savage star wars setting rules

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  • 8/3/2019 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)