level of damage: "wounded twice."
Wounded:. A wounded character who's wounded a second time is
wounded twice.
Wounded twice:. A character who's wounded twice
falls prone and can take no actions for the rest of the round. The character
suffers a penalty of -2D to all skill and attribute rolls until he is healed. A
wounded twice character who is wounded again is incapacitated.
Mortally wounded: A character making a Moderate first aid
total can "stabilize" a mortally wounded character. The character is still
mortally wounded but will survive if a medpac or bacta tank is used on him
within one hour (Moderate first aid total); otherwise, he dies.
Stun Damage: Weapons set for stun roll damage normally, but treat
any result more serious than "stunned" as "unconscious for 2D minutes."
Healing
Natural Healing: Characters
who are wounded twice must rest for three days before rolling to heal. Use the
chart for wounded characters to determine whether they heal. Wounded characters
may worsen to wounded twice. Wounded twice characters may improve to wounded or
worsen to incapacitated. Incapacitated characters may improve to wounded twice.
Chapter Six: Movement and Chases
Note: In Star
Wars, Second Edition, this section was Chapter Five, "Movement," pages 92-98.
Characters and vehicles may only make one move per
round; pick one of four speeds.
* Cautious Movement:Characters or
vehicles move up to half their Move.
In Very Easy, Easy, and Moderate
terrain, cautious movement is a "free" action": it's not considered an action
and the character doesn't have to roll her running or vehicle operation skill.
In Difficult, Very Difficult and Heroic terrain, roll against the terrain
difficulty but reduce the difficulty one level (i.e., Very Difficult terrain is
Difficult to cross). In these terrain types, cautious movement counts as an
action.
* Cruising Movement: Characters or vehicles move at their
Move rate (equivalent to a walk or cruising speed). This counts as an action.
Characters and vehicles can automatically cross Very Easy, Easy and
Moderate terrain. Characters and vehicles must roll to cross Difficult, Very
Difficult and Heroic terrain.
* High Speed: Characters or
vehicles move at double their Move rate.
Characters must roll to cross
Very Easy, Easy and Moderate terrain.
Increase the terrain difficulty by
one level in Difficult, Very Difficult and Heroic terrain. (Difficult terrain is
Very Difficult to cross.)
* All-out: Characters or vehicles
moving all-out move at four times their Move rate. Characters or vehicles making
all-out movement may not do anything else in the round (including dodge or
parry)! For Very Easy, Easy and Moderate terrain, increase the difficulty one
level (i.e., Easy terrain has a Moderate difficulty to cross.). For Difficult,
Very Difficult or Heroic terrain, increase the difficulty two levels.
Partial Moves. After picking a "move speed" (cautious, cruising,
high speed or all-out speed), a character or vehicle can move anywhere between
half and the full move speed.
Acceleration and Deceleration.
Characters may increase or decrease their movement speed up to two levels per
round. Vehicles may increase or decrease their movement speed up to one level
per round.
Long-distance Movement: All-out movement takes its toll
after extended periods of time.
Characters or animals going all-out must
make stamina rolls every minute. The first difficulty is Very Easy; increase the
difficulty one level for each additional roll. If the character fails the roll,
she must rest for twice as long as she was moving all-out.
High speed
movement requires stamina rolls once every 10 minutes. The first roll is Very
Easy and increase one difficulty level for each additional roll.
Vehicles going all-out must make body strength rolls every 10 minutes.
The first difficulty is Very Easy; increase the difficulty one level for each
additional roll. If the vehicle fails the roll by 1-10 points, it's suffering
strain and must "rest" for twice as long as it was moving all-out. If the
vehicle fails the roll by 11 or more points, the vehicle has suffered a
mechanical failure and requires a Moderate repair roll and at least one hour of
work.
High speed movement requires body strength rolls once every hour.
The first roll is Very Easy and increase one difficulty level for each
additional roll.
Maneuvers. The movement difficulty includes
basic maneuvers: straight-line movement, a couple of turns and other simple
movements.
For more complex maneuvers, add difficulty modifiers as
needed:
+1-5 Maneuver is fairly easy.
+6-10 Maneuver is somewhat
difficult and requires a certain amount of skill.
+11-15 Maneuver is
difficult and requires a very talented (or lucky) driver or pilot.
16+
Maneuver appears to be almost impossible. Only the very best drivers can pull of
a maneuver of this difficulty.
Character Movement Failures.
Movement failures remain as listed in Star Wars, Second Edition, page 95 except
as noted below.
7-10. Fall. The character falls halfway through
her Move, but manages to catch herself and is now kneeling. She may take no
actions for the rest of the round and suffers a -2D penalty to all actions for
the next round.
11-15. Minor Tumble. The character falls
one-quarter of the way through he Move. He may take no actions for the rest of
the round and the next round.
A character moving all-out takes 1D damage;
characters moving at slower speeds take no damage.
Collision
Damage. Collision damage depends on how fast the character or vehicle was
moving.
| Move
|
| Character Damage
|
| Cautious
| 1D
|
| Cruise
| 2D
|
| High Speed
| 3D
|
| All Out
| 4D |
| Move
|
| Vehicle Damage
|
| Cautious
| 2D
|
| Cruise
| 4D
|
| High Speed
| 6D
|
| All Out
| 10D |
Ramming. Add +10 to
the movement difficulty for the ramming vehicle. Ramming counts as a separate
action: the pilot suffers an additional -1D penalty.
If the pilot beats
the new difficulty number, he rams the target. If the pilot rolls below the
original difficulty number, he suffers a "movement failure." If the pilot rolls
above the original difficulty number, but below the new difficulty number, he
crosses the terrain safely, but the ramming attack fails.
Vehicle Damage
Vehicle damage
is modified as follows:
Lightly Damaged. Roll 1D to see which
system is damaged.
1-3. Vehicle loses -1D from maneuverability.
(If the vehicle's maneuverability has already been reduced to OD, the vehicle
suffers -1 Move.)
4. One on-board weapon was hit and destroyed.
5-6. Vehicle suffers-1 Move.
Heavily Damaged. Roll
1D to see which system is damaged.
1-3. Vehicle loses -2D from
maneuverability. (If the vehicle's maneuverability is OD, it suffers -2 Move.)
4-6. Vehicle suffers -2 Move.
Severely
Damaged.
3. Overloaded generator. The engine or generator
begins to overload and will explode in 1D rounds, completely destroying the
vehicle.
Lost Moves
Lost Moves add
together. For example, a vehicle that suffers a -1 Move result, then a-2 Move
result is at "-3 Moves."
-1 Move: The creature or vehicle can no
longer move at all-out speed; it's limited to high speed.
-2
Moves: The character or vehicle is limited to its cruising speed.
-3 Moves: The character or vehicle is limited to its cautious
speed.
-4 Moves: The vehicle's drive is disabled and it cannot
move until repaired.
-5 Moves: The vehicle is destroyed.
Vehicle Speeds
In a vehicle's
Move listing, the "kmh" listing represents its all-out speed. A vehicle's "high
speed" is half the all-out speed. A vehicle's "cruising speed" is one-quarter
its all-out speed. A vehicle's "cautious speed" is one-eighth its all-out speed.
Chapter Seven: Space Travel and Combat
Note:
In Star Wars, Second Edition, this section is Chapter Six, "Space Travel," on
pages 104-112.
Making Calculations for the Jump to
Hyperspace. Calculating a route takes one minute if the character is using a
well-traveled route or is using pre-calculated coordinates. (In emergencies, a
character can try to jump into hyperspace in one round instead of one minute.
The astrogation difficulty is doubled and the character rolls each round until
he either beats the difficulty number or suffers an astrogation mishap.)
Calculating a route between known systems takes about half an hour.
These calculations take a few hours if the ship has never jumped to the
destination system before. If the character doesn't know where he is, it takes
one day to determine his ship's current position and then compute hyperspace
coordinates.
Starship Movement
Starship
movement works just like vehicle movement.
A ship can move once per
turn. The pilot picks one of four speeds: cautious, cruising, high speed and
All-out speed. The terrain difficulties are modified by speed, just as in
vehicle movement.
Acceleration and Deceleration. Starships may
increase or decrease their speed one level per round.
Maneuvers.
Apply the same modifiers as for vehicle movement.
Movement
Failures. Use the same results as for vehicle movement failures. If a
starship gets a "collision" result and there's nothing to run into, the ship
goes spinning wildly out of control for the rest of the round and the next
round.
Starship Weapons
Tractor
Beams. A captured ship that doesn't resist can automatically be reeled in
towards the attacker at five Space units each round.
If the target ship
resists, roll the tractor beam's damage against the target ship's hull code. If
the target ship's hull code roll is higher, the ship breaks free. If the tractor
beam rolls equal to or higher than the target ship, find the result on the chart
below.
Tractor beam damage roll
> damage roll
|
| Space Units reeled in:
|
| Target Ship's Damage
|
| 0-3
| no change
| no damage
|
| 4-8
| 1
| -1 Moves
|
| 9-12
| 2
| -2 Moves
|
| 13-15
| 3
| -3 Moves
|
| +16
| 4
| -4 Moves |
Starship Damage
Starship damage
is modified as follows:
Lightly Damaged. Starships can be lightly
damaged any number of times. Each time a ship is lightly damaged, roll 1D to see
which system is damaged.
1. Ship loses -1D from maneuverability. (If
the ship's maneuverability has already been reduced to 0D, it suffers -1 Move.)
2. One on-board weapon emplacement was hit and destroyed.
3. One on-board weapon emplacement was rendered inoperative by a
major power surge; it's lightly damaged.
4. Hyperdrive damaged.
Double the time to calculate any astrogation courses; if the pilot wants to try
to jump to hyperspace in one round, add an extra +10 to the astrogation
difficulty.
The hyperdrive may be fixed with one hour of work and a
Moderate repair roll.
5. The ship loses -1D from its shield code.
If the ship has no dice remaining in shields, it suffers the controls ionized
result.
6. The ship suffers -1 Move.
Heavily
Damaged. Heavily damaged ships have taken a much more serious amount of
damage.
If a heavily damaged ship is lightly damage or heavily damaged
again, it becomes severely damaged.
Roll 1D to see which system is
affected:
1. Ship loses -2D from maneuverability. If its already
OD, it suffers -2 Move.
2. Ship loses a weapons system in one
fire arc. All weapons of one type in one fire arc are disabled by a major power
surge or system failure.
3. Weapons system destroyed. All weapons
of one type in one fire arc are destroyed.
4. Hyperdrive damaged.
Increase all astrogation difficulties by +10 until the drive is fixed with a
Moderate repair roll and one hour of work.
5. Ship loses -2D from
shields. If it has no shields remaining, it suffers "2 controls ionized."
6. Ship suffers -2 Move.
Severely Damaged. A
severely damaged ship which is lightly damaged, heavily damaged or severely
damaged again is destroyed.
Roll 1D to determine which system is
affected:
1. Dead in space. All drives and maneuvering systems
are destroyed. The vehicle is adrift in space.
2. Overloaded
generator. The ship's generator is overloading; unless it's shut down, the
generator will explode in 1D rounds and destroy the ship.
3.
Disabled hyperdrives. The ship's hyperdrives-main and backup-are damaged. The
ship cannot enter hyperspace until they are fixed with a Moderate repair roll
and one hour of work.
4. Disabled weapons. All weapons systems
lose power. Roll 1D:
1-4: Weapons are severely damaged but may be
repaired.
5-6: All weapons aboard the ship are destroyed.
5. Structural damage. The ship is so badly damaged that it begins
to disintegrate. The crew has 1D rounds to evacuate.
6.
Destroyed.
Chapter Eight: The Force
Note: In Star Wars,
Second Edition, this section is discussed in Chapter Seven, "The Star Wars
Universe," on pages 138-152.
These rules allow gamemasters a
firmer hand in controlling the powers available to Jedi characters.
Tremors in the Force. Jedi cause "tremors" whenever they use the
Force; these ripples can be detected by other Jedi.
A Jedi who sparingly
uses the Force and then only uses it in a minor way creates the faintest
ripples, detectable only by powerful Jedi at close ranges.
However, a
Jedi who often uses the Force in grandiose displays creates very noticeable
ripples which can be detected by other Jedi at vast distances. Those who rely on
the Force as a crude instrument of power are very likely to draw the attention
of people whom they'd much rather avoid...
Premonitions and
Visions. Some Jedi characters experience premonitions, dreams and visions.
Such occurrences have been known to warn Jedi of impending danger or summon then
to "crisis areas" where their unique abilities are needed.
Force Skills
Characters must be
Force-sensitive to learn Force skills.
When a characters receive their
first die in a Force skill (control, sense, or alter), they receive one Force
power.
Force Skill.Character Point
Cost: Number before the "D." Double character point cost without a teacher.
Training Time: One day per Character Point spent if the character has a teacher.
Two days per Character Point without a teacher. Training time may be reduced by
one day for each additional Character Point spent (minimum of one day).
Force Powers. A Jedi may be taught a new power
each time a Force skill is improved by one pip. The new power is chosen by the
teacher and must use the improved skill (for instance, a Jedi improving control
could not learn a power based solely on alter).
A character may be
taught a Force power without improving a Force skill, but the character must
spend five Character Points.
A power that uses two Force skills counts
as two powers when being taught powers.
A Jedi character cannot use a
power that has not been learned.
The Lure of the Dark Side. When
a character with Dark Side Points uses a Force skill, her skill roll gets a
bonus of 1 D per Dark Side Point.
A Jedi may refuse this bonus, but the
difficulties of all Force powers should be increased by at least one difficulty
level to reflect the intense concentration needed to avoid the dark side's
temptations.
A character who has gone over to the dark side no longer
receives this bonus
.
Intuitive Powers. It is well-known that some
beings can push themselves to feats of great strength or endurance. Likewise,
Jedi characters, when faced with an incredible challenge, may exhibit powers
they had not previously learned.
At the gamemaster's discretion only,
characters may be "granted" powers in exceptional circumstances. This reflects
the Force's mystic and often unpredictable nature.
Gamemasters may grant
the power for "free," require the Jedi to spend a number of Character Points or
Force Points to learn the power, or set other conditions. Gamemasters may grant
a Jedi a power on a one-time basis to indicate the importance of a particular
task, or to "reward" characters who have performed exceptionally well by
allowing them to "subconsciously" learn a new power.
Dark Side Characters
Returning to the Light. Dark Side characters can
return to the light, but it's not easy.
A dark side character must prove
his commitment to the light by spending a Force Point in a selfless manner at a
dramatically appropriate time. Often, this requires the character to make a
heroic sacrifice.
When a character is redeemed, the dark side exacts a
final toll: she loses all Force Points and Character Points. The character's
Dark Side Point total drops to five ... he must atone to remove the Dark Side
Points or else he could very easily fall back under the sway of the dark
side.