Star Wars Classic Adventures

8 CLASSIC ADVENTURES Core Rules for Roleplaying in the Star Wars Galaxy Van Dyke Brown 8 Table of Contents CLASSIC

Views 243 Downloads 2 File size 15MB

Report DMCA / Copyright

DOWNLOAD FILE

Recommend stories

Citation preview

8 CLASSIC ADVENTURES Core Rules for Roleplaying in the Star Wars Galaxy

Van Dyke Brown

8

Table of Contents

CLASSIC ADVENTURES

TABLE OF CONTENTS

PLAYER’S HANDBOOK...........................................................................3 Chapter 1: Introduction..............................................................................................5 Chapter 2: Character Generation............................................................................6 Chapter 3: The Bare Bones......................................................................................12 Chapter 4: Introduction to Roleplaying...............................................................19 New Player Briefing..................................................................................................27 GAMEMASTER’S GUIDE.......................................................................29 Chapter 1: Introduction to Gamemastering.........................................................31 Chapter 2: Attributes and Skills............................................................................34 Chapter 3: Combat and Injuries............................................................................50 Chapter 4: Starships................................................................................................58 Chapter 5: The Force.................................................................................................71 Chapter 6: Supporting Characters.......................................................................85 ADVENTURE BOOK..............................................................................93 Chapter 1: Running Adventures.............................................................................95 Chapter 2: “Tatooine Manhunt”..........................................................................103 Episode I: The Mission Begins.....................................................................109 Episode II: Welcome to Tatooine..................................................................112 Episode III: Blood on the Sand.....................................................................118 Episode IV: Cantina Ambush.......................................................................120 Episode V: Exploring the Wastes.................................................................122 Episode VI: Battle in the Desert..................................................................124 Episode VII: Slaughter at Tusken Fort........................................................127 Episode VIII: Escape from Tatooine...........................................................130 Chapter 3: Designing Adventures........................................................................132 Chapter 4: Adventure Ideas..................................................................................138 Chapter 5: Published Adventures........................................................................145 Mos Eisley Spaceport Map....................................................................................147 Mos Eisley Cantina Map........................................................................................148 REBEL FIELD MANUAL.......................................................................149 Chapter 1: The Rebel Alliance................................................................................151 Chapter 2: The Galactic Empire...........................................................................155 Chapter 3: Aliens of the Galaxy...........................................................................158 Chapter 4: Creatures...............................................................................................163 Chapter 5: Equipment and Weapons.................................................................166 Chapter 6: Droids.....................................................................................................176 Chapter 7: Starfighters...........................................................................................179 Chapter 8: Capital Starships................................................................................184 Chapter 9: Space Transports...............................................................................188 Chapter 10: Repulsorlift Vehicles........................................................................193 Chapter 11: Imperial Ground Assault Vehicles..................................................198

STAR WARS: CLASSIC ADVENTURES CREDITS Game Update Design: Van Dyke Brown et al. Original Design: Greg Costikyan, Greg Gorden, Peter Schweighofer, Bill Slavicsek, Bill Smith, Ed Stark, George Strayton, Paul Sudlow, Eric S. Trautmann Solo Adventure and Adventure Ideas: Ken Rolston Tatooine Manhunt: Bill Slavisek, Daniel Greenberg Map Art: Paul Jaquays Editing: Eric Goldberg, Paul Murphy, Bill Slavicsek Art Direction: Stephen Crane Graphics: Susan Kramer, Diane Malz, Kevin Wilkins Production Manager: Richard Hawran Cover Illustrations: Tim Jung, Cantrell, Roger Kastal, Noriyoshi Ohrai, Kazuhiko Sano Interior Art: Michael Manley, Ralph McQuarrie Template Art: Stirzy Composite Photographs: Industrial Light & Magic First Edition Testing and Advice: Laura Antoniou, Paul Balsamo, Ed Campbell, Peter Corless, Dan Decker, Patrick Egan, Brad Freeman, Dan Gelber, Jeggery Gomez, Dan Greenberg, Bill Herz, Doug Kaufman, Paul Lidberg, Stephen Osmanski, Al Perry, Curtis Scott, Denis Taylor, Chuck Turnitsa, Carol Turrietta, Dave Turrietta, Earl Van Atta, Jan Warner, Sam Weiss First Edition Special Thanks to: David Craig, Noah Falstein, Anita Grossm Karen Picelle, Louise Riley, Howard Roffman (of Lucasfilm Ltd.) Heroic and Meritorious Service to the Rebellion: Greg Gorden, Wayne Shaw, Kevin Siembieda, Stephen Tihor, Allen Varney, Martin Wixted.

Reference Tables.....................................................................................................201 Character Templates.............................................................................................207 Blank Character Sheet...........................................................................................231

Published by West End Games, Inc. 251 West 30th Street New York, NY 10001 Star Wars: Classic Adventures — Core Rules, Second Printing: Jult 2016 Original TM & © 1987, Lucasfilm, Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games, Inc., under authorization.

2

8 PLAYER’S HANDBOOK

8

Player’s Handbook Table of Contents

CLASSIC ADVENTURES

Player’s Handbook

TABLE OF CONTENTS Chapter 1: Introduction....................................................5 Chapter 2: Character Generation....................................6 Chapter 3: The Bare Bones.............................................12 Chapter 4: Introduction to Roleplaying.......................19 New Player Briefing........................................................27

4

PLAYER’S HANDBOOK

8 CLASSIC ADVENTURES

C hapter One INTRODUCTION Get ready to experience the vast scope and sweeping power of the greatest space adventure of all time! In Star Wars: Classic Adventures, you take the part of a character in the Star Wars universe, struggling against the awesome might of the evil galactic Empire. You fly faster-than-light spacecraft, trade blaster fire with Imperial stormtroopers, fight lightsaber duels, and tap the mystic Force which binds all living things together. You live in a galaxy of a billion suns, a billion star systems each with its own wonders and dangers to explore. You live in a universe of dire peril, where freedom fights desperately against the eternal night of tyranny and oppression. You will be faced with overwhelming odds, hard choices, impossible challenges — but if you are brave and true, you may triumph, for the Force is with you… always!

A WORD ABOUT ROLEPLAYING In Star Wars: Classic Adventures, each player controls a character, a single person who lives in the Star Wars universe. Exactly what your character can do is determined by the rules of the game. One person acts as gamemaster. The gamemaster, or “GM” runs the game. When a player wants his or her character to do something, the gamemaster decides what happens, using the rules as a guide. He also acts as a “director,” describing the universe in which the characters live to the players. He takes the roles of non-player characters, or “NPCs,” people who live in the Star Wars universe but are not controlled by the players. But most important, the gamemaster creates an adventure for his players — a story for their characters to experience, complete with supporting cast, an interesting plot, and rewards for success. In essence, when you play you create your own Star Wars “movie,” starring your character and those of the other players, with the gamemaster as director, writer, and supporting cast.

Players You don’t have to read every book in order to play — just the Player’s Handbook. You can read the Gamemaster’s Guide and Rebel Field Manual when you have time and want to, but only gamemasters should read the “Tatooine Manhunt” adventure in the Adventure Book.

PLAYER’S HANDBOOK

Gamemasters Gamemasters have to do more work than players. If you plan to gamemaster Star Wars: Classic Adventures, you’ll have to read all of the Player’s Handbook. After all, part of your job will be to make sure the players are following the rules. Additionally, you will have to read the Gamemaster’s Guide, which provides hints and suggestions to get novice gamemasters started and explains the rules in detail. The Rebel Field Manual provides information on the various aliens, weapons, equipment, Droids and vehicles you will encounter in the Star Wars universe. Additionally it provides some valuable background information on the Rebellion, the Empire and the galaxy at large. The Adventure Book provides information on how to actually run an adventure for your players. This book also includes the “Tatooine Manhunt” adventure, to help you get started.

WHAT YOU NEED TO PLAY THIS GAME In addition to a gamemaster and players (three to seven is about right), you’ll need some pencils, paper, and at least six regular six-sided dice, these are provided in this box set. However, if you have the softcover edition, you can cannibalize some from other games — or buy some. Most toy and hobby stores carry them, and so do many stationery shops.

Supplements and Adventures This game includes the Player’s Handbook, Gamemaster’s Guide, the Rebel Field Manual and the Adventure Book which is everything you need to play Star Wars: Classic Adventures. However, there are a lot of other books published to make the lives of Star Wars gamemasters and players easier. Most of the West End Games First Edition Star Wars material is almost completely compatible with this game. This includes adventures, supplements, sourcebooks, the Galaxy Guides, and even some of the rule options in the Star Wars Rules Companion. Keep in mind, however, that this game has just a few minor differences (like new skills) from the “First Edition” and already incorporates some of the errata and clarifications from the rule expansions. Keep in mind, the West End Game’s The Star Wars Roleplaying Game: Second Edition Revised & Expanded, and other Star Wars roleplaying game products from various publishers have extremely useful material and ideas that will no doubt prove useful in running and playing Star Wars: Classic Adventures.

5

8 C hapter Two CLASSIC ADVENTURES

CHARACTER CREATION Before you begin playing, you’re going to need a character. The easiest way to start is to flip to the back of the book (starting at page 207) and pick out a character template that appeals to you. You can play a Smuggler, a Brash Pilot, a Mercenary (or “Merc”), a Wookiee… whatever suits you. Photocopy or print out a copy of the template you want. If none of the templates seem appealing, you can create your own custom template, as long as the gamemaster approves it (see page 11).

SELECTING A TEMPLATE Each template describes a character “archetype” that fits the Star Wars universe, not an actual character from the films. Think about what kind of person you want to play. Do you want to play a smuggler like Han Solo? A brash pilot like Wedge Antilles? An impressionable Jedi-in-training, like Luke Skywalker at the beginning of A New Hope? A headstrong diplomat like Princess Leia? A seedy gambler turned businessman like Lando Calrissian? There are many, many different types of people in the galaxy and you can play just about anyone. Before you pick a template, it’s not a bad idea to ask the other players what kind of characters they will be playing. Normally, your game should have a diverse group of characters with a mix of skills — not everyone can be a Brash Pilot, a Smuggler or a Failed Jedi.

CUSTOMIZING TEMPLATES The next step is to customize your template. But before you can do that, you need to know a little bit about the die codes, attributes and skills.

Die Codes Whenever you try to do anything in the game, you roll dice. The higher the number you roll, the better — and the better the chance that you can do what you want. How many dice do you roll? That depends on your die code. Every skill and attribute has a die code (see below), so when you use a skill or attribute, you look at its code to see how many dice you should roll. In general, die codes consist of a number (how many dice you roll), followed by a “D,” sometimes followed by a plus sign (“+”) and another “pip” number (which you add to the numbers on the dice).

6

Here’s a typical die code: “3D.” That means, roll three dice, and add the numbers you roll together (“D” stands for “die”). So, if you roll 3 on one die, 2 on another and 6 on the third, your total die-roll is 11. Here’s another die code: “2D+2.” That means, roll two dice, add the numbers rolled, and add 2 to the total. If you roll a 4 on one die and a 3 on another, your total roll is 9.

Attributes and Skills Every character has “attributes” and “skills.” Attributes are things you’re born with — innate abilities. There are six in the game — Dexterity, Knowledge, Mechanical, Perception, Strength and Technical (see page 8). Skills are abilities you learn, instead of ones you’re born with. You can’t improve your attributes during the game, just as you can’t make yourself smarter or taller. You can improve your skills (see page 17). Your character has a die code for every attribute and skill. The die code is the dice you roll when you use the attribute or skill. Example: Shamus Falconi’s Dexterity is 3D+1, so if he tries to juggle something, his player rolls three dice, adds the rolls together, and adds one to the total Your attribute codes are printed on your character template. Different character templates have different codes, but all Smugglers (for example) have the same attributes. However, you get to choose your own skill codes. That’s what customization is all about.

A SMUGGLER IS BORN Suppose you decide to be a Smuggler. A copy of the Smuggler template is printed on the facing page so that you can follow along with the examples in this book and see first-hand what the template looks like. At the top of the template, you should enter your own name, the name of your character, and his height, weight, sex and age. You should also decide how you want your character to look, and jot down a short description. In this example, Wayne has chosen to play a Smuggler called Shamus Falconi. The numbers are die codes. For example, Shamus’ Dexterity is 3D+1.

PLAYER’S HANDBOOK

8

SMUGGLER

Character Template Shamus Falconi Character Name .............................................................................. Wayne H. Player Name .................................................................................... 210 lbs. Height 6’1” .............................. Weight ................................................. Male Sex ...................................

38 Age .................................................

Red-headed; bearded wearing a Physical Description ...................................................................... leather tunic; trousers and boots; in pretty good ........................................................................................................... shape; always wears a blaster in a leather holster ...........................................................................................................

DEXTERITY.......................3D+1 Blaster...........................5D+1 Brawling Parry......................... Dodge............................4D+1 Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................2D+1 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................3D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...........5D+2 Starship Shields....................... ...................................................

PERCEPTION........................3D Bargain...............................4D Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling.............................4D Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL......................2D+2 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: stock light freighter heavy blaster pistol comlink 2,000 credits 25,000 credits in debt to a crime boss

Background: Your parents called it “gallivanting around the galaxy,” but as far as you’re concerned there’s no better life than a free trader’s. Traveling as your fancy takes you, trading a little here and a little there, looking for a sharp deal, bargaining and selling… New worlds to see, always a new planet at the end of the journey. That’s how it’s supposed to be, anyway. But… the Empire is more and more restrictive by the day. Goods that used to be legal are now contraband. Even contraband is harder and harder to come by. Customs inspectors are like bloodhounds. Bribes have become your major expense. You keep on dreaming of making one big killing and getting out… but you don’t want to get out. To you, your ship is home, transportation, and freedom, all in one package. The idea of losing it kills you. But you may very well loose it. To keep on operating, you had to borrow money from a mobster, a real slimeball crime king. You’re pretty deep in debt now, and they keep on making nasty jokes about breaking your kneecaps. Damn the Empire, anyway! It’s their laws and corruption that brought this all about. Personality: You’re tough, smart, good-looking and cynical. You’re a fine pilot and a good businessman. Mostly you want to hit it big and be left alone by scum, both criminal and official. A Quote: “I don’t have the money with me.”

1

0

0

Force Points

Skill Points

Dark Side Points

Wound Status

Connection With Other Characters: You need at least one other person to run your ship, a partner. This could be the Alien Student, the Brash Pilot, the Gambler, the Merc, the Minor Jedi, the Mon Calamari, the Wookiee, or anyone with decent mechanical skills. You could have encountered virtually any of the other characters in the course of your (frequently shady) business dealings.

8

Chapter Two: Character Creation

CLASSIC ADVENTURES

ATTRIBUTE AND SKILL LIST This list describes the attributes and skills used in the various character templates. They cover a character’s knowledge in a field or the ability to do the following: Dexterity: eye-hand coordination. blaster: fire blaster weapons. brawling parry: used to avoid being hit by a brawling attack. dodge: get out of the way when people shoot at you. grenade: throw grenades and other objects. heavy weapons: shoot unwieldy handheld weapons and big guns. melee parry: block a hand-to-hand attack with some kind of weapon. melee weapon: fight with weapons in hand-to-hand combat (except lightsabers). sleight of hand: slip things from other people into your own possession. Knowledge: general thinking ability and intelligence. alien species: what you know about different aliens. bureaucracy: how big government groups work and using this information to your advantage. cultures: what you know about other cultures and their traditions, legends and practices. languages: speak and understand other languages. planetary systems: knowledge about different planets and star systems.

streetwise: what you know about criminals and how they might help you. survival: survive in harsh environments without modern conveniences. technology: gauge the fair market value, purpose and capability of various kinds of equipment. Mechanical: ability to operate devices and machines, including vehicles and starships. astrogation: plot hyperspace jumps using a starship’s nav computer. beast riding: handle riding animals. com-scan: use communications and sensor equipment. repulsorlift operation: fly vehicles like landspeeders, speeder bikes, and snow speeders. gunnery: fire weapons built into vehicles or starships, or a weapon with a “fire control” die code. starship piloting: fly all types of starships like X-wings, freighters and blockade runners. starship shields: angle deflector shields to protect against incoming attacks. Perception: powers of observation and ability to influence others. bargain: make deals. command: convince NPCs to do what they’re told. con: fast-talk your way out of situations. gambling: winning at games of chance. hide/sneak: move around without being seen, and camouflaging objects. search: look for things.

Choosing Skill Codes

Technical: ability to repair and modify machines and devices, and operate high-tech gear. computer programming/repair: use, fix, slice, and program computers. demolitions: set explosive charges. Droid programming/repair: fix and program Droids. first aid: mend wounds and tend to injuries on the scene. repulsorlift repair: fix repulsorlift vehicles. security: open mechanical and electronic locks and doors. starship repair: fix starships. Force Skills: Jedi characters can have any of the three Force skills. These are used when Jedi tap into some of the awesome Force powers. Check out chapter five “The Force” in the Gamemaster’s Guide for more information on these powers. Here’s a brief summary of the three Jedi skills: control: control your own body. sense: sense the Force in things beyond your own body. alter: change the distribution and nature of the Force.

Each attribute has a list of skills printed underneath it on the character template. For example: blaster, brawling parry, dodge, and several others are all listed under “Dexterity.” They’re all Dexterity skills. A skill starts with the same code as the attribute it’s printed under.

You can also split a die into three pips. When you split a die, you either get three “+1’s;” or one “+2” and one “+1.” You’ll never see a “+3” — instead, the die code increases to the next full die — “2D, 2D+1, 2D+2, then 3D, 3D+1, 3D+2, then 4D…” and so on.

Example: Shamus’ Dexterity code is 3D+1. That means his blaster code is 3D+1, his brawling parry code is 3D+1, and so on.

Example: Shamus’ player could allocate +2 to blaster, increasing the blaster code (originally 3D+1) to 4D; he would still have a +1 pip to allocate to another skill.

You have 7D to allocate to skills. To allocate 1D to a skill, add 1D to the attributes code, and write the result next to the skill name on the character template. However, no skill can be increased by more than 2D.

You get to choose which skills are increased, and can allocate dice to any skills you like, as long as you don’t spend more than 7D total, and as long as no single skill gets more than 2D.

Example: Shamus’ Dexterity is 3D+1. His player allocates 1D to dodge; his dodge skill code is now 4D+1. The player writes “4D+1” next to dodge on the template; he has 6D left to allocate to other skills. Shamus’ player could allocate 1D to blaster, increasing the blaster code to 4D+1; or he could allocate 2D to blaster, increasing the code to 5D+1. He could not allocate 3D or more.

8

Strength: physical strength, health and ability to resist damage. brawling: fight with your bare hands. climbing/jumping: climb and jump. lifting: move, lift and carry heavy objects. stamina: exerting yourself for a long time. swimming: ability to stay afloat in watery environments.

Equipment Your character template also has an equipment section. It lists all the gear your character starts the game with. Most characters start with some money (credits); if you like, you can spend some of it to buy more equipment. The table on the next page contains some basic gear and prices.

PLAYER’S HANDBOOK

8

Chapter Two: Character Creation

CLASSIC ADVENTURES

CHARACTER CONNECTIONS One of the important parts of character generation is deciding how and why the player characters know each other. In the Star Wars movies, the main characters never let each other down. Luke even breaks his training as a Jedi in order to rescue his friends. It’s important for the player characters to have the same kind of feelings about one another. As a rule of thumb, each character in the group should have met and know at least one other character. Look at the “Connection With Other Characters” section on your template. It suggests some ways you might meet or know about other characters. But you, the other players, and the gamemaster must decide what the real story is. Talk possible connections over with the other players and the gamemaster. Make suggestions for how the characters could have met. Get a feel for how the other players envision their characters, and what kind of connections make sense. Work out a scenario with your friends. For example: Gamemaster: Okay, we’ve got a Kid and a Bounty Hunter. Bounty Hunter: Oh, no. Not another obnoxious brat. Kid: Sure! Gamemaster: Come on, it’s a good character. Bounty Hunter: Remember the last Kid we had? When he wrestled that pirate out of the hatch, I had to jump from orbit to the surface of Dantooine with nothing but a parachute and an ablative heatshield to save him. Kid: Ah… I was thinking of playing this one a little differently. Like, a properly-brought-up upper-class British kid. You know, reserved, intelligent, eager for adventure. Bounty Hunter: Well… okay. But how would I know him? Gamemaster: Um… He’s an orphan? Kid: Yeah! I’m a poor orphan lad… Bounty Hunter: Orphaned by Imperial troops. Gamemaster: You found him homeless on Farstine, the methane world, during the Imperial occupation. He was out of money and down to fifteen minutes of oxygen… Kid: But remained dignified. Gamemaster: You were taken by his good manners even in misery… Kid: And I was glad to find a protector, even one so rough. Bounty Hunter: Rough, but with a heart of gold. Gamemaster: And a soft spot for… a kid like your younger brother who died at an early age? Bounty Hunter: Well, okay, but I never tell the Kid I had a younger brother. Gamemaster: Right! A secret hurt you keep even from those closest to you. Bounty Hunter: You sure this isn’t too melodramatic? Gamemaster: No, sounds good to me. Besides, melodrama is easy to roleplay.

BASIC EQUIPMENT TABLE Blaster Weapons Hold-Out Blaster Blaster Pistol Heavy Blaster Pistol Blaster Rifle Blaster Carbine

Cost 300 500 750 1000 900

Damage Code 3D+1 4D 5D 5D 5D

Melee Weapons Staff or Club Spear Gaderffii Knife Hatchet Vibroblade Force Pike

Cost 15 60 50 25 35 250 500

Damage Code STR+1D STR+1D+1 STR+1D STR+1 STR+2 STR+1D+2 STR+2D

Personal Gear Helmet (+1) Armor Vest (+1) Syntherope Glow Rod Chronometer Datapad

Cost 300 300 2 10 25 100

Personal Gear Medpac Tool Kit Comlink Macrobinoculars Breath Mask Recording Rod

Cost 100 200 100 100 50 30

See the Rebel Field Manual for a complete list of weapons, gear and prices.

That’s important because the players must cooperate to do well in the game. Second, they give players a guide to how their characters react to others. Third, they help create the feeling that what goes on in the game is only a small part of events in the whole Star Wars universe, and that the characters have independent histories and backgrounds. Here are some ideas for how characters might know each other:

Character connections do three things. First, they give player characters reasons to help one another.

PLAYER’S HANDBOOK

9

8

Chapter Two: Character Creation

CLASSIC ADVENTURES

HOW GOOD IS MY CHARACTER? At first, your attribute levels may seem very abstract. Sure, you know that 2D is about average, but how well will your character stand up in a fight next to a stormtrooper? Can you outsmart a clever smuggler? To give you a basic understanding of how you rank up to others in the galaxy, consult the following chart: 1D Below human average for an attribute or skill. 2D Untrained human average for an attribute and many skills. 3D Average level of training for a human. 4D Professional level of training for a human. 5D Above average expertise. 6D Considered about the best in a city or geographic area. About 1 in 100,000 people will have training to this skill level. 7D Among the best on a continent. About 1 in 10,000,000 people will have training to this skill level. 8D Among the best on a world. About 1 in 100,000,000 people will have training to this skill level. 9D One of the best in several systems. About 1 in a billion will have training to this skill level. 10D One of the best in a sector. 11D One of the best in a region. 12D One of the best in the galaxy.

• Friends. The most obvious (and the most often overlooked) connection. Friends will do a lot to help each other even if they’ve been out of touch for years. • Relatives. No one gets to choose his own relatives (unfortunately), so your character could be related to anyone. Relatives usually feel obliged to help each other out, even when they don’t like each other — just the kind of tie you want. Age difference is no bar — characters can be parents, grandparents or uncles as easily as brothers or sisters. Characters from different walks of life can still be related: for example, a Smuggler might be the black sheep of a Senator’s family. Relationships can be more obscure — characters can be second cousins, or related through remarried parents. Don’t overdo the “long-lost-cousin” bit though — George Lucas can get away with it once, but you can’t. • Employees. One character might be another’s boss. Higherstatus characters can employ lower-status ones — for example, a Senatorial might hire a Bounty Hunter as a bodyguard. Any character with a ship might hire another as crew. • Joint Ownership of a Ship. Two or more players can own a ship in common — and owe the debts together, too. This gives them a strong reason to be supportive. • Traveling Companions. Even the most unlikely pair might have traveled together for months or years before the game begins. Low-life characters might be buddies and partners in crime. Higher class characters might be friends with similar outlooks on life. • Mentors. Any older character can semi-adopt a younger character, as Obi-Wan does with Luke. The relationship might

10

be a formal master-pupil one, in which the mentor teaches his pupil about the Force — or it could be much more casual, like Indiana Jones’ relationship with Short Round in The Temple of Doom. • Rivals. It’s not a good idea to have two player characters who genuinely hate each other’s guts — that’s a recipe for acrimony and disaster. But it’s perfectly all right to have two characters who are rivals. Opposition can add spice to an adventure — as long as it doesn’t become serious enough to cause problems. • Same Home Planet. Two characters who grew up on the same planet have things in common even if they now have very different interests. In our world, two guys who grew up in Cleveland invariably wind up talking about the Browns. Characters who grew up on the same planet will have the same kind of shared memories. • Classmates. Characters of the same age could easily both have attended the Imperial Naval Academy or a university. • Known by Reputation. Even if one character has never met another before, he may know the other by reputation. A Smuggler might have heard of other Smugglers, or Pirates, or Bounty Hunters. Senatorials might be known for their politics or for charity work. A Merc or Bounty Hunter might be known for his previous service to the Empire. Any kind of information that helps a player establish some kind of relationship to another character is a start. • Love. Love is a very strong tie, but a tricky one to pull off. Many players are embarrassed by the idea of playing lovers — it’s easiest when the players themselves are married or at least involved with one another. A note to the gamemaster: never force love on your players. It’s one thing to tell two players, “You’re related.” They may not like it, but they don’t have to; relatives can dislike each other. It’s another thing to say, “You’re in love.” That’s taking away too much of a player’s free will. If players want their characters to fall in love, that’s great and creates the kind of bond you want to encourage — but don’t force it on them.

ARE THERE ANY TALKATIVE SCOUTS? Or Humble Nobles? Or Cautious Pilots? Sure there are. The backgrounds that come with each template are designed to give you a role you can play immediately. Character templates make choosing a character fast and easy. But if a background write-up isn’t quite the character you want to play, go ahead and change things. Character templates are supposed to help you imagine your character, not restrict your imagination. Go ahead; rewrite the background on your sheet, or tell the other players what your character is like. Change the template name to suit. Talk things over with your gamemaster; he may have some ideas, too. Don’t change the attribute codes, though. If none of the templates, even modified, fits your character idea, you can even design your own template — see page 11 for rules on how to do that. By the way, it is possible to play Droids and different aliens — but the rules are a little different from other characters, especially for Droids. If you’re interested, you’ll have to check out chapter six in the Gamemaster’s Guide.

PLAYER’S HANDBOOK

8

Chapter Two: Character Creation

CLASSIC ADVENTURES

CREATING A NEW TEMPLATE The templates provided offer a wide range of backgrounds and lots of different roles for characters to play — but they’re not the only characters which can appear in Star Wars: Classic Adventures. You can easily make up new templates, if you like. A blank character template is printed in the back of this. You can print or copy it and write in new templates on the copies. Here is how: • Choose a Template Name. Decide what you want the character to be like, and come up with a name that describes him or her — like “Smuggler,” or “Failed Jedi,” or whatever. • Assign Attribute Dice. You have 18D to divide up among the six attributes, any way you wish. You can allocate 3D to each attribute, or increase some and decrease others accordingly. No attribute can be higher than 4D or less than 2D, unless the template is for an alien or Droid (you’ll have to check out the Gamemaster’s Guide for the rules). Obviously, you don’t always want all attributes to be 2D, 3D or 4D. You can “break up” attribute dice into “pips” (see page 8); each die is worth three “pips,” so adding “+1” to three codes, or “+2” to one code and “+1” to another, costs 1D from the allotment of 18D. So if you make a character’s Strength 2D+2 and his Dexterity 3D+1, you’ve used up a total of 6D. • The Force Skills. Each Force skill costs 1D from the allocation of 18D attribute dice. Normally, the 18D are only spent on attributes; Force skills are an exception. A character who knows all three Force skills only has 15D to allocate among his attributes; a character who knows one has 17D; etc. All Force skills start with codes of 1D. • Create a Background. Write up a background for the character. You want to give a sense of the character’s motivations and personality. Ask yourself: what is important to this character? Why has he joined the Rebellion? How does he talk? How do other characters react to him? Try to answer these questions in your write-up. Note: Characters with Force skills are highly unusual. The background for any character with the Force skills

PLAYER’S HANDBOOK

must explain how and why the character obtained them. If you cannot come up with a plausible rationale, you may not give your character Force skills. • Character Connections. Jot down some ideas on how the character might connect with other characters. See the printed character templates for examples. • Pick Equipment and Weapons. Decide what equipment he’d logically start with, and write this down on his sheet. If you give him valuable equipment (like a starship), give him debts to match. Check with the gamemaster after writing equipment on your sheet. Don’t get too greedy, or the gamemaster may strike some items off.

Generating Characters “From Scratch” Once you’ve made up a new template, using it to generate a character is easy enough. Just customize it (allocate 7D to skills), and decide on his connections with the other characters.

GET STARTED The next chapter, “The Bare Bones,” covers the basics of how to run the character you just created. It includes information on movement, combat, injuries and many other aspects of play. At some point, you will want to become more familiar with the rules, and this chapter is a quick, easy way to get up to speed. The fourth chapter, “An Introduction to Roleplaying,” provides a short solitaire adventure for you to practice with. This will give you a taste of what to expect when you sit at the game table with a gamemaster and other players. We encourage you to run the player you created through the solitaire adventure once or twice. Finally the back of this book contains all of the character templates and a blank character sheet you can use to create your own templates. Feel free to print out or photocopy these pages so that you can get more than one use out of them. Go ahead, now. Choose your character template and get ready to play. Then, read the rest of the Player’s Handbook — or, if there are other players around, get them to explain the game and you can catch up on the details later.

11

8 C hapter Three CLASSIC ADVENTURES

THE BARE BONES If you’re new to Star Wars: Classic Adventures, this chapter teaches you enough of the rules to play the game. The Gamemaster’s Guide describes the rules in more detail, but you can always read that guide later if you’re interested.

ATTRIBUTES AND SKILLS Every character has attributes and skills (see page 6). Each attribute and skill has a die code. Each time you use an attribute or skill, you roll dice; the attribute or skill’s code determines how many dice you use and how you calculate the total roll (see page 8).

Which Do You Use? But how do you know which to use? Here’s how: skills supersede attributes. You only use an attribute when there’s no skill that affects what you’re doing. Example: If you want to juggle, you use your Dexterity attribute, because there’s no “juggling” skill. You can pretty much tell what each skill and attribute does from its name. If you need more information, refer to the “Attributes and Skills” chapter in the Gamemaster’s Guide.

Opposed Rolls Sometimes you’re rolling the dice to beat an opponent’s skill roll. If your character is acting against another character, you are making an opposed roll: you roll your skill dice while the other character rolls for a skill which opposes the one you’re using. Whoever rolls higher succeeds. Example: “As the bathysphere spun crazily through the massive planets viscous atmosphere, dropping ever downwards toward the striated clouds far below, Shamus Falconi and the last remaining Imperial wrestled desperately for control of its wheel.” The Imperial’s Strength is 2D+2; Shamus’ is 3D. Shamus’ player rolls — and gets an 8. The gamemaster rolls for the Imperial — an 11. “Elbowing Shamus aside, the Imperial grabbed the wheel and spun it, trying to regain control and set the craft back on course. ‘Curse you, Rebel,’ he cried. ‘There’s a thousand atmospheres out there! The hull can’t stand much more, let me fly this thing, or we’re all dead men!’” If the rolls are tied, the player character wins over a nonplayer character. If both are player characters, the character with the higher skill or attribute die code wins.

12

What happens if one side has an advantage? In this case, the gamemaster assigns one side a modifier. The modifier is added to his roll, so his chance of winning increases. Example: “While Shamus watched, the Imperial wrestled the craft to some semblance of stability, sweating a bit as he labored. Through the viewport swirled a red-tinted mist, the upper clouds of the Jovian’s massive atmosphere. Suddenly, a huge gray shape loomed out of the clouds — ‘Hey’ Shamus yelled, and grabbed the wheel again.” The gamemaster rules that the Imperial was tired by his efforts to control the craft, and assigns Shamus a modifier of +2. Shamus’ roll is an 8, which gets modified to 10. The Imperial rolls a 9, so Shamus controls the wheel. “With scant centimeters to spare, the bathysphere dove under the gray form. Along its long underside were feathery appendages, and sphincters which opened and closed. ‘Ththat’s impossible,’ stammered the Imperial. ‘There are no life forms on this planet.’”

Difficulty Numbers Most of the time, you aren’t trying to beat anyone else. For example, if you try to fix a malfunctioning hyperdrive, there’s no one “opposing” you. In this case, the gamemaster assigns a difficulty number to the task — recommended numbers are listed in parenthesis ( ) after the difficulty description. If your roll is equal to or greater than the difficulty number, you succeed. If it’s lower, you fail. Example: “Suddenly, Shamus felt a hundred kilos heavier. Clutching the wheel, he remained erect, but every moment standing was an effort. ‘The repulsors,’ he said. ‘We’re exposed to the planet’s full gravity.’ “The Imperial lay carefully down on the deck. ‘We’re doomed,’ he said. ‘Trapped on a gas giant beneath the cloud layer. We’re doomed.’ The hull creaked ominously. “‘Shaddup,’ said Shamus. ‘Where do you keep the repulsors on this thing?’ “‘Oh, back that way,’ said the Imperial, nodding vaguely aft. “Muttering under his breath, Shamus braced himself against the bulkhead, and began to walk carefully toward the drives…” Shamus’ repulsorlift repair skill is 2D+2. The gamemaster rules that the difficulty number is Easy (10). Shamus’ player rolls and gets a 12; the repulsors are working again! “He breathed a sigh of relief.”

PLAYER’S HANDBOOK

8

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

How does the gamemaster decide what the difficulty number is? The skill rules in the Gamemaster’s Guide tell him how. You can read them if you want, or rely on your gamemaster to tell you the numbers. To give you some idea of task difficulties, a list of difficulty levels with recommended numbers to meet or beat to succeed at a task is given to the right.

Shamus’ blaster skill is 5D+1. Wayne, his player, decides to fire Number three times in a single combat round. 5 That’s a total of two extra skill uses, 10 so Wayne subtracts 2D from the blaster skill code. In addition, he’s 15 running (since he leapt through the 20 door), so skill codes are reduced by 30 another 1D. The first time he fires, he rolls 2D+1 (that’s 5D+1 minus 3D); the second time, he rolls 2D+1 again; and the third time, he rolls the same thing.

BASIC DIFFICULTY NUMBERS Difficulty Level Very Easy Easy Moderate Difficult Very Difficult

How Long Does It Take? Under most circumstances, using a skill or attribute takes one combat round (about five seconds). However, some skills — starship repair, for instance — take longer to use (you’ll have to check out the Gamemaster’s Guide for these rules). Unless your gamemaster tells you differently, though, assume you can use a skill in one combat round.

Preparing If you want to make sure that you use a skill or attribute successfully, you can take an extra round preparing. You do nothing for one round, and in the next, you make your skill roll. In this case, your skill code is increased by 1D. Example: Your blaster skill is 3D+1. You spend an extra round aiming. You roll 4D+1 when you fire. Preparation only affects skills which normally take a round to execute; you could not, for example, prepare the computer programming/repair skill, a skill which can take several rounds or even hours to use.

Running If you run in the same combat round that you use a skill, your skill code is reduced by 1D. Example: Your blaster skill is 3D+1. You dash across the hall, firing at a stormtrooper. You roll 2D+1 when you fire.

Wounds and Stuns If you are wounded or stunned when you use a skill, your skill code is reduced by 1D. Example: You’re wounded. Your blaster skill is 3D+1. When you fire, you roll 2D+1.

If you try to do too many things, none of them will work. Example: Shamus’ blaster skill is 5D+1. If he tried to fire six times in the same round, he wouldn’t fire at all (because 5D+1 minus 5D is less than a single D, so he has no dice to roll). You can only spend a round preparing (and get an extra die) when you use one skill. If you spend one round preparing, then decide you want to use two or more skills in the next round, you lose the benefit of preparation, and don’t get the extra 1D. You also lose the benefit of preparation if you use a “reaction skill” in either round (see below).

Reaction Skills Dodge, melee parry and brawling parry are reaction skills. That means you don’t have to declare their use at the beginning of the combat round — you can use them whenever you need to. If someone shoots at you, you can use the dodge skill then and there. But that creates a problem. Suppose you’re using other skills in the same round? In that case, your dodge (or other reaction skill) counts as an extra skill use. Any skill rolls you made before you dodged are not affected — but any rolls you make after dodging are. Example: “Shamus brought his blaster down and squeezed off a shot…” Shamus wants to fire three times. Three skill uses means Shamus’ skill codes are reduced by 2D. Wayne rolls 3D+1 (blaster code of 5D+1 minus 2D). “The shot went wild. Before he could shoot again, the Imperial fired back. Shamus dodged desperately.”

Using More Than One Skill Actually, you can use more than one skill or attribute in a single combat round. You have to decide which skills you will use during the combat round at the beginning of the round, and tell the gamemaster what you’ll do. Every skill use after the first one costs you 1D. If you use two skills, all skill codes are reduced by 1D; if you use skills three times, all codes are reduced by 2D; if you use skills four times, codes are reduced by 3D; and so on. These reductions apply to all skill uses in that combat round. That is to say, if you use skills twice, both uses are reduced by 1D, etc. Example: “As Shamus walked back toward the control cabin, he heard a click: the ominous click of a blaster being set on stun — or maybe on kill. The truce was over, so it seemed. He pulled his own blaster, leapt through the door, and…”

PLAYER’S HANDBOOK

BEGINNING PLAYERS Don’t worry too much about using more than one skill in a combat round. Beginning characters usually have low enough skills that one or two things is all you can do. The multiple-skill rules are mostly used by characters who have been around for a long time and have high skill codes. Because they have high skill codes, they can do many things in a single combat round, and still have a good chance of succeeding. There’s no limit to how high your skill codes can get; conceivably, a character could have a code of 12D or even higher (and the Emperor or Yoda probably do). The higher your skill code, the better you are — not only because you can succeed more often doing one thing, but because you can do lots of things at once. A really good shot can hit six targets in a single round; a really hot pilot can evade fire from six TIE fighters and out-distance them all.

13

8

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

Combat rounds are divided into action segments. During each action segment, each character may use one skill or attribute, or move. Example: Shamus wants to run, then fire. Krasius just wants to fire. Krasius’ fire and Shamus’ movement occur in the first segment. Shamus will fire his blaster in the second segment. Reaction skills, however, don’t take any “time” to use. You can use a reaction skill in a segment — and still move or use another skill that you declared. Movement, skill and attribute use occur in the order declared, one per action segment. A character cannot “pass” a segment; actions are resolved until the character has run out of declared actions to perform. The use of dodge means Shamus is now using skills four times — three blaster shots and one dodge. His first blaster roll is already made, so it isn’t affected. However, his dodge skill roll and his last two blaster rolls will be reduced by 3D instead of 2D. You are never required to use a reaction skill. Using a reaction skill means you roll fewer dice for the rest of the round, so if you think you can get away without it, you may want to avoid doing so.

Die Code Modifications Are Cumulative The increases and reductions for being stunned, wounded, running and multiple actions are added together when more than one apply. For example, if you are wounded and spend an extra round preparing to use a skill, the 1D reduction and the 1D increase cancel each other out, and you just use your unmodified skill code.

COMBAT Combat is fought in combat rounds, each of which represents about five seconds of “real” time. In a roleplaying game, combat is not fought on a board. Instead, the gamemaster describes your surroundings and opponents. Then, he goes around the table, and asks each player what his character is doing this combat round. When he comes to you, you must tell him what skills you’re using, and how many times you’re using them — “I’m firing once at the trooper on the left, and moving over here. There is one exception, you don’t have to declare reaction skill uses (see above). Next, the gamemaster tells you what your opponents are doing. Then, actions are resolved. You continue playing combat rounds until one side or the other is defeated or gives up.

Action Segments At the beginning of the combat round, each player must declare what his character is doing — whether he’s moving, and if so where; and what non-reaction skills he’s using.

14

Initiative Normally, it doesn’t matter exactly when during an action segment a particular character gets to act. Everyone just moves, or shoots, or uses some other skill. The only time it matters is when someone uses a skill that will affect another character’s skill use. Example: Shamus fires at Krasius and vice-versa. If Shamus gets his shot off before Krasius does and wounds him, Krasius never gets to shoot back. When two characters are doing things that affect each other, make skill or attribute rolls for both. If a character is moving, make a Dexterity roll instead (since there’s no skill code for movement). The high-roller goes first. Then, the character with the next highest roll goes, and so on. The same roll is used to determine whether the character’s skill or attribute use succeeds. Example: Krasius (blaster skill of 5D+2) and Shamus (blaster of 5D+1) both shoot at each other; the difficulty for each shot is Moderate (15). Krasius’ roll is 19; Shamus’ is 17. Krasius gets his shot off first (because 19 is greater than 17), and hits Shamus (because 19 is greater than 15). Shamus’ fire never takes place. If Shamus had gotten his shot off, he would have hit, because 17 is greater than 15. If rolls are tied, and one of the tied characters is a player character, he gets to go first. If they’re both non-player characters, or both player characters, the actions happen at the same exact time.

Movement Each combat round, you can hold still, walk, or run. Walking and running aren’t skills; they’re something everyone can do. Walking or running is an action, and takes a segment. If you’re walking, you can move up to five meters in any direction. If you hold still or walk, you can turn by any amount — right or left. “Five meters” sounds pretty precise, but since combat is fought in the imagination rather than on a board or map, you must rely on the gamemaster’s judgment. If he tells you that you can get someplace or reach a character in one round by walking, that’s the case. If he tells you that you must run to get there in one round, or that it will take several rounds, his judgment is final.

PLAYER’S HANDBOOK

8

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

If you’re running, you can move up to ten meters in any direction (twice as far as walking). A character who runs can only turn by up to 90 degrees in the combat round (make one right-angle turn); because you’re moving so fast, you can’t turn on a dime, the way you can if you walk. Whenever a running character makes a skill roll, his code is reduced by 1D (see above). Walking characters’ codes are not modified. Running characters are also harder to hit in combat.

Stance You can always fall prone, without any penalty, at the end of your movement. Falling prone is part of movement, not a separate action. Prone characters can only move by crawling — they may move up to two meters per round in this case. When a crawling character makes a skill roll, his code is reduced by 1D (just like a running character). Getting up from a prone position is an action; all other declared actions are reduced by 1D for the rest of the round. You can turn and use skills in the same round, but you can’t move. Prone characters are harder to hit in combat.

Shooting Difficulty numbers also determine whether or not you hit your target in combat. When using blasters, grenades, and other long-range weapons, the difficulty number depends on the distance from your character to the target. It’s much easier to shoot something closer than farther away. The basic ranges, difficulties and numbers needed to hit are provided in the table below: Range Point Blank Close Medium Long

Difficulty (# to Hit) Very Easy (5) Easy (10) Moderate (15) Difficult (20)

The range of each weapon, in meters, is printed on the “Fire Weapons” tables in the Rebel Field Manual, but we provided a few examples for common blasters in the table below: Blaster Weapon Hold-Out Blaster Blaster Pistol Heavy Blaster Pistol Blaster Rifle Blaster Carbine

Short 3-4 3-10 3-7 3-30 3-25

Range in Meters Medium Long 5-8 9-12 11-30 31-120 8-25 26-50 31-100 101-300 26-60 61-250

Combat in Star Wars: Classic Adventures is visualized, and not played using precise measurements, hexes or squares. You must rely on the gamemaster to tell you the range to a target. Some weapons have better ranges than others; 20 meters is short range for a blaster rifle, but medium for a blaster pistol — so even if your buddy is firing at short range, you may be firing at long, depending on the weapons involved.

PLAYER’S HANDBOOK

Taking more than one shot means using the blaster skill more than once (see “Using More Than One Skill,” page 13). If you roll equal to or higher than the difficulty number for your shot, you hit your target. Example: If you shoot at short range, and roll a 10 or more, you have hit your target (unless the target dodged or there is some other modification to the difficulty number).

Damage Each weapon has a damage code. Blaster pistols — for example — have damage codes of 4D. When you hit a target, roll your weapon’s damage dice. Then, the gamemaster rolls Strength dice for your target. How badly you injure the target depends on the two rolls, check out the table below to see what happens.

2 × Damage Roll < Strength Roll Damage Roll < Strength Roll Damage Roll ≥ Strength Roll Damage Roll ≥ 2 × Strength Roll Damage Roll ≥ 3 × Strength Roll

No Effect Stunned Wounded Incapacitated Mortally Wounded

Example: Your damage roll is 12. If the target’s Strength roll is: • 25 or more, he’s not affected. • between 13 and 24, he’s stunned. • between 7 and 12, he’s wounded. • between 5 and 6, he’s incapacitated. • 4 or less, he’s mortally wounded. A stunned character falls prone. They can still take actions in the round, but their skill and attribute codes are reduced by 1D for the rest of the round and the next combat round. If a stunned character is stunned again, they increase the die code penalty by an additional 1D. The penalties are cumulative and added together until the stun effect wears off. Example: If Shamus is stunned twice in round one, he reduces all die codes by 2D until the end of round two. If he’s stunned again in round two, he loses 3D from all actions for the rest of round two (2D for the stun in round one, and 1D for the stun in round two). In round three, he would only loose 1D to all actions. If the number of “stuns” ever equals or exceeds a characters “D” number for his Strength attribute (not including pips), then the character falls unconscious for 10D minutes. A wounded character falls prone and can’t do anything for the rest of the round. Any time he rolls skill or attribute dice, his code is reduced by 1D until he is healed. A wounded character who is wounded again is incapacitated. An incapacitated character falls prone and is unconscious for 10D minutes. Even when restored to consciousness, an incapacitated character is unable to use most physical skills. An incapacitated character who is wounded or incapacitated again is mortally wounded. A mortally wounded character falls prone and is unconscious. He can’t do anything (including regaining consciousness) until healed. Worse yet, at the end of every combat round, he must roll 2D. If his roll is less than the number of rounds since he was mortally wounded, he dies.

15

8

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

Example: Roll at the end of the round in which a character is mortally wounded; if the roll is less than a “1” (which is impossible), he dies. The next round, he dies on anything less than a “2” (also impossible); the third round, on anything less than a “3.” In other words, he is going to die eventually — and pretty soon — unless someone gets him to a medical Droid or bacta tank, or uses a medpac. Making a Strength roll when hit is not considered an action or an attribute use; you never modify the Strength code for running, wounds, taking an extra round, or multiple skill use.

Dodges Another useful skill is dodge. When someone fires at you, you roll your dodge dice. The number you roll is added to his difficulty number: Example: The Bounty Hunter Jodo Kast fires at Shamus, who dodges. Jodo’s blaster skill is 7D, and the shot is at short range — an Easy (10) difficulty. Shamus’ dodge skill is 4D+1. Shamus rolls a 14, so Jodo’s difficulty number is now 24. Jodo rolls — and gets a 22! Close, but no cigar. Dodges are reaction skills; you don’t have to declare dodges at the beginning of each combat round, and you can dodge and take another action in the same segment. You must decide whether or not you’re dodging before the attacker makes his skill roll. You can’t wait to see whether he hits before deciding whether or not to use the dodge skill. If you dodge and more than one opponent fires at you in the same action segment, your dodge roll affects all opponents’ attacks. Example: Four stormtroopers fire at Shamus in the first segment; he dodges and rolls an 11. The dodge roll increases all four stormtroopers’ difficulty numbers by 11 each, even though Shamus is only using the skill once. You can use dodge every segment — but each time is a separate skill use, and decreases skill codes 1D further. If someone fires at you in a segment and you choose not to use dodge (or can’t), his attack is not affected, even if you used a reac tion skill in an earlier segment.

Archaic and Unusual Weapons Some characters start with out-of-date or unusual weapons (like Chewbacca’s bowcaster, slugthrowers, or black-powder weapons). Each of these weapons is used with a different skill, not with the blaster skill; if your character has such a skill, it’s listed on his character template. These weapons follow the same rules as blasters. Fire by archaic or unusual weapons can be dodged, just like blaster fire.

Hand-to-Hand Combat If your character is near someone else, he can attack the other character in hand-to-hand combat. If your character isn’t carrying a melee weapon, you use the brawling skill; if he uses a melee weapon, you use the melee weapon skill. Basically, you use the same rules as for blasters, except that the base difficulty for the attack is not determined by the range, but by the weapon used. The larger or more complicated the weapon, the higher you need to roll to strike your opponent. Here are some common weapons and their difficulty numbers to hit:

16

Weapon hands knife spear vibroblade lightsaber

Skill brawling melee weapon melee weapon melee weapon lightsaber

Difficulty (# to Hit) Very Easy (5) Very Easy (5) Easy (10) Moderate (15) Difficult (20)

In addition, the “damage code” when making a brawling attack is the character’s Strength. If the character uses a melee weapon, the damage code is the weapons code plus his Strength (see the “Basic Equipment Table” on page 9). When a character fights hand-to-hand, he can use his brawling parry skill if he doesn’t have a weapon, or his melee parry if he does. They work just like dodge, but they only affect hand-to-hand attacks, not blaster (or other fire) attacks. Brawling parry generally only works against brawling attacks, not melee weapon attacks. Melee parry works against both. Dodge doesn’t affect brawling or melee weapon attacks.

Grenades If your character has a grenade, he can throw it any place you like. The difficulty number depends on the range; ranges for grenades are printed on the “Explosives” table in the Rebel Field Manual. If your grenade skill roll is equal to or greater than the difficulty number, it lands where you want it to. If your roll is lower, it may end up in your lap. Grenades do damage to everyone around them (usually within 10 meters), so be careful where you throw them. If a grenade lands near you, you can use the dodge skill to avoid injury. The gamemaster rolls 4D for the grenade; its “difficulty number” depends on your distance from it (see the Rebel Field Manual). Your dodge roll increases the grenade’s difficulty number. If its roll is greater than or equal to the modified difficulty, damage is determined normally; a grenade’s damage code depends on the distance to its target (again, see the Rebel Field Manual). Whenever you dodge against a grenade, you end the action segment prone. If you dodge in an action segment, your dodge affects all blaster fire and grenade attacks in the same segment.

SKILL POINTS At the end of an adventure, the gamemaster may assign you Skill Points. The better you did in the adventure, the more Skill Points you receive. You get them for doing great deeds, for outwitting your opponents, and for playing your role well.

Skill Points as Die Bonuses When you spend a Skill Point, you get to roll one extra die when your character makes a skill roll. You can spend Skill Points after you’ve tried a skill roll, but you must do it before the gamemaster says whether your character succeeded or failed at the task. You can use up to two Skill Points to boost any roll you make during the game. Example: Shamus needs to fix his damaged starship so he can race back to the Rebel base. Since he hasn’t boosted his starship repair skill, die uses the dice score for his Technical attribute: 2D+2. Shamus rolls his two dice and adds two, but only gets a total of 11!

PLAYER’S HANDBOOK

8

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

The gamemaster knows that fixing the ship is a Moderate (15) task. Before the gamemaster determines that Shamus failed to fix the ship, Shamus’ player, Wayne, decides to spend a Skill Point. He reduces the Skill Point total on his character sheet by one, then rolls his extra die. It comes up a 6, bringing his starship repair total to 17! Since he’s rolled more than the difficulty number, Shamus has fixed the starship. You cannot spend Skill Points to roll an extra die in the same round that you spends a Force Point or call upon the dark side (see the Gamemaster’s Guide), and you may not spend Skill Points on another character’s actions. When you use Skill Points for actions outside of combat (like fixing a starship), it counts for only one continuous action. The bonus ends as soon as the character does something else and he cannot combine spend a Force Point on the same continuous action.

Skill Points for Character Advancement You can spend Skill Points to increase your skill codes. (You can never increase your attribute codes.) To increase a skill code by one “pip,” you must spend as many Skill Points as the number before the “D.” Example: Increasing a skill of 2D costs 2 Skill Points. Increasing a skill of 5D+1 costs 5 Skill Points. Increasing a skill by 3D+2 costs 3 Skill Points. When you increase a skill by one pip, a skill with no “+” goes to “+1;” a “+1” skill goes to “+2;” and a “+2” skill loses its plus but increases the number before the “D” by 1.

total of 6 points. In general, increasing a skill by 1D costs three times the number before the D (increasing a 4D skill to 5D would cost 12; a 5D skill to 6D, 15; etc.). You can spend your Skill Points any way you like, increasing any of your skills by any amount, as long as you don’t spend more Skill Points than you have. You can save Skill Points if you don’t want to spend them all at once. Just be sure to track the amount you have in the “Skill Points” circle. You can spend them later, at the end of any session of play.

THE FORCE The Force is the mystical power which binds all things together and sustains life.

Trusting the Force All starting characters have one or more Force Points. At any point during a game, you can tell the gamemaster, “I’m trusting the Force.” That means you’re attempting to use your luck, moxie, or control (the Force manifests in many ways) to make sure that what you want happens. You can only “trust the Force” as many times in an adventure as you have Force Points. At the end of an adventure, the gamemaster may award you additional Force Points. Example: A character has three Force Points. He can “trust the Force” three times in an adventure.

Example: Increasing a skill of 2D by one pip increases the skill code to 2D+1. Increasing a skill of 2D+1 makes it 2D+2. Increasing a 2D+2 makes it 3D.

When you “trust the Force,” your chances of doing what you want to do increase dramatically. For the round in which you spend the point, all skill and attribute codes are doubled. That means you can do many more things in the round, or can be virtually certain of doing one thing which you want badly to succeed in doing.

Example: If your skill is 2D, and you want to increase it to 3D, that costs you 6 Skill Points. It costs 2 Skill Points to increase it 2D+1; 2 more to 2D+2; and 2 more to 3D, for a

Example: If Shamus spends a Force Point, his blaster skill for the round is 10D+2, his dodge is 8D+2, his Technical attribute is 4D+4, etc.

PLAYER’S HANDBOOK

17

8

Chapter Three: The Bare Bones

CLASSIC ADVENTURES

When you “trust the Force,” one of four things happens:

Lightsabers

• If you “trust the Force” to do evil, you lose the Force Point. It is permanently lost. In addition, you gain a Dark Side Point. Each time you gain a Dark Side Point, there is a chance that your character will tum to the dark side. Since all player characters are members of the Rebellion, if you turn to the dark side, you lose your character. The gamemaster will take him away from you and use him as a villain. You’ll have to create a whole new character. • If you “trust the Force” in a way that’s neither particularly heroic, nor evil, you lose the Force Point, but do not gain a Dark Side Point.

A lightsaber is a melee weapon, but you use it with the unique lightsaber skill, not your melee weapon skill. Unlike other melee weapons, a lightsaber’s damage does not depend on your Strength code, but on your control skill code (see the Gamemaster’s Guide). You can parry with a lightsaber. You either use your melee parry skill or your Force sense skill (if you have that skill). Obviously, you’ll use whichever skill is better.

Example: Shamus is hit by a laser cannon, and fears that he will be mortally wounded. He spends a Force Point to double his Strength roll. Saving your own bacon is not real heroic — but neither is it evil; Shamus loses the Force Point, but gains no Dark Side Points. • If you “trust the Force” in a heroic way — to save others or defeat evil — you do not lose the Force Point. At the end of the adventure, you get the Force Point back — so you can “use the Force” again on the next adventure. • If you “trust the Force” in a heroic and dramatically appropriate way — at the climax of the adventure, or to do a mighty deed — not only do you get the Force Point back at the end of the adventure, but the gamemaster may award you another point as well. The gamemaster decides when an action is evil, heroic, or dramatically appropriate (see the Gamemaster’s Guide.

Calling on the Dark Side You can also “call upon the dark side” of the Force to increase your chances of success. This requires a dice roll (the Gamemaster’s Guide describes how this works), but if successful, “calling upon the dark side” immediately grants your character one Force Point and one Dark Side Point. The Force Point must be used in the same round in which the dark side was called upon. The Dark Side Point stays, however, and you must record it on his character template. The more you call upon the dark side, however, the more it will consume your character.

The Powers of the Force Most characters don’t have any ability to use the Force to control minds and bodies, levitate objects, etc. If yours does, one or more Force skills are listed on your character template. If no Force skills are listed, you don’t need to read this section.

The Jedi Code Characters with Force skills must follow a strict code. If you fail to do so, you may gain Dark Side Points. Most characters can only gain Dark Side Points when they “trust the Force” or “call upon the dark side;” Jedi characters gain them any time they do evil. The Jedi code is summarized below: • You may not kill, except in self-defense or the defense of others. • You may not act for personal gain, of wealth or power. • You must never act from hatred, anger, fear or aggression.

18

Control You can use the control skill to control the Force inherent in your own body. By doing so, you can control your own hunger, pain, thirst and exhaustion. You can help your immune system defeat poisons and diseases. You can accelerate your body’s natural healing abilities, heighten your natural alertness, or put your body in a hibernating trance. If you ever try to do any of these things, the gamemaster will tell you what the difficulty number is.

Sense If you have the sense skill, you can “feel” the ebb and flow of the Force, sensing the bonds that connect all things You can read the feelings of others, heighten your own senses, and tell how badly damaged or diseased an organism is. If you have the sense skill, you can use the lightsaber to parry blaster bolts, as well as other melee weapons. You roll your sense skill and add the result to the blaster firer’s difficulty number. This is the only time a melee weapon can be used to parry blaster fire. You can even try to reflect a blaster bolt back at its firer, or at another target. This is considered two uses of the sense skill (so the die code is reduced by 1D, or by more if you’re using other skills at the same time). The first skill use increases the blaster firer’s difficulty number. If he misses, you use your sense skill the second time to “aim” the blaster bolt at someone else. The gamemaster tells you what the difficulty number is. If your sense skill roll is equal or higher, you hit your intended target. The blaster bolt’s damage code is, of course, the damage code of the weapon that fired it. If you possess both the sense and control skills, you can combine them to read minds, project thoughts and feelings into the minds of others, and see the past, present, and possible futures.

Alter If you have the alter skill, you can move objects with your mind alone. If you possess both control and alter, you may do to the bodies of others what you can do to your own — help them withstand pain, fatigue, hunger and thirst; accelerate healing; and so on. If you possess all three Force skills, you can change the contents of the minds of others, causing them to see what is not there, remember things incorrectly, or come to false conclusions (e.g., “These are not the Droids you’re looking for”).

Other Skills? It is rumored that there are skills beyond the first three. Historical records say the ancient Jedi Knights had powers far beyond the ken of modern life. But since their august order has disappeared from the galaxy, the methods they knew and disciplines they used are now unknown.

PLAYER’S HANDBOOK

8 CLASSIC ADVENTURES

C hapter Four AN INTRODUCTION TO ROLEPLAYING You now know enough about the rules to start playing. But a roleplaying game is more than rules — roleplaying games are really about roleplaying and storytelling. Here’s a solitaire adventure; we suggest you play through it to get a feel for the game.

REGINA CAYLI: A SOLITAIRE ADVENTURE New Bakstre rotates rapidly; the sun and seven moons move at visible speed across its purplish sky. The sun sets slowly behind the Regina Cayli, an M-Class Imperial Attack Transport, which casts its long shadow across New Bakstre’s twisted vegetation. You study it from your hiding place, a dozen meters distant, shivering slightly in the chill air. The landing ramp is open and, for the moment, unguarded. You bolt from cover, run across the clearing, dash up the ramp, and into the darkened cargo bay… Star Wars: Classic Adventures usually requires a gamemaster and at least two players. A solitaire adventure lets you play by yourself. To play this adventure, you need a pencil, paper, dice, and the sample character template for Shamus Falconi (printed on page 7). Begin by reading the section labeled “1.” Each section describes a situation, and asks you to roll dice or choose a course of action. Depending on what you do or roll, it tells you to go to another section (“Go to 12”). Turn to that section, and continue. When you’re told to write something down (“Write Alarm Triggered”), just jot it on a piece of scrap paper so you’ll remember. The adventure will tell you when you’re finished. After you complete the adventure, try it again. This time, make different choices and see how they affect the outcome. You are playing the role of Shamus Falconi, galactic entrepreneur and adventurer (a Smuggler). Your ship, the Lumrunner, was making an unscheduled delivery here on the planet of New Bakstre when it was forced down by Imperial customs cruisers. The Lumrunner crash-landed in the forest nearby. The Regina Cayli, an Imperial transport, showed up with a bunch of stormtroopers, who started combing the area. They wounded and captured your Wookiee companion and copilot, Grasheel. You don’t give two hoots about the Empire or the Rebellion, but there’s no way you’re going to abandon your friend to the

PLAYER’S HANDBOOK

tender mercies of Imperial interrogators. You trailed the ambushers and your captive buddy back to the Regina Cayli. Your only plan is to find Grasheel and get him out. After that… well, there will be time to worry about that later — you hope… Ready?

1

Once inside, you look for a security console. “Where are they keeping you, old buddy?” Without the Artoo, you’ll have to bypass security on your own. You lean over the console, study it, chew your nails, then punch a few keys in rapid succession… You are using your security skill. You did not allocate any extra dice to security, so your skill code is still 2D+2, the same as your Technical attribute (see the sample character template on page 7). So, roll two dice to see how well you do. The difficulty for this skill roll is Very Easy (5): • If your die-roll is 4 or less, go to 3. • If your die-roll is 5 or more, go to 2.

2

Phew! No alarm. The monitor says, “Prisoner in Infirmary, Command Deck, Room B12.” You get the infirmary’s security code out of the memory banks. Calling up a diagram of the ship, you choose the most direct route and move out, alert for wandering stormtrooper patrols. Go to 4.

3

“EHHNT! EHHNT! EHHNT! EHHNT!” You got the location and the security code — Infirmary, Command Deck, Room B12 — but you triggered a computer security alarm. A ship’s plan shows a grav tube up to the command deck. Time to get moving. Write down “Alarm Triggered” and go to 4.

4

Across the corridor is the grav tube to the command deck. You hear approaching footsteps, but no one is in sight. Should you stay hidden, or dash for the grav tube and hope you aren’t seen? • If you run to the grav tube, go to 5. • If you stay hidden and observe, go to 6.

19

8

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

5

You run for it. You’re trying to dodge out of sight before they see you, so you use your dodge skill of 4D+1. Roll four dice, and add one to the number rolled. The difficulty is Easy (10). • If the score is 10 or higher, you made it across to the grav tube before anyone appears. You skid into the grav tube, twist the micro-gravity control, and sigh with relief as the blast doors close and you begin to float gently upward. Go to 7. • If the score is 9 or less, you’re part-way across the room when a stormtrooper enters. The startled trooper hesitates, then fires from the hip — and misses — just as you dive into the grav tube, close the blast doors, and begin to float upwards toward the command deck. Write “Intruder Reported” and go to 7.

6

A stormtrooper walks into the room and stands by the grav tube with his weapon ready. You wait several minutes, but the trooper shows no sign of leaving. • If you shoot the unsuspecting trooper, go to 8. • If you try to bluff your way past the trooper and into the grav tube, go to 9.

7

You float upwards to a blast door; Imperial graphics indicate it’s the command deck. You twist the grav tube control to neutral. The blast doors open. Beyond them, a corridor leads right and left. The infirmary should be to the right. Across the corridor are open blast doors leading to a darkened room. • If you’ve written “Alarm Triggered” or “Intruder Reported,” go to 14. • Otherwise, go to 15.

8 • If you have not written “Trooper Wary,” go to 28. • If you have written “Trooper Wary,” go to 34.

9 • If you have written “Alarm Triggered,” go to 10. • Otherwise, go to 11.

10

The trooper says. “Halt and identify yourself!” • If you halt to regale the trooper with a clever fictitious explanation for your presence, go to 12. • If you shrug, then draw your blaster and fire at the trooper; write “Trooper Wary” and go to 34.

20

11

You walk across the room to the grav tube wincing in pain, a hand clasped over one eye. “Excuse me, trooper, could you direct me to the infirmary? Got a splash of coolant in it, hurts like hell…” Your con skill is 3D. Roll three dice; the difficulty is Moderate (15). • If your roll is 15 or more, the trooper nods his head in acknowledgment — “command deck, to the right” — and continues to stand there as you enter the grav tube, close the blast doors, float gently upward toward the command deck, and grin smugly to yourself. Go to 7. • If your roll is 14 or less, the trooper is not going to fall for this routine. Go to 10.

12

The stormtrooper seems unimpressed by your performance. “Seal all corridors and grav tubes. I have an intruder,” he rumbles into his helmet comlink. “Make yourself comfortable, Rebel scum,” he says, and stuns you with his blaster rifle. Go to 45.

13

“This don’t look so good.” You spin around just in time to see the landing ramp slam closed. Heavy footsteps pound closer. “Armed Intruder on Transport Deck!” loudspeakers blare. “Set blasters to stun and apprehend! Do not expose yourself to fire! Squads Four and Five to support…” “Neat,” you think to yourself. “Trapped. Well, if they’re set for stun, what’ve I got to lose…” You pot four troopers before you’re stunned. Paralyzed, you tumble to the deck. Go to 45.

14

You hear troopers approaching from the right and left. • If you run across the hall to hide in the darkened room, go to 17. • If you wait in the grav tube to ambush the troopers, go to 18.

15

There’s no sign of anyone in the corridor. You leave the grav tube, turn right, and head for the infirmary. Go to 16.

16

You peer around a corner. Down a long corridor you see a single trooper standing outside the infirmary door. “Hmm. Tough shot from here.” • If you test your marksmanship with this long-range shot, go to 38. • If you try to bluff your way up to the trooper for a sure shot, go to 39.

PLAYER’S HANDBOOK

8

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

17

You lean against the bulkhead in the dark, clasping the blaster two-handed and trying to control your breathing. In the brightly-lit corridor outside, two stormtroopers pause before the door. They peer in, then one gestures the other inside. “Check this room,” a voice rasps, “and set for stun — the Commander wants this one for questioning.” One trooper continues down the corridor. The other steps cautiously into the dark room… • If you hide and observe, go to 19. • If you shoot the searching trooper once he’s inside the dark ened room with you, go to 20.

18

Two troopers approach from the left. As they enter your view, they call to the other troopers approaching from the right, “Cover us while we check the grav tube.” • If you want to shoot it out with the troopers, go to 22. • If you want to hang motionless in the grav tube and pretend you’re stunned, go to 23.

19

You look around quickly for a hiding place as the trooper cautiously enters the room. Your hide/sneak skill is 3D. The trooper’s search skill is 2D. Roll three dice; that’s your roll. Then, roll two dice for the trooper. • If your roll is higher than or equal to the trooper’s, his careless search failed (or you found a great hiding place). The trooper leaves and continues down the corridor away from the infirmary. You leave the room and head for the infirmary. Go to 16. • If the trooper’s roll is higher; he spots you. Go to 21.

20

At close range, this is a pretty routine shot. The difficulty is Easy (10). Your blaster skill is 5D+1; roll five dice, and add one to the total. • If the total roll is 10 or more, the trooper is hit and stunned. You swiftly subdue and strip him, then don his armor. Grabbing the blaster rifle, you step out of the darkened room, now to all appearances a loyal servant of the Emperor, and march off toward the infirmary. Go to 16. • If the roll is 9 or less, your shot misses. The trooper ducks back out of the room, slams the door shut, sounds the alarm, and calls for reinforcements. You’re trapped. After a brief but spirited engagement with a reinforced squad of stormtroopers, you are paralyzed by a stun blast. Go to 45.

21

The trooper pretends to have missed you in his search, but as he leaves the room, he slams the door shut, sounds the alarm, and calls for reinforcements. You’re trapped. After a brief but spirited engagement with a reinforced squad of stormtroopers, you are paralyzed by a stun blast. Go to 45.

PLAYER’S HANDBOOK

22

The troopers, obviously experienced veterans, don’t expose themselves carelessly. Two troopers take cover while four cautiously approach the grav tube and peer inside. When you open fire, they also fire. Whether or not you hit doesn’t much matter; even if you do, hitting you in a small grav tube is like shooting mynocks in a cargo canister. At least one of the stormtrooper’s stun blasts hits and paralyzes you. Go to 45.

23

A trooper jabs you viciously to make sure you aren’t faking. Suppressing a moan or reflex action is pretty hard — a Moderate (15) difficulty. Your stamina is 3D; roll three dice. • If the roll is 15 or more, you don’t respond. The two troopers take your blaster and drag you off toward the infirmary. Go to 24. • If the roll is 14 or less, you cry out involuntarily, and the trooper fires his blaster into your chest — now you’re stunned for real. Go to 45.

24

Two troopers drag you down the corridor to a door marked “Infirmary.” They drop you on the deck. One punches a security code while the other covers the door with his blaster — and neither is watching you. Here goes nothing… You concentrate and put everything into silently getting to your feet and jumping the troopers from behind. You’re trying to do this without being seen — so you’re using your hide/sneak skill. Your skill code is 3D; roll three dice. The troopers have been careless — your chances are good. The difficulty is Very Easy (5): • If your roll is 5 or more, you take the two troopers by surprise. Go to 25. • If the roll is 4 or less, a noise warns the troopers, who turn and drill you with blaster rifles at point blank range. You are immediately paralyzed with a sour expression on your face. The troopers imprison you with your friend. Go to 40.

25

You try to do two things at once — knock one trooper down while grabbing the other’s blaster rifle. You’re using your brawling skill for both purposes. Your skill code is 4D+1. However, because you’re trying to do two things at once, you roll 1D less than you normally would. Your modified skill code is 3D+1. Roll three dice and add one to the total in your attempt to knock down the trooper; and roll 3D+1 again for your attempt to grab the blaster rifle. The difficulty for both attempts is Easy (10). • If both rolls succeed — that is, both rolls are 10 or more — you grab the blaster rifle and knock down the other trooper. You make short work of the troopers with the stolen rifle before they can sound the alarm. Go to 42. • If either or both rolls fail — either one is 9 or less — your bold move has failed. You are subdued and imprisoned with your injured friend. Go to 40.

21

8

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

26

“Okay. Out the front door?” “You got a better idea?” “They’ll seal the exits when they find I’m gone.” “What, you expect me to claw my way through the hull or something?” “No, but it’s not too much to ask that you think, is it?” “Nice talk from a rescued Wookiee being carried by his heroic buddy…” • If you try to leave the way you entered — via grav tube to the Transport Deck — go to 30. • If you try to find another exit, go to 29.

27

“Intruder!” the trooper shouts into his helmet mic, and charges you, firing his blaster from the hip. To see who wins this shootout, alternate shots between you and the trooper. The difficulty for all shots is Easy (10). Your blaster skill is 5D+1, and the trooper’s is 3D. When you shoot, you roll five dice and add one to the total; when he shoots, you roll three dice. Make rolls for both of you; the guy with the higher roll gets his shot off first. If that roll is 10 or more, he hits his opponent (and the opponent’s shot goes wild). If both of you miss the first time around, roll again, and continue rolling until someone hits. • If you get the trooper first, take a moment to gloat over your cool performance under fire, then run toward the infirmary. Go to 42. • If the trooper gets you first, curse your rotten luck as you slump to the deck paralyzed. Go to 45.

28

You get your shot off before the trooper can respond. Your blaster skill is 5D+1. This is a pretty simple shot; the difficulty is Easy (10). Roll five dice, and add one to the total; if the result is 10 or more, you hit and staggered the trooper. • If you hit the trooper, you dash past the trooper into the grav tube, hit the controls to shut the tube door, and grope for your lucky thesselbeast’s foot. Write “Intruder Reported” and go to 7. • If you missed the trooper, he recoils in alarm, then leaps into the grav tube. The blast doors close before you can get to them. Alarms blare from overhead — “Intruder on Transport Deck! Seal all bulkheads and grav tubes.” Write “Intruder Reported” and go to 13.

29

“Well, is there any way out of this ship that the Imperials would never suspect we’d try?” “Fired out a torpedo port?” “Bad idea.” You try to think of a feature of M-Class ships that would allow you to escape. Your technology skill code is 2D+1. The difficulty is Easy (10). Roll two dice and add one to the total: • If the result is 10 or more, you get a crazy idea. Go to 32. • If the score is 9 or less, the best idea you come up with is to go out the way you came in — through the grav tube and out the boarding ramp. Go to 30.

22

30

You leave the infirmary, sneak back to the grav tube, and make it to the transport deck without encountering any troopers. Go to 31.

31

Two landspeeders sit near the open cargo ramp. • If you pile into one, and leave the other one alone, go to 35. • If you take the time to disable the other landspeeder before you leave, go to 36.

32

“Hey! Let’s use the escape pods!” “But we’re on the ground, idiot. Probably get launched directly into the topsoil…” “No! The pods’re on top of this baby. Trust me — I know what I’m doing.” “This isn’t gonna work…” “Come on, cheer up. We’ll probably be killed instantly.” This is pretty risky — you need to override the escape pod computer logic and use manual controls from ground level. Even though your starship piloting skill is high, you estimate your chances of a crash are about 50/50, with possibly serious consequences. • If you decide to risk the escape pods, go to 33. • If you decide to take your chances with the grav tube and ramp, go to 30.

33

“Hmm. I think it’s this button here…” “You sure you know how to work this thing?” “Trust me, good buddy. Everything’s just fine…” Your starship piloting skill is 5D+2. The difficulty is Difficult (20). Roll five dice, and add two to the total. • If your roll is 19 or less, there’s a sudden, brutal acceleration, a staccato series of whangs, several splintering crashes, and a sharp, definitive impact. The battered pod is buried under a mound of vegetation and topsoil. The Imperials cut you out with a torch, commend you on your bravery and ingenuity, and march you back to the Regina Cayli. Go to 40. • If your roll is 20 or more, you manage to wrestle the escape pod to a rough but serviceable landing about two kilometers from the transport. Go to 46.

34

The trooper is not surprised, and he shoots back. The trooper’s blaster skill is 3D. The difficulty for both shots is Easy (10. Roll three dice for the stormtrooper. Your blaster skill is 5D+1. Roll five dice for yourself, and add one to the to tal. Whoever gets the higher roll shoots first. • If you both roll 9 or less, you both miss. The stormtrooper leaps into the grav tube. The blast doors close before you can get to them. Alarms blare from overhead — “Intruder on transport deck! Seal all bulkheads and grav tubes.” Write “Intruder Reported” and go to 13.

PLAYER’S HANDBOOK

8

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

• If the stormtrooper shoots first, and rolls 10 or more, you’re hit before you get your shot off — and paralyzed with a stun blast. Go to 45. • If you shoot first, and your roll is 10 or more, you hit the stormtrooper. He slumps to the floor. You dart past and into the grav tube, close the blast doors, and drift gently upward toward the command deck. Write “Intruder Reported” and go to 7.

35

The moment you get into the landspeeder and fire up, an alarm sounds. You zoom out the cargo ramp just as it closes. Go to 41.

36

The moment you fool with the landspeeder, an alarm sounds. The cargo ramp closes before you can make your escape, and in seconds the transport deck is crawling with troopers. Resistance is pointless… so you charge them… The Imperial officer stands negligently over your paralyzed bodies. “Hmm. Dissatisfied with our accommodations?” he politely inquires. “Perhaps we have something more to your liking.” Go to 37.

37

The two of you are securely bound and jammed into a rather small closet. The heavy blast doors close with a solid-sounding clunk. It’s dark. Grasheel’s healing sheath is crushing your toes. “Here’s another fine mess you’ve gotten us into.” “Stop griping. Now, here’s my plan…” Don’t fret. We’re sure they’ll get out somehow, but it’s time to get back to learning the rules. Once you’ve learned how to play the game, you can figure out how to get them out of here… Go to 47.

38

You take your time, brace, aim, take a deep breath, and squeeze the trigger. Because you spent some time preparing, you get to roll 1D more than your normal blaster skill of 5D+1. Roll six dice, and add 1 to the total. It’s a tough shot, though — the difficulty is Difficult (20).

PLAYER’S HANDBOOK

• If your roll is 20 or more, you get a bull’s-eye, and the trooper drops like a rock. You scamper up cheerfully, punch the infirmary’s security code, and drag the trooper into the infirmary. Go to 42. • If the roll is 19 or less, you miss. Go to 27.

39 • If you’re wearing trooper armor, go to 43. • If you have no trooper armor, but you have not written “Alarm Triggered” or “Intruder Reported,” go to 43. • If you have no trooper armor, and you have written “Alarm Triggered” or “Intruder Reported,” go to 44.

40

Both you and Grasheel are imprisoned in the infirmary. This time, however, two Imperial stormtroopers stand outside, guarding the door. You sit in a chair next to Grasheel’s pallet. “Well, now we got them right where we want them. Those Imperials think they’ve taken us captive. Actually, I just tricked them into bringing us here so I could rescue you.” A barrage of rude growls, Wookiee expletives and flying objects from the pallet greet your announcement. “Look, if you’re going to be that way, I’ll just leave. Anyway, it’s your turn to come up with ‘The Plan.’” Grasheel reflects for moment. “Well, how about the bacta tank?” “The what?” “The healing tank. We tip it over, spill the bacta in front of the doorway, and raise a false alarm. When the guards rush in, they’ll slip on the liquid, and we’ll bash them with the tank.” “You really think that’s going to work?” “Sure! Look, you said it’s my turn, and that’s my plan.” “Wonderful. Let’s go.” Go to 30.

41

In moments the other speeder, packed with stormtroopers, is hot on your tail. You’re gaining slowly on your overloaded pursuers, but one blaster shot could put you out of business. Grasheel leans over the rear windscreen with a blaster. “Hold it steady for a second, ace — give me a shot at their driver.” Your repulsorlift operation skill code is 3D+2; the difficulty for this maneuver is Easy (10). Roll three dice and add two to the total. If you roll 10 or more, the difficulty for Grasheel’s shot is Moderate (15) because you held the speeder steady. If you roll 9 or less, Grasheel curses your driving skills and does his best with a difficulty of Difficult (20). Grasheel is good with a blaster, but this is a tough shot. His blaster skill is 4D+1; roll four dice and add one to the total.

23

8

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

• If the roll is equal to or greater than the difficulty number, Grasheel zaps the driver of the pursuing speeder. It noses into the turf, cartwheels a couple of times, and begins to tear through the brush as you zoom out of range of the spectacle. Go to 45. • If the roll is less than the difficulty number, Grasheel’s shot goes wide. He’s readying for another try when a lucky shot from one of the troopers tags the drive system and your speeder falters, then drops abruptly, skidding through the undergrowth. The troopers shrewdly stand off and keep you pinned down until reinforcements arrive. They take you with embarrassing ease. It’s the Imperials’ turn to gloat on the short ride back to the transport. Go to 37.

42

You go to the infirmary door, punch the security code, and drag the trooper(s) inside. Grasheel lies on a pallet, tended by a medical Droid, one hairy leg enveloped in a healing sheath. “Hi, old buddy. Nice place you got here,” you say as you scan the infirmary. “Sorry we got to check out. Got any luggage?” Grasheel smiles a toothy Wookiee grin. “With the bum leg, fancy athletics are out of the question.” he growls in his native language (being that Shamus and Grasheel are old friends, we’ll assume that Shamus can understand the Wookiee language without having to make dice rolls, it’s called “gamemaster discretion”). “No problem, old buddy. I’ll just carry you.” “Shamus, this is not a very good plan.” “Everybody’s a critic. Let’s move, huh?” You heave your hairy friend over your shoulder and tromp out of the infirmary. Go to 26.

43

You walk right up to the unsuspecting trooper, salute, and blast the fellow, who obligingly slumps to the floor unconscious. Go to 42.

44

The alert trooper, under orders to stun first and ask questions later, snaps his blaster to his shoulder without hesitation, fires, and stuns you before you can get off a shot. You tumble paralyzed to the deck. Go to 45.

45

An Imperial officer arrives with a squad of troopers “The Commander will be personally interested in this one, I suspect,” says the officer as he relieves you of your blaster. “I’m sure you’ll enjoy this opportunity to savor the comforts of Imperial hospitality, my Rebel friend. “You two, put him in the infirmary with the other one. The rest of you, take a look around outside and see if there are any others crawling around.” “How nice,” you think groggily, “a personal escort…” as the two troopers each grab a leg and drag you down the corridor. Go to 24.

24

46

“Nice work, ace.” “My mom always said that Driver Education course would come in handy.” Grasheel and you are free of the Imperials for the moment, but now you have to deal with the problem of the disabled Lumrunner. The Imperials will be waiting for you if you go back there, but you haven’t got any other way off planet. “Say, Shamus. You ever flown an Imperial transport?” “Bad idea.” “Yeah. Let’s do it…” Don’t fret. We’re sure they’ll get off this planet somehow, but it’s time for you to get back to reading the rules. Once you’ve learned how to play the game, you can figure out how to rescue them… Go to 47.

47

Okay, now you can see how it’s done. Whenever you take an important action, you use one of your skills or attributes. You look at your sheet, find your code with that skill or attribute, and roll dice accordingly. If you roll equal to or higher than the difficulty number, you succeed. If you roll less, you fail. In this adventure, we provided the difficulty numbers. The more difficult the task, the higher the difficulty number. When you’re playing with others, the gamemaster will tell you what the difficulty number is each time you try to do something. (Sometimes he won’t tell you — the gamemaster will just decide, and let you know whether your roll is high enough or not after you make it.) One thing you should keep in mind — when you start playing the game, your character is about as good as a normal person — a little better, because you’re a hero. When you try something tricky, you’ll fail a lot. Don’t expect to be able to fly unscathed through an asteroid field, or dodge the fire of an entire stormtrooper squad. Han, Luke or Leia can pull that off — and maybe one day you’ll be that good too, but you’ll have to play a long time before you get to that stage.

EXAMPLE OF PLAY The same kinds of things happen when you play with a gamemaster as in a solitaire adventure. You still make decisions, imagine your surroundings, make skill rolls, and so on. A lot is different, too. The gamemaster describes what your character sees and senses, and takes the roles of non-player characters — your opponents and the supporting cast. When you want your character to do something, you tell the gamemaster. He uses the rules to decide whether or not you can do what you want. Then, he tells you what happens next. You keep on making decisions and acting, and the gamemaster keeps on telling you what happens, until the story is over or you decide to break. Here’s an example of what you might hear if you sat in a room where Star Wars: Classic Adventures were being played.

Background Peter is the gamemaster (GM), seated at the head of the table. Wayne is playing Shamus Falconi, the Smuggler. James is playing Jill Farseeker, a Kid and Shamus’ long-lost daughter.

PLAYER’S HANDBOOK

Chapter Four: An Introduction to Roleplaying

8 CLASSIC ADVENTURES

Her grandfather, Retired Imperial Captain Jackson Farseeker, is played by Michael. The Bounty Hunter is Tantos Dree, played by Eric. The players have just left the planet Thorgeld. Peter (GM): There’s an Imperial customs frigate on your screens; a light on your com board says someone’s calling. Wayne (Shamus): Uh oh. I answer. Peter (GM): “I.N.S. Assessor, calling stock light freighter. Identify yourself, please.” Wayne (Shamus): “Ah, Assessor, this is the freighter Lumrunner.” Peter (GM): “Stand by, Lumrunner. Prepare for customs inspection.” Wayne (Shamus): Oops. “Ah, roger, Assessor.” Michael (Jackson): “Could be trouble, young Falconi.” Eric (Tantos): “Hey, listen buddy. If the Imps find me on board, I’m wampameat. On second thought, if they find me, you’re all gonna be wampameat. Catch my drift?” Wayne (Shamus): Great. How soon can we make the jump to hyperspace? Peter (GM): Who’s doing the astrogation? Michael (Jackson): Harrumph. I shall. Peter (GM): It’ll take you a few minutes to calculate the data. Do you want to rush it, or are you being careful? Michael (Jackson): I’ll follow established procedures. Peter (GM): Okay. Shamus, they’re calling again. “Lumrunner, in the name of the Emperor, cut your engines and prepare to be boarded!” James (Jill): “Hey! I got an idea! Let’s hide Tantos, okay? I bet we could string him out an airlock at the end of a rope, and they’d never find him!” Eric (Tantos): “Gah. Kids. I’m not being strung up like a yo-yo, y’hear?” Peter, I’m heading down to the gunnery bay. Wayne (Shamus): “Keep your armor on, bounty hunter. I’ll take care of this. Assessor, this is Lumrunner. Ah, negative on customs inspection. We have a priority cargo for the Imperial base on Markon IV. Our priority authorization is filed on Thorgeld.” Peter (GM): Care to make a con roll for that one? Wayne (Shamus): Okay, my con is 3D. (Rolls three dice.) A nine. Peter (GM): Sorry, Shamus. A blast from a laser cannon whizzes past your bow. “Lumrunner. Cut engines immediately. This is your final warning.” Wayne (Shamus): “Where’s that astrogation data?” Michael (Jackson): “Patience, lad. I’m working on it.” Peter, I’m hurrying. Peter (GM): Okay, next round you’ll make an astrogation roll. Shamus, the Assessor will almost certainly fire next round. Doing anything about it?

PLAYER’S HANDBOOK

Eric (Tantos): Well, if he won’t, I will. I said I was going to the gunnery bay, remember? “I’m takin’ a shot at the Imps.” Wayne (Shamus): “Oh, great. You’re going to shoot at a ship ten times our size…” Eric (Tantos): “Hey, you got a better idea?” Wayne (Shamus): “Well, surrender’s a perfectly honorable…” James (Jill): “C’mon, Dad! Let’s fight’em, huh?” Wayne (Shamus): (Groan.) “Well, if you’re all intent on suicide — how about a little fancy piloting to dodge the next shot?” Peter (GM): Okay. Jackson, roll your astrogation skill to get the data — a 14? Oops, sorry. Tantos, roll your gunnery — there it is, under Mechanical, you’ve got 2D+2, and a stock light freighter’s fire control is 2D, so roll 4D+2. It’s medium range and the frigate isn’t dodging, so you need a 15. Geez, look at all those one’s and two’s. Not having a good time today, are you? Shamus, the frigate fires again. What’s your starship piloting skill? Wayne (Shamus): 5D+2. I roll — a 20. Peter (GM): Okay, that increases their difficulty number (rolls dice) — another cannon bolt whizzes past as you spiral out of the way. Good piloting, captain. What next? Eric (Tantos): I shoot again! Wayne (Shamus): More of the same all around, I guess. Peter (GM): Jackson? Good. A 19! You got the data. Next round and you’re free. Eric? No, not good enough. And Wayne — good. (Rolls for Imperial fire again.) Aha! They hit you, but (rolls again) your shields hold. Another hit, and you’re in big trouble though. Wayne (Shamus): “Oy. Initiate hyperdrive!” Peter (GM): “Wheeeee…zzzzzCHUNK!” A million lights turn into radiating lines and you’re away. Michael (Jackson): “Whew.”

25

8

Chapter Four: An Introduction to Roleplaying

CLASSIC ADVENTURES

James (Jill): “Neat!” Eric (Tantos): “l guess we’re safe then.” Peter (GM): Perhaps. There’s an ominous clicking sound coming from the upper hull, and the power seems to be fluctuating slightly. Maybe the shields didn’t block that last shot completely…

PLAYING A ROLE Remember that the point of the game is to tell a satisfying story, to create your very own “movie.” The gamemaster provides the plot and the opposition, but a movie still needs snappy dialog and interesting characters. Providing that is up to you. Roleplaying games are sort of a cross between regular games and a stage play. In a play, every actor has a role, and an actor is expected to stay in his role as long as he’s on stage — to speak in the same words, with the same accent, in the same way as his character; to act as his character would act. Playing a role can be a lot of fun. Before you begin, give some serious thought as to what your character is like. Read over the background on his character template, and try to fill in some of the details in your mind. Try to imagine yourself as your character. How does he talk? How does he think? What does he like to do, and what does he think is a bore? Why has he joined the Rebellion? What’s his ultimate goal? How does he react to the other player characters?

Banter One of the Star Wars movies’ most endearing features is the banter, the interplay among the characters: Luke: There isn’t any other way out. Han: I can’t hold them off forever! Now what? Leia: This is some rescue. When you came in here, didn’t you have a plan for getting out? Han: (Pointing to Luke) He’s the brains, sweetheart. Even in the deadliest danger, the characters have time to swap an insult or crack a joke or two. This kind of interplay is a lot of fun — and you can do it, too.

Invent a distinctive manner of speech and turn of phrase for your character. Then, when speaking as him, speak as he does. Think of the example of play above. Wayne’s Smuggler is cynical but calm under fire — “Oh, great.” Eric’s Bounty Hunter is hard-bitten — “…you’re all gonna be wampameat. Catch my drift?” Michael’s Captain is pompous and fatherly — “Could be trouble, young Falconi.” James’ Kid speaks in the limited vocabulary and simple phrases of a small child — “Neat!” Each is an individual, with his own way of thinking and speaking. Don’t speak exactly like you do in normal day-to-day life; speak as your character would. If you use an accent, or always use the present tense, or deepen your voice, the other players will always know when you’re speaking as your character.

Personality Think about your character’s feelings for the other player characters. Is he impressed? Contemptuous? Does he like them? Not care? Friendly? Envious? Act accordingly. What does your character want out of life? Power? Love? Money? Adventure? A peaceful life that the Empire won’t let him have? Revenge? How does that affect his actions?

Cooperation The last thing to remember is that you’re all part of the Rebellion. No matter what you feel for the other characters, you must cooperate with them to aid the Rebellion and fight the Emperor’s minions. It’s okay to swap insults with the other players, like the movie characters do — but if you start bickering in earnest, if disagreements cause tension among the players, you may fail in your duty to the Rebellion. You might be imprisoned, fail in your mission, or even die.

MAY THE FORCE BE WITH YOU You’re ready to play now. There’s a lot you still don’t know — like exactly how difficulty numbers are calculated, how to operate a starship, the nature of the Force — but you can learn that as you go along. You’ve mastered the bare bones. You’re ready to embark on your journey into the great void between the stars, to mingle with the heroes and scum of the galaxy, to join the cataclysmic struggle between good and evil, the great conflict known as…

8 CLASSIC ADVENTURES

…and may the Force be with you!

26

PLAYER’S HANDBOOK

8 CLASSIC ADVENTURES

Welcome to Star Wars: Classic Adventures. This hand-out will help prepare you for playing the game in only a few minutes. Read it over, then feel free to ask the gamemaster any questions you might have about roleplaying or how the game works.

ROLEPLAYING BASICS In roleplaying games, the action takes place in the imaginations of the players. There is no board and no tokens to move around. Instead, a story leader, called the gamemaster, describes each scene and setting to the players, who visualize the situation themselves. The players imagine what the scene looks like and how their characters would react to the situations encountered. Then the players tell the gamemaster how they want to respond. Example: The gamemaster tells you, “You’re walking down the Mos Eisley starport street toward the docking bay where your starship is berthed. Rounding a corner near the bay, you see eight Imperial storm troopers standing guard at the landing bay entrance!” Your character, who needs to get to the ship, has several options. Unless you like going berserk and being shot at, you probably won’t charge out with your blaster blazing. However, you might try sneaking around to see if the docking bay has a back entrance, or come up with some other plan for ambushing the stormtroopers. In a sense, the players and the gamemaster are writing their own movie, with the players’ characters as the stars. Winning. There are no winners or losers in roleplaying games. The characters have to work together to accomplish the adventure goals, and the players work with the gamemaster to tell an entertaining story. Cooperate. If the characters are to stand any chance of succeeding in their mission, they have to work together. Be True to the Movies. Use snappy one-liners. No cursing, swearing, sex, or excessive violence. Remember, Star Wars is a PG-rated universe. Become Your Character. For the game to be fun, you rely on your imagination. When playing your character, speak in his voice and adopt his mannerisms. You can act out scenes, but only if they are nonthreatening (for example, if your character is trying to bluff someone, you could have fun acting like you’re trying to trick others while playing your part). However, this is just a game; never act out scenes that involve violence or could otherwise be considered threatening or dangerous. Use Your Imagination. Your character can do whatever you can imagine someone in that situation doing. You don’t have to worry about “going off the board.” If you can imagine it in the real world (or the Star Wars universe), it can happen in the game.

NEW PLAYER BRIEFING Keep Things Moving. Don’t worry about the rules. Simply tell the gamemaster what you want your agent to do, and the gamemaster will tell you what skills to roll and when.

HOW THE GAME WORKS Each player has a character sheet that describes their character. The sheet tells players how skilled their characters are. The gamemaster tells the players when to roll the dice, and uses the rules to interpret the die rolls to see which actions are successful and which fail. Your character’s abilities are defined by “die codes.” Each die code represents the number of dice you roll when you use an attribute (1D, 2D, 3D, 4D, 5D, etc.), and sometimes a “+1” or “+2” you add to the entire roll as a bonus. Example: Syndic Pandas Hart’s Dexterity attribute is 3D+1, so if he tried to juggle three balls, his player would roll three dice and add one to the total to get his score. The same system works for skills, which can be viewed as more specific rolls for certain tasks under an attribute. For instance, the skill blaster is a more specific use of your character’s Dexterity. All skills beneath a given attribute begin at that attribute’s die code; some that the character has trained in or has some experience in are boosted. If you are asked to roll a skill you don’t have, find out which attribute it belongs under and roll that attribute’s die code. Of course, the higher you roll, the better. When you try to do something, the gamemaster assigns a difficulty number to that task. Sometimes you are competing against a gamemaster-controlled character at a task, and you need to beat one of his skill rolls in an opposed skill. Some tasks are easier, some are harder, and the gamemaster won’t usually tell you what number you need to beat to succeed. Sometimes a gamemaster will provide hints about a task’s difficulty (“Gee, hitting that fly with your blaster pistol at 100 meters is going to be pretty tough…”).

NEW PLAYER BRIEFING CONTINUED… Example: Syndic wants to find out some specific information about Kaal, the planet he’s traveling to. Kaal’s a pretty out-of-the-way system, so the gamemaster decides that Tim (the player running Syndic) needs to roll a 15 or higher for his character to find the information he’s looking for. Syndic’s planetary systems skill is 5D+2 (respectfully high), so Tim rolls five dice and adds 2 to the total. He gets an 18, beating the difficulty number. The gamemaster refreshes Syndic’s memory about the information he’s seeking on Kaal Example: Syndic is involved in a blaster fight. He’ shooting a traitor who’s just shot at him and is dodging toward some important controls. The traitor makes a dodge roll of 10: this is added to the difficulty number Syndic must equal or exceed to hit the traitor, which was 10, for a total of 20. Syndic’s blaster skill is 5D+1, so Tim rolls five dice and adds one to the total. He rolls a total of 22 and hits the traitor. Since this is combat, and Syndic’s blaster pistol does 4D damage, Tim rolls 4D to find out how badly Syndic’s wounded the traitor. Don’t worry too much what to roll and when. The gamemaster keeps track of who’s doing what and what everybody’s rolling. If you have any questions, ask the gamemaster.

ACTIONS IN A ROUND Keeping track of “game time” — how much time passes in a game — is not always that crucial for most tasks, especially roleplaying. However, in certain situations like combat, game time is broken into rounds: one round represents about five seconds in the game world. Characters can perform one action in a round and roll the regular number of dice for the skill or attribute used for a task. Characters can try to do more than one action in a round — they can do as much as their player dares. However, the more your character tries to do, the harder each task becomes. Each time your character tries an additional action past the one he can normally do in a round, he loses 1D from all her rolls that round. Example: Syndic really wants to shoot that traitor before he gets to the important controls. He decides to take two shots. His blaster skill is 5D+1 — since he’s taking two shots this round, he rolls 4D+1 for each shot (two actions, minus 1D per roll). Example: Syndic wants to blast that traitor, but he also wants to take cover to protect himself. He will use his blaster and dodge skills in the same round. His blaster skill is normally 5D+1, and his dodge is usually 6D+1. Since he’s taking two actions in one round, he has a minus 1D penalty to both rolls — he rolls his blaster at 4D+1 and his dodge at 5D+1. If he were taking two shots and dodging (three actions, minus 2D penalty each roll), he would make two blaster skill rolls at 3D+1 and one dodge roll at 4D+1.

Often when you describe your multiple actions to the gamemaster, he’ll remind you what your penalty is for your multiple rolls (“You’re shooting twice and dodging, so that’s a minus 2D penalty on all rolls.”). In combat, you can also acquire more penalties for taking damage. If your character is wounded, he has a minus 1D penalty on all rolls. An incapacitated character can’t take any actions. If your character is mortally wounded, he’s near death and really needs some serious help — he’s not going to be doing much of anything. Your gamemaster will remind you of all this.

SKILL AND FORCE POINTS Each character has some equipment, as well as some Force Points and Skill Points. Players can spend these points in particularly difficult and heroic situations. Skill Points: When a player spends a Skill Point, he gets to roll one extra die when his character tries to successfully complete a task. You may choose to spend a Skill Point after you’ve made a roll (in case it’s a very important roll and you roll very low, or you want to improve your result). For instance, if Syndic is trying to hit that traitor and he needs a 10 and he only rolls a seven, he may spend a Skill Point and roll one more die, adding the result to his skill total. You gain more Skill Points at the end of a game for completing goals and playing well. Don’t spend all of your Skill Points. They are also used to improve your character’s skills between adventures, so keep a few extra on hand. Force Points: When a player spends a Force Point, it means his character is using all of his concentration (and luck) to try and succeed — and whether he knows it or not, he is drawing upon the Force. A player spends a Force Point before any die rolls are made. Doing so doubles the number of dice he’d normally roll for one round only. This allows the character to do one action really well, or take several actions in one round. However, using a Force Point in anger or fear calls upon the dark side of the Force — characters who use the Force for evil or for selfish goals risk going over to the dark side. When a Force Point is used, it is lost, but may be gained back at the end of the game if used in a very brave, heroic or climactic moment.

8 GAMEMASTER’S GUIDE

8

Gamemaster’s Guide Table of Contents

CLASSIC ADVENTURES

Gamemaster’s Guide

TABLE OF CONTENTS Chapter 1: Introduction to Gamemastering.................31 Chapter 2: Attributes and Skills...................................34 Chapter 3: Combat and Injuries....................................50 Chapter 4: Starships......................................................58 Chapter 5: The Force.......................................................71 Chapter 6: Supporting Characters...............................85

30

GAMEMASTER’S GUIDE

8 CLASSIC ADVENTURES

C hapter One INTRODUCTION TO GAMEMASTERING By choosing to be the gamemaster, you’ve become the chief storyteller of this game, but telling any good story requires some planning. The players have already done their part by creating their characters. Now you have to get ready by reading over the adventure you’re going to run, setting some diffculties, and being familiar with the rules so the game runs smoothly. We briefly discussed the rules of the game from the player’s perspective in the Player’s Handbook. The Gamemaster’s Guide covers the game mechanics from the perspective of the gamemaster, providing a more complete set of rules, examples and options. If you haven’t read the Player’s Handbook yet, now is the time to do so. We will get back to the rules later, but frst, let’s start by talking about what exactly a gamemaster does.

YOUR ROLE AS GAMEMASTER The gamemaster presents adventures for his or her players to enjoy. The players pretend to be members of the Rebellion: they play colorful characters, say clever things like “I have a bad feeling about this,” defeat ever bigger and badder bad guys, and blow up stormtroopers, TIE fghters, Imperial walkers and small asteroids with abandon. You get to be everything else — the bad guys, the stormtroopers, the plot, the minor characters the players encounter, all the world and everything in it. You act as a referee, deciding whether the player characters can do what they want to do. You describe a situation to the players; the players decide what they want to do, and tell you. You roll the dice (or tell the players to roll) and, using the rules and your judgment of what is possible and what is not, decide whether they succeed or fail. You tell them what happens, and ask them what they do next. At the same time, you are playing the roles of any non-player characters they meet, deciding what those characters do, and determining whether or not their actions succeed. But your job doesn’t end there; you have to knit the action into a story. You must provide a goal, obstacles, interesting encounters, and a climax. Gamemastering a roleplaying game is tougher than playing one. All a player has to do is get into the role he plays; he doesn’t even need to know the rules very well. Instead, he can rely on you and other players to set him straight if he does something wrong.

GAMEMASTER’S GUIDE

But being a gamemaster can be extremely rewarding. You’re the only one who really knows what’s going on; and you get to create an entire imaginary universe along with your players. Basically, the gamemaster’s job is divided into four parts: refereeing, storytelling, sustaining the suspension of disbelief and setting the tone.

Refereeing Refereeing means making sure the players abide by the rules of the game, interpreting the rules, and resolving disputes in an impartial and reasonable way. As a referee, you are expected to know the rules at least as well as your players, and preferably better. Your word is fnal in the event of any dispute. When the rules do not specifcally cover a situation, you’re expected to decide what happens. The next few chapters give you rules covering just about everything — battling stormtroopers, flying snowspeeders and dueling with TIE fghters — but don’t let all the details slow you down. When in doubt, use this rule of thumb: “Pick a difficulty number. If the character’s skill roll is equal or higher, he succeeds. If its lower, he fails” Use Your Judgment. You have to use your judgment to decide what is and isn’t possible in the game. You have to decide what’s “reasonable” and “in the spirit of Star Wars,” making sure that no one takes advantage of the game system. Every game system — including Star Wars: Classic Adventures — has a few “holes” that some players will try to exploit. It’s your job to decide what’s possible. It doesn’t matter if the player argues that if he rolls well enough his Jedi character can throw Star Destroyers around with the Force. If you think that’s taking advantage of the rules — “If this was possible, why did Yoda have to work so hard to levitate Luke’s X-wing?” — your decision is what counts. Interpret the Rules. No set of rules can cover every situation. It’s expected that you’ll make up new rules to suit the needs of your game — create whatever rules you need to make your game fun and exciting for the players.

Storyteller Each game you run is called an adventure. Think of the players’ characters as the stars of their own Star Wars movie or television show and you’ll start to get the right idea. Adventures focus on the player characters and what happens to them: where they go, who they meet, and what they do.

31

8

Chapter One: Introduction to Gamemastering

CLASSIC ADVENTURES

EIGHT USEFUL THINGS TO REMEMBER ABOUT GAMEMASTERING 1. You can’t learn everything at once. 2. Understand the rules and talk them over with the players. If they ask you to describe something, do. Let them worry about whether or not what you describe is important. 3. Expect to extend the rules. No set of rules can be as ingenious as players. Use your common sense to handle problems that arise, and keep playing. Don’t waste too much time looking up minor rules. Reserve the right to change your mind about rules judg ments. (“This is my ruling tonight, but after I’ve thought about it, I may want to change my mind.”) 4. Expect to be wrong sometimes. Admit it. Say “Oops,” do an instant replay on the action if necessary, and get on with the game. Don’t be a pushover, though. Sometimes somebody has to make an arbitrary judgment, and that person is you. 5. Be fair. Earn your players’ trust. Players cheerfully ignore rules mistakes and hesitations, as long as they believe the gamemaster is not picking on them or playing favorites. 6. Be impartial. When you are pretending to be the villains and bad guys in your adventures, be as clever and resourceful (or bumbling and incompetent) as they would be. But when it comes to judging conflicts between the player characters and your nonplayer characters, as gamemaster you must not be partial to either side. 7. Be prepared. At frst, use published adventures like “Tatooine Manhunt.” Study them carefully. Think about how to present the characters and events they contain, and how to anticipate the reactions of your players. Later, when you design your own adven tures, organize your thoughts and adventure materials before your players arrive. 8. Be entertaining. Ham up your characters, try to get across the huge scope and sense of wonder that’s a part of Star Wars, and make every moment as action-packed and suspense-flled as it can be.

Tell a Good Story. In each adventure, you present a story. Published adventures have all the details worked out — you’ll just have to fgure out what happens because of the player characters’ actions. If you write your own adventures, you’ll need an interesting plot and a good “hook” to get the characters involved. You have to fgure out what kinds of obstacles the characters are going to face — do they have to chase Imperial TIE fghters through an asteroid feld, defeat a team of bounty hunters or tromp through dangerous jungle forests to discover the cure for a lethal disease? Make the Characters Important. Just as in “Regina Cayli,” the players need to have choices. Their decisions should matter. Present the players with situations, let them choose how their characters respond, then use the rules and the adventure to fgure out what happens as a result of their decisions. Because you’re the gamemaster, you’ve read the entire adventure and you know what’s really going on, so you get to decide how the villains and other characters respond to the actions of the player characters (if the villains even know about them, that is). Add Some Perspective. The galaxy is a big place and there are always exciting and dramatic things going on in other places as well. Your games should suggest to the players that their characters are living in a civilization that spans an entire galaxy! Keep It Fast. The game has to be fast-paced and thrilling to keep it interesting. While games shouldn’t feature nonstop battles, there should always be something exciting happening to hold the players’ attention. Illusion of Free Will. People have lots of choices in their lives — you can visit different places, go over to a friend’s house, open a business, change jobs, choose schools, whatever.

32

The players need to feel that their characters have those same kinds of freedoms; they have to feel that the Star Wars universe is as real as our own. If the players want their characters to go somewhere, you have to tell them what they fnd there — or come up with a good story reason why they can’t get there. Improvisation. You’ve presented the situation and planned a great adventure — and then the players decide to do something completely unexpected. It’s time to start making up new characters and scenes on the fly. Maybe you’ll be able to steer the players back into the main adventure — or maybe you’ll end up creating an entirely new adventure off the top of your head. Don’t panic; often improvised games are the most fun to play and run…

Sustaining Suspension of Disbelief The universe of Star Wars is an imaginary one. Yet playing the game requires you and your players to suspend your disbelief, to act as though it were real. The “realer” the world and characters feel, the better the roleplaying experience. Much of your job is to make the world and non-player characters feel real to your players. You’re the one who tells them what they see and sense; you create the setting and tone. Published adventures, like “Tatooine Manhunt” (you can fnd it in the Adventure Book) help you by describing the things players encounter — but you have to breathe life into those descriptions. Here are some tips to maintaining the suspension of disbelief for your players: Be conscious of all five senses. At least as often as you tell a player what he sees, tell him what he hears — sounds of nature or machines as well as voices — what he smells, tastes and feels. Sensory depth promotes believability. Be consistent. The world is not arbitrary; if there’s a damaged TIE fghter in one corner of the hangar one moment, it will be there the next — or if it isn’t, there will be a good rea -

GAMEMASTER’S GUIDE

8

Chapter One: Introduction to Gamemastering

CLASSIC ADVENTURES

son why not. If you rule that a player can use one of his skills to do something in one adventure, don’t tell him he can’t do the same thing in the next — unless you have a good reason why he can’t. Be responsive to your players. If they clearly want more description, tell them more about what they see. If they’re bored by your brilliant exposition and chafe for action, comply with their wish. Answer all reasonable questions cheerfully (or at least don’t throw things at people who ask useless ones).

Setting the Tone There’s one last thing you have to do: you must keep the game in the “Star Wars spirit.” The stories you create with your players must be ones which could ft comfortably on the screen with the Lucasflm logo at the end. If they aren’t — well you may still have fun playing them, but you aren’t really playing Star Wars. How can you make the game feel like the movies? Here are some suggestions: Banter. Encourage your players to talk “in character” and joke with each other — as the movie characters do. You can help them by showing them how — your non-player characters can banter, too: Player: “Excuse me, can you tell me how to get to the Imperial Message Center?” Gamemaster (as NPC): “Sure. But you don’t want to go there.” Player: “Yes, I do.” Gamemaster: “Okay, buddy, your funeral. Down Palpatine Boulevard about a kilometer, hang a left, and three blocks onto Imperium. By the way, you planning on maybe taking a shower first?” Tie Things Into the Movies. Whenever you’re given a chance, use something from the movies in an adventure. In “Tatooine Manhunt” we use a bounty hunter very much like Boba Fett. Pull in minor characters, places and events when you can: Gamemaster: A little black messenger Droid, zips up to you. It goes ‘eeepeeepeeepbuzzwoink’ and flashes a light at you. Aliens. The players must frequently deal with non-player characters. Why use a normal-looking human when you can reinforce the atmosphere by using an alien? But spend a little thought on your aliens — give them their own modes of speech, logical appearances, and so on. Science Fiction Settings. When characters walk into a bar in Star Wars, it doesn’t look a lot like the hangout down the street — there are aliens, people snorting strange colored gases, a thing in the corner shocking itself with a hand-held electric sparker and giggling, a creature with lips that hang to his navel asking what you want to drink. When they walk outside, it doesn’t look like Grand Rapids on a spring day — there are two suns, or everything is red, or there’s the surface of a

GAMEMASTER’S GUIDE

gas giant far below and a horrendous wind. The players may pay it no never mind — they may act like they were back in Michigan — but the setting is still there, and by reminding your players of it, you make them realize they really aren’t in the Midwest, after all. Grandiose Scale. Everything in Star Wars is big. They don’t blow up bridges — they blow up planets. Always do things in a big way. Memorable Characters. The players each play one character — you get to play everyone else! Villains, shop owners, employers, pick-pockets, dangerous thugs in darkened cantinas, strange aliens, Droids… the list goes on and on. You play everyone who makes an appearance in your adventure. All of these other people are called non-player characters and it’s up to you to act out their roles — speaking their lines in different voices, making them interesting, knowing their objectives and deciding what they do during the course of the adventure. Pseudo-scientific Gobbledygook. In Star Wars, ships don’t have radar; they have sensors. Robots don’t have motors; they have servomechanisms. Repairmen don’t use wrenches; they use hydrospanners. Never call something a car if you can call it a landspeeder; a sewing machine if you can call it a textile Droid. Using “Earth” terms is banal; use invented terms instead.

RELAX! Does all this sound like a lot to do? In a way, it is — but it’s not as complicated as it sounds. The frst generation of roleplaying games didn’t provide any hints or ideas on how to gamemaster, and everyone managed to puzzle it out anyway. So don’t worry; loosen up. Wing it. Rely on common sense and imagination. Don’t get too hung up on making sure everything is just as it should be. Remember: the purpose of the game is to have fun. If our suggestions get in the way — toss’em out. Having a good time is more important than attention to picayune details. More suggestions for better gamemastering and guidelines for designing your own adventures can be found in the Adventure Book. Read them when you have the time or the inclination. However, the next step is to learn more about the rules — so you can do your job as referee.

33

8 C hapter Two CLASSIC ADVENTURES

ATTRIBUTES AND SKILLS There are six attributes in the game: Dexterity, Knowledge, Mechanical, Perception, Strength, and Technical. Each measures an important aspect of a character’s nature. Dexterity is a measure of a character’s coordination, balance, and physical fnesse. A character with high Dexterity is good at dodging the blaster fre of a stormtrooper squad while balancing on a beam high above the hangar floor. A character with low Dexterity is clumsy. Knowledge is a character’s education and memory of facts and data. A character with high Knowledge can tell you all about the mating rituals of Wookiees, peculiarities of planetary geology, and little-known details of the history of the Old Republic. A character with low Knowledge is just plumb ignorant. Knowledge is used whenever you want to fnd out whether a character knows something. The diffculty number depends on the obscurity of the information and the character’s familiarity with the subject in question. Mechanical is short for “mechanical aptitude.” It’s the instinctive ability to control vehicles and other complex machines. A character with high Mechanical makes a hot pilot. A character with low Mechanical gets into a lot of speeder accidents. Perception measures the sharpness of a character’s senses, his ability to interpret the behavior of others, and his powers of observation. A highly perceptive character can hear a stormtrooper’s jaw drop. A character with low Perception has diffculty fguring out when his friends are teasing him. It is used when you need to know whether a character sees or hears something he might overlook, and when he attempts to persuade non-player characters. Strength is a measure of a character’s physical prowess — including stamina, the ability to heal, and athletic abilities as well as raw physical strength. A character with a high Strength can carry a wounded Wookiee for kilometers. A character with low Strength has trouble with a heavy pack. Technical is short for “technical aptitude.” A character with high Technical has an instinctive feel for technology and can fgure out how to fx a multi-phase hyper-technology anachron sensor array in no-time flat. A character with low Technical has trouble fguring out where the “on” switch is. Technical is used whenever a character tries to fgure out what something does, how it works, or how to fx it.

34

SKILL AND ATTRIBUTE ROLLS You should have the characters make a roll whenever they do something important and there’s a risk of failure. When someone wants to walk across the room or scratch his nose, you don’t call for a roll. You don’t even call for a roll when he tries to drive a landspeeder across a flat plain, or tighten a bolt with a hydrospanner. If it’s something anyone can do, don’t waste the time.

Which Do You Use? Normally, you use skills instead of attributes. Whenever a character tries to do something, use the skill rules (presented in this chapter) to decide which skill he’s using. From time to time, however, a character may try to do something which isn’t covered by any of the skills in the game. For instance, there’s no juggling skill. In this case, you use the attribute which governs what the character is doing. If a character’s strength is the determining factor, use his Strength attribute; if his knowledge is what’s important, use his Knowledge. When a character juggles, manual dexterity and coordination is what’s important, so you use his Dexterity. To look at it another way, skills are specialized attributes. If you have no training in shooting blasters, you use your innate dexterity when you try to fre one. When you start learning more about blasters, you specialize, and develop a separate skill. In fact, the skills listed on the character templates are not the only skills that can exist in the game. There’s a blank provided under each attribute for players to write in the name of another skill. If a player wants to specialize in something which none of the skills covers, let him do so; have him write the skill name on the blank space provided and write the skill code next to it. For example, if a player wants to learn how to juggle better, let him spend Skill Points to do so — have him write “juggling” under “Dexterity.” Sometimes a character wishes to do something that seems to fall equally under two or more different skills or attributes. In this case, let the character use whichever skill or attribute is higher. After all, your job is to keep the story going — not to frustrate your players. Example: Shamus is in the wilds of an unexplored planet, and wishes to find a safe camp site. There is no camping skill on the template — so which skill does he use?

GAMEMASTER’S GUIDE

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

You could tell Wayne (Shamus’ player) to use survival, or maybe even planetary systems. Neither quite fits, but they’re close enough that Wayne probably won’t complain. If Shamus is undertaking a lot of scouting missions, and plans to camp often, you could even allow Wayne to allot Skill Points to a new skill called “camping.”

Adding Dice and Pips Star Wars: Classic Adventures measures everything in units of six-sided dice; 4D, 5D, etc. These die codes are further divided into “pips;” 4D+2, 5D+1 etc. Adding two dice to a roll is “+2D,” while increasing the total of the die roll by two is “+2” or “+2 pips.” When you add or subtract pips, you always get pips back. For example, if a Rebel spends a Force Point on a 5D+2 skill he doubles it and rolls 10D+4. When rolling actions during the game, never increase the pips to dice. However, when you are improving a skill or the die code of equipment you round pips up to dice. So a blaster skill of 3D increases to 3D+1, 3D+2, 4D. For these purposes, a single die is made up of three pips. Adding 2D+1 to a skill of 1D+2 would now make it 4D. (The 2D and 1D add together to give you 3D, while the +1 and +2 pips add up to give you another die, increasing the total to 4D).

SETTING THE DIFFICULTY When the characters make a roll, what are they rolling against? They’re rolling against a difficulty number or they’re rolling directly against another character to see who does better. (That’s called an opposed roll.)

Difficulty Numbers Exactly how do you determine diffculty numbers? Rules for each skill are provided in this chapter. When a rule describes a specifc task, it provides a diffculty number for that task in parenthesis ( ). In addition, each skill rule describes the skill’s general purpose; a character is using the skill whenever he does something that falls under its general purpose. In this case, you must decide on the diffculty number. Just ask yourself “How easy is it?” and use these guidelines: • Very Easy Tasks — Difficulty 3-5: Almost anyone should be able to do this most of the time. • Easy Tasks — Difficulty 6-10: Things that are a little tougher, but which most characters should be able to do most of the time, but there’s still a chance of failure. • Moderate Tasks — Difficulty 11-15: Things that require skill, effort and concentration. There’s a good chance that the average character could fail at this kind of task, but most highly skilled characters can succeed at something this hard. • Difficult Tasks — Difficulty 15-20: Diffcult tasks are hard and “normal” characters can only succeed at them once and a while. These tasks take a lot of skill… and luck doesn’t hurt either. • Very Difficult Tasks — Difficulty 21-30: Only the most talented individuals in the galaxy succeed at these tasks with any regularity. Even “heroes” have a tough time pulling off Very Diffcult tasks. If the situation seems dire, you can have diffculty numbers for very “Heroic” taks that are higher than 30.

GAMEMASTER’S GUIDE

DIFFICULTY NUMBER RANGE The diffculty numbers listed for each type of task are guidelines, numbers which can vary from task to task, even when the tasks are similar. They are not intended to be absolutes. You may decide that a Diffcult task shouldn’t require roll of 20, but should be tougher than a Moderate task. To represent this subtle sort of distinction in the game, the diffculty numbers are presented as a scale. Simply pick a diffculty number. If the character’s skill roll is equal or higher, he succeeds.

DIFFICULTY NUMBER SCALE Task

Difficulty Scale

Very Easy Easy Moderate Diffcult Very Diffcult

3-5 5-10 11-15 16-20 21-30

Combat

Difficulty Scale

Point-Blank Range Short Range Medium Range Long Range

3-5 6-10 11-15 16-20

Knowledge

Difficulty Scale

Everyone Knows Common Knowledge No Secret, But Not Widely Known Specialized Knowledge Expert Knowledge

3-5 6-10 11-15 16-20 21-30

General Knowledge

Difficulty Scale

Pretty Ignorant Knows a Little Broad, General Knowledge Specifc, Detailed Knowledge Truly Comprehensive Knowledge

3-5 6-10 11-15 16-20 21-30

Medpac Use

Difficulty Scale 6-10 11-15 16-20

Wounded Incapacitated Mortally Wounded

Most tasks can and should be scaled according to circumstances. Medpac diffculty numbers, for example, are based on the extent and severity of the damage. Was a Rebel wounded by a single blaster bolt? Use 6 as the diffculty number. Was a Rebel wounded by a thermal detonator? Slide the diffculty number toward the upper end of the wounded scale, which has a maximum of 10 (9 is a good number in this instance). As you can see, the application of diffculty numbers within a scale is dependent on the gamemaster’s judgment. The exact numbers picked are not crucial, but the consistency of the number selection is. Gamemasters should not give a medpac diffculty of 6 for a blaster wound suffered this combat, and a diffculty of 10 the next. Until the Rebels in your campaign have improved a number of skills, set up situations which involve diffculty numbers that fall in the lower end of the scale. These numbers will provide exciting challenges without frustrating players with impossible tasks. Reserve the top end of the scale for exceptional circumstances.

35

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

INTERPRETING ROLLS (OPTION) Sometimes you want to know how well a player did something — whether he did great, or really botched it. Use the number he rolls as an indication of performance. We don’t want to get too bogged down in detail, here; suffce it to say that a roll which is much higher than the diffculty number is a spectacular success, and a roll which is much lower is a spectacular failure. Example: Shamus Falconi has gained some experience and now has a starship repair skill code of 5D+1. He’s trying to fix his ship after a battle; the gamemaster rules that the difficulty is Easy (10). Shamus rolls a 21 — double the difficulty number. The gamemaster rules that not only is the ship repaired, but Shamus finds a faulty hydro-valve that’s been reducing power to the engine couplings — and increases his ship’s speed code by +1 to 2D+1.

COMBINED ACTIONS (OPTION) Characters can combine their actions for a single round to more effectively accomplish a single task. To perform a combined action, all characters involved must declare they are combining. One of the involved characters must be chosen to actually per form the action, using his skill code for the roll; others involved are simply adding support. The player with the highest command skill code leads the action. He can combine as many characters as he has dice (the “D” number) in his command skill. For every additional character (other than the chosen one) involved in the action, add one pip for every full die of skill, attribute, the supporting characters have. Then roll once for each combined action declared. Example: Two stormtroopers and an Imperial officer declare a combined shot at a character. The officer has 3D in command so he can lead up to three people (including himself). A trooper is chosen to roll his blaster skill code of 3D. The other trooper (3D) and the officer (2D+1) add one pip for each full die of skill they have, for a total of +5. So the chosen trooper rolls 3D+5 to make the difficulty number determined by the gamemaster. Every action counts as one action. Reduce every involved character’s skill or attribute codes accordingly, depending on the number of actions declared in a round. Example: The two stormtroopers and the Imperial officer declare two combined shots at one character. Their skill codes are each reduced by 1D for taking two actions. The troopers now have blaster codes of 2D, and the officer has a code of 1D+1. So the officer rolls 2D+3 twice to make the difficulty number, Combined shot damage is calculated normally. For each hit, roll the damage dice of the chosen weapon. Do not combine the damage dice of every weapon involved. Note: When using this rule, you must take into account the sorts of actions which can be combined. Actions which are strictly individual actions may not be combined. For instance, TIE pilots may not use a combined action to increase their ships’ speeds. The speed of each TIE fghter is independent of the speed of another. They may use a combined action, however, to fre upon a Rebel vessel.

36

Opposed Rolls When one character acts against another, both roll their skills: the higher roll succeeds. This is called an “opposed roll.” If the two rolls tie, the player character wins over a nonplayer character. If both are player characters and the rolls are tied, the character with the highest skill code wins. Example: Shamus and Grasheel are playing sabacc. The two characters make opposed gambling rolls; the higher roll wins. Modifiers. If one character has a clear advantage over another, you may want to assign a modifier. Modifers aren’t used when one character simply has a better skill; they’re used to reflect unusual situations where skill is not the only determining factor. Add a modifer to the character with the advantage. Example: Shamus is has a cheater chip to control which cards are dealt to him. He might get a +15 bonus modifier to his gambling skill roll. Modifier +5 +10 +15

Guidelines Character has only a slight advantage. Character has a good advantage. Character has a decisive advantage.

You don’t need to use modifers with diffculty numbers… but you can apply them to justify making diffculty numbers as low or high is as needed to make the game challenging for the players. Think of modifers as a way of tailoring your game to best suit your players.

Tell Them or Not? Should a player know what diffculty number he is rolling against before he rolls? Sure… if you want him to. Sometimes you want to keep the players guessing. Sometimes a task is much easier or much more diffcult for a reason they know nothing about, and you don’t want to give that fact away. Sometimes the players don’t know enough to make a reasonable guess at the diffculty number. Example: Shamus has crash-landed on Tatooine with his faithful Wookiee companion, Grasheel. Grasheel was wounded in the crash; the bacta tank and all medical supplies were destroyed. “Can I cauterize his wound with my blaster?” Shamus’ player asks the gamemaster. The gamemaster smiles evilly, and says, “Hmm, interesting idea. Why don’t you make a frst aid skill roll?” “2D+2. Great,” says Wayne. “What’s my difficulty number?” “Gee, you’re not sure. Why don’t you just roll?” Grasheel howls in complaint. Use your judgment. Tell the players if you like or if it’s reasonable for them to know. Don’t if you think a little suspense would be in order.

HOW LONG DOES IT TAKE? Most skills take one combat round to use (blaster, for example). Of course, a character can use more than one skill in a round, at a cost (see the Player’s Handbook page 15).

GAMEMASTER’S GUIDE

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

Some skills take longer than a round to use. For example, a gambler doesn’t fnish his game in fve seconds — playing takes a little while, maybe a couple of minutes or so. A character using gambling skill would only make a skill roll every few minutes to see how the current game went. Each skill description says how long using the skill takes. If a skill takes more than one combat round to use, the user cannot spend an extra round “preparing” to get an extra 1D; that rule only applies to single combat round skills.

ROLEPLAY IT OUT In many cases, a skill can be used to resolve something which would be more fun if you roleplayed it out. For example, if a player character tries to purchase passage to another planet from a smuggler, you may want to take the role of the smuggler and haggle with the player. Don’t let the player get away with saying, “Well, I, uh, use my bargain skill.” Tell him he’s got to bargain. Make the bargain rolls yourself, in secret, and let the numbers you roll affect the outcome of the contest. However, also take into account how well the player haggles; if he does a particularly good or bad job, go ahead and modify his bargain roll accordingly. In general, roleplaying situations is more satisfying — and interesting — than simply making skill rolls. In some circumstances, though, you won’t have a choice; sometimes a player’s character is much better at something than the player himself. (Joe might be a terrible bargainer, while his character has a high bargain skill.) In this case, let the skill rolls mean more and the roleplaying mean less.

DEXTERITY SKILLS Terrain Difficulty Any character (unless rendered immobile) can move without too many problems. As long as he stays on easy terrain, is moving at a “safe” speed and doesn’t try anything risky, he can get where he wants without any skill rolls. However, when a character tries something dangerous or tries to maneuver when moving quickly, you should call for a Dexterity roll (you could use dodge too if you think it fts the situation). The diffculty number depends on how dangerous the action is, and how fast he is moving (for movement rules see page 51):

• Very Easy (5): Turning more than 90 degrees while running. • Easy (10): Turning a tight corner and avoiding an object that’s in the player’s way during a chase scene. • Moderate (15): Avoiding a speeder that cuts a player off while he is running across a busy intersection. • Difficult (20): Running through terrain with a lot of big obstacles (rocks, holes or fences). • Very Difficult (30): Walking in zero-g through the wreckage of an old star cruiser, while avoiding obstacles. Failure means something went wrong. Depending on how bad the die roll was, that might simply mean the character trips a little bit and slows down, or that the person he’s chasing gets away, or — if it was a really bad roll — the character may stumble and fall (see page 57 for falling damage).

Foot Chases When attempting to overtake or outrun an opponent, don’t try and make things complicated. Just determine what range the characters are at when the chase begins: short, medium, or long. It’s often convenient to rule that these ranges correspond to the ranges of whatever weapons the characters using, but that isn’t always possible, since different weapons have different ranges. Each combat round both characters (and/or creatures) roll their Dexterity attribute and their speed code (if they have one, most characters don’t) and add them together. If the chaser’s total roll is higher, he closes with the character he is chasing — from long, to medium, to short. If the chased character’s total roll is higher, the range is increased by one step. If the chased character’s roll is higher and he’s already at long range, he gets away. The chaser catches-up when he is less than short range. Example: Shamus is chasing a small creature who just grabbed his comlink in its teeth. It takes a second for him to notice and start chasing the would-be thief; the gamemaster rules that the chase starts at medium range. Shamus rolls his Dexterity of 3D+1 and gets a 10. The gamemaster uses the creatures’ Dexterity of 2D+2 and adds his 2D speed code (this was printed on the creatures’ stat block) for a total roll of 4D+2. He gets a total of 15. The creature is able to increase the range to long. One more good roll and he gets away. Moving in a chase counts as an action and will incur a 1D penalty to all other actions for the round. Chases are great ways to add some action and take a break from combat. Some gamemasters plan out chases, preparing various encounters and sketching out a map of the area — but that’s only necessary if you think you need one to keep track of what’s going on. Other gamemasters are perfectly happy to make up details and terrain diffculty numbers on the fly: “You round a corner… and right ahead, a landspeeder pulls out in front of you! Make your dodge roll to side-step around it.”

GAMEMASTER’S GUIDE

37

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

Blank Skills

Melee Weapon

The blank line under “Dexterity” is used for custom Dexterity skills (see page 34). Characters frequently learn additional weapon skills. The most common weapons in the Star Wars universe are blasters and melee weapons. These are used with the skills of the same names. A few character templates are printed with the name of an archaic weapon (such as the Wookiee bowcaster). These characters are trained in the use of that weapon. The skill is used in the same way as other weapon skills (such as blaster and melee weapon), but applies only to the weapon specifed. Characters can learn to use archaic or unusual weapons during the game. When a character does so, have his player enter the weapon name on the blank skill line under “Dexterity.” The starting skill code is equal to Dexterity; the player can allocate dice from his initial allotment and spend Skill Points to increase the code. A character can pick up and try to use a weapon even if he has never used it before. Use his Dexterity code in place of a skill code. Time Taken: one combat round.

This skill is used when a character uses a weapon in handto-hand combat — whether a blaster butt, a gaderffi, a bayonet — whatever. Time Taken: one combat round.

Blaster Used to fre blasters. A successful skill roll means you’ve hit your target. This skill can be used with blaster pistols, blaster rifles, heavy blasters, and anything in between. It doesn’t apply to really big repeating blaster weapons (use the heavy weapon skill instead) or to weapons mounted on vehicles (use the gunnery skill). Time Taken: one combat round.

Brawling Parry Used to parry another character’s attack in hand-to-hand combat without weapons. This is a reaction skill (see the Player’s Handbook page 13). Time Taken: instantaneous.

Dodge Used to dodge blaster fre, other fre weapons, and grenades. This is a reaction skill (see the Player’s Handbook page 13). Time Taken: instantaneous.

Grenade Make a skill roll when a character throws a grenade. Success means the grenade has hit its target; failure means it scatters (see page 54). This can be used to throw any object. Time Taken: one combat round.

Heavy Weapon The heavy weapon skill is used to fre tripod-mounted small arms, shoulder launched missiles, grenade launchers or any really big gun that is awkward or cumbersome to use. Weapons with a fre control code, or weapons mounted on a vehicle use the gunnery skill. Small, hand-held weapons use the blaster skill (or other appropriate skill). Time Taken: one combat round.

Melee Parry Used to parry with a melee weapon. This is a reaction skill (see the Player’s Handbook page 13). Time Taken: instantaneous.

38

Sleight of Hand This skill is used to perform any feat of precise manual dexterity. This includes tasks like palming a small object, performing a feat of entertaining legerdemain, picking a target’s pocket or disarming a mechanical lock. When a character attempts to perform this or a similar task, determine a diffculty number: • Very Easy (5): Palming a small object such as a single credit. • Easy (10): Pick a target’s pocket who is completely unaware of the attempt, and has no reason to suspect you. Palm a small object like a comlink. • Moderate (15): Pick a target’s pocket who is distracted. Palm a reasonably sized object such as a hold-out blaster or vibro-knife. • Difficult (20): Pick a target’s pocket who is alert and aware. Palm a large object, such as a blaster pistol. • Very Difficult (30): Pick a target’s pocket who is suspicious of your activity. Palm an over-sized object such as a heavy blaster pistol. If an object is too large to be concealed, it cannot be palmed or hidden. If the character fails their attempt to pick a target’s pocket, the target may make a Perception (or search) roll. If that roll is equal to or greater than the character’s sleight of hand roll, the pick pocket has been noticed in his criminal efforts. Time Taken: one combat round,

KNOWLEDGE SKILLS “What do I know about the Mon Calamari?” Most Knowledge skills are used to answer questions like these. Player characters have grown up in the Star Wars universe, and can be expected to know a lot about it. The players themselves have not — their characters know more than they do. Knowledge skills are a way of judging whether or not you should tell a player a piece of information when he asks. When a player asks for a particular piece of information (“How many planets are there in the Almakar system?”), use the following to determine the diffculty number: • Very Easy (5): “Why, any idiot can tell you that!” • Easy (10): Common knowledge. • Moderate (15): Something that’s no secret, but not widely known. • Difficult (20): Something that requires specialized knowledge of the subject. • Very Difficult (30): Something that only an expert would know. A skill roll equal to or higher than the diffculty number means the character knows. If a player asks a more general question (“What do I know about speeder bikes”), don’t determine a diffculty number; instead, have the player make a skill roll, and use the number rolled as a general measure of his knowledge of the topic:

GAMEMASTER’S GUIDE

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

• 9 or less: means he is pretty ignorant — he knows that speeder bikes exist, but not a lot else. • 10-14: means he has a typical layman’s knowledge of the topic — he knows more or less how speeder bikes work, but nothing about the advantages or disadvantages of different models. • 15-19: means he has a broad general knowledge of the topic — he would know and could identify different models, but might not be up on all the technical details. • 20-29: means he has specifc, detailed knowledge, but might not know some of the obscure details — he’d know just about everything about speeder bikes, but might be puzzled by custom modifcations. • 30 or more: means he has truly comprehensive knowledge — the sort that someone who worked in the speeder bike industry might acquire.

Blank Skills If a player wants his character to have special knowledge about something not covered by one of the other skills, have him write what he wants to know about on the blank skill line provided on the template. Example: A player wants his character to have specialized knowledge about cooking, cuisine and drinks in the Star Wars universe — something that doesn’t really fall under any Knowledge skill. He writes “cuisine” on the blank space provided. The starting skill code is the same as the character’s Knowledge code. He may allocate dice from his initial allotment and spend Skill Points to increase it. Obviously, you can step in to prevent players from abusing this rule. If a player writes “Imperial Secret Weapons and Tactics” on the blank skill line, he’d better have a pretty good explanation for how his character learned about them.

Allen Species This skill involves knowledge of non-human sapient species (or, for alien characters, knowledge of humans and other aliens). Includes knowledge of customs and societies as well as physical appearance, modes of thought and the like. It is used like other Knowledge skills. Time Taken: one combat round.

Bureaucracy This skill involves knowledge of bureaucracies and their procedures. It can be used in two ways. First, in the same way as other Knowledge skills — to determine whether a player character knows something about a bureaucracy (e.g., how to get the right form), or about bureaucracies in general (what kinds of things they’re likely to require). It can also be used in the same way as many “persuasion” skills (see page 43) — to obtain cooperation from a bureaucrat. Someone unfamiliar with a bureaucracy can struggle with forms, procedures and bureaucrats for hours without getting what he wants; someone who knows how to deal with bureaucrats will fgure out the right procedures, which forms he needs, and who he needs to see in fairly short order. When a character needs the approval of or cooperation from a bureaucracy, determine a diffculty number. The base diffculty depends on how restricted what the character wants is:

GAMEMASTER’S GUIDE

• Very Easy (5): Available to all. Finding out how much you owe on your starship. • Easy (10): Available to almost anyone. Discovering which ships are in port. • Moderate (15): Available to anyone who qualifes. Finding out which ships are impounded or under guard. • Difficult (20): Somewhat restricted. Finding out how much someone else owes on their starship. • Very Difficult (30): Very restricted. Getting permission to make an emergency landing in the middle of a busy intersection. The diffculty is modifed for: Situation • Very common problems (bureaucracies have smooth procedures for common problems). • Extremely unusual requests (bureaucracies are very unwilling to break the rules). • The bureaucracy is well-funded and has good morale • The bureaucracy is poorly funded and is in bad shape (funding savaged, mismanaged) • Offcials have a particular reason to trust the character (Rebels dealing with Rebel offcials). • Offcials have a reason to distrust the character (known crime fgures dealing with the planetary police)

Modifier +0 +10 +0 +10 +0 +10

Once the diffculty number is determined, make a skill roll. Success means the character gets what he wants in short order (depending on circumstances, that can mean in a few minutes or a few days). Failure means his request is refused, or routed elsewhere, or the bureaucracy will take days or months making up its mind, etc. Time Taken: when used as Knowledge skill: one combat round. When used as “persuasion” skill: one day.

Cultures Knowledge of the customs, histories, arts and politics of various human cultures within the Empire. It is used like other Knowledge skills. Time Taken: one combat round.

Languages The common language of the Empire is called Basic. Almost everyone speaks it, so communication is not normally a problem. However, some areas of the galaxy have only slight contact with the Empire, and visitors to these areas may have problems. In addition, some primitives don’t know Basic, and some aliens’ mouths and throats are just not designed for human language. (Chewbacca understands Basic perfectly well; he just can’t ft his mouth and tongue around its words.) The languages skill is used to determine whether a character can understand what someone says when speaking in a language other than Basic. There are two ways you can handle this: The realistic way that requires bookkeeping: When someone says something in a strange language, make a skill roll for anyone who overhears. Diffculty numbers are:

39

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES • • • • •

Very Easy (5): A dialect or slang version of Basic. Easy (10): A common language related to Basic. Moderate (15): A common language. Difficult (20): An obscure language (Wookiee). Very Difficult (30): An extremely obscure language, or one which members of the characters’ species normally can’t pronounce for physical reasons.

If a character’s roll is greater than or equal to the diffculty number, he understands the language. Have the player write the name of the language down on his character template, so if he ever runs into it again, he’ll know he speaks the language. The unrealistic way that’s simple: Even though people talk different languages in Star Wars, most of the time they understand each other anyway. Han understands Chewbacca and Greedo without problem; Luke understands Jabba the Hutt. When a character says something in a non-Basic language, determine a diffculty number: • Very Easy (5): Saying something very simple (“No”). • Easy (10): Saying something simple (“I have a bad feeling about this”). • Moderate (15): Saying something of average complexity (“The ammo’s getting low.”). • Difficult (20): Saying something complex (“If I had known that you already had made the jump to light-speed, I would not have attempted to open the hatch.”). • Very Difficult (30): Using complex, technical terms (“The mantle of Endor consists largely of diorite and feldspar, although upwellings from the outer core have produced volcanically active hotspots, preferentially distributed with regard to the planetary magnetic feld.”), The more complex or obscure the thought the speaker is trying to express, the higher the diffculty number. Anyone who hears the statement should make a skill roll; anyone who rolls higher than the diffculty number understands the statement. This way, anyone can understand Wookiee — some of the time. Time Taken: one combat round.

Planetary Systems Knowledge of the geography, weather, life forms, trade products, and so on of different planets and systems. Used like other Knowledge skills. Time Taken: one combat round.

Streetwise A character uses this skill when he wants to make a contact in the criminal underworld, purchase illegal goods or services, or fnd someone to do anything illegal. (Please note that because the Empire’s laws are oppressive, many perfectly moral things are illegal.) When a character wants to make a contact, determine a diffculty number, depending on how common the goods or skills the player wants are: • • • • •

40

Very Easy (5): a lawyer, a blaster. Easy (10): a petty thief, spice. Moderate (15): a good pickpocket, rare spice. Difficult (20): an expert safe-cracker, heavy weapons. Very Difficult (30): a renowned jewel thief, unregistered space craft.

Modify the diffculty number depending on: How Strict the Law Enforcement is: • Finding the underworld in a place like Mos Eisley. • Finding the underworld on a planet that is under Imperial martial law.

Modifier +0 +10

Familiarity with the area: Modifier • The character has been to the area before and +0 already has contacts. • The character has never been in the sector, +10 doesn’t speak the language, or knows no one. Reputation of Seeker: • The character is a known crook, but one who keeps his word. • The character is a known Imperial informant.

Modifier +0 +10

If the streetwise skill roll is greater than or equal to the diffculty number, the character can fnd what he wants — but actually getting it still requires bargaining (or some other way of gaining cooperation). Time Taken: one combat round, to one day.

Survival This skill involves knowing how to survive in hostile environments — deserts, jungles, oceans, asteroid belts, etc. It can be used in three ways. First, it can be used like any other Knowledge skill when a player asks for information about some element of the natural world. Second, when a character is threatened by nature, you can make a skill roll to see whether he immediately makes the right move — reaches for a vacuum suit when the pressureloss alarm sounds, runs upwind when there’s a forest fre, whatever. Choose a diffculty number, based on how much experience the character has in the environment: • Very Easy (5): Character is intimately familiar (“l know this territory like the back of my hand.”). • Easy (10): Character is familiar (“I’ve made this run a dozen times, boy.”). • Moderate (15): Character is somewhat familiar (“Well, I guess I know what to do.”). • Difficult (20): Character is unfamiliar (“This your frst space trip, kiddo?”). • Very Difficult (30): Character is completely unfamiliar (“No! Bad! Is bad thing open door in space. Air go out like whoosh, you got me?”). Third, when a character is in a hostile environment without adequate protection, he may use the skill to fnd the necessities of life. For example, if a character were lost in the desert, he could use the skill to fnd water — to judge where an oasis might be found, to know where he could dig to fnd moisture, to fnd plants that can be made to yield water. Again, the diffculty number depends on how familiar the character is with the environment; a desert-dweller will fnd it easy to fnd water in the desert, while someone who’s never been on a particular planet before will fnd it diffcult (see above). In any event, you should let players use their own knowledge. If you say, “There’s the sound of an impact and an alarm sounds,” and the player immediately says, “I run for my air suit,” don’t force him to make a skill roll — his immediate

GAMEMASTER’S GUIDE

Chapter Two: Attributes and Skills

8 CLASSIC ADVENTURES

reaction is enough. Have the players who didn’t react immediately make skill rolls to see whether they do the same, or dither instead. Similarly, if a player describes to you a plausible way of fnding water in the desert, don’t require a skill roll; there’s nothing more frustrating to players than feeling that they don’t control their characters’ actions. You want to encourage them to play “in character” — but not to force them. On the other hand, if his way of fnding water sounds bogus to you, require a skill roll anyway. And if you have no idea of what to do in a blizzard, let the player roll and “fgure something out” even if you think there’s no way to survive. Time Taken: one combat round when used for Knowledge or when reacting to danger; one hour when searching for necessities.

Technology Knowledge of different kinds of equipment — capabilities, model numbers, fair-market prices, etc. Used like other Knowledge skills. Time Taken: one combat round.

MECHANICAL SKILLS Vehicle Operation Skills Many Mechanical skills are used to operate vehicles. Any character from an advanced technical society (i.e., almost anyone except an Ewok or the Tough Native) can start up and drive a vehicle without too many problems. As long as he stays on easy terrain, doesn’t try anything risky, and drives slowly, he can get where he wants without any skill rolls. You should call for a skill roll only when a character tries something dangerous, risky or diffcult. The diffculty number depends on how dangerous, risky or diffcult the action is: • Very Easy (5): Turning a tight corner at high speed. • Easy (10): Turning a tight corner at high speed while avoiding an obstacle. • Moderate (15): Avoiding a speeder that careens uncontrolled across your path. • Difficult (20): Following another speeder bike at top speed through the forests of Endor, avoiding trees. • Very Difficult (30): Flying the Millennium Falcon through an asteroid feld at top speed while evading enemy fre and avoiding a collision. Failure means the maneuver fails. Depending on circumstances, that might simply means the vehicle goes off course (e.g., doesn’t turn when it’s supposed to), or that the vehicle it’s chasing gets away, or even that there’s a collision. (See page 57 for the effects of collisions.)

Vehicle Chases Chases occur frequently in Star Wars: Classic Adventures. When one vehicle chases another, handle it in a similar manner as foot chases. Describe them as being at short, medium, or long range from one another. Each vehicle or creature has a sublight code or speed code; the Rebel Field Manual provides speed codes for all of the vehicles, starships and creatures it describes. (Characters on foot are assumed to have a default speed code of 1D when involved in vehicle chases, they never add their Dexterity attribute unless they are being chased by a creature on foot.)

GAMEMASTER’S GUIDE

Each round, make speed code rolls for the two vehicles. The operators may add their vehicle skill to the roll if they want to increase their speed, but it counts as an action. When a creature or character is involved in a chase with a vehicle, double the vehicle’s speed code. Example: “Shamus cursed as he wrenched his speeder bike around and darted down a branch of the canyon. Overhead, three suns shone with fierce brilliance. Behind, the stormtrooper’s bike skidded around the turn in his wake. Shamus tried to lose him.” The stormtrooper’s repulsorlift operation skill is 3D, and Shamus’ is 3D+2. Both bikes have speed codes of 2D. The stormtrooper’s roll is 10 and his bike’s is 8, for a total of 18; Shamus’ roll is 16 and his bike’s is 7, for a total of 23. “Shamus peered over his shoulder; the Imperial looked farther away. He just might make it yet.” If the chaser’s total roll is higher, he closes with the vehicle he is chasing — from long to medium to short. If the chased character’s total roll is higher, the range is increased by one step — from short to medium to long. If the chased character’s roll is higher and he’s already at long range, he gets away. If the vehicles are at short range, either (or both) driver can attempt to use their vehicles to force the other vehicle to crash (this does not apply to starship chases). This will be considered a “second skill use” if they are using their vehicle skills to keep up. In this case the “attacker’s” skill dice would be reduced by 1D that combat round. The “defender” must make a vehicle operation skill roll. The diffculty number for this roll is equal to the “attacker’s” skill roll. If the “defender” was already making such an operation roll because he attempted a tricky maneuver, the “attacker’s” skill roll is added to the “defender’s” diffculty number. If the “defender” rolls less than the diffculty number, his vehicle crashes. If he rolls equal to or higher than the diffculty number, it does not. Example: “The hot day wore on. Shamus cursed his luck as the stormtrooper’s bike pulled parallel. They were speeding through a maze of canyons, branches right and left; it look most of Shamus’ concentration just to avoid ramming an outcropping. The trooper tripped sidethrusters, and his bike slammed in to Shamus’. ‘Two can play that game,’ thought Shamus” Shamus is still trying to increase the range. Each round, both he and the trooper must make Very Easy (5) repulsorlift operation rolls to avoid crashing into outcroppings. In addition, both wish to try to make each other crash. That’s a total of three skill uses each, so the stormtrooper’s skill of 3D becomes an effective skill of 1D, and Shamus’ skill of 3D+2 becomes 1D+2. First, determine whether the stormtrooper manages to keep up. His bike’s speed code is 2D, which, plus his effective skill of 1D, means he rolls 3D; the result is 13. Shamus rolls 3D+2 (skill plus speed code), and gets a 10. The stormtrooper’s roll is higher, so he keeps up. Next, each makes a skill roll for his “attack.” The stormtrooper rolls 1D for a 4; Shamus rolls 1D+2 for a 7. Finally, each rolls to determine whether he manages to avoid collision. The base difficulty is Very Easy (5). The stormtrooper’s effective difficulty is 12, because Shamus’

41

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

“attack” roll of 7 is added to the difficulty number. He rolls his effective skill of 1D — and cannot possibly roll a 12, so scratch one stormtrooper. Shamus’ modified difficulty is 9, and he rolls 1D+2 — oops. Whammo! See the “Falling and Collisions” table (page 57) to find out what happens to him. Even while involved in chases, characters can use other skills. The normal rules for multiple skill use apply (see the Player’s Handbook page 13). Describe the chase as colorfully as you can to your players. Invent obstacles and dangers as you wish. The chase rules are supposed to be somewhat abstract; this allows you to make the chase flexible and feel as real as possible.

Blank Skills If a player wants his character to know how to operate any vehicle not covered by the normal Mechanical skills — walkers, archaic wheeled internal-combustion autocars, zeppelins, or old-fashioned Orion-class spacecraft — have him write the vehicle name in the space provided. His starting skill code is the same as his Mechanical attribute code, and he may spend skill dice from his original allotment and Skill Points to increase it. Any player can operate a vehicle that isn’t covered by the normal Mechanical skills, even if he hasn’t taken a specialized operation skill. He uses his unmodifed Mechanical code to make skill rolls. Time to Use: one combat round.

Astrogation This skill is used to plot a course for a starship from one star system to another. If you want to learn more about navigating the galaxy, go to page 61 for more information. Time to Use: A minute when your position is known and you are following a commonly-traveled jump route for which hyperspace coordinates have already been calculated (can be reduced to one combat round in emergencies). A few hours when your position is known, but your destination is one to

42

which you have not traveled before and the nav computer must calculate coordinates. One day when you must take readings to determine your ship’s current position and then compute hyperspace coordinates.

Beast Riding Used to ride animals. Unlike automated vehicles, animals have minds of their own, and don’t always appreciate being ridden. Each riding animal has an orneriness code. When a character mounts a riding animal, roll the animal’s orneriness dice and the character’s beast riding skill dice (or Mechanical attribute). If the character’s roll is equal to or greater than the animal’s, he establishes control and the animal does as he wishes. If the animal’s roll is higher, the animal runs away, bucks the character off, or is otherwise disagreeable. Whenever something happens to spook the beast — blaster fre, or a loud noise, or an attack — make another set of orneriness and skill rolls. The beast riding skill is also used to maintain control of an animal, just like vehicle operation skills. Each riding animal also has a speed code. The animal’s Dexterity may be added to its speed code during a chase with another character or creature or vehicle. Riders can also use their beast riding skill to increase their speed in lieu of using the creature’s Dexterity code. Time to Use: One combat round.

Com-Scan This skill is used to operate a starship’s sensors and communication systems. It can be used to get detailed information on starfghters, capital ships, starships trying to avoid notice, cloaked vessels, and other objects or anomalies in space. It can also be used to listen in on com channels. In most cases, a ship’s sensors will automatically detect other ships, planets or other large objects in space at a reasonable range. Com-scan is used to detect whether or not a planet has an active energy shield, whether or not a drifting vessel has any lifeforms aboard, the presence of a cloaked or hidden vessel, and other detailed information.

GAMEMASTER’S GUIDE

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

Characters using the com-scan skill may combine their roll with the ship’s sensors die code (if it has one). When a character attempts to listen in on communications, detect ships or identify an object, choose a diffculty number: • Very Easy (5): Detect whether or not a planet has an active shield generator protecting it. Listening in on open comm channels • Easy (10): Detect a capital scale ship on the far side of the star system. Listening in on a low-security comm channel (emergency services). • Moderate (15): Detect whether or not a ship has lifeforms aboard it, even when powered down or otherwise immobilized. Listening in on sensitive comm channels (businesses or planetary governments). • Difficult (20): Detect a starfghter attempting to conceal itself inside the cavern of a large asteroid. Listening in on low-level Imperial channels. • Very Difficult (30): Detect a cloaked ship. Listening in on high-ranking Imperial channels. Com-scan rolls can also be used to “jam” communications and sensors. Due to the “noise” created by jamming, the target will automatically detect the presence of the jammer, but will not be able to specifcally locate them. The “jammer” rolls their com-scan die code and the ship’s sensors die code. The result of this roll is then added to the searcher’s/communicator’s com-scan diffculty number. Gamemaster Note: There are plenty of com-scan modifers to choose from: the size of a target, if the target is hiding being an interstellar object, the target is using sensor decoys, or if there is massive interference. However, don’t be afraid to keep things simple. Pick a diffculty number using your judgment. Sensors are best used as a plot devices; the characters should detect just enough to intrigue them. They’ll have to personally investigate the situation to fnd out the whole story. (“You detect three ships headed out of the system… sensors can’t determine what they are, but their energy signatures indicate they could be fghters. Wait! They’ve just changed course and are now closing in you!”)

Repulsorlift Operation Used to operate all kinds of repulsorlift craft — landspeeders, speeder bikes, sail barges, and all sorts of air, ground and water vehicles that use repulsorlift (anti-gravity) technology. Time to Use: One combat round.

PERCEPTION SKILLS Noticing Things When something happens in the game that a character could miss, and you want to determine whether he notices it, have his player make a Perception attribute roll. The diffculty number depends on how easy it is to sense what’s going on: • Very Easy (5): A stormtrooper shoots at you from behind, and misses. • Easy (10): Someone shouts your name across the room over the hub-bub and music of the cantina at Mos Eisley. • Moderate (15): A guard ten meters away surreptitiously palms a handful of credits offered him by another. • Difficult (20): A faint click as the stormtroopers lying in ambush twenty meters away ready their weapons. • Very Difficult (30): When, outside the area lighted by your campfre, a small animal moves quietly away.

Persuasion Skills Several Perception skills — bargain, command, and con — are “persuasion” skills, used by player characters to influence non-player characters (NPCs). Using these interactive skills often pits the character’s skill against the other person’s skill to resist it (often Perception or Knowledge). Persuasion skills between players and NPCs shouldn’t be solely determined by the die roll. If a character is conning a customs agent, and the player rolls a high con score, he obviously succeeds — but how does his character do it? What does he say to influence the customs agent? This is up to the player. The better the player acts the role of his character, the greater his chance of success should be. Persuasion skill rolls should never be used by players to influence other players’ characters — instead, they should resolve the situation by roleplaying and coming to some kind of mutual agreement.

Blank Skills Use the blank space provided when a player wishes to learn how to use his Perception in a specialized way (e.g., learn how to recognize different animal species, to create forged documents, or to deliver persuasive speeches to large crowds). His starting skill code is the same as his Perception attribute code, and he may spend skill dice from his original allotment and Skill Points to increase it.

Gunnery This skill is used to fre a vehicle’s guns in combat (see page 66). Additionally, all weapons with a fre control die code use the gunnery skill — this mostly applies to fxed artillery and complex weapon systems. Time to Use: One combat round.

Starship Piloting Used to operate all kinds of various starships (see page 65). Time to Use: One combat round.

Starship Shields This skill is used to operate a starship’s shields in combat; see the ship-to-ship combat rules for more detail (page 66). Time to Use: One combat round.

GAMEMASTER’S GUIDE

43

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

Bargain

Modify the diffculty number for the size of the bribe:

This “persuasion” skill is used when a player character bargains with an NPC. It’s usually used when they haggle over the price on something, but could also be used in diplomatic negotiations, to bribe someone, etc. Use of the skill is resolved as an opposed roll; both characters make bargain skill rolls. Generally, the character with the higher roll gets the better part of the deal. If the item over which they’re bargaining has a price listed on the various equipment tables in the Rebel Field Manual, use the cost listed there as the “average” cost. If the item isn’t listed on the chart, you must decide on the average price. Then, compare the rolls:

Bribe Amount • Bribe is much larger than expected • Bribe is larger than expected • Bribe is less than expected • The bribe is insultingly small.

• If the PC’s roll is at least three times the NPC’s: The purchase price is 50% of the “average” cost. • If the PC’s roll is at least twice the NPC’s: The purchase price is 75% of the “average” cost. • If the PC’s roll is higher than, but not twice the NPC’s: The purchase price is slightly discounted — subtract a few credits, or as much as 10%, from the “average” cost. • If the rolls are tied: The purchase price is equal to the “average” cost. • If the NPC’s roll is higher than, but not twice the PC’s: The purchase price is slightly more than the “average” — add a few credits, or as much as 10%. • If the NPC’s roll is at least double the PC’s: The purchase price is 50% higher than the average price. • If the NPC’s roll is at least three times the PC’s: The purchase price is double the average price. Example: Suppose Shamus is bargaining for a new comlink with a shopkeeper, the NPC rolls a 10 for his bargain roll, and the average price is 100. If Shamus’ roll is: 30 or more 20 to 29 11 to 19 10 6 to 9 4 or 5 3 or less

he pays: 50 credits 75 90 100 110 150 200

The result is what the player character can bargain the NPC down to; he can always refuse the deal, if he wishes. Bribery. The bargain skill is also used when one character tries to bribe another. He is, after all, trying to make a deal — a payment in exchange for the offcial’s approval. In this case, don’t make a bargain skill roll for the target of the bribe attempt; instead, determine a diffculty number. The more incorruptible and honest the target is, the higher the diffculty number (see below). Modify that number by the size of the character’s bribe. If the briber’s roll is equal to or higher than the diffculty number, the bribe goes through. If it’s lower, the target refuses the bribe, and may even try to have the briber arrested. • • • • •

44

Very Easy (5): a corrupt hick-planet judge. Easy (10): a maitre-d’hotel at a swank restaurant. Moderate (15): a planetary offcial. Difficult (20): an Imperial offcial. Very Difficult (25): An Imperial Naval offcer.

Modifier −10 −5 +5 +10

Note: Stormtroopers cannot be bribed (see page 89). There’s a danger in using the bargain skill to often, it is fun and satisfying to roleplay a bargaining session. See “Roleplay It Out” (page 37). Time to Use: a minute.

Command Command is used to make an NPC do what the user wants — by ordering him in a persuasive and authentic tone. When successful, the target snaps to and does as ordered. To look at it another way, a character with a high command skill can take charge of a situation when leadership is needed, and get other characters to cooperate without debate or question. When a character uses command, determine a diffculty number: • Very Easy (5): NPCs have every reason to obey (a stormtrooper who thinks you’re an admiral). • Easy (10): NPCs have some reasons to obey (a bunch of Rebels from different units working together during an Imperial attack). • Moderate (15): NPCs have no reason to disobey (a crowd of civilians being commanded to “move along” at an accident scene). • Difficult (20): NPCs are skeptical or suspicious (a bunch of Ewoks who are carrying you lashed to stakes). • Very Difficult (30): NPCs have no reason to listen to you at all (Imperial troops when you’re dressed like a Rebel). If the user rolls equal to or higher than the diffculty number, the targets of the command do as he requests. As usual, there is room for gamemaster interpretation; a very high roll might mean immediate and enthusiastic compliance. A roll close to the diffculty number might mean that the target does as ordered now — but may question the commander’s authority later on. (“Say… I didn’t know there was another admiral at this base. What’s going on here, anyway?”) Intimidation. The command skill can be used to scare or frighten others to force them to obey commands, reveal information they wish to keep hidden, or otherwise do the bidding of the intimidator. You may apply modifers for various conditions. NPCs can resist intimidation with an opposed command skill roll or their Perception attribute. Time to Use: one combat round.

Con A character uses his con skill to persuade an NPC to do something that isn’t in the NPC’s best interests. Con can involve reasoned argument and false logic, or simply throwing up a verbal smokescreen to get the target to hesitate. Sometimes it can take the form of a bargain — “do this for me and I’ll do that for you” — but in a con, the conner has no intention of fulflling his part of the bargain. When a character makes a con attempt, determine a diffculty number for the attempt, depending on how likely the target is to believe the player character:

GAMEMASTER’S GUIDE

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

• Very Easy (5): A close friend or relative. • Easy (10): A naive teenager, gullible person. • Moderate (15): A stormtrooper who doesn’t have orders preventing it. • Difficult (20): A customs offcer or law enforcement offcer; stormtrooper when con will involve possible danger. • Very Difficult (30): Someone who should know better. Jabba the Hutt, an Imperial general. Modify the diffculty number depending on: Situation • Victim has no reason to suspect dishonesty, and trusts and likes that character. • Victim hates and/or distrusts the character. • The victim is asked to do something particularly risky, dangerous or costly.

Modifier +0 +10 +10

If the character’s roll is higher than or equal to the diffculty number, his target does what he wants. You can use the number rolled as an indication of degree of success; if it’s much higher than the diffculty number, the victim may volunteer additional help, and may never realize he’s been had. If it’s close, the victim may do as asked, then realize he’s been duped as the player character walks away. Persuasion. The con skill can alternatively be used when a character is trying to convince someone to go along with them — but they’re not tricking them or paying them. However, potential rewards can be offered — talking someone into rescuing a princess from an Imperial holding cell is defnitely a persuasion attempt. And stating that the reward would be “bigger than anything you can imagine” without going into details is not unusual. The diffculty ranges for using con to persuade are the same as for con above — except they should be modifed as follows: • If the character making the persuasion actually means what he says about a situation (as Luke did when he talked to Han about rescuing Leia), then decrease the diffculty by one level. • If the character making the attempt is actually trying a low-level con on the target (as Greedo tried to when he told Han he’d “lose” him if Han turned over the money he owed Jabba), then increase the diffculty by one level. Note: Stormtroopers can be conned but not persuaded. Time to Use: One combat round to several minutes, depending on how long it takes the player to say what he needs to say to con the NPCs. Examples: “Hey! Look over there!” (one combat round). “Well, I need your help. My friends are now in the clutches of the nefarious Tantos Dree, on whom, as you know, the Empire has placed a bounty in excess of ten thousand credits. So you see…” (fve minutes).

Gambling This skill can be used to increase your odds of winning at gambling if you’re playing honestly — and to cheat. There are two types of gambling games: ones which are purely random (like dice), and ones at which skill makes a difference (like sabacc). When playing a purely random game, if no one cheats, just determine the winner randomly. When playing a skill game honestly, roll each participating character’s gambling skill dice. The highest roller wins. But, some gamblers (like Lando Calrissian) rarely play fair.

GAMEMASTER’S GUIDE

When a character cheats, he automatically wins. To determine if anyone detects the cheat, make a gambling roll for each player. Anyone who rolls higher than the cheater knows he’s cheating. If two or more characters are cheating, make gambling skill rolls for all cheaters. The highest roller wins. Time to Use: one minute.

Hide/Sneak Make a hide/sneak skill roll when a character tries to hide himself, to camouflage something, to sneak past someone, or to disguise himself — any time, basically, that he is trying to avoid detection. If no one is actively looking for or trying to fnd the hiding character, determine a diffculty number for the attempt: • Very Easy (5): hiding in a prepared shelter of tree limbs and leaves in the middle of the forests of Endor. • Easy (10): hiding from sand people in a canyon on Tatooine. • Moderate (15): hiding in a doorway in the streets of Mos Eisley. • Difficult (20): hiding behind a power pylon on board the Death Star while stormtroopers are searching for you. • Very Difficult (30): hiding in the middle of the icy wastes of Hoth with no shelter for kilometers around on a clear day. If someone is searching for the hider, use the hide/sneak roll like a dodge roll — that is, the hider’s die-roll increases the searcher’s diffculty number (see search below). Time to Use: one round.

Search Used when trying to locate someone or something. When the target is not actively hiding or hidden, the user must roll equal to or greater than a diffculty number: • • • •

Very Easy (5): when you know its exact location. Easy (10): when you know its approximate location. Moderate (15): when your information is a few days old. Difficult (20): when you’re following a cold trail — week or month old information. • Very Difficult (30): when nobody’s seen it in years.

45

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

If the target is hidden, the hider’s hide/sneak skill roll increases the searcher’s diffculty number (just as a dodge roll increases the diffculty number for blaster fre). Investigating. Search can be used to fnd and gather information regarding someone else’s activities. This is useful for fnding out about the target’s ship reservations and following her to a specifc planet, or fguring out what shady business dealings she has undertaken. Investigating is often more fun when you use roleplaying over skill rolls; when a player makes a good search roll, you can provide additional hints and clues rather than just giving the player the answer to a puzzle. Time to Use: One round when attempting to fnd a hider in your immediate vicinity (e.g., spot an ambush before they open fre). When used in detective work, can involve minutes performing a computer search, or days tracking down witnesses and informants.

STRENGTH SKILLS Blank Skills Use the blank space provided when a player wishes to learn how to use his strength in a specialized way that isn’t covered by one of the normal Strength skills (e.g, to become a better arm-wrestler). His starting skill code is the same as his Strength attribute code, and he may spend skill dice from his original allotment and Skill Points to increase it.

Brawling This combat skill is used when a character fghts another hand-to-hand without any weapons (see the combat rules, page 50). Time to Use: one combat round.

Climbing/Jumping Make a skill roll when a character tries to leap a wide gap; climb a tree, wall or cliff; or jump up and grab something. The diffculty number depends on the diffculty of the task: • Very Easy (5): using the ladders and rope walkways of the Ewok tree city without stumbling. • Easy (10): jumping the gap between two houses as stormtroopers chase you over the roofs of a city. • Moderate (15): leaping and grabbing the end of your starship’s entry ramp as the ship rises and prepares for takeoff. • Difficult (20): swinging across a shaft in the Death Star on a rope with a princess in your arms. • Very Difficult (30): springing from the carbon freeze pit before the mechanism activates. Time to Use: one combat round.

Lifting This skill is used when a character tries to lift or carry a heavy object. The diffculty depends on the object’s weight: • Very Easy (5): putting on a 20 kilogram pack. • Easy (10): picking up a 3PO unit. • Moderate (15): carrying a 20 kilogram pack for 10 kilometers. • Difficult (20): carrying a buddy’s body for a kilometer • Very Difficult (30): picking up and moving an X-wing after the repulsorlifts cut out and it settles on your foot. Time to Use: one combat round.

46

Stamina When a character exerts himself for a long time, roll stamina dice to determine whether he tires. Diffculty depends on how much he exerts himself: • • • • •

Very Easy (5): running 100 meters, a day’s normal work. Easy (10): running 1 kilometer, a hard day’s work. Moderate (15): running 10 kilometers, a day’s hard labor. Difficult (20): recovering from carbon freeze. Very Difficult (305): swimming for hours in icy water.

Stamina rolls can also be made when a character is exposed to extreme cold or heat. If a character fails a stamina roll — rolls less than the diffculty number — he becomes fatigued. Whenever a fatigued character makes an attribute or skill roll, reduce his skill code by 1D. Note: Don’t plague your players by calling for lots of stamina rolls. Star Wars characters are heroes, and can do a lot that would tire normal people without noticing the difference. Stamina rolls are only needed when a character does something out of the ordinary. Time to Use: one combat round to one day.

Swimming Roll skill dice when a character swims. Determine a diffculty number: • Very Easy (5): swimming in a lake on a good day in a calm area. • Easy (10): swimming in the ocean on a good day in a calm area. • Moderate (15): swimming where there are riptides or other dangers. • Difficult (20): swimming in a storm. • Very Difficult (30): swimming in a gale — huge waves, sheeting rain. If the character’s roll is less than the diffculty number, he begins to drown. Roll 2D each round to determine whether he dies, as you would for a mortally wounded character. (A drowning character is not, in fact, mortally wounded, and, if rescued, needs no further medical help.) Another character can attempt to rescue a drowning character; he makes two skill rolls, one to swim himself, and the other to rescue the drowning character. Because he is making two skill rolls, his skill code is reduced by 1D. The diffculty number for the second roll is 15. If he succeeds in both rolls, he may rescue the drowning character. Time to Use: one combat round.

TECHNICAL SKILLS Using Repair Skills With a few exceptions, Technical skills are used to repair things; anything from starships, speeders, weapons, armor to basic general equipment. The diffculty number for a repair depends on the amount of damage the object or vehicle has suffered. Usually the object in question is a vehicle or starship. Each vehicle or starship has a hull code; this is used like a character’s Strength when someone attacks the vehicle (see page 15 of the Player’s Handbook). However, the damage result is a little different:

GAMEMASTER’S GUIDE

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

• Stun = Light Damage: Vehicle can continue to operate. The repair diffculty is Easy (10). • Wound = Heavy Damage: Vehicle’s codes are reduced by 1D. The repair diffculty is Diffcult (20). • Incapacitate = Severe Damage: Vehicle stops operating. Operator must make a skill roll to avoid crashing as it comes to a halt (the diffculty is an Easy (10) vehicle operation roll). The repair diffculty is Very Diffcult (30). • Kill = Destroyed: Vehicle is a total loss, and cannot be repaired. Various vehicle and starship hull codes are on a different scale than ground vehicle codes (see page 64). When someone hits a target which is neither a character nor a vehicle, use the following “hull code” to determine damage (damage effects are as for vehicles): • 1D if the item is particularly delicate. • 2D for normal, unarmored items. • 3D or more if the item is armored. Modify the base diffculty for a repair for the availability of tools and spare parts: Situation Modifier • Working at a regular repair facility (e.g., dock−l0 yard, garage) with appropriate tools and plenty of spare parts • Tools and spare parts available. Tool kits +0 might provide their own bonuses (see the Rebel Field Manual) • Working without help or spare parts (e.g., in +10 deep space) with only a few tools, and under diffcult circumstances (in the middle of a rainstorm, in spacesuits because the ship has been holed, etc.) Using a repair skill (the frst time) takes 15 minutes. Fifteen minutes after a character begins working, make a skill roll. If the roll is greater than or equal to the repair diffculty, the device is repaired — the problem was easily fxed. If the roll is lower, the device is still broken. However, even if it’s still broken, some of the damage is repaired. Subtract the roll from the diffculty number. The remainder is what’s left to be repaired — and is the diffculty number for the second repair roll.

Example: Shamus Falconi’s starship, the Lumrunner, suffered heavy damage when attacked by TIE Fighters. Shamus attempts to repair it; the difficulty is Difficult (20). Shamus’ starship repair skill is 2D+2, and he rolls an 8. The ship is not repaired — but Shamus has repaired 8 of the 20 difficulty points of damage. The next time he makes a skill roll, the base difficulty number will be 12. If the frst repair roll doesn’t do the trick, the character must spend another day working before another skill roll is made — the problem wasn’t easily solved, and requires a lot of work. If the second skill roll is equal to or greater than the nowreduced diffculty number, the device is fxed. If it’s less, subtract the roll from the diffculty number again. Example: Shamus sighs; the problem is going to take some effort to fix. He spends a full day working, then rolls again; another 8. The Lumrunner still isn’t fixed, but the base difficulty is down to 4. The next roll ought to do it. If the second repair roll isn’t enough, the character may make a third roll — after two additional days. (The device has to be taken apart or broken down to fnd the problem, and that will take a while.) If this fnal roll is greater than or equal to the remaining base diffculty number, the device is repaired. Example: Shamus starts taking the ship apart. Two days later, he’s put it back together again, and he thinks everything is ready. He fires up the engines, rolls 2D+2 — and gets a 5. Good enough, but pretty close. Interpreting the dieroll appropriately, the gamemaster tells Shamus’ player that the Lumrunner is fine — except for an odd pinging noise from the fusion generators. Probably nothing important. If the third repair roll is not enough, no further rolls may be made. The character is unable to complete the repair, given the limits of his expertise and the tools and spare parts available. Only a fully-equipped repair facility (a space dock, or a garage, or the manufacturer) may repair it. If he’s working at a repair facility, nothing will repair it; it’s a total loss.

Multiple Workers Suppose several characters work to repair a device at the same time? Instead of using the optional “Combined Action” rule, you can have the players make skill rolls on the same schedule as for one worker — after 15 minutes, after a day, and after two more days. Each time, make skill rolls for every worker — and apply the highest roll, only, to the base diffculty number. Example: On the next trip out, the Lumrunner runs into a meteor storm and suffers damage again. The gamemaster tells Shamus’ player that the fusion generators kick out, and he’s lucky the magnetic bottle didn’t fail. The base difficulty is Difficult (20) again. Luckily, on this trip

GAMEMASTER’S GUIDE

47

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

Shamus brought along his faithful Wookiee companion, Grasheel. Grasheel’s starship repair skill is 4D, so both Shamus and Grasheel make skill rolls. Shamus rolls a 9 — and Grasheel rolls a 19! Grasheel just missed repairing the ship the first time around, but he does reduce the base difficulty to 1. Shamus’ roll of 9 is not applied to the base difficulty, since only the highest roll is used. Fixing the ship the next time around will be a cinch.

Improving Vehicles and Equipment Customizing and improving personal equipment takes time, credits, know-how, and Skill Points. The time per pip and credit cost per Skill Point spent on improving equipment is tied to the scale of the piece of equipment being modifed (see page 64), as summarized in the table below. These costs include parts and labor, and may be higher if specialized labor or intricate parts are rare. The cost in Skill Points of increasing a code for a piece of equipment is determined in the same way as for improving characters’ skills. For example, increasing a blaster pistol’s damage code from 4D to 4D+1 costs four Skill Points. Improving skills which have 0D codes costs one Skill Point per pip. Skill Points must be expended per die code improved. If a ship mounts multiple weapons, each damage and fre control die code must be improved separately.

Scale* Character Speeder Walker Starfghter Capital Ship Death Star

Time per Pip Improvement 1 day 3 days 3 days 1 week 1 month 2 months

Credits per Skill Point 10 100 500 500 1,000,000 1,000,000,000

* See page 64 for rules on how scaling works. Die codes which are added to a character’s skill or attribute code cost an additional three more Skill Points per pip than equipment die codes which stand alone or are substituted for skill or attribute use. The speed codes, fre control codes, maneuver codes, shielding, and armor (Strength and Dexterity, see below) are attribute enhancing die codes which may be increased. For example, increasing +1D armor to 1D+1 costs four (3+1) Skill Points. Armor. Every pip of increase in armor decreases Dexterity by the same amount. If armor has been improved by +2, then the wearer suffers a two pip decrease in Dexterity when he wears it. Armor may be purchased with Dexterity enhancements to overcome this penalty. Dexterity enhancements may not be purchased other than to overcome the Dexterity penalty in this fashion. As an additive enhancement it costs three more Skill Points per pip than normal. Example: A +1D armor is improved to +1D+2; the Dexterity penalty is also erased through enhancements. The cost of the armor improvement would be 16 Skill Points. [(1+3) + (1+3)] for armor, [(1+3) + (1+3)] for the Dexterity enhancement.

48

Hyperdrives. A character improving a starship can alter its hyperdrive multiplier. Changing a hyperdrive multiplier from “×4” to “×3” costs fve Skill Points, “×3” to “×2” costs 10 Skill Points, “×2” to “×1” costs 20 Skill Points; changing it from “×1” to “×1/2” costs 40 Skill Points. Adding Weapons to Equipment. An owner can add additional weapons to his ship, speeder or personal armor. A weapon with 1D fre control and 1D damage costs 9 Skill Points. A weapon may be purchased rather than added through Skill Points; in addition to the purchase price of the weapon it costs 150 credits to install a weapon in armor (or other character-scale piece of equipment), 1,500 credits to put one into a speeder-scale piece of machinery, 3,000 to put one into a walker-scale piece of machinery, 6,000 credits to install a new weapon system in a starfghter-scale ship, and 10,000,000 credits for a capital ship. Installing a new weapon system is quite tricky as vessels and other devices are rarely built with room for additional weaponry. An owner may install a purchased weapon by spending 9 Skill Points. Ownership and Improvement. Equipment may be owned by more than one person. Each owner may make improvements to the equipment, but a single improvement must be made by a single character. This includes the technology roll mentioned below. Technology and Improving Equipment. Star Wars technology is highly specialized and advanced. Small improvements are possible with almost any piece of equipment, but large improvements are diffcult. Large improvements indicate revolutionary rather than evolutionary design technologies. To improve equipment requires that the character doing the improvement (i.e., spending the Skill Points) make a technology roll after the points are spent. If the roll is successful the improvement actually works; otherwise the Skill Points have been wasted (although the equipment will work as it did before the unsuccessful tinkering). The frst pip of improvement on a die code requires a Very Easy (5) technology roll. The second is Easy (10), the third Moderate (15), the fourth Diffcult (20), the ffth and all subsequent pips are Very Diffcult (30). Example: Grasheel’s bowcaster has been modified from 4D to 5D damage. He now wants to modify it to 5D+1. This is the fourth pip of improvement, so a Difficult (20) technology skill roll is needed after the five Skill Points and 50 credits have been paid.

Blank Skills If a player wants his character to repair something that isn’t covered by one of the regular repair skills (e.g., home appliances, tracked vehicles, weapons, primitive propeller-driven aircraft, walkers, etc.), he should write the name of what he wants to repair on the blank provided. The starting skill code is equal to the character’s Technical attribute, and he may allocate dice from his initial allotment and spend Skill Points to increase it. Whenever any character without a specialized repair skill attempts to repair something not covered by one of the regular repair skills, use his Technical attribute. Time Taken: Fifteen minutes, then one day, then two days.

GAMEMASTER’S GUIDE

8

Chapter Two: Attributes and Skills

CLASSIC ADVENTURES

Computer Programming & Repair

Droid Programming & Repair

This skill can be used to repair and program computers. In addition, it involves knowledge of computer security procedures and how to evade them. When a character attempts to defeat computer security and get access to restricted data or programs, determine a diffculty number:

When used to repair Droids, follow the normal repair rules on page 46. Reprogramming a Droid from scratch means wiping the Droid’s personality and memory, and takes a considerable amount of time (at least a day). It also requires access to a computer, which can be linked to the Droid for reprogramming. The diffculty for reprogramming depends on the complexity and sophistication of the Droid:

• Very Easy (5): Public data (your own credit balance). • Easy (10): Public data, but fnding it may take a little more research. (who owns a particular starship). • Moderate (15): Private Data (a private citizen’s personal records). • Difficult (20): Secret Data (a corporation or planetary government’s records). • Very Difficult (30): Top-Secret Data (Imperial Navy secrets). If the player’s roll is equal to or higher than the diffculty number, he gets the data he wants. Otherwise, he does not. If his roll is half or less than half the diffculty number, the intrusion is detected — the computer operator is notifed that someone is attempting illegal access. Otherwise, no warning or alarm is given. When a character uses his skill to access computer data, let him know that some data is more restricted than others. Give the player the choice between playing it safe and getting a little information — or taking a risk and getting more. Time Taken: When used as a repair skill — ffteen minutes, then one day, then two days. When used to access data, it normally takes one minute. However, a character can try it in one combat round — but if he does, the diffculty number is doubled.

Demolition This skill is used to set and blow explosives. The user must have a supply of explosives and a detonator, which may be triggered by wire, timer, or communicator signal. When a character plants an explosive charge, the diffculty number depends on the size of the barrier he is attempting to penetrate, or the size of the object he is attempting to blow up: • • • • •

Very Easy (5): Very flimsy object (plywood door). Easy (10): Flimsy object (hard wooden door). Moderate (15): Average object (bolted steel door). Difficult (20): Lightly armored object. Very Difficult (30): Heavily armored object (the hull of a starship).

Make a skill roll. Success means the explosion occurs when and as planned. Failure means that the charge blew, but without suffcient power to blow a breach in the barrier. How much damage does an explosive charge do? The standard explosive used in the Empire is called detonite, and comes in cubes about the size of a fst. One cube does 1D worth of speeder-scale damage according to the same rules as grenades (see page 54). Various different explosive effects can be achieved if the player desires, however, the diffculty number should be modifed in those cases. Time Taken: It takes about a minute to plant a charge under normal circumstances. A character can do it in one combat round if he wishes, but double the diffculty number if he does.

GAMEMASTER’S GUIDE

• Very Easy (5): Very Simple Droid (answering machine). • Easy (10): Simple Droid (very slight intelligence — a robot construction unit). • Moderate (15): Sapient Droid (some ability to speak and act independently). • Difficult (20): Sophisticated Droid (medical Droid, 3P0 or R2 unit). • Very Difficult (30): Droid of unknown origin (alien space probe). Time Taken: When used as a repair skill — ffteen minutes, then one day, then two days. When used to reprogram a Droid — one day.

First Aid Most surgery is performed by specially-programmed medical Droids; rejuvenation tanks and autodocs heal wounds and cure diseases. Very few humans have in-depth or detailed medical knowledge; this skill is used primarily for frst aid and emergency medical care purposes. In game terms, its primary use is in the operation of medpacs; see page 56. Time Taken: one combat round.

Repulsorlift Repair This skill is used to repair repulsorlift ground, water and air vehicles, including individual, multi-passenger and freight craft. Time Taken: Fifteen minutes, then one day, then two days.

Security This skill involves knowledge of security locks and how to jigger them, and alarm systems and how to defeat them. The diffculty number depends on the sophistication of the lock or alarm: • Very Easy (5): Standard lock without special protection. • Easy (10): Regular security lock, civilian alarm system. • Moderate (15): High-quality security lock, sophisticated alarm system. • Difficult (20): Bank vault lock, high-security alarm. • Very Difficult (30): Security locks at top-secret bases, alarms protecting one-of-a-kind art objects. If the user’s skill roll is greater than or equal to the diffculty number, he succeeds in opening the lock or bypassing the alarm. If his roll is less, he fails. If his roll is half the difficulty number, or lower, not only does he fail, but an alarm goes off. Time Taken: Normally, one minute. However, a character can try it in one combat round — but if he does, his diffculty number is doubled.

Starship Repair This skill is used to repair all kinds of starships. Time Taken: Fifteen minutes, then one day, then two days.

49

8 C hapter Three CLASSIC ADVENTURES

COMBAT AND INJURIES In Star Wars: Classic Adventures, combat is fought in your imagination. You describe the situation to the players, and they tell you what they want to do. All distances in the combat rules — movement rates, weapon ranges, etc. — are described in terms of meters. Since everything is imaginary and you don’t actually measure anything, you will rarely decide exactly how far away characters are — e.g., “You are 23 meters from the stormtrooper.” We provide meter measurements for two reasons: frst, as a useful basis of comparison between different weapons; and second, so if you use miniatures or maps (see the sidebar on page 52), you can measure distances precisely. Since you don’t measure distances, how do you know at what range characters shoot at one another? • If they’re very close — within three meters of one another — they’re fring at point-blank range; diffculty of Very Easy (5). • Most combat indoors is at short range; diffculty of Easy (10). If the room is very large, and combatants are at opposite ends of it, you may rule that blaster pistols are shooting at medium range — diffculty of Moderate (15), — while blaster rifles are still at short range. • Most combat out of doors is at medium range; diffculty of Moderate (15). Sometimes, blaster pistols are at long range while rifles are at medium range. • Most characters only shoot at long range when sniping from great distances; diffculty of Diffcult (20).

COMBAT SEQUENCING Combat is divided into combat rounds. Each round represents about fve seconds. You keep on playing one combat round after another until one side is dead or has fled or surrendered. Each combat round follows this sequence: • Decision Segment: Decide what each non-player character (NPC) is going to do this combat round. While you’re deciding, let the players decide what they want to do next. • Declaration Segment: Go around the table, and ask each player what he wants to do. Then, tell the players what the NPCs are doing. • First Action Segment: Each character for whom an action was declared takes his frst action. An “action” is either movement, or a skill or attribute use.

50

• Second Action Segment: If any character declared more than one action, characters’ second actions are now resolved. Any character for whom only one action was declared does nothing (but may dodge and/or parry) in this segment. • Subsequent Action Segments: If any character declared more than two actions, additional action segments occur until all characters have performed all declared actions.

Declaration When asked, a player must tell you what his character is doing in detail. Don’t let a player get away with saying, “I’ll move;” make him specify where he’s going — “I’ll move away from the wall and toward the TIE fghter.” All non-reaction skill and attribute uses must be declared during the declaration segment. Don’t let them hesitate! If a player hesitates, so does his character. Combat in Star Wars is fast and furious. It’s not a chess game, where the players can mull over their next move for hours.

ADVANTAGES AND DISADVANTAGES Visualizing combat is fast. When they imagine things, players act and respond to what happens, instead of studying a map and planning their next move. Action is what combat should be about. But this style of combat requires a certain amount of judgment. You must decide at what range a character fres, how long it takes for him to close range when running toward an opponent, and so on. Novice gamemasters sometimes feel a little nervous about using their judgment; you shouldn’t. Just follow the rules above, and get on with it. If you are fair and consistent, your players will forgive minor errors and hesitations. Occasionally, however, a player may argue, saying he’s really at short range, or that he ought to be able to close with his opponent in one round when you say it will take two. There’s really only one answer to this: you’re the gamemaster. Unless the player points out something you’ve overlooked, be apologetic, but make it clear that what you say goes. On the other hand, don’t be arbitrary. The object of the game is to have a good time, not to frustrate your players.

GAMEMASTER’S GUIDE

8

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

Once a player has declared what he’s doing, he may not change his mind. Here’s a suggestion: Seat the player whose character has the lowest Dexterity to your left, the one with the next lowest Dexterity next to him, and so on, around the table. When you ask players what they’re doing, start with the player to your left. That way, the least observant character acts before he sees what the other characters are doing, while the most observant one gets to fnd out what the others do. Or seat the most experienced player to your left, so he can act frst and set an example for the less experienced players to follow.

Actions and Reaction Skills Skill or attribute rolls determine the exact order in which actions take place during an action segment (see the Player’s Handbook for more on initiative). Reaction skills can be used in any action segment; a character who uses a reaction skill can still take an action (move or use a skill or attribute) in the same segment. If a character uses a reaction skill, it affects all attacks in the same segment, but not in subsequent segments.

MOVEMENT Each combat round, a character can walk, run, or hold still. The distance a character can move in a single combat round is described in meters. This sounds pretty precise, but since combat is fought in the imagination rather than on a board or map, you must use your judgment. If you determine that a character can get someplace or reach another character in one round by walking, that’s the case. If you think the character must run to get there in one round, or that it will take several rounds, your judgment is fnal. Walking. Characters can walk about fve meters during a combat round, and can turn by any amount — right or left. Running. Characters can run up to ten meters in any direction. A running character can only turn by up to 90 degrees in the combat round. Running counts an action, so a running character’s skill rolls are reduced by 1D. Running characters add +2 when determining to-hit diffculty numbers.

Falling Prone and Crawling A character can either be standing or prone. For game purposes, standing includes crouching, kneeling, or any position in which a character is not lying down to avoid fre. Prone is deliberately lying down to avoid fre. A character can always fall prone, without any penalty. Getting up from a prone position is an action; reduce all other declared actions by 1D. While a character rising from a prone position can turn and use skills in the same round, they can’t move. Prone characters are harder to hit; add +2 when determining to-hit diffculty numbers. Prone characters can only move by crawling — they generally move up to two meters per round. When a crawling character makes a skill roll, his code is reduced by 1D (just like a running character).

GAMEMASTER’S GUIDE

FIRE COMBAT Blasters are the most common weapons in the Star Wars universe. The blaster skill is used when fring all kinds of blasters, regardless of the specifc model or type. Some other weapons are used by aliens, by primitive cultures, or by sports or historical enthusiasts. Each of these other weapons has its own skill (see page 38). The Dexterity attribute may be used to determine how well a character throws a rock or a weapon. Likewise you could invent a new skill to cover an unusual style, or use a skill like grenade (which covers throwing objects).

Difficulty Numbers When a character fres at a target, determine the diffculty number of the attack. The base diffculty number depends on the range — the distance between the frer and his target. Refer to the various weapon tables in the Rebel Field Manual. Each weapon’s range is printed on the chart. For example, a blaster pistol fred at less than 11 meters range is at short range; between 11 and 30 meters, at medium range; and up to 120 meters, at long range. Ranges vary by weapon. For example, a blaster rifle is shooting at short range if the target is within 30 meters, but a blaster pistol’s short range only goes out to 10 meters. The diffculty number depends on the range: • • • •

Point Blank (less than 3 meters) — Very Easy (5). Short — Easy (10). Medium — Moderate (15). Long — Diffcult (20).

Various modifers or the use of “reaction skills” may increase or decrease the diffculty number. For instance, if the target is protected by a wall or lying prone, it will be tougher to hit him (see “Falling Prone and Crawling” to the left).

Skill Rolls Once you’ve determined the diffculty number, roll skill dice (or have the player roll if a player character is fring). Remember to modify skill codes for running characters, wounded characters, multiple skill use, etc. (see the Player’s Handbook page 13). If the modifed roll is equal to or greater than the diffculty number, the frer hits, if not, he misses. When a target is hit, you must determine damage.

51

8

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

Damage Every weapon has a damage code. Damage codes are listed on the various weapons tables in the Rebel Field Manual. The Player’s Handbook describes how damage codes are used and the effects of damage (see pages 15 and 16).

Armor Armor protects the wearer from damage. In game terms, armor simply adds to a character’s Strength roll when resisting damage. (It doesn’t add to any other Strength rolls.) Example: Standard stormtrooper armor increases a character’s Strength by 1D when rolling to resist damage. A character with a Strength of 2D+1 wearing stormtrooper armor would roll 3D+1 when hit by blaster fire. However, armor reduces a characters Dexterity by the same amount that it increases his Strength. The reduction applies whenever a character makes a Dexterity attribute roll or a Dexterity skill roll (e.g. A Dexterity of 3D would be reduced to 2D+2 by an armor code of +1). Example: Stormtroopers have a Dexterity of 2D and blaster skills of 4D. Their armor has a rating of 1D. Whenever you make a stormtrooper Dexterity roll, you only roll 1D; when you make a blaster skill roll, you only roll 3D. Note: Some armor employs special Dexterity enhancements, which eliminates some or all of the Dexterity penalties (see page 48).

Keeping Track of Damage When a player character is injured, ask the player to note his wound status on his character template. You must keep track of NPCs’ wounds. When several NPCs are involved in combat, it’s often useful to use scrap paper to keep track of them. Otherwise, you may forget who’s been injured, and by how much.

Dodges Page 16 of the Player’s Handbook describes how dodges work. To summarize: • Any time a character is fred upon, he may dodge. • If he declared the use of other skills in the round, the use of dodge decreases all skill codes by 1D further (see page 13 of the Player’s Handbook). • When a character dodges, make a dodge skill roll. The number rolled is added to the frer’s diffculty number. • If a character is fred upon more than once in the same action segment, his dodge roll is added to all frers’ diffculty numbers. However, dodging in one segment has no effect on fre in the next segment; if a character is fred upon in more than one segment, he can dodge each time, but each is a separate skill use, and further decreases skill codes.

Setting Blasters on Stun Blasters can be set to stun — that is, to knock a target unconscious without killing or injuring. Setting blasters on stun — or resetting to normal operation — reduces all skill and attribute codes for the same round by 1D, because it takes a little bit of effort and concentration. However, doing so is not considered an “action,” and does not take an action segment.

52

USING MAPS Many published adventures contain maps, which use a grid. Each square represents a space two meters across. When combat occurs in a mapped area you can use the map to record the positions of characters. If you don’t have a map, you can easily draw one on four square-to-the-inch graph paper, which is widely available in stores. Show where characters are located on the map with some kind of a mark. When a character moves, make a mark at his or her new position. If the map begins to get crowded or the marks get confusing, erase the ones you don’t need any more. Since facing is important in combat, you can represent a character’s facing by drawing a little arrow. Characters can either face to the side of a square or diagonally (i.e., toward a corner). A character can only fre a blaster at something he can see. You can determine what a character can see by laying a straight edge (the edge of a piece of paper, a ruler, or some thread) over the map from the center of the square he occupies to the square occupied by his target. If the straight edge goes through a wall or other obstruction, the line of sight is blocked. When a non-player character cannot be seen by any player character, don’t pencil his position on the map. Make a mental note of where he’s located, and draw him in when he’s spotted. When there are lots of non-player characters that none of the player characters can see, you may fnd it helpful to have two copies of the map — one to show the players, and one you’ll keep secret. You can record NPCs’ locations on the secret map. This is a lot easier than keeping track of positions in your head. Feel free to draw in anything else which lends to the atmosphere or helps the players visualize things — obstructions, Droids, rubble, gas clouds, etc.

When a blaster set on stun is fred, the same rules are followed. The only difference is the effect of the damage: • Kill or incapacitate (damage roll at least twice Strength roll): A character who suffers one of these results is instead knocked unconscious for 10D minutes. • Wound (damage roll greater than or equal to, but less than twice Strength roll): A character who suffers a wound is instead stunned, twice (a 2D stun penalty to all actions for the rest of the round and the next round). • Stunned (Strength roll greater than damage roll but less than two times the damage roll): The character is stunned and takes a 1D penalty to all actions for the rest of the round and the next round.

Drawing If a character doesn’t have a blaster in hand but has one in a holster (or somewhere else handy), he can draw it and still do other things in the same segment. Drawing a weapon reduces all skill and attribute codes by 1D in the same round — but doesn’t take an action segment.

GAMEMASTER’S GUIDE

8

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

HAND-TO-HAND COMBAT A character can only make a hand-to-hand attack against another if they are within two meters of each other.

Hand-to-Hand Combat Skills The four skills used in hand-to-hand combat are melee weapon, melee parry, brawling, and brawling parry. When a character attacks with a melee weapon — a weapon designed for melee, such as a sword; an improvised weapon, such as a chair used as a club; or a fre weapon pressed into a melee role, such as the butt of a blaster rifle — he uses his melee weapon skill. When a character attacks without a melee weapon, he uses his brawling skill. Parries are reaction skills, like dodge (see page 13 of the Player’s Handbook). Only characters carrying melee weapons can use melee parry. Anyone can use brawling parry. Melee parry can parry melee weapon attacks and brawling attacks. Brawling parry can only affect brawling attacks.

Resolving Hand-to-Hand Attacks The diffculty number for an attack depends on the weapon the attacker is using (see the various weapon tables in the Rebel Field Manual or the reference cards). If the target of a melee weapon attack is parrying, make his melee parry roll. Add the number rolled to the diffculty number for the attack. Then, make the attacker’s melee weapon or brawling skill roll. If his roll is equal to or greater than the modifed diffculty number, he hits his target.

Damage Again, refer to the weapon tables in the Rebel Field Manual or the reference cards packaged with this game. The damage codes for all melee weapons are listed as “STR+” a die code. For example, a club’s damage code is “STR+1D.” When a melee weapon hits, roll its damage dice, then roll the attacker’s Strength dice, and add the two rolls together. Compare this total to the defenders Strength roll to determine damage.

GAMEMASTER’S GUIDE

Example: A character with a Strength of 2D+1 attacks using a club. If he hits, roll 2D+1 for his Strength, and 1D for the weapon, and add the rolls together. When a character using his brawling skill hits, use his Strength code in lieu of a damage code. Example: A character with a Strength of 2D+1 is attacking with his brawling skill. If he hits, roll 2D+1 for damage.

Lightsabers Lightsabers are used slightly differently from other melee weapons. Lightsabers use the lightsaber skill, which is printed on a few of the character templates, or a character may write the skill in the blank. First, you don’t have to have Force skills to use a lightsaber. Anyone can use a lightsaber; but characters trained in the Force can use it in special ways (see page 78). (However, lightsabers are rare and diffcult to obtain.) A lightsaber is used in the same way as any other melee weapon, except that: • A character uses the lightsaber skill to attack with it, not his melee weapon skill. • The only thing that can parry a lightsaber is another lightsaber. A character using any other melee weapon cannot parry when fghting an opponent with a lightsaber. • A lightsaber can be used to parry other melee weapons. The lightsaber wielder uses his melee parry skill (or sense skill — see the Player’s Handbook page 18). If the attacker’s roll is greater than the diffculty number for his weapon, but less than the modifed diffculty number, his weapon is destroyed (cut in half by the lightsaber). Example: Shamus has a club (melee weapon skill of 3D+1), and attacks Paulus Kahl (a Failed Jedi with a melee parry skill of 3D). The base difficulty number for a club is 5. Paulus’ melee parry roll is 8, so the modified difficulty is 13. If Shamus rolls less than 5, he just misses. If he rolls 13 or more, he hits. But if he rolls between 6 and 12, the lightsaber cuts his club in half.

53

8

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

• When a lightsaber is used to parry a brawling attack, and the attacker’s roll is greater than 5 (the diffculty number for brawling) but less than the modifed diffculty number, the attacker is injured (the lightsaber has cut him.) • Characters never add their Strength to the lightsaber’s 5D damage code. However, characters with the control skill add their control skill die to the lightsaber’s 5D for determining damage (see page 78).

GRENADES AND THERMAL DETONATORS Grenades and thermal detonators are neither melee nor fre weapons. • Each time a grenade or detonator is thrown, it is expended. A character may only throw as many grenades or detonators as he carries. • If a character fails to “hit” when throwing a grenade or detonator, that does not mean that it has no effect. Instead, it means that the grenade or detonator scatters (see below). • Grenades and detonators, unlike fre weapons, can be thrown at targets which the attacker cannot see. (For instance, you could lob one over a wall.) • Grenades and detonators can be dodged — but unlike fre weapons, dodging does not increase the frer’s diffculty number, but the grenade’s diffculty (see below). The rules below apply to both grenades and detonators, even when they refer only to grenades.

Three Steps Using a grenade is a three-step process. • Determine whether the thrower succeeds in throwing the grenade where he wants, or whether it scatters. • Determine whether the grenade hits (damages) each of the characters within its blast radius. • Determine how much damage each character receives.

Throwing The thrower’s diffculty number is calculated in the same way as for fre combat (see page 51). When a thrower fails a grenade skill roll, the grenade scatters. Roll one die and refer to the scatter diagram (upper-right of this page); it shows the direction in which the grenade scatters, relative to the thrower and the target. Then, roll 3D; the number rolled is the number of meters that the grenade scatters. The diffculty may be modifed by the following: Situation Modifier • Throwing through a door not adjacent to +2 thrower • Throwing through window or slit not adjacent +5 to thrower • Target adjacent to wall −2 • Target in Heavy cover +2 • No line of site to Target +5 • Thrower not familiar with local gravity +2 • Throwing in variable gravity feld +5 • Throwing from rotating object +10

54

GRENADE SCATTER DIAGRAM Die-roll

6

1



2

  5    TARGET&  4

3



DIRECTION OF THROW

Hitting Characters Refer to the “Explosive Weapon” table in the Rebel Field Manual. Unlike all other weapons, these weapons have two range sections. The frst range section is used to determine the thrower’s chance of hitting. The second is used to determine whether the grenade hits nearby characters when it explodes. When a grenade explodes, determine which characters are near enough to be affected (anyone within 10 meters of a grenade or 20 meters of a thermal detonator). For each such character, determine whether he is within point-blank, short, medium or long range of the grenade. Example: Anyone within 3 meters of a grenade is within point-blank range; anyone between 3 and 4 meters is at short range; anyone from 5 to 6 meters is at medium range; and anyone between 7 and 10 meters is at long range from the grenade. Determine the grenade’s diffculty number, as you normally would (that is, the diffculty is Very Easy (5) for someone at point-blank range, Easy (10) at short range, etc.) The character may dodge, if he wishes. Dodging a grenade means falling prone in an attempt to avoid the blast. The normal rules for dodging are followed — the die roll increases the grenades diffculty number, the character may take another action in the same segment, etc. — except that the dodger ends the segment prone. If the character dodges, roll his dodge dice, and add the number rolled to the grenade’s diffculty number. (Also see the optional explosion damage modifers on page 56.) Roll 4D for the grenade. If the roll is greater than or equal to the modifed diffculty number, the grenade has hit the character, who suffers damage. If the roll is lower, the character is uninjured and unstunned. Make a separate roll for each character within the grenade’s blast radius.

Damage Grenades and detonators have different damage codes at different ranges (see the “Explosive Weapon” table in the Rebel Field Manual). For example, a grenades damage code is 5D at point-blank range, 4D at short range, 3D at medium range, and 2D at long range.

GAMEMASTER’S GUIDE

8

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

When a grenade hits a character, determine which damage code should be used, and make a damage roll for the grenade. Make a Strength roll for the character, and use the usual damage rules to determine what damage the character suffers (see the Player’s Handbook page 15).

OPTIONAL COMBAT RULES At least at frst, we recommend that you do not use the optional combat rules. Mastering the basics of the combat system will take at least two or three sessions. Some of these rules add realism at the expense of complexity and additional time to play. Players who like to plan combat operations carefully may fnd them helpful and interesting; players who prefer fast and furious action may decide they slow combat down too much. Use these rules if you want a more sophisticated combat system — but be aware that doing so will make combat take longer to resolve.

More Difficulty Number Modifiers Various conditions can make fre combat more diffcult — the size of a target, the terrain it occupies, and so on. When using this optional rule, increase (or decrease) a frer’s diffculty number as indicated when any of the conditions apply. All modifers are cumulative.

Moving Through: Light Cover Medium Cover Heavy Cover Sneaking around a door Climbing through window Heavy Gravity Very Light Gravity Variable Gravity Field

Distance Modifier 75% 50% 25% 75% 25% 50% 150% 75%

Sprinting If a character wishes to move faster, he can sprint. Sprinting counts as two actions (skill rolls are reduced by 2D) and takes two action segments to resolve. The frst segment the character moves 10 meters; the next second segment he rolls his Dexterity attribute and moves that distance in meters. Sprinting has the same turning restrictions and “to-hit” modifers as running. At your discretion, a character can sprint again in a third action segment (counts as three actions), but he can perform no other actions in that combat round.

Surprise Target is: Prone In light cover In medium cover In heavy cover In an aperture adjacent to frer Taking cover in a doorway Taking cover behind a window Taking cover behind a slit Running Sprinting Character-Scale Target Size less than 1 cm 1-10 cm 11-50 cm 51-99 cm 1-3 m 3-9 m 10-99 m 100+ m

Modifier +2 +1 +2 +5 +1 +2 +3 +4 +2 +5 Modifier +15 +10 +5 +2 +0 −3 −5 −10

In an ambush situation — when one side knows where its opponents are, but the other doesn’t realize it’s about to be attacked — the ambushers get one action segment of surprise. That means that in the frst segment, they can take whatever actions they wish — but the targets cannot move or use skills or attributes (even to dodge). The targets still get to act in the same round — but their frst actions occur in the second action segment.

Ammunition and Reloading In the Star Wars movies, characters seem to fre forever without running out of ammunition. But, after all, even if a blaster contains an incredibly large amount of energy, at some point it has to run out. Here’s what to do: Under normal circumstances, don’t worry about ammunition. A single blaster pack is good for hundreds of shots. The players can always recharge when they get back to their ship, or base. Only worry about ammunition when there is a good reason in the adventure to believe that the characters’ sup-

Terrain Movement Modifiers Moving through anything other than clear terrain — woods, brush, a variable gravity feld — will slow a character’s normal movement rate. The table to the upper-right includes some modifers which can be used to estimate the change in speed a character may experience based on the kind of terrain they are moving through. If the movement is risky or dangerous, you may probably want to require the character to make a Dexterity roll, using your discretion to determine the diffculty number (see page 37).

GAMEMASTER’S GUIDE

55

8

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

plies are low (e.g., they have been separated from their ship for several days and have no access to additional ammunition). In this case, tell them exactly how many shots they have left. Whenever a player shoots, have him make a tick-mark on his sheet. When he has used up his ammunition, that’s that. This way, scarcity of ammunition is an infrequently used way to heighten tension during the game — but most of the time, you needn’t worry about the bookkeeping involved. Incidentally, replacing a blaster pack costs 1D from all die codes, but does not take an action segment, just like drawing a weapon (see page 52).

Explosion Damage Modifiers A number of factors can increase or decrease the damage done by a grenade or detonator:

Condition: Character is on the other side of a door Character is on the other side of a slit Area Enclosed Area in Vacuum

Modifier: −1D −2D +1D −1D

• An area is considered enclosed if the walls are less than 10 meters apart, and the ceiling less than 10 meters high. When a grenade or detonator explodes in an enclosed area, increase damage dice by 1D — that is, roll 6D for characters within point-blank range of a grenade, etc. • Grenades and detonators do not affect people on the other side of walls. Even if a character is within a grenades blast radius, if he’s on the other side of a wall from the grenade, he is not affected. • Grenades and detonators can affect characters through doors, windows or slits, although less effectively. If a character is on the other side of a door or window from a grenade or detonator, decrease damage dice by 1D. If on the other side of a slit, decrease damage by 2D.

56

• Some of the damage done by a grenade results from its concussion (the rest is from grenade fragments). Vacuum does not transmit concussion (although fragments can fly through it easily enough). When a grenade or detonator explodes in vacuum, decrease damage dice by 1D.

INJURY AND HEALING Most of the weapons used in Star Wars cauterize as they wound, so people rarely bleed to death or die of infection. In addition, medical technology is fantastically advanced, so even the most severely wounded character can be healed in short order, if medical assistance is available.

Wound Effects Wounded characters can act and use skills, but all skill and attribute codes are reduced by 1D. This penalty applies until the character heals. Incapacitated characters are unable to act or use skills until treated. Characters fall unconscious for 10D minutes, but can be restored to consciousness later. Even when conscious, incapacitated characters unable to use skills. Mortally wounded characters cannot be roused from unconsciousness and cannot act or use skills. A roll must be made every combat round to avoid death (see page 15 of the Player’s Handbook).

Medpacs A medpac is a package of drugs, syntheflesh, coagulants and computerized diagnostics. They are quite common around the galaxy and are the frst choice when it comes to frst-aid and emergency feld care. Any character can use their first aid (or Technical) skill to use a medpac. The diffculty depends upon the severity of the patient’s injury: • • • •

Very Easy (5): The character is stunned or unconscious. Easy (10): The character is wounded. Moderate (15): The character is incapacitated. Difficult (20): The character is mortally wounded.

GAMEMASTER’S GUIDE

8

Chapter Three: Combat and Injuries

CLASSIC ADVENTURES

If the user rolls equal to or higher than the diffculty number, the patient heals one level: stunned and wounded characters are fully healed; unconscious characters are revived; incapacitated characters improve to wounded; mortally wounded characters improve to incapacitated. A character’s wound status can only be reduced by one degree at a time. If the first aid roll is unsuccessful, the character’s condition remains the same. Medpacs may be used more than once a day. Each medpac used beyond the frst has less chance of being effective, due to negative synergy of the drugs and diagnostics programmed with the assumption that only one medpac is being used. Each medpac beyond the frst in a day increases the diffculty number by three. Example: Shamus has been wounded. The first time a medpac is used on him, the frst aid difficulty is Easy (10). If a second medpac is used on him in the same day, the frst aid difficulty increases to 13. A medpac is fully expended when it’s used — someone who expects to heal several people must carry multiple medpacs.

Bacta Tanks Bacta is a specially formulated treatment liquid which promotes rapid healing and acts as a disinfectant. Someone who is placed in a bacta tank will be healed — it’s only a matter of time. The amount of time it takes to heal in a bacta tank depends on the severity of the injury — from hours for wounds to weeks for mortal wounds. In order to determine the healing time, roll 2D and reference the table below: Wound Status Wounded Incapacitated Mortally Wounded

Time to Heal 2D hours 2D days 2D weeks

Example: Shamus has been mortally wounded, but his friend Grasheel quickly gets him to a bacta tank. The gamemaster rolls 2D and gets a four. Four weeks later, Shamus emerges from the bacta tank fully healed.

Natural Healing A character can heal naturally if there are no medpacs or bacta tanks available. Make a Strength attribute roll for the character every day (starting the day after injury) to see if the character heals. Find the character’s wound status, and fnd the number you rolled for him underneath it. It will tell you whether the character’s wounds get better or worse. Strength Roll Wounded 2-6 7-11 12+ Incapacitated 2-8 9-13 14+

GAMEMASTER’S GUIDE

Result incapacitated no change healed dead no change wounded

Example: Shamus is incapacitated and is healing naturally. Each day, he makes his Strength roll. After several tries he finally gets a 15 — he improves to wounded. To heal from wounded to healed, he must wait another day before making his healing roll.

IMPACT AND MISCELLANEOUS DAMAGE When a character falls farther than 3 meters or collides with an object while traveling at a speed of 5 kilometers per hour or more, refer to the “Falling and Collisions” table below. Find the speed of collision or the distance fallen on the table; on the same line is printed a damage code. Roll damage dice as indicated, and roll Strength dice for the affected character. The usual rules for damage are used to determine how severely the character is injured. Distance Fallen (in meters) 3-6 7-12 13-18 19-30 31-50 51+

Collision (kph) 5-10 11-20 21-50 51-100 101-200 201+

Damage Code 3D 4D 5D 6D 8D 10D

Sometimes there are no specifc rules for a particular type of damage. For example, a character may consume poison or be electrocuted. In this case you should assign a damage code that you feel suits the situation. You can use the table below to estimate the damage code that might be applied in particular circumstances. Type Food Poisoning (very severe case) Cold (extreme) General Poison (fatal dose) Electricity (standard wall outlet) Electricity (major power line) Fire (torch-size) Industrial Acid (undiluted) Radiation (intense)

Damage 4D 1D 9D 1D 9D 1D 2D+1 3D

57

8 C hapter Four CLASSIC ADVENTURES

STARSHIPS Modes of transportation in the Star Wars universe run the gamut from ponderous armored walkers and capital ships, to agile airspeeders and starfghters. This chapter is all about rules come into play whenever vehicles or starships fgure prominently on the battlefeld — whether that battlefeld happens to be on a planet’s surface or in the dark void of space. In most respects, vehicle/starship combat follows the same rules as characters, insofar as they have movement, take actions, and have the capacity to take damage. However, because the “scale” of vehicle combat is so immense, the combat system is abstracted to facilitate a faster pace and more cinematic feeling. The major difference between planetary vehicles and starships is that planetary vehicles do not generally travel in the vacuum of space.

INTERSTELLAR TRAVEL Getting a Ship So your players want a ship of their own? The easiest way to get a ship is to choose a character template which starts with one (e.g., the Smuggler). The drawback is that these characters begin in debt up to their eyeballs: ships are expensive. They can save up money to buy one. The Rebel Field Manual lists the price of a stock light freighter; they and some other merchant ships and private yachts are widely available on the open market. On the other hand — ever deal with a used-car salesman? If the players don’t have a character with a high technology skill to tell a good ship from a lemon, they may be in for a spot of trouble. Buying a military ship is a lot tougher. Like, impossible — unless you have really good connections and a plentiful supply of hard cash.

GETTING OFF PLANET For an adventure to be satisfying, you have to throw obstacles in the players’ path — keep them on their toes and worrying about what happens next. Getting off planet is often a problem. Getting authorization, fnding a Rebel spy, or locating and making a deal with a smuggler are all opportunities for players to use their brains and skills.

58

The Rebel Alliance has lots of starships. When characters are assigned a mission, they are given a ship it needed. It’s theirs only for the duration of the mission, of course.

Booking Passage When the average citizen needs to travel between star systems, he buys a ticket on a passenger liner. Passenger ships of all types ply the star lanes, from tramps to luxury craft. Typical ticket prices are listed in the “Space Transports” chapter in the Rebel Field Manual. Of course, getting to a star system off the heavily- traveled trade routes is diffcult. You may have to change ships six times, and lay up in the boonies for weeks at a time waiting for the next ship. Sometimes no one goes where you want to go — so you have to charter a ship. Sometimes you can’t fnd a ship to charter. The Imperial government regulates interstellar travel very tightly in areas it controls. Before boarding a regularly scheduled liner, a character must get authorization from the Imperial bureaucracy. If a player character is a known Rebel, good luck on getting authorized. Bribery or the use of Jedi mind tricks is suggested. In Imperial space, passenger vessels are frequently halted and searched by the Navy, so getting onto a ship may not be enough to get you where you want. A wanted character or one with shaky credentials is better advised to bribe a smuggler to take him to his destination. Characters on a mission may be told how to contact a Rebel agent on a planet within the Empire. Rebel agents sometimes have access to hidden starships, or know people who can provide passage.

Trips An interstellar journey can take days, weeks or even months (see “Astrogation,” on page 61). While in hyperspace, the ship’s computer pretty much runs everything, so most duty personnel have little to do. Passengers are entirely at leisure. Luxury liners, like modern cruise ships, provide a wide variety of entertainment. Gourmet meals, music, dancing, holo shows and even theatrical entertainment are common. Ship personnel often spend time studying for astrogation or ratings exams; pursuing hobbies such as model building, game playing, and gambling; or reading up on history, galactic culture and the like.

GAMEMASTER’S GUIDE

8

Chapter Four: Starships

CLASSIC ADVENTURES

RUNNING TRIPS You can play interstellar travel two ways. Since it’s often dull, with nothing much happening, you can skip over the weeks of boredom and say, “All right, when you get to Dantooine…” Or you can use the trip to good effect. The player characters might meet interesting NPCs aboard the ship — “You run into this fellow, Dram Parkins, at a sabacc game”; “One night you are invited to dine at the Captain’s table and strike up a conversation with a kindly looking old alien.” You can plant rumors or news the players will fnd useful — “Shipboard scuttlebutt says there are pirates out Alderaan way.” You can even stage a major encounter aboard the ship. Maybe there’s an Imperial spy aboard. Maybe the ship is attacked by pirates. Or maybe the players accidentally stumble on an illicit cargo…

Smaller ships rarely have elaborate facilities for amusing passengers. Autochefs are programmed to produce simple fare from the limited foodstuffs available. Ships’ computers often carry novels or holo shows in memory, but libraries are rarely large, and generally reflect the idiosyncratic tastes of the captain. Boredom is a problem on small ships; tempers flare on long journeys. Finding a crew you can stand to be cooped up with for long periods of time isn’t easy. A spacer who’s found a ship with a sympatico crew has found his true home. Fierce loyalty to shipmates is the rule rather than the exception. Ships in hyperspace cannot fre at each other, so there is little to worry about when en route. Accidents do occur (see page 62), and are occasions for concern when they do.

Pirates and Privateers Piracy is increasing in these unsettled times, despite the Empire’s best efforts to destroy it. Pirates sometimes propel large masses into heavily-traveled trade routes, forcing ships to drop into normal space — where they are vulnerable to attack. Although pirates are ruthless with those who resist, atrocities are actually rare. Ghoulish stories of innocents forced to “walk the airlock” have little basis in fact, and are an invention of Imperial propagandists and sensationalist journalism. Pirates prefer to keep things orderly and businesslike when they strip a ship and its passengers of their valuables. Sometimes, they’ll kidnap well-known or important passengers and hold them for ransom. The underworld of the Empire is happy to act as a go-between for hostages and ransomers.

RUNNING PIRATES Privateer or pirate attacks can provide some tense moments in an adventure. You can also use them to make sure the player characters go where you want them to go. They can be captured by pirates and forcibly taken to their destination; or their ship could be damaged in an attack, and forced to limp to a nearby system.

GAMEMASTER’S GUIDE

The Empire treats piracy with the utmost severity. Pirate ships are destroyed mercilessly whenever encountered. The punishment for piracy is death. The Rebellion and some alien governments issue “letters of marque and reprisal.” They authorize ships to prey on Imperial shipping (or the enemies of the alien government), but not on Rebels or neutrals (or friends of the aliens). Some privateers are little better than pirates, but some take their orders seriously. Needless to say, the Empire makes no distinction between privateers and pirates.

Imperial Patrols The Imperial Navy is large. Its ships garrison many planets, especially ones where Rebel activity is suspected. Customs enforcers wander the Empire freely, and can arrive at a star system without warning. The Navy claims the right to halt, board and search any ship upon demand. It demands to do so frequently. It’s usually a good idea to comply: there aren’t many merchant ships that outgun or can outrun an Imperial customs frigate. Especially tricky (or lucky) pilots sometimes try to dodge Imperial pursuit long enough to enter hyperspace. Once in hyperspace, the ship is safe from attack — although the Imperials can sometimes make a good guess about its intended destination from its last known trajectory. Search by the Imperial Navy is never pleasant. There’s no court to which you can appeal the acts of the Navy. The Navy has been known to seize cargoes and valuables without explanation, to gun down those who object on the spot, to plant contraband to justify the seizure of a ship, etc. There’s only one thing which prevents Naval offcers from abusing their authority too greatly: the military sentence for corruption is death. On the other hand, as far as the Navy is concerned, anything which injures the Rebel Alliance or its sympathizers is fair game.

HYPERDRIVES The hyperdrive is a miracle of advanced technology. Powered by massive fusion generators, it hurls its ship into another dimension, called hyperspace. Only hyperspace techs and highly-trained scientists really understand hyperspace; even they admit there’s a lot they don’t know. Many aspects of hyperspace remain a mystery to Imperial science. One thing is clear, though: in hyperspace, a ship can travel faster than light.

RUNNING IMPERIALS An Imperial customs frigate makes a good obstacle for almost any adventure. Since fring on a frigate with a stock light freighter’s puny guns is a bad idea, dealing with customs agents means your players will have to do some fast thinking. Bribery, trickery, or hiding things has at least a chance of working. The need to evade Imperial ships is another good way to get players to go where you want. Having the players captured and imprisoned does not necessarily end an adventure. Perhaps they will discover important information in the hands of the Imperials. Escape is always possible, especially for those with Jedi powers.

59

8

Chapter Four: Starships

CLASSIC ADVENTURES

To get technical, hyperspace is coterminous to normal space. That is, each point in realspace is associated with a unique point in hyperspace, and adjacent points in realspace are adjacent in hyperspace. If you head north in hyperspace, you travel north in realspace. Real objects have a “hyperspace shadow.” That is, there is a star or star-like object in hyperspace at the “same” location it occupies in realspace. This is a danger. Space is not a complete vacuum. Floating molecules are everywhere — only a few per cubic centimeter, but they exist. Larger objects, though rarer, are common, too. There are many more “rogue” planets — which float in the interstellar void, unwarmed by any sun — than in star systems. There are uncountable asteroids, meteors and random chunks of ice and rock between the stars. If a ship traveling at translight speeds hits an object of any size, it is instantly vaporized. Even a close graze with a rogue planet or sizable asteroid would throw a ship vastly off course. Astrogation is a tricky business.

Routes All but the smallest hyperdrive-capable starships are equipped with nav computers. Nav computers hold a wealth of statistical and map data charting the positions of stars, rogue planets, known asteroid felds and other dangers. Properly operated by a skilled astrogator, they calculate the safest, fastest path for a ship to follow through hyperspace. Errors are always possible. Merely transposing a set of numbers when entering data can send a ship far off course. Unskilled astrogators frequently “play it safe” by taking a slower route in order to run less of a risk. The desperate sometimes do the reverse — accept a high risk to get somewhere fast. Operating a nav computer properly is no guarantee of safety. There are billions of stars in the galaxy; the positions of most are charted, but that still leaves many whose positions have never been entered in the standard nav computer database. There are many more planets and asteroids; the positions of 90%+ of them are unknown. A rogue planet shines only by reflected starlight; they can rarely be spotted by even the most powerful orbital telescopes, and are discovered only by accident. There are trillions of rogues. Only the ones close to frequently traveled space routes are charted.

60

As for asteroids and meteors — there are so many that no serious effort has ever been made to chart them. And all of these objects — stars, planets, asteroids, meteors, gas molecules — are constantly moving, often in unpredictable ways. Accidents happen on even the most frequently-traveled and best-charted routes. But the odds of an accident on a frequently-traveled route are much lower, because they are much better charted. Going to a star system that has never before been visited is very dangerous. None of the obstacles along the route have been charted. Only the crazy (or desperate) would attempt to travel straight to an unexplored star system; usually, explorers travel a short distance through hyperspace, drop into realspace to take readings, travel a short distance again, and so on. This is time consuming, but reasonably safe.

Passage Times On a planet, the farther apart two places are, the longer it takes to travel between them. In hyperspace, that isn’t necessarily so. Theoretically, a starship can travel at practically infnite speeds. A well-equipped starship can travel from one side of the galaxy to another in a matter of days or weeks. The distance to the destination isn’t the controlling factor — it’s the difficulty of the trip. Basically, three factors make a journey diffcult: • Since most rogue planets and smaller bodies are uncharted, a starship’s speed through hyperspace depends on the amount of debris that lies in its path. If there is a lot of debris, the ship must feel its way slowly, detecting and avoiding objects as it goes. The denser the debris, the slower the passage. • If many charted obstacles — stars, planets, and so on — lie along a ship’s course, it must zig and zag to avoid them — and that’s time consuming. All things being equal, the longer the trip, the more obstacles that a ship is likely to encounter — but sometimes the local star positions make a particular course tough. (You might be a mere 15 light years from the Dagobah system — but if your course goes through an asteroid feld, you’ll still have to divert.) • The more frequently a particular route between two planets is used, the better the obstacles between them are charted, and the less cautious (and slow) a ship needs to be when traveling between them. The less frequently a route is used, the more cautious (and slower) a ship needs to be. The best case is a trip like the Kessel run, one of the most heavily-used trade routes in the Empire — and one which hot-shot pilots and traders on the shady side of the law like to travel very quickly. The worst case is a trip between two previously-unexplored star systems; the only guide the nav computer has in this case is the positions of known stars. Worst-case trips can take months.

GAMEMASTER’S GUIDE

8

Chapter Four: Starships

CLASSIC ADVENTURES

MAKING THE RULES SERVE THE PLOT • How long does it take to get from planet A to star system B? The correct answer is: as long as you want it to take. If you need to get the players to system B fast, because the plot of your adventure demands it, the trip’s standard duration is several hours. The path is well-traveled, or free of obstacles, or a ship has recently arrived from system B so the players have fresh and accurate astrogational data. If you need to delay the players, the standard duration is high — there’s an intervening gas cloud, or no one has traveled from A to B in a long time, or whatever. • What if the players have traveled from A to B before, and know that the standard duration is 6 hours, and you want them to spend two days on the trip? Why, energy storms make the passage diffcult, or a newlydiscovered rogue planet blocks the best route, or… you get the idea. It is best, however, if the change in duration is somehow related to an event that affects the players in the future — debris from the destruction of Alderaan, an Imperial blockade, stepped-up pirate activity, etc. This way, you promote the illusion that the universe has a life of its own and that things occur for logical reasons, but without regard for the player characters. In addition, the events provide plot hooks for future adventures and things for your players to wonder about. • When does a ship suffer a mishap in interstellar travel? Yes, it happens when a character blows his ASTROGATION skill roll — but it can also happens whenever you need a mishap to occur. If everything else fails and you need to delay your players, the hyperspace cut-out can activate, or an uncharted asteroid can throw them off course. In fact, a carefully planned mishap can be the key to a whole story. Suppose you want your players to make frst contact with an undiscovered alien race. That’s simple enough; one hyperspace journey, they get thrown badly off course, and reenter realspace near an unexplored star. There are puzzling signs of lite on a nearby planet… • Suppose a ship suffers a mishap. Which mishap occurs? Roll on the “Astrogation Mishap” table if you like — but feel free just to pick any of the listed mishaps and apply it to the ship. Choose the mishap which promotes the story best. If it really doesn’t matter, or if you don’t have any interesting ideas for what might happen as a result of a mishap, just roll on the table. Don’t feel constrained by the mishaps listed. There are many strange and poorly-understood phenomena in hyperspace. If you have a neat idea for an interesting disaster that can befall the players, bide your time until the next hyperspace mishap, and spring it on them. As always, the rules of the game should spark your imagination, not constrain it.

GAMEMASTER’S GUIDE

Backup Hyperdrive Most starships carry backup hyperdrives — underpowered, slow, and antiquated drives with very limited range, for use in emergencies. Ion drives can propel a craft at sublight speeds, but if a ship’s hyperdrives are damaged while between stars, relying on ion drives would mean spending years or decades getting to the nearest star. Backup drives, while slow by the standards of regular hyperdrives, can at least let a starship limp to a nearby system in a matter of days or weeks. Backup hyperdrives have a maximum range of 10 light years, and must be reconditioned in a spacedock after each use. As a result, if forced to use its backup drives, a ship’s choices of destination are limited. The gamemaster must tell the players what star systems are nearby — usually, there will be three to fve — and let them decide which to go to. Since most systems have never been visited, or visited only once, there will frequently be only scanty information available on the characters’ choices of destination.

Astromech Droids Many small craft (including Imperial TIE fghters) are not equipped with hyperdrives. They are launched from larger ships, which carry them when interstellar travel is required. The standard Rebel fghters are often equipped with a hyperdrive. Because the Rebel Alliance and the Imperial Fleet operate in different ways, Rebel fghters frequently need hyperspace capability for raid missions — or to escape. However, some Rebel fghters (like X-wings) are not equipped with nav computers. Astrogating without a nav computer is a risky and time-consuming business (see page 62). Without any data on the presence of obstacles, a ship must make very short hyperspace hops, entering normal space frequently to check the surroundings. Only the desperate would try it. Does this make X-wing hyperdrives useless? No. The R2 units which control X-wing astrogation systems cannot themselves store the voluminous data needed to calculate safe hyperdrive routes — but they can store pre-calculated coordinates for up to ten hyperdrive routes. So before an X-wing leaves on a mission, its R2 unit is loaded with the data it needs to get to its destination and back — and data for a couple of other routes, to be used in emergencies. The required calculation is performed by a nav computer aboard a larger ship, and downloaded to the R2 unit. Hyperspace travel along pre-calculated routes is no more diffcult or dangerous than normal. There’s one other factor that can make using a hyperdrive without a nav computer safe: the Force (see page 81).

ASTROGATION Standard Durations When the characters decide to enter hyperspace, determine the “standard duration” for the trip. The standard duration is how long, in hours, the trip will take at an astrogation diffculty of Moderate (15). The astrogator can do it faster by accepting a higher diffculty number, or take longer to decrease the diffculty number.

61

8

Chapter Four: Starships

CLASSIC ADVENTURES

ASTROGATION MODIFIERS Route Major trade route Commonly traveled route Lightly traveled route Infrequently traveled route Route last traveled > than 3 years ago Never traveled route

Standard Duration 3 hours 7 hours 14 hours 21 hours 30 hours 30+ hours

Modifiers through a gas cloud Through a star cluster or asteroid feld Ships hyperdrive multiplier

+1-14 hours +1-14 hours × multiplier

Difficulty Standard journey No nav computer Hasty entry Light Damage Heavy Damage Each extra hour taken Each hour saved

Difficulty Number Moderate (15) Very Diffcult (30) +10 +2 +5 −1 +1

Yavin

Tatooine

Endor

Dantooine

Dagobah

Corellia

Bespin

12 22 14 30 10 31 22

7 16 4 28 20 24 —

18 32 17 25 21 — —

13 22 12 32 — — —

30 27 31 — — — —

6 6 — — — — —

8 — — — — — —

• The “Astrogation Gazetteer” (above) lists the standard durations for travel among all the star systems mentioned in the Star Wars movies. If the players are traveling between two such systems, look up the duration in the Gazetteer. • If they are traveling to, from or between other star systems, you must determine the standard duration; see the “Astrogation Modifers” table (above). Note: The standard duration of a trip between two star systems rarely changes. If players visit a system frequently, you may fnd it helpful to keep notes on standard durations between that system and others they visit, so you can be consistent. Don’t worry too much about this, though: standard duration decreases as a route becomes more heavily traveled, and can always increase if a rogue planet drifts into the route or some such.

62

Example: The standard duration is 7 hours. The ship is an old rust-bucket with a hyperdrive code of ×2. It will do the trip in 14 hours, under normal circumstances.

Modifying Durations

ASTROGATION GAZETTEER (TIME IN HOURS)

Alderaan Bespin Corellia Dagobah Dantooine Endor Tatooine

• Tell the players what the standard duration is. Let the astrogator decide whether he wants to go faster or more cautiously (see below). • All ships have a hyperdrive multiplier: For most ships, this is “×1;” for especially fast ships, it might be “×½”, and for especially slow ships, “×2.” When a ship makes a journey, multiply the standard duration by its hyperdrive code.

If a starship makes a journey in the same time as the standard duration (times the hyperdrive code), the diffculty for the trip is Moderate (15). When the ship enters hyperdrive, the astrogator rolls his astrogation skill dice. If he rolls 15 or more, the ship gets to its destination safely in the allotted time. If he rolls 14 or less, it suffers a mishap (see below). An astrogator can choose to make the journey more or less quickly by accepting more risk — by increasing the diffculty number. Increase the diffculty number by one for every hour saved. Conversely, decrease the diffculty number by one for every extra day taken. Example: The standard duration × the hyperdrive multiplier is 14 hours; the astrogator wants to do it in 7. The dif ficulty number is 22. Note: All hyperspace journeys take at least 1 hour. A trip’s duration cannot be decreased to less than an hour. Calculating hyperdrive coordinates takes about a minute for well-traveled routes or if using pre-calculated coordinates, a few hours if coordinates must be calculated from scratch, and as much as a day if the astrogator has no idea where he is and must take readings to fx his location. If a route is well-traveled or pre-calculated coordinates are available, a ship can enter hyperspace in a single combat round. This is risky, but is sometimes the only way to escape pursuit by enemy ships. When the characters wish to enter hyperspace hastily, the astrogator may make one astrogation skill roll every combat round. If his roll is 15 or more, the ship may enter hyperspace. If it is not, he may try again in the next combat round. The diffculty number of the hyperspace trip itself is doubled when a ship enters hyperspace hastily. One other factor modifes the diffculty number: how badly the ship is damaged. When a lightly damaged ship enters hyperspace, increase the diffculty number by 5; increase the diffculty by 10 for heavily damaged ships. Severely damaged ships may not enter hyperspace.

Astrogating Without a Nav Computer When a ship without a nav computer — a Rebel X-wing without an astrogation Droid, or a ship with a damaged computer — travels by hyperspace, the diffculty for a standard duration trip is Very Diffcult (30) instead of Moderate (15).

Mishaps When a starship suffers a mishap, refer to the “Astrogation Mishap” table (on the facing page) to fnd out what exactly happens.

GAMEMASTER’S GUIDE

Chapter Four: Starships

8 CLASSIC ADVENTURES

ASTROGATION MISHAP Roll 2D 2-3 4 5-6 7 8 9-10 11 12

Result Hyperdrive cut-out — damage sustained Radiation fluctuations Hyperdrive cut-out — no damage Off-course Mynocks Close call Collision — severe damage sustained Other mishap (gamemaster’s discretion)

Hyperdrive Cut-Out (1 day lost): Starships are equipped with gravity sensors designed to sense small masses and, if one is dangerously close to the ship and in its path, cut the hyperdrive, throwing the ship into normal space. This prevents collisions and often saves ships from destruction. The cut-out system doesn’t always work, but it is an important safety back-up. If a ship’s hyperdrive cut-out activates, it is catapulted into an unknown and uncharted region of realspace. To re-enter hyperspace safely, the astrogator must obtain a fx on nearby stars, determine the ship’s location, and plot a new course. This takes a day or so. Next, he must make another astrogation skill roll to see whether the second hyperspace journey is successful. Since the second journey is along the same path as the originally-plotted course, the standard duration for the second journey is the same as for the frst, minus whatever portion of the total route that has been traveled. In other words, the only time that is lost is the day or so it takes to get an astrogational position fx. Hyperdrive Cut-Out — Damage Sustained (1 day lost, ship lightly damaged): Frequently, a hyperdrive cut-out activates in time to prevent a ship from colliding with an object and being destroyed — but not soon enough to prevent gravitic overload from damaging the hyperdrives. When damage is sustained in a hyperdrive cut-out, the hyperdrives must be repaired. The starship repair skill is used (see page 46). The astrogator must fx a position and recalculate the course, taking a day to do so. He can do so while another character repairs the drives. Off Course (1 day lost, another trip must be made): A data-entry error or an obstacles gravity well casts the starship off course. When it exits hyperspace it is light years away from its destination. The astrogator must fx the ship’s position, and recalculate its course, taking a day to do so. If he wishes, he can plot a new course to the intended destination. When a ship is thrown off course, it is nowhere near its destination or along the path the astrogator had plotted for it. He must re-plot an entirely new path. Since it is unlikely that the ship is anywhere near a well-traveled route, the standard duration for this journey may be very high — days or even a week or more.

GAMEMASTER’S GUIDE

Radiation Fluctuations (ship lightly damaged, duration change at gamemaster’s discretion): Radiation fluctuations cause surges in the hyperdrive. This may increase or decrease the duration of the trip (at your discretion), but does not force the ship to drop out of hyperdrive. However, the ship is lightly damaged. Mynocks (duration increased by 3D days): Mynocks are leathery, manta-ray-like creatures which inhabit deep space. They frequently attach themselves to passing starships and chew on the power cables. Power to the hyperdrive drops as a result. Unless the players do something about it, the trip takes 3D hours longer than expected. The mynocks can be removed once the ship reaches its destination. Alternatively, the ship can drop out of hyperspace wherever it may be, and a character can go outside to shoot the mynocks off. If there’s a planet or asteroid nearby, the ship can set down. Otherwise, the character must go out in a spacesuit and float in space to get the mynocks. Once the ship has dropped out of hyperspace, the astrogator must get a fx and plot a new course, just as if the hyperdrive cutout had activated. Close Call (1 day lost, ship heavily damaged): Radiation fluctuations or a close encounter with a space object have damaged some ship system other than the hyperdrive. The ship continues its journey, but repairs must be made. The gamemaster must determine what system is damaged — life support, ion drives, nav computer, guns, escape pods, etc. Collision — Heavy Damage Sustained: The hyperdrive cutouts failed to activate, and the ship actually collided with an object. Luckily, the object was tiny, and the ship, though severely damaged, was not vaporized. The ship is hulled, and air begins to escape immediately. All characters must make survival skill rolls to get into space suits in time, a diffculty of Easy (10). Anyone who fails falls unconscious from lack of air; another character can, with a successful Moderate (15) survival skill roll, get an unconscious character into a space suit in time to prevent his death. If there’s no one to do the job, the character undergoes explosive decompression and dies. The ship drops out of hyperdrive, and a fx and new course must be calculated. Other Mishap: This should by no means be considered an exhaustive list of the dangers of hyperspace. Feel free to improvise new disasters and bizarre hyperspace encounters.

63

8

Chapter Four: Starships

CLASSIC ADVENTURES

VEHICLE STATISTICS The Rebel Field Manual contains a wide variety of ships which are described in some detail. Each ship description includes: Scale: The vehicle’s scale (see the text to the right). Crew: The number of crew members needed to operate the ship safely. Passengers: The number of passengers other than crew the ship is designed to carry. Cargo Capacity: The number of kilograms of cargo the ship can carry. Consumables: How many days the ship can operate before landing or docking — a measure of the amount of food, water, air and fuel carried. Hyperdrive Multiplier: This affects how long it takes a starship to travel from one star to another (see page 62). Nav Computer: Starships without nav computers have greater diffculty traveling by hyperspace (see page 62). Hyperdrive Backups: Larger starships carry these for use in emergencies (see page 61). Sublight Code: This die code is a relative measurement of the vehicle’s maximum velocity; it is used in vehicle-to-vehicle combat and chases (see page 65). Maneuverability: This die code is added to the operator’s roll whenever he makes evasion or vehicle operation rolls. Hull: This die code is used when a vehicle is hit in combat to determine the level of damage it takes. Shields: If a vehicle has shields (generally only starships have shields), it has a shield rating, which protects it when the ship is hit. Sensors: Used to detect and identify other vessels, objects or even locations on planets. Weapons: A description of the weapons carried. Each weapon has a fre control code (used to determine whether its target is hit when it fres), and a damage code, used to determine what damage the target takes. The description will also note the scale (if it is different than that of the vehicle).

STARSHIP COMBAT Player characters usually travel in small starships. The space battles they fght usually involve a few small ships on each side. This starship combat system is designed to handle small space battles like that; it is not designed for grand battles between large fleets of enemy warships. The starship combat sequence is also used whenever combatants are in planetary vehicles. A speeder bike chase uses the same sequence as a dogfght between starfghters, for example. Starship combat is complex. An entire game could be designed for it, incorporating details that don’t matter for the purposes of a roleplaying game. But we don’t want to load you down with overly complex procedures and detailed rules.

Ship Systems Ships have a number of die codes, which work in much the same way as character skills. These include: Speed: Used to determine whether the ship can catch up with or run away from its opponents. Sensors: Used to detect and identify other vessels, objects or even locations on planets.

64

Maneuverability: Used when a ship evades enemy fre. Hull: Used when a ship is hit in combat to determine what damage it sustains (much like a character’s Strength in personal combat). Shields: Also used when a ship is hit in starship combat. Weapons: In addition, ships carry weapons. Some ships have more than one; e.g., the Millennium Falcon mounts two blasters and concussion missiles. (It also mounts a smaller blaster, which is not used in starship combat.) Each can be fred separately. Each weapon has two or three codes: Fire Control: Used when the weapon tires to determine whether it hits. Damage: Used to determine how much damage the weapon inflicts. Scale: Indicates the scale of the weapon, but it is only listed if it differs from the scale of the vessel (see below).

Vehicle Scale You may have noticed that a blaster pistol does 4D of damage while a TIE fghter has a 2D hull. Does this mean a bounty hunter can blast a TIE to smithereens? Not really. The TIE’s hull and the bounty hunter’s blaster are on two different scales. The scales, from “lowest” to “highest,” are Character, Speeder, Walker, Starfighter, Capital and the massive Death Star scale. When dealing damage to a smaller scaled target or resisting damage inflicted by it, the larger adds the difference in modifers to their damage and defense rolls. Smaller scaled targets attempting to dodge attacks from or actually attempting to attack a larger scaled opponent add the difference to their dodge and attack rolls. Scale Character Speeder Walker Starfghter Capital Death Star

Modifier* — 2D 4D 6D 12D 24D

* Apply the difference between the two scales: this is called the “adjusted modifier.”

Example: A landspeeder (speeder-scale) is firing at an AT-AT (walker-scale). The landspeeder has a modifier of 2D; the AT-AT has a modifier of 4D. The difference in modifiers is 2D. The landspeeder fires at the walker. The landspeeder’s blaster cannon has a fire control of 2D and a damage of 3D+1. The walker has no maneuverability (0D) and a hull of 6D.The landspeeder gets to add the adjusted modifier of 2D to its roll to hit. If the landspeeder hits, the landspeeder rolls the cannon’s normal damage of 3D+1. However, because the walker is a higher scale, it gets to add the adjusted modifier of 2D to its hull of 6D: it rolls 8D to resist damage.

Vehicle Combat Skills Four skills are important in vehicle combat: vehicle operation skills (like starship piloting), starship shields, gunnery, and com-scan.

GAMEMASTER’S GUIDE

Chapter Four: Starships

8 CLASSIC ADVENTURES

Starship piloting can be used to influence speed rolls, and also to “evade” attacks by other ships. (Consequently any “vehicle operation” skill serves this purpose for planetary vehicles.) Gunnery and is used when fring a vehicle’s weapons. Com-scan is used to notice other ships and astral bodies (much like the Perception attribute), and to gain more information and identify specifc details about targets. It can also be used to “jam” an enemies’ sensors and communication abilities (see page 42). Starship shields is used when operating a ship’s shields.

Starship Combat Sequence Starship combat is played in combat rounds, just like regular combat. Each combat round is divided into segments: • Piloting Segment: Pilots, copilots and gunners announce what actions they take this combat round. So do any other characters on the ship. • Speed Segment: Dice are rolled for each ship to determine whether it closes with its opponent or increases the distance. • First Fire Segment: Gunners make skill rolls to determine whether they hit their targets. Pilots roll to evade enemy fre. Shield operators roll to intercept enemy fre with their shields. When weapons hit targets, damage rolls are made and compared to hull and shield rolls. • Second and Subsequent Fire Segments: If any gunner is fring more than once, gunnery, evasion, and shield rolls are made for all second attacks; then, all third attacks occur; etc.

Speed and Pursuit It’s far easier to start by describing an actual combat situation between two ships. We will describe multi-ship battles beginning on page 68. Again, it is important to note that planetary vehicles use the same rules for combat on a planet’s surface or within the atmosphere. Simply modify the operation skill and weapon skill names as needed.

GAMEMASTER’S GUIDE

Two ships are always at short, medium or long range relative to each other. When enemy ships approach each other, combat begins at long range. When an Imperial customs frigate demands to board the players’ ship and the players stall for a while, combat may begin at medium range or closer. At the beginning of the “Speed Segment,” the gamemaster tells the players whether the opposing ship is trying to get closer or run away. Then, the pilot of the characters’ ship says which he’s doing. If both pilots want to close, the range is reduced by one step (from long to medium, or from medium to short). If the ships are already at short range, they remain at short range. If both pilots want to run away, the range increases by one (from short to medium or medium to long). If the ships are already at long range, combat is over. When one pilot wants to run away and the other to close, roll both ships’ sublight speed code (or simply speed code for planetary combat). The pilot of the ship with the higher roll decides whether the range increases or decreases. If the rolls are tied, the range remains unchanged. Example: The Lumrunner is chasing a TIE fighter and is at medium range. The Lumrunner’s sublight speed code is 4D; the fighter’s is 5D. The Lumrunner rolls a 9, and the fighter an 11; they are now at long range. A ship’s pilot can use his starship piloting skill (or other vehicle operation skill) to affect a vehicle’s sublight speed roll, by performing fancy maneuvers to keep up or lose his followers. This counts as a skill use, and affects the pilot’s die codes if he does anything else in the same combat round. He rolls his starship piloting skill dice and adds the result to the sublight speed roll. Example: On the next round, Shamus, the Lumrunner’s pilot, uses his starship piloting skill of 5D+2 to affect the speed roll. He rolls the Lumrunner’s sublight speed dice of 4D (a 12), and his skill dice of 5D+2 (a 16), for a total roll of 28. The fighter’s roll is 18, so the range is reduced to medium.

65

8

Chapter Four: Starships

CLASSIC ADVENTURES

Doing Nothing Instead of attempting to run or close, a pilot can do nothing. A ship without a pilot (or with a dead or unconscious one) automatically does nothing until the pilot is replaced. Ships with “ionized controls” (see below) also do nothing. If a ship does nothing, whether the range increases or decreases depends on what its opponent does. If both ships do nothing, the range does not change. Example: Ship A does nothing. Ship B closes. The range is reduced; no die-rolls are made.

Gunnery Each vehicle weapon (and many artillery weapons) has a fire control code. A weapon can only be fred if it has an operator. The operator rolls his gunnery skill dice and the weapon’s fre control dice, and adds the rolls together. Example: The Lumrunner’s blasters have fire controls of 3D. If the gunner’s gunnery skill is 4D+1, he’d roll a total of 7D+1. The base diffculty number for fring weapons depends on the range to the target. The diffculty is: • • • •

Point Blank (within a few dozen meters) — Very Easy (5). Short — Easy (10). Medium — Moderate (15). Long — Diffcult (20).

The diffculty number can be modifed, however, if the pilot of the target ship “evades” (see below). The operator of a weapon can fre it more than once. Each fre is a separate action, and the usual rules for multiple skill use apply (see page 13 of the Player’s Handbook).

Evasion A pilot can use his starship piloting (or particular vehicle operation) skill to evade enemy fre. Evasion works much like dodging in regular combat. The pilot rolls the ship’s maneuverability dice, then rolls his starship piloting skill dice, adds the numbers rolled together, and adds the total to the firer’s difficulty number. For purposes of evasion, starship piloting (or any vehicle operation skill) is considered a reaction skill. Example: The TIE fighter’s pilot has a skill of 2D. A TIE fighter’s maneuverability is 2D. The Lumrunner is shooting at the fighter at medium range — a Moderate (15) difficulty. The gamemaster rolls 2D for the pilot (a 7), and 2D for maneuverability (a 6); the difficulty number for the Lumrunner’s fire is 28. A pilot can evade once per segment. Each evasion affects all enemy attacks for the current fre segment; each time a pilot evades, he reduces die codes further (see page 131 of the Player’s Handbook).

Multiple Skill Use As in regular combat, each player must say exactly what non-reaction skills his character is using at the beginning of the combat round; the usual die code reductions for multiple skill use apply (see page 13 of the Player’s Handbook). A pilot may use his starship piloting skill to affect the speed roll, and may evade any number of times. He can also use his gunnery skill to fre one weapon. In addition, he may operate

66

the shields. Each of these is a separate action, and affects his die codes accordingly. When a pilot evades, he uses starship piloting as a reaction skill. Example: Shamus’ starship piloting skill is 5D+2. He uses it to affect the speed roll, and to evade twice. When he makes his speed roll, he does not yet know that he will evade, so he rolls 5D+2. When he evades the first time, he rolls 4D+2; and the last time, 3D+2. If the ship has room for at least two crew, one character may act as copilot. The copilot can use his starship piloting skill to affect the speed roll and to evade, just like the pilot. However, they can’t both affect the speed roll. If they both evade, each is a separate skill use. A copilot can also fre one weapon system, using his gunnery skill, or operate the shields, using his starship shield skill, Example: Shamus uses his starship piloting skill of 5D+2 to affect the speed roll, and also fires a weapon; he’ll roll 4D+2 for starship piloting. His copilot, Grasheel, uses his starship piloting skill of 4D to evade once. If Shamus were doing all three things himself, he’d only roll 3D+2 for the evasion. Each gunner can fre only the weapon he is operating. He can fre it any number of times (each time counts as one skill use), but he cannot fre any other weapon in the same combat round. A shield operator can operate shields any number of times. Starship shields is a reaction skill; the operator does not declare shield uses at the beginning of the combat round, but when attacks occur. Unlike evasion (and dodging), using shields in one fre segment does not protect against all attacks in that segment; a separate shield skill roll must be made for each attack the character wishes to shield against. Each such roll is a separate use of the skill, and reduces skill codes accordingly (see page 13 of the Player’s Handbook). Multiple skill uses affect skill and attribute codes, but never affect ship’s codes. Example: A pilot with a starship piloting skill of 4D is evading twice. His ship’s maneuverability is 2D. The second time he evades, he rolls 3D for his starship piloting skill and 2D for the ship. The fact that he’s evading twice reduces his skill code, but doesn’t affect the ship’s code.

Shield Attempts Each time a ship with shields is fred upon, the character operating the shields may announce that he is attempting to protect the ship against the attack. Each shield attempt only affects one attack. The operator must decide whether he is attempting to protect his ship before the attacker’s skill roll is made. Starship shields is a reaction skill; each time it is used, the operator’s skill and attribute codes are reduced 1D further (see page 13 of the Player’s Handbook). It may be benefcial to designate a dedicated shield operator in combat. The diffculty number for each starship shield attempt depends on the range between the fring ship and its target. The diffculty is Easy (10) if they are at long range, Moderate (15) at medium range, and Diffcult (20) at short range— because the shield operator has longer to react when a ship that’s farther away fres.

GAMEMASTER’S GUIDE

8

Chapter Four: Starships

CLASSIC ADVENTURES

If the shield operator’s skill roll is greater than or equal to the diffculty number, he succeeds in shielding against the attack. Example: Shamus is being fired upon by a TIE fighter at short range. He decides to use the Lumrunner’s shields to help deflect the shot. Shamus must make a Difficult (20) starship shield roll to protect the ship.

Damage Each weapon has a damage code. When a weapon hits, roll its damage dice. When a weapon fred at medium range hits, reduce its damage code by 1D before rolling. When a weapon fred at long range hits, reduce its code by 2D. Example: The Lumrunner’s blasters have damage codes of 6D. If they hit at long range, roll 4D for damage. Then, roll the ship’s hull dice. If the ship has shields, and the operator successfully used his starship shield skill, also roll its shield dice and add the shield roll to the hull roll. Example: The Lumrunner’s hull code is 6D, and its shield code is 3D. When hit, roll 9D for the Lumrunner if shields are used successfully, but 6D if they are not. Ship damage is determined in much the same way as damage in regular combat. How badly the ship is damaged depends on the two rolls: • • • • •

2× Damage Roll < Hull Roll: No Effect. Damage Roll < Hull Roll: Lightly Damaged. Damage Roll ≥ Hull Roll: Heavily Damaged. Damage Roll ≥ 2× Hull Roll: Severely Damaged. Damage Roll ≥ 3× Hull Roll: Destroyed.

If shields were successfully used and the ship is lightly damaged, its shields are blown. Its shield code is reduced by 1D for all future attacks. The shields are only restored to full value after the ship is repaired (see page 46). If shields weren’t used successfully or if a ship has no dice in shields when its lightly damaged, its controls are ionized. That means that blue lightning bolts play all over the ship’s surface. No speed, maneuver or fre control, dice may be used for the ship on the next combat round. Character’s skill codes are not affected and starship shield rolls may be made normally. The ship recovers at the end of the next round, and may act normally thereafter. A vehicle can be affected by the controls ionized result up to the “D” number of its hull code, (ignoring pips). After that it becomes heavily damaged. For example, a ship with a 3D+2 hull code (no shields) can have its controls ionized three times, the forth lightly damaged result would increase the damage to heavily damaged. A heavily damaged ship suffers the effects of ionized controls above, except the shield code is instantly reduced by 1D. After it recovers, its speed, maneuver, fre control, and shield codes are permanently reduced by 1D until the vehicle is repaired. Hull codes are not affected, nor are weapon damage rolls. Pilots’, gunners’, and shield operators’ skill codes are not affected. If a heavily damaged ship is again heavily damaged, it becomes severely damaged. Severely damaged ships act like heavily damaged ships. In addition, roll on the “Severe Vehicle Damage” table (to the right); the indicated vehicle’s system stops working, or damage to passengers or cargo occurs. The chosen system cannot be used until repaired.

GAMEMASTER’S GUIDE

A severely damaged ship which is again heavily damaged becomes dead in space. Until repaired, it cannot move, fre, enter hyperspace, or make shield rolls. A severely damaged ship which is again severely damaged is destroyed. Destroyed ships are obliterated. They disappear in a ball of flame. Generous gamemasters may let players make Moderate (15) survival rolls to see if they make it to the escape pods or activate the ejection system in time.

SEVERE VEHICLE DAMAGE 1D 1 2 3 4 5 6

Planetary Vehicle Powerplant Passenger Hit Cargo Hit Weapon System Steering Steering

Starship Ion Drives Passenger/Cargo Hit Hyperdrive/Nav Comp. Weapon System/Sensors Shields Lateral Thrusters

Results Powerplant/Ion Drives: Vehicle cannot move; no speed or maneuver rolls may be made Passenger Hit: A randomly selected passenger is injured by a blast and suffers 4D damage. Cargo Hit: Some or all of the cargo (or equipment) carried on the vehicle is destroyed. Randomly select which cargo is destroyed Nav Computer: When the ship enters hyperspace, the astrogation diffculty for a standard duration journey is Heroic (30), not Moderate (15) Hyperdrive: The ship may not enter hyperspace until the drives are repaired. Weapon System/Sensors: One weapon system or the sensor system (gamemaster’s choice) is no longer working and cannot be fred or used. Shields: The shields are no longer working; no shield rolls may be made. Steering/Lateral Thrusters: The vehicle loses a great deal of maneuverability; evasion rolls may still be made, but the maneuverability code drops to zero.

67

8

Chapter Four: Starships

CLASSIC ADVENTURES

WEAPONS CHART Speeder Mounted Weapons Light (1-2D+) Medium (3D-4D+) Heavy (5D+)

Short 50-300 50-300 50-400

Range in Meters Medium 301-500 301-800 401-900

Long 501-1,000 801-1,500 901-2,000

Artillery Light (1-2D+) Medium (3D-4D+) Heavy (5D+)

Short 10-500 20-600 50-600

Medium 501-2,000 601-3,000 601-5,000

Long 2,001-10,000 3,001-16,000 5,001-25,000

Starfighter Mounted Weapons Blaster Missiles Laser Cannon Ion Cannon Proton Torpedoes

Short 200-10,000 250-4,000 200-5,000 5-5,000 500-15,000

Medium 10,001-20,000 4,001-17,000 5,001-25,000 5,001-15,000

Long 20,001-35,000 17,001-30,000 25,001-50,000 15,001-75,000

Capital Ship Mounted Weapons Missiles Turbolaser Ion Cannon Tractor Beam

Short 3,000-25,000 5,000-30,000 2,000-20,000 1,000-10,000

Medium 25,001-60,500 30,001-70,000 20,001-50,000 10,001-30,000

Long 60,001-125,000 70,001-150,000 50,001-100,000 30,001-60,000

Ranges For Weapons Some starship and vehicle stat blocks will indicate a particular weapon’s range, but most use a “generic” range based on the type and power of the weapon. The chart above lists ranges in meters for “generic” weapon types. The die codes in parentheses are the damage dice of the average weapons in that category. For instance, the double blaster cannon on a Bespin Motors Storm IV Twin-Pod Cloud Car is rated a 1D+2 damage, making it a “light speeder-mounted weapon.”

Ion Weapons Ion weapons do not cause direct physical damage. Highlyenergized ion particles cause tremendous signal and power fluctuations aboard target vessels. Ion canons disrupt the sophisticated electronics of vehicles, causing ionization damage only. Ion cannons are specifcally designed to penetrate shields. Ionization damage is rolled against the hull code; shields do not add any protection to the target vessel. • • • • •

2× Damage Roll < Hull Roll: No Effect. Damage Roll < Hull Roll: Loose Generator or Ionization. Damage Roll ≥ Hull Roll: 1D Ionization. Damage Roll ≥ 2× Hull Roll: 2D Ionization. Damage Roll ≥ 3× Hull Roll: Dead in Space.

A vehicle with the loose generator result will have its shield code reduced to 0D. If there are no shields or if the shields are already blown, it will cause 1D ionization damage (see below for a description of ionization damage). If an ionization results from an ion attack, all speed code, maneuver, fre control, and shield code rolls are reduced by either 1D or 2D depending on the roll (see the chart above). Ionization lasts until the end of the following round. A ship that’s dead in space can do nothing for 10D minutes, it is floating motionless in space.

68

Ionization damage is cumulative. Multiple ionization damage results are added together. If the amount of ionization damage exceeds the vehicle’s hull code “D” number (ignore pips), the ship becomes dead in space. Ionization damage doesn’t need to be repaired, the effect will eventually wear off. However, a Diffcult (20) starship repair roll can negate 1D of ionization damage (can be used once per round).

Torpedoes, Bombs and Missiles Missiles, bombs and proton torpedoes are physical weapons which deliver awesome frepower. Proton torpedoes carry a proton-scattering energy warhead. Concussion weapons (both missiles and bombs) carry an armor-piercing warhead containing a compact energy pack. When they explode, such weapons give off powerful concussive blasts which disrupt delicate instruments and equipment, and cause shock and blast damage to more durable targets. They work like other ship weapons, except that:

• Proton torpedoes can only be used at short range, bombs at point-blank range. Note: Large capital ships carry proton torpedoes designed for planetary bombardment and ship-to-ship barrages. These may be effective at longer ranges, however, they are not very effective against smaller vessels. • They are designed for use against slow-moving targets. When torpedoes or missiles are fred at an enemy ship, roll the enemy ship’s sublight dice and add the number rolled to the fre diffculty. This use of sublight dice is not considered a “skill use,” and does not penalize the pilot of the enemy ship in any way.

Tractor Beams Military-grade tractor beams are used to capture starships so they may be boarded and searched. (Many starships have small tractor beam generators for moving cargo around, but they have no combat applications.) When a tractor beam attempts to “hit” a target ship, it’s resolved as a normal attack: if the attack roll is higher than the diffculty number, the tractor beam hits the target ship. Shields do not protect a ship against tractor beams. When larger-scale ships attempt to capture smaller-scale ships, use the scale modifers (see page 64). Roll the tractor beam’s “damage” die code against the target ship’s sublight code. If the target ship’s sublight code roll is higher, the ship breaks free. If the tractor beam damage roll is equal to or higher than the sublight code roll, the target ship is captured.

MULTISHIP COMBAT Not all vehicle combat involves just two vehicles. Often, the players may have to face several TIE fghters at the same time, or they may even have an ally in another ship fghting with them. Here’s how to handle those kinds of situations:

GAMEMASTER’S GUIDE

8

Chapter Four: Starships

CLASSIC ADVENTURES

One Ship Against Multiple Opponents

Multiple Ships Against Multiple Opponents

Each of the other ships is at short, medium or long range relative to their opponent. The single ship can attempt to run away (from all opponents) or close with any one. When the single ship closes, the new range to the ship it is pursuing is determined just as if those two ships were the only ones fghting — that is, if both close, the range decreases, and if the enemy ship runs away, speed die rolls determine whether the range increases or decreases. Any other enemy ship which runs away moves farther away, and any which closes, moves closer.

When there’s more than one ship on both sides, separate the battle into separate dogfghts. If there are exactly equal numbers of ships on both sides, each dogfght involves two ships, one from each side. You must decide who fghts who; generally, you should match ships of roughly the same combat power whenever feasible. Only when a ship destroys its opponent, or the opponent flees while at long range, can the ship move to join a different dogfght. If one side has more ships than the other, it may allocate the “extra” ships to any of the dogfghts — all could be thrown into one of the dogfghts, or they could be spread around.

Example: The players are fighting three TIE fighters, all at long range. They choose to close with one of the enemy fighters. That fighter flees. One of the other enemy fighters also runs away; the third closes. The fleeing fighter rolls its speed dice; so does the players’ pilot. The players’ roll is higher, so their ship is now at medium range from the TIE fighter it is pursuing. The other TIE fighter which ran is out of the battle — it moved away while at long range. The third TIE fighter is also at medium range, because it closed.

Example: Four TIEs attack two X-wings. There are two dogfights because the smaller side only has two ships. The two extra TIEs could both join the same dogfight — or one could join each fight. Depending on what you decide, there will either be one 1-on-1 battle and one 3-on-1 battle; or two 2-on-1 battles.

When the player characters’ ship runs away, any enemy ship which also runs moves away. The only conflict occurs when an enemy ship tries to close. In this case, make one speed roll for the players’ ship, and separate speed rolls for each of the closing ships. If the roll for a closing ship is higher than the players’ roll, the range is reduced. If the closing ship’s roll is lower, the range increases.

A ship may not fre upon or pursue any ship that is part of a “different” dogfght, as long as it still has opponents itself. Any ship which flees — that is, starts at long range and successfully runs away — has left the area of the battle entirely, and cannot attack any other ship. If a ship destroys all its opponents, on the next combat round it may join any other dogfght at long range. If the dogfght it joins contains two or more enemy ships, the fght splits into two dogfghts. You must decide which ship(s) turn to face the new enemy.

Example: The players’ ship is fleeing three enemy TIE fighters at medium range. All TIEs are pursuing. The pilot’s starship piloting skill plus the ship’s sublight code is 4D+2; he rolls 21. The rolls for the three TIE fighters are 23, 15 and 21. The first TIE fighter gains, moving to short range. The second TIE fighter loses ground, moving to long range. The last ties with the player’s roll, so it remains at medium range.

Example: The Lumrunner and an X-wing meet three TIE fighters. One TIE fighter attacks the Lumrunner, and the other two fight the X-wing. The Lumrunner destroys its TIE fighter; on the next combat round, it moves to help the Xwing. The X-wing pilot’s battle with the two TIE fighters splits into two dogfights — one between the X-wing and a TIE fighter, the other between the Lumrunner and the other fighter.

GAMEMASTER’S GUIDE

69

8

Chapter Four: Starships

CLASSIC ADVENTURES

VEHICLES AND PERSONAL COMBAT Sometimes, characters on foot may have to contend with various planetary vehicles (like walkers or repulsor tanks) in combat. Starships and airspeeders may also occasionally strafe or bomb ground targets.

Personal Combat Fire A vehicle fring at a character-scale target is always fring at short range (no more than a few hundred meters) or pointblank range (a few dozen meters), because a single human wouldn’t even be visible to a gunner fring at a vehicle gun’s medium range. However, characters are much smaller than the normal target for a ship’s gun; so scaling rules will apply (see page 64). Roll the vehicle’s fre control and the gunner’s skill dice as normal; the target may dodge. If the combat involves emplaced artillery or other static weapons used to defend from vehicle attacks (like the antivehicle artillery used in the Battle of Hoth), the static weapon will not be able to move. The range can only be increased or decreased by the vehicle involved in the combat. The operator may close on the static emplacement at the rate of one “range band” per round (e.g., long to medium, medium to short), or at your discretion if the speed is very slow.

Vehicle Movement in Personal Combat Due to the smaller scope of personal combat, ground vehicles and air vehicles will likely be able to move just about anywhere within a fve second combat round. Of course, there are many factors and modifers that can affect the distance a vehicle can move — terrain, turn radius and acceleration of particular vehicles — but it is best left to your discretion as to what a particular vehicle can or can’t do. Just remember that consistency is key. Additionally, flying vehicles will likely not be able to fre every combat round. After they strafe or bomb the target, they will have to turn around and maneuver back into the line of fre. Flying vehicles should only be able to attack once every three to four combat rounds. Feel free to make up any addition modifers and require occasional vehicle operation rolls if the characters want to execute a particularly diffcult maneuver, or travel at a very high speed in combat. Allow the players to describe what they want to do and come up with appropriate skill rolls.

70

It is important to keep things moving quickly so you don’t want to get too bogged down in the minutia of tactical combat. We have provided a chart which describes “average” speeds (in meters per round) for various vehicle types (see below). Additionally, some optional modifers to that speed are provided for a few circumstances. This may prove useful when vehicles are moving in the scope of a personal combat round. Just remember, the important thing is to make the combat “feel” like Star Wars. That means keeping the action fast and furious, leave the details to your personal discretion. Example: A character on a speeder bike wants to cross an open canyon floor about 200 meters wide. There is a stormtrooper team perched on the ridge with a medium repeating blaster bearing down on the open terrain. Based on the chart below, it will take about 2 combat rounds for him to cover the distance (moving at 150 meters per round). The gamemaster informs the player that he can cross it in one combat round, however he will be pushing his speeder bike to the limit and must make a Moderate (15) difficulty repulsorlift operation roll. If he fails the bike will stall in the open terrain, in full view of the repeating blaster crew. If he succeeds, he will only be exposed to fire for one round. Vehicle type: Character/Creature Walker Wheeled/Tracked Vehicle Landspeeder Speederbike Airspeeder/Starship/Swoop (in atmosphere)

Aprx. Distance Moved 10 meters (running) 25 meters 50 meters per round 100 meters per round 150 meters per round 250 meters per round

Vehicle is: Making a 45 degree turn Making a 90 degree turn Making a 180 degree turn Moving through light cover Moving through medium cover Moving through heavy cover Moving in heavy gravity Moving in very light gravity Moving in a variable gravity feld

Modifier 75% of Movement Rate 50% of Movement Rate 75% of Movement Rate 75% of Movement Rate 50% of Movement Rate 25% of Movement Rate 50% of Movement Rate 150% of Movement Rate 75% of Movement Rate

GAMEMASTER’S GUIDE

8 CLASSIC ADVENTURES

C hapter Five THE FORCE The Force is everywhere. It is in all things. Some learn its nature and gain mastery of life, thought and matter. Most do not; but even those who do not know the Force, even those who are skeptical of its existence, still possess it. Some dismiss the Force’s workings as mere luck; others recognize it for what it is. This chapter provides rules for users of this mystical energy source. It is important to remember, however, that during the time of the Rebellion there are few who still believe in the Force, and even fewer know how to manipulate it.

FORCE POINTS Each player character begins with one Force Point. At any time during a game, a player may announce that he is spending a Force Point. A player cannot spend more Force Points in an adventure than his character possesses; if his character has three points, he can only spend three. Once he’s spent all three, he can spend no more. On the combat round in which a character spends a Force Point, all his skill and attribute codes are doubled. That means he can take twice as many actions, and his chances of success are much higher. It also means he is much less likely to be injured (since his Strength code is doubled along with everything else). In addition, if the character is stunned in the same round, he ignores the stun and may continue taking actions. Use of a Force Point is similar to a reaction skill (see page 13 of the Player’s Handbook). You do not have to declare its use at the beginning of a combat round. However, you do have to declare that you are using a Force Point before making a skill or attribute roll. Example: Deek’s wingmen were gone. It was down to him. Four TIEs closed from top, bottom and sides — a classic englobement. Desperately, he wrenched at the controls, and, holding his breath, dodged fire from all four TIEs, maneuvered rapidly, shot four times, and — there were four explosions in quick succession. Suddenly, space was empty. A wing strut smoldered where a TIE shot had gotten through. Shamus breathed out. Skill, what would he’d tell his friends? Pure skill… pure skill.

Four Results Spending a Force Point can have four possible results: Doing Wrong. When a character uses the Force for evil, he loses the Force Point he spends permanently — and gains a Dark Side Point as well (see page 74).

GAMEMASTER’S GUIDE

What does “using the Force for evil” mean? • Killing or injuring someone, except in self-defense or the defense of others. • Using the Force to gain power. • Using the Force while angry or flled with hate. Being Unheroic. When a character uses a Force Point to do something which is not particularly heroic, but not actually wrong, he loses the Force Point he spends permanently. What is “something which is not particularly heroic?” • Avoiding danger. • Saving your own butt. • Gaining money or goods. Example: Shamus dodges — but the stormtrooper’s blaster fire hits him anyway. The damage roll is 20 — and Shamus doesn’t fancy being mortally wounded. He spends a Force Point. Doubling his Strength code of 3D makes it 6D. Shamus rolls and gets a 19 — so he’s just wounded. However, using the Force to save your own skin isn’t heroic — so Shamus’ Force Point is permanently expended. Being Heroic. When a character uses a Force Point in a heroic fashion, he gets the point back at the end of the adventure. What’s heroic? • Exposing yourself to great danger. • Sacrifcing to help others. • Taking big risks to help the Alliance or light the Empire Example: Nagraoao and Grasheel are prisoners in the spice mine of Kessel. Shamus takes his ship, the Lumrunner, to the Kessel system. He is stopped by a Star Destroyer, and the Lumrunner is searched. A Navy officer demands the reason for his presence in the system. Shamus tells him a cock-and-bull story about a delivery of food and spare parts for the spice mines, and tries a bribe. If the officer refuses the bribe, Shamus will wind up laboring in the spice mines, too — with a life expectancy of about three weeks. He spends a Force Point — and the officer takes the bribe. Risking capture to save your buddies is clearly heroic, so Shamus will get the Force Point back. Being Heroic — At the Dramatically Appropriate Moment. If a character spends a Force Point in a heroic way at the dramatically appropriate moment, not only does he get the Force Point back at the end of the adventure, but he may get another point then, as well.

71

8

Chapter Five: The Force

CLASSIC ADVENTURES

TREMORS IN THE FORCE The Jedi lives in harmony with the Force, sensing its flow, drawing upon its energies… and sometimes perceiving “disturbances” and “presences” in that flow. The actions of others can cause disturbances in the Force. A lone individual’s impression might be like a candle flickering in the wind, while a great tragedy or act of great good may be like a sudden burst of lightning. Those who manipulate the Force often and with great power shine like the light of a sun. Each time a Jedi draws upon the Force, there is a slight tremor as the Force is subtly altered. If the Force is used sparingly and with harmony in the natural order of things, such tremors are slight and barely detectable even at close ranges. Those who frequently use the Force cause many, many tremors. When the Force is relied upon — used constantly to bend the universe to ft the will of the user — such tremors may be great enough that Jedi on distant planets may detect the user. Those who use the Force as a crude instrument of power are very likely to come to the attention of others. New Jedi students are particularly likely to be detected. In their desire to master their powers, they often manipulate the Force… yet their dabbing, if too frequent, can draw the attentions of other nearby Force-users. The purge of the Jedi was facilitated by servants of the Emperor who detected, tracked and exterminated novice Jedi.

What’s a dramatically appropriate moment? It’s a moment of high tension, when the heroes are confronted by the villain, or are in truly desperate straits. It’s the moment when the actions of the characters will decide the outcome of the whole story. Every adventure contains two or three moments when spending a Force Point is the right thing to do. For example, in Star Wars IV: A New Hope, the dramatically appropriate moments would have been: • Rescuing Princess Leia from imprisonment. • Confronting Darth Vader. • Attacking the Death Star. In published adventures, the moments when spending a Force Point would be dramatically appropriate are often identifed. When you design your own adventures, you must decide when those moments occur.

Getting Points Back When a player spends a Force Point, tell him whether he loses the point or will get it back, based on the rules above. A player’s Force Point total is the maximum number of Force Points he can spend in an adventure. Characters may wind up getting some of the points they spend back at the end of the adventure — but only then. Points returned to a player can be used on the next adventure — but you can’t spend the same paint twice in a single adventure. If a player begins an adventure with only one Force Point, and spends it in an unheroic or wrongful fashion, he still gets one point back at the end of the adventure. Otherwise a character who spent one Force Point at the wrong time would never be able to use Force Points again, since you can only earn additional Force Points by spending Force Points.

72

Force Points and Bad Guys Force Points give player characters a real advantage over NPCs. They let player characters do things that normal characters could never do. Is that fair? In a sense, yes. Player characters are heroes. Stormtroopers are cannon fodder. It’s all right for heroes to be able to do things others cannot. Villains can also have Force Points. (You don’t want to know how many Darth Vader must have.) Remember that the Force is not itself an instrument of good or evil; it has its dark side, as well as its light. Villains can use the Force as readily as heroes. So important NPCs should have Force Points, too — and may spend them when confronted by heroes.

THE FORCE AND THE JEDI From lifelessness came life; from dead matter came spirit. With life came perception: the perception of beauty and ugliness, serenity and fear. The Force grew strong as life grew stronger. Life is the universe’s way of perceiving itself; the Force is the strength of its perception. As life grew, evolved, became more sophisticated, there came intelligence — and with it, the capacity for understanding. Intelligent beings questioned the universe, and when they were clever enough to ask the questions in the right way, the universe answered. The Force became stronger, more sophisticated, as intelligence spread and sapients’ knowledge of the universe deepened. Yet the nature of the Force is hidden and subtle. Questions about the nature of matter and energy are more easily answered. Intelligent beings developed a high technology by understanding of physical law — yet understanding of the universe’s mystical nature lagged behind. Intelligent beings built advanced cultures which were cold, cruel, ignorant of the beat of reality’s heart. So stood the galaxy, until the rise of the Jedi. They studied the Force; they took the frst few steps on the road to universal harmony. As their mastery deepened, as their fame spread, and as their works began to bring harmony and freedom to the galaxy, they were betrayed. For the Force is not itself good or evil; it is a reflection of nature, and nature itself can be cold and cruel. Evil ones can harness the force to their will — and, by doing so, lose something of their humanity, becoming virtual avatars of the dark side of the Force. For the Master of the dark side, as for a Master of the Light, it cannot be said whether he controls the Force, or the Force, him; to ask which is the actor and which the acted upon is a question of no meaning. It was inevitable that some men would use the Force to slake their base lust for wealth and power. The dark side is easy and seductive; the frst successes brought thirst for more. These evil ones brought the great Jedi low, hunting down and killing all of their ancient order. All — or almost all.

The Jedi Code There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Force. To use the Force, the Jedi must remain at harmony with it. To act in dissonance depletes his power.

GAMEMASTER’S GUIDE

8

Chapter Five: The Force

CLASSIC ADVENTURES

The Force is created and sustained by life. The Jedi acts to preserve life. To kill is wrong. Yet it is often necessary to kill. The Jedi may kill in self- defense, or the defense of others. He may kill if, by doing so, he preserves the existence of life. But he must know, always, that killing is wrong. When he kills, he commits a crime against the Force. Though he may know that he does so for the greater good, and the greater good justifes his act, he also knows that the death remains a stain upon his spirit. The Jedi does not act for personal gain, of wealth or of power. He acts to gain knowledge; to sustain freedom, life, and learning; to defeat those who would impose tyranny, death and ignorance. Sometimes, wealth or power is needed to achieve the Jedi’s goals. Money is required for the purchase of goods; power is required to obtain the help of others. To achieve his goals, a Jedi may obtain wealth or power, but he is not interested in it for its own sake, and will surrender it once his goals are achieved. A Jedi never acts from hatred, anger, fear or aggression. A Jedi must act when he is calm, at peace with the Force. To act from anger is to court the dark side, to risk everything for which the Jedi stands.

Finding a Teacher The Jedi Knights were an ancient and honorable order of masters of the Force. They were wise and good, using the Force only to advance freedom, harmony and the survival of life. There are few remnants of the Jedi in the modern galaxy. As we all know (but not all player characters necessarily do), several Jedi remain — Yoda, Obi-Wan Kenobi, their pupil Luke Skywalker — and Darth Vader, master of the dark side. There are no textbooks for Jedi, no colleges, no dojos. To learn about the Force and become a Jedi, a character must be trained, by one who already understands. A player character who wishes to become a Jedi must study with a teacher. In theory, a player character could search out one of the remaining Jedi and ask to study with him. In practice, this is impossible, or virtually so. Star Wars: Classic Adventures is played during the period of the Rebellion — neither before nor after. During that period, the only pupil Kenobi and Yoda had was Skywalker. Skywalker may have trained others after the Empire’s fall, but that is outside the scope of the game. This does not mean that fnding a teacher is impossible — it’s just diffcult. There are several possibilities: • Some students of the Jedi who never completed their training may be able to help. Vader and the Empire did not pursue every last minor adept; they executed all who were dangerous, but that still leaves many with minor powers (such as the Failed Jedi and Minor Jedi). • The Jedi are the best-known masters of the Force in the galaxy. However, they are not necessarily the only ones. There may exist some alternative mystical traditions which have some understanding of the nature of the

GAMEMASTER’S GUIDE

Force and can offer training in its use. Some alien races may understand the Force, but eschew contact with starfaring species for their own reasons. The Alien Student of the Force is an example. Even if he obtains a teacher, the most a character can do is learn a little bit about the Force and its uses. Much of the knowledge possessed by the Jedi Knights has been lost to the galaxy, and many of their powers cannot be reproduced by the minor adepts who yet survive. Characters may not become true Jedi Knights because that order has been destroyed. However, a character can aspire to be a Jedi, and, at some distant future time (beyond the scope of the game), he might learn at the feet of Luke Skywalker and become a Jedi Knight in truth.

THE DARK SIDE The Force is not an instrument of good or evil; it is a power with both a light and dark side to it. Characters are warned to beware the dark side. It is quick to join you in a fght, but once you start down the dark path, it is hard to step off. The dark side dominates those who use it, consuming them as time goes by, The dark side is evil. It is quicker, easier, more seductive; but it is not better. Characters, both Force users and nonForce users, may call upon the dark side of the Force when angry, aggressive, desperate, or otherwise out of balance in order to get a Force Point. This is not a recommended method for receiving Force Points, but it explains the basic differences between good and evil in the Star Wars galaxy. When a character calls upon the dark side for the frst time, he must make either a Perception or a control roll (the player’s choice) at a diffculty of six (6). Each additional time a character calls upon the dark side, the diffculty number increases by three. If none of the actions chosen by the character appealing to the dark side are intended to harm a living being, increase the diffculty of the dark side check by ten (10) — the dark side favors actions which are inimical to life. Calling upon the dark side is a free action. It does not lower the die codes of any of the character’s other actions in a round, nor do other actions affect the die code for the dark side check. Calling upon the dark side is resolved before any other actions in a round, but is declared at the same time the character declares all other actions.

73

8

Chapter Five: The Force

CLASSIC ADVENTURES

Characters who adamantly refuse to believe the existence of the Force may not call upon the dark side. This includes a great majority of Imperial forces, for whom the Force is a musty relic of a religion they never believed in anyway. Successfully calling upon the dark side immediately grants the character one Force Point and one Dark Side Point. The Force Point must be used in the same round in which the dark side was called upon. The Dark Side Point stays, however, and the player should record it on his character template. To fail when calling upon the dark side incurs no penalty; the character gains neither a Force Point nor a Dark Side Point. Of course, a character who is expecting to have a Force Point when he declares his actions will probably fnd himself in trouble when that Force Point is not available, that is what happens when you come to depend on the dark side.

Time and the Dark Side Within the span of an adventure, the diffculty number of using the dark side starts at six and increases by three every time a character calls upon it. After the adventure, the diffculty number is set back to six. This represents that while the dark side is easier initially, the more one calls upon its help in a short period of time, the more it costs them. Once they’ve strayed away from it for a while, it again seductively returns with its easy invitation.

Effects of Dark Side Points Whenever a character gains a Dark Side Point, the gamemaster should roll 1D. If the die-roll is less than the number of Dark Side Points the character has accumulated, the character is immediately consumed by the dark side. His template is turned over to the gamemaster for use as a non-player character. Because all player characters in Star Wars: Classic Adventures are members of the Rebellion, a character consumed by the dark side cannot be a player character. If the player wishes to continue playing, he must generate a new character.

Other Evils Whenever a character uses the Force in an immoral way, he gains one Dark Side Point, and his player should record the number of Dark Side Points on the character’s template. Using the Force includes using Force Points or any Force powers. Immoral is any act that you consider contrary to the Jedi Code.

Always tell a player when he runs the risk of earning a Dark Side Point. Tell him that doing what he wants will earn him one, and let him change his mind and do something else if he wishes. If he argues, claiming that what he wants to do is not immoral, there’s really only one answer: you’re the gamemaster, and if you say it’s wrong, it’s wrong. If the player consciously decides to go ahead anyway and take the risk — so be it, and he has no reason to complain if his character turns to the dark side. By letting a player make a conscious decision, you emphasize the character’s choice in going over to the dark side. It also makes the decision a dramatic moment. Can characters receive Dark Side Points for performing evil actions when they are not using the Force? Yes. The player characters represent the Rebel Alliance in their struggle against the Empire. The Empire is more than a military machine — it is the embodiment of an evil philosophy. Acting in an evil way champions the cause of the Emperor, even if it does not directly aid him. Such a character will eventually succumb to the dark side.

Atonement Through ritual, fasting, and deep meditation, a character may cleanse himself of the stain of darkness. The process is not easy, nor is it quick; in fact it is everything in which calling upon the dark side is not. The character must be pure and of the most serious mind while attempting to atone. The atoning character may continue to play, but must avoid taking any action which is even slightly tainted during the atonement period. If the player worries about his character doing the right thing, and clearly does the right thing, then the character is attempting to atone. If he acts as if announcing his atonement is the same as actually atoning, going on about his business as usual, then his character is not actually trying to rid himself of the dark side. During the session in which he is atoning, the character may rid himself of one Dark Side Point by spending Force Points. This Force Points cannot have been generated by calling upon the dark side. Spending a Force Point in this way is always considered heroic, so the sacrifcing character gains back the point at the end of the adventure. However, the character must declare that they are spending a Force Point to atone at the beginning of each session, unless they have none left. They must also act in the manner described above. A character may rid himself of no more than one Dark Side Point per adventure, which may take several sessions.

Villains, NPCs, and the Force A non-player character who has turned to the dark side is considered a villain, whether or not he began as a player character. A villain may gain Force Points only by calling upon the dark side — a villain may not gain Force Points in any other way. If a villain fails a dark side check he is temporarily free of the thrall of the dark side. This moment of lucidity lasts only briefly before the darkness again clouds his mind. In dramatic situations, this lucidity might last long enough to let the non-player char-

74

GAMEMASTER’S GUIDE

8

Chapter Five: The Force

CLASSIC ADVENTURES

FORCE-USING NPCS IN THE GALAXY We know that the Emperor and Darth Vader use the Force. But player characters are not likely to run into either individual, and should be most grateful for that favor. The original Star Wars trilogy makes no mention of other Force-wielding villains, but the galaxy is vast. There could be a few characters who succumbed to the dark side luring about, as well as a few good non-player characters who know the way of the Force. There are some points to keep in mind when creating Force-using NPCs for you campaign. • Force users must be unknown to both the Emperor and Vader. The Star Wars flms certainly suggest that Obi-Wan Kenobi, Yoda, Luke and Leia are pretty much it for the good guys. Therefore any remaining Forcewielders who serve the cause of light must be of very modest power. • The Emperor has a keen interest in characters who are strong with the Force. This applies to villains as well as heroes. What Force-using villains there are must either be inconsequential so as to not concern the Emperor, or be directly under his control. Of course, what is inconsequential to the Emperor may be more than enough for any players to handle. • While the Force is everywhere, its practitioners are not. Force Points are as close as most people will get to using the Force, and even then most explain away the effects of this nearly subconscious use as luck or some other intangible. There are trillions of beings in the galaxy, yet the number of beings with even a little ability in the Force is perhaps in the hundreds. The number of potential or latent users of Force powers is perhaps 10 times as large. However you look at it, characters profcient in the Force are quite rare, rarer than they have ever been before due to the predations of Vader and the Emperor. Due to their scarcity, it pays to devote particular care to designing and developing a Force-using non-player character. Such characters are valuable dramatic resources which gamemasters cannot afford to squander by giving them bland personalities and descriptions. Players know that Force-using characters are not common, and gamemasters can enhance that feeling by fully developing the characterization. The players should sense that a non-player character uses the Force because he is an interesting and unique character, not that he is unique and interesting simply because he uses the Force.

acter make a critical choice between good and evil. Often a villain chooses the familiar path of darkness. But strong reasons or strong emotions can make the villain opt for a different choice, as Darth Vader did in Return of the Jedi. As gamemaster, let the story and situation in your game determine the outcome of such events. Moments like these, however, should be used sparingly. Consider making the moment at the climax of the action, involving a notorious NPC.

GAMEMASTER’S GUIDE

FORCE SKILLS AND POWERS Training Those characters who start the game with Force skills as part of their character’s template (the Alien Student of the Force, the Failed Jedi, the Minor Jedi, and the Quixotic Jedi) must fnd a teacher in order to increase those skills or learn new ones. A teacher is any Force-using character with higher Force skill codes than his pupil. Those characters who start the game without Force skills as part of their character’s template must fnd a master in order to learn Force skills. A master is a character who understands the way of the Force, its intricacies and mysteries. In game terms, a master must have all three Force skill codes at 7D or better. Those without Force skill codes don’t have and cannot use Force skills without undergoing training with a master and learning the skills. It is recommended that only characters who begin the game with a Force-user template are allowed to have Force skills. However, from time to time this rule may be excepted. Leia (a Young Senatorial) discovered she has the ability to use the Force in Return of the Jedi. Of course, her abilities were limited. Just remember adding Force skills to a non-Force user template should be a major story element for the character. The frst skill a character learns when training in the Force is either control or sense; the last skill a master will teach is alter. Ten weeks of intensive training are required to learn a skill. This time may be shortened by spending Skill Points — each Skill Point spent lowers the time by one week. Training time may never be shortened to less than one week. Spending Skill Points is not necessary to learn a Force skill, but it saves a lot of time. After completing training, the character gains the skill. When learned, each skill begins with a skill code of 1D. A character who continues to train with a teacher or master after learning a skill may improve the skill by spending Skill Points earned during the game. A teacher or master can only train a pupil whose skill code is less than his own. Example: A teacher has a control skill of 5D+1. The pupil may spend Skill Points to increase his own control skill up to 5D+1 at the normal cost (see page 17 of the Player’s Handbook). A character who has no teacher or master may train himself in Force skills he has already acquired, but such training costs double the normal number of Skill Points. Double cost also applies if a character increases his Force skill to a higher code than the skill of his teacher or master. A character can never increase a Force skill that is still at zero without the help of a teacher or master. Example: A master has a control skill of 7D+1. The master’s pupil who increases his control skill from 7D+1 to 7D+2 pays double the cost — 14 Skill Points instead of seven.

Taking on Pupils Characters who begin with Force skills can take on pupils themselves (thereby becoming teachers or even masters). However, some rules limit them: • A character currently studying with a teacher or master cannot take on a pupil himself.

75

8

Chapter Five: The Force

CLASSIC ADVENTURES

• A teacher or master may only have one pupil at a time. • A teacher or master may not teach Force skills to a character who has any Dark Side Points. It would be wrong to teach Force skills to someone so tainted. • A teacher or master may only teach Force skills to a character who agrees to abide by the Jedi code. • A teacher must be a master in order to teach someone who does not have Force skills. A master must have all three Force skill codes at 7D or better.

The Three Skills The Jedi can control their own bodies and minds, the minds and bodies of others, and physical objects. All of these powers are manifestations of a few simple manipulations of the Force. The frst thing a Jedi learns is to control his own internal Force. The Force is in everyone and everything; but it is stronger in some than in others. By learning to control his own Force, a character learns harmony with his physical nature. This allows him to control his bodily functions. The next step is to learn to sense the ebb and flow of the Force and the bonds that connect all things. In truth, training in sensing the Force begins as soon as a character has the beginnings of control, and sensing the Force is necessary to most of its uses. The Force surrounds and binds everything. By learning to perceive the Force with the mind alone, the Jedi learns harmony with beings and objects other than himself. He learns to “feel” the connections between himself and others, and to learn something of the nature of the things he feels. By sensing the web of connections that is the Force, a character learns to read the feelings of others, to use the Force to heighten his own senses, to tell how badly damaged or diseased an organism is. By combining control of the Force with sensation, a Jedi expands his powers. He learns to read minds, project thoughts and feelings into the minds of others, and see the past, present and possible futures, even at great distances. Next, a Jedi learns to alter the distribution of the Force. By doing so, he learns to move objects with the naked mind. He may do to the bodies of others what he may do to his own — that is, help them withstand pain, fatigue, hunger and thirst, accelerate healing, and the like. By combining alteration with control and sensation, a Jedi can change the contents of the minds of others — causing them to mis-perceive or mis-remember, or to come to incorrect conclusions. It is said that the ancient Jedi Knights had more skills than these — great and mysterious powers which permitted them to manipulate the very structure of the universe, to summon awesome strength from the frame of reality itself, to live beyond death, to guide the path of humankind into righteousness. Yet these wise ones are gone (or so all believe), their only remnant the evil one who betrayed them — Darth Vader, Dark Lord of the Sith. Whatever powers they once possessed are lost (so it is thought) for all time.

Using the Three Skills Combining Skills. Each of the three skills can be used in several different ways. By combining skills, a character can produce even more impressive effects.

76

LEARNING FORCE POWERS (OPTIONAL) Normally, a Force user can use any Force power that uses a Force skill he has learned. Some gamemasters, however, like to further restrict Force powers in order to keep some more balance. When a character gains his frst 1D in a Force skill (control, sense or alter), his teacher or master will likely instruct him in the use of several Force powers. These are referred to as learned Force powers. In traditional training, these powers are as follows, but this may be modifed at the gamemaster’s discretion: • Control Control Pain Remain Conscious • Sense Life Sense Magnify Senses Receptive Telepathy • Alter Control Another’s Pain (Control+Alter) Telekinesis All diffculty numbers for powers which a Force user has not learned are increased by ten (10). If the diffculty is based on an opposed roll, ten (10) is added to the opponent’s roll. Most likely a character will have to spend a Force Point to even have a reasonable chance to make the roll. If the character is successful in using the “unlearned” Force power, he may now consider that power to be “learned,” and he no longer takes a +10 diffculty penalty when using it. The student may choose to call upon the dark side to forgo this penalty in an attempt to use the Force power at its normal diffculty. However, in doing so, they gain a Dark Side Point as they are lulled by the promise of false power through fear and anger. The Dark Side Point is gained even if the Jedi fails their attempt to use the Force power without the normal penalty. Even if the Jedi succeeds, the power remains unlearned and the next time they use the power they will have the +10 modifer added to their diffculty — unless, of course, they choose to call upon the dark side again. A character consumed by the dark side cannot call upon the dark side in this fashion. Example: Paulus Kel has a control of 3D and has learned control pain, remain conscious and force of will. After a particularly vicious battle, he decides to attempt to use accelerate healing even though he has not learned it. According to the power’s description, his difficulty is normally Very Easy (5). However, because he is attempting to use it untrained, his difficulty is increased by +10 and is now Moderate (15). He could call upon the dark side and accept a Dark Side Point to attempt his control roll at the normal difficulty of Very Easy (5).

GAMEMASTER’S GUIDE

8

Chapter Five: The Force

CLASSIC ADVENTURES

The power descriptions, printed later in this chapter, describe ways the three skills can be used. Each method of use is called a Force power: For example “control pain,” “remain conscious,” and “accelerate healing” are all control skill powers. A character who knows a Force skill can use any or all of the powers listed under the skill name. Please note that a “power” is not a “spell;” it is simply one way that a skill can be used. At the gamemaster’s discretion, any of the three Force skills can be used in other ways that are consistent with the general description of the skill — that involve controlling internal Force, sensing external Force, or altering either. Difficulty Numbers. Each power description contains a “Diffculty Number” section. When a character uses a power, look up the diffculty number for that power. Make a skill roll for the character; if he rolls equal to or greater than the diffculty number, he succeeds in using the power. If he rolls less than the diffculty number, he fails. Sometimes a power description lists more than one diffculty number. For example, the diffculty number for the “remain conscious” power is Easy (l0) if the user has been incapacitated, but Diffcult (20) if he is mortally wounded. When a power requires the use of more than one Force skill, separate diffculty numbers are listed for each skill. The user must make separate skill rolls, one for each skill. Failing any one means the power use fails. Remember, each use of a Force skill is a separate action, and the penalty for multiple skill uses applies (see the Player’s Handbook page 13). Example: Paulus Kel wishes to use “return to consciousness” (see page 55). He is touching the target, and the target is incapacitated. He must make a control skill roll of 5 or more, and an alter skill roll of 10 or more. He must take a 1D penalty to both his control and alter rolls, since he is using two skills. Many powers say that the diffculty is a number, “as modifed by proximity,” or “as modifed by relationship.” When a player uses such a power, refer to the “Force Diffculty” table (to the right); it tells you how to modify the diffculty number. Generally, the closer two characters are, or the better they know each other, the lower the diffculty number. Dark Side Modifications. When a character with Dark Side Points uses a Force skill, his skill code is increased by 1D per Dark Side Point. Example: Paulus’ control skill is 4D and he has two Dark Side Points. When he uses his control skill, he rolls 6D. Why is this so? Because it is easier to harness the dark side of the Force than the Light; the dark side is the easier, more seductive path. There is always a temptation to take it, and risk abandonment of the Light. This temptation can make atonement very diffcult Resisting Force Powers. Whenever a power is used to affect another character against his will, the target resists with his Perception. Make a Perception roll for the target; then, roll for the Force skill. If the Perception roll is greater than the Force skill roll, the power fails. If the Force skill roll is equal or greater, the power succeeds.

GAMEMASTER’S GUIDE

FORCE DIFFICULTY PROXIMITY User and Target Are: In physical contact In line of sight but not touching Not in line of sight, 1-100 meters away 101m-10km away 11-1000km away Same planet but more than 1000km away Same star system but not on the same planet Not in the same star system

Modifier +0 +2 +5 +7 +10 +15 +20* +20*

RELATIONSHIP User and Target Are: Close relatives (married, sibling, parent, child, etc.) Close friends Friends Acquaintances Slight acquaintances Met once Never met, but know each other by reputation Complete strangers Complete strangers and not of the same species

Modifier +0 +2 +5 +7 +10 +12 +15 +20 +30

*Applies only to “Farseeing;” other powers may not be used at these distances.

Characters who know the control skill may use it, instead of Perception, to resist unwanted uses of the Force. A player can choose which to use (Perception or control), and will presumably use whichever has the higher code. Example: An Alien Student wants a guard to see his wife, calling his name from a distance. This requires a sense skill roll greater than the target’s Perception (see page 83). The target’s Perception is 2D, and the Alien Student’s sense skill is 3D. The target rolls 7; the Alien Student rolls a 16. He must still succeed in alter and control skill rolls to use the power. The target’s Perception (or control) roll is not considered a skill use, and therefore does not incur a 1D penalty to other actions used in that combat round. Time. Using a Force skill takes one combat round, as usual. When a power requires the use of several skills, the user may either attempt to use the power in one combat round, reducing skill codes for using multiple skills (see the Player’s Handbook page 13), or take several rounds to use the power, making one skill roll per round. Similarly, a character can use more than one power in a single round, per the usual rules for multiple skill use. Using Force Points. Using Force skills does not require a character to spend Force Points. However, you may notice that the diffculty numbers for the more impressive uses of the Force are rather high, and the maximum skill code a starting character can have is 3D. Players may fnd that to make Force skills useful they must often spend Force Points.

77

8

Chapter Five: The Force

CLASSIC ADVENTURES

Keeping a Power “Up” Sometimes, a character wishes to keep a power “up,” that is, continuously operating for a long period of time. For example, if a Jedi were walking across a desert under a ferce double star’s radiation, he might want to keep “absorb/dissipate energy” up to avoid sunstroke and sunburn. A player may announce that he wishes to keep a power up before making the necessary skill rolls. If his skill rolls succeed, the power operates continually, until dropped. A character may voluntarily drop a power at any time. If a character is stunned or wounded, any power he is keeping up is automatically dropped. Distractions can also make a character drop his power. A character who keeps a power up is “using” the skills the power requires as long as the power remains in effect, even though he doesn’t make new skill rolls every round. When he makes any other skill rolls, his codes are reduced accordingly. Example: “Absorb/dissipate energy” is a control skill power (it requires the use of only one skill). If Paulus is keeping the power up, any time he uses any other skill, the skill code is reduced by 1D — because he’s using two skills in a single round, his control skill and the other skill.

The Jedi Code The Jedi Code is more than an ideal; it is the basis on which a Jedi’s powers rest. All characters gain Dark Side Points when they use Force Points to do wrong; characters with Force skills gain Dark Side Points whenever they do wrong at any time, even if they are not using Force skills or spending Force Points at the time.

LIGHTSABERS Any character may use a lightsaber as a melee weapon (lightsaber is a Dexterity skill), using its normal damage rating of 5D. However, lightsabers are very rare weapons; they cannot normally be purchased, but are as rare as objects d’art. Obtaining a lightsaber might be the climax of an adventure. When a character with the control skill uses a lightsaber, he adds his control skill dice to the damage code when he hits. Example: Paulus has a control skill of 3D+1. When he hits with a lightsaber, he rolls 8D+1 to determine its damage.

Whenever a character with the sense skill uses a lightsaber to parry in hand-to-hand combat, he may use either his sense skill or his melee parry skill (see page l8 of the Player’s Handbook). When used to parry, sense is a reaction skill. When a lightsaber is used to parry a hand-to-hand attack, the melee weapon may be destroyed or the attacker injured (see pages 53 and 54). The sense skill may also be used to parry blaster bolts with a lightsaber (see page 18 of the Player’s Handbook). The Jedi rolls his sense skill, and adds the result to the frer’s blaster diffculty number. Melee parry cannot be used for this purpose. A character who parries a blaster bolt can try to reflect it back at its frer, or at another target (see page 18 of the Player’s Handbook). This is considered two uses of the sense skill, so skill codes are reduced accordingly. The frst use increases the frer’s diffculty number. If the frer misses, the lightsaber wielder makes a second sense skill roll. Determine the range just as if the lightsaber wielder were fring that type of blaster. The range determines the diffculty number for the second sense skill roll. If the second roll is equal to or greater than the diffculty number, the bolt hits the target. The damage done depends on the weapon from which the bolt was originally fred.

CONTROL POWERS Absorb/Dissipate Energy Difficulty: Sunburn: Very Easy (5). Intense Sun: Easy (10). Solar Wind: Moderate (15). Radiation Storm: Diffcult (20). Blaster Bolt: Moderate (15) + the blaster’s damage roll. Effect: Absorbs or dissipates energy to which the character is subjected. “Energy” can include light and heat, microwave or other electromagnetic radiation, “hard” radiation (alpha, beta and gamma), and blaster bolts. When used to absorb a blaster bolt, make a damage roll for the blaster; the diffculty for use of the control skill is Moderate (15) plus the blaster’s damage roll. A successful control roll means the energy is dissipated and does not injure the character. When a character is subject to continuous radiation (sunlight, a radiation storm, etc.) he may keep the power “up” to avoid its effects. Once up, this power effects all attacks in a combat segment, but must be used again if an attack occurs again in a later segment.

Accelerate Healing Difficulty: Easy (10) for wounded; Moderate (15) for incapacitated; Diffcult (20) for mortally wounded. Effect: If a character uses this power successfully, he may make two natural healing rolls for the current day with +2 to each roll (see page 57).

Contort/Escape Difficulty: Loose bonds: Very Easy (5). Handcuffs: Easy (10). Serious Restraints: Moderate (15). Maximum Security: Diffcult (20). Nigh Inescapable: Very Diffcult (30). Effect: The character escapes his bonds by contorting in painful and diffcult but physically possible ways. For example, it is possible to escape from handcuffs by dislocating the thumb and pinky to reduce the width of the hand. This is painful, but a trained Jedi can resist pain and damage to the musculature and ligaments with proper bodily control.

78

GAMEMASTER’S GUIDE

8

Chapter Five: The Force

CLASSIC ADVENTURES

LIGHTSABER COMBAT VARIANT Lightsaber combat can play a vital role Star Wars: Classic Adventures. When two character clash in lightsaber combat, you may want to consider using this optional combat system to heighten the cinematic experience of the duel. (The system can also streamline other hand-to-hand confrontations, if you’d like.) This system is best employed during a climatic lightsaber battle. It is intended to give the participant more control over his actions, and to heighten the tension and drama. It also adds a little bit more strategy and encourages the use of good melee combat tactics Instead of combatants rolling their lightsaber and melee parry (or sense) skills each round, have them roll their lightsaber skill dice each round The higher roll wins that round of lightsaber repartee. The actual results depend on how much higher one opponent rolled above the other’s score; check out the table below. Example: Paulus Kahl and Vengus Renir (a Dark Jedi) are facing off on a catwalk high above the industrial sector of some starport. Each rolls their lightsaber skill. Paulus gets a 19, while Vengus gets a miserable 11. Paulus wins this round of fighting, and probably knocks Vengus off balance (see the table below). Forget reaction skills and minimum diffculty numbers to hit. Just roll the lightsaber skill dice each round, determine the winner and combat effect. This system certainly favors those with signifcantly higher skills, but with Force Points and Skill Points, there’s always a chance for the underdog to triumph at a critical moment. Roll Difference 1-5 6-10 11-15 16+

Combat Effect Force back. Knock off balance Hit Stunt

Combat Effects. The table below and to the left indicates various effects based on how much higher one opponent rolls over another. Force Back: The winner’s blows are so well-placed and powerful the loser must retreat, often in a direction he’d rather not be heading. The winner (with the gamemaster’s help) determines the direction based on the surroundings and combatants’ placement. The loser might be steered toward another obstacle: a wall, chasm, trap, another opponent. Knock Off Balance: The winner manages to knock the loser off balance, either through heavy blows, fancy maneuvering, or forcing the loser onto unsteady ground. This effectively “stuns” the loser, inflicting a −1D penalty against all actions for the next round only. The loser can still act, but at a signifcant disadvantage. Hit: The winner strikes a blow on the loser. Follow normal lightsaber damage rules. If the loser was knocked off balance last round, the −1D penalty may also apply to Strength rolls to resist damage; losing one’s balance exposes more vital areas to hits, or can make certain body parts easier targets. The winner chooses exactly how much damage to inflict, within the range indicated by his weapon and any damage rolls made. Trick: The winner is such a good fghter he manages to pull some kind of trick combat maneuver on the loser: disarming him, throwing a cape over his head, or knocking him to the ground. The winner, with the gamemaster’s guidance, can help determine the exact trick effect. The winner may always choose a lower option, no matter how high he rolls. A good fghter knows how to produce the desired effect, whether it’s to maneuver an opponent into a tenuous position or wound him just enough. Example: Paulus Kahl rolls a 28 against Vengus Renir’s lightsaber score of 15. Theoretically Paulus could inflict damage on Vengus, however, Paulus wants to toy with him a bit more. He chooses to force him back toward a deep chasm. He could also have chosen to knock him off balance, lowering his roll next round by −1D.

Control Disease

Control Pain

Difficulty: Mild infection (cold): Very Easy (5). High fever (bad flu): Easy (10). Serious Sickness (gangrene): Moderate (15). Life threatening Disease (tuberculosis): Diffcult (20). Massive Long standing Disease (terminal cancer): Very Diffcult (30). Effect: Allows the character to direct and control the healing resources of his body to throw off an infection or to attack the diseased parts of the body. Using the power takes more than one combat round; the character must spend at least half an hour meditating while directing his body, and if the disease is life threatening or long-standing, repeated skill attempts over a period of weeks or months may be required to cure the disease entirely. If the character successfully “controls disease” he is no longer infectious if he so wills, even if the disease is not completely cured.

Difficulty: Diffculty is Very Easy (5) for wounded characters; Easy (10) for incapacitated (but conscious) characters; Diffculty (20) for mortally wounded (but conscious) characters. The diffculty for controlling pain from stun damage is Easy (10) if the character has not yet fallen unconscious, and Moderate (15) if the character has had to regain consciousness through the use of a power. Effect: A wounded character who “controls pain” can act as if healed — starting with the round after his control roll is made, his die codes are not reduced by 1D. However, his wound is not healed — it is just ignored; a wounded character who “controls pain” and is wounded again becomes incapacitated. For characters who are stunned (by a weapon set to stun), control pain eliminates the effects of the stun entirely, curing themselves of the effects of stun damage.

GAMEMASTER’S GUIDE

79

8

Chapter Five: The Force

CLASSIC ADVENTURES

If a character is in pain for some reason other than an injury, the power can be used to “ignore the pain” and to continue functioning normally. If he “remains conscious” (see below), an incapacitated or mortally wounded character can attempt to “control pain.” If he succeeds, he can act any number of times without lapsing into unconsciousness. However, incapacitated and mortally wounded characters who act while using “control pain” are treated as wounded — that is, die codes are reduced by 1D even though they’re controlling pain. Mortally wounded characters who control pain must still roll each round to avoid dying (see page 15 of the Player’s Handbook).

Detoxify Poison Difficulty: Alcohol: Very Easy (5). Mild poison: Easy (10). Average poison: Moderate (15). Strong poison: Diffcult (20). Neurotoxin: Very Diffcult (30). Effect: Allows the character to detoxify poisons or eject them from the body in a much shorter time than would normally be possible. If the character makes his skill roll, he is not affected by the poison.

Emptiness Difficulty: Moderate (15) to initiate the power, Diffcult (20) to break away from the emptiness. Effect: The user empties his mind and allows the Force to flow through him. The character resembles one in deep meditation, and a character experiencing emptiness is oblivious to his surroundings. A character in “emptiness” may not move or take any other action except try to disengage from the “emptiness.” When the character enters into “emptiness,” the player must state for how long he intends to be empty. A character may roll to come out of “emptiness” when one of the following occurs: • When his allotted time has passed. • Once each hour beyond the time limit set by the player. • The character’s body takes non-stun damage. When in emptiness, characters dehydrate and hunger normally. It has happened that initiates who were not yet strong enough in control have died while in emptiness. While in “emptiness,” a character is diffcult to sense with the Force, since there is very little to sense and hostile force can literally pass through the emptiness of an accomplished master. When another character attempts to use a Force power on a character in emptiness, add the target’s “emptiness” roll to the diffculty number for sense, or to the alter diffculty number if there is no sense skill being used. In a way, emptiness acts as a dodge against the use of Force powers. Note that this “dodge” effect is effect is not voluntary. Even if the character in emptiness does not wish to resist the Force power, the emptiness roll is added to the appropriate diffculty. Being empty cleanses and strengthens a character’s connection to the Force. A character receives +6 to all Force skill rolls for a period of time spent in “emptiness.” This bonus is reduced by one point for every Dark Side Point the character has gained. Characters who have been consumed by the dark side cannot go into “emptiness.”

80

Hibernation Trance Difficulty: Diffcult (20). Effect: The character falls into a trance. Heartbeat slows to a few beats per minute. Breathing drops to a minimum. The character is unconscious. Hibernating is useful at two times: when a character wants to “play dead,” and when food or air supplies are low. A hibernating character appears to be dead. A mirror held to his mouth would show a very faint mist, but you’d need pretty sharp eyes to be sure. Someone who listened with a stethoscope for a minute or more might hear a very faint, very slow heartbeat. Life sensors might show a slight flicker. Assume that anyone who sees the hibernating character takes him for dead unless they make a point of testing him. These tests require either an Easy (10) first aid roll. A character with the sense skill can detect a hibernating character’s Force, and will know he is still alive. Someone hibernating consumes about one tenth as much air as someone sleeping. A character can hibernate for a week in a dry atmosphere, or up to a month in a foggy or wet one, before dying from lack of water. It is possible to hook him up to an intravenous water drip to let him survive indefnitely. A character can hibernate for three months before dying of starvation. An intravenous sugar-solution drip extends that to one year. When a character enters a trance, the player must tell the gamemaster what will wake him up. He can say how long he wants to hibernate, or what stimuli will awaken him (e.g., “When the capsule opens and light registers on my eyes”). Waking a character at another time is tough. Slapping him around may do the trick, but could take hours. Another character with Force skills can use “place in hibernation trance” (see page 83) in reverse to wake a character in a few combat rounds.

Remain Conscious Difficulty: Easy (10) for incapacitated characters or characters who are unconscious due to stun damage, Diffcult (20) for mortally wounded ones. Effect: On the round after a character is incapacitated or mortally wounded, he may use this power to attempt to remain conscious. If he fails, he falls unconscious, as incapacitated and mortally wounded characters normally do. A conscious incapacitated character may take any number of actions, and then lapses into unconsciousness. His actions are subject to the usual modifer for wounded characters (die codes are reduced by 1D). A mortally wounded character who “remains conscious” may not perform any action, other than attempting to “control pain.” A character who “remains conscious” and then “controls pain” (see above) may perform any number of actions without lapsing into unconsciousness. A character who was reduced to unconsciousness through stun damage receives one round of action as he were stunned, that is he may act with all action die rolls reduced by 1D. This power may not be used repeatedly. It may be used a single time to gain a character one additional round of action, and during that round of action he cannot use the “remain conscious” power. He will retain conciseness if he successfully “controls pain” as an action.

GAMEMASTER’S GUIDE

8

Chapter Five: The Force

CLASSIC ADVENTURES

SENSE POWERS Instinctive Astrogation Difficulty: Moderate (15). Effect: Normally, the diffculty number for astrogating a ship without a nav computer is Very Diffcult (30) for a standard duration trip (see page 62). By using sense to plot his trip through hyperspace, a character can reduce the astrogation diffculty number to Very Easy (5) for a standard duration trip.

Life Sense Difficulty: The base diffculty is Very Easy (5), but is modifed by target proximity and relationship. Effect: The user can sense the presence and identity of the person for whom he searches. The user can also sense how badly wounded, diseased or otherwise physically disturbed the target is. If the user keeps the power “up,” he can use it to track a target. If the target has the control skill, he may use it to try to “hide” from the senser. His control skill roll is added to the senser’s diffculty number.

Magnify Senses Difficulty: The base diffculty is Very Easy (5), as modifed by proximity. Effects: The character can sense something that would be impossible with unaided senses — hear something beyond the range of the human ear, see something that would normally require the use of binoculars, read microflm with the naked eye, hear a very faint sound.

Postcognition Difficulty: Less than two hours into the past is Easy (10); more than two hours but less than a week is Moderate (15); more than a week but less than two years is Diffcult (20); more than two years is Very Diffcult (30). Effects: “Postcognition” allows a person to investigate the tenuous imprints of the Force on an object when they are handled by living beings. The character must be able to handle the object which he is examining. If the “postcognition” roll is 15 greater than the diffculty number, the character can witness the event as if he were there himself. If the “postcognition” roll is fve or greater than the diffculty roll, the character gains a good sense of impression of the event but is limited to the primary sense (the sense which gives the most information, usually sight) is distorted or obscured, but other sensory impressions come through clearly. If the “postcognition” roll is simply greater to or equal than the diffculty number then all sensory impressions are muzzled; sight is blurry, sound is muffled, tactile sense is dulled, smells and tastes are indistinct.

Receptive Telepathy Difficulty: If the target is friendly and does not wish to resist (e.g., reading the mind of another party member), the base diffculty is Very Easy (5), as modifed by proximity and relationship. If the target resists, make a Perception (or control) roll for the target, and add the modifers for proximity and relationship.

GAMEMASTER’S GUIDE

Effect: If the user’s skill roll is equal to or greater than the diffculty number, he can read the target’s thoughts as well as emotions. The user “hears” what the target is thinking, but cannot probe for deeper information. Normally, the skill is used one round at a time, but a character can keep it “up” in order to continue monitoring someones thoughts. If the skill roll is at least double the diffculty, he can probe for deeper information — basically, rifle through the target’s mind and memories for the information he wants. A character can read the minds of more than one person — but each person “read” counts as a power use, and the normal rules for multiple skill use apply (see page 13 of the Player’s Handbook). “Receptive telepathy” can be used on creatures as well as sapients. Some alien races experience emotions of which humans are incapable, and vice-versa, so when used with aliens, the sensations may be diffcult to interpret. “Receptive telepathy” may not be used with Droids.

Sense Force Difficulty: Very Easy (5) for an area; Diffcult (20) for sensing details or specifc objects within an area, modifed by proximity. Effects: This power is used to sense the amount of ambient Force within a place. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power. “Sense Force” will tell a character the rough magnitude of the Force in an area or object and whether the area or object tends towards the light or dark side of the Force.

Shift Sense Difficulty: Moderate (15). Effects: The character may shift his senses so as to detect phenomena of a different type than normal; shifting spectrum of vision into the infrared or even radio waves, setting olfactory nerves to detect specifc chemical combinations which are not normally perceived, or improving hearing to frequencies above or below that which can usually be heard. “Shift sense” may be kept “up.” Note that while this power might allow a Jedi to hear things like radio waves or transmission frequencies, they cannot decipher them using shift sense.

CONTROL + SENSE POWERS Farseeing Control Difficulty: Very Easy (5), as modifed by proximity. If the user wishes to see the past, add 5 to the diffcult; to see the future, add 10 to the diffculty. Sense Difficultly: If the target is friendly and does not wish to resist, Very Easy (5), as modifed by relationship. If the target resists, make a Perception (or control) roll for the target, and modify for relationship Effect: The user sees the place or person he wishes to see in his mind, as it appears now. He also sees the immediate surroundings, and so can know, for example, when a friend is in danger, or what has happened on his home planet in his absence, etc.

81

8

Chapter Five: The Force

CLASSIC ADVENTURES

The power can also be used to see the past or future. A cautionary note about the future is in order: the future rapidly becomes unclear. Intelligent beings have free will, and individual choices may alter it. So any vision of “the future” is of a possible future only — and the characters own actions can alter things. Gamemaster’s Note: “Farseeing” can be a powerful tool for gamemasters and should be used to enhance the adventures in your campaign. When a Jedi character successfully gazes into the future, the gamemaster should offer glimpses, images and feelings that are broadly applicable but personal to the character — similar to Luke Skywalker’s vision during the Empire Strikes Back. He saw only a city in the clouds and that his friends were in pain. A “city in the clouds” is a general description, as is his friends suffering — but both were used to drive the story forward.

Projective Telepathy Control Difficulty: Very Easy (5), as modifed by proximity. Add fve to the number if the user cannot verbalize the thoughts he is transmitting (e.g., it gagged or does not wish to make a sound). Sense Difficulty: If the target is friendly and does not wish to resist, the diffculty is Very Easy (5), as modifed by relationship. If the target resists, make a Perception (or control) roll for the target, and modify for relationship. Effect: The target “hears” the thoughts of the user and “feels” the emotions of the user. The target knows that the thoughts and emotions are not his own, and that they belong to the user of the power. This power is not used to control minds, but to communicate.

ALTER POWERS Injure/Kill Warning: A character who uses this skill immediately gains a Dark Side Point. Difficulty: Make a Perception or control roll for the target. Effect: An attacker must be touching a character in order to use “injure/kill.” In combat this usually means a successful brawling attack must be made the same round as “injure/kill.” If successful, the alter roll is used as the damage roll and the Perception or control substitutes for the Strength of the target.

Damage is determined normally except that if the alter roll is less than the diffculty, the target is not affected. Because the brawling and alter roll are made in the same combat round, the normal penalty for multiple actions applies when using “injure/kill.”

Telekinesis Difficulty: Very Easy (5) for objects of 1 kilogram or less; Easy (10) for 1-10 kg; Moderate (15) for 11-100 kg: Diffcult (20) for 101 kg to 1 metric ton; +5 for each additional factor of 10. Modify for proximity. Effect: This power is used to levitate and move objects with the naked mind. If used successfully, the target object moves as the user desires. The user can continue moving the object if he keeps the power “up.” Using levitated objects to injure or attack other characters is possible — but anyone who does so gains a Dark Side Point. A Jedi uses his powers for knowledge and defense — never for attack. “Telekinesis” can be used to levitate oneself or other characters. It can even be used as a primitive space drive in emergencies. When used to levitate someone against his will, the target may resist, adding his Perception or control roll to the diffculty number. A character can levitate several objects simultaneously — each object counts as a separate power use; the usual rules for multiple skill use apply (see page 13 of the Player’s Handbook).

CONTROL + ALTER POWERS Accelerate Another’s Healing Control Difficulty: Very Easy (5), as modifed by relationship. Alter Difficulty: Very Easy (5), as modifed by proximity. Effect: The target may make two natural healing rolls for the current day each at +2.

Control Another’s Disease Control Difficulty: Very Easy (5), as modifed by relationship. Alter Difficulty: Same as “control disease” diffculty, but modifed by target proximity. Effect: Works in the same way as “control disease” but affects a person other than the user.

Control Another’s Pain Control Difficulty: Very Easy (5), as modifed by target proximity and relationship. Alter Difficulty: Very Easy (5) for wounded characters; Easy (10) for incapacitated ones; Diffcult (20) for mortally wounded ones. Effect: Has the same effect on the target as “control pain” does on its user.

Detoxify Poison In Another Control Difficulty: Very Easy (5), as modifed by relationship. Alter Difficulty: Same as “detoxify poison” diffculty, but modifed by target proximity. Effect: Follows the same rules as “detoxify poison” but affects a person other than the user.

82

GAMEMASTER’S GUIDE

8

Chapter Five: The Force

CLASSIC ADVENTURES

Inflict Pain Warning: A character who uses this skill immediately gains a Dark Side Point. Control Difficulty: Very Easy (5), as modifed by target proximity. Alter Difficulty: Make a Perception or control roll for the target, modify by proximity, and multiply the total by two. Effect: The target experiences great agony. He is stunned for as long as the user keeps the power “up,” and two rounds thereafter. The stunned character suffers a −1D penalty to all attribute and skill rolls (except Strength rolls to resist damage). If the attacker’s alter roll is 5 or more higher than the alter diffculty, the target is stunned, but suffers a −2D penalty to all attribute and skill rolls. Duration remains the same. If the attacker’s alter roll is 10 or more higher than the alter diffculty, the target is knocked unconscious for 10D minutes. If the target has Force skills, he can use “control pain” to ignore the stun effects and “remain conscious” to resist an effect that knocks them unconscious.

Place in Hibernation Trance Control Difficulty: Very Easy (5), as modifed by target’s relationship. Alter Difficulty: Very Easy (5), as modifed by proximity. Effect: The user puts another character into a “hibernation trance.” The affected character must agree to be shut down — the power cannot be used as an attack to knock others unconscious. This power must be used to bring another character out of a “hibernation trance,” but the alter diffculty is increased by +10.

Return to Consciousness Control Difficulty: Very Easy (5), as modifed by target proximity. Alter Difficulty: Easy (10) for incapacitated characters or characters who are unconscious due to stun damage, Diffcult (20) for mortally wounded ones. Effect: The target becomes conscious again. The description for “remain conscious” explains what conscious incapacitated, stunned and mortally wounded characters can do. A character may use this power on himself as well as other characters. The power may, therefore, be used while the user is unconscious, but only to revive himself. He cannot “return other to consciousness” while he himself is unconscious. If the character or user is stunned, incapacitated or mortally wounded, the user must use “control another’s pain” on the target or “control pain” on himself, the round after using this power to maintain the target’s (or users) consciousness.

Normally, you make a 2D roll for mortally wounded characters every combat round. If you roll less than the number of combat rounds that have elapsed since the character was mortally wounded, he dies (see page 15 of the Player’s Handbook). Don’t roll for mortally wounded characters to whom Force is transferred. The target of the power goes into a hibernation, and will die only after hours or days — plenty of time to get him to a rejuvenation tank.

SENSE + ALTER POWERS Dim Other’s Senses Sense Difficulty: Easy (10), modifed by proximity. Alter Difficulty: Make a Perception or control roll for the target. Effects: This Force skill greatly reduces Perception of a character. If successful, reduce the target’s Perception, hide/sneak skill and search skills by −1D. For each fve points over the alter diffculty reduce the target’s Perception, hide/sneak skill and search skills by an additional −1D. A target cannot have their Perception, hide/sneak skill or search skill reduced below 1D.

CONTROL + SENSE + ALTER POWERS Affect Mind Control Difficulty: Very Easy (5) for perceptions, Easy (10) for memories, Moderate (15) for thoughts and conclusions, as modifed by proximity. Sense Difficulty: Make a Perception or control roll for the target, and modify for relationship. Alter Difficulty: The diffculty numbers for alter are as follows: • Very Easy (5) for slight, momentary mis-perceptions (“What was that noise?”), minor changes to distant memories (“The dress your mother wore on the day you graduated was red, not blue”), or if the character doesn’t really care one way or the other (“Okay, you can go in”). • Easy (10) for brief, visible phenomena (“l saw a flash”), for memories less than a year old, or if the character feels some emotion about the conclusion he’s reaching (“I really hate that guy!”).

Transfer Force Control Difficulty: Very Easy (5), as modifed by relationship. Alter Difficulty: Very Easy (5), as modifed by proximity. Effect: If both skill rolls succeed, the user must spend a Force Point to use this power. The user of this power automatically gets the Force Point back at the end of the session, as using this power is inherently heroic. The user transfers a portion of his own life force into the body of the subject. The power is usually used on mortally wounded subjects to keep them alive.

GAMEMASTER’S GUIDE

83

8

Chapter Five: The Force

CLASSIC ADVENTURES

• Moderate (15) for short hallucinations (“Everything is turning blue!”), for memories less than a day old, or if the target has strict orders about the conclusion (“You don’t need to see his identifcation. These aren’t the Droids you’re looking for.”). • Difficult (20) for slight disguises to facial features or hallucinations which can be sensed by two senses (can both be seen and heard), or for memories less than a minute old, or if the matter involving the conclusion is extremely important to the target. • Very Difficult (30) for hallucinations which can be sensed by all senses, if the memory change is a major one (misremembering your own name), or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible. Effect: This skill is used to: • Alter a character’s perception, so that he senses an illusion, or fails to see what the user of the power does not want him to see. • Alter a characters memories permanently, so that he remembers things incorrectly, or fails to remember something. • Alter a character’s conclusions so that he comes to an incorrect decision.

Before making his skill rolls, the user must describe exactly the effect he’s looking for; the alter diffculty depends on the effect (see above). The power is normally used on only one target. Two or more targets can only be affected if the power is used two or more times. A target who is subject to a hallucination which can be sensed by all senses would feel a blow if the hallucination struck him. Although he would feel it, he would suffer no damage. “Affect mind” cannot affect Droids or recording devices.

Telekinetic Kill Warning: A character who uses this skill immediately gains a Dark Side Point. Control Difficulty: Easy (10), as modifed by proximity. Sense Difficulty: Easy (10), as modifed by proximity. Alter Difficulty: Make a Perception or control roll for the target. If the control and sense rolls of the user are successful, the alter roll is used as the damage roll and the Perception or control roll substitutes for the Strength roll of the target. Damage is determined normally except that if the alter roll is less than the diffculty number there is no effect. Effect: The user uses his telekinetic ability to injure or kill the target. The exact method used can vary: one can stir the brain, squeeze the heart, or (Darth Vader’s favorite) collapse the trachea.

…And Beyond What further mysteries lie locked within the universe’s heart? What wondrous lore died with the ancient Jedi? The mystic powers wielded by that honorable order are forever lost — unless some remnant or record of them should be discovered. It is whispered that the Jedi live forever; that their works live on, that the human destinies whose plans they laid have not yet come to their fruition. It is whispered that Vader and the Emperor himself experiment with terrible sorceries far beyond the abilities of the few weak students of the mystic arts that yet remain alive. This may be true, and it may not. Only the future will reveal.

84

GAMEMASTER’S GUIDE

8 CLASSIC ADVENTURES

C hapter Six SUPPORTING CHARACTERS ALIENS There are thousands of intelligent alien races in the galaxy. Many appear in the Star Wars movies. Character templates are provided for the a few of the most important aliens from the movies — Wookiees, Ewoks and Mon Calamari (also see the Alien Student). Many additional aliens are described in The Rebel Field Manual. The statistics presented describe an average alien of that species. To create an alien character template using that alien species, add 6D to the given attributes; of the 6D allotted, 1D is added to each attribute. This way, for example, players cannot create Ewoks with 8D in Strength. If an alien has a published template in the Player’s Handbook, use that template in lieu of adding 6D.

New Alien Species Because there are so many alien races, you can always invent new ones. Just decide what the aliens look like and how they think. Here are some things to consider: • What do they breathe? Air? Water? Methane? If something other than air, how do they deal with humans? • What do they eat? Plants? Fish? Meat? Are they omnivores? Do they get their energy from sunlight, like plants? How do their eating habits affect the way they view the universe?

GAMEMASTER’S GUIDE

• In what kind of environment did they evolve? Humans evolved on tropical plains, and we’re designed for them — we’ve got long legs and an erect bearing, so we can run fast and see over tall grass; we’re used to warm weather, and need protection against the cold; we’ve got good eyesight because you can see a long way on the plains. What would a creature that evolved in a forest, or on glaciers, or underground be like? What kind of dangers is it designed to deal with? • How do they reproduce? A species that reproduces by fission is going to have very different ideas about the world than one which breeds like humans. • What kind of culture do they have? • Are they organized in a strict hierarchy, like bees, or are they individualists who don’t see any need to cooperate with each other, or are they somewhere in between? • What do they respect — Scholars? Warriors? Artists? • What’s their government like? Do they even have a government? When you’ve decided what they’re like, design a template for them. Follow the rules for making up templates (page 11 of the Player’s Handbook), but with one change: aliens can have attributes higher than 4D and lower than 2D.

85

8

Chapter Six: Supporting Characters

CLASSIC ADVENTURES

All player characters should begin with 18D worth of attributes and 7D additional for skills. So if you intend to allow players to use an alien species you invent, it has to follow the rules for template and character design — except that attributes can be as high as 5D or as low as 1D. But if you’re just going to use an alien race as NPCs, you can break those rules. You can have incredibly strong aliens with 20D Strength if you really want. But you shouldn’t allow the players to play them if you do.

DROIDS The term Droid is a contraction of the earlier “android,” and refers to mechanical devices capable of locomotion, the manipulation of abstract concepts, and the ability to associate apparently disparate facts — that is, intellection. In other words, a Droid is a robot, a mechanical person. Like human beings, they can think, and some even have emotions. Many, but not all, can speak in normal human speech. Even those which cannot are designed to communicate with others of their kind. Some (but by no means all) computers are also intelligent — but no matter how bright, a computer is not considered a Droid, because it does not control its own movement. In some cases, the defnitions blur — for example, many ships’ computers can act as autopilots, controlling the motion of the ship, but they are still not considered to be Droids.

Droid Programming Droids are programmed to follow the orders of their owners. But, as R2-D2’s role in Luke’s destruction of Jabba the Hutt shows, sometimes it isn’t clear exactly who owns a Droid. When a Droid is sold or given away, it must be reprogrammed to permanently change its allegiance to its new owner. Usually the seller or giver reprograms the Droid, but sometimes the buyer agrees to do so. When dealing with the untrustworthy, it is usually advisable to reprogram a Droid yourself. The mistake Jabba made with Artoo was not reprogramming him immediately.

Reprogramming a Droid involves wiping its memory and starting over from scratch (see page 49). Leaving the existing personality risks leaving the allegiances which go with it. When time does not permit reprogramming, Droids are often ftted with restraining bolts. A restraining bolt does not alter a Droid’s allegiance — but does allow the owner to immobilize or summon the Droid when needed. It can also deliver a jolt to get the Droid to do what the owner wants. It is worth noting that Droids are individuals. A Droid is forced by its programming to follow the orders of its owner, but it has feelings and desires of its own. How quickly it follows its orders, and whether it willfully misinterprets them, may depend on how it feels about its master.

Droid Skills In game terms, Droids are treated as specialized humans. They are very good at one or a few tasks — but pretty useless for almost everything else. All Droids’ attributes are 1D. That is, a Droid has 1D Dexterity, 1D Knowledge, 1D Mechanical, and so on. Droids also have skills. Droids are designed for specifc tasks (skills); they usually have very high skill codes in the few skills they have with more than 1D. That’s because a Droid’s programming is the distilled knowledge of hundreds of experts on the subject. Example: A human being has to learn the finer elements of starship repair by studying dozens of manuals, reading the literature, and by hard practice. An astromech Droid has all those manuals in its permanent memory, and can call them up at a microsecond’s notice. It’s possible for a human to get as good as an astromech Droid — but it takes years of effort.

Creating Your Own Droids You can create your own NPC Droids very easily. A player may also create a Droid character. Give him a copy of a blank character template, and have him read these Droid rules. These creation rules are for important or unique NPC Droids and Droid player characters, a list of typical Droids is included in the Rebel Field Manual. How Does the Droid Look? Decide what the Droid looks like and what it is equipped with. You can be very creative here, and if you’re having trouble, just use the Star Wars flms for inspiration Decide on a Name. Droids of human manufacture have names consisting of letters and numbers. Part of the “name” is its model number (R2, 3PO), and part is an identifer. Choose the skills and attributes. Pick out the skills and attributes you want your Droid to have. The rules for building a Droid are quite different from building a normal character. All of the necessary rules required are listed in a step-by-step format below: • All Droids have base attributes of 1D. These by be increased by spending a Droid’s initial allocation of building dice (see below). • Non-player character Droids receive 35D of building dice to allocate to skills, equipment and attributes codes. Player character Droids receive 65D of building dice. • Increasing an attribute costs 5D of building dice per 1D of attribute increased. For example, to increase Dexterity from 1D to 3D would cost 10D of building dice.

86

GAMEMASTER’S GUIDE

8

Chapter Six: Supporting Characters

CLASSIC ADVENTURES

• Normally, Droids can move like humans (5 meters per round with no penalty, 10 meters at top speed, and have a Speed code of 1D), weigh 50 kilograms, and have two arms with graspers. You may increase their abilities — move faster, weigh more, or have more limbs — at a cost of 1D per: ◆ 5 meters moved. ◆ Speed codes may be increased by 1D at a cost of 3D of building dice (base speed is 1D). ◆ 50 extra kilograms, or l0 kilograms less weight. ◆ Extra limb. You may decrease your abilities to get bonus dice — 1D bonus per: ◆ 1 meter decrease in basic movement. ◆ 1 fewer limbs. • Armor may also be added to a Droid; each 1D of armor costs 3D of building dice. • Equipment may be purchased at a cost of 1D of building dice per item or tool. Possible tools include: method of locomotion, electric arc welder, buzz saw, seismic sensors, photoreceptors, tactile surfaces, olfactory sensors, autochef, macrobinoculars (only if the Droid already has some form of vision, such as photoreceptors), trash compactor, fre extinguisher, comlink, radar, sonar, barometer, spectrometer, IDS data-connect for standard computer ports, audio membranes (for hearing), or speakers. Security and war Droids may be equipped with blasters or other weaponry. The gamemaster will determine if other types of tools are appropriate. If a piece of equipment has more than one function, or has features which are unusual or supplementary to the main purpose, the cost may be increased by 1D per feature. • Remaining building dice may be allocated to skills, just as dice are allocated when customizing character templates. Allocating 2D of building dice increases a skill by 2D. Droids may not purchase Force skills. Current limits of Droid technology do not allow skills higher than 13D in any individual Droid. Write a Background. Players should write up a background for the Droid character, and decide on connections with the other player characters. One possible connection: the Droid could be the property of another player character. Skill Points. Like other characters, Droids may earn Skill Points. Skill Points can be used to increase a Droid’s skills at the normal cost. (Droids can’t use Force Points). A Droid can learn a new skill, but must spend 10 Skill Points and 1,000 credits to learn it at 1D+l. There is a monetary cost because learning a new skill means getting new attachments and software.

Droids and Combat Most Droids are programmed to avoid injuring humans and other sapients. Even when directly ordered to do so, they will not. There are some war and security Droids programmed specifcally to injure people, but they are rare, and are illegal in many systems. Unless a Droid has dice allocated to combat skills, it may not attempt to injure others.

Droids as NPCs In the Star Wars movies, Droids serve two main functions: they act as comic relief, and as plot devices.

GAMEMASTER’S GUIDE

Comic Relief. Droids are a little foolish. They are completely specialized; when they try to do something for which they are not designed, they look rather funny. R2-D2 is not designed to operate underwater, and when his eye pops out of the muck on Dagobah, everyone laughs. Star Wars: Classic Adventures is not a comedy game, but an occasional light moment is in keeping with the spirit of the movies. If things are dragging or nothing much has happened in a while, have one of the Droids say or do something foolish. If you get your players to laugh, you’ll re-spark their interest in what’s going on, and the game will get moving again. Plot Device. What if your players get into a jam and they can’t fgure a way out? You should defnitely penalize them. After all, dealing creatively with problems is part of the fun of roleplaying. When it comes time to award Skill Points (see the Adventure Book), penalize them a point or two. On the other hand, you don’t want the game to stop dead just because your players are being a little slow. If the plot requires them to escape, or to access a security system, or whatever, and they can’t fgure out how to do it themselves — then you’ve got to fgure out a plausible way to let them do what they need to do. One good way to do that is to use a Droid. Droids are so limited that the players won’t expect them to be much help, and won’t rely on them to get out of a jam — so they’re a natural way for the gamemaster to intervene. Example: Chewbacca, Han, Luke, and R2-D2 are walking around the forests of Endor when Chewie triggers a net trap. They’re all caught in the net, and suspended in midair. Luke can’t reach his lightsaber to free them — so R2 produces a little buzz saw and slices through the rope. Nobody knew R2 had a buzz saw until he used it.

EXTRAS When you design an important NPC, you may want to spend some time deciding exactly what he’s like and what he can do. However, when you introduce a supporting NPC whom the players will encounter only briefly or when you just need an “extra,” you don’t want to spend a lot of time deciding exactly what he’s like. Here are some quick-and-dirty guidelines you can use when you need a minor character.

87

8

Chapter Six: Supporting Characters

CLASSIC ADVENTURES

USING TEMPLATES Do you need a bounty hunter? That’s easy — just grab the bounty hunter template, and allocate 7D to skills. Don’t spend a lot of time puzzling over what skills he should get — just choose skills a bounty hunter ought to have, and jot the numbers down quick. (What skills ought a bounty hunter to have? Oh — how about blaster, dodge, hide, search, and streetwise?) In general, any of the templates can be used as non-player characters. This chapter contains some pre-made NPCs that the characters my run into.

Standard Human (All Attributes 2D) Occasionally, the players must deal with innocent bystanders or the like who have no particular importance to the plot, but for whom you need to make skill rolls. In this case, assume that John or Jane Doe has 2D in all attributes and skills. Why is the average player character attribute 3D, while a standard human’s is 2D? Because player characters are heroes. They’re better. That’s why they go on dangerous missions and why they are important to the Rebel Alliance. Example: Shamus Falconi wants to enter a weapons shop on the planet Xerxes. He’s being sought by the planetary police, and has watched the shop for an hour or so to make sure it isn’t staked out. He’s still not convinced, and is worried that there may be an ambush inside. He stops someone on the street: Shamus: Excuse me, pal. Citizen: No thanks. (Walks on.) Shamus: Sir, may I… Another Citizen: Get a job… (Walks on.) Shamus: (Mutters under his breath.) All right. Hey, you! Want to make 20 credits? Third Citizen: Huh? Shamus: All you gotta do is walk into that shop. Don’t look at it until I’ve finished talking to you. Walk into that shop, look around, come out, and tell me what you see. Does the citizen do what Shamus wants? Deciding is easy. Shamus is bargaining with the citizen. The citizen’s bargain skill is 2D, because he’s just a standard human. Use the bargaining rules (see page 44).

Standard Specialist (All Attributes: 2D; Any Three Skills: 4D) Frequently, player characters visit specialist NPCs to purchase goods or services. You need to know what the NPC’s skills are. For example, suppose a character’s landspeeder needs to be fxed, and he doesn’t want to trust his own skills to repair the damage. He goes to a landspeeder repairman. You can assume that any professional trains in the skills he needs to use in his profession. In terms of the character design system, he’ll allocate the maximum number of dice he can (2D) to those skills. Since a standard human has 2D in all attributes, that means the character will have 4D in his specialized skills. Many specialists have bargain as one of their specialty skills, since most professionals need to bargain with customers to get the maximum for their services. Specialists often employ specialty Droids who are even better with spe-

88

cifc skills than they themselves (see page 86). Don’t feel obliged to give all specialists skills of 4D. 4D is just the skill of the average professional. On sophisticated planets, or for a higher fee, a player character can fnd a specialist with a considerably higher skill.

IMPERIAL CHARACTERS Imperial Stormtroopers The Emperor’s elite soldiers, stormtroopers inspire fear anywhere the Empire seeks to assert its power. Imperial command deploys the white armored troopers to crush resistance and neutralize opposition. Stormtroopers expect to be obeyed unquestioningly when dealing with civilians, and cannot be bribed. Failure to comply with an order from a stormtrooper typically results in incarceration or death. Imperial Stormtrooper: All stats are 2D except: blaster 4D, brawling parry 4D, dodge 4D, brawling 3D. Stormtrooper Armor: adds +1D to Strength code for damage purposes only. Reduces Dexterity code and all Dexterity related skills by 1D. Stormtrooper Weapons: Blaster pistol (damage 4D), blaster rifle (damage 5D).

Cold Assault Stormtroopers The polar regions of most worlds remain frozen, inaccessible wastelands — the perfect hiding place for rebel outposts, smuggler ports and pirate coves. In response, the Empire has established a special corps of elite stormtroopers trained and equipped to operate in these environs. These are the cold assault stormtroopers, or “snowtroopers.” Snowtroopers work in tandem with AT-AT walkers. These vehicles are ideally suited for the extreme temperatures and icy terrain where snowtroopers are deployed. Cold Assault Stormtrooper: All stats are 2D except: blaster 5D, brawling parry 4D, dodge 3D, heavy weapon 3D, survival 3D, search 3D+1, Strength 3D, brawling 3D. Snowtrooper Armor: adds +1D to Strength code for damage purposes only; reduces Dexterity code and all Dexterity related skills by 1D. Snowtrooper Weapons: Blaster pistol (damage 4D), blaster rifle (damage 5D), concussion grenades (damage 5D).

Imperial Scout Troopers These speeder bike troopers perform the Empire’s reconnaissance and patrol duties in remote areas. Although they are not heavy combat soldiers, scout troopers play important roles in battles by monitoring enemy positions and reporting any activity to their superiors. They are often deployed to newly discovered planets, or scout the wilds which often surround Imperial bases. Scout troopers are rarely seen without their speeder bikes nearby. Scout Stormtrooper: All stats are 2D except: blaster 4D, brawling parry 4D, dodge 4D, Mechanical 3D, speeder bike operation 3D+2, Strength 2D+2, brawling 3D. Scout Armor: adds 2 pips (+2) to Strength code for damage purposes only. Does not reduce Dexterity codes. Scout Weapons: Blaster pistol (damage 4D), grenades (damage 5D).

GAMEMASTER’S GUIDE

8

Chapter Six: Supporting Characters

CLASSIC ADVENTURES

Imperial Officers The Imperial Army and Navy is run by all ranks of offcers, from lofty admirals to low lieutenants. Low-level offcers carry out many duties: some serve aboard Star Destroyers, others pilot Lambda shuttles, and others command Imperial Army infantry and walker units. Most carry out their duties with cold precision, and foster a special hatred for Rebels, smugglers and other scum. Typical Imperial Naval Officer: Dexterity 2D+2, blaster 4D+2, dodge 4D, Knowledge 3D, bureaucracy 4D, planetary systems 3D+1, Mechanical 3D+2, starship piloting 4D, Perception 3D+1, bargain 5D+1, command 4D+1, hide/sneak 4, Strength 2D+1, brawling 3D+1, stamina 3D+1, Technical 3D, starship repair 4D+1, security 4D+1. Equipment: Blaster pistol (damage 4D), comlink. Typical Imperial Army Officer: Dexterity 2D+2, blaster 4D+2, dodge 4D, Knowledge 3D, bureaucracy 4D, planetary systems 3D+1, Mechanical 3D+2, repulsorlift operation, 4D, walker operation, 4D, Perception 3D+1, bargain 5D+1, command 4D+1, hide/sneak 4D, Strength 2D+1, brawling 3D+2, stamina 3D+1, Technical 3D, repulsorlift repair 4D, walker repair 4D+1. Equipment: Heavy blaster pistol (damage 5D), comlink.

Imperial Army Troopers The Empire’s standard infantry trooper is the most common and visible symbol of Imperial domination. They are confdent, arrogant, eager to fght, and hate the Rebel Alliance. Squads of Imperial Army troopers are often commanded by an Imperial offcer. Imperial Army Trooper: Dexterity 3D, blaster 4D+1, dodge 4D+1, grenade 3D+2, heavy weapon 3D+2, Knowledge 1D+1, survival 2D+1, Mechanical 1D+1, repulsorlift operation 2D+1, Perception 2D, Strength 3D+1, brawling 4D+1, Technical 1D. Equipment: Blaster rifle (5D damage), feld armor and helmet (adds 1 pip (+1) to Strength code for damage purposes only. Does not reduce Dexterity codes), grenades (damage 5D), helmet comlink, survival gear, utility belt with supplies.

Army Assault Crews The Imperial Army uses surface attack vehicles such as AT-AT and AT-ST walkers to equal the fury of their assault troopers. These vehicles are all heavily armed and armored to provide maximum fre power and protection to the units they are assigned to. The crews that service these war machines are soldiers with training in the operation of a variety of assault vehicles. Most of these machines are crewed by a pilot, a gunner, and a commander. Depending on the size and type of vehicle, there may be additional crew members or fewer crew handling multiple roles. Note, the stat-blocks refer to “vehicle” operation and “vehicle” repair skills. These skills will vary based on the trooper’s specialty, but may include repulsorlift operation, ground vehicle operation and/or walker operation.

GAMEMASTER’S GUIDE

STORMTROOPERS Stormtroopers are completely loyal to the Empire. They cannot be bribed, seduced or blackmailed into betraying their Emperor. They can be conned and tricked — but they aren’t stupid, and tricking them is not always easy. They can also be commanded: as members of a military unit, they are used to responding to orders instantly. Player characters dressed as offcers (preferably with identifcation to match) with good command skills stand an excellent chance of bluffng their way past stormtroopers. Although they are fanatically loyal, they are not suicidal, and will surrender if confronted with overwhelming force They are trained to preserve their own lives when the odds are hopeless — in the hope of surviving to serve the Emperor later. In the Star Wars movies, the stormtroopers’ voices are always fltered through the speakers in their helmets. Here’s a trick: whenever you speak as a stormtrooper, cup your hands over your mouth and speak through them. This gives your voice the same kind of hollow resonance as a stormtrooper’s. Whenever you speak this way, the players will immediately know that you’re speaking as a stormtrooper.

Imperial Army Assault Trooper: Dexterity 2D+1, blaster 4D+1, heavy weapon 4D+2, Knowledge 1D, Mechanical 3D, “vehicle” operation 5D+2, Perception 2D, command 3D, Strength 2D, stamina 3D, Technical 1D, “vehicle” repair 4D. Equipment: Blaster pistol (damage 4D), battle armor with internal comlink (adds 1D to Strength code for damage purposes only. Reduces Dexterity codes by −2 pips).

Imperial Gunners Gunners are a special sub-unit of the Imperial pilot corp. Any Imperial vessel larger than a one-man TIE starfghter makes use of these trained weapons masters to handle the high-tech arms employed by the Empire. Gunners are trained to handle everything from a single light laser cannon up to turbolaser battery emplacements and even the now-destroyed superlaser that was the main weapon of the Death Star battle station. In addition to their hands-on training, gunners learn to work with specialized computer helmets that not only offer protection but are equipped with macrobinocular viewplates and sensor arrays to assist with targeting fast-moving fghter craft. Typical Imperial Gunner. Dexterity 2D+2, blaster 3D+2, heavy weapon 4D+2, Knowledge 1D+1, Mechanical 3D, com-scan 4D, gunnery 5D, starship shields 4D, Perception 1D+1, Strength 1D+1, Technical 2D+1, weapon repair 4D. Equipment: Blaster pistol (damage 4D), computerized gunnery helmet (+1D to gunnery; tongue operated comlink, +1D to com-scan), protective armor (adds 2 pips (+2) to Strength code for damage purposes only. Reduces Dexterity codes by −2).

TIE Pilots The top pilots in the Galaxy are found in the Imperial Navy. These pilots, following the glorious and time-honored allure established during the Republic, attend the premier Academies throughout the Empire. Within these fne institutions the Empire teaches these men duty and promotes the idea of maintaining order, as opposed to defending against aggression.

89

8

Chapter Six: Supporting Characters

CLASSIC ADVENTURES

TIE pilots form an elite corps within the Imperial Navy. Each candidate for admission into the rigorous TIE training program must undergo a strenuous screening and testing process. After all, they are being prepared to fly the best starfghters the Empire has to offer. Typical TIE Fighter Pilot. Dexterity 3D+1, blaster 4D+1, dodge 4D+1, Knowledge 2D, planetary systems 3D, Mechanical 4D, com-scan 4D+2, gunnery 5D, starship piloting 6D, Perception 3D, command 4D, search 4D, Strength 3D, Technical 2D, computer programming/repair 3D+1, starship repair 5D. Equipment: Navigational computer linkup helmet (internal comlink, +1D to com-scan), high gravity stress flight suit with life support equipment, one week emergency rations, blaster pistol (damage 4D), survival gear.

REBEL CHARACTERS Rebel Alliance Soldiers The standard infantry trooper of the Rebellion is a dedicated volunteer who believes in the cause. Many are soldiers who mutinied against the Empire, while others are raw recruits eager to fght for what’s right. They serve as security troops on Alliance ships and as ground troops at Rebel bases. Typical Rebel Alliance Soldier: All stats are 1D+2 except: Dexterity 3D+2, blaster 5D+2, dodge 3D, grenade 4D+2, Knowledge 1D, Strength 3D, brawling 4D, Technical 1D+2, demolitions 2D+2. Equipment: Blaster carbine (damage 5D), grenades (damage 5D), macrobinoculars, comlink, blast vest (adds 1 pip (+1) to Strength code for damage purposes only, does not reduce Dexterity codes).

Rebel Commandos Commandos are specialized soldiers who are deployed on especially diffcult missions where stealth is of utmost importance. They are the best soldiers the Rebel Alliance has at their disposal. Rebel Commando: Dexterity 3D+2, blaster 4D, dodge 4D+1, Knowledge 3D, survival 4D, Mechanical 1D+1, Perception 4D, hide/sneak 4D+2, Strength 3D+2, brawling 4D, Technical 2D+1. Equipment: Blaster pistol (damage 4D), comlink, macrobinoculars.

Rebel Alliance Pilots Rebel pilots develop nerves of steel and eyes as sharp as their own advanced sensor equipment. It’s not unheard of for Rebel pilots to spot their enemies visually long before their sensors register the presence. “The visibility of space,” they declare, “is infnite.” These men have ha respect for their ships and their opponents, and a love of speed. They fear death (as any sane being would), yet thrive in the intense pressure of fghter combat. Typical Rebel Pilot: Dexterity 2D, blaster 4D, dodge 3D, Knowledge 1D, planetary systems 2D+1, Mechanical 3D, comscan 3D+2, gunnery 4D, starship piloting 5D, Perception 1D+2, Strength 3D, brawling 4D, Technical 2D, computer programming/repair 3D. Equipment: Blaster pistol (damage 4D), comlink, flight suit.

90

NEUTRAL CHARACTERS Bounty Hunters Hired guns, bounty hunters work for security forces, the Empire, and crime lords. They specialize in tracking down criminals and bringing them to justice — any way they can. They are infamous for using excessive force to capture their prey, especially if a bounty is posted as “dead or alive.” Bounty Hunter, Novice: All stats are 2D except: blaster 3D+2, dodge 3D+1, melee weapon 3D+1, survival 2D+1, search 3D, hide/sneak 3D, brawling 3D+2. Equipment: Blast vest (adds 1D to Strength code for damage purposes only. Reduces Dexterity codes by 1D), heavy blaster pistol (damage 5D), knife (damage STR+1D). Bounty Hunter, Veteran: All stats are 2D except: blaster 4D+2, dodge 4D+1, grenade 4D, melee weapon 4D+2, melee parry 3D+1, streetwise 3D, survival 2D+2, search 3D+1, hide/sneak 3D+2, brawling 3D+2, blaster repair 1D+2. Equipment: Blast vest (adds 1D to Strength code for damage purposes only. Reduces Dexterity codes by 1D), heavy blaster pistol (damage 5D), blaster rifle (5D), hold out blaster (damage 3D), grenade (damage 5D), knife (damage STR+1D).

Enforcers Enforcers often began their careers as streetwise thugs, crawling up from the darkest, flthiest pits of the galaxy, to positions within the criminal underworld. Enforcer: Dexterity 2D+2, blaster 4D+2, brawling parry 4D+2, dodge 4D+1, melee weapon 4D, melee parry 3D+2, Knowledge 1D+2, Mechanical 1D+2, Perception 1D+1, Strength 2D+2, brawling 4D+2, Technical 2D. Equipment: Blaster pistol (damage 4D), vibroblade (damage STR+2D).

Haughty Smuggler Smugglers sneak their contraband past the watchful eyes of the authorities. They are often brash, very arrogant, largely due to the risky world that they live in. Smuggler: Dexterity 2D+1, blaster 4D, dodge 4D+1, Knowledge 1D+1, streetwise 4D+2, Mechanical 2D+2, astrogation 4D+2, starship piloting 5D+2, gunnery 4D+2, Perception 2D, bargain 2D+2, con 4D+1, Strength 2D, Technical 1D+1. Equipment: Heavy blaster pistol (damage 5D).

Typical Merchant Merchants either maintain a shop in a spaceport or planetside city, or else travel the galaxy plying their wares wherever there is demand. Most practice their business fairly, although some take every opportunity to exploit unwary buyers. Merchant: All stats are 2D except: streetwise 2D+2, repulsorlift operation 2D+1, bargain 4D, con 3D+2. Equipment: Clothing, datapad (holding transaction records), 200 credits, various wares for sale.

Slick Gambler Gamblers are common sights at the local spaceport cantinas. They may be down-on-their-luck lowlifes, high-rollers, or even cheats. Gamblers are always after the next big score, which usually involves the player character’s pockets.

GAMEMASTER’S GUIDE

8

Chapter Six: Supporting Characters

CLASSIC ADVENTURES

Gambler: Dexterity 2D+2, Knowledge 2D, languages 2D+2, Mechanical 1D+1, Perception 3D, bargain 4D, con 4D+2, gambling 5D, hide 4D, Strength 1D+2, Technical 1D+1. Equipment: Hold-out blaster (damage 3D).

Thugs Thugs are street toughs aspiring to become swoop champions, grunts working for a local crime lord, security guards, or law enforcers prone to breaking heads and taking bribes. Thug: All stats are 2D except: blaster 2D+1, brawling parry 3D+2, dodge 2D+2, melee weapon 3D, melee parry 2D+2, streetwise 3D+2, brawling 4D, lifting 3D, stamina 2D+2. Equipment: Comlink, vibroblade (damage STR+1D), blast vest (adds 2 pips (+2) to Strength code for damage purposes only, reduces Dexterity and Dexterity skill codes by 2 pips).

ALIEN CHARACTERS Gamorrean Guards These green, pig-like aliens often hire themselves out as mercenaries and guards for crime lords. For Gamorreans, fghting is a way of life. They are known throughout the galaxy for their great strength and brutality. Gamorreans aren’t too fond of high technology — they prefer to use melee weapons rather than blasters, and foster a violent dislike for Droids. Gamorrean Guard. All scores are 2D except: Dexterity 3D, melee weapon 5D, survival 3D, Strength 4D, brawling 6D. Equipment: force pike (damage 7D), vibro-ax (damage STR+2D).

Mon Calamari Scouts The Mon Calamari were enslaved by the Empire. Many fled their homeworld and joined the Rebel Alliance. They serve aboard massive star Cruisers, but some scout out new planets for the Alliance. The Rebels are always looking for new base locations and safe worlds. Scouts survey planets, mapping entire continents, discovering new flora and fauna, and making contact with any aliens living there. Mon Calamari Scout. All scores are 2D except: blaster 3D+2, planetary systems 3D, Mechanical 2D+1, astrogation 4D, com-scan 3D, gunnery 3D+2, starship piloting 3D+2, starship shields 3D+1, Technical 2D+1, starship repair 3D+2. Equipment: blaster pistol (Damage 4D), comlink, datapad.

Rodian Bounty Hunters Rodians consider hunting an art form. They are notorious for their persistence and their eagerness to kill intelligent beings for a few credits. Crime lords, including the Hutts, often hire Rodian bounty hunters to track down those who owe them money or who have otherwise offended them. Not all Rodians are bounty hunters, but it’s a good idea to be suspicious of a Rodian until his true intentions are revealed. Rodian Bounty Hunter. All scores are 2D except: Dexterity 4D, blaster 6D dodge 5D, Knowledge 2D+2, languages 3D, streetwise 4D+2, Mechanical 2D+2 gunnery 4D+2, starship piloting 4D+2, Perception 3D, bargain 4D, search 5D, Strength 3D+2, brawling 4D+2, demolition 4D, starship repair 3D. Equipment: blaster pistol (damage 4D).

Sullustan Smugglers Many Sullustans are space-going traders. Since their planet’s government allied itself with the Empire, many Sullustans have joined the Rebel Alliance or have become “independent” merchants. These smugglers sometimes work for the Rebellion, but always work for their own proft. Sullustans are known as exceptional pilots and navigators, and have keen senses of vision, hearing and direction. Sullustan Smuggler. All scores are 2D except: Dexterity 3D, blaster 4D, dodge 4D, bureaucracy 3D, planetary systems 4D, Mechanical 4D+1, astrogation 5D, gunnery 5D+1, starship piloting 6D+1, starship shields 5D, Perception 3D, bargain 4D, con 4D+2, Technical 3D, starship repair 5D. Equipment: blaster pistol (damage 4D), stock light freighter, datapad, 500 credits.

Twi’lek Merchants Many Twi’leks seen throughout the galaxy have escaped their harsh homeworld of Ryloth and set up businesses of their own. They are used to scavenging and scraping a living from whatever they could fnd on Ryloth — they are even better at stocking their shops with all kinds of goods. Twi’lek merchants are hard bargainers, and are always looking to buy or sell at a proft. Twi’leks are easily recognized by their twin head-tails. Twi’lek Merchant. All scores are 2D except: blaster 3D, dodge 4D, Knowledge 3D, bureaucracy 4D, languages 4D, streetwise 4D+2, Perception 4D+2, bargain 6D, con 5D+2, search 5D, Technical 3D, computer programming/repair 4D, Droid programming/repair 4D. Equipment: comlink, datapad, 2,000 credits.

GAMEMASTER’S GUIDE

91

8

Chapter Six: Supporting Characters

CLASSIC ADVENTURES

EXTRAS & SUPPORTING ACTORS If an NPC isn’t very important, he can be considered an “Extra” or a “Supporting Character.” Extras include the nameless Humans and aliens that populate the local market, stormtroopers, thugs and anyone who will probably never speak a line. Supporting Characters may have a line or two, but they aren’t very important to the plot; suffce it to say, they’re not essential. These secondary NPCs shouldn’t slow down combat situations just because there are a lot of them. If an “Extra” is hit in combat (even with a stunned result), he collapses, falls unconscious, and is out of the combat scene. It really doesn’t matter if he’s dead or injured, just that he can’t shoot anymore. If a “Supporting Character” is hit with a damage result of wounded or greater, he is eliminated from the combat. You can use these same rules with TIE fghters or other “non-essential” vehicles.

Wookiee Outlaws Wookiees are considered slaves by the Empire; free slaves are outlaws. Some Wookiee outlaws join the Rebel Alliance, but many simply wander from system to system, avoiding the Empire and using their incredible strength to earn enough credits to get by. Wookiees make good bounty hunters and mercenaries; but outlaws like privacy, and Wookiee outlaws rarely stay in crowded starports and cities for long. Wookiee Outlaw. All scores are 2D except: Dexterity 3D, blaster 5D, dodge 4D, Mechanical 3D, Strength 4D+2, brawling 7D, climbing & jumping 6D, starship repair 3D+2. Equipment: bowcaster (damage 4D), satchel.

92

Jawa Traders Jawas travel the sandy Tatooine wastes in their immense sandcrawlers, picking up whatever scrap they fnd and selling it to moisture farmers. They collect abandoned Droids, broken machinery, and other discarded bits of advanced technology they can fnd. A good Jawa trader can refurbish and sell anything for a proft, taking parts from one machine to make another one work. Although they’re good at bargaining, they’re not very brave, and shy away from fghts. Jawa Trader. All scores are 2D except: blaster 2D+2, dodge 3D, streetwise 4D, survival 4D+2, Mechanical 3D, bargain 4D, con 3D+1, climbing/jumping 2D+2, Technical 3D, computer programming/repair 4D, Droid programming/repair 4D, repulsorlift repair 4D+2. Equipment: Jawa DEMP gun (3D stun damage against Droids only), tool kit, 200 credits.

Tusken Raiders These savage nomads inhabit Tatooine’s more desolate regions. Tusken Raiders often attack small moisture farms, but they avoid the larger settlements. They prey on anyone foolish enough to wander into their rugged territory. The Tusken Raiders’ clothing protects them against Tatooine’s hot suns, and helps them blend into their rocky surroundings. They ride across the wastes on banthas and use gaff sticks in combat. Tusken Raider. All scores are 2D except: Dexterity 2D+1, blaster carbine 3D+1, dodge 4D+1, melee weapon 4D, survival 5D+1, beast riding 4D+2, search 2D+2, hide/sneak 3D+1, Strength 3D+2, brawling 4D+2. Equipment: old blaster carbine rifle (damage 4D+1), breath mask, gaff stick (damage STR+1D).

8 ADVENTURE BOOK

8

Adventure Book Table of Contents

CLASSIC ADVENTURES

Adventure Book

TABLE OF CONTENTS Chapter 1: Running Adventures....................................95 Chapter 2: “Tatooine Manhunt”.................................103 Episode I: The Mission Begins.............................109 Episode II: Welcome to Tatooine..........................112 Episode III: Blood on the Sand.............................118 Episode IV: Cantina Ambush...............................120 Episode V: Exploring the Wastes.........................122 Episode VI: Battle in the Desert...........................124 Episode VII: Slaughter at Tusken Fort.................127 Episode VIII: Escape from Tatooine....................130 Chapter 3: Designing Adventures................................132 Chapter 4: Adventure Ideas.........................................138 Chapter 5: Published Adventures...............................145 Mos Eisley Spaceport Map...........................................147 Mos Eisley Cantina Map...............................................148

94

ADVENTURE BOOK

8 CLASSIC ADVENTURES

C hapter One RUNNING ADVENTURES This chapter will help the gamemaster manage the game. It provides tips, techniques and best practices for running Star Wars: Classic Adventures. Following this chapter is an adventure, “Tatooine Manhunt.” This adventure is designed to provide you with an easy way to start playing the game right away. You don’t have to play Star Wars: Classic Adventures using adventures published for it, you can invent your own. Inventing your own adventures for the amusement of your friends can be great fun, and we will talk about it more in the Design ing Adventures chapter later in this booklet. However, published adventures can be useful for several reasons: 1. When gamemastering Star Wars: Classic Adventures the first few times, using a published adventure will help you get a better grip on how to run the game. 2. A published adventure gives you a good model for how to organize and prepare the materials you need. 3. Designing an adventure from scratch can take quite a lot of work. Sometimes you may not have enough time to design one in advance. It’s nice to be able to pull out a published adventure on short notice. 4. Even if you don’t use a published adventure exactly as written, you may find ideas or plot devices you can swipe and incorporate into your own adventures.

PREPARING FOR A SESSION What do you need to do to get ready to play Star Wars: Classic Adventures? • Read over the adventure. Make sure you know the main events of the adventure and have an idea what characters you’ll be called upon to play. Don’t worry about memorizing everything — just skim over the adventure and absorb the essentials. Specific details you can improvise, or look up when needed. • Make sure you have copies of everything you need. If you can, photocopy or print the character templates, so each player can just choose one and write on it. You also can photocopy or print the blank character template (located in the back of the Player’s Handbook) and have players enter data from the templates on the sheets. If you can’t get photocopies, at least make sure that you have plenty of writing paper and pencils.

ADVENTURE BOOK

• • • •

If you’re using a script (like the one in “Tatooine Manhunt”), make copies for your players if possible. If need be, they can crowd around the book and read from the same copy, but having several copies is easier. Make copies of any other materials you think you may need in the adventure. Make sure you have dice, scrap paper, and pens or pencils. Invite several friends over for a game. Get out something to eat and drink. Gaming is a social activity, after all.

When your friends arrive, have them choose templates and customize them. With them, decide on character connections. Hand out the copies of the script, and have the players read it aloud. If there are new players, use the “New Player Briefing” sheet. Then, you’re ready to start.

SESSION LENGTH Expect to spend three to five hours playing. A short adventure — one or two episodes — might take less. Sessions taking up to twelve hours are not unheard of — but the idea of that much fun is too exhausting even to contemplate.

INTRODUCING CHARACTERS Before the session begins, have each player introduce his character to the rest of the group. Keep intros short and to the point. Limit the comments to details like: • Name and template type. It helps contribute to the game’s atmosphere if players address each other with their characters’ names. One trick is to have each player scribble his character name on a piece of scrap paper, then tuck it into his pocket or prop it up on the table in front of him so the other players can see it. You can encourage players to use character names by using them yourself. • Appearance. Height, weight, gender, any distinctive garments, armor, weapons or other equipment carried, etc. • Distinctive behavior, attitudes and dialog. A well designed character has one or two distinctive personality traits. A Bounty Hunter may examine his surroundings carefully and always sit with his back to a wall. A Kid may jump up and down and shout, “Oh, boy!” a lot. An Outlaw may just smile grimly.

95

8

Chapter One: Running Adventures

CLASSIC ADVENTURES

and their characters have agreed (as part of the script) to do what’s needed for the adventure, they’ll have a hard time backing out.

With beginners, you might introduce the characters yourself, giving the players a model of brevity, detail and wit they can follow when they introduce their own characters after they become more experienced. For example: Gamemaster: Wayne’s playing Shamus Falconi, a Smuggler. Say hello, Shamus. Wayne: Hello, Shamus. Gamemaster: Shamus’ jokes haven’t improved with age. He’s wanted in seven star systems… Wayne: Just a little misunderstanding with intolerant local officials. Gamemaster: I believe the charge is “pillage and rapine.” Shamus has his own starship. Michael is playing a Kid, Jimmy Marbles. Michael: Hi guys! Gamemaster: Tell them about yourself, Jimmy. Michael: I’m eight years old. I ran away from home. I wanna be a space pilot, just like my brother Johnny. Wayne: Where’s Johnny? Michael: I dunno. Gee, Mr. Falconi. Can I drive your space ship? Wayne: Forget it, kid.

GETTING THINGS ROLLING One common problem is getting players into an adventure — getting them interested and emotionally involved. In published adventures, we commonly use two techniques:

Scripts “Tatooine Manhunt” provides a script you and your players are supposed to read together. Most other published adventures do so, too. Scripts have several functions: • They impart information. The conversation the players read sets the background for the adventure and tells them what problems they face. Some adventures use a “gamemaster read-aloud” instead — a paragraph or two the gamemaster is supposed to read to his players. Scripts are better, though, because they let the players participate. • They help set the mood. Star Wars has an atmosphere different from other games. Scripts help show the players how they’re supposed to talk and act. • They’re a device to get the players heading in the right direction. After the players have read the script aloud,

96

When designing your own adventures, you might consider writing up scripts of your own. In fact, you can do a better job than our scripts do: you can tailor your scripts for your own players. We have to write our scripts as generally as possible, so any character can speak any of the parts. You can write parts for the characters you know are going to play. Be careful, though; roleplaying games are not plays. An actor in a play has no choice; he must speak the lines as written, with small allowance for adlibs. A game player must have much more control over his own character — if he doesn’t, the game won’t be much fun. Scripts are a good way to get players started — but don’t overdo it. Let the players make all the important decisions; just use scripts to set the scene, and break off before more than one major decision is made.

In Medias Res In medias res is Latin for “in the middle of things.” The phrase is used to describe stories which start in the middle of action — not at the beginning. For example, Star Wars IV: A New Hope begins with Darth Vader’s Star Destroyer firing at Leia’s transport. The story doesn’t begin with Leia planning the theft of the Death Star’s plans; the plans have already been stolen, and Leia is fleeing pursuit. Starting an adventure in medias res is a useful technique. The players are plunged right into the action — they start with something interesting, instead of spending an hour or so getting where the action is. More than that, you don’t have to worry about heading the players in the right direction. When someone is shooting at them, they’re not going to worry about whether they should accept the mission, or what their options are.

MAINTAINING A LIVELY PACE Sometimes players take a little while to get going. Sometimes things slow down in the course of a game. Sometimes the players get stymied, or can’t come up with a way to get what they want, or bicker over who gets to keep some equipment they’ve found. Sometimes the players are being too cautious. Often, the problem is that you’ve given the players too many options. They become overwhelmed or intimidated by their choices, and can’t decide what to do next. You can release their tension by forcing the action. If it seems to you that things are taking too long and the game is getting dull, you’re right. After all, Star Wars is a movie of unrelenting action — and so should the game be. It’s up to you to get things moving again. What can you do about it?

The Empire Shows Up The bad guys (whether that’s the Empire or somebody else) can always show up. Nothing focuses players’ attention like an enemy.

ADVENTURE BOOK

8

Chapter One: Running Adventures

CLASSIC ADVENTURES

New Information You give the players new and significant information which gives them a reason to favor one course of action other another. For example: the ship’s hyperdrives have blown out, and it is drifting in space. You tell the players they have a choice of three destinations. They argue about which one to choose, but don’t have any real reason to prefer one over the other. They can’t seem to decide which would be better — so you tell them the computer comes up with a new piece of information: the first planet has a breathable atmosphere, or there’s a technological civilization on one, or there’s this guy by the name of Lando…

Emergency! The ship malfunctions, or a Droid goes haywire, or the asteroid proves to be unstable… whatever. Toss a problem at the players it will catch their attention, and they’ll have to figure out what to do about it.

Time is Passing… In most adventures, time is important. If the players take too long, the Empire will attack before the evacuation is prepared, or the base will be alerted to their presence, or the Imperial fleet will show up… If the pace is too slow, have an NPC remind the players that time is passing. Don’t speak as “yourself,” i.e., as the gamemaster: speak as a character in the Star Wars universe. If the players don’t respond, it’s time for stronger measures — the Empire does show up, or the base goes to a higher level of alert…

I Have a Bad Feeling About This… If a character with Force skills is part of the group, tell him he feels a disturbance in the Force. He doesn’t quite know why, but he gets the feeling they’d better get moving. Or he has a sense that they should go to the Verpine system — at once. Or he feels that they’re being watched… One of the great advantages of using the Force to get players moving is that you don’t have to explain what’s going on. The Force is a strange and mysterious thing, and if it acts in strange and mysterious ways, the players will not be surprised. But they’ll respect it enough to know better than to ignore such premonitions.

The Unexpected Something else happens. A black-market dealer shows up with a proposition that (apparently, at least) has nothing to do with the adventure. Or there’s a news report that changes the situation. Or one of the Droids wanders off and the player characters suddenly realize they haven’t seen him in hours… It doesn’t really matter what happens, as long as it’s something which grabs the players’ attention and gets them going again.

DON’T GET BOGGED DOWN IN DETAIL Star Wars is a game of fast action and adventure. Don’t let things drag. Keep the game fast-moving and snappy. If things bog down, skip ahead. It’s okay to summarize or compress slow parts of the action. Use cinematic terms like “Dissolve to…” or “Fade to black. Fade in to the cockpit of the Millennium Falcon…”

ADVENTURE BOOK

Don’t get bogged down in rules details. The purpose of the rules is to let you decide what happens when a player does something, in a fair and impartial way. In other words, the rules are supposed to help you keep the game moving. If they’re getting in the way, ignore them. If you can’t quite remember the modifier for shooting at a prone target, don’t spend a lot of time flipping through the rules looking for the right table. Combat happens fast — finding rules is slow. To preserve the atmosphere of fast action, you’ll have to act fast. If you don’t remember the modifier, use something reasonable and keep things moving. You decide; which is better?: Gamemaster One: “Okay the target is prone. There’s a difficulty modifier for that, now what was it? Hmmm. Don’t recall. Let’s see (flip, flip, flip). Page 23… yeah, okay, the table is… there we go. Aha. Okay. Plus five. Now what was the range?” Gamemaster Two: “Okay! Your blaster goes ‘pyew-pyewpyew.’ The target’s prone, so you need to roll a — oh, uh — a 15. (Clatter of dice.) Too bad. The stormtrooper rolls away from your shot, brings his blaster down level and…”

MAINTAINING DIRECTION Sometimes, the players just don’t do what you want them to do. Sometimes they want to go to Dagobah when you want them to go Tatooine. What do you do? You have several options:

Improvise Wildly If you feel secure in your ability to wing it, go ahead. Forget the adventure you’ve prepared, and ad lib stuff on the spot. If the players really do want to go to Dagobah and you make them go to Tatooine, they may be surly and unhappy. That’s no fun for anyone. Of course, winging it is a little risky. You have no settings, characters or plots prepared. Maybe you can rescue a few elements from the adventure you did prepare (Aha! The swamp people of Dagobah, not the sand people of Tatooine, and they ride, uh, giant lizards, see, and…) But at best, you’ll have to make up a lot as you go along. Have you ever listened to a jazz band improvise? When they’ve got things together, it can be wonderful. But a lot of the time it just doesn’t work. Their timing is off, or the instruments don’t quite mesh… It’s that way when you improvise an adventure. If inspiration strikes and your players are in the right mood, you may have some of the most exhilarating gamemastering experiences ever. But there’s also a good chance you’ll flounder around, unable to come up with anything more than the tritest plots, least interesting characters, and most stereotyped settings. Unfortunately, we can’t give you a lot of suggestions on how to wing things well. Inspiration strikes or it doesn’t. So, when possible, prepare for adventures in advance. Most of the time your players will cooperate. When they don’t, don’t be afraid to venture into the unknown. But if you’ll take our advice, stick close to the adventure as written the first few times you gamemaster. The ability to improvise comes with time and practice, but you need some practice under your belt first.

97

8

Chapter One: Running Adventures

CLASSIC ADVENTURES

Our Hour of Need… The characters are, after all, part of a quasi-military organization — the Rebel Alliance in the real military, soldiers are not allowed to run around doing whatever they want — and if your superior officer tells you to go to Tatooine, by the Supreme Being, you go to Tatooine. If you want, you can state things as baldly as that. Admiral so-and-so pops up and says, “I order you to go to Tatooine. At once.” Anyone who objects is thrown in the brig. On the other hand, your players may object to this level of coercion. After all, a player is supposed to control his own character’s actions. And the Alliance is supposed to be democratic. Ramming something down your players’ throats is likely to make them peevish. So instead, you can state matters in such a way that the players pretty much have to — of their own free will, without anyone forcing their hand — do what you want. Like: General Cracken: Well, my human friends, things look pretty grim for the Rebel Alliance Player Character: What’s the problem, sir? General Cracken: Unless we can deliver a message to Tatooine by the end of the week, our whole base on Yavin is at risk of discovery and destruction. We need your help. What character would refuse? In general, if you present information to the players in the right way, they’ll do what you want. Ideally, you can maintain the adventure’s direction without ever intervening directly — by planting the right information at the right time, and presenting it in the right light. That way, everything the players do is “their” decision — they just happen to decide to do the “right” thing.

In Medias Res Again One of the advantages of starting any adventure in medias res is that you never have to worry about heading the players the right way. Someone is shooting at them; they’ll worry about that, not their ultimate destination. Plop them into the middle of the problem from the very start.

PLAYERS WILL BE PLAYERS Obviously, if you’re running a prepared adventure, the players have to start by going in the right direction. Later on, you must let them diverge from it. You have to permit scope for player creativity. Any adventure is only a guide for the gamemaster. Players are far more fiendishly imaginative than we can anticipate. We can’t write every possibility into an adventure, not only because it would take too much space to do so, but also because we can’t always predict what players will do. So any adventure requires a certain amount of inventiveness on the part of the gamemaster. One of the maxims of war is, “No battle plan survives contact with the enemy.” You can plan for months — but you never know what the other guy has up his sleeve. In the same way, when designing an adventure we can try to anticipate every possible player response — but no matter how much we do, it’s a virtual certainty that every group that plays the adventure will do something we hadn’t expected. That’s one of the great charms of gamemastering — seeing what your players come up with.

98

Here’s an example: Gamemaster: Of course, the Ewok may have difficulty passing for a stormtrooper. After all, the armor is built for someone 6 feet tall. Ewok: Kvark! Tyeht donti? Smuggler: No problem. We build him an R2 suit. Gamemaster: What? Smuggler: We take the exterior of an R2, and we put a compartment in it for the Ewok to sit in. We give him pedals, so he can move the R2 shell around. Ewok: I take flute. Make beep and whistle. Tootle tootle! Gamemaster: Uh… Smuggler: No one ever pays any attention to Droids. I bet it’ll work. Gamemaster: Hmm. Okay… Don’t panic. Remember, you are just as imaginative as the players; you can manipulate the environment more than they can, and you can be just as sneaky as they are. If the players find a neat short cut, go with it. The least elegant and most frustrating way to handle player cleverness is to make it fail. “Nope. No R2 parts in the entirety of the space station. Guess that idea isn’t going to work.” This kind of manipulation is extremely annoying to the players. On the other hand, nothing is ever easy. Building an R2 shell takes some effort; make them make a Droid programming/repair skill roll or two. Maybe the R2’s movements look a little jerky, or the Ewok’s tootles are a little unconvincing; even if the stormtroopers never notice, you can make your players sweat a little: Stormtrooper: “That’s a pretty sick sounding Droid. What’s wrong with it?” Player: “Ah, nothing, nothing. Ah, maybe the servomotors need servicing.” Stormtrooper: “Okay. Your ID checks out. Move along.” Maybe the players run into a bunch of Imperial technicians who are fighting a fire and want to commandeer the R2 to open and close security doors to control the blaze. Or maybe another R2 shows up and wants to chat. You can always use the players’ improvisations as hooks for your own ideas, or to create new obstacles later on — but you should always reward player cleverness. After all, dealing with problems creatively is part of what the game is all about.

SCRIPT IMMUNITY Heroes don’t die until the final reel — and usually not then. And heroes don’t fail — at least, not too badly, and not permanently. If they did, they wouldn’t be heroes. They have script immunity; dramatic necessity makes them immune from failure at dramatic moments. The purpose of any roleplaying game is to tell a story. The purpose of Star Wars: Classic Adventures is to tell stories like those of the movies. The rules are a structure that help you tell stories by giving you impartial ways to decide whether actions succeed or fail. But sometimes, the rules get in the way. When the most important moment of the adventure comes around, for dramatic reasons, a character must succeed, or must fail — or the story is not satisfying.

ADVENTURE BOOK

8

Chapter One: Running Adventures

CLASSIC ADVENTURES

Avoiding Anticlimax Here’s an example. Following rumors and ancient legends, the player characters have traveled half-way across the galaxy in search of the Prana Lexander, an ancient scientific vessel which disappeared five hundred years ago. They believe that aboard this ship is, preserved in cryofreeze, an alien philosopher, who is respected as one of the great minds of history by his culture. If they can free the philosopher and persuade him that the Rebellion is necessary, the Alliance will gain powerful new friends. The players have, after weeks of exploration, found the Prana Lexander, freed the philosopher, and persuaded him to help. They are now enroute to the philosopher’s homeworld. As they exit hyperspace, they are accosted by Imperial customs frigates, which demand to search their ship. They hide the philosopher, and prepare to be searched. You roll for the Imperial officer’s search skill and the players for their hide/sneak skills. The Imperial officer’s roll is considerably higher. Does this mean he finds the philosopher, imprisons all the characters, and the mission is a failure? What an anticlimax that would be! For dramatic reasons, you can’t let it happen.

What To Do? You have two alternatives. First, you can fudge things. If you made the Imperial’s skill roll someplace where the players couldn’t see the dice, you can always pretend the roll was lower. “Well, he doesn’t spot the philosopher. All is well.” Is this cheating? Certainly not! You are not fudging the rules to victimize your players, or to benefit one player at the expense of another. You’re fudging them to make the game satisfying. That’s a gamemaster’s prerogative. Second, you can use the failure to your dramatic advantage. For example, suppose the Imperial officer does find the philosopher. Does this necessarily mean arrest and mission failure? Naval Officer: Smuggling of unregistered passengers, eh? Player Character: Uh, well, no, see… Naval Officer: The punishment for that is seven years hard labor, you know. Player: Ah… Naval Officer: Seven years hard labor. Interesting to speculate: what would a man give to avoid seven years hard labor? Player: Umm… how about 1,000 credits? Naval Officer: Seven years is a long time. Player: 2,500? Naval Officer: A pleasure doing business with you. (Raises comlink to lips.) Lieutenant Brawk reporting. No violations to report.

Keeping the Players in the Dark To make the game satisfying, you must maintain dramatic tension. That means the players must always think they can fail. You want them to rack their brains to figure out ways to succeed; to perch in anticipation on the edge of their seats. If they realize they have script immunity — that they’ll always bumble through, they’ll waltz through the greatest dangers unscathed, you’ll always let them succeed regardless — the adventure has lost its edge.

ADVENTURE BOOK

So apply script immunity sparingly; intervene only when you must. And never, ever let the players know what you’re doing. They must always think failure is possible. If not, what is the point of playing?

When to Fudge Also, it’s only at the key moments that script immunity comes into play. Along the way, botching one part of the adventure or missing a skill roll makes the players’ job tougher — but it doesn’t throw the whole plot into jeopardy. When you do need to fudge things, you have a fudge readymade: Force points. If the players botch a critical roll, suggest to them that they might want to spend a Force point. Usually, these should be spent before rolls are made, but you can relax that rule when you need to. Doubling skill codes is usually enough to do the job — and if it isn’t, well, the Force is mysterious, and if a character miraculously succeeds when he trusts to the Force, what player is going to complain?

When Can They Fail? Of course, failure always is possible. If the players don’t act heroically, they shouldn’t be treated like heroes — and normal mortals fail all too often. In fact, if your players are bickering with one another, acting cowardly, garnering Dark Side points, or forgetting that they’re supposed to be on a mission to help the Alliance, failure is a good way to chastise them. Have them captured, stripped of equipment, and imprisoned. Let them improvise a way to escape when they start acting like heroes again. Even if your players are acting the part, dramatic failure can still make a good story. Perhaps they sacrifice themselves to make sure an important document doesn’t fall into the wrong hands, or to save a planet from conquest by the Empire. Perhaps they let themselves be captured so that others might escape. This isn’t the end of the story, of course — but it is at least a temporary failure. If the characters really botch a mission, they should certainly fail — but failure is never permanent for heroes. They don’t get what they came for — and that’s a hook into the next adventure. To recoup their loss, they must go somewhere else and do better than last time.

99

8

Chapter One: Running Adventures

CLASSIC ADVENTURES

Dramatic failure is always acceptable — but random, senseless failure is not.

Heroes Never Die What does failure mean, anyway? In heroic fiction, unlike real life, people can take great risks and survive unscathed. By all rights, Han, Luke and the rest of the crew should be dead many times over — but they are not, because they’re heroes. That’s why it’s hard to kill someone, completely and finally, in Star Wars: Classic Adventures. It’s not that hard to get mortally wounded, but medicine is so highly advanced that even mortally wounded characters are all right if they get to a bacta tank. And there are always Force points to spend. In Star Wars: Classic Adventures, a character has to be pretty determined to die. You should be very careful about killing player characters. A character who is important to the plot can’t be killed in the first reel, because then the plot can’t go anywhere. Worse, character death is often anticlimactic: for a hero to die just because a stormtrooper gets off a lucky shot is not very dramatic. A hero’s death should be an event, befitting the hero’s place in the story. A moment for a few last words, used to impart vital information or express love for friends or family — or to cast defiance in the teeth of the enemy — is a must. Moreover, players become attached to their characters. A player invests a lot of time and affection developing a character; losing a character is traumatic. A player will accept the loss of his character better if he loses it in an appropriately heroic and dramatic way: he will feel cheated if he loses the character over trivia.

Penalties Short of Death Suppose the players make a botch of things, but you don’t want to kill them. What are your alternatives? • Skill or Force Point Loss. You can let them succeed anyway — maybe NPCs intervene to save their bacon. However, because the players didn’t perform so well, reduce the number of Skill Points they get at the end of the adventure, or don’t give them back some of the Force points they spent.

100

• Captured. They can be captured. It happens all the time. Of course, heroes can’t be held for long. Probably they’ll figure out a way to escape. Or maybe one or two player characters remain free, and come to rescue them. Or a Rebel sympathizer frees them, or they manage to bribe or trick the guard, or a Droid wanders by and they reprogram him to help. If worst comes to worst, they can languish in prison for weeks until help arrives. Or you can send them to the spice mines of Kessel, where they organize the inmates and start a prison revolt… • It Gets Tougher. The failure doesn’t compromise the mission hopelessly — it just makes things more difficult. An alarm sounds, or the guard gets beefed up, or the enemy flees. This way, the players know they goofed — but they still have a shot at succeeding. • It Gets Away. The mission fails, but the player characters escape unharmed. This way they definitely know they botched things. They’ll want to get even — and you should give them the chance. For example, suppose their mission is to go to the Zarkis system and buy a weapon of alien manufacture from a black market dealer. They get there, don’t do any spadework, and are surprised when a representative of Jabba the Hutt shows up and outbids them. They’ve botched the mission — so next time you get together to play, run an adventure in which they try to bushwhack Jabba’s emissary, or pursue him and the weapon to another star system, or… • Second Best. The players don’t quite do what they came to do, but they still “succeed,” that is, do something that benefits the Rebellion. They don’t get the secret weapon — but they do learn something about Jabba that might let them blackmail him. Or they uncover the plans to a secret Imperial base, so when they report they have a success to counterbalance their failure. If the players botch the grand prize, they can still take second place. • Take a Toy Away. Characters become attached to possessions. A Smuggler would rather lose his right arm than his ship. If the players really botch things, you can take precious possessions away — destroyed in combat, confiscated by the Empire, left behind in flight, whatever.

ADVENTURE BOOK

8

Chapter One: Running Adventures

CLASSIC ADVENTURES

• NPC Scorn. Everyone hates looking silly. One way to penalize your players is to mock them. Don’t do anything “real” to them — don’t take away money, possessions or freedom, don’t inflict wounds or remove limbs, just tell them that they’ve failed the Rebellion. General Cracken is displeased. Other Rebels whisper about them behind their back. Tell them that the most important mission they’ll be entrusted with is reading intercepted Imperial dispatches and filling out requisition forms. (That’s not true, of course; imagine trying to make a fun adventure out of requisition forms. Next time you play, you’ll have to throw them into the fray again — “General Cracken is doubtful about assigning you this mission, but we have no other choice”)

MAINTAINING ATMOSPHERE Part of the gamemaster’s job is maintaining a Star Wars atmosphere (see the Gamemaster’s Guide). Here are some suggestions on how to do so:

Evil Stories which involve ethical questions can be fun to play. Making players make moral choices — “Is it right to kill this character?” “Is it right to steal at this time?” “Is it right to lie?” — can be quite interesting. But it isn’t Star Wars. In Star Wars, the good guys are good guys, and the bad guys are bad. Some try to straddle the divide; Han Solo is a smuggler, which is a questionable profession, but when you come right down to it, he’s got a heart of gold. Boba Fett (for instance) sure doesn’t. There should never be any question as to what’s right and what’s wrong. Make your bad guys truly bad. On the other hand, evil in Star Wars is not graphic. Star Wars is a lot like films from the 1930s; in that era, if you wanted to show a murder on the screen, you’d show one shadow stabbing another. By contrast, modern movies focus on the knife and show the blood. Star Wars doesn’t do that; it shows a planet exploding, but it doesn’t show Auschwitz. So keep your bad guys on a refined plane. Yes, the Empire certainly tortures people and commits genocide — that’s the kind of guys they are. But don’t describe torture or genocide to your players — that’s the kind of stuff the camera would never show, and neither should you.

Scope Star Wars is huge. We’re dealing with space opera, here. Star Wars characters eat planets for breakfast and play billiards with comets in the afternoon. Everything is always five miles long, or as big as a small moon, or seven million years old. The odds are always 7,000 to l, and you never blow up a landspeeder if you can blow up a planet. Part of the charm of science fiction is the awe that the scale of the universe evokes. Part of the success of the movies is the ability of 70mm film and Dolby sound to portray that kind of scale. You might have a high-end sound system and a wide screen at home, but aside from cuing up scenes from the films or playing the soundtrack, you probably can’t use them to much effect to evoke scale the same way Lucasfilm does for your own adventures. But you can still evoke a sense of wonder. The best way is by comparison:

ADVENTURE BOOK

Player: All right, we turn and attack. Gamemaster: Are you sure this is a good idea? Player: Why not? Gamemaster: It’s an Imperial Star Destroyer. It’s more than a mile long. It has armament to match. Player: More than a mile? Gamemaster: Yup. Here. See this piece of paper? Here’s a Star Destroyer (draws a huge triangle filling most of the page). Here’s your ship (touches the page lightly with his pen, leaving a tiny dot). Get the picture? Player: Uh. Yeah. Ah… gang? Get ready for the jump to lightspeed. Comparison is best, but there are some other tricks you can use to get across the scale. • Gesture. It’s better to show someone how big something is instead of describing it. Wave your arms, hold them wide apart to demonstrate huge size, move them slowly to represent the movement of a huge object. (Regardless of actual speed, big things seem to move more slowly.) Make deep, bass rumbling sounds. • Use superlatives. Demonstration is always better, but in extremity, you can be reduced to words. Monstrous, huge, awesome, massive, ponderous, magnificent, incredibly bigger than anything you’ve ever seen before, massing so many tons that you need to use scientific notation to express the number, powered by zillion-watt fusion generators, with the energy of seven suns… You get the idea.

Make Funny Noises We’re serious. Well, sort of serious. Star Wars is filled with good noises. If you have a gift for mimicry, using “sound effects” when describing things can do a lot for atmosphere. If you don’t (and lots of us don’t), see if one of your players does. We suspect that the odds are better than even that any group of players has at least one person who’s memorized sounds from the movies and large chunks of dialog. You can even download sound effects for your computer or tablet and play them at the appropriate time. Don’t over-do it though. Over-use of sound effects can be quite annoying, but if used as the appropriate time they can punctuate the action.

Props Nothing makes things “realer” to your players than a physical item they can study, fondle and hold. It’s always a good idea to have several props to hand your players at propitious moments in the adventure. In published adventures, we frequently provide props you can remove and hand out. When designing your own adventures, you may want to prepare some yourself. You can even produce them on demand, with a little imagination. One prop that is almost necessary for any adventure is a map. This can be little more than pencil scrawl on graph paper, or as sophisticated as a color marker rendering. Frequently you need several maps — one showing the planet in the star system, say; another showing important cities and landmarks on the important planet; a third showing a city’s geography; a fourth depicting an important building. It’s a good idea to get in the habit of noting each map’s scale in the corner — “1 square = 1 light year,” or “1 square = 2 meters,” or whatever it is.

101

8

Chapter One: Running Adventures

CLASSIC ADVENTURES

If the players have their own ship, you may want to draw up detailed ship plans along with them. You can give them data read-outs on the planets they visit — “the Encyclopedia Galactica has this to say,” or “the entry in The Galactic Rim: 100 Credits A Day reads…” Promotional material from corporations, restaurant menus, excerpts from museum guides — anything can become a prop. Keep one thing in mind: though most of the props you use are paper, there is no paper in the Star Wars universe. (True!) They use electronic data pads and the like for transferring and displaying information. Everything is a data read-out of some kind.

WINDING THINGS DOWN Normally, a session of play ends when the player characters have achieved their mission (or botched it beyond repair). But when things are dragging and you’re getting tired, you may want to accelerate things a bit. Some adventures take more than one session to play. One option is to find a convenient break-point, and end the session. You and the players can get together next week to pick the adventure up and complete it. There are two kinds of convenient break-points: interludes, and cliff-hangers. Most adventures break into definable episodes (acts, if you will). In fact, most published adventures are broken into episode sections. Each episode presents the players with a major problem they must solve. The end of any episode is a good time to break. A cliff-hanger is any tense moment in the adventure… the TIE fighters begin their attack; the ship’s engines have failed and it is falling through the unexplored planet’s atmosphere at an accelerating rate; the Imperial Walker strides through the brush as the players crouch in hiding. Okay — time to go home. If you decide to break at a cliff-hanger, be prepared for some flak from your players. They want to know what happens next — which is precisely the reason to end at a cliffhanger. To find out, they have to show up for the next game. But they’ll press you to continue running, at least until the current dilemma is resolved. Ending at a cliff-hanger is, of course, eminently in the tradition of the action-adventure movie, of which Star Wars is a part.

SKILL POINTS At the end of an adventure, you distribute Skill Points. In published adventures, we recommend an average Skill Point award at the end of the adventure. On average, each player character should receive this many Skill Points upon the adventure’s conclusion. When you make up your own adventure, you should establish an average Skill Point award in advance. The award should be no less than 3 and no more than 10 points per character (see page 137). You should vary the actual Skill Point award depending on: • How Well They Did Overall. If the players solved all your puzzles, came up with ingenious solutions, and outfought and out-thought all their opponents, give them

102

each an extra point or two — maybe as many as four or five each if they really did spectacularly. If they really blew it, penalize them a point or two — maybe even more. • How Well Each Player Did Himself. If a player really contributed to the game, coming up with good ideas, refereeing party disputes, and acting intelligently, give him a point or two extra. If a player basically did nothing, or actively obstructed the others, penalize him a couple of points. • Whether They Cooperated or Bickered. If the players worked smoothly together, mediated disputes, and in general acted like fellow members of the Rebellion, reward them appropriately. If they bickered, threw temper tantrums, and repeatedly questioned your judgments, penalize them. • Whether They Amused You and Each Other. If you had a good time, that’s worth a point all around. • Whether They Played in Character. If a player has his character do something risky, or lose something valuable — because that’s how the character would act — you should reward him highly. This is a roleplaying game, and a player who is willing to lose something in order to play his role well should always be rewarded. Conversely, a player who acts contrary to his character’s nature, or who doesn’t bother to develop a personality for his character, should be penalized.

Correlating Events One thing many of our published adventures do is to break down an adventures Skill Point awards by episode. You know how teachers break up the point scores for a test — question one is worth ten points, question two is worth fifteen? You can do the same in an adventure. For example, suppose the adventure has three episodes, and the total “average” point score for the adventure is 6. In episode one, the players must penetrate an Imperial base and learn a secret code. Perhaps episode one is worth two points; if the players penetrate the base and get out without ever alerting the Imperials, the players gain both points. If they get captured but figure out a way to escape themselves, they get one point. If they get captured and you have to introduce an NPC to save them, they get nothing. Obviously, they do have to escape somehow — or the plot doesn’t work — but if they botch things, they should not be rewarded. You can structure point awards for the other two episodes similarly.

Fixed Awards, Increasing Costs Please note that the cost of increasing a skill goes up as the skill code gets higher. It only costs three Skill Points to increase a 3D skill, but six points to increase a 6D one. However, Skill Point awards for each adventure do not increase. An adventure is worth 3 to l0 points, plus some bonus points — maybe 15 per adventure at the very most. That doesn’t change as the characters get better. That means that as characters get better, they advance more slowly. This makes sense, since a novice can get better fast by learning from others, while an expert is already at the top of his craft, and learns new things only with thought and experimentation.

ADVENTURE BOOK

8 CLASSIC ADVENTURES

C hapter Two TATOOINE MANHUNT Powerful music fills the vacuum of space with moving rhythms. Captivating text tilts toward the horizon, recapping prior events as it disappears into the void. A rumbling roar shakes the scene, announcing a space vessel’s imminent approach. The star field shifts, the soundtrack blares, a planet pans into view, and another exciting episode of Star Wars: Classic Adventures begins… “Tatooine Manhunt” is a Star Wars adventure designed for two to six players and a gamemaster. Gamemasters should read and become familiar with the adventure before beginning play. This allows for fast and furious action, in the spirit of the Star Wars movies, without much page flipping or many undramatic pauses. Players are advised to heed “Alliance Ordinance #2113A” below.

ALLIANCE ORDINANCE #2113A Players should read no further, as the information that follows is for gamemasters (GMs) only. Anyone running a player character (PC) through the adventure will spoil the game for everyone by reading on. Knowing what’s going to happen removes the suspense, surprise, and challenge necessary for the full enjoyment of “Tatooine Manhunt.”

In this adventure, a group of Rebels must go to Tatooine to search for a presumed-dead hero of the Old Republic, Adar Tallon. There the Rebels must pit their skills against remorseless, relentless bounty hunters from all over the galaxy. These hunters also seek Tallon, under orders from Imperial Command to capture him alive… while killing any who get in their way! Rebel PCs get to explore the city of Mos Eisley and meet with the scum and villainy that populate it. The cantina from Star Wars IV: A New Hope becomes a base of operations from which to send expeditions into the Tatooine Wastes. In those Wastes Rebels encounter upset moisture farmers, angry Jawas, stampeding Banthas, rampaging Sand People, and bounty hunters — lots of bounty hunters. Can the Rebels recover Tallon, protect him from the hordes that hunt him, and escort him to the Alliance High Command? This is the challenge that must be faced in “Tatooine Manhunt.”

ADVENTURE BOOK

Preparing to Play If this is the first adventure you are playing in the Star Wars galaxy, spend a few moments helping your players select and prepare their character templates. Let them customize their characters, determine their connections to each other, and decide on their equipment according to the rules in the Player’s Handbook. If this adventure is being used as part of an ongoing campaign, let your players use their existing characters. You may have to adjust the background and opening sequence of Tatooine Manhunt to fit it smoothly into your current campaign setting.

Adventure Materials Here’s what you’ll need to run “Tatooine Manhunt.” • The Star Wars: Classic Adventures Box Set or complete rulebook. The box set (this Adventure Book is booklet 3 of 4 in the set) contains the rules needed to play. If you don’t have copies of the Player’s Handbook, Gamemaster’s Guide and Rebel Field Manual, you won’t be able to run this adventure. • Dice, Pencils, and Paper. This game system uses sixsided dice to determine the outcome of character actions. We suggest you have as many on hand as you can find. Also, everyone needs pencils and paper to make notes, sketch maps, and so forth. • Maps. This adventure comes with a number of maps that depict important locales for the PCs to visit. There are two maps included in the Adventure Book on pages 147 and 148; a section of Mos Eisley Spaceport and a detailed view of the cantina interior. However, make sure that you don’t let the players see the maps until the adventure says to! A third map, detailing Tallon’s desert fortress, is located on page 106. This map is for your eyes only and should not be shown to the players at all. • Script. The script (located on page 105) starts the adventure quickly and gets everyone into the Star Wars mood. We suggest you make enough copies of the script so that every player has one. • NPC Templates. The PCs meet a wide assortment of characters during the adventure. These NPCs provide information, opponents, and allies for the PCs. The major NPCs have full templates, complete with attributes, skills, and roleplaying tips. These templates can be found beginning on page 107 of this booklet. Other, less detailed NPC statistics appear throughout the text.

103

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

ADVENTURE BACKGROUND Adar Tallon was a brilliant tactician and naval commander during the time of the Old Republic. His strategies and theories of space battle are still used today by both the Empire and the Alliance. Tallon proved a capable warrior as well, fighting alongside the House of Alderaan and the Jedi Knights during the Clone Wars. But in the peace that followed those troubled times, Tallon came up against a foe his fleets could not fight. It was a threat from within. Throughout the Navy a new breed of officers gained control. These were officers who cared more for power and glory than for the Republic and its people. They hid their ambitions behind battles and wars, ensuring the people lived in fear. But Tallon and a few others were not blinded by their deceit. With Palpatine’s rise to Emperor, however, the voices of freedom disappeared. The Jedi and other opponents of the New Order vanished, liberties became regulated, and the powerful fleets that once protected the Old Republic became the cornerstone for the Emperor’s terrible war machine. Tallon tried to turn the Imperial tide, but even his faith in the Republic couldn’t stand against the dangerous Emperor. So the commander staged his own death, going into hiding until the time was right for his return. While touring the Dalchon system in the patrol craft Battalion, Tallon set his plan in motion. He went to the aid of a medium-sized freighter that was being attacked by a large pirate vessel. In reality, the pirate ship was under the command of Tallon’s old friend Quist and the freighter was hired to take Tallon and his crew to a newly-settled world called Tatooine. Officially, Tallon and his crew died as heroes, obliterated while defending a helpless merchant from marauding pirates. The Emperor publicly mourned the fallen Adar Tallon, but was privately relieved that he would not have to order the death of the beloved hero of the Old Republic. He was content that his enemy was destroyed. As for Tallon, he bought new identities for himself and his crew, settling back in his desert haven to wait for the political climate to change.

Recent Events When stormtroopers arrived on Tatooine in search of a couple of Droids, Tallon was sure the Empire had found him at last. Over the years his plans for revenge had lessened, replaced by his new dreams. Adar Tallon now had a home and a wife, and the Empire seemed distant. Then the stormtroopers swept through the desert and his nightmares returned. The hero-in-exile came out of his complacent lull and set his old plan in motion. He contacted his crew and asked them to return to his side. There were debts to pay and, after all these years, Adar Tallon was tired of hiding. It was just as well. For the Empire has learned that Tallon yet lives, gaining the information from the captured pirate Quist who betrayed his friend in return for his life. Now bounty hunters with Imperial work orders are converging on the desert planet to hunt down Tallon. The situation is tense and waiting to explode.

Adventure Synopsis The Star Destroyer Relentless has discovered that Tallon is alive. Captain Parlan, commander of the ship, has hired Jodo

104

Kast and his team to go to Tatooine and secure Tallon while the Relentless undergoes repairs. But to add to his chances, Parlan has sent out a system-wide reward notice for Tallon. Now dozens of hunters are on their way to the desert world, including the pirate Quist who betrayed the aged hero. The Rebels go to Tatooine to find Tallon for the Alliance as his worth as a rallying point and tactician are beyond question. But on Tatooine, someone is killing anyone who might have been in Mos Eisley when Tallon first arrived. The Rebels must get ahead of the bounty hunters, brave the dangers of the Tatooine Wastes, find Tallon, and convince him that they are on his side before the Relentless arrives.

The Main NPCs Here are brief explanations of the major non-player characters and what their plans and motivations are. Jodo Kast: Jodo Kast is a bounty hunter hired by Captain Parlan of the Star Destroyer Relentless to find and capture Adar Tallon. Kast is ruthless and cunning, leading a group of deadly hunters that include Puggles Trodd and Zardra. They are the best the Empire could assemble on such short notice. Kast remains in the background as a shadowy threat until late in the adventure. He uses poison darts, leaving these deadly calling cards in victims for the PCs to discover and worry about. His plan is to find anyone who may have knowledge of Tallon, force the information from them, then eliminate them so they cannot warn the old hero. See the NPC template section for statistics and other information on Kast, Trodd, and Zardra. Quist: Quist is the pirate who helped Adar Tallon stage his own death. A childhood friend who took a different path from the commander, Quist has always been out for himself. When his ship was recently captured by the Relentless, Quist bargained Adar Tallon’s secret in exchange for his own life. But Captain Parlan required Quist to perform one other task to earn his freedom. Parlan demanded that Quist go to Tatooine as a back-up plan in case Jodo Kast fails. He is a traitor in Tallon’s camp, waiting to strike. Quist will work with Kast, but he prefers to hand over Tallon himself when the Relentless arrives. See the NPC template section for more information. Bounty Hunters: To assist Jodo Kast, Parlan issued a sector-wide reward notice for the successful capture of Adar Tallon. Dozens of bounty hunters have responded, filling Tatooine with even more scum and villainy than usual. Parlan hopes that a large number of hunters will flush out the elusive Tallon. Unfortunately, the quality of hunters ranges from rank amateurs to seasoned veterans. Statistics for bumbling, typical and seasoned bounty hunters can be found throughout the adventure in the episodes where each first appear. Adar Tallon: Tallon has decided to finally come out of hiding. He has recalled his trusted crew of mercs, including Shrike and Jungen, to serve as the vanguard of a new army that will challenge the Emperor. Perhaps he will even look up the so-called Rebel Alliance when the time is right. His tactical and leadership abilities, combined with the love the people of the Galaxy feel for him, makes him a threat to the Empire. With an army of his own, or as part of the Rebellion, Adar Tallon will serve as a rallying point to unite many of the systems that would otherwise put off joining either side until the Empire’s mailed fist smashed down upon them. See Episode Seven for more information on Adar Tallon.

ADVENTURE BOOK

Chapter Two: Tatooine Manhunt

8 CLASSIC ADVENTURES

Tatooine Manhunt

Adventure Script Use the following script to start your adventure. Your gamemaster will tell you what part (or parts) to read. Read your lines out loud when your turn comes around. Speak the way you think your character would talk, and listen to what the other characters say.

Start the Script 1st Rebel: Are you sure this is where we’re supposed to meet this Dana person?

6th Rebel: And she mentioned the name Adar Tallon. 2nd Rebel: Everyone got excited about that. Clue me in, who is this Adar Tallon person? 1st Rebel: What planet are you from? Commander Tallon was a hero back before the Empire, in the days of the Old Republic.

2nd Rebel: Sure I’m sure! This is the place in her message — Kwenn Space Station.

3rd Rebel: He was a brilliant tactician and naval officer. His space-fighting strategies and maneuvers were years ahead of their time, and are still used by us and the Imperials.

3rd Rebel: Yup, good ol’ Kwenn. The final fuel and supply point before the Outer Rim Territories. Why would Dana choose such a desolate place for pick up?

2nd Rebel: You mean the guy whose statues were torn down by the Emperor a while back? That Adar Tallon? I thought he was dead.

4th Rebel: Probably because her last mission was an undercover assignment aboard the Star Destroyer Relentless.

6th Rebel: He is. Commander Tallon died fighting pirates in Dalchon sector. His ship was obliterated. No wreckage, no survivors, nothing! Heck, there wasn’t even enough left to give him a decent burial.

5th Rebel: You mean she was on that Imperial monstrosity parked outside? 6th Rebel: Not only on it, she served as an officer these past few months, gathering all kinds of information for the Alliance. 4th Rebel: Still, her mission had another few weeks to go. I wonder why she decided to jump ship early? 5th Rebel: Her message sounded urgent. Code Green — Agent in trouble, pick up immediately.

ADVENTURE BOOK

1st Rebel: Don’t be gross. Let’s just get to the rendezvous point, find Dana, and get back to our ship. I’ll feel a whole lot better with some distance between us and that Star Destroyer out there. 3rd Rebel: She should be right around the next bend. 4th Rebel: There she is! But hey, wasn’t she supposed to be alone? 5th Rebel: You know, I’ve got a bad feeling about this…

105

Dana’s Datapad Tallon’s History: Tape #37484T DATA ENTRY #146 I believe this to be my final data entry. I’m, entering this coded information in case the bounty hunters catch me. But let me start at the beginning. After three months undercover aboard Relentless, I entered an assignment as assistant to Captain Parlan, the Star Destroyer commander. Our last patrol through Dalchon system netted us three pirate vessels, but Relentless sustained heavy damage to its hyperdrive engines. Of course, we captured a number of pirates. I was with Parlan when he interrogated on of the prisoners. What we heard still moves me. Commander Adar Tallon, hero of the Old Republic, is alive. And he’s hiding on Tatooine. Already scores of bounty hunters have answered Parlan’s call. They are to capture Tallon alive and hold him until Relentless finishes repairs and arrives on Tatooine. Tallon’s worth to the Alliance, even if only as a rallying point, is immeasurable. We must reach him first. If you are reading this, then the job to find Adar Tallon is yours. This mission supersedes all others. You are his only hope.

Commander Adar Tallon, a brilliant tactician and naval commander, served both the Old Republic and the emerging New Order during his long career. His space-fighting strategies and maneuvers are legendary, and became the basis for modern starfighter and fleet combat tactics. His fame reached heroic proportions during the Clone Wars. Shortly after Emperor Palpatine rose to lead the ailing Old Republic with the vision of his New Order, Tallon’s impressive career came to an abrupt halt. Tallon entered the Dalchon system to investigate a disproportionate amount of pirate activity. While touring the area, Battalion — Tallon’s patrol craft — received a priority distress call. A medium freighter was under attack by a heavily-armed pirate pinnace. Heedless of the danger and the greater firepower, Battalion dove straight for the pirate ship. This bought the freighter the time it needed to achieve hyperspace — but at a terrible cost. Battalion was obliterated. No trace was ever found of Tallon or his crew.

Gamemaster Map: Tallon’s Fortress (Interior)

Tower Player Map: Tallon’s Fortress (Exterior)

Storage

Storage

Gym

Living Room

WC

Study

Master Bedroom

WC Tower

Hangar Library

Garden

Music Room Kitchen

Lobby

Art Room Servant’s Wing

Dining

Power

VYTOR SHRIKE

QUIST

Template Type: The Merc Loyalty: To Tallon Height: 1.5 m Sex: Male DEX 3D+2 PER 2D+1 (5D*) blaster 6D+2 command 4D+1 dodge 4D+2 KNO 2D+2 STR 3D+2 languages 3D+1 brawling 4D+2 MEC 2D+2 TEC 3D beast riding 3D+2 computer programming/repair 5D first aid 3D+2

Template Type: Pirate Loyalty: To Empire Height: 1.7 m Sex: Male DEX 3D+2 PER 3D blaster 5D+2 command 4D dodge 4D+2 gamble 4D knife 4D+2 KNO 2D STR 2D+2 planetary systems 5D brawling 3D+2 MEC 3D+2 TEC 3D starship piloting 6D+2 starship repair 5D Physical Description: Quist is a fair-skinned human with blonde hair and beard. Streaks of white through his hair are the only indication of his true age. His right hand has been replaced with a knife blade. Within the folds of his long cape he keeps his hands hidden, waiting to surprise any enemies with his bladed appendage. He has a wad of SoroSuub Chew in his mouth at all times. Equipment: Heavy blaster pistol (damage 5D), comlink, 2 smoke grenades, a supply of SoroSuub Chew. Background: Quist once served the Old Republic, enlisting alongside his friend Adar Tallon. But Quist left the service to follow a more lucrative career and soon became a pirate to be reckoned with. His ties to Talon remained strong, however, and he agreed to stage the commanders’ “death.” He was captured recently by Imperial agents. In return for his freedom, Quist sold the information he had — the truth about Tallon’s death. He is in Tallon’s camp to betray Adar one more time. Personality: Quist is smooth, friendly, courteous, and crafty. It’s an act to hide his true self — selfish, out for number one. Quote: “My friends, we have no problem here.”

* while computer/sensor is operating.

Physical Description: Shrike is a short, stocky insectoid alien who wears battle armor under a heavy cloak. A form-fitting helmet completely covers his head. Breathing apparatus connect to the helmet, providing supplemental gasses his species needs. Thick straps hold a combination old-style computer and sensor array device around his neck. His three-fingered hands constantly play across its controls. Equipment: Protective armor, blaster pistol (damage 4D), vibroblade (damage 5D+1), mini-computer/sensor, 4 stun grenades, comlink. Background: Shrike was Talon’s first officer. He took part in the Dalchon incident, stayed for a time on Tatooine, then became a mere when the quiet got to him. He has returned to help his old commander. Personality: Tough, cagey, and loyal to his own ideals, Shrike is an enemy to be feared and a friend to count on. Quote: “Do you feel lucky, alien scum?”

JUNGEN Template Type: Outlaw Loyalty: To Talon Height: 1.9 m Sex: Male DEX 4D (−1D*) PER 2D brawling parry 5D (−1D*) KNO 3D STR 3D+1 (+1D†) survival 4D brawling 6D+1 MEC 2D+2 TEC 3D *reduced by armor. † increased by armor for damage purposes only.

Physical Description: Jungen is a huge, hulking, reptilian male with a boney-ridged head. His voice is deep and rumbling. Equipment: Protective armor, blaster rifle (damage 5D), 6 grenades. Background: Jungen was a young enlistee aboard Tallon’s flagship, but in his short time under Tallon’s command he grew to respect the old warrior. When it looked like the Emperor would have his commander killed, Jungen pledged his protection and help in anything Talon ordered. That pledge hasn’t faded over the years. Personality: Jungen will use his rifle if necessary, but he much prefers hand-to-hand combat, in which he excels. He is quiet, deliberate, strong. He has no qualms about stealing from those he considers evil, but goes out of his way to help those in need. Quote: “Now it’s my turn.”

IG-72 Type: Assassin Droid Loyalty: To himself Height: 2 m Sex: — DEX 3D PER 3D weapons 6D search 6D KNO 2D STR 4D MEC 3D TEC 3D starship piloting 4D security 4D Physical Description: IG-72 is a battered chrome Droid, tall and thin, loaded down with various weapons — both built-in and carried. Equipment: Blaster rifle (damage 5D), sonic stunner (stun damage 4D), grenade launcher (damage 5D), flamethrower (damage 3D), sensor array. Background: IG-72 performed his assignments effortlessly and without fail until the order to return was issued some years ago. The assassin Droid refused to submit to memory wipe and permanent shutdown, so instead went rogue. After many independent missions and much hindering from galactic officials, IG-72 went into hiding to conserve energy. Recently a new mission came in over his comlink receiver. The Empire seeks one Adar Tallon for questioning. But IG-72 knows that dead bounties are easier to collect. Personality: IG-72 pretends to be an enforcement Droid or some other type of mechanical while on a mission. But his true nature is to bring death to all living things. Quote: “Kill. Kill. Kill.”

JODO KAST

AKKIK

Template Type: Bounty Hunter Loyalty: To Empire Height: 1.8 m Sex: Male DEX 4D PER 3D blaster 7D search 4D armor weapons 5D KNO 2D+2 STR 3D+2 (+1D*) alien species 4D+2 MEC 2D+2 TEC 2D security 3D+1

Template Type: Jawa Loyalty: To Jabba Height: .96 m Sex: Male DEX 2D PER 3D dodge 4D con 5D KNO 3D STR 2D streetwise 5D MEC 4D TEC 4D Droid prog./repair Physical Description: Akkik, is short, smelly, and covered completely by a heavy, hooded cloak. Equipment: Jawa blaster (damage 2D+2), Droid tool kit.

*increased by armor for damage purposes only.

Physical Description: Wearing the battered and battlescarred armor of a Mandalore warrior, Kast looks the part of a violent, ruthless hunter in search of prey. Equipment: Battle armor (no Dexterity penalty), blaster rifle (damage 5D), blaster pistol (damage 4D), wrist laser (damage 2D), rocket darts (stun, poison), net, syntherope. Background: Kast is a young, ambitious hunter who has patterned his short career after the notorious Boba Fett. Where he acquired his armor is unknown, but Kast is driven to make a name for himself. He took this job to find Talon because it promises to earn him the reputation he feels he deserves. Personality: He is cold, calculating, and extremely dangerous. Of all his weapons, Kast enjoys his darts most of all. Each is coated with a different poison — some only paralyze or stun, others kill. Quote: “Watching prey squirm gives me a feeling of absolute power.”

GORRT Template Type: Gamorrean Loyalty: To Akkik Height: 1.8 m Sex: Male DEX 4D PER 2D+1 vibroaxe 6D KNO 2D+1 STR 4D+1 brawling 6D+1 MEC 2D+2 TEC 2D+1 Physical Description: Gorrt is green-skinned, with a pig-like snout, small horns and tusks, and powerful muscles. Equipment: Vibroaxe (damage 6D+1). Background: Akkik and Gorrt work for Jabba the Hutt, collecting protection money from local businesses. Personality: Akkik is covetous, nasty, tricky, a coward, and talks a lot. Nobody can understand him, but that doesn’t bother him a bit. Gorrt protects Akkik and likes to fight. Quote: “Ookle dink techee.” “Grunt!”

PUGGLES TRODD

ZARDRA

Template Type: Bounty Hunter Loyalty: To Empire Height: 1 m Sex: Male DEX 4D PER 3D grenade 5D bargain 4D+1 dodge 5+1 hide/sneak 4D+2 KNO 2D+2 STR 3D+2 survival 3D +2 climbing/jumping 4D+2 MEC 2D+2 TEC 2D demolition 4D+1 Physical Description: Short, furry, with pointed ears, sharp teeth, and a long tail, Trodd is a rodent-like alien. Equipment: Hold-out blaster (damage 3D+1), knife, 4 grenades (damage 5D), comlink, 5 blocks detonite (damage 1D each), various fuses. Background: Trodd joined up with Kast and Zardra because of the big payoff the Tallon job promises. Personally, he’s afraid of both of them. But working for the Empire keeps a person eating. Personality: Trodd loves to watch things explode, especially if he caused it. He hates to get involved in actual fighting, but he doesn’t mind setting an explosive trap or throwing a grenade or two. He’s unpleasant, brooding, pessimistic, complaining. Quote: “Puggles loves the smell of detonite!”

Template Type: Bounty Hunter Loyalty: To Empire Height: 1.7 m Sex: Female DEX 4D PER 3D blaster 5D con 4D force pike 6D KNO 2D+2 STR 3D+2 cultures 4D +2 brawling 4D+2 MEC 2D+2 TEC 2D starship piloting 3D+2 comp. prog./repair 3D Physical Description: Zardra is a tall, dark-haired human. Her appearance is striking, sensual, and tinged with a hint of danger. A flowing cloak and a force pike are her accessories. Equipment: Force pike (damage 5D+2), blaster pistol (damage 4D), thermal detonator, knife, stun cloak (wraps around victim, stun damage 5D). Background: Not much is known about this mysterious hunter. She appears whenever a bounty catches her interest, and is feared by all. She has teamed with Kast for the thrill the Tallon hunt offers. Personality: Zardra loves violence and personal combat. The thrill of the hunt is all, the money’s secondary (but she won’t turn it down). She has an intense fear of dying senselessly, not in combat, so she tempts disaster by taking extraordinary risks. Quote: “The hunt’s the thing, darling.”

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

EPISODE I: THE MISSION BEGINS The Rebels are aboard a space station orbiting the planet Kwenn, a world on the edge of a major space lane. The station serves as the last fuel and supply point before the Outer Rim Territories. The PCs have responded to an emergency call from Alliance agent Dana who, until recently, was undercover on the Imperial Star Destroyer Relentless gathering information. She discovered something that required immediate attention and decided to jump ship with the data. But the Rebels reach Dana too late. Bounty hunters find her first. Now the Rebels must fight their way past the hunters to discover what Dana found out — and they must do so without alerting the Star Destroyer to their presence.

START THE ADVENTURE Find the script on page 105 and assign each player a part. The parts are labeled “1st Rebel,” “2nd Rebel,” and so forth. If you have six players, each player reads one part. If you have fewer players, assign additional parts as necessary. You must read the section below out loud first, as it opens the scene in the script. This is a “cut-away,” a cinematic technique that we’ve borrowed right from the Star Wars movies. This cutaway scene doesn’t directly involve the players but sets up situations that must be resolved during the adventure. Hand out copies of the script and start the read aloud below. When you finish, the players begin the script. Point to the player assigned the part of “1st Rebel.” He or she starts reading the script aloud. When the script is finished, go to “First Fight” below.

READ ALOUD A long time ago, in a galaxy far, far away… EXTERIOR: SPACECRAFT IN SPACE. The Imperial Star Destroyer Relentless docks with Kwenn Space Station. INTERIOR: IMPERIAL STAR DESTROYER — AUDIENCE CHAMBER. Twin blast doors slide open, revealing the dark interior of a massive chamber. An Imperial captain stands upon a high platform, flanked by lower officers. Two stormtroopers march in. They drop a manacled prisoner at the feet of Captain Parlan, commander of the warship. “The charge,” demands Parlan. “Piracy, sir,” snaps a trooper. “Kill the scum,” Parlan replies coldly. “Wait!” screams the prisoner, “I have something to bargain with. Information important to the Emperor… in exchange for my life.” Parlan’s dead eyes gleam triumphantly. “Go ahead. I’m all ears.” “Tallon… it concerns Adar Tallon…” Parlan listens intently to the pirate’s tale, then issues orders. Quietly, Ensign Dana pockets a data storage pad and slips away. The commander issues one final order “Lieutenant Voor, send for the bounty hunters.” Fade to… INTERIOR: KWENN SPACE STATION.

ADVENTURE BOOK

FIRST FIGHT When the players finish the script, read the following passage out loud. There, near a rapidly closing airlock, you see agent Dana lying at the feet of an Imperial officer. You recognize her from the holofile in your ship’s computer. Next to the Imperial are two rough and dangerous-looking customers: a short, wiry female in padded armor, and a tall, scaly humanoid armed with a blaster rifle. Behind them, beyond the airlock, stands a figure dressed in deadly Mandalorian battle armor. He glares at you, then the door slams shut. Now the Rebels must fight two bounty hunters and Lt. Voor, the Imperial officer. Their statistics follow. Voor’s Tactics: Voor attempts to retreat while pulling his comlink and his blaster. He takes a shot this round, dodges once, and falls back. Next round, if he is able, he calls for reinforcements. Any successful attack by the PCs stops his call for help, knocking the comlink from his grasp. If the PCs completely ignore Voor, he gets his call through, or he gets away, see “Martial Law: for the impending results. Lt. Voor: Dexterity 2D+2, blaster 3D+2, dodge 3D+2; Strength 2D+1. All other attributes: 2D. Blaster damage: 4D.

The Bounty Hunters’ Tactics: The hunters fearlessly attack, hoping to rattle their opponents while delivering hot blaster fire. They work in unison. One tosses a grenade and dodges, the other fires twice and dodges. In the next round, they close with stunned opponents or fall back and throw their second grenade at uninjured PCs. They fight to the death, using all their skills to win. Play these characters to the best of their abilities to show the Rebels what bounty hunters can do. Seasoned Bounty Hunters*: Dexterity 4D, blaster 5D+1, dodge 5D; Strength 3D+1 (4D for damage purposes). All other attributes: 2D+2. Blaster damage 4D. Blaster rifle damage 5D. Grenade (1 each) damage 5D. Blast Armor. Each carries one medpac. *These codes reflect armor adjustments.

When the fight is over, the Rebels may want to examine Dana. See “Checking Agent Dana” for information about this Alliance operative.

TIME IN TATOOINE MANHUNT The adventure begins on the morning of Day One. The Rebel PCs have until the end of Day Four to complete their mission before the Imperial forces become insurmountable (although they are led to believe they have until Day Five). Keep careful track of how much time passes because things will get more difficult as time progresses. You want the Rebels to use the entire four days so that they can escape as the Star Destroyer arrives, but good play should be rewarded with an easy — yet climactic — finish. At the same time, poor play or play that requires more than the allotted time span should meet with some degree of failure. Even a very powerful Rebel party will be hard-pressed to defeat a fully equipped Star Destroyer. Each episode gives a suggested time frame for you to follow.

109

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

CAPTURED BOUNTY HUNTERS

MARTIAL LAW If Voor gets his distress call through, the entire space station immediately goes on alert. Stormtroopers fill the corridors and begin systematically searching docked ships. However, the Relentless cannot provide enough stormtroopers to adequately cover every inch of the station. The Rebels have some time to get to their ship and leave Kwenn. If Voor placed his call during the battle, the PCs have four combat rounds before six stormtroopers arrive to back up the bounty hunters. Every two rounds after that four more stormtroopers arrive, up to a total of 18. If Voor doesn’t get his call through but manages to escape, the Rebels have more time before the Imperials close in. After the first battle, give them time to try three things around the station before 20 stormtroopers (four with blaster rifles) arrive to impound their craft. Once alerted, the station controllers can keep the docking bay holding the PCs’ ship from opening in order to detain them. A Moderate Technical or computer programming/repair roll is necessary to override the station door controls. If Voor doesn’t get his message through but is killed, see “Accessing the Computer” and “Leaving Kwenn” for details concerning the station’s status in that situation. Stormtroopers*: Dexterity 1D, blaster 3D, brawling parry 3D, dodge 3D; Strength 2D (3D for damage purposes), brawling 3D. All other attributes and skills: 2D. Blaster damage 4D. Blaster rifle damage 5D. *These codes reflect armor adjustments.

CREDITS FOR THIS ADVENTURE If PCs don’t have any money at the start of this adventure, you’ll have to provide them with some. One way is to have 10,000 credits issued to them by Alliance Command prior to the beginning of Tatooine Manhunt. These credits are to be used to purchase something for the Alliance base in your particular campaign. That’s what brings the Rebels to Kwenn originally. That they just happen to be in the area for Dana’s call is purely coincidental.

110

The bounty hunter glimpsed in the beginning of this episode is Jodo Kast. His statistics can be found on page 108. His inclusion in this episode merely foreshadows the major role he’ll play as the adventure proceeds. Under no circumstances does he battle the PCs here. Once the airlock closes, he disappears until later. Kast reappears on Tatooine, always a step ahead of the Rebels until you decide to use him. He should be saved until the big battle in Episode Seven, but there are ways to include him without bringing him into major conflict with the PCs. See specific episodes for suggestions on how this can be done. The Rebels can question either of the other two hunters, provided they can capture one without killing him or her. This could prove difficult as they are determined to fight to the death. In the event that a hunter is captured, with a little persuasion he or she spills the details about the current bounty. They know they have been hired by the Empire to find Commander Adar Tallon, who is hiding on Tatooine, and detain him until the Relentless arrives. He must be captured alive, but anyone who gets in their way may be killed.

CHECKING AGENT DANA When the bounty hunters are defeated, the PCs can examine Agent Dana. She is dressed in an Imperial uniform, wearing the rank of ensign. She is also quite dead. Further examination reveals a small dart protruding from her exposed neck. Computer analysis of the dart shows that it was fired from a rocket projector and has traces of Sennari, a fast-acting and extremely lethal poison, along its tip. Dana also carries various Imperial identification papers, a hold-out blaster, and a data storage pad. The last item holds the key to the Rebels adventure. Dana’s data storage pad contains her last message to the Alliance. PCs must make a Moderate Technical roll to break the code and call up the information. A computer programming/repair skill can be used, too. If all else fails, their ship’s computer or an R2 Droid can break the code for them, but don’t make this the obvious choice. When the Rebels break the code, give them “Dana’s Data Storage Pad” hand-out on page 106.

ACCESSING THE COMPUTER Through any of a number of access ports located around the space station, PCs can tap into the station computer. The most important information concerns the Imperial Star Destroyer currently parked in the station’s dry dock. The Relentless is in port to take on supplies and have its hyperdrive activators overhauled and repaired. The space station staff is working overtime, but they still need three days to initiate repairs. An Easy astrogation roll allows PCs to calculate that the Imperial ship will reach Tatooine no earlier than five days from now, if the repair log can be believed. A PC who makes a Moderate Technical or starship repair roll feels that they can shave a day off that repair time if the crew is pushed to its limit. If the PCs leave immediately, they can reach the desert world in one day. This makes time a paramount concern.

ADVENTURE BOOK

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

SPACE STATION KWENN The top section of Kwenn space station contains many forms of entertainment and recreation for the weary space traveler. This large city-like structure rests upon a platform consisting of scores of individual space docks. Each docking bay is modular and can be varied in size to accommodate different ships by removing or adding walls. Inside, a series of interconnecting corridors lead from each bay airlock into the heart of the station. Repulsorlift tubes travel down into the main dry dock, a grid-work hexagon built to fit ships as large as Imperial Star Destroyers. Here these ships can dock for overhauling, refitting, and repairs, as well as for recreation leave and to take on supplies.

If the PCs want to call up any information on Adar Tallon, hand them “History Tape #37484T” on page 106. One other interesting tidbit can also be found in the computer. It seems that seven small ships have left the station in the last hour. Each logged their next destination as Tatooine. In addition, no ships will be permitted into or out of the station for 24 hours, starting one hour from now. This is either due to the alerted Star Destroyer (if Voor contacted them during the first fight), or to the fact that station security discovered a number of dead bodies recently — including an Imperial officer! The hour leeway gives the rest of the bounty hunters a chance to depart before Imperial troops completely seal the station.

THE RELENTLESS The repulsorlift tubes down into the dry dock are heavily guarded by stormtroopers. The Rebels can watch for a while, observing officers and enlisted personnel hastily coming and going between the station and Star Destroyer. If they stand around too long, they draw attention to themselves and a stormtrooper patrol approaches to find out their business. Any attempt to get on board the Relentless meets with failure. Make that very clear to the players. Security has tripled since Dana’s discovery, and the crew is taking every precaution to keep away unwanted visitors. If the PCs insist, they are captured and tried as traitors. It’s time to create new characters and try again.

THE REBEL SHIP The PCs ship, the Alabak’s Gold, is a converted Mon Calamari freighter, slightly smaller than the Millennium Falcon. Its statistics for the roleplaying game are provided below.

ALABAK’S GOLD Craft: Alabak’s Gold Type: Modified Calamari freighter Scale: Starfighter Length: 30 meters Crew: Pilot, co-pilot, navigator, shields/sensors/communications operator, two gunners Passengers: 6 Cargo Capacity: 75 metric tons Consumables: 1 month Hyperdrive Multiplier: ×2 Nav Computer: Yes Hyperdrive Backup: Yes Sublight Speed: 3D Maneuverability: 1D Hull: 5D Shields: 2D Sensors: 1D Weapons: Two Twin Laser Cannons (fire separately) Fire Control: 3D Damage: 4D

LEAVING KWENN Astrogation (an Easy difficulty check) determines that the Alabak’s Gold can make it to Tatooine in one full day. The slower Star Destroyer needs two days in hyperspace, plus three days to complete repairs (or so the Rebels think). If the PCs leave immediately after finding Dana, they have up to four days to locate Tallon and escape. The longer it takes them to get to the desert world, the worse their chances become. If they haven’t left the space station after two hours, they won’t be able to leave until the following day. Imperial troops seal the station for 24 hours as stormtroopers conduct ship by ship searches looking for the Rebels who attacked Voor (or killed him, depending on the outcome of the opening battle). It takes some fancy fabrications to avoid arousing Imperial suspicion from this point on. Even then, they have less than three days to find Tallon once the Imperial quarantine lifts.

ADVENTURE BOOK

111

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

EPISODE II: WELCOME TO TATOOINE Tatooine, a desolate planet in the Outer Rim Territories, waits to be explored. Here the Rebels begin to hunt for clues that will lead them to the elusive Tallon. The desert world’s largest city, Mos Eisley Spaceport, seems the best place to start. They find out some things that could aid in their mission, meet strange and interesting characters, and finally get a firm lead on Tallon. While there are a number of “Events” that must occur (and these are marked), most of the encounters in this episode can take place in any order the PCs visit them. Be sure to read over the NPC Templates on page 108 before playing this episode.

THE MAP OF MOS EISLEY The full-color map of Mos Eisley (included in the Star Wars: Classic Adventures box) details several streets around the famous cantina from Star Wars IV: A New Hope. Place the map so that the city side is showing but don’t show the players the cantina map (also included in the box). Black and white copies of the map are provided and in this book as well, and may be photocopied. This is the old city. Run-down structures and unwholesomelooking travelers fill the crowded streets. The inner region has high, narrow walls and tall archways, forming cramped alleys and passageways between the domed, stone buildings. Let the PCs wander around and decide where their characters are going. Certain buildings on the map are coded and detailed in the text that follows, others may have to be filled in by you. Unless specific statistics are provided, all NPC attributes are 2D.

EVENT ONE: ARRIVAL On Day Two of the adventure, the Rebels’ ship comes out of hyperspace. The PCs see: Twin suns sparkle before you as the star field returns to normal and your ship emerges from hyperspace. These, your nav computer assures you, are Tatoo I and II. Your ship continues closer and a vast planet shines bright as though welcoming you to its parched surface. This is Tatooine, the desert world. Its endless sea of sand blindingly reflects the light of both suns through your ship’s for ward viewport. A Very Easy com-scan check of surrounding space reveals a rather large number of ships in orbit around the planet, waiting for landing clearance. While many of the ships are armed, none appear to be Imperial. Mos Eisley space traffic controllers ask the PCs for their ship registration code, previous port, and purpose of visit before granting permission to land. Any reasonable answers will be accepted; Tatooine isn’t choosy about its visitors. Of course, claiming to be part of the Rebel Alliance immediately alerts the Imperial Prefect to their presence. The Rebel craft is directed toward Docking Bay 94 by an old, beat up cloud car, similar to those seen on Bespin in The Empire Strikes Back. Once the ship lands and passes customs inspection, the PCs can explore Mos Eisley and begin their search for Adar Tallon.

112

Mos Eisley Spaceport Mos Eisley Spaceport isn’t one large field of runways and docking bays. Instead, a multitude of crater-like launch stations pockmark the wheel-shaped cityscape. Docking Bay 94, for example, looks like the host of other bays scattered throughout Mos Eisley. It consists of an enormous pit gouged from the rocky soil. Stairs lead up into the city, while an entrance ramp provides access for ships with repulsorlift engines. Ships not equipped with repulsorlifts cannot dock in the city, as there is no room to maneuver or land using conventional propulsion units. The shabbily-cut bay is run-down, like the majority of Mos Eisley, its sloping sides crumbling in places.

TATOOINE For your information, and in case the PCs check with their ship’s computer, we have provided the following details about Tatooine. A Very Easy planetary systems check is needed to pull this information out of the computer, as Tatooine isn’t on most people’s “nice place to visit” list. Tatooine is the principal planet in the Tatooine star system. Twin suns — Tatoo I and II — reflect off the sand-covered world, making Tatooine appear as yet a third sun in the system. Sodium-rich sand and flat expanses of rock, dunes and cramped canyons — this is the landscape of the desert world. High winds whip oceans of sand into the atmosphere, creating dangerous and frequent storms. Dry, hot, and inhospitable, Tatooine nevertheless is inhabited by a wide variety of life. Creatures such as Womp Rats, Krayt Dragons, and Dewbacks seem to be native to the planet. Banthas and others were transported to the world for use by the intelligent races. When the Outer Rim Territory systems were opened for settlement, many families came to Tatooine to try to make a home on this harsh world. They turned to moisture farming, setting up homesteads where they toil to pull water vapor out of the atmosphere. When the settlers arrived, they found two races already living on Tatooine — small, skittery Jawas, and tall, powerful Sand People. The scavenging Jawas quickly found a place in Tatooine society as traders, but the aggressive Sand People barely maintain an uneasy peace with the settlers. Two communities are worth noting, as they are the nearest things to cities that Tatooine can boast. Anchorhead, located on the desert flats, is a slow-paced, moisture farming town. The settlers come here to buy supplies, trade goods, and attain transport to Mos Eisley. Mos Eisley, arguably the capital of Tatooine, hosts a major interstellar spaceport and an Imperial Government Post. Besides attracting interstellar commerce, the city attracts social undesirables from the space lanes and other walks of life.

ADVENTURE BOOK

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

The Customs Officer When the Rebel ship lands, a customs officer approaches. This crusty, dust-covered male humanoid carries an old-style data pad and a blaster pistol. A headset comlink connects him with spaceport control and the militia. He’s had a busy couple of days, what with all the ships that have been landing recently. Not to mention the hard time many of these lawless types have given him. He’s not in a good mood. Read: “Got any Mynocks hiding on your ship? You wouldn’t believe how many Mynocks we’ve had to blast the last few days. Filthy parasites! Some people don’t care what they bring in on the bottom of their ship. What about space mites? I won’t abide any space mites! Might as well check out your holds while I’m here. Open her up!” If the Rebels are reasonably polite and offer a small bribe (at least 100 credits), the customs officer grumpily grants them clearance for five days. You may also want to throw in an opposed con roll (the customs officer has Perception 2D+2). It costs 20 credits a day for a landing permit, however. If the Rebels give the officer a hard time, or if they claim to be with the Alliance, or if he searches the ship and finds anything out of the ordinary from their cover story, he calls the militia and alerts the Imperial Prefect. Then the Rebel ship is impounded and they’ll have to break away from the locals (which isn’t too hard to do). But thereafter they’ll be fugitives; the cities will be off-limits and the militia will be actively searching for them. The customs officer has never heard of any Adar Tallon, except for that famous one a couple of years back, and he doesn’t like to chit-chat with lowly freighter jockeys. If all goes well and they receive their landing permit, the PCs can enter Mos Eisley. One last thing. Just before he leaves, the customs officer hands a finely-rendered map to the PCs, muttering about the Prefect’s dumb idea to present all visitors with such an expensive item. Give the PCs the map of Mos Eisley Spaceport. As previously mentioned, you can find a full-color version in the Star Wars: Classic Adventures box, or a black and white version on page 147.

ENCOUNTERS IN THE STREETS The morning rush is already underway as you exit the docking bay. Humans, numerous Droid models, and aliens of every description move through the crowded streets, concentrating intently on their own business. The pace is hurried for such a backwater world, and not even the blistering heat of the twin suns — not yet full in the sky — can slow it down. Landspeeders roar by, uncomfortably close in these narrow walkways, and swarms of small, rancidsmelling creatures in hooded robes jostle past you. One stops a moment to paw at your shiny blaster. This is Mos Eisley Spaceport, a more wretched hive of scum and villainy you’ll not find elsewhere. Let the players decide where their characters are going after they’ve examined the map. Below are details and encounters for some of the buildings marked on it. Other buildings may have to be developed by you if the PCs visit them. Easy alien species rolls are needed to identify any particular type of alien, such as the hooded Jawas. You can find statistics for Jawas in “Jawa Traders” below.

ADVENTURE BOOK

The Mos Eisley Cantina Located in the oldest section of Mos Eisley, where old vices still flourish, the Mos Eisley Cantina was one of the spaceport’s first blockhouses. The diverse nature of transportation parked outside barely suggests the assorted clientele. The building lies partially underground to provide some protection from the heat. The dim interior, combined with the brilliantly lit entrance, gives those within the cantina the distinct advantage of seeing newcomers before they see them. An astonishing variety of beings frequent the cantina most of the time, but the current influx of visitors to Tatooine makes the cramped facilities even more crowded. There are one-eyed creatures and thousand-eyed, creatures with scales, creatures with fur, and some with skin that seems to ripple and change consistency from moment to moment. Tentacles, claws, and hands wrap around drinking utensils of various sizes and shapes. A steady babble of human and alien tongues fill the room with noise. The din of the crowd covers the common room like a thick blanket. But above the noise a catchy, infectious beat plays. It is a swinging, upbeat tune, and the alien band belts it out loudly. The bar itself is stocked with many odd-shaped flasks, bottles, beakers, and tubes overflowing with strange and familiar liquids. The bartender is a tall, overweight human who wears a gruff expression and doesn’t appreciate violence in his establishment. He also doesn’t answer questions.

RUNNING SPLIT GROUPS If your players decide to split up their PCs to cover more ground, don’t despair. There is a way to handle multiple groups of characters while keeping the action fun and exciting. We employ another use of the cinematic cut-away technique, only this time the scenes involve the PCs. Simply allow one group to do a little exploring, then when they get to a crucial point in the action cut to another group. Go back and forth in this manner until the Rebels join together again. This method builds suspense, gives everyone something to do and think about, and helps add to the illusion of playing in a movie. And since it is like a movie, it doesn’t matter that one group knows what another group is doing.

113

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

A variety of vulgar noises constantly wash over the Rebels. Some may be directed at them, others are not. No matter, for just walking through the cantina garners a limitless number of glances, looks, and rude stares. While visiting the cantina, the Rebels get to see and do a lot of things. They notice Shrike, Jungen, and Quist rendezvous at a booth (their statistics are in the pullout). Quist has just arrived on Tatooine and Tallon has sent the mercs to meet him. Akkik and Gorrt (also in the NPC section, see page 108) arrive at some point to collect credits on behalf of Jabba the Hutt. Most of the locals have been driven to find a new hangout while the city is so busy, leaving only new arrivals to talk to. This can be productive as the Rebels will get an idea of just how many people have answered the Imperial bounty, but it won’t get them any real leads. In fact, it could get them in a lot of trouble from jealous hunters wary to give away any secrets. One local, however, refuses to abandon her spot at the bar. Edu Harn is an aged, gray-haired woman who seems slightly senile. She raves on and on about the Sand People, reliving in her mind an attack that must have occurred years ago. Still, if approached in a friendly manner she lets the Rebels know about Labria. He’s sly and tricky, but if anyone knows anything about Tatooine it’s Labria. Of course, Labria isn’t around at the moment. But he’ll be in later, Edu says. See “Meeting Labria” for more information. Other activities include:

114

Gambling: There are several games of chance in progress at any given time. PCs can get into one if they flash at least 50 credits to the gamblers. Follow the gambling rules in the Gamemaster’s Guide. There is at least one game of skill being played as well. Lumguzzling: Lum, a particularly powerful liquor, is the favored drink of a lobster-headed alien seated in a booth near the band. The alien doesn’t look particularly powerful or heroic. Actually, Lobster Head looks rather weak and wimpy. Nevertheless, Lobster Head challenges one of the Rebels to a lumguzzle contest. If the PC refuses, the patrons in the vicinity ridicule loudly. If the Rebel accepts, Lobster Head offers him or her a seat and motions for two pitchers of lum. Lobster Head has a stamina of 4D. When the contest starts, both contestants must make Very Easy stamina rolls. If anyone fails, they pass out immediately from the potency of the lum. With each subsequent guzzle, subtract one die from each contestant. Therefore, on the second guzzle Lobster Head rolls 3D, then 2D, then 1D. No one can roll less than 1D. The winner of the contest is the one that remains conscious. The competition continues until one or both contestants fail the roll. Intimidation: Two nasty, belligerent, Whiphids try to intimidate any non-combatant Rebels (Armchair Historians, Kids, Old Senatorials, and the like) into turning over their credit pouches. These furry, three-clawed bullies just want to pick on an easy mark. They are content to brawl, only pulling weapons if stronger, more capable-looking persons intervene.

ADVENTURE BOOK

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

Whiphid Bullies: Dexterity 2D+1, vibroblade 3D+1 (damage 4D); Strength 3D, brawling 4D +2. Claws (damage 3D)

Romantic Moment: One Rebel (male or female) is approached by a member of the opposite sex. If the PC acts friendly and courteous, he or she gains a fawning admirer for life. This romantically-minded NPC follows the party around, tries to defend the object of his or her desire (verbally and physically), and showers all kinds of gifts upon the selected Rebel. Jax (or Jaki): All skills and attributes 2D.

Bounty Hunter Registration: Puggles Trodd sets up a bounty hunter sign-up office in a cantina booth. The PCs notice a crowd of hunters gathered around the booth. Puggles (whose statistics are on page 108) is here on behalf of Jodo Kast to sign up a posse of hunters to accompany Kast into the Wastes. This is Kast’s way of keeping the bumbling and typical hunters in line and out of his way. The pay is 10 credits a day, with a bonus of 100 credits once Tallon is found. They leave at First Dawn (when Tatoo I rises).

Regional Government Office Far from the center of Imperial influence, Tatooine remains little more than a collection of settlements loosely affiliated with Mos Eisley and Anchorhead. A local militia keeps order in the cities and can be raised to defend out-lying farms from the varied hazards of the desert world. The only true sign of Imperial authority is a minor prefect — Orun Depp — who administers land deeds and other bureaucratic necessities from an office in Mos Eisley. All official settlement deeds and census information are stored here, but Tatooine has much that is unofficial. Depp has a personal garrison — as he calls it — of six stormtroopers and four militiamen. He talks tough, but can be easily bullied or bribed. Other than information on the sale of three settlements around the time of Tallon’s “death,” he can offer little aid to the Rebels. The three settlements are the old Tusken fort, Lank’s farm, and a tract of land sold to one Sedi Fisk. These are all out in the Wastes, and other than suggesting they find a guide, the Prefect cannot provide directions (he’s never been out there himself). See Episode Five for more information.

ADVENTURE BOOK

Jawa Traders A group of Jawas actually live in Mos Eisley, serving as contacts between the city and their own people out in the Wastes. Constantly on the lookout for any opportunity to buy, sell or trade, these Jawas can be extremely annoying. Play them as such, whether the Rebels meet them on the street, in the cantina, or at the Jawa trading post. Point, tug at sleeves, paw equipment, jabber constantly, and parade all kinds of battered, partially-rebuilt machinery in front of the PCs. The Jawas know nothing about Tallon. If the PCs return to the citydwelling Jawas a second time, they receive a cold, angry welcome, and each Jawa is armed. They have been roughed up by Jodo Kast in the interim and don’t wish a similar encounter. Jawas: Dexterity 2D, blaster 2D+2; Perception 1D, bargain 3D; Strength 1D. Blaster pistol (damage 4D)

115

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

General Store

Power Station

Tar Lup and his wife Kal, a couple of wolf-like aliens, run the general store. Despite their fearsome appearance, both Tar and Kal are friendly and helpful. Their store carries provisions, supplies, and some machinery. They don’t know anyone who matches Tallon’s description, but few settlers ever travel all the way to Mos Eisley for the items they carry. Most of their dealings are with space travelers. Many settlers do come into the city for weapons and landspeeders, however. Tar directs sociable PCs to those stores. He comments on the unusually high number of visitors for this time of year, eager to find out why the Rebels are on Tatooine. PCs can buy supplies here if they wish, including medpacs. Tar has three of these highly-sought items left, and he is only charging 200 credits for each. He’s also pushing a miniature vaporator/water converter. It only costs 2,000 credits and it actually works. Before this encounter ends, Akkik and Gorrt (see page 108) arrive to collect Jabba’s portion of this week’s sales. They dump a few shelves, break some merchandise, and threaten loudly. Tar quickly moves to get them the credits. If the PCs go to Tar’s defense, the wolf-alien thanks them but begs they stay out of it. Then he pays Akkik. If the Rebels press to stop Jab’s goons, Akkik and Gorrt back down and leave, but not before assuring the storekeepers that they’ll be back.

This station provides power for speeders and other repulsorlift vehicles. A large, square labor Droid, named 4-LB, operates the station. Four-el has information about someone matching Tallon’s description. He lives out on the old Lank settlement and comes by twice a month. But Four-el has confused Bels Lank with Tallon. While the PCs talk with Four-el, the assassin Droid IG-72 plugs into the station to power up. The Droid ignores them and seems totally uninterested in their discussion. Once the PCs leave, the assassin Droid trashes Four-el and the station. Then it heads out toward the Lank farmstead to finish its mission. See the page 107 for IG-72’s statistics.

Spaceport Speeders Spaceport Speeders is a repulsor vehicle shop that rents, sells, and buys landspeeders and airspeeders. In fact, Luke Skywalker’s landspeeder is on sale — for 4,000 credits! Other than that, there are only two landspeeders available — an old Mobquet A-1 and a rebuilt Ubrikkian. The heavy influx of bounty hunters has cleaned the shop out. Three bumbling, rather inept-looking bounty hunters haggle with the shop owner about the price of Luke’s old vehicle, and Zardra (see page 108) eyes the Ubrikkian when the PCs reach this encounter. She greets them with a chilling smile, and finishes her purchase. If the Rebels ask about Tallon while she’s around, Jodo Kast will be alerted to the PCs’ presence. The salesman has never seen Tallon, but tells them that maybe Old Arno the scout knows who he is. See “Meeting Old Arno” in Episode Four for more information. Mobquet A-1 Landspeeder: Speed Code 2D, Maneuverability 1D+2, Body Strength 2D.

Jabba’s Town House A large, converted blockhouse serves as Jabba the Hutt’s home in Mos Eisley. Two dozen guards and half as many servants work here constantly, whether Jabba’s in town or not. It doesn’t have all the comforts of his desert palace, but it is easily the fanciest estate in this section of the city. Jodo Kast and his team have graciously been given permission to use these facilities as a base while they stay on Tatooine. Jabba has used these hunters at one time or another and feels it is in his best interest to accommodate them. Besides, it allows him to keep an eye — through his assorted agents and listening devices — on Kast. Jabba is also desperately curious as to why so many hunters have come to Tatooine. By the way, there is no way that the PCs can get to see Jabba during this adventure. He is secluded out in his desert palace, a well-guarded structure that these Rebels cannot hope to breach. The closest they can get to the Hutt is Akkik and Gorrt, as well as the town house guards. If the PCs persist, have them roughed up by a large number of Jabba’s goons. If they try again after this, have them captured and fed to the Rancor.

Spaceport Hotel and Mos Eisley Inn These two dilapidated inns provide all the comforts that the inner city can offer to weary space travelers — cheap food, semi-private rooms, lumpy beds. Ten credits per day, per bed is standard, but the innkeepers try to haggle for more. Both are crowded, but there is some room in the inns — for a price. With so many people arriving in Mos Eisley, the inns can command up to 50 credits a day. If an innkeeper rolls better than each PC on a bargain check, he demands the 50 credits. For each PC that beats his roll, subtract 10 from the amount, down to 10 credits a day. Spaceport Hotel Clerk (Sullustan): bargain 3D+1; all other skill and attributes 2D. Mos Eisley Innkeeper (Human): bargain 4D; all other skill and attributes 2D.

Wreckage The first settlers to Tatooine crashed in the middle of what is now Mos Eisley. The ruins of the colony ship can still be seen, as the city never cleared the wreck but instead built up around it. The Mos Eisley Cantina was the first

116

ADVENTURE BOOK

Chapter Two: Tatooine Manhunt

8 CLASSIC ADVENTURES

blockhouse, and the city simply continued from there in an ever-widening circle. What’s left of the ruins is considered a planetary monument — but that doesn’t stop the Jawas from using it as a home while in the city.

Weapon Shop Kayson’s Weapon Shop sells personal weapons, both ranged and melee. Kayson has lots of standard items, including non-powered clubs, swords, and gaffi sticks, and powered weapons like blasters. No explosives are available, though, and no heavy weapons (Puggles bought up all the detonite Kayson had on hand). All prices are doubled due to the heavy demand the bounty hunters have created. See the Rebel Field Manual for complete cost tables of standard prices.

Street Corner Preacher All kinds of aliens live on the streets in this outlaw town. Beggars, thieves, and other cast-offs of the space lanes find a way to live in the Mos Eisley shadows. Improvise all kinds of chance encounters with any sort of scoundrel, crazy, or desperate person you can imagine. But the most interesting street person is the street corner preacher. This ageless gent wears long, ragged robes and carries a tall staff. The staff is topped with a tiny Bantha, carved from the tusk of one of the large beasts. His voice echoes throughout the cramped streets, calling for all to listen. He is a Dim-U priest, one of the select devoted to the mystery of the Bantha. “Listen, my children! For we have been given a great mystery to unravel, a message of importance if we can only see! And what is this mystery? It is the Bantha, that sacred, noble, elegant creature that can be found the galaxy over! The Bantha is a gift from beyond whose meaning we have not yet begun to fathom! For when we do finally come to understand why the Bantha has been placed throughout the galaxy, we will achieve the Age of Bounty! Wherever we go in our space vessels, no matter how far, the Bantha is there to welcome us and make us feel at home. Do not harm the Bantha, do not eat of its meat or wear its regal hides! Would you harm a welcoming friend?” The priest and his sect are an accepting, tolerant lot. To promote their devotion to the Bantha, they have a community out in the Wastes that is modeled after their conception of the great beasts. They welcome travelers, helping them become accustomed to life in the desert. The preacher explains to the Rebels that the priests of Oasis, the desert community, may be able to help them in their quest. See “Midnight at the Oasis” in Episode Five for more information.

Hunters, Hunters Everywhere… Bounty hunters are everywhere, arriving by the shipload, to hunt for Adar Tallon. There are capable hunters and unskilled ones, seasoned and raw recruits. The only thing they all have in common is the desire for quick credits and a taste for blood. The professionals are calm, quiet, and hard to spot. The part-time ones are excited, noisy, and stand out easily. They fill landspeeders to overflowing, hassle locals, act tough. Whenever you want, have a typical bounty hunter cross paths with the PCs. Typical bounty hunters: Dexterity 3D, blaster 4D, dodge 4D; Knowledge 1D+2; Mechanical 1D+2, repulsorlift operation 2D+2; Perception 2D; Strength 2D+2, brawling 3D+2; Technical 1D.

ADVENTURE BOOK

EVENT TWO: THE FIRST OLDSTER DIES Sometime during Day Two, the Rebels overhear a conversation. Place this special encounter anywhere in the city, after the PCs have visited two or three Mos Eisley sites. From around a corner, from a nearby booth, or from the next aisle in the general store, the PCs hear: “Yeah, Heff’s dead,” says a low, gravelly voice. “Even a bacta bath wouldn’t help.” “Yep, yep,” replies a fast, breathy voice. “Sad to see an oldster make da Final Jump.” If they move fast, the Rebels can catch up with two caninelike aliens conversing nearby. Both stand erect and are humanoid. A PC must win an opposed bargain roll with one of the aliens (bargain 3D+2) in order to get anything useful out of the pair. If the PC loses, then it takes 50 credits to get the pair to talk. Heff owned the souvenir shop, until someone killed him about an hour ago. Heff was one of the last remaining oldsters, those people who came on the original colony ship. The only others still alive are Old Arno and Slag Flats. At the souvenir shop, the Rebels can meet Heff’s daughter, Tebbi. Tebbi is a rabbit-like alien, with soft white fur and long pink ears. She has been crying, and the shop is closed. A Rebel sympathizer, Tebbi can be convinced to help if approached in a friendly and honest manner. She reveals that nothing was stolen, but a dart sticking from her father’s neck appears to have caused his death.

EVENT THREE: MEETING LABRIA As the afternoon winds down, the Rebels get to meet Labria. If the PCs haven’t been searching for this elusive knowledge broker, then the following scene can be used to introduce him. Read: You make your way back to the cantina when you hear a pained scream up ahead. There, in the shadowy alley next to the cantina, you see three figures beating a fourth person. One of the figures steps into the light and you recognize the distinctive armor of a bounty hunter. He pulls his blaster and addresses the beaten person. “You’re gonna tell us what we want, or you’re gonna end up real dead!”

117

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

If the PCs rush to the beaten figure’s aid, they discover that he is Labria. After beating or driving off the three typical bounty hunters, the Rebels can speak with Labria. In gratitude, he tells them what they want to know. See below for details. If the PCs have been actively seeking Labria, asking questions and the like, he follows them around and finally approaches them as the afternoon ends. He had to make sure they weren’t like the other hunters — cruel and deadly. If they did some good deeds around Mos Eisley, he mentions these acts as the reason he has decided to help them. Labara: Labria is a tall humanoid with a diabolical face, razorsharp teeth, and two huge horns jutting from his bald head. For all his sinister appearance, Labria is nothing more than a town drunk. With slurred speech and stumbling movements, he makes his way around the city. He does know things and can be quite helpful, he just doesn’t look the part. As an

employee of Slag Flats, he has been on the lookout for anyone who might be able to assist her old friend, Adar Tallon. Labria has decided that the PCs fit the bill. “I am Labria — hiccup! — and if you need information, I am — burp! — the person to deal with.” Labria: Dexterity 2D, dodge 3D; Knowledge 3D, streetwise 4D; Mechanical 1D; Perception 2D+2; Strength 2D+1; Technical 1D.

Labria knows absolutely nothing about Adar Tallon, other than it is a name on many peoples’ lips these days and that the name has interested his sometime employer, Slag Flats. He explains that Slag only sees who she wants to see, and without his help the PCs will never find her. “At First — hiccup! — Twilight you meet me. At — burp! — Spaceport Hotel. I’ll take you — hic! — to Slag Flats.” The Rebels can do whatever they want until First Twilight (when Tatoo I sets), then it’s off to see the mysterious Slag Flats.

EPISODE III: BLOOD ON THE SAND This episode follows the assumption that the PCs agree to meet Labria at First Twilight. Labria leads them to Tower Ridge to meet Slag Flats. But he doesn’t stick around long, leaving the PCs to make their own introductions. Inside an old water storage silo, in the shadow of an old subspace transmission tower, is Slag’s secret headquarters. But when the Rebels find Slag, things are not as expected. An unforeseen greeting creates a desperate situation and the Rebels discover that you can drown on a desert planet. If the PCs decide they don’t trust the devil-faced drunk, see the alternate storyline at the end of this episode.

FIRST TWILIGHT GET-TOGETHER First Twilight of Day Two comes to Tatooine. If the PCs meet Labria at the Spaceport Hotel, he directs them to the outskirts of town, to Tower Ridge. He drives a beat-up speeder bike, weaving drunkenly ahead as the Rebels follow in their own vehicle. Tower Ridge is the first subspace transmission antenna ever constructed on Tatooine. Now it is unused, just a towering ruin. Below it rests one of the planet’s first water storage silos, set upon a sandy ridge that overlooks the encroaching desert. During the ride out, Labria explains that Slag Flats is an Ithorian-in-exile, an ancient female Hammerhead who came to this dead desert world on the initial colony ship. She has carved a place for herself in the underworld, but not a large enough place to upset Jabba the Hutt. “She can tell you where to find — hic! — this Tallon,” explains Labria. “She holds audience — burp! — in the silo.” Once they arrive, Labria informs them that this is as far as he goes. He turns his bike around and zooms back toward Mos Eisley. Now the PCs can examine the silo and decide their next course of action.

118

EXAMINING THE WATER SILO As the Rebels examine the surrounding area, read: The rusted ruins of the transmission tower cast a shadow across the ridge complex. The silo itself rests atop a square metal building, with double doors set in one side. One door rocks open in the evening breeze. An old speeder is parked behind the silo, and a control box is attached to a side wall. Inside the silo, the Rebels will find — courtesy of Jodo Kast — a very dead Slag Flats. After Kast finished dealing with Slag, he left a squad of typical bounty hunters to clean up her associates. As they were leaving, Quist arrived. It was easy for Quist to buy the hunters’ loyalty. Now they are in the transmission tower, hired by the pirate to kill whoever Slag was waiting to meet. Quist watches the proceedings from beneath the ridge, his speeder bike nearby. PCs actively examining the area (and making an Easy search roll) find shifted sands around the complex that show a number of landspeeders recently moved through this vicinity. Any Rebels who enter the building see: The dark interior of the silo is quiet and still. Your footsteps echo loudly about the metal chamber. Then you notice shapes upon the floor, beside some over-turned furniture. Three humans and a hulking white-furred alien are scattered nearby, distinct blaster burns riddle their bodies. An lthorian, presumably Slag Flats, is slumped in her chair, her great hammer-shaped head splayed across her desk. When Slag is examined, the Rebels find a dart jutting from her neck. It is coated with Sennari, just like the darts that killed Dana and Heff. A data pad near her lifeless hand has two words typed into it: “Arno’s next.” At this moment, Quist puts his scheme into action. Using a remote, he triggers the magnetic seal on the silo doors. They clang shut, trapping the Rebels within the metal structure. Then the hunters move out in their landspeeder, hoping to

ADVENTURE BOOK

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

draw any Rebels who remained outside away from the silo. If the Rebels decide to chase the hunters, see “The Big Chase Scene.” To find out what happens to the PCs in the silo, see “The Deadly Water Trap.”

TOWER RIDGE WATER SILO

TOP VIEW

Old Landspeeder

THE DEADLY WATER TRAP Once the magnetic doors seal, the PCs have a few moments to puzzle out their situation. Of course, like the garbage disposal aboard the Death Star, this chamber is protected against blaster fire. Because FRONT VIEW of the magnetic seal, any shots aimed at a wall or door simply ricochet around the room. The only Open Door Control Box other visible exit is a closed circular door in the ceiling, about three meters off the ground. When the Rebels who remained outside take off after the fleeing bounty hunters, Quist makes his play. He goes speeder catches up with the bounty hunters, all characters around to the control box, flips a switch, and returns to his not driving can begin exchanging blaster fire. The hunters speeder bike. The switch opens the overhead door, pouring fight to the death, but if any are captured they explain that tons of water down into the sealed chamber. If any of the they helped Jodo Kast wipe out the Hammerhead and her trapped PCs make an Easy Perception roll, they hear a repulfriends. But now they’re taking orders from a guy who came sor engine roar over the sound of the rushing water then fade out of the desert, a guy with lots of credits and a knife where off into the desert, away from Mos Eisley. Quist, his task done, his hand used to be. returns to Tallon’s fortress to put the rest of his evil plan to Bounty hunter landspeeder: Speed Code 2D, Maneuverability work. 1D+1, Body Strength 2D. To get out of this trap, the PCs need do nothing more than swim. Once the water has filled the chamber, they can float to ALTERNATE STORYLINE the top and climb up into the silo. An unshielded door in the If your PCs decide not to meet with Labria, they still find silo can easily be blasted open. Of course, PCs need to out some of the things that go on in this episode. Let them remove any armor in order to stay afloat, as well as make Very hear about Slag Flat’s demise the same way they heard about Easy swimming rolls. They could also use a thermal detonator the death of Heft. A couple of people talking explain how Flats (or two grenades) to blast a hole in a metal wall. was wasted out at the old water silo, how she was found with Outside, near the control box, is a stick of SoroSuub Stima dart in her neck. They also mention how the scout, Old chew (and important clue). Arno, is the last of the oldsters, the only one left from Tatooine’s original colony ship. The PCs may then decide to THE BIG CHASE SCENE go out to the silo to see for themselves If they do, just modify The four typical bounty hunters drive off in a roomy land“Examining the Water Silo” to fit this development. Even if speeder. The hunter’s speeder starts out at short range and they don’t head out to the silo, follow up the news of Slag the driver has a repulsorlift operation skill of 3D+2. If the fleeFlats’ death with the events in Episode Four. ing speeder gets beyond long range, it gets away. If the PCs’

ADVENTURE BOOK

119

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

EPISODE IV: CANTINA AMBUSH By the evening of Day Two, the Rebels should have found out the following facts. There are lots of bounty hunters on Tatooine searching for Adar Tallon. One of these hunters uses poisoned darts to dispatch his victims. Two oldsters, both of whom may have known of Tallon, were found dead with darts jutting from their necks. The next apparent victim, Old Arno the scout, is also someone whose services have been recommended to the Rebels if they hope to survive out in the desert wastes. Now, as darkness spreads through the crowded Mos Eisley streets, the Rebels receive a message from Old Arno to meet him at the Mos Eisley Cantina. But what’s waiting for them isn’t a cagey old scout — it’s a gang of deadly bounty hunters!

NIGHTTIME IN MOS EISLEY

mentions that he hasn’t seen Arno for over a week. But before they can puzzle this out too much, Labria shows up, all smiles and good cheer. But his smile fades when he mentions how sad it is that Slag Flats died. Labria has decided to work for Jodo Kast. The reasons for this include good money and wanting to live to a ripe old age. He decided to tell Kast about Flats, but never thought that Slag would die. If she had only cooperated with the bounty hunter, Labria has convinced himself, everything would have been fine. Now Kast wants to eliminate the group that Flats asked to meet, as well as Old Arno. Arno’s a problem since no one’s seen him for over a week, but the Rebels should provide some amusement at best. To this end, Labria has been instructed to lead the Rebels to the cantina, positively identify them, and then spring an ambush. Labria says to the PCs:

Nighttime in Mos Eisley can be a dangerous time. Vile bounty hunters stalk the darkened streets, but the regular inhabitants are no less fearsome. Thieves, murderers, and all manner of the criminal element prowl the arched pathways with evil intent. Bring this out in your descriptions as the Rebels make their way back from the water silo or just wander around looking for more clues. You can actually place a few nocturnal encounters along their route. If any PC goes about on his or her own, this is a perfect opportunity to have something bad jump out of the shadows. Eventually, however, they make it back to their lodgings. If they go directly to their rooms at the inn, a message from Arno awaits them. The innkeeper says:

“My friends — hiccup! — I am truly sorry about what happened to poor Slag. But I have located — burp! — Old Arno. He’ll be here — hic! — shortly to meet with you.”

“I got a message for you. Old Arno wants to meet with you tonight at the cantina. The messenger said Arno’s got some important information concerning somebody named Tallon.”

With that, the Rebels hear an evil laugh as numerous blaster safeties click to the ready and the ambush is sprung.

If the Rebels ask who the messenger was, the innkeeper says, “It was that no good drunken stoolie, Labria.” The Rebels could also be staying in their ship. If that’s the case, they find the message on their computer screen, transmitted from somewhere in town.

The band abruptly stops playing. Six typical bounty hunters and Puggles Trodd stand around the PCs’ booth. Puggles has lifted himself onto a table so that he has a commanding view of the room. Everyone else has scattered, including the bartender. His voice can be heard from somewhere under the bar — “No blasters! No blasters!” Every gun is pointed at the PCs. Puggles addresses them:

WAITING FOR ARNO If the Rebels go to the cantina in response to Old Arno’s message, they don’t find him right away. In fact, the bartender

As Labria tells them about Arno, ask the PCs to make Moderate Perception rolls. If anyone makes it, tell them that they see a small, furry alien (Puggles Trodd) sidle up to the bar near their booth. If anyone rolls five more than the necessary difficulty number, they notice that except for the band, the cantina has become quiet. Labria stands shakily, pointing at the Rebels. He yells out: “These are the hunters that — hic! — Slag wanted to meet! You can begin — burp! — the attack!”

REBELS BETRAYED

“Money is tight, my friends. Competition bad for all. You understand, yes? Don’t be mad with Puggles. This is just business.” With that, Puggles dodges behind the bar and the bounty hunters open fire. Blaster fire cuts Labria down during the first volley, but six shots are aimed at the PCs Bounty Hunter Tactics: Four bounty hunters overturn two nearby tables to use as cover. Each table has Strength 1D. The tables must be destroyed before those hunters can be shot at. Three hits destroy a table, or 3 × Strength on one hit. Everyone is at point-blank range. The other four hunters dodge, making it harder to hit them. They will not use Combined Fire, as they’ve never worked together before. The hunters fight to kill, as per Jodo Kast’s orders. Puggles’ Tactics: Puggles ducks out through the back door during the fight.

120

ADVENTURE BOOK

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

At some point, when everyone is engaged in combat, a shadowy form appears in the darkened cantina entrance. It is Kast. He fires one dart at a PC, then disappears into the night. The dart is coated with poison. If the Rebel is hit, he or she makes a stamina roll. The number rolled is the number of minutes before the poison kills. A medpac applied during this time will save the Rebel (Moderate medpac use check). When reduced to three attackers or less, the hunters attempt to retreat. They rush into the street, heading for Jabba’s Town House. Once the chase leads into the narrow streets, go to “The Grenade Escape.” As the Rebels leave to chase the hunters into the night, or once they’ve defeated them in the cantina, the band begins to play again as though nothing happened. Start up the soundtrack and fade to the next scene.

PUGGLES’ GRENADE If the PCs chase any fleeing bounty hunters, they follow them into the narrow streets heading toward Jabba’s Town House. Once the PCs plunge ahead, Puggles leaps from his hiding place in the shadows and tosses a grenade at them. Puggles’ grenade is a smoke screamer, a combination sonic screecher and smoke bomb. When it detonates, it produces an ear-piercing wail and emits clouds of thick, black smoke. Everyone within 10 meters of the explosion must make a Moderate stamina roll. If they fail, the pain produced by the sonic scream incapacitates them until the noise stops. An Easy Technical roll, made by someone who isn’t incapacitated, must be made to shut off the screamer. Those not incapacitated by the noise still experience pain. Lower all attributes and skills by 1D while the noise continues. Only by running straight ahead through the smoke (and making a Moderate search roll) can any Rebel hope to keep up the chase. Those that do can follow the remaining hunters (and Puggles) back to Jabba’s Town House. If the Rebels chase them that far, the militia intervenes to stop any battle.

MEETING OLD ARNO The excitement’s over for the night. If the PCs didn’t chase after the bounty hunters, they’re standing around in the middle of a wrecked cantina. Labria isn’t among the bodies. Only wounded, he disappeared into the night. The bartender, understandably, isn’t very happy. He peeks his head over the bar to make sure the shooting has stopped, then rises to his full height with an angry gleam in his eyes. He wants to know who’s going to pay for all the damage. It takes an offering of 250 credits to calm him down, and even then he’ll continue to mutter to himself for the next couple of days. If they did chase the hunters, the PCs are either recovering from the sonic screamer or talking their way out of trouble with the militia. Either way, a grizzled old-timer steps out of the shadows. He surveys the area calmly, his craggy face baked brick red from constant exposure to Tatooine’s suns. He sports a long bristly beard. He steps up to the Rebels and says in a slow drawl: “Someone sure doesn’t like you folks. Good thing I just got back from the Dune Sea or I might’ve ended up like poor ol’ Heff and Slag. I’m Old Arno, the scout, and I got a message from Slag Flats to look you all up.”

ADVENTURE BOOK

EFFECTS OF NO SLEEP Rebels need sleep, that’s a fact of life. After a full day’s activity, everybody needs time to rest and recuperate. Once you determine when sleep becomes necessary, let everyone make a Moderate stamina check every hour longer they decide to remain awake. Anyone who fails loses one die from every attribute and skill until they get at least four hours of sleep. Even Rebels with high stamina can only push themselves so long before they suffer negative effects as well. After three hours, they begin to lose one die every two hours, regardless of their stamina rolls.

Slag tried to contact Arno earlier, but settled with leaving him a message when she couldn’t track him down. She wanted the old scout to lead the PCs into the Wastes to try to find Tallon. Once, long ago, she aided the commander when he needed to lose himself on Tatooine. With only infrequent contact over the years, Tallon never opened up completely to the Ithorian crime boss. So she only had a vague idea of where he had settled, but she still had fond feelings for the noble commander. She wanted to find a trustworthy and capable group to help Tallon avoid the price on his head. By watching the actions of the PCs throughout the day, Slag came to the conclusion that they might be Tallon’s only hope. If the Rebels tell Arno what’s been going on, he agrees to lead them out at dawn. Until then, he can take them to a hiding place he has just outside of town where they’ll all be safe for the night. Arno knows a lot about the desert and its inhabitants. He has worked for moisture farmers, inspectors, and explorers, using his skills to earn a living. Old Arno believes in fair deals and honest work, and he does his best to honor old debts and help his friends. Arno, Slag, and Heff arrived on Tatooine together, passengers on the original colony ship whose wreckage still adorns the center of Mos Eisley. Now his friends are dead, and Arno won’t rest until their murderer is found. He explains to the PCs: “I figure Slag and Heff were killed because someone thought they knew something about this Adar Tallon fellow, seeing as how them and me are the only locals who date back that far. Seems to me there was a group of people who arrived right around the time of this commander person’s death. They settled out in the Wastes, actually purchasing some deserted homesteads. So that’s where we’ll start in the morning. We’ll check out them places and see what we can see. Lank’s Farm, Tusken Fort, and Sedi Fisk’s desert manor. Yup, it’s gonna be an interesting day.” Old Arno: Dexterity 2D+2, blaster 3D+2; Knowledge 4D, survival 6D; Mechanical 3D, repulsorlift operation 4D; Perception 2D; Strength 3D; Technical 3D+1.

THE STAR WARS SOUNDTRACK One way to make the adventure better is to use props to create moods and set scenes. If you have the soundtrack from Star Wars, try this during play. Whenever the PCs enter the cantina, start up the “Cantina Band” theme. Whenever a fight breaks out, stop the song to simulate the band diving for cover. When the trouble is over, the band starts playing again as though nothing happened.

121

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

EPISODE V: EXPLORING THE WASTES Second Dawn of Day Three brings a whole slew of new problems to challenge the Rebels. They discover that most of the bounty hunters have set off into the desert with Jodo Kast, just a few hours prior to their own departure. But with Old Arno to lead them, the Rebel heroes have a slight advantage over Kast and his cronies. Plus, Arno has narrowed down Tallon’s hiding place to three sites. All they have to do is reach the right one first.

STARTING OUT Arno wakes the Rebels at Second Dawn, urging them to get a move on. Something big has happened in Mos Eisley and he wants to check it out before they begin the day’s trek. The old scout offers the PCs a ride in his large, battered cargo skiff, but he relents if they decide to bring their own vehicle. He’ll be slightly insulted, of course, but he won’t grumble — at least not much. He cranks up the old repulsorlift engine and the skiff rattles forward, sounding very much like it’s about to fall apart. But it doesn’t, and soon they drive into town. Read: Something is different in the spaceport on this bright, hot morning. Something has changed. The Mos Eisley streets are quiet and less crowded, the citizens go about their business with obvious ease and relief. Old Arno pulls up outside the general store, offering a slight nod of greeting to Tar Lup. “Hello, Tar. Why’s our little town breathing so easy this fine morning?” asks Arno. “Can’t you tell, Arno? They’re gone,” smiles Tar, “the bounty hunters have gone. The whole lot of them got up before First Dawn and headed out into the desert.” Tar and most of Mos Eisley’s residents are visibly relieved to be free of the bounty hunters, even if only for a day or two. They don’t understand that Mos Eisley’s good fortune probably means a major loss for the Rebel Alliance. Old Arno turns to the Rebels and asks them quietly, “What’s our next move?” If they decide to proceed with the plan Arno outlined in Episode Four, read: Old Arno maneuvers his clunky skiff through the wider streets, never looking behind to see if you are following. When he reaches the edge of town he guns the engine and the skiff shoots off into the desert. Soon Mos Eisley is far behind, just a speck on the scorched horizon. Read the “Cut-Away to the Relentless sidebar before proceeding.

INTO THE WASTES As the Rebels make their way to the three possible sites of Tallon’s hide-out, they encounter a number of dangers unique to Tatooine. Because of their proximity, Arno must lead the PCs through each encounter as they are presented. There is no way to avoid any of them without going kilometers out of the way and losing precious time. Old Arno explains that he hasn’t been out this way in quite some time, so some things may surprise even him. Still, someone killed his friend Slag Flats, and he won’t rest until the murderer is brought to justice.

122

CUT-AWAY TO THE RELENTLESS Read aloud: EXTERIOR: SPACECRAFT IN SPACE. The Imperial Star Destroyer Relentless, docked with Kwenn Space Station. INTERIOR: IMPERIAL STAR DESTROYER — BRIDGE. Captain Parlan stands upon the command platform, watching the space station through bridge viewports. A lower officer steps up and clears his throat. “Speak,” orders Parlan. “The crews have worked through the night and all systems have been repaired,” snaps the officer. “In addition, astrogation has calculated an optimum hyperspace route that will get us to Tatooine by tomorrow evening.” Parlan’s eyes sparkle and his lip turns up in an evil smile. “Then Tallon’s mine! Order immediate departure.” Fade to… EXTERIOR: THE TATOOINE DESERT

While playing these encounters describe kilometers of burning sand that stretch in every direction. Bring out the fact that rows of endless dunes make everything look the same. Tell the players how hot the desert is, with the glaring heat of twin suns pounding down upon them. Get across the feeling of a vast, boiling desert as the PCs travel through the unending wastes. But at the same time, give just enough of these set-changing descriptions to add mood and flavor, then fade to the next encounter.

ENCOUNTER ONE: HERE THERE BE DRAGONS When the Rebels cross the next dune, they come face to face with a creature out of nightmares. Read: As you come over a large sand dune you see a flat plain that stretches to the horizon. There, lying wounded just above the burning sand, is a large sail barge. Overloaded with bumbling, amateur bounty hunters, the craft appears to be ripe pickings for the creatures surrounding it. The sail barge is under attack by three huge, terrifying monsters! “Them’s Krayt Dragons,” explains Arno, “some of the most fearsome creatures to walk the Tatooine sands.” These hunters are rank amateurs who came in answer to the Imperial bounty. They aren’t part of Jodo Kast’s crew, and they’ll be lucky to fend off the Krayt Dragons without losing a hunter or six. The PCs can aid the hunters or not, but if they continue on without getting involved read the passage below. If they do help the hunters, ignore the passage and just let them deal with the three dragons. You leave the sail barge behind, driving your landspeeder over a hill of sand. Suddenly, without warning, the hill moves! Sand cascades like water from a fall as a huge creature rises out of the desert. This Krayt Dragon roars, drowning out the sound of your vehicle’s engine. Its dripping, tooth-filled maw snaps closer and closer.

ADVENTURE BOOK

Chapter Two: Tatooine Manhunt

8 CLASSIC ADVENTURES

Krayt Dragon: Dexterity 3D; Perception 1D+2; Strength 12D; Speed Code 3D; Size 10 meters tall, 30 meters long; combat: claws (8D damage), bite (15D damage).

Krayt Dragons’ Tactics: The Dragons use their claws to swat PCs and NPCs alike. Once a character is stunned, the lizard moves in to apply a powerful bite to the unmoving victim. Dragons flee after being incapacitated or suffering six hits (stun or better). If rescued, the hunters try to take over the PCs’ speeder so they can continue their search. They’ll offer to buy the vehicle, and even steal it if that fails, but they really aren’t very good and can easily be left behind. These bumbling bounty hunters have the following statistics. Bumbling bounty hunters: Dexterity 2D+1, blaster 2D+2; Knowledge 1D+2; Mechanical 1D+1; Perception 1D+2; Strength 2D+1; Technical 2D+2.

ENCOUNTER TWO: SEDI FISK’S DESERT MANOR After the battle with the Krayt Dragons, Old Arno leads the way to Sedi Fisk’s desert manor. The manor rests within a rocky canyon, surrounded and protected by high stone walls. All around the manor are smaller dwellings, situated to form a little community out here in the Wastes. But it is evident at once that no one lives here anymore. Read: The canyon is quiet, still. Nothing moves but the hot, midday breeze, and it blows unobstructed through and around the shattered buildings. The manor lies in ruins, as does every other dwelling in the vicinity. Whatever happened here occurred long ago. It appears Sedi Fisk no longer lives in this tiny community. As the Rebels make their way through the ruined settlement toward the manor house, have the PCs make Easy Perception or search rolls. Anyone who rolls successfully can positively determine that these ruins date back at least a year, possibly longer. Shattered gaffi sticks can be found among the broken remains, as well as deteriorating signs of previous habitation and recent animal infestation. In fact, some of the animal droppings look quite fresh. When they continue further into the ruins, read: The broken remains lean toward you as you climb over rubble and under hanging wreckage. After a time the twin suns dip lower and shadows grow longer. You imagine that things are moving in the darkened corners, just out of sight. Then, without warning, a shadow disconnects from a crumbling wall and dashes in your direction. Not everything in this ruined community is dead. A pack of Womp Rats has taken up residence here, and they would love to feast on fresh Rebel meat! Over two meters long and extremely vicious, womp rats attack quickly and in packs. Five of them participate in this battle. Womp Rats: Dexterity 2D; Perception 1D+1; Strength 2D+1; Speed Code 3D; Size 2.1 meters long; Combat: claws (damage 2D+2), bite (damage 3D+1).

After defeating these mean-spirited creatures, the Rebels should come to the conclusion that this isn’t the place they want to be. If they don’t decide to leave and instead agree to continue exploring the ruins, have Old Arno point out the following fact.

ADVENTURE BOOK

“Don’t get excited, but there’s a whole bunch of those Womp Rat critters all around us,” Arno calmly explains. “I suggest we get out of here, but real slow like, if you take my meaning.” Above, on the rooftops of the ruined buildings, the Rebels see lots of dark shapes and gleaming eyes. If the PCs ignore Arno’s suggestion, the Womp Rats begin attacking in waves of five until the PCs are forced to flee.

ENCOUNTER THREE: THE OASIS First Twilight falls over the desert by the time Arno leads the Rebels out of the ruins. He gathers them some distance from the broken settlement and says: “The Wastes ain’t safe to travel after dark, and I certainly don’t want to camp out in those awful ruins. There’s a place I know that will put us up for the night, and some people there may be able to provide us with some information. It’s called the Oasis and, if we hurry, we should make it there before Second Twilight.” The Oasis is a religious community situated in the middle of nowhere. The Dim-U, as the priests call themselves, came to Tatooine aboard the original colony ship, along with the first settlers (although the original priests have died out). On Tatooine, as on hundreds of other planets, they came to help establish the world and expand their religion. Here, the Rebels find a small town fighting to survive in the endless desert, far from larger cities. A number of dwellings, built in the distinct Tatooine manner, huddle together with several moisture farms to make up Oasis. The people are friendly and trusting, helping any who come to them in need.

123

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

The priests welcome visitors, helping prepare those new to the desert for the rough life ahead. The Dim-U themselves are devoted to the mystery of the Bantha, contemplating why the sacred creature can be found on so many planets and what part it plays in the galactic scheme. “As the familiar Bantha welcomed us to this world after our long journey, so we welcome you.” This is the concept upon which Oasis was built. The community respects and deals with Sand People, because they are the chosen people of the Bantha on Tatooine. They preach against killing Banthas for food or clothing. Instead, they practice a communal relationship with the great beasts similar to the Sand People, and many Banthas roam Oasis freely. It is after dark when the Rebels arrive. A priest greets them and offers to direct them to the main hall where they can find food and shelter. Along the way they see farmers quitting work for the night, children playing atop huge Banthas, and other members of the community engaged in various activities. At the main hall, the Rebels can speak to Dryon, the current Dim-U high priest. Dryon looks very similar to the street preacher in Mos Eisley, except he is cleaner, neater, and wears better clothes. He listens quietly to the PCs’ questions, then explains: “As I told the others earlier, Oasis doesn’t ask for names or explanations. Like the humble Bantha, we simply greet newcomers and offer what aid we can to make life easier upon this suns-scorched ball.” The others were bounty hunters, including Jodo Kast, who asked questions concerning Adar Tallon. Dryon sent them on their way when they became angry, because anger is not the way of the Bantha. “I could offer them nothing but hospitality,” says Dryon, “the same as I offer you.”

Dim-U Priests: Dexterity 2D; Knowledge 2D+1, survival 3D+2; Mechanical 1D, beast riding 3D+2; Perception 2D+2; Strength 2D; Technical 2D. Dryon, the High Priest: Dexterity 3D; Knowledge 3D+2, survival 5D; Mechanical 2D+1, beast riding 5D; Perception 3D+2; Strength 3D+1; Technical 2D.

Night Attack Oasis is a friendly, happy place, full of laughing people and good cheer. The priests, farmers, and families of Oasis fill the main hall to meet with the Rebels. They bring food, drink and song, asking only that the Rebels tell their story. As the peaceful night continues, no one suspects that danger waits around the next corner. Before the get-together breaks up, bounty hunters attack. Read: Your peaceful evening ends abruptly as a window shatters and a smoke grenade crashes against the far wall. Dark, noxious smoke quickly fills the hall, and people begin to rush from the building. But as they get out into the night, blaster fire smashes through the darkness and the citizens of Oasis fall. Then a voice calls out, “You will tell us what Jodo Kast wants to know, Dryon, or we will raze Oasis so that not even a speck of sand remains!” Zardra leads a squad of seasoned bounty hunters in this attack on Oasis. They do not know that the PCs are here when they first strike. The bounty hunters have the same statistics as those found in Episode One. There are five of them. Zardra hopes to convince the high priest to cooperate by threatening those he holds dear. Once Zardra realizes that she isn’t facing just priests and farmers, she quickly changes her tactics. “This is a glorious night to win or die,” she tells her foes, then orders her squad to fight to the death. These hunters are better than others the PCs have faced so far. They break into teams of two each, with each team combining fire at a single target when able. Once the battle ends, there will be no further attacks that night.

EPISODE VI: BATTLE IN THE DESERT The second day out into the Wastes finally brings the Rebels to their goal, but not before they get to battle a young girl defending what’s left of her home and meet up with Tatooine’s fearsome Sand People. Then, if all goes well, they reach the last site on Old Arno’s list — Tusken Fort.

DAY FOUR BEGINS Twin suns rise over Oasis on the morning of Day Four. Old Arno rouses the PCs, eager to start out. Dryon comes to see them off, thanking them for their help the night before. The high priest provides whatever supplies Oasis can spare, including food, water, and two medpacs. They have few weapons, and cannot afford to part with those they do have. He extends an open invitation to the PCs, asking them to return whenever they like. Then he bids them farewell, saying, “May you always travel in the shadow of the Bantha.” Fade to “Encounter One: Lank’s Farm.”

124

ENCOUNTER ONE: LANK’S FARM Fade in as the Rebels approach Lank’s farm and read: Smoke wafts on the horizon, rising from the ruins of a large settlement. It appears something terrible has happened at Lank’s Farm. And from the looks of the burning buildings and smoldering wreckage, it appears that whatever occurred happened very recently. Arno brings his landspeeder to a halt, scanning the area. “Be ready,” he whis-pers, “whoever’s responsible for this may still be around.” Lank’s Farm looks similar to Luke Skywalker’s home in Star Wars IV: A New Hope. There are domed, partially underground buildings, and lots of vaporators all over the property. The only difference is that these buildings are in ruins, their burning remains split wide and gutted. Whatever caused this damage had extensive fire power and wasn’t shy about using it. Even the perimeter defense screens have been shattered.

ADVENTURE BOOK

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

As the PCs check out the farm, it soon becomes apparent that the agent of destruction is long gone. Dead bodies are strewn everywhere. Blaster marks, grenade fragments, and fire damage scar the battered landscape. Then, when one Rebel approaches the main building, read: You hear muffled sobbing coming from somewhere ahead, within the destroyed main building. It stops. Silence follows. (Give the players a moment to say what they’re doing.) Suddenly the silence is disturbed by the sound of a blaster pistol, and two fiery bolts smash within meters of where you stand. The ruins fall quiet again, and the Rebels see nothing. If they try to approach the main house, they must make three Easy hide/sneak rolls. Each successful roll gets a PC that much closer to the house undetected. Anyone who fails the roll still moves closer, but is spotted by the mysterious sniper and shot at. Anyone who makes all three rolls undetected can get a drop on the sniper. If a Rebel lobs a grenade into the ruins, the sniper screams out and the shooting stops. The PCs can now enter the ruins safely. See “The Wounded Sniper” below. If someone sneaks up undetected and decides to take aim to get off a blaster shot, see “The Unwounded Sniper” below. Sniper: Dexterity 2D, blaster 2D; Strength 1D+1.

The Wounded Sniper A grenade or other area weapon applied to the ruins where the blaster fire originates stops the deadly spray of energy. The ruins can now be entered safely, but once inside the demolished building the PCs hear: Low moans echo from the far corner, and a still form lies under scattered rubble. It is a young girl, no more than nine or 10 years old, and she appears wounded, trapped beneath a fallen wall. On careful examination, and a Very Easy first aid roll, the Rebels can tell that she isn’t seriously hurt but her condition will deteriorate without application of a medpac. Once the rubble is cleared away and she is treated with a medpac (a successful Easy first aid roll), she awakens and fear fills her large, blue eyes. If the PCs act in a friendly manner and do their best to alleviate her fears, the girl speaks. See “The Sniper Speaks” below.

The Unwounded Sniper Any PC that successfully makes three hide/sneak rolls gets to the ruins undetected. That Rebel can peek into the building to see who’s there or to take aim with a blaster. Read: Standing behind a partially fallen wall, a blaster in hand, is a young girl. She’s dressed in tattered clothing and appears to be crying. You figure she can’t be more than nine or 10 years old. As you watch, she prepares to fire another burst of energy toward your friends as they try to slip closer. Ask the player what his character wants to do. If a PC tries to command her to put her weapon down, ask for a Moderate command roll. Anything less won’t break through her mixed emotions of fear, anger, and confusion. If a PC tries to calm her down and win her trust by being friendly, ask for an Easy

ADVENTURE BOOK

bargain roll (she reacts more positively to such an action, therefore the lower difficulty). A PC might also attempt to reach her and disarm her before she can fire the blaster. The winner of an opposed Dexterity roll performs his or her action. If, after seeing who the sniper is, a Rebel still wants to shoot her, explain that this is definitely an evil action. If the Rebels get her to calm down and talk to them, see “The Sniper Speaks” below.

The Sniper Speaks Once the Rebels begin to talk to the girl, she says: “I’m Reen, and this is my father’s farm. His name is Bels Lank. Everything was fine and good until that awful man came. He was tall and silver, all dressed in shiny armor and carrying all kinds of weapons. But he scared me when I saw him land by the ’flector screens, so I ran and hid in the house. Dad went out to meet him, though, and… and… the shiny man blasted him again and again! I ran into the cellar, but I couldn’t get away from the noise. Everything was going boom all over the place. Then it was quiet until you came, so I grabbed a blaster and…” Reen begins to sob uncontrollably. The tall man in shiny armor who killed her family is IG-72, the assassin Droid. IG-72 followed the lead provided by the power station Droid in Episode Two to Lank’s Farm. The lead, however, turned out to be false as Bels Lank owns the property, not Adar Tallon. Now the Rebels must decide what to do with young Reen. Arno suggests, if no one else does, that he take her back to Oasis while the PCs go on. He gives them directions to Tusken Fort that takes them right through the heart of Sand People country.

ENCOUNTER TWO: DEFEATED BOUNTY HUNTERS The Rebels continue further until they come upon the scene of a recent battle. Bounty hunters are strewn everywhere. All but one of these 10 hunters is dead, and this last one is quickly fading. He says: “We were told that Tallon was old and helpless. But this man is dangerous! He led my squad of seasoned hunters a merry chase, then fell upon us swiftly and without mercy. We never saw him coming…” Then the hunter dies.

125

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

ENCOUNTER THREE: TUSKEN RAIDERS The Rebels travel on, following Arno’s directions further and further into the desert. Out here the Rebels meet up with an angry tribe of Sand People, driven to a battle frenzy by the actions of unscrupulous and sadistic bounty hunters. Already attacked twice by the hunters, more for fun than for information, the Sand People have prepared a little welcome for the next group of humans to come their way. They hope to dissuade these unprovoked attacks by turning the sands red with bounty hunter blood. As the Rebels proceed further into Sand People territory, read: On the horizon you see the solid wall of rock known simply as “the Barrier.” Unmoving shapes between you and the Barrier become more distinct as you travel closer. You see three tall cairns, set before the open pass that Arno assured you leads to Tusken Fort. Upon examination the cairns appear unnatural and strange, made from piles of armor, helmets and various machine parts. Some pieces are recognizable — landspeeder and weapons parts, familiar bounty hunter gear — others bear no resemblance to anything you can remember. If the PCs dig through the cairns, they find that nothing can be salvaged. Whoever set these markers was quite thorough in their destruction of each piece. If they expect to find any bodies, even under the sand, the Rebels are disappointed. Other than the piles of wrecked equipment, there is nothing else to find. Go on to “Getting through the Pass.”

Getting through the Pass The Rebels enter the narrow pass. The end of the pass promises to hold the key to their entire quest. All they have to do is get there in one piece. Two things threaten to stop them as they make their way through the pass. First, a stampede of Banthas hurtles toward them. Then the Sand People themselves attack.

126

Bantha Stampede After the Rebels travel a bit into the pass, they hear a thunderous rumble from up ahead. A cloud of dust rushes closer, and out of that cloud the Rebels see a herd of Banthas bearing down upon them! Tied to the lead Bantha is a dead bounty hunter, set there to show why the Sand People are angry. The Rebels have at least three choices as to how to get out of this one. Drive through the Stampede. If the Rebels try to drive through the Bantha herd, have the pilot make a Very Difficult repulsorlift operation roll. A failed roll doesn’t mean death, but instead calculate how much the roll was missed by. For every five points under the required difficulty number, add one level of damage to the landspeeder. Example: If the pilot needed to roll a 21 but rolled a 6 instead, the landspeeder suffers severe damage. If the speeder is destroyed, calculate damage for each PC by rolling Bantha Strength against PC Strength. If the speeder suffers heavy damage or less, it loses 1D from its speed code but gets through the herd. Severe damage knocks out the speeder’s engine, but doesn’t result in injury to the PCs. Duck and Cover. If the Rebels abandon their vehicle and seek shelter along the wall of the pass, they find nooks and crannies in which to hide. The herd passes them by, but their speeder is trampled and destroyed. Halt the Stamped. If a Rebel attempts to jump on the lead Bantha and bring the stampede to a halt, he must make the following rolls. First a successful Easy climbing/jumping roll is needed to mount the moving animal. Then a Moderate beast riding roll is needed to hang on and establish a connection with the creature. Finally, an opposed roll must be won by the PC in order to command the Bantha to stop. When it stops, so does the herd. Roll beast riding against orneriness for this skill check. Bantha: Strength 8D; Orneriness 2D; Speed Code 2D.

ADVENTURE BOOK

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

Sand People Whether on foot (because their speeder was damaged) or riding in their landspeeder, the PCs finally approach the end of the pass. Beyond is Tusken Canyon, and the infamous Fort Tusken. Now the Rebels meet up with Sand People seeking revenge against earlier bounty hunter attacks. Sand People Tactics: The Sand People shadow the PCs, moving along the top of the pass. Then, when the Rebels reach the mouth of the pass, the Sand People attack. Ten Sand People leap upon the Rebels from the pass’s walls, while an additional 10 fire blaster shots from above. Of these 10 with blasters, only the three leaders use Combined Fire. The others fight with fierce independence. This is a straight knock-down drag-out fight that continues until only five Sand People remain. These five bolt, heading back to their tribe. If the Rebels are defeated, they are bound and brought before the tribe to face judgment. In this unlikely event, you’ll have to play the scene by ear. If the PCs can convince the Sand People they aren’t in league with the bounty hunters, they will be set free to continue with the adventure. Otherwise you may have to design an episode dealing with the Rebels’ escape.

The Sand People can be convinced to let them through the pass if the PCs are friendly and offer some item for trade. The miniature vaporator from the general store is perfect for this task. Sand People: Dexterity 2D+1, blaster carbine 3D+1 (damage 5D), gaffi stick 4D (damage 4D+2); Strength 3D +2.

Reaching Tusken Canyon Once the Rebels exit the narrow pass, they find themselves on a ledge overlooking a rocky canyon. This is Tusken Canyon, once a thriving settlement before the Sand People closed this section of the planet. Across the gaping canyon, on a high plateau, sits Tusken Fort, the last spot to check on Old Arno’s list. Read: The seedy old-style fortress sits atop a small rise, overlooking the burnt husk of a long abandoned settlement. The square, one-story building has two towers, their gun bays empty. Walls have been patched and replaced in areas, attesting to the theory that the fort is inhabited. As you watch, a figure appears at a tower window. It holds something metallic to its face and scans the horizon before retreating into the dark interior. Let the players come up with a plan, then fade to Episode Seven.

EPISODE VII: SLAUGHTER AT TUSKEN FORT The Rebels have journeyed through the Wastes to Tusken Canyon, the place where Tallon has decided to make his stand against the Imperial agents on Tatooine. If he wins, he has pledged to then take the battle to the Galactic Core itself! In the fortress the PCs must battle Tallon’s mercs, convince the commander of their good intentions, and then defeat the deadly Jodo Kast. But beware! There is a traitor in Adar’s camp.

ENTERING THE FORT If you take a look at the map of Tusken Fort on page 106, you’ll see a number of entrances located all around the structure. Each door is locked, but only the hangar and servant’s wing have computer access ports. The main door and the back door have no visible entry devices. The PCs can choose the direct knock-on-the-front-door approach, or they can try to enter the fort unseen. Depending on their decision, see the appropriate section below.

The Front Door Approach As the Rebels approach the front door, let the PCs make Easy Perception rolls. If anyone makes the roll, they have the feeling that they are being watched. Jungen, hiding on the hangar roof, observes their approach. If attacked, he fires his blaster (set on stun) at the most dangerous-looking Rebel, then leaps down to engage in hand-to-hand combat. His statistics are on page 107. Let the fight go on for two combat rounds, then the front door slides open. Shrike is there, carrying a heavy blaster rifle. He fires once to get everyone’s attention, then asks the PCs to enter peacefully.

ADVENTURE BOOK

If the Rebels agree to holster their weapons, Shrike and Jungen lead them into the fort. Go to “Meeting Tallon” If they object and try to continue the fight, go to “The Mercs.” If the PCs don’t attack but continue to the front door, Shrike meets them and leads them to Tallon. Go to “Meeting Tallon.”

Entering Unseen The fort can be entered by accessing the computer ports on the hangar and servant’s wing doors. A Moderate Technical or security roll breaks the code and opens either door. Another way in would be to climb through the tower windows. This requires a rope of some sort, an Easy Strength roll (to toss it that high), and an Easy climbing/jumping roll to actually navigate up the rope. However, to try any of these methods the PCs must make Easy hide/sneak rolls to approach the building unseen. If they fail, Jungen spots them before they reach the fort. See “The Front Door Approach” above for his reaction. If the Rebels do manage to enter the fort without being spotted, they can wander around as they see fit. See “Inside the Fort” for encounters within Tallon’s home.

TUSKEN FORT

127

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

The Mercs The mercs under Tallon’s employ are led by Shrike. The group includes six typical mercs, Jungen, and Quist. Statistics for Shrike, Jungen, and Quist can be found on page 107. The typical mercs are listed below. If the call goes out for reinforcements, this entire group shows up to engage the Rebels in combat. They set their weapons on stun, attempting to capture this small attacking force. If all of the PCs are stunned, go to “Meeting Tallon.” Quist never gets into the thick of the battle, preferring to fight from a distance. If the Rebels fight well and defeat more than three of the typical mercs, Quist and Shrike (or Jungen if Shrike is down) retreat back to Tallon’s side. The final conflict occurs in “Meeting Tallon.” Typical Mercs: Dexterity 2D+2, blaster 4D+2, dodge 3D+2; Knowledge 1D+2; Mechanical 1D+2; Perception 1D+1, search 20+1; Strength 2D+2; Technical 2D.

INSIDE THE FORT Inside, the old fort is comfortable and homey. Elegant yet simple furniture shows a definite woman’s touch. Repairs and maintenance have not been neglected. As the Rebels explore the fort, refer to the descriptions below. The fort is set as a trap for Imperial agents. The PCs can wander around, but they only meet a few people. However, they have the feeling that someone is watching them the whole time. • Hangar. This large room is filled with tools, parts, and machinery necessary to keep vehicles in good repair. In fact, it is very well stocked. There is a landspeeder here, roomy enough for six, and four old starfighters that look similar to Xwings. An Easy technology roll identifies them as Z-95 Headhunters, the forerunners to the X-wing starfighter. They appear to be in good repair and working order, and an Easy Technical roll verifies this fact. • Lobby. This elegant lobby bears evidence of wealth and good taste. Done in marble and polished stone, this room has tall pillars with intricate carvings and beautiful tapestries from the Galactic Core. • Computer Room. The entire fort is hooked into the massive computer center. There are access ports here, but most rooms also have their own data terminals. Temperature control, security, power regulation, and other important systems originate or are controlled from this central area. It takes a Difficult Technical or computer programming/repair roll to break into any of the major computer systems. • Art Room. Various holographic paintings, sculptures, and other artistic expressions from the Old Republic are on display here. • Garden. The clear-domed roof lets sunlight into this indoor garden. Plants from many different worlds adorn this room. It is a tranquil, idyllic setting. In the very center of the garden is a statue of some Old Republic hero, wearing a naval uniform dating back to the Clone Wars. The base of the statue, partially buried under dirt, bears the simple inscription. “Adar Tallon. Here.” A stick of SoroSuub Chew lies on one of the paths. • Tower One. This tower has stairs running from the ground floor up to the observation level. Nine bed rolls are situated about the lower floor where the mercs sleep.

128

• Study. Dark wood and recessed light makes this room warm and comfortable, and the clear dome above lets in the rays of the suns and moon. There is a computer access port and a holoprojector, as well as a desk and chair. • Gym. This fully-equipped gym is empty when the Rebels arrive. • Living Room. Cozy furniture, a holoprojector, and a hologame table decorate this chamber. The Droid LN-26, programmed to serve as Tallon’s major domo, is fitted with a special personality module that gives it a woman’s voice and mannerisms. LN-26 is easily startled by the Rebels, but she quickly recovers and attempts to find out as much as she can about these strangers while secretly signaling for help. LN-26: All attributes and skills 1D except: bureaucracy 4D, cultures 4D, languages 4D, Strength 2D.

• Master Bedroom. The expensive furniture that fills this chamber is exquisite and highly fashionable. Medals and commendations adorn the walls. Each has been awarded to Adar Tallon for various feats of bravery and courage. • Servant’s Wing. Tallon’s servants, Morr and Cala Wenn, live in this wing. They are present if the PCs enter through here. Each has skills and attributes of 2D. Morr isn’t a brave man or a good fighter, but he will take up his blaster carbine to deal with intruders. They won’t betray Tallon and, if they get a chance, will sound the alarm. • Kitchen. This fully-equipped kitchen is stocked with supplies and old-fashioned appliances. • Dining Room. An elegant table and chairs sits up to 10 people. • Tower Two. The ground floor of this tower has been set up as a medical bay. There is a diagnostic computer, supplies, and a bacta tank for emergencies. • Power Shed. This chamber houses the power generators that supply the energy that runs all of the equipment in the fort. • Music Room. Strange alien instruments are on display, but the room is dominated by a massive pipe organ. Sitting at the organ is Adar Tallon, and beside him are Shrike and Quist. Go to “Meeting Tallon.”

MEETING TALLON Whether the Rebels are led here by Shrike and the mercs, brought here while unconscious, or wander in on their own while unseen mercs shadow their movements, they see the following scene. The chamber you find yourselves in has a high-domed ceiling and lavish furnishings. Strange alien musical instruments are displayed around the room, creating an exotic musical museum. A massive pipe organ sits against the far wall, pouring out a melancholy tune from the days of the Old Republic. An old man, dressed in plain black tunic and pants, sips from a long thin glass. He raises his glass to you and says, “And now the hiding ends.” Depending on how the PCs arrived at the music room, Tallon will be attended by Shrike, Quist, and Jungen. Adar’s wile enters the room and stands at her husband’s side. Tallon studies the faces of his family and friends, then turns to the Rebels. He says:

ADVENTURE BOOK

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

THE BOUNTY HUNTERS ATTACK Quist had hoped to turn Tallon over to Relentless himself, but the arrival of the Rebels has forced him to change his plans. Now, working with Jodo Kast, he has decided to capture the commander and hold him for the Star Destroyer. Kast, Zardra, Puggles Trodd, and six bounty hunters burst into the music room. Of course, if any of the main NPCs have been eliminated, replace them with seasoned bounty hunters. Kast’s first order of business when they enter the music room is to put Shrike and Jungen (if they are present) out of commission. Kast does this easily by firing two paralyzation darts at them. The other hunters engage the mercs, quickly dropping them through the element of surprise. The Rebels now must take matters into their own hands or all is lost. The hunters won’t attempt to hurt Tallon, but they may decide to stun him if he tries anything. Everyone else is expendable. The fight is to the death, but you may want Kast to survive to plague the Rebels at some future date. Quist, of course, stays out of the main battle. He pulls back into the shadows, keeping Tallon’s wife between himself and the conflict. If the Rebels win, he bargains for his freedom with Kay Tallon’s life.

AFTER THE BATTLE When the dust of combat clears, Adar Tallon says: “Imperials have become more persistent and ingenious since last I dealt with Palpatine’s agents,” says the sternfaced, commanding old man. “I am Adar Tallon.” With that, six mercs enter the room with weapons at the ready. Tallon smiles, “What is it that brings you gentlebeings to this faraway corner of the galaxy?” Tallon believes the Rebels to be Imperial agents and deals with them as such. Here they must use all their best arguments to convince him differently or they can attack the mercs. Let the conversation progress naturally, with the PCs trying to win Tallon’s trust and Tallon trying to see through their protests. Then, after a few minutes of this, read: As you speak with Tallon, you hear a beep somewhere in the room. The caped man, who Tallon called Quist, pulls his hands from beneath his cloak. One hand is missing, and in its place is a gleaming blade. He presses a button on his armband and the beeping stops. Then he pulls his blaster and aims it at Tallon’s wife. “I’m sorry commander, but there’s no other way.” With that both doors swing open and armed bounty hunters enter the room. Quist, the pirate who provided the Empire with Tallon’s whereabouts, now makes his final play in one of the big showdown scenes of the adventure. See “The Bounty Hunters Attack,” to the right. The statistics for Adar and his wife are listed below: Adar Tallon: Dexterity 2D+2, blaster 5D+2; Knowledge 3D, planetary systems 7D; Mechanical 3D+2, starship piloting 6D+2; starship tactics 9D+2; Perception 3D+1, command 7D+1; Strength 2D; Technical 3D. Kay Tallon: Dexterity 2D+2; Knowledge 2D, bureaucracy 2D+2; Mechanical 1D+1, beast riding 2D+1; Perception 2D+2; Strength 2D; Technical 1D+1.

ADVENTURE BOOK

“Thank you, my friends. It seems that only members of this Rebellion I have heard so much about would risk their lives to defend an aging hero. If I may be permitted to bring my wife and Droid, I shall accompany you. As in the days the Old Republic, the name Adar Tallon shall once again serve the cause of Justice.” Tallon orders any remaining mercs to handle the cleanup out here at the fort. Then they are to disappear before the Star Destroyer arrives. The commander offers his land speeder and Z-95s to the Rebels, explaining that the Alliance may need such craft and Shrike has his own transportation hidden nearby. If any PCs were wounded during the battle, there is enough time to visit the medical bay before heading back to Mos Eisley. If the Rebels ask Tallon to tell them about himself, he says the following during the ride across the Wastes. “There came a time when it became obvious that Palpatine would soon rule the galaxy. I knew that I would have to flee or die opposing him. I chose to fake my death, and go into hiding until the time was right to move against him. I came here to this desolate planet far from the interests of the Empire, fell in love, and settled down to start a home. I was happy and the concerns of the Empire were as if another time. But then they came, stormtroopers crawling all over this desert world in search of Droids and Rebels. It was then that I realized that no place in this galaxy is truly beyond Palpatine’s evil reach. I sent out the call to my old crew, asking them to come and aid me in a last stand against the Empire. The only thing I never counted on was betrayal from a friend…” Now it’s time to go back to Mos Eisley, collect their ship, and get away before Relentless arrives.

129

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

EPISODE VIII: ESCAPE FROM TATOOINE This is it, the final scene. The Rebels reach Mos Eisley with Tallon, only to find three more obstacles in their way. First, they must circumvent the Imperial Prefect and his stormtroopers. Then, the final hunter — IG-72 — makes his move. And, finally, the Rebels must out-maneuver Imperial TIE interceptors before the Relentless arrives to cut off all escape.

CUT-AWAY TO THE RELENTLESS Read aloud to the players: EXTERIOR: SPACECRAFT IN SPACE. Streaks of blinding color whip past the Imperial Star Destroyer Relentless as the giant craft mom through hyperspace. INTERIOR: IMPERIAL STAR DESTROYER — PARLAN’S CHAMBER. Captain Parlan, alone in his chamber. A strange sound enters the room and light begins to play across Parlan’s dark features. He looks up and bows quickly. A 12-foot hologram of Darth Vader materializes before Parlan. “Everything proceeds according to plan, Lord Vader,” says Parlan. “We are about to come out of light-speed just beyond Tatooine system. Nothing can possibly go wrong.” “See that it doesn’t. Captain Parlan,” replies Vader grimly. “Do not fail the Emperor… or me.” Fade to… EXTERIOR: MOS EISLEY SPACEPORT.

MOS EISLEY UPROAR Even though First Twilight of Day Four approaches, the Rebels notice lots of activity. Read: The twin suns of Tatooine set the twilight sky ablaze with fiery color. But even as darkness approaches, Mos Eisley is alive with activity. People are running everywhere, preparing ships, gathering belongings, paying off debts. Even the locals move quickly, securing doors and windows, transporting families and possessions to safer quarters. It appears as if a mass exodus of visitors and residents alike is imminent.

The Rebels, with Tallon and his wife and Droid, enter the spaceport in order to pick up their ship. As they make their way through the hectic crowd someone they befriended, such as Tar Lup, calls to them from nearby. If they take a moment to talk, their friend explains that Imperials are coming. The spaceport has been ordered closed. “The Prefect and his stormtroopers are trying to secure the city as best they can,” says the friendly local, “but they can’t be everywhere. Still, an Imperial Star Destroyer in system adds a lot of weight to the Prefect’s commands. Most of the visitors have decided to obey the Imperial edict, but that doesn’t mean they can’t be ready to leave at a moment’s notice.”

The Prefect and His Stormtroopers The Prefect and his stormtroopers, operating on a tip from Labria, await the Rebels at the entrance to Docking Bay 94. The Prefect is not a brave man, but he also knows what Pariah will do to him if he fails. He is ready to arrest the Rebels and Tallon when they arrive. However, while concentrated opposition won’t deter the stormtroopers, it will make the Prefect pause if the Rebels do not surrender and instead decide to fight their way to their ship, the Prefect orders his men to fall back. He knows that senseless death will not serve the Empire. Labria, hiding behind the Prefect during this exchange, hopes to see the Rebels destroyed. He fears that they may try to get even with him for all the trouble he caused earlier in the adventure. Let the players deal with him as they see fit. The stormtroopers’ statistics can be found in Episode One. They use Combined Fire to their best advantage while fighting.

Death Droid Before the Rebels can enter the safety of their ship, they must overcome yet another deadly menace. Hiding in the recessed shadows of the docking bay, waiting for its turn to strike, is IG-72. It arrives after the sixth round of combat with the stormtroopers. The assassin Droid begins its attack by blasting anyone in the vicinity of the bay who might serve as a witness, including the Prefect and his stormtroopers. Then it starts its attack on the Rebels by lobbing a stun grenade. Read: The attack is fast and furious, taking down everyone standing around the bay. The blasts come from the shadowed corners, as though an army surrounds you. Then a grenade is tossed toward you, and a mechanical voice calls out, “Adar Tallon, in accordance with Imperial Bounty #82,471, I demand your surrender.” More shots follow as IG-72 attempts to take down as many Rebels as possible before emerging to confront Tallon. The Droid steps into the light, a gleaming silver killing machine with only one thought bouncing through its programs:

130

ADVENTURE BOOK

8

Chapter Two: Tatooine Manhunt

CLASSIC ADVENTURES

Destroy Adar Tallon. IG-72 tries to plow through the Rebels, using all the weapons at its disposal. Tallon, meanwhile, grabs his wife and dives for cover. If IG-72 is incapacitated, it begins a self-destruct program to ensure Tallon’s death. A Moderate computer programming/repair roll stops the process before it can explode, or the PCs can cold start their ship and try to fly away. This requires a Difficult starship piloting roll. If IG-72 does explode, it causes 15D of damage to anyone in the bay. If the PCs are in their ship they take no damage, but the ship does.

BATTLE OVER TATOOINE After dealing with the stormtroopers and the assassin Droid, the Rebels can take off into space, gearing up to jump to light-speed. However, while the Star Destroyer isn’t in range to stop them, something else is. Once the PCs have manned their stations aboard their ship, ask the player whose character is co-piloting to make an Easy com-scan roll if he or she successfully makes the roll, read: You start up your engines and begin to lift off when your sensors pick up three approaching craft. By their configuration and sensor readout, you make them to be TIE interceptors. You will have to deal with them until you are far enough from Tatooine’s gravitational well to jump to lightspeed. If no one thinks of it at this time, let Adar Tallon suggest employing the Z-95 Headhunters to provide additional fire power for their escape. Besides, Tallon has upgraded his Headhunters with hyperdrives, allowing them to complete one pre-programmed jump without the use of an R2 unit.

STARSHIP COMBAT Once the Rebel ships reach orbit, they find three TIE interceptors screaming toward them from medium range. The TIEs attempt to lightly damage the ships in order to keep the Rebels from achieving hyperspace. Remember to use all of the options open to the TIEs — speed, gunnery, combined fire, and evasion — as they pursue the Rebel ships. If the Rebels can increase their range to one greater than long range or survive 10 rounds of combat, they move out of Tatooine’s gravity well and can jump to light-speed and escape. If the Rebel ships are destroyed or get a 1 or 3 die-roll result on the “Starship System Damage Table.” Relentless arrives to capture the ships with tractor beams. Use the Multiship Combat Rules when running this battle. Tallon, being the tactical genius that he is, suggests that the Rebels deploy as follows. They can, of course, disregard his advice and set up as they wish. If the PCs need more help, give them an extra 2D for every starship piloting roll because of Tallon’s advice and suggestions. Tallon’s Suggested Dogfight Breakdown: Z-95 vs. TIE, Z-95 vs. TIE, Alabak’s Gold and Z-95 vs. TIE.

Describe the action with the speed and power of the movies. Make the battle exciting and suspenseful by not revealing the TIEs’ rolls until after you describe the scene. Ideally, have the Rebels jump to light-speed just as Relentless gets into range to use its weapons. Now that’s in the spirit of the movies!

ADVENTURE BOOK

One final note about this battle. The Z-95s have sophisticated escape features that can save their pilots in an emergency. If any Z-95s are severely damaged or worse, let the pilot make an Easy survival roll. If successful, the escape mechanism operates perfectly and the PC is ejected away from the wreckage. These survivors still need to be picked up, though. The pilot of Alabak’s Gold must make a Moderate starship piloting roll to pick up the survivor. Trying to pick up a survivor negates the ship’s evasion rolls for that round, and only one pick up can be attempted per round. If a survivor isn’t picked up by combat round 10. Alabak’s Gold jumps to light-speed and the survivor is captured by the arriving Star Destroyer. Have that player create a new character, or devise a future adventure wherein the Rebels can launch a rescue mission. TIE Interceptors: Hyperdrive multiplier: none. Sublight speed 5D+2; maneuverability 3D+2; hull 3D. Weapons: Four laser cannons (fire linked); fire control 3D; combined damage 4D. Shields: none. TIE Pilots: starship piloting 3D+2; starship gunnery 2D+2. Z-95 Headhunters (modified): Hyperdrive multiplier: ×3. Sublight speed 3D+2; maneuverability 2D; hull 4D. Weapons: Two triple blasters (fire linked); fire control 2D; combined damage 4D. Shields: rating 1D.

CONCLUSION Once the Rebels out-distance the Imperial ships, they can make the jump to light-speed. You may want to make the Headhunter pilots make an Easy astrogation roll to program the jump into their nav computers. Then read: The star-field before you shifts and melts into a spectrum of dazzling colors. With a final blast, you achieve hyperspace. You have completed Dana’s mission and added another Rebel leader to the growing forces of the Alliance.

Rewards Give each player between 5 and 10 Skill Points for successfully completing this adventure. Also, replace any Force Points used during the adventure and award an additional one for exemplary play. If the Rebels and Tallon are captured, they have failed the mission. Either have them create new characters, or design an adventure where they can attempt to escape from an Imperial prison.

CUT-AWAY TO THE RELENTLESS Read aloud to the players: INTERIOR: IMPERIAL STAR DESTROYER — PARLAN’S CHAMBER. A close-up of the giant image of Darth Vader, his holographic form filling the scene. A choking sound echoes from somewhere out of sight. The scene expands, revealing more of the room, as the hoisted, pained form of Captain Parlan crashes with a dull thud to the floor. “Apology accepted, Captain Parlan,” says Vader coldly. Cut to… CREDITS AND TITLE THEME.

131

8 C hapter Three CLASSIC ADVENTURES

DESIGNING ADVENTURES Designing an adventure takes a little imagination and time, but it’s not very difficult. Basically, you: • Come up with a story idea — an interesting problem for the players to solve, an interesting planet for them to explore, or an interesting villain for them to fight. • Develop a plot around the idea. • Break the plot into a sequence of episodes, each involving a minor problem that has to be solved, leading to the adventure’s climax. • Translate the problems into game terms, so you know how to resolve them as they occur in play.

WHAT KINDS OF STORIES? Roleplaying adventures are stories, which the gamemaster and players tell together. So when you’re trying to come up with an idea for an adventure, think about the kinds of stories that make sense for Star Wars. Any roleplaying game is well suited to some kinds of stories, and not well suited to others. For example, Star Wars: Classic Adventures is not well suited to gothic romance. It is well suited to space opera.

What’s Space Opera? It’s probably easiest to start by saying what space opera isn’t. It isn’t: • Hard science fiction. Hard science fiction stories pay strict attention to science, and set up interesting problems that can only be solved with scientific knowledge. Space opera does not worry about science. It uses the trappings of science fiction — starships, rayguns, aliens — but it uses them to make for interesting stories (or good visuals on the screen). It doesn’t worry about what is possible, given the current state of scientific knowledge. Much of Star Wars is flatly impossible — like sound in space, ships moving in complete violation of the laws of Newtonian mechanics, etc. This doesn’t mean that Star Wars is wrong; it just means that since Star Wars doesn’t worry about science, neither should you. If your players start asking embarrassing questions about the principles behind the hyperdrive, or how repulsors work, or whether a planet you invent is possible — tell them not to worry about it, or spout pseudoscientific gobbledygook at them until they’re satisfied. In Star Wars, anything is possible — if it makes for a good story and interesting special effects. The hyperdrive

132

works because we need a faster-than-light star drive to have a galactic Empire. Repulsors work because it’s a neat special effect. Any planet you invent is possible — because you’re the gamemaster, and if you say the planet is there, it’s there. On the other hand, don’t egregiously violate the laws of science; since players must suspend disbelief to enjoy the game, doing something they flat-out know is impossible will hurt the adventure. If something falls up, you’d better have a good explanation for how that’s possible. • Superscience. Superscience is another genre of science fiction. Like space opera, it doesn’t worry too much about paying close attention to the laws of science. But superscience is still about science. In superscience stories, the heroes are always inventing a new gizmo that lets them defeat the alien invaders, or a new widget that blows away the villain. The typical superscience hero is a tinkerer or engineer. In Star Wars, the characters never invent a new device — any more than you invent a new, peaceful use for atomic energy every weekend. They use the devices that exist in their universe. The scriptwriter (or gamemaster) can throw in a device the audience hasn’t seen before if he needs it for dramatic purposes — but the characters themselves don’t invent anything new. In your game, as in Star Wars, the characters should take the science and technology with which they live for granted. They can buy and repair their equipment, but inventing something completely new is beyond their capacities. • Literature. Exploration of the human psyche, consideration of the nature of the human spirit, philosophical discussion of the nature of life and reality — all this is nice, but let’s face it, it ain’t space opera.

What Space Opera Is • It’s got lots of action. Plots develop briskly. • It’s got lots of combat. Every Star Wars adventure should have at least one (and preferably several) combat scenes. • It pits good against evil. There’s never any moral question in the Star Wars movies, and neither should there be in your game. The players should always be good guys, and their opponents should always be swine. • It is often clichéd. Sidekicks are (almost) always trustworthy. Dialog is always snappy. Bad guys are always evil. Neutrals always turn out to have a heart of gold (like Han

ADVENTURE BOOK

8

Chapter Three: Designing Adventures

CLASSIC ADVENTURES

Solo), or to be irredeemably bad (like Boba Fett). The right always wins. The hero always gets the girl. Well, all right, it isn’t always clichéd. • It happens on a grand scale. Everything is always bigger, better, more explosive, and more powerful. Most movies are satisfied with blowing up the villain’s headquarters; Star Wars blows up an entire planet. Most movies think a battleship is big; Star Wars makes the Death Star as big as a small moon. Most movies deal with the problems of people who are insignificant in the grand scheme of things; the Star Wars characters save the galaxy. Your stories should have some of the same sense of scale. See page 101 for some ideas on how to get scale across. In general, never let something be huge if you can make it monstrous; small, if you can make it infinitesimal. Design adventures in which players save planets, not villages; fly light years, not miles; defeat monsters the size of the Mediterranean, not ones 8 feet tall.

OUTLINE So you’ve got an idea for an adventure. What next? First, outline the adventure. Break it down into several episodes. Each episode must introduce a problem. Save the resolution of the adventure’s major problem for last. Here’s an example: Adventure Idea: The players must go to the Sayblohn system and obtain a stolen art object of great religious importance to the Okfili species. Episode 1: Getting to planet Sayblohn. Waylaid by pirates. Episode 2: Landing on Sayblohn. Planet under Imperial occupation. Authorities want to ask questions about laser scars on players’ ship, and want testimony against pirates. Players must cooperate without revealing affiliation with Rebellion (or refuse and get into trouble). Episode 3: Finding art. The characters go to their contact, whose name and address the Rebellion supplied. Contact is dead. Must try to figure out who killed him.

ADVENTURE BOOK

Episode 4: Pursuing murderer. Locating his or her base hidden in the badlands of Sayblohn. Episode 5: Firefight. Murderer is pirate. Players can either take him out, or call in the Imperials to wipe out the filthy pirates (if they do, the Empire may find out about art and ask questions about the characters’ interest.) Conclusion: Smuggling art back to ship without the Empire noticing.

EPISODES Think about each episode in your outline. In general, over the course of a Star Wars adventure, you want characters to be able to use all of the major skill types. So each adventure should if possible contain: • One episode solved with gunplay. Combat is fun, and your players will want to release their frustrations by shooting at bad guys at least once during the game. Maybe more than once. • One episode involving ship-to-ship combat. Ship-to-ship combat is a major part of Star Wars, and should be a frequent occurrence in the game. • One episode involving a chase. There are chases galore in Star Wars, in every conceivable environment with every conceivable vehicle. • One episode requiring interaction with NPCs. The players should be given the opportunity for a little roleplaying — and a chance to use their bargain, con, command, or bureaucracy skills. • One episode requiring problem-solving. It’s easy enough to set up a situation that requires a little skull-work to deal with, and players enjoy that, too. In the example above, episode 1 involves space combat; episode 2 involves interacting with NPCs; episode 3 involves problem-solving; episode 4 requires the use of survival and search skills (and maybe some more problem-solving), and probably contains a chase scene; and episode 5 is a plain, oldfashioned firefight.

133

8

Chapter Three: Designing Adventures

CLASSIC ADVENTURES

Even if you’re using an alien race with which your players are familiar (e.g., Wookiees), think of some distinctive aspect to its appearance — fur color, perhaps, or ear shape.

Distinctive Speech

If your outline doesn’t have opportunities for these five activities, think about throwing in another episode or two to fill the gaps. You can almost always come up with a combat situation, for example; anything worthwhile usually has defenders. Puzzles to solve and NPC obstacles are readily inserted into an adventure too.

Episodes and Sessions A session of play is the time you spend with your players, from when they arrive to when they leave. An adventure can be completed in one session, or may take several. The end of an episode is a convenient break-point (see page 102), but frequently several episodes are played in a single session.

NON-PLAYER CHARACTERS Each episode should contain at least one interesting nonplayer character. Even a straight-combat episode will be enlivened by one opponent who has a few skills out of the norm, or a trick or two up his sleeve. The rest can be spearcarriers who do nothing but fire and dodge. What makes for an interesting NPC?

Distinctive Appearance If he’s human, try to think of an actor, friend, or other human being for him to resemble. Is he thin and jaunty like Peter O’Toole? Emaciated like Keith Richards? Elderly and handsome like Katharine Hepburn? If you don’t want to use a “real” person as a model, jot down one or two adjectives to describe the character’s appearance — bearded, voluptuous, fat, thin, tall, short, dark, fair, redheaded, bushy eye-browed, etc. It really doesn’t matter what the adjectives are, just so long as the players have a “hook” on which to hang their visualization of the character. If the character is alien, try to imagine a weird and unusual appearance. It would be nice if the character’s appearance makes sense in the context of his environment (e.g., anything with flippers ought to live in the water). If you can’t think of a good alien yourself, steal one from the movies — there are lots, for example, which appear in the cantina scene or in Jabba’s palace and which are never seen again.

134

The Star Wars characters speak in all sorts of different modes and accents. Imperial Admirals speak in veddy proper Queen’s English. C-3PO also sounds English, but much more like a worried butler. Darth Vader speaks in James Earl Jones’s most orotund Shakespearean tones. Han Solo talks like a middle-class Midwestern American. Luke Skywalker sounds like a teenager from California. About the only accents missing are lower-class and regional British ones. Vary your accents. Also vary your vocabulary. A scientist uses different words from a laborer. When aliens speak, you can mangle the language in all sorts of entertaining ways. The alien dialog in “More on NPCs,” below is an example. Think of how non-native speakers warp the tongue, and carry this to its logical extreme — alien creatures, who don’t even think the same way we do, will have an even tougher time speaking a human language. To remind yourself of how an alien speaks, it may be helpful to jot down a brief note or line of dialog.

Definite Objective In any encounter between two people, both usually have some idea what they want to get out of the meeting. When players interact with an NPC, they usually want something from him — information, equipment, or help. NPCs usually want something, too — an interesting conversation, to help the Rebellion, to fight the Empire, money, fame, power, a few kicks, whatever. Knowing what the NPC wants will make it easy for you to roleplay him. It might be helpful to jot down a brief note on his objective.

Skills If you expect an NPC to use skills, it’s advisable to decide what his skill codes are in advance. It’s always possible to decide on his codes during the adventure — but then it’s one more thing to worry about. If you decide on codes in advance, you can spend time worrying about other things. It is rarely necessary to design the whole character, establishing codes for every attribute and skill. Usually, you can just jot down the codes for the skills you expect the character to use. If he has to use other skills, you can decide on their codes on the spot. Example: Name: Odeon Farnish. Job: Customs inspector. Species: Lexlar. Appearance: three-foot-tall hair-covered hominid — looks like “Cousin It” from The Addams Family. Speech: Always uses infinitives — “To present your passport now, hairless one.” Objective: Willing to be bribed by serious smugglers. Wants promotion, so insists on searching everyone’s bags and catching minor infractions. Zealous but greedy. Codes: search: 5D+1. bargain: 4D. con: 4D. bureaucracy: 6D.

MORE ON NPCs When you design an NPC, spend some time thinking about his role in the plot:

ADVENTURE BOOK

8

Chapter Three: Designing Adventures

CLASSIC ADVENTURES

Motivation

Mood-Setting Device

The Muur’s tentacle wrapped even tighter around Shamus Falconi’s throat. Shamus scrabbled at his waist for his blaster, but it wasn’t there; the Muur had removed it with another of his innumerable appendages. “I tell you now, Falconi,” hissed the Muur. “You bad smuggler. Verr bad. Make Mogroch angry.” Shamus choked out, “Mogroch’s got to wait. I…” “No wait!” spat the Muur. “Wait long enough. Two days, Falconi. Two days, 10,000 credits. Two days to live for you.” It hissed its laughter. Tentacles waving like ropes, the Muur shook Shamus hard, then flung him across the room. The alien was out of the room and down the grav tube before Shamus could struggle to a sitting position, gasping and rubbing his neck.

As Shamus strode away from the spaceport, a five foot lizard-like alien hopped rapidly to keep up with him. “Welcome to Thpee, honored thir. Need hotel? Know all good rethtauranth. Act ath guide? Thee many hithtoric thightth? Rent thithter? Hourly rateth.”

Information Source Shamus watched in fascination as one insect positioned the stein, another pulled the lever, and the third scooped up his credits. “So, human asks of one called Farseeker,” they bowed in unison, producing sound by rubbing legs against legs. They sounded like a violin concerto of spoken language. “Maybe see Farseeker soon back.” “When? Who was he with? Did he say…” “Tch. Tch. Zssss.” Two of the grasshoppers, coordinating, shoved the stein across the bar at Falconi. “Memory fails. Since lost sixsister of hive mind, much less memory.” “Ah.” said Shamus, and placed a ten centimeter stack of plastic credit tokens on the bar. “Perhaps this will jar your memory.” One of the insects kicked the tokens, one by one and as last as a turbolaser, across the empty space behind the bar and into a drawer held open by another. “Tch. Yesss. Farseeker here now seven hours since gone. With large tentacled alien of model unknown to me…”

Obstacle The Wookiee said, “Rehntraaaaaa,” and pushed Shamus rudely away from the door. “Well, excuse me,” said Shamus, “but I’m supposed to meet…” The small creature sitting on the Wookiee’s shoulder, which Shamus had taken for a pet, piped up. “Urartu says, no humans or Droids. It’s a house rule of the Contumely Club, I’m afraid.”

TWISTS It’s always a good idea to reserve a surprise or two. At the beginning of an adventure, you have to give the players enough information so they can plan intelligently — but the adventure will be a lot more interesting if you keep some information secret until later. In fact, if you can come up with a twist for every episode, you’ve got an adventure that will keep your players on their toes. In general, twists depend on incomplete information. The unexpected happens — or the expected fails to happen. Coming up with good twists takes imagination and thought. You’ll have to work at it, but here are a few suggestions. • In most adventures, the players have a definite enemy — the Empire, an admiral, a pirate, a bounty hunter, some other villain. The enemy will, of course, have his own plans, which the players won’t find out about until those plans develop. Using a villain to spring surprises on your players is an easy way to throw a twist or two their way. • The “bait-and-switch” is a common twist: the players are told they’re pursuing one objective, but, in the middle of the adventure, learn that they’re really supposed to achieve a different one. They might have been misled by the Rebel Command, but, more commonly, the Rebellion has incomplete information, and the players learn more during the adventure. Example: The players are told to track down an Imperial courier ship which disappeared while transporting important information. If they can find it, the information will be useful to the Rebellion. During the adventure, the players find that the courier has been destroyed by a previously-unknown alien race, and must locate and establish peaceful contact with the aliens.

Comic Relief “Now,” Shamus hissed at M-3PO, struggling with his bonds. “Do it now!” “But sir,” responded the Droid. “I am not programmed to attack sapient beings.” “Droid! Listen to me. Just take the feather boa and wrap it around his breathing slits. He’s asleep! He won’t notice! You don’t need to attack him. It’s easy.” “Oh, dear. Oh, dear me. What would Master Jarstein think? To inflict harm on a fellow being…” M-3PO picked up the boa, and held it gingerly. “I suppose circumstances require it.” The Droid walked determinedly across the cell and approached the sleeping guard. Holding the boa up, he spoke again. “Sir? Excuse me, sir? Do you mind if I…” Shamus gave a strangled moan as the guard awoke with a start.

ADVENTURE BOOK

135

8

Chapter Three: Designing Adventures

CLASSIC ADVENTURES

• The mission is in fact a trap, and was ordered based on false information planted by the Empire (e.g., the battle for Endor). • The mission is based on incomplete, sketchy or out-ofdate information. • The player’s true antagonists are not who they think they are. In the adventure outlined above, the Empire has no knowledge of the Okfili art object, and have no interest in it — unbeknownst to the players. However, a group of pirates the players have never encountered before are interested in it. • Crucial information is unavailable. The Rebel contact is dead or has disappeared. Or the Rebellion tells the players “we’re not telling you the reason for this mission, because we don’t want the information to fall into the Empire’s hands if you’re captured.” Or an NPC commander is assigned to the party, and only he is fully briefed — and he dies in episode one or two, leaving the players wondering what to do. If you do choose to be mysterious, though, you’re obliged to drop hints about what’s really going on during the adventure.

SETTINGS Remember the moment in the first movie when Luke Skywalker stands and gazes out over the desert of Tatooine, his back to the camera — with two suns hanging in the sky? With a simple double-exposure of film, the movie says: this is an alien world. This is science fiction. The stories told in Star Wars: Classic Adventures are the same as stories from any other genre: stories of human desire, greed, foolishness, love, and valor. Many times, you can borrow plots and casts from heroic fantasy or detective stories or historical romances, whole cloth. But what makes your stories indubitably science fiction is their setting.

136

Star Wars stories are told against the starry skies of space, or the weird vistas of alien worlds. The background is only background — but its presence makes the story feel complete. When designing your adventure, pay attention to the setting. Spend some time imagining an alien world or an unexpected place. Ideally, each episode should have an unusual and distinct setting of its own. It’s the details that make a setting feel real. For example, suppose the players encounter an alien spaceship: Poor Setting: Ah, the ship is, ah, gold. And the controls look weird. There are markings in some alien script on the controls. Good Setting: The ship is like a black, streamlined ovoid, with several bulges hither and yon. As you approach, a hole appears, sphinctering open like an iris. Around it bulge what could be muscles. …you find the control room. At least, you think it is the control room. Around you, the air crackles with an ethereal bass hum that reminds you of a distant storm, or a supersonic jet far away. There are no controls in sight. Most adventures take place on a planet. Fine; decide what the planet is like. The movies take one type of terrain and generalize it — Tatooine is an entire desert planet, with an ecology and culture compounded equally of the Sahara, the Moroccan bazaar, and the American Southwest. By saying “desert planet,” you conjure up images of wild tribesmen, sere plains, dune seas, short rains and quick-blooming plants, scattered oases, and seedy markets. Similarly, Yavin is a jungle planet, Endor’s moon a forest moon, and Hoth an ice world. You can take any terrestrial terrain type and generalize it. Or you can take one aspect of our world and twist it. Imagine the world of a red sun, every view dyed in blood. The vegetation might be reddish, too, appearing almost black in the

ADVENTURE BOOK

8

Chapter Three: Designing Adventures

CLASSIC ADVENTURES

sun’s crimson light. Perhaps the planetary civilization is underwater, the natives swimmers, and humans must go clad in diving outfits. Perhaps the gravity is far lighter than the norm, and pedal-powered flying vehicles the common mode of transportation. All you really need is one detail, one element alien to normal experience to bring home to the players that they are not in Ohio. If you can then tie that element into your adventure, so much the better. Perhaps the players have problems spotting an ambush in the reddish light. Perhaps they must pursue their opponents on pedal-flyers. You’ll have fun working at it.

MOTIVATION All right, you’ve decided on an outline for the adventure, you’ve sketched out a few interesting NPCs, you’ve come up with a twist or two, and you’ve thought about setting. What next? You need to decide why the player characters are going to get involved. What’s their motivation? In Star Wars: Classic Adventures, a typical adventure’s goal is to enlist new allies for the Rebellion, or thwart an Imperial operation, or capture Imperial plans, or raid an Imperial base. Since the player characters are all members of the Rebellion, adventure goals are usually intended to benefit the Rebellion or injure the Empire. Character motivation can be provided by the characters’ backgrounds and connections. If you give a Smuggler a chance to pay off the loans on his ship, or an Outlaw an opportunity to get back at the people who killed his children, or an Alien Student a way to learn about the Force, there’s little doubt the character will jump at the chance, and persuade the other characters to come along. Similarly, if the connections between two characters are strong, and one is captured or threatened, the other will be strongly motivated. Usually, just telling your players that the Rebellion wants them to embark on the adventure is enough to get them going. However, hooking in backgrounds and character connections will grab their interest and make for a more compelling story. You can use backgrounds and connections better than our published adventures can, because you can tailor your own adventures to the idiosyncrasies and peculiarities of your players’ characters.

present for the adventure. If you don’t know exactly who will show up, try to keep the dialog general, so that just about any character can speak any line.

Maps By giving the players maps, you help them visualize what’s going on. It’s always a good idea to sketch any area where combat is likely to take place. You may also want a map of the planet where the adventure occurs, and perhaps smaller-scale maps as well. It’s sometimes useful to prepare two copies of the same map — one for your reference, showing what’s really going on — and one for the players, showing them what their characters know or believe.

Props Other sorts of props are nice, too. See page 101.

REWARDS The last thing you need to do is decide on the rewards for the adventure. Generally, each player should earn between 3 and 10 Skill Points. See the discussion on page 102 on reducing or increasing Skill Point awards. In addition, consider other potential rewards. To some players, money is important, and a profit on the adventure is one possibility. Hints and tidbits about where to find a master for Force training, or ways to increase Force skills may be more important to others. Nifty equipment is another possible prize. Once you’ve decided on awards for your players, you’re essentially ready to begin. What you have is an extended collection of written and mental notes, some sketchy maps, and maybe a written-out script. That’s really all you need to run; the rest is in your head. If you want, you can prepare more thoroughly, plotting out each episode in detail, as we do for published adventures. But in some ways, this is a hindrance rather than a help; the creativity of your players means no episode will go exactly as you planned, so too much preparation can be wasted.

PREPARING FOR THE ADVENTURE You’ve outlined the adventure, decided on motivation, and jotted notes on characters, settings and twists for each episode. The last thing you need to do is to put together the scripts, maps, and other handouts you’ll use in play.

Scripts Scripts are a useful tool for getting players into an adventure, and impart information in a painless way. You might consider writing up your own script, making a copy for each of your players. Tailor the dialog to the player characters you expect to be

ADVENTURE BOOK

137

8 C hapter Four CLASSIC ADVENTURES

ADVENTURE IDEAS The adventure ideas below are not fully-fleshed adventures, like “Tatooine Manhunt.” They don’t provide anything more than a brief plot sketch and some characters. You can use them to develop your own adventures; take the plot outline and expand on it, as you wish. Throw in a few intermediate obstacles on the way to the grand finale. Jot down some notes on the important NPCs in the adventure. Prepare scripts and hand-outs for your players — and go. These adventure ideas serve two main purposes. First, they’re a compact way to provide lots of play value. A fullfledged 32-page packaged adventure is usually played in one to three sessions; each of these adventure ideas can be expanded into such an adventure. Of course, a packaged adventure provides all the details you need, which you’ll have to provide when you flesh out one of these ideas. Brief ideas require more work on your part, but look at it this way: in a few short pages, they provide the underpinnings for dozens of sessions of play. Second, by reading over these ideas, you’ll get a sense of the different kinds of adventures that can occur in Star Wars: Classic Adventures. One problem many gamemasters face is that coming up with adventure ideas isn’t always easy — especially when you haven’t played the game much, and aren’t aware of the range of stories for which it is suited. With luck, these adventure ideas will spark your imagination, and get you thinking about other possible adventures.

1. SHINE ON, HARVEST MOON “Admiral, we are tracking civilian craft in an escape trajectory.” “Broadcast an order to stand down and await inspection by Imperial patrols. Dispatch a wing of TIEs to shoot them down if they fail to acknowledge.” “But, Admiral, they’re civilian ships…” “Rebel ships, Lieutenant. You have your orders. Execute them, or I’ll find someone else who can.”

Background: Sarrahban System has maintained its neutrality in spite of diplomatic pressures to align with the Alliance or the Empire. An Imperial squadron is sent to persuade the system of the error of its ways. Alliance partisans receive advance warning. As the Imperial squadron winks into existence and prepares the assault, a single freighter and an escort of armed T-16 Skyhoppers lifts from Sarrahban.

138

Adventure: Episode One: The freighter and the Skyhoppers are engaged by a wing of TIE fighters as the rest of the Imperial squadron descends to deal with Sarrahban’s planetary defenses. Though outnumbered, the T-16s destroy or drive off the TIE’s, but the Harvest Moon, a 100-ton grain freighter packed with Rebel refugees — and Sarrahban’s reserves of stabilized ytterbium, a key element in the production of laser cannons — is struck, disabling the planetary drives. The Harvest Moon crash lands in the sparsely inhabited equatorial highlands. For the moment, the Imperial squadron is busy with Sarrahban’s planetary defenses, but as soon as the defenders are subdued, the Imperials will come looking for the downed Harvest Moon. Adventure Objective: To keep the refugees out of Imperial hands and to deliver the stabilized ytterbium to the Rebel Alliance. Episode Two: To permit access to the downed Harvest Moon’s landing ramps, the freighter must be righted using the Skyhoppers like tractors. Injured refugees must be treated. The PCs leave the refugees in the shelter of the freighter and search for food in nearby native villages. Episode Three: Villagers grudgingly give up food and information. The nearest spaceport with repair parts for the freighter is on other side of the ocean. Episode Four: PCs fly Skyhoppers across the ocean to the spaceport. If they’re cautious, they discover it is under martial law before they land. Otherwise they are politely taken into custody by the efficient and menacing spaceport security and delivered to the military attache for questioning. They either talk their way out of trouble, or are imprisoned. Episode Five: If necessary, they escape from imprisonment. Then they sneak to the spaceport and steal the parts they need. In the process they trigger alarms, and troopers arrive on the double. To escape, the PCs must either reach their own Skyhoppers and overcome the guard, or steal other planetary shuttles. Episode Six: After a brief confusion at the spaceport, Imperial shuttle craft are dispatched in pursuit. The PCs must either elude pursuit, or shoot it down. Episode Seven: The PCs return to the freighter, where the refugees report sightings of Imperial search activity. Even as the PCs are completing repairs, an Imperial cruiser discovers the crash site, reports to Imperial headquarters, and unloads a platoon of mercenaries. The PCs must hold off the merce-

ADVENTURE BOOK

8

Chapter Four: Adventure Ideas

CLASSIC ADVENTURES

naries while repairs are made. (PC Skyhoppers or other craft may engage the Imperial cruiser.) Episode Eight: The Harvest Moon lifts off — and once again finds it must run a gauntlet of TIE fighters to escape to lightspeed. This time, however, the PCs have a head start on the pursuit. In this chase the PCs must push the design specs of the freighter, or perform heroically in the Skyhoppers, or display dazzling gunnery marksmanship and shield deflection, or trust to the Force, to permit the Harvest Moon to escape.

Staging Hints: Characters: The partisan refugees may be drawn from the character templates, or may be supplemented by other stock characters, like the Plucky Lass, Her Arrogant Father the Rebel Leader, the Spry Coot with Wilderness bore, the Blathering Droid, or the Hideous-But-Inscrutably-Wise Alien Aborigine. Develop the connections and conflicts between these NPCs and the PCs as they confront the challenges of the wilderness and the Imperials. Settings: An Ecuadorian upland rain forest crash site. Aboriginal alien villages where food and native medical care is obtained. The spaceport under martial law where the PCs must steal parts to repair the Harvest Moon. Script: The PC pilots and crews of the freighter and Skyhoppers report the approaching TIE wing and discuss rendezvous plans in case the freighter is forced down. Starship Combat: TIEs vs. T-16s and a freighter; breaking through the Imperial blockade with the repaired Harvest Moon. Action Sequences: Sneaking into the spaceport under martial law, shootout with spaceport security and trooper guards, ditching Imperial pursuit on the way back to the disabled freighter, defending the Harvest Moon from the cruiser and the mercenaries. Planetside Adventure and Problem-solving: Shepherding injured refugees through a tropical rain forest replete with menaces exotic and mundane; bargaining with aborigines for food and assistance; bluffing the spaceport military attaché; finding parts to repair the Harvest Moon. A Shorter Adventure: The aborigines have heard rumors of a derelict freighter crashed along the coast several hundred miles away. One native offers to help the PCs find it if they will take him for a ride in their skymachine.

2. THE SILENT WITNESS “Any wonder the kid doesn’t talk? If you’d seen what he’s seen?” “Just that he gives me the creeps, sitting there staring at me all the time with those bulging yellow eyes…” “Ain’t as tough as some the big heroes around here, I guess…” “Look, knock it off…” “Aside from having seen troopers murder his parents and a couple dozen other colonists, being stuck inside a spaceship with a bunch of us ugly aliens might be making him nervous.” “Well, the kid must’ve seen something important, or Skywalker wouldn’t be sending us half-way across the galaxy to deliver him to his people.”

ADVENTURE BOOK

Background: The PCs receive a Mayday broadcast from a research station. Alliance HQ okays a request to investigate.

Adventure: Episode One: The PCs stumble upon a massacre-in-progress at the research station. The PCs buzz the site in their ship, then land and engage in a heated firefight. A motley group of mercenaries and an unidentified group of aliens fight a spirited defense. Suddenly an Imperial gunboat appears and pins down the PCs as the mercenaries scramble onboard. The gunboat is gone before the PCs can pursue. At the research station, the scene is of efficient death and destruction. A’kazz, a juvenile schenor sapiens, is the solitary survivor. Episode Two: A’kazz is delivered to the nearby Alliance base, where Commander Skywalker seeks to question the young Schenor in private. The PCs are then directed to deliver A’kazz to his nest-guild on Rhamsis Callo. Adventure Objective: Deliver A’kazz to his relatives on Rhamsis Callo, and persuade the Schenor to join the Rebellion in support of the Alliance. The Schenor are a Force-sensitive species that have so far maintained their neutrality in the Empire-Alliance conflict. Skywalker suspects that the mute testimony of A’kazz will tip the balance toward active Schenor intervention on the side of the Alliance. Episode Three: When the PCs land at the spaceport of Chafflock, Rhamsis Callo, they find a partially-completed Imperial base built under treaty with the Schenor government. The PCs pass under the watchful eyes of Imperial agents as they journey by reaction car to deliver A’kazz to his nest-guildmaster B’karitz — an influential noble of a powerful province. Episode Four: Imperial agents attempt to waylay the PCs on their journey. Encounters may include vehicular chases and stealthy attacks and shootouts in wayside accommodations. Episode Five: The PCs deliver A’kazz. Initially hostile and mistrusting, the nest-guildmaster B’karitz suspects the PCs of having kidnapped the youth, and believes they are holding him for ransom. Once convinced of the PCs’ real intentions, the alien interrogates the hatchling in a telepathic trance. Appalled by what he learns from A’kazz, B’karitz vows to block construction of the Imperial base break the treaty with the Empire, and drive the Imperials from his planet.

139

8

Chapter Four: Adventure Ideas

CLASSIC ADVENTURES

Episode Six: The PCs accompany the nest-guildmaster and his nest-warriors to the Imperial base. Summoning the Imperial ambassador, the nest-guildmaster declares the Schenor/ Imperial treaty null and void, and demands that the Imperials leave at once. The Imperials pretend to cooperate, expressing great distress at the obvious misunderstanding and the lies spread by the Alliance agents. In the meantime, troopers are summoned by secret alarm, and the Schenor and PCs are surrounded and attacked. The PCs join the Schenor in defense. The PCs’ ship lies close to hand, if they can only break through the encircling troopers. Once at the ship, B’karitz can summon aid from other Schenor nobles, and the PCs can attack the Imperials or pursue fleeing Imperial ships. If the ambassador’s cruiser can be disabled and boarded, the ambassador might be returned to Rhamsis Callo for local justice.

Staging Tips: If necessary, prompt the PCs to search for survivors at the massacre scene. A’kazz should stick close to the most cynical, hard-hearted PC and stare sadly at him with l1is big, yellow eyes Play on the sentimental value of this pathetic alien orphan for all he’s worth. The Schenor are eight-foot samurai catmen with a traditional distrust of outsiders, a respect for the martial arts, a rigid code of honor, and a deep commitment to family and kin. Schenor nobles are all-powerful; Schenor peasants and middle-class are obsequious and servile. Rhamsis Callo Spaceport looks like a modern airport designed like a California mission. Callo architecture is of red sandstone decorated with earth-tone clay geometric ornaments. Callo’s reaction cars are horribly noisy, inefficient ground-effect vehicles that look like massive 1960s Cadillacs and are much more powerful and fast than safe and maneuverable.

Adventure Objective: The PCs are to masquerade as aristocratic traveling companions, to provide security for the meeting, and to safeguard the lives of the participants. Episode Three: Aboard the Silver Star the PCs are introduced to various Imperial heavies during a formal banquet. Through the Force or clever observation, the PCs begin to suspect a trap. Episode Four: Precautions may be improvised. Imperial heavies may be followed, or their rooms searched. Evidence accumulates that one of the four men they are protecting is an Imperial double agent. Episode Five: The PCs must arrange for the elimination of the traitor and the escape of their loyal charges. In the process, the Imperial heavies make their move, and the PCs and their charges are pursued through crowds of vacationing nobles, through the gourmet kitchens, and into the bowels of the ship. Episode Six: The PCs find they have allies among the working class in the crew. Contacts help them reach the boat deck, where they must overcome Imperial guards and steal a shuttlecraft.

4. JEDI HEIRLOOMS

“You’re kidding. Him pose as a refined aristocrat? He’s got the charm and social reserve of the immortal Sarlacc.” “Look, we’re all a pretty rough bunch here, but the ambassador needs an escort. And that escort is going to have to be pretty resourceful to make sure this little gathering stays secret.” “Swell. A luxury liner crawling with Imperials. And we’re going to hold a little tea party for the Alliance ambassador and the Gaddrian ambassador right under their noses.” “Right. And you’re not going to screw it up — ’cause you’re all alone out there. No Alliance strike force to blast its way through the recreation deck and rescue you.” “Hey — no way I’m going to wear that thing. No way.” “Gee, Shamus. You might look cute in ruffles…”

“Gwarhrwol…” “Whudhesay?” “He said ‘Gosh, what a real garden spot’…” “Yeah, well, tell the fuzzball he ain’t so much to look at either. So Tatooine isn’t the prettiest place in the galaxy. It is the former residence of the last of the Jedi.” “Yeah, well, since you’re such good buddies with Skywalker, why are we here picking up his laundry? Too busy to run his own errands?” “No, too much danger he’ll be recognized by the Imperials. Scum like you and me are thick as Bantha teeth at Mos Eisley.” “And what’s to say there’s anything left of Kenobi’s place? Or that the Imperials didn’t get there first?” “That’s what we’re here to find out.” “Great. A galactic war going on, and I get mumbo-jumbo duty searching for ancient wizard trinkets. I only hope there’s a decent bar around here…”

Adventure:

Background:

3. THE LAP OF LUXURY

Episode One: A yacht is pursued by an Imperial frigate. Suddenly a flight of Rebel ships (piloted and crewed by player characters) drops out of hyperspace, and engages and destroys the frigate. Four passengers are rescued from the yacht, and an accident is staged with the hulk of the frigate.

140

Episode Two: The passengers — two Alliance Intelligence officers, an Alliance sympathizer from an influential Imperial noble house, and an ambassador of the provisional Alliance government — are delivered to a hidden Rebel base. The PCs are selected to accompany them for a luxury tour on the liner Silver Star. As the wealthy and powerful relax and savor the pleasure cruise, the Alliance ambassador is to meet with the head of a senatorial faction sympathetic to the Alliance to discuss the establishment of a fifth column within the Empire itself, aiming at removing the Emperor and restoring the power of the Senate.

Alliance leaders seek to revive the Jedi tradition as a symbolic inspiration for the Rebellion. A decision is made to seek amongst the effects of Obi-Wan Kenobi for clues to lightsaber technology. This may be initiated by a PC seeking to build his own lightsaber; by Skywalker seeking to build his own to

ADVENTURE BOOK

8

Chapter Four: Adventure Ideas

CLASSIC ADVENTURES

replace his father’s, lost in the battle on Bespin; by Alliance leaders seeking a symbolic focus for the Rebellion; by curious scholars of Jedi lore; or a combination of all four.

Adventure: Episode One: The PCs land at Mos Eisley and ask about the location of Old Hermit Ben’s dwelling. Local outlanders — and Imperial spies — take notice. Episode Two: Having obtained directions (and/or an NPC guide), the PCs must rent or buy landspeeders and travel to the site. Episode Three: Wilderness encounters with Tusken Raiders. Episode Four: Find Old Ben’s place has been ransacked — the house in ruins, possessions scattered all over the landscape. Tracks nearby suggest Jawas as the scavengers. Episode Five: PCs seek the Jawas. After heavy bargaining, the Jawas admit they found nothing of value at Old Ben’s, but say that Imperial agents have offered a large reward for any technological artifacts discovered in the vicinity of Old Ben’s home. Episode Six: PCs must rely on the Force for guidance. If they return to Ben’s and concentrate on the Force, they discover that the directions for building a lightsaber have been hidden in a deep cave beneath Obi-Wan’s dwelling. This cave, like Yoda’s tree, is “strong in the Force,” and the PCs must survive tests of their honesty and commitment delivered in a vision (PCs with Dark Side points are not admitted). Those who persevere gain entry, and find ancient magnetic tapes bearing the plans they need. However, the Imperials have also offered the Jawas a reward for reports of anyone nosing around Old Ben’s — and a platoon of stormtroopers has arrived and taken up positions in the surrounding hills. The PCs may sense the danger, or may fall into a trap. Episode Seven: The PCs make a run for it — landspeeders into the desert wilderness. After a gun battle and chase, the Imperials give up and return to Mos Eisley. Episode Eight: Security is tight at Mos Eisley. The PCs’ own ship has been impounded and placed under guard. To escape, the PCs must enter town undetected and obtain passage or steal a ship from the spaceport. A climactic gun battle with Imperial agents and stormtroopers, and hot Imperial pursuit into space is inevitable. (Skywalker managed it — but he had Ben and Han running interference. How will your PCs handle it?)

5. THE NIGHT HAS A THOUSAND EYES “No chance they can track us through hyperspace, eh?” “It’s not my fault! Just a lucky guess — could happen to anyone…” “Well, there’s one consolation. He can’t possibly know where he is.” “Why?” “Because I don’t have any idea where I am. That last jump tossed us right out of the nav computer.” “Well, try it again — we got nothing to lose…” “Wrong again, groundhog. We jump before we get a fix on the navcomp and we’re liable to end up as a cool spot in a hot sun.”

ADVENTURE BOOK

Adventure: Episode One: The PCs are traveling as guest crew on an Alliance corvette when they are jumped by an Imperial Star Destroyer: The pilot tries to lose the Star Destroyer in a series of tricky maneuvers, but the Star Destroyer stays right on their tail. Finally the pilot makes one too many jumps — and gets lost. Episode Two: The Star Destroyer is inexorably closing on the corvette when suddenly… ahead of the two ships the stars are blotted out by a vast metallic bulk. The hull of the unfamiliar vessel is covered with myriad winking, colored lights. The comlink is flooded with an unintelligible gibberish that the transcomp can make neither heads nor tails of. Both ships are instantly frozen in tractor beams. Weird lights the size of Imperial frigates draw alongside both ships, and bizarre alien Droids politely board, render the personnel unconscious with radiant beams of shimmering light, and take them to the fathership. Episode Three: The PCs wake up in a vast, padded sphere with regularly spaced viewports. Gazing through these viewports are unbelievably googly-eyed aliens. “Greetings, thinglings of [gibberish]. “Beg pardon for interference in your sports contest. But. “Here in [gibberish] we greatly honor the principle of fairness in competition. Your contestants were so poorly matched as to spoil the enjoyment of your sport. We have endeavored to correct this oversight. “You may continue your contest here in our [gibberishgibberish]. Such an honor is not generally accorded so modest a contest, but, as this is the Feast of [Gibberish], we are feeling expansive. “Go ahead! Sport to your circulatory organ’s content. We will graciously serve as judges — at no extra cost…” The aliens want the Rebels and Imperials to complete their contest for their entertainment. What the aliens want, the aliens will get. The aliens do not condone the use of violence in contests. They do not condone uneven sides. They will stop the contest with shimmering beams of light if either rule is broken. Other than that, the Imperials and Rebels are to choose a game or series of contests to decide the outcome of their competition. If the Imperials and Rebels cannot agree on the game or contest, the aliens propose — firmly and without fear or contradiction — a series of Olympic-style competitions: • • • • • •

free-style zero-G swimming acrobatic pyramids marksmanship (tossing objects into moving targets) loudest-howling zero-G mini-speeder go-cart steeplechases and so on…

Episode Four: The PCs win. (They have to. Make sure the Imperial ability and skill scores are cheesy, then cheat the dice if the PCs are rolling poorly.) The aliens applaud, slapping wet, pulpy knobs together in approval. “Congratulations! Well rowed, Balliol! And other approbations. “As you know, the losers are hereafter and henceforth declared… slaves… of… the victors!” (The crowd goes wild!)

141

8

Chapter Four: Adventure Ideas

CLASSIC ADVENTURES

Episode Five: The aliens have declared the Imperials to be slaves of the Rebels. Whether the Imperials are inclined to honor this judgment is doubtful. The aliens offer to return the Rebels to their ships with their new slaves. The PCs must figure out some way to pilot both the corvette and the Star Destroyer back to familiar space while keeping the Imperial crew confined and under guard. However, if the PCs can return to Alliance HQ with a captured Star Destroyer, Rebel HQ will probably feel obligated to send them out on a really difficult mission.

Staging Hints: Tone: This is a light-hearted adventure, with the googly aliens and the bewildered Imperials played for laughs. To make the adventure grimmer in tone, portray the aliens as grim and warlike, make the contests more like Roman gladiatorial events, and pit the Imperials and Rebels in deadly earnest for their skins. Powerful Aliens: Aliens with such advanced technology and powerful starships would unbalance the Alliance-Empire conflict — so they will graciously decline to get involved. They are on the final leg of a tour of this galaxy, but they have to get back to their galaxy, thank-you-very-much, for the World Series or something. If the PCs think it might be nice to get the aliens as slaves, and try to challenge them to a contest, the aliens are very polite, but they are professionals, and the PCs are amateurs, and it would ruin their reputation and league standing. “You are not even certified!” they protest. “And where are your uniforms?”

6. CLASS REUNION “So, this gal is an old buddy of yours…” “Yeah, she and I go way back.” “Scarlet Bloodhawk — quite a colorful name — and probably a colorful character to match.” “I just hope she’s got somebody who can overhaul a Thorsen field driver. One more light-speed burp like that last one and our new career as cometary debris is assured.” “No problem. Old Scarlet’s never let me down. Say, that’s funny… Scarlet’s not the type to skimp on landing beacon maintenance.” “Not like we got a lot of choice, pal. Not a lot of friendly ports hereabouts…”

Adventure: Episode One: The PCs land and are greeted by ScarIet’s second-in-command, the oily and lingeringly reptilian Ky’Iessan, affectionately known as Snake-Eyes. “Yeththth, Thkarlet would thertainly wish that thuch an honored ghetht ath yourthelf be thown every courtethy. I’ll have thomeone work on your thip immediately. Oh my yeth…” Episode Two: The PCs are restricted to the guest quarters (“For your own thafety, thirs — and you can go thupervithe work on your thip whenever you with…”), but treated with exceptional courtesy and hospitality. Of courth, our reptileskinned buddy has called the Imperials and offered to turn the PCs over to the authorities for a nominal reward. However, H2-1B4, an elderly Domodroid, recalls one of the PCs fondly, and risks discovery to slip a message to the PCs in their quarters:

142

MISTRESS SCARLET IS SNAKE-EYES’ PRISONER IN HER OWN QUARTERS. THE THIEVING REPTILE HAS SUMMONED THE ONES-IN-WHITE. PLEASE, SIRS, RESCUE HER, AND YOURSELVES, BEFORE IT IS TOO LATE. IF I CAN BE OF ANY ASSISTANCE, SEEK ME IN THE HOUSEKEEPING SHEDS. Episode Three: With Aitchtoo-Onebeefore’s help, the PCs sneak into Scarlet’s quarters and release her. However, an alarm is given by one of the guards, and the PCs, Scarlet, and the elderly Domodroid must flee into the surrounding wilderness. Episode Four: The Imperials are due to arrive shortly. The PCs must sneak into the repair dock and steal their ship, in spite of alert guards. Episode Five: The PCs succeed in winning their ship through their own heroic efforts and the savvy of Scarlet and the Domodroid. However, just as they have gained the ship, they discover an Imperial cutter descending upon them. The slimy reptileman warns the Imperials that the PCs are loose — and the PCs discover that their drives have been sabotaged. While Scarlet and Aitchtoo-Onebeefore struggle to get the ship ready for takeoff, the PCs shoot it out with the troopers. Then, their ship manages to lift off, with the cutter in close pursuit. The PCs shift to light-speed — and nothing happens… The PCs may either dogfight or flee, taking terrible punishment as they struggle to repair the hyperdrives. In either case, their ship takes a lot of damage — forcing the PCs to risk overhaul — and another adventure — at some other port.

7. AIN’T SCIENCE GRAND? “What would anybody want with that nasty chunk of rock?” “Precisely what Alliance HQ wants to know, little chum. A fully-operational Imperial base — in the middle of nowhere, a modest eternity from the nearest line of conflict. What are those grub-weasels up to?” “Whatever it is, it’s dumping G-waves like a singularity — but the screens don’t pick up any other anomalies…” “Weird. But convenient. Those Verpine grav-bikes’ll be invisible with all that background noise. We’ll just slip in and out without anyone being the wiser.” “Sure. Just like on Calgon…” “But that wasn’t my fault…”

Adventure: Episode One: With their ship parked in orbit, the PCs use space speeders to take an unscheduled tour of the asteroid base. They find: • a facility producing what appear to be low-yield repulsor motors in large quantities. • a facility producing what appears to be an extraordinarily large scanning bowl for a sub-space communications relay. • residential and recreational facilities for the factory workers. • a high-security laboratory tunneled deep into the asteroid. Episode Two: Still completely ignorant of the base’s purpose, the PCs must sneak into the underground facility.

ADVENTURE BOOK

8

Chapter Four: Adventure Ideas

CLASSIC ADVENTURES

There they discover that the “scanning bowl” is actually just a collector for a device that focuses the G-waves of hundreds of repulsor projectors, producing a field capable of distorting planetary crustal pressures, causing cataclysmic earthquakes and volcanic eruptions. The collector-repulsor array can be transported in a small ship, then deployed in orbit in a matter of minutes. While it can’t reduce a planet to rubble, it can certainly obliterate civilizations — and it’s a lot cheaper than a Death Star. The PCs have a perfect opportunity to destroy the delicate control systems for the repulsor ray, then escape in the confusion. Then, after a modest running gun battle, the PCs reach their grav-bikes and return to their ship, or an Imperial warship may be stolen and used to wreak further havoc on the production facilities.

8. MAROONED ON HOTH “I think we’re safe now…” “Safe?! You call this ‘safe’? The last Alliance transport on its way to who-knows-where, a couple divisions of Imperial stormtroopers tooling around in AT-ATs, it’s 45 below — a heat wave on this blasted planet — and where were you planning to sleep tonight, ace? Under the stars?” “Don’t worry. Tonight we’ll be guests of the Empire.” “Oh. (Pause) We’re going to surrender?” “Of course not. We’re going to steal an Imperial transport.” “What a good idea. Setting aside for the moment the question of how you propose to do this, have you ever flown an Imperial transport before?” “Details, details…”

Adventure: At the Battle of Hoth, the PCs are part of a unit of four squads of foot and three snowspeeders deployed on the ridge above the Rebel base as scouts to guard against flanking or encircling maneuvers. An Imperial transport lands on the far side of the ridge and unloads a stormtrooper company supported by five AT-STs. The PCs catch the Imperials in a narrow pass below the crest of the ridge. In the rough terrain, the PCs manage to deny the Imperials their flanking move. The undamaged AT-STs and surviving troopers retreat to the Imperial transport. But the PCs have been cut off from the main base. An Imperial unit under Vader has landed above the base and cut their way in from the top. The Rebel defenses have crumbled. The last Alliance transports are on their way. Scattered pockets of Rebels still resist, but most will be overrun in short order. Those Rebels that avoid capture must face the even-more deadly advance of Hoth’s nightfall. Plenty of trooper armor is around for scavenging and masquerade. Snowspeeders — and perhaps a not-too- badly-damaged AT-ST — are available for land transportation. An Imperial transport lies on the other side of the ridge. Various spaceships too weak to run the Imperial gauntlet may have been abandoned in the Rebel base hangar. And a variety of ships must come and go between the ground troops and the naval vessels in orbit above Hoth. Or the PCs may choose to let things cool off before making their move. They may withdraw to remote Rebel outposts, hook up with other disorganized Alliance elements, and plan a raid to capture a ship.

ADVENTURE BOOK

Or Rebel rescue operations may already be scouring the planet, looking for survivors. Or perhaps the Empire has no intention to leave a full garrison at this captured base, leaving it vulnerable to a counterstrike by desperate stragglers.

9. THE PIRATE PRINCE “So, I heard you Rebels operate on a tight budget.” “I’m authorized to offer up to a hundred-thousand credits.” “Har, har, har. That won’t keep my operation going for more than a week, sonny.” “Well, look, do you like the Empire?” “No, but what’s that got to do with business?” “Here’s your chance to take a stand! Fight the swine who…” “I’ve heard enough. Shall we make’em walk the airlock boys?” “Aye! Right you are, cap’n! Arr, mateys.” “No, wait…”

Adventure: Episode One: The PCs are sent to deal with a Captain Fandar, scourge of the spaceways, pirate extraordinaire, and number six on the Imperial Navy’s most-wanted list. The Alliance wants to hire Fandar to harass Imperial shipping. The characters check around in wretched hives of scum and villainy trying to get word to Fandar. The pirate sends his boys to capture the PCs. Either the PCs get captured, and Fandar drags them from his dungeon to ask them what they want, or the PCs turn the tables on Fandar’s lackeys, and force them to bring the PCs to him. Episode Two: In either case, Fandar listens to their proposal. Then he explains that he has no interest in getting involved in politics, and that the Alliance isn’t offering enough money. However, he is interested in one thing — the Imperial treasure ship which annually carries the revenues of the local sector back to the Imperial capital. If the Alliance is willing to cause a ruckus to divert the treasure ship’s military escort, and if the PCs are willing to help knock off the treasure ship itself, Fandar would be happy to discuss future deals. Episode Three: The Alliance approves the plan with misgivings. The PCs are given four starfighters and told to aid Fandar. The plan is put into action, and apparently goes off without a hitch — until Fandar enters the treasure ship and finds it swarming with troopers! He’s been sold out! Episode Four: The PCs, the Prince, and a few colorful, loyal retainers can either fight their way out heroically, or be taken captive, then contrive an escape. Either way, Fandar at first

143

8

Chapter Four: Adventure Ideas

CLASSIC ADVENTURES

thinks the Rebellion did him dirt — but the PCs finger the actual traitor (Fandar’s right-hand man). The Pirate Prince honorably acknowledges their aid, renounces his life of crime, and becomes a Captain in the Alliance Navy.

the same time, the PCs learn to respect the Sesseh’s wisdom concerning their native environment, and to exploit the Sesseh’s special talents — swimming, stealth, and ferocious martial vigor.

10. RINGS OF BRIGHT WATER

Adventure:

“My people will never submit to the rule of the Emperor’s craven bureaucrats.” “Yeah? Well, when the Imperials are finished with your lovely little planet, it’s gonna smell like something outta the Lumrunner’s autokitchen.” “But armed with the Alliance weapons in your hold, my people will be a force to be reckoned with.” “Somehow I don’t think a bunch of cute, furry, three-foot-tall mustalids armed with laser popguns is gonna give the Imperial governor any sleepless nights.” “Perhaps your timid ancestors were more accustomed to slavery?” “No, indeed, but my timid ancestors weren’t dumb enough to attack stormtroopers with sharpened clam shells fastened to sticks…”

Background: The Imperials have established fossil hydrocarbon operations at numerous sites on the surface of Shaymore. The Sessehshellah, a fierce native aboriginal race resembling giant river otters with the temperaments of weasels, have come to the Alliance to ask for weapons and support in their resistance against the Imperials. The Sesseh’ are technologically unsophisticated, and hardly a match for Imperial stormtroopers, but after being convinced that the Sesseh’ would fight with their bare teeth if necessary, the Alliance decided to supply them with modern weapons, technical support, and advisers familiar with resistance operations. The PCs are selected to accompany the Sesseh’ delegates back to Shaymore with a delivery of laser weapons. The PCs are also to provide advice and aid in organizing resistance against the occupying Imperials. Initially the Sesseh’ delegates are contemptuous of the PCs’ lack of courage and daring — any sign of caution or practical thinking is regarded as a lack of spirit. However, the Sesseh’ learn to respect the shrewd cleverness of the PCs’ plans. At

Episode One: The Sesseh’ recklessly attack an Imperial patrol that strays into the Sesseh’ marshes. The patrol is easily dispatched, but a punitive raid wipes out a Sesseh’ village. The PCs’ exhortations to indirect and subtle actions receive closer attention. Episode Two: The Sesseh’ guide the PCs through the perilous marshes toward an Imperial power station. A pack of fierce amphibious wolves attack, but the PCs and Sesseh’ combine to drive them off. Episode Three: The PCs and Sesseh’ reach the power station. With Sesseh’ aid, the PCs enter the power plant through the water cooling circulation system. The PCs sabotage the plant and steal a communications scrambler, giving them access to all local Imperial transmission codes. Episode Four: The PCs intercept transmissions indicating that hydrocarbon production must be increased ten-fold in the following year, or the Shaymore operations must be abandoned. Imperial hydrocarbon reserves are dwindling, and the storage tanks at the main refinery represent a significant portion of the Empire’s reserve. Episode Five: A plan is devised using a Sesseh’ attack to draw guards from the main refinery, permitting the PCs to penetrate refinery security to sabotage the main storage tanks. If the storage facilities can be destroyed, the entire operation must be abandoned, and Shaymore will be of little value to the Empire. Sample Refinery Sabotage Sequence: 1. PCs and Sesseh’ float rafts across river to fence surrounding storage facility. 2. PCs dressed as troopers charge across the facility boat dock and bluff their way past the guards. 3. Once inside the compound, Sesseh’ dive into drainage ditches and plant demolition charges at the drainage valves for the storage tanks. 4. The troopers wise up, and send units to guard the storage tanks. The PCs distract the troopers while the Sesseh’ finish setting the charges. 5. The PCs appear to be cut off — when a swarm of Sesseh’ pours into the compound, grabbing trooper blasters in their little paws and cutting a path for the PCs. 6. The PCs and Sesseh’ fight their way back to the boat dock and take a cruiser. The cruiser speeds off as the storage facility erupts in a fountain of flame. 7. The PCs’ stolen cruiser is pursued by troopers in armored landspeeders. The PCs have to abandon the cruiser and set out into the marshes. 8. The landspeeder troops call for reinforcements. Troopers arrive by Imperial landcruiser, debark, and pursue into the marshes — where they are ambushed and scattered in the wilderness by the Sesseh’ and the PCs. With the storage facility destroyed and the stormtrooper garrison decimated, the hydrocarbon operation is shut down, the Imperial commander is recalled in disgrace, and the Sesseh’ regain control of their planet.

144

ADVENTURE BOOK

8 CLASSIC ADVENTURES

C hapter Five PUBLISHED ADVENTURES This chapter lists some of the published adventures for Star Wars (1st Edition). These adventures are nearly one-hundred percent compatible with Star Wars: Classic Adventures. While West End Games is no longer in business and these adventures are all out of print, they are readily available on the second-hand market. While this is not a complete list of published adventures, it does include what we think are the best adventures published for the first edition of the game.

STRIKE FORCE SHANTIPOLE Battle Imperial starfighters in the vastness of space, chase deadly probots through asteroid storms, and go up against a heavily-armed escort frigate in this explosive fulllength Star Wars adventure. In the Roche Asteroid Field, a secret Rebel project nears completion. Headed by Commander Ackbar, the Shantipole project has developed a powerful new starfighter for the Alliance arsenal. But first, Shantipole must be safely escorted back to Alliance High Command. That’s where you and your team come in. With a borrowed freighter, sealed holodisc orders, and a good blaster at your side, your ship emerges from hyperspace — right in the middle of a TIE starfighter patrol! And they told you this was going to be a routine mission…

STARFALL Nine hundred meters of twisted, battle-torn Star Destroyer stand between imprisoned Rebel heroes and freedom in this disaster-filled Star Wars adventure. Captured by Imperials, a small group of Rebel heroes find themselves trapped within the detention block of a Victory-class Star Destroyer. Suddenly explosions rock the giant battleship as the Imperial vessel is attacked by an Alliance fleet. When the smoke clears, the Rebel objective is obvious — escape by any means possible!

ADVENTURE BOOK

But the attack has left the Star Destroyer a battered wreck, its crew scattered and its power fading. What dangers await the Rebels deep within the smoldering ruins of this once-great vessel? What Imperial devices remain to prevent their exit? Only those with courage and conviction will attempt to find out. Only those with strength and luck can hope to survive.

MISSION TO LIANNA The Rebel Alliance’s greatest weapon is not the bravery of its soldiers nor superior training nor advanced weaponry. The Rebel Alliance is built on information. The Rebel heroes have been asked to deliver updated information to the Rebel cell network on the industrial world of Lianna, home of Sienar Fleet Systems, manufacturer of the dreaded Imperial TIE Fighter. What starts as a simple delivery becomes something even larger than the Rebels can imagine, as the characters discover that Lianna is where the Empire is building a secret weapon that could mean the destruction of the Alliance — a cloaking shield! It is up to the characters to infiltrate and destroy the plans before the Empire can put the cloaking shield to work…

GAME CHAMBERS OF QUESTAL Rebel agent Tiree is missing. He never made it to the rendezvous point. Alliance command cannot spare the men to launch a full-scale search; Tiree is on his own. But one group of heroes owes Tiree more than they can ever repay — and they vow to find him. Retracing Tiree’s trail, the Rebels go to the planet Questal. Tiree was on an unsanctioned mission there, hot on the trail of a rumored weapon of fearful proportions. Then he disappeared. Now something is hunting the Rebels. Can they avoid Tiree’s fate, rescue their friend — and save the Rebel Alliance?

145

8

Chapter Five: Published Adventures

CLASSIC ADVENTURES

RIDERS OF THE MAELSTROM Danger lurks aboard the Kuari Princess as Rebel heroes try to uncover the purpose behind a topsecret Imperial rendezvous while fighting notorious pirates — the Riders of the Maelstrom. A mission to rendezvous with a top Rebel spy on Aris goes wrong. The Rebels are chased by better than a full company of stormtroopers, strafed by Imperial sky swoopers, and risk death to escape along hundred-meter high tree limbs. When they manage to smuggle themselves onto the luxury liner Kuari Princess the Rebels know they can finally rest easy. The Rebels are wrong. Which Imperial officials are having a secret meeting aboard the Kuari Princess, and why? Can the Rebels stop the Imperial plot? Can the Rebels prevent the Riders’ awful plan of destruction? Outmanned, outgunned and out of time, the Rebels must forge a victory from only their courage and resourcefulness.

DOMAIN OF EVIL There is something not right on the swamp planet Trinta. It is an evil place of cold and death, and only the bravest, most capable Rebels will survive its terrors. Stranded on the swamp world of Trinta and pursued by relentless bounty hunters, a group of Rebels face horrors drawn from their own minds — horrors with the power to destroy them! Pitted against the powers of an insane Jedi Knight and the Dark Nexus in which he dwells, the rebels must triumph or risk falling to the dark side of the Force.

BLACK ICE Black Ice. 7,800 meters long — five times the length of an Imperialclass Star Destroyer. The pride of the Imperial Replenishment Fleet. Black Ice. It carries nearly one billion tons of starship-grade fuel cells — more than a year’s worth for an entire Imperial Main Battle Fleet. Black Ice. If she remains in the Empire’s hands, the Imperial Navy will cut a swath of destruction across the sector — and beyond. Black Ice. The Empire will do everything in its power to protect her. Black Ice. The Rebels must take her — or die in the attempt.

CRISIS ON CLOUD CITY Chilling murder and intrigue abound as Rebel agents become detectives to solve a deadly mystery on the floating metropolis of Cloud City.

146

It started as a routine escort mission. Famed Alliance engineer Walex Blissex was contacted by an old friend who had made a startling scientific breakthrough. But when the Rebel escort team arrives on Cloud City to meet this mysterious scientist, things begin to go wrong. Dead Wrong. Mystery leads to murder. Murder leads to deadly confrontations with killer droids and Imperial agents. And the Rebels wind up entangled in webs of deception, deceit — and death! The fate of the city in the cloud and everyone aboard depends on the Rebels and their ability to unravel the mystery before the knots pull tight!

OTHERSPACE Beyond realspace, past the timebending corridors of hyperspace, another galaxy waits to be discovered. When a problem develops with the hyperdrive engine of an Alliance prisoner transport, members of both the Rebellion and the Empire are deposited into a strange, unexplored dimension between the hyperlanes and realspace. Here, abandoned ships from all over known space float beside those of unknown origin. These desolate craft orbit a giant vessel, drawn to it like moths to a flame — or a spider’s web. Within the dark interior of the giant ship, the war between Rebel and Imperial finds new battlegrounds and new weapons with which to destroy each other. But they also find something else, something that just might find them first. It wants to escape otherspace, to reach realspace. And when it does, the galaxy will die!

DEATH IN THE UNDERCITY Beneath the surface of Calamari’s majestic oceans, the tireless Quarren labor to provide ores crucial to the construction of Mon Cal Cruisers. Recently, a series of bizarre mining accidents has slowed production to a near standstill. It’s up to the Rebel agents to discover the source of the problems. But these are no ordinary accidents. All signs point to deliberate sabotage, and the embittered Quarren are quick to accuse the surface-dwelling Mon Calamari — and their outworlder Alliance — of the destructive acts. While the Rebels race to uncover the truth and stop the sabotage, the entire planet teeters on the brink of civil war!

ADVENTURE BOOK

8 REBEL FIELD MANUAL

8

Rebel Field Manual Table of Contents

CLASSIC ADVENTURES

Rebel Field Manual

TABLE OF CONTENTS Chapter 1: The Rebel Alliance.......................................151 Chapter 2: The Galactic Empire...................................155 Chapter 3: Aliens of the Galaxy...................................158 Chapter 4: Creatures.....................................................163 Chapter 5: Equipment and Weapons.........................166 Chapter 6: Droids..........................................................176 Chapter 7: Starfighters.................................................179 Chapter 8: Capital Starships.......................................184 Chapter 9: Space Transports.......................................188 Chapter 10: Repulsorlift Vehicles................................193 Chapter 11: Imperial Ground Assault Vehicles...........198

150

REBEL FIELD MANUAL

8 CLASSIC ADVENTURES

C hapter One THE REBEL ALLIANCE The Rebel Alliance is a ray of hope in one of the blackest times in galactic history. Out-manned and out-gunned, the fighters of the Alliance risk their lives in the effort to free the galaxy from Emperor Palpatine’s iron grip. Some Rebels fight for their homeworlds, some fight for their families, and some fight for ideals, but all fight the evils of tyranny. In many ways, the Rebel Alliance defines the Star Wars universe. It represents the ultimate battle between good and evil, light and dark.

A BRIEF HISTORY OF THE REBELLION Prior to the formal establishment of the Rebel Alliance, uprisings were small and restricted to specific planets or regions. Although they were often temporarily successful, none of the uprisings came close to challenging the vast military power of the Empire. Victories were difficult to achieve, and few made a lasting impact on the galaxy. However, behind the scenes, a few powerful Imperial Senators had been struggling for decades to oppose the oppressive Imperial edicts. Cooperation was limited by the fear of detection and the ignorance of others’ activities, but two senators, Bail Organa of Alderaan and Mon Mothma of Chandrila, secretly began to discuss the possibility of an organized resistance in Organa’s Catham House residence on Coruscant. Eventually, through their clandestine efforts, pockets of resistance around the galaxy started to become locally organized. Senator Organa was able to make clandestine contact with some of the more “established” cells on planets like Mon Calamari, Mantooine and Lothal. However, they were unable to coordinate on a larger scale with other like-minded groups because they lacked the communications, and support structure needed for sustained operations.

Unleashing Rebellion Two years prior to the Battle of Yavin, several major resistance units became successful enough to give Organa and Mothma the momentum to advance their plans for armed rebellion. Due to the increased exposure of coordinating the various rebel cells, the Imperials began to uncover evidence leading to an arrest order for Mon Mothma. However, she was able to flee Coruscant and began working from behind the scenes, recruiting others across the galaxy to the cause. Organa remained in the Imperial Senate, although his influence was greatly diminished since those loyal to the New Order suspected him of treasonous activities.

REBEL FIELD MANUAL

Eventually, Bail Organa resigned from the Imperial Senate and returned to the protection of his position as Viceroy and First Chairman of the Alderaan system. His daughter, Leia, replaced him in the Senate, although her loyalty too was highly suspect. The Rebellion officially began with the signing of the Corellian Treaty. The primary signers — Mon Mothma and Bail Organa and Garm Bel Iblis — formed an alliance between the governments of Chandrila, Alderaan and Corellia. The planets secretly pooled their resources and funneled them to various resistance groups to form the Rebellion. Free to act from the safety of her various hiding places, Mothma was officially elected head of the Rebel Alliance. As one of her first “official” actions, Mon Mothma released a Declaration of Rebellion, publicly announcing the political ideology behind the Rebellion in an effort to forestall Imperial propagandists. A few systems openly declared their allegiance to the new Alliance, unfortunately this was well before any sizable defense force could be mustered. Imperial response was quick to crush the Secession Worlds, but not before significant resources, weaponry, ships, and manpower were delivered directly to freedom fighters and the Rebel Alliance.

SECTORS IN REBELLION With resistance efforts spread across a multitude of sectors in the galaxy, judging the reach and strength of Rebel Alliance forces is difficult. Below is a partial list of sectors in which Rebel activity takes place during the time between the signing of the Corellian Treaty and the Battle of Endor. The amount and type of resistance varies greatly among sectors, and many offer only minimal resistance until well after the Battle of Yavin. Rebel activity increases significantly after the Alliance evacuation from Hoth and in preparation for the battle of Endor. Ado Airam Anoat Atrivis Bormea Brak Bruanii Calamari Carrion Churba

Churnis Corellian Eclorar Elrood Farstay Hollan D1 Homon Irnaj Kalamith Kira

Lambda Lifh Lothal Maldrood Merel Moddell Oplovis Ottega Parmel

Parmorak Ploo Rayter Rolion Sumitra Tapani Tharin Trans-Nebular Trax

151

8

Chapter One: The Rebel Alliance

CLASSIC ADVENTURES

The Battle of Yavin For about two years, the growing Rebel Alliance fought for public support as much as it battled the Empire. Resistance efforts and recruitment spread slowly from sector to sector. The actual number of forces remained tiny compared to the mighty Empire, and the Alliance scored only one major victory against Imperial forces. All of this changed with the arrival of the Millennium Falcon at the Rebel base on Yavin IV. A rescued Princess Leia and the plans to the newly operational Death Star gave the Rebels the means and, with the Death Star’s rapid approach, an immediate need to destroy the Emperor’s monstrous superweapon. An ultimate weapon of terror, the Death Star was capable of annihilating entire worlds with a single shot of its superlaser, as was demonstrated by the destruction of Alderaan. Fortunately for the Alliance, the Millennium Falcon also brought future Jedi Luke Skywalker at the time of the Rebels’ greatest need. When Rebel starfighters made a desperate attack against the station, Luke joined them. After more experienced pilots failed to hit the station’s vulnerable exhaust

USING THE REBEL FLEET The Rebel fleet is a powerful symbol in any campaign. The main fleet should not engage large-scale Imperial forces directly, but there are plenty of other opportunities to use the fleet. First, the fleet makes an excellent base of operations for the heroes, providing safety from the Empire and giving heroes access to virtually all Alliance resources. If the heroes are Special Operations units, starfighter pilots, or crew members aboard one of the larger starships, they can participate in missions with fleet detachments, raids, or task forces, which could take them to virtually any sector in the galaxy. The fleet does not seek to engage the Imperials, but the Imperials are still out to find it. Sudden retreats and relocation are common. Heroes could find themselves covering the fleet’s retreat, or jumping to its last known location only to find an Imperial patrol or Star Destroyers waiting for stragglers after scaring the Rebel fleet off. Also, knowledge of the fleet’s location and makeup is dangerous. Any captured hero should be extremely nervous about Imperial questioning.

152

port, Luke made the shot that shook the galaxy and the Empire. In one cataclysmic explosion, the Death Star was gone. The Rebel Alliance scored a major victory, although it was forced to flee Yavin IV and is now on the run from the vengeful Empire. This tremendous victory brought new allies, raw recruits as well as high officials on sympathetic worlds. Entire resistance groups are being integrated into the Alliance’s command structure, and new cells are created on even the most loyal of Imperial worlds.

Imperial Pursuit However, the Empire is far from beaten and is aggressively pursuing the Rebels. Darth Vader is leading the effort to seek out and destroy Rebel forces. The Imperial Security Bureau and the Commission for the Preservation of the New Order (COMPNOR) are hunting down and arresting civilian Rebel sympathizers. The Imperial response is brutal against the general public in areas where Rebel groups are active. Supporting the Rebellion is dangerous, and the Empire makes sure the galaxy knows it.

ORGANIZATION OF THE REBELLION The Corellian Treaty established an organizational structure for the Alliance to Restore the Republic similar to that of a large-scale government. There are two main organizations acting in concert to bring about the fall of the Empire: the Civil Government and the Alliance Military. Both are led by the Chief of State, a position currently held by Mon Mothma. Alliance Civil Government. The civil government provides basic leadership and common government functions such as protection, taxation, and diplomatic relations. In practice, these functions fall to the control of local authorities and member governments of Allied worlds and organizations. The civil government handles political functions between members, potential members, and the galaxy at large. However, the primary purpose of the civil government is to support the Alliance military. Alliance Military. The Alliance military forms the heart of the Rebel Alliance. Its objective is to defeat the Imperial army and navy and bring about the fall of the Emperor. Although its forces are limited and vastly outnumbered, they are highly motivated and undaunted by the massive task.

The Alliance Fleet The Alliance fleet is the single greatest military asset in the Rebel Alliance. It represents Rebel strength and mobility, and it is a powerful strike force capable of decisive military victories. Admiral Ackbar is the current commander of the fleet. Even though the fleet is both a powerful symbol and a critical weapon against the Empire, Ackbar knows that he must pick and choose his battles carefully. A significant defeat would

REBEL FIELD MANUAL

8

Chapter One: The Rebel Alliance

CLASSIC ADVENTURES

mean the loss of critically needed ships and personnel, not to mention the incalculable damage to the Alliance’s image. Unlike the Imperial fleet, the Alliance fleet is not standardized with specific ship models or designs. As with all other materiel, the Alliance gathers capital ships from wherever it can acquire them. This, sometimes takes the form of the defection of a ship and crew to the Rebel cause. The fleet relies on close-support corvettes, frigates, gunships, and similarly sized vessels to provide anti-starfighter screens for the big cruisers. The greater agility of these craft also makes them ideal for quickly maneuvering to outflank an opponent. Alliance task forces are built around ships of this size, occasionally backed up by a star cruiser. Armed and armored freighters back up starfighters in picket and patrol duties. These freighters are by far the least suited for their new military roles. Though they are heavily modified with upgraded shields and weaponry, in a straight battle, their longevity depends more on the determination of their crews than on their specs.

Special Forces Alliance Special Forces units are relatively few in number, but their high degree of training and personal investment make them effective combatants. SpecForce units are supremely confident in their own abilities, an opinion shared by Alliance High Command. They serve aboard the ships of the fleet, protect the main Rebel base, train Sector Forces, carry out major commando operations, and fulfill any mission thrown at them by Alliance High Command. SpecForce units use a formal organization similar to that of regular army units. However, they normally carry out missions as task forces or assigned assets regardless of formal classification or position in the command structure. SpecForce units are highly mobile and able to respond to emergency deployments throughout the galaxy.

Starfighter Command Starfighter Command controls strategic deployment and development of Alliance starfighter forces. It carries out pilot training and wing assignments to the fleet, Sector Forces, and other commands. It issues operational orders to those wings not permanently assigned to the fleet or to specific sectors. Once a wing is assigned to the fleet or a sector, Starfighter Command relinquishes operational control until the unit is needed elsewhere. Since the fleet is forbidden from engaging Imperial forces in large-scale battles, raids and skirmishes are carried out by starfighters. A huge percentage of Alliance resources is dedicated to starfighter services. Alliance forces at all levels rely heavily on starfighter support and fight vigorously to hold on to it when it is available to them. Some starfighter squadrons or wings operate from their own dedicated bases. However, in most cases, starfighter squadrons and wings rely on the commands to which they are attached for supplies and support.

Sector Forces Sector Forces are the backbone of Rebel Alliance’s military. These are assimilated resistance groups fighting the Empire on their own worlds and in their own sectors. They receive a great deal of operational autonomy from Alliance High Command, which is usually too far away to respond to day-to-day details. Although Sector Forces control military assets, they

REBEL FIELD MANUAL

USING SPECFORCES Adventures and campaigns centering on Special Forces are naturally more militaristic in nature than other types of adventures. Fortunately, the integrating of multiple types of SpecForce soldiers into a single combat unit allows for a great diversity in character types at the gaming table. The gamemaster is encouraged to move the players’ unit around the galaxy as required for the story. When using SpecForces, the gamemaster can emphasize the military aspects and details of the organization, as well as the higher degree of risk that the characters’ missions entail. Adventures can be designed around the heroes’ specific SpecForce character types. The heroes’ selection of and limitations in using weaponry and equipment should also play a bigger role in specific missions.

must confront the Empire through traditional resistance methods far more often than in direct combat. They receive support, supplies, and materiel from the Alliance. They also exchange intelligence data and general news with Alliance High Command. Large Sector Forces that have not inherited a command structure use a structure similar to that of Alliance High Command. This includes a Commander in Chief, a Chief of Staff, and commanders leading individual departments such as Intelligence or Starfighter Command. Independent resistance groups that want to formally join the Rebellion are integrated into the Alliance military. If there are no active Allied Commands or Sector Forces already in place in the area, the resistance group becomes the core of a new Sector Force. The group is encouraged, but not required, to adopt the Alliance command structure. If another Allied Command or Sector Force is already in place, the group is integrated into the existing command. Alliance High Command will go to great lengths to smooth over any political or personal hostility between rival groups. Each Sector Force commands all types of units within its organization, including ground troops, starfighter squadrons, and sector-based fleets and starships. They also control standard Alliance army troops, which represent the greatest part of the Alliance’s ground strength. If Alliance High Command needs a larger number of regular troops in a given area, it turns to the local Sector Force to provide the manpower.

USING SECTOR FORCES Sector Forces and Allied Commands are ideal for adventures and campaigns confined to a single sector, planet, or region. Gamemasters can create their own military and political leaders for the campaign without running afoul of established continuity. Sector Forces provide support and local leadership for the heroes to interact with and receive orders from. Sector Forces can also provide a base of operations from which to stage missions. If a group of heroes wants to start and command their own Rebel operation, integrating it with the local Sector Force gives them a ready-made organization. Even alternate command structures — such as a local royal tradition created by the gamemaster — can be accommodated, since a Sector Force is allowed to retain its own internal structure. Remember that while Alliance High Command controls overall strategy, Sector Forces are responsible for taking the battle to the enemy every day.

153

8

Chapter One: The Rebel Alliance

CLASSIC ADVENTURES

REBEL ALLIANCE MILITARY RANKS Rebel Alliance military ranks are primarily divided between army and navy ranks; with variation within SpecForce and Starfighter Command. Compared with the galaxy’s major military forces, the Alliance features fewer formal officer and enlisted personnel ranks. The simplified structure allows for more leeway in integrating newly recruited combat forces into the Alliance military command organization. It also discourages Alliance personnel from worrying too much about their career rank, especially since the Alliance expects the military to be dissolved or substantially reorganized upon victory over the Empire. Local commanding officers are expected to clarify any ambiguities in their own chain of command and sometimes create unofficial or temporary designations, occasionally, a newly recruited organization retains its own rank structure. Additionally, as the Alliance frequently deploys units with mixed forces, command hierarchies between specific officers of equivalent rank but from different branches are established in the stages of a mission. Temporary or rolespecific titles can be utilized within a given unit, base or task force. The title of “commander” is used to designate the commanding officer of a given unit or mission, despite the actual rank of the individual. Navy Admiral Captain Commander Lieutenant Jr. Lieutenant Ensign Chief Petty Officer Petty Officer Senior Deckman Deckman

Army General Colonel Major Captain 1st Lieutenant 2nd Lieutenant Sergeant Major Sergeant Senior Trooper Trooper

SpecForce General Colonel Major Captain 1st Lieutenant 2nd Lieutenant Master Sergeant Sergeant Senior Trooper Trooper

Starfighter Command General Colonel Commander Captain Lieutenant Flight Officer — — —

guarded by the best Special Forces units and starfighter squadrons, and its location is a closely guarded secret. However, the vast majority of bases and outposts are small and unassuming, to minimize detection. Hidden rooms, small caves, or abandoned wrecks serve as meeting places for Rebel cells. Individual apartments or permanently grounded starships can become safe houses or weapons caches. Large hidden caches of weapons and materiel become supply bases for local groups. Sector Forces, Allied Commands, and major resistance groups typically use large bases as their command centers. These bases have starship and vehicle hangars and repair facilities, sensor arrays, communications relays, and limited defenses. They also provide advanced training facilities and living quarters for a large number of personnel. A few large bases house small-scale manufacturing facilities for Alliance starfighters. Starfighter bases provide forward outposts from which starfighter attacks can be directed. A typical starfighter base is little more than a hangar, a command center, and living quarters.

Rebel Operatives

Even though the Alliance military is formidable in limited operations, it lacks the strength to fully engage Imperial forces in a sustained campaign. Throughout the galaxy, individual Rebel agents, or operatives, work in conjunction with Flight Cadet cell networks and Alliance military elements to engage the Empire on a daily basis. These are the Rebellion’s spies, propagandists, recruiters, Rebel Bases scroungers, and aid workers. They sow the seeds of rebellion Rebel bases and outposts are the Rebellion’s intelligence on Imperial planets throughout the galaxy. Rebel operatives and communications centers. They provide safe havens for are always outgunned, always outnumbered, and usually training, meetings, medical treatment, and repair facilities. working in complete isolation. The size and structure of these bases vary greatly, and they Many characters in this era act as highly autonomous Rebel are normally camouflaged within the surrounding environoperatives. Agents can be attached to various parts of the ment. The Rebel main base houses Alliance High Command, Alliance structure. Rebel field agents work for Alliance Intelliwhen it is not aboard the fleet. Alliance High Command is gence on semi-autonomous, long-term missions. Other agents work for local resistance groups, perhaps attached to the local Sector Force or reporting through a cell network. Scroungers and procurement specialists work for local forces or for one of the Alliance High Command’s ministries. They receive orders through other agents or through an attached military command. Agents must be able to adapt to constantly changing conditions and goals. Agent secrecy is paramount, because discovery means almost certain arrest, internment, and interrogation by Imperial officials. Agents also run the risk of Imperial reprisal against the local citizenry if an operative’s actions attract notice.

154

REBEL FIELD MANUAL

8 CLASSIC ADVENTURES

C hapter Two THE GALACTIC EMPIRE The Empire prides itself on being a bastion of civilization and order in the galaxy. Most of its citizens believe that, aside from a few troublemakers, conflict is a thing of the past and that the galaxy’s worlds and systems work together for the greater good. But the Empire is far more sinister than it would have its citizens know. Having carefully undermined the Republic, Supreme Chancellor Palpatine represents himself as the only hope for peace and order. After formally dissolving the remnants of the Old Republic and reorganizing it as a Galactic Empire, Palpatine put into motion a plan to systematically subjugate those worlds and systems that resisted his rule. The Imperial Intelligence Bureau (ISB) has ensured that the average citizen has no idea of the true nature of the Empire. The Emperor’s success stems from the brutal efficiency of the Imperial war machine: a vast army of troops, stormtroopers and starships. Resistance is quickly crushed; the price of capitulation is enslavement. Once a world falls, the Empire uses its resources to fuel the Imperial military’s next campaign. Opportunistic politicians have flocked to support Emperor Palpatine’s New Order. Those who display the most loyalty garner both wealth and political power. With a thousand systems under Imperial control, the Emperor requires a massive bureaucracy to manage the galaxy’s day-to-day activities. Based on Coruscant, now known as Imperial Center, the government oversees every aspect of life. The Emperor’s authority is felt throughout the galaxy by means of his tightly controlled network of advisers, Moffs, local governors, the Commission for the Preservation of the New Order (COMPNOR), and, of course, the military. The Ubiqtorate — also known as Imperial Intelligence — assures that Rebel sympathizers and other malcontents are quickly identified and reeducated.

Moffs and Grand Moffs The responsibilities once held by the Imperial Senate fell to the Moffs. Rather than a representative of beings he governs, a Moff is a representative of the Emperor. Almost all Moffs are chosen from the ranks of the Imperial military — officers who serve with loyalty and distinction. Each Moff is granted authority over one or more systems, usually determined by political, racial, cultural, or commercial boundaries. If a Moff proves incapable of handling such a large area, he might be required to share authority with another Moff, or might be replaced outright. Initially, Moffs reported to the Emperor’s advisers. However, this system proved cumbersome, so sector overseers — Grand Moffs — were appointed. Grand Moffs are given the responsibility of coordinating and managing the Moffs, carrying out the Emperor’s directives concerning matters of policy and strategy. The position of Grand Moff is both a great honor and a great opportunity. The Emperor assigns quotas for production, labor, and armed-forces recruitment; if those quotas are met, he overlooks the loss of a few credits here and there. An enterprising Moff can request funds for Imperial projects and ensure that some of those funds are placed in a discretionary budget to which only he or she has access. The Emperor is content to allow his Grand Moffs to manage the details of accounting and procurement, and even seems to encourage minor accounting irregularities. But if his appointed representatives become too brazen, they can expect a visit from Lord Vader to ensure that they, or their replacements, do not overstep their bounds again.

SECTOR GOVERNMENTS To persuade the remnants of the Republic Senate to accept the transformation of the Republic into an empire, Supreme Chancellor Palpatine retained the trappings of the Senate, changing little more than the name. As the years passed, however, he replaced various members of the original legislature with politicians more vested in his New Order, frequently elevating them to positions of authority over their seniors. In time, little of the original Senate remained; when the Emperor dissolved the Imperial Senate shortly after the completion of the first Death Star, the act caused barely a murmur.

REBEL FIELD MANUAL

155

8

Chapter Two: The Galactic Empire

CLASSIC ADVENTURES

IMPERIAL INTELLIGENCE

Planetary Governments Obviously, a Moff who controls an entire system cannot micromanage the details of multiple worlds, so each inhabited planet or space station has its own individual government. These representatives are sometimes elected by the world’s people, but most often they are appointed by the Moffs or the Grand Moffs from among their own personal staff. In theory, each planet’s government runs the planet’s affairs and must be consulted whenever the Empire wishes to use the planet’s resources, population, or airspace. In most cases, though, the Empire takes what it needs — by force if necessary. The message is clear: planetary governments exist at the sufferance of the Emperor.

COMPNOR Brute force is of limited effectiveness in controlling populations. Realizing this, the Emperor retooled an old Republic clone education program into COMPNOR — the Commission for the Preservation of the New Order. COMPNOR’s purpose is to indoctrinate the youth of the Empire. They are taught to believe in the absolute infallibility of their Emperor and to execute his orders without hesitation. Some are encouraged to enter the political arena, ensuring that the government remains supportive of the Emperor’s rule. Those with no gift for politics are encouraged to serve in areas such as the military, education, and civil service. Although COMPNOR began as little more than a youth group, it grew into a vast and influential organization, overseeing disparate aspects of Imperial life. As the Empire’s largest bureaucracy, COMPNOR is not well thought of by average citizens. Most see it as an organization devoted to enforcing its own rules, and they resent its meddling in their day-to-day affairs without realizing that the meddling is at the Emperor’s command. The Emperor prefers that they blame the bureaucracy while remaining loyal to him. Citizens of the Empire are encouraged not only to observe COMPNOR’s policies but to join the Committee and “serve the Emperor firsthand.” These recruitment campaigns have successfully brought trillions of members into COMPNOR’s fold, and proliferates the notion that all citizens are agents of the New Order in some form or fashion.

156

Having indoctrinated the populace, the Empire then had to monitor it. Imperial Intelligence is the Empire’s eyes and ears in the galaxy. In addition to monitoring space outside the Empire and assessing external and internal threats, Imperial Intelligence also spies on the Empire’s citizens — evaluating their loyalty, their commitment, and in some cases, the danger they pose to the Empire. At the onset of the Clone Wars, then-Chancellor Palpatine instructed the Republic’s various intelligence agencies to closely monitor the activities of members of the Republic Senate. What eventually came to light is that the malfeasance that ran throughout the Senate had also spread to the intelligence community: Corrupt senators had been feeding false information to intelligence agents or bribing them to bury reports. Amid massive firings, resignations, and criminal charges, Chancellor Palpatine convinced the remaining agency directors to merge their organizations into one bureau responsible for ensuring that the government remained free from internal corruption. When Emperor Palpatine reorganized the Republic as an Empire, the agency directors unanimously agreed to the provisions set forth in the New Order. In the years since, the new, unified intelligence groups again divided into separate organizations, all answering to an anonymous group of directors — the Ubiqtorate — that in turn reports directly to the Emperor.

THE IMPERIAL MILITARY The Empire’s armed forces are divided between the Imperial fleet, consisting of starships and support structures such as dry dock facilities and space stations, and the Imperial ground forces, consisting of Imperial stormtroopers and mainly Human soldiers recruited from throughout the Empire.

Imperial Ground Forces Sometimes incorrectly referred to as the “Imperial army,” the Imperial military’s ground forces include any troops not permanently stationed aboard elements of the Imperial fleet or otherwise attached to specific duties. Ground forces carry out the difficult tasks of taking and holding planetary targets — from initial assault to manning the resulting garrisons. Ground forces are divided into stormtroopers and regular army troops. Stormtroopers are the Empire’s shock troops, sent in ahead of regular troops to take enemy positions by dint of superior training and sheer numbers. The regular troops then move in to secure ground taken by the stormtroopers, and remain after the stormtroopers have departed. Regular Army. Although stormtroopers carry out the most dangerous ground missions for the Empire, the majority of Imperial troops are not stormtroopers. Most are conscientious citizens of the Empire who have signed up to serve their Emperor by maintaining peace and order throughout the galaxy. Military duty in the Empire’s regular army is light. Regular troops fight when necessary, but usually they serve garrison duty on worlds already pacified, or they maintain Imperial military bases. Some serve aboard fleet vessels as marines. The command structure of the Empire’s ground forces is as follows:

REBEL FIELD MANUAL

8

Chapter Two: The Galactic Empire

CLASSIC ADVENTURES

• Squad. Has eight combat soldiers, in addition to and commanded by a sergeant; corporal is second-in-command, chosen from the regular soldiers. The basic combat unit in the Imperial Army. • Platoon. A platoon is composed of four squads. Commanded by lieutenant (platoon commander) and sergeant major (second-in-command). • Company. Composed of four platoons. Commanded by a captain. • Battalion. A battalion is composed of four companies, commanded by a major. This is the normally the minimum size unit for surface operations. • Regiment. A regiment is generally made up of four battalions, commanded by a lieutenant colonel. • Battlegroup. A battlegroup is generally composed of four regiments, commanded by a high colonel. A battlegroup is used for major offensives against known concentrations of resistance. • Corps. Corps are generally composed of four battlegroups, commanded by a major general. This organization often covers all troops in a planetary invasion force. • Army. Generally composed of four corps, this organization covers multiple corps engaged in multiple actions, and is commanded by a general. • Systems Army. Generally composed of one army, but sometimes containing up to three armies. Commanded by a high general. This organization is more of a bookkeeping unit, and the systems army headquarters is responsible for keeping track of all military forces in the system. • Sector Army. Generally composed of two to four systems armies, commanded by a surface marshal. This organization covers all troops in a given sector. Stormtroopers. The Stormtroopers technically do fit into the Order of Battle. But these elite troops continue to be a source of mystery to the regular Army, even at the level of their organization. The major difference seems to be the complete lack of support personnel. It is known that the Stormtroopers do siphon off some supplies from the normal chain of logistics, but not nearly enough to support a force as large as the Stormtroopers appear to be. Whether they can somehow “live off the land,” have a shadow network which resupplies them in order to enhance their mystery, or really not be in need of resupply is simply not known. The end result is that a stormtrooper unit is a pure combat unit. A stormtrooper battalion has 820 men, just like any other battalion. But every single individual is either combat command or a trooper — there is even a complete absence of staff officers. Other differences, although minor, do appear. Stormtrooper squads vary in number of men to a greater degree than in the regular Army. The level of organization corresponding to a battlegroup is called a legion. While there is no larger unit of stormtrooper organization than the legion, legions have been known to appear from other sectors to join in a major offensive with legions which belong to the Sector Group.

REBEL FIELD MANUAL

The Imperial Fleet Much of the Empire’s fleet of starships comes from the Old Republic navy, re-purposed and refitted to serve the needs of the New Order. The fleet has grown enormously since the decline of the Old Republic, but its mission has largely stayed the same: to free the system space of member worlds from hazards to profitable commerce, to assure the safety of member worlds from attack from outside forces, and to bolster the planetary governments in times of crisis. This last mission has grown more difficult since the rise of the New Order. Under the Republic, the fleet could move in and put down unrest in a system, secure in the knowledge that the majority of the governed species welcomed their intervention. The New Order has changed the attitudes on many of the constituent worlds. While the vastly increased firepower available to the Imperial fleet has so far been more than adequate to compensate for any increase in hostilities, the willingness of member worlds to resist the New Order is expected to be a greater problem in the future. The Imperial Fleet is organized along a structure similar to conventional maritime navies. The command structure of the Imperial fleet consists of six groups: • Command. A single ship command, commanded by a captain. • Line. Theoretically a unit of four ships, commanded by a captain of the line. In practice, lines vary from as few as one ship to as many as 20. A line is normally the smallest unit used in space battles. • Squadron. Normally has 14 to 60 ships, commanded by an admiral. Normally the largest force of ships assigned to a single system. • Systems Force. Strength varies by mission profile: force superiority units have three battle squadrons and a light squadron, for up to 90 ships. Commanded by a systems admiral (also known as a commodore). • Fleet. The force deployed to an entire sector. These also vary immensely: a superiority fleet has four system forces, two force superiority units and two force escort units, with six Star Destroyers and 390 other combat starships. Commanded by a fleet admiral. • Sector Group. The total of Naval strength in a sector. Commanded by a high admiral. Can contain at least 2,400 ships (of which, 1,600 are combat starships, including 24 Star Destroyers).

157

8 C hapter Three CLASSIC ADVENTURES

ALIENS OF THE GALAXY Of the million planets where life has evolved, very few — perhaps several thousand — ever developed intelligent life. From them sprang countless civilizations, many long-vanished and known only by their artifacts. Now, thousands of intelligent species as varied as the environments which produced them roam the galaxy. Oxygen-breathing carbon-based life forms are the most numerous among the ranks of intelligent species. But some water- and methane-breathers are known, and several species of gas giant floaters are said to have intelligence of a kind. In some areas of the galaxy, it is not unusual to enter a cantina or other public area and find representatives of a dozen alien races. Here stand recognizable bipeds; there, insectoids with compound eyes. Grasshopper-sized elements of a hive intelligence may tend bar, the separate bodies coordinating actions with uncanny precision. Overhead, the wafting smoke may not be evidence of indulgence, but the presence of a gaseous being. The rodent scuttling across the floor may level a blaster if you call it vermin; the huge-eyed hexopod may congenially offer to buy you a round — it’s always wise, though, to determine whether what he offers is lethal to your species. Of the thousands of alien races, few have achieved hyperspace technology. Many of those that haven’t, trade with spacefarers, and some leave their primitive homes to find adventure, profit or happiness among the stars. Occasionally multiple alien races live in harmony in a single system; unfor tunately, however, such amity is the exception rather than the rule. Beings from different environments frequently have very different world-views, which sometimes clash violently. This volume cannot encyclopediacally describe each and every one of the thousands of known alien races; at best, we can discuss but a few of the better known. The attributes given in the descriptions are for an “average” member of the species. The Gamemaster’s Guide provides rules for creating character templates based on these attributes, and templates ate provided in the Player’s Handbook for a few of these

AQUALISH The Aqualish are a walrus-faced people with smooth skin, large eyes, and inwardly-curved tusks. They have two distinct races among their population, easily recognized by the configuration of their hands. The prominent racial characteristic is the cupped fin-like hand. It has no fingers, but does have an opposable thumb. The less prominent race is distinguished by five-fingered, fur covered, claw-like hands.

158

Although on some worlds these differences would lead to prejudice, hatred and outright war, the Aqualish do not turn their angers upon themselves. Instead, they have turned their natural aggression toward space and the races that consider them alien — which include all beings not from the Aqualish home planet of Ando. Aqualish are a people with nasty, belligerent dispositions. They often take jobs as mercenaries, bounty hunters, pirates, body guards, and other occupations where violence and hatred are considered benefits. Whit the abundance of work for these individuals throughout the galaxy, Aqualish thrive quite well. DEXTERITY: 2D+1 KNOWLEDGE: 1D+1 MECHANICAL: 2D+2 Height: 1.85 meters

PERCEPTION: 2D STRENGTH: 2D TECHNICAL: 1D+2

BITH Bith have been part of the Galactic Republic for thousands of years. Intellectually advanced humanoids, Bith have oversized brains evolved to handle abstract skills such as language, mathematics, music, and scientific analysis. This fundamental shift to the intellect has caused brain functions related to instinct and biological drives to diminish. Their greater brainpower also means that Bith need to spend only four hours in a meditative trance to regain the energy that most species require eight hours to recover. As a culture, Bith find the concept of warfare abhorrent, and most are pacifists. During the time of the Old Republic, the Bith were one of the loudest proponents for finding diplomatic solutions and for banning weapons and the industries of war. This pacifistic streak has roots in the Bith’s past, when competition between two major corporations got out of hand, resulting in the release of a biological weapon that turned the surface of Clak’dor VII into an ecological wasteland.

REBEL FIELD MANUAL

8

Chapter Three: Aliens of the Galaxy

CLASSIC ADVENTURES

Bith are highly sought after in a wide variety of fields, including engineering, programming, education, commercial art, and, most importantly, ship design. Music is a vital and revered pursuit in Bith society. Bith musicians are relatively common (and welcome) and can be found playing in extravagant opera houses, seedy cantinas, and everything in between. DEXTERITY: 1D KNOWLEDGE: 2D MECHANICAL: 2D+2 Height: 1.7 meters

PERCEPTION: 2D+2 STRENGTH: 1D TECHNICAL: 2D+2

CHADRA-FAN Known for being among the most cheerful and friendliest beings of the galaxy, the Chadra-Fan are found in many places. On their native world, hurricanes and tsunamis frequently wipe out their homes, so the Chadra-Fan have developed an intense fear of water and choose new homes on arid planets. This experience with frequent destruction also leads them to regard few things as being truly permanent. Chadra-Fan embrace the moment and enjoy themselves as much as they can, living with a contagious zest for life. Chadra-Fan are notorious for their love of tinkering, frequently disassembling and reassembling unattended devices into something different. Chadra-Fan find work in industrial research, and conventionally trained engineers attempt to duplicate Chadra-Fan creations. Gregarious, exuberant, and outgoing to a fault, Chadra-Fan are not picky when it comes to friends and frequently suffer from depression if left alone for extended periods of time. They are inquisitive, particularly about machinery, and are hard pressed to restrain the urge to tinker with any device within reach. DEXTERITY: 2D+1 KNOWLEDGE: 1D MECHANICAL: 2D+1 Height: 1 meter

PERCEPTION: 3D STRENGTH: 1D TECHNICAL: 2D+1

DEVARONIAN Devaronians are among the first species in the galaxy to develop interstellar travel, and the males of the species have been common sights in spaceports throughout the galaxy for thousands of years. After reaching middle age, Devaronian males are driven by an urge to wander. As such, they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, and as such, raise the young and run the government of Devaron. The males send as much money as they can back to their families on Devaron, but they sel-

REBEL FIELD MANUAL

dom return to the homeworld. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life. DEXTERITY: 2D KNOWLEDGE: 3D MECHANICAL: 1D Height: 1.8 meters

PERCEPTION: 2D+2 STRENGTH: 2D+1 TECHNICAL: 1D

DUROS Tall, hairless humanoids from the Duro system, Duros were one of the first species to become a major influence in the Old Republic, and many respected scholars credited the Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an innate grasp of the mathematical underpinnings of astrogational computations. Many tales are swapped in cantinas about Duros astrogators calculating the coordinates for supposedly impossible jumps in their heads. Although not as numerous as Humans, the Duros are almost as omnipresent; all but the smallest settlements in known space feature Duros populations. The Duros species has existed on other worlds in isolation from the rest of their kind, evolving in slightly different directions from the baseline species. A Duros tends to be intense and adventurous, always seeking to learn what’s at the end of the next hyperspace jump. They are a proud, self-sufficient, fun-loving people who also have a tendency toward gregariousness. DEXTERITY: 2D KNOWLEDGE: 1D+1 MECHANICAL: 3D Height: 1.8 meters

PERCEPTION: 1D+2 STRENGTH: 2D TECHNICAL: 2D

EWOK Intelligent omnivores native to one of the moons orbiting Endor, Ewoks are almost unknown prior to the Battle of Endor. Ewoks live in tree-dwelling tribes with gender-based division of labor; males hunt, forage, and make weapons, while females raise young and handle other domestic tasks. Ewok culture revolves around complex animistic beliefs involving the giant trees of the forest moon. Although technologically primitive, Ewoks are clever, inquisitive, and inventive. Skittish and wary when first introduced to machines, their curiosity soon overcomes fear. Ewoks tend to be curious, superstitious, and courageous, though they can be fearful around things that are strange and new. DEXTERITY: 2D+2 KNOWLEDGE: 1D MECHANICAL: 1D+2 Height: 1 meter

PERCEPTION: 3D STRENGTH: 2D TECHNICAL: 1D+2

159

8

Chapter Three: Aliens of the Galaxy

CLASSIC ADVENTURES

fusion as they are bombarded by the emotions of others. Learning to handle this input is what pushes a Gotal toward adulthood and maturity. Adult Gotals are calm, almost serene beings, but despite their outward appearance, they feel the full breadth of emotions. Because they are so sensitive to emotions, Gotals quickly form meaningful relationships with one another. Gotals prefer to be around their own kind and dislike Droids, mainly because the electromagnetic fields produced by Droids cause an irritating buzz perceptible to the Gotals’ heightened senses. They keep their own emotions to themselves and speak to others in neutral terms to maintain civility. Indeed, Gotals are incapable of expressing emotions in words, relying on their cones to communicate their feelings to other Gotals. As a result, Gotals speak only in abstract terms, leading most other sentients to think they are emotionless beings. DEXTERITY: 1D+2 KNOWLEDGE: 1D MECHANICAL: 1D

GAMORREAN Gamorreans are green-skinned, porcine creatures from native to Gamorr. Their tendency toward violence makes them valued as criminal enforcers; though viewed as mindless brutes, they don’t care so long as they are paid to fight. Gamorrean civilization revolves around the never-ending wars between their clans. Preferring large melee weapons in combat, many see ranged weapons as cowardly. Males live to fight; females farm, hunt, and manufacture weapons. Interclan hatred rarely fades, and anyone hiring Gamorreans should be aware of their clans to avoid infighting. Gamorreans are brutish, violent, and proud. They respect physical prowess and have no problem facing death against a foe they feel they are on at least equal footing with. DEXTERITY: 3D KNOWLEDGE: 1D MECHANICAL: 1D+1 Height: 1.4 meters

PERCEPTION: 2D STRENGTH: 3D+2 TECHNICAL: 1D

GOTAL Gotals are tall beings covered in thick fur that come from the moon Antar IV, one of several that orbit the gas giant Antar in the Prindaar System. The moon has a highly unusual cycle of light and dark, sometimes illuminated brightly and other times shrouded in complete darkness. To compensate for these uncertain conditions, Gotals evolved special cones atop their heads that sense subtle shifts in the electromagnetic field, allowing them to operate in light or dark without hindrance. The cones are sensitive enough to sense not only the presence of living creatures nearby but also a creature’s mood or intent. Emotions are an important part of Gotal culture. Young Gotals live in a constant state of con-

160

PERCEPTION: 5D split second notice: 6D* STRENGTH: 2D+1 TECHNICAL: 1D

Height: 2 meters Split Second Notice: The split second notice skill allows a Gotal a chance in combat to know what an opponent is going to do before he attempts it, thus enabling him to counter the move before it begins. If they make a Difficult (20) roll, the Gotal gets to declare actions in a round after his opponents

HUTT The Hutts are a sentient species of large gastropods with short arms, wide cavernous mouths and huge eyes, who control a large space empire in Hutt Space. The species is said to originally hail from the planet Varl, but no planet by that name appears on any star charts. Their adopted homeworld is Nal Hutta. Members of the species are most often stereotyped as crime lords, and for good reason, as most members of the species are involved in organized crime. Their thinking is best described as not being the same as humans. In fact, it is claimed that they feel threatened on a subliminal level. This fear they experience means that they are often paranoid, which is often a trait that is exploited in their species. Typically, Huts are intelligent, selfish, and manipulative beings. DEXTERITY: 1D PERCEPTION: 2D KNOWLEDGE: 2D STRENGTH: 3D MECHANICAL: 2D TECHNICAL: 2D Size: 1 centimeter to 5 meters long

REBEL FIELD MANUAL

8

Chapter Three: Aliens of the Galaxy

CLASSIC ADVENTURES

ITHORIAN Ithorians — also known by the derogatory term “hammerhead” — are large, graceful creatures from the Ottega star system. They have a long neck, which curls forward and ends in a domeshaped head. Ithorians are perhaps the greatest ecologists in the galaxy: they have a very technologically advanced society, but have devoted most of their efforts to preserving the natural and pastoral beauty of their homeworld’s tropical jungles. Ithorians live in great herd cities, which hover above the surface of the planet. The Ithorians are extremely devoted to maintaining ecological balance, striving to preserve what they reverently refer to as their “Mother Jungle.” Ithorians often find employment as artists, agricultural engineers, ecologists and diplomats. Many Ithorian traders travel the galaxy in enormous “herd ships” that are masterpieces of comfort and environmental engineering. Typically a peace-loving and gentle people, the Ithorians are reluctant to participate in the galactic civil war, though a few have allied themselves with the Rebellion. DEXTERITY: 2D KNOWLEDGE: 2D+2 MECHANICAL: 1D+1 Height: 2.3 meters

PERCEPTION: 2D+1 STRENGTH: 2D TECHNICAL: 1D+2

JAWA Jawas are short humanoids native to Tatooine. The Jawas have a poor reputation and are regarded as thieves at best, vermin at worst. Their off-putting nature is made worse by the sour smell that clings to them and their inexplicable and nonsensical language. Jawas survive by scavenging lost technology in the desert wastes. “Lost” for Jawas is ambiguous; they are likely to snatch up anything that’s not bolted down. Moisture farmers and others who live far from the spaceports regularly find that their belongings have vanished in the night with only telltale Jawa tracks leading off into the wasteland. Jawas are intelligent and have a complex society. Gathering in extended tribes, Java life revolves around trade — not for wealth, but for survival. Jawas look for guidance from their shamans, usually a female Jawa with the ability to portend the future and cast vicious hexes. Once a year, the Jawa tribes gather in the Dune Sea to exchange sons and daughters, to swap stories and news, and to mingle among their own kind. DEXTERITY: 2D KNOWLEDGE: 2D MECHANICAL: 3D Height: 1 meter

PERCEPTION: 1D STRENGTH: 1D TECHNICAL: 3D

REBEL FIELD MANUAL

MON CALAMARI The Mon Calamari are one of the staunchest supporters of the Rebellion. These once-peaceful beings learned to make weapons and fight after the Empire enslaved their world. Mon Calamari assistance — especially in the form of ship-engineering — is essential to the defeat of the Empire. The Mon Calamari are land creatures, but water is essential to their culture. They are used to moist climates and find arid areas, such as deserts, uncomfortable and unnatural. They share their homeworld with the Quarren (“squidheads”), although the relationship between the two species has not always been friendly or peaceful. In terms of behavior, Mon Calamari are soft-spoken but forceful. They tend to see life as very organized, and have no tolerance for those who would break or bend laws for personal gain. They have, at times, come into strong conflict with organized smuggling organizations, including the one run by Jabba the Hutt. DEXTERITY: 2D+1 KNOWLEDGE: 2D+1 MECHANICAL: 1D+1 Height: 1.5 meters

PERCEPTION: 1D+1 STRENGTH: 2D TECHNICAL: 2D+2

QUARREN The Quarren hail from the distant Outer Rim world of Mon Calamari, sharing the world with the sentient humanoid species of the same name. The Mon Calamari live on the surface of the world, while the more isolationist Quarren dwell in oxygen-filled cities in the deep recesses of the oceans. Off world, Quarren generally stay clear of galactic politics. Instead, they often become involved with shadowy occupations such as pirates, smugglers, and spy networks.

161

8

Chapter Three: Aliens of the Galaxy

CLASSIC ADVENTURES

Many Quarren blame both the Empire and the Rebels (even more than the Mon Calamari) for their homeworld’s suffering. Practical and conservative, Quarren tend to hate change and distrust anyone who displays overt optimism and idealism. DEXTERITY: 2D KNOWLEDGE: 1D+2 MECHANICAL: 2D Height: 1.7 meters

PERCEPTION: 2D+1 STRENGTH: 2D+1 TECHNICAL: 1D+2

RODIANS Rodians hail from the Tyrius star system in the Mid Rim, their homeworld is humid and choked with heavy rain forests, teeming with dangerous life forms. In this hostile environment, the Rodians evolved into brutal hunters and killers to survive. As a result, Rodian culture centers around the concept of “the hunt.” Their art glorifies violence and the act of stalking prey. The more intelligent and dangerous a hunter’s prey, the more honorable the hunt. Rodians have numerous annual festivals that exist solely to honor such activities. Since joining the rest of the galaxy’s spacefaring species, the Rodians have come to view bounty hunting as the most honorable profession in existence, and many have found great success in this field. DEXTERITY: 3D KNOWLEDGE: 1D+2 MECHANICAL: 1D+2 Height: 1.65 meters

PERCEPTION: 2D STRENGTH: 2D+2 TECHNICAL: 1D

SULLUSTANS To survive the natural perils of their harsh, volcanic homeworld, the Sullustans evolved in the planet’s numerous caves. They prefer to dwell underground, constructing highly advanced cities of such great beauty that wealthy sightseers come from all over the galaxy to visit them. Living underground helped the Sullustans to develop acute senses, and they are renowned for their navigational and piloting skills. This friendly, gregarious species enjoys interacting with unique, unusual, and interesting beings. When Old Republic scouts first visited their homeworld, the Sullustans quickly embraced galactic civilization. The Sullustan manufacturing company SoroSuub is one of the largest non-Human-owned interstellar corporations in the galaxy. In fact, the company is so powerful that it has become the official government of Sullust, and more than half of the planet’s population is on its payroll. DEXTERITY: 2D KNOWLEDGE: 1D+1 MECHANICAL: 3D Height: 1.4 meters

162

PERCEPTION: 2D STRENGTH: 2D TECHNICAL: 1D+2

TWI’LEKS From the dry, rocky world of Ryloth, Twi’leks have made a place for themselves along the galactic rim. These tall, thin humanoids include a variety of distinct sub-races, but are all instantly recognizable by the tentacular “head-tails” (called lekku) that protrude from the backs of their heads. Sly, calculating beings, Twi’leks prefer to avoid trouble and stick to the shadows until an opportunity to act without undue danger to themselves presents itself. Their entrepreneurial spirit leads them to positions of influence, and Twi’lek corporate executives and ambassadors are no less common than unscrupulous Twi’lek freighter captains and crime lords. Twi’leks are calculating, pragmatic, and charismatic people. Generally, they try to avoid being swept up in conflict, preferring instead to duck into the shadows where they can observe, plan, and prepare to profit from the outcome. DEXTERITY: 2D KNOWLEDGE: 2D MECHANICAL: 1D+2 Height: 2 meters

PERCEPTION: 3D+1 STRENGTH: 2D TECHNICAL: 1D

WOOKIEES Wookiees are intelligent, arboreal creatures from the jungle world of Kashyyyk. They are considered to be one of the strongest intelligent alien species in the galaxy, yet also exhibit an uncanny knack for repairing and altering technology. They are known for their loyalty to their friends, short tempers and cleverness. While Wookiees have a reputation for hostility, and are known to smash objects when angered, they also possess the capacity for great kindness and an appreciation of the qualities of loyalty, honesty and friendship. Wookiees have developed much of their own technology, constructing huge cities in the trees of their homeworld. They also have their own tools unique to their culture, the most famous of which is the Wookiee bowcaster. The Wookiees are enslaved by the Empire, but free Wookiees have become strong supporters of the Rebellion. DEXTERITY: 1D+2 KNOWLEDGE: 1D MECHANICAL: 2D Height: 2.1 meters

PERCEPTION: 1D STRENGTH: 4D TECHNICAL: 2D+1

REBEL FIELD MANUAL

8 CLASSIC ADVENTURES

C hapter Four CREATURES A tiny proportion of the galaxy’s planets have evolved native life, but each of these bears thousands of life forms. Most planets are dead rock and gas — but even so, the galaxy teems with life. The sheer diversity of life is astonishing. There are creatures that breathe methane, nitrous oxide, or plasma; creatures that swim in the cloud banks of gas giants, sport in the watery mantles of icy moons, or survive in the near-vacuum of small worlds. There are beings that swim, fly, crawl, walk, hop, levitate, hydroplane, tunnel, and some even propel themselves by sneezing. Listing the names of every known species would take a book a hundred times as large as this one. Describing each in detail would be the work of a thousand lifetimes. Indeed, all we can do here is describe a meager few. In the pages following, we describe some of the best-known creatures of the galaxy. Most are domesticated and hence found on many planets, but a few are dangerous predators which have become famous as the monsters of popular holofilms. A discussion of their abilities, temperament, and place in the ecosystem accompanies each entry.

Using Creatures in the Game Creatures, like characters, have Dexterity, Perception, and Strength attributes. Unlike characters, they have no skills, Knowledge, or Mechanical/Technical abilities. A creature may never parry attacks. Its Dexterity is used when it attacks (in lieu of brawling), and when it tries to jump, balance, or perform some other physical trick that it could fail. A creature’s Strength is used to resist damage. Most of the time, Strength is also used as the creature’s damage code when it attacks, but if a creature has particularly dangerous horns, claws, or fangs, the description may specify a higher damage code. When you need to know whether a creature notices something, its Perception is used. Creatures which can be ridden have orneriness codes. When a creature is involved in a chase with another creature or character, add their Dexterity attribute to their speed code roll. During vehicle chases they roll only their speed code, while the vehicle doubles its speed code or sublight speed code.

Banthas are hardy animals, capable of going for weeks without water or food, making them well-suited to harsh environments. Banthas are often used as pack beasts or riding animals in more primitive regions.

BANTHA DEXTERITY: 2D PERCEPTION: 2D STRENGTH: 8D Orneriness: 2D Speed Code: 2D Size: Adults stand 2 to 3 meters at the shoulder. Combat: Banthas are peaceful herbivores. In the wild, they fight only in defense of young and the herd. When attacked, Banthas usually flee. When trapped, or when young Banthas must be defended, male Banthas form a circle around their calves and cows. They attack by lowering their heads and tossing their horns. Damage: 7D Banthas have been trained in the past as war animals. War Banthas charge the enemy, trampling them underfoot. Untrained Banthas will not attack in this fashion, although the unwary have sometimes been trampled by stampeding Bantha herds. Damage: 8D Using Banthas: Player characters will encounter Banthas most commonly as beasts of burden or mounts. As mounts, they are controlled by a drover, who transmits his commands to the beast by tapping a stick. Characters may use the beast riding skill to control trained Banthas. A Bantha can carry up to 500 kilos of cargo, or a drover plus up to four other charac ters. The rocking gait of the Bantha has been known to cause motion sickness in riders. If a player character rides a Bantha for an hour or more, you may call for a Very Easy (5) beast riding skill roll to avoid nausea.

BANTHA The bantha is a large quadruped with long, shaggy fur and bright, inquisitive eyes. Huge spiral horns jut from the sides of the creature’s head. Males grow as large as three meters at the shoulders (though females are slightly smaller).

REBEL FIELD MANUAL

163

8

Chapter Four: Creatures

CLASSIC ADVENTURES

are found throughout the galaxy. Their magnetically charged wings allow them to catch the stellar winds and literally fly through space. They live in asteroid fields and planetary rings and make their nests on small asteroids. Mynocks normally subsist on a mixture of stellar radiation and the charged particle fluxes put out by stars, but are often attracted to richer energy sources, such as the power plants of passing starships. They are regarded as dangerous pests by all star-travelers; ships that approach airless worlds are often inspected for mynock infestations, and those that have attracted any of the creatures are usually quarantined.

MYNOCK

DEWBACK Dewbacks are large, oxygen-breathing, carbon-based lizardlike omnivores native to Tatooine. Adults stand between as high as two meters at the shoulder. They are active during the warm daylight hours and sluggish during the night. Coloration ranges from gray and brown through dull red and blue; camouflage patterns are common. Comfortable on the desert world, dewbacks are often seen digging through dunes in search of scrub, small animals (such as womp rats), or moisture. Most dewbacks are wild, but some have been domesticated and are used as riding beasts. Tatooine’s local authorities use them as patrol animals because they are well-suited to high temperatures and the blowing sands that can damage landspeeders.

DEWBACK DEXTERITY: 3D PERCEPTION: 2D STRENGTH: 4D Orneriness: 3D Speed Code: 3D Size: Adults stand 1.3 to 2 meters at the shoulder. Combat: Although Dewbacks will eat meat, their usual prey is cat-size or smaller, and they will rarely attack humans. Starving Dewbacks, however, have been known to attack human prey, but circumstances must be extreme for this to occur. Dewbacks have no parental or herd instincts, and will fight only if threatened. If confronted by violence, their usual instinct is to flee, or hide if flight is impossible. Using Dewbacks: Players will encounter them most commonly as mounts. Dewbacks can carry up to 200 kilos of cargo, or one rider and 100 kilos of equipment.

MYNOCK Mynocks are one of the few species of space-dwelling life believed to have evolved in vacuum. They cannot survive for more than a few minutes inside any sort of atmosphere. A mynock has a wingspan of a little over a meter. If attacked, it defends itself by hitting opponents with its exceedingly tough wings. These silicon-based based life forms originated in the rings of the planet Ord Mynock. Today, they

164

DEXTERITY: 3D PERCEPTION: 1D STRENGTH: 1D Speed Code: 2D Size: Up to 1.6 meters in length Combat: Mynocks serve as “rats in space,” attacking in large numbers when cornered or their territory is violated. Using Mynocks: Their main purpose is as a nuisance or spacefarers and as a minor encounter upon asteroids, in old ships, and anywhere else that can provide the energy they need to sur vive and reproduce.

RANCOR Rancors are one of the largest land predators that can sur vive in human environments. The exact location of the rancor’s home planet is largely unknown; at the time of the Rebellion, only Jabba has managed to keep a rancor in captivity. Some believe that the rancor was a unique creature, possibly genetically engineered to sate the Hutt crimelord’s vile appetites. The rancor is bipedal, with dripping fangs and long, sharp claws. The thick hide of the rancor makes it highly resistant to blasters and most other hand-held energy weapons, and melee weapons do not fare much better.

RANCOR DEXTERITY: 4D PERCEPTION: 1D STRENGTH: 10D Orneriness: 2D Speed Code: 4D* *In combat the Rancor can move 10 meters/round walking, and 20 running. Size: The Rancor stands five meters at the shoulder, and may not yet have achieved its full growth. Combat: The Rancor attempts to claw and grab its prey (10D damage), then shove it into its mouth and bite (12D damage). Using the Rancor: “Historically,” Luke Skywalker kills the Rancor, Therefore, none of the characters can do so. However, it is certainly possible for the players to make the creature a nice lunch. And maybe there is more than one of the beasts; perhaps they players might encounter one if they ever ventured to Dathomir.

REBEL FIELD MANUAL

8

Chapter Four: Creatures

CLASSIC ADVENTURES

TAUNTAUN

SPACE SLUG Space slugs are toothed, worm-like, silicon-based lifeforms. They survive in the harsh environment of space by feeding on stellar energy emissions, though they also feed on minerals found in asteroids. Larger slugs also dine on mynocks who are drawn to their energy, though the small creatures are as likely to become parasites within their bodies as be digested. Most slugs measure less than 10 meters, though specimens many times larger have been recorded. Slugs large enough to swallow small ships whole, though extremely rare, do exist. Most spacers discount them as tall tales, however. Space slugs are found primarily in asteroid fields where food is plentiful. They can travel between asteroids by pushing off one and gliding to another. Space slugs have a highly developed spacial sense which allows them to calculate the trajectory and speed of every moving body in their immediate area. This sense helps them target other asteroids — and also food sources such as mynocks, small asteroids — and the occasional small ship. Space slugs are highly prized for their various organs and body parts, which can be used in a wide variety of industrial applications. Some systems keep a few small slugs on hand to keep the mynock population under control.

SPACE SLUG DEXTERITY: 2D PERCEPTION: 1D STRENGTH: 6D* *for a 6 meter Slug (approximately 1D per meter) Speed Code: 5D** **for short periods Combat: A character exploring an asteroid could easily be attacked by a Space Slug, as the creatures instinctively attack anything that moves. Their teeth (damage of 7D for a 6-meter Slug) can injure and are likely to damage a target’s space suit, potentially a great danger in airless space. Using Space Slugs: Space Slugs can be used as hazards when characters are exploring asteroid belts. Reputable scientists may discount the existence of huge Slugs, but we know better. However, Slugs that size (900 meters) are very rare, and if you do introduce one, use it sparingly.

REBEL FIELD MANUAL

Natives of the ice planet Hoth, Tauntauns were used as riding beasts by Rebel forces on the frigid world. Tauntauns were easily tamed, though they remained somewhat skittish. Tauntauns stand roughly two meters tall, and are extremely warm-blooded (to allow them to survive Hoth’s deadly cold). Tauntauns possess a muscular tail roughly one meter long, which helps the creature maintain its balance on Hoth’s icy surface. Tauntauns have threeclawed feet and curved horns on the sides of their heads that they use in combat.

TAUNTAUN DEXTERITY: 2D PERCEPTION: 3D STRENGTH: 4D Orneriness: 1D Speed Code: 3D Size: Adults stand 1.3 to 2 meters at the shoulder. Combat: Tauntauns are peaceful herbivores. Their instinct is to flee, but they will fight if cornered or in defense of their young. In addition, during the mating season, females fight one another over the males, running at and butting each other. During this period, a human who appears unexpectedly may be charged by an irritated female. This behavior is the main reason that domesticated female Tauntauns are generally neutered. Damage: 5D+1 Using Tauntauns: Player characters may use Tauntauns as mounts and pack animals in icy areas. They can carry up to 150 kilos of cargo, or one rider and up to 100 kilos. Tauntauns are docile and friendly, but cannot survive the nights of Hoth unprotected.

8 C hapter Five

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

EQUIPMENT AND WEAPONS In the Galactic Core and the Outer Rim Territories, in the Lesser Plooriod Cluster and the Corporate Sector — in fact, throughout the Empire and the galaxy, if a person needs a particular piece of equipment (be it high-tech or outdated) he can usually buy it — provided he has enough credits. Armor, weapons, vehicles, supplies — whatever is needed can be bought, through any number of legal and illegal channels. Of course, prices will vary from system to system, depending on supply, demand and Imperial edicts. What follows is a short discussion of a number of types of equipment, and brief descriptions of individual items. That, in turn, is followed by a comprehensive chart listing prices, availability, and statistics for use in Star Wars: Classic Adventures. The equipment tables list a particular item, where it can be acquired, how much it costs in galactic credits, and if applicable for weapons, its damage code and difficulty. Remember all prices listed are the manufacturer’s suggested price, and these may vary depending on availability, locale, and player character skills such as streetwise, bargain, and con. (Theft is a popular way of acquiring expensive items, as well.) The items on this chart include most of the more wellknown gear in the Star Wars universe, as well as those things needed by Rebels

CLOTHING The types of clothing available are as numerous as the planets in the galaxy. Each planet sports one or more cultures, and the accepted norm of dress in each ranges from nothing at all, to hides and furs, to the most dazzling of gem-encrusted silks. Equally as numerous are the types of “suits” available. In this case, suit refers to any garment worn to protect the wearer from an otherwise hostile environment. If a planet is cold, heat suits are worn. If a planet has an unbreathable atmosphere, space suits or life-support equipment may be necessary (although a space suit is usually reserved for operation in vacuum). The “High-G” suit is worn by many starfighter pilots to protect against the effects of high-acceleration maneuvering. Emergency space suites are not built to stand extensive exposure. They begin to leak after 72 hours of use. For game purposes, such leaks are treated as a wound to the occupant. After 120 hours emergency suites no longer have significant pressurization effects and the occupant dies.

166

ITEM AVAILABILITY AND RESTRICTION 1 Readily available throughout the known galaxy. 2 Normally available only in large cities and space ports throughout the Empire and Corporate Sector, or on the item’s planet of origin. 3 Specialized item, normally only available on item’s planet of origin. 4 Rare item, difficult to obtain anywhere. F Fee or permit often required for purchase. The standard fee is five percent of the purchase or use price, although fees as low as one percent and as high as 15 percent are not unheard of. R Restricted item on most planets. The Empire or local authorities stringently license such equipment. Such licenses average 10 percent of the purchase or use price, some as low as five percent and some as high as 100 percent. X Illegal. Possession or use generally violates Imperial law. Punishments are severe. Note: Due to the varied nature of Star Wars cultures, a given item is likely to be illegal somewhere in the universe even though the “X” code does not appear in its description. Licenses usually require a background check. A nonplayer character specialist who makes a Difficult (20) bureaucracy or computer programming/repair roll turns up any available information on the player character requesting the license. The roll is Moderate (15) if the Rebel has achieved a touch of infamy, and is Easy (10) if the Rebel is as well-known as Han Solo. The Rebel can attempt to con his way out of any resulting situations, or otherwise extricate himself as necessary. The Black Market. Almost any F, R, or X item is available without fee or restriction if you’re willing to go through the black market. Black market opportunities are rare, and purchase may take some time or involve additional dangers. Also, black market items tend to be of inferior quality, and are always at least triple the price listed. As noted, some items may be restricted or illegal on a given planet without a code appearing for that item (example: any weapon on Alderaan — a pacifist planet — would be illegal). If so, there will surely be a black market for that item.

REBEL FIELD MANUAL

8

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

Utility space suites last for hundreds of hours of exposure without loss of pressurization or breakdown of radiation protection. High quality space suits last about the same amount of time, but they can instantly seal far larger ruptures than can utility suits. Utility suits leak when the occupant is wounded by a sharp melee projectile, blaster, or other attack which can puncture the suit, giving the occupant an additional wound. High quality space suits will not leak until the occupant takes a mortal wound.

MEDICAL EQUIPMENT Medpacs

SHELTERS

The medpac is the standard first aid kit throughout the civilized galaxy. It contains diagnostic computers (of limited capacity), drugs, syntheflesh, and a variety of other medicinal items (antiseptics, coagulants, etc.) in a handy, compact package. The medpac contains enough material to treat most light wounds, and can be effective in life-or-death situations (at least until a victim can reach more complete medical facilities).

Survival Tents

Bacta Tanks

The standard survival tent is portable, flame-proof, rip and puncture resistant, lightweight, non-reflecting, insulated, water-proof, and air-sealable. They come in hundreds of styles and varieties, and can be camouflaged for military use.

These are the mainstay of modern medicine. If an individual is wounded beyond the capacity of a medpac, the injury will probably require a stay in a tank of bacta, a specially-formulated treatment liquid which promotes rapid healing. The patient is connected to breathing equipment and fully immersed in the liquid, which accelerates and increases the body’s natural healing. Almost any type of injury which does not involve the loss of a limb can be healed by bacta.

Housing Rental housing availability and prices varies from place to place; generally, higher-quality living quarters cost more, require longer-term leases and sometimes require background checks. Buying buildings or land in cities and developed areas requires permits, fee payments and a lot of credits. Rural areas are cheaper and more lax, and a few credits can purchase the title to many acres on a frontier world or newly-settled planet. Imperial agencies can — and do — seize property for taxes, suspicion of crimes, or just plain “nationalization.”

TOOLS In a universe of energy weapons and hyperdrives, the tools must keep pace with the technology. Tools are available for everything from computer/Droid repair to starship maintenance. To begin a particular repair, the technician might use a power scanner to detect surges or leaks in power lines. The scanner projects an invisible beam which reflects back to the scanner, and variations are noted by a micro-processor. The beam cannot penetrate shielded circuitry. If welding or cutting is necessary, the worker might use a beam drill, fusion cutter, or plasma welder. Depending on the tool’s make, these use a narrow pulse version of the blaster, nuclear power, or superheated gas in a magnetic bottle and are capable of penetrating or joining just about any material known. If machinery needs adjustment, a hydrospanner or power prybar are common solutions. Both are hydraulically powered versions of common tools; the extra power allows manipulation of even the toughest bolt or steel plate. The same is true of the various vibro-tools, which use the same technology as the vibroblade to provide extra power for picks, shovels, and saws. Of course, more prosaic tools — hammers, screwdrivers, saws, wrenches, etc. — are also in common use.

Toolkits Toolkits provide a 1D bonus to the appropriate Technical skill. For example, a starship repair toolkit would increase the user’s starship repair skill by 1D. A toolkit is assumed to contain the appropriate tools, diagonistic equipment, and manuals required to conduct the appropriate repair.

REBEL FIELD MANUAL

COMMUNICATIONS A personal communications transceiver, the comlink consists of a receiver, a transmitter, and a power source. Comlinks come in a variety of shapes and styles. Standard comlinks have a range of about 50 kilometers (often up to low orbit in clear weather), and they can be built into helmets and armor. Subspace radios perform the same function, but have much longer ranges.

Encrypted Comlinks Most civilian comlinks are not encrypted. Their signals can be listened to publicly or with minimal effort. An encrypted comlink has security measures built into which help prevent slicers and comm operators from listening in on sensitive transmissions. Encrypted comlinks are regularly used by the Empire, the Rebel Alliance and many criminal organizations. In short, they find service wherever someone is trying to keep a secret. In order to listen into the transmission of an encrypted comlink, the slicer or comm operator must make a com-scan skill check. The difficulty of this roll is determined by the category of the encrypted comlink. Category I encrypted comlinks require a skill roll of Moderate (15). Category II require a skill roll of Difficult (20). Category III encrypted comlinks require a skill roll of Very Difficult (30), or higher.

Holographic Comlinks Comlinks are, by and large, devices that transmit audio-only signals. However, some smaller hand-held comlinks do feature a holographic interface, though they are rarer and far more expensive. The technology to create a hand-held hologram comlink must me miniaturized and condensed, at great cost to the designers. Holographic comlinks are typically only found in the hands of high-ranking military personnel or the very rich. Holographic comlinks can be encrypted, but this only compounds the cost of these devices.

167

8

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

Glow Rod A glow rod is a small tube-like item, about the size of a computer screen stylus, which casts an intense and concentrated beam of light in a given direction. These items provide limited illumination for about 50 hours before its power cell must be replaced.

Macrobinoculars These powerful binoculars are microprocessorcontrolled magnification sensors, which provide the user not only with a stereoscopic view of his subject, but range and targeting information as well. They provide zoom capability for viewing far away images and line-of-sight sensors for determining distance.

CYBORGING

Quick-Draw Holster

The primary use of prosthetics in the Star Wars universe is to replace limbs and organs damaged beyond repair. Replacements duplicate the abilities of the natural organ or limb. They do not enhance performance in any way. The cost listed on the “Cost Table” is the flat fee for the replacement. The cost is not figured by the pip, as enhancements are, because replacements do not increase attributes and skills. Rules for cybernetic enhancements are not included in these rules, however replacements are available. If you desire to create an NPC with cybernetic enhancements, simply adjust the attribute and skill die codes to suite your needs. Cybernetic enhancements are disdained in the galactic culture, and any character who has them is likely to be on the fringe or otherwise ostracized from society. Player characters shouldn’t be given a chance to receive a cybernetic enhancement. Not only is it a taboo in society, it will often lead to severe imbalances in combat and abuse of any rule system designed to handle them.

Blaster pistols, heavy blasters and sporting blasters can be kept in a low-slung and open topped quick-draw holster belt to allow the wearer quick access to their weapon if a gunfight breaks out in the blink of an eye. While not illegal in many of the Outer Rim Territories, they are sign that the wearer is likely a bounty hunter or other nefarious type. They are outlawed in some Core planets. A character wearing a quick-draw holster belt may choose to draw and fire a blaster kept in their holster. If they do so, drawing the weapon does not count as an additional action.

MISCELLANEOUS GEAR Ammo Bandolier Since there are so many types of weapons, there are an equally large number of ammunition types. Depending upon the weapon the wearer carriers, a bandolier may contain energy cells (for blasters), explosive bolts (for a bowcaster), projectiles (for slugthrowers), grenades, etc.

Breath Masks In near-vacuum conditions, characters can survive for limited amounts of time with breath masks. Breath masks provide life-sustaining gasses through a cup that fits snugly over the wearer’s mouth and nose. These devices do not offer protection from the cold, and do not allow survival in a hard vacuum.

Datapads An average datapad has a keyboard/memory unit, computer probe, and a touch-sensitive screen. The screen can process only images within a few centimeters of the unit. Computing power and memory are sufficient to store several thousand volumes worth of information, retrieving any existing data in less than a second. Datapads can also serve as interfaces for larger computer banks.

168

Recording Rods Recording rods are audio recorders with laminate-cylinder storage, enough for 100 hours of recording. Holo-recording, which can play-back a three-dimensional image, are also available. They can store up to 25 hours worth of holo-data.

Rocket Pack Designed with a light chassis and solid/liquid fuel adapters, rocket packs are favored by those who want altitude in a hurry. Able to carry a single passenger 100 meters horizontally, or 70 meters vertically, the pack is quite versatile. It fires in single increment bursts, and carries enough fuel for 10 jumps. It can carry up to 75 kilograms of cargo, or another passenger, but the distance is halves. The pack can also slow descent to prevent injury from falling, requiring one burst per 200 meters fallen. The pack requires an Easy (10) Dexterity or Mechanical roll to use. After each burst the rocket must be allowed to cool for one combat round.

Sensor Pack Sensor packs are portable scanning devices that can detect life-forms, com signals, energy emissions, tectonic instability and any number of other phenomena. Characters using the unit receive a +1D bonus to any com-scan rolls. The device can scan up to 300 meters away, and will give approximate bearings to the source of a comm transmission or to the location of a life form.

Syntherope Syntherope is a powerful coil of rope that is highly impervious to damage. It has a standard Strength of 3D that holds up through incapacitating damage. Syntherope comes in 15 meter coils and is extremely light, making carry easier.

REBEL FIELD MANUAL

8

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

PERSONAL EQUIPMENT Miscellaneous Gear Ammo Bandolier Blaster Power Pack Breath Mask Chronometer Datapad Glow Rod Macrobinoculars Quick Draw Holster Rations Recording Rod Recording Rod (Holo) Rocket Pack Sensor Pack Sleeping Bag Syntherope

Availability 1 1,R 1 1 1 1 1 2,X 1 1 2 2,R 2,R 1 1

Cost 100 25 50 25 100 10 100 250 200 30 750 400 650 15 2

Medical Equipment Medpac Bacta Tank Medicines

Availability 1 3 1

Cost 100 3,000 100

Cyborging Replacement Hand Replacement Arm Replacement Leg Replacement Eye Replacement Ear Replacement Heart Replacement Lungs

Availability 4,F 4,F 4,F 4,F 4,F 4,F 4,F

Cost 1,000 2,000 2,000 2,750 2,750 5,000 4,000

Droids First-Degree Droid Second-Degree Droid Third-Degree Droid Fourth-Degree Droid Fifth-Degree Droid

Availability 2 2 2 2 2

Cost 5,000 4,000 3,000 3,000 1,000

Droid Equipment Restraining Bolt Control Device Repair Services Overhaul Services Memory Wipe Services

Availability 1 1 1 1 1

Cost 25 100 50-500 250-1,500 50-500

Communications Devices Comlink (Standard) Comlink (Encryption I) Comlink (Encryption II) Comlink (Encryption III) Comlink (Holographic) Subspace Radio (small) Subspace Radio (large)

Availability 1 2,R 2,R 2,X 2,F 1 1

Cost 100 1,000 2,000 5,000 500 500 1,000

REBEL FIELD MANUAL

Clothing Work Clothes Casual Clothes Business Clothes Formal Clothes Local Uniform Flame-Proof Suit Exposure Suit (general) Exposure Suit (arid) Thermal Suit (cold) Sub-Zero Parka High-G Suit Wet Suit Air Tanks Oxygen Reprocessor Mini Life-Support System Space Suit (emergency) Space Suit (utility) Space Suit (high quality)

Availability 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2

Cost 100 75 75 100 150 200 300 400 400 250 400 400 100 300 1,000 1,000 1,500 2,000

Survival Tents Single-person Two-person Four-person Six-person

Availability 1 1 1 1

Cost 200 400 600 800

Miscellaneous Machinery Fusion Generator (Light) Fusion Generator (Med.) Fusion Generator (Hvy.) Moisture Vaporator Shield Generator (1D)* Shield Generator (2D)* Power Fence (per 50 m) Power Fence Generator

Availability 1 1 1 1 1 1 2 2

Cost 500 750 1,000 500 500 750 100 750

Tools Power Scanner Hydrospanner Beam Drill Fusion Cutter Worklight Plasma Welder Vibropick Vibrosaw Power Prybar Tool Harness Computer Tool Kit Droid Tool Kit Vehicle Tool Kit Security Systems Tool Kit

Availability 1 1 1 1 1 1 1 1 1 1 1 1 1 1,R

Cost 150 50 50 75 25 50 50 75 30 10 200 200 200 200

*Character-Scale

169

8

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

Vehicles Ground Car

Avail. Cost (Rent) 1 50/day

Cost (Buy) 6,000 (new) 1,500 (used)

Landspeeder

1

75/day

10,000 (new) 2,000 (used)

Swoop

2

30/day

5,000 (new) 1,000 (used)

Speeder Bike

2

30/day

5,000 (new) 1,000 (used)

Throughout the galaxy, strange aliens employ bizarre and deadly arms to settle feuds and wage war on their neighbors. In supposedly civilized sectors, numerous government and Imperial agents carry arms to enforce the law and crush any sign of insurrection. Mercenaries and powerful crime lords use all sorts of weaponry to wage private wars within the huge, shadowy underworld of the Empire and Corporate Sector. Here are descriptions of some of the common personal weapons now used in the galaxy, especially in the war between Imperial forces and the Rebel Alliance. This list is by no means exhaustive, as too many weapon types and individual models exist to list them all.

Skyhopper

2

400/day

30,000 (new) 7,000 (used)

MELEE WEAPONS

Planetary Shuttle

2,F

1,000/day

50,000 (new) 12,000 (used)

Hyperdrive Shuttle

2,F

1,200+/day

75,000 (new) 16,000 (used)

Stock Light Freighter 2,F

1,200+/day

100,000 (new) 25,000 (used)

VEHICLE AND HOUSING TABLE

Housing Hovel Regular Apartment Luxury Apartment House Storage Space Established Farm New Settlement

Avail. 1 1 2,F 1 1 1 1

Cost (Rent) 50-250/mo. 250-500/mo. 500-1,400/mo. 750-1800+/mo. 10-100/mo. N/A N/A

Cost (Buy) N/A N/A N/A 35,000+ N/A 1,000-50,000+ 50-50,000

N/A: Not Applicable

WEAPONS It should surprise no one that personal weapons of every imaginable kind abound in this strife-torn galaxy. On wilderness farms, ranches, and homesteads, people use projectile rifles to hunt game birds and animals for food and pelts. Settlers in remote sectors carry weapons to hunt and defend themselves from wild creatures. In urban areas, criminals use all kinds of weapons when plying their illegal trade — and, in response, citizens carry their own weapons. Merchants and spacefarers who don’t prepare for pirates are soon robbed into bankruptcy — if they live long enough to file.

The varied races of the galaxy boast an almost infinite variety of clubs, staves, maces, swords and other simple weapons, but they are of little use against high-tech armor and powered weapons. A few skilled martial artists (especially some aliens) wield these weapons very effectively, but their success reflects their great skill, rather than the weapon’s value.

Gaderffii Real gaderffii are double-edged axes made of metal, carried by the infamous Tusken Raiders of Tatooine. Since each is handmade from scrap alloys and composites, no two are identical. Some have smooth sharp blades, others sport jagged edges, while still others feature pointed tips and hooks. The terms “gaderffii” and “gaffi stick” have become popular slang everywhere, used to describe any particularly mean-looking, large, non-powered personal weapon.

Knives In spite of the many other and more lethal weapons available, knives are still popular and available everywhere, unregulated on most planets, and easily concealed. Hardened plastic, ceramic, and fiber-alloy knives are sharper than any metal blade, never rust, are non-conducting, and are very difficult to detect with sensors. The primary disadvantage of a knife is that one must get close to the target to use it — usually less than one meter. Even so, some criminals and military commandos who rely on surprise (and who have the skill to sneak up on their enemies) like knives because they are completely silent. With instruction and some practice, people can learn to throw specially-balanced knives quite accurately up to 10 meters.

Stun Gauntlets Essentially gloves, or apparatuses for the fists, the stun gauntlets can be activated to produce a stunning charge when the user’s fist strikes a target.

Vibroblades For most applications in general use, in industry, and in combat, vibroblades have all but replaced knives. A tiny ultrasonic generator in the handle of the vibroblade creates thousands of tiny vibrations along the blade edge every second, making the blade cut through most materials with only slight pressure. A tiny capacitor powers the generator, which is turned off when not in use. When turned on, the vibrations produce a low but audible hum.

170

REBEL FIELD MANUAL

8

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

Vibroblades range in size from tiny medical scalpels with sensitive variable controls to industrial 0.3 meter-long blades.

Force Pikes These hand-held weapons are poles topped with enhanced vibroblades and a power tip that can shock, stun, or kill anything it touches. Made of very strong spun graphite, the rigid poles retain some flexibility: if put under stress they will bend rather than break. Switches on the pole let the user choose power-output settings and operate the vibroblade. These weapons are used primarily by ceremonial and shipboard guards where heavier weapons would appear undiplomatic or actually endanger the ship if fired. It is believed that the Emperor’s own Red Guards often carry force pikes.

Lightsabers Lightsabers — the rare and highly-prized weapons of the Jedi Knights — are small, hand-held weapons that project an energy blade capable of cutting through the densest of materials. Each weapon was custom-made by a Jedi and no two are alike. Because the energy blade produces no resistance and has virtually no weight, it is very dangerous for beginners to use, and those without any formal training are as dangerous to themselves as to their opponents. In the hands of a Jedi Knight, these weapons are truly formidable, capable of deflecting blaster bolts in addition to their formidable melee combat capabilities. The weapons are extremely rare artifacts — they are very rarely found for sale and possession of a lightsaber was highly illegal in the Empire.

PERSONAL RANGED WEAPONS Crossbows and Longbows This includes many variations on an archaic weapon system using stressed string to launch small spears or bolts. The Ewok people of the forest moon of Endor use these weapons, as do many other primitive species. These weapons must be reloaded each time they are fired; reloading costs 1D from all skill and attribute codes, but does not take an action segment just like drawing (see the Gamemaster’s Guide).

Archaic Firearms The black powder pistol, a primitive slug-throwing hand gun, is an example of a commonly used pre-industrial civilization firearm. Reloading is an involved process which takes a full combat round to perform; at short range, firers usually get one shot off, then use the pistol as a club or throw it aside. The musket, another pre-industrial military arm, packs a little more power. Again, reloading is an action, taking an action segment and costing 1D from all skill and attribute codes.

Slugthrowers These various primitive slugthrower weapons are almost never used by modern armies, due to their ineffectiveness against projectile shielding and even the weakest of modern armor and their tendency to run out of ammunition at awkward moments. They are most often found on primitive settlement planets or in pre-atomic cultures, occasionally a unit of Rebels will find them useful for their shock value (they make extraordinarily loud noises).

REBEL FIELD MANUAL

MELEE WEAPONS Weapon Staff or Club Spear Gaderffii Knife Hatchet Bayonet Vibroaxe Vibroblade Vibrobayonet Force Pike Lightsaber

Avail. 1 2 3 1 1 2,F 2,R 2,F 2,F 2,R 4,X

Cost 15 60 50 25 35 75 500 250 300 500 —

Damage STR+1D STR+1D+1 STR+1D STR+1 STR+2 STR+1D STR+2D STR+1D+2 STR+1D+2 STR+2D 5D*

Difficulty 5 10 5 5 10 10 15 15 10 15 20

*Characters with the control skill add skill code damage.

• Rifle: A mass-produced, machined and vastly improved musket; characteristic of newly-industrializing cultures. Reloading costs 1D from all skill and attribute codes, but does not take an action segment. Depending upon the weapon’s design, rifles may fire from one to twenty shots before requiring reloading. • Submachinegun: A rapid-fire rifle. Characteristic of neoatomic civilizations. Reloading follows the same rules as for rifles. Submachineguns fire bursts of multiple bullets. Most submachineguns fire anywhere from four to ten bursts before needing to be reloaded.

Personal Blasters Blasters are the most commonly employed weapons in the Empire. Available in many styles, sizes, and power capabilities, blasters are the standard weapon of both the Imperial military and the civilian community. Blasters fire coherent packets or beams of intense light energy. On its highest setting a blaster is capable of vaporizing almost any material it hits. Depending on the weapon’s design, power output, and setting, the color of the energy bolts may vary. Individual weapons usually come with an intensity setting, providing the user with everything from stun mode to full power. Personal blasters are typically categorized as follows: • Hold-Out Blaster: This small, concealable weapon is the blaster of choice for under-cover agents and big-city crooks. It is notoriously under-powered and short-ranged, but it has saved more than one character in a tight spot. Hold-out blasters are illegal in many systems. • Sporting Blaster: A thin-barreled blaster pistol designed for use in firing ranges and small-game hunting; sometimes used for dueling. An aristocratic weapon; Princess Leia fires one in Star Wars IV: A New Hope. • Blaster Pistol: The common weapon of self-defense. Innumerable models and makes are available throughout the galaxy. Stormtroopers use a modified military version of the same weapon. Ownership is restricted in many systems.

171

8

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

RANGED WEAPONS (CHARACTER-SCALE) Weapon Archaic Weapons Black-Powder Pistol Musket Slugthrower Pistol Slugthrower Rifle Submachinegun Crossbow, Longbow Bowcaster

Avail. 2,R 2,R 2.R 2,R 2,R 1,F 3,R

Cost 200 250 275 300 600 200 900

Damage 2D+2 3D 3D 3D+1 4D 2D+2 4D

Range in Meters Short Medium Long 3-4 5-8 9-12 3-10 11-30 31-100 3-15 16-45 46-125 3-30 31-100 101-300 3-10 11-50 51-100 3-10 11-30 31-50 3-10 11-30 31-50

Blaster Weapons Stun Pistol Riot Gun Hold-Out Blaster Sporting Blaster Blaster Pistol Heavy Blaster Pistol Hunting Blaster Blaster Rifle Blaster Carbine

Avail. 1,F 2,R 2,R 1,R 1,R 2,X 2,F 2,X 1,R

Cost 200 750 300 300 500 750 500 1000 900

Damage 3D* 8D* 3D+1 3D+1 4D 5D 4D 5D 5D

Short 3-5 2-5 3-4 3-10 3-10 3-7 3-30 3-30 3-25

Medium 6-10 6-12 5-8 11-30 11-30 8-25 31-100 31-100 26-60

Long 11-15 13-18 9-12 31-120 31-120 26-50 101-300 101-300 61-250

* Stun damage only.

• Heavy Blaster Pistol: A weapon for close-in fighting; basically, a cut-down blaster rifle. Bulkier and heavier than a blaster pistol, the heavy blaster’s main advantage is the massive damage it can do. Illegal in many systems. Han Solo carries a heavy blaster pistol. • Hunting Blaster: A sportsman’s version of the blaster rifle. Mainly used in sport shooting and hunting. Common in the Rebel Alliance, which frequently uses whatever weapons are readily at hand. • Blaster Rifle: A heavier, military blaster rifle. The main stormtrooper weapon; also used by regular Alliance infantry. Only in the least restrictive systems can citizens purchase blaster rifles legally. • Blaster Carbine: A shorter, slightly less accurate version of the blaster rifle issued to walker assault teams, and also frequently used by nomads such as the Tatooine sand people. Its smaller size and lower weight make it easier to use this weapon from a vehicle or riding beast.

Stun Guns For those who don’t wish the expense and/or destructive power of the blaster, this smaller personal-defense weapon is available from BlasTech Industries. Essentially an under-powered blaster, stun guns have only one power setting and are used to knock an opponent unconscious rather than kill him. Stun guns are more silent than blasters, making them a useful weapon for undercover agents or commandos on stealth missions. For large crowd-control purposes, the riot gun is used by many police and peace-keeping forces. This is a large, tripod mounted stun gun, with a wide area of effect.

BLASTER RIFLE

HEAVY BLASTER PISTOL

Bowcaster

HOLD-OUT BLASTER

Although every culture has its unique projectile weapon, the Wookiee bowcaster deserves special mention because of its unique combination of pre-industrial and modern technology. The bowcaster is essentially a crossbow, but it fires explosive “quarrels” powered by the same source used for blasters. This gives the fired bolt the appearance of an elongated blaster bolt. The bowcaster requires great strength to cock, making it less than useful to members of other weaker species. The weapon is clip-loaded, and can fire up to six shots before it must be reloaded; reloading costs 1D from all die codes, but does not take an action segment.

INFANTRY SUPPORT WEAPONS

BLASTER CARBINE

172

In addition to blaster rifles and pistols, thousands of other infantry weapons exist. Some of these, such as repeating blasters, are common and carried by the majority of Imperial trooper and stormtrooper formations. Others are only issued to specially trained trooper units. All of these weapons, classified as Infantry Support Weapons (ISW), are designed to be carried, emplaced, and fired by four or fewer men.

REBEL FIELD MANUAL

8

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

INFANTRY SUPPORT WEAPONS (CHARACTER-SCALE) Weapon Light Repeating Blaster Medium Repeating Blaster Heavy Repeating Blaster Shoulder-Launched Ion Cannon Portable Missile Launcher DEMP Handgun DEMP Carbine

Avail. 2,X 2,X 2,X 2,X 2,X 2,R 2,R

Cost 2000 3000 5000 5000 4000 500 750

Skill Code Heavy Weapon* Heavy Weapon Heavy Weapon Heavy Weapon Heavy Weapon Variable Variable

Damage Code 6D 7D 8D 5D*** 6D** 3D*** 4D***

Short 3-50 3-60 3-75 3-50 25-100 3-10 3-25

Range in Meters Medium Long 51-120 121-300 61-150 151-400 76-200 201-500 51-120 121-300 101-300 301-500 11-30 31-120 26-60 61-250*

*The blaster skill may be used in lieu of the heavy weapon skill for the Light Repeating Blaster, however it incurs a 1D penalty to fire actions. **Speeder-scale damage. *** Ionization damage only.

Shoulder-Launched Ion Cannons This disposable weapon system, designed to be carried by an individual soldier, holds four ion bolts, each in its own twometer tube. Together, the entire system (four bolts in four tubes) weighs 12 kilograms. Each ion bolt is launched individually. Once all four tubes have fired the casing is discarded. While the primary mission of the shoulder-launched ion cannon is anti-vehicle duty, it also proves to be highly effective against low-flying ground assault craft. More than one Rebel fighter has crashed after having its flight controls shorted. Use of the cannon is widespread, especially among garrison forces.

by Merr-Sonn weapons is capable of penetrating shielding and hardened circuitry. The DEMP gun incorporates this technology. It is a weapon capable of “stunning” a Droid as an alternative to damaging it. The DEMP gun is available in a handgun or carbine configuration with adjustable power settings. Setting one does onehalf the normal stun damage of a blaster pistol. Setting two inflicts the stun damage indicated in the weapon specifications. Setting three inflicts physical damage to internal components. A Droid damaged with setting three cannot be repaired, but must have its components completely replaced.

Portable Missile Launcher

Repeting Blasters

The portable combination missile and rocket launcher is the standard issue weapon for rapid, high-powered projectile response. It is used against vehicles, fortifications, atmospheric craft and other projectiles. It is especially suitable as an anti-repulsorcraft weapon. The launcher is an over-the-shoulder device operated by one person. It fires “dumb” rockets in a line-of-sight attack, or can program and fire smart guided missiles designed for use with this weapon. The launcher chambers one projectile and holds a second in reserve. It takes one round to reload the missile launcher. Guided missile tracking mode is selected with the push of a firing stud on the launcher housing and takes an action segment. In guided mode, the difficulty to hit a vehicle target is increased by the target’s speed code roll. Most missile warheads have a blast radius of 15 meters. In “dumb” rocket mode, the gamemaster should determine if the rocket “scatters,” and who is affected in the blast radius (see page 174), this process works similar to a grenade attack (see the Gamemaster’s Guide).

DEMP Gun Sometimes it is desirable to neutralize Droids without permanently damaging or destroying them. These constructs are vulnerable to the effects of an electromagnetic pulse, a burst of energy which destroys critical electromagnetic pathways in mechanical and computerized devices. Internal components are hardened against EMP effects as a matter of course in manufacturing, to enable devices to withstand the rigors of space and unpredictable alien environments. However, a modified-frequency pulse effect developed

REBEL FIELD MANUAL

Repeating blasters are basically a rapid-fire blaster rifle, usually mounted on a tripod. Support blasters are also frequently mounted on speeder bikes and landspeeders. All repeating blasters are military issue only. The light repeating blaster can be used as a hand-held weapon, however, it is usually employed on a bi-pod or tripod. Imperial stormtrooper squads often use this weapon, often assigning it to one trooper as a heavy weapon support specialist. (In game terms the blaster skill may be used to fire a light repeating blaster, however, the firer will have to take a 1D penalty to his action. Using the heavy weapon skill does not incur this penalty.) The medium repeating blaster is a heavier rapid-fire blaster. Usually operated by a team of two. It is frequently mounted on landspeeders and defense installations. It is common to have a mobile generator to power these weapons, otherwise they are very limited in their capacity of stored ammunition. The heavy repeating blaster is a very powerful rapid-fire blaster, mainly mounted on vehicles. The Millennium Falcon mounts one especially for use against ground troops (see the evacuation sequence from The Empire Strikes Back).

COMBAT ARTILLERY Artillery is designed to function against targets at a particular range. To represent this in Star Wars: Classic Adventures, all artillery units have three ranges listed: short, medium, and long. Artillery may only use its fire control dice at targets in the medium range, which is the optimal distance at which these weapons work. As with all combat, hitting a target at short range requires an Easy (10) skill roll, medium is a Moderate (15) skill roll, and long is Difficult (20).

173

8

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

Most artillery operates on the speeder-scale, walker-scale, starfighter-scale, or capital-scale Characters use their gunnery skill code to fire artillery. In addition to their range, all guns come with a fire rate. If there is no fire rate, the weapon can be fired as often in a round as the character wishes. If the fire rate is a simple whole number (like 2 or 4), that is the maximum number of times that the weapon can be fired in a single round (Note: firing more than once per round is optional.). If the fire rate is listed as a fraction, such as 1/2, it means that the weapon can only be fired in some rounds. Example: A repeating blaster with a fire rate of 3 can be fired up to three times per round. A laser cannon with a fire rate of 1/2 can be fired once every two rounds. A weapon with a fire rate of 1/5 can be fired once every five rounds. Each gun has a crew number listed. This number is the number of people needed to fully man the gun. When firing a fully-manned gun, designate one of the crew as chief gunner. Use the chief gunner’s gunnery skill when firing the gun. When firing an under-manned gun (i.e., not enough people for a full crew) subtract two dice from the chief gunner’s skill roll. Some weapons have a blast radius: everything within the blast radius is affected. Example: A blaster cannon that causes 4D damage with a blast radius of five meters is fired. Anything within five meters of where the blast hits suffers 4D damage.

Light Anti-Vehicle Laser Cannon The Atgar 1.4 FD P-Tower, a light laser cannon, was first introduced in the Clone Wars as an anti-vehicle weapon. Primarily used by the Rebellion now, a few ancient Atgar 1.4 FD P Towers still see service on the Empire’s lower-tech Outer Rim worlds. Atgar 1.4s pack a punch equal to many stanANTI-VEHICLE LASER CANNON dard artillery units, and on Weapon: Atgar 1.4 FD Tower occasion have taken down Type: Light Anti-Vehicle Laser Cannon vehicles as large as AT-ST Scale: Speeder walkers. In addition, these Crew: 4 are true all-terrain weapons, Body: 2D capable of functioning in Range: temperatures from minus Short: 10m to 500m Medium: 501m to 2,000m 100 degrees Standard to plus Long: 2,001m to 10,000m 120 degrees Standard. Fire Rate: 1/2 Fire Control: 1D Blast Radius: Target Damage: 2D+2

HEAVY-ANTI VEHICLE GUN Weapon: Speizoc v-188 Penetrator Type: Heavy Anti-Vehicle Gun Scale: Speeder Crew: 8 Body: 3D+1 Range: Short: 50m to 600m Medium: 601m to 5,000m Long: 5,001m to 25,000m Fire Rate: 1/3 Fire Control: 1D Blast Radius: 20m Damage: 7D(S) /5D+2(M)/3D+2(L)

174

Heavy Anti-Vehicle Gun The Speizoc v-188 Penetrator, a heavy vehicle weapon, was first introduced during the Clone Wars. The gun is one of the heaviest weapons in the Imperial arsenal. Due to their massive size and excessive energy requirements, most of these weapons are placed inside fixed fortifications. They are hooked directly into a power converter; a single gun can dominate an entire battlefield.

Anti-Infantry Battery

Originally designed ANTI-INFANTRY BATTERY for the suppression of Weapon: Golan Arms Twin DF.9 Type: Medium Anti-Infantry Gun native populations on Scale: Speeder low-tech worlds, the Crew: 3 Golan DF.9 (also called Body: 3D (4D for fixed version) the SP.9, designating Range: self-propelled units) is Short: 20m to 600m standard issue to ImpeMedium: 601m to 3,000m Long: 3,001m to 16,000m rial garrison units. The Fire Rate: 2 main role of the SP.9 is Fire Control: 2D long range antipersonBlast Radius: 5m nel support, although it Damage: 4D also performs very well against medium and even heavy fighting vehicles. The rapid fire capability gives SP.9 a considerable edge on the battlefield, and its internal engine can supply its guns with virtually unlimited power. A fixed-installation version, called the DF.9/B, is also in production. Mounted atop a heavily armored four-meter tower, 9/B features a full 360 degree firing arc, and comes equipped with a closed canopy. The fixed version only requires two crew to operate, both of whom are encased in the four-meter tower.

Anti-Orbital Ion Cannon The v-150 is a massive independently powered ion cannon, specifically designed for use against orbital and super-orbital space craft. V-150s are strictly fixed-placement guns, typically mounted on a rotating base covered by a semi-circular, reinforced permacite shell. V-150s are often used in conjunction with planetary shields. These shields are extremely expensive to HEAVY ION CANNON maintain, so systems Weapon: KDY v-150 typically leave them Type: Heavy Ion Cannon down until hostiles Scale: Capital arrive. Shield generators Crew: 27 are always the first tarBody: 5D get of orbital bombardRange: ments. V-150s are Short: Atmosphere Medium: Near Space Orbit designed to disrupt Long: Outer Space Orbit attackers until the Fire Rate: 1 shields reach full Fire Control: 5D strength. The v-150 is Blast Radius: Target Vessel well designed for this Damage: 12D Ionization mission.

EXPLOSIVES Grenades and detonators are not commonly used in ground combat, due in part to the power and explosive effect of blaster weapons (blasters have a greater use-factor than the one-shot grenades). In house-to-house fighting, however, or when an area is being mined for defensive purposes, grenades and explosives are quite useful. The standard grenade is a powerful explosive contained in a lightweight canister or sphere — the exact types vary. Thermal detonators and mines are more powerful explosives, usually used for defensive set-ups and demolition of large buildings or emplacements. They come in many varieties, and some employ a wide range of sophisticated sensor attach-

REBEL FIELD MANUAL

8

Chapter Five: Equipment and Weapons

CLASSIC ADVENTURES

EXPLOSIVES Range in Meters Weapon Grenade

Avail. 1,R

Cost 200

(blast radius) (damage)

ments to allow, for example, a mine that will only explode when a certain type of vehicle passes by. The most common explosive used in grenades and detonators is detonite, which comes in moldable fist-sized cubes. One cube does 1D worth of speeder-scale damage according to the same rules as grenades.

PERSONAL ARMOR Once blaster technology was developed, armor went into decline (as is usually the case when missile weapons are predominant). No known armor can stop a full-power blaster bolt, so most people simply stopped wearing the armor that had been developed to counteract slugthrowing weapons. Armor still sees use in many specialized areas. Helmets and vests are common, especially among Rebel troops, since the fragments caused by near-miss blaster bolts can be as deadly as the bolt itself. On frontier planets where slugthrowers are still common, armor is used by citizens and troops alike. Many bounty hunters and pirates wear armored suits for a variety of reasons: disguise, shock value, to conceal equipment, and to defend against the light blasters and slug weapons their quarries are likely to be armed with. Of course, the most recognizable armor of modern times belongs to the dread Imperial stormtrooper. Although this advanced armor cannot completely stop a heavy blaster bolt, it still provides a great deal of protection, and it makes slug and primitive melee weapons far less effective. It is also a potent psychological weapon.

Thermal Detonator

2,X

Personnel Mine

2,X

Vehicle Mine

2,X

Grenade* Launcher

2,X

2,000

(blast radius) (damage)

500

(blast radius) (damage)

750

(blast radius) (damage)

Weapon Detonite Standard Detonator Timer Fuse Remote Fuse

500

Avail. 1,R 1,R 1,R 2,R

Point Blank —

Short 3-7

Med. 8-20

Long 21-40

1-2 5D

3-4 4D

5-6 3D

7-10 2D



3-4

5-7

8-12

1-2 10D

3-8 8D

9-12 5D

13-20 2D









1-2 5D

3-4 4D

5-6 3D

7-10 2D









1-2 5D**

3-4 4D**

5-6 3D**

7-10 2D**



3-20

21-60

61-150

Cost 100 50 50 100

Damage Code 1D** — — —

* Uses heavy weapon skill. Damage as per grenade rules. ** Speeder-Scale Damage.

PERSONAL ARMOR Armor Protective Helmet Protective Vest Stormtrooper Armor Armored Spacesuit Bounty Hunter Armor

Avail. Cost 2,F 300 2,F 300 2,X 2,500 2,R 2,000 2,R 2,500

Damage* Reduction +1 +1 1D 1D 1D

* Reduces Dexterity and Dexterity codes by the same amount.

REBEL FIELD MANUAL

175

8 C hapter Six CLASSIC ADVENTURES

DROIDS Droids are one of the fundamental technologies of the galaxy. They are intelligent automatons programmed to perform very specific functions. Droids are often used for tasks which are too complex, dangerous or even dull for organic beings. Droids may be programmed to excel at one or two specific types of functions at the expense of having the versatility of organics. Due to their highly-developed logic circuits, droids lack the intuitive and associative capabilities of many organic species. Droids, in addition to high intelligence and the capacity for learning, are normally programmed to exhibit a specific personality in order to make them more palatable to organics. Droids take a variety of forms, from aesthetically pleasing humanoid shapes to the stark functionality of an astromech or probe droid. Many droids have normal speech capabilities for easy communication with other beings, although some are limited to high-density electronic languages that only other droids can interpret with any ease. Droids are often classified by function: • First-degree Droids are designed for physical sciences, mathematics and medical sciences applications. • Second-degree Droids are programmed for environmental, engineering and technical applied science skills. Exploration and probe Droids are part of this category. • Third-degree Droids are skilled in the social sciences and often perform protocol, translation, organic relations, teaching, diplomatic and other functions which bring them into regular contact with organics. • Fourth-degree Droids are programmed for security and military applications, and include everything from patrol Droids to the now illegal assassination Droids. This class of Droids is strictly regulated throughout the galaxy. • Fifth-degree Droids have lower intelligence requirements than other Droids, and typically perform menial labor, including simple lifting, mining, salvage, transportation, sanitation and waste control duties. Chapter 6 of the Gamemaster’s Handbook describes how to create new Droids, and how to make templates for Droid player characters. What follows is a brief description of several of the most popular or prominent Droids in the galaxy. All attributes are 1D unless otherwise noted in the Droid’s description. The Droids represented on the following pages do not all follow the Droid creation rules perfectly. Some leeway should be granted when deciding exactly what function (and price) a particular Droid has.

176

ASTROMECH DROIDS Astromech droids are designed for in-flight and post-flight starship operations and maintenance duty. These droids are integral to the operation of many starfighters, both during operation and for the operation of the hyperdrive motivator. The droids interface with starship computers during flight, and can assist computerized repairs, allowing the pilot to keep his full attention on piloting. For simpler vehicles, astromech droids may be the sole pilot. Astromech droids are capable of storing up to ten pre-programmed hyperdrive jumps so that ships equipped with hyperdrives but lacking a navigation computer may be piloted to other systems. The droid’s memory stores the basic calculations, and the unit itself calculates any minute adjustments needed prior to entering hyperspace.

ASTROMECH DROID Model: Industrial Automaton R2 Astromech Droid Height: 1 meter TECHNICAL: 2D Skills: astrogation: 5D computer programming/repair: 7D com-scan: 4D starship piloting: 3D starship shields: 3D starship repair: 5D Equipped With: • Three wheeled legs (center leg retractable, moves at only 5 meters per round) • Retractable heavy grasping arm (lifting at 2D) • Retractable fine work heavy grasper arm • Extendable video sensor • Small electric arc welder (damage 2D), 0.3 meter range • Small circular saw (damage 4D) 0.3 meter range • Video display screen • Holographic projector/recorder • Fire extinguisher • Small (20 cm by 8 cm) internal “cargo” area • Some additional small tools and equipment

REBEL FIELD MANUAL

8

Chapter Six: Droids

CLASSIC ADVENTURES

EXPLORER DROIDS

MEDICAL DROIDS

Explorer droids are often assigned to scout vessels for quick investigation of new planets. These droids take a variety of shapes, and are often equipped with repulsorlift units for rough terrain, and advanced sensors for determining planetary data.

Medical droids are sophisticated mechanical constructs, programmed with a vast knowledge of the physiology of a variety of species, and the surgical knowledge to repair the most serious of injuries. The 2-1B series medical droid is an older series, though it still sees widespread use throughout the galaxy; while later models are more adept at many surgical functions, 2-1B units are reputed to have a much better “bedside manner” than current designs.

EXPLORER DROID Model: LesTech Explorer Droid Height: 1.3 meters Weight: 165 kilograms STRENGTH 5D Skills: planetary systems: 4D+2 survival: 4D+2 com-scan: 3D search: 4D+2 Equipped With: • Seismic sensors • Motive (movement) sensors • Visual and infrared range sensors • Radiation sensors • Two arms: heavy grasper and fine manipulator • Holocam • Specimen hopper (holds 5 kilos) • Treads

PROTOCOL DROIDS The Cybot Galactica 3PO series is among the most successful line of these popular protocol units. They are humanoid in shape and generally programmed for subservient, service-oriented personalities. These droids are utilized for etiquette and translation, and are often found in the service of diplomats and wealthy traders. These droids are capable of reproducing any sound that their audio sensors pick up, allowing them to speak almost any language.

PROTOCOL DROID Model: Cybot Galactica 3PO Human-Cyborg Relations Droid Height: 1.7 meters tall KNOWLEDGE: 3D Skills: cultures: 4D languages: 10D Equipped With: • Secondary Programming: Information recording and codekeyed retrieval/broadcast system • Vocabulator speech/sound system • AA-1 VerboBrain • TranLang III Communications module (can access over seven million languages)

REBEL FIELD MANUAL

MEDICAL DROID Model: Industrial Automaton 2-1B Surgical Droid Height: 1.5 meters tall Skills: alien species: 5D first aid: 9D Equipped With: • Medical diagnostic computer • Analytical computer • Surgical attachments

PROBE DROIDS Originally designed for peaceful exploration purposes, probe droids have seen extensive use in the Imperial Navy. The Empire uses probes to search for hidden Rebel outposts, smuggler bases and pirate shadowports in remote areas. There are several types of probe droids, ranging from asteroid surveyors to remote surveillance units. Most civilian probes are not armed or shielded, unlike their Imperial counterparts.

PROBE DROID Model: Arakyd Viper Probe Droid Height: 1.5 meters STRENGTH: 4D Skills: blaster: 4D planetary systems: 4D com-scan: 6D search: 4D Equipped With: • Long-range sensor (+1D to search for objects between 200 meters and five kilometers away) • Movement sensor (+2D to search for moving objects up to 100 meters away) • Atmosphere sensor — can determine atmosphere class (Type I, Type II, Type III, Type IV) within one half-hour • Blaster cannon (damage 4D+2) • Self-destruct mechanism • Repulsor generator for movement over any terrain • Several retractable manipulator arms • Several retractable sensor arms for gathering samples

177

8

Chapter Six: Droids

CLASSIC ADVENTURES

SECURITY DROIDS Security droids are strictly regulated in most civilized systems, although they are widely employed by crimelords, private corporations and local governments.

ing them along on their missions for the Emperor. The Droids bring an air of gracious living to many Imperial bases, acting as chefs and valets to higher-ranking officers.

SERVANT DROID SECURITY DROID Model: Rim Securities’ K4 Security Droid Height: 1.4 meters STRENGTH 3D Skills: blaster: 7D dodge: 8D search: 5D Equipped With: • Two auto-balance arms • Two legs • Internal Blaster Rifle (damage 5D) • Body Armor (+2D to Strength to resist damage, does not reduce the Dexterity attribute or Dexterity codes)

WORKER DROIDS Worker Droids serve in major spaceports all over the galaxy, loading and unloading bulk freighters, container ships, and other vessels and doing much of the purely physical labor that such facilities require. Most worker Droids are “all brawn and no brain” automation. The Droids are programmed to respond to simple verbal commands (i.e., “Bring that box over here”), but they have an extremely limited memory capacity. Most have little to no loyalty programming and will follow orders from just about anyone.

WORKER DROID Model: AccuTronics B1 Worker Droid Height: 1.5 meters STRENGTH 8D Skills: lifting: 10D stamina: 4D Equipped With: • Suction/magnetic-tipped digits • Retractable third leg • Visual spectrum scanners

SERVANT DROIDS Servant Droids are similar to Protocol Droids in external design, and personality modules are available for Servant Droids to enable them to function smoothly in their working environment. Various models of these Droids can be found in the highest levels of the Empire, and a number of Imperial officials have grown quite attached to their Servant Droids, to the point of bring-

178

Model: Industrial Automaton SE4 Servant Droid Height: 1.6 meters STRENGTH 2D Skills: cultures: 3D languages: 3D culinary arts: 4D home economics: 4D

SURVEILLANCE DROIDS Surveillance Droids are direct descendants of wall-mounted surveillance holocams found in countless security installations across the galaxy, the main difference being that surveillance Droids are mobile and semi-intelligent. The Surveillance Droid is capable of at best limited intelligence. It will usually follow a pre-set course, scanning according to programming input by security officers, though more sophisticated models have a randomization factor built in to make it impossible to know the Droid’s route with certainty. In the event that the Droid spots an intruder, it transmits a warning message back to its controller and retreats out of sight. AC1s are incapable of any tasks beyond scanning and transmitting what they scan. They have no manipulators, no place to mount them, no power to spare for them if they could mount them, and too small a Droid brain to control them if they could mount them and power them.

SURVEILLANCE DROID Model: Cybot Galactica’s AC1 “Spy-Eye” Height: 0.7 meters in diameter STRENGTH 1D+1 Skills: dodge: 4D hide/sneak: 4D search: 6D Equipped With: • Repulsor engine; max height 3 meters; speed code 4D • Visual range holocam with simultaneous transmitter • Holo receiver unit; maximum range, 500 meters • Joystick controller; maximum range, 500 meters

REBEL FIELD MANUAL

8 CLASSIC ADVENTURES

C hapter Seven STARFIGHTERS For their size, starfighters are the most technically advanced and destructive weapon platforms ever developed. Light combat spacecraft have become indispensable parts of every major fleet and planetary defense system in the galaxy. Classifying starfighters is nearly impossible because there are so many kinds. Thousands of manufacturers throughout the Empire, Corporate Sector, and alien systems build uncounted models and versions. They range from slow, singleseat, short-range patrol vessels to multi-engine strike fighters, armed with proton torpedoes and able to make hyperspace jumps. What’s more, starfighters are frequently modified or rebuilt to use special weapons, sensors, astrogation computers, and other equipment. All starfighters carry powerful computers to interpret their pilots’ commands into the thousands of independent operations needed to ensure optimal control of the ship. Some computers are even capable of piloting a ship alone. However, experience has shown that ships flown by pilots produce the best results, especially in combat. Computer- and Droid-controlled spaceships can’t respond quickly or well enough to unexpected situations. Remotely-piloted and computer- or Droid-controlled starfighters fall into the category of “drones,” and their performance lags significantly behind that of piloted craft. Rebel starfighters are generally superior to their Imperial counterparts. With fewer large ships, the Rebels rely on their starfighters more and press them into service for a wider variety of tasks. Few Imperial fighters are hyperspace-capable, while nearly all Rebel craft can make at least one jump. The Empire relies on vast numbers of fighters launched from massive Star Destroyers, which provide heavy support and carry the fighters when interstellar travel is required. The Rebellion relies on fast strike craft that are powerful enough to operate independently, and have hyperspace engines for rapid retreat. Traditionally, the Imperial Navy has emphasized large ships and massed firepower to dominate the galaxy. The irregular, fast-strike tactics pioneered by the Alliance have forced the Empire to alter its strategy and develop better starfighters of its own. The recent introduction of the TIE interceptor gives Imperial forces a first-rate light combat spacecraft and indicates a greater interest in, and respect for, starfighters in general. Of course, Imperial fighters enjoy overwhelmingly superior numbers, nearly unlimited supplies, and the awesome firepower of Star Destroyers to back them up.

REBEL FIELD MANUAL

Described below are a few of the starfighters operated by the Imperial Navy and the Rebel Alliance. In spite of their destructive weapons, phenomenal speed, and other capabilities, starfighters are only as good as the pilots who fly them. Great daring, discipline, and natural flying instinct form the basic requirements of all combat pilots. But pilots also need terrific physical stamina, detailed technical knowledge of their crafts’ abilities, and training in both friendly and enemy tactics. Continuous and rigorous training is required to ensure they make the right choices instantly — because in the face of the enemy, there are no second chances.

Z-95 HEADHUNTER The Z-95 Headhunter is a venerable starfighter design that still sees use throughout the galaxy. Even though it is no longer produced, either by Incom Industries or Subpro Corporation, unlicensed copies and variants can be found throughout the Outer Rim territories. Without taking into account the number of knock-offs in circulation, there are still more Headhunters in service with planetary fleets, customs personnel, paramilitary organizations, and law enforcement agencies than any other starfighter. The original Headhunters were more akin to atmospheric fighters than starships. After several generations of continued development, the Z-95 was close to the form and function that it would become famous for. The T-65 X-wing owes much of its success to the Z-95, and the two craft are obvious cousins when placed side by side. It should come as little surprise that many of the galaxy’s heroes have flown the Headhunter on more than one occasion. For its time, the Z-95 Headhunter was a state-of-the-art starfighter that made an indelible mark on the galaxy. Space combat tactics of the time were designed with the Z-95 in mind, and many modern maneuvers are based on those originally flown in the Headhunter by the starfighter aces of yesteryear. The stock Z-95 is not equipped with hyperdrive engines, but it wasn’t long before Alliance technicians created a number of variant Headhunters that could traverse hyperspace. Prior to implementing hyperdrives, the Rebel Alliance was reluctant to assign the craft to its fleet, instead keeping a handful of Headhunters for short-range defense in remote sectors. Though still a relative rarity in the Alliance fleet, they are ubiquitous enough to be utilized for sensitive operations in areas where

179

8

Chapter Seven: Starfighters

CLASSIC ADVENTURES

their discovery will not immediately reveal the Alliance’s presence the same way that an A-wing or X-wing would. Another point in favor of the Z-95 is its durability and ease of repair. It is a rugged craft that can take a beating and keep flying. Use of the craft is so widespread, that it is a simple matter to find spare parts, even on most backwater worlds.

Z-95 HEADHUNTER Craft: Incom/Subpro Z-95 Headhunter Starfigher Type: Multi-purpose starfighter Scale: Starfighter Length: 11.8 meters Crew: 1; 2 in some other models Cargo Capacity: 85 kilograms Consumables: 1 day; some models equipped with larger stores, up to 4 weeks Sublight Speed: 3D+2 Maneuverability: 1D Hull: 4D Shields: 1D Sensors: 1D Weapons: 2 Triple Blasters (fire linked) Fire Control: 1D Combined Damage: 3D 2 Concussion Missile Launchers (6 missiles each) Fire Control: 1D Combined Damage: 7D

A-WING STARFIGHTER Development of the A-wing began in secret shortly after the Battle of Yavin. General Dodonna realized that the speed of Imperial fighters had nearly cost the Alliance its victory, and he intended to remedy the situation by designing a newer, faster starfighter. With the aid of starship engineer Walex Blissex, the A-wing was born. Although not as durable as other Alliance starfighters, the A-wing is often considered to be the fastest starfighter in the galaxy. Though the A-wing is a finicky spacecraft that is often difficult to maintain in the field, it has proven itself to be a capable strike fighter and reconnaissance craft. Due to its speed and maneuverability, it excels at “hit and fade” operations and surgical strikes carried out behind enemy lines. Despite its relatively light armament, the A-wing is deadly in the hands of a skilled pilot.

180

A-wings are phenomenally fast and agile spacecraft, making them capable dogfighters. A-wing pilots quickly learn to use this fact to their advantage in battle, for even a single hit from an enemy weapon can mean a quick and fiery death. The A-wing’s jamming system is capable of blinding enemy sensors and fire-control computers, making it an even more elusive target. The effectiveness of the jamming suite is limited to small craft and space transports, and does little more than make the A-wing a more tempting target for capital-scale ships.

A-WING Craft: Alliance A-wing Starfighter Type: Interceptor and multi-purpose starfighter Scale: Starfighter Length: 9.6 meters Crew: 1 Passengers: None Cargo Capacity: 40 kilograms Consumables: 1 week Hyperdrive Multiplier: ×1 Nav Computer: Yes (limited to 2 jumps) Hyperdrive Backup: None Sublight Speed: 6D Maneuverability: 4D Hull: 2D+2 Shields: 1D Sensors: 1D Weapons: 2 Laser Cannons (fire linked) Fire Control: 3D Combined Damage: 5D Enemy Targeting Jammer Skill: Sensors Damage: −2D from Fire Control

B-WING ASSAULT STARFIGHTER Designed by Admiral Ackbar the B-wing starfighter is a mobile weapons platform designed to provide heavy assault support to the Rebel fleet. Possessing a unique design that includes folding S-foils and a cockpit that rotates within its housing in the starfighter’s superstructure, the B-wing is a difficult craft to master. Heavily armed with a variety of weapons, the B-wing can deliver a punishing blow to slower targets (particularly capital ships), though it lacks the maneuverability of other contemporary fighters, such as the X-wing or the Awing. Capital ships often find the B-wing starfighter to be an extremely dangerous opponent. Particularly fearsome are the proton torpedoes, which can be brought to bear against a starship with devastating results Despite its durability and exceptional armament, the B-wing starfighter is still slow, sluggish, and difficult to operate. As a result, most B-wing attack groups usually have an escort of faster and more maneuverable starfighters, protecting the Bwing until it can slip past the first line of enemy defenses and strike at a vulnerable target. Running the B-wing. The effects of the B-wing’s ranging laser is built into the high fire control code of its weapons. If, for some reason, the ranging laser is not operational, reduce the fire control codes by 2D.

REBEL FIELD MANUAL

8

Chapter Seven: Starfighters

CLASSIC ADVENTURES

X-WING

B-WING Craft: Slayn & Korpil B-wing Assault Starfighter Type: Heavy assault starfighter Scale: Starfighter Length: 16.9 meters Crew: 1 Passengers: None, though the cockpit is large enough to fit a second person in an emergency—greatly reducing combat control. Cargo Capacity: 45 kilograms Consumables: 1 week Hyperdrive Multiplier: ×2 Nav Computer: Yes (limited to 2 jumps) Backup Hyperdrive: None Sublight Speed: 3D Maneuverability: 1D+1 Hull: 3D Shields: 2D Sensors: 1D Weapons: One Laser Cannon Fire Control: 1D Damage: 7D 2 Proton Torpedo Launchers (8 torpedoes each) Fire Control: 3D Damage: 9D 3 Medium Ion Cannons (fire linked) Fire Control: 4D Combined Damage: 4D 2 Auto Blasters Fire Control: 2D Damage: 3D Note: The B-wing’s gyroscopic stabilization system fails when it suffers heavy damage. When it fails, reduce all fire control codes by 1D, and sublight speed by 2D.

Craft: Incom T-65B X-wing Type: Space superiority fighter Scale: Starfighter Length: 12.5 meters Crew: 1 pilot and astromech Droid Passengers: None Cargo Capacity: 110 kilograms Consumables: 1 week; can be extended with power and life support pods, but with a loss of speed and maneuverability. Hyperdrive Multiplier: ×1 Nav Computer: None, uses astromech Droid Hyperdrive Backup: None Sublight Speed: 4D Maneuverability: 3D Hull: 4D Shields: 1D Sensors: 1D Weapons: 4 Laser Cannons (fire linked) Fire Control: 3D Combined Damage: 6D 2 Proton Torpedo Launchers (3 torpedoes each) Fire Control: 2D Damage: 9D

Each X-wing is equipped with a socket that is capable of carrying an astromech Droid. The astromech Droid is an integral component of the X-wing, and only adds to the starfighter’s versatility. Not only can the diminutive Droid see to minor repairs, it also uses its systems to help compute and store hyperspace coordinates.

Y-WING Built by Koensayr Manufacturing, the Y-wing was designed to be used in the Clone Wars, but wasn’t in production until after that conflict ended. This made the starfighter relatively cheap and readily available on the open market around the time of the outbreak of the Rebellion. Although not as swift as an X-wing or as powerful as a Bwing, the Y-wing is a sturdy, well-shielded craft with a powerful attack in the form of two ion cannons and proton torpedo tubes. Ungainly for a snubfighter, the Y-wing serves as a joint fighter/bomber, able to both enter dogfights with TIE fighters and take out armored targets, such as enemy freighters and planetary bunkers. Few ships its size mount ion cannons, and the success of the Y-wing is one reason that the B-wing is similarly armed.

X-WING The T-65B is an excellent all-around starfighter, capable of filling a number of roles with little or no modification. Not only is it maneuverable and easy to fly, it is equipped with modest shields, heavy weaponry, and an integrated hyperdrive. It is also a durable craft, capable of sustaining heavy damage while remaining operational. Were it not for this inherent sturdiness of design, the Rebel Alliance could never hope to match the sheer number of Imperial fighters that are thrown against it.

REBEL FIELD MANUAL

181

8

Chapter Seven: Starfighters

CLASSIC ADVENTURES

Although the TIE’s versatility is somewhat limited by these deficiencies, its agility, combined with its small size and speed, makes it a difficult target for all but the most talented gunners. TIE fighters, being inexpensive and easy to produce, are deployed in large quantities. Imperial starfighter tactics stress that enemies must be overwhelmed by sheer force of numbers, and casualty rates among TIE pilots are quite high.

TIE/ln FIGHTER

The BTL-A4 is a one-man version of the two-man S3, which removes the gunner position and locks down the overhead ion cannon, it features heavier armor, but weaker shields. The BTL-S3 is becoming the primary Y-wing variant of the Rebel forces, but the A4 is still kept in many units as a supplementary craft.

Y-WING STARFIGHTER Craft: Koensayr BTL-S3 [BTL-A4 stats are in brackets] Type: Attack starfighter Scale: Starfighter Length: 16 meters Crew: 1 pilot, 1 gunner, 1 Droid [1 pilot, 1 Droid in the BTL-A4] Passengers: None Cargo Capacity: 110 kilograms Consumables: 1 week Hyperdrive Multiplier: ×1 Nav Computer: None, uses astromech Droid Hyperdrive Backup: None Sublight Speed: 3D+2 Maneuverability: 2D Hull: 2D+2 [4D+1] Shields: 3D+2 [1D] Sensors: 1D Weapons: 2 Laser Cannons (fire linked) Fire Control: 2D Combined Damage: 5D 2 Proton Torpedo Launchers (4 torpedoes each) Fire Control: 2D Damage: 9D 2 Light Ion Cannons (fire linked) Fire Control: 3D Combined Damage: 4D

Craft: Sienar Fleet Systems TIE/ln Type: Space superiority fighter Scale: Starfighter Length: 6.3 meters Crew: 1 Cargo Capacity: 65 kilograms Consumables: 2 days Hyperdrive Multiplier: None Nav Computer: None Hyperdrive Backup: None Sublight Speed: 5D Maneuverability: 2D Hull: 2D Shields: None Sensors: 1D Weapons: 2 Laser Cannons (fire linked) Fire Control: 2D Combined Damage: 5D

TIE BOMBER The TIE bomber is one of the few TIE craft that does not incorporate its sister craft’s distinctive hull shape. Instead, it employs a distinctive double hull design, with two cylindrical pods mounted side by side between two bent solar array panels. The starboard pod houses the cockpit and flight controls, while the portside pod stores the bomber’s payload. TIE bombers form the backbone of the Imperial Navy’s strike capability. They are commonly deployed against enemy capital ships, space stations, and ground targets. They are able to employ heavy weapons, delivering payloads with uncanny precision. TIE bombers are most often equipped

TIE STARFIGHTER The TIE/ln has become the standard Imperial starfighter craft. It is inexpensive to produce, and though often maligned by pilots, it is nonetheless effective. In order to save on production costs, the TIE/ln lacks many of the features that are considered to be standard on other starfighters. The fragile craft is not equipped with deflector shields, a hyperdrive, or a life support system. In order to survive the rigors of space when piloting their fighters, TIE pilots must don distinctive, fully sealed flight suits.

182

REBEL FIELD MANUAL

8

Chapter Seven: Starfighters

CLASSIC ADVENTURES

with a rack of sixteen medium concussion missiles. Two forward-mounted laser cannons, used primarily for strafing runs and self-defense, are also standard armament. Several other payload configurations are used, depending on specific mission parameters. Instead of missiles, as many as eight proton torpedoes can be loaded into the ship’s ordnance pod. By decreasing the missile or torpedo payload by half, up to eight proton bombs or six orbital mines can also be deployed. When providing ground support, a TIE bomber is capable of carrying as many as 64 thermal detonators that are used to carpet-bomb enemy infantry formations. Non-conventional payloads include leaflets filled with demoralizing Imperial propaganda, as well as supply canisters for isolated Imperial infantry units.

TIE BOMBER Craft: Sienar Fleet Systems TIE Bomber Type: Dedicated light space bomber Scale: Starfighter Length: 7.8 meters Crew: 1 Cargo Capacity: 15,000 kilograms in bomb bay Consumables: 2 days Hyperdrive Multiplier: None Nav Computer: None Hyperdrive Backup: None Sublight Speed: 3D Maneuverability: 0D Hull: 4D+1 Sensors: 1D Shields: None Weapons: 2 Laser Cannons (fire linked) Fire Control: 2D Combined Damage: 3D Concussion Missiles (16 carried) Fire Control: 3D+2 Damage: 9D

TIE INTERCEPTOR After the Battle of Yavin, Imperial Naval commanders demanded a starfighter that could counter the speed and firepower of the X-wing fighters. The TIE interceptor was the ultimate result. Prototypes similar to the initial interceptor design had undergone testing prior to the Battle of Yavin, but these had seen little action outside Sienar’s test yards.

REBEL FIELD MANUAL

The TIE interceptor is a consummate dogfighter, possessed of increased speed and maneuverability when compared to the standard TIE fighter. Not only is the interceptor faster and more agile than the TIE fighter it also incorporates four firelinked laser cannons mounted on the tips of its bent, daggershaped solar arrays. Although it lacks shields, armor, and life support, the TIE interceptor has proven to be more than a match for the X-wing fighter. Interceptor tactics are nearly identical to those utilized by standard TIE fighters.

TIE INTERCEPTOR Craft: Sienar Fleet Systems TIE Interceptor Type: Space superiority starfighter Scale: Starfighter Length: 6.6 meters Crew: 1 Cargo Capacity: 75 kilograms Consumables: 2 days Hyperdrive Multiplier: None Nav Computer: None Hyperdrive Backup: None Sublight Speed: 5D+2 Maneuverability: 3D+2 Hull: 3D Sensors: 1D Shields: None Weapons: 4 Laser Cannons (fire linked) Fire Control: 3D Combined Damage: 6D

TIE ADVANCED The TIE Advanced ×1 is an Imperial prototype fighter. In a radical departure from standard Imperial policy, the ×1 is shielded and is also equipped with a limited-use hyperdrive. The ×1 was widely tested in field trials by elite fighter squadrons before being passed over for other designs (notably the TIE Interceptor), though pilots who flew the craft spoke highly of the ×1’s performance. In fact, many of the design features of the ×1 were incorporated into later craft, including faster ion engines, and inward swept solar panels.

TIE ADVANCED Craft: Sienar Fleet Systems TIE Advanced ×1 Type: Space superiority starfighter Scale: Starfighter Length: 7.8 meters Crew: 1 Cargo Capacity: 150 kilograms Consumables: 5 days Hyperdrive Multiplier: ×4 Nav Computer: Limited to 10 jumps Hyperdrive Backup: None Sublight Speed: 5D+2 Maneuverability: 1D+2 Hull: 3D Sensors: 1D Shields: 1D+1 Weapons: Two Blaster Cannons (fire linked) Fire Control: 2D Combined Damage: 6D

183

8 C hapter Eight CLASSIC ADVENTURES

CAPITAL STARSHIPS A society that spans the galaxy quite naturally developed starships not only to carry goods and people from planet to planet, but to defend the oft-traveled routes from all dangers. These ships are large, heavily-armed and armored craft capable of handling hostile alien vessels, pirate ships, and smuggler craft. Today these massive “capital” vessels, ranging in size from Corellian Corvettes to gigantic super Star Destroyers, serve both the Empire and the Alliance in a civil war that rages throughout the systems. They remain necessities in this time of interstellar conflict. In Star Wars: Classic Adventures, combat starships should be used for dramatic effect and to advance an adventure’s plot. Most player characters, if they have any ships at all, fly around in nothing bigger than a stock freighter. Small craft simply cannot do significant damage to large combat vessels with massive shield generators and thick armor. For this reason, hull and shield ratings can be largely ignored, unless for some reason the gamemaster sees fit to simulate a capital ship skirmish. Characters who refuse to run, hide, or surrender in the face of such an enemy deserve a round of applause followed by a quick death. Listed below are some optional capital starship combat rules that may be implemented if the gamemaster deems it essential to the plot. It is important to remember, however, that this is a roleplaying game, not a strategy game. Make sure any implementation of extra rules adds to the action. Combat starship crews can range from inexperienced recruits to the hand-picked elite who have experienced dozens of battles. Generic crew statistics for astrogation, gunnery, starship shields, com-scan and starship piloting are listed on the table below. Note that a crewman rated at 5D would be 5D only in those skills which were his primary duties on the combat ship:

184

The gamemaster can use the “Battery Modifier” table below rather than rolling a skill, fire control and damage for every gun on board a large vessel (which can number in the hundreds for some ships). To determine the to-hit dice, add the “to-hit/damage” modifier for the number of guns that are firing to the gun’s current fire control. Then add the crew gunnery die code, and the result is the number of dice rolled to hit.

BATTERY MODIFIER Guns 1 2 3 4 6 8 12 16

To-Hit/ Damage Mod. 0 +2 1D 1D+1 1D+2 2D 2D+1 2D+2

Guns 24 32 48 60 90 120 180 250

To-Hit/ Damage Mod. 3D 3D+2 3D+2 4D 4D+1 4D+2 5D 5D+1

Damage dice are determined by adding the “to-hit/damage” modifier to the damage code of the weapon type being fired. The crew gunnery die code isn’t used to determine damage.

Capital Ship Damage (Optional)

Ship’s Crew

Crew Quality Recruit Average Veteran Elite Hand-picked

Battery Fire (Optional)

Imperial 3D 3D+1 to 4D 4D+1 to 5D+2 6D to 6D+2 7D to 8D

Rebel 2D to 3D+2 4D to 5D 5D+1 to 6D 6D+1 to 7D 7D+1 to PCs

Capital ships are obviously larger and far more compartmentalized than starfighters or light freighters. There are a lot more pieces to chip away before the ship is completely destroyed. Therefore, capital ship damage is recorded in pips, except for ionization damage which is still allotted in whole dice. Damage is recorded by the gamemaster by noting how many pips of damage has been taken. Damage to specific parts of the vessel may also be recorded if the ship becomes severely damaged. Each pip of damage reduces the performance of all operations of the ship by one pip. When three pips of damage are accumulated, the ship is considered heavily damaged, and all actions taken by the vessel are reduced by 1D. When six pips of damage is taken (equaling 2D), the ship is severely damaged and all actions are reduced by 2D. The ship is destroyed when its ninth pip of damage (equaling 3D) is taken.

REBEL FIELD MANUAL

8

Chapter Eight: Capital Starships

CLASSIC ADVENTURES

CAPITAL SHIP DAMAGE Damage Roll vs. Hull Roll 2 × DR < HR DR < HR DR ≥ HR DR ≥ 2 × HR DR ≥ 3 × HR DR ≥ 4 × HR DR ≥ 5 × HR DR ≥ 6 × HR DR ≥ 7 × HR DR ≥ 8 × HR DR ≥ 9 × HR

Beam & Missile no effect 1 shield pip 1 pip 2 pips 3 pips 4 pips 5 pips 6 pips 7 pips 8 pips 9 pips

Ion no effect no effect 1D 2D 3D 4D 5D 6D 7D 8D 9D

When a ship is damaged, its hull roll is not affected by the damage, regardless of the ship’s status. The ship continues to resist damage with the full value of its hull code.

CORELLIAN CORVETTE One of the most common and popular vessels produced by the Corellian Engineering Corporation, the CR90 Corvette serves multiple purposes in fleets of all types throughout the galaxy. A smaller capital ship that is just a step up from a space transport, the Corellian Corvette is large enough to carry a significant complement of passengers or troops while requiring a relatively small crew to operate. Durable vessels that complement any battle group (and, indeed, they are often seen in Rebel and pirate fleets), many Corellian Corvettes are owned by individuals and private organizations. Often referred to as blockade runners, these ships boast a distinctive “hammerhead” design that is recognizable almost anywhere in the galaxy. Corellian Corvettes often see use in small-scale naval skirmishes, such as breaking planetary blockades. In fact, many planetary defense fleets use Corellian Corvettes to breach enemy lines and set up flanking maneuvers. Since the ship’s

REBEL FIELD MANUAL

configuration can be changed to suit a variety of roles (including naval combat, escort, troop carrier, and cargo hauler), these ships are often considered dynamic assets, allowing their owners to get greater use out of the ship when compared to more static vessels. As such, they are highly valued in both military and civilian roles (and can often shift between the two over the course of a single ship’s lifetime).

CORELLIAN CORVETTE Craft: Corellian Engineering Corporation CR90 Corvette Type: Mid-sized multi-purpose vessel Scale: Capital Length: 150 meters Crew: 30 to 165, depending upon configuration Passengers: Up to 600, depending upon configuration Cargo Capacity: 3,000 metric tons Consumables: 1 year Hyperdrive Multiplier: ×2 Nav Computer: Yes Sublight Speed: 3D Maneuverability: 2D Hull: 4D Shields: 2D Sensors: 2D Weapons: Six Double Turbolaser Cannons Fire Control: 3D Damage: 4D+2

IMPERIAL STAR DESTROYER Few starships inspire terror the way an Imperial Star Destroyer can. A symbol of the Empire’s might and an instrument of its tyranny, the Imperial Star Destroyer is a daggershaped vessel of pure destruction. Armed with powerful weapons and nearly impregnable defenses, the Imperial Star Destroyer is a one-ship command platform that can be used to fill a variety of roles. Star Destroyers act as assault warships, planetary defenders, and even escort vessels for extremely important ships. An Imperial Star Destroyer carries enough troops and assault vehicles to stage an invasion on a lightly defended planet, and acts as a mobile fortress from which the Empire can engage in entire military campaigns. Star Destroyers are among the few vessels used for orbital bombardment, a favorite tactic of the ruthless Empire. Entire planets have been frightened into submission by the mere presence of an Imperial Star Destroyer in orbit. Imperial Star Destroyers are capable of delivering precise orbital strikes — destroying only a small section of a planet — as well as delivering bombardments that wipe out all life and industry on a world (a tactic known as Base Delta Zero). Only those planets that have powerful shields can withstand the turbolasers of an Imperial Star Destroyer, and some worlds have been devastated by such tactics.

185

8

Chapter Eight: Capital Starships

CLASSIC ADVENTURES

MON CALAMARI CRUISER

An Imperial Star Destroyer bristles with weapons, and for good reason. With twenty turbolaser batteries, a Star Destroyer can pound on other capital ships, reducing their shields in a matter of minutes. Likewise, its ion cannons can quickly disable ships, allowing the Empire to tear the ship apart and take the prisoners alive. Another ten tractor beam generators ensure that few ships will escape its grasp, especially smaller capital ships. Though less effective against starfighters, a Star Destroyer is not to be trifled with. Even the best starfighter corps fears the armament of an Imperial Star Destroyer, since a lucky shot from a turbolaser will turn even the most nimble starfighter into a smoldering cloud of debris in an instant.

Of the dozens of Mon Calamari warships that joined the Rebel fleet, the MC80 is the most powerful. As equipped, the MC80 is the largest ship in the Rebel arsenal. Even though the MC80 is a full 400 meters shorter than an Imperial-class Star Destroyer, it is more than capable of giving its larger opponent a sound beating. The recklessness of Imperial commanders, combined with the skill of the Mon Calamari gun crews, cost the Empire several of their most powerful warships. Following these losses, the Empire began to take the Mon Calamari threat more seriously. No two MC80s are the same, despite the fact that they have identical alphanumeric designations. Their capabilities are roughly the same, but their external appearance and internal structure are quite different. When placed side by side, the variations between ships can be noticed by beings that are attentive enough to see them. The crew complements of Alliance MC80s feature a large cross-section of galactic species, but the command crews of these vessels are made up exclusively of Mon Calamari volunteers. The reasons for this are practical rather than elitist, since the controls and other ship systems were created with Mon Calamari physiology in mind. Although a human might

MON CALAMARI MC80 STAR CRUISER IMPERIAL STAR DESTROYER Craft: Kuat Drive Yards’ Imperial I Star Destroyer Type: Star Destroyer Scale: Capital Length: 1,600 meters Crew: 37,085 (9,235 officers, 27,850 enlisted) Passengers: 9,700 (troops) Cargo Capacity: 36,000 metric tons Consumables: 6 years Hyperdrive Multiplier: ×2 Hyperdrive Backup: Yes Nav Computer: Yes Sublight Speed: 3D Maneuverability: 1D Hull: 7D Shields: 3D Sensors: 3D Weapons: 60 Turbolasers Fire Control: 4D Damage: 5D 60 Ion Cannons Fire Control: 2D+2 Damage: 3D 10 Tractor Beam Projectors Fire Control: 4D Damage: 6D Starfighter Complement: 72 TIE starfighters (any variant), 8 Lambda-class shuttles. Ground/Air Complement: 20 AT-ATs and 30 AT-STs, various support vehicles.

186

Craft: Mon Calamari MC80 Star Cruiser Type: Star cruiser Scale: Capital Length: 1,200 meters Crew: 5,402 (668 officers, 7,734 enlisted) Passengers: 1,200 (troops) Cargo Capacity: 20,000 metric tons Consumables: 2 years Hyperdrive Multiplier: ×1 Hyperdrive Backup: Yes Nav Computer: Yes Sublight Speed: 3D Maneuverability: 2D Hull: 6D Shields: 3D * * Mon Cal star cruisers have 6D of back-up shields. When a die of shields is lost, an Easy (10) starship shields roll, will restore 1D of shields, up to 6D. Sensors: 2D Weapons: 48 Turbolasers Fire Control: 2D Damage: 4D 20 Ion Cannons Fire Control: 3D Damage: 3D 6 Tractor Beam Projectors Fire Control: 2D+2 Damage: 4D Starfighter Complement: 36 A-, B-, X-, and/or Y-wing fighters, two light freighters or shuttles

REBEL FIELD MANUAL

8

Chapter Eight: Capital Starships

CLASSIC ADVENTURES

be able to contribute to the control of such a warship, he would never be as adept at doing so as his Mon Calamari counterparts. It is rare for a Mon Calamari cruiser to directly engage an Imperial Star Destroyer. There are so few MC80s that such tactics would quickly decimate the Rebel fleet. Even if losses were equal on either side, the Empire would still have a vast numerical advantage over the Alliance. The one thing that often makes all the difference are the small, well-equipped starfighters that are so commonly employed by the Alliance. A single MC80 is equipped with as many as 36 fighter craft, and this number can include any ratio of A-, B-, X-, or Y-wing starfighters. More often than not, an MC80 will sit at a safe distance and provide covering fire for its fighter wing and support ships.

NEBULON-B FRIGATE In the earliest days of the Rebellion, the Alliance was hugely successful in its attacks against Imperial shipping and supply convoys. Much of the reason behind these successes was the Empire’s reluctance to assign its valuable Star Destroyers to something as menial as escort duty. What the Empire required was a less expensive capital ship with the capacity to carry TIE fighters. Well-armed and able to carry two dozen TIE fighters, the Nebulon-B quickly stymied the majority of Alliance raids on Imperial shipping. Rebel pilots were dismayed to discover that raids on convoys, which were once considered to be veritable cakewalks, had become much more dangerous. Despite the Empires dominance in regard to the Nebulon-B, the Alliance has managed to acquire several of the ships for its own use. A number of these ships were captured by daring

REBEL FIELD MANUAL

attacks on Imperial dockyards, while others were placed under Alliance control by their sympathetic captains. These Nebulon-B frigates functioned as the Alliance’s primary assault ships during the early stages of the Galactic Civil War, until the Mon Calamari joined the cause against the Empire. Several of the Alliance’s Nebulon-B frigates, such as the Redemption, are modified to function as medical frigates. Up to 700 wounded can be tended aboard a single cruiser, and the most technically advanced medical equipment available is used to treat them. In addition to organic doctors, these ships employ numerous medical Droids.

NEBULON-B FRIGATE Craft: Kuat Drive Yards’ Nebulon-B Frigate Type: Escort starship Scale: Capital Length: 300 meters Crew: 920 (78 officers, 842 enlisted) Passengers: 75 (troops) Cargo Capacity: 6,000 metric tons Consumables: 2 years Hyperdrive Multiplier: ×2 Hyperdrive Backup: Yes Nav Computer: Yes Sublight Speed: 2D Maneuverability: 1D Hull: 4D+2 Shields: 2D Sensors: 2D Weapons: 12 Turbolasers Fire Control: 3D Damage: 4D 12 Laser Cannons Scale: Starfighter Fire Control: 2D Damage: 2D 2 Tractor Beam Projectors Fire Control: 2D Damage: 4D Starfighter Complement: 24 fighters

187

8 C hapter Nine CLASSIC ADVENTURES

SPACE TRANSPORTS The galactic economy depends on three things: goods, consumers, and a way to bring goods and consumers together. In a marketplace that is made up of thousands of different star systems, each light-years apart, accomplishing the third is not an easy task. However, the money is good. If they’re lucky, small shippers can earn enough to keep themselves alive and their ships in space (more, if they somehow avoid the oppressive Imperial taxes); large combines can earn millions of credits per year. To get in on this interstellar gold mine, thousands of vessels — barges, freighters, container ships, and passenger liners — constantly ply the endless void. In spite of the Rebellion, interstellar transport continues unabated. Though travel between the stars has become riskier — Rebel privateers, pirates, and increased “legal” seizures by Imperial military and customs ships all take their toll on the transport vessels — the profit has risen along with the risk. As long as there are profits to be made, there will be those willing to carry goods and people across the dark reaches of space.

STOCK LIGHT FREIGHTERS Corellian-built stock light freighters are among the most commonly encountered small trading vessels in the galaxy. Once this class of ship was the backbone of intergalactic

trade and commerce, carrying goods from system to system as demand warranted. However, in recent years demand has dropped as more and more firms are employing large bulk freighters and container ships for their transport needs. Stock light freighters come in various shapes and designs, but all are built around a command pod or bridge, and include a sleeping/recreation section and plenty of storage holds. Almost all have at least minimal arms to protect their cargo from unfriendly elements encountered in deep space. Today these vessels are most often seen in the Outer Rim Territories, plying the less-developed trade routes that larger ships disdain. Here small traders can still hope to compete with the giant shipping corporations and make a decent living. Still, many captains are forced to take on odd jobs and, in some cases, piracy, in order to make ends meet. One of the most fascinating things about this vanishing breed of ship is the loyalty, sometimes verging upon fanaticism, of their owners and crews. The vessels are small, usually uncomfortable, and typically held together with spit, bailing wire and the dreams of their owners. The ship owners operate on an extremely slim profit margin; many are in debt up to their ocular receptors. The captain and crew work long shifts, often spending weeks or months in the lonely reaches of space without even the most primitive entertainment, and when they do go into port, any money they might have is put back into the ship in repairs and modifications. Yet, in spite of the hardship, danger, and loneliness aboard a light freighter, thousands are still active.

BULK FREIGHTERS Bulk freighters haul the vast majority of interplanetary cargo throughout the galaxy. Hundreds of manufacturers produce thousands of bulk freighter models, continuously improving designs and constructing new craft to meet galactic demand. Besides the multitude of models currently in service, many owners modify and customize their ships to conform to their particular needs, including the addition of specialized landing gear, hulls, engines, control systems, and life-support systems. Despite their variety, all bulk transports are really quite similar — after all, there are only so many ways to design what is essentially a box with a hyperspace engine attached. The interior of a bulk freighter is largely taken up by the hold: a big open area that can be partitioned according to the needs of the carried cargo. As a bulk freighter may be hired

188

REBEL FIELD MANUAL

8

Chapter Nine: Space Transports

CLASSIC ADVENTURES

STOCK LIGHT FREIGHTER

BULK FREIGHTER

Craft: Corellian YT-1300 Transport Type: Stock light freighter Scale: Starfighter Length: 26.7 meters Crew: 2 Passengers: 6 Cargo Capacity: 100 metric tons Consumables: 2 months Hyperdrive Multiplier: ×2 Hyperdrive Backup: Yes Nav Computer: Yes Maneuverability: 1D Sublight Speed: 2D Hull: 4D Sensors: 1D Weapons: One Laser Cannon Fire Control: 2D Damage: 4D

Craft: Corellian Action IV Transport Type: Medium bulk freighter Scale: Capital Length: 100 meters Crew: 8 Passengers: None Cargo Capacity: 30,000 cubic meters with a maximum mass of 75,000 metric tons in a variety of partial or fully pressurized and climate-controlled holds Consumables: 2 months Hyperdrive Multiplier: ×3 Hyperdrive Backup: No Nav Computer: No Maneuverability: 0D Sublight Speed: 1D Hull: 3D Shields: 1D Sensors: 0D

to move heavy machinery parts to Tatooine on one run, and powdered detonite and frozen cattle embryos to Calamari the next, the best vessels provide sophisticated gravitational, atmospheric, and temperature controls for their holds, allowing safe transport of a wide variety of cargo. Second in size to the hold is the sublight and hyperdrive engines and fuel storage areas. Bulk freighter hyperspace and sublight drives are powerful, but slow. They are designed to move large cargoes from one port to another, not to outrace local or Imperial patrol vessels. Some captains upgrade a freighter’s engines, but are careful to keep such capabilities a secret. Bulk freighter manufacturers allocate little space for shields or weaponry: most vessels have, at best, limited armament on board, relying primarily on military patrols (and luck) for protection. A small bridge, command deck, and crew quarters take up the rest of ship’s interior. Most freighters require fewer than two dozen crew members and have limited facilities for them. Bulk freighters employ bottom-of-the-line computers. Sensors are limited, sometimes consisting only of collision monitors and subspace transmitters. Autopilots are also very unsophisticated; typically they can simply hold the ship to a pre-set course and must be manually reset if any changes must be made. As they generally stick to major trade routes and well-charted systems, many freighters carry no navigation computers at all. As a rule, bulk freighters are extremely rugged and reliable. They hold together and function even after suffering lots of abuse and damage. Of course, older models and overworked ships require continuous repairs, adjustments, and parts replacement. Such maintenance is time consuming, but not particularly expensive because these ships use standard parts and systems.

CONTAINER SHIPS Often called “super transports,” container ships are among the largest commercial vessels in space. Big, slow, and hideously expensive, they are the most efficient way known to transport huge amounts of cargo through the empty reaches of space.

REBEL FIELD MANUAL

Ease and speed of cargo handling make these vessels so efficient. These ships haul only standard-sized containers — either cylindrical or rectangular-shaped, depending on the vessel. Typically, the smallest size container available is 500 cubic meters, holding 1,000 metric tons. Speed is crucial; delays at port are not tolerated. If a piece of cargo is late getting to the ship, it is left behind. It is almost impossible for the crew of a super transport to open a container in transit. While special containers built complete with life-support, gravity, and temperature controls can be purchased, most prefer to ship fragile cargo by smaller (and more expensive) vessels which provide personal care for the cargo. Because of their great size, super transports cannot land on planets. They must be serviced by shuttles, barges, or other surface-to-space vessels. Like most other transport ships, containers are not particularly well-armed or armored. Because of the sheer value of the cargo they haul, however, battle-worthy guard-ships often accompany them.

CONTAINER SHIP Craft: Kuat Drive Yards Super Transport XI Type: Large container ship Scale: Capital Length: 840 meters Crew: 100 Passengers: None Cargo Capacity: 10 million cubic meters (up to 40,000 standard containers) with a maximum mass of 25 million metric tons in 20 holds, some pressurized and with limited temperature control Consumables: 500 days Hyperdrive Multiplier: ×3 Hyperdrive Backup: Yes Nav Computer: Yes Maneuverability: 0D Sublight Speed: 1D Hull: 2D+2 Shields: 1D Sensors: 1D

189

8

Chapter Nine: Space Transports

CLASSIC ADVENTURES

Generally, container transports only haul cargoes between large populated planets, though the Imperial Navy uses them to resupply its fleets. It is not known whether the Rebel Alliance operates any super transports, but it seems unlikely since these ships are quite expensive and difficult to conceal.

PASSENGER LINERS Often, the most profitable space cargo of all is people. Diplomats, dignitaries, traders, merchants, businessmen, scientists, and private and government couriers all need to travel between planets and systems. With hyperdrives in widespread use and major space routes well charted, scores of people can afford to vacation around the Empire. To serve them, passenger ships of all kinds ply the stellar lanes — from small in-system ships to giant interstellar luxury liners. As might be expected, passenger safety, the quality of service, and schedule reliability all depend on many factors, not the least of which is the ticket price. Some independent vessels may be cheaper, but few can offer the protection and luxuries of the major liner fleets. All manner of delicacies, entertainment, and accommodations can be found on giant passenger vessels. Booking Passage. Heavy traffic between major planets in the Empire makes finding passage relatively easy. Passengers can reserve space on regularly-scheduled flights in advance if they’re willing to pay in advance, and some offer discounts for purchasing tickets significantly ahead of time. Service to less-frequented systems and remote areas is more difficult to obtain. Few small passenger ships operate outside their home sectors, unless they are based near a sector border. Consequently, travelers can be forced to wait weeks or months for a ship to a particular outlying area, or must charter their own vessel, which can be extremely expensive. Reaching many remote areas from populous “core” planets is often long and complicated. Passengers must travel to an intermediate point and transfer to another ship. Small Passenger Ships. Although its exact definition varies between sectors, the general classification “small starship, passenger” (SSP) includes all hyperdrive-equipped ships less than 100 meters long carrying fewer than 500 passengers. Consequently, even shuttles and converted tramp freighters can fall into this category — as well as sleek custom-built cruisers. Many SSPs are equipped with some deflector shields, but few are armed. Consequently, they are susceptible to pirate attacks. They must rely on speed and Imperial patrols to protect them, but these aren’t always adequate, especially in outlying areas. Occasionally, Rebels, too, intercept liners to give passengers a chance to defect, to steal Imperial communiques, or kidnap Imperial officers and agents In spite of these hazards, Imperial governors are still reluctant to allow liners to carry laser cannons and other heavy weapons, because keeping track of them is exceedingly difficult. Furthermore, arming private ships means tacitly admitting that Imperial forces can’t adequately defend the Empire’s citizens Luxury Liners. These giant starships feature luxurious accommodations, smooth and safe travel, impeccable service, sumptuous dining, and some of the best entertainment in the galaxy — at prices greater than most people’s lifetime earnings. Only a small percentage of the population can afford to ride a luxury liner even once, but with trillions of people to

190

Cost of Passage Luxury Liner “No Frills” Liner Steerage Chartered Ship

1,000 credits and up 500 credits 100 credits 5,000 credits and up

Multiply Cost By: Heavily-traveled route Common route Rarely-traveled route Uncommon route “You want to go where?”

×1 ×2 ×3 ×5 ×? (chartered ships only)

draw from, luxury liners stay booked year round, usually far in advance. Although luxury liners frequently travel to distant and remote locations, they do not pick up or discharge passengers there. Boarding and disembarking occur only at the home port or at officially-scheduled destinations along the route. Not only do Imperial regulations restrict and monitor any deviations, few outlying areas have adequate docking facilities to handle these large ships (or customers who can afford them).

PASSENGER LINER Craft: Lady of Mindor Type: Luxury passenger liner Scale: Capital Length: 310 meters Crew: 117 (12 officers, 24 crewmen, and 81 stewards) Passengers: 600 in staterooms Cargo Capacity: 1,000 cubic meters Consumables: 300 days Hyperdrive Multiplier: ×2 Hyperdrive Backup: Yes Nav Computer: Yes Maneuverability: 0D Sublight Speed: 3D+1 Hull: 4D Shields: 1D Sensors: 1D

FIRESPRAY-31 PATROL CRAFT Designed to function as a prisoner transport and system patrol ship, the Firespray-31 patrol craft is a highly customizable vessel that is favored by law enforcement officials and bounty hunters alike. With an unorthodox design and a moderate stock armament, the Firespray-31 is a tough and durable vessel that can withstand the rigors of patrol and escort duty and deliver a punishing counterattack against any assailants. The Firespray-31 boasts an unusual design that keeps the cockpit facing the sky while landing, but facing forward while in flight. Though such an unusual configuration requires some getting used to by the pilot, most owners of this system patrol craft insist that the design keeps the engines from being damaged when the vessel lands and allows for very rapid vertical takeoffs.

REBEL FIELD MANUAL

8

Chapter Nine: Space Transports

CLASSIC ADVENTURES

The stock Firespray-31 patrol craft boasts a pair of potent blaster cannons, allowing buyers who purchase the ship right off the assembly line to put the vessel into service with minimal modifications. The ship is modestly armored and has a hull integrity that few similar ships can claim; likewise, the Firespray-31 comes standard with shielding, giving it an edge over cheaper transport ships such as the YT-1300. The combination of a strong hull, and moderately powerful shields allows the Firespray-31 to take a beating while continuing to fight on.

FIRESPRAY PATROL/ATTACK CRAFT Craft: Kuat Systems Engineering Firespray-class Patrol Vessel Scale: Starfighter Length: 21.5 meters Crew: 1 and up to 2 gunners Passengers: 4 Cargo Capacity: 70 metric tons Consumables: 1 month Hyperdrive Multiplier: ×3 Hyperdrive Backup: Yes Nav Computer: Yes Maneuverability: 1D Sublight Speed: 1D+2 Hull: 4D Shields: 1D Sensors: 1D Weapons: 2 Twin-Mounted Blaster Cannons (fire separately) Fire Control: 2D Damage: 4D

LAMBDA-CLASS SHUTTLE

The Lambda shuttle is best known as a multi-use transport, capable of ferrying both troops and dignitaries. When used as a troop transport, it excels at high-profile missions that require a significant amount of discretion. When the ship is used as a personal transport for Imperial dignitaries and officers, the cargo space is often converted into a comfortable living area with many of the amenities of a star yacht. Those Lambdas used to ferry troops are much less comfortable, and are equipped with bench seating and a limited number of bucket seats. Though the ship was designed primarily for space flight, the tri-wing construction of the Lambda gives it excellent stability when flown in an atmosphere. It is a fast ship when compared to others of its class, yet it is especially vulnerable to enemy fire when landing or taking off. Though it is equipped with a number of effective weapon systems, the Lambda is unable to outmaneuver most starfighters. Because the Lambda is well armed, it does not technically require a fighter escort. Regardless, few of the shuttles traveled alone, depending on the sensitivity of their individual missions.

LAMBDA SHUTTLE Craft: Sienar Fleet Systems Shuttle Type: Lambda-class Shuttle Scale: Starfighter Length: 20 meters Crew: 2 Passengers: 10 (modifiable to hold up to 20) Cargo capacity: 80 metric tons Consumables: 2 months Hyperdrive multiplier: ×1 Hyperdrive backup: Yes Nav Computer: Yes Maneuverability: 1D Sublight Speed: 1D+1 Hull: 4D Shields: 1D+2 Sensors: 1D Weapons: 3 Double Blaster Cannons Fire Control: 2D Damage: 4D 2 Double Laser Cannons (fire linked) Fire Control: 3D+1 Combined Damage: 4D

One of the most recognizable Imperial spacecraft is the Lambda-class shuttle. A workhorse of the Imperial fleet, Lambda-class shuttles have transported Imperial luminaries such as Lord Darth Vader and Emperor Palpatine. The Lambda is not used solely by the Empire. Even though upward of ninety percent of all Lambdas are in Imperial possession. The nonmilitary version, produced by Sienar, is available for sale on the open market for a short time, and numerous craft were sold to different sector governments, corporate fleets, and other private parties. Similarly, the Rebel Alliance keep a small fleet of the shuttles on hand for the transportation of sensitive personnel between different fleet elements.

REBEL FIELD MANUAL

191

8

Chapter Nine: Space Transports

CLASSIC ADVENTURES

IMPERIAL CUSTOMS FRIGATE Though considered a light frigate, the ship is actually just an armed space transport designed to let small crews patrol a star system with few amenities. As customs-enforcement vessels, these frigates are sufficiently well-armed to overawe most smugglers and pirates, but far too lightly armed to be of much use in regular naval actions. Despite the fact that the ship has a hyperdrive, the Empire typically limits the customs frigates to missions within a single star system. Any exercises that would normally force a ship away from its home system usually warrant the assistance of larger ships, typically corvettes or smaller frigates.

IMPERIAL CUSTOMS FRIGATE Craft: Rendali Star Drive Customs Frigate Type: Inter-system customs vessel Scale: Starfighter Length: 45 meters Crew: 16 Passengers: 6 (prisoners in brig) Cargo Capacity: 200 metric tons Consumables: 6 months Hyperdrive Multiplier: ×1 Hyperdrive Backup: Yes Nav Computer: Yes Sublight Speed: 4D Maneuverability: 1D Hull: 5D Shields: 3D Sensors: 2D Weapons: 4 Laser Cannons Fire Control: 2D Damage: 5D Proton Torpedoes (10 total) Fire Control: 2D Damage: 9D

REBEL MEDIUM TRANSPORT Though numerous transport ships are employed across the galaxy, the Gallofree Yards transport is one of the most ubiquitous and often-used. It is a sleek-looking vessel, especially considering its size, but its outward appearance belies its slow and ponderous nature. The ships can be used as freighters, but due to their low speed are most often used as short-range transports, moving goods and passengers from planet to planet, planet to station, or star system to star system. In stock configuration, the GR-75 is utilitarian. Equipped with a large cargo hold and precious little in the way of defensive systems, it is a sitting duck on the space lanes unless accompanied by an escort. Its sublight engines and hyperdrive are slow. However, the ship is relatively easy to modify. The GR-75s used by the Alliance are often equipped with upgraded weaponry, shields, and engines. Internal systems are often rearranged, giving each Gallofree a unique floor plan. Most often, the GR-75 is utilized to move troops and material. Others are modified to serve as hospital ships, landing craft, or salvage vessels. Regardless of its specific function, the GR-75 rarely looks different from the outside.

192

REBEL MEDIUM TRANSPORT Craft: Gallofree Yards Transport Type: Modified medium Rebel transport Scale: Capital Length: 90 meters Crew: 6 Cargo Capacity: 19,000 metric tons Consumables: 6 months Hyperdrive Multiplier: ×2 Hyperdrive Backup: No Nav Computer: Yes Maneuverability: 1D Sublight Speed: 3D Hull: 5D+2 Shields: 2D Sensors: 1D

SENTINEL-CLASS LANDING SHIP The Sentinel-class landing vessel is one of the more common Imperial troop deployment vessels. Like the Lambdaclass shuttle, the Sentinel possesses a fixed-position dorsal wing and two folding wings (one port, one starboard). However, the transport is up-gunned and possesses an improved maneuvering system, and more powerful sublight engines. These modifications give it an impressive edge, even if entangled in space combat. The heavily-armed and armored vessel can carry up to six squads (54 troops) and their equipment, as well as six speeder bikes. The interior of the ship can be customized on a mission-to-mission basis, removing troop seating in order to hold equipment and larger vehicles.

SENTINEL-CLASS LANDING SHUTTLE Craft: Sienar Fleet Systems Sentinel-class landing shuttle Type: Sentinel-class troop carrier Scale: Starfighter Length: 20 meters Crew: 5 Passengers: 54 (troops) Cargo capacity: 180 metric tons Consumables: 1 months Hyperdrive multiplier: ×1 Hyperdrive backup: Yes Nav Computer: Yes Maneuverability: 1D+2 Sublight Speed: 2D Hull: 4D+2 Shields: 2D Sensors: 1D Weapons: 8 Laser Cannons (fire linked) Fire Control: 3D Combined Damage: 6D Two Concussion Missile Tubes Fire Control: 3D Damage: 9D Two Repeating Blaster Cannons Scale: Speeder Fire Control: 4D Damage: 3D+2 Ion Cannon Fire Control: 2D Damage: 4D

REBEL FIELD MANUAL

8 CLASSIC ADVENTURES

C hapter Ten REPULSORLIFT VEHICLES Since the development of repulsorlift technology, most other forms of atmospheric propulsion have been supplanted by this cleaner, quieter, more efficient mode of energy conversion. Some manufacturers maintain that repulsorlifts have made primitive engines such as combustible, atomic, and nuclear obsolete. While it is still possible to obtain primitiveengine vehicles, the vast majority of atmospheric transportation is handled by repulsorlift craft. Repulsorlifts levitate surface vehicles and lightweight atmospheric craft via anti-gravitational emanations, called “repulsor fields,” that propel vehicles by forming a field of negative gravity that pushes against the natural gravitational field of a planet. Repulsorlifts are used as secondary engines in spacefaring vessels which are called upon for atmospheric flight and docking. The number of applications for repulsorlifts has yet to be exhausted, and new craft designed around this technology are appearing constantly. Some are little more than engines with padded seats that travel close to the ground, while others are huge luxury craft capable of skimming a world’s atmospheric ceiling. But the major factor influencing repulsorlift success is adaptability. These engines can be refitted to handle a wide variety of different fuel sources, making them usable throughout the galaxy. Fuel sources vary as much as vehicle types, depending largely upon local resources and technology. Solar power, hydrocarbons, fission, and fusion energy are the more common fuel sources available.

Repulsorlift Vehicles Versus Starfighters For Star Wars: Classic Adventures purposes, when flying in planetary atmospheres a starfighter’s sublight speed and maneuverability codes directly correspond to a repulsorcraft’s speed and maneuverability codes. (Though starfighters fly much faster and are more agile in vacuum, wind resistance and gravity affect their performance considerably.)

Many manufacturers produce a wide variety of models, but the LANDSPEEDER most popular include Bespin Craft: Ubrikkian 9000 Z004 Motor’s Void-Spider TX-3, the Scale: Speeder Crew: 1 Ubrikkian 9000 Z001, the MobPassengers: 1 quet Deluxe, and the new SoroCargo Capacity: 30 kilograms Suub XP-38. Each has a unique Speed Code: 1D+2 design, from the globular Maneuverability: 2D+1 Ubrikkian to the rocket-like MobBody Strength: 1D+2 quet. Most manufacturers proWeapons: None Flight Ceiling: 1.5 meters duce single-seat and twopassenger models, as well as fullsize family vehicles. SPORT LANDSPEEDER The XP-38 landspeeder, the Craft: SoroSuub X-38 Landspeeder Ground Vehicle most advanced and hottest-sellScale: Speeder ing craft of its kind on the marCrew: 1 ket, can reach velocities of 320 Passengers: 1 kilometers per hour, has a cruisCargo Capacity: 10 kilograms ing ceiling of two meters, and has Speed Code: 2D an optional sensor package availManeuverability: 2D Body Strength: 2D able. The autopilot is built into Weapons: None the rear of the craft and is Flight Ceiling: 2 meters shaped like Industrial Automaton’s popular R2 astromech Droid. This, along with the low reclining seat and advanced controls, according to the advertisements, “gives you the feel of flying a starfighter.” Some manufacturers call their repulsorlift vehicles “floaters” or “skimmers,” but all are adapted landspeeders. Some local enforcement agencies and the Rebel Alliance armor-plate these craft and equip them with blaster cannons to create patrol or light-attack vehicles. However, landspeeders are better suited as personnel carriers, civilian transportation, or recreational craft.

LANDSPEEDERS Landspeeders are basically any light-duty surface transport vehicles that rely upon repulsorlift propulsion. Many also use turbothrust propulsion engines for additional speed. These craft hover approximately one meter above the surface and attain speeds of up to 250 kilometers per hour; some newer models are capable of even higher speeds. They represent the most common form of personal planetary transportation.

REBEL FIELD MANUAL

193

8

Chapter Ten: Repulsorlift Vehicles

CLASSIC ADVENTURES

PATROL LANDSPEEDER

ARMORED TRANSPORT

Craft: SoroSuub M-35 Patrol Landspeeder Scale: Speeder Crew: 2 Passengers: 1 Cargo Capacity: 100 kilograms Speed Code: 2D Maneuverability: 2D Body Strength: 3D+2 Weapons: One Light Repeating Blaster Fire Control: 1D Damage: 3D Flight Ceiling: 2 meters

Craft: TaggeCo NN-1 Armored Transport Scale: Speeder Crew: 2 Passengers: 20 Cargo Capacity: 500 kilograms Speed Code: 1D Maneuverability: 0D Body Strength: 4D Weapons: One Light Repeating Blaster Fire Control: 1D Damage: 3D Flight Ceiling: 1.5 meters

COMBAT ASSAULT VEHICLES Combat assault vehicles are armored repulsorcraft equipped with medium or heavy weapons. They are most often used by the Empire in second-line offensive actions or for patrol and security missions. In general, the Alliance employs smaller, quicker assault vehicles than does the Empire as they neither have the money, construction facilities nor transport capabilities necessary to build, maintain and carry vehicles of the size of the Imperial equipment. This means that most Rebel combat vehicles are modified civilian craft or old Clone War era equipment. The SorroSuub M-35 Patrol Speeder is the military version of the popular V-35 landspeeder. It features improved repulsor engines, enhanced maneuvering thrusters and is armed with a repeating blaster for defense. It is most often implemented as a security vehicle or transport for high-ranking officers. Armored transports, like the TaggeCo NN-1, offer improved protection for conveying Imperial troops or stormtroopers into combat zones. The addition of a light repeating blaster enables the transport to provide cover fire for troopers disembarking the vehicle into a combat zone. Many variations and sizes of armored transports are utilized by the Empire, and to a lesser degree by the Rebel Alliance.

The Ubrikkian Transports 1-series of repulsor tanks is one of the most common used by the Empire. Repulsor tanks tend to be slow and not very maneuverable; they are most often implemented as support units alongside the larger ATAT walkers. They also often serve in defensive roles or in support of infantry units, mopping up areas of resistance left behind by the plodding walker assault. The Rebel Alliance rarely uses heavier armored tanks of this type, mostly due to the high cost of maintenance, and their cumbersome mobility. From time-to-time, however, a Rebel cell may find use for a discarded or “acquired” tank.

AIRSPEEDERS Airspeeders are small repulsorlift vehicles with a flying ceiling exceeding 250 kilometers and maximum speed of more than 900 kilometers per hour. Incom makes the most popular models: the T-47 Airspeeder and the T-16 Skyhopper. Speed and agility are major selling points of airspeeders. They use mechanical control flaps to brake and change direction. Their aerodynamic design allows turning without reducing speed, making them nearly impossible to track with flightpredictor sensors. The T-16 Skyhopper has ion engine afterburners in addition to repulsorlift propulsion, giving it greater speed (1,200 kph) and a higher flight ceiling. Many X-wing fighter pilots train in T-16s because of the similarity of control, response, and handling. Airspeeders are commonly purchased as sport vehicles or for family transportation. Young people in particular enjoy airspeeders, often converting them into “hot rods” with minimal effort. But personal transportation and joy riding aren’t the only uses for these versatile craft. Local militias, law enforcement agencies, and the Rebel Alliance regularly refit and convert airspeeders into formidable weapon platforms for military use. The Rebellion, for

LIGHT REPULSOR TANK

MEDIUM REPULSOR TANK

HEAVY REPULSOR TANK

Craft: Ubrikkian Transports 1-L Light Repulsor Tank Scale: Speeder Crew: 2 Passengers: 2 (Troops) Cargo Capacity: 300 kilograms Speed Code: 2D Maneuverability: 1D+2 Body Strength: 4D Weapons: Medium Blaster Cannon Fire Control: 1D+1 Damage: 4D Flight Ceiling: 2 meters

Craft: Ubrikkian Transports 1-M Medium Repulsor Tank Scale: Speeder Crew: 3 Passengers: 3 (Troops) Cargo Capacity: 250 kilograms Speed Code: 1D+2 Maneuverability: 1D Body Strength: 4D+2 Weapons: Medium Laser Cannon Fire Control: 1D+1 Damage: 5D Heavy Repeating Blaster Fire Control: 1D+1 Damage: 3D+2 Flight Ceiling: 2 meters

Craft: Ubrikkian Transports 1-H Heavy Repulsor Tank Scale: Speeder Crew: 5 Passengers: None Cargo Capacity: 250 kilograms Speed Code: 1D+1 Maneuverability: 0D Body Strength: 5D Weapons: One Heavy Laser Cannon Fire Control: 1D Damage: 6D Two Light Repeating Blasters (fire linked) Fire Control: 1D Combined Damage: 4D+1 One Grenade Launcher Fire Control: 0D Damage: 3D Flight Ceiling: 1.5 meters

194

REBEL FIELD MANUAL

Chapter Ten: Repulsorlift Vehicles

8 CLASSIC ADVENTURES

SKYHOPPER Craft: Incom T-16 Skyhopper Scale: Speeder Length: 5.2 meters Crew: 1 Passengers: 1 Cargo Capacity: 25 kilograms Speed Code: 3D Maneuverability: 3D Body Strength: 2D+1 Weapons: None Flight Ceiling: 150 kilometers

example, has developed a system for quickly adapting airspeeders to hostile environments such as frozen wastes or deserts. These craft are typically nicknamed for the environment; they may be called “snowspeeders” or “sandspeeders,” for example, once converted. When refitted for military service, airspeeders are equipped with heavy armor plating, coated and angled for maximum shot deflection. Dust covers are placed over intake and exhaust ports, and insulation or cooling systems are incorporated to handle extreme temperatures. Rebel craft are armed with two forward-pointing heavy laser cannons, as well as a power harpoon cannon with high-tension tow cable and fusion discs. The standard cockpit is removed and replaced with a modified Y-wing cockpit pod. This provides Rebel pilots with familiar controls, thus requiring little or no extra training. Military airspeeders use a two-man crew; the pilot sits in the forward-facing front cockpit compartment, the gunner is stationed facing rearward. Fast, agile, and heavily armed, converted airspeeders are the major ground-support fighting craft employed by the Rebellion.

REBEL ALLIANCE COMBAT AIRSPEEDER Craft: Rebel Alliance Combat Airspeeder/Snowspeeder Scale: Speeder Length: 5.5 meters Crew: 2 Cargo Capacity: 10 kilograms Speed Code: 5D+2 Maneuverability: 3D Body Strength: 3D Weapons: Double Laser Cannon (fire linked) Fire Control: 2D Combined Damage: 4D+2 Power Harpoon Fire Control: 2D Damage: 3D (or none if tow cable and fusion disk are used) Flight Ceiling: 175 kilometers

The primary manufacturer of cloud car vehicles CLOUD CAR is Bespin Motors. They Craft: Bespin Motors Storm IV make a complete line of Scale: Speeder pleasure craft, personal Crew: 2 Cargo Capacity: 10 kilograms transports, air taxis, and Speed Code: 3D patrol vehicles. Control, Maneuverability: 2D+2 handling, and propulsion Body Strength: 4D systems are similar to BWeapons: (patrol craft only) wing starfighters, but withDouble Blaster Cannon (fire linked) out the spacefaring capabilFire Control: 1D ity. Their high speeds and Combined Damage: 5D Flight Ceiling: 100 kilometers twin-pod configuration make cloud cars excellent traffic control and security craft. When used in these capacities they are usually equipped with fixed, forward firing blaster cannons, one mounted in each pod. Many planetary air traffic control agencies employ cloud cars to patrol airspace, guide larger vehicles toward landing pads, and spot check incoming transports and cargo vessels for contraband, identification markings, or Mynock infestation. The only area where cloud cars do not serve a useful purpose is in combat. They are highly vulnerable to damage, often flying apart when hit by blaster or laser fire. They cannot be fitted with adequate shielding or armor because of the low power yield of their engines. In addition, the design does not lend itself to heavy armaments or power sources large enough to provide energy for extended battles.

CLOUD CARS Cloud cars are atmospheric flying vehicles which have both repulsorlifts and ion engines. The double-pod design provides pilot and passenger separate compartments, connected by a boom-mounted ion engine. Cruising speed is 1,500 kilometers per hour; the ceiling is approximately 250 kilometers.

REBEL FIELD MANUAL

195

8

Chapter Ten: Repulsorlift Vehicles

CLASSIC ADVENTURES

SAIL BARGES Sail barges are huge anti-gravity vessels used to cross large, relatively flat surfaces. Using repulsorlift engines, a sail barge can travel up to 100 kilometers per hour and cruise at a maximum ceiling of 10 meters. Sail barges are also equipped with massive sails (hence the name) that can propel the giant craft by wind power alone, reaching speeds of 30 kilometers per hour. Usually luxury vessels, sail barges are primarily used as touring craft, for entertaining, or as vacation complexes. They regularly traverse sand, water, and ice seas, providing passengers with the comforts of an expensive hotel while moving across exotic terrain. One company known for its sail barge vacation packages is Galaxy Tours. But sail barge cruises are expensive, usually underSAIL BARGE taken only by wealthy busiCraft: Ubrikkian Luxury Sail Barge nessmen, planetary royalty, or Scale: Speeder high-ranking Imperial officials. Crew: 26 Cargo Capacity: 2,000 metric tons Speed Code: 1D Maneuverability: 0D Body Strength: 2D Weapons: Heavy Blaster Cannon Fire Control: 1D Damage: 3D Flight Ceiling: 10 kilometers

SKIFF Craft: Ubrikkian Bantha II Cargo Skiff Scale: Speeder Crew: 1 Passengers: 16 Cargo Capacity: 120 metric tons Speed Code: 1D Maneuverability: 0D Body Strength: 1D Weapons: None Flight Ceiling: 50 meters

196

SKIFFS Long antigravity surface vehicles, skiffs are utility craft that are employed as cargo carriers. Using repulsorlift engines, skiffs can travel as fast as 250 kilometers per hour and cruise at a ceiling of 50 meters (depending on the planet). Open-topped skiffs are operated from the rear by a tiller, with two steering vanes to control direction. Other instruments are built into the tiller, allowing a pilot full control from one vantage point.

Easily operated, even labor Droids can handle a skiff. These craft are frequently employed by shipping firms to move cargo between planetary ports and warehouses. Two electromagnetic load lifters and a boarding ramp facilitate loading and unloading. Skiffs can be refitted for passenger use, holding a maximum of 16 persons fairly comfortably. Skiffs are also used as support and emergency vehicles aboard sail barges.

SPEEDER BIKES Originally designed to serve as cheap, fast, ground-based personal vehicles, speeder bikes quickly gained a significant portion of the repulsorcraft market. Today there are few models that conform to the “cheap” prototype, as bigger, faster, more-expensive designer models are the norm rather than the exception. Speeder bikes are one- or two-man repulsorlift vehicles capable of traveling at high speeds across a planet’s surface. Brands are numerous and models range from small recreational craft to armored military bikes. Currently, the most popular speeder-bikes are produced by Aratech, Ikas-Adno, and Mobquet; each has a model to suit even the most demanding needs. Smaller than swoops but more powerful than repulsorlift scooters, speeder bikes sacrifice altitude for speed. Low-altitude, high-speed maneuverability is probably the top selling feature of most models, and in general their small size make them convenient and appropriate for most terrain types. The basic speeder bike design includes a rear-mounted engine with front-extended outriggings for balance and control. The driver and any passenger sit above the engine on a specially constructed saddle which includes safety harnesses and most secondary operation controls. Primary controls are built into handlebar grips and foot pedals. Small directional vanes, usually four in number, protrude from the outriggings. Through manipulation of the hand-grips and pedals, the driver controls his bike’s speed and direction.

REBEL FIELD MANUAL

8

Chapter Ten: Repulsorlift Vehicles

CLASSIC ADVENTURES

Bikes run off of batteries which need recharging every 600 kilometers or so, depending on how fast they are being driven. Some newer models and most military versions have self-charging power supplies, but even these need time to build up sufficient energy to operate the repulsorlift engines. The general public employs speeder bikes mainly as highperformance pleasure craft, thrilling to the high-speed maneuvers that only these craft can accomplish. Some planets have restrictive terrains which only small speeder bikes can navigate. On these worlds, speeder bikes are necessities rather than luxuries. Aratech makes the military issue 74-Z, as well as the popular Yellow Demon 100. The Yellow Demon is a two-seat model with a big QuietLift 1400 propulsion system. Their chief competition is from the Mobquet TrailMaker III, a powerful bike with a giant TurboToo repulsorlift engine. The TrailMaker comes in both a civilian and military version, but because it is larger and more noisy than the 74-Z it has yet to gain widespread acceptance among Imperial scout troopers. The bestselling civilian speeder bike is the Ikas-Adno StarHawk. This sleek, fast bike is popular with the galaxy’s youth and is relatively inexpensive. Military speeder bikes are usually armed with a small laser cannon and are armored for protection. In addition, they carry either extra power cells or self-charging fuel sources. They are used by Imperial garrison bases for reconnaissance operations, courier missions, and general patrol duties. A special branch of stormtroopers are trained specifically as speeder bike reconnaissance units. Local police forces also employ speeder bikes for duties similar to the military’s, but most of their operatives are not as well trained as the Imperial bikers.

SWOOPS Swoops are essentially high-powered engines with seats. They are fast, more powerful than speeder bikes, and much more difficult to operate. Swoops incorporate a repulsorlift unit and an advanced turbothrust engine to create a veritable speed machine. They can attain speeds of up to 600 kilometers per hour and have a maximum flying ceiling of 400 kilometers. These vehicles use handlebar accelerators, with separate controls for lift, thrust, and braking. The pilot’s knees tuck into control auxiliaries that turn and angle the craft. Powerful thrusts create massive acceleration and require the pilot and any passenger to be belted onto the swoop. Without belts, riders would be thrown from speeding swoops. Swoop racing is a very popular spectator sport within the Galactic Core and throughout the more advanced outer regions. It

REBEL FIELD MANUAL

is a dangerous sport, but there is big money available and capable racers acquire hero status within the Empire. Perhaps the most famous was Ignar Ominaz, whose career was cut short in the assassin Droid tragedy on Caprioril. The sport requires massive domed arenas called “swoop tracks” with tens of thousands of seats and a huge circular flight path complete with obstacles, tunnels, and other hazards. The Empire has invested untold credits in construction of swoop tracks and there are races almost continuously. A few outlaw bands in the Outer Rim Territories use swoops as symbols of their particular group and as raiding craft. Swoop gangs such as the Nova Demons and the notorious Dark Star Hellions are wanted by Imperial Forces for crimes including piracy, airway robbery, and murder. Because of the dangers involved in using such vehicles and the extensive training required to operate them, the Imperial military decided to acquire safer, more easily handled speeder bikes for use by the Imperial Scouts. However, a few local planetary authorities do use swoops as pursuit vehicles.

CIVILIAN SPEEDER BIKE Craft: Ikas-Adno Starhawk Scale: Speeder Crew: 1 Passengers: 1 Cargo Capacity: 3 kilograms Speed Code: 3D Maneuverability: 3D Body Strength: 1D Weapons: None Flight Ceiling: 10 meters

MILITARY SPEEDER BIKE Craft: Aratech 74-Z Military Bike Scale: Speeder Crew: 1 Passengers: None Cargo Capacity: 3 kilograms Speed Code: 4D Maneuverability: 3D+2 Body Strength: 2D Weapons: Laser Cannon Fire Control: 2D Damage: 3D Flight Ceiling: 25 meters

SWOOP Craft: Mobquet Nebulon-Q Swoop Racer Scale: Speeder Crew: 1 Passengers: None Cargo Capacity: 2 kilograms Speed Code: 5D Maneuverability: 4D Body Strength: 1D Weapons: None Flight Ceiling: 400 kilometers

197

8 C hapter Eleven CLASSIC ADVENTURES

IMPERIAL GROUND ASSAULT VEHICLES When the Empire designed its galactic war machine, it was decided that to complement the massive fleets of Star Destroyers and unending hordes of stormtroopers they would need a surface attack vehicle of equal fury. But what form should such a weapon take? Repulsorlifts were discounted, because their size restrictions and untested stability did not fit into the Imperial mold. Crawlers were dismissed as being too slow and inelegant. And, finally, the varied terrains of thousands of planets throughout the galaxy did not lend well toward any type of wheeled transportation. So Imperial ingenuity developed the All Terrain Armored Transport — the ATAT walker. No other military force in the galaxy — including the Rebel Alliance — has anything to equal these surface-based mechanical monsters. They are deadly tributes to the Imperial mindset — rule by fear. In Star Wars: Classic Adventures ground assault vehicles’ speed codes are in scale to creatures’ speed codes. However, when they engage repulsorcraft or starfighters operating within atmosphere, double the speed codes of the flying vehicles.

IMPERIAL AT-AT Created as a ground-assault vehicle and troop transport, the Imperial AT-AT, or walker, is a formidable weapon of war. Over 15 meters tall, a walker moves quickly on its four massive legs. A pilot, gunner, and combat coordinator (commander) operate the vehicle. AT-ATs are heavily armed quadrupedal armored vehicles with articulated control cabins at the anterior. To beings from worlds with quadrupedal

198

native life, AT-ATs often appear to be giant beasts of war: their control cabins like lolling heads; their chin-mounted lasers suggest fanged monsters of legend. These associations are intentional, an attempt by the AT-AT’s designers to inspire fear in their opponents. Walkers can operate in many different terrain types. Varying gravitational fields, climates, and land types do little to hamper its performance. It makes an effective urban assault vehicle since its height gives its crew a good line of sight over small buildings and low-lying structures. Uneven ground such as that found in marshes and jungles slow them somewhat, but they are still more effective than other ground transports over similar terrain. The “head” houses the command crew in a compact, crowded cockpit. The walker’s weapon emplacements are also located in this section, presenting the crew with a wide field of vision through a viewport of armored transparisteel. The head can elevate and depress up to 30 degrees and turn as much as 90 degrees. Two forward-firing heavy laser cannons — mounted under the chin — and two medium blasters — one to each side of the head constitute the walker’s personal arsenal. The head is connected to the passenger compartment by a semi-flexible and less-armored “neck/tunnel.” Attacks on a walker usually concentrate on this weak point, making it necessary to regularly overhaul or replace these sections. A walker’s body section can carry 40 fully-armed and battleready stormtroopers. To load and disembark troops, the AT-AT kneels by bending its tri-jointed legs and lowering its body to within three meters of the ground. A landing ramp drops from the rear of the vehicle to deploy passengers In addition, hatches on the flanks are used when docked at Imperial boarding platforms. AT-ATs are dropped into a combat zone from speciallydesigned barges which transport walkers from Star Destroyers or nearby garrisons for deployment in a battle area. Walkers were designed for blatant “shock” attacks: they are visible from great distances as they methodically plod toward the enemy, and the ground actually trembles as these monsters approach. Anything in their way is casually crushed beneath massive metal hooves. Their approach, however, is deceptively fast; they only appear to be plodding forward. Actually, a great distance is covered by each stride, and Rebels who have faced them report that they are “on you before you know it.”

REBEL FIELD MANUAL

8

Chapter Eleven: Imperial Ground Assault Vehicles

CLASSIC ADVENTURES

AT-AT WALKER

AT-AT SHUTTLE BARGE

AT-ST WALKER

Craft: All Terrain Armored Transport Scale: Walker Length: 20.6 meters long, 15.5 meters tall Skill: Walker operation Crew: 3 Passengers: 40 (troops) or 2 AT-STs Cargo Capacity: 400 kilograms Speed Code: 2D Maneuverability: 0D Body Strength: 6D Weapons: 2 Heavy Laser Cannons (fire linked) Fire Control: 2D Combined Damage: 6D 2 Medium Blasters (fire linked) Fire Control: 2D Combined Damage: 3D

Craft: Meller & Dax AT-201 Drop Shop Scale: Starfighter Length: 42.2 meters Crew: 3 Passengers: 40 (troops) Cargo Capacity: 1 AT-AT, or 4 AT-STs, or 80 metric tons of cargo. Consumables: 1 day Hyperdrive: None Hyperdrive Backup: None Nav Computer: None Maneuverability: 0D Sublight Speed: 1D Hull: 4D Shields: 1D Sensors: 1D Weapons: One Light Laser Cannon Fire Control: 1D Damage: 1D

Craft: All Terrain Scout Transport Scale: Walker Length: 6.4 meters long, 8.6 meters tall Skill: Walker operation Crew: 2 Passengers: None Cargo Capacity: 40 kilograms Speed Code: 3D Maneuverability: 0D Body Strength: 3D Weapons: Twin Blaster Cannon Fire Control: 1D Damage: 4D Twin Light Blaster Cannon Fire Control: 1D Damage: 2D Concussion Grenade Launcher Fire Control: 1D Damage: 3D

IMPERIAL AT-ST Imperial AT-STs, or scout walkers, were designed for reconnaissance and support for front line forces. Slightly more than six meters tall, these two-legged scouts can travel fast across open terrain. They are faster and more maneuverable than ATATs, but less heavily armed and armored. In combat, they are used primarily to provide covering fire when escorting Imperial stormtroopers on foot. When accompanying AT-ATs, they cover the flanks and mop up foot soldiers who evade the larger walker’s weapons or attempt to attack from underneath. They are often dropped from shuttle barges, sent directly from Imperial garrisons, or carried within AT-ATs for deployment once a battle commences. Because of their speed and maneuverability on open ground, scouts can be deadly in combat against infantry. Twin swivel-mounted blaster cannons protrude from an AT-ST’s chin section. Twin light blaster cannons are swivel-mounted

REBEL FIELD MANUAL

on its port-side pod, and a concussion grenade launcher juts from the starboard pod. In addition, each metal foot is equipped with steel claws that can cut through trip wires or slice ground troops that close to engage. Only heavy blaster cannon or laser cannon fire can pierce a scout’s hull, even so, many direct hits are required to cause substantial damage. However, the lighter scout walkers are susceptible to fixed defenses such as trip wires, deadfalls, pits, and explosive charges. Balance is a serious problem for these bipedal vehicles. After several unsuccessful actions in which unsupported AT-STs were easily foiled, Imperial tacticians dictated that scout actions were to be preceded by infantry to detect, clear, or mark such traps; in addition, the crew now uses sensors to locate defensive traps in an area, and advanced targeting scopes give them firepower superiority against most ground targets. The fact remains that in open, relatively level terrain, scout walkers can be very potent light-assault vehicles.

199

8

Chapter Eleven: Imperial Ground Assault Vehicles

CLASSIC ADVENTURES

JUGGERNAUT While newer, sleeker ground assault vehicles can be found in service throughout the Galactic Core, older, less than perfect vehicles still see action throughout the Outer Rim Territories. The Juggernaut, called “rolling slabs” by troopers the galaxy over, is a hulking, cumbersome assault vehicle that nevertheless inspires fear in its opponents. Dangerous and powerful looking, the Juggernaut has some design problems that make it less than perfect. But it is available and does serve an adequate function. Moving across terrain on massive wheels, these huge vehicles can be awkward to operate. The wheels on both ends of the Juggernaut turn independently to navigate unusual terrain, and either end may serve as the front. The coordination between the pilots in both cockpits must be precise in order to keep the wheels from taking contradictory angles. If this occurs, the vehicle can “lock up” and become immobile. This has been known to happen during the confusion of battle. The reason for the dual steering stems from the amount of time needed to turn the huge vehicle around. The Juggernaut can reach respectable speeds when moving in a straight line, but it is extremely slow to turn. Although faster than the newer AT-AT walker (which drew some design elements from the earlier Juggernaut), the Juggernaut has little of the walker’s flexibility. Its huge bump flexors provide adequate shock support for the wheels, but a lack of traction and independent drive units leave the Juggernaut without maneuverability or momentum enough to manage certain terrain types. A Juggernaut’s armor is its strongest point, along with the weapons that jut from its surface. It has firepower equivalent to a walker, and armor nearly as impenetrable. While this vehicle is the predecessor to the AT-AT, it was not commissioned by the Empire. These ground craft were originally purchased by planetary governments and crimelords during the waning days of the Republic to provide the protection that was lacking at the time. They have since been commandeered by the Empire for use in the Outer Rim Territories.

JUGGERNAUT Craft: Kuat Drive Yards’ HAVw A5 Juggernaut Scale: Walker Length: 21.8 meters Skill: Ground vehicle operation Crew: 8 Passengers: 50 (troops) Cargo Capacity: 1 metric ton Maneuverability: 0D Speed Code: 2D+2 Body Strength: 5D Weapons: Three Heavy Laser Cannons (fire separately) Fire Control: 2D Damage:6D One Medium Blaster Cannon Fire Control: 1D Damage: 4D Two Concussion Grenade Launchers Fire Control: 1D Damage: 8D+1

200

MOBILE COMMAND BASE The PX-4 Mobile Command Base provides field combat commanders with transportation, protection, and a mobile headquarters that can move as their troops do. Designed for protection, the PX-4 Mobile Command Base is built within a protective metallic shell almost a half a meter thick. The command pod at the center of the vehicle is encased within a shell of its own, adding to the protective thickness. Reflective shielding covers the outer hull, giving a final touch to this security cocoon. One heavy laser cannon provides offensive punch for the command vehicle, but in normal operation it does not engage in actual battle. It is an observer and command post, designed to provide security to important individuals. It is not, in the strictest sense, a weapon of war, but wars are fought more effectively because of their presence.

MOBILE COMMAND BASE Craft: Nen-Carvon PX-4 Mobile Command Base Scale: Speeder Length: 21.8 meters Skill: Ground vehicle operation Crew: 3 Passengers: 7 Cargo Capacity: 1 metric ton Maneuverability: 0D Speed Code: 2D Body Strength: 7D Weapons: One Heavy Laser Cannon Fire Control: 2D Damage: 4D+2

REBEL FIELD MANUAL

PERSONAL WEAPONS (CHARACTER-SCALE) Weapon Ranged Weapons

PERSONAL DAMAGE SUMMARY

Range in Meters Short Medium Long

Damage Code

(Anything < 3 meters is point-blank range)

Stun Pistol Riot Gun Hold-Out Blaster Sporting Blaster Blaster Pistol Heavy Blaster Pistol Hunting Blaster Blaster Rifle Blaster Carbine Lt. Repeating Blaster Med. Repeating Blaster Hvy. Repeating Blaster

3D*** 8D*** 3D+1 3D+1 4D 5D 4D 5D 5D 6D 7D 8D

3-5 3-5 3-4 3-10 3-10 3-7 3-30 3-30 3-25 3-50 3-60 3-75

6-10 6-12 5-8 11-30 11-30 8-25 31-100 31-100 26-60 51-120 61-150 76-200

11-15 13-18 9-12 31-120 31-120 26-50 101-300 101-300 61-250 121-300 151-400 201-500

2D+2 2D+2 3D 3D 3D+1 4D 4D

3-10 3-4 3-10 3-15 3-30 3-10 3-10

11-30 5-8 11-30 16-45 31-100 11-50 11-30

31-50 9-12 31-100 46-125 101-300 51-100 31-50

3-7 3-4 4D 3-4 3-8 8D

8-20 5-6 3D 5-7 9-12 5D

21-50 7-10 2D 8-12 13-20 2D

Archaic Weapons Crossbow, Longbow Black-Powder Pistol Musket Slugthrower Pistol Slugthrower Rifle Sibmachinegun Wookiee Bowcaster

Grenades grenade (hitting) (damage) thermal detonator (hitting) (damage)

5D*

10D*

Melee Weapons

Damage

Difficulty

Scale

Hands STR Very Easy (5) Staff Or Club STR+1D Very Easy (5) Gaderffii STR+1D Very Easy (5) Spear STR+1D+1 Easy (10) Knife STR+1 Very Easy (5) Hatchet STR+2 Easy (10) Bayonet STR+1D Easy (10) Vibroaxe STR+2D Moderate (15) Vibroblade STR+1D+2 Moderate (15) Vibrobayonet STR+1D+2 Easy (10) Force Pike STR+2D Moderate (15) Lightsaber 5D** Difficult (20) * Damage at point-blank range (see the Gamemaster's Guide) ** Characters with the control skill add skill code damage. *** Stun damage only. Anything less than 3 meters away is point-blank range for ranged weapons.

3-5 3-5 3-5 6-10 3-5 6-10 6-10 11-15 11-15 6-10 11-15 16-20

Damage Roll (DR) vs. Strength Roll (SR)

Normal Damage

Stun Damage

2× DR < SR DR < SR DR ≥ SR DR ≥ 2× SR DR ≥ 3× SR

No effect Stunned 1D Wounded Incapacitated Mortally Wounded

No effect Stunned 1D Stunned 2D Unconscious Unconscious

VEHICLE DAMAGE CHART Damage Roll (DR) vs. Hull Roll (HR)

Normal Damage

Ion Damage

2× DR < SR DR < SR DR ≥ SR DR ≥ 2× SR DR ≥ 3× SR

No effect Lightly Damaged Heavily Damaged Severely Damaged Destroyed

No effect Loose shields/ionization 1D ionization 2D ionization Dead in space

Vehicle System Damage Roll when ship sustains severe damage

1D 1 2 3 4 5 6

Planetary Vehicle

Starship

Powerplant Passenger Hit Cargo Destroyed Weapon System Steering Steering

Ion Drives Passenger Hit/Cargo Destroyed Hyperdrive/Nav Computer Weapon System/Sensors Shields Lateral Thrusters

Results Powerplant/Ion Drives: Vehicle cannot move; no speed or maneuver rolls may be made Passenger Hit: A randomly selected passenger is injured by the blast and suffers 4D damage. Cargo Destroyed: Some or all of the cargo (or equipment) carried on the vehicle is destroyed. Randomly select which cargo is destroyed Nav Computer: When the ship enters hyperspace, the astrogation difficulty for a standard duration journey is Heroic (30), not Moderate (15) Hyperdrive: The ship may not enter hyperspace until the drives are repaired. Weapon System/Sensors: One weapon system or the sensor system (gamemaster’s choice) is no longer working and cannot be fired or used. Shields: The shields are no longer working; no shield rolls may be made. Steering/Lateral Thrusters: The vehicle loses a great deal of maneuverability; evasion rolls may still be made, but the maneuverability code drops to zero.

GRENADE SCATTER DIAGRAM Die-roll

HEAVY / VEHICLE WEAPONS Damage Weapon Code Speeder-Scale Weapons Light Mounted Medium Mounted Heavy Mounted

1D-2D+ 3D-4D+ 5D+

Short

Range in Meters Medium

Long

50-300 50-300 50-400

301-500 301-800 401-900

501-1,000 801-1,500 901-2,000

10-500 20-600 50-600

501-2,000 601-3,000 601-5,000

2,001-10,000 3,001-16,000 5,001-25,000

6  5  TARGET

1D-2D+ 3D-4D+ 5D+

Starfighter-Scale Weapons Weapon Short Blaster Missiles Laser Cannon Ion Cannon Proton Torpedoes

Medium

&

2   3



DIRECTION OF THROW

Roll 3D to determine distance scattered (in meters).

Long

200-10,000 250-4,000 200-5,000 5-5,000 500-15,000

10,001-20,000 4,001-17,000 5,001-25,000 5,001-15,000

20,001-35,000 17,001-30,000 25,001-50,000 15,001-75,000

3,000-25,000 5,000-30,000 2,000-20,000 1,000-10,000

25,001-60,500 30,001-70,000 20,001-50,000 10,001-30,000

60,001-125,000 70,001-150,000 50,001-100,000 30,001-60,000

Capital-Scale Weapons Missiles Turbolaser Ion Cannon Tractor Beam

 4

Walker-Scale Weapons Light Artillery Medium Artillery Heavy Artillery

1 

Armor Type

PERSONAL ARMOR Armor Code*

Stormtrooper armor +1D Protective helmet +1 Protective vest +1 Bounty Hunter Armor +1D Armored Spacesuit +1D * Reduces Dexterity and Dexterity codes by the same amount.

ASTROGATION GAZETTEER

HEALING CHART Medpac Difficulty Numbers

Scale 10 15 20

Wounded Incapacitated Mortally Wounded

6-10 11-15 16-20

Bacta Tank Healing Times 2D hours 2D days 2D weeks

Wounded Incapacitated Mortally Wounded

Natural Healing Strength Roll

System

Yavin Tatooine Endor Dantooine Dagobah Alderaan 12 7 18 13 30 Bespin 22 16 32 22 27 Corellia 14 4 17 12 31 Dagobah 30 28 25 32 — Dantooine 10 20 21 — — Endor 31 24 — — — Tatooine 22 — — — — Number is length of a standard duration journey in hours.

Corellia 6 6 — — — — —

Bespin 8 — — — — — —

Result

Wounded 2-6 7-11 12+ Incapacitated 2-8 9-13 14+

incapacitated no change healed

ASTROGATION CHART

Route

Duration

Major trade route Commonly traveled route Lightly traveled route Infrequently traveled route Route last traveled more than 3 years ago Never traveled route

dead no change wounded

3 hours 7 hours 14 hours 21 hours 30 hours 30+ hours

Modifiers

FORCE DIFFICULTY CHART

PROXIMITY User and Target Are:

Modifier +0 +2 +5 +7 +10 +15 +20* +20*

In physical contact In line of sight but not touching Not in line of sight, 1-100 meters away 101m-10km away 11-1000km away Same planet but more than 1000km away Same star system but not on the same planet Not in the same star system

RELATIONSHIP User and Target Are:

through a gas cloud Through a star cluster or asteroid field Ships hyperdrive multiplier

+1-14 hours +1-14 hours × multiplier

Difficulty

Difficulty # (Scale)

Standard journey No nav computer Hasty entry Light Damage Heavy Damage Each extra hour taken Each hour saved

15 (11-15) 30 (21-30) +10 +2 +5 −1 +1

Modifier

Close relatives (married, sibling, parent, child, etc.) +0 Close friends +2 Friends +5 Acquaintances +7 Slight acquaintances +10 Met once +12 Never met, but know each other by reputation +15 Complete strangers +20 Complete strangers and not of the same species +30 *Applies only to “Farseeing;” other powers may not be used at these distances.

Roll 2D

ASTROGATION MISHAP CHART Result

2-3 Hyperdrive cut-out — damage sustained 4 Radiation fluctuations 5-6 Hyperdrive cut-out — no damage 7 Off-course 8 Mynocks 9-10 Close call 11 Collision — severe damage sustained 12 Other mishap (gamemaster’s discretion) See Gamemaster's Guide for details

IMPROVING EQUIPMENT Combat Situation

OPTIONAL FIRE MODIFIERS Target is Prone or Crawling Target is Running Target is Sprinting

Difficulty Number +2 +2 +5

Terrain In Light Cover In Medium Cover In Heavy Cover In an Aperture Adjacent to Firer Taking Cover in a Doorway Taking Cover Behind a Window Taking Cover Behind a Slit

+1 +2 +5 +1 +2 +3 +4

Skill points must be spent for each pip of improvement. The cost equals the new die code (ignore +1's and +2's).

Scale Character Speeder Walker Starfighter Capital Ship Death Star

Hyperdrive Multiplier Old Multiplier

+15 +10 +5 +2 +0 −3 −5 −10

Credits per Skill Point

1 day 3 days 3 days 1 week 1 month 2 months

10 100 500 500 1,000,000 1,000,000,000

New Multiplier

Skill Point Cost

×3 ×2 ×1 ×½

5 10 20 40

×4 ×3 ×2 ×1

Target Size (all scales) less than 1 cm 1-10 cm 11-50 cm 51-99 cm 1-3 m 3-9 m 10-99 m 100+ m

Time per Pip Improvement

Technology Roll Pip Improvement Difficulty of technology Roll 1 2 3 4 5+

Very Easy (5) Easy (10) Moderate (15) Difficult (20) Very Difficult (30)

Difficulty Scale 3-5 6-10 11-15 16-20 21-30

DIFFICULTY NUMBER SCALE Task

Difficulty Number

Difficulty Scale

5 10 15 20 30

3-5 5-10 11-15 16-20 21-30

5 10 15 20

3-5 6-10 11-15 16-20

5 10 15 20 30

3-5 6-10 11-15 16-20 21-30

5 10 15 20 30

3-5 6-10 11-15 16-20 21-30

10 15 20

6-10 11-15 16-20

Very Easy Easy Moderate Difficult Very Difficult

Combat Point-Blank Range Short Range Medium Range Long Range

Knowledge Everyone Knows Common Knowledge No Secret, But Not Widely Known Specialized Knowledge Expert Knowledge

General Knowledge Pretty Ignorant Knows a Little Broad, General Knowledge Specific, Detailed Knowledge Truly Comprehensive Knowledge

Vehicle type:

MOVEMENT

Aprx. Distance Moved

Character/Creature Walker Wheeled/Tracked Vehicle Landspeeder Speederbike Airspeeder/Starship/Swoop (in atmosphere)

10 meters (running) 25 meters 50 meters per round 100 meters per round 150 meters per round 250 meters per round

Movement Modifiers (Character and Vehicle) Moving Through: Modifier Light cover Medium Cover Heavy Cover Sneaking around a door Climbing through window Heavy Gravity Very Light Gravity A Variable Gravity Field

75% of Movement Rate 50% of Movement Rate 25% of Movement Rate 75% of Movement Rate 25% of Movement Rate 50% of Movement Rate 150% of Movement Rate 75% of Movement Rate

Vehicle Modifiers Vehicle is:

Modifier

Making a 45 degree turn Making a 90 degree turn Making a 180 degree turn

75% of Movement Rate 50% of Movement Rate 75% of Movement Rate

Medpac Use Wounded Incapacitated Mortally Wounded

FALLING AND COLLISION

SKILL AND ATTRIBUTE CODE MODIFIERS Character is...

Scale

Modifier

Running −1D Sprinting −2D Crawling −1D Wounded −1D Setting a blaster on stun −1D Drawing a weapon −1D Using a reaction skill −1D* Performing a multiple action in −1D** a round * Additional each time used. ** Per number of actions after the first.

Distance Fallen (meters)

Collision (kph)

Damage Code

3-6 7-12 13-18 19-30 31-50 51+ — — —

5-10 11-20 21-50 51-100 101-200 201-540 541-720 721-900 901+

3D 4D 5D 6D 8D 10D 11D 12D 14D

SCALE Modifier*

Character — Speeder 2D Walker 4D Starfighter 6D Capital 12D Death Star 24D *Use the difference between two scales to get modifier. Lower Against Higher. Lower scale attacker adds modifier to attack roll; if target dodges, just roll skill. Higher scale target adds modifier to roll to resist damage, lower scale weapon rolls damage normally Higher Against Lower. Higher scale attacker rolls normal attack; lower scale target adds modifier to dodge roll. Higher scale attacker adds modifier to damage roll; lower scale target resists damage normally.

None of these modifications affect Strength rolls made for damage purposes.

OPTIONAL GRENADE MODIFIERS Combat Situation

MISCELLANEOUS DAMAGE Type

Food Poisoning (very severe case) Cold (extreme) General Poison (fatal dose) Electricity (standard wall outlet) Electricity (major power line) Fire (torch-size) Industrial Acid (undiluted) Radiation (intense)

Damage

4D 1D 9D 1D 9D 1D 2D+1 3D

Apertures Throwing Through Door NOT Adjacent to Thrower Throwing Through Window or Slit Not Adjacent to Thrower Terrain Target Adjacent to Wall Target in Heavy Cover No Line of Sight to Target Gravity Thrower Not Familiar With Local Gravity Throwing in Variable Gravity Field Throwing from Rotating Object

Difficulty Number +2 +5

−2 +2 +5 +2 +5

Damage Modifiers Character on other side of: Door or Window Slit Area Enclosed Area in Vacuum

−1D −2D +1D −1D

Item Melee Weapons

Avail.

Cost

Damage

Difficulty

Staff or Club Spear Gaderffii Knife Hatchet Bayonet Vibroaxe Vibroblade Vibrobayonet Force Pike Lightsaber**

1 2 3 1 1 2,F 2,R 2,F 2,F 2,R 4,X

15 60 50 25 35 75 500 250 300 500 —

STR+1D STR+1D+1 STR+1D STR+1 STR+2 STR+1D STR+2D STR+1D+2 STR+1D+2 STR+2D 5D*

5 10 5 5 10 10 15 15 10 15 20

Item Ranged Weapons

Avail.

Cost

Damage

Black-Powder Pistol Musket Slugthrower Pistol Slugthrower Rifle Submachinegun Crossbow, Longbow Bowcaster Stun Pistol Riot Gun Hold-Out Blaster Sporting Blaster Blaster Pistol Heavy Blaster Pistol Hunting Blaster Blaster Rifle Blaster Carbine

2,R 2,R 2.R 2,R 2,R 1,F 3,R 1,F 2,R 2,R 1,R 1,R 2,X 2,F 2,X 1,R

200 250 275 300 600 200 900 200 750 300 300 500 750 500 1,000 900

2D+2 3D 3D 3D+1 4D 2D+2 4D 3D* 8D* 3D+1 3D+1 4D 5D 4D 5D 5D

2,X 2,X 2,X 2,X 2,X 2,R 2,R

2,000 3,000 5,000 5,000 4,000 500 750

6D 7D 8D 3D (ionization) 6D 3D 4D

2,R 2,R 2,R 2,R 2,R 2,R 2,R 2,R

5,000 7,500 10,000 14,000 2,000 500 1,500 750

2D (speeder-scale) 3D (speeder-scale) 4D (speeder-scale) 7D (speeder-scale) — 9D (speeder-scale) — 8D (speeder-scale)

Grenades Grenade Launcher Personnel Mine Vehicle Mine Detonite Standard Detonator Timer Fuse Remote Fuse Thermal Detonator

1,R 2,X 2,X 2,X 1,R 1,R 1,R 2,R 2,X

200 500 500 750 100 50 50 100 2,000

5D — 5D 5D (speeder-scale) 1D (speeder-scale) — — — 10D

Item Personal Armor

Avail.

Cost

Armor Code

Protective Helmet Protective Vest Stormtrooper Armor Armored Spacesuit Bounty Hunter Armor

2,F 2,F 2,X 2,R 2,R

300 300 2,500 2,000 2,500

+1 +1 1D 1D 1D

1 1 1 1 1 2 2 2 2 2

100 75 75 100 150 200 300 400 400 250

Infantry Support Weapons Light Repeating Blaster Medium Repeating Blaster Heavy Repeating Blaster Personal Ion Cannon Portable Missile Launcher DEMP Handgun** DEMP Carbine**

Heavy Weapons Light Laser Cannon Medium Laser Cannon Heavy Laser Cannon Light Ion Cannon Proton Torpedo System Proton Torpedo Concussion Missile System Concussion Missile

Explosives

Clothing Work Clothes Casual Cloths Business Clothes Formal Clothes Local Uniform Flame-Proof Suit Exposure Suit (general) Exposure Suit (arid) Thermal Suite (cold) Sub-Zero Parka

Item

High-G Suit Wet Suit Air Tanks Oxygen Reprocessor Mini Life-Support System Space Suit (emergency) Space Suit (utility) Space Suit (high quality)

Avail.

Cost

1 1 1 1

200 400 600 800

1 1 1 1 1 1 1 1 1 1 1 1 1 1,R

150 50 50 75 25 50 50 75 30 10 200 200 200 200

1 3 1

100 3,000 100

4,F 4,F 4,F 4,F 4,F 4,F 4,F

1,000 2,000 2,000 2,750 2,750 5,000 4,000

2 2 2 2 2

5,000 4,000 3,000 3,000 1,000

1 1 1 1 1

25 100 50-500 50-500 50-500

1 2,R 2,R 2,X 2,F 1 1

100 1,000 2,000 5,000 500 500 1,000

1 1,R 1 1 1 1 1 2,X 1 1 2 2,R 2,R 1 1

100 25 50 25 100 10 100 250 200 30 750 400 650 15 2

2 2 2 2 2 2 2 2

400 400 100 300 1,000 1,000 1,500 2,000

Survival Tents Single-person Two-person Four-person Six-person

Tools Power Scanner Hydrospanner Beam Drill Fusion Cutter Worklight Plasma Welder Vibropick Vibrosaw Power Prybar Tool Harness Computer Tool Kit Droid Tool Kit Vehicle Tool Kit Security Systems Tool Kit

Medical Equipment Medpac Bacta Tank Medicines

Cyborging Replacement Hand Replacement Arm Replacement Leg Replacement Eye Replacement Ear Replacement Heart Replacement Lungs

Droids First-Degree Droid Second-Degree Droid Third-Degree Droid Fourth-Degree Droid Fifth-Degree Droid

Droid Equipment Restraining Bold Control Device Repair Services Overhaul Services Memory Wipe Services

Communications Devices Comlink (Standard) Comlink (Encryption I) Comlink (Encryption I) Comlink (Encryption I) Comlink (Holographic) Subspace Radio (small) Subspace Radio (large)

Miscellaneous Gear Ammo Bandolier Blaster Power Pack Breath Mask Chronometer Datapad Glow Rod Macrobinoculars Quick Draw Holster Rations Recording Rod Recording Rod (Holo) Rocket Pack Sensor Pack Sleeping Bag Syntherope

STARFIGHTER-SCALE SHIPS Ship Type

Hyper.

Speed

Man.

Hull

Main Weapon

FC

Dam.

Z-95 Starfighter



3D+2

1D

4D

1D

3D

A-wing Starfighter

×1

6D

4D

2D+2

3D

5D

B-wing Starfighter

×2

3D

1D+1

3D

2 Triple Blasters (fire linked) 2 Laser Cannons (fire linked) 1 Laser Cannon

1D

7D

X-wing Starfighter

×1

4D

3D

4D

3D

6D

Y-Wing Starfighter (BTL-S3) Y-Wing Starfighter (BTL-A4) TIE/ln Starfighter

×1

3D+2

2D

2D+2

2D

5D

×1

3D+2

2D

4D+1

2D

5D



5D

2D

2D

2D

TIE Interceptor



5D+2

3D+2

3D

TIE Bomber



3D

0D

4D+1

TIE Advanced

×4

5D+2

1D+2

3D

Stock Light Freighter Firespray Patrol Craft

×2 ×3

2D 1D+2

1D 1D

4D 4D

Imperial Lambda-class Shuttle Imperial Sentinel-class Landing Craft AT-AT Shuttle Barge Imperial Customs Frigate

×1

1D+1

1D

4D

×1

2D

1D+2

4D+2

— ×1

1D 4D

0D 1D

4D 5D

4 Laser Cannons (fire linked) 2 Laser Cannons (fire linked) 2 Laser Cannons (fire linked) 2 Laser Cannons (fire linked) 4 Laser Cannons (fire linked) 2 Laser Cannons (fire linked) 2 Blaster Cannons (fire linked) 1 Laser Cannon 2 Twin Blasters (fire separately) 3 Double Blasters (fire separately) 8 Laser Cannons (fire linked) 1 Laser Cannon 4 Laser Cannons (fire separately)

Hyper.

Speed

Man.

Hull

×2 ×3 ×3 ×2 ×2 ×2 ×1 ×2

3D 1D 1D 3D+1 3D 3D 3D 2D

1D 0D 0D 0D 2D 1D 2D 1D

5D+2 3D 2D+2 4D 4D 7D 6D 4D+2

Vehicle Type

Speed

Man.

Body Strength

FC

Dam.

Landspeeder Sport Landspeeder Patrol Landspeeder Armored Transport Light Repulsor Tank Medium Repulsor Tank Heavy Repulsor Tank

1D+2 2D 2D 1D 2D 1D+2 1D+1

2D+1 2D 2D 0D 1D+1 1D 0D

1D+2 2D 3D+2 4D 4D 4D+2 5D

— — Repeat Blaster Repeat Blaster Medium Blaster Medium Laser Heavy Laser

— — 1D 1D 1D+1 1D+1 1D

— — 3D 3D 4D 5D 6D

Mobile Command Base Skyhopper Combat Airspeeder

2D 3D 3D+2

0D 3D 3D

7D 2D+1 3D

2D — 2D

4D+2 — 4D+2

Cloud Car

3D

2D+2

4D

1D

5D

Sail Barge Skiff Civilian Speeder Bike Military Speeder Bike Swoop

1D 1D 3D 4D 5D

0D 0D 3D 3D+2 4D

2D 1D 1D 2D 1D

Heavy Laser — Laser Cannons (fire linked) Blaster Cannons (fire linked) Blaster Cannon — — Laser Cannon —

1D — — 2D —

3D — — 3D —

Speed

Man.

Body Strength

AT-AT Walker

2D

0D

6D

AT-ST Walker

3D

0D

3D

2D+2

0D

5D

Ship Type Medium Transport Bulk Freighter Container Ship Passenger Liner Corellian Corvette Imperial Star Destroyer Mon Calamari Cruiser Nebulon-B Frigate

Secondary Weapon

FC

Dam.

Shield

Sensors

1D

7D

1D

1D



*

1D

1D

3D

9D

2D

1D

2D

9D

1D

1D

2D

9D

3D+2

1D

2D

9D

1D

1D

5D

Concussion Missiles Targeting Jammer Proton Torpedoes Proton Torpedoes Proton Torpedoes Proton Torpedoes —







1D

3D

6D









1D

2D

3D

3D+2

9D



1D

2D

6D

Concussion Missiles —





1D+1

1D

2D 2D

4D 4D

— —

— —

— —

— 1D

1D 1D

2D

4D

3D+1

4D

1D+2

1D

3D

6D

3D

9D

2D

1D

1D 2D

1D 5D

Double Lasers (fire linked) Concussion Missiles — Proton Torpedoes

— 2D

— 9D

1D 3D

1D 2D

FC

Dam.

Shield

Sensors

— — — — — 2D+2 3D 2D

— — — — — 6D 3D 2D**

2D 1D 1D 1D 2D 3D 3D* 2D

1D 0D 1D 1D 2D 3D 2D 2D

CAPITAL-SCALE SHIPS Main Weapon

FC

Dam.

Secondary Weapon

— — — — 6 Turbolasers 60 Turbolasers 48 Turbolasers 12 Turbolasers

— — — — 3D 4D 2D 3D

— — — — 4D+2 5D 4D 4D

— — — — — 50 Ion Cannons 20 Ion Cannons 12 Laser Cannons

SPEEDER-SCALE VEHICLES Main Weapon

Secondary Weapon

FC

Dam.

Flight Ceiling

— — — — — 1D+1 1D

— — — — — 3D+2 4D+1

1.5 m 2m 2m 1.5 m 2m 2m 1.5 m

— — 2D

— — 3D

— 150 km 175 km







100 km

— — — — —

— — — — —

— — — — —

10 km 50 m 10 m 25 m 350 km

Secondary Weapon

FC

Dam.

Flight Ceiling

Medium Blasters (fire linked) Medium Blasters (fire linked) Medium Blaster

2D

3D



1D

2D



1D

4D



— — — — — Repeat Blaster Repeating Blasters (fire linked) — — Power Harpoon

WALKER SCALE VEHICLES Vehicle Type

Juggernaut

* See the Rebel Field Manual for special rules

Main Weapon

FC

Dam.

Heavy Lasers (fire linked) Twin Blasters (fire linked) Heavy Lasers (fire linked)

2D

6D

1D

4D

2D

6D

TEMPLATE ATTRIBUTES AND SKILLS

CHARACTER TEMPLATES Template Type

DEX

KNO

MEC

PER

STR

TEC

Con Sen Alt

Alien Student/Force 2D+1 3D+1 2D 2D+1 3D 2D 1D 1D 1D Aqualish (NPC) 2D+1 1D+1 2D+2 2D 2D 1D+1 — — — Armchair Historian 3D 4D 2D+2 3D+2 2D+2 2D — — — Arrogant Noble 3D+1 2D+1 3D+2 3D 3D 2D+2 — — — Bith (NPC) 1D 2D 2D+2 2D+2 1D 2D+2 — — — Bounty Hunter 4D 2D+2 2D+2 3D 3D+2 2D — — — Brash Pilot 3D 2D 4D 3D 3D 3D — — — Chadra-Fan (NPC) 2D+1 1D 2D+1 3D 1D 2D+1 — — — Devaronian (NPC) 2D 3D 1D 2D+2 2D+1 1D — — — Duros (NPC) 2D 1D+1 3D 1D+2 2D 2D — — — Ewok (PC) 3D+2 2D 2D+2 4D 3D 2D+2 — — — Ewok (NPC) 2D+2 1D 1D+2 3D 2D 1D+2 — — — Failed Jedi 2D+2 3D+1 2D 3D+1 2D+2 2D 1D 1D — Gambler 3D+2 3D 2D+1 4D 2D+2 2D+1 — — — Gamorrean (NPC) 3D 1D 1D+1 2D 3D+2 1D — — — Gotal (NPC)* 1D+2 1D 1D 5D 2D+1 1D — — — Hutt (NPC) 1D 2D 2D 2D 3D 2D — — — Ithorian (NPC) 2D 2D+2 1D+1 2D+1 2D 1D+2 — — — Jawa (NPC) 2D 2D 3D 1D 1D 3D — — — Kid 3D+2 2D+2 3D 3D+2 2D+1 2D+2 — — — Laconic Scout 2D+2 4D 3D 2D 3D 3D+1 — — — Loyal Retainer 3D 2D+2 3D 3D 3D+1 3D — — — Merc 3D+2 2D+2 2D+2 2D+2 3D+2 3D — — — Minor Jedi 3D 3D+2 2D 3D+1 2D+2 2D+1 1D — — Mon Calamari (PC) 3D+1 3D+1 2D+1 2D+1 3D 3D+2 — — — Mon Calamari (NPC) 2D+1 2D+1 1D+1 1D+1 2D 2D+2 — — — Old Senatorial 3D 4D 3D 4D 2D 2D — — — Outlaw 4D 3D 2D+2 2D 3D+1 3D — — — Pirate 3D+2 2D 3D+2 3D 2D+2 3D — — — Quarren (NPC) 2D 1D+2 2D 2D+1 2D+1 1D+2 — — — Quixotic Jedi 3D+2 2D+1 2D+2 3D 3D 2D+1 — 1D — Retired Imperial Captain 2D+2 3D 3D+2 3D+1 2D+1 3D — — — Rodian (NPC) 3D 1D+2 1D+2 2D 2D+2 1D — — — Smuggler 3D+1 2D+1 3D+2 3D 3D 2D+2 — — — Standard Human 2D 2D 2D 2D 2D 2D — — — Standard Specialist All Attributes: 2D Any 3 Skills: 4D — — — Sullustan (NPC) 2D 1D+1 3D 2D 2D 1D+2 — — — Tongue-Tied Engineer 2D+1 4D 2D+2 2D+1 2D+2 4D — — — Tough Native 3D+2 2D 2D+1 3D+2 4D 2D+1 — — — Twi'lek (NPC) 2D 2D 1D+2 3D+1 2D 1D — — — Wookiee (PC) 2D+2 2D 3D 2D 5D 3D+1 — — — Wookiee (NPC) 1D+2 1D 2D 1D 4D 2D+1 — — — Young Senatorial 3D 4D 2D+2 3D+1 3D 2D — — — To make an NPC alien template a PC template, add 1D to each attribute code. * Gotal have the unique split second notice skill. See page 12 of the Rebel Field Manual.

VEHICLE COST CHART Cost

(DEX) DEXTERITY blaster brawling parry dodge grenade heavy weapons melee parry melee weapon sleight of hand

(PER) PERCEPTION bargain command con gambling hide/sneak search

(KNO) KNOWLEDGE alien species bureaucracy cultures languages planetary systems streetwise survival technology

(STR) STRENGTH brawling climbing and jumping lifting stamina swimming

(MEC) MECHANICAL astrogation beast riding com-scan gunnery repulsorlift operation starship piloting starship shields

(TEC) TECHNICAL comp. prog./repair demolition Droid prog./repair first aid repulsorlift repair security starship repair

* There is also one blank skill under each attribute for additional skills

STARSHIP COST CHART Cost Starships Planetary Shuttle Hyperdrive Shuttle Stock Light Freighter Bulk Freighter

Avail.

New

Used

Rental/ day

2,F

85,000

20,000

1,000

2,F

120,000

25,000

1,200+

2,F

100,000

25,000

1,200+

2,F

946,000

345,000

NA

3,F/R

120,000

45,000

NA

2,F

350,000

125,000

NA

3,X

175,000

NA

NA

Avail.

New

Used

Rental/ day

Ground Car

1

6,000

1,500

50

Landspeeder

1

10,000

2,000

75

Firespray Patrol Craft Medium Transport A-wing

Sport Landspeeder Swoop

2

15,000

5,000

90

B-wing

3,X

220,000

NA

NA

2

5,000

1,000

30

X-wing

3,X

150,000

75,000

NA

Speeder Bike

2

5,000

1,000

30

Y-wing

2, F/R

135,000

65,000

NA

Skyhopper

2

30,000

7,000

400

TIE/ln

1,X

60,000

25,000

NA

Cloud Car

2

75,000

30,000

750

TIE Interceptor

2,X

120,000

75,000

NA

Sail Barge

2

250,000

50,000

1,200

TIE Bomber

2,X

150,000

75,000

NA

Skiff

1

23,000

11,500

800

1,F/R

NA

45,000

NA

2,R

3.5 million

1.5 million

NA

Vehicles

Z-95 Headhunter Corellian Corvette

ALIEN STUDENT OF THE FORCE

8

Character Template

Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY.......................2D+1 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................3D+1 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL.......................2D Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION.....................2D+1 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................2D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ................................................... FORCE SKILLS Control (1D)............................ Sense (1D)................................ Alter (1D).................................

Dark Side Points

Wound Status

Equipment: one statuette, amulet or other trinket of obscure mystical import 250 credits

Background: In its long and peaceful history, your species has learned much about the universe and the nature of existence. You yourself have contributed but little to this knowledge, but you have meditated long and hard on reality, and especially on that quality that humans call the Force. You have what humans call Jedi powers in some small degree, as do others of your species. Your race prefers its solitary existence, and has never seen reason to have commerce with the rest of the galaxy. But you have decided to leave your native planet. Perhaps you seek the true Jedi, hoping to learn more about the Force from them. Perhaps you are simply curious. Perhaps the Empire has committed atrocities on your planet. Choose any of these motivations, or invent another (but clear your motivation with your gamemaster if you make up your own). A Note: You may choose whatever appearance you wish. Your species is rarely encountered in the galaxy, so your appearance is not commonly known or identified. However, strange-looking aliens are common enough that your appearance is rarely remarked upon. Personality: Think of yourself as a mystic, one of a tradition different from that followed by the Jedi, but of similar nature. Like Yoda, Kenobi or the fully-trained Luke Skywalker, you are calm, a little humble, and treat every living being with respect. A Quote: “I am a servant of the Light and of the life which infuses it.” Connection With Other Characters: You might agree to accept a Brash Pilot or another character as a student. You might be eager to learn from a Failed or Minor Jedi. You might have befriended a Laconic Scout, Smuggler or Gambler in your travels.

ARROGANT NOBLE

8

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY.......................3D+1 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................2D+1 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................3D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................3D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL......................2D+2 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: several changes of clothing in the latest styles hold-out blaster one melee weapon of choice personal landspeeder 2,000 credits

Background: That scum Palpatine. How he became Emperor is beyond you. Why, the man’s an upstart! The idea that Palpatine should be your sovereign is completely intolerable. Everyone in your family shares your detestation for the swine. You joined the Rebellion as soon as you had the chance. There are some drawbacks to the Rebellion, of course. All this democracy bit is quite tiresome. It’s really rather annoying to have all these aliens and members of the lower orders as your equals in the Rebellion’s military hierarchy. Still, you must steel yourself to the task — noblesse oblige and all that. It is unfortunate, though, that you’ll miss out on this year’s social season at the galactic core. Personality: Gracious with those who acknowledge themselves as your inferiors; slightly to insufferably arrogant with anyone else. You feel obligated to follow a strict moral code — always to honor debts, always to fight fair, never to let anyone impugn your honor. You have no patience with commercial motives and cannot, yourself, be bothered to keep track of money or expenditures. A Quote: “My good man I realize cloaks of that cut are fashionable this season, but there is such a thing as too much.” Connection With Other Characters: Another Senatorial — you’re related, or a long-time political ally, or a long-time political enemy now united in hostility to the Empire. Loyal Retainer — he or she is your liegeman. Retired Captain — you know him or her by reputation. The Merc — you hired his or her Company once. Any other character perhaps one or several come from your planet.

Dark Side Points

Wound Status

8

ARMCHAIR HISTORIAN

Character Template

Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY...........................3D Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................4D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................2D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION....................3D+2 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH.......................2D+2 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................2D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: Rebel uniform blaster comlink 1,000 credits

Background: You were a petty bureaucrat in a department (e.g., the Repulsorlift Vehicles Department) of the (Planet) government until (Planet) was occupied by Imperial stormtroopers. The Imperials purged the planetary government of anyone whose loyalty was tainted — including you, although you can’t imagine why. You barely got warning in time to flee. You’re a military hobbyist. You’ve never seen action, but you’ve read everything on military history you could get your hands on, you’ve viewed all the popular holonet shows on military affairs, and you’ve followed naval procurement policies closely. In your daydreams, you’ve always seen yourself as a leader of soldiers — a major contrast to the mundane dreariness of life in an overgrown bureaucracy. You’re not particularly excited about the Rebellion — it doesn’t look to you like they’ve got much of a chance — but, well, any port in a storm. Personality: Dry, a little dull. Although deficient in weapons skills, you’re likely to keep your head under fire, and may eventually become a useful soldier. A Quote: “If Kreuge had only swept farther with the right wing at Salvara instead of turning when he did, the whole history of the Clone Wars would be different!” Connection With Other Characters: You might have been a citizen of any Noble’s or Senatorial’s planet. You might have suspended a Brash Pilot’s landspeeder license. You might have known the Outlaw’s family. You have a real love/hate relationship with any military character (Merc, Retired Captain, etc.): you admire the character for his or her expertise, but you are convinced you know more about military strategy and can do better.

Dark Side Points

Wound Status

BOUNTY HUNTER

8

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY..........................4D Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................2D+2 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................2D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

PERCEPTION........................3D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH.......................3D+2 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................2D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: heavy blaster hold-out blaster blaster pistol thermal detonator knife another knife

protective vest rocket pack two medpacs 1,000 credits

Background: Blaster for hire. That’s you. You’re still young at this game, but already you’ve killed twenty -three people — but who’s counting? The galaxy stinks, but a man’s gotta make a living. Some say you’ve got no morals at all. That’s not true. You live by a strict code. A contract is a contract, that’s all. You do your job. When someone hires you, you keep up your side of the bargain — no matter what it takes. Sometimes what it takes isn’t pretty — but if you were squeamish, you wouldn’t be in this line of business. The Empire hired you. You did the job. A good man died. You fulfilled your side of the deal. The Empire didn’t. You could have taken them to court — but they own the courts. They laughed at you. But not for long. Usually you work for a thousand a day. Plus expenses. But this time, it’s personal. You’ve got a contract. With the Rebellion. For the duration. Your pay is a credit a day. And you fulfill your contracts. Personality: You don’t talk much. When you do you mean what you say. You’re dangerous. You’re dependable. You’re smart. You don’t like being conned. If people play straight with you, you’ll play straight with them. A Quote: “Don’t try it, buddy. I’m only going to tell you once.” Connection With Other Characters: Anyone could have hired you once — or perhaps you’re employed by another character at the moment. You could easily have met any of the other “lowlife” characters — Smuggler, Gambler, Pirate, etc.

Force Points

Skill Points

Dark Side Points

Wound Status

8

BRASH PILOT

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY...........................3D Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................2D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL.......................4D Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................3D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................3D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Dark Side Points

Wound Status

Equipment: blaster Rebel uniform medpac vacuum suit 1,000 credits

Background: You thought you’d never get off that hick planet! Ever since you were a kid, you’ve read about starships and generals and heroic battles. Ever since you can remember, you’ve wanted to be a starship pilot. Your parents wanted you to be a farmer (or a lawyer or a doctor or a miner — who cares which?). But the Imperial Naval Academy has been your goal since the first time you heard of it! Well, with this war on, it doesn’t look like you’ll ever get to the Academy — nor do you want to. When the Empire occupied your planet, everything fell to pieces. Friends and neighbors are dead. But you’ve got your chance to be a pilot! Sometimes things look pretty grim for the Rebellion — but you’ve got a hunch your story is just beginning! Personality: Enthusiastic, loyal, energetic and committed. Uses lots of exclamation points. A Quote: “Heck, that flying wasn’t so fancy! Back home, I used to outmaneuver XP-38’s with my old Mobquet landspeeder!” Connection With Other Characters: A Senatorial or the Retired Imperial Captain might have sponsored you for the Naval Academy. Almost anyone might be a brother or sister.

8

EWOK

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................3D+2 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................2D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................2D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................4D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL......................2D+2 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: spear leather backpack a collection of shiny objects

Background: You used to live on Endor, the Forest Moon. Then, one day, a big shiny spaceship landed. You investigated. It was filled with fascinating, shiny things and good things to eat. All of a sudden, everything shook. You didn’t realize it then, but the ship had taken off, and you couldn’t go home. At first, you were frightened. When you learned you couldn’t go home, you were sad. But then you made friends with the humans on the ship. They were from something called the Rebellion, and fight bad people called the Empire. Humans seem to find Ewoks cute. This is very useful; you’ve never had any problem finding food or shelter. You’ve picked up a little bit of the human language. You don’t really understand the strange machines they use, but you’ve become a little more comfortable with them. Life out here in the galaxy is endlessly fascinating and fun. You’ve decided to stay with your Rebel friends and help them out. Personality: You like humans. You like good things to eat. You like playing with shiny things. You’re cheerful, inquisitive and have a habit of getting yourself — and sometimes your companions — into more trouble than you (or they!) can handle. A Quote: “Kaiya! Gyeesh?” Connection With Other Characters: Choose any other player character you like; you’ve adopted him as your mentor. You follow him around and try to get him to play with you. If he consistently ignores you, you can switch to another character later on.

Dark Side Points

Wound Status

8

FAILED JEDI

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................2D+2 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Lightsaber................................ Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ KNOWLEDGE....................3D+1 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL.......................2D Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION.....................3D+1 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH.......................2D+2 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................2D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ................................................... FORCE SKILLS Control (1D)............................ Sense (1D)................................

Dark Side Points

Wound Status

Equipment: lightsaber robes bottle of rotgut 250 credits

Background: A long, long time ago, back in the days of the Old Republic, you were an aspiring Jedi. Sure, you remember Skywalker and Kenobi and all that crew. But you failed. You couldn’t hack it. The Dark Side kept calling, and things never worked quite the way you wanted them to. You turned to drink, and things went downhill from there. Then, the Empire came, and suddenly it wasn’t healthy to be a Jedi, or even to know anything about them. You spent a lot of years drinking heavily. It’s not very pleasant to remember. Okay. You’ve got one more chance. You’ve got a kid who wants to learn about the Force. You’re not sure you can teach him much, but you can try… try to do something worthwhile before you die. Personality: Cynical, foul-mouthed, and pessimistic — but with a heart of gold. A Quote: “Kids. Gah. Kids. You wanna learn how to use the Force? Listen when I talk to you. (Wheeze). Damn kids. Where’s the lum?” Special Rule: Choose another player character as your student (by mutual agreement).

8

GAMBLER

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................3D+2 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................3D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL....................2D+1 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................4D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH.......................2D+2 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL.......................2D+1 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: deck of cards hold-out blaster two sets of flashy clothes 1,000 credits

Background: The galaxy is your oyster. You can go anywhere, do anything. You’re never down and out permanently — all you have to do is find an honest game of chance, and there’s gambling everywhere. Money comes and money goes, but the game goes on. Love’em and leave’em, that’s your philosophy. You’ve never seen any point in settling down, not when there’s a starship leaving in an hour, a gambling table in the lounge and new worlds to explore at the other end of the journey. It’s a good life. There’s always something new to do, always another game, always a fine meal or a top-notch wine. You’ve seen the cream of society and the dregs of the galaxy, and you’re comfortable with both. How’d you get mixed up with the Rebellion? Well, it’s more that you got mixed up with the Empire. A little misunderstanding, and presto! You’re wanted on thirty planets. Tough to handle. Well, why not? The Rebellion looks pretty hopeless right now, but it’s always got a chance… Hey, you’re a gambler, right? Personality: Charming, unfailingly polite, insouciant, and insincere. You do extremely well with members of the opposite sex. A Quote: “Anyone for an honest game of chance?” Connection With Other Characters: You’ve kicked around the galaxy a lot, and could have become friends with — or swindled — any one of them.

Dark Side Points

Wound Status

8

KID

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................3D+2 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................2D+2 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL.......................3D Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION....................3D+2 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH........................2D+1 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL......................2D+2 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Dark Side Points

Wound Status

Equipment: two bottles of fizzyglug one packet candy a small stone length of string a small animal (dead or alive — your choice) 250 credits

Background: You’re somewhere between 8 and 12. You’ve got a big brother or sister in the Rebellion, or maybe you’re an orphan who’s been semi-adopted by another character. You never let anyone leave you behind, and whenever the danger is greatest, you charge the enemy and butt them with your head, or bite them in the leg or beat them with your arms. You’re a regular little hellion whom no one can discipline. The bad guys never take you seriously, which is why you get away with so much. Personality: Constantly cheerful, you always side with the underdog. You’re completely loyal to one other character (you choose which) and tag along with him. A Quote: “Oh, boy! Let’s get’em. C’mon guys!” Special Rule: Choose another player character as your older sibling/adopted parent/idol/whatever. You don’t have to get the other player’s permission. In fact, if he or she is annoyed, that’s entirely appropriate for the character — who likes having a kid brother or sister tag along?

LACONIC SCOUT

8

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................2D+2 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................4D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL.......................3D Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................2D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL.......................3D+1 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: 2 medpacs knife blaster pistol 1,000 credits backpack week’s concentrated rations

Background: Never talked much. Never seen much reason to. Fact is, most of the time you don’t have anyone to talk to. You’re out under the high, wide skies of a virgin planet, pitting yourself against the wilderness. After you come the settlers, the big corporations, the traders — civilization. But you’re the one to open planets. You find out what the dangers are, and how to deal with them. You find out how to survive the strange weather, dangerous beasts and rugged terrain of a whole new world. You’d be doing that still. But they won’t let you. The Empire has cut back on exploration; says it’s too expensive. You know the truth, though; freedom is an artifact of a frontier. You can’t control people when they can always up and move. If, say, one wanted to impose tyranny on a galaxy, there’s only one way to do it; stop them from upping and moving. Close the frontier. Okay. So the Emperor wants to destroy your livelihood. He doesn’t leave you with any alternative but joining the Rebellion, does he? You’ll be an asset, you believe. You know a dozen planets like the back of your hand, and you know how to survive — in comfort — anywhere. Need to set up a base on, say, an ice planet? You know how. Personality: You’re laconic. Close-mouthed. You have a strong sense of humor, which shows through frequently. You’re tough. Proud of your abilities. You take a perverse delight in tormenting “greenies.” A Quote: “You call these bugs? Back on Danos V, they got sting insects the size of a house.”

Dark Side Points

Wound Status

Connection With Other Characters: Anyone from a recently-settled planet (like the Brash Pilot) might know you as the Scout who opened his or her world for settlement. You might have met and made friends with any of the lowlife characters (Gambler, Merc, Smuggler, Pirate, Bounty Hunter) between jobs.

LOYAL RETAINER

8

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY...........................3D Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................2D+2 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL.......................3D Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................3D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH........................3D+1 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................3D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Dark Side Points

Wound Status

Equipment: several changes of clothing for just about any occasion hold-out blaster comlink 1,000 credits

Background: For centuries, your family has served the House of (Demesne). The (Lords) of (Demesne) have ruled your planet for as long or longer, and they have been good to their people. The planet has achieved prosperity, peace and plenty under their wise and beneficent rule. Yet evil has fallen upon the galaxy; an evil man has usurped the throne, and both peace and the nobility are endangered. Your liege has chosen to join the Rebellion. Your whole planet may suffer for that choice, yet you know it is the correct one — and you know your planet will loyally stand with their (Lord) when the shooting begins. Personality: Hard-headed, sensible about money matters, loyal unto death, and sometimes a bit overprotective. Your loyalty is to your lord, not to the Rebellion. A Quote: “Certainly, m’lord. Yes, m’lord. As you say, m’lord.” Special Rule: Ask the gamemaster for the name of the family to which you are loyal and their title (“Demesne” and “Lord” are just examples). If another player character is a noble, you may be his or her personal servant. Otherwise you are on detached duty, under orders from your lord to serve the Rebellion.

8

THE MERC

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................3D+2 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................2D+2 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................2D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

PERCEPTION.....................2D+1 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH.......................3D+2 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................3D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: uniform of your unit comlink blaster rifle backpack melee weapon (your choice) protective helmet 2,000 credits

Background: The Company meant everything to you. You joined up as a kid, raw off the farm, eager to find the camaraderie you’d only known from holonet shows. It was everything you thought it would be. You fought with the Company through two grueling battles, surviving more by luck and with the help of friends than by skill. Blooded in combat, you became a fullfledged member of the finest body of men and women in the galaxy — loyal, dependable, and true. Someday, you hoped to be everything that they were. Then came the battle. The Empire hired you to defend a base and told you there’d be reinforcements if there was trouble. Then the Rebels came. You fought desperately. Men and women died. Again and again the call went out for reinforcements. They never came. Later, you learned you’d been betrayed. They never planned to rescue you. Mercenaries, they figured, were expendable. So many friends gone. So much lost forever. Your whole future — destroyed. This time, you won’t fight for pay. This time, you’ll fight for revenge. Personality: Inclined to depression and nostalgia for lost comrades. You’re an individualist (the Company taught you that), but you work smoothly as part of an organization (the Company taught you that, too). You get along well with just about everyone. A Quote: “Sergeant Harbon told me something about a time like this on Ferton.” Connection With Other Characters: You might have been hired by the family of any Senatorial or Noble at some time. You might have helped occupy the planet of the Armchair Historian, Brash Pilot, Outlaw, or Mon Calamari. Your Company may have hired the Smuggler or Bounty Hunter at one time, or have been swindled by the Gambler.

Force Points

Skill Points

Dark Side Points

Wound Status

8

MINOR JEDI

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY...........................3D Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Lightsaber................................ Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ KNOWLEDGE....................3D+2 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL.......................2D Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION.....................3D+1 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH.......................2D+2 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL.......................2D+1 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ................................................... FORCE SKILLS Control (1D)............................

Dark Side Points

Wound Status

Equipment: lightsaber 1,000 credits

Background: You’d like to call yourself a Jedi Knight, but you are not, really. The flame of that great order has gone out of the galaxy. You received a little training at the hands of one of the last of the Jedi, one of the less powerful of that order, before he was betrayed and executed by the Empire. Since then, you’ve lived the life of a fugitive. At times, you are convinced that the Empire, Darth Vader in particular, is hunting you fiercely. At others, you’re convinced they’ve decided you aren’t worth the trouble. In a way, not being hunted would be as bad as being hunted — because that would mean that the Empire has such contempt for your abilities that they don’t think finding you is important. Still, you have the fondest memories of your master. And there’s still a chance, no matter how slim, that the Rebellion can overthrow the Emperor and his minion Vader. You’ll work to help that happen, and you hope that, one day, you can help reestablish the Jedi Knights and pass on the little knowledge you possess. Personality: Tired, a little cynical, but still completely faithful to the Jedi Code (see page 18). You’re a little paranoid about being pursued by the Empire. A Quote: “Scoff if you like, but it’s true. The Force surrounds us, holds us, binds everything together.” Connection With Other Characters: You’re happy to serve the Rebellion in whatever capacity. You’d gladly accept a Brash Pilot or another character as a student. You’d be fascinated by the Alien Student of the Force’s unique view of the Force, and be eager to learn from the Failed Jedi. You could easily have become friends with any of the other characters.

MON CALAMARI

8

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY.......................3D+1 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................3D+1 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL....................2D+1 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

PERCEPTION.....................2D+1 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL......................3D+2 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: blaster pistol uniform

comlink 1,000 credits

Background: It was the Empire that taught your people the meaning of war. The Mon Calamari are a peaceful and gentle race Your civilization stretches back thousands of years, back to the first beginnings of agriculture in your native swamplands. Over the centuries, you gradually built a technical civilization and a high culture. Exploration of nearby stars was well underway — and then the Empire came. They saw only an undefended prize — an advanced technology that could be forced to feed the Imperial war machine. They invaded — and enslaved your people. At first, you did not understand what had been done. The idea of slavery was incomprehensible — and the brutal efficiency with which the Empire went about its task left no time to learn. You tried to appease the invaders, but nothing worked. Eventually, Calamari began to fight back — and when they did, the Empire reacted with incredible ferocity. Whole cities were obliterated. Then, virtually the whole Mon Calamari rose as one, and destroyed the occupiers. The war industries the Empire had forced its slave laborers to build are now used for another purpose — to fuel the Rebellion. You were on Calamari when the Empire came, and when the uprising succeeded. Now, you are part of the Calamarian armed forces, a part of the Rebel Alliance against the Empire. You work well with aliens (including humans), and are frequently assigned to fight with small, irregular groups. Personality: In general, Calamari are gentle, reasonable, and soft-spoken, but there is as much variety among them as among humans. A Quote: “Our people have a saying: do not dive before testing the depths.”

Force Points

Skill Points

Dark Side Points

Wound Status

Connection With Other Characters: You could have seen action with any of the other characters before the game begins. A Gambler, Smuggler or other low-lifes might have visited your planet before or during the Imperial occupation.

OLD SENATORIAL

8

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY...........................3D Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................4D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL.......................3D Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................4D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................2D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................2D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: hold-out blaster spartan clothing comlink 2,000 credits

Background: You’re getting too old, too old for this nonsense. You’ve been a Senator for more years than you care to count; you’ve gotten white-haired and dried up in that time. It seems like your struggle with Palpatine and his henchmen has gone on forever. A never -ending struggle for the very soul of the Senate and the galaxy, a struggle which consumed the years of youth like butterflies in a flame. You’ll not give up yet! The fight has passed beyond the Senate chamber into the hard vacuum of space. You can’t fly a starship or fire a laser cannon, but determination, an understanding of your adversaries, and an ability to command still count for something. Still, still, you yearn for the old days, for men like Talon, Kenobi, and (heaven help us) Skywalker. There were giants in those days… Personality: You’re no-nonsense, brisk, brusque and capable. You can talk your way past a barricade and have stormtroopers saluting the August Senator in no time. Your stamina isn’t what it used to be, and you have no stomach for violence but you never display weakness. A Quote: “And snap to it, young man!” Connection With Other Characters: You may know the Retired Captain or other Senatorials or Nobles socially and politically. You may know the Bounty Hunter or Merc as a former employee. Practically any character might come from the planet you represented as Senator.

Dark Side Points

Wound Status

8

THE OUTLAW

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY..........................4D Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................3D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................2D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................2D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH........................3D+1 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................3D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: heavy blaster pistol 1,000 credits

Background: They killed your family — clean wiped’em out. They torched your house. They destroyed your life. You’ll make them pay for what they done. And those folks are going to pay. You swore to your family that you’d make them pay. Gathering what few weapons you possessed, you hopped the first transport off-planet, searching for the elusive killers that ruined your life. You’ve spent the intervening time honing your skills and preparing for the day when you face those responsible for the deaths of your loved ones. And only you are going to walk away. But they’re only a part. The whole rotten structure has got to fall. Ultimately, the Emperor is responsible. And you won’t rest until he’s dead — dead for what he’s done. Personality: You’re deadly, dangerous, and deranged. You’re driven by revenge. You have no fear and no pity; you have nothing to live for and no reason not to risk your life. As far as you’re concerned, no one will miss you when you’re gone, but when you go, you sure as blazes aren’t going alone. A Quote: “The Empire made only one mistake. They didn’t finish the job.” Connection With Other Characters: You may have hooked up with the Rebellion because you think they can bring you closer to the people who killed you family. Along the way, you’ve come to care about them (as much as you are still capable of caring). If there’s any emotion you can still feel, it’s parental love. Younger characters (Kids, Brash Pilots, etc.) may be adopted as surrogate children. You may feel a bleak kinship with similarly driven characters, like the Merc and the Bounty Hunter, which might ripen into true trust and affection.

Dark Side Points

Wound Status

8

PIRATE

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................3D+2 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................2D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................3D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................3D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH.......................2D+2 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................3D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: flashy clothes comlink lots of rings & things vacuum suit blaster 2,000 credits saber (just for show — damage code is Strength+1D+1)

Background: You were just a kid, and when you were offered a position in the crew of the (Ship), you jumped at the chance. Finally, a way off the hick planet where you grew up! You realized the ship was a little disreputable but you hadn’t realized you were hooking up with the genuine article — desperate, grizzled pirates thirsting for gold and the blood of innocents. Arrrr, matey. Well, it isn’t quite like that, actually; pirates are not much like the holonet stereotype. No one actually says “Arrrr, matey?” Certainly no one wears an eye patch or a wooden leg — give modern medicine some credit. And you’ve never known a pirate who made anyone “walk the airlock.” After all, the point of piracy is to make a profit, not cause bloodshed. Atrocities might make a captured ship’s crew resist. Maybe piracy isn’t the most honorable profession in the world, but Imperial oppression has driven most of the small traders out of business. Spacers who don’t work for the big corporations don’t have many options: bankruptcy, retirement, or… piracy. The Empire creates pirates — and then destroys them. Most of your shipmates are in the spice mines of Kessel now. You barely escaped by the skin of your teeth. You plan to avenge them. You hope that one day, you’ll be captain of your own ship — a privateer in the service of the Rebellion. Personality: Wears colorful clothes, laughs a lot, likes to carouse, cheerfully amoral. A Quote: “Arrr, matey. Make’em walk the airlock, har har har. (Chuckle.) Seriously now, just give me your valuables.”

Dark Side Points

Wound Status

Connection With Other Characters: You might once have raided the ship of any of the other characters. A Retired Imperial Captain or Bounty Hunter might once have pursued you. A Smuggler might have out-run you. You might be related to a Brash Pilot or Kid — or you might be the black sheep of a Senatorial’s family.

8

QUIXOTIC JEDI

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................3D+2 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................2D+1 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................2D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................3D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL.......................2D+1 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ................................................... FORCE SKILLS Sense (1D)................................

Dark Side Points

Wound Status

Equipment: dueling sword (it’ll have to do until you find a real lightsaber — damage code is Strength+1D+1) 1,000 credits

Background: You claim to be a Jedi. Actually, you’re not. You’ve read all about the exploits of the great Jedi Knights — so much so that you don’t quite realize they no longer exist. If truth be told, you’re a little crazy. You’ve learned of the atrocities of the Empire and of Darth Vader, and have decided to leave your comfortable existence and venture forth into the galaxy on a great quest to restore the Jedi. You’ve read as much as you can about the Jedi training methods and their powers, and you’ve tried to train yourself as best you can. Everyone thinks you’re crazy. They think the Jedi were legendary, that it’s all a bunch of hokey pseudo -religious nonsense. But sometimes — just sometimes — you can feel the Force. Sometimes — when you’re in great danger, or when things are breaking your way — you can use Jedi powers. In any event, you fight for the Rebellion and try to right individual injustices whenever you come across them. You’re basically a good fellow, so who cares if you’re a little touched? Personality: Elaborately courteous, unfailingly cheerful, and basically nuts. You come up with complicated, hare-brained schemes which invariably fail. You adhere to the Jedi Code (see page 18). A Quote: “I feel… a disturbance in the Force?” (Yeah, sure, pal.) Connection With Other Characters: A Brash Pilot or Tongue-Tied Engineer might actually believe in you. He’d apprentice himself to you, and fiercely defend you against the sarcasm and skepticism of others. An Alien Student might scoff, but offer to teach you. A Failed Jedi might become close friends, and may give you a few pointers. A Smuggler or Pirate might keep you around for amusement value.

RETIRED IMPERIAL CAPTAIN

8

Character Template

Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................2D+2 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................3D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................3D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

PERCEPTION.....................3D+1 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH........................2D+1 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................3D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: Imperial Navy uniform (slightly out of date) blaster 2,000 credits

Background: You gave your life to the service, and gave it gladly. The Imperial Navy was your job, your life, and your passion. You rose through its ranks, from enlisted swab to petty officer to command of a starship. You saw action several times and were highly decorated, but you remember the times of peace better than the times of war — the calm routine of ship-board life, the riotous shore leaves, the hard study, the unexpected dangers of galactic exploration. It was a sad day when you retired, but you were glad, in a way. Your spouse had suffered for your frequent absences, and your children grew up strangers. It was a shock to discover upon your retirement how people thought of the Empire; something that had been clean and virtuous in your youth had gone very wrong, and you hadn’t noticed. Things have gone from bad to worse and now, you hear, that madman Vader is running things. You wouldn’t like to be under his command. Your spouse is dead now, and you’re getting bored. You can only sit and read in your garden for so long. You’ve got a few years left, and you’d like to do something worthwhile — maybe something to fight the monster the Empire has become. Maybe the Rebellion can find a use for this old soldier. Personality: Soft-spoken, intelligent in command. You’re extremely knowledgeable about antiquated military equipment, somewhat less so about modern weapon systems. A Quote: “Orders of the day, gentlemen?” Connection With Other Characters: You may have seen action with the Merc, or have sponsored the Brash Pilot for the Naval Academy. You may know any Noble or Senatorial by reputation, or socially. You may be irritated by the Armchair Historian. You may have been outrun by the Smuggler or Pirate.

Force Points

Skill Points

Dark Side Points

Wound Status

8

SMUGGLER

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY.......................3D+1 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE....................2D+1 Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................3D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................3D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL......................2D+2 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: stock light freighter heavy blaster pistol comlink 2,000 credits 25,000 credits in debt to a crime boss

Background: Your parents called it “gallivanting around the galaxy,” but as far as you’re concerned there’s no better life than a free trader’s. Traveling as your fancy takes you, trading a little here and a little there, looking for a sharp deal, bargaining and selling… New worlds to see, always a new planet at the end of the journey. That’s how it’s supposed to be, anyway. But… the Empire is more and more restrictive by the day. Goods that used to be legal are now contraband. Even contraband is harder and harder to come by. Customs inspectors are like bloodhounds. Bribes have become your major expense. You keep on dreaming of making one big killing and getting out… but you don’t want to get out. To you, your ship is home, transportation, and freedom, all in one package. The idea of losing it kills you. But you may very well loose it. To keep on operating, you had to borrow money from a mobster, a real slimeball crime king. You’re pretty deep in debt now, and they keep on making nasty jokes about breaking your kneecaps. Damn the Empire, anyway! It’s their laws and corruption that brought this all about. Personality: You’re tough, smart, good-looking and cynical. You’re a fine pilot and a good businessman. Mostly you want to hit it big and be left alone by scum, both criminal and official. A Quote: “I don’t have the money with me.”

Dark Side Points

Wound Status

Connection With Other Characters: You need at least one other person to run your ship, a partner. This could be the Alien Student, the Brash Pilot, the Gambler, the Merc, the Minor Jedi, the Mon Calamari, the Wookiee, or anyone with decent mechanical skills. You could have encountered virtually any of the other characters in the course of your (frequently shady) business dealings.

8

TONGUE-TIED ENGINEER

Character Template

Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY.......................2D+1 Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................4D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................2D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION.....................2D+1 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH.......................2D+2 Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................4D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Dark Side Points

Wound Status

Equipment: datapad computer tool kit R2 unit 1,000 credits

Background: You carry a datapad at all time. Your clothes always look bulky and awkward. You’re clumsy and drop things a lot. The idea of shooting a blaster at someone makes you distinctly nervous. You have difficulty holding a conversation — any conversation — unless it’s about math, machines or computers. You find it easier to deal with Droids than with humans. Droids are predictable and stable. People don’t pay much attention to you — until something needs to be fixed, or they need to know something, or they need someone to break into a computer. You can do any of that in nothing flat. Personality: Clumsy, awkward, painfully shy, but with a flair for technology. A Quote: “The integral over the surface rho with respect to v is, umm, let’s see, del cross negative B, plus the partial derivative of… oh, just pass me the hydrospanners, would you?” Connection With Other Characters: You might be related to the Brash Pilot or Kid. A Smuggler, Merc, Laconic Scout, or Outlaw might have taken you in tow. You can have fallen (secretly and inarticulately) in love with any of the younger and more glamorous characters (Young Senatorial, Smuggler, Brash Pilot, Gambler). One of the characters with Force powers might have decided to train you.

TOUGH NATIVE

8

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................3D+2 Black-Powder Pistol................ Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ KNOWLEDGE........................2D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL....................2D+1 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION....................3D+2 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH...........................4D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL.......................2D+1 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: sword (damage code is Strength+1D+1) black-powder pistol (see the Rebel Field Manual) powder horn large, floppy hat extravagant clothing 500 credits

Background: Your native planet was settled a thousand years ago by shipwrecked spacers. It lost contact with the galaxy, and its technology regressed. Only a few years ago, your planet was rediscovered by free traders — smugglers, actually. You’re a little dazzled by all these starships and ray-guns and such — you’re much more at home with honest technologies that normal human beings can understand, like sailing ships, rifles, zeppelins and gas lamps. You grew up as an honest farmer’s child, taught to fear the deity, love your parents, and serve your monarch. You joined the Queen’s Own Grenadiers as a youth, and saw a little action on one campaign. Your Queen sent you (and others of her servants) to find out more about the galaxy and what contact with it might mean. You send her reports weekly — but you’re increasingly worried. The Empire would crush your planet like an insect. Joining the Rebellion may be your planet’s only hope. Personality: Loyal to your Queen; pious; and more than a little flamboyant. You get into fights frequently, which you enjoy, and also enjoy drinking others under the table. A Quote: “En garde!” Connection With Other Characters: A Smuggler or Pirate might have visited your planet, or transported you from it. Any noble or senatorial might have visited it on a diplomatic mission. You might have met any of the low-life characters (Gambler, Bounty Hunter, Smuggler, Pirate, etc.) in a bar. The Laconic Scout might have discovered your planet. You might be nobility on your planet, and the Loyal Retainer yours.

Dark Side Points

Wound Status

8

WOOKIEE

Character Template Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY......................2D+2 Blaster...................................... Bowcaster................................ Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ KNOWLEDGE........................2D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL.......................3D Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION........................2D Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH...........................5D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL.......................3D+1 Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: bowcaster (see The Rebel Field Manual) 250 credits

Background: You’re big. You’re furry. You talk in grunts and stuff. Your race lives a long time — centuries, even. You hate to lose. You like to rip the heads off stormtroopers (heh, heh). Personality: You’re extremely loyal to your comrades. You get frustrated sometimes and bang things. Since you don’t realize the full extent of your strength, this can be a problem. Someday you’d like to return to your home planet and mate, but in the meantime you’ll stick with your friends. A Quote: “Roooarrgh ur roo.” (Translation: “I have a bad feeling about this.”) Special Rule: Choose one other player character as your friend and partner. He or she speaks your language. When he’s around, you can talk with the other players freely (assume that your friend is translating). Protocol Droids (like C-3PO) can also translate. When no translator is handy, follow this procedure: 1.Make a noise like Chewbacca. (If you’re having trouble, try this: “GRRRRRwun. Hun-uck-chuh!”)

2. That’s a sign to the other players that you’re trying to say something. Anyone who wants to can make a languages skill roll. The gamemaster assigns a difficulty number — normally this is Moderate (15), but the gamemaster can increase or decrease the difficulty number if you’re trying to say something simple (like “Watch out!” or “Ouch!”) or complex (like “the lateral thrusters need servicing”). 3. If anyone makes a successful languages roll, you can tell him (in English) what you’re trying to say. If everyone fails, too bad.

Dark Side Points

Wound Status

Incidentally, before you choose to play a Wookiee, please try saying “Ooorarrgh” or something a couple of times. If you sound really lame as a Wookiee, we suggest you play a different character. A player who sounds like Chewbacca contributes to the game’s atmosphere — but one who sounds like a malfunctioning carburetor just makes everyone wince.

8

YOUNG SENATORIAL

Character Template

Character Name .............................................................................. Player Name .................................................................................... Height .............................. Weight ................................................. Sex ...................................

Age .................................................

Physical Description ...................................................................... ........................................................................................................... ...........................................................................................................

DEXTERITY...........................3D Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE........................4D Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL...................2D+2 Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

Force Points

Skill Points

PERCEPTION.....................3D+1 Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ................................................... STRENGTH............................3D Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ................................................... TECHNICAL...........................2D Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

Equipment: stylish clothing hold-out blaster comlink 1,000 credits

Background: For three centuries your family served the Republic. Innumerable senators have borne your name. For centuries, your family has selflessly sacrificed for the good of the state and society. You have served loyally and well, and because of it, the citizens of your home planet are loyal to your house. Since the Empire was established, your family has tried to fend off its evil ways, to hold the Emperor to his promise to promote the public good. Even now, you are reluctant to turn against the galactic government which your family helped establish so many years ago. Yet you have no choice. The Empire has truly become a tyranny. Your home planet is occupied by stormtroopers. If civilization is to be saved, you must act now. Your family will provide leadership to the Rebellion, as once it did to the Republic. Personality: Intelligent, confident, and energetic. You are more interested in getting things done than in theory. Sometimes others are awed by your lineage, and you are proud of it; yet you do not consider yourself class conscious. Great men and women come from all walks of life, and everyone can contribute to the Rebel Alliance. A Quote: “Here’s the plan!” Connection With Other Characters: You could know any Senatorial or Noble socially or by reputation (the Retired Imperial Captain as well). Since you’re well known in the Alliance, a Mon Calamari or Merc might have served with you before. Since you’re attractive, intelligent and rich, people have an annoying habit of falling in love with you, but you haven’t found anyone with whom the feelings are reciprocal.

Dark Side Points

Wound Status

8

........................................................................................................... ...........................................................................................................

Character Template

Equipment: ................................................................................ ................................................................................ ................................................................................

Character Name ..............................................................................

................................................................................

Player Name ....................................................................................

................................................................................

Height .............................. Weight .................................................

................................................................................

Sex ...................................

Age .................................................

................................................................................

Physical Description ......................................................................

................................................................................

........................................................................................................... ........................................................................................................... DEXTERITY............................... Blaster...................................... Brawling Parry......................... Dodge........................................ Grenade.................................... Heavy Weapon......................... Melee Parry.............................. Melee Weapon......................... Sleight of Hand........................ ................................................... KNOWLEDGE............................. Alien Species............................ Bureaucracy............................. Cultures.................................... Languages................................ Planetary Systems.................. Streetwise................................. Survival.................................... Technology.............................. ................................................... MECHANICAL............................ Astrogation.............................. Beast Riding............................. Com-Scan................................. Repulsorlift Operation............ Gunnery.................................... Starship Piloting...................... Starship Shields....................... ...................................................

PERCEPTION............................. Bargain..................................... Command................................. Con............................................ Gambling.................................. Hide/Sneak............................... Search....................................... ...................................................

Background: ........................................................ ................................................................................ ................................................................................ ................................................................................ ................................................................................ ................................................................................ ................................................................................ ................................................................................

STRENGTH................................ Brawling................................... Climbing/Jumping................... Lifting........................................ Stamina..................................... Swimming................................. ...................................................

................................................................................ ................................................................................ ................................................................................ ................................................................................ ................................................................................

TECHNICAL............................... Comp. Prog./Repair................. Demolition................................ Droid Prog./Repair.................. First Aid.................................... Repulsorlift Repair.................. Security.................................... Starship Repair........................ ...................................................

................................................................................

FORCE SKILLS Control..................................... Sense........................................ Alter..........................................

A Quote: ...............................................................

Personality: .......................................................... ................................................................................ ................................................................................ ................................................................................ ................................................................................ ................................................................................

................................................................................ ................................................................................ Connection With Other Characters: ................ ................................................................................ ................................................................................ ................................................................................

Force Points

Skill Points

Dark Side Points

Wound Status

................................................................................ ................................................................................

Character Notes: ............................................................................................................ ............................................................................................................ ............................................................................................................ ............................................................................................................ ............................................................................................................ ............................................................................................................ ............................................................................................................ ............................................................................................................ ............................................................................................................ ............................................................................................................ ............................................................................................................ ............................................................................................................

Vehicles/Starships: ..............................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

...........................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................

............................................................................................................

................................................................................