TEXT:  
   
   
  
   
   
  CREATING YOUR CHARACTER 
  1. CHARACTER CONCEPT 
  Grab a character sheet! 
  Run your ​character concept​ past me before creating your character.  
  You need a ​name​, a ​species​, and a ​profession​. 
  For the Classic Era setting of the original trilogy: no Jedi, though some characters can sense the Force. 
  Fringers and scum-come-good are always fun, and all characters need a good reason to hate the Empire. 
  2. SPECIES 
  A list of commonly encountered species is on the following page. If you want to play something that’s not there, just ask.  
  Pick a species and write down its base Attributes and any Special Abilities.  
  3. PROFESSION 
  A list of professions your character could have on p4.  
  Pick one profession and adjust your character’s Attributes ​accordingly.  
  The total of your Attributes’ Dice Codes should equal 18D. For more on Dice Codes see p6. 
  4. SKILLS 
  The skills most commonly used in Star Wars are listed under their appropriate Attribute on your character sheet. 
  If you want a skill that’s not listed, just write it down under the most appropriate Attribute. 
  You have 7D (or twenty-one +1 pips) to spend improving your skills above their base Attribute. 
  New characters cannot improve a skill by more than 2D (or six +1 pips), unless they are droids (max 3D, or nine +1 pips).  
  For fast character generation:​ pick ​1 skill​ and increase by ​2D​, pick​ 5 other skills ​and increase by ​1D​. 
  For fast droid generation:​ pick ​1 skill​ and increase by ​3D​, pick ​1 skill​ and increase by ​2D​, pick​ 2 other skills ​and increase by ​1D​. 
  5. BACKGROUND, BURDENS & EDGES 
  Your​ Background ​is a ​short summary of your character’s major life events. ​Your Burdens and Edges are based on your Background. 
  All characters must choose at least 1 Burden​, which is an obligation, duty, debt, or major life complication. 
  A Burden has three degrees of severity: Light (1pt), Medium (2pts) or Heavy (3pts). 
  A character can have no more than 6pts of Burdens. 
  Each point of Burden is then spent to buy Edges: ​special gear, skills, connections, wealth, starships or Force sensitivity! 
  6. GEAR 
  Each character starts with ​5D6x100 credits​ with which to purchase their equipment. 
  7. APPEARANCE, PERSONALITY, CONNECTIONS & QUOTE 
  A short description of what you character looks like, how they interact with others, any distinguishing features or habits, 
  what connections your character has with the other character, and a quote that defines your character. 
  8. THE FORCE 
  Whether you call it the Force, dumb luck, fate or chance, ​all characters​ can spend ​Force Points ​and totally kick ass. (Start with 1 pt). 
  When you​ trust in the Force​ (or feel lucky)​ you spend you Force Point and ​all your Dice Codes are doubled for one round.  
  Beware - if you call on the Force in anger and violence, you might gain ​Dark Side Points. ​Too many and you ​turn to the Dark Side! 
   
  And that’s it — your character is ready to take on the galaxy! 
  MAY THE FORCE BE WITH YOU. 
   
   
   
  
   
   
  CHARACTER SPECIES 
  SENTIENTS
  DEX 
  KNO
  MEC
  PER
  STR
  TEC
  SPECIAL ABILITIES 
  HUMAN
  2D
  2D
  2D
  2D
  2D
  2D
  The dominant species in the galaxy. 
  BARAGWIN
  1D+2
  1D+1
  2D+1
  2D
  2D+2
  2D
  Favored: Weapon or Armor Repair; Thick Hide:+2 Armor 
  BOTHAN
  2D
  2D
  1D+1
  3D
  1D+2
  2D
  Emo Fur: ripples according to emotional state 
  BESALISK
  1D+2
  2D+1
  1D+2
  2D
  2D+2
  1D+2
  Extra Limbs: +1D Climb and Brawl; Food Stores (1 week) 
  CULISETTO
  2D+2
  1D+1
  2D
  2D+2
  1D+1
  2D
  Ectoparasite: drink blood to heal (treat as self admin Medpac) 
  DEVARONIAN
  2D
  3D
  1D
  2D+2
  2D+1
  1D
  Favored: Intimidate or Stealth 
  DUG
  2D+1
  1D+2
  2D+1
  1D+2
  2D
  2D
  Favored: Athletics or Intimidate; Bellow 
  DUROS
  2D
  1D+1
  3D
  1D+2
  2D
  2D
  Favored: Astrogation, Pilot Starship, Sensors, or Ship Repair 
  GAND
  1D+2
  2D
  1D+2
  2D+2
  2D+1
  1D+2
  Gas Breather; Chitin +1D Armor; Findsmen ritual +2D Search 
  GIGORAN
  2D
  1D
  1D+1
  1D+2
  3D+2
  2D+1
  Gas Breather; +1D Stamina to resist cold 
  GRAN
  2D
  1D+2
  2D
  2D+2
  2D
  1D+2
  Infrared Vision; +1D to Search (visual) 
  HARCH
  1D+1
  3D
  1D+2
  2D+1
  1D+2
  2D
  Extra Limbs: +1D Climb and Brawl; Venom (3D Dam/d6 Days) 
  HUTT
  1D+1
  2D+2
  1D
  2D+2
  3D
  1D+1
  Slow, can’t run; +1D Str vs physical damage; Resist Force +2D. 
  IKTOTCHI
  1D+2
  2D
  2D+1
  2D
  2D
  2D
  +1D to Initiative; Favored: Pilot Starship or Starship Repair 
  ITHORIAN
  2D
  2D+2
  1D+1
  2D+1
  2D
  1D+2
  Peaceful; Favored: Survival; Bellow (Str Sonic Damage) 
  JAWA
  2D
  2D
  2D+1
  1D+2
  1D
  3D
  Favored: Tec Skills 
  LASAT
  2D
  1D+2
  1D+2
  2D
  3D
  1D+2
  Favored: Athletics 
  KARKARODON
  2D
  1D+1
  2D
  1D+2
  3D
  2D
  Aquatic; Bite for Str+2D Damage; Favored: Search (Scent) 
  KUBAZ
  1D+2
  2D
  1D+2
  3D
  1D+2
  2D
  Favored: Stealth; Nightvision 
  MON CAL
  2D
  2D
  2D+1
  1D+1
  2D
  2D+1
  Aquatic; Hatred: Slavery 
  NAUTOLAN
  2D
  2D
  2D
  2D
  2D+1
  1D+2
  Aquatic; Low-Light Vision; Emo Sense (+1D to interaction) 
  NEMOIDIAN
  1D+2
  2D+1
  2D
  2D+2
  1D+2
  2D+2
  Favored: one Tec Skill 
  ORTOLAN
  1D+2
  2D
  1D
  2D+1
  2D+2
  2D+1
  Foraging: +1D to Search for Food; Iron guts: +1D vs Poison 
  QUARREN
  2D
  1D+2
  2D
  2D+1
  2D+1
  1D+2
  Aquatic 
  RODIAN
  3D
  1D+2
  1D+2
  2D
  2D+2
  1D
  Favored: Intimidate; Nightvision 
  SAKIYAN
  2D
  2D
  2D
  2D
  1D+2
  2D+1
  +1D to Initiative; Favored: Repulsor Skills 
  SKRILLING
  1D+2
  1D+2
  2D
  2D+2
  2D+2
  1D+1
  Favored: Bargain; Acid Spray: 2D Damage 
  TALZ
  2D
  1D+2
  1D+2
  2D
  3D
  1D+2
  Hatred: Slavery; Favored: Survival 
  TOGNATHIAN
  2D+2
  2D
  1D+2
  1D+2
  2D+1
  1D+2
  Gas Breather; Chitin +1D Armor; Telepathy w/ Tognathians 
  TOGRUTAN
  2D+2
  2D
  2D
  2D
  1D+2
  1D+2
  Echolocation; Teamworkers (double assist points) 
  TOYDARIAN
  3D
  2D
  2D+1
  1D+1
  1D+1
  2D
  Flight; Resist Force +2D. 
  TRANDOSHAN
  2D
  1D+1
  1D+2
  2D
  4D
  1D
  Infrared Vision; Clumsy (-1D to fine motor); Regeneration 
  TWI’LEK
  2D
  2D
  1D+2
  3D+1
  2D
  1D
  Secret Headtail Communication. 
  WHIPID 
  2D
  2D
  1D+2
  2D+1
  3D
  1D
  Favored: Survival; Claws: Str+1D Damage 
  WEEQUAY
  2D+1
  1D+2
  2D
  2D
  2D+1
  1D+2
  Telepathy w/ Weequays; Horned Hide:+1 Armor/Dam 
  WOOKIE
  2D
  1D
  2D
  1D
  4D
  1D+2
  Favored: Athletics or Brawl; Climbing Claws: +1D to climbing 
  ZABRAK
  2D
  1D+2
  2D
  2D
  2D+1
  2D
  Favored: Stamina; Horns: Str+2 Damage. 
   
  DROIDS
  DEX 
  KNO
  MEC
  PER
  STR
  TEC
  SPECIAL FEATURES: all droids choose 3 from below: 
  Assassin Droid
  3D
  1D
  1D
  2D
  2D
  1D
  - Alternate Propulsion (jets/treads/repulsors/etc) 
  Astromech Droid
  1D
  2D
  2D
  1D
  1D
  3D
  - Armor Plating (+2D to Str vs Damage OR +1D Str) 
  Battle Droid
  3D
  1D
  1D
  1D
  3D
  1D
  - Database Circuitry (+2D to a particular Kno skill OR +1D Kno) 
  Labor Droid
  2D
  1D
  1D
  1D
  4D
  1D
  - Mounted Weapon (Dam = Str+2D, Range = similar weapon) 
  Medical Droid
  1D
  3D
  1D
  1D
  1D
  3D
  - Personality Matrix (speak Basic, behaviour mods, can learn) 
  Probe Droid
  2D
  1D
  1D
  3D
  2D
  1D
  - Scanner Array (+2D to search, 1km/10km/100km/etc/PER) 
  Protocol Droid
  1D
  3D
  1D
  3D
  1D
  1D
  - Toolkit Appendages (+2D to a particular Tec skill OR +1D Tec) 
  Security Droid
  2D
  1D
  1D
  2D
  3D
  1D
  - Something missing? Make it up! 
  Utility Droid
  2D
  1D
  2D
  1D
  2D
  2D
  All droids have interface jacks, and speak Binary. 
   
  Favored Skills: ​cost half as much to purchase during character creation, but still limited to a +2D starting maximum 
   
   
  
   
   
  CHARACTER PROFESSIONS 
  PROFESSION
  DEXTERITY 
  KNOWLEDGE MECHANICAL PERCEPTION STRENGTH
  TECHNICAL
  THE FORCE 
  ARCHAEOLOGIST
  +1D
  +2D
  +2
  +1D+1
  +1D
  -- 
  -- 
  BODYGUARD
  +1D+2
  +1D+2
  +1
  +1D+2
  +1D
  +1
  -- 
  BOUNTY HUNTER 
  +2D
  +2
  +2
  +1D
  +1D+2
  --
  -- 
  CAPTAIN
  +2
  +1D
  +1D+2
  +1D+1
  +1
  +1D
  -- 
  COMMANDO
  +1D
  +1D
  +1
  +1D
  +1D+2
  +1D
  -- 
  CON ARTIST
  --
  +2D
  +2
  +2D
  -- 
  +1D+1
  -- 
  DANDY
  +1D
  +2D
  --
  +2D
  +1D
  --
  -- 
  DIPLOMAT
  +1D
  +2D
  +2
  +1D+1
  +1D
  --
  -- 
  DOCTOR
  +1D
  +1D
  --
  +2D
  --
  +2D
  -- 
  ENGINEER
  +1
  +2D
  +2
  +1
  +2
  +2D
  -- 
  ENTERTAINER
  +1D+1
  +1D+2
  +1
  +1D+2
  +1D
  --
  -- 
  EXPLORER
  +2
  +2D
  +1D
  --
  +1D
  +1D+1
  -- 
  GAMBLER
  +1D+2
  +1D
  +1
  +2D
  +2
  +1
  -- 
  GUN RUNNER 
  +1D+2
  +1D
  --
  +1D+2
  +1D+1
  +1
  -- 
  HISTORIAN
  +1D
  +2D
  +2
  +1D+2
  +2
  --
  -- 
  HUNTER
  +2D
  +1D+1
  +2
  +1D
  +1D
  --
  -- 
  INVESTIGATOR
  +1D
  +1D
  +1D
  +2D
  +1
  +2
  -- 
  KID
  +1D+2
  +2
  +1D
  +1D+2
  +1
  +2
  -- 
  MERCENARY
  +1D+2
  +2
  +2
  +1
  +1D+2
  +1D
  -- 
  NAVIGATOR
  +2
  +1
  +2D
  +1D+1
  +2
  +1D
  -- 
  NOBLE
  +1D+1
  +1D+1
  +2
  +2D
  +2
  --
  -- 
  OUTLAW
  +2D
  +1D
  +2
  --
  +1D+1
  +1D
  -- 
  PILGRIM
  +1
  +2D
  +1
  +2D
  +1D
  +1
  -- 
  PILOT
  +1D
  --
  +2D
  +1D
  +1D
  +1D
  -- 
  PIRATE
  +1D+2
  --
  +1D+2
  +1D
  +1D
  +2
  -- 
  RACER
  +1D+1
  --
  +2D
  --
  +2
  +2D
  -- 
  RANGER
  +1D
  +1D+1
  +1
  +2D
  +1D
  +1
  -- 
  RESCUER
  --
  +1D
  +2D
  +1D
  +1D
  +1D
  -- 
  RETAINER
  +1D
  +2
  +1D
  +1D
  +1D+1
  +1D
  -- 
  SABOTEUR
  +1D+1
  +1
  +2
  +1D
  +1D
  +1D+2
  -- 
  SAVAGE
  +1D+2
  --
  +1
  +1D+2
  +2D
  +1
  -- 
  SCAVENGER
  +1D
  +1
  +1
  +1D+2
  +1D
  +1D+2
  -- 
  SENATOR
  +1D
  +2D
  +1D
  +2D
  --
  --
  -- 
  SLICER
  +2
  +1D+2
  --
  +1D+2
  --
  +2D
  -- 
  SMUGGLER
  +1D+1
  +1
  +1D+2
  +1D
  +1D
  +2
  -- 
  SOLDIER
  +1D+1 
  +1 
  +1 
  +1D+1 
  +1D+2 
  +1D
  -- 
  SPY
  +1D+1
  +1D+1
  --
  +2D
  +1D
  +1
  -- 
  THUG
  +1D+1
  +1D
  --
  +1D
  +2D
  +2
  -- 
  TINKER
  --
  +1D+2
  +1D+2
  +1
  +1
  +2D
  -- 
  TRADER
  +1D
  +1D
  +1D+2
  +1D+1
  --
  +1D
  -- 
  VAGABOND
  +1D
  +1D+1
  +2
  +1D+1
  +1D
  +2
  -- 
  FORCE USERS*​†
  DEXTERITY 
  KNOWLEDGE MECHANICAL PERCEPTION STRENGTH
  TECHNICAL
  THE FORCE 
  ALIEN STUDENT 
  +1D
  +2D
  +2
  +1D+1
  +1D
  -- 
  1D 
  JEDI PADAWAN​†
  +1D+2
  +2
  +1D
  +1D+2
  +1
  +2
  1D 
  JEDI DIPLOMAT​†
  +1D
  +2D
  +1D
  +2D
  +1D
  --
  1D
   
  JEDI SENTINEL​† 
  +2D
  +1D+1
  +1
  +1D+2
  +1D+1
  +1
  1D 
  JEDI HEALER​†
  +1D
  +1D
  --
  +2D
  +1D
  +2D
  1D 
  * Force Users are required to purchase 3 points of Edges in The Force. † Jedi characters may be restricted or entirely absent from games depending on the setting, era, and type of game the GM is running.  
   
   
  
   
   
  HOW THE GAME WORKS 
  ATTRIBUTES & SKILLS 
  Each character has six ​Attributes​, and each attribute affects a number of ​Skills​: 
   
   
  DEXTERITY 
  KNOWLEDGE
  MECHANICAL
  PERCEPTION
  STRENGTH
  TECHNICAL 
  Blasters
  Aliens
  Astrogation
  Bargain
  Athletics
  Computer Tech 
   
  Dodge
  Cultures
  Beastriding
  Command
  Brawl
  Droid Tech 
   
  Heavy Wpns
  Languages
  Pilot: Repulsor
  Con
  Intimidate
  Medicine  
   
  Melee
  Planets
  Pilot: Starship
  Gamble
  Lift
  Repulsor Tech 
   
  Steal
  Streetwise
  Sensors
  Stealth
  Stamina
  Security 
   
  Throw
  Survival
  Vehicle Wpns
  Search
  Swim
  Starship Tech 
   
  There’s plenty of other skills that you can have such as History, Weapon Repair, Cybernetics, Nerf Herding or whatever.  
   
  DICE CODES 
  Each Attribute and Skill has a ​Dice Code, ​which is the number of ​6-sided dice​ you need to roll when you need to make a skill check. 
  The dice code will look like 4D (roll 4 dice), or 5D+1 (roll 5 dice and add 1), or 2D+2 (roll 2 dice and add 2) and so on. 
   
  ADDING DICE CODES TOGETHER 
  Part of character creation involves adding the Dice Code of your Attribute to the Dice Codes of your Skill. 
  The trick to adding them together is to remember the following: 
   
  THREE +1 PIPS EQUALS +1 DICE 
   
  DICE CODE PROGRESSION 
  | ​1D​ | 1D+1 | 1D+2 | ​2D​ | 2D+1 | 2D+2 | ​3D ​| 3D+1 | 3D+2 | ​4D​ | 4D+1 | 4D+2 | ​5D ​| 5D+1 | 5D+2 | ​6D​ | 6D+1 |6D+2 | ​7D ​etc... 
   
  Have a look at the Dice Code progression shown above; as a character’s attribute or skill advances up the scale,  
  it goes from 2D, to 2D+1, to 2D+2, and then to 3D, then 3D+1 and so on. 
  So if for example you have a base Attribute of 2D+2 and a Skill that adds +1D+2, your Skill total is 4D+1. 
  2D+1D+2+2 = 3D+4 = 4D+1 (three +1 pips equals +1D, remember?) 
  Once you get your head round that the game is pretty simple. 
   
  HOW GOOD ARE YOU? 
  DICE
  COMMON EXAMPLE
  TYPICAL 
  CODE
  OF CAPABILITY
   ROLL 
  1D 
  Below human average for an attribute or skill.
  3 
  2D 
  Untrained human average for an attribute and many skills. ​Most citizens have 2D in all attributes and skills.
  6 
  3D 
  Average level of training for a human. ​Big Damn Heroes (like your character) have Attributes around 3D.
  9 
  4D 
  Professional level of training for a human. ​Some citizens have 4D in several skills.
  12 
  5D 
  Professional with many many years experience. 
  15 
  6D 
  Considered about the best in a city or geographic area. About 1 in 100,000 people will have training to this skill level.
  18 
  7D 
  Among the best on a continent. About 1 in 1,000,000 people will have training to this skill level. 
  21 
  8D 
  Among the best on a planet. About 1 in 10,000,000 people will have training to this skill level.
  24 
  9D 
  One of the best in several systems. About 1 in a billion will have training to this skill level.
  27 
  10D
  One of the best in a sector.
  30 
  11D
  One of the best in a region.
  33 
  12D
  One of the best in the galaxy.
  36 
   
   
  
   
  SKILL CHECKS 
  When you make a skill check, grab the number of D6s listed in the skill’s dice code, roll, and add them and any +1’s or +2’s together. 
  If a skill has no dice code listed you use its base Attribute instead. 
  If the total is equal or greater the skill check target number, then the skill check is successful. 
   
  EXCEPTIONAL SUCCESS, TERRIBLE FAILURE 
  If the result of the skill check is 10 or more above (or below) the target number, the result is exceptionally good (or bad). 
  The Gamemaster will decide precisely what that means — in combat it usually means extra damage or a fumble. 
   
  SKILL CHECK TARGET NUMBERS 
  TEST IS....
  TARGET IS....
  KNOWLEDGE IS...
  LANGUAGE IS...
  TECH DAMAGE IS... INJURED IS... 
  Very Easy 5
  Point Blank 5
  Widely Known 5
  Slang/Jargon 5
  --
  Knocked Out 5 
  Easy 10
  Short Range 10
  Uncommon 10
  Uncommon 10
  Light 10
  Wounded 10 
  Medium 15
  Medium Range 15
  Obscure 15
  Obscure/Tech 15
  --
  Incapacitated 15 
  Difficult 20
  Long Range 20 
  Hidden 20
  Unpronouncable 20 Heavy 20
  Mortally Wounded 20 
  Very Difficult 25
  Extreme Range 25
  Top Secret 25
  Utterly Alien 25
  --
  -- 
  Heroic 30
  Beyond Range 20
  Destroyed 30
  Dead 30 
  Severe 30
  -- 
   
  OPPOSED SKILL CHECKS 
  There will be plenty of times your skill checks will be opposed by another character.  
  In this case both characters roll their relevant skill check: whoever rolls the highest wins. Players win draws. 
   
  COMBINED ACTIONS 
  There are a number of situations where it pays to work as a team by assisting one another to get the job done. 
  The character with the highest Dice Code makes the skill check. 
  The assisting team-mates don’t roll; instead they add +1 to the result for every full Dice they have in the relevant skill. 
   
  MULTIPLE ACTIONS 
  Character can attempt to do lots of things when it’s their time to act, up to the number of full Dice they have in Dexterity.  
  FOR EVERY ​EXTRA​ ACTION, ALL ACTIONS ARE PENALISED -1D. 
   
  | ​1 Action​ : No penalty | ​2 Actions​ : both at -1D | 3​ Actions​ : all at -2D | ​4 Actions​ : all at -3D | etc... 
   
  OTHER ACTION MODIFIERS 
  PREPARED ACTIONS 
  Are you spending a round aiming or preparing? Most skills are granted +1D to the Skill Check. 
  MOVEMENT 
  Are you running  or crawling? Most skills are penalised -1D to the Skill Check. 
  READYING EQUIPMENT 
  Are you drawing a weapon or changing a setting? Most skills are penalised -1D to the Skill Check.  
  INJURY 
  Are you Stunned or Wounded? Most skills are penalised -1D to the Skill Check for each Stun or Wound.  
  ALIEN ENVIRONMENT 
  Are you on an alien world where gravity is much heavier or lighter than home? Most skills are penalised -1D to the Skill Check.  
   
  Basically if you have an advantage you gain 1D, if you’re at a disadvantage, you lose 1D. 
  ALL MODIFIERS ARE CUMULATIVE 
   
   
  
   
   
  CHARACTER BACKRGOUNDS: BURDENS 
  Burdens​ are obligations, solemn duties, hefty debts, or major life complications. 
  Burdens serve as a catalyst for conflict centered on the characters, adding twists and obstacles to existing adventures.  
  A Burden has three degrees of severity: Light (worth 1pt), Medium(worth 2pts) or Heavy (worth 3pts). 
  All characters must choose at least 1pt of Burden​. 
  A character can have no more than 6pts of Burdens and no more than 3pts in any one kind of Burden. 
  GM discretion is advised and care is recommended. Too many heavy Burdens can render a character unplayable! 
   
  ❏ Addiction 
  A galaxy of temptation is out there: spice, stims, lumguzzle, dethstyx, and all manner of alien intimacies are just a tiny sample of the many 
  things that can overpower the weakwilled. And you are one of the weak. ​Without easy access to your poison of choice, you suffer the 
  following penalties to all dice rolls: 1pt for a minor addiction that causes a -1 penalty, 2pts for a serious addiction that causes a -2 penalty, 
  or 3pts for a severe addiction that inflicts a -1D penalty.  
  ❏ Blackmail 
  Someone has leverage over your character, and they’re not afraid to use it. They have incriminating or defamatory evidence of your past 
  actions, or have something you hold very dear in their possession. Whoever it is that is blackmailing you, they intend to get the most out of 
  your predicament. ​For 1pt your blackmailer only calls upon you occassionally, and the demands are not too heavy; for 2pts your 
  blackmailer demands your services regularly; for 3pts your they are a constant thorn in your side who asks much of you.  
  ❏ Code 
  You live by a strict code that sets you at odds with the status quo. An alien philosophy, a zealous religion, or an outlawed practice  
  such as the Jedi, a code is not easy to live by and you will likely suffer for it. Failure to uphold the code’s ideals may have severe 
  repercussions, depending on the details of the code that should be clearly worked out with the GM. ​Following a code that is inconvenient 
  but poses little threat (e.g. a vow of silence) is worth 1pt; a code that is difficult to follow or risks harm (pacifism  
  in a time of war, chivalry) is worth 2pts; a code that risks death or is outlawed by the authorities (military codes where suicide  
  is more honorable than defeat, or the Jedi Code during the persecution by the Empire) is worth 3pts. 
  ❏ Criminal 
  Rightly or wrongly you have been found guilty of serious criminal acts such as grevious bodily harm, murder, treason, war crimes, aiding and 
  abetting the Jedi, or other nefarious deeds. Why you aren’t doing time behind electrobars, slaving in the spice mines of Kessel or serving out 
  a death sentence is up to you, but you are definitely wanted by the authorities. The seriousness of the crime and the influence of the powers 
  that seek your incarceration is reflected in how many points you invest in this burden.​ For a serious but non-capital offence or a conviction 
  by a planetary authority the burden is worth 1pt; a very serious offence against a sector-wide authority the burden is worth 2pts; for a 
  galaxy-wide death sentence instigated by the Empire or the Hutt Clans the burden is worth 3pts.​ The authority will do what it can to bring 
  you to justice, including the use of bounty hunters, seizure of assets, capture of family and friends, and all sort of legal nastiness.  
  ❏ Death Mark  
  You have pissed off someone rich and powerful, someone with no interest in upholding the law, someone wealthy enough to place  
  a hefty price on your head— and there are plenty of bounty hunting scum are ready to track you down and bring you in alive or dead.  
  Or perhaps you have wronged someone, and now they dedicate their life to your death, actively seeking to destroy all you hold dear.  
  For 1pt, those that pursue you are of roughly equal skill, power and influence to your character; for 2pts your enemies are clearly superior 
  and give good reason to live in fear; for 3pts your hunters are among the best in the galaxy.​ Watch your back…  
  ❏ Debt 
  You owe someone some money— a lot of money. The interest is a killer (10% or more per standard month), but not as much as the heavies 
  your debtor loves sending round, especially if you fail to make a payment. Fail twice and you’ll get the repos and the bounty hunters on your 
  tail.​ Your choice of how much you owe: a small debt (1pt for 50000cr) a medium debt (2pts for 100000cr) or a huge debt (3pts for 
  250000cr).  
   
   
   
  
   
  ❏ Enslaved 
  You were a slave: a mere possession of another who could force you to do their bidding. Some slave owners take care of their belongings, but 
  most are scum who treat their slaves like dirt. How you came to be free is up to you— perhaps you are a runaway, or murdered your master, 
  or were freed by another, or perhaps you earned your freedom with loyal service. However you reclaimed your freedom, your hatred of 
  slavery runs very deep. You will not allow others to suffer as you once did, which is a good thing— but in a slave-tolerant society such as the 
  Empire or Huttspace it gets you into touble. ​In the presence of slaves it is an Easy (for 1pt), Medium (for 2pts), or Difficult (for 3pts) 
  Willpower/KNO test for you to maintain your cool.​ If you fail you ​must​ act to try and immediately liberate the enslaved, no matter the 
  consequences.  
  ❏ Dependant 
  You have someone in your life who depends on you for their wellbeing— a family member, a friend or a ward that you are responsible for. 
  Without your care and attention they would get into serious trouble, or worse.​ For 1pt the dependant can just look after themselves, and 
  would be in a precarious position without your regular aid; for 2pts, the dependant cannot defend or care for themselves, and would 
  struggle to survive without you; for 3pts the dependant is completely incapable of looking after themselves and would swiftly die without 
  your care. 
  ❏ Haunted 
  Something happened to you, something real bad. Maybe you did something even worse. Or maybe they are visions of a terrible doom that 
  drawns near, something horrible and unavoidable. Either way, your character is constantly haunted to the point where it interfers with their 
  day to day functioning. Guilt, nightmares, post (or pre) traumatic stress disorder, or even the spirits of those you have wronged now plague 
  your life. ​Every 24 hours of game time you must roll a D6: on a 1 (for 1pt), 1-2 (for 2pts) or 1-3, (for 3pts) you are overwhelmed by what 
  haunts you and must suffer a 1D6 penalty to all rolls until you find release (usually down the bottom of a bottle, in a drug-induced haze or 
  through acts of violence, or something of your own choosing). 
  ❏ Illiterate 
  An over-reliance on technology coupled with a galaxy-wide program of Imperial repression has done great damage to the education of the 
  masses. ​For 1pt your reading ability is comparable to that of a child’s, able to read simple sentences but nothing technical or detailed; for 
  2pts you can barely read the simplest of words but can manage with clear symbols and pictographs; and for 3pts your illiteracy stems from 
  insurmountable neurological disorder or injury and you cannot recognise any symbols or letters at all.  
  ❏ Obsession 
  Your life is dominated by an overwhelming obsession such as a quest for vengeance, a search for lost family, the destruction of a hated 
  enemy, or the overthrow of the Empire. It is an all-consuming passion, and any time wasted on pursuits unrelated to your obsession 
  infuriates you. ​Unless the activity at hand clearly furthers your obsession, you receive a penalty to all dice rolls as follows: 1pt for a mild 
  obsession that causes a -1 penalty, 2pts for a major obsession that causes a -2 penality, and 3pts for a severe obsession that causes a -1D 
  penalty. 
  ❏ Poverty  
  The tyrannical rule of the Emperor has caused much of the galaxy to regress, leaving whole worlds in abject poverty. Billions upon billions 
  have lost their careers, their possessions and their lifes to the Imperial war machine, and you are among them.​ For 1pt your starting credits is 
  5D6x50, for 2pts your starting credits is 5D6x10, and for 3pts you start without any gear at all. ​The life of the impoverished is one full of 
  hunger and fear; the poverty you have known for so long should have a deep impact on who you are. 
  ❏ Secret 
  You know something that’s very very dangerous to know: the kind of thing that people will kill to find out, or kill to make sure you tell no one. 
  Or maybe you have a secret that will end your reputation, your career or maybe even your life should others discover it, and you must go to 
  great (and morally dubious) lengths to keep it safe. ​For a relatvely low-level secret, one that would destroy your career or ruin others but 
  with little risk of actual death it costs 1pt; for an important secret that has broad reaching implications that could see the end of your 
  career and possibly your life it costs 2pts; for an extremely dangerous galaxy-shaking secret that will likely end in your death it costs 3pts. 
  ❏ Wounded  
  You suffer from a debilitating injury, war wound, or chronic illness and have a permanent penalty to two attributes (usually Dex and Str, 
  sometimes Per or Kno for head injuries). ​All rolls using these attributes are at -1 (1pt minor injury or illness), -2 (2pt major injury or illness), 
  or -1D (3pt crippling injury or illness). ​Cybernetics and bionics might be useful. 
   
   
  
   
   
  EDGES 
   
  CHARACTER BACKRGOUNDS: EDGES 
  BFor every point spent on Burdens a character may also spend a point on Edges. 
  A character can have no more than 6pts of Burdens and thus no more than 6pts of Edges, 
   and no more than 3pts in any one kind of Edge. 
  All characters must choose at least 1pt of Edges​. 
  GM discretion is advised and care is recommended to help create well rounded characters. 
   
  ❏ Artefact 
  You have in your possession an item of exquisite craftmanship or rarity, something that could easily be highly illegal — such as a lightsaber. It 
  could be an heirloom passed down through your family for generations, an alien artefact of strange and perilous wonder, or a piece of 
  restricted or outlawed tech. ​A rare artefact or one that adds +1 to one skill costs 1pt; a restricted or very rare item or  
  one that adds +2 to one skill costs 2pts; a lightsaber or other highly illegal or exquisitely well made item that adds +1D to one skill  
  costs 3pts. 
  ❏ Connections 
  You know all the right people in a particular field or social network and can gain access either to powerful and influential individuals or  useful 
  services within that group. ​For 1pt your connections provided tangible but not outstanding benefits, and confer a +1 to skill checks when 
  dealing with your connections; for 2pt your connectons provide very beneficial results and confer a +2 to skill checks with dealing when 
  your connections; for 3pts your connections put you in touch with very influential powerplayers that reap exceptional results and confer a 
  +1D to skill checks when dealing with your connections.​ Like any relationship your connections need to be nurtured and maintained by both 
  sides, or you will find your connections not to be as good as they once were. 
  ❏ Fame 
  Your reputation proceeds you, for better or worse, and you are known for a particular trait or event from your past. You can use this fame (or 
  infamy!) to your advantage, though sometimes fame has its downsides as well. ​A low level of fame, or being quite famous but only in a 
  small region costs 1pt and grants +1 to skill checks in certain social situations. A medium level of fame, or being very famous but only in 
  one or two sectors costs 2pts and grants +2 to skill checks in certain social situatons. A high level of fame, with a reputation known across 
  the galaxy, costs 3pts and grants +1D to skill checks in certain social situations.​ Be warned— there is a high price to fame, and if it is abused 
  your actions will no doubt come back to haunt you. 
  ❏ Favors 
  Someone owes you big time, and you can call in that favor whenever you like. ​For 1pt you can call in that favor from a relatively low 
  powered individual; for 2pts you’re owed a favor by someone with considerable influence; for 3pts the person who owes you one is 
  someone of great standing and galactic reach. ​What the favor is, and how compliant they are to your request is entirely dependant on who 
  the person is and what you are asking of them. If the favor is agreeable to them the will do everything they can to fulfill their debt; if it is 
  morally repugnant to them, they may drag their feet, flatly refuse, or try and wriggle out of the deal by nefarious means. 
  ❏ Fortune 
  Whether by inheritance, hard work or illgotten gain, you have come in to a considerable sum of cold hard credits and can spend it as you like. 
  For 1pt you gain an additional 2500cr, for 2pts you gain 5000cr, and for 3pts you gain 10000cr. 
  ❏ Luck 
  You have always considered yourself to be extraordinarily lucky. Fortune smiles upon you just when you need it, getting you out of scrapes 
  and jams, and providence is your friend.​ For 1pt, each session you may reroll a single skill check and take the higher result; for 2pts you 
  may reroll two times per session, and for 3pts you can reroll three times. 
   
   
  
   
  ❏ Organisation 
  You belong to a large organisation that provides employment, support and equipment to all its members in return for various duties. Some 
  examples include: The Imperial Navy, the Rebel Alliance, the Hutts, the Bounty Hunters Guild, the Trade Federation, the Commerce Guild, the 
  Banking Clans, the Techno Union, the Guardians of the Whills, the Jedi Order, or one of numerous criminal gangs. ​For 1pt the organisation is 
  small, extending over several systems or a sector, or they are simply lacking in power and influence; for 2pts the organisation is large, 
  covering several sectors and is moderately well provided for; for the 3pt points the organisation spans the galaxy with deep resources to 
  call upon​... and there will be plenty of times when your Organisation will call on you. 
  ❏ Sanctuary 
  There’s no place quite like home, and you have gone to great lengths to make yours special. Your sanctuary could be almost anything: a 
  family farmstead on a backwater world, or an apartment on Coruscant; a hidden laboratory where you conduct your research or a secret 
  retreat where you train in peace, or even your starship. What ever it is, you are in your element here. ​For 1pt you have a small sanctuary, 
  fairly spartan but enough to provide you with all your needs and grant you +1 to all skill checks while you are here; for 2pts you have a 
  reasonably sized sanctuary, well appointed and sturdy, which grants you +2 to all skill checks while you are here; for 3pts you have a large 
  and well defended sanctuary with all the features you require for your purposes, which grants you +1D to all skill checks while you are 
  here.  
  ❏ Sidekick 
  You travel the galaxy with a faithful companion by your side, one who is unquestionably loyal and always has your back. A friend of such 
  caliber is a rare find in these dark times, and come in all shapes and sizes: a lifelong partner, a friend since childhood, an alien who owes you 
  a lifedebt, even a droid. ​A sidekick big on heart but small on ability (using a stock NPC character for stats) costs 1pt; a sidekick who is 
  actually useful from time to time (stock NPC but with +7D to skills) costs 2pts; a sidekick considered your equal in prowess (essentially an 
  extra player character) costs 3pts. ​The sidekick is controlled by the GM but will do almost anything the character requests. Characters who 
  abuse their sidekicks will swiftly find themselves all alone; characters who value and treasure their sidekick will have a friend for life. 
  ❏ Skilled 
  You have seen many things, experience beyond your years and you have the skills to show for it. Or you are simply a talented prodigy. ​For 
  each point you may add +1D to the skill of your choice.​ You may raise one skill beyond the +2D starting skill cap to +3D, but only one; no 
  other skill can be increased past +2D during character creation. 
  ❏ Starship 
  She may not look like much but she’s got it where it counts— you have a starship! Actually it really is a piece of junk, a second  
  hand light freighter in constant need of love, repairs and prayer, but hey, you can go ​anywhere​ in this thing. At least til it falls apart.  
  A starship costs 3pts and has a value of 50000cr. Players are allowed to pool their Starship value to buy bigger or better vessels,  
  but each extra player who contributes only adds +25000cr to the total value of the vessel (and it still costs 3pts for each player). ​So: 
  -  1 Player can purchase: 
  50000cr of ship:
  2nd-hand shuttle, 2nd-hand scoutship, or a 2nd-hand light freighter. 
  -  2 Players can purchase:
  75000cr of ship:
  New shuttle, new scoutship, or a 2nd-hand medium freighter or 2nd-hand staryacht. 
  -  3 Players can purchase:
  100000cr of ship:
  New light freighter 
  -  4 Players can purchase:
  125000cr or ship:
  2nd-hand heavy freighter or a 2nd-hand starfighter, or a superior shuttle or scout ship. 
  It is recommended that GMs limit starting players to one freighter for ease of gameplay, but an armada is an awesome thing to aim for. 
  ❏ The Force 
  The Force is an engergy field created by all living things. It surrounds us and penetrates us, it binds the galaxy together— and when  
  you are calm, at peace, you can feel it. In better times you may have even been considered for training as a Jedi. Maybe, a long time ago, you 
  even were one— but you’ve turned your back on that now. ​For 1pt you can sense the flow of the Force all around you and are considered 
  Force Sensitive. For 2pts your connection to the Force is growing, and you have one Force Power that you can use.  
  For 3pts, the Force is strong with this one: you gain a new Attribute: The Force, with a Force Strength Dice Code starting with 1D,  
  and three Force Powers. ​All those with a connection to the Force gain the following abilities, regardless of their level of ability or training: 
  - FORCE SENSE: Characters strong with the Force can use their Search skill to sense the flow of the Force around them. ​They can sense the 
  presence of beings, artefacts and locations that are strong with the Force and if they are a source of the Light or the Dark. Sometimes the 
  presence of the Force is so strong and overwhelming that no Search check is needed. 
  - FORCE RESONANCE: Characters strong with the Force can use their Command skill to share their emotions with those who are 
  important to them, communicating with them no matter where they are in the galaxy. ​The level of clarity — from vague need, strong 
   
  
   
  emotion to articulate thought — depends on the relationship between the two, the distance between them, and their training. Those with 
  Force ability can also use their Search skill to sense when those important to them are experiencing powerful emotions: intense love, fear 
  or anger. These flashes of insight may appear as feelings, echoes in the Force, or sudden visions. Sometimes locations with a history of 
  great and terrible deeds, or artefacts with a strong connection to those who use the Force can resonate as well. 
   
   
  
   
   
  EQUIPMENT 
  All prices listed are for ​Standard​ quality. ​Shoddy ​quality: cost x 0.5. ​Superior​ quality (+1D) : cost x 5. ​Luxury​ quality (+2D) : cost x 10. 
  When using Shoddy equipment include a special D6 in the skill check:​ if it rolls a 1 = Major complication, 2 = Minor complication.  
  WEAPONS 
  MELEE  
  Staff/Club 
  Knife 
  Gaderffii Stick/Spear 
  Sword 
  Stunbaton 
  Vibroknife 
  Vibroaxe 
  Vibroblade 
  Lightsaber 
  SLUGTHROWERS [range] 
  Pistol [s] 
  SMG [m] 
  Shotgun [s] 
  Rifle [l] 
  BLASTERS [range] 
  Holdout Blaster [s] 
  Sporting Blaster [m] 
  Blaster Pistol [m] 
  Hunting Blaster [l] 
  Heavy Blaster Pistol [s] 
  Blaster Carbine [l] 
  Blaster Rifle [v] 
  Bowcaster [v] 
  Lightbow [v] 
  Lgt Repeat Blaster [l]§ 
  Med Repeat Blaster [v]§ 
  Hvy Repeater Blaster [x]§ 
  EXPLOSIVES 
  Grenade 
  Stun Grenade 
  Smoke Grenade 
  Thermal Detonator 
  Grenade Launcher 
  ARMOR 
  PERSONAL 
  Shield [-1D Dex] 
  Helmet 
  Hightech Helmet 
  Light Armor [-2 Dex] 
  Medium Armor [-1D Dex] 
  Heavy Armor [-2D Dex] 
  Hunter Armor [-1D Dex] 
  Weapon Mount 
  Tech Mount 
  SHIELD GENERATORS 
  Sml Shield Generator 1m§ 
  Med Shield Generator 5m§ 
  Lrg Shield Generator 25m§ 
  Hge Shield Generator 50m§ 
  W 
  DMG 
  Str+2 
  Str+1D 
  Str+1D+1 
  Str+2D 
  4D stun 
  Str+1D+2 
  Str+2D+1 
  Str+3D 
  6D 
  DMG 
  3D 
  4D 
  5D 
  5D 
  DMG 
  3D 
  3D 
  4D 
  4D 
  5D 
  5D 
  5D 
  5D 
  5D 
  6D 
  7D 
  8D 
  DMG 
  5D 
  5D stun 
  ---- 
  10D 
  ---- 
   
  ARMOR 
  Str+1D 
  +1 
  +1 
  Str+2 
  Str+1D 
  Str+2D 
  Str+2D 
  ---- 
  ---- 
  ARMOR 
  +2D 
  +3D 
  +4D 
  +5D 
  W 
  COST 
  50 
  50 
  100 
  500 
  250 
  500 
  750 
  1000 
  ---- 
  COST 
  100 
  250 
  500 
  500 
  COST 
  250 
  500 
  1000 
  1500 
  1500 
  2500 
  5000 
  5000 
  7500 
  10000 
  12500 
  15000 
  COST 
  250 
  100 
  100 
  1500 
  1500 
   
  COST 
  250 
  500 
  2500 
  1000 
  2500 
  5000 
  +500 ea 
  +250 ea 
  +100 ea 
  COST 
  25000 
  50000 
  100000 
  250000 
   ​EQUIPMENT 
   CLOTHING  
   Casual 
   ​Work 
   Survival 
   Formal 
   Uniform 
   Hazard 
   Noble 
   Enviro Suit (+Armor) 
   TOOLKITS & PACKS 
   Survival Pack* 
   Armor Toolkit 
   Computer Toolkit 
   Cybernetics Toolkit 
   Droid Toolkit 
   Medical Kit 
   Medpak 
   Repulsor Toolkit 
   Security Toolkit 
   Starship Toollkit 
   Vehicle Toolkit 
   Weapon Toolkit 
   Webbing 
   ​TECHNOLOGY 
   Bacta Tank§ 
   Combicomp† 
   Comlink†† 
   Datapad†† 
   Holovid Projector†† 
   Macrobinoculars 
   ScanRecorder†† 
   Sensor Array 1km 
   Tracking Device 
   ​POWER GENERATORS 
   Mini Generator  
   Sml Generator (backpack) 
   Med Generator (2-man) 
   Large Generator (vehicle) 
   Huge Generator (building) 
   ​DROIDS 
   5th Degree Droids​ (Gonk) 
   Labor, Menial 
   ​4th Degree Droids​ (IG-88)  
   ​Security, Warfare 
   3rd Degree Droids​ (C-3P0) 
   Protocol, Services 
   2nd Degree Droids ​(R2-D2) 
   Engineering, Technical 
   1st Degree Droids ​(2-1B) 
   Medical, Science 
  W 
  COST 
  50 
  100 
  250 
  250 
  500 
  1000 
  2500+ 
  2500+ 
  COST 
  500 
  1000 
  1000 
  2500 
  1000 
  500 
  100 
  500 
  1000 
  2500 
  1000 
  1000 
  50 
  COST 
  5000 
  500 
  100 
  100 
  100 
  100 
  100 
  1000 
  1000 
  COST 
  1000 
  2500 
  5000 
  10000 
  25000 
   
  1000 
   
  2500+ 
  wpn/armor 
   
  5000 
   
  7500 
   
  10000 
   TRANSPORT 
   REPULSORS 
   Jetpack 
   Speeder Bike  
   Landspeeder / Racer 
   Airspeeder 
   Landhauler 
   Airhauler 
   Sail Barge 
   STARSHIPS 
   Shuttle 
   Scout Ship 
   Lgt Freighter 
   Med Frighter 
   Hvy Freighter 
   Yacht 
   Starfighter 
   ​BEASTS 
   TYPE 
   Plodder 
   Runner 
   Sprinter 
   Brainy 
   Climber 
   Flyer 
   Tracker 
   Killer 
   Swimmer 
   Watcher 
   Small (Pet Sized) 
   Medium (Human Sized) 
   Large (Mount Sized) 
   ​LIFESTYLE 
   Poor 
   Common 
   Comfortable 
   Wealthy 
   Luxurious 
   Regal 
   ​SERVICES 
   ​Common 
   Uncommon 
   Rare 
   Very Rare 
   Dangerous? 
   ​NARCOTICS 
   ​Legal  
   Restricted 
   Illegal 
   Dangerous 
  W 
  COST 
  1000 
  2500 
  5000 
  10000 
  25000 
  50000 
  100000 
  COST 
  75000 
  75000 
  100000 
  150000 
  250000 
  250000 
  250000+ 
   
  COST 
  100 
  250 
  500 
  +500 
  +250 
  +500 
  +250 
  +500 
  +100 
  +250 
  cost x 1/2 
  cost x 1  
  cost x 2 
   
  25/day 
  100/day 
  250/day 
  500/day 
  1000/day 
  5000+/day 
   ​/Skill Dice  
  10 
  25 
  50 
  100+ 
  x2 
   ​ /Hit 
  10-50 
  25-100 
  50-250 
  100-500 
  *A standard Survival Pack includes: Backpack, Knife, Survival Tent (2 person), Sleeping Bag, 25m Syntherope, 5 Glowrods, 1 Week Rations, Crowbar, Breather 
  mask, 5 Flares, Survival Suit, 2 Medpaks, Mini Generator. ​†​The combicomp combines all items with ​††.​ § Requires Power Generator. 
   
  
   
  EQUIPMENT 
  WEAPON RANGE COMPARISON CHART 
  The chart below is an abstract comparison of Weapon Ranges, used to determine varying difficulties to hit targets in a firefight. 
  S:​ Short (max 100m)​ M: ​Medium (max 250m)​  L:​ Long (max 500m)​ VL: ​Very Long (max 1000m)​ X:​ Extreme (max 2500m) 
  RNG 
  ≤5 
  25 
  50 
  75 
  100 
  135 
  175 
  200 
  250 
  315 
  375 
  430 
  500 
  625 
  750 
  875 
  1000 
  S 
  PB 
  Short 
  Med 
  Long 
  Ext 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  M 
  PB 
  Short 
  Short 
  Med 
  Med 
  Long 
  Long 
  Ext 
  Ext 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  L 
  PB 
  Short 
  Short 
  Short 
  Med 
  Med 
  Med 
  Long 
  Long 
  Long 
  Ext 
  Ext 
  Ext 
  — 
  — 
  — 
  — 
  VL 
  PB 
  Short 
  Short 
  Short 
  Short 
  Med 
  Med 
  Med 
  Med 
  Long 
  Long 
  Long 
  Long 
  Ext 
  Ext 
  Ext 
  Ext 
  X 
  PB 
  Short 
  Short 
  Short 
  Short 
  Short 
  Short 
  Short 
  Short 
  Med 
  Med 
  Med 
  Med 
  Med 
  Med 
  Med 
  Med 
   
  PB: Point Blank (5) Short (10) Med: Medium (15) Long (20) Ext: Extreme (30) 
   
  MODIFYING EQUIPMENT & VEHICLES 
  Modifying and improving equipment and vehicles requires skill, time, money and parts.  
  Equipment and vehicles can only be improved one +1 pip at a time,​ usually in between adventures or during a hyperspace jump. 
  It is recommended limiting equipment modifcations to one item per character between adventure or hyperspace jump. 
  The cost listed is the percantage of the total item cost. The difficulty is the target number of the appropriate skill check. 
  Failure means the attempt to improve the device failed this time, and cannot be worked on until after the following adventure. 
  Catastrophic failure (10 or more below the target number) destroys the device. 
   
  IMPROVEMENT:
  RANGE:
  COST (%)
  DIFFICULTY 
   
  +1
  —
  10%
  Very Easy (5) 
   
  +2
  —
  25%
  Easy (10) 
   
  +1D
  —
  50%
  Medium (15) 
   
  +1D+1
  +1 category
  100%
  Difficult (20) 
   
  +1D+2
  +2 categories
  150%
  Very Difficult (25) 
   
  +2D
  +3 categories
  200%
  Heroic (30) 
   
  SLAVERY 
  Slavery was once outlawed by the Old Republic but is very much a part of the Star Wars galaxy during the reign of the Empire.  
  Slaves are used by the Empire as criminal punishment or control of alien worlds; Hutts use them as a central part of their economy. 
  The life of a slave is a terrible one. Force Sensitive characters who use slaves will fall swiftly to the Dark Side. 
  THE COST OF SLAVERY 
  Standard Slaves​ (base species in attributes for 12D, +4D of skills) : 2500 +1d6 x100 credits 
  Talented Slaves​ (base species attributes + occupation for 18D, +7D of skills) : 10,000 + 1d6x1,000 credits 
  Extraordinary Slaves ​(attributes as Talented Slaves, +12D of skills with one skill at +4D or more) : 50,000 + 1d6x10,000 credits 
  Prices may double or triple depending on rare or unique features and talents the slave posesses. 
  Slaves are typically despondent and usually act with a -1D penalty. Slaves must be treated fairly by their masters or risk rebellion! 
   
   
   
  
   
   
  COMBAT 
  COMBAT ROUNDS 
  Each round lasts about 5 seconds or so.  
   
  INITIATIVE 
  All combatants roll their ​Perception​ Attribute to determine their Initiative at the start of each Round. 
   Starting with​ highest ​Initiative and working down to the ​lowest​, each combatant declares and resolves their actions. 
  Combatants can hold their actions, then cut in and act once those with lower Initiative have declared their actions. 
  Players win ties and get to go first. 
   
  DECLARING ACTIONS 
  Once you’ve declared your actions you are committed to them.  
  If you decide to change your mind, as a reaction to a combatant with better Initiative cutting in, all skill checks are reduced by -1D. 
  Just remember that ​each extra action beyond the first reduces all skill checks by -1D. 
   
   ​RESOLVING ACTIONS 
  All a character’s actions are resolved once they’ve declared them - unless someone with higher Initiative cuts in. 
  Calculate the effects of the actions - damage of attacks, results of skill checks etc. - before moving to the next combatant. 
   
  ATTACK 
  Roll your attacking skill check vs the following Target numbers: 
  Brawling attacks​ are Very Easy (5) unless the target makes a higher defensive reaction. 
  Melee attacks​ depend on the weapon - usually Very Easy (5) or Easy (10) -  unless the target makes a higher defensive reaction. 
  Firearm and Vehicle attacks​ depend on the range of the target:  
  Point Blank (5), Short Range (10), Medium Range (15), Long Range (20), Extreme Range (30), 
  unless the target makes a higher defensive reaction. 
   
  DEFENSE 
  If a character is aware of an impending attack they always get the chance to take an immediate defensive reaction. 
  This involves Parrying, Dodging or Evading the attack with an appropriate skill check. 
  Each Defensive Reaction counts as an action, and suffers the same penalties for using multiple actions. 
  Beware - it’s all too easy to commit to lots of offensive actions and forget to keep an action or two for defensive ones. 
   
  Brawling attacks​ can be Dodged, or Parried using Brawling or Melee skills. 
  Melee attacks​ can be Dodged, or Parried using or Melee skills. 
  Lightsaber attacks ​can only be Dodged, or Parried by another Lightsaber. 
  Firearm attacks​ can only be Dodged, or Parried with a Lightsaber. 
  Vehicle attacks ​can be evaded using the appropriate Piloting or Vehicle Operation skill. 
  Once you know the result of the Defense skill check compare it with the base difficulty to hit you and choose the highest one. 
  That is the Target Number the attack needs to equal or beat to hit. 
   
  FULL DEFENSE 
  Any character can take a Full Defense action as their one and only action for the round. 
  They roll their Dodge skill check and instead of comparing to the base difficulty to be hit,  
  they add their Dodge to the base difficulty of all attacks against them. 
  A character taking a Full Defense action must be in a position to move away from any threats. 
   
   
  
   
   
  COMBAT 
  DAMAGE 
  Brawling attacks​ inflict the attacker’s Strength. 
  Melee attacks​ inflict the attacker’s Strength plus the Weapon’s Damage. 
  Firearms and Vehicle attacks ​inflict the Weapon’s Damage. 
   
  Damage is an opposed roll vs the defender’s Stength + Armor (or Vehicle’s Hull Strength). 
   
  DAMAGE IS....
  BRAWLING...
  MELEE...
  BLASTERS...
  STUN/ION...
  TO TECHNOLOGY... 
  DAM < STR/2
  No effect
  No effect
  No effect
  No effect
  No effect 
  DAM < STR
  Stunned
  Stunned
  Stunned
  No effect
  Ionised 
  DAM ≥ STR
  Wounded
  Wounded
  Wounded
  Stunned/Ionised
  Lightly Damaged 
  DAM ≥ STR x2
  Incapacitated
  Incapacitated
  Incapacitated
  KO’d/Ionised x2
  Heavily Damaged 
  DAM ≥ STR x3
  Mortally Wounded Mortally Wounded
  Mortally Wounded KO’d/Ionised x3
  Destroyed 
  DAM ≥ STR x4
  Instantly Killed
  Instantly Killed
  Instantly Killed
  Incapacitated/Ion x4
  Catastrophic Destruction 
   
   
  THE DAMAGE SCALE 
  | Character x0 | Vehicle x2 | Mega Vehicle x4 | Structure x6 | Mega Structure x8 | City x10 | Mega City x12 | Planetary x14 | 
   
  For each step up the Damage Scale, any damage is halved ​before calculating the effects of the attack. 
  For each step down the Damage Sacle, any damage is doubled​ before calculating the effects of the attack. 
   
  So a Rebel Soldier firing his blaster rifle (Character Scale) at an AT-AT (Mega Vehicle Scale) would roll 6D damage,  
  then divide the total by 4 before comparing it to the AT-AT’s 5D Hull roll. 
   
  A Smuggler firing his freighter’s concealed light repeater (Vehicle Scale) at a squad of Snowtroopers would roll 4D damage, 
  then multiply the total by 2 before comparing it to the Snowtroopers’ 3D Strength roll. 
   
  A Star Destroyer (Mega Structure) commencing medium orbital bombardment on rebellious citizenry would roll 4D damage, 
  then multiply the total by 8 before comparing it the average citizen’s 2D Strength roll. 
  You get the point. 
   
   
  INJURY LOCATION & CALLED SHOTS 
  To randomly determine the location of a bodily injury, roll 1d6 for which general area, and 1d6 for the specific location: 
   
  ROLL:
  [1] HEAD
  [2] CHEST
  [3] GUT
  [4] ARM​  (1-3 L, 4-6 R)
  [5-6] LEG  
   
  1
  Skull
  Neck
  Hip
  Shoulder
  Butt 
   
  2
  Face
  Shoulder
  Stomach
  Upper Arm
  Thigh 
   
  3
  Ears
  L Chest/Back
  Intestines
  Elbow
  Knee 
   
  4
  Mouth
  R Chest/Back
  Other Organs
  Forearm
  Lower Leg 
   
  5
  Nose
  Solar Plexis/Spine
  Spine
  Hand
  Foot 
   
  6
  Eyes
  Heart
  Groin
  Fingers
  Toes 
   
  To make a called shot to hit a general area​ (Head, Chest, Gut, etc), add ​+5 to the attack difficulty. 
  To make a called shot to hit a specific location​ (Eyes, Heart, Hand, etc), ​add +10 to the attack difficulty. 
   
   
  
   
   
  COMBAT 
  EFFECTS OF DAMAGE : CHARACTERS 
  Stunned​ characters are at -1D to all actions until their turn the following round.  
  Multiple stun effects are cumulative, and if the total Stun penalty is greater than your character’s Strength, they are Knocked Out. 
   
  Knocked Out ​characters fall unconcious when injured, but when revived come round quickly and can function normally. 
   
  Wounded​ characters are at -1D to all actions until they are healed.  
  Multiple wound effects are cumulative, and if the total Wound penalty is greater than your character’s Strength, they are Incapacitated. 
   
  Incapacitated ​characters fall unconcious when injured, and when revived are groggy and unable to use their skills.  
  An Incapacitated character who is Wounded or Incapacitated again becomes Mortally Wounded. 
   
  Mortally Wounded ​characters fall unconcious when injured and are on death’s door. At the end of each round they must roll 2D6. 
  If the number is less than the number of rounds since the character was Mortally Wounded, they die.  
  A Mortally Wounded character who is Wounded or worse is Instantly Killed. 
   
  Instantly Killed ​characters have received such terrible injuries that they immediately slain by the attack. 
   
   
  EFFECTS OF DAMAGE : CYBORGS, DROIDS AND VEHICLES 
  Ionised​ Cyborgs, Droids and Vehicles are shocked with ion arcs and are at -1D to all actions until their turn the following round.  
  Multiple Ionisation effects are cumulative, and if the total Ion penalty is greater than the Tech’s STR/HULL, it is Lightly Damaged.  
   
  Lightly Damaged​ tech is at -1D to all actions until it is repaired.  
  Tech can have up to -STR/HULL Dice in Light Damage before it automatically becomes Heavily Damaged. 
   
  Heavily Damaged​ tech is so severly compromised it can no longer function without proper repairs. 
  Heavily damaged tech that is Lightly or Heavily Damaged again is destroyed. 
   
  Destroyed ​tech has taken such ruinous damage that it is now beyond repair. 
  Destroyed Tech that is Lightly Damaged or worse has a 1 in 6 cumulative chance of Catastrophic Destuction. 
   
  Catastrophic Destruction​ KABOOM. The Tech explodes doing STR/HULL Dice damage to all in Point Blank and Short Range... 
   
   
  PERMANENT INJURY 
  When a character receives in injury so grevious they become Mortally Wounded, determine the hit location.  
  Have the character roll an Injury Resist Test: 1D6 + their STR Dice Code rounded down (so a STR 3D+2 character would roll 1D6+3),  
  and compare with an Injury Threat Score: 1D6 + the weapon’s Damage Dice Code rounded down (so a 4D slug thrower rolls 1D6+4). 
  Damage Scale applies to the Weapon’s Damage Dice Code. 
   
  Character’s Injury Resist Test ≥ Weapon’s Injury Threat Score = No permanent injury. 
  Character’s Injury Resist Test < Weapon’s Injury Threat Score = -1 pip permanently to relevant Attributes. 
  Character’s Injury Resist Test x2 ≤ Weapon’s Injury Threat Score = -2 pips permanently to relevant Attributes. 
  Character’s Injury Resist Test x3 ≤ Weapon’s Injury Threat Score = -1D permanently to relevant Attributes. 
  Character’s Injury Resist Test x4 ≤ Weapon’s Injury Threat Score = -2D permanently to relevant Attributes. 
   
  A character can choose to live with these permanent injuries,  
  or have the ruined flesh replaced with Cybernetic and Bionic mechanisms. 
   
   
  
   
   
  HEALING 
  NATURAL HEALING 
  Injured characters can rely on Natural Healing to recover from injury, though it is slow,  
  and the worse the injury the greater risk of death. 
  A character with a permanent injury still needs to heal as described below. 
  At the end of each time period, the character makes a STR Check and compares it on the chart below. 
  If the character has total rest, add+1D to the STR roll; if they are highly active, subtract -1D from the STR roll. 
   
  STR
  KO’d
  WOUNDED...
  INCAPACITATED...
  MORTALLY WOUNDED… 
  ROLL
  (roll each hour)
  (roll each day)
  (roll every three days)
  (roll each week) 
  1-5
  Worsens: Wounded*
  Worsens: Gain 1 Wound*
  Worsens: Mortally Wounded
  Worsens: Character dies 
  6-10
  No change
  No change
  No change
  No change 
  11+
  Regains conciousness
  Improves: Heal 1 Wound
  Improves: Heals to Wounded
  Improves: Heals to Incapacitated 
  *If during Natural Healing a character gains a number of Wounds greater than their STR Dice Code they become Incapacitated. 
   
  FIRST AID & MEDPAKS 
  Medpaks contain a variety of advanced healing technology and can rapidly restore an injured character. 
  To successfully use a Medpak, a Medicine Skill Check is required, with difficulty listed below. 
  Success removes the worst level of injury. Multiple Wounds require multiple treatments. 
  Each application of a Medpak to an injured character with a 24 hours period increases the difficulty by 5. 
  MEDPAK SKILL CHECK DIFFICULTIES : ​| KO’d : 5 | Wounded : 10 | Incapacitated : 15 | Mortally Wounded : 20 | 
   
  BACTA TANKS 
  Bacta tanks offer the best healing technology available, and can be found in most major cities and larger starships. 
  Once placed in a Bacta Tank survival is assured, healing the injured character in the following times: 
  BACTA TANK TREATMENT TIMES : ​| Wounded : 1D6 Hours per Wound | Incapacitated : 6D6hours | Mortally Wounded : 1D6 Days | 
  Bacta Tanks cannot replace missing limbs or regrow destroyed organs (any effects of permanent injury). For that you need… 
   
   ​CYBERNETICS & BIONIC AUGMENTATIONS 
  Cybernetics and bionic augmentations offer a new lease on life for those crippled by injury,  
  or grant special technological advantages to those willing to give up their flesh.  
  All mechanical and synthetic augmentations are tougher than their biological counterparts (add +1D Armor in augmented area),  
  but suffers damage as Technology (can be Ionised or Destroyed, must be repaired, cannot heal naturally). 
  Most medical augmentations replicate the injured character’s previous abilities.  
  The cost for a baseline mechanical looking augmentation is 1000cr for a section of a limb or sensory organ,  
  2500cr for an entire limb, and 5000cr for the torso and abdomen.  
  Synthetic replication that looks natural at a glance? All costs x2. Fully bioengineered organic augmentations? All costs x4. 
  To improve augmentations beyond the character’s natural abilities and add new technological features it cost the following: 
   
  IMPROVING SKILLS:​ +1 pip : 1,000cr |+2 pips : 2,500cr |+3 pips : 5,000cr |+4 pips : 10,000cr | +5 pips : 15,000cr | +6 pips : 25,000cr 
  IMPROVING ATTRIBUTES:​ use the cost for improving skills x10. 
   
  ADDITIONAL TECHNOLOGY: ​2 x standard cost for the item, and uses up 1 pip of space per bonus Dice or size (GM’s discretion). 
  WEAPONRY: ​2 x standard cost for the weapon, and uses up 1 pip of space per Damage Dice. 
  QUALITY: ​Shoddy quality: cost x 0.5. Superior quality (+1D) : cost x 5. Luxury quality (+2D) : cost x 10 
   
  Each limb or torso augmentation have enough space for a maximum of 6 pips of improvement, technology and weaponry. 
   
  
   
   
  CHARACTER PROGRESSION 
  GAINING EXPERIENCE POINTS 
  At the end of each session the GM should reward the players between 2 to 6 Experience Points (XP), 
  based on attendance, what they brought to the game (in terms of roleplaying, story and fun),  
  extra effort (journals, illustrations, etc), and how well the characters performed in acheiving their goals. 
   
  SPENDING EXPERIENCE POINTS 
  XP is spent to improve a character’s skills and attributes. 
  When spending XP at the end of a session, a skill or attribute can only be improved by one +1 pip. 
   
  IMPROVING SKILLS 
  Improving a skill by one +1 pip costs a number of XP equal the skill’s current Dice Code, ignoring any +’s. 
   
  IMPROVING ATTRIBUTES 
  Improving attributes is a more complicated process.  
  Calculate the XP cost to increase the top six skills of the attribute by +1 pip. 
  Total up the XP cost for the six skills. 
  Spend 80% of that total XP cost to improve the attribute by +1 pip, 
  or spend 90% of that total XP cost to improve the attribute by another +1 pip, 
  And spend 100% of that total XP cost to improve the attribute by +1D. 
  No attribute can be improved by more than +1D over the species’ base attributes. 
   
  | ​1D​ | 1D+1 | 1D+2 | ​2D​ | 2D+1 | 2D+2 | ​3D ​| 3D+1 | 3D+2 | ​4D​ | 4D+1 | 4D+2 | ​5D ​| 5D+1 | 5D+2 | ​6D​ | 6D+1 |6D+2 | ​7D ​etc... 
   
  REMOVING BURDENS 
  It is possible to get rid of a character’s Burdens. 
  Usually this is something that is resolved organically in-game, but a character can also remove Burdens by spending XP. 
  The GM is final arbiter on removing Burdens this way as it can rob the game of complications and fun. 
  The recommended XP cost to remove a Burden is 10-20XP per point of Burden removed. 
   
  GAINING EDGES 
  It is not possible to buy Edges with XP once the campaign starts. 
  It is recommended that Edges be awarded along side XP for exceptional success, great roleplaying and character progression. 
   
  
   
   
  SPACESHIPS: SPACE TRAVEL 
   
  COSTS 
  Ship Registration:
  1000cr/year 
  Captain’s License:
  1000cr/year 
  Fake Ship IDs:
  d6x1000cr 
  Fake Captain’s License
  d6x100cr 
  Starport Dock Fees:
  100-500cr (250cr standard) 
  Time in Port:
  100-500/day (250cr standard) 
  Maintenance:
  100cr per flight 
   
  (x2 for ships with the Shoddy quality) 
  Fuel:
  50cr/fuel cell 
   
  FUEL CONSUMPTION 
  Subspace Flight:
  1 fuel cell 
  Combat:
  D6 fuel cells 
  Jump to Hyperspace:
  1 fuel cell 
  Hyperspace Travel:
  1 fuel cell per 10 hours travel distance 
   
  (ignore Hyperdrive Multiplier) 
  HYPERSPACE NAVIGATION 
  Hyperspace Route
  Astrogation Difficulty 
  Galactic Trade Route
  Very Easy (5) 
  Major Trade Route
  Easy (10) 
  Minor Trade Route
  Medium (15) 
  Isolated Route
  Difficult (20) 
  No Route
  Heroic (30) 
  Situational Modifiers
  Penalty 
  No Nav Comp or Droid
  +30 
  Hasty Entry
  +15 
  Ship Light Damaged
  +5 
  Ship Heavily Damaged
  +10 
  Travel Time -50%
  +20 
  Travel Time -25%
  +10 
  Travel Time -10%
  +5 
  Travel Time +10%
  -5 
  Travel Time +25%
  -10 
  Travel Time +50%
  -20 
  Travel Time +100%
  -30 
  Astronomical Phenomena +5 to +30 
   
   
   
   
  
   
   
  SPACESHIPS: SPACE COMBAT 
  “TO YOUR STATIONS!” 
  There are seven main types of battle stations onboard most starships that are transport sized or larger. Each station is responsible for some
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  of the many different tasks required to effectively run a starship, though the tasks listed below are not exclusive: the Captain of smaller
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  transport often doubles as the pilot, the co-pilot might operate the Comms, Navigation and Sensors all at once, everyone at a terminal might
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  have a go at Gunnery, and Gunners might scan the area for new targets. Depending on the size of the vessel, the Game Master might rule
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  that attempting any task outside your station incurs a +5TN penalty, or impossible without moving to a different station on the ship.
   
   
   
   
   
   
   
    
   
   
   
   
   
   
    
   
   
   
   
   
  Starfighter pilots are extraordinary, being able to attempt any of the actions listed below (except Command or Rally Crew) without this
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  penalty. As always performing more than one task per round incurs a penalty of -1D to ALL tasks that round. 
  CAPTAIN: 
  - Command Crew: ​Command Skill vs Situation Difficulty: ​Used to coordinate crews of NPCs on larger vessels.  
  - Rally Crew: ​Command Skill vs Damage Difficulty: ​If a ship is lightly damaged, the Captain can attempt to rally the crew to overcome the
   
   
   
   
   
   
     
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  penalty imposed. The difficulty starts at TN20, increasing by 5 for each additional dice of damage received. If successful, the effect of
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
    
   
   
   
   
  damage on dice rolls is reduced by 1D for the remainder of the current round. 
  - Seek Tactical Advantage: ​Kno: Appropriate Skill vs Obscurity of Information: ​The Captain attempts to recall some historical, cultural or
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  biological information that might give the upper hand in a fight, which may grant up to +1D to another skill check by any crew member. 
  PILOT: 
  - Pilot Ship: ​Piloting Skill vs Terrain Difficulty: ​If the ship must pass through dangerous territory the pilot must ensure the ship is safe. 
  - Evasive Actions: ​Piloting Skill vs Enemy’s Gunnery Skill: ​The pilot can attempt to dodge incoming fire. Add the ship’s Maneuverability to the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  piloting skill check. 
  - Close In/Flee from Enemy: ​Piloting Skill vs Enemy’s Piloting Skill:​ Both pilots add the ship’s Sublight Speed Dice to their skill check.  
  The winner decides if the ships are move closer or further away, along the range scale: Point Blank, Short, Medium, Long, Very Long.  
  If a ship moves out of Very Long range it has escaped all chance of pursuit. 
  CO-PILOT: 
  - Assist Pilot: ​Combined Action: Piloting Skill:​ for every 1D of pilot skill the co-pilot has, add +1 to the Pilot’s piloting skill check 
  - Calculate Jump: ​Astrogation Skill vs Route Difficulty: ​Jumping to Hyperspace is dangerous. Rushed jumps even moreso. 
  - Engage Jump: ​No Skill check required: ​The success of the jump relies on the accuracy of the calculations. 
  - Engage Shields: ​No Skill check required: ​Shields can be assigned to one of the six firing arcs. Each dice of shields can be assigned to a
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  different arc, or focused on the same arc for increased defense. 
  COMMUNICATIONS: 
  - Hail Allies/Enemies: ​No Skill check required: ​ Encrypted channels are used to hail Allies, open channels used to hail Enemies. 
  - Intercept Transmission: ​Security Skill vs Encryption Difficulty: ​Transmissions are easy to detect but most private channels are encrypted to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  stop others from listening in. Comms can attempt to break the encryption and find out what the Enemy intends to do next, possibly gaining
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  +1D to another skill check. 
  - Fake Transmission: ​Con Skill vs Enemy’s Astrogation: ​Falsify intel that tricks the Enemy, possibly gaining +1D to another skill check. 
   ​- Jam Communications: ​No Skill check required: ​Massive static burst interferes with all comms, but the Enemy knows you’re there. 
  NAVIGATION & SENSORS: 
  - Scan Area: ​Sensors Skill vs Terrain Difficulty/Enemy’s Piloting Skill: ​Search for targets/dangers. Add sensor’s Scan Dice to your check. 
  - Plot Course: ​Astrogation Skill vs Terrain Difficulty: ​A successfully plotted course will aid the Pilot’s attempts to fly through danger.  
  - Lock on Target: ​Sensors Skill vs Enemy’s Piloting Skill: ​A successful target lock add +1 per Dice of the sensor’s Scan dice to attacks. 
  - Scan Target: ​Sensors Skill vs Scan Difficulty: ​Uncover information about the target including number and type of lifeforms, damage
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  sustained, attack readiness, and other important details. 
  - Jam Scanners: ​No Skill check required: ​Flood area with noise to hide exact location, but lets Enemy know you’re nearby. 
  ENGINEER: 
  - Reroute Power: ​Tec: Starship Skill vs Damage Difficulty: ​The Engineer can decrease the power in one of the ship’s functions (losing 1D) to
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  increase the power in another (gaining 1D). The different sections the Engineer can reroute power from include: Ships’ Engines (Sublight
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Speed), Shields, Weapons (affects Damage of all weapons), Sensors, and Life Support (turning it off or back on). If the section has been
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
    
   
   
   
   
  damaged the Engineer can reroute power to it to regain functionality, but cannot reroute power from it. 
  - Repair Damage: ​Tec: Starship Skill vs Damage Difficulty: ​The Engineer can make temporary repairs that reduce any damage penalties. 
  - Stabilise Deflector Shields: ​Tec: Starship Skill vs Damage Difficulty: ​If a shield is down it can be restored by 1D with a TN20 skillcheck. 
  GUNNER: 
  - Fire Weapons: ​Gunnery Skill vs Enemy’s Piloting Skill: ​ Pick your targets and shoot. Add the weapon’s Fire Control Dice to your check. 
  - Repair Damage: ​Tec: Starship Skill vs Damage Difficulty: ​If the gunnery bay has been hit, you can attempt to fix it. 
   
   
  
   
   
  SPACESHIPS: SPACE TRAVEL 
  SUPPLY AND DEMAND OF TRADE GOODS : COSTS PER TON 
  PLANET’S TECH LEVEL:
  STONE
  STEEL
  INDUSTRIAL
  ATOMIC
  DIGITAL
  SPACE
  WARRING 
  LOW TECH
  Supply
  M: 3000cr
  H: 2700cr
  H: 2700cr
  M: 3000cr
  L: 3300cr
  L: 3300cr
  VL: 3600cr 
   
  Demand
  H: 3300cr
  VH: 3600cr
  M: 3000cr
  M: 300cr
  L: 2700cr
  L: 2700cr
  L: 2700cr 
  MID TECH
  Supply
  ——
  ——
  M: 5000cr
  H: 4500cr
  H: 4500cr
  M: 5000cr
  VL: 6000cr 
   
  Demand
  VL: 4000cr
  L: 4500cr
  H: 5500cr
  M: 5000cr
  M: 5000cr
  L: 4500cr
  M: 5000cr 
  HIGH TECH
  Supply
  ——
  ——
  ——
  ——
  M: 7000cr
  H: 6300cr
  VL: 5400cr 
   
  Demand
  VL: 5400cr
  VL: 5400cr
  M: 7000cr
  H: 7700cr
  M: 7000cr
  L: 6300cr
  VH: 8400cr 
  METALS
  Supply
  ——
  ——
  L: 3300cr
  M: 3000cr
  H: 2700cr
  VH: 2400cr
  L: 2700cr 
   
  Demand
  L: 2700cr
  M: 3000cr
  VH: 3600cr
  H: 3300cr
  H: 3300cr
  M: 3000cr
  H: 3300cr 
  MINERALS
  Supply
  VL: 2400cr
  L: 2200cr
  L: 2200cr
  M: 2000cr
  M: 2000cr
  M: 2000cr
  VL: 2400cr 
   
  Demand
  VL: 1600cr
  L: 1800cr
  VH: 2400cr
  H: 2200cr
  M: 2000cr
  L: 1800cr
  M: 2000cr 
  LUXURIES
  Supply
  VL: 80%
  L: 90%
  L: 90%
  M: 100%
  H: 110% 
  VH: 120%
  M: 100% 
   
  Demand
  M: 100%
  M: 100%
  M: 100%
  M: 100%
  M: 100%
  M: 100%
  M: 100% 
  FOODSTUFFS
  Supply
  L: 2200cr
  M: 2000cr
  H: 1800cr
  M: 2000cr
  L: 2200cr
  M: 2000cr
  VL: 2400cr 
   
  Demand
  H: 2200cr
  M: 2000cr
  M: 2000cr
  M: 2000cr
  M: 2000cr
  L: 1800cr
  H: 2200cr 
  MEDICINE
  Supply
  VL: 4800cr
  VL: 4800cr
  L: 4400cr
  M: 4000cr
  H: 3600cr
  H: 3600cr
  VL: 4800cr 
   
  Demand
  M: 4000cr
  H: 4400cr
  H: 4400cr
  M: 4000cr
  M: 4000cr
  L: 3600cr
  VH: 4800cr 
  ACQUIRING & SELLING GOODS 
  Supply
  Difficulty to Acquire Base Price 
  Very High
  Very Easy (5)
  80% 
  High
  Easy (10)
  90% 
  Moderate
  Medium (15)
  100% 
  Low
  Difficult (20)
  110% 
  Very Low
  Heroic (30)
  120% 
  Demand
  Selling: 
  Base Price 
  Very High
  Very Easy (5)
  120% 
  High
  Easy (10)
  110% 
  Moderate
  Medium (15)
  100% 
  Low
  Difficult (20)
  90% 
  Very Low
  Very Difficult (25)
  80% 
   
  COST & WEIGHT OF TRADE GOODS  
  Item
  Tons/Meter​3
  Credits/Ton 
  Low Tech
  2
  3000cr 
  Mid Tech
  1
  5000cr 
  High Tech
  .5
  7000cr 
  Metals
  10
  3000cr 
  Minerals
  5
  2000cr 
  Foodstuffs
  .5
  2000cr 
  Medicine
  .5
  4000cr 
  Luxuries
  Tons/Meter​3
  Credits/Ton 
  Animals
  .5
  D6 x 1000cr 
  Narcotics
  D6 x .5
  D6 x 5000cr 
  Precious Metals
  D6 x 5
  D6 x 20000cr 
  Slaves
  .5
  D6 x 5000cr 
  Weapons
  1
  D6 x 2500cr 
  COST OF BLACK MARKET GOODS 
  Legality of Goods
  Marketeer’s
  Marketeer’s 
   
  Selling Price
  Buying Price 
  Legal
  x2
  x.5 
  Fee
  x3
  x1.5 
  Restricted
  x4
  x2 
  Illegal
  x5
  x2.5 
   
  CONTACTING THE BLACK MARKET  
  Population of World
  Streetwise Roll 
  Teeming
  Very Easy (5) 
  Overpopulated
  Easy (10) 
  Standard
  Medium (15) 
  Underpopulated
  Difficult (20) 
  Sparse
  Very Difficult (25) 
  Empty
  Heroic (30) 
  Rebellion, Revolution or Open Warfare
  -10 
  Low Imperial Presence, Corrupt Govt
  -5 
  Standard Imperial Presence or Govt
  ±0 
  Heavy Imperial Presence, Restrictive Govt
  +5 
   
  NEGOTIATIONS 
  Buyer’s
                                Seller Bargain Roll 
  Bargain Roll
  1-5
  6-10
  11-15
  16-20
  21-30
  30+ 
  1-5
  100%
  105%
  110%
  115%
  120%
  125% 
  6-10
  95%
  100%
  105%
  110%
  115%
  120% 
  11-15
  90%
  95%
  100%
  105%
  110%
  115% 
  16-20
  85%
  90%
  95%
  100%
  105%
  110% 
  21-30
  80%
  85%
  90%
  95%
  100%
  105% 
  30+
  75%
  80%
  85%
  90%
  95%
  100% 
   
  
   
   
  IMPERIAL ENTANGLEMENTS 
   
  LEVEL OF PRESENCE
  EVASION
  SEARCH EMBARGO CONTRA’
  COMMAND
  REINFORCEMENTS
  ESCALATION 
  0 : NONE
  Very Easy
  —
  —
  Cost x 1
  4D
  Difficult / 1D6 days
  Very Easy / 1D6 Days 
  1 : SURVEILLANCE
  Easy
  2D
  —
  Cost x 2
  5D
  Difficult / 1D6 hours
  Easy / 2D6 Days 
  2 : MINOR
  Medium
  3D
  +5
  Cost x 3
  6D
  Medium / 1D6x10 min Medium / 1D6 Weeks  
  3 : MAJOR
  Difficult
  4D
  +10
  Cost x 4
  7D
  Easy / 2D6 min
  Difficult / 2D6 Weeks  
  4 : OCCUPATION
  Very Difficult 5D
  +15
  Cost x 5
  8D
  Very Easy / 2D6 rnds
  Heroic / 1D6 Months 
  5 : TOTAL CONTROL
  Heroic
  4D
  +10
  Cost x 3
  7D
  Easy / 1D6 min
  — / — 
  Evasion: ​The difficulty to avoid encountering Imperial forces as they move from place to place. 
  Search: ​Should Imperial forces be encountered, the level and thoroughness of any spot inspections that might take place, with the Imperial
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  inspection conducting a Search skill check vs the target’s Stealth skill to smuggle any illegal items or hide wanted targets. 
  Embargo: ​The effect the Imperial presence has on accessing the criminal underworld and the difficulty in procuring contraband, with the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  modifier applied to the difficulty of all Streetwise rolls. 
  Contra’(band): ​The effect on the base cost of contraband based on the difficulty and danger of selling illegal wares. 
  Command:​ The typical Command skill of the senior Imperial officer, used to call for reinforcements or escalate the Imperial Presence. 
  Reinforcements: ​The difficulty the commanding Imperial Officer has in procuring reinforcements should they be required, and the amount of
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  time before they usually arrive at the scene of the encounter, assuming reinforcements have access to appropriate vehicles. 
  Escalation: ​The difficulty faced by the commanding Imperial officer in increasing the Level of Imperial Presence to the next level, and the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  amount of time required before adequate forces arrive to impose the new Level of Presence. Note that there may be a number of unique
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  requirements that must be met before Imperial Occupation qualifies for coming under Total Control. 
  IMPERIAL PRESENCE  
  LEVEL 0 : NONE : ​The planet is a backwater world of no strategic or resource value to the Empire. Imperial agents would only be encountered
     
    
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  here on specific missions and the Empire has no other forces present. Bescause of this, only specialist Imperial forces will be encountered,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and few in number; this might include probe droids exploring well outside their original mission parameters, seasoned Imperial scouts,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  survivors of spacewrecks or high-level Imperial agents.  
  LEVEL 1 : SURVEILLANCE : ​The planet is an outlying world that has little strategic value to the Empire, and yet is considered worthy of ongoing
     
    
   
    
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  observation in case the situation changes. Few if any official Imperial agents will be found here, though informants on the Imperial payroll
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  may be found within the major political power structures on the world. Imperial spies working deep undercover, probe droids operating
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  under command to reconnoitre the world, and aliens under Imperial leverage might be encountered. 
  LEVEL 2 : MINOR : ​The planet is of some interest to the Empire and it has stationed a small but permanent presence to safeguard Imperial
     
    
   
    
   
   
   
   
   
   
    
   
    
   
   
   
   
   
   
   
  interests, ensure the planetary government works towards the fulfillment of any Imperial obligations, and engage in counterinsurgency
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  actions against minor insurrections. Random patrols of stormtroopers are occasionally encountered, as are Imperial agents actively working
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  in the field to further Imperial aims and support staff on mission or leave. 
  LEVEL 3 : MAJOR : ​The planet is of considerable concern to the Empire and a number of garrisons may be found in various major ports and
     
    
   
    
   
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
  cities around the planet. Again, this presence is there to ensure safety, compliance and counteract rebellion, but the situation is typically far
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
    
   
   
  more developed and rebel cells highly organised. Squads of stormtroopers regularly patrol key areas and are stationed on permanent guard
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  around vital facilities. Imperial spies will be hard at work infiltrating enemy operations. 
  LEVEL 4 : OCCUPATION : ​The planet is of great concern to the Empire, either due to its vital strategic value or importance of its essential
     
    
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  resources, and as such is a prime target for seditious rebel activities. It may have even declared its intention to secede from the Empire and
   
   
   
     
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  be at open war with Imperial forces. As such the Empire has been forced to bring the full weight of the Imperial war machine to bear on the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  planet and is under brutal occupation until such time as order has been restored and loyalty to the Emperor reestablished. One or more Star
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Destroyers may be in low orbit over major spaceports and cities, TIE fighters conduct regular aerial reconnaissance, and stormtroopers
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  deployed with heavy vehicles throughout areas of unrest. Imperial forces occupy vital facilities, conduct continuous patrols and random
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  searches of vehicles and property. Imperial forces are on war footing, and will use extreme force when needed.  
  LEVEL 5 : TOTAL CONTROL : ​The planet is an essential piece of the Empire for any number of reasons and the local population is either in full
     
   
    
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
    
   
  support of the Empire’s aims or is sufficiently cowed enough to no longer offer any serious resistance to Imperial occupation. The Empire is
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  everywhere, but now that loyalty has been assured, Imperial surveillance is slightly more relaxed — the thought that any would openly
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  oppose Imperial control is laughable at best, suicidal at worst. Imperial patrols are conducted to maintain subservience, and Star Destroyers
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  regularly dock with spaceports for resupply. Agents of the Imperial Security Bureau will perform random inspections to rout out any
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  malcontents. 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  RULES BEYOND THIS PAGE ARE STILL UNDER DEVELOPMENT 
   
   
   
  
   
   
  SPACESHIPS: STARFIGHTER CLASS VESSELS 
   
   STARFIGHTER CLASS 
  CREW 
  H/DRIVE SPEED MANEUVER HULL SHIELD 
  WEAPONRY 
  Target Damage 
  Aethersprite Interceptor 
  Jedi ship from AotC 
  1 
  ring 
  4D 
  3D 
  2D 
  1D 
  2 Dual Lasers (firelinked) 
  2D 
  5D 
  Aggressor Assault Fighter 
  IG-88’s ship from EU 
  2 
  x2 
  4D+1 
  2D 
  4D 
  1D 
  2 Heavy Lasers (firelinked) 
  1 Ion Cannon 
  2D 
  2D 
  6D 
  4Dion 
  ARC Starfighter 
  Republic ship from RotS 
  2 
  — 
  3D 
  3D 
  5D 
  1D+2 
  2 Pairs of Laser Cannons 
  Proton Torpedoes 
  2D 
  2D 
  6D/5D 
  9D 
  A-Wing Starfighter 
  Fastest Rebel ship from RotJ 
  1 
  x1 
  6D 
  4D 
  2D+2 1D 
  2 Laser Cannons (firelinked) 3D 
  5D 
  B-Wing Starfighter 
  Punchiest Rebel ship from RotJ 
  2 
  x2 
  3D 
  1D+1 
  3D 
  2D 
  1 Laser Cannon 
  Proton Torpedoes 
  1D 
  3D 
  7D 
  9D 
  Belbullab-22 Starfighter 
  General Grievous’ ship from RotS 1 
   
   
   
   
   
   
   
   
  ETA-7 Actis Stafighter 
  Jedi ship from start of RotS 
  1 
  ring 
  5D+1 
  3D 
  2D 
  1D 
   
   
   
  Firespray Interceptor 
  Boba Fett’s ship from ESB 
  1 
   
   
   
   
   
   
   
   
  N-1 Starfighter 
  Naboo ship from TPM 
  1 
  — 
   
   
   
   
   
   
   
  P-38 Starfighter 
  Utapaun ship from RotS 
   
   
   
   
   
   
   
   
   
  StarFortress Hvy Bomber 
  Resistance ship from TLJ 
  5 
   
   
   
   
   
   
   
   
  Starviper Hvy Starfighter 
  Xizor’s ship from SotE 
   
   
   
   
   
   
   
   
   
  TIE Bomber 
  Imperial ship from ESB 
  1 
  — 
  3D 
  — 
  4D+1 — 
  2 Laser Cannons (firelinked) 
  Concussion Missiles 
  2D 
  1D 
  3D 
  8D 
  TIE Fighter  
  The Classic Imperial ship 
  1 
  — 
  5D 
  2D 
  2D 
  — 
  2 Laser Cannons (firelinked) 2D 
  5D 
  TIE Interceptor 
  Imperial ship from RotJ 
  1 
  — 
  5D+2 
  3D 
  3D 
  — 
  4 Laser Cannons (firelinked) 3D 
  6D 
  TIE Punisher 
   
  — 
   
   
   
   
   
   
   
  Tri-class Droidfighter 
  Seperatist ship from Clone Wars 
  — 
  — 
  4D 
  2D+1 
  3D 
  — 
  1 Medium Laser Cannon 
  2D 
  5D 
  Vulture-class Droidfighter 
  Seperatist ship from Clone Wars 
  — 
  — 
  4D 
  3D 
  4D 
  — 
  2 Laser Cannons (firelinked) 
  Concussion Missiles 
  1D 
  — 
  4D 
  8D 
  X-Wing Starfighter 
  The Classic Rebel starfighter 
  1 
  x1 
  4D 
  3D 
  4D 
  1D 
  4 Laser Cannons (firelinked) 
  Proton Torpedoes 
  3D 
  2D 
  6D 
  9D 
  Y-Wing Starfighter 
  The Classic Rebel bomber 
  2 
  x1 
  3D+2 
  2D 
  4D+1 1S 
  2 Laser Cannons (firelinked) 
  Proton Torpedoes 
  2D 
  2D 
  5D 
  9D 
   
   
   
   
   
   
   
  
   
   
  SPACESHIPS: TRANSPORT CLASS VESSELS 
   
   
   TRANSPORT CLASS 
  CREW 
  H/DRIVE SPEED MANEUVER HULL SHIELD 
  WEAPONRY 
  Target Damage 
  CR90 Corellian Corvette 
  Rebel ship from start of ANH 
   
   
   
   
   
   
   
   
   
  Gozanti Cruiser 
  IG-88’s ship from EU 
   
   
   
   
   
   
   
   
   
  Imperial Customs Frigate 
  Imperial ship from EU 
   
   
   
   
   
   
   
   
   
  Imperial Landing Craft 
  Imperial ship from ANH: SE 
   
   
   
   
   
   
   
   
   
  J-Type Diplomatic Barge 
  Naboo ship from start of AotC 
   
   
   
   
   
   
   
   
   
  J-Type Nubian Starship 
  Naboo ship from TPM 
   
   
   
   
   
   
   
   
   
  J-Type Nubian Yacht 
  Naboo ship from AotC 
   
   
   
   
   
   
   
   
   
  Lambda Imperial Shuttle 
  Imperial Transfport from RotJ 
   
   
   
   
   
   
   
   
   
  U-Wing Gunship Transport 
  Rebel dropship from Rogue One 
   
   
   
   
   
   
   
   
   
  VCX-100 Light Freighter 
  Rebel ship from SW: Rebels 
   
   
   
   
   
   
   
   
   
  VT-49 Decimator  
  Xizor’s ship from SotE 
   
   
   
   
   
   
   
   
   
  YT-1300 Light Frieghter 
  Heard of the Millenium Falcon? 
   
   
   
   
   
   
   
   
   
  YT-1900 Light Freighter 
  The Classic Imperial ship 
   
   
   
   
   
   
   
   
   
  YT-2400 Light Freighter 
  Imperial ship from RotJ 
   
   
   
   
   
   
   
   
   
  YV-666 Light Freighter 
  Bossk’s ship from EU 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  LIGHTSABER CONSTRUCTION 
   
  KYBER CRYSTALS
  PARTS OF A LIGHTSABER 
  Search Crystal 
  Damage 
  Saber Color 
  • power cell 
  <15
  roll again, if a crystal is found
  roll 2d6 subtracting 1 per Force Point,
  • hand grip  
  it is cracked, otherwise nothing!
  adding 1 per Dark Side Point
  • ignition plate  
  15
  Kathracite 3D
  1
  Brilliant White
  • safety switch  
  18
  3D+1
  2
  Violet
  • emitter matrix  
  21
  3D+2
  3
  Deep Blue
  • power conduit 
  24
  Relacite 
  4D 
  4
  Teal
  • energy socket 
  27
  4D+1
  5
  Blue
  • lens assembly  
  30
  4D+2 
  6
  Jedi’s Choice of Above
  • kyber focus crystal 
  33
  Danite
  5D 
  7
  Jedi’s Choice of Below 
  36
  5D+1
  8
  Green 
  39
  5D+2 
  9
  Lime 
  42
  Mephite 
  6D
  10
  Golden 
  45
  6D+1
  11
  Amber 
  48
  6D+2
  12
  Flame 
  52
  Pontite
  7D
  13+ Seething Red 
   
  ELEMENTS OF A LIGHTSABER 
  Saber Design:
  Cost: 
  Build and Use:
  Notes:
   
  True Lightsaber
  1000cr
  Difficult 20
  Traditional 1-handed design. Can contain up to 3 additional Features. 
  Crossguard Lightsaber
  1500cr
  Very Difficult 25
  +1D to Parry. Ancient design. Crossguard side vents do half damage. 2 Features. 
  Doubleblade Lightsaber 3000cr
  Heroic 30 
  2 Crystals required. 2-handed weapon. 5 Features. 
  Dueling Lightsaber
  2000cr
  Very Difficult 25
  Curved hilt. Harder to use but more responsive, granting +1D Damage. 3 Features.  
  Longhaft Lightsaber
  2500cr
  Very Difficult 25
  +1D Damage used 2-handed, -1D attack when 1-handed. 4 Features. 
  Shorthaft Lightsaber
  1500cr
  Very Difficult 25
  Can only be used 1-handed. Small handle and easily concealed. 2 Features. 
  Spinblade Lightsaber
  3000cr
  Heroic 30
  2 Crystals required. Spinning blades add +1D to parry and intimidation. 3 Features. 
  Twinblade Lightsaber
  2500cr
  Heroic 30 
  2 Crystals required. Two parallel blades grant +2D Damage. 3 Features. 
  Ignition Types:
  Cost: 
  Build Mod:
  Notes: 
  Standard Ignition
  —
  —
  Easy to activate, lightsaber remains on even when no longer held. 
  Double Click Ignition
  100cr
  —
  Harder to activate as a safety mechanism; remains on even when no longer held. 
  Lock Ignition
  100cr
  —
  Lightsaber ignites only when in presence of transmitter key. 
  Grip Ignition
  500cr
  +5TN
  Lightsaber ignites only when firmly held. 
  Force Ignition
  1000cr
  +10TN
  Lightsaber ignites only when firmly held by a Force Sensitive. 
  Features:
  Cost: 
  Build Mod:
  Notes: 
  Aquatic Adaptation
  250cr
  +5TN
  Normal lightsabers can’t function when fully submerged. Yours can. 
  Armored Hilt
  500cr
  +5TN
  Minor protection against glancing blows, offers +1D Armor to strikes against hands. 
  Combicomp
  1000cr
  +10TN
  Combines the lightsaber with the all the features of a combicomp. 
  Belt Clip
  50cr
  —
  Secures lightsaber to belt. Does not count against total number of Features. 
  Blade Adjustor
  500cr
  +5TN
  Alters the length of the blade, from max length to a minimum of 10cm. 
  Disguised Appearance
  250cr
  —
  At first glance it doesn’t look like your typical lightsaber.  
  External Powersource
  250cr
  +5TN
  Powerpack connected by cord to hilt. Increases number of possible Features by 3. 
  Forearm Mount
  500cr
  +5TN
  Attaches 1-handed blade to armbrace. Frees hand for other items, but +5TN to use.  
  Hidden Compartment
  500cr
  +5TN
  Hollow hilt enables storage of very small items, up to 10cm in length, 2cm wide. 
  Multipurpose Use
  item x2 +5/10TN
  Combined with a simple tool (+5TN), complex tool (+10N) or small weapon (+10TN). 
  Power Adjustor
  250cr
  +5TN
  Alters the power output of the blade, enabling it to be set to Stun Damage. 
  Silenced Blade
  750cr
  +10TN
  Sonic dampners reduce the standard hum to near total silence.
   
  Socket Hilt
  500cr
  +5TN
  Can be joined with other socket hilt lightsabers to form doubleblade lightsaber. 
  Spectral Deflector
  250cr
  +5TN
  Can alter the lightsaber color one step either side of the standard for the crystal. 
  Translator Unit
  250cr
  +5TN
  Cursory translator unit, adds +10 to checks to understand alien speech. 
  Trapped Hilt
  750cr
  +5TN
  Requires User Scan. If held without permission does 5D dam.(can be set to stun). 
  User Scan
  1000cr
  +5TN
  Scans wielder’s biometrics to identify (un)familiar users, can be set to bar ignition. 
   
  
   
   
  BOUNTY HUNTERS: BOUNTY CLASSIFICATION 
   
  ❏ MOST WANTED // 200,000cr+ 
  Issued By: ​Moff, Grand Moff, or Grand Admiral, subject to  
  The Emperor’s appproval. 
  • Aggression Against Members of Imperial Armed Forces 
  • Conspiracy 
  • Destruction of Imperial Property 
  • Flight to Avoid Imperial Persecution 
  • Impersonation of Imperial Officials 
  • Obstruction of Imperial Authority 
  • Sedition 
  • Theft of Imperial Property 
  • Treason 
  • High Treason 
  ❏ GALACTIC BOUNTIES // 50,000-100,000cr+ 
  Issued By: ​Moff, Grand Moff, or Grand Admiral 
  • Aggression Against Members of Imperial Armed Forces 
  • Bribery or Attempted Bribery of Imperial Official 
  • Conspiracy 
  • Destruction of Imperial Property 
  • Flight to Avoid Imperial Persecution 
  • Impersonation of Imperial Officials 
  • Obstruction of Imperial Authority 
  • Piracy 
  • Possession of a Cloaking Device 
  • Sedition 
  • Theft of Imperial Property 
  • Transportation of Restricted Items 
  • Treason 
  • High Treason 
  ❏ REGIONAL BOUNTIES // 20,000-75,000cr+ 
  Issued By: ​Moff, Grand Moff, or Grand Admiral 
  • Aggression Against Members of Imperial Armed Forces 
  • Bribery or Attempted Bribery of Imperial Official 
  • Conspiracy 
  • Destruction of Imperial Property 
  • Flight to Avoid Imperial Persecution 
  • Impersonation of Imperial Officials 
  • Murder of Imperial Government or Military Personnel 
  • Obstruction of Imperial Authority 
  • Piracy 
  • Possession of a Cloaking Device 
  • Sedition 
  • Theft of Imperial Property 
  • Transportation of Illegal Aliens 
  • Transportation of Restricted Items 
  • Treason 
  • Unlawful Operation of a Starship 
  • Unauthorized Review of Imperial Data Files 
  • Violation of Imperial Customs Regulations 
  ❏ SECTOR BOUNTIES // 3,000-50,000cr+ 
  Issued By: ​Moff, Grand Moff, high ranking military officers, or 
  planetary governors. 
  • Aiding and Abetting Known Criminals 
  • Aggression Against Members of Imperial Armed Forces 
  • Bribery or Attempted Bribery of Imperial Official 
  • Conspiracy 
  • Destruction of Imperial Property 
  • Flight to Avoid Imperial Persecution 
  • Forgery 
  • Impersonation of Imperial Officials 
  • Kidnapping 
  • Murder of Imperial Government or Military Personnel 
  • Obstruction of Imperial Authority 
  • Piracy 
  • Sedition 
  • Theft of Imperial Property 
  • Transportation of Illegal Aliens 
  • Transportation of Restricted Items 
  • Transportation of Stolen Goods 
  • Unlawful Operation of a Starship 
  • Unlawful Possession of an Illegal Weapon 
  • Unlawful Use of an Illegal Weapon 
  • Willful Destruction of Imperial Property 
  • Unauthorized Review of Imperial Data Files 
  • Violation of Imperial Customs Regulations 
  ❏ SYSTEM BOUNTIES // 1,000-25,000cr+ 
  Issued By: ​Office of planetary governors, or high ranking officials. 
  • Accomplice to Murder 
  • Assault of an Imperial Officer 
  • Assault with Intent to Injure 
  • Breaking Into an Imperial Installation 
  • Breaking Out of an Imperial Installation 
  • Jamming Imperial Communications 
  • Kidnapping 
  • Murder 
  • Operating an Illegally Modified Starship 
  • Smuggling 
  • Theft 
  ❏ LOCAL BOUNTIES // 500-15,000cr+ 
  Issued By: ​Heads of local government, or high ranking officials 
  • Accomplice to Murder 
  • Assault of an Imperial Officer 
  • Assault with Intent to Injure 
  • Breaking Into an Imperial Installation 
  • Breaking Out of an Imperial Installation 
  • Jamming Imperial Communications 
  • Kidnapping 
  • Murder 
  • Operating an Illegally Modified Starship 
  • Smuggling 
  • Theft 
   
  ❏ CORPORATE BOUNTIES // 1,000-50,000cr+ 
  ❏  ​PRIVATE BOUNTIES // 1,000-100,000cr+ 
   
  
   
  Issued By: ​High ranking representatives of corporate entities 
  • Assault on Corporate Employees 
  • Attempted Bribery or Bribery of Corporate Official 
  • Criminal Trespass 
  • Deliberate Corruption of Corporate Data Resources 
  • Destruction of Corporate Property 
  • Incitement to Commit Violence on Corporate Property 
  • Industrial Espionage 
  • Industrial Sabotage 
  • Illegal Assembly or Demonstration on Corporate Property 
  • Illegal Replication of Corporate Goods 
  • Illegal Transporation of Corporate Goods 
  • Kidnapping of Corporate Officials 
  • Theft of Corporate Goods Valued in Excess of 10000cr 
  • Unlawful Acquisition/Utilization of Corporate Data 
  • Unlawful Acquisition of Corporate Services 
  • Unlawful Duplication and/or Sale of Corporate Data 
  Issued By: ​High ranking representatives of corporate entities 
  • Assault on Corporate Employees 
  • Attempted Bribery or Bribery of Corporate Official 
  • Criminal Trespass 
  • Deliberate Corruption of Corporate Data Resources 
  • Destruction of Corporate Property 
  • Incitement to Commit Violence on Corporate Property 
  • Industrial Espionage 
  • Industrial Sabotage 
  • Illegal Assembly or Demonstration on Corporate Property 
  • Illegal Replication of Corporate Goods 
  • Illegal Transporation of Corporate Goods 
  • Kidnapping of Corporate Officials 
  • Theft of Corporate Goods Valued in Excess of 10000cr 
  • Unlawful Acquisition/Utilization of Corporate Data 
  • Unlawful Acquisition of Corporate Services 
  • Unlawful Duplication and/or Sale of Corporate Data 
   
   
  BOUNTY HUNTERS: LICENSES & PERMITS 
   
  ❏ IMPERIAL ENFORCEMENT DATACORE (IEDC): ​Database of registered NOIR bounties, maintained by the IOCI. Access restricted to IPKL 
  holders, accessible through most local Imperial offices for a fee (25-100cr). The information provided only lists bounties registered within 
  the system.  
  ❏ IMPERIAL PEACE KEEPER’S LICENSE (IPKL): ​Registration and permit of Bounty Hunting. 500cr, renewed annually. 
  ❏ NOTICE OF IMPERIAL REMANDATION (NOIR): ​Offical Imperial sanction permitting the collection of an individual and the bounty they are 
  worth upon delivery. The NOIR is completed by the appropriate authority, submitted to the IOCI, and once registered with the IEDC the 
  hunting of the targeted individual can commence.  
  ❏ TARGET PERMIT: ​License required to hunt a particular bounty. Fee averages out to 100cr per permit per month. 
  ❏ TARGET PERMIT (SECTOR): ​Some sectors charge an additional fee to hunt within their jurisdiction. 0-10,000cr per month. 
  ❏ TARGET PERMIT (SYSTEM): ​Some planetary systems charge an additional fee to hunt within their jurisdiction. 0-1000cr per month. 
  ❏ TARGET PERMIT (CAPTURE):​ Some Hunts require capture before all permits have been acquired. Capture permits retroactively apply to 
  all required permits, but cost 500cr or 25% of the bounty (whichever is higher). 
   
  BOUNTY HUNTERS: CONTACTS 
   
  ❏ EXPEDITORS: ​Liaisons between Bounty Hunters, the IOCI, Posting Agencies and Hunter Guilds. They provide all the necessary 
  administrative, bureaucratic, and finanical managerment of a Hunter’s business and wealth. Expeditors charge 3%-5% of any bounty for 
  their services. 
  ❏ IMPERIAL OFFICE OF CRIMINAL INVESTIGATIONS (IOCI):  
  ❏ POSTING AGENCIES: ​Third party organisations that provide a broader listing of bounties (usually covering all IOCI listed bounties across an 
  entire sector), active tracking and sightings of the target, additional background information on the target, and any information from 
  other hunters who have pursued the target. Posting Agencies charge 250cr per year for membership, as well as 50cr access fee per 
  bounty. Some Agencies are authorised to issue IPKLs and Target Permits, typically for an additional 25% of costs. 
  ❏ ORIGINATOR: ​The authorised individual responsible for posting the bounty. 
  ❏ RECEIVER: ​The duly appointed authority where the captured bounty is to be delivered. Only after the target (or their remains) have been 
  received by the authority, identified as the listed target and IOCI notified of the completion of the assignment will the hunter be paid for 
  their services. 
   
   
  
   
   
  ENCOUNTERS: IMPERIAL FORCES 
   
   TYPE
  DEX
  KNO
  MEC
  PER
  STR
  TEC
  ARMOR
  SKILLS, WEAPONS OR NOTES. 
   
   Con Artist
  2D+2
  2D
  1D
  3D
  2D
  1D+1
  —/ —
  Con​ 5D, Dodge 4D+2, Search 4D, Steal 3D+2, ​Streetwise​ 3D 
   
  Stormtrooper
  2D
  2D
  2D
  2D
  2D
  2D
  +1D/-1D
  Blaster​ 3D (4D Dam, 20% do 5D Dam with Rifle),  
  Brawl 3D, Dodge 2D  
  Death Trooper
  3D
  3D
  3D
  3D
  3D
  3D
  +2D/-1D
  Blaster​ 6D (5D+2 Dam), Brawl 5D, Demolitions 4D,  Dodge 5D, 
  Grenade 4D (6D), ​Search​ 4D, Survival 4D 
  Ground Trooper
  2D
  2D
  2D
  2D
  2D
  2D
  +2/—
  Blaster​ 3D (4D Dam, 20% do 5D Dam with Rifle),  
  Brawl 3D, Dodge 2D  
  Gunner Trooper
  2D
  2D
  2D
  2D
  2D
  2D
  +1D/-1D
  Blaster​ 4D (5D Dam), Brawl 3D, Dodge 2D, Grenade 3D (5D Dam 
  area), Heavy Weapons 4D (7D Dam). 
  Jump Trooper
  2D
  2D
  3D
  2D
  2D
  2D
  +2/—
  Blaster​ 4D (4D Dam), Brawl 4D, Dodge 3D,  
  Pilot: Jetpack​ 4D.  
  Medic Trooper
  2D
  2D
  2D
  2D
  2D
  3D
  +2/—
  Blaster 3D (4D Dam), Brawl 4D, Dodge 3D,  
  Medicine​ 4D 
  Mud Trooper
  2D
  2D
  2D
  2D
  2D
  2D
  +2/—
  Blaster​ 3D (4D Dam), Brawl 3D, Dodge 2D,  
  Search 3D, ​Survival​ 4D 
  Navy Officer
  2D
  2D
  3D
  3D
  2D
  2D
  —/—
  Blaster 3D (4D Dam), ​Command​ 5D, ​Planets​ 3D, Sensors 4D 
  Navy Gunner
  2D
  2D
  2D
  2D
  2D
  2D
  +1/—
  Blaster​ 3D (4D Dam, 20% do 5D Dam with Rifle),  
  Dodge 3D, Planets 3D, Vehicle Weapons 4D  
  Navy Trooper
  2D
  2D
  2D
  2D
  2D
  2D
  +1/—
  Blaster​ 3D (4D Dam, 20% do 5D Dam with Rifle),  
  Brawl 3D, Dodge 3D, Planets 3D  
  Patrol Trooper
  2D
  2D
  3D
  2D
  2D
  2D
  +2/—
  Blaster​ 4D (4D Dam), Dodge 4D,  
  Pilot: Repulsor​ 4D, Search 3D. 
  Rad Trooper
  2D
  2D
  2D
  2D
  2D
  3D
  +2/—
  Blaster​ 4D (4D Dam), Brawl 4D, Dodge 3D,  
  Survival​ 4D. Immune to radiation damage 
  Ranger Trooper
  2D
  2D
  2D
  2D
  2D
  3D
  +2/—
  Blaster​ 4D (4D Dam), Brawl 4D, Dodge 3D, ​Search​ 3D, Survival 4D. 
  Mech boots. Immune to cold. 
  Riot Trooper
  2D
  2D
  2D
  2D
  2D
  2D
  +1D/-1D
  Blaster 3D (4D Dam), ​Brawl​ 3D, ​Command​ 3D,  
  Dodge 2D, Melee 3D (4D Stun) 
  Sand Trooper
  2D
  2D
  2D
  2D
  2D
  2D
  +2D/-1D
  Blaster​ 3D (4D Dam), Brawl 3D, Dodge 2D,  
  Search 3D, ​Survival​ 4D 
  Scout Trooper
  2D
  2D
  3D
  2D
  2D
  2D
  +2/—
  Blaster​ 4D (4D Dam), Brawling 3D, Dodge 4D,  
  Pilot: Repulsor​ 4D
   
  Sea Trooper
  2D
  2D
  2D
  2D
  3D
  2D
  +2/—
  Blaster 4D (4D Dam), Dodge 4D, ​Harpoon​ 4D  
  (3D Dam), ​Swimming​ 5D. Breathe underwater 
  Shadow Trooper
  3D
  2D
  2D
  3D
  2D
  2D
  +2/—
  Blaster​ 4D (4D Dam), Brawling 3D, Dodge 4D,  
  Stealth​ 4D, ​Security​ 4D. 
  Shore Trooper
  2D
  2D
  2D
  2D
  3D
  2D
  +2/—
  Blaster​ 4D (4D Dam), Brawling 4D, Dodge 4D, ​Swimming​ 5D. 
  Breathe underwater. 
  Snow Trooper
  2D
  2D
  2D
  2D
  2D
  2D
  +1D/-1D
  Blaster​ 3D (4D Dam), Brawl 3D, Dodge 2D,  
  Search 3D, ​Survival​ 4D 
  Tank Trooper
  2D
  2D
  3D
  2D
  2D
  2D
  +1D/-1D
  Blaster 3D (4D Dam), Brawling 3D, ​Pilot: Tank​ 4D, Repulsor Tech 3D, 
  Vehicle Weapons​ 3D,  
  TIE Pilot
  2D+1
  2D
  3D
  3D
  2D+2 
  2D
  +2/—
  Blaster 3D (4D Dam), Dodge 3D, ​Pilot: Starship​ 5D, Sensors 4D, 
  Starship Tech 3D, ​Vehicle Weapons​ 3D 
   
   
  
   
  ENCOUNTERS: IMPERIAL FORCES 
   TYPE
  DEX
  KNO
  MEC
  PER
  STR
  TEC
  ARMOR
  SKILLS, WEAPONS OR NOTES. 
   Civilian
  2D
  2D
  2D
  2D
  2D
  2D
  —/ —
  Two skills 4D. 
   
   Assassin
  2D+1
  2D
  1D
  2D
  3D
  1D+2
  —/ —
  Blaster​ 4D+1 (5D Dam), Dodge 5D+1, Melee 3D+1 (4D Dam), 
  Search 4D, ​Stealth​ 5D 
   Bounty Hunter
  3D
  1D+2
  1D+2
  2D
  2D+2
  1D
  +2/—
  Blaster​ 4D (4D Dam), Brawl 3D+2, Dodge 4D, Melee 4D  
  (4D+2 Dam), ​Search​ 3D, Stealth 3D, Streetwise 2D+2 
   Con Artist
  2D+2
  2D
  1D
  3D
  2D
  1D+1
  —/ —
  Con​ 5D, Dodge 4D+2, Search 4D, Steal 3D+2,  
  Streetwise​ 3D 
   Crime Lord
  2D
  3D
  1D
  2D+2
  2D+1
  1D
  —/ —
  Con​ 3D+2, Cultures 4D, Intimidate 4D+1,  
  Streetwise​ 5D 
   Dandy
  2D
  3D
  1D
  3D
  2D
  1D
  —/ —
  Con 4D, ​Cultures​ 5D, Gamble 4D, Languages 4D​,  
  Streetwise​ 4D, Stamina 3D 
   Dealer
  1D
  3D
  1D+2
  3D
  1D
  2D+1
  —/ —
  Bargain​ 5D, Con 5D, Cultures 4D, Dodge 2D,  
  Streetwise​ 4D  
   Enforcer
  2D+1
  2D
  1D
  2D
  3D
  1D+2
  —/ —
  Blaster 4D+1 (4D Dam), Brawl 5D, Dodge 4D+1,  
  Intimidate​ 5D, ​Melee​ 4D+1 (4D Dam), Streetwise 3D 
   Gambler
  2D
  2D+2
  1D
  3D
  2D+1
  1D
  —/ —
  Con 4D, Dodge 3D, ​Gamble​ 5D, ​Search​ 4D,  
  Streetwise 4D+2 
   Gladiator 
  2D+2
  1D
  1D+1
  2D+2
  3D
  1D+1
  +2/—
  Dodge 4D+2, ​Brawl​ 5D, Intimidate 4D, ​Melee​ 5D (5D Dam), 
  Streetwise 2D 
   Gunslinger
  3D
  1D
  1D+2
  2D+2
  2D
  1D+2
  —/ —
  Blaster​ 5D (5D Dam), Dodge 4D, ​Intimidate​ 4D,  
  Search 4D, Stealth 3D, Streetwise 2D 
   Mercenary
  2D+2
  1D+2
  1D+2
  1D+1
  2D+2
  2D
  +2/—
  Bargain 3D+1, ​Blaster​ 4D+2 (4D Dam), Dodge 3D+2,  
  Melee 3D+2 (4D Dam), Search 2D+1 
   Navigator
  1D+1
  2D+2
  3D
  2D+1
  1D+2
  2D
  —/ —
  Aliens 3D+2, ​Astrogation​ 5D, Pilot 4D, Planets 4D+2,  
  Search 3D+1 
   Pickpocket
  2D+2
  1D+2
  2D
  2D+2
  1D+1
  1D+2
  —/ —
  Brawl 2D+1, Dodge 4D+2, Search 3D+2, ​Steal​ 4D+2,  
  Stealth 3D+2, ​Streetwise​ 3D+2 
   Pilot
  2D
  1D
  3D
  2D
  2D
  2D
  —/ —
  Astrogation​ 4D, Blaster 3D (3D Dam), ​Pilot​ 5D,  
  Search 3D, Starship Repair 3D, Vehicle Weapons 4D 
   Racer
  2D+1
  1D
  3D
  1D+2
  1D+1
  2D+2
  —/ —
  Pilot: Repulsors​ 5D, Search 3D+2, Gamble 2D+2,  
  Repulsor Repair​ 4D+2 
   Scavenger
  2D
  2D
  1D
  3D
  1D+2
  2D+1
  —/ —
  Bargain 4D, Dodge 3D, ​Search​ 5D, Stealth 4D, 
  Streetwise 3D, one ​Tech Repair​ 3D+1 
   Security Guard
  2D+1
  2D
  1D
  2D+2
  2D+2
  1D+1
  +1D/ -1D
  Blaster 3D+1 (4D Stun), Dodge 3D+1, ​Intimidate​ 4D+2,  
  Melee 3D+2 (4D Dam), ​Search​ 3D+2, Streetwise 3D 
   Seducer
  2D+2
  2D
  1D
  3D
  2D+1
  1D
  —/ —
  Con​ 4D, Cultures 3D, ​Perform​ 5D, Search 4D,  
  Steal 3D+2, Streetwise 3D 
   Slicer
  1D+2
  2D+2
  1D
  2D+2
  1D
  3D
  —/ —
  Blaster 2D+2 (3D Dam), Computers 5D, Droids 4D,  
  Security​ 5D, Sensors 2D, ​Streetwise​ 3D+2 
   Smuggler
  2D+1
  1D+1
  2D+2
  2D
  2D
  1D+2
  —/ —
  Blaster 3D+1 (4D Dam), ​Con​ 4D, ​Pilot​ 3D+1,  
  Security 2D+2, Streetwise 3D+1 
   Spy
  2D+1
  2D+1
  1D
  3D
  2D
  1D+1
  —/ —
  Blaster 3D+1 (3D Dam), ​Stealth​ 4D, ​Search​ 5D,  
  Security 2D+2, Steal 3D+1 Streetwise 4D 
   Street Doc
  2D
  2D
  1D
  3D
  1D
  3D
  —/ —
  Aliens​ 3D, ​Medicine​ 5D, Search 4D, Sensors 3D,  
  Streetwise 3D 
   Tech Head
  1D
  2D+2
  2D+2
  1D+1
  1D+1
  3D
  —/ —
  Computers 4D, ​Droids​ 5D, ​Repulsors​ 5D, Security 4D, 
  Streetwise 3D+2 
   Thug
  2D+1
  2D
  1D
  2D
  3D
  1D+2
  —/ —
  Blaster 3D+1 (4D Dam), ​Brawl​ 4D, Dodge 3D+1,  
  Intimidate​ 4D Melee 3D+1 (4D Dam), Streetwise 3D 
   
  
   
  ENCOUNTERS: SCUM & VILLAINY 
   TYPE
  DEX
  KNO
  MEC
  PER
  STR
  TEC
  ARMOR
  SKILLS, WEAPONS OR NOTES. 
   Civilian
  2D
  2D
  2D
  2D
  2D
  2D
  —/ —
  Two skills 4D. 
   
   Assassin
  2D+1
  2D
  1D
  2D
  3D
  1D+2
  —/ —
  Blaster​ 4D+1 (5D Dam), Dodge 5D+1, Melee 3D+1 (4D Dam), 
  Search 4D, ​Stealth​ 5D 
   Bounty Hunter
  3D
  1D+2
  1D+2
  2D
  2D+2
  1D
  +2/—
  Blaster​ 4D (4D Dam), Brawl 3D+2, Dodge 4D, Melee 4D  
  (4D+2 Dam), ​Search​ 3D, Stealth 3D, Streetwise 2D+2 
   Con Artist
  2D+2
  2D
  1D
  3D
  2D
  1D+1
  —/ —
  Con​ 5D, Dodge 4D+2, Search 4D, Steal 3D+2,  
  Streetwise​ 3D 
   Crime Lord
  2D
  3D
  1D
  2D+2
  2D+1
  1D
  —/ —
  Con​ 3D+2, Cultures 4D, Intimidate 4D+1,  
  Streetwise​ 5D 
   Dandy
  2D
  3D
  1D
  3D
  2D
  1D
  —/ —
  Con 4D, ​Cultures​ 5D, Gamble 4D, Languages 4D​,  
  Streetwise​ 4D, Stamina 3D 
   Dealer
  1D
  3D
  1D+2
  3D
  1D
  2D+1
  —/ —
  Bargain​ 5D, Con 5D, Cultures 4D, Dodge 2D,  
  Streetwise​ 4D  
   Enforcer
  2D+1
  2D
  1D
  2D
  3D
  1D+2
  —/ —
  Blaster 4D+1 (4D Dam), Brawl 5D, Dodge 4D+1,  
  Intimidate​ 5D, ​Melee​ 4D+1 (4D Dam), Streetwise 3D 
   Gambler
  2D
  2D+2
  1D
  3D
  2D+1
  1D
  —/ —
  Con 4D, Dodge 3D, ​Gamble​ 5D, ​Search​ 4D,  
  Streetwise 4D+2 
   Gladiator 
  2D+2
  1D
  1D+1
  2D+2
  3D
  1D+1
  +2/—
  Dodge 4D+2, ​Brawl​ 5D, Intimidate 4D, ​Melee​ 5D (5D Dam), 
  Streetwise 2D 
   Gunslinger
  3D
  1D
  1D+2
  2D+2
  2D
  1D+2
  —/ —
  Blaster​ 5D (5D Dam), Dodge 4D, ​Intimidate​ 4D,  
  Search 4D, Stealth 3D, Streetwise 2D 
   Mercenary
  2D+2
  1D+2
  1D+2
  1D+1
  2D+2
  2D
  +2/—
  Bargain 3D+1, ​Blaster​ 4D+2 (4D Dam), Dodge 3D+2,  
  Melee 3D+2 (4D Dam), Search 2D+1 
   Navigator
  1D+1
  2D+2
  3D
  2D+1
  1D+2
  2D
  —/ —
  Aliens 3D+2, ​Astrogation​ 5D, Pilot 4D, Planets 4D+2,  
  Search 3D+1 
   Pickpocket
  2D+2
  1D+2
  2D
  2D+2
  1D+1
  1D+2
  —/ —
  Brawl 2D+1, Dodge 4D+2, Search 3D+2, ​Steal​ 4D+2,  
  Stealth 3D+2, ​Streetwise​ 3D+2 
   Pilot
  2D
  1D
  3D
  2D
  2D
  2D
  —/ —
  Astrogation​ 4D, Blaster 3D (3D Dam), ​Pilot​ 5D,  
  Search 3D, Starship Repair 3D, Vehicle Weapons 4D 
   Racer
  2D+1
  1D
  3D
  1D+2
  1D+1
  2D+2
  —/ —
  Pilot: Repulsors​ 5D, Search 3D+2, Gamble 2D+2,  
  Repulsor Repair​ 4D+2 
   Scavenger
  2D
  2D
  1D
  3D
  1D+2
  2D+1
  —/ —
  Bargain 4D, Dodge 3D, ​Search​ 5D, Stealth 4D, 
  Streetwise 3D, one ​Tech Repair​ 3D+1 
   Security Guard
  2D+1
  2D
  1D
  2D+2
  2D+2
  1D+1
  +1D/ -1D
  Blaster 3D+1 (4D Stun), Dodge 3D+1, ​Intimidate​ 4D+2,  
  Melee 3D+2 (4D Dam), ​Search​ 3D+2, Streetwise 3D 
   Seducer
  2D+2
  2D
  1D
  3D
  2D+1
  1D
  —/ —
  Con​ 4D, Cultures 3D, ​Perform​ 5D, Search 4D,  
  Steal 3D+2, Streetwise 3D 
   Slicer
  1D+2
  2D+2
  1D
  2D+2
  1D
  3D
  —/ —
  Blaster 2D+2 (3D Dam), Computers 5D, Droids 4D,  
  Security​ 5D, Sensors 2D, ​Streetwise​ 3D+2 
   Smuggler
  2D+1
  1D+1
  2D+2
  2D
  2D
  1D+2
  —/ —
  Blaster 3D+1 (4D Dam), ​Con​ 4D, ​Pilot​ 3D+1,  
  Security 2D+2, Streetwise 3D+1 
   Spy
  2D+1
  2D+1
  1D
  3D
  2D
  1D+1
  —/ —
  Blaster 3D+1 (3D Dam), ​Stealth​ 4D, ​Search​ 5D,  
  Security 2D+2, Steal 3D+1 Streetwise 4D 
   Street Doc
  2D
  2D
  1D
  3D
  1D
  3D
  —/ —
  Aliens​ 3D, ​Medicine​ 5D, Search 4D, Sensors 3D,  
  Streetwise 3D 
   Tech Head
  1D
  2D+2
  2D+2
  1D+1
  1D+1
  3D
  —/ —
  Computers 4D, ​Droids​ 5D, ​Repulsors​ 5D, Security 4D, 
  Streetwise 3D+2 
   Thug
  2D+1
  2D
  1D
  2D
  3D
  1D+2
  —/ —
  Blaster 3D+1 (4D Dam), ​Brawl​ 4D, Dodge 3D+1,  
  Intimidate​ 4D Melee 3D+1 (4D Dam), Streetwise 3D 
   
   
  
   
   
  ENCOUNTERS: CHARACTER MODIFIERS 
  QUALITY:
  Bonus:
  Cost to Hire/Day: 
  Pro
  increase ​key skills​ (marked in bold) by 1D.
  Base Service x 5 
  Expert
  increase ​key skills​ (marked in bold) by 2D.
  Base Service x 10 
  Veteran
  increase ​attributes​ by 1D, ​key skills​ by 2D, ​all​ ​other ​listed​ skills​ by 1D.
  Base Service x 50 
  Master
  increase ​attributes​ by 1D, ​key skills​ by 3D, ​all​ ​other ​listed​ skills​ by 2D.
  Base Service x 100 
  Legend
  increase ​attributes​ by 1D, ​key skills​ by 4D, ​all​ ​other ​listed​ skills​ by 3D.
  Who knows? 
  LEADERSHIP: (Imperial Army, Imperial Navy, Imperial Starfighter)
  Bonus:
  Cost to Hire/Day: 
  Sergeant
  Lieutenant
  Flight Officer
  increase ​Command​ by 1D.
  Total cost x 2 
  Captain
  Commander
  Squad Leader
  increase ​Command​ by 2D.
  Total cost x 5 
  Major
  Captain
  Wing Cmndr
  increase ​Command​ by 3D.
  Total cost x 10 
  Colonel
  Commodore
  Commodore
  increase ​Command​ by 4D.
  Total cost x 25 
  General
  Admiral
  Marshall
  increase ​Command​ by 5D.
  Total cost x 50 
   
  ALTERED STATES:
  Bonus:
  Penalty:
  Cost to Acquire:  
  Drunk
  +1 Str, +1D vs Fear
  -1D Dex, -1D Mec, -1D Per
  10-50 
  High
  +1D Per
  -1D Dex, -1D Mec, -1D Tec
  100-250 
  Jacked
  +1D Tec
  -1D Dex, -1D Per
  50-100 
  Juiced
  +1D Str,  +1D vs Fear
  -1D Kno, Difficulty to Command +10TN
  250-500 
  Spiced
  +2D Astrogation
  -1D Dex, -1D Str
  50-100 
  Stimmed
  +1D Dex, +1D Pilot
  -1D Kno, -1D Tec
  250-500  
   
   
  
   
   
  TECHNOLOGY IN THE STAR WARS GALAXY 
   
  One of the stumbling blocks some players have in Star Wars games is getting a grasp on what technology is available. There seem to be many 
  differing levels of technology displayed in the films, and the technology sometimes matches our own, often surpasses it, and ocassionally 
  seems to be way behind. Why is it like that, and what tech can their character get their hands on?  
  The real world answer is that the technology in each film is dependant on which era the film was made in; ideas we take for granted today 
  such as mobile phones and the internet were still being theorised and prototyped in the 70s when the original movies were being made. 
  Additionally the technological limitations on cinematography and special effects also plays a major influence on the technology shown. 
  Massive space battles? Hard work but doable. Full color communications displays? Won’t look crash hot, so let’s deliberately degrade it and 
  make it all blue with transmission lines through it, that’s better. Galaxy-spanning network of information accessible by anyone with a 
  computer and a satellite connection? Erm, what is “holonet?” 
  That’s the practical reasons for the tech we see in the films. What’s more fun creatively is to come up with reasons for the technological 
  disparity within the setting itself, and I’ll address that shortly. 
  As for what technology is available to the characters to use? Just like our world today, it depends a lot on where you’re from, who you know, 
  who you work for, and how much cash you have. The vast majority of our world is born into poverty, and few will have access to technology 
  that’s much different to what their parents or grandparents had. As technology slowly becomes more readily available,  
  What is more fun creatively is to come up with reasons for the technological disparity within the setting itself.  
  Depending on when your Star Wars game is set, the galaxy has been in a state of warfare for one or more generations. During times of 
  conflict there are great technological advances, but these are in areas that pertain specifically to waging and winning war. The technology is 
  hoarded by the military and the elite. Only in later times of peace do these technological gains filter down into the main population 
   
   
   
   
  
   
  PLAYER: ​You, yes YOU
  TIMEZONE: ​GMT±?
   
   NAME: Character Name 
   
  SPECIES: ​XXXXXX
   
  HOMEWORLD: ​XXXXX
   
  PROFESSION: ​XXXXXX
   
  APPEARANCE: ​XXXXX
   
  PERSONALITY: ​XXXXX
   
  QUOTE: ​XXXXX
   
  WHY YOU HATE THE EMPIRE:​ XXXXX
   
   ATTRIBUTES & SKILLS:    ​| 1D | 1D+1 | 1D+2 | 2D | 2D+1 | 2D+2 | 3D | 3D+1 | 3D+2 | 4D | 4D+1 | 4D+2 | 5D | 5D+1 | 5D+2 | 6D | 6D+1 |6D+2 | 7D... 
   
  Dexterity 
  2D Knowledge
  2D Mechanical
  2D Perception
  2D Strength
  2D Technical
  2D 
  Blasters
  Aliens
  Astrogation
  Bargain
  Athletics
  Computers 
   
  Dodge
  Cultures
  Beastriding
  Command
  Brawl
  Droids
   
  Heavy Wpns
  Languages
  Pilot: Repulsor
  Con
  Intimidate
  Medicine
   
  Melee
  Planets
  Pilot: Starship
  Gamble
  Lift
  Repulsors
   
  Steal
  Streetwise
  Sensors
  Stealth
  Stamina
  Security 
  Throw
  Survival
  Vehicle Wpns
  Search
  Swim
  Starships 
  –
  –
  –
  –
  –
  – 
   
   SPECIAL ABILITIES:  
   
  • 
  •
  • 
  •
  •
  • 
   GEAR:   Credits: 0cr 
   
  •
  •
  • 
  •
  •
  • 
  •
  •
  • 
  •
  •
  •  
  BACKGROUND, BURDENS, EDGES, CONNECTIONS & NOTES: 
   
  •
  •
  • 
  •
  •
  • 
  •
  •
  • 
  •
  •
  •  
  EXPERIENCE: 
   
  Missions:​ 0 
  XP Gained: ​0 
  XP Spent: ​0 
   
   
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/SWD6 - Rules Essentials.pdf