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CLASSIC ADVENTURES
Core Rules for Roleplaying in the Star Wars Galaxy
Table of Contents
CLASSIC ADVENTURES
TABLE OF CONTENTS
PLAYERS HANDBOOK...........................................................................3
Chapter 1: Introduction..............................................................................................5
Chapter 2: Character Generation............................................................................6
Chapter 3: The Bare Bones......................................................................................12
Chapter 4: Introduction to Roleplaying...............................................................19
New Player Briefing..................................................................................................27
GAMEMASTERS GUIDE.......................................................................29
Chapter 1: Introduction to Gamemastering.........................................................31
Chapter 2: Attributes and Skills............................................................................34
Chapter 3: Combat and Injuries............................................................................50
Chapter 4: Starships................................................................................................58
Chapter 5: The Force.................................................................................................71
Chapter 6: Supporting Characters.......................................................................85
ADVENTURE BOOK..............................................................................93
Chapter 1: Running Adventures.............................................................................95
Chapter 2: Tatooine Manhunt..........................................................................103
Episode I: The Mission Begins.....................................................................109
Episode II: Welcome to Tatooine..................................................................112
Episode III: Blood on the Sand.....................................................................118
Episode IV: Cantina Ambush.......................................................................120
Episode V: Exploring the Wastes.................................................................122
Episode VI: Battle in the Desert..................................................................124
Episode VII: Slaughter at Tusken Fort........................................................127
Episode VIII: Escape from Tatooine...........................................................130
Chapter 3: Designing Adventures........................................................................132
Chapter 4: Adventure Ideas..................................................................................138
Chapter 5: Published Adventures........................................................................145
Mos Eisley Spaceport Map....................................................................................147
Mos Eisley Cantina Map........................................................................................148
REBEL FIELD MANUAL.......................................................................149
Chapter 1: The Rebel Alliance................................................................................151
Chapter 2: The Galactic Empire...........................................................................155
Chapter 3: Aliens of the Galaxy...........................................................................158
Chapter 4: Creatures...............................................................................................163
Chapter 5: Equipment and Weapons.................................................................166
Chapter 6: Droids.....................................................................................................176
Chapter 7: Starfighters...........................................................................................179
Chapter 8: Capital Starships................................................................................184
Chapter 9: Space Transports...............................................................................188
Chapter 10: Repulsorlift Vehicles........................................................................193
Chapter 11: Imperial Ground Assault Vehicles..................................................198
Reference Tables.....................................................................................................201
Character Templates.............................................................................................207
Blank Character Sheet...........................................................................................231
Published by
West End Games, Inc.
251 West 30th Street
New York, NY 10001
Star Wars: Classic Adventures Core Rules, Second Printing: Jult 2016
Original TM & 1987, Lucasfilm, Ltd. (LFL). All Rights Reserved.
Trademarks of LFL used by West End Games, Inc., under authorization.
8
PLAYERS HANDBOOK
CLASSIC ADVENTURES
Players Handbook
TABLE OF CONTENTS
Chapter 1: Introduction....................................................5
Chapter 2: Character Generation....................................6
Chapter 3: The Bare Bones.............................................12
Chapter 4: Introduction to Roleplaying.......................19
New Player Briefing........................................................27
PLAYERS HANDBOOK
8
CLASSIC ADVENTURES
C hapter One
INTRODUCTION
Get ready to experience the vast scope and sweeping power
of the greatest space adventure of all time! In Star Wars: Classic Adventures, you take the part of a character in the Star
Wars universe, struggling against the awesome might of the
evil galactic Empire. You fly faster-than-light spacecraft, trade
blaster fire with Imperial stormtroopers, fight lightsaber
duels, and tap the mystic Force which binds all living things
together.
You live in a galaxy of a billion suns, a billion star systems
each with its own wonders and dangers to explore. You live in
a universe of dire peril, where freedom fights desperately
against the eternal night of tyranny and oppression. You will
be faced with overwhelming odds, hard choices, impossible
challenges but if you are brave and true, you may triumph,
for the Force is with you always!
Players
You dont have to read every book in order to play just
the Players Handbook. You can read the Gamemasters Guide
and Rebel Field Manual when you have time and want to, but
only gamemasters should read the Tatooine Manhunt
adventure in the Adventure Book.
PLAYERS HANDBOOK
Gamemasters
Gamemasters have to do more work than players. If you
plan to gamemaster Star Wars: Classic Adventures, youll have
to read all of the Players Handbook. After all, part of your job
will be to make sure the players are following the rules. Additionally, you will have to read the Gamemasters Guide, which
provides hints and suggestions to get novice gamemasters
started and explains the rules in detail. The Rebel Field Manual provides information on the various aliens, weapons,
equipment, Droids and vehicles you will encounter in the Star
Wars universe. Additionally it provides some valuable background information on the Rebellion, the Empire and the galaxy at large. The Adventure Book provides information on how
to actually run an adventure for your players. This book also
includes the Tatooine Manhunt adventure, to help you get
started.
8
C hapter Two
CLASSIC ADVENTURES
CHARACTER CREATION
Before you begin playing, youre going to need a character.
The easiest way to start is to flip to the back of the book
(starting at page 207) and pick out a character template that
appeals to you. You can play a Smuggler, a Brash Pilot, a Mercenary (or Merc), a Wookiee whatever suits you. Photocopy or print out a copy of the template you want. If none of
the templates seem appealing, you can create your own custom template, as long as the gamemaster approves it (see
page 11).
SELECTING A TEMPLATE
Each template describes a character archetype that fits
the Star Wars universe, not an actual character from the films.
Think about what kind of person you want to play. Do you
want to play a smuggler like Han Solo? A brash pilot like
Wedge Antilles? An impressionable Jedi-in-training, like Luke
Skywalker at the beginning of A New Hope? A headstrong
diplomat like Princess Leia? A seedy gambler turned businessman like Lando Calrissian? There are many, many different
types of people in the galaxy and you can play just about anyone.
Before you pick a template, its not a bad idea to ask the
other players what kind of characters they will be playing.
Normally, your game should have a diverse group of characters with a mix of skills not everyone can be a Brash Pilot, a
Smuggler or a Failed Jedi.
CUSTOMIZING TEMPLATES
The next step is to customize your template. But before you
can do that, you need to know a little bit about the die codes,
attributes and skills.
Die Codes
Whenever you try to do anything in the game, you roll dice.
The higher the number you roll, the better and the better
the chance that you can do what you want.
How many dice do you roll? That depends on your die
code. Every skill and attribute has a die code (see below), so
when you use a skill or attribute, you look at its code to see
how many dice you should roll.
In general, die codes consist of a number (how many dice
you roll), followed by a D, sometimes followed by a plus
sign (+) and another pip number (which you add to the
numbers on the dice).
Heres a typical die code: 3D. That means, roll three dice,
and add the numbers you roll together (D stands for die).
So, if you roll 3 on one die, 2 on another and 6 on the third,
your total die-roll is 11.
Heres another die code: 2D+2. That means, roll two dice,
add the numbers rolled, and add 2 to the total. If you roll a 4
on one die and a 3 on another, your total roll is 9.
A SMUGGLER IS BORN
Suppose you decide to be a Smuggler. A copy of the
Smuggler template is printed on the facing page so that
you can follow along with the examples in this book and
see first-hand what the template looks like.
At the top of the template, you should enter your own
name, the name of your character, and his height,
weight, sex and age. You should also decide how you
want your character to look, and jot down a short
description. In this example, Wayne has chosen to play a
Smuggler called Shamus Falconi.
The numbers are die codes. For example, Shamus
Dexterity is 3D+1.
PLAYERS HANDBOOK
SMUGGLER
Character Template
Shamus Falconi
Character Name ..............................................................................
Wayne H.
Player Name ....................................................................................
210 lbs.
Height 61
.............................. Weight .................................................
Male
Sex ...................................
38
Age .................................................
DEXTERITY.......................3D+1
Blaster...........................5D+1
Brawling Parry.........................
Dodge............................4D+1
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................2D+1
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................3D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting...........5D+2
Starship Shields.......................
...................................................
PERCEPTION........................3D
Bargain...............................4D
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling.............................4D
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL......................2D+2
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
stock light freighter
heavy blaster pistol
comlink
2,000 credits
25,000 credits in debt to a crime boss
Force
Points
Skill
Points
Dark Side
Points
Wound
Status
CLASSIC ADVENTURES
streetwise: what you know about criminals and how they might help you.
survival: survive in harsh environments
without modern conveniences.
technology: gauge the fair market value,
purpose and capability of various
kinds of equipment.
Mechanical: ability to operate devices
and machines, including vehicles and
starships.
astrogation: plot hyperspace jumps using
a starships nav computer.
beast riding: handle riding animals.
com-scan: use communications and sensor equipment.
repulsorlift operation: fly vehicles like
landspeeders, speeder bikes, and snow
speeders.
gunnery: fire weapons built into vehicles
or starships, or a weapon with a fire
control die code.
starship piloting: fly all types of starships
like X-wings, freighters and blockade
runners.
starship shields: angle deflector shields to
protect against incoming attacks.
Perception: powers of observation and
ability to influence others.
bargain: make deals.
command: convince NPCs to do what
theyre told.
con: fast-talk your way out of situations.
gambling: winning at games of chance.
hide/sneak: move around without being
seen, and camouflaging objects.
search: look for things.
You can also split a die into three pips. When you split a
die, you either get three +1s; or one +2 and one +1.
Youll never see a +3 instead, the die code increases to
the next full die 2D, 2D+1, 2D+2, then 3D, 3D+1, 3D+2, then
4D and so on.
You get to choose which skills are increased, and can allocate dice to any skills you like, as long as you dont spend
more than 7D total, and as long as no single skill gets more
than 2D.
Example: Shamus Dexterity is 3D+1. His player allocates 1D to dodge; his dodge skill code is now 4D+1. The
player writes 4D+1 next to dodge on the template; he has
6D left to allocate to other skills. Shamus player could allocate 1D to blaster, increasing the blaster code to 4D+1; or
he could allocate 2D to blaster, increasing the code to
5D+1. He could not allocate 3D or more.
Equipment
Your character template also has an equipment section. It
lists all the gear your character starts the game with. Most
characters start with some money (credits); if you like, you
can spend some of it to buy more equipment. The table on the
next page contains some basic gear and prices.
PLAYERS HANDBOOK
CLASSIC ADVENTURES
CHARACTER CONNECTIONS
One of the important parts of character generation is deciding how and why the player characters know each other. In
the Star Wars movies, the main characters never let each
other down. Luke even breaks his training as a Jedi in order to
rescue his friends. Its important for the player characters to
have the same kind of feelings about one another. As a rule of
thumb, each character in the group should have met and
know at least one other character. Look at the Connection
With Other Characters section on your template. It suggests
some ways you might meet or know about other characters.
But you, the other players, and the gamemaster must decide
what the real story is.
Talk possible connections over with the other players and
the gamemaster. Make suggestions for how the characters
could have met. Get a feel for how the other players envision
their characters, and what kind of connections make sense.
Work out a scenario with your friends. For example:
Gamemaster: Okay, weve got a Kid and a Bounty Hunter.
Bounty Hunter: Oh, no. Not another obnoxious brat.
Kid: Sure!
Gamemaster: Come on, its a good character.
Bounty Hunter: Remember the last Kid we had? When he
wrestled that pirate out of the hatch, I had to jump from
orbit to the surface of Dantooine with nothing but a parachute and an ablative heatshield to save him.
Kid: Ah I was thinking of playing this one a little differently.
Like, a properly-brought-up upper-class British kid. You
know, reserved, intelligent, eager for adventure.
Bounty Hunter: Well okay. But how would I know him?
Gamemaster: Um Hes an orphan?
Kid: Yeah! Im a poor orphan lad
Bounty Hunter: Orphaned by Imperial troops.
Gamemaster: You found him homeless on Farstine, the methane world, during the Imperial occupation. He was out of
money and down to fifteen minutes of oxygen
Kid: But remained dignified.
Gamemaster: You were taken by his good manners even in
misery
Kid: And I was glad to find a protector, even one so rough.
Bounty Hunter: Rough, but with a
heart of gold.
Gamemaster: And a soft spot for
a kid like your younger brother
who died at an early age?
Bounty Hunter: Well, okay, but I
never tell the Kid I had a younger
brother.
Gamemaster: Right! A secret hurt
you keep even from those closest
to you.
Bounty Hunter: You sure this isnt
too melodramatic?
Gamemaster: No, sounds good to
me. Besides, melodrama is easy
to roleplay.
Cost
300
500
750
1000
900
Damage Code
3D+1
4D
5D
5D
5D
Melee Weapons
Staff or Club
Spear
Gaderffii
Knife
Hatchet
Vibroblade
Force Pike
Cost
15
60
50
25
35
250
500
Damage Code
STR+1D
STR+1D+1
STR+1D
STR+1
STR+2
STR+1D+2
STR+2D
Personal Gear
Helmet (+1)
Armor Vest (+1)
Syntherope
Glow Rod
Chronometer
Datapad
Cost
300
300
2
10
25
100
Personal Gear
Medpac
Tool Kit
Comlink
Macrobinoculars
Breath Mask
Recording Rod
Cost
100
200
100
100
50
30
See the Rebel Field Manual for a complete list of weapons, gear and prices.
PLAYERS HANDBOOK
CLASSIC ADVENTURES
10
PLAYERS HANDBOOK
CLASSIC ADVENTURES
PLAYERS HANDBOOK
GET STARTED
The next chapter, The Bare Bones, covers the basics of
how to run the character you just created. It includes information on movement, combat, injuries and many other aspects
of play. At some point, you will want to become more familiar
with the rules, and this chapter is a quick, easy way to get up
to speed.
The fourth chapter, An Introduction to Roleplaying, provides a short solitaire adventure for you to practice with. This
will give you a taste of what to expect when you sit at the
game table with a gamemaster and other players. We encourage you to run the player you created through the solitaire
adventure once or twice.
Finally the back of this book contains all of the character
templates and a blank character sheet you can use to create
your own templates. Feel free to print out or photocopy these
pages so that you can get more than one use out of them.
Go ahead, now. Choose your character template and get
ready to play. Then, read the rest of the Players Handbook
or, if there are other players around, get them to explain the
game and you can catch up on the details later.
11
8
C hapter Three
CLASSIC ADVENTURES
Opposed Rolls
Sometimes youre rolling the dice to beat an opponents
skill roll. If your character is acting against another character,
you are making an opposed roll: you roll your skill dice while
the other character rolls for a skill which opposes the one
youre using. Whoever rolls higher succeeds.
Example: As the bathysphere spun crazily through the
massive planets viscous atmosphere, dropping ever downwards toward the striated clouds far below, Shamus Falconi
and the last remaining Imperial wrestled desperately for
control of its wheel.
The Imperials Strength is 2D+2; Shamus is 3D. Shamus
player rolls and gets an 8. The gamemaster rolls for the
Imperial an 11.
Elbowing Shamus aside, the Imperial grabbed the wheel
and spun it, trying to regain control and set the craft back
on course. Curse you, Rebel, he cried. Theres a thousand
atmospheres out there! The hull cant stand much more, let
me fly this thing, or were all dead men!
If the rolls are tied, the player character wins over a nonplayer character. If both are player characters, the character
with the higher skill or attribute die code wins.
12
Difficulty Numbers
Most of the time, you arent trying to beat anyone else. For
example, if you try to fix a malfunctioning hyperdrive, theres
no one opposing you. In this case, the gamemaster assigns a
difficulty number to the task recommended numbers are
listed in parenthesis ( ) after the difficulty description. If your
roll is equal to or greater than the difficulty number, you succeed. If its lower, you fail.
Example: Suddenly, Shamus felt a hundred kilos heavier. Clutching the wheel, he remained erect, but every
moment standing was an effort. The repulsors, he said.
Were exposed to the planets full gravity.
The Imperial lay carefully down on the deck. Were
doomed, he said. Trapped on a gas giant beneath the
cloud layer. Were doomed. The hull creaked ominously.
Shaddup, said Shamus. Where do you keep the repulsors on this thing?
Oh, back that way, said the Imperial, nodding vaguely
aft.
Muttering under his breath, Shamus braced himself
against the bulkhead, and began to walk carefully toward
the drives
Shamus repulsorlift repair skill is 2D+2. The gamemaster rules that the difficulty number is Easy (10). Shamus
player rolls and gets a 12; the repulsors are working again!
He breathed a sigh of relief.
PLAYERS HANDBOOK
CLASSIC ADVENTURES
Preparing
If you want to make sure that you use a skill or attribute
successfully, you can take an extra round preparing. You do
nothing for one round, and in the next, you make your skill
roll. In this case, your skill code is increased by 1D.
Example: Your blaster skill is 3D+1. You spend an extra
round aiming. You roll 4D+1 when you fire.
Preparation only affects skills which normally take a round
to execute; you could not, for example, prepare the computer
programming/repair skill, a skill which can take several rounds
or even hours to use.
Running
If you run in the same combat round that you use a skill,
your skill code is reduced by 1D.
Example: Your blaster skill is 3D+1. You dash across the
hall, firing at a stormtrooper. You roll 2D+1 when you fire.
Reaction Skills
Dodge, melee parry and brawling parry are reaction skills.
That means you dont have to declare their use at the beginning of the combat round you can use them whenever you
need to. If someone shoots at you, you can use the dodge skill
then and there. But that creates a problem. Suppose youre
using other skills in the same round?
In that case, your dodge (or other reaction skill) counts as
an extra skill use. Any skill rolls you made before you dodged
are not affected but any rolls you make after dodging are.
Example: Shamus brought his blaster down and
squeezed off a shot
Shamus wants to fire three times. Three skill uses means
Shamus skill codes are reduced by 2D. Wayne rolls 3D+1
(blaster code of 5D+1 minus 2D).
The shot went wild. Before he could shoot again, the
Imperial fired back. Shamus dodged desperately.
PLAYERS HANDBOOK
BEGINNING PLAYERS
Dont worry too much about using more than one skill in a combat round. Beginning characters usually have low enough skills
that one or two things is all you can do.
The multiple-skill rules are mostly used by characters who
have been around for a long time and have high skill codes.
Because they have high skill codes, they can do many things in a
single combat round, and still have a good chance of succeeding.
Theres no limit to how high your skill codes can get; conceivably, a character could have a code of 12D or even higher (and
the Emperor or Yoda probably do). The higher your skill code,
the better you are not only because you can succeed more
often doing one thing, but because you can do lots of things at
once. A really good shot can hit six targets in a single round; a
really hot pilot can evade fire from six TIE fighters and out-distance them all.
13
CLASSIC ADVENTURES
Combat rounds are divided into action segments. During each action segment, each character may use one skill or attribute, or move.
Example: Shamus wants to run, then fire.
Krasius just wants to fire. Krasius fire and
Shamus movement occur in the first segment.
Shamus will fire his blaster in the second segment.
Reaction skills, however, dont take any time
to use. You can use a reaction skill in a segment
and still move or use another skill that you
declared.
Movement, skill and attribute use occur in the
order declared, one per action segment. A character cannot pass a segment; actions are
resolved until the character has run out of
declared actions to perform.
The use of dodge means Shamus is now using skills four
times three blaster shots and one dodge. His first blaster
roll is already made, so it isnt affected. However, his
dodge skill roll and his last two blaster rolls will be
reduced by 3D instead of 2D.
You are never required to use a reaction skill. Using a reaction skill means you roll fewer dice for the rest of the round,
so if you think you can get away without it, you may want to
avoid doing so.
COMBAT
Combat is fought in combat rounds, each of which represents about five seconds of real time.
In a roleplaying game, combat is not fought on a board.
Instead, the gamemaster describes your surroundings and
opponents. Then, he goes around the table, and asks each
player what his character is doing this combat round. When
he comes to you, you must tell him what skills youre using,
and how many times youre using them Im firing once at
the trooper on the left, and moving over here.
There is one exception, you dont have to declare reaction
skill uses (see above).
Next, the gamemaster tells you what your opponents are
doing.
Then, actions are resolved.
You continue playing combat rounds until one side or the
other is defeated or gives up.
Action Segments
At the beginning of the combat round, each player must
declare what his character is doing whether hes moving,
and if so where; and what non-reaction skills hes using.
14
Initiative
Normally, it doesnt matter exactly when during an action
segment a particular character gets to act. Everyone just
moves, or shoots, or uses some other skill. The only time it
matters is when someone uses a skill that will affect another
characters skill use.
Example: Shamus fires at Krasius and vice-versa. If
Shamus gets his shot off before Krasius does and wounds
him, Krasius never gets to shoot back.
When two characters are doing things that affect each
other, make skill or attribute rolls for both. If a character is
moving, make a Dexterity roll instead (since theres no skill
code for movement).
The high-roller goes first. Then, the character with the next
highest roll goes, and so on. The same roll is used to determine whether the characters skill or attribute use succeeds.
Example: Krasius (blaster skill of 5D+2) and Shamus
(blaster of 5D+1) both shoot at each other; the difficulty for
each shot is Moderate (15). Krasius roll is 19; Shamus is
17. Krasius gets his shot off first (because 19 is greater than
17), and hits Shamus (because 19 is greater than 15).
Shamus fire never takes place. If Shamus had gotten his
shot off, he would have hit, because 17 is greater than 15.
If rolls are tied, and one of the tied characters is a player
character, he gets to go first. If theyre both non-player characters, or both player characters, the actions happen at the
same exact time.
Movement
Each combat round, you can hold still, walk, or run. Walking
and running arent skills; theyre something everyone can do.
Walking or running is an action, and takes a segment.
If youre walking, you can move up to five meters in any
direction. If you hold still or walk, you can turn by any
amount right or left.
Five meters sounds pretty precise, but since combat is
fought in the imagination rather than on a board or map, you
must rely on the gamemasters judgment. If he tells you that
you can get someplace or reach a character in one round by
walking, thats the case. If he tells you that you must run to
get there in one round, or that it will take several rounds, his
judgment is final.
PLAYERS HANDBOOK
CLASSIC ADVENTURES
Stance
You can always fall prone, without any penalty, at the end
of your movement. Falling prone is part of movement, not a
separate action. Prone characters can only move by crawling
they may move up to two meters per round in this case.
When a crawling character makes a skill roll, his code is
reduced by 1D (just like a running character).
Getting up from a prone position is an action; all other
declared actions are reduced by 1D for the rest of the round.
You can turn and use skills in the same round, but you cant
move.
Prone characters are harder to hit in combat.
Shooting
Difficulty numbers also determine whether or not you hit
your target in combat. When using blasters, grenades, and
other long-range weapons, the difficulty number depends on
the distance from your character to the target. Its much easier to shoot something closer than farther away. The basic
ranges, difficulties and numbers needed to hit are provided in
the table below:
Range
Point Blank
Close
Medium
Long
Difficulty (# to Hit)
Very Easy (5)
Easy (10)
Moderate (15)
Difficult (20)
Short
3-4
3-10
3-7
3-30
3-25
Range in Meters
Medium
Long
5-8
9-12
11-30
31-120
8-25
26-50
31-100
101-300
26-60
61-250
PLAYERS HANDBOOK
Taking more than one shot means using the blaster skill
more than once (see Using More Than One Skill, page 13).
If you roll equal to or higher than the difficulty number for
your shot, you hit your target.
Example: If you shoot at short range, and roll a 10 or
more, you have hit your target (unless the target dodged or
there is some other modification to the difficulty number).
Damage
Each weapon has a damage code. Blaster pistols for
example have damage codes of 4D. When you hit a target,
roll your weapons damage dice.
Then, the gamemaster rolls Strength dice for your target.
How badly you injure the target depends on the two rolls,
check out the table below to see what happens.
No Effect
Stunned
Wounded
Incapacitated
Mortally Wounded
15
CLASSIC ADVENTURES
Example: Roll at the end of the round in which a character is mortally wounded; if the roll is less than a 1
(which is impossible), he dies. The next round, he dies on
anything less than a 2 (also impossible); the third round,
on anything less than a 3. In other words, he is going to
die eventually and pretty soon unless someone gets
him to a medical Droid or bacta tank, or uses a medpac.
Making a Strength roll when hit is not considered an action
or an attribute use; you never modify the Strength code for
running, wounds, taking an extra round, or multiple skill use.
Dodges
Another useful skill is dodge. When someone fires at you,
you roll your dodge dice. The number you roll is added to his
difficulty number:
Example: The Bounty Hunter Jodo Kast fires at Shamus,
who dodges. Jodos blaster skill is 7D, and the shot is at
short range an Easy (10) difficulty. Shamus dodge skill
is 4D+1. Shamus rolls a 14, so Jodos difficulty number is
now 24. Jodo rolls and gets a 22! Close, but no cigar.
Dodges are reaction skills; you dont have to declare dodges
at the beginning of each combat round, and you can dodge
and take another action in the same segment.
You must decide whether or not youre dodging before the
attacker makes his skill roll. You cant wait to see whether he
hits before deciding whether or not to use the dodge skill. If
you dodge and more than one opponent fires at you in the
same action segment, your dodge roll affects all opponents
attacks.
Example: Four stormtroopers fire at Shamus in the first
segment; he dodges and rolls an 11. The dodge roll
increases all four stormtroopers difficulty numbers by 11
each, even though Shamus is only using the skill once.
You can use dodge every segment but each time is a separate skill use, and decreases skill codes 1D further. If someone fires at you in a segment and you choose not to use dodge
(or cant), his attack is not affected, even if you used a reac tion skill in an earlier segment.
Hand-to-Hand Combat
If your character is near someone else, he can attack the
other character in hand-to-hand combat. If your character
isnt carrying a melee weapon, you use the brawling skill; if he
uses a melee weapon, you use the melee weapon skill.
Basically, you use the same rules as for blasters, except that
the base difficulty for the attack is not determined by the
range, but by the weapon used. The larger or more complicated the weapon, the higher you need to roll to strike your
opponent. Here are some common weapons and their difficulty numbers to hit:
16
Weapon
hands
knife
spear
vibroblade
lightsaber
Skill
brawling
melee weapon
melee weapon
melee weapon
lightsaber
Difficulty (# to Hit)
Very Easy (5)
Very Easy (5)
Easy (10)
Moderate (15)
Difficult (20)
Grenades
If your character has a grenade, he can throw it any place
you like. The difficulty number depends on the range; ranges
for grenades are printed on the Explosives table in the
Rebel Field Manual.
If your grenade skill roll is equal to or greater than the difficulty number, it lands where you want it to. If your roll is
lower, it may end up in your lap. Grenades do damage to
everyone around them (usually within 10 meters), so be careful where you throw them.
If a grenade lands near you, you can use the dodge skill to
avoid injury. The gamemaster rolls 4D for the grenade; its difficulty number depends on your distance from it (see the
Rebel Field Manual). Your dodge roll increases the grenades
difficulty number. If its roll is greater than or equal to the
modified difficulty, damage is determined normally; a
grenades damage code depends on the distance to its target
(again, see the Rebel Field Manual). Whenever you dodge
against a grenade, you end the action segment prone.
If you dodge in an action segment, your dodge affects all
blaster fire and grenade attacks in the same segment.
SKILL POINTS
At the end of an adventure, the gamemaster may assign you
Skill Points. The better you did in the adventure, the more
Skill Points you receive. You get them for doing great deeds,
for outwitting your opponents, and for playing your role well.
PLAYERS HANDBOOK
CLASSIC ADVENTURES
THE FORCE
The Force is the mystical power which binds all things
together and sustains life.
PLAYERS HANDBOOK
17
CLASSIC ADVENTURES
Lightsabers
If you trust the Force to do evil, you lose the Force Point.
It is permanently lost. In addition, you gain a Dark Side
Point. Each time you gain a Dark Side Point, there is a
chance that your character will tum to the dark side.
Since all player characters are members of the Rebellion,
if you turn to the dark side, you lose your character. The
gamemaster will take him away from you and use him as
a villain. Youll have to create a whole new character.
If you trust the Force in a way thats neither particularly
heroic, nor evil, you lose the Force Point, but do not gain
a Dark Side Point.
18
Control
You can use the control skill to control the Force inherent in
your own body. By doing so, you can control your own
hunger, pain, thirst and exhaustion. You can help your
immune system defeat poisons and diseases. You can accelerate your bodys natural healing abilities, heighten your natural alertness, or put your body in a hibernating trance. If you
ever try to do any of these things, the gamemaster will tell
you what the difficulty number is.
Sense
If you have the sense skill, you can feel the ebb and flow of
the Force, sensing the bonds that connect all things You can
read the feelings of others, heighten your own senses, and tell
how badly damaged or diseased an organism is.
If you have the sense skill, you can use the lightsaber to
parry blaster bolts, as well as other melee weapons. You roll
your sense skill and add the result to the blaster firers difficulty number. This is the only time a melee weapon can be
used to parry blaster fire.
You can even try to reflect a blaster bolt back at its firer, or
at another target. This is considered two uses of the sense
skill (so the die code is reduced by 1D, or by more if youre
using other skills at the same time). The first skill use
increases the blaster firers difficulty number. If he misses, you
use your sense skill the second time to aim the blaster bolt
at someone else. The gamemaster tells you what the difficulty
number is. If your sense skill roll is equal or higher, you hit
your intended target. The blaster bolts damage code is, of
course, the damage code of the weapon that fired it.
If you possess both the sense and control skills, you can
combine them to read minds, project thoughts and feelings
into the minds of others, and see the past, present, and possible futures.
Alter
If you have the alter skill, you can move objects with your
mind alone. If you possess both control and alter, you may do
to the bodies of others what you can do to your own help
them withstand pain, fatigue, hunger and thirst; accelerate
healing; and so on.
If you possess all three Force skills, you can change the contents of the minds of others, causing them to see what is not
there, remember things incorrectly, or come to false conclusions (e.g., These are not the Droids youre looking for).
Other Skills?
It is rumored that there are skills beyond the first three. Historical records say the ancient Jedi Knights had powers far
beyond the ken of modern life. But since their august order
has disappeared from the galaxy, the methods they knew and
disciplines they used are now unknown.
PLAYERS HANDBOOK
8
CLASSIC ADVENTURES
C hapter Four
AN INTRODUCTION
TO ROLEPLAYING
You now know enough about the rules to start playing. But
a roleplaying game is more than rules roleplaying games
are really about roleplaying and storytelling. Heres a solitaire
adventure; we suggest you play through it to get a feel for the
game.
REGINA CAYLI:
A SOLITAIRE ADVENTURE
New Bakstre rotates rapidly; the sun and seven moons move
at visible speed across its purplish sky. The sun sets slowly
behind the Regina Cayli, an M-Class Imperial Attack Transport,
which casts its long shadow across New Bakstres twisted vegetation. You study it from your hiding place, a dozen meters distant, shivering slightly in the chill air.
The landing ramp is open and, for the moment, unguarded.
You bolt from cover, run across the clearing, dash up the
ramp, and into the darkened cargo bay
Star Wars: Classic Adventures usually requires a gamemaster
and at least two players. A solitaire adventure lets you play by
yourself.
To play this adventure, you need a pencil, paper, dice,
and the sample character template for Shamus Falconi
(printed on page 7).
Begin by reading the section labeled 1. Each section
describes a situation, and asks you to roll dice or choose a
course of action. Depending on what you do or roll, it tells
you to go to another section (Go to 12). Turn to that section, and continue. When youre told to write something down
(Write Alarm Triggered), just jot it on a piece of scrap paper
so youll remember. The adventure will tell you when youre
finished.
After you complete the adventure, try it again. This time,
make different choices and see how they affect the outcome.
You are playing the role of Shamus Falconi, galactic entrepreneur and adventurer (a Smuggler). Your ship, the Lumrunner, was making an unscheduled delivery here on the planet
of New Bakstre when it was forced down by Imperial customs
cruisers. The Lumrunner crash-landed in the forest nearby.
The Regina Cayli, an Imperial transport, showed up with a
bunch of stormtroopers, who started combing the area. They
wounded and captured your Wookiee companion and copilot,
Grasheel.
You dont give two hoots about the Empire or the Rebellion,
but theres no way youre going to abandon your friend to the
PLAYERS HANDBOOK
Phew! No alarm. The monitor says, Prisoner in Infirmary, Command Deck, Room B12. You get the infirmarys security code out of the memory banks. Calling up a diagram of
the ship, you choose the most direct route and move out,
alert for wandering stormtrooper patrols. Go to 4.
EHHNT! EHHNT! EHHNT! EHHNT! You got the location and the security code Infirmary, Command Deck,
Room B12 but you triggered a computer security alarm. A
ships plan shows a grav tube up to the command deck. Time
to get moving. Write down Alarm Triggered and go to 4.
19
CLASSIC ADVENTURES
You run for it. Youre trying to dodge out of sight before they see you, so you use your dodge skill of 4D+1. Roll
four dice, and add one to the number rolled. The difficulty is
Easy (10).
If the score is 10 or higher, you made it across to the grav
tube before anyone appears. You skid into the grav tube,
twist the micro-gravity control, and sigh with relief as the
blast doors close and you begin to float gently upward.
Go to 7.
If the score is 9 or less, youre part-way across the room
when a stormtrooper enters. The startled trooper hesitates, then fires from the hip and misses just as you
dive into the grav tube, close the blast doors, and begin
to float upwards toward the command deck. Write
Intruder Reported and go to 7.
8
If you have not written Trooper Wary, go to 28.
If you have written Trooper Wary, go to 34.
9
If you have written Alarm Triggered, go to 10.
Otherwise, go to 11.
10
20
11
12
The stormtrooper seems unimpressed by your performance. Seal all corridors and grav tubes. I have an intruder, he rumbles into his helmet comlink. Make yourself
comfortable, Rebel scum, he says, and stuns you with his
blaster rifle. Go to 45.
13
14
15
16
PLAYERS HANDBOOK
CLASSIC ADVENTURES
17
18
19
20
At close range, this is a pretty routine shot. The difficulty is Easy (10). Your blaster skill is 5D+1; roll five dice, and
add one to the total.
If the total roll is 10 or more, the trooper is hit and
stunned. You swiftly subdue and strip him, then don his
armor. Grabbing the blaster rifle, you step out of the darkened room, now to all appearances a loyal servant of the
Emperor, and march off toward the infirmary. Go to 16.
If the roll is 9 or less, your shot misses. The trooper ducks
back out of the room, slams the door shut, sounds the
alarm, and calls for reinforcements. Youre trapped. After
a brief but spirited engagement with a reinforced squad
of stormtroopers, you are paralyzed by a stun blast. Go
to 45.
21
PLAYERS HANDBOOK
22
23
24
25
21
CLASSIC ADVENTURES
26
27
28
You get your shot off before the trooper can respond.
Your blaster skill is 5D+1. This is a pretty simple shot; the difficulty is Easy (10). Roll five dice, and add one to the total; if
the result is 10 or more, you hit and staggered the trooper.
If you hit the trooper, you dash past the trooper into the
grav tube, hit the controls to shut the tube door, and
grope for your lucky thesselbeasts foot. Write Intruder
Reported and go to 7.
If you missed the trooper, he recoils in alarm, then leaps
into the grav tube. The blast doors close before you can
get to them. Alarms blare from overhead Intruder on
Transport Deck! Seal all bulkheads and grav tubes. Write
Intruder Reported and go to 13.
29
Well, is there any way out of this ship that the Imperials would never suspect wed try?
Fired out a torpedo port?
Bad idea.
You try to think of a feature of M-Class ships that would
allow you to escape. Your technology skill code is 2D+1. The
difficulty is Easy (10). Roll two dice and add one to the total:
If the result is 10 or more, you get a crazy idea. Go to 32.
If the score is 9 or less, the best idea you come up with is
to go out the way you came in through the grav tube
and out the boarding ramp. Go to 30.
22
30
31
32
33
34
PLAYERS HANDBOOK
CLASSIC ADVENTURES
35
36
37
38
PLAYERS HANDBOOK
39
If youre wearing trooper armor, go to 43.
If you have no trooper armor, but you have not written
Alarm Triggered or Intruder Reported, go to 43.
If you have no trooper armor, and you have written Alarm
Triggered or Intruder Reported, go to 44.
40
Both you and Grasheel are imprisoned in the infirmary. This time, however, two Imperial stormtroopers stand
outside, guarding the door.
You sit in a chair next to Grasheels pallet. Well, now we
got them right where we want them. Those Imperials think
theyve taken us captive. Actually, I just tricked them into
bringing us here so I could rescue you.
A barrage of rude growls, Wookiee expletives and flying
objects from the pallet greet your announcement.
Look, if youre going to be that way, Ill just leave. Anyway,
its your turn to come up with The Plan.
Grasheel reflects for moment. Well, how about the bacta
tank?
The what?
The healing tank. We tip it over, spill the bacta in front of
the doorway, and raise a false alarm. When the guards rush in,
theyll slip on the liquid, and well bash them with the tank.
You really think thats going to work?
Sure! Look, you said its my turn, and thats my plan.
Wonderful. Lets go. Go to 30.
41
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CLASSIC ADVENTURES
42
43
44
45
24
46
47
Okay, now you can see how its done. Whenever you
take an important action, you use one of your skills or attributes. You look at your sheet, find your code with that skill
or attribute, and roll dice accordingly. If you roll equal to or
higher than the difficulty number, you succeed. If you roll less,
you fail.
In this adventure, we provided the difficulty numbers. The
more difficult the task, the higher the difficulty number. When
youre playing with others, the gamemaster will tell you what
the difficulty number is each time you try to do something.
(Sometimes he wont tell you the gamemaster will just
decide, and let you know whether your roll is high enough or
not after you make it.)
One thing you should keep in mind when you start playing the game, your character is about as good as a normal
person a little better, because youre a hero. When you try
something tricky, youll fail a lot. Dont expect to be able to fly
unscathed through an asteroid field, or dodge the fire of an
entire stormtrooper squad. Han, Luke or Leia can pull that off
and maybe one day youll be that good too, but youll have
to play a long time before you get to that stage.
EXAMPLE OF PLAY
The same kinds of things happen when you play with a
gamemaster as in a solitaire adventure. You still make decisions, imagine your surroundings, make skill rolls, and so on.
A lot is different, too. The gamemaster describes what your
character sees and senses, and takes the roles of non-player
characters your opponents and the supporting cast.
When you want your character to do something, you tell
the gamemaster. He uses the rules to decide whether or not
you can do what you want. Then, he tells you what happens
next. You keep on making decisions and acting, and the
gamemaster keeps on telling you what happens, until the
story is over or you decide to break.
Heres an example of what you might hear if you sat in a
room where Star Wars: Classic Adventures were being played.
Background
Peter is the gamemaster (GM), seated at the head of the
table. Wayne is playing Shamus Falconi, the Smuggler. James
is playing Jill Farseeker, a Kid and Shamus long-lost daughter.
PLAYERS HANDBOOK
8
CLASSIC ADVENTURES
PLAYERS HANDBOOK
25
CLASSIC ADVENTURES
PLAYING A ROLE
Remember that the point of the game is to tell a satisfying
story, to create your very own movie. The gamemaster provides the plot and the opposition, but a movie still needs
snappy dialog and interesting characters. Providing that is up
to you.
Roleplaying games are sort of a cross between regular
games and a stage play. In a play, every actor has a role, and
an actor is expected to stay in his role as long as hes on stage
to speak in the same words, with the same accent, in the
same way as his character; to act as his character would act.
Playing a role can be a lot of fun. Before you begin, give
some serious thought as to what your character is like. Read
over the background on his character template, and try to fill
in some of the details in your mind.
Try to imagine yourself as your character. How does he
talk? How does he think? What does he like to do, and what
does he think is a bore? Why has he joined the Rebellion?
Whats his ultimate goal? How does he react to the other
player characters?
Banter
One of the Star Wars movies most endearing features is the
banter, the interplay among the characters:
Luke: There isnt any other way out.
Han: I cant hold them off forever! Now what?
Leia: This is some rescue. When you came in here, didnt you
have a plan for getting out?
Han: (Pointing to Luke) Hes the brains, sweetheart.
Even in the deadliest danger, the characters have time to
swap an insult or crack a joke or two. This kind of interplay is
a lot of fun and you can do it, too.
Personality
Think about your characters feelings for the other player
characters. Is he impressed? Contemptuous? Does he like
them? Not care? Friendly? Envious? Act accordingly.
What does your character want out of life? Power? Love?
Money? Adventure? A peaceful life that the Empire wont let
him have? Revenge? How does that affect his actions?
Cooperation
The last thing to remember is that youre all part of the
Rebellion. No matter what you feel for the other characters,
you must cooperate with them to aid the Rebellion and fight
the Emperors minions. Its okay to swap insults with the
other players, like the movie characters do but if you start
bickering in earnest, if disagreements cause tension among
the players, you may fail in your duty to the Rebellion. You
might be imprisoned, fail in your mission, or even die.
8
CLASSIC ADVENTURES
26
PLAYERS HANDBOOK
8
CLASSIC ADVENTURES
ROLEPLAYING BASICS
In roleplaying games, the action takes place in the imaginations of the players. There is no board and no tokens to move
around. Instead, a story leader, called the gamemaster,
describes each scene and setting to the players, who visualize
the situation themselves.
The players imagine what the scene looks like and how
their characters would react to the situations encountered.
Then the players tell the gamemaster how they want to
respond.
Example: The gamemaster tells you, Youre walking
down the Mos Eisley starport street toward the docking bay
where your starship is berthed. Rounding a corner near the
bay, you see eight Imperial storm troopers standing guard
at the landing bay entrance! Your character, who needs to
get to the ship, has several options. Unless you like going
berserk and being shot at, you probably wont charge out
with your blaster blazing. However, you might try sneaking
around to see if the docking bay has a back entrance, or
come up with some other plan for ambushing the
stormtroopers.
In a sense, the players and the gamemaster are writing their
own movie, with the players characters as the stars.
Winning. There are no winners or losers in roleplaying
games. The characters have to work together to accomplish
the adventure goals, and the players work with the gamemaster to tell an entertaining story.
Cooperate. If the characters are to stand any chance of succeeding in their mission, they have to work together.
Be True to the Movies. Use snappy one-liners. No cursing,
swearing, sex, or excessive violence. Remember, Star Wars is a
PG-rated universe.
Become Your Character. For the game to be fun, you rely
on your imagination. When playing your character, speak in
his voice and adopt his mannerisms. You can act out scenes,
but only if they are nonthreatening (for example, if your character is trying to bluff someone, you could have fun acting like
youre trying to trick others while playing your part). However, this is just a game; never act out scenes that involve violence or could otherwise be considered threatening or
dangerous.
Use Your Imagination. Your character can do whatever you
can imagine someone in that situation doing. You dont have
to worry about going off the board. If you can imagine it in
the real world (or the Star Wars universe), it can happen in the
game.
NEW PLAYER
BRIEFING
Keep Things Moving. Dont worry about the rules. Simply
tell the gamemaster what you want your agent to do, and the
gamemaster will tell you what skills to roll and when.
ACTIONS IN A ROUND
Keeping track of game time how much time passes in a
game is not always that crucial for most tasks, especially
roleplaying. However, in certain situations like combat, game
time is broken into rounds: one round represents about five
seconds in the game world.
Characters can perform one action in a round and roll the
regular number of dice for the skill or attribute used for a
task. Characters can try to do more than one action in a
round they can do as much as their player dares. However,
the more your character tries to do, the harder each task
becomes. Each time your character tries an additional action
past the one he can normally do in a round, he loses 1D from
all her rolls that round.
Example: Syndic really wants to shoot that traitor before
he gets to the important controls. He decides to take two
shots. His blaster skill is 5D+1 since hes taking two
shots this round, he rolls 4D+1 for each shot (two actions,
minus 1D per roll).
Example: Syndic wants to blast that traitor, but he also
wants to take cover to protect himself. He will use his
blaster and dodge skills in the same round. His blaster
skill is normally 5D+1, and his dodge is usually 6D+1.
Since hes taking two actions in one round, he has a minus
1D penalty to both rolls he rolls his blaster at 4D+1 and
his dodge at 5D+1. If he were taking two shots and dodging
(three actions, minus 2D penalty each roll), he would make
two blaster skill rolls at 3D+1 and one dodge roll at 4D+1.
8
GAMEMASTERS GUIDE
CLASSIC ADVENTURES
Gamemasters Guide
TABLE OF CONTENTS
Chapter 1: Introduction to Gamemastering.................31
Chapter 2: Attributes and Skills...................................34
Chapter 3: Combat and Injuries....................................50
Chapter 4: Starships......................................................58
Chapter 5: The Force.......................................................71
Chapter 6: Supporting Characters...............................85
30
GAMEMASTERS GUIDE
8
CLASSIC ADVENTURES
C hapter One
INTRODUCTION TO
GAMEMASTERING
By choosing to be the gamemaster, youve become the chief
storyteller of this game, but telling any good story requires
some planning. The players have already done their part by
creating their characters. Now you have to get ready by reading over the adventure youre going to run, setting some diffculties, and being familiar with the rules so the game runs
smoothly.
We briefly discussed the rules of the game from the players
perspective in the Players Handbook. The Gamemasters
Guide covers the game mechanics from the perspective of the
gamemaster, providing a more complete set of rules, examples and options. If you havent read the Players Handbook
yet, now is the time to do so. We will get back to the rules
later, but frst, lets start by talking about what exactly a
gamemaster does.
GAMEMASTERS GUIDE
Refereeing
Refereeing means making sure the players abide by the
rules of the game, interpreting the rules, and resolving disputes in an impartial and reasonable way. As a referee, you
are expected to know the rules at least as well as your players, and preferably better. Your word is fnal in the event of
any dispute. When the rules do not specifcally cover a situation, youre expected to decide what happens.
The next few chapters give you rules covering just about
everything battling stormtroopers, flying snowspeeders
and dueling with TIE fghters but dont let all the details
slow you down. When in doubt, use this rule of thumb:
Pick a difficulty number. If the characters skill roll is
equal or higher, he succeeds. If its lower, he fails
Use Your Judgment. You have to use your judgment to
decide what is and isnt possible in the game. You have to
decide whats reasonable and in the spirit of Star Wars,
making sure that no one takes advantage of the game system.
Every game system including Star Wars: Classic Adventures has a few holes that some players will try to exploit.
Its your job to decide whats possible.
It doesnt matter if the player argues that if he rolls well
enough his Jedi character can throw Star Destroyers around
with the Force. If you think thats taking advantage of the
rules If this was possible, why did Yoda have to work so
hard to levitate Lukes X-wing? your decision is what
counts.
Interpret the Rules. No set of rules can cover every situation. Its expected that youll make up new rules to suit the
needs of your game create whatever rules you need to
make your game fun and exciting for the players.
Storyteller
Each game you run is called an adventure. Think of the
players characters as the stars of their own Star Wars movie
or television show and youll start to get the right idea.
Adventures focus on the player characters and what happens
to them: where they go, who they meet, and what they do.
31
CLASSIC ADVENTURES
32
GAMEMASTERS GUIDE
CLASSIC ADVENTURES
GAMEMASTERS GUIDE
gas giant far below and a horrendous wind. The players may
pay it no never mind they may act like they were back in
Michigan but the setting is still there, and by reminding
your players of it, you make them realize they really arent in
the Midwest, after all.
Grandiose Scale. Everything in Star Wars is big. They dont
blow up bridges they blow up planets. Always do things in
a big way.
Memorable Characters. The players each play one character you get to play everyone else! Villains, shop owners,
employers, pick-pockets, dangerous thugs in darkened cantinas, strange aliens, Droids the list goes on and on. You play
everyone who makes an appearance in your adventure.
All of these other people are called non-player characters
and its up to you to act out their roles speaking their lines
in different voices, making them interesting, knowing their
objectives and deciding what they do during the course of the
adventure.
Pseudo-scientific Gobbledygook. In Star Wars, ships dont
have radar; they have sensors. Robots dont have motors;
they have servomechanisms. Repairmen dont use wrenches;
they use hydrospanners. Never call something a car if you can
call it a landspeeder; a sewing machine if you can call it a textile Droid. Using Earth terms is banal; use invented terms
instead.
RELAX!
Does all this sound like a lot to do? In a way, it is but its
not as complicated as it sounds. The frst generation of roleplaying games didnt provide any hints or ideas on how to
gamemaster, and everyone managed to puzzle it out anyway.
So dont worry; loosen up. Wing it. Rely on common sense
and imagination. Dont get too hung up on making sure everything is just as it should be. Remember: the purpose of the
game is to have fun. If our suggestions get in the way
tossem out. Having a good time is more important than attention to picayune details. More suggestions for better
gamemastering and guidelines for designing your own adventures can be found in the Adventure Book. Read them when
you have the time or the inclination.
However, the next step is to learn more about the rules
so you can do your job as referee.
33
8
C hapter Two
CLASSIC ADVENTURES
ATTRIBUTES
AND SKILLS
There are six attributes in the game: Dexterity, Knowledge,
Mechanical, Perception, Strength, and Technical. Each measures an important aspect of a characters nature.
Dexterity is a measure of a characters coordination, balance,
and physical fnesse. A character with high Dexterity is good
at dodging the blaster fre of a stormtrooper squad while balancing on a beam high above the hangar floor. A character
with low Dexterity is clumsy.
Knowledge is a characters education and memory of facts
and data. A character with high Knowledge can tell you all
about the mating rituals of Wookiees, peculiarities of planetary geology, and little-known details of the history of the Old
Republic. A character with low Knowledge is just plumb ignorant. Knowledge is used whenever you want to fnd out
whether a character knows something. The diffculty number
depends on the obscurity of the information and the characters familiarity with the subject in question.
Mechanical is short for mechanical aptitude. Its the
instinctive ability to control vehicles and other complex
machines. A character with high Mechanical makes a hot
pilot. A character with low Mechanical gets into a lot of
speeder accidents.
Perception measures the sharpness of a characters senses,
his ability to interpret the behavior of others, and his powers
of observation. A highly perceptive character can hear a
stormtroopers jaw drop. A character with low Perception has
diffculty fguring out when his friends are teasing him. It is
used when you need to know whether a character sees or
hears something he might overlook, and when he attempts to
persuade non-player characters.
Strength is a measure of a characters physical prowess
including stamina, the ability to heal, and athletic abilities as
well as raw physical strength. A character with a high Strength
can carry a wounded Wookiee for kilometers. A character
with low Strength has trouble with a heavy pack.
Technical is short for technical aptitude. A character with
high Technical has an instinctive feel for technology and can
fgure out how to fx a multi-phase hyper-technology anachron
sensor array in no-time flat. A character with low Technical
has trouble fguring out where the on switch is. Technical is
used whenever a character tries to fgure out what something
does, how it works, or how to fx it.
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Difficulty Numbers
Exactly how do you determine diffculty numbers? Rules for
each skill are provided in this chapter. When a rule describes
a specifc task, it provides a diffculty number for that task in
parenthesis ( ). In addition, each skill rule describes the skills
general purpose; a character is using the skill whenever he
does something that falls under its general purpose. In this
case, you must decide on the diffculty number. Just ask yourself How easy is it? and use these guidelines:
Very Easy Tasks Difficulty 3-5: Almost anyone should
be able to do this most of the time.
Easy Tasks Difficulty 6-10: Things that are a little
tougher, but which most characters should be able to do
most of the time, but theres still a chance of failure.
Moderate Tasks Difficulty 11-15: Things that require
skill, effort and concentration. Theres a good chance
that the average character could fail at this kind of task,
but most highly skilled characters can succeed at something this hard.
Difficult Tasks Difficulty 15-20: Diffcult tasks are hard
and normal characters can only succeed at them once
and a while. These tasks take a lot of skill and luck
doesnt hurt either.
Very Difficult Tasks Difficulty 21-30: Only the most
talented individuals in the galaxy succeed at these tasks
with any regularity. Even heroes have a tough time
pulling off Very Diffcult tasks.
If the situation seems dire, you can have diffculty numbers
for very Heroic taks that are higher than 30.
GAMEMASTERS GUIDE
Difficulty Scale
Very Easy
Easy
Moderate
Diffcult
Very Diffcult
3-5
5-10
11-15
16-20
21-30
Combat
Difficulty Scale
Point-Blank Range
Short Range
Medium Range
Long Range
3-5
6-10
11-15
16-20
Knowledge
Difficulty Scale
Everyone Knows
Common Knowledge
No Secret, But Not Widely Known
Specialized Knowledge
Expert Knowledge
3-5
6-10
11-15
16-20
21-30
General Knowledge
Difficulty Scale
Pretty Ignorant
Knows a Little
Broad, General Knowledge
Specifc, Detailed Knowledge
Truly Comprehensive Knowledge
3-5
6-10
11-15
16-20
21-30
Medpac Use
Difficulty Scale
6-10
11-15
16-20
Wounded
Incapacitated
Mortally Wounded
Most tasks can and should be scaled according to circumstances. Medpac diffculty numbers, for example, are based on
the extent and severity of the damage. Was a Rebel wounded by a
single blaster bolt? Use 6 as the diffculty number. Was a Rebel
wounded by a thermal detonator? Slide the diffculty number
toward the upper end of the wounded scale, which has a maximum of 10 (9 is a good number in this instance).
As you can see, the application of diffculty numbers within a
scale is dependent on the gamemasters judgment. The exact
numbers picked are not crucial, but the consistency of the number selection is. Gamemasters should not give a medpac diffculty
of 6 for a blaster wound suffered this combat, and a diffculty of
10 the next.
Until the Rebels in your campaign have improved a number of
skills, set up situations which involve diffculty numbers that fall
in the lower end of the scale. These numbers will provide exciting
challenges without frustrating players with impossible tasks.
Reserve the top end of the scale for exceptional circumstances.
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CLASSIC ADVENTURES
36
Opposed Rolls
When one character acts against another, both roll their
skills: the higher roll succeeds. This is called an opposed
roll. If the two rolls tie, the player character wins over a nonplayer character. If both are player characters and the rolls
are tied, the character with the highest skill code wins.
Example: Shamus and Grasheel are playing sabacc. The
two characters make opposed gambling rolls; the higher
roll wins.
Modifiers. If one character has a clear advantage over
another, you may want to assign a modifier. Modifers arent
used when one character simply has a better skill; theyre
used to reflect unusual situations where skill is not the only
determining factor. Add a modifer to the character with the
advantage.
Example: Shamus is has a cheater chip to control which
cards are dealt to him. He might get a +15 bonus modifier
to his gambling skill roll.
Modifier
+5
+10
+15
Guidelines
Character has only a slight advantage.
Character has a good advantage.
Character has a decisive advantage.
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CLASSIC ADVENTURES
ROLEPLAY IT OUT
In many cases, a skill can be used to resolve something
which would be more fun if you roleplayed it out. For example, if a player character tries to purchase passage to another
planet from a smuggler, you may want to take the role of the
smuggler and haggle with the player. Dont let the player get
away with saying, Well, I, uh, use my bargain skill. Tell him
hes got to bargain.
Make the bargain rolls yourself, in secret, and let the numbers you roll affect the outcome of the contest. However, also
take into account how well the player haggles; if he does a
particularly good or bad job, go ahead and modify his bargain
roll accordingly.
In general, roleplaying situations is more satisfying and
interesting than simply making skill rolls. In some circumstances, though, you wont have a choice; sometimes a
players character is much better at something than the player
himself. (Joe might be a terrible bargainer, while his character
has a high bargain skill.) In this case, let the skill rolls mean
more and the roleplaying mean less.
DEXTERITY SKILLS
Terrain Difficulty
Any character (unless rendered immobile) can move without too many problems. As long as he stays on easy terrain, is
moving at a safe speed and doesnt try anything risky, he
can get where he wants without any skill rolls. However, when
a character tries something dangerous or tries to maneuver
when moving quickly, you should call for a Dexterity roll (you
could use dodge too if you think it fts the situation). The diffculty number depends on how dangerous the action is, and
how fast he is moving (for movement rules see page 51):
Foot Chases
When attempting to overtake or outrun an opponent, dont
try and make things complicated. Just determine what range
the characters are at when the chase begins: short, medium,
or long. Its often convenient to rule that these ranges correspond to the ranges of whatever weapons the characters
using, but that isnt always possible, since different weapons
have different ranges.
Each combat round both characters (and/or creatures) roll
their Dexterity attribute and their speed code (if they have
one, most characters dont) and add them together.
If the chasers total roll is higher, he closes with the character he is chasing from long, to medium, to short. If the
chased characters total roll is higher, the range is increased
by one step. If the chased characters roll is higher and hes
already at long range, he gets away. The chaser catches-up
when he is less than short range.
Example: Shamus is chasing a small creature who just
grabbed his comlink in its teeth. It takes a second for him to
notice and start chasing the would-be thief; the gamemaster
rules that the chase starts at medium range.
Shamus rolls his Dexterity of 3D+1 and gets a 10. The
gamemaster uses the creatures Dexterity of 2D+2 and adds
his 2D speed code (this was printed on the creatures stat
block) for a total roll of 4D+2. He gets a total of 15. The
creature is able to increase the range to long. One more
good roll and he gets away.
Moving in a chase counts as an
action and will incur a 1D penalty to
all other actions for the round.
Chases are great ways to add some
action and take a break from combat.
Some gamemasters plan out chases,
preparing various encounters and
sketching out a map of the area but
thats only necessary if you think you
need one to keep track of whats
going on. Other gamemasters are perfectly happy to make up details and
terrain diffculty numbers on the fly:
You round a corner and right
ahead, a landspeeder pulls out in
front of you! Make your dodge roll to
side-step around it.
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CLASSIC ADVENTURES
Blank Skills
Melee Weapon
The blank line under Dexterity is used for custom Dexterity skills (see page 34). Characters frequently learn additional
weapon skills. The most common weapons in the Star Wars
universe are blasters and melee weapons. These are used
with the skills of the same names.
A few character templates are printed with the name of an
archaic weapon (such as the Wookiee bowcaster). These
characters are trained in the use of that weapon. The skill is
used in the same way as other weapon skills (such as blaster
and melee weapon), but applies only to the weapon specifed.
Characters can learn to use archaic or unusual weapons
during the game. When a character does so, have his player
enter the weapon name on the blank skill line under Dexterity. The starting skill code is equal to Dexterity; the player
can allocate dice from his initial allotment and spend Skill
Points to increase the code.
A character can pick up and try to use a weapon even if he
has never used it before. Use his Dexterity code in place of a
skill code.
Time Taken: one combat round.
This skill is used when a character uses a weapon in handto-hand combat whether a blaster butt, a gaderffi, a bayonet whatever.
Time Taken: one combat round.
Blaster
Used to fre blasters. A successful skill roll means youve hit
your target. This skill can be used with blaster pistols, blaster
rifles, heavy blasters, and anything in between. It doesnt
apply to really big repeating blaster weapons (use the heavy
weapon skill instead) or to weapons mounted on vehicles (use
the gunnery skill).
Time Taken: one combat round.
Brawling Parry
Used to parry another characters attack in hand-to-hand
combat without weapons. This is a reaction skill (see the
Players Handbook page 13).
Time Taken: instantaneous.
Dodge
Used to dodge blaster fre, other fre weapons, and
grenades. This is a reaction skill (see the Players Handbook
page 13).
Time Taken: instantaneous.
Grenade
Make a skill roll when a character throws a grenade. Success means the grenade has hit its target; failure means it
scatters (see page 54). This can be used to throw any object.
Time Taken: one combat round.
Heavy Weapon
The heavy weapon skill is used to fre tripod-mounted small
arms, shoulder launched missiles, grenade launchers or any
really big gun that is awkward or cumbersome to use.
Weapons with a fre control code, or weapons mounted on a
vehicle use the gunnery skill. Small, hand-held weapons use
the blaster skill (or other appropriate skill).
Time Taken: one combat round.
Melee Parry
Used to parry with a melee weapon. This is a reaction skill
(see the Players Handbook page 13).
Time Taken: instantaneous.
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Sleight of Hand
This skill is used to perform any feat of precise manual dexterity. This includes tasks like palming a small object, performing a feat of entertaining legerdemain, picking a targets
pocket or disarming a mechanical lock. When a character
attempts to perform this or a similar task, determine a diffculty number:
Very Easy (5): Palming a small object such as a single
credit.
Easy (10): Pick a targets pocket who is completely
unaware of the attempt, and has no reason to suspect
you. Palm a small object like a comlink.
Moderate (15): Pick a targets pocket who is distracted.
Palm a reasonably sized object such as a hold-out blaster
or vibro-knife.
Difficult (20): Pick a targets pocket who is alert and
aware. Palm a large object, such as a blaster pistol.
Very Difficult (30): Pick a targets pocket who is suspicious of your activity. Palm an over-sized object such as a
heavy blaster pistol.
If an object is too large to be concealed, it cannot be
palmed or hidden. If the character fails their attempt to pick a
targets pocket, the target may make a Perception (or search)
roll. If that roll is equal to or greater than the characters
sleight of hand roll, the pick pocket has been noticed in his
criminal efforts.
Time Taken: one combat round,
KNOWLEDGE SKILLS
What do I know about the Mon Calamari?
Most Knowledge skills are used to answer questions like
these. Player characters have grown up in the Star Wars universe, and can be expected to know a lot about it. The players
themselves have not their characters know more than they
do. Knowledge skills are a way of judging whether or not you
should tell a player a piece of information when he asks.
When a player asks for a particular piece of information
(How many planets are there in the Almakar system?), use
the following to determine the diffculty number:
Very Easy (5): Why, any idiot can tell you that!
Easy (10): Common knowledge.
Moderate (15): Something thats no secret, but not widely
known.
Difficult (20): Something that requires specialized knowledge of the subject.
Very Difficult (30): Something that only an expert would
know.
A skill roll equal to or higher than the diffculty number
means the character knows.
If a player asks a more general question (What do I know
about speeder bikes), dont determine a diffculty number;
instead, have the player make a skill roll, and use the number
rolled as a general measure of his knowledge of the topic:
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CLASSIC ADVENTURES
Blank Skills
If a player wants his character to have special knowledge
about something not covered by one of the other skills, have
him write what he wants to know about on the blank skill line
provided on the template.
Example: A player wants his character to have specialized knowledge about cooking, cuisine and drinks in the
Star Wars universe something that doesnt really fall
under any Knowledge skill. He writes cuisine on the
blank space provided.
The starting skill code is the same as the characters Knowledge code. He may allocate dice from his initial allotment and
spend Skill Points to increase it.
Obviously, you can step in to prevent players from abusing
this rule. If a player writes Imperial Secret Weapons and Tactics on the blank skill line, hed better have a pretty good
explanation for how his character learned about them.
Allen Species
This skill involves knowledge of non-human sapient species
(or, for alien characters, knowledge of humans and other
aliens). Includes knowledge of customs and societies as well
as physical appearance, modes of thought and the like. It is
used like other Knowledge skills.
Time Taken: one combat round.
Bureaucracy
This skill involves knowledge of bureaucracies and their
procedures. It can be used in two ways. First, in the same way
as other Knowledge skills to determine whether a player
character knows something about a bureaucracy (e.g., how to
get the right form), or about bureaucracies in general (what
kinds of things theyre likely to require).
It can also be used in the same way as many persuasion
skills (see page 43) to obtain cooperation from a bureaucrat. Someone unfamiliar with a bureaucracy can struggle
with forms, procedures and bureaucrats for hours without
getting what he wants; someone who knows how to deal with
bureaucrats will fgure out the right procedures, which forms
he needs, and who he needs to see in fairly short order. When
a character needs the approval of or cooperation from a
bureaucracy, determine a diffculty number. The base diffculty depends on how restricted what the character wants is:
GAMEMASTERS GUIDE
Very Easy (5): Available to all. Finding out how much you
owe on your starship.
Easy (10): Available to almost anyone. Discovering which
ships are in port.
Moderate (15): Available to anyone who qualifes. Finding
out which ships are impounded or under guard.
Difficult (20): Somewhat restricted. Finding out how
much someone else owes on their starship.
Very Difficult (30): Very restricted. Getting permission to
make an emergency landing in the middle of a busy intersection.
The diffculty is modifed for:
Situation
Very common problems (bureaucracies have
smooth procedures for common problems).
Extremely unusual requests (bureaucracies
are very unwilling to break the rules).
The bureaucracy is well-funded and has good
morale
The bureaucracy is poorly funded and is in
bad shape (funding savaged, mismanaged)
Offcials have a particular reason to trust the
character (Rebels dealing with Rebel offcials).
Offcials have a reason to distrust the character (known crime fgures dealing with the planetary police)
Modifier
+0
+10
+0
+10
+0
+10
Cultures
Knowledge of the customs, histories, arts and politics of
various human cultures within the Empire. It is used like other
Knowledge skills.
Time Taken: one combat round.
Languages
The common language of the Empire is called Basic. Almost
everyone speaks it, so communication is not normally a problem. However, some areas of the galaxy have only slight contact with the Empire, and visitors to these areas may have
problems. In addition, some primitives dont know Basic, and
some aliens mouths and throats are just not designed for
human language. (Chewbacca understands Basic perfectly
well; he just cant ft his mouth and tongue around its words.)
The languages skill is used to determine whether a character can understand what someone says when speaking in a
language other than Basic. There are two ways you can handle this:
The realistic way that requires bookkeeping: When someone
says something in a strange language, make a skill roll for anyone who overhears. Diffculty numbers are:
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CLASSIC ADVENTURES
Planetary Systems
Knowledge of the geography, weather, life forms, trade
products, and so on of different planets and systems. Used
like other Knowledge skills.
Time Taken: one combat round.
Streetwise
A character uses this skill when he wants to make a contact
in the criminal underworld, purchase illegal goods or services, or fnd someone to do anything illegal. (Please note that
because the Empires laws are oppressive, many perfectly
moral things are illegal.)
When a character wants to make a contact, determine a diffculty number, depending on how common the goods or skills
the player wants are:
40
Modifier
+0
+10
Modifier
+0
+10
If the streetwise skill roll is greater than or equal to the diffculty number, the character can fnd what he wants but
actually getting it still requires bargaining (or some other way
of gaining cooperation).
Time Taken: one combat round, to one day.
Survival
This skill involves knowing how to survive in hostile environments deserts, jungles, oceans, asteroid belts, etc. It
can be used in three ways.
First, it can be used like any other Knowledge skill when a
player asks for information about some element of the natural
world.
Second, when a character is threatened by nature, you can
make a skill roll to see whether he immediately makes the
right move reaches for a vacuum suit when the pressureloss alarm sounds, runs upwind when theres a forest fre,
whatever. Choose a diffculty number, based on how much
experience the character has in the environment:
Very Easy (5): Character is intimately familiar (l know
this territory like the back of my hand.).
Easy (10): Character is familiar (Ive made this run a
dozen times, boy.).
Moderate (15): Character is somewhat familiar (Well, I
guess I know what to do.).
Difficult (20): Character is unfamiliar (This your frst
space trip, kiddo?).
Very Difficult (30): Character is completely unfamiliar
(No! Bad! Is bad thing open door in space. Air go out like
whoosh, you got me?).
Third, when a character is in a hostile environment without
adequate protection, he may use the skill to fnd the necessities of life. For example, if a character were lost in the desert,
he could use the skill to fnd water to judge where an oasis
might be found, to know where he could dig to fnd moisture,
to fnd plants that can be made to yield water. Again, the diffculty number depends on how familiar the character is with
the environment; a desert-dweller will fnd it easy to fnd
water in the desert, while someone whos never been on a
particular planet before will fnd it diffcult (see above).
In any event, you should let players use their own knowledge. If you say, Theres the sound of an impact and an alarm
sounds, and the player immediately says, I run for my air
suit, dont force him to make a skill roll his immediate
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CLASSIC ADVENTURES
reaction is enough. Have the players who didnt react immediately make skill rolls to see whether they do the same, or
dither instead. Similarly, if a player describes to you a plausible way of fnding water in the desert, dont require a skill roll;
theres nothing more frustrating to players than feeling that
they dont control their characters actions. You want to
encourage them to play in character but not to force
them.
On the other hand, if his way of fnding water sounds bogus
to you, require a skill roll anyway. And if you have no idea of
what to do in a blizzard, let the player roll and fgure something out even if you think theres no way to survive.
Time Taken: one combat round when used for Knowledge or
when reacting to danger; one hour when searching for necessities.
Technology
Knowledge of different kinds of equipment capabilities,
model numbers, fair-market prices, etc. Used like other
Knowledge skills.
Time Taken: one combat round.
MECHANICAL SKILLS
Vehicle Operation Skills
Many Mechanical skills are used to operate vehicles. Any
character from an advanced technical society (i.e., almost
anyone except an Ewok or the Tough Native) can start up and
drive a vehicle without too many problems. As long as he
stays on easy terrain, doesnt try anything risky, and drives
slowly, he can get where he wants without any skill rolls.
You should call for a skill roll only when a character tries
something dangerous, risky or diffcult. The diffculty number
depends on how dangerous, risky or diffcult the action is:
Very Easy (5): Turning a tight corner at high speed.
Easy (10): Turning a tight corner at high speed while
avoiding an obstacle.
Moderate (15): Avoiding a speeder that careens uncontrolled across your path.
Difficult (20): Following another speeder bike at top
speed through the forests of Endor, avoiding trees.
Very Difficult (30): Flying the Millennium Falcon through
an asteroid feld at top speed while evading enemy fre
and avoiding a collision.
Failure means the maneuver fails. Depending on circumstances, that might simply means the vehicle goes off course
(e.g., doesnt turn when its supposed to), or that the vehicle
its chasing gets away, or even that theres a collision. (See
page 57 for the effects of collisions.)
Vehicle Chases
Chases occur frequently in Star Wars: Classic Adventures.
When one vehicle chases another, handle it in a similar manner as foot chases. Describe them as being at short, medium,
or long range from one another.
Each vehicle or creature has a sublight code or speed code;
the Rebel Field Manual provides speed codes for all of the
vehicles, starships and creatures it describes. (Characters on
foot are assumed to have a default speed code of 1D when
involved in vehicle chases, they never add their Dexterity
attribute unless they are being chased by a creature on foot.)
GAMEMASTERS GUIDE
Each round, make speed code rolls for the two vehicles. The
operators may add their vehicle skill to the roll if they want to
increase their speed, but it counts as an action. When a creature or character is involved in a chase with a vehicle, double
the vehicles speed code.
Example: Shamus cursed as he wrenched his speeder
bike around and darted down a branch of the canyon.
Overhead, three suns shone with fierce brilliance. Behind,
the stormtroopers bike skidded around the turn in his
wake. Shamus tried to lose him.
The stormtroopers repulsorlift operation skill is 3D, and
Shamus is 3D+2. Both bikes have speed codes of 2D. The
stormtroopers roll is 10 and his bikes is 8, for a total of 18;
Shamus roll is 16 and his bikes is 7, for a total of 23.
Shamus peered over his shoulder; the Imperial looked
farther away. He just might make it yet.
If the chasers total roll is higher, he closes with the vehicle
he is chasing from long to medium to short. If the chased
characters total roll is higher, the range is increased by one
step from short to medium to long. If the chased characters roll is higher and hes already at long range, he gets
away.
If the vehicles are at short range, either (or both) driver can
attempt to use their vehicles to force the other vehicle to
crash (this does not apply to starship chases). This will be
considered a second skill use if they are using their vehicle
skills to keep up. In this case the attackers skill dice would
be reduced by 1D that combat round.
The defender must make a vehicle operation skill roll. The
diffculty number for this roll is equal to the attackers skill
roll. If the defender was already making such an operation
roll because he attempted a tricky maneuver, the attackers
skill roll is added to the defenders diffculty number.
If the defender rolls less than the diffculty number, his
vehicle crashes. If he rolls equal to or higher than the diffculty number, it does not.
Example: The hot day wore on. Shamus cursed his luck
as the stormtroopers bike pulled parallel. They were
speeding through a maze of canyons, branches right and
left; it look most of Shamus concentration just to avoid
ramming an outcropping. The trooper tripped sidethrusters,
and his bike slammed in to Shamus. Two can play that
game, thought Shamus
Shamus is still trying to increase the range. Each round,
both he and the trooper must make Very Easy (5) repulsorlift operation rolls to avoid crashing into outcroppings. In
addition, both wish to try to make each other crash. Thats
a total of three skill uses each, so the stormtroopers skill of
3D becomes an effective skill of 1D, and Shamus skill of
3D+2 becomes 1D+2.
First, determine whether the stormtrooper manages to
keep up. His bikes speed code is 2D, which, plus his effective skill of 1D, means he rolls 3D; the result is 13. Shamus
rolls 3D+2 (skill plus speed code), and gets a 10. The
stormtroopers roll is higher, so he keeps up.
Next, each makes a skill roll for his attack. The
stormtrooper rolls 1D for a 4; Shamus rolls 1D+2 for a 7.
Finally, each rolls to determine whether he manages to
avoid collision. The base difficulty is Very Easy (5). The
stormtroopers effective difficulty is 12, because Shamus
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CLASSIC ADVENTURES
Blank Skills
If a player wants his character to know how to operate any
vehicle not covered by the normal Mechanical skills walkers, archaic wheeled internal-combustion autocars, zeppelins,
or old-fashioned Orion-class spacecraft have him write the
vehicle name in the space provided. His starting skill code is
the same as his Mechanical attribute code, and he may spend
skill dice from his original allotment and Skill Points to
increase it.
Any player can operate a vehicle that isnt covered by the
normal Mechanical skills, even if he hasnt taken a specialized
operation skill. He uses his unmodifed Mechanical code to
make skill rolls.
Time to Use: one combat round.
Astrogation
This skill is used to plot a course for a starship from one
star system to another. If you want to learn more about navigating the galaxy, go to page 61 for more information.
Time to Use: A minute when your position is known and you
are following a commonly-traveled jump route for which
hyperspace coordinates have already been calculated (can be
reduced to one combat round in emergencies). A few hours
when your position is known, but your destination is one to
42
which you have not traveled before and the nav computer
must calculate coordinates. One day when you must take
readings to determine your ships current position and then
compute hyperspace coordinates.
Beast Riding
Used to ride animals. Unlike automated vehicles, animals
have minds of their own, and dont always appreciate being
ridden. Each riding animal has an orneriness code. When a
character mounts a riding animal, roll the animals orneriness
dice and the characters beast riding skill dice (or Mechanical
attribute). If the characters roll is equal to or greater than the
animals, he establishes control and the animal does as he
wishes. If the animals roll is higher, the animal runs away,
bucks the character off, or is otherwise disagreeable. Whenever something happens to spook the beast blaster fre, or
a loud noise, or an attack make another set of orneriness
and skill rolls.
The beast riding skill is also used to maintain control of an
animal, just like vehicle operation skills.
Each riding animal also has a speed code. The animals Dexterity may be added to its speed code during a chase with
another character or creature or vehicle. Riders can also use
their beast riding skill to increase their speed in lieu of using
the creatures Dexterity code.
Time to Use: One combat round.
Com-Scan
This skill is used to operate a starships sensors and communication systems. It can be used to get detailed information on starfghters, capital ships, starships trying to avoid
notice, cloaked vessels, and other objects or anomalies in
space. It can also be used to listen in on com channels.
In most cases, a ships sensors will automatically detect
other ships, planets or other large objects in space at a reasonable range. Com-scan is used to detect whether or not a
planet has an active energy shield, whether or not a drifting
vessel has any lifeforms aboard, the presence of a cloaked or
hidden vessel, and other detailed information.
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Repulsorlift Operation
Used to operate all kinds of repulsorlift craft landspeeders, speeder bikes, sail barges, and all sorts of air, ground and
water vehicles that use repulsorlift (anti-gravity) technology.
Time to Use: One combat round.
PERCEPTION SKILLS
Noticing Things
When something happens in the game that a character
could miss, and you want to determine whether he notices it,
have his player make a Perception attribute roll. The diffculty
number depends on how easy it is to sense whats going on:
Very Easy (5): A stormtrooper shoots at you from behind,
and misses.
Easy (10): Someone shouts your name across the room
over the hub-bub and music of the cantina at Mos Eisley.
Moderate (15): A guard ten meters away surreptitiously
palms a handful of credits offered him by another.
Difficult (20): A faint click as the stormtroopers lying in
ambush twenty meters away ready their weapons.
Very Difficult (30): When, outside the area lighted by
your campfre, a small animal moves quietly away.
Persuasion Skills
Several Perception skills bargain, command, and con
are persuasion skills, used by player characters to influence
non-player characters (NPCs). Using these interactive skills
often pits the characters skill against the other persons skill
to resist it (often Perception or Knowledge).
Persuasion skills between players and NPCs shouldnt be
solely determined by the die roll. If a character is conning a
customs agent, and the player rolls a high con score, he obviously succeeds but how does his character do it? What
does he say to influence the customs agent? This is up to the
player. The better the player acts the role of his character, the
greater his chance of success should be.
Persuasion skill rolls should never be used by players to
influence other players characters instead, they should
resolve the situation by roleplaying and coming to some kind
of mutual agreement.
Blank Skills
Use the blank space provided when a player wishes to learn
how to use his Perception in a specialized way (e.g., learn how
to recognize different animal species, to create forged documents, or to deliver persuasive speeches to large crowds). His
starting skill code is the same as his Perception attribute code,
and he may spend skill dice from his original allotment and
Skill Points to increase it.
Gunnery
This skill is used to fre a vehicles guns in combat (see
page 66). Additionally, all weapons with a fre control die code
use the gunnery skill this mostly applies to fxed artillery
and complex weapon systems.
Time to Use: One combat round.
Starship Piloting
Used to operate all kinds of various starships (see page 65).
Time to Use: One combat round.
Starship Shields
This skill is used to operate a starships shields in combat;
see the ship-to-ship combat rules for more detail (page 66).
Time to Use: One combat round.
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CLASSIC ADVENTURES
Bargain
This persuasion skill is used when a player character bargains with an NPC. Its usually used when they haggle over the
price on something, but could also be used in diplomatic
negotiations, to bribe someone, etc.
Use of the skill is resolved as an opposed roll; both characters make bargain skill rolls. Generally, the character with the
higher roll gets the better part of the deal.
If the item over which theyre bargaining has a price listed
on the various equipment tables in the Rebel Field Manual,
use the cost listed there as the average cost. If the item isnt
listed on the chart, you must decide on the average price.
Then, compare the rolls:
Bribe Amount
Bribe is much larger than expected
Bribe is larger than expected
Bribe is less than expected
The bribe is insultingly small.
If the PCs roll is at least three times the NPCs: The purchase price is 50% of the average cost.
If the PCs roll is at least twice the NPCs: The purchase
price is 75% of the average cost.
If the PCs roll is higher than, but not twice the NPCs:
The purchase price is slightly discounted subtract a few
credits, or as much as 10%, from the average cost.
If the rolls are tied: The purchase price is equal to the
average cost.
If the NPCs roll is higher than, but not twice the PCs:
The purchase price is slightly more than the average
add a few credits, or as much as 10%.
If the NPCs roll is at least double the PCs: The purchase
price is 50% higher than the average price.
If the NPCs roll is at least three times the PCs: The purchase price is double the average price.
Example: Suppose Shamus is bargaining for a new comlink with a shopkeeper, the NPC rolls a 10 for his bargain
roll, and the average price is 100.
If Shamus roll is:
30 or more
20 to 29
11 to 19
10
6 to 9
4 or 5
3 or less
he pays:
50 credits
75
90
100
110
150
200
The result is what the player character can bargain the NPC
down to; he can always refuse the deal, if he wishes.
Bribery. The bargain skill is also used when one character
tries to bribe another. He is, after all, trying to make a deal
a payment in exchange for the offcials approval. In this case,
dont make a bargain skill roll for the target of the bribe
attempt; instead, determine a diffculty number. The more
incorruptible and honest the target is, the higher the diffculty
number (see below). Modify that number by the size of the
characters bribe. If the bribers roll is equal to or higher than
the diffculty number, the bribe goes through. If its lower, the
target refuses the bribe, and may even try to have the briber
arrested.
44
Modifier
10
5
+5
+10
Command
Command is used to make an NPC do what the user wants
by ordering him in a persuasive and authentic tone. When
successful, the target snaps to and does as ordered. To look at
it another way, a character with a high command skill can take
charge of a situation when leadership is needed, and get other
characters to cooperate without debate or question.
When a character uses command, determine a diffculty
number:
Very Easy (5): NPCs have every reason to obey (a
stormtrooper who thinks youre an admiral).
Easy (10): NPCs have some reasons to obey (a bunch of
Rebels from different units working together during an
Imperial attack).
Moderate (15): NPCs have no reason to disobey (a crowd
of civilians being commanded to move along at an accident scene).
Difficult (20): NPCs are skeptical or suspicious (a bunch
of Ewoks who are carrying you lashed to stakes).
Very Difficult (30): NPCs have no reason to listen to you
at all (Imperial troops when youre dressed like a Rebel).
If the user rolls equal to or higher than the diffculty number, the targets of the command do as he requests. As usual,
there is room for gamemaster interpretation; a very high roll
might mean immediate and enthusiastic compliance. A roll
close to the diffculty number might mean that the target does
as ordered now but may question the commanders authority later on. (Say I didnt know there was another admiral
at this base. Whats going on here, anyway?)
Intimidation. The command skill can be used to scare or
frighten others to force them to obey commands, reveal information they wish to keep hidden, or otherwise do the bidding
of the intimidator. You may apply modifers for various conditions. NPCs can resist intimidation with an opposed command
skill roll or their Perception attribute.
Time to Use: one combat round.
Con
A character uses his con skill to persuade an NPC to do
something that isnt in the NPCs best interests. Con can
involve reasoned argument and false logic, or simply throwing
up a verbal smokescreen to get the target to hesitate. Sometimes it can take the form of a bargain do this for me and
Ill do that for you but in a con, the conner has no intention of fulflling his part of the bargain.
When a character makes a con attempt, determine a diffculty number for the attempt, depending on how likely the
target is to believe the player character:
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CLASSIC ADVENTURES
Modifier
+0
+10
+10
Gambling
This skill can be used to increase your odds of winning at
gambling if youre playing honestly and to cheat.
There are two types of gambling games: ones which are
purely random (like dice), and ones at which skill makes a difference (like sabacc). When playing a purely random game, if
no one cheats, just determine the winner randomly. When
playing a skill game honestly, roll each participating characters gambling skill dice. The highest roller wins. But, some
gamblers (like Lando Calrissian) rarely play fair.
GAMEMASTERS GUIDE
When a character cheats, he automatically wins. To determine if anyone detects the cheat, make a gambling roll for
each player. Anyone who rolls higher than the cheater knows
hes cheating. If two or more characters are cheating, make
gambling skill rolls for all cheaters. The highest roller wins.
Time to Use: one minute.
Hide/Sneak
Make a hide/sneak skill roll when a character tries to hide
himself, to camouflage something, to sneak past someone, or
to disguise himself any time, basically, that he is trying to
avoid detection. If no one is actively looking for or trying to
fnd the hiding character, determine a diffculty number for
the attempt:
Very Easy (5): hiding in a prepared shelter of tree limbs
and leaves in the middle of the forests of Endor.
Easy (10): hiding from sand people in a canyon on
Tatooine.
Moderate (15): hiding in a doorway in the streets of Mos
Eisley.
Difficult (20): hiding behind a power pylon on board the
Death Star while stormtroopers are searching for you.
Very Difficult (30): hiding in the middle of the icy wastes
of Hoth with no shelter for kilometers around on a clear
day.
If someone is searching for the hider, use the hide/sneak
roll like a dodge roll that is, the hiders die-roll increases
the searchers diffculty number (see search below).
Time to Use: one round.
Search
Used when trying to locate someone or something. When
the target is not actively hiding or hidden, the user must roll
equal to or greater than a diffculty number:
45
CLASSIC ADVENTURES
STRENGTH SKILLS
Blank Skills
Use the blank space provided when a player wishes to learn
how to use his strength in a specialized way that isnt covered
by one of the normal Strength skills (e.g, to become a better
arm-wrestler). His starting skill code is the same as his
Strength attribute code, and he may spend skill dice from his
original allotment and Skill Points to increase it.
Brawling
This combat skill is used when a character fghts another
hand-to-hand without any weapons (see the combat rules,
page 50).
Time to Use: one combat round.
Climbing/Jumping
Make a skill roll when a character tries to leap a wide gap;
climb a tree, wall or cliff; or jump up and grab something. The
diffculty number depends on the diffculty of the task:
Very Easy (5): using the ladders and rope walkways of
the Ewok tree city without stumbling.
Easy (10): jumping the gap between two houses as
stormtroopers chase you over the roofs of a city.
Moderate (15): leaping and grabbing the end of your starships entry ramp as the ship rises and prepares for takeoff.
Difficult (20): swinging across a shaft in the Death Star on
a rope with a princess in your arms.
Very Difficult (30): springing from the carbon freeze pit
before the mechanism activates.
Time to Use: one combat round.
Lifting
This skill is used when a character tries to lift or carry a
heavy object. The diffculty depends on the objects weight:
Very Easy (5): putting on a 20 kilogram pack.
Easy (10): picking up a 3PO unit.
Moderate (15): carrying a 20 kilogram pack for 10 kilometers.
Difficult (20): carrying a buddys body for a kilometer
Very Difficult (30): picking up and moving an X-wing after
the repulsorlifts cut out and it settles on your foot.
Time to Use: one combat round.
46
Stamina
When a character exerts himself for a long time, roll
stamina dice to determine whether he tires. Diffculty depends
on how much he exerts himself:
Stamina rolls can also be made when a character is exposed to extreme cold or heat.
If a character fails a stamina roll rolls less than the diffculty number he becomes fatigued. Whenever a fatigued
character makes an attribute or skill roll, reduce his skill code
by 1D.
Note: Dont plague your players by calling for lots of
stamina rolls. Star Wars characters are heroes, and can do a
lot that would tire normal people without noticing the difference. Stamina rolls are only needed when a character does
something out of the ordinary.
Time to Use: one combat round to one day.
Swimming
Roll skill dice when a character swims. Determine a diffculty number:
Very Easy (5): swimming in a lake on a good day in a calm
area.
Easy (10): swimming in the ocean on a good day in a calm
area.
Moderate (15): swimming where there are riptides or
other dangers.
Difficult (20): swimming in a storm.
Very Difficult (30): swimming in a gale huge waves,
sheeting rain.
If the characters roll is less than the diffculty number, he
begins to drown. Roll 2D each round to determine whether he
dies, as you would for a mortally wounded character. (A
drowning character is not, in fact, mortally wounded, and, if
rescued, needs no further medical help.)
Another character can attempt to rescue a drowning character; he makes two skill rolls, one to swim himself, and the
other to rescue the drowning character. Because he is making
two skill rolls, his skill code is reduced by 1D. The diffculty
number for the second roll is 15. If he succeeds in both rolls,
he may rescue the drowning character.
Time to Use: one combat round.
TECHNICAL SKILLS
Using Repair Skills
With a few exceptions, Technical skills are used to repair
things; anything from starships, speeders, weapons, armor to
basic general equipment. The diffculty number for a repair
depends on the amount of damage the object or vehicle has
suffered.
Usually the object in question is a vehicle or starship. Each
vehicle or starship has a hull code; this is used like a characters Strength when someone attacks the vehicle (see page 15
of the Players Handbook). However, the damage result is a little different:
GAMEMASTERS GUIDE
CLASSIC ADVENTURES
Multiple Workers
Suppose several characters work to repair a device at the
same time? Instead of using the
optional Combined Action rule, you
can have the players make skill rolls
on the same schedule as for one
worker after 15 minutes, after a
day, and after two more days. Each
time, make skill rolls for every
worker and apply the highest roll,
only, to the base diffculty number.
Example: On the next trip out,
the Lumrunner runs into a
meteor storm and suffers damage
again. The gamemaster tells
Shamus player that the fusion
generators kick out, and hes
lucky the magnetic bottle didnt
fail. The base difficulty is Difficult
(20) again. Luckily, on this trip
GAMEMASTERS GUIDE
47
CLASSIC ADVENTURES
Scale*
Character
Speeder
Walker
Starfghter
Capital Ship
Death Star
Credits per
Skill Point
10
100
500
500
1,000,000
1,000,000,000
48
Blank Skills
If a player wants his character to repair something that isnt
covered by one of the regular repair skills (e.g., home appliances, tracked vehicles, weapons, primitive propeller-driven
aircraft, walkers, etc.), he should write the name of what he
wants to repair on the blank provided. The starting skill code
is equal to the characters Technical attribute, and he may
allocate dice from his initial allotment and spend Skill Points
to increase it.
Whenever any character without a specialized repair skill
attempts to repair something not covered by one of the regular repair skills, use his Technical attribute.
Time Taken: Fifteen minutes, then one day, then two days.
GAMEMASTERS GUIDE
CLASSIC ADVENTURES
Demolition
This skill is used to set and blow explosives. The user must
have a supply of explosives and a detonator, which may be
triggered by wire, timer, or communicator signal.
When a character plants an explosive charge, the diffculty
number depends on the size of the barrier he is attempting to
penetrate, or the size of the object he is attempting to blow
up:
GAMEMASTERS GUIDE
First Aid
Most surgery is performed by specially-programmed medical Droids; rejuvenation tanks and autodocs heal wounds and
cure diseases. Very few humans have in-depth or detailed
medical knowledge; this skill is used primarily for frst aid and
emergency medical care purposes. In game terms, its primary
use is in the operation of medpacs; see page 56.
Time Taken: one combat round.
Repulsorlift Repair
This skill is used to repair repulsorlift ground, water and air
vehicles, including individual, multi-passenger and freight
craft.
Time Taken: Fifteen minutes, then one day, then two days.
Security
This skill involves knowledge of security locks and how to
jigger them, and alarm systems and how to defeat them. The
diffculty number depends on the sophistication of the lock or
alarm:
Very Easy (5): Standard lock without special protection.
Easy (10): Regular security lock, civilian alarm system.
Moderate (15): High-quality security lock, sophisticated
alarm system.
Difficult (20): Bank vault lock, high-security alarm.
Very Difficult (30): Security locks at top-secret bases,
alarms protecting one-of-a-kind art objects.
If the users skill roll is greater than or equal to the diffculty
number, he succeeds in opening the lock or bypassing the
alarm. If his roll is less, he fails. If his roll is half the difficulty
number, or lower, not only does he fail, but an alarm goes off.
Time Taken: Normally, one minute. However, a character
can try it in one combat round but if he does, his diffculty
number is doubled.
Starship Repair
This skill is used to repair all kinds of starships.
Time Taken: Fifteen minutes, then one day, then two days.
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8
C hapter Three
CLASSIC ADVENTURES
COMBAT SEQUENCING
Combat is divided into combat rounds. Each round represents about fve seconds. You keep on playing one combat
round after another until one side is dead or has fled or surrendered.
Each combat round follows this sequence:
Decision Segment: Decide what each non-player character (NPC) is going to do this combat round. While youre
deciding, let the players decide what they want to do
next.
Declaration Segment: Go around the table, and ask each
player what he wants to do. Then, tell the players what
the NPCs are doing.
First Action Segment: Each character for whom an action
was declared takes his frst action. An action is either
movement, or a skill or attribute use.
50
Declaration
When asked, a player must tell you what his character is
doing in detail. Dont let a player get away with saying, Ill
move; make him specify where hes going Ill move away
from the wall and toward the TIE fghter. All non-reaction skill
and attribute uses must be declared during the declaration
segment.
Dont let them hesitate! If a player hesitates, so does his
character. Combat in Star Wars is fast and furious. Its not a
chess game, where the players can mull over their next move
for hours.
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CLASSIC ADVENTURES
MOVEMENT
Each combat round, a character can walk, run, or hold still.
The distance a character can move in a single combat round
is described in meters. This sounds pretty precise, but since
combat is fought in the imagination rather than on a board or
map, you must use your judgment. If you determine that a
character can get someplace or reach another character in
one round by walking, thats the case. If you think the character must run to get there in one round, or that it will take several rounds, your judgment is fnal.
Walking. Characters can walk about fve meters during a
combat round, and can turn by any amount right or left.
Running. Characters can run up to ten meters in any direction. A running character can only turn by up to 90 degrees in
the combat round. Running counts an action, so a running
characters skill rolls are reduced by 1D. Running characters
add +2 when determining to-hit diffculty numbers.
GAMEMASTERS GUIDE
FIRE COMBAT
Blasters are the most common weapons in the Star Wars
universe. The blaster skill is used when fring all kinds of
blasters, regardless of the specifc model or type. Some other
weapons are used by aliens, by primitive cultures, or by
sports or historical enthusiasts. Each of these other weapons
has its own skill (see page 38). The Dexterity attribute may be
used to determine how well a character throws a rock or a
weapon. Likewise you could invent a new skill to cover an
unusual style, or use a skill like grenade (which covers throwing objects).
Difficulty Numbers
When a character fres at a target, determine the diffculty
number of the attack. The base diffculty number depends on
the range the distance between the frer and his target.
Refer to the various weapon tables in the Rebel Field Manual. Each weapons range is printed on the chart. For example,
a blaster pistol fred at less than 11 meters range is at short
range; between 11 and 30 meters, at medium range; and up to
120 meters, at long range.
Ranges vary by weapon. For example, a blaster rifle is
shooting at short range if the target is within 30 meters, but a
blaster pistols short range only goes out to 10 meters.
The diffculty number depends on the range:
Skill Rolls
Once youve determined the diffculty number, roll skill dice
(or have the player roll if a player character is fring). Remember to modify skill codes for running characters, wounded
characters, multiple skill use, etc. (see the Players Handbook
page 13).
If the modifed roll is equal to or greater than the diffculty
number, the frer hits, if not, he misses. When a target is hit,
you must determine damage.
51
CLASSIC ADVENTURES
Damage
Every weapon has a damage code. Damage codes are listed
on the various weapons tables in the Rebel Field Manual. The
Players Handbook describes how damage codes are used and
the effects of damage (see pages 15 and 16).
Armor
Armor protects the wearer from damage. In game terms,
armor simply adds to a characters Strength roll when resisting damage. (It doesnt add to any other Strength rolls.)
Example: Standard stormtrooper armor increases a
characters Strength by 1D when rolling to resist damage. A
character with a Strength of 2D+1 wearing stormtrooper
armor would roll 3D+1 when hit by blaster fire.
However, armor reduces a characters Dexterity by the same
amount that it increases his Strength. The reduction applies
whenever a character makes a Dexterity attribute roll or a
Dexterity skill roll (e.g. A Dexterity of 3D would be reduced to
2D+2 by an armor code of +1).
Example: Stormtroopers have a Dexterity of 2D and
blaster skills of 4D. Their armor has a rating of 1D. Whenever you make a stormtrooper Dexterity roll, you only roll
1D; when you make a blaster skill roll, you only roll 3D.
Note: Some armor employs special Dexterity enhancements,
which eliminates some or all of the Dexterity penalties (see
page 48).
Dodges
Page 16 of the Players Handbook describes how dodges
work. To summarize:
Any time a character is fred upon, he may dodge.
If he declared the use of other skills in the round, the use
of dodge decreases all skill codes by 1D further (see page
13 of the Players Handbook).
When a character dodges, make a dodge skill roll. The
number rolled is added to the frers diffculty number.
If a character is fred upon more than once in the same
action segment, his dodge roll is added to all frers diffculty numbers. However, dodging in one segment has no
effect on fre in the next segment; if a character is fred
upon in more than one segment, he can dodge each time,
but each is a separate skill use, and further decreases
skill codes.
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USING MAPS
Many published adventures contain maps, which use
a grid. Each square represents a space two meters
across. When combat occurs in a mapped area you can
use the map to record the positions of characters. If you
dont have a map, you can easily draw one on four
square-to-the-inch graph paper, which is widely available in stores.
Show where characters are located on the map with
some kind of a mark. When a character moves, make a
mark at his or her new position. If the map begins to get
crowded or the marks get confusing, erase the ones you
dont need any more.
Since facing is important in combat, you can represent
a characters facing by drawing a little arrow. Characters
can either face to the side of a square or diagonally (i.e.,
toward a corner).
A character can only fre a blaster at something he
can see. You can determine what a character can see by
laying a straight edge (the edge of a piece of paper, a
ruler, or some thread) over the map from the center of
the square he occupies to the square occupied by his
target. If the straight edge goes through a wall or other
obstruction, the line of sight is blocked.
When a non-player character cannot be seen by any
player character, dont pencil his position on the map.
Make a mental note of where hes located, and draw him
in when hes spotted.
When there are lots of non-player characters that
none of the player characters can see, you may fnd it
helpful to have two copies of the map one to show
the players, and one youll keep secret. You can record
NPCs locations on the secret map. This is a lot easier
than keeping track of positions in your head.
Feel free to draw in anything else which lends to the
atmosphere or helps the players visualize things
obstructions, Droids, rubble, gas clouds, etc.
When a blaster set on stun is fred, the same rules are followed. The only difference is the effect of the damage:
Kill or incapacitate (damage roll at least twice Strength
roll): A character who suffers one of these results is
instead knocked unconscious for 10D minutes.
Wound (damage roll greater than or equal to, but less than
twice Strength roll): A character who suffers a wound is
instead stunned, twice (a 2D stun penalty to all actions for
the rest of the round and the next round).
Stunned (Strength roll greater than damage roll but less
than two times the damage roll): The character is stunned
and takes a 1D penalty to all actions for the rest of the
round and the next round.
Drawing
If a character doesnt have a blaster in hand but has one in
a holster (or somewhere else handy), he can draw it and still
do other things in the same segment. Drawing a weapon
reduces all skill and attribute codes by 1D in the same round
but doesnt take an action segment.
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CLASSIC ADVENTURES
HAND-TO-HAND COMBAT
A character can only make a hand-to-hand attack against
another if they are within two meters of each other.
Damage
Again, refer to the weapon tables in the Rebel Field Manual
or the reference cards packaged with this game. The damage
codes for all melee weapons are listed as STR+ a die code.
For example, a clubs damage code is STR+1D. When a
melee weapon hits, roll its damage dice, then roll the
attackers Strength dice, and add the two rolls together. Compare this total to the defenders Strength roll to determine damage.
GAMEMASTERS GUIDE
Lightsabers
Lightsabers are used slightly differently from other melee
weapons. Lightsabers use the lightsaber skill, which is printed
on a few of the character templates, or a character may write
the skill in the blank. First, you dont have to have Force skills
to use a lightsaber. Anyone can use a lightsaber; but characters trained in the Force can use it in special ways (see page
78). (However, lightsabers are rare and diffcult to obtain.)
A lightsaber is used in the same way as any other melee
weapon, except that:
A character uses the lightsaber skill to attack with it, not
his melee weapon skill.
The only thing that can parry a lightsaber is another
lightsaber. A character using any other melee weapon
cannot parry when fghting an opponent with a
lightsaber.
A lightsaber can be used to parry other melee weapons.
The lightsaber wielder uses his melee parry skill (or
sense skill see the Players Handbook page 18). If the
attackers roll is greater than the diffculty number for his
weapon, but less than the modifed diffculty number, his
weapon is destroyed (cut in half by the lightsaber).
Example: Shamus has a club (melee weapon skill of
3D+1), and attacks Paulus Kahl (a Failed Jedi with a
melee parry skill of 3D). The base difficulty number for
a club is 5. Paulus melee parry roll is 8, so the modified
difficulty is 13. If Shamus rolls less than 5, he just misses.
If he rolls 13 or more, he hits. But if he rolls between 6
and 12, the lightsaber cuts his club in half.
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CLASSIC ADVENTURES
GRENADES AND
THERMAL DETONATORS
Grenades and thermal detonators are neither melee nor fre
weapons.
Each time a grenade or detonator is thrown, it is
expended. A character may only throw as many grenades
or detonators as he carries.
If a character fails to hit when throwing a grenade or
detonator, that does not mean that it has no effect.
Instead, it means that the grenade or detonator scatters
(see below).
Grenades and detonators, unlike fre weapons, can be
thrown at targets which the attacker cannot see. (For
instance, you could lob one over a wall.)
Grenades and detonators can be dodged but unlike fre
weapons, dodging does not increase the frers diffculty
number, but the grenades diffculty (see below).
The rules below apply to both grenades and detonators,
even when they refer only to grenades.
Three Steps
Using a grenade is a three-step process.
Determine whether the thrower succeeds in throwing the
grenade where he wants, or whether it scatters.
Determine whether the grenade hits (damages) each of
the characters within its blast radius.
Determine how much damage each character receives.
Throwing
The throwers diffculty number is calculated in the same
way as for fre combat (see page 51).
When a thrower fails a grenade skill roll, the grenade scatters. Roll one die and refer to the scatter diagram (upper-right
of this page); it shows the direction in which the grenade scatters, relative to the thrower and the target. Then, roll 3D; the
number rolled is the number of meters that the grenade scatters. The diffculty may be modifed by the following:
Situation
Modifier
Throwing through a door not adjacent to
+2
thrower
Throwing through window or slit not adjacent
+5
to thrower
Target adjacent to wall
2
Target in Heavy cover
+2
No line of site to Target
+5
Thrower not familiar with local gravity
+2
Throwing in variable gravity feld
+5
Throwing from rotating object
+10
54
5
TARGET&
4
DIRECTION
OF THROW
Hitting Characters
Refer to the Explosive Weapon table in the Rebel Field
Manual. Unlike all other weapons, these weapons have two
range sections. The frst range section is used to determine
the throwers chance of hitting. The second is used to determine whether the grenade hits nearby characters when it
explodes.
When a grenade explodes, determine which characters are
near enough to be affected (anyone within 10 meters of a
grenade or 20 meters of a thermal detonator). For each such
character, determine whether he is within point-blank, short,
medium or long range of the grenade.
Example: Anyone within 3 meters of a grenade is within
point-blank range; anyone between 3 and 4 meters is at
short range; anyone from 5 to 6 meters is at medium range;
and anyone between 7 and 10 meters is at long range from
the grenade.
Determine the grenades diffculty number, as you normally
would (that is, the diffculty is Very Easy (5) for someone at
point-blank range, Easy (10) at short range, etc.)
The character may dodge, if he wishes. Dodging a grenade
means falling prone in an attempt to avoid the blast. The normal rules for dodging are followed the die roll increases the
grenades diffculty number, the character may take another
action in the same segment, etc. except that the dodger
ends the segment prone.
If the character dodges, roll his dodge dice, and add the
number rolled to the grenades diffculty number. (Also see
the optional explosion damage modifers on page 56.)
Roll 4D for the grenade. If the roll is greater than or equal to
the modifed diffculty number, the grenade has hit the character, who suffers damage. If the roll is lower, the character is
uninjured and unstunned.
Make a separate roll for each character within the grenades
blast radius.
Damage
Grenades and detonators have different damage codes at
different ranges (see the Explosive Weapon table in the
Rebel Field Manual). For example, a grenades damage code is
5D at point-blank range, 4D at short range, 3D at medium
range, and 2D at long range.
GAMEMASTERS GUIDE
CLASSIC ADVENTURES
Moving Through:
Light Cover
Medium Cover
Heavy Cover
Sneaking around a door
Climbing through window
Heavy Gravity
Very Light Gravity
Variable Gravity Field
Distance Modifier
75%
50%
25%
75%
25%
50%
150%
75%
Sprinting
If a character wishes to move faster, he can sprint. Sprinting counts as two actions (skill rolls are reduced by 2D) and
takes two action segments to resolve. The frst segment the
character moves 10 meters; the next second segment he rolls
his Dexterity attribute and moves that distance in meters.
Sprinting has the same turning restrictions and to-hit modifers as running. At your discretion, a character can sprint
again in a third action segment (counts as three actions), but
he can perform no other actions in that combat round.
Surprise
Target is:
Prone
In light cover
In medium cover
In heavy cover
In an aperture adjacent to frer
Taking cover in a doorway
Taking cover behind a window
Taking cover behind a slit
Running
Sprinting
Character-Scale Target Size
less than 1 cm
1-10 cm
11-50 cm
51-99 cm
1-3 m
3-9 m
10-99 m
100+ m
Modifier
+2
+1
+2
+5
+1
+2
+3
+4
+2
+5
Modifier
+15
+10
+5
+2
+0
3
5
10
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55
CLASSIC ADVENTURES
plies are low (e.g., they have been separated from their ship
for several days and have no access to additional ammunition). In this case, tell them exactly how many shots they have
left. Whenever a player shoots, have him make a tick-mark on
his sheet. When he has used up his ammunition, thats that.
This way, scarcity of ammunition is an infrequently used
way to heighten tension during the game but most of the
time, you neednt worry about the bookkeeping involved.
Incidentally, replacing a blaster pack costs 1D from all die
codes, but does not take an action segment, just like drawing
a weapon (see page 52).
Condition:
Character is on the other side of a door
Character is on the other side of a slit
Area Enclosed
Area in Vacuum
Modifier:
1D
2D
+1D
1D
56
Wound Effects
Wounded characters can act and use skills, but all skill and
attribute codes are reduced by 1D. This penalty applies until
the character heals.
Incapacitated characters are unable to act or use skills until
treated. Characters fall unconscious for 10D minutes, but can
be restored to consciousness later. Even when conscious,
incapacitated characters unable to use skills.
Mortally wounded characters cannot be roused from unconsciousness and cannot act or use skills. A roll must be made
every combat round to avoid death (see page 15 of the
Players Handbook).
Medpacs
A medpac is a package of drugs, syntheflesh, coagulants
and computerized diagnostics. They are quite common
around the galaxy and are the frst choice when it comes to
frst-aid and emergency feld care.
Any character can use their first aid (or Technical) skill to
use a medpac. The diffculty depends upon the severity of the
patients injury:
GAMEMASTERS GUIDE
CLASSIC ADVENTURES
Bacta Tanks
Bacta is a specially formulated treatment liquid which promotes rapid healing and acts as a disinfectant. Someone who
is placed in a bacta tank will be healed its only a matter of
time. The amount of time it takes to heal in a bacta tank
depends on the severity of the injury from hours for
wounds to weeks for mortal wounds. In order to determine
the healing time, roll 2D and reference the table below:
Wound Status
Wounded
Incapacitated
Mortally Wounded
Time to Heal
2D hours
2D days
2D weeks
Natural Healing
A character can heal naturally if there are no medpacs or
bacta tanks available. Make a Strength attribute roll for the
character every day (starting the day after injury) to see if the
character heals. Find the characters wound status, and fnd
the number you rolled for him underneath it. It will tell you
whether the characters wounds get better or worse.
Strength Roll
Wounded
2-6
7-11
12+
Incapacitated
2-8
9-13
14+
GAMEMASTERS GUIDE
Result
incapacitated
no change
healed
dead
no change
wounded
Example: Shamus is incapacitated and is healing naturally. Each day, he makes his Strength roll. After several
tries he finally gets a 15 he improves to wounded. To
heal from wounded to healed, he must wait another day
before making his healing roll.
Collision
(kph)
5-10
11-20
21-50
51-100
101-200
201+
Damage
Code
3D
4D
5D
6D
8D
10D
Damage
4D
1D
9D
1D
9D
1D
2D+1
3D
57
8
C hapter Four
CLASSIC ADVENTURES
STARSHIPS
Modes of transportation in the Star Wars universe run the
gamut from ponderous armored walkers and capital ships, to
agile airspeeders and starfghters. This chapter is all about
rules come into play whenever vehicles or starships fgure
prominently on the battlefeld whether that battlefeld happens to be on a planets surface or in the dark void of space.
In most respects, vehicle/starship combat follows the same
rules as characters, insofar as they have movement, take
actions, and have the capacity to take damage. However,
because the scale of vehicle combat is so immense, the
combat system is abstracted to facilitate a faster pace and
more cinematic feeling.
The major difference between planetary vehicles and starships is that planetary vehicles do not generally travel in the
vacuum of space.
INTERSTELLAR TRAVEL
Getting a Ship
So your players want a ship of their own? The easiest way
to get a ship is to choose a character template which starts
with one (e.g., the Smuggler). The drawback is that these
characters begin in debt up to their eyeballs: ships are expensive.
They can save up money to buy one. The Rebel Field Manual lists the price of a stock light freighter; they and some
other merchant ships and private yachts are widely available
on the open market. On the other hand ever deal with a
used-car salesman? If the players dont have a character with
a high technology skill to tell a good ship from a lemon, they
may be in for a spot of trouble.
Buying a military ship is a lot tougher. Like, impossible
unless you have really good connections and a plentiful supply of hard cash.
58
Booking Passage
When the average citizen needs to travel between star systems, he buys a ticket on a passenger liner. Passenger ships of
all types ply the star lanes, from tramps to luxury craft. Typical ticket prices are listed in the Space Transports chapter
in the Rebel Field Manual.
Of course, getting to a star system off the heavily- traveled
trade routes is diffcult. You may have to change ships six
times, and lay up in the boonies for weeks at a time waiting
for the next ship. Sometimes no one goes where you want to
go so you have to charter a ship. Sometimes you cant fnd
a ship to charter.
The Imperial government regulates interstellar travel very
tightly in areas it controls. Before boarding a regularly scheduled liner, a character must get authorization from the Imperial bureaucracy. If a player character is a known Rebel, good
luck on getting authorized. Bribery or the use of Jedi mind
tricks is suggested.
In Imperial space, passenger vessels are frequently halted
and searched by the Navy, so getting onto a ship may not be
enough to get you where you want. A wanted character or one
with shaky credentials is better advised to bribe a smuggler
to take him to his destination.
Characters on a mission may be told how to contact a Rebel
agent on a planet within the Empire. Rebel agents sometimes
have access to hidden starships, or know people who can provide passage.
Trips
An interstellar journey can take days, weeks or even
months (see Astrogation, on page 61). While in hyperspace,
the ships computer pretty much runs everything, so most
duty personnel have little to do. Passengers are entirely at
leisure.
Luxury liners, like modern cruise ships, provide a wide variety of entertainment. Gourmet meals, music, dancing, holo
shows and even theatrical entertainment are common. Ship
personnel often spend time studying for astrogation or ratings
exams; pursuing hobbies such as model building, game playing, and gambling; or reading up on history, galactic culture
and the like.
GAMEMASTERS GUIDE
CLASSIC ADVENTURES
RUNNING TRIPS
You can play interstellar travel two ways. Since its
often dull, with nothing much happening, you can skip
over the weeks of boredom and say, All right, when you
get to Dantooine
Or you can use the trip to good effect. The player
characters might meet interesting NPCs aboard the ship
You run into this fellow, Dram Parkins, at a sabacc
game; One night you are invited to dine at the Captains table and strike up a conversation with a kindly
looking old alien. You can plant rumors or news the
players will fnd useful Shipboard scuttlebutt says
there are pirates out Alderaan way.
You can even stage a major encounter aboard the
ship. Maybe theres an Imperial spy aboard. Maybe the
ship is attacked by pirates. Or maybe the players accidentally stumble on an illicit cargo
RUNNING PIRATES
Privateer or pirate attacks can provide some tense
moments in an adventure. You can also use them to
make sure the player characters go where you want
them to go. They can be captured by pirates and
forcibly taken to their destination; or their ship could be
damaged in an attack, and forced to limp to a nearby
system.
GAMEMASTERS GUIDE
Imperial Patrols
The Imperial Navy is large. Its ships garrison many planets,
especially ones where Rebel activity is suspected. Customs
enforcers wander the Empire freely, and can arrive at a star
system without warning.
The Navy claims the right to halt, board and search any
ship upon demand. It demands to do so frequently. Its usually
a good idea to comply: there arent many merchant ships that
outgun or can outrun an Imperial customs frigate. Especially
tricky (or lucky) pilots sometimes try to dodge Imperial pursuit long enough to enter hyperspace. Once in hyperspace,
the ship is safe from attack although the Imperials can
sometimes make a good guess about its intended destination
from its last known trajectory.
Search by the Imperial Navy is never pleasant. Theres no
court to which you can appeal the acts of the Navy. The Navy
has been known to seize cargoes and valuables without explanation, to gun down those who object on the spot, to plant
contraband to justify the seizure of a ship, etc.
Theres only one thing which prevents Naval offcers from
abusing their authority too greatly: the military sentence for
corruption is death. On the other hand, as far as the Navy is
concerned, anything which injures the Rebel Alliance or its
sympathizers is fair game.
HYPERDRIVES
The hyperdrive is a miracle of advanced technology. Powered by massive fusion generators, it hurls its ship into
another dimension, called hyperspace. Only hyperspace
techs and highly-trained scientists really understand hyperspace; even they admit theres a lot they dont know. Many
aspects of hyperspace remain a mystery to Imperial science.
One thing is clear, though: in hyperspace, a ship can travel
faster than light.
RUNNING IMPERIALS
An Imperial customs frigate makes a good obstacle for
almost any adventure. Since fring on a frigate with a
stock light freighters puny guns is a bad idea, dealing
with customs agents means your players will have to do
some fast thinking. Bribery, trickery, or hiding things
has at least a chance of working.
The need to evade Imperial ships is another good way
to get players to go where you want. Having the players
captured and imprisoned does not necessarily end an
adventure. Perhaps they will discover important information in the hands of the Imperials. Escape is always
possible, especially for those with Jedi powers.
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CLASSIC ADVENTURES
Routes
All but the smallest hyperdrive-capable starships are
equipped with nav computers. Nav computers hold a wealth
of statistical and map data charting the positions of stars,
rogue planets, known asteroid felds and other dangers. Properly operated by a skilled astrogator, they calculate the safest,
fastest path for a ship to follow through hyperspace.
Errors are always possible. Merely transposing a set of
numbers when entering data can send a ship far off course.
Unskilled astrogators frequently play it safe by taking a
slower route in order to run less of a risk. The desperate
sometimes do the reverse accept a high risk to get somewhere fast.
Operating a nav computer properly is no guarantee of
safety. There are billions of stars in the galaxy; the positions
of most are charted, but that still leaves many whose positions have never been entered in the standard nav computer
database. There are many more planets and asteroids; the
positions of 90%+ of them are unknown. A rogue planet shines
only by reflected starlight; they can rarely be spotted by even
the most powerful orbital telescopes, and are discovered only
by accident. There are trillions of rogues. Only the ones close
to frequently traveled space routes are charted.
60
Passage Times
On a planet, the farther apart two places are, the longer it
takes to travel between them. In hyperspace, that isnt necessarily so. Theoretically, a starship can travel at practically infnite speeds. A well-equipped starship can travel from one side
of the galaxy to another in a matter of days or weeks. The distance to the destination isnt the controlling factor its the
difficulty of the trip.
Basically, three factors make a journey diffcult:
Since most rogue planets and smaller bodies are
uncharted, a starships speed through hyperspace
depends on the amount of debris that lies in its path. If
there is a lot of debris, the ship must feel its way slowly,
detecting and avoiding objects as it goes. The denser the
debris, the slower the passage.
If many charted obstacles stars, planets, and so on
lie along a ships course, it must zig and zag to avoid
them and thats time consuming. All things being
equal, the longer the trip, the more obstacles that a ship
is likely to encounter but sometimes the local star
positions make a particular course tough. (You might be
a mere 15 light years from the Dagobah system but if
your course goes through an asteroid feld, youll still
have to divert.)
The more frequently a particular route between two planets is used, the better the obstacles between them are
charted, and the less cautious (and slow) a ship needs to
be when traveling between them. The less frequently a
route is used, the more cautious (and slower) a ship
needs to be. The best case is a trip like the Kessel run,
one of the most heavily-used trade routes in the Empire
and one which hot-shot pilots and traders on the
shady side of the law like to travel very quickly. The
worst case is a trip between two previously-unexplored
star systems; the only guide the nav computer has in this
case is the positions of known stars. Worst-case trips can
take months.
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CLASSIC ADVENTURES
GAMEMASTERS GUIDE
Backup Hyperdrive
Most starships carry backup hyperdrives underpowered, slow, and antiquated drives with very limited range,
for use in emergencies. Ion drives can propel a craft at sublight speeds, but if a ships hyperdrives are damaged while
between stars, relying on ion drives would mean spending
years or decades getting to the nearest star. Backup drives,
while slow by the standards of regular hyperdrives, can at
least let a starship limp to a nearby system in a matter of days
or weeks.
Backup hyperdrives have a maximum range of 10 light
years, and must be reconditioned in a spacedock after each
use. As a result, if forced to use its backup drives, a ships
choices of destination are limited. The gamemaster must tell
the players what star systems are nearby usually, there will
be three to fve and let them decide which to go to.
Since most systems have never been visited, or visited only
once, there will frequently be only scanty information available on the characters choices of destination.
Astromech Droids
Many small craft (including Imperial TIE fghters) are not
equipped with hyperdrives. They are launched from larger
ships, which carry them when interstellar travel is required.
The standard Rebel fghters are often equipped with a hyperdrive. Because the Rebel Alliance and the Imperial Fleet operate in different ways, Rebel fghters frequently need
hyperspace capability for raid missions or to escape.
However, some Rebel fghters (like X-wings) are not
equipped with nav computers. Astrogating without a nav computer is a risky and time-consuming business (see page 62).
Without any data on the presence of obstacles, a ship must
make very short hyperspace hops, entering normal space frequently to check the surroundings. Only the desperate would
try it.
Does this make X-wing hyperdrives useless? No. The R2
units which control X-wing astrogation systems cannot themselves store the voluminous data needed to calculate safe
hyperdrive routes but they can store pre-calculated coordinates for up to ten hyperdrive routes.
So before an X-wing leaves on a mission, its R2 unit is
loaded with the data it needs to get to its destination and
back and data for a couple of other routes, to be used in
emergencies. The required calculation is performed by a nav
computer aboard a larger ship, and downloaded to the R2
unit. Hyperspace travel along pre-calculated routes is no more
diffcult or dangerous than normal.
Theres one other factor that can make using a hyperdrive
without a nav computer safe: the Force (see page 81).
ASTROGATION
Standard Durations
When the characters decide to enter hyperspace, determine the standard duration for the trip. The standard duration is how long, in hours, the trip will take at an astrogation
diffculty of Moderate (15). The astrogator can do it faster by
accepting a higher diffculty number, or take longer to
decrease the diffculty number.
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CLASSIC ADVENTURES
ASTROGATION MODIFIERS
Route
Major trade route
Commonly traveled route
Lightly traveled route
Infrequently traveled route
Route last traveled > than 3 years ago
Never traveled route
Standard Duration
3 hours
7 hours
14 hours
21 hours
30 hours
30+ hours
Modifiers
through a gas cloud
Through a star cluster or asteroid feld
Ships hyperdrive multiplier
+1-14 hours
+1-14 hours
multiplier
Difficulty
Standard journey
No nav computer
Hasty entry
Light Damage
Heavy Damage
Each extra hour taken
Each hour saved
Difficulty Number
Moderate (15)
Very Diffcult (30)
+10
+2
+5
1
+1
Yavin
Tatooine
Endor
Dantooine
Dagobah
Corellia
Bespin
12
22
14
30
10
31
22
7
16
4
28
20
24
18
32
17
25
21
13
22
12
32
30
27
31
6
6
62
Modifying Durations
Alderaan
Bespin
Corellia
Dagobah
Dantooine
Endor
Tatooine
Tell the players what the standard duration is. Let the
astrogator decide whether he wants to go faster or more
cautiously (see below).
All ships have a hyperdrive multiplier: For most ships,
this is 1; for especially fast ships, it might be , and
for especially slow ships, 2. When a ship makes a journey, multiply the standard duration by its hyperdrive
code.
If a starship makes a journey in the same time as the standard duration (times the hyperdrive code), the diffculty for
the trip is Moderate (15). When the ship enters hyperdrive,
the astrogator rolls his astrogation skill dice. If he rolls 15 or
more, the ship gets to its destination safely in the allotted
time. If he rolls 14 or less, it suffers a mishap (see below).
An astrogator can choose to make the journey more or less
quickly by accepting more risk by increasing the diffculty
number. Increase the diffculty number by one for every hour
saved. Conversely, decrease the diffculty number by one for
every extra day taken.
Example: The standard duration the hyperdrive multiplier is 14 hours; the astrogator wants to do it in 7. The dif ficulty number is 22.
Note: All hyperspace journeys take at least 1 hour. A trips
duration cannot be decreased to less than an hour.
Calculating hyperdrive coordinates takes about a minute
for well-traveled routes or if using pre-calculated coordinates,
a few hours if coordinates must be calculated from scratch,
and as much as a day if the astrogator has no idea where he is
and must take readings to fx his location.
If a route is well-traveled or pre-calculated coordinates are
available, a ship can enter hyperspace in a single combat
round. This is risky, but is sometimes the only way to escape
pursuit by enemy ships.
When the characters wish to enter hyperspace hastily, the
astrogator may make one astrogation skill roll every combat
round. If his roll is 15 or more, the ship may enter hyperspace.
If it is not, he may try again in the next combat round.
The diffculty number of the hyperspace trip itself is doubled when a ship enters hyperspace hastily.
One other factor modifes the diffculty number: how badly
the ship is damaged. When a lightly damaged ship enters
hyperspace, increase the diffculty number by 5; increase the
diffculty by 10 for heavily damaged ships. Severely damaged
ships may not enter hyperspace.
Mishaps
When a starship suffers a mishap, refer to the Astrogation
Mishap table (on the facing page) to fnd out what exactly
happens.
GAMEMASTERS GUIDE
8
CLASSIC ADVENTURES
ASTROGATION MISHAP
Roll 2D
2-3
4
5-6
7
8
9-10
11
12
Result
Hyperdrive cut-out damage sustained
Radiation fluctuations
Hyperdrive cut-out no damage
Off-course
Mynocks
Close call
Collision severe damage sustained
Other mishap (gamemasters discretion)
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CLASSIC ADVENTURES
VEHICLE STATISTICS
The Rebel Field Manual contains a wide variety of ships which
are described in some detail. Each ship description includes:
Scale: The vehicles scale (see the text to the right).
Crew: The number of crew members needed to operate the ship
safely.
Passengers: The number of passengers other than crew the ship
is designed to carry.
Cargo Capacity: The number of kilograms of cargo the ship can
carry.
Consumables: How many days the ship can operate before landing or docking a measure of the amount of food, water, air
and fuel carried.
Hyperdrive Multiplier: This affects how long it takes a starship to
travel from one star to another (see page 62).
Nav Computer: Starships without nav computers have greater diffculty traveling by hyperspace (see page 62).
Hyperdrive Backups: Larger starships carry these for use in
emergencies (see page 61).
Sublight Code: This die code is a relative measurement of the
vehicles maximum velocity; it is used in vehicle-to-vehicle combat and chases (see page 65).
Maneuverability: This die code is added to the operators roll
whenever he makes evasion or vehicle operation rolls.
Hull: This die code is used when a vehicle is hit in combat to
determine the level of damage it takes.
Shields: If a vehicle has shields (generally only starships have
shields), it has a shield rating, which protects it when the ship
is hit.
Sensors: Used to detect and identify other vessels, objects or
even locations on planets.
Weapons: A description of the weapons carried. Each weapon has
a fre control code (used to determine whether its target is hit
when it fres), and a damage code, used to determine what damage the target takes. The description will also note the scale (if
it is different than that of the vehicle).
STARSHIP COMBAT
Player characters usually travel in small starships. The
space battles they fght usually involve a few small ships on
each side. This starship combat system is designed to handle
small space battles like that; it is not designed for grand battles between large fleets of enemy warships. The starship
combat sequence is also used whenever combatants are in
planetary vehicles. A speeder bike chase uses the same
sequence as a dogfght between starfghters, for example.
Starship combat is complex. An entire game could be
designed for it, incorporating details that dont matter for the
purposes of a roleplaying game. But we dont want to load you
down with overly complex procedures and detailed rules.
Ship Systems
Ships have a number of die codes, which work in much the
same way as character skills. These include:
Speed: Used to determine whether the ship can catch up
with or run away from its opponents.
Sensors: Used to detect and identify other vessels, objects
or even locations on planets.
64
Vehicle Scale
You may have noticed that a blaster pistol does 4D of damage while a TIE fghter has a 2D hull. Does this mean a bounty
hunter can blast a TIE to smithereens? Not really. The TIEs
hull and the bounty hunters blaster are on two different
scales. The scales, from lowest to highest, are Character,
Speeder, Walker, Starfighter, Capital and the massive Death
Star scale.
When dealing damage to a smaller scaled target or resisting
damage inflicted by it, the larger adds the difference in modifers to their damage and defense rolls. Smaller scaled targets
attempting to dodge attacks from or actually attempting to
attack a larger scaled opponent add the difference to their
dodge and attack rolls.
Scale
Character
Speeder
Walker
Starfghter
Capital
Death Star
Modifier*
2D
4D
6D
12D
24D
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CLASSIC ADVENTURES
GAMEMASTERS GUIDE
Two ships are always at short, medium or long range relative to each other. When enemy ships approach each other,
combat begins at long range. When an Imperial customs
frigate demands to board the players ship and the players
stall for a while, combat may begin at medium range or closer.
At the beginning of the Speed Segment, the gamemaster
tells the players whether the opposing ship is trying to get
closer or run away. Then, the pilot of the characters ship
says which hes doing.
If both pilots want to close, the range is reduced by one step
(from long to medium, or from medium to short). If the ships
are already at short range, they remain at short range.
If both pilots want to run away, the range increases by one
(from short to medium or medium to long). If the ships are
already at long range, combat is over.
When one pilot wants to run away and the other to close, roll
both ships sublight speed code (or simply speed code for
planetary combat). The pilot of the ship with the higher roll
decides whether the range increases or decreases. If the rolls
are tied, the range remains unchanged.
Example: The Lumrunner is chasing a TIE fighter and is
at medium range. The Lumrunners sublight speed code is
4D; the fighters is 5D. The Lumrunner rolls a 9, and the
fighter an 11; they are now at long range.
A ships pilot can use his starship piloting skill (or other
vehicle operation skill) to affect a vehicles sublight speed
roll, by performing fancy maneuvers to keep up or lose his followers. This counts as a skill use, and affects the pilots die
codes if he does anything else in the same combat round. He
rolls his starship piloting skill dice and adds the result to the
sublight speed roll.
Example: On the next round, Shamus, the Lumrunners
pilot, uses his starship piloting skill of 5D+2 to affect the
speed roll. He rolls the Lumrunners sublight speed dice of
4D (a 12), and his skill dice of 5D+2 (a 16), for a total roll
of 28. The fighters roll is 18, so the range is reduced to
medium.
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CLASSIC ADVENTURES
Doing Nothing
Instead of attempting to run or close, a pilot can do nothing. A ship without a pilot (or with a dead or unconscious
one) automatically does nothing until the pilot is replaced.
Ships with ionized controls (see below) also do nothing.
If a ship does nothing, whether the range increases or
decreases depends on what its opponent does. If both ships
do nothing, the range does not change.
Example: Ship A does nothing. Ship B closes. The range
is reduced; no die-rolls are made.
Gunnery
Each vehicle weapon (and many artillery weapons) has a
fire control code. A weapon can only be fred if it has an operator. The operator rolls his gunnery skill dice and the
weapons fre control dice, and adds the rolls together.
Example: The Lumrunners blasters have fire controls
of 3D. If the gunners gunnery skill is 4D+1, hed roll a total
of 7D+1.
The base diffculty number for fring weapons depends on
the range to the target. The diffculty is:
Evasion
A pilot can use his starship piloting (or particular vehicle
operation) skill to evade enemy fre. Evasion works much like
dodging in regular combat. The pilot rolls the ships maneuverability dice, then rolls his starship piloting skill dice, adds
the numbers rolled together, and adds the total to the firers
difficulty number.
For purposes of evasion, starship piloting (or any vehicle
operation skill) is considered a reaction skill.
Example: The TIE fighters pilot has a skill of 2D. A TIE
fighters maneuverability is 2D. The Lumrunner is shooting
at the fighter at medium range a Moderate (15) difficulty. The gamemaster rolls 2D for the pilot (a 7), and 2D
for maneuverability (a 6); the difficulty number for the
Lumrunners fire is 28.
A pilot can evade once per segment. Each evasion affects
all enemy attacks for the current fre segment; each time a
pilot evades, he reduces die codes further (see page 131 of
the Players Handbook).
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Shield Attempts
Each time a ship with shields is fred upon, the character
operating the shields may announce that he is attempting to
protect the ship against the attack. Each shield attempt only
affects one attack. The operator must decide whether he is
attempting to protect his ship before the attackers skill roll is
made.
Starship shields is a reaction skill; each time it is used, the
operators skill and attribute codes are reduced 1D further
(see page 13 of the Players Handbook). It may be benefcial to
designate a dedicated shield operator in combat.
The diffculty number for each starship shield attempt
depends on the range between the fring ship and its target.
The diffculty is Easy (10) if they are at long range, Moderate
(15) at medium range, and Diffcult (20) at short range
because the shield operator has longer to react when a ship
thats farther away fres.
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Damage
Each weapon has a damage code. When a weapon hits, roll
its damage dice. When a weapon fred at medium range hits,
reduce its damage code by 1D before rolling. When a weapon
fred at long range hits, reduce its code by 2D.
Example: The Lumrunners blasters have damage codes
of 6D. If they hit at long range, roll 4D for damage.
Then, roll the ships hull dice. If the ship has shields, and
the operator successfully used his starship shield skill, also
roll its shield dice and add the shield roll to the hull roll.
Example: The Lumrunners hull code is 6D, and its
shield code is 3D. When hit, roll 9D for the Lumrunner if
shields are used successfully, but 6D if they are not.
Ship damage is determined in much the same way as damage in regular combat. How badly the ship is damaged
depends on the two rolls:
If shields were successfully used and the ship is lightly damaged, its shields are blown. Its shield code is reduced by 1D for
all future attacks. The shields are only restored to full value
after the ship is repaired (see page 46).
If shields werent used successfully or if a ship has no dice
in shields when its lightly damaged, its controls are ionized.
That means that blue lightning bolts play all over the ships
surface. No speed, maneuver or fre control, dice may be used
for the ship on the next combat round. Characters skill codes
are not affected and starship shield rolls may be made normally. The ship recovers at the end of the next round, and
may act normally thereafter. A vehicle can be affected by the
controls ionized result up to the D number of its hull code,
(ignoring pips). After that it becomes heavily damaged. For
example, a ship with a 3D+2 hull code (no shields) can have
its controls ionized three times, the forth lightly damaged
result would increase the damage to heavily damaged.
A heavily damaged ship suffers the effects of ionized controls above, except the shield code is instantly reduced by 1D.
After it recovers, its speed, maneuver, fre control, and shield
codes are permanently reduced by 1D until the vehicle is
repaired. Hull codes are not affected, nor are weapon damage
rolls. Pilots, gunners, and shield operators skill codes are
not affected. If a heavily damaged ship is again heavily damaged, it becomes severely damaged.
Severely damaged ships act like heavily damaged ships. In
addition, roll on the Severe Vehicle Damage table (to the
right); the indicated vehicles system stops working, or damage to passengers or cargo occurs. The chosen system cannot
be used until repaired.
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Planetary Vehicle
Powerplant
Passenger Hit
Cargo Hit
Weapon System
Steering
Steering
Starship
Ion Drives
Passenger/Cargo Hit
Hyperdrive/Nav Comp.
Weapon System/Sensors
Shields
Lateral Thrusters
Results
Powerplant/Ion Drives: Vehicle cannot move; no speed
or maneuver rolls may be made
Passenger Hit: A randomly selected passenger is injured
by a blast and suffers 4D damage.
Cargo Hit: Some or all of the cargo (or equipment)
carried on the vehicle is destroyed. Randomly select
which cargo is destroyed
Nav Computer: When the ship enters hyperspace, the
astrogation diffculty for a standard duration journey is
Heroic (30), not Moderate (15)
Hyperdrive: The ship may not enter hyperspace until the
drives are repaired.
Weapon System/Sensors: One weapon system or the
sensor system (gamemasters choice) is no longer
working and cannot be fred or used.
Shields: The shields are no longer working; no shield
rolls may be made.
Steering/Lateral Thrusters: The vehicle loses a great deal
of maneuverability; evasion rolls may still be made, but
the maneuverability code drops to zero.
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WEAPONS CHART
Speeder Mounted Weapons
Light (1-2D+)
Medium (3D-4D+)
Heavy (5D+)
Short
50-300
50-300
50-400
Range in Meters
Medium
301-500
301-800
401-900
Long
501-1,000
801-1,500
901-2,000
Artillery
Light (1-2D+)
Medium (3D-4D+)
Heavy (5D+)
Short
10-500
20-600
50-600
Medium
501-2,000
601-3,000
601-5,000
Long
2,001-10,000
3,001-16,000
5,001-25,000
Short
200-10,000
250-4,000
200-5,000
5-5,000
500-15,000
Medium
10,001-20,000
4,001-17,000
5,001-25,000
5,001-15,000
Long
20,001-35,000
17,001-30,000
25,001-50,000
15,001-75,000
Short
3,000-25,000
5,000-30,000
2,000-20,000
1,000-10,000
Medium
25,001-60,500
30,001-70,000
20,001-50,000
10,001-30,000
Long
60,001-125,000
70,001-150,000
50,001-100,000
30,001-60,000
Ion Weapons
Ion weapons do not cause direct physical damage. Highlyenergized ion particles cause tremendous signal and power
fluctuations aboard target vessels. Ion canons disrupt the
sophisticated electronics of vehicles, causing ionization damage only. Ion cannons are specifcally designed to penetrate
shields. Ionization damage is rolled against the hull code;
shields do not add any protection to the target vessel.
A vehicle with the loose generator result will have its shield
code reduced to 0D. If there are no shields or if the shields are
already blown, it will cause 1D ionization damage (see below
for a description of ionization damage).
If an ionization results from an ion attack, all speed code,
maneuver, fre control, and shield code rolls are reduced by
either 1D or 2D depending on the roll (see the chart above).
Ionization lasts until the end of the following round.
A ship thats dead in space can do nothing for 10D minutes,
it is floating motionless in space.
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Tractor Beams
Military-grade tractor beams are used to capture starships
so they may be boarded and searched. (Many starships have
small tractor beam generators for moving cargo around, but
they have no combat applications.)
When a tractor beam attempts to hit a target ship, its
resolved as a normal attack: if the attack roll is higher than
the diffculty number, the tractor beam hits the target ship.
Shields do not protect a ship against tractor beams. When
larger-scale ships attempt to capture smaller-scale ships, use
the scale modifers (see page 64).
Roll the tractor beams damage die code against the target ships sublight code. If the target ships sublight code roll
is higher, the ship breaks free. If the tractor beam damage roll
is equal to or higher than the sublight code roll, the target
ship is captured.
MULTISHIP COMBAT
Not all vehicle combat involves just two vehicles. Often, the
players may have to face several TIE fghters at the same time,
or they may even have an ally in another ship fghting with
them. Heres how to handle those kinds of situations:
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A ship may not fre upon or pursue any ship that is part of a
different dogfght, as long as it still has opponents itself. Any
ship which flees that is, starts at long range and successfully runs away has left the area of the battle entirely, and
cannot attack any other ship. If a ship destroys all its opponents, on the next combat round it may join any other dogfght at long range. If the dogfght it joins contains two or
more enemy ships, the fght splits into two dogfghts. You
must decide which ship(s) turn to face the new enemy.
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70
It is important to keep
things moving quickly so
you dont want to get too
bogged down in the minutia
of tactical combat. We have
provided a chart which
describes average speeds
(in meters per round) for
various vehicle types (see
below). Additionally, some
optional modifers to that
speed are provided for a
few circumstances. This
may prove useful when
vehicles are moving in the
scope of a personal combat
round. Just remember, the
important thing is to make
the combat feel like Star Wars. That means keeping the
action fast and furious, leave the details to your personal discretion.
Example: A character on a speeder bike wants to cross
an open canyon floor about 200 meters wide. There is a
stormtrooper team perched on the ridge with a medium
repeating blaster bearing down on the open terrain. Based
on the chart below, it will take about 2 combat rounds for
him to cover the distance (moving at 150 meters per
round).
The gamemaster informs the player that he can cross it
in one combat round, however he will be pushing his
speeder bike to the limit and must make a Moderate (15)
difficulty repulsorlift operation roll. If he fails the bike will
stall in the open terrain, in full view of the repeating blaster
crew. If he succeeds, he will only be exposed to fire for one
round.
Vehicle type:
Character/Creature
Walker
Wheeled/Tracked Vehicle
Landspeeder
Speederbike
Airspeeder/Starship/Swoop
(in atmosphere)
Vehicle is:
Making a 45 degree turn
Making a 90 degree turn
Making a 180 degree turn
Moving through light cover
Moving through medium
cover
Moving through heavy cover
Moving in heavy gravity
Moving in very light gravity
Moving in a variable gravity
feld
Modifier
75% of Movement Rate
50% of Movement Rate
75% of Movement Rate
75% of Movement Rate
50% of Movement Rate
25% of Movement Rate
50% of Movement Rate
150% of Movement Rate
75% of Movement Rate
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C hapter Five
THE FORCE
The Force is everywhere. It is in all things. Some learn its
nature and gain mastery of life, thought and matter. Most do
not; but even those who do not know the Force, even those
who are skeptical of its existence, still possess it. Some dismiss the Forces workings as mere luck; others recognize it for
what it is. This chapter provides rules for users of this mystical energy source. It is important to remember, however, that
during the time of the Rebellion there are few who still believe
in the Force, and even fewer know how to manipulate it.
FORCE POINTS
Each player character begins with one Force Point. At any
time during a game, a player may announce that he is spending a Force Point.
A player cannot spend more Force Points in an adventure
than his character possesses; if his character has three
points, he can only spend three. Once hes spent all three, he
can spend no more.
On the combat round in which a character spends a Force
Point, all his skill and attribute codes are doubled. That means
he can take twice as many actions, and his chances of success
are much higher. It also means he is much less likely to be
injured (since his Strength code is doubled along with everything else). In addition, if the character is stunned in the same
round, he ignores the stun and may continue taking actions.
Use of a Force Point is similar to a reaction skill (see page
13 of the Players Handbook). You do not have to declare its
use at the beginning of a combat round. However, you do have
to declare that you are using a Force Point before making a
skill or attribute roll.
Example: Deeks wingmen were gone. It was down to
him. Four TIEs closed from top, bottom and sides a classic englobement. Desperately, he wrenched at the controls,
and, holding his breath, dodged fire from all four TIEs,
maneuvered rapidly, shot four times, and there were
four explosions in quick succession. Suddenly, space was
empty. A wing strut smoldered where a TIE shot had gotten
through. Shamus breathed out. Skill, what would hed tell
his friends? Pure skill pure skill.
Four Results
Spending a Force Point can have four possible results:
Doing Wrong. When a character uses the Force for evil, he
loses the Force Point he spends permanently and gains a
Dark Side Point as well (see page 74).
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Finding a Teacher
The Jedi Knights were an ancient and honorable order of
masters of the Force. They were wise and good, using the
Force only to advance freedom, harmony and the survival of
life.
There are few remnants of the Jedi in the modern galaxy. As
we all know (but not all player characters necessarily do),
several Jedi remain Yoda, Obi-Wan Kenobi, their pupil Luke
Skywalker and Darth Vader, master of the dark side.
There are no textbooks for Jedi, no colleges, no dojos. To
learn about the Force and become a Jedi, a character must be
trained, by one who already understands. A player character
who wishes to become a Jedi must study with a teacher.
In theory, a player character could search out one of the
remaining Jedi and ask to study with him. In practice, this is
impossible, or virtually so. Star Wars: Classic Adventures is
played during the period of the Rebellion neither before
nor after. During that period, the only pupil Kenobi and Yoda
had was Skywalker. Skywalker may have trained others after
the Empires fall, but that is outside the scope of the game.
This does not mean that fnding a teacher is impossible
its just diffcult. There are several possibilities:
Some students of the Jedi who never completed their
training may be able to help. Vader and the Empire did
not pursue every last minor adept; they executed all who
were dangerous, but that still leaves many with minor
powers (such as the Failed Jedi and Minor Jedi).
The Jedi are the best-known masters of the Force in the
galaxy. However, they are not necessarily the only ones.
There may exist some alternative mystical traditions
which have some understanding of the nature of the
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Force and can offer training in its use. Some alien races
may understand the Force, but eschew contact with starfaring species for their own reasons. The Alien Student of
the Force is an example.
Even if he obtains a teacher, the most a character can do is
learn a little bit about the Force and its uses. Much of the
knowledge possessed by the Jedi Knights has been lost to the
galaxy, and many of their powers cannot be reproduced by
the minor adepts who yet survive. Characters may not
become true Jedi Knights because that order has been
destroyed. However, a character can aspire to be a Jedi, and,
at some distant future time (beyond the scope of the game),
he might learn at the feet of Luke Skywalker and become a
Jedi Knight in truth.
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Other Evils
Whenever a character uses the Force in an immoral way, he
gains one Dark Side Point, and his player should record the
number of Dark Side Points on the characters template. Using
the Force includes using Force Points or any Force powers.
Immoral is any act that you consider contrary to the Jedi
Code.
Atonement
Through ritual, fasting, and deep meditation, a character
may cleanse himself of the stain of darkness. The process is
not easy, nor is it quick; in fact it is everything in which calling
upon the dark side is not. The character must be pure and of
the most serious mind while attempting to atone. The atoning
character may continue to play, but must avoid taking any
action which is even slightly tainted during the atonement
period.
If the player worries about his character doing the right
thing, and clearly does the right thing, then the character is
attempting to atone. If he acts as if announcing his atonement
is the same as actually atoning, going on about his business
as usual, then his character is not actually trying to rid himself of the dark side.
During the session in which he is atoning, the character
may rid himself of one Dark Side Point by spending Force
Points. This Force Points cannot have been generated by calling upon the dark side. Spending a Force Point in this way is
always considered heroic, so the sacrifcing character gains
back the point at the end of the adventure. However, the character must declare that they are spending a Force Point to
atone at the beginning of each session, unless they have none
left. They must also act in the manner
described above. A character may rid himself of no more than one Dark Side Point per
adventure, which may take several sessions.
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Taking on Pupils
Characters who begin with Force skills can take on pupils
themselves (thereby becoming teachers or even masters).
However, some rules limit them:
A character currently studying with a teacher or master
cannot take on a pupil himself.
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FORCE DIFFICULTY
PROXIMITY
User and Target Are:
In physical contact
In line of sight but not touching
Not in line of sight, 1-100 meters away
101m-10km away
11-1000km away
Same planet but more than 1000km away
Same star system but not on the same planet
Not in the same star system
Modifier
+0
+2
+5
+7
+10
+15
+20*
+20*
RELATIONSHIP
User and Target Are:
Close relatives (married, sibling, parent, child, etc.)
Close friends
Friends
Acquaintances
Slight acquaintances
Met once
Never met, but know each other by reputation
Complete strangers
Complete strangers and not of the same species
Modifier
+0
+2
+5
+7
+10
+12
+15
+20
+30
*Applies only to Farseeing; other powers may not be used at these distances.
Characters who know the control skill may use it, instead of
Perception, to resist unwanted uses of the Force. A player can
choose which to use (Perception or control), and will presumably use whichever has the higher code.
Example: An Alien Student wants a guard to see his
wife, calling his name from a distance. This requires a
sense skill roll greater than the targets Perception (see
page 83). The targets Perception is 2D, and the Alien Students sense skill is 3D. The target rolls 7; the Alien Student
rolls a 16. He must still succeed in alter and control skill
rolls to use the power.
The targets Perception (or control) roll is not considered a
skill use, and therefore does not incur a 1D penalty to other
actions used in that combat round.
Time. Using a Force skill takes one combat round, as usual.
When a power requires the use of several skills, the user may
either attempt to use the power in one combat round, reducing skill codes for using multiple skills (see the Players Handbook page 13), or take several rounds to use the power,
making one skill roll per round.
Similarly, a character can use more than one power in a single round, per the usual rules for multiple skill use.
Using Force Points. Using Force skills does not require a
character to spend Force Points. However, you may notice
that the diffculty numbers for the more impressive uses of
the Force are rather high, and the maximum skill code a starting character can have is 3D. Players may fnd that to make
Force skills useful they must often spend Force Points.
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Keeping a Power Up
Sometimes, a character wishes to keep a power up, that
is, continuously operating for a long period of time. For example, if a Jedi were walking across a desert under a ferce double stars radiation, he might want to keep absorb/dissipate
energy up to avoid sunstroke and sunburn.
A player may announce that he wishes to keep a power up
before making the necessary skill rolls. If his skill rolls succeed, the power operates continually, until dropped. A character may voluntarily drop a power at any time.
If a character is stunned or wounded, any power he is keeping up is automatically dropped. Distractions can also make a
character drop his power.
A character who keeps a power up is using the skills the
power requires as long as the power remains in effect, even
though he doesnt make new skill rolls every round. When he
makes any other skill rolls, his codes are reduced accordingly.
Example: Absorb/dissipate energy is a control skill
power (it requires the use of only one skill). If Paulus is
keeping the power up, any time he uses any other skill, the
skill code is reduced by 1D because hes using two skills
in a single round, his control skill and the other skill.
LIGHTSABERS
Any character may use a lightsaber as a melee weapon
(lightsaber is a Dexterity skill), using its normal damage rating
of 5D. However, lightsabers are very rare weapons; they cannot normally be purchased, but are as rare as objects dart.
Obtaining a lightsaber might be the climax of an adventure.
When a character with the control skill uses a lightsaber, he
adds his control skill dice to the damage code when he hits.
Example: Paulus has a control skill of 3D+1. When he
hits with a lightsaber, he rolls 8D+1 to determine its damage.
CONTROL POWERS
Absorb/Dissipate Energy
Difficulty: Sunburn: Very Easy (5). Intense Sun: Easy (10).
Solar Wind: Moderate (15). Radiation Storm: Diffcult (20).
Blaster Bolt: Moderate (15) + the blasters damage roll.
Effect: Absorbs or dissipates energy to which the character
is subjected. Energy can include light and heat, microwave
or other electromagnetic radiation, hard radiation (alpha,
beta and gamma), and blaster bolts. When used to absorb a
blaster bolt, make a damage roll for the blaster; the diffculty
for use of the control skill is Moderate (15) plus the blasters
damage roll.
A successful control roll means the energy is dissipated and
does not injure the character. When a character is subject to
continuous radiation (sunlight, a radiation storm, etc.) he
may keep the power up to avoid its effects.
Once up, this power effects all attacks in a combat segment,
but must be used again if an attack occurs again in a later segment.
Accelerate Healing
Difficulty: Easy (10) for wounded; Moderate (15) for incapacitated; Diffcult (20) for mortally wounded.
Effect: If a character uses this power successfully, he may
make two natural healing rolls for the current day with +2 to
each roll (see page 57).
Contort/Escape
Difficulty: Loose bonds: Very Easy (5). Handcuffs: Easy
(10). Serious Restraints: Moderate (15). Maximum Security:
Diffcult (20). Nigh Inescapable: Very Diffcult (30).
Effect: The character escapes his bonds by contorting in
painful and diffcult but physically possible ways. For example, it is possible to escape from handcuffs by dislocating the
thumb and pinky to reduce the width of the hand. This is
painful, but a trained Jedi can resist pain and damage to the
musculature and ligaments with proper bodily control.
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Combat Effect
Force back.
Knock off balance
Hit
Stunt
Combat Effects. The table below and to the left indicates various effects based on how much higher one opponent rolls over
another.
Force Back: The winners blows are so well-placed and powerful the loser must retreat, often in a direction hed rather not be
heading. The winner (with the gamemasters help) determines
the direction based on the surroundings and combatants placement. The loser might be steered toward another obstacle: a
wall, chasm, trap, another opponent.
Knock Off Balance: The winner manages to knock the loser off
balance, either through heavy blows, fancy maneuvering, or
forcing the loser onto unsteady ground. This effectively stuns
the loser, inflicting a 1D penalty against all actions for the next
round only. The loser can still act, but at a signifcant disadvantage.
Hit: The winner strikes a blow on the loser. Follow normal
lightsaber damage rules. If the loser was knocked off balance
last round, the 1D penalty may also apply to Strength rolls to
resist damage; losing ones balance exposes more vital areas to
hits, or can make certain body parts easier targets. The winner
chooses exactly how much damage to inflict, within the range
indicated by his weapon and any damage rolls made.
Trick: The winner is such a good fghter he manages to pull
some kind of trick combat maneuver on the loser: disarming
him, throwing a cape over his head, or knocking him to the
ground. The winner, with the gamemasters guidance, can help
determine the exact trick effect. The winner may always choose
a lower option, no matter how high he rolls. A good fghter
knows how to produce the desired effect, whether its to maneuver an opponent into a tenuous position or wound him just
enough.
Example: Paulus Kahl rolls a 28 against Vengus Renirs
lightsaber score of 15. Theoretically Paulus could inflict damage on Vengus, however, Paulus wants to toy with him a bit
more. He chooses to force him back toward a deep chasm.
He could also have chosen to knock him off balance, lowering his roll next round by 1D.
Control Disease
Control Pain
Difficulty: Diffculty is Very Easy (5) for wounded characters; Easy (10) for incapacitated (but conscious) characters;
Diffculty (20) for mortally wounded (but conscious) characters. The diffculty for controlling pain from stun damage is
Easy (10) if the character has not yet fallen unconscious, and
Moderate (15) if the character has had to regain consciousness through the use of a power.
Effect: A wounded character who controls pain can act as
if healed starting with the round after his control roll is
made, his die codes are not reduced by 1D. However, his
wound is not healed it is just ignored; a wounded character
who controls pain and is wounded again becomes incapacitated.
For characters who are stunned (by a weapon set to stun),
control pain eliminates the effects of the stun entirely, curing
themselves of the effects of stun damage.
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Detoxify Poison
Difficulty: Alcohol: Very Easy (5). Mild poison: Easy (10).
Average poison: Moderate (15). Strong poison: Diffcult (20).
Neurotoxin: Very Diffcult (30).
Effect: Allows the character to detoxify poisons or eject
them from the body in a much shorter time than would normally be possible. If the character makes his skill roll, he is
not affected by the poison.
Emptiness
Difficulty: Moderate (15) to initiate the power, Diffcult (20)
to break away from the emptiness.
Effect: The user empties his mind and allows the Force to
flow through him. The character resembles one in deep meditation, and a character experiencing emptiness is oblivious to
his surroundings. A character in emptiness may not move
or take any other action except try to disengage from the
emptiness.
When the character enters into emptiness, the player
must state for how long he intends to be empty. A character
may roll to come out of emptiness when one of the following
occurs:
When his allotted time has passed.
Once each hour beyond the time limit set by the player.
The characters body takes non-stun damage.
When in emptiness, characters dehydrate and hunger normally. It has happened that initiates who were not yet strong
enough in control have died while in emptiness.
While in emptiness, a character is diffcult to sense with
the Force, since there is very little to sense and hostile force
can literally pass through the emptiness of an accomplished
master. When another character attempts to use a Force
power on a character in emptiness, add the targets emptiness roll to the diffculty number for sense, or to the alter diffculty number if there is no sense skill being used.
In a way, emptiness acts as a dodge against the use of Force
powers. Note that this dodge effect is effect is not voluntary.
Even if the character in emptiness does not wish to resist the
Force power, the emptiness roll is added to the appropriate
diffculty.
Being empty cleanses and strengthens a characters connection to the Force. A character receives +6 to all Force skill
rolls for a period of time spent in emptiness. This bonus is
reduced by one point for every Dark Side Point the character
has gained. Characters who have been consumed by the dark
side cannot go into emptiness.
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Hibernation Trance
Difficulty: Diffcult (20).
Effect: The character falls into a trance. Heartbeat slows to
a few beats per minute. Breathing drops to a minimum. The
character is unconscious.
Hibernating is useful at two times: when a character wants
to play dead, and when food or air supplies are low.
A hibernating character appears to be dead. A mirror held
to his mouth would show a very faint mist, but youd need
pretty sharp eyes to be sure. Someone who listened with a
stethoscope for a minute or more might hear a very faint,
very slow heartbeat. Life sensors might show a slight flicker.
Assume that anyone who sees the hibernating character takes
him for dead unless they make a point of testing him. These
tests require either an Easy (10) first aid roll.
A character with the sense skill can detect a hibernating
characters Force, and will know he is still alive.
Someone hibernating consumes about one tenth as much
air as someone sleeping.
A character can hibernate for a week in a dry atmosphere,
or up to a month in a foggy or wet one, before dying from lack
of water. It is possible to hook him up to an intravenous water
drip to let him survive indefnitely. A character can hibernate
for three months before dying of starvation. An intravenous
sugar-solution drip extends that to one year.
When a character enters a trance, the player must tell the
gamemaster what will wake him up. He can say how long he
wants to hibernate, or what stimuli will awaken him (e.g.,
When the capsule opens and light registers on my eyes).
Waking a character at another time is tough. Slapping him
around may do the trick, but could take hours. Another character with Force skills can use place in hibernation trance
(see page 83) in reverse to wake a character in a few combat
rounds.
Remain Conscious
Difficulty: Easy (10) for incapacitated characters or characters who are unconscious due to stun damage, Diffcult (20)
for mortally wounded ones.
Effect: On the round after a character is incapacitated or
mortally wounded, he may use this power to attempt to remain
conscious. If he fails, he falls unconscious, as incapacitated
and mortally wounded characters normally do.
A conscious incapacitated character may take any number
of actions, and then lapses into unconsciousness. His actions
are subject to the usual modifer for wounded characters (die
codes are reduced by 1D).
A mortally wounded character who remains conscious
may not perform any action, other than attempting to control
pain.
A character who remains conscious and then controls
pain (see above) may perform any number of actions without
lapsing into unconsciousness.
A character who was reduced to unconsciousness through
stun damage receives one round of action as he were stunned,
that is he may act with all action die rolls reduced by 1D.
This power may not be used repeatedly. It may be used a
single time to gain a character one additional round of action,
and during that round of action he cannot use the remain
conscious power. He will retain conciseness if he successfully controls pain as an action.
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SENSE POWERS
Instinctive Astrogation
Difficulty: Moderate (15).
Effect: Normally, the diffculty number for astrogating a
ship without a nav computer is Very Diffcult (30) for a standard duration trip (see page 62). By using sense to plot his
trip through hyperspace, a character can reduce the astrogation diffculty number to Very Easy (5) for a standard duration
trip.
Life Sense
Difficulty: The base diffculty is Very Easy (5), but is modifed by target proximity and relationship.
Effect: The user can sense the presence and identity of the
person for whom he searches. The user can also sense how
badly wounded, diseased or otherwise physically disturbed
the target is. If the user keeps the power up, he can use it to
track a target.
If the target has the control skill, he may use it to try to
hide from the senser. His control skill roll is added to the
sensers diffculty number.
Magnify Senses
Difficulty: The base diffculty is Very Easy (5), as modifed
by proximity.
Effects: The character can sense something that would be
impossible with unaided senses hear something beyond
the range of the human ear, see something that would normally require the use of binoculars, read microflm with the
naked eye, hear a very faint sound.
Postcognition
Difficulty: Less than two hours into the past is Easy (10);
more than two hours but less than a week is Moderate (15);
more than a week but less than two years is Diffcult (20);
more than two years is Very Diffcult (30).
Effects: Postcognition allows a person to investigate the
tenuous imprints of the Force on an object when they are handled by living beings. The character must be able to handle
the object which he is examining.
If the postcognition roll is 15 greater than the diffculty
number, the character can witness the event as if he were
there himself.
If the postcognition roll is fve or greater than the diffculty roll, the character gains a good sense of impression of
the event but is limited to the primary sense (the sense which
gives the most information, usually sight) is distorted or
obscured, but other sensory impressions come through
clearly.
If the postcognition roll is simply greater to or equal than
the diffculty number then all sensory impressions are muzzled; sight is blurry, sound is muffled, tactile sense is dulled,
smells and tastes are indistinct.
Receptive Telepathy
Difficulty: If the target is friendly and does not wish to
resist (e.g., reading the mind of another party member), the
base diffculty is Very Easy (5), as modifed by proximity and
relationship. If the target resists, make a Perception (or control) roll for the target, and add the modifers for proximity
and relationship.
GAMEMASTERS GUIDE
Sense Force
Difficulty: Very Easy (5) for an area; Diffcult (20) for sensing details or specifc objects within an area, modifed by
proximity.
Effects: This power is used to sense the amount of ambient
Force within a place. It cannot be used to detect sentient
beings, but there are many forms of life and many areas of the
galaxy intertwined with the Force which can be sensed with
this power.
Sense Force will tell a character the rough magnitude of
the Force in an area or object and whether the area or object
tends towards the light or dark side of the Force.
Shift Sense
Difficulty: Moderate (15).
Effects: The character may shift his senses so as to detect
phenomena of a different type than normal; shifting spectrum
of vision into the infrared or even radio waves, setting olfactory nerves to detect specifc chemical combinations which
are not normally perceived, or improving hearing to frequencies above or below that which can usually be heard. Shift
sense may be kept up.
Note that while this power might allow a Jedi to hear things
like radio waves or transmission frequencies, they cannot
decipher them using shift sense.
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The power can also be used to see the past or future. A cautionary note about the future is in order: the future rapidly
becomes unclear. Intelligent beings have free will, and individual choices may alter it. So any vision of the future is of a
possible future only and the characters own actions can
alter things.
Gamemasters Note: Farseeing can be a powerful tool for
gamemasters and should be used to enhance the adventures
in your campaign. When a Jedi character successfully gazes
into the future, the gamemaster should offer glimpses, images
and feelings that are broadly applicable but personal to the
character similar to Luke Skywalkers vision during the
Empire Strikes Back. He saw only a city in the clouds and that
his friends were in pain. A city in the clouds is a general
description, as is his friends suffering but both were used
to drive the story forward.
Projective Telepathy
Control Difficulty: Very Easy (5), as modifed by proximity.
Add fve to the number if the user cannot verbalize the
thoughts he is transmitting (e.g., it gagged or does not wish to
make a sound).
Sense Difficulty: If the target is friendly and does not wish
to resist, the diffculty is Very Easy (5), as modifed by relationship. If the target resists, make a Perception (or control)
roll for the target, and modify for relationship.
Effect: The target hears the thoughts of the user and
feels the emotions of the user. The target knows that the
thoughts and emotions are not his own, and that they belong
to the user of the power. This power is not used to control
minds, but to communicate.
ALTER POWERS
Injure/Kill
Warning: A character who uses this skill immediately gains
a Dark Side Point.
Difficulty: Make a Perception or control roll for the target.
Effect: An attacker must be touching a character in order to
use injure/kill. In combat this usually means a successful
brawling attack must be made the same round as injure/kill.
If successful, the alter roll is used as the damage roll and the
Perception or control substitutes for the Strength of the target.
Telekinesis
Difficulty: Very Easy (5) for objects of 1 kilogram or less;
Easy (10) for 1-10 kg; Moderate (15) for 11-100 kg: Diffcult (20)
for 101 kg to 1 metric ton; +5 for each additional factor of 10.
Modify for proximity.
Effect: This power is used to levitate and move objects with
the naked mind. If used successfully, the target object moves
as the user desires. The user can continue moving the object
if he keeps the power up.
Using levitated objects to injure or attack other characters
is possible but anyone who does so gains a Dark Side Point.
A Jedi uses his powers for knowledge and defense never
for attack.
Telekinesis can be used to levitate oneself or other characters. It can even be used as a primitive space drive in emergencies. When used to levitate someone against his will, the
target may resist, adding his Perception or control roll to the
diffculty number.
A character can levitate several objects simultaneously
each object counts as a separate power use; the usual rules
for multiple skill use apply (see page 13 of the Players Handbook).
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Inflict Pain
Warning: A character who uses this skill immediately gains
a Dark Side Point.
Control Difficulty: Very Easy (5), as modifed by target
proximity.
Alter Difficulty: Make a Perception or control roll for the target, modify by proximity, and multiply the total by two.
Effect: The target experiences great agony. He is stunned for
as long as the user keeps the power up, and two rounds
thereafter. The stunned character suffers a 1D penalty to all
attribute and skill rolls (except Strength rolls to resist damage).
If the attackers alter roll is 5 or more higher than the alter
diffculty, the target is stunned, but suffers a 2D penalty to all
attribute and skill rolls. Duration remains the same.
If the attackers alter roll is 10 or more higher than the alter
diffculty, the target is knocked unconscious for 10D minutes.
If the target has Force skills, he can use control pain to
ignore the stun effects and remain conscious to resist an
effect that knocks them unconscious.
Return to Consciousness
Control Difficulty: Very Easy (5), as modifed by target
proximity.
Alter Difficulty: Easy (10) for incapacitated characters or
characters who are unconscious due to stun damage, Diffcult
(20) for mortally wounded ones.
Effect: The target becomes conscious again. The description for remain conscious explains what conscious incapacitated, stunned and mortally wounded characters can do.
A character may use this power on himself as well as other
characters. The power may, therefore, be used while the user
is unconscious, but only to revive himself. He cannot return
other to consciousness while he himself is unconscious.
If the character or user is stunned, incapacitated or mortally
wounded, the user must use control anothers pain on the
target or control pain on himself, the round after using this
power to maintain the targets (or users) consciousness.
Normally, you make a 2D roll for mortally wounded characters every combat round. If you roll less than the number of
combat rounds that have elapsed since the character was
mortally wounded, he dies (see page 15 of the Players Handbook).
Dont roll for mortally wounded characters to whom Force is
transferred. The target of the power goes into a hibernation,
and will die only after hours or days plenty of time to get
him to a rejuvenation tank.
Transfer Force
Control Difficulty: Very Easy (5), as modifed by relationship.
Alter Difficulty: Very Easy (5), as modifed by proximity.
Effect: If both skill rolls succeed, the user must spend a
Force Point to use this power. The user of this power automatically gets the Force Point back at the end of the session, as
using this power is inherently heroic.
The user transfers a portion of his own life force into the
body of the subject. The power is usually used on mortally
wounded subjects to keep them alive.
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Before making his skill rolls, the user must describe exactly
the effect hes looking for; the alter diffculty depends on the
effect (see above). The power is normally used on only one
target. Two or more targets can only be affected if the power
is used two or more times.
A target who is subject to a hallucination which can be
sensed by all senses would feel a blow if the hallucination
struck him. Although he would feel it, he would suffer no damage.
Affect mind cannot affect Droids or recording devices.
Telekinetic Kill
Warning: A character who uses this skill immediately gains
a Dark Side Point.
Control Difficulty: Easy (10), as modifed by proximity.
Sense Difficulty: Easy (10), as modifed by proximity.
Alter Difficulty: Make a Perception or control roll for the target. If the control and sense rolls of the user are successful, the
alter roll is used as the damage roll and the Perception or control roll substitutes for the Strength roll of the target. Damage
is determined normally except that if the alter roll is less than
the diffculty number there is no effect.
Effect: The user uses his telekinetic ability to injure or kill
the target. The exact method used can vary: one can stir the
brain, squeeze the heart, or (Darth Vaders favorite) collapse
the trachea.
And Beyond
What further mysteries lie locked within the universes
heart? What wondrous lore died with the ancient Jedi? The
mystic powers wielded by that honorable order are forever
lost unless some remnant or record of them should be discovered.
It is whispered that the Jedi live forever; that their works
live on, that the human destinies whose plans they laid have
not yet come to their fruition. It is whispered that Vader and
the Emperor himself experiment with terrible sorceries far
beyond the abilities of the few weak students of the mystic
arts that yet remain alive.
This may be true, and it may not. Only the future will reveal.
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C hapter Six
SUPPORTING
CHARACTERS
ALIENS
There are thousands of intelligent alien races in the galaxy.
Many appear in the Star Wars movies. Character templates are
provided for the a few of the most important aliens from the
movies Wookiees, Ewoks and Mon Calamari (also see the
Alien Student). Many additional aliens are described in The
Rebel Field Manual. The statistics presented describe an average alien of that species. To create an alien character template using that alien species, add 6D to the given attributes;
of the 6D allotted, 1D is added to each attribute. This way, for
example, players cannot create Ewoks with 8D in Strength. If
an alien has a published template in the Players Handbook,
use that template in lieu of adding 6D.
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DROIDS
The term Droid is a contraction of the earlier android, and
refers to mechanical devices capable of locomotion, the
manipulation of abstract concepts, and the ability to associate apparently disparate facts that is, intellection.
In other words, a Droid is a robot, a mechanical person.
Like human beings, they can think, and some even have emotions. Many, but not all, can speak in normal human speech.
Even those which cannot are designed to communicate with
others of their kind.
Some (but by no means all) computers are also intelligent
but no matter how bright, a computer is not considered a
Droid, because it does not control its own movement. In some
cases, the defnitions blur for example, many ships computers can act as autopilots, controlling the motion of the
ship, but they are still not considered to be Droids.
Droid Programming
Droids are programmed to follow the orders of their owners. But, as R2-D2s role in Lukes destruction of Jabba the
Hutt shows, sometimes it isnt clear exactly who owns a
Droid.
When a Droid is sold or given away, it must be reprogrammed to permanently change its allegiance to its new
owner. Usually the seller or giver reprograms the Droid, but
sometimes the buyer agrees to do so. When dealing with the
untrustworthy, it is usually advisable to reprogram a Droid
yourself. The mistake Jabba made with Artoo was not reprogramming him immediately.
Droid Skills
In game terms, Droids are treated as specialized humans.
They are very good at one or a few tasks but pretty useless
for almost everything else.
All Droids attributes are 1D. That is, a Droid has 1D Dexterity, 1D Knowledge, 1D Mechanical, and so on.
Droids also have skills. Droids are designed for specifc
tasks (skills); they usually have very high skill codes in the
few skills they have with more than 1D. Thats because a
Droids programming is the distilled knowledge of hundreds
of experts on the subject.
Example: A human being has to learn the finer elements
of starship repair by studying dozens of manuals, reading
the literature, and by hard practice. An astromech Droid
has all those manuals in its permanent memory, and can
call them up at a microseconds notice. Its possible for a
human to get as good as an astromech Droid but it takes
years of effort.
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Droids as NPCs
In the Star Wars movies, Droids serve two main functions:
they act as comic relief, and as plot devices.
GAMEMASTERS GUIDE
Comic Relief. Droids are a little foolish. They are completely specialized; when they try to do something for which
they are not designed, they look rather funny. R2-D2 is not
designed to operate underwater, and when his eye pops out
of the muck on Dagobah, everyone laughs.
Star Wars: Classic Adventures is not a comedy game, but an
occasional light moment is in keeping with the spirit of the
movies. If things are dragging or nothing much has happened
in a while, have one of the Droids say or do something foolish.
If you get your players to laugh, youll re-spark their interest
in whats going on, and the game will get moving again.
Plot Device. What if your players get into a jam and they
cant fgure a way out?
You should defnitely penalize them. After all, dealing creatively with problems is part of the fun of roleplaying. When it
comes time to award Skill Points (see the Adventure Book),
penalize them a point or two.
On the other hand, you dont want the game to stop dead
just because your players are being a little slow. If the plot
requires them to escape, or to access a security system, or
whatever, and they cant fgure out how to do it themselves
then youve got to fgure out a plausible way to let them do
what they need to do.
One good way to do that is to use a Droid. Droids are so limited that the players wont expect them to be much help, and
wont rely on them to get out of a jam so theyre a natural
way for the gamemaster to intervene.
Example: Chewbacca, Han, Luke, and R2-D2 are walking around the forests of Endor when Chewie triggers a net
trap. Theyre all caught in the net, and suspended in midair.
Luke cant reach his lightsaber to free them so R2 produces a little buzz saw and slices through the rope. Nobody
knew R2 had a buzz saw until he used it.
EXTRAS
When you design an important NPC, you may want to spend
some time deciding exactly what hes like and what he can do.
However, when you introduce a supporting NPC whom the
players will encounter only briefly or when you just need an
extra, you dont want to spend a lot of time deciding exactly
what hes like. Here are some quick-and-dirty guidelines you
can use when you need a minor character.
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USING TEMPLATES
Do you need a bounty hunter? Thats easy just grab the
bounty hunter template, and allocate 7D to skills. Dont spend a
lot of time puzzling over what skills he should get just choose
skills a bounty hunter ought to have, and jot the numbers down
quick. (What skills ought a bounty hunter to have? Oh how
about blaster, dodge, hide, search, and streetwise?)
In general, any of the templates can be used as non-player characters. This chapter contains some pre-made NPCs that the characters my run into.
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cifc skills than they themselves (see page 86). Dont feel
obliged to give all specialists skills of 4D. 4D is just the skill of
the average professional. On sophisticated planets, or for a
higher fee, a player character can fnd a specialist with a considerably higher skill.
IMPERIAL CHARACTERS
Imperial Stormtroopers
The Emperors elite soldiers, stormtroopers
inspire fear anywhere the Empire seeks to
assert its power. Imperial command
deploys the white armored troopers to
crush resistance and neutralize opposition. Stormtroopers expect to be obeyed
unquestioningly when dealing with civilians, and cannot be bribed. Failure to
comply with an order from a stormtrooper
typically results in incarceration or death.
Imperial Stormtrooper: All stats are 2D except:
blaster 4D, brawling parry 4D, dodge 4D, brawling 3D. Stormtrooper Armor: adds +1D to Strength code
for damage purposes only. Reduces Dexterity code and all Dexterity
related skills by 1D. Stormtrooper Weapons: Blaster pistol (damage
4D), blaster rifle (damage 5D).
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Imperial Officers
The Imperial Army and Navy is run by all
ranks of offcers, from lofty admirals to low
lieutenants. Low-level offcers carry out
many duties: some serve aboard Star
Destroyers, others pilot Lambda shuttles,
and others command Imperial Army
infantry and walker units. Most carry out
their duties with cold precision, and foster a
special hatred for Rebels, smugglers and
other scum.
Typical Imperial Naval Officer: Dexterity 2D+2,
blaster 4D+2, dodge 4D, Knowledge 3D, bureaucracy
4D, planetary systems 3D+1, Mechanical 3D+2, starship piloting 4D, Perception 3D+1, bargain 5D+1,
command 4D+1, hide/sneak 4, Strength 2D+1, brawling 3D+1, stamina 3D+1, Technical 3D, starship
repair 4D+1, security 4D+1. Equipment: Blaster pistol (damage 4D),
comlink.
Typical Imperial Army Officer: Dexterity 2D+2, blaster 4D+2, dodge 4D,
Knowledge 3D, bureaucracy 4D, planetary systems 3D+1, Mechanical
3D+2, repulsorlift operation, 4D, walker operation, 4D, Perception
3D+1, bargain 5D+1, command 4D+1, hide/sneak 4D, Strength 2D+1,
brawling 3D+2, stamina 3D+1, Technical 3D, repulsorlift repair 4D,
walker repair 4D+1. Equipment: Heavy blaster pistol (damage 5D),
comlink.
GAMEMASTERS GUIDE
STORMTROOPERS
Stormtroopers are completely loyal to the Empire. They cannot
be bribed, seduced or blackmailed into betraying their Emperor.
They can be conned and tricked but they arent stupid, and
tricking them is not always easy. They can also be commanded: as
members of a military unit, they are used to responding to orders
instantly. Player characters dressed as offcers (preferably with
identifcation to match) with good command skills stand an excellent chance of bluffng their way past stormtroopers.
Although they are fanatically loyal, they are not suicidal, and
will surrender if confronted with overwhelming force They are
trained to preserve their own lives when the odds are hopeless
in the hope of surviving to serve the Emperor later.
In the Star Wars movies, the stormtroopers voices are always
fltered through the speakers in their helmets. Heres a trick:
whenever you speak as a stormtrooper, cup your hands over your
mouth and speak through them. This gives your voice the same
kind of hollow resonance as a stormtroopers. Whenever you
speak this way, the players will immediately know that youre
speaking as a stormtrooper.
Imperial Gunners
Gunners are a special sub-unit of the Imperial pilot
corp. Any Imperial vessel larger than a one-man TIE
starfghter makes use of these trained weapons masters to handle the high-tech arms employed by the
Empire.
Gunners are trained to handle everything from a
single light laser cannon up to turbolaser battery
emplacements and even the now-destroyed superlaser that was the main weapon of the Death Star battle station. In addition to their hands-on training,
gunners learn to work with specialized computer
helmets that not only offer protection but are
equipped with macrobinocular viewplates and sensor arrays
to assist with targeting fast-moving fghter craft.
Typical Imperial Gunner. Dexterity 2D+2, blaster 3D+2, heavy weapon
4D+2, Knowledge 1D+1, Mechanical 3D, com-scan 4D, gunnery 5D,
starship shields 4D, Perception 1D+1, Strength 1D+1, Technical 2D+1,
weapon repair 4D. Equipment: Blaster pistol (damage 4D), computerized gunnery helmet (+1D to gunnery; tongue operated comlink,
+1D to com-scan), protective armor (adds 2 pips (+2) to Strength
code for damage purposes only. Reduces Dexterity codes by 2).
TIE Pilots
The top pilots in the Galaxy are found in the Imperial Navy.
These pilots, following the glorious and time-honored allure
established during the Republic, attend the premier Academies throughout the Empire. Within these fne institutions the
Empire teaches these men duty and promotes the idea of
maintaining order, as opposed to defending against aggression.
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TIE pilots form an elite corps within the Imperial Navy. Each
candidate for admission into the rigorous TIE training program must undergo a strenuous screening and testing
process. After all, they are being prepared to fly
the best starfghters the Empire has to offer.
Typical TIE Fighter Pilot. Dexterity 3D+1, blaster
4D+1, dodge 4D+1, Knowledge 2D, planetary systems 3D, Mechanical 4D, com-scan 4D+2, gunnery
5D, starship piloting 6D, Perception 3D, command
4D, search 4D, Strength 3D, Technical 2D, computer programming/repair 3D+1, starship repair
5D. Equipment: Navigational computer linkup
helmet (internal comlink, +1D to com-scan), high
gravity stress flight suit with life support equipment, one week emergency rations, blaster pistol
(damage 4D), survival gear.
REBEL CHARACTERS
Rebel Alliance Soldiers
The standard infantry trooper of the Rebellion is a dedicated volunteer who believes in the cause. Many are soldiers who mutinied against the Empire, while others are
raw recruits eager to fght for whats right. They
serve as security troops on Alliance ships and as
ground troops at Rebel bases.
Typical Rebel Alliance Soldier: All stats are 1D+2 except:
Dexterity 3D+2, blaster 5D+2, dodge 3D, grenade 4D+2,
Knowledge 1D, Strength 3D, brawling 4D, Technical 1D+2,
demolitions 2D+2. Equipment: Blaster carbine (damage 5D),
grenades (damage 5D), macrobinoculars, comlink, blast
vest (adds 1 pip (+1) to Strength code for damage purposes
only, does not reduce Dexterity codes).
Rebel Commandos
Commandos are specialized soldiers who are deployed on especially diffcult missions where stealth is of utmost
importance. They are the best soldiers
the Rebel Alliance has at their disposal.
Rebel Commando: Dexterity 3D+2, blaster 4D,
dodge 4D+1, Knowledge 3D, survival 4D,
Mechanical 1D+1, Perception 4D,
hide/sneak 4D+2, Strength 3D+2,
brawling 4D, Technical 2D+1. Equipment: Blaster pistol (damage 4D), comlink,
macrobinoculars.
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NEUTRAL CHARACTERS
Bounty Hunters
Hired guns, bounty hunters work for
security forces, the Empire, and crime
lords. They specialize in tracking down
criminals and bringing them to justice
any way they can. They are infamous for
using excessive force to capture their
prey, especially if a bounty is posted as
dead or alive.
Bounty Hunter, Novice: All stats are 2D except:
blaster 3D+2, dodge 3D+1, melee weapon
3D+1, survival 2D+1, search 3D, hide/sneak 3D,
brawling 3D+2. Equipment: Blast vest (adds 1D to Strength code for
damage purposes only. Reduces Dexterity codes by 1D), heavy
blaster pistol (damage 5D), knife (damage STR+1D).
Bounty Hunter, Veteran: All stats are 2D except: blaster 4D+2, dodge
4D+1, grenade 4D, melee weapon 4D+2, melee parry 3D+1, streetwise
3D, survival 2D+2, search 3D+1, hide/sneak 3D+2, brawling 3D+2,
blaster repair 1D+2. Equipment: Blast vest (adds 1D to Strength code
for damage purposes only. Reduces Dexterity codes by 1D), heavy
blaster pistol (damage 5D), blaster rifle (5D), hold out blaster (damage 3D), grenade (damage 5D), knife (damage STR+1D).
Enforcers
Enforcers often began their careers as streetwise thugs,
crawling up from the darkest, flthiest pits of the galaxy, to
positions within the criminal underworld.
Enforcer: Dexterity 2D+2, blaster 4D+2, brawling parry 4D+2, dodge
4D+1, melee weapon 4D, melee parry 3D+2, Knowledge 1D+2,
Mechanical 1D+2, Perception 1D+1, Strength 2D+2, brawling 4D+2,
Technical 2D. Equipment: Blaster pistol (damage 4D), vibroblade
(damage STR+2D).
Haughty Smuggler
Smugglers sneak their contraband
past the watchful eyes of the authorities. They are often brash, very arrogant, largely due to the risky world that
they live in.
Smuggler: Dexterity 2D+1, blaster 4D, dodge
4D+1, Knowledge 1D+1, streetwise 4D+2,
Mechanical 2D+2, astrogation 4D+2, starship
piloting 5D+2, gunnery 4D+2, Perception 2D,
bargain 2D+2, con 4D+1, Strength 2D, Technical 1D+1. Equipment: Heavy blaster pistol (damage 5D).
Typical Merchant
Merchants either maintain a shop in a spaceport or planetside city, or else travel the galaxy plying their wares wherever
there is demand. Most practice their business fairly, although
some take every opportunity to exploit unwary buyers.
Merchant: All stats are 2D except: streetwise 2D+2, repulsorlift operation 2D+1, bargain 4D, con 3D+2. Equipment: Clothing, datapad
(holding transaction records), 200 credits, various wares for sale.
Slick Gambler
Gamblers are common sights at the local spaceport cantinas. They may be down-on-their-luck lowlifes, high-rollers, or
even cheats. Gamblers are always after the next big score,
which usually involves the player characters pockets.
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CLASSIC ADVENTURES
Thugs
Thugs are street toughs aspiring to become swoop champions, grunts working for a local crime lord, security guards, or
law enforcers prone to breaking heads and taking bribes.
Thug: All stats are 2D except: blaster 2D+1, brawling parry 3D+2, dodge
2D+2, melee weapon 3D, melee parry 2D+2, streetwise 3D+2, brawling
4D, lifting 3D, stamina 2D+2. Equipment: Comlink, vibroblade (damage STR+1D), blast vest (adds 2 pips (+2) to Strength code for damage purposes only, reduces Dexterity and Dexterity skill codes by 2
pips).
ALIEN CHARACTERS
Gamorrean Guards
These green, pig-like aliens often hire themselves out as
mercenaries and guards for crime lords. For Gamorreans,
fghting is a way of life. They are known throughout the galaxy
for their great strength and brutality. Gamorreans arent too
fond of high technology they prefer to use melee weapons
rather than blasters, and foster a violent dislike for Droids.
Gamorrean Guard. All scores are 2D except: Dexterity 3D, melee
weapon 5D, survival 3D, Strength 4D, brawling 6D. Equipment: force
pike (damage 7D), vibro-ax (damage STR+2D).
Sullustan Smugglers
Many Sullustans are space-going traders. Since their
planets government allied itself with the Empire, many Sullustans have joined the Rebel Alliance or have become independent merchants. These smugglers sometimes work for the
Rebellion, but always work for their own proft. Sullustans are
known as exceptional pilots and navigators, and have keen
senses of vision, hearing and direction.
Sullustan Smuggler. All scores are 2D except: Dexterity 3D, blaster 4D,
dodge 4D, bureaucracy 3D, planetary systems 4D, Mechanical 4D+1,
astrogation 5D, gunnery 5D+1, starship piloting 6D+1, starship shields
5D, Perception 3D, bargain 4D, con 4D+2, Technical 3D, starship repair 5D. Equipment: blaster pistol (damage 4D), stock
light freighter, datapad, 500 credits.
Twilek Merchants
Many Twileks seen throughout the galaxy have
escaped their harsh homeworld of Ryloth and set up
businesses of their own. They are used to scavenging
and scraping a living from whatever they could fnd on
Ryloth they are even better at stocking their shops
with all kinds of goods. Twilek merchants are hard bargainers, and are always looking to buy or sell at a proft.
Twileks are easily recognized by their twin head-tails.
Twilek Merchant. All scores are 2D except: blaster 3D, dodge
4D, Knowledge 3D, bureaucracy 4D, languages 4D, streetwise
4D+2, Perception 4D+2, bargain 6D, con 5D+2, search 5D,
Technical 3D, computer programming/repair 4D, Droid programming/repair 4D. Equipment: comlink, datapad, 2,000
credits.
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Wookiee Outlaws
Wookiees are considered slaves by the Empire; free slaves
are outlaws. Some Wookiee outlaws join the Rebel Alliance,
but many simply wander from system to system, avoiding the
Empire and using their incredible strength to earn enough
credits to get by. Wookiees make good bounty hunters and
mercenaries; but outlaws like privacy, and Wookiee outlaws
rarely stay in crowded starports and cities for long.
Wookiee Outlaw. All scores are 2D except: Dexterity 3D, blaster 5D,
dodge 4D, Mechanical 3D, Strength 4D+2, brawling 7D, climbing &
jumping 6D, starship repair 3D+2. Equipment: bowcaster (damage
4D), satchel.
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Jawa Traders
Jawas travel the sandy Tatooine wastes in their immense
sandcrawlers, picking up whatever scrap they fnd and selling
it to moisture farmers. They collect abandoned Droids, broken machinery, and other discarded bits of advanced technology they can fnd. A good Jawa trader can refurbish and sell
anything for a proft, taking parts from one machine to make
another one work. Although theyre good at bargaining,
theyre not very brave, and shy away from fghts.
Jawa Trader. All scores are 2D except: blaster 2D+2, dodge 3D, streetwise 4D, survival 4D+2, Mechanical 3D, bargain 4D, con 3D+1, climbing/jumping 2D+2, Technical 3D, computer programming/repair 4D,
Droid programming/repair 4D, repulsorlift repair 4D+2. Equipment:
Jawa DEMP gun (3D stun damage against Droids only), tool kit, 200
credits.
Tusken Raiders
These savage nomads inhabit
Tatooines more desolate regions.
Tusken Raiders often attack small
moisture farms, but they avoid the
larger settlements. They prey on anyone
foolish enough to wander into their rugged
territory. The Tusken Raiders clothing
protects them against Tatooines hot
suns, and helps them blend into their
rocky surroundings. They ride across
the wastes on banthas and use gaff
sticks in combat.
Tusken Raider. All scores are 2D except: Dexterity 2D+1, blaster carbine 3D+1, dodge 4D+1, melee weapon 4D, survival 5D+1, beast riding
4D+2, search 2D+2, hide/sneak 3D+1, Strength 3D+2, brawling 4D+2.
Equipment: old blaster carbine rifle (damage 4D+1), breath mask,
gaff stick (damage STR+1D).
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Adventure Book
TABLE OF CONTENTS
Chapter 1: Running Adventures....................................95
Chapter 2: Tatooine Manhunt.................................103
Episode I: The Mission Begins.............................109
Episode II: Welcome to Tatooine..........................112
Episode III: Blood on the Sand.............................118
Episode IV: Cantina Ambush...............................120
Episode V: Exploring the Wastes.........................122
Episode VI: Battle in the Desert...........................124
Episode VII: Slaughter at Tusken Fort.................127
Episode VIII: Escape from Tatooine....................130
Chapter 3: Designing Adventures................................132
Chapter 4: Adventure Ideas.........................................138
Chapter 5: Published Adventures...............................145
Mos Eisley Spaceport Map...........................................147
Mos Eisley Cantina Map...............................................148
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CLASSIC ADVENTURES
C hapter One
RUNNING
ADVENTURES
This chapter will help the gamemaster manage the game. It
provides tips, techniques and best practices for running Star
Wars: Classic Adventures. Following this chapter is an adventure, Tatooine Manhunt. This adventure is designed to provide you with an easy way to start playing the game right
away.
You dont have to play Star Wars: Classic Adventures using
adventures published for it, you can invent your own. Inventing your own adventures for the amusement of your friends
can be great fun, and we will talk about it more in the Design ing Adventures chapter later in this booklet. However, published adventures can be useful for several reasons:
1. When gamemastering Star Wars: Classic Adventures the
first few times, using a published adventure will help you
get a better grip on how to run the game.
2. A published adventure gives you a good model for how to
organize and prepare the materials you need.
3. Designing an adventure from scratch can take quite a lot
of work. Sometimes you may not have enough time to
design one in advance. Its nice to be able to pull out a
published adventure on short notice.
4. Even if you dont use a published adventure exactly as
written, you may find ideas or plot devices you can swipe
and incorporate into your own adventures.
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If youre using a script (like the one in Tatooine Manhunt), make copies for your players if possible. If need
be, they can crowd around the book and read from the
same copy, but having several copies is easier.
Make copies of any other materials you think you may
need in the adventure.
Make sure you have dice, scrap paper, and pens or pencils.
Invite several friends over for a game.
Get out something to eat and drink. Gaming is a social
activity, after all.
SESSION LENGTH
Expect to spend three to five hours playing. A short adventure one or two episodes might take less. Sessions taking up to twelve hours are not unheard of but the idea of
that much fun is too exhausting even to contemplate.
INTRODUCING CHARACTERS
Before the session begins, have each player introduce his
character to the rest of the group. Keep intros short and to
the point. Limit the comments to details like:
Name and template type. It helps contribute to the
games atmosphere if players address each other with
their characters names. One trick is to have each player
scribble his character name on a piece of scrap paper,
then tuck it into his pocket or prop it up on the table in
front of him so the other players can see it. You can
encourage players to use character names by using them
yourself.
Appearance. Height, weight, gender, any distinctive garments, armor, weapons or other equipment carried, etc.
Distinctive behavior, attitudes and dialog. A well
designed character has one or two distinctive personality
traits. A Bounty Hunter may examine his surroundings
carefully and always sit with his back to a wall. A Kid may
jump up and down and shout, Oh, boy! a lot. An Outlaw
may just smile grimly.
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With beginners, you might introduce the characters yourself, giving the players a model of brevity, detail and wit they
can follow when they introduce their own characters after
they become more experienced. For example:
Gamemaster: Waynes playing Shamus Falconi, a Smuggler.
Say hello, Shamus.
Wayne: Hello, Shamus.
Gamemaster: Shamus jokes havent improved with age.
Hes wanted in seven star systems
Wayne: Just a little misunderstanding with intolerant local
officials.
Gamemaster: I believe the charge is pillage and rapine.
Shamus has his own starship. Michael is playing a Kid,
Jimmy Marbles.
Michael: Hi guys!
Gamemaster: Tell them about yourself, Jimmy.
Michael: Im eight years old. I ran away from home. I wanna
be a space pilot, just like my brother Johnny.
Wayne: Wheres Johnny?
Michael: I dunno. Gee, Mr. Falconi. Can I drive your space
ship?
Wayne: Forget it, kid.
Scripts
Tatooine Manhunt provides a script you and your players
are supposed to read together. Most other published adventures do so, too. Scripts have several functions:
They impart information. The conversation the players
read sets the background for the adventure and tells
them what problems they face. Some adventures use a
gamemaster read-aloud instead a paragraph or two
the gamemaster is supposed to read to his players.
Scripts are better, though, because they let the players
participate.
They help set the mood. Star Wars has an atmosphere
different from other games. Scripts help show the players
how theyre supposed to talk and act.
Theyre a device to get the players heading in the right
direction. After the players have read the script aloud,
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In Medias Res
In medias res is Latin for in the middle of things. The
phrase is used to describe stories which start in the middle of
action not at the beginning. For example, Star Wars IV: A
New Hope begins with Darth Vaders Star Destroyer firing at
Leias transport. The story doesnt begin with Leia planning
the theft of the Death Stars plans; the plans have already
been stolen, and Leia is fleeing pursuit.
Starting an adventure in medias res is a useful technique.
The players are plunged right into the action they start
with something interesting, instead of spending an hour or so
getting where the action is. More than that, you dont have to
worry about heading the players in the right direction. When
someone is shooting at them, theyre not going to worry
about whether they should accept the mission, or what their
options are.
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CLASSIC ADVENTURES
New Information
You give the players new and significant information which
gives them a reason to favor one course of action other
another.
For example: the ships hyperdrives have blown out, and it
is drifting in space. You tell the players they have a choice of
three destinations. They argue about which one to choose,
but dont have any real reason to prefer one over the other.
They cant seem to decide which would be better so you
tell them the computer comes up with a new piece of information: the first planet has a breathable atmosphere, or theres a
technological civilization on one, or theres this guy by the
name of Lando
Emergency!
The ship malfunctions, or a Droid goes haywire, or the
asteroid proves to be unstable whatever. Toss a problem at
the players it will catch their attention, and theyll have to figure out what to do about it.
Time is Passing
In most adventures, time is important. If the players take
too long, the Empire will attack before the evacuation is prepared, or the base will be alerted to their presence, or the
Imperial fleet will show up If the pace is too slow, have an
NPC remind the players that time is passing. Dont speak as
yourself, i.e., as the gamemaster: speak as a character in the
Star Wars universe. If the players dont respond, its time for
stronger measures the Empire does show up, or the base
goes to a higher level of alert
The Unexpected
Something else happens. A black-market dealer shows up
with a proposition that (apparently, at least) has nothing to
do with the adventure. Or theres a news report that changes
the situation. Or one of the Droids wanders off and the player
characters suddenly realize they havent seen him in hours
It doesnt really matter what happens, as long as its something which grabs the players attention and gets them going
again.
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MAINTAINING DIRECTION
Sometimes, the players just dont do what you want them
to do. Sometimes they want to go to Dagobah when you want
them to go Tatooine. What do you do?
You have several options:
Improvise Wildly
If you feel secure in your ability to wing it, go ahead. Forget
the adventure youve prepared, and ad lib stuff on the spot. If
the players really do want to go to Dagobah and you make
them go to Tatooine, they may be surly and unhappy. Thats
no fun for anyone.
Of course, winging it is a little risky. You have no settings,
characters or plots prepared. Maybe you can rescue a few elements from the adventure you did prepare (Aha! The swamp
people of Dagobah, not the sand people of Tatooine, and they
ride, uh, giant lizards, see, and) But at best, youll have to
make up a lot as you go along.
Have you ever listened to a jazz band improvise? When
theyve got things together, it can be wonderful. But a lot of
the time it just doesnt work. Their timing is off, or the instruments dont quite mesh
Its that way when you improvise an adventure. If inspiration strikes and your players are in the right mood, you may
have some of the most exhilarating gamemastering experiences ever. But theres also a good chance youll flounder
around, unable to come up with anything more than the
tritest plots, least interesting characters, and most stereotyped settings.
Unfortunately, we cant give you a lot of suggestions on how
to wing things well. Inspiration strikes or it doesnt.
So, when possible, prepare for adventures in advance. Most
of the time your players will cooperate. When they dont,
dont be afraid to venture into the unknown.
But if youll take our advice, stick close to the adventure as
written the first few times you gamemaster. The ability to
improvise comes with time and practice, but you need some
practice under your belt first.
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Heres an example:
Gamemaster: Of course, the Ewok may have difficulty passing
for a stormtrooper. After all, the armor is built for someone
6 feet tall.
Ewok: Kvark! Tyeht donti?
Smuggler: No problem. We build him an R2 suit.
Gamemaster: What?
Smuggler: We take the exterior of an R2, and we put a compartment in it for the Ewok to sit in. We give him pedals, so
he can move the R2 shell around.
Ewok: I take flute. Make beep and whistle. Tootle tootle!
Gamemaster: Uh
Smuggler: No one ever pays any attention to Droids. I bet itll
work.
Gamemaster: Hmm. Okay
Dont panic. Remember, you are just as imaginative as the
players; you can manipulate the environment more than they
can, and you can be just as sneaky as they are.
If the players find a neat short cut, go with it. The least elegant and most frustrating way to handle player cleverness is
to make it fail. Nope. No R2 parts in the entirety of the space
station. Guess that idea isnt going to work. This kind of
manipulation is extremely annoying to the players.
On the other hand, nothing is ever easy. Building an R2
shell takes some effort; make them make a Droid programming/repair skill roll or two. Maybe the R2s movements look
a little jerky, or the Ewoks tootles are a little unconvincing;
even if the stormtroopers never notice, you can make your
players sweat a little:
Stormtrooper: Thats a pretty sick sounding Droid. Whats
wrong with it?
Player: Ah, nothing, nothing. Ah, maybe the servomotors
need servicing.
Stormtrooper: Okay. Your ID checks out. Move along.
Maybe the players run into a bunch of Imperial technicians
who are fighting a fire and want to commandeer the R2 to
open and close security doors to control the blaze. Or maybe
another R2 shows up and wants to chat. You can always use
the players improvisations as hooks for your own ideas, or to
create new obstacles later on but you should always
reward player cleverness. After all, dealing with problems creatively is part of what the game is all about.
SCRIPT IMMUNITY
Heroes dont die until the final reel and usually not then.
And heroes dont fail at least, not too badly, and not permanently. If they did, they wouldnt be heroes. They have script
immunity; dramatic necessity makes them immune from failure at dramatic moments.
The purpose of any roleplaying game is to tell a story. The
purpose of Star Wars: Classic Adventures is to tell stories like
those of the movies. The rules are a structure that help you
tell stories by giving you impartial ways to decide whether
actions succeed or fail. But sometimes, the rules get in the
way.
When the most important moment of the adventure comes
around, for dramatic reasons, a character must succeed, or
must fail or the story is not satisfying.
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CLASSIC ADVENTURES
Avoiding Anticlimax
Heres an example. Following rumors and ancient legends,
the player characters have traveled half-way across the galaxy in search of the Prana Lexander, an ancient scientific vessel which disappeared five hundred years ago. They believe
that aboard this ship is, preserved in cryofreeze, an alien
philosopher, who is respected as one of the great minds of
history by his culture. If they can free the philosopher and
persuade him that the Rebellion is necessary, the Alliance will
gain powerful new friends.
The players have, after weeks of exploration, found the
Prana Lexander, freed the philosopher, and persuaded him to
help. They are now enroute to the philosophers homeworld.
As they exit hyperspace, they are accosted by Imperial customs frigates, which demand to search their ship. They hide
the philosopher, and prepare to be searched.
You roll for the Imperial officers search skill and the players
for their hide/sneak skills. The Imperial officers roll is considerably higher.
Does this mean he finds the philosopher, imprisons all the
characters, and the mission is a failure? What an anticlimax
that would be! For dramatic reasons, you cant let it happen.
What To Do?
You have two alternatives.
First, you can fudge things. If you made the Imperials skill
roll someplace where the players couldnt see the dice, you
can always pretend the roll was lower. Well, he doesnt spot
the philosopher. All is well.
Is this cheating? Certainly not! You are not fudging the rules
to victimize your players, or to benefit one player at the
expense of another. Youre fudging them to make the game
satisfying. Thats a gamemasters prerogative.
Second, you can use the failure to your dramatic advantage.
For example, suppose the Imperial officer does find the
philosopher. Does this necessarily mean arrest and mission
failure?
Naval Officer: Smuggling of unregistered passengers, eh?
Player Character: Uh, well, no, see
Naval Officer: The punishment for that is seven years hard
labor, you know.
Player: Ah
Naval Officer: Seven years hard labor. Interesting to speculate: what would a man give to avoid seven years hard
labor?
Player: Umm how about 1,000 credits?
Naval Officer: Seven years is a long time.
Player: 2,500?
Naval Officer: A pleasure doing business with you. (Raises
comlink to lips.) Lieutenant Brawk reporting. No violations
to report.
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When to Fudge
Also, its only at the key moments that script immunity
comes into play. Along the way, botching one part of the
adventure or missing a skill roll makes the players job
tougher but it doesnt throw the whole plot into jeopardy.
When you do need to fudge things, you have a fudge readymade: Force points. If the players botch a critical roll, suggest
to them that they might want to spend a Force point. Usually,
these should be spent before rolls are made, but you can relax
that rule when you need to. Doubling skill codes is usually
enough to do the job and if it isnt, well, the Force is mysterious, and if a character miraculously succeeds when he
trusts to the Force, what player is going to complain?
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MAINTAINING ATMOSPHERE
Part of the gamemasters job is maintaining a Star Wars
atmosphere (see the Gamemasters Guide). Here are some suggestions on how to do so:
Evil
Stories which involve ethical questions can be fun to play.
Making players make moral choices Is it right to kill this
character? Is it right to steal at this time? Is it right to lie?
can be quite interesting. But it isnt Star Wars.
In Star Wars, the good guys are good guys, and the bad guys
are bad. Some try to straddle the divide; Han Solo is a smuggler, which is a questionable profession, but when you come
right down to it, hes got a heart of gold. Boba Fett (for
instance) sure doesnt.
There should never be any question as to whats right and
whats wrong. Make your bad guys truly bad.
On the other hand, evil in Star Wars is not graphic. Star
Wars is a lot like films from the 1930s; in that era, if you
wanted to show a murder on the screen, youd show one
shadow stabbing another. By contrast, modern movies focus
on the knife and show the blood. Star Wars doesnt do that; it
shows a planet exploding, but it doesnt show Auschwitz.
So keep your bad guys on a refined plane. Yes, the Empire
certainly tortures people and commits genocide thats the
kind of guys they are. But dont describe torture or genocide
to your players thats the kind of stuff the camera would
never show, and neither should you.
Scope
Star Wars is huge. Were dealing with space opera, here. Star
Wars characters eat planets for breakfast and play billiards
with comets in the afternoon. Everything is always five miles
long, or as big as a small moon, or seven million years old.
The odds are always 7,000 to l, and you never blow up a landspeeder if you can blow up a planet.
Part of the charm of science fiction is the awe that the scale
of the universe evokes. Part of the success of the movies is
the ability of 70mm film and Dolby sound to portray that kind
of scale. You might have a high-end sound system and a wide
screen at home, but aside from cuing up scenes from the films
or playing the soundtrack, you probably cant use them to
much effect to evoke scale the same way Lucasfilm does for
your own adventures.
But you can still evoke a sense of wonder. The best way is
by comparison:
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Props
Nothing makes things realer to your players than a physical item they can study, fondle and hold. Its always a good
idea to have several props to hand your players at propitious
moments in the adventure. In published adventures, we frequently provide props you can remove and hand out. When
designing your own adventures, you may want to prepare
some yourself. You can even produce them on demand, with a
little imagination.
One prop that is almost necessary for any adventure is a
map. This can be little more than pencil scrawl on graph
paper, or as sophisticated as a color marker rendering. Frequently you need several maps one showing the planet in
the star system, say; another showing important cities and
landmarks on the important planet; a third showing a citys
geography; a fourth depicting an important building. Its a
good idea to get in the habit of noting each maps scale in the
corner 1 square = 1 light year, or 1 square = 2 meters, or
whatever it is.
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If the players have their own ship, you may want to draw up
detailed ship plans along with them.
You can give them data read-outs on the planets they visit
the Encyclopedia Galactica has this to say, or the entry
in The Galactic Rim: 100 Credits A Day reads
Promotional material from corporations, restaurant menus,
excerpts from museum guides anything can become a
prop.
Keep one thing in mind: though most of the props you use
are paper, there is no paper in the Star Wars universe. (True!)
They use electronic data pads and the like for transferring
and displaying information. Everything is a data read-out of
some kind.
SKILL POINTS
At the end of an adventure, you distribute Skill Points.
In published adventures, we recommend an average Skill
Point award at the end of the adventure. On average, each
player character should receive this many Skill Points upon
the adventures conclusion.
When you make up your own adventure, you should establish an average Skill Point award in advance. The award
should be no less than 3 and no more than 10 points per character (see page 137).
You should vary the actual Skill Point award depending on:
How Well They Did Overall. If the players solved all
your puzzles, came up with ingenious solutions, and outfought and out-thought all their opponents, give them
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Correlating Events
One thing many of our published adventures do is to break
down an adventures Skill Point awards by episode. You know
how teachers break up the point scores for a test question
one is worth ten points, question two is worth fifteen? You
can do the same in an adventure.
For example, suppose the adventure has three episodes,
and the total average point score for the adventure is 6. In
episode one, the players must penetrate an Imperial base and
learn a secret code. Perhaps episode one is worth two points;
if the players penetrate the base and get out without ever
alerting the Imperials, the players gain both points. If they get
captured but figure out a way to escape themselves, they get
one point. If they get captured and you have to introduce an
NPC to save them, they get nothing. Obviously, they do have
to escape somehow or the plot doesnt work but if they
botch things, they should not be rewarded.
You can structure point awards for the other two episodes
similarly.
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C hapter Two
TATOOINE MANHUNT
Powerful music fills the vacuum of space with moving
rhythms. Captivating text tilts toward the horizon, recapping
prior events as it disappears into the void. A rumbling roar
shakes the scene, announcing a space vessels imminent
approach. The star field shifts, the soundtrack blares, a planet
pans into view, and another exciting episode of Star Wars:
Classic Adventures begins
Tatooine Manhunt is a Star Wars adventure designed for
two to six players and a gamemaster. Gamemasters should
read and become familiar with the adventure before beginning
play. This allows for fast and furious action, in the spirit of the
Star Wars movies, without much page flipping or many undramatic pauses. Players are advised to heed Alliance Ordinance
#2113A below.
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Preparing to Play
If this is the first adventure you are playing in the Star Wars
galaxy, spend a few moments helping your players select and
prepare their character templates. Let them customize their
characters, determine their connections to each other, and
decide on their equipment according to the rules in the
Players Handbook. If this adventure is being used as part of an
ongoing campaign, let your players use their existing characters. You may have to adjust the background and opening
sequence of Tatooine Manhunt to fit it smoothly into your current campaign setting.
Adventure Materials
Heres what youll need to run Tatooine Manhunt.
The Star Wars: Classic Adventures Box Set or complete
rulebook. The box set (this Adventure Book is booklet 3
of 4 in the set) contains the rules needed to play. If you
dont have copies of the Players Handbook, Gamemasters Guide and Rebel Field Manual, you wont be able to
run this adventure.
Dice, Pencils, and Paper. This game system uses sixsided dice to determine the outcome of character
actions. We suggest you have as many on hand as you
can find. Also, everyone needs pencils and paper to make
notes, sketch maps, and so forth.
Maps. This adventure comes with a number of maps that
depict important locales for the PCs to visit. There are
two maps included in the Adventure Book on pages 147
and 148; a section of Mos Eisley Spaceport and a detailed
view of the cantina interior. However, make sure that you
dont let the players see the maps until the adventure
says to! A third map, detailing Tallons desert fortress, is
located on page 106. This map is for your eyes only and
should not be shown to the players at all.
Script. The script (located on page 105) starts the adventure quickly and gets everyone into the Star Wars mood.
We suggest you make enough copies of the script so that
every player has one.
NPC Templates. The PCs meet a wide assortment of characters during the adventure. These NPCs provide information, opponents, and allies for the PCs. The major
NPCs have full templates, complete with attributes, skills,
and roleplaying tips. These templates can be found beginning on page 107 of this booklet. Other, less detailed NPC
statistics appear throughout the text.
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ADVENTURE BACKGROUND
Adar Tallon was a brilliant tactician and naval commander
during the time of the Old Republic. His strategies and theories of space battle are still used today by both the Empire
and the Alliance. Tallon proved a capable warrior as well,
fighting alongside the House of Alderaan and the Jedi Knights
during the Clone Wars. But in the peace that followed those
troubled times, Tallon came up against a foe his fleets could
not fight. It was a threat from within.
Throughout the Navy a new breed of officers gained control. These were officers who cared more for power and glory
than for the Republic and its people. They hid their ambitions
behind battles and wars, ensuring the people lived in fear. But
Tallon and a few others were not blinded by their deceit.
With Palpatines rise to Emperor, however, the voices of
freedom disappeared. The Jedi and other opponents of the
New Order vanished, liberties became regulated, and the powerful fleets that once protected the Old Republic became the
cornerstone for the Emperors terrible war machine.
Tallon tried to turn the Imperial tide, but even his faith in
the Republic couldnt stand against the dangerous Emperor.
So the commander staged his own death, going into hiding
until the time was right for his return.
While touring the Dalchon system in the patrol craft Battalion, Tallon set his plan in motion. He went to the aid of a
medium-sized freighter that was being attacked by a large
pirate vessel. In reality, the pirate ship was under the command of Tallons old friend Quist and the freighter was hired
to take Tallon and his crew to a newly-settled world called
Tatooine.
Officially, Tallon and his crew died as heroes, obliterated
while defending a helpless merchant from marauding pirates.
The Emperor publicly mourned the fallen Adar Tallon, but
was privately relieved that he would not have to order the
death of the beloved hero of the Old Republic. He was content
that his enemy was destroyed.
As for Tallon, he bought new identities for himself and his
crew, settling back in his desert haven to wait for the political
climate to change.
Recent Events
When stormtroopers arrived on Tatooine in search of a couple of Droids, Tallon was sure the Empire had found him at
last. Over the years his plans for revenge had lessened,
replaced by his new dreams. Adar Tallon now had a home and
a wife, and the Empire seemed distant. Then the stormtroopers swept through the desert and his nightmares returned.
The hero-in-exile came out of his complacent lull and set his
old plan in motion. He contacted his crew and asked them to
return to his side. There were debts to pay and, after all these
years, Adar Tallon was tired of hiding.
It was just as well. For the Empire has learned that Tallon
yet lives, gaining the information from the captured pirate
Quist who betrayed his friend in return for his life. Now
bounty hunters with Imperial work orders are converging on
the desert planet to hunt down Tallon. The situation is tense
and waiting to explode.
Adventure Synopsis
The Star Destroyer Relentless has discovered that Tallon is
alive. Captain Parlan, commander of the ship, has hired Jodo
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8
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Tatooine Manhunt
Adventure Script
Use the following script to start your
adventure. Your gamemaster will tell you
what part (or parts) to read. Read your
lines out loud when your turn comes
around. Speak the way you think your
character would talk, and listen to what
the other characters say.
2nd Rebel: You mean the guy whose statues were torn down by the Emperor a
while back? That Adar Tallon? I thought
he was dead.
4th Rebel: Probably because her last mission was an undercover assignment
aboard the Star Destroyer Relentless.
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105
Danas Datapad
Tallons History: Tape #37484T
DATA ENTRY #146
I believe this to be my final data entry. Im, entering this
coded information in case the bounty hunters catch me. But
let me start at the beginning. After three months undercover aboard Relentless, I entered an assignment as assistant to Captain Parlan, the Star Destroyer commander.
Our last patrol through Dalchon system netted us three pirate vessels, but Relentless sustained heavy damage to its
hyperdrive engines. Of course, we captured a number of pirates. I was with Parlan when he interrogated on of the prisoners. What we heard still moves me.
Commander Adar Tallon, hero of the Old Republic, is alive.
And hes hiding on Tatooine.
Already scores of bounty hunters have answered Parlans
call. They are to capture Tallon alive and hold him until Relentless finishes repairs and arrives on Tatooine. Tallons
worth to the Alliance, even if only as a rallying point, is immeasurable. We must reach him first.
If you are reading this, then the job to find Adar Tallon is
yours. This mission supersedes all others. You are his only
hope.
Gamemaster Map:
Tallons Fortress (Interior)
Tower
Player Map:
Tallons Fortress (Exterior)
Storage
Storage
Gym
Living
Room
WC
Study
Master
Bedroom
WC
Tower
Hangar
Library
Garden
Music
Room
Kitchen
Lobby
Art
Room
Servants
Wing
Dining
Power
VYTOR SHRIKE
QUIST
JUNGEN
Template Type: Outlaw
Loyalty: To Talon
Height: 1.9 m Sex: Male
DEX 4D (1D*)
PER 2D
brawling parry 5D (1D*)
KNO 3D
STR 3D+1 (+1D)
survival 4D
brawling 6D+1
MEC 2D+2
TEC 3D
*reduced by armor.
increased by armor for damage purposes only.
IG-72
Type: Assassin Droid
Loyalty: To himself
Height: 2 m Sex:
DEX 3D
PER 3D
weapons 6D
search 6D
KNO 2D
STR 4D
MEC 3D
TEC 3D
starship piloting 4D security 4D
Physical Description: IG-72 is a battered chrome Droid, tall
and thin, loaded down with various weapons both built-in
and carried.
Equipment: Blaster rifle (damage 5D), sonic stunner (stun
damage 4D), grenade launcher (damage 5D), flamethrower
(damage 3D), sensor array.
Background: IG-72 performed his assignments effortlessly
and without fail until the order to return was issued some
years ago. The assassin Droid refused to submit to memory
wipe and permanent shutdown, so instead went rogue. After
many independent missions and much hindering from galactic officials, IG-72 went into hiding to conserve energy.
Recently a new mission came in over his comlink receiver.
The Empire seeks one Adar Tallon for questioning. But IG-72
knows that dead bounties are easier to collect.
Personality: IG-72 pretends to be an enforcement Droid or
some other type of mechanical while on a mission. But his
true nature is to bring death to all living things.
Quote: Kill. Kill. Kill.
JODO KAST
AKKIK
Physical Description: Wearing the battered and battlescarred armor of a Mandalore warrior, Kast looks the part of a
violent, ruthless hunter in search of prey.
Equipment: Battle armor (no Dexterity penalty), blaster rifle
(damage 5D), blaster pistol (damage 4D), wrist laser (damage
2D), rocket darts (stun, poison), net, syntherope.
Background: Kast is a young, ambitious hunter who has patterned his short career after the notorious Boba Fett. Where
he acquired his armor is unknown, but Kast is driven to make
a name for himself. He took this job to find Talon because it
promises to earn him the reputation he feels he deserves.
Personality: He is cold, calculating, and extremely dangerous.
Of all his weapons, Kast enjoys his darts most of all. Each is
coated with a different poison some only paralyze or stun,
others kill.
Quote: Watching prey squirm gives me a feeling of absolute
power.
GORRT
Template Type: Gamorrean
Loyalty: To Akkik
Height: 1.8 m Sex: Male
DEX 4D
PER 2D+1
vibroaxe 6D
KNO 2D+1
STR 4D+1
brawling 6D+1
MEC 2D+2
TEC 2D+1
Physical Description: Gorrt is green-skinned, with a pig-like
snout, small horns and tusks, and powerful muscles.
Equipment: Vibroaxe (damage 6D+1).
Background: Akkik and Gorrt work for Jabba the Hutt, collecting protection money from local businesses.
Personality: Akkik is covetous, nasty, tricky, a coward, and
talks a lot. Nobody can understand him, but that doesnt
bother him a bit. Gorrt protects Akkik and likes to fight.
Quote: Ookle dink techee. Grunt!
PUGGLES TRODD
ZARDRA
CLASSIC ADVENTURES
READ ALOUD
A long time ago, in a galaxy far, far away
EXTERIOR: SPACECRAFT IN SPACE. The Imperial Star
Destroyer Relentless docks with Kwenn Space Station.
INTERIOR: IMPERIAL STAR DESTROYER AUDIENCE
CHAMBER. Twin blast doors slide open, revealing the
dark interior of a massive chamber. An Imperial captain
stands upon a high platform, flanked by lower officers.
Two stormtroopers march in. They drop a manacled prisoner at the feet of Captain Parlan, commander of the warship.
The charge, demands Parlan.
Piracy, sir, snaps a trooper.
Kill the scum, Parlan replies coldly.
Wait! screams the prisoner, I have something to bargain with. Information important to the Emperor in
exchange for my life.
Parlans dead eyes gleam triumphantly. Go ahead. Im
all ears.
Tallon it concerns Adar Tallon
Parlan listens intently to the pirates tale, then issues
orders. Quietly, Ensign Dana pockets a data storage pad
and slips away. The commander issues one final order
Lieutenant Voor, send for the bounty hunters.
Fade to
INTERIOR: KWENN SPACE STATION.
ADVENTURE BOOK
FIRST FIGHT
When the players finish the script, read the following passage out loud.
There, near a rapidly closing airlock, you see agent Dana
lying at the feet of an Imperial officer. You recognize her
from the holofile in your ships computer. Next to the Imperial are two rough and dangerous-looking customers: a
short, wiry female in padded armor, and a tall, scaly
humanoid armed with a blaster rifle. Behind them, beyond
the airlock, stands a figure dressed in deadly Mandalorian
battle armor. He glares at you, then the door slams shut.
Now the Rebels must fight two bounty hunters and Lt. Voor,
the Imperial officer. Their statistics follow.
Voors Tactics: Voor attempts to retreat while pulling his
comlink and his blaster. He takes a shot this round, dodges
once, and falls back. Next round, if he is able, he calls for reinforcements. Any successful attack by the PCs stops his call
for help, knocking the comlink from his grasp. If the PCs completely ignore Voor, he gets his call through, or he gets away,
see Martial Law: for the impending results.
Lt. Voor: Dexterity 2D+2, blaster 3D+2, dodge 3D+2; Strength 2D+1.
All other attributes: 2D. Blaster damage: 4D.
When the fight is over, the Rebels may want to examine Dana.
See Checking Agent Dana for information about this Alliance
operative.
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MARTIAL LAW
If Voor gets his distress call through, the entire space station immediately goes on alert. Stormtroopers fill the corridors and begin systematically searching docked ships.
However, the Relentless cannot provide enough stormtroopers
to adequately cover every inch of the station. The Rebels
have some time to get to their ship and leave Kwenn. If Voor
placed his call during the battle, the PCs have four combat
rounds before six stormtroopers arrive to back up the bounty
hunters. Every two rounds after that four more stormtroopers
arrive, up to a total of 18.
If Voor doesnt get his call through but manages to escape,
the Rebels have more time before the Imperials close in. After
the first battle, give them time to try three things around the
station before 20 stormtroopers (four with blaster rifles)
arrive to impound their craft.
Once alerted, the station controllers can keep the docking
bay holding the PCs ship from opening in order to detain
them. A Moderate Technical or computer programming/repair
roll is necessary to override the station door controls.
If Voor doesnt get his message through but is killed, see
Accessing the Computer and Leaving Kwenn for details
concerning the stations status in that situation.
Stormtroopers*: Dexterity 1D, blaster 3D, brawling parry 3D,
dodge 3D; Strength 2D (3D for damage purposes), brawling 3D.
All other attributes and skills: 2D. Blaster damage 4D. Blaster
rifle damage 5D.
*These codes reflect armor adjustments.
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THE RELENTLESS
The repulsorlift tubes down into the dry dock are heavily
guarded by stormtroopers. The Rebels can watch for a while,
observing officers and enlisted personnel hastily coming and
going between the station and Star Destroyer. If they stand
around too long, they draw attention to themselves and a
stormtrooper patrol approaches to find out their business.
Any attempt to get on board the Relentless meets with failure. Make that very clear to the players. Security has tripled
since Danas discovery, and the crew is taking every precaution to keep away unwanted visitors. If the PCs insist, they are
captured and tried as traitors. Its time to create new characters and try again.
ALABAKS GOLD
Craft: Alabaks Gold
Type: Modified Calamari freighter
Scale: Starfighter
Length: 30 meters
Crew: Pilot, co-pilot, navigator, shields/sensors/communications operator,
two gunners
Passengers: 6
Cargo Capacity: 75 metric tons
Consumables: 1 month
Hyperdrive Multiplier: 2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 3D
Maneuverability: 1D
Hull: 5D
Shields: 2D
Sensors: 1D
Weapons:
Two Twin Laser Cannons (fire separately)
Fire Control: 3D
Damage: 4D
LEAVING KWENN
Astrogation (an Easy difficulty check) determines that the
Alabaks Gold can make it to Tatooine in one full day. The
slower Star Destroyer needs two days in hyperspace, plus
three days to complete repairs (or so the Rebels think). If the
PCs leave immediately after finding Dana, they have up to four
days to locate Tallon and escape. The longer it takes them to
get to the desert world, the worse their chances become. If
they havent left the space station after two hours, they wont
be able to leave until the following day. Imperial troops seal
the station for 24 hours as stormtroopers conduct ship by
ship searches looking for the Rebels who attacked Voor (or
killed him, depending on the outcome of the opening battle).
It takes some fancy fabrications to avoid arousing Imperial
suspicion from this point on. Even then, they have less than
three days to find Tallon once the Imperial quarantine lifts.
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112
TATOOINE
For your information, and in case the PCs check with
their ships computer, we have provided the following
details about Tatooine. A Very Easy planetary systems
check is needed to pull this information out of the computer, as Tatooine isnt on most peoples nice place to
visit list.
Tatooine is the principal planet in the Tatooine star
system. Twin suns Tatoo I and II reflect off the
sand-covered world, making Tatooine appear as yet a
third sun in the system. Sodium-rich sand and flat
expanses of rock, dunes and cramped canyons this is
the landscape of the desert world. High winds whip
oceans of sand into the atmosphere, creating dangerous
and frequent storms.
Dry, hot, and inhospitable, Tatooine nevertheless is
inhabited by a wide variety of life. Creatures such as
Womp Rats, Krayt Dragons, and Dewbacks seem to be
native to the planet. Banthas and others were transported to the world for use by the intelligent races.
When the Outer Rim Territory systems were opened
for settlement, many families came to Tatooine to try to
make a home on this harsh world. They turned to moisture farming, setting up homesteads where they toil to
pull water vapor out of the atmosphere. When the settlers arrived, they found two races already living on
Tatooine small, skittery Jawas, and tall, powerful
Sand People. The scavenging Jawas quickly found a
place in Tatooine society as traders, but the aggressive
Sand People barely maintain an uneasy peace with the
settlers.
Two communities are worth noting, as they are the
nearest things to cities that Tatooine can boast. Anchorhead, located on the desert flats, is a slow-paced, moisture farming town. The settlers come here to buy
supplies, trade goods, and attain transport to Mos Eisley. Mos Eisley, arguably the capital of Tatooine, hosts a
major interstellar spaceport and an Imperial Government Post. Besides attracting interstellar commerce, the
city attracts social undesirables from the space lanes
and other walks of life.
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Jawa Traders
A group of Jawas actually live in Mos
Eisley, serving as contacts between
the city and their own people out in
the Wastes. Constantly on the lookout for any opportunity to buy, sell
or trade, these Jawas can be
extremely annoying. Play them as
such, whether the Rebels meet
them on the street, in the cantina,
or at the Jawa trading post. Point,
tug at sleeves, paw equipment,
jabber constantly, and parade all
kinds of battered, partially-rebuilt
machinery in front of the PCs.
The Jawas know nothing about Tallon.
If the PCs return to the citydwelling Jawas a second time,
they receive a cold, angry welcome,
and each Jawa is armed. They have
been roughed up by Jodo Kast in the
interim and dont wish a similar
encounter.
Jawas: Dexterity 2D, blaster 2D+2; Perception 1D, bargain 3D; Strength 1D.
Blaster pistol (damage 4D)
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General Store
Power Station
Tar Lup and his wife Kal, a couple of wolf-like aliens, run the
general store. Despite their fearsome appearance, both Tar
and Kal are friendly and helpful. Their store carries provisions, supplies, and some machinery. They dont know anyone who matches Tallons description, but few settlers ever
travel all the way to Mos Eisley for the items they carry. Most
of their dealings are with space travelers.
Many settlers do come into the city for weapons and landspeeders, however. Tar directs sociable PCs to those stores.
He comments on the unusually high number of visitors for
this time of year, eager to find out why the Rebels are on
Tatooine.
PCs can buy supplies here if they wish, including medpacs.
Tar has three of these highly-sought items left, and he is only
charging 200 credits for each. Hes also pushing a miniature
vaporator/water converter. It only costs 2,000 credits and it
actually works.
Before this encounter ends, Akkik and Gorrt (see page 108)
arrive to collect Jabbas portion of this weeks sales. They
dump a few shelves, break some merchandise, and threaten
loudly. Tar quickly moves to get them the credits. If the PCs
go to Tars defense, the wolf-alien thanks them but begs they
stay out of it. Then he pays Akkik. If the Rebels press to stop
Jabs goons, Akkik and Gorrt back down and leave, but not
before assuring the storekeepers that theyll be back.
This station provides power for speeders and other repulsorlift vehicles. A large, square labor Droid, named 4-LB, operates the station. Four-el has information about someone
matching Tallons description. He lives out on the old Lank
settlement and comes by twice a month. But Four-el has confused Bels Lank with Tallon.
While the PCs talk with Four-el, the assassin Droid IG-72
plugs into the station to power up. The Droid ignores them
and seems totally uninterested in their discussion. Once the
PCs leave, the assassin Droid trashes Four-el and the station.
Then it heads out toward the Lank farmstead to finish its mission. See the page 107 for IG-72s statistics.
Spaceport Speeders
Spaceport Speeders is a repulsor vehicle shop that rents,
sells, and buys landspeeders and airspeeders. In fact, Luke
Skywalkers landspeeder is on sale for 4,000 credits! Other
than that, there are only two landspeeders available an old
Mobquet A-1 and a rebuilt Ubrikkian. The heavy influx of
bounty hunters has cleaned the shop out.
Three bumbling, rather inept-looking bounty hunters haggle
with the shop owner about the price of Lukes old vehicle,
and Zardra (see page 108) eyes the Ubrikkian when the PCs
reach this encounter. She greets them with a chilling smile,
and finishes her purchase. If the Rebels ask about Tallon while
shes around, Jodo Kast will be alerted to the PCs presence.
The salesman has never seen Tallon, but tells them that
maybe Old Arno the scout knows who he is. See Meeting Old
Arno in Episode Four for more information.
Mobquet A-1 Landspeeder: Speed Code 2D, Maneuverability
1D+2, Body Strength 2D.
Wreckage
The first settlers to Tatooine crashed
in the middle of what is now Mos Eisley.
The ruins of the colony ship can still be
seen, as the city never cleared the
wreck but instead built up around it.
The Mos Eisley Cantina was the first
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CLASSIC ADVENTURES
Weapon Shop
Kaysons Weapon Shop sells personal weapons, both
ranged and melee. Kayson has lots of standard items, including non-powered clubs, swords, and gaffi sticks, and powered
weapons like blasters. No explosives are available, though,
and no heavy weapons (Puggles bought up all the detonite
Kayson had on hand). All prices are doubled due to the heavy
demand the bounty hunters have created. See the Rebel Field
Manual for complete cost tables of standard prices.
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If the PCs rush to the beaten figures aid, they discover that
he is Labria. After beating or driving off the three typical
bounty hunters, the Rebels can speak with Labria. In gratitude, he tells them what they want to know. See below for
details.
If the PCs have been actively seeking Labria, asking questions and the like, he follows them around and finally
approaches them as the afternoon ends. He had to make sure
they werent like the other hunters cruel and deadly. If they
did some good deeds around Mos Eisley, he mentions these
acts as the reason he has decided to help them.
Labara: Labria is a tall humanoid with a diabolical face, razorsharp teeth, and two huge horns jutting from his bald head.
For all his sinister appearance, Labria is nothing more than a
town drunk. With slurred speech and stumbling movements,
he makes his way around the city. He does know things and
can be quite helpful, he just doesnt look the part. As an
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TOP VIEW
Old
Landspeeder
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mentions that he hasnt seen Arno for over a week. But before
they can puzzle this out too much, Labria shows up, all smiles
and good cheer. But his smile fades when he mentions how
sad it is that Slag Flats died.
Labria has decided to work for Jodo Kast. The reasons for
this include good money and wanting to live to a ripe old age.
He decided to tell Kast about Flats, but never thought that
Slag would die. If she had only cooperated with the bounty
hunter, Labria has convinced himself, everything would have
been fine. Now Kast wants to eliminate the group that Flats
asked to meet, as well as Old Arno. Arnos a problem since no
ones seen him for over a week, but the Rebels should provide
some amusement at best. To this end, Labria has been
instructed to lead the Rebels to the cantina, positively identify them, and then spring an ambush. Labria says to the PCs:
As Labria tells them about Arno, ask the PCs to make Moderate Perception rolls. If anyone makes it, tell them that they
see a small, furry alien (Puggles Trodd) sidle up to the bar
near their booth. If anyone rolls five more than the necessary
difficulty number, they notice that except for the band, the
cantina has become quiet.
Labria stands shakily, pointing at the Rebels. He yells out:
These are the hunters that hic! Slag wanted to
meet! You can begin burp! the attack!
REBELS BETRAYED
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PUGGLES GRENADE
If the PCs chase any fleeing bounty hunters, they follow
them into the narrow streets heading toward Jabbas Town
House. Once the PCs plunge ahead, Puggles leaps from his
hiding place in the shadows and tosses a grenade at them.
Puggles grenade is a smoke screamer, a combination sonic
screecher and smoke bomb. When it detonates, it produces
an ear-piercing wail and emits clouds of thick, black smoke.
Everyone within 10 meters of the explosion must make a
Moderate stamina roll. If they fail, the pain produced by the
sonic scream incapacitates them until the noise stops. An
Easy Technical roll, made by someone who isnt incapacitated,
must be made to shut off the screamer. Those not incapacitated by the noise still experience pain. Lower all attributes
and skills by 1D while the noise continues. Only by running
straight ahead through the smoke (and making a Moderate
search roll) can any Rebel hope to keep up the chase. Those
that do can follow the remaining hunters (and Puggles) back
to Jabbas Town House. If the Rebels chase them that far, the
militia intervenes to stop any battle.
ADVENTURE BOOK
EFFECTS OF NO SLEEP
Rebels need sleep, thats a fact of life. After a full days activity,
everybody needs time to rest and recuperate. Once you determine when sleep becomes necessary, let everyone make a Moderate stamina check every hour longer they decide to remain awake.
Anyone who fails loses one die from every attribute and skill until
they get at least four hours of sleep. Even Rebels with high
stamina can only push themselves so long before they suffer negative effects as well. After three hours, they begin to lose one die
every two hours, regardless of their stamina rolls.
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STARTING OUT
Arno wakes the Rebels at Second Dawn, urging them to get
a move on. Something big has happened in Mos Eisley and he
wants to check it out before they begin the days trek. The old
scout offers the PCs a ride in his large, battered cargo skiff,
but he relents if they decide to bring their own vehicle. Hell
be slightly insulted, of course, but he wont grumble at
least not much. He cranks up the old repulsorlift engine and
the skiff rattles forward, sounding very much like its about to
fall apart. But it doesnt, and soon they drive into town. Read:
Something is different in the spaceport on this bright, hot
morning. Something has changed. The Mos Eisley streets
are quiet and less crowded, the citizens go about their business with obvious ease and relief. Old Arno pulls up outside
the general store, offering a slight nod of greeting to Tar
Lup. Hello, Tar. Whys our little town breathing so easy
this fine morning? asks Arno. Cant you tell, Arno?
Theyre gone, smiles Tar, the bounty hunters have gone.
The whole lot of them got up before First Dawn and headed
out into the desert.
Tar and most of Mos Eisleys residents are visibly relieved
to be free of the bounty hunters, even if only for a day or two.
They dont understand that Mos Eisleys good fortune probably means a major loss for the Rebel Alliance. Old Arno turns
to the Rebels and asks them quietly, Whats our next move?
If they decide to proceed with the plan Arno outlined in
Episode Four, read:
Old Arno maneuvers his clunky skiff through the wider
streets, never looking behind to see if you are following.
When he reaches the edge of town he guns the engine and
the skiff shoots off into the desert. Soon Mos Eisley is far
behind, just a speck on the scorched horizon.
Read the Cut-Away to the Relentless sidebar before proceeding.
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HERE THERE BE DRAGONS
When the Rebels cross the next dune, they come face to
face with a creature out of nightmares. Read:
As you come over a large sand dune you see a flat plain
that stretches to the horizon. There, lying wounded just
above the burning sand, is a large sail barge. Overloaded
with bumbling, amateur bounty hunters, the craft appears
to be ripe pickings for the creatures surrounding it. The sail
barge is under attack by three huge, terrifying monsters!
Thems Krayt Dragons, explains Arno, some of the most
fearsome creatures to walk the Tatooine sands.
These hunters are rank amateurs who came in answer to
the Imperial bounty. They arent part of Jodo Kasts crew, and
theyll be lucky to fend off the Krayt Dragons without losing a
hunter or six. The PCs can aid the hunters or not, but if they
continue on without getting involved read the passage below.
If they do help the hunters, ignore the passage and just let
them deal with the three dragons.
You leave the sail barge behind, driving your landspeeder over a hill of sand. Suddenly, without warning, the
hill moves! Sand cascades like water from a fall as a huge
creature rises out of the desert. This Krayt Dragon roars,
drowning out the sound of your vehicles engine. Its dripping, tooth-filled maw snaps closer and closer.
ADVENTURE BOOK
8
CLASSIC ADVENTURES
ENCOUNTER TWO:
SEDI FISKS DESERT MANOR
After the battle with the Krayt Dragons, Old Arno leads the
way to Sedi Fisks desert manor. The manor rests within a
rocky canyon, surrounded and protected by high stone walls.
All around the manor are smaller dwellings, situated to form a
little community out here in the Wastes. But it is evident at
once that no one lives here anymore. Read:
The canyon is quiet, still. Nothing moves but the hot, midday breeze, and it blows unobstructed through and around
the shattered buildings. The manor lies in ruins, as does
every other dwelling in the vicinity. Whatever happened
here occurred long ago. It appears Sedi Fisk no longer lives
in this tiny community.
As the Rebels make their way through the ruined settlement
toward the manor house, have the PCs make Easy Perception
or search rolls. Anyone who rolls successfully can positively
determine that these ruins date back at least a year, possibly
longer. Shattered gaffi sticks can be found among the broken
remains, as well as deteriorating signs of previous habitation
and recent animal infestation. In fact, some of the animal
droppings look quite fresh. When they continue further into
the ruins, read:
The broken remains lean toward you as you climb over
rubble and under hanging wreckage. After a time the twin
suns dip lower and shadows grow longer. You imagine that
things are moving in the darkened corners, just out of sight.
Then, without warning, a shadow disconnects from a crumbling wall and dashes in your direction.
Not everything in this ruined community is dead. A pack of
Womp Rats has taken up residence here, and they would love
to feast on fresh Rebel meat! Over two meters long and
extremely vicious, womp rats attack quickly and in packs.
Five of them participate in this battle.
Womp Rats: Dexterity 2D; Perception 1D+1; Strength 2D+1; Speed
Code 3D; Size 2.1 meters long; Combat: claws (damage 2D+2),
bite (damage 3D+1).
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Night Attack
Oasis is a friendly, happy place, full of laughing people and
good cheer. The priests, farmers, and families of Oasis fill the
main hall to meet with the Rebels. They bring food, drink and
song, asking only that the Rebels tell their story. As the peaceful night continues, no one suspects that danger waits around
the next corner. Before the get-together breaks up, bounty
hunters attack. Read:
Your peaceful evening ends abruptly as a window shatters and a smoke grenade crashes against the far wall. Dark,
noxious smoke quickly fills the hall, and people begin to
rush from the building. But as they get out into the night,
blaster fire smashes through the darkness and the citizens
of Oasis fall. Then a voice calls out, You will tell us what
Jodo Kast wants to know, Dryon, or we will raze Oasis so
that not even a speck of sand remains!
Zardra leads a squad of seasoned bounty hunters in this
attack on Oasis. They do not know that the PCs are here when
they first strike. The bounty hunters have the same statistics
as those found in Episode One. There are five of them. Zardra
hopes to convince the high priest to cooperate by threatening
those he holds dear. Once Zardra realizes that she isnt facing
just priests and farmers, she quickly changes her tactics.
This is a glorious night to win or die, she tells her foes, then
orders her squad to fight to the death. These hunters are better than others the PCs have faced so far. They break into
teams of two each, with each team combining fire at a single
target when able. Once the battle ends, there will be no further attacks that night.
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As the PCs check out the farm, it soon becomes apparent that the agent of destruction is long gone. Dead bodies are strewn everywhere. Blaster marks, grenade
fragments, and fire damage scar the battered landscape.
Then, when one Rebel approaches the main building,
read:
You hear muffled sobbing coming from somewhere
ahead, within the destroyed main building. It stops.
Silence follows. (Give the players a moment to say what
theyre doing.) Suddenly the silence is disturbed by the
sound of a blaster pistol, and two fiery bolts smash
within meters of where you stand.
The ruins fall quiet again, and the Rebels see nothing.
If they try to approach the main house, they must make
three Easy hide/sneak rolls. Each successful roll gets a
PC that much closer to the house undetected. Anyone who
fails the roll still moves closer, but is spotted by the mysterious sniper and shot at. Anyone who makes all three rolls
undetected can get a drop on the sniper.
If a Rebel lobs a grenade into the ruins, the sniper screams
out and the shooting stops. The PCs can now enter the ruins
safely. See The Wounded Sniper below. If someone sneaks
up undetected and decides to take aim to get off a blaster
shot, see The Unwounded Sniper below.
Sniper: Dexterity 2D, blaster 2D; Strength 1D+1.
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ENCOUNTER TWO:
DEFEATED BOUNTY HUNTERS
The Rebels continue further until they come upon the
scene of a recent battle. Bounty hunters are strewn everywhere. All but one of these 10 hunters is dead, and this last
one is quickly fading. He says:
We were told that Tallon was old and helpless. But this
man is dangerous! He led my squad of seasoned hunters a
merry chase, then fell upon us swiftly and without mercy.
We never saw him coming
Then the hunter dies.
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126
Bantha Stampede
After the Rebels travel a bit into the pass, they hear a thunderous rumble from up ahead. A cloud of dust rushes closer,
and out of that cloud the Rebels see a herd of Banthas bearing
down upon them! Tied to the lead Bantha is a dead bounty
hunter, set there to show why the Sand People are angry. The
Rebels have at least three choices as to how to get out of this
one.
Drive through the Stampede. If the Rebels try to drive
through the Bantha herd, have the pilot make a Very Difficult
repulsorlift operation roll. A failed roll doesnt mean death, but
instead calculate how much the roll was missed by. For every
five points under the required difficulty number, add one level
of damage to the landspeeder.
Example: If the pilot needed to roll a 21 but rolled a 6
instead, the landspeeder suffers severe damage.
If the speeder is destroyed, calculate damage for each PC
by rolling Bantha Strength against PC Strength. If the speeder
suffers heavy damage or less, it loses 1D from its speed code
but gets through the herd. Severe damage knocks out the
speeders engine, but doesnt result in injury to the PCs.
Duck and Cover. If the Rebels abandon their vehicle and
seek shelter along the wall of the pass, they find nooks and
crannies in which to hide. The herd passes them by, but their
speeder is trampled and destroyed.
Halt the Stamped. If a Rebel attempts to jump on the lead
Bantha and bring the stampede to a halt, he must make the
following rolls. First a successful Easy climbing/jumping roll is
needed to mount the moving animal. Then a Moderate beast
riding roll is needed to hang on and establish a connection
with the creature. Finally, an opposed roll must be won by the
PC in order to command the Bantha to stop. When it stops, so
does the herd. Roll beast riding against orneriness for this skill
check.
Bantha: Strength 8D; Orneriness 2D; Speed Code 2D.
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Sand People
Whether on foot (because their speeder was damaged) or
riding in their landspeeder, the PCs finally approach the end
of the pass. Beyond is Tusken Canyon, and the infamous Fort
Tusken. Now the Rebels meet up with Sand People seeking
revenge against earlier bounty hunter attacks.
Sand People Tactics: The Sand People shadow the PCs,
moving along the top of the pass. Then, when the Rebels
reach the mouth of the pass, the Sand People attack. Ten Sand
People leap upon the Rebels from the passs walls, while an
additional 10 fire blaster shots from above. Of these 10 with
blasters, only the three leaders use Combined Fire. The others fight with fierce independence.
This is a straight knock-down drag-out fight that continues
until only five Sand People remain. These five bolt, heading
back to their tribe. If the Rebels are defeated, they are bound
and brought before the tribe to face judgment. In this unlikely
event, youll have to play the scene by ear. If the PCs can convince the Sand People they arent in league with the bounty
hunters, they will be set free to continue with the adventure.
Otherwise you may have to design an episode dealing with
the Rebels escape.
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If the Rebels agree to holster their weapons, Shrike and Jungen lead them into the fort. Go to Meeting Tallon If they
object and try to continue the fight, go to The Mercs.
If the PCs dont attack but continue to the front door, Shrike
meets them and leads them to Tallon. Go to Meeting Tallon.
Entering Unseen
The fort can be entered by accessing the computer ports
on the hangar and servants wing doors. A Moderate Technical or security roll breaks the code and opens either door.
Another way in would be to climb through the tower windows. This requires a rope of some sort, an Easy Strength roll
(to toss it that high), and an Easy climbing/jumping roll to
actually navigate up the rope.
However, to try any of these methods the PCs must make
Easy hide/sneak rolls to approach the building unseen. If they
fail, Jungen spots them before they reach the fort. See The
Front Door Approach above for his reaction.
If the Rebels do manage to enter the fort without being
spotted, they can wander around as they see fit. See Inside
the Fort for encounters within Tallons home.
TUSKEN FORT
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The Mercs
The mercs under Tallons employ are led by Shrike. The
group includes six typical mercs, Jungen, and Quist. Statistics
for Shrike, Jungen, and Quist can be found on page 107. The
typical mercs are listed below. If the call goes out for reinforcements, this entire group shows up to engage the Rebels
in combat. They set their weapons on stun, attempting to capture this small attacking force. If all of the PCs are stunned, go
to Meeting Tallon.
Quist never gets into the thick of the battle, preferring to
fight from a distance. If the Rebels fight well and defeat more
than three of the typical mercs, Quist and Shrike (or Jungen if
Shrike is down) retreat back to Tallons side. The final conflict
occurs in Meeting Tallon.
Typical Mercs: Dexterity 2D+2, blaster 4D+2, dodge 3D+2; Knowledge 1D+2; Mechanical 1D+2; Perception 1D+1, search 20+1;
Strength 2D+2; Technical 2D.
128
Study. Dark wood and recessed light makes this room warm
and comfortable, and the clear dome above lets in the rays of
the suns and moon. There is a computer access port and a
holoprojector, as well as a desk and chair.
Gym. This fully-equipped gym is empty when the Rebels
arrive.
Living Room. Cozy furniture, a holoprojector, and a
hologame table decorate this chamber. The Droid LN-26, programmed to serve as Tallons major domo, is fitted with a special personality module that gives it a womans voice and
mannerisms. LN-26 is easily startled by the Rebels, but she
quickly recovers and attempts to find out as much as she can
about these strangers while secretly signaling for help.
LN-26: All attributes and skills 1D except: bureaucracy 4D, cultures
4D, languages 4D, Strength 2D.
MEETING TALLON
Whether the Rebels are led here by Shrike and the mercs,
brought here while unconscious, or wander in on their own
while unseen mercs shadow their movements, they see the
following scene.
The chamber you find yourselves in has a high-domed
ceiling and lavish furnishings. Strange alien musical instruments are displayed around the room, creating an exotic
musical museum. A massive pipe organ sits against the far
wall, pouring out a melancholy tune from the days of the
Old Republic. An old man, dressed in plain black tunic and
pants, sips from a long thin glass. He raises his glass to you
and says, And now the hiding ends.
Depending on how the PCs arrived at the music room, Tallon will be attended by Shrike, Quist, and Jungen. Adars wile
enters the room and stands at her husbands side. Tallon
studies the faces of his family and friends, then turns to the
Rebels. He says:
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The Rebels, with Tallon and his wife and Droid, enter the
spaceport in order to pick up their ship. As they make their
way through the hectic crowd someone they befriended, such
as Tar Lup, calls to them from nearby. If they take a moment
to talk, their friend explains that Imperials are coming. The
spaceport has been ordered closed. The Prefect and his
stormtroopers are trying to secure the city as best they can,
says the friendly local, but they cant be everywhere. Still, an
Imperial Star Destroyer in system adds a lot of weight to the
Prefects commands. Most of the visitors have decided to
obey the Imperial edict, but that doesnt mean they cant be
ready to leave at a moments notice.
Death Droid
Before the Rebels can enter the safety of their ship, they
must overcome yet another deadly menace. Hiding in the
recessed shadows of the docking bay, waiting for its turn to
strike, is IG-72. It arrives after the sixth round of combat with
the stormtroopers. The assassin Droid begins its attack by
blasting anyone in the vicinity of the bay who might serve as
a witness, including the Prefect and his stormtroopers. Then
it starts its attack on the Rebels by lobbing a stun grenade.
Read:
The attack is fast and furious, taking
down everyone standing around the
bay. The blasts come from the shadowed corners, as though an army surrounds you. Then a grenade is tossed
toward you, and a mechanical voice
calls out, Adar Tallon, in accordance
with Imperial Bounty #82,471, I
demand your surrender.
More shots follow as IG-72 attempts to
take down as many Rebels as possible
before emerging to confront Tallon. The
Droid steps into the light, a gleaming silver killing machine with only one
thought bouncing through its programs:
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STARSHIP COMBAT
Once the Rebel ships reach orbit, they find three TIE interceptors screaming toward them from medium range. The TIEs
attempt to lightly damage the ships in order to keep the
Rebels from achieving hyperspace. Remember to use all of the
options open to the TIEs speed, gunnery, combined fire,
and evasion as they pursue the Rebel ships.
If the Rebels can increase their range to one greater than
long range or survive 10 rounds of combat, they move out of
Tatooines gravity well and can jump to light-speed and
escape. If the Rebel ships are destroyed or get a 1 or 3 die-roll
result on the Starship System Damage Table. Relentless
arrives to capture the ships with tractor beams.
Use the Multiship Combat Rules when running this battle.
Tallon, being the tactical genius that he is, suggests that the
Rebels deploy as follows. They can, of course, disregard his
advice and set up as they wish. If the PCs need more help,
give them an extra 2D for every starship piloting roll because
of Tallons advice and suggestions.
Tallons Suggested Dogfight Breakdown: Z-95 vs. TIE, Z-95 vs.
TIE, Alabaks Gold and Z-95 vs. TIE.
ADVENTURE BOOK
One final note about this battle. The Z-95s have sophisticated escape features that can save their pilots in an emergency. If any Z-95s are severely damaged or worse, let the
pilot make an Easy survival roll. If successful, the escape
mechanism operates perfectly and the PC is ejected away
from the wreckage. These survivors still need to be picked up,
though. The pilot of Alabaks Gold must make a Moderate starship piloting roll to pick up the survivor. Trying to pick up a
survivor negates the ships evasion rolls for that round, and
only one pick up can be attempted per round. If a survivor
isnt picked up by combat round 10. Alabaks Gold jumps to
light-speed and the survivor is captured by the arriving Star
Destroyer. Have that player create a new character, or devise
a future adventure wherein the Rebels can launch a rescue
mission.
TIE Interceptors: Hyperdrive multiplier: none. Sublight speed
5D+2; maneuverability 3D+2; hull 3D. Weapons: Four laser cannons (fire linked); fire control 3D; combined damage 4D.
Shields: none.
TIE Pilots: starship piloting 3D+2; starship gunnery 2D+2.
Z-95 Headhunters (modified): Hyperdrive multiplier: 3. Sublight
speed 3D+2; maneuverability 2D; hull 4D. Weapons: Two triple
blasters (fire linked); fire control 2D; combined damage 4D.
Shields: rating 1D.
CONCLUSION
Once the Rebels out-distance the Imperial ships, they can
make the jump to light-speed. You may want to make the
Headhunter pilots make an Easy astrogation roll to program
the jump into their nav computers. Then read:
The star-field before you shifts and melts into a spectrum
of dazzling colors. With a final blast, you achieve hyperspace. You have completed Danas mission and added
another Rebel leader to the growing forces of the Alliance.
Rewards
Give each player between 5 and 10 Skill Points for successfully completing this adventure. Also, replace any Force
Points used during the adventure and award an additional one
for exemplary play.
If the Rebels and Tallon are captured, they have failed the
mission. Either have them create new characters, or design an
adventure where they can attempt to escape from an Imperial
prison.
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8
C hapter Three
CLASSIC ADVENTURES
DESIGNING
ADVENTURES
Designing an adventure takes a little imagination and time,
but its not very difficult. Basically, you:
Come up with a story idea an interesting problem for
the players to solve, an interesting planet for them to
explore, or an interesting villain for them to fight.
Develop a plot around the idea.
Break the plot into a sequence of episodes, each involving a minor problem that has to be solved, leading to the
adventures climax.
Translate the problems into game terms, so you know
how to resolve them as they occur in play.
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OUTLINE
So youve got an idea for an adventure. What next?
First, outline the adventure. Break it down into several
episodes. Each episode must introduce a problem. Save the
resolution of the adventures major problem for last.
Heres an example:
Adventure Idea: The players must go to the Sayblohn system and obtain a stolen art object of great religious importance to the Okfili species.
Episode 1: Getting to planet Sayblohn. Waylaid by pirates.
Episode 2: Landing on Sayblohn. Planet under Imperial
occupation. Authorities want to ask questions about laser
scars on players ship, and want testimony against pirates.
Players must cooperate without revealing affiliation with
Rebellion (or refuse and get into trouble).
Episode 3: Finding art. The characters go to their contact,
whose name and address the Rebellion supplied. Contact is
dead. Must try to figure out who killed him.
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EPISODES
Think about each episode in your outline.
In general, over the course of a Star Wars adventure, you
want characters to be able to use all of the major skill types.
So each adventure should if possible contain:
One episode solved with gunplay. Combat is fun, and
your players will want to release their frustrations by
shooting at bad guys at least once during the game.
Maybe more than once.
One episode involving ship-to-ship combat. Ship-to-ship
combat is a major part of Star Wars, and should be a frequent occurrence in the game.
One episode involving a chase. There are chases galore
in Star Wars, in every conceivable environment with
every conceivable vehicle.
One episode requiring interaction with NPCs. The players should be given the opportunity for a little roleplaying and a chance to use their bargain, con, command,
or bureaucracy skills.
One episode requiring problem-solving. Its easy enough
to set up a situation that requires a little skull-work to
deal with, and players enjoy that, too.
In the example above, episode 1 involves space combat;
episode 2 involves interacting with NPCs; episode 3 involves
problem-solving; episode 4 requires the use of survival and
search skills (and maybe some more problem-solving), and
probably contains a chase scene; and episode 5 is a plain, oldfashioned firefight.
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CLASSIC ADVENTURES
Distinctive Speech
NON-PLAYER CHARACTERS
Each episode should contain at least one interesting nonplayer character. Even a straight-combat episode will be
enlivened by one opponent who has a few skills out of the
norm, or a trick or two up his sleeve. The rest can be spearcarriers who do nothing but fire and dodge.
What makes for an interesting NPC?
Distinctive Appearance
If hes human, try to think of an actor, friend, or other
human being for him to resemble. Is he thin and jaunty like
Peter OToole? Emaciated like Keith Richards? Elderly and
handsome like Katharine Hepburn? If you dont want to use a
real person as a model, jot down one or two adjectives to
describe the characters appearance bearded, voluptuous,
fat, thin, tall, short, dark, fair, redheaded, bushy eye-browed,
etc. It really doesnt matter what the adjectives are, just so
long as the players have a hook on which to hang their visualization of the character.
If the character is alien, try to imagine a weird and unusual
appearance. It would be nice if the characters appearance
makes sense in the context of his environment (e.g., anything
with flippers ought to live in the water). If you cant think of a
good alien yourself, steal one from the movies there are
lots, for example, which appear in the cantina scene or in
Jabbas palace and which are never seen again.
134
Definite Objective
In any encounter between two people, both usually have
some idea what they want to get out of the meeting. When
players interact with an NPC, they usually want something
from him information, equipment, or help. NPCs usually
want something, too an interesting conversation, to help
the Rebellion, to fight the Empire, money, fame, power, a few
kicks, whatever. Knowing what the NPC wants will make it
easy for you to roleplay him. It might be helpful to jot down a
brief note on his objective.
Skills
If you expect an NPC to use skills, its advisable to decide
what his skill codes are in advance. Its always possible to
decide on his codes during the adventure but then its one
more thing to worry about. If you decide on codes in advance,
you can spend time worrying about other things. It is rarely
necessary to design the whole character, establishing codes
for every attribute and skill. Usually, you can just jot down the
codes for the skills you expect the character to use. If he has
to use other skills, you can decide on their codes on the spot.
Example:
Name: Odeon Farnish.
Job: Customs inspector.
Species: Lexlar.
Appearance: three-foot-tall hair-covered hominid looks
like Cousin It from The Addams Family.
Speech: Always uses infinitives To present your passport now, hairless one.
Objective: Willing to be bribed by serious smugglers.
Wants promotion, so insists on searching everyones
bags and catching minor infractions. Zealous but
greedy.
Codes: search: 5D+1. bargain: 4D. con: 4D. bureaucracy: 6D.
MORE ON NPCs
When you design an NPC, spend some time thinking about
his role in the plot:
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CLASSIC ADVENTURES
Motivation
Mood-Setting Device
Information Source
Shamus watched in fascination as one insect positioned the
stein, another pulled the lever, and the third scooped up his
credits. So, human asks of one called Farseeker, they bowed
in unison, producing sound by rubbing legs against legs. They
sounded like a violin concerto of spoken language. Maybe
see Farseeker soon back.
When? Who was he with? Did he say
Tch. Tch. Zssss. Two of the grasshoppers, coordinating,
shoved the stein across the bar at Falconi. Memory fails.
Since lost sixsister of hive mind, much less memory.
Ah. said Shamus, and placed a ten centimeter stack of
plastic credit tokens on the bar. Perhaps this will jar your
memory.
One of the insects kicked the tokens, one by one and as last
as a turbolaser, across the empty space behind the bar and
into a drawer held open by another.
Tch. Yesss. Farseeker here now seven hours since gone.
With large tentacled alien of model unknown to me
Obstacle
The Wookiee said, Rehntraaaaaa, and pushed Shamus
rudely away from the door.
Well, excuse me, said Shamus, but Im supposed to
meet
The small creature sitting on the Wookiees shoulder, which
Shamus had taken for a pet, piped up. Urartu says, no
humans or Droids. Its a house rule of the Contumely Club, Im
afraid.
TWISTS
Its always a good idea to reserve a surprise or two. At the
beginning of an adventure, you have to give the players
enough information so they can plan intelligently but the
adventure will be a lot more interesting if you keep some
information secret until later. In fact, if you can come up with
a twist for every episode, youve got an adventure that will
keep your players on their toes.
In general, twists depend on incomplete information. The
unexpected happens or the expected fails to happen.
Coming up with good twists takes imagination and thought.
Youll have to work at it, but here are a few suggestions.
In most adventures, the players have a definite enemy
the Empire, an admiral, a pirate, a bounty hunter, some
other villain. The enemy will, of course, have his own
plans, which the players wont find out about until those
plans develop. Using a villain to spring surprises on your
players is an easy way to throw a twist or two their way.
The bait-and-switch is a common twist: the players are
told theyre pursuing one objective, but, in the middle of
the adventure, learn that theyre really supposed to
achieve a different one. They might have been misled by
the Rebel Command, but, more commonly, the Rebellion
has incomplete information, and the players learn more
during the adventure.
Example: The players are told to track down an
Imperial courier ship which disappeared while transporting important information. If they can find it, the
information will be useful to the Rebellion. During the
adventure, the players find that the courier has been
destroyed by a previously-unknown alien race, and
must locate and establish peaceful contact with the
aliens.
Comic Relief
Now, Shamus hissed at M-3PO, struggling with his
bonds. Do it now!
But sir, responded the Droid. I am not programmed
to attack sapient beings.
Droid! Listen to me. Just take the feather boa and
wrap it around his breathing slits. Hes asleep! He wont
notice! You dont need to attack him. Its easy.
Oh, dear. Oh, dear me. What would Master Jarstein
think? To inflict harm on a fellow being M-3PO picked
up the boa, and held it gingerly. I suppose circumstances require it. The Droid walked determinedly
across the cell and approached the sleeping guard.
Holding the boa up, he spoke again. Sir? Excuse me, sir?
Do you mind if I
Shamus gave a strangled moan as the guard awoke
with a start.
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SETTINGS
Remember the moment in the first movie when Luke Skywalker stands and gazes out over the desert of Tatooine, his
back to the camera with two suns hanging in the sky? With
a simple double-exposure of film, the movie says: this is an
alien world. This is science fiction.
The stories told in Star Wars: Classic Adventures are the
same as stories from any other genre: stories of human desire,
greed, foolishness, love, and valor. Many times, you can borrow plots and casts from heroic fantasy or detective stories or
historical romances, whole cloth. But what makes your stories indubitably science fiction is their setting.
136
Star Wars stories are told against the starry skies of space,
or the weird vistas of alien worlds. The background is only
background but its presence makes the story feel complete.
When designing your adventure, pay attention to the setting. Spend some time imagining an alien world or an unexpected place. Ideally, each episode should have an unusual
and distinct setting of its own.
Its the details that make a setting feel real. For example,
suppose the players encounter an alien spaceship:
Poor Setting: Ah, the ship is, ah, gold. And the controls look
weird. There are markings in some alien script on the controls.
Good Setting: The ship is like a black, streamlined ovoid,
with several bulges hither and yon. As you approach, a hole
appears, sphinctering open like an iris. Around it bulge what
could be muscles.
you find the control room. At least, you think it is the control room. Around you, the air crackles with an ethereal bass
hum that reminds you of a distant storm, or a supersonic jet
far away. There are no controls in sight.
Most adventures take place on a planet. Fine; decide what
the planet is like. The movies take one type of terrain and generalize it Tatooine is an entire desert planet, with an ecology and culture compounded equally of the Sahara, the
Moroccan bazaar, and the American Southwest. By saying
desert planet, you conjure up images of wild tribesmen, sere
plains, dune seas, short rains and quick-blooming plants, scattered oases, and seedy markets.
Similarly, Yavin is a jungle planet, Endors moon a forest
moon, and Hoth an ice world. You can take any terrestrial terrain type and generalize it.
Or you can take one aspect of our world and twist it. Imagine the world of a red sun, every view dyed in blood. The vegetation might be reddish, too, appearing almost black in the
ADVENTURE BOOK
CLASSIC ADVENTURES
MOTIVATION
All right, youve decided on an outline for the adventure,
youve sketched out a few interesting NPCs, youve come up
with a twist or two, and youve thought about setting. What
next?
You need to decide why the player characters are going to
get involved. Whats their motivation?
In Star Wars: Classic Adventures, a typical adventures goal is
to enlist new allies for the Rebellion, or thwart an Imperial
operation, or capture Imperial plans, or raid an Imperial base.
Since the player characters are all members of the Rebellion,
adventure goals are usually intended to benefit the Rebellion
or injure the Empire.
Character motivation can be provided by the characters
backgrounds and connections. If you give a Smuggler a
chance to pay off the loans on his ship, or an Outlaw an
opportunity to get back at the people who killed his children,
or an Alien Student a way to learn about the Force, theres little doubt the character will jump at the chance, and persuade
the other characters to come along. Similarly, if the connections between two characters are strong, and one is captured
or threatened, the other will be strongly motivated.
Usually, just telling your players that the Rebellion wants
them to embark on the adventure is enough to get them
going. However, hooking in backgrounds and character connections will grab their interest and make for a more compelling story. You can use backgrounds and
connections better than our published
adventures can, because you can tailor
your own adventures to the idiosyncrasies
and peculiarities of your players characters.
present for the adventure. If you dont know exactly who will
show up, try to keep the dialog general, so that just about any
character can speak any line.
Maps
By giving the players maps, you help them visualize whats
going on. Its always a good idea to sketch any area where
combat is likely to take place. You may also want a map of the
planet where the adventure occurs, and perhaps smaller-scale
maps as well.
Its sometimes useful to prepare two copies of the same
map one for your reference, showing whats really going on
and one for the players, showing them what their characters know or believe.
Props
Other sorts of props are nice, too. See page 101.
REWARDS
The last thing you need to do is decide on the rewards for
the adventure. Generally, each player should earn between 3
and 10 Skill Points. See the discussion on page 102 on reducing or increasing Skill Point awards.
In addition, consider other potential rewards. To some players, money is important, and a profit on the adventure is one
possibility. Hints and tidbits about where to find a master for
Force training, or ways to increase Force skills may be more
important to others. Nifty equipment is another possible
prize.
Once youve decided on awards for your players, youre
essentially ready to begin. What you have is an extended collection of written and mental notes, some sketchy maps, and
maybe a written-out script. Thats really all you need to run;
the rest is in your head. If you want, you can prepare more
thoroughly, plotting out each episode in detail, as we do for
published adventures. But in some ways, this is a hindrance
rather than a help; the creativity of your players means no
episode will go exactly as you planned, so too much preparation can be wasted.
PREPARING FOR
THE ADVENTURE
Youve outlined the adventure, decided
on motivation, and jotted notes on characters, settings and twists for each episode.
The last thing you need to do is to put
together the scripts, maps, and other handouts youll use in play.
Scripts
Scripts are a useful tool for getting players into an adventure, and impart information in a painless way. You might consider
writing up your own script, making a copy
for each of your players. Tailor the dialog
to the player characters you expect to be
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8
C hapter Four
CLASSIC ADVENTURES
ADVENTURE IDEAS
The adventure ideas below are not fully-fleshed adventures,
like Tatooine Manhunt. They dont provide anything more
than a brief plot sketch and some characters. You can use
them to develop your own adventures; take the plot outline
and expand on it, as you wish. Throw in a few intermediate
obstacles on the way to the grand finale. Jot down some notes
on the important NPCs in the adventure. Prepare scripts and
hand-outs for your players and go.
These adventure ideas serve two main purposes. First,
theyre a compact way to provide lots of play value. A fullfledged 32-page packaged adventure is usually played in one
to three sessions; each of these adventure ideas can be
expanded into such an adventure. Of course, a packaged
adventure provides all the details you need, which youll have
to provide when you flesh out one of these ideas. Brief ideas
require more work on your part, but look at it this way: in a
few short pages, they provide the underpinnings for dozens of
sessions of play.
Second, by reading over these ideas, youll get a sense of
the different kinds of adventures that can occur in Star Wars:
Classic Adventures. One problem many gamemasters face is
that coming up with adventure ideas isnt always easy
especially when you havent played the game much, and
arent aware of the range of stories for which it is suited. With
luck, these adventure ideas will spark your imagination, and
get you thinking about other possible adventures.
Background:
Sarrahban System has maintained its neutrality in spite of
diplomatic pressures to align with the Alliance or the Empire.
An Imperial squadron is sent to persuade the system of the
error of its ways. Alliance partisans receive advance warning.
As the Imperial squadron winks into existence and prepares
the assault, a single freighter and an escort of armed T-16 Skyhoppers lifts from Sarrahban.
138
Adventure:
Episode One: The freighter and the Skyhoppers are engaged
by a wing of TIE fighters as the rest of the Imperial squadron
descends to deal with Sarrahbans planetary defenses.
Though outnumbered, the T-16s destroy or drive off the TIEs,
but the Harvest Moon, a 100-ton grain freighter packed with
Rebel refugees and Sarrahbans reserves of stabilized ytterbium, a key element in the production of laser cannons is
struck, disabling the planetary drives. The Harvest Moon
crash lands in the sparsely inhabited equatorial highlands.
For the moment, the Imperial squadron is busy with Sarrahbans planetary defenses, but as soon as the defenders are
subdued, the Imperials will come looking for the downed Harvest Moon.
Adventure Objective: To keep the refugees out of Imperial
hands and to deliver the stabilized ytterbium to the Rebel
Alliance.
Episode Two: To permit access to the downed Harvest
Moons landing ramps, the freighter must be righted using the
Skyhoppers like tractors. Injured refugees must be treated.
The PCs leave the refugees in the shelter of the freighter and
search for food in nearby native villages.
Episode Three: Villagers grudgingly give up food and information. The nearest spaceport with repair parts for the
freighter is on other side of the ocean.
Episode Four: PCs fly Skyhoppers across the ocean to the
spaceport. If theyre cautious, they discover it is under martial law before they land. Otherwise they are politely taken
into custody by the efficient and menacing spaceport security
and delivered to the military attache for questioning. They
either talk their way out of trouble, or are imprisoned.
Episode Five: If necessary, they escape from imprisonment.
Then they sneak to the spaceport and steal the parts they
need. In the process they trigger alarms, and troopers arrive
on the double. To escape, the PCs must either reach their own
Skyhoppers and overcome the guard, or steal other planetary
shuttles.
Episode Six: After a brief confusion at the spaceport, Imperial shuttle craft are dispatched in pursuit. The PCs must
either elude pursuit, or shoot it down.
Episode Seven: The PCs return to the freighter, where the
refugees report sightings of Imperial search activity. Even as
the PCs are completing repairs, an Imperial cruiser discovers
the crash site, reports to Imperial headquarters, and unloads
a platoon of mercenaries. The PCs must hold off the merce-
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CLASSIC ADVENTURES
Staging Hints:
Characters: The partisan refugees may be drawn from the
character templates, or may be supplemented by other stock
characters, like the Plucky Lass, Her Arrogant Father the
Rebel Leader, the Spry Coot with Wilderness bore, the Blathering Droid, or the Hideous-But-Inscrutably-Wise Alien Aborigine. Develop the connections and conflicts between these
NPCs and the PCs as they confront the challenges of the
wilderness and the Imperials.
Settings: An Ecuadorian upland rain forest crash site. Aboriginal alien villages where food and native medical care is
obtained. The spaceport under martial law where the PCs
must steal parts to repair the Harvest Moon.
Script: The PC pilots and crews of the freighter and Skyhoppers report the approaching TIE wing and discuss rendezvous
plans in case the freighter is forced down.
Starship Combat: TIEs vs. T-16s and a freighter; breaking
through the Imperial blockade with the repaired Harvest
Moon.
Action Sequences: Sneaking into the spaceport under martial law, shootout with spaceport security and trooper guards,
ditching Imperial pursuit on the way back to the disabled
freighter, defending the Harvest Moon from the cruiser and the
mercenaries.
Planetside Adventure and Problem-solving: Shepherding
injured refugees through a tropical rain forest replete with
menaces exotic and mundane; bargaining with aborigines for
food and assistance; bluffing the spaceport military attach;
finding parts to repair the Harvest Moon.
A Shorter Adventure: The aborigines have heard rumors of
a derelict freighter crashed along the coast several hundred
miles away. One native offers to help the PCs find it if they will
take him for a ride in their skymachine.
ADVENTURE BOOK
Background:
The PCs receive a Mayday broadcast from a research station. Alliance HQ okays a request to investigate.
Adventure:
Episode One: The PCs stumble upon a massacre-in-progress
at the research station. The PCs buzz the site in their ship,
then land and engage in a heated firefight. A motley group of
mercenaries and an unidentified group of aliens fight a spirited defense. Suddenly an Imperial gunboat appears and pins
down the PCs as the mercenaries scramble onboard. The gunboat is gone before the PCs can pursue.
At the research station, the scene is of efficient death and
destruction. Akazz, a juvenile schenor sapiens, is the solitary
survivor.
Episode Two: Akazz is delivered to the nearby Alliance
base, where Commander Skywalker seeks to question the
young Schenor in private. The PCs are then directed to deliver
Akazz to his nest-guild on Rhamsis Callo.
Adventure Objective: Deliver Akazz to his relatives on
Rhamsis Callo, and persuade the Schenor to join the Rebellion
in support of the Alliance. The Schenor are a Force-sensitive
species that have so far maintained their neutrality in the
Empire-Alliance conflict. Skywalker suspects that the mute
testimony of Akazz will tip the balance toward active Schenor
intervention on the side of the Alliance.
Episode Three: When the PCs land at the spaceport of
Chafock, Rhamsis Callo, they find a partially-completed
Imperial base built under treaty with the Schenor government. The PCs pass under the watchful eyes of Imperial
agents as they journey by reaction car to deliver Akazz to his
nest-guildmaster Bkaritz an influential noble of a powerful
province.
Episode Four: Imperial agents attempt to waylay the PCs on
their journey. Encounters may include vehicular chases and
stealthy attacks and shootouts in wayside accommodations.
Episode Five: The PCs deliver Akazz. Initially hostile and
mistrusting, the nest-guildmaster Bkaritz suspects the PCs of
having kidnapped the youth, and believes they are holding
him for ransom. Once convinced of the PCs real intentions,
the alien interrogates the hatchling in a telepathic trance.
Appalled by what he learns from Akazz, Bkaritz vows to
block construction of the Imperial base break the treaty with
the Empire, and drive the Imperials from his planet.
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CLASSIC ADVENTURES
Staging Tips:
If necessary, prompt the PCs to search for survivors at the
massacre scene.
Akazz should stick close to the most cynical, hard-hearted
PC and stare sadly at him with l1is big, yellow eyes Play on
the sentimental value of this pathetic alien orphan for all hes
worth.
The Schenor are eight-foot samurai catmen with a traditional distrust of outsiders, a respect for the martial arts, a
rigid code of honor, and a deep commitment to family and kin.
Schenor nobles are all-powerful; Schenor peasants and middle-class are obsequious and servile.
Rhamsis Callo Spaceport looks like a modern airport
designed like a California mission. Callo architecture is of red
sandstone decorated with earth-tone clay geometric ornaments. Callos reaction cars are horribly noisy, inefficient
ground-effect vehicles that look like massive 1960s Cadillacs
and are much more powerful and fast than safe and maneuverable.
Adventure Objective: The PCs are to masquerade as aristocratic traveling companions, to provide security for the meeting, and to safeguard the lives of the participants.
Episode Three: Aboard the Silver Star the PCs are introduced
to various Imperial heavies during a formal banquet. Through
the Force or clever observation, the PCs begin to suspect a
trap.
Episode Four: Precautions may be improvised. Imperial
heavies may be followed, or their rooms searched. Evidence
accumulates that one of the four men they are protecting is an
Imperial double agent.
Episode Five: The PCs must arrange for the elimination of
the traitor and the escape of their loyal charges. In the
process, the Imperial heavies make their move, and the PCs
and their charges are pursued through crowds of vacationing
nobles, through the gourmet kitchens, and into the bowels of
the ship.
Episode Six: The PCs find they have allies among the working class in the crew. Contacts help them reach the boat deck,
where they must overcome Imperial guards and steal a shuttlecraft.
4. JEDI HEIRLOOMS
Gwarhrwol
Whudhesay?
He said Gosh, what a real garden spot
Yeah, well, tell the fuzzball he aint so much to look at
either. So Tatooine isnt the prettiest place in the galaxy. It is
the former residence of the last of the Jedi.
Yeah, well, since youre such good buddies with Skywalker,
why are we here picking up his laundry? Too busy to run his
own errands?
No, too much danger hell be recognized by the Imperials.
Scum like you and me are thick as Bantha teeth at Mos Eisley.
And whats to say theres anything left of Kenobis place?
Or that the Imperials didnt get there first?
Thats what were here to find out.
Great. A galactic war going on, and I get mumbo-jumbo
duty searching for ancient wizard trinkets. I only hope theres
a decent bar around here
Adventure:
Background:
Episode One: A yacht is pursued by an Imperial frigate. Suddenly a flight of Rebel ships (piloted and crewed by player
characters) drops out of hyperspace, and engages and
destroys the frigate. Four passengers are rescued from the
yacht, and an accident is staged with the hulk of the frigate.
140
Alliance leaders seek to revive the Jedi tradition as a symbolic inspiration for the Rebellion. A decision is made to seek
amongst the effects of Obi-Wan Kenobi for clues to lightsaber
technology. This may be initiated by a PC seeking to build his
own lightsaber; by Skywalker seeking to build his own to
ADVENTURE BOOK
CLASSIC ADVENTURES
Adventure:
Episode One: The PCs land at Mos Eisley and ask about the
location of Old Hermit Bens dwelling. Local outlanders and
Imperial spies take notice.
Episode Two: Having obtained directions (and/or an NPC
guide), the PCs must rent or buy landspeeders and travel to
the site.
Episode Three: Wilderness encounters with Tusken Raiders.
Episode Four: Find Old Bens place has been ransacked
the house in ruins, possessions scattered all over the landscape. Tracks nearby suggest Jawas as the scavengers.
Episode Five: PCs seek the Jawas. After heavy bargaining,
the Jawas admit they found nothing of value at Old Bens, but
say that Imperial agents have offered a large reward for any
technological artifacts discovered in the vicinity of Old Bens
home.
Episode Six: PCs must rely on the Force for guidance. If they
return to Bens and concentrate on the Force, they discover
that the directions for building a lightsaber have been hidden
in a deep cave beneath Obi-Wans dwelling. This cave, like
Yodas tree, is strong in the Force, and the PCs must survive
tests of their honesty and commitment delivered in a vision
(PCs with Dark Side points are not admitted). Those who persevere gain entry, and find ancient magnetic tapes bearing the
plans they need.
However, the Imperials have also offered the Jawas a
reward for reports of anyone nosing around Old Bens and
a platoon of stormtroopers has arrived and taken up positions
in the surrounding hills. The PCs may sense the danger, or
may fall into a trap.
Episode Seven: The PCs make a run for it landspeeders
into the desert wilderness. After a gun battle and chase, the
Imperials give up and return to Mos Eisley.
Episode Eight: Security is tight at Mos Eisley. The PCs own
ship has been impounded and placed under guard. To escape,
the PCs must enter town undetected and obtain passage or
steal a ship from the spaceport. A climactic gun battle with
Imperial agents and stormtroopers, and hot Imperial pursuit
into space is inevitable. (Skywalker managed it but he had
Ben and Han running interference. How will your PCs handle
it?)
ADVENTURE BOOK
Adventure:
Episode One: The PCs are traveling as guest crew on an
Alliance corvette when they are jumped by an Imperial Star
Destroyer: The pilot tries to lose the Star Destroyer in a series
of tricky maneuvers, but the Star Destroyer stays right on
their tail. Finally the pilot makes one too many jumps and
gets lost.
Episode Two: The Star Destroyer is inexorably closing on
the corvette when suddenly ahead of the two ships the
stars are blotted out by a vast metallic bulk. The hull of the
unfamiliar vessel is covered with myriad winking, colored
lights. The comlink is flooded with an unintelligible gibberish
that the transcomp can make neither heads nor tails of. Both
ships are instantly frozen in tractor beams. Weird lights the
size of Imperial frigates draw alongside both ships, and
bizarre alien Droids politely board, render the personnel
unconscious with radiant beams of shimmering light, and take
them to the fathership.
Episode Three: The PCs wake up in a vast, padded sphere
with regularly spaced viewports. Gazing through these viewports are unbelievably googly-eyed aliens.
Greetings, thinglings of [gibberish].
Beg pardon for interference in your sports contest. But.
Here in [gibberish] we greatly honor the principle of fairness in competition. Your contestants were so poorly
matched as to spoil the enjoyment of your sport. We have
endeavored to correct this oversight.
You may continue your contest here in our [gibberishgibberish]. Such an honor is not generally accorded so modest a contest, but, as this is the Feast of [Gibberish], we are
feeling expansive.
Go ahead! Sport to your circulatory organs content. We
will graciously serve as judges at no extra cost
The aliens want the Rebels and Imperials to complete their
contest for their entertainment. What the aliens want, the
aliens will get.
The aliens do not condone the use of violence in contests.
They do not condone uneven sides. They will stop the contest
with shimmering beams of light if either rule is broken.
Other than that, the Imperials and Rebels are to choose a
game or series of contests to decide the outcome of their
competition. If the Imperials and Rebels cannot agree on the
game or contest, the aliens propose firmly and without fear
or contradiction a series of Olympic-style competitions:
Episode Four: The PCs win. (They have to. Make sure the
Imperial ability and skill scores are cheesy, then cheat the
dice if the PCs are rolling poorly.)
The aliens applaud, slapping wet, pulpy knobs together in
approval.
Congratulations! Well rowed, Balliol! And other approbations.
As you know, the losers are hereafter and henceforth
declared slaves of the victors! (The crowd goes wild!)
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CLASSIC ADVENTURES
Staging Hints:
Tone: This is a light-hearted adventure, with the googly
aliens and the bewildered Imperials played for laughs. To
make the adventure grimmer in tone, portray the aliens as
grim and warlike, make the contests more like Roman gladiatorial events, and pit the Imperials and Rebels in deadly
earnest for their skins.
Powerful Aliens: Aliens with such advanced technology and
powerful starships would unbalance the Alliance-Empire conflict so they will graciously decline to get involved. They
are on the final leg of a tour of this galaxy, but they have to get
back to their galaxy, thank-you-very-much, for the World
Series or something.
If the PCs think it might be nice to get the aliens as slaves,
and try to challenge them to a contest, the aliens are very
polite, but they are professionals, and the PCs are amateurs,
and it would ruin their reputation and league standing. You
are not even certified! they protest. And where are your uniforms?
6. CLASS REUNION
So, this gal is an old buddy of yours
Yeah, she and I go way back.
Scarlet Bloodhawk quite a colorful name and probably a colorful character to match.
I just hope shes got somebody who can overhaul a
Thorsen field driver. One more light-speed burp like that last
one and our new career as cometary debris is assured.
No problem. Old Scarlets never let me down. Say, thats
funny Scarlets not the type to skimp on landing beacon
maintenance.
Not like we got a lot of choice, pal. Not a lot of friendly
ports hereabouts
Adventure:
Episode One: The PCs land and are greeted by ScarIets second-in-command, the oily and lingeringly reptilian KyIessan,
affectionately known as Snake-Eyes. Yeththth, Thkarlet would
thertainly wish that thuch an honored ghetht ath yourthelf be
thown every courtethy. Ill have thomeone work on your thip
immediately. Oh my yeth
Episode Two: The PCs are restricted to the guest quarters
(For your own thafety, thirs and you can go thupervithe
work on your thip whenever you with), but treated with
exceptional courtesy and hospitality. Of courth, our reptileskinned buddy has called the Imperials and offered to turn
the PCs over to the authorities for a nominal reward.
However, H2-1B4, an elderly Domodroid, recalls one of the
PCs fondly, and risks discovery to slip a message to the PCs in
their quarters:
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Adventure:
Episode One: With their ship parked in orbit, the PCs use
space speeders to take an unscheduled tour of the asteroid
base. They find:
a facility producing what appear to be low-yield repulsor
motors in large quantities.
a facility producing what appears to be an extraordinarily
large scanning bowl for a sub-space communications
relay.
residential and recreational facilities for the factory workers.
a high-security laboratory tunneled deep into the asteroid.
Episode Two: Still completely ignorant of the bases purpose, the PCs must sneak into the underground facility.
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CLASSIC ADVENTURES
8. MAROONED ON HOTH
I think were safe now
Safe?! You call this safe? The last Alliance transport on its
way to who-knows-where, a couple divisions of Imperial
stormtroopers tooling around in AT-ATs, its 45 below a
heat wave on this blasted planet and where were you planning to sleep tonight, ace? Under the stars?
Dont worry. Tonight well be guests of the Empire.
Oh. (Pause) Were going to surrender?
Of course not. Were going to steal an Imperial transport.
What a good idea. Setting aside for the moment the question of how you propose to do this, have you ever flown an
Imperial transport before?
Details, details
Adventure:
At the Battle of Hoth, the PCs are part of a unit of four
squads of foot and three snowspeeders deployed on the ridge
above the Rebel base as scouts to guard against flanking or
encircling maneuvers. An Imperial transport lands on the far
side of the ridge and unloads a stormtrooper company supported by five AT-STs. The PCs catch the Imperials in a narrow
pass below the crest of the ridge.
In the rough terrain, the PCs manage to deny the Imperials
their flanking move. The undamaged AT-STs and surviving
troopers retreat to the Imperial transport.
But the PCs have been cut off from the main base. An Imperial unit under Vader has landed above the base and cut their
way in from the top. The Rebel defenses have crumbled. The
last Alliance transports are on their way. Scattered pockets of
Rebels still resist, but most will be overrun in short order.
Those Rebels that avoid capture must face the even-more
deadly advance of Hoths nightfall.
Plenty of trooper armor is around for scavenging and masquerade. Snowspeeders and perhaps a not-too- badly-damaged AT-ST are available for land transportation. An
Imperial transport lies on the other side of the ridge. Various
spaceships too weak to run the Imperial gauntlet may have
been abandoned in the Rebel base hangar. And a variety of
ships must come and go between the ground troops and the
naval vessels in orbit above Hoth.
Or the PCs may choose to let things cool off before making
their move. They may withdraw to remote Rebel outposts,
hook up with other disorganized Alliance elements, and plan a
raid to capture a ship.
ADVENTURE BOOK
Adventure:
Episode One: The PCs are sent to deal with a Captain Fandar, scourge of the spaceways, pirate extraordinaire, and number six on the Imperial Navys most-wanted list. The Alliance
wants to hire Fandar to harass Imperial shipping.
The characters check around in wretched hives of scum
and villainy trying to get word to Fandar.
The pirate sends his boys to capture the PCs.
Either the PCs get captured, and Fandar drags them from
his dungeon to ask them what they want, or the PCs turn the
tables on Fandars lackeys, and force them to bring the PCs to
him.
Episode Two: In either case, Fandar listens to their proposal. Then he explains that he has no interest in getting
involved in politics, and that the Alliance isnt offering enough
money.
However, he is interested in one thing the Imperial treasure ship which annually carries the revenues of the local sector back to the Imperial capital. If the Alliance is willing to
cause a ruckus to divert the treasure ships military escort,
and if the PCs are willing to help knock off the treasure ship
itself, Fandar would be happy to discuss future deals.
Episode Three: The Alliance approves the plan with misgivings. The PCs are given four starfighters and told to aid Fandar. The plan is put into action, and apparently goes off
without a hitch until Fandar enters the treasure ship and
finds it swarming with troopers! Hes been sold out!
Episode Four: The PCs, the Prince, and a few colorful, loyal
retainers can either fight their way out heroically, or be taken
captive, then contrive an escape. Either way, Fandar at first
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CLASSIC ADVENTURES
thinks the Rebellion did him dirt but the PCs finger the
actual traitor (Fandars right-hand man). The Pirate Prince
honorably acknowledges their aid, renounces his life of crime,
and becomes a Captain in the Alliance Navy.
the same time, the PCs learn to respect the Sessehs wisdom
concerning their native environment, and to exploit the
Sessehs special talents swimming, stealth, and ferocious
martial vigor.
Adventure:
Background:
The Imperials have established fossil hydrocarbon operations at numerous sites on the surface of Shaymore. The
Sessehshellah, a fierce native aboriginal race resembling giant
river otters with the temperaments of weasels, have come to
the Alliance to ask for weapons and support in their resistance against the Imperials.
The Sesseh are technologically unsophisticated, and hardly
a match for Imperial stormtroopers, but after being convinced
that the Sesseh would fight with their bare teeth if necessary,
the Alliance decided to supply them with modern weapons,
technical support, and advisers familiar with resistance operations.
The PCs are selected to accompany the Sesseh delegates
back to Shaymore with a delivery of laser weapons. The PCs
are also to provide advice and aid in organizing resistance
against the occupying Imperials.
Initially the Sesseh delegates are contemptuous of the PCs
lack of courage and daring any sign of caution or practical
thinking is regarded as a lack of spirit. However, the Sesseh
learn to respect the shrewd cleverness of the PCs plans. At
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8
CLASSIC ADVENTURES
C hapter Five
PUBLISHED
ADVENTURES
This chapter lists some of the published adventures for Star
Wars (1st Edition). These adventures are nearly one-hundred
percent compatible with Star Wars: Classic Adventures. While
West End Games is no longer in business and these adventures are all out of print, they are readily available on the second-hand market.
While this is not a complete list of published adventures, it
does include what we think are the best adventures published
for the first edition of the game.
STARFALL
Nine hundred meters of twisted,
battle-torn Star Destroyer stand
between imprisoned Rebel heroes
and freedom in this disaster-filled
Star Wars adventure.
Captured by Imperials, a small
group of Rebel heroes find themselves trapped within the detention
block of a Victory-class Star
Destroyer. Suddenly explosions rock
the giant battleship as the Imperial vessel is attacked by an
Alliance fleet. When the smoke clears, the Rebel objective is
obvious escape by any means possible!
ADVENTURE BOOK
But the attack has left the Star Destroyer a battered wreck,
its crew scattered and its power fading. What dangers await
the Rebels deep within the smoldering ruins of this once-great
vessel? What Imperial devices remain to prevent their exit?
Only those with courage and conviction will attempt to find
out. Only those with strength and luck can hope to survive.
MISSION TO LIANNA
The Rebel Alliances greatest
weapon is not the bravery of its soldiers nor superior training nor
advanced weaponry. The Rebel
Alliance is built on information.
The Rebel heroes have been asked
to deliver updated information to
the Rebel cell network on the industrial world of Lianna, home of Sienar
Fleet Systems, manufacturer of the
dreaded Imperial TIE Fighter. What starts as a simple delivery
becomes something even larger than the Rebels can imagine,
as the characters discover that Lianna is where the Empire is
building a secret weapon that could mean the destruction of
the Alliance a cloaking shield!
It is up to the characters to infiltrate and destroy the plans
before the Empire can put the cloaking shield to work
145
CLASSIC ADVENTURES
DOMAIN OF EVIL
There is something not right on the
swamp planet Trinta. It is an evil
place of cold and death, and only the
bravest, most capable Rebels will survive its terrors.
Stranded on the swamp world of
Trinta and pursued by relentless
bounty hunters, a group of Rebels
face horrors drawn from their own
minds horrors with the power to
destroy them! Pitted against the powers of an insane Jedi
Knight and the Dark Nexus in which he dwells, the rebels
must triumph or risk falling to the dark side of the Force.
BLACK ICE
Black Ice. 7,800 meters long
five times the length of an Imperialclass Star Destroyer. The pride of
the Imperial Replenishment Fleet.
Black Ice. It carries nearly one billion tons of starship-grade fuel cells
more than a years worth for an
entire Imperial Main Battle Fleet.
Black Ice. If she remains in the
Empires hands, the Imperial Navy
will cut a swath of destruction
across the sector and beyond.
Black Ice. The Empire will do everything in its power to protect her.
Black Ice. The Rebels must take her or die in the attempt.
146
OTHERSPACE
Beyond realspace, past the timebending corridors of hyperspace,
another galaxy waits to be discovered. When a problem develops with
the hyperdrive engine of an Alliance
prisoner transport, members of both
the Rebellion and the Empire are
deposited into a strange, unexplored
dimension between the hyperlanes
and realspace.
Here, abandoned ships from all
over known space float beside those
of unknown origin. These desolate craft orbit a giant vessel,
drawn to it like moths to a flame or a spiders web.
Within the dark interior of the giant ship, the war between
Rebel and Imperial finds new battlegrounds and new weapons
with which to destroy each other. But they also find something else, something that just might find them first. It wants
to escape otherspace, to reach realspace. And when it does,
the galaxy will die!
ADVENTURE BOOK
8
REBEL FIELD MANUAL
CLASSIC ADVENTURES
TABLE OF CONTENTS
Chapter 1: The Rebel Alliance.......................................151
Chapter 2: The Galactic Empire...................................155
Chapter 3: Aliens of the Galaxy...................................158
Chapter 4: Creatures.....................................................163
Chapter 5: Equipment and Weapons.........................166
Chapter 6: Droids..........................................................176
Chapter 7: Starfighters.................................................179
Chapter 8: Capital Starships.......................................184
Chapter 9: Space Transports.......................................188
Chapter 10: Repulsorlift Vehicles................................193
Chapter 11: Imperial Ground Assault Vehicles...........198
150
8
CLASSIC ADVENTURES
C hapter One
THE REBEL ALLIANCE
The Rebel Alliance is a ray of hope in one of the blackest
times in galactic history. Out-manned and out-gunned, the
fighters of the Alliance risk their lives in the effort to free the
galaxy from Emperor Palpatines iron grip. Some Rebels fight
for their homeworlds, some fight for their families, and some
fight for ideals, but all fight the evils of tyranny. In many ways,
the Rebel Alliance defines the Star Wars universe. It represents
the ultimate battle between good and evil, light and dark.
Unleashing Rebellion
Two years prior to the Battle of Yavin, several major resistance units became successful enough to give Organa and
Mothma the momentum to advance their plans for armed
rebellion. Due to the increased exposure of coordinating the
various rebel cells, the Imperials began to uncover evidence
leading to an arrest order for Mon Mothma. However, she was
able to flee Coruscant and began working from behind the
scenes, recruiting others across the galaxy to the cause.
Organa remained in the Imperial Senate, although his influence was greatly diminished since those loyal to the New
Order suspected him of treasonous activities.
SECTORS IN REBELLION
With resistance efforts spread across a multitude of sectors in
the galaxy, judging the reach and strength of Rebel Alliance forces
is difficult. Below is a partial list of sectors in which Rebel activity
takes place during the time between the signing of the Corellian
Treaty and the Battle of Endor. The amount and type of resistance
varies greatly among sectors, and many offer only minimal resistance until well after the Battle of Yavin.
Rebel activity increases significantly after the Alliance evacuation from Hoth and in preparation for the battle of Endor.
Ado
Airam
Anoat
Atrivis
Bormea
Brak
Bruanii
Calamari
Carrion
Churba
Churnis
Corellian
Eclorar
Elrood
Farstay
Hollan D1
Homon
Irnaj
Kalamith
Kira
Lambda
Lifh
Lothal
Maldrood
Merel
Moddell
Oplovis
Ottega
Parmel
Parmorak
Ploo
Rayter
Rolion
Sumitra
Tapani
Tharin
Trans-Nebular
Trax
151
CLASSIC ADVENTURES
152
Imperial Pursuit
However, the Empire is far from beaten and is aggressively
pursuing the Rebels. Darth Vader is leading the effort to seek
out and destroy Rebel forces. The Imperial Security Bureau
and the Commission for the Preservation of the New Order
(COMPNOR) are hunting down and arresting civilian Rebel
sympathizers. The Imperial response is brutal against the general public in areas where Rebel groups are active. Supporting
the Rebellion is dangerous, and the Empire makes sure the
galaxy knows it.
CLASSIC ADVENTURES
Special Forces
Alliance Special Forces units are relatively few in number,
but their high degree of training and personal investment
make them effective combatants. SpecForce units are
supremely confident in their own abilities, an opinion shared
by Alliance High Command. They serve aboard the ships of
the fleet, protect the main Rebel base, train Sector Forces,
carry out major commando operations, and fulfill any mission
thrown at them by Alliance High Command.
SpecForce units use a formal organization similar to that of
regular army units. However, they normally carry out missions as task forces or assigned assets regardless of formal
classification or position in the command structure. SpecForce units are highly mobile and able to respond to emergency deployments throughout the galaxy.
Starfighter Command
Starfighter Command controls strategic deployment and
development of Alliance starfighter forces. It carries out pilot
training and wing assignments to the fleet, Sector Forces, and
other commands. It issues operational orders to those wings
not permanently assigned to the fleet or to specific sectors.
Once a wing is assigned to the fleet or a sector, Starfighter
Command relinquishes operational control until the unit is
needed elsewhere.
Since the fleet is forbidden from engaging Imperial forces in
large-scale battles, raids and skirmishes are carried out by
starfighters. A huge percentage of Alliance resources is dedicated to starfighter services. Alliance forces at all levels rely
heavily on starfighter support and fight vigorously to hold on
to it when it is available to them. Some starfighter squadrons
or wings operate from their own dedicated bases. However, in
most cases, starfighter squadrons and wings rely on the commands to which they are attached for supplies and support.
Sector Forces
Sector Forces are the backbone of Rebel Alliances military.
These are assimilated resistance groups fighting the Empire
on their own worlds and in their own sectors. They receive a
great deal of operational autonomy from Alliance High Command, which is usually too far away to respond to day-to-day
details. Although Sector Forces control military assets, they
USING SPECFORCES
Adventures and campaigns centering on Special Forces are naturally more militaristic in nature than other types of adventures.
Fortunately, the integrating of multiple types of SpecForce soldiers into a single combat unit allows for a great diversity in character types at the gaming table. The gamemaster is encouraged to
move the players unit around the galaxy as required for the story.
When using SpecForces, the gamemaster can emphasize the military aspects and details of the organization, as well as the higher
degree of risk that the characters missions entail. Adventures can
be designed around the heroes specific SpecForce character
types. The heroes selection of and limitations in using weaponry
and equipment should also play a bigger role in specific missions.
153
CLASSIC ADVENTURES
Army
General
Colonel
Major
Captain
1st Lieutenant
2nd Lieutenant
Sergeant Major
Sergeant
Senior Trooper
Trooper
SpecForce
General
Colonel
Major
Captain
1st Lieutenant
2nd Lieutenant
Master Sergeant
Sergeant
Senior Trooper
Trooper
Starfighter
Command
General
Colonel
Commander
Captain
Lieutenant
Flight Officer
Rebel Operatives
Even though the Alliance military is formidable in limited operations, it lacks the strength to
fully engage Imperial forces in a sustained campaign. Throughout the galaxy, individual Rebel
agents, or operatives, work in conjunction with
Flight Cadet
cell networks and Alliance military elements to
engage the Empire on a daily basis. These are
the Rebellions spies, propagandists, recruiters,
Rebel Bases
scroungers, and aid workers. They sow the seeds of rebellion
Rebel bases and outposts are the Rebellions intelligence
on Imperial planets throughout the galaxy. Rebel operatives
and communications centers. They provide safe havens for
are always outgunned, always outnumbered, and usually
training, meetings, medical treatment, and repair facilities.
working in complete isolation.
The size and structure of these bases vary greatly, and they
Many characters in this era act as highly autonomous Rebel
are normally camouflaged within the surrounding environoperatives. Agents can be attached to various parts of the
ment. The Rebel main base houses Alliance High Command,
Alliance structure. Rebel field agents work for Alliance Intelliwhen it is not aboard the fleet. Alliance High Command is
gence on semi-autonomous, long-term missions. Other agents work for local resistance
groups, perhaps attached to the local Sector
Force or reporting through a cell network.
Scroungers and procurement specialists work
for local forces or for one of the Alliance High
Commands ministries. They receive orders
through other agents or through an attached
military command. Agents must be able to
adapt to constantly changing conditions and
goals.
Agent secrecy is paramount, because discovery means almost certain arrest, internment, and interrogation by Imperial officials.
Agents also run the risk of Imperial reprisal
against the local citizenry if an operatives
actions attract notice.
154
8
CLASSIC ADVENTURES
C hapter Two
THE GALACTIC EMPIRE
The Empire prides itself on being a bastion of civilization
and order in the galaxy. Most of its citizens believe that, aside
from a few troublemakers, conflict is a thing of the past and
that the galaxys worlds and systems work together for the
greater good.
But the Empire is far more sinister than it would have its
citizens know. Having carefully undermined the Republic,
Supreme Chancellor Palpatine represents himself as the only
hope for peace and order. After formally dissolving the remnants of the Old Republic and reorganizing it as a Galactic
Empire, Palpatine put into motion a plan to systematically
subjugate those worlds and systems that resisted his rule.
The Imperial Intelligence Bureau (ISB) has ensured that the
average citizen has no idea of the true nature of the Empire.
The Emperors success stems from the brutal efficiency of
the Imperial war machine: a vast army of troops, stormtroopers and starships. Resistance is quickly crushed; the price of
capitulation is enslavement. Once a world falls, the Empire
uses its resources to fuel the Imperial militarys next campaign. Opportunistic politicians have flocked to support
Emperor Palpatines New Order. Those who display the most
loyalty garner both wealth and political power.
With a thousand systems under Imperial control, the
Emperor requires a massive bureaucracy to manage the galaxys day-to-day activities. Based on Coruscant, now known
as Imperial Center, the government oversees every aspect of
life. The Emperors authority is felt throughout the galaxy by
means of his tightly controlled network of advisers, Moffs,
local governors, the Commission for the Preservation of the
New Order (COMPNOR), and, of course, the military. The
Ubiqtorate also known as Imperial Intelligence assures
that Rebel sympathizers and other malcontents are quickly
identified and reeducated.
SECTOR GOVERNMENTS
To persuade the remnants of the Republic Senate to accept
the transformation of the Republic into an empire, Supreme
Chancellor Palpatine retained the trappings of the Senate,
changing little more than the name. As the years passed, however, he replaced various members of the original legislature
with politicians more vested in his New Order, frequently elevating them to positions of authority over their seniors. In
time, little of the original Senate remained; when the Emperor
dissolved the Imperial Senate shortly after the completion of
the first Death Star, the act caused barely a murmur.
155
CLASSIC ADVENTURES
IMPERIAL INTELLIGENCE
Planetary Governments
Obviously, a Moff who controls an entire system cannot
micromanage the details of multiple worlds, so each inhabited
planet or space station has its own individual government.
These representatives are sometimes elected by the worlds
people, but most often they are appointed by the Moffs or the
Grand Moffs from among their own personal staff.
In theory, each planets government runs the planets
affairs and must be consulted whenever the Empire wishes to
use the planets resources, population, or airspace. In most
cases, though, the Empire takes what it needs by force if
necessary. The message is clear: planetary governments exist
at the sufferance of the Emperor.
COMPNOR
Brute force is of limited effectiveness in controlling populations. Realizing this, the Emperor retooled an old Republic
clone education program into COMPNOR the Commission
for the Preservation of the New Order.
COMPNORs purpose is to indoctrinate the youth of the
Empire. They are taught to believe in the absolute infallibility
of their Emperor and to execute his orders without hesitation.
Some are encouraged to enter the political arena, ensuring
that the government remains supportive of the Emperors
rule. Those with no gift for politics are encouraged to serve in
areas such as the military, education, and civil service.
Although COMPNOR began as little more than a youth
group, it grew into a vast and influential organization, overseeing disparate aspects of Imperial life.
As the Empires largest bureaucracy, COMPNOR is not well
thought of by average citizens. Most see it as an organization
devoted to enforcing its own rules, and they resent its meddling in their day-to-day affairs without realizing that the meddling is at the Emperors command. The Emperor prefers that
they blame the bureaucracy while remaining loyal to him.
Citizens of the Empire are encouraged not only to observe
COMPNORs policies but to join the Committee and serve the
Emperor firsthand. These recruitment campaigns have successfully brought trillions of members into COMPNORs fold,
and proliferates the notion that all citizens are agents of the
New Order in some form or fashion.
156
CLASSIC ADVENTURES
Squad. Has eight combat soldiers, in addition to and commanded by a sergeant; corporal is second-in-command,
chosen from the regular soldiers. The basic combat unit
in the Imperial Army.
Platoon. A platoon is composed of four squads. Commanded by lieutenant (platoon commander) and sergeant
major (second-in-command).
Company. Composed of four platoons. Commanded by a
captain.
Battalion. A battalion is composed of four companies,
commanded by a major. This is the normally the minimum size unit for surface operations.
Regiment. A regiment is generally made up of four battalions, commanded by a lieutenant colonel.
Battlegroup. A battlegroup is generally composed of four
regiments, commanded by a high colonel. A battlegroup
is used for major offensives against known concentrations of resistance.
Corps. Corps are generally composed of four battlegroups, commanded by a major general. This organization often covers all troops in a planetary invasion force.
Army. Generally composed of four corps, this organization covers multiple corps engaged in multiple actions,
and is commanded by a general.
Systems Army. Generally composed of one army, but
sometimes containing up to three armies. Commanded by
a high general. This organization is more of a bookkeeping unit, and the systems army headquarters is responsible for keeping track of all military forces in the system.
Sector Army. Generally composed of two to four systems
armies, commanded by a surface marshal. This organization covers all troops in a given sector.
Stormtroopers. The Stormtroopers technically do fit into
the Order of Battle. But these elite troops continue to be a
source of mystery to the regular Army, even at the level of
their organization. The major difference seems to be the complete lack of support personnel. It is known that the
Stormtroopers do siphon off some supplies from the normal
chain of logistics, but not nearly enough to support a force as
large as the Stormtroopers appear to be. Whether they can
somehow live off the land, have a shadow network which
resupplies them in order to enhance their mystery, or really
not be in need of resupply is simply not known. The end
result is that a stormtrooper unit is a pure combat unit.
A stormtrooper battalion has 820 men, just like any other
battalion. But every single individual is
either combat command or a trooper
there is even a complete absence of
staff officers.
Other differences, although minor, do
appear. Stormtrooper squads vary in
number of men to a greater degree than
in the regular Army. The level of organization corresponding to a battlegroup is
called a legion. While there is no larger
unit of stormtrooper organization than
the legion, legions have been known to
appear from other sectors to join in a
major offensive with legions which
belong to the Sector Group.
157
8
C hapter Three
CLASSIC ADVENTURES
AQUALISH
The Aqualish are a walrus-faced people with smooth skin,
large eyes, and inwardly-curved tusks. They have two distinct
races among their population, easily recognized by the configuration of their hands. The prominent racial characteristic is
the cupped fin-like hand. It has no fingers, but does have an
opposable thumb. The less prominent race is distinguished
by five-fingered, fur covered, claw-like hands.
158
PERCEPTION: 2D
STRENGTH: 2D
TECHNICAL: 1D+2
BITH
Bith have been part of the Galactic Republic for thousands
of years. Intellectually advanced humanoids, Bith have oversized brains evolved to handle abstract skills such as language, mathematics, music, and scientific analysis. This fundamental shift to the intellect has
caused brain functions related to instinct and
biological drives to diminish. Their greater
brainpower also means that Bith need to
spend only four hours in a meditative
trance to regain the energy that most
species require eight hours to recover.
As a culture, Bith find the concept of
warfare abhorrent, and most are pacifists. During the time of the Old Republic,
the Bith were one of the loudest proponents for finding diplomatic solutions and
for banning weapons and the industries of
war. This pacifistic streak has roots in the
Biths past, when competition between
two major corporations got out of hand,
resulting in the release of a biological
weapon that turned the surface of
Clakdor VII into an ecological wasteland.
CLASSIC ADVENTURES
PERCEPTION: 2D+2
STRENGTH: 1D
TECHNICAL: 2D+2
CHADRA-FAN
Known for being among the most
cheerful and friendliest beings of the
galaxy, the Chadra-Fan are found in
many places. On their native world, hurricanes and tsunamis frequently wipe out
their homes, so the Chadra-Fan have
developed an intense fear of water and
choose new homes on arid planets. This
experience with frequent destruction
also leads them to regard few things as
being truly permanent. Chadra-Fan
embrace the moment and enjoy themselves as much as they
can, living with a contagious zest for life.
Chadra-Fan are notorious for their love of tinkering, frequently disassembling and reassembling unattended devices
into something different. Chadra-Fan find work in industrial
research, and conventionally trained engineers attempt to
duplicate Chadra-Fan creations.
Gregarious, exuberant, and outgoing to a fault, Chadra-Fan
are not picky when it comes to friends and frequently suffer
from depression if left alone for extended periods of time.
They are inquisitive, particularly about machinery, and are
hard pressed to restrain the urge to tinker with any device
within reach.
DEXTERITY: 2D+1
KNOWLEDGE: 1D
MECHANICAL: 2D+1
Height: 1 meter
PERCEPTION: 3D
STRENGTH: 1D
TECHNICAL: 2D+1
DEVARONIAN
Devaronians are among the first species in the galaxy to
develop interstellar travel, and the males of the
species have been common sights in spaceports throughout the galaxy for thousands
of years. After reaching middle age,
Devaronian males are driven by an
urge to wander. As such, they are
often found traveling the galaxy as
tramp freighter captains and scouts.
Female Devaronians, on the other
hand, are content to remain in a single location, and as such, raise the
young and run the government of
Devaron. The males send as much
money as they can back to their
families on Devaron, but they sel-
PERCEPTION: 2D+2
STRENGTH: 2D+1
TECHNICAL: 1D
DUROS
Tall, hairless humanoids from the
Duro system, Duros were one of the
first species to become a major influence in the Old Republic, and many
respected scholars credited the
Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an
innate grasp of the mathematical
underpinnings of astrogational computations.
Many tales are swapped in cantinas
about Duros astrogators calculating the
coordinates for supposedly impossible
jumps in their heads. Although not as
numerous as Humans, the Duros are
almost as omnipresent; all but the
smallest settlements in known space
feature Duros populations. The Duros species has existed on
other worlds in isolation from the rest of their kind, evolving
in slightly different directions from the baseline species.
A Duros tends to be intense and adventurous, always seeking to learn whats at the end of the next hyperspace jump.
They are a proud, self-sufficient, fun-loving people who also
have a tendency toward gregariousness.
DEXTERITY: 2D
KNOWLEDGE: 1D+1
MECHANICAL: 3D
Height: 1.8 meters
PERCEPTION: 1D+2
STRENGTH: 2D
TECHNICAL: 2D
EWOK
Intelligent omnivores native to one of the moons orbiting
Endor, Ewoks are almost unknown prior to the Battle of Endor.
Ewoks live in tree-dwelling tribes with gender-based division
of labor; males hunt, forage, and make weapons, while females
raise young and handle other domestic
tasks.
Ewok culture revolves around complex
animistic beliefs involving the giant trees of
the forest moon. Although technologically
primitive, Ewoks are clever, inquisitive, and
inventive. Skittish and wary when first
introduced to machines, their curiosity
soon overcomes fear.
Ewoks tend to be curious, superstitious, and courageous, though they can
be fearful around things that are strange
and new.
DEXTERITY: 2D+2
KNOWLEDGE: 1D
MECHANICAL: 1D+2
Height: 1 meter
PERCEPTION: 3D
STRENGTH: 2D
TECHNICAL: 1D+2
159
CLASSIC ADVENTURES
GAMORREAN
Gamorreans are green-skinned, porcine creatures from
native to Gamorr. Their tendency toward violence makes
them valued as criminal enforcers; though viewed as mindless
brutes, they dont care so long as they are paid to fight.
Gamorrean civilization revolves around the never-ending
wars between their clans. Preferring large melee weapons in
combat, many see ranged weapons as cowardly. Males live to
fight; females farm, hunt, and manufacture weapons. Interclan hatred rarely fades, and anyone hiring Gamorreans
should be aware of their clans to avoid infighting.
Gamorreans are brutish, violent, and proud. They respect
physical prowess and have no problem facing death against a
foe they feel they are on at least equal footing with.
DEXTERITY: 3D
KNOWLEDGE: 1D
MECHANICAL: 1D+1
Height: 1.4 meters
PERCEPTION: 2D
STRENGTH: 3D+2
TECHNICAL: 1D
GOTAL
Gotals are tall beings covered in thick fur that come from
the moon Antar IV, one of several that orbit the gas giant
Antar in the Prindaar System. The moon has a highly unusual
cycle of light and dark, sometimes illuminated brightly and other times shrouded in
complete darkness. To compensate for these
uncertain conditions, Gotals evolved special
cones atop their heads that
sense subtle shifts in the
electromagnetic field,
allowing them to
operate in light or
dark without hindrance. The cones are sensitive enough to sense not
only the presence of living
creatures nearby but also
a creatures mood or
intent.
Emotions are an important part of Gotal culture.
Young Gotals live in a
constant state of con-
160
PERCEPTION: 5D
split second notice: 6D*
STRENGTH: 2D+1
TECHNICAL: 1D
Height: 2 meters
Split Second Notice: The split second notice skill allows a Gotal a
chance in combat to know what an opponent is going to do
before he attempts it, thus enabling him to counter the move
before it begins. If they make a Difficult (20) roll, the Gotal gets
to declare actions in a round after his opponents
HUTT
The Hutts are a sentient species of large gastropods with
short arms, wide cavernous mouths and huge eyes, who control a large space empire in Hutt Space. The species is said to
originally hail from the planet Varl, but no planet by that name
appears on any star charts. Their adopted homeworld is Nal
Hutta. Members of the species are most often stereotyped as
crime lords, and for good reason, as most members of the
species are involved in organized crime.
Their thinking is best described as not being the same as
humans. In fact, it is claimed that they feel threatened on a
subliminal level. This fear they experience means that they
are often paranoid, which is often a trait that is exploited in
their species. Typically, Huts are intelligent, selfish, and
manipulative beings.
DEXTERITY: 1D
PERCEPTION: 2D
KNOWLEDGE: 2D
STRENGTH: 3D
MECHANICAL: 2D
TECHNICAL: 2D
Size: 1 centimeter to 5 meters long
CLASSIC ADVENTURES
ITHORIAN
Ithorians also known by
the derogatory term hammerhead are large, graceful creatures from the Ottega star system.
They have a long neck, which curls
forward and ends in a domeshaped head.
Ithorians are perhaps the
greatest ecologists in the
galaxy: they have a very
technologically advanced
society, but have devoted most of their
efforts to preserving the natural and pastoral beauty of their homeworlds tropical jungles. Ithorians live in great
herd cities, which hover above the
surface of the planet. The Ithorians are extremely devoted to
maintaining ecological balance, striving to preserve what they
reverently refer to as their Mother Jungle.
Ithorians often find employment as artists, agricultural engineers, ecologists and diplomats. Many Ithorian traders travel
the galaxy in enormous herd ships that are masterpieces of
comfort and environmental engineering. Typically a peace-loving and gentle people, the Ithorians are reluctant to participate in the galactic civil war, though a few have allied
themselves with the Rebellion.
DEXTERITY: 2D
KNOWLEDGE: 2D+2
MECHANICAL: 1D+1
Height: 2.3 meters
PERCEPTION: 2D+1
STRENGTH: 2D
TECHNICAL: 1D+2
JAWA
Jawas are short humanoids native
to Tatooine. The Jawas have a
poor reputation and are
regarded as thieves at best,
vermin at worst. Their off-putting
nature is made worse by the sour
smell that clings to them and their
inexplicable and nonsensical language. Jawas survive by scavenging
lost technology in the desert
wastes. Lost for Jawas is ambiguous; they are likely to snatch up
anything thats not bolted down.
Moisture farmers and others who live far from the spaceports regularly find that their belongings have vanished in the
night with only telltale Jawa tracks leading off into the wasteland.
Jawas are intelligent and have a complex society. Gathering
in extended tribes, Java life revolves around trade not for
wealth, but for survival. Jawas look for guidance from their
shamans, usually a female Jawa with the ability to portend the
future and cast vicious hexes. Once a year, the Jawa tribes
gather in the Dune Sea to exchange sons and daughters, to
swap stories and news, and to mingle among their own kind.
DEXTERITY: 2D
KNOWLEDGE: 2D
MECHANICAL: 3D
Height: 1 meter
PERCEPTION: 1D
STRENGTH: 1D
TECHNICAL: 3D
MON CALAMARI
The Mon Calamari are one of the staunchest supporters of
the Rebellion. These once-peaceful beings learned to make
weapons and fight after the Empire enslaved their world. Mon
Calamari assistance especially in the form of ship-engineering is essential to the defeat of the Empire.
The Mon Calamari are land creatures, but water is essential
to their culture. They are used to moist climates and find arid
areas, such as deserts, uncomfortable and unnatural. They
share their homeworld with the Quarren (squidheads),
although the relationship between the two species has not
always been friendly or peaceful.
In terms of behavior, Mon Calamari are soft-spoken but
forceful. They tend to see life as very organized, and have no
tolerance for those who would break or bend laws for personal gain. They have, at times, come into strong conflict with
organized smuggling organizations, including the one run by
Jabba the Hutt.
DEXTERITY: 2D+1
KNOWLEDGE: 2D+1
MECHANICAL: 1D+1
Height: 1.5 meters
PERCEPTION: 1D+1
STRENGTH: 2D
TECHNICAL: 2D+2
QUARREN
The Quarren hail from the distant Outer
Rim world of Mon Calamari, sharing the
world with the sentient humanoid
species of the same name. The Mon
Calamari live on the surface of the
world, while the more isolationist
Quarren dwell in oxygen-filled cities in
the deep recesses of the oceans.
Off world, Quarren generally stay
clear of galactic politics. Instead,
they often become involved with
shadowy occupations such as
pirates, smugglers, and spy networks.
161
CLASSIC ADVENTURES
Many Quarren blame both the Empire and the Rebels (even
more than the Mon Calamari) for their homeworlds suffering.
Practical and conservative, Quarren tend to hate change and
distrust anyone who displays overt optimism and idealism.
DEXTERITY: 2D
KNOWLEDGE: 1D+2
MECHANICAL: 2D
Height: 1.7 meters
PERCEPTION: 2D+1
STRENGTH: 2D+1
TECHNICAL: 1D+2
RODIANS
Rodians hail from the Tyrius star system in the Mid Rim, their homeworld is
humid and choked with heavy rain
forests, teeming with dangerous life
forms. In this hostile environment,
the Rodians evolved into brutal
hunters and killers to survive. As
a result, Rodian culture centers
around the concept of the
hunt. Their art glorifies violence and the act of stalking
prey. The more intelligent and dangerous a hunters prey, the more honorable the hunt. Rodians have numerous
annual festivals that exist solely to honor
such activities.
Since joining the rest of the galaxys
spacefaring species, the Rodians have come
to view bounty hunting as the most honorable
profession in existence, and many have found great success in
this field.
DEXTERITY: 3D
KNOWLEDGE: 1D+2
MECHANICAL: 1D+2
Height: 1.65 meters
PERCEPTION: 2D
STRENGTH: 2D+2
TECHNICAL: 1D
SULLUSTANS
To survive the natural perils of their harsh, volcanic
homeworld, the Sullustans evolved in the planets
numerous caves. They prefer to dwell underground,
constructing highly advanced cities of such great
beauty that wealthy sightseers come from all
over the galaxy to visit them. Living underground helped the Sullustans to develop acute
senses, and they are renowned for their navigational and piloting skills.
This friendly, gregarious species enjoys interacting with unique, unusual, and interesting
beings. When Old Republic scouts first visited
their homeworld, the Sullustans quickly embraced galactic civilization. The Sullustan manufacturing company SoroSuub is one of the largest
non-Human-owned interstellar corporations in the
galaxy. In fact, the company is so powerful that it
has become the official government of Sullust,
and more than half of the planets population is
on its payroll.
DEXTERITY: 2D
KNOWLEDGE: 1D+1
MECHANICAL: 3D
Height: 1.4 meters
162
PERCEPTION: 2D
STRENGTH: 2D
TECHNICAL: 1D+2
TWILEKS
From the dry, rocky world of Ryloth,
Twileks have made a place for themselves along the galactic rim. These
tall, thin humanoids include a variety of distinct sub-races,
but are all instantly recognizable by the tentacular
head-tails (called lekku) that protrude
from the backs of their heads.
Sly, calculating beings, Twileks prefer to
avoid trouble and stick to the shadows until
an opportunity to act without undue danger
to themselves presents itself. Their entrepreneurial spirit leads them to positions of
influence, and Twilek corporate executives
and ambassadors are no less common than
unscrupulous Twilek freighter captains and
crime lords.
Twileks are calculating, pragmatic, and charismatic people.
Generally, they try to avoid being swept up in conflict, preferring instead to duck into the shadows where they can
observe, plan, and prepare to profit from the outcome.
DEXTERITY: 2D
KNOWLEDGE: 2D
MECHANICAL: 1D+2
Height: 2 meters
PERCEPTION: 3D+1
STRENGTH: 2D
TECHNICAL: 1D
WOOKIEES
Wookiees are intelligent, arboreal
creatures from the jungle world of
Kashyyyk. They are considered to
be one of the strongest intelligent
alien species in the galaxy, yet
also exhibit an uncanny knack
for repairing and altering technology.
They are known for their
loyalty to their friends,
short tempers and cleverness. While Wookiees have a
reputation for hostility, and are
known to smash objects when
angered, they also possess the
capacity for great kindness and
an appreciation of the qualities
of loyalty, honesty and friendship.
Wookiees have developed
much of their own technology, constructing huge
cities in the trees of their
homeworld. They also have their own tools
unique to their culture, the most famous of which is the Wookiee bowcaster. The Wookiees are enslaved by the Empire, but
free Wookiees have become strong supporters of the Rebellion.
DEXTERITY: 1D+2
KNOWLEDGE: 1D
MECHANICAL: 2D
Height: 2.1 meters
PERCEPTION: 1D
STRENGTH: 4D
TECHNICAL: 2D+1
8
CLASSIC ADVENTURES
C hapter Four
CREATURES
A tiny proportion of the galaxys planets have evolved
native life, but each of these bears thousands of life forms.
Most planets are dead rock and gas but even so, the galaxy
teems with life. The sheer diversity of life is astonishing.
There are creatures that breathe methane, nitrous oxide, or
plasma; creatures that swim in the cloud banks of gas giants,
sport in the watery mantles of icy moons, or survive in the
near-vacuum of small worlds. There are beings that swim, fly,
crawl, walk, hop, levitate, hydroplane, tunnel, and some even
propel themselves by sneezing.
Listing the names of every known species would take a
book a hundred times as large as this one. Describing each in
detail would be the work of a thousand lifetimes. Indeed, all
we can do here is describe a meager few. In the pages following, we describe some of the best-known creatures of the galaxy. Most are domesticated and hence found on many planets,
but a few are dangerous predators which have become
famous as the monsters of popular holofilms. A discussion of
their abilities, temperament, and place in the ecosystem
accompanies each entry.
Banthas are hardy animals, capable of going for weeks without water or food, making them well-suited to harsh environments. Banthas are often used as pack beasts or riding
animals in more primitive regions.
BANTHA
DEXTERITY: 2D
PERCEPTION: 2D
STRENGTH: 8D
Orneriness: 2D
Speed Code: 2D
Size: Adults stand 2 to 3 meters at the shoulder.
Combat: Banthas are peaceful herbivores. In the wild, they fight only in
defense of young and the herd. When attacked, Banthas usually flee.
When trapped, or when young Banthas must be defended, male Banthas
form a circle around their calves and cows. They attack by lowering their
heads and tossing their horns. Damage: 7D
Banthas have been trained in the past as war animals. War Banthas
charge the enemy, trampling them underfoot. Untrained Banthas will not
attack in this fashion, although the unwary have sometimes been trampled by stampeding Bantha herds. Damage: 8D
Using Banthas: Player characters will encounter Banthas most commonly as
beasts of burden or mounts. As mounts, they are controlled by a drover,
who transmits his commands to the beast by tapping a stick. Characters
may use the beast riding skill to control trained Banthas. A Bantha can
carry up to 500 kilos of cargo, or a drover plus up to four other charac ters. The rocking gait of the Bantha has been known to cause motion sickness in riders. If a player character rides a Bantha for an hour or more,
you may call for a Very Easy (5) beast riding skill roll to avoid nausea.
BANTHA
The bantha is a large quadruped with long, shaggy fur and
bright, inquisitive eyes. Huge spiral horns jut from the sides
of the creatures head. Males grow as large as three meters at
the shoulders (though females are slightly smaller).
163
CLASSIC ADVENTURES
MYNOCK
DEWBACK
Dewbacks are large, oxygen-breathing, carbon-based lizardlike omnivores native to Tatooine. Adults stand between as
high as two meters at the shoulder. They are active during the
warm daylight hours and sluggish during the night. Coloration
ranges from gray and brown through dull red and blue; camouflage patterns are common. Comfortable on the desert
world, dewbacks are often seen digging through dunes in
search of scrub, small animals (such as womp rats), or moisture.
Most dewbacks are wild, but some have been domesticated
and are used as riding beasts. Tatooines local authorities use
them as patrol animals because they are well-suited to high
temperatures and the blowing sands that can damage landspeeders.
DEWBACK
DEXTERITY: 3D
PERCEPTION: 2D
STRENGTH: 4D
Orneriness: 3D
Speed Code: 3D
Size: Adults stand 1.3 to 2 meters at the shoulder.
Combat: Although Dewbacks will eat meat, their usual prey is cat-size or
smaller, and they will rarely attack humans. Starving Dewbacks, however,
have been known to attack human prey, but circumstances must be
extreme for this to occur. Dewbacks have no parental or herd instincts,
and will fight only if threatened. If confronted by violence, their usual
instinct is to flee, or hide if flight is impossible.
Using Dewbacks: Players will encounter them most commonly as mounts.
Dewbacks can carry up to 200 kilos of cargo, or one rider and 100 kilos of
equipment.
MYNOCK
Mynocks are one of the few species of space-dwelling life
believed to have evolved in vacuum. They cannot survive for
more than a few minutes inside any sort of atmosphere.
A mynock has a wingspan of a little over a meter. If
attacked, it defends itself by hitting opponents with its
exceedingly tough wings. These silicon-based based life forms
originated in the rings of the planet Ord Mynock. Today, they
164
DEXTERITY: 3D
PERCEPTION: 1D
STRENGTH: 1D
Speed Code: 2D
Size: Up to 1.6 meters in length
Combat: Mynocks serve as rats in space, attacking in large
numbers when cornered or their territory is violated.
Using Mynocks: Their main purpose is as a nuisance or spacefarers and as a minor encounter upon asteroids, in old ships, and
anywhere else that can provide the energy they need to sur vive and reproduce.
RANCOR
Rancors are one of the largest land predators that can sur vive in human environments. The exact location of the rancors home planet is largely unknown; at the time of the
Rebellion, only Jabba has managed to keep a rancor in captivity. Some believe that the rancor was a unique creature, possibly genetically engineered to sate the Hutt crimelords vile
appetites.
The rancor is bipedal, with dripping fangs and long, sharp
claws. The thick hide of the rancor makes it highly resistant
to blasters and most other hand-held energy weapons, and
melee weapons do not fare much better.
RANCOR
DEXTERITY: 4D
PERCEPTION: 1D
STRENGTH: 10D
Orneriness: 2D
Speed Code: 4D*
*In combat the Rancor can move 10 meters/round walking, and 20
running.
Size: The Rancor stands five meters at the shoulder, and may not
yet have achieved its full growth.
Combat: The Rancor attempts to claw and grab its prey (10D
damage), then shove it into its mouth and bite (12D damage).
Using the Rancor: Historically, Luke Skywalker kills the Rancor,
Therefore, none of the characters can do so. However, it is certainly possible for the players to make the creature a nice
lunch. And maybe there is more than one of the beasts; perhaps they players might encounter one if they ever ventured
to Dathomir.
CLASSIC ADVENTURES
TAUNTAUN
SPACE SLUG
Space slugs are toothed, worm-like, silicon-based lifeforms.
They survive in the harsh environment of space by feeding on
stellar energy emissions, though they also feed on minerals
found in asteroids. Larger slugs also dine on mynocks who are
drawn to their energy, though the small creatures are as likely
to become parasites within their bodies as be digested.
Most slugs measure less than 10 meters, though specimens
many times larger have been recorded. Slugs large enough to
swallow small ships whole, though extremely rare, do exist.
Most spacers discount them as tall tales, however.
Space slugs are found primarily in asteroid fields where
food is plentiful. They can travel between asteroids by pushing off one and gliding to another. Space slugs have a highly
developed spacial sense which allows them to calculate the
trajectory and speed of every moving body in their immediate
area. This sense helps them target other asteroids and also
food sources such as mynocks, small asteroids and the
occasional small ship.
Space slugs are highly prized for their various organs and
body parts, which can be used in a wide variety of industrial
applications. Some systems keep a few small slugs on hand to
keep the mynock population under control.
SPACE SLUG
DEXTERITY: 2D
PERCEPTION: 1D
STRENGTH: 6D*
*for a 6 meter Slug (approximately 1D per meter)
Speed Code: 5D**
**for short periods
Combat: A character exploring an asteroid could easily be
attacked by a Space Slug, as the creatures instinctively attack
anything that moves. Their teeth (damage of 7D for a 6-meter
Slug) can injure and are likely to damage a targets space suit,
potentially a great danger in airless space.
Using Space Slugs: Space Slugs can be used as hazards when
characters are exploring asteroid belts. Reputable scientists
may discount the existence of huge Slugs, but we know better.
However, Slugs that size (900 meters) are very rare, and if you
do introduce one, use it sparingly.
TAUNTAUN
DEXTERITY: 2D
PERCEPTION: 3D
STRENGTH: 4D
Orneriness: 1D
Speed Code: 3D
Size: Adults stand 1.3 to 2 meters at the shoulder.
Combat: Tauntauns are peaceful herbivores. Their instinct is to
flee, but they will fight if cornered or in defense of their young.
In addition, during the mating season, females fight one
another over the males, running at and butting each other.
During this period, a human who appears unexpectedly may
be charged by an irritated female. This behavior is the main
reason that domesticated female Tauntauns are generally
neutered. Damage: 5D+1
Using Tauntauns: Player characters may use Tauntauns as
mounts and pack animals in icy areas. They can carry up to
150 kilos of cargo, or one rider and up to 100 kilos. Tauntauns
are docile and friendly, but cannot survive the nights of Hoth
unprotected.
8
C hapter Five
CLASSIC ADVENTURES
EQUIPMENT AND
WEAPONS
In the Galactic Core and the Outer Rim Territories, in the
Lesser Plooriod Cluster and the Corporate Sector in fact,
throughout the Empire and the galaxy, if a person needs a particular piece of equipment (be it high-tech or outdated) he
can usually buy it provided he has enough credits. Armor,
weapons, vehicles, supplies whatever is needed can be
bought, through any number of legal and illegal channels. Of
course, prices will vary from system to system, depending on
supply, demand and Imperial edicts.
What follows is a short discussion of a number of types of
equipment, and brief descriptions of individual items. That, in
turn, is followed by a comprehensive chart listing prices,
availability, and statistics for use in Star Wars: Classic Adventures.
The equipment tables list a particular item, where it can be
acquired, how much it costs in galactic credits, and if applicable for weapons, its damage code and difficulty. Remember all
prices listed are the manufacturers suggested price, and
these may vary depending on availability, locale, and player
character skills such as streetwise, bargain, and con. (Theft is
a popular way of acquiring expensive items, as well.)
The items on this chart include most of the more wellknown gear in the Star Wars universe, as well as those things
needed by Rebels
CLOTHING
The types of clothing available are as numerous as the planets in the galaxy. Each planet sports one or more cultures, and
the accepted norm of dress in each ranges from nothing at all,
to hides and furs, to the most dazzling of gem-encrusted silks.
Equally as numerous are the types of suits available. In
this case, suit refers to any garment worn to protect the
wearer from an otherwise hostile environment. If a planet is
cold, heat suits are worn. If a planet has an unbreathable
atmosphere, space suits or life-support equipment may be
necessary (although a space suit is usually reserved for operation in vacuum). The High-G suit is worn by many
starfighter pilots to protect against the effects of high-acceleration maneuvering.
Emergency space suites are not built to stand extensive
exposure. They begin to leak after 72 hours of use. For game
purposes, such leaks are treated as a wound to the occupant.
After 120 hours emergency suites no longer have significant
pressurization effects and the occupant dies.
166
CLASSIC ADVENTURES
MEDICAL EQUIPMENT
Medpacs
SHELTERS
The medpac is the standard first aid kit throughout the civilized galaxy. It contains diagnostic computers (of limited
capacity), drugs, syntheflesh, and a variety of other medicinal
items (antiseptics, coagulants, etc.) in a handy, compact package. The medpac contains enough material to treat most light
wounds, and can be effective in life-or-death situations (at
least until a victim can reach more complete medical facilities).
Survival Tents
Bacta Tanks
Housing
Rental housing availability and prices varies from place to
place; generally, higher-quality living quarters cost more,
require longer-term leases and sometimes require background
checks.
Buying buildings or land in cities and developed areas
requires permits, fee payments and a lot of credits. Rural
areas are cheaper and more lax, and a few credits can purchase the title to many acres on a frontier world or newly-settled planet. Imperial agencies can and do seize property
for taxes, suspicion of crimes, or just plain nationalization.
TOOLS
In a universe of energy weapons and hyperdrives, the tools
must keep pace with the technology. Tools are available for
everything from computer/Droid repair to starship maintenance.
To begin a particular repair, the technician might use a
power scanner to detect surges or leaks in power lines. The
scanner projects an invisible beam which reflects back to the
scanner, and variations are noted by a micro-processor. The
beam cannot penetrate shielded circuitry.
If welding or cutting is necessary, the worker might use a
beam drill, fusion cutter, or plasma welder. Depending on the
tools make, these use a narrow pulse version of the blaster,
nuclear power, or superheated gas in a magnetic bottle and
are capable of penetrating or joining just about any material
known.
If machinery needs adjustment, a hydrospanner or power
prybar are common solutions. Both are hydraulically powered
versions of common tools; the extra power allows manipulation of even the toughest bolt or steel plate. The same is true
of the various vibro-tools, which use the same technology as
the vibroblade to provide extra power for picks, shovels, and
saws. Of course, more prosaic tools hammers, screwdrivers, saws, wrenches, etc. are also in common use.
Toolkits
Toolkits provide a 1D bonus to the appropriate Technical
skill. For example, a starship repair toolkit would increase the
users starship repair skill by 1D. A toolkit is assumed to contain the appropriate tools, diagonistic equipment, and manuals required to conduct the appropriate repair.
COMMUNICATIONS
A personal communications
transceiver, the comlink consists
of a receiver, a transmitter, and a
power source. Comlinks come in a
variety of shapes and styles. Standard
comlinks have a range of about 50 kilometers
(often up to low orbit in clear weather), and they
can be built into helmets and armor. Subspace radios
perform the same function, but have much longer ranges.
Encrypted Comlinks
Most civilian comlinks are not encrypted. Their signals can
be listened to publicly or with minimal effort. An encrypted
comlink has security measures built into which help prevent
slicers and comm operators from listening in on sensitive
transmissions. Encrypted comlinks are regularly used by the
Empire, the Rebel Alliance and many criminal organizations.
In short, they find service wherever someone is trying to keep
a secret.
In order to listen into the transmission of an encrypted
comlink, the slicer or comm operator must make a com-scan
skill check. The difficulty of this roll is determined by the category of the encrypted comlink. Category I encrypted comlinks require a skill roll of Moderate (15). Category II require a
skill roll of Difficult (20). Category III encrypted comlinks
require a skill roll of Very Difficult (30), or higher.
Holographic Comlinks
Comlinks are, by and large, devices that transmit audio-only
signals. However, some smaller hand-held comlinks do feature
a holographic interface, though they are rarer and far more
expensive. The technology to create a hand-held hologram
comlink must me miniaturized and condensed, at great cost
to the designers. Holographic comlinks are typically only
found in the hands of high-ranking military personnel or the
very rich. Holographic comlinks can be encrypted, but this
only compounds the cost of these devices.
167
CLASSIC ADVENTURES
Glow Rod
A glow rod is a small tube-like item, about the size
of a computer screen stylus, which casts an intense
and concentrated beam of light in a given direction.
These items provide limited illumination for about
50 hours before its power cell must be replaced.
Macrobinoculars
These powerful binoculars are microprocessorcontrolled magnification sensors, which provide the
user not only with a stereoscopic view of his subject, but range and targeting information as well.
They provide zoom capability for viewing far away
images and line-of-sight sensors for determining distance.
CYBORGING
Quick-Draw Holster
MISCELLANEOUS GEAR
Ammo Bandolier
Since there are so many types of weapons, there are an
equally large number of ammunition types. Depending upon
the weapon the wearer carriers, a bandolier may contain
energy cells (for blasters), explosive bolts (for a bowcaster),
projectiles (for slugthrowers), grenades, etc.
Breath Masks
In near-vacuum conditions, characters can survive for limited amounts of time with breath masks. Breath masks provide life-sustaining gasses through a cup that fits snugly over
the wearers mouth and nose. These devices do not offer protection from the cold, and do not allow survival in a hard vacuum.
Datapads
An average datapad has a keyboard/memory unit, computer probe, and a touch-sensitive screen. The screen can
process only images within a few centimeters of the unit.
Computing power and memory are sufficient to store several
thousand volumes worth of information, retrieving any existing data in less than a second. Datapads can also serve as
interfaces for larger computer banks.
168
Recording Rods
Recording rods are audio recorders with laminate-cylinder
storage, enough for 100 hours of recording. Holo-recording,
which can play-back a three-dimensional image, are also available. They can store up to 25 hours worth of holo-data.
Rocket Pack
Designed with a light chassis and solid/liquid fuel adapters,
rocket packs are favored by those who want altitude in a
hurry. Able to carry a single passenger 100 meters horizontally, or 70 meters vertically, the pack is quite versatile. It fires
in single increment bursts, and carries enough fuel for 10
jumps. It can carry up to 75 kilograms of cargo, or another
passenger, but the distance is halves. The pack can also slow
descent to prevent injury from falling, requiring one burst per
200 meters fallen.
The pack requires an Easy (10) Dexterity or Mechanical roll
to use. After each burst the rocket must be allowed to cool for
one combat round.
Sensor Pack
Sensor packs are portable scanning devices that can detect
life-forms, com signals, energy emissions, tectonic instability
and any number of other phenomena. Characters using the
unit receive a +1D bonus to any com-scan rolls. The device can
scan up to 300 meters away, and will give approximate bearings to the source of a comm transmission or to the location
of a life form.
Syntherope
Syntherope is a powerful coil of rope that is highly impervious to damage. It has a standard Strength of 3D that holds up
through incapacitating damage. Syntherope comes in 15
meter coils and is extremely light, making carry easier.
CLASSIC ADVENTURES
PERSONAL EQUIPMENT
Miscellaneous Gear
Ammo Bandolier
Blaster Power Pack
Breath Mask
Chronometer
Datapad
Glow Rod
Macrobinoculars
Quick Draw Holster
Rations
Recording Rod
Recording Rod (Holo)
Rocket Pack
Sensor Pack
Sleeping Bag
Syntherope
Availability
1
1,R
1
1
1
1
1
2,X
1
1
2
2,R
2,R
1
1
Cost
100
25
50
25
100
10
100
250
200
30
750
400
650
15
2
Medical Equipment
Medpac
Bacta Tank
Medicines
Availability
1
3
1
Cost
100
3,000
100
Cyborging
Replacement Hand
Replacement Arm
Replacement Leg
Replacement Eye
Replacement Ear
Replacement Heart
Replacement Lungs
Availability
4,F
4,F
4,F
4,F
4,F
4,F
4,F
Cost
1,000
2,000
2,000
2,750
2,750
5,000
4,000
Droids
First-Degree Droid
Second-Degree Droid
Third-Degree Droid
Fourth-Degree Droid
Fifth-Degree Droid
Availability
2
2
2
2
2
Cost
5,000
4,000
3,000
3,000
1,000
Droid Equipment
Restraining Bolt
Control Device
Repair Services
Overhaul Services
Memory Wipe Services
Availability
1
1
1
1
1
Cost
25
100
50-500
250-1,500
50-500
Communications Devices
Comlink (Standard)
Comlink (Encryption I)
Comlink (Encryption II)
Comlink (Encryption III)
Comlink (Holographic)
Subspace Radio (small)
Subspace Radio (large)
Availability
1
2,R
2,R
2,X
2,F
1
1
Cost
100
1,000
2,000
5,000
500
500
1,000
Clothing
Work Clothes
Casual Clothes
Business Clothes
Formal Clothes
Local Uniform
Flame-Proof Suit
Exposure Suit (general)
Exposure Suit (arid)
Thermal Suit (cold)
Sub-Zero Parka
High-G Suit
Wet Suit
Air Tanks
Oxygen Reprocessor
Mini Life-Support System
Space Suit (emergency)
Space Suit (utility)
Space Suit (high quality)
Availability
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2
Cost
100
75
75
100
150
200
300
400
400
250
400
400
100
300
1,000
1,000
1,500
2,000
Survival Tents
Single-person
Two-person
Four-person
Six-person
Availability
1
1
1
1
Cost
200
400
600
800
Miscellaneous Machinery
Fusion Generator (Light)
Fusion Generator (Med.)
Fusion Generator (Hvy.)
Moisture Vaporator
Shield Generator (1D)*
Shield Generator (2D)*
Power Fence (per 50 m)
Power Fence Generator
Availability
1
1
1
1
1
1
2
2
Cost
500
750
1,000
500
500
750
100
750
Tools
Power Scanner
Hydrospanner
Beam Drill
Fusion Cutter
Worklight
Plasma Welder
Vibropick
Vibrosaw
Power Prybar
Tool Harness
Computer Tool Kit
Droid Tool Kit
Vehicle Tool Kit
Security Systems Tool Kit
Availability
1
1
1
1
1
1
1
1
1
1
1
1
1
1,R
Cost
150
50
50
75
25
50
50
75
30
10
200
200
200
200
*Character-Scale
169
CLASSIC ADVENTURES
Vehicles
Ground Car
Cost (Buy)
6,000 (new)
1,500 (used)
Landspeeder
75/day
10,000 (new)
2,000 (used)
Swoop
30/day
5,000 (new)
1,000 (used)
Speeder Bike
30/day
5,000 (new)
1,000 (used)
Skyhopper
400/day
30,000 (new)
7,000 (used)
MELEE WEAPONS
Planetary Shuttle
2,F
1,000/day
50,000 (new)
12,000 (used)
Hyperdrive Shuttle
2,F
1,200+/day
75,000 (new)
16,000 (used)
1,200+/day
100,000 (new)
25,000 (used)
Housing
Hovel
Regular Apartment
Luxury Apartment
House
Storage Space
Established Farm
New Settlement
Avail.
1
1
2,F
1
1
1
1
Cost (Rent)
50-250/mo.
250-500/mo.
500-1,400/mo.
750-1800+/mo.
10-100/mo.
N/A
N/A
Cost (Buy)
N/A
N/A
N/A
35,000+
N/A
1,000-50,000+
50-50,000
WEAPONS
It should surprise no one that personal weapons of every
imaginable kind abound in this strife-torn galaxy. On wilderness farms, ranches, and homesteads, people use projectile
rifles to hunt game birds and animals for food and pelts. Settlers in remote sectors carry weapons to hunt and defend
themselves from wild creatures. In urban areas, criminals use
all kinds of weapons when plying their illegal trade and, in
response, citizens carry their own weapons. Merchants and
spacefarers who dont prepare for pirates are soon robbed
into bankruptcy if they live long enough to file.
The varied races of the galaxy boast an almost infinite variety of clubs, staves, maces, swords and other simple
weapons, but they are of little use against high-tech armor
and powered weapons. A few skilled martial artists (especially
some aliens) wield these weapons very effectively, but their
success reflects their great skill, rather than the weapons
value.
Gaderffii
Real gaderffii are double-edged axes made of metal, carried
by the infamous Tusken Raiders of Tatooine. Since each is
handmade from scrap alloys and composites, no two are identical. Some have smooth sharp blades, others sport jagged
edges, while still others feature pointed tips and hooks. The
terms gaderffii and gaffi stick have become popular slang
everywhere, used to describe any particularly mean-looking,
large, non-powered personal weapon.
Knives
In spite of the many other and more lethal weapons available, knives are still popular and available everywhere, unregulated on most planets, and easily concealed. Hardened
plastic, ceramic, and fiber-alloy knives are sharper than any
metal blade, never rust, are non-conducting, and are very difficult to detect with sensors.
The primary disadvantage of a knife is that one must get
close to the target to use it usually less than one meter.
Even so, some criminals and military commandos who rely on
surprise (and who have the skill to sneak up on their enemies) like knives because they are completely silent. With
instruction and some practice, people can learn to throw specially-balanced knives quite accurately up to 10 meters.
Stun Gauntlets
Essentially gloves, or apparatuses for the fists, the stun
gauntlets can be activated to produce a stunning charge when
the users fist strikes a target.
Vibroblades
For most applications in general use, in industry, and in
combat, vibroblades have all but replaced knives. A tiny ultrasonic generator in the handle of the vibroblade creates thousands of tiny vibrations along the blade edge every second,
making the blade cut through most materials with only slight
pressure. A tiny capacitor powers the generator, which is
turned off when not in use. When turned on, the vibrations
produce a low but audible hum.
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CLASSIC ADVENTURES
Force Pikes
These hand-held weapons are poles topped with enhanced
vibroblades and a power tip that can shock, stun, or kill anything it touches. Made of very strong spun graphite, the rigid
poles retain some flexibility: if put under stress they will bend
rather than break. Switches on the pole let the user choose
power-output settings and operate the vibroblade. These
weapons are used primarily by ceremonial and shipboard
guards where heavier weapons would appear undiplomatic or
actually endanger the ship if fired. It is believed that the
Emperors own Red Guards often carry force pikes.
Lightsabers
Lightsabers the rare and highly-prized weapons of the
Jedi Knights are small, hand-held weapons that project an
energy blade capable of cutting through the densest of materials. Each weapon was custom-made by a Jedi and no two are
alike. Because the energy blade produces no resistance and
has virtually no weight, it is very dangerous for beginners to
use, and those without any formal training are as dangerous
to themselves as to their opponents. In the hands of a Jedi
Knight, these weapons are truly formidable, capable of
deflecting blaster bolts in addition to their formidable melee
combat capabilities. The weapons are extremely rare artifacts
they are very rarely found for sale and possession of a
lightsaber was highly illegal in the Empire.
Archaic Firearms
The black powder pistol, a primitive slug-throwing hand
gun, is an example of a commonly used pre-industrial civilization firearm. Reloading is an involved process which takes a
full combat round to perform; at short range, firers usually get
one shot off, then use the pistol as a club or throw it aside.
The musket, another pre-industrial military arm, packs a little more power. Again, reloading is an action, taking an action
segment and costing 1D from all skill and attribute codes.
Slugthrowers
These various primitive slugthrower weapons are almost
never used by modern armies, due to their ineffectiveness
against projectile shielding and even the weakest of modern
armor and their tendency to run out of ammunition at awkward moments. They are most often found on primitive settlement planets or in pre-atomic cultures, occasionally a unit of
Rebels will find them useful for their shock value (they make
extraordinarily loud noises).
MELEE WEAPONS
Weapon
Staff or Club
Spear
Gaderffii
Knife
Hatchet
Bayonet
Vibroaxe
Vibroblade
Vibrobayonet
Force Pike
Lightsaber
Avail.
1
2
3
1
1
2,F
2,R
2,F
2,F
2,R
4,X
Cost
15
60
50
25
35
75
500
250
300
500
Damage
STR+1D
STR+1D+1
STR+1D
STR+1
STR+2
STR+1D
STR+2D
STR+1D+2
STR+1D+2
STR+2D
5D*
Difficulty
5
10
5
5
10
10
15
15
10
15
20
Personal Blasters
Blasters are the most commonly employed weapons in the
Empire. Available in many styles, sizes, and power capabilities, blasters are the standard weapon of both the Imperial
military and the civilian community.
Blasters fire coherent packets or beams of intense light
energy. On its highest setting a blaster is capable of vaporizing almost any material it hits. Depending on the weapons
design, power output, and setting, the color of the energy
bolts may vary. Individual weapons usually come with an
intensity setting, providing the user with everything from stun
mode to full power. Personal blasters are typically categorized
as follows:
Hold-Out Blaster: This small, concealable weapon is the
blaster of choice for under-cover agents and big-city
crooks. It is notoriously under-powered and short-ranged,
but it has saved more than one character in a tight spot.
Hold-out blasters are illegal in many systems.
Sporting Blaster: A thin-barreled blaster pistol designed
for use in firing ranges and small-game hunting; sometimes used for dueling. An aristocratic weapon; Princess
Leia fires one in Star Wars IV: A New Hope.
Blaster Pistol: The common weapon of self-defense. Innumerable models and makes are available throughout the
galaxy. Stormtroopers use a modified military version of
the same weapon. Ownership is restricted in many systems.
171
CLASSIC ADVENTURES
Avail.
2,R
2,R
2.R
2,R
2,R
1,F
3,R
Cost
200
250
275
300
600
200
900
Damage
2D+2
3D
3D
3D+1
4D
2D+2
4D
Range in Meters
Short
Medium
Long
3-4
5-8
9-12
3-10
11-30
31-100
3-15
16-45
46-125
3-30
31-100
101-300
3-10
11-50
51-100
3-10
11-30
31-50
3-10
11-30
31-50
Blaster Weapons
Stun Pistol
Riot Gun
Hold-Out Blaster
Sporting Blaster
Blaster Pistol
Heavy Blaster Pistol
Hunting Blaster
Blaster Rifle
Blaster Carbine
Avail.
1,F
2,R
2,R
1,R
1,R
2,X
2,F
2,X
1,R
Cost
200
750
300
300
500
750
500
1000
900
Damage
3D*
8D*
3D+1
3D+1
4D
5D
4D
5D
5D
Short
3-5
2-5
3-4
3-10
3-10
3-7
3-30
3-30
3-25
Medium
6-10
6-12
5-8
11-30
11-30
8-25
31-100
31-100
26-60
Long
11-15
13-18
9-12
31-120
31-120
26-50
101-300
101-300
61-250
Stun Guns
For those who dont wish the expense and/or destructive
power of the blaster, this smaller personal-defense weapon is
available from BlasTech Industries. Essentially an under-powered blaster, stun guns have only one power setting and are
used to knock an opponent unconscious rather than kill him.
Stun guns are more silent than blasters, making them a useful
weapon for undercover agents or commandos on stealth missions. For large crowd-control purposes, the riot gun is used
by many police and peace-keeping forces. This is a large, tripod mounted stun gun, with a wide area of effect.
BLASTER RIFLE
Bowcaster
HOLD-OUT BLASTER
BLASTER CARBINE
172
CLASSIC ADVENTURES
Avail.
2,X
2,X
2,X
2,X
2,X
2,R
2,R
Cost
2000
3000
5000
5000
4000
500
750
Skill Code
Heavy Weapon*
Heavy Weapon
Heavy Weapon
Heavy Weapon
Heavy Weapon
Variable
Variable
Damage
Code
6D
7D
8D
5D***
6D**
3D***
4D***
Short
3-50
3-60
3-75
3-50
25-100
3-10
3-25
Range in Meters
Medium
Long
51-120
121-300
61-150
151-400
76-200
201-500
51-120
121-300
101-300
301-500
11-30
31-120
26-60
61-250*
*The blaster skill may be used in lieu of the heavy weapon skill for the Light Repeating Blaster, however it incurs a 1D penalty to fire actions.
**Speeder-scale damage.
*** Ionization damage only.
Repeting Blasters
DEMP Gun
Sometimes it is desirable to neutralize Droids without permanently damaging or destroying them. These constructs are
vulnerable to the effects of an electromagnetic pulse, a burst
of energy which destroys critical electromagnetic pathways in
mechanical and computerized devices.
Internal components are hardened against EMP effects as a
matter of course in manufacturing, to enable devices to withstand the rigors of space and unpredictable alien environments. However, a modified-frequency pulse effect developed
COMBAT ARTILLERY
Artillery is designed to function against targets at a particular range. To represent this in Star Wars: Classic Adventures, all
artillery units have three ranges listed: short, medium, and
long. Artillery may only use its fire control dice at targets in
the medium range, which is the optimal distance at which
these weapons work. As with all combat, hitting a target at
short range requires an Easy (10) skill roll, medium is a Moderate (15) skill roll, and long is Difficult (20).
173
CLASSIC ADVENTURES
174
Anti-Infantry Battery
Originally
designed
ANTI-INFANTRY BATTERY
for the suppression of
Weapon: Golan Arms Twin DF.9
Type: Medium Anti-Infantry Gun
native populations on
Scale: Speeder
low-tech worlds, the
Crew: 3
Golan DF.9 (also called
Body: 3D (4D for fixed version)
the SP.9, designating
Range:
self-propelled units) is
Short: 20m to 600m
standard issue to ImpeMedium: 601m to 3,000m
Long: 3,001m to 16,000m
rial garrison units. The
Fire Rate: 2
main role of the SP.9 is
Fire Control: 2D
long range antipersonBlast Radius: 5m
nel support, although it
Damage: 4D
also performs very well
against medium and
even heavy fighting vehicles. The rapid fire capability gives
SP.9 a considerable edge on the battlefield, and its internal
engine can supply its guns with virtually unlimited power.
A fixed-installation version, called the DF.9/B, is also in production. Mounted atop a heavily armored four-meter tower,
9/B features a full 360 degree firing arc, and comes equipped
with a closed canopy. The fixed version only requires two
crew to operate, both of whom are encased in the four-meter
tower.
EXPLOSIVES
Grenades and detonators are not commonly used in ground
combat, due in part to the power and explosive effect of
blaster weapons (blasters have a greater use-factor than the
one-shot grenades). In house-to-house fighting, however, or
when an area is being mined for defensive purposes, grenades
and explosives are quite useful.
The standard grenade is a powerful explosive contained in
a lightweight canister or sphere the exact types vary. Thermal detonators and mines are more powerful explosives, usually used for defensive set-ups and demolition of large
buildings or emplacements. They come in many varieties, and
some employ a wide range of sophisticated sensor attach-
CLASSIC ADVENTURES
EXPLOSIVES
Range in Meters
Weapon
Grenade
Avail.
1,R
Cost
200
(blast radius)
(damage)
PERSONAL ARMOR
Once blaster technology was developed, armor went into
decline (as is usually the case when missile weapons are
predominant). No known armor can stop a full-power
blaster bolt, so most people simply stopped wearing the
armor that had been developed to counteract slugthrowing
weapons.
Armor still sees use in many specialized areas. Helmets and
vests are common, especially among Rebel troops, since the
fragments caused by near-miss blaster bolts can be as deadly
as the bolt itself. On frontier planets where slugthrowers are
still common, armor is used by citizens and troops alike.
Many bounty hunters and pirates wear armored suits for a
variety of reasons: disguise, shock value, to conceal equipment, and to defend against the light blasters and slug
weapons their quarries are likely to be armed with.
Of course, the most recognizable armor of modern times
belongs to the dread Imperial stormtrooper. Although this
advanced armor cannot completely stop a heavy blaster bolt,
it still provides a great deal of protection, and it makes slug
and primitive melee weapons far less effective. It is also a
potent psychological weapon.
Thermal
Detonator
2,X
Personnel
Mine
2,X
Vehicle
Mine
2,X
Grenade*
Launcher
2,X
2,000
(blast radius)
(damage)
500
(blast radius)
(damage)
750
(blast radius)
(damage)
Weapon
Detonite
Standard Detonator
Timer Fuse
Remote Fuse
500
Avail.
1,R
1,R
1,R
2,R
Point
Blank
Short
3-7
Med.
8-20
Long
21-40
1-2
5D
3-4
4D
5-6
3D
7-10
2D
3-4
5-7
8-12
1-2
10D
3-8
8D
9-12
5D
13-20
2D
1-2
5D
3-4
4D
5-6
3D
7-10
2D
1-2
5D**
3-4
4D**
5-6
3D**
7-10
2D**
3-20
21-60
61-150
Cost
100
50
50
100
Damage Code
1D**
PERSONAL ARMOR
Armor
Protective Helmet
Protective Vest
Stormtrooper Armor
Armored Spacesuit
Bounty Hunter Armor
Avail. Cost
2,F
300
2,F
300
2,X
2,500
2,R
2,000
2,R
2,500
Damage*
Reduction
+1
+1
1D
1D
1D
175
8
C hapter Six
CLASSIC ADVENTURES
DROIDS
Droids are one of the fundamental technologies of the galaxy. They are intelligent automatons programmed to perform
very specific functions. Droids are often used for tasks which
are too complex, dangerous or even dull for organic beings.
Droids may be programmed to excel at one or two specific
types of functions at the expense of having the versatility of
organics. Due to their highly-developed logic circuits, droids
lack the intuitive and associative capabilities of many organic
species. Droids, in addition to high intelligence and the capacity for learning, are normally programmed to exhibit a specific
personality in order to make them more palatable to organics.
Droids take a variety of forms, from aesthetically pleasing
humanoid shapes to the stark functionality of an astromech
or probe droid. Many droids have normal speech capabilities
for easy communication with other beings, although some are
limited to high-density electronic languages that only other
droids can interpret with any ease.
Droids are often classified by function:
First-degree Droids are designed for physical sciences,
mathematics and medical sciences applications.
Second-degree Droids are programmed for environmental, engineering and technical applied science skills.
Exploration and probe Droids are part of this category.
Third-degree Droids are skilled in the social sciences
and often perform protocol, translation, organic relations,
teaching, diplomatic and other functions which bring
them into regular contact with organics.
Fourth-degree Droids are programmed for security and
military applications, and include everything from patrol
Droids to the now illegal assassination Droids. This class
of Droids is strictly regulated throughout the galaxy.
Fifth-degree Droids have lower intelligence requirements
than other Droids, and typically perform menial labor,
including simple lifting, mining, salvage, transportation,
sanitation and waste control duties.
Chapter 6 of the Gamemasters Handbook describes how to
create new Droids, and how to make templates for Droid
player characters. What follows is a brief description of several of the most popular or prominent Droids in the galaxy. All
attributes are 1D unless otherwise noted in the Droids
description.
The Droids represented on the following pages do not all
follow the Droid creation rules perfectly. Some leeway should
be granted when deciding exactly what function (and price) a
particular Droid has.
176
ASTROMECH DROIDS
Astromech droids are designed for
in-flight and post-flight starship operations and maintenance duty.
These droids are integral to the
operation of many starfighters,
both during operation and for
the operation of the hyperdrive
motivator.
The droids interface with starship computers during flight,
and can assist computerized
repairs, allowing the pilot to
keep his full attention on piloting. For simpler vehicles, astromech droids may be the
sole pilot. Astromech droids are capable of storing up to ten
pre-programmed hyperdrive jumps so that ships equipped
with hyperdrives but lacking a navigation computer may be
piloted to other systems. The droids memory stores the
basic calculations, and the unit itself calculates any minute
adjustments needed prior to entering hyperspace.
ASTROMECH DROID
Model: Industrial Automaton R2 Astromech Droid
Height: 1 meter
TECHNICAL: 2D
Skills:
astrogation: 5D
computer programming/repair: 7D
com-scan: 4D
starship piloting: 3D
starship shields: 3D
starship repair: 5D
Equipped With:
Three wheeled legs (center leg retractable, moves at only 5
meters per round)
Retractable heavy grasping arm (lifting at 2D)
Retractable fine work heavy grasper arm
Extendable video sensor
Small electric arc welder (damage 2D), 0.3 meter range
Small circular saw (damage 4D) 0.3 meter range
Video display screen
Holographic projector/recorder
Fire extinguisher
Small (20 cm by 8 cm) internal cargo area
Some additional small tools and equipment
CLASSIC ADVENTURES
EXPLORER DROIDS
MEDICAL DROIDS
Explorer
droids
are
often
assigned to scout vessels for quick
investigation of new planets.
These droids take a variety of
shapes, and are often equipped with
repulsorlift units for rough terrain,
and advanced sensors for determining planetary data.
Medical
droids
are
sophisticated
mechanical constructs, programmed with
a vast knowledge of the physiology of a
variety of species, and the surgical knowledge to repair the most serious of injuries.
The 2-1B series medical droid is an older
series, though it still sees widespread use
throughout the galaxy; while later models
are more adept at many surgical functions,
2-1B units are reputed to have a much better bedside manner than current designs.
EXPLORER DROID
Model: LesTech Explorer Droid
Height: 1.3 meters
Weight: 165 kilograms
STRENGTH 5D
Skills:
planetary systems: 4D+2
survival: 4D+2
com-scan: 3D
search: 4D+2
Equipped With:
Seismic sensors
Motive (movement) sensors
Visual and infrared range sensors
Radiation sensors
Two arms: heavy grasper and fine manipulator
Holocam
Specimen hopper (holds 5 kilos)
Treads
PROTOCOL DROIDS
The Cybot Galactica 3PO series is among
the most successful line of these popular protocol units. They are
humanoid in shape and generally programmed for subservient, service-oriented personalities.
These droids are utilized for etiquette
and translation, and are often found in the
service of diplomats and wealthy traders.
These droids are capable of reproducing
any sound that their audio sensors pick up,
allowing them to speak almost any language.
PROTOCOL DROID
Model: Cybot Galactica 3PO Human-Cyborg Relations Droid
Height: 1.7 meters tall
KNOWLEDGE: 3D
Skills:
cultures: 4D
languages: 10D
Equipped With:
Secondary Programming: Information recording and codekeyed retrieval/broadcast system
Vocabulator speech/sound system
AA-1 VerboBrain
TranLang III Communications module (can access over seven
million languages)
MEDICAL DROID
Model: Industrial Automaton 2-1B Surgical Droid
Height: 1.5 meters tall
Skills:
alien species: 5D
first aid: 9D
Equipped With:
Medical diagnostic computer
Analytical computer
Surgical attachments
PROBE DROIDS
Originally designed for peaceful exploration purposes, probe droids have seen
extensive use in the Imperial Navy. The
Empire uses probes to search for hidden
Rebel outposts, smuggler bases and
pirate shadowports in remote areas.
There are several types of probe
droids, ranging from asteroid surveyors to remote surveillance units.
Most civilian probes are not armed
or shielded, unlike their Imperial
counterparts.
PROBE DROID
Model: Arakyd Viper Probe Droid
Height: 1.5 meters
STRENGTH: 4D
Skills:
blaster: 4D
planetary systems: 4D
com-scan: 6D
search: 4D
Equipped With:
Long-range sensor (+1D to search for objects between 200
meters and five kilometers away)
Movement sensor (+2D to search for moving objects up to 100
meters away)
Atmosphere sensor can determine atmosphere class (Type
I, Type II, Type III, Type IV) within one half-hour
Blaster cannon (damage 4D+2)
Self-destruct mechanism
Repulsor generator for movement over any terrain
Several retractable manipulator arms
Several retractable sensor arms for gathering samples
177
CLASSIC ADVENTURES
SECURITY DROIDS
Security droids are strictly regulated in most civilized systems, although they are widely employed by crimelords, private corporations and local governments.
ing them along on their missions for the Emperor. The Droids
bring an air of gracious living to many Imperial bases, acting
as chefs and valets to higher-ranking officers.
SERVANT DROID
SECURITY DROID
Model: Rim Securities K4 Security Droid
Height: 1.4 meters
STRENGTH 3D
Skills:
blaster: 7D
dodge: 8D
search: 5D
Equipped With:
Two auto-balance arms
Two legs
Internal Blaster Rifle (damage 5D)
Body Armor (+2D to Strength to resist damage, does not
reduce the Dexterity attribute or Dexterity codes)
WORKER DROIDS
Worker Droids serve in
major spaceports all over
the galaxy, loading and
unloading bulk freighters, container ships, and other vessels
and doing much of the purely
physical labor that such facilities
require.
Most
worker
Droids are all brawn and
no brain automation. The Droids are programmed to respond
to simple verbal commands (i.e., Bring that box over here),
but they have an extremely limited memory capacity. Most
have little to no loyalty programming and will follow orders
from just about anyone.
WORKER DROID
Model: AccuTronics B1 Worker Droid
Height: 1.5 meters
STRENGTH 8D
Skills:
lifting: 10D
stamina: 4D
Equipped With:
Suction/magnetic-tipped digits
Retractable third leg
Visual spectrum scanners
SERVANT DROIDS
Servant Droids are similar to Protocol
Droids in external design, and personality
modules are available for Servant Droids
to enable them to function smoothly in
their working environment. Various models
of these Droids can be found in the highest
levels of the Empire, and a number of Imperial officials have grown quite attached to
their Servant Droids, to the point of bring-
178
SURVEILLANCE DROIDS
Surveillance Droids are direct descendants of wall-mounted
surveillance holocams found in countless security installations across the galaxy, the main difference being that surveillance Droids are mobile and semi-intelligent.
The Surveillance Droid is capable of at best limited intelligence. It will usually follow a pre-set course, scanning according to programming input by security officers, though more
sophisticated models have a randomization factor built in to
make it impossible to know the Droids route with certainty. In
the event that the Droid spots an
intruder, it transmits a warning
message back to its controller and retreats out of
sight.
AC1s are incapable
of any tasks beyond
scanning and transmitting what they scan.
They have no manipulators, no place to
mount them, no power to
spare for them if they could
mount them, and too small a
Droid brain to control them if they
could mount them and power
them.
SURVEILLANCE DROID
Model: Cybot Galacticas AC1 Spy-Eye
Height: 0.7 meters in diameter
STRENGTH 1D+1
Skills:
dodge: 4D
hide/sneak: 4D
search: 6D
Equipped With:
Repulsor engine; max height 3 meters; speed code 4D
Visual range holocam with simultaneous transmitter
Holo receiver unit; maximum range, 500 meters
Joystick controller; maximum range, 500 meters
8
CLASSIC ADVENTURES
C hapter Seven
STARFIGHTERS
For their size, starfighters are the most technically
advanced and destructive weapon platforms ever developed.
Light combat spacecraft have become indispensable parts of
every major fleet and planetary defense system in the galaxy.
Classifying starfighters is nearly impossible because there
are so many kinds. Thousands of manufacturers throughout
the Empire, Corporate Sector, and alien systems build
uncounted models and versions. They range from slow, singleseat, short-range patrol vessels to multi-engine strike fighters,
armed with proton torpedoes and able to make hyperspace
jumps. Whats more, starfighters are frequently modified or
rebuilt to use special weapons, sensors, astrogation computers, and other equipment.
All starfighters carry powerful computers to interpret their
pilots commands into the thousands of independent operations needed to ensure optimal control of the ship. Some computers are even capable of piloting a ship alone. However,
experience has shown that ships flown by pilots produce the
best results, especially in combat. Computer- and Droid-controlled spaceships cant respond quickly or well enough to
unexpected situations. Remotely-piloted and computer- or
Droid-controlled starfighters fall into the category of drones,
and their performance lags significantly behind that of piloted
craft.
Rebel starfighters are generally superior to their Imperial
counterparts. With fewer large ships, the Rebels rely on their
starfighters more and press them into service for a wider variety of tasks. Few Imperial fighters are hyperspace-capable,
while nearly all Rebel craft can make at least one jump. The
Empire relies on vast numbers of fighters launched from massive Star Destroyers, which provide heavy support and carry
the fighters when interstellar travel is required. The Rebellion
relies on fast strike craft that are powerful enough to operate
independently, and have hyperspace engines for rapid retreat.
Traditionally, the Imperial Navy has emphasized large ships
and massed firepower to dominate the galaxy. The irregular,
fast-strike tactics pioneered by the Alliance have forced the
Empire to alter its strategy and develop better starfighters of
its own. The recent introduction of the TIE interceptor gives
Imperial forces a first-rate light combat spacecraft and indicates a greater interest in, and respect for, starfighters in general. Of course, Imperial fighters enjoy overwhelmingly
superior numbers, nearly unlimited supplies, and the awesome firepower of Star Destroyers to back them up.
Z-95 HEADHUNTER
The Z-95 Headhunter is a venerable starfighter design that
still sees use throughout the galaxy. Even though it is no
longer produced, either by Incom Industries or Subpro Corporation, unlicensed copies and variants can be found throughout the Outer Rim territories. Without taking into account the
number of knock-offs in circulation, there are still more Headhunters in service with planetary fleets, customs personnel,
paramilitary organizations, and law enforcement agencies
than any other starfighter.
The original Headhunters were more akin to atmospheric
fighters than starships. After several generations of continued
development, the Z-95 was close to the form and function that
it would become famous for. The T-65 X-wing owes much of its
success to the Z-95, and the two craft are obvious cousins
when placed side by side. It should come as little surprise
that many of the galaxys heroes have flown the Headhunter
on more than one occasion.
For its time, the Z-95 Headhunter was a state-of-the-art
starfighter that made an indelible mark on the galaxy. Space
combat tactics of the time were designed with the Z-95 in
mind, and many modern maneuvers are based on those originally flown in the Headhunter by the starfighter aces of yesteryear.
The stock Z-95 is not equipped with hyperdrive engines, but
it wasnt long before Alliance technicians created a number of
variant Headhunters that could traverse hyperspace. Prior to
implementing hyperdrives, the Rebel Alliance was reluctant to
assign the craft to its fleet, instead keeping a handful of Headhunters for short-range defense in remote sectors. Though
still a relative rarity in the Alliance fleet, they are ubiquitous
enough to be utilized for sensitive operations in areas where
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CLASSIC ADVENTURES
Z-95 HEADHUNTER
Craft: Incom/Subpro Z-95 Headhunter Starfigher
Type: Multi-purpose starfighter
Scale: Starfighter
Length: 11.8 meters
Crew: 1; 2 in some other models
Cargo Capacity: 85 kilograms
Consumables: 1 day; some models equipped with larger stores,
up to 4 weeks
Sublight Speed: 3D+2
Maneuverability: 1D
Hull: 4D
Shields: 1D
Sensors: 1D
Weapons:
2 Triple Blasters (fire linked)
Fire Control: 1D
Combined Damage: 3D
2 Concussion Missile Launchers (6 missiles each)
Fire Control: 1D
Combined Damage: 7D
A-WING STARFIGHTER
Development of the A-wing began in secret shortly after the
Battle of Yavin. General Dodonna realized that the speed of
Imperial fighters had nearly cost the Alliance its victory, and
he intended to remedy the situation by designing a newer,
faster starfighter. With the aid of starship engineer Walex Blissex, the A-wing was born. Although not as durable as other
Alliance starfighters, the A-wing is often considered to be the
fastest starfighter in the galaxy.
Though the A-wing is a finicky spacecraft that is often difficult to maintain in the field, it has proven itself to be a capable strike fighter and reconnaissance craft. Due to its speed
and maneuverability, it excels at hit and fade operations and
surgical strikes carried out behind enemy lines. Despite its
relatively light armament, the A-wing is deadly in the hands of
a skilled pilot.
180
A-WING
Craft: Alliance A-wing Starfighter
Type: Interceptor and multi-purpose starfighter
Scale: Starfighter
Length: 9.6 meters
Crew: 1
Passengers: None
Cargo Capacity: 40 kilograms
Consumables: 1 week
Hyperdrive Multiplier: 1
Nav Computer: Yes (limited to 2 jumps)
Hyperdrive Backup: None
Sublight Speed: 6D
Maneuverability: 4D
Hull: 2D+2
Shields: 1D
Sensors: 1D
Weapons:
2 Laser Cannons (fire linked)
Fire Control: 3D
Combined Damage: 5D
Enemy Targeting Jammer
Skill: Sensors
Damage: 2D from Fire Control
CLASSIC ADVENTURES
X-WING
B-WING
Craft: Slayn & Korpil B-wing Assault Starfighter
Type: Heavy assault starfighter
Scale: Starfighter
Length: 16.9 meters
Crew: 1
Passengers: None, though the cockpit is large enough to fit a second person in an emergencygreatly reducing combat control.
Cargo Capacity: 45 kilograms
Consumables: 1 week
Hyperdrive Multiplier: 2
Nav Computer: Yes (limited to 2 jumps)
Backup Hyperdrive: None
Sublight Speed: 3D
Maneuverability: 1D+1
Hull: 3D
Shields: 2D
Sensors: 1D
Weapons:
One Laser Cannon
Fire Control: 1D
Damage: 7D
2 Proton Torpedo Launchers (8 torpedoes each)
Fire Control: 3D
Damage: 9D
3 Medium Ion Cannons (fire linked)
Fire Control: 4D
Combined Damage: 4D
2 Auto Blasters
Fire Control: 2D
Damage: 3D
Note: The B-wings gyroscopic stabilization system fails when it
suffers heavy damage. When it fails, reduce all fire control
codes by 1D, and sublight speed by 2D.
Y-WING
Built by Koensayr Manufacturing, the Y-wing was designed
to be used in the Clone Wars, but wasnt in production until
after that conflict ended. This made the starfighter relatively
cheap and readily available on the open market around the
time of the outbreak of the Rebellion.
Although not as swift as an X-wing or as powerful as a Bwing, the Y-wing is a sturdy, well-shielded craft with a powerful attack in the form of two ion cannons and proton torpedo
tubes. Ungainly for a snubfighter, the Y-wing serves as a joint
fighter/bomber, able to both enter dogfights with TIE fighters
and take out armored targets, such as enemy freighters and
planetary bunkers. Few ships its size mount ion cannons, and
the success of the Y-wing is one reason that the B-wing is similarly armed.
X-WING
The T-65B is an excellent all-around starfighter, capable of
filling a number of roles with little or no modification. Not
only is it maneuverable and easy to fly, it is equipped with
modest shields, heavy weaponry, and an integrated hyperdrive. It is also a durable craft, capable of sustaining heavy
damage while remaining operational. Were it not for this
inherent sturdiness of design, the Rebel Alliance could never
hope to match the sheer number of Imperial fighters that are
thrown against it.
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CLASSIC ADVENTURES
TIE/ln FIGHTER
Y-WING STARFIGHTER
Craft: Koensayr BTL-S3 [BTL-A4 stats are in brackets]
Type: Attack starfighter
Scale: Starfighter
Length: 16 meters
Crew: 1 pilot, 1 gunner, 1 Droid [1 pilot, 1 Droid in the BTL-A4]
Passengers: None
Cargo Capacity: 110 kilograms
Consumables: 1 week
Hyperdrive Multiplier: 1
Nav Computer: None, uses astromech Droid
Hyperdrive Backup: None
Sublight Speed: 3D+2
Maneuverability: 2D
Hull: 2D+2 [4D+1]
Shields: 3D+2 [1D]
Sensors: 1D
Weapons:
2 Laser Cannons (fire linked)
Fire Control: 2D
Combined Damage: 5D
2 Proton Torpedo Launchers (4 torpedoes each)
Fire Control: 2D
Damage: 9D
2 Light Ion Cannons (fire linked)
Fire Control: 3D
Combined Damage: 4D
TIE BOMBER
The TIE bomber is one of the few TIE craft that does not
incorporate its sister crafts distinctive hull shape. Instead, it
employs a distinctive double hull design, with two cylindrical
pods mounted side by side between two bent solar array panels. The starboard pod houses the cockpit and flight controls,
while the portside pod stores the bombers payload.
TIE bombers form the backbone of the Imperial Navys
strike capability. They are commonly deployed against enemy
capital ships, space stations, and ground targets. They are
able to employ heavy weapons, delivering payloads with
uncanny precision. TIE bombers are most often equipped
TIE STARFIGHTER
The TIE/ln has become the standard Imperial starfighter
craft. It is inexpensive to produce, and though often maligned
by pilots, it is nonetheless effective. In order to save on production costs, the TIE/ln lacks many of the features that are
considered to be standard on other starfighters. The fragile
craft is not equipped with deflector shields, a hyperdrive, or a
life support system. In order to survive the rigors of space
when piloting their fighters, TIE pilots must don distinctive,
fully sealed flight suits.
182
CLASSIC ADVENTURES
with a rack of sixteen medium concussion missiles. Two forward-mounted laser cannons, used primarily for strafing runs
and self-defense, are also standard armament.
Several other payload configurations are used, depending
on specific mission parameters. Instead of missiles, as many
as eight proton torpedoes can be loaded into the ships ordnance pod. By decreasing the missile or torpedo payload by
half, up to eight proton bombs or six orbital mines can also be
deployed. When providing ground support, a TIE bomber is
capable of carrying as many as 64 thermal detonators that are
used to carpet-bomb enemy infantry formations. Non-conventional payloads include leaflets filled with demoralizing Imperial propaganda, as well as supply canisters for isolated
Imperial infantry units.
TIE BOMBER
Craft: Sienar Fleet Systems TIE Bomber
Type: Dedicated light space bomber
Scale: Starfighter
Length: 7.8 meters
Crew: 1
Cargo Capacity: 15,000 kilograms in bomb bay
Consumables: 2 days
Hyperdrive Multiplier: None
Nav Computer: None
Hyperdrive Backup: None
Sublight Speed: 3D
Maneuverability: 0D
Hull: 4D+1
Sensors: 1D
Shields: None
Weapons:
2 Laser Cannons (fire linked)
Fire Control: 2D
Combined Damage: 3D
Concussion Missiles (16 carried)
Fire Control: 3D+2
Damage: 9D
TIE INTERCEPTOR
After the Battle of Yavin, Imperial Naval commanders
demanded a starfighter that could counter the speed and firepower of the X-wing fighters. The TIE interceptor was the ultimate result. Prototypes similar to the initial interceptor
design had undergone testing prior to the Battle of Yavin, but
these had seen little action outside Sienars test yards.
TIE INTERCEPTOR
Craft: Sienar Fleet Systems TIE Interceptor
Type: Space superiority starfighter
Scale: Starfighter
Length: 6.6 meters
Crew: 1
Cargo Capacity: 75 kilograms
Consumables: 2 days
Hyperdrive Multiplier: None
Nav Computer: None
Hyperdrive Backup: None
Sublight Speed: 5D+2
Maneuverability: 3D+2
Hull: 3D
Sensors: 1D
Shields: None
Weapons:
4 Laser Cannons (fire linked)
Fire Control: 3D
Combined Damage: 6D
TIE ADVANCED
The TIE Advanced 1 is an Imperial prototype fighter. In a
radical departure from standard Imperial policy, the 1 is
shielded and is also equipped with a limited-use hyperdrive.
The 1 was widely tested in field trials by elite fighter
squadrons before being passed over for other designs
(notably the TIE Interceptor), though pilots who flew the craft
spoke highly of the 1s performance. In fact, many of the
design features of the 1 were incorporated into later craft,
including faster ion engines, and inward swept solar panels.
TIE ADVANCED
Craft: Sienar Fleet Systems TIE Advanced 1
Type: Space superiority starfighter
Scale: Starfighter
Length: 7.8 meters
Crew: 1
Cargo Capacity: 150 kilograms
Consumables: 5 days
Hyperdrive Multiplier: 4
Nav Computer: Limited to 10 jumps
Hyperdrive Backup: None
Sublight Speed: 5D+2
Maneuverability: 1D+2
Hull: 3D
Sensors: 1D
Shields: 1D+1
Weapons:
Two Blaster Cannons (fire linked)
Fire Control: 2D
Combined Damage: 6D
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8
C hapter Eight
CLASSIC ADVENTURES
CAPITAL STARSHIPS
A society that spans the galaxy quite naturally developed
starships not only to carry goods and people from planet to
planet, but to defend the oft-traveled routes from all dangers.
These ships are large, heavily-armed and armored craft capable of handling hostile alien vessels, pirate ships, and smuggler craft.
Today these massive capital vessels, ranging in size from
Corellian Corvettes to gigantic super Star Destroyers, serve
both the Empire and the Alliance in a civil war that rages
throughout the systems. They remain necessities in this time
of interstellar conflict.
In Star Wars: Classic Adventures, combat starships should be
used for dramatic effect and to advance an adventures plot.
Most player characters, if they have any ships at all, fly
around in nothing bigger than a stock freighter. Small craft
simply cannot do significant damage to large combat vessels
with massive shield generators and thick armor. For this reason, hull and shield ratings can be largely ignored, unless for
some reason the gamemaster sees fit to simulate a capital
ship skirmish. Characters who refuse to run, hide, or surrender in the face of such an enemy deserve a round of applause
followed by a quick death.
Listed below are some optional capital starship combat
rules that may be implemented if the gamemaster deems it
essential to the plot. It is important to remember, however,
that this is a roleplaying game, not a strategy game. Make sure
any implementation of extra rules adds to the action.
Combat starship crews can range from inexperienced
recruits to the hand-picked elite who have experienced
dozens of battles. Generic crew statistics for astrogation, gunnery, starship shields, com-scan and starship piloting are listed
on the table below. Note that a crewman rated at 5D would be
5D only in those skills which were his primary duties on the
combat ship:
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BATTERY MODIFIER
Guns
1
2
3
4
6
8
12
16
To-Hit/
Damage Mod.
0
+2
1D
1D+1
1D+2
2D
2D+1
2D+2
Guns
24
32
48
60
90
120
180
250
To-Hit/
Damage Mod.
3D
3D+2
3D+2
4D
4D+1
4D+2
5D
5D+1
Ships Crew
Crew Quality
Recruit
Average
Veteran
Elite
Hand-picked
Imperial
3D
3D+1 to 4D
4D+1 to 5D+2
6D to 6D+2
7D to 8D
Rebel
2D to 3D+2
4D to 5D
5D+1 to 6D
6D+1 to 7D
7D+1 to PCs
Capital ships are obviously larger and far more compartmentalized than starfighters or light freighters. There are a lot
more pieces to chip away before the ship is completely
destroyed. Therefore, capital ship damage is recorded in pips,
except for ionization damage which is still allotted in whole
dice.
Damage is recorded by the gamemaster by noting how
many pips of damage has been taken. Damage to specific
parts of the vessel may also be recorded if the ship becomes
severely damaged.
Each pip of damage reduces the performance of all operations of the ship by one pip. When three pips of damage are
accumulated, the ship is considered heavily damaged, and all
actions taken by the vessel are reduced by 1D. When six pips
of damage is taken (equaling 2D), the ship is severely damaged and all actions are reduced by 2D. The ship is destroyed
when its ninth pip of damage (equaling 3D) is taken.
CLASSIC ADVENTURES
Ion
no effect
no effect
1D
2D
3D
4D
5D
6D
7D
8D
9D
CORELLIAN CORVETTE
One of the most common and popular vessels produced by
the Corellian Engineering Corporation, the CR90 Corvette
serves multiple purposes in fleets of all types throughout the
galaxy. A smaller capital ship that is just a step up from a
space transport, the Corellian Corvette is large enough to
carry a significant complement of passengers or troops while
requiring a relatively small crew to operate. Durable vessels
that complement any battle group (and, indeed, they are often
seen in Rebel and pirate fleets), many Corellian Corvettes are
owned by individuals and private organizations. Often
referred to as blockade runners, these ships boast a distinctive hammerhead design that is recognizable almost anywhere in the galaxy.
Corellian Corvettes often see use in small-scale naval skirmishes, such as breaking planetary blockades. In fact, many
planetary defense fleets use Corellian Corvettes to breach
enemy lines and set up flanking maneuvers. Since the ships
configuration can be changed to suit a variety of roles (including naval combat, escort, troop carrier, and cargo hauler),
these ships are often considered dynamic assets, allowing
their owners to get greater use out of the ship when compared to more static vessels. As such, they are highly valued
in both military and civilian roles (and can often shift between
the two over the course of a single ships lifetime).
CORELLIAN CORVETTE
Craft: Corellian Engineering Corporation CR90 Corvette
Type: Mid-sized multi-purpose vessel
Scale: Capital
Length: 150 meters
Crew: 30 to 165, depending upon configuration
Passengers: Up to 600, depending upon configuration
Cargo Capacity: 3,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: 2
Nav Computer: Yes
Sublight Speed: 3D
Maneuverability: 2D
Hull: 4D
Shields: 2D
Sensors: 2D
Weapons:
Six Double Turbolaser Cannons
Fire Control: 3D
Damage: 4D+2
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CLASSIC ADVENTURES
Of the dozens of Mon Calamari warships that joined the Rebel fleet, the
MC80 is the most powerful. As
equipped, the MC80 is the largest ship
in the Rebel arsenal. Even though the
MC80 is a full 400 meters shorter than
an Imperial-class Star Destroyer, it is
more than capable of giving its larger
opponent a sound beating. The recklessness of Imperial commanders, combined with the skill of the Mon
Calamari gun crews, cost the Empire
several of their most powerful warships. Following these losses, the
Empire began to take the Mon Calamari
threat more seriously.
No two MC80s are the same, despite
the fact that they have identical alphanumeric designations.
Their capabilities are roughly the same, but their external
appearance and internal structure are quite different. When
placed side by side, the variations between ships can be
noticed by beings that are attentive enough to see them.
The crew complements of Alliance MC80s feature a large
cross-section of galactic species, but the command crews of
these vessels are made up exclusively of Mon Calamari volunteers. The reasons for this are practical rather than elitist,
since the controls and other ship systems were created with
Mon Calamari physiology in mind. Although a human might
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CLASSIC ADVENTURES
NEBULON-B FRIGATE
In the earliest days of the Rebellion, the Alliance was hugely
successful in its attacks against Imperial shipping and supply
convoys. Much of the reason behind these successes was the
Empires reluctance to assign its valuable Star Destroyers to
something as menial as escort duty. What the Empire required
was a less expensive capital ship with the capacity to carry
TIE fighters.
Well-armed and able to carry two dozen TIE fighters, the
Nebulon-B quickly stymied the majority of Alliance raids on
Imperial shipping. Rebel pilots were dismayed to discover
that raids on convoys, which were once considered to be veritable cakewalks, had become much more dangerous.
Despite the Empires dominance in regard to the Nebulon-B,
the Alliance has managed to acquire several of the ships for
its own use. A number of these ships were captured by daring
NEBULON-B FRIGATE
Craft: Kuat Drive Yards Nebulon-B Frigate
Type: Escort starship
Scale: Capital
Length: 300 meters
Crew: 920 (78 officers, 842 enlisted)
Passengers: 75 (troops)
Cargo Capacity: 6,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: 2
Hyperdrive Backup: Yes
Nav Computer: Yes
Sublight Speed: 2D
Maneuverability: 1D
Hull: 4D+2
Shields: 2D
Sensors: 2D
Weapons:
12 Turbolasers
Fire Control: 3D
Damage: 4D
12 Laser Cannons
Scale: Starfighter
Fire Control: 2D
Damage: 2D
2 Tractor Beam Projectors
Fire Control: 2D
Damage: 4D
Starfighter Complement: 24 fighters
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C hapter Nine
CLASSIC ADVENTURES
SPACE TRANSPORTS
The galactic economy depends on three things: goods, consumers, and a way to bring goods and consumers together. In
a marketplace that is made up of thousands of different star
systems, each light-years apart, accomplishing the third is not
an easy task.
However, the money is good. If theyre lucky, small shippers
can earn enough to keep themselves alive and their ships in
space (more, if they somehow avoid the oppressive Imperial
taxes); large combines can earn millions of credits per year.
To get in on this interstellar gold mine, thousands of vessels
barges, freighters, container ships, and passenger liners
constantly ply the endless void.
In spite of the Rebellion, interstellar transport continues
unabated. Though travel between the stars has become
riskier Rebel privateers, pirates, and increased legal
seizures by Imperial military and customs ships all take their
toll on the transport vessels the profit has risen along with
the risk. As long as there are profits to be made, there will be
those willing to carry goods and people across the dark
reaches of space.
BULK FREIGHTERS
Bulk freighters haul the vast majority of interplanetary
cargo throughout the galaxy. Hundreds of manufacturers produce thousands of bulk freighter models, continuously
improving designs and constructing new craft to meet galactic
demand. Besides the multitude of models currently in service,
many owners modify and customize their ships to conform to
their particular needs, including the addition of specialized
landing gear, hulls, engines, control systems, and life-support
systems. Despite their variety, all bulk transports are really
quite similar after all, there are only so many ways to
design what is essentially a box with a hyperspace engine
attached.
The interior of a bulk freighter is largely taken up by the
hold: a big open area that can be partitioned according to the
needs of the carried cargo. As a bulk freighter may be hired
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CLASSIC ADVENTURES
BULK FREIGHTER
CONTAINER SHIPS
Often called super transports, container ships are among
the largest commercial vessels in space. Big, slow, and
hideously expensive, they are the most efficient way known to
transport huge amounts of cargo through the empty reaches
of space.
CONTAINER SHIP
Craft: Kuat Drive Yards Super Transport XI
Type: Large container ship
Scale: Capital
Length: 840 meters
Crew: 100
Passengers: None
Cargo Capacity: 10 million cubic meters (up to 40,000 standard
containers) with a maximum mass of 25 million metric tons in
20 holds, some pressurized and with limited temperature control
Consumables: 500 days
Hyperdrive Multiplier: 3
Hyperdrive Backup: Yes
Nav Computer: Yes
Maneuverability: 0D
Sublight Speed: 1D
Hull: 2D+2
Shields: 1D
Sensors: 1D
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CLASSIC ADVENTURES
PASSENGER LINERS
Often, the most profitable space cargo of all is people.
Diplomats, dignitaries, traders, merchants, businessmen, scientists, and private and government couriers all need to
travel between planets and systems. With hyperdrives in
widespread use and major space routes well charted, scores
of people can afford to vacation around the Empire. To serve
them, passenger ships of all kinds ply the stellar lanes from
small in-system ships to giant interstellar luxury liners.
As might be expected, passenger safety, the quality of service, and schedule reliability all depend on many factors, not
the least of which is the ticket price. Some independent vessels may be cheaper, but few can offer the protection and luxuries of the major liner fleets. All manner of delicacies,
entertainment, and accommodations can be found on giant
passenger vessels.
Booking Passage. Heavy traffic between major planets in
the Empire makes finding passage relatively easy. Passengers
can reserve space on regularly-scheduled flights in advance if
theyre willing to pay in advance, and some offer discounts for
purchasing tickets significantly ahead of time.
Service to less-frequented systems and remote areas is
more difficult to obtain. Few small passenger ships operate
outside their home sectors, unless they are based near a sector border. Consequently, travelers can be forced to wait
weeks or months for a ship to a particular outlying area, or
must charter their own vessel, which can be extremely expensive. Reaching many remote areas from populous core planets is often long and complicated. Passengers must travel to
an intermediate point and transfer to another ship.
Small Passenger Ships. Although its exact definition varies
between sectors, the general classification small starship,
passenger (SSP) includes all hyperdrive-equipped ships less
than 100 meters long carrying fewer than 500 passengers.
Consequently, even shuttles and converted tramp freighters
can fall into this category as well as sleek custom-built
cruisers.
Many SSPs are equipped with some deflector shields, but
few are armed. Consequently, they are susceptible to pirate
attacks. They must rely on speed and Imperial patrols to protect them, but these arent always adequate, especially in outlying areas. Occasionally, Rebels, too, intercept liners to give
passengers a chance to defect, to steal Imperial communiques, or kidnap Imperial officers and agents In spite of these
hazards, Imperial governors are still reluctant to allow liners
to carry laser cannons and other heavy weapons, because
keeping track of them is exceedingly difficult. Furthermore,
arming private ships means tacitly admitting that Imperial
forces cant adequately defend the Empires citizens
Luxury Liners. These giant starships feature luxurious
accommodations, smooth and safe travel, impeccable service,
sumptuous dining, and some of the best entertainment in the
galaxy at prices greater than most peoples lifetime earnings. Only a small percentage of the population can afford to
ride a luxury liner even once, but with trillions of people to
190
Cost of Passage
Luxury Liner
No Frills Liner
Steerage
Chartered Ship
1
2
3
5
? (chartered ships only)
draw from, luxury liners stay booked year round, usually far
in advance.
Although luxury liners frequently travel to distant and
remote locations, they do not pick up or discharge passengers there. Boarding and disembarking occur only at the
home port or at officially-scheduled destinations along the
route. Not only do Imperial regulations restrict and monitor
any deviations, few outlying areas have adequate docking
facilities to handle these large ships (or customers who can
afford them).
PASSENGER LINER
Craft: Lady of Mindor
Type: Luxury passenger liner
Scale: Capital
Length: 310 meters
Crew: 117 (12 officers, 24 crewmen, and 81 stewards)
Passengers: 600 in staterooms
Cargo Capacity: 1,000 cubic meters
Consumables: 300 days
Hyperdrive Multiplier: 2
Hyperdrive Backup: Yes
Nav Computer: Yes
Maneuverability: 0D
Sublight Speed: 3D+1
Hull: 4D
Shields: 1D
Sensors: 1D
CLASSIC ADVENTURES
LAMBDA-CLASS SHUTTLE
LAMBDA SHUTTLE
Craft: Sienar Fleet Systems Shuttle
Type: Lambda-class Shuttle
Scale: Starfighter
Length: 20 meters
Crew: 2
Passengers: 10 (modifiable to hold up to 20)
Cargo capacity: 80 metric tons
Consumables: 2 months
Hyperdrive multiplier: 1
Hyperdrive backup: Yes
Nav Computer: Yes
Maneuverability: 1D
Sublight Speed: 1D+1
Hull: 4D
Shields: 1D+2
Sensors: 1D
Weapons:
3 Double Blaster Cannons
Fire Control: 2D
Damage: 4D
2 Double Laser Cannons (fire linked)
Fire Control: 3D+1
Combined Damage: 4D
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192
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CLASSIC ADVENTURES
C hapter Ten
REPULSORLIFT
VEHICLES
Since the development of repulsorlift technology, most
other forms of atmospheric propulsion have been supplanted
by this cleaner, quieter, more efficient mode of energy conversion. Some manufacturers maintain that repulsorlifts have
made primitive engines such as combustible, atomic, and
nuclear obsolete. While it is still possible to obtain primitiveengine vehicles, the vast majority of atmospheric transportation is handled by repulsorlift craft.
Repulsorlifts levitate surface vehicles and lightweight atmospheric craft via anti-gravitational emanations, called repulsor fields, that propel vehicles by forming a field of negative
gravity that pushes against the natural gravitational field of a
planet. Repulsorlifts are used as secondary engines in spacefaring vessels which are called upon for atmospheric flight
and docking. The number of applications for repulsorlifts has
yet to be exhausted, and new craft designed around this technology are appearing constantly. Some are little more than
engines with padded seats that travel close to the ground,
while others are huge luxury craft capable of skimming a
worlds atmospheric ceiling.
But the major factor influencing repulsorlift success is
adaptability. These engines can be refitted to handle a wide
variety of different fuel sources, making them usable throughout the galaxy. Fuel sources vary as much as vehicle types,
depending largely upon local resources and technology. Solar
power, hydrocarbons, fission, and fusion energy are the more
common fuel sources available.
LANDSPEEDERS
Landspeeders are basically any light-duty surface transport
vehicles that rely upon repulsorlift propulsion. Many also use
turbothrust propulsion engines for additional speed. These
craft hover approximately one meter above the surface and
attain speeds of up to 250 kilometers per hour; some newer
models are capable of even higher speeds. They represent the
most common form of personal planetary transportation.
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CLASSIC ADVENTURES
PATROL LANDSPEEDER
ARMORED TRANSPORT
AIRSPEEDERS
Airspeeders are small repulsorlift vehicles with a flying ceiling exceeding 250 kilometers and maximum speed of more
than 900 kilometers per hour. Incom makes the most popular
models: the T-47 Airspeeder and the T-16 Skyhopper.
Speed and agility are major selling points of airspeeders.
They use mechanical control flaps to brake and change direction. Their aerodynamic design allows turning without reducing speed, making them nearly impossible to track with flightpredictor sensors.
The T-16 Skyhopper has ion engine afterburners in addition
to repulsorlift propulsion, giving it greater speed (1,200 kph)
and a higher flight ceiling. Many X-wing fighter pilots train in
T-16s because of the similarity of control, response, and handling.
Airspeeders are commonly purchased as sport vehicles or
for family transportation. Young people in particular enjoy airspeeders, often converting them into hot rods with minimal
effort. But personal transportation and joy riding arent the
only uses for these versatile craft.
Local militias, law enforcement agencies, and the Rebel
Alliance regularly refit and convert airspeeders into formidable weapon platforms for military use. The Rebellion, for
194
8
CLASSIC ADVENTURES
SKYHOPPER
Craft: Incom T-16 Skyhopper
Scale: Speeder
Length: 5.2 meters
Crew: 1
Passengers: 1
Cargo Capacity: 25 kilograms
Speed Code: 3D
Maneuverability: 3D
Body Strength: 2D+1
Weapons: None
Flight Ceiling: 150 kilometers
CLOUD CARS
Cloud cars are atmospheric flying vehicles which have both
repulsorlifts and ion engines. The double-pod design provides
pilot and passenger separate compartments, connected by a
boom-mounted ion engine. Cruising speed is 1,500 kilometers
per hour; the ceiling is approximately 250 kilometers.
195
CLASSIC ADVENTURES
SAIL BARGES
Sail barges are huge anti-gravity vessels used to cross large,
relatively flat surfaces. Using repulsorlift engines, a sail barge
can travel up to 100 kilometers per hour and cruise at a maximum ceiling of 10 meters. Sail barges are also equipped with
massive sails (hence the name) that can propel the giant craft
by wind power alone, reaching speeds of 30 kilometers per
hour.
Usually luxury vessels, sail barges are primarily used as
touring craft, for entertaining, or as vacation complexes. They
regularly traverse sand, water, and ice seas, providing passengers with the comforts of an expensive hotel while moving
across exotic terrain. One company known for its sail barge
vacation packages is Galaxy
Tours. But sail barge cruises
are expensive, usually underSAIL BARGE
taken only by wealthy busiCraft: Ubrikkian Luxury Sail Barge
nessmen, planetary royalty, or
Scale: Speeder
high-ranking Imperial officials.
Crew: 26
Cargo Capacity: 2,000 metric tons
Speed Code: 1D
Maneuverability: 0D
Body Strength: 2D
Weapons:
Heavy Blaster Cannon
Fire Control: 1D
Damage: 3D
Flight Ceiling: 10 kilometers
SKIFF
Craft: Ubrikkian Bantha II Cargo Skiff
Scale: Speeder
Crew: 1
Passengers: 16
Cargo Capacity: 120 metric tons
Speed Code: 1D
Maneuverability: 0D
Body Strength: 1D
Weapons: None
Flight Ceiling: 50 meters
196
SKIFFS
Long antigravity surface
vehicles, skiffs are utility craft
that are employed as cargo
carriers. Using repulsorlift
engines, skiffs can travel as
fast as 250 kilometers per
hour and cruise at a ceiling of
50 meters (depending on the
planet). Open-topped skiffs
are operated from the rear by
a tiller, with two steering
vanes to control direction.
Other instruments are built
into the tiller, allowing a pilot
full control from one vantage
point.
SPEEDER BIKES
Originally designed to serve as cheap, fast, ground-based
personal vehicles, speeder bikes quickly gained a significant
portion of the repulsorcraft market. Today there are few models that conform to the cheap prototype, as bigger, faster,
more-expensive designer models are the norm rather than the
exception.
Speeder bikes are one- or two-man repulsorlift vehicles
capable of traveling at high speeds across a planets surface.
Brands are numerous and models range from small recreational craft to armored military bikes.
Currently, the most popular speeder-bikes are produced by
Aratech, Ikas-Adno, and Mobquet; each has a model to suit
even the most demanding needs. Smaller than swoops but
more powerful than repulsorlift scooters, speeder bikes sacrifice altitude for speed. Low-altitude, high-speed maneuverability is probably the top selling feature of most models, and in
general their small size make them convenient and appropriate for most terrain types.
The basic speeder bike design includes a rear-mounted
engine with front-extended outriggings for balance and control. The driver and any passenger sit above the engine on a
specially constructed saddle which includes safety harnesses
and most secondary operation controls. Primary controls are
built into handlebar grips and foot pedals. Small directional
vanes, usually four in number, protrude from the outriggings.
Through manipulation of the hand-grips and pedals, the
driver controls his bikes speed and direction.
CLASSIC ADVENTURES
SWOOPS
Swoops are essentially high-powered engines with seats.
They are fast, more powerful than speeder bikes, and much
more difficult to operate. Swoops incorporate a repulsorlift
unit and an advanced turbothrust engine to create a veritable
speed machine. They can attain speeds of up to 600 kilometers per hour and have a
maximum flying ceiling of
400 kilometers.
These vehicles use handlebar accelerators, with
separate controls for lift,
thrust, and braking. The
pilots knees tuck into control auxiliaries that turn and
angle the craft. Powerful
thrusts
create
massive
acceleration and require the
pilot and any passenger to
be belted onto the swoop.
Without belts, riders would
be thrown from speeding
swoops.
Swoop racing is a very
popular spectator sport
within the Galactic Core
and throughout the more
advanced outer regions. It
SWOOP
Craft: Mobquet Nebulon-Q Swoop
Racer
Scale: Speeder
Crew: 1
Passengers: None
Cargo Capacity: 2 kilograms
Speed Code: 5D
Maneuverability: 4D
Body Strength: 1D
Weapons: None
Flight Ceiling: 400 kilometers
197
8
C hapter Eleven
CLASSIC ADVENTURES
IMPERIAL GROUND
ASSAULT VEHICLES
When the Empire designed its galactic war machine, it was
decided that to complement the massive fleets of Star
Destroyers and unending hordes of stormtroopers they would
need a surface attack vehicle of equal fury. But what form
should such a weapon take? Repulsorlifts were discounted,
because their size restrictions and untested stability did not
fit into the Imperial mold. Crawlers were dismissed as being
too slow and inelegant. And, finally, the varied terrains of
thousands of planets throughout the galaxy did not lend well
toward any type of wheeled transportation. So Imperial ingenuity developed the All Terrain Armored Transport the ATAT walker.
No other military force in the galaxy including the Rebel
Alliance has anything to equal these surface-based
mechanical monsters. They are deadly tributes to the Imperial mindset rule by fear.
In Star Wars: Classic Adventures ground assault vehicles
speed codes are in scale to creatures speed codes. However,
when they engage repulsorcraft or starfighters operating
within atmosphere, double the speed codes of the flying vehicles.
IMPERIAL AT-AT
Created as a ground-assault vehicle and troop transport,
the Imperial AT-AT, or walker, is a formidable weapon of war.
Over 15 meters tall, a walker moves quickly on its four massive legs. A pilot, gunner, and combat coordinator (commander) operate the vehicle. AT-ATs are heavily armed
quadrupedal armored vehicles with articulated control cabins
at the anterior. To beings from worlds with quadrupedal
198
CLASSIC ADVENTURES
AT-AT WALKER
AT-ST WALKER
IMPERIAL AT-ST
Imperial AT-STs, or scout walkers, were designed for reconnaissance and support for front line forces. Slightly more than
six meters tall, these two-legged scouts can travel fast across
open terrain. They are faster and more maneuverable than ATATs, but less heavily armed and armored.
In combat, they are used primarily to provide covering fire
when escorting Imperial stormtroopers on foot. When accompanying AT-ATs, they cover the flanks and mop up foot soldiers who evade the larger walkers weapons or attempt to
attack from underneath. They are often dropped from shuttle
barges, sent directly from Imperial garrisons, or carried
within AT-ATs for deployment once a battle commences.
Because of their speed and maneuverability on open
ground, scouts can be deadly in combat against infantry. Twin
swivel-mounted blaster cannons protrude from an AT-STs
chin section. Twin light blaster cannons are swivel-mounted
199
CLASSIC ADVENTURES
JUGGERNAUT
While newer, sleeker ground assault vehicles can be found
in service throughout the Galactic Core, older, less than perfect vehicles still see action throughout the Outer Rim Territories. The Juggernaut, called rolling slabs by troopers the
galaxy over, is a hulking, cumbersome assault vehicle that
nevertheless inspires fear in its opponents.
Dangerous and powerful looking, the Juggernaut has some
design problems that make it less than perfect. But it is available and does serve an adequate function. Moving across terrain on massive wheels, these huge vehicles can be awkward
to operate. The wheels on both ends of the Juggernaut turn
independently to navigate unusual terrain, and either end
may serve as the front. The coordination between the pilots
in both cockpits must be precise in order to keep the wheels
from taking contradictory angles. If this occurs, the vehicle
can lock up and become immobile. This has been known to
happen during the confusion of battle.
The reason for the dual steering stems from the amount of
time needed to turn the huge vehicle around. The Juggernaut
can reach respectable speeds when moving in a straight line,
but it is extremely slow to turn. Although faster than the
newer AT-AT walker (which drew some design elements from
the earlier Juggernaut), the Juggernaut has little of the
walkers flexibility. Its huge bump flexors provide adequate
shock support for the wheels, but a lack of traction and independent drive units leave the Juggernaut without maneuverability or momentum enough to manage certain terrain types.
A Juggernauts armor is its strongest point, along with the
weapons that jut from its surface. It has firepower equivalent
to a walker, and armor nearly as impenetrable.
While this vehicle is the predecessor to the AT-AT, it was
not commissioned by the Empire. These ground craft were
originally purchased by planetary governments and
crimelords during the waning days of the Republic to provide
the protection that was lacking at the time. They have since
been commandeered by the Empire for use in the Outer Rim
Territories.
JUGGERNAUT
Craft: Kuat Drive Yards HAVw A5 Juggernaut
Scale: Walker
Length: 21.8 meters
Skill: Ground vehicle operation
Crew: 8
Passengers: 50 (troops)
Cargo Capacity: 1 metric ton
Maneuverability: 0D
Speed Code: 2D+2
Body Strength: 5D
Weapons:
Three Heavy Laser Cannons (fire separately)
Fire Control: 2D
Damage:6D
One Medium Blaster Cannon
Fire Control: 1D
Damage: 4D
Two Concussion Grenade Launchers
Fire Control: 1D
Damage: 8D+1
200
Range in Meters
Short
Medium
Long
Damage
Code
Stun Pistol
Riot Gun
Hold-Out Blaster
Sporting Blaster
Blaster Pistol
Heavy Blaster Pistol
Hunting Blaster
Blaster Rifle
Blaster Carbine
Lt. Repeating Blaster
Med. Repeating Blaster
Hvy. Repeating Blaster
3D***
8D***
3D+1
3D+1
4D
5D
4D
5D
5D
6D
7D
8D
3-5
3-5
3-4
3-10
3-10
3-7
3-30
3-30
3-25
3-50
3-60
3-75
6-10
6-12
5-8
11-30
11-30
8-25
31-100
31-100
26-60
51-120
61-150
76-200
11-15
13-18
9-12
31-120
31-120
26-50
101-300
101-300
61-250
121-300
151-400
201-500
2D+2
2D+2
3D
3D
3D+1
4D
4D
3-10
3-4
3-10
3-15
3-30
3-10
3-10
11-30
5-8
11-30
16-45
31-100
11-50
11-30
31-50
9-12
31-100
46-125
101-300
51-100
31-50
3-7
3-4
4D
3-4
3-8
8D
8-20
5-6
3D
5-7
9-12
5D
21-50
7-10
2D
8-12
13-20
2D
Archaic Weapons
Crossbow, Longbow
Black-Powder Pistol
Musket
Slugthrower Pistol
Slugthrower Rifle
Sibmachinegun
Wookiee Bowcaster
Grenades
grenade
(hitting)
(damage)
thermal detonator
(hitting)
(damage)
5D*
10D*
Melee Weapons
Damage
Difficulty
Scale
Hands
STR
Very Easy (5)
Staff Or Club
STR+1D
Very Easy (5)
Gaderffii
STR+1D
Very Easy (5)
Spear
STR+1D+1
Easy (10)
Knife
STR+1
Very Easy (5)
Hatchet
STR+2
Easy (10)
Bayonet
STR+1D
Easy (10)
Vibroaxe
STR+2D
Moderate (15)
Vibroblade
STR+1D+2
Moderate (15)
Vibrobayonet
STR+1D+2
Easy (10)
Force Pike
STR+2D
Moderate (15)
Lightsaber
5D**
Difficult (20)
* Damage at point-blank range (see the Gamemaster's Guide)
** Characters with the control skill add skill code damage.
*** Stun damage only.
Anything less than 3 meters away is point-blank range for ranged
weapons.
3-5
3-5
3-5
6-10
3-5
6-10
6-10
11-15
11-15
6-10
11-15
16-20
Normal Damage
Stun Damage
2 DR < SR
DR < SR
DR SR
DR 2 SR
DR 3 SR
No effect
Stunned 1D
Wounded
Incapacitated
Mortally Wounded
No effect
Stunned 1D
Stunned 2D
Unconscious
Unconscious
Normal Damage
Ion Damage
2 DR < SR
DR < SR
DR SR
DR 2 SR
DR 3 SR
No effect
Lightly Damaged
Heavily Damaged
Severely Damaged
Destroyed
No effect
Loose shields/ionization
1D ionization
2D ionization
Dead in space
1D
1
2
3
4
5
6
Planetary Vehicle
Starship
Powerplant
Passenger Hit
Cargo Destroyed
Weapon System
Steering
Steering
Ion Drives
Passenger Hit/Cargo Destroyed
Hyperdrive/Nav Computer
Weapon System/Sensors
Shields
Lateral Thrusters
Results
Powerplant/Ion Drives: Vehicle cannot move; no speed or maneuver rolls
may be made
Passenger Hit: A randomly selected passenger is injured by the blast and
suffers 4D damage.
Cargo Destroyed: Some or all of the cargo (or equipment) carried on the
vehicle is destroyed. Randomly select which cargo is destroyed
Nav Computer: When the ship enters hyperspace, the astrogation
difficulty for a standard duration journey is Heroic (30), not Moderate
(15)
Hyperdrive: The ship may not enter hyperspace until the drives are
repaired.
Weapon System/Sensors: One weapon system or the sensor system
(gamemasters choice) is no longer working and cannot be fired or used.
Shields: The shields are no longer working; no shield rolls may be made.
Steering/Lateral Thrusters: The vehicle loses a great deal of
maneuverability; evasion rolls may still be made, but the maneuverability
code drops to zero.
1D-2D+
3D-4D+
5D+
Short
Range in Meters
Medium
Long
50-300
50-300
50-400
301-500
301-800
401-900
501-1,000
801-1,500
901-2,000
10-500
20-600
50-600
501-2,000
601-3,000
601-5,000
2,001-10,000
3,001-16,000
5,001-25,000
5
TARGET
1D-2D+
3D-4D+
5D+
Starfighter-Scale Weapons
Weapon
Short
Blaster
Missiles
Laser Cannon
Ion Cannon
Proton Torpedoes
Medium
&
DIRECTION
OF THROW
Long
200-10,000
250-4,000
200-5,000
5-5,000
500-15,000
10,001-20,000
4,001-17,000
5,001-25,000
5,001-15,000
20,001-35,000
17,001-30,000
25,001-50,000
15,001-75,000
3,000-25,000
5,000-30,000
2,000-20,000
1,000-10,000
25,001-60,500
30,001-70,000
20,001-50,000
10,001-30,000
60,001-125,000
70,001-150,000
50,001-100,000
30,001-60,000
Capital-Scale Weapons
Missiles
Turbolaser
Ion Cannon
Tractor Beam
Walker-Scale Weapons
Light Artillery
Medium Artillery
Heavy Artillery
Armor Type
PERSONAL ARMOR
Armor Code*
Stormtrooper armor
+1D
Protective helmet
+1
Protective vest
+1
Bounty Hunter Armor
+1D
Armored Spacesuit
+1D
* Reduces Dexterity and Dexterity codes by the same
amount.
ASTROGATION GAZETTEER
HEALING CHART
Medpac Difficulty Numbers
Scale
10
15
20
Wounded
Incapacitated
Mortally Wounded
6-10
11-15
16-20
Wounded
Incapacitated
Mortally Wounded
Natural Healing
Strength Roll
System
Yavin
Tatooine
Endor
Dantooine Dagobah
Alderaan
12
7
18
13
30
Bespin
22
16
32
22
27
Corellia
14
4
17
12
31
Dagobah
30
28
25
32
Dantooine
10
20
21
Endor
31
24
Tatooine
22
Corellia
6
6
Bespin
8
Result
Wounded
2-6
7-11
12+
Incapacitated
2-8
9-13
14+
incapacitated
no change
healed
ASTROGATION CHART
Route
Duration
dead
no change
wounded
3 hours
7 hours
14 hours
21 hours
30 hours
30+ hours
Modifiers
PROXIMITY
User and Target Are:
Modifier
+0
+2
+5
+7
+10
+15
+20*
+20*
In physical contact
In line of sight but not touching
Not in line of sight, 1-100 meters away
101m-10km away
11-1000km away
Same planet but more than 1000km away
Same star system but not on the same planet
Not in the same star system
RELATIONSHIP
User and Target Are:
+1-14 hours
+1-14 hours
multiplier
Difficulty
Difficulty # (Scale)
Standard journey
No nav computer
Hasty entry
Light Damage
Heavy Damage
Each extra hour taken
Each hour saved
15 (11-15)
30 (21-30)
+10
+2
+5
1
+1
Modifier
Roll 2D
2-3
Hyperdrive cut-out damage sustained
4
Radiation fluctuations
5-6
Hyperdrive cut-out no damage
7
Off-course
8
Mynocks
9-10
Close call
11
Collision severe damage sustained
12
Other mishap (gamemasters discretion)
See Gamemaster's Guide for details
IMPROVING EQUIPMENT
Combat
Situation
Difficulty
Number
+2
+2
+5
Terrain
In Light Cover
In Medium Cover
In Heavy Cover
In an Aperture Adjacent to Firer
Taking Cover in a Doorway
Taking Cover Behind a Window
Taking Cover Behind a Slit
+1
+2
+5
+1
+2
+3
+4
Skill points must be spent for each pip of improvement. The cost equals the
new die code (ignore +1's and +2's).
Scale
Character
Speeder
Walker
Starfighter
Capital Ship
Death Star
Hyperdrive Multiplier
Old Multiplier
+15
+10
+5
+2
+0
3
5
10
1 day
3 days
3 days
1 week
1 month
2 months
10
100
500
500
1,000,000
1,000,000,000
New Multiplier
3
2
1
5
10
20
40
4
3
2
1
Technology Roll
Pip Improvement Difficulty of technology Roll
1
2
3
4
5+
Difficulty Scale
3-5
6-10
11-15
16-20
21-30
Difficulty
Number
Difficulty
Scale
5
10
15
20
30
3-5
5-10
11-15
16-20
21-30
5
10
15
20
3-5
6-10
11-15
16-20
5
10
15
20
30
3-5
6-10
11-15
16-20
21-30
5
10
15
20
30
3-5
6-10
11-15
16-20
21-30
10
15
20
6-10
11-15
16-20
Very Easy
Easy
Moderate
Difficult
Very Difficult
Combat
Point-Blank Range
Short Range
Medium Range
Long Range
Knowledge
Everyone Knows
Common Knowledge
No Secret, But Not Widely Known
Specialized Knowledge
Expert Knowledge
General Knowledge
Pretty Ignorant
Knows a Little
Broad, General Knowledge
Specific, Detailed Knowledge
Truly Comprehensive Knowledge
Vehicle type:
MOVEMENT
Character/Creature
Walker
Wheeled/Tracked Vehicle
Landspeeder
Speederbike
Airspeeder/Starship/Swoop
(in atmosphere)
10 meters (running)
25 meters
50 meters per round
100 meters per round
150 meters per round
250 meters per round
Vehicle Modifiers
Vehicle is:
Modifier
Medpac Use
Wounded
Incapacitated
Mortally Wounded
Scale
Modifier
Running
1D
Sprinting
2D
Crawling
1D
Wounded
1D
Setting a blaster on stun
1D
Drawing a weapon
1D
Using a reaction skill
1D*
Performing a multiple action in
1D**
a round
* Additional each time used.
** Per number of actions after the first.
Distance Fallen
(meters)
Collision
(kph)
Damage
Code
3-6
7-12
13-18
19-30
31-50
51+
5-10
11-20
21-50
51-100
101-200
201-540
541-720
721-900
901+
3D
4D
5D
6D
8D
10D
11D
12D
14D
SCALE
Modifier*
Character
Speeder
2D
Walker
4D
Starfighter
6D
Capital
12D
Death Star
24D
*Use the difference between two scales to
get modifier.
Lower Against Higher.
Lower scale attacker adds modifier to
attack roll; if target dodges, just roll skill.
Higher scale target adds modifier to roll to
resist damage, lower scale weapon rolls
damage normally
Higher Against Lower.
Higher scale attacker rolls normal attack;
lower scale target adds modifier to dodge
roll.
Higher scale attacker adds modifier to
damage roll; lower scale target resists
damage normally.
MISCELLANEOUS DAMAGE
Type
Damage
4D
1D
9D
1D
9D
1D
2D+1
3D
Apertures
Throwing Through Door NOT Adjacent to Thrower
Throwing Through Window or Slit Not Adjacent to
Thrower
Terrain
Target Adjacent to Wall
Target in Heavy Cover
No Line of Sight to Target
Gravity
Thrower Not Familiar With Local Gravity
Throwing in Variable Gravity Field
Throwing from Rotating Object
Difficulty
Number
+2
+5
2
+2
+5
+2
+5
Damage Modifiers
Character on other side of:
Door or Window
Slit
Area Enclosed
Area in Vacuum
1D
2D
+1D
1D
Item
Melee Weapons
Avail.
Cost
Damage
Difficulty
Staff or Club
Spear
Gaderffii
Knife
Hatchet
Bayonet
Vibroaxe
Vibroblade
Vibrobayonet
Force Pike
Lightsaber**
1
2
3
1
1
2,F
2,R
2,F
2,F
2,R
4,X
15
60
50
25
35
75
500
250
300
500
STR+1D
STR+1D+1
STR+1D
STR+1
STR+2
STR+1D
STR+2D
STR+1D+2
STR+1D+2
STR+2D
5D*
5
10
5
5
10
10
15
15
10
15
20
Item
Ranged Weapons
Avail.
Cost
Damage
Black-Powder Pistol
Musket
Slugthrower Pistol
Slugthrower Rifle
Submachinegun
Crossbow, Longbow
Bowcaster
Stun Pistol
Riot Gun
Hold-Out Blaster
Sporting Blaster
Blaster Pistol
Heavy Blaster Pistol
Hunting Blaster
Blaster Rifle
Blaster Carbine
2,R
2,R
2.R
2,R
2,R
1,F
3,R
1,F
2,R
2,R
1,R
1,R
2,X
2,F
2,X
1,R
200
250
275
300
600
200
900
200
750
300
300
500
750
500
1,000
900
2D+2
3D
3D
3D+1
4D
2D+2
4D
3D*
8D*
3D+1
3D+1
4D
5D
4D
5D
5D
2,X
2,X
2,X
2,X
2,X
2,R
2,R
2,000
3,000
5,000
5,000
4,000
500
750
6D
7D
8D
3D (ionization)
6D
3D
4D
2,R
2,R
2,R
2,R
2,R
2,R
2,R
2,R
5,000
7,500
10,000
14,000
2,000
500
1,500
750
2D (speeder-scale)
3D (speeder-scale)
4D (speeder-scale)
7D (speeder-scale)
9D (speeder-scale)
8D (speeder-scale)
Grenades
Grenade Launcher
Personnel Mine
Vehicle Mine
Detonite
Standard Detonator
Timer Fuse
Remote Fuse
Thermal Detonator
1,R
2,X
2,X
2,X
1,R
1,R
1,R
2,R
2,X
200
500
500
750
100
50
50
100
2,000
5D
5D
5D (speeder-scale)
1D (speeder-scale)
10D
Item
Personal Armor
Avail.
Cost
Armor Code
Protective Helmet
Protective Vest
Stormtrooper Armor
Armored Spacesuit
Bounty Hunter Armor
2,F
2,F
2,X
2,R
2,R
300
300
2,500
2,000
2,500
+1
+1
1D
1D
1D
1
1
1
1
1
2
2
2
2
2
100
75
75
100
150
200
300
400
400
250
Heavy Weapons
Light Laser Cannon
Medium Laser Cannon
Heavy Laser Cannon
Light Ion Cannon
Proton Torpedo System
Proton Torpedo
Concussion Missile System
Concussion Missile
Explosives
Clothing
Work Clothes
Casual Cloths
Business Clothes
Formal Clothes
Local Uniform
Flame-Proof Suit
Exposure Suit (general)
Exposure Suit (arid)
Thermal Suite (cold)
Sub-Zero Parka
Item
High-G Suit
Wet Suit
Air Tanks
Oxygen Reprocessor
Mini Life-Support System
Space Suit (emergency)
Space Suit (utility)
Space Suit (high quality)
Avail.
Cost
1
1
1
1
200
400
600
800
1
1
1
1
1
1
1
1
1
1
1
1
1
1,R
150
50
50
75
25
50
50
75
30
10
200
200
200
200
1
3
1
100
3,000
100
4,F
4,F
4,F
4,F
4,F
4,F
4,F
1,000
2,000
2,000
2,750
2,750
5,000
4,000
2
2
2
2
2
5,000
4,000
3,000
3,000
1,000
1
1
1
1
1
25
100
50-500
50-500
50-500
1
2,R
2,R
2,X
2,F
1
1
100
1,000
2,000
5,000
500
500
1,000
1
1,R
1
1
1
1
1
2,X
1
1
2
2,R
2,R
1
1
100
25
50
25
100
10
100
250
200
30
750
400
650
15
2
2
2
2
2
2
2
2
2
400
400
100
300
1,000
1,000
1,500
2,000
Survival Tents
Single-person
Two-person
Four-person
Six-person
Tools
Power Scanner
Hydrospanner
Beam Drill
Fusion Cutter
Worklight
Plasma Welder
Vibropick
Vibrosaw
Power Prybar
Tool Harness
Computer Tool Kit
Droid Tool Kit
Vehicle Tool Kit
Security Systems Tool Kit
Medical Equipment
Medpac
Bacta Tank
Medicines
Cyborging
Replacement Hand
Replacement Arm
Replacement Leg
Replacement Eye
Replacement Ear
Replacement Heart
Replacement Lungs
Droids
First-Degree Droid
Second-Degree Droid
Third-Degree Droid
Fourth-Degree Droid
Fifth-Degree Droid
Droid Equipment
Restraining Bold
Control Device
Repair Services
Overhaul Services
Memory Wipe Services
Communications Devices
Comlink (Standard)
Comlink (Encryption I)
Comlink (Encryption I)
Comlink (Encryption I)
Comlink (Holographic)
Subspace Radio (small)
Subspace Radio (large)
Miscellaneous Gear
Ammo Bandolier
Blaster Power Pack
Breath Mask
Chronometer
Datapad
Glow Rod
Macrobinoculars
Quick Draw Holster
Rations
Recording Rod
Recording Rod (Holo)
Rocket Pack
Sensor Pack
Sleeping Bag
Syntherope
STARFIGHTER-SCALE SHIPS
Ship Type
Hyper.
Speed
Man.
Hull
Main Weapon
FC
Dam.
Z-95 Starfighter
3D+2
1D
4D
1D
3D
A-wing Starfighter
6D
4D
2D+2
3D
5D
B-wing Starfighter
3D
1D+1
3D
2 Triple Blasters
(fire linked)
2 Laser Cannons
(fire linked)
1 Laser Cannon
1D
7D
X-wing Starfighter
4D
3D
4D
3D
6D
Y-Wing Starfighter
(BTL-S3)
Y-Wing Starfighter
(BTL-A4)
TIE/ln Starfighter
3D+2
2D
2D+2
2D
5D
3D+2
2D
4D+1
2D
5D
5D
2D
2D
2D
TIE Interceptor
5D+2
3D+2
3D
TIE Bomber
3D
0D
4D+1
TIE Advanced
5D+2
1D+2
3D
2
3
2D
1D+2
1D
1D
4D
4D
Imperial Lambda-class
Shuttle
Imperial Sentinel-class
Landing Craft
AT-AT Shuttle Barge
Imperial Customs
Frigate
1D+1
1D
4D
2D
1D+2
4D+2
1D
4D
0D
1D
4D
5D
4 Laser Cannons
(fire linked)
2 Laser Cannons
(fire linked)
2 Laser Cannons
(fire linked)
2 Laser Cannons
(fire linked)
4 Laser Cannons
(fire linked)
2 Laser Cannons
(fire linked)
2 Blaster Cannons
(fire linked)
1 Laser Cannon
2 Twin Blasters
(fire separately)
3 Double Blasters
(fire separately)
8 Laser Cannons
(fire linked)
1 Laser Cannon
4 Laser Cannons
(fire separately)
Hyper.
Speed
Man.
Hull
2
3
3
2
2
2
1
2
3D
1D
1D
3D+1
3D
3D
3D
2D
1D
0D
0D
0D
2D
1D
2D
1D
5D+2
3D
2D+2
4D
4D
7D
6D
4D+2
Vehicle Type
Speed
Man.
Body Strength
FC
Dam.
Landspeeder
Sport Landspeeder
Patrol Landspeeder
Armored Transport
Light Repulsor Tank
Medium Repulsor Tank
Heavy Repulsor Tank
1D+2
2D
2D
1D
2D
1D+2
1D+1
2D+1
2D
2D
0D
1D+1
1D
0D
1D+2
2D
3D+2
4D
4D
4D+2
5D
Repeat Blaster
Repeat Blaster
Medium Blaster
Medium Laser
Heavy Laser
1D
1D
1D+1
1D+1
1D
3D
3D
4D
5D
6D
2D
3D
3D+2
0D
3D
3D
7D
2D+1
3D
2D
2D
4D+2
4D+2
Cloud Car
3D
2D+2
4D
1D
5D
Sail Barge
Skiff
Civilian Speeder Bike
Military Speeder Bike
Swoop
1D
1D
3D
4D
5D
0D
0D
3D
3D+2
4D
2D
1D
1D
2D
1D
Heavy Laser
Laser Cannons
(fire linked)
Blaster Cannons
(fire linked)
Blaster Cannon
Laser Cannon
1D
2D
3D
3D
Speed
Man.
Body Strength
AT-AT Walker
2D
0D
6D
AT-ST Walker
3D
0D
3D
2D+2
0D
5D
Ship Type
Medium Transport
Bulk Freighter
Container Ship
Passenger Liner
Corellian Corvette
Imperial Star Destroyer
Mon Calamari Cruiser
Nebulon-B Frigate
Secondary Weapon
FC
Dam.
Shield
Sensors
1D
7D
1D
1D
1D
1D
3D
9D
2D
1D
2D
9D
1D
1D
2D
9D
3D+2
1D
2D
9D
1D
1D
5D
Concussion
Missiles
Targeting
Jammer
Proton
Torpedoes
Proton
Torpedoes
Proton
Torpedoes
Proton
Torpedoes
1D
3D
6D
1D
2D
3D
3D+2
9D
1D
2D
6D
Concussion
Missiles
1D+1
1D
2D
2D
4D
4D
1D
1D
1D
2D
4D
3D+1
4D
1D+2
1D
3D
6D
3D
9D
2D
1D
1D
2D
1D
5D
Double Lasers
(fire linked)
Concussion
Missiles
Proton
Torpedoes
2D
9D
1D
3D
1D
2D
FC
Dam.
Shield
Sensors
2D+2
3D
2D
6D
3D
2D**
2D
1D
1D
1D
2D
3D
3D*
2D
1D
0D
1D
1D
2D
3D
2D
2D
CAPITAL-SCALE SHIPS
Main Weapon
FC
Dam.
Secondary Weapon
6 Turbolasers
60 Turbolasers
48 Turbolasers
12 Turbolasers
3D
4D
2D
3D
4D+2
5D
4D
4D
50 Ion Cannons
20 Ion Cannons
12 Laser Cannons
SPEEDER-SCALE VEHICLES
Main Weapon
Secondary Weapon
FC
Dam.
Flight Ceiling
1D+1
1D
3D+2
4D+1
1.5 m
2m
2m
1.5 m
2m
2m
1.5 m
2D
3D
150 km
175 km
100 km
10 km
50 m
10 m
25 m
350 km
Secondary Weapon
FC
Dam.
Flight Ceiling
Medium Blasters
(fire linked)
Medium Blasters
(fire linked)
Medium Blaster
2D
3D
1D
2D
1D
4D
Repeat Blaster
Repeating Blasters
(fire linked)
Power Harpoon
Juggernaut
Main Weapon
FC
Dam.
Heavy Lasers
(fire linked)
Twin Blasters
(fire linked)
Heavy Lasers
(fire linked)
2D
6D
1D
4D
2D
6D
CHARACTER TEMPLATES
Template Type
DEX
KNO
MEC
PER
STR
TEC
Alien Student/Force
2D+1 3D+1
2D
2D+1
3D
2D
1D 1D 1D
Aqualish (NPC)
2D+1 1D+1 2D+2
2D
2D
1D+1
Armchair Historian
3D
4D
2D+2 3D+2 2D+2
2D
Arrogant Noble
3D+1 2D+1 3D+2
3D
3D
2D+2
Bith (NPC)
1D
2D
2D+2 2D+2
1D
2D+2
Bounty Hunter
4D
2D+2 2D+2
3D
3D+2
2D
Brash Pilot
3D
2D
4D
3D
3D
3D
Chadra-Fan (NPC)
2D+1
1D
2D+1
3D
1D
2D+1
Devaronian (NPC)
2D
3D
1D
2D+2 2D+1
1D
Duros (NPC)
2D
1D+1
3D
1D+2
2D
2D
Ewok (PC)
3D+2
2D
2D+2
4D
3D
2D+2
Ewok (NPC)
2D+2
1D
1D+2
3D
2D
1D+2
Failed Jedi
2D+2 3D+1
2D
3D+1 2D+2
2D
1D 1D
Gambler
3D+2
3D
2D+1
4D
2D+2 2D+1
Gamorrean (NPC)
3D
1D
1D+1
2D
3D+2
1D
Gotal (NPC)*
1D+2
1D
1D
5D
2D+1
1D
Hutt (NPC)
1D
2D
2D
2D
3D
2D
Ithorian (NPC)
2D
2D+2 1D+1 2D+1
2D
1D+2
Jawa (NPC)
2D
2D
3D
1D
1D
3D
Kid
3D+2 2D+2
3D
3D+2 2D+1 2D+2
Laconic Scout
2D+2
4D
3D
2D
3D
3D+1
Loyal Retainer
3D
2D+2
3D
3D
3D+1
3D
Merc
3D+2 2D+2 2D+2 2D+2 3D+2
3D
Minor Jedi
3D
3D+2
2D
3D+1 2D+2 2D+1 1D
Old Senatorial
3D
4D
3D
4D
2D
2D
Outlaw
4D
3D
2D+2
2D
3D+1
3D
Pirate
3D+2
2D
3D+2
3D
2D+2
3D
Quarren (NPC)
2D
1D+2
2D
2D+1 2D+1 1D+2
Quixotic Jedi
3D+2 2D+1 2D+2
3D
3D
2D+1 1D
Retired Imperial Captain 2D+2
3D
3D+2 3D+1 2D+1
3D
Rodian (NPC)
3D
1D+2 1D+2
2D
2D+2
1D
Smuggler
3D+1 2D+1 3D+2
3D
3D
2D+2
Standard Human
2D
2D
2D
2D
2D
2D
Standard Specialist
All Attributes: 2D
Any 3 Skills: 4D
Sullustan (NPC)
2D
1D+1
3D
2D
2D
1D+2
Tongue-Tied Engineer
2D+1
4D
2D+2 2D+1 2D+2
4D
Tough Native
3D+2
2D
2D+1 3D+2
4D
2D+1
Twi'lek (NPC)
2D
2D
1D+2 3D+1
2D
1D
Wookiee (PC)
2D+2
2D
3D
2D
5D
3D+1
Wookiee (NPC)
1D+2
1D
2D
1D
4D
2D+1
Young Senatorial
3D
4D
2D+2 3D+1
3D
2D
(DEX)
DEXTERITY
blaster
brawling parry
dodge
grenade
heavy weapons
melee parry
melee weapon
sleight of hand
(PER)
PERCEPTION
bargain
command
con
gambling
hide/sneak
search
(KNO)
KNOWLEDGE
alien species
bureaucracy
cultures
languages
planetary systems
streetwise
survival
technology
(STR)
STRENGTH
brawling
climbing and jumping
lifting
stamina
swimming
(MEC)
MECHANICAL
astrogation
beast riding
com-scan
gunnery
repulsorlift operation
starship piloting
starship shields
(TEC)
TECHNICAL
comp. prog./repair
demolition
Droid prog./repair
first aid
repulsorlift repair
security
starship repair
Avail.
New
Used
Rental/
day
2,F
85,000
20,000
1,000
2,F
120,000
25,000
1,200+
2,F
100,000
25,000
1,200+
2,F
946,000
345,000
NA
3,F/R
120,000
45,000
NA
2,F
350,000
125,000
NA
3,X
175,000
NA
NA
Avail.
New
Used
Rental/
day
Ground Car
6,000
1,500
50
Landspeeder
10,000
2,000
75
Firespray
Patrol Craft
Medium
Transport
A-wing
Sport
Landspeeder
Swoop
15,000
5,000
90
B-wing
3,X
220,000
NA
NA
5,000
1,000
30
X-wing
3,X
150,000
75,000
NA
Speeder Bike
5,000
1,000
30
Y-wing
2, F/R
135,000
65,000
NA
Skyhopper
30,000
7,000
400
TIE/ln
1,X
60,000
25,000
NA
Cloud Car
75,000
30,000
750
TIE Interceptor
2,X
120,000
75,000
NA
Sail Barge
250,000
50,000
1,200
TIE Bomber
2,X
150,000
75,000
NA
Skiff
23,000
11,500
800
1,F/R
NA
45,000
NA
2,R
3.5
million
1.5
million
NA
Vehicles
Z-95 Headhunter
Corellian
Corvette
ALIEN STUDENT
OF THE FORCE
Character Template
Age .................................................
DEXTERITY.......................2D+1
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................3D+1
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL.......................2D
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION.....................2D+1
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................2D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
FORCE SKILLS
Control (1D)............................
Sense (1D)................................
Alter (1D).................................
Dark Side
Points
Wound
Status
Equipment:
one statuette, amulet or other trinket of obscure
mystical import
250 credits
ARROGANT NOBLE
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY.......................3D+1
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................2D+1
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................3D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................3D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL......................2D+2
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
several changes of clothing in the latest styles
hold-out blaster
one melee weapon of choice
personal landspeeder
2,000 credits
Dark Side
Points
Wound
Status
ARMCHAIR
HISTORIAN
Character Template
Age .................................................
DEXTERITY...........................3D
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................4D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................2D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION....................3D+2
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH.......................2D+2
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................2D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
Rebel uniform
blaster
comlink
1,000 credits
Background: You were a petty bureaucrat in a department (e.g., the Repulsorlift Vehicles Department) of the
(Planet) government until (Planet) was occupied by
Imperial stormtroopers. The Imperials purged the planetary government of anyone whose loyalty was tainted
including you, although you cant imagine why. You
barely got warning in time to flee.
Youre a military hobbyist. Youve never seen action,
but youve read everything on military history you
could get your hands on, youve viewed all the popular
holonet shows on military affairs, and youve followed
naval procurement policies closely. In your daydreams,
youve always seen yourself as a leader of soldiers a
major contrast to the mundane dreariness of life in an
overgrown bureaucracy. Youre not particularly excited
about the Rebellion it doesnt look to you like
theyve got much of a chance but, well, any port in a
storm.
Personality: Dry, a little dull. Although deficient in
weapons skills, youre likely to keep your head under
fire, and may eventually become a useful soldier.
A Quote: If Kreuge had only swept farther with the
right wing at Salvara instead of turning when he did,
the whole history of the Clone Wars would be different!
Connection With Other Characters: You might have
been a citizen of any Nobles or Senatorials planet. You
might have suspended a Brash Pilots landspeeder
license. You might have known the Outlaws family. You
have a real love/hate relationship with any military
character (Merc, Retired Captain, etc.): you admire the
character for his or her expertise, but you are convinced you know more about military strategy and can
do better.
Dark Side
Points
Wound
Status
BOUNTY HUNTER
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY..........................4D
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................2D+2
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................2D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
PERCEPTION........................3D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH.......................3D+2
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................2D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
heavy blaster
hold-out blaster
blaster pistol
thermal detonator
knife
another knife
protective vest
rocket pack
two medpacs
1,000 credits
Force
Points
Skill
Points
Dark Side
Points
Wound
Status
BRASH PILOT
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY...........................3D
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................2D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL.......................4D
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................3D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................3D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Dark Side
Points
Wound
Status
Equipment:
blaster
Rebel uniform
medpac
vacuum suit
1,000 credits
EWOK
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................3D+2
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................2D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................2D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................4D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL......................2D+2
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
spear
leather backpack
a collection of shiny objects
Dark Side
Points
Wound
Status
FAILED JEDI
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................2D+2
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Lightsaber................................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
KNOWLEDGE....................3D+1
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL.......................2D
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION.....................3D+1
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH.......................2D+2
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................2D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
FORCE SKILLS
Control (1D)............................
Sense (1D)................................
Dark Side
Points
Wound
Status
Equipment:
lightsaber
robes
bottle of rotgut
250 credits
GAMBLER
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................3D+2
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................3D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL....................2D+1
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................4D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH.......................2D+2
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL.......................2D+1
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
deck of cards
hold-out blaster
two sets of flashy clothes
1,000 credits
Background: The galaxy is your oyster. You can go anywhere, do anything. Youre never down and out permanently all you have to do is find an honest game of
chance, and theres gambling everywhere. Money
comes and money goes, but the game goes on.
Loveem and leaveem, thats your philosophy.
Youve never seen any point in settling down, not when
theres a starship leaving in an hour, a gambling table
in the lounge and new worlds to explore at the other
end of the journey.
Its a good life. Theres always something new to do,
always another game, always a fine meal or a top-notch
wine. Youve seen the cream of society and the dregs of
the galaxy, and youre comfortable with both.
Howd you get mixed up with the Rebellion? Well, its
more that you got mixed up with the Empire. A little
misunderstanding, and presto! Youre wanted on thirty
planets. Tough to handle.
Well, why not? The Rebellion looks pretty hopeless
right now, but its always got a chance Hey, youre a
gambler, right?
Personality: Charming, unfailingly polite, insouciant,
and insincere. You do extremely well with members of
the opposite sex.
A Quote: Anyone for an honest game of chance?
Connection With Other Characters: Youve kicked
around the galaxy a lot, and could have become friends
with or swindled any one of them.
Dark Side
Points
Wound
Status
KID
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................3D+2
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................2D+2
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL.......................3D
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION....................3D+2
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH........................2D+1
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL......................2D+2
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Dark Side
Points
Wound
Status
Equipment:
two bottles of fizzyglug
one packet candy
a small stone
length of string
a small animal (dead or alive your choice)
250 credits
LACONIC SCOUT
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................2D+2
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................4D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL.......................3D
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................2D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL.......................3D+1
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
2 medpacs
knife
blaster pistol
1,000 credits
backpack
weeks concentrated rations
Background: Never talked much. Never seen much reason to. Fact is, most of the time you dont have anyone
to talk to. Youre out under the high, wide skies of a virgin planet, pitting yourself against the wilderness. After
you come the settlers, the big corporations, the traders
civilization. But youre the one to open planets. You
find out what the dangers are, and how to deal with
them. You find out how to survive the strange weather,
dangerous beasts and rugged terrain of a whole new
world.
Youd be doing that still. But they wont let you. The
Empire has cut back on exploration; says its too expensive. You know the truth, though; freedom is an
artifact of a frontier. You cant control people when
they can always up and move. If, say, one wanted to
impose tyranny on a galaxy, theres only one way to do
it; stop them from upping and moving. Close the frontier.
Okay. So the Emperor wants to destroy your livelihood. He doesnt leave you with any alternative but
joining the Rebellion, does he? Youll be an asset, you
believe. You know a dozen planets like the back of your
hand, and you know how to survive in comfort
anywhere. Need to set up a base on, say, an ice planet?
You know how.
Personality: Youre laconic. Close-mouthed. You have a
strong sense of humor, which shows through frequently. Youre tough. Proud of your abilities. You take
a perverse delight in tormenting greenies.
A Quote: You call these bugs? Back on Danos V, they
got sting insects the size of a house.
Dark Side
Points
Wound
Status
LOYAL RETAINER
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY...........................3D
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................2D+2
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL.......................3D
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................3D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH........................3D+1
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................3D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Dark Side
Points
Wound
Status
Equipment:
several changes of clothing for just about any occasion
hold-out blaster
comlink
1,000 credits
THE MERC
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................3D+2
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................2D+2
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................2D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
PERCEPTION.....................2D+1
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH.......................3D+2
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................3D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
uniform of your unit
comlink
blaster rifle
backpack
melee weapon (your choice) protective helmet
2,000 credits
Force
Points
Skill
Points
Dark Side
Points
Wound
Status
MINOR JEDI
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY...........................3D
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Lightsaber................................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
KNOWLEDGE....................3D+2
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL.......................2D
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION.....................3D+1
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH.......................2D+2
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL.......................2D+1
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
FORCE SKILLS
Control (1D)............................
Dark Side
Points
Wound
Status
Equipment:
lightsaber
1,000 credits
MON CALAMARI
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY.......................3D+1
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................3D+1
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL....................2D+1
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
PERCEPTION.....................2D+1
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL......................3D+2
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
blaster pistol
uniform
comlink
1,000 credits
Force
Points
Skill
Points
Dark Side
Points
Wound
Status
OLD SENATORIAL
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY...........................3D
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................4D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL.......................3D
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................4D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................2D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................2D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
hold-out blaster
spartan clothing
comlink
2,000 credits
Dark Side
Points
Wound
Status
THE OUTLAW
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY..........................4D
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................3D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................2D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................2D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH........................3D+1
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................3D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
heavy blaster pistol
1,000 credits
Dark Side
Points
Wound
Status
PIRATE
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................3D+2
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................2D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................3D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................3D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH.......................2D+2
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................3D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
flashy clothes
comlink
lots of rings & things
vacuum suit
blaster
2,000 credits
saber (just for show damage code is Strength+1D+1)
Dark Side
Points
Wound
Status
QUIXOTIC JEDI
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................3D+2
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................2D+1
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................2D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................3D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL.......................2D+1
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
FORCE SKILLS
Sense (1D)................................
Dark Side
Points
Wound
Status
Equipment:
dueling sword (itll have to do until you find a real
lightsaber damage code is Strength+1D+1)
1,000 credits
RETIRED IMPERIAL
CAPTAIN
Character Template
Age .................................................
DEXTERITY......................2D+2
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................3D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................3D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
PERCEPTION.....................3D+1
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH........................2D+1
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................3D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
Imperial Navy uniform (slightly out of date)
blaster
2,000 credits
Force
Points
Skill
Points
Dark Side
Points
Wound
Status
SMUGGLER
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY.......................3D+1
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE....................2D+1
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................3D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................3D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL......................2D+2
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
stock light freighter
heavy blaster pistol
comlink
2,000 credits
25,000 credits in debt to a crime boss
Dark Side
Points
Wound
Status
TONGUE-TIED
ENGINEER
Character Template
Age .................................................
DEXTERITY.......................2D+1
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................4D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................2D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION.....................2D+1
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH.......................2D+2
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................4D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Dark Side
Points
Wound
Status
Equipment:
datapad
computer tool kit
R2 unit
1,000 credits
TOUGH NATIVE
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................3D+2
Black-Powder Pistol................
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
KNOWLEDGE........................2D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL....................2D+1
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION....................3D+2
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH...........................4D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL.......................2D+1
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
sword (damage code is Strength+1D+1)
black-powder pistol (see the Rebel Field Manual)
powder horn
large, floppy hat
extravagant clothing
500 credits
Background: Your native planet was settled a thousand years ago by shipwrecked spacers. It lost contact
with the galaxy, and its technology regressed. Only a
few years ago, your planet was rediscovered by free
traders smugglers, actually. Youre a little dazzled by
all these starships and ray-guns and such youre
much more at home with honest technologies that normal human beings can understand, like sailing ships,
rifles, zeppelins and gas lamps.
You grew up as an honest farmers child, taught to
fear the deity, love your parents, and serve your
monarch. You joined the Queens Own Grenadiers as a
youth, and saw a little action on one campaign. Your
Queen sent you (and others of her servants) to find out
more about the galaxy and what contact with it might
mean. You send her reports weekly but youre
increasingly worried. The Empire would crush your
planet like an insect. Joining the Rebellion may be your
planets only hope.
Personality: Loyal to your Queen; pious; and more
than a little flamboyant. You get into fights frequently,
which you enjoy, and also enjoy drinking others under
the table.
A Quote: En garde!
Connection With Other Characters: A Smuggler or
Pirate might have visited your planet, or transported
you from it. Any noble or senatorial might have visited
it on a diplomatic mission. You might have met any of
the low-life characters (Gambler, Bounty Hunter, Smuggler, Pirate, etc.) in a bar. The Laconic Scout might have
discovered your planet. You might be nobility on your
planet, and the Loyal Retainer yours.
Dark Side
Points
Wound
Status
WOOKIEE
Character Template
Character Name ..............................................................................
Player Name ....................................................................................
Height .............................. Weight .................................................
Sex ...................................
Age .................................................
DEXTERITY......................2D+2
Blaster......................................
Bowcaster................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
KNOWLEDGE........................2D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL.......................3D
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION........................2D
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH...........................5D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL.......................3D+1
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
bowcaster (see The Rebel Field Manual)
250 credits
Dark Side
Points
Wound
Status
YOUNG
SENATORIAL
Character Template
Age .................................................
DEXTERITY...........................3D
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE........................4D
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL...................2D+2
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
Force
Points
Skill
Points
PERCEPTION.....................3D+1
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
STRENGTH............................3D
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
TECHNICAL...........................2D
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
Equipment:
stylish clothing
hold-out blaster
comlink
1,000 credits
Dark Side
Points
Wound
Status
...........................................................................................................
...........................................................................................................
Character Template
Equipment:
................................................................................
................................................................................
................................................................................
................................................................................
................................................................................
................................................................................
Sex ...................................
Age .................................................
................................................................................
................................................................................
...........................................................................................................
...........................................................................................................
DEXTERITY...............................
Blaster......................................
Brawling Parry.........................
Dodge........................................
Grenade....................................
Heavy Weapon.........................
Melee Parry..............................
Melee Weapon.........................
Sleight of Hand........................
...................................................
KNOWLEDGE.............................
Alien Species............................
Bureaucracy.............................
Cultures....................................
Languages................................
Planetary Systems..................
Streetwise.................................
Survival....................................
Technology..............................
...................................................
MECHANICAL............................
Astrogation..............................
Beast Riding.............................
Com-Scan.................................
Repulsorlift Operation............
Gunnery....................................
Starship Piloting......................
Starship Shields.......................
...................................................
PERCEPTION.............................
Bargain.....................................
Command.................................
Con............................................
Gambling..................................
Hide/Sneak...............................
Search.......................................
...................................................
Background: ........................................................
................................................................................
................................................................................
................................................................................
................................................................................
................................................................................
................................................................................
................................................................................
STRENGTH................................
Brawling...................................
Climbing/Jumping...................
Lifting........................................
Stamina.....................................
Swimming.................................
...................................................
................................................................................
................................................................................
................................................................................
................................................................................
................................................................................
TECHNICAL...............................
Comp. Prog./Repair.................
Demolition................................
Droid Prog./Repair..................
First Aid....................................
Repulsorlift Repair..................
Security....................................
Starship Repair........................
...................................................
................................................................................
FORCE SKILLS
Control.....................................
Sense........................................
Alter..........................................
A Quote: ...............................................................
Personality: ..........................................................
................................................................................
................................................................................
................................................................................
................................................................................
................................................................................
................................................................................
................................................................................
Connection With Other Characters: ................
................................................................................
................................................................................
................................................................................
Force
Points
Skill
Points
Dark Side
Points
Wound
Status
................................................................................
................................................................................
Character Notes:
............................................................................................................
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Vehicles/Starships: ..............................................
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