Rules Companion by Greg Gorden

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Rules Companion by Greg Gorden IV Vj i | i ^ y g ^ y V'^ | ■ / ▲ 1 ■ j JP y « i k . W i, I ' i awisl 1 W iLS^. r j f Jfc “ — — . ^ V u ! S 9H V , n S £K 3 J i t w w s t .1END4 T U I U iAGAMES Rules Companion by Greg Gorden Development: Michael Stem * Editing and Additional Development: Bill Slavicsek Adventure: Greg Gorden from a story by Steve Gilbert and Michael Stem • Art Direction: Stephen Crane Graphics: Bernadette Cahill, Cathleen Hunter, Sharon Wyckoff * Cover and Interior Art: Lucasfilm Ltd. Production: Steve Porpora * Playtesting: Scot Rogers, Erik Bridges WXtWEST. \d^GAMES • RD 3 Box 2345* * - * HonesdaK PA. 18431 . 40043 ®, &© 1989 Lucaslilm.ttd. (LFL).-A]I Rights Reserved. Trademarks ol LFLare used.by West End Games under authorization TABLE OF CONTENTS Introduction New Rules and Revisions Chapter One: Attributes and Skills Chapter Two: Movement 1 Chapter Three: Combat 13 Chapter Four: Starships 17 Chapter Five: Star Warriors Conversion 22 Chapter Six: Droids and Equipment 28 Chapter Seven: Capital Ship Combat 33 Color Section 37 The Force Chapter One: Force Rules 52 Chant&T^h^Revised Force Powers 57 ChaDtJkh|eeNWew Force Powers 64 -STAR. WART ntroduction In that long ago and far away galaxy of inal system. This was necessary in order to 1987, West End Games introduced Star Wars: address the many additional aspects we The Roleplaying Game. It had the grand wished to dead with in The Rules Companion. sweep, the excitement, the feel of the won­ It is also necessary that you understand derful movies it was based upon. Your char­ that the rules provided here work as an in­ acter could swing across chasms with a tertwining system of their own, relying on, princess in his arms, try to con a horde of supporting and playing-off of one another. Imperial guards on the other side of a blast You cannot pick and choose, cafeteria style, door, dive through a deadly asteroid field the specific rules you prefer from among with TIE fighters on your tail, run into blaz­ those presented here. This simply won’t ing firefights with umpteen Stormtroopers, work. The combat rules are made to work to­ and generally have a good time fighting for gether, as are the rules for movement and at­ freedom and the values of the Old Republic tributes and skills, and each works best against the evil Empire. when all the rules are combined into a com­ But there were those of you who, while prehensive system. enjoying the fast-paced action and excite­ In addition to this, you should be aware ment of the game, yearned for more. More that all future published Star Wars: The detail, more flexibility, more information — Roleplaying Game adventures will be com­ more rules. Rather than ignore the thou­ patible with The Star Wars Rules Companion. sands of letters you sent us, we have come up with a compromise. Something which we What The Rules Companion Is feel keeps the quick tempo and spirit of the The Star Wars Rules Companion is not a game intact, while at the same time provid­ game unto itself. It is designed to be a com­ ing that little extra that so many seem to de­ panion book to the original Star Wars: The sire. And so, with this in mind, we are proud Roleplaying Game system. You must have to present The Star Wars Rules Companion. the original book in order to use this com­ Within these pages you will find an inter­ panion. From this point on, the two volumes esting mixture of brand new rules along with of rules will work together to create an excit­ revisions and clarifications of those already ing roleplaying game experience. in existence. Many of the rules specifically Nothing stays the same. Things grow, created for our published adventures, as evolve, get better. That’s the case with the well as the entire Rules Upgrade, are includ­ Star Wars game system. This companion vol­ ed as well. A wealth of new information for ume is part of the evolving process. It in­ the gamemaster who wants more, all kept cludes revisions, clarifications, and totally within the fast-paced, breathtaking parame­ new rules that have been instituted to in­ ters of the classic films upon which the game crease enjoyment of the game and enhance was based. the movie-like spirit of the original system. Still, no rules system ever handles every Using The Rules Companion contingency. That’s what gamemastering is all The rules presented in this book are about — taking the presented rules and ap­ meant to work along with the existing rules plying them fairly to a given situation. The for Star Wars: The Roleplaying Game, al­ end result is to have fun, and we hope that though in many cases they may replace or this volume increases your level of fun. extensively revise whole sections of the orig­ 3 .STAR. WART ew Rules and Revisions J T A Ra WART hapter One Attributes and Skills In Star Wars: The Roleplaying Game, chap­ When you are improving a skill or the die ter two of the Gamemaster Section intro­ code of equipment you round pips up to dice. duced and defined the concept of attributes So a blaster skill of 3D increases to 3D+1, 3D+2, and skills. This is the framework upon 4D. For these purposes, a single die is made which the game system is developed. The up of three pips (as the average roll of a single six attributes and numerous skills from the die is a little more than 3, anything higher ef­ original game remain intact, but we have up­ fectively gives you another die). Adding 2D+1 dated and better defined some of the con­ to a skill of 1D+2 would now make it 4D. (The cepts related to them. 2D and ID add together to give you 3D, while In this chapter you’ll find new information the +1 and +2 pips add up to give you another on the dice system, difficulty numbers, com­ die, increasing the total to 4D.) bined actions, and uncertainty dice. Any In play, though, multiple pip modifiers rules that are different from their counter­ never round up to dice. A character can roll parts in the original roleplaying game take 4D+6, for example, depending on combined precedent unless otherwise noted (such as actions and other modifiers. When rolling the optional uncertainty dice mechanic). actions during the game, never increase the pips to dice. Dice and Pips Star Wars: The Roleplaying Game mea­ Difficulty Numbers sures everything in units of six-sided dice; The difficulty numbers listed for each 4D, 5D, etc. For more variation, the game type of task are guidelines, numbers which further divides the dice codes into pips, the can vary from task to task, even when the term used to define the colored dots on tasks are similiar. They are not intended to dice; 4D+2, 5D+1, etc. We use the term to be absolutes. Swinging across a shaft in the distinguish between modifiers expressed as Death Star, one hand on a rope, the other whole dice and numbers which just modify around a princess, is a Difficult task. So is the die roll. So, adding two dice to a roll is swinging across a simple mine shaft while “■••2D”, while increasing the total of the die being pursued by Stormtroopers. But the roll by two is “+2"or “+2 pips.” Death Star is the Death Star; swinging For example, if players are told to roll 4D, across a mine shaft is a bit easier, although they must roll four six-sided dice and add it should still be tougher than a Moderate up the numbers. If they are told to roll 4D+2, task. To reflect this subtle sort of distinction they must roll four six-sided dice and add in the game, the difficulty numbers are pre­ up the numbers, then add “2 pips”to the to­ sented as a scale. tal. So a 4D+2 roll with the results 4, 1,3, 1, There are similar scales for combat, +2 equals a total of 11. knowledge, general knowledge, and medpac When you add or subtract pips, you al­ use. The “Difficulty Number Chart” is print­ ways get pips back. For example, if a Rebel ed on the gamemaster’s screen included in spends a Force point on a 5D+2 skill he dou­ The Star Wars Campaign Pack. bles it (according to the Force Point rules) and rolls 10D+4. 5 -STAR. WARS the lead character, or lead firer in combat. Others involved are simply adding support. ifficulty Number Scale For every supporting character add one pip D for every full die of skill, attribute, or fire control the supporting characters have. Task Description Difficulty Number Then roll once to resolve the combined ac­ Very Easy 3-5 tion. Easy 6-10 Example: On Kwenn Space Station, Rebel Moderate 11-15 Erisson Flask comes face to face with three Difficult 16-20 stormtroopers. The three troopers declare a Very Difficult 21-30 combined shot at the startled Rebel. One trooper is chosen as the lead firer ( his blaster skill code is 3D). The others troopers, also Most tasks can and should be scaled ac­ with blaster skills o f 3D, add one pip for cording to circumstances. Medpac difficulty each full die o f skill they have for a total of numbers, for example, are based on the ex­ +6. So the lead stormtrooper rolls a com­ tent and severity of the damage.
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