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Species

Choose a species of sentient to play. The specific benefits vary, but should average out to the equivalent of a free Edge. The most common species is human (complete with free Edge), but there are around 20 million sentient species in the galaxy and each has their advantages. Droid characters automatically start with the Construct monstrous trait and the Outsider (animate property) hindrance. This is equal to a free Edge, so additional bonuses and penalties need to be balanced out (the Fantasy Companion or Sci-Fi Toolkits are useful). Other than species effects, all heroes are built by following the Savage Worlds: Explorers Edition core rules; then they are advanced to Seasoned rank.

Characters can speak (or at least understand) Basic and their native language (humans use either High Galactic or the dominant language of their homeworld as native). A hero has a number of additional languages equal to half their Smarts. Additional languages can be bought with an advance, at two per advance. Languages of the Galaxy While there are millions of languages, and billions of forms of communication, the following list covers the most common ones. Basic, Binary, Bocce, Bothese, Cerean, Dosh, Gamorrean, High Galactic, Huttese, Ithorese, Kel Dor, Mon Calamarian, Quarrenese, Rodese, Ryl, Shyriiwook, Sullustese, Zabrak

Skills

A couple of changes to the skill list are necessary to evoke the proper style and tone for Star Wars gaming. Athletics (Strength): This skill combines Climbing and Swimming. Characters in Star Wars are either athletic or not, and neither Climbing nor Swimming comes up enough to be worthwhile as a unique skill. Guts: This skill may be a trap! Ensure that players are not wasting skill points on this skill if it will not come up. If it is going to come up then ensure that it comes up regularly (every two or three sessions, or at least once per adventure). Investigation: This skill is the general purpose computer use skill. Combined with Security (see below), a character can accomplish almost any kind of software task. Security (Smarts): This is a renaming of the Lockpicking skill. When dealing with landmines and other explosives, use either a Security or Repair skill, whichever the GM decides is most appropriate for the given device. Survival: This skill may be a trap! Ensure that players are not wasting skill points on this skill if it will not come up. If it is going to come up then ensure that it comes up regularly (every two or three sessions, or at least once per adventure). Tracking: In addition to its normal functions, this skill is the one used to analyze sensor data. Of course, you have to be able to find the sensor data (Investigation) before you can analyze it, so most primitive woodsmen are horrible sensor officers. Vehicles (Agility): This skill is a combination of Boating, Driving, and Piloting. Control schemes in the galaxy are pretty identical, regardless of vehicle design. Also, anyone competent to control a vehicle also knows basic damage control procedures (see Boating in SW:EE). Languages While almost everyone can speak Galactic Basic, most characters can speak a great many other languages.

Hindrances

In addition to the Hindrances normally available, the following are approriate. All Thumbs (Major) Due to the prevalence of technology, All Thumbs is a Major Hindrance in Star Wars. Exotic Atmosphere Breather (Major) Although all the major races breathe the same atmosphere, not every alien comes from a homeworld with a similar mix of gases. Your hero cannot breathe without a regular supply of air suited to his particular biology. The hero begins to suffocate if he is exposed to any atmosphere other than his own. He must make a Vigor roll each round of exposure or suffer a level of Fatigue. An Incapacitated character dies in a number of rounds equal to half his Vigor. If someone can provide him with his natural atmosphere within five minutes of death, he can be resuscitated with a Healing roll at 4. Once your hero is breathing his own atmosphere, he recovers one Fatigue level every five minutes. Glass Jaw (Minor) Your hero has a glass jaw and cant take a solid hit. He suffers a 2 penalty to Soak rolls. Im With Him (Major) Not every alien is cut out for the heroic lifestyle. This character lacks what it takes to be a true hero and chooses to play second fiddle and stay out of the limelight. Characters with this Hindrance are still Wild Cardstheyre just the R2 to other characters Obi-Wan. The character may not purchase Combat Edges or allocate any skill points into Fighting, Shooting, or Throwing during character generation. The character may not take the Heroic Hindrance.

Sheep (Minor) Some people are happy being followers. The character receives a 2 penalty to Intimidation and Persuasion rolls. The character may not take any Leadership or Social Edges until he reaches Seasoned. Xenophobic (Minor/Major) Whether because of simple racial intolerance or past dealings, the character has a dislike of all species other than his own and finds dealing with them unpleasant at best. He suffers a 2 penalty to Charisma when dealing with aliens with the Minor version and 4 with the Major Hindrance. Openly voicing his xenophobic beliefs, something he finds hard to control, may lead to confrontation or ostracism.

Edges

The Arcane Background (Magic, Miracles, Psionics, and Superpowers), Champion, Holy/Unholy Warrior, Mentalist, Mr. Fix-it (though see Engineer), and Wizard Edges do not exist in Star Wars. Several of the Professional edges that deal with Arcane Backgrounds have been altered or rewritten. Arcane Resistance Edges are renamed Force Resistance, but otherwise unchanged. Hard to Kill is automatically provided to all Wild Cards (see Death, below). Background Edges Arcane Background (Force Sensitive) See the Force Section. Arcane Background (Tech Specialist) See Arcane Background (Weird Science). Combat Edges Bring Em On Requirements: Seasoned, Agility d8+, Notice d8+ Sometimes a hero finds himself outnumbered in a fight. Fortunately, the character has the perception and agility to handle multiple foes. Opponents gain no Gang Up bonus against the hero. Improved Rapid Fire Requirements: Veteran, Triple Tap You can use a non-fully automatic weapon to perform Suppressive Fire. Such use requires firing 5 shots from the weapon and only affects a Small Burst Template instead of a Medium one, but otherwise works as listed for Suppressive Fire. Iron Jaw Requirements: Novice, Vigor d8+ The hero can take a hit like he was made of durasteel. He gets +2 to Soak rolls. One Man Crew Requirements: Seasoned, Agility d8+, Vehicles d6+, Repair d6+, Shooting d6+

Operating multiple systems usually means moving about a cockpit. The character may operate two different ship systems (flying, gunnery, performing repairs, activating other system, or using the sensors) each round without incurring a multiaction penalty. Improved One Man Crew Requirements: Heroic, One Man Crew The character may operate three different starship systems each round without incurring a multiaction penalty. Scamper Requirements: Seasoned, Agility d8+, Small Opponents of man-size or larger subtract 1 from attack rolls against characters with this Edge. The benefit only applies when the character knows the attack is coming, is unbound and able to move freely, and has no encumbrance penalty. Starship Gunner Requirements: Seasoned, Shooting d10+ Being able to take out enemy starships with a well aimed shot takes training and a good eye. This hero has both. In starship combat, the character may modify his roll on the Critical Hit Table by 1 point either way, as he chooses. He does this after rolling the dice for the Critical Hit. Sucker Punch Requirements: Seasoned, Agility d6+, Fighting d8+, First Strike The character doesnt know the meaning of the words fair fight. If he succeeds in a Test of Will against an adjacent opponent, the character receives a free Fighting attack. This attack does not incur a multi-action penalty. Surefooted Requirements: Novice, Agility d8+ An explorer and hero often finds herself venturing into strange and dangerous locations. Scrambling to reach an artifact first, escape a hungry creature, or sprint to cover can mean the difference between life and death. Your hero is very talented at moving over broken terrain. She treats difficult ground as normal ground, and gets a +2 on any Climbing or Agility checks that may be needed. Trademark Starship Requirements: Novice, Vehicles d8+, Repair d8+, Shooting d8+ The character knows his ship like the back of his hand, and then some. When using one specific ship, the character gains a +1 bonus to Vehicles, Repair, and Shooting rolls. A character may take this Edge multiple times, but each time it must be applied to a different ship. If a Trademark Starship is destroyed, stolen, or otherwise permanently removed from the game, the hero can

switch this Edge to another ship, but it takes two weeks for the Edge to kick in. Triple Tap Requirements: Seasoned, Shooting d8+ This character is capable of pulling a trigger faster and retaining accuracy. He can use Double Tap with a weapon not normally capable of it (as long as the weapon does not needed to be reloaded between shots), and he can use Three Round Burst with a weapon capable of Double Tap. True Hero Requirements: Heroic, Wild Card, Iron Jaw When lesser men fall by the wayside, this hero just keeps soldiering on and on. Whenever the character takes enough wounds to make him Incapacitated, he may make a free Soak roll. Should the roll fail, the character may still spend a Destiny Point to make a Soak roll as normal. Leadership Edges Spurred On Requirements: Seasoned, Command, Fervor What happens to the hero inspires those around him to fight harder. If your character suffers a wound, all allies within 5 gain a +1 bonus to attack and damage rolls for the rest of the combat. Power Edges See the Force and Weird Science sections. Power Edges not already mentioned do still work. Professional Edges Camouflage Requirements: Novice, Stealth d6+, Survival d6+ You are a master of blending into your environment, even in the midst of a firefight. Improve any darkness benefits by 1. Foes trying to shoot you in Dim lighting are at -2 instead of the usual -1, and your Stealth rolls are at +2 instead of the usual +1. Card Sharp Requirements: Novice, Gambling d6+ A professional gambler knows how to stack the odds in his favor. When cheating during gambling, you are only detected on a critical failure. Demolitionist Requirements: Novice, Repair d4+, Security d6+ Youre an explosives expert. They are weapons of finesse in your hands, getting maximum bang for the charge. When setting a directional explosive device, increase the AP by 10. With a raise on the roll check to place it, increase the damage by +1 dice. Engineer Requirements: Novice, Smarts d8+, Repair d8+

With technology as prevalent and powerful as it is, those who can repair hi-tech gadgets are worth their weight in gold. Your hero is one such person. The engineer adds +2 to his Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, an engineer could finish the job in one-quarter the time with a raise. In addition, his knowledge allows him to make emergency repairs. Explorer Requirements: Novice, Vigor d6+, Survival d8+ There are two extremes of climate in the world, and this character has survived them both. He gains a +2 to Survival rolls. In addition, he adds +2 to resist the effects of hot and cold environments. Guardian Requirements: Novice, Agility d8+, Fighting d6+, Notice d6+ This character might be a professional bodyguard, a Jedi hero, or just intensely devoted; regardless he can jump in front of attacks intended for another. A character with this Edge must declare whom he is guarding at the beginning of any combat. As long as the guardian stays within 1 of the protected, any attack aimed at the protected is automatically rolled against the guardian instead. A guardian can switch protected during a battle, but doing so requires an action as the guardian re focuses his attention. The character receives a Destiny point each time he takes a wound (not Shaken) while defending another character (Extra or Wild Card) during a specific encounter. Mandalorian Requirements: Novice, Strength d6+, Spirit, d6+, Vigor d8+, Fighting d6+, Shooting d6+, Survival d6+, Tracking d6+, Vehicles d4+ Mandalorians are warriors of exceptional bravery and skill. While most are born into the various Mandalorian clans, any being can be inducted if they have the courage and skill to apply for and survive training. As a member of the clans of the Mandoade, he must swear binding oaths of honor to fight bravely and come when called to war even if it means his certain death. On acceptance into his clan, a mandalorian is gifted with the tools of his trade a blaster carbine, a basic jetpack, and a suit of heavy battle armor bearing his clan markings. In addition to these material rewards, Mandalorians gain a +2 to Intimidate and related Tricks. Additionally, he treats any armor worn as half its weight when determining encumbrance. Mandalorians speak Mandoa. Slicer

Requirements: Novice, Investigation d8+, Security d8+ You are a master of code, a ghost in the HoloNet, able to slice into enemy mainframes and computer systems with astonishing grace. Slicers gain +2 to Investigation, Security, and Repair rolls when dealing with software and programming. Space Hound Requirements: Novice, Agility d6+, Vigor d6+ Sometimes its necessary to venture outside of a starship in space, whether to make repairs or drive back boarders. A character with this Edge ignores the 1 penalty imposed by operating in zero gravity. Social Edges Barter Requirements: Novice, Smarts d8+, Streetwise d8+ The character has the knack for finding the right people when he needs to dispose of excess gear. On a successful Streetwise roll he finds a buyer willing to pay 50% of the gears value. A raise increases this to 75%. Normally gear is only resold for 25% of its value. Weird Edges I Have One Requirements: Wild Card, Novice, Luck Heroes are only human, or so humans say. Sometimes they forget things, like torches, rope, blaster charges, and the like. Once per session the hero may suddenly remember that he has a much-needed piece of equipment on his person. The item must be capable of being stored in the characters pocket or a bag and the Game Master has the final word on what can be found (for example, finding lockpicks the guards missed to aid an escape from prison may be acceptable if it fits the story). This Edge cannot be used during cliffhangers. Linguist Requirements: Novice, Smarts d6+ The hero has a knack for grasping the basics of languages. A character with this Edge starts with a number of languages equal to his Smarts die. In addition, he can make a Smarts roll at 2 to make himself understood in any language he has heard spoken for at least an hour.

Setting Rules

The following Setting Rules apply in Star Wars. Theres quite a few, but theyre simple to learn. To understand why we have them, you have to realize that Star Wars is space opera. Its a two-fisted pulp-style in the same tradition as Indiana Jones, The Rocketeer, or The Mummy. There is a lot of similarity between Han Solo and Rick OConnell. These rules are to emphasize that.

Bennies Destiny Points

Bennies are called Destiny Points in Star Wars, and they are a heros best friend. At the start of each combat or chase, give a Destiny Point to each PC that is below their starting Destiny Points.

Contacts

Usage: As individuals, Contacts are inferior to the Connections Edge. In general they can provide small items (a few magazines for a gun, a slicing rig, an unarmed vehicle) or aid (information or healing). They never supply a small army Star Wars is all about the heroes. The player is free to ask for whatever he wants, but the GM has final say over whats available. Example: The heroes land at Administrator Modens colony. He provides food, rest, and a chance to repair the ship. Laying groundwork for a future adventure, and to get the heroes moving for the next scene, he also extracts a promise from Harn to go see Lidda, soon. Contacts exist to provide a useful piece of gear or information, or help parties that are struggling to solve clues.

In the Empire Strikes Back, the Millenium Falcon needed repairs so Han Solo went to his old pal Lando Calrissian. This provided necessary aid and created an exciting environment for showdowns against Boba Fett and Darth Vader. Calling on old friends for favors is a staple of the genre. Letting the players come up with the contacts gives them a chance to showcase their own creativity, and gets them more involved with the events of the setting. Although the Connections Edge could represent such characters, these rules provide another option Contacts. Contacts, unlike Connections, are unique characters who exist in a fixed location. Allies that can be contacted anywhere, or have resources everywhere, are Connections and the PC should take that Edge. Limits: Once per adventure, one player may invent a Contact. A given hero may only invent a Contact once per Rank. This gives every player character a chance to develop several Contacts. (For small groups, the GM may want to remove this latter restriction.) The player should first seek the approval of his fellow players, including the Game Master, since they might have their own ideas for Contacts. Once hes got approval, the player needs to come up with a name, a reason his hero knows the Contact, and why the Contact is in the area. The GM has final approval and may tweak details to better fit the story. Example: The PCs are running from a powerful fleet, in need of supplies, rest, and major repairs to their ship. Harn Dados player decides to use a Contact to get them some aid; he invents Sten Moden, an old gambling friend that made good and is Administrator for a small mining colony, in a nearby system. The GM approves, but wants to complicate the relationship; she tells Harns player that he and Sten fell out after Harn seduced Lidda Moden, Stens beloved little sister.

Heroic Combat

Even limb-loss in Star Wars is temporary. The heroes may get beaten, chopped up, and tortured, but they always come back ready to set things right in a final showdown. As such, several special rules apply. Extras Damage: Extras get lucky but they arent important enough to kill heroes by themselves. As such, Extras damage rolls against Wild Cards never Ace. Thats right, the best a Storm Trooper with a repeating blaster (2d8) can do is 16 damage, which equates to no more than two or three wounds. Soaking: Star Wars heroes are favored by the Force, and expected to risk life and limb to escape virtually unharmed. Whenever a PC Wild Card Soaks all damage from an attack, his destiny point is instantly returned. While there are no guarantees, this encourages heroes to remove minor wounds as quickly as possible before they accumulate into major penalties. The GM should work to describe how these wounds were near-misses, or left the heros cloak with a new hole. Rapid Recovery: Every Wild Card hero recovers one wound automatically at the start of each new Act. Unconscious heroes wake up with 2 wounds just before the Act begins. No one is ever left out of the Act or carrying around crippling wound penalties from the beginning of the adventure. Injuries: Lasting injuries are always removed somehow. Prosthetic replacements, advanced therapy, or days in a Kolto tank. All injuries are removed as soon as all the wounds are healed. Never Ending Ammo At the end of every Scene, the heroes recover all of their spent ammunition and Force Points. This means that the heroes are never short of energy blasts and Force powers.

Death

Star Wars follows the pulp convention that villains and heroes rarely die. No matter how they are killed, Wild Cards just keep coming back for more. Maybe the hero found cover from the explosion and was only Incapacitated, or perhaps the villain has any army of clone replacements. Hard to Kill: All Wild Card characters automatically start with the Hard to Kill Edge. Further, the player characters cannot be killed by a failure or critical failure on the Incapacitation table. Dead heroes are rendered comatose for 1d6 days. They can be awakened by a Healing roll (-4), but only one attempt can be made per coma victim. Player Character death in Star Wars is possible, but it requires a Finishing Move against an Incapacitated hero. Such dastardly behavior is the hallmark of a true villain. Cinematic Death People die in Star Wars. However, its never messy (even being chopped by a spinning blade is mostly off-screen, we hear a scream and see a spray of blood). No gory descriptions, clothing is mostly unaffected, and no one bleeds profusely.

Many starships have energy shields. Energy shields normally have two settings, deflector and stabilizer. A ship has the indicated number of shield pods. Deflector shields are angled and charged to deflect incoming attacks. As an action, a character can make a Vehicles roll to activate the shield, like activating the deflection power. This charge is draining and quickly burns out the pod (it last for 3 rounds and requires a Repair roll to reset). Stabilizer shields absorb incoming damage, just like spending a destiny point to Soak. Use the operators Vehicles skill, as a free action, as the soak roll. This is in addition to any rolls from the Ace edge (Ace is getting the ship out of the way, while the shield pod attempts to negate the damage entirely). Gravity Every planet, regardless of size or spin, has gravity equivalent to that of Earth. Once a ship has left a planets atmosphere it is subject to micro gravity. All starships have artificial gravity, which automatically kicks in to maintain standard gravity within the ship, even when the hatches are open. Operating in micro gravity gives a 1 penalty to all Agility based rolls but doubles jumping distances. Space Brawls Heroes and villains may on occasion find themselves fighting outside of a ship while in space. Whether using rocket packs to make cavalry charges or magnetic clamps to fight on the top of a speeding cruiser, such daring behavior is part and parcel of the space opera tradition. Combatants using magnetic clamps to fight on a ships hull suffer a 1 penalty to all attack rolls per 20 of ship movement due to the inertia, in addition to micro gravity penalties. Crew Over board Characters trying to move around on top of a ship without using magnetic clamps must make a Strength roll each round with a 1 penalty per 20 of ship movement. Failure results in the character being blown overboard. Being lifted off the deck and thrown clear of the hull by some vile foe has the same effect. Hauling in a tethered character requires a Strength roll. Up to four characters may cooperate on this task. On a raise, the character is successfully dragged back aboard the ship. A success means the character is still outside the ship but does not suffer any injury. If the roll fails, or is not even attempted, the dangling character suffers 1d6 damage per 20 of ship movement each round from banging against the ships hull.

Surrendering

Sometimes the heroes need to surrender to move the plot along. Anytime the heroes surrender at a dramatically appropriate spot (usually obvious due to the number of Extras or the villain holding a blaster to someones head and saying Drop your weapons!) and go along with the villains demands, reward them with a Destiny Point.

Healing

Star Wars ignores unnecessary complications like xenobiology. So long as you have Healing you can patch up any organic life form without penalty. Repair is required to fix Droids.

Alien Languages

Although most inhabitants of Star Wars speak Galactic, aliens are more impressed when a member of a different race converses with them in their own language. Heroes who use the native language of another race receive +1 Charisma when dealing with members of that species.

Space Travel

The Star Wars galaxy may be finite, but few accurate maps exist, and there are no permanent hyperspace routes. This means that the GM can complicate space travel at his convenience. Shields

If the character has no tether, the pilot must fly to within 10 of the stranded character. A crewmember may then throw out a tether or magnetic grapple. This requires a Throwing roll, modified by 1 per 20 of movement (ships can hover in space). If successful, the floater grabs the tether and may be pulled in as above. Characters blown overboard in an atmosphere fall at a rate of 20 per round. Trying to fly under a falling character to let him drop through the door requires a successful Vehicles (4) roll. Failure results in a collision between the ship and the character. Characters in the vacuum of space take 2d6 damage the first round (from a Wild Card), and then 3d6 damage every round after the first. This counts as a Finishing Move when appropriate.

Trading

Characters in Star Wars are heroes, not merchants, so there are no detailed rules for carrying cargo between the various planets. Should the players decide they want to buy and sell cargo, use the following simple system. Buying: Purchasing cargo costs a base $400 per space; 2d6+3 spaces worth of cargo (called a consignment) are available each day on any planet. Make a cooperative Streetwise roll once per consignment. Each success and raise on the roll reduces the cost per space by $100 to a minimum of $100. Selling: Selling a cargo space of goods brings in a base $400 per space. Make a cooperative Streetwise roll once per consignment. Each success and raise on a cooperative Streetwise roll ups the unit price by $100 to a maximum of $700. Planets buy 2d6+3 cargo spaces per day. Goods cannot be resold on the same planet they were purchased.

Gear

Gear or equipment is a minor but important part of adventure in a galaxy far away. Start the characters with $500, though the most common currency in the Galaxy is the Credit.

Weapons

Ranged Weapons Blasters are the most common weapons in the Galaxy. Accurate: Designed for long-range target shooting, these are precision weapons. They reduce range penalties by 2. Auto: This weapon can be used for automatic fire. Crew #: This is the additional crew required to carry and emplace the weapon. Disintegrators: Illegal on every civilized planet, these weapons are terrifying. Any target Incapacitated by one is vaporized. Possession of one is a major crime in most systems. Ion: These weapons are remarkably effective against droids and computers, but essentially useless against organic targets. The damage is Non-Lethal and cant harm organics, but bypasses most forms of armor. Semi: This weapon can use the Double Tap technique. Stun: Weapons with this quality can be set to Stun. The damage is Non-Lethal. It can only be used within Close range, only with ROF one, and only on organic characters. Three Round Burst (3RB): This weapon has a special setting and can use the Three Round Burst technique. Hand Weapons Vibro Weapons: Vibro weapons are powered melee weapons, built with an ultrasonic generator that causes the blade to cut deeper and more grievously for the same effort. Light Saber: The principal weapon of the Jedi (and Sith), light sabers are terribly effective. They can carve through all but the heaviest armor, and most Jedi (and Sith) learn special techniques that earn these their place as signature weapons.

If a unique villain absolutely needs to have a big, powerful, suit of armor then look at the Power Armors found in SW:EE. If a particular campaign has a lot of heroes in armor then you may need the following Edge. Armored Warrior Requirements: Seasoned, Strength d8+, Vigor d8+ Extensive training and experience has taught you how to get the most out of your armor. Increase the armor bonus of any worn armor by 1 every other rank (1 at Novice, 2 at Veteran, and 3 at Legendary). Additionally, you treat armor as weighing half as much when determining encumbrance.

Mundane Gear

Armor

Armor is not used by heroes or citizenry. Wearing armor implies an expectation of needing armor, and no one wants to have gunfights start in the middle of their bar. But some dastardly villains utilize it to great extent, and its almost required for the army of faceless minions. So, here are common armors and what they do.
Type Light Battle Armor Heavy Battle Armor Storm Trooper Armor Armor +2 +3 +4 Weight 25 45 20 Cost $500 Mil Mil Notes Covers Torso; 50% Arms and Legs Covers Torso, Arms and Legs Covers entire body

Gear is a blanket term covering personal equipment other than weapons. A lot of standard sci-fi gear can be treated as standard gear found in Savage Worlds with little modification. For instance, a datapad may weigh less and have far more processing power than a 21st century version laptop, indeed it may even be worn about the wrist, but its still just a laptop. Manacles may be made of superhard alloy, but they still perform the same function. Dont worry too much about changing prices eithersuch things tend to stay relevant to average income. Adhesive Patches: Small squares made of the same material as spacesuits, adhesive patches are a quick puncture repair kit. One patch is required for each wound the wearer takes. As noted under spacesuits above, the suits self-sealing skin repairs punctures caused by Shaken results. Taking a patch from its storage packet and applying it is an action and takes an entire round. If the character wants to do it faster, he has to make an Agility roll. Binoculars: As well as providing variable magnification between 8x and 64x, these advanced binoculars also provide a readout displaying distance to target in yards and compass direction. The lenses are coated with a variable polymer film, which at the press of a button can rearrange its structure to provide Low Light or Infravision. Credit Sticks: Money on various planets may still be made of metal, or plastic, or it might use the civilized Credit. Regardless of the method, people still need to buy and sell goods. A credit stick in its most basic form is a thin plastic rod serving the same purpose as a modern day credit card. The stick is inserted into a reader, and a security number entered to credit or debit the stick. The stick itself is simply a tool for accessing the users funds. Credit sticks cost $10 but unless you make a habit of losing it, one stick lasts a lifetime.

Headset Communicator: A throat mike and ear piece, the headset can broadcast to a range of 5-miles. They can be operated hands-free and worn under clothing or armor. Language Translator: In a Galaxy full of aliens, the ability to understand and be understood is not to be ignored. Language translators can translate standard audio signals, as well as ultrahigh and ultra low frequencies, and languages based on smell, color, limb movements, touch, or pictorial representation. Translation is provided in text or audio form, as the user requires. Each translator has two ratingsone for the amount of language chips it can store, and one for its translation skill. Two chips are always requiredone for the users language, and one for the language he wishes to
Type Blaster Pistol Blaster Pistol, Heavy Blaster Pistol, Hold Out Blaster Pistol, Sporting Disintegrator Pistol Ion Pistol Slugthrower Pistol Blaster Carbine Blaster Rifle Blaster Rifle, Heavy Blaster Rifle, Sporting Disintegrator Rifle Ion Rifle Slugthrower Rifle Blaster, Light Repeating Blaster, Heavy Repeating Blaster, E-Web Flamethrower Bowcaster Type Combat Gloves Vibro Knife Vibro Blade Vibro Sword Vibro Ax Vibro Battle ax Vibro Great ax Force Pike Vibro Bayonet Light Saber Range 12/24/48 10/20/40 5/10/20 12/24/48 12/24/48 12/24/48 12/24/48 24/48/96 24/48/96 20/40/80 25/50/100 24/48/96 24/48/96 24/48/96 24/48/96 24/48/96 30/60/120 Cone 24/48/96 Weight 2 1 3 8 2 10 15 6 1 5 Damage 2d8 2d8+1 2d8 2d6 2d10 2d8 2d6 2d8 2d8 2d8+1 2d6 2d10 2d8 2d6 2d8 2d8+1 3d8 2d10 2d10 Cost $25 $50 $100 $300 $250 $300 $500 $150 $100 $1,000 ROF 1 1 1 1 1 1 1 3 2 2 1 1 2 1 5 5 5 1 1 Cost $200 $300 $200 $100 Mil $200 $50 $450 $500 $700 $200 Mil $300 $100 $700 Mil Mil Mil -

translate. Most advanced races sell language chips of their own language. The base cost is for a 2-chip capacity and a translation skill of d4. Extra chip capacity adds a further $100, while each die in translation adds $250, to a maximum of d12. Translators cannot translate unknown languages. Roll the translation skill whenever conveying nuances (to either speaker) is important. For obscure idioms, references, and puns, you may impose a penalty, generally -1 to -3. This is not a players Trait roll (though you can make the players roll it if you dont mind them knowing the dice results).

Weight 1 1 0.5 1 2 1 1 5 6 8 5 8 5 8 10 22 60 4 10

Shots 50 20 5 20 10 50 15 50 50 20 20 10 50 10 50 25 * 10 5

Min Str d6 d6 d6 d8 d8

Notes Semi, Stun Semi, Stun Semi Accurate , Semi Disintegrator, Semi Ion, Semi Rare, Semi Auto, Semi, Stun Auto, Stun, 3RB Auto, 3RB Accurate, Semi Disintegrator, Semi, 3RB Ion, Semi Rare Auto only, Snapfire Auto only, Snapfire Cannot move, Auto only, Crew 2 See SW:EE pg. 46 Rare

Damage Str+d4 Str+d4+2 Str+d6+2 Str+d8+2 Str+d6+2 Str+d8+2 Str+d10+2 Str+d6+2 Str+d4+2 2d6+8

Notes Counts as Unarmed Cannot be thrown

AP 1, Parry -1, 2-hands Parry +1, Reach 1, 2-hands if mounted, as Force Pike AP 12, no Min Strength

Item Binoculars Blaster Energy Pack Credit Stick Headset Communicator Language Translator Language Chip

Cost $250 $5 $10 $50 $200+ $20

Weight 4 0.5 2 3 -

Tech Creations - Gizmos

There are a large number of tinkerers and inventors in the Galaxy, past and present. Theyve created some truly strange and amazing devices, but few others are able to replicate them. These devices are the result of Weird Science, as practiced a long, long time ago. The practitioners of Weird Science are called Tech Specialists, and their creations are gizmos often named after the inventor. Generally, gizmos work as a Weird Science device, but dont have to worry about power points, are always on (or easily activated), and consistent in their benefits. Most provide only the basic effects of the power, but some are imbued with permanent raises. These fantastic gadgets are rarely (if ever) for sale, and their exact properties, history, and drawbacks are left to the Game Masters discretion. Occasionally one of the large corporations will mass produce one of these devices and sell it, revolutionizing the relevant field of endeavor, but after the inventor dies the plans become distorted and the manufacturing process ceases to work; eventually only a few near-legendary examples remain of this advanced science. Examples of such devices include the following. Adrenal Combat Drugs: These potent chemical cocktails provide a massive boost to the users metabolism. Different versions can boost Fighting, Strength, or Vigor by one step for three rounds. More advanced and expensive versions can boost them two steps. Very expensive drugs can provide the benefits of a combat edge, or certain combative background edges such as Quick or Berserk. A rare few provide the benefits of the quick or speed powers, sometimes with a raise. Cryoban Grenades: These handy devices generate a freezing blast that encases the victims in carbonite, binding them in place for some time. Treat this as the entangle power over a medium burst template, and the Throwing roll as the Arcane Skill, but the recovery roll is Vigor as the victims circulatory system restores full function to their body. Jet Pack: These utilitarian devices allow characters to fly for short durations. Standard models have ten units of fuel, and allow the user to fly at a pace of 6 (climb 3) for 1 fuel per round. He can fly at a pace of 12 (climb 6) for 2 fuel per round. Jet packs are bulky and weigh 10 pounds. Stealth Field Generators: These awesome belts allow a character to be practically invisible for a brief time. This functions as the invisibility power, but has a duration of three rounds. It can be reactivated as an action, though the benefits are limited. Targeting Visor: This expertly crafted visor can make a sharpshooter out of the most hopeless militia recruit, and a trick-shot showman out of an expert shooter. The

wearers Shooting skill is increased by two steps when the visor is activated.

The Force

The Force is a strange and mysterious energy. Despite thousands of years of study, scholars disagree on its exact nature. What is certain is that the Force is a powerful tool and weapon. Gifted individuals can control the Force to various degrees, allowing them to do the seemingly impossible. The Force has two game-mechanic aspects, Powers and Secrets. Powers are techniques and abilities that any Force-user can manifest. Secrets are special abilities and techniques far beyond what the uninitiated can do. Force Powers are almost universal. While any Force sensitive can attempt to use any power, success is difficult for the uninitiated. Simply, Powers are the standard Savage World powers. Using them is discussed below. Secrets are learned from mentors, by studying as a student of one of the various Force-using traditions, or by meditation and careful practice over an extended period. Secrets are represented by special Edges that usually come with special training requirements; to learn a Force Secret your character must have been trained in the appropriate tradition. Arcane Background (Force Sensitive) Requirements: Novice Arcane Skill: Use the Force (Spirit) Starting Force Points: 10 Starting Powers: 3 Force Sensitive characters have developed their talent with the Force and can use it to directly affect themselves and the world around them. This requires little beyond a focused act of willpower, though a small gesture is often helpful when focusing. A Force Sensitive has mastered certain Force Powers that are basic to her style and training. These are her starting powers. These powers are manifested at no penalty, are acquired by the New Powers Edge, and have their normal Rank restrictions applied. In addition, she may attempt to use any allowed powers, but at an increased danger to herself. The player simply selects the power desired, notes the Rank of the power and multiplies it by -2 (Novice is -2, Seasoned is -4, Veteran is -6, etc.) and applies that number as a penalty on her Use the Force roll. With success, the power is used as normal but costs zero Force Points. A raise doubles the duration (excluding Instant, Concentration, and Permanent powers). Failure results in a level of Fatigue. Force Backlash: When a Force Sensitive character rolls a 1 on her Use the Force die (regardless of her Wild Die), she is automatically Shaken. On a critical failure, she lets out a burst of raw Force that causes her to be Shaken

and all allies within a Large Burst Template must make a Spirit roll or be Shaken. This can cause a Wound. The Powers Most of the powers in SW:EE are suitable for Star Wars, though some require a bit of reimagining to fit the style. While some examples of the most common powers follow, there are a few powers that are completely inappropriate and banned. Banned powers include: environmental protection, healing (and greater healing), shape change, teleport, and zombie. Game Masters are free to ban any other powers that disrupt the tone and style of their games. Several other powers are rarely used outside of certain rare traditions. These include: barrier, beast friend, burrow, elemental manipulation, fly, invisibility, light, and obscure. The Game Masters permission is required to use these powers. Battle Strike See the Smite power. Dominate Mind See the Puppet power. Energy Resistance The Force Sensitive uses the Force to mitigate the energy of incoming attacks. Other than a mild glow when struck, this has no noticeable trapping. See the Armor power. Farseeing Rank: Seasoned Power Points: 3 Range: Special Duration: 1 (1/round) Trappings: A contemplative Trance. This power is used to monitor the status of loved ones and close companions who are far away. The target of this power must be personally known to the Force Sensitive; they must have met in person. With a success, you know if the target is alive or dead, and their basic emotional state if alive (troubled, in pain, happy, etc.). With a raise you can actually get an image of their immediate surroundings, and monitor them for a short time. Fear See the Fear power. Force Haze See the Conceal Arcana power. Force Lightning See the Burst power. The electrical trapping affects droids and heavily cybernetic characters (GMs judgment) with a level of Fatigue as well as the damage. Force Scream See the Burst power. This is a sonic trapping, ignoring most energy shields and armors. Force Slam

See the Burst power. This is a telekinesis trapping that knocks prone anyone Shaken or Wounded by the attack. Force Stun Rank: Novice Power Points: 2 Range: 12/24/48 Duration: Special Trappings: A gesture causes painful and distracting headaches. With a success, a target within range must make a Vigor roll (-2) or be Shaken. With a raise the victim must make a Vigor roll at -4. Rebuke See the Dispel power. This is generally used while on Hold. Sense the Force See the Detect Arcana power. Slow See the Entangle power. This is a telekinesis descriptor. Surge See the Speed power. Force Grip / Shock / Throw Light Saber / Wound See the Bolt power. The trappings vary wildly (using the Force to crush the target, hurling your light saber at the target, generating electrical bolts, using the Force to damage or destroy organs) and may have limitations and advantages as appropriate. For example, Throw Light Saber can only be used within 12, but has AP 12. Force Thrust / Move Object / Telekinetic Combat These powers are all variations on the Telekinesis power. Force Secret Edges Adept Spellcaster (Power) Requirements: Seasoned, AB (Force Sensitive), Dathomiri Witch Tradition If you take no other actions this round, you get a +2 on Use the Force to activate a Power. Battle Meditation (Weird) Requirements: Novice, AB (Force Sensitive), Jedi Tradition You have mastered the rare technique of using the Force to coordinate your allies in combat. Spend a Destiny Point as an action, and you cannot take any other actions. All Extra allies within your command radius have a +1 to all attacks for the rest of this encounter. This bonus is lost if you are Incapacitated. Improved Battle Meditation (Weird) Requirements: Heroic, Battle Meditation Followers benefitting from your Battle Meditation impose a -1 to be hit by attacks. When using Battle Meditation during a Mass Battle, you gain a +1 to your Mass Battle rolls. Dark Rage (Weird)

Requirements: Seasoned, AB (Force Sensitive), Fighting d8+ See the Berserk Edge. If a character has both then they can stack. Disciplined Mind (Power) Requirements: Seasoned, AB (Force Sensitivity), Use the Force d6+ When using area-effect Force Powers, you may exclude a number of targets equal to half your Spirit -1. Force Intuition (Weird) Requirements: Seasoned, AB (Force Sensitive), Use the Force d10+ By studying the ebb and flow of the Force in combat your hero has learned to anticipate combat actions. You gain the benefits of the Quick Edge. If your hero is already Quick then this does nothing. Force Cloak (Weird) Requirements: Novice, AB (Force Sensitive), Jensaarai Tradition As an action, you can surround yourself in a bubble of the Force, concealing yourself and all you carry from electronic detection. This does prevent you from using sensors or communicators while shielded. The cloak lasts as long as you maintain it, though doing so is an action. Improved Force Cloak (Weird) Requirements: Veteran, AB (Force Sensitive), Jensaarai Tradition, Stealth d8+ Your Force Cloak can surround up to four others within a Medium Burst Template of you. Any creature that moves beyond the template is no longer shielded. Force Mastery (Weird) Requirements: Veteran, AB (Force Sensitive), Spirit d8+, Investigation d6+, Knowledge (the Force) d8+, Jedi / Sith Tradition Jedi and Sith have long traditions of formalized academies, with extensive libraries that house the secrets of millennia of research on the Force. Extensive study has given them mastery over manifesting the Force. Each raise a Master gets on his Use the Force roll reduces the Force Point cost of the power by 1, minimum 1. The Master must have the points available to use the power normally before rolling. Force Trait (Weird) Requirements: Veteran, Arcane Background (Force Sensitive), any tradition You draw upon the Force to permanently improve your character, drastically. Increase one of your attributes (Agility, Smarts, Spirit, Strength, or Vigor) by two steps when you take this edge (d12 increases to d12+2). You may take this edge up to five times, once for each attribute. This edge does not affect skills at all.

Jedi Defense (Combat) Requirements: Novice, Arcane Background (Force Sensitive), Jedi/Sith Tradition, Fighting d6+, Notice d6+ Light sabers are famous for their ability to deflect blaster shots. You gain +1 Parry while armed with a sword-like weapon. Additionally, when using a light saber (or other reflective hand weapon, Game Master call) and aware of your attacker(s), opponents using ranged attacks against you have to hit your Parry defense instead of TN 4. Improved Jedi Defense (Combat) Requirements: Seasoned, Jedi Defense Having mastered blaster bolt deflection, your hero has moved on to reflection. When an opponent misses you with a blaster, you may reflect his ranged attack as a free action. Make a Use the Force check, modified by range and lighting (like you were firing the weapon); on a success you strike your attacker (or a target within a Medium Burst of yourself) and roll damage as if youd fired his weapon. A raise on this roll gives you +d6 damage. Successive reflections in a round have a -1 after the first. Jensaarai Armor (Weird) Requirements: Novice, AB (Force Sensitive), Jensaarai Tradition, Fighting d8+, Use the Force d8+ You have attuned one suit of armor with the Force. The armor bonus increases by 1. Additionally, it resists up to 12 points of Armor Penetration. These benefits only apply when you wear the armor. Mind Trick (Social) Requirements: Novice, AB (Force Sensitive), Persuasion d4+, Use the Force d6+ Your character has mastered the use of the Force to convince the weak-willed of the truth of his statements. You may make a Persuasion check that is not affected your Charisma. If your statements are not directly threatening to the target then you get a +4. Even unpalatable suggestions seems perfectly reasonable to the target(s), and he never questions his actions. If the targets attitude is adjusted to Friendly then he will accommodate your suggestion and happily move on with his life. This ability does not work on Wild Cards as they are too independently-minded. Power of the Dark Side (Power) Requirements: Novice , AB (Force Sensitive), any tradition When you spend a Destiny Point on a Trait roll, you may add +1d6 to the Trait roll instead of rerolling. Let the GM know when you do this. Resilience (Combat) Requirements: Veteran, AB (Force Sensitive), Jedi / Sith Tradition, Use the Force d8+

You ignore 1 point of wound penalties. This stacks with (Improved) Nerves of Steel. Sith Alchemy (Power) Requirements: Heroic, Arcane Background (Force Sensitive), Sith Tradition, Knowledge (chemistry and medicine) d8+, GM Permission Having studied the ancient Sith holocrons extensively, your villain has discovered the secrets of Sith Alchemy. He may use Force-infused chemicals, biological components, and mind-shattering torture to transform living subjects into powerful engines of destruction. Your villain may make Weird Science devices, using his Force Powers. Further, he may develop chemical infusions similar to those provided via the Chemist Edge. These may be used in conjunction to create monsters of ferocious power and mien, similar to the monster creation rules. GM approval is required.

Tech Specialist Weird Science

Arcane Background (Tech Specialist) Arcane Skill: Weird Science (Smarts) Starting Force Point: 10 (but see below) Starting Powers: 1 See the Arcane Background (Weird Science) in SW:EE, pg. 83-84. All Savage Worlds powers are available. The GM has final approval over which powers can and cannot be used. Power Edges Chemist Requirements: Novice, Arcane Background (Weird Science), Smarts d8+, Weird Science d8+ This Edge allows a Tech Specialist to manufacture drugs as one-shot devices. To create a drug, the chemist needs access to at least a small lab ($1000 and weighs 20 lbs), ingredients, and time. Creating a drug takes a number of hours equal to the Power Powers being invested. The monetary cost of the ingredients is equal to $100 per Power Point. At the end of the required time, the chemist pays the relevant Power Points and monetary costs, and rolls his Weird Science skill. Power Points invested in the drug recharge at the usual rate (normally one per hour). A chemist neednt take the drug to get his Power Points backgiven enough time, he can build up a supply of drugs for when he needs them. If the skill roll is successful, the drug is complete. It can be imbibed or injected as a single action by any living being, who then gains the benefits of the power. A basic combat drug, for example, might contain the boost trait power affecting the users Vigor. The effects of the drug are the same as the power. This includes any additional effects from raises on the original skill roll and any Power Points put in to extend the Duration. The GM has the final word on whether a power can be invested by a Chemist. Another way of creating drugs is to use Edges. The chemist neednt know the Edge he wishes to place in a drug, neither does he have to meet any of the requirements of the Edge. Investing Edges in drugs still requires Power Points. Each Rank of the Edge requires 2 points and each additional requirement add another point. If the Edge is an improved version, the chemist must place both Edges in the drug to get the improved effect. A Combat Calm drug that provided the benefits of Improved Level Headed would have to provide Level Headed. Level Headed is a seasoned edge (4 points) that requires a minimum Smarts (+1 point). Improved Level Headed is also seasoned (+4 points) for a total of 9 power points to create.

Drugs granting Edges last for 3 rounds. If the chemist wants a longer duration, he must add 1 Power Point for each extra round during manufacture. Finely Tuned Requirements: Seasoned, Arcane Background (Weird Science), Smarts d8+, Repair d8+, Weird Science d8+ The scientist has studied under the best masters in his field and has fine tuned his creations to maximum efficiency. Each raise a weird scientist gets on his activation roll reduces the cost of the power by 1 Power Point, to a minimum of 1. The gizmo must have the full points available to use the power in the first place before rolling. You only need to take this Edge once, not for each gizmo. Genius Requirements: Veteran, Wild Card, Smarts d10+, Repair d8+, Weird Science d10+ Having your gizmo malfunction just when you need it most is at best annoying, and at worse life-threatening. This scientist has built several fail-safes into his devices. The inventors gizmos malfunction only on a critical failure. You only need to take this Edge once, not for each gizmo. Super Scientist Requirements: Heroic, Smarts d10+, any two Knowledge (science related) skills d10+, Repair d10+, Weird Science d10+ Super Scientist allows a weird scientist to create gizmos which are always on, no longer requiring Power Points to use (infinite points), and can be used by anybody. When he first takes this Edge, he may try to promote one of his existing gizmos to permanent status. From then on, any time he buys a New Power, the gizmo may use these rules in addition to acquiring a new power. When the device is created, the creator makes a Weird Science roll at 4. Failure means the device works as a regular gizmo (so the hero doesnt lose out). A success means the gizmo has the regular power and can never gain any bonuses from an activation raise, but it no longer requires power points to use. A raise means the power forever activates with a raise (if desired by the user). Gizmos which are always on (an armored suit or chameleon cloak), dont require a Weird Science skill roll to activatebut may require an action to readythe suit must be put on, the cloak pulled over the wearer, and so on. Thus a chameleon cloak, which uses invisibility, could always be worn and require no activation roll but the wearer would always be invisible. Alternatively, such items could be easily activated and deactivated with the flick of a switch (no trait roll required). The cloak mention above, for instance, could have its chameleon powers activated by pressing a

button concealed in the clasp, allowing the wearer to disappear at will. The GM has the final word on whether items are truly passive or if they require some sort of minor user input. Gizmos requiring activation, such as an anti-matter cannon (blast) or cryoban grenades (entangle), require a suitable skill roll (Shooting for guns and Throwing for grenades, for example). Tinkerer Requirements: Seasoned, Repair d8+, Weird Science d10+ On taking this Edge, the scientist may craft (or modify) an item that adds +1 to the users relevant trait roll, increases the damage of a weapon by +1, or increases the bonus of armor by +1. No activation roll is required. Assuming the artificer is always fiddling with devices (not locked in prison, for example), and has adequate tools, he may make a Weird Science roll at 4 at the end of any session in which he advances. If successful, he adds another +1 to any item of his choice. This could be his own gun (bonus to Shooting), the clothing of another (bonus to Armor), or any other item of his choice. The item now adds that bonus to the users relevant trait or damage roll, or armor rating. No item may have more than a +3 bonus. Stacking: Bonuses from items dont stack, so a blaster pistol +3 (Shooting) wielded by someone with targeting goggles +2 (Shooting) gets only the highest of the two.

Game Master Section

If youre a player, stop reading right now. This information is only for Game Masters. Jedi Legend How do these rules accommodate the Jedi and their amazing abilities? The same way the setting does. Jedi are more experienced than their non-Jedi companions. Any starting Jedi characters are one rank higher than (and four advances beyond) the starting rank. Jedi heroes are the Republics trouble-shooters, having been adventuring since they were children. They are vastly more experienced than other characters, and more dangerous due to their wealth of training and Force powers. Mechanically, this gives Jedi characters enough advances to have the skills, edges, and powers they need to do about half of what people expect Jedi to be able to do. Falling to the Dark Side There are many ideas about why the Force can so completely corrupt those that wield it. Some maintain that there is a darkness within the Force, a powerful wellspring of negative emotions including anger, fear, and hate. Others maintain that the Force is completely neutral and that only the attitudes and motivations of the user determine the darkness of Force use. What none can deny is that powerful Force users have used the Force in selfish and emotional ways, and have become incapable of using it in any other way. At the Game Masters discretion, when a character uses the Force for evil, embraces the Power of the Dark Side (by using the Edge a certain number of times), or any other time he acts exceptionally unheroic, he acquires one of the following Hindrances. When he has all of them, take away his character sheet and tell him to make a new character. Youve got yourself a shiny new villain, one with a complete back story and a lot of history with the heroes. Have fun. Oh, and if one of the heroes already has some of these Hindrances then that just makes his trip to the Dark Side shorter than most: bloodthirsty, greedy, mean, overconfident, stubborn, ugly, vengeful (major).

In order to ensure the person they are trying to rescue isnt accidentally mown down in a hail of ray gun blasts the GM should make sure that any kidnap victim central to the plot is a Wild Card character. They dont have to be any use in combat (and its better if theyre the helpless sort who needs rescuing), but the wound levels given by Wild Card status give you a safety net. Alternatively, the GM can simply ignore the Innocent Bystander rule, which means they wont get hurt unless someone deliberately targets them. Villainous Thugs Of course, allies arent the only characters your heroes will meet during an adventure. Here are some tips for handling low status villainous NPCs. Henchmen Henchmen are a step above your standard Extra, but a step below Wild Cards. Theyre handy for giving the heroes a tougher opponent, but without all the perks of a Wild Card. To promote a villain up the ranks, simply let him spend Destiny Points (from your Common Pool) but keep everything as an Extra. If he needs a boost in toughness then give him some armor and the Hardy trait (increasing his kill me toughness by 4). Another method is to give him a Wild Die, but keep everything as an Extra. Alternately, if you want a tough foe that isnt especially threatening, give him three wound levels like a Wild Card but no Wild Die and no extra Destiny Points. Hoards of Extras Now, Star Wars is already fast, furious, and fun, and Extras dont take a lot to take down, but there is room for maneuvering. Even with such a fast system, a few bad die rolls can mean that Extras remain a threat for a long time, and a hoard of Extras armed with blaster pistols can cause a lot of damage to heroes in a very short time. One way of ensuring that Extras go down quickly is to remove the Shaken status. An Extra would either be healthy or knocked out. In short, if you equal or exceed an Extras Toughness, hes out of the fight. You dont have to use this for every Extra, just the real mooks that are totally incidental to the main plot. Fanatics You planned the climatic end-of-adventure battle to the last detail. The battle was set to be an epic struggle between the villain and his thugs and the heroes, all set to the ticking of a sun-crusher bomb countdown heading toward zero. What should have been a tense fight against the clock ended in two rounds as the gun-toting heroes blasted the villain to pieces and scattered the demoralized mooks.

NPCs
Important Victims At some point during your Star Wars adventures, someone important will probably get kidnapped. It might be the heros sidekick, the daughter of an eminent scientist, or the plucky reporter who has uncovered part of the villains background. Naturally, if theres been a kidnapping, the heroes are involved in the rescue attempt. Where there are heroes, theres usually a large amount of gunfire as well.

Heres a very simple trick for the GM to prevent the untimely death of villains. You can use this simply to extend a fight (so they get to use their cool powers) or to allow them a chance to get away (and come back later seeking revenge). Any Extra within 1 of a villain becomes fanatical, sacrificing his life so his master can live. Any attack made against the villain is instead made against one of the Extras of your choice, as he leaps in the way of the sword, fist, or laser blast with his masters name on it.

Cost: The cost is listed in thousands ($K), millions ($M), or billions ($B) of Credits.

Modifications

Concept

No one in their right mind would build a ship and then decide what to use it for. Before you start actually designing your ship, decide what its role will be. This will help you choose the elements that make up a ship. For instance, an anti-pirate interceptor needs to be relatively fast, have enough armor and weapons to handle most common threats, and maybe needs space for a marine boarding party, but it is unlikely to need a powerful FTL drive or a huge cargo bay. True combat ships, on the other hand, often sacrifice speed for superior armor and firepower.

Size

All ships are measured in vague terms rather than specific volume or mass. Choose a category from the Size Table. This details the vessels base speed, Toughness, Armor, the number of spaces, the base crew size, and the cost. Size: The size of a ship is relevant to other ships, not to individual people. Medium and larger vessels are assumed to have a Hyperdrive. Acc/Top Speed: The listed Acceleration and Top Speed is for ship-to-ship scale in space. Toughness and Armor: These work as normal. Handling: This is the modifier to Vehicles rolls due to the ships mass, inertia, and maneuverability. Spaces: Each space is an undefined measurement used for placing weaponry, marines, smaller vessels, and so on. Spaces not used on weapons and other add-ons become cargo spaces. Crew: The crew number includes the basic staff required to run the ship, and includes bridge crew, engineers, medics, supply officers, and such like. It does not include gunners or vehicle maintenance staff. Space for basic crew is already covered in the base costs and spaces available. As well as a sleeping area, it includes washrooms, showers, recreational facilities, kitchens, food stores, and everything else required to live in space for prolonged periods.

The stats on the Size Table are the ships basic levels. Additional modifications can be made, as shown on the Modification table. These are basic modsif you wanted, you could create stats for things like advanced medical suites, holding cells, and so on. Armor: Extra Armor can be fitted to the ship but must be done in whole spaces. Armor can be increased to a maximum of 50% of the vessels base Armor. A ships base Armor is part of its superstructureit cant be decreased. Cold Storage: Also known as freezers, cold berths, and hibernation pods, these are special suites designed to safeguard the crew from aging (and cabin-fever) during long voyages. Cold storage is generally reserved for emergencies, or even to ferry poorer passengers from world to world. Crew: For convenience, each weapon requires as many crewmembers as the number of spaces it fills if the weapons are to be fired simultaneously. A fighter, for example, has multiple weapons, but only one may be fired each round as there is only one crewman. Ship-carried vehicles, such as fighters or dropships, require two crew per vehicle, accounting for the pilot as well as mechanics or additional bridge staff. No additional space is required for extra crew as the weapon and vehicle space include the crewmembers quarters. Maneuvering Thrusters: Each level of this improves the ships Handling by +1. The space requirement is 2 x the ship size (1 to 5) x handling increase. Bigger ships pay a lot more for maneuverability, but have more room for it. Marines: Each space allocated to marines allows for 10 soldiers and their living space. Medical Bay: Each medical bay accommodates up to 10 patients in advanced treatment. Facilities include advanced surgical bays, full immersion healing tanks, and cybernetics bays. This allows for the treatment of any ailment, including permanent injuries, and negates up to 4 points of Medicine penalties inflicted by the ailments. Shield Pods: Energy shields normally have two settings, deflector and stabilizer. A ship has the indicated number of shield pods. Deflector shields are angled and charged to deflect incoming attacks. As an action, a character can make a Vehicles roll to activate the shield, like activating the deflection power. This charge quickly burns out the pod (it last for 3 rounds and requires a Repair roll and 1 hour to reset).

Stabilizer shields absorb incoming damage, just like spending a destiny point to Soak. Use the shield operators Vehicles skill, as a free action, as the soak roll. This is in addition to any rolls from the Ace edge (Ace is getting the ship out of the way, shields absorb the energy). Ship: Ships of Medium Size or over can carry smaller vessels, such as fighters, shuttles, dropships, or service tugs. The space requirement assumes one launch bay per ship. Speed: The base Acceleration of a ship can be increased or decreased by a maximum of 50% of the base . When increasing, more powerful engines are installed and so take up more space. Each 10 point reduction in Acceleration increases the number of available spaces by 1. This assumes the ship simply carries extra weight, and no cost saving is made. Remember, were trying to keep this Fast! Furious! Fun!

Vehicular Notes

Some of the standard Vehicular Notes can be applied to starships. These modifications dont use spaces, but they do cost money.

Weapons
Weapon Arrays
The starship weapons list assumes that weapons are individual pieces and fired independently. If you want to have them linked to fire in units, say as a dual laser cannon or quad turbo lasers, heres a quick and easy solution. All weapons must be the same specific type, only cannons can be linked, and no more than four (4) weapons can be grouped into a single array. Linked weapons share fire support computers and power systems, so they dont take up quite as much room as normal. Add the total spaces together, then halve the result. Reduce the crew required by half as well, since fewer gunners are needed. Damage increases by one die type per weapon in the array, with no maximum. AP remains unaltered. The weapons are striking a more concentrated area, but each weapon is no more powerful than if it were fired alone. Lastly, one Shooting roll is required to fire the linked array. Either they all hit, or they all miss. A list of generic all-era weapons follows. AMPD: Anti-Missile Point Defense cannons fire dozens, hundreds, even thousands of rounds at incoming projectiles, hoping to shoot them down. This functions just like the Anti-Missile Systems in Savage Worlds.

Bombs: Bombs are designed to be dropped onto targets and affect an area rather than individual targets. The pilot places as many templates on the battlefield as he wishes, to the maximum of his yield, and then makes a single Vehicles roll. If successful, the bombs explodes on target. With a failure, the bombing run is off-targetthe bombs deviate by 2d10 in a d12 direction, read as a clockface. All the bombs move the same distance and direction. Bombs can be used in space combat, but only by Small craft, such as fighters, and against targets that are Large or greater in size. In order to successfully bomb another ship, the pilot must maneuver his ship to be within 100. He must then make a Vehicles roll, modified for Unstable Platform, Fast Targets, and Size as normal. Starships can carry more than one payload of bombs and yet have only a single bomb bay. Every spare load takes up 1 space, but only one batch may be fired each round. Bombs only reload when the launcher is empty. Make a note of how many reloads the ship is carrying on the Vehicle Sheet. Energy Cannon: This is a generic term covering everything from the ubiquitous laser cannons to more exotic energy weapons. Ion Cannon: An ion cannon is designed to cause a temporary blackout aboard a target vessel by frying its electronics. Roll damage as normal, but apply it only to the ships base Toughness (ignoring Armor). A Shaken result fries the electronics until the crew makes a group Repair roll. During this time, the ship cannot perform maneuvers (other than flying straight) or fire its weapons. For each wound inflicted, the crew must wait one additional round before they can attempt a Repair roll. Additional ion damage inflicted before the system is repaired simply increases the delay by one round per Shaken and wound result. Missiles / Torpedoes: Missiles work as per the Savage Worlds rules. Each missile launcher contains four warheads and firing multiple warheads at the same target does not incur a multi-action penalty. Starships may also carry spare missiles. A single space can accommodate 8 missiles. Reloading is effectively instant, allowing missiles to be fired each round. Missiles only reload when the launcher is empty. Make a note of how many spare missiles the ship is carrying on the Vehicle Sheet. Ruin Maker Bombs: Each one demolishes a 5 square mile area, destroying most everything but ultra-hardened targets. These powerful weapons cannot be used in space.

Spinal Mounts: As the name implies, spinal mounts run down the core of a ship. Unlike most other weapons, they can only fire in the direction the ship is facing. In your era a spinal mount may fire a huge projectile, a laser, or even a gravity pulse. Tractor Beam: Tractor beams are designed to ensnare other vessels and prevent them from escaping by preventing their engines from functioning correctly. Damage is rolled against the ships base Toughness (ignoring Armor). For each wound inflicted, the targets base Acc is reduced by one-quarter (rounded down) so long as the hold is maintained. Multiple tractor beams produce cumulative effects. Each round, the target may make a Vehicles roll opposed by the attackers Shooting to escape the tractor beam. If the pilot can move behind a large intervening object,

such as a ship at least one size category larger than his own vessel, the lock is automatically broken (and does not affect the intervening object). If he rolls a 1 on his Vehicles roll (ignoring the Wild Die), he has overstressed his engines. Treat this as an Engine Critical Hit (but do not inflict an actual wound on the ship). One roll must be made for each tractor beam locked onto the ship, but this does not incur a multiaction penalty. Tractor beams take up space depending on the largest vessel they can affect. Each category requires 2 spaces to be devoted to the weapon. For example, a large ship could affect a huge vessel, such as a cruiser, by allocating 8 spaces to this weapon. When you write up the ship, make a note of the maximum vessel it can affect.

Size
Size Small Medium Large Huge Gargantuan Type Armor Cold Storage Maneuvering Thrusters Marines Medical Bay Shield Pods Ships Smuggling Compartments Speed (Acc/TS) Acc/TS 200 / 1200 150 / 1100 100 / 1000 75 / 900 50 / 800 Toughness 10 15 19 26 30 Cost $2K* $50K $2K / Space $10K $100K $30K+ As ship $5K / Space $10K* Armor 4 5 6 10 12 Spaces 5 15 25 40 100 Handling +1 +0 -1 -2 -4 Crew 1 5 10 50 100 Cost $5K $10K $100K $500K $2M Notes Can carry Small ships Can carry Small ships Can carry Small or Medium ships Can carry Small or Medium ships

Modifications
Space Used +3 Armor / 1* 1 2* +10 Marines / 1 +10 Patients / 1 1 Pod / 1 2 (small) or 4 (medium) 1+ +10 Acc / +100 TS / 1 Notes Cost is per base Space of the ship. Maximum increase is 100% 10 Berths Each iteration increases Handling by +1 Includes quarters, armories, and so forth Includes surgical bays, bacta tanks, and cybernetics labs See Notes Dropships, fighters, and shuttles Turns one cargo space into a concealed cargo space

Maximum increase 50%. Can decrease for space at no cost * Per base Space of the ship. For example, if you want to add +6 Armor to a large ship, the cost is $2K x 2 x 25 =$100K, and it consumes 1 x 2 x 2 = 4 Spaces. Increasing Acc by 10 would cost $250K.

Starship Notes
Type AMCM Atmospheric Fixed Gun Heavy Armor Heavy Weapon Cost See weapons $15K Notes See Weapons Atmospheric craft have a Climb rate equal to one-quarter of their Acceleration (round down). Usually applies only to fighter weapons and spinal mounts All ships have Heavy Armor All starship weapons are Heavy Weapons

Improved $10K* Stabilizer Spacecraft $5K* Stabilizer * Per space the weapon uses. Starship Weapons Type Cannons Ion Cannon Laser Cannon Turbo Lasers Mass Drivers Tractor Beam Missiles Light Missile Battery Heavy Missile Battery Torpedoes Light Torpedo Heavy Torpedo Spinal Mounts Light Spinal Mount Heavy Spinal Mount Anti-Missile Counter Measures Basic AMCM Advanced AMCM Anti-Missile Point Defense Dropped Ordnance Small Bombs Medium Bombs Large Bombs

Negates Unstable Platform penalty for a specific weapon system All starships are Spacecraft Negates 1 point of the Unstable Platform penalty for a specific weapon system

Range 100/200/400 100/200/400 100/200/400 75/150/300 30/60/120

Damage ROF 3d6 4d6 3d6 4d8 4d6 1 1 3 2 1 1-4 1-4 1 1

Spaces Cost 1 1 1 2 2* 1 2 1 1 $100K $100K $100K $25K $100K* $100K $100K $100K $200K $1M $2M

Notes See Notes AP 6 AP 6 AP 8 See Notes See Notes See Notes AP 140 AP 200 AP30; See Notes AP 50; See Notes

200/400/800 3d6 200/400/800 4d6 150/300/600 4d10 200/400/800 6d10 500/1k/2k 1k/2k/4k 6d10 10d10

1/3rds 7 1/5rds 10

200/400/800 200/400/800 200/400/800 3d6 Atmospheric Atmospheric Atmospheric 3d8 4d8 5d8

1 3 6 8 4 2

1 1 1 2 2 2 2

$5K $10K $5K $20K $20K $20K $5M

See Savage Worlds See Savage Worlds See Notes AP 20, Small Burst Template, See Notes AP 40, Medium Burst Template, See Notes AP 80, Large Burst Template, See Notes See Notes

Ruin Maker Bomb Orbital Special 1 * per size category of the maximum ship the weapon can affect.

Batteries (and the Tabletop)

Attacks by batteries are conducted as Suppressive Fire attacks with a few special changes. Batteries have a single damage and AP rating, as well as a burst template notation. Due to capital ships huge size and inability to turn quickly, batteries have limited arcs of fi re. A ship is divided simply into port and starboard by imaginary lines drawn through the center of the ship. The center of a batterys template must be placed on the appropriate side of the vessel. Templates cannot overlap, though they may be placed touching. Just place the appropriate templates and conduct the attack normally.

Cruisers and battleships, otherwise known as capital ships, are equipped with huge cannons. Theyre ideal for blasting away at equally large ships, but too slow to react against smaller, more maneuverable vessels, such as the one the heroes own. Instead of fi ring individual weapons against small craft, these hulking ships use batteries of cannons to saturate an area of space. Likewise, they are too large for a small craft to damage, even with lucky shots. As such, we use them as hazards to avoid, not enemy vehicles the players must destroy. Make sure your players are aware of this before they start their attack run!

Each battery may fi re once per round. There are no Autofire or Unstable Platform penalties. Missed attacks use the deviation rules. The effects of a battery remain in play until its next action card. Any ship which enters the affected area during this time must roll to avoid being hit. Pilots of ships in threatened areas need to make a Vehicles roll as a free action to avoid the attack. This replaces the usual Spirit roll.

A solid bomber built from a basic fighter design, this craft is capable of supporting infantry assaults with its payload of 6 bombs. Acc/Top Speed: 200/1200; Climb: 50; Toughness: 14 (4); Handling: +1; Crew: 2; Size: Small; Cost: $280K Notes: Atmospheric, Spacecraft Weapons: Linked laser cannons (5d6, AP 6, Improved Stabilizer) Medium bombs (no spares) Large bombs (no spares)

Batteries (and Chases)

These rules are slight adjustments to those above and account for the differences between tabletop combat and the abstract Chase rules. Unless otherwise noted, the above rules apply equally in Chases. A battery with a Small Burst Template affects one Range Increment within range, but gives the pilot a +1 bonus to avoid being hit. This is because the lesser number of guns cant cover the entire Range Increment. A Medium Burst Template targets one entire Range Increment, while a Large Burst Template targets two adjacent Range Increments (use the range modifier for the furthest one). Batteries cannot overlap Range Increments, though they can target adjacent ones. A capitol ship may fire into its own Range Increment without hitting itself. Only one battery may fire at a given Range Increment marker. A maximum of one-quarter (rounded up) of a ships batteries may fire in front of it and one-quarter behind it. When firing on its own Range Increment, the position of target ships will determine which battery is used.

Fighter, Light A standard short-range space fighter designed to protect capital ships or fly patrols. Acc/Top Speed: 200/1200; Climb: 50; Toughness: 14 (4); Handling: +1; Crew: 1; Size: Small; Cost: $240K Notes: Atmospheric, Spacecraft Weapons: Linked laser cannons (5d6, AP 6, Improved Stabilizer)

Fighter, Interceptor A long-range, high-speed interceptor fighter, these are ideal for planetary defense or pirate hunting. Acc/Top Speed: 220/1400; Climb: 55; Toughness: 14 (4); Handling: +1; Crew: 1; Size: Small; Cost: $370K Notes: Atmospheric, Spacecraft, Speed (2), Shield (1) Weapons: Linked laser cannons (5d6, AP 6, Improved Stabilizer)

Sample Starships
Assault Dropship A light dropship designed for ship-to-ship boarding actions or surgical infantry assaults planet-side. The turbo laser gives it limited fire-support capability. Given the temporary nature of the transport, an entire platoon (30 troops) can be carried in each allocated space. Acc/Top Speed: 200/1200; Climb: 50; Toughness: 14 (4); Handling: +1; Crew: 2; Size: Small; Cost: $170K Notes: Atmospheric, Spacecraft, Marines (60) Weapons: Basic AMCM x2 Turbo laser cannon (3d6, ROF 3, AP 6, Improved Stabilizer)

Fighter, Heavy Fast, tough, well-armed, and equipped with two shield pods, this is the peak of fighter performance. Generally reserved for elite pilots, these craft are capable against almost any ship in the Galaxy. Acc/Top Speed: 200/1200; Climb: 50; Toughness: 14 (4); Handling: +1; Crew: 2; Size: Small; Cost: $500K Notes: Atmospheric, Hyperdrive x1, Spacecraft, Shield (2) Weapons: Linked laser cannons (5d6, AP 6, Improved Stabilizer) 2x Light torpedoes (no spares)

Bomber

Freighter, Light The typical vessel of independent merchants or small freight companies, these vessels are often unarmed unless operating in sectors known to be haunted by pirates. Acc/Top Speed: 150/1100; Climb: 35; Toughness: 20 (5); Handling: +0; Crew: 5; Size: Medium; Cost: $35K

Notes: Atmospheric, Cargo Bay (13 + 2 spaces of concealed cargo), Hyperdrive x3, Spacecraft Freighter, Medium Better armed than a light freighter, the medium freighter includes a shield pod and other features to aid survival in a hostile galaxy. Not to be confused with a true warship, medium freighters try to avoid trouble (they cant fight anything bigger than a fighter). Acc/Top Speed: 150/1100; Climb: 35; Toughness: 25 (6); Handling: 1; Crew: 12; Size: Large; Cost: $140K Notes: Atmospheric, Cargo Bay (20 cargo spaces), Hyperdrive x4, Spacecraft, Shield (3) Weapons: 2 Turret-mounted laser cannon (4d6, AP 6, Stabilizer)

Freighter, Heavy Heavy freighters are designed to carry bulk cargoes loaded in orbit and are normally owned by megacorporations. They have minimal firepower, but carry an array of missile countermeasures. They carry no gunners, requiring the crew to double-up when needed. Acc/Top Speed: 75/900; Climb: 15; Toughness: 36 (10); Handling: -2; Crew: 50; Size: Huge; Cost: $925K Notes: Cargo Bay (36 cargo spaces), Hyperdrive x3, Spacecraft Weapons: Turret-mounted Laser cannon (4d6, AP 6) x4 AMCM x5

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