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CLASSIC ADVENTURES
Core Rules for Roleplaying in the Star Wars Galaxy

Van Dyke Brown

Table of Contents

CLASSIC ADVENTURES

TABLE OF CONTENTS

PLAYERS HANDBOOK...........................................................................3
Chapter 1: Introduction..............................................................................................5
Chapter 2: Character Generation............................................................................6
Chapter 3: The Bare Bones......................................................................................12
Chapter 4: Introduction to Roleplaying...............................................................19
New Player Briefing..................................................................................................27
GAMEMASTERS GUIDE.......................................................................29
Chapter 1: Introduction to Gamemastering.........................................................31
Chapter 2: Attributes and Skills............................................................................34
Chapter 3: Combat and Injuries............................................................................50
Chapter 4: Starships................................................................................................58
Chapter 5: The Force.................................................................................................71
Chapter 6: Supporting Characters.......................................................................85
ADVENTURE BOOK..............................................................................93
Chapter 1: Running Adventures.............................................................................95
Chapter 2: Tatooine Manhunt..........................................................................103
Episode I: The Mission Begins.....................................................................109
Episode II: Welcome to Tatooine..................................................................112
Episode III: Blood on the Sand.....................................................................118
Episode IV: Cantina Ambush.......................................................................120
Episode V: Exploring the Wastes.................................................................122
Episode VI: Battle in the Desert..................................................................124
Episode VII: Slaughter at Tusken Fort........................................................127
Episode VIII: Escape from Tatooine...........................................................130
Chapter 3: Designing Adventures........................................................................132
Chapter 4: Adventure Ideas..................................................................................138
Chapter 5: Published Adventures........................................................................145
Mos Eisley Spaceport Map....................................................................................147
Mos Eisley Cantina Map........................................................................................148
REBEL FIELD MANUAL.......................................................................149
Chapter 1: The Rebel Alliance................................................................................151
Chapter 2: The Galactic Empire...........................................................................155
Chapter 3: Aliens of the Galaxy...........................................................................158
Chapter 4: Creatures...............................................................................................163
Chapter 5: Equipment and Weapons.................................................................166
Chapter 6: Droids.....................................................................................................176
Chapter 7: Starfighters...........................................................................................179
Chapter 8: Capital Starships................................................................................184
Chapter 9: Space Transports...............................................................................188
Chapter 10: Repulsorlift Vehicles........................................................................193
Chapter 11: Imperial Ground Assault Vehicles..................................................198

STAR WARS: CLASSIC ADVENTURES


CREDITS
Game Update Design: Van Dyke Brown et al.
Original Design: Greg Costikyan, Greg Gorden, Peter
Schweighofer, Bill Slavicsek, Bill Smith, Ed Stark,
George Strayton, Paul Sudlow, Eric S. Trautmann
Solo Adventure and Adventure Ideas: Ken Rolston
Tatooine Manhunt: Bill Slavisek, Daniel Greenberg
Map Art: Paul Jaquays
Editing: Eric Goldberg, Paul Murphy, Bill Slavicsek
Art Direction: Stephen Crane
Graphics: Susan Kramer, Diane Malz, Kevin Wilkins
Production Manager: Richard Hawran
Cover Illustrations: Tim Jung, Cantrell, Roger Kastal,
Noriyoshi Ohrai, Kazuhiko Sano
Interior Art: Michael Manley, Ralph McQuarrie
Template Art: Stirzy
Composite Photographs: Industrial Light & Magic
First Edition Testing and Advice: Laura Antoniou, Paul
Balsamo, Ed Campbell, Peter Corless, Dan Decker,
Patrick Egan, Brad Freeman, Dan Gelber, Jeggery
Gomez, Dan Greenberg, Bill Herz, Doug Kaufman,
Paul Lidberg, Stephen Osmanski, Al Perry, Curtis
Scott, Denis Taylor, Chuck Turnitsa, Carol Turrietta,
Dave Turrietta, Earl Van Atta, Jan Warner, Sam Weiss
First Edition Special Thanks to: David Craig, Noah
Falstein, Anita Grossm Karen Picelle, Louise Riley,
Howard Roffman (of Lucasfilm Ltd.)
Heroic and Meritorious Service to the Rebellion: Greg
Gorden, Wayne Shaw, Kevin Siembieda, Stephen
Tihor, Allen Varney, Martin Wixted.

Reference Tables.....................................................................................................201
Character Templates.............................................................................................207
Blank Character Sheet...........................................................................................231

Published by
West End Games, Inc.
251 West 30th Street
New York, NY 10001
Star Wars: Classic Adventures Core Rules, Second Printing: Jult 2016
Original TM & 1987, Lucasfilm, Ltd. (LFL). All Rights Reserved.
Trademarks of LFL used by West End Games, Inc., under authorization.

8
PLAYERS HANDBOOK

Players Handbook Table of Contents

CLASSIC ADVENTURES

Players Handbook

TABLE OF CONTENTS
Chapter 1: Introduction....................................................5
Chapter 2: Character Generation....................................6
Chapter 3: The Bare Bones.............................................12
Chapter 4: Introduction to Roleplaying.......................19
New Player Briefing........................................................27

PLAYERS HANDBOOK

8
CLASSIC ADVENTURES

C hapter One
INTRODUCTION
Get ready to experience the vast scope and sweeping power
of the greatest space adventure of all time! In Star Wars: Classic Adventures, you take the part of a character in the Star
Wars universe, struggling against the awesome might of the
evil galactic Empire. You fly faster-than-light spacecraft, trade
blaster fire with Imperial stormtroopers, fight lightsaber
duels, and tap the mystic Force which binds all living things
together.
You live in a galaxy of a billion suns, a billion star systems
each with its own wonders and dangers to explore. You live in
a universe of dire peril, where freedom fights desperately
against the eternal night of tyranny and oppression. You will
be faced with overwhelming odds, hard choices, impossible
challenges but if you are brave and true, you may triumph,
for the Force is with you always!

A WORD ABOUT ROLEPLAYING


In Star Wars: Classic Adventures, each player controls a character, a single person who lives in the Star Wars universe.
Exactly what your character can do is determined by the
rules of the game.
One person acts as gamemaster. The gamemaster, or GM
runs the game. When a player wants his or her character to
do something, the gamemaster decides what happens, using
the rules as a guide.
He also acts as a director, describing the universe in
which the characters live to the players. He takes the roles of
non-player characters, or NPCs, people who live in the Star
Wars universe but are not controlled by the players.
But most important, the gamemaster creates an adventure
for his players a story for their characters to experience,
complete with supporting cast, an interesting plot, and
rewards for success.
In essence, when you play you create your own Star Wars
movie, starring your character and those of the other players, with the gamemaster as director, writer, and supporting
cast.

Players
You dont have to read every book in order to play just
the Players Handbook. You can read the Gamemasters Guide
and Rebel Field Manual when you have time and want to, but
only gamemasters should read the Tatooine Manhunt
adventure in the Adventure Book.

PLAYERS HANDBOOK

Gamemasters
Gamemasters have to do more work than players. If you
plan to gamemaster Star Wars: Classic Adventures, youll have
to read all of the Players Handbook. After all, part of your job
will be to make sure the players are following the rules. Additionally, you will have to read the Gamemasters Guide, which
provides hints and suggestions to get novice gamemasters
started and explains the rules in detail. The Rebel Field Manual provides information on the various aliens, weapons,
equipment, Droids and vehicles you will encounter in the Star
Wars universe. Additionally it provides some valuable background information on the Rebellion, the Empire and the galaxy at large. The Adventure Book provides information on how
to actually run an adventure for your players. This book also
includes the Tatooine Manhunt adventure, to help you get
started.

WHAT YOU NEED TO PLAY THIS GAME


In addition to a gamemaster and players (three to seven is
about right), youll need some pencils, paper, and at least six
regular six-sided dice, these are provided in this box set. However, if you have the softcover edition, you can cannibalize
some from other games or buy some. Most toy and hobby
stores carry them, and so do many stationery shops.

Supplements and Adventures


This game includes the Players Handbook, Gamemasters
Guide, the Rebel Field Manual and the Adventure Book which
is everything you need to play Star Wars: Classic Adventures.
However, there are a lot of other books published to make the
lives of Star Wars gamemasters and players easier. Most of the
West End Games First Edition Star Wars material is almost
completely compatible with this game. This includes adventures, supplements, sourcebooks, the Galaxy Guides, and even
some of the rule options in the Star Wars Rules Companion.
Keep in mind, however, that this game has just a few minor
differences (like new skills) from the First Edition and
already incorporates some of the errata and clarifications
from the rule expansions.
Keep in mind, the West End Games The Star Wars Roleplaying Game: Second Edition Revised & Expanded, and other Star
Wars roleplaying game products from various publishers have
extremely useful material and ideas that will no doubt prove
useful in running and playing Star Wars: Classic Adventures.

8
C hapter Two
CLASSIC ADVENTURES

CHARACTER CREATION
Before you begin playing, youre going to need a character.
The easiest way to start is to flip to the back of the book
(starting at page 207) and pick out a character template that
appeals to you. You can play a Smuggler, a Brash Pilot, a Mercenary (or Merc), a Wookiee whatever suits you. Photocopy or print out a copy of the template you want. If none of
the templates seem appealing, you can create your own custom template, as long as the gamemaster approves it (see
page 11).

SELECTING A TEMPLATE
Each template describes a character archetype that fits
the Star Wars universe, not an actual character from the films.
Think about what kind of person you want to play. Do you
want to play a smuggler like Han Solo? A brash pilot like
Wedge Antilles? An impressionable Jedi-in-training, like Luke
Skywalker at the beginning of A New Hope? A headstrong
diplomat like Princess Leia? A seedy gambler turned businessman like Lando Calrissian? There are many, many different
types of people in the galaxy and you can play just about anyone.
Before you pick a template, its not a bad idea to ask the
other players what kind of characters they will be playing.
Normally, your game should have a diverse group of characters with a mix of skills not everyone can be a Brash Pilot, a
Smuggler or a Failed Jedi.

CUSTOMIZING TEMPLATES
The next step is to customize your template. But before you
can do that, you need to know a little bit about the die codes,
attributes and skills.

Die Codes
Whenever you try to do anything in the game, you roll dice.
The higher the number you roll, the better and the better
the chance that you can do what you want.
How many dice do you roll? That depends on your die
code. Every skill and attribute has a die code (see below), so
when you use a skill or attribute, you look at its code to see
how many dice you should roll.
In general, die codes consist of a number (how many dice
you roll), followed by a D, sometimes followed by a plus
sign (+) and another pip number (which you add to the
numbers on the dice).

Heres a typical die code: 3D. That means, roll three dice,
and add the numbers you roll together (D stands for die).
So, if you roll 3 on one die, 2 on another and 6 on the third,
your total die-roll is 11.
Heres another die code: 2D+2. That means, roll two dice,
add the numbers rolled, and add 2 to the total. If you roll a 4
on one die and a 3 on another, your total roll is 9.

Attributes and Skills


Every character has attributes and skills. Attributes are
things youre born with innate abilities. There are six in the
game Dexterity, Knowledge, Mechanical, Perception, Strength
and Technical (see page 8).
Skills are abilities you learn, instead of ones youre born
with. You cant improve your attributes during the game, just
as you cant make yourself smarter or taller. You can improve
your skills (see page 17).
Your character has a die code for every attribute and skill.
The die code is the dice you roll when you use the attribute or
skill.
Example: Shamus Falconis Dexterity is 3D+1, so if he
tries to juggle something, his player rolls three dice, adds
the rolls together, and adds one to the total
Your attribute codes are printed on your character template. Different character templates have different codes, but
all Smugglers (for example) have the same attributes.
However, you get to choose your own skill codes. Thats
what customization is all about.

A SMUGGLER IS BORN
Suppose you decide to be a Smuggler. A copy of the
Smuggler template is printed on the facing page so that
you can follow along with the examples in this book and
see first-hand what the template looks like.
At the top of the template, you should enter your own
name, the name of your character, and his height,
weight, sex and age. You should also decide how you
want your character to look, and jot down a short
description. In this example, Wayne has chosen to play a
Smuggler called Shamus Falconi.
The numbers are die codes. For example, Shamus
Dexterity is 3D+1.

PLAYERS HANDBOOK

SMUGGLER

Character Template
Shamus Falconi
Character Name ..............................................................................
Wayne H.
Player Name ....................................................................................
210 lbs.
Height 61
.............................. Weight .................................................
Male
Sex ...................................

38
Age .................................................

Red-headed; bearded wearing a


Physical Description ......................................................................
leather tunic; trousers and boots; in pretty good
...........................................................................................................
shape; always wears a blaster in a leather holster
...........................................................................................................

DEXTERITY.......................3D+1
Blaster...........................5D+1
Brawling Parry.........................
Dodge............................4D+1
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................2D+1
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................3D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting...........5D+2
Starship Shields.......................
...................................................

PERCEPTION........................3D
Bargain...............................4D
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling.............................4D
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL......................2D+2
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................

Equipment:
stock light freighter
heavy blaster pistol
comlink
2,000 credits
25,000 credits in debt to a crime boss

Background: Your parents called it gallivanting


around the galaxy, but as far as youre concerned
theres no better life than a free traders. Traveling as
your fancy takes you, trading a little here and a little
there, looking for a sharp deal, bargaining and selling
New worlds to see, always a new planet at the end of
the journey.
Thats how its supposed to be, anyway. But the
Empire is more and more restrictive by the day. Goods
that used to be legal are now contraband. Even contraband is harder and harder to come by. Customs inspectors are like bloodhounds. Bribes have become your
major expense. You keep on dreaming of making one
big killing and getting out but you dont want to get
out. To you, your ship is home, transportation, and
freedom, all in one package. The idea of losing it kills
you.
But you may very well loose it. To keep on operating,
you had to borrow money from a mobster, a real slimeball crime king. Youre pretty deep in debt now, and
they keep on making nasty jokes about breaking your
kneecaps. Damn the Empire, anyway! Its their laws and
corruption that brought this all about.
Personality: Youre tough, smart, good-looking and
cynical. Youre a fine pilot and a good businessman.
Mostly you want to hit it big and be left alone by scum,
both criminal and official.
A Quote: I dont have the money with me.

Force
Points

Skill
Points

Dark Side
Points

Wound
Status

Connection With Other Characters: You need at least


one other person to run your ship, a partner. This
could be the Alien Student, the Brash Pilot, the Gambler, the Merc, the Minor Jedi, the Mon Calamari, the
Wookiee, or anyone with decent mechanical skills. You
could have encountered virtually any of the other characters in the course of your (frequently shady) business dealings.

Chapter Two: Character Creation

CLASSIC ADVENTURES

ATTRIBUTE AND SKILL LIST


This list describes the attributes and
skills used in the various character
templates. They cover a characters
knowledge in a field or the ability to do
the following:
Dexterity: eye-hand coordination.
blaster: fire blaster weapons.
brawling parry: used to avoid being hit by
a brawling attack.
dodge: get out of the way when people
shoot at you.
grenade: throw grenades and other
objects.
heavy weapons: shoot unwieldy handheld weapons and big guns.
melee parry: block a hand-to-hand attack
with some kind of weapon.
melee weapon: fight with weapons in
hand-to-hand combat (except
lightsabers).
sleight of hand: slip things from other
people into your own possession.
Knowledge: general thinking ability and
intelligence.
alien species: what you know about different aliens.
bureaucracy: how big government groups
work and using this information to
your advantage.
cultures: what you know about other cultures and their traditions, legends and
practices.
languages: speak and understand other
languages.
planetary systems: knowledge about different planets and star systems.

streetwise: what you know about criminals and how they might help you.
survival: survive in harsh environments
without modern conveniences.
technology: gauge the fair market value,
purpose and capability of various
kinds of equipment.
Mechanical: ability to operate devices
and machines, including vehicles and
starships.
astrogation: plot hyperspace jumps using
a starships nav computer.
beast riding: handle riding animals.
com-scan: use communications and sensor equipment.
repulsorlift operation: fly vehicles like
landspeeders, speeder bikes, and snow
speeders.
gunnery: fire weapons built into vehicles
or starships, or a weapon with a fire
control die code.
starship piloting: fly all types of starships
like X-wings, freighters and blockade
runners.
starship shields: angle deflector shields to
protect against incoming attacks.
Perception: powers of observation and
ability to influence others.
bargain: make deals.
command: convince NPCs to do what
theyre told.
con: fast-talk your way out of situations.
gambling: winning at games of chance.
hide/sneak: move around without being
seen, and camouflaging objects.
search: look for things.

Choosing Skill Codes

Technical: ability to repair and modify


machines and devices, and operate
high-tech gear.
computer programming/repair: use, fix,
slice, and program computers.
demolitions: set explosive charges.
Droid programming/repair: fix and program Droids.
first aid: mend wounds and tend to
injuries on the scene.
repulsorlift repair: fix repulsorlift vehicles.
security: open mechanical and electronic
locks and doors.
starship repair: fix starships.
Force Skills: Jedi characters can have
any of the three Force skills. These are
used when Jedi tap into some of the
awesome Force powers. Check out
chapter five The Force in the
Gamemasters Guide for more information on these powers. Heres a brief
summary of the three Jedi skills:
control: control your own body.
sense: sense the Force in things beyond
your own body.
alter: change the distribution and nature
of the Force.

Each attribute has a list of skills printed underneath it on


the character template. For example: blaster, brawling parry,
dodge, and several others are all listed under Dexterity.
Theyre all Dexterity skills. A skill starts with the same code as
the attribute its printed under.

You can also split a die into three pips. When you split a
die, you either get three +1s; or one +2 and one +1.
Youll never see a +3 instead, the die code increases to
the next full die 2D, 2D+1, 2D+2, then 3D, 3D+1, 3D+2, then
4D and so on.

Example: Shamus Dexterity code is 3D+1. That means


his blaster code is 3D+1, his brawling parry code is 3D+1,
and so on.

Example: Shamus player could allocate +2 to blaster,


increasing the blaster code (originally 3D+1) to 4D; he
would still have a +1 pip to allocate to another skill.

You have 7D to allocate to skills. To allocate 1D to a skill,


add 1D to the attributes code, and write the result next to the
skill name on the character template. However, no skill can be
increased by more than 2D.

You get to choose which skills are increased, and can allocate dice to any skills you like, as long as you dont spend
more than 7D total, and as long as no single skill gets more
than 2D.

Example: Shamus Dexterity is 3D+1. His player allocates 1D to dodge; his dodge skill code is now 4D+1. The
player writes 4D+1 next to dodge on the template; he has
6D left to allocate to other skills. Shamus player could allocate 1D to blaster, increasing the blaster code to 4D+1; or
he could allocate 2D to blaster, increasing the code to
5D+1. He could not allocate 3D or more.

Strength: physical strength, health and


ability to resist damage.
brawling: fight with your bare hands.
climbing/jumping: climb and jump.
lifting: move, lift and carry heavy objects.
stamina: exerting yourself for a long time.
swimming: ability to stay afloat in
watery environments.

Equipment
Your character template also has an equipment section. It
lists all the gear your character starts the game with. Most
characters start with some money (credits); if you like, you
can spend some of it to buy more equipment. The table on the
next page contains some basic gear and prices.

PLAYERS HANDBOOK

Chapter Two: Character Creation

CLASSIC ADVENTURES

CHARACTER CONNECTIONS
One of the important parts of character generation is deciding how and why the player characters know each other. In
the Star Wars movies, the main characters never let each
other down. Luke even breaks his training as a Jedi in order to
rescue his friends. Its important for the player characters to
have the same kind of feelings about one another. As a rule of
thumb, each character in the group should have met and
know at least one other character. Look at the Connection
With Other Characters section on your template. It suggests
some ways you might meet or know about other characters.
But you, the other players, and the gamemaster must decide
what the real story is.
Talk possible connections over with the other players and
the gamemaster. Make suggestions for how the characters
could have met. Get a feel for how the other players envision
their characters, and what kind of connections make sense.
Work out a scenario with your friends. For example:
Gamemaster: Okay, weve got a Kid and a Bounty Hunter.
Bounty Hunter: Oh, no. Not another obnoxious brat.
Kid: Sure!
Gamemaster: Come on, its a good character.
Bounty Hunter: Remember the last Kid we had? When he
wrestled that pirate out of the hatch, I had to jump from
orbit to the surface of Dantooine with nothing but a parachute and an ablative heatshield to save him.
Kid: Ah I was thinking of playing this one a little differently.
Like, a properly-brought-up upper-class British kid. You
know, reserved, intelligent, eager for adventure.
Bounty Hunter: Well okay. But how would I know him?
Gamemaster: Um Hes an orphan?
Kid: Yeah! Im a poor orphan lad
Bounty Hunter: Orphaned by Imperial troops.
Gamemaster: You found him homeless on Farstine, the methane world, during the Imperial occupation. He was out of
money and down to fifteen minutes of oxygen
Kid: But remained dignified.
Gamemaster: You were taken by his good manners even in
misery
Kid: And I was glad to find a protector, even one so rough.
Bounty Hunter: Rough, but with a
heart of gold.
Gamemaster: And a soft spot for
a kid like your younger brother
who died at an early age?
Bounty Hunter: Well, okay, but I
never tell the Kid I had a younger
brother.
Gamemaster: Right! A secret hurt
you keep even from those closest
to you.
Bounty Hunter: You sure this isnt
too melodramatic?
Gamemaster: No, sounds good to
me. Besides, melodrama is easy
to roleplay.

BASIC EQUIPMENT TABLE


Blaster Weapons
Hold-Out Blaster
Blaster Pistol
Heavy Blaster Pistol
Blaster Rifle
Blaster Carbine

Cost
300
500
750
1000
900

Damage Code
3D+1
4D
5D
5D
5D

Melee Weapons
Staff or Club
Spear
Gaderffii
Knife
Hatchet
Vibroblade
Force Pike

Cost
15
60
50
25
35
250
500

Damage Code
STR+1D
STR+1D+1
STR+1D
STR+1
STR+2
STR+1D+2
STR+2D

Personal Gear
Helmet (+1)
Armor Vest (+1)
Syntherope
Glow Rod
Chronometer
Datapad

Cost
300
300
2
10
25
100

Personal Gear
Medpac
Tool Kit
Comlink
Macrobinoculars
Breath Mask
Recording Rod

Cost
100
200
100
100
50
30

See the Rebel Field Manual for a complete list of weapons, gear and prices.

Thats important because the players must cooperate to do


well in the game. Second, they give players a guide to how
their characters react to others. Third, they help create the
feeling that what goes on in the game is only a small part of
events in the whole Star Wars universe, and that the characters have independent histories and backgrounds.
Here are some ideas for how characters might know each
other:

Character connections do three


things. First, they give player characters reasons to help one another.

PLAYERS HANDBOOK

Chapter Two: Character Creation

CLASSIC ADVENTURES

HOW GOOD IS MY CHARACTER?


At first, your attribute levels may seem very abstract. Sure, you
know that 2D is about average, but how well will your character
stand up in a fight next to a stormtrooper? Can you outsmart a
clever smuggler? To give you a basic understanding of how you
rank up to others in the galaxy, consult the following chart:
1D Below human average for an attribute or skill.
2D Untrained human average for an attribute and many
skills.
3D Average level of training for a human.
4D Professional level of training for a human.
5D Above average expertise.
6D Considered about the best in a city or geographic area.
About 1 in 100,000 people will have training to this skill
level.
7D Among the best on a continent. About 1 in 10,000,000
people will have training to this skill level.
8D Among the best on a world. About 1 in 100,000,000 people will have training to this skill level.
9D One of the best in several systems. About 1 in a billion
will have training to this skill level.
10D One of the best in a sector.
11D One of the best in a region.
12D One of the best in the galaxy.

Friends. The most obvious (and the most often overlooked)


connection. Friends will do a lot to help each other even if
theyve been out of touch for years.
Relatives. No one gets to choose his own relatives (unfortunately), so your character could be related to anyone. Relatives usually feel obliged to help each other out, even when
they dont like each other just the kind of tie you want.
Age difference is no bar characters can be parents,
grandparents or uncles as easily as brothers or sisters. Characters from different walks of life can still be related: for example, a Smuggler might be the black sheep of a Senators family.
Relationships can be more obscure characters can be
second cousins, or related through remarried parents. Dont
overdo the long-lost-cousin bit though George Lucas can
get away with it once, but you cant.
Employees. One character might be anothers boss. Higherstatus characters can employ lower-status ones for example, a Senatorial might hire a Bounty Hunter as a bodyguard.
Any character with a ship might hire another as crew.
Joint Ownership of a Ship. Two or more players can own a
ship in common and owe the debts together, too. This
gives them a strong reason to be supportive.
Traveling Companions. Even the most unlikely pair might
have traveled together for months or years before the game
begins. Low-life characters might be buddies and partners in
crime. Higher class characters might be friends with similar
outlooks on life.
Mentors. Any older character can semi-adopt a younger
character, as Obi-Wan does with Luke. The relationship might

10

be a formal master-pupil one, in which the mentor teaches his


pupil about the Force or it could be much more casual, like
Indiana Jones relationship with Short Round in The Temple of
Doom.
Rivals. Its not a good idea to have two player characters
who genuinely hate each others guts thats a recipe for
acrimony and disaster. But its perfectly all right to have two
characters who are rivals. Opposition can add spice to an
adventure as long as it doesnt become serious enough to
cause problems.
Same Home Planet. Two characters who grew up on the
same planet have things in common even if they now have
very different interests. In our world, two guys who grew up in
Cleveland invariably wind up talking about the Browns. Characters who grew up on the same planet will have the same
kind of shared memories.
Classmates. Characters of the same age could easily both
have attended the Imperial Naval Academy or a university.
Known by Reputation. Even if one character has never met
another before, he may know the other by reputation. A Smuggler might have heard of other Smugglers, or Pirates, or
Bounty Hunters. Senatorials might be known for their politics
or for charity work. A Merc or Bounty Hunter might be known
for his previous service to the Empire. Any kind of information that helps a player establish some kind of relationship to
another character is a start.
Love. Love is a very strong tie, but a tricky one to pull off.
Many players are embarrassed by the idea of playing lovers
its easiest when the players themselves are married or at
least involved with one another. A note to the gamemaster:
never force love on your players. Its one thing to tell two
players, Youre related. They may not like it, but they dont
have to; relatives can dislike each other. Its another thing to
say, Youre in love. Thats taking away too much of a
players free will. If players want their characters to fall in
love, thats great and creates the kind of bond you want to
encourage but dont force it on them.

ARE THERE ANY TALKATIVE SCOUTS?


Or Humble Nobles? Or Cautious Pilots?
Sure there are. The backgrounds that come with each template are designed to give you a role you can play immediately. Character templates make choosing a character fast and
easy.
But if a background write-up isnt quite the character you
want to play, go ahead and change things. Character templates are supposed to help you imagine your character, not
restrict your imagination. Go ahead; rewrite the background
on your sheet, or tell the other players what your character is
like. Change the template name to suit. Talk things over with
your gamemaster; he may have some ideas, too. Dont change
the attribute codes, though.
If none of the templates, even modified, fits your character
idea, you can even design your own template see page 11
for rules on how to do that.
By the way, it is possible to play Droids and different aliens
but the rules are a little different from other characters,
especially for Droids. If youre interested, youll have to check
out chapter six in the Gamemasters Guide.

PLAYERS HANDBOOK

Chapter Two: Character Creation

CLASSIC ADVENTURES

CREATING A NEW TEMPLATE


The templates provided offer a wide range of backgrounds
and lots of different roles for characters to play but theyre
not the only characters which can appear in Star Wars: Classic
Adventures. You can easily make up new templates, if you like.
A blank character template is printed in the back of this. You
can print or copy it and write in new templates on the copies.
Here is how:
Choose a Template Name. Decide what you want the
character to be like, and come up with a name that
describes him or her like Smuggler, or Failed Jedi,
or whatever.
Assign Attribute Dice. You have 18D to divide up among
the six attributes, any way you wish. You can allocate 3D
to each attribute, or increase some and decrease others
accordingly.
No attribute can be higher than 4D or less than 2D,
unless the template is for an alien or Droid (youll have to
check out the Gamemasters Guide for the rules).
Obviously, you dont always want all attributes to be
2D, 3D or 4D. You can break up attribute dice into
pips (see page 8); each die is worth three pips, so
adding +1 to three codes, or +2 to one code and +1
to another, costs 1D from the allotment of 18D. So if you
make a characters Strength 2D+2 and his Dexterity 3D+1,
youve used up a total of 6D.
The Force Skills. Each Force skill costs 1D from the allocation of 18D attribute dice. Normally, the 18D are only
spent on attributes; Force skills are an exception. A character who knows all three Force skills only has 15D to
allocate among his attributes; a character who knows one
has 17D; etc. All Force skills start with codes of 1D.
Create a Background. Write up a background for the
character. You want to give a sense of the characters
motivations and personality. Ask yourself: what is important to this character? Why has he joined the Rebellion?
How does he talk? How do other characters react to him?
Try to answer these questions in your write-up.
Note: Characters with Force skills are highly unusual.
The background for any character with the Force skills

PLAYERS HANDBOOK

must explain how and why the character obtained them.


If you cannot come up with a plausible rationale, you may
not give your character Force skills.
Character Connections. Jot down some ideas on how the
character might connect with other characters. See the
printed character templates for examples.
Pick Equipment and Weapons. Decide what equipment
hed logically start with, and write this down on his sheet.
If you give him valuable equipment (like a starship), give
him debts to match. Check with the gamemaster after
writing equipment on your sheet. Dont get too greedy, or
the gamemaster may strike some items off.

Generating Characters From Scratch


Once youve made up a new template, using it to generate a
character is easy enough. Just customize it (allocate 7D to
skills), and decide on his connections with the other characters.

GET STARTED
The next chapter, The Bare Bones, covers the basics of
how to run the character you just created. It includes information on movement, combat, injuries and many other aspects
of play. At some point, you will want to become more familiar
with the rules, and this chapter is a quick, easy way to get up
to speed.
The fourth chapter, An Introduction to Roleplaying, provides a short solitaire adventure for you to practice with. This
will give you a taste of what to expect when you sit at the
game table with a gamemaster and other players. We encourage you to run the player you created through the solitaire
adventure once or twice.
Finally the back of this book contains all of the character
templates and a blank character sheet you can use to create
your own templates. Feel free to print out or photocopy these
pages so that you can get more than one use out of them.
Go ahead, now. Choose your character template and get
ready to play. Then, read the rest of the Players Handbook
or, if there are other players around, get them to explain the
game and you can catch up on the details later.

11

8
C hapter Three
CLASSIC ADVENTURES

THE BARE BONES


If youre new to Star Wars: Classic Adventures, this chapter
teaches you enough of the rules to play the game. The
Gamemasters Guide describes the rules in more detail, but
you can always read that guide later if youre interested.

ATTRIBUTES AND SKILLS


Every character has attributes and skills (see page 6). Each
attribute and skill has a die code. Each time you use an
attribute or skill, you roll dice; the attribute or skills code
determines how many dice you use and how you calculate the
total roll (see page 8).

Which Do You Use?


But how do you know which to use?
Heres how: skills supersede attributes. You only use an
attribute when theres no skill that affects what youre doing.
Example: If you want to juggle, you use your Dexterity
attribute, because theres no juggling skill.
You can pretty much tell what each skill and attribute does
from its name. If you need more information, refer to the
Attributes and Skills chapter in the Gamemasters Guide.

Opposed Rolls
Sometimes youre rolling the dice to beat an opponents
skill roll. If your character is acting against another character,
you are making an opposed roll: you roll your skill dice while
the other character rolls for a skill which opposes the one
youre using. Whoever rolls higher succeeds.
Example: As the bathysphere spun crazily through the
massive planets viscous atmosphere, dropping ever downwards toward the striated clouds far below, Shamus Falconi
and the last remaining Imperial wrestled desperately for
control of its wheel.
The Imperials Strength is 2D+2; Shamus is 3D. Shamus
player rolls and gets an 8. The gamemaster rolls for the
Imperial an 11.
Elbowing Shamus aside, the Imperial grabbed the wheel
and spun it, trying to regain control and set the craft back
on course. Curse you, Rebel, he cried. Theres a thousand
atmospheres out there! The hull cant stand much more, let
me fly this thing, or were all dead men!
If the rolls are tied, the player character wins over a nonplayer character. If both are player characters, the character
with the higher skill or attribute die code wins.

12

What happens if one side has an advantage? In this case,


the gamemaster assigns one side a modifier. The modifier is
added to his roll, so his chance of winning increases.
Example: While Shamus watched, the Imperial wrestled the craft to some semblance of stability, sweating a bit
as he labored. Through the viewport swirled a red-tinted
mist, the upper clouds of the Jovians massive atmosphere.
Suddenly, a huge gray shape loomed out of the clouds
Hey Shamus yelled, and grabbed the wheel again.
The gamemaster rules that the Imperial was tired by his
efforts to control the craft, and assigns Shamus a modifier
of +2. Shamus roll is an 8, which gets modified to 10. The
Imperial rolls a 9, so Shamus controls the wheel.
With scant centimeters to spare, the bathysphere dove
under the gray form. Along its long underside were feathery
appendages, and sphincters which opened and closed. Ththats impossible, stammered the Imperial. There are no
life forms on this planet.

Difficulty Numbers
Most of the time, you arent trying to beat anyone else. For
example, if you try to fix a malfunctioning hyperdrive, theres
no one opposing you. In this case, the gamemaster assigns a
difficulty number to the task recommended numbers are
listed in parenthesis ( ) after the difficulty description. If your
roll is equal to or greater than the difficulty number, you succeed. If its lower, you fail.
Example: Suddenly, Shamus felt a hundred kilos heavier. Clutching the wheel, he remained erect, but every
moment standing was an effort. The repulsors, he said.
Were exposed to the planets full gravity.
The Imperial lay carefully down on the deck. Were
doomed, he said. Trapped on a gas giant beneath the
cloud layer. Were doomed. The hull creaked ominously.
Shaddup, said Shamus. Where do you keep the repulsors on this thing?
Oh, back that way, said the Imperial, nodding vaguely
aft.
Muttering under his breath, Shamus braced himself
against the bulkhead, and began to walk carefully toward
the drives
Shamus repulsorlift repair skill is 2D+2. The gamemaster rules that the difficulty number is Easy (10). Shamus
player rolls and gets a 12; the repulsors are working again!
He breathed a sigh of relief.

PLAYERS HANDBOOK

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

How does the gamemaster decide


what the difficulty number is? The skill
rules in the Gamemasters Guide tell him
how. You can read them if you want, or
rely on your gamemaster to tell you the
numbers. To give you some idea of task
difficulties, a list of difficulty levels with
recommended numbers to meet or beat
to succeed at a task is given to the right.

Shamus blaster skill is 5D+1.


Wayne, his player, decides to fire
Number
three times in a single combat round.
5
Thats a total of two extra skill uses,
10
so Wayne subtracts 2D from the
blaster skill code. In addition, hes
15
running (since he leapt through the
20
door), so skill codes are reduced by
30
another 1D. The first time he fires,
he rolls 2D+1 (thats 5D+1 minus
3D); the second time, he rolls 2D+1
again; and the third time, he rolls the same thing.

BASIC DIFFICULTY NUMBERS


Difficulty Level
Very Easy
Easy
Moderate
Difficult
Very Difficult

How Long Does It Take?


Under most circumstances, using a skill or attribute takes
one combat round (about five seconds). However, some skills
starship repair, for instance take longer to use (youll
have to check out the Gamemasters Guide for these rules).
Unless your gamemaster tells you differently, though, assume
you can use a skill in one combat round.

Preparing
If you want to make sure that you use a skill or attribute
successfully, you can take an extra round preparing. You do
nothing for one round, and in the next, you make your skill
roll. In this case, your skill code is increased by 1D.
Example: Your blaster skill is 3D+1. You spend an extra
round aiming. You roll 4D+1 when you fire.
Preparation only affects skills which normally take a round
to execute; you could not, for example, prepare the computer
programming/repair skill, a skill which can take several rounds
or even hours to use.

Running
If you run in the same combat round that you use a skill,
your skill code is reduced by 1D.
Example: Your blaster skill is 3D+1. You dash across the
hall, firing at a stormtrooper. You roll 2D+1 when you fire.

Wounds and Stuns


If you are wounded or stunned when you use a skill, your
skill code is reduced by 1D.
Example: Youre wounded. Your blaster skill is 3D+1.
When you fire, you roll 2D+1.

If you try to do too many things, none of them will work.


Example: Shamus blaster skill is 5D+1. If he tried to fire
six times in the same round, he wouldnt fire at all
(because 5D+1 minus 5D is less than a single D, so he has
no dice to roll).
You can only spend a round preparing (and get an extra
die) when you use one skill. If you spend one round preparing,
then decide you want to use two or more skills in the next
round, you lose the benefit of preparation, and dont get the
extra 1D. You also lose the benefit of preparation if you use a
reaction skill in either round (see below).

Reaction Skills
Dodge, melee parry and brawling parry are reaction skills.
That means you dont have to declare their use at the beginning of the combat round you can use them whenever you
need to. If someone shoots at you, you can use the dodge skill
then and there. But that creates a problem. Suppose youre
using other skills in the same round?
In that case, your dodge (or other reaction skill) counts as
an extra skill use. Any skill rolls you made before you dodged
are not affected but any rolls you make after dodging are.
Example: Shamus brought his blaster down and
squeezed off a shot
Shamus wants to fire three times. Three skill uses means
Shamus skill codes are reduced by 2D. Wayne rolls 3D+1
(blaster code of 5D+1 minus 2D).
The shot went wild. Before he could shoot again, the
Imperial fired back. Shamus dodged desperately.

Using More Than One Skill


Actually, you can use more than one skill or attribute in a
single combat round. You have to decide which skills you will
use during the combat round at the beginning of the round,
and tell the gamemaster what youll do.
Every skill use after the first one costs you 1D. If you use
two skills, all skill codes are reduced by 1D; if you use skills
three times, all codes are reduced by 2D; if you use skills four
times, codes are reduced by 3D; and so on.
These reductions apply to all skill uses in that combat
round. That is to say, if you use skills twice, both uses are
reduced by 1D, etc.
Example: As Shamus walked back toward the control
cabin, he heard a click: the ominous click of a blaster being
set on stun or maybe on kill. The truce was over, so it
seemed. He pulled his own blaster, leapt through the door,
and

PLAYERS HANDBOOK

BEGINNING PLAYERS
Dont worry too much about using more than one skill in a combat round. Beginning characters usually have low enough skills
that one or two things is all you can do.
The multiple-skill rules are mostly used by characters who
have been around for a long time and have high skill codes.
Because they have high skill codes, they can do many things in a
single combat round, and still have a good chance of succeeding.
Theres no limit to how high your skill codes can get; conceivably, a character could have a code of 12D or even higher (and
the Emperor or Yoda probably do). The higher your skill code,
the better you are not only because you can succeed more
often doing one thing, but because you can do lots of things at
once. A really good shot can hit six targets in a single round; a
really hot pilot can evade fire from six TIE fighters and out-distance them all.

13

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

Combat rounds are divided into action segments. During each action segment, each character may use one skill or attribute, or move.
Example: Shamus wants to run, then fire.
Krasius just wants to fire. Krasius fire and
Shamus movement occur in the first segment.
Shamus will fire his blaster in the second segment.
Reaction skills, however, dont take any time
to use. You can use a reaction skill in a segment
and still move or use another skill that you
declared.
Movement, skill and attribute use occur in the
order declared, one per action segment. A character cannot pass a segment; actions are
resolved until the character has run out of
declared actions to perform.
The use of dodge means Shamus is now using skills four
times three blaster shots and one dodge. His first blaster
roll is already made, so it isnt affected. However, his
dodge skill roll and his last two blaster rolls will be
reduced by 3D instead of 2D.
You are never required to use a reaction skill. Using a reaction skill means you roll fewer dice for the rest of the round,
so if you think you can get away without it, you may want to
avoid doing so.

Die Code Modifications Are Cumulative


The increases and reductions for being stunned, wounded,
running and multiple actions are added together when more
than one apply. For example, if you are wounded and spend an
extra round preparing to use a skill, the 1D reduction and the
1D increase cancel each other out, and you just use your
unmodified skill code.

COMBAT
Combat is fought in combat rounds, each of which represents about five seconds of real time.
In a roleplaying game, combat is not fought on a board.
Instead, the gamemaster describes your surroundings and
opponents. Then, he goes around the table, and asks each
player what his character is doing this combat round. When
he comes to you, you must tell him what skills youre using,
and how many times youre using them Im firing once at
the trooper on the left, and moving over here.
There is one exception, you dont have to declare reaction
skill uses (see above).
Next, the gamemaster tells you what your opponents are
doing.
Then, actions are resolved.
You continue playing combat rounds until one side or the
other is defeated or gives up.

Action Segments
At the beginning of the combat round, each player must
declare what his character is doing whether hes moving,
and if so where; and what non-reaction skills hes using.

14

Initiative
Normally, it doesnt matter exactly when during an action
segment a particular character gets to act. Everyone just
moves, or shoots, or uses some other skill. The only time it
matters is when someone uses a skill that will affect another
characters skill use.
Example: Shamus fires at Krasius and vice-versa. If
Shamus gets his shot off before Krasius does and wounds
him, Krasius never gets to shoot back.
When two characters are doing things that affect each
other, make skill or attribute rolls for both. If a character is
moving, make a Dexterity roll instead (since theres no skill
code for movement).
The high-roller goes first. Then, the character with the next
highest roll goes, and so on. The same roll is used to determine whether the characters skill or attribute use succeeds.
Example: Krasius (blaster skill of 5D+2) and Shamus
(blaster of 5D+1) both shoot at each other; the difficulty for
each shot is Moderate (15). Krasius roll is 19; Shamus is
17. Krasius gets his shot off first (because 19 is greater than
17), and hits Shamus (because 19 is greater than 15).
Shamus fire never takes place. If Shamus had gotten his
shot off, he would have hit, because 17 is greater than 15.
If rolls are tied, and one of the tied characters is a player
character, he gets to go first. If theyre both non-player characters, or both player characters, the actions happen at the
same exact time.

Movement
Each combat round, you can hold still, walk, or run. Walking
and running arent skills; theyre something everyone can do.
Walking or running is an action, and takes a segment.
If youre walking, you can move up to five meters in any
direction. If you hold still or walk, you can turn by any
amount right or left.
Five meters sounds pretty precise, but since combat is
fought in the imagination rather than on a board or map, you
must rely on the gamemasters judgment. If he tells you that
you can get someplace or reach a character in one round by
walking, thats the case. If he tells you that you must run to
get there in one round, or that it will take several rounds, his
judgment is final.

PLAYERS HANDBOOK

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

If youre running, you can move up to ten meters in any


direction (twice as far as walking). A character who runs can
only turn by up to 90 degrees in the combat round (make one
right-angle turn); because youre moving so fast, you cant
turn on a dime, the way you can if you walk.
Whenever a running character makes a skill roll, his code is
reduced by 1D (see above). Walking characters codes are not
modified.
Running characters are also harder to hit in combat.

Stance
You can always fall prone, without any penalty, at the end
of your movement. Falling prone is part of movement, not a
separate action. Prone characters can only move by crawling
they may move up to two meters per round in this case.
When a crawling character makes a skill roll, his code is
reduced by 1D (just like a running character).
Getting up from a prone position is an action; all other
declared actions are reduced by 1D for the rest of the round.
You can turn and use skills in the same round, but you cant
move.
Prone characters are harder to hit in combat.

Shooting
Difficulty numbers also determine whether or not you hit
your target in combat. When using blasters, grenades, and
other long-range weapons, the difficulty number depends on
the distance from your character to the target. Its much easier to shoot something closer than farther away. The basic
ranges, difficulties and numbers needed to hit are provided in
the table below:
Range
Point Blank
Close
Medium
Long

Difficulty (# to Hit)
Very Easy (5)
Easy (10)
Moderate (15)
Difficult (20)

The range of each weapon, in meters, is printed on the Fire


Weapons tables in the Rebel Field Manual, but we provided a
few examples for common blasters in the table below:
Blaster
Weapon
Hold-Out Blaster
Blaster Pistol
Heavy Blaster Pistol
Blaster Rifle
Blaster Carbine

Short
3-4
3-10
3-7
3-30
3-25

Range in Meters
Medium
Long
5-8
9-12
11-30
31-120
8-25
26-50
31-100
101-300
26-60
61-250

Combat in Star Wars: Classic Adventures is visualized, and


not played using precise measurements, hexes or squares.
You must rely on the gamemaster to tell you the range to a
target. Some weapons have better ranges than others; 20
meters is short range for a blaster rifle, but medium for a
blaster pistol so even if your buddy is firing at short range,
you may be firing at long, depending on the weapons
involved.

PLAYERS HANDBOOK

Taking more than one shot means using the blaster skill
more than once (see Using More Than One Skill, page 13).
If you roll equal to or higher than the difficulty number for
your shot, you hit your target.
Example: If you shoot at short range, and roll a 10 or
more, you have hit your target (unless the target dodged or
there is some other modification to the difficulty number).

Damage
Each weapon has a damage code. Blaster pistols for
example have damage codes of 4D. When you hit a target,
roll your weapons damage dice.
Then, the gamemaster rolls Strength dice for your target.
How badly you injure the target depends on the two rolls,
check out the table below to see what happens.

2 Damage Roll < Strength Roll


Damage Roll < Strength Roll
Damage Roll Strength Roll
Damage Roll 2 Strength Roll
Damage Roll 3 Strength Roll

No Effect
Stunned
Wounded
Incapacitated
Mortally Wounded

Example: Your damage roll is 12. If the targets Strength


roll is:
25 or more, hes not affected.
between 13 and 24, hes stunned.
between 7 and 12, hes wounded.
between 5 and 6, hes incapacitated.
4 or less, hes mortally wounded.
A stunned character falls prone. They can still take actions
in the round, but their skill and attribute codes are reduced
by 1D for the rest of the round and the next combat round. If a
stunned character is stunned again, they increase the die code
penalty by an additional 1D. The penalties are cumulative and
added together until the stun effect wears off.
Example: If Shamus is stunned twice in round one, he
reduces all die codes by 2D until the end of round two. If
hes stunned again in round two, he loses 3D from all
actions for the rest of round two (2D for the stun in round
one, and 1D for the stun in round two). In round three, he
would only loose 1D to all actions.
If the number of stuns ever equals or exceeds a characters D number for his Strength attribute (not including pips),
then the character falls unconscious for 10D minutes.
A wounded character falls prone and cant do anything for
the rest of the round. Any time he rolls skill or attribute dice,
his code is reduced by 1D until he is healed. A wounded character who is wounded again is incapacitated.
An incapacitated character falls prone and is unconscious
for 10D minutes. Even when restored to consciousness, an
incapacitated character is unable to use most physical skills.
An incapacitated character who is wounded or incapacitated
again is mortally wounded.
A mortally wounded character falls prone and is unconscious. He cant do anything (including regaining consciousness) until healed. Worse yet, at the end of every combat
round, he must roll 2D. If his roll is less than the number of
rounds since he was mortally wounded, he dies.

15

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

Example: Roll at the end of the round in which a character is mortally wounded; if the roll is less than a 1
(which is impossible), he dies. The next round, he dies on
anything less than a 2 (also impossible); the third round,
on anything less than a 3. In other words, he is going to
die eventually and pretty soon unless someone gets
him to a medical Droid or bacta tank, or uses a medpac.
Making a Strength roll when hit is not considered an action
or an attribute use; you never modify the Strength code for
running, wounds, taking an extra round, or multiple skill use.

Dodges
Another useful skill is dodge. When someone fires at you,
you roll your dodge dice. The number you roll is added to his
difficulty number:
Example: The Bounty Hunter Jodo Kast fires at Shamus,
who dodges. Jodos blaster skill is 7D, and the shot is at
short range an Easy (10) difficulty. Shamus dodge skill
is 4D+1. Shamus rolls a 14, so Jodos difficulty number is
now 24. Jodo rolls and gets a 22! Close, but no cigar.
Dodges are reaction skills; you dont have to declare dodges
at the beginning of each combat round, and you can dodge
and take another action in the same segment.
You must decide whether or not youre dodging before the
attacker makes his skill roll. You cant wait to see whether he
hits before deciding whether or not to use the dodge skill. If
you dodge and more than one opponent fires at you in the
same action segment, your dodge roll affects all opponents
attacks.
Example: Four stormtroopers fire at Shamus in the first
segment; he dodges and rolls an 11. The dodge roll
increases all four stormtroopers difficulty numbers by 11
each, even though Shamus is only using the skill once.
You can use dodge every segment but each time is a separate skill use, and decreases skill codes 1D further. If someone fires at you in a segment and you choose not to use dodge
(or cant), his attack is not affected, even if you used a reac tion skill in an earlier segment.

Archaic and Unusual Weapons


Some characters start with out-of-date or unusual weapons
(like Chewbaccas bowcaster, slugthrowers, or black-powder
weapons). Each of these weapons is used with a different skill,
not with the blaster skill; if your character has such a skill, its
listed on his character template. These weapons follow the
same rules as blasters.
Fire by archaic or unusual weapons can be dodged, just like
blaster fire.

Hand-to-Hand Combat
If your character is near someone else, he can attack the
other character in hand-to-hand combat. If your character
isnt carrying a melee weapon, you use the brawling skill; if he
uses a melee weapon, you use the melee weapon skill.
Basically, you use the same rules as for blasters, except that
the base difficulty for the attack is not determined by the
range, but by the weapon used. The larger or more complicated the weapon, the higher you need to roll to strike your
opponent. Here are some common weapons and their difficulty numbers to hit:

16

Weapon
hands
knife
spear
vibroblade
lightsaber

Skill
brawling
melee weapon
melee weapon
melee weapon
lightsaber

Difficulty (# to Hit)
Very Easy (5)
Very Easy (5)
Easy (10)
Moderate (15)
Difficult (20)

In addition, the damage code when making a brawling


attack is the characters Strength. If the character uses a melee
weapon, the damage code is the weapons code plus his
Strength (see the Basic Equipment Table on page 9).
When a character fights hand-to-hand, he can use his brawling parry skill if he doesnt have a weapon, or his melee parry
if he does. They work just like dodge, but they only affect
hand-to-hand attacks, not blaster (or other fire) attacks.
Brawling parry generally only works against brawling
attacks, not melee weapon attacks. Melee parry works against
both. Dodge doesnt affect brawling or melee weapon attacks.

Grenades
If your character has a grenade, he can throw it any place
you like. The difficulty number depends on the range; ranges
for grenades are printed on the Explosives table in the
Rebel Field Manual.
If your grenade skill roll is equal to or greater than the difficulty number, it lands where you want it to. If your roll is
lower, it may end up in your lap. Grenades do damage to
everyone around them (usually within 10 meters), so be careful where you throw them.
If a grenade lands near you, you can use the dodge skill to
avoid injury. The gamemaster rolls 4D for the grenade; its difficulty number depends on your distance from it (see the
Rebel Field Manual). Your dodge roll increases the grenades
difficulty number. If its roll is greater than or equal to the
modified difficulty, damage is determined normally; a
grenades damage code depends on the distance to its target
(again, see the Rebel Field Manual). Whenever you dodge
against a grenade, you end the action segment prone.
If you dodge in an action segment, your dodge affects all
blaster fire and grenade attacks in the same segment.

SKILL POINTS
At the end of an adventure, the gamemaster may assign you
Skill Points. The better you did in the adventure, the more
Skill Points you receive. You get them for doing great deeds,
for outwitting your opponents, and for playing your role well.

Skill Points as Die Bonuses


When you spend a Skill Point, you get to roll one extra die
when your character makes a skill roll. You can spend Skill
Points after youve tried a skill roll, but you must do it before
the gamemaster says whether your character succeeded or
failed at the task. You can use up to two Skill Points to boost
any roll you make during the game.
Example: Shamus needs to fix his damaged starship so
he can race back to the Rebel base. Since he hasnt boosted
his starship repair skill, die uses the dice score for his
Technical attribute: 2D+2. Shamus rolls his two dice and
adds two, but only gets a total of 11!

PLAYERS HANDBOOK

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

The gamemaster knows that fixing the ship is a Moderate


(15) task. Before the gamemaster determines that Shamus
failed to fix the ship, Shamus player, Wayne, decides to
spend a Skill Point. He reduces the Skill Point total on his
character sheet by one, then rolls his extra die. It comes up
a 6, bringing his starship repair total to 17! Since hes
rolled more than the difficulty number, Shamus has fixed
the starship.
You cannot spend Skill Points to roll an extra die in the
same round that you spends a Force Point or call upon the
dark side (see the Gamemasters Guide), and you may not
spend Skill Points on another characters actions.
When you use Skill Points for actions outside of combat
(like fixing a starship), it counts for only one continuous
action. The bonus ends as soon as the character does something else and he cannot combine spend a Force Point on the
same continuous action.

Skill Points for Character Advancement


You can spend Skill Points to increase your skill codes. (You
can never increase your attribute codes.) To increase a skill
code by one pip, you must spend as many Skill Points as the
number before the D.
Example: Increasing a skill of 2D costs 2 Skill Points.
Increasing a skill of 5D+1 costs 5 Skill Points. Increasing a
skill by 3D+2 costs 3 Skill Points.
When you increase a skill by one pip, a skill with no +
goes to +1; a +1 skill goes to +2; and a +2 skill loses its
plus but increases the number before the D by 1.

total of 6 points. In general, increasing a skill by 1D costs


three times the number before the D (increasing a 4D skill
to 5D would cost 12; a 5D skill to 6D, 15; etc.).
You can spend your Skill Points any way you like, increasing
any of your skills by any amount, as long as you dont spend
more Skill Points than you have.
You can save Skill Points if you dont want to spend them all
at once. Just be sure to track the amount you have in the
Skill Points circle. You can spend them later, at the end of
any session of play.

THE FORCE
The Force is the mystical power which binds all things
together and sustains life.

Trusting the Force


All starting characters have one or more Force Points. At
any point during a game, you can tell the gamemaster, Im
trusting the Force. That means youre attempting to use your
luck, moxie, or control (the Force manifests in many ways) to
make sure that what you want happens.
You can only trust the Force as many times in an adventure as you have Force Points. At the end of an adventure, the
gamemaster may award you additional Force Points.
Example: A character has three Force Points. He can
trust the Force three times in an adventure.

Example: Increasing a skill of 2D by one pip increases


the skill code to 2D+1. Increasing a skill of 2D+1 makes it
2D+2. Increasing a 2D+2 makes it 3D.

When you trust the Force, your chances of doing what


you want to do increase dramatically. For the round in which
you spend the point, all skill and attribute codes are doubled.
That means you can do many more things in the round, or can
be virtually certain of doing one thing which you want badly
to succeed in doing.

Example: If your skill is 2D, and you want to increase it


to 3D, that costs you 6 Skill Points. It costs 2 Skill Points to
increase it 2D+1; 2 more to 2D+2; and 2 more to 3D, for a

Example: If Shamus spends a Force Point, his blaster


skill for the round is 10D+2, his dodge is 8D+2, his Technical attribute is 4D+4, etc.

PLAYERS HANDBOOK

17

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

When you trust the Force, one of four things happens:

Lightsabers

If you trust the Force to do evil, you lose the Force Point.
It is permanently lost. In addition, you gain a Dark Side
Point. Each time you gain a Dark Side Point, there is a
chance that your character will tum to the dark side.
Since all player characters are members of the Rebellion,
if you turn to the dark side, you lose your character. The
gamemaster will take him away from you and use him as
a villain. Youll have to create a whole new character.
If you trust the Force in a way thats neither particularly
heroic, nor evil, you lose the Force Point, but do not gain
a Dark Side Point.

A lightsaber is a melee weapon, but you use it with the


unique lightsaber skill, not your melee weapon skill. Unlike
other melee weapons, a lightsabers damage does not depend
on your Strength code, but on your control skill code (see the
Gamemasters Guide).
You can parry with a lightsaber. You either use your melee
parry skill or your Force sense skill (if you have that skill).
Obviously, youll use whichever skill is better.

Example: Shamus is hit by a laser cannon, and fears


that he will be mortally wounded. He spends a Force
Point to double his Strength roll. Saving your own bacon
is not real heroic but neither is it evil; Shamus loses
the Force Point, but gains no Dark Side Points.
If you trust the Force in a heroic way to save others
or defeat evil you do not lose the Force Point. At the
end of the adventure, you get the Force Point back so
you can use the Force again on the next adventure.
If you trust the Force in a heroic and dramatically appropriate way at the climax of the adventure, or to do a
mighty deed not only do you get the Force Point back
at the end of the adventure, but the gamemaster may
award you another point as well.
The gamemaster decides when an action is evil, heroic, or
dramatically appropriate (see the Gamemasters Guide.

Calling on the Dark Side


You can also call upon the dark side of the Force to
increase your chances of success. This requires a dice roll
(the Gamemasters Guide describes how this works), but if
successful, calling upon the dark side immediately grants
your character one Force Point and one Dark Side Point. The
Force Point must be used in the same round in which the dark
side was called upon. The Dark Side Point stays, however, and
you must record it on his character template. The more you
call upon the dark side, however, the more it will consume
your character.

The Powers of the Force


Most characters dont have any ability to use the Force to
control minds and bodies, levitate objects, etc. If yours does,
one or more Force skills are listed on your character template. If no Force skills are listed, you dont need to read this
section.

The Jedi Code


Characters with Force skills must follow a strict code. If you
fail to do so, you may gain Dark Side Points. Most characters
can only gain Dark Side Points when they trust the Force or
call upon the dark side; Jedi characters gain them any time
they do evil. The Jedi code is summarized below:
You may not kill, except in self-defense or the defense of
others.
You may not act for personal gain, of wealth or power.
You must never act from hatred, anger, fear or aggression.

18

Control
You can use the control skill to control the Force inherent in
your own body. By doing so, you can control your own
hunger, pain, thirst and exhaustion. You can help your
immune system defeat poisons and diseases. You can accelerate your bodys natural healing abilities, heighten your natural alertness, or put your body in a hibernating trance. If you
ever try to do any of these things, the gamemaster will tell
you what the difficulty number is.

Sense
If you have the sense skill, you can feel the ebb and flow of
the Force, sensing the bonds that connect all things You can
read the feelings of others, heighten your own senses, and tell
how badly damaged or diseased an organism is.
If you have the sense skill, you can use the lightsaber to
parry blaster bolts, as well as other melee weapons. You roll
your sense skill and add the result to the blaster firers difficulty number. This is the only time a melee weapon can be
used to parry blaster fire.
You can even try to reflect a blaster bolt back at its firer, or
at another target. This is considered two uses of the sense
skill (so the die code is reduced by 1D, or by more if youre
using other skills at the same time). The first skill use
increases the blaster firers difficulty number. If he misses, you
use your sense skill the second time to aim the blaster bolt
at someone else. The gamemaster tells you what the difficulty
number is. If your sense skill roll is equal or higher, you hit
your intended target. The blaster bolts damage code is, of
course, the damage code of the weapon that fired it.
If you possess both the sense and control skills, you can
combine them to read minds, project thoughts and feelings
into the minds of others, and see the past, present, and possible futures.

Alter
If you have the alter skill, you can move objects with your
mind alone. If you possess both control and alter, you may do
to the bodies of others what you can do to your own help
them withstand pain, fatigue, hunger and thirst; accelerate
healing; and so on.
If you possess all three Force skills, you can change the contents of the minds of others, causing them to see what is not
there, remember things incorrectly, or come to false conclusions (e.g., These are not the Droids youre looking for).

Other Skills?
It is rumored that there are skills beyond the first three. Historical records say the ancient Jedi Knights had powers far
beyond the ken of modern life. But since their august order
has disappeared from the galaxy, the methods they knew and
disciplines they used are now unknown.

PLAYERS HANDBOOK

8
CLASSIC ADVENTURES

C hapter Four
AN INTRODUCTION
TO ROLEPLAYING
You now know enough about the rules to start playing. But
a roleplaying game is more than rules roleplaying games
are really about roleplaying and storytelling. Heres a solitaire
adventure; we suggest you play through it to get a feel for the
game.

REGINA CAYLI:
A SOLITAIRE ADVENTURE
New Bakstre rotates rapidly; the sun and seven moons move
at visible speed across its purplish sky. The sun sets slowly
behind the Regina Cayli, an M-Class Imperial Attack Transport,
which casts its long shadow across New Bakstres twisted vegetation. You study it from your hiding place, a dozen meters distant, shivering slightly in the chill air.
The landing ramp is open and, for the moment, unguarded.
You bolt from cover, run across the clearing, dash up the
ramp, and into the darkened cargo bay
Star Wars: Classic Adventures usually requires a gamemaster
and at least two players. A solitaire adventure lets you play by
yourself.
To play this adventure, you need a pencil, paper, dice,
and the sample character template for Shamus Falconi
(printed on page 7).
Begin by reading the section labeled 1. Each section
describes a situation, and asks you to roll dice or choose a
course of action. Depending on what you do or roll, it tells
you to go to another section (Go to 12). Turn to that section, and continue. When youre told to write something down
(Write Alarm Triggered), just jot it on a piece of scrap paper
so youll remember. The adventure will tell you when youre
finished.
After you complete the adventure, try it again. This time,
make different choices and see how they affect the outcome.
You are playing the role of Shamus Falconi, galactic entrepreneur and adventurer (a Smuggler). Your ship, the Lumrunner, was making an unscheduled delivery here on the planet
of New Bakstre when it was forced down by Imperial customs
cruisers. The Lumrunner crash-landed in the forest nearby.
The Regina Cayli, an Imperial transport, showed up with a
bunch of stormtroopers, who started combing the area. They
wounded and captured your Wookiee companion and copilot,
Grasheel.
You dont give two hoots about the Empire or the Rebellion,
but theres no way youre going to abandon your friend to the

PLAYERS HANDBOOK

tender mercies of Imperial interrogators. You trailed the


ambushers and your captive buddy back to the Regina Cayli.
Your only plan is to find Grasheel and get him out. After
that well, there will be time to worry about that later you
hope
Ready?

Once inside, you look for a security console. Where


are they keeping you, old buddy? Without the Artoo, youll
have to bypass security on your own. You lean over the console, study it, chew your nails, then punch a few keys in rapid
succession
You are using your security skill. You did not allocate any
extra dice to security, so your skill code is still 2D+2, the same
as your Technical attribute (see the sample character template on page 7). So, roll two dice to see how well you do.
The difficulty for this skill roll is Very Easy (5):
If your die-roll is 4 or less, go to 3.
If your die-roll is 5 or more, go to 2.

Phew! No alarm. The monitor says, Prisoner in Infirmary, Command Deck, Room B12. You get the infirmarys security code out of the memory banks. Calling up a diagram of
the ship, you choose the most direct route and move out,
alert for wandering stormtrooper patrols. Go to 4.

EHHNT! EHHNT! EHHNT! EHHNT! You got the location and the security code Infirmary, Command Deck,
Room B12 but you triggered a computer security alarm. A
ships plan shows a grav tube up to the command deck. Time
to get moving. Write down Alarm Triggered and go to 4.

Across the corridor is the grav tube to the command


deck. You hear approaching footsteps, but no one is in sight.
Should you stay hidden, or dash for the grav tube and hope
you arent seen?
If you run to the grav tube, go to 5.
If you stay hidden and observe, go to 6.

19

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

You run for it. Youre trying to dodge out of sight before they see you, so you use your dodge skill of 4D+1. Roll
four dice, and add one to the number rolled. The difficulty is
Easy (10).
If the score is 10 or higher, you made it across to the grav
tube before anyone appears. You skid into the grav tube,
twist the micro-gravity control, and sigh with relief as the
blast doors close and you begin to float gently upward.
Go to 7.
If the score is 9 or less, youre part-way across the room
when a stormtrooper enters. The startled trooper hesitates, then fires from the hip and misses just as you
dive into the grav tube, close the blast doors, and begin
to float upwards toward the command deck. Write
Intruder Reported and go to 7.

A stormtrooper walks into the room and stands by


the grav tube with his weapon ready. You wait several minutes, but the trooper shows no sign of leaving.
If you shoot the unsuspecting trooper, go to 8.
If you try to bluff your way past the trooper and into the
grav tube, go to 9.

You float upwards to a blast door; Imperial graphics


indicate its the command deck. You twist the grav tube control to neutral. The blast doors open. Beyond them, a corridor
leads right and left. The infirmary should be to the right.
Across the corridor are open blast doors leading to a darkened room.
If youve written Alarm Triggered or Intruder Reported,
go to 14.
Otherwise, go to 15.

8
If you have not written Trooper Wary, go to 28.
If you have written Trooper Wary, go to 34.

9
If you have written Alarm Triggered, go to 10.
Otherwise, go to 11.

10

The trooper says. Halt and identify yourself!


If you halt to regale the trooper with a clever fictitious
explanation for your presence, go to 12.
If you shrug, then draw your blaster and fire at the trooper;
write Trooper Wary and go to 34.

20

11

You walk across the room to the grav tube wincing in


pain, a hand clasped over one eye. Excuse me, trooper, could
you direct me to the infirmary? Got a splash of coolant in it,
hurts like hell
Your con skill is 3D. Roll three dice; the difficulty is Moderate (15).
If your roll is 15 or more, the trooper nods his head in
acknowledgment command deck, to the right and
continues to stand there as you enter the grav tube, close
the blast doors, float gently upward toward the command
deck, and grin smugly to yourself. Go to 7.
If your roll is 14 or less, the trooper is not going to fall for
this routine. Go to 10.

12

The stormtrooper seems unimpressed by your performance. Seal all corridors and grav tubes. I have an intruder, he rumbles into his helmet comlink. Make yourself
comfortable, Rebel scum, he says, and stuns you with his
blaster rifle. Go to 45.

13

This dont look so good. You spin around just in


time to see the landing ramp slam closed. Heavy footsteps
pound closer. Armed Intruder on Transport Deck! loudspeakers blare. Set blasters to stun and apprehend! Do not
expose yourself to fire! Squads Four and Five to support
Neat, you think to yourself. Trapped. Well, if theyre set
for stun, whatve I got to lose
You pot four troopers before youre stunned. Paralyzed, you
tumble to the deck. Go to 45.

14

You hear troopers approaching from the right and


left.
If you run across the hall to hide in the darkened room, go
to 17.
If you wait in the grav tube to ambush the troopers, go to
18.

15

Theres no sign of anyone in the corridor. You leave


the grav tube, turn right, and head for the infirmary. Go to 16.

16

You peer around a corner. Down a long corridor you


see a single trooper standing outside the infirmary door.
Hmm. Tough shot from here.
If you test your marksmanship with this long-range shot, go
to 38.
If you try to bluff your way up to the trooper for a sure shot,
go to 39.

PLAYERS HANDBOOK

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

17

You lean against the bulkhead in the dark, clasping


the blaster two-handed and trying to control your breathing.
In the brightly-lit corridor outside, two stormtroopers pause
before the door. They peer in, then one gestures the other inside. Check this room, a voice rasps, and set for stun the
Commander wants this one for questioning. One trooper continues down the corridor. The other steps cautiously into the
dark room
If you hide and observe, go to 19.
If you shoot the searching trooper once hes inside the dark ened room with you, go to 20.

18

Two troopers approach from the left. As they enter


your view, they call to the other troopers approaching from
the right, Cover us while we check the grav tube.
If you want to shoot it out with the troopers, go to 22.
If you want to hang motionless in the grav tube and pretend
youre stunned, go to 23.

19

You look around quickly for a hiding place as the


trooper cautiously enters the room.
Your hide/sneak skill is 3D. The troopers search skill is 2D.
Roll three dice; thats your roll. Then, roll two dice for the
trooper.
If your roll is higher than or equal to the troopers, his careless search failed (or you found a great hiding place). The
trooper leaves and continues down the corridor away
from the infirmary. You leave the room and head for the
infirmary. Go to 16.
If the troopers roll is higher; he spots you. Go to 21.

20

At close range, this is a pretty routine shot. The difficulty is Easy (10). Your blaster skill is 5D+1; roll five dice, and
add one to the total.
If the total roll is 10 or more, the trooper is hit and
stunned. You swiftly subdue and strip him, then don his
armor. Grabbing the blaster rifle, you step out of the darkened room, now to all appearances a loyal servant of the
Emperor, and march off toward the infirmary. Go to 16.
If the roll is 9 or less, your shot misses. The trooper ducks
back out of the room, slams the door shut, sounds the
alarm, and calls for reinforcements. Youre trapped. After
a brief but spirited engagement with a reinforced squad
of stormtroopers, you are paralyzed by a stun blast. Go
to 45.

21

The trooper pretends to have missed you in his


search, but as he leaves the room, he slams the door shut,
sounds the alarm, and calls for reinforcements.
Youre trapped. After a brief but spirited engagement with a
reinforced squad of stormtroopers, you are paralyzed by a
stun blast. Go to 45.

PLAYERS HANDBOOK

22

The troopers, obviously experienced veterans, dont


expose themselves carelessly. Two troopers take cover while
four cautiously approach the grav tube and peer inside. When
you open fire, they also fire.
Whether or not you hit doesnt much matter; even if you
do, hitting you in a small grav tube is like shooting mynocks
in a cargo canister. At least one of the stormtroopers stun
blasts hits and paralyzes you. Go to 45.

23

A trooper jabs you viciously to make sure you arent


faking. Suppressing a moan or reflex action is pretty hard a
Moderate (15) difficulty. Your stamina is 3D; roll three dice.
If the roll is 15 or more, you dont respond. The two troopers take your blaster and drag you off toward the infirmary. Go to 24.
If the roll is 14 or less, you cry out involuntarily, and the
trooper fires his blaster into your chest now youre
stunned for real. Go to 45.

24

Two troopers drag you down the corridor to a door


marked Infirmary. They drop you on the deck. One punches
a security code while the other covers the door with his
blaster and neither is watching you.
Here goes nothing You concentrate and put everything
into silently getting to your feet and jumping the troopers
from behind. Youre trying to do this without being seen so
youre using your hide/sneak skill. Your skill code is 3D; roll
three dice. The troopers have been careless your chances
are good. The difficulty is Very Easy (5):
If your roll is 5 or more, you take the two troopers by surprise. Go to 25.
If the roll is 4 or less, a noise warns the troopers, who turn
and drill you with blaster rifles at point blank range. You
are immediately paralyzed with a sour expression on
your face. The troopers imprison you with your friend.
Go to 40.

25

You try to do two things at once knock one


trooper down while grabbing the others blaster rifle.
Youre using your brawling skill for both purposes. Your
skill code is 4D+1. However, because youre trying to do two
things at once, you roll 1D less than you normally would. Your
modified skill code is 3D+1.
Roll three dice and add one to the total in your attempt to
knock down the trooper; and roll 3D+1 again for your attempt
to grab the blaster rifle.
The difficulty for both attempts is Easy (10).
If both rolls succeed that is, both rolls are 10 or more
you grab the blaster rifle and knock down the other
trooper. You make short work of the troopers with the
stolen rifle before they can sound the alarm. Go to 42.
If either or both rolls fail either one is 9 or less your
bold move has failed. You are subdued and imprisoned
with your injured friend. Go to 40.

21

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

26

Okay. Out the front door?


You got a better idea?
Theyll seal the exits when they find Im gone.
What, you expect me to claw my way through the hull or
something?
No, but its not too much to ask that you think, is it?
Nice talk from a rescued Wookiee being carried by his
heroic buddy
If you try to leave the way you entered via grav tube to
the Transport Deck go to 30.
If you try to find another exit, go to 29.

27

Intruder! the trooper shouts into his helmet mic,


and charges you, firing his blaster from the hip.
To see who wins this shootout, alternate shots between you
and the trooper. The difficulty for all shots is Easy (10). Your
blaster skill is 5D+1, and the troopers is 3D. When you shoot,
you roll five dice and add one to the total; when he shoots,
you roll three dice. Make rolls for both of you; the guy with
the higher roll gets his shot off first. If that roll is 10 or more,
he hits his opponent (and the opponents shot goes wild). If
both of you miss the first time around, roll again, and continue rolling until someone hits.
If you get the trooper first, take a moment to gloat over
your cool performance under fire, then run toward the
infirmary. Go to 42.
If the trooper gets you first, curse your rotten luck as you
slump to the deck paralyzed. Go to 45.

28

You get your shot off before the trooper can respond.
Your blaster skill is 5D+1. This is a pretty simple shot; the difficulty is Easy (10). Roll five dice, and add one to the total; if
the result is 10 or more, you hit and staggered the trooper.
If you hit the trooper, you dash past the trooper into the
grav tube, hit the controls to shut the tube door, and
grope for your lucky thesselbeasts foot. Write Intruder
Reported and go to 7.
If you missed the trooper, he recoils in alarm, then leaps
into the grav tube. The blast doors close before you can
get to them. Alarms blare from overhead Intruder on
Transport Deck! Seal all bulkheads and grav tubes. Write
Intruder Reported and go to 13.

29

Well, is there any way out of this ship that the Imperials would never suspect wed try?
Fired out a torpedo port?
Bad idea.
You try to think of a feature of M-Class ships that would
allow you to escape. Your technology skill code is 2D+1. The
difficulty is Easy (10). Roll two dice and add one to the total:
If the result is 10 or more, you get a crazy idea. Go to 32.
If the score is 9 or less, the best idea you come up with is
to go out the way you came in through the grav tube
and out the boarding ramp. Go to 30.

22

30

You leave the infirmary, sneak back to the grav tube,


and make it to the transport deck without encountering any
troopers. Go to 31.

31

Two landspeeders sit near the open cargo ramp.


If you pile into one, and leave the other one alone, go to
35.
If you take the time to disable the other landspeeder before
you leave, go to 36.

32

Hey! Lets use the escape pods!


But were on the ground, idiot. Probably get launched
directly into the topsoil
No! The podsre on top of this baby. Trust me I know
what Im doing.
This isnt gonna work
Come on, cheer up. Well probably be killed instantly.
This is pretty risky you need to override the escape pod
computer logic and use manual controls from ground level.
Even though your starship piloting skill is high, you estimate
your chances of a crash are about 50/50, with possibly serious
consequences.
If you decide to risk the escape pods, go to 33.
If you decide to take your chances with the grav tube and
ramp, go to 30.

33

Hmm. I think its this button here


You sure you know how to work this thing?
Trust me, good buddy. Everythings just fine
Your starship piloting skill is 5D+2. The difficulty is Difficult
(20). Roll five dice, and add two to the total.
If your roll is 19 or less, theres a sudden, brutal acceleration, a staccato series of whangs, several splintering
crashes, and a sharp, definitive impact. The battered pod
is buried under a mound of vegetation and topsoil. The
Imperials cut you out with a torch, commend you on your
bravery and ingenuity, and march you back to the Regina
Cayli. Go to 40.
If your roll is 20 or more, you manage to wrestle the
escape pod to a rough but serviceable landing about two
kilometers from the transport. Go to 46.

34

The trooper is not surprised, and he shoots back.


The troopers blaster skill is 3D. The difficulty for both shots is
Easy (10. Roll three dice for the stormtrooper. Your blaster
skill is 5D+1. Roll five dice for yourself, and add one to the to tal. Whoever gets the higher roll shoots first.
If you both roll 9 or less, you both miss. The stormtrooper
leaps into the grav tube. The blast doors close before you
can get to them. Alarms blare from overhead Intruder
on transport deck! Seal all bulkheads and grav tubes.
Write Intruder Reported and go to 13.

PLAYERS HANDBOOK

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

If the stormtrooper shoots first, and rolls 10 or more, youre


hit before you get your shot off and paralyzed with a
stun blast. Go to 45.
If you shoot first, and your roll is 10 or more, you hit the
stormtrooper. He slumps to the floor. You dart past and
into the grav tube, close the blast doors, and drift gently
upward toward the command deck. Write Intruder
Reported and go to 7.

35

The moment you get into the landspeeder and fire


up, an alarm sounds. You zoom out the cargo ramp just as it
closes. Go to 41.

36

The moment you fool with the landspeeder, an alarm


sounds. The cargo ramp closes before you can make your escape, and in seconds the transport deck is crawling with
troopers. Resistance is pointless so you charge them
The Imperial officer stands negligently over your paralyzed
bodies. Hmm. Dissatisfied with our accommodations? he
politely inquires. Perhaps we have something more to your
liking. Go to 37.

37

The two of you are securely bound and jammed into


a rather small closet. The heavy blast doors close with a
solid-sounding clunk. Its dark. Grasheels healing sheath is
crushing your toes.
Heres another fine mess youve gotten us into.
Stop griping. Now, heres my plan
Dont fret. Were sure theyll get out somehow, but its time
to get back to learning the rules. Once youve learned how to
play the game, you can figure out how to get them out of
here Go to 47.

38

You take your time, brace, aim, take a deep breath,


and squeeze the trigger. Because you spent some time preparing, you get to roll 1D more than your normal blaster skill of
5D+1. Roll six dice, and add 1 to the total.
Its a tough shot, though the difficulty is Difficult (20).

PLAYERS HANDBOOK

If your roll is 20 or more, you get a bulls-eye, and the


trooper drops like a rock. You scamper up cheerfully,
punch the infirmarys security code, and drag the trooper
into the infirmary. Go to 42.
If the roll is 19 or less, you miss. Go to 27.

39
If youre wearing trooper armor, go to 43.
If you have no trooper armor, but you have not written
Alarm Triggered or Intruder Reported, go to 43.
If you have no trooper armor, and you have written Alarm
Triggered or Intruder Reported, go to 44.

40

Both you and Grasheel are imprisoned in the infirmary. This time, however, two Imperial stormtroopers stand
outside, guarding the door.
You sit in a chair next to Grasheels pallet. Well, now we
got them right where we want them. Those Imperials think
theyve taken us captive. Actually, I just tricked them into
bringing us here so I could rescue you.
A barrage of rude growls, Wookiee expletives and flying
objects from the pallet greet your announcement.
Look, if youre going to be that way, Ill just leave. Anyway,
its your turn to come up with The Plan.
Grasheel reflects for moment. Well, how about the bacta
tank?
The what?
The healing tank. We tip it over, spill the bacta in front of
the doorway, and raise a false alarm. When the guards rush in,
theyll slip on the liquid, and well bash them with the tank.
You really think thats going to work?
Sure! Look, you said its my turn, and thats my plan.
Wonderful. Lets go. Go to 30.

41

In moments the other speeder, packed with


stormtroopers, is hot on your tail. Youre gaining slowly on
your overloaded pursuers, but one blaster shot could put you
out of business. Grasheel leans over the rear windscreen with
a blaster.
Hold it steady for a second, ace give me a shot at their
driver.
Your repulsorlift operation skill
code is 3D+2; the difficulty for this
maneuver is Easy (10). Roll three
dice and add two to the total. If you
roll 10 or more, the difficulty for
Grasheels shot is Moderate (15)
because you held the speeder
steady. If you roll 9 or less, Grasheel
curses your driving skills and does
his best with a difficulty of Difficult
(20).
Grasheel is good with a blaster,
but this is a tough shot. His blaster
skill is 4D+1; roll four dice and add
one to the total.

23

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

If the roll is equal to or greater than the difficulty number,


Grasheel zaps the driver of the pursuing speeder. It noses
into the turf, cartwheels a couple of times, and begins to
tear through the brush as you zoom out of range of the
spectacle. Go to 45.
If the roll is less than the difficulty number, Grasheels shot
goes wide. Hes readying for another try when a lucky
shot from one of the troopers tags the drive system and
your speeder falters, then drops abruptly, skidding
through the undergrowth. The troopers shrewdly stand
off and keep you pinned down until reinforcements
arrive. They take you with embarrassing ease. Its the
Imperials turn to gloat on the short ride back to the
transport. Go to 37.

42

You go to the infirmary door, punch the security


code, and drag the trooper(s) inside.
Grasheel lies on a pallet, tended by a medical Droid, one
hairy leg enveloped in a healing sheath. Hi, old buddy. Nice
place you got here, you say as you scan the infirmary. Sorry
we got to check out. Got any luggage?
Grasheel smiles a toothy Wookiee grin. With the bum leg,
fancy athletics are out of the question. he growls in his native
language (being that Shamus and Grasheel are old friends,
well assume that Shamus can understand the Wookiee language without having to make dice rolls, its called gamemaster discretion).
No problem, old buddy. Ill just carry you.
Shamus, this is not a very good plan.
Everybodys a critic. Lets move, huh?
You heave your hairy friend over your shoulder and tromp
out of the infirmary.
Go to 26.

43

You walk right up to the unsuspecting trooper,


salute, and blast the fellow, who obligingly slumps to the floor
unconscious. Go to 42.

44

The alert trooper, under orders to stun first and ask


questions later, snaps his blaster to his shoulder without hesitation, fires, and stuns you before you can get off a shot. You
tumble paralyzed to the deck. Go to 45.

45

An Imperial officer arrives with a squad of troopers


The Commander will be personally interested in this one, I
suspect, says the officer as he relieves you of your blaster.
Im sure youll enjoy this opportunity to savor the comforts
of Imperial hospitality, my Rebel friend.
You two, put him in the infirmary with the other one. The
rest of you, take a look around outside and see if there are any
others crawling around.
How nice, you think groggily, a personal escort as the
two troopers each grab a leg and drag you down the corridor.
Go to 24.

24

46

Nice work, ace.


My mom always said that Driver Education course would
come in handy.
Grasheel and you are free of the Imperials for the moment,
but now you have to deal with the problem of the disabled
Lumrunner. The Imperials will be waiting for you if you go
back there, but you havent got any other way off planet.
Say, Shamus. You ever flown an Imperial transport?
Bad idea.
Yeah. Lets do it
Dont fret. Were sure theyll get off this planet somehow,
but its time for you to get back to reading the rules. Once
youve learned how to play the game, you can figure out how
to rescue them Go to 47.

47

Okay, now you can see how its done. Whenever you
take an important action, you use one of your skills or attributes. You look at your sheet, find your code with that skill
or attribute, and roll dice accordingly. If you roll equal to or
higher than the difficulty number, you succeed. If you roll less,
you fail.
In this adventure, we provided the difficulty numbers. The
more difficult the task, the higher the difficulty number. When
youre playing with others, the gamemaster will tell you what
the difficulty number is each time you try to do something.
(Sometimes he wont tell you the gamemaster will just
decide, and let you know whether your roll is high enough or
not after you make it.)
One thing you should keep in mind when you start playing the game, your character is about as good as a normal
person a little better, because youre a hero. When you try
something tricky, youll fail a lot. Dont expect to be able to fly
unscathed through an asteroid field, or dodge the fire of an
entire stormtrooper squad. Han, Luke or Leia can pull that off
and maybe one day youll be that good too, but youll have
to play a long time before you get to that stage.

EXAMPLE OF PLAY
The same kinds of things happen when you play with a
gamemaster as in a solitaire adventure. You still make decisions, imagine your surroundings, make skill rolls, and so on.
A lot is different, too. The gamemaster describes what your
character sees and senses, and takes the roles of non-player
characters your opponents and the supporting cast.
When you want your character to do something, you tell
the gamemaster. He uses the rules to decide whether or not
you can do what you want. Then, he tells you what happens
next. You keep on making decisions and acting, and the
gamemaster keeps on telling you what happens, until the
story is over or you decide to break.
Heres an example of what you might hear if you sat in a
room where Star Wars: Classic Adventures were being played.

Background
Peter is the gamemaster (GM), seated at the head of the
table. Wayne is playing Shamus Falconi, the Smuggler. James
is playing Jill Farseeker, a Kid and Shamus long-lost daughter.

PLAYERS HANDBOOK

Chapter Four: An Introduction to Roleplaying

8
CLASSIC ADVENTURES

Her grandfather, Retired Imperial


Captain Jackson Farseeker, is
played by Michael. The Bounty
Hunter is Tantos Dree, played by
Eric.
The players have just left the
planet Thorgeld.
Peter (GM): Theres an Imperial
customs frigate on your screens;
a light on your com board says
someones calling.
Wayne (Shamus): Uh oh. I answer.
Peter (GM): I.N.S. Assessor, calling
stock light freighter. Identify
yourself, please.
Wayne (Shamus): Ah, Assessor,
this is the freighter Lumrunner.
Peter (GM): Stand by, Lumrunner.
Prepare for customs inspection.
Wayne (Shamus): Oops. Ah, roger,
Assessor.
Michael (Jackson): Could be trouble, young Falconi.
Eric (Tantos): Hey, listen buddy. If
the Imps find me on board, Im
wampameat. On second thought,
if they find me, youre all gonna
be wampameat. Catch my drift?
Wayne (Shamus): Great. How soon can we make the jump to
hyperspace?
Peter (GM): Whos doing the astrogation?
Michael (Jackson): Harrumph. I shall.
Peter (GM): Itll take you a few minutes to calculate the data.
Do you want to rush it, or are you being careful?
Michael (Jackson): Ill follow established procedures.
Peter (GM): Okay. Shamus, theyre calling again. Lumrunner,
in the name of the Emperor, cut your engines and prepare
to be boarded!
James (Jill): Hey! I got an idea! Lets hide Tantos, okay? I bet
we could string him out an airlock at the end of a rope, and
theyd never find him!
Eric (Tantos): Gah. Kids. Im not being strung up like a yo-yo,
yhear? Peter, Im heading down to the gunnery bay.
Wayne (Shamus): Keep your armor on, bounty hunter. Ill
take care of this. Assessor, this is Lumrunner. Ah, negative
on customs inspection. We have a priority cargo for the
Imperial base on Markon IV. Our priority authorization is
filed on Thorgeld.
Peter (GM): Care to make a con roll for that one?
Wayne (Shamus): Okay, my con is 3D. (Rolls three dice.) A
nine.
Peter (GM): Sorry, Shamus. A blast from a laser cannon
whizzes past your bow. Lumrunner. Cut engines immediately. This is your final warning.
Wayne (Shamus): Wheres that astrogation data?
Michael (Jackson): Patience, lad. Im working on it. Peter,
Im hurrying.
Peter (GM): Okay, next round youll make an astrogation roll.
Shamus, the Assessor will almost certainly fire next round.
Doing anything about it?

PLAYERS HANDBOOK

Eric (Tantos): Well, if he wont, I will. I said I was going to the


gunnery bay, remember? Im takin a shot at the Imps.
Wayne (Shamus): Oh, great. Youre going to shoot at a ship
ten times our size
Eric (Tantos): Hey, you got a better idea?
Wayne (Shamus): Well, surrenders a perfectly honorable
James (Jill): Cmon, Dad! Lets fightem, huh?
Wayne (Shamus): (Groan.) Well, if youre all intent on suicide
how about a little fancy piloting to dodge the next shot?
Peter (GM): Okay. Jackson, roll your astrogation skill to get the
data a 14? Oops, sorry. Tantos, roll your gunnery there
it is, under Mechanical, youve got 2D+2, and a stock light
freighters fire control is 2D, so roll 4D+2. Its medium range
and the frigate isnt dodging, so you need a 15. Geez, look at
all those ones and twos. Not having a good time today, are
you? Shamus, the frigate fires again. Whats your starship
piloting skill?
Wayne (Shamus): 5D+2. I roll a 20.
Peter (GM): Okay, that increases their difficulty number (rolls
dice) another cannon bolt whizzes past as you spiral out
of the way. Good piloting, captain. What next?
Eric (Tantos): I shoot again!
Wayne (Shamus): More of the same all around, I guess.
Peter (GM): Jackson? Good. A 19! You got the data. Next
round and youre free. Eric? No, not good enough. And
Wayne good. (Rolls for Imperial fire again.) Aha! They hit
you, but (rolls again) your shields hold. Another hit, and
youre in big trouble though.
Wayne (Shamus): Oy. Initiate hyperdrive!
Peter (GM): WheeeeezzzzzCHUNK! A million lights turn
into radiating lines and youre away.
Michael (Jackson): Whew.

25

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

James (Jill): Neat!


Eric (Tantos): l guess were safe then.
Peter (GM): Perhaps. Theres an ominous clicking sound coming from the upper hull, and the power seems to be fluctuating slightly. Maybe the shields didnt block that last shot
completely

PLAYING A ROLE
Remember that the point of the game is to tell a satisfying
story, to create your very own movie. The gamemaster provides the plot and the opposition, but a movie still needs
snappy dialog and interesting characters. Providing that is up
to you.
Roleplaying games are sort of a cross between regular
games and a stage play. In a play, every actor has a role, and
an actor is expected to stay in his role as long as hes on stage
to speak in the same words, with the same accent, in the
same way as his character; to act as his character would act.
Playing a role can be a lot of fun. Before you begin, give
some serious thought as to what your character is like. Read
over the background on his character template, and try to fill
in some of the details in your mind.
Try to imagine yourself as your character. How does he
talk? How does he think? What does he like to do, and what
does he think is a bore? Why has he joined the Rebellion?
Whats his ultimate goal? How does he react to the other
player characters?

Banter
One of the Star Wars movies most endearing features is the
banter, the interplay among the characters:
Luke: There isnt any other way out.
Han: I cant hold them off forever! Now what?
Leia: This is some rescue. When you came in here, didnt you
have a plan for getting out?
Han: (Pointing to Luke) Hes the brains, sweetheart.
Even in the deadliest danger, the characters have time to
swap an insult or crack a joke or two. This kind of interplay is
a lot of fun and you can do it, too.

Invent a distinctive manner of


speech and turn of phrase for your
character. Then, when speaking as
him, speak as he does. Think of the
example of play above. Waynes
Smuggler is cynical but calm under
fire Oh, great. Erics Bounty
Hunter is hard-bitten youre all
gonna be wampameat. Catch my
drift?
Michaels
Captain
is
pompous and fatherly Could be
trouble, young Falconi. James Kid
speaks in the limited vocabulary
and simple phrases of a small child
Neat! Each is an individual, with
his own way of thinking and speaking.
Dont speak exactly like you do in
normal day-to-day life; speak as
your character would. If you use an accent, or always use the
present tense, or deepen your voice, the other players will
always know when youre speaking as your character.

Personality
Think about your characters feelings for the other player
characters. Is he impressed? Contemptuous? Does he like
them? Not care? Friendly? Envious? Act accordingly.
What does your character want out of life? Power? Love?
Money? Adventure? A peaceful life that the Empire wont let
him have? Revenge? How does that affect his actions?

Cooperation
The last thing to remember is that youre all part of the
Rebellion. No matter what you feel for the other characters,
you must cooperate with them to aid the Rebellion and fight
the Emperors minions. Its okay to swap insults with the
other players, like the movie characters do but if you start
bickering in earnest, if disagreements cause tension among
the players, you may fail in your duty to the Rebellion. You
might be imprisoned, fail in your mission, or even die.

MAY THE FORCE BE WITH YOU


Youre ready to play now. Theres a lot you still dont know
like exactly how difficulty numbers are calculated, how to
operate a starship, the nature of the Force but you can
learn that as you go along. Youve mastered the bare bones.
Youre ready to embark on your journey into the great void
between the stars, to mingle with the heroes and scum of the
galaxy, to join the cataclysmic struggle between good and evil,
the great conflict known as

8
CLASSIC ADVENTURES

and may the Force be with you!

26

PLAYERS HANDBOOK

8
CLASSIC ADVENTURES

Welcome to Star Wars: Classic Adventures. This hand-out will


help prepare you for playing the game in only a few minutes.
Read it over, then feel free to ask the gamemaster any questions you might have about roleplaying or how the game
works.

ROLEPLAYING BASICS
In roleplaying games, the action takes place in the imaginations of the players. There is no board and no tokens to move
around. Instead, a story leader, called the gamemaster,
describes each scene and setting to the players, who visualize
the situation themselves.
The players imagine what the scene looks like and how
their characters would react to the situations encountered.
Then the players tell the gamemaster how they want to
respond.
Example: The gamemaster tells you, Youre walking
down the Mos Eisley starport street toward the docking bay
where your starship is berthed. Rounding a corner near the
bay, you see eight Imperial storm troopers standing guard
at the landing bay entrance! Your character, who needs to
get to the ship, has several options. Unless you like going
berserk and being shot at, you probably wont charge out
with your blaster blazing. However, you might try sneaking
around to see if the docking bay has a back entrance, or
come up with some other plan for ambushing the
stormtroopers.
In a sense, the players and the gamemaster are writing their
own movie, with the players characters as the stars.
Winning. There are no winners or losers in roleplaying
games. The characters have to work together to accomplish
the adventure goals, and the players work with the gamemaster to tell an entertaining story.
Cooperate. If the characters are to stand any chance of succeeding in their mission, they have to work together.
Be True to the Movies. Use snappy one-liners. No cursing,
swearing, sex, or excessive violence. Remember, Star Wars is a
PG-rated universe.
Become Your Character. For the game to be fun, you rely
on your imagination. When playing your character, speak in
his voice and adopt his mannerisms. You can act out scenes,
but only if they are nonthreatening (for example, if your character is trying to bluff someone, you could have fun acting like
youre trying to trick others while playing your part). However, this is just a game; never act out scenes that involve violence or could otherwise be considered threatening or
dangerous.
Use Your Imagination. Your character can do whatever you
can imagine someone in that situation doing. You dont have
to worry about going off the board. If you can imagine it in
the real world (or the Star Wars universe), it can happen in the
game.

NEW PLAYER
BRIEFING
Keep Things Moving. Dont worry about the rules. Simply
tell the gamemaster what you want your agent to do, and the
gamemaster will tell you what skills to roll and when.

HOW THE GAME WORKS


Each player has a character sheet that describes their character. The sheet tells players how skilled their characters are.
The gamemaster tells the players when to roll the dice, and
uses the rules to interpret the die rolls to see which actions
are successful and which fail. Your characters abilities are
defined by die codes. Each die code represents the number
of dice you roll when you use an attribute (1D, 2D, 3D, 4D, 5D,
etc.), and sometimes a +1 or +2 you add to the entire roll
as a bonus.
Example: Syndic Pandas Harts Dexterity attribute is
3D+1, so if he tried to juggle three balls, his player would
roll three dice and add one to the total to get his score.
The same system works for skills, which can be viewed as
more specific rolls for certain tasks under an attribute. For
instance, the skill blaster is a more specific use of your characters Dexterity. All skills beneath a given attribute begin at that
attributes die code; some that the character has trained in or
has some experience in are boosted. If you are asked to roll a
skill you dont have, find out which attribute it belongs under
and roll that attributes die code.
Of course, the higher you roll, the better. When you try to
do something, the gamemaster assigns a difficulty number to
that task. Sometimes you are competing against a gamemaster-controlled character at a task, and you need to beat one of
his skill rolls in an opposed skill. Some tasks are easier, some
are harder, and the gamemaster wont usually tell you what
number you need to beat to succeed. Sometimes a gamemaster will provide hints about a tasks difficulty (Gee, hitting
that fly with your blaster pistol at 100 meters is going to be
pretty tough).

NEW PLAYER BRIEFING CONTINUED


Example: Syndic wants to find out
some specific information about
Kaal, the planet hes traveling to.
Kaals a pretty out-of-the-way system,
so the gamemaster decides that Tim
(the player running Syndic) needs to
roll a 15 or higher for his character
to find the information hes looking
for. Syndics planetary systems skill
is 5D+2 (respectfully high), so Tim
rolls five dice and adds 2 to the total.
He gets an 18, beating the difficulty
number. The gamemaster refreshes
Syndics memory about the information hes seeking on Kaal
Example: Syndic is involved in a blaster fight. He shooting a traitor whos just shot at him and is dodging toward
some important controls. The traitor makes a dodge roll of
10: this is added to the difficulty number Syndic must equal
or exceed to hit the traitor, which was 10, for a total of 20.
Syndics blaster skill is 5D+1, so Tim rolls five dice and
adds one to the total. He rolls a total of 22 and hits the
traitor. Since this is combat, and Syndics blaster pistol does
4D damage, Tim rolls 4D to find out how badly Syndics
wounded the traitor.
Dont worry too much what to roll and when. The gamemaster keeps track of whos doing what and what everybodys
rolling. If you have any questions, ask the gamemaster.

ACTIONS IN A ROUND
Keeping track of game time how much time passes in a
game is not always that crucial for most tasks, especially
roleplaying. However, in certain situations like combat, game
time is broken into rounds: one round represents about five
seconds in the game world.
Characters can perform one action in a round and roll the
regular number of dice for the skill or attribute used for a
task. Characters can try to do more than one action in a
round they can do as much as their player dares. However,
the more your character tries to do, the harder each task
becomes. Each time your character tries an additional action
past the one he can normally do in a round, he loses 1D from
all her rolls that round.
Example: Syndic really wants to shoot that traitor before
he gets to the important controls. He decides to take two
shots. His blaster skill is 5D+1 since hes taking two
shots this round, he rolls 4D+1 for each shot (two actions,
minus 1D per roll).
Example: Syndic wants to blast that traitor, but he also
wants to take cover to protect himself. He will use his
blaster and dodge skills in the same round. His blaster
skill is normally 5D+1, and his dodge is usually 6D+1.
Since hes taking two actions in one round, he has a minus
1D penalty to both rolls he rolls his blaster at 4D+1 and
his dodge at 5D+1. If he were taking two shots and dodging
(three actions, minus 2D penalty each roll), he would make
two blaster skill rolls at 3D+1 and one dodge roll at 4D+1.

Often when you describe your multiple actions to the


gamemaster, hell remind you what your penalty is for your
multiple rolls (Youre shooting twice and dodging, so thats a
minus 2D penalty on all rolls.).
In combat, you can also acquire more penalties for taking
damage. If your character is wounded, he has a minus 1D
penalty on all rolls. An incapacitated character cant take any
actions. If your character is mortally wounded, hes near death
and really needs some serious help hes not going to be
doing much of anything. Your gamemaster will remind you of
all this.

SKILL AND FORCE POINTS


Each character has some equipment, as well as some Force
Points and Skill Points. Players can spend these points in particularly difficult and heroic situations.
Skill Points: When a player spends a Skill Point, he gets to
roll one extra die when his character tries to successfully
complete a task. You may choose to spend a Skill Point after
youve made a roll (in case its a very important roll and you
roll very low, or you want to improve your result). For
instance, if Syndic is trying to hit that traitor and he needs a
10 and he only rolls a seven, he may spend a Skill Point and
roll one more die, adding the result to his skill total. You gain
more Skill Points at the end of a game for completing goals
and playing well. Dont spend all of your Skill Points. They are
also used to improve your characters skills between adventures, so keep a few extra on hand.
Force Points: When a player spends a Force Point, it means
his character is using all of his concentration (and luck) to try
and succeed and whether he knows it or not, he is drawing
upon the Force. A player spends a Force Point before any die
rolls are made. Doing so doubles the number of dice hed normally roll for one round only. This allows the character to do
one action really well, or take several actions in one round.
However, using a Force Point in anger or fear calls upon the
dark side of the Force characters who use the Force for evil
or for selfish goals risk going over to the dark side. When a
Force Point is used, it is lost, but may be gained back at the
end of the game if used in a very brave, heroic or climactic
moment.

8
GAMEMASTERS GUIDE

Gamemasters Guide Table of Contents

CLASSIC ADVENTURES

Gamemasters Guide

TABLE OF CONTENTS
Chapter 1: Introduction to Gamemastering.................31
Chapter 2: Attributes and Skills...................................34
Chapter 3: Combat and Injuries....................................50
Chapter 4: Starships......................................................58
Chapter 5: The Force.......................................................71
Chapter 6: Supporting Characters...............................85

30

GAMEMASTERS GUIDE

8
CLASSIC ADVENTURES

C hapter One
INTRODUCTION TO
GAMEMASTERING
By choosing to be the gamemaster, youve become the chief
storyteller of this game, but telling any good story requires
some planning. The players have already done their part by
creating their characters. Now you have to get ready by reading over the adventure youre going to run, setting some diffculties, and being familiar with the rules so the game runs
smoothly.
We briefly discussed the rules of the game from the players
perspective in the Players Handbook. The Gamemasters
Guide covers the game mechanics from the perspective of the
gamemaster, providing a more complete set of rules, examples and options. If you havent read the Players Handbook
yet, now is the time to do so. We will get back to the rules
later, but frst, lets start by talking about what exactly a
gamemaster does.

YOUR ROLE AS GAMEMASTER


The gamemaster presents adventures for his or her players
to enjoy. The players pretend to be members of the Rebellion:
they play colorful characters, say clever things like I have a
bad feeling about this, defeat ever bigger and badder bad
guys, and blow up stormtroopers, TIE fghters, Imperial walkers and small asteroids with abandon. You get to be everything else the bad guys, the stormtroopers, the plot, the
minor characters the players encounter, all the world and
everything in it.
You act as a referee, deciding whether the player characters can do what they want to do. You describe a situation to
the players; the players decide what they want to do, and tell
you. You roll the dice (or tell the players to roll) and, using
the rules and your judgment of what is possible and what is
not, decide whether they succeed or fail. You tell them what
happens, and ask them what they do next. At the same time,
you are playing the roles of any non-player characters they
meet, deciding what those characters do, and determining
whether or not their actions succeed.
But your job doesnt end there; you have to knit the action
into a story. You must provide a goal, obstacles, interesting
encounters, and a climax.
Gamemastering a roleplaying game is tougher than playing
one. All a player has to do is get into the role he plays; he
doesnt even need to know the rules very well. Instead, he can
rely on you and other players to set him straight if he does
something wrong.

GAMEMASTERS GUIDE

But being a gamemaster can be extremely rewarding. Youre


the only one who really knows whats going on; and you get to
create an entire imaginary universe along with your players.
Basically, the gamemasters job is divided into four parts:
refereeing, storytelling, sustaining the suspension of disbelief
and setting the tone.

Refereeing
Refereeing means making sure the players abide by the
rules of the game, interpreting the rules, and resolving disputes in an impartial and reasonable way. As a referee, you
are expected to know the rules at least as well as your players, and preferably better. Your word is fnal in the event of
any dispute. When the rules do not specifcally cover a situation, youre expected to decide what happens.
The next few chapters give you rules covering just about
everything battling stormtroopers, flying snowspeeders
and dueling with TIE fghters but dont let all the details
slow you down. When in doubt, use this rule of thumb:
Pick a difficulty number. If the characters skill roll is
equal or higher, he succeeds. If its lower, he fails
Use Your Judgment. You have to use your judgment to
decide what is and isnt possible in the game. You have to
decide whats reasonable and in the spirit of Star Wars,
making sure that no one takes advantage of the game system.
Every game system including Star Wars: Classic Adventures has a few holes that some players will try to exploit.
Its your job to decide whats possible.
It doesnt matter if the player argues that if he rolls well
enough his Jedi character can throw Star Destroyers around
with the Force. If you think thats taking advantage of the
rules If this was possible, why did Yoda have to work so
hard to levitate Lukes X-wing? your decision is what
counts.
Interpret the Rules. No set of rules can cover every situation. Its expected that youll make up new rules to suit the
needs of your game create whatever rules you need to
make your game fun and exciting for the players.

Storyteller
Each game you run is called an adventure. Think of the
players characters as the stars of their own Star Wars movie
or television show and youll start to get the right idea.
Adventures focus on the player characters and what happens
to them: where they go, who they meet, and what they do.

31

Chapter One: Introduction to Gamemastering

CLASSIC ADVENTURES

EIGHT USEFUL THINGS TO REMEMBER ABOUT GAMEMASTERING


1. You cant learn everything at once.
2. Understand the rules and talk them over with the players. If they ask you to describe something, do. Let them worry about
whether or not what you describe is important.
3. Expect to extend the rules. No set of rules can be as ingenious as players. Use your common sense to handle problems that arise,
and keep playing. Dont waste too much time looking up minor rules. Reserve the right to change your mind about rules judg ments. (This is my ruling tonight, but after Ive thought about it, I may want to change my mind.)
4. Expect to be wrong sometimes. Admit it. Say Oops, do an instant replay on the action if necessary, and get on with the game.
Dont be a pushover, though. Sometimes somebody has to make an arbitrary judgment, and that person is you.
5. Be fair. Earn your players trust. Players cheerfully ignore rules mistakes and hesitations, as long as they believe the gamemaster
is not picking on them or playing favorites.
6. Be impartial. When you are pretending to be the villains and bad guys in your adventures, be as clever and resourceful (or bumbling and incompetent) as they would be. But when it comes to judging conflicts between the player characters and your nonplayer characters, as gamemaster you must not be partial to either side.
7. Be prepared. At frst, use published adventures like Tatooine Manhunt. Study them carefully. Think about how to present the
characters and events they contain, and how to anticipate the reactions of your players. Later, when you design your own adven tures, organize your thoughts and adventure materials before your players arrive.
8. Be entertaining. Ham up your characters, try to get across the huge scope and sense of wonder thats a part of Star Wars, and
make every moment as action-packed and suspense-flled as it can be.

Tell a Good Story. In each adventure, you present a story.


Published adventures have all the details worked out youll
just have to fgure out what happens because of the player
characters actions.
If you write your own adventures, youll need an interesting
plot and a good hook to get the characters involved. You
have to fgure out what kinds of obstacles the characters are
going to face do they have to chase Imperial TIE fghters
through an asteroid feld, defeat a team of bounty hunters or
tromp through dangerous jungle forests to discover the cure
for a lethal disease?
Make the Characters Important. Just as in Regina Cayli,
the players need to have choices. Their decisions should matter. Present the players with situations, let them choose how
their characters respond, then use the rules and the adventure to fgure out what happens as a result of their decisions.
Because youre the gamemaster, youve read the entire adventure and you know whats really going on, so you get to decide
how the villains and other characters respond to the actions
of the player characters (if the villains even know about them,
that is).
Add Some Perspective. The galaxy is a big place and there
are always exciting and dramatic things going on in other
places as well. Your games should suggest to the players that
their characters are living in a civilization that spans an entire
galaxy!
Keep It Fast. The game has to be fast-paced and thrilling to
keep it interesting. While games shouldnt feature nonstop
battles, there should always be something exciting happening
to hold the players attention.
Illusion of Free Will. People have lots of choices in their
lives you can visit different places, go over to a friends
house, open a business, change jobs, choose schools, whatever.

32

The players need to feel that their characters have those


same kinds of freedoms; they have to feel that the Star Wars
universe is as real as our own. If the players want their characters to go somewhere, you have to tell them what they fnd
there or come up with a good story reason why they cant
get there.
Improvisation. Youve presented the situation and planned
a great adventure and then the players decide to do something completely unexpected. Its time to start making up new
characters and scenes on the fly. Maybe youll be able to steer
the players back into the main adventure or maybe youll
end up creating an entirely new adventure off the top of your
head. Dont panic; often improvised games are the most fun to
play and run

Sustaining Suspension of Disbelief


The universe of Star Wars is an imaginary one. Yet playing
the game requires you and your players to suspend your disbelief, to act as though it were real. The realer the world and
characters feel, the better the roleplaying experience.
Much of your job is to make the world and non-player characters feel real to your players. Youre the one who tells them
what they see and sense; you create the setting and tone. Published adventures, like Tatooine Manhunt (you can fnd it in
the Adventure Book) help you by describing the things players encounter but you have to breathe life into those
descriptions. Here are some tips to maintaining the suspension of disbelief for your players:
Be conscious of all five senses. At least as often as you tell
a player what he sees, tell him what he hears sounds of
nature or machines as well as voices what he smells, tastes
and feels. Sensory depth promotes believability.
Be consistent. The world is not arbitrary; if theres a damaged TIE fghter in one corner of the hangar one moment, it
will be there the next or if it isnt, there will be a good rea -

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Chapter One: Introduction to Gamemastering

CLASSIC ADVENTURES

son why not. If you rule that a player


can use one of his skills to do something in one adventure, dont tell him
he cant do the same thing in the next
unless you have a good reason
why he cant.
Be responsive to your players. If
they clearly want more description,
tell them more about what they see. If
theyre bored by your brilliant exposition and chafe for action, comply with
their wish. Answer all reasonable
questions cheerfully (or at least dont
throw things at people who ask useless ones).

Setting the Tone


Theres one last thing you have to
do: you must keep the game in the
Star Wars spirit. The stories you create with your players
must be ones which could ft comfortably on the screen with
the Lucasflm logo at the end. If they arent well you may
still have fun playing them, but you arent really playing Star
Wars.
How can you make the game feel like the movies? Here are
some suggestions:
Banter. Encourage your players to talk in character and
joke with each other as the movie characters do. You can
help them by showing them how your non-player characters can banter, too:
Player: Excuse me, can you tell me how to get to the
Imperial Message Center?
Gamemaster (as NPC): Sure. But you dont want to go
there.
Player: Yes, I do.
Gamemaster: Okay, buddy, your funeral. Down Palpatine Boulevard about a kilometer, hang a left, and three
blocks onto Imperium. By the way, you planning on
maybe taking a shower first?
Tie Things Into the Movies. Whenever youre given a
chance, use something from the movies in an adventure. In
Tatooine Manhunt we use a bounty hunter very much like
Boba Fett. Pull in minor characters, places and events when
you can:
Gamemaster: A little black messenger Droid, zips up to
you. It goes eeepeeepeeepbuzzwoink and flashes a
light at you.
Aliens. The players must frequently deal with non-player
characters. Why use a normal-looking human when you can
reinforce the atmosphere by using an alien? But spend a little
thought on your aliens give them their own modes of
speech, logical appearances, and so on.
Science Fiction Settings. When characters walk into a bar
in Star Wars, it doesnt look a lot like the hangout down the
street there are aliens, people snorting strange colored
gases, a thing in the corner shocking itself with a hand-held
electric sparker and giggling, a creature with lips that hang to
his navel asking what you want to drink. When they walk outside, it doesnt look like Grand Rapids on a spring day there
are two suns, or everything is red, or theres the surface of a

GAMEMASTERS GUIDE

gas giant far below and a horrendous wind. The players may
pay it no never mind they may act like they were back in
Michigan but the setting is still there, and by reminding
your players of it, you make them realize they really arent in
the Midwest, after all.
Grandiose Scale. Everything in Star Wars is big. They dont
blow up bridges they blow up planets. Always do things in
a big way.
Memorable Characters. The players each play one character you get to play everyone else! Villains, shop owners,
employers, pick-pockets, dangerous thugs in darkened cantinas, strange aliens, Droids the list goes on and on. You play
everyone who makes an appearance in your adventure.
All of these other people are called non-player characters
and its up to you to act out their roles speaking their lines
in different voices, making them interesting, knowing their
objectives and deciding what they do during the course of the
adventure.
Pseudo-scientific Gobbledygook. In Star Wars, ships dont
have radar; they have sensors. Robots dont have motors;
they have servomechanisms. Repairmen dont use wrenches;
they use hydrospanners. Never call something a car if you can
call it a landspeeder; a sewing machine if you can call it a textile Droid. Using Earth terms is banal; use invented terms
instead.

RELAX!
Does all this sound like a lot to do? In a way, it is but its
not as complicated as it sounds. The frst generation of roleplaying games didnt provide any hints or ideas on how to
gamemaster, and everyone managed to puzzle it out anyway.
So dont worry; loosen up. Wing it. Rely on common sense
and imagination. Dont get too hung up on making sure everything is just as it should be. Remember: the purpose of the
game is to have fun. If our suggestions get in the way
tossem out. Having a good time is more important than attention to picayune details. More suggestions for better
gamemastering and guidelines for designing your own adventures can be found in the Adventure Book. Read them when
you have the time or the inclination.
However, the next step is to learn more about the rules
so you can do your job as referee.

33

8
C hapter Two
CLASSIC ADVENTURES

ATTRIBUTES
AND SKILLS
There are six attributes in the game: Dexterity, Knowledge,
Mechanical, Perception, Strength, and Technical. Each measures an important aspect of a characters nature.
Dexterity is a measure of a characters coordination, balance,
and physical fnesse. A character with high Dexterity is good
at dodging the blaster fre of a stormtrooper squad while balancing on a beam high above the hangar floor. A character
with low Dexterity is clumsy.
Knowledge is a characters education and memory of facts
and data. A character with high Knowledge can tell you all
about the mating rituals of Wookiees, peculiarities of planetary geology, and little-known details of the history of the Old
Republic. A character with low Knowledge is just plumb ignorant. Knowledge is used whenever you want to fnd out
whether a character knows something. The diffculty number
depends on the obscurity of the information and the characters familiarity with the subject in question.
Mechanical is short for mechanical aptitude. Its the
instinctive ability to control vehicles and other complex
machines. A character with high Mechanical makes a hot
pilot. A character with low Mechanical gets into a lot of
speeder accidents.
Perception measures the sharpness of a characters senses,
his ability to interpret the behavior of others, and his powers
of observation. A highly perceptive character can hear a
stormtroopers jaw drop. A character with low Perception has
diffculty fguring out when his friends are teasing him. It is
used when you need to know whether a character sees or
hears something he might overlook, and when he attempts to
persuade non-player characters.
Strength is a measure of a characters physical prowess
including stamina, the ability to heal, and athletic abilities as
well as raw physical strength. A character with a high Strength
can carry a wounded Wookiee for kilometers. A character
with low Strength has trouble with a heavy pack.
Technical is short for technical aptitude. A character with
high Technical has an instinctive feel for technology and can
fgure out how to fx a multi-phase hyper-technology anachron
sensor array in no-time flat. A character with low Technical
has trouble fguring out where the on switch is. Technical is
used whenever a character tries to fgure out what something
does, how it works, or how to fx it.

34

SKILL AND ATTRIBUTE ROLLS


You should have the characters make a roll whenever they
do something important and theres a risk of failure. When
someone wants to walk across the room or scratch his nose,
you dont call for a roll. You dont even call for a roll when he
tries to drive a landspeeder across a flat plain, or tighten a
bolt with a hydrospanner. If its something anyone can do,
dont waste the time.

Which Do You Use?


Normally, you use skills instead of attributes. Whenever a
character tries to do something, use the skill rules (presented
in this chapter) to decide which skill hes using.
From time to time, however, a character may try to do
something which isnt covered by any of the skills in the
game. For instance, theres no juggling skill. In this case, you
use the attribute which governs what the character is doing. If
a characters strength is the determining factor, use his
Strength attribute; if his knowledge is whats important, use
his Knowledge. When a character juggles, manual dexterity
and coordination is whats important, so you use his Dexterity.
To look at it another way, skills are specialized attributes. If
you have no training in shooting blasters, you use your innate
dexterity when you try to fre one. When you start learning
more about blasters, you specialize, and develop a separate
skill.
In fact, the skills listed on the character templates are not
the only skills that can exist in the game. Theres a blank provided under each attribute for players to write in the name of
another skill. If a player wants to specialize in something
which none of the skills covers, let him do so; have him write
the skill name on the blank space provided and write the skill
code next to it. For example, if a player wants to learn how to
juggle better, let him spend Skill Points to do so have him
write juggling under Dexterity.
Sometimes a character wishes to do something that seems
to fall equally under two or more different skills or attributes.
In this case, let the character use whichever skill or attribute
is higher. After all, your job is to keep the story going not to
frustrate your players.
Example: Shamus is in the wilds of an unexplored
planet, and wishes to find a safe camp site. There is no
camping skill on the template so which skill does he
use?

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Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

You could tell Wayne (Shamus player) to use survival,


or maybe even planetary systems. Neither quite fits, but
theyre close enough that Wayne probably wont complain.
If Shamus is undertaking a lot of scouting missions, and
plans to camp often, you could even allow Wayne to allot
Skill Points to a new skill called camping.

Adding Dice and Pips


Star Wars: Classic Adventures measures everything in units
of six-sided dice; 4D, 5D, etc. These die codes are further
divided into pips; 4D+2, 5D+1 etc. Adding two dice to a roll
is +2D, while increasing the total of the die roll by two is
+2 or +2 pips.
When you add or subtract pips, you always get pips back.
For example, if a Rebel spends a Force Point on a 5D+2 skill he
doubles it and rolls 10D+4. When rolling actions during the
game, never increase the pips to dice.
However, when you are improving a skill or the die code of
equipment you round pips up to dice. So a blaster skill of 3D
increases to 3D+1, 3D+2, 4D. For these purposes, a single die
is made up of three pips. Adding 2D+1 to a skill of 1D+2 would
now make it 4D. (The 2D and 1D add together to give you 3D,
while the +1 and +2 pips add up to give you another die,
increasing the total to 4D).

SETTING THE DIFFICULTY


When the characters make a roll, what are they rolling
against? Theyre rolling against a difficulty number or theyre
rolling directly against another character to see who does better. (Thats called an opposed roll.)

Difficulty Numbers
Exactly how do you determine diffculty numbers? Rules for
each skill are provided in this chapter. When a rule describes
a specifc task, it provides a diffculty number for that task in
parenthesis ( ). In addition, each skill rule describes the skills
general purpose; a character is using the skill whenever he
does something that falls under its general purpose. In this
case, you must decide on the diffculty number. Just ask yourself How easy is it? and use these guidelines:
Very Easy Tasks Difficulty 3-5: Almost anyone should
be able to do this most of the time.
Easy Tasks Difficulty 6-10: Things that are a little
tougher, but which most characters should be able to do
most of the time, but theres still a chance of failure.
Moderate Tasks Difficulty 11-15: Things that require
skill, effort and concentration. Theres a good chance
that the average character could fail at this kind of task,
but most highly skilled characters can succeed at something this hard.
Difficult Tasks Difficulty 15-20: Diffcult tasks are hard
and normal characters can only succeed at them once
and a while. These tasks take a lot of skill and luck
doesnt hurt either.
Very Difficult Tasks Difficulty 21-30: Only the most
talented individuals in the galaxy succeed at these tasks
with any regularity. Even heroes have a tough time
pulling off Very Diffcult tasks.
If the situation seems dire, you can have diffculty numbers
for very Heroic taks that are higher than 30.

GAMEMASTERS GUIDE

DIFFICULTY NUMBER RANGE


The diffculty numbers listed for each type of task are guidelines, numbers which can vary from task to task, even when the
tasks are similar. They are not intended to be absolutes. You may
decide that a Diffcult task shouldnt require roll of 20, but should
be tougher than a Moderate task. To represent this subtle sort of
distinction in the game, the diffculty numbers are presented as a
scale. Simply pick a diffculty number. If the characters skill roll is
equal or higher, he succeeds.

DIFFICULTY NUMBER SCALE


Task

Difficulty Scale

Very Easy
Easy
Moderate
Diffcult
Very Diffcult

3-5
5-10
11-15
16-20
21-30

Combat

Difficulty Scale

Point-Blank Range
Short Range
Medium Range
Long Range

3-5
6-10
11-15
16-20

Knowledge

Difficulty Scale

Everyone Knows
Common Knowledge
No Secret, But Not Widely Known
Specialized Knowledge
Expert Knowledge

3-5
6-10
11-15
16-20
21-30

General Knowledge

Difficulty Scale

Pretty Ignorant
Knows a Little
Broad, General Knowledge
Specifc, Detailed Knowledge
Truly Comprehensive Knowledge

3-5
6-10
11-15
16-20
21-30

Medpac Use

Difficulty Scale
6-10
11-15
16-20

Wounded
Incapacitated
Mortally Wounded

Most tasks can and should be scaled according to circumstances. Medpac diffculty numbers, for example, are based on
the extent and severity of the damage. Was a Rebel wounded by a
single blaster bolt? Use 6 as the diffculty number. Was a Rebel
wounded by a thermal detonator? Slide the diffculty number
toward the upper end of the wounded scale, which has a maximum of 10 (9 is a good number in this instance).
As you can see, the application of diffculty numbers within a
scale is dependent on the gamemasters judgment. The exact
numbers picked are not crucial, but the consistency of the number selection is. Gamemasters should not give a medpac diffculty
of 6 for a blaster wound suffered this combat, and a diffculty of
10 the next.
Until the Rebels in your campaign have improved a number of
skills, set up situations which involve diffculty numbers that fall
in the lower end of the scale. These numbers will provide exciting
challenges without frustrating players with impossible tasks.
Reserve the top end of the scale for exceptional circumstances.

35

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

INTERPRETING ROLLS (OPTION)


Sometimes you want to know how well a player did something
whether he did great, or really botched it. Use the number he
rolls as an indication of performance. We dont want to get too
bogged down in detail, here; suffce it to say that a roll which is
much higher than the diffculty number is a spectacular success,
and a roll which is much lower is a spectacular failure.
Example: Shamus Falconi has gained some experience and
now has a starship repair skill code of 5D+1. Hes trying to fix
his ship after a battle; the gamemaster rules that the difficulty is
Easy (10). Shamus rolls a 21 double the difficulty number.
The gamemaster rules that not only is the ship repaired, but
Shamus finds a faulty hydro-valve thats been reducing power to
the engine couplings and increases his ships speed code by
+1 to 2D+1.

COMBINED ACTIONS (OPTION)


Characters can combine their actions for a single round to
more effectively accomplish a single task. To perform a combined
action, all characters involved must declare they are combining.
One of the involved characters must be chosen to actually per form the action, using his skill code for the roll; others involved
are simply adding support. The player with the highest command
skill code leads the action. He can combine as many characters as
he has dice (the D number) in his command skill. For every
additional character (other than the chosen one) involved in the
action, add one pip for every full die of skill, attribute, the supporting characters have. Then roll once for each combined action
declared.
Example: Two stormtroopers and an Imperial officer declare
a combined shot at a character. The officer has 3D in command
so he can lead up to three people (including himself). A trooper
is chosen to roll his blaster skill code of 3D. The other trooper
(3D) and the officer (2D+1) add one pip for each full die of skill
they have, for a total of +5. So the chosen trooper rolls 3D+5 to
make the difficulty number determined by the gamemaster.
Every action counts as one action. Reduce every involved characters skill or attribute codes accordingly, depending on the number of actions declared in a round.
Example: The two stormtroopers and the Imperial officer
declare two combined shots at one character. Their skill codes
are each reduced by 1D for taking two actions. The troopers now
have blaster codes of 2D, and the officer has a code of 1D+1. So
the officer rolls 2D+3 twice to make the difficulty number,
Combined shot damage is calculated normally. For each hit, roll
the damage dice of the chosen weapon. Do not combine the damage dice of every weapon involved.
Note: When using this rule, you must take into account the
sorts of actions which can be combined. Actions which are
strictly individual actions may not be combined. For instance, TIE
pilots may not use a combined action to increase their ships
speeds. The speed of each TIE fghter is independent of the speed
of another. They may use a combined action, however, to fre
upon a Rebel vessel.

36

Opposed Rolls
When one character acts against another, both roll their
skills: the higher roll succeeds. This is called an opposed
roll. If the two rolls tie, the player character wins over a nonplayer character. If both are player characters and the rolls
are tied, the character with the highest skill code wins.
Example: Shamus and Grasheel are playing sabacc. The
two characters make opposed gambling rolls; the higher
roll wins.
Modifiers. If one character has a clear advantage over
another, you may want to assign a modifier. Modifers arent
used when one character simply has a better skill; theyre
used to reflect unusual situations where skill is not the only
determining factor. Add a modifer to the character with the
advantage.
Example: Shamus is has a cheater chip to control which
cards are dealt to him. He might get a +15 bonus modifier
to his gambling skill roll.
Modifier
+5
+10
+15

Guidelines
Character has only a slight advantage.
Character has a good advantage.
Character has a decisive advantage.

You dont need to use modifers with diffculty numbers


but you can apply them to justify making diffculty numbers
as low or high is as needed to make the game challenging for
the players. Think of modifers as a way of tailoring your game
to best suit your players.

Tell Them or Not?


Should a player know what diffculty number he is rolling
against before he rolls? Sure if you want him to. Sometimes
you want to keep the players guessing. Sometimes a task is
much easier or much more diffcult for a reason they know
nothing about, and you dont want to give that fact away.
Sometimes the players dont know enough to make a reasonable guess at the diffculty number.
Example: Shamus has crash-landed on Tatooine with his
faithful Wookiee companion, Grasheel. Grasheel was
wounded in the crash; the bacta tank and all medical supplies were destroyed. Can I cauterize his wound with my
blaster? Shamus player asks the gamemaster. The
gamemaster smiles evilly, and says, Hmm, interesting
idea. Why dont you make a frst aid skill roll?
2D+2. Great, says Wayne. Whats my difficulty number?
Gee, youre not sure. Why dont you just roll?
Grasheel howls in complaint.
Use your judgment. Tell the players if you like or if its reasonable for them to know. Dont if you think a little suspense
would be in order.

HOW LONG DOES IT TAKE?


Most skills take one combat round to use (blaster, for example). Of course, a character can use more than one skill in a
round, at a cost (see the Players Handbook page 15).

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Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

Some skills take longer than a round to use. For example, a


gambler doesnt fnish his game in fve seconds playing
takes a little while, maybe a couple of minutes or so. A character using gambling skill would only make a skill roll every few
minutes to see how the current game went.
Each skill description says how long using the skill takes. If
a skill takes more than one combat round to use, the user cannot spend an extra round preparing to get an extra 1D; that
rule only applies to single combat round skills.

ROLEPLAY IT OUT
In many cases, a skill can be used to resolve something
which would be more fun if you roleplayed it out. For example, if a player character tries to purchase passage to another
planet from a smuggler, you may want to take the role of the
smuggler and haggle with the player. Dont let the player get
away with saying, Well, I, uh, use my bargain skill. Tell him
hes got to bargain.
Make the bargain rolls yourself, in secret, and let the numbers you roll affect the outcome of the contest. However, also
take into account how well the player haggles; if he does a
particularly good or bad job, go ahead and modify his bargain
roll accordingly.
In general, roleplaying situations is more satisfying and
interesting than simply making skill rolls. In some circumstances, though, you wont have a choice; sometimes a
players character is much better at something than the player
himself. (Joe might be a terrible bargainer, while his character
has a high bargain skill.) In this case, let the skill rolls mean
more and the roleplaying mean less.

DEXTERITY SKILLS
Terrain Difficulty
Any character (unless rendered immobile) can move without too many problems. As long as he stays on easy terrain, is
moving at a safe speed and doesnt try anything risky, he
can get where he wants without any skill rolls. However, when
a character tries something dangerous or tries to maneuver
when moving quickly, you should call for a Dexterity roll (you
could use dodge too if you think it fts the situation). The diffculty number depends on how dangerous the action is, and
how fast he is moving (for movement rules see page 51):

Very Easy (5): Turning more than 90 degrees while running.


Easy (10): Turning a tight corner and avoiding an object
thats in the players way during a chase scene.
Moderate (15): Avoiding a speeder that cuts a player off
while he is running across a busy intersection.
Difficult (20): Running through terrain with a lot of big
obstacles (rocks, holes or fences).
Very Difficult (30): Walking in zero-g through the wreckage of an old star cruiser, while avoiding obstacles.
Failure means something went wrong. Depending on how
bad the die roll was, that might simply mean the character
trips a little bit and slows down, or that the person hes chasing gets away, or if it was a really bad roll the character
may stumble and fall (see page 57 for falling damage).

Foot Chases
When attempting to overtake or outrun an opponent, dont
try and make things complicated. Just determine what range
the characters are at when the chase begins: short, medium,
or long. Its often convenient to rule that these ranges correspond to the ranges of whatever weapons the characters
using, but that isnt always possible, since different weapons
have different ranges.
Each combat round both characters (and/or creatures) roll
their Dexterity attribute and their speed code (if they have
one, most characters dont) and add them together.
If the chasers total roll is higher, he closes with the character he is chasing from long, to medium, to short. If the
chased characters total roll is higher, the range is increased
by one step. If the chased characters roll is higher and hes
already at long range, he gets away. The chaser catches-up
when he is less than short range.
Example: Shamus is chasing a small creature who just
grabbed his comlink in its teeth. It takes a second for him to
notice and start chasing the would-be thief; the gamemaster
rules that the chase starts at medium range.
Shamus rolls his Dexterity of 3D+1 and gets a 10. The
gamemaster uses the creatures Dexterity of 2D+2 and adds
his 2D speed code (this was printed on the creatures stat
block) for a total roll of 4D+2. He gets a total of 15. The
creature is able to increase the range to long. One more
good roll and he gets away.
Moving in a chase counts as an
action and will incur a 1D penalty to
all other actions for the round.
Chases are great ways to add some
action and take a break from combat.
Some gamemasters plan out chases,
preparing various encounters and
sketching out a map of the area but
thats only necessary if you think you
need one to keep track of whats
going on. Other gamemasters are perfectly happy to make up details and
terrain diffculty numbers on the fly:
You round a corner and right
ahead, a landspeeder pulls out in
front of you! Make your dodge roll to
side-step around it.

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Blank Skills

Melee Weapon

The blank line under Dexterity is used for custom Dexterity skills (see page 34). Characters frequently learn additional
weapon skills. The most common weapons in the Star Wars
universe are blasters and melee weapons. These are used
with the skills of the same names.
A few character templates are printed with the name of an
archaic weapon (such as the Wookiee bowcaster). These
characters are trained in the use of that weapon. The skill is
used in the same way as other weapon skills (such as blaster
and melee weapon), but applies only to the weapon specifed.
Characters can learn to use archaic or unusual weapons
during the game. When a character does so, have his player
enter the weapon name on the blank skill line under Dexterity. The starting skill code is equal to Dexterity; the player
can allocate dice from his initial allotment and spend Skill
Points to increase the code.
A character can pick up and try to use a weapon even if he
has never used it before. Use his Dexterity code in place of a
skill code.
Time Taken: one combat round.

This skill is used when a character uses a weapon in handto-hand combat whether a blaster butt, a gaderffi, a bayonet whatever.
Time Taken: one combat round.

Blaster
Used to fre blasters. A successful skill roll means youve hit
your target. This skill can be used with blaster pistols, blaster
rifles, heavy blasters, and anything in between. It doesnt
apply to really big repeating blaster weapons (use the heavy
weapon skill instead) or to weapons mounted on vehicles (use
the gunnery skill).
Time Taken: one combat round.

Brawling Parry
Used to parry another characters attack in hand-to-hand
combat without weapons. This is a reaction skill (see the
Players Handbook page 13).
Time Taken: instantaneous.

Dodge
Used to dodge blaster fre, other fre weapons, and
grenades. This is a reaction skill (see the Players Handbook
page 13).
Time Taken: instantaneous.

Grenade
Make a skill roll when a character throws a grenade. Success means the grenade has hit its target; failure means it
scatters (see page 54). This can be used to throw any object.
Time Taken: one combat round.

Heavy Weapon
The heavy weapon skill is used to fre tripod-mounted small
arms, shoulder launched missiles, grenade launchers or any
really big gun that is awkward or cumbersome to use.
Weapons with a fre control code, or weapons mounted on a
vehicle use the gunnery skill. Small, hand-held weapons use
the blaster skill (or other appropriate skill).
Time Taken: one combat round.

Melee Parry
Used to parry with a melee weapon. This is a reaction skill
(see the Players Handbook page 13).
Time Taken: instantaneous.

38

Sleight of Hand
This skill is used to perform any feat of precise manual dexterity. This includes tasks like palming a small object, performing a feat of entertaining legerdemain, picking a targets
pocket or disarming a mechanical lock. When a character
attempts to perform this or a similar task, determine a diffculty number:
Very Easy (5): Palming a small object such as a single
credit.
Easy (10): Pick a targets pocket who is completely
unaware of the attempt, and has no reason to suspect
you. Palm a small object like a comlink.
Moderate (15): Pick a targets pocket who is distracted.
Palm a reasonably sized object such as a hold-out blaster
or vibro-knife.
Difficult (20): Pick a targets pocket who is alert and
aware. Palm a large object, such as a blaster pistol.
Very Difficult (30): Pick a targets pocket who is suspicious of your activity. Palm an over-sized object such as a
heavy blaster pistol.
If an object is too large to be concealed, it cannot be
palmed or hidden. If the character fails their attempt to pick a
targets pocket, the target may make a Perception (or search)
roll. If that roll is equal to or greater than the characters
sleight of hand roll, the pick pocket has been noticed in his
criminal efforts.
Time Taken: one combat round,

KNOWLEDGE SKILLS
What do I know about the Mon Calamari?
Most Knowledge skills are used to answer questions like
these. Player characters have grown up in the Star Wars universe, and can be expected to know a lot about it. The players
themselves have not their characters know more than they
do. Knowledge skills are a way of judging whether or not you
should tell a player a piece of information when he asks.
When a player asks for a particular piece of information
(How many planets are there in the Almakar system?), use
the following to determine the diffculty number:
Very Easy (5): Why, any idiot can tell you that!
Easy (10): Common knowledge.
Moderate (15): Something thats no secret, but not widely
known.
Difficult (20): Something that requires specialized knowledge of the subject.
Very Difficult (30): Something that only an expert would
know.
A skill roll equal to or higher than the diffculty number
means the character knows.
If a player asks a more general question (What do I know
about speeder bikes), dont determine a diffculty number;
instead, have the player make a skill roll, and use the number
rolled as a general measure of his knowledge of the topic:

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9 or less: means he is pretty ignorant he knows that


speeder bikes exist, but not a lot else.
10-14: means he has a typical laymans knowledge of the
topic he knows more or less how speeder bikes work,
but nothing about the advantages or disadvantages of different models.
15-19: means he has a broad general knowledge of the
topic he would know and could identify different models, but might not be up on all the technical details.
20-29: means he has specifc, detailed knowledge, but
might not know some of the obscure details hed know
just about everything about speeder bikes, but might be
puzzled by custom modifcations.
30 or more: means he has truly comprehensive knowledge the sort that someone who worked in the
speeder bike industry might acquire.

Blank Skills
If a player wants his character to have special knowledge
about something not covered by one of the other skills, have
him write what he wants to know about on the blank skill line
provided on the template.
Example: A player wants his character to have specialized knowledge about cooking, cuisine and drinks in the
Star Wars universe something that doesnt really fall
under any Knowledge skill. He writes cuisine on the
blank space provided.
The starting skill code is the same as the characters Knowledge code. He may allocate dice from his initial allotment and
spend Skill Points to increase it.
Obviously, you can step in to prevent players from abusing
this rule. If a player writes Imperial Secret Weapons and Tactics on the blank skill line, hed better have a pretty good
explanation for how his character learned about them.

Allen Species
This skill involves knowledge of non-human sapient species
(or, for alien characters, knowledge of humans and other
aliens). Includes knowledge of customs and societies as well
as physical appearance, modes of thought and the like. It is
used like other Knowledge skills.
Time Taken: one combat round.

Bureaucracy
This skill involves knowledge of bureaucracies and their
procedures. It can be used in two ways. First, in the same way
as other Knowledge skills to determine whether a player
character knows something about a bureaucracy (e.g., how to
get the right form), or about bureaucracies in general (what
kinds of things theyre likely to require).
It can also be used in the same way as many persuasion
skills (see page 43) to obtain cooperation from a bureaucrat. Someone unfamiliar with a bureaucracy can struggle
with forms, procedures and bureaucrats for hours without
getting what he wants; someone who knows how to deal with
bureaucrats will fgure out the right procedures, which forms
he needs, and who he needs to see in fairly short order. When
a character needs the approval of or cooperation from a
bureaucracy, determine a diffculty number. The base diffculty depends on how restricted what the character wants is:

GAMEMASTERS GUIDE

Very Easy (5): Available to all. Finding out how much you
owe on your starship.
Easy (10): Available to almost anyone. Discovering which
ships are in port.
Moderate (15): Available to anyone who qualifes. Finding
out which ships are impounded or under guard.
Difficult (20): Somewhat restricted. Finding out how
much someone else owes on their starship.
Very Difficult (30): Very restricted. Getting permission to
make an emergency landing in the middle of a busy intersection.
The diffculty is modifed for:
Situation
Very common problems (bureaucracies have
smooth procedures for common problems).
Extremely unusual requests (bureaucracies
are very unwilling to break the rules).
The bureaucracy is well-funded and has good
morale
The bureaucracy is poorly funded and is in
bad shape (funding savaged, mismanaged)
Offcials have a particular reason to trust the
character (Rebels dealing with Rebel offcials).
Offcials have a reason to distrust the character (known crime fgures dealing with the planetary police)

Modifier
+0
+10
+0
+10
+0
+10

Once the diffculty number is determined, make a skill roll.


Success means the character gets what he wants in short
order (depending on circumstances, that can mean in a few
minutes or a few days). Failure means his request is refused,
or routed elsewhere, or the bureaucracy will take days or
months making up its mind, etc.
Time Taken: when used as Knowledge skill: one combat
round. When used as persuasion skill: one day.

Cultures
Knowledge of the customs, histories, arts and politics of
various human cultures within the Empire. It is used like other
Knowledge skills.
Time Taken: one combat round.

Languages
The common language of the Empire is called Basic. Almost
everyone speaks it, so communication is not normally a problem. However, some areas of the galaxy have only slight contact with the Empire, and visitors to these areas may have
problems. In addition, some primitives dont know Basic, and
some aliens mouths and throats are just not designed for
human language. (Chewbacca understands Basic perfectly
well; he just cant ft his mouth and tongue around its words.)
The languages skill is used to determine whether a character can understand what someone says when speaking in a
language other than Basic. There are two ways you can handle this:
The realistic way that requires bookkeeping: When someone
says something in a strange language, make a skill roll for anyone who overhears. Diffculty numbers are:

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Very Easy (5): A dialect or slang version of Basic.


Easy (10): A common language related to Basic.
Moderate (15): A common language.
Difficult (20): An obscure language (Wookiee).
Very Difficult (30): An extremely obscure language, or
one which members of the characters species normally
cant pronounce for physical reasons.

If a characters roll is greater than or equal to the diffculty


number, he understands the language. Have the player write
the name of the language down on his character template, so
if he ever runs into it again, hell know he speaks the language.
The unrealistic way thats simple: Even though people talk
different languages in Star Wars, most of the time they understand each other anyway. Han understands Chewbacca and
Greedo without problem; Luke understands Jabba the Hutt.
When a character says something in a non-Basic language,
determine a diffculty number:
Very Easy (5): Saying something very simple (No).
Easy (10): Saying something simple (I have a bad feeling
about this).
Moderate (15): Saying something of average complexity
(The ammos getting low.).
Difficult (20): Saying something complex (If I had known
that you already had made the jump to light-speed, I
would not have attempted to open the hatch.).
Very Difficult (30): Using complex, technical terms (The
mantle of Endor consists largely of diorite and feldspar,
although upwellings from the outer core have produced
volcanically active hotspots, preferentially distributed
with regard to the planetary magnetic feld.),
The more complex or obscure the thought the speaker is
trying to express, the higher the diffculty number. Anyone
who hears the statement should make a skill roll; anyone who
rolls higher than the diffculty number understands the statement. This way, anyone can understand Wookiee some of
the time.
Time Taken: one combat round.

Planetary Systems
Knowledge of the geography, weather, life forms, trade
products, and so on of different planets and systems. Used
like other Knowledge skills.
Time Taken: one combat round.

Streetwise
A character uses this skill when he wants to make a contact
in the criminal underworld, purchase illegal goods or services, or fnd someone to do anything illegal. (Please note that
because the Empires laws are oppressive, many perfectly
moral things are illegal.)
When a character wants to make a contact, determine a diffculty number, depending on how common the goods or skills
the player wants are:

40

Very Easy (5): a lawyer, a blaster.


Easy (10): a petty thief, spice.
Moderate (15): a good pickpocket, rare spice.
Difficult (20): an expert safe-cracker, heavy weapons.
Very Difficult (30): a renowned jewel thief, unregistered
space craft.

Modify the diffculty number depending on:


How Strict the Law Enforcement is:
Finding the underworld in a place like
Mos Eisley.
Finding the underworld on a planet that is
under Imperial martial law.

Modifier
+0
+10

Familiarity with the area:


Modifier
The character has been to the area before and
+0
already has contacts.
The character has never been in the sector,
+10
doesnt speak the language, or knows no one.
Reputation of Seeker:
The character is a known crook, but one who
keeps his word.
The character is a known Imperial informant.

Modifier
+0
+10

If the streetwise skill roll is greater than or equal to the diffculty number, the character can fnd what he wants but
actually getting it still requires bargaining (or some other way
of gaining cooperation).
Time Taken: one combat round, to one day.

Survival
This skill involves knowing how to survive in hostile environments deserts, jungles, oceans, asteroid belts, etc. It
can be used in three ways.
First, it can be used like any other Knowledge skill when a
player asks for information about some element of the natural
world.
Second, when a character is threatened by nature, you can
make a skill roll to see whether he immediately makes the
right move reaches for a vacuum suit when the pressureloss alarm sounds, runs upwind when theres a forest fre,
whatever. Choose a diffculty number, based on how much
experience the character has in the environment:
Very Easy (5): Character is intimately familiar (l know
this territory like the back of my hand.).
Easy (10): Character is familiar (Ive made this run a
dozen times, boy.).
Moderate (15): Character is somewhat familiar (Well, I
guess I know what to do.).
Difficult (20): Character is unfamiliar (This your frst
space trip, kiddo?).
Very Difficult (30): Character is completely unfamiliar
(No! Bad! Is bad thing open door in space. Air go out like
whoosh, you got me?).
Third, when a character is in a hostile environment without
adequate protection, he may use the skill to fnd the necessities of life. For example, if a character were lost in the desert,
he could use the skill to fnd water to judge where an oasis
might be found, to know where he could dig to fnd moisture,
to fnd plants that can be made to yield water. Again, the diffculty number depends on how familiar the character is with
the environment; a desert-dweller will fnd it easy to fnd
water in the desert, while someone whos never been on a
particular planet before will fnd it diffcult (see above).
In any event, you should let players use their own knowledge. If you say, Theres the sound of an impact and an alarm
sounds, and the player immediately says, I run for my air
suit, dont force him to make a skill roll his immediate

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reaction is enough. Have the players who didnt react immediately make skill rolls to see whether they do the same, or
dither instead. Similarly, if a player describes to you a plausible way of fnding water in the desert, dont require a skill roll;
theres nothing more frustrating to players than feeling that
they dont control their characters actions. You want to
encourage them to play in character but not to force
them.
On the other hand, if his way of fnding water sounds bogus
to you, require a skill roll anyway. And if you have no idea of
what to do in a blizzard, let the player roll and fgure something out even if you think theres no way to survive.
Time Taken: one combat round when used for Knowledge or
when reacting to danger; one hour when searching for necessities.

Technology
Knowledge of different kinds of equipment capabilities,
model numbers, fair-market prices, etc. Used like other
Knowledge skills.
Time Taken: one combat round.

MECHANICAL SKILLS
Vehicle Operation Skills
Many Mechanical skills are used to operate vehicles. Any
character from an advanced technical society (i.e., almost
anyone except an Ewok or the Tough Native) can start up and
drive a vehicle without too many problems. As long as he
stays on easy terrain, doesnt try anything risky, and drives
slowly, he can get where he wants without any skill rolls.
You should call for a skill roll only when a character tries
something dangerous, risky or diffcult. The diffculty number
depends on how dangerous, risky or diffcult the action is:
Very Easy (5): Turning a tight corner at high speed.
Easy (10): Turning a tight corner at high speed while
avoiding an obstacle.
Moderate (15): Avoiding a speeder that careens uncontrolled across your path.
Difficult (20): Following another speeder bike at top
speed through the forests of Endor, avoiding trees.
Very Difficult (30): Flying the Millennium Falcon through
an asteroid feld at top speed while evading enemy fre
and avoiding a collision.
Failure means the maneuver fails. Depending on circumstances, that might simply means the vehicle goes off course
(e.g., doesnt turn when its supposed to), or that the vehicle
its chasing gets away, or even that theres a collision. (See
page 57 for the effects of collisions.)

Vehicle Chases
Chases occur frequently in Star Wars: Classic Adventures.
When one vehicle chases another, handle it in a similar manner as foot chases. Describe them as being at short, medium,
or long range from one another.
Each vehicle or creature has a sublight code or speed code;
the Rebel Field Manual provides speed codes for all of the
vehicles, starships and creatures it describes. (Characters on
foot are assumed to have a default speed code of 1D when
involved in vehicle chases, they never add their Dexterity
attribute unless they are being chased by a creature on foot.)

GAMEMASTERS GUIDE

Each round, make speed code rolls for the two vehicles. The
operators may add their vehicle skill to the roll if they want to
increase their speed, but it counts as an action. When a creature or character is involved in a chase with a vehicle, double
the vehicles speed code.
Example: Shamus cursed as he wrenched his speeder
bike around and darted down a branch of the canyon.
Overhead, three suns shone with fierce brilliance. Behind,
the stormtroopers bike skidded around the turn in his
wake. Shamus tried to lose him.
The stormtroopers repulsorlift operation skill is 3D, and
Shamus is 3D+2. Both bikes have speed codes of 2D. The
stormtroopers roll is 10 and his bikes is 8, for a total of 18;
Shamus roll is 16 and his bikes is 7, for a total of 23.
Shamus peered over his shoulder; the Imperial looked
farther away. He just might make it yet.
If the chasers total roll is higher, he closes with the vehicle
he is chasing from long to medium to short. If the chased
characters total roll is higher, the range is increased by one
step from short to medium to long. If the chased characters roll is higher and hes already at long range, he gets
away.
If the vehicles are at short range, either (or both) driver can
attempt to use their vehicles to force the other vehicle to
crash (this does not apply to starship chases). This will be
considered a second skill use if they are using their vehicle
skills to keep up. In this case the attackers skill dice would
be reduced by 1D that combat round.
The defender must make a vehicle operation skill roll. The
diffculty number for this roll is equal to the attackers skill
roll. If the defender was already making such an operation
roll because he attempted a tricky maneuver, the attackers
skill roll is added to the defenders diffculty number.
If the defender rolls less than the diffculty number, his
vehicle crashes. If he rolls equal to or higher than the diffculty number, it does not.
Example: The hot day wore on. Shamus cursed his luck
as the stormtroopers bike pulled parallel. They were
speeding through a maze of canyons, branches right and
left; it look most of Shamus concentration just to avoid
ramming an outcropping. The trooper tripped sidethrusters,
and his bike slammed in to Shamus. Two can play that
game, thought Shamus
Shamus is still trying to increase the range. Each round,
both he and the trooper must make Very Easy (5) repulsorlift operation rolls to avoid crashing into outcroppings. In
addition, both wish to try to make each other crash. Thats
a total of three skill uses each, so the stormtroopers skill of
3D becomes an effective skill of 1D, and Shamus skill of
3D+2 becomes 1D+2.
First, determine whether the stormtrooper manages to
keep up. His bikes speed code is 2D, which, plus his effective skill of 1D, means he rolls 3D; the result is 13. Shamus
rolls 3D+2 (skill plus speed code), and gets a 10. The
stormtroopers roll is higher, so he keeps up.
Next, each makes a skill roll for his attack. The
stormtrooper rolls 1D for a 4; Shamus rolls 1D+2 for a 7.
Finally, each rolls to determine whether he manages to
avoid collision. The base difficulty is Very Easy (5). The
stormtroopers effective difficulty is 12, because Shamus

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attack roll of 7 is added to the difficulty number. He rolls


his effective skill of 1D and cannot possibly roll a 12, so
scratch one stormtrooper.
Shamus modified difficulty is 9, and he rolls 1D+2
oops. Whammo! See the Falling and Collisions table
(page 57) to find out what happens to him.
Even while involved in chases, characters can use other
skills. The normal rules for multiple skill use apply (see the
Players Handbook page 13).
Describe the chase as colorfully as you can to your players.
Invent obstacles and dangers as you wish. The chase rules are
supposed to be somewhat abstract; this allows you to make
the chase flexible and feel as real as possible.

Blank Skills
If a player wants his character to know how to operate any
vehicle not covered by the normal Mechanical skills walkers, archaic wheeled internal-combustion autocars, zeppelins,
or old-fashioned Orion-class spacecraft have him write the
vehicle name in the space provided. His starting skill code is
the same as his Mechanical attribute code, and he may spend
skill dice from his original allotment and Skill Points to
increase it.
Any player can operate a vehicle that isnt covered by the
normal Mechanical skills, even if he hasnt taken a specialized
operation skill. He uses his unmodifed Mechanical code to
make skill rolls.
Time to Use: one combat round.

Astrogation
This skill is used to plot a course for a starship from one
star system to another. If you want to learn more about navigating the galaxy, go to page 61 for more information.
Time to Use: A minute when your position is known and you
are following a commonly-traveled jump route for which
hyperspace coordinates have already been calculated (can be
reduced to one combat round in emergencies). A few hours
when your position is known, but your destination is one to

42

which you have not traveled before and the nav computer
must calculate coordinates. One day when you must take
readings to determine your ships current position and then
compute hyperspace coordinates.

Beast Riding
Used to ride animals. Unlike automated vehicles, animals
have minds of their own, and dont always appreciate being
ridden. Each riding animal has an orneriness code. When a
character mounts a riding animal, roll the animals orneriness
dice and the characters beast riding skill dice (or Mechanical
attribute). If the characters roll is equal to or greater than the
animals, he establishes control and the animal does as he
wishes. If the animals roll is higher, the animal runs away,
bucks the character off, or is otherwise disagreeable. Whenever something happens to spook the beast blaster fre, or
a loud noise, or an attack make another set of orneriness
and skill rolls.
The beast riding skill is also used to maintain control of an
animal, just like vehicle operation skills.
Each riding animal also has a speed code. The animals Dexterity may be added to its speed code during a chase with
another character or creature or vehicle. Riders can also use
their beast riding skill to increase their speed in lieu of using
the creatures Dexterity code.
Time to Use: One combat round.

Com-Scan
This skill is used to operate a starships sensors and communication systems. It can be used to get detailed information on starfghters, capital ships, starships trying to avoid
notice, cloaked vessels, and other objects or anomalies in
space. It can also be used to listen in on com channels.
In most cases, a ships sensors will automatically detect
other ships, planets or other large objects in space at a reasonable range. Com-scan is used to detect whether or not a
planet has an active energy shield, whether or not a drifting
vessel has any lifeforms aboard, the presence of a cloaked or
hidden vessel, and other detailed information.

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Characters using the com-scan skill may combine their roll


with the ships sensors die code (if it has one).
When a character attempts to listen in on communications,
detect ships or identify an object, choose a diffculty number:
Very Easy (5): Detect whether or not a planet has an
active shield generator protecting it. Listening in on open
comm channels
Easy (10): Detect a capital scale ship on the far side of the
star system. Listening in on a low-security comm channel
(emergency services).
Moderate (15): Detect whether or not a ship has lifeforms
aboard it, even when powered down or otherwise immobilized. Listening in on sensitive comm channels (businesses or planetary governments).
Difficult (20): Detect a starfghter attempting to conceal
itself inside the cavern of a large asteroid. Listening in on
low-level Imperial channels.
Very Difficult (30): Detect a cloaked ship. Listening in on
high-ranking Imperial channels.
Com-scan rolls can also be used to jam communications
and sensors. Due to the noise created by jamming, the target will automatically detect the presence of the jammer, but
will not be able to specifcally locate them. The jammer rolls
their com-scan die code and the ships sensors die code. The
result of this roll is then added to the searchers/communicators com-scan diffculty number.
Gamemaster Note: There are plenty of com-scan modifers
to choose from: the size of a target, if the target is hiding
being an interstellar object, the target is using sensor decoys,
or if there is massive interference. However, dont be afraid to
keep things simple. Pick a diffculty number using your judgment.
Sensors are best used as a plot devices; the characters
should detect just enough to intrigue them. Theyll have to
personally investigate the situation to fnd out the whole
story. (You detect three ships headed out of the system
sensors cant determine what they are, but their energy signatures indicate they could be fghters. Wait! Theyve just
changed course and are now closing in you!)

Repulsorlift Operation
Used to operate all kinds of repulsorlift craft landspeeders, speeder bikes, sail barges, and all sorts of air, ground and
water vehicles that use repulsorlift (anti-gravity) technology.
Time to Use: One combat round.

PERCEPTION SKILLS
Noticing Things
When something happens in the game that a character
could miss, and you want to determine whether he notices it,
have his player make a Perception attribute roll. The diffculty
number depends on how easy it is to sense whats going on:
Very Easy (5): A stormtrooper shoots at you from behind,
and misses.
Easy (10): Someone shouts your name across the room
over the hub-bub and music of the cantina at Mos Eisley.
Moderate (15): A guard ten meters away surreptitiously
palms a handful of credits offered him by another.
Difficult (20): A faint click as the stormtroopers lying in
ambush twenty meters away ready their weapons.
Very Difficult (30): When, outside the area lighted by
your campfre, a small animal moves quietly away.

Persuasion Skills
Several Perception skills bargain, command, and con
are persuasion skills, used by player characters to influence
non-player characters (NPCs). Using these interactive skills
often pits the characters skill against the other persons skill
to resist it (often Perception or Knowledge).
Persuasion skills between players and NPCs shouldnt be
solely determined by the die roll. If a character is conning a
customs agent, and the player rolls a high con score, he obviously succeeds but how does his character do it? What
does he say to influence the customs agent? This is up to the
player. The better the player acts the role of his character, the
greater his chance of success should be.
Persuasion skill rolls should never be used by players to
influence other players characters instead, they should
resolve the situation by roleplaying and coming to some kind
of mutual agreement.

Blank Skills
Use the blank space provided when a player wishes to learn
how to use his Perception in a specialized way (e.g., learn how
to recognize different animal species, to create forged documents, or to deliver persuasive speeches to large crowds). His
starting skill code is the same as his Perception attribute code,
and he may spend skill dice from his original allotment and
Skill Points to increase it.

Gunnery
This skill is used to fre a vehicles guns in combat (see
page 66). Additionally, all weapons with a fre control die code
use the gunnery skill this mostly applies to fxed artillery
and complex weapon systems.
Time to Use: One combat round.

Starship Piloting
Used to operate all kinds of various starships (see page 65).
Time to Use: One combat round.

Starship Shields
This skill is used to operate a starships shields in combat;
see the ship-to-ship combat rules for more detail (page 66).
Time to Use: One combat round.

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Bargain

Modify the diffculty number for the size of the bribe:

This persuasion skill is used when a player character bargains with an NPC. Its usually used when they haggle over the
price on something, but could also be used in diplomatic
negotiations, to bribe someone, etc.
Use of the skill is resolved as an opposed roll; both characters make bargain skill rolls. Generally, the character with the
higher roll gets the better part of the deal.
If the item over which theyre bargaining has a price listed
on the various equipment tables in the Rebel Field Manual,
use the cost listed there as the average cost. If the item isnt
listed on the chart, you must decide on the average price.
Then, compare the rolls:

Bribe Amount
Bribe is much larger than expected
Bribe is larger than expected
Bribe is less than expected
The bribe is insultingly small.

If the PCs roll is at least three times the NPCs: The purchase price is 50% of the average cost.
If the PCs roll is at least twice the NPCs: The purchase
price is 75% of the average cost.
If the PCs roll is higher than, but not twice the NPCs:
The purchase price is slightly discounted subtract a few
credits, or as much as 10%, from the average cost.
If the rolls are tied: The purchase price is equal to the
average cost.
If the NPCs roll is higher than, but not twice the PCs:
The purchase price is slightly more than the average
add a few credits, or as much as 10%.
If the NPCs roll is at least double the PCs: The purchase
price is 50% higher than the average price.
If the NPCs roll is at least three times the PCs: The purchase price is double the average price.
Example: Suppose Shamus is bargaining for a new comlink with a shopkeeper, the NPC rolls a 10 for his bargain
roll, and the average price is 100.
If Shamus roll is:
30 or more
20 to 29
11 to 19
10
6 to 9
4 or 5
3 or less

he pays:
50 credits
75
90
100
110
150
200

The result is what the player character can bargain the NPC
down to; he can always refuse the deal, if he wishes.
Bribery. The bargain skill is also used when one character
tries to bribe another. He is, after all, trying to make a deal
a payment in exchange for the offcials approval. In this case,
dont make a bargain skill roll for the target of the bribe
attempt; instead, determine a diffculty number. The more
incorruptible and honest the target is, the higher the diffculty
number (see below). Modify that number by the size of the
characters bribe. If the bribers roll is equal to or higher than
the diffculty number, the bribe goes through. If its lower, the
target refuses the bribe, and may even try to have the briber
arrested.

44

Very Easy (5): a corrupt hick-planet judge.


Easy (10): a maitre-dhotel at a swank restaurant.
Moderate (15): a planetary offcial.
Difficult (20): an Imperial offcial.
Very Difficult (25): An Imperial Naval offcer.

Modifier
10
5
+5
+10

Note: Stormtroopers cannot be bribed (see page 89).


Theres a danger in using the bargain skill to often, it is fun
and satisfying to roleplay a bargaining session. See Roleplay
It Out (page 37).
Time to Use: a minute.

Command
Command is used to make an NPC do what the user wants
by ordering him in a persuasive and authentic tone. When
successful, the target snaps to and does as ordered. To look at
it another way, a character with a high command skill can take
charge of a situation when leadership is needed, and get other
characters to cooperate without debate or question.
When a character uses command, determine a diffculty
number:
Very Easy (5): NPCs have every reason to obey (a
stormtrooper who thinks youre an admiral).
Easy (10): NPCs have some reasons to obey (a bunch of
Rebels from different units working together during an
Imperial attack).
Moderate (15): NPCs have no reason to disobey (a crowd
of civilians being commanded to move along at an accident scene).
Difficult (20): NPCs are skeptical or suspicious (a bunch
of Ewoks who are carrying you lashed to stakes).
Very Difficult (30): NPCs have no reason to listen to you
at all (Imperial troops when youre dressed like a Rebel).
If the user rolls equal to or higher than the diffculty number, the targets of the command do as he requests. As usual,
there is room for gamemaster interpretation; a very high roll
might mean immediate and enthusiastic compliance. A roll
close to the diffculty number might mean that the target does
as ordered now but may question the commanders authority later on. (Say I didnt know there was another admiral
at this base. Whats going on here, anyway?)
Intimidation. The command skill can be used to scare or
frighten others to force them to obey commands, reveal information they wish to keep hidden, or otherwise do the bidding
of the intimidator. You may apply modifers for various conditions. NPCs can resist intimidation with an opposed command
skill roll or their Perception attribute.
Time to Use: one combat round.

Con
A character uses his con skill to persuade an NPC to do
something that isnt in the NPCs best interests. Con can
involve reasoned argument and false logic, or simply throwing
up a verbal smokescreen to get the target to hesitate. Sometimes it can take the form of a bargain do this for me and
Ill do that for you but in a con, the conner has no intention of fulflling his part of the bargain.
When a character makes a con attempt, determine a diffculty number for the attempt, depending on how likely the
target is to believe the player character:

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Very Easy (5): A close friend or relative.


Easy (10): A naive teenager, gullible person.
Moderate (15): A stormtrooper who doesnt have orders
preventing it.
Difficult (20): A customs offcer or law enforcement offcer; stormtrooper when con will involve possible danger.
Very Difficult (30): Someone who should know better.
Jabba the Hutt, an Imperial general.
Modify the diffculty number depending on:
Situation
Victim has no reason to suspect dishonesty,
and trusts and likes that character.
Victim hates and/or distrusts the character.
The victim is asked to do something particularly risky, dangerous or costly.

Modifier
+0
+10
+10

If the characters roll is higher than or equal to the diffculty


number, his target does what he wants. You can use the number rolled as an indication of degree of success; if its much
higher than the diffculty number, the victim may volunteer
additional help, and may never realize hes been had. If its
close, the victim may do as asked, then realize hes been
duped as the player character walks away.
Persuasion. The con skill can alternatively be used when a
character is trying to convince someone to go along with
them but theyre not tricking them or paying them. However, potential rewards can be offered talking someone into
rescuing a princess from an Imperial holding cell is defnitely
a persuasion attempt. And stating that the reward would be
bigger than anything you can imagine without going into
details is not unusual.
The diffculty ranges for using con to persuade are the same
as for con above except they should be modifed as follows:
If the character making the persuasion actually means
what he says about a situation (as Luke did when he
talked to Han about rescuing Leia), then decrease the diffculty by one level.
If the character making the attempt is actually trying a
low-level con on the target (as Greedo tried to when he
told Han hed lose him if Han turned over the money he
owed Jabba), then increase the diffculty by one level.
Note: Stormtroopers can be conned but not persuaded.
Time to Use: One combat round to several minutes, depending on how long it takes the player to say what he needs to
say to con the NPCs. Examples: Hey! Look over there! (one
combat round). Well, I need your help. My friends are now in
the clutches of the nefarious Tantos Dree, on whom, as you
know, the Empire has placed a bounty in excess of ten thousand credits. So you see (fve minutes).

Gambling
This skill can be used to increase your odds of winning at
gambling if youre playing honestly and to cheat.
There are two types of gambling games: ones which are
purely random (like dice), and ones at which skill makes a difference (like sabacc). When playing a purely random game, if
no one cheats, just determine the winner randomly. When
playing a skill game honestly, roll each participating characters gambling skill dice. The highest roller wins. But, some
gamblers (like Lando Calrissian) rarely play fair.

GAMEMASTERS GUIDE

When a character cheats, he automatically wins. To determine if anyone detects the cheat, make a gambling roll for
each player. Anyone who rolls higher than the cheater knows
hes cheating. If two or more characters are cheating, make
gambling skill rolls for all cheaters. The highest roller wins.
Time to Use: one minute.

Hide/Sneak
Make a hide/sneak skill roll when a character tries to hide
himself, to camouflage something, to sneak past someone, or
to disguise himself any time, basically, that he is trying to
avoid detection. If no one is actively looking for or trying to
fnd the hiding character, determine a diffculty number for
the attempt:
Very Easy (5): hiding in a prepared shelter of tree limbs
and leaves in the middle of the forests of Endor.
Easy (10): hiding from sand people in a canyon on
Tatooine.
Moderate (15): hiding in a doorway in the streets of Mos
Eisley.
Difficult (20): hiding behind a power pylon on board the
Death Star while stormtroopers are searching for you.
Very Difficult (30): hiding in the middle of the icy wastes
of Hoth with no shelter for kilometers around on a clear
day.
If someone is searching for the hider, use the hide/sneak
roll like a dodge roll that is, the hiders die-roll increases
the searchers diffculty number (see search below).
Time to Use: one round.

Search
Used when trying to locate someone or something. When
the target is not actively hiding or hidden, the user must roll
equal to or greater than a diffculty number:

Very Easy (5): when you know its exact location.


Easy (10): when you know its approximate location.
Moderate (15): when your information is a few days old.
Difficult (20): when youre following a cold trail week
or month old information.
Very Difficult (30): when nobodys seen it in years.

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If the target is hidden, the hiders hide/sneak skill roll


increases the searchers diffculty number (just as a dodge roll
increases the diffculty number for blaster fre).
Investigating. Search can be used to fnd and gather information regarding someone elses activities. This is useful for
fnding out about the targets ship reservations and following
her to a specifc planet, or fguring out what shady business
dealings she has undertaken. Investigating is often more fun
when you use roleplaying over skill rolls; when a player makes
a good search roll, you can provide additional hints and clues
rather than just giving the player the answer to a puzzle.
Time to Use: One round when attempting to fnd a hider in
your immediate vicinity (e.g., spot an ambush before they
open fre). When used in detective work, can involve minutes
performing a computer search, or days tracking down witnesses and informants.

STRENGTH SKILLS
Blank Skills
Use the blank space provided when a player wishes to learn
how to use his strength in a specialized way that isnt covered
by one of the normal Strength skills (e.g, to become a better
arm-wrestler). His starting skill code is the same as his
Strength attribute code, and he may spend skill dice from his
original allotment and Skill Points to increase it.

Brawling
This combat skill is used when a character fghts another
hand-to-hand without any weapons (see the combat rules,
page 50).
Time to Use: one combat round.

Climbing/Jumping
Make a skill roll when a character tries to leap a wide gap;
climb a tree, wall or cliff; or jump up and grab something. The
diffculty number depends on the diffculty of the task:
Very Easy (5): using the ladders and rope walkways of
the Ewok tree city without stumbling.
Easy (10): jumping the gap between two houses as
stormtroopers chase you over the roofs of a city.
Moderate (15): leaping and grabbing the end of your starships entry ramp as the ship rises and prepares for takeoff.
Difficult (20): swinging across a shaft in the Death Star on
a rope with a princess in your arms.
Very Difficult (30): springing from the carbon freeze pit
before the mechanism activates.
Time to Use: one combat round.

Lifting
This skill is used when a character tries to lift or carry a
heavy object. The diffculty depends on the objects weight:
Very Easy (5): putting on a 20 kilogram pack.
Easy (10): picking up a 3PO unit.
Moderate (15): carrying a 20 kilogram pack for 10 kilometers.
Difficult (20): carrying a buddys body for a kilometer
Very Difficult (30): picking up and moving an X-wing after
the repulsorlifts cut out and it settles on your foot.
Time to Use: one combat round.

46

Stamina
When a character exerts himself for a long time, roll
stamina dice to determine whether he tires. Diffculty depends
on how much he exerts himself:

Very Easy (5): running 100 meters, a days normal work.


Easy (10): running 1 kilometer, a hard days work.
Moderate (15): running 10 kilometers, a days hard labor.
Difficult (20): recovering from carbon freeze.
Very Difficult (305): swimming for hours in icy water.

Stamina rolls can also be made when a character is exposed to extreme cold or heat.
If a character fails a stamina roll rolls less than the diffculty number he becomes fatigued. Whenever a fatigued
character makes an attribute or skill roll, reduce his skill code
by 1D.
Note: Dont plague your players by calling for lots of
stamina rolls. Star Wars characters are heroes, and can do a
lot that would tire normal people without noticing the difference. Stamina rolls are only needed when a character does
something out of the ordinary.
Time to Use: one combat round to one day.

Swimming
Roll skill dice when a character swims. Determine a diffculty number:
Very Easy (5): swimming in a lake on a good day in a calm
area.
Easy (10): swimming in the ocean on a good day in a calm
area.
Moderate (15): swimming where there are riptides or
other dangers.
Difficult (20): swimming in a storm.
Very Difficult (30): swimming in a gale huge waves,
sheeting rain.
If the characters roll is less than the diffculty number, he
begins to drown. Roll 2D each round to determine whether he
dies, as you would for a mortally wounded character. (A
drowning character is not, in fact, mortally wounded, and, if
rescued, needs no further medical help.)
Another character can attempt to rescue a drowning character; he makes two skill rolls, one to swim himself, and the
other to rescue the drowning character. Because he is making
two skill rolls, his skill code is reduced by 1D. The diffculty
number for the second roll is 15. If he succeeds in both rolls,
he may rescue the drowning character.
Time to Use: one combat round.

TECHNICAL SKILLS
Using Repair Skills
With a few exceptions, Technical skills are used to repair
things; anything from starships, speeders, weapons, armor to
basic general equipment. The diffculty number for a repair
depends on the amount of damage the object or vehicle has
suffered.
Usually the object in question is a vehicle or starship. Each
vehicle or starship has a hull code; this is used like a characters Strength when someone attacks the vehicle (see page 15
of the Players Handbook). However, the damage result is a little different:

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Stun = Light Damage: Vehicle can continue to operate.


The repair diffculty is Easy (10).
Wound = Heavy Damage: Vehicles codes are reduced by
1D. The repair diffculty is Diffcult (20).
Incapacitate = Severe Damage: Vehicle stops operating.
Operator must make a skill roll to avoid crashing as it
comes to a halt (the diffculty is an Easy (10) vehicle
operation roll). The repair diffculty is Very Diffcult (30).
Kill = Destroyed: Vehicle is a total loss, and cannot be
repaired.
Various vehicle and starship hull codes are on a different
scale than ground vehicle codes (see page 64).
When someone hits a target which is neither a character
nor a vehicle, use the following hull code to determine damage (damage effects are as for vehicles):
1D if the item is particularly delicate.
2D for normal, unarmored items.
3D or more if the item is armored.
Modify the base diffculty for a repair for the availability of
tools and spare parts:
Situation
Modifier
Working at a regular repair facility (e.g., dockl0
yard, garage) with appropriate tools and
plenty of spare parts
Tools and spare parts available. Tool kits
+0
might provide their own bonuses (see the
Rebel Field Manual)
Working without help or spare parts (e.g., in
+10
deep space) with only a few tools, and under
diffcult circumstances (in the middle of a rainstorm, in spacesuits because the ship has
been holed, etc.)
Using a repair skill (the frst time) takes 15 minutes. Fifteen
minutes after a character begins working, make a skill roll. If
the roll is greater than or equal to the repair diffculty, the
device is repaired the problem was easily fxed. If the roll is
lower, the device is still broken.
However, even if its still broken, some of the damage is
repaired. Subtract the roll from the diffculty number. The
remainder is whats left to be repaired and is the diffculty
number for the second repair roll.

Example: Shamus Falconis starship, the Lumrunner,


suffered heavy damage when attacked by TIE Fighters.
Shamus attempts to repair it; the difficulty is Difficult (20).
Shamus starship repair skill is 2D+2, and he rolls an 8.
The ship is not repaired but Shamus has repaired 8 of
the 20 difficulty points of damage. The next time he makes
a skill roll, the base difficulty number will be 12.
If the frst repair roll doesnt do the trick, the character
must spend another day working before another skill roll is
made the problem wasnt easily solved, and requires a lot
of work.
If the second skill roll is equal to or greater than the nowreduced diffculty number, the device is fxed. If its less, subtract the roll from the diffculty number again.
Example: Shamus sighs; the problem is going to take
some effort to fix. He spends a full day working, then rolls
again; another 8. The Lumrunner still isnt fixed, but the
base difficulty is down to 4. The next roll ought to do it.
If the second repair roll isnt enough, the character may
make a third roll after two additional days. (The device has
to be taken apart or broken down to fnd the problem, and
that will take a while.) If this fnal roll is greater than or equal
to the remaining base diffculty number, the device is
repaired.
Example: Shamus starts taking the ship apart. Two days
later, hes put it back together again, and he thinks everything is ready. He fires up the engines, rolls 2D+2 and
gets a 5. Good enough, but pretty close. Interpreting the dieroll appropriately, the gamemaster tells Shamus player
that the Lumrunner is fine except for an odd pinging
noise from the fusion generators. Probably nothing important.
If the third repair roll is not enough, no further rolls may be
made. The character is unable to complete the repair, given
the limits of his expertise and the tools and spare parts available. Only a fully-equipped repair facility (a space dock, or a
garage, or the manufacturer) may repair it. If hes working at a
repair facility, nothing will repair it; its a total loss.

Multiple Workers
Suppose several characters work to repair a device at the
same time? Instead of using the
optional Combined Action rule, you
can have the players make skill rolls
on the same schedule as for one
worker after 15 minutes, after a
day, and after two more days. Each
time, make skill rolls for every
worker and apply the highest roll,
only, to the base diffculty number.
Example: On the next trip out,
the Lumrunner runs into a
meteor storm and suffers damage
again. The gamemaster tells
Shamus player that the fusion
generators kick out, and hes
lucky the magnetic bottle didnt
fail. The base difficulty is Difficult
(20) again. Luckily, on this trip

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Shamus brought along his faithful Wookiee companion,


Grasheel. Grasheels starship repair skill is 4D, so both
Shamus and Grasheel make skill rolls. Shamus rolls a 9
and Grasheel rolls a 19! Grasheel just missed repairing the
ship the first time around, but he does reduce the base difficulty to 1. Shamus roll of 9 is not applied to the base difficulty, since only the highest roll is used. Fixing the ship the
next time around will be a cinch.

Improving Vehicles and Equipment


Customizing and improving personal equipment takes time,
credits, know-how, and Skill Points. The time per pip and
credit cost per Skill Point spent on improving equipment is
tied to the scale of the piece of equipment being modifed (see
page 64), as summarized in the table below. These costs
include parts and labor, and may be higher if specialized labor
or intricate parts are rare.
The cost in Skill Points of increasing a code for a piece of
equipment is determined in the same way as for improving
characters skills. For example, increasing a blaster pistols
damage code from 4D to 4D+1 costs four Skill Points. Improving skills which have 0D codes costs one Skill Point per pip.
Skill Points must be expended per die code improved. If a
ship mounts multiple weapons, each damage and fre control
die code must be improved separately.

Scale*
Character
Speeder
Walker
Starfghter
Capital Ship
Death Star

Time per Pip


Improvement
1 day
3 days
3 days
1 week
1 month
2 months

Credits per
Skill Point
10
100
500
500
1,000,000
1,000,000,000

* See page 64 for rules on how scaling works.


Die codes which are added to a characters skill or attribute
code cost an additional three more Skill Points per pip than
equipment die codes which stand alone or are substituted for
skill or attribute use. The speed codes, fre control codes,
maneuver codes, shielding, and armor (Strength and Dexterity,
see below) are attribute enhancing die codes which may be
increased. For example, increasing +1D armor to 1D+1 costs
four (3+1) Skill Points.
Armor. Every pip of increase in armor decreases Dexterity
by the same amount. If armor has been improved by +2, then
the wearer suffers a two pip decrease in Dexterity when he
wears it. Armor may be purchased with Dexterity enhancements to overcome this penalty. Dexterity enhancements may
not be purchased other than to overcome the Dexterity
penalty in this fashion. As an additive enhancement it costs
three more Skill Points per pip than normal.
Example: A +1D armor is improved to +1D+2; the Dexterity penalty is also erased through enhancements. The
cost of the armor improvement would be 16 Skill Points.
[(1+3) + (1+3)] for armor, [(1+3) + (1+3)] for the Dexterity
enhancement.

48

Hyperdrives. A character improving a starship can alter its


hyperdrive multiplier. Changing a hyperdrive multiplier from
4 to 3 costs fve Skill Points, 3 to 2 costs 10 Skill
Points, 2 to 1 costs 20 Skill Points; changing it from 1
to 1/2 costs 40 Skill Points.
Adding Weapons to Equipment. An owner can add additional weapons to his ship, speeder or personal armor. A
weapon with 1D fre control and 1D damage costs 9 Skill
Points.
A weapon may be purchased rather than added through
Skill Points; in addition to the purchase price of the weapon it
costs 150 credits to install a weapon in armor (or other character-scale piece of equipment), 1,500 credits to put one into
a speeder-scale piece of machinery, 3,000 to put one into a
walker-scale piece of machinery, 6,000 credits to install a new
weapon system in a starfghter-scale ship, and 10,000,000
credits for a capital ship.
Installing a new weapon system is quite tricky as vessels
and other devices are rarely built with room for additional
weaponry. An owner may install a purchased weapon by
spending 9 Skill Points.
Ownership and Improvement. Equipment may be owned
by more than one person. Each owner may make improvements to the equipment, but a single improvement must be
made by a single character. This includes the technology roll
mentioned below.
Technology and Improving Equipment. Star Wars technology is highly specialized and advanced. Small improvements
are possible with almost any piece of equipment, but large
improvements are diffcult. Large improvements indicate revolutionary rather than evolutionary design technologies.
To improve equipment requires that the character doing
the improvement (i.e., spending the Skill Points) make a technology roll after the points are spent. If the roll is successful
the improvement actually works; otherwise the Skill Points
have been wasted (although the equipment will work as it did
before the unsuccessful tinkering).
The frst pip of improvement on a die code requires a Very
Easy (5) technology roll. The second is Easy (10), the third
Moderate (15), the fourth Diffcult (20), the ffth and all subsequent pips are Very Diffcult (30).
Example: Grasheels bowcaster has been modified from
4D to 5D damage. He now wants to modify it to 5D+1. This
is the fourth pip of improvement, so a Difficult (20) technology skill roll is needed after the five Skill Points and 50
credits have been paid.

Blank Skills
If a player wants his character to repair something that isnt
covered by one of the regular repair skills (e.g., home appliances, tracked vehicles, weapons, primitive propeller-driven
aircraft, walkers, etc.), he should write the name of what he
wants to repair on the blank provided. The starting skill code
is equal to the characters Technical attribute, and he may
allocate dice from his initial allotment and spend Skill Points
to increase it.
Whenever any character without a specialized repair skill
attempts to repair something not covered by one of the regular repair skills, use his Technical attribute.
Time Taken: Fifteen minutes, then one day, then two days.

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Computer Programming & Repair

Droid Programming & Repair

This skill can be used to repair and program computers. In


addition, it involves knowledge of computer security procedures and how to evade them. When a character attempts to
defeat computer security and get access to restricted data or
programs, determine a diffculty number:

When used to repair Droids, follow the normal repair rules


on page 46.
Reprogramming a Droid from scratch means wiping the
Droids personality and memory, and takes a considerable
amount of time (at least a day). It also requires access to a
computer, which can be linked to the Droid for reprogramming. The diffculty for reprogramming depends on the complexity and sophistication of the Droid:

Very Easy (5): Public data (your own credit balance).


Easy (10): Public data, but fnding it may take a little more
research. (who owns a particular starship).
Moderate (15): Private Data (a private citizens personal
records).
Difficult (20): Secret Data (a corporation or planetary
governments records).
Very Difficult (30): Top-Secret Data (Imperial Navy
secrets).
If the players roll is equal to or higher than the diffculty
number, he gets the data he wants. Otherwise, he does not. If
his roll is half or less than half the diffculty number, the intrusion is detected the computer operator is notifed that
someone is attempting illegal access. Otherwise, no warning
or alarm is given.
When a character uses his skill to access computer data, let
him know that some data is more restricted than others. Give
the player the choice between playing it safe and getting a little information or taking a risk and getting more.
Time Taken: When used as a repair skill ffteen minutes,
then one day, then two days. When used to access data, it
normally takes one minute. However, a character can try it in
one combat round but if he does, the diffculty number is
doubled.

Demolition
This skill is used to set and blow explosives. The user must
have a supply of explosives and a detonator, which may be
triggered by wire, timer, or communicator signal.
When a character plants an explosive charge, the diffculty
number depends on the size of the barrier he is attempting to
penetrate, or the size of the object he is attempting to blow
up:

Very Easy (5): Very flimsy object (plywood door).


Easy (10): Flimsy object (hard wooden door).
Moderate (15): Average object (bolted steel door).
Difficult (20): Lightly armored object.
Very Difficult (30): Heavily armored object (the hull of a
starship).

Make a skill roll. Success means the explosion occurs when


and as planned. Failure means that the charge blew, but without suffcient power to blow a breach in the barrier.
How much damage does an explosive charge do? The standard explosive used in the Empire is called detonite, and
comes in cubes about the size of a fst. One cube does 1D
worth of speeder-scale damage according to the same rules as
grenades (see page 54).
Various different explosive effects can be achieved if the
player desires, however, the diffculty number should be modifed in those cases.
Time Taken: It takes about a minute to plant a charge under
normal circumstances. A character can do it in one combat
round if he wishes, but double the diffculty number if he
does.

GAMEMASTERS GUIDE

Very Easy (5): Very Simple Droid (answering machine).


Easy (10): Simple Droid (very slight intelligence a
robot construction unit).
Moderate (15): Sapient Droid (some ability to speak and
act independently).
Difficult (20): Sophisticated Droid (medical Droid, 3P0 or
R2 unit).
Very Difficult (30): Droid of unknown origin (alien space
probe).
Time Taken: When used as a repair skill ffteen minutes,
then one day, then two days. When used to reprogram a Droid
one day.

First Aid
Most surgery is performed by specially-programmed medical Droids; rejuvenation tanks and autodocs heal wounds and
cure diseases. Very few humans have in-depth or detailed
medical knowledge; this skill is used primarily for frst aid and
emergency medical care purposes. In game terms, its primary
use is in the operation of medpacs; see page 56.
Time Taken: one combat round.

Repulsorlift Repair
This skill is used to repair repulsorlift ground, water and air
vehicles, including individual, multi-passenger and freight
craft.
Time Taken: Fifteen minutes, then one day, then two days.

Security
This skill involves knowledge of security locks and how to
jigger them, and alarm systems and how to defeat them. The
diffculty number depends on the sophistication of the lock or
alarm:
Very Easy (5): Standard lock without special protection.
Easy (10): Regular security lock, civilian alarm system.
Moderate (15): High-quality security lock, sophisticated
alarm system.
Difficult (20): Bank vault lock, high-security alarm.
Very Difficult (30): Security locks at top-secret bases,
alarms protecting one-of-a-kind art objects.
If the users skill roll is greater than or equal to the diffculty
number, he succeeds in opening the lock or bypassing the
alarm. If his roll is less, he fails. If his roll is half the difficulty
number, or lower, not only does he fail, but an alarm goes off.
Time Taken: Normally, one minute. However, a character
can try it in one combat round but if he does, his diffculty
number is doubled.

Starship Repair
This skill is used to repair all kinds of starships.
Time Taken: Fifteen minutes, then one day, then two days.

49

8
C hapter Three
CLASSIC ADVENTURES

COMBAT AND INJURIES


In Star Wars: Classic Adventures, combat is fought in your
imagination. You describe the situation to the players, and
they tell you what they want to do.
All distances in the combat rules movement rates,
weapon ranges, etc. are described in terms of meters. Since
everything is imaginary and you dont actually measure anything, you will rarely decide exactly how far away characters
are e.g., You are 23 meters from the stormtrooper. We
provide meter measurements for two reasons: frst, as a useful
basis of comparison between different weapons; and second,
so if you use miniatures or maps (see the sidebar on page 52),
you can measure distances precisely.
Since you dont measure distances, how do you know at
what range characters shoot at one another?
If theyre very close within three meters of one
another theyre fring at point-blank range; diffculty of
Very Easy (5).
Most combat indoors is at short range; diffculty of Easy
(10). If the room is very large, and combatants are at
opposite ends of it, you may rule that blaster pistols are
shooting at medium range diffculty of Moderate (15),
while blaster rifles are still at short range.
Most combat out of doors is at medium range; diffculty
of Moderate (15). Sometimes, blaster pistols are at long
range while rifles are at medium range.
Most characters only shoot at long range when sniping
from great distances; diffculty of Diffcult (20).

COMBAT SEQUENCING
Combat is divided into combat rounds. Each round represents about fve seconds. You keep on playing one combat
round after another until one side is dead or has fled or surrendered.
Each combat round follows this sequence:
Decision Segment: Decide what each non-player character (NPC) is going to do this combat round. While youre
deciding, let the players decide what they want to do
next.
Declaration Segment: Go around the table, and ask each
player what he wants to do. Then, tell the players what
the NPCs are doing.
First Action Segment: Each character for whom an action
was declared takes his frst action. An action is either
movement, or a skill or attribute use.

50

Second Action Segment: If any character declared more


than one action, characters second actions are now
resolved. Any character for whom only one action was
declared does nothing (but may dodge and/or parry) in
this segment.
Subsequent Action Segments: If any character declared
more than two actions, additional action segments occur
until all characters have performed all declared actions.

Declaration
When asked, a player must tell you what his character is
doing in detail. Dont let a player get away with saying, Ill
move; make him specify where hes going Ill move away
from the wall and toward the TIE fghter. All non-reaction skill
and attribute uses must be declared during the declaration
segment.
Dont let them hesitate! If a player hesitates, so does his
character. Combat in Star Wars is fast and furious. Its not a
chess game, where the players can mull over their next move
for hours.

ADVANTAGES AND DISADVANTAGES


Visualizing combat is fast. When they imagine things,
players act and respond to what happens, instead of
studying a map and planning their next move. Action is
what combat should be about.
But this style of combat requires a certain amount of
judgment. You must decide at what range a character
fres, how long it takes for him to close range when running toward an opponent, and so on. Novice gamemasters sometimes feel a little nervous about using their
judgment; you shouldnt. Just follow the rules above,
and get on with it. If you are fair and consistent, your
players will forgive minor errors and hesitations.
Occasionally, however, a player may argue, saying
hes really at short range, or that he ought to be able to
close with his opponent in one round when you say it
will take two. Theres really only one answer to this:
youre the gamemaster. Unless the player points out
something youve overlooked, be apologetic, but make it
clear that what you say goes.
On the other hand, dont be arbitrary. The object of
the game is to have a good time, not to frustrate your
players.

GAMEMASTERS GUIDE

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

Once a player has declared what hes


doing, he may not change his mind.
Heres a suggestion: Seat the player
whose character has the lowest Dexterity
to your left, the one with the next lowest
Dexterity next to him, and so on, around
the table. When you ask players what
theyre doing, start with the player to
your left. That way, the least observant
character acts before he sees what the
other characters are doing, while the
most observant one gets to fnd out what
the others do.
Or seat the most experienced player to
your left, so he can act frst and set an
example for the less experienced players
to follow.

Actions and Reaction Skills


Skill or attribute rolls determine the exact order in which
actions take place during an action segment (see the Players
Handbook for more on initiative).
Reaction skills can be used in any action segment; a character who uses a reaction skill can still take an action (move or
use a skill or attribute) in the same segment.
If a character uses a reaction skill, it affects all attacks in the
same segment, but not in subsequent segments.

MOVEMENT
Each combat round, a character can walk, run, or hold still.
The distance a character can move in a single combat round
is described in meters. This sounds pretty precise, but since
combat is fought in the imagination rather than on a board or
map, you must use your judgment. If you determine that a
character can get someplace or reach another character in
one round by walking, thats the case. If you think the character must run to get there in one round, or that it will take several rounds, your judgment is fnal.
Walking. Characters can walk about fve meters during a
combat round, and can turn by any amount right or left.
Running. Characters can run up to ten meters in any direction. A running character can only turn by up to 90 degrees in
the combat round. Running counts an action, so a running
characters skill rolls are reduced by 1D. Running characters
add +2 when determining to-hit diffculty numbers.

Falling Prone and Crawling


A character can either be standing or prone. For game purposes, standing includes crouching, kneeling, or any position
in which a character is not lying down to avoid fre. Prone is
deliberately lying down to avoid fre. A character can always
fall prone, without any penalty. Getting up from a prone position is an action; reduce all other declared actions by 1D.
While a character rising from a prone position can turn and
use skills in the same round, they cant move. Prone characters are harder to hit; add +2 when determining to-hit diffculty numbers.
Prone characters can only move by crawling they generally move up to two meters per round. When a crawling character makes a skill roll, his code is reduced by 1D (just like a
running character).

GAMEMASTERS GUIDE

FIRE COMBAT
Blasters are the most common weapons in the Star Wars
universe. The blaster skill is used when fring all kinds of
blasters, regardless of the specifc model or type. Some other
weapons are used by aliens, by primitive cultures, or by
sports or historical enthusiasts. Each of these other weapons
has its own skill (see page 38). The Dexterity attribute may be
used to determine how well a character throws a rock or a
weapon. Likewise you could invent a new skill to cover an
unusual style, or use a skill like grenade (which covers throwing objects).

Difficulty Numbers
When a character fres at a target, determine the diffculty
number of the attack. The base diffculty number depends on
the range the distance between the frer and his target.
Refer to the various weapon tables in the Rebel Field Manual. Each weapons range is printed on the chart. For example,
a blaster pistol fred at less than 11 meters range is at short
range; between 11 and 30 meters, at medium range; and up to
120 meters, at long range.
Ranges vary by weapon. For example, a blaster rifle is
shooting at short range if the target is within 30 meters, but a
blaster pistols short range only goes out to 10 meters.
The diffculty number depends on the range:

Point Blank (less than 3 meters) Very Easy (5).


Short Easy (10).
Medium Moderate (15).
Long Diffcult (20).

Various modifers or the use of reaction skills may


increase or decrease the diffculty number. For instance, if the
target is protected by a wall or lying prone, it will be tougher
to hit him (see Falling Prone and Crawling to the left).

Skill Rolls
Once youve determined the diffculty number, roll skill dice
(or have the player roll if a player character is fring). Remember to modify skill codes for running characters, wounded
characters, multiple skill use, etc. (see the Players Handbook
page 13).
If the modifed roll is equal to or greater than the diffculty
number, the frer hits, if not, he misses. When a target is hit,
you must determine damage.

51

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

Damage
Every weapon has a damage code. Damage codes are listed
on the various weapons tables in the Rebel Field Manual. The
Players Handbook describes how damage codes are used and
the effects of damage (see pages 15 and 16).

Armor
Armor protects the wearer from damage. In game terms,
armor simply adds to a characters Strength roll when resisting damage. (It doesnt add to any other Strength rolls.)
Example: Standard stormtrooper armor increases a
characters Strength by 1D when rolling to resist damage. A
character with a Strength of 2D+1 wearing stormtrooper
armor would roll 3D+1 when hit by blaster fire.
However, armor reduces a characters Dexterity by the same
amount that it increases his Strength. The reduction applies
whenever a character makes a Dexterity attribute roll or a
Dexterity skill roll (e.g. A Dexterity of 3D would be reduced to
2D+2 by an armor code of +1).
Example: Stormtroopers have a Dexterity of 2D and
blaster skills of 4D. Their armor has a rating of 1D. Whenever you make a stormtrooper Dexterity roll, you only roll
1D; when you make a blaster skill roll, you only roll 3D.
Note: Some armor employs special Dexterity enhancements,
which eliminates some or all of the Dexterity penalties (see
page 48).

Keeping Track of Damage


When a player character is injured, ask the player to note
his wound status on his character template. You must keep
track of NPCs wounds. When several NPCs are involved in
combat, its often useful to use scrap paper to keep track of
them. Otherwise, you may forget whos been injured, and by
how much.

Dodges
Page 16 of the Players Handbook describes how dodges
work. To summarize:
Any time a character is fred upon, he may dodge.
If he declared the use of other skills in the round, the use
of dodge decreases all skill codes by 1D further (see page
13 of the Players Handbook).
When a character dodges, make a dodge skill roll. The
number rolled is added to the frers diffculty number.
If a character is fred upon more than once in the same
action segment, his dodge roll is added to all frers diffculty numbers. However, dodging in one segment has no
effect on fre in the next segment; if a character is fred
upon in more than one segment, he can dodge each time,
but each is a separate skill use, and further decreases
skill codes.

Setting Blasters on Stun


Blasters can be set to stun that is, to knock a target
unconscious without killing or injuring. Setting blasters on
stun or resetting to normal operation reduces all skill
and attribute codes for the same round by 1D, because it
takes a little bit of effort and concentration. However, doing
so is not considered an action, and does not take an action
segment.

52

USING MAPS
Many published adventures contain maps, which use
a grid. Each square represents a space two meters
across. When combat occurs in a mapped area you can
use the map to record the positions of characters. If you
dont have a map, you can easily draw one on four
square-to-the-inch graph paper, which is widely available in stores.
Show where characters are located on the map with
some kind of a mark. When a character moves, make a
mark at his or her new position. If the map begins to get
crowded or the marks get confusing, erase the ones you
dont need any more.
Since facing is important in combat, you can represent
a characters facing by drawing a little arrow. Characters
can either face to the side of a square or diagonally (i.e.,
toward a corner).
A character can only fre a blaster at something he
can see. You can determine what a character can see by
laying a straight edge (the edge of a piece of paper, a
ruler, or some thread) over the map from the center of
the square he occupies to the square occupied by his
target. If the straight edge goes through a wall or other
obstruction, the line of sight is blocked.
When a non-player character cannot be seen by any
player character, dont pencil his position on the map.
Make a mental note of where hes located, and draw him
in when hes spotted.
When there are lots of non-player characters that
none of the player characters can see, you may fnd it
helpful to have two copies of the map one to show
the players, and one youll keep secret. You can record
NPCs locations on the secret map. This is a lot easier
than keeping track of positions in your head.
Feel free to draw in anything else which lends to the
atmosphere or helps the players visualize things
obstructions, Droids, rubble, gas clouds, etc.

When a blaster set on stun is fred, the same rules are followed. The only difference is the effect of the damage:
Kill or incapacitate (damage roll at least twice Strength
roll): A character who suffers one of these results is
instead knocked unconscious for 10D minutes.
Wound (damage roll greater than or equal to, but less than
twice Strength roll): A character who suffers a wound is
instead stunned, twice (a 2D stun penalty to all actions for
the rest of the round and the next round).
Stunned (Strength roll greater than damage roll but less
than two times the damage roll): The character is stunned
and takes a 1D penalty to all actions for the rest of the
round and the next round.

Drawing
If a character doesnt have a blaster in hand but has one in
a holster (or somewhere else handy), he can draw it and still
do other things in the same segment. Drawing a weapon
reduces all skill and attribute codes by 1D in the same round
but doesnt take an action segment.

GAMEMASTERS GUIDE

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

HAND-TO-HAND COMBAT
A character can only make a hand-to-hand attack against
another if they are within two meters of each other.

Hand-to-Hand Combat Skills


The four skills used in hand-to-hand combat are melee
weapon, melee parry, brawling, and brawling parry.
When a character attacks with a melee weapon a weapon
designed for melee, such as a sword; an improvised weapon,
such as a chair used as a club; or a fre weapon pressed into a
melee role, such as the butt of a blaster rifle he uses his
melee weapon skill. When a character attacks without a melee
weapon, he uses his brawling skill.
Parries are reaction skills, like dodge (see page 13 of the
Players Handbook). Only characters carrying melee weapons
can use melee parry. Anyone can use brawling parry. Melee
parry can parry melee weapon attacks and brawling attacks.
Brawling parry can only affect brawling attacks.

Resolving Hand-to-Hand Attacks


The diffculty number for an attack depends on the weapon
the attacker is using (see the various weapon tables in the
Rebel Field Manual or the reference cards).
If the target of a melee weapon attack is parrying, make his
melee parry roll. Add the number rolled to the diffculty number for the attack. Then, make the attackers melee weapon or
brawling skill roll. If his roll is equal to or greater than the
modifed diffculty number, he hits his target.

Damage
Again, refer to the weapon tables in the Rebel Field Manual
or the reference cards packaged with this game. The damage
codes for all melee weapons are listed as STR+ a die code.
For example, a clubs damage code is STR+1D. When a
melee weapon hits, roll its damage dice, then roll the
attackers Strength dice, and add the two rolls together. Compare this total to the defenders Strength roll to determine damage.

GAMEMASTERS GUIDE

Example: A character with a Strength of 2D+1 attacks


using a club. If he hits, roll 2D+1 for his Strength, and 1D
for the weapon, and add the rolls together.
When a character using his brawling skill hits, use his
Strength code in lieu of a damage code.
Example: A character with a Strength of 2D+1 is attacking with his brawling skill. If he hits, roll 2D+1 for damage.

Lightsabers
Lightsabers are used slightly differently from other melee
weapons. Lightsabers use the lightsaber skill, which is printed
on a few of the character templates, or a character may write
the skill in the blank. First, you dont have to have Force skills
to use a lightsaber. Anyone can use a lightsaber; but characters trained in the Force can use it in special ways (see page
78). (However, lightsabers are rare and diffcult to obtain.)
A lightsaber is used in the same way as any other melee
weapon, except that:
A character uses the lightsaber skill to attack with it, not
his melee weapon skill.
The only thing that can parry a lightsaber is another
lightsaber. A character using any other melee weapon
cannot parry when fghting an opponent with a
lightsaber.
A lightsaber can be used to parry other melee weapons.
The lightsaber wielder uses his melee parry skill (or
sense skill see the Players Handbook page 18). If the
attackers roll is greater than the diffculty number for his
weapon, but less than the modifed diffculty number, his
weapon is destroyed (cut in half by the lightsaber).
Example: Shamus has a club (melee weapon skill of
3D+1), and attacks Paulus Kahl (a Failed Jedi with a
melee parry skill of 3D). The base difficulty number for
a club is 5. Paulus melee parry roll is 8, so the modified
difficulty is 13. If Shamus rolls less than 5, he just misses.
If he rolls 13 or more, he hits. But if he rolls between 6
and 12, the lightsaber cuts his club in half.

53

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

When a lightsaber is used to parry a brawling attack, and


the attackers roll is greater than 5 (the diffculty number
for brawling) but less than the modifed diffculty number,
the attacker is injured (the lightsaber has cut him.)
Characters never add their Strength to the lightsabers 5D
damage code. However, characters with the control skill
add their control skill die to the lightsabers 5D for determining damage (see page 78).

GRENADES AND
THERMAL DETONATORS
Grenades and thermal detonators are neither melee nor fre
weapons.
Each time a grenade or detonator is thrown, it is
expended. A character may only throw as many grenades
or detonators as he carries.
If a character fails to hit when throwing a grenade or
detonator, that does not mean that it has no effect.
Instead, it means that the grenade or detonator scatters
(see below).
Grenades and detonators, unlike fre weapons, can be
thrown at targets which the attacker cannot see. (For
instance, you could lob one over a wall.)
Grenades and detonators can be dodged but unlike fre
weapons, dodging does not increase the frers diffculty
number, but the grenades diffculty (see below).
The rules below apply to both grenades and detonators,
even when they refer only to grenades.

Three Steps
Using a grenade is a three-step process.
Determine whether the thrower succeeds in throwing the
grenade where he wants, or whether it scatters.
Determine whether the grenade hits (damages) each of
the characters within its blast radius.
Determine how much damage each character receives.

Throwing
The throwers diffculty number is calculated in the same
way as for fre combat (see page 51).
When a thrower fails a grenade skill roll, the grenade scatters. Roll one die and refer to the scatter diagram (upper-right
of this page); it shows the direction in which the grenade scatters, relative to the thrower and the target. Then, roll 3D; the
number rolled is the number of meters that the grenade scatters. The diffculty may be modifed by the following:
Situation
Modifier
Throwing through a door not adjacent to
+2
thrower
Throwing through window or slit not adjacent
+5
to thrower
Target adjacent to wall
2
Target in Heavy cover
+2
No line of site to Target
+5
Thrower not familiar with local gravity
+2
Throwing in variable gravity feld
+5
Throwing from rotating object
+10

54

GRENADE SCATTER DIAGRAM


Die-roll

5
TARGET&
4

DIRECTION
OF THROW

Hitting Characters
Refer to the Explosive Weapon table in the Rebel Field
Manual. Unlike all other weapons, these weapons have two
range sections. The frst range section is used to determine
the throwers chance of hitting. The second is used to determine whether the grenade hits nearby characters when it
explodes.
When a grenade explodes, determine which characters are
near enough to be affected (anyone within 10 meters of a
grenade or 20 meters of a thermal detonator). For each such
character, determine whether he is within point-blank, short,
medium or long range of the grenade.
Example: Anyone within 3 meters of a grenade is within
point-blank range; anyone between 3 and 4 meters is at
short range; anyone from 5 to 6 meters is at medium range;
and anyone between 7 and 10 meters is at long range from
the grenade.
Determine the grenades diffculty number, as you normally
would (that is, the diffculty is Very Easy (5) for someone at
point-blank range, Easy (10) at short range, etc.)
The character may dodge, if he wishes. Dodging a grenade
means falling prone in an attempt to avoid the blast. The normal rules for dodging are followed the die roll increases the
grenades diffculty number, the character may take another
action in the same segment, etc. except that the dodger
ends the segment prone.
If the character dodges, roll his dodge dice, and add the
number rolled to the grenades diffculty number. (Also see
the optional explosion damage modifers on page 56.)
Roll 4D for the grenade. If the roll is greater than or equal to
the modifed diffculty number, the grenade has hit the character, who suffers damage. If the roll is lower, the character is
uninjured and unstunned.
Make a separate roll for each character within the grenades
blast radius.

Damage
Grenades and detonators have different damage codes at
different ranges (see the Explosive Weapon table in the
Rebel Field Manual). For example, a grenades damage code is
5D at point-blank range, 4D at short range, 3D at medium
range, and 2D at long range.

GAMEMASTERS GUIDE

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

When a grenade hits a character, determine which damage


code should be used, and make a damage roll for the grenade.
Make a Strength roll for the character, and use the usual damage rules to determine what damage the character suffers
(see the Players Handbook page 15).

OPTIONAL COMBAT RULES


At least at frst, we recommend that you do not use the
optional combat rules. Mastering the basics of the combat
system will take at least two or three sessions.
Some of these rules add realism at the expense of complexity and additional time to play. Players who like to plan combat operations carefully may fnd them helpful and
interesting; players who prefer fast and furious action may
decide they slow combat down too much. Use these rules if
you want a more sophisticated combat system but be
aware that doing so will make combat take longer to resolve.

More Difficulty Number Modifiers


Various conditions can make fre combat more diffcult
the size of a target, the terrain it occupies, and so on. When
using this optional rule, increase (or decrease) a frers diffculty number as indicated when any of the conditions apply.
All modifers are cumulative.

Moving Through:
Light Cover
Medium Cover
Heavy Cover
Sneaking around a door
Climbing through window
Heavy Gravity
Very Light Gravity
Variable Gravity Field

Distance Modifier
75%
50%
25%
75%
25%
50%
150%
75%

Sprinting
If a character wishes to move faster, he can sprint. Sprinting counts as two actions (skill rolls are reduced by 2D) and
takes two action segments to resolve. The frst segment the
character moves 10 meters; the next second segment he rolls
his Dexterity attribute and moves that distance in meters.
Sprinting has the same turning restrictions and to-hit modifers as running. At your discretion, a character can sprint
again in a third action segment (counts as three actions), but
he can perform no other actions in that combat round.

Surprise
Target is:
Prone
In light cover
In medium cover
In heavy cover
In an aperture adjacent to frer
Taking cover in a doorway
Taking cover behind a window
Taking cover behind a slit
Running
Sprinting
Character-Scale Target Size
less than 1 cm
1-10 cm
11-50 cm
51-99 cm
1-3 m
3-9 m
10-99 m
100+ m

Modifier
+2
+1
+2
+5
+1
+2
+3
+4
+2
+5
Modifier
+15
+10
+5
+2
+0
3
5
10

In an ambush situation when one side knows where its


opponents are, but the other doesnt realize its about to be
attacked the ambushers get one action segment of surprise. That means that in the frst segment, they can take
whatever actions they wish but the targets cannot move or
use skills or attributes (even to dodge). The targets still get to
act in the same round but their frst actions occur in the
second action segment.

Ammunition and Reloading


In the Star Wars movies, characters seem to fre forever
without running out of ammunition. But, after all, even if a
blaster contains an incredibly large amount of energy, at some
point it has to run out. Heres what to do:
Under normal circumstances, dont worry about ammunition. A single blaster pack is good for hundreds of shots. The
players can always recharge when they get back to their ship,
or base. Only worry about ammunition when there is a good
reason in the adventure to believe that the characters sup-

Terrain Movement Modifiers


Moving through anything other than clear terrain woods,
brush, a variable gravity feld will slow a characters normal movement rate. The table to the upper-right includes
some modifers which can be used to estimate the change in
speed a character may experience based on the kind of terrain they are moving through. If the movement is risky or dangerous, you may probably want to require the character to
make a Dexterity roll, using your discretion to determine the
diffculty number (see page 37).

GAMEMASTERS GUIDE

55

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

plies are low (e.g., they have been separated from their ship
for several days and have no access to additional ammunition). In this case, tell them exactly how many shots they have
left. Whenever a player shoots, have him make a tick-mark on
his sheet. When he has used up his ammunition, thats that.
This way, scarcity of ammunition is an infrequently used
way to heighten tension during the game but most of the
time, you neednt worry about the bookkeeping involved.
Incidentally, replacing a blaster pack costs 1D from all die
codes, but does not take an action segment, just like drawing
a weapon (see page 52).

Explosion Damage Modifiers


A number of factors can increase or decrease the damage
done by a grenade or detonator:

Condition:
Character is on the other side of a door
Character is on the other side of a slit
Area Enclosed
Area in Vacuum

Modifier:
1D
2D
+1D
1D

An area is considered enclosed if the walls are less than


10 meters apart, and the ceiling less than 10 meters high.
When a grenade or detonator explodes in an enclosed
area, increase damage dice by 1D that is, roll 6D for
characters within point-blank range of a grenade, etc.
Grenades and detonators do not affect people on the
other side of walls. Even if a character is within a
grenades blast radius, if hes on the other side of a wall
from the grenade, he is not affected.
Grenades and detonators can affect characters through
doors, windows or slits, although less effectively. If a
character is on the other side of a door or window from a
grenade or detonator, decrease damage dice by 1D. If on
the other side of a slit, decrease damage by 2D.

56

Some of the damage done by a grenade results from its


concussion (the rest is from grenade fragments). Vacuum
does not transmit concussion (although fragments can fly
through it easily enough). When a grenade or detonator
explodes in vacuum, decrease damage dice by 1D.

INJURY AND HEALING


Most of the weapons used in Star Wars cauterize as they
wound, so people rarely bleed to death or die of infection. In
addition, medical technology is fantastically advanced, so
even the most severely wounded character can be healed in
short order, if medical assistance is available.

Wound Effects
Wounded characters can act and use skills, but all skill and
attribute codes are reduced by 1D. This penalty applies until
the character heals.
Incapacitated characters are unable to act or use skills until
treated. Characters fall unconscious for 10D minutes, but can
be restored to consciousness later. Even when conscious,
incapacitated characters unable to use skills.
Mortally wounded characters cannot be roused from unconsciousness and cannot act or use skills. A roll must be made
every combat round to avoid death (see page 15 of the
Players Handbook).

Medpacs
A medpac is a package of drugs, syntheflesh, coagulants
and computerized diagnostics. They are quite common
around the galaxy and are the frst choice when it comes to
frst-aid and emergency feld care.
Any character can use their first aid (or Technical) skill to
use a medpac. The diffculty depends upon the severity of the
patients injury:

Very Easy (5): The character is stunned or unconscious.


Easy (10): The character is wounded.
Moderate (15): The character is incapacitated.
Difficult (20): The character is mortally wounded.

GAMEMASTERS GUIDE

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

If the user rolls equal to or higher than the diffculty number,


the patient heals one level: stunned and wounded characters
are fully healed; unconscious characters are revived; incapacitated characters improve to wounded; mortally wounded characters improve to incapacitated.
A characters wound status can only be reduced by one
degree at a time. If the first aid roll is unsuccessful, the characters condition remains the same.
Medpacs may be used more than once a day. Each medpac
used beyond the frst has less chance of being effective, due
to negative synergy of the drugs and diagnostics programmed
with the assumption that only one medpac is being used.
Each medpac beyond the frst in a day increases the diffculty
number by three.
Example: Shamus has been wounded. The first time a
medpac is used on him, the frst aid difficulty is Easy (10).
If a second medpac is used on him in the same day, the
frst aid difficulty increases to 13.
A medpac is fully expended when its used someone who
expects to heal several people must carry multiple medpacs.

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

Time to Heal
2D hours
2D days
2D weeks

Example: Shamus has been mortally wounded, but his


friend Grasheel quickly gets him to a bacta tank. The
gamemaster rolls 2D and gets a four. Four weeks later,
Shamus emerges from the bacta tank fully healed.

Natural Healing
A character can heal naturally if there are no medpacs or
bacta tanks available. Make a Strength attribute roll for the
character every day (starting the day after injury) to see if the
character heals. Find the characters wound status, and fnd
the number you rolled for him underneath it. It will tell you
whether the characters wounds get better or worse.
Strength Roll
Wounded
2-6
7-11
12+
Incapacitated
2-8
9-13
14+

GAMEMASTERS GUIDE

Result
incapacitated
no change
healed
dead
no change
wounded

Example: Shamus is incapacitated and is healing naturally. Each day, he makes his Strength roll. After several
tries he finally gets a 15 he improves to wounded. To
heal from wounded to healed, he must wait another day
before making his healing roll.

IMPACT AND MISCELLANEOUS DAMAGE


When a character falls farther than 3 meters or collides
with an object while traveling at a speed of 5 kilometers per
hour or more, refer to the Falling and Collisions table below.
Find the speed of collision or the distance fallen on the table;
on the same line is printed a damage code. Roll damage dice
as indicated, and roll Strength dice for the affected character.
The usual rules for damage are used to determine how
severely the character is injured.
Distance Fallen
(in meters)
3-6
7-12
13-18
19-30
31-50
51+

Collision
(kph)
5-10
11-20
21-50
51-100
101-200
201+

Damage
Code
3D
4D
5D
6D
8D
10D

Sometimes there are no specifc rules for a particular type


of damage. For example, a character may consume poison or
be electrocuted. In this case you should assign a damage code
that you feel suits the situation. You can use the table below
to estimate the damage code that might be applied in particular circumstances.
Type
Food Poisoning (very severe case)
Cold (extreme)
General Poison (fatal dose)
Electricity (standard wall outlet)
Electricity (major power line)
Fire (torch-size)
Industrial Acid (undiluted)
Radiation (intense)

Damage
4D
1D
9D
1D
9D
1D
2D+1
3D

57

8
C hapter Four
CLASSIC ADVENTURES

STARSHIPS
Modes of transportation in the Star Wars universe run the
gamut from ponderous armored walkers and capital ships, to
agile airspeeders and starfghters. This chapter is all about
rules come into play whenever vehicles or starships fgure
prominently on the battlefeld whether that battlefeld happens to be on a planets surface or in the dark void of space.
In most respects, vehicle/starship combat follows the same
rules as characters, insofar as they have movement, take
actions, and have the capacity to take damage. However,
because the scale of vehicle combat is so immense, the
combat system is abstracted to facilitate a faster pace and
more cinematic feeling.
The major difference between planetary vehicles and starships is that planetary vehicles do not generally travel in the
vacuum of space.

INTERSTELLAR TRAVEL
Getting a Ship
So your players want a ship of their own? The easiest way
to get a ship is to choose a character template which starts
with one (e.g., the Smuggler). The drawback is that these
characters begin in debt up to their eyeballs: ships are expensive.
They can save up money to buy one. The Rebel Field Manual lists the price of a stock light freighter; they and some
other merchant ships and private yachts are widely available
on the open market. On the other hand ever deal with a
used-car salesman? If the players dont have a character with
a high technology skill to tell a good ship from a lemon, they
may be in for a spot of trouble.
Buying a military ship is a lot tougher. Like, impossible
unless you have really good connections and a plentiful supply of hard cash.

GETTING OFF PLANET


For an adventure to be satisfying, you have to throw obstacles
in the players path keep them on their toes and worrying
about what happens next. Getting off planet is often a problem.
Getting authorization, fnding a Rebel spy, or locating and making
a deal with a smuggler are all opportunities for players to use
their brains and skills.

58

The Rebel Alliance has lots of starships. When characters


are assigned a mission, they are given a ship it needed. Its
theirs only for the duration of the mission, of course.

Booking Passage
When the average citizen needs to travel between star systems, he buys a ticket on a passenger liner. Passenger ships of
all types ply the star lanes, from tramps to luxury craft. Typical ticket prices are listed in the Space Transports chapter
in the Rebel Field Manual.
Of course, getting to a star system off the heavily- traveled
trade routes is diffcult. You may have to change ships six
times, and lay up in the boonies for weeks at a time waiting
for the next ship. Sometimes no one goes where you want to
go so you have to charter a ship. Sometimes you cant fnd
a ship to charter.
The Imperial government regulates interstellar travel very
tightly in areas it controls. Before boarding a regularly scheduled liner, a character must get authorization from the Imperial bureaucracy. If a player character is a known Rebel, good
luck on getting authorized. Bribery or the use of Jedi mind
tricks is suggested.
In Imperial space, passenger vessels are frequently halted
and searched by the Navy, so getting onto a ship may not be
enough to get you where you want. A wanted character or one
with shaky credentials is better advised to bribe a smuggler
to take him to his destination.
Characters on a mission may be told how to contact a Rebel
agent on a planet within the Empire. Rebel agents sometimes
have access to hidden starships, or know people who can provide passage.

Trips
An interstellar journey can take days, weeks or even
months (see Astrogation, on page 61). While in hyperspace,
the ships computer pretty much runs everything, so most
duty personnel have little to do. Passengers are entirely at
leisure.
Luxury liners, like modern cruise ships, provide a wide variety of entertainment. Gourmet meals, music, dancing, holo
shows and even theatrical entertainment are common. Ship
personnel often spend time studying for astrogation or ratings
exams; pursuing hobbies such as model building, game playing, and gambling; or reading up on history, galactic culture
and the like.

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Chapter Four: Starships

CLASSIC ADVENTURES

RUNNING TRIPS
You can play interstellar travel two ways. Since its
often dull, with nothing much happening, you can skip
over the weeks of boredom and say, All right, when you
get to Dantooine
Or you can use the trip to good effect. The player
characters might meet interesting NPCs aboard the ship
You run into this fellow, Dram Parkins, at a sabacc
game; One night you are invited to dine at the Captains table and strike up a conversation with a kindly
looking old alien. You can plant rumors or news the
players will fnd useful Shipboard scuttlebutt says
there are pirates out Alderaan way.
You can even stage a major encounter aboard the
ship. Maybe theres an Imperial spy aboard. Maybe the
ship is attacked by pirates. Or maybe the players accidentally stumble on an illicit cargo

Smaller ships rarely have elaborate facilities for amusing


passengers. Autochefs are programmed to produce simple
fare from the limited foodstuffs available. Ships computers
often carry novels or holo shows in memory, but libraries are
rarely large, and generally reflect the idiosyncratic tastes of
the captain. Boredom is a problem on small ships; tempers
flare on long journeys. Finding a crew you can stand to be
cooped up with for long periods of time isnt easy. A spacer
whos found a ship with a sympatico crew has found his true
home. Fierce loyalty to shipmates is the rule rather than the
exception.
Ships in hyperspace cannot fre at each other, so there is little to worry about when en route. Accidents do occur (see
page 62), and are occasions for concern when they do.

Pirates and Privateers


Piracy is increasing in these unsettled times, despite the
Empires best efforts to destroy it. Pirates sometimes propel
large masses into heavily-traveled trade routes, forcing ships
to drop into normal space where they are vulnerable to
attack.
Although pirates are ruthless with those who resist, atrocities are actually rare. Ghoulish stories of innocents forced to
walk the airlock have little basis in fact, and are an invention
of Imperial propagandists and sensationalist journalism.
Pirates prefer to keep things orderly and businesslike when
they strip a ship and its passengers of their valuables. Sometimes, theyll kidnap well-known or important passengers and
hold them for ransom. The underworld of the Empire is happy
to act as a go-between for hostages and ransomers.

RUNNING PIRATES
Privateer or pirate attacks can provide some tense
moments in an adventure. You can also use them to
make sure the player characters go where you want
them to go. They can be captured by pirates and
forcibly taken to their destination; or their ship could be
damaged in an attack, and forced to limp to a nearby
system.

GAMEMASTERS GUIDE

The Empire treats piracy with the utmost severity. Pirate


ships are destroyed mercilessly whenever encountered. The
punishment for piracy is death.
The Rebellion and some alien governments issue letters of
marque and reprisal. They authorize ships to prey on Imperial shipping (or the enemies of the alien government), but
not on Rebels or neutrals (or friends of the aliens). Some privateers are little better than pirates, but some take their
orders seriously. Needless to say, the Empire makes no distinction between privateers and pirates.

Imperial Patrols
The Imperial Navy is large. Its ships garrison many planets,
especially ones where Rebel activity is suspected. Customs
enforcers wander the Empire freely, and can arrive at a star
system without warning.
The Navy claims the right to halt, board and search any
ship upon demand. It demands to do so frequently. Its usually
a good idea to comply: there arent many merchant ships that
outgun or can outrun an Imperial customs frigate. Especially
tricky (or lucky) pilots sometimes try to dodge Imperial pursuit long enough to enter hyperspace. Once in hyperspace,
the ship is safe from attack although the Imperials can
sometimes make a good guess about its intended destination
from its last known trajectory.
Search by the Imperial Navy is never pleasant. Theres no
court to which you can appeal the acts of the Navy. The Navy
has been known to seize cargoes and valuables without explanation, to gun down those who object on the spot, to plant
contraband to justify the seizure of a ship, etc.
Theres only one thing which prevents Naval offcers from
abusing their authority too greatly: the military sentence for
corruption is death. On the other hand, as far as the Navy is
concerned, anything which injures the Rebel Alliance or its
sympathizers is fair game.

HYPERDRIVES
The hyperdrive is a miracle of advanced technology. Powered by massive fusion generators, it hurls its ship into
another dimension, called hyperspace. Only hyperspace
techs and highly-trained scientists really understand hyperspace; even they admit theres a lot they dont know. Many
aspects of hyperspace remain a mystery to Imperial science.
One thing is clear, though: in hyperspace, a ship can travel
faster than light.

RUNNING IMPERIALS
An Imperial customs frigate makes a good obstacle for
almost any adventure. Since fring on a frigate with a
stock light freighters puny guns is a bad idea, dealing
with customs agents means your players will have to do
some fast thinking. Bribery, trickery, or hiding things
has at least a chance of working.
The need to evade Imperial ships is another good way
to get players to go where you want. Having the players
captured and imprisoned does not necessarily end an
adventure. Perhaps they will discover important information in the hands of the Imperials. Escape is always
possible, especially for those with Jedi powers.

59

Chapter Four: Starships

CLASSIC ADVENTURES

To get technical, hyperspace is coterminous to normal


space. That is, each point in realspace is associated with a
unique point in hyperspace, and adjacent points in realspace
are adjacent in hyperspace. If you head north in hyperspace,
you travel north in realspace.
Real objects have a hyperspace shadow. That is, there is a
star or star-like object in hyperspace at the same location it
occupies in realspace. This is a danger.
Space is not a complete vacuum. Floating molecules are
everywhere only a few per cubic centimeter, but they exist.
Larger objects, though rarer, are common, too. There are
many more rogue planets which float in the interstellar
void, unwarmed by any sun than in star systems. There are
uncountable asteroids, meteors and random chunks of ice
and rock between the stars.
If a ship traveling at translight speeds hits an object of any
size, it is instantly vaporized. Even a close graze with a rogue
planet or sizable asteroid would throw a ship vastly off
course. Astrogation is a tricky business.

Routes
All but the smallest hyperdrive-capable starships are
equipped with nav computers. Nav computers hold a wealth
of statistical and map data charting the positions of stars,
rogue planets, known asteroid felds and other dangers. Properly operated by a skilled astrogator, they calculate the safest,
fastest path for a ship to follow through hyperspace.
Errors are always possible. Merely transposing a set of
numbers when entering data can send a ship far off course.
Unskilled astrogators frequently play it safe by taking a
slower route in order to run less of a risk. The desperate
sometimes do the reverse accept a high risk to get somewhere fast.
Operating a nav computer properly is no guarantee of
safety. There are billions of stars in the galaxy; the positions
of most are charted, but that still leaves many whose positions have never been entered in the standard nav computer
database. There are many more planets and asteroids; the
positions of 90%+ of them are unknown. A rogue planet shines
only by reflected starlight; they can rarely be spotted by even
the most powerful orbital telescopes, and are discovered only
by accident. There are trillions of rogues. Only the ones close
to frequently traveled space routes are charted.

60

As for asteroids and meteors


there are so many that no serious
effort has ever been made to chart
them. And all of these objects
stars, planets, asteroids, meteors, gas
molecules are constantly moving,
often in unpredictable ways. Accidents happen on even the most frequently-traveled and best-charted
routes. But the odds of an accident on
a frequently-traveled route are much
lower, because they are much better
charted.
Going to a star system that has
never before been visited is very dangerous. None of the obstacles along
the route have been charted. Only the
crazy (or desperate) would attempt
to travel straight to an unexplored star system; usually,
explorers travel a short distance through hyperspace, drop
into realspace to take readings, travel a short distance again,
and so on. This is time consuming, but reasonably safe.

Passage Times
On a planet, the farther apart two places are, the longer it
takes to travel between them. In hyperspace, that isnt necessarily so. Theoretically, a starship can travel at practically infnite speeds. A well-equipped starship can travel from one side
of the galaxy to another in a matter of days or weeks. The distance to the destination isnt the controlling factor its the
difficulty of the trip.
Basically, three factors make a journey diffcult:
Since most rogue planets and smaller bodies are
uncharted, a starships speed through hyperspace
depends on the amount of debris that lies in its path. If
there is a lot of debris, the ship must feel its way slowly,
detecting and avoiding objects as it goes. The denser the
debris, the slower the passage.
If many charted obstacles stars, planets, and so on
lie along a ships course, it must zig and zag to avoid
them and thats time consuming. All things being
equal, the longer the trip, the more obstacles that a ship
is likely to encounter but sometimes the local star
positions make a particular course tough. (You might be
a mere 15 light years from the Dagobah system but if
your course goes through an asteroid feld, youll still
have to divert.)
The more frequently a particular route between two planets is used, the better the obstacles between them are
charted, and the less cautious (and slow) a ship needs to
be when traveling between them. The less frequently a
route is used, the more cautious (and slower) a ship
needs to be. The best case is a trip like the Kessel run,
one of the most heavily-used trade routes in the Empire
and one which hot-shot pilots and traders on the
shady side of the law like to travel very quickly. The
worst case is a trip between two previously-unexplored
star systems; the only guide the nav computer has in this
case is the positions of known stars. Worst-case trips can
take months.

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Chapter Four: Starships

CLASSIC ADVENTURES

MAKING THE RULES SERVE THE PLOT


How long does it take to get from planet A to star system B? The correct answer is: as long as you want it
to take. If you need to get the players to system B fast,
because the plot of your adventure demands it, the
trips standard duration is several hours. The path is
well-traveled, or free of obstacles, or a ship has
recently arrived from system B so the players have
fresh and accurate astrogational data. If you need to
delay the players, the standard duration is high
theres an intervening gas cloud, or no one has traveled from A to B in a long time, or whatever.
What if the players have traveled from A to B before,
and know that the standard duration is 6 hours, and
you want them to spend two days on the trip? Why,
energy storms make the passage diffcult, or a newlydiscovered rogue planet blocks the best route, or
you get the idea.
It is best, however, if the change in duration is
somehow related to an event that affects the players
in the future debris from the destruction of Alderaan, an Imperial blockade, stepped-up pirate activity,
etc. This way, you promote the illusion that the universe has a life of its own and that things occur for
logical reasons, but without regard for the player
characters. In addition, the events provide plot hooks
for future adventures and things for your players to
wonder about.
When does a ship suffer a mishap in interstellar
travel? Yes, it happens when a character blows his
ASTROGATION skill roll but it can also happens whenever you need a mishap to occur. If everything else
fails and you need to delay your players, the hyperspace cut-out can activate, or an uncharted asteroid
can throw them off course.
In fact, a carefully planned mishap can be the key to
a whole story. Suppose you want your players to
make frst contact with an undiscovered alien race.
Thats simple enough; one hyperspace journey, they
get thrown badly off course, and reenter realspace
near an unexplored star. There are puzzling signs of
lite on a nearby planet
Suppose a ship suffers a mishap. Which mishap
occurs? Roll on the Astrogation Mishap table if you
like but feel free just to pick any of the listed
mishaps and apply it to the ship. Choose the mishap
which promotes the story best. If it really doesnt matter, or if you dont have any interesting ideas for what
might happen as a result of a mishap, just roll on the
table. Dont feel constrained by the mishaps listed.
There are many strange and poorly-understood phenomena in hyperspace. If you have a neat idea for an
interesting disaster that can befall the players, bide
your time until the next hyperspace mishap, and
spring it on them. As always, the rules of the game
should spark your imagination, not constrain it.

GAMEMASTERS GUIDE

Backup Hyperdrive
Most starships carry backup hyperdrives underpowered, slow, and antiquated drives with very limited range,
for use in emergencies. Ion drives can propel a craft at sublight speeds, but if a ships hyperdrives are damaged while
between stars, relying on ion drives would mean spending
years or decades getting to the nearest star. Backup drives,
while slow by the standards of regular hyperdrives, can at
least let a starship limp to a nearby system in a matter of days
or weeks.
Backup hyperdrives have a maximum range of 10 light
years, and must be reconditioned in a spacedock after each
use. As a result, if forced to use its backup drives, a ships
choices of destination are limited. The gamemaster must tell
the players what star systems are nearby usually, there will
be three to fve and let them decide which to go to.
Since most systems have never been visited, or visited only
once, there will frequently be only scanty information available on the characters choices of destination.

Astromech Droids
Many small craft (including Imperial TIE fghters) are not
equipped with hyperdrives. They are launched from larger
ships, which carry them when interstellar travel is required.
The standard Rebel fghters are often equipped with a hyperdrive. Because the Rebel Alliance and the Imperial Fleet operate in different ways, Rebel fghters frequently need
hyperspace capability for raid missions or to escape.
However, some Rebel fghters (like X-wings) are not
equipped with nav computers. Astrogating without a nav computer is a risky and time-consuming business (see page 62).
Without any data on the presence of obstacles, a ship must
make very short hyperspace hops, entering normal space frequently to check the surroundings. Only the desperate would
try it.
Does this make X-wing hyperdrives useless? No. The R2
units which control X-wing astrogation systems cannot themselves store the voluminous data needed to calculate safe
hyperdrive routes but they can store pre-calculated coordinates for up to ten hyperdrive routes.
So before an X-wing leaves on a mission, its R2 unit is
loaded with the data it needs to get to its destination and
back and data for a couple of other routes, to be used in
emergencies. The required calculation is performed by a nav
computer aboard a larger ship, and downloaded to the R2
unit. Hyperspace travel along pre-calculated routes is no more
diffcult or dangerous than normal.
Theres one other factor that can make using a hyperdrive
without a nav computer safe: the Force (see page 81).

ASTROGATION
Standard Durations
When the characters decide to enter hyperspace, determine the standard duration for the trip. The standard duration is how long, in hours, the trip will take at an astrogation
diffculty of Moderate (15). The astrogator can do it faster by
accepting a higher diffculty number, or take longer to
decrease the diffculty number.

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Chapter Four: Starships

CLASSIC ADVENTURES

ASTROGATION MODIFIERS
Route
Major trade route
Commonly traveled route
Lightly traveled route
Infrequently traveled route
Route last traveled > than 3 years ago
Never traveled route

Standard Duration
3 hours
7 hours
14 hours
21 hours
30 hours
30+ hours

Modifiers
through a gas cloud
Through a star cluster or asteroid feld
Ships hyperdrive multiplier

+1-14 hours
+1-14 hours
multiplier

Difficulty
Standard journey
No nav computer
Hasty entry
Light Damage
Heavy Damage
Each extra hour taken
Each hour saved

Difficulty Number
Moderate (15)
Very Diffcult (30)
+10
+2
+5
1
+1

Yavin

Tatooine

Endor

Dantooine

Dagobah

Corellia

Bespin

12
22
14
30
10
31
22

7
16
4
28
20
24

18
32
17
25
21

13
22
12
32

30
27
31

6
6

The Astrogation Gazetteer (above) lists the standard


durations for travel among all the star systems mentioned in the Star Wars movies. If the players are traveling
between two such systems, look up the duration in the
Gazetteer.
If they are traveling to, from or between other star systems, you must determine the standard duration; see the
Astrogation Modifers table (above).
Note: The standard duration of a trip between two star
systems rarely changes. If players visit a system frequently, you may fnd it helpful to keep notes on standard
durations between that system and others they visit, so
you can be consistent. Dont worry too much about this,
though: standard duration decreases as a route becomes
more heavily traveled, and can always increase if a rogue
planet drifts into the route or some such.

62

Example: The standard duration is 7 hours. The ship


is an old rust-bucket with a hyperdrive code of 2. It will
do the trip in 14 hours, under normal circumstances.

Modifying Durations

ASTROGATION GAZETTEER (TIME IN HOURS)

Alderaan
Bespin
Corellia
Dagobah
Dantooine
Endor
Tatooine

Tell the players what the standard duration is. Let the
astrogator decide whether he wants to go faster or more
cautiously (see below).
All ships have a hyperdrive multiplier: For most ships,
this is 1; for especially fast ships, it might be , and
for especially slow ships, 2. When a ship makes a journey, multiply the standard duration by its hyperdrive
code.

If a starship makes a journey in the same time as the standard duration (times the hyperdrive code), the diffculty for
the trip is Moderate (15). When the ship enters hyperdrive,
the astrogator rolls his astrogation skill dice. If he rolls 15 or
more, the ship gets to its destination safely in the allotted
time. If he rolls 14 or less, it suffers a mishap (see below).
An astrogator can choose to make the journey more or less
quickly by accepting more risk by increasing the diffculty
number. Increase the diffculty number by one for every hour
saved. Conversely, decrease the diffculty number by one for
every extra day taken.
Example: The standard duration the hyperdrive multiplier is 14 hours; the astrogator wants to do it in 7. The dif ficulty number is 22.
Note: All hyperspace journeys take at least 1 hour. A trips
duration cannot be decreased to less than an hour.
Calculating hyperdrive coordinates takes about a minute
for well-traveled routes or if using pre-calculated coordinates,
a few hours if coordinates must be calculated from scratch,
and as much as a day if the astrogator has no idea where he is
and must take readings to fx his location.
If a route is well-traveled or pre-calculated coordinates are
available, a ship can enter hyperspace in a single combat
round. This is risky, but is sometimes the only way to escape
pursuit by enemy ships.
When the characters wish to enter hyperspace hastily, the
astrogator may make one astrogation skill roll every combat
round. If his roll is 15 or more, the ship may enter hyperspace.
If it is not, he may try again in the next combat round.
The diffculty number of the hyperspace trip itself is doubled when a ship enters hyperspace hastily.
One other factor modifes the diffculty number: how badly
the ship is damaged. When a lightly damaged ship enters
hyperspace, increase the diffculty number by 5; increase the
diffculty by 10 for heavily damaged ships. Severely damaged
ships may not enter hyperspace.

Astrogating Without a Nav Computer


When a ship without a nav computer a Rebel X-wing
without an astrogation Droid, or a ship with a damaged computer travels by hyperspace, the diffculty for a standard
duration trip is Very Diffcult (30) instead of Moderate (15).

Mishaps
When a starship suffers a mishap, refer to the Astrogation
Mishap table (on the facing page) to fnd out what exactly
happens.

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Chapter Four: Starships

8
CLASSIC ADVENTURES

ASTROGATION MISHAP
Roll 2D
2-3
4
5-6
7
8
9-10
11
12

Result
Hyperdrive cut-out damage sustained
Radiation fluctuations
Hyperdrive cut-out no damage
Off-course
Mynocks
Close call
Collision severe damage sustained
Other mishap (gamemasters discretion)

Hyperdrive Cut-Out (1 day lost): Starships are equipped


with gravity sensors designed to sense small masses and, if
one is dangerously close to the ship and in its path, cut the
hyperdrive, throwing the ship into normal space. This prevents collisions and often saves ships from destruction. The
cut-out system doesnt always work, but it is an important
safety back-up.
If a ships hyperdrive cut-out activates, it is catapulted into
an unknown and uncharted region of realspace. To re-enter
hyperspace safely, the astrogator must obtain a fx on nearby
stars, determine the ships location, and plot a new course.
This takes a day or so. Next, he must make another astrogation skill roll to see whether the second hyperspace journey is
successful. Since the second journey is along the same path
as the originally-plotted course, the standard duration for the
second journey is the same as for the frst, minus whatever
portion of the total route that has been traveled. In other
words, the only time that is lost is the day or so it takes to get
an astrogational position fx.
Hyperdrive Cut-Out Damage Sustained (1 day lost, ship
lightly damaged): Frequently, a hyperdrive cut-out activates in
time to prevent a ship from colliding with an object and being
destroyed but not soon enough to prevent gravitic overload from damaging the hyperdrives.
When damage is sustained in a hyperdrive cut-out, the
hyperdrives must be repaired. The starship repair skill is used
(see page 46).
The astrogator must fx a position and recalculate the
course, taking a day to do so. He can do so while another
character repairs the drives.
Off Course (1 day lost, another trip
must be made): A data-entry error or an
obstacles gravity well casts the starship
off course. When it exits hyperspace it is
light years away from its destination.
The astrogator must fx the ships position, and recalculate its course, taking a
day to do so. If he wishes, he can plot a
new course to the intended destination.
When a ship is thrown off course, it is
nowhere near its destination or along the
path the astrogator had plotted for it. He
must re-plot an entirely new path. Since
it is unlikely that the ship is anywhere
near a well-traveled route, the standard
duration for this journey may be very
high days or even a week or more.

GAMEMASTERS GUIDE

Radiation Fluctuations (ship lightly damaged, duration


change at gamemasters discretion): Radiation fluctuations
cause surges in the hyperdrive. This may increase or decrease
the duration of the trip (at your discretion), but does not
force the ship to drop out of hyperdrive. However, the ship is
lightly damaged.
Mynocks (duration increased by 3D days): Mynocks are
leathery, manta-ray-like creatures which inhabit deep space.
They frequently attach themselves to passing starships and
chew on the power cables. Power to the hyperdrive drops as
a result. Unless the players do something about it, the trip
takes 3D hours longer than expected. The mynocks can be
removed once the ship reaches its destination.
Alternatively, the ship can drop out of hyperspace wherever
it may be, and a character can go outside to shoot the
mynocks off. If theres a planet or asteroid nearby, the ship
can set down. Otherwise, the character must go out in a
spacesuit and float in space to get the mynocks.
Once the ship has dropped out of hyperspace, the astrogator must get a fx and plot a new course, just as if the hyperdrive cutout had activated.
Close Call (1 day lost, ship heavily damaged): Radiation
fluctuations or a close encounter with a space object have
damaged some ship system other than the hyperdrive. The
ship continues its journey, but repairs must be made. The
gamemaster must determine what system is damaged life
support, ion drives, nav computer, guns, escape pods, etc.
Collision Heavy Damage Sustained: The hyperdrive cutouts failed to activate, and the ship actually collided with an
object. Luckily, the object was tiny, and the ship, though
severely damaged, was not vaporized.
The ship is hulled, and air begins to escape immediately. All
characters must make survival skill rolls to get into space
suits in time, a diffculty of Easy (10). Anyone who fails falls
unconscious from lack of air; another character can, with a
successful Moderate (15) survival skill roll, get an unconscious character into a space suit in time to prevent his
death. If theres no one to do the job, the character undergoes
explosive decompression and dies.
The ship drops out of hyperdrive, and a fx and new course
must be calculated.
Other Mishap: This should by no means be considered an
exhaustive list of the dangers of hyperspace. Feel free to
improvise new disasters and bizarre hyperspace encounters.

63

Chapter Four: Starships

CLASSIC ADVENTURES

VEHICLE STATISTICS
The Rebel Field Manual contains a wide variety of ships which
are described in some detail. Each ship description includes:
Scale: The vehicles scale (see the text to the right).
Crew: The number of crew members needed to operate the ship
safely.
Passengers: The number of passengers other than crew the ship
is designed to carry.
Cargo Capacity: The number of kilograms of cargo the ship can
carry.
Consumables: How many days the ship can operate before landing or docking a measure of the amount of food, water, air
and fuel carried.
Hyperdrive Multiplier: This affects how long it takes a starship to
travel from one star to another (see page 62).
Nav Computer: Starships without nav computers have greater diffculty traveling by hyperspace (see page 62).
Hyperdrive Backups: Larger starships carry these for use in
emergencies (see page 61).
Sublight Code: This die code is a relative measurement of the
vehicles maximum velocity; it is used in vehicle-to-vehicle combat and chases (see page 65).
Maneuverability: This die code is added to the operators roll
whenever he makes evasion or vehicle operation rolls.
Hull: This die code is used when a vehicle is hit in combat to
determine the level of damage it takes.
Shields: If a vehicle has shields (generally only starships have
shields), it has a shield rating, which protects it when the ship
is hit.
Sensors: Used to detect and identify other vessels, objects or
even locations on planets.
Weapons: A description of the weapons carried. Each weapon has
a fre control code (used to determine whether its target is hit
when it fres), and a damage code, used to determine what damage the target takes. The description will also note the scale (if
it is different than that of the vehicle).

STARSHIP COMBAT
Player characters usually travel in small starships. The
space battles they fght usually involve a few small ships on
each side. This starship combat system is designed to handle
small space battles like that; it is not designed for grand battles between large fleets of enemy warships. The starship
combat sequence is also used whenever combatants are in
planetary vehicles. A speeder bike chase uses the same
sequence as a dogfght between starfghters, for example.
Starship combat is complex. An entire game could be
designed for it, incorporating details that dont matter for the
purposes of a roleplaying game. But we dont want to load you
down with overly complex procedures and detailed rules.

Ship Systems
Ships have a number of die codes, which work in much the
same way as character skills. These include:
Speed: Used to determine whether the ship can catch up
with or run away from its opponents.
Sensors: Used to detect and identify other vessels, objects
or even locations on planets.

64

Maneuverability: Used when a ship evades enemy fre.


Hull: Used when a ship is hit in combat to determine what
damage it sustains (much like a characters Strength in personal combat).
Shields: Also used when a ship is hit in starship combat.
Weapons: In addition, ships carry weapons. Some ships
have more than one; e.g., the Millennium Falcon mounts two
blasters and concussion missiles. (It also mounts a smaller
blaster, which is not used in starship combat.) Each can be
fred separately. Each weapon has two or three codes:
Fire Control: Used when the weapon tires to determine
whether it hits.
Damage: Used to determine how much damage the weapon
inflicts.
Scale: Indicates the scale of the weapon, but it is only listed
if it differs from the scale of the vessel (see below).

Vehicle Scale
You may have noticed that a blaster pistol does 4D of damage while a TIE fghter has a 2D hull. Does this mean a bounty
hunter can blast a TIE to smithereens? Not really. The TIEs
hull and the bounty hunters blaster are on two different
scales. The scales, from lowest to highest, are Character,
Speeder, Walker, Starfighter, Capital and the massive Death
Star scale.
When dealing damage to a smaller scaled target or resisting
damage inflicted by it, the larger adds the difference in modifers to their damage and defense rolls. Smaller scaled targets
attempting to dodge attacks from or actually attempting to
attack a larger scaled opponent add the difference to their
dodge and attack rolls.
Scale
Character
Speeder
Walker
Starfghter
Capital
Death Star

Modifier*

2D
4D
6D
12D
24D

* Apply the difference between the two


scales: this is called the adjusted modifier.

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 difference in modifiers is 2D. The landspeeder fires at the walker. The landspeeders blaster cannon has a fire control of 2D and a
damage of 3D+1. The walker has no maneuverability (0D)
and a hull 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 cannons normal damage of 3D+1.
However, because the walker is a higher scale, it gets to
add the adjusted modifier of 2D to its hull of 6D: it rolls 8D
to resist damage.

Vehicle Combat Skills


Four skills are important in vehicle combat: vehicle operation skills (like starship piloting), starship shields, gunnery, and
com-scan.

GAMEMASTERS GUIDE

Chapter Four: Starships

8
CLASSIC ADVENTURES

Starship piloting can be used to influence speed rolls, and


also to evade attacks by other ships. (Consequently any
vehicle operation skill serves this purpose for planetary
vehicles.)
Gunnery and is used when fring a vehicles weapons.
Com-scan is used to notice other ships and astral bodies
(much like the Perception attribute), and to gain more information and identify specifc details about targets. It can also
be used to jam an enemies sensors and communication
abilities (see page 42).
Starship shields is used when operating a ships shields.

Starship Combat Sequence


Starship combat is played in combat rounds, just like regular combat. Each combat round is divided into segments:
Piloting Segment: Pilots, copilots and gunners announce
what actions they take this combat round. So do any
other characters on the ship.
Speed Segment: Dice are rolled for each ship to determine whether it closes with its opponent or increases the
distance.
First Fire Segment: Gunners make skill rolls to determine
whether they hit their targets. Pilots roll to evade enemy
fre. Shield operators roll to intercept enemy fre with
their shields. When weapons hit targets, damage rolls are
made and compared to hull and shield rolls.
Second and Subsequent Fire Segments: If any gunner is
fring more than once, gunnery, evasion, and shield rolls
are made for all second attacks; then, all third attacks
occur; etc.

Speed and Pursuit


Its far easier to start by describing an actual combat situation between two ships. We will describe multi-ship battles
beginning on page 68. Again, it is important to note that planetary vehicles use the same rules for combat on a planets surface or within the atmosphere. Simply modify the operation
skill and weapon skill names as needed.

GAMEMASTERS GUIDE

Two ships are always at short, medium or long range relative to each other. When enemy ships approach each other,
combat begins at long range. When an Imperial customs
frigate demands to board the players ship and the players
stall for a while, combat may begin at medium range or closer.
At the beginning of the Speed Segment, the gamemaster
tells the players whether the opposing ship is trying to get
closer or run away. Then, the pilot of the characters ship
says which hes doing.
If both pilots want to close, the range is reduced by one step
(from long to medium, or from medium to short). If the ships
are already at short range, they remain at short range.
If both pilots want to run away, the range increases by one
(from short to medium or medium to long). If the ships are
already at long range, combat is over.
When one pilot wants to run away and the other to close, roll
both ships sublight speed code (or simply speed code for
planetary combat). The pilot of the ship with the higher roll
decides whether the range increases or decreases. If the rolls
are tied, the range remains unchanged.
Example: The Lumrunner is chasing a TIE fighter and is
at medium range. The Lumrunners sublight speed code is
4D; the fighters is 5D. The Lumrunner rolls a 9, and the
fighter an 11; they are now at long range.
A ships pilot can use his starship piloting skill (or other
vehicle operation skill) to affect a vehicles sublight speed
roll, by performing fancy maneuvers to keep up or lose his followers. This counts as a skill use, and affects the pilots die
codes if he does anything else in the same combat round. He
rolls his starship piloting skill dice and adds the result to the
sublight speed roll.
Example: On the next round, Shamus, the Lumrunners
pilot, uses his starship piloting skill of 5D+2 to affect the
speed roll. He rolls the Lumrunners sublight speed dice of
4D (a 12), and his skill dice of 5D+2 (a 16), for a total roll
of 28. The fighters roll is 18, so the range is reduced to
medium.

65

Chapter Four: Starships

CLASSIC ADVENTURES

Doing Nothing
Instead of attempting to run or close, a pilot can do nothing. A ship without a pilot (or with a dead or unconscious
one) automatically does nothing until the pilot is replaced.
Ships with ionized controls (see below) also do nothing.
If a ship does nothing, whether the range increases or
decreases depends on what its opponent does. If both ships
do nothing, the range does not change.
Example: Ship A does nothing. Ship B closes. The range
is reduced; no die-rolls are made.

Gunnery
Each vehicle weapon (and many artillery weapons) has a
fire control code. A weapon can only be fred if it has an operator. The operator rolls his gunnery skill dice and the
weapons fre control dice, and adds the rolls together.
Example: The Lumrunners blasters have fire controls
of 3D. If the gunners gunnery skill is 4D+1, hed roll a total
of 7D+1.
The base diffculty number for fring weapons depends on
the range to the target. The diffculty is:

Point Blank (within a few dozen meters) Very Easy (5).


Short Easy (10).
Medium Moderate (15).
Long Diffcult (20).

The diffculty number can be modifed, however, if the pilot


of the target ship evades (see below).
The operator of a weapon can fre it more than once. Each
fre is a separate action, and the usual rules for multiple skill
use apply (see page 13 of the Players Handbook).

Evasion
A pilot can use his starship piloting (or particular vehicle
operation) skill to evade enemy fre. Evasion works much like
dodging in regular combat. The pilot rolls the ships maneuverability dice, then rolls his starship piloting skill dice, adds
the numbers rolled together, and adds the total to the firers
difficulty number.
For purposes of evasion, starship piloting (or any vehicle
operation skill) is considered a reaction skill.
Example: The TIE fighters pilot has a skill of 2D. A TIE
fighters maneuverability is 2D. The Lumrunner is shooting
at the fighter at medium range a Moderate (15) difficulty. The gamemaster rolls 2D for the pilot (a 7), and 2D
for maneuverability (a 6); the difficulty number for the
Lumrunners fire is 28.
A pilot can evade once per segment. Each evasion affects
all enemy attacks for the current fre segment; each time a
pilot evades, he reduces die codes further (see page 131 of
the Players Handbook).

Multiple Skill Use


As in regular combat, each player must say exactly what
non-reaction skills his character is using at the beginning of
the combat round; the usual die code reductions for multiple
skill use apply (see page 13 of the Players Handbook).
A pilot may use his starship piloting skill to affect the speed
roll, and may evade any number of times. He can also use his
gunnery skill to fre one weapon. In addition, he may operate

66

the shields. Each of these is a separate action, and affects his


die codes accordingly. When a pilot evades, he uses starship
piloting as a reaction skill.
Example: Shamus starship piloting skill is 5D+2. He
uses it to affect the speed roll, and to evade twice. When he
makes his speed roll, he does not yet know that he will
evade, so he rolls 5D+2. When he evades the first time, he
rolls 4D+2; and the last time, 3D+2.
If the ship has room for at least two crew, one character
may act as copilot. The copilot can use his starship piloting
skill to affect the speed roll and to evade, just like the pilot.
However, they cant both affect the speed roll. If they both
evade, each is a separate skill use. A copilot can also fre one
weapon system, using his gunnery skill, or operate the shields,
using his starship shield skill,
Example: Shamus uses his starship piloting skill of
5D+2 to affect the speed roll, and also fires a weapon; hell
roll 4D+2 for starship piloting. His copilot, Grasheel, uses
his starship piloting skill of 4D to evade once. If Shamus
were doing all three things himself, hed only roll 3D+2 for
the evasion.
Each gunner can fre only the weapon he is operating. He
can fre it any number of times (each time counts as one skill
use), but he cannot fre any other weapon in the same combat
round.
A shield operator can operate shields any number of times.
Starship shields is a reaction skill; the operator does not
declare shield uses at the beginning of the combat round, but
when attacks occur. Unlike evasion (and dodging), using
shields in one fre segment does not protect against all attacks
in that segment; a separate shield skill roll must be made for
each attack the character wishes to shield against. Each such
roll is a separate use of the skill, and reduces skill codes
accordingly (see page 13 of the Players Handbook).
Multiple skill uses affect skill and attribute codes, but never
affect ships codes.
Example: A pilot with a starship piloting skill of 4D is
evading twice. His ships maneuverability is 2D. The second time he evades, he rolls 3D for his starship piloting
skill and 2D for the ship. The fact that hes evading twice
reduces his skill code, but doesnt affect the ships code.

Shield Attempts
Each time a ship with shields is fred upon, the character
operating the shields may announce that he is attempting to
protect the ship against the attack. Each shield attempt only
affects one attack. The operator must decide whether he is
attempting to protect his ship before the attackers skill roll is
made.
Starship shields is a reaction skill; each time it is used, the
operators skill and attribute codes are reduced 1D further
(see page 13 of the Players Handbook). It may be benefcial to
designate a dedicated shield operator in combat.
The diffculty number for each starship shield attempt
depends on the range between the fring ship and its target.
The diffculty is Easy (10) if they are at long range, Moderate
(15) at medium range, and Diffcult (20) at short range
because the shield operator has longer to react when a ship
thats farther away fres.

GAMEMASTERS GUIDE

Chapter Four: Starships

CLASSIC ADVENTURES

If the shield operators skill roll is greater than or equal to


the diffculty number, he succeeds in shielding against the
attack.
Example: Shamus is being fired upon by a TIE fighter at
short range. He decides to use the Lumrunners shields to
help deflect the shot. Shamus must make a Difficult (20)
starship shield roll to protect the ship.

Damage
Each weapon has a damage code. When a weapon hits, roll
its damage dice. When a weapon fred at medium range hits,
reduce its damage code by 1D before rolling. When a weapon
fred at long range hits, reduce its code by 2D.
Example: The Lumrunners blasters have damage codes
of 6D. If they hit at long range, roll 4D for damage.
Then, roll the ships hull dice. If the ship has shields, and
the operator successfully used his starship shield skill, also
roll its shield dice and add the shield roll to the hull roll.
Example: The Lumrunners hull code is 6D, and its
shield code is 3D. When hit, roll 9D for the Lumrunner if
shields are used successfully, but 6D if they are not.
Ship damage is determined in much the same way as damage in regular combat. How badly the ship is damaged
depends on the two rolls:

2 Damage Roll < Hull Roll: No Effect.


Damage Roll < Hull Roll: Lightly Damaged.
Damage Roll Hull Roll: Heavily Damaged.
Damage Roll 2 Hull Roll: Severely Damaged.
Damage Roll 3 Hull Roll: Destroyed.

If shields were successfully used and the ship is lightly damaged, its shields are blown. Its shield code is reduced by 1D for
all future attacks. The shields are only restored to full value
after the ship is repaired (see page 46).
If shields werent used successfully or if a ship has no dice
in shields when its lightly damaged, its controls are ionized.
That means that blue lightning bolts play all over the ships
surface. No speed, maneuver or fre control, dice may be used
for the ship on the next combat round. Characters skill codes
are not affected and starship shield rolls may be made normally. The ship recovers at the end of the next round, and
may act normally thereafter. A vehicle can be affected by the
controls ionized result up to the D number of its hull code,
(ignoring pips). After that it becomes heavily damaged. For
example, a ship with a 3D+2 hull code (no shields) can have
its controls ionized three times, the forth lightly damaged
result would increase the damage to heavily damaged.
A heavily damaged ship suffers the effects of ionized controls above, except the shield code is instantly reduced by 1D.
After it recovers, its speed, maneuver, fre control, and shield
codes are permanently reduced by 1D until the vehicle is
repaired. Hull codes are not affected, nor are weapon damage
rolls. Pilots, gunners, and shield operators skill codes are
not affected. If a heavily damaged ship is again heavily damaged, it becomes severely damaged.
Severely damaged ships act like heavily damaged ships. In
addition, roll on the Severe Vehicle Damage table (to the
right); the indicated vehicles system stops working, or damage to passengers or cargo occurs. The chosen system cannot
be used until repaired.

GAMEMASTERS GUIDE

A severely damaged ship which is again heavily damaged


becomes dead in space. Until repaired, it cannot move, fre,
enter hyperspace, or make shield rolls.
A severely damaged ship which is again severely damaged is
destroyed.
Destroyed ships are obliterated. They disappear in a ball of
flame. Generous gamemasters may let players make Moderate
(15) survival rolls to see if they make it to the escape pods or
activate the ejection system in time.

SEVERE VEHICLE DAMAGE


1D
1
2
3
4
5
6

Planetary Vehicle
Powerplant
Passenger Hit
Cargo Hit
Weapon System
Steering
Steering

Starship
Ion Drives
Passenger/Cargo Hit
Hyperdrive/Nav Comp.
Weapon System/Sensors
Shields
Lateral Thrusters

Results
Powerplant/Ion Drives: Vehicle cannot move; no speed
or maneuver rolls may be made
Passenger Hit: A randomly selected passenger is injured
by a blast and suffers 4D damage.
Cargo Hit: Some or all of the cargo (or equipment)
carried on the vehicle is destroyed. Randomly select
which cargo is destroyed
Nav Computer: When the ship enters hyperspace, the
astrogation diffculty for a standard duration journey is
Heroic (30), not Moderate (15)
Hyperdrive: The ship may not enter hyperspace until the
drives are repaired.
Weapon System/Sensors: One weapon system or the
sensor system (gamemasters choice) is no longer
working and cannot be fred or used.
Shields: The shields are no longer working; no shield
rolls may be made.
Steering/Lateral Thrusters: The vehicle loses a great deal
of maneuverability; evasion rolls may still be made, but
the maneuverability code drops to zero.

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Chapter Four: Starships

CLASSIC ADVENTURES

WEAPONS CHART
Speeder Mounted Weapons
Light (1-2D+)
Medium (3D-4D+)
Heavy (5D+)

Short
50-300
50-300
50-400

Range in Meters
Medium
301-500
301-800
401-900

Long
501-1,000
801-1,500
901-2,000

Artillery
Light (1-2D+)
Medium (3D-4D+)
Heavy (5D+)

Short
10-500
20-600
50-600

Medium
501-2,000
601-3,000
601-5,000

Long
2,001-10,000
3,001-16,000
5,001-25,000

Starfighter Mounted Weapons


Blaster
Missiles
Laser Cannon
Ion Cannon
Proton Torpedoes

Short
200-10,000
250-4,000
200-5,000
5-5,000
500-15,000

Medium
10,001-20,000
4,001-17,000
5,001-25,000
5,001-15,000

Long
20,001-35,000
17,001-30,000
25,001-50,000
15,001-75,000

Capital Ship Mounted Weapons


Missiles
Turbolaser
Ion Cannon
Tractor Beam

Short
3,000-25,000
5,000-30,000
2,000-20,000
1,000-10,000

Medium
25,001-60,500
30,001-70,000
20,001-50,000
10,001-30,000

Long
60,001-125,000
70,001-150,000
50,001-100,000
30,001-60,000

Ranges For Weapons


Some starship and vehicle stat blocks will indicate a particular weapons range, but most use a generic range based on
the type and power of the weapon. The chart above lists
ranges in meters for generic weapon types. The die codes in
parentheses are the damage dice of the average weapons in
that category. For instance, the double blaster cannon on a
Bespin Motors Storm IV Twin-Pod Cloud Car is rated a 1D+2
damage, making it a light speeder-mounted weapon.

Ion Weapons
Ion weapons do not cause direct physical damage. Highlyenergized ion particles cause tremendous signal and power
fluctuations aboard target vessels. Ion canons disrupt the
sophisticated electronics of vehicles, causing ionization damage only. Ion cannons are specifcally designed to penetrate
shields. Ionization damage is rolled against the hull code;
shields do not add any protection to the target vessel.

2 Damage Roll < Hull Roll: No Effect.


Damage Roll < Hull Roll: Loose Generator or Ionization.
Damage Roll Hull Roll: 1D Ionization.
Damage Roll 2 Hull Roll: 2D Ionization.
Damage Roll 3 Hull Roll: Dead in Space.

A vehicle with the loose generator result will have its shield
code reduced to 0D. If there are no shields or if the shields are
already blown, it will cause 1D ionization damage (see below
for a description of ionization damage).
If an ionization results from an ion attack, all speed code,
maneuver, fre control, and shield code rolls are reduced by
either 1D or 2D depending on the roll (see the chart above).
Ionization lasts until the end of the following round.
A ship thats dead in space can do nothing for 10D minutes,
it is floating motionless in space.

68

Ionization damage is cumulative. Multiple ionization damage results are added


together. If the amount of ionization damage exceeds the vehicles hull code D
number (ignore pips), the ship becomes
dead in space.
Ionization damage doesnt need to be
repaired, the effect will eventually wear
off. However, a Diffcult (20) starship
repair roll can negate 1D of ionization
damage (can be used once per round).

Torpedoes, Bombs and Missiles


Missiles, bombs and proton torpedoes
are physical weapons which deliver awesome frepower. Proton torpedoes carry
a proton-scattering energy warhead. Concussion weapons (both missiles and
bombs) carry an armor-piercing warhead
containing a compact energy pack. When
they explode, such weapons give off
powerful concussive blasts which disrupt delicate instruments and equipment, and cause shock and blast damage
to more durable targets. They work like
other ship weapons, except that:

Proton torpedoes can only be used


at short range, bombs at point-blank
range. Note: Large capital ships carry proton torpedoes
designed for planetary bombardment and ship-to-ship
barrages. These may be effective at longer ranges, however, they are not very effective against smaller vessels.
They are designed for use against slow-moving targets.
When torpedoes or missiles are fred at an enemy ship,
roll the enemy ships sublight dice and add the number
rolled to the fre diffculty. This use of sublight dice is not
considered a skill use, and does not penalize the pilot
of the enemy ship in any way.

Tractor Beams
Military-grade tractor beams are used to capture starships
so they may be boarded and searched. (Many starships have
small tractor beam generators for moving cargo around, but
they have no combat applications.)
When a tractor beam attempts to hit a target ship, its
resolved as a normal attack: if the attack roll is higher than
the diffculty number, the tractor beam hits the target ship.
Shields do not protect a ship against tractor beams. When
larger-scale ships attempt to capture smaller-scale ships, use
the scale modifers (see page 64).
Roll the tractor beams damage die code against the target ships sublight code. If the target ships sublight code roll
is higher, the ship breaks free. If the tractor beam damage roll
is equal to or higher than the sublight code roll, the target
ship is captured.

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

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Chapter Four: Starships

CLASSIC ADVENTURES

One Ship Against Multiple Opponents

Multiple Ships Against Multiple Opponents

Each of the other ships is at short, medium or long range


relative to their opponent. The single ship can attempt to run
away (from all opponents) or close with any one.
When the single ship closes, the new range to the ship it is
pursuing is determined just as if those two ships were the
only ones fghting that is, if both close, the range
decreases, and if the enemy ship runs away, speed die rolls
determine whether the range increases or decreases.
Any other enemy ship which runs away moves farther away,
and any which closes, moves closer.

When theres more than one ship on both sides, separate


the battle into separate dogfghts. If there are exactly equal
numbers of ships on both sides, each dogfght involves two
ships, one from each side. You must decide who fghts who;
generally, you should match ships of roughly the same combat power whenever feasible. Only when a ship destroys its
opponent, or the opponent flees while at long range, can the
ship move to join a different dogfght.
If one side has more ships than the other, it may allocate
the extra ships to any of the dogfghts all could be
thrown into one of the dogfghts, or they could be spread
around.

Example: The players are fighting three TIE fighters, all


at long range. They choose to close with one of the enemy
fighters. That fighter flees. One of the other enemy fighters
also runs away; the third closes.
The fleeing fighter rolls its speed dice; so does the players pilot. The players roll is higher, so their ship is now at
medium range from the TIE fighter it is pursuing.
The other TIE fighter which ran is out of the battle it
moved away while at long range. The third TIE fighter is
also at medium range, because it closed.

Example: Four TIEs attack two X-wings. There are two


dogfights because the smaller side only has two ships. The
two extra TIEs could both join the same dogfight or one
could join each fight. Depending on what you decide, there
will either be one 1-on-1 battle and one 3-on-1 battle; or two
2-on-1 battles.

When the player characters ship runs away, any enemy


ship which also runs moves away. The only conflict occurs
when an enemy ship tries to close. In this case, make one
speed roll for the players ship, and separate speed rolls for
each of the closing ships. If the roll for a closing ship is higher
than the players roll, the range is reduced. If the closing
ships roll is lower, the range increases.

A ship may not fre upon or pursue any ship that is part of a
different dogfght, as long as it still has opponents itself. Any
ship which flees that is, starts at long range and successfully runs away has left the area of the battle entirely, and
cannot attack any other ship. If a ship destroys all its opponents, on the next combat round it may join any other dogfght at long range. If the dogfght it joins contains two or
more enemy ships, the fght splits into two dogfghts. You
must decide which ship(s) turn to face the new enemy.

Example: The players ship is fleeing three enemy TIE


fighters at medium range. All TIEs are pursuing. The pilots
starship piloting skill plus the ships sublight code is 4D+2;
he rolls 21. The rolls for the three TIE fighters are 23, 15
and 21. The first TIE fighter gains, moving to short range.
The second TIE fighter loses ground, moving to long range.
The last ties with the players roll, so it remains at medium
range.

Example: The Lumrunner and an X-wing meet three TIE


fighters. One TIE fighter attacks the Lumrunner, and the
other two fight the X-wing. The Lumrunner destroys its TIE
fighter; on the next combat round, it moves to help the Xwing. The X-wing pilots battle with the two TIE fighters
splits into two dogfights one between the X-wing and a
TIE fighter, the other between the Lumrunner and the other
fighter.

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69

Chapter Four: Starships

CLASSIC ADVENTURES

VEHICLES AND PERSONAL COMBAT


Sometimes, characters on foot may have to contend with
various planetary vehicles (like walkers or repulsor tanks) in
combat. Starships and airspeeders may also occasionally
strafe or bomb ground targets.

Personal Combat Fire


A vehicle fring at a character-scale target is always fring at
short range (no more than a few hundred meters) or pointblank range (a few dozen meters), because a single human
wouldnt even be visible to a gunner fring at a vehicle guns
medium range. However, characters are much smaller than
the normal target for a ships gun; so scaling rules will apply
(see page 64). Roll the vehicles fre control and the gunners
skill dice as normal; the target may dodge.
If the combat involves emplaced artillery or other static
weapons used to defend from vehicle attacks (like the antivehicle artillery used in the Battle of Hoth), the static weapon
will not be able to move. The range can only be increased or
decreased by the vehicle involved in the combat. The operator may close on the static emplacement at the rate of one
range band per round (e.g., long to medium, medium to
short), or at your discretion if the speed is very slow.

Vehicle Movement in Personal Combat


Due to the smaller scope of personal combat, ground vehicles and air vehicles will likely be able to move just about anywhere within a fve second combat round. Of course, there are
many factors and modifers that can affect the distance a vehicle can move terrain, turn radius and acceleration of particular vehicles but it is best left to your discretion as to
what a particular vehicle can or cant do. Just remember that
consistency is key.
Additionally, flying vehicles will likely not be able to fre
every combat round. After they strafe or bomb the target,
they will have to turn around and maneuver back into the line
of fre. Flying vehicles should only be able to attack once
every three to four combat rounds.
Feel free to make up any addition modifers and require
occasional vehicle operation rolls if the characters want to
execute a particularly diffcult maneuver, or travel at a very
high speed in combat. Allow the players to describe what
they want to do and come up with appropriate skill rolls.

70

It is important to keep
things moving quickly so
you dont want to get too
bogged down in the minutia
of tactical combat. We have
provided a chart which
describes average speeds
(in meters per round) for
various vehicle types (see
below). Additionally, some
optional modifers to that
speed are provided for a
few circumstances. This
may prove useful when
vehicles are moving in the
scope of a personal combat
round. Just remember, the
important thing is to make
the combat feel like Star Wars. That means keeping the
action fast and furious, leave the details to your personal discretion.
Example: A character on a speeder bike wants to cross
an open canyon floor about 200 meters wide. There is a
stormtrooper team perched on the ridge with a medium
repeating blaster bearing down on the open terrain. Based
on the chart below, it will take about 2 combat rounds for
him to cover the distance (moving at 150 meters per
round).
The gamemaster informs the player that he can cross it
in one combat round, however he will be pushing his
speeder bike to the limit and must make a Moderate (15)
difficulty repulsorlift operation roll. If he fails the bike will
stall in the open terrain, in full view of the repeating blaster
crew. If he succeeds, he will only be exposed to fire for one
round.
Vehicle type:
Character/Creature
Walker
Wheeled/Tracked Vehicle
Landspeeder
Speederbike
Airspeeder/Starship/Swoop
(in atmosphere)

Aprx. Distance Moved


10 meters (running)
25 meters
50 meters per round
100 meters per round
150 meters per round
250 meters per round

Vehicle is:
Making a 45 degree turn
Making a 90 degree turn
Making a 180 degree turn
Moving through light cover
Moving through medium
cover
Moving through heavy cover
Moving in heavy gravity
Moving in very light gravity
Moving in a variable gravity
feld

Modifier
75% of Movement Rate
50% of Movement Rate
75% of Movement Rate
75% of Movement Rate
50% of Movement Rate
25% of Movement Rate
50% of Movement Rate
150% of Movement Rate
75% of Movement Rate

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8
CLASSIC ADVENTURES

C hapter Five
THE FORCE
The Force is everywhere. It is in all things. Some learn its
nature and gain mastery of life, thought and matter. Most do
not; but even those who do not know the Force, even those
who are skeptical of its existence, still possess it. Some dismiss the Forces workings as mere luck; others recognize it for
what it is. This chapter provides rules for users of this mystical energy source. It is important to remember, however, that
during the time of the Rebellion there are few who still believe
in the Force, and even fewer know how to manipulate it.

FORCE POINTS
Each player character begins with one Force Point. At any
time during a game, a player may announce that he is spending a Force Point.
A player cannot spend more Force Points in an adventure
than his character possesses; if his character has three
points, he can only spend three. Once hes spent all three, he
can spend no more.
On the combat round in which a character spends a Force
Point, all his skill and attribute codes are doubled. That means
he can take twice as many actions, and his chances of success
are much higher. It also means he is much less likely to be
injured (since his Strength code is doubled along with everything else). In addition, if the character is stunned in the same
round, he ignores the stun and may continue taking actions.
Use of a Force Point is similar to a reaction skill (see page
13 of the Players Handbook). You do not have to declare its
use at the beginning of a combat round. However, you do have
to declare that you are using a Force Point before making a
skill or attribute roll.
Example: Deeks wingmen were gone. It was down to
him. Four TIEs closed from top, bottom and sides a classic englobement. Desperately, he wrenched at the controls,
and, holding his breath, dodged fire from all four TIEs,
maneuvered rapidly, shot four times, and there were
four explosions in quick succession. Suddenly, space was
empty. A wing strut smoldered where a TIE shot had gotten
through. Shamus breathed out. Skill, what would hed tell
his friends? Pure skill pure skill.

Four Results
Spending a Force Point can have four possible results:
Doing Wrong. When a character uses the Force for evil, he
loses the Force Point he spends permanently and gains a
Dark Side Point as well (see page 74).

GAMEMASTERS GUIDE

What does using the Force for evil mean?


Killing or injuring someone, except in self-defense or the
defense of others.
Using the Force to gain power.
Using the Force while angry or flled with hate.
Being Unheroic. When a character uses a Force Point to do
something which is not particularly heroic, but not actually
wrong, he loses the Force Point he spends permanently.
What is something which is not particularly heroic?
Avoiding danger.
Saving your own butt.
Gaining money or goods.
Example: Shamus dodges but the stormtroopers
blaster fire hits him anyway. The damage roll is 20 and
Shamus doesnt fancy being mortally wounded. He spends
a Force Point. Doubling his Strength code of 3D makes it
6D. Shamus rolls and gets a 19 so hes just wounded.
However, using the Force to save your own skin isnt heroic
so Shamus Force Point is permanently expended.
Being Heroic. When a character uses a Force Point in a
heroic fashion, he gets the point back at the end of the adventure.
Whats heroic?
Exposing yourself to great danger.
Sacrifcing to help others.
Taking big risks to help the Alliance or light the Empire
Example: Nagraoao and Grasheel are prisoners in the
spice mine of Kessel. Shamus takes his ship, the Lumrunner, to the Kessel system. He is stopped by a Star Destroyer,
and the Lumrunner is searched. A Navy officer demands
the reason for his presence in the system. Shamus tells him
a cock-and-bull story about a delivery of food and spare
parts for the spice mines, and tries a bribe. If the officer
refuses the bribe, Shamus will wind up laboring in the spice
mines, too with a life expectancy of about three weeks.
He spends a Force Point and the officer takes the bribe.
Risking capture to save your buddies is clearly heroic, so
Shamus will get the Force Point back.
Being Heroic At the Dramatically Appropriate Moment.
If a character spends a Force Point in a heroic way at the dramatically appropriate moment, not only does he get the Force
Point back at the end of the adventure, but he may get
another point then, as well.

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Chapter Five: The Force

CLASSIC ADVENTURES

TREMORS IN THE FORCE


The Jedi lives in harmony with the Force, sensing its flow, drawing upon its energies and sometimes perceiving disturbances
and presences in that flow.
The actions of others can cause disturbances in the Force. A
lone individuals impression might be like a candle flickering in
the wind, while a great tragedy or act of great good may be like a
sudden burst of lightning. Those who manipulate the Force often
and with great power shine like the light of a sun.
Each time a Jedi draws upon the Force, there is a slight tremor
as the Force is subtly altered. If the Force is used sparingly and
with harmony in the natural order of things, such tremors are
slight and barely detectable even at close ranges.
Those who frequently use the Force cause many, many tremors.
When the Force is relied upon used constantly to bend the universe to ft the will of the user such tremors may be great
enough that Jedi on distant planets may detect the user. Those
who use the Force as a crude instrument of power are very likely
to come to the attention of others.
New Jedi students are particularly likely to be detected. In their
desire to master their powers, they often manipulate the Force
yet their dabbing, if too frequent, can draw the attentions of other
nearby Force-users. The purge of the Jedi was facilitated by servants of the Emperor who detected, tracked and exterminated
novice Jedi.

Whats a dramatically appropriate moment? Its a moment


of high tension, when the heroes are confronted by the villain,
or are in truly desperate straits. Its the moment when the
actions of the characters will decide the outcome of the whole
story.
Every adventure contains two or three moments when
spending a Force Point is the right thing to do. For example, in
Star Wars IV: A New Hope, the dramatically appropriate
moments would have been:
Rescuing Princess Leia from imprisonment.
Confronting Darth Vader.
Attacking the Death Star.
In published adventures, the moments when spending a
Force Point would be dramatically appropriate are often identifed. When you design your own adventures, you must
decide when those moments occur.

Getting Points Back


When a player spends a Force Point, tell him whether he
loses the point or will get it back, based on the rules above.
A players Force Point total is the maximum number of
Force Points he can spend in an adventure. Characters may
wind up getting some of the points they spend back at the end
of the adventure but only then. Points returned to a player
can be used on the next adventure but you cant spend the
same paint twice in a single adventure.
If a player begins an adventure with only one Force Point,
and spends it in an unheroic or wrongful fashion, he still gets
one point back at the end of the adventure. Otherwise a character who spent one Force Point at the wrong time would
never be able to use Force Points again, since you can only
earn additional Force Points by spending Force Points.

72

Force Points and Bad Guys


Force Points give player characters a real advantage over
NPCs. They let player characters do things that normal characters could never do.
Is that fair? In a sense, yes. Player characters are heroes.
Stormtroopers are cannon fodder. Its all right for heroes to be
able to do things others cannot.
Villains can also have Force Points. (You dont want to
know how many Darth Vader must have.) Remember that the
Force is not itself an instrument of good or evil; it has its dark
side, as well as its light. Villains can use the Force as readily
as heroes.
So important NPCs should have Force Points, too and
may spend them when confronted by heroes.

THE FORCE AND THE JEDI


From lifelessness came life; from dead matter came spirit.
With life came perception: the perception of beauty and ugliness, serenity and fear. The Force grew strong as life grew
stronger. Life is the universes way of perceiving itself; the
Force is the strength of its perception.
As life grew, evolved, became more sophisticated, there
came intelligence and with it, the capacity for understanding. Intelligent beings questioned the universe, and when they
were clever enough to ask the questions in the right way, the
universe answered. The Force became stronger, more sophisticated, as intelligence spread and sapients knowledge of the
universe deepened.
Yet the nature of the Force is hidden and subtle. Questions
about the nature of matter and energy are more easily
answered. Intelligent beings developed a high technology by
understanding of physical law yet understanding of the universes mystical nature lagged behind. Intelligent beings built
advanced cultures which were cold, cruel, ignorant of the
beat of realitys heart.
So stood the galaxy, until the rise of the Jedi. They studied
the Force; they took the frst few steps on the road to universal harmony. As their mastery deepened, as their fame
spread, and as their works began to bring harmony and freedom to the galaxy, they were betrayed.
For the Force is not itself good or evil; it is a reflection of
nature, and nature itself can be cold and cruel. Evil ones can
harness the force to their will and, by doing so, lose something of their humanity, becoming virtual avatars of the dark
side of the Force. For the Master of the dark side, as for a Master of the Light, it cannot be said whether he controls the
Force, or the Force, him; to ask which is the actor and which
the acted upon is a question of no meaning.
It was inevitable that some men would use the Force to
slake their base lust for wealth and power. The dark side is
easy and seductive; the frst successes brought thirst for
more. These evil ones brought the great Jedi low, hunting
down and killing all of their ancient order. All or almost all.

The Jedi Code


There is no emotion; there is peace.
There is no ignorance; there is knowledge.
There is no passion; there is serenity.
There is no death; there is the Force.
To use the Force, the Jedi must remain at harmony with it.
To act in dissonance depletes his power.

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Chapter Five: The Force

CLASSIC ADVENTURES

The Force is created and sustained by


life. The Jedi acts to preserve life. To kill
is wrong.
Yet it is often necessary to kill. The Jedi
may kill in self- defense, or the defense of
others. He may kill if, by doing so, he preserves the existence of life.
But he must know, always, that killing is
wrong. When he kills, he commits a crime
against the Force. Though he may know
that he does so for the greater good, and
the greater good justifes his act, he also
knows that the death remains a stain
upon his spirit.
The Jedi does not act for personal gain,
of wealth or of power. He acts to gain
knowledge; to sustain freedom, life, and
learning; to defeat those who would impose tyranny, death
and ignorance.
Sometimes, wealth or power is needed to achieve the Jedis
goals. Money is required for the purchase of goods; power is
required to obtain the help of others. To achieve his goals, a
Jedi may obtain wealth or power, but he is not interested in it
for its own sake, and will surrender it once his goals are
achieved.
A Jedi never acts from hatred, anger, fear or aggression. A
Jedi must act when he is calm, at peace with the Force. To act
from anger is to court the dark side, to risk everything for
which the Jedi stands.

Finding a Teacher
The Jedi Knights were an ancient and honorable order of
masters of the Force. They were wise and good, using the
Force only to advance freedom, harmony and the survival of
life.
There are few remnants of the Jedi in the modern galaxy. As
we all know (but not all player characters necessarily do),
several Jedi remain Yoda, Obi-Wan Kenobi, their pupil Luke
Skywalker and Darth Vader, master of the dark side.
There are no textbooks for Jedi, no colleges, no dojos. To
learn about the Force and become a Jedi, a character must be
trained, by one who already understands. A player character
who wishes to become a Jedi must study with a teacher.
In theory, a player character could search out one of the
remaining Jedi and ask to study with him. In practice, this is
impossible, or virtually so. Star Wars: Classic Adventures is
played during the period of the Rebellion neither before
nor after. During that period, the only pupil Kenobi and Yoda
had was Skywalker. Skywalker may have trained others after
the Empires fall, but that is outside the scope of the game.
This does not mean that fnding a teacher is impossible
its just diffcult. There are several possibilities:
Some students of the Jedi who never completed their
training may be able to help. Vader and the Empire did
not pursue every last minor adept; they executed all who
were dangerous, but that still leaves many with minor
powers (such as the Failed Jedi and Minor Jedi).
The Jedi are the best-known masters of the Force in the
galaxy. However, they are not necessarily the only ones.
There may exist some alternative mystical traditions
which have some understanding of the nature of the

GAMEMASTERS GUIDE

Force and can offer training in its use. Some alien races
may understand the Force, but eschew contact with starfaring species for their own reasons. The Alien Student of
the Force is an example.
Even if he obtains a teacher, the most a character can do is
learn a little bit about the Force and its uses. Much of the
knowledge possessed by the Jedi Knights has been lost to the
galaxy, and many of their powers cannot be reproduced by
the minor adepts who yet survive. Characters may not
become true Jedi Knights because that order has been
destroyed. However, a character can aspire to be a Jedi, and,
at some distant future time (beyond the scope of the game),
he might learn at the feet of Luke Skywalker and become a
Jedi Knight in truth.

THE DARK SIDE


The Force is not an instrument of good or evil; it is a power
with both a light and dark side to it. Characters are warned to
beware the dark side. It is quick to join you in a fght, but once
you start down the dark path, it is hard to step off. The dark
side dominates those who use it, consuming them as time
goes by,
The dark side is evil. It is quicker, easier, more seductive;
but it is not better. Characters, both Force users and nonForce users, may call upon the dark side of the Force when
angry, aggressive, desperate, or otherwise out of balance in
order to get a Force Point. This is not a recommended method
for receiving Force Points, but it explains the basic differences
between good and evil in the Star Wars galaxy.
When a character calls upon the dark side for the frst time,
he must make either a Perception or a control roll (the
players choice) at a diffculty of six (6). Each additional time
a character calls upon the dark side, the diffculty number
increases by three. If none of the actions chosen by the character appealing to the dark side are intended to harm a living
being, increase the diffculty of the dark side check by ten (10)
the dark side favors actions which are inimical to life.
Calling upon the dark side is a free action. It does not lower
the die codes of any of the characters other actions in a
round, nor do other actions affect the die code for the dark
side check. Calling upon the dark side is resolved before any
other actions in a round, but is declared at the same time the
character declares all other actions.

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Characters who adamantly refuse to believe the existence


of the Force may not call upon the dark side. This includes a
great majority of Imperial forces, for whom the Force is a
musty relic of a religion they never believed in anyway.
Successfully calling upon the dark side immediately grants
the character one Force Point and one Dark Side Point. The
Force Point must be used in the same round in which the dark
side was called upon. The Dark Side Point stays, however, and
the player should record it on his character template.
To fail when calling upon the dark side incurs no penalty;
the character gains neither a Force Point nor a Dark Side
Point. Of course, a character who is expecting to have a Force
Point when he declares his actions will probably fnd himself
in trouble when that Force Point is not available, that is what
happens when you come to depend on the dark side.

Time and the Dark Side


Within the span of an adventure, the diffculty number of
using the dark side starts at six and increases by three every
time a character calls upon it. After the adventure, the diffculty number is set back to six.
This represents that while the dark side is easier initially,
the more one calls upon its help in a short period of time, the
more it costs them. Once theyve strayed away from it for a
while, it again seductively returns with its easy invitation.

Effects of Dark Side Points


Whenever a character gains a Dark Side Point, the
gamemaster should roll 1D. If the die-roll is less than the number of Dark Side Points the character has accumulated, the
character is immediately consumed by the dark side. His template is turned over to the gamemaster for use as a non-player
character.
Because all player characters in Star Wars: Classic Adventures are members of the Rebellion, a character consumed by
the dark side cannot be a player character. If the player
wishes to continue playing, he must generate a new character.

Other Evils
Whenever a character uses the Force in an immoral way, he
gains one Dark Side Point, and his player should record the
number of Dark Side Points on the characters template. Using
the Force includes using Force Points or any Force powers.
Immoral is any act that you consider contrary to the Jedi
Code.

Always tell a player when he runs the risk of earning a Dark


Side Point. Tell him that doing what he wants will earn him
one, and let him change his mind and do something else if he
wishes. If he argues, claiming that what he wants to do is not
immoral, theres really only one answer: youre the gamemaster, and if you say its wrong, its wrong.
If the player consciously decides to go ahead anyway and
take the risk so be it, and he has no reason to complain if
his character turns to the dark side. By letting a player make a
conscious decision, you emphasize the characters choice in
going over to the dark side. It also makes the decision a dramatic moment.
Can characters receive Dark Side Points for performing evil
actions when they are not using the Force? Yes. The player
characters represent the Rebel Alliance in their struggle
against the Empire. The Empire is more than a military
machine it is the embodiment of an evil philosophy. Acting
in an evil way champions the cause of the Emperor, even if it
does not directly aid him. Such a character will eventually
succumb to the dark side.

Atonement
Through ritual, fasting, and deep meditation, a character
may cleanse himself of the stain of darkness. The process is
not easy, nor is it quick; in fact it is everything in which calling
upon the dark side is not. The character must be pure and of
the most serious mind while attempting to atone. The atoning
character may continue to play, but must avoid taking any
action which is even slightly tainted during the atonement
period.
If the player worries about his character doing the right
thing, and clearly does the right thing, then the character is
attempting to atone. If he acts as if announcing his atonement
is the same as actually atoning, going on about his business
as usual, then his character is not actually trying to rid himself of the dark side.
During the session in which he is atoning, the character
may rid himself of one Dark Side Point by spending Force
Points. This Force Points cannot have been generated by calling upon the dark side. Spending a Force Point in this way is
always considered heroic, so the sacrifcing character gains
back the point at the end of the adventure. However, the character must declare that they are spending a Force Point to
atone at the beginning of each session, unless they have none
left. They must also act in the manner
described above. A character may rid himself of no more than one Dark Side Point per
adventure, which may take several sessions.

Villains, NPCs, and the Force


A non-player character who has turned to
the dark side is considered a villain, whether
or not he began as a player character. A villain may gain Force Points only by calling
upon the dark side a villain may not gain
Force Points in any other way.
If a villain fails a dark side check he is temporarily free of the thrall of the dark side.
This moment of lucidity lasts only briefly
before the darkness again clouds his mind.
In dramatic situations, this lucidity might
last long enough to let the non-player char-

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FORCE-USING NPCS IN THE GALAXY


We know that the Emperor and Darth Vader use the
Force. But player characters are not likely to run into
either individual, and should be most grateful for that
favor. The original Star Wars trilogy makes no mention of
other Force-wielding villains, but the galaxy is vast.
There could be a few characters who succumbed to the
dark side luring about, as well as a few good non-player
characters who know the way of the Force. There are
some points to keep in mind when creating Force-using
NPCs for you campaign.
Force users must be unknown to both the Emperor
and Vader. The Star Wars flms certainly suggest that
Obi-Wan Kenobi, Yoda, Luke and Leia are pretty much
it for the good guys. Therefore any remaining Forcewielders who serve the cause of light must be of very
modest power.
The Emperor has a keen interest in characters who
are strong with the Force. This applies to villains as
well as heroes. What Force-using villains there are
must either be inconsequential so as to not concern
the Emperor, or be directly under his control. Of
course, what is inconsequential to the Emperor may
be more than enough for any players to handle.
While the Force is everywhere, its practitioners are
not. Force Points are as close as most people will get
to using the Force, and even then most explain away
the effects of this nearly subconscious use as luck or
some other intangible.
There are trillions of beings in the galaxy, yet the number of beings with even a little ability in the Force is perhaps in the hundreds. The number of potential or latent
users of Force powers is perhaps 10 times as large. However you look at it, characters profcient in the Force are
quite rare, rarer than they have ever been before due to
the predations of Vader and the Emperor.
Due to their scarcity, it pays to devote particular care
to designing and developing a Force-using non-player
character. Such characters are valuable dramatic
resources which gamemasters cannot afford to squander by giving them bland personalities and descriptions.
Players know that Force-using characters are not common, and gamemasters can enhance that feeling by fully
developing the characterization. The players should
sense that a non-player character uses the Force
because he is an interesting and unique character, not
that he is unique and interesting simply because he uses
the Force.

acter make a critical choice between good and evil. Often a


villain chooses the familiar path of darkness. But strong reasons or strong emotions can make the villain opt for a different choice, as Darth Vader did in Return of the Jedi. As
gamemaster, let the story and situation in your game determine the outcome of such events. Moments like these, however, should be used sparingly. Consider making the moment
at the climax of the action, involving a notorious NPC.

GAMEMASTERS GUIDE

FORCE SKILLS AND POWERS


Training
Those characters who start the game with Force skills as
part of their characters template (the Alien Student of the
Force, the Failed Jedi, the Minor Jedi, and the Quixotic Jedi)
must fnd a teacher in order to increase those skills or learn
new ones. A teacher is any Force-using character with higher
Force skill codes than his pupil.
Those characters who start the game without Force skills as
part of their characters template must fnd a master in order
to learn Force skills. A master is a character who understands
the way of the Force, its intricacies and mysteries. In game
terms, a master must have all three Force skill codes at 7D or
better. Those without Force skill codes dont have and cannot
use Force skills without undergoing training with a master and
learning the skills.
It is recommended that only characters who begin the game
with a Force-user template are allowed to have Force skills.
However, from time to time this rule may be excepted. Leia (a
Young Senatorial) discovered she has the ability to use the
Force in Return of the Jedi. Of course, her abilities were limited. Just remember adding Force skills to a non-Force user
template should be a major story element for the character.
The frst skill a character learns when training in the Force
is either control or sense; the last skill a master will teach is
alter. Ten weeks of intensive training are required to learn a
skill. This time may be shortened by spending Skill Points
each Skill Point spent lowers the time by one week. Training
time may never be shortened to less than one week.
Spending Skill Points is not necessary to learn a Force skill,
but it saves a lot of time. After completing training, the character gains the skill. When learned, each skill begins with a
skill code of 1D. A character who continues to train with a
teacher or master after learning a skill may improve the skill
by spending Skill Points earned during the game.
A teacher or master can only train a pupil whose skill code
is less than his own.
Example: A teacher has a control skill of 5D+1. The
pupil may spend Skill Points to increase his own control
skill up to 5D+1 at the normal cost (see page 17 of the
Players Handbook).
A character who has no teacher or master may train himself in Force skills he has already acquired, but such training
costs double the normal number of Skill Points. Double cost
also applies if a character increases his Force skill to a higher
code than the skill of his teacher or master. A character can
never increase a Force skill that is still at zero without the
help of a teacher or master.
Example: A master has a control skill of 7D+1. The masters pupil who increases his control skill from 7D+1 to
7D+2 pays double the cost 14 Skill Points instead of
seven.

Taking on Pupils
Characters who begin with Force skills can take on pupils
themselves (thereby becoming teachers or even masters).
However, some rules limit them:
A character currently studying with a teacher or master
cannot take on a pupil himself.

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A teacher or master may only have one pupil at a time.


A teacher or master may not teach Force skills to a character who has any Dark Side Points. It would be wrong to
teach Force skills to someone so tainted.
A teacher or master may only teach Force skills to a character who agrees to abide by the Jedi code.
A teacher must be a master in order to teach someone
who does not have Force skills. A master must have all
three Force skill codes at 7D or better.

The Three Skills


The Jedi can control their own bodies and minds, the minds
and bodies of others, and physical objects. All of these powers are manifestations of a few simple manipulations of the
Force.
The frst thing a Jedi learns is to control his own internal
Force. The Force is in everyone and everything; but it is
stronger in some than in others. By learning to control his
own Force, a character learns harmony with his physical
nature. This allows him to control his bodily functions.
The next step is to learn to sense the ebb and flow of the
Force and the bonds that connect all things. In truth, training
in sensing the Force begins as soon as a character has the
beginnings of control, and sensing the Force is necessary to
most of its uses.
The Force surrounds and binds everything. By learning to
perceive the Force with the mind alone, the Jedi learns harmony with beings and objects other than himself. He learns to
feel the connections between himself and others, and to
learn something of the nature of the things he feels.
By sensing the web of connections that is the Force, a character learns to read the feelings of others, to use the Force to
heighten his own senses, to tell how badly damaged or diseased an organism is.
By combining control of the Force with sensation, a Jedi
expands his powers. He learns to read minds, project
thoughts and feelings into the minds of others, and see the
past, present and possible futures, even at great distances.
Next, a Jedi learns to alter the distribution of the Force. By
doing so, he learns to move objects with the naked mind. He
may do to the bodies of others what he may do to his own
that is, help them withstand pain, fatigue, hunger and thirst,
accelerate healing, and the like.
By combining alteration with control and sensation, a Jedi
can change the contents of the minds of others causing
them to mis-perceive or mis-remember, or to come to incorrect conclusions.
It is said that the ancient Jedi Knights had more skills than
these great and mysterious powers which permitted them
to manipulate the very structure of the universe, to summon
awesome strength from the frame of reality itself, to live
beyond death, to guide the path of humankind into righteousness. Yet these wise ones are gone (or so all believe), their
only remnant the evil one who betrayed them Darth Vader,
Dark Lord of the Sith. Whatever powers they once possessed
are lost (so it is thought) for all time.

Using the Three Skills


Combining Skills. Each of the three skills can be used in
several different ways. By combining skills, a character can
produce even more impressive effects.

76

LEARNING FORCE POWERS (OPTIONAL)


Normally, a Force user can use any Force power that
uses a Force skill he has learned. Some gamemasters,
however, like to further restrict Force powers in order to
keep some more balance.
When a character gains his frst 1D in a Force skill
(control, sense or alter), his teacher or master will likely
instruct him in the use of several Force powers. These
are referred to as learned Force powers. In traditional
training, these powers are as follows, but this may be
modifed at the gamemasters discretion:
Control
Control Pain
Remain Conscious
Sense
Life Sense
Magnify Senses
Receptive Telepathy
Alter
Control Anothers Pain (Control+Alter)
Telekinesis
All diffculty numbers for powers which a Force user
has not learned are increased by ten (10). If the diffculty
is based on an opposed roll, ten (10) is added to the
opponents roll. Most likely a character will have to
spend a Force Point to even have a reasonable chance to
make the roll.
If the character is successful in using the unlearned
Force power, he may now consider that power to be
learned, and he no longer takes a +10 diffculty penalty
when using it.
The student may choose to call upon the dark side to
forgo this penalty in an attempt to use the Force power
at its normal diffculty. However, in doing so, they gain a
Dark Side Point as they are lulled by the promise of false
power through fear and anger.
The Dark Side Point is gained even if the Jedi fails
their attempt to use the Force power without the normal
penalty. Even if the Jedi succeeds, the power remains
unlearned and the next time they use the power they
will have the +10 modifer added to their diffculty
unless, of course, they choose to call upon the dark side
again. A character consumed by the dark side cannot
call upon the dark side in this fashion.
Example: Paulus Kel has a control of 3D and has
learned control pain, remain conscious and force of
will. After a particularly vicious battle, he decides to
attempt to use accelerate healing even though he has
not learned it. According to the powers description,
his difficulty is normally Very Easy (5). However,
because he is attempting to use it untrained, his difficulty is increased by +10 and is now Moderate (15).
He could call upon the dark side and accept a Dark
Side Point to attempt his control roll at the normal
difficulty of Very Easy (5).

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The power descriptions, printed later in this chapter,


describe ways the three skills can be used. Each method of
use is called a Force power: For example control pain,
remain conscious, and accelerate healing are all control
skill powers.
A character who knows a Force skill can use any or all of
the powers listed under the skill name.
Please note that a power is not a spell; it is simply one
way that a skill can be used. At the gamemasters discretion,
any of the three Force skills can be used in other ways that
are consistent with the general description of the skill that
involve controlling internal Force, sensing external Force, or
altering either.
Difficulty Numbers. Each power description contains a
Diffculty Number section. When a character uses a power,
look up the diffculty number for that power. Make a skill roll
for the character; if he rolls equal to or greater than the diffculty number, he succeeds in using the power. If he rolls less
than the diffculty number, he fails.
Sometimes a power description lists more than one diffculty number. For example, the diffculty number for the
remain conscious power is Easy (l0) if the user has been
incapacitated, but Diffcult (20) if he is mortally wounded.
When a power requires the use of more than one Force skill,
separate diffculty numbers are listed for each skill. The user
must make separate skill rolls, one for each skill. Failing any
one means the power use fails.
Remember, each use of a Force skill is a separate action,
and the penalty for multiple skill uses applies (see the Players
Handbook page 13).
Example: Paulus Kel wishes to use return to consciousness (see page 55). He is touching the target, and the target is incapacitated. He must make a control skill roll of 5
or more, and an alter skill roll of 10 or more. He must take
a 1D penalty to both his control and alter rolls, since he is
using two skills.
Many powers say that the diffculty is a number, as modifed by proximity, or as modifed by relationship. When a
player uses such a power, refer to the Force Diffculty table
(to the right); it tells you how to modify the diffculty number.
Generally, the closer two characters are, or the better they
know each other, the lower the diffculty number.
Dark Side Modifications. When a character with Dark Side
Points uses a Force skill, his skill code is increased by 1D per
Dark Side Point.
Example: Paulus control skill is 4D and he has two
Dark Side Points. When he uses his control skill, he rolls
6D.
Why is this so? Because it is easier to harness the dark side
of the Force than the Light; the dark side is the easier, more
seductive path. There is always a temptation to take it, and
risk abandonment of the Light. This temptation can make
atonement very diffcult
Resisting Force Powers. Whenever a power is used to
affect another character against his will, the target resists
with his Perception. Make a Perception roll for the target; then,
roll for the Force skill. If the Perception roll is greater than the
Force skill roll, the power fails. If the Force skill roll is equal or
greater, the power succeeds.

GAMEMASTERS GUIDE

FORCE DIFFICULTY
PROXIMITY
User and Target Are:
In physical contact
In line of sight but not touching
Not in line of sight, 1-100 meters away
101m-10km away
11-1000km away
Same planet but more than 1000km away
Same star system but not on the same planet
Not in the same star system

Modifier
+0
+2
+5
+7
+10
+15
+20*
+20*

RELATIONSHIP
User and Target Are:
Close relatives (married, sibling, parent, child, etc.)
Close friends
Friends
Acquaintances
Slight acquaintances
Met once
Never met, but know each other by reputation
Complete strangers
Complete strangers and not of the same species

Modifier
+0
+2
+5
+7
+10
+12
+15
+20
+30

*Applies only to Farseeing; other powers may not be used at these distances.

Characters who know the control skill may use it, instead of
Perception, to resist unwanted uses of the Force. A player can
choose which to use (Perception or control), and will presumably use whichever has the higher code.
Example: An Alien Student wants a guard to see his
wife, calling his name from a distance. This requires a
sense skill roll greater than the targets Perception (see
page 83). The targets Perception is 2D, and the Alien Students sense skill is 3D. The target rolls 7; the Alien Student
rolls a 16. He must still succeed in alter and control skill
rolls to use the power.
The targets Perception (or control) roll is not considered a
skill use, and therefore does not incur a 1D penalty to other
actions used in that combat round.
Time. Using a Force skill takes one combat round, as usual.
When a power requires the use of several skills, the user may
either attempt to use the power in one combat round, reducing skill codes for using multiple skills (see the Players Handbook page 13), or take several rounds to use the power,
making one skill roll per round.
Similarly, a character can use more than one power in a single round, per the usual rules for multiple skill use.
Using Force Points. Using Force skills does not require a
character to spend Force Points. However, you may notice
that the diffculty numbers for the more impressive uses of
the Force are rather high, and the maximum skill code a starting character can have is 3D. Players may fnd that to make
Force skills useful they must often spend Force Points.

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Keeping a Power Up
Sometimes, a character wishes to keep a power up, that
is, continuously operating for a long period of time. For example, if a Jedi were walking across a desert under a ferce double stars radiation, he might want to keep absorb/dissipate
energy up to avoid sunstroke and sunburn.
A player may announce that he wishes to keep a power up
before making the necessary skill rolls. If his skill rolls succeed, the power operates continually, until dropped. A character may voluntarily drop a power at any time.
If a character is stunned or wounded, any power he is keeping up is automatically dropped. Distractions can also make a
character drop his power.
A character who keeps a power up is using the skills the
power requires as long as the power remains in effect, even
though he doesnt make new skill rolls every round. When he
makes any other skill rolls, his codes are reduced accordingly.
Example: Absorb/dissipate energy is a control skill
power (it requires the use of only one skill). If Paulus is
keeping the power up, any time he uses any other skill, the
skill code is reduced by 1D because hes using two skills
in a single round, his control skill and the other skill.

The Jedi Code


The Jedi Code is more than an ideal; it is the basis on which
a Jedis powers rest.
All characters gain Dark Side Points when they use Force
Points to do wrong; characters with Force skills gain Dark
Side Points whenever they do wrong at any time, even if they
are not using Force skills or spending Force Points at the time.

LIGHTSABERS
Any character may use a lightsaber as a melee weapon
(lightsaber is a Dexterity skill), using its normal damage rating
of 5D. However, lightsabers are very rare weapons; they cannot normally be purchased, but are as rare as objects dart.
Obtaining a lightsaber might be the climax of an adventure.
When a character with the control skill uses a lightsaber, he
adds his control skill dice to the damage code when he hits.
Example: Paulus has a control skill of 3D+1. When he
hits with a lightsaber, he rolls 8D+1 to determine its damage.

Whenever a character with the sense skill uses a lightsaber


to parry in hand-to-hand combat, he may use either his sense
skill or his melee parry skill (see page l8 of the Players Handbook). When used to parry, sense is a reaction skill. When a
lightsaber is used to parry a hand-to-hand attack, the melee
weapon may be destroyed or the attacker injured (see pages
53 and 54). The sense skill may also be used to parry blaster
bolts with a lightsaber (see page 18 of the Players Handbook).
The Jedi rolls his sense skill, and adds the result to the frers
blaster diffculty number. Melee parry cannot be used for this
purpose.
A character who parries a blaster bolt can try to reflect it
back at its frer, or at another target (see page 18 of the
Players Handbook). This is considered two uses of the sense
skill, so skill codes are reduced accordingly. The frst use
increases the frers diffculty number.
If the frer misses, the lightsaber wielder makes a second
sense skill roll. Determine the range just as if the lightsaber
wielder were fring that type of blaster. The range determines
the diffculty number for the second sense skill roll.
If the second roll is equal to or greater than the diffculty
number, the bolt hits the target. The damage done depends
on the weapon from which the bolt was originally fred.

CONTROL POWERS
Absorb/Dissipate Energy
Difficulty: Sunburn: Very Easy (5). Intense Sun: Easy (10).
Solar Wind: Moderate (15). Radiation Storm: Diffcult (20).
Blaster Bolt: Moderate (15) + the blasters damage roll.
Effect: Absorbs or dissipates energy to which the character
is subjected. Energy can include light and heat, microwave
or other electromagnetic radiation, hard radiation (alpha,
beta and gamma), and blaster bolts. When used to absorb a
blaster bolt, make a damage roll for the blaster; the diffculty
for use of the control skill is Moderate (15) plus the blasters
damage roll.
A successful control roll means the energy is dissipated and
does not injure the character. When a character is subject to
continuous radiation (sunlight, a radiation storm, etc.) he
may keep the power up to avoid its effects.
Once up, this power effects all attacks in a combat segment,
but must be used again if an attack occurs again in a later segment.

Accelerate Healing
Difficulty: Easy (10) for wounded; Moderate (15) for incapacitated; Diffcult (20) for mortally wounded.
Effect: If a character uses this power successfully, he may
make two natural healing rolls for the current day with +2 to
each roll (see page 57).

Contort/Escape
Difficulty: Loose bonds: Very Easy (5). Handcuffs: Easy
(10). Serious Restraints: Moderate (15). Maximum Security:
Diffcult (20). Nigh Inescapable: Very Diffcult (30).
Effect: The character escapes his bonds by contorting in
painful and diffcult but physically possible ways. For example, it is possible to escape from handcuffs by dislocating the
thumb and pinky to reduce the width of the hand. This is
painful, but a trained Jedi can resist pain and damage to the
musculature and ligaments with proper bodily control.

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LIGHTSABER COMBAT VARIANT


Lightsaber combat can play a vital role Star Wars: Classic
Adventures. When two character clash in lightsaber combat, you
may want to consider using this optional combat system to
heighten the cinematic experience of the duel. (The system can
also streamline other hand-to-hand confrontations, if youd
like.)
This system is best employed during a climatic lightsaber battle. It is intended to give the participant more control over his
actions, and to heighten the tension and drama. It also adds a
little bit more strategy and encourages the use of good melee
combat tactics
Instead of combatants rolling their lightsaber and melee parry
(or sense) skills each round, have them roll their lightsaber skill
dice each round The higher roll wins that round of lightsaber
repartee. The actual results depend on how much higher one
opponent rolled above the others score; check out the table
below.
Example: Paulus Kahl and Vengus Renir (a Dark Jedi) are
facing off on a catwalk high above the industrial sector of
some starport. Each rolls their lightsaber skill. Paulus gets a
19, while Vengus gets a miserable 11. Paulus wins this round
of fighting, and probably knocks Vengus off balance (see the
table below).
Forget reaction skills and minimum diffculty numbers to hit.
Just roll the lightsaber skill dice each round, determine the winner and combat effect. This system certainly favors those with
signifcantly higher skills, but with Force Points and Skill Points,
theres always a chance for the underdog to triumph at a critical
moment.
Roll
Difference
1-5
6-10
11-15
16+

Combat Effect
Force back.
Knock off balance
Hit
Stunt

Combat Effects. The table below and to the left indicates various effects based on how much higher one opponent rolls over
another.
Force Back: The winners blows are so well-placed and powerful the loser must retreat, often in a direction hed rather not be
heading. The winner (with the gamemasters help) determines
the direction based on the surroundings and combatants placement. The loser might be steered toward another obstacle: a
wall, chasm, trap, another opponent.
Knock Off Balance: The winner manages to knock the loser off
balance, either through heavy blows, fancy maneuvering, or
forcing the loser onto unsteady ground. This effectively stuns
the loser, inflicting a 1D penalty against all actions for the next
round only. The loser can still act, but at a signifcant disadvantage.
Hit: The winner strikes a blow on the loser. Follow normal
lightsaber damage rules. If the loser was knocked off balance
last round, the 1D penalty may also apply to Strength rolls to
resist damage; losing ones balance exposes more vital areas to
hits, or can make certain body parts easier targets. The winner
chooses exactly how much damage to inflict, within the range
indicated by his weapon and any damage rolls made.
Trick: The winner is such a good fghter he manages to pull
some kind of trick combat maneuver on the loser: disarming
him, throwing a cape over his head, or knocking him to the
ground. The winner, with the gamemasters guidance, can help
determine the exact trick effect. The winner may always choose
a lower option, no matter how high he rolls. A good fghter
knows how to produce the desired effect, whether its to maneuver an opponent into a tenuous position or wound him just
enough.
Example: Paulus Kahl rolls a 28 against Vengus Renirs
lightsaber score of 15. Theoretically Paulus could inflict damage on Vengus, however, Paulus wants to toy with him a bit
more. He chooses to force him back toward a deep chasm.
He could also have chosen to knock him off balance, lowering his roll next round by 1D.

Control Disease

Control Pain

Difficulty: Mild infection (cold): Very Easy (5). High fever


(bad flu): Easy (10). Serious Sickness (gangrene): Moderate
(15). Life threatening Disease (tuberculosis): Diffcult (20).
Massive Long standing Disease (terminal cancer): Very Diffcult (30).
Effect: Allows the character to direct and control the healing resources of his body to throw off an infection or to attack
the diseased parts of the body. Using the power takes more
than one combat round; the character must spend at least
half an hour meditating while directing his body, and if the
disease is life threatening or long-standing, repeated skill
attempts over a period of weeks or months may be required
to cure the disease entirely.
If the character successfully controls disease he is no
longer infectious if he so wills, even if the disease is not completely cured.

Difficulty: Diffculty is Very Easy (5) for wounded characters; Easy (10) for incapacitated (but conscious) characters;
Diffculty (20) for mortally wounded (but conscious) characters. The diffculty for controlling pain from stun damage is
Easy (10) if the character has not yet fallen unconscious, and
Moderate (15) if the character has had to regain consciousness through the use of a power.
Effect: A wounded character who controls pain can act as
if healed starting with the round after his control roll is
made, his die codes are not reduced by 1D. However, his
wound is not healed it is just ignored; a wounded character
who controls pain and is wounded again becomes incapacitated.
For characters who are stunned (by a weapon set to stun),
control pain eliminates the effects of the stun entirely, curing
themselves of the effects of stun damage.

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If a character is in pain for some reason other than an


injury, the power can be used to ignore the pain and to continue functioning normally.
If he remains conscious (see below), an incapacitated or
mortally wounded character can attempt to control pain. If
he succeeds, he can act any number of times without lapsing
into unconsciousness. However, incapacitated and mortally
wounded characters who act while using control pain are
treated as wounded that is, die codes are reduced by 1D
even though theyre controlling pain. Mortally wounded characters who control pain must still roll each round to avoid
dying (see page 15 of the Players Handbook).

Detoxify Poison
Difficulty: Alcohol: Very Easy (5). Mild poison: Easy (10).
Average poison: Moderate (15). Strong poison: Diffcult (20).
Neurotoxin: Very Diffcult (30).
Effect: Allows the character to detoxify poisons or eject
them from the body in a much shorter time than would normally be possible. If the character makes his skill roll, he is
not affected by the poison.

Emptiness
Difficulty: Moderate (15) to initiate the power, Diffcult (20)
to break away from the emptiness.
Effect: The user empties his mind and allows the Force to
flow through him. The character resembles one in deep meditation, and a character experiencing emptiness is oblivious to
his surroundings. A character in emptiness may not move
or take any other action except try to disengage from the
emptiness.
When the character enters into emptiness, the player
must state for how long he intends to be empty. A character
may roll to come out of emptiness when one of the following
occurs:
When his allotted time has passed.
Once each hour beyond the time limit set by the player.
The characters body takes non-stun damage.
When in emptiness, characters dehydrate and hunger normally. It has happened that initiates who were not yet strong
enough in control have died while in emptiness.
While in emptiness, a character is diffcult to sense with
the Force, since there is very little to sense and hostile force
can literally pass through the emptiness of an accomplished
master. When another character attempts to use a Force
power on a character in emptiness, add the targets emptiness roll to the diffculty number for sense, or to the alter diffculty number if there is no sense skill being used.
In a way, emptiness acts as a dodge against the use of Force
powers. Note that this dodge effect is effect is not voluntary.
Even if the character in emptiness does not wish to resist the
Force power, the emptiness roll is added to the appropriate
diffculty.
Being empty cleanses and strengthens a characters connection to the Force. A character receives +6 to all Force skill
rolls for a period of time spent in emptiness. This bonus is
reduced by one point for every Dark Side Point the character
has gained. Characters who have been consumed by the dark
side cannot go into emptiness.

80

Hibernation Trance
Difficulty: Diffcult (20).
Effect: The character falls into a trance. Heartbeat slows to
a few beats per minute. Breathing drops to a minimum. The
character is unconscious.
Hibernating is useful at two times: when a character wants
to play dead, and when food or air supplies are low.
A hibernating character appears to be dead. A mirror held
to his mouth would show a very faint mist, but youd need
pretty sharp eyes to be sure. Someone who listened with a
stethoscope for a minute or more might hear a very faint,
very slow heartbeat. Life sensors might show a slight flicker.
Assume that anyone who sees the hibernating character takes
him for dead unless they make a point of testing him. These
tests require either an Easy (10) first aid roll.
A character with the sense skill can detect a hibernating
characters Force, and will know he is still alive.
Someone hibernating consumes about one tenth as much
air as someone sleeping.
A character can hibernate for a week in a dry atmosphere,
or up to a month in a foggy or wet one, before dying from lack
of water. It is possible to hook him up to an intravenous water
drip to let him survive indefnitely. A character can hibernate
for three months before dying of starvation. An intravenous
sugar-solution drip extends that to one year.
When a character enters a trance, the player must tell the
gamemaster what will wake him up. He can say how long he
wants to hibernate, or what stimuli will awaken him (e.g.,
When the capsule opens and light registers on my eyes).
Waking a character at another time is tough. Slapping him
around may do the trick, but could take hours. Another character with Force skills can use place in hibernation trance
(see page 83) in reverse to wake a character in a few combat
rounds.

Remain Conscious
Difficulty: Easy (10) for incapacitated characters or characters who are unconscious due to stun damage, Diffcult (20)
for mortally wounded ones.
Effect: On the round after a character is incapacitated or
mortally wounded, he may use this power to attempt to remain
conscious. If he fails, he falls unconscious, as incapacitated
and mortally wounded characters normally do.
A conscious incapacitated character may take any number
of actions, and then lapses into unconsciousness. His actions
are subject to the usual modifer for wounded characters (die
codes are reduced by 1D).
A mortally wounded character who remains conscious
may not perform any action, other than attempting to control
pain.
A character who remains conscious and then controls
pain (see above) may perform any number of actions without
lapsing into unconsciousness.
A character who was reduced to unconsciousness through
stun damage receives one round of action as he were stunned,
that is he may act with all action die rolls reduced by 1D.
This power may not be used repeatedly. It may be used a
single time to gain a character one additional round of action,
and during that round of action he cannot use the remain
conscious power. He will retain conciseness if he successfully controls pain as an action.

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SENSE POWERS
Instinctive Astrogation
Difficulty: Moderate (15).
Effect: Normally, the diffculty number for astrogating a
ship without a nav computer is Very Diffcult (30) for a standard duration trip (see page 62). By using sense to plot his
trip through hyperspace, a character can reduce the astrogation diffculty number to Very Easy (5) for a standard duration
trip.

Life Sense
Difficulty: The base diffculty is Very Easy (5), but is modifed by target proximity and relationship.
Effect: The user can sense the presence and identity of the
person for whom he searches. The user can also sense how
badly wounded, diseased or otherwise physically disturbed
the target is. If the user keeps the power up, he can use it to
track a target.
If the target has the control skill, he may use it to try to
hide from the senser. His control skill roll is added to the
sensers diffculty number.

Magnify Senses
Difficulty: The base diffculty is Very Easy (5), as modifed
by proximity.
Effects: The character can sense something that would be
impossible with unaided senses hear something beyond
the range of the human ear, see something that would normally require the use of binoculars, read microflm with the
naked eye, hear a very faint sound.

Postcognition
Difficulty: Less than two hours into the past is Easy (10);
more than two hours but less than a week is Moderate (15);
more than a week but less than two years is Diffcult (20);
more than two years is Very Diffcult (30).
Effects: Postcognition allows a person to investigate the
tenuous imprints of the Force on an object when they are handled by living beings. The character must be able to handle
the object which he is examining.
If the postcognition roll is 15 greater than the diffculty
number, the character can witness the event as if he were
there himself.
If the postcognition roll is fve or greater than the diffculty roll, the character gains a good sense of impression of
the event but is limited to the primary sense (the sense which
gives the most information, usually sight) is distorted or
obscured, but other sensory impressions come through
clearly.
If the postcognition roll is simply greater to or equal than
the diffculty number then all sensory impressions are muzzled; sight is blurry, sound is muffled, tactile sense is dulled,
smells and tastes are indistinct.

Receptive Telepathy
Difficulty: If the target is friendly and does not wish to
resist (e.g., reading the mind of another party member), the
base diffculty is Very Easy (5), as modifed by proximity and
relationship. If the target resists, make a Perception (or control) roll for the target, and add the modifers for proximity
and relationship.

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Effect: If the users skill roll is equal to or greater than the


diffculty number, he can read the targets thoughts as well as
emotions. The user hears what the target is thinking, but
cannot probe for deeper information. Normally, the skill is
used one round at a time, but a character can keep it up in
order to continue monitoring someones thoughts.
If the skill roll is at least double the diffculty, he can probe
for deeper information basically, rifle through the targets
mind and memories for the information he wants.
A character can read the minds of more than one person
but each person read counts as a power use, and the normal
rules for multiple skill use apply (see page 13 of the Players
Handbook).
Receptive telepathy can be used on creatures as well as
sapients.
Some alien races experience emotions of which humans are
incapable, and vice-versa, so when used with aliens, the sensations may be diffcult to interpret. Receptive telepathy
may not be used with Droids.

Sense Force
Difficulty: Very Easy (5) for an area; Diffcult (20) for sensing details or specifc objects within an area, modifed by
proximity.
Effects: This power is used to sense the amount of ambient
Force within a place. It cannot be used to detect sentient
beings, but there are many forms of life and many areas of the
galaxy intertwined with the Force which can be sensed with
this power.
Sense Force will tell a character the rough magnitude of
the Force in an area or object and whether the area or object
tends towards the light or dark side of the Force.

Shift Sense
Difficulty: Moderate (15).
Effects: The character may shift his senses so as to detect
phenomena of a different type than normal; shifting spectrum
of vision into the infrared or even radio waves, setting olfactory nerves to detect specifc chemical combinations which
are not normally perceived, or improving hearing to frequencies above or below that which can usually be heard. Shift
sense may be kept up.
Note that while this power might allow a Jedi to hear things
like radio waves or transmission frequencies, they cannot
decipher them using shift sense.

CONTROL + SENSE POWERS


Farseeing
Control Difficulty: Very Easy (5), as modifed by proximity.
If the user wishes to see the past, add 5 to the diffcult; to see
the future, add 10 to the diffculty.
Sense Difficultly: If the target is friendly and does not wish
to resist, Very Easy (5), as modifed by relationship. If the target resists, make a Perception (or control) roll for the target,
and modify for relationship
Effect: The user sees the place or person he wishes to see
in his mind, as it appears now. He also sees the immediate
surroundings, and so can know, for example, when a friend is
in danger, or what has happened on his home planet in his
absence, etc.

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The power can also be used to see the past or future. A cautionary note about the future is in order: the future rapidly
becomes unclear. Intelligent beings have free will, and individual choices may alter it. So any vision of the future is of a
possible future only and the characters own actions can
alter things.
Gamemasters Note: Farseeing can be a powerful tool for
gamemasters and should be used to enhance the adventures
in your campaign. When a Jedi character successfully gazes
into the future, the gamemaster should offer glimpses, images
and feelings that are broadly applicable but personal to the
character similar to Luke Skywalkers vision during the
Empire Strikes Back. He saw only a city in the clouds and that
his friends were in pain. A city in the clouds is a general
description, as is his friends suffering but both were used
to drive the story forward.

Projective Telepathy
Control Difficulty: Very Easy (5), as modifed by proximity.
Add fve to the number if the user cannot verbalize the
thoughts he is transmitting (e.g., it gagged or does not wish to
make a sound).
Sense Difficulty: If the target is friendly and does not wish
to resist, the diffculty is Very Easy (5), as modifed by relationship. If the target resists, make a Perception (or control)
roll for the target, and modify for relationship.
Effect: The target hears the thoughts of the user and
feels the emotions of the user. The target knows that the
thoughts and emotions are not his own, and that they belong
to the user of the power. This power is not used to control
minds, but to communicate.

ALTER POWERS
Injure/Kill
Warning: A character who uses this skill immediately gains
a Dark Side Point.
Difficulty: Make a Perception or control roll for the target.
Effect: An attacker must be touching a character in order to
use injure/kill. In combat this usually means a successful
brawling attack must be made the same round as injure/kill.
If successful, the alter roll is used as the damage roll and the
Perception or control substitutes for the Strength of the target.

Damage is determined normally except that if the alter roll is


less than the diffculty, the target is not affected.
Because the brawling and alter roll are made in the same
combat round, the normal penalty for multiple actions applies
when using injure/kill.

Telekinesis
Difficulty: Very Easy (5) for objects of 1 kilogram or less;
Easy (10) for 1-10 kg; Moderate (15) for 11-100 kg: Diffcult (20)
for 101 kg to 1 metric ton; +5 for each additional factor of 10.
Modify for proximity.
Effect: This power is used to levitate and move objects with
the naked mind. If used successfully, the target object moves
as the user desires. The user can continue moving the object
if he keeps the power up.
Using levitated objects to injure or attack other characters
is possible but anyone who does so gains a Dark Side Point.
A Jedi uses his powers for knowledge and defense never
for attack.
Telekinesis can be used to levitate oneself or other characters. It can even be used as a primitive space drive in emergencies. When used to levitate someone against his will, the
target may resist, adding his Perception or control roll to the
diffculty number.
A character can levitate several objects simultaneously
each object counts as a separate power use; the usual rules
for multiple skill use apply (see page 13 of the Players Handbook).

CONTROL + ALTER POWERS


Accelerate Anothers Healing
Control Difficulty: Very Easy (5), as modifed by relationship.
Alter Difficulty: Very Easy (5), as modifed by proximity.
Effect: The target may make two natural healing rolls for
the current day each at +2.

Control Anothers Disease


Control Difficulty: Very Easy (5), as modifed by relationship.
Alter Difficulty: Same as control disease diffculty, but
modifed by target proximity.
Effect: Works in the same way as control disease but
affects a person other than the user.

Control Anothers Pain


Control Difficulty: Very Easy (5), as modifed by target
proximity and relationship.
Alter Difficulty: Very Easy (5) for wounded characters; Easy
(10) for incapacitated ones; Diffcult (20) for mortally wounded
ones.
Effect: Has the same effect on the target as control pain
does on its user.

Detoxify Poison In Another


Control Difficulty: Very Easy (5), as modifed by relationship.
Alter Difficulty: Same as detoxify poison diffculty, but
modifed by target proximity.
Effect: Follows the same rules as detoxify poison but
affects a person other than the user.

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Inflict Pain
Warning: A character who uses this skill immediately gains
a Dark Side Point.
Control Difficulty: Very Easy (5), as modifed by target
proximity.
Alter Difficulty: Make a Perception or control roll for the target, modify by proximity, and multiply the total by two.
Effect: The target experiences great agony. He is stunned for
as long as the user keeps the power up, and two rounds
thereafter. The stunned character suffers a 1D penalty to all
attribute and skill rolls (except Strength rolls to resist damage).
If the attackers alter roll is 5 or more higher than the alter
diffculty, the target is stunned, but suffers a 2D penalty to all
attribute and skill rolls. Duration remains the same.
If the attackers alter roll is 10 or more higher than the alter
diffculty, the target is knocked unconscious for 10D minutes.
If the target has Force skills, he can use control pain to
ignore the stun effects and remain conscious to resist an
effect that knocks them unconscious.

Place in Hibernation Trance


Control Difficulty: Very Easy (5), as modifed by targets
relationship.
Alter Difficulty: Very Easy (5), as modifed by proximity.
Effect: The user puts another character into a hibernation
trance. The affected character must agree to be shut down
the power cannot be used as an attack to knock others unconscious.
This power must be used to bring another character out of
a hibernation trance, but the alter diffculty is increased by
+10.

Return to Consciousness
Control Difficulty: Very Easy (5), as modifed by target
proximity.
Alter Difficulty: Easy (10) for incapacitated characters or
characters who are unconscious due to stun damage, Diffcult
(20) for mortally wounded ones.
Effect: The target becomes conscious again. The description for remain conscious explains what conscious incapacitated, stunned and mortally wounded characters can do.
A character may use this power on himself as well as other
characters. The power may, therefore, be used while the user
is unconscious, but only to revive himself. He cannot return
other to consciousness while he himself is unconscious.
If the character or user is stunned, incapacitated or mortally
wounded, the user must use control anothers pain on the
target or control pain on himself, the round after using this
power to maintain the targets (or users) consciousness.

Normally, you make a 2D roll for mortally wounded characters every combat round. If you roll less than the number of
combat rounds that have elapsed since the character was
mortally wounded, he dies (see page 15 of the Players Handbook).
Dont roll for mortally wounded characters to whom Force is
transferred. The target of the power goes into a hibernation,
and will die only after hours or days plenty of time to get
him to a rejuvenation tank.

SENSE + ALTER POWERS


Dim Others Senses
Sense Difficulty: Easy (10), modifed by proximity.
Alter Difficulty: Make a Perception or control roll for the target.
Effects: This Force skill greatly reduces Perception of a character. If successful, reduce the targets Perception, hide/sneak
skill and search skills by 1D. For each fve points over the
alter diffculty reduce the targets Perception, hide/sneak skill
and search skills by an additional 1D. A target cannot have
their Perception, hide/sneak skill or search skill reduced below
1D.

CONTROL + SENSE + ALTER POWERS


Affect Mind
Control Difficulty: Very Easy (5) for perceptions, Easy (10)
for memories, Moderate (15) for thoughts and conclusions, as
modifed by proximity.
Sense Difficulty: Make a Perception or control roll for the
target, and modify for relationship.
Alter Difficulty: The diffculty numbers for alter are as follows:
Very Easy (5) for slight, momentary mis-perceptions
(What was that noise?), minor changes to distant memories (The dress your mother wore on the day you graduated was red, not blue), or if the character doesnt
really care one way or the other (Okay, you can go in).
Easy (10) for brief, visible phenomena (l saw a flash),
for memories less than a year old, or if the character feels
some emotion about the conclusion hes reaching (I
really hate that guy!).

Transfer Force
Control Difficulty: Very Easy (5), as modifed by relationship.
Alter Difficulty: Very Easy (5), as modifed by proximity.
Effect: If both skill rolls succeed, the user must spend a
Force Point to use this power. The user of this power automatically gets the Force Point back at the end of the session, as
using this power is inherently heroic.
The user transfers a portion of his own life force into the
body of the subject. The power is usually used on mortally
wounded subjects to keep them alive.

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Moderate (15) for short hallucinations (Everything is


turning blue!), for memories less than a day old, or if the
target has strict orders about the conclusion (You dont
need to see his identifcation. These arent the Droids
youre looking for.).
Difficult (20) for slight disguises to facial features or hallucinations which can be sensed by two senses (can both
be seen and heard), or for memories less than a minute
old, or if the matter involving the conclusion is extremely
important to the target.
Very Difficult (30) for hallucinations which can be sensed
by all senses, if the memory change is a major one (misremembering your own name), or if the logic is absolutely
clear and coming to the wrong conclusion is virtually
impossible.
Effect: This skill is used to:
Alter a characters perception, so that he senses an illusion, or fails to see what the user of the power does not
want him to see.
Alter a characters memories permanently, so that he
remembers things incorrectly, or fails to remember something.
Alter a characters conclusions so that he comes to an
incorrect decision.

Before making his skill rolls, the user must describe exactly
the effect hes looking for; the alter diffculty depends on the
effect (see above). The power is normally used on only one
target. Two or more targets can only be affected if the power
is used two or more times.
A target who is subject to a hallucination which can be
sensed by all senses would feel a blow if the hallucination
struck him. Although he would feel it, he would suffer no damage.
Affect mind cannot affect Droids or recording devices.

Telekinetic Kill
Warning: A character who uses this skill immediately gains
a Dark Side Point.
Control Difficulty: Easy (10), as modifed by proximity.
Sense Difficulty: Easy (10), as modifed by proximity.
Alter Difficulty: Make a Perception or control roll for the target. If the control and sense rolls of the user are successful, the
alter roll is used as the damage roll and the Perception or control roll substitutes for the Strength roll of the target. Damage
is determined normally except that if the alter roll is less than
the diffculty number there is no effect.
Effect: The user uses his telekinetic ability to injure or kill
the target. The exact method used can vary: one can stir the
brain, squeeze the heart, or (Darth Vaders favorite) collapse
the trachea.

And Beyond
What further mysteries lie locked within the universes
heart? What wondrous lore died with the ancient Jedi? The
mystic powers wielded by that honorable order are forever
lost unless some remnant or record of them should be discovered.
It is whispered that the Jedi live forever; that their works
live on, that the human destinies whose plans they laid have
not yet come to their fruition. It is whispered that Vader and
the Emperor himself experiment with terrible sorceries far
beyond the abilities of the few weak students of the mystic
arts that yet remain alive.
This may be true, and it may not. Only the future will reveal.

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8
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C hapter Six
SUPPORTING
CHARACTERS
ALIENS
There are thousands of intelligent alien races in the galaxy.
Many appear in the Star Wars movies. Character templates are
provided for the a few of the most important aliens from the
movies Wookiees, Ewoks and Mon Calamari (also see the
Alien Student). Many additional aliens are described in The
Rebel Field Manual. The statistics presented describe an average alien of that species. To create an alien character template using that alien species, add 6D to the given attributes;
of the 6D allotted, 1D is added to each attribute. This way, for
example, players cannot create Ewoks with 8D in Strength. If
an alien has a published template in the Players Handbook,
use that template in lieu of adding 6D.

New Alien Species


Because there are so many alien races, you can always
invent new ones. Just decide what the aliens look like and
how they think. Here are some things to consider:
What do they breathe? Air? Water? Methane? If something
other than air, how do they deal with humans?
What do they eat? Plants? Fish? Meat? Are they omnivores? Do they get their energy from sunlight, like plants?
How do their eating habits affect the way they view the
universe?

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In what kind of environment did they evolve? Humans


evolved on tropical plains, and were designed for them
weve got long legs and an erect bearing, so we can run
fast and see over tall grass; were used to warm weather,
and need protection against the cold; weve got good eyesight because you can see a long way on the plains. What
would a creature that evolved in a forest, or on glaciers,
or underground be like? What kind of dangers is it
designed to deal with?
How do they reproduce? A species that reproduces by
ssion is going to have very different ideas about the
world than one which breeds like humans.
What kind of culture do they have?
Are they organized in a strict hierarchy, like bees, or are
they individualists who dont see any need to cooperate
with each other, or are they somewhere in between?
What do they respect Scholars? Warriors? Artists?
Whats their government like? Do they even have a government?
When youve decided what theyre like, design a template
for them. Follow the rules for making up templates (page 11 of
the Players Handbook), but with one change: aliens can have
attributes higher than 4D and lower than 2D.

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All player characters should begin with 18D worth of


attributes and 7D additional for skills. So if you intend to
allow players to use an alien species you invent, it has to follow the rules for template and character design except that
attributes can be as high as 5D or as low as 1D. But if youre
just going to use an alien race as NPCs, you can break those
rules. You can have incredibly strong aliens with 20D Strength
if you really want. But you shouldnt allow the players to play
them if you do.

DROIDS
The term Droid is a contraction of the earlier android, and
refers to mechanical devices capable of locomotion, the
manipulation of abstract concepts, and the ability to associate apparently disparate facts that is, intellection.
In other words, a Droid is a robot, a mechanical person.
Like human beings, they can think, and some even have emotions. Many, but not all, can speak in normal human speech.
Even those which cannot are designed to communicate with
others of their kind.
Some (but by no means all) computers are also intelligent
but no matter how bright, a computer is not considered a
Droid, because it does not control its own movement. In some
cases, the defnitions blur for example, many ships computers can act as autopilots, controlling the motion of the
ship, but they are still not considered to be Droids.

Droid Programming
Droids are programmed to follow the orders of their owners. But, as R2-D2s role in Lukes destruction of Jabba the
Hutt shows, sometimes it isnt clear exactly who owns a
Droid.
When a Droid is sold or given away, it must be reprogrammed to permanently change its allegiance to its new
owner. Usually the seller or giver reprograms the Droid, but
sometimes the buyer agrees to do so. When dealing with the
untrustworthy, it is usually advisable to reprogram a Droid
yourself. The mistake Jabba made with Artoo was not reprogramming him immediately.

Reprogramming a Droid involves wiping its memory and


starting over from scratch (see page 49). Leaving the existing
personality risks leaving the allegiances which go with it.
When time does not permit reprogramming, Droids are
often ftted with restraining bolts. A restraining bolt does not
alter a Droids allegiance but does allow the owner to
immobilize or summon the Droid when needed. It can also
deliver a jolt to get the Droid to do what the owner wants.
It is worth noting that Droids are individuals. A Droid is
forced by its programming to follow the orders of its owner,
but it has feelings and desires of its own. How quickly it follows its orders, and whether it willfully misinterprets them,
may depend on how it feels about its master.

Droid Skills
In game terms, Droids are treated as specialized humans.
They are very good at one or a few tasks but pretty useless
for almost everything else.
All Droids attributes are 1D. That is, a Droid has 1D Dexterity, 1D Knowledge, 1D Mechanical, and so on.
Droids also have skills. Droids are designed for specifc
tasks (skills); they usually have very high skill codes in the
few skills they have with more than 1D. Thats because a
Droids programming is the distilled knowledge of hundreds
of experts on the subject.
Example: A human being has to learn the finer elements
of starship repair by studying dozens of manuals, reading
the literature, and by hard practice. An astromech Droid
has all those manuals in its permanent memory, and can
call them up at a microseconds notice. Its possible for a
human to get as good as an astromech Droid but it takes
years of effort.

Creating Your Own Droids


You can create your own NPC Droids very easily. A player
may also create a Droid character. Give him a copy of a blank
character template, and have him read these Droid rules.
These creation rules are for important or unique NPC Droids
and Droid player characters, a list of typical Droids is included
in the Rebel Field Manual.
How Does the Droid Look? Decide what the Droid looks
like and what it is equipped with. You can be very creative
here, and if youre having trouble, just use the Star Wars flms
for inspiration
Decide on a Name. Droids of human manufacture have
names consisting of letters and numbers. Part of the name
is its model number (R2, 3PO), and part is an identifer.
Choose the skills and attributes. Pick out the skills and
attributes you want your Droid to have. The rules for building
a Droid are quite different from building a normal character.
All of the necessary rules required are listed in a step-by-step
format below:
All Droids have base attributes of 1D. These by be
increased by spending a Droids initial allocation of building dice (see below).
Non-player character Droids receive 35D of building dice
to allocate to skills, equipment and attributes codes.
Player character Droids receive 65D of building dice.
Increasing an attribute costs 5D of building dice per 1D of
attribute increased. For example, to increase Dexterity
from 1D to 3D would cost 10D of building dice.

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Normally, Droids can move like humans (5 meters per


round with no penalty, 10 meters at top speed, and have a
Speed code of 1D), weigh 50 kilograms, and have two
arms with graspers. You may increase their abilities
move faster, weigh more, or have more limbs at a cost
of 1D per:
5 meters moved.
Speed codes may be increased by 1D at a cost of 3D
of building dice (base speed is 1D).
50 extra kilograms, or l0 kilograms less weight.
Extra limb.
You may decrease your abilities to get bonus dice 1D
bonus per:
1 meter decrease in basic movement.
1 fewer limbs.
Armor may also be added to a Droid; each 1D of armor
costs 3D of building dice.
Equipment may be purchased at a cost of 1D of building
dice per item or tool. Possible tools include: method of
locomotion, electric arc welder, buzz saw, seismic sensors, photoreceptors, tactile surfaces, olfactory sensors,
autochef, macrobinoculars (only if the Droid already has
some form of vision, such as photoreceptors), trash compactor, fre extinguisher, comlink, radar, sonar, barometer,
spectrometer, IDS data-connect for standard computer
ports, audio membranes (for hearing), or speakers. Security and war Droids may be equipped with blasters or
other weaponry. The gamemaster will determine if other
types of tools are appropriate. If a piece of equipment has
more than one function, or has features which are
unusual or supplementary to the main purpose, the cost
may be increased by 1D per feature.
Remaining building dice may be allocated to skills, just as
dice are allocated when customizing character templates.
Allocating 2D of building dice increases a skill by 2D.
Droids may not purchase Force skills. Current limits of
Droid technology do not allow skills higher than 13D in
any individual Droid.
Write a Background. Players should write up a background
for the Droid character, and decide on connections with the
other player characters. One possible connection: the Droid
could be the property of another player character.
Skill Points. Like other characters, Droids may earn Skill
Points. Skill Points can be used to increase a Droids skills at
the normal cost. (Droids cant use Force Points).
A Droid can learn a new skill, but must spend 10 Skill Points
and 1,000 credits to learn it at 1D+l. There is a monetary cost
because learning a new skill means getting new attachments
and software.

Droids and Combat


Most Droids are programmed to avoid injuring humans and
other sapients. Even when directly ordered to do so, they will
not. There are some war and security Droids programmed
specifcally to injure people, but they are rare, and are illegal
in many systems. Unless a Droid has dice allocated to combat
skills, it may not attempt to injure others.

Droids as NPCs
In the Star Wars movies, Droids serve two main functions:
they act as comic relief, and as plot devices.

GAMEMASTERS GUIDE

Comic Relief. Droids are a little foolish. They are completely specialized; when they try to do something for which
they are not designed, they look rather funny. R2-D2 is not
designed to operate underwater, and when his eye pops out
of the muck on Dagobah, everyone laughs.
Star Wars: Classic Adventures is not a comedy game, but an
occasional light moment is in keeping with the spirit of the
movies. If things are dragging or nothing much has happened
in a while, have one of the Droids say or do something foolish.
If you get your players to laugh, youll re-spark their interest
in whats going on, and the game will get moving again.
Plot Device. What if your players get into a jam and they
cant fgure a way out?
You should defnitely penalize them. After all, dealing creatively with problems is part of the fun of roleplaying. When it
comes time to award Skill Points (see the Adventure Book),
penalize them a point or two.
On the other hand, you dont want the game to stop dead
just because your players are being a little slow. If the plot
requires them to escape, or to access a security system, or
whatever, and they cant fgure out how to do it themselves
then youve got to fgure out a plausible way to let them do
what they need to do.
One good way to do that is to use a Droid. Droids are so limited that the players wont expect them to be much help, and
wont rely on them to get out of a jam so theyre a natural
way for the gamemaster to intervene.
Example: Chewbacca, Han, Luke, and R2-D2 are walking around the forests of Endor when Chewie triggers a net
trap. Theyre all caught in the net, and suspended in midair.
Luke cant reach his lightsaber to free them so R2 produces a little buzz saw and slices through the rope. Nobody
knew R2 had a buzz saw until he used it.

EXTRAS
When you design an important NPC, you may want to spend
some time deciding exactly what hes like and what he can do.
However, when you introduce a supporting NPC whom the
players will encounter only briefly or when you just need an
extra, you dont want to spend a lot of time deciding exactly
what hes like. Here are some quick-and-dirty guidelines you
can use when you need a minor character.

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USING TEMPLATES
Do you need a bounty hunter? Thats easy just grab the
bounty hunter template, and allocate 7D to skills. Dont spend a
lot of time puzzling over what skills he should get just choose
skills a bounty hunter ought to have, and jot the numbers down
quick. (What skills ought a bounty hunter to have? Oh how
about blaster, dodge, hide, search, and streetwise?)
In general, any of the templates can be used as non-player characters. This chapter contains some pre-made NPCs that the characters my run into.

Standard Human (All Attributes 2D)


Occasionally, the players must deal with innocent
bystanders or the like who have no particular importance to
the plot, but for whom you need to make skill rolls. In this
case, assume that John or Jane Doe has 2D in all attributes
and skills.
Why is the average player character attribute 3D, while a
standard humans is 2D? Because player characters are
heroes. Theyre better. Thats why they go on dangerous missions and why they are important to the Rebel Alliance.
Example: Shamus Falconi wants to enter a weapons
shop on the planet Xerxes. Hes being sought by the planetary police, and has watched the shop for an hour or so to
make sure it isnt staked out. Hes still not convinced, and is
worried that there may be an ambush inside. He stops
someone on the street:
Shamus: Excuse me, pal.
Citizen: No thanks. (Walks on.)
Shamus: Sir, may I
Another Citizen: Get a job (Walks on.)
Shamus: (Mutters under his breath.) All right. Hey, you! Want
to make 20 credits?
Third Citizen: Huh?
Shamus: All you gotta do is walk into that shop. Dont look
at it until Ive finished talking to you. Walk into that shop,
look around, come out, and tell me what you see.
Does the citizen do what Shamus wants? Deciding is easy.
Shamus is bargaining with the citizen. The citizens bargain
skill is 2D, because hes just a standard human. Use the bargaining rules (see page 44).

Standard Specialist (All Attributes: 2D; Any Three Skills: 4D)


Frequently, player characters visit specialist NPCs to purchase goods or services. You need to know what the NPCs
skills are. For example, suppose a characters landspeeder
needs to be fxed, and he doesnt want to trust his own skills
to repair the damage. He goes to a landspeeder repairman.
You can assume that any professional trains in the skills he
needs to use in his profession. In terms of the character
design system, hell allocate the maximum number of dice he
can (2D) to those skills. Since a standard human has 2D in all
attributes, that means the character will have 4D in his specialized skills.
Many specialists have bargain as one of their specialty
skills, since most professionals need to bargain with customers to get the maximum for their services. Specialists
often employ specialty Droids who are even better with spe-

88

cifc skills than they themselves (see page 86). Dont feel
obliged to give all specialists skills of 4D. 4D is just the skill of
the average professional. On sophisticated planets, or for a
higher fee, a player character can fnd a specialist with a considerably higher skill.

IMPERIAL CHARACTERS
Imperial Stormtroopers
The Emperors elite soldiers, stormtroopers
inspire fear anywhere the Empire seeks to
assert its power. Imperial command
deploys the white armored troopers to
crush resistance and neutralize opposition. Stormtroopers expect to be obeyed
unquestioningly when dealing with civilians, and cannot be bribed. Failure to
comply with an order from a stormtrooper
typically results in incarceration or death.
Imperial Stormtrooper: All stats are 2D except:
blaster 4D, brawling parry 4D, dodge 4D, brawling 3D. Stormtrooper Armor: adds +1D to Strength code
for damage purposes only. Reduces Dexterity code and all Dexterity
related skills by 1D. Stormtrooper Weapons: Blaster pistol (damage
4D), blaster rifle (damage 5D).

Cold Assault Stormtroopers


The polar regions of most worlds remain frozen, inaccessible wastelands the perfect hiding place for
rebel outposts, smuggler ports and pirate
coves. In response, the Empire has established a special corps of elite stormtroopers trained and equipped to operate in
these environs. These are the cold assault
stormtroopers, or snowtroopers. Snowtroopers work in tandem with AT-AT walkers. These vehicles are ideally suited for
the extreme temperatures and icy terrain
where snowtroopers are deployed.
Cold Assault Stormtrooper: All stats are 2D
except: blaster 5D, brawling parry 4D,
dodge 3D, heavy weapon 3D, survival 3D,
search 3D+1, Strength 3D, brawling 3D. Snowtrooper Armor: adds
+1D to Strength code for damage purposes only; reduces Dexterity
code and all Dexterity related skills by 1D. Snowtrooper Weapons:
Blaster pistol (damage 4D), blaster rifle (damage 5D), concussion
grenades (damage 5D).

Imperial Scout Troopers


These speeder bike troopers perform the Empires reconnaissance and patrol duties in remote areas. Although they
are not heavy combat soldiers, scout troopers play important
roles in battles by monitoring enemy positions and reporting
any activity to their superiors. They are often deployed to
newly discovered planets, or scout the wilds which often surround Imperial bases. Scout troopers are rarely seen without
their speeder bikes nearby.
Scout Stormtrooper: All stats are 2D except: blaster 4D, brawling parry
4D, dodge 4D, Mechanical 3D, speeder bike operation 3D+2, Strength
2D+2, brawling 3D. Scout Armor: adds 2 pips (+2) to Strength code
for damage purposes only. Does not reduce Dexterity codes. Scout
Weapons: Blaster pistol (damage 4D), grenades (damage 5D).

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Chapter Six: Supporting Characters

CLASSIC ADVENTURES

Imperial Officers
The Imperial Army and Navy is run by all
ranks of offcers, from lofty admirals to low
lieutenants. Low-level offcers carry out
many duties: some serve aboard Star
Destroyers, others pilot Lambda shuttles,
and others command Imperial Army
infantry and walker units. Most carry out
their duties with cold precision, and foster a
special hatred for Rebels, smugglers and
other scum.
Typical Imperial Naval Officer: Dexterity 2D+2,
blaster 4D+2, dodge 4D, Knowledge 3D, bureaucracy
4D, planetary systems 3D+1, Mechanical 3D+2, starship piloting 4D, Perception 3D+1, bargain 5D+1,
command 4D+1, hide/sneak 4, Strength 2D+1, brawling 3D+1, stamina 3D+1, Technical 3D, starship
repair 4D+1, security 4D+1. Equipment: Blaster pistol (damage 4D),
comlink.
Typical Imperial Army Officer: Dexterity 2D+2, blaster 4D+2, dodge 4D,
Knowledge 3D, bureaucracy 4D, planetary systems 3D+1, Mechanical
3D+2, repulsorlift operation, 4D, walker operation, 4D, Perception
3D+1, bargain 5D+1, command 4D+1, hide/sneak 4D, Strength 2D+1,
brawling 3D+2, stamina 3D+1, Technical 3D, repulsorlift repair 4D,
walker repair 4D+1. Equipment: Heavy blaster pistol (damage 5D),
comlink.

Imperial Army Troopers


The Empires standard infantry
trooper is the most common and visible symbol of Imperial domination.
They are confdent, arrogant, eager to
fght, and hate the Rebel Alliance.
Squads of Imperial Army troopers are
often commanded by an Imperial offcer.
Imperial Army Trooper: Dexterity 3D, blaster
4D+1, dodge 4D+1, grenade 3D+2, heavy
weapon 3D+2, Knowledge 1D+1, survival
2D+1, Mechanical 1D+1, repulsorlift operation
2D+1, Perception 2D, Strength 3D+1, brawling 4D+1, Technical 1D.
Equipment: Blaster rifle (5D damage), feld armor and helmet (adds
1 pip (+1) to Strength code for damage purposes only. Does not
reduce Dexterity codes), grenades (damage 5D), helmet comlink,
survival gear, utility belt with supplies.

Army Assault Crews


The Imperial Army uses surface attack vehicles
such as AT-AT and AT-ST walkers to equal the
fury of their assault troopers. These vehicles
are all heavily armed and armored to provide
maximum fre power and protection to the
units they are assigned to.
The crews that service these war machines
are soldiers with training in the operation of a
variety of assault vehicles. Most of these
machines are crewed by a pilot, a gunner, and a
commander. Depending on the size and type of
vehicle, there may be additional crew members
or fewer crew handling multiple roles.
Note, the stat-blocks refer to vehicle operation
and vehicle repair skills. These skills will vary based on the
troopers specialty, but may include repulsorlift operation,
ground vehicle operation and/or walker operation.

GAMEMASTERS GUIDE

STORMTROOPERS
Stormtroopers are completely loyal to the Empire. They cannot
be bribed, seduced or blackmailed into betraying their Emperor.
They can be conned and tricked but they arent stupid, and
tricking them is not always easy. They can also be commanded: as
members of a military unit, they are used to responding to orders
instantly. Player characters dressed as offcers (preferably with
identifcation to match) with good command skills stand an excellent chance of bluffng their way past stormtroopers.
Although they are fanatically loyal, they are not suicidal, and
will surrender if confronted with overwhelming force They are
trained to preserve their own lives when the odds are hopeless
in the hope of surviving to serve the Emperor later.
In the Star Wars movies, the stormtroopers voices are always
fltered through the speakers in their helmets. Heres a trick:
whenever you speak as a stormtrooper, cup your hands over your
mouth and speak through them. This gives your voice the same
kind of hollow resonance as a stormtroopers. Whenever you
speak this way, the players will immediately know that youre
speaking as a stormtrooper.

Imperial Army Assault Trooper: Dexterity 2D+1, blaster 4D+1, heavy


weapon 4D+2, Knowledge 1D, Mechanical 3D, vehicle operation
5D+2, Perception 2D, command 3D, Strength 2D, stamina 3D, Technical 1D, vehicle repair 4D. Equipment: Blaster pistol (damage 4D),
battle armor with internal comlink (adds 1D to Strength code for
damage purposes only. Reduces Dexterity codes by 2 pips).

Imperial Gunners
Gunners are a special sub-unit of the Imperial pilot
corp. Any Imperial vessel larger than a one-man TIE
starfghter makes use of these trained weapons masters to handle the high-tech arms employed by the
Empire.
Gunners are trained to handle everything from a
single light laser cannon up to turbolaser battery
emplacements and even the now-destroyed superlaser that was the main weapon of the Death Star battle station. In addition to their hands-on training,
gunners learn to work with specialized computer
helmets that not only offer protection but are
equipped with macrobinocular viewplates and sensor arrays
to assist with targeting fast-moving fghter craft.
Typical Imperial Gunner. Dexterity 2D+2, blaster 3D+2, heavy weapon
4D+2, Knowledge 1D+1, Mechanical 3D, com-scan 4D, gunnery 5D,
starship shields 4D, Perception 1D+1, Strength 1D+1, Technical 2D+1,
weapon repair 4D. Equipment: Blaster pistol (damage 4D), computerized gunnery helmet (+1D to gunnery; tongue operated comlink,
+1D to com-scan), protective armor (adds 2 pips (+2) to Strength
code for damage purposes only. Reduces Dexterity codes by 2).

TIE Pilots
The top pilots in the Galaxy are found in the Imperial Navy.
These pilots, following the glorious and time-honored allure
established during the Republic, attend the premier Academies throughout the Empire. Within these fne institutions the
Empire teaches these men duty and promotes the idea of
maintaining order, as opposed to defending against aggression.

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TIE pilots form an elite corps within the Imperial Navy. Each
candidate for admission into the rigorous TIE training program must undergo a strenuous screening and testing
process. After all, they are being prepared to fly
the best starfghters the Empire has to offer.
Typical TIE Fighter Pilot. Dexterity 3D+1, blaster
4D+1, dodge 4D+1, Knowledge 2D, planetary systems 3D, Mechanical 4D, com-scan 4D+2, gunnery
5D, starship piloting 6D, Perception 3D, command
4D, search 4D, Strength 3D, Technical 2D, computer programming/repair 3D+1, starship repair
5D. Equipment: Navigational computer linkup
helmet (internal comlink, +1D to com-scan), high
gravity stress flight suit with life support equipment, one week emergency rations, blaster pistol
(damage 4D), survival gear.

REBEL CHARACTERS
Rebel Alliance Soldiers
The standard infantry trooper of the Rebellion is a dedicated volunteer who believes in the cause. Many are soldiers who mutinied against the Empire, while others are
raw recruits eager to fght for whats right. They
serve as security troops on Alliance ships and as
ground troops at Rebel bases.
Typical Rebel Alliance Soldier: All stats are 1D+2 except:
Dexterity 3D+2, blaster 5D+2, dodge 3D, grenade 4D+2,
Knowledge 1D, Strength 3D, brawling 4D, Technical 1D+2,
demolitions 2D+2. Equipment: Blaster carbine (damage 5D),
grenades (damage 5D), macrobinoculars, comlink, blast
vest (adds 1 pip (+1) to Strength code for damage purposes
only, does not reduce Dexterity codes).

Rebel Commandos
Commandos are specialized soldiers who are deployed on especially diffcult missions where stealth is of utmost
importance. They are the best soldiers
the Rebel Alliance has at their disposal.
Rebel Commando: Dexterity 3D+2, blaster 4D,
dodge 4D+1, Knowledge 3D, survival 4D,
Mechanical 1D+1, Perception 4D,
hide/sneak 4D+2, Strength 3D+2,
brawling 4D, Technical 2D+1. Equipment: Blaster pistol (damage 4D), comlink,
macrobinoculars.

Rebel Alliance Pilots


Rebel pilots develop nerves of steel and eyes as sharp as
their own advanced sensor equipment. Its not unheard
of for Rebel pilots to spot their enemies visually long
before their sensors register the presence. The visibility of space, they declare, is infnite. These men
have ha respect for their ships and their opponents,
and a love of speed. They fear death (as any sane
being would), yet thrive in the intense pressure of
fghter combat.
Typical Rebel Pilot: Dexterity 2D, blaster 4D, dodge 3D,
Knowledge 1D, planetary systems 2D+1, Mechanical 3D, comscan 3D+2, gunnery 4D, starship piloting 5D, Perception
1D+2, Strength 3D, brawling 4D, Technical 2D, computer programming/repair 3D. Equipment: Blaster pistol (damage
4D), comlink, flight suit.

90

NEUTRAL CHARACTERS
Bounty Hunters
Hired guns, bounty hunters work for
security forces, the Empire, and crime
lords. They specialize in tracking down
criminals and bringing them to justice
any way they can. They are infamous for
using excessive force to capture their
prey, especially if a bounty is posted as
dead or alive.
Bounty Hunter, Novice: All stats are 2D except:
blaster 3D+2, dodge 3D+1, melee weapon
3D+1, survival 2D+1, search 3D, hide/sneak 3D,
brawling 3D+2. Equipment: Blast vest (adds 1D to Strength code for
damage purposes only. Reduces Dexterity codes by 1D), heavy
blaster pistol (damage 5D), knife (damage STR+1D).
Bounty Hunter, Veteran: All stats are 2D except: blaster 4D+2, dodge
4D+1, grenade 4D, melee weapon 4D+2, melee parry 3D+1, streetwise
3D, survival 2D+2, search 3D+1, hide/sneak 3D+2, brawling 3D+2,
blaster repair 1D+2. Equipment: Blast vest (adds 1D to Strength code
for damage purposes only. Reduces Dexterity codes by 1D), heavy
blaster pistol (damage 5D), blaster rifle (5D), hold out blaster (damage 3D), grenade (damage 5D), knife (damage STR+1D).

Enforcers
Enforcers often began their careers as streetwise thugs,
crawling up from the darkest, flthiest pits of the galaxy, to
positions within the criminal underworld.
Enforcer: Dexterity 2D+2, blaster 4D+2, brawling parry 4D+2, dodge
4D+1, melee weapon 4D, melee parry 3D+2, Knowledge 1D+2,
Mechanical 1D+2, Perception 1D+1, Strength 2D+2, brawling 4D+2,
Technical 2D. Equipment: Blaster pistol (damage 4D), vibroblade
(damage STR+2D).

Haughty Smuggler
Smugglers sneak their contraband
past the watchful eyes of the authorities. They are often brash, very arrogant, largely due to the risky world that
they live in.
Smuggler: Dexterity 2D+1, blaster 4D, dodge
4D+1, Knowledge 1D+1, streetwise 4D+2,
Mechanical 2D+2, astrogation 4D+2, starship
piloting 5D+2, gunnery 4D+2, Perception 2D,
bargain 2D+2, con 4D+1, Strength 2D, Technical 1D+1. Equipment: Heavy blaster pistol (damage 5D).

Typical Merchant
Merchants either maintain a shop in a spaceport or planetside city, or else travel the galaxy plying their wares wherever
there is demand. Most practice their business fairly, although
some take every opportunity to exploit unwary buyers.
Merchant: All stats are 2D except: streetwise 2D+2, repulsorlift operation 2D+1, bargain 4D, con 3D+2. Equipment: Clothing, datapad
(holding transaction records), 200 credits, various wares for sale.

Slick Gambler
Gamblers are common sights at the local spaceport cantinas. They may be down-on-their-luck lowlifes, high-rollers, or
even cheats. Gamblers are always after the next big score,
which usually involves the player characters pockets.

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Gambler: Dexterity 2D+2, Knowledge 2D, languages 2D+2, Mechanical


1D+1, Perception 3D, bargain 4D, con 4D+2, gambling 5D, hide 4D,
Strength 1D+2, Technical 1D+1. Equipment: Hold-out blaster (damage
3D).

Thugs
Thugs are street toughs aspiring to become swoop champions, grunts working for a local crime lord, security guards, or
law enforcers prone to breaking heads and taking bribes.
Thug: All stats are 2D except: blaster 2D+1, brawling parry 3D+2, dodge
2D+2, melee weapon 3D, melee parry 2D+2, streetwise 3D+2, brawling
4D, lifting 3D, stamina 2D+2. Equipment: Comlink, vibroblade (damage STR+1D), blast vest (adds 2 pips (+2) to Strength code for damage purposes only, reduces Dexterity and Dexterity skill codes by 2
pips).

ALIEN CHARACTERS
Gamorrean Guards
These green, pig-like aliens often hire themselves out as
mercenaries and guards for crime lords. For Gamorreans,
fghting is a way of life. They are known throughout the galaxy
for their great strength and brutality. Gamorreans arent too
fond of high technology they prefer to use melee weapons
rather than blasters, and foster a violent dislike for Droids.
Gamorrean Guard. All scores are 2D except: Dexterity 3D, melee
weapon 5D, survival 3D, Strength 4D, brawling 6D. Equipment: force
pike (damage 7D), vibro-ax (damage STR+2D).

Mon Calamari Scouts


The Mon Calamari were enslaved by the Empire. Many fled
their homeworld and joined the Rebel Alliance. They serve
aboard massive star Cruisers, but some scout out new planets
for the Alliance. The Rebels are always looking for new base
locations and safe worlds. Scouts survey planets, mapping
entire continents, discovering new flora and fauna, and making contact with any aliens living there.
Mon Calamari Scout. All scores are 2D except: blaster 3D+2, planetary
systems 3D, Mechanical 2D+1, astrogation 4D, com-scan 3D, gunnery
3D+2, starship piloting 3D+2, starship shields 3D+1, Technical 2D+1,
starship repair 3D+2. Equipment: blaster pistol (Damage 4D), comlink, datapad.

Rodian Bounty Hunters


Rodians consider hunting an art form. They are notorious
for their persistence and their eagerness to kill intelligent
beings for a few credits. Crime lords, including the Hutts,
often hire Rodian bounty hunters to track down those who
owe them money or who have otherwise offended them. Not
all Rodians are bounty hunters, but its a good idea to be suspicious of a Rodian until his true intentions are revealed.
Rodian Bounty Hunter. All scores are 2D except: Dexterity 4D, blaster
6D dodge 5D, Knowledge 2D+2, languages 3D, streetwise 4D+2,
Mechanical 2D+2 gunnery 4D+2, starship piloting 4D+2, Perception 3D,
bargain 4D, search 5D, Strength 3D+2, brawling 4D+2, demolition 4D,
starship repair 3D. Equipment: blaster pistol (damage 4D).

Sullustan Smugglers
Many Sullustans are space-going traders. Since their
planets government allied itself with the Empire, many Sullustans have joined the Rebel Alliance or have become independent merchants. These smugglers sometimes work for the
Rebellion, but always work for their own proft. Sullustans are
known as exceptional pilots and navigators, and have keen
senses of vision, hearing and direction.
Sullustan Smuggler. All scores are 2D except: Dexterity 3D, blaster 4D,
dodge 4D, bureaucracy 3D, planetary systems 4D, Mechanical 4D+1,
astrogation 5D, gunnery 5D+1, starship piloting 6D+1, starship shields
5D, Perception 3D, bargain 4D, con 4D+2, Technical 3D, starship repair 5D. Equipment: blaster pistol (damage 4D), stock
light freighter, datapad, 500 credits.

Twilek Merchants
Many Twileks seen throughout the galaxy have
escaped their harsh homeworld of Ryloth and set up
businesses of their own. They are used to scavenging
and scraping a living from whatever they could fnd on
Ryloth they are even better at stocking their shops
with all kinds of goods. Twilek merchants are hard bargainers, and are always looking to buy or sell at a proft.
Twileks are easily recognized by their twin head-tails.
Twilek Merchant. All scores are 2D except: blaster 3D, dodge
4D, Knowledge 3D, bureaucracy 4D, languages 4D, streetwise
4D+2, Perception 4D+2, bargain 6D, con 5D+2, search 5D,
Technical 3D, computer programming/repair 4D, Droid programming/repair 4D. Equipment: comlink, datapad, 2,000
credits.

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EXTRAS & SUPPORTING ACTORS


If an NPC isnt very important, he can be considered
an Extra or a Supporting Character. Extras include
the nameless Humans and aliens that populate the local
market, stormtroopers, thugs and anyone who will probably never speak a line. Supporting Characters may have
a line or two, but they arent very important to the plot;
suffce it to say, theyre not essential. These secondary
NPCs shouldnt slow down combat situations just
because there are a lot of them.
If an Extra is hit in combat (even with a stunned
result), he collapses, falls unconscious, and is out of the
combat scene. It really doesnt matter if hes dead or
injured, just that he cant shoot anymore.
If a Supporting Character is hit with a damage result
of wounded or greater, he is eliminated from the combat.
You can use these same rules with TIE fghters or
other non-essential vehicles.

Wookiee Outlaws
Wookiees are considered slaves by the Empire; free slaves
are outlaws. Some Wookiee outlaws join the Rebel Alliance,
but many simply wander from system to system, avoiding the
Empire and using their incredible strength to earn enough
credits to get by. Wookiees make good bounty hunters and
mercenaries; but outlaws like privacy, and Wookiee outlaws
rarely stay in crowded starports and cities for long.
Wookiee Outlaw. All scores are 2D except: Dexterity 3D, blaster 5D,
dodge 4D, Mechanical 3D, Strength 4D+2, brawling 7D, climbing &
jumping 6D, starship repair 3D+2. Equipment: bowcaster (damage
4D), satchel.

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Jawa Traders
Jawas travel the sandy Tatooine wastes in their immense
sandcrawlers, picking up whatever scrap they fnd and selling
it to moisture farmers. They collect abandoned Droids, broken machinery, and other discarded bits of advanced technology they can fnd. A good Jawa trader can refurbish and sell
anything for a proft, taking parts from one machine to make
another one work. Although theyre good at bargaining,
theyre not very brave, and shy away from fghts.
Jawa Trader. All scores are 2D except: blaster 2D+2, dodge 3D, streetwise 4D, survival 4D+2, Mechanical 3D, bargain 4D, con 3D+1, climbing/jumping 2D+2, Technical 3D, computer programming/repair 4D,
Droid programming/repair 4D, repulsorlift repair 4D+2. Equipment:
Jawa DEMP gun (3D stun damage against Droids only), tool kit, 200
credits.

Tusken Raiders
These savage nomads inhabit
Tatooines more desolate regions.
Tusken Raiders often attack small
moisture farms, but they avoid the
larger settlements. They prey on anyone
foolish enough to wander into their rugged
territory. The Tusken Raiders clothing
protects them against Tatooines hot
suns, and helps them blend into their
rocky surroundings. They ride across
the wastes on banthas and use gaff
sticks in combat.
Tusken Raider. All scores are 2D except: Dexterity 2D+1, blaster carbine 3D+1, dodge 4D+1, melee weapon 4D, survival 5D+1, beast riding
4D+2, search 2D+2, hide/sneak 3D+1, Strength 3D+2, brawling 4D+2.
Equipment: old blaster carbine rifle (damage 4D+1), breath mask,
gaff stick (damage STR+1D).

8
ADVENTURE BOOK

Adventure Book Table of Contents

CLASSIC ADVENTURES

Adventure Book

TABLE OF CONTENTS
Chapter 1: Running Adventures....................................95
Chapter 2: Tatooine Manhunt.................................103
Episode I: The Mission Begins.............................109
Episode II: Welcome to Tatooine..........................112
Episode III: Blood on the Sand.............................118
Episode IV: Cantina Ambush...............................120
Episode V: Exploring the Wastes.........................122
Episode VI: Battle in the Desert...........................124
Episode VII: Slaughter at Tusken Fort.................127
Episode VIII: Escape from Tatooine....................130
Chapter 3: Designing Adventures................................132
Chapter 4: Adventure Ideas.........................................138
Chapter 5: Published Adventures...............................145
Mos Eisley Spaceport Map...........................................147
Mos Eisley Cantina Map...............................................148

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8
CLASSIC ADVENTURES

C hapter One
RUNNING
ADVENTURES
This chapter will help the gamemaster manage the game. It
provides tips, techniques and best practices for running Star
Wars: Classic Adventures. Following this chapter is an adventure, Tatooine Manhunt. This adventure is designed to provide you with an easy way to start playing the game right
away.
You dont have to play Star Wars: Classic Adventures using
adventures published for it, you can invent your own. Inventing your own adventures for the amusement of your friends
can be great fun, and we will talk about it more in the Design ing Adventures chapter later in this booklet. However, published adventures can be useful for several reasons:
1. When gamemastering Star Wars: Classic Adventures the
first few times, using a published adventure will help you
get a better grip on how to run the game.
2. A published adventure gives you a good model for how to
organize and prepare the materials you need.
3. Designing an adventure from scratch can take quite a lot
of work. Sometimes you may not have enough time to
design one in advance. Its nice to be able to pull out a
published adventure on short notice.
4. Even if you dont use a published adventure exactly as
written, you may find ideas or plot devices you can swipe
and incorporate into your own adventures.

PREPARING FOR A SESSION


What do you need to do to get ready to play Star Wars: Classic Adventures?
Read over the adventure. Make sure you know the main
events of the adventure and have an idea what characters
youll be called upon to play. Dont worry about memorizing everything just skim over the adventure and
absorb the essentials. Specific details you can improvise,
or look up when needed.
Make sure you have copies of everything you need. If
you can, photocopy or print the character templates, so
each player can just choose one and write on it. You also
can photocopy or print the blank character template
(located in the back of the Players Handbook) and have
players enter data from the templates on the sheets. If
you cant get photocopies, at least make sure that you
have plenty of writing paper and pencils.

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If youre using a script (like the one in Tatooine Manhunt), make copies for your players if possible. If need
be, they can crowd around the book and read from the
same copy, but having several copies is easier.
Make copies of any other materials you think you may
need in the adventure.
Make sure you have dice, scrap paper, and pens or pencils.
Invite several friends over for a game.
Get out something to eat and drink. Gaming is a social
activity, after all.

When your friends arrive, have them choose templates and


customize them. With them, decide on character connections.
Hand out the copies of the script, and have the players read it
aloud. If there are new players, use the New Player Briefing
sheet. Then, youre ready to start.

SESSION LENGTH
Expect to spend three to five hours playing. A short adventure one or two episodes might take less. Sessions taking up to twelve hours are not unheard of but the idea of
that much fun is too exhausting even to contemplate.

INTRODUCING CHARACTERS
Before the session begins, have each player introduce his
character to the rest of the group. Keep intros short and to
the point. Limit the comments to details like:
Name and template type. It helps contribute to the
games atmosphere if players address each other with
their characters names. One trick is to have each player
scribble his character name on a piece of scrap paper,
then tuck it into his pocket or prop it up on the table in
front of him so the other players can see it. You can
encourage players to use character names by using them
yourself.
Appearance. Height, weight, gender, any distinctive garments, armor, weapons or other equipment carried, etc.
Distinctive behavior, attitudes and dialog. A well
designed character has one or two distinctive personality
traits. A Bounty Hunter may examine his surroundings
carefully and always sit with his back to a wall. A Kid may
jump up and down and shout, Oh, boy! a lot. An Outlaw
may just smile grimly.

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Chapter One: Running Adventures

CLASSIC ADVENTURES

and their characters have agreed (as


part of the script) to do whats
needed for the adventure, theyll
have a hard time backing out.

With beginners, you might introduce the characters yourself, giving the players a model of brevity, detail and wit they
can follow when they introduce their own characters after
they become more experienced. For example:
Gamemaster: Waynes playing Shamus Falconi, a Smuggler.
Say hello, Shamus.
Wayne: Hello, Shamus.
Gamemaster: Shamus jokes havent improved with age.
Hes wanted in seven star systems
Wayne: Just a little misunderstanding with intolerant local
officials.
Gamemaster: I believe the charge is pillage and rapine.
Shamus has his own starship. Michael is playing a Kid,
Jimmy Marbles.
Michael: Hi guys!
Gamemaster: Tell them about yourself, Jimmy.
Michael: Im eight years old. I ran away from home. I wanna
be a space pilot, just like my brother Johnny.
Wayne: Wheres Johnny?
Michael: I dunno. Gee, Mr. Falconi. Can I drive your space
ship?
Wayne: Forget it, kid.

GETTING THINGS ROLLING


One common problem is getting players into an adventure
getting them interested and emotionally involved. In published adventures, we commonly use two techniques:

Scripts
Tatooine Manhunt provides a script you and your players
are supposed to read together. Most other published adventures do so, too. Scripts have several functions:
They impart information. The conversation the players
read sets the background for the adventure and tells
them what problems they face. Some adventures use a
gamemaster read-aloud instead a paragraph or two
the gamemaster is supposed to read to his players.
Scripts are better, though, because they let the players
participate.
They help set the mood. Star Wars has an atmosphere
different from other games. Scripts help show the players
how theyre supposed to talk and act.
Theyre a device to get the players heading in the right
direction. After the players have read the script aloud,

96

When designing your own adventures,


you might consider writing up scripts of
your own. In fact, you can do a better job
than our scripts do: you can tailor your
scripts for your own players. We have to
write our scripts as generally as possible, so any character can speak any of
the parts. You can write parts for the
characters you know are going to play.
Be careful, though; roleplaying games
are not plays. An actor in a play has no
choice; he must speak the lines as written, with small
allowance for adlibs. A game player must have much more
control over his own character if he doesnt, the game
wont be much fun. Scripts are a good way to get players
started but dont overdo it. Let the players make all the
important decisions; just use scripts to set the scene, and
break off before more than one major decision is made.

In Medias Res
In medias res is Latin for in the middle of things. The
phrase is used to describe stories which start in the middle of
action not at the beginning. For example, Star Wars IV: A
New Hope begins with Darth Vaders Star Destroyer firing at
Leias transport. The story doesnt begin with Leia planning
the theft of the Death Stars plans; the plans have already
been stolen, and Leia is fleeing pursuit.
Starting an adventure in medias res is a useful technique.
The players are plunged right into the action they start
with something interesting, instead of spending an hour or so
getting where the action is. More than that, you dont have to
worry about heading the players in the right direction. When
someone is shooting at them, theyre not going to worry
about whether they should accept the mission, or what their
options are.

MAINTAINING A LIVELY PACE


Sometimes players take a little while to get going. Sometimes things slow down in the course of a game. Sometimes
the players get stymied, or cant come up with a way to get
what they want, or bicker over who gets to keep some equipment theyve found. Sometimes the players are being too cautious.
Often, the problem is that youve given the players too
many options. They become overwhelmed or intimidated by
their choices, and cant decide what to do next. You can
release their tension by forcing the action.
If it seems to you that things are taking too long and the
game is getting dull, youre right. After all, Star Wars is a movie
of unrelenting action and so should the game be. Its up to
you to get things moving again. What can you do about it?

The Empire Shows Up


The bad guys (whether thats the Empire or somebody
else) can always show up. Nothing focuses players attention
like an enemy.

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New Information
You give the players new and significant information which
gives them a reason to favor one course of action other
another.
For example: the ships hyperdrives have blown out, and it
is drifting in space. You tell the players they have a choice of
three destinations. They argue about which one to choose,
but dont have any real reason to prefer one over the other.
They cant seem to decide which would be better so you
tell them the computer comes up with a new piece of information: the first planet has a breathable atmosphere, or theres a
technological civilization on one, or theres this guy by the
name of Lando

Emergency!
The ship malfunctions, or a Droid goes haywire, or the
asteroid proves to be unstable whatever. Toss a problem at
the players it will catch their attention, and theyll have to figure out what to do about it.

Time is Passing
In most adventures, time is important. If the players take
too long, the Empire will attack before the evacuation is prepared, or the base will be alerted to their presence, or the
Imperial fleet will show up If the pace is too slow, have an
NPC remind the players that time is passing. Dont speak as
yourself, i.e., as the gamemaster: speak as a character in the
Star Wars universe. If the players dont respond, its time for
stronger measures the Empire does show up, or the base
goes to a higher level of alert

I Have a Bad Feeling About This


If a character with Force skills is part of the group, tell him
he feels a disturbance in the Force. He doesnt quite know
why, but he gets the feeling theyd better get moving. Or he
has a sense that they should go to the Verpine system at
once. Or he feels that theyre being watched
One of the great advantages of using the Force to get players moving is that you dont have to explain whats going on.
The Force is a strange and mysterious thing, and if it acts in
strange and mysterious ways, the players will not be surprised. But theyll respect it enough to know better than to
ignore such premonitions.

The Unexpected
Something else happens. A black-market dealer shows up
with a proposition that (apparently, at least) has nothing to
do with the adventure. Or theres a news report that changes
the situation. Or one of the Droids wanders off and the player
characters suddenly realize they havent seen him in hours
It doesnt really matter what happens, as long as its something which grabs the players attention and gets them going
again.

DONT GET BOGGED DOWN IN DETAIL


Star Wars is a game of fast action and adventure. Dont let
things drag. Keep the game fast-moving and snappy. If things
bog down, skip ahead. Its okay to summarize or compress
slow parts of the action. Use cinematic terms like Dissolve
to or Fade to black. Fade in to the cockpit of the Millennium Falcon

ADVENTURE BOOK

Dont get bogged down in rules details. The purpose of the


rules is to let you decide what happens when a player does
something, in a fair and impartial way. In other words, the
rules are supposed to help you keep the game moving. If
theyre getting in the way, ignore them.
If you cant quite remember the modifier for shooting at a
prone target, dont spend a lot of time flipping through the
rules looking for the right table. Combat happens fast finding rules is slow. To preserve the atmosphere of fast action,
youll have to act fast. If you dont remember the modifier, use
something reasonable and keep things moving. You decide;
which is better?:
Gamemaster One: Okay the target is prone. Theres a difficulty modifier for that, now what was it? Hmmm. Dont
recall. Lets see (flip, flip, flip). Page 23 yeah, okay, the
table is there we go. Aha. Okay. Plus five. Now what was
the range?
Gamemaster Two: Okay! Your blaster goes pyew-pyewpyew. The targets prone, so you need to roll a oh, uh
a 15. (Clatter of dice.) Too bad. The stormtrooper rolls away
from your shot, brings his blaster down level and

MAINTAINING DIRECTION
Sometimes, the players just dont do what you want them
to do. Sometimes they want to go to Dagobah when you want
them to go Tatooine. What do you do?
You have several options:

Improvise Wildly
If you feel secure in your ability to wing it, go ahead. Forget
the adventure youve prepared, and ad lib stuff on the spot. If
the players really do want to go to Dagobah and you make
them go to Tatooine, they may be surly and unhappy. Thats
no fun for anyone.
Of course, winging it is a little risky. You have no settings,
characters or plots prepared. Maybe you can rescue a few elements from the adventure you did prepare (Aha! The swamp
people of Dagobah, not the sand people of Tatooine, and they
ride, uh, giant lizards, see, and) But at best, youll have to
make up a lot as you go along.
Have you ever listened to a jazz band improvise? When
theyve got things together, it can be wonderful. But a lot of
the time it just doesnt work. Their timing is off, or the instruments dont quite mesh
Its that way when you improvise an adventure. If inspiration strikes and your players are in the right mood, you may
have some of the most exhilarating gamemastering experiences ever. But theres also a good chance youll flounder
around, unable to come up with anything more than the
tritest plots, least interesting characters, and most stereotyped settings.
Unfortunately, we cant give you a lot of suggestions on how
to wing things well. Inspiration strikes or it doesnt.
So, when possible, prepare for adventures in advance. Most
of the time your players will cooperate. When they dont,
dont be afraid to venture into the unknown.
But if youll take our advice, stick close to the adventure as
written the first few times you gamemaster. The ability to
improvise comes with time and practice, but you need some
practice under your belt first.

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Our Hour of Need


The characters are, after all, part of a quasi-military organization the Rebel Alliance in the real military, soldiers are
not allowed to run around doing whatever they want and if
your superior officer tells you to go to Tatooine, by the
Supreme Being, you go to Tatooine.
If you want, you can state things as baldly as that. Admiral
so-and-so pops up and says, I order you to go to Tatooine. At
once. Anyone who objects is thrown in the brig.
On the other hand, your players may object to this level of
coercion. After all, a player is supposed to control his own
characters actions. And the Alliance is supposed to be democratic. Ramming something down your players throats is
likely to make them peevish.
So instead, you can state matters in such a way that the
players pretty much have to of their own free will, without
anyone forcing their hand do what you want. Like:
General Cracken: Well, my human friends, things look pretty
grim for the Rebel Alliance
Player Character: Whats the problem, sir?
General Cracken: Unless we can deliver a message to
Tatooine by the end of the week, our whole base on Yavin is
at risk of discovery and destruction. We need your help.
What character would refuse? In general, if you present
information to the players in the right way, theyll do what
you want. Ideally, you can maintain the adventures direction
without ever intervening directly by planting the right
information at the right time, and presenting it in the right
light. That way, everything the players do is their decision
they just happen to decide to do the right thing.

In Medias Res Again


One of the advantages of starting any adventure in medias
res is that you never have to worry about heading the players
the right way. Someone is shooting at them; theyll worry
about that, not their ultimate destination. Plop them into the
middle of the problem from the very start.

PLAYERS WILL BE PLAYERS


Obviously, if youre running a prepared adventure, the players have to start by going in the right direction. Later on, you
must let them diverge from it. You have to permit scope for
player creativity.
Any adventure is only a guide for the gamemaster. Players
are far more fiendishly imaginative than we can anticipate. We
cant write every possibility into an adventure, not only
because it would take too much space to do so, but also
because we cant always predict what players will do. So any
adventure requires a certain amount of inventiveness on the
part of the gamemaster.
One of the maxims of war is, No battle plan survives contact with the enemy. You can plan for months but you
never know what the other guy has up his sleeve. In the same
way, when designing an adventure we can try to anticipate
every possible player response but no matter how much
we do, its a virtual certainty that every group that plays the
adventure will do something we hadnt expected. Thats one
of the great charms of gamemastering seeing what your
players come up with.

98

Heres an example:
Gamemaster: Of course, the Ewok may have difficulty passing
for a stormtrooper. After all, the armor is built for someone
6 feet tall.
Ewok: Kvark! Tyeht donti?
Smuggler: No problem. We build him an R2 suit.
Gamemaster: What?
Smuggler: We take the exterior of an R2, and we put a compartment in it for the Ewok to sit in. We give him pedals, so
he can move the R2 shell around.
Ewok: I take flute. Make beep and whistle. Tootle tootle!
Gamemaster: Uh
Smuggler: No one ever pays any attention to Droids. I bet itll
work.
Gamemaster: Hmm. Okay
Dont panic. Remember, you are just as imaginative as the
players; you can manipulate the environment more than they
can, and you can be just as sneaky as they are.
If the players find a neat short cut, go with it. The least elegant and most frustrating way to handle player cleverness is
to make it fail. Nope. No R2 parts in the entirety of the space
station. Guess that idea isnt going to work. This kind of
manipulation is extremely annoying to the players.
On the other hand, nothing is ever easy. Building an R2
shell takes some effort; make them make a Droid programming/repair skill roll or two. Maybe the R2s movements look
a little jerky, or the Ewoks tootles are a little unconvincing;
even if the stormtroopers never notice, you can make your
players sweat a little:
Stormtrooper: Thats a pretty sick sounding Droid. Whats
wrong with it?
Player: Ah, nothing, nothing. Ah, maybe the servomotors
need servicing.
Stormtrooper: Okay. Your ID checks out. Move along.
Maybe the players run into a bunch of Imperial technicians
who are fighting a fire and want to commandeer the R2 to
open and close security doors to control the blaze. Or maybe
another R2 shows up and wants to chat. You can always use
the players improvisations as hooks for your own ideas, or to
create new obstacles later on but you should always
reward player cleverness. After all, dealing with problems creatively is part of what the game is all about.

SCRIPT IMMUNITY
Heroes dont die until the final reel and usually not then.
And heroes dont fail at least, not too badly, and not permanently. If they did, they wouldnt be heroes. They have script
immunity; dramatic necessity makes them immune from failure at dramatic moments.
The purpose of any roleplaying game is to tell a story. The
purpose of Star Wars: Classic Adventures is to tell stories like
those of the movies. The rules are a structure that help you
tell stories by giving you impartial ways to decide whether
actions succeed or fail. But sometimes, the rules get in the
way.
When the most important moment of the adventure comes
around, for dramatic reasons, a character must succeed, or
must fail or the story is not satisfying.

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Avoiding Anticlimax
Heres an example. Following rumors and ancient legends,
the player characters have traveled half-way across the galaxy in search of the Prana Lexander, an ancient scientific vessel which disappeared five hundred years ago. They believe
that aboard this ship is, preserved in cryofreeze, an alien
philosopher, who is respected as one of the great minds of
history by his culture. If they can free the philosopher and
persuade him that the Rebellion is necessary, the Alliance will
gain powerful new friends.
The players have, after weeks of exploration, found the
Prana Lexander, freed the philosopher, and persuaded him to
help. They are now enroute to the philosophers homeworld.
As they exit hyperspace, they are accosted by Imperial customs frigates, which demand to search their ship. They hide
the philosopher, and prepare to be searched.
You roll for the Imperial officers search skill and the players
for their hide/sneak skills. The Imperial officers roll is considerably higher.
Does this mean he finds the philosopher, imprisons all the
characters, and the mission is a failure? What an anticlimax
that would be! For dramatic reasons, you cant let it happen.

What To Do?
You have two alternatives.
First, you can fudge things. If you made the Imperials skill
roll someplace where the players couldnt see the dice, you
can always pretend the roll was lower. Well, he doesnt spot
the philosopher. All is well.
Is this cheating? Certainly not! You are not fudging the rules
to victimize your players, or to benefit one player at the
expense of another. Youre fudging them to make the game
satisfying. Thats a gamemasters prerogative.
Second, you can use the failure to your dramatic advantage.
For example, suppose the Imperial officer does find the
philosopher. Does this necessarily mean arrest and mission
failure?
Naval Officer: Smuggling of unregistered passengers, eh?
Player Character: Uh, well, no, see
Naval Officer: The punishment for that is seven years hard
labor, you know.
Player: Ah
Naval Officer: Seven years hard labor. Interesting to speculate: what would a man give to avoid seven years hard
labor?
Player: Umm how about 1,000 credits?
Naval Officer: Seven years is a long time.
Player: 2,500?
Naval Officer: A pleasure doing business with you. (Raises
comlink to lips.) Lieutenant Brawk reporting. No violations
to report.

Keeping the Players in the Dark


To make the game satisfying, you must maintain dramatic
tension. That means the players must always think they can
fail. You want them to rack their brains to figure out ways to
succeed; to perch in anticipation on the edge of their seats.
If they realize they have script immunity that theyll
always bumble through, theyll waltz through the greatest
dangers unscathed, youll always let them succeed regardless
the adventure has lost its edge.

ADVENTURE BOOK

So apply script immunity sparingly; intervene only when


you must. And never, ever let the players know what youre
doing. They must always think failure is possible. If not, what
is the point of playing?

When to Fudge
Also, its only at the key moments that script immunity
comes into play. Along the way, botching one part of the
adventure or missing a skill roll makes the players job
tougher but it doesnt throw the whole plot into jeopardy.
When you do need to fudge things, you have a fudge readymade: Force points. If the players botch a critical roll, suggest
to them that they might want to spend a Force point. Usually,
these should be spent before rolls are made, but you can relax
that rule when you need to. Doubling skill codes is usually
enough to do the job and if it isnt, well, the Force is mysterious, and if a character miraculously succeeds when he
trusts to the Force, what player is going to complain?

When Can They Fail?


Of course, failure always is possible. If the players dont act
heroically, they shouldnt be treated like heroes and normal mortals fail all too often.
In fact, if your players are bickering with one another, acting
cowardly, garnering Dark Side points, or forgetting that
theyre supposed to be on a mission to help the Alliance, failure is a good way to chastise them. Have them captured,
stripped of equipment, and imprisoned. Let them improvise a
way to escape when they start acting like heroes again.
Even if your players are acting the part, dramatic failure can
still make a good story. Perhaps they sacrifice themselves to
make sure an important document doesnt fall into the wrong
hands, or to save a planet from conquest by the Empire. Perhaps they let themselves be captured so that others might
escape. This isnt the end of the story, of course but it is at
least a temporary failure.
If the characters really botch a mission, they should certainly fail but failure is never permanent for heroes. They
dont get what they came for and thats a hook into the
next adventure. To recoup their loss, they must go somewhere else and do better than last time.

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Dramatic failure is always acceptable but random, senseless failure is not.

Heroes Never Die


What does failure mean, anyway?
In heroic fiction, unlike real life, people can take great risks
and survive unscathed. By all rights, Han, Luke and the rest of
the crew should be dead many times over but they are not,
because theyre heroes.
Thats why its hard to kill someone, completely and finally,
in Star Wars: Classic Adventures. Its not that hard to get mortally wounded, but medicine is so highly advanced that even
mortally wounded characters are all right if they get to a
bacta tank. And there are always Force points to spend. In
Star Wars: Classic Adventures, a character has to be pretty
determined to die.
You should be very careful about killing player characters.
A character who is important to the plot cant be killed in the
first reel, because then the plot cant go anywhere. Worse,
character death is often anticlimactic: for a hero to die just
because a stormtrooper gets off a lucky shot is not very dramatic. A heros death should be an event, befitting the heros
place in the story. A moment for a few last words, used to
impart vital information or express love for friends or family
or to cast defiance in the teeth of the enemy is a must.
Moreover, players become attached to their characters. A
player invests a lot of time and affection developing a character; losing a character is traumatic. A player will accept the
loss of his character better if he loses it in an appropriately
heroic and dramatic way: he will feel cheated if he loses the
character over trivia.

Penalties Short of Death


Suppose the players make a botch of things, but you dont
want to kill them. What are your alternatives?
Skill or Force Point Loss. You can let them succeed anyway maybe NPCs intervene to save their bacon. However, because the players didnt perform so well, reduce
the number of Skill Points they get at the end of the
adventure, or dont give them back some of the Force
points they spent.

100

Captured. They can be captured. It happens all the time.


Of course, heroes cant be held for long. Probably theyll
figure out a way to escape. Or maybe one or two player
characters remain free, and come to rescue them. Or a
Rebel sympathizer frees them, or they manage to bribe or
trick the guard, or a Droid wanders by and they reprogram him to help. If worst comes to worst, they can languish in prison for weeks until help arrives. Or you can
send them to the spice mines of Kessel, where they organize the inmates and start a prison revolt
It Gets Tougher. The failure doesnt compromise the mission hopelessly it just makes things more difficult. An
alarm sounds, or the guard gets beefed up, or the enemy
flees. This way, the players know they goofed but they
still have a shot at succeeding.
It Gets Away. The mission fails, but the player characters
escape unharmed. This way they definitely know they
botched things. Theyll want to get even and you
should give them the chance. For example, suppose their
mission is to go to the Zarkis system and buy a weapon of
alien manufacture from a black market dealer. They get
there, dont do any spadework, and are surprised when a
representative of Jabba the Hutt shows up and outbids
them. Theyve botched the mission so next time you
get together to play, run an adventure in which they try
to bushwhack Jabbas emissary, or pursue him and the
weapon to another star system, or
Second Best. The players dont quite do what they came
to do, but they still succeed, that is, do something that
benefits the Rebellion. They dont get the secret weapon
but they do learn something about Jabba that might
let them blackmail him. Or they uncover the plans to a
secret Imperial base, so when they report they have a
success to counterbalance their failure. If the players
botch the grand prize, they can still take second place.
Take a Toy Away. Characters become attached to possessions. A Smuggler would rather lose his right arm than
his ship. If the players really botch things, you can take
precious possessions away destroyed in combat, confiscated by the Empire, left behind in flight, whatever.

ADVENTURE BOOK

Chapter One: Running Adventures

CLASSIC ADVENTURES

NPC Scorn. Everyone hates looking silly. One way to


penalize your players is to mock them. Dont do anything
real to them dont take away money, possessions or
freedom, dont inflict wounds or remove limbs, just tell
them that theyve failed the Rebellion. General Cracken is
displeased. Other Rebels whisper about them behind
their back. Tell them that the most important mission
theyll be entrusted with is reading intercepted Imperial
dispatches and filling out requisition forms. (Thats not
true, of course; imagine trying to make a fun adventure
out of requisition forms. Next time you play, youll have
to throw them into the fray again General Cracken is
doubtful about assigning you this mission, but we have
no other choice)

MAINTAINING ATMOSPHERE
Part of the gamemasters job is maintaining a Star Wars
atmosphere (see the Gamemasters Guide). Here are some suggestions on how to do so:

Evil
Stories which involve ethical questions can be fun to play.
Making players make moral choices Is it right to kill this
character? Is it right to steal at this time? Is it right to lie?
can be quite interesting. But it isnt Star Wars.
In Star Wars, the good guys are good guys, and the bad guys
are bad. Some try to straddle the divide; Han Solo is a smuggler, which is a questionable profession, but when you come
right down to it, hes got a heart of gold. Boba Fett (for
instance) sure doesnt.
There should never be any question as to whats right and
whats wrong. Make your bad guys truly bad.
On the other hand, evil in Star Wars is not graphic. Star
Wars is a lot like films from the 1930s; in that era, if you
wanted to show a murder on the screen, youd show one
shadow stabbing another. By contrast, modern movies focus
on the knife and show the blood. Star Wars doesnt do that; it
shows a planet exploding, but it doesnt show Auschwitz.
So keep your bad guys on a refined plane. Yes, the Empire
certainly tortures people and commits genocide thats the
kind of guys they are. But dont describe torture or genocide
to your players thats the kind of stuff the camera would
never show, and neither should you.

Scope
Star Wars is huge. Were dealing with space opera, here. Star
Wars characters eat planets for breakfast and play billiards
with comets in the afternoon. Everything is always five miles
long, or as big as a small moon, or seven million years old.
The odds are always 7,000 to l, and you never blow up a landspeeder if you can blow up a planet.
Part of the charm of science fiction is the awe that the scale
of the universe evokes. Part of the success of the movies is
the ability of 70mm film and Dolby sound to portray that kind
of scale. You might have a high-end sound system and a wide
screen at home, but aside from cuing up scenes from the films
or playing the soundtrack, you probably cant use them to
much effect to evoke scale the same way Lucasfilm does for
your own adventures.
But you can still evoke a sense of wonder. The best way is
by comparison:

ADVENTURE BOOK

Player: All right, we turn and attack.


Gamemaster: Are you sure this is a good idea?
Player: Why not?
Gamemaster: Its an Imperial Star Destroyer. Its more than a
mile long. It has armament to match.
Player: More than a mile?
Gamemaster: Yup. Here. See this piece of paper? Heres a Star
Destroyer (draws a huge triangle filling most of the page).
Heres your ship (touches the page lightly with his pen, leaving a tiny dot). Get the picture?
Player: Uh. Yeah. Ah gang? Get ready for the jump to lightspeed.
Comparison is best, but there are some other tricks you can
use to get across the scale.
Gesture. Its better to show someone how big something
is instead of describing it. Wave your arms, hold them
wide apart to demonstrate huge size, move them slowly
to represent the movement of a huge object. (Regardless
of actual speed, big things seem to move more slowly.)
Make deep, bass rumbling sounds.
Use superlatives. Demonstration is always better, but in
extremity, you can be reduced to words. Monstrous,
huge, awesome, massive, ponderous, magnificent, incredibly bigger than anything youve ever seen before, massing so many tons that you need to use scientific notation
to express the number, powered by zillion-watt fusion
generators, with the energy of seven suns You get the
idea.

Make Funny Noises


Were serious. Well, sort of serious. Star Wars is filled with
good noises. If you have a gift for mimicry, using sound
effects when describing things can do a lot for atmosphere. If
you dont (and lots of us dont), see if one of your players
does. We suspect that the odds are better than even that any
group of players has at least one person whos memorized
sounds from the movies and large chunks of dialog.
You can even download sound effects for your computer or
tablet and play them at the appropriate time. Dont over-do it
though. Over-use of sound effects can be quite annoying, but
if used as the appropriate time they can punctuate the action.

Props
Nothing makes things realer to your players than a physical item they can study, fondle and hold. Its always a good
idea to have several props to hand your players at propitious
moments in the adventure. In published adventures, we frequently provide props you can remove and hand out. When
designing your own adventures, you may want to prepare
some yourself. You can even produce them on demand, with a
little imagination.
One prop that is almost necessary for any adventure is a
map. This can be little more than pencil scrawl on graph
paper, or as sophisticated as a color marker rendering. Frequently you need several maps one showing the planet in
the star system, say; another showing important cities and
landmarks on the important planet; a third showing a citys
geography; a fourth depicting an important building. Its a
good idea to get in the habit of noting each maps scale in the
corner 1 square = 1 light year, or 1 square = 2 meters, or
whatever it is.

101

Chapter One: Running Adventures

CLASSIC ADVENTURES

If the players have their own ship, you may want to draw up
detailed ship plans along with them.
You can give them data read-outs on the planets they visit
the Encyclopedia Galactica has this to say, or the entry
in The Galactic Rim: 100 Credits A Day reads
Promotional material from corporations, restaurant menus,
excerpts from museum guides anything can become a
prop.
Keep one thing in mind: though most of the props you use
are paper, there is no paper in the Star Wars universe. (True!)
They use electronic data pads and the like for transferring
and displaying information. Everything is a data read-out of
some kind.

WINDING THINGS DOWN


Normally, a session of play ends when the player characters
have achieved their mission (or botched it beyond repair).
But when things are dragging and youre getting tired, you
may want to accelerate things a bit.
Some adventures take more than one session to play. One
option is to find a convenient break-point, and end the session. You and the players can get together next week to pick
the adventure up and complete it.
There are two kinds of convenient break-points: interludes,
and cliff-hangers.
Most adventures break into definable episodes (acts, if you
will). In fact, most published adventures are broken into
episode sections. Each episode presents the players with a
major problem they must solve. The end of any episode is a
good time to break.
A cliff-hanger is any tense moment in the adventure the
TIE fighters begin their attack; the ships engines have failed
and it is falling through the unexplored planets atmosphere
at an accelerating rate; the Imperial Walker strides through
the brush as the players crouch in hiding.
Okay time to go home.
If you decide to break at a cliff-hanger, be prepared for some
flak from your players. They want to know what happens next
which is precisely the reason to end at a cliffhanger. To find
out, they have to show up for the next game. But theyll press
you to continue running, at least until the current dilemma is
resolved.
Ending at a cliff-hanger is, of course, eminently in the tradition of the action-adventure movie, of which Star Wars is a
part.

SKILL POINTS
At the end of an adventure, you distribute Skill Points.
In published adventures, we recommend an average Skill
Point award at the end of the adventure. On average, each
player character should receive this many Skill Points upon
the adventures conclusion.
When you make up your own adventure, you should establish an average Skill Point award in advance. The award
should be no less than 3 and no more than 10 points per character (see page 137).
You should vary the actual Skill Point award depending on:
How Well They Did Overall. If the players solved all
your puzzles, came up with ingenious solutions, and outfought and out-thought all their opponents, give them

102

each an extra point or two maybe as many as four or


five each if they really did spectacularly. If they really
blew it, penalize them a point or two maybe even
more.
How Well Each Player Did Himself. If a player really contributed to the game, coming up with good ideas, refereeing party disputes, and acting intelligently, give him a
point or two extra. If a player basically did nothing, or
actively obstructed the others, penalize him a couple of
points.
Whether They Cooperated or Bickered. If the players
worked smoothly together, mediated disputes, and in
general acted like fellow members of the Rebellion,
reward them appropriately. If they bickered, threw temper tantrums, and repeatedly questioned your judgments,
penalize them.
Whether They Amused You and Each Other. If you had a
good time, thats worth a point all around.
Whether They Played in Character. If a player has his
character do something risky, or lose something valuable
because thats how the character would act you
should reward him highly. This is a roleplaying game, and
a player who is willing to lose something in order to play
his role well should always be rewarded. Conversely, a
player who acts contrary to his characters nature, or
who doesnt bother to develop a personality for his character, should be penalized.

Correlating Events
One thing many of our published adventures do is to break
down an adventures Skill Point awards by episode. You know
how teachers break up the point scores for a test question
one is worth ten points, question two is worth fifteen? You
can do the same in an adventure.
For example, suppose the adventure has three episodes,
and the total average point score for the adventure is 6. In
episode one, the players must penetrate an Imperial base and
learn a secret code. Perhaps episode one is worth two points;
if the players penetrate the base and get out without ever
alerting the Imperials, the players gain both points. If they get
captured but figure out a way to escape themselves, they get
one point. If they get captured and you have to introduce an
NPC to save them, they get nothing. Obviously, they do have
to escape somehow or the plot doesnt work but if they
botch things, they should not be rewarded.
You can structure point awards for the other two episodes
similarly.

Fixed Awards, Increasing Costs


Please note that the cost of increasing a skill goes up as the
skill code gets higher. It only costs three Skill Points to
increase a 3D skill, but six points to increase a 6D one.
However, Skill Point awards for each adventure do not
increase. An adventure is worth 3 to l0 points, plus some
bonus points maybe 15 per adventure at the very most.
That doesnt change as the characters get better.
That means that as characters get better, they advance
more slowly. This makes sense, since a novice can get better
fast by learning from others, while an expert is already at the
top of his craft, and learns new things only with thought and
experimentation.

ADVENTURE BOOK

8
CLASSIC ADVENTURES

C hapter Two
TATOOINE MANHUNT
Powerful music fills the vacuum of space with moving
rhythms. Captivating text tilts toward the horizon, recapping
prior events as it disappears into the void. A rumbling roar
shakes the scene, announcing a space vessels imminent
approach. The star field shifts, the soundtrack blares, a planet
pans into view, and another exciting episode of Star Wars:
Classic Adventures begins
Tatooine Manhunt is a Star Wars adventure designed for
two to six players and a gamemaster. Gamemasters should
read and become familiar with the adventure before beginning
play. This allows for fast and furious action, in the spirit of the
Star Wars movies, without much page flipping or many undramatic pauses. Players are advised to heed Alliance Ordinance
#2113A below.

ALLIANCE ORDINANCE #2113A


Players should read no further, as the information that
follows is for gamemasters (GMs) only. Anyone running
a player character (PC) through the adventure will spoil
the game for everyone by reading on. Knowing whats
going to happen removes the suspense, surprise, and
challenge necessary for the full enjoyment of Tatooine
Manhunt.

In this adventure, a group of Rebels must go to Tatooine to


search for a presumed-dead hero of the Old Republic, Adar
Tallon. There the Rebels must pit their skills against remorseless, relentless bounty hunters from all over the galaxy. These
hunters also seek Tallon, under orders from Imperial Command to capture him alive while killing any who get in their
way!
Rebel PCs get to explore the city of Mos Eisley and meet
with the scum and villainy that populate it. The cantina from
Star Wars IV: A New Hope becomes a base of operations from
which to send expeditions into the Tatooine Wastes. In those
Wastes Rebels encounter upset moisture farmers, angry
Jawas, stampeding Banthas, rampaging Sand People, and
bounty hunters lots of bounty hunters.
Can the Rebels recover Tallon, protect him from the hordes
that hunt him, and escort him to the Alliance High Command?
This is the challenge that must be faced in Tatooine Manhunt.

ADVENTURE BOOK

Preparing to Play
If this is the first adventure you are playing in the Star Wars
galaxy, spend a few moments helping your players select and
prepare their character templates. Let them customize their
characters, determine their connections to each other, and
decide on their equipment according to the rules in the
Players Handbook. If this adventure is being used as part of an
ongoing campaign, let your players use their existing characters. You may have to adjust the background and opening
sequence of Tatooine Manhunt to fit it smoothly into your current campaign setting.

Adventure Materials
Heres what youll need to run Tatooine Manhunt.
The Star Wars: Classic Adventures Box Set or complete
rulebook. The box set (this Adventure Book is booklet 3
of 4 in the set) contains the rules needed to play. If you
dont have copies of the Players Handbook, Gamemasters Guide and Rebel Field Manual, you wont be able to
run this adventure.
Dice, Pencils, and Paper. This game system uses sixsided dice to determine the outcome of character
actions. We suggest you have as many on hand as you
can find. Also, everyone needs pencils and paper to make
notes, sketch maps, and so forth.
Maps. This adventure comes with a number of maps that
depict important locales for the PCs to visit. There are
two maps included in the Adventure Book on pages 147
and 148; a section of Mos Eisley Spaceport and a detailed
view of the cantina interior. However, make sure that you
dont let the players see the maps until the adventure
says to! A third map, detailing Tallons desert fortress, is
located on page 106. This map is for your eyes only and
should not be shown to the players at all.
Script. The script (located on page 105) starts the adventure quickly and gets everyone into the Star Wars mood.
We suggest you make enough copies of the script so that
every player has one.
NPC Templates. The PCs meet a wide assortment of characters during the adventure. These NPCs provide information, opponents, and allies for the PCs. The major
NPCs have full templates, complete with attributes, skills,
and roleplaying tips. These templates can be found beginning on page 107 of this booklet. Other, less detailed NPC
statistics appear throughout the text.

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Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

ADVENTURE BACKGROUND
Adar Tallon was a brilliant tactician and naval commander
during the time of the Old Republic. His strategies and theories of space battle are still used today by both the Empire
and the Alliance. Tallon proved a capable warrior as well,
fighting alongside the House of Alderaan and the Jedi Knights
during the Clone Wars. But in the peace that followed those
troubled times, Tallon came up against a foe his fleets could
not fight. It was a threat from within.
Throughout the Navy a new breed of officers gained control. These were officers who cared more for power and glory
than for the Republic and its people. They hid their ambitions
behind battles and wars, ensuring the people lived in fear. But
Tallon and a few others were not blinded by their deceit.
With Palpatines rise to Emperor, however, the voices of
freedom disappeared. The Jedi and other opponents of the
New Order vanished, liberties became regulated, and the powerful fleets that once protected the Old Republic became the
cornerstone for the Emperors terrible war machine.
Tallon tried to turn the Imperial tide, but even his faith in
the Republic couldnt stand against the dangerous Emperor.
So the commander staged his own death, going into hiding
until the time was right for his return.
While touring the Dalchon system in the patrol craft Battalion, Tallon set his plan in motion. He went to the aid of a
medium-sized freighter that was being attacked by a large
pirate vessel. In reality, the pirate ship was under the command of Tallons old friend Quist and the freighter was hired
to take Tallon and his crew to a newly-settled world called
Tatooine.
Officially, Tallon and his crew died as heroes, obliterated
while defending a helpless merchant from marauding pirates.
The Emperor publicly mourned the fallen Adar Tallon, but
was privately relieved that he would not have to order the
death of the beloved hero of the Old Republic. He was content
that his enemy was destroyed.
As for Tallon, he bought new identities for himself and his
crew, settling back in his desert haven to wait for the political
climate to change.

Recent Events
When stormtroopers arrived on Tatooine in search of a couple of Droids, Tallon was sure the Empire had found him at
last. Over the years his plans for revenge had lessened,
replaced by his new dreams. Adar Tallon now had a home and
a wife, and the Empire seemed distant. Then the stormtroopers swept through the desert and his nightmares returned.
The hero-in-exile came out of his complacent lull and set his
old plan in motion. He contacted his crew and asked them to
return to his side. There were debts to pay and, after all these
years, Adar Tallon was tired of hiding.
It was just as well. For the Empire has learned that Tallon
yet lives, gaining the information from the captured pirate
Quist who betrayed his friend in return for his life. Now
bounty hunters with Imperial work orders are converging on
the desert planet to hunt down Tallon. The situation is tense
and waiting to explode.

Adventure Synopsis
The Star Destroyer Relentless has discovered that Tallon is
alive. Captain Parlan, commander of the ship, has hired Jodo

104

Kast and his team to go to Tatooine and secure Tallon while


the Relentless undergoes repairs. But to add to his chances,
Parlan has sent out a system-wide reward notice for Tallon.
Now dozens of hunters are on their way to the desert world,
including the pirate Quist who betrayed the aged hero.
The Rebels go to Tatooine to find Tallon for the Alliance as
his worth as a rallying point and tactician are beyond question. But on Tatooine, someone is killing anyone who might
have been in Mos Eisley when Tallon first arrived. The Rebels
must get ahead of the bounty hunters, brave the dangers of
the Tatooine Wastes, find Tallon, and convince him that they
are on his side before the Relentless arrives.

The Main NPCs


Here are brief explanations of the major non-player characters and what their plans and motivations are.
Jodo Kast: Jodo Kast is a bounty hunter hired by Captain
Parlan of the Star Destroyer Relentless to find and capture
Adar Tallon. Kast is ruthless and cunning, leading a group of
deadly hunters that include Puggles Trodd and Zardra. They
are the best the Empire could assemble on such short notice.
Kast remains in the background as a shadowy threat until
late in the adventure. He uses poison darts, leaving these
deadly calling cards in victims for the PCs to discover and
worry about. His plan is to find anyone who may have knowledge of Tallon, force the information from them, then eliminate them so they cannot warn the old hero. See the NPC
template section for statistics and other information on Kast,
Trodd, and Zardra.
Quist: Quist is the pirate who helped Adar Tallon stage his
own death. A childhood friend who took a different path from
the commander, Quist has always been out for himself. When
his ship was recently captured by the Relentless, Quist bargained Adar Tallons secret in exchange for his own life. But
Captain Parlan required Quist to perform one other task to
earn his freedom. Parlan demanded that Quist go to Tatooine
as a back-up plan in case Jodo Kast fails. He is a traitor in Tallons camp, waiting to strike. Quist will work with Kast, but he
prefers to hand over Tallon himself when the Relentless
arrives. See the NPC template section for more information.
Bounty Hunters: To assist Jodo Kast, Parlan issued a sector-wide reward notice for the successful capture of Adar Tallon. Dozens of bounty hunters have responded, filling
Tatooine with even more scum and villainy than usual. Parlan
hopes that a large number of hunters will flush out the elusive
Tallon. Unfortunately, the quality of hunters ranges from rank
amateurs to seasoned veterans. Statistics for bumbling, typical and seasoned bounty hunters can be found throughout
the adventure in the episodes where each first appear.
Adar Tallon: Tallon has decided to finally come out of hiding. He has recalled his trusted crew of mercs, including
Shrike and Jungen, to serve as the vanguard of a new army
that will challenge the Emperor. Perhaps he will even look up
the so-called Rebel Alliance when the time is right. His tactical
and leadership abilities, combined with the love the people of
the Galaxy feel for him, makes him a threat to the Empire.
With an army of his own, or as part of the Rebellion, Adar Tallon will serve as a rallying point to unite many of the systems
that would otherwise put off joining either side until the
Empires mailed fist smashed down upon them. See Episode
Seven for more information on Adar Tallon.

ADVENTURE BOOK

Chapter Two: Tatooine Manhunt

8
CLASSIC ADVENTURES

Tatooine Manhunt

Adventure Script
Use the following script to start your
adventure. Your gamemaster will tell you
what part (or parts) to read. Read your
lines out loud when your turn comes
around. Speak the way you think your
character would talk, and listen to what
the other characters say.

Start the Script


1st Rebel: Are you sure this is where
were supposed to meet this Dana person?

6th Rebel: And she mentioned the name


Adar Tallon.
2nd Rebel: Everyone got excited about
that. Clue me in, who is this Adar Tallon
person?
1st Rebel: What planet are you from?
Commander Tallon was a hero back
before the Empire, in the days of the Old
Republic.

2nd Rebel: Sure Im sure! This is the place


in her message Kwenn Space Station.

3rd Rebel: He was a brilliant tactician and


naval officer. His space-fighting strategies
and maneuvers were years ahead of their
time, and are still used by us and the
Imperials.

3rd Rebel: Yup, good ol Kwenn. The final


fuel and supply point before the Outer
Rim Territories. Why would Dana choose
such a desolate place for pick up?

2nd Rebel: You mean the guy whose statues were torn down by the Emperor a
while back? That Adar Tallon? I thought
he was dead.

4th Rebel: Probably because her last mission was an undercover assignment
aboard the Star Destroyer Relentless.

6th Rebel: He is. Commander Tallon died


fighting pirates in Dalchon sector. His
ship was obliterated. No wreckage, no
survivors, nothing! Heck, there wasnt
even enough left to give him a decent
burial.

5th Rebel: You mean she was on that


Imperial monstrosity parked outside?
6th Rebel: Not only on it, she served as
an officer these past few months, gathering all kinds of information for the
Alliance.
4th Rebel: Still, her mission had another
few weeks to go. I wonder why she
decided to jump ship early?
5th Rebel: Her message sounded urgent.
Code Green Agent in trouble, pick up
immediately.

ADVENTURE BOOK

1st Rebel: Dont be gross. Lets just get to


the rendezvous point, find Dana, and get
back to our ship. Ill feel a whole lot better
with some distance between us and that
Star Destroyer out there.
3rd Rebel: She should be right around
the next bend.
4th Rebel: There she is! But hey, wasnt
she supposed to be alone?
5th Rebel: You know, Ive got a bad feeling about this

105

Danas Datapad
Tallons History: Tape #37484T
DATA ENTRY #146
I believe this to be my final data entry. Im, entering this
coded information in case the bounty hunters catch me. But
let me start at the beginning. After three months undercover aboard Relentless, I entered an assignment as assistant to Captain Parlan, the Star Destroyer commander.
Our last patrol through Dalchon system netted us three pirate vessels, but Relentless sustained heavy damage to its
hyperdrive engines. Of course, we captured a number of pirates. I was with Parlan when he interrogated on of the prisoners. What we heard still moves me.
Commander Adar Tallon, hero of the Old Republic, is alive.
And hes hiding on Tatooine.
Already scores of bounty hunters have answered Parlans
call. They are to capture Tallon alive and hold him until Relentless finishes repairs and arrives on Tatooine. Tallons
worth to the Alliance, even if only as a rallying point, is immeasurable. We must reach him first.
If you are reading this, then the job to find Adar Tallon is
yours. This mission supersedes all others. You are his only
hope.

Commander Adar Tallon, a brilliant tactician and naval


commander, served both the Old Republic and the emerging New Order during his long career. His space-fighting
strategies and maneuvers are legendary, and became the
basis for modern starfighter and fleet combat tactics. His
fame reached heroic proportions during the Clone Wars.
Shortly after Emperor Palpatine rose to lead the ailing
Old Republic with the vision of his New Order, Tallons impressive career came to an abrupt halt. Tallon entered the
Dalchon system to investigate a disproportionate amount
of pirate activity. While touring the area, Battalion Tallons patrol craft received a priority distress call. A
medium freighter was under attack by a heavily-armed
pirate pinnace. Heedless of the danger and the greater
firepower, Battalion dove straight for the pirate ship. This
bought the freighter the time it needed to achieve hyperspace but at a terrible cost.
Battalion was obliterated. No trace was ever found of
Tallon or his crew.

Gamemaster Map:
Tallons Fortress (Interior)

Tower
Player Map:
Tallons Fortress (Exterior)

Storage

Storage

Gym

Living
Room

WC

Study

Master
Bedroom

WC
Tower

Hangar
Library

Garden

Music
Room
Kitchen

Lobby

Art
Room
Servants
Wing

Dining

Power

VYTOR SHRIKE

QUIST

Template Type: The Merc


Loyalty: To Tallon
Height: 1.5 m Sex: Male
DEX 3D+2
PER 2D+1 (5D*)
blaster 6D+2
command 4D+1
dodge 4D+2
KNO 2D+2
STR 3D+2
languages 3D+1
brawling 4D+2
MEC 2D+2
TEC 3D
beast riding 3D+2 computer programming/repair 5D
first aid 3D+2

Template Type: Pirate


Loyalty: To Empire
Height: 1.7 m Sex: Male
DEX 3D+2
PER 3D
blaster 5D+2
command 4D
dodge 4D+2
gamble 4D
knife 4D+2
KNO 2D
STR 2D+2
planetary systems 5D brawling 3D+2
MEC 3D+2
TEC 3D
starship piloting 6D+2 starship repair 5D
Physical Description: Quist is a fair-skinned human with
blonde hair and beard. Streaks of white through his hair are
the only indication of his true age. His right hand has been
replaced with a knife blade. Within the folds of his long cape
he keeps his hands hidden, waiting to surprise any enemies
with his bladed appendage. He has a wad of SoroSuub Chew
in his mouth at all times.
Equipment: Heavy blaster pistol (damage 5D), comlink, 2
smoke grenades, a supply of SoroSuub Chew.
Background: Quist once served the Old Republic, enlisting
alongside his friend Adar Tallon. But Quist left the service to
follow a more lucrative career and soon became a pirate to be
reckoned with. His ties to Talon remained strong, however,
and he agreed to stage the commanders death. He was captured recently by Imperial agents. In return for his freedom,
Quist sold the information he had the truth about Tallons
death. He is in Tallons camp to betray Adar one more time.
Personality: Quist is smooth, friendly, courteous, and crafty.
Its an act to hide his true self selfish, out for number one.
Quote: My friends, we have no problem here.

* while computer/sensor is operating.

Physical Description: Shrike is a short, stocky insectoid alien


who wears battle armor under a heavy cloak. A form-fitting
helmet completely covers his head. Breathing apparatus connect to the helmet, providing supplemental gasses his species
needs. Thick straps hold a combination old-style computer
and sensor array device around his neck. His three-fingered
hands constantly play across its controls.
Equipment: Protective armor, blaster pistol (damage 4D),
vibroblade (damage 5D+1), mini-computer/sensor, 4 stun
grenades, comlink.
Background: Shrike was Talons first officer. He took part in
the Dalchon incident, stayed for a time on Tatooine, then
became a mere when the quiet got to him. He has returned to
help his old commander.
Personality: Tough, cagey, and loyal to his own ideals, Shrike
is an enemy to be feared and a friend to count on.
Quote: Do you feel lucky, alien scum?

JUNGEN
Template Type: Outlaw
Loyalty: To Talon
Height: 1.9 m Sex: Male
DEX 4D (1D*)
PER 2D
brawling parry 5D (1D*)
KNO 3D
STR 3D+1 (+1D)
survival 4D
brawling 6D+1
MEC 2D+2
TEC 3D
*reduced by armor.
increased by armor for damage purposes only.

Physical Description: Jungen is a huge, hulking, reptilian


male with a boney-ridged head. His voice is deep and rumbling.
Equipment: Protective armor, blaster rifle (damage 5D), 6
grenades.
Background: Jungen was a young enlistee aboard Tallons
flagship, but in his short time under Tallons command he
grew to respect the old warrior. When it looked like the
Emperor would have his commander killed, Jungen pledged
his protection and help in anything Talon ordered. That
pledge hasnt faded over the years.
Personality: Jungen will use his rifle if necessary, but he
much prefers hand-to-hand combat, in which he excels. He is
quiet, deliberate, strong. He has no qualms about stealing
from those he considers evil, but goes out of his way to help
those in need.
Quote: Now its my turn.

IG-72
Type: Assassin Droid
Loyalty: To himself
Height: 2 m Sex:
DEX 3D
PER 3D
weapons 6D
search 6D
KNO 2D
STR 4D
MEC 3D
TEC 3D
starship piloting 4D security 4D
Physical Description: IG-72 is a battered chrome Droid, tall
and thin, loaded down with various weapons both built-in
and carried.
Equipment: Blaster rifle (damage 5D), sonic stunner (stun
damage 4D), grenade launcher (damage 5D), flamethrower
(damage 3D), sensor array.
Background: IG-72 performed his assignments effortlessly
and without fail until the order to return was issued some
years ago. The assassin Droid refused to submit to memory
wipe and permanent shutdown, so instead went rogue. After
many independent missions and much hindering from galactic officials, IG-72 went into hiding to conserve energy.
Recently a new mission came in over his comlink receiver.
The Empire seeks one Adar Tallon for questioning. But IG-72
knows that dead bounties are easier to collect.
Personality: IG-72 pretends to be an enforcement Droid or
some other type of mechanical while on a mission. But his
true nature is to bring death to all living things.
Quote: Kill. Kill. Kill.

JODO KAST

AKKIK

Template Type: Bounty Hunter


Loyalty: To Empire
Height: 1.8 m Sex: Male
DEX 4D
PER 3D
blaster 7D
search 4D
armor weapons 5D
KNO 2D+2
STR 3D+2 (+1D*)
alien species 4D+2
MEC 2D+2
TEC 2D
security 3D+1

Template Type: Jawa


Loyalty: To Jabba
Height: .96 m Sex: Male
DEX 2D
PER 3D
dodge 4D
con 5D
KNO 3D
STR 2D
streetwise 5D
MEC 4D
TEC 4D
Droid prog./repair
Physical Description: Akkik, is short, smelly, and covered
completely by a heavy, hooded cloak.
Equipment: Jawa blaster (damage 2D+2), Droid tool kit.

*increased by armor for damage purposes only.

Physical Description: Wearing the battered and battlescarred armor of a Mandalore warrior, Kast looks the part of a
violent, ruthless hunter in search of prey.
Equipment: Battle armor (no Dexterity penalty), blaster rifle
(damage 5D), blaster pistol (damage 4D), wrist laser (damage
2D), rocket darts (stun, poison), net, syntherope.
Background: Kast is a young, ambitious hunter who has patterned his short career after the notorious Boba Fett. Where
he acquired his armor is unknown, but Kast is driven to make
a name for himself. He took this job to find Talon because it
promises to earn him the reputation he feels he deserves.
Personality: He is cold, calculating, and extremely dangerous.
Of all his weapons, Kast enjoys his darts most of all. Each is
coated with a different poison some only paralyze or stun,
others kill.
Quote: Watching prey squirm gives me a feeling of absolute
power.

GORRT
Template Type: Gamorrean
Loyalty: To Akkik
Height: 1.8 m Sex: Male
DEX 4D
PER 2D+1
vibroaxe 6D
KNO 2D+1
STR 4D+1
brawling 6D+1
MEC 2D+2
TEC 2D+1
Physical Description: Gorrt is green-skinned, with a pig-like
snout, small horns and tusks, and powerful muscles.
Equipment: Vibroaxe (damage 6D+1).
Background: Akkik and Gorrt work for Jabba the Hutt, collecting protection money from local businesses.
Personality: Akkik is covetous, nasty, tricky, a coward, and
talks a lot. Nobody can understand him, but that doesnt
bother him a bit. Gorrt protects Akkik and likes to fight.
Quote: Ookle dink techee. Grunt!

PUGGLES TRODD

ZARDRA

Template Type: Bounty Hunter


Loyalty: To Empire
Height: 1 m Sex: Male
DEX 4D
PER 3D
grenade 5D
bargain 4D+1
dodge 5+1
hide/sneak 4D+2
KNO 2D+2
STR 3D+2
survival 3D +2 climbing/jumping 4D+2
MEC 2D+2
TEC 2D
demolition 4D+1
Physical Description: Short, furry, with pointed ears, sharp
teeth, and a long tail, Trodd is a rodent-like alien.
Equipment: Hold-out blaster (damage 3D+1), knife, 4 grenades
(damage 5D), comlink, 5 blocks detonite (damage 1D each),
various fuses.
Background: Trodd joined up with Kast and Zardra because
of the big payoff the Tallon job promises. Personally, hes
afraid of both of them. But working for the Empire keeps a
person eating.
Personality: Trodd loves to watch things explode, especially
if he caused it. He hates to get involved in actual fighting, but
he doesnt mind setting an explosive trap or throwing a
grenade or two. Hes unpleasant, brooding, pessimistic, complaining.
Quote: Puggles loves the smell of detonite!

Template Type: Bounty Hunter


Loyalty: To Empire
Height: 1.7 m Sex: Female
DEX 4D
PER 3D
blaster 5D
con 4D
force pike 6D
KNO 2D+2
STR 3D+2
cultures 4D +2
brawling 4D+2
MEC 2D+2
TEC 2D
starship piloting 3D+2 comp. prog./repair 3D
Physical Description: Zardra is a tall, dark-haired human. Her
appearance is striking, sensual, and tinged with a hint of danger. A flowing cloak and a force pike are her accessories.
Equipment: Force pike (damage 5D+2), blaster pistol (damage
4D), thermal detonator, knife, stun cloak (wraps around victim, stun damage 5D).
Background: Not much is known about this mysterious
hunter. She appears whenever a bounty catches her interest,
and is feared by all. She has teamed with Kast for the thrill the
Tallon hunt offers.
Personality: Zardra loves violence and personal combat. The
thrill of the hunt is all, the moneys secondary (but she wont
turn it down). She has an intense fear of dying senselessly,
not in combat, so she tempts disaster by taking extraordinary
risks.
Quote: The hunts the thing, darling.

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

EPISODE I: THE MISSION BEGINS


The Rebels are aboard a space station orbiting the planet
Kwenn, a world on the edge of a major space lane. The station
serves as the last fuel and supply point before the Outer Rim
Territories. The PCs have responded to an emergency call
from Alliance agent Dana who, until recently, was undercover
on the Imperial Star Destroyer Relentless gathering information. She discovered something that required immediate
attention and decided to jump ship with the data. But the
Rebels reach Dana too late. Bounty hunters find her first.
Now the Rebels must fight their way past the hunters to discover what Dana found out and they must do so without
alerting the Star Destroyer to their presence.

START THE ADVENTURE


Find the script on page 105 and assign each player a part.
The parts are labeled 1st Rebel, 2nd Rebel, and so forth. If
you have six players, each player reads one part. If you have
fewer players, assign additional parts as necessary. You must
read the section below out loud first, as it opens the scene in
the script. This is a cut-away, a cinematic technique that
weve borrowed right from the Star Wars movies. This cutaway scene doesnt directly involve the players but sets up
situations that must be resolved during the adventure.
Hand out copies of the script and start the read aloud
below. When you finish, the players begin the script.
Point to the player assigned the part of 1st Rebel. He or
she starts reading the script aloud. When the script is finished, go to First Fight below.

READ ALOUD
A long time ago, in a galaxy far, far away
EXTERIOR: SPACECRAFT IN SPACE. The Imperial Star
Destroyer Relentless docks with Kwenn Space Station.
INTERIOR: IMPERIAL STAR DESTROYER AUDIENCE
CHAMBER. Twin blast doors slide open, revealing the
dark interior of a massive chamber. An Imperial captain
stands upon a high platform, flanked by lower officers.
Two stormtroopers march in. They drop a manacled prisoner at the feet of Captain Parlan, commander of the warship.
The charge, demands Parlan.
Piracy, sir, snaps a trooper.
Kill the scum, Parlan replies coldly.
Wait! screams the prisoner, I have something to bargain with. Information important to the Emperor in
exchange for my life.
Parlans dead eyes gleam triumphantly. Go ahead. Im
all ears.
Tallon it concerns Adar Tallon
Parlan listens intently to the pirates tale, then issues
orders. Quietly, Ensign Dana pockets a data storage pad
and slips away. The commander issues one final order
Lieutenant Voor, send for the bounty hunters.
Fade to
INTERIOR: KWENN SPACE STATION.

ADVENTURE BOOK

FIRST FIGHT
When the players finish the script, read the following passage out loud.
There, near a rapidly closing airlock, you see agent Dana
lying at the feet of an Imperial officer. You recognize her
from the holofile in your ships computer. Next to the Imperial are two rough and dangerous-looking customers: a
short, wiry female in padded armor, and a tall, scaly
humanoid armed with a blaster rifle. Behind them, beyond
the airlock, stands a figure dressed in deadly Mandalorian
battle armor. He glares at you, then the door slams shut.
Now the Rebels must fight two bounty hunters and Lt. Voor,
the Imperial officer. Their statistics follow.
Voors Tactics: Voor attempts to retreat while pulling his
comlink and his blaster. He takes a shot this round, dodges
once, and falls back. Next round, if he is able, he calls for reinforcements. Any successful attack by the PCs stops his call
for help, knocking the comlink from his grasp. If the PCs completely ignore Voor, he gets his call through, or he gets away,
see Martial Law: for the impending results.
Lt. Voor: Dexterity 2D+2, blaster 3D+2, dodge 3D+2; Strength 2D+1.
All other attributes: 2D. Blaster damage: 4D.

The Bounty Hunters Tactics: The hunters fearlessly attack,


hoping to rattle their opponents while delivering hot blaster
fire. They work in unison. One tosses a grenade and dodges,
the other fires twice and dodges. In the next round, they close
with stunned opponents or fall back and throw their second
grenade at uninjured PCs. They fight to the death, using all
their skills to win. Play these characters to the best of their
abilities to show the Rebels what bounty hunters can do.
Seasoned Bounty Hunters*: Dexterity 4D, blaster 5D+1, dodge 5D;
Strength 3D+1 (4D for damage purposes). All other attributes:
2D+2. Blaster damage 4D. Blaster rifle damage 5D. Grenade (1
each) damage 5D. Blast Armor. Each carries one medpac.
*These codes reflect armor adjustments.

When the fight is over, the Rebels may want to examine Dana.
See Checking Agent Dana for information about this Alliance
operative.

TIME IN TATOOINE MANHUNT


The adventure begins on the morning of Day One. The Rebel
PCs have until the end of Day Four to complete their mission
before the Imperial forces become insurmountable (although they
are led to believe they have until Day Five). Keep careful track of
how much time passes because things will get more difficult as
time progresses. You want the Rebels to use the entire four days
so that they can escape as the Star Destroyer arrives, but good
play should be rewarded with an easy yet climactic finish. At
the same time, poor play or play that requires more than the allotted time span should meet with some degree of failure. Even a
very powerful Rebel party will be hard-pressed to defeat a fully
equipped Star Destroyer. Each episode gives a suggested time
frame for you to follow.

109

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

CAPTURED BOUNTY HUNTERS

MARTIAL LAW
If Voor gets his distress call through, the entire space station immediately goes on alert. Stormtroopers fill the corridors and begin systematically searching docked ships.
However, the Relentless cannot provide enough stormtroopers
to adequately cover every inch of the station. The Rebels
have some time to get to their ship and leave Kwenn. If Voor
placed his call during the battle, the PCs have four combat
rounds before six stormtroopers arrive to back up the bounty
hunters. Every two rounds after that four more stormtroopers
arrive, up to a total of 18.
If Voor doesnt get his call through but manages to escape,
the Rebels have more time before the Imperials close in. After
the first battle, give them time to try three things around the
station before 20 stormtroopers (four with blaster rifles)
arrive to impound their craft.
Once alerted, the station controllers can keep the docking
bay holding the PCs ship from opening in order to detain
them. A Moderate Technical or computer programming/repair
roll is necessary to override the station door controls.
If Voor doesnt get his message through but is killed, see
Accessing the Computer and Leaving Kwenn for details
concerning the stations status in that situation.
Stormtroopers*: Dexterity 1D, blaster 3D, brawling parry 3D,
dodge 3D; Strength 2D (3D for damage purposes), brawling 3D.
All other attributes and skills: 2D. Blaster damage 4D. Blaster
rifle damage 5D.
*These codes reflect armor adjustments.

CREDITS FOR THIS ADVENTURE


If PCs dont have any money at the start of this adventure, youll have to provide them with some. One way is
to have 10,000 credits issued to them by Alliance Command prior to the beginning of Tatooine Manhunt. These
credits are to be used to purchase something for the
Alliance base in your particular campaign. Thats what
brings the Rebels to Kwenn originally. That they just
happen to be in the area for Danas call is purely coincidental.

110

The bounty hunter glimpsed in the beginning of this


episode is Jodo Kast. His statistics can be found on page 108.
His inclusion in this episode merely foreshadows the major
role hell play as the adventure proceeds. Under no circumstances does he battle the PCs here. Once the airlock closes,
he disappears until later.
Kast reappears on Tatooine, always a step ahead of the
Rebels until you decide to use him. He should be saved until
the big battle in Episode Seven, but there are ways to include
him without bringing him into major conflict with the PCs. See
specific episodes for suggestions on how this can be done.
The Rebels can question either of the other two hunters,
provided they can capture one without killing him or her. This
could prove difficult as they are determined to fight to the
death.
In the event that a hunter is captured, with a little persuasion he or she spills the details about the current bounty.
They know they have been hired by the Empire to find Commander Adar Tallon, who is hiding on Tatooine, and detain
him until the Relentless arrives. He must be captured alive,
but anyone who gets in their way may be killed.

CHECKING AGENT DANA


When the bounty hunters are defeated, the PCs can examine Agent Dana. She is dressed in an Imperial uniform, wearing
the rank of ensign. She is also quite dead. Further examination
reveals a small dart protruding from her exposed neck. Computer analysis of the dart shows that it was fired from a rocket
projector and has traces of Sennari, a fast-acting and
extremely lethal poison, along its tip. Dana also carries various Imperial identification papers, a hold-out blaster, and a
data storage pad. The last item holds the key to the Rebels
adventure.
Danas data storage pad contains her last message to the
Alliance. PCs must make a Moderate Technical roll to break
the code and call up the information. A computer programming/repair skill can be used, too. If all else fails, their ships
computer or an R2 Droid can break the code for them, but
dont make this the obvious choice.
When the Rebels break the code, give them Danas Data
Storage Pad hand-out on page 106.

ACCESSING THE COMPUTER


Through any of a number of access ports located around
the space station, PCs can tap into the station computer. The
most important information concerns the Imperial Star
Destroyer currently parked in the stations dry dock. The
Relentless is in port to take on supplies and have its hyperdrive activators overhauled and repaired. The space station
staff is working overtime, but they still need three days to initiate repairs.
An Easy astrogation roll allows PCs to calculate that the
Imperial ship will reach Tatooine no earlier than five days
from now, if the repair log can be believed. A PC who makes a
Moderate Technical or starship repair roll feels that they can
shave a day off that repair time if the crew is pushed to its
limit. If the PCs leave immediately, they can reach the desert
world in one day. This makes time a paramount concern.

ADVENTURE BOOK

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

SPACE STATION KWENN


The top section of Kwenn space station contains many forms of
entertainment and recreation for the weary space traveler. This
large city-like structure rests upon a platform consisting of scores
of individual space docks. Each docking bay is modular and can be
varied in size to accommodate different ships by removing or
adding walls. Inside, a series of interconnecting corridors lead
from each bay airlock into the heart of the station. Repulsorlift
tubes travel down into the main dry dock, a grid-work hexagon
built to fit ships as large as Imperial Star Destroyers. Here these
ships can dock for overhauling, refitting, and repairs, as well as for
recreation leave and to take on supplies.

If the PCs want to call up any information on Adar Tallon,


hand them History Tape #37484T on page 106.
One other interesting tidbit can also be found in the computer. It seems that seven small ships have left the station in
the last hour. Each logged their next destination as Tatooine.
In addition, no ships will be permitted into or out of the station for 24 hours, starting one hour from now. This is either
due to the alerted Star Destroyer (if Voor contacted them during the first fight), or to the fact that station security discovered a number of dead bodies recently including an
Imperial officer! The hour leeway gives the rest of the bounty
hunters a chance to depart before Imperial troops completely
seal the station.

THE RELENTLESS
The repulsorlift tubes down into the dry dock are heavily
guarded by stormtroopers. The Rebels can watch for a while,
observing officers and enlisted personnel hastily coming and
going between the station and Star Destroyer. If they stand
around too long, they draw attention to themselves and a
stormtrooper patrol approaches to find out their business.
Any attempt to get on board the Relentless meets with failure. Make that very clear to the players. Security has tripled
since Danas discovery, and the crew is taking every precaution to keep away unwanted visitors. If the PCs insist, they are
captured and tried as traitors. Its time to create new characters and try again.

THE REBEL SHIP


The PCs ship, the Alabaks Gold, is a converted Mon Calamari
freighter, slightly smaller than the Millennium Falcon. Its statistics
for the roleplaying game are provided below.

ALABAKS GOLD
Craft: Alabaks Gold
Type: Modified Calamari freighter
Scale: Starfighter
Length: 30 meters
Crew: Pilot, co-pilot, navigator, shields/sensors/communications operator,
two gunners
Passengers: 6
Cargo Capacity: 75 metric tons
Consumables: 1 month
Hyperdrive Multiplier: 2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 3D
Maneuverability: 1D
Hull: 5D
Shields: 2D
Sensors: 1D
Weapons:
Two Twin Laser Cannons (fire separately)
Fire Control: 3D
Damage: 4D

LEAVING KWENN
Astrogation (an Easy difficulty check) determines that the
Alabaks Gold can make it to Tatooine in one full day. The
slower Star Destroyer needs two days in hyperspace, plus
three days to complete repairs (or so the Rebels think). If the
PCs leave immediately after finding Dana, they have up to four
days to locate Tallon and escape. The longer it takes them to
get to the desert world, the worse their chances become. If
they havent left the space station after two hours, they wont
be able to leave until the following day. Imperial troops seal
the station for 24 hours as stormtroopers conduct ship by
ship searches looking for the Rebels who attacked Voor (or
killed him, depending on the outcome of the opening battle).
It takes some fancy fabrications to avoid arousing Imperial
suspicion from this point on. Even then, they have less than
three days to find Tallon once the Imperial quarantine lifts.

ADVENTURE BOOK

111

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

EPISODE II: WELCOME TO TATOOINE


Tatooine, a desolate planet in the Outer Rim Territories,
waits to be explored. Here the Rebels begin to hunt for clues
that will lead them to the elusive Tallon. The desert worlds
largest city, Mos Eisley Spaceport, seems the best place to
start. They find out some things that could aid in their mission, meet strange and interesting characters, and finally get a
firm lead on Tallon. While there are a number of Events that
must occur (and these are marked), most of the encounters in
this episode can take place in any order the PCs visit them.
Be sure to read over the NPC Templates on page 108 before
playing this episode.

THE MAP OF MOS EISLEY


The full-color map of Mos Eisley (included in the Star Wars:
Classic Adventures box) details several streets around the
famous cantina from Star Wars IV: A New Hope. Place the map
so that the city side is showing but dont show the players the
cantina map (also included in the box). Black and white
copies of the map are provided and in this book as well, and
may be photocopied.
This is the old city. Run-down structures and unwholesomelooking travelers fill the crowded streets. The inner region has
high, narrow walls and tall archways, forming cramped alleys
and passageways between the domed, stone buildings. Let
the PCs wander around and decide where their characters are
going. Certain buildings on the map are coded and detailed in
the text that follows, others may have to be filled in by you.
Unless specific statistics are provided, all NPC attributes are
2D.

EVENT ONE: ARRIVAL


On Day Two of the adventure, the Rebels ship comes out of
hyperspace. The PCs see:
Twin suns sparkle before you as the star field returns to
normal and your ship emerges from hyperspace. These,
your nav computer assures you, are Tatoo I and II. Your
ship continues closer and a vast planet shines bright as
though welcoming you to its parched surface. This is
Tatooine, the desert world. Its endless sea of sand blindingly reflects the light of both suns through your ships for ward viewport.
A Very Easy com-scan check of surrounding space reveals a
rather large number of ships in orbit around the planet, waiting for landing clearance. While many of the ships are armed,
none appear to be Imperial. Mos Eisley space traffic controllers ask the PCs for their ship registration code, previous
port, and purpose of visit before granting permission to land.
Any reasonable answers will be accepted; Tatooine isnt
choosy about its visitors. Of course, claiming to be part of the
Rebel Alliance immediately alerts the Imperial Prefect to their
presence. The Rebel craft is directed toward Docking Bay 94
by an old, beat up cloud car, similar to those seen on Bespin
in The Empire Strikes Back. Once the ship lands and passes
customs inspection, the PCs can explore Mos Eisley and begin
their search for Adar Tallon.

112

Mos Eisley Spaceport


Mos Eisley Spaceport isnt one large field of runways and
docking bays. Instead, a multitude of crater-like launch stations pockmark the wheel-shaped cityscape. Docking Bay 94,
for example, looks like the host of other bays scattered
throughout Mos Eisley. It consists of an enormous pit gouged
from the rocky soil. Stairs lead up into the city, while an
entrance ramp provides access for ships with repulsorlift
engines. Ships not equipped with repulsorlifts cannot dock in
the city, as there is no room to maneuver or land using conventional propulsion units. The shabbily-cut bay is run-down,
like the majority of Mos Eisley, its sloping sides crumbling in
places.

TATOOINE
For your information, and in case the PCs check with
their ships computer, we have provided the following
details about Tatooine. A Very Easy planetary systems
check is needed to pull this information out of the computer, as Tatooine isnt on most peoples nice place to
visit list.
Tatooine is the principal planet in the Tatooine star
system. Twin suns Tatoo I and II reflect off the
sand-covered world, making Tatooine appear as yet a
third sun in the system. Sodium-rich sand and flat
expanses of rock, dunes and cramped canyons this is
the landscape of the desert world. High winds whip
oceans of sand into the atmosphere, creating dangerous
and frequent storms.
Dry, hot, and inhospitable, Tatooine nevertheless is
inhabited by a wide variety of life. Creatures such as
Womp Rats, Krayt Dragons, and Dewbacks seem to be
native to the planet. Banthas and others were transported to the world for use by the intelligent races.
When the Outer Rim Territory systems were opened
for settlement, many families came to Tatooine to try to
make a home on this harsh world. They turned to moisture farming, setting up homesteads where they toil to
pull water vapor out of the atmosphere. When the settlers arrived, they found two races already living on
Tatooine small, skittery Jawas, and tall, powerful
Sand People. The scavenging Jawas quickly found a
place in Tatooine society as traders, but the aggressive
Sand People barely maintain an uneasy peace with the
settlers.
Two communities are worth noting, as they are the
nearest things to cities that Tatooine can boast. Anchorhead, located on the desert flats, is a slow-paced, moisture farming town. The settlers come here to buy
supplies, trade goods, and attain transport to Mos Eisley. Mos Eisley, arguably the capital of Tatooine, hosts a
major interstellar spaceport and an Imperial Government Post. Besides attracting interstellar commerce, the
city attracts social undesirables from the space lanes
and other walks of life.

ADVENTURE BOOK

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

The Customs Officer


When the Rebel ship lands, a customs officer approaches.
This crusty, dust-covered male humanoid carries an old-style
data pad and a blaster pistol. A headset comlink connects him
with spaceport control and the militia. Hes had a busy couple
of days, what with all the ships that have been landing
recently. Not to mention the hard time many of these lawless
types have given him. Hes not in a good mood. Read:
Got any Mynocks hiding on your ship? You wouldnt
believe how many Mynocks weve had to blast the last few
days. Filthy parasites! Some people dont care what they
bring in on the bottom of their ship. What about space
mites? I wont abide any space mites! Might as well check
out your holds while Im here. Open her up!
If the Rebels are reasonably polite and offer a small bribe
(at least 100 credits), the customs officer grumpily grants
them clearance for five days. You may also want to throw in
an opposed con roll (the customs officer has Perception
2D+2). It costs 20 credits a day for a landing permit, however.
If the Rebels give the officer a hard time, or if they claim to be
with the Alliance, or if he searches the ship and finds anything
out of the ordinary from their cover story, he calls the militia
and alerts the Imperial Prefect. Then the Rebel ship is
impounded and theyll have to break away from the locals
(which isnt too hard to do). But thereafter theyll be fugitives;
the cities will be off-limits and the militia will be actively
searching for them.
The customs officer has never heard of any Adar Tallon,
except for that famous one a couple of years back, and he
doesnt like to chit-chat with lowly freighter jockeys.
If all goes well and they receive their landing permit, the
PCs can enter Mos Eisley.
One last thing. Just before he leaves, the customs officer
hands a finely-rendered map to the PCs, muttering about the
Prefects dumb idea to present all visitors with such an expensive item. Give the PCs the map of Mos Eisley Spaceport. As
previously mentioned, you can find a full-color version in the
Star Wars: Classic Adventures box, or a black and white version
on page 147.

ENCOUNTERS IN THE STREETS


The morning rush is already underway as you exit the
docking bay. Humans, numerous Droid models, and aliens
of every description move through the crowded streets,
concentrating intently on their own business. The pace is
hurried for such a backwater world, and not even the blistering heat of the twin suns not yet full in the sky can
slow it down. Landspeeders roar by, uncomfortably close in
these narrow walkways, and swarms of small, rancidsmelling creatures in hooded robes jostle past you. One
stops a moment to paw at your shiny blaster. This is Mos Eisley Spaceport, a more wretched hive of scum and villainy
youll not find elsewhere.
Let the players decide where their characters are going
after theyve examined the map. Below are details and encounters for some of the buildings marked on it. Other buildings may have to be developed by you if the PCs visit them.
Easy alien species rolls are needed to identify any particular
type of alien, such as the hooded Jawas. You can find statistics for Jawas in Jawa Traders below.

ADVENTURE BOOK

The Mos Eisley Cantina


Located in the oldest section of Mos Eisley, where old vices
still flourish, the Mos Eisley Cantina was one of the spaceports first blockhouses. The diverse nature of transportation
parked outside barely suggests the assorted clientele. The
building lies partially underground to provide some protection from the heat. The dim interior, combined with the brilliantly lit entrance, gives those within the cantina the distinct
advantage of seeing newcomers before they see them.
An astonishing variety of beings frequent the cantina most
of the time, but the current influx of visitors to Tatooine
makes the cramped facilities even more crowded. There are
one-eyed creatures and thousand-eyed, creatures with scales,
creatures with fur, and some with skin that seems to ripple
and change consistency from moment to moment. Tentacles,
claws, and hands wrap around drinking utensils of various
sizes and shapes. A steady babble of human and alien tongues
fill the room with noise.
The din of the crowd covers the common room like a thick
blanket. But above the noise a catchy, infectious beat plays. It
is a swinging, upbeat tune, and the alien band belts it out
loudly. The bar itself is stocked with many odd-shaped flasks,
bottles, beakers, and tubes overflowing with strange and
familiar liquids. The bartender is a tall, overweight human
who wears a gruff expression and doesnt appreciate violence
in his establishment. He also doesnt answer questions.

RUNNING SPLIT GROUPS


If your players decide to split up their PCs to cover more
ground, dont despair. There is a way to handle multiple groups of
characters while keeping the action fun and exciting. We employ
another use of the cinematic cut-away technique, only this time
the scenes involve the PCs. Simply allow one group to do a little
exploring, then when they get to a crucial point in the action cut
to another group. Go back and forth in this manner until the
Rebels join together again. This method builds suspense, gives
everyone something to do and think about, and helps add to the
illusion of playing in a movie. And since it is like a movie, it
doesnt matter that one group knows what another group is doing.

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A variety of vulgar noises constantly wash over the Rebels.


Some may be directed at them, others are not. No matter, for
just walking through the cantina garners a limitless number of
glances, looks, and rude stares.
While visiting the cantina, the Rebels get to see and do a lot
of things. They notice Shrike, Jungen, and Quist rendezvous at
a booth (their statistics are in the pullout). Quist has just
arrived on Tatooine and Tallon has sent the mercs to meet
him. Akkik and Gorrt (also in the NPC section, see page 108)
arrive at some point to collect credits on behalf of Jabba the
Hutt.
Most of the locals have been driven to find a new hangout
while the city is so busy, leaving only new arrivals to talk to.
This can be productive as the Rebels will get an idea of just
how many people have answered the Imperial bounty, but it
wont get them any real leads. In fact, it could get them in a lot
of trouble from jealous hunters wary to give away any secrets.
One local, however, refuses to abandon her spot at the bar.
Edu Harn is an aged, gray-haired woman who seems slightly
senile. She raves on and on about the Sand People, reliving in
her mind an attack that must have occurred years ago. Still, if
approached in a friendly manner she lets the Rebels know
about Labria. Hes sly and tricky, but if anyone knows anything about Tatooine its Labria. Of course, Labria isnt around
at the moment. But hell be in later, Edu says. See Meeting
Labria for more information.
Other activities include:

114

Gambling: There are several games of chance in progress


at any given time. PCs can get into one if they flash at least 50
credits to the gamblers. Follow the gambling rules in the
Gamemasters Guide. There is at least one game of skill being
played as well.
Lumguzzling: Lum, a particularly powerful liquor, is the
favored drink of a lobster-headed alien seated in a booth near
the band. The alien doesnt look particularly powerful or
heroic. Actually, Lobster Head looks rather weak and wimpy.
Nevertheless, Lobster Head challenges one of the Rebels to a
lumguzzle contest. If the PC refuses, the patrons in the vicinity ridicule loudly. If the Rebel accepts, Lobster Head offers
him or her a seat and motions for two pitchers of lum.
Lobster Head has a stamina of 4D. When the contest starts,
both contestants must make Very Easy stamina rolls. If anyone fails, they pass out immediately from the potency of the
lum. With each subsequent guzzle, subtract one die from each
contestant. Therefore, on the second guzzle Lobster Head
rolls 3D, then 2D, then 1D. No one can roll less than 1D. The
winner of the contest is the one that remains conscious. The
competition continues until one or both contestants fail the
roll.
Intimidation: Two nasty, belligerent, Whiphids try to intimidate any non-combatant Rebels (Armchair Historians, Kids,
Old Senatorials, and the like) into turning over their credit
pouches. These furry, three-clawed bullies just want to pick
on an easy mark. They are content to brawl, only pulling
weapons if stronger, more capable-looking persons intervene.

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Whiphid Bullies: Dexterity 2D+1, vibroblade 3D+1 (damage 4D);


Strength 3D, brawling 4D +2. Claws (damage 3D)

Romantic Moment: One Rebel (male or female) is


approached by a member of the opposite sex. If the PC
acts friendly and courteous, he or she gains a fawning
admirer for life. This romantically-minded NPC follows
the party around, tries to defend the object of his or her
desire (verbally and physically), and showers all kinds
of gifts upon the selected Rebel.
Jax (or Jaki): All skills and attributes 2D.

Bounty Hunter Registration: Puggles


Trodd sets up a bounty hunter sign-up
office in a cantina booth. The PCs notice a
crowd of hunters gathered around the
booth. Puggles (whose statistics are on
page 108) is here on behalf of Jodo Kast to
sign up a posse of hunters to accompany Kast
into the Wastes. This is Kasts way of keeping
the bumbling and typical hunters in line and out
of his way. The pay is 10 credits a day, with a bonus
of 100 credits once Tallon is found. They leave at First
Dawn (when Tatoo I rises).

Regional Government Office


Far from the center of Imperial influence, Tatooine
remains little more than a collection of settlements
loosely affiliated with Mos Eisley and Anchorhead. A
local militia keeps order in the cities and can be raised
to defend out-lying farms from the varied hazards of the
desert world. The only true sign of Imperial authority is a minor prefect Orun Depp who administers land deeds and other
bureaucratic
necessities
from an office in Mos Eisley.
All official settlement deeds
and census information are
stored here, but Tatooine
has much that is unofficial.
Depp has a personal garrison as he calls it of six
stormtroopers and four militiamen. He talks tough, but
can be easily bullied or
bribed.
Other than information on
the sale of three settlements
around the time of Tallons
death, he can offer little
aid to the Rebels.
The three settlements are
the old Tusken fort, Lanks
farm, and a tract of land sold
to one Sedi Fisk. These are
all out in the Wastes, and
other than suggesting they
find a guide, the Prefect cannot provide directions (hes
never been out there himself). See Episode Five for
more information.

ADVENTURE BOOK

Jawa Traders
A group of Jawas actually live in Mos
Eisley, serving as contacts between
the city and their own people out in
the Wastes. Constantly on the lookout for any opportunity to buy, sell
or trade, these Jawas can be
extremely annoying. Play them as
such, whether the Rebels meet
them on the street, in the cantina,
or at the Jawa trading post. Point,
tug at sleeves, paw equipment,
jabber constantly, and parade all
kinds of battered, partially-rebuilt
machinery in front of the PCs.
The Jawas know nothing about Tallon.
If the PCs return to the citydwelling Jawas a second time,
they receive a cold, angry welcome,
and each Jawa is armed. They have
been roughed up by Jodo Kast in the
interim and dont wish a similar
encounter.
Jawas: Dexterity 2D, blaster 2D+2; Perception 1D, bargain 3D; Strength 1D.
Blaster pistol (damage 4D)

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General Store

Power Station

Tar Lup and his wife Kal, a couple of wolf-like aliens, run the
general store. Despite their fearsome appearance, both Tar
and Kal are friendly and helpful. Their store carries provisions, supplies, and some machinery. They dont know anyone who matches Tallons description, but few settlers ever
travel all the way to Mos Eisley for the items they carry. Most
of their dealings are with space travelers.
Many settlers do come into the city for weapons and landspeeders, however. Tar directs sociable PCs to those stores.
He comments on the unusually high number of visitors for
this time of year, eager to find out why the Rebels are on
Tatooine.
PCs can buy supplies here if they wish, including medpacs.
Tar has three of these highly-sought items left, and he is only
charging 200 credits for each. Hes also pushing a miniature
vaporator/water converter. It only costs 2,000 credits and it
actually works.
Before this encounter ends, Akkik and Gorrt (see page 108)
arrive to collect Jabbas portion of this weeks sales. They
dump a few shelves, break some merchandise, and threaten
loudly. Tar quickly moves to get them the credits. If the PCs
go to Tars defense, the wolf-alien thanks them but begs they
stay out of it. Then he pays Akkik. If the Rebels press to stop
Jabs goons, Akkik and Gorrt back down and leave, but not
before assuring the storekeepers that theyll be back.

This station provides power for speeders and other repulsorlift vehicles. A large, square labor Droid, named 4-LB, operates the station. Four-el has information about someone
matching Tallons description. He lives out on the old Lank
settlement and comes by twice a month. But Four-el has confused Bels Lank with Tallon.
While the PCs talk with Four-el, the assassin Droid IG-72
plugs into the station to power up. The Droid ignores them
and seems totally uninterested in their discussion. Once the
PCs leave, the assassin Droid trashes Four-el and the station.
Then it heads out toward the Lank farmstead to finish its mission. See the page 107 for IG-72s statistics.

Spaceport Speeders
Spaceport Speeders is a repulsor vehicle shop that rents,
sells, and buys landspeeders and airspeeders. In fact, Luke
Skywalkers landspeeder is on sale for 4,000 credits! Other
than that, there are only two landspeeders available an old
Mobquet A-1 and a rebuilt Ubrikkian. The heavy influx of
bounty hunters has cleaned the shop out.
Three bumbling, rather inept-looking bounty hunters haggle
with the shop owner about the price of Lukes old vehicle,
and Zardra (see page 108) eyes the Ubrikkian when the PCs
reach this encounter. She greets them with a chilling smile,
and finishes her purchase. If the Rebels ask about Tallon while
shes around, Jodo Kast will be alerted to the PCs presence.
The salesman has never seen Tallon, but tells them that
maybe Old Arno the scout knows who he is. See Meeting Old
Arno in Episode Four for more information.
Mobquet A-1 Landspeeder: Speed Code 2D, Maneuverability
1D+2, Body Strength 2D.

Jabbas Town House


A large, converted blockhouse serves as Jabba the Hutts
home in Mos Eisley. Two dozen guards and half as many servants work here constantly, whether Jabbas in town or not. It
doesnt have all the comforts of his desert palace, but it is
easily the fanciest estate in this section of the city. Jodo Kast
and his team have graciously been given permission to use
these facilities as a base while they stay on Tatooine. Jabba
has used these hunters at one time or another and feels it is
in his best interest to accommodate them. Besides, it allows
him to keep an eye through his assorted agents and listening devices on Kast. Jabba is also desperately curious as to
why so many hunters have come to Tatooine.
By the way, there is no way that the PCs can get to see
Jabba during this adventure. He is secluded out in his desert
palace, a well-guarded structure that these Rebels cannot
hope to breach. The closest they can get to the Hutt is Akkik
and Gorrt, as well as the town house guards. If the PCs persist, have them roughed up by a large number of Jabbas
goons. If they try again after this, have them captured and fed
to the Rancor.

Spaceport Hotel and Mos Eisley Inn


These two dilapidated inns provide all the comforts that
the inner city can offer to weary space travelers cheap
food, semi-private rooms, lumpy beds. Ten credits per day,
per bed is standard, but the innkeepers try to haggle for
more. Both are crowded, but there is some room in the inns
for a price. With so many people arriving in Mos Eisley, the
inns can command up to 50 credits a day. If an innkeeper rolls
better than each PC on a bargain check, he demands the 50
credits. For each PC that beats his roll,
subtract 10 from the amount, down to
10 credits a day.
Spaceport Hotel Clerk (Sullustan): bargain 3D+1; all other skill and
attributes 2D.
Mos Eisley Innkeeper (Human): bargain 4D; all other skill and attributes
2D.

Wreckage
The first settlers to Tatooine crashed
in the middle of what is now Mos Eisley.
The ruins of the colony ship can still be
seen, as the city never cleared the
wreck but instead built up around it.
The Mos Eisley Cantina was the first

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8
CLASSIC ADVENTURES

blockhouse, and the city simply continued from there in an


ever-widening circle. Whats left of the ruins is considered a
planetary monument but that doesnt stop the Jawas from
using it as a home while in the city.

Weapon Shop
Kaysons Weapon Shop sells personal weapons, both
ranged and melee. Kayson has lots of standard items, including non-powered clubs, swords, and gaffi sticks, and powered
weapons like blasters. No explosives are available, though,
and no heavy weapons (Puggles bought up all the detonite
Kayson had on hand). All prices are doubled due to the heavy
demand the bounty hunters have created. See the Rebel Field
Manual for complete cost tables of standard prices.

Street Corner Preacher


All kinds of aliens live on the streets in this outlaw town.
Beggars, thieves, and other cast-offs of the space lanes find a
way to live in the Mos Eisley shadows. Improvise all kinds of
chance encounters with any sort of scoundrel, crazy, or desperate person you can imagine. But the most interesting
street person is the street corner preacher.
This ageless gent wears long, ragged robes and carries a tall
staff. The staff is topped with a tiny Bantha, carved from the
tusk of one of the large beasts. His voice echoes throughout
the cramped streets, calling for all to listen. He is a Dim-U
priest, one of the select devoted to the mystery of the Bantha.
Listen, my children! For we have been given a great mystery to unravel, a message of importance if we can only see!
And what is this mystery? It is the Bantha, that sacred,
noble, elegant creature that can be found the galaxy over!
The Bantha is a gift from beyond whose meaning we have
not yet begun to fathom! For when we do finally come to
understand why the Bantha has been placed throughout the
galaxy, we will achieve the Age of Bounty! Wherever we go
in our space vessels, no matter how far, the Bantha is there
to welcome us and make us feel at home. Do not harm the
Bantha, do not eat of its meat or wear its regal hides! Would
you harm a welcoming friend?
The priest and his sect are an accepting, tolerant lot. To
promote their devotion to the Bantha, they have a community
out in the Wastes that is modeled after their conception of the
great beasts. They welcome travelers, helping them become
accustomed to life in the desert. The preacher explains to the
Rebels that the priests of Oasis, the desert community, may
be able to help them in their quest. See Midnight at the
Oasis in Episode Five for more information.

Hunters, Hunters Everywhere


Bounty hunters are everywhere, arriving by the shipload, to
hunt for Adar Tallon. There are capable hunters and unskilled
ones, seasoned and raw recruits. The only thing they all have
in common is the desire for quick credits and a taste for
blood. The professionals are calm, quiet, and hard to spot.
The part-time ones are excited, noisy, and stand out easily.
They fill landspeeders to overflowing, hassle locals, act tough.
Whenever you want, have a typical bounty hunter cross paths
with the PCs.
Typical bounty hunters: Dexterity 3D, blaster 4D, dodge 4D;
Knowledge 1D+2; Mechanical 1D+2, repulsorlift operation 2D+2;
Perception 2D; Strength 2D+2, brawling 3D+2; Technical 1D.

ADVENTURE BOOK

EVENT TWO: THE FIRST OLDSTER DIES


Sometime during Day Two, the Rebels overhear a conversation. Place this special encounter anywhere in the city, after
the PCs have visited two or three Mos Eisley sites. From
around a corner, from a nearby booth, or from the next aisle
in the general store, the PCs hear:
Yeah, Heffs dead, says a low, gravelly voice. Even a
bacta bath wouldnt help.
Yep, yep, replies a fast, breathy voice. Sad to see an
oldster make da Final Jump.
If they move fast, the Rebels can catch up with two caninelike aliens conversing nearby. Both stand erect and are
humanoid. A PC must win an opposed bargain roll with one of
the aliens (bargain 3D+2) in order to get anything useful out of
the pair. If the PC loses, then it takes 50 credits to get the pair
to talk. Heff owned the souvenir shop, until someone killed
him about an hour ago. Heff was one of the last remaining oldsters, those people who came on the original colony ship. The
only others still alive are Old Arno and Slag Flats.
At the souvenir shop, the Rebels can meet Heffs daughter,
Tebbi. Tebbi is a rabbit-like alien, with soft white fur and long
pink ears. She has been crying, and the shop is closed. A
Rebel sympathizer, Tebbi can be convinced to help if
approached in a friendly and honest manner. She reveals that
nothing was stolen, but a dart sticking from her fathers neck
appears to have caused his death.

EVENT THREE: MEETING LABRIA


As the afternoon winds down, the Rebels get to meet
Labria. If the PCs havent been searching for this elusive
knowledge broker, then the following scene can be used to
introduce him. Read:
You make your way back to the cantina when you hear a
pained scream up ahead. There, in the shadowy alley next
to the cantina, you see three figures beating a fourth person. One of the figures steps into the light and you recognize the distinctive armor of a bounty hunter. He pulls his
blaster and addresses the beaten person. Youre gonna tell
us what we want, or youre gonna end up real dead!

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If the PCs rush to the beaten figures aid, they discover that
he is Labria. After beating or driving off the three typical
bounty hunters, the Rebels can speak with Labria. In gratitude, he tells them what they want to know. See below for
details.
If the PCs have been actively seeking Labria, asking questions and the like, he follows them around and finally
approaches them as the afternoon ends. He had to make sure
they werent like the other hunters cruel and deadly. If they
did some good deeds around Mos Eisley, he mentions these
acts as the reason he has decided to help them.
Labara: Labria is a tall humanoid with a diabolical face, razorsharp teeth, and two huge horns jutting from his bald head.
For all his sinister appearance, Labria is nothing more than a
town drunk. With slurred speech and stumbling movements,
he makes his way around the city. He does know things and
can be quite helpful, he just doesnt look the part. As an

employee of Slag Flats, he has been on the lookout for anyone


who might be able to assist her old friend, Adar Tallon. Labria
has decided that the PCs fit the bill.
I am Labria hiccup! and if you need information, I
am burp! the person to deal with.
Labria: Dexterity 2D, dodge 3D; Knowledge 3D, streetwise 4D;
Mechanical 1D; Perception 2D+2; Strength 2D+1; Technical 1D.

Labria knows absolutely nothing about Adar Tallon, other


than it is a name on many peoples lips these days and that
the name has interested his sometime employer, Slag Flats. He
explains that Slag only sees who she wants to see, and without his help the PCs will never find her.
At First hiccup! Twilight you meet me. At burp!
Spaceport Hotel. Ill take you hic! to Slag Flats.
The Rebels can do whatever they want until First Twilight
(when Tatoo I sets), then its off to see the mysterious Slag
Flats.

EPISODE III: BLOOD ON THE SAND


This episode follows the assumption that the PCs agree to
meet Labria at First Twilight. Labria leads them to Tower
Ridge to meet Slag Flats. But he doesnt stick around long,
leaving the PCs to make their own introductions. Inside an old
water storage silo, in the shadow of an old subspace transmission tower, is Slags secret headquarters. But when the Rebels
find Slag, things are not as expected. An unforeseen greeting
creates a desperate situation and the Rebels discover that
you can drown on a desert planet. If the PCs decide they dont
trust the devil-faced drunk, see the alternate storyline at the
end of this episode.

FIRST TWILIGHT GET-TOGETHER


First Twilight of Day Two comes to Tatooine. If the PCs meet
Labria at the Spaceport Hotel, he directs them to the outskirts
of town, to Tower Ridge. He drives a beat-up speeder bike,
weaving drunkenly ahead as the Rebels follow in their own
vehicle.
Tower Ridge is the first subspace transmission antenna
ever constructed on Tatooine. Now it is unused, just a towering ruin. Below it rests one of the planets first water storage
silos, set upon a sandy ridge that overlooks the encroaching
desert.
During the ride out, Labria explains that Slag Flats is an
Ithorian-in-exile, an ancient female Hammerhead who came to
this dead desert world on the initial colony ship. She has
carved a place for herself in the underworld, but not a large
enough place to upset Jabba the Hutt.
She can tell you where to find hic! this Tallon,
explains Labria. She holds audience burp! in the
silo.
Once they arrive, Labria informs them that this is as far as
he goes. He turns his bike around and zooms back toward
Mos Eisley. Now the PCs can examine the silo and decide their
next course of action.

118

EXAMINING THE WATER SILO


As the Rebels examine the surrounding area, read:
The rusted ruins of the transmission tower cast a shadow
across the ridge complex. The silo itself rests atop a square
metal building, with double doors set in one side. One door
rocks open in the evening breeze. An old speeder is parked
behind the silo, and a control box is attached to a side wall.
Inside the silo, the Rebels will find courtesy of Jodo Kast
a very dead Slag Flats. After Kast finished dealing with Slag,
he left a squad of typical bounty hunters to clean up her associates. As they were leaving, Quist arrived. It was easy for
Quist to buy the hunters loyalty. Now they are in the transmission tower, hired by the pirate to kill whoever Slag was
waiting to meet. Quist watches the proceedings from beneath
the ridge, his speeder bike nearby.
PCs actively examining the area (and making an Easy search
roll) find shifted sands around the complex that show a number of landspeeders recently moved through this vicinity.
Any Rebels who enter the building see:
The dark interior of the silo is quiet and still. Your footsteps echo loudly about the metal chamber. Then you notice
shapes upon the floor, beside some over-turned furniture.
Three humans and a hulking white-furred alien are scattered nearby, distinct blaster burns riddle their bodies. An
lthorian, presumably Slag Flats, is slumped in her chair, her
great hammer-shaped head splayed across her desk.
When Slag is examined, the Rebels find a dart jutting from
her neck. It is coated with Sennari, just like the darts that
killed Dana and Heff. A data pad near her lifeless hand has
two words typed into it: Arnos next.
At this moment, Quist puts his scheme into action. Using a
remote, he triggers the magnetic seal on the silo doors. They
clang shut, trapping the Rebels within the metal structure.
Then the hunters move out in their landspeeder, hoping to

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draw any Rebels who remained outside away from


the silo. If the Rebels decide to chase the hunters,
see The Big Chase Scene. To find out what happens to the PCs in the silo, see The Deadly Water
Trap.

TOWER RIDGE WATER SILO

TOP VIEW

Old
Landspeeder

THE DEADLY WATER TRAP


Once the magnetic doors seal, the PCs have a few
moments to puzzle out their situation. Of course,
like the garbage disposal aboard the Death Star, this
chamber is protected against blaster fire. Because
FRONT VIEW
of the magnetic seal, any shots aimed at a wall or
door simply ricochet around the room. The only
Open Door
Control Box
other visible exit is a closed circular door in the
ceiling, about three meters off the ground.
When the Rebels who remained outside take off
after the fleeing bounty hunters, Quist makes his play. He goes
speeder catches up with the bounty hunters, all characters
around to the control box, flips a switch, and returns to his
not driving can begin exchanging blaster fire. The hunters
speeder bike. The switch opens the overhead door, pouring
fight to the death, but if any are captured they explain that
tons of water down into the sealed chamber. If any of the
they helped Jodo Kast wipe out the Hammerhead and her
trapped PCs make an Easy Perception roll, they hear a repulfriends. But now theyre taking orders from a guy who came
sor engine roar over the sound of the rushing water then fade
out of the desert, a guy with lots of credits and a knife where
off into the desert, away from Mos Eisley. Quist, his task done,
his hand used to be.
returns to Tallons fortress to put the rest of his evil plan to
Bounty hunter landspeeder: Speed Code 2D, Maneuverability
work.
1D+1, Body Strength 2D.
To get out of this trap, the PCs need do nothing more than
swim. Once the water has filled the chamber, they can float to
ALTERNATE STORYLINE
the top and climb up into the silo. An unshielded door in the
If your PCs decide not to meet with Labria, they still find
silo can easily be blasted open. Of course, PCs need to
out some of the things that go on in this episode. Let them
remove any armor in order to stay afloat, as well as make Very
hear about Slag Flats demise the same way they heard about
Easy swimming rolls. They could also use a thermal detonator
the death of Heft. A couple of people talking explain how Flats
(or two grenades) to blast a hole in a metal wall.
was wasted out at the old water silo, how she was found with
Outside, near the control box, is a stick of SoroSuub Stima dart in her neck. They also mention how the scout, Old
chew (and important clue).
Arno, is the last of the oldsters, the only one left from
Tatooines original colony ship. The PCs may then decide to
THE BIG CHASE SCENE
go out to the silo to see for themselves If they do, just modify
The four typical bounty hunters drive off in a roomy landExamining the Water Silo to fit this development. Even if
speeder. The hunters speeder starts out at short range and
they dont head out to the silo, follow up the news of Slag
the driver has a repulsorlift operation skill of 3D+2. If the fleeFlats death with the events in Episode Four.
ing speeder gets beyond long range, it gets away. If the PCs

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EPISODE IV: CANTINA AMBUSH


By the evening of Day Two, the Rebels should have found
out the following facts. There are lots of bounty hunters on
Tatooine searching for Adar Tallon. One of these hunters uses
poisoned darts to dispatch his victims. Two oldsters, both of
whom may have known of Tallon, were found dead with darts
jutting from their necks. The next apparent victim, Old Arno
the scout, is also someone whose services have been recommended to the Rebels if they hope to survive out in the desert
wastes.
Now, as darkness spreads through the crowded Mos Eisley
streets, the Rebels receive a message from Old Arno to meet
him at the Mos Eisley Cantina. But whats waiting for them
isnt a cagey old scout its a gang of deadly bounty hunters!

NIGHTTIME IN MOS EISLEY

mentions that he hasnt seen Arno for over a week. But before
they can puzzle this out too much, Labria shows up, all smiles
and good cheer. But his smile fades when he mentions how
sad it is that Slag Flats died.
Labria has decided to work for Jodo Kast. The reasons for
this include good money and wanting to live to a ripe old age.
He decided to tell Kast about Flats, but never thought that
Slag would die. If she had only cooperated with the bounty
hunter, Labria has convinced himself, everything would have
been fine. Now Kast wants to eliminate the group that Flats
asked to meet, as well as Old Arno. Arnos a problem since no
ones seen him for over a week, but the Rebels should provide
some amusement at best. To this end, Labria has been
instructed to lead the Rebels to the cantina, positively identify them, and then spring an ambush. Labria says to the PCs:

Nighttime in Mos Eisley can be a dangerous time. Vile


bounty hunters stalk the darkened streets, but the regular
inhabitants are no less fearsome. Thieves, murderers, and all
manner of the criminal element prowl the arched pathways
with evil intent. Bring this out in your descriptions as the
Rebels make their way back from the water silo or just wander around looking for more clues. You can actually place a
few nocturnal encounters along their route. If any PC goes
about on his or her own, this is a perfect opportunity to have
something bad jump out of the shadows.
Eventually, however, they make it back to their lodgings. If
they go directly to their rooms at the inn, a message from
Arno awaits them. The innkeeper says:

My friends hiccup! I am truly sorry about what


happened to poor Slag. But I have located burp! Old
Arno. Hell be here hic! shortly to meet with you.

I got a message for you. Old Arno wants to meet with


you tonight at the cantina. The messenger said Arnos got
some important information concerning somebody named
Tallon.

With that, the Rebels hear an evil laugh as numerous


blaster safeties click to the ready and the ambush is sprung.

If the Rebels ask who the messenger was, the innkeeper


says, It was that no good drunken stoolie, Labria.
The Rebels could also be staying in their ship. If thats the
case, they find the message on their computer screen, transmitted from somewhere in town.

The band abruptly stops playing. Six typical bounty hunters


and Puggles Trodd stand around the PCs booth. Puggles has
lifted himself onto a table so that he has a commanding view
of the room. Everyone else has scattered, including the bartender. His voice can be heard from somewhere under the bar
No blasters! No blasters! Every gun is pointed at the PCs.
Puggles addresses them:

WAITING FOR ARNO


If the Rebels go to the cantina in response to Old Arnos
message, they dont find him right away. In fact, the bartender

As Labria tells them about Arno, ask the PCs to make Moderate Perception rolls. If anyone makes it, tell them that they
see a small, furry alien (Puggles Trodd) sidle up to the bar
near their booth. If anyone rolls five more than the necessary
difficulty number, they notice that except for the band, the
cantina has become quiet.
Labria stands shakily, pointing at the Rebels. He yells out:
These are the hunters that hic! Slag wanted to
meet! You can begin burp! the attack!

REBELS BETRAYED

Money is tight, my friends. Competition bad for all. You


understand, yes? Dont be mad with Puggles. This is just
business.
With that, Puggles dodges behind the bar and the bounty
hunters open fire. Blaster fire cuts Labria down during the
first volley, but six shots are aimed at the PCs
Bounty Hunter Tactics: Four bounty hunters overturn two
nearby tables to use as cover. Each table has Strength 1D. The
tables must be destroyed before those hunters can be shot at.
Three hits destroy a table, or 3 Strength on one hit. Everyone
is at point-blank range. The other four hunters dodge, making
it harder to hit them. They will not use Combined Fire, as
theyve never worked together before. The hunters fight to
kill, as per Jodo Kasts orders.
Puggles Tactics: Puggles ducks out through the back door
during the fight.

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At some point, when everyone is engaged in combat, a


shadowy form appears in the darkened cantina entrance. It is
Kast. He fires one dart at a PC, then disappears into the night.
The dart is coated with poison. If the Rebel is hit, he or she
makes a stamina roll. The number rolled is the number of minutes before the poison kills. A medpac applied during this
time will save the Rebel (Moderate medpac use check).
When reduced to three attackers or less, the hunters
attempt to retreat. They rush into the street, heading for
Jabbas Town House. Once the chase leads into the narrow
streets, go to The Grenade Escape.
As the Rebels leave to chase the hunters into the night, or
once theyve defeated them in the cantina, the band begins to
play again as though nothing happened. Start up the soundtrack and fade to the next scene.

PUGGLES GRENADE
If the PCs chase any fleeing bounty hunters, they follow
them into the narrow streets heading toward Jabbas Town
House. Once the PCs plunge ahead, Puggles leaps from his
hiding place in the shadows and tosses a grenade at them.
Puggles grenade is a smoke screamer, a combination sonic
screecher and smoke bomb. When it detonates, it produces
an ear-piercing wail and emits clouds of thick, black smoke.
Everyone within 10 meters of the explosion must make a
Moderate stamina roll. If they fail, the pain produced by the
sonic scream incapacitates them until the noise stops. An
Easy Technical roll, made by someone who isnt incapacitated,
must be made to shut off the screamer. Those not incapacitated by the noise still experience pain. Lower all attributes
and skills by 1D while the noise continues. Only by running
straight ahead through the smoke (and making a Moderate
search roll) can any Rebel hope to keep up the chase. Those
that do can follow the remaining hunters (and Puggles) back
to Jabbas Town House. If the Rebels chase them that far, the
militia intervenes to stop any battle.

MEETING OLD ARNO


The excitements over for the night. If the PCs didnt chase
after the bounty hunters, theyre standing around in the middle of a wrecked cantina. Labria isnt among the bodies. Only
wounded, he disappeared into the night. The bartender,
understandably, isnt very happy. He peeks his head over the
bar to make sure the shooting has stopped, then rises to his
full height with an angry gleam in his eyes. He wants to know
whos going to pay for all the damage. It takes an offering of
250 credits to calm him down, and even then hell continue to
mutter to himself for the next couple of days.
If they did chase the hunters, the PCs are either recovering
from the sonic screamer or talking their way out of trouble
with the militia.
Either way, a grizzled old-timer steps out of the shadows.
He surveys the area calmly, his craggy face baked brick red
from constant exposure to Tatooines suns. He sports a long
bristly beard. He steps up to the Rebels and says in a slow
drawl:
Someone sure doesnt like you folks. Good thing I just
got back from the Dune Sea or I mightve ended up like
poor ol Heff and Slag. Im Old Arno, the scout, and I got a
message from Slag Flats to look you all up.

ADVENTURE BOOK

EFFECTS OF NO SLEEP
Rebels need sleep, thats a fact of life. After a full days activity,
everybody needs time to rest and recuperate. Once you determine when sleep becomes necessary, let everyone make a Moderate stamina check every hour longer they decide to remain awake.
Anyone who fails loses one die from every attribute and skill until
they get at least four hours of sleep. Even Rebels with high
stamina can only push themselves so long before they suffer negative effects as well. After three hours, they begin to lose one die
every two hours, regardless of their stamina rolls.

Slag tried to contact Arno earlier, but settled with leaving


him a message when she couldnt track him down. She
wanted the old scout to lead the PCs into the Wastes to try to
find Tallon. Once, long ago, she aided the commander when
he needed to lose himself on Tatooine. With only infrequent
contact over the years, Tallon never opened up completely to
the Ithorian crime boss. So she only had a vague idea of
where he had settled, but she still had fond feelings for the
noble commander. She wanted to find a trustworthy and capable group to help Tallon avoid the price on his head. By
watching the actions of the PCs throughout the day, Slag came
to the conclusion that they might be Tallons only hope. If the
Rebels tell Arno whats been going on, he agrees to lead them
out at dawn. Until then, he can take them to a hiding place he
has just outside of town where theyll all be safe for the night.
Arno knows a lot about the desert and its inhabitants. He
has worked for moisture farmers, inspectors, and explorers,
using his skills to earn a living. Old Arno believes in fair deals
and honest work, and he does his best to honor old debts and
help his friends. Arno, Slag, and Heff arrived on Tatooine
together, passengers on the original colony ship whose wreckage still adorns the center of Mos Eisley. Now his friends are
dead, and Arno wont rest until their murderer is found. He
explains to the PCs:
I figure Slag and Heff were killed because someone
thought they knew something about this Adar Tallon fellow,
seeing as how them and me are the only locals who date
back that far. Seems to me there was a group of people who
arrived right around the time of this commander persons
death. They settled out in the Wastes, actually purchasing
some deserted homesteads. So thats where well start in
the morning. Well check out them places and see what we
can see. Lanks Farm, Tusken Fort, and Sedi Fisks desert
manor. Yup, its gonna be an interesting day.
Old Arno: Dexterity 2D+2, blaster 3D+2; Knowledge 4D, survival
6D; Mechanical 3D, repulsorlift operation 4D; Perception 2D;
Strength 3D; Technical 3D+1.

THE STAR WARS SOUNDTRACK


One way to make the adventure better is to use props to create
moods and set scenes. If you have the soundtrack from Star Wars,
try this during play. Whenever the PCs enter the cantina, start up
the Cantina Band theme. Whenever a fight breaks out, stop the
song to simulate the band diving for cover. When the trouble is
over, the band starts playing again as though nothing happened.

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EPISODE V: EXPLORING THE WASTES


Second Dawn of Day Three brings a whole slew of new
problems to challenge the Rebels. They discover that most of
the bounty hunters have set off into the desert with Jodo
Kast, just a few hours prior to their own departure. But with
Old Arno to lead them, the Rebel heroes have a slight advantage over Kast and his cronies. Plus, Arno has narrowed down
Tallons hiding place to three sites. All they have to do is
reach the right one first.

STARTING OUT
Arno wakes the Rebels at Second Dawn, urging them to get
a move on. Something big has happened in Mos Eisley and he
wants to check it out before they begin the days trek. The old
scout offers the PCs a ride in his large, battered cargo skiff,
but he relents if they decide to bring their own vehicle. Hell
be slightly insulted, of course, but he wont grumble at
least not much. He cranks up the old repulsorlift engine and
the skiff rattles forward, sounding very much like its about to
fall apart. But it doesnt, and soon they drive into town. Read:
Something is different in the spaceport on this bright, hot
morning. Something has changed. The Mos Eisley streets
are quiet and less crowded, the citizens go about their business with obvious ease and relief. Old Arno pulls up outside
the general store, offering a slight nod of greeting to Tar
Lup. Hello, Tar. Whys our little town breathing so easy
this fine morning? asks Arno. Cant you tell, Arno?
Theyre gone, smiles Tar, the bounty hunters have gone.
The whole lot of them got up before First Dawn and headed
out into the desert.
Tar and most of Mos Eisleys residents are visibly relieved
to be free of the bounty hunters, even if only for a day or two.
They dont understand that Mos Eisleys good fortune probably means a major loss for the Rebel Alliance. Old Arno turns
to the Rebels and asks them quietly, Whats our next move?
If they decide to proceed with the plan Arno outlined in
Episode Four, read:
Old Arno maneuvers his clunky skiff through the wider
streets, never looking behind to see if you are following.
When he reaches the edge of town he guns the engine and
the skiff shoots off into the desert. Soon Mos Eisley is far
behind, just a speck on the scorched horizon.
Read the Cut-Away to the Relentless sidebar before proceeding.

INTO THE WASTES


As the Rebels make their way to the three possible sites of
Tallons hide-out, they encounter a number of dangers unique
to Tatooine. Because of their proximity, Arno must lead the
PCs through each encounter as they are presented. There is
no way to avoid any of them without going kilometers out of
the way and losing precious time.
Old Arno explains that he hasnt been out this way in quite
some time, so some things may surprise even him. Still, someone killed his friend Slag Flats, and he wont rest until the murderer is brought to justice.

122

CUT-AWAY TO THE RELENTLESS


Read aloud:
EXTERIOR: SPACECRAFT IN SPACE. The Imperial Star
Destroyer Relentless, docked with Kwenn Space Station.
INTERIOR: IMPERIAL STAR DESTROYER BRIDGE.
Captain Parlan stands upon the command platform,
watching the space station through bridge viewports. A
lower officer steps up and clears his throat.
Speak, orders Parlan.
The crews have worked through the night and all systems have been repaired, snaps the officer. In addition,
astrogation has calculated an optimum hyperspace
route that will get us to Tatooine by tomorrow evening.
Parlans eyes sparkle and his lip turns up in an evil
smile. Then Tallons mine! Order immediate departure.
Fade to
EXTERIOR: THE TATOOINE DESERT

While playing these encounters describe kilometers of


burning sand that stretch in every direction. Bring out the fact
that rows of endless dunes make everything look the same.
Tell the players how hot the desert is, with the glaring heat of
twin suns pounding down upon them. Get across the feeling
of a vast, boiling desert as the PCs travel through the unending wastes. But at the same time, give just enough of these
set-changing descriptions to add mood and flavor, then fade
to the next encounter.

ENCOUNTER ONE:
HERE THERE BE DRAGONS
When the Rebels cross the next dune, they come face to
face with a creature out of nightmares. Read:
As you come over a large sand dune you see a flat plain
that stretches to the horizon. There, lying wounded just
above the burning sand, is a large sail barge. Overloaded
with bumbling, amateur bounty hunters, the craft appears
to be ripe pickings for the creatures surrounding it. The sail
barge is under attack by three huge, terrifying monsters!
Thems Krayt Dragons, explains Arno, some of the most
fearsome creatures to walk the Tatooine sands.
These hunters are rank amateurs who came in answer to
the Imperial bounty. They arent part of Jodo Kasts crew, and
theyll be lucky to fend off the Krayt Dragons without losing a
hunter or six. The PCs can aid the hunters or not, but if they
continue on without getting involved read the passage below.
If they do help the hunters, ignore the passage and just let
them deal with the three dragons.
You leave the sail barge behind, driving your landspeeder over a hill of sand. Suddenly, without warning, the
hill moves! Sand cascades like water from a fall as a huge
creature rises out of the desert. This Krayt Dragon roars,
drowning out the sound of your vehicles engine. Its dripping, tooth-filled maw snaps closer and closer.

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8
CLASSIC ADVENTURES

Krayt Dragon: Dexterity 3D; Perception 1D+2; Strength 12D; Speed


Code 3D; Size 10 meters tall, 30 meters long; combat: claws (8D
damage), bite (15D damage).

Krayt Dragons Tactics: The Dragons use their claws to


swat PCs and NPCs alike. Once a character is stunned, the
lizard moves in to apply a powerful bite to the unmoving victim. Dragons flee after being incapacitated or suffering six hits
(stun or better).
If rescued, the hunters try to take over the PCs speeder so
they can continue their search. Theyll offer to buy the vehicle, and even steal it if that fails, but they really arent very
good and can easily be left behind. These bumbling bounty
hunters have the following statistics.
Bumbling bounty hunters: Dexterity 2D+1, blaster 2D+2; Knowledge 1D+2; Mechanical 1D+1; Perception 1D+2; Strength 2D+1;
Technical 2D+2.

ENCOUNTER TWO:
SEDI FISKS DESERT MANOR
After the battle with the Krayt Dragons, Old Arno leads the
way to Sedi Fisks desert manor. The manor rests within a
rocky canyon, surrounded and protected by high stone walls.
All around the manor are smaller dwellings, situated to form a
little community out here in the Wastes. But it is evident at
once that no one lives here anymore. Read:
The canyon is quiet, still. Nothing moves but the hot, midday breeze, and it blows unobstructed through and around
the shattered buildings. The manor lies in ruins, as does
every other dwelling in the vicinity. Whatever happened
here occurred long ago. It appears Sedi Fisk no longer lives
in this tiny community.
As the Rebels make their way through the ruined settlement
toward the manor house, have the PCs make Easy Perception
or search rolls. Anyone who rolls successfully can positively
determine that these ruins date back at least a year, possibly
longer. Shattered gaffi sticks can be found among the broken
remains, as well as deteriorating signs of previous habitation
and recent animal infestation. In fact, some of the animal
droppings look quite fresh. When they continue further into
the ruins, read:
The broken remains lean toward you as you climb over
rubble and under hanging wreckage. After a time the twin
suns dip lower and shadows grow longer. You imagine that
things are moving in the darkened corners, just out of sight.
Then, without warning, a shadow disconnects from a crumbling wall and dashes in your direction.
Not everything in this ruined community is dead. A pack of
Womp Rats has taken up residence here, and they would love
to feast on fresh Rebel meat! Over two meters long and
extremely vicious, womp rats attack quickly and in packs.
Five of them participate in this battle.
Womp Rats: Dexterity 2D; Perception 1D+1; Strength 2D+1; Speed
Code 3D; Size 2.1 meters long; Combat: claws (damage 2D+2),
bite (damage 3D+1).

After defeating these mean-spirited creatures, the Rebels


should come to the conclusion that this isnt the place they
want to be. If they dont decide to leave and instead agree to
continue exploring the ruins, have Old Arno point out the following fact.

ADVENTURE BOOK

Dont get excited, but theres a whole bunch of those


Womp Rat critters all around us, Arno calmly explains. I
suggest we get out of here, but real slow like, if you take my
meaning.
Above, on the rooftops of the ruined buildings, the Rebels
see lots of dark shapes and gleaming eyes. If the PCs ignore
Arnos suggestion, the Womp Rats begin attacking in waves of
five until the PCs are forced to flee.

ENCOUNTER THREE: THE OASIS


First Twilight falls over the desert by the time Arno leads
the Rebels out of the ruins. He gathers them some distance
from the broken settlement and says:
The Wastes aint safe to travel after dark, and I certainly
dont want to camp out in those awful ruins. Theres a place
I know that will put us up for the night, and some people
there may be able to provide us with some information. Its
called the Oasis and, if we hurry, we should make it there
before Second Twilight.
The Oasis is a religious community situated in the middle of
nowhere. The Dim-U, as the priests call themselves, came to
Tatooine aboard the original colony ship, along with the first
settlers (although the original priests have died out). On
Tatooine, as on hundreds of other planets, they came to help
establish the world and expand their religion.
Here, the Rebels find a small town fighting to survive in the
endless desert, far from larger cities. A number of dwellings,
built in the distinct Tatooine manner, huddle together with
several moisture farms to make up Oasis. The people are
friendly and trusting, helping any who come to them in need.

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The priests welcome visitors, helping prepare those new to


the desert for the rough life ahead. The Dim-U themselves are
devoted to the mystery of the Bantha, contemplating why the
sacred creature can be found on so many planets and what
part it plays in the galactic scheme. As the familiar Bantha
welcomed us to this world after our long journey, so we welcome you. This is the concept upon which Oasis was built.
The community respects and deals with Sand People, because
they are the chosen people of the Bantha on Tatooine. They
preach against killing Banthas for food or clothing. Instead,
they practice a communal relationship with the great beasts
similar to the Sand People, and many Banthas roam Oasis
freely.
It is after dark when the Rebels arrive. A priest greets them
and offers to direct them to the main hall where they can find
food and shelter. Along the way they see farmers quitting
work for the night, children playing atop huge Banthas, and
other members of the community engaged in various activities.
At the main hall, the Rebels can speak to Dryon, the current
Dim-U high priest. Dryon looks very similar to the street
preacher in Mos Eisley, except he is cleaner, neater, and wears
better clothes. He listens quietly to the PCs questions, then
explains:
As I told the others earlier, Oasis doesnt ask for names
or explanations. Like the humble Bantha, we simply greet
newcomers and offer what aid we can to make life easier
upon this suns-scorched ball.
The others were bounty hunters, including Jodo Kast, who
asked questions concerning Adar Tallon. Dryon sent them on
their way when they became angry, because anger is not the
way of the Bantha. I could offer them nothing but hospitality, says Dryon, the same as I offer you.

Dim-U Priests: Dexterity 2D; Knowledge 2D+1, survival 3D+2;


Mechanical 1D, beast riding 3D+2; Perception 2D+2; Strength 2D;
Technical 2D.
Dryon, the High Priest: Dexterity 3D; Knowledge 3D+2, survival
5D; Mechanical 2D+1, beast riding 5D; Perception 3D+2; Strength
3D+1; Technical 2D.

Night Attack
Oasis is a friendly, happy place, full of laughing people and
good cheer. The priests, farmers, and families of Oasis fill the
main hall to meet with the Rebels. They bring food, drink and
song, asking only that the Rebels tell their story. As the peaceful night continues, no one suspects that danger waits around
the next corner. Before the get-together breaks up, bounty
hunters attack. Read:
Your peaceful evening ends abruptly as a window shatters and a smoke grenade crashes against the far wall. Dark,
noxious smoke quickly fills the hall, and people begin to
rush from the building. But as they get out into the night,
blaster fire smashes through the darkness and the citizens
of Oasis fall. Then a voice calls out, You will tell us what
Jodo Kast wants to know, Dryon, or we will raze Oasis so
that not even a speck of sand remains!
Zardra leads a squad of seasoned bounty hunters in this
attack on Oasis. They do not know that the PCs are here when
they first strike. The bounty hunters have the same statistics
as those found in Episode One. There are five of them. Zardra
hopes to convince the high priest to cooperate by threatening
those he holds dear. Once Zardra realizes that she isnt facing
just priests and farmers, she quickly changes her tactics.
This is a glorious night to win or die, she tells her foes, then
orders her squad to fight to the death. These hunters are better than others the PCs have faced so far. They break into
teams of two each, with each team combining fire at a single
target when able. Once the battle ends, there will be no further attacks that night.

EPISODE VI: BATTLE IN THE DESERT


The second day out into the Wastes finally brings the
Rebels to their goal, but not before they get to battle a young
girl defending whats left of her home and meet up with
Tatooines fearsome Sand People. Then, if all goes well, they
reach the last site on Old Arnos list Tusken Fort.

DAY FOUR BEGINS


Twin suns rise over Oasis on the morning of Day Four. Old
Arno rouses the PCs, eager to start out. Dryon comes to see
them off, thanking them for their help the night before. The
high priest provides whatever supplies Oasis can spare,
including food, water, and two medpacs. They have few
weapons, and cannot afford to part with those they do have.
He extends an open invitation to the PCs, asking them to
return whenever they like. Then he bids them farewell, saying,
May you always travel in the shadow of the Bantha. Fade to
Encounter One: Lanks Farm.

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ENCOUNTER ONE: LANKS FARM


Fade in as the Rebels approach Lanks farm and read:
Smoke wafts on the horizon, rising from the ruins of a
large settlement. It appears something terrible has happened at Lanks Farm. And from the looks of the burning
buildings and smoldering wreckage, it appears that whatever occurred happened very recently. Arno brings his
landspeeder to a halt, scanning the area. Be ready, he
whis-pers, whoevers responsible for this may still be
around.
Lanks Farm looks similar to Luke Skywalkers home in Star
Wars IV: A New Hope. There are domed, partially underground
buildings, and lots of vaporators all over the property. The
only difference is that these buildings are in ruins, their burning remains split wide and gutted. Whatever caused this damage had extensive fire power and wasnt shy about using it.
Even the perimeter defense screens have been shattered.

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As the PCs check out the farm, it soon becomes apparent that the agent of destruction is long gone. Dead bodies are strewn everywhere. Blaster marks, grenade
fragments, and fire damage scar the battered landscape.
Then, when one Rebel approaches the main building,
read:
You hear muffled sobbing coming from somewhere
ahead, within the destroyed main building. It stops.
Silence follows. (Give the players a moment to say what
theyre doing.) Suddenly the silence is disturbed by the
sound of a blaster pistol, and two fiery bolts smash
within meters of where you stand.
The ruins fall quiet again, and the Rebels see nothing.
If they try to approach the main house, they must make
three Easy hide/sneak rolls. Each successful roll gets a
PC that much closer to the house undetected. Anyone who
fails the roll still moves closer, but is spotted by the mysterious sniper and shot at. Anyone who makes all three rolls
undetected can get a drop on the sniper.
If a Rebel lobs a grenade into the ruins, the sniper screams
out and the shooting stops. The PCs can now enter the ruins
safely. See The Wounded Sniper below. If someone sneaks
up undetected and decides to take aim to get off a blaster
shot, see The Unwounded Sniper below.
Sniper: Dexterity 2D, blaster 2D; Strength 1D+1.

The Wounded Sniper


A grenade or other area weapon applied to the ruins where
the blaster fire originates stops the deadly spray of energy.
The ruins can now be entered safely, but once inside the
demolished building the PCs hear:
Low moans echo from the far corner, and a still form lies
under scattered rubble. It is a young girl, no more than nine
or 10 years old, and she appears wounded, trapped beneath
a fallen wall.
On careful examination, and a Very Easy first aid roll, the
Rebels can tell that she isnt seriously hurt but her condition
will deteriorate without application of a medpac. Once the
rubble is cleared away and she is treated with a medpac (a
successful Easy first aid roll), she awakens and fear fills her
large, blue eyes. If the PCs act in a friendly manner and do
their best to alleviate her fears, the girl speaks. See The
Sniper Speaks below.

The Unwounded Sniper


Any PC that successfully makes three hide/sneak rolls gets
to the ruins undetected. That Rebel can peek into the building
to see whos there or to take aim with a blaster. Read:
Standing behind a partially fallen wall, a blaster in hand,
is a young girl. Shes dressed in tattered clothing and
appears to be crying. You figure she cant be more than
nine or 10 years old. As you watch, she prepares to fire
another burst of energy toward your friends as they try to
slip closer.
Ask the player what his character wants to do. If a PC tries
to command her to put her weapon down, ask for a Moderate
command roll. Anything less wont break through her mixed
emotions of fear, anger, and confusion. If a PC tries to calm
her down and win her trust by being friendly, ask for an Easy

ADVENTURE BOOK

bargain roll (she reacts more positively to such an action,


therefore the lower difficulty). A PC might also attempt to
reach her and disarm her before she can fire the blaster. The
winner of an opposed Dexterity roll performs his or her action.
If, after seeing who the sniper is, a Rebel still wants to shoot
her, explain that this is definitely an evil action.
If the Rebels get her to calm down and talk to them, see
The Sniper Speaks below.

The Sniper Speaks


Once the Rebels begin to talk to the girl, she says:
Im Reen, and this is my fathers farm. His name is Bels
Lank. Everything was fine and good until that awful man
came. He was tall and silver, all dressed in shiny armor and
carrying all kinds of weapons. But he scared me when I saw
him land by the flector screens, so I ran and hid in the
house. Dad went out to meet him, though, and and the
shiny man blasted him again and again! I ran into the cellar, but I couldnt get away from the noise. Everything was
going boom all over the place. Then it was quiet until you
came, so I grabbed a blaster and Reen begins to sob
uncontrollably.
The tall man in shiny armor who killed her family is IG-72,
the assassin Droid. IG-72 followed the lead provided by the
power station Droid in Episode Two to Lanks Farm. The lead,
however, turned out to be false as Bels Lank owns the property, not Adar Tallon. Now the Rebels must decide what to do
with young Reen. Arno suggests, if no one else does, that he
take her back to Oasis while the PCs go on. He gives them
directions to Tusken Fort that takes them right through the
heart of Sand People country.

ENCOUNTER TWO:
DEFEATED BOUNTY HUNTERS
The Rebels continue further until they come upon the
scene of a recent battle. Bounty hunters are strewn everywhere. All but one of these 10 hunters is dead, and this last
one is quickly fading. He says:
We were told that Tallon was old and helpless. But this
man is dangerous! He led my squad of seasoned hunters a
merry chase, then fell upon us swiftly and without mercy.
We never saw him coming
Then the hunter dies.

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ENCOUNTER THREE: TUSKEN RAIDERS


The Rebels travel on, following Arnos directions further
and further into the desert. Out here the Rebels meet up with
an angry tribe of Sand People, driven to a battle frenzy by the
actions of unscrupulous and sadistic bounty hunters. Already
attacked twice by the hunters, more for fun than for information, the Sand People have prepared a little welcome for the
next group of humans to come their way. They hope to dissuade these unprovoked attacks by turning the sands red
with bounty hunter blood.
As the Rebels proceed further into Sand People territory,
read:
On the horizon you see the solid wall of rock known simply as the Barrier. Unmoving shapes between you and the
Barrier become more distinct as you travel closer. You see
three tall cairns, set before the open pass that Arno assured
you leads to Tusken Fort. Upon examination the cairns
appear unnatural and strange, made from piles of armor,
helmets and various machine parts. Some pieces are recognizable landspeeder and weapons parts, familiar bounty
hunter gear others bear no resemblance to anything you
can remember.
If the PCs dig through the cairns, they find that nothing can
be salvaged. Whoever set these markers was quite thorough
in their destruction of each piece. If they expect to find any
bodies, even under the sand, the Rebels are disappointed.
Other than the piles of wrecked equipment, there is nothing
else to find. Go on to Getting through the Pass.

Getting through the Pass


The Rebels enter the narrow pass. The end of the pass
promises to hold the key to their entire quest. All they have to
do is get there in one piece. Two things threaten to stop them
as they make their way through the pass. First, a stampede of
Banthas hurtles toward them. Then the Sand People themselves attack.

126

Bantha Stampede
After the Rebels travel a bit into the pass, they hear a thunderous rumble from up ahead. A cloud of dust rushes closer,
and out of that cloud the Rebels see a herd of Banthas bearing
down upon them! Tied to the lead Bantha is a dead bounty
hunter, set there to show why the Sand People are angry. The
Rebels have at least three choices as to how to get out of this
one.
Drive through the Stampede. If the Rebels try to drive
through the Bantha herd, have the pilot make a Very Difficult
repulsorlift operation roll. A failed roll doesnt mean death, but
instead calculate how much the roll was missed by. For every
five points under the required difficulty number, add one level
of damage to the landspeeder.
Example: If the pilot needed to roll a 21 but rolled a 6
instead, the landspeeder suffers severe damage.
If the speeder is destroyed, calculate damage for each PC
by rolling Bantha Strength against PC Strength. If the speeder
suffers heavy damage or less, it loses 1D from its speed code
but gets through the herd. Severe damage knocks out the
speeders engine, but doesnt result in injury to the PCs.
Duck and Cover. If the Rebels abandon their vehicle and
seek shelter along the wall of the pass, they find nooks and
crannies in which to hide. The herd passes them by, but their
speeder is trampled and destroyed.
Halt the Stamped. If a Rebel attempts to jump on the lead
Bantha and bring the stampede to a halt, he must make the
following rolls. First a successful Easy climbing/jumping roll is
needed to mount the moving animal. Then a Moderate beast
riding roll is needed to hang on and establish a connection
with the creature. Finally, an opposed roll must be won by the
PC in order to command the Bantha to stop. When it stops, so
does the herd. Roll beast riding against orneriness for this skill
check.
Bantha: Strength 8D; Orneriness 2D; Speed Code 2D.

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Sand People
Whether on foot (because their speeder was damaged) or
riding in their landspeeder, the PCs finally approach the end
of the pass. Beyond is Tusken Canyon, and the infamous Fort
Tusken. Now the Rebels meet up with Sand People seeking
revenge against earlier bounty hunter attacks.
Sand People Tactics: The Sand People shadow the PCs,
moving along the top of the pass. Then, when the Rebels
reach the mouth of the pass, the Sand People attack. Ten Sand
People leap upon the Rebels from the passs walls, while an
additional 10 fire blaster shots from above. Of these 10 with
blasters, only the three leaders use Combined Fire. The others fight with fierce independence.
This is a straight knock-down drag-out fight that continues
until only five Sand People remain. These five bolt, heading
back to their tribe. If the Rebels are defeated, they are bound
and brought before the tribe to face judgment. In this unlikely
event, youll have to play the scene by ear. If the PCs can convince the Sand People they arent in league with the bounty
hunters, they will be set free to continue with the adventure.
Otherwise you may have to design an episode dealing with
the Rebels escape.

The Sand People can be convinced to let them through the


pass if the PCs are friendly and offer some item for trade. The
miniature vaporator from the general store is perfect for this
task.
Sand People: Dexterity 2D+1, blaster carbine 3D+1 (damage 5D),
gaffi stick 4D (damage 4D+2); Strength 3D +2.

Reaching Tusken Canyon


Once the Rebels exit the narrow pass, they find themselves
on a ledge overlooking a rocky canyon. This is Tusken
Canyon, once a thriving settlement before the Sand People
closed this section of the planet. Across the gaping canyon,
on a high plateau, sits Tusken Fort, the last spot to check on
Old Arnos list. Read:
The seedy old-style fortress sits atop a small rise, overlooking the burnt husk of a long abandoned settlement. The
square, one-story building has two towers, their gun bays
empty. Walls have been patched and replaced in areas,
attesting to the theory that the fort is inhabited. As you
watch, a figure appears at a tower window. It holds something metallic to its face and scans the horizon before
retreating into the dark interior.
Let the players come up with a plan, then fade to Episode
Seven.

EPISODE VII: SLAUGHTER AT TUSKEN FORT


The Rebels have journeyed through the Wastes to Tusken
Canyon, the place where Tallon has decided to make his stand
against the Imperial agents on Tatooine. If he wins, he has
pledged to then take the battle to the Galactic Core itself! In
the fortress the PCs must battle Tallons mercs, convince the
commander of their good intentions, and then defeat the
deadly Jodo Kast. But beware! There is a traitor in Adars
camp.

ENTERING THE FORT


If you take a look at the map of Tusken Fort on page 106,
youll see a number of entrances located all around the structure. Each door is locked, but only the hangar and servants
wing have computer access ports. The main door and the
back door have no visible entry devices. The PCs can choose
the direct knock-on-the-front-door approach, or they can try
to enter the fort unseen. Depending on their decision, see the
appropriate section below.

The Front Door Approach


As the Rebels approach the front door, let the PCs
make Easy Perception rolls. If anyone makes the roll,
they have the feeling that they are being watched. Jungen, hiding on the hangar roof, observes their
approach. If attacked, he fires his blaster (set on stun)
at the most dangerous-looking Rebel, then leaps down
to engage in hand-to-hand combat. His statistics are on
page 107. Let the fight go on for two combat rounds,
then the front door slides open. Shrike is there, carrying
a heavy blaster rifle. He fires once to get everyones
attention, then asks the PCs to enter peacefully.

ADVENTURE BOOK

If the Rebels agree to holster their weapons, Shrike and Jungen lead them into the fort. Go to Meeting Tallon If they
object and try to continue the fight, go to The Mercs.
If the PCs dont attack but continue to the front door, Shrike
meets them and leads them to Tallon. Go to Meeting Tallon.

Entering Unseen
The fort can be entered by accessing the computer ports
on the hangar and servants wing doors. A Moderate Technical or security roll breaks the code and opens either door.
Another way in would be to climb through the tower windows. This requires a rope of some sort, an Easy Strength roll
(to toss it that high), and an Easy climbing/jumping roll to
actually navigate up the rope.
However, to try any of these methods the PCs must make
Easy hide/sneak rolls to approach the building unseen. If they
fail, Jungen spots them before they reach the fort. See The
Front Door Approach above for his reaction.
If the Rebels do manage to enter the fort without being
spotted, they can wander around as they see fit. See Inside
the Fort for encounters within Tallons home.

TUSKEN FORT

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The Mercs
The mercs under Tallons employ are led by Shrike. The
group includes six typical mercs, Jungen, and Quist. Statistics
for Shrike, Jungen, and Quist can be found on page 107. The
typical mercs are listed below. If the call goes out for reinforcements, this entire group shows up to engage the Rebels
in combat. They set their weapons on stun, attempting to capture this small attacking force. If all of the PCs are stunned, go
to Meeting Tallon.
Quist never gets into the thick of the battle, preferring to
fight from a distance. If the Rebels fight well and defeat more
than three of the typical mercs, Quist and Shrike (or Jungen if
Shrike is down) retreat back to Tallons side. The final conflict
occurs in Meeting Tallon.
Typical Mercs: Dexterity 2D+2, blaster 4D+2, dodge 3D+2; Knowledge 1D+2; Mechanical 1D+2; Perception 1D+1, search 20+1;
Strength 2D+2; Technical 2D.

INSIDE THE FORT


Inside, the old fort is comfortable and homey. Elegant yet
simple furniture shows a definite womans touch. Repairs and
maintenance have not been neglected. As the Rebels explore
the fort, refer to the descriptions below.
The fort is set as a trap for Imperial agents. The PCs can
wander around, but they only meet a few people. However,
they have the feeling that someone is watching them the
whole time.
Hangar. This large room is filled with tools, parts, and
machinery necessary to keep vehicles in good repair. In fact,
it is very well stocked. There is a landspeeder here, roomy
enough for six, and four old starfighters that look similar to Xwings. An Easy technology roll identifies them as Z-95 Headhunters, the forerunners to the X-wing starfighter. They
appear to be in good repair and working order, and an Easy
Technical roll verifies this fact.
Lobby. This elegant lobby bears evidence of wealth and
good taste. Done in marble and polished stone, this room has
tall pillars with intricate carvings and beautiful tapestries
from the Galactic Core.
Computer Room. The entire fort is hooked into the massive
computer center. There are access ports here, but most
rooms also have their own data terminals. Temperature control, security, power regulation, and other important systems
originate or are controlled from this central area. It takes a
Difficult Technical or computer programming/repair roll to
break into any of the major computer systems.
Art Room. Various holographic paintings, sculptures, and
other artistic expressions from the Old Republic are on display here.
Garden. The clear-domed roof lets sunlight into this indoor
garden. Plants from many different worlds adorn this room. It
is a tranquil, idyllic setting. In the very center of the garden is
a statue of some Old Republic hero, wearing a naval uniform
dating back to the Clone Wars. The base of the statue, partially buried under dirt, bears the simple inscription. Adar
Tallon. Here. A stick of SoroSuub Chew lies on one of the
paths.
Tower One. This tower has stairs running from the ground
floor up to the observation level. Nine bed rolls are situated
about the lower floor where the mercs sleep.

128

Study. Dark wood and recessed light makes this room warm
and comfortable, and the clear dome above lets in the rays of
the suns and moon. There is a computer access port and a
holoprojector, as well as a desk and chair.
Gym. This fully-equipped gym is empty when the Rebels
arrive.
Living Room. Cozy furniture, a holoprojector, and a
hologame table decorate this chamber. The Droid LN-26, programmed to serve as Tallons major domo, is fitted with a special personality module that gives it a womans voice and
mannerisms. LN-26 is easily startled by the Rebels, but she
quickly recovers and attempts to find out as much as she can
about these strangers while secretly signaling for help.
LN-26: All attributes and skills 1D except: bureaucracy 4D, cultures
4D, languages 4D, Strength 2D.

Master Bedroom. The expensive furniture that fills this


chamber is exquisite and highly fashionable. Medals and commendations adorn the walls. Each has been awarded to Adar
Tallon for various feats of bravery and courage.
Servants Wing. Tallons servants, Morr and Cala Wenn, live
in this wing. They are present if the PCs enter through here.
Each has skills and attributes of 2D. Morr isnt a brave man or
a good fighter, but he will take up his blaster carbine to deal
with intruders. They wont betray Tallon and, if they get a
chance, will sound the alarm.
Kitchen. This fully-equipped kitchen is stocked with supplies and old-fashioned appliances.
Dining Room. An elegant table and chairs sits up to 10 people.
Tower Two. The ground floor of this tower has been set up
as a medical bay. There is a diagnostic computer, supplies,
and a bacta tank for emergencies.
Power Shed. This chamber houses the power generators
that supply the energy that runs all of the equipment in the
fort.
Music Room. Strange alien instruments are on display, but
the room is dominated by a massive pipe organ. Sitting at the
organ is Adar Tallon, and beside him are Shrike and Quist. Go
to Meeting Tallon.

MEETING TALLON
Whether the Rebels are led here by Shrike and the mercs,
brought here while unconscious, or wander in on their own
while unseen mercs shadow their movements, they see the
following scene.
The chamber you find yourselves in has a high-domed
ceiling and lavish furnishings. Strange alien musical instruments are displayed around the room, creating an exotic
musical museum. A massive pipe organ sits against the far
wall, pouring out a melancholy tune from the days of the
Old Republic. An old man, dressed in plain black tunic and
pants, sips from a long thin glass. He raises his glass to you
and says, And now the hiding ends.
Depending on how the PCs arrived at the music room, Tallon will be attended by Shrike, Quist, and Jungen. Adars wile
enters the room and stands at her husbands side. Tallon
studies the faces of his family and friends, then turns to the
Rebels. He says:

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THE BOUNTY HUNTERS ATTACK


Quist had hoped to turn Tallon over to Relentless himself,
but the arrival of the Rebels has forced him to change his
plans. Now, working with Jodo Kast, he has decided to capture the commander and hold him for the Star Destroyer.
Kast, Zardra, Puggles Trodd, and six bounty hunters burst
into the music room. Of course, if any of the main NPCs have
been eliminated, replace them with seasoned bounty hunters.
Kasts first order of business when they enter the music
room is to put Shrike and Jungen (if they are present) out of
commission. Kast does this easily by firing two paralyzation
darts at them. The other hunters engage the mercs, quickly
dropping them through the element of surprise. The Rebels
now must take matters into their own hands or all is lost.
The hunters wont attempt to hurt Tallon, but they may
decide to stun him if he tries anything. Everyone else is
expendable. The fight is to the death, but you may want Kast
to survive to plague the Rebels at some future date. Quist, of
course, stays out of the main battle. He pulls back into the
shadows, keeping Tallons wife between himself and the conflict. If the Rebels win, he bargains for his freedom with Kay
Tallons life.

AFTER THE BATTLE


When the dust of combat clears, Adar Tallon says:
Imperials have become more persistent and ingenious
since last I dealt with Palpatines agents, says the sternfaced, commanding old man. I am Adar Tallon. With that,
six mercs enter the room with weapons at the ready. Tallon
smiles, What is it that brings you gentlebeings to this faraway corner of the galaxy?
Tallon believes the Rebels to be Imperial agents and deals
with them as such. Here they must use all their best arguments to convince him differently or they can attack the
mercs. Let the conversation progress naturally, with the PCs
trying to win Tallons trust and Tallon trying to see through
their protests. Then, after a few minutes of this, read:
As you speak with Tallon, you hear a beep somewhere in
the room. The caped man, who Tallon called Quist, pulls his
hands from beneath his cloak. One hand is missing, and in
its place is a gleaming blade. He presses a button on his
armband and the beeping stops. Then he pulls his blaster
and aims it at Tallons wife. Im sorry commander, but
theres no other way. With that both doors swing open and
armed bounty hunters enter the room.
Quist, the pirate who provided the Empire with Tallons
whereabouts, now makes his final play in one of the big showdown scenes of the adventure. See The Bounty Hunters
Attack, to the right. The statistics for Adar and his wife are
listed below:
Adar Tallon: Dexterity 2D+2, blaster 5D+2; Knowledge 3D, planetary systems 7D; Mechanical 3D+2, starship piloting 6D+2; starship tactics 9D+2; Perception 3D+1, command 7D+1; Strength 2D;
Technical 3D.
Kay Tallon: Dexterity 2D+2; Knowledge 2D, bureaucracy 2D+2;
Mechanical 1D+1, beast riding 2D+1; Perception 2D+2; Strength
2D; Technical 1D+1.

ADVENTURE BOOK

Thank you, my friends. It seems that only members of


this Rebellion I have heard so much about would risk their
lives to defend an aging hero. If I may be permitted to bring
my wife and Droid, I shall accompany you. As in the days
the Old Republic, the name Adar Tallon shall once again
serve the cause of Justice.
Tallon orders any remaining mercs to handle the cleanup
out here at the fort. Then they are to disappear before the
Star Destroyer arrives. The commander offers his land
speeder and Z-95s to the Rebels, explaining that the Alliance
may need such craft and Shrike has his own transportation
hidden nearby.
If any PCs were wounded during the battle, there is enough
time to visit the medical bay before heading back to Mos Eisley.
If the Rebels ask Tallon to tell them about himself, he says
the following during the ride across the Wastes.
There came a time when it became obvious that Palpatine would soon rule the galaxy. I knew that I would have to
flee or die opposing him. I chose to fake my death, and go
into hiding until the time was right to move against him. I
came here to this desolate planet far from the interests of
the Empire, fell in love, and settled down to start a home. I
was happy and the concerns of the Empire were as if
another time. But then they came, stormtroopers crawling
all over this desert world in search of Droids and Rebels. It
was then that I realized that no place in this galaxy is truly
beyond Palpatines evil reach. I sent out the call to my old
crew, asking them to come and aid me in a last stand
against the Empire. The only thing I never counted on was
betrayal from a friend
Now its time to go back to Mos Eisley, collect their ship,
and get away before Relentless arrives.

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EPISODE VIII: ESCAPE FROM TATOOINE


This is it, the final scene. The Rebels reach Mos Eisley with
Tallon, only to find three more obstacles in their way. First,
they must circumvent the Imperial Prefect and his
stormtroopers. Then, the final hunter IG-72 makes his
move. And, finally, the Rebels must out-maneuver Imperial TIE
interceptors before the Relentless arrives to cut off all escape.

CUT-AWAY TO THE RELENTLESS


Read aloud to the players:
EXTERIOR: SPACECRAFT IN SPACE. Streaks of blinding
color whip past the Imperial Star Destroyer Relentless as
the giant craft mom through hyperspace.
INTERIOR: IMPERIAL STAR DESTROYER PARLANS
CHAMBER. Captain Parlan, alone in his chamber. A
strange sound enters the room and light begins to play
across Parlans dark features. He looks up and bows
quickly. A 12-foot hologram of Darth Vader materializes
before Parlan.
Everything proceeds according to plan, Lord Vader,
says Parlan. We are about to come out of light-speed
just beyond Tatooine system. Nothing can possibly go
wrong.
See that it doesnt. Captain Parlan, replies Vader
grimly. Do not fail the Emperor or me.
Fade to
EXTERIOR: MOS EISLEY SPACEPORT.

MOS EISLEY UPROAR


Even though First Twilight of Day Four approaches, the
Rebels notice lots of activity. Read:
The twin suns of Tatooine set the twilight sky ablaze with
fiery color. But even as darkness approaches, Mos Eisley is
alive with activity. People are running everywhere, preparing ships, gathering belongings, paying off debts. Even the
locals move quickly, securing doors and windows, transporting families and possessions to safer quarters. It
appears as if a mass exodus of visitors and residents alike is
imminent.

The Rebels, with Tallon and his wife and Droid, enter the
spaceport in order to pick up their ship. As they make their
way through the hectic crowd someone they befriended, such
as Tar Lup, calls to them from nearby. If they take a moment
to talk, their friend explains that Imperials are coming. The
spaceport has been ordered closed. The Prefect and his
stormtroopers are trying to secure the city as best they can,
says the friendly local, but they cant be everywhere. Still, an
Imperial Star Destroyer in system adds a lot of weight to the
Prefects commands. Most of the visitors have decided to
obey the Imperial edict, but that doesnt mean they cant be
ready to leave at a moments notice.

The Prefect and His Stormtroopers


The Prefect and his stormtroopers, operating on a tip from
Labria, await the Rebels at the entrance to Docking Bay 94.
The Prefect is not a brave man, but he also knows what Pariah
will do to him if he fails. He is ready to arrest the Rebels and
Tallon when they arrive. However, while concentrated opposition wont deter the stormtroopers, it will make the Prefect
pause if the Rebels do not surrender and instead decide to
fight their way to their ship, the Prefect orders his men to fall
back. He knows that senseless death will not serve the
Empire.
Labria, hiding behind the Prefect during this exchange,
hopes to see the Rebels destroyed. He fears that they may try
to get even with him for all the trouble he caused earlier in
the adventure. Let the players deal with him as they see fit.
The stormtroopers statistics can be found in Episode One.
They use Combined Fire to their best advantage while fighting.

Death Droid
Before the Rebels can enter the safety of their ship, they
must overcome yet another deadly menace. Hiding in the
recessed shadows of the docking bay, waiting for its turn to
strike, is IG-72. It arrives after the sixth round of combat with
the stormtroopers. The assassin Droid begins its attack by
blasting anyone in the vicinity of the bay who might serve as
a witness, including the Prefect and his stormtroopers. Then
it starts its attack on the Rebels by lobbing a stun grenade.
Read:
The attack is fast and furious, taking
down everyone standing around the
bay. The blasts come from the shadowed corners, as though an army surrounds you. Then a grenade is tossed
toward you, and a mechanical voice
calls out, Adar Tallon, in accordance
with Imperial Bounty #82,471, I
demand your surrender.
More shots follow as IG-72 attempts to
take down as many Rebels as possible
before emerging to confront Tallon. The
Droid steps into the light, a gleaming silver killing machine with only one
thought bouncing through its programs:

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Destroy Adar Tallon. IG-72 tries to plow through the Rebels,


using all the weapons at its disposal. Tallon, meanwhile, grabs
his wife and dives for cover. If IG-72 is incapacitated, it begins
a self-destruct program to ensure Tallons death. A Moderate
computer programming/repair roll stops the process before it
can explode, or the PCs can cold start their ship and try to fly
away. This requires a Difficult starship piloting roll. If IG-72
does explode, it causes 15D of damage to anyone in the bay. If
the PCs are in their ship they take no damage, but the ship
does.

BATTLE OVER TATOOINE


After dealing with the stormtroopers and the assassin
Droid, the Rebels can take off into space, gearing up to jump
to light-speed. However, while the Star Destroyer isnt in
range to stop them, something else is. Once the PCs have
manned their stations aboard their ship, ask the player whose
character is co-piloting to make an Easy com-scan roll if he or
she successfully makes the roll, read:
You start up your engines and begin to lift off when your
sensors pick up three approaching craft. By their configuration and sensor readout, you make them to be TIE interceptors. You will have to deal with them until you are far
enough from Tatooines gravitational well to jump to lightspeed.
If no one thinks of it at this time, let Adar Tallon suggest
employing the Z-95 Headhunters to provide additional fire
power for their escape. Besides, Tallon has upgraded his
Headhunters with hyperdrives, allowing them to complete
one pre-programmed jump without the use of an R2 unit.

STARSHIP COMBAT
Once the Rebel ships reach orbit, they find three TIE interceptors screaming toward them from medium range. The TIEs
attempt to lightly damage the ships in order to keep the
Rebels from achieving hyperspace. Remember to use all of the
options open to the TIEs speed, gunnery, combined fire,
and evasion as they pursue the Rebel ships.
If the Rebels can increase their range to one greater than
long range or survive 10 rounds of combat, they move out of
Tatooines gravity well and can jump to light-speed and
escape. If the Rebel ships are destroyed or get a 1 or 3 die-roll
result on the Starship System Damage Table. Relentless
arrives to capture the ships with tractor beams.
Use the Multiship Combat Rules when running this battle.
Tallon, being the tactical genius that he is, suggests that the
Rebels deploy as follows. They can, of course, disregard his
advice and set up as they wish. If the PCs need more help,
give them an extra 2D for every starship piloting roll because
of Tallons advice and suggestions.
Tallons Suggested Dogfight Breakdown: Z-95 vs. TIE, Z-95 vs.
TIE, Alabaks Gold and Z-95 vs. TIE.

Describe the action with the speed and power of the


movies. Make the battle exciting and suspenseful by not
revealing the TIEs rolls until after you describe the scene. Ideally, have the Rebels jump to light-speed just as Relentless
gets into range to use its weapons. Now thats in the spirit of
the movies!

ADVENTURE BOOK

One final note about this battle. The Z-95s have sophisticated escape features that can save their pilots in an emergency. If any Z-95s are severely damaged or worse, let the
pilot make an Easy survival roll. If successful, the escape
mechanism operates perfectly and the PC is ejected away
from the wreckage. These survivors still need to be picked up,
though. The pilot of Alabaks Gold must make a Moderate starship piloting roll to pick up the survivor. Trying to pick up a
survivor negates the ships evasion rolls for that round, and
only one pick up can be attempted per round. If a survivor
isnt picked up by combat round 10. Alabaks Gold jumps to
light-speed and the survivor is captured by the arriving Star
Destroyer. Have that player create a new character, or devise
a future adventure wherein the Rebels can launch a rescue
mission.
TIE Interceptors: Hyperdrive multiplier: none. Sublight speed
5D+2; maneuverability 3D+2; hull 3D. Weapons: Four laser cannons (fire linked); fire control 3D; combined damage 4D.
Shields: none.
TIE Pilots: starship piloting 3D+2; starship gunnery 2D+2.
Z-95 Headhunters (modified): Hyperdrive multiplier: 3. Sublight
speed 3D+2; maneuverability 2D; hull 4D. Weapons: Two triple
blasters (fire linked); fire control 2D; combined damage 4D.
Shields: rating 1D.

CONCLUSION
Once the Rebels out-distance the Imperial ships, they can
make the jump to light-speed. You may want to make the
Headhunter pilots make an Easy astrogation roll to program
the jump into their nav computers. Then read:
The star-field before you shifts and melts into a spectrum
of dazzling colors. With a final blast, you achieve hyperspace. You have completed Danas mission and added
another Rebel leader to the growing forces of the Alliance.

Rewards
Give each player between 5 and 10 Skill Points for successfully completing this adventure. Also, replace any Force
Points used during the adventure and award an additional one
for exemplary play.
If the Rebels and Tallon are captured, they have failed the
mission. Either have them create new characters, or design an
adventure where they can attempt to escape from an Imperial
prison.

CUT-AWAY TO THE RELENTLESS


Read aloud to the players:
INTERIOR: IMPERIAL STAR DESTROYER PARLANS
CHAMBER.
A close-up of the giant image of Darth Vader, his holographic form filling the scene. A choking sound echoes
from somewhere out of sight. The scene expands, revealing more of the room, as the hoisted, pained form of Captain Parlan crashes with a dull thud to the floor.
Apology accepted, Captain Parlan, says Vader coldly.
Cut to
CREDITS AND TITLE THEME.

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8
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CLASSIC ADVENTURES

DESIGNING
ADVENTURES
Designing an adventure takes a little imagination and time,
but its not very difficult. Basically, you:
Come up with a story idea an interesting problem for
the players to solve, an interesting planet for them to
explore, or an interesting villain for them to fight.
Develop a plot around the idea.
Break the plot into a sequence of episodes, each involving a minor problem that has to be solved, leading to the
adventures climax.
Translate the problems into game terms, so you know
how to resolve them as they occur in play.

WHAT KINDS OF STORIES?


Roleplaying adventures are stories, which the gamemaster
and players tell together. So when youre trying to come up
with an idea for an adventure, think about the kinds of stories
that make sense for Star Wars.
Any roleplaying game is well suited to some kinds of stories, and not well suited to others. For example, Star Wars:
Classic Adventures is not well suited to gothic romance. It is
well suited to space opera.

Whats Space Opera?


Its probably easiest to start by saying what space opera
isnt. It isnt:
Hard science fiction. Hard science fiction stories pay
strict attention to science, and set up interesting problems that can only be solved with scientific knowledge.
Space opera does not worry about science. It uses the
trappings of science fiction starships, rayguns, aliens
but it uses them to make for interesting stories (or
good visuals on the screen). It doesnt worry about what
is possible, given the current state of scientific knowledge. Much of Star Wars is flatly impossible like sound
in space, ships moving in complete violation of the laws
of Newtonian mechanics, etc.
This doesnt mean that Star Wars is wrong; it just means
that since Star Wars doesnt worry about science, neither
should you. If your players start asking embarrassing
questions about the principles behind the hyperdrive, or
how repulsors work, or whether a planet you invent is
possible tell them not to worry about it, or spout pseudoscientific gobbledygook at them until theyre satisfied.
In Star Wars, anything is possible if it makes for a good
story and interesting special effects. The hyperdrive

132

works because we need a faster-than-light star drive to


have a galactic Empire. Repulsors work because its a
neat special effect. Any planet you invent is possible
because youre the gamemaster, and if you say the planet
is there, its there.
On the other hand, dont egregiously violate the laws of
science; since players must suspend disbelief to enjoy
the game, doing something they flat-out know is impossible will hurt the adventure. If something falls up, youd
better have a good explanation for how thats possible.
Superscience. Superscience is another genre of science
fiction. Like space opera, it doesnt worry too much
about paying close attention to the laws of science. But
superscience is still about science. In superscience stories, the heroes are always inventing a new gizmo that
lets them defeat the alien invaders, or a new widget that
blows away the villain. The typical superscience hero is a
tinkerer or engineer.
In Star Wars, the characters never invent a new device
any more than you invent a new, peaceful use for
atomic energy every weekend. They use the devices that
exist in their universe. The scriptwriter (or gamemaster)
can throw in a device the audience hasnt seen before if
he needs it for dramatic purposes but the characters
themselves dont invent anything new.
In your game, as in Star Wars, the characters should
take the science and technology with which they live for
granted. They can buy and repair their equipment, but
inventing something completely new is beyond their
capacities.
Literature. Exploration of the human psyche, consideration of the nature of the human spirit, philosophical discussion of the nature of life and reality all this is nice,
but lets face it, it aint space opera.

What Space Opera Is


Its got lots of action. Plots develop briskly.
Its got lots of combat. Every Star Wars adventure should
have at least one (and preferably several) combat scenes.
It pits good against evil. Theres never any moral question in the Star Wars movies, and neither should there be
in your game. The players should always be good guys,
and their opponents should always be swine.
It is often clichd. Sidekicks are (almost) always trustworthy. Dialog is always snappy. Bad guys are always evil.
Neutrals always turn out to have a heart of gold (like Han

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Solo), or to be irredeemably bad (like Boba Fett). The


right always wins. The hero always gets the girl. Well, all
right, it isnt always clichd.
It happens on a grand scale. Everything is always bigger,
better, more explosive, and more powerful. Most movies
are satisfied with blowing up the villains headquarters;
Star Wars blows up an entire planet. Most movies think a
battleship is big; Star Wars makes the Death Star as big as
a small moon. Most movies deal with the problems of
people who are insignificant in the grand scheme of
things; the Star Wars characters save the galaxy.
Your stories should have some of the same sense of
scale. See page 101 for some ideas on how to get scale
across.
In general, never let something be huge if you can make
it monstrous; small, if you can make it infinitesimal.
Design adventures in which players save planets, not villages; fly light years, not miles; defeat monsters the size
of the Mediterranean, not ones 8 feet tall.

OUTLINE
So youve got an idea for an adventure. What next?
First, outline the adventure. Break it down into several
episodes. Each episode must introduce a problem. Save the
resolution of the adventures major problem for last.
Heres an example:
Adventure Idea: The players must go to the Sayblohn system and obtain a stolen art object of great religious importance to the Okfili species.
Episode 1: Getting to planet Sayblohn. Waylaid by pirates.
Episode 2: Landing on Sayblohn. Planet under Imperial
occupation. Authorities want to ask questions about laser
scars on players ship, and want testimony against pirates.
Players must cooperate without revealing affiliation with
Rebellion (or refuse and get into trouble).
Episode 3: Finding art. The characters go to their contact,
whose name and address the Rebellion supplied. Contact is
dead. Must try to figure out who killed him.

ADVENTURE BOOK

Episode 4: Pursuing murderer. Locating his or her base


hidden in the badlands of Sayblohn.
Episode 5: Firefight. Murderer is pirate. Players can either
take him out, or call in the Imperials to wipe out the filthy
pirates (if they do, the Empire may find out about art and ask
questions about the characters interest.)
Conclusion: Smuggling art back to ship without the Empire
noticing.

EPISODES
Think about each episode in your outline.
In general, over the course of a Star Wars adventure, you
want characters to be able to use all of the major skill types.
So each adventure should if possible contain:
One episode solved with gunplay. Combat is fun, and
your players will want to release their frustrations by
shooting at bad guys at least once during the game.
Maybe more than once.
One episode involving ship-to-ship combat. Ship-to-ship
combat is a major part of Star Wars, and should be a frequent occurrence in the game.
One episode involving a chase. There are chases galore
in Star Wars, in every conceivable environment with
every conceivable vehicle.
One episode requiring interaction with NPCs. The players should be given the opportunity for a little roleplaying and a chance to use their bargain, con, command,
or bureaucracy skills.
One episode requiring problem-solving. Its easy enough
to set up a situation that requires a little skull-work to
deal with, and players enjoy that, too.
In the example above, episode 1 involves space combat;
episode 2 involves interacting with NPCs; episode 3 involves
problem-solving; episode 4 requires the use of survival and
search skills (and maybe some more problem-solving), and
probably contains a chase scene; and episode 5 is a plain, oldfashioned firefight.

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Even if youre using an alien race with which your players


are familiar (e.g., Wookiees), think of some distinctive aspect
to its appearance fur color, perhaps, or ear shape.

Distinctive Speech

If your outline doesnt have opportunities for these five


activities, think about throwing in another episode or two to
fill the gaps. You can almost always come up with a combat
situation, for example; anything worthwhile usually has
defenders. Puzzles to solve and NPC obstacles are readily
inserted into an adventure too.

Episodes and Sessions


A session of play is the time you spend with your players,
from when they arrive to when they leave. An adventure can
be completed in one session, or may take several. The end of
an episode is a convenient break-point (see page 102), but frequently several episodes are played in a single session.

NON-PLAYER CHARACTERS
Each episode should contain at least one interesting nonplayer character. Even a straight-combat episode will be
enlivened by one opponent who has a few skills out of the
norm, or a trick or two up his sleeve. The rest can be spearcarriers who do nothing but fire and dodge.
What makes for an interesting NPC?

Distinctive Appearance
If hes human, try to think of an actor, friend, or other
human being for him to resemble. Is he thin and jaunty like
Peter OToole? Emaciated like Keith Richards? Elderly and
handsome like Katharine Hepburn? If you dont want to use a
real person as a model, jot down one or two adjectives to
describe the characters appearance bearded, voluptuous,
fat, thin, tall, short, dark, fair, redheaded, bushy eye-browed,
etc. It really doesnt matter what the adjectives are, just so
long as the players have a hook on which to hang their visualization of the character.
If the character is alien, try to imagine a weird and unusual
appearance. It would be nice if the characters appearance
makes sense in the context of his environment (e.g., anything
with flippers ought to live in the water). If you cant think of a
good alien yourself, steal one from the movies there are
lots, for example, which appear in the cantina scene or in
Jabbas palace and which are never seen again.

134

The Star Wars characters speak in all sorts of different


modes and accents. Imperial Admirals speak in veddy proper
Queens English. C-3PO also sounds English, but much more
like a worried butler. Darth Vader speaks in James Earl Joness
most orotund Shakespearean tones. Han Solo talks like a
middle-class Midwestern American. Luke Skywalker sounds
like a teenager from California. About the only accents missing are lower-class and regional British ones.
Vary your accents. Also vary your vocabulary. A scientist
uses different words from a laborer. When aliens speak, you
can mangle the language in all sorts of entertaining ways. The
alien dialog in More on NPCs, below is an example. Think of
how non-native speakers warp the tongue, and carry this to
its logical extreme alien creatures, who dont even think
the same way we do, will have an even tougher time speaking
a human language. To remind yourself of how an alien speaks,
it may be helpful to jot down a brief note or line of dialog.

Definite Objective
In any encounter between two people, both usually have
some idea what they want to get out of the meeting. When
players interact with an NPC, they usually want something
from him information, equipment, or help. NPCs usually
want something, too an interesting conversation, to help
the Rebellion, to fight the Empire, money, fame, power, a few
kicks, whatever. Knowing what the NPC wants will make it
easy for you to roleplay him. It might be helpful to jot down a
brief note on his objective.

Skills
If you expect an NPC to use skills, its advisable to decide
what his skill codes are in advance. Its always possible to
decide on his codes during the adventure but then its one
more thing to worry about. If you decide on codes in advance,
you can spend time worrying about other things. It is rarely
necessary to design the whole character, establishing codes
for every attribute and skill. Usually, you can just jot down the
codes for the skills you expect the character to use. If he has
to use other skills, you can decide on their codes on the spot.
Example:
Name: Odeon Farnish.
Job: Customs inspector.
Species: Lexlar.
Appearance: three-foot-tall hair-covered hominid looks
like Cousin It from The Addams Family.
Speech: Always uses infinitives To present your passport now, hairless one.
Objective: Willing to be bribed by serious smugglers.
Wants promotion, so insists on searching everyones
bags and catching minor infractions. Zealous but
greedy.
Codes: search: 5D+1. bargain: 4D. con: 4D. bureaucracy: 6D.

MORE ON NPCs
When you design an NPC, spend some time thinking about
his role in the plot:

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Chapter Three: Designing Adventures

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Motivation

Mood-Setting Device

The Muurs tentacle wrapped even tighter around Shamus


Falconis throat. Shamus scrabbled at his waist for his blaster,
but it wasnt there; the Muur had removed it with another of
his innumerable appendages. I tell you now, Falconi, hissed
the Muur. You bad smuggler. Verr bad. Make Mogroch angry.
Shamus choked out, Mogrochs got to wait. I No wait!
spat the Muur. Wait long enough. Two days, Falconi. Two
days, 10,000 credits. Two days to live for you. It hissed its
laughter. Tentacles waving like ropes, the Muur shook Shamus
hard, then flung him across the room. The alien was out of the
room and down the grav tube before Shamus could struggle
to a sitting position, gasping and rubbing his neck.

As Shamus strode away from the spaceport, a five foot


lizard-like alien hopped rapidly to keep up with him. Welcome to Thpee, honored thir. Need hotel? Know all good rethtauranth. Act ath guide? Thee many hithtoric thightth? Rent
thithter? Hourly rateth.

Information Source
Shamus watched in fascination as one insect positioned the
stein, another pulled the lever, and the third scooped up his
credits. So, human asks of one called Farseeker, they bowed
in unison, producing sound by rubbing legs against legs. They
sounded like a violin concerto of spoken language. Maybe
see Farseeker soon back.
When? Who was he with? Did he say
Tch. Tch. Zssss. Two of the grasshoppers, coordinating,
shoved the stein across the bar at Falconi. Memory fails.
Since lost sixsister of hive mind, much less memory.
Ah. said Shamus, and placed a ten centimeter stack of
plastic credit tokens on the bar. Perhaps this will jar your
memory.
One of the insects kicked the tokens, one by one and as last
as a turbolaser, across the empty space behind the bar and
into a drawer held open by another.
Tch. Yesss. Farseeker here now seven hours since gone.
With large tentacled alien of model unknown to me

Obstacle
The Wookiee said, Rehntraaaaaa, and pushed Shamus
rudely away from the door.
Well, excuse me, said Shamus, but Im supposed to
meet
The small creature sitting on the Wookiees shoulder, which
Shamus had taken for a pet, piped up. Urartu says, no
humans or Droids. Its a house rule of the Contumely Club, Im
afraid.

TWISTS
Its always a good idea to reserve a surprise or two. At the
beginning of an adventure, you have to give the players
enough information so they can plan intelligently but the
adventure will be a lot more interesting if you keep some
information secret until later. In fact, if you can come up with
a twist for every episode, youve got an adventure that will
keep your players on their toes.
In general, twists depend on incomplete information. The
unexpected happens or the expected fails to happen.
Coming up with good twists takes imagination and thought.
Youll have to work at it, but here are a few suggestions.
In most adventures, the players have a definite enemy
the Empire, an admiral, a pirate, a bounty hunter, some
other villain. The enemy will, of course, have his own
plans, which the players wont find out about until those
plans develop. Using a villain to spring surprises on your
players is an easy way to throw a twist or two their way.
The bait-and-switch is a common twist: the players are
told theyre pursuing one objective, but, in the middle of
the adventure, learn that theyre really supposed to
achieve a different one. They might have been misled by
the Rebel Command, but, more commonly, the Rebellion
has incomplete information, and the players learn more
during the adventure.
Example: The players are told to track down an
Imperial courier ship which disappeared while transporting important information. If they can find it, the
information will be useful to the Rebellion. During the
adventure, the players find that the courier has been
destroyed by a previously-unknown alien race, and
must locate and establish peaceful contact with the
aliens.

Comic Relief
Now, Shamus hissed at M-3PO, struggling with his
bonds. Do it now!
But sir, responded the Droid. I am not programmed
to attack sapient beings.
Droid! Listen to me. Just take the feather boa and
wrap it around his breathing slits. Hes asleep! He wont
notice! You dont need to attack him. Its easy.
Oh, dear. Oh, dear me. What would Master Jarstein
think? To inflict harm on a fellow being M-3PO picked
up the boa, and held it gingerly. I suppose circumstances require it. The Droid walked determinedly
across the cell and approached the sleeping guard.
Holding the boa up, he spoke again. Sir? Excuse me, sir?
Do you mind if I
Shamus gave a strangled moan as the guard awoke
with a start.

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The mission is in fact a trap, and was ordered based on


false information planted by the Empire (e.g., the battle
for Endor).
The mission is based on incomplete, sketchy or out-ofdate information.
The players true antagonists are not who they think they
are. In the adventure outlined above, the Empire has no
knowledge of the Okfili art object, and have no interest in
it unbeknownst to the players. However, a group of
pirates the players have never encountered before are
interested in it.
Crucial information is unavailable. The Rebel contact is
dead or has disappeared. Or the Rebellion tells the players were not telling you the reason for this mission,
because we dont want the information to fall into the
Empires hands if youre captured. Or an NPC commander is assigned to the party, and only he is fully briefed
and he dies in episode one or two, leaving the players
wondering what to do. If you do choose to be mysterious,
though, youre obliged to drop hints about whats really
going on during the adventure.

SETTINGS
Remember the moment in the first movie when Luke Skywalker stands and gazes out over the desert of Tatooine, his
back to the camera with two suns hanging in the sky? With
a simple double-exposure of film, the movie says: this is an
alien world. This is science fiction.
The stories told in Star Wars: Classic Adventures are the
same as stories from any other genre: stories of human desire,
greed, foolishness, love, and valor. Many times, you can borrow plots and casts from heroic fantasy or detective stories or
historical romances, whole cloth. But what makes your stories indubitably science fiction is their setting.

136

Star Wars stories are told against the starry skies of space,
or the weird vistas of alien worlds. The background is only
background but its presence makes the story feel complete.
When designing your adventure, pay attention to the setting. Spend some time imagining an alien world or an unexpected place. Ideally, each episode should have an unusual
and distinct setting of its own.
Its the details that make a setting feel real. For example,
suppose the players encounter an alien spaceship:
Poor Setting: Ah, the ship is, ah, gold. And the controls look
weird. There are markings in some alien script on the controls.
Good Setting: The ship is like a black, streamlined ovoid,
with several bulges hither and yon. As you approach, a hole
appears, sphinctering open like an iris. Around it bulge what
could be muscles.
you find the control room. At least, you think it is the control room. Around you, the air crackles with an ethereal bass
hum that reminds you of a distant storm, or a supersonic jet
far away. There are no controls in sight.
Most adventures take place on a planet. Fine; decide what
the planet is like. The movies take one type of terrain and generalize it Tatooine is an entire desert planet, with an ecology and culture compounded equally of the Sahara, the
Moroccan bazaar, and the American Southwest. By saying
desert planet, you conjure up images of wild tribesmen, sere
plains, dune seas, short rains and quick-blooming plants, scattered oases, and seedy markets.
Similarly, Yavin is a jungle planet, Endors moon a forest
moon, and Hoth an ice world. You can take any terrestrial terrain type and generalize it.
Or you can take one aspect of our world and twist it. Imagine the world of a red sun, every view dyed in blood. The vegetation might be reddish, too, appearing almost black in the

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suns crimson light. Perhaps the planetary civilization is


underwater, the natives swimmers, and humans must go clad
in diving outfits. Perhaps the gravity is far lighter than the
norm, and pedal-powered flying vehicles the common mode of
transportation.
All you really need is one detail, one element alien to normal experience to bring home to the players that they are not
in Ohio. If you can then tie that element into your adventure,
so much the better. Perhaps the players have problems spotting an ambush in the reddish light. Perhaps they must pursue
their opponents on pedal-flyers. Youll have fun working at it.

MOTIVATION
All right, youve decided on an outline for the adventure,
youve sketched out a few interesting NPCs, youve come up
with a twist or two, and youve thought about setting. What
next?
You need to decide why the player characters are going to
get involved. Whats their motivation?
In Star Wars: Classic Adventures, a typical adventures goal is
to enlist new allies for the Rebellion, or thwart an Imperial
operation, or capture Imperial plans, or raid an Imperial base.
Since the player characters are all members of the Rebellion,
adventure goals are usually intended to benefit the Rebellion
or injure the Empire.
Character motivation can be provided by the characters
backgrounds and connections. If you give a Smuggler a
chance to pay off the loans on his ship, or an Outlaw an
opportunity to get back at the people who killed his children,
or an Alien Student a way to learn about the Force, theres little doubt the character will jump at the chance, and persuade
the other characters to come along. Similarly, if the connections between two characters are strong, and one is captured
or threatened, the other will be strongly motivated.
Usually, just telling your players that the Rebellion wants
them to embark on the adventure is enough to get them
going. However, hooking in backgrounds and character connections will grab their interest and make for a more compelling story. You can use backgrounds and
connections better than our published
adventures can, because you can tailor
your own adventures to the idiosyncrasies
and peculiarities of your players characters.

present for the adventure. If you dont know exactly who will
show up, try to keep the dialog general, so that just about any
character can speak any line.

Maps
By giving the players maps, you help them visualize whats
going on. Its always a good idea to sketch any area where
combat is likely to take place. You may also want a map of the
planet where the adventure occurs, and perhaps smaller-scale
maps as well.
Its sometimes useful to prepare two copies of the same
map one for your reference, showing whats really going on
and one for the players, showing them what their characters know or believe.

Props
Other sorts of props are nice, too. See page 101.

REWARDS
The last thing you need to do is decide on the rewards for
the adventure. Generally, each player should earn between 3
and 10 Skill Points. See the discussion on page 102 on reducing or increasing Skill Point awards.
In addition, consider other potential rewards. To some players, money is important, and a profit on the adventure is one
possibility. Hints and tidbits about where to find a master for
Force training, or ways to increase Force skills may be more
important to others. Nifty equipment is another possible
prize.
Once youve decided on awards for your players, youre
essentially ready to begin. What you have is an extended collection of written and mental notes, some sketchy maps, and
maybe a written-out script. Thats really all you need to run;
the rest is in your head. If you want, you can prepare more
thoroughly, plotting out each episode in detail, as we do for
published adventures. But in some ways, this is a hindrance
rather than a help; the creativity of your players means no
episode will go exactly as you planned, so too much preparation can be wasted.

PREPARING FOR
THE ADVENTURE
Youve outlined the adventure, decided
on motivation, and jotted notes on characters, settings and twists for each episode.
The last thing you need to do is to put
together the scripts, maps, and other handouts youll use in play.

Scripts
Scripts are a useful tool for getting players into an adventure, and impart information in a painless way. You might consider
writing up your own script, making a copy
for each of your players. Tailor the dialog
to the player characters you expect to be

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8
C hapter Four
CLASSIC ADVENTURES

ADVENTURE IDEAS
The adventure ideas below are not fully-fleshed adventures,
like Tatooine Manhunt. They dont provide anything more
than a brief plot sketch and some characters. You can use
them to develop your own adventures; take the plot outline
and expand on it, as you wish. Throw in a few intermediate
obstacles on the way to the grand finale. Jot down some notes
on the important NPCs in the adventure. Prepare scripts and
hand-outs for your players and go.
These adventure ideas serve two main purposes. First,
theyre a compact way to provide lots of play value. A fullfledged 32-page packaged adventure is usually played in one
to three sessions; each of these adventure ideas can be
expanded into such an adventure. Of course, a packaged
adventure provides all the details you need, which youll have
to provide when you flesh out one of these ideas. Brief ideas
require more work on your part, but look at it this way: in a
few short pages, they provide the underpinnings for dozens of
sessions of play.
Second, by reading over these ideas, youll get a sense of
the different kinds of adventures that can occur in Star Wars:
Classic Adventures. One problem many gamemasters face is
that coming up with adventure ideas isnt always easy
especially when you havent played the game much, and
arent aware of the range of stories for which it is suited. With
luck, these adventure ideas will spark your imagination, and
get you thinking about other possible adventures.

1. SHINE ON, HARVEST MOON


Admiral, we are tracking civilian craft in an escape trajectory.
Broadcast an order to stand down and await inspection by
Imperial patrols. Dispatch a wing of TIEs to shoot them down
if they fail to acknowledge.
But, Admiral, theyre civilian ships
Rebel ships, Lieutenant. You have your orders. Execute
them, or Ill find someone else who can.

Background:
Sarrahban System has maintained its neutrality in spite of
diplomatic pressures to align with the Alliance or the Empire.
An Imperial squadron is sent to persuade the system of the
error of its ways. Alliance partisans receive advance warning.
As the Imperial squadron winks into existence and prepares
the assault, a single freighter and an escort of armed T-16 Skyhoppers lifts from Sarrahban.

138

Adventure:
Episode One: The freighter and the Skyhoppers are engaged
by a wing of TIE fighters as the rest of the Imperial squadron
descends to deal with Sarrahbans planetary defenses.
Though outnumbered, the T-16s destroy or drive off the TIEs,
but the Harvest Moon, a 100-ton grain freighter packed with
Rebel refugees and Sarrahbans reserves of stabilized ytterbium, a key element in the production of laser cannons is
struck, disabling the planetary drives. The Harvest Moon
crash lands in the sparsely inhabited equatorial highlands.
For the moment, the Imperial squadron is busy with Sarrahbans planetary defenses, but as soon as the defenders are
subdued, the Imperials will come looking for the downed Harvest Moon.
Adventure Objective: To keep the refugees out of Imperial
hands and to deliver the stabilized ytterbium to the Rebel
Alliance.
Episode Two: To permit access to the downed Harvest
Moons landing ramps, the freighter must be righted using the
Skyhoppers like tractors. Injured refugees must be treated.
The PCs leave the refugees in the shelter of the freighter and
search for food in nearby native villages.
Episode Three: Villagers grudgingly give up food and information. The nearest spaceport with repair parts for the
freighter is on other side of the ocean.
Episode Four: PCs fly Skyhoppers across the ocean to the
spaceport. If theyre cautious, they discover it is under martial law before they land. Otherwise they are politely taken
into custody by the efficient and menacing spaceport security
and delivered to the military attache for questioning. They
either talk their way out of trouble, or are imprisoned.
Episode Five: If necessary, they escape from imprisonment.
Then they sneak to the spaceport and steal the parts they
need. In the process they trigger alarms, and troopers arrive
on the double. To escape, the PCs must either reach their own
Skyhoppers and overcome the guard, or steal other planetary
shuttles.
Episode Six: After a brief confusion at the spaceport, Imperial shuttle craft are dispatched in pursuit. The PCs must
either elude pursuit, or shoot it down.
Episode Seven: The PCs return to the freighter, where the
refugees report sightings of Imperial search activity. Even as
the PCs are completing repairs, an Imperial cruiser discovers
the crash site, reports to Imperial headquarters, and unloads
a platoon of mercenaries. The PCs must hold off the merce-

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naries while repairs are made. (PC Skyhoppers or other craft


may engage the Imperial cruiser.)
Episode Eight: The Harvest Moon lifts off and once again
finds it must run a gauntlet of TIE fighters to escape to lightspeed. This time, however, the PCs have a head start on the
pursuit. In this chase the PCs must push the design specs of
the freighter, or perform heroically in the Skyhoppers, or display dazzling gunnery marksmanship and shield deflection, or
trust to the Force, to permit the Harvest Moon to escape.

Staging Hints:
Characters: The partisan refugees may be drawn from the
character templates, or may be supplemented by other stock
characters, like the Plucky Lass, Her Arrogant Father the
Rebel Leader, the Spry Coot with Wilderness bore, the Blathering Droid, or the Hideous-But-Inscrutably-Wise Alien Aborigine. Develop the connections and conflicts between these
NPCs and the PCs as they confront the challenges of the
wilderness and the Imperials.
Settings: An Ecuadorian upland rain forest crash site. Aboriginal alien villages where food and native medical care is
obtained. The spaceport under martial law where the PCs
must steal parts to repair the Harvest Moon.
Script: The PC pilots and crews of the freighter and Skyhoppers report the approaching TIE wing and discuss rendezvous
plans in case the freighter is forced down.
Starship Combat: TIEs vs. T-16s and a freighter; breaking
through the Imperial blockade with the repaired Harvest
Moon.
Action Sequences: Sneaking into the spaceport under martial law, shootout with spaceport security and trooper guards,
ditching Imperial pursuit on the way back to the disabled
freighter, defending the Harvest Moon from the cruiser and the
mercenaries.
Planetside Adventure and Problem-solving: Shepherding
injured refugees through a tropical rain forest replete with
menaces exotic and mundane; bargaining with aborigines for
food and assistance; bluffing the spaceport military attach;
finding parts to repair the Harvest Moon.
A Shorter Adventure: The aborigines have heard rumors of
a derelict freighter crashed along the coast several hundred
miles away. One native offers to help the PCs find it if they will
take him for a ride in their skymachine.

2. THE SILENT WITNESS


Any wonder the kid doesnt talk? If youd seen what hes
seen?
Just that he gives me the creeps, sitting there staring at me
all the time with those bulging yellow eyes
Aint as tough as some the big heroes around here, I
guess
Look, knock it off
Aside from having seen troopers murder his parents and a
couple dozen other colonists, being stuck inside a spaceship
with a bunch of us ugly aliens might be making him nervous.
Well, the kid mustve seen something important, or Skywalker wouldnt be sending us half-way across the galaxy to
deliver him to his people.

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Background:
The PCs receive a Mayday broadcast from a research station. Alliance HQ okays a request to investigate.

Adventure:
Episode One: The PCs stumble upon a massacre-in-progress
at the research station. The PCs buzz the site in their ship,
then land and engage in a heated firefight. A motley group of
mercenaries and an unidentified group of aliens fight a spirited defense. Suddenly an Imperial gunboat appears and pins
down the PCs as the mercenaries scramble onboard. The gunboat is gone before the PCs can pursue.
At the research station, the scene is of efficient death and
destruction. Akazz, a juvenile schenor sapiens, is the solitary
survivor.
Episode Two: Akazz is delivered to the nearby Alliance
base, where Commander Skywalker seeks to question the
young Schenor in private. The PCs are then directed to deliver
Akazz to his nest-guild on Rhamsis Callo.
Adventure Objective: Deliver Akazz to his relatives on
Rhamsis Callo, and persuade the Schenor to join the Rebellion
in support of the Alliance. The Schenor are a Force-sensitive
species that have so far maintained their neutrality in the
Empire-Alliance conflict. Skywalker suspects that the mute
testimony of Akazz will tip the balance toward active Schenor
intervention on the side of the Alliance.
Episode Three: When the PCs land at the spaceport of
Chafock, Rhamsis Callo, they find a partially-completed
Imperial base built under treaty with the Schenor government. The PCs pass under the watchful eyes of Imperial
agents as they journey by reaction car to deliver Akazz to his
nest-guildmaster Bkaritz an influential noble of a powerful
province.
Episode Four: Imperial agents attempt to waylay the PCs on
their journey. Encounters may include vehicular chases and
stealthy attacks and shootouts in wayside accommodations.
Episode Five: The PCs deliver Akazz. Initially hostile and
mistrusting, the nest-guildmaster Bkaritz suspects the PCs of
having kidnapped the youth, and believes they are holding
him for ransom. Once convinced of the PCs real intentions,
the alien interrogates the hatchling in a telepathic trance.
Appalled by what he learns from Akazz, Bkaritz vows to
block construction of the Imperial base break the treaty with
the Empire, and drive the Imperials from his planet.

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Episode Six: The PCs accompany the nest-guildmaster and


his nest-warriors to the Imperial base. Summoning the Imperial ambassador, the nest-guildmaster declares the Schenor/
Imperial treaty null and void, and demands that the Imperials
leave at once.
The Imperials pretend to cooperate, expressing great distress at the obvious misunderstanding and the lies spread by
the Alliance agents. In the meantime, troopers are summoned
by secret alarm, and the Schenor and PCs are surrounded and
attacked.
The PCs join the Schenor in defense. The PCs ship lies
close to hand, if they can only break through the encircling
troopers. Once at the ship, Bkaritz can summon aid from
other Schenor nobles, and the PCs can attack the Imperials or
pursue fleeing Imperial ships. If the ambassadors cruiser can
be disabled and boarded, the ambassador might be returned
to Rhamsis Callo for local justice.

Staging Tips:
If necessary, prompt the PCs to search for survivors at the
massacre scene.
Akazz should stick close to the most cynical, hard-hearted
PC and stare sadly at him with l1is big, yellow eyes Play on
the sentimental value of this pathetic alien orphan for all hes
worth.
The Schenor are eight-foot samurai catmen with a traditional distrust of outsiders, a respect for the martial arts, a
rigid code of honor, and a deep commitment to family and kin.
Schenor nobles are all-powerful; Schenor peasants and middle-class are obsequious and servile.
Rhamsis Callo Spaceport looks like a modern airport
designed like a California mission. Callo architecture is of red
sandstone decorated with earth-tone clay geometric ornaments. Callos reaction cars are horribly noisy, inefficient
ground-effect vehicles that look like massive 1960s Cadillacs
and are much more powerful and fast than safe and maneuverable.

Adventure Objective: The PCs are to masquerade as aristocratic traveling companions, to provide security for the meeting, and to safeguard the lives of the participants.
Episode Three: Aboard the Silver Star the PCs are introduced
to various Imperial heavies during a formal banquet. Through
the Force or clever observation, the PCs begin to suspect a
trap.
Episode Four: Precautions may be improvised. Imperial
heavies may be followed, or their rooms searched. Evidence
accumulates that one of the four men they are protecting is an
Imperial double agent.
Episode Five: The PCs must arrange for the elimination of
the traitor and the escape of their loyal charges. In the
process, the Imperial heavies make their move, and the PCs
and their charges are pursued through crowds of vacationing
nobles, through the gourmet kitchens, and into the bowels of
the ship.
Episode Six: The PCs find they have allies among the working class in the crew. Contacts help them reach the boat deck,
where they must overcome Imperial guards and steal a shuttlecraft.

4. JEDI HEIRLOOMS

Youre kidding. Him pose as a refined aristocrat? Hes got


the charm and social reserve of the immortal Sarlacc.
Look, were all a pretty rough bunch here, but the ambassador needs an escort. And that escort is going to have to be
pretty resourceful to make sure this little gathering stays
secret.
Swell. A luxury liner crawling with Imperials. And were
going to hold a little tea party for the Alliance ambassador
and the Gaddrian ambassador right under their noses.
Right. And youre not going to screw it up cause youre
all alone out there. No Alliance strike force to blast its way
through the recreation deck and rescue you.
Hey no way Im going to wear that thing. No way.
Gee, Shamus. You might look cute in ruffles

Gwarhrwol
Whudhesay?
He said Gosh, what a real garden spot
Yeah, well, tell the fuzzball he aint so much to look at
either. So Tatooine isnt the prettiest place in the galaxy. It is
the former residence of the last of the Jedi.
Yeah, well, since youre such good buddies with Skywalker,
why are we here picking up his laundry? Too busy to run his
own errands?
No, too much danger hell be recognized by the Imperials.
Scum like you and me are thick as Bantha teeth at Mos Eisley.
And whats to say theres anything left of Kenobis place?
Or that the Imperials didnt get there first?
Thats what were here to find out.
Great. A galactic war going on, and I get mumbo-jumbo
duty searching for ancient wizard trinkets. I only hope theres
a decent bar around here

Adventure:

Background:

3. THE LAP OF LUXURY

Episode One: A yacht is pursued by an Imperial frigate. Suddenly a flight of Rebel ships (piloted and crewed by player
characters) drops out of hyperspace, and engages and
destroys the frigate. Four passengers are rescued from the
yacht, and an accident is staged with the hulk of the frigate.

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Episode Two: The passengers two Alliance Intelligence


officers, an Alliance sympathizer from an influential Imperial
noble house, and an ambassador of the provisional Alliance
government are delivered to a hidden Rebel base. The PCs
are selected to accompany them for a luxury tour on the liner
Silver Star.
As the wealthy and powerful relax and savor the pleasure
cruise, the Alliance ambassador is to meet with the head of a
senatorial faction sympathetic to the Alliance to discuss the
establishment of a fifth column within the Empire itself, aiming at removing the Emperor and restoring the power of the
Senate.

Alliance leaders seek to revive the Jedi tradition as a symbolic inspiration for the Rebellion. A decision is made to seek
amongst the effects of Obi-Wan Kenobi for clues to lightsaber
technology. This may be initiated by a PC seeking to build his
own lightsaber; by Skywalker seeking to build his own to

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replace his fathers, lost in the battle on Bespin; by Alliance


leaders seeking a symbolic focus for the Rebellion; by curious
scholars of Jedi lore; or a combination of all four.

Adventure:
Episode One: The PCs land at Mos Eisley and ask about the
location of Old Hermit Bens dwelling. Local outlanders and
Imperial spies take notice.
Episode Two: Having obtained directions (and/or an NPC
guide), the PCs must rent or buy landspeeders and travel to
the site.
Episode Three: Wilderness encounters with Tusken Raiders.
Episode Four: Find Old Bens place has been ransacked
the house in ruins, possessions scattered all over the landscape. Tracks nearby suggest Jawas as the scavengers.
Episode Five: PCs seek the Jawas. After heavy bargaining,
the Jawas admit they found nothing of value at Old Bens, but
say that Imperial agents have offered a large reward for any
technological artifacts discovered in the vicinity of Old Bens
home.
Episode Six: PCs must rely on the Force for guidance. If they
return to Bens and concentrate on the Force, they discover
that the directions for building a lightsaber have been hidden
in a deep cave beneath Obi-Wans dwelling. This cave, like
Yodas tree, is strong in the Force, and the PCs must survive
tests of their honesty and commitment delivered in a vision
(PCs with Dark Side points are not admitted). Those who persevere gain entry, and find ancient magnetic tapes bearing the
plans they need.
However, the Imperials have also offered the Jawas a
reward for reports of anyone nosing around Old Bens and
a platoon of stormtroopers has arrived and taken up positions
in the surrounding hills. The PCs may sense the danger, or
may fall into a trap.
Episode Seven: The PCs make a run for it landspeeders
into the desert wilderness. After a gun battle and chase, the
Imperials give up and return to Mos Eisley.
Episode Eight: Security is tight at Mos Eisley. The PCs own
ship has been impounded and placed under guard. To escape,
the PCs must enter town undetected and obtain passage or
steal a ship from the spaceport. A climactic gun battle with
Imperial agents and stormtroopers, and hot Imperial pursuit
into space is inevitable. (Skywalker managed it but he had
Ben and Han running interference. How will your PCs handle
it?)

5. THE NIGHT HAS A THOUSAND EYES


No chance they can track us through hyperspace, eh?
Its not my fault! Just a lucky guess could happen to anyone
Well, theres one consolation. He cant possibly know
where he is.
Why?
Because I dont have any idea where I am. That last jump
tossed us right out of the nav computer.
Well, try it again we got nothing to lose
Wrong again, groundhog. We jump before we get a fix on
the navcomp and were liable to end up as a cool spot in a hot
sun.

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Adventure:
Episode One: The PCs are traveling as guest crew on an
Alliance corvette when they are jumped by an Imperial Star
Destroyer: The pilot tries to lose the Star Destroyer in a series
of tricky maneuvers, but the Star Destroyer stays right on
their tail. Finally the pilot makes one too many jumps and
gets lost.
Episode Two: The Star Destroyer is inexorably closing on
the corvette when suddenly ahead of the two ships the
stars are blotted out by a vast metallic bulk. The hull of the
unfamiliar vessel is covered with myriad winking, colored
lights. The comlink is flooded with an unintelligible gibberish
that the transcomp can make neither heads nor tails of. Both
ships are instantly frozen in tractor beams. Weird lights the
size of Imperial frigates draw alongside both ships, and
bizarre alien Droids politely board, render the personnel
unconscious with radiant beams of shimmering light, and take
them to the fathership.
Episode Three: The PCs wake up in a vast, padded sphere
with regularly spaced viewports. Gazing through these viewports are unbelievably googly-eyed aliens.
Greetings, thinglings of [gibberish].
Beg pardon for interference in your sports contest. But.
Here in [gibberish] we greatly honor the principle of fairness in competition. Your contestants were so poorly
matched as to spoil the enjoyment of your sport. We have
endeavored to correct this oversight.
You may continue your contest here in our [gibberishgibberish]. Such an honor is not generally accorded so modest a contest, but, as this is the Feast of [Gibberish], we are
feeling expansive.
Go ahead! Sport to your circulatory organs content. We
will graciously serve as judges at no extra cost
The aliens want the Rebels and Imperials to complete their
contest for their entertainment. What the aliens want, the
aliens will get.
The aliens do not condone the use of violence in contests.
They do not condone uneven sides. They will stop the contest
with shimmering beams of light if either rule is broken.
Other than that, the Imperials and Rebels are to choose a
game or series of contests to decide the outcome of their
competition. If the Imperials and Rebels cannot agree on the
game or contest, the aliens propose firmly and without fear
or contradiction a series of Olympic-style competitions:

free-style zero-G swimming


acrobatic pyramids
marksmanship (tossing objects into moving targets)
loudest-howling
zero-G mini-speeder go-cart steeplechases
and so on

Episode Four: The PCs win. (They have to. Make sure the
Imperial ability and skill scores are cheesy, then cheat the
dice if the PCs are rolling poorly.)
The aliens applaud, slapping wet, pulpy knobs together in
approval.
Congratulations! Well rowed, Balliol! And other approbations.
As you know, the losers are hereafter and henceforth
declared slaves of the victors! (The crowd goes wild!)

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Episode Five: The aliens have declared the Imperials to be


slaves of the Rebels. Whether the Imperials are inclined to
honor this judgment is doubtful. The aliens offer to return the
Rebels to their ships with their new slaves. The PCs must figure out some way to pilot both the corvette and the Star
Destroyer back to familiar space while keeping the Imperial
crew confined and under guard. However, if the PCs can
return to Alliance HQ with a captured Star Destroyer, Rebel
HQ will probably feel obligated to send them out on a really
difficult mission.

Staging Hints:
Tone: This is a light-hearted adventure, with the googly
aliens and the bewildered Imperials played for laughs. To
make the adventure grimmer in tone, portray the aliens as
grim and warlike, make the contests more like Roman gladiatorial events, and pit the Imperials and Rebels in deadly
earnest for their skins.
Powerful Aliens: Aliens with such advanced technology and
powerful starships would unbalance the Alliance-Empire conflict so they will graciously decline to get involved. They
are on the final leg of a tour of this galaxy, but they have to get
back to their galaxy, thank-you-very-much, for the World
Series or something.
If the PCs think it might be nice to get the aliens as slaves,
and try to challenge them to a contest, the aliens are very
polite, but they are professionals, and the PCs are amateurs,
and it would ruin their reputation and league standing. You
are not even certified! they protest. And where are your uniforms?

6. CLASS REUNION
So, this gal is an old buddy of yours
Yeah, she and I go way back.
Scarlet Bloodhawk quite a colorful name and probably a colorful character to match.
I just hope shes got somebody who can overhaul a
Thorsen field driver. One more light-speed burp like that last
one and our new career as cometary debris is assured.
No problem. Old Scarlets never let me down. Say, thats
funny Scarlets not the type to skimp on landing beacon
maintenance.
Not like we got a lot of choice, pal. Not a lot of friendly
ports hereabouts

Adventure:
Episode One: The PCs land and are greeted by ScarIets second-in-command, the oily and lingeringly reptilian KyIessan,
affectionately known as Snake-Eyes. Yeththth, Thkarlet would
thertainly wish that thuch an honored ghetht ath yourthelf be
thown every courtethy. Ill have thomeone work on your thip
immediately. Oh my yeth
Episode Two: The PCs are restricted to the guest quarters
(For your own thafety, thirs and you can go thupervithe
work on your thip whenever you with), but treated with
exceptional courtesy and hospitality. Of courth, our reptileskinned buddy has called the Imperials and offered to turn
the PCs over to the authorities for a nominal reward.
However, H2-1B4, an elderly Domodroid, recalls one of the
PCs fondly, and risks discovery to slip a message to the PCs in
their quarters:

142

MISTRESS SCARLET IS SNAKE-EYES PRISONER IN HER OWN


QUARTERS. THE THIEVING REPTILE HAS SUMMONED THE
ONES-IN-WHITE. PLEASE, SIRS, RESCUE HER, AND YOURSELVES, BEFORE IT IS TOO LATE. IF I CAN BE OF ANY ASSISTANCE, SEEK ME IN THE HOUSEKEEPING SHEDS.
Episode Three: With Aitchtoo-Onebeefores help, the PCs
sneak into Scarlets quarters and release her. However, an
alarm is given by one of the guards, and the PCs, Scarlet, and
the elderly Domodroid must flee into the surrounding wilderness.
Episode Four: The Imperials are due to arrive shortly. The
PCs must sneak into the repair dock and steal their ship, in
spite of alert guards.
Episode Five: The PCs succeed in winning their ship
through their own heroic efforts and the savvy of Scarlet and
the Domodroid.
However, just as they have gained the ship, they discover
an Imperial cutter descending upon them. The slimy reptileman warns the Imperials that the PCs are loose and the PCs
discover that their drives have been sabotaged.
While Scarlet and Aitchtoo-Onebeefore struggle to get the
ship ready for takeoff, the PCs shoot it out with the troopers.
Then, their ship manages to lift off, with the cutter in close
pursuit. The PCs shift to light-speed and nothing happens
The PCs may either dogfight or flee, taking terrible punishment as they struggle to repair the hyperdrives. In either
case, their ship takes a lot of damage forcing the PCs to
risk overhaul and another adventure at some other port.

7. AINT SCIENCE GRAND?


What would anybody want with that nasty chunk of rock?
Precisely what Alliance HQ wants to know, little chum. A
fully-operational Imperial base in the middle of nowhere, a
modest eternity from the nearest line of conflict. What are
those grub-weasels up to?
Whatever it is, its dumping G-waves like a singularity
but the screens dont pick up any other anomalies
Weird. But convenient. Those Verpine grav-bikesll be invisible with all that background noise. Well just slip in and out
without anyone being the wiser.
Sure. Just like on Calgon
But that wasnt my fault

Adventure:
Episode One: With their ship parked in orbit, the PCs use
space speeders to take an unscheduled tour of the asteroid
base. They find:
a facility producing what appear to be low-yield repulsor
motors in large quantities.
a facility producing what appears to be an extraordinarily
large scanning bowl for a sub-space communications
relay.
residential and recreational facilities for the factory workers.
a high-security laboratory tunneled deep into the asteroid.
Episode Two: Still completely ignorant of the bases purpose, the PCs must sneak into the underground facility.

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There they discover that the scanning bowl is actually


just a collector for a device that focuses the G-waves of hundreds of repulsor projectors, producing a field capable of distorting planetary crustal pressures, causing cataclysmic
earthquakes and volcanic eruptions. The collector-repulsor
array can be transported in a small ship, then deployed in
orbit in a matter of minutes. While it cant reduce a planet to
rubble, it can certainly obliterate civilizations and its a lot
cheaper than a Death Star.
The PCs have a perfect opportunity to destroy the delicate
control systems for the repulsor ray, then escape in the confusion. Then, after a modest running gun battle, the PCs reach
their grav-bikes and return to their ship, or an Imperial warship may be stolen and used to wreak further havoc on the
production facilities.

8. MAROONED ON HOTH
I think were safe now
Safe?! You call this safe? The last Alliance transport on its
way to who-knows-where, a couple divisions of Imperial
stormtroopers tooling around in AT-ATs, its 45 below a
heat wave on this blasted planet and where were you planning to sleep tonight, ace? Under the stars?
Dont worry. Tonight well be guests of the Empire.
Oh. (Pause) Were going to surrender?
Of course not. Were going to steal an Imperial transport.
What a good idea. Setting aside for the moment the question of how you propose to do this, have you ever flown an
Imperial transport before?
Details, details

Adventure:
At the Battle of Hoth, the PCs are part of a unit of four
squads of foot and three snowspeeders deployed on the ridge
above the Rebel base as scouts to guard against flanking or
encircling maneuvers. An Imperial transport lands on the far
side of the ridge and unloads a stormtrooper company supported by five AT-STs. The PCs catch the Imperials in a narrow
pass below the crest of the ridge.
In the rough terrain, the PCs manage to deny the Imperials
their flanking move. The undamaged AT-STs and surviving
troopers retreat to the Imperial transport.
But the PCs have been cut off from the main base. An Imperial unit under Vader has landed above the base and cut their
way in from the top. The Rebel defenses have crumbled. The
last Alliance transports are on their way. Scattered pockets of
Rebels still resist, but most will be overrun in short order.
Those Rebels that avoid capture must face the even-more
deadly advance of Hoths nightfall.
Plenty of trooper armor is around for scavenging and masquerade. Snowspeeders and perhaps a not-too- badly-damaged AT-ST are available for land transportation. An
Imperial transport lies on the other side of the ridge. Various
spaceships too weak to run the Imperial gauntlet may have
been abandoned in the Rebel base hangar. And a variety of
ships must come and go between the ground troops and the
naval vessels in orbit above Hoth.
Or the PCs may choose to let things cool off before making
their move. They may withdraw to remote Rebel outposts,
hook up with other disorganized Alliance elements, and plan a
raid to capture a ship.

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Or Rebel rescue operations may already be scouring the


planet, looking for survivors.
Or perhaps the Empire has no intention to leave a full garrison at this captured base, leaving it vulnerable to a counterstrike by desperate stragglers.

9. THE PIRATE PRINCE


So, I heard you Rebels operate on a tight budget.
Im authorized to offer up to a hundred-thousand credits.
Har, har, har. That wont keep my operation going for more
than a week, sonny.
Well, look, do you like the Empire?
No, but whats that got to do with business?
Heres your chance to take a stand! Fight the swine who
Ive heard enough. Shall we makeem walk the airlock
boys?
Aye! Right you are, capn! Arr, mateys.
No, wait

Adventure:
Episode One: The PCs are sent to deal with a Captain Fandar, scourge of the spaceways, pirate extraordinaire, and number six on the Imperial Navys most-wanted list. The Alliance
wants to hire Fandar to harass Imperial shipping.
The characters check around in wretched hives of scum
and villainy trying to get word to Fandar.
The pirate sends his boys to capture the PCs.
Either the PCs get captured, and Fandar drags them from
his dungeon to ask them what they want, or the PCs turn the
tables on Fandars lackeys, and force them to bring the PCs to
him.
Episode Two: In either case, Fandar listens to their proposal. Then he explains that he has no interest in getting
involved in politics, and that the Alliance isnt offering enough
money.
However, he is interested in one thing the Imperial treasure ship which annually carries the revenues of the local sector back to the Imperial capital. If the Alliance is willing to
cause a ruckus to divert the treasure ships military escort,
and if the PCs are willing to help knock off the treasure ship
itself, Fandar would be happy to discuss future deals.
Episode Three: The Alliance approves the plan with misgivings. The PCs are given four starfighters and told to aid Fandar. The plan is put into action, and apparently goes off
without a hitch until Fandar enters the treasure ship and
finds it swarming with troopers! Hes been sold out!
Episode Four: The PCs, the Prince, and a few colorful, loyal
retainers can either fight their way out heroically, or be taken
captive, then contrive an escape. Either way, Fandar at first

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thinks the Rebellion did him dirt but the PCs finger the
actual traitor (Fandars right-hand man). The Pirate Prince
honorably acknowledges their aid, renounces his life of crime,
and becomes a Captain in the Alliance Navy.

the same time, the PCs learn to respect the Sessehs wisdom
concerning their native environment, and to exploit the
Sessehs special talents swimming, stealth, and ferocious
martial vigor.

10. RINGS OF BRIGHT WATER

Adventure:

My people will never submit to the rule of the Emperors


craven bureaucrats.
Yeah? Well, when the Imperials are finished with your
lovely little planet, its gonna smell like something outta the
Lumrunners autokitchen.
But armed with the Alliance weapons in your hold, my people will be a force to be reckoned with.
Somehow I dont think a bunch of cute, furry, three-foot-tall
mustalids armed with laser popguns is gonna give the Imperial governor any sleepless nights.
Perhaps your timid ancestors were more accustomed to
slavery?
No, indeed, but my timid ancestors werent dumb enough
to attack stormtroopers with sharpened clam shells fastened
to sticks

Background:
The Imperials have established fossil hydrocarbon operations at numerous sites on the surface of Shaymore. The
Sessehshellah, a fierce native aboriginal race resembling giant
river otters with the temperaments of weasels, have come to
the Alliance to ask for weapons and support in their resistance against the Imperials.
The Sesseh are technologically unsophisticated, and hardly
a match for Imperial stormtroopers, but after being convinced
that the Sesseh would fight with their bare teeth if necessary,
the Alliance decided to supply them with modern weapons,
technical support, and advisers familiar with resistance operations.
The PCs are selected to accompany the Sesseh delegates
back to Shaymore with a delivery of laser weapons. The PCs
are also to provide advice and aid in organizing resistance
against the occupying Imperials.
Initially the Sesseh delegates are contemptuous of the PCs
lack of courage and daring any sign of caution or practical
thinking is regarded as a lack of spirit. However, the Sesseh
learn to respect the shrewd cleverness of the PCs plans. At

Episode One: The Sesseh recklessly attack an Imperial


patrol that strays into the Sesseh marshes. The patrol is easily dispatched, but a punitive raid wipes out a Sesseh village.
The PCs exhortations to indirect and subtle actions receive
closer attention.
Episode Two: The Sesseh guide the PCs through the perilous marshes toward an Imperial power station. A pack of
fierce amphibious wolves attack, but the PCs and Sesseh
combine to drive them off.
Episode Three: The PCs and Sesseh reach the power station. With Sesseh aid, the PCs enter the power plant through
the water cooling circulation system. The PCs sabotage the
plant and steal a communications scrambler, giving them
access to all local Imperial transmission codes.
Episode Four: The PCs intercept transmissions indicating
that hydrocarbon production must be increased ten-fold in
the following year, or the Shaymore operations must be abandoned. Imperial hydrocarbon reserves are dwindling, and the
storage tanks at the main refinery represent a significant portion of the Empires reserve.
Episode Five: A plan is devised using a Sesseh attack to
draw guards from the main refinery, permitting the PCs to
penetrate refinery security to sabotage the main storage
tanks. If the storage facilities can be destroyed, the entire
operation must be abandoned, and Shaymore will be of little
value to the Empire.
Sample Refinery Sabotage Sequence:
1. PCs and Sesseh float rafts across river to fence surrounding storage facility.
2. PCs dressed as troopers charge across the facility boat
dock and bluff their way past the guards.
3. Once inside the compound, Sesseh dive into drainage
ditches and plant demolition charges at the drainage
valves for the storage tanks.
4. The troopers wise up, and send units to guard the storage tanks. The PCs distract the troopers while the
Sesseh finish setting the charges.
5. The PCs appear to be cut off when a swarm of Sesseh
pours into the compound, grabbing trooper blasters in
their little paws and cutting a path for the PCs.
6. The PCs and Sesseh fight their way back to the boat dock
and take a cruiser. The cruiser speeds off as the storage
facility erupts in a fountain of flame.
7. The PCs stolen cruiser is pursued by troopers in
armored landspeeders. The PCs have to abandon the
cruiser and set out into the marshes.
8. The landspeeder troops call for reinforcements. Troopers
arrive by Imperial landcruiser, debark, and pursue into
the marshes where they are ambushed and scattered
in the wilderness by the Sesseh and the PCs.
With the storage facility destroyed and the stormtrooper
garrison decimated, the hydrocarbon operation is shut down,
the Imperial commander is recalled in disgrace, and the
Sesseh regain control of their planet.

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8
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C hapter Five
PUBLISHED
ADVENTURES
This chapter lists some of the published adventures for Star
Wars (1st Edition). These adventures are nearly one-hundred
percent compatible with Star Wars: Classic Adventures. While
West End Games is no longer in business and these adventures are all out of print, they are readily available on the second-hand market.
While this is not a complete list of published adventures, it
does include what we think are the best adventures published
for the first edition of the game.

STRIKE FORCE SHANTIPOLE


Battle Imperial starfighters in the
vastness of space, chase deadly
probots through asteroid storms,
and go up against a heavily-armed
escort frigate in this explosive fulllength Star Wars adventure.
In the Roche Asteroid Field, a
secret Rebel project nears completion. Headed by Commander Ackbar,
the Shantipole project has developed a powerful new starfighter for
the Alliance arsenal.
But first, Shantipole must be safely escorted back to
Alliance High Command. Thats where you and your team
come in. With a borrowed freighter, sealed holodisc orders,
and a good blaster at your side, your ship emerges from
hyperspace right in the middle of a TIE starfighter patrol!
And they told you this was going to be a routine mission

STARFALL
Nine hundred meters of twisted,
battle-torn Star Destroyer stand
between imprisoned Rebel heroes
and freedom in this disaster-filled
Star Wars adventure.
Captured by Imperials, a small
group of Rebel heroes find themselves trapped within the detention
block of a Victory-class Star
Destroyer. Suddenly explosions rock
the giant battleship as the Imperial vessel is attacked by an
Alliance fleet. When the smoke clears, the Rebel objective is
obvious escape by any means possible!

ADVENTURE BOOK

But the attack has left the Star Destroyer a battered wreck,
its crew scattered and its power fading. What dangers await
the Rebels deep within the smoldering ruins of this once-great
vessel? What Imperial devices remain to prevent their exit?
Only those with courage and conviction will attempt to find
out. Only those with strength and luck can hope to survive.

MISSION TO LIANNA
The Rebel Alliances greatest
weapon is not the bravery of its soldiers nor superior training nor
advanced weaponry. The Rebel
Alliance is built on information.
The Rebel heroes have been asked
to deliver updated information to
the Rebel cell network on the industrial world of Lianna, home of Sienar
Fleet Systems, manufacturer of the
dreaded Imperial TIE Fighter. What starts as a simple delivery
becomes something even larger than the Rebels can imagine,
as the characters discover that Lianna is where the Empire is
building a secret weapon that could mean the destruction of
the Alliance a cloaking shield!
It is up to the characters to infiltrate and destroy the plans
before the Empire can put the cloaking shield to work

GAME CHAMBERS OF QUESTAL


Rebel agent Tiree is missing. He
never made it to the rendezvous
point. Alliance command cannot
spare the men to launch a full-scale
search; Tiree is on his own. But one
group of heroes owes Tiree more
than they can ever repay and they
vow to find him.
Retracing Tirees trail, the Rebels
go to the planet Questal. Tiree was
on an unsanctioned mission there,
hot on the trail of a rumored weapon
of fearful proportions. Then he disappeared.
Now something is hunting the Rebels.
Can they avoid Tirees fate, rescue their friend and save
the Rebel Alliance?

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CLASSIC ADVENTURES

RIDERS OF THE MAELSTROM


Danger lurks aboard the Kuari
Princess as Rebel heroes try to
uncover the purpose behind a topsecret Imperial rendezvous while
fighting notorious pirates the Riders of the Maelstrom.
A mission to rendezvous with a top
Rebel spy on Aris goes wrong. The
Rebels are chased by better than a
full company of stormtroopers,
strafed by Imperial sky swoopers,
and risk death to escape along hundred-meter high tree limbs. When they manage to smuggle
themselves onto the luxury liner Kuari Princess the Rebels
know they can finally rest easy. The Rebels are wrong.
Which Imperial officials are having a secret meeting aboard
the Kuari Princess, and why? Can the Rebels stop the Imperial
plot? Can the Rebels prevent the Riders awful plan of destruction? Outmanned, outgunned and out of time, the Rebels must
forge a victory from only their courage and resourcefulness.

DOMAIN OF EVIL
There is something not right on the
swamp planet Trinta. It is an evil
place of cold and death, and only the
bravest, most capable Rebels will survive its terrors.
Stranded on the swamp world of
Trinta and pursued by relentless
bounty hunters, a group of Rebels
face horrors drawn from their own
minds horrors with the power to
destroy them! Pitted against the powers of an insane Jedi
Knight and the Dark Nexus in which he dwells, the rebels
must triumph or risk falling to the dark side of the Force.

BLACK ICE
Black Ice. 7,800 meters long
five times the length of an Imperialclass Star Destroyer. The pride of
the Imperial Replenishment Fleet.
Black Ice. It carries nearly one billion tons of starship-grade fuel cells
more than a years worth for an
entire Imperial Main Battle Fleet.
Black Ice. If she remains in the
Empires hands, the Imperial Navy
will cut a swath of destruction
across the sector and beyond.
Black Ice. The Empire will do everything in its power to protect her.
Black Ice. The Rebels must take her or die in the attempt.

CRISIS ON CLOUD CITY


Chilling murder and intrigue abound as Rebel agents
become detectives to solve a deadly mystery on the floating
metropolis of Cloud City.

146

It started as a routine escort mission. Famed Alliance engineer Walex


Blissex was contacted by an old
friend who had made a startling scientific breakthrough. But when the
Rebel escort team arrives on Cloud
City to meet this mysterious scientist, things begin to go wrong. Dead
Wrong.
Mystery leads to murder. Murder
leads to deadly confrontations with
killer droids and Imperial agents. And the Rebels wind up
entangled in webs of deception, deceit and death! The fate
of the city in the cloud and everyone aboard depends on the
Rebels and their ability to unravel the mystery before the
knots pull tight!

OTHERSPACE
Beyond realspace, past the timebending corridors of hyperspace,
another galaxy waits to be discovered. When a problem develops with
the hyperdrive engine of an Alliance
prisoner transport, members of both
the Rebellion and the Empire are
deposited into a strange, unexplored
dimension between the hyperlanes
and realspace.
Here, abandoned ships from all
over known space float beside those
of unknown origin. These desolate craft orbit a giant vessel,
drawn to it like moths to a flame or a spiders web.
Within the dark interior of the giant ship, the war between
Rebel and Imperial finds new battlegrounds and new weapons
with which to destroy each other. But they also find something else, something that just might find them first. It wants
to escape otherspace, to reach realspace. And when it does,
the galaxy will die!

DEATH IN THE UNDERCITY


Beneath the surface of Calamaris
majestic oceans, the tireless Quarren labor to provide ores crucial to
the construction of Mon Cal Cruisers. Recently, a series of bizarre
mining accidents has slowed production to a near standstill. Its up
to the Rebel agents to discover the
source of the problems.
But these are no ordinary accidents. All signs point to deliberate
sabotage, and the embittered Quarren are quick to accuse the surface-dwelling Mon Calamari
and their outworlder Alliance of the destructive acts. While
the Rebels race to uncover the truth and stop the sabotage,
the entire planet teeters on the brink of civil war!

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8
REBEL FIELD MANUAL

Rebel Field Manual Table of Contents

CLASSIC ADVENTURES

Rebel Field Manual

TABLE OF CONTENTS
Chapter 1: The Rebel Alliance.......................................151
Chapter 2: The Galactic Empire...................................155
Chapter 3: Aliens of the Galaxy...................................158
Chapter 4: Creatures.....................................................163
Chapter 5: Equipment and Weapons.........................166
Chapter 6: Droids..........................................................176
Chapter 7: Starfighters.................................................179
Chapter 8: Capital Starships.......................................184
Chapter 9: Space Transports.......................................188
Chapter 10: Repulsorlift Vehicles................................193
Chapter 11: Imperial Ground Assault Vehicles...........198

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C hapter One
THE REBEL ALLIANCE
The Rebel Alliance is a ray of hope in one of the blackest
times in galactic history. Out-manned and out-gunned, the
fighters of the Alliance risk their lives in the effort to free the
galaxy from Emperor Palpatines iron grip. Some Rebels fight
for their homeworlds, some fight for their families, and some
fight for ideals, but all fight the evils of tyranny. In many ways,
the Rebel Alliance defines the Star Wars universe. It represents
the ultimate battle between good and evil, light and dark.

A BRIEF HISTORY OF THE REBELLION


Prior to the formal establishment of the Rebel Alliance,
uprisings were small and restricted to specific planets or
regions. Although they were often temporarily successful,
none of the uprisings came close to challenging the vast military power of the Empire. Victories were difficult to achieve,
and few made a lasting impact on the galaxy.
However, behind the scenes, a few powerful Imperial Senators had been struggling for decades to oppose the oppressive Imperial edicts. Cooperation was limited by the fear of
detection and the ignorance of others activities, but two senators, Bail Organa of Alderaan and Mon Mothma of Chandrila,
secretly began to discuss the possibility of an organized resistance in Organas Catham House residence on Coruscant.
Eventually, through their clandestine efforts, pockets of resistance around the galaxy started to become locally organized.
Senator Organa was able to make clandestine contact with
some of the more established cells on planets like Mon Calamari, Mantooine and Lothal. However, they were unable to
coordinate on a larger scale with other like-minded groups
because they lacked the communications, and support structure needed for sustained operations.

Unleashing Rebellion
Two years prior to the Battle of Yavin, several major resistance units became successful enough to give Organa and
Mothma the momentum to advance their plans for armed
rebellion. Due to the increased exposure of coordinating the
various rebel cells, the Imperials began to uncover evidence
leading to an arrest order for Mon Mothma. However, she was
able to flee Coruscant and began working from behind the
scenes, recruiting others across the galaxy to the cause.
Organa remained in the Imperial Senate, although his influence was greatly diminished since those loyal to the New
Order suspected him of treasonous activities.

REBEL FIELD MANUAL

Eventually, Bail Organa resigned from the Imperial Senate


and returned to the protection of his position as Viceroy and
First Chairman of the Alderaan system. His daughter, Leia,
replaced him in the Senate, although her loyalty too was
highly suspect.
The Rebellion officially began with the signing of the Corellian Treaty. The primary signers Mon Mothma and Bail
Organa and Garm Bel Iblis formed an alliance between the
governments of Chandrila, Alderaan and Corellia. The planets
secretly pooled their resources and funneled them to various
resistance groups to form the Rebellion. Free to act from the
safety of her various hiding places, Mothma was officially
elected head of the Rebel Alliance.
As one of her first official actions, Mon Mothma released a
Declaration of Rebellion, publicly announcing the political ideology behind the Rebellion in an effort to forestall Imperial
propagandists. A few systems openly declared their allegiance
to the new Alliance, unfortunately this was well before any sizable defense force could be mustered. Imperial response was
quick to crush the Secession Worlds, but not before significant resources, weaponry, ships, and manpower were delivered directly to freedom fighters and the Rebel Alliance.

SECTORS IN REBELLION
With resistance efforts spread across a multitude of sectors in
the galaxy, judging the reach and strength of Rebel Alliance forces
is difficult. Below is a partial list of sectors in which Rebel activity
takes place during the time between the signing of the Corellian
Treaty and the Battle of Endor. The amount and type of resistance
varies greatly among sectors, and many offer only minimal resistance until well after the Battle of Yavin.
Rebel activity increases significantly after the Alliance evacuation from Hoth and in preparation for the battle of Endor.
Ado
Airam
Anoat
Atrivis
Bormea
Brak
Bruanii
Calamari
Carrion
Churba

Churnis
Corellian
Eclorar
Elrood
Farstay
Hollan D1
Homon
Irnaj
Kalamith
Kira

Lambda
Lifh
Lothal
Maldrood
Merel
Moddell
Oplovis
Ottega
Parmel

Parmorak
Ploo
Rayter
Rolion
Sumitra
Tapani
Tharin
Trans-Nebular
Trax

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The Battle of Yavin


For about two years, the growing Rebel Alliance fought for
public support as much as it battled the Empire. Resistance
efforts and recruitment spread slowly from sector to sector.
The actual number of forces remained tiny compared to the
mighty Empire, and the Alliance scored only one major victory against Imperial forces.
All of this changed with the arrival of the Millennium Falcon
at the Rebel base on Yavin IV. A rescued Princess Leia and the
plans to the newly operational Death Star gave the Rebels the
means and, with the Death Stars rapid approach, an immediate need to destroy the Emperors monstrous superweapon.
An ultimate weapon of terror, the Death Star was capable of
annihilating entire worlds with a single shot of its superlaser,
as was demonstrated by the destruction of Alderaan.
Fortunately for the Alliance, the Millennium Falcon also
brought future Jedi Luke Skywalker at the time of the Rebels
greatest need. When Rebel starfighters made a desperate
attack against the station, Luke joined them. After more experienced pilots failed to hit the stations vulnerable exhaust

USING THE REBEL FLEET


The Rebel fleet is a powerful symbol in any campaign. The main
fleet should not engage large-scale Imperial forces directly, but
there are plenty of other opportunities to use the fleet. First, the
fleet makes an excellent base of operations for the heroes, providing safety from the Empire and giving heroes access to virtually all
Alliance resources. If the heroes are Special Operations units,
starfighter pilots, or crew members aboard one of the larger starships, they can participate in missions with fleet detachments,
raids, or task forces, which could take them to virtually any sector
in the galaxy.
The fleet does not seek to engage the Imperials, but the Imperials are still out to find it. Sudden retreats and relocation are common. Heroes could find themselves covering the fleets retreat, or
jumping to its last known location only to find an Imperial patrol
or Star Destroyers waiting for stragglers after scaring the Rebel
fleet off. Also, knowledge of the fleets location and makeup is dangerous. Any captured hero should be extremely nervous about
Imperial questioning.

152

port, Luke made the shot that


shook the galaxy and the
Empire. In one cataclysmic
explosion, the Death Star was
gone.
The Rebel Alliance scored a
major victory, although it was
forced to flee Yavin IV and is
now on the run from the
vengeful Empire. This tremendous victory brought new
allies, raw recruits as well as
high officials on sympathetic
worlds. Entire resistance
groups are being integrated
into the Alliances command
structure, and new cells are
created on even the most
loyal of Imperial worlds.

Imperial Pursuit
However, the Empire is far from beaten and is aggressively
pursuing the Rebels. Darth Vader is leading the effort to seek
out and destroy Rebel forces. The Imperial Security Bureau
and the Commission for the Preservation of the New Order
(COMPNOR) are hunting down and arresting civilian Rebel
sympathizers. The Imperial response is brutal against the general public in areas where Rebel groups are active. Supporting
the Rebellion is dangerous, and the Empire makes sure the
galaxy knows it.

ORGANIZATION OF THE REBELLION


The Corellian Treaty established an organizational structure for the Alliance to Restore the Republic similar to that of
a large-scale government. There are two main organizations
acting in concert to bring about the fall of the Empire: the
Civil Government and the Alliance Military. Both are led by
the Chief of State, a position currently held by Mon Mothma.
Alliance Civil Government. The civil government provides
basic leadership and common government functions such as
protection, taxation, and diplomatic relations. In practice,
these functions fall to the control of local authorities and
member governments of Allied worlds and organizations. The
civil government handles political functions between members, potential members, and the galaxy at large. However, the
primary purpose of the civil government is to support the
Alliance military.
Alliance Military. The Alliance military forms the heart of
the Rebel Alliance. Its objective is to defeat the Imperial army
and navy and bring about the fall of the Emperor. Although its
forces are limited and vastly outnumbered, they are highly
motivated and undaunted by the massive task.

The Alliance Fleet


The Alliance fleet is the single greatest military asset in the
Rebel Alliance. It represents Rebel strength and mobility, and
it is a powerful strike force capable of decisive military victories. Admiral Ackbar is the current commander of the fleet.
Even though the fleet is both a powerful symbol and a critical
weapon against the Empire, Ackbar knows that he must pick
and choose his battles carefully. A significant defeat would

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Chapter One: The Rebel Alliance

CLASSIC ADVENTURES

mean the loss of critically needed ships and personnel, not to


mention the incalculable damage to the Alliances image.
Unlike the Imperial fleet, the Alliance fleet is not standardized with specific ship models or designs. As with all other
materiel, the Alliance gathers capital ships from wherever it
can acquire them. This, sometimes takes the form of the
defection of a ship and crew to the Rebel cause.
The fleet relies on close-support corvettes, frigates, gunships, and similarly sized vessels to provide anti-starfighter
screens for the big cruisers. The greater agility of these craft
also makes them ideal for quickly maneuvering to outflank an
opponent. Alliance task forces are built around ships of this
size, occasionally backed up by a star cruiser.
Armed and armored freighters back up starfighters in
picket and patrol duties. These freighters are by far the least
suited for their new military roles. Though they are heavily
modified with upgraded shields and weaponry, in a straight
battle, their longevity depends more on the determination of
their crews than on their specs.

Special Forces
Alliance Special Forces units are relatively few in number,
but their high degree of training and personal investment
make them effective combatants. SpecForce units are
supremely confident in their own abilities, an opinion shared
by Alliance High Command. They serve aboard the ships of
the fleet, protect the main Rebel base, train Sector Forces,
carry out major commando operations, and fulfill any mission
thrown at them by Alliance High Command.
SpecForce units use a formal organization similar to that of
regular army units. However, they normally carry out missions as task forces or assigned assets regardless of formal
classification or position in the command structure. SpecForce units are highly mobile and able to respond to emergency deployments throughout the galaxy.

Starfighter Command
Starfighter Command controls strategic deployment and
development of Alliance starfighter forces. It carries out pilot
training and wing assignments to the fleet, Sector Forces, and
other commands. It issues operational orders to those wings
not permanently assigned to the fleet or to specific sectors.
Once a wing is assigned to the fleet or a sector, Starfighter
Command relinquishes operational control until the unit is
needed elsewhere.
Since the fleet is forbidden from engaging Imperial forces in
large-scale battles, raids and skirmishes are carried out by
starfighters. A huge percentage of Alliance resources is dedicated to starfighter services. Alliance forces at all levels rely
heavily on starfighter support and fight vigorously to hold on
to it when it is available to them. Some starfighter squadrons
or wings operate from their own dedicated bases. However, in
most cases, starfighter squadrons and wings rely on the commands to which they are attached for supplies and support.

Sector Forces
Sector Forces are the backbone of Rebel Alliances military.
These are assimilated resistance groups fighting the Empire
on their own worlds and in their own sectors. They receive a
great deal of operational autonomy from Alliance High Command, which is usually too far away to respond to day-to-day
details. Although Sector Forces control military assets, they

REBEL FIELD MANUAL

USING SPECFORCES
Adventures and campaigns centering on Special Forces are naturally more militaristic in nature than other types of adventures.
Fortunately, the integrating of multiple types of SpecForce soldiers into a single combat unit allows for a great diversity in character types at the gaming table. The gamemaster is encouraged to
move the players unit around the galaxy as required for the story.
When using SpecForces, the gamemaster can emphasize the military aspects and details of the organization, as well as the higher
degree of risk that the characters missions entail. Adventures can
be designed around the heroes specific SpecForce character
types. The heroes selection of and limitations in using weaponry
and equipment should also play a bigger role in specific missions.

must confront the Empire through traditional resistance


methods far more often than in direct combat. They receive
support, supplies, and materiel from the Alliance. They also
exchange intelligence data and general news with Alliance
High Command. Large Sector Forces that have not inherited a
command structure use a structure similar to that of Alliance
High Command. This includes a Commander in Chief, a Chief
of Staff, and commanders leading individual departments
such as Intelligence or Starfighter Command.
Independent resistance groups that want to formally join
the Rebellion are integrated into the Alliance military. If there
are no active Allied Commands or Sector Forces already in
place in the area, the resistance group becomes the core of a
new Sector Force. The group is encouraged, but not required,
to adopt the Alliance command structure. If another Allied
Command or Sector Force is already in place, the group is
integrated into the existing command. Alliance High Command will go to great lengths to smooth over any political or
personal hostility between rival groups.
Each Sector Force commands all types of units within its
organization, including ground troops, starfighter squadrons,
and sector-based fleets and starships. They also control standard Alliance army troops, which represent the greatest part
of the Alliances ground strength. If Alliance High Command
needs a larger number of regular troops in a given area, it
turns to the local Sector Force to provide the manpower.

USING SECTOR FORCES


Sector Forces and Allied Commands are ideal for adventures
and campaigns confined to a single sector, planet, or region.
Gamemasters can create their own military and political leaders
for the campaign without running afoul of established continuity.
Sector Forces provide support and local leadership for the heroes
to interact with and receive orders from. Sector Forces can also
provide a base of operations from which to stage missions.
If a group of heroes wants to start and command their own
Rebel operation, integrating it with the local Sector Force gives
them a ready-made organization. Even alternate command structures such as a local royal tradition created by the gamemaster
can be accommodated, since a Sector Force is allowed to retain
its own internal structure. Remember that while Alliance High
Command controls overall strategy, Sector Forces are responsible
for taking the battle to the enemy every day.

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REBEL ALLIANCE MILITARY RANKS


Rebel Alliance military ranks are primarily divided between army and navy
ranks; with variation within SpecForce and Starfighter Command. Compared
with the galaxys major military forces, the Alliance features fewer formal officer and enlisted personnel ranks. The simplified structure allows for more leeway in integrating newly recruited combat forces into the Alliance military
command organization. It also discourages Alliance personnel from worrying
too much about their career rank, especially since the Alliance expects the military to be dissolved or substantially reorganized upon victory over the Empire.
Local commanding officers are expected to clarify any ambiguities in their
own chain of command and sometimes create unofficial or temporary designations, occasionally, a newly recruited organization retains its own rank structure. Additionally, as the Alliance frequently deploys units with mixed forces,
command hierarchies between specific officers of equivalent rank but from different branches are established in the stages of a mission. Temporary or rolespecific titles can be utilized within a given unit, base or task force. The title of
commander is used to designate the commanding officer of a given unit or
mission, despite the actual rank of the individual.
Navy
Admiral
Captain
Commander
Lieutenant
Jr. Lieutenant
Ensign
Chief Petty Officer
Petty Officer
Senior Deckman
Deckman

Army
General
Colonel
Major
Captain
1st Lieutenant
2nd Lieutenant
Sergeant Major
Sergeant
Senior Trooper
Trooper

SpecForce
General
Colonel
Major
Captain
1st Lieutenant
2nd Lieutenant
Master Sergeant
Sergeant
Senior Trooper
Trooper

Starfighter
Command
General
Colonel
Commander
Captain
Lieutenant
Flight Officer

guarded by the best Special Forces units and


starfighter squadrons, and its location is a
closely guarded secret.
However, the vast majority of bases and outposts are small and unassuming, to minimize
detection. Hidden rooms, small caves, or abandoned wrecks serve as meeting places for Rebel
cells. Individual apartments or permanently
grounded starships can become safe houses or
weapons caches. Large hidden caches of
weapons and materiel become supply bases for
local groups.
Sector Forces, Allied Commands, and major
resistance groups typically use large bases as
their command centers. These bases have starship and vehicle hangars and repair facilities,
sensor arrays, communications relays, and limited defenses. They also provide advanced training facilities and living quarters for a large
number of personnel. A few large bases house
small-scale manufacturing facilities for Alliance
starfighters.
Starfighter bases provide forward outposts
from which starfighter attacks can be directed. A
typical starfighter base is little more than a
hangar, a command center, and living quarters.

Rebel Operatives

Even though the Alliance military is formidable in limited operations, it lacks the strength to
fully engage Imperial forces in a sustained campaign. Throughout the galaxy, individual Rebel
agents, or operatives, work in conjunction with
Flight Cadet
cell networks and Alliance military elements to
engage the Empire on a daily basis. These are
the Rebellions spies, propagandists, recruiters,
Rebel Bases
scroungers, and aid workers. They sow the seeds of rebellion
Rebel bases and outposts are the Rebellions intelligence
on Imperial planets throughout the galaxy. Rebel operatives
and communications centers. They provide safe havens for
are always outgunned, always outnumbered, and usually
training, meetings, medical treatment, and repair facilities.
working in complete isolation.
The size and structure of these bases vary greatly, and they
Many characters in this era act as highly autonomous Rebel
are normally camouflaged within the surrounding environoperatives. Agents can be attached to various parts of the
ment. The Rebel main base houses Alliance High Command,
Alliance structure. Rebel field agents work for Alliance Intelliwhen it is not aboard the fleet. Alliance High Command is
gence on semi-autonomous, long-term missions. Other agents work for local resistance
groups, perhaps attached to the local Sector
Force or reporting through a cell network.
Scroungers and procurement specialists work
for local forces or for one of the Alliance High
Commands ministries. They receive orders
through other agents or through an attached
military command. Agents must be able to
adapt to constantly changing conditions and
goals.
Agent secrecy is paramount, because discovery means almost certain arrest, internment, and interrogation by Imperial officials.
Agents also run the risk of Imperial reprisal
against the local citizenry if an operatives
actions attract notice.

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CLASSIC ADVENTURES

C hapter Two
THE GALACTIC EMPIRE
The Empire prides itself on being a bastion of civilization
and order in the galaxy. Most of its citizens believe that, aside
from a few troublemakers, conflict is a thing of the past and
that the galaxys worlds and systems work together for the
greater good.
But the Empire is far more sinister than it would have its
citizens know. Having carefully undermined the Republic,
Supreme Chancellor Palpatine represents himself as the only
hope for peace and order. After formally dissolving the remnants of the Old Republic and reorganizing it as a Galactic
Empire, Palpatine put into motion a plan to systematically
subjugate those worlds and systems that resisted his rule.
The Imperial Intelligence Bureau (ISB) has ensured that the
average citizen has no idea of the true nature of the Empire.
The Emperors success stems from the brutal efficiency of
the Imperial war machine: a vast army of troops, stormtroopers and starships. Resistance is quickly crushed; the price of
capitulation is enslavement. Once a world falls, the Empire
uses its resources to fuel the Imperial militarys next campaign. Opportunistic politicians have flocked to support
Emperor Palpatines New Order. Those who display the most
loyalty garner both wealth and political power.
With a thousand systems under Imperial control, the
Emperor requires a massive bureaucracy to manage the galaxys day-to-day activities. Based on Coruscant, now known
as Imperial Center, the government oversees every aspect of
life. The Emperors authority is felt throughout the galaxy by
means of his tightly controlled network of advisers, Moffs,
local governors, the Commission for the Preservation of the
New Order (COMPNOR), and, of course, the military. The
Ubiqtorate also known as Imperial Intelligence assures
that Rebel sympathizers and other malcontents are quickly
identified and reeducated.

Moffs and Grand Moffs


The responsibilities once held by the Imperial Senate fell to
the Moffs. Rather than a representative of beings he governs,
a Moff is a representative of the Emperor. Almost all Moffs are
chosen from the ranks of the Imperial military officers who
serve with loyalty and distinction. Each Moff is granted
authority over one or more systems, usually determined by
political, racial, cultural, or commercial boundaries. If a Moff
proves incapable of handling such a large area, he might be
required to share authority with another Moff, or might be
replaced outright.
Initially, Moffs reported to the Emperors advisers. However, this system proved cumbersome, so sector overseers
Grand Moffs were appointed. Grand Moffs are given the
responsibility of coordinating and managing the Moffs, carrying out the Emperors directives concerning matters of policy
and strategy. The position of Grand Moff is both a great honor
and a great opportunity. The Emperor assigns quotas for production, labor, and armed-forces recruitment; if those quotas
are met, he overlooks the loss of a few credits here and there.
An enterprising Moff can request funds for Imperial projects
and ensure that some of those funds are placed in a discretionary budget to which only he or she has access.
The Emperor is content to allow his Grand Moffs to manage
the details of accounting and procurement, and even seems to
encourage minor accounting irregularities. But if his
appointed representatives become too brazen, they can
expect a visit from Lord Vader to ensure that they, or their
replacements, do not overstep their bounds again.

SECTOR GOVERNMENTS
To persuade the remnants of the Republic Senate to accept
the transformation of the Republic into an empire, Supreme
Chancellor Palpatine retained the trappings of the Senate,
changing little more than the name. As the years passed, however, he replaced various members of the original legislature
with politicians more vested in his New Order, frequently elevating them to positions of authority over their seniors. In
time, little of the original Senate remained; when the Emperor
dissolved the Imperial Senate shortly after the completion of
the first Death Star, the act caused barely a murmur.

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Chapter Two: The Galactic Empire

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IMPERIAL INTELLIGENCE

Planetary Governments
Obviously, a Moff who controls an entire system cannot
micromanage the details of multiple worlds, so each inhabited
planet or space station has its own individual government.
These representatives are sometimes elected by the worlds
people, but most often they are appointed by the Moffs or the
Grand Moffs from among their own personal staff.
In theory, each planets government runs the planets
affairs and must be consulted whenever the Empire wishes to
use the planets resources, population, or airspace. In most
cases, though, the Empire takes what it needs by force if
necessary. The message is clear: planetary governments exist
at the sufferance of the Emperor.

COMPNOR
Brute force is of limited effectiveness in controlling populations. Realizing this, the Emperor retooled an old Republic
clone education program into COMPNOR the Commission
for the Preservation of the New Order.
COMPNORs purpose is to indoctrinate the youth of the
Empire. They are taught to believe in the absolute infallibility
of their Emperor and to execute his orders without hesitation.
Some are encouraged to enter the political arena, ensuring
that the government remains supportive of the Emperors
rule. Those with no gift for politics are encouraged to serve in
areas such as the military, education, and civil service.
Although COMPNOR began as little more than a youth
group, it grew into a vast and influential organization, overseeing disparate aspects of Imperial life.
As the Empires largest bureaucracy, COMPNOR is not well
thought of by average citizens. Most see it as an organization
devoted to enforcing its own rules, and they resent its meddling in their day-to-day affairs without realizing that the meddling is at the Emperors command. The Emperor prefers that
they blame the bureaucracy while remaining loyal to him.
Citizens of the Empire are encouraged not only to observe
COMPNORs policies but to join the Committee and serve the
Emperor firsthand. These recruitment campaigns have successfully brought trillions of members into COMPNORs fold,
and proliferates the notion that all citizens are agents of the
New Order in some form or fashion.

156

Having indoctrinated the populace, the Empire then had to


monitor it. Imperial Intelligence is the Empires eyes and ears
in the galaxy. In addition to monitoring space outside the
Empire and assessing external and internal threats, Imperial
Intelligence also spies on the Empires citizens evaluating
their loyalty, their commitment, and in some cases, the danger they pose to the Empire.
At the onset of the Clone Wars, then-Chancellor Palpatine
instructed the Republics various intelligence agencies to
closely monitor the activities of members of the Republic Senate. What eventually came to light is that the malfeasance that
ran throughout the Senate had also spread to the intelligence
community: Corrupt senators had been feeding false information to intelligence agents or bribing them to bury reports.
Amid massive firings, resignations, and criminal charges,
Chancellor Palpatine convinced the remaining agency directors to merge their organizations into one bureau responsible
for ensuring that the government remained free from internal
corruption. When Emperor Palpatine reorganized the Republic as an Empire, the agency directors unanimously agreed to
the provisions set forth in the New Order.
In the years since, the new, unified intelligence groups again
divided into separate organizations, all answering to an
anonymous group of directors the Ubiqtorate that in
turn reports directly to the Emperor.

THE IMPERIAL MILITARY


The Empires armed forces are divided between the Imperial fleet, consisting of starships and support structures such
as dry dock facilities and space stations, and the Imperial
ground forces, consisting of Imperial stormtroopers and
mainly Human soldiers recruited from throughout the Empire.

Imperial Ground Forces


Sometimes incorrectly referred to as the Imperial army,
the Imperial militarys ground forces include any troops not
permanently stationed aboard elements of the Imperial fleet
or otherwise attached to specific duties. Ground forces carry
out the difficult tasks of taking and holding planetary targets
from initial assault to manning the resulting garrisons.
Ground forces are divided into stormtroopers and regular
army troops. Stormtroopers are the Empires shock troops,
sent in ahead of regular troops to take enemy positions by
dint of superior training and sheer numbers. The regular
troops then move in to secure ground taken by the
stormtroopers, and remain after the stormtroopers have
departed.
Regular Army. Although stormtroopers carry out the most
dangerous ground missions for the Empire, the majority of
Imperial troops are not stormtroopers. Most are conscientious citizens of the Empire who have signed up to serve their
Emperor by maintaining peace and order throughout the galaxy.
Military duty in the Empires regular army is light. Regular
troops fight when necessary, but usually they serve garrison
duty on worlds already pacified, or they maintain Imperial military bases. Some serve aboard fleet vessels as marines. The
command structure of the Empires ground forces is as follows:

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CLASSIC ADVENTURES

Squad. Has eight combat soldiers, in addition to and commanded by a sergeant; corporal is second-in-command,
chosen from the regular soldiers. The basic combat unit
in the Imperial Army.
Platoon. A platoon is composed of four squads. Commanded by lieutenant (platoon commander) and sergeant
major (second-in-command).
Company. Composed of four platoons. Commanded by a
captain.
Battalion. A battalion is composed of four companies,
commanded by a major. This is the normally the minimum size unit for surface operations.
Regiment. A regiment is generally made up of four battalions, commanded by a lieutenant colonel.
Battlegroup. A battlegroup is generally composed of four
regiments, commanded by a high colonel. A battlegroup
is used for major offensives against known concentrations of resistance.
Corps. Corps are generally composed of four battlegroups, commanded by a major general. This organization often covers all troops in a planetary invasion force.
Army. Generally composed of four corps, this organization covers multiple corps engaged in multiple actions,
and is commanded by a general.
Systems Army. Generally composed of one army, but
sometimes containing up to three armies. Commanded by
a high general. This organization is more of a bookkeeping unit, and the systems army headquarters is responsible for keeping track of all military forces in the system.
Sector Army. Generally composed of two to four systems
armies, commanded by a surface marshal. This organization covers all troops in a given sector.
Stormtroopers. The Stormtroopers technically do fit into
the Order of Battle. But these elite troops continue to be a
source of mystery to the regular Army, even at the level of
their organization. The major difference seems to be the complete lack of support personnel. It is known that the
Stormtroopers do siphon off some supplies from the normal
chain of logistics, but not nearly enough to support a force as
large as the Stormtroopers appear to be. Whether they can
somehow live off the land, have a shadow network which
resupplies them in order to enhance their mystery, or really
not be in need of resupply is simply not known. The end
result is that a stormtrooper unit is a pure combat unit.
A stormtrooper battalion has 820 men, just like any other
battalion. But every single individual is
either combat command or a trooper
there is even a complete absence of
staff officers.
Other differences, although minor, do
appear. Stormtrooper squads vary in
number of men to a greater degree than
in the regular Army. The level of organization corresponding to a battlegroup is
called a legion. While there is no larger
unit of stormtrooper organization than
the legion, legions have been known to
appear from other sectors to join in a
major offensive with legions which
belong to the Sector Group.

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The Imperial Fleet


Much of the Empires fleet of starships comes from the Old
Republic navy, re-purposed and refitted to serve the needs of
the New Order. The fleet has grown enormously since the
decline of the Old Republic, but its mission has largely stayed
the same: to free the system space of member worlds from
hazards to profitable commerce, to assure the safety of member worlds from attack from outside forces, and to bolster the
planetary governments in times of crisis. This last mission
has grown more difficult since the rise of the New Order.
Under the Republic, the fleet could move in and put down
unrest in a system, secure in the knowledge that the majority
of the governed species welcomed their intervention. The
New Order has changed the attitudes on many of the constituent worlds. While the vastly increased firepower available
to the Imperial fleet has so far been more than adequate to
compensate for any increase in hostilities, the willingness of
member worlds to resist the New Order is expected to be a
greater problem in the future.
The Imperial Fleet is organized along a structure similar to
conventional maritime navies. The command structure of the
Imperial fleet consists of six groups:
Command. A single ship command, commanded by a captain.
Line. Theoretically a unit of four ships, commanded by a
captain of the line. In practice, lines vary from as few as
one ship to as many as 20. A line is normally the smallest
unit used in space battles.
Squadron. Normally has 14 to 60 ships, commanded by an
admiral. Normally the largest force of ships assigned to a
single system.
Systems Force. Strength varies by mission profile: force
superiority units have three battle squadrons and a light
squadron, for up to 90 ships. Commanded by a systems
admiral (also known as a commodore).
Fleet. The force deployed to an entire sector. These also
vary immensely: a superiority fleet has four system
forces, two force superiority units and two force escort
units, with six Star Destroyers and 390 other combat starships. Commanded by a fleet admiral.
Sector Group. The total of Naval strength in a sector. Commanded by a high admiral. Can contain at least 2,400
ships (of which, 1,600 are combat starships, including 24
Star Destroyers).

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8
C hapter Three
CLASSIC ADVENTURES

ALIENS OF THE GALAXY


Of the million planets where life has evolved, very few
perhaps several thousand ever developed intelligent life.
From them sprang countless civilizations, many long-vanished
and known only by their artifacts. Now, thousands of intelligent species as varied as the environments which produced
them roam the galaxy.
Oxygen-breathing carbon-based life forms are the most
numerous among the ranks of intelligent species. But some
water- and methane-breathers are known, and several species
of gas giant floaters are said to have intelligence of a kind. In
some areas of the galaxy, it is not unusual to enter a cantina
or other public area and find representatives of a dozen alien
races. Here stand recognizable bipeds; there, insectoids with
compound eyes. Grasshopper-sized elements of a hive intelligence may tend bar, the separate bodies coordinating actions
with uncanny precision. Overhead, the wafting smoke may not
be evidence of indulgence, but the presence of a gaseous
being. The rodent scuttling across the floor may level a
blaster if you call it vermin; the huge-eyed hexopod may congenially offer to buy you a round its always wise, though,
to determine whether what he offers is lethal to your species.
Of the thousands of alien races, few have achieved hyperspace technology. Many of those that havent, trade with
spacefarers, and some leave their primitive homes to find
adventure, profit or happiness among the stars. Occasionally
multiple alien races live in harmony in a single system; unfor tunately, however, such amity is the exception rather than the
rule. Beings from different environments frequently have very
different world-views, which sometimes clash violently.
This volume cannot encyclopediacally describe each and
every one of the thousands of known alien races; at best, we
can discuss but a few of the better known. The attributes
given in the descriptions are for an average member of the
species. The Gamemasters Guide provides rules for creating
character templates based on these attributes, and templates
ate provided in the Players Handbook for a few of these

AQUALISH
The Aqualish are a walrus-faced people with smooth skin,
large eyes, and inwardly-curved tusks. They have two distinct
races among their population, easily recognized by the configuration of their hands. The prominent racial characteristic is
the cupped fin-like hand. It has no fingers, but does have an
opposable thumb. The less prominent race is distinguished
by five-fingered, fur covered, claw-like hands.

158

Although on some worlds these differences


would lead to prejudice, hatred and outright
war, the Aqualish do not turn their angers upon
themselves. Instead, they have turned their
natural aggression toward space and the
races that consider them alien which
include all beings not from the Aqualish
home planet of Ando.
Aqualish are a people with nasty, belligerent dispositions. They often take jobs
as mercenaries, bounty hunters, pirates,
body guards, and other occupations where
violence and hatred are considered benefits.
Whit the abundance of work for these individuals throughout the galaxy, Aqualish thrive
quite well.
DEXTERITY: 2D+1
KNOWLEDGE: 1D+1
MECHANICAL: 2D+2
Height: 1.85 meters

PERCEPTION: 2D
STRENGTH: 2D
TECHNICAL: 1D+2

BITH
Bith have been part of the Galactic Republic for thousands
of years. Intellectually advanced humanoids, Bith have oversized brains evolved to handle abstract skills such as language, mathematics, music, and scientific analysis. This fundamental shift to the intellect has
caused brain functions related to instinct and
biological drives to diminish. Their greater
brainpower also means that Bith need to
spend only four hours in a meditative
trance to regain the energy that most
species require eight hours to recover.
As a culture, Bith find the concept of
warfare abhorrent, and most are pacifists. During the time of the Old Republic,
the Bith were one of the loudest proponents for finding diplomatic solutions and
for banning weapons and the industries of
war. This pacifistic streak has roots in the
Biths past, when competition between
two major corporations got out of hand,
resulting in the release of a biological
weapon that turned the surface of
Clakdor VII into an ecological wasteland.

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CLASSIC ADVENTURES

Bith are highly sought after in a wide variety of fields,


including engineering, programming, education, commercial
art, and, most importantly, ship design. Music is a vital and
revered pursuit in Bith society. Bith musicians are relatively
common (and welcome) and can be found playing in extravagant opera houses, seedy cantinas, and everything in
between.
DEXTERITY: 1D
KNOWLEDGE: 2D
MECHANICAL: 2D+2
Height: 1.7 meters

PERCEPTION: 2D+2
STRENGTH: 1D
TECHNICAL: 2D+2

CHADRA-FAN
Known for being among the most
cheerful and friendliest beings of the
galaxy, the Chadra-Fan are found in
many places. On their native world, hurricanes and tsunamis frequently wipe out
their homes, so the Chadra-Fan have
developed an intense fear of water and
choose new homes on arid planets. This
experience with frequent destruction
also leads them to regard few things as
being truly permanent. Chadra-Fan
embrace the moment and enjoy themselves as much as they
can, living with a contagious zest for life.
Chadra-Fan are notorious for their love of tinkering, frequently disassembling and reassembling unattended devices
into something different. Chadra-Fan find work in industrial
research, and conventionally trained engineers attempt to
duplicate Chadra-Fan creations.
Gregarious, exuberant, and outgoing to a fault, Chadra-Fan
are not picky when it comes to friends and frequently suffer
from depression if left alone for extended periods of time.
They are inquisitive, particularly about machinery, and are
hard pressed to restrain the urge to tinker with any device
within reach.
DEXTERITY: 2D+1
KNOWLEDGE: 1D
MECHANICAL: 2D+1
Height: 1 meter

PERCEPTION: 3D
STRENGTH: 1D
TECHNICAL: 2D+1

DEVARONIAN
Devaronians are among the first species in the galaxy to
develop interstellar travel, and the males of the
species have been common sights in spaceports throughout the galaxy for thousands
of years. After reaching middle age,
Devaronian males are driven by an
urge to wander. As such, they are
often found traveling the galaxy as
tramp freighter captains and scouts.
Female Devaronians, on the other
hand, are content to remain in a single location, and as such, raise the
young and run the government of
Devaron. The males send as much
money as they can back to their
families on Devaron, but they sel-

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dom return to the homeworld. The females are content with


this arrangement, as they tend to view the restless males as
disruptive to home life.
DEXTERITY: 2D
KNOWLEDGE: 3D
MECHANICAL: 1D
Height: 1.8 meters

PERCEPTION: 2D+2
STRENGTH: 2D+1
TECHNICAL: 1D

DUROS
Tall, hairless humanoids from the
Duro system, Duros were one of the
first species to become a major influence in the Old Republic, and many
respected scholars credited the
Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an
innate grasp of the mathematical
underpinnings of astrogational computations.
Many tales are swapped in cantinas
about Duros astrogators calculating the
coordinates for supposedly impossible
jumps in their heads. Although not as
numerous as Humans, the Duros are
almost as omnipresent; all but the
smallest settlements in known space
feature Duros populations. The Duros species has existed on
other worlds in isolation from the rest of their kind, evolving
in slightly different directions from the baseline species.
A Duros tends to be intense and adventurous, always seeking to learn whats at the end of the next hyperspace jump.
They are a proud, self-sufficient, fun-loving people who also
have a tendency toward gregariousness.
DEXTERITY: 2D
KNOWLEDGE: 1D+1
MECHANICAL: 3D
Height: 1.8 meters

PERCEPTION: 1D+2
STRENGTH: 2D
TECHNICAL: 2D

EWOK
Intelligent omnivores native to one of the moons orbiting
Endor, Ewoks are almost unknown prior to the Battle of Endor.
Ewoks live in tree-dwelling tribes with gender-based division
of labor; males hunt, forage, and make weapons, while females
raise young and handle other domestic
tasks.
Ewok culture revolves around complex
animistic beliefs involving the giant trees of
the forest moon. Although technologically
primitive, Ewoks are clever, inquisitive, and
inventive. Skittish and wary when first
introduced to machines, their curiosity
soon overcomes fear.
Ewoks tend to be curious, superstitious, and courageous, though they can
be fearful around things that are strange
and new.
DEXTERITY: 2D+2
KNOWLEDGE: 1D
MECHANICAL: 1D+2
Height: 1 meter

PERCEPTION: 3D
STRENGTH: 2D
TECHNICAL: 1D+2

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Chapter Three: Aliens of the Galaxy

CLASSIC ADVENTURES

fusion as they are bombarded by the emotions of others.


Learning to handle this input is what pushes a Gotal toward
adulthood and maturity. Adult Gotals are calm, almost serene
beings, but despite their outward appearance, they feel the
full breadth of emotions. Because they are so sensitive to
emotions, Gotals quickly form meaningful relationships with
one another. Gotals prefer to be around their own kind and
dislike Droids, mainly because the electromagnetic fields produced by Droids cause an irritating buzz perceptible to the
Gotals heightened senses.
They keep their own emotions to themselves and speak to
others in neutral terms to maintain civility. Indeed, Gotals are
incapable of expressing emotions in words, relying on their
cones to communicate their feelings to other Gotals. As a
result, Gotals speak only in abstract terms, leading most other
sentients to think they are emotionless beings.
DEXTERITY: 1D+2
KNOWLEDGE: 1D
MECHANICAL: 1D

GAMORREAN
Gamorreans are green-skinned, porcine creatures from
native to Gamorr. Their tendency toward violence makes
them valued as criminal enforcers; though viewed as mindless
brutes, they dont care so long as they are paid to fight.
Gamorrean civilization revolves around the never-ending
wars between their clans. Preferring large melee weapons in
combat, many see ranged weapons as cowardly. Males live to
fight; females farm, hunt, and manufacture weapons. Interclan hatred rarely fades, and anyone hiring Gamorreans
should be aware of their clans to avoid infighting.
Gamorreans are brutish, violent, and proud. They respect
physical prowess and have no problem facing death against a
foe they feel they are on at least equal footing with.
DEXTERITY: 3D
KNOWLEDGE: 1D
MECHANICAL: 1D+1
Height: 1.4 meters

PERCEPTION: 2D
STRENGTH: 3D+2
TECHNICAL: 1D

GOTAL
Gotals are tall beings covered in thick fur that come from
the moon Antar IV, one of several that orbit the gas giant
Antar in the Prindaar System. The moon has a highly unusual
cycle of light and dark, sometimes illuminated brightly and other times shrouded in
complete darkness. To compensate for these
uncertain conditions, Gotals evolved special
cones atop their heads that
sense subtle shifts in the
electromagnetic field,
allowing them to
operate in light or
dark without hindrance. The cones are sensitive enough to sense not
only the presence of living
creatures nearby but also
a creatures mood or
intent.
Emotions are an important part of Gotal culture.
Young Gotals live in a
constant state of con-

160

PERCEPTION: 5D
split second notice: 6D*
STRENGTH: 2D+1
TECHNICAL: 1D

Height: 2 meters
Split Second Notice: The split second notice skill allows a Gotal a
chance in combat to know what an opponent is going to do
before he attempts it, thus enabling him to counter the move
before it begins. If they make a Difficult (20) roll, the Gotal gets
to declare actions in a round after his opponents

HUTT
The Hutts are a sentient species of large gastropods with
short arms, wide cavernous mouths and huge eyes, who control a large space empire in Hutt Space. The species is said to
originally hail from the planet Varl, but no planet by that name
appears on any star charts. Their adopted homeworld is Nal
Hutta. Members of the species are most often stereotyped as
crime lords, and for good reason, as most members of the
species are involved in organized crime.
Their thinking is best described as not being the same as
humans. In fact, it is claimed that they feel threatened on a
subliminal level. This fear they experience means that they
are often paranoid, which is often a trait that is exploited in
their species. Typically, Huts are intelligent, selfish, and
manipulative beings.
DEXTERITY: 1D
PERCEPTION: 2D
KNOWLEDGE: 2D
STRENGTH: 3D
MECHANICAL: 2D
TECHNICAL: 2D
Size: 1 centimeter to 5 meters long

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ITHORIAN
Ithorians also known by
the derogatory term hammerhead are large, graceful creatures from the Ottega star system.
They have a long neck, which curls
forward and ends in a domeshaped head.
Ithorians are perhaps the
greatest ecologists in the
galaxy: they have a very
technologically advanced
society, but have devoted most of their
efforts to preserving the natural and pastoral beauty of their homeworlds tropical jungles. Ithorians live in great
herd cities, which hover above the
surface of the planet. The Ithorians are extremely devoted to
maintaining ecological balance, striving to preserve what they
reverently refer to as their Mother Jungle.
Ithorians often find employment as artists, agricultural engineers, ecologists and diplomats. Many Ithorian traders travel
the galaxy in enormous herd ships that are masterpieces of
comfort and environmental engineering. Typically a peace-loving and gentle people, the Ithorians are reluctant to participate in the galactic civil war, though a few have allied
themselves with the Rebellion.
DEXTERITY: 2D
KNOWLEDGE: 2D+2
MECHANICAL: 1D+1
Height: 2.3 meters

PERCEPTION: 2D+1
STRENGTH: 2D
TECHNICAL: 1D+2

JAWA
Jawas are short humanoids native
to Tatooine. The Jawas have a
poor reputation and are
regarded as thieves at best,
vermin at worst. Their off-putting
nature is made worse by the sour
smell that clings to them and their
inexplicable and nonsensical language. Jawas survive by scavenging
lost technology in the desert
wastes. Lost for Jawas is ambiguous; they are likely to snatch up
anything thats not bolted down.
Moisture farmers and others who live far from the spaceports regularly find that their belongings have vanished in the
night with only telltale Jawa tracks leading off into the wasteland.
Jawas are intelligent and have a complex society. Gathering
in extended tribes, Java life revolves around trade not for
wealth, but for survival. Jawas look for guidance from their
shamans, usually a female Jawa with the ability to portend the
future and cast vicious hexes. Once a year, the Jawa tribes
gather in the Dune Sea to exchange sons and daughters, to
swap stories and news, and to mingle among their own kind.
DEXTERITY: 2D
KNOWLEDGE: 2D
MECHANICAL: 3D
Height: 1 meter

PERCEPTION: 1D
STRENGTH: 1D
TECHNICAL: 3D

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MON CALAMARI
The Mon Calamari are one of the staunchest supporters of
the Rebellion. These once-peaceful beings learned to make
weapons and fight after the Empire enslaved their world. Mon
Calamari assistance especially in the form of ship-engineering is essential to the defeat of the Empire.
The Mon Calamari are land creatures, but water is essential
to their culture. They are used to moist climates and find arid
areas, such as deserts, uncomfortable and unnatural. They
share their homeworld with the Quarren (squidheads),
although the relationship between the two species has not
always been friendly or peaceful.
In terms of behavior, Mon Calamari are soft-spoken but
forceful. They tend to see life as very organized, and have no
tolerance for those who would break or bend laws for personal gain. They have, at times, come into strong conflict with
organized smuggling organizations, including the one run by
Jabba the Hutt.
DEXTERITY: 2D+1
KNOWLEDGE: 2D+1
MECHANICAL: 1D+1
Height: 1.5 meters

PERCEPTION: 1D+1
STRENGTH: 2D
TECHNICAL: 2D+2

QUARREN
The Quarren hail from the distant Outer
Rim world of Mon Calamari, sharing the
world with the sentient humanoid
species of the same name. The Mon
Calamari live on the surface of the
world, while the more isolationist
Quarren dwell in oxygen-filled cities in
the deep recesses of the oceans.
Off world, Quarren generally stay
clear of galactic politics. Instead,
they often become involved with
shadowy occupations such as
pirates, smugglers, and spy networks.

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Many Quarren blame both the Empire and the Rebels (even
more than the Mon Calamari) for their homeworlds suffering.
Practical and conservative, Quarren tend to hate change and
distrust anyone who displays overt optimism and idealism.
DEXTERITY: 2D
KNOWLEDGE: 1D+2
MECHANICAL: 2D
Height: 1.7 meters

PERCEPTION: 2D+1
STRENGTH: 2D+1
TECHNICAL: 1D+2

RODIANS
Rodians hail from the Tyrius star system in the Mid Rim, their homeworld is
humid and choked with heavy rain
forests, teeming with dangerous life
forms. In this hostile environment,
the Rodians evolved into brutal
hunters and killers to survive. As
a result, Rodian culture centers
around the concept of the
hunt. Their art glorifies violence and the act of stalking
prey. The more intelligent and dangerous a hunters prey, the more honorable the hunt. Rodians have numerous
annual festivals that exist solely to honor
such activities.
Since joining the rest of the galaxys
spacefaring species, the Rodians have come
to view bounty hunting as the most honorable
profession in existence, and many have found great success in
this field.
DEXTERITY: 3D
KNOWLEDGE: 1D+2
MECHANICAL: 1D+2
Height: 1.65 meters

PERCEPTION: 2D
STRENGTH: 2D+2
TECHNICAL: 1D

SULLUSTANS
To survive the natural perils of their harsh, volcanic
homeworld, the Sullustans evolved in the planets
numerous caves. They prefer to dwell underground,
constructing highly advanced cities of such great
beauty that wealthy sightseers come from all
over the galaxy to visit them. Living underground helped the Sullustans to develop acute
senses, and they are renowned for their navigational and piloting skills.
This friendly, gregarious species enjoys interacting with unique, unusual, and interesting
beings. When Old Republic scouts first visited
their homeworld, the Sullustans quickly embraced galactic civilization. The Sullustan manufacturing company SoroSuub is one of the largest
non-Human-owned interstellar corporations in the
galaxy. In fact, the company is so powerful that it
has become the official government of Sullust,
and more than half of the planets population is
on its payroll.
DEXTERITY: 2D
KNOWLEDGE: 1D+1
MECHANICAL: 3D
Height: 1.4 meters

162

PERCEPTION: 2D
STRENGTH: 2D
TECHNICAL: 1D+2

TWILEKS
From the dry, rocky world of Ryloth,
Twileks have made a place for themselves along the galactic rim. These
tall, thin humanoids include a variety of distinct sub-races,
but are all instantly recognizable by the tentacular
head-tails (called lekku) that protrude
from the backs of their heads.
Sly, calculating beings, Twileks prefer to
avoid trouble and stick to the shadows until
an opportunity to act without undue danger
to themselves presents itself. Their entrepreneurial spirit leads them to positions of
influence, and Twilek corporate executives
and ambassadors are no less common than
unscrupulous Twilek freighter captains and
crime lords.
Twileks are calculating, pragmatic, and charismatic people.
Generally, they try to avoid being swept up in conflict, preferring instead to duck into the shadows where they can
observe, plan, and prepare to profit from the outcome.
DEXTERITY: 2D
KNOWLEDGE: 2D
MECHANICAL: 1D+2
Height: 2 meters

PERCEPTION: 3D+1
STRENGTH: 2D
TECHNICAL: 1D

WOOKIEES
Wookiees are intelligent, arboreal
creatures from the jungle world of
Kashyyyk. They are considered to
be one of the strongest intelligent
alien species in the galaxy, yet
also exhibit an uncanny knack
for repairing and altering technology.
They are known for their
loyalty to their friends,
short tempers and cleverness. While Wookiees have a
reputation for hostility, and are
known to smash objects when
angered, they also possess the
capacity for great kindness and
an appreciation of the qualities
of loyalty, honesty and friendship.
Wookiees have developed
much of their own technology, constructing huge
cities in the trees of their
homeworld. They also have their own tools
unique to their culture, the most famous of which is the Wookiee bowcaster. The Wookiees are enslaved by the Empire, but
free Wookiees have become strong supporters of the Rebellion.
DEXTERITY: 1D+2
KNOWLEDGE: 1D
MECHANICAL: 2D
Height: 2.1 meters

PERCEPTION: 1D
STRENGTH: 4D
TECHNICAL: 2D+1

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8
CLASSIC ADVENTURES

C hapter Four
CREATURES
A tiny proportion of the galaxys planets have evolved
native life, but each of these bears thousands of life forms.
Most planets are dead rock and gas but even so, the galaxy
teems with life. The sheer diversity of life is astonishing.
There are creatures that breathe methane, nitrous oxide, or
plasma; creatures that swim in the cloud banks of gas giants,
sport in the watery mantles of icy moons, or survive in the
near-vacuum of small worlds. There are beings that swim, fly,
crawl, walk, hop, levitate, hydroplane, tunnel, and some even
propel themselves by sneezing.
Listing the names of every known species would take a
book a hundred times as large as this one. Describing each in
detail would be the work of a thousand lifetimes. Indeed, all
we can do here is describe a meager few. In the pages following, we describe some of the best-known creatures of the galaxy. Most are domesticated and hence found on many planets,
but a few are dangerous predators which have become
famous as the monsters of popular holofilms. A discussion of
their abilities, temperament, and place in the ecosystem
accompanies each entry.

Using Creatures in the Game


Creatures, like characters, have Dexterity, Perception, and
Strength attributes. Unlike characters, they have no skills,
Knowledge, or Mechanical/Technical abilities. A creature may
never parry attacks. Its Dexterity is used when it attacks (in
lieu of brawling), and when it tries to jump, balance, or perform some other physical trick that it could fail. A creatures
Strength is used to resist damage. Most of the time, Strength is
also used as the creatures damage code when it attacks, but
if a creature has particularly dangerous horns, claws, or fangs,
the description may specify a higher damage code. When you
need to know whether a creature notices something, its Perception is used. Creatures which can be ridden have orneriness codes. When a creature is involved in a chase with
another creature or character, add their Dexterity attribute to
their speed code roll. During vehicle chases they roll only
their speed code, while the vehicle doubles its speed code or
sublight speed code.

Banthas are hardy animals, capable of going for weeks without water or food, making them well-suited to harsh environments. Banthas are often used as pack beasts or riding
animals in more primitive regions.

BANTHA
DEXTERITY: 2D
PERCEPTION: 2D
STRENGTH: 8D
Orneriness: 2D
Speed Code: 2D
Size: Adults stand 2 to 3 meters at the shoulder.
Combat: Banthas are peaceful herbivores. In the wild, they fight only in
defense of young and the herd. When attacked, Banthas usually flee.
When trapped, or when young Banthas must be defended, male Banthas
form a circle around their calves and cows. They attack by lowering their
heads and tossing their horns. Damage: 7D
Banthas have been trained in the past as war animals. War Banthas
charge the enemy, trampling them underfoot. Untrained Banthas will not
attack in this fashion, although the unwary have sometimes been trampled by stampeding Bantha herds. Damage: 8D
Using Banthas: Player characters will encounter Banthas most commonly as
beasts of burden or mounts. As mounts, they are controlled by a drover,
who transmits his commands to the beast by tapping a stick. Characters
may use the beast riding skill to control trained Banthas. A Bantha can
carry up to 500 kilos of cargo, or a drover plus up to four other charac ters. The rocking gait of the Bantha has been known to cause motion sickness in riders. If a player character rides a Bantha for an hour or more,
you may call for a Very Easy (5) beast riding skill roll to avoid nausea.

BANTHA
The bantha is a large quadruped with long, shaggy fur and
bright, inquisitive eyes. Huge spiral horns jut from the sides
of the creatures head. Males grow as large as three meters at
the shoulders (though females are slightly smaller).

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Chapter Four: Creatures

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are found throughout the galaxy. Their magnetically charged


wings allow them to catch the stellar winds and literally fly
through space. They live in asteroid fields and planetary rings
and make their nests on small asteroids.
Mynocks normally subsist on a mixture of stellar radiation
and the charged particle fluxes put out by stars, but are often
attracted to richer energy sources, such as the power plants
of passing starships. They are regarded as dangerous pests by
all star-travelers; ships that approach airless worlds are often
inspected for mynock infestations, and those that have
attracted any of the creatures are usually quarantined.

MYNOCK

DEWBACK
Dewbacks are large, oxygen-breathing, carbon-based lizardlike omnivores native to Tatooine. Adults stand between as
high as two meters at the shoulder. They are active during the
warm daylight hours and sluggish during the night. Coloration
ranges from gray and brown through dull red and blue; camouflage patterns are common. Comfortable on the desert
world, dewbacks are often seen digging through dunes in
search of scrub, small animals (such as womp rats), or moisture.
Most dewbacks are wild, but some have been domesticated
and are used as riding beasts. Tatooines local authorities use
them as patrol animals because they are well-suited to high
temperatures and the blowing sands that can damage landspeeders.

DEWBACK
DEXTERITY: 3D
PERCEPTION: 2D
STRENGTH: 4D
Orneriness: 3D
Speed Code: 3D
Size: Adults stand 1.3 to 2 meters at the shoulder.
Combat: Although Dewbacks will eat meat, their usual prey is cat-size or
smaller, and they will rarely attack humans. Starving Dewbacks, however,
have been known to attack human prey, but circumstances must be
extreme for this to occur. Dewbacks have no parental or herd instincts,
and will fight only if threatened. If confronted by violence, their usual
instinct is to flee, or hide if flight is impossible.
Using Dewbacks: Players will encounter them most commonly as mounts.
Dewbacks can carry up to 200 kilos of cargo, or one rider and 100 kilos of
equipment.

MYNOCK
Mynocks are one of the few species of space-dwelling life
believed to have evolved in vacuum. They cannot survive for
more than a few minutes inside any sort of atmosphere.
A mynock has a wingspan of a little over a meter. If
attacked, it defends itself by hitting opponents with its
exceedingly tough wings. These silicon-based based life forms
originated in the rings of the planet Ord Mynock. Today, they

164

DEXTERITY: 3D
PERCEPTION: 1D
STRENGTH: 1D
Speed Code: 2D
Size: Up to 1.6 meters in length
Combat: Mynocks serve as rats in space, attacking in large
numbers when cornered or their territory is violated.
Using Mynocks: Their main purpose is as a nuisance or spacefarers and as a minor encounter upon asteroids, in old ships, and
anywhere else that can provide the energy they need to sur vive and reproduce.

RANCOR
Rancors are one of the largest land predators that can sur vive in human environments. The exact location of the rancors home planet is largely unknown; at the time of the
Rebellion, only Jabba has managed to keep a rancor in captivity. Some believe that the rancor was a unique creature, possibly genetically engineered to sate the Hutt crimelords vile
appetites.
The rancor is bipedal, with dripping fangs and long, sharp
claws. The thick hide of the rancor makes it highly resistant
to blasters and most other hand-held energy weapons, and
melee weapons do not fare much better.

RANCOR
DEXTERITY: 4D
PERCEPTION: 1D
STRENGTH: 10D
Orneriness: 2D
Speed Code: 4D*
*In combat the Rancor can move 10 meters/round walking, and 20
running.
Size: The Rancor stands five meters at the shoulder, and may not
yet have achieved its full growth.
Combat: The Rancor attempts to claw and grab its prey (10D
damage), then shove it into its mouth and bite (12D damage).
Using the Rancor: Historically, Luke Skywalker kills the Rancor,
Therefore, none of the characters can do so. However, it is certainly possible for the players to make the creature a nice
lunch. And maybe there is more than one of the beasts; perhaps they players might encounter one if they ever ventured
to Dathomir.

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TAUNTAUN

SPACE SLUG
Space slugs are toothed, worm-like, silicon-based lifeforms.
They survive in the harsh environment of space by feeding on
stellar energy emissions, though they also feed on minerals
found in asteroids. Larger slugs also dine on mynocks who are
drawn to their energy, though the small creatures are as likely
to become parasites within their bodies as be digested.
Most slugs measure less than 10 meters, though specimens
many times larger have been recorded. Slugs large enough to
swallow small ships whole, though extremely rare, do exist.
Most spacers discount them as tall tales, however.
Space slugs are found primarily in asteroid fields where
food is plentiful. They can travel between asteroids by pushing off one and gliding to another. Space slugs have a highly
developed spacial sense which allows them to calculate the
trajectory and speed of every moving body in their immediate
area. This sense helps them target other asteroids and also
food sources such as mynocks, small asteroids and the
occasional small ship.
Space slugs are highly prized for their various organs and
body parts, which can be used in a wide variety of industrial
applications. Some systems keep a few small slugs on hand to
keep the mynock population under control.

SPACE SLUG
DEXTERITY: 2D
PERCEPTION: 1D
STRENGTH: 6D*
*for a 6 meter Slug (approximately 1D per meter)
Speed Code: 5D**
**for short periods
Combat: A character exploring an asteroid could easily be
attacked by a Space Slug, as the creatures instinctively attack
anything that moves. Their teeth (damage of 7D for a 6-meter
Slug) can injure and are likely to damage a targets space suit,
potentially a great danger in airless space.
Using Space Slugs: Space Slugs can be used as hazards when
characters are exploring asteroid belts. Reputable scientists
may discount the existence of huge Slugs, but we know better.
However, Slugs that size (900 meters) are very rare, and if you
do introduce one, use it sparingly.

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Natives of the ice planet Hoth,


Tauntauns were used as riding
beasts by Rebel forces on the
frigid world. Tauntauns were easily tamed, though they remained
somewhat skittish.
Tauntauns stand roughly two
meters tall, and are extremely
warm-blooded (to allow them to
survive Hoths deadly cold).
Tauntauns possess a muscular
tail roughly one meter long,
which helps the creature maintain its balance on Hoths icy surface. Tauntauns have threeclawed feet and curved horns on the sides of their heads that
they use in combat.

TAUNTAUN
DEXTERITY: 2D
PERCEPTION: 3D
STRENGTH: 4D
Orneriness: 1D
Speed Code: 3D
Size: Adults stand 1.3 to 2 meters at the shoulder.
Combat: Tauntauns are peaceful herbivores. Their instinct is to
flee, but they will fight if cornered or in defense of their young.
In addition, during the mating season, females fight one
another over the males, running at and butting each other.
During this period, a human who appears unexpectedly may
be charged by an irritated female. This behavior is the main
reason that domesticated female Tauntauns are generally
neutered. Damage: 5D+1
Using Tauntauns: Player characters may use Tauntauns as
mounts and pack animals in icy areas. They can carry up to
150 kilos of cargo, or one rider and up to 100 kilos. Tauntauns
are docile and friendly, but cannot survive the nights of Hoth
unprotected.

8
C hapter Five

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

EQUIPMENT AND
WEAPONS
In the Galactic Core and the Outer Rim Territories, in the
Lesser Plooriod Cluster and the Corporate Sector in fact,
throughout the Empire and the galaxy, if a person needs a particular piece of equipment (be it high-tech or outdated) he
can usually buy it provided he has enough credits. Armor,
weapons, vehicles, supplies whatever is needed can be
bought, through any number of legal and illegal channels. Of
course, prices will vary from system to system, depending on
supply, demand and Imperial edicts.
What follows is a short discussion of a number of types of
equipment, and brief descriptions of individual items. That, in
turn, is followed by a comprehensive chart listing prices,
availability, and statistics for use in Star Wars: Classic Adventures.
The equipment tables list a particular item, where it can be
acquired, how much it costs in galactic credits, and if applicable for weapons, its damage code and difficulty. Remember all
prices listed are the manufacturers suggested price, and
these may vary depending on availability, locale, and player
character skills such as streetwise, bargain, and con. (Theft is
a popular way of acquiring expensive items, as well.)
The items on this chart include most of the more wellknown gear in the Star Wars universe, as well as those things
needed by Rebels

CLOTHING
The types of clothing available are as numerous as the planets in the galaxy. Each planet sports one or more cultures, and
the accepted norm of dress in each ranges from nothing at all,
to hides and furs, to the most dazzling of gem-encrusted silks.
Equally as numerous are the types of suits available. In
this case, suit refers to any garment worn to protect the
wearer from an otherwise hostile environment. If a planet is
cold, heat suits are worn. If a planet has an unbreathable
atmosphere, space suits or life-support equipment may be
necessary (although a space suit is usually reserved for operation in vacuum). The High-G suit is worn by many
starfighter pilots to protect against the effects of high-acceleration maneuvering.
Emergency space suites are not built to stand extensive
exposure. They begin to leak after 72 hours of use. For game
purposes, such leaks are treated as a wound to the occupant.
After 120 hours emergency suites no longer have significant
pressurization effects and the occupant dies.

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ITEM AVAILABILITY AND RESTRICTION


1 Readily available throughout the known galaxy.
2 Normally available only in large cities and space
ports throughout the Empire and Corporate Sector,
or on the items planet of origin.
3 Specialized item, normally only available on items
planet of origin.
4 Rare item, difficult to obtain anywhere.
F Fee or permit often required for purchase. The standard fee is five percent of the purchase or use price,
although fees as low as one percent and as high as 15
percent are not unheard of.
R Restricted item on most planets. The Empire or local
authorities stringently license such equipment. Such
licenses average 10 percent of the purchase or use
price, some as low as five percent and some as high
as 100 percent.
X Illegal. Possession or use generally violates Imperial
law. Punishments are severe. Note: Due to the varied
nature of Star Wars cultures, a given item is likely to
be illegal somewhere in the universe even though the
X code does not appear in its description.
Licenses usually require a background check. A nonplayer character specialist who makes a Difficult (20)
bureaucracy or computer programming/repair roll turns
up any available information on the player character
requesting the license. The roll is Moderate (15) if the
Rebel has achieved a touch of infamy, and is Easy (10) if
the Rebel is as well-known as Han Solo. The Rebel can
attempt to con his way out of any resulting situations, or
otherwise extricate himself as necessary.
The Black Market. Almost any F, R, or X item is available without fee or restriction if youre willing to go
through the black market. Black market opportunities
are rare, and purchase may take some time or involve
additional dangers. Also, black market items tend to be
of inferior quality, and are always at least triple the price
listed. As noted, some items may be restricted or illegal
on a given planet without a code appearing for that item
(example: any weapon on Alderaan a pacifist planet
would be illegal). If so, there will surely be a black
market for that item.

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Utility space suites last for hundreds of hours of exposure


without loss of pressurization or breakdown of radiation protection. High quality space suits last about the same amount
of time, but they can instantly seal far larger ruptures than
can utility suits. Utility suits leak when the occupant is
wounded by a sharp melee projectile, blaster, or other attack
which can puncture the suit, giving the occupant an additional wound. High quality space suits will not leak until the
occupant takes a mortal wound.

MEDICAL EQUIPMENT
Medpacs

SHELTERS

The medpac is the standard first aid kit throughout the civilized galaxy. It contains diagnostic computers (of limited
capacity), drugs, syntheflesh, and a variety of other medicinal
items (antiseptics, coagulants, etc.) in a handy, compact package. The medpac contains enough material to treat most light
wounds, and can be effective in life-or-death situations (at
least until a victim can reach more complete medical facilities).

Survival Tents

Bacta Tanks

The standard survival tent is portable, flame-proof, rip and


puncture resistant, lightweight, non-reflecting, insulated,
water-proof, and air-sealable. They come in hundreds of styles
and varieties, and can be camouflaged for military use.

These are the mainstay of modern medicine. If an individual


is wounded beyond the capacity of a medpac, the injury will
probably require a stay in a tank of bacta, a specially-formulated treatment liquid which promotes rapid healing. The
patient is connected to breathing equipment and fully
immersed in the liquid, which accelerates and increases the
bodys natural healing. Almost any type of injury which does
not involve the loss of a limb can be healed by bacta.

Housing
Rental housing availability and prices varies from place to
place; generally, higher-quality living quarters cost more,
require longer-term leases and sometimes require background
checks.
Buying buildings or land in cities and developed areas
requires permits, fee payments and a lot of credits. Rural
areas are cheaper and more lax, and a few credits can purchase the title to many acres on a frontier world or newly-settled planet. Imperial agencies can and do seize property
for taxes, suspicion of crimes, or just plain nationalization.

TOOLS
In a universe of energy weapons and hyperdrives, the tools
must keep pace with the technology. Tools are available for
everything from computer/Droid repair to starship maintenance.
To begin a particular repair, the technician might use a
power scanner to detect surges or leaks in power lines. The
scanner projects an invisible beam which reflects back to the
scanner, and variations are noted by a micro-processor. The
beam cannot penetrate shielded circuitry.
If welding or cutting is necessary, the worker might use a
beam drill, fusion cutter, or plasma welder. Depending on the
tools make, these use a narrow pulse version of the blaster,
nuclear power, or superheated gas in a magnetic bottle and
are capable of penetrating or joining just about any material
known.
If machinery needs adjustment, a hydrospanner or power
prybar are common solutions. Both are hydraulically powered
versions of common tools; the extra power allows manipulation of even the toughest bolt or steel plate. The same is true
of the various vibro-tools, which use the same technology as
the vibroblade to provide extra power for picks, shovels, and
saws. Of course, more prosaic tools hammers, screwdrivers, saws, wrenches, etc. are also in common use.

Toolkits
Toolkits provide a 1D bonus to the appropriate Technical
skill. For example, a starship repair toolkit would increase the
users starship repair skill by 1D. A toolkit is assumed to contain the appropriate tools, diagonistic equipment, and manuals required to conduct the appropriate repair.

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COMMUNICATIONS
A personal communications
transceiver, the comlink consists
of a receiver, a transmitter, and a
power source. Comlinks come in a
variety of shapes and styles. Standard
comlinks have a range of about 50 kilometers
(often up to low orbit in clear weather), and they
can be built into helmets and armor. Subspace radios
perform the same function, but have much longer ranges.

Encrypted Comlinks
Most civilian comlinks are not encrypted. Their signals can
be listened to publicly or with minimal effort. An encrypted
comlink has security measures built into which help prevent
slicers and comm operators from listening in on sensitive
transmissions. Encrypted comlinks are regularly used by the
Empire, the Rebel Alliance and many criminal organizations.
In short, they find service wherever someone is trying to keep
a secret.
In order to listen into the transmission of an encrypted
comlink, the slicer or comm operator must make a com-scan
skill check. The difficulty of this roll is determined by the category of the encrypted comlink. Category I encrypted comlinks require a skill roll of Moderate (15). Category II require a
skill roll of Difficult (20). Category III encrypted comlinks
require a skill roll of Very Difficult (30), or higher.

Holographic Comlinks
Comlinks are, by and large, devices that transmit audio-only
signals. However, some smaller hand-held comlinks do feature
a holographic interface, though they are rarer and far more
expensive. The technology to create a hand-held hologram
comlink must me miniaturized and condensed, at great cost
to the designers. Holographic comlinks are typically only
found in the hands of high-ranking military personnel or the
very rich. Holographic comlinks can be encrypted, but this
only compounds the cost of these devices.

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Glow Rod
A glow rod is a small tube-like item, about the size
of a computer screen stylus, which casts an intense
and concentrated beam of light in a given direction.
These items provide limited illumination for about
50 hours before its power cell must be replaced.

Macrobinoculars
These powerful binoculars are microprocessorcontrolled magnification sensors, which provide the
user not only with a stereoscopic view of his subject, but range and targeting information as well.
They provide zoom capability for viewing far away
images and line-of-sight sensors for determining distance.

CYBORGING

Quick-Draw Holster

The primary use of prosthetics in the Star Wars universe is


to replace limbs and organs damaged beyond repair. Replacements duplicate the abilities of the natural organ or limb.
They do not enhance performance in any way. The cost listed
on the Cost Table is the flat fee for the replacement. The
cost is not figured by the pip, as enhancements are, because
replacements do not increase attributes and skills.
Rules for cybernetic enhancements are not included in these
rules, however replacements are available. If you desire to
create an NPC with cybernetic enhancements, simply adjust
the attribute and skill die codes to suite your needs. Cybernetic enhancements are disdained in the galactic culture, and
any character who has them is likely to be on the fringe or
otherwise ostracized from society.
Player characters shouldnt be given a chance to receive a
cybernetic enhancement. Not only is it a taboo in society, it
will often lead to severe imbalances in combat and abuse of
any rule system designed to handle them.

Blaster pistols, heavy blasters and sporting blasters can be


kept in a low-slung and open topped quick-draw holster belt
to allow the wearer quick access to their weapon if a gunfight
breaks out in the blink of an eye. While not illegal in many of
the Outer Rim Territories, they are sign that the wearer is
likely a bounty hunter or other nefarious type. They are outlawed in some Core planets. A character wearing a quick-draw
holster belt may choose to draw and fire a blaster kept in
their holster. If they do so, drawing the weapon does not
count as an additional action.

MISCELLANEOUS GEAR
Ammo Bandolier
Since there are so many types of weapons, there are an
equally large number of ammunition types. Depending upon
the weapon the wearer carriers, a bandolier may contain
energy cells (for blasters), explosive bolts (for a bowcaster),
projectiles (for slugthrowers), grenades, etc.

Breath Masks
In near-vacuum conditions, characters can survive for limited amounts of time with breath masks. Breath masks provide life-sustaining gasses through a cup that fits snugly over
the wearers mouth and nose. These devices do not offer protection from the cold, and do not allow survival in a hard vacuum.

Datapads
An average datapad has a keyboard/memory unit, computer probe, and a touch-sensitive screen. The screen can
process only images within a few centimeters of the unit.
Computing power and memory are sufficient to store several
thousand volumes worth of information, retrieving any existing data in less than a second. Datapads can also serve as
interfaces for larger computer banks.

168

Recording Rods
Recording rods are audio recorders with laminate-cylinder
storage, enough for 100 hours of recording. Holo-recording,
which can play-back a three-dimensional image, are also available. They can store up to 25 hours worth of holo-data.

Rocket Pack
Designed with a light chassis and solid/liquid fuel adapters,
rocket packs are favored by those who want altitude in a
hurry. Able to carry a single passenger 100 meters horizontally, or 70 meters vertically, the pack is quite versatile. It fires
in single increment bursts, and carries enough fuel for 10
jumps. It can carry up to 75 kilograms of cargo, or another
passenger, but the distance is halves. The pack can also slow
descent to prevent injury from falling, requiring one burst per
200 meters fallen.
The pack requires an Easy (10) Dexterity or Mechanical roll
to use. After each burst the rocket must be allowed to cool for
one combat round.

Sensor Pack
Sensor packs are portable scanning devices that can detect
life-forms, com signals, energy emissions, tectonic instability
and any number of other phenomena. Characters using the
unit receive a +1D bonus to any com-scan rolls. The device can
scan up to 300 meters away, and will give approximate bearings to the source of a comm transmission or to the location
of a life form.

Syntherope
Syntherope is a powerful coil of rope that is highly impervious to damage. It has a standard Strength of 3D that holds up
through incapacitating damage. Syntherope comes in 15
meter coils and is extremely light, making carry easier.

REBEL FIELD MANUAL

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

PERSONAL EQUIPMENT
Miscellaneous Gear
Ammo Bandolier
Blaster Power Pack
Breath Mask
Chronometer
Datapad
Glow Rod
Macrobinoculars
Quick Draw Holster
Rations
Recording Rod
Recording Rod (Holo)
Rocket Pack
Sensor Pack
Sleeping Bag
Syntherope

Availability
1
1,R
1
1
1
1
1
2,X
1
1
2
2,R
2,R
1
1

Cost
100
25
50
25
100
10
100
250
200
30
750
400
650
15
2

Medical Equipment
Medpac
Bacta Tank
Medicines

Availability
1
3
1

Cost
100
3,000
100

Cyborging
Replacement Hand
Replacement Arm
Replacement Leg
Replacement Eye
Replacement Ear
Replacement Heart
Replacement Lungs

Availability
4,F
4,F
4,F
4,F
4,F
4,F
4,F

Cost
1,000
2,000
2,000
2,750
2,750
5,000
4,000

Droids
First-Degree Droid
Second-Degree Droid
Third-Degree Droid
Fourth-Degree Droid
Fifth-Degree Droid

Availability
2
2
2
2
2

Cost
5,000
4,000
3,000
3,000
1,000

Droid Equipment
Restraining Bolt
Control Device
Repair Services
Overhaul Services
Memory Wipe Services

Availability
1
1
1
1
1

Cost
25
100
50-500
250-1,500
50-500

Communications Devices
Comlink (Standard)
Comlink (Encryption I)
Comlink (Encryption II)
Comlink (Encryption III)
Comlink (Holographic)
Subspace Radio (small)
Subspace Radio (large)

Availability
1
2,R
2,R
2,X
2,F
1
1

Cost
100
1,000
2,000
5,000
500
500
1,000

REBEL FIELD MANUAL

Clothing
Work Clothes
Casual Clothes
Business Clothes
Formal Clothes
Local Uniform
Flame-Proof Suit
Exposure Suit (general)
Exposure Suit (arid)
Thermal Suit (cold)
Sub-Zero Parka
High-G Suit
Wet Suit
Air Tanks
Oxygen Reprocessor
Mini Life-Support System
Space Suit (emergency)
Space Suit (utility)
Space Suit (high quality)

Availability
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2

Cost
100
75
75
100
150
200
300
400
400
250
400
400
100
300
1,000
1,000
1,500
2,000

Survival Tents
Single-person
Two-person
Four-person
Six-person

Availability
1
1
1
1

Cost
200
400
600
800

Miscellaneous Machinery
Fusion Generator (Light)
Fusion Generator (Med.)
Fusion Generator (Hvy.)
Moisture Vaporator
Shield Generator (1D)*
Shield Generator (2D)*
Power Fence (per 50 m)
Power Fence Generator

Availability
1
1
1
1
1
1
2
2

Cost
500
750
1,000
500
500
750
100
750

Tools
Power Scanner
Hydrospanner
Beam Drill
Fusion Cutter
Worklight
Plasma Welder
Vibropick
Vibrosaw
Power Prybar
Tool Harness
Computer Tool Kit
Droid Tool Kit
Vehicle Tool Kit
Security Systems Tool Kit

Availability
1
1
1
1
1
1
1
1
1
1
1
1
1
1,R

Cost
150
50
50
75
25
50
50
75
30
10
200
200
200
200

*Character-Scale

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Chapter Five: Equipment and Weapons

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Vehicles
Ground Car

Avail. Cost (Rent)


1
50/day

Cost (Buy)
6,000 (new)
1,500 (used)

Landspeeder

75/day

10,000 (new)
2,000 (used)

Swoop

30/day

5,000 (new)
1,000 (used)

Speeder Bike

30/day

5,000 (new)
1,000 (used)

Throughout the galaxy, strange aliens employ bizarre and


deadly arms to settle feuds and wage war on their neighbors.
In supposedly civilized sectors, numerous government and
Imperial agents carry arms to enforce the law and crush any
sign of insurrection. Mercenaries and powerful crime lords
use all sorts of weaponry to wage private wars within the
huge, shadowy underworld of the Empire and Corporate Sector.
Here are descriptions of some of the common personal
weapons now used in the galaxy, especially in the war
between Imperial forces and the Rebel Alliance. This list is by
no means exhaustive, as too many weapon types and individual models exist to list them all.

Skyhopper

400/day

30,000 (new)
7,000 (used)

MELEE WEAPONS

Planetary Shuttle

2,F

1,000/day

50,000 (new)
12,000 (used)

Hyperdrive Shuttle

2,F

1,200+/day

75,000 (new)
16,000 (used)

Stock Light Freighter 2,F

1,200+/day

100,000 (new)
25,000 (used)

VEHICLE AND HOUSING TABLE

Housing
Hovel
Regular Apartment
Luxury Apartment
House
Storage Space
Established Farm
New Settlement

Avail.
1
1
2,F
1
1
1
1

Cost (Rent)
50-250/mo.
250-500/mo.
500-1,400/mo.
750-1800+/mo.
10-100/mo.
N/A
N/A

Cost (Buy)
N/A
N/A
N/A
35,000+
N/A
1,000-50,000+
50-50,000

N/A: Not Applicable

WEAPONS
It should surprise no one that personal weapons of every
imaginable kind abound in this strife-torn galaxy. On wilderness farms, ranches, and homesteads, people use projectile
rifles to hunt game birds and animals for food and pelts. Settlers in remote sectors carry weapons to hunt and defend
themselves from wild creatures. In urban areas, criminals use
all kinds of weapons when plying their illegal trade and, in
response, citizens carry their own weapons. Merchants and
spacefarers who dont prepare for pirates are soon robbed
into bankruptcy if they live long enough to file.

The varied races of the galaxy boast an almost infinite variety of clubs, staves, maces, swords and other simple
weapons, but they are of little use against high-tech armor
and powered weapons. A few skilled martial artists (especially
some aliens) wield these weapons very effectively, but their
success reflects their great skill, rather than the weapons
value.

Gaderffii
Real gaderffii are double-edged axes made of metal, carried
by the infamous Tusken Raiders of Tatooine. Since each is
handmade from scrap alloys and composites, no two are identical. Some have smooth sharp blades, others sport jagged
edges, while still others feature pointed tips and hooks. The
terms gaderffii and gaffi stick have become popular slang
everywhere, used to describe any particularly mean-looking,
large, non-powered personal weapon.

Knives
In spite of the many other and more lethal weapons available, knives are still popular and available everywhere, unregulated on most planets, and easily concealed. Hardened
plastic, ceramic, and fiber-alloy knives are sharper than any
metal blade, never rust, are non-conducting, and are very difficult to detect with sensors.
The primary disadvantage of a knife is that one must get
close to the target to use it usually less than one meter.
Even so, some criminals and military commandos who rely on
surprise (and who have the skill to sneak up on their enemies) like knives because they are completely silent. With
instruction and some practice, people can learn to throw specially-balanced knives quite accurately up to 10 meters.

Stun Gauntlets
Essentially gloves, or apparatuses for the fists, the stun
gauntlets can be activated to produce a stunning charge when
the users fist strikes a target.

Vibroblades
For most applications in general use, in industry, and in
combat, vibroblades have all but replaced knives. A tiny ultrasonic generator in the handle of the vibroblade creates thousands of tiny vibrations along the blade edge every second,
making the blade cut through most materials with only slight
pressure. A tiny capacitor powers the generator, which is
turned off when not in use. When turned on, the vibrations
produce a low but audible hum.

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Vibroblades range in size from tiny medical scalpels with


sensitive variable controls to industrial 0.3 meter-long blades.

Force Pikes
These hand-held weapons are poles topped with enhanced
vibroblades and a power tip that can shock, stun, or kill anything it touches. Made of very strong spun graphite, the rigid
poles retain some flexibility: if put under stress they will bend
rather than break. Switches on the pole let the user choose
power-output settings and operate the vibroblade. These
weapons are used primarily by ceremonial and shipboard
guards where heavier weapons would appear undiplomatic or
actually endanger the ship if fired. It is believed that the
Emperors own Red Guards often carry force pikes.

Lightsabers
Lightsabers the rare and highly-prized weapons of the
Jedi Knights are small, hand-held weapons that project an
energy blade capable of cutting through the densest of materials. Each weapon was custom-made by a Jedi and no two are
alike. Because the energy blade produces no resistance and
has virtually no weight, it is very dangerous for beginners to
use, and those without any formal training are as dangerous
to themselves as to their opponents. In the hands of a Jedi
Knight, these weapons are truly formidable, capable of
deflecting blaster bolts in addition to their formidable melee
combat capabilities. The weapons are extremely rare artifacts
they are very rarely found for sale and possession of a
lightsaber was highly illegal in the Empire.

PERSONAL RANGED WEAPONS


Crossbows and Longbows
This includes many variations on an archaic weapon system using stressed string to launch small spears or bolts. The
Ewok people of the forest moon of Endor use these weapons,
as do many other primitive species.
These weapons must be reloaded each time they are fired;
reloading costs 1D from all skill and attribute codes, but does
not take an action segment just like drawing (see the
Gamemasters Guide).

Archaic Firearms
The black powder pistol, a primitive slug-throwing hand
gun, is an example of a commonly used pre-industrial civilization firearm. Reloading is an involved process which takes a
full combat round to perform; at short range, firers usually get
one shot off, then use the pistol as a club or throw it aside.
The musket, another pre-industrial military arm, packs a little more power. Again, reloading is an action, taking an action
segment and costing 1D from all skill and attribute codes.

Slugthrowers
These various primitive slugthrower weapons are almost
never used by modern armies, due to their ineffectiveness
against projectile shielding and even the weakest of modern
armor and their tendency to run out of ammunition at awkward moments. They are most often found on primitive settlement planets or in pre-atomic cultures, occasionally a unit of
Rebels will find them useful for their shock value (they make
extraordinarily loud noises).

REBEL FIELD MANUAL

MELEE WEAPONS
Weapon
Staff or Club
Spear
Gaderffii
Knife
Hatchet
Bayonet
Vibroaxe
Vibroblade
Vibrobayonet
Force Pike
Lightsaber

Avail.
1
2
3
1
1
2,F
2,R
2,F
2,F
2,R
4,X

Cost
15
60
50
25
35
75
500
250
300
500

Damage
STR+1D
STR+1D+1
STR+1D
STR+1
STR+2
STR+1D
STR+2D
STR+1D+2
STR+1D+2
STR+2D
5D*

Difficulty
5
10
5
5
10
10
15
15
10
15
20

*Characters with the control skill add skill code damage.

Rifle: A mass-produced, machined and vastly improved


musket; characteristic of newly-industrializing cultures.
Reloading costs 1D from all skill and attribute codes, but
does not take an action segment. Depending upon the
weapons design, rifles may fire from one to twenty shots
before requiring reloading.
Submachinegun: A rapid-fire rifle. Characteristic of neoatomic civilizations. Reloading follows the same rules as
for rifles. Submachineguns fire bursts of multiple bullets.
Most submachineguns fire anywhere from four to ten
bursts before needing to be reloaded.

Personal Blasters
Blasters are the most commonly employed weapons in the
Empire. Available in many styles, sizes, and power capabilities, blasters are the standard weapon of both the Imperial
military and the civilian community.
Blasters fire coherent packets or beams of intense light
energy. On its highest setting a blaster is capable of vaporizing almost any material it hits. Depending on the weapons
design, power output, and setting, the color of the energy
bolts may vary. Individual weapons usually come with an
intensity setting, providing the user with everything from stun
mode to full power. Personal blasters are typically categorized
as follows:
Hold-Out Blaster: This small, concealable weapon is the
blaster of choice for under-cover agents and big-city
crooks. It is notoriously under-powered and short-ranged,
but it has saved more than one character in a tight spot.
Hold-out blasters are illegal in many systems.
Sporting Blaster: A thin-barreled blaster pistol designed
for use in firing ranges and small-game hunting; sometimes used for dueling. An aristocratic weapon; Princess
Leia fires one in Star Wars IV: A New Hope.
Blaster Pistol: The common weapon of self-defense. Innumerable models and makes are available throughout the
galaxy. Stormtroopers use a modified military version of
the same weapon. Ownership is restricted in many systems.

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RANGED WEAPONS (CHARACTER-SCALE)


Weapon
Archaic Weapons
Black-Powder Pistol
Musket
Slugthrower Pistol
Slugthrower Rifle
Submachinegun
Crossbow, Longbow
Bowcaster

Avail.
2,R
2,R
2.R
2,R
2,R
1,F
3,R

Cost
200
250
275
300
600
200
900

Damage
2D+2
3D
3D
3D+1
4D
2D+2
4D

Range in Meters
Short
Medium
Long
3-4
5-8
9-12
3-10
11-30
31-100
3-15
16-45
46-125
3-30
31-100
101-300
3-10
11-50
51-100
3-10
11-30
31-50
3-10
11-30
31-50

Blaster Weapons
Stun Pistol
Riot Gun
Hold-Out Blaster
Sporting Blaster
Blaster Pistol
Heavy Blaster Pistol
Hunting Blaster
Blaster Rifle
Blaster Carbine

Avail.
1,F
2,R
2,R
1,R
1,R
2,X
2,F
2,X
1,R

Cost
200
750
300
300
500
750
500
1000
900

Damage
3D*
8D*
3D+1
3D+1
4D
5D
4D
5D
5D

Short
3-5
2-5
3-4
3-10
3-10
3-7
3-30
3-30
3-25

Medium
6-10
6-12
5-8
11-30
11-30
8-25
31-100
31-100
26-60

Long
11-15
13-18
9-12
31-120
31-120
26-50
101-300
101-300
61-250

* Stun damage only.

Heavy Blaster Pistol: A weapon for


close-in fighting; basically, a cut-down
blaster rifle. Bulkier and heavier than a
blaster pistol, the heavy blasters main
advantage is the massive damage it can
do. Illegal in many systems. Han Solo
carries a heavy blaster pistol.
Hunting Blaster: A sportsmans version of the blaster rifle. Mainly used in
sport shooting and hunting. Common
in the Rebel Alliance, which frequently
uses whatever weapons are readily at
hand.
Blaster Rifle: A heavier, military blaster
rifle. The main stormtrooper weapon;
also used by regular Alliance infantry.
Only in the least restrictive systems
can citizens purchase blaster rifles
legally.
Blaster Carbine: A shorter, slightly less
accurate version of the blaster rifle
issued to walker assault teams, and
also frequently used by nomads such
as the Tatooine sand people. Its smaller
size and lower weight make it easier to
use this weapon from a vehicle or riding beast.

Stun Guns
For those who dont wish the expense and/or destructive
power of the blaster, this smaller personal-defense weapon is
available from BlasTech Industries. Essentially an under-powered blaster, stun guns have only one power setting and are
used to knock an opponent unconscious rather than kill him.
Stun guns are more silent than blasters, making them a useful
weapon for undercover agents or commandos on stealth missions. For large crowd-control purposes, the riot gun is used
by many police and peace-keeping forces. This is a large, tripod mounted stun gun, with a wide area of effect.

BLASTER RIFLE

HEAVY BLASTER PISTOL

Bowcaster

HOLD-OUT BLASTER

Although every culture has its unique projectile weapon,


the Wookiee bowcaster deserves special mention because of
its unique combination of pre-industrial and modern technology. The bowcaster is essentially a crossbow, but it fires
explosive quarrels powered by the same source used for
blasters. This gives the fired bolt the appearance of an elongated blaster bolt. The bowcaster requires great strength to
cock, making it less than useful to members of other weaker
species. The weapon is clip-loaded, and can fire up to six
shots before it must be reloaded; reloading costs 1D from all
die codes, but does not take an action segment.

INFANTRY SUPPORT WEAPONS

BLASTER CARBINE

172

In addition to blaster rifles and pistols, thousands of other


infantry weapons exist. Some of these, such as repeating
blasters, are common and carried by the majority of Imperial
trooper and stormtrooper formations. Others are only issued
to specially trained trooper units. All of these weapons, classified as Infantry Support Weapons (ISW), are designed to be
carried, emplaced, and fired by four or fewer men.

REBEL FIELD MANUAL

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

INFANTRY SUPPORT WEAPONS (CHARACTER-SCALE)


Weapon
Light Repeating Blaster
Medium Repeating Blaster
Heavy Repeating Blaster
Shoulder-Launched Ion Cannon
Portable Missile Launcher
DEMP Handgun
DEMP Carbine

Avail.
2,X
2,X
2,X
2,X
2,X
2,R
2,R

Cost
2000
3000
5000
5000
4000
500
750

Skill Code
Heavy Weapon*
Heavy Weapon
Heavy Weapon
Heavy Weapon
Heavy Weapon
Variable
Variable

Damage
Code
6D
7D
8D
5D***
6D**
3D***
4D***

Short
3-50
3-60
3-75
3-50
25-100
3-10
3-25

Range in Meters
Medium
Long
51-120
121-300
61-150
151-400
76-200
201-500
51-120
121-300
101-300
301-500
11-30
31-120
26-60
61-250*

*The blaster skill may be used in lieu of the heavy weapon skill for the Light Repeating Blaster, however it incurs a 1D penalty to fire actions.
**Speeder-scale damage.
*** Ionization damage only.

Shoulder-Launched Ion Cannons


This disposable weapon system, designed to be carried by
an individual soldier, holds four ion bolts, each in its own twometer tube. Together, the entire system (four bolts in four
tubes) weighs 12 kilograms. Each ion bolt is launched individually. Once all four tubes have fired the casing is discarded.
While the primary mission of the shoulder-launched ion
cannon is anti-vehicle duty, it also proves to be highly effective against low-flying ground assault craft. More than one
Rebel fighter has crashed after having its flight controls
shorted. Use of the cannon is widespread, especially among
garrison forces.

by Merr-Sonn weapons is capable of penetrating shielding and


hardened circuitry. The DEMP gun incorporates this technology. It is a weapon capable of stunning a Droid as an alternative to damaging it.
The DEMP gun is available in a handgun or carbine configuration with adjustable power settings. Setting one does onehalf the normal stun damage of a blaster pistol. Setting two
inflicts the stun damage indicated in the weapon specifications. Setting three inflicts physical damage to internal components. A Droid damaged with setting three cannot be
repaired, but must have its components completely replaced.

Portable Missile Launcher

Repeting Blasters

The portable combination missile and rocket launcher is


the standard issue weapon for rapid, high-powered projectile
response. It is used against vehicles, fortifications, atmospheric craft and other projectiles. It is especially suitable as
an anti-repulsorcraft weapon.
The launcher is an over-the-shoulder device operated by
one person. It fires dumb rockets in a line-of-sight attack, or
can program and fire smart guided missiles designed for use
with this weapon. The launcher chambers one projectile and
holds a second in reserve. It takes one round to reload the
missile launcher.
Guided missile tracking mode is selected with the push of a
firing stud on the launcher housing and takes an action segment. In guided mode, the difficulty to hit a vehicle target is
increased by the targets speed code roll. Most missile warheads have a blast radius of 15 meters. In dumb rocket
mode, the gamemaster should determine if the rocket scatters, and who is affected in the blast radius (see page 174),
this process works similar to a grenade attack (see the
Gamemasters Guide).

DEMP Gun
Sometimes it is desirable to neutralize Droids without permanently damaging or destroying them. These constructs are
vulnerable to the effects of an electromagnetic pulse, a burst
of energy which destroys critical electromagnetic pathways in
mechanical and computerized devices.
Internal components are hardened against EMP effects as a
matter of course in manufacturing, to enable devices to withstand the rigors of space and unpredictable alien environments. However, a modified-frequency pulse effect developed

REBEL FIELD MANUAL

Repeating blasters are basically a rapid-fire blaster rifle,


usually mounted on a tripod. Support blasters are also frequently mounted on speeder bikes and landspeeders. All
repeating blasters are military issue only.
The light repeating blaster can be used as a hand-held
weapon, however, it is usually employed on a bi-pod or tripod. Imperial stormtrooper squads often use this weapon,
often assigning it to one trooper as a heavy weapon support
specialist. (In game terms the blaster skill may be used to fire
a light repeating blaster, however, the firer will have to take a
1D penalty to his action. Using the heavy weapon skill does
not incur this penalty.)
The medium repeating blaster is a heavier rapid-fire blaster.
Usually operated by a team of two. It is frequently mounted
on landspeeders and defense installations. It is common to
have a mobile generator to power these weapons, otherwise
they are very limited in their capacity of stored ammunition.
The heavy repeating blaster is a very powerful rapid-fire
blaster, mainly mounted on vehicles. The Millennium Falcon
mounts one especially for use against ground troops (see the
evacuation sequence from The Empire Strikes Back).

COMBAT ARTILLERY
Artillery is designed to function against targets at a particular range. To represent this in Star Wars: Classic Adventures, all
artillery units have three ranges listed: short, medium, and
long. Artillery may only use its fire control dice at targets in
the medium range, which is the optimal distance at which
these weapons work. As with all combat, hitting a target at
short range requires an Easy (10) skill roll, medium is a Moderate (15) skill roll, and long is Difficult (20).

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Most artillery operates on the speeder-scale, walker-scale,


starfighter-scale, or capital-scale Characters use their gunnery
skill code to fire artillery.
In addition to their range, all guns come with a fire rate. If
there is no fire rate, the weapon can be fired as often in a
round as the character wishes. If the fire rate is a simple
whole number (like 2 or 4), that is the maximum number of
times that the weapon can be fired in a single round (Note: firing more than once per round is optional.). If the fire rate is
listed as a fraction, such as 1/2, it means that the weapon can
only be fired in some rounds.
Example: A repeating blaster with a fire rate of 3 can be
fired up to three times per round. A laser cannon with a fire
rate of 1/2 can be fired once every two rounds. A weapon
with a fire rate of 1/5 can be fired once every five rounds.
Each gun has a crew number listed. This number is the
number of people needed to fully man the gun. When firing a
fully-manned gun, designate one of the crew as chief gunner.
Use the chief gunners gunnery skill when firing the gun. When
firing an under-manned gun (i.e., not enough people for a full
crew) subtract two dice from the chief gunners skill roll.
Some weapons have a blast radius: everything within the
blast radius is affected.
Example: A blaster cannon that causes 4D damage with
a blast radius of five meters is fired. Anything within five
meters of where the blast hits suffers 4D damage.

Light Anti-Vehicle Laser Cannon


The Atgar 1.4 FD P-Tower, a light laser cannon, was first
introduced in the Clone Wars as an anti-vehicle weapon. Primarily used by the Rebellion now, a few ancient Atgar 1.4 FD P
Towers still see service on the Empires lower-tech Outer Rim
worlds. Atgar 1.4s pack a
punch equal to many stanANTI-VEHICLE LASER CANNON
dard artillery units, and on
Weapon: Atgar 1.4 FD Tower
occasion have taken down
Type: Light Anti-Vehicle Laser Cannon
vehicles as large as AT-ST
Scale: Speeder
walkers. In addition, these
Crew: 4
are true all-terrain weapons,
Body: 2D
capable of functioning in
Range:
temperatures from minus
Short: 10m to 500m
Medium: 501m to 2,000m
100 degrees Standard to plus
Long: 2,001m to 10,000m
120 degrees Standard.
Fire Rate: 1/2
Fire Control: 1D
Blast Radius: Target
Damage: 2D+2

HEAVY-ANTI VEHICLE GUN


Weapon: Speizoc v-188 Penetrator
Type: Heavy Anti-Vehicle Gun
Scale: Speeder
Crew: 8
Body: 3D+1
Range:
Short: 50m to 600m
Medium: 601m to 5,000m
Long: 5,001m to 25,000m
Fire Rate: 1/3
Fire Control: 1D
Blast Radius: 20m
Damage: 7D(S) /5D+2(M)/3D+2(L)

174

Heavy Anti-Vehicle Gun


The Speizoc v-188 Penetrator, a heavy vehicle
weapon, was first introduced during the Clone
Wars. The gun is one of the
heaviest weapons in the
Imperial arsenal. Due to
their massive size and excessive energy requirements,
most of these weapons are
placed inside fixed fortifications. They are hooked
directly into a power converter; a single gun can dominate an entire battlefield.

Anti-Infantry Battery

Originally
designed
ANTI-INFANTRY BATTERY
for the suppression of
Weapon: Golan Arms Twin DF.9
Type: Medium Anti-Infantry Gun
native populations on
Scale: Speeder
low-tech worlds, the
Crew: 3
Golan DF.9 (also called
Body: 3D (4D for fixed version)
the SP.9, designating
Range:
self-propelled units) is
Short: 20m to 600m
standard issue to ImpeMedium: 601m to 3,000m
Long: 3,001m to 16,000m
rial garrison units. The
Fire Rate: 2
main role of the SP.9 is
Fire Control: 2D
long range antipersonBlast Radius: 5m
nel support, although it
Damage: 4D
also performs very well
against medium and
even heavy fighting vehicles. The rapid fire capability gives
SP.9 a considerable edge on the battlefield, and its internal
engine can supply its guns with virtually unlimited power.
A fixed-installation version, called the DF.9/B, is also in production. Mounted atop a heavily armored four-meter tower,
9/B features a full 360 degree firing arc, and comes equipped
with a closed canopy. The fixed version only requires two
crew to operate, both of whom are encased in the four-meter
tower.

Anti-Orbital Ion Cannon


The v-150 is a massive independently powered ion cannon,
specifically designed for use against orbital and super-orbital
space craft. V-150s are strictly fixed-placement guns, typically
mounted on a rotating base covered by a semi-circular, reinforced permacite shell.
V-150s are often used in conjunction with planetary shields.
These
shields
are
extremely expensive to
HEAVY ION CANNON
maintain, so systems
Weapon: KDY v-150
typically leave them
Type: Heavy Ion Cannon
down
until
hostiles
Scale: Capital
arrive. Shield generators
Crew: 27
are always the first tarBody: 5D
get of orbital bombardRange:
ments.
V-150s
are
Short: Atmosphere
Medium: Near Space Orbit
designed to disrupt
Long: Outer Space Orbit
attackers
until
the
Fire Rate: 1
shields
reach
full
Fire Control: 5D
strength. The v-150 is
Blast Radius: Target Vessel
well designed for this
Damage: 12D Ionization
mission.

EXPLOSIVES
Grenades and detonators are not commonly used in ground
combat, due in part to the power and explosive effect of
blaster weapons (blasters have a greater use-factor than the
one-shot grenades). In house-to-house fighting, however, or
when an area is being mined for defensive purposes, grenades
and explosives are quite useful.
The standard grenade is a powerful explosive contained in
a lightweight canister or sphere the exact types vary. Thermal detonators and mines are more powerful explosives, usually used for defensive set-ups and demolition of large
buildings or emplacements. They come in many varieties, and
some employ a wide range of sophisticated sensor attach-

REBEL FIELD MANUAL

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

EXPLOSIVES
Range in Meters
Weapon
Grenade

Avail.
1,R

Cost
200

(blast radius)
(damage)

ments to allow, for example, a mine that will only explode


when a certain type of vehicle passes by.
The most common explosive used in grenades and detonators is detonite, which comes in moldable fist-sized
cubes. One cube does 1D worth of speeder-scale damage
according to the same rules as grenades.

PERSONAL ARMOR
Once blaster technology was developed, armor went into
decline (as is usually the case when missile weapons are
predominant). No known armor can stop a full-power
blaster bolt, so most people simply stopped wearing the
armor that had been developed to counteract slugthrowing
weapons.
Armor still sees use in many specialized areas. Helmets and
vests are common, especially among Rebel troops, since the
fragments caused by near-miss blaster bolts can be as deadly
as the bolt itself. On frontier planets where slugthrowers are
still common, armor is used by citizens and troops alike.
Many bounty hunters and pirates wear armored suits for a
variety of reasons: disguise, shock value, to conceal equipment, and to defend against the light blasters and slug
weapons their quarries are likely to be armed with.
Of course, the most recognizable armor of modern times
belongs to the dread Imperial stormtrooper. Although this
advanced armor cannot completely stop a heavy blaster bolt,
it still provides a great deal of protection, and it makes slug
and primitive melee weapons far less effective. It is also a
potent psychological weapon.

Thermal
Detonator

2,X

Personnel
Mine

2,X

Vehicle
Mine

2,X

Grenade*
Launcher

2,X

2,000

(blast radius)
(damage)

500

(blast radius)
(damage)

750

(blast radius)
(damage)

Weapon
Detonite
Standard Detonator
Timer Fuse
Remote Fuse

500

Avail.
1,R
1,R
1,R
2,R

Point
Blank

Short
3-7

Med.
8-20

Long
21-40

1-2
5D

3-4
4D

5-6
3D

7-10
2D

3-4

5-7

8-12

1-2
10D

3-8
8D

9-12
5D

13-20
2D

1-2
5D

3-4
4D

5-6
3D

7-10
2D

1-2
5D**

3-4
4D**

5-6
3D**

7-10
2D**

3-20

21-60

61-150

Cost
100
50
50
100

Damage Code
1D**

* Uses heavy weapon skill. Damage as per grenade rules.


** Speeder-Scale Damage.

PERSONAL ARMOR
Armor
Protective Helmet
Protective Vest
Stormtrooper Armor
Armored Spacesuit
Bounty Hunter Armor

Avail. Cost
2,F
300
2,F
300
2,X
2,500
2,R
2,000
2,R
2,500

Damage*
Reduction
+1
+1
1D
1D
1D

* Reduces Dexterity and Dexterity codes by the same amount.

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175

8
C hapter Six
CLASSIC ADVENTURES

DROIDS
Droids are one of the fundamental technologies of the galaxy. They are intelligent automatons programmed to perform
very specific functions. Droids are often used for tasks which
are too complex, dangerous or even dull for organic beings.
Droids may be programmed to excel at one or two specific
types of functions at the expense of having the versatility of
organics. Due to their highly-developed logic circuits, droids
lack the intuitive and associative capabilities of many organic
species. Droids, in addition to high intelligence and the capacity for learning, are normally programmed to exhibit a specific
personality in order to make them more palatable to organics.
Droids take a variety of forms, from aesthetically pleasing
humanoid shapes to the stark functionality of an astromech
or probe droid. Many droids have normal speech capabilities
for easy communication with other beings, although some are
limited to high-density electronic languages that only other
droids can interpret with any ease.
Droids are often classified by function:
First-degree Droids are designed for physical sciences,
mathematics and medical sciences applications.
Second-degree Droids are programmed for environmental, engineering and technical applied science skills.
Exploration and probe Droids are part of this category.
Third-degree Droids are skilled in the social sciences
and often perform protocol, translation, organic relations,
teaching, diplomatic and other functions which bring
them into regular contact with organics.
Fourth-degree Droids are programmed for security and
military applications, and include everything from patrol
Droids to the now illegal assassination Droids. This class
of Droids is strictly regulated throughout the galaxy.
Fifth-degree Droids have lower intelligence requirements
than other Droids, and typically perform menial labor,
including simple lifting, mining, salvage, transportation,
sanitation and waste control duties.
Chapter 6 of the Gamemasters Handbook describes how to
create new Droids, and how to make templates for Droid
player characters. What follows is a brief description of several of the most popular or prominent Droids in the galaxy. All
attributes are 1D unless otherwise noted in the Droids
description.
The Droids represented on the following pages do not all
follow the Droid creation rules perfectly. Some leeway should
be granted when deciding exactly what function (and price) a
particular Droid has.

176

ASTROMECH DROIDS
Astromech droids are designed for
in-flight and post-flight starship operations and maintenance duty.
These droids are integral to the
operation of many starfighters,
both during operation and for
the operation of the hyperdrive
motivator.
The droids interface with starship computers during flight,
and can assist computerized
repairs, allowing the pilot to
keep his full attention on piloting. For simpler vehicles, astromech droids may be the
sole pilot. Astromech droids are capable of storing up to ten
pre-programmed hyperdrive jumps so that ships equipped
with hyperdrives but lacking a navigation computer may be
piloted to other systems. The droids memory stores the
basic calculations, and the unit itself calculates any minute
adjustments needed prior to entering hyperspace.

ASTROMECH DROID
Model: Industrial Automaton R2 Astromech Droid
Height: 1 meter
TECHNICAL: 2D
Skills:
astrogation: 5D
computer programming/repair: 7D
com-scan: 4D
starship piloting: 3D
starship shields: 3D
starship repair: 5D
Equipped With:
Three wheeled legs (center leg retractable, moves at only 5
meters per round)
Retractable heavy grasping arm (lifting at 2D)
Retractable fine work heavy grasper arm
Extendable video sensor
Small electric arc welder (damage 2D), 0.3 meter range
Small circular saw (damage 4D) 0.3 meter range
Video display screen
Holographic projector/recorder
Fire extinguisher
Small (20 cm by 8 cm) internal cargo area
Some additional small tools and equipment

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Chapter Six: Droids

CLASSIC ADVENTURES

EXPLORER DROIDS

MEDICAL DROIDS

Explorer
droids
are
often
assigned to scout vessels for quick
investigation of new planets.
These droids take a variety of
shapes, and are often equipped with
repulsorlift units for rough terrain,
and advanced sensors for determining planetary data.

Medical
droids
are
sophisticated
mechanical constructs, programmed with
a vast knowledge of the physiology of a
variety of species, and the surgical knowledge to repair the most serious of injuries.
The 2-1B series medical droid is an older
series, though it still sees widespread use
throughout the galaxy; while later models
are more adept at many surgical functions,
2-1B units are reputed to have a much better bedside manner than current designs.

EXPLORER DROID
Model: LesTech Explorer Droid
Height: 1.3 meters
Weight: 165 kilograms
STRENGTH 5D
Skills:
planetary systems: 4D+2
survival: 4D+2
com-scan: 3D
search: 4D+2
Equipped With:
Seismic sensors
Motive (movement) sensors
Visual and infrared range sensors
Radiation sensors
Two arms: heavy grasper and fine manipulator
Holocam
Specimen hopper (holds 5 kilos)
Treads

PROTOCOL DROIDS
The Cybot Galactica 3PO series is among
the most successful line of these popular protocol units. They are
humanoid in shape and generally programmed for subservient, service-oriented personalities.
These droids are utilized for etiquette
and translation, and are often found in the
service of diplomats and wealthy traders.
These droids are capable of reproducing
any sound that their audio sensors pick up,
allowing them to speak almost any language.

PROTOCOL DROID
Model: Cybot Galactica 3PO Human-Cyborg Relations Droid
Height: 1.7 meters tall
KNOWLEDGE: 3D
Skills:
cultures: 4D
languages: 10D
Equipped With:
Secondary Programming: Information recording and codekeyed retrieval/broadcast system
Vocabulator speech/sound system
AA-1 VerboBrain
TranLang III Communications module (can access over seven
million languages)

REBEL FIELD MANUAL

MEDICAL DROID
Model: Industrial Automaton 2-1B Surgical Droid
Height: 1.5 meters tall
Skills:
alien species: 5D
first aid: 9D
Equipped With:
Medical diagnostic computer
Analytical computer
Surgical attachments

PROBE DROIDS
Originally designed for peaceful exploration purposes, probe droids have seen
extensive use in the Imperial Navy. The
Empire uses probes to search for hidden
Rebel outposts, smuggler bases and
pirate shadowports in remote areas.
There are several types of probe
droids, ranging from asteroid surveyors to remote surveillance units.
Most civilian probes are not armed
or shielded, unlike their Imperial
counterparts.

PROBE DROID
Model: Arakyd Viper Probe Droid
Height: 1.5 meters
STRENGTH: 4D
Skills:
blaster: 4D
planetary systems: 4D
com-scan: 6D
search: 4D
Equipped With:
Long-range sensor (+1D to search for objects between 200
meters and five kilometers away)
Movement sensor (+2D to search for moving objects up to 100
meters away)
Atmosphere sensor can determine atmosphere class (Type
I, Type II, Type III, Type IV) within one half-hour
Blaster cannon (damage 4D+2)
Self-destruct mechanism
Repulsor generator for movement over any terrain
Several retractable manipulator arms
Several retractable sensor arms for gathering samples

177

Chapter Six: Droids

CLASSIC ADVENTURES

SECURITY DROIDS
Security droids are strictly regulated in most civilized systems, although they are widely employed by crimelords, private corporations and local governments.

ing them along on their missions for the Emperor. The Droids
bring an air of gracious living to many Imperial bases, acting
as chefs and valets to higher-ranking officers.

SERVANT DROID
SECURITY DROID
Model: Rim Securities K4 Security Droid
Height: 1.4 meters
STRENGTH 3D
Skills:
blaster: 7D
dodge: 8D
search: 5D
Equipped With:
Two auto-balance arms
Two legs
Internal Blaster Rifle (damage 5D)
Body Armor (+2D to Strength to resist damage, does not
reduce the Dexterity attribute or Dexterity codes)

WORKER DROIDS
Worker Droids serve in
major spaceports all over
the galaxy, loading and
unloading bulk freighters, container ships, and other vessels
and doing much of the purely
physical labor that such facilities
require.
Most
worker
Droids are all brawn and
no brain automation. The Droids are programmed to respond
to simple verbal commands (i.e., Bring that box over here),
but they have an extremely limited memory capacity. Most
have little to no loyalty programming and will follow orders
from just about anyone.

WORKER DROID
Model: AccuTronics B1 Worker Droid
Height: 1.5 meters
STRENGTH 8D
Skills:
lifting: 10D
stamina: 4D
Equipped With:
Suction/magnetic-tipped digits
Retractable third leg
Visual spectrum scanners

SERVANT DROIDS
Servant Droids are similar to Protocol
Droids in external design, and personality
modules are available for Servant Droids
to enable them to function smoothly in
their working environment. Various models
of these Droids can be found in the highest
levels of the Empire, and a number of Imperial officials have grown quite attached to
their Servant Droids, to the point of bring-

178

Model: Industrial Automaton SE4 Servant Droid


Height: 1.6 meters
STRENGTH 2D
Skills:
cultures: 3D
languages: 3D
culinary arts: 4D
home economics: 4D

SURVEILLANCE DROIDS
Surveillance Droids are direct descendants of wall-mounted
surveillance holocams found in countless security installations across the galaxy, the main difference being that surveillance Droids are mobile and semi-intelligent.
The Surveillance Droid is capable of at best limited intelligence. It will usually follow a pre-set course, scanning according to programming input by security officers, though more
sophisticated models have a randomization factor built in to
make it impossible to know the Droids route with certainty. In
the event that the Droid spots an
intruder, it transmits a warning
message back to its controller and retreats out of
sight.
AC1s are incapable
of any tasks beyond
scanning and transmitting what they scan.
They have no manipulators, no place to
mount them, no power to
spare for them if they could
mount them, and too small a
Droid brain to control them if they
could mount them and power
them.

SURVEILLANCE DROID
Model: Cybot Galacticas AC1 Spy-Eye
Height: 0.7 meters in diameter
STRENGTH 1D+1
Skills:
dodge: 4D
hide/sneak: 4D
search: 6D
Equipped With:
Repulsor engine; max height 3 meters; speed code 4D
Visual range holocam with simultaneous transmitter
Holo receiver unit; maximum range, 500 meters
Joystick controller; maximum range, 500 meters

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8
CLASSIC ADVENTURES

C hapter Seven
STARFIGHTERS
For their size, starfighters are the most technically
advanced and destructive weapon platforms ever developed.
Light combat spacecraft have become indispensable parts of
every major fleet and planetary defense system in the galaxy.
Classifying starfighters is nearly impossible because there
are so many kinds. Thousands of manufacturers throughout
the Empire, Corporate Sector, and alien systems build
uncounted models and versions. They range from slow, singleseat, short-range patrol vessels to multi-engine strike fighters,
armed with proton torpedoes and able to make hyperspace
jumps. Whats more, starfighters are frequently modified or
rebuilt to use special weapons, sensors, astrogation computers, and other equipment.
All starfighters carry powerful computers to interpret their
pilots commands into the thousands of independent operations needed to ensure optimal control of the ship. Some computers are even capable of piloting a ship alone. However,
experience has shown that ships flown by pilots produce the
best results, especially in combat. Computer- and Droid-controlled spaceships cant respond quickly or well enough to
unexpected situations. Remotely-piloted and computer- or
Droid-controlled starfighters fall into the category of drones,
and their performance lags significantly behind that of piloted
craft.
Rebel starfighters are generally superior to their Imperial
counterparts. With fewer large ships, the Rebels rely on their
starfighters more and press them into service for a wider variety of tasks. Few Imperial fighters are hyperspace-capable,
while nearly all Rebel craft can make at least one jump. The
Empire relies on vast numbers of fighters launched from massive Star Destroyers, which provide heavy support and carry
the fighters when interstellar travel is required. The Rebellion
relies on fast strike craft that are powerful enough to operate
independently, and have hyperspace engines for rapid retreat.
Traditionally, the Imperial Navy has emphasized large ships
and massed firepower to dominate the galaxy. The irregular,
fast-strike tactics pioneered by the Alliance have forced the
Empire to alter its strategy and develop better starfighters of
its own. The recent introduction of the TIE interceptor gives
Imperial forces a first-rate light combat spacecraft and indicates a greater interest in, and respect for, starfighters in general. Of course, Imperial fighters enjoy overwhelmingly
superior numbers, nearly unlimited supplies, and the awesome firepower of Star Destroyers to back them up.

REBEL FIELD MANUAL

Described below are a few of the starfighters operated by


the Imperial Navy and the Rebel Alliance. In spite of their
destructive weapons, phenomenal speed, and other capabilities, starfighters are only as good as the pilots who fly them.
Great daring, discipline, and natural flying instinct form the
basic requirements of all combat pilots. But pilots also need
terrific physical stamina, detailed technical knowledge of their
crafts abilities, and training in both friendly and enemy tactics. Continuous and rigorous training is required to ensure
they make the right choices instantly because in the face of
the enemy, there are no second chances.

Z-95 HEADHUNTER
The Z-95 Headhunter is a venerable starfighter design that
still sees use throughout the galaxy. Even though it is no
longer produced, either by Incom Industries or Subpro Corporation, unlicensed copies and variants can be found throughout the Outer Rim territories. Without taking into account the
number of knock-offs in circulation, there are still more Headhunters in service with planetary fleets, customs personnel,
paramilitary organizations, and law enforcement agencies
than any other starfighter.
The original Headhunters were more akin to atmospheric
fighters than starships. After several generations of continued
development, the Z-95 was close to the form and function that
it would become famous for. The T-65 X-wing owes much of its
success to the Z-95, and the two craft are obvious cousins
when placed side by side. It should come as little surprise
that many of the galaxys heroes have flown the Headhunter
on more than one occasion.
For its time, the Z-95 Headhunter was a state-of-the-art
starfighter that made an indelible mark on the galaxy. Space
combat tactics of the time were designed with the Z-95 in
mind, and many modern maneuvers are based on those originally flown in the Headhunter by the starfighter aces of yesteryear.
The stock Z-95 is not equipped with hyperdrive engines, but
it wasnt long before Alliance technicians created a number of
variant Headhunters that could traverse hyperspace. Prior to
implementing hyperdrives, the Rebel Alliance was reluctant to
assign the craft to its fleet, instead keeping a handful of Headhunters for short-range defense in remote sectors. Though
still a relative rarity in the Alliance fleet, they are ubiquitous
enough to be utilized for sensitive operations in areas where

179

Chapter Seven: Starfighters

CLASSIC ADVENTURES

their discovery will not immediately reveal the Alliances


presence the same way that an A-wing or X-wing would.
Another point in favor of the Z-95 is its durability and ease
of repair. It is a rugged craft that can take a beating and keep
flying. Use of the craft is so widespread, that it is a simple
matter to find spare parts, even on most backwater worlds.

Z-95 HEADHUNTER
Craft: Incom/Subpro Z-95 Headhunter Starfigher
Type: Multi-purpose starfighter
Scale: Starfighter
Length: 11.8 meters
Crew: 1; 2 in some other models
Cargo Capacity: 85 kilograms
Consumables: 1 day; some models equipped with larger stores,
up to 4 weeks
Sublight Speed: 3D+2
Maneuverability: 1D
Hull: 4D
Shields: 1D
Sensors: 1D
Weapons:
2 Triple Blasters (fire linked)
Fire Control: 1D
Combined Damage: 3D
2 Concussion Missile Launchers (6 missiles each)
Fire Control: 1D
Combined Damage: 7D

A-WING STARFIGHTER
Development of the A-wing began in secret shortly after the
Battle of Yavin. General Dodonna realized that the speed of
Imperial fighters had nearly cost the Alliance its victory, and
he intended to remedy the situation by designing a newer,
faster starfighter. With the aid of starship engineer Walex Blissex, the A-wing was born. Although not as durable as other
Alliance starfighters, the A-wing is often considered to be the
fastest starfighter in the galaxy.
Though the A-wing is a finicky spacecraft that is often difficult to maintain in the field, it has proven itself to be a capable strike fighter and reconnaissance craft. Due to its speed
and maneuverability, it excels at hit and fade operations and
surgical strikes carried out behind enemy lines. Despite its
relatively light armament, the A-wing is deadly in the hands of
a skilled pilot.

180

A-wings are phenomenally fast and agile spacecraft, making


them capable dogfighters. A-wing pilots quickly learn to use
this fact to their advantage in battle, for even a single hit from
an enemy weapon can mean a quick and fiery death.
The A-wings jamming system is capable of blinding enemy
sensors and fire-control computers, making it an even more
elusive target. The effectiveness of the jamming suite is limited to small craft and space transports, and does little more
than make the A-wing a more tempting target for capital-scale
ships.

A-WING
Craft: Alliance A-wing Starfighter
Type: Interceptor and multi-purpose starfighter
Scale: Starfighter
Length: 9.6 meters
Crew: 1
Passengers: None
Cargo Capacity: 40 kilograms
Consumables: 1 week
Hyperdrive Multiplier: 1
Nav Computer: Yes (limited to 2 jumps)
Hyperdrive Backup: None
Sublight Speed: 6D
Maneuverability: 4D
Hull: 2D+2
Shields: 1D
Sensors: 1D
Weapons:
2 Laser Cannons (fire linked)
Fire Control: 3D
Combined Damage: 5D
Enemy Targeting Jammer
Skill: Sensors
Damage: 2D from Fire Control

B-WING ASSAULT STARFIGHTER


Designed by Admiral Ackbar the B-wing starfighter is a
mobile weapons platform designed to provide heavy assault
support to the Rebel fleet. Possessing a unique design that
includes folding S-foils and a cockpit that rotates within its
housing in the starfighters superstructure, the B-wing is a difficult craft to master. Heavily armed with a variety of
weapons, the B-wing can deliver a punishing blow to slower
targets (particularly capital ships), though it lacks the maneuverability of other contemporary fighters, such as the X-wing
or the Awing.
Capital ships often find the B-wing starfighter to be an
extremely dangerous opponent. Particularly fearsome are the
proton torpedoes, which can be brought to bear against a
starship with devastating results
Despite its durability and exceptional armament, the B-wing
starfighter is still slow, sluggish, and difficult to operate. As a
result, most B-wing attack groups usually have an escort of
faster and more maneuverable starfighters, protecting the Bwing until it can slip past the first line of enemy defenses and
strike at a vulnerable target.
Running the B-wing. The effects of the B-wings ranging
laser is built into the high fire control code of its weapons. If,
for some reason, the ranging laser is not operational, reduce
the fire control codes by 2D.

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Chapter Seven: Starfighters

CLASSIC ADVENTURES

X-WING

B-WING
Craft: Slayn & Korpil B-wing Assault Starfighter
Type: Heavy assault starfighter
Scale: Starfighter
Length: 16.9 meters
Crew: 1
Passengers: None, though the cockpit is large enough to fit a second person in an emergencygreatly reducing combat control.
Cargo Capacity: 45 kilograms
Consumables: 1 week
Hyperdrive Multiplier: 2
Nav Computer: Yes (limited to 2 jumps)
Backup Hyperdrive: None
Sublight Speed: 3D
Maneuverability: 1D+1
Hull: 3D
Shields: 2D
Sensors: 1D
Weapons:
One Laser Cannon
Fire Control: 1D
Damage: 7D
2 Proton Torpedo Launchers (8 torpedoes each)
Fire Control: 3D
Damage: 9D
3 Medium Ion Cannons (fire linked)
Fire Control: 4D
Combined Damage: 4D
2 Auto Blasters
Fire Control: 2D
Damage: 3D
Note: The B-wings gyroscopic stabilization system fails when it
suffers heavy damage. When it fails, reduce all fire control
codes by 1D, and sublight speed by 2D.

Craft: Incom T-65B X-wing


Type: Space superiority fighter
Scale: Starfighter
Length: 12.5 meters
Crew: 1 pilot and astromech Droid
Passengers: None
Cargo Capacity: 110 kilograms
Consumables: 1 week; can be extended with power and life support pods, but with a loss of speed and maneuverability.
Hyperdrive Multiplier: 1
Nav Computer: None, uses astromech Droid
Hyperdrive Backup: None
Sublight Speed: 4D
Maneuverability: 3D
Hull: 4D
Shields: 1D
Sensors: 1D
Weapons:
4 Laser Cannons (fire linked)
Fire Control: 3D
Combined Damage: 6D
2 Proton Torpedo Launchers (3 torpedoes each)
Fire Control: 2D
Damage: 9D

Each X-wing is equipped with a socket that is capable of


carrying an astromech Droid. The astromech Droid is an integral component of the X-wing, and only adds to the
starfighters versatility. Not only can the diminutive Droid see
to minor repairs, it also uses its systems to help compute and
store hyperspace coordinates.

Y-WING
Built by Koensayr Manufacturing, the Y-wing was designed
to be used in the Clone Wars, but wasnt in production until
after that conflict ended. This made the starfighter relatively
cheap and readily available on the open market around the
time of the outbreak of the Rebellion.
Although not as swift as an X-wing or as powerful as a Bwing, the Y-wing is a sturdy, well-shielded craft with a powerful attack in the form of two ion cannons and proton torpedo
tubes. Ungainly for a snubfighter, the Y-wing serves as a joint
fighter/bomber, able to both enter dogfights with TIE fighters
and take out armored targets, such as enemy freighters and
planetary bunkers. Few ships its size mount ion cannons, and
the success of the Y-wing is one reason that the B-wing is similarly armed.

X-WING
The T-65B is an excellent all-around starfighter, capable of
filling a number of roles with little or no modification. Not
only is it maneuverable and easy to fly, it is equipped with
modest shields, heavy weaponry, and an integrated hyperdrive. It is also a durable craft, capable of sustaining heavy
damage while remaining operational. Were it not for this
inherent sturdiness of design, the Rebel Alliance could never
hope to match the sheer number of Imperial fighters that are
thrown against it.

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Although the TIEs versatility is somewhat limited by these


deficiencies, its agility, combined with its small size and
speed, makes it a difficult target for all but the most talented
gunners. TIE fighters, being inexpensive and easy to produce,
are deployed in large quantities. Imperial starfighter tactics
stress that enemies must be overwhelmed by sheer force of
numbers, and casualty rates among TIE pilots are quite high.

TIE/ln FIGHTER

The BTL-A4 is a one-man version of the two-man S3, which


removes the gunner position and locks down the overhead
ion cannon, it features heavier armor, but weaker shields. The
BTL-S3 is becoming the primary Y-wing variant of the Rebel
forces, but the A4 is still kept in many units as a supplementary craft.

Y-WING STARFIGHTER
Craft: Koensayr BTL-S3 [BTL-A4 stats are in brackets]
Type: Attack starfighter
Scale: Starfighter
Length: 16 meters
Crew: 1 pilot, 1 gunner, 1 Droid [1 pilot, 1 Droid in the BTL-A4]
Passengers: None
Cargo Capacity: 110 kilograms
Consumables: 1 week
Hyperdrive Multiplier: 1
Nav Computer: None, uses astromech Droid
Hyperdrive Backup: None
Sublight Speed: 3D+2
Maneuverability: 2D
Hull: 2D+2 [4D+1]
Shields: 3D+2 [1D]
Sensors: 1D
Weapons:
2 Laser Cannons (fire linked)
Fire Control: 2D
Combined Damage: 5D
2 Proton Torpedo Launchers (4 torpedoes each)
Fire Control: 2D
Damage: 9D
2 Light Ion Cannons (fire linked)
Fire Control: 3D
Combined Damage: 4D

Craft: Sienar Fleet Systems TIE/ln


Type: Space superiority fighter
Scale: Starfighter
Length: 6.3 meters
Crew: 1
Cargo Capacity: 65 kilograms
Consumables: 2 days
Hyperdrive Multiplier: None
Nav Computer: None
Hyperdrive Backup: None
Sublight Speed: 5D
Maneuverability: 2D
Hull: 2D
Shields: None
Sensors: 1D
Weapons:
2 Laser Cannons (fire linked)
Fire Control: 2D
Combined Damage: 5D

TIE BOMBER
The TIE bomber is one of the few TIE craft that does not
incorporate its sister crafts distinctive hull shape. Instead, it
employs a distinctive double hull design, with two cylindrical
pods mounted side by side between two bent solar array panels. The starboard pod houses the cockpit and flight controls,
while the portside pod stores the bombers payload.
TIE bombers form the backbone of the Imperial Navys
strike capability. They are commonly deployed against enemy
capital ships, space stations, and ground targets. They are
able to employ heavy weapons, delivering payloads with
uncanny precision. TIE bombers are most often equipped

TIE STARFIGHTER
The TIE/ln has become the standard Imperial starfighter
craft. It is inexpensive to produce, and though often maligned
by pilots, it is nonetheless effective. In order to save on production costs, the TIE/ln lacks many of the features that are
considered to be standard on other starfighters. The fragile
craft is not equipped with deflector shields, a hyperdrive, or a
life support system. In order to survive the rigors of space
when piloting their fighters, TIE pilots must don distinctive,
fully sealed flight suits.

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with a rack of sixteen medium concussion missiles. Two forward-mounted laser cannons, used primarily for strafing runs
and self-defense, are also standard armament.
Several other payload configurations are used, depending
on specific mission parameters. Instead of missiles, as many
as eight proton torpedoes can be loaded into the ships ordnance pod. By decreasing the missile or torpedo payload by
half, up to eight proton bombs or six orbital mines can also be
deployed. When providing ground support, a TIE bomber is
capable of carrying as many as 64 thermal detonators that are
used to carpet-bomb enemy infantry formations. Non-conventional payloads include leaflets filled with demoralizing Imperial propaganda, as well as supply canisters for isolated
Imperial infantry units.

TIE BOMBER
Craft: Sienar Fleet Systems TIE Bomber
Type: Dedicated light space bomber
Scale: Starfighter
Length: 7.8 meters
Crew: 1
Cargo Capacity: 15,000 kilograms in bomb bay
Consumables: 2 days
Hyperdrive Multiplier: None
Nav Computer: None
Hyperdrive Backup: None
Sublight Speed: 3D
Maneuverability: 0D
Hull: 4D+1
Sensors: 1D
Shields: None
Weapons:
2 Laser Cannons (fire linked)
Fire Control: 2D
Combined Damage: 3D
Concussion Missiles (16 carried)
Fire Control: 3D+2
Damage: 9D

TIE INTERCEPTOR
After the Battle of Yavin, Imperial Naval commanders
demanded a starfighter that could counter the speed and firepower of the X-wing fighters. The TIE interceptor was the ultimate result. Prototypes similar to the initial interceptor
design had undergone testing prior to the Battle of Yavin, but
these had seen little action outside Sienars test yards.

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The TIE interceptor is a consummate dogfighter, possessed


of increased speed and maneuverability when compared to
the standard TIE fighter. Not only is the interceptor faster and
more agile than the TIE fighter it also incorporates four firelinked laser cannons mounted on the tips of its bent, daggershaped solar arrays. Although it lacks shields, armor, and life
support, the TIE interceptor has proven to be more than a
match for the X-wing fighter. Interceptor tactics are nearly
identical to those utilized by standard TIE fighters.

TIE INTERCEPTOR
Craft: Sienar Fleet Systems TIE Interceptor
Type: Space superiority starfighter
Scale: Starfighter
Length: 6.6 meters
Crew: 1
Cargo Capacity: 75 kilograms
Consumables: 2 days
Hyperdrive Multiplier: None
Nav Computer: None
Hyperdrive Backup: None
Sublight Speed: 5D+2
Maneuverability: 3D+2
Hull: 3D
Sensors: 1D
Shields: None
Weapons:
4 Laser Cannons (fire linked)
Fire Control: 3D
Combined Damage: 6D

TIE ADVANCED
The TIE Advanced 1 is an Imperial prototype fighter. In a
radical departure from standard Imperial policy, the 1 is
shielded and is also equipped with a limited-use hyperdrive.
The 1 was widely tested in field trials by elite fighter
squadrons before being passed over for other designs
(notably the TIE Interceptor), though pilots who flew the craft
spoke highly of the 1s performance. In fact, many of the
design features of the 1 were incorporated into later craft,
including faster ion engines, and inward swept solar panels.

TIE ADVANCED
Craft: Sienar Fleet Systems TIE Advanced 1
Type: Space superiority starfighter
Scale: Starfighter
Length: 7.8 meters
Crew: 1
Cargo Capacity: 150 kilograms
Consumables: 5 days
Hyperdrive Multiplier: 4
Nav Computer: Limited to 10 jumps
Hyperdrive Backup: None
Sublight Speed: 5D+2
Maneuverability: 1D+2
Hull: 3D
Sensors: 1D
Shields: 1D+1
Weapons:
Two Blaster Cannons (fire linked)
Fire Control: 2D
Combined Damage: 6D

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8
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CLASSIC ADVENTURES

CAPITAL STARSHIPS
A society that spans the galaxy quite naturally developed
starships not only to carry goods and people from planet to
planet, but to defend the oft-traveled routes from all dangers.
These ships are large, heavily-armed and armored craft capable of handling hostile alien vessels, pirate ships, and smuggler craft.
Today these massive capital vessels, ranging in size from
Corellian Corvettes to gigantic super Star Destroyers, serve
both the Empire and the Alliance in a civil war that rages
throughout the systems. They remain necessities in this time
of interstellar conflict.
In Star Wars: Classic Adventures, combat starships should be
used for dramatic effect and to advance an adventures plot.
Most player characters, if they have any ships at all, fly
around in nothing bigger than a stock freighter. Small craft
simply cannot do significant damage to large combat vessels
with massive shield generators and thick armor. For this reason, hull and shield ratings can be largely ignored, unless for
some reason the gamemaster sees fit to simulate a capital
ship skirmish. Characters who refuse to run, hide, or surrender in the face of such an enemy deserve a round of applause
followed by a quick death.
Listed below are some optional capital starship combat
rules that may be implemented if the gamemaster deems it
essential to the plot. It is important to remember, however,
that this is a roleplaying game, not a strategy game. Make sure
any implementation of extra rules adds to the action.
Combat starship crews can range from inexperienced
recruits to the hand-picked elite who have experienced
dozens of battles. Generic crew statistics for astrogation, gunnery, starship shields, com-scan and starship piloting are listed
on the table below. Note that a crewman rated at 5D would be
5D only in those skills which were his primary duties on the
combat ship:

184

The gamemaster can use the Battery Modifier table below


rather than rolling a skill, fire control and damage for every
gun on board a large vessel (which can number in the hundreds for some ships). To determine the to-hit dice, add the
to-hit/damage modifier for the number of guns that are firing
to the guns current fire control. Then add the crew gunnery
die code, and the result is the number of dice rolled to hit.

BATTERY MODIFIER
Guns
1
2
3
4
6
8
12
16

To-Hit/
Damage Mod.
0
+2
1D
1D+1
1D+2
2D
2D+1
2D+2

Guns
24
32
48
60
90
120
180
250

To-Hit/
Damage Mod.
3D
3D+2
3D+2
4D
4D+1
4D+2
5D
5D+1

Damage dice are determined by adding the to-hit/damage


modifier to the damage code of the weapon type being fired.
The crew gunnery die code isnt used to determine damage.

Capital Ship Damage (Optional)

Ships Crew

Crew Quality
Recruit
Average
Veteran
Elite
Hand-picked

Battery Fire (Optional)

Imperial
3D
3D+1 to 4D
4D+1 to 5D+2
6D to 6D+2
7D to 8D

Rebel
2D to 3D+2
4D to 5D
5D+1 to 6D
6D+1 to 7D
7D+1 to PCs

Capital ships are obviously larger and far more compartmentalized than starfighters or light freighters. There are a lot
more pieces to chip away before the ship is completely
destroyed. Therefore, capital ship damage is recorded in pips,
except for ionization damage which is still allotted in whole
dice.
Damage is recorded by the gamemaster by noting how
many pips of damage has been taken. Damage to specific
parts of the vessel may also be recorded if the ship becomes
severely damaged.
Each pip of damage reduces the performance of all operations of the ship by one pip. When three pips of damage are
accumulated, the ship is considered heavily damaged, and all
actions taken by the vessel are reduced by 1D. When six pips
of damage is taken (equaling 2D), the ship is severely damaged and all actions are reduced by 2D. The ship is destroyed
when its ninth pip of damage (equaling 3D) is taken.

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Chapter Eight: Capital Starships

CLASSIC ADVENTURES

CAPITAL SHIP DAMAGE


Damage Roll
vs. Hull Roll
2 DR < HR
DR < HR
DR HR
DR 2 HR
DR 3 HR
DR 4 HR
DR 5 HR
DR 6 HR
DR 7 HR
DR 8 HR
DR 9 HR

Beam & Missile


no effect
1 shield pip
1 pip
2 pips
3 pips
4 pips
5 pips
6 pips
7 pips
8 pips
9 pips

Ion
no effect
no effect
1D
2D
3D
4D
5D
6D
7D
8D
9D

When a ship is damaged, its hull roll is not affected by the


damage, regardless of the ships status. The ship continues to
resist damage with the full value of its hull code.

CORELLIAN CORVETTE
One of the most common and popular vessels produced by
the Corellian Engineering Corporation, the CR90 Corvette
serves multiple purposes in fleets of all types throughout the
galaxy. A smaller capital ship that is just a step up from a
space transport, the Corellian Corvette is large enough to
carry a significant complement of passengers or troops while
requiring a relatively small crew to operate. Durable vessels
that complement any battle group (and, indeed, they are often
seen in Rebel and pirate fleets), many Corellian Corvettes are
owned by individuals and private organizations. Often
referred to as blockade runners, these ships boast a distinctive hammerhead design that is recognizable almost anywhere in the galaxy.
Corellian Corvettes often see use in small-scale naval skirmishes, such as breaking planetary blockades. In fact, many
planetary defense fleets use Corellian Corvettes to breach
enemy lines and set up flanking maneuvers. Since the ships

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configuration can be changed to suit a variety of roles (including naval combat, escort, troop carrier, and cargo hauler),
these ships are often considered dynamic assets, allowing
their owners to get greater use out of the ship when compared to more static vessels. As such, they are highly valued
in both military and civilian roles (and can often shift between
the two over the course of a single ships lifetime).

CORELLIAN CORVETTE
Craft: Corellian Engineering Corporation CR90 Corvette
Type: Mid-sized multi-purpose vessel
Scale: Capital
Length: 150 meters
Crew: 30 to 165, depending upon configuration
Passengers: Up to 600, depending upon configuration
Cargo Capacity: 3,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: 2
Nav Computer: Yes
Sublight Speed: 3D
Maneuverability: 2D
Hull: 4D
Shields: 2D
Sensors: 2D
Weapons:
Six Double Turbolaser Cannons
Fire Control: 3D
Damage: 4D+2

IMPERIAL STAR DESTROYER


Few starships inspire terror the way an Imperial Star
Destroyer can. A symbol of the Empires might and an instrument of its tyranny, the Imperial Star Destroyer is a daggershaped vessel of pure destruction. Armed with powerful
weapons and nearly impregnable defenses, the Imperial Star
Destroyer is a one-ship command platform that can be used
to fill a variety of roles.
Star Destroyers act as assault warships, planetary defenders, and even escort vessels for extremely important ships.
An Imperial Star Destroyer carries enough troops and assault
vehicles to stage an invasion on a lightly
defended planet, and acts as a mobile
fortress from which the Empire can
engage in entire military campaigns.
Star Destroyers are among the few
vessels used for orbital bombardment, a
favorite tactic of the ruthless Empire.
Entire planets have been frightened into
submission by the mere presence of an
Imperial Star Destroyer in orbit. Imperial
Star Destroyers are capable of delivering
precise orbital strikes destroying only
a small section of a planet as well as
delivering bombardments that wipe out
all life and industry on a world (a tactic
known as Base Delta Zero). Only those
planets that have powerful shields can
withstand the turbolasers of an Imperial
Star Destroyer, and some worlds have
been devastated by such tactics.

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MON CALAMARI CRUISER

An Imperial Star Destroyer bristles with weapons, and for


good reason. With twenty turbolaser batteries, a Star
Destroyer can pound on other capital ships, reducing their
shields in a matter of minutes. Likewise, its ion cannons can
quickly disable ships, allowing the Empire to tear the ship
apart and take the prisoners alive. Another ten tractor beam
generators ensure that few ships will escape its grasp, especially smaller capital ships.
Though less effective against starfighters, a Star Destroyer
is not to be trifled with. Even the best starfighter corps fears
the armament of an Imperial Star Destroyer, since a lucky shot
from a turbolaser will turn even the most nimble starfighter
into a smoldering cloud of debris in an instant.

Of the dozens of Mon Calamari warships that joined the Rebel fleet, the
MC80 is the most powerful. As
equipped, the MC80 is the largest ship
in the Rebel arsenal. Even though the
MC80 is a full 400 meters shorter than
an Imperial-class Star Destroyer, it is
more than capable of giving its larger
opponent a sound beating. The recklessness of Imperial commanders, combined with the skill of the Mon
Calamari gun crews, cost the Empire
several of their most powerful warships. Following these losses, the
Empire began to take the Mon Calamari
threat more seriously.
No two MC80s are the same, despite
the fact that they have identical alphanumeric designations.
Their capabilities are roughly the same, but their external
appearance and internal structure are quite different. When
placed side by side, the variations between ships can be
noticed by beings that are attentive enough to see them.
The crew complements of Alliance MC80s feature a large
cross-section of galactic species, but the command crews of
these vessels are made up exclusively of Mon Calamari volunteers. The reasons for this are practical rather than elitist,
since the controls and other ship systems were created with
Mon Calamari physiology in mind. Although a human might

MON CALAMARI MC80 STAR CRUISER


IMPERIAL STAR DESTROYER
Craft: Kuat Drive Yards Imperial I Star Destroyer
Type: Star Destroyer
Scale: Capital
Length: 1,600 meters
Crew: 37,085 (9,235 officers, 27,850 enlisted)
Passengers: 9,700 (troops)
Cargo Capacity: 36,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: 2
Hyperdrive Backup: Yes
Nav Computer: Yes
Sublight Speed: 3D
Maneuverability: 1D
Hull: 7D
Shields: 3D
Sensors: 3D
Weapons:
60 Turbolasers
Fire Control: 4D
Damage: 5D
60 Ion Cannons
Fire Control: 2D+2
Damage: 3D
10 Tractor Beam Projectors
Fire Control: 4D
Damage: 6D
Starfighter Complement: 72 TIE starfighters (any variant), 8
Lambda-class shuttles.
Ground/Air Complement: 20 AT-ATs and 30 AT-STs, various support vehicles.

186

Craft: Mon Calamari MC80 Star Cruiser


Type: Star cruiser
Scale: Capital
Length: 1,200 meters
Crew: 5,402 (668 officers, 7,734 enlisted)
Passengers: 1,200 (troops)
Cargo Capacity: 20,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: 1
Hyperdrive Backup: Yes
Nav Computer: Yes
Sublight Speed: 3D
Maneuverability: 2D
Hull: 6D
Shields: 3D *
* Mon Cal star cruisers have 6D of back-up shields. When a die of
shields is lost, an Easy (10) starship shields roll, will restore 1D of
shields, up to 6D.
Sensors: 2D
Weapons:
48 Turbolasers
Fire Control: 2D
Damage: 4D
20 Ion Cannons
Fire Control: 3D
Damage: 3D
6 Tractor Beam Projectors
Fire Control: 2D+2
Damage: 4D
Starfighter Complement: 36 A-, B-, X-, and/or Y-wing fighters, two
light freighters or shuttles

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be able to contribute to the


control of such a warship, he
would never be as adept at
doing so as his Mon Calamari
counterparts.
It is rare for a Mon Calamari
cruiser to directly engage an
Imperial Star Destroyer. There
are so few MC80s that such
tactics would quickly decimate the Rebel fleet. Even if
losses were equal on either
side, the Empire would still
have a vast numerical advantage over the Alliance. The
one thing that often makes all
the difference are the small,
well-equipped
starfighters
that are so commonly employed by the Alliance.
A single MC80 is equipped with as many as 36 fighter craft,
and this number can include any ratio of A-, B-, X-, or Y-wing
starfighters. More often than not, an MC80 will sit at a safe distance and provide covering fire for its fighter wing and support ships.

NEBULON-B FRIGATE
In the earliest days of the Rebellion, the Alliance was hugely
successful in its attacks against Imperial shipping and supply
convoys. Much of the reason behind these successes was the
Empires reluctance to assign its valuable Star Destroyers to
something as menial as escort duty. What the Empire required
was a less expensive capital ship with the capacity to carry
TIE fighters.
Well-armed and able to carry two dozen TIE fighters, the
Nebulon-B quickly stymied the majority of Alliance raids on
Imperial shipping. Rebel pilots were dismayed to discover
that raids on convoys, which were once considered to be veritable cakewalks, had become much more dangerous.
Despite the Empires dominance in regard to the Nebulon-B,
the Alliance has managed to acquire several of the ships for
its own use. A number of these ships were captured by daring

REBEL FIELD MANUAL

attacks on Imperial dockyards, while others were placed


under Alliance control by their sympathetic captains. These
Nebulon-B frigates functioned as the Alliances primary
assault ships during the early stages of the Galactic Civil War,
until the Mon Calamari joined the cause against the Empire.
Several of the Alliances Nebulon-B frigates, such as the
Redemption, are modified to function as medical frigates. Up
to 700 wounded can be tended aboard a single cruiser, and
the most technically advanced medical equipment available is
used to treat them. In addition to organic doctors, these ships
employ numerous medical Droids.

NEBULON-B FRIGATE
Craft: Kuat Drive Yards Nebulon-B Frigate
Type: Escort starship
Scale: Capital
Length: 300 meters
Crew: 920 (78 officers, 842 enlisted)
Passengers: 75 (troops)
Cargo Capacity: 6,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: 2
Hyperdrive Backup: Yes
Nav Computer: Yes
Sublight Speed: 2D
Maneuverability: 1D
Hull: 4D+2
Shields: 2D
Sensors: 2D
Weapons:
12 Turbolasers
Fire Control: 3D
Damage: 4D
12 Laser Cannons
Scale: Starfighter
Fire Control: 2D
Damage: 2D
2 Tractor Beam Projectors
Fire Control: 2D
Damage: 4D
Starfighter Complement: 24 fighters

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CLASSIC ADVENTURES

SPACE TRANSPORTS
The galactic economy depends on three things: goods, consumers, and a way to bring goods and consumers together. In
a marketplace that is made up of thousands of different star
systems, each light-years apart, accomplishing the third is not
an easy task.
However, the money is good. If theyre lucky, small shippers
can earn enough to keep themselves alive and their ships in
space (more, if they somehow avoid the oppressive Imperial
taxes); large combines can earn millions of credits per year.
To get in on this interstellar gold mine, thousands of vessels
barges, freighters, container ships, and passenger liners
constantly ply the endless void.
In spite of the Rebellion, interstellar transport continues<