Download - Savage Star Wars Setting Rules
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SpeciesChoose 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.
SkillsA 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 arehorrible 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.
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.
HindrancesIn 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 Vigorroll 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.
Languages of the GalaxyWhile 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
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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 atbest. 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.
EdgesThe 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 ArcaneBackgrounds 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 multiactionpenalty.
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+, Shootingd8+
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
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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 DoubleTap.
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 OnRequirements: 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
CamouflageRequirements: 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 emergencyrepairs.
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
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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 starshipin 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, findinglockpicks 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.
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Setting RulesThe 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 PointsBennies 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.
ContactsIn 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 whythe 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, inneed 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.
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 theship. 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.
Heroic CombatEven 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 neverAce. 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 alldamage
from an attack, his destiny point is instantly returned.
While there are no guarantees, this encourages heroes toremove 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 aKolto 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
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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 failureor 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 gorydescriptions, clothing is mostly unaffected, and no one
bleeds profusely.
SurrenderingSometimes 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.
HealingStar 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 LanguagesAlthough most inhabitants ofStar 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 TravelThe 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
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 tomaintain 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.
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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 asuccessful 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 aminimum 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.
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GearGear 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.
WeaponsRanged 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 cantharm 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 sameeffort.
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.
ArmorArmor 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, andits almost required for the army of faceless minions.
So, here are common armors and what they do.
Type Armor Weight Cost Notes
Light Battle
Armor
+2 25 $500 Covers Torso; 50%
Arms and Legs
Heavy Battle
Armor
+3 45 Mil Covers Torso, Arms
and Legs
Storm
Trooper
Armor
+4 20 Mil Covers entire body
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 GearGear 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.
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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 textor 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
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).
Type Range Damage ROF Cost Weight Shots Min Str Notes
Blaster Pistol 12/24/48 2d8 1 $200 1 50 - Semi, Stun
Blaster Pistol, Heavy 10/20/40 2d8+1 1 $300 1 20 d6 Semi, Stun
Blaster Pistol, Hold Out 5/10/20 2d8 1 $200 0.5 5 - Semi
Blaster Pistol, Sporting 12/24/48 2d6 1 $100 1 20 - Accurate , Semi
Disintegrator Pistol 12/24/48 2d10 1 Mil 2 10 - Disintegrator, SemiIon Pistol 12/24/48 2d8 1 $200 1 50 - Ion, Semi
Slugthrower Pistol 12/24/48 2d6 1 $50 1 15 - Rare, Semi
Blaster Carbine 24/48/96 2d8 3 $450 5 50 - Auto, Semi, Stun
Blaster Rifle 24/48/96 2d8 2 $500 6 50 - Auto, Stun, 3RB
Blaster Rifle, Heavy 20/40/80 2d8+1 2 $700 8 20 d6 Auto, 3RB
Blaster Rifle, Sporting 25/50/100 2d6 1 $200 5 20 - Accurate, Semi
Disintegrator Rifle 24/48/96 2d10 1 Mil 8 10 - Disintegrator, Semi, 3RB
Ion Rifle 24/48/96 2d8 2 $300 5 50 - Ion, Semi
Slugthrower Rifle 24/48/96 2d6 1 $100 8 10 - Rare
Blaster, Light Repeating 24/48/96 2d8 5 $700 10 50 d6 Auto only, Snapfire
Blaster, Heavy Repeating 24/48/96 2d8+1 5 Mil 22 25 d8 Auto only, Snapfire
Blaster, E-Web 30/60/120 3d8 5 Mil 60 * - Cannot move, Auto only, Crew 2Flamethrower Cone 2d10 1 Mil 4 10 - See SW:EE pg. 46
Bowcaster 24/48/96 2d10 1 - 10 5 d8 Rare
Type Damage Weight Cost Notes
Combat Gloves Str+d4 2 $25 Counts as Unarmed
Vibro Knife Str+d4+2 1 $50 Cannot be thrown
Vibro Blade Str+d6+2 3 $100
Vibro Sword Str+d8+2 8 $300
Vibro Ax Str+d6+2 2 $250
Vibro Battle ax Str+d8+2 10 $300
Vibro Great ax Str+d10+2 15 $500 AP 1, Parry -1, 2-hands
Force Pike Str+d6+2 6 $150 Parry +1, Reach 1, 2-handsVibro Bayonet Str+d4+2 1 $100 if mounted, as Force Pike
Light Saber 2d6+8 5 $1,000 AP 12, no Min Strength
Item Cost Weight
Binoculars $250 4
Blaster Energy Pack $5 0.5
Credit Stick $10 -
Headset Communicator $50 2
Language Translator $200+ 3
Language Chip $20 -
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Tech Creations - GizmosThere 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 namedafter 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 thequickor speedpowers, 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 1fuel 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 invisibilitypower, 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.
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The ForceThe 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 anyForce-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 usuallycome 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 oftenhelpful 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 penaltyon 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
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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 commandradius 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.
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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 youhave 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 tooindependently-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, biologicalcomponents, 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.
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Tech Specialist Weird ScienceArcane 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 theend 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 boosttrait 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. Fromthen 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 orchameleon 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
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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).
TinkererRequirements: 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.
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Game Master SectionIf 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 maintainthat there is a darkness within the Force, a powerful well-
spring 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).
NPCsImportant 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.
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 unlesssomeone 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, andExtras 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.
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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 mastersname on it.
ConceptNo 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.
SizeAll 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 toindividual 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.
Cost: The cost is listed in thousands ($K), millions ($M),
or billions ($B) of Credits.
ModificationsThe 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 medicalsuites, 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 10patients in advanced treatment. Facilities includeadvanced surgical bays, full immersion healing tanks, andcybernetics bays. This allows for the treatment of anyailment, including permanent injuries, and negates up to 4points 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).
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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 pership.
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 NotesSome of the standard Vehicular Notes can be applied to
starships. These modifications dont use spaces, but they
do cost money.
Weapons
Weapon ArraysThe 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 lasercannon 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 itsweapons. 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 canaccommodate 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.
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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 multi-
action 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.
SizeSize Acc/TS Toughness Armor Spaces Handling Crew Cost Notes
Small 200 / 1200 10 4 5 +1 1 $5K -Medium 150 / 1100 15 5 15 +0 5 $10K Can carry Small ships
Large 100 / 1000 19 6 25 -1 10 $100K Can carry Small ships
Huge 75 / 900 26 10 40 -2 50 $500K Can carry Small or Medium ships
Gargantuan 50 / 800 30 12 100 -4 100 $2M Can carry Small or Medium ships
ModificationsType Cost Space Used Notes
Armor $2K* +3 Armor / 1* Cost is per base Space of the ship. Maximum increase is100%
Cold Storage $50K 1 10 Berths
Maneuvering Thrusters $2K /
Space
2* Each iteration increases Handling by +1
Marines $10K +10 Marines / 1 Includes quarters, armories, and so forth
Medical Bay $100K +10 Patients / 1 Includes surgical bays, bacta tanks, and cybernetics labs
Shield Pods $30K+ 1 Pod / 1 See Notes
Ships As ship 2 (small) or 4
(medium)
Dropships, fighters, and shuttles
Smuggling
Compartments
$5K /
Space
1+ Turns one cargo space into a concealed cargo space
Speed (Acc/TS) $10K* +10 Acc / +100 TS / 1 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 NotesType Cost Notes
AMCM See
weapons
See Weapons
Atmospheric $15K Atmospheric craft have a Climb rate equal to one-quarter of their Acceleration
(round down).
Fixed Gun Usually applies only to fighter weapons and spinal mounts
Heavy Armor All ships have Heavy Armor
Heavy Weapon All starship weapons are Heavy Weapons
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Improved
Stabilizer
$10K* Negates Unstable Platform penalty for a specific weapon system
Spacecraft All starships are Spacecraft
Stabilizer $5K* Negates 1 point of the Unstable Platform penalty for a specific weapon system
* Per space the weapon uses.
Starship Weapons
Type Range Damage ROF Spaces Cost Notes
CannonsIon Cannon 100/200/400 3d6 1 1 $100K See Notes
Laser Cannon 100/200/400 4d6 1 1 $100K AP 6
Turbo Lasers 100/200/400 3d6 3 1 $100K AP 6
Mass Drivers 75/150/300 4d8 2 2 $25K AP 8
Tractor Beam 30/60/120 4d6 1 2* $100K* See Notes
Missiles
Light Missile Battery 200/400/800 3d6 1-4 1 $100K See Notes
Heavy Missile Battery 200/400/800 4d6 1-4 2 $100K See Notes
Torpedoes
Light Torpedo 150/300/600 4d10 1 1 $100K AP 140
Heavy Torpedo 200/400/800 6d10 1 1 $200K AP 200Spinal Mounts
Light Spinal Mount 500/1k/2k 6d10 1/3rds 7 $1M AP30; See Notes
Heavy Spinal Mount 1k/2k/4k 10d10 1/5rds 10 $2M AP 50; See Notes
Anti-Missile Counter
Measures
Basic AMCM 200/400/800 1 1 $5K See Savage Worlds
Advanced AMCM 200/400/800 3 1 $10K See Savage Worlds
Anti-Missile Point Defense 200/400/800 3d6 6 1 $5K See Notes
Dropped Ordnance
Small Bombs Atmospheric 3d8 8 2 $20K AP 20, Small Burst Template, See
NotesMedium Bombs Atmospheric 4d8 4 2 $20K AP 40, Medium Burst Template, See
Notes
Large Bombs Atmospheric 5d8 2 2 $20K AP 80, Large Burst Template, See
Notes
Ruin Maker Bomb Orbital Special 1 2 $5M See Notes
* per size category of the maximum ship the weapon can affect.
Batteries (and the Tabletop)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 reactagainst 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!
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 toturn 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.
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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.
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 entireRange 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 infront 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.
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: $170KNotes: Atmospheric, Spacecraft, Marines (60)Weapons:
Basic AMCM x2 Turbo laser cannon (3d6, ROF 3, AP 6, Improved
Stabilizer)
Bomber
A solid bomber built from a basic fighter design, this craftis capable of supporting infantry assaults with its payloadof 6 bombs.Acc/Top Speed: 200/1200; Climb: 50; Toughness: 14(4); Handling: +1; Crew: 2; Size: Small; Cost: $280KNotes: Atmospheric, SpacecraftWeapons:
Linked laser cannons (5d6, AP 6, Improved
Stabilizer) Medium bombs (no spares) Large bombs (no spares)
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: $240KNotes: Atmospheric, SpacecraftWeapons:
Linked laser cannons (5d6, AP 6, Improved
Stabilizer)
Fighter, Interceptor
A long-range, high-speed interceptor fighter, these areideal for planetary defense or pirate hunting.Acc/Top Speed: 220/1400; Climb: 55; Toughness: 14(4); Handling: +1; Crew: 1; Size: Small; Cost: $370KNotes: Atmospheric, Spacecraft, Speed (2), Shield (1)Weapons:
Linked laser cannons (5d6, AP 6, Improved
Stabilizer)
Fighter, Heavy
Fast, tough, well-armed, and equipped with two shieldpods, this is the peak of fighter performance. Generallyreserved for elite pilots, these craft are capable againstalmost any ship in the Galaxy.Acc/Top Speed: 200/1200; Climb: 50; Toughness: 14(4); Handling: +1; Crew: 2; Size: Small; Cost: $500KNotes: Atmospheric, Hyperdrive x1, Spacecraft, Shield(2)Weapons:
Linked laser cannons (5d6, AP 6, Improved
Stabilizer)
2x Light torpedoes (no spares)
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)