Character, Force and Dark Side points
Force points are rewarded as described on page 84. Dark Side characters only receive Force points when they spend a Force point to do evil at the dramatically appropriate moment. Dark Side characters may call upon the Dark Side for Force points.
Character points can be gained during the game when the character does something well (eg. achieving a Very Diff task). This applies to players and NPCs. For each scene in the game involving a character they will have an opportunity to earn 1 or 2 character points, which will be given at the end of the game. A typical game will have 12 scenes. This applies to players and NPCs, but not Dark Side characters. Dark Side characters earn character points when they gain Dark Side points. All characters, including Dark Side characters, can earn character points for involvement in a game. For players give 0 to 3 points for ideas, 0 to 3 for playing in character and 0 to 3 for the game quality. For NPCs give 1d per game.
Non-Force sensitive characters usually only earn Dark Side points when using a Force point for evil or by calling on the Dark Side. If a character continually makes evil actions they may earn Dark Side points even if the Force was not used. Force-sensitive characters earn Dark Side points anytime they commit evil. Jedi characters (but not Dark Side characters) may add their Dark Side points to their Force powers, however this may gain them another Dark Side point. See page 141. When a Dark Side point is gained roll 1d. If this is less than the number of Dark Side points then the character falls to the Dark Side.
Rounds
See pages 77 to 79. Initiative will only be rolled at the start of the first round of combat. The order will then usually remain unchanged. Reaction skills may only be declared in a round if the character has an action left - an extra action may not be used for reacting. Certain ‘acts’ count as two actions eg. moving to ram a vehicle, certain Force powers. These actions may be carried out and rolled at the same time when it is a character’s turn to roll actions.
Skills
Listed skills with extra dice are those the character uses regularly. Listed skills with no extra dice are those about which the character has knowledge (roll attribute dice). Unlisted skills are unfamiliar to the character (roll attribute dice, but with +5 to the difficulty). A character may only have one specialization of any given skill.
Jedi Powers
See pages 141 to 142. A Jedi may keep a power up after it has been activated. The roll obtained should be noted, the power need not be rolled again. If a power is kept up and the character attempts another action, skill levels for the new action will be reduced as several skills are being used in one round. For example a Jedi declares Life Detection and rolls his Sense of 5d and gets 22, the power is to be kept up. Next round the character declares a dodge. The Dodge skill is reduced by 1d since the Life Detection is also being used, but the 22 roll is kept for Life Detection even though the Sense dice would be reduced to 4d this round. Some Jedi powers may be kept up as free actions with no skill penalty.
Dodges
When evading melee weapons, brawling attacks or point blank ranged attacks only the Dexterity attribute may be used. However if a dodge is declared when the character is also being attacked at long range, both the Dodge skill and Dexterity attribute roll are made as one reaction. If a character dodges an attack with a blast radius weapon they move to the next lowest blast radius. If a Full Dodge was successfully used they completely escape the blast.
Hit Locations
See pages 91 and 96. Normally hit locations will only be rolled if considered necessary by the gamesmaster (eg to determine if armour provided protection). Characters may aim for specific locations, but add +1d or more to the difficulty. Characters may also aim to maximize or minimize damage (not with stun settings). Hitting to maximize damage does not always mean hitting the head, if necessary the gamesmaster can determine the location randomly. Characters may combine these rules ie. aim to maximize damage on a specific location, but the difficulty increases further. Hit locations may also be specified in vehicle or ship combat, either to maximize damage or to disable a particular system.
Speed Drawing
See pages 77, 90 and 'Han Solo and CS' page 122. A speed draw is simply determined by initiative. In normal circumstances characters roll Perception and would declare two actions - draw weapon and fire. If a gun fight scene has been arranged as a speed draw duel then those taking part may add character points to their Perception to determine initiative. A quick draw holster allows pistols to be drawn as a free action (no 1d penalty to other actions and the action takes no time) and may add bonuses to initiative if the only action (no dodges or movements) is a quick draw.
Ionisation Damage
If a droid is hit in combat, damage is taken by an opposed Strength roll as with equipment. However stun shots will not affect a droid - no damage is taken. Secondly, normal damage which would count as a stun is ignored by droid characters. Droids can be attacked by ionisation weapons. The damages for this are similar to ionisation of vehicles and starships.
See page 128. A controls ionized result reduces all rolls by 1d for the rest of the current round and the next, and the ionization continues to affect the ship after this. If the droid or ship is suffering from as many controls ionized as it has Strength or Maneuvre dice then it is immobilized for two rounds. At the end of the two rounds although the ship can now operate the ionization is still affecting it and any additional ionization damage will once again produce immobilization. If a ship is suffering from as many controls ionized as double its Maneuvre dice then the controls are completely dead. The effects of ionization can be removed by Repair rolls.
Astrogation and Pre-flight checks
See page 118. It normally takes between 2 and 10 minutes to calculate a jump or prepare a ship for take off. This can be reduced to 1d+2 rounds, but all difficulties are doubled. The astrogation skill must be used for each of the rounds, with the roll being made at the end of the last round. The action may be rushed to one round with the difficulty doubled and skill dice halved.
Ship Crews
See page 246. Multiple actions for single pilots are reduced as normal. In a capital ship each action would be performed by a separate group of people. For example raising shields would not effect the piloting skill or the use of weapons. A successful command roll is needed by the captain to determine how many actions can be declared for the round. Capital scale ships have many weapons. These will normally be used in combination, provided the captain can command the gunners (usually 1d from his skill since he must also be commanding the rest of the crew). Several ships may combine their firepower, but the bonus dice are worked out in terms of ships involved not total weapons involved.
See page 246. The crew required for a ship may be given as: Crew 2 (Can coordinate), skeleton 1/+10. For the starship to fly normally it requires 2 pilots; one rolling Piloting skill, the other declaring a non-roll action of Piloting. However the two may combine to fly more effectively - their combined skill would be their higher skill +2. Starship dodges may not be combined in this manner. For this ship one person could try to fly it as a skeleton crew but all difficulties would be increased by +10.
Repairing Ships and Vehicles
The difficulties and costs listed on page 59 are to completely repair a system. Characters may wish to partially repair a system. In this case use the next lowest cost and difficulties on the table and reduce the damage by one level (eg. -2d Man is repaired to -1d Man). When a ship is hit, individual systems are damaged but the ship also takes structural damage (light, heavy or severe). This must be repaired seperately. Use the difficulties and costs listed for general weapons or equipment.
Buying Starships
The cost of a space transport is distributed over its various component systems. Most ships will have a ‘stock’ cost with 100% of the cost spread evenly. Custom models may reach much higher specifications and costs, 150% of stock models. Weapons have a set cost plus 500credits for each +1d to Fire Control or Damage.
| Model | Craft, Type, Length, Scale, Crew, Passengers, Cargo and Consumables | contributes 40% stock cost | |
| Structure | Hull, Sensors, Weapons points and any Extra systems | contributes 20% - 40% stock cost | Poor: 2d, 40/2d, No weapons, No extras. Good: 4d, 90/4d, 3 weapons, Jammers, etc |
| Sublight Drive | Space (Atmosphere) move and Maneuverability | contributes 20% - 40% stock cost | Poor: 3, 0d. Good: 7, 3d |
| Hyperdrive | Hyperdrive, Backup and Nav Computer | contributes 0% - 20% stock cost | Poor: None. Good: x1, x5, Yes |
| Shields | Per 1d | contributes 10% of stock cost |
Costs for repairing or improving particular systems refer to the %age cost of the sub-systems, not the total cost of the ship. Money spent on modifications and improvements do not increase the value of the ship or its sub-systems. Most tramp freighters can be bought second hand at a fraction of their value, but reduced cost gives reduced performance.
1/2 price gives 4d removed from systems and 2 faulty systems.
1/3 price gives 6d removed from systems and 3 faulty systems.
1/4 price gives 8d removed from systems and 4 faulty systems.
Buying Equipment
Equipment of types 1 and 2 which is unregulated or need a fee are generally available in shops. Prices, quality and availability depend on planet and city. See page 263. Finding other equipment requires a Streetwise roll. See page 45. Cost may be much higher. Random difficulty for the rolls are:
| Very Easy: | F | |
| Easy: | 2, R | eg. blaster pistols, blast vests |
| Moderate: | R | eg. heavy blasters, rifles, grenades, vehicles |
| Difficult: | 3, X | eg. military arms, starships |
| Very Difficult: | 4, X | eg. artillery, thermal detonators, armed starships |
| Heroic: | 4, X |
Jury-Rigging Equipment
Repair rolls can be made to temporarily improve the die code of equipment or the Space/Speed Code of vehicles (+1d, +1 Space, +20 Move: Moderate; +2d, +2 Space, +40 Move: Difficult; +3d, +3 Space, +60 Move: Very Difficult). The time taken is one hour. Easy repair rolls may be made to remove the jury-rigging. When using jury-rigged equipment rolling 1 on the wild die, or any bonus dice (dice should be rolled for any improvements to vehicles) causes a mishap. The gamesmaster should apply the worst mishap from the tables.
| Weapons: | 1: | Weapon explodes doing damage equal to bonus dice. |
| 2: | The weapon is damaged beyond repair. | |
| 3: | The weapon temporarily stops. An action is required to slam it into something. | |
| 4 to 6: | The item is fine. | |
| Vehicle: | 1: | All power fails. A Moderate piloting roll is needed to land safely to avoid crashing. |
| 2: | The vehicle bucks. An Easy piloting roll is needed to regain control. | |
| 3: | A temporary power loss prevents change in speed or direction. An action is needed to hit a panel. | |
| 4 to 6: | The vehicle is fine. | |
| Equipment: | 1: | The item is broken beyond repair. |
| 2: | The item stops working. An action is required to slam it into something. | |
| 3 to 6: | The item is fine. |