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Choose a species of sentient to play. The specific benefits vary, but should average out to the equivalent of a free Edge. The most common species is human (complete with free Edge), but there are around 20 million sentient species in the galaxy and each has their advantages. Droid characters automatically start with the Construct monstrous trait and the Outsider (animate property) hindrance. This is equal to a free Edge, so additional bonuses and penalties need to be balanced out (the Fantasy Companion or Sci-Fi Toolkits are useful). Other than species effects, all heroes are built by following the Savage Worlds: Explorer’s Edition core rules; then they are advanced to Seasoned rank.
Characters can speak (or at least understand) Basic and their native language (humans use either High Galactic or the dominant language of their homeworld as native). A hero has a number of additional languages equal to half their Smarts. Additional languages can be bought with an advance, at two per advance. Languages of the Galaxy While there are millions of languages, and billions of forms of communication, the following list covers the most common ones. Basic, Binary, Bocce, Bothese, Cerean, Dosh, Gamorrean, High Galactic, Huttese, Ithorese, Kel Dor, Mon Calamarian, Quarrenese, Rodese, Ryl, Shyriiwook, Sullustese, Zabrak
A couple of changes to the skill list are necessary to evoke the proper style and tone for Star Wars gaming. Athletics (Strength): This skill combines Climbing and Swimming. Characters in Star Wars are either athletic or not, and neither Climbing nor Swimming comes up enough to be worthwhile as a unique skill. Guts: This skill may be a trap! Ensure that players are not wasting skill points on this skill if it will not come up. If it is going to come up then ensure that it comes up regularly (every two or three sessions, or at least once per adventure). Investigation: This skill is the general purpose computer use skill. Combined with Security (see below), a character can accomplish almost any kind of software task. Security (Smarts): This is a renaming of the Lockpicking skill. When dealing with landmines and other explosives, use either a Security or Repair skill, whichever the GM decides is most appropriate for the given device. Survival: This skill may be a trap! Ensure that players are not wasting skill points on this skill if it will not come up. If it is going to come up then ensure that it comes up regularly (every two or three sessions, or at least once per adventure). Tracking: In addition to its normal functions, this skill is the one used to analyze sensor data. Of course, you have to be able to find the sensor data (Investigation) before you can analyze it, so most primitive woodsmen are horrible sensor officers. Vehicles (Agility): This skill is a combination of Boating, Driving, and Piloting. Control schemes in the galaxy are pretty identical, regardless of vehicle design. Also, anyone competent to control a vehicle also knows basic damage control procedures (see Boating in SW:EE). Languages While almost everyone can speak Galactic Basic, most characters can speak a great many other languages.
In addition to the Hindrances normally available, the following are approriate. All Thumbs (Major) Due to the prevalence of technology, All Thumbs is a Major Hindrance in Star Wars. Exotic Atmosphere Breather (Major) Although all the major races breathe the same atmosphere, not every alien comes from a homeworld with a similar mix of gases. Your hero cannot breathe without a regular supply of air suited to his particular biology. The hero begins to suffocate if he is exposed to any atmosphere other than his own. He must make a Vigor roll each round of exposure or suffer a level of Fatigue. An Incapacitated character dies in a number of rounds equal to half his Vigor. If someone can provide him with his natural atmosphere within five minutes of death, he can be resuscitated with a Healing roll at –4. Once your hero is breathing his own atmosphere, he recovers one Fatigue level every five minutes. Glass Jaw (Minor) Your hero has a glass jaw and can’t take a solid hit. He suffers a –2 penalty to Soak rolls. I’m With Him (Major) Not every alien is cut out for the heroic lifestyle. This character lacks what it takes to be a true hero and chooses to play second fiddle and stay out of the limelight. Characters with this Hindrance are still Wild Cards—they’re just the R2 to other characters’ Obi-Wan. The character may not purchase Combat Edges or allocate any skill points into Fighting, Shooting, or Throwing during character generation. The character may not take the Heroic Hindrance.
Sheep (Minor) Some people are happy being followers. The character receives a –2 penalty to Intimidation and Persuasion rolls. The character may not take any Leadership or Social Edges until he reaches Seasoned. Xenophobic (Minor/Major) Whether because of simple racial intolerance or past dealings, the character has a dislike of all species other than his own and finds dealing with them unpleasant at best. He suffers a –2 penalty to Charisma when dealing with aliens with the Minor version and –4 with the Major Hindrance. Openly voicing his xenophobic beliefs, something he finds hard to control, may lead to confrontation or ostracism.
The Arcane Background (Magic, Miracles, Psionics, and Superpowers), Champion, Holy/Unholy Warrior, Mentalist, Mr. Fix-it (though see Engineer), and Wizard Edges do not exist in Star Wars. Several of the Professional edges that deal with Arcane Backgrounds have been altered or rewritten. Arcane Resistance Edges are renamed Force Resistance, but otherwise unchanged. Hard to Kill is automatically provided to all Wild Cards (see Death, below). Background Edges Arcane Background (Force Sensitive) See the Force Section. Arcane Background (Tech Specialist) See Arcane Background (Weird Science). Combat Edges Bring ‘Em On Requirements: Seasoned, Agility d8+, Notice d8+ Sometimes a hero finds himself outnumbered in a fight. Fortunately, the character has the perception and agility to handle multiple foes. Opponents gain no Gang Up bonus against the hero. Improved Rapid Fire Requirements: Veteran, Triple Tap You can use a non-fully automatic weapon to perform Suppressive Fire. Such use requires firing 5 shots from the weapon and only affects a Small Burst Template instead of a Medium one, but otherwise works as listed for Suppressive Fire. Iron Jaw Requirements: Novice, Vigor d8+ The hero can take a hit like he was made of durasteel. He gets +2 to Soak rolls. One Man Crew Requirements: Seasoned, Agility d8+, Vehicles d6+, Repair d6+, Shooting d6+
Operating multiple systems usually means moving about a cockpit. The character may operate two different ship systems (flying, gunnery, performing repairs, activating other system, or using the sensors) each round without incurring a multi–action penalty. Improved One Man Crew Requirements: Heroic, One Man Crew The character may operate three different starship systems each round without incurring a multi–action penalty. Scamper Requirements: Seasoned, Agility d8+, Small Opponents of man-size or larger subtract 1 from attack rolls against characters with this Edge. The benefit only applies when the character knows the attack is coming, is unbound and able to move freely, and has no encumbrance penalty. Starship Gunner Requirements: Seasoned, Shooting d10+ Being able to take out enemy starships with a well aimed shot takes training and a good eye. This hero has both. In starship combat, the character may modify his roll on the Critical Hit Table by 1 point either way, as he chooses. He does this after rolling the dice for the Critical Hit. Sucker Punch Requirements: Seasoned, Agility d6+, Fighting d8+, First Strike The character doesn’t know the meaning of the words “fair fight.” If he succeeds in a Test of Will against an adjacent opponent, the character receives a free Fighting attack. This attack does not incur a multi-action penalty. Surefooted Requirements: Novice, Agility d8+ An explorer and hero often finds herself venturing into strange and dangerous locations. Scrambling to reach an artifact first, escape a hungry creature, or sprint to cover can mean the difference between life and death. Your hero is very talented at moving over broken terrain. She treats difficult ground as normal ground, and gets a +2 on any Climbing or Agility checks that may be needed. Trademark Starship Requirements: Novice, Vehicles d8+, Repair d8+, Shooting d8+ The character knows his ship like the back of his hand, and then some. When using one specific ship, the character gains a +1 bonus to Vehicles, Repair, and Shooting rolls. A character may take this Edge multiple times, but each time it must be applied to a different ship. If a Trademark Starship is destroyed, stolen, or otherwise permanently removed from the game, the hero can
Survival d6+. but it takes two weeks for the Edge to kick in. Engineer Requirements: Novice. Explorer Requirements: Novice. or just intensely devoted. any being can be inducted if they have the courage and skill to apply for and survive training. but doing so requires an action as the guardian re– focuses his attention. and a suit of heavy battle armor bearing his clan markings. Whenever the character takes enough wounds to make him Incapacitated. Demolitionist Requirements: Novice. this hero just keeps soldiering on and on. Repair d8+ With technology as prevalent and powerful as it is. When setting a directional explosive device. the character may still spend a Destiny Point to make a Soak roll as normal. increase the damage by +1 dice. Notice d6+ This character might be a professional bodyguard. Guardian Requirements: Novice. he adds +2 to resist the effects of hot and cold environments. Improve any darkness benefits by 1. In addition. he may make a free Soak roll. With a raise on the roll check to place it. Professional Edges Camouflage Requirements: Novice. A character with this Edge must declare whom he is guarding at the beginning of any combat. a basic jetpack. Leadership Edges Spurred On Requirements: Seasoned. Stealth d6+. If your character suffers a wound. a Jedi hero. As long as the guardian stays within 1” of the protected. an engineer could finish the job in one-quarter the time with a raise. Security d6+ You’re an explosives expert. Strength d6+. Mandalorians gain a +2 to Intimidate and related Tricks. and he can use Three Round Burst with a weapon capable of Double Tap. any attack aimed at the protected is automatically rolled against the guardian instead. Power Edges not already mentioned do still work. Vigor d8+. you are only detected on a critical failure. a mandalorian is gifted with the tools of his trade — a blaster carbine. Shooting d6+. Vigor d6+. As a member of the clans of the Mando’ade. Slicer . Fighting d6+. Should the roll fail. Tracking d6+. Wild Card. d6+. In addition to these material rewards. Vehicles d4+ Mandalorians are warriors of exceptional bravery and skill. he must swear binding oaths of honor to fight bravely and come when called to war — even if it means his certain death. True Hero Requirements: Heroic. Foes trying to shoot you in Dim lighting are at -2 instead of the usual -1. While most are born into the various Mandalorian clans. Triple Tap Requirements: Seasoned. Mandalorians speak Mando’a. Mandalorian Requirements: Novice. Power Edges See the Force and Weird Science sections. This means that if a particular Repair job already states that a raise repairs it in half the time. Command.switch this Edge to another ship. Your hero is one such person. Additionally. getting maximum bang for the charge. Smarts d8+. The character receives a Destiny point each time he takes a wound (not Shaken) while defending another character (Extra or Wild Card) during a specific encounter. Shooting d8+ This character is capable of pulling a trigger faster and retaining accuracy. his knowledge allows him to make emergency repairs. regardless he can jump in front of attacks intended for another. Iron Jaw When lesser men fall by the wayside. Card Sharp Requirements: Novice. Survival d6+ You are a master of blending into your environment. Agility d8+. Gambling d6+ A professional gambler knows how to stack the odds in his favor. he treats any armor worn as half its weight when determining encumbrance. He gains a +2 to Survival rolls. Repair d4+. even in the midst of a firefight. On acceptance into his clan. He can use Double Tap with a weapon not normally capable of it (as long as the weapon does not needed to be reloaded between shots). and this character has survived them both. increase the AP by 10. Fighting d6+. With a raise. Fervor What happens to the hero inspires those around him to fight harder. A guardian can switch protected during a battle. In addition. all allies within 5” gain a +1 bonus to attack and damage rolls for the rest of the combat. When cheating during gambling. those who can repair hi-tech gadgets are worth their weight in gold. he halves the time normally required to fix something. and your Stealth rolls are at +2 instead of the usual +1. Survival d8+ There are two extremes of climate in the world. Spirit. They are weapons of finesse in your hands. The engineer adds +2 to his Repair rolls.
Sometimes they forget things. Social Edges Barter Requirements: Novice. Vigor d6+ Sometimes it’s necessary to venture outside of a starship in space. . able to slice into enemy mainframes and computer systems with astonishing grace. Smarts d8+. Linguist Requirements: Novice. In addition. Space Hound Requirements: Novice. Streetwise d8+ The character has the knack for finding the right people when he needs to dispose of excess gear.Requirements: Novice. Investigation d8+. blaster charges. he can make a Smarts roll at –2 to make himself understood in any language he has heard spoken for at least an hour. Weird Edges I Have One Requirements: Wild Card. finding lockpicks the guards missed to aid an escape from prison may be acceptable if it fits the story). or so humans say. Luck Heroes are only human. Security d8+ You are a master of code. rope. and Repair rolls when dealing with software and programming. On a successful Streetwise roll he finds a buyer willing to pay 50% of the gear’s value. Once per session the hero may “suddenly remember” that he has a much-needed piece of equipment on his person. a ghost in the HoloNet. This Edge cannot be used during cliffhangers. and the like. The item must be capable of being stored in the character’s pocket or a bag and the Game Master has the final word on what can be found (for example. whether to make repairs or drive back boarders. Security. Slicers gain +2 to Investigation. Agility d6+. Smarts d6+ The hero has a knack for grasping the basics of languages. A raise increases this to 75%. A character with this Edge ignores the –1 penalty imposed by operating in zero gravity. Novice. Normally gear is only resold for 25% of its value. A character with this Edge starts with a number of languages equal to his Smarts die. like torches.
but they’re simple to learn. There is a lot of similarity between Han Solo and Rick O’Connell. advanced therapy. and why the Contact is in the area. Allies that can be contacted anywhere. As such. since they might have their own ideas for Contacts. give a Destiny Point to each PC that is below their starting Destiny Points. and a chance to repair the ship.) The player should first seek the approval of his fellow players. and expected to risk life and limb to escape virtually unharmed. rest. in need of supplies. are Connections and the PC should take that Edge. Laying groundwork for a future adventure. To understand why we have them. No one is ever left out of the Act or carrying around crippling wound penalties from the beginning of the adventure. the Millenium Falcon needed repairs so Han Solo went to his old pal Lando Calrissian. in a nearby system. Contacts are inferior to the Connections Edge. a slicing rig. This provided necessary aid and created an exciting environment for showdowns against Boba Fett and Darth Vader. Example: The heroes land at Administrator Moden’s colony. At the start of each combat or chase. While there are no guarantees. Never Ending Ammo At the end of every Scene. In general they can provide small items (a few magazines for a gun. and major repairs to their ship. he invents Sten Moden. Bennies – Destiny Points Bennies are called Destiny Points in Star Wars. This means that the heroes are never short of energy blasts and Force powers. or The Mummy. They never supply a small army – Star Wars is all about the heroes. Unconscious heroes wake up with 2 wounds just before the Act begins. but wants to complicate the relationship. That’s right. Letting the players come up with the contacts gives them a chance to showcase their own creativity. several special rules apply. but the GM has final say over what’s available. Limits: Once per adventure. but they always come back ready to set things right in a final showdown.Setting Rules The following Setting Rules apply in Star Wars. Although the Connections Edge could represent such characters. Whenever a PC Wild Card Soaks all damage from an attack. A given hero may only invent a Contact once per Rank. He provides food. Injuries: Lasting injuries are always removed somehow. Sten’s beloved little sister. The heroes may get beaten. Harn Dado’s player decides to use a Contact to get them some aid. Contacts Usage: As individuals. the player needs to come up with a name. unlike Connections. The GM approves. The Rocketeer. The player is free to ask for whatever he wants. Extra’s Damage: Extras get lucky but they aren’t important enough to kill heroes by themselves. chopped up. In the Empire Strikes Back. Extras’ damage rolls against Wild Cards never Ace. the best a Storm Trooper with a repeating blaster (2d8) can do is 16 damage. (For small groups. Soaking: Star Wars heroes are favored by the Force. and to get the heroes moving for the next scene. the heroes recover all of their spent ammunition and Force Points. or help parties that are struggling to solve clues. an old gambling friend that made good and is Administrator for a small mining colony. Death . Prosthetic replacements. a reason his hero knows the Contact. which equates to no more than two or three wounds. or have resources everywhere. he also extracts a promise from Harn to go see Lidda. or days in a Kolto tank. and they are a hero’s best friend. It’s a two-fisted pulp-style in the same tradition as Indiana Jones. Contacts exist to provide a useful piece of gear or information. this encourages heroes to remove minor wounds as quickly as possible before they accumulate into major penalties. these rules provide another option – Contacts. and gets them more involved with the events of the setting. you have to realize that Star Wars is space opera. and tortured. Contacts. These rules are to emphasize that. one player may invent a Contact. Once he’s got approval. rest. soon. his destiny point is instantly returned. All injuries are removed as soon as all the wounds are healed. are unique characters who exist in a fixed location. Rapid Recovery: Every Wild Card hero recovers one wound automatically at the start of each new Act. Heroic Combat Even limb-loss in Star Wars is temporary. or left the hero’s cloak with a new hole. As such. Calling on old friends for favors is a staple of the genre. There’s quite a few. including the Game Master. an unarmed vehicle) or aid (information or healing). The GM has final approval and may tweak details to better fit the story. This gives every player character a chance to develop several Contacts. The GM should work to describe how these wounds were near-misses. Example: The PCs are running from a powerful fleet. she tells Harn’s player that he and Sten fell out after Harn seduced Lidda Moden. the GM may want to remove this latter restriction.
reward them with a Destiny Point. Combatants using magnetic clamps to fight on a ship’s hull suffer a –1 penalty to all attack rolls per 20” of ship movement due to the ‘inertia’. or perhaps the villain has any army of clone replacements. Failure results in the character being “blown overboard. Use the operator’s Vehicles skill. Such dastardly behavior is the hallmark of a true villain. This is in addition to any rolls from the Ace edge (Ace is getting the ship out of the way. So long as you have Healing you can patch up any organic life form without penalty. Alien Languages Although most inhabitants of Star Wars speak Galactic. Space Brawls Heroes and villains may on occasion find themselves fighting outside of a ship while in space. As an action. Deflector shields are angled and charged to deflect incoming attacks. and there are no permanent hyperspace routes. Maybe the hero found cover from the explosion and was only Incapacitated. a character can make a Vehicles roll to activate the shield. Hauling in a tethered character requires a Strength roll. clothing is mostly unaffected. while the shield pod attempts to negate the damage entirely). Anytime the heroes surrender at a dramatically appropriate spot (usually obvious due to the number of Extras or the villain holding a blaster to someone’s head and saying “Drop your weapons!”) and go along with the villain’s demands. Gravity Every planet. Repair is required to fix Droids. Up to four characters may cooperate on this task. but it requires a Finishing Move against an Incapacitated hero. No gory descriptions. but few accurate maps exist. even when the hatches are open. Dead heroes are rendered comatose for 1d6 days. This charge is draining and quickly burns out the pod (it last for 3 rounds and requires a Repair roll to reset). and no one bleeds profusely. Space Travel The Star Wars galaxy may be finite. Operating in micro gravity gives a –1 penalty to all Agility based rolls but doubles jumping distances. as the soak roll. Cinematic Death People die in Star Wars. All starships have artificial gravity. Hard to Kill: All Wild Card characters automatically start with the Hard to Kill Edge. the dangling character suffers 1d6 damage per 20” of ship movement each round from banging against the ship’s hull. has gravity equivalent to that of Earth. Many starships have energy shields. Whether using rocket packs to make “cavalry” charges or magnetic clamps to fight on the top of a speeding cruiser. Player Character death in Star Wars is possible. regardless of size or spin. On a raise. A ship has the indicated number of shield pods. However. Heroes who use the native language of another race receive +1 Charisma when dealing with members of that species. A success means the character is still outside the ship but does not suffer any injury. which automatically kicks in to maintain standard gravity within the ship. aliens are more impressed when a member of a different race converses with them in their own language. If the roll fails. the character is successfully dragged back aboard the ship. it’s never messy (even being chopped by a spinning blade is mostly off-screen. Shields .Star Wars follows the pulp convention that villains and heroes rarely die. Crew Over board Characters trying to move around on top of a ship without using magnetic clamps must make a Strength roll each round with a –1 penalty per 20” of ship movement. like activating the deflection power. as a free action. just like spending a destiny point to Soak. Once a ship has left a planet’s atmosphere it is subject to micro gravity. Further. Energy shields normally have two settings. in addition to micro gravity penalties. the player characters cannot be killed by a failure or critical failure on the Incapacitation table. They can be awakened by a Healing roll (-4). Surrendering Sometimes the heroes need to surrender to move the plot along. No matter how they are “killed. or is not even attempted. Healing Star Wars ignores unnecessary complications like xenobiology.” Being lifted off the deck and thrown clear of the hull by some vile foe has the same effect. Stabilizer shields absorb incoming damage. but only one attempt can be made per coma victim. such daring behavior is part and parcel of the space opera tradition. deflector and stabilizer. we hear a scream and see a spray of blood).” Wild Cards just keep coming back for more. This means that the GM can complicate space travel at his convenience.
. Characters in the vacuum of space take 2d6 damage the first round (from a Wild Card). the pilot must fly to within 10” of the stranded character. A crewmember may then throw out a tether or magnetic grapple. 2d6+3 spaces worth of cargo (called a consignment) are available each day on any planet. Failure results in a collision between the ship and the character. This counts as a Finishing Move when appropriate. so there are no detailed rules for carrying cargo between the various planets. Selling: Selling a cargo space of goods brings in a base $400 per space. modified by –1 per 20” of movement (ships can “hover” in space). Each success and raise on the roll reduces the cost per space by $100 to a minimum of $100. the floater grabs the tether and may be pulled in as above. Make a cooperative Streetwise roll once per consignment. Goods cannot be resold on the same planet they were purchased. use the following simple system. not merchants. This requires a Throwing roll. Should the players decide they want to buy and sell cargo.If the character has no tether. Planets buy 2d6+3 cargo spaces per day. and then 3d6 damage every round after the first. Characters blown overboard in an atmosphere fall at a rate of 20” per round. Buying: Purchasing cargo costs a base $400 per space. Trying to fly under a falling character to let him drop through the door requires a successful Vehicles (–4) roll. If successful. Each success and raise on a cooperative Streetwise roll ups the unit price by $100 to a maximum of $700. Trading Characters in Star Wars are heroes. Make a cooperative Streetwise roll once per consignment.
a datapad may weigh less and have far more processing power than a 21st century version laptop. 2 at Veteran. Hand Weapons Vibro Weapons: Vibro weapons are powered melee weapons. The stick is inserted into a reader. As noted under spacesuits above. But some dastardly villains utilize it to great extent. Wearing armor implies an expectation of needing armor. or plastic. A credit stick in its most basic form is a thin plastic rod serving the same purpose as a modern day credit card. Any target Incapacitated by one is vaporized. Accurate: Designed for long-range target shooting. Increase the armor bonus of any worn armor by 1 every other rank (1 at Novice.Gear Gear or equipment is a minor but important part of adventure in a galaxy far away. Don’t worry too much about changing prices either—such things tend to stay relevant to average income. he has to make an Agility roll. people still need to buy and sell goods. They can carve through all but the heaviest armor.’ So. these are precision weapons. 50% Arms and Legs Covers Torso. The damage is Non-Lethal. If a particular campaign has a lot of heroes in armor then you may need the following Edge. these advanced binoculars also provide a readout displaying distance to target in yards and compass direction. Type Light Battle Armor Heavy Battle Armor Storm Trooper Armor Armor +2 +3 +4 Weight 25 45 20 Cost $500 Mil Mil Notes Covers Torso. Auto: This weapon can be used for automatic fire. Regardless of the method. adhesive patches are a quick puncture repair kit. One patch is required for each wound the wearer takes. They reduce range penalties by 2. and a security number entered to credit or debit the stick. Ion: These weapons are remarkably effective against droids and computers. The lenses are coated with a variable polymer film. powerful. but bypasses most forms of armor. here are common armors and what they do. though the most common currency in the Galaxy is the Credit. Weapons Ranged Weapons Blasters are the most common weapons in the Galaxy. these weapons are terrifying. Credit Sticks: Money on various planets may still be made of metal. Possession of one is a major crime in most systems. but it’s still just a laptop. Additionally. Adhesive Patches: Small squares made of the same material as spacesuits. indeed it may even be worn about the wrist. one stick lasts a lifetime. Vigor d8+ Extensive training and experience has taught you how to get the most out of your armor. only with ROF one. but they still perform the same function. the suit’s self-sealing skin repairs punctures caused by Shaken results. and only on organic characters. Manacles may be made of superhard alloy. Disintegrators: Illegal on every civilized planet. suit of armor then look at the Power Armors found in SW:EE. A lot of standard sci-fi gear can be treated as standard gear found in Savage Worlds with little modification. It can only be used within Close range. Mundane Gear Armor Armor is not used by heroes or citizenry. Taking a patch from its storage packet and applying it is an action and takes an entire round. Three Round Burst (3RB): This weapon has a special setting and can use the Three Round Burst technique. and it’s almost required for the army of ‘faceless minions. Semi: This weapon can use the Double Tap technique. or it might use the civilized Credit. The damage is Non-Lethal and can’t harm organics. and most Jedi (and Sith) learn special techniques that earn these their place as signature weapons. If a unique villain absolutely needs to have a big. built with an ultrasonic generator that causes the blade to cut deeper and more grievously for the same effort. Stun: Weapons with this quality can be set to Stun. Crew #: This is the additional crew required to carry and emplace the weapon. and no one wants to have gunfights start in the middle of their bar. Light Saber: The principal weapon of the Jedi (and Sith). For instance. If the character wants to do it faster. and 3 at Legendary). Armored Warrior Requirements: Seasoned. Credit sticks cost $10 but unless you make a habit of losing it. The stick itself is simply a tool for accessing the user’s funds. Binoculars: As well as providing variable magnification between 8x and 64x. Strength d8+. . Start the characters with $500. light sabers are terribly effective. Arms and Legs Covers entire body Gear is a blanket term covering personal equipment other than weapons. which at the press of a button can rearrange its structure to provide Low Light or Infravision. you treat armor as weighing half as much when determining encumbrance. but essentially useless against organic targets.
5 2 3 - . This is not a player’s Trait roll (though you can make the players roll it if you don’t mind them knowing the dice results). generally -1 to -3. Most advanced races sell language chips of their own language. to a maximum of d12. 2-hands Parry +1. Snapfire Auto only. and one for the language he wishes to Type Blaster Pistol Blaster Pistol. Parry -1. 3RB Ion. Roll the translation skill whenever conveying nuances (to either speaker) is important. Extra chip capacity adds a further $100. Hold Out Blaster Pistol. Weight 1 1 0. limb movements.5 1 2 1 1 5 6 8 5 8 5 8 10 22 60 4 10 Shots 50 20 5 20 10 50 15 50 50 20 20 10 50 10 50 25 * 10 5 Min Str d6 d6 d6 d8 d8 Notes Semi. Heavy Blaster Pistol. as the user requires. Semi Disintegrator. Stun Auto. Semi. and puns. the ability to understand and be understood is not to be ignored. E-Web Flamethrower Bowcaster Type Combat Gloves Vibro Knife Vibro Blade Vibro Sword Vibro Ax Vibro Battle ax Vibro Great ax Force Pike Vibro Bayonet Light Saber Range 12/24/48 10/20/40 5/10/20 12/24/48 12/24/48 12/24/48 12/24/48 24/48/96 24/48/96 20/40/80 25/50/100 24/48/96 24/48/96 24/48/96 24/48/96 24/48/96 30/60/120 Cone 24/48/96 Weight 2 1 3 8 2 10 15 6 1 5 Damage 2d8 2d8+1 2d8 2d6 2d10 2d8 2d6 2d8 2d8 2d8+1 2d6 2d10 2d8 2d6 2d8 2d8+1 3d8 2d10 2d10 Cost $25 $50 $100 $300 $250 $300 $500 $150 $100 $1. Semi Auto. 3RB Accurate. Sporting Disintegrator Pistol Ion Pistol Slugthrower Pistol Blaster Carbine Blaster Rifle Blaster Rifle.000 ROF 1 1 1 1 1 1 1 3 2 2 1 1 2 1 5 5 5 1 1 Cost $200 $300 $200 $100 Mil $200 $50 $450 $500 $700 $200 Mil $300 $100 $700 Mil Mil Mil - translate. touch. as well as ultrahigh and ultra low frequencies. Light Repeating Blaster. and languages based on smell. Crew 2 See SW:EE pg. no Min Strength Item Binoculars Blaster Energy Pack Credit Stick Headset Communicator Language Translator Language Chip Cost $250 $5 $10 $50 $200+ $20 Weight 4 0. 46 Rare Damage Str+d4 Str+d4+2 Str+d6+2 Str+d8+2 Str+d6+2 Str+d8+2 Str+d10+2 Str+d6+2 Str+d4+2 2d6+8 Notes Counts as Unarmed Cannot be thrown AP 1. For obscure idioms. Semi. references. and one for its translation skill.Headset Communicator: A throat mike and ear piece. Translation is provided in text or audio form. Each translator has two ratings—one for the amount of language chips it can store. Stun Semi. Stun Semi Accurate . Heavy Repeating Blaster. Heavy Blaster Rifle. Stun. 2-hands if mounted. Language Translator: In a Galaxy full of aliens. Two chips are always required—one for the user’s language. Translators cannot translate unknown languages. Language translators can translate standard audio signals. color. Semi Rare Auto only. the headset can broadcast to a range of 5-miles. Auto only. or pictorial representation. Semi Disintegrator. They can be operated hands-free and worn under clothing or armor. 3RB Auto. Semi Ion. while each die in translation adds $250. Reach 1. you may impose a penalty. Snapfire Cannot move. as Force Pike AP 12. Semi Rare. The base cost is for a 2-chip capacity and a translation skill of d4. Sporting Disintegrator Rifle Ion Rifle Slugthrower Rifle Blaster.
Strength. These fantastic gadgets are rarely (if ever) for sale. and a trick-shot showman out of an expert shooter. Jet packs are bulky and weigh 10 pounds. More advanced and expensive versions can boost them two steps. but some are imbued with permanent raises. The wearer’s Shooting skill is increased by two steps when the visor is activated. Generally. and their creations are gizmos often named after the inventor. This functions as the invisibility power. though the benefits are limited. . but after the inventor dies the plans become distorted and the manufacturing process ceases to work. and their exact properties. or Vigor by one step for three rounds.Gizmos There are a large number of tinkerers and inventors in the Galaxy. Treat this as the entangle power over a medium burst template. These devices are the result of Weird Science. history. Very expensive drugs can provide the benefits of a combat edge. but don’t have to worry about power points. He can fly at a pace of 12 (climb 6) for 2 fuel per round. and consistent in their benefits. Occasionally one of the large corporations will mass produce one of these devices and sell it. binding them in place for some time.Tech Creations . Stealth Field Generators: These awesome belts allow a character to be practically invisible for a brief time. Different versions can boost Fighting. are always on (or easily activated). or certain combative background edges such as Quick or Berserk. Jet Pack: These utilitarian devices allow characters to fly for short durations. They’ve created some truly strange and amazing devices. A rare few provide the benefits of the quick or speed powers. Cryoban Grenades: These handy devices generate a freezing blast that encases the victims in carbonite. but few others are able to replicate them. and drawbacks are left to the Game Master’s discretion. revolutionizing the relevant field of endeavor. but the recovery roll is Vigor as the victim’s circulatory system restores full function to their body. gizmos work as a Weird Science device. Adrenal Combat Drugs: These potent chemical cocktails provide a massive boost to the user’s metabolism. It can be reactivated as an action. Targeting Visor: This expertly crafted visor can make a sharpshooter out of the most hopeless militia recruit. past and present. and allow the user to fly at a pace of 6 (climb 3) for 1 fuel per round. Standard models have ten units of fuel. and the Throwing roll as the Arcane Skill. Examples of such devices include the following. Most provide only the basic effects of the power. as practiced a long. The practitioners of Weird Science are called Tech Specialists. sometimes with a raise. eventually only a few near-legendary examples remain of this advanced science. long time ago. but has a duration of three rounds.
Force Slam . Fear See the Fear power. notes the Rank of the power and multiplies it by -2 (Novice is -2. Banned powers include: environmental protection. beast friend.The Force The Force is a strange and mysterious energy. Force Haze See the Conceal Arcana power. ignoring most energy shields and armors. Energy Resistance The Force Sensitive uses the Force to mitigate the energy of incoming attacks. happy. shape change. or by meditation and careful practice over an extended period. and their basic emotional state if alive (troubled. though a small gesture is often helpful when focusing. etc. healing (and greater healing). fly. Concentration. The electrical trapping affects droids and heavily cybernetic characters (GM’s judgment) with a level of Fatigue as well as the damage. See the Armor power. Failure results in a level of Fatigue. Secrets are special abilities and techniques far beyond what the uninitiated can do. Force Lightning See the Burst power. teleport. success is difficult for the uninitiated. and monitor them for a short time. Powers are techniques and abilities that any Force-user can manifest. Other than a mild glow when struck. though some require a bit of reimagining to fit the style. Veteran is -6. This can cause a Wound. are acquired by the New Powers Edge. Despite thousands of years of study. they must have met in person. These powers are manifested at no penalty. This requires little beyond a focused act of willpower. you know if the target is alive or dead. there are a few powers that are completely inappropriate and banned. but at an increased danger to herself. With a success. With a raise you can actually get an image of their immediate surroundings. scholars disagree on its exact nature. and have their normal Rank restrictions applied. Farseeing Rank: Seasoned Power Points: 3 Range: Special Duration: 1 (1/round) Trappings: A contemplative Trance. etc. The Game Master’s permission is required to use these powers. Seasoned is -4. A Force Sensitive has mastered certain Force Powers that are basic to her style and training. Force Scream See the Burst power. elemental manipulation. While some examples of the most common powers follow. While any Force sensitive can attempt to use any power. Force Backlash: When a Force Sensitive character rolls a 1 on her Use the Force die (regardless of her Wild Die). invisibility. and obscure. Dominate Mind See the Puppet power. Arcane Background (Force Sensitive) Requirements: Novice Arcane Skill: Use the Force (Spirit) Starting Force Points: 10 Starting Powers: 3 Force Sensitive characters have developed their talent with the Force and can use it to directly affect themselves and the world around them. What is certain is that the Force is a powerful tool and weapon. light. The Powers Most of the powers in SW:EE are suitable for Star Wars. This is a sonic trapping. Secrets are learned from mentors. by studying as a student of one of the various Force-using traditions.). this has no noticeable trapping. in pain. and zombie. the power is used as normal but costs zero Force Points. Simply. On a critical failure. In addition. Gifted individuals can control the Force to various degrees. Secrets are represented by special Edges that usually come with special training requirements. The target of this power must be personally known to the Force Sensitive. The player simply selects the power desired. she may attempt to use any allowed powers. These include: barrier. Powers and Secrets. Force Powers are almost universal. With success. Powers are the standard Savage World powers. Using them is discussed below. A raise doubles the duration (excluding Instant. and Permanent powers). she lets out a burst of raw Force that causes her to be Shaken and all allies within a Large Burst Template must make a Spirit roll or be Shaken. burrow. Several other powers are rarely used outside of certain rare traditions. she is automatically Shaken. This power is used to monitor the status of loved ones and close companions who are far away. These are her starting powers.) and applies that number as a penalty on her Use the Force roll. Game Masters are free to ban any other powers that disrupt the tone and style of their games. The Force has two game-mechanic aspects. to learn a Force Secret your character must have been trained in the appropriate tradition. Battle Strike See the Smite power. allowing them to do the seemingly impossible.
All Extra allies within your command radius have a +1 to all attacks for the rest of this encounter. Force Grip / Shock / Throw Light Saber / Wound See the Bolt power. AB (Force Sensitive). Jensaarai Tradition. Force Intuition (Weird) Requirements: Seasoned. Fighting d8+ See the Berserk Edge. Force Stun Rank: Novice Power Points: 2 Range: 12/24/48 Duration: Special Trappings: A gesture causes painful and distracting headaches. Slow See the Entangle power. a target within range must make a Vigor roll (-2) or be Shaken. once for each attribute. The Master must have the points available to use the power normally before rolling. Force Secret Edges Adept Spellcaster (Power) Requirements: Seasoned. You gain the benefits of the Quick Edge. Disciplined Mind (Power) Requirements: Seasoned. Strength. You may take this edge up to five times. Force Cloak (Weird) Requirements: Novice. Extensive study has given them mastery over manifesting the Force. Force Trait (Weird) Requirements: Veteran. with extensive libraries that house the secrets of millennia of research on the Force. Smarts. Any creature that moves beyond the template is no longer shielded. Rebuke See the Dispel power. AB (Force Sensitive). Dathomiri Witch Tradition If you take no other actions this round. Use the Force d6+ When using area-effect Force Powers. This edge does not affect skills at all. Jedi / Sith Tradition Jedi and Sith have long traditions of formalized academies. Dark Rage (Weird) Requirements: Seasoned. Increase one of your attributes (Agility. If your hero is already Quick then this does nothing. Jensaarai Tradition As an action. Investigation d6+. though doing so is an action. AB (Force Sensitive). AB (Force Sensitive). This does prevent you from using sensors or communicators while shielded. Jedi Tradition You have mastered the rare technique of using the Force to coordinate your allies in combat. Spend a Destiny Point as an action. Arcane Background (Force Sensitive). Stealth d8+ Your Force Cloak can surround up to four others within a Medium Burst Template of you. drastically. . but has AP 12. you get a +2 on Use the Force to activate a Power. Improved Battle Meditation (Weird) Requirements: Heroic. and you cannot take any other actions. minimum 1. This bonus is lost if you are Incapacitated. Spirit d8+. hurling your light saber at the target. any tradition You draw upon the Force to permanently improve your character. Force Thrust / Move Object / Telekinetic Combat These powers are all variations on the Telekinesis power. When using Battle Meditation during a Mass Battle. Knowledge (the Force) d8+. Improved Force Cloak (Weird) Requirements: Veteran. This is a telekinesis descriptor. Throw Light Saber can only be used within 12”. AB (Force Sensitive). Use the Force d10+ By studying the ebb and flow of the Force in combat your hero has learned to anticipate combat actions. With a raise the victim must make a Vigor roll at -4. or Vigor) by two steps when you take this edge (d12 increases to d12+2). Surge See the Speed power. Spirit. The trappings vary wildly (using the Force to crush the target. Force Mastery (Weird) Requirements: Veteran. AB (Force Sensitive). concealing yourself and all you carry from electronic detection. AB (Force Sensitive). using the Force to damage or destroy organs) and may have limitations and advantages as appropriate. Battle Meditation (Weird) Requirements: Novice.See the Burst power. you can surround yourself in a bubble of the Force. you gain a +1 to your Mass Battle rolls. Battle Meditation Followers benefitting from your Battle Meditation impose a -1 to be hit by attacks. you may exclude a number of targets equal to half your Spirit -1. generating electrical bolts. Each raise a Master gets on his Use the Force roll reduces the Force Point cost of the power by 1. Sense the Force See the Detect Arcana power. This is a telekinesis trapping that knocks prone anyone Shaken or Wounded by the attack. The cloak lasts as long as you maintain it. With a success. If a character has both then they can stack. AB (Force Sensitivity). For example. This is generally used while on Hold.
You may make a Persuasion check that is not affected your Charisma. he may develop chemical infusions similar to those provided via the Chemist Edge. Mind Trick (Social) Requirements: Novice. Use the Force d8+ You have attuned one suit of armor with the Force. Even unpalatable suggestions seems perfectly reasonable to the target(s). The armor bonus increases by 1. opponents using ranged attacks against you have to hit your Parry defense instead of TN 4. Jensaarai Tradition. AB (Force Sensitive). Power of the Dark Side (Power) Requirements: Novice . Jedi / Sith Tradition.Jedi Defense (Combat) Requirements: Novice. similar to the monster creation rules. using his Force Powers. Your villain may make Weird Science devices. Let the GM know when you do this. Use the Force d8+ You ignore 1 point of wound penalties. Game Master call) and aware of your attacker(s). This ability does not work on Wild Cards as they are too independently-minded. Successive reflections in a round have a -1 after the first. These benefits only apply when you wear the armor. and he never questions his actions. Fighting d8+. A raise on this roll gives you +d6 damage. Arcane Background (Force Sensitive). it resists up to 12 points of Armor Penetration. AB (Force Sensitive). If your statements are not directly threatening to the target then you get a +4. Fighting d6+. AB (Force Sensitive). Sith Alchemy (Power) Requirements: Heroic. biological components. when using a light saber (or other reflective hand weapon. any tradition When you spend a Destiny Point on a Trait roll. Arcane Background (Force Sensitive). Notice d6+ Light sabers are famous for their ability to deflect blaster shots. These may be used in conjunction to create monsters of ferocious power and mien. Jensaarai Armor (Weird) Requirements: Novice. Jedi Defense Having mastered blaster bolt deflection. He may use Force-infused chemicals. your villain has discovered the secrets of Sith Alchemy. AB (Force Sensitive). Resilience (Combat) Requirements: Veteran. . Use the Force d6+ Your character has mastered the use of the Force to convince the weak-willed of the truth of his statements. Knowledge (chemistry and medicine) d8+. your hero has moved on to reflection. When an opponent misses you with a blaster. on a success you strike your attacker (or a target within a Medium Burst of yourself) and roll damage as if you’d fired his weapon. Make a Use the Force check. and mind-shattering torture to transform living subjects into powerful engines of destruction. you may add +1d6 to the Trait roll instead of rerolling. Jedi/Sith Tradition. You gain +1 Parry while armed with a sword-like weapon. Additionally. GM approval is required. Additionally. Sith Tradition. This stacks with (Improved) Nerves of Steel. you may reflect his ranged attack as a free action. modified by range and lighting (like you were firing the weapon). Further. If the target’s attitude is adjusted to Friendly then he will accommodate your suggestion and happily move on with his life. Improved Jedi Defense (Combat) Requirements: Seasoned. GM Permission Having studied the ancient Sith holocrons extensively. Persuasion d4+.
The inventor’s gizmos malfunction only on a critical failure. A Combat Calm drug that provided the benefits of Improved Level Headed would have to provide Level Headed. When the device is created. the creator makes a Weird Science roll at –4. who then gains the benefits of the power. and can be used by anybody. the chemist must place both Edges in the drug to get the “improved” effect. the chemist pays the relevant Power Points and monetary costs. Weird Science d8+ The scientist has studied under the best masters in his field and has fine tuned his creations to maximum efficiency. Repair d10+. Gizmos which are always on (an armored suit or chameleon cloak). If the chemist wants a longer duration. he can build up a supply of drugs for when he needs them. All Savage Worlds powers are available. Smarts d10+. Finely Tuned Requirements: Seasoned. for example. Repair d8+. If the skill roll is successful. Failure means the device works as a regular gizmo (so the hero doesn’t lose out). The GM has final approval over which powers can and cannot be used. This scientist has built several fail-safes into his devices. Arcane Background (Weird Science). he must add 1 Power Point for each extra round during manufacture. Level Headed is a seasoned edge (4 points) that requires a minimum Smarts (+1 point). The gizmo must have the full points available to use the power in the first place before rolling. ingredients. You only need to take this Edge once. not for each gizmo. to a minimum of 1. From then on. and rolls his Weird Science skill. Arcane Background (Weird Science). Smarts d8+. not for each gizmo. might contain the boost trait power affecting the user’s Vigor. any time he buys a New Power. the drug is complete. Weird Science d10+ Super Scientist allows a weird scientist to create gizmos which are “always on. the cloak pulled over the wearer.” no longer requiring Power Points to use (infinite points).Tech Specialist – Weird Science Arcane Background (Tech Specialist) Arcane Skill: Weird Science (Smarts) Starting Force Point: 10 (but see below) Starting Powers: 1 See the Arcane Background (Weird Science) in SW:EE. To create a drug. Thus a chameleon cloak. It can be imbibed or injected as a single action by any living being. Drugs granting Edges last for 3 rounds. the gizmo may use these rules in addition to acquiring a new power. Smarts d8+. If the Edge is an “improved” version. neither does he have to meet any of the requirements of the Edge. The monetary cost of the ingredients is equal to $100 per Power Point. Investing Edges in drugs still requires Power Points. Super Scientist Requirements: Heroic. A raise means the power forever activates with a raise (if desired by the user). This includes any additional effects from raises on the original skill roll and any Power Points put in to extend the Duration. Weird Science d8+ This Edge allows a Tech Specialist to manufacture drugs as one-shot devices. for instance. When he first takes this Edge. any two Knowledge (science related) skills d10+. he may try to “promote” one of his existing gizmos to permanent status. Power Edges Chemist Requirements: Novice. the chemist needs access to at least a small lab ($1000 and weighs 20 lbs). Repair d8+. The GM has the final word on whether a power can be invested by a Chemist. The effects of the drug are the same as the power. Another way of creating drugs is to use Edges. which uses invisibility. pg. The cloak mention above. The chemist needn’t know the Edge he wishes to place in a drug. could have its chameleon powers activated by pressing a . Creating a drug takes a number of hours equal to the Power Powers being invested. A basic combat drug. Wild Card. Genius Requirements: Veteran. Alternatively. Improved Level Headed is also seasoned (+4 points) for a total of 9 power points to create. don’t require a Weird Science skill roll to activate—but may require an action to “ready”—the suit must be put on. such items could be easily activated and deactivated with the flick of a switch (no trait roll required). You only need to take this Edge once. and at worse life-threatening. but it no longer requires power points to use. Smarts d10+. Power Points invested in the drug recharge at the usual rate (normally one per hour). Each Rank of the Edge requires 2 points and each additional requirement add another point. Each raise a weird scientist gets on his activation roll reduces the cost of the power by 1 Power Point. A success means the gizmo has the regular power and can never gain any bonuses from an activation raise. At the end of the required time. could always be worn and require no activation roll— but the wearer would always be invisible. Weird Science d10+ Having your gizmo malfunction just when you need it most is at best annoying. and so on. 83-84. and time. A chemist needn’t take the drug to get his Power Points back—given enough time.
Weird Science d10+ On taking this Edge. The GM has the final word on whether items are truly passive or if they require some sort of minor user input.button concealed in the clasp. for example). he adds another +1 to any item of his choice. such as an anti-matter cannon (blast) or cryoban grenades (entangle). he may make a Weird Science roll at –4 at the end of any session in which he advances. require a suitable skill roll (Shooting for guns and Throwing for grenades. the clothing of another (bonus to Armor). Assuming the artificer is always “fiddling” with devices (not locked in prison. so a blaster pistol +3 (Shooting) wielded by someone with targeting goggles +2 (Shooting) gets only the highest of the two. Tinkerer Requirements: Seasoned. No item may have more than a +3 bonus. or armor rating. Gizmos requiring activation. or any other item of his choice. If successful. This could be his own gun (bonus to Shooting). for example). or increases the bonus of armor by +1. No activation roll is required. allowing the wearer to disappear at will. The item now adds that bonus to the user’s relevant trait or damage roll. increases the damage of a weapon by +1. . the scientist may craft (or modify) an item that adds +1 to the user’s relevant trait roll. Stacking: Bonuses from items don’t stack. Repair d8+. and has adequate tools.
which means they won’t get hurt unless someone deliberately targets them. a few bad die rolls can mean that Extras remain a threat for a long time. You’ve got yourself a shiny new villain. Here are some tips for handling low status villainous NPCs. One way of ensuring that Extras go down quickly is to remove the Shaken status. An Extra would either be healthy or knocked out. one with a complete back story and a lot of history with the heroes. Alternately. if you equal or exceed an Extra’s Toughness. Mechanically. if there’s been a kidnapping. all set to the ticking of a sun-crusher bomb countdown heading toward zero. What none can deny is that powerful Force users have used the Force in selfish and emotional ways. when a character uses the Force for evil. fear. give him three wound levels like a Wild Card but no Wild Die and no extra Destiny Points. Some maintain that there is a darkness within the Force. Falling to the Dark Side There are many ideas about why the Force can so completely corrupt those that wield it. a powerful wellspring of negative emotions including anger. stubborn. stop reading right now. In order to ensure the person they are trying to rescue isn’t accidentally mown down in a hail of ray gun blasts the GM should make sure that any kidnap victim central to the plot is a Wild Card character. and Extras don’t take a lot to take down. the daughter of an eminent scientist. he’s out of the fight. It might be the hero’s sidekick. and have become incapable of using it in any other way. Even with such a fast system. At the Game Master’s discretion. greedy.Game Master Section If you’re a player. Star Wars is already fast. this gives Jedi characters enough advances to have the skills. but without all the perks of a Wild Card. If he needs a boost in toughness then give him some armor and the Hardy trait (increasing his ‘kill me’ toughness by 4). NPCs Important Victims At some point during your Star Wars adventures. Naturally. Henchmen Henchmen are a step above your standard Extra. but there is room for maneuvering. but a step below Wild Cards. This information is only for Game Masters. and fun. Jedi are more experienced than their non-Jedi companions. and powers they need to do about half of what people expect Jedi to be able to do. he acquires one of the following Hindrances. mean. and hate. Another method is to give him a Wild Die. just the real mooks that are totally incidental to the main plot. furious. someone important will probably get kidnapped. and more dangerous due to their wealth of training and Force powers. edges. having been adventuring since they were children. overconfident. What should have been a tense fight against the clock ended in two rounds as the gun-toting heroes blasted the villain to pieces and scattered the demoralized mooks. To promote a villain up the ranks. but the wound levels given by Wild Card status give you a safety net. and a hoard of Extras armed with blaster pistols can cause a lot of damage to heroes in a very short time. there’s usually a large amount of gunfire as well. In short. but keep everything as an Extra. When he has all of them. allies aren’t the only characters your heroes will meet during an adventure. They’re handy for giving the heroes a tougher opponent. Jedi Legend How do these rules accommodate the Jedi and their amazing abilities? The same way the setting does. They are vastly more experienced than other characters. Have fun. Others maintain that the Force is completely neutral and that only the attitudes and motivations of the user determine the darkness of Force use. vengeful (major). Fanatics You planned the climatic end-of-adventure battle to the last detail. You don’t have to use this for every Extra. Any starting Jedi characters are one rank higher than (and four advances beyond) the starting rank. if you want a tough foe that isn’t especially threatening. Oh. or the plucky reporter who has uncovered part of the villain’s background. The battle was set to be an epic struggle between the villain and his thugs and the heroes. embraces the Power of the Dark Side (by using the Edge a certain number of times). take away his character sheet and tell him to make a new character. Where there are heroes. Hoards of Extras Now. Villainous Thugs Of course. and if one of the heroes already has some of these Hindrances then that just makes his trip to the Dark Side shorter than most: bloodthirsty. simply let him spend Destiny Points (from your Common Pool) but keep everything as an Extra. . the GM can simply ignore the Innocent Bystander rule. Jedi heroes are the Republic’s trouble-shooters. ugly. Alternatively. the heroes are involved in the rescue attempt. They don’t have to be any use in combat (and it’s better if they’re the helpless sort who needs rescuing). or any other time he acts exceptionally unheroic.
not to individual people. This will help you choose the elements that make up a ship. Cold Storage: Also known as freezers. Shield Pods: Energy shields normally have two settings. such as fighters or dropships. on the other hand. or even to ferry poorer passengers from world to world. Spaces not used on weapons and other add-ons become cargo spaces. Choose a category from the Size Table. medics. Handling: This is the modifier to Vehicles rolls due to the ship’s mass. you could create stats for things like advanced medical suites. as shown on the Modification table. or billions ($B) of Credits. Modifications Concept No one in their right mind would build a ship and then decide what to use it for. but have more room for it. recreational facilities. and negates up to 4 points of Medicine penalties inflicted by the ailments. Toughness. or laser blast with his master’s name on it. the number of spaces. The space requirement is 2 x the ship size (1 to 5) x handling increase. require two crew per vehicle. . it includes washrooms. smaller vessels. and maybe needs space for a marine boarding party. sacrificing his life so his master can live. and includes bridge crew. Marines: Each space allocated to marines allows for 10 soldiers and their living space. and maneuverability. engineers. supply officers. This details the vessel’s base speed. It does not include gunners or vehicle maintenance staff. A ship has the indicated number of shield pods. Acc/Top Speed: The listed Acceleration and Top Speed is for ship-to-ship scale in space. A ship’s base Armor is part of its superstructure—it can’t be decreased. As an action. for example. As well as a sleeping area. cold berths. kitchens. has multiple weapons. A fighter. inertia. Armor: Extra Armor can be fitted to the ship but must be done in whole spaces. The stats on the Size Table are the ship’s basic levels. and everything else required to live in space for prolonged periods. Armor can be increased to a maximum of 50% of the vessel’s base Armor. Cold storage is generally reserved for emergencies. including permanent injuries. Spaces: Each space is an undefined measurement used for placing weaponry. and cybernetics bays. These are basic mods—if you wanted. Size: The size of a ship is relevant to other ships. Deflector shields are angled and charged to deflect incoming attacks. and hibernation pods. True combat ships. food stores. like activating the deflection power. No additional space is required for extra crew as the weapon and vehicle space include the crewmembers’ quarters. Size All ships are measured in vague terms rather than specific volume or mass. decide what its role will be. but it is unlikely to need a powerful FTL drive or a huge cargo bay. Medical Bay: Each medical bay accommodates up to 10 patients in advanced treatment. You can use this simply to extend a fight (so they get to use their cool powers) or to allow them a chance to get away (and come back later seeking revenge). Ship-carried vehicles. Additional modifications can be made. these are special suites designed to safeguard the crew from aging (and cabin-fever) during long voyages. Armor. Crew: For convenience. and so on. Any attack made against the villain is instead made against one of the Extras of your choice. millions ($M). Maneuvering Thrusters: Each level of this improves the ship’s Handling by +1. This allows for the treatment of any ailment. the base crew size. Medium and larger vessels are assumed to have a Hyperdrive. an anti-pirate interceptor needs to be relatively fast. each weapon requires as many crewmembers as the number of spaces it fills if the weapons are to be fired simultaneously. a character can make a Vehicles roll to activate the shield. often sacrifice speed for superior armor and firepower. Cost: The cost is listed in thousands ($K).Here’s a very simple trick for the GM to prevent the untimely death of villains. showers. as he leaps in the way of the sword. fist. Bigger ships pay a lot more for maneuverability. but only one may be fired each round as there is only one crewman. Before you start actually designing your ship. and such like. Any Extra within 1” of a villain becomes fanatical. deflector and stabilizer. Space for basic crew is already covered in the base costs and spaces available. have enough armor and weapons to handle most common threats. and the cost. Toughness and Armor: These work as normal. For instance. accounting for the pilot as well as mechanics or additional bridge staff. holding cells. Crew: The crew number includes the basic staff required to run the ship. Facilities include advanced surgical bays. This charge quickly burns out the pod (it last for 3 rounds and requires a Repair roll and 1 hour to reset). and so on. full immersion healing tanks. marines.
only cannons can be linked. allowing missiles to be fired each round. With a failure. Remember. then halve the result. During this time. The space requirement assumes one launch bay per ship. A Shaken result fries the electronics until the crew makes a group Repair roll. more powerful engines are installed and so take up more space. A list of generic all-era weapons follows. and no more than four (4) weapons can be grouped into a single array. This is in addition to any rolls from the Ace edge (Ace is getting the ship out of the way. and Size as normal. This functions just like the Anti-Missile Systems in Savage Worlds. Bombs can be used in space combat. we’re trying to keep this Fast! Furious! Fun! Vehicular Notes Some of the standard Vehicular Notes can be applied to starships. since fewer gunners are needed. as a free action. and no cost saving is made. even thousands of rounds at incoming projectiles. so they don’t take up quite as much room as normal. Missiles only reload when the launcher is empty. This assumes the ship simply carries extra weight. destroying most everything but ultra-hardened targets. here’s a quick and easy solution. to the maximum of his yield. Every spare load takes up 1 space. Speed: The base Acceleration of a ship can be increased or decreased by a maximum of 50% of the base . modified for Unstable Platform. All weapons must be the same specific type. If successful. Starships may also carry spare missiles. with no maximum. Each 10 point reduction in Acceleration increases the number of available spaces by 1. the pilot must maneuver his ship to be within 100”. such as fighters. A single space can accommodate 8 missiles. or they all miss. but they do cost money. or service tugs. Ion Cannon: An ion cannon is designed to cause a temporary blackout aboard a target vessel by frying its electronics. Make a note of how many spare missiles the ship is carrying on the Vehicle Sheet. the crew must wait one additional round before they can attempt a Repair roll. just like spending a destiny point to Soak. the bombing run is off-target—the bombs deviate by 2d10” in a d12 direction. The weapons are striking a more concentrated area. Make a note of how many reloads the ship is carrying on the Vehicle Sheet. such as fighters. If you want to have them linked to fire in units. Bombs only reload when the launcher is empty. He must then make a Vehicles roll. Lastly. These modifications don’t use spaces. When increasing. . hoping to shoot them down. Reduce the crew required by half as well. hundreds. but only by Small craft. Either they all hit. but apply it only to the ship’s base Toughness (ignoring Armor). In order to successfully bomb another ship. All the bombs move the same distance and direction. Missiles / Torpedoes: Missiles work as per the Savage Worlds rules. read as a clockface. Ruin Maker Bombs: Each one demolishes a 5 square mile area. Bombs: Bombs are designed to be dropped onto targets and affect an area rather than individual targets. Additional ion damage inflicted before the system is repaired simply increases the delay by one round per Shaken and wound result. Use the shield operator’s Vehicles skill. Linked weapons share fire support computers and power systems. the bombs explodes on target. AMPD: Anti-Missile Point Defense cannons fire dozens. as the soak roll. and against targets that are Large or greater in size. Each missile launcher contains four warheads and firing multiple warheads at the same target does not incur a multi-action penalty. These powerful weapons cannot be used in space. Add the total spaces together.Stabilizer shields absorb incoming damage. Damage increases by one die type per weapon in the array. shields absorb the energy). Fast Targets. but each weapon is no more powerful than if it were fired alone. and then makes a single Vehicles roll. say as a dual laser cannon or quad turbo lasers. AP remains unaltered. dropships. but only one batch may be fired each round. The pilot places as many templates on the battlefield as he wishes. Starships can carry more than one payload of bombs and yet have only a single bomb bay. one Shooting roll is required to fire the linked array. shuttles. Ship: Ships of Medium Size or over can carry smaller vessels. Roll damage as normal. the ship cannot perform maneuvers (other than flying straight) or fire its weapons. For each “wound” inflicted. Reloading is effectively instant. Weapons Weapon Arrays The starship weapons list assumes that weapons are individual pieces and fired independently. Energy Cannon: This is a generic term covering everything from the ubiquitous laser cannons to more exotic energy weapons.
One roll must be made for each tractor beam locked onto the ship. the target may make a Vehicles roll opposed by the attacker’s Shooting to escape the tractor beam. For example. fighters. the target’s base Acc is reduced by one-quarter (rounded down) so long as the hold is maintained. Starship Notes Type AMCM Atmospheric Fixed Gun Heavy Armor Heavy Weapon Cost See weapons $15K — — — Notes See Weapons Atmospheric craft have a Climb rate equal to one-quarter of their Acceleration (round down). a large ship could affect a huge vessel. and shuttles Turns one cargo space into a concealed cargo space Maximum increase 50%. Each round. and so forth Includes surgical bays. Damage is rolled against the ship’s base Toughness (ignoring Armor). or even a gravity pulse. For each “wound” inflicted. the cost is $2K x 2 x 25 =$100K. Unlike most other weapons. Treat this as an Engine Critical Hit (but do not inflict an actual wound on the ship). Maximum increase is 100% 10 Berths Each iteration increases Handling by +1 Includes quarters. When you write up the ship. Tractor Beam: Tractor beams are designed to ensnare other vessels and prevent them from escaping by preventing their engines from functioning correctly. If he rolls a 1 on his Vehicles roll (ignoring the Wild Die). Multiple tractor beams produce cumulative effects. For example. by allocating 8 spaces to this weapon. the lock is automatically broken (and does not affect the intervening object). Usually applies only to fighter weapons and spinal mounts All ships have Heavy Armor All starship weapons are Heavy Weapons . they can only fire in the direction the ship is facing. armories. such as a ship at least one size category larger than his own vessel. a laser. Increasing Acc by 10 would cost $250K. but this does not incur a multiaction penalty. Size Size Small Medium Large Huge Gargantuan Type Armor Cold Storage Maneuvering Thrusters Marines Medical Bay Shield Pods Ships Smuggling Compartments Speed (Acc/TS) Acc/TS 200 / 1200 150 / 1100 100 / 1000 75 / 900 50 / 800 Toughness 10 15 19 26 30 Cost $2K* $50K $2K / Space $10K $100K $30K+ As ship $5K / Space $10K* Armor 4 5 6 10 12 Spaces 5 15 25 40 100 Handling +1 +0 -1 -2 -4 Crew 1 5 10 50 100 Cost $5K $10K $100K $500K $2M Notes Can carry Small ships Can carry Small ships Can carry Small or Medium ships Can carry Small or Medium ships Modifications Space Used +3 Armor / 1* 1 2* +10 Marines / 1 +10 Patients / 1 1 Pod / 1 2 (small) or 4 (medium) 1+ +10 Acc / +100 TS / 1 Notes Cost is per base Space of the ship. and it consumes 1 x 2 x 2 = 4 Spaces. and cybernetics labs See Notes Dropships. if you want to add +6 Armor to a large ship. spinal mounts run down the core of a ship. Tractor beams take up space depending on the largest vessel they can affect. Each category requires 2 spaces to be devoted to the weapon. If the pilot can move behind a large intervening object. make a note of the maximum vessel it can affect. In your era a spinal mount may fire a huge projectile. such as a cruiser. he has overstressed his engines. bacta tanks.Spinal Mounts: As the name implies. Can decrease for space at no cost * Per base Space of the ship.
are equipped with huge cannons. they are too large for a small craft to damage. Due to capital ships’ huge size and inability to turn quickly. Starship Weapons Type Cannons Ion Cannon Laser Cannon Turbo Lasers Mass Drivers Tractor Beam Missiles Light Missile Battery Heavy Missile Battery Torpedoes Light Torpedo Heavy Torpedo Spinal Mounts Light Spinal Mount Heavy Spinal Mount Anti-Missile Counter Measures Basic AMCM Advanced AMCM Anti-Missile Point Defense Dropped Ordnance Small Bombs Medium Bombs Large Bombs Negates Unstable Platform penalty for a specific weapon system All starships are Spacecraft Negates 1 point of the Unstable Platform penalty for a specific weapon system Range 100/200/400 100/200/400 100/200/400 75/150/300 30/60/120 Damage ROF 3d6 4d6 3d6 4d8 4d6 1 1 3 2 1 1-4 1-4 1 1 Spaces Cost 1 1 1 2 2* 1 2 1 1 $100K $100K $100K $25K $100K* $100K $100K $100K $200K $1M $2M Notes See Notes AP 6 AP 6 AP 8 See Notes See Notes See Notes AP 140 AP 200 AP30. but too slow to react against smaller. though they may be placed touching. See Notes See Notes Ruin Maker Bomb Orbital Special 1 * per size category of the maximum ship the weapon can affect. Likewise. such as the one the heroes own. Templates cannot overlap. Batteries (and the Tabletop) Attacks by batteries are conducted as Suppressive Fire attacks with a few special changes. They’re ideal for blasting away at equally large ships. not enemy vehicles the players must destroy. See Notes AP 80. See Notes 200/400/800 3d6 200/400/800 4d6 150/300/600 4d10 200/400/800 6d10 500/1k/2k 1k/2k/4k 6d10 10d10 1/3rds 7 1/5rds 10 200/400/800 — 200/400/800 — 200/400/800 3d6 Atmospheric Atmospheric Atmospheric 3d8 4d8 5d8 1 3 6 8 4 2 1 1 1 2 2 2 2 $5K $10K $5K $20K $20K $20K $5M See Savage Worlds See Savage Worlds See Notes AP 20. Instead of fi ring individual weapons against small craft. Cruisers and battleships. The center of a battery’s template must be placed on the appropriate side of the vessel. as well as a burst template notation. Just place the appropriate templates and conduct the attack normally.Improved $10K* Stabilizer — Spacecraft $5K* Stabilizer * Per space the weapon uses. more maneuverable vessels. even with lucky shots. A ship is divided simply into port and starboard by imaginary lines drawn through the center of the ship. Make sure your players are aware of this before they start their attack run! . batteries have limited arcs of fi re. Batteries have a single damage and AP rating. Medium Burst Template. otherwise known as capital ships. Small Burst Template. these hulking ships use batteries of cannons to saturate an area of space. See Notes AP 50. See Notes AP 40. we use them as hazards to avoid. Large Burst Template. As such.
This is because the lesser number of guns can’t cover the entire Range Increment. these vessels are often unarmed unless operating in sectors known to be haunted by pirates. Size: Small. Crew: 1. Handling: +1. Handling: +1. Acc/Top Speed: 220/1400. A capitol ship may fire into its own Range Increment without hitting itself. Acc/Top Speed: 200/1200. This replaces the usual Spirit roll. Acc/Top Speed: 150/1100. Light A standard short-range space fighter designed to protect capital ships or fly patrols. Acc/Top Speed: 200/1200. Toughness: 14 (4). this craft is capable of supporting infantry assaults with its payload of 6 bombs. Interceptor A long-range. Climb: 50. A battery with a Small Burst Template affects one Range Increment within range. Heavy Fast. the position of target ships will determine which battery is used. an entire platoon (30 troops) can be carried in each allocated space. Handling: +1. Fighter. Size: Small. Toughness: 14 (4). AP 6. The effects of a battery remain in play until its next action card. Generally reserved for elite pilots. Unless otherwise noted. Hyperdrive x1. Given the temporary nature of the transport. Handling: +0. Toughness: 14 (4). AP 6. Light The typical vessel of independent merchants or small freight companies. Improved Stabilizer) Fighter. high-speed interceptor fighter. Spacecraft. Only one battery may fire at a given Range Increment marker. Size: Medium. Improved Stabilizer) Sample Starships Assault Dropship A light dropship designed for ship-to-ship boarding actions or surgical infantry assaults planet-side. Crew: 5. Cost: $370K Notes: Atmospheric. Cost: $280K Notes: Atmospheric. Climb: 50. Shield (1) Weapons: • Linked laser cannons (5d6. Each battery may fi re once per round. Acc/Top Speed: 200/1200. while a Large Burst Template targets two adjacent Range Increments (use the range modifier for the furthest one). Climb: 55. Marines (60) Weapons: • • Basic AMCM x2 Turbo laser cannon (3d6. Spacecraft Weapons: • • • Linked laser cannons (5d6. Improved Stabilizer) Medium bombs (no spares) Large bombs (no spares) Batteries (and Chases) These rules are slight adjustments to those above and account for the differences between tabletop combat and the abstract Chase rules. Spacecraft Weapons: • Linked laser cannons (5d6. When firing on its own Range Increment. ROF 3. Cost: $240K Notes: Atmospheric. A maximum of one-quarter (rounded up) of a ship’s batteries may fire in front of it and one-quarter behind it. and equipped with two shield pods. Size: Small. A solid bomber built from a basic fighter design. Improved Stabilizer) Fighter. these are ideal for planetary defense or pirate hunting. Toughness: 14 (4). Missed attacks use the deviation rules. but gives the pilot a +1 bonus to avoid being hit. Speed (2). these craft are capable against almost any ship in the Galaxy. A Medium Burst Template targets one entire Range Increment. Crew: 2. Size: Small. Handling: +1. Spacecraft. Size: Small. Climb: 50. Toughness: 20 (5). Cost: $500K Notes: Atmospheric. Pilots of ships in threatened areas need to make a Vehicles roll as a free action to avoid the attack. tough. Toughness: 14 (4). The turbo laser gives it limited fire-support capability. Handling: +1. Batteries cannot overlap Range Increments. Spacecraft. AP 6. this is the peak of fighter performance. the above rules apply equally in Chases. Crew: 2. There are no Autofire or Unstable Platform penalties. Any ship which enters the affected area during this time must roll to avoid being hit. Improved Stabilizer) 2x Light torpedoes (no spares) Bomber Freighter. Crew: 1. Climb: 50. Climb: 35. AP 6. Acc/Top Speed: 200/1200. Shield (2) Weapons: • • Linked laser cannons (5d6. AP 6. Cost: $170K Notes: Atmospheric. Crew: 2. Cost: $35K . well-armed. though they can target adjacent ones.
Size: Huge. Not to be confused with a true warship. Hyperdrive x3. the medium freighter includes a shield pod and other features to aid survival in a hostile galaxy. Crew: 50. Acc/Top Speed: 75/900. but carry an array of missile countermeasures. They carry no gunners. Shield (3) Weapons: • 2 Turret-mounted laser cannon (4d6. Cargo Bay (13 + 2 spaces of concealed cargo). Spacecraft Freighter. Spacecraft. Handling: −1. Climb: 15. Hyperdrive x4. They have minimal firepower. Cost: $140K Notes: Atmospheric. AP 6) x4 AMCM x5 .Notes: Atmospheric. Toughness: 25 (6). Heavy Heavy freighters are designed to carry bulk cargoes loaded in orbit and are normally owned by megacorporations. Stabilizer) Freighter. Spacecraft Weapons: • • Turret-mounted Laser cannon (4d6. Handling: -2. AP 6. Hyperdrive x3. Climb: 35. medium freighters try to avoid trouble (they can’t fight anything bigger than a fighter). requiring the crew to double-up when needed. Acc/Top Speed: 150/1100. Toughness: 36 (10). Crew: 12. Size: Large. Cost: $925K Notes: Cargo Bay (36 cargo spaces). Medium Better armed than a light freighter. Cargo Bay (20 cargo spaces).
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