TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Savage 
  Star Wars 
  Version 1.1 
   
   
   
   
   
   
   
   
   
   
   
   
   
  A 
   Conversion by John “Sheriff288” Brown 
   
  Special Thanks to Paul “Rorschach” Tobia, Jon “Red-24” Woodland, and Ted Arlauskas 
     
      1  
        
  
  Contents 
  contents 
  Introduction……………………………………………………………………...............4 
  Character Creation……………………………….…………………………………..5 
  Species…………………………………………………………………………...5 
  Humans…………………………………………………………………..5 
  Bothans………………………………………………………………..…6 
  Cerean……………………………………………………………………6 
  Duros……………………………………………………………………..6 
  Chiss……………………………………………………………………...7 
  Ewok………………………………………………...……………………7 
  Falleen……………………………………………………………………8 
  Gamorrean……………………………………………………………….8 
  Ithorian……………………………………………………………………9 
  Jawa………………………………………………………………………9 
  Kel Dor………………………………………………………………….10 
  Mon Calamari………………………………………………………..…10 
  Noghri …………………………………………………………………...11 
  Quarren…………………………………………………………………11 
  Rodian…………………………………………………………………..12 
  Sullustan………………………………………………………………..13 
  Trandoshan…………………………………………………………….13 
  Twi’lek……………………………………………………………….….14 
  Wookiee……………………………………………………………...…14 
  Zabrak………………………………………………………………..…15 
  Droids…………………………………………………………………...15 
  Traits……………………………………………………………………………16 
  Hindrances and Edges……………………………………………………….17 
   
  Background Edges……………………………………………………17 
  Species Edges…………………...……………………………………18 
   
  Combat Edges…………………………………………………………18 
   
  Power Edges…………………………………………………………..18 
   
  Professional Edges……………………………………………………18 
  Arcane Backgrounds………………………………………………………………..20 
  The Force………………………………………………………….……………21  
  Gear…………………………………………………………………….......................24 
  Equipment………………………………………………………………………24 
  Droids…………………………………………………………………………...28 
  Armor……………………………………………………………………………31 
  Weapons………………………………………………………………………..33 
   
  Ranged………………………………………………………………….33 
   
  Hand…………………………………………………………………….34 
   
   
  Lightsabers……………………………………………………………..34 
   
   
   
  Lightsaber Construction……………………………………….35 
  Vessels…………………………………………………………………………...........41 
     
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  Starships………………………………………………………………………..41 
   
   
  Starfighters……………………………………………………………..41 
   
  Transports………………………………………………………47 
   
   
  Capital Ships…………………………………………………...49 
   
   Land Based Vehicles…………………………………………………..……..53 
  The Galaxy…………………………………………………………………………….56 
  Map……………………………………………………………………………...56 
  Adversaries…………………………………………………………………………....57 
  Wild Cards……………………………………………………………………………..66 
  Blank Wild Card Sheets………………………………………………………75 
  Character Sheet………………………………………………………………………87 
  Ally/Vehicle Sheet……………………………………………………………………88 
  Sample Deckplans……………………………………………………………………89 
   
   
   
   
   
  Art Courtesy of:      
  https://www.swagonline.com 
   
   
   
   
  https://www.starwars.com 
   
   
   
   
  And the good old google image search 
   
  Star Wars Source info: 
  https://www.starwars.com/databank 
   
   
   
   
  https://www.swrpgnetwork.com 
   
   
   
   
  WotC RPG Sourcebooks 
   
   
   
   
  Star Wars Essential Guides and Novels 
   
   
   
   
  Online Star Wars Wikis 
  My Brain 
   
   
   
   
   
  Layout and Design: 
  John Brown 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This game uses the Savage Worlds game system, available from Great White Games (www.greatwhitegames.com). 
  Savage Worlds, Smiling Jack, and all associated logos and trademarks are Copyright 2004, Great White Games. Used 
  without permission. 
   
  Savage Worlds and all associated references belong to Great White Games LLC and are used without permission. Star 
  Wars and D20 and all associated references belong to Lucasfilm Ltd and Wizards of the Coast and are used without 
  permission. No claim is made to such materials, which are employed out of tribute and affection.  So please don’t sue!
     
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  "A long time ago...In a 
  galaxy far, far away..."   
   
       Those 
  words 
  hold 
  immense 
  meaning for those of us that have 
  grown up with George Lucas' Star 
  Wars saga. Our minds cannot hide 
  the treasure trove of exhilarating 
  moments, colorful characters and 
  exciting plot twists that we first 
  experienced when we watched Star 
  Wars saga for the very first time.  
  Now take that wonder and channel it 
  into playing your own hero, forging 
  your 
  own 
  story 
  in 
  Georges’ 
  wonderful playground   
       After five years of play under the 
  d20 gaming system I thoroughly 
  enjoy the Star Wars RPG.   In 2005 
  Wizards of the Coast announced 
  they would no longer fully support 
  the Role Playing Line of Star Wars 
  and would concentrate its primary 
  interests of the Star Wars License 
  toward the Miniatures Game.  With 
  that 
  announcement 
  came 
  this 
  author’s termination of support for 
  anything Wizards and d20.     
      With 
  such 
  a 
  plethora 
  of 
  information available for the Star 
  Wars Universe on the Internet and in 
  book form a system was needed that 
  provided ease of use for all the 
  available goodness!  Let’s just say 
  converting to the d20 system is 
  somewhat complicated with all the 
  available skills, feats, and prestige 
  classes.   
       It is virtually impossible to have a 
  complete character without cross-
  classing so you can get spot, listen, 
  search, 
  computer 
  use, 
  and 
  astrogation as class skills.  I don’t 
  even want to get into waiting 10 
  levels and every extra feat so you 
  can shoot with two pistols in the 
  same round like Jango did.   
       Then came the answer to my 
  prayers.  During a RPG day Demo 
  session at my local gaming store, I 
  was introduced to Savage Worlds.   I 
  was immediately hooked.  I read up 
  on everything I could on the system.  
  I 
  downloaded 
  every 
  piece 
  on 
  information I could find and ordered 
  the 
  Savage 
  Worlds 
  Sourcebook 
  immediately.  With the fast paced 
  action of the Star Wars movies and 
  novels, A Fast, Furious, and Fun kick 
  in the ass is what Star Wars needed. 
  I read what other authors had done.  
  Paul “Rorschach” Tobia, Jon “Red-24” 
  Woodland, and Ted Arlauskas had put 
  wonderful 
  conversions 
  on 
  the 
  internet. 
   
  After 
  reading 
  their 
  information and combining it with my 
  ideas I have come up with this 
  sourcebook for Savage Star Wars. 
       This is a labor of love, and I hope 
  you 
  enjoy 
  using 
  it 
  for 
  your 
  campaigns, because I really enjoyed 
  making and converting it.   
   
  John Brown 
  John Brown  
  September 12, 2005 
     
      4  
        
  
  Character  
   
   
   
  The heart of roleplaying games is the 
  ability to make your own characters. 
  Savaged Star Wars is one of the 
  best in this area! Even though 
  character creation is incredibly quick 
  and easy, you still get all the crunchy 
  detail you want to make your hero 
  stand out from the crowd! Here are 
  the basics, and you’ll find a blank 
  character sheet at the end of this 
  book. 
   
  Species 
   
  The Star Wars Universe has an 
  incredible variety of species, each 
  with its own outlook, and civilization. 
  Even though humans dominate a 
  large majority of the galaxy due to 
  their resilience and ability to adapt 
  too multiple environments, many 
  intelligent alien species can be 
  encountered 
  everywhere 
  in 
  the 
  Galaxy.  All species have their own 
  homeworld and customs.  Thanks to 
  hyperspace travel almost all species 
  from the Core to the Outer Rim can 
  go wherever they want in the Galaxy.   
  In Savaged Star Wars you can be  
  any Species from the Star Wars  
   
   
   
   
   
   
  Creation 
  Character Creation 
  Universe, from a Kel-dor Smuggler 
  to an Ewok Jedi.  Not all species 
  have been added to this rulebook, 
  but any can be used.  For more 
  information on species refer to The 
  Ultimate Alien Anthology by WotC, 
   
  Humans 
  Humans dominate the Galaxy and 
  can be found everywhere.  They are 
  the ancestors of early spacefaring 
  pioneers, 
  conquerors, 
  traders, 
  travelers, and refugees.  Humans 
  come in all shapes, sizes, and 
  colors. They tend to be great 
  adventures as they are not afraid to 
  try anything.   
   
  Human Bonuses: One free Edge, 
  and a skill at d6 
   
   
   
     
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  Bothans 
  Bothans 
  hail 
  from 
  Bothawui, 
  a 
  cosmopolitan planet spared from the 
  Galactic 
  Civil 
  War 
  due 
  to 
  its 
  neutrality. 
  Bothans 
  also 
  have 
  numerous colony worlds scattered 
  throughout their small patch of 
  indigenous space, like the planet 
  Kothlis. Bothans arrange themselves 
  in family clans, and the apostrophe 
  in their surname separates their 
  immediate family name with their 
  clan name. Family is very important 
  to Bothans, and clan loyalty is 
  paramount; Bothans proudly display 
  their clan sigils. Between clans, 
  however, it is a different matter 
  altogether. Bothan politics is known 
  for subtle backstabbing maneuvers. 
  While the Bothans aren't a violent 
  people, their skills at character 
  assassination are unparalleled. The 
  Bothans are renowned for their 
  information-gathering 
  techniques. 
  For over 300 years these aliens have 
  been cultivating a vast network of 
  operatives dedicated to gathering 
  useful data. The Bothan reputation 
  for skullduggery and deception has 
  colored many a being's perception of 
  them. 
   
   
  Bothan 
  Bonuses: 
  Agility 
  d6, 
  Alertness, Streetwise d6, Loyal 
  (Clan), Size -1
  Cerean 
  Cereans 
  come 
  from 
  a 
  remote 
  utopian world, Cerea.  Most Cereans 
  are 
  peaceful 
  following 
  farming 
  traditions that date back thousands 
  of years.  The species includes more 
  females than males and the Cerean 
  hierarchy is matriarchal.  Their high 
  domed heads hold binary brains and 
  two hearts beat in their chests.  With 
  a non aggressive heritage it is only 
  rarely that a Cerean develops the 
  desire to adventure.    
   
  Cerean 
  Bonuses: 
  Smarts 
  d6, 
  Danger Sense, Peaceful
   
  Duros 
  The Duros blazed some of the oldest 
  trade routes and hyperspace lanes in 
  the galaxy as they ventured into the 
  unknown, 
  millennia 
  ago. 
  This 
  species achieved star travel before 
  the founding of the Republic, and 
  have almost entirely abandoned the 
  soil of their homeworld to travel 
  among 
  the 
  stars. 
  They 
  rank 
  alongside the Corellians as the most 
  seasoned space travelers in the 
  galaxy. One of the Duros' earliest 
  colonization 
  efforts 
  was 
  on 
  Neimoidia, and over the millennia, 
  the 
  Neimoidians 
  became 
  a 
  genetically distinct offshoot of the 
     
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  Duros race. The Duros homeworld of 
  Duro has weathered millennia of 
  neglect. As the Duros took to the 
  stars, much of their planet became 
  increasingly 
  polluted. 
  As 
  Duros 
  political power was transferred from 
  ancient royal rulers to a wealthy 
  coalition of interstellar shipping firms, 
  all connection to ancestral roots 
  were severed. The Duros people 
  embarked 
  on 
  a 
  bold 
  era 
  of 
  expansion, choosing to live in orbital 
  cities or far-flung colony worlds. 
   
  Duros Bonuses: Agility d8, Smarts 
  d6, Piloting d6, Spaceborn
   
  Chiss 
  Chiss are a humanoid species with 
  pale blue skin, blue-black hair and 
  glowing red eyes.  Their homeworld 
  Csilla is cold world of glaciers and 
  snowy wastes located deep within 
  the unknown regions. Chiss culture 
  is at the root of the disciplined 
  species. 
  Chiss 
  are 
  taught 
  to 
  approach 
  their 
  areas 
  of 
  specialization with intense focus and 
  harsh logic, driving Chiss culture to 
  suppress emotion and avoid hasty 
  emotions such as anger, fear and 
  revenge. 
  From 
  this 
  emotional 
  coolness, and despite a socialist 
  economic 
  model, 
  Chiss 
  culture 
  stresses individual responsibility and 
  self-discipline. A strange diversion 
  from this shrewd analysis is the 
  Chiss consideration of a first strike 
  as equivalent to the most horrible 
  murder, which can be considered a 
  strategically necessary option in the 
  appropriate circumstance.  Chiss 
  distrust and dislike other species, 
  viewing them as inferior. 
  Chiss Bonuses: Smarts d6, Spirit 
  d6, Outsider
   
  Ewok 
  The Ewoks are sentient furred 
  bipeds native to the moon of Endor. 
  They are curious individuals that 
  stand about one meter tall. Although 
  extremely skilled in forest survival 
  and the construction of primitive 
  technology like gliders and catapults, 
  the Ewoks have yet to progress past 
     
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  stone-level technology. They are 
  quick 
  learners, 
  however, 
  when 
  exposed to advanced technology 
  with simple mechanical processes 
  and concepts. 
   
  Ewok 
  Bonuses: 
  Agility 
  d6, 
  Alertness, Size -1
   
  Falleen 
  The Falleen are exotic, reptilian 
  humanoids with scaled skin, cold 
  blood, and pigmentation that alters 
  according 
  to 
  mood. 
  The 
  sleek 
  symmetry of Falleen features makes 
  them among the most beautiful of all 
  humanoid species. Enhancing that 
  physical 
  appeal 
  are 
  natural 
  pheromones 
  that 
  make 
  them 
  practically irresistible to the opposite 
  sex. They have harnessed the ability 
  to control their skin color and have 
  learned to use it as a covert weapon, 
  reverting from their normal shades of 
  gray-green to red or orange, for 
  example, in order to exude an 
  essence of confidence or mastery. 
  Falleen 
  have 
  exceptional 
  lung 
  capacity, allowing them to stay 
  submerged for prolonged periods. 
  The Falleen are long-lived, with life 
  spans averaging 250 standard years. 
  Falleen are by nature a secretive 
  species. They tend to be patient and 
  pensive, and shun public displays of 
  emotion. They possess an air of 
  superiority for their discipline, and 
  disdain the more openly passionate 
  species of the galaxy for their lack of 
  control. This bias has prevented the 
  Falleen from spreading throughout 
  the 
  galaxy. 
  Cultural 
  arrogance 
  fosters 
  the 
  belief 
  that 
  their 
  homeworld of Falleen is the bastion 
  of galactic civilization, and to travel 
  elsewhere is folly.  
   
  Falleen 
  Bonuses: Pheromones, 
  Semi-Aquatic, Swimming d6
   
  Gamorrean  
  From 
  the 
  planet 
  Gamorr, 
  the 
  Gamorrean 
  species 
  consists 
  of 
  brutish, 
  porcine 
  humanoids 
  that 
  maintain a feudal level of technology, 
  and tolerate a remarkable amount of 
  violence in their everyday activities. 
  Interstellar procedures programs for 
     
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  visiting Gamorr consist of one line: 
  DO NOT VISIT GAMORR. The 
  Gamorrean culture is filled with 
  bloodshed 
  and 
  constant 
  wars. 
  Gamorrean females (sows) are the 
  productive members of their society. 
  They own land, weave, hunt, cook, 
  run businesses and manufacture 
  goods. The males (boars) spend 
  most of their time training for and 
  fighting wars. Gamorreans live in 
  clans, and these clans are the basis 
  for their wars. Clans are ruled by 
  clan chieftains, or warlords, and a 
  council of females, called matrons. 
  Clan females are all related, and can 
  trace their ancestry to a common 
  matriarch. 
  A 
  Gamorrean 
  clan 
  typically consists of about 20 sows 
  and 50 boars, but these numbers 
  vary widely.  
   
  Gammorean Bonuses: Strength 
  d6, 
  Vigor 
  d6, 
  Size 
  +1, 
  Simpleminded
   
  Ithorian  
  Ithorians 
  worship 
  the 
  "Mother 
  Jungle," a spiritual entity of Ithor 
  embodying the lush, tropical ecology 
  of their world. Most Ithorians never 
  set foot on their own planet, instead 
  they live in floating cities above their 
  world. Only three of their continents 
  had been developed, the other two 
  never having been touched by 
  Ithorian hands.  Ithorians are gentle 
  and peace-loving, devoting much 
  time to contemplating their ecology, 
  and respecting all living things. 
  Ithorians are curious and gregarious, 
  and many have found their way to 
  the stars. Their floating "herd" cities 
  also 
  have 
  space-worthy 
  counterparts, traveling the space-
  lanes like huge caravans. Each 
  Ithorian herd-ship has a complex life-
  support system that replicates the 
  environment of Ithor, complete with 
  jungles, wildlife, and even weather 
  patterns.  
   
  Ithorian 
  Bonuses: 
  Spirit 
  d6, 
  Survival d6, Tracking d6, Outsider
   
  Jawa 
  Few have ever seen the ugliness 
  that lies beneath a Jawa mask. Jawa 
  faces are obscured by a cloud of 
  insects that gather in the recesses of 
     
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  their hoods, attracted by their foul 
  odors. Their particular stench is a 
  combination of poor hygiene and a 
  mysterious solution into which Jawas 
  dip their clothes to retain moisture. 
  To Jawas, the odor is packed with 
  information about each other, such 
  as clan lineage, health, emotional 
  state, even the last meal eaten. 
  Jawas 
  have 
  evolved 
  several 
  important survival traits, such as 
  exceptional night vision, and a strong 
  immune system. Jawas have long 
  been scavengers, as the Dune Sea 
  provides a bounty of refuse. It is 
  littered 
  with 
  derelict 
  spacecraft 
  wreckage from millennia of star 
  travel. The Jawas have built homes 
  and tools from these ancient scraps, 
  and 
  travel 
  the 
  dunes 
  in 
  sandcrawlers, 
  cast-off 
  mobile 
  smelters from failed outlander mining 
  attempts.  
   
  Jawa Bonuses: Agility d6, Repair 
  d6, Gadgeteer, Low Light Vision, 
  Size -1, Outsider
   
  Kel Dor 
  The Kel Dor originate from the planet 
  Dorin, where they developed in an 
  atmosphere of helium and a gas 
  unique to their world. Consequently, 
  more 
  common 
  atmospheres, 
  including 
  those 
  that 
  consist 
  of 
  oxygen, 
  nitrogen, 
  and 
  carbon 
  dioxide, are deadly to the Kel Dor. 
  Those Kel Dor that operate beyond 
  the confines of their homeworld must 
  wear breath masks and protective 
  goggles.  The Kel Dor have a long 
  and proud Force tradition, though 
  they have adapted it to the Jedi 
  tradition since joining the Republic 
  over six thousand years ago. Kind-
  hearted, the Kel Dor nevertheless 
  believe in swift justice. Kel Dor 
  require their native atmosphere to 
  survive. Without protective goggles 
  outside their homeworld, a Kel Dor is 
  considered blind. Without a breath 
  mask, a Kel Dor begins to suffocate. 
   
  Kel Dor Bonuses: Agility d6, 
  Smarts d6, Low Light Vision, 
  Methane Breather (Fatigue rolls to 
  avoid 
  “drowning”), 
  Restricted 
  Vision (blind without protective 
  eyepieces)
   
  Mon Calamari 
  The Mon Calamari hail from the 
  watery world of the same name, 
  which they share with the squid-
  headed species called the Quarren. 
  While both species speak the same 
  native tongue, the Mon Calamari 
     
      10  
        
  
  have 
  adopted 
  Basic 
  as 
  their 
  language. 
  Mon 
  Calamari 
  and 
  Quarren are very different in their 
  outlook on life, as the Mon Calamari 
  tend to be idealists and dreamers 
  while the Quarren are pragmatic and 
  realists. During the waning days of 
  the Republic, Quarren politicians 
  represented the various communities 
  of the water world in the Galactic 
  Senate.  The Mon Calamari are 
  shore-dwellers, land beings with an 
  affinity for water. The Mon Calamari 
  developed 
  slowly, 
  building 
  an 
  advanced technology around them. 
  They contacted the Quarren, and 
  after some confusion, developed a 
  symbiotic relationship. The Quarren 
  would provide the raw materials and 
  metals while the Mon Calamari 
  refined them into useful items of 
  technology. Foremost among these 
  items was the Mon Calamari's 
  formidable 
  fleet 
  of 
  exploration 
  vessels. The Mon Cals (as the 
  Quarren call them) began leaving 
  their world to explore the islands in 
  the stars.  
   
  Mon Calamari Bonuses: Smarts 
  d6, Swimming d6, Low Light 
  Vision, Aquatic, Heat/Dehydration 
  Sensitive
   
  Noghri 
  The Noghri are Barely over a meter 
  tall, these gray-skinned bipeds have 
  wiry muscles, incredible reflexes, 
  and surprising strength. They are 
  deadly warriors that have grown up 
  in unthinkable hardship, on a world 
  forever despoiled by warfare. The 
  Noghri 
  evolved 
  on 
  the 
  planet 
  Honoghr. Decades ago, a furious 
  space battle raged over their world, 
  and a shattered capital ship plunged 
  into 
  their 
  primitive 
  planet. 
  The 
  resulting environmental catastrophe 
  poisoned their waters and soils.  
   
  Noghri 
  Bonuses: 
  Agility 
  d6, 
  Strength d6, First Strike, Vow, 
  Size -1
   
  Quarren 
  The Quarren evolved deep in the 
  murky oceans of Mon Calamari. 
  When they were first discovered by 
  their world-mates the Mon Cals (as 
  they call them), there was some 
  initial 
  confusion. 
  The 
  Quarren 
  weren't as quick to evolve culturally 
     
      11  
        
  
  as the Mon Calamari. As the 
  Quarren rose to the surface from 
  their ocean depths and met their 
  cousins, they invariably attacked the 
  Mon 
  Cals. 
  The 
  Calamarians, 
  equipped with better technology and 
  higher intellect, bested the Quarren 
  each time. After years of this, the 
  Quarren 
  were 
  driven 
  to 
  near 
  extinction. This prompted the Mon 
  Cals to perform a daring and 
  controversial social experiment. The 
  Cals had captured nearly a million 
  Quarren throughout their struggles, 
  yet did not want to free them, for 
  they feared the Quarren would only 
  fight until the Cals were forced to kill 
  them. Instead, the Cals attempted to 
  civilize the Quarren. The Quarren 
  preferred the ocean depth as their 
  home, but the two species eventually 
  began working together. The Cals 
  provided greater ideas and new 
  concepts to the Quarren, while the 
  Quarren mined the deep-sea metals 
  to make those ideas into reality. The 
  result was a network of advanced, 
  floating cities on Mon Calamari. The 
  Quarren prefer to live in the dark, 
  deep portions of the cities, while the 
  Cals live closer to the sunlight. 
   
  Quarren 
  Bonuses: 
  Vigor 
  d6, 
  Swimming 
  d6, 
  Aquatic, 
  Dark 
  Vision, 
  Heat/Dehydration 
  Sensitive, Outsider
   
  Rodian 
  Rodians evolved as hunters, killing 
  much of the wildlife and predacious 
  species on their planet to extinction. 
  The Rodians grew restless with 
  nothing to hunt, and turned to 
  hunting each other in gladiatorial 
  combat. One of the greatest of the 
  Rodian Grand Protectors called an 
  end to this self-slaughter around the 
  time that Republic ships made 
  contact with the species. The Grand 
  Protector saw the expansion into the 
  galaxy as an opportunity for the 
  Rodians to hunt new species and 
  targets. As a result, many Rodians 
  have taken to bounty hunting. Many 
  take on contracts as part of grand 
  games and contests, caring nothing 
  for the concept of law enforcement. 
  Rodian 
  society 
  awards 
  bounty 
  hunting 
  in 
  a 
  wide 
  variety 
  of 
  categories -- Longest Trail, Most 
  Notorious Capture, Best Shot and 
  more. Because some Rodians have 
  taken to padding their hunts by 
  allowing their quarries to commit 
  further 
  crimes, 
  increasing 
  their 
  bounties, these aliens have a shady 
  reputation. This combined with the 
  pungent pheromones that Rodians 
  naturally exude, has fomented an 
  increasingly 
  common 
  intolerance 
  towards their kind.  
     
      12  
        
  
   
  Rodian 
  Bonuses: 
  Agility 
  d6, 
  Notice d6 
   
  Sullustan 
  Standing 1 to 1.5 meters tall, 
  Sullustans live in vast subterranean 
  caverns beneath the surface of their 
  homeworld. Sullust is a volcanic 
  planet, with a harsh atmosphere. 
  The underground caverns teem with 
  small life-forms that the Sullustans 
  hunt for sources of food and clothing. 
  The few predators that wander the 
  planet's 
  surface 
  rarely 
  venture 
  underground.  Sullustans speak a 
  chattering language and are known 
  throughout the galaxy as capable 
  pilots and navigators. Sullustans 
  have perfect direction sense and 
  memory, allowing them to remember 
  the paths they have traveled, and 
  maps they may have seen. This 
  sense 
  is 
  a 
  necessity 
  in 
  the 
  labyrinthine caves of Sullust. The 
  people of Sullust have achieved a 
  high-level of technology, and their 
  underground 
  cities 
  are 
  popular 
  among traders who visit the cobbled 
  streets and the wide variety of shops 
   
  Sullustan Bonuses: Agility d6, 
  Low Light Vision, Direction Sense, 
  Size -1
   
  Trandoshan 
  Trandoshans are large, reptilian 
  humanoids 
  from 
  the 
  planet 
  Trandosha (or Dosha), they have 
  supersensitive eyes that can see into 
  the infrared range and the ability to 
  regenerate lost limbs when they are 
  young. They also shed their skin. 
  The Trandoshans are a warlike 
  species who allied early with the 
  Empire, taking Wookiees as slaves. 
  Trandoshan religion consists mainly 
  of trying to score enough Jagannath 
  points, 
  earned 
  through 
  bounty-
  hunting or slavery-based kills, to 
  appease the main goddess, or 
  Scorekeeper. 
  Thus, 
  many 
  Trandoshans are bounty hunters or 
  slavers, operating both inside and 
  outside the boundaries of the law. 
  They take particular pleasure in 
  skinning Wookiees for their pelts. 
     
      13  
        
  
   
  Trandoshan Bonuses: Vigor d6, 
  Natural 
  Armor 
  +1, 
  Infravision, 
  Enemy (Wookiees)
   
  Twi'Lek 
  The Twi'leks use their head-tails, or 
  lekku, when they speak their native 
  tongue of Twi'leki. The language is a 
  combination of physical and linguistic 
  communication, with spoken word 
  being 
  supplemented 
  by 
  subtle 
  twitches and moves from the lekku. 
  They have a sly disposition of 
  patience and adaptability. As the 
  Twi'leks 
  learned 
  from 
  evolving 
  through the harsh storms of their 
  world, strength does not always 
  come from confrontation. Often, as a 
  Twi'lek proverb says, "one cannot 
  defeat a heat storm, one must ride 
  it." The Twi'leks have developed an 
  industrial-level 
  technology, 
  with 
  windmills and turbines providing 
  power to their homes and industries 
  carved into the Ryloth mountains. 
  Each city complex is autonomous, 
  and 
  governed 
  by 
  a 
  head-clan. 
  Having 
  no 
  native 
  space-faring 
  technology, the Twi'leks instead rely 
  upon neighboring systems (such as 
  Tatooine), pirates, smugglers, and 
  merchants for their contact with the 
  galaxy. The planet Ryloth provides 
  the galaxy with ryll, a powerfully 
  addictive 
  spice. 
  Twi'leks 
  have 
  adapted to the criminal attention 
  brought to their world by selling their 
  own people into slavery. This way, 
  the Twi'leks have something to give 
  the criminals, and still retain control 
  of the ryll mines. Unfortunately many 
  Twi'leks, mostly female, bare the 
  brunt of this despicable trade-off.  
   
  Twi'Lek 
  Bonuses: 
  Culturally 
  Adaptable (+2 Charisma), Low 
  Light Vision
   
  Wookiee 
  Shaggy giants from an arboreal 
  world, the tall and commanding 
  Wookiee species is an impressive 
  sight to even the most jaded spacer. 
  Despite their fearsome and savage 
  countenance, 
  Wookiees 
  are 
  intelligent, sophisticated, loyal and 
  trusting. Loyalty and bravery are 
  near-sacred 
  tenets 
  in 
  Wookiee 
  society. When peaceful, Wookiees 
  are 
  tender 
  and 
  gentle. 
  Their 
  tempers, however, are short; when 
  angered, Wookiees can fly into a 
  berserker rage and will not stop until 
  the object of their distemper is 
  sufficiently destroyed. Their home 
  planet, 
  Kashyyyk 
  is 
  a 
  world 
  enveloped 
  in 
  immense 
  forests. 
  Inland, the trees are so tall and 
  dense that a layered ecosystem has 
     
      14  
        
  
  evolved within its branches. The 
  closer one approaches to the forest 
  floor, the more dangerous and 
  primeval the environment becomes. 
  Wookiees inhabit the upper levels of 
  the forest, having built their massive 
  cities within the interwoven canopy. 
   
  Wookie Bonuses: Strength d6, 
  Size +1, Berserk, Loyal, Limited 
  Language, Outsider
   
  Zabrak 
  Zabrak 
  are 
  humanoids 
  with 
  prominent vestigial horns and well-
  developed mental willpower. The 
  species is divided into a number of 
  different 
  races, 
  each 
  exhibiting 
  different horn patterns. Zabrak are 
  also fond of intricate facial tattoos 
  designed to reflect their individual 
  personalities. Zabrak were one of the 
  earliest spacefaring species and they 
  have explored large sections of the 
  galaxy. Their homeworld of Iridonia 
  is a frighteningly harsh planet, which 
  has led many Zabrak to settle on 
  other worlds, including Talus and 
  Corellia. The Zabrak also maintain 
  eight colonies throughout the Mid 
  Rim region of space, and most 
  Zabrak actually identify themselves 
  by their colony first and foremost. All 
  members of the species speak 
  Zabraki and Basic, but they may 
  adopt local languages as well. As 
  fitting their pioneer spirit, Zabrak are 
  viewed as independent and strong-
  willed. Zabrak are proud, strong, and 
  confident beings. They believe that 
  nothing is truly impossible and will 
  strive to prove skeptics wrong at 
  every turn. Some Zabrak carry 
  themselves with an air of superiority, 
  and they frequently discuss the 
  achievements of their species and 
  home colonies with a pride that can 
  border on arrogance. As warriors or 
  adventures, Zabrak tend to be 
  dedicated, intense, and extremely 
  focused. Zabrak are still considered 
  among the galaxy's most prominent 
  explorers, but their personalities, 
  survival 
  instincts, 
  and 
  incredible 
  willpower also make Zabrak well-
  suited to nearly any adventuring 
  profession.                                    
   
  Zabrak 
  Bonuses: 
  Spirit 
  d6, 
  Survival d6
   
  Droid 
   
  See page 28 for rules on creating a 
  Droid Hero. 
     
      15  
        
  
   
  Traits 
  • Your hero starts with a d4 in each 
  attribute, and has 5 points with which 
  to raise them. Raising an attribute a 
  die type costs 1 point. 
  • You have 15 points for skills. A list 
  of standard skills appears to the 
  right. Note that skills in Savage 
  Worlds are very broad. You don’t 
  have to take Fighting for your sword, 
  dagger, 
  dirk, 
  and 
  axe—Fighting 
  covers it all. Remember, this is a 
  game of Fast! Furious! Fun! 
  • Each die type in a skill costs 1 point 
  up to the linked attribute. Going over 
  the linked attribute costs 2 points per 
  level. 
  • Charisma is equal to the total 
  bonuses or penalties given by Edges 
  and Hindrances. 
  • Pace is 6”. 
  • Parry is equal to 2 plus half 
  Fighting. 
  • Toughness is equal to 2 plus half 
  Vigor. Go ahead and add the bonus 
  granted by the armor worn on your 
  torso to this value as well for speed’s 
  sake, but remember it may not count 
  if attacks target other parts of the 
  body. 
   
   
  Traits and skills  
  Traits and skills 
  Skill List 
  Skill Linked Attribute 
  Boating 
   
   
   Agility 
  Climbing  
   
   
  Strength 
  Driving  
   
   
  Agility 
  Fighting  
   
   
  Agility 
  Gambling  
   
   
  Smarts 
  Guts   
   
   
  Spirit 
  Healing 
   
   
   Smarts 
  Intimidation   
   
  Spirit 
  Investigation   
   
  Smarts 
  Knowledge  
   
   Smarts 
  Lockpicking   
   
  Agility 
  Notice  
   
   
  Smarts 
  Persuasion   
   
  Spirit 
  Piloting  
   
   
  Agility 
  Repair  
   
   
  Smarts 
  Riding  
   
   
  Agility 
  Shooting  
   
   
  Agility 
  Stealth  
   
   
  Agility 
  Streetwise   
   
  Smarts 
  Survival  
   
   
  Smarts 
  Swimming  
   
   
  Agility 
  Taunt   
   
   
  Smarts 
  Throwing  
   
   
  Agility 
  Tracking  
   
   
  Smarts 
  All skill descriptions are located in 
  the Savage Worlds Rulebook pages 
  16-19 
   
   
     
      16  
        
  
   
   
   
   
   
   
  • You gain additional points for taking 
  up to one Major Hindrance and two 
  Minor Hindrances. You’ll find a 
  summary of all basic Edges & 
  Hindrances on pages 20-37 of the 
  Savage Worlds Rulebook 
  For 2 points you can: 
  • Gain another attribute point. 
  • Choose an Edge. 
  For 1 point you can: 
  • Gain another skill point. 
  • Increase starting funds by 100% 
   
  Savaged Star Wars adds one Major 
  Hindrance to the game. 
   
  The Dark Side 
  The power of the Dark Side is very 
  tempting to those who would use the 
  force for selfish means.  It is also 
  very damaging to the character who 
  taps into its abilities.  The temptation 
  to the Dark Side is that it takes half 
  the number of power points to 
  perfom force powers.  The easy way 
  to power is not always the best way.  
  When a character calls upon the 
  power of the Dark Side to use their 
  powers the character must make a 
  Spirit roll verse a target number 5 
  plus their current number of Dark 
  Side Points. If the Character fails 
  they receive a Dark Side Taint. 
  When a Character receives 4 taint 
  points they have become consumed 
  with the Dark Side. A consumed Jedi 
  can be redeemed by performing acts 
  of heroism or not leveling. 
   
   
   
   
   
   
   
   
  Edges and hindrances  
  Edges and Hindrances  
  Dark 
  Side 
  Tainted/Consumed 
  (Major) 
  Requirements: 
  Force 
  Attuned Edge 
  Dark Side Tainted characters must 
  spend two bennies to get the effect 
  of one benny, unless the roll is to 
  commit an evil act or make a soak 
  roll. Consumed characters may only 
  spend bennies on evil actions or 
  soak rolls. Consumed characters are 
  usually discouraged except when 
  running an evil campaign. When a 
  Character slips to the Darkside they 
  receive this Hindrance automatically 
  from the GM. It is up to the GM’s 
  discretion to let characters start the 
  game with a Dark Side Hindrance.  
   
  Background Edges 
   
  The 
  following 
  edges 
  are 
  not 
  appropriate for Savage Star Wars: 
  Champion, 
  Holy/Unholy 
  Warrior, 
  Mentalist, and Wizard. Savaged Star 
  Wars adds the following Edges to 
  the Game.  Edges related to the 
  Arcane Background (Weird Science) 
  can be taken, but the Arcane 
  Background is not required due to 
  the Star Wars setting.  All power for 
  items will come from power packs, 
  not power points. 
   
  Force Attuned  
  Requirements: Novice 
  The character has an affinity 
  with the Force whether they are 
  aware of it or not. The character 
  starts play with an extra benny. 
  Force Attuned characters may have 
     
      17  
        
  
  good or bad feelings about specific 
  situations. The GM will let the 
  character know when they have 
  these feelings and what the source 
  of their anxiety or excitement is. In 
  some cases, this may translate to a 
  +2 bonus to an appropriate skill such 
  as Notice, Persuasion or Streetwise. 
  The character must be careful of 
  what actions they take or they may 
  gain 
  the 
  Dark 
  Side 
  Tainted 
  hindrance. 
   
  Species EDGES 
   
  Culturally Adaptable +2 Charisma 
   
  Direction Sense +2 to Common 
  Knowledge 
  rolls 
  to 
  remember 
  direction, maps, and paths 
   
  Limited Language can only speak 
  native language
   
  Heat/Dehydration Sensitive suffer 
  a -2 penalty to avoid Fatigue due to 
  heat/dehydration  
   
  Peaceful -2 to resist or perform a 
  Test of Will 
   
  Spaceborn Increasing Vigor costs 2 
  points at character creation or two 
  level-ups 
   
  Pheromones Charisma +4 versus 
  opposite sex if able to smell 
   
  Semi-Aquatic hold breath for 15 
  minutes before rolling for Fatigue 
   
  Simpleminded Increasing Smarts 
  costs 2 points at character creation 
  or two level-ups 
   
  Combat Edges 
   
  Lightsaber Defense 
  Requirements: Jedi Padawan 
  A character can declare saber 
  defense by spending an action 
  during his turn. Saber Defense can 
  be used with a held action and does 
  not require an opposed Agility roll 
  since the character is reacting to the 
  shots, not interrupting them. 
  The 
  character 
  makes 
  a 
  Fighting 
  roll. 
  With 
  a 
  standard 
  success, attackers must subtract 2 
  from any Shooting rolls while using 
  weapons that do not have an area of 
  effect. A raise increases the penalty 
  to –4. If the attacker is using a 
  blaster or other energy weapon and 
  rolls a 1 on the Shooting die (or a 
  Wild Card rolls snake eyes) the bolt 
  is defected back and hits the 
  attacker for normal damage. 
   
  Improved Lightsaber Defense 
  Requirements: Rank: Seasoned+, 
  Saber Defense 
  The 
  Shooting 
  penalty 
  of 
  Lightsaber Defense protects any 
  allies within 2” of the character. This 
  effect does not stack in the case of 
  multiple 
  overlapping 
  Lightsaber 
  Defenses. 
   
  Power Edges 
  Jedi Padawan 
  Requirements: Novice, and Jedi  
  Jedi Knights gain a +1 to damage 
  with Lightsaber, and Power Points. 
   
  Jedi Knight 
  Requirements: Veteran, Jedi 
  Padawan, Lightsaber Defense 
     
      18  
        
  
  Jedi Knights gain a +1 to damage 
  with Lightsaber, and Rapid 
  Recharge. 
   
  Jedi Master 
  Requirements: Legendary, Jedi 
  Knight, Improved Lightsaber 
  Defense 
  Jedi Masters gain a +1 to damage 
  with Lightsaber, and Improved Rapid 
  Recharge. 
   
  A 
  Jedi 
  Padawan 
  does 
  3d8+1 
  damage with his Lightsaber, a Jedi 
  Knight does 3d8+2 damage with his 
  Lightsaber, finally a Jedi Master he 
  will have 3d8+3. This does not 
  account for the +1 bonus for the Jedi 
  receives for constructing her own 
  Lightsaber. 
   
  Professional Edges 
   
  Slicer 
  Requirements: 
  Smarts 
  d8+, 
  Knowledge (Computers) d8+ 
  Slicers gain +2 to all Investigation, 
  Knowledge rolls (including common 
  knowledge) when using a computer 
  and +2 to Repair rolls when fixing or 
  modifying a computer. 
   
  Jedi 
   
  Requirements: 
  Novice, 
  Force 
  Attuned, and AB (Force Use)  
  Jedi learn mastery of the light side of 
  the force through rigorous training 
  and study. Jedi learn the correct use 
  of their weapon of choice, the 
  Lightsaber. Jedi is a requirement for 
  Saber 
  Defense. 
  Jedi 
  gain 
  the 
  hindrance Vow (major) as a pledge 
  to the Jedi Code, and the skill 
  Knowledge (Lightsaber) d4 
   
  Bounty Hunter 
   
  Requirements: Rank: Seasoned, 
  Smarts d6+, Tracking d8+ 
  Bounty Hunters gain +2 to all 
  Tracking, 
  Streetwise, 
  and 
  Knowledge rolls (including common 
  knowledge) regarding the target of a 
  hunt. The Bounty Hunter must start 
  with a basic dossier of information on 
  the target before the bonus can be 
  used. 
   
  Smuggler 
   
  Requirements: Seasoned, Spirit d8, 
  and Ace  
  Smuggler Gains Charismatic, and 
  Luck, Gambling d6, and Wanted 
  (Minor) 
     
      19  
        
  
   
   
   
   
   
   
  The Force is an energy field created 
  by all living things. It surrounds us, 
  penetrates us, and binds the galaxy 
  together. The Force is life, and life is 
  the Force. The Two aspects of the 
  Force are as follows: The light side 
  and the dark side,  The light side of 
  the Force is the facet of that energy 
  field aligned with good, benevolence, 
  and healing. The dark side of the 
  Force is the element aligned with 
  fear, 
  hatred, 
  aggression, 
  and 
  malevolence; this side of the Force 
  seems more powerful, though it is 
  just more tempting to those that can 
  touch upon the power. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Arcane backgrounds 
  Arcane Backgrounds 
  For Savaged Star Wars the Force is 
  considered an Arcane Background.   
  For ease of use, we call the effects 
  of the Force “powers.” All Star Wars 
  Powers are listed below and Limited 
  to the following list.  
   
  Savaged Star Wars Powers 
  � Affect Mind 
  � Bolt (Force Lightning)* 
  � Boost Trait (Enhance Ability, 
  Enhance 
  Senses, 
  and 
  Battlemind) 
  � Lower Trait (Drain Energy)* 
  � Detect/Conceal Arcana (See 
  Force, Force Stealth) 
  � Dispel (Drain Energy) 
  � Force Jump 
  � Fear* 
  � Illusion 
  � Speed (Force speed) 
  � Telekinesis 
  (Move 
  Object, 
  Throw 
  Lightsaber, 
  Force 
  Grip*, Force Strike) 
  * These powers require the Jedi to call on the 
  power of the Dark Side, and will incur the Minor 
  Hindrance Dark Side Taint. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
      20  
        
  
  Power Points 
  Arcane characters energize their 
  powers with “Power Points.” Heroes 
  recover Power Points at the rate of 1 
  point per hour. 
   
  Using a Power 
  To use a power, the character simply 
  declares the power he’s using, 
  spends the desired number of Power 
  Points, and makes the appropriate 
  skill roll. If the roll is failed, there’s no 
  effect but the Power Points are lost. 
  If successful, consult the particular 
  power to determine the results. It 
  lasts for a number of rounds equal to 
  its Duration, and some can be 
  maintained additional rounds for 
  Power Points. Some powers have 
  variable effects depending on how 
  many Power Points are used to cast 
  them. As explained above, the player 
  must spend the desired Power 
  Points before rolling his character’s 
  arcane skill to see if he’s successful. 
   
   
  The Force 
  Arcane Background (The Force)  
  Arcane Skill: Spirit 
  Requirements: Force Attuned 
  Starting Power Points: 10 
  Starting Powers: 2 
  The Force has two aspects light and 
  dark. The dark side seduces and 
  corrupts force users. In order to walk 
  the light side force users must resist 
  temptation, resist anger, and resist 
  acts of evil. Force users suffer no ill 
  effects from rolling a 1 on the force 
  use die. 
   
  Force Powers 
  Use of the Force is most often subtle 
  and serves to affect the force user. 
  Force users have the following 
  powers from the Savage Worlds 
  Rulebook pages 77-89.   The 
  Trappings and limitations for the Star 
  Wars Universe are described; use 
  the Savage Worlds Rulebook for 
  power 
  descriptions. 
   
  Darkside 
  Powers 
  are 
  annotated 
  with 
  an 
  asterisk *.    
   
  Bolt (Force Lightning)* 
  Trappings: 
  Blue 
  Force 
  lighting 
  shooting from the fingertips of a dark 
  Jedi.  This power requires the Jedi to 
  call on the power of the Dark Side, 
  and will incur the Minor Hindrance 
  Dark Side Taint. 
  See page 82 of the Savage Worlds 
  Rulebook for Bolt Rules.  
   
   
   
  Boost 
  Trait 
  (Enhance 
  Ability, 
  Enhance Senses, and Battlemind) 
  Range: Self 
  Trappings: Boost Trait is an often-
  used power to enhance Attribute, or 
  enhance skills. Boost Trait and 
  Lower Trait are treated as separate 
  powers. 
  See page 82 of the Savage Worlds 
  Rulebook for Boost Trait. 
   
  Lower Trait (Drain Energy)* 
  Trappings: Lower Trait is used to 
  drain an attribute or skill for the 
  duration of the round.  Boost Trait 
  and Lower Trait are treated as 
  separate 
  powers. 
  This 
  power 
     
      21  
        
  
  requires the Jedi to call on the power 
  of the Dark Side, and will incur the 
  Minor Hindrance Dark Side Taint. 
  See page 82 of the Savage Worlds 
  Rulebook for Lower Trait. 
   
  Deflection (Force Defense) 
  Range: Self 
  Trappings: Deflection allows the 
  Jedi to become one with the force to 
  enhance their ability to defend 
  themselves 
  See page 83 of the Savage Worlds 
  Rulebook for Deflection. 
   
  Detect/Conceal 
  Arcana 
  (See 
  Force, Force Stealth) 
  Trappings: This power is used to 
  detect or conceal force users and 
  places powerful in the force. Detect 
  Force will also inform the user of 
  emotions and feelings related to the 
  target. 
  See page 83 of the Savage Worlds 
  Rulebook 
  for 
  Detect/Conceal 
  Arcana. 
   
  Dispel (Drain Energy) 
  Trappings: Dispel Energy can be 
  used on inanimate objects to drain 
  the energy from the item. I.e. blaster 
  energy cells, Ships Fuel Cell, etc. 
  See page 84 of the Savage Worlds 
  Rulebook for Dispel. 
   
  Fly (Force Jump) 
  Rank: Novice 
  Range: Self 
  Duration: Instant 
  Trappings: Force Jump increases 
  the horizontal and vertical leap of a 
  character by 25” with a success. A 
  character may attempt one use of 
  force 
  jump 
  when 
  falling. 
  Each 
  success reduces falling damage by 5 
  points; a raise reduces damage by 
  10 points. 
   
   
   
  Fear* 
  Trappings: This power requires the 
  Jedi to call on the power of the Dark 
  Side, and will incur the Minor 
  Hindrance Dark Side Taint. 
  See page 84 of the Savage Worlds 
  Rulebook for Fear. 
   
  Healing (Heal Self, Heal Another) 
  Trappings: The Jedi uses the power 
  of the Force to heal Themselves and 
  others. 
  See page 85 of the Savage Worlds 
  Rulebook for Heal. 
   
  Puppet (Affect Mind, Illusion) 
  Rank: Novice 
  Range: 12 
  Trappings: Subtle waving of a hand 
  and can sub vocalize suggestions. 
  Affect mind is an opposed roll versus 
  the target's Spirit. Success causes a 
  minor distraction (Obi-Wan at the 
  tractor beam "What was that?"). One 
  raise 
  will 
  implant 
  a 
  mental 
  suggestion ("These aren't the droids 
  you're looking for"). You can use the 
  force to manifest false visual and 
  auditory 
  images 
  that 
  seem 
     
      22  
        
  
  completely 
  real 
  to 
  those 
  who 
  perceive them.   
  Illusion creates an illusion to trick 
  distraction or even harm those who 
  perceive them. (Even though the 
  illusion can’t hurt the person, it can 
  provoke them to make a fatal 
  mistake.) 
   
  Speed (Force speed) 
  Range: Self 
  Trappings: This power allows the 
  Force user to enhance his speed. 
  See page 87 of the Savage Worlds 
  Rulebook for Speed.  
   
  Telekinesis (Move Object, Throw 
  Lightsaber, Force Grip*, Force 
  Strike) 
  Trappings: Telekinesis allows the 
  Force user to move and throw 
  objects 
  as 
  weapons, 
  including 
  utilizing their Lightsaber as a ranged 
  weapon (aka boomerang throw) 
  using the characters shooting dice 
  for this attack.  Force Grip requires 
  an opposed roll versus the targets 
  Spirit doing Spirit+2 damage. If the 
  target passes his roll he receives half 
  damage. Force Strike is using the 
  force as to knock an opponent down 
  or cause them damage (Spirit+2), 
  opposed roll vs targets Agility.  Force 
  Grip requires the Jedi to call on the 
  power of the Dark Side, and will 
  incur the Minor Hindrance Dark Side 
  Taint.  
  See page 87 of the Savage Worlds 
  Rulebook for Telekinesis. 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
      23  
        
  
   
   
   
  Gear comes in all shapes and sizes, 
  from 
  the 
  backpack 
  to 
  the 
  Stormtrooper’s armor, the Flightsuit 
  worn by a rebel pilot to the Blastech 
  DL-44 
  carried 
  by 
  Han 
  Solo.  
  Common Items such as clothes are 
  no brainers but here is some Star 
  Wars specific Gear. 
   
  Credits 
   
  Money takes the form of "galactic 
  credits standard". This is a universal 
  unit of currency.  Although the 
  galactic credit is standardized, local 
  mints (presumably operating at a 
  planetary or sector level) produce 
  coins bearing regional symbols and 
  labels. 
  Sophisticated 
  electronic 
  devices called credit chips are also 
  used to record credit transactions. 
  Credit chips are supposed to have  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  gear 
  Gear 
  nearly impregnable security and 
  encryption. 
  Equipment 
  Aquata Breather 
   
  The A99 aquata breather is a 
  compact mouthpiece designed to 
  supply its wearer with a breathable 
  gas. The A99 has advanced filters to 
  allow it to function underwater, in a 
  vacuum, and in certain poisonous 
  environments. 
  The 
  A99 
  has 
  a 
  number of variants to accommodate 
  a variety of alien physiologies The 
  A99's 
  miniature 
  compressed 
  air 
  tanks can supply two hours of 
  oxygen. Cost: 350 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
      24  
        
  
  Breath Mask 
   
  Breath masks are portable filtering 
  systems which cover the mouth and 
  nose 
  and 
  provide 
  life-sustaining 
  gases for limited amounts of time; 
  they provide no protection from cold 
  or the vacuum of space. Most breath 
  masks only work for one hour of 
  continuous usage before their filters 
  are spent.  Cost: 200 
   
  Comlink 
   
  Comlinks 
  are 
  portable 
  communication devices. They are 
  suitable 
  for 
  short 
  range 
  communication — personal devices 
  have a range of about 50 kilometers, 
  or up to low orbit in clear weather; 
  vehicular comlinks can go up to 200 
  kilometers. Comlinks can broadcast 
  over countless different frequencies. 
  There are also 
  "Standard Clear Frequencies" (or 
  SCF's) which are used for any public 
  communications, such as when a 
  ship wishes to hail a spaceport or 
  other 
  ship, 
  or 
  when 
  a 
  local 
  government 
  needs 
  to 
  make 
  a 
  broadcast that should be picked up 
  by all comlinks within a certain area. 
  Most comlinks can be set to monitor 
  one specific frequency and SCF's 
  simultaneously; 
  more 
  advanced 
  comlinks can be set to monitor 
  several frequencies.  Cost: 200 
   
  Datapad 
   
  Datapads are personal computers 
  which are small, light and portable; 
  they are the Palm Pilots of the Star 
  Wars universe since paper is rarely, 
  if 
  ever, 
  used. 
  They 
  are 
  often 
  attached to a belt or pocket for easy 
  carrying. They are most often used 
  as 
  data 
  storage 
  and 
  retrieval 
  devices, and as such can store 
  relevant personal data, encyclopedic 
  entries and other basic information; 
  they cannot perform higher level 
  functions, 
  such 
  as 
  computing 
  astrogation journeys.  Cost: 1000 
   
   
     
      25  
        
  
  Glow Rod 
   
  Portable flashlights, glow rods can 
  derive their power from long-lasting 
  energy cells (possibly years of 
  continuous usage) or from chemical 
  reactants. Personal glow rods often 
  have a range of up to 10”, although 
  more expensive models have much 
  longer ranges. Energy cells last for 
  50 
  hours 
  before 
  requiring 
  replacement.  Cost: 10 
   
  MacroBinoculars/ 
  Electrobinoculars 
   
  Personal 
  image 
  magnification 
  devices, 
  macrobinoculars 
  can 
  magnify images up to one mile away 
  (this 
  is 
  an 
  "average" 
  set 
  of 
  macrobinoculars; other models may 
  have much longer or shorter ranges). 
  They provide computer enhanced 
  images, providing information on 
  range and targeting. They have 
  zoom capability. All Notice rolls are 
  increased by +2 when using these 
  tools to view areas more than 100 
  yards away (normal modifiers apply). 
  If attached to a blaster via certain 
  programming software, they provide 
  an additional +1 bonus to all medium 
  and long-range shots (they are 
  ineffectual for short and point-blank 
  range 
  shots) 
  as 
  long 
  as 
  the 
  character is in a "sniper" type of 
  position, requiring a steady resting 
  spot, and Aiming (+2).  Cost: 800 
   
  Medpacs 
   
  The "first aid" kits of the Star Wars 
  universe, 
  medpacs 
  provide 
  necessary 
  medicines, 
  stimulants, 
  coagulants and healing drugs to 
  save lives in crisis situations. Once a 
  medpac has been used once, it is 
  expended. Medpacs can be applied 
  to wounded characters. Make a 
  Healing roll, a success heals one 
  wound. Each subsequent Medpac 
  used in a 24 hour period requires 
  one additional raise on the Healing 
  roll to be successful. (i.e. 2nd pack 
  requires 1 raise, 3rd pack requires 2 
  raises) After a medpac roll is failed, 
  no more may be applied until 24 
  hours has passed.  Cost: 100 
   
   
   
   
   
   
   
     
      26  
        
  
  Bacta Tanks 
   
  Bacta Tanks are advanced medical 
  devices found in high tech hospitals 
  or on medical vessels. They are able 
  to heal crippling injuries. Sometimes 
  permanent crippling injuries can be 
  healed. The injured character must 
  spend an hour in a Bacta tank with 
  proper 
  medical 
  attention. 
  The 
  supervising character then chooses 
  one of the character’s crippling 
  injuries, other than Blinded or Brain 
  Damage and makes a Healing roll. 
  With 
  a 
  success, 
  an 
  injury 
  is 
  automatically healed. With a raise, a 
  permanent injury is healed. If the roll 
  fails the injury must heal normally, or 
  if it was permanent, it can never be 
  healed.  Cost: 100,000 
   
  Recording Rods 
   
  Recording rods are small cylinders 
  about ten inches long. They can 
  record any sounds or speech, with a 
  recording time of 100 hours. They 
  can be replayed over and over, and 
  may be reused by rerecording.  
  Cost: 500 
   
  Sensor Pack 
  A portable scanning device, the 
  sensor pack is a bulky rectangle with 
  a variety of dials and antennas, and 
  a readout display.  It provides 
  general details on comm signals, life 
  forms, and energy fields within a 150 
  foot range. All Notice rolls are 
  increased by +1 when using a 
  Sensor pack.  Cost: 1500 
   
   
  Holoprojector 
   
  Handheld hologram transmitter can 
  be used to receive real time or play 
  recorded 
  three 
  dimensional 
  messages.  Cost: 1000 
   
   
   
   
     
      27  
        
  
  Power Pack 
   
  Power 
  packs 
  are 
  a 
  compact 
  rectangular battery that fits into the 
  grip of an energy weapon, or used to 
  power Datapads and other electronic 
  devices. Cost: 25 
   
  Utility Belt 
   
  The Utility belt is a multi pouched 
  belt that can hold a weapon holster, 
  food stuffs, comlink, supplies, tools, 
  medkits, and just about anything 
  small.  Cost: 50 
   
  Droids 
  Droids are used for many different 
  purposes. 
  Astromech 
  droids 
  (or 
  Astrodroids) 
  are 
  used 
  aboard 
  starships, as well as for repair work. 
  Protocol 
  droids 
  are 
  used 
  for 
  diplomatic affairs and for translating, 
  There are Medical droids, Power 
  droids, Battle droids, Assasin Droids, 
  even Human Replicant Droids!  In 
  Savaged Star Wars Droids can be 
  used for anything, even a player 
  character if you wish, just choose a 
  Droid from the following descriptions 
  and give him a little “programming”, 
  but you better watch out for a 
  memory wipe! “Oh Dear!” 
   
  Astromech Droid 
   
  Attributes: Agility d4, Smarts d6, 
  Spirit d6, Strength d4, Vigor d4 
  Skills: Piloting d6, Notice d6, Repair 
  d10, 
  Guts 
  d6, 
  Knowledge 
  (Computers) d8. 
  Pace: 3; Parry: 3; Toughness: 4 
  Special Abilities: 
  · Construct 
  Equipped with: 
  · Retractable heavy grasper arm 
  · 
  Retractable 
  fine 
  work 
  heavy 
  grasper arm 
  · Extendable 1 foot long video sensor 
  (360 degree rotation) 
  · Small electric arc welder: (damage 
  1d6) 
  · Small circular saw (damage 1d8) 
  · Holographic projector 
  · Fire extinguisher. 
   
  Explorer Droid 
   
  Attributes: Agility d4, Smarts d4, 
  Spirit d4, Strength d6, Vigor d6 
     
      28  
        
  
  Skills: Piloting d4, Notice d12, 
  Repair d10, Knowledge 
  (Planetary Systems) d8, Survival d4 
  Pace: 6; Parry: 3; Toughness: 5 
  Special Abilities: 
  · Construct 
  · Repulsorlift unit (2” flight ceiling) 
  Equipped with: 
  · Retractable heavy grasper arm 
  · Holographic/Audio recorder 
  · 
  Retractable 
  fine 
  work 
  heavy 
  grasper arm 
  · Long-range sensor (+1 to Notice at 
  25-50”) 
  · Movement sensor (+1 to Notice 
  moving objects) 
   
  Medical Droid 
   
  Attributes: Agility d12 Smarts d12 
  Spirit  d12 Strength  d6 Vigor  d6 
  Skills: Knowledge (Medicine) d10, 
  Healing d12 
  Pace: 6  Parry: 3  Toughness: 5 
  Special Abilities: 
  · Construct 
  · Healer +2 Healing 
  Equipped with:  
  · Improved sensor package 
   
   
   
   
   
   
   
   
   
   
  Security Droid 
   
  Attributes: Agility d8, Smarts d4, 
  Spirit d4, Strength d6, Vigor d6 
  Skills: 
  Fighting 
  d6, 
  Knowledge 
  (Security) d8, Notice d6, Shooting 
  d8, Stealth d4 
  Pace: 8; Parry: 3; Toughness: 9(4) 
  Special Abilities: 
  · Construct 
  · Fleet footed (d10 running die) 
  Equipped with: 
  · Two auto-balanced legs 
  · Two arms 
  · Body armor (+4 Toughness) 
  · 
  Internal 
  blaster 
  rifle 
  (Range: 
  20/40/80, Damage: 2d8+1, AP 2) 
   
  Labor Droid 
   
  Attributes: 
  Agility 
  d6 
  Smartsd6 
  Spirit d6 Strength d8 Vigor d6 
  Skills: Repair d6 
  Pace:6  Parry: 6 Toughness: 3 
  Special Abilities: 
  · Construct 
  · Mr. Fix it 
  Equipped with: 
  · Two auto-balanced legs 
  · Heavy grasper arm 
     
      29  
        
  
  Protocol Droid 
   
  Attributes: Agility d4, Smarts d8, 
  Spirit d4, Strength d4, Vigor d4 
  Skills: Knowledge (Cultures) d10, 
  Knowledge 
  (Languages) 
  d12+2, 
  Notice d4 
  Pace: 5; Parry: 3; Toughness: 4 
  Special Abilities: 
  · Construct 
  Equipped with: 
  · Humanoid body (two arms, two 
  legs, head) 
  · Two visual and two audio sensors – 
  human range 
  · Vocabulator speech/sound system 
  · Broad-band antenna receiver 
  · 
  TranLang 
  III 
  Communications 
  module with over seven million 
  languages. 
   
  Probe Droid 
   
  Attributes: 
  Agility 
  d8 
  Smartsd8 
  Spirit d8 Strength d8 Vigor d8 
  Skills: Notice d10. Investigation d10, 
  shooting d6, tracking d10 
  Pace:6  Parry: 6 Toughness: 8 
  Special Abilities: 
  · Construct 
  Equipped with: 
  · Body armor (+4 Toughness) 
  · 
  Internal 
  blaster 
  rifle 
  (Range: 
  20/40/80, Damage: 2d8+1, AP 2) 
  · Imbedded comlink 
   
  Battle Droid  
   
  Attributes: Agility d6, Smarts d4, 
  Spirit d6, Strength d4, Vigor d4 
  Skills: Shooting d6, Fighting d4, 
  Notice d4, Guts d10 
  Pace: 6; Parry: 4; Toughness: 4  
  Gear: blaster rifle, imbedded comlink 
  Special Abilities 
  · Master Control: Requires comlink 
  to control computer to perform 
  actions. 
  · Construct 
  · Ambidextrous 
  Equipped with: 
  · Body armor (+4 Toughness) 
  · Blaster Carbine (Range: 15/30/60, 
  Damage: 2d8, ROF:1 AP 2) 
   
  Super Battle Droid  
   
  Attributes: Agility d6, Smarts d6, 
  Spirit d6, Strength d6, Vigor d6 
     
      30  
        
  
  Skills: Shooting d6, Fighting d6, 
  Notice d6, Guts d10, Intimidate d6 
  Pace: 6; Parry: 5; Toughness: 7(2) 
  Gear: 
  imbedded 
  blaster 
  rifle, 
  imbedded comlink, armored chassis 
  (+2 Armor) 
  Special Abilities 
  · Construct 
  · Ambidextrous 
  Equipped with: 
  · Body armor (+4 Toughness) 
  · Two Imbedded Blaster Carbine 
  (Range: 15/30/60, Damage: 2d8, 
  ROF:1 AP 2) 
  Droideka 
   
  Attributes: Agility d8, Smarts d4, 
  Spirit d6, Strength d8, Vigor d10 
  Skills: Shooting d10, Fighting d6, 
  Notice d6, Guts d10 
  Pace: 2/12; Parry: 4; Toughness: 
  15(7),  
  Gear: dual imbedded light repeating 
  blasters, imbedded comlink, armored 
  chassis (+2 Armor), portable energy 
  shield (15 Toughness, 3 hits) 
  Special Abilities 
  · Rolling Mode: Pace 12 rolling, 
  Pace 2 walking, 1 action to change 
  modes. 
  · Size +1 
  · Two-fisted 
  · Construct 
  · Ambidextrous 
  Equipped with: 
  · Body armor (+4 Toughness) 
  · Shield Generator 
  · Two Imbedded Light Repeating 
  Blasters (Range: 20/40/80, Damage: 
  3d8, ROF:3 AP 2) 
  Armor 
  There are as many types of armor as 
  there are planets in the galaxy.  The 
  primary 
  classes 
  of 
  armor 
  are 
  Reconnaissance 
  Armor, 
  Battle 
  Armor, and Assault Armor.  
   
  Reconnaissance Armor  
  Recon armor is a lightweight armor 
  worn by scouts, pilots and some 
  notable 
  bounty 
  hunters. 
  Recon 
  Armor 
  normally 
  has 
  pieces 
  of 
  protection for the torso, head. Minor 
  arm and leg protection is also 
  offered.   Recon armor provides a +3 
  armor bonus.  
   
   
   
   
   
   
   
   
     
      31  
        
  
  Battle Armor 
  Battle Armor is the standard armor of 
  all large armies. Stormtrooper and 
  Clone Trooper armor is an excellent 
  Example of Battle Armor.  These full 
  suits 
  have 
  several 
  interlocking 
  sections of armor providing excellent 
  protection for the entire body. It gives 
  a +4 Armor bonus. 
   
   
   
   
  Assault Armor 
  Assault Armor is heavy powered 
  armor.  It normally holds heavy 
  weapons and provides assistance in 
  movement and a self contained life 
  support.  Some Assault armors have 
  jumpjets installed for short flights or 
  for 
  movement 
  in 
  Zero 
  G 
  environments.  It gives a +5 Armor 
  bonus. 
   
   
  Helmets 
  Helmets, while usually supplied with 
  every suit of armor, come with their 
  own bonuses.  Most helmets have 
  comm 
  systems, 
  multiple 
  sight 
  selections 
  (NVG, 
  Infrared, 
  360 
  degree view), built in binoculars, air 
  supplies, motion and sound sensors 
  (+2 
  Notice), 
  and 
  rangefinders.  
  Helmets also provide +1 armor 
  bonus to the head.   
   
  Armor Modifications 
  Armor can be modified in many 
  different 
  ways. 
   
  Jetpacks, 
     
      32  
        
  
  flamethrower 
  gauntlets, 
  whipcord 
  gauntlets, spiked boots, wrist blades, 
  wrist mounted lasers, and saberdart 
  launchers.  The possibilities are 
  endless, and those are just a few 
  ideas.  
  Weapons 
  The Galaxy is a dangerous place, 
  and most beings have access to 
  some sort of weapon.  Those who 
  choose to travel the spacelanes 
  often carry a blaster or some other 
  means of defense.  Weapons are 
  grouped 
  into 
  two 
  separate 
  categories, Ranged and Hand.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ranged Weapons 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
      33  
        
  
  Hand Weapons 
   
   
   
   
   
   
   
   
  Lightsabers 
  The lightsaber is the weapon of a 
  Jedi, an elegant armament of a more 
  civilized 
  time. 
  In 
  comparison, 
  blasters are crude, inaccurate and 
  loud affairs. To carry a lightsaber is 
  an example of incredible skill and 
  confidence, dexterity and attunement 
  to the Force. When deactivated, a 
  lightsaber appears as a polished 
  metallic 
  handle, 
  about 
  30 
  centimeters long, lined with control 
  studs. At the press of a button the 
  energy contained within is liberated 
  and forms as a shaft of pure energy 
  about a meter long. The saber hums 
  and scintillates with a distinct sound. 
  Its shimmering blade is capable of 
  cutting through almost anything, 
  save for the blade of another 
  lightsaber. In the hands of a Jedi, a 
  lightsaber is almost unstoppable. It 
  can be used to cut through blast 
  doors or enemies alike. Using the 
  Force, a Jedi can predict and deflect 
  incoming blaster bolts, and reflect 
  them back at the firer. Although use 
  of the lightsaber is strictly reserved 
  to the Jedi -- the only ones capable  
   
   
   
   
   
   
   
   
   
  Hand Weapons 
  Type   
  Damage 
   Weight  
  Cost  
  Min Str  
   
  Notes 
  Electrostaff 
  Str+6 
   
  10 
   
  1500 
     d6 
   
  Parry +1, requires 2 hands
  Force Pike 
  Str+4 
   
  10 
   
  500 
     d8 
   
  Parry +1, requires 2 hands
  Gaderffii  
  Str+2   
  8  
   
  50  
     d6  
   
  Parry +1, requires 2 hands
  Vibroaxe  
  Str+5   
  12  
   
  500  
     d8  
   
  AP 2, requires 2 hands 
  Vibroblade  
  Str+3   
  3  
   
  250  
   
   
  AP 2 
  Lightsaber 
  See Crystal    
  1 
   
  NFS 
   
   
  AP4 
  of handling the difficult weapon -- it is 
  also used by their sworn enemies, 
  the Sith. 
   
  To construct a lightsaber in Savage 
  Star 
  Wars, 
  use 
  the 
  Lightsaber 
  Construction Rules.  All Knowledge 
  (lightsaber) rolls involved in the 
  different aspects of the construction 
  process are based against a Target 
  Number of 5. 
   
   
   
     
      34  
        
  
  Lightsaber Construction  
  One of the rites of passage for a Jedi 
  is for him or her to construct a 
  Lightsaber. The Lightsaber acts as a 
  focusing device, allowing the Jedi to 
  reach a state of attunement with the 
  Force which enhances his combat 
  capabilities. 
  "Jedi apprentices spend a great deal 
  of time and effort constructing light 
  sabers, 
  an 
  elegant 
  weapon 
  of 
  ancient technologies. The blade 
  helps the Jedi focus, attuning him to 
  the Force so that it more easily flows 
  through him. It is used for combat 
  only when other methods of conflict 
  resolution have ended in failure. 
  Most Jedi build several light sabers 
  over a lifetime, each saber more 
  powerful and well balanced than the 
  last. These improvements reelect the 
  Jedi's increasing prowess in his use 
  and understanding of the Force. The 
  loss 
  of 
  a 
  Lightsaber 
  can 
  so 
  demoralize 
  a 
  Jedi 
  that 
  he 
  momentarily stumbles in his ability to 
  access the Force (-2 all Force 
  powers) until he constructs a new 
  blade. 
  A Lightsaber must have the following 
  parts: a power cell, a handgrip, an 
  activation plate, a safety, a belt ring 
  (optional), a blade length adjuster 
  (optional), 
  an 
  emitter 
  matrix, 
  a 
  recharge socket, a lens assembly, a 
  focusing 
  crystal, 
  and 
  a 
  power 
  conduit.  
  Most handgrips have a length of 24 
  to 30 centimeters, with the blades 
  extending themselves up to 1.5 
  meters. 
  The type of crystal used to focus the 
  energy 
  from 
  the 
  power 
  cell 
  determines the harmonic resonance 
  and lethality of the weapon. Jedi 
  Knights use Adegan crystals almost 
  exclusively, as they have done for 
  millenia. The Adegan family includes 
  the following crystals in order of 
  rarity (the die code represents the 
  blade's base damage when using 
  that 
  crystal: 
   
  Kathracite: 
   
   
  2d6   
  Relacite: 
  3d4  
  Danite: 
  2d8  
  Mephite: 
  4d4  
  Pontite: 
  3d6  
  Adegan:                                       3d8 
   
  To construct a Lightsaber from its 
  components parts takes a minimum 
  of one month and requires a 
  successful 
  Lightsaber 
  repair 
  roll 
  against a Knowledge (Lightsaber).  
  Jedi characters who construct their 
  own Lightsabers receive a +1 bonus.  
  The process of creating a Lightsaber 
  varies 
  depending 
  on 
  who 
  the 
  craftsman is, with each artisan giving 
  the saber his or her own personal 
  style. Most Jedi use Adegan crystals, 
  found very rarely but usually nearly 
  flawless. 
  Taking 
  these 
  naturally 
  occurring crystals, they build the 
  Lightsaber to their own personal 
  tastes, in perfect harmony with 
  nature through the crystal. The Sith, 
  however, use a special furnace to 
  artificially craft crystals in an intense 
  heat, using the Dark Side of the 
  Force to shape the crystals' growth 
  so that when it is time to remove it 
  from the furnace it is already shaped 
  to perfectly suit the Sith Lord's 
  needs. Obi-Wan Kenobi's journal, 
  which was what taught Luke how to 
  construct his own saber, used a 
  method similar to the sith's artificial 
  crystal 
  method. 
  Regardless 
  of 
  whether or not natural crystals or 
  synthetic crystals are used, the 
     
      35  
        
  
  process of creating a Lightsaber is 
  one of the most essential lessons the 
  Jedi (and Sith) teach their students.  
   
   
  Handles 
  The handle of a Lightsaber varies 
  widely, depending on the maker. In I, 
  Jedi by Michael Stackpole, Corran 
  Horn constructs a Lightsaber from 
  the handlebar on an old swoop. The 
  Jedi of the Old Republic, however, 
  constructed much more aesthetically 
  pleasing, 
  and 
  complex, 
  saber 
  handles. Here are examples of how 
  Lightsaber handles can vary. 
   
   
   
   
   
   
   
  Activation Switches 
  Type of 
  Switch
  Game Effect
  Difficulty to 
  Install Switch
  Standard
  One click activates, one click 
  deactivates 
  No extra roll 
  Double 
  Off click 
  One click activates, two clicks 
  deactivates; this is so that the 
  Lightsaber does not 
  accidentally shut off in 
  combat. 
  Knowledge 
  (Lightsaber) 
  Lock On 
  The lightsaber's On/Off switch 
  can be locked into the 'On' 
  position and can't be turned 
  off with one touch. 
  Knowledge 
  (Lightsaber) 
  Force 
  Activated
  The wielder must use the 
  Force to make a connection 
  within the handle which allows 
  energy to flow. 
  Knowledge 
  (Lightsaber) 
   
     
      36  
        
  
  Colors 
  While it may seem to be a bit of 
  trivial detail, the color of a Lightsaber 
  is as much a part of the personality 
  of the weapon as anything else. 
  Upon completion of the Lightsaber, 
  roll 1d6 and compare it to the 
  Standard Lightsaber colors table. 
   
   
  Standard Lightsaber Colors Table 
   
  Roll                          Color Result 
  1                   
  Blue  
  2                     
   
        Green  
  3                   
  Red  
  4                   
  Purple 
  5                   
  Orange 
  6                     
                  Yellow  
   
  Miscellaneous 
  Modifications 
  The 
  following 
  miscellaneous 
  modifications may be made to a 
  Lightsaber. 
   
   
  Joining Sabers 
  In order for the Jedi to join two light 
  sabers together, he must find the 
  following items: a set of special 
  welding tools (50 credits), a magna-
  lock for each saber (200 credits 
  each), a release switch (50 credits), 
  and a power connector (150 credits). 
  Once obtaining these items, a Jedi 
  may 
  attempt, 
  a 
  Knowledge 
  (Lightsaber) roll to join the two 
  together. Failure to make this roll 
  results in one or both of the sabers 
  being damaged, depending on how 
  badly the roll was missed by. If the 
  roll is a success, they are joined by a 
  powerful electromagnetic field which 
  can only be unlocked by hitting the 
  release switch. They are joined 
  together at the base of each saber 
  and make a staff-like weapon. 
   
  Cell Recognizer 
  This device is used to modify a 
  Lightsaber such that it will not 
  function for anyone except certain 
  people. A small sensor array (800 
  credits) and recognition chip (350 
  credits) is installed in the handle of 
  the Lightsaber, which reads the cell 
  patterns of whoever is holding the 
  weapon. If the cell patterns do not 
  match that of designated "safe" 
  users, the weapon's power cells shut 
  down, and any failsafe devices are 
  activated. Failsafe devices can range 
  from electrocution to a loud warble to 
  a quiet beacon which alerts the 
  owner via comlink that the weapon is 
  in the hands of an unauthorized 
  bearer. A Knowledge (Lightsaber) 
  roll is required to install this device. 
   
  Pressure-Grip 
  This adapter for the handle of a 
  Lightsaber allows for what is, in 
  essence, a "dead man" switch on a 
  Lightsaber. The Lightsaber activates 
  and deactivates as normal, but 
  automatically deactivates should the 
  pressure on the handle of the 
  Lightsaber be removed. This is also 
  a good when combined with the lock-
  on switch mentioned above. This 
  pressure sensor itself runs roughly 
  600 credits. 
   
  Call Beacon 
  The call beacon is the simplest 
  device to install in a Lightsaber. This 
  device will summon a ship with a 
  slave circuit like a regular call 
  beacon, only the button is embedded 
  in the handle of the Lightsaber. This 
     
      37  
        
  
  requires a Knowledge (Lightsaber) 
  roll. The cost for the call beacon to 
  attach to the Lightsaber is roughly 
  1,000 credits. 
   
  Concealed Compartment 
  A Jedi may choose to create a 
  hidden 
  compartment 
  in 
  his 
  Lightsaber 
  which 
  can 
  only 
  be 
  accessed if you know what to look 
  for. The cost is no more than the 
  cost of the supplies to construct the 
  handle of the Lightsaber, however 
  the difficulty when crafting the blade 
  is increased by one Knowledge 
  (Lightsaber) 
  roll 
   
  Waterproof Casing 
  When constructing a Lightsaber, 
  some Jedi (particularly those at 
  home in a moist environment, like 
  Mon Calamari) add a secondary 
  waterproof casing to the handles of 
  their light sabers in order to protect 
  the power cell inside. While still not 
  reliable for functioning underwater, 
  this will allow a Lightsaber to be 
  carried normally on aquatic journeys, 
  without the necessity of removing the 
  power pack. A waterproof casing 
  costs roughly 200 credits, and must 
  be crafted at the same time as the 
  Lightsaber itself to fit properly over 
  the handle. 
   
  Translator Unit 
  A notable Jedi from days long gone 
  made a particularly odd modification 
  to 
  his 
  Lightsaber 
  that 
  some 
  consulars might find useful. From the 
  early 
  stages 
  of 
  planning, 
  he 
  designed his Lightsaber to contain a 
  small droid translator unit, as well as 
  a form of vocabulator with a built-in 
  earpiece for discreet use. This 
  enabled the Jedi to have a translator 
  with him wherever he went, right 
  there in his Lightsaber which never 
  left his side, for use in delicate 
  situations 
  requiring 
  precise 
  translation. The cost of installing this 
  is roughly 800 for the droid parts, 
  plus another 300 for the necessary 
  wiring and pieces of the Lightsaber. 
   
  Multi-purpose Use 
  Some Jedi design their light sabers 
  to have secondary functions, such as 
  a 
  glow 
  rod, 
  a 
  comlink, 
  or 
  a 
  syntherope dispenser. In such a 
  case, 
  the 
  cost 
  of 
  making 
  the 
  modification is merely the cost of the 
  secondary function, a Knowledge 
  (Lightsaber) roll is required. 
   
  Trapped Handle 
  Typically reserved for Dark Jedi, 
  some light sabers have special traps 
  in 
  their 
  handles 
  to 
  prevent 
  unauthorized use. The handle may 
  have spikes or blade which burst 
  forth from the handle and damage 
  the 
  user 
  (2d4 
  damage), 
  or 
  electrocute the user instead (1d6 
  shock damage). Whatever the trap, 
  they are triggered typically through 
  incorrect cell recognition (see the 
  Cell Recognizer above), or by a 
  "dummy" activation switch which 
  triggers the trap. The difficulty to 
  install a trap is increased by a 
  Knowledge (Lightsaber) roll and the 
  cost varies from 300-1000 for the 
  parts. 
   
  Silenced 
  Some Jedi texts from the days of the 
  wars with the Sith indicate that 
  certain Sith warriors had perfected 
  the art of effectively silencing a 
  Lightsaber blade. By adjusting the 
  crystals within the blade, and adding 
     
      38  
        
  
  a few special ones to reduce noise, 
  some 
  light 
  sabers 
  have 
  been 
  reduced to a nearly noiseless blade, 
  making only the faintest whisper of a 
  noise when activated. The cost of 
  obtaining a silencing crystal is 2000 
  credits 
  (or 
  more; 
  they 
  are 
  exceedingly rare), and the difficulty 
  to 
  install 
  is 
  increased 
  by 
  a 
  Knowledge (Lightsaber) roll 
   
   
   
  For the Gamemaster: Using Light 
  sabers as a Plot Device 
  Lightsabers can (and often are) used 
  as the focus of adventures, and are 
  means of telling a better and more 
  fluid story in a roleplaying game. Of 
  course, it is easy to use the creation 
  of a Lightsaber by a PC as a means 
  for furthering the plot of a campaign. 
  The 
  character 
  must 
  find 
  the 
  necessary parts, purchase crystals, 
  and collect all that's needed before 
  he can even begin assembling. 
  However, GM's aren't limited to this 
  tried-and-true method of furthering 
  the plot; there are many ways in 
  which a Lightsaber can serve as the 
  focus 
  of 
  the 
  story. 
  Perhaps the weapon also houses a 
  Jedi holocron, which is instructing 
  the master less Jedi in the Rebellion 
  era while the campaign goes along. 
  Conversely, perhaps it is a Sith 
  holocron which is attempting to 
  seduce the fledgling Jedi to the Dark 
  Side of the Force. The weapon's 
  value is also considerably greater 
  once it is discovered to be housing a 
  holocron; bounty hunters, thieves, 
  Dark Jedi, and other groups will be 
  hot on the party's heels in an attempt 
  to obtain the weapon. Instead of a 
  holocron, 
  perhaps 
  it 
  has 
  a 
  holographic map imbedded in its hilt, 
  leading the party to a mysterious 
  planet 
  to 
  explore 
  ancient 
  Jedi/Sith/Krath/etc. 
  ruins, 
  leading 
  them further and further into danger. 
  Or perhaps the weapon houses an 
  electronic key, which will open the 
  entrance 
  to 
  a 
  secret 
  vault 
  somewhere, again putting the party 
  right in the line of fire as the greedy 
  and 
  the 
  deadly 
  pursue 
  the 
  Lightsaber with reckless abandon.  
  The Force power Inhabit Object 
  could be used to create quite plot 
  device. As Exar Kun and Callista 
  Ming did, perhaps a Jedi or Sith 
  placed his spirit into his Lightsaber 
  for preservation upon his death, and 
  now it has fallen into the hands of 
  the party members. Perhaps it offers 
  the characters gentle nudges and 
  warnings through the Force; or, in 
  the dark of the night, the character 
  awakens from terrible nightmares, 
  slowly driving him over the edge 
  towards the Dark Side. At a critical 
  moment, the Lightsaber refuses to 
  activate unless the spirit's wishes are 
     
      39  
        
  
  heeded, 
  or 
  perhaps 
  the 
  blade 
  randomly ignites at an inopportune 
  time, refusing to shut off. Perhaps 
  the spirit lends some of its energy to 
  the Force ability of the bearer (giving 
  a bonus to Force power rolls), or 
  draws part of the bearer's life 
  essence into itself over time (giving a 
  penalty). 
  Maybe the Lightsaber has some 
  legendary history behind it, or is a 
  relic of some famous historical event. 
  The Lightsaber once belonged to 
  Darth Vader himself, or Cay Quel-
  Droma, or any one of the other 
  famous Force users. Perhaps it was 
  discovered on the battleground at 
  Ruusan, or was used to slaughter 
  Jedi during the Purge after the 
  Empire rose. The Lightsaber might 
  be part of a matched set which once 
  belonged to a Battlemaster, and its 
  twin has fallen into the hands of the 
  part's enemy. Regardless of what the 
  Gamemaster chooses to do, there 
  are many variants of these themes 
  that could be implemented with ease 
  into any campaign to give it action, 
  mystery, adventure, personal ties, 
  and great character development. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
      40  
        
  
   
   
   
  Starships 
  Since most starship combat occurs 
  in space, space battles on the 
  tabletop can be run by dividing all 
  ranges by 100. This gives movement 
  rates and ranges in 1” for space 
  combat. Those starships that can 
  enter the atmosphere (or shoot from 
  low 
  orbit) 
  use 
  the 
  unmodified 
  movement 
  and 
  weapon 
  ranges. 
  Starships in the atmosphere work 
  the same as any other vehicles in 
  Savage Worlds. 
  Scales 
  There are two starship scales in 
  Savage Star Wars: Starfighter scale 
  and Capital scale. Starfighter scale 
  ships gain a +4 bonus to shooting 
  rolls when targeting 
  Capital scale ships. Capital scale 
  ships incur a -4 penalty to shooting 
  rolls when targeting Starfighter scale 
  ships. Because Capital ships have 
  crews that can range into the 
  hundreds, all Capital ship die rolls 
  are considered group rolls and 
  receive a Wild Die. Capital Ships can 
  bring a maximum of 50% of their 
  weapons to bear on any one target. 
   
  Speed 
  Starship tabletop speed is in inches 
  when combating in space. At this 
  scale, handling penalties due to 
  speed are ignored. 
   
  Hyperdrive 
  The entry for Hyperdrive shows the 
  travel time multiplier. If a trip 
  normally takes 5 hours and the ships 
  Hyperdrive is x3, the trip will take 15  
   
   
   
   
   
  vessels 
  vessels
   
  hours. 
  Backup 
  Hyperdrives 
  are 
  slower and good for one use only. 
   
  Shields 
  Many starships use shields to help 
  protect against incoming fire. To 
  keep things Fast, Furious and Fun, 
  Shields are calculated into the armor 
  rating of a ship. 
   
  Ion Cannons 
  Ion cannons have an impact on 
  ships 
  electrical 
  systems. 
  Ion 
  Cannons do not have armor piercing 
  attacks. 
  Instead, 
  Ion 
  Cannons 
  compare their damage roll total to 
  the ship’s armor rating. A success on 
  the damage roll results in loss of 
  shields until repaired. This causes 
  the Armor rating to be ½ of its 
  normal value for any ship with 
  shields. If the ship doesn’t have 
  shields there is no effect on the 
  armor. Each raise on the roll reduces 
  the ship’s maximum speed by 1” in 
  space or 100” in atmosphere. Crew 
  (other than the pilot) can make a 
  Repair roll at -2 each turn to fix 
  shields or one unit of lost speed. 
   
  Tractor Beam Projectors 
  Tractor beams are capital ship 
  weapons that can only ensnare 
  Starfighter scale vessels. If a tractor 
  beam projector’s damage roll beats 
  the targets current Speed the target 
  takes no damage, but is ensnared. In 
  space, Tractor beams bring a ship 1” 
  closer every turn. A pilot may 
  attempt to break free of a Tractor 
  beam by making a Piloting roll plus 
     
      41  
        
  
  the Acceleration of the ship in 
  inches. If this roll beats the original 
  damage roll of the Tractor beam with 
  a raise, the ship breaks free. A roll of 
  one on this Piloting roll results in 
  sheering force damage of a wound 
  and critical hit to the ship. 
   
  Squadrons and Batteries 
  When fighting larger space combats, 
  fighters of the same type may be 
  grouped into squadrons of 4 vessels. 
  The squadrons act as a single ship 
  to reduce overall complexity of the 
  combat. Squadrons make Piloting 
  rolls at -1. All vessels in the 
  squadron 
  must 
  fire 
  the 
  same 
  weapon. Make a single roll for the 
  squadron but increase the damage 
  done by one additional die. For 
  example a squadron of four X-Wings 
  fires their Laser Cannons which 
  normally do 4d8 AP8 damage. Since 
  it is a squadron shot, the damage is 
  5d8 AP20. Capital ship weapons 
  may be grouped into batteries of 
  four, somewhat like squadrons. The 
  ship descriptions below already have 
  the weapons grouped into batteries  
  and the damage increased. If for 
  some reason you want to separate a 
  battery into individual shots (it’s not  
  Fast or Furious, but may be Fun)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  reduce the damage by one die. 
   
  Starfighters 
   
  X-Wing 
   
  Typical Crew Skills: Piloting d8; 
  Shooting d6 
  Acc/Top Speed: 200/1000;  
  Climb: 50;  
  Toughness: 16(4) 
  Hyperdrive: x1; 
   Hyperdrive Backup: None 
  Crew: 1 + Astromech;  
  Cost: 180,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Four Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 4d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Two Proton Torpedo Launchers 
  (Range: 200/400/800; Damage: 6d10; 
  AP 20; ROF: 1; Heavy Weapon) 
   
   
   
   
   
   
   
   
   
   
   
   
   
     
      42  
        
  
  Y-Wing 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d8 
  Acc/Top Speed: 100/700;  
  Climb: 30;  
  Toughness: 18(4) 
  Hyperdrive: x1;  
  Hyperdrive Backup: None 
  Crew: 1 or 2 + Astromech;  
  Cost: 130,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Two Proton Torpedo Launchers 
  (Range: 200/400/800; Damage: 6d10; 
  AP 20; ROF: 1; Heavy Weapon) 
  · Two Light Ion Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; 
  ROF: 1) 
   
  B-wing 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d8 
  Acc/Top Speed: 100/700;  
  Climb: 50;  
  Toughness: 17(4) 
  Hyperdrive: x2;  
  Hyperdrive Backup: None 
  Crew: 1  
  Cost: 130,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannon (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Three Proton Torpedo Launchers 
  (Range: 200/400/800; Damage: 6d10; 
  AP 20; ROF: 1; Heavy Weapon) 
  · Three Light Ion Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; 
  ROF: 1) 
   
  A-Wing 
   
  Typical Crew Skills: Piloting d8; 
  Shooting d6 
  Acc/Top Speed: 300/1200;  
  Climb: 80;  
  Toughness: 15(2) 
  Hyperdrive: x1  
  Hyperdrive Backup: None  
  Crew: 1;  
  Cost: 120,000 
  Notes: Atmospheric, Heavy Armor, 
  Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 4d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Two Missile Launchers (Range: 
  200/400/800; Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon) 
     
      43  
        
  
  Eta-2 Actis-class Jedi Interceptor
   
  Typical Crew Skills: Piloting d6; 
  Shooting d8 
  Acc/Top Speed: 300/1200;  
  Climb: 70;  
  Toughness: 16(4) 
  Hyperdrive: None (uses TransGalMeg 
  Hyperdrive Booster Ring) 
  Hyperdrive Backup: None 
  Crew: 1 + Astromech;  
  Cost: 180,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Two Light Ion Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; 
  ROF: 1) 
   
  Aggressive ReConnaissance 170  
   
  Typical Crew Skills: Piloting d8; 
  Shooting d8 
  Acc/Top Speed: 200/1000;  
  Climb: 50;  
  Toughness: 15(4) 
  Hyperdrive: x1; 
   Hyperdrive Backup: None 
  Crew: 3  
  Cost: 125,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Four Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 4d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Two Proton Torpedo Launchers 
  (Range: 200/400/800; Damage: 6d10; 
  AP 20; ROF: 1; Heavy Weapon) 
   
  Delta-7 Aethersprite Advanced 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d8 
  Acc/Top Speed: 200/1000;  
  Climb: 50;  
  Toughness: 14(4) 
  Hyperdrive: None (uses TransGalMeg 
  Hyperdrive Booster Ring) 
  Hyperdrive Backup: None 
  Crew: 1 + Astromech;  
  Cost: 200,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
   
     
      44  
        
  
  Aethersprite Heavy Assault 
  Starfighter 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d8 
  Acc/Top Speed: 200/1000;  
  Climb: 50;  
  Toughness: 16(4) 
  Hyperdrive: x1 
  Hyperdrive Backup: None 
  Crew: 1 + Astromech;  
  Cost: 250,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Four Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 4d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Two Light Ion Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; 
  ROF: 1) 
   
  Naboo N-1 Starfighter 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d8 
  Acc/Top Speed: 200/1000;  
  Climb: 50;  
  Toughness: 15(4) 
  Hyperdrive: x1  
  Hyperdrive Backup: None 
  Crew: 1 + Astromech;  
  Cost: 150,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · One Proton Torpedo Launcher (Range: 
  200/400/800; Damage: 6d10; AP 20; 
  ROF: 1; Heavy Weapon) 
   
  TIE Fighter 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 200/1000;  
  Climb: 50;  
  Toughness: 11(2) 
  Hyperdrive: None;  
  Hyperdrive Backup: None 
  Crew: 1;  
  Cost: 80,000 
  Notes: Atmospheric, Heavy Armor, 
  Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
   
     
      45  
        
  
  TIE Interceptor 
   
  Typical Crew Skills: Piloting d8; 
  Shooting d6 
  Acc/Top Speed: 300/1200;  
  Climb: 70;  
  Toughness: 11(2) 
  Hyperdrive: None;  
  Hyperdrive Backup: None  
  Crew: 1;  
  Cost: 120,000 
  Notes: Atmospheric, Heavy Armor, 
  Spacecraft 
  Weapons: 
  · Four Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 4d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
  Tie Bomber 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d8 
  Acc/Top Speed: 200/1000;  
  Climb: 30;  
  Toughness: 18(4) 
  Hyperdrive: None  
  Hyperdrive Backup: None 
  Crew: 1  
  Cost: 100,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Two Proton Torpedo Launchers 
  (Range: 200/400/800; Damage: 6d10; 
  AP 20; ROF: 1; Heavy Weapon) 
  · Two Missile Launchers (Range: 
  200/400/800; Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon) 
   
  Droid Starfighter 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 200/1000;  
  Climb: 50;  
  Toughness: 11(4) 
  Hyperdrive: None  
  Hyperdrive Backup: None 
  Crew: None 
  Cost: 60,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · 
  Two 
  Proton 
  Torpedo 
  Launchers 
  (Range: 200/400/800; Damage: 6d10; 
  AP 20; ROF: 1; Heavy Weapon) 
   
   
     
      46  
        
  
  Droid Tri-Fighter 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 200/1000;  
  Climb: 50;  
  Toughness: 11(2) 
  Hyperdrive: None;  
  Hyperdrive Backup: None 
   Crew: 0 
  Cost: 65,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Three Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 4d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Two Missile Launchers (Range: 
  100/200/400; Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon) 
   
  Transports 
  Transports are considered starfighter 
  scale for purposes of combat.  
   
  YT-1300 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 200/1000 
  Climb:50 
  Toughness: 30(4) 
  Hyperdrive: x1 
  Hyperdrive Backup: x12 
  Crew: 2 
  Cost: 100,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons:  
  · Two Quad Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 4d8x2; 
  AP 8; ROF: 1; Heavy Weapon) 
  · Two Missile Launchers (Range: 
  200/400/800; Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon) 
   
  YT-2400 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 200/1000 
  Climb:50 
  Toughness: 25(4) 
  Hyperdrive: x1 
  Hyperdrive Backup: x12 
  Crew: 1 
  Cost: 130,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons:  
  · Two Quad Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 4d8x2; 
  AP 8; ROF: 1; Heavy Weapon) 
   
   
     
      47  
        
  
   
  YT-2000 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 200/1000 
  Climb:50 
  Toughness: 25(4) 
  Hyperdrive: x3 
  Hyperdrive Backup: x12 
  Crew: 1 
  Cost: 130,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
  YV-666 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 100/700 
  Climb:20 
  Toughness: 20(4) 
  Hyperdrive: x2 
  Hyperdrive Backup: x8 
  Crew: 1 
  Cost: 160,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
  Corellian Jumpmaster 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 200/1000 
  Climb:50 
  Toughness: 30(4) 
  Hyperdrive: x1 
  Hyperdrive Backup: x12 
  Crew: 1 
  Cost: 130,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
   
     
      48  
        
  
  Action V Transport 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 100/700 
  Climb:20 
  Toughness: 20(4) 
  Hyperdrive: x3 
  Hyperdrive Backup: x12 
  Crew: 1 
  Cost: 900,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons: 
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
  Firespray Attack/patrol Craft 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 200/1000 
  Climb:50 
  Toughness: 30(4) 
  Hyperdrive: x1 
  Hyperdrive Backup: x12 
  Crew: 2 
  Cost: 380,000 
  Notes: Atmospheric, Heavy Armor, 
  Shields, Spacecraft 
  Weapons:  
  · Two Laser Cannons (fire linked) 
  (Range: 200/400/800; Damage: 4d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · Two Missile Launchers (Range: 
  200/400/800; Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon) 
  · Two Proton Torpedo Launchers 
  (Range: 200/400/800; Damage: 6d10; 
  AP 20; ROF: 1; Heavy Weapon) One     
  · Tractor Beam Projector (Range: 
  100/200/400; Damage: 2d6; ROF: 1) 
   
  Capital Ships 
   
  Imperial Star Destroyer 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/600  
  Toughness: 80(50) 
  Hyperdrive: x2;  
  Hyperdrive Backup: x8 
  Crew: 37,085 + 9,700 troops;  
  Cost: 1.5 Billion 
  Notes: Capital Ship, Heavy Armor, 
  Shields, Spacecraft. 
  Weapons: 
  · 15 groups of Turbolasers (60 
  Turbolaser Batteries) (Range: 
  500/1000/2000, Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon 
  · 15 groups of Ion Cannons (50 Ion 
  Cannons) (Range: 500/1000/2000; 
  Damage: 6d10; ROF: 1; Heavy 
  Weapon) 
  · 10 Tractor Beam Projectors (Range: 
  300/600/1200; Damage: 2d6; ROF: 1) 
   
   
   
   
     
      49  
        
  
  Mon Calamari Star Cruiser 
  Mon Calamari Star Cruisers are 
  designed so that no two vessels are 
  the same. The Mon Cal artisans craft 
  each vessel as a work of art, with 
  subtle differences between vessels 
  within 
  the 
  same 
  class. 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/600;  
  Toughness: 70(50) 
  Hyperdrive: x1;  
  Hyperdrive Backup: x9 
  Crew: 5,402 + 1,200 troops;  
  Cost: 600 Million 
  Notes: Capital Ship, Heavy Armor, 
  Shields, Spacecraft. Mon Cal rolls to 
  repair shields are at +2. 
  Weapons: 
  · 12 groups of Turbolasers (48 
  Turbolaser Batteries) (Range: 
  500/1000/2000, Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon) 
  · 5 groups of Ion Cannons (20 Ion 
  Cannons) (Range: 500/1000/2000; 
  Damage: 6d10; ROF: 1; Heavy 
  Weapon) 
  · 6 Tractor Beam Projectors (Range: 
  300/600/1200; Damage: 2d6; ROF: 1) 
  Corellian Corvette 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 100/600;  
  Toughness: 40(20) 
  Hyperdrive: x2;  
  Hyperdrive Backup: X12 
  Crew: 165 + 600;  
  Cost: 3.5 Million 
  Notes: Atmospheric, Capital Ship, 
  Heavy Armor, Shields, Spacecraft. 
  Weapons: 
  · 6 Double Turbolaser Cannons (Range: 
  500/1000/2000, Damage: 4d10; AP 20; 
  ROF: 1; Heavy Weapon) 
   
   
   
   
     
      50  
        
  
  Nebulon-B Frigate 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/400;  
  Toughness: 40(20) 
  Hyperdrive: x2;  
  Hyperdrive Backup: x12 
  Crew: 920 + 75 troops;  
  Cost: 6 Million 
  Notes: Atmospheric, Capital Ship, 
  Heavy Armor, Shields, Spacecraft. 
  Weapons: 
  · 3 groups of Turbolasers (12 Turbolaser 
  Batteries) (Range: 500/1000/2000, 
  Damage: 5d10; AP 20; ROF: 1; Heavy 
  Weapon) 
  · 3 groups of Laser Canons (12 Laser 
  Cannons) 
  (Range: 200/400/800; Damage: 4d8; AP 
  8; ROF: 1; Heavy Weapon) 
  · 2 Tractor Beam Projectors (Range: 
  300/600/1200; Damage: 2d6; ROF: 1) 
   
  Old Republic Star Destroyer 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/600  
  Toughness: 80(50) 
  Hyperdrive: x1  
  Hyperdrive Backup: x12 
  Crew: 7,400 + 2,000  troops  
  Cost: 59 million 
  Notes: Capital Ship, Heavy Armor, 
  Shields, Spacecraft. 
  Weapons: 
  · Four groups of Turbolasers (16 
  Turbolaser Batteries) (Range: 
  500/1000/2000, Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon 
  · 10 Tractor Beam Projectors (Range: 
  300/600/1200; Damage: 2d6; ROF: 1) 
  · Four Proton Torpedo Launchers 
  (Range: 200/400/800; Damage: 6d10; 
  AP 20; ROF: 1; Heavy Weapon) 
  · Six Tractor Beam Projectors (Range: 
  300/600/1200; Damage: 2d6; ROF: 1) 
   
  Trade Federation Cruiser 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/600  
  Toughness: 80(50) 
  Hyperdrive: x1  
  Hyperdrive Backup: x12 
  Crew: 600 
  Cost: 125 million 
  Notes: Capital Ship, Heavy Armor, 
  Shields, Spacecraft. 
  Weapons: 
  · 12 groups of Turbolasers (48 
  Turbolaser Batteries) (Range: 
  500/1000/2000, Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon 
  · 10 Tractor Beam Projectors (Range: 
  300/600/1200; Damage: 2d6; ROF: 1) 
  · 3 groups of Ion Cannons (12 Ion 
  Cannons) (Range: 500/1000/2000; 
  Damage: 6d10; ROF: 1; Heavy 
  Weapon) 
  · 102 Proton Torpedo Launchers 
  (Range: 200/400/800; Damage: 6d10; 
  AP 20; ROF: 1; Heavy Weapon) 
  · Six Tractor Beam Projectors (Range: 
  300/600/1200; Damage: 2d6; ROF: 1 
     
      51  
        
  
  Commerce Guild Support Ship 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/600  
  Toughness: 50(20) 
  Hyperdrive: x2 
  Hyperdrive Backup: x12 
  Crew: 300 
  Cost: 61 million 
  Notes: Capital Ship, Heavy Armor, 
  Shields, Spacecraft. 
  Weapons: 
  · 25 groups of Turbolasers (100 
  Turbolaser Batteries) (Range: 
  500/1000/2000, Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon 
   
  Dreadnaught 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/600  
  Toughness: 50(20) 
  Hyperdrive: x1  
  Hyperdrive Backup: x10 
  Crew: 200 
  Cost: 57 million 
  Notes: Capital Ship, Heavy Armor, 
  Shields, Spacecraft. 
  Weapons: 
  · 10groups of Turbolasers (40 
  Turbolaser Batteries) (Range: 
  500/1000/2000, Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon 
  · One groups of Ion Cannons (4 Ion 
  Cannons) (Range: 500/1000/2000; 
  Damage: 6d10; ROF: 1; Heavy 
  Weapon) 
   
  Trade Federation Battleship 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/600  
  Toughness: 70(40) 
  Hyperdrive: x2;  
  Hyperdrive Backup: x10 
  Crew: 165 
  Cost: 50 million 
  Notes: Capital Ship, Heavy Armor, 
  Shields, Spacecraft. 
  Weapons: 
  · 12 groups of Turbolasers (48 
  Turbolaser Batteries) (Range: 
  500/1000/2000, Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon 
   
   
     
      52  
        
  
  Land Based vehicles 
   
  Land Speeder 
  There are many makes and models 
  of Land Speeders.  They can be 
  modified for speed, add weapons, 
  There are passenger, military, and 
  cargo versions.  Your imagination is 
  the only limitation 
   
   
  Acc/Top Speed: 20/100 
  Toughness: 15 
  Crew: 1 
  Cost: 10,000 
  Notes: conditional 
  Weapons: conditional 
   
  Air Airspeeder 
  There are many makes and models 
  of Air Speeders.  They can be 
  modified for speed, add weapons, 
  There are passenger, military and 
  cargo versions.  Your imagination is 
  the only limitation 
   
   
   
   
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/700 
  Climb:  40 
  Toughness: 20 
  Crew: 1 
  Cost: 50,000 
  Notes: conditional 
  Weapons: conditional 
   
   
   
   
   
   
   
   
   
     
      53  
        
  
  Speeder bike/Swoop 
  There are many makes and models 
  of Land Speeders.  They can be 
  modified for speed, add weapons, 
  There are civilian, military, and 
  racing versions.  Your imagination is 
  the only limitation 
   
   
   
   
   
  Acc/Top Speed: 20/200 
  Toughness: 5 
  Crew: 1 
  Cost: 5000 
  Notes: conditional 
  Weapons: conditional 
  Attack Gunship 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 50/700 
  Climb:  40 
  Toughness: 20 (10) 
  Crew: 1 
  Cost: 50,000 
  Notes: Heavy armor, Heavy weapon  
  Weapons:  
  · Five Laser Cannons (3 fire linked, 2 
  turret) (Range: 100/200/400; Damage: 
  3d8; AP 8; ROF: 1; Heavy Weapon) 
  · Two Missile Launchers (Range: 
  100/200/400; Damage: 5d10; AP 20; 
  ROF: 1; Heavy Weapon) 
   
  Armored Assault Tank 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 20/100 
  Toughness: 20(10) 
  Crew: 4 
  Cost: 75,000 
  Notes: Sloped Armor +1 
  Weapons:  
  · One Laser Cannon (Range: 
  100/200/400; Damage: 3d8; AP 8; ROF: 
  1; Heavy Weapon) 
   
   
     
      54  
        
  
  AT-AT (All Terrain Armored Transport) 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 5/40 
  Toughness: 25 
  Crew: 5 
  Cost: 500,000 
  Notes: Heavy Armor, Heavy Weapons, 
  Sloped armor + 5 
  Weapons: 
  · Two Laser Cannons (Fire Linked) 
  (Range: 100/200/400; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
  AT-ST (All Terrain Scout Transport) 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 5/40 
  Toughness: 15 
  Crew: 2 
  Cost: 250,000 
  Notes: Heavy Armor, Heavy Weapons, 
  Sloped armor + 3 
  Weapons: 
  · Two Laser Cannons (Fire Linked) 
  (Range: 100/200/400; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
   
  AT-TE (All Terrain Tactical Enforcer) 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 5/40 
  Toughness: 25 
  Crew: 7 
  Cost: 300,000 
  Notes: Heavy Armor, Heavy Weapons, 
  Sloped armor + 5 
  Weapons: 
  · Four Laser Cannons (Fire Linked) 
  (Range: 100/200/400; Damage: 3d8; AP 
  8; ROF: 1; Heavy Weapon) 
   
  AT-AP (All Terrain Attack Pod) 
   
  Typical Crew Skills: Piloting d6; 
  Shooting d6 
  Acc/Top Speed: 5/40 
  Toughness: 15 
  Crew: 3 
  Cost: 200,000 
  Notes: Heavy Armor, Heavy Weapons, 
  Sloped armor + 2 
  Weapons: 
  · Two Laser Cannons (Range: 
  100/200/400; Damage: 3d8; AP 8; ROF: 
  1; Heavy Weapon) 
   
   
     
      55  
        
  
   
   
   
   
   
   
   
   
  the galaxy 
   The Galaxy 
   
   
  Travel in the Galaxy is accomplished 
  by hyperspace travel.  The Galaxy is 
  separated into 4 sections; the Core, 
  the Inner Rim, the Mid Rim, and the 
  Outer Rim.  The target number to 
  travel from one section to another is 
  4.  To travel across one section the 
  target number is 5, to travel across 
  two sections the target number is 6.  
  So to travel from Naboo in the Mid  
   
  Rim to Corellia would take a piloting 
  skill roll of 5.  To travel from Endor to 
  Coruscant would take a piloting roll 
  of 6, and so forth.   Traveling by 
  known hyperspace routes such as 
  the Corellian run or the Hydian way 
  lowers the target number by one.  
  Using a Nav Computer or Astromech 
  Droid lowers the target number by an 
  additional one (effects do not stack)
     
      56  
        
  
   
  adversaries 
  Adversaries 
   
   
   
  Unless 
  otherwise 
  noted 
  all 
  Adversaries are Human.  Adjust 
  adversary 
  attributes, 
  edges, 
  hindrances, 
  and 
  powers 
  in 
  accordance 
  with 
  Species 
  Information.   Adversaries are a base 
  model; add skills, weapons, edges, 
  and hindrances as required.  Wild 
  Cards are a base model; they are 
  not adjusted for age or era, adjust as 
  needed for campaign needs.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rebel Trooper 
    
   
  Attributes: Agility: d6 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6 
  Skills: Fighting d6, Shooting d6, Guts d8 
  Pace: 6 
  Parry:  5 
  Toughness:  8 
  Charisma: N/A 
  Hindrances:  
  Edges:  
  Gear:  Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1  
  Recon Armor +3  
                                          
                                                                                                                                           
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rebel Pilot 
   
   
  Attributes: Agility: d8 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6 
  Skills: Fighting d6, Shooting d6, Piloting d8, Guts d6 
  Pace: 6 
  Parry:  5 
  Toughness:  8 
  Charisma: N/A 
  Hindrances: None 
  Edges: Ace 
  Gear: Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1  
  Recon Armor +3  
                                             
                                                                        
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
     
      57  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rebel Commando  
   
  Attributes: Agility: d6 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d6 
  Skills:Shooting d8, Fighting d6, Throwing d6, Guts d10, Stealth d6 
  Pace: 8 
  Parry:  5 
  Toughness: 8 
  Charisma: N/A 
  Hindrances: None 
  Edges: Combat Reflexes, Fleet Footed 
  Gear:  Heavy Blaster Pistol 5/10/20 2d8+1 ROF 1 AP 2 
   
  Grenade 5/10/20 3d6 ROF 1  
             Recon Armor +3                                                                                           
      
    Wounds 
   
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rebel Officer  
   
  Attributes: Agility: d6 Smarts: d8  Spirit: d8 Strength: d6 Vigor: d6 
  Skills: Shooting d8, Fighting d6, Guts d10 
  Pace: 6 
  Parry:  5 
  Toughness:  8 
  Charisma: N/A 
  Hindrances:  
  Edges: Command, Level Headed 
  Gear: Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1    
            Recon Armor +3                     
                                                                                    
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Elite Rebel Soldier  
   
  Attributes: Agility: d6 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d6 
  Skills: Shooting d6, Fighting d8, Guts d10 
  Pace: 6 
  Parry:  6 
  Toughness: 9 
  Charisma: N/A 
  Hindrances: 
  Edges: Dodge, Marksman 
  Gear: Blaster Carbine 15/30/60 2d8 ROF 1 AP 2  
   
  Battle Armor +4    
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                   
   
     
      58  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rebel General /Admiral  
  Attributes: Agility: d6 Smarts:d8  Spirit: d8 Strength: d6 Vigor: d6 
  Skills: Shooting d6, Fighting d6, Guts d10 
  Pace: 6 
  Parry:  5 
  Toughness:  6 
  Charisma: N/A 
  Hindrances: 
  Edges: Command, Inspire, Hold the Line 
  Gear:  Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1 
   
  Helmet +1 
                                         
                                                                           
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Planetary Security/Soldier 
   
  Attributes: Agility: d6 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6  
  Skills: Shooting d6, fighting d6  
  Pace: 6 
  Parry:  5 
  Toughness:  6 
  Charisma: N/A 
  Hindrances: 
  Edges:  
  Gear:  Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1 
   
  Helmet +1 
   
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Stormtrooper  
   
  Attributes: Agility: d6 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6  
  Skills: Fighting d6, Shooting d6, Notice d4+2, Guts d8 
  Pace: 6 
  Parry:  5 
  Toughness:  9 
  Charisma: N/A 
  Hindrances: 
  Edges: 
  Gear:  Blaster Carbine 15/30/60 2d8 ROF 1 AP 2 or 
   
  Light Repeating Blaster 20/40/80 3d8 ROF 3 AP 2 or 
   
  E Web Repeating Blaster 40/80/160 4d8 ROF 3 AP4 (req 3 troopers) 
   
  Battle Armor +4 
                                                                                                                  
       Wounds  
   
   
      Fatigue 
  -1 -2 -3
  Incapacitated
  -2
  -1
   
     
      59  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Stormtrooper Sergeant   
   
  Attributes:Agility: d6 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6  
  Skills: Fighting d6, Shooting d6, Notice d6+2, Guts d10 
  Pace: 6 
  Parry:  5 
  Toughness:  9 
  Charisma: N/A 
  Hindrances: 
  Edges: Command 
  Gear:  Light Repeating Blaster 20/40/80 3d8 ROF 3 AP 2 
             Battle Armor +4                                                                                             
       
   Wounds 
   
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scout Trooper 
   
   
  Attributes: Agility:d6  Smarts:d6  Spirit: d6 Strength:d6  Vigor: d6 
  Skills: Fighting d6, Shooting d6, Notice d6, Driving d6, Guts d10 
  Pace: 8 
  Parry:  5 
  Toughness: 8 
  Charisma: N/A 
  Hindrances: 
  Edges: Fleet Footed 
  Gear:  Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1  
             Recon Armor +3                                                                                            
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Imperial Officer 
   
   
  Attributes:Agility:d6 Smarts:d6 Spirit:d6 Strength:d6 Vigor:d6 
  Skills: Shooting d6, Fighting d6, Guts d6 
  Pace: 6 
  Parry:  5 
  Toughness:  5      Charisma: N/A 
  Hindrances:  
  Edges: Command, Level Headed 
  Gear: Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1    
                                  
   
                                                                                   
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
     
      60  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Imperial General/Admiral 
   
  Attributes: Agility: d6 Smarts:d8  Spirit: d8 Strength: d6 Vigor: d6 
  Skills: Shooting d6, Fighting d6, Guts d10 
  Pace: 6 
  Parry:  5 
  Toughness: 6 
  Charisma: N/A 
  Hindrances: 
  Edges: Command, Inspire, Hold the Line 
  Gear:  Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1 
   
  Helmet +1 
   
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Imperial Pilot  
   
  Attributes: Agility: d8 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6 
  Skills: Fighting d6, Shooting d6, Piloting d8, Guts d6 
  Pace: 6 
  Parry:  5 
  Toughness:  8 
  Charisma: N/A 
  Hindrances: None 
  Edges: Ace 
  Gear: Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1  
  Recon Armor +3    
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Clone Trooper 
   
   
  Attributes: Agility: d6 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6  
  Skills: Fighting d6, Shooting d6, Notice d4+2, Guts d8 
  Pace: 6 
  Parry:  5 
  Toughness:  9 
  Charisma: N/A 
  Hindrances: Vow (Order 66) 
  Edges: 
  Gear:  Blaster Carbine 15/30/60 2d8 ROF 1 AP 2  
   
  Battle Armor +4    
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
     
      61  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Clone Trooper Commander  
   
  Attributes: Agility: d6 Smarts:d8  Spirit: d8 Strength: d6 Vigor: d6 
  Skills: Shooting d6, Fighting d6, Notice d6, Guts d10 
  Pace: 6 
  Parry:  5 
  Toughness:  9 
  Charisma: N/A 
  Hindrances: Vow (Order 66) 
  Edges: Command, Level Headed, Hold the Line 
  Gear: Light Repeating Blaster 20/40/80 3d8 ROF 3 AP 2 
             Battle Armor +4     
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Clone Trooper Pilot 
   
   
  Attributes: Agility: d8 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6 
  Skills: Fighting d6, Shooting d6, Piloting d8, Guts d6 
  Pace: 6 
  Parry:  5 
  Toughness:  8 
  Charisma: N/A 
  Hindrances: Vow (Order 66) 
  Edges: Ace 
  Gear: Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1  
  Battle Armor +4   
                                                                                                                
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ARC Trooper  
   
  Attributes: Agility:d8  Smarts:d6  Spirit: d8 Strength: d6 Vigor: d8 
  Skills: Fighting d8, Shooting d6, Piloting d8, Guts d6, Notice d6+2 
   
  Throwing d6, Stealth d6 
  Pace: 6/10 Parry:  6 
  Toughness:  10 
  Charisma: N/A 
  Hindrances: Vow (Order 66) 
  Edges: Combat Reflexes, Two Fisted, Dodge 
  Gear:  (2) Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1 
              Light Repeating Blaster 20/40/80 3d8 ROF 3 AP 2 
             Battle Armor +4   
                                                                                               
       Wounds  
   
   
      Fatigue 
  -1 -2 -3
  Incapacitated
  -2
  -1
   
     
      62  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jedi General  
   
  Attributes: Agility:d10 Smarts:d8 Spirit:d10 Strength:d6 Vigor:d8 
  Skills:Fighting d8, Shooting d6, Piloting d8, Guts d6, Knowledge  
  (Lightsaber) 
  Pace: 6 
  Parry:  6 
  Toughness:  6 
  Charisma: N/A 
  Hindrances: Vow (Jedi Code) 
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense,  
               Padawan, Knight 
  Power Points: 15 
  Powers: Affect Mind, Raise Trait, Telekinesis   
    
  Gear:   Lightsaber 3d8+3 AP4 
              Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1                                                 
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Battle Droid 
   
   
  Attributes: Agility: d6 Smarts:d4 Spirit: d6 Strength: d4 Vigor: d4  
  Skills: Shooting d6, Fighting d4, Notice d4, Guts d10 
  Pace: 6 
  Parry:  4 
  Toughness:  8 
  Charisma: N/A 
  Hindrances:  
  Edges: Construct, Ambidextrous 
  Gear:  Blaster Carbine 15/30/60 2d8 ROF 1 AP 2 
              Armor Plating +4                                                                                          
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Super Battle Droid  
   
  Attributes: Agility: d6 Smarts:d6 Spirit: d6 Strength: d6 Vigor: d6  
  Skills:Shooting d6, Fighting d6, Notice d6, Guts d10, Intimidate d6 
  Pace: 6 
  Parry:  5 
  Toughness: 9 
  Charisma: N/A 
  Hindrances:  
  Edges: Construct, Ambidextrous 
  Gear:  (2) Imbedded Blaster Carbine 15/30/60 2d8 ROF 1 AP 2    
              Armor Plating +4                                                                                          
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                  
   
     
      63  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Droideka  
   
  Attributes:Agility:d8 Smarts:d4 Spirit:d6 Strength:d6 Vigor:d10 
  Skills: Shooting d10, Fighting d4, Notice d6, Guts d10 
  Pace: 2/12 Parry:  4 
  Toughness:  11(7) Charisma: N/A 
  Hindrances: 
  Edges: Construct, Ambidextrous 
  Gear:  (2) Light Repeating Blaster 20/40/80 3d8 ROF 3 AP 2 
   
  Armor Plating +4  
  Shield +7 
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thug/Gang Member 
   
   
  Attributes: Agility: d6 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6  
  Skills: Fighting d6, Shooting d6, Guts d4 
  Pace: 6 
  Parry:  5 
  Toughness:  5 
  Charisma: N/A 
  Hindrances:  
  Edges: 
  Gear:  Blaster Carbine 15/30/60 2d8 ROF 1 AP or   
              Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1   
   
   Vibroblade Str+3 AP 2                                                                                 
       
   Wounds 
   
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thug/Gang Leader  
   
  Attributes:Agility: d6 Smarts: d6 Spirit: d6 Strength: d6 Vigor: d6  
  Skills: Fighting d6, Shooting d6, Notice d6+2, Guts d10 
  Pace: 6 
  Parry:  5 
  Toughness:  8 
  Charisma: N/A 
  Hindrances: 
  Edges: Command 
  Gear:  Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1  
  Vibroblade Str+3 AP 2    
  Recon Armor +3   
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
     
      64  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bodyguard Droid  
   
  Attributes:Agility: d10 Smarts: d8 Spirit: d8 Strength: d10 Vigor: d10 
  Skills: Shooting d6, Fighting d10, Notice d6, Intimidate d8, Guts d10 
  Pace: 6 
  Parry:  7 
  Toughness:  11 
  Charisma: N/A 
  Hindrances: 
  Edges: Construct, Ambidextrous 
  Gear:  Electrostaff Str+6 Parry +1, requires 2 hands  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
             Armor Plating +4                                                                                           
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                   
   
  Royal Guard  
   
  Attributes:Agility:d8  Smarts:d6  Spirit: d8 Strength: d8 Vigor: d8 
  Skills: Fighting d8, Shooting d6, Guts d6, Notice d6 
   
  Throwing d6, Stealth d6 
  Pace: 6 
  Parry:  6 
  Toughness:  10 
  Charisma: N/A 
  Hindrances:  
  Edges: Combat Reflexes, Two Fisted, Dodge 
  Gear:  Force Pike  Str+4  Parry +1 requires 2 hands 
   
   
   
   
   
   
   
   
   
   
   
   
   
             Battle Armor +4     
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  Tusken Raider 
   
   
  Attributes:Agility: d6 Smarts: d4 Spirit: d8 Strength: d6 Vigor: d8 
  Skills: Fighting d8, Taunt d8, Riding d8 
  Pace: 6 
  Parry:  6 
  Toughness:  6 
  Charisma: N/A 
  Hindrances: Outsider, Bloodthirsty 
  Edges:  
  Gear:   Gaderffii  
  Str+2  Parry +1, requires 2 hands  
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                  
   
     
      65  
        
  
   
   
  wild cards 
  Wild Cards 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Han Solo  
   
  Attributes: Agility: d8 Smarts: d8 Spirit: d8 Strength: d8 Vigor: d8 
  Skills: Fighting d6, Gambling d10, Investigationd8, Intimidationd6,  
  Piloting d12, Repair d10, Shooting d12   
  Pace: 6 
  Parry:  5 
  Toughness:  6 
  Charisma: 2 
  Hindrances: Loyal, Wanted (Major) 
  Edges: Ace, Smuggler, Charismatic, Combat Reflexes,  
     Marksman  
  Gear: Heavy Blaster Pistol 5/10/20 2d8+1 ROF 1 AP 2 
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chewbacca 
   
   
  Attributes:Agility:d10 Smarts:d10 Spirit:d10 Strength:d12 Vigor: d12  
  Skills: Fighting d8, Intimidation d6, Notice d8, Piloting d10,  
   Repair d12, Survival d6, Tracking d6 
  Pace: 6 
  Parry:  6 
  Toughness:   8 
  Charisma: N/A 
  Hindrances: Code of Honor, Vow (Solo), Wanted (Major) 
  Edges:  Berserk, Gadgeteer, Mr. Fix it, Tough as Nails 
  Gear:   Wookie Bowcaster 6/12/24 2d6+1 ROF 1 AP 4 
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                  
   
   
   
   
   
   
     
      66  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Princess Leia  
   
  Attributes: Agility: d8 Smarts: d8 Spirit: d8 Strength: d8 Vigor: d8 
  Skills: Fighting d6, Knowledge (Politics) d12, Persuasion d12,  
  Shooting d6 
  Pace: 6 
  Parry:  5 
  Toughness:  6 
  Charisma: 4 
  Hindrances: Heroic, Wanted (Major) 
  Edges: Force Attuned, Attractive, Connections, Marksman, 
    Noble 
  Gear:   Sporting Blaster 6/12/24 2d6 ROF 1 AP1 
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Luke Skywalker 
   
   
  Attributes: Agility: d10 Smarts: d8 Spirit: d8 Strength: d10 Vigor: d8 
  Skills: Fighting d12, Knowledge (Lightsaber) d8, Notice d8,  
   Piloting d10, Shooting d10  
  Pace: 6 
  Parry:  8 
  Toughness:  6 
  Charisma: N/A 
  Hindrances: Heroic, Wanted (Major), Vow (Jedi Code)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense,  
     Padawan, Knight, Ace, Power Points, Combat Reflexes,  
    Trademark Weapon (Lightsaber) 
  Power Points: 15 
  Powers: Affect Mind, Boost Trait, Telekinesis  
    
  Gear:   Lightsaber 3d8+5 AP4                                                                                 
       
   Wounds 
   
   
   
      Fatigue 
  -1 -2 -3
  Incapacitated
  -2
  -1
  Lando Calrissian  
   
  Attributes: Agility: d8 Smarts: d8 Spirit: d8 Strength: d8 Vigor: d8  
  Skills: Fighting d6, Gambling d12, Persuasion d12, Piloting d8,  
   
  Streetwise d8 
  Pace: 6 
  Parry:  6 
  Toughness:  6 
  Charisma: N/A 
  Hindrances: Loyal, Wanted (Minor) 
  Edges: Ace, Charismatic, Connections, Luck, Marksman,  
   
    Rich, Smuggler 
  Gear:  Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1  
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
     
      67  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  C-3P0 
   
   
  Attributes: Agility: d4 Smarts: d8 Spirit: d4 Strength: d4 Vigor: d4 
  Skills: Knowledge (Languages) d12, Knowledge (Politics) d10,  
   
  Notice d8 
  Pace: 6 
  Parry:  2 
  Toughness: 4 
  Charisma: N/A 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hindrances: Cautious 
  Edges: Construct, Dodge, Improved Dodge 
  Gear: None   
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                   
  R2-D2 
   
   
  Attributes: Agility: d4 Smarts: d6 Spirit: d6 Strength: d4 Vigor: d4 
  Skills: Fighting d6, Shooting d6, Repair d12, Pilot d10, Notice d10 
  Pace: 6 
  Parry:  
  Toughness:  4 
  Charisma: N/A 
  Hindrances: Heroic, Overconfident, Stubborn 
  Edges: Construct, Dodge  
  Gear: Arc Welder 2/4/- 1d6 ROF1 
   
  Circular Saw  1d8 
      
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  Yoda 
   
   
  Attributes: Agility: d10 Smarts: d8 Spirit: d12 Strength: d6 Vigor: d8 
  Skills: Fighting d12, Knowledge (Lightsaber) d8, Notice d8,  
   Intimidate d10  
  Pace: 6 
  Parry:  8 
  Toughness:  7 
  Charisma: N/A 
  Hindrances: Vow (Jedi Code)  
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense,  
   
    Improved Lightsaber Defense, Padawan, Knight, Master,  
   
    Power Points, Rapid Recharge 
  Power Points: 15 
  Powers: Affect Mind, Boost Trait, Telekinesis, Heal, Force Jump,   
    
  Gear:   Lightsaber 3d8+4 AP4                                                                                 
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
     
      68  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Anakin Skywalker  
   
  Attributes: Agility: d10 Smarts: d8 Spirit: d8 Strength: d8 Vigor: d8 
  Skills: Fighting d12+1, Knowledge (Lightsaber) d8, Notice d8,  
   Piloting d12, Repair d8, Streetwise d8  
  Pace: 6 
  Parry:  8 
  Toughness:  6 
  Charisma: N/A 
  Hindrances: Loyal, Vow (Jedi Code)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense,  
      
     Padawan, Knight, Power Points, Ace,  
               Combat Reflexes, Trademark Weapon (Lightsaber) 
  Power Points: 15 
  Powers: Affect Mind, Boost Trait, Telekinesis, Speed  
    
  Gear:   Lightsaber 3d8+3 AP4                                                                                
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  Obi Wan Kenobi 
   
   
  Attributes: Agility: d10 Smarts: d8 Spirit: d8 Strength: d10 Vigor: d8 
  Skills: Fighting d12+1, Knowledge (Lightsaber) d8, Notice d8,  
   Piloting d6, Investigation d10, Streetwise d8  
  Pace: 6 
  Parry:  8 
  Toughness:  7 
  Charisma: N/A 
  Hindrances: Heroic, Vow (Jedi Code)  
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense, Improved Lightsaber 
   
     Defense, Padawan, Knight, Master, Power Points,  
                Rapid Recharge, Combat Reflexes, Trademark Weapon  
  Power Points: 15 Powers: Affect Mind, Boost Trait, Telekinesis,  
   
     Speed, Deflection, Force Jump 
  Gear:   Lightsaber 3d8+5 AP4                                                                                
        Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  Padme Amidala 
   
   
  Attributes: Agility: d10 Smarts: d10 Spirit: d10 Strength: d6 Vigor: d8 
  Skills: Fighting d6, Knowledge (Politics) d12, Persuasion d12,  
  Shooting d6 
  Pace: 6 
  Parry:  5 
  Toughness:  6       Charisma: 6 
  Hindrances: Heroic 
  Edges: Attractive, Connections, Marksman, Charismatic,  
    Noble 
  Gear:   Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1   
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
     
      69  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mace Windu  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attributes: Agility: d8 Smarts: d10 Spirit: d12 Strength: d8 Vigor: d10 
  Skills: Fighting d12+3 Knowledge (Lightsaber) d8, Notice d8,  
   Intimidate d10 
  Pace: 6 
  Parry:  9 
  Toughness:  7 
  Charisma: N/A 
  Hindrances: Vow (Jedi Code)  
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense, Improve 
  Lightsaber Defense, Padawan, Knight, Master, Power Points,  
  Rapid Recharge, Combat Reflexes, Trademark Weapon,  
  Weapon Master, Improved Trademark Weapon                           
  Power Points: 15 Powers: Affect Mind, Boost Trait, Telekinesis, 
               Speed, Deflect, Detect Arcana, Force Jump   
    
  Gear:   Lightsaber 3d8+5 AP4                                                                                
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  Darth Vader 
  Attributes: Agility: d10 Smarts: d8 Spirit: d8 Strength: d10 Vigor: d12 
  Skills: Fighting d12+1, Knowledge (Lightsaber) d8, Notice d8,  
   Piloting d12, Repair d8, Streetwise d8  
  Pace: 6 
  Parry:  8 
  Toughness:  8 
  Charisma: N/A 
  Hindrances: Dark Side Consumed, Vow (Sith)  
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense,  
  Improved Defense, Padawan, Knight, Power Points, Ace,  
  Berserk, Combat Reflexes, Trademark Weapon (Lightsaber) 
  Power Points: 15 
  Powers: Affect Mind, Boost Trait, Telekinesis, Speed  
    
  Gear:   Lightsaber 3d8+3 AP4                                                                                
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  General Grievous   
   
  Attributes: Agility: d12+1 Smarts: d10 Spirit: d6 Strength: d12+2 Vigor: d6 
  Skills: Fighting d10+1, Shooting d8, Intimidate d12, Pilot d6,  
  Knowledge (Tactics) d10 
  Pace: 10 
  Parry:  7 
  Toughness:  9 
  Charisma: N/A 
  Hindrances: Mean, Overconfident, Vengeful 
  Edges: Construct, Ambidextrous, Command, Inspire, Hold the  
  Line, Trademark Weapon (Lightsaber), Two Fisted 
  Gear:   (4) Lightsaber 3d8 AP4 
              Armor Plating +4                                                                                          
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
     
      70  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Palpatine  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attributes: Agility: d8 Smarts: d12 Spirit: d10 Strength: d8 Vigor: d10 
  Skills: Fighting d12, Knowledge (Lightsaber) d8, Knowledge  
             (Politics), Intimidate d10, Persuasion d10  
  Pace: 6 
  Parry:  8 
  Toughness:  7 
  Charisma: 4 
  Hindrances: Dark Side Consumed, Vow (Sith) 
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense, Improve 
               Lightsaber Defense, Padawan, Knight, Master, Power  
    Points, Rapid Recharge, Combat Reflexes, Noble,  
    Charismatic, Berserk  
  Power Points: 15 Powers: Affect Mind, Boost Trait, Telekinesis, 
               Speed, Deflect, Detect Arcana, Force Jump, Fear, Bolt,  
               Lower Trait  
    
  Gear:   Lightsaber 3d8+3 AP4                                                                                
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  Darth Maul 
  Attributes: Agility: d10 Smarts: d8 Spirit: d8 Strength: d10 Vigor: d8 
  Skills: Fighting d12+1, Knowledge (Lightsaber) d12, Notice d8,  
   Piloting d12, Repair d8, Streetwise d8  
  Pace: 6 
  Parry:  8 
  Toughness:  6 
  Charisma: N/A 
  Hindrances: Dark Side Consumed, Vow (Sith) 
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense,  
  Padawan, Knight, Power Points, 2 Fisted, Combat Reflexes,  
  Trademark Weapon  
  Power Points: 15 Powers: Affect Mind, Boost Trait,  
  Telekinesis, Speed, Fear, Bolt, Lower Trait 
   
    
  Gear:   Double Edged Lightsaber 3d8+3 AP4                                                        
  Wounds 
   
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  Jango Fett 
   
   
  Attributes: Agility: d8 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d8 
  Skills: Fighting d8, Shooting d12, Piloting d10, Intimidation d12,  
  Investigation d8 Notice d8, Stealth d8, Streetwise d8 Tracking d8 
  Pace: 6 
  Parry:  6 
  Toughness:  6      Charisma: N/A 
  Edges: Combat Reflexes, Dodge, Two Fisted,  
  Tough as Nails, Marksman, Bounty Hunter  
  Gear: (2) Custom Blaster Pistol 10/20/40 2d6+3 ROF 1 AP 1  
             Recon Armor +3   Rocket Pack  Fly 50 Climb 5                                          
      Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
     
      71  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Count Dooku  
   
  Attributes: Agility: d8 Smarts: d10 Spirit: d10 Strength: d8 Vigor: d8 
  Skills: Fighting d12+3 Knowledge (Lightsaber) d10, Notice d8,  
   Intimidate d10, Persuasion d8, Knowledge (Politics) 
  Pace: 6 
  Parry:  9 
  Toughness:  7 
  Charisma: 2 
  Hindrances: Dark Side Consumed, Vow (Sith)  
  Edges: Force Attuned, Force, Jedi, Lightsaber Defense, Improve 
  Lightsaber Defense, Padawan, Knight, Master,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Power Points, Rapid Recharge, Combat Reflexes,  
  Trademark Weapon, Noble, Weapon Master,  
  Improved Weapons Master, Rich, Filthy Rich                            
  Power Points: 15 Powers: Affect Mind, Boost Trait,  
  Telekinesis, Speed, Deflect, Detect Arcana, Force  
  Jump, Fear, Bolt, Lower Trait 
  Gear:   Lightsaber 3d8+5 AP4                                                                                
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  Boba Fett 
   
   
  Attributes: Agility: d8 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d8 
  Skills: Fighting d8, Shooting d12, Piloting d10, Intimidation d12,  
  Investigation d8+4 Notice d8, Stealth d8, Streetwise d8+4  
  Tracking d8+2 
  Pace: 6 
  Parry:  6 
  Toughness:  6     Charisma: N/A 
  Edges: Combat Reflexes, Dodge, Quick, Tough as Nails,  
  Marksman, Investigator, Bounty Hunter, Nerves of Steel 
  Gear: Custom Blaster Carbine 15/30/60 2d8+1 ROF 1 AP  
             Recon Armor +3   Rocket Pack  Fly 50 Climb 5                                           
  Wounds 
   
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
  Jabba the Hutt 
   
   
   
  Attributes: Agility: d4 Smarts:d8  Spirit: d8  Strength:d4  Vigor: d8 
  Skills: Fighting d4, shooting d4, Intimidate d12 
  Pace: 5 
  Parry:  4  Toughness: 7  Charisma: N/A 
  Hindrances: Obese 
  Edges: Command, Sidekick 
  Gear:   4 Gammorean Bodyguards 
                                                                                                                 
     Wounds 
   
   
   
      Fatigue 
       -1 -2 -3         Incapacitated         -2   -1   
     
      72  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dengar  
   
  Attributes: Agility: d8 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d8 
  Skills: Fighting d6, Shooting d8, Piloting d8, Intimidation d8,  
  Investigation d8+4 Notice d8, Stealth d6, Streetwise d6+4  
  Tracking d8+2, Driving d6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pace: 6 
  Parry:  6 
  Toughness:  10     Charisma: N/A 
  Edges: Combat Reflexes, Dodge, Tough as Nails,  
  Marksman, Investigator, Bounty Hunter, Nerves of Steel 
  Gear:   Light Repeating Blaster 20/40/80 3d8 ROF 3 AP 2 
              Battle Armor +4    
                                                                                                                  
       Wounds  
   
   
      Fatigue 
  -1 -2 -3
  Incapacitated
  -2
  -1
  IG-88 
   
   
  Attributes: Agility: d8 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d8 
  Skills: Fighting d6, Shooting d8, Piloting d8, Intimidation d8,  
  Investigation d8+4 Notice d8, Stealth d6, Streetwise d6+4  
  Tracking d8+2 
  Pace: 6 
  Parry:  6 
  Toughness:  6     Charisma: N/A 
  Edges: Combat Reflexes, Dodge, Quick, Tough as Nails,  
  Investigator, Bounty Hunter, Construct, Two Fisted 
  Gear:  Light Repeating Blaster 20/40/80 3d8 ROF 3 AP 2 
             Blaster Rifle 20/40/80 2d6+1 ROF 1 AP 2 
   
  Armor Plating +4                                                                                           
       Wounds  
   
   
      Fatigue 
  -1 -2 -3
  Incapacitated
  -2
  -1
  Greedo  
   
  Attributes: Agility: d8 Smarts: d6 Spirit: d8 Strength: d6 Vigor: d8 
  Skills: Fighting d6, Shooting d8, Intimidation d4, Investigation d6  
  Notice d6, Stealth d6, Streetwise d6, Tracking d8 
  Pace: 6 
  Parry:  5 
  Toughness:  6     Charisma: N/A 
  Edges: Combat Reflexes, Dodge, Marksman 
  Gear: Blaster Pistol 10/20/40 2d6+1 ROF 1 AP 1  
   
  Recon Armor +3    
                                                                                                                  
       Wounds  
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                   
     
      73  
        
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  4-Lom 
   
   
  Attributes: Agility: d8 Smarts: d8 Spirit: d8 Strength: d6 Vigor: d6 
  Skills: Fighting d6, Shooting d8, Piloting d8, Intimidation d8,  
  Investigation d8+4 Notice d8, Stealth d6, Streetwise d6+4  
  Tracking d8+2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pace: 6 
  Parry:  5 
  Toughness:  5     Charisma: N/A 
  Edges: Combat Reflexes, Dodge, Quick, Tough as Nails,  
  Marksman, Investigator, Bounty Hunter, Nerves of Steel,  
  Construct, Steady Hands  
  Gear: Blaster Rifle 20/40/80 2d6+1 ROF 1 AP 2 
   
  Armor Plating +4                                                                                          
       Wounds  
   
   
      Fatigue 
  -1 -2 -3
  Incapacitated
  -2
  -1
  Bossk 
   
   
  Attributes: Agility: d8 Smarts: d6 Spirit: d6 Strength: d8 Vigor: d8 
  Skills: Fighting d8, Shooting d8, Piloting d8, Intimidation d8,  
  Investigation d8+4 Notice d8, Stealth d6, Streetwise d6+4  
  Tracking d8+2 
  Pace: 6 
  Parry:  6 
  Toughness:  10    Charisma: N/A 
  Edges: Combat Reflexes, Dodge, Quick, Tough as Nails,  
  Marksman, Investigator, Bounty Hunter, Nerves of Steel 
  Gear: Blaster Carbine 15/30/60 2d8 ROF 1 AP  
             Recon Armor +3                                                                                            
        
  Wounds 
   
   
   
      Fatigue 
  -1 -2 -3
  Incapacitated
  -2
  -1
  Gamorrean Bodyguard  
   
  Attributes: Agility:d6 Smarts:d4  Spirit: d6 Strength:d8  Vigor: d8  
  Skills: Fighting d8, Notice d8 
  Pace: 5 
  Parry:  6 
  Toughness:  6       Charisma: N/A 
  Hindrances: Obese 
   
    
  Gear: Vibroaxe Str+5   AP 2   Requires 2 hands 
     
  Recon Armor +3 
                                                                                                                  
      
    Wounds 
   
   
   
      Fatigue 
        -1 -2 -3         Incapacitated         -2   -1   
                                                                                                   
     
      74  
        
  
  Blank Wild Card Sheets 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attributes: Agility:  Smarts:  Spirit:  Strength:  Vigor:  
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  Hindrances: 
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  Attributes: Agility:  Smarts:  Spirit:  Strength:  Vigor:  
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        -1 -2 -3         Incapacitated         -2   -1   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attributes: Agility:  Smarts:  Spirit:  Strength:  Vigor:  
  Skills:  
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  Charisma: N/A 
  Hindrances: 
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      75  
        
  
        
   
     
      76  
  
   
     
      77  
        
  
   
     
      78  
        
  
   
   
     
      79  
        
  
   
   
   
   
     
      80  
        
  
   
   
   
   
   
   
   
   
  Hope you enjoyed 
   
   
  Savage 
  Star Wars 
   
   
  John “Sheriff288” Brown 
  http://home.mchsi.com/~SavageStarWars 
   
   
     
      81  
        
  
SOURCE: textdata/thevault/Savage Worlds/Fan/Savage Star Wars/Savage Worlds - Savage Star Wars 3.pdf