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mr fey ROLEPLAYING GAME REVISED CORE RULEBOOK q PURSE ea ar PEE Sa TT Cd RO a eae ag a H a © BILL SLAVICSEK, ANDY COLLINS, JD WIKER CHAS DELONG CDESIGN ASSISTANCE CkUrAS LIEENSING eorroR BRIAN CAMPBELL, JEFF GRUBB, BEN HARPER, MICHELLE VUCKOVICH CORY J. HERNDON, MICHAEL MIKAELIAN, STEVE MILLER, THOMAS M. REID, CHARLES RYAN, TRUBAS LIGENEING ART EDITOR is} a m GO 4 a) COWEN K.C. STEPHENS, PENNY WILLIAMS REVISED EDITION DEVELEPMENT AND EOMTING BILL SLAVIDSEK, CHRISTOPHER PERKINS BRIAN CAMPBELL, CORY .l. HERNDON OwaNaaine eorrER KIM MOHAN GRTAR WARS RPO CREATIVE ORECTOR CHRISTOPHER PERKINS MON SCHINDEHETTE SEAN GLENN ABIGAIL FEIN, MARK GOETZ TODD GAMBLE, KYLE HUNTER cmeserres ANGELIKA LOKOTZ ecproouerion JEFFERSON DUNLAP, CHRIS HANIS ‘TOMMY LEE EDWARDS Onnrenion anrists D. ALEXANDER GREGORY, JOHN GALLAGHER, ANDREW ROBINSON, LUCASFILM LTO. BILL SLAVIGSEK MARY KIRCHOFF DAVID WISE DOUGLAS STEVES TAIN MORRIS ‘Thanks to Lucy Autey Wikon and Howard Rofiman of Lucas Licensing, Leland Chee, Pablo Hidalgo of Lucasim Ltd, the ‘designers ofthe West End Games elitions for thei ine work, and to all ofthe authors whe have contbuted tothe expanded Star Wars universe, Special thanks to George Lucas for creating the Star Wars fins in the first place 1G PRI & UTI AEC ad he Com, Began Quen? 100328 6196 suemasser 1s 207 Sam pete thar deed othe ney te ange an ee ok Se i ths Was oF me Cote ped comin 9 Op Cae Cet No ota oth won be epodce nan fom abou wien poise. "oso mare sb the Opn ang Laue a he a0 shen Lee, con Deacons RECA his Orme oad the Wd lh Coa top serene Yarn tars ote Cnt ce 40 Spa ep Tepe! ature baie We Une Sots he book ey ion usin Dini Cnds oe ook ade ann a iin seomestarwars.com a ng dar 1 ted he mal oat canines sce hs wos! 3 wo fn smarty ach pool srzzans FOREWORD on DESIGNER'S PREFACE. PLAYER'S SECTION INTRODUCTION THE BASICS. PLAYING STAR WARS CHARACTER CREATION Wl ABILITIES Sour Ait Scores Aly Moaifers| ‘te Abies hang Abin Scores (WH? SPECIES ° Ghoosnge Spies SpeisCharaeriies hans Saas ens Z Dares fvaks Gamorenns Ganga (Gora Ka Dor on Casa Quaren feds Satstans — Tendon. Thies Wookie bak, WRICLASSES —@ The Css (hs ad Level Bonuses eve Dependent Benes (is esciptions Gani Experience and Lees Friger be Seoul — Seo Soler Tech Speci. Farce Rept fe Consular Ie uardan Alas Characters WE SKILLS e Sil Summary How Do is Wek Acting il Ranks sig his Tablet Sls Tiled: Force Shi Sil Descipions| OWIRS FEATS © 102 Table 5-1: Fess ik Feat Descriptions. 1 Tle 5-2: Force Feats a5 (Wie HEROIC 18 CHARACTERISTICS Deta 1s epuaton m sons ca WRT EQUIPMENT © 128 Money e Table 7-2: Weapons ca Table 7-5: Armor. cy Table 7-4 Equipment us OWE COMBAT © 144 Hom Combat Werks us Combat Sequence Mi Combat Sais Combat Basis M8 Antatve cl Actonsin Combat 2 Injury and Death ‘sa Movement and Poston 5 Conbat Moers - ie Speci ite Actions it Special Weapon leas 185 Speci Atacks and Damage 185 (WIRES THE FORCE © 172 The Force tough the Ages a Force Using Todor, im Thededi_ % The led Code nt The Teachings of Master Odanir 8 Force Pins 18 The Dak Side Cy CWA VEHICLES @ \184 Wie Csses 5 Vehicle Cots 6 Weide Systems 2 Vac Combat @ Vice Movement ‘50 Manevers_ Weick Descriptions (WIR STARSHIPS: 202 Stasip Costs 4 Hyperspace rave! - cy Stasip Stems Map of he Golany Starship Combat a Starship Movement mm Starship Manes 8 Heroes as Crew 2k Starship Descriptions —_ mm GAMEMASTER'S SECTION ‘OWI GAMEMASTERING @ 238 Prong Advertres 7 “Teahig the Game a Proving the Universe 10 Determining the Sil of Pay ua Adjudcatng, me Propeing the Game Forward m2. Keeping the Game Baloced us Changing the les 15 Running a Came Sesion 8 How Bulan verte 254 Hove to Build a Campin 7m Prestige Cases 3 GamerastrCharacers a Generating Communities. 283 Foes and Contacts 2B The Emvirorment om (WIE ERAS OF PLAY @ 292 {tein the colany 2 The Tvee as a Nin Crracers 238 snerteg Cesar a CHAK ALLIES: AND GBRONENTS ® 38 Ae of Calany se Genres Fe] hate: Achetpes m3 HARRS ORDIDS 358, ADs ie 18 i sons m= i tints = Dro Ponies Ea Poy a gue Eo raid Menace “a rid Repair a5 ose Oats ms Dri Death es Menor Vipes = rod Acessories = Sample ras am APPENDIX PLAYTESTERS 378 TERMS AND DEFINITIONS a7 INDEX 379 CHARACTER SHEET __382 nero eee ie ete ener before, make sure to start by reading The Peete ere Coe ee es glace at The Basics blor diving into tis Peto ts piers tra one 003 4 > a = m Q 7 oO o RA 4 m Zz 4 a (arse) ae] Foreword For me, it was love before fst sight, and for that I feel blessed. I eame to Star Wars in 1977 with only my own expectations, not some overfed media hype machine that seems to accom- pany s0 many flash-in these days. 1 had devoured classe science Rction novels growing up, and was a far af movie serials when they cetertained me ater school on my falks’smal-screen TV. ‘But Star Wars! That’ always been ‘something else As a business journal~ {stim Los Angeles had picked up ‘some early rumblings about the film, “There were a few mentions in the Hollywood trades and in a new science fiction magazine named Starlog. What really did it for me- ‘and what became the first in a barn full of treasured Star Wars memora bilia=was a brochure sent to exhibitors to entice them to rent the film for their theaters, Wow! If the movie was anything ike the huge color photos in this oversized 28-page booklet, accompa nied by a description of the fim and lis main characters, I couldn't walt to see it, Then, three weeks before the general opening on May 25, 1977, 1 attended a press screening on the bbacklot at Twentieth Century Fox From the moment the Star Destroyer passed overhead and kept going and ‘going, I had a: new passion in life. What hooked me personally was another scene without words. Luke Skywalker gets up from his aunt and ‘uncle's dinner table in frustration, serately wanting to leave this dusty, baren planet—and the road- block to his future that it represents. We walks up a small hill and easts is yes toward the horizon to wateh the twin suns of Tatogine set as same of John Wilkarns's most plaintive music ‘wells ithe background. 1 could taste Luke's yearning, his need to leave home and establish himself as his own person. Iso related to that. For Luke, the hero's journey was about to begin. 1 was alreatly on my journey... . and at that poing, 1 didn was going to end The hero's journey? It was th much more, as George Lucas deliber- ately set out to create a new mythos ‘using many ofthe tenets of classic he-pan movies ‘now haw ether and ‘mythology-tenets that date back to before recorded history. There were Few heroes in the late "70s, after ‘Vietnam and Watergate. Movies had gotten dark, the lines between good and evil lured. Then along came a film that, subtly, tied into mythologi- cal archetypes and spread through worldwide culture, That, and it had really cool special effect ‘The fact that George Lucas's epic space fantasy still going strong after 25 years says something about the filmimaker, the films, and the audience, The saga Isso ingrained in the world- wide popular culture that writers and artists Feel secure using dialogue a5 ‘punch lines without further explana tion. Siar Wars helps give many of us 2 shared identity and a sense of ‘community. Its the dialogue, the characters, ther elationships, the visual effects, the musie—Yes, it's all Saturday matinee, but i's the best ‘Saturday matinee imaginable, Star Wars has captured the hearts and imaginations of millions of people worldwide in large part because the saga celebrates heroism and the limit less potential of the individual. tt ‘engages us. Ie excites us. Ht inspires us, ‘And most of all, it's fun. I's fun to watch, fun to collect the merchandise fun to read the books and comics, and fun to play the games, like the ered ibly inventive one you hold in your hands, For an entire generation, Star Wars has been a defining cinematic ‘moment, inspiring countless yoursg ‘men and women into pursuing creative careers ofall types. The popularity of Star Wars is growing. The original Sear Wars generation—those of us who grew up with these films on the brain—seems to have passed on a Star Wars gene to subsequent generations. (The advent of movies on videorassette didn’t hurt much, either) i can't just be nostalgia that daw people to the saga. After all these years Star Wars is still cool. Whether it's Han Solo with his Evi grin, Darth Vader's sharp but ominous black outfit, the crafty worn look of the spaceships, the eye-popping battles, the lightsaber swordplay, Star Wars still feels hip. There's timeless clement about the Took of the films and the emotions they provoke that other films just don't seem to have, If you've been a part of Star Wars fandom for a while, or returned to it with the Special Editions or the start of the Prequel fils, then you know what a wonderful voyage it has heen But if you'se picked up this book asa relative “newbie,” 1 wat to weleome ‘you as you proceed on your own path of discovery, your own “hero's jour ‘ney.* What a joyride you're in for! Stephen J. Sansweet October 14, 2001, 005 Oo D f fl i wwe were presented with an opportunity “ esigner's ee ee a Preface “Te second tas fora revlon f oi Welcome to the newest edition of the mau frecmineh Weve gated Test fi this ike coming full eiree. Tsay this BU POS Rese cela se A been a huge Star Wars fan—l saw the ee ee game a from the a movie 38 times during the summer of ce ee a 1977, including the very first showing. ae ee ON 8S, oe See m tas been ted to the Siar Wars fa Nes ete Saad tare | > a city fa, far away (from where rm me TE pet m vvtng this) The thitd reason-our dedication to ‘began my eareerin the hebby me industry in 1986 at a company caled West End Games, At the time, the company was mostly known for its continuous product improvement We've reworked the game 1a update cata, arly rules game even better than ik was, A rok playing game i living document that nd make the fs iailelperconewe | he Coter tte neni pense y n Itsering oe olepbying ole ot met oreninga” CONE EH ply The sence Tic tentamfenay of hereene rate same ew hence aur, RPCACDpS a5 he designs who of the original Star Wars movie, West tions, aliens, gear, planets, and other eal are ne ser. ie EEGs no exception, We've monitored that evolution and incorporated the best paris of t into this new edition, IF you have the previous edition, youl notice that while the bases are the same, we've gone in and redesigned many of the specifi We've improved the Force skills and End Games published Star Wars: The material never seen before thats just Roleplaying Game, 1 ws a member of begging to be included in our core the design (eam, serving 2s an editor rulebook, hut the time i right to re- developer for the RPG. Right afler launch the RPG to a potentially new that,| was crafted to codesign the and larger audience. Star Wars Sourcebook, and then 1 mas ur previous elton hit the selves Jwomoied to Siar Wars Line Director, fn the wake ofthe huge push for the earring ye with West End nw Dinctons Dancons® game anil RS woh desea te statnn Games, | designed, developed, or while it wasnt eet lost in the hue TY ee Weve pated op eile almost every Star Wars RPG fle it didnt receive the attention it 4M veleles rules, Weve polished product published between 1987 and deserved. The excitement generated by ‘he Chses and some of the combs 1991. Since then, I've written two Ae mew fi gies usa second oppor MA ewe adie 2 slew of new citon of A Gull othe Star Wars tunity to launch the RPG with 25 much "el including nen character Universe for Del Rey Books and Fanfare as we and the collective Star p aie species to play. It's more than just a reprinting ofthe game you already have, but atthe same time we worked hard to keep the trappings clase already designed a host of RPG produets for Wars marketing machine cam muster. TSR, Inc, and eventually | became the In other words the time was right, and Director oF RPG RED for Wizands of the Coss, Ine. But throughout that erent Pesfod, I continued to play Sear Wars eel ce hte wih my gaming groups and speak at . Be ae a ee IF this s your fist time with our come P he Gude ad version of the Star Wars RPG, you'r in fora treat, Everything you need to play (except die) i included inthis jam-packed volume. With a group of ar Wars in general. Late in 1999, Wizards ofthe Coast Struck 2 deal forthe rights to the RPG. And the ctce closes, Then Iwas but the learns. Now 1 am the master. Crsomething like that I. 2000, we released our fist 20 Sistem version of Star Wis. Tm very proud of that game and the product Te that developed in its wake. So friends this book, and your imagina~ tion, you can create-your awn ach tures in the epic Star Wars tradition, Now, read on. H game of Star Wars for me. why did we decide to release a revised rulebook? For me explain, The fist eason for @ revision relates ierlease of Episode I: Attack of number of reasons. Let Bil Slaviesek ‘October 18, 2001, [Nia] e eel ele) e roe Introduction Ths Ster Wars fii dic sr aianing gaan ofstange Sic worsrous ractinery stcal powirs eC tiles Great heroes and tebe itn From the moment the Fst Star Destroyer blazed actoss the scree, the ston of Star Wars aptvated he won. Wilh ts ome, you cn r= create the try ofthe fos or raf your ow advent in the Star War unvene. Aden ed same Bice 2 fe This Is Star Wars Blasters; X-wing starfighters; lightsaber; clr Force. Star Wars is space fontasy a its best, fll of action, adventure, and a sense of wonder, The heroes ae lager than life. The villains are utterly evi. The universe has a vedi, well-used look and feel (ot, 1's a familiar story, tout i's never been told quite this way before. I has mythic cements that speak tothe heart ofthe audience. I's epic in scape; everything appears on a grand scale. And it's fun. Vehicles move very fast. Things blow up. We want to cheer for the goad guys and boo the bad guys. And, sometimes, we want to be # part ofthat faraway galaxy. troopers the This Is a Roleplaying Game oss iy on ls Of Oe an aches isa game that offers a multitude of choices to those characters—more choices than even the most sophist- cated computer game, because the only limit 10 what you ‘an do fs what you can imagine. The story is ike a movie ‘excep all ofthe action takes place in your imagination. ‘There's no script to the movie other than a rough outline 7 used by the Gamemaster); you decide what your character says and does. The Gamemaster isthe aiector and special ‘effects designer, deciding what the story is about and taking on the roles of all the other eharacters—the villains, the extas, the special guest The Gamemaster aso ‘keeps tack of the rules, interprets the outcome of actions, And deseribes what happens. Together, players and Gamemaster create 2 story andl everybody has a-great time This Is the Star Wars Roleplaying Game Combine the fabulous elements of the Siar Wars un ‘withthe magination-porvcred cngine ofa roleplaying game, snd the Faraway galy draws neater Everything you need in this book except the ace. Check out The Bass, starting ‘on page 8, to get an idea ofthe fundamentals ofthe gare. When you're ead, Mp though the rest ofthis book. I offers a wealth af options allowing ou to playin any Star ‘Wars ea. 1 lets you ply the good guys the bad guys, or the guys in between if you want to add bite ambiguity to an othervse black-and-white unerse When you play the Star Wars Roleplaying Game, you create 3 unique fictional character that ls in the imagin- tions of you and your fiends. One person inthe game, Gamemaster (GM), controls the vilans and other people who The inthe Star Wars universe, Through your charac tess, you and your frends face the dangers and explore the ‘mysteries that your Gamemaste sets before you. Anything is possible in the Star Wars Roleplay Game. You can have your character try anything you ean think of It sounds good and the dice fall in your Favor, the action succeeds, The Basics section has more detals Now, et ead e's & longtime ago ina gay fa far away. And the Foee i with you. Enjoy! Characters Your characters are the stars of the movie, the main charac ters in the game. We sometimes refer to them as "heroes," notin the “good guy” sense per se, but in the sense of the main protagonists of the story, Bach eharacter’s Imaginary life different. Your character might be... A tough blaste-for-hire @ A Padawan leamer sceking to gain power in the Fore. A brash starfighter pilot. A.gambler looking to make the next big scor A grizzled spacer making a living on the space lanes. A smuggler with a heart of gol. young senator from a prosperous word, ‘A Rebel or an Imperial AA Jedi Knight wielding a lightsaber fn defense of the Republic A Force-userMinting with the power offered by the dark side, A gatacti scout exploring the hyperspace lanes. A soliier trained for war in the Outer Rim. ‘technician who's mare comfortable with m than with other people. (r any other kindof character you can imagine What You Need to Play c's what you need to start playing the Star Wars oeplaying Gai @ This book, wh tells you how to ereate and play A peneil and seratch paper: graph paper might be us 00 One or two four-sided dice (a4, four or more six-sided ce (46), an eights die (4B), two ten-side dice (410, a twehve-sided di (412), and a twemty-sided die (420) @ A miniature, an act n figure, ar something else to represent your character in the game Hyer should read the front sections of this book, the parts Aalng with character creation, sil feats, and equipment he rst ofthe book i forthe Gamemaste, providing advice Dice rules abbreviate dice rolls with phases such as 2. which mi 3 “four six-sided dice plus 2° generat 1 number between 6 and 26). The frst number tels you number after the “A tells you what type of dice to use hat indicates a quaniity that i added to tor subiracted from the result Some examples BAB, The siesided dice, genera This the amount of damage ng @ number fiom 3t0 18. dB: Two vight-sided dice, generating a number from 2 to 16, This the amount of damage that a lightsaber deals inthe hands of » tst-level Jed 9%: The "He" (percentile dice) i a special case, You gener rrumber between 1 and 100 by rolling two differ: ent-colored ten-sided dice, One ¢ voir rol) the tens digit. The ther & the anes digit, A roll of 8 and 5, for example, gives you a result of 85, AO and 3 equals 3. Re The Three Eras of Play The Star Wars Roleplaying Game supports adventures and campaigns set in three distinct era ng O and O represemts 100 ach described in detail in this book, You can Set your carnpaign i the time of the prequel mavies, as seen in Episode Il: Attack of the Clones. Known as the Rise of the Empive eta, this fsa period when the Republic's power fs waning, war th ens the galany, and the Jedi Council still holds sway: over ten thousand Jedi Knights (Or, you can go forward In time to the classic peiad of alacti chil war and play in the Rebetlion era, when the power ofthe Empire supreme and those capable of using described i the original Star Wars fis a iy years after the Battle of Endor and participate in the events surrounding the inve son of the galaxy, Alles from beyond the edge of known spa Forces corspite to threaten the hard-won peace it the era of The New Jed Order (as described in the De! Rey Books novel series) hhave begun an incursion into the New Republic as iz: g a a Go Cc o =i Oo Zz SOISVa SHL The Basics With this compel Bey iar Ware Siti des onto the screen These ep moves ental wth 3 mix of space fantasy high adventure, and mythology. We thal othe adventures of Lake Skywaler and Hay Solo, Quon drm and bi Wan Kenobi, Akin Skywall a Pacimé Amidala, We imagine ovseies plating Xing starfighters down the Death Star tench or engaging in fight-to-the-death lightsaber duels with Darth Maul or Count Dooku. wath cence this ep sa a Je in training or a Republic Senator, a brave starfighter okie. Whether you wan player or the Gamemtastr, tis book is your portal to the Star Wars Roleplaying Game, you can exper pilot ora powerful ¥ iobea action-packed Siar Wars galaxy The Galaxy Te Stor Wors gala huge: Moe than abilion tar Fetcde with te kre veer of eae at {une opportunites fr yomdey mystery aed dane Thousands af ale species he I ts gala omy hunk Jawas fo powtrfl Woolers Wile humats ate prealent ioe ahout known space, other species can be found every where. ly this galaxy, the many words share # common istry that extends thousands of yeas into the past. A galaxywide government (be it Republic or Empire) maintains aw and order thanks to fater-than-light-speed trav! provided by the amazing hyperdrve engine. Because hyper space makes the dstanee between the stars insgnifica iiverse Cote arid the Outer Rim Yu play the role of a character in this setting. You earry 2 blaster ora lightsaber. You fly hyperspeed starfighters. You regularly converse with members of a thousand different PENG How you use this book depends on the role you plan to play in eet eaters ed ere ee ee eer te ters Start by reviewing Te Basis, then dv into the characer creation ‘haps (Chapters One through Sx) and te Gamemaster section. You ned in decide what era you'e going to set your campaign i, pee ee eee eS ee eee ee ey Cer td od ere eo ee eres Pe ed ere ee ee ete ea es eet es species. You have access to-a dependable landspeeder of a helpful astromech droid. You might even be able to call Lupon the mystic power of the Force 1 technology, however. Pei ngers the galaxy, and only you ean save i You must battle evil Sith Lom struggle against tyrannical Imperial forces, or vanquish invaders from other regions of space. You ean depend on your own skills and abilities, your friends and allies, and a good ship to aid you. Hopefully, The galaxy ft all aliens those things wil be enough. Listen! Do you hear that? I's the sound of @ thousand terrible things heading your way. But don't worry, you eam handle i And remember, the Force will be with you, Always. The Core Mechanic The Star Wars Roleplaying Game uses a core mechanic to resolve al ations. This central game rule keeps play fast and intuitive, Whenever you want to atterypt an action| tha (or "d20"), To determine whether your character succeeds has some chance of failure, you roll a twenty-sided die ata task (such as an attack, the use ofa kil or ability or an attempt to save your character from harm, you do this Roll a 420, @ Add any relevant modifiers, @ Compa IF the result equal or exceeds the target number (set by the CGM or given in the rules), your charaeter succeeds a the task at hand, Ifthe result slower than the target number, you fa The Gamemaster en you play the Siar Wars Roleplaying Game, you're participating in an interactive story. Players take on the roles Of unique characters, called heroes. One player seres as the Gamemaster a combination director, narrator, and referee The GM deseribes situations, asks the players what their characters want do, id resolves these actions secording 2. The GM sets each scene, keeps the story moving, and takes on the roles of the opponents and ather characters thatthe players’ heroes encounter in each adventure, If you're the GM, you should read through al sections of this book; you don't need to memorize it, but you do need to have an idea of where to find things once play begins to the rules of the g Heroes yo tole oF 3 hero—one ofthe re a player you take stats of the Star Wars saga that you, the other players and the OM all help to develop. You create your character with the help of the game rales that follow, according to your own vision forthe type of hero you want to play. As your character participates in adventures, he or she gains ‘experience points (XP) that help him or her improve and Species Ia ge Wont a pee pe The Sot Wor Boles deat obra cheon fon Ghat To deacibs theese dtl You can Ppaee ter tn Stren coer, Drs ok Karen Gatyar, Moran Kel Mon Clara Chane odin Sultan Tandehan le, ook, on Ze Class class represents a way of life embraced by a character. It Serves a a starting pont to help you define your hera, 2 hook on which you can hang the characters personality, Sill, and ther tralls. Think ofa class asa profession. You a o a al 4-0 See AGame Session In the Star Wars Roteplaving Game, the Gamemaster and players get together to tel story through the play af the ae. We eal these group-created stories "adventures" A ‘Star Wars aavenure features plenty of action, lots of ‘opporturities for combat, cool villains, epe plots and a sense af wonder and grandeut Typically, the game consists of adventures that resemble episodes in the movie saga, One adventure might play out ina single game session: another might stretch across several evenings of play. A session can Jast as long as you're comfortable plying, ffom as short as one hour to as long ‘asa twelve-hour marathon. Most groups get together and ply for two fo four hours at time. The dame can be stopped at any time and restarted when the players get back together ach adventure consists of interelated scenes. A seene ‘might feature some kind of challenge or roleplaying encounier, oF it could revolve arounel combat, When there’ na combat going on, play is much more casual. The GM ‘eserines the scene and asks the players what their charae~ ters do, When combat breaks aut, game play becames mare structured, and the action take place in founds What Characters Can Do A character can ty to do anything you can imagine, just so Jong as it its the scene the GM describes. Deperiding on the situation, your character might want to @ Listen at a door Use a computer terminal @ Explore a location Comverse with an allen Bargain with a merehant Intimidate 9 ths Talk toan ally Pilot a vehicle Seach for a due @ Bluff an offical Repair an iter & Swing across a turbolft shaft & Move @ Duck behind a bulkhead @ Attack an opponent eaee000 Characters accomplish things by making skill checks, ability checks, oF attack rll. While the rules for making these rolls follow the core mechanic, each type of rolls used fora slightly different purpose. Skill Checks To make a sil check, roll a 20 and add your characters Skil mosifier for that particular skill, Compare the result 10 the Diffieulty Class (DC) for the task at hand. The DC may bie determined by the skil’ description, set by the GM, or stablished by another character's check result. Unoppased Checks: An unopposed skil checks success ‘depends only on your character’ action, For example, climbing 2 chain to get out of a repuorlift repair pit depends only on your character's skill and luck, so the Climb check is compared to a target number provided by the ski's description or set by the Game- master, If your result fs equal to or higher than the DC, the attempt succeeds, Dppased Cheeks: An opposed check occurs when another character actively attempts to prevent your charac- {er from succeeding at 3 given task. The DC for an opposed check isthe check result of the character opposing your action. The opponent's check right be made using the some skill you are using ora aifferent skill, as defined in the description ofthe skill you are using. The character with the Higher result succeeds at the action being performed, while the character with the ower result fails In the ease of a tie, rll the checks again tnt one character achieves a higher result than the other. For example, if your character tries to hide from an ‘opponent, your Hide check fs opposed by the opponents Spot check, If your result is higher, your character suecess- fully hides, and your opponent fails to spot him. IF your result is lave, your opponent spots yau, and your attempt to hide fas Ability Checks Ability checks are used when a character doesnt have any rai in a particular skill and tries to use tha skill unirained. Note that some skis can't he used untrained. For example, if your character wants to bluff a couple of Imperial officers but doesn’t have any ranks in the Bluff ski, the GM calls for a Charisma check (Charisma i the ability associated with the Bluff sil. Ability checks are also used to determine success when no skill applies, Trying to move a heavy cargo container, for ‘example, requires a Strength check To make an ability check, rll 20 and add your charac: ter’s modifier For the appropriate ability. I the results equal to.or greater than the DC of the task, the check succeeds, Attack Ralls To atiack an opponent, olla 420 and add your character's attack bonus, I the eslt equals oF exceeds the opponents Deters, the attack sucects, (na successful atack, you fll to determine how much damage your atack deals to the opponent. Rall the type oF lee indicated for the weapon used and add sny modifiers that apply For example f your character uses a blaster, succesfil attack deals 26 points of damage to the opponent. four shharacer uses lightsaber, a sccessulatack deals 28 points of damage pls your Strength bonus. Damage reduces vitaty points fst. When all of a charac ters vitalty points ae gone, any additonal damage reduces wound points ‘citi potent result onan attack) bypasses any vitality points a character might possess and strikes tireily at that characters wound! points, An attack may cause a critical hit if the attack fll sa natural 20 for, for certain weapons, 2 19 oF a 20), That result represents the threat oF a crticl hit, Then the attacker makes a second attack roll o contin the critical hit If this second attack rol sieeceds, then the critics hit confirmed and damage {s applied to the target's wound points. See Chapters Seven nd Eight for more details Impartant! There are two types of attacks in the game. A tanged attack uses a weapon that attacks opponents at ‘stance such a5 a blaster oF a howeaster. A melee attack ses u weapon that attacks opponents in close quarters, ‘ich asa lightsaber. ibroblade, or your own fists. Your character may have a different attack bonus for each type of attack, The Combat Round Most of the thme, game ply fs relaxed and casual. The GM sets the scene, and players take tums describing what their thacters ae doing. When the situation calls fori, the GM. has the players make die rll (skill checks or ability checks) to determine the results of their characters’ actions. But shen a scene iavohes combat or the imminent threat of combat, 3 structured sequence of cambat rounds i used to gover play. Ina combat round, each character gets to do something. Around represents 6 Seconds in the game wold, regardless ‘of how jong it takes the players to complete the round. AN the start of a battle, each player makes an initiative ‘heck for his or her character, and the Gamemaster makes Iniatve checks for the opponents. The eharacter with the highest result acts frst, Followed by the other characters in ‘nde (fom highest result te lowest result), This order of ply is used in every round until the battle ends. When your tum in the order comes up, you perform all the actions you. are entitled to in the current round, There ae Four types of actions: attack aetions, move actions, full-tound actions, and free actions, Ina round, you ‘an do one of the following things (but see Chapter Eight for additional information): @ Attack and move @ Move and attack @ Move and move again Perform a fll-tound action Attack Actions An attack action lets you da something, You can make an attack, se a shill or 3 feat (except those skills and feats that ‘requir fll-round action), or perform an equivalent sation. You ean perform an attack action and a mave ‘action, in eltherorde, in a combat round, Move Actions ‘Amave action lets you move your speed in a round or perform at equivalent action. Equivalent actions include climbing, drawing or loading a weapon, opening a door, and Picking up an iter. You can move and attack, in ether order, Iva round, Or you ean perform two move actions in a ound, ‘using a second move action fn place of an attack action, Full-Round Actions ‘A fll-round action consumes all of your effort in around. Attacking miore than once ff you are of suicent level t0 ido so) oF using a skl or feat that requires a full round to accomplish fs considered a full-round action, Free Actions Free actions consume almost no time or effort Over the span of a round, the impact of these types of actions i so ‘minor that they are considered to be free. Speaking to an ally or opponent, dropping an item, oF activating am item are examples of fee actions, You can perform a flee action {in adliton to performing other actions in a round, though the Gamemaster can place limits on how much you can reasonably do for free in a given round. Reactions ‘Sone ski checks are instant reactions to specific events ‘The GM tells you when a reaction check & appropriate, depending on the situation, A reaction takes no time and Is not considered to be an action. Force Points vet character stars play with 1 Force Pint. Force Pints representa characters hack for sing the Foe toa her actions. Characters who dr’ blieve in the Force cal this luck, but those with amare powerful conneeton tothe Face understand how the Fore proves asntanc. in game tesa Force Point provides bomus ce to all taskresolution de ols (020 rol for an entire round, inching attack rls, sil cheeks, abifiychecks, al soving throws. Ys ean decide to sped a Force Poin ther before orate ou make the rl ut efor the GM tells you the result of your action AL Ist eve chatater spends a Force Pint to ad 106 to al €20 ol for the entre round What's Next? If you'te new to roleplaying games, you might be wonder {ng how to proceed Aer you've Wad aver these bases to get an understanding of the game, check out the example ‘of play on the next page Ht provides some insight into how ‘roleplaying game session plays out. Then review the fist few chapters ofthe book. When you'e realy se te ‘Character Creation overview (page 14) and a copy of the ‘haacter sheet ftom the back ofthe book fo create a char~ acter When you, your Gamemaster, and the other players are ready, start playing! “| WANT JO LEARN 222 — sc @ | THE FORCE |——____ ANE HE WAYS O; AND BECOME A JEDI LIKE MY FATHER.” [-tuKe SeYWACKER] 4 at m a > Y o a

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