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A RuneQuest 6th Edition Rules Supplement X

Credits

Research, Rules, Mechanics and Lead Writing: Pete Nash

Additional Material: Lawrence Whitaker

Editing and Layout: Lawrence Whitaker

Disclaimer This unofficial article uses some material from the Wookieepedia Wiki, an invaluable website for all related information. Many thanks to the creators and their efforts. Star Wars and other associated names are the sole and exclusive property of Limited. Their inclusion within this article is under Fair Use purposes only to enable fans to create their own games based in the Star Wars universe. We heartily suggest that those interested in running a full and professional Star Wars game (rather than this feeble freebie hack) should look at the recently released and Edge of Empire produced by Fantasy Flight Games.

Introduction Most owners of RuneQuest 6th Edition will probably have purchased it with the intent to run games set in traditional fantasy settings. As it stands the book can pretty much cover anything from historical Neolithic hunter-gatherers to Arabian Nights Sword & Sorcery. Yet the underly- ing mechanics of RuneQuest are flexible enough to represent any genre.

Of course a Game Master needs to invest a little more work if planning to run a game in an atypical setting. Whilst the Design Mechanism intends to publish some more modern setting books in the future, this article is the first of an informal series to show just how easy it is to make your own conversions (commonly known as ‘hacks’) to play in the more infamous Sci-Fi and Fantasy worlds.

To start the ball rolling we’ll show how you can use RQ6 to run a Star Wars based game, which is about as far removed from S&S as can be imagined. Although you could use this document to support an entire campaign, its true purpose is to stimulate creativity and show what key areas you need to change in order to fully support the setting within the rules. Enjoy! And may the force be with you...

Note: This supplement uses some material from the Wookieepedia Wiki, an invaluable website for all Star Wars related information. Many thanks to the creators and their efforts.

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Racial descriptions begin overleaf. begin descriptions Racial

concept.

one of the players comes up with an innovative innovative an with up comes players the of one

should not feel bound by these constraints if if constraints these by bound feel not should

to Star Wars canon. Of course a Game Master Master Game a course Of canon. Wars Star to

which normally produce Jedi (or Sith) according according Sith) (or Jedi produce normally which necessary. as

it’s a guideline with ‘high’ being those species species those being ‘high’ with guideline a it’s rules these modify to free are prequels the of ment

considered strong in the Force. In general terms terms general In Force. the in strong considered - equip and abilities extreme more the prefer who

Force Sensitivity is an indicator of which races are are races which of indicator an is Sensitivity Force players and Masters Game VI. and V IV, episodes

provided it should be easy to add further species. further add to easy be should it provided is that trilogy; original the of setting Wars Star

at the Wookieepedia website. Using the templates templates the Using website. Wookieepedia the at the represent additions and modifications these

seems unfamiliar, then more detail can be found found be can detail more then unfamiliar, seems preference, personal author’s the from that Note

characteristics for each. If a particular alien race race alien particular a If each. for characteristics

favourite settings. favourite races are presented, with a basic description and and description basic a with presented, are races

confidence to create their own ‘hacks’ for their their for ‘hacks’ own their create to confidence For the sake of brevity only the most iconic iconic most the only brevity of sake the For

is done here, we hope that others will have the the have will others that hope we here, done is culture and history of the following examples. following the of history and culture

to modify the rules for any genre. Seeing how it it how Seeing genre. any for rules the modify to aficionados of Star Wars will intimately know the the know intimately will Wars Star of aficionados

The above changes reflect key points required required points key reflect changes above The to cover in any great detail. It is assumed that that assumed is It detail. great any in cover to

titude of different sapient species, far too many many too far species, sapient different of titude

bunch of formidable foes formidable of bunch - mul a with overflowing is universe Wars Star The

Creatures: Less a modification than a new new a than modification a Less Creatures: •

R aces

Lightsaber Combat Styles: Need I say more? say I Need Styles: Combat Lightsaber •

become The Force The become

Jedi Powers: How to tweak Mysticism to to Mysticism tweak to How Powers: Jedi •

fects and ways to handle things like dogfights like things handle to ways and fects RuneQuest terminology. RuneQuest

Vehicular Combat: Details unique Special Ef Special unique Details Combat: Vehicular • Other than that everything else uses normal normal uses else everything that than Other -

and used and

Equipment: Some new things to be bought bought be to things new Some Equipment: • with you! with

Droids: How to design and build a PC PC a build and design to How Droids: • don’t need to be a Jedi for the Force to be be to Force the for Jedi a be to need don’t

for more high tech settings tech high more for don’t think this needs any explanation. You You explanation. any needs this think don’t

Rename Luck Points to Force Points –We –We Points Force to Points Luck Rename • alternatives Specialised Careers: and Culture •

(as Leia and Han were) or addiction. or were) Han and Leia (as technology reflect to lists

ments of the setting, such as resisting torture torture resisting as such setting, the of ments skill Revised Skills: Professional and Standard •

- ele darker for intended are They 213. page on races iconic more

points as per the Mental Resilience text box box text Resilience Mental the per as points the represent to templates species New Races: •

Wars, so they are instead named Tenacity Tenacity named instead are they so Wars, addition

Points are obviously incongruous in Star Star in incongruous obviously are Points new a and changes name Some Attributes: •

Rename Magic Points to Tenacity – Magic Magic – Tenacity to Points Magic Rename •

fundamental modifications are: modifications fundamental

following modifications: following The used. is trilogy original the from material

a small revision to better suit the setting. Use the the Use setting. the suit better to revision small a only sake, simplicity’s For rules. the within cepts

unchanged, some of the derived Attributes need need Attributes derived the of some unchanged, - con Wars Star incorporate to order in changed

Whilst the default RQ6 Characteristics remain remain Characteristics RQ6 default the Whilst be to need which areas key few a are There

A C ttributes hanges RQ Star Wars Star RQ X

qualish Aqualish are bipedal humanoids that range from between 1.7 A and 2 metres in height. Skin is generally smooth, coloured any- The Aqualish are fanged bipeds from the planet Ando whose where from orange to dark brown, with patches of arachnid hair appearance combines aspects of arachnids and pinniped aquatic emerging from the lower parts of their limbs and head. They mammals. Aqualish have a reputation for being nasty, crude and possess large eyes adapted to low light and a set of oversized aggressive, and generally pursue off-world careers as mercenar- feeding fangs, which tuck into their neck pouch when not in use ies, bounty hunters and criminal thugs. to protect their delicate tips.

Characteristics Attributes 1d20 Location AP/HP STR: 2d6+6 (13) Action Points 2 1–3 Right Leg 0/5 CON: 3d6 (11) Damage Modifier +1d2 4–6 Left Leg 0/5 SIZ: 2d6+6 (13) Tenacity 11 7–9 Abdomen 0/6 DEX: 3d6 (11) Movement 6m 10-12 Chest 0/7 INT: 2d6+6 (13) Strike Rank 12 13–15 Right Arm 0/4 POW: 3d6 (11) Natural Armour None 16–18 Left Arm 0/4 CHA: 3d6 (11) Abilities Night Sight 19–20 Head 0/5 Force Sensitivity Low Natural Weapons: Size/Force Reach Damage AP/HP Claws S T 1d4+1d2 As for Arm

amorrean which provided only essential amenities as well as shields and G weapons. Socially they are organised in clans ruled by a council Gamorreans are porcine humanoids from the lush jungle Outer of matrons. Rim planet of Gamorr where their technological level has barely reached that of a space faring civilisation. With their primi- tive ships they colonised several other nearby systems in vessels

Characteristics Attributes 1d20 Location AP/HP STR: 2d6+6 (13) Action Points 2 1–3 Right Leg 0/6 CON: 2d6+6 (13) Damage Modifier +1d2 4–6 Left Leg 0/6 SIZ: 2d6+6 (13) Tenacity 11 7–9 Abdomen 0/7 DEX: 2d6+3 (10) Movement 6m 10-12 Chest 0/8 INT: 1d3+7 (9) Strike Rank 10 13–15 Right Arm 0/5 POW: 3d6 (11) Natural Armour None 16–18 Left Arm 0/5 CHA: 3d6 (11) Abilities None 19–20 Head 0/6 Force Sensitivity Low Natural Weapons: Size/Force Reach Damage AP/HP Fists M S 1d4+1d2 As for Arm Tusks M T 1d3+1d2 As for Head

4 c 5

m

L L 1d8+1d6 As for Tail for As 1d8+1d6 L L Slap Tail

Fist L M 1d4+1d6 As for Arm for As 1d4+1d6 M L

Natural Weapons: Size/Force Reach Damage AP/HP Damage Reach Size/Force Weapons: Natural

Low Sensitivity Force

None Abilities (11) 3d6 CHA:

None Armour Natural (11) 3d6 POW: 0/8 Head 19–20

INT: 2d6+9 (16) 2d6+9 INT: 0/7 Arm Left 17–18 10 Rank Strike

DEX: 1d6 (4) 1d6 DEX: 0/7 Arm Right 15–16 4m Movement

0/10 Chest 11-14 11 Tenacity (25) 2d6+18 SIZ:

Damage Modifier Damage (13) 2d6+6 CON: 0/9 Abdomen 6–10 +1d6

Action Points Action (13) 2d6+6 STR: 0/8 Tail 1–5 2

Attributes Characteristics AP/HP Location 1d20

often utilise floaters and repulsorlift sleds to travel about. travel to sleds repulsorlift and floaters utilise often

lazy of temperament when it comes to physical activity, they they activity, physical to comes it when temperament of lazy

Members of this species are notoriously seen as crime lords. crime as seen notoriously are species this of Members Hutts move by undulating their slug-like bodies, although being being although bodies, slug-like their undulating by move Hutts

Imperial star charts. Their adopted home world is Nal Hutta. Hutta. Nal is world home adopted Their charts. star Imperial almost any colour, grows loose and lacks its natural oily lustre. lustre. oily natural its lacks and loose grows colour, any almost

from the planet Varl, but no planet by that name appears on any any on appears name that by planet no but Varl, planet the from stressed hutt quickly becomes thin and its skin, which can be of of be can which skin, its and thin becomes quickly hutt stressed

hegemony in Hutt Space. The species is said to originally hail hail originally to said is species The Space. Hutt in hegemony is within its own power base, the more mass it accumulates. A A accumulates. it mass more the base, power own its within is

wide cavernous mouths and huge eyes, which control a large large a control which eyes, huge and mouths cavernous wide of status and rank. The wealthier the hutt and more secure it it secure more and hutt the wealthier The rank. and status of

The Hutts are a species of large gastropods with stubby arms, arms, stubby with gastropods large of species a are Hutts The hundreds of kilograms, their obesity being seen as a symbol symbol a as seen being obesity their kilograms, of hundreds

An adult hutt has an average length of 4-5 metres and can weigh weigh can and metres 4-5 of length average an has hutt adult An H utt

S T 1d3 As for Limb for As 1d3 T S Feet & Hands

Natural Weapons: Size/Force Reach Damage AP/HP Damage Reach Size/Force Weapons: Natural

High Sensitivity Force

0/5 Head 19–20 None Abilities (11) 3d6 CHA:

Left Arm Left 16–18 None Armour Natural (16) 2d6+9 POW: 0/4

Right Arm Right 13–15 12 Rank Strike (13) 2d6+6 INT: 0/4

Chest 10-12 6m Movement (11) 3d6 DEX: 0/7

Abdomen 7–9 16 Tenacity (13) 2d6+6 SIZ: 0/6

Left Leg Left 4–6 None Modifier Damage (11) 3d6 CON: 0/5

Right Leg Right 1–3 2 Points Action (11) 3d6 STR: 0/5

Location 1d20 Attributes Characteristics AP/HP

are counted Alderaan, Corellia, Corulag and Chandrila. and Corulag Corellia, Alderaan, counted are - wide both is humanity Empire, the of race predominant The

ers are measured. They have many settled worlds amongst which which amongst worlds settled many have They measured. are ers

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spread and considered the de-facto species against which all oth all which against species de-facto the considered and spread - RQ Star Wars Star RQ X

thorian Hammerheads have glossy, usually brown flesh, although it can I sometimes have a distinctive reddish tinge. They stand roughly Ithorians are mammalian herbivorous species from the planet between 1.8 to 2.3 meters from eyestalk to toe and the separa- Ithor. Despite being roughly humanoid from the chest down, tion between eyes grants them excellent depth perception mak- they are commonly called “Hammerheads” by less sensitive ing them natural marksmen and pilots. However, their reflexes beings because of their long, curving neck and T-shaped head. and coordination are somewhat slower than that of average This odd physiology grants them two mouths and four throats, humanoids, thus they are rarely suited to combat roles. Indeed allowing an Ithorian to speak in stereo. Female Ithorians have the species is fairly pacifistic in nature. two humps on the back of their head, while males have only one.

Characteristics Attributes 1d20 Location AP/HP STR: 2d6+6 (13) Action Points 2 1–3 Right Leg 0/6 CON: 2d6+6 (13) Damage Modifier +1d2 4–6 Left Leg 0/6 SIZ: 2d6+9 (16) Tenacity 13 7–9 Abdomen 0/7 DEX: 2d6 (7) Movement 6m 10-12 Chest 0/8 INT: 2d6+6 (13) Strike Rank 10 13–15 Right Arm 0/5 POW: 2d6+6 (13) Natural Armour None 16–18 Left Arm 0/5 CHA: 3d6 (11) Abilities Improved Depth Perception (reduce 19–20 Head 0/6 Distance Penalties by one step) Force Sensitivity High Natural Weapons: Size/Force Reach Damage AP/HP Hands & Feet S T 1d3 As for Limb

Jawa An average jawa keeps its features hidden at all times, with only Jawas are the atypically short, heavily cowled natives of Ta- their glowing yellow eyes visible within the darkness of their tooine. Lacking innovation or an ethic for hard work, they are hooded robes. They rarely exceed 1 metre in height or more than instead passionate scavengers, seeking out technology for sale or 30 kilos in mass. Due in part to their size they are extremely trade in the deep deserts in their huge sandcrawler transports. passive beings, hardly putting up any physical resistance to ward They have a reputation for swindling, as they had a penchant for off violence; but instead use stealth or negotiation skills to fast selling old equipment such as outdated faulty droids to moisture talk their way out of trouble. Jawas are most likely encountered farmers. as cowardly thieves or merchants, attempting to convince for- eigners to partake in their ‘excellent’ business opportunities.

Characteristics Attributes 1d20 Location AP/HP STR: 1d6+3 (7) Action Points 3 1–3 Right Leg 0/4 CON: 3d6 (11) Damage Modifier -1d4 4–6 Left Leg 0/5 SIZ: 1d3+3 (5) Tenacity 11 7–9 Abdomen 0/6 DEX: 2d6+6 (13) Movement 4m 10-12 Chest 0/3 INT: 2d6+6 (13) Strike Rank 13 13–15 Right Arm 0/3 POW: 3d6 (11) Natural Armour None 16–18 Left Arm 0/4 CHA: 3d6 (11) Abilities None 19–20 Head 0/6 Force Sensitivity Low Natural Weapons: Size/Force Reach Damage AP/HP Hands & Feet S T 1d2-1d4 As for Limb

6 c

7

S T 1d3 As for Limb for As 1d3 T S Feet & Hands

m AP/HP Damage Reach Size/Force Weapons: Natural

High Sensitivity Force

Adhering, Night Sight Night Adhering, Abilities (11) 3d6 CHA: 0/5 Head 19–20

0/4 Arm Left 16–18 Skin Pebbly Armour Natural (11) 3d6 POW:

13 Rank Strike (13) 2d6+6 INT: 0/4 Arm Right 13–15

6m Movement (13) 2d6+6 DEX: 0/7 Chest 10-12

SIZ: 2d6+3 (10) 2d6+3 SIZ: 0/6 Abdomen 7–9 11 Tenacity

-1d2 Modifier Damage (13) 2d6+6 CON: 0/5 Leg Left 4–6

STR: 2d6+3 (10) 2d6+3 STR: 0/5 Leg Right 1–3 3 Points Action

Attributes Characteristics AP/HP Location 1d20

found even among the upper classes of the Core Worlds. Core the of classes upper the among even found

ing no gloves or shoes. or gloves no ing be to are who politicians and merchants, artists, produce to aged

- wear are they provided – ease relative with surfaces sheer scale - man have people Rodian The thugs. simple-minded merely not

society as bounty hunters or criminal henchmen, Rodians are are Rodians henchmen, criminal or hunters bounty as society fingers and toes which end in suckered tips, allowing them to to them allowing tips, suckered in end which toes and fingers

world. Though they are often relegated to the fringes of galactic galactic of fringes the to relegated often are they Though world. is leathery and reptilian in nature. Rodians also have overlong, overlong, have also Rodians nature. in reptilian and leathery is

springs from the difficulties of life in the jungles of their home home their of jungles the in life of difficulties the from springs antennae which makes them difficult to creep up on. Their skin skin Their on. up creep to difficult them makes which antennae

snouts, Rodians are infamous for their violent culture, which which culture, violent their for infamous are Rodians snouts, However it is the combination of large ears and directional directional and ears large of combination the is it However

due to their green semi-reptilian skin and characteristic fluted fluted characteristic and skin semi-reptilian green their to due eyes provide night vision seeing into the infra red spectrum. spectrum. red infra the into seeing vision night provide eyes

Natives of Rodia in the Tyrius system. Highly recognizable recognizable Highly system. Tyrius the in Rodia of Natives short when compared with humans. Their large multifaceted multifaceted large Their humans. with compared when short

R

n a odi Ranging from 1.5 to 1.7 metres in height, Rodians are relatively relatively are Rodians height, in metres 1.7 to 1.5 from Ranging

S T 1d3 As for Limb for As 1d3 T S Feet & Hands

Natural Weapons: Size/Force Reach Damage AP/HP Damage Reach Size/Force Weapons: Natural

Force Sensitivity Force Low

Abilities (11) 3d6 CHA: 0/5 Head 19–20 Swimmer

Natural Armour Natural (11) 3d6 POW: 0/4 Arm Left 16–18 None

Strike Rank Strike (16) 2d6+9 INT: 0/4 Arm Right 13–15 12

Movement (7) 2d6 DEX: 0/7 Chest 10-12 6m

Abdomen 7–9 11 Tenacity (10) 2d6+3 SIZ: 0/6

Left Leg Left 4–6 None Modifier Damage (11) 3d6 CON: 0/5

Right Leg Right 1–3 2 Points Action (13) 2d6+6 STR: 0/5

Location 1d20 Attributes Characteristics AP/HP

view visuals designed for the other and vice versa. vice and other the for designed visuals view apparatus. sure

wavelengths than Humans, making it difficult for one species to to species one for difficult it making Humans, than wavelengths - pres or breathing requiring without level sea below meters 30 to

other, focusing on two areas at once, but see in a slightly higher higher slightly a in see but once, at areas two on focusing other, up of depths to descend to able are Calamari Mon The dry. too

Calamari can also swivel their eyes independently from one an one from independently eyes their swivel also can Calamari not is atmosphere the providing environment either in home at -

long middle fingers, and two extremely short outer fingers. Mon Mon fingers. outer short extremely two and fingers, middle long being them with water in and land on both breathing of capable

able thumb with two more shorter claw-like protrusions, two two protrusions, claw-like shorter more two with thumb able equally are They eyes. fish-like huge, and heads high-domed

being webbed, also featured five claw-tipped fingers; one oppos one fingers; claw-tipped five featured also webbed, being hands, webbed skin, salmon-coloured with species humanoid -

which grew more numerous with age. Their hands, apart from from apart hands, Their age. with numerous more grew which amphibious an of form the take They Dac. of world the to

Mon Calamari have protrusions on their chin called “barbels” “barbels” called chin their on protrusions have Calamari Mon indigenous species sapient several of one are Calamari Mon The

meters tall, possessing a body scent of salt and the sea. Male Male sea. the and salt of scent body a possessing tall, meters

C M

ri a m a l a on On average, a member of the species stands between 1.3 to 1.8 1.8 to 1.3 between stands species the of member a average, On RQ Star Wars Star RQ X

randoshan The Trandoshans are a warlike species who allied early with the T Empire, taking Wookiees as slaves. Trandoshans are large, bipedal reptilian humanoids from the planet of Trandosha. Like Rodians they have sensitive eyes that As a species, they average 2 metres in height and are renowned can see into the infrared range, but in addition possess the abil- across the galaxy for toughness and great strength. This is ity to regenerate lost limbs – albeit slowly – and are anatomi- evidenced by several members of other species boasting physical cally built heavier and stronger than most humanoids. Being prowess and power by having defeated a Trandoshan, either in fully reptilian they periodically shed their skin, which is thick battle or in a contest of strength. Most of this race seeks employ- and scaly. ment as mercenaries, bounty hunters or slavers.

Characteristics Attributes 1d20 Location AP/HP STR: 2d6+9 (16) Action Points 2 1–3 Right Leg 3/7 CON: 2d6+9 (16) Damage Modifier +1d4 4–6 Left Leg 3/7 SIZ: 2d6+12 (19) Tenacity 10 7–9 Abdomen 3/8 DEX: 2d6+3 (10) Movement 6m 10-12 Chest 3/9 INT: 2d6+6 (13) Strike Rank 12 13–15 Right Arm 3/6 POW: 2d6+3 (10) Natural Armour Thick Scales 16–18 Left Arm 3/6 CHA: 3d6 (11) Abilities Night Sight, Regeneration (can regrow 19–20 Head 3/7 limbs as per healing Major Wounds) Force Sensitivity Low Natural Weapons: Size/Force Reach Damage AP/HP Bite M T 1d6+1d4 As for Head Claws M M 1d4+1d4 As for Arm

Tusken Tuskens are tall yet lean, ranging from 1.8 to 1.9 metres high. They keep every part of their body wrapped to protect it against Tusken Raiders, less formally referred to as Sand People, are a the harsh sun and sand of their home world. Little more of their race of primitive sapients indigenous to Tatooine. They follow a physiology is known as the Sand People always take their dead nomadic lifestyle, openly hostile to local settlers and even other with them. Specialists studying the history and biology of the tribes who encroach on their sprawling territories. The term species are forced to locate ancient mummified remains secreted Sand People was given to them due to their existence in the des- away in well hidden necropolises. From these desiccated cadav- ert; but the more formal name of Tusken Raiders was acquired ers, they believe that Tusken Raiders share a common ancestry much later, due to a period of concerted attacks on outlying with the Jawas, although neither species has ever admitted a colony settlements. relationship with the other.

Characteristics Attributes 1d20 Location AP/HP STR: 2d6+6 (13) Action Points 2 1–3 Right Leg 3/7 CON: 2d6+6 (13) Damage Modifier +1d2 4–6 Left Leg 3/7 SIZ: 2d6+6 (13) Tenacity 11 7–9 Abdomen 3/8 DEX: 3d6 (11) Movement 6m 10-12 Chest 3/9 INT: 2d6+6 (13) Strike Rank 12 13–15 Right Arm 3/6 POW: 3d6 (11) Natural Armour Body Wrapping 16–18 Left Arm 3/6 CHA: 3d6 (11) Abilities None 19–20 Head 3/7 Force Sensitivity Low Natural Weapons: Size/Force Reach Damage AP/HP Susam, nost, saperovid quam facia- Hands & Feet S T 1d3+1d2 As for Limb sitatur alit exero beaque lam, quam, corro corpos iur, sundae nobitatque sunto dolore nimil idus repe ped mag- nimp erciur, nonseq 8 c 9

m

L M 1d6+1d8 As for Arm for As 1d6+1d8 M L Claws

Natural Weapons: Size/Force Reach Damage AP/HP Damage Reach Size/Force Weapons: Natural

Low Sensitivity Force

0/5 Head 19–20 Intimidate wounded), (if Frenzy Abilities (11) 3d6 CHA:

POW: 3d6 (11) 3d6 POW: 0/4 Arm Left 16–18 Pelt Thick Armour Natural

0/4 Arm Right 13–15 12 Rank Strike (13) 2d6+6 INT:

DEX: 2d6+3 (10) 2d6+3 DEX: 0/7 Chest 10-12 8m Movement

0/6 Abdomen 7–9 11 Tenacity (22) 2d6+15 SIZ:

0/5 Leg Left 4–6 +1d8 Modifier Damage (13) 2d6+6 CON:

0/5 Leg Right 1–3 2 Points Action (19) 2d6+12 STR:

Attributes Characteristics AP/HP Location 1d20

skills.

species. however excel as hunters, warriors and can even master technical technical master even can and warriors hunters, as excel however

and tremendous strength, unsurpassed by any other sapient sapient other any by unsurpassed strength, tremendous and labourers, being regarded little more than animals. Wookiees Wookiees animals. than more little regarded being labourers,

trees of their world, Wookiees are famed for their rage in battle battle in rage their for famed are Wookiees world, their of trees their home by Trandoshan slavers. These are generally used as as used generally are These slavers. Trandoshan by home their

retractable claws which permit them to climb the kilometre high high kilometre the climb to them permit which claws retractable those indentured by Imperials or others illegally culled from from culled illegally others or Imperials by indentured those

that inhabit the planet Kashyyyk. Tall, furry and possessing possessing and furry Tall, Kashyyyk. planet the inhabit that white. Few Wookiees are seen outside of Kashyyvk, save for for save Kashyyvk, of outside seen are Wookiees Few white.

People of the Trees, are a species of hairy bipedal humanoids humanoids bipedal hairy of species a are Trees, the of People taller. Their fur ranges in colour from black through brown to to brown through black from colour in ranges fur Their taller.

The Wookiees, whose name for themselves translates to the the to translates themselves for name whose Wookiees, The bound society. Most average 2.2 metres in height, but can be be can but height, in metres 2.2 average Most society. bound

W Despite their fierce reputation, Wookiees have a very honour honour very a have Wookiees reputation, fierce their Despite ookiee

S T 1d3 As for Limb for As 1d3 T S Feet & Hands

Natural Weapons: Size/Force Reach Damage AP/HP Damage Reach Size/Force Weapons: Natural

Force Sensitivity Force High

Abilities (11) 3d6 CHA: 0/5 Head 19–20 None

Natural Armour Natural (11) 3d6 POW: 0/4 Arm Left 16–18 None

Strike Rank Strike (13) 2d6+6 INT: 0/4 Arm Right 13–15 15

Chest 10-12 6m Movement (16) 2d6+9 DEX: 0/7

Abdomen 7–9 11 Tenacity (13) 2d6+6 SIZ: 0/6

Left Leg Left 4–6 None Modifier Damage (10) 2d6+3 CON: 0/5

Right Leg Right 1–3 3 Points Action (10) 2d6+3 STR: 0/5

Location 1d20 Attributes Characteristics AP/HP

Although Twi’leks possess a fairly standard humanoid vocal vocal humanoid standard fairly a possess Twi’leks Although

often used as slaves or dancers because of their beauty. their of because dancers or slaves as used often functions. cognitive and communication for used organs vanced

more than made up for with graceful agility. Twi’lek females are are females Twi’lek agility. graceful with for up made than more - ad are “lekku” or “brain-tails” called tentacles, The skulls. their

With their willowy physiques, what a Twi’lek lacks in strength is is strength in lacks Twi’lek a what physiques, willowy their With of base the from grow that tentacles prehensile shapely of pair a

They are also completely hairless with exotically smooth skin. skin. smooth exotically with hairless completely also are They and individual, to individual from pigment in varies which blue,

The species varies greatly in height, from 1.6 to 2.2 metres tall. tall. metres 2.2 to 1.6 from height, in greatly varies species The usually skin, colourful include features distinctive Their meat.

the planet Ryloth. They eat cultivated moulds, fungi, and rycrit rycrit and fungi, moulds, cultivated eat They Ryloth. planet the

subtle movement of the lekku. the of movement subtle from originating species humanoid omnivorous an are Twi’leks

usually prefer their native language of Ryl, which incorporates incorporates which Ryl, of language native their prefer usually

T wi’lek

structure and are capable of learning most alien languages; they they languages; alien most learning of capable are and structure RQ Star Wars Star RQ X

• Pilot (Spaceship) – Spacecraft of all designs (TIE Standard fighters, YT-1300 freighter) • Ride (Beasts) – Animals of any type (Bantha, Bolo- Skills taur) The normal list of Standard and Professional Skills in For the purposes of simplicity, any transportation skill RQ6 obviously requires some revision to take into account learned as part of Culture is considered a Standard skill. strange races, exotic worlds and the prevalence of higher All others are treated as Professional skills and must be technology. To handle the sheer diversity of the Star Wars taught by entering the correct career, picked up as a char- setting, certain skills may need to be capped or even acter’s speciality hobby, or learned after character genera- removed, since the species may not be familiar with the tion by training a new skill. environment or the level of assumed technology. A Tuskan Raider for instance would most likely founder helplessly Transportation Skills should be given their own separate after falling into a water cistern, and have little idea of section on the Character Sheet, perhaps utilising the space what a boat is. allocated to Magical Skills. The Pilot skill is detailed in the next section. Transportation Since not every species, culture or homeworld will rely on evised tandard kills the same methods of travel, the original skills of Boating, R S S Drive and Ride have been removed from the default Stan- Athletics STR+DEX dard Skill list. These are instead supplanted with a new, Brawn STR+SIZ more detailed set of transportation skills which reflect the Conceal DEX+POW diverse range of vehicles in the Star Wars universe. Customs INTx2 Each category covers the control of any vehicle (or crea- Dance DEX+CHA ture) which matches its environmental and propulsion Deceit INT+CH A specifications. In most cases this is just a more specialised Endurance CON x2 version of a previous RuneQuest skill. The categories are: Evade DEX x2 First Aid INT+DEX • Boating (Boats) – All waterborne craft from canoes to Homeworld* INT x2 sea liners (Sail raft, Amphibion) Influence CHA x2 • Boating (Submersibles) – Any vessel which travels Insight INT+POW below the surface (Luxsubs) Native Tongue INT+CHA • Drive (Crawler) – Wheeled or Tracked (Sandcrawler, Perception INT+POW Wheel bike) Sing CHA+POW • Drive (Speeder) – Ground hugging repulsorlift ve- Stealth DEX+INT hicles (Landspeeders, Speeder bikes) Swim STR+CON • Drive (Walker) – Legged vehicles (AT-AT, AT-ST) Unarmed STR+DEX • Pilot (Airship) – Atmospheric balloons to floating gas Willpower POW x2 mining installations

• Pilot (Flyer) – Skyhoppers and Air Speeders (T-16, * Homeworld is just the Locale skill renamed. Most characters are assumed to Snowspeeder) possess a general knowledge of the climate, cultures, geography, fauna and flora of their homeworld.

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11

lateral damage lateral INT+CON Track

- col causing without something demolish to Needing • POW x2 POW Force The

Setting up the explosive device as a trap a as device explosive the up Setting • A INT+CH m Teach

Using substandard or unknown materials unknown or substandard Using • CON+POW Survival

bat situation bat POW+CHA Streetwise

- com a within being or time save to corners Cutting • DEX+CHA Sleight

A roll should only be necessary when: necessary be only should roll A INT+CHA Seduction

taking time to double check everything is set up correctly. correctly. up set is everything check double to time taking INT+POW Sensors

skill check if performed in a non-stressful situation whilst whilst situation non-stressful a in performed if check skill INT x2 INT Science

explosive materials. Most demolition attempts require no no require attempts demolition Most materials. explosive INT+CHA Politics

This skill permits a character to safely handle and utilise utilise and handle safely to character a permits skill This DEX+INT Pilot

POW+CHA Oratory

) POW + INT ( D

emolitions

INT+POW Navigation

DEX+CHA Musicianship

described later. described

the result. the INT+POW Meditation

by the Mechanics skill as as skill Mechanics the by

drives is instead covered covered instead is drives actively challenged, an opposed roll is used to determine determine to used is roll opposed an challenged, actively CON+INT Mechanics

Maintenance of ship’s ship’s of Maintenance

the attempted communication (or discovery of such) is is such) of discovery (or communication attempted the x2 DEX Lockpicking

tions, vessels and the like. like. the and vessels tions,

infrastructure, fortifica infrastructure, - INT+CHA Language user has access to a code-cracker. In any situation where where situation any In code-cracker. a to access has user

construction of buildings, buildings, of construction

INT+POW ling Hea a chance of cracking encrypted messages providing the the providing messages encrypted cracking of chance a

as per the design and and design the per as

INT+POW mbling Ga to detect, conceal or block comms traffic. It also grants grants also It traffic. comms block or conceal detect, to military engineering engineering military

of large scale civil and and civil scale large of

Grants the ability to use communications equipment equipment communications use to ability the Grants DEX+INT Forgery

Wars concerns knowledge knowledge concerns Wars

INT x2 INT Engineering*

* Engineering in Star Star in Engineering *

2) INT ( C omms

x

DEX+INT Electronics

INT+CHA Disguise

in the Imperium or its border regions. border its or Imperium the in INT+POW Demolitions

INT x2 INT Culture Astrogation can also be used to remember obscure worlds worlds obscure remember to used be also can Astrogation

DEX+INT Craft

INT+CHA Courtesy instance

to (or through) dangerous regions, the Kessel Run for for Run Kessel the regions, dangerous through) (or to INT x2 INT Comms

INT+CHA Commerce Attempting to shave off travel time by cutting close close cutting by time travel off shave to Attempting •

INT x2 INT Bureaucracy are poorly maintained poorly are

The ship’s hyperdrive engines have been damaged or or damaged been have engines hyperdrive ship’s The • INT x2 INT Astrogate

POW+CHA Art pursuit or hiding the destination the hiding or pursuit

CHA x2 CHA Acting Trying to calculate a course whilst under fire, evading evading fire, under whilst course a calculate to Trying •

STR+DEX Acrobatics

S P R required in the following circumstances: following the in required kills l a rofession evised

rolled against in non-stressful situations, but a roll may be be may roll a but situations, non-stressful in against rolled

hyperspace between star systems. This skill is not normally normally not is skill This systems. star between hyperspace

enables starship pilots the ability to plot a course through through course a plot to ability the pilots starship enables italicised. are skills New literate.

Astrogation is the equivalent to Navigation, save that it it that save Navigation, to equivalent the is Astrogation be to assumed are Imperium the of members all as skill

reflect higher technology. Literacy is removed as a separate separate a as removed is Literacy technology. higher reflect

2) INT ( A

te ga stro x

replaces the magic related skills with a few new ones to to ones new few a with skills related magic the replaces

levels and cultures, the default list of Professional Skills Skills Professional of list default the cultures, and levels

Science Fiction setting. Fiction Science scientific of range wide a incorporates Wars Star Since

technology of the genre, and should be applicable to any any to applicable be should and genre, the of technology

S kills

The following are new skills created to handle the higher higher the handle to created skills new are following The

S N

kills ew

P rofessional RQ Star Wars Star RQ X

of the associated person, craft or cargo will in-directly reveal it is false. Electronics (DEX+INT) Inspection checks occur whenever an official requests to This skill allows the user to tinker with, bypass or repair see (or be transmitted) the forged document; a storm- electronic devices. It has many applications, most often trooper requesting travel papers or an ID card for ex- to temporarily patch up damaged equipment or replace ample. The check is a simple opposed roll of the crafter’s broken circuits with spares. A darker aspect is the circum- Forgery skill (at the time of making the forgery) versus venting of electronic security, providing the character can the viewer’s Perception, Customs/Culture, or some other gain access to the circuitry or a convenient data port. relevant technical skill. If the forgery wins, then it passes inspection. Forgery (DEX+INT) Mechanics (CON+INT) The Forgery skill permits the creation or falsification of official documentation. This is normally used to gain the Mechanics is the equivalent of Electronics in that it allows following: the maintenance and repair of complex mechanical equip- • False identity documentation, whether for a space- ment. This can be anything from the servicing of droid craft or a person actuators to fixing moisture vapourators. The skill cannot • False travel documentation, so that the holder can repair something completely destroyed, but could permit a penetrate a secure facility or region brief jury-rigged fix if enough spare parts are available. • False cargo manifests, to enable the smuggling of Contrary to traditional science fiction settings, this skill prohibited substances or objects also includes the maintenance and repair of starship Forgery is not simply the physical crafting of a facsimile of reactors and hyperdrives; the skill of Engineering instead the original document, assuming it’s not just an electronic refers only to large scale civil engineering. The design and code. Rather it requires the knowledge of passwords, en- building new mechanical devices is not covered by this cryption, names of current overseers and dozens of other skill, but requires the Craft (Mechanics) instead. aspects. It might even necessitate the hacking of Imperial databases to plant corroborating evidence to support the Pilot (DEX+INT) forged document. Previously mentioned as part of the Transportation section Usually the skill is tested once to initially create the of Standard Skills, the Pilot skill permits the control of forgery. The quality of the forgery depends on the roll, flying vehicles. Despite the degree of automation available which can be made in secret by the Game Master if they to Imperial tech, there is a significant difference between so desire: piloting an atmospheric specific flyer and an interstellar • Fumble: some elemental mistake is made immediately spacecraft; requiring this skill to be taken twice to cover revealing the bogus nature of the forgery, so that it both environments. automatically fails any inspection check. • Failure: the forgery is sufficiently shoddy so that it If a character possesses only one speciality, the Game always prompts an inspection check. Master is at liberty to substitute one skill for the other, • Success: a sufficiently good enough forgery is created imposing a difficulty penalty when attempting to pilot so that it always passes inspection checks without vessels they are not familiar with. Thus a spacecraft pilot needing to roll, unless the checking official has reason would suffer a penalty when flying a Skyhopper. to be suspicious. • Critical: the forgery is so good that it can never be As with Astrogation, the Pilot skill is not normally discerned from the real thing. It always passes inspec- checked when making normal flights. However dramatic tion checks. Only a thorough in-depth investigation or dangerous situations may require the skill to be tested.

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13

m settings.

might be a vital – in alternate Science Fiction Fiction Science alternate in – vital a be might

Wars campaign, they could be included – indeed indeed – included be could they campaign, Wars

Although these skills are unnecessary to run a Star Star a run to unnecessary are skills these Although

ness R2D2’s accessing the ’s systems). systems). Star’s Death the accessing R2D2’s ness

- (wit droids by undertaken is systems computer

encoded rather than software; or, interfacing with with interfacing or, software; than rather encoded

almost all technology appears to be hardware hardware be to appears technology all almost 110%. least at of skill a

gravity. Likewise there is no Computer skill since since skill Computer no is there Likewise gravity. entail would rank) (Leader Senate Imperial the to

used as all ships and battlestations utilise artificial artificial utilise battlestations and ships all as used ambassadors and 90% necessitate rank) (Overseer

Wars milieu. Things like Zero-G skill are never never are skill Zero-G like Things milieu. Wars senate planetary the of members 70%, need rank)

Some skills are completely unapparent in the Star Star the in unapparent completely are skills Some (Proven ministers level high 50%, of skill politics

functionaries (Dedicated rank) would require a a require would rank) (Dedicated functionaries

S U

kills ry a ess c nne

baren government as a Brotherhood; lower level level lower Brotherhood; a as government baren

- Alder the in membership treated Master Game

ing to their Politics skill value. For example, if the the if example, For value. skill Politics their to ing than the original skills. original the than

ly active are generally limited in their rank accord rank their in limited generally are active ly and Meditation have different characteristic bases bases characteristic different have Meditation and -

As a rough guideline, characters that are political are that characters guideline, rough a As in the same manner. Note that both The Force Force The both that Note manner. same the in -

tiations, bribery or even intimidation attempts. intimidation even or bribery tiations, ostensibly replaces the Mysticism skill, but works works but skill, Mysticism the replaces ostensibly

with which to augment checks concerning nego concerning checks augment to which with This is the skill used to control Force powers. It It powers. Force control to used skill the is This -

such standing grants, Politics is often a useful skill skill useful a often is Politics grants, standing such

2) POW ( F T

e c or he x

Empire. Due to the degree of authority and power power and authority of degree the to Due Empire.

standing in the political structure of the Galactic Galactic the of structure political the in standing

contacts, but also reflects the character’s own own character’s the reflects also but contacts, stance or clue, the skill check is unopposed. is check skill the clue, or stance

The Politics skill does not only denote personal personal denote only not does skill Politics The - sub non-perceivable nominally a of existence the

Piloting, Conceal, and so on. When checking for for checking When on. so and Conceal, Piloting,

lobbying, or even voting support. voting even or lobbying, pertinent skill for that situation, be that Stealth, Stealth, that be situation, that for skill pertinent

done. It can be used to request a personal favour, favour, personal a request to used be can It done. opposed roll of the Sensors skill against the most most the against skill Sensors the of roll opposed

right person to speak to if needing something something needing if to speak to person right from the sensor user. In this case the check is an an is check the case this In user. sensor the from

knowledge of how governments work and the the and work governments how of knowledge somebody or something tries to remain hidden hidden remain to tries something or somebody

Characters possessing the Politics skill have have skill Politics the possessing Characters range scanners. It is most often checked when when checked often most is It scanners. range

devices from chemical sniffers up to military long long military to up sniffers chemical from devices

A) H +C INT ( P s c oliti

Allows the accurate use and analysis of sensor sensor of analysis and use accurate the Allows

) POW + INT ( S

ensors

Drive skill instead. skill Drive

craft are not covered by Pilot, but rather use the the use rather but Pilot, by covered not are craft

example Architecture. example effect ground as act which vehicles Repulsorlift

specialisation is pertinent to creating things, for for things, creating to pertinent is specialisation

also permits the design of new technology if the the if technology new of design the permits also instance. for canyon,

or recall knowledge pertinent to that subject. It It subject. that to pertinent knowledge recall or or field asteroid an obstacles, physical by

the user to understand how something works works something how understand to user the close pass to ship the control to Attempting •

from Anthropology to Zoology. The skill allows allows skill The Zoology. to Anthropology from flack

must be assigned a specific speciality, anything anything speciality, specific a assigned be must turbolaser or storm atmospheric an as such

skill which it replaces. Each incidence of Science Science of incidence Each replaces. it which skill conditions, difficult through fly to trying If •

Science is the technological equivalent of the Lore Lore the of equivalent technological the is Science starship or aircraft

When engaging in a dogfight with another another with dogfight a in engaging When •

2) INT ( S e c ien c x For example: For RQ Star Wars Star RQ X

For example a player who wished to create a Trandoshan Cultures character from Xandor, a multiethnic pirate base on the rim, Unlike the default cultures presented in the core Rune- might choose an Asteroid world, with a Lawless society and Quest rulebook, which are structured to represent Galactic level technology; whereas somebody who wished to historical or fantasy societies, the cultures in Star Wars are generate a Wookie from Kashyyyk would be limited to a pre- extreme in their environmental, social and technological defined Jungle World, with a rebellious Militaristic society diversity. To get around this problem, the Game Master and (now) Primitive technological level. should instead permit the players to develop their own cultures, by using the following steps. These choices define the character’s unique planetary upbringing. The requisite skills provided by each table If not taking an already established world of the Galactic form the basic skill set of someone from that culture. The Empire, allow the player to select: combined total of Standard and Professional skills should be ten. Duplicate skills are not permitted. • Homeworld Type • Sociological Type Once the character’s skill list has been defined, distribute • Technological Type 100 points between them, with a minimum of +5% and maximum of +15% assigned to each skill. After this add a bonus +40% to Customs and Native Tongue.

Homeworld Type World Type Default Planetary Skills Transportation Skills Asteroid/Space Station Homeworld, Survival (Vacuum) Pilot (Spaceship) and select one of Drive (Crawler) or Drive (Walker) Cloud World Homeworld, Survival (Poisonous Pilot (Flyer) and select one of Pilot (Airship) or Ride (Flying Atmospheres) Beast) Desert World Homeworld, Survival (Deserts) Select two from Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast) Ice World Homeworld, Survival (Arctic) Select two from Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast) Jungle World Homeworld, Survival (Jungles) Select two from Boating (Boats), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast) Ocean World Homeworld, Survival (Seas), Select one of Boating (Boats), Boating (Submersibles), Pilot Swim (Flyer), Ride (Beast)

Sociological Type Society Type Standard Skills Professional Skills Militaristic Endurance, Evade, Perception, Unarmed and one cultural Combat Style Bureaucratic Influence, Insight Bureaucracy, Oratory, Politics Manufacturing Brawn, Endurance Commerce, Craft (any), Engineering Lawless Deceit, Stealth and one cultural Combat Select two from Commerce, Disguise, Forgery, Gambling, Style Lockpicking, Sleight, Streetwise Artistic Dance, Sing Acting, Art, Musicianship Academic Willpower Culture, Language, Science, Teach

14 c 15

m

or Lightsaber style). One Transportation skill Transportation One style). Lightsaber or

Survival (any), The Force The (any), Survival

Insight, Perception; Combat Style (Unarmed (Unarmed Style Combat Perception; Insight, Jedi/Sith

Acrobatics, Culture (any), Language (any), Meditation, Oratory, Oratory, Meditation, (any), Language (any), Culture Acrobatics,

Athletics, Deceit or Influence, Evade, Evade, Influence, or Deceit Athletics,

style)

(hunting related) Survival (any), Track (any), Survival related) (hunting

Perception, Stealth; Combat Style (Hunting (Hunting Style Combat Stealth; Perception, Hunter

Bureaucracy, Commerce, Craft (traps), Navigation, Science Science Navigation, (traps), Craft Commerce, Bureaucracy,

Athletics or Swim; Endurance, Homeworld, Homeworld, Endurance, Swim; or Athletics

Arms style) Arms

Streetwise

Perception; Combat Style (Unarmed or Side Side or (Unarmed Style Combat Perception; Gambler

Acting, Bureaucracy, Commerce, Courtesy, Gambling, Sleight, Sleight, Gambling, Courtesy, Commerce, Bureaucracy, Acting,

Conceal, Deceit, Evade, Influence, Insight, Insight, Influence, Evade, Deceit, Conceal,

skill

(Agriculture), Survival, Track Survival, (Agriculture),

Perception, Willpower. One Transportation Transportation One Willpower. Perception, Farmer

Commerce, Craft (any), Mechanics, Navigation, Science Science Navigation, Mechanics, (any), Craft Commerce,

Athletics, Brawn, Endurance, Homeworld, Homeworld, Endurance, Brawn, Athletics,

One Transportation skill Transportation One

Navigation, Science (any), Survival (any) Survival (any), Science Navigation,

Perception, Willpower; Combat Style (any). (any). Style Combat Willpower; Perception, Explorer

Astrogation, Courtesy, Customs (any), Language (any), (any), Language (any), Customs Courtesy, Astrogation,

Athletics or Swim; Endurance, First Aid, Aid, First Endurance, Swim; or Athletics

Insight, Sing Insight, Streetwise

Entertainer Entertainer

Athletics, Brawn, Dance, Deceit, Influence, Influence, Deceit, Dance, Brawn, Athletics, Acrobatics, Acting, Oratory, Musicianship, Seduction, Sleight, Sleight, Seduction, Musicianship, Oratory, Acting, Acrobatics,

or Side Arms style) Arms Side or

(any), Sleight, Streetwise Sleight, (any),

Perception, Stealth; Combat Style (Unarmed (Unarmed Style Combat Stealth; Perception, Detective

Bureaucracy, Culture (any), Disguise, Language (any), Science Science (any), Language Disguise, (any), Culture Bureaucracy,

Customs, Evade, Influence, Insight, Insight, Influence, Evade, Customs,

Concealable Weapons Style) Weapons Concealable

Streetwise

Stealth; Combat Style (Unarmed or or (Unarmed Style Combat Stealth; Criminal

Acting, Commerce, Disguise, Electronics, Lockpicking, Sleight, Sleight, Lockpicking, Electronics, Disguise, Commerce, Acting,

Athletics, Deceit, Evade, Insight, Perception, Perception, Insight, Evade, Deceit, Athletics,

Perception, Stealth; Combat Style (any) Style Combat Stealth; Perception, Streetwise, Survival (any), Track (any), Survival Streetwise,

Bounty Hunter Bounty

Athletics, Endurance, Evade, Insight, Insight, Evade, Endurance, Athletics, Bureaucracy, Commerce, Culture (any), Language (any), (any), Language (any), Culture Commerce, Bureaucracy,

Concealable Weapons or Sniper style) Sniper or Weapons Concealable

Sleight, Streetwise Sleight,

Stealth; Combat Style (Unarmed, (Unarmed, Style Combat Stealth; Assassin

Culture (any), Demolitions, Disguise, Forgery, Language (any), (any), Language Forgery, Disguise, Demolitions, (any), Culture

Conceal, Deceit, Evade, Insight, Perception, Perception, Insight, Evade, Deceit, Conceal,

skill

Culture (any), Language (any), Streetwise (any), Language (any), Culture

Perception, Willpower. One Transportation Transportation One Willpower. Perception, Artist

Art (any), Commerce, Craft (primary), Craft (secondary), (secondary), Craft (primary), Craft Commerce, (any), Art

Customs, Homeworld, Influence, Insight, Insight, Influence, Homeworld, Customs,

Professional Skills Professional Skills Standard Career Wars Star

Careers

to improve an already known transportation skill. transportation known already an improve to Careers in described as templates career following the Use

it to either choose a new skill or use it as an opportunity opportunity an as it use or skill new a choose either to it genre. opera space the of archetypal are careers Wars Star

the career offers a Transportation skill, the player may use use may player the skill, Transportation a offers career the

C areers

and Development chapter of the RQ6 core rules. Where Where rules. core RQ6 the of chapter Development and

Select one from Electronics, Engineering, Mechanics, Science Mechanics, Engineering, Electronics, from one Select Galactic

Select one from Craft, Commerce, Science, Streetwise Science, Commerce, Craft, from one Select Industrial

Select one from Craft, Lore, Navigation, Track Navigation, Lore, Craft, from one Select Primitive

Professional Skills Professional Level Technology

Technological Type Technological RQ Star Wars Star RQ X

Star Wars Career Standard Skills Professional Skills Customs, Deceit, Homeworld, Influence, Bureaucracy, Culture (any), Language (any), Oratory, Politics, Journalist Insight, Native Tongue, Perception Science (any), Streetwise Brawn, Endurance, Homeworld Influence, Commerce, Craft (primary), Craft (secondary), Electronics, Mechanic Willpower. Two Transportation skills Gambling, Mechanics, Streetwise Customs, First Aid, Homeworld, Influence, Commerce, Culture (any), Healing, Language (any), Science Medic Insight, Willpower. One Transportation skill (primary), Science (secondary), Streetwise Deceit, Homeworld, Insight, Influence, Bureaucracy, Commerce, Courtesy, Culture (any), Language Merchant Native Tongue. Two Transportation skills (any), Navigation, Streetwise Customs, Homeworld, Influence, Insight, Art (any), Commerce, Culture (any), Courtesy, Language (any), Noble Native Tongue, Perception; Combat Style Oratory, Politics (Unarmed or Side Arms style) Brawn, Endurance, Homeworld, Astrogation, Customs (any), Electronics, Language (any), Pilot Perception, Willpower. Pilot and one other Mechanics, Sensors, Streetwise Transportation skill Customs, Deceit, Homeworld, Influence, Bureaucracy, Courtesy, Culture (any), Language (any), Oratory, Politician Insight, Native Tongue, Perception Politics, Science (any) Customs, Homeworld, Influence, Insight, Culture (any), Engineering, Language (any), Oratory, Science Scholar/Scientist Native Tongue, Perception, Willpower (primary), Science (secondary), Teach Athletics or Swim; Endurance, First Aid, Comms, Customs (any), Language (any), Navigation, Sensors, Scout Perception, Stealth; Combat Style (any). Survival (any), Track One Transportation skill Customs, Deceit, Homeworld, Influence, Bureaucracy, Courtesy, Craft (service related), Culture (any), Servant/Retainer Insight, Perception. One Transportation skill Language (any), Politics, Streetwise Conceal, Deceit, Homeworld, Influence, Astrogation, Bureaucracy, Commerce, Customs (any), Language Smuggler Insight, Willpower. One Transportation skill (any), Navigation, Streetwise Athletics or Brawn, Endurance, Evade, Unarmed; Combat Style (Side Arms style), Comms, Demolitions, Electronics, Mechanics, Science (Strategy Soldier Combat Style (Heavy Weapons style). One and Tactics), Sensors, Survival (any) Transportation skill Conceal, Deceit, Evade, Insight, Perception, Comms, Culture (any), Disguise, Electronics, Forgery, Language Spy Stealth; Combat Style (Concealable (any), Streetwise Weapons Style) Endurance, Homeworld, Influence, Comms, Craft (any), Electronics, Gambling, Mechanics, Science Technician Perception, Willpower. Two Transportation (any), Sensors skills

16 c 17

m

0%, Unarmed 16%, Willpower 65% Willpower 16%, Unarmed 0%,

35%, Mechanics 58%, Native Tongue 67%, Perception 65%, Pilot (Space Ship) 50%, Sensors 55%, Sing 0%, Stealth 35%, Swim Swim 35%, Stealth 0%, Sing 55%, Sensors 50%, Ship) (Space Pilot 65%, Perception 67%, Tongue Native 58%, Mechanics 35%,

Drive (Wheeled) 70%, Electronics 55%, Endurance 56%, Evade 55%, First Aid 0%, Homeworld 30%, Influence 24%, Insight Insight 24%, Influence 30%, Homeworld 0%, Aid First 55%, Evade 56%, Endurance 55%, Electronics 70%, (Wheeled) Drive

Default Programming: Astrogate 45%, Athletics 0%, Brawn 14%, Conceal 20%, Customs (Empire) 70%, Dance 22%, Deceit 42%, 42%, Deceit 22%, Dance 70%, (Empire) Customs 20%, Conceal 14%, Brawn 0%, Athletics 45%, Astrogate Programming: Default

sensors.

holographic projector/recorder, cargo compartment and fire extinguisher; Head contains heuristic processor, personality core and and core personality processor, heuristic contains Head extinguisher; fire and compartment cargo projector/recorder, holographic

Chassis: Lower Body contains power storage; Upper Body holds two manipulator arms, arc welder, circular saw, datalink adaptor, adaptor, datalink saw, circular welder, arc arms, manipulator two holds Body Upper storage; power contains Body Lower Chassis:

Build and Programming and Build

Infrared Vision, Motion Sensor, Tools Sensor, Motion Vision, Infrared

Datalink, Holoprojector, Holorecorder, Holorecorder, Holoprojector, Datalink, Accessories 12 CHA:

5/5 Head 19–20 Ion AP 4 Physical, AP 5 Armour: Natural Armour Natural 10 POW:

Strike Rank Strike 15 INT: 5/6 Body Upper 15–18 13

Movement 10 DEX: 5/6 Body Lower 11-14 5m

Tenacity 8 SIZ: 5/4 Leg Centre 9–10 2

Damage Modifier Damage 13 CON: 5/5 Leg Left 5–8 -1d4

Action Points Action 6 STR: 5/5 Leg Right 1–4 3

Attributes Characteristics AP/HP Location 1d20

R2 Series Astromech Droid Astromech Series R2

is finished the Game Master should take a copy of the the of copy a take should Master Game the finished is

from the previous examples. Once character generation generation character Once examples. previous the from

to assign its characteristics, then choose a suitable career career suitable a choose then characteristics, its assign to enough to strike instinctive fear in most citizens. most in fear instinctive strike to enough

to develop his own droid model by rolling 3d6 seven times times seven 3d6 rolling by model droid own his develop to of such droids however, especially self governing ones, is is ones, governing self especially however, droids such of

at its starting programming. Otherwise permit the player player the permit Otherwise programming. starting its at hunters or bodyguards out on the Rim. The mere presence presence mere The Rim. the on out bodyguards or hunters

skills should be pre-defined; reflecting a production model model production a reflecting pre-defined; be should skills Old Republic have achieved quasi-legal status as bounty bounty as status quasi-legal achieved have Republic Old

If playing an existing model, characteristics and career career and characteristics model, existing an playing If lactic Empire, although a few surviving models from the the from models surviving few a although Empire, lactic

- Ga the throughout illegal considered are Droids Battle

lesson learned from the days of the Trade Federation. Trade the of days the from learned lesson species.

supersede the physical capabilities of living races. A hard hard A races. living of capabilities physical the supersede another of character a generating as same the effectively

manufacturers ensure that the droids they build do not not do build they droids the that ensure manufacturers is PC droid a Creating so. do to permitted be should

design differences depending on their purpose. Most Most purpose. their on depending differences design droid a play to wishes who player any personalities unique

Obviously droids can possess a number of significant significant of number a possess can droids Obviously own their develop obviously Wars Star in droids Since

R

ules

life.

no concern, being programmed to accept their station in in station their accept to programmed being concern, no S D D

pot esign d roi

in effect slaves to their masters. For most droids this is of of is this droids most For masters. their to slaves effect in

are forbidden the status of citizens and must be ‘owned’; ‘owned’; be must and citizens of status the forbidden are

Although technically intelligent, self-aware devices, droids droids devices, self-aware intelligent, technically Although

An example is provided below: provided is example An species. most by laborious too found tasks the of many

The Galactic Empire is awash with droids which fulfil fulfil which droids with awash is Empire Galactic The

D new model. new s d roi

droid’s stats, which then form the default version of that that of version default the form then which stats, droid’s RQ Star Wars Star RQ X

ovement • Low-light Vision: Can amplify ambient light to see in M natural darkness Select either Walking, Wheeled, Tracked or Repulsorlift. • Magnetic Appendages: Can adhere to metal surfaces Stationary droids are unwise choices for player characters. • Motion Sensor: Can detect low level infrasound Movement Rate defaults to the Droid’s DEX/2. caused by moving objects or creatures • Radar: Detect and analyse objects at range, providing there is a clear line of sight Chassis • Remote Processor: droid body is just a remote, the Since most droids are constructed from synthetic materi- processor is elsewhere als such as plastics and metal, they come with an inherent • Shielded Internal Compartment: Hidden compart- number of physical Armour Points equal to their CON/3 ment for concealing objects and Ion Weapon Armour Points equal to POW/3. Hit • Shielding: +3 Armour Points verses Ion weapons Points are calculated normally although Hit Locations • Tools: Any tools required for performing their normal depend on the shape and function of the droid. functionality Whilst this intrinsic armour might seem to give droids an • Vocabulator: Needed to ‘speak’ non-electronic lan- advantage, they have no Healing Rate; meaning that they guages such as Galactic Basic cannot naturally recover hit points but must be repaired • Weapon: Inbuilt weapon, usually not concealed by someone with the correct technical skills and replace- ment parts.

Sensors and Processor Basic Programming: All player character droids have the ability to see and hear as a human. They also possess heuristic processors which Culture (Droid) enable them to learn by doing, building upon their basic A droids basic programming is the equivalent of cultural programming. I.e. they can improve their skills. packages. Instead of creating their own culture as per the alternative rules presented earlier, all droids begin their existence with the same mobility and communications Accessories coding. Note that all droids are programmed to under- Depending on their model, droids gain 1d3+3 accessories. stand Galactic Basic, even if they do not utilise it to com- Choose from: municate with other droids.

• 360 Degree Perception: Can ‘see’ in all directions • +20% Athletics or Drive (depending on method of simultaneously mobility) • Armour: +3 physical Armour Points • +40% Customs (Empire) • Comlink: Inbuilt verbal communicator • +20% Endurance • Data Link: Plug-in adaptor to communicate with • +20% Evade electronic devices • +40% Native Tongue (Galactic Basic) • Enhanced Sonic Hearing: Can hear sound frequen- • +20% Perception cies above and below human norm • +20% Willpower • Holoprojector: Can project holo recordings • Holorecorder: Can record holo images or movies • Infrared Vision: Can see into the Infrared spectrum, able to discern heat sources

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m website. nism

- Mecha Design the of page downloads the on available

Effects are listed in the document ‘RQ6 Firearms’, also also Firearms’, ‘RQ6 document the in listed are Effects

be limited to infantry support weapons. New Combat Combat New weapons. support infantry to limited be

the original movies. Higher firing rates in general should should general in rates firing Higher movies. original the

automatic mode, which is more fitting to what is seen in in seen is what to fitting more is which mode, automatic

almost none of the sidearms have been given a burst or full full or burst a given been have sidearms the of none almost it. apply to character

pack is expended. For the sake of character survivability survivability character of sake the For expended. is pack the enables only skill, underlying the possess still to need

are semi-automatic so have no reload time until the power power the until time reload no have so semi-automatic are the replaces tech Wars Star no However, level. education

which can be fired per attack. Blasters and Ion weapons weapons Ion and Blasters attack. per fired be can which or species their matter no devices, such of use the attempt

In the following tables Firing Rate is the number of shots shots of number the is Rate Firing tables following the In to Empire the in anyone enables philosophy design This

foolproof user interface and single dedicated purpose. purpose. dedicated single and interface user foolproof

loud and run out of ammunition quickly. ammunition of out run and loud its is technology Imperial all of aspect fundamental A

rowers and bowcasters, but are regarded as archaic, overly overly archaic, as regarded are but bowcasters, and rowers McGuffin. the is which itself device the is it Trek Star in

- slugth example for exist, weapons usual Other droids. or whereas important, is that device the of user the is it Wars

Star Wars technology and Star Trek technology. In Star Star In technology. Trek Star and technology Wars Star against highly complex electronic equipment such as ships ships as such equipment electronic complex highly against

An example of this philosophy is the difference between between difference the is philosophy this of example An is the Blaster. Ion weapons on the other hand are used used are hand other the on weapons Ion Blaster. the is

The most common type of firearm in the Galactic Empire Empire Galactic the in firearm of type common most The

the characters to know how to pilot or astrogate. or pilot to how know to characters the F

irearms

but are not so automated that they remove the need for for need the remove they that automated so not are but

tool to allow those aboard to travel between star systems, systems, star between travel to aboard those allow to tool

acter entirely. By which is meant that spaceships are only a a only are spaceships that meant is which By entirely. acter

the character to shine, not supplant the need for the char the for need the supplant not shine, to character the Armour types are summarised on page 20. page on summarised are types Armour -

Wars campaign is that equipment are tools which permit permit which tools are equipment that is campaign Wars

Something which should be stressed about playing a Star Star a playing about stressed be should which Something body, as is reflected in the Armour Penalty value. Penalty Armour the in reflected is as body,

come as protection for a single location or for the entire entire the for or location single a for protection as come

E ment p qui

advanced armours use the table overleaf. These either either These overleaf. table the use armours advanced

to any armour types up to mail. For more technologically technologically more For mail. to up types armour any to

Assume that primitive societies in the Empire have access access have Empire the in societies primitive that Assume

Surveillance Droids: Detective, Scout Detective, Droids: Surveillance •

Repair Droids: Mechanic, Technician Mechanic, Droids: Repair • armour.

Protocol Droids: Diplomat, Politician, Servant Politician, Diplomat, Droids: Protocol • ity and speed tend to be better defences than restrictive restrictive than defences better be to tend speed and ity

potentially put you down. When guns are drawn, mobil drawn, are guns When down. you put potentially Soldier Scout, Assassin, Droids: Military • -

their adversary, a risky proposition when a single shot can can shot single a when proposition risky a adversary, their Medic Droids: Medical •

armour often means that the armour wearer shoots after after shoots wearer armour the that means often armour Farmer Crafter, Droids: Labour •

However, the inherent Strike Rank penalty imposed by by imposed penalty Rank Strike inherent the However,

quent basis, armour can seem an attractive proposition. proposition. attractive an seem can armour basis, quent follow. Suggestions type. droid the

For those who become entangled in firefights on a fre a on firefights in entangled become who those For to suited role a to points career their assign to player the -

since it sends messages of aggressive intent or distrust. or intent aggressive of messages sends it since allow this, reflect To duties. their perform to coding ist

derworld it is considered more of a liability than an asset, asset, an than liability a of more considered is it derworld - special given are droids programming, basic their Beyond

legal use for body armour. Even within the criminal un criminal the within Even armour. body for use legal -

C

areer

bounty hunters or personal guards. Most citizens have no no have citizens Most guards. personal or hunters bounty

except to those who the correct permits – such as as such – permits correct the acquire who those to except

: P

rogramming session and wearing of body armour is forbidden by law, law, by forbidden is armour body of wearing and session

During the period of the Galactic Empire civilian pos civilian Empire Galactic the of period the During -

A A rmour d vance d RQ Star Wars Star RQ X

Type Description Armour Points Locations Armour Penalty Cost2 Faction Armorweave suit nominally providing protection against Flight Suit* 2 All 2 800 Cr Any decompression, G-Forces and hostile environments A bulkier version of a Flight Suit, but rated for vacuum Armoured Flight operation and 4 All 5 4,000 Cr Imperial Suit provides additional protection against shrapnel Standard open faced Blast Helmet 4 Head 1 500 Cr Rebel military helmet White plastoid clamshell protection Stormtrooper** worn over an 6 All 7 8,000 Cr Imperial atmosphere sealed black body glove Rigid durasteel head and torso protection 7 on head and No Longer Mandalorian** All 5 30,000 Cr worn over a flight torso, 2 on limbs Exists suit More heavily protective version Imperial Guard** of Stormtrooper 8 All 10 N/A Imperial armour, coloured a distinctive red

* These armours can be sealed with integral air filters providing 6 hours protection against chemical or biological taints (whether from ship damage or deliberate attack). They also incorporate a degree of thermal protection against temperatures ranging from 0 to +40 degrees Celsius..

** Stormtrooper or Mandalorian armour is not available for purchase on the open market. Imperial Guard armour is not available even on the black market.

Stormtrooper Fragility It is often pointed out in the movies that stormtrooper armour seems to provide little protection to its wearer. This is not particularly fair, since most of the time troopers are shot in the original trilogy, it is usually at the hands of the heroes, who are often toting military spec blaster carbines. In fact during the opening scene of the first movie only three stormtroopers fall to the rebel crew armed with only pistols, who themselves lose nearly five times that number in return.

Thus trooper armour is obviously designed for use against civilian weaponry, against which it is mostly proof, and save the life of its wearer when hit by heavier firearms. Totally invulnerable armour would be far too bulky and restrictive to be any use. The ease with which an armoured stormtrooper can be taken down can be represented by the wearer suffering a Serious Wound or even the Drop Foe effect (see RQ6 Firearms). Not every telling shot needs to result in death, only incapacitation.

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minutes.

or vehicle hit, the user may select the Paralysis special effect – automatically rendering the target inoperable for 1d3x10 1d3x10 for inoperable target the rendering automatically – effect special Paralysis the select may user the hit, vehicle or

by an EMP. They cause no actual physical damage, but if the damage roll exceeds the Ion Armour Points of the droid droid the of Points Armour Ion the exceeds roll damage the if but damage, physical actual no cause They EMP. an by

Ion weapons are designed to be used against complex electronics, temporarily rendering them dysfunctional as if struck struck if as dysfunctional them rendering temporarily electronics, complex against used be to designed are weapons Ion

DT-12

25 1 10/40/75 1d10 Rifle Ion 1,300 Cr 1,300 DL-44, 1 Paralysing 3

Blas Tech Tech Blas

DH-23, L/23 DH-23,

Ion Pistol Ion 800 Cr 800 DL-18, 1 Paralysing 3 50 1 7/25/50 1d6

Blas Tech Tech Blas

Rate Weapon Traits

Load Ammo Range Damage Cost Models ENC

Firing Firing Ranged Weapon Weapon

Ion Weapons Ion

Imperial Blaster Carbine Blaster Imperial Heavy Blaster Pistol Blaster Heavy

Light Repeating Blaster Rifle Blaster Repeating Light

distinctive red distinctive

armour, coloured a a coloured armour,

shots) All 8 Stormtrooper of Guard** Imperial Imperial N/A 10

generator)

Blaster (up to 25 25 to (up protective version version protective

T-21 backpack to

30/100/300 2d6 Repeating 2,000 Cr 2,000 7 Cauterising 15 auto full More heavily heavily More

Blas Tech Tech Blas connected

Light Light burst or or burst

suit 25 (250 if if (250 25

3 shot shot 3

torso, 2 on limbs on 2 torso, flight a over worn Exists

All Mandalorian** 30,000 Cr 30,000 5

Tech DLT-19 Tech 7 on head and and head on 7 protection torso and No Longer Longer No

30/100/300 2d6 Rifle Blaster 1,000 Cr 1,000 3 Cauterising 3 100 1

KX-60, Blas Blas KX-60,

Rigid durasteel head head durasteel Rigid

Carbine black body glove glove body black Carbine

15/50/220 2d6 900 Cr 900 E-11 36T, 2 Cauterising 3 50 1 atmosphere sealed sealed atmosphere

Blaster Blaster

SoruSuub SoruSuub All 6 an over worn Stormtrooper** Imperial Cr 8,000 7

clamshell protection protection clamshell

DT-12

Heavy

White plastoid plastoid White DL-44, DL-44, 1 Cauterising 3 50 1 7/25/50 1d10 750 Cr 750

Blaster Pistol, Pistol, Blaster

Blas Tech Tech Blas

military helmet military

Blast Helmet Blast Rebel Cr 500 1 Head 4

Standard open faced faced open Standard DH-23, L/23 DH-23,

DL-18, DL-18, 1 Cauterising 3 100 1 10/30/120 1d8 Pistol Blaster 500 Cr 500 shrapnel

Blas Tech Tech Blas protection against against protection

provides additional additional provides Traits Rate Weapon

Suit

Models ENC Load Ammo Range Damage Cost

Imperial Cr 4,000 5 All 4 and operation Weapon Weapon Firing Ranged

Armoured Flight Flight Armoured

rated for vacuum vacuum for rated

Blasters

of a Flight Suit, but but Suit, Flight a of

A bulkier version version bulkier A

environments

criminal underworld for vastly inflated prices. inflated vastly for underworld criminal immediately. non-functional it renders

G-Forces and hostile hostile and G-Forces

to military use and are only available to purchase via the the via purchase to available only are and use military to firearm a on hit lightsaber or blaster direct any assume ply

decompression, decompression,

Flight Suit* Flight Any Cr 800 2 All 2 generally illegal. Blaster carbines and rifles are restricted restricted are rifles and carbines Blaster illegal. generally - Sim firearms. for required Points Hit and Points Armour

protection against against protection

powerful hand guns such as heavy blaster pistols are are pistols blaster heavy as such guns hand powerful are Neither Empire. the in used not are shields as needed nominally providing providing nominally

Armorweave suit suit Armorweave sidearms, ownership is restricted in some systems. More More systems. some in restricted is ownership sidearms, longer no is Force removed. been have RuneQuest in ons

Whilst blaster pistols are relatively ubiquitous as civilian civilian as ubiquitous relatively are pistols blaster Whilst - weap ranged for statistics normal the of some that Note Type Faction Cost2 Penalty Armour Locations Points Armour Description RQ Star Wars Star RQ X

Projectile Weapons Ranged Firing Weapon Damage Range Ammo Load ENC Models Cost Weapon Rate Traits Single shot Armour Tusken Cycler 1d10+3 50/150/300 12 2 5 N/A bolt action Piercing (7) Wookie Ablating or 3d6 10/30/50 3 6 2 5 N/A Bowcaster Tranquilising Czerka Settler Hollow 6-2Aug2, Hunting 1d10+1 25/100/250 1 20 3 3 750 Cr Point Czerka Rifle Adventurer

Other Equipment compressed air tank, enough to provide ten minutes of With an entire galaxy manufacturing goods and equip- breathable gas in a low pressure situation. Breather masks ment, almost every device included on the following brief are species dependent, so creatures from non-standard list has dozens of variations; in size, shape, ergonomics atmospheres or possessing non-humanoid facial features and even power supply. To try to detail every variation is cannot share masks. pointless. So for the purposes of conciseness, only the core purpose of each is described. Supplemental Filters – 25 Cr Disposable filters designed to extend the operational life Breathing Devices of breather masks or flight suits. Each filter provides an additional 12 hours of use, removing toxic material from the ambient air. Filters are designed for particular pieces of Organic Gill – 200 Cr equipment and are not interchangeable. Designed and manufactured for races visiting the sub-sur- face, underwater colonies, this breathing device filters out Supplemental Tanks – 50 Cr available oxygen from the surrounding waters and recycles the wearer’s own breath. It comes in various shapes and Additional life support for environmentally sealed suits, sizes, from a minimalistic mouth and nose covering, to a such as flight suits, Stormtrooper armour or even breather full helmet which provides additional vision and hearing masks, each tank provides six hours of breathable atmo- protection. The mask relies on a genetically engineered sphere. symbiont to perform the filtration and chemical recycling, giving the device a limited lifespan before the symbiont dies; usually a month or less. It cannot operate in waters Communication deeper than 25m due to the lack of dissolved oxygen. Devices Breather Mask – 400 Cr omlink r A simple breathing mask which fits over the owner’s nose C – 50 C and mouth, held in place with a strap. The mask is at- A simple personal communicator. It works by either patch- tached via a flexible tube to a waist worn filter unit, which ing into a local communications network, or failing to absorbs any noxious materials harmful to the wearer for discover one, broadcasts direct messages to another com- up to 12 hours. The filter unit also contains a small highly link over short distances of up to 10km. Vehicle comlinks

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m

matter what ambient noise is drowning it out. For example example For out. it drowning is noise ambient what matter

isolating a normal conversation at a hundred meters no no meters hundred a at conversation normal a isolating

order to get a clear signal. An audio pickup is capable of of capable is pickup audio An signal. clear a get to order 1,000km. to

sounds at range and filter out the background noise, in in noise, background the out filter and range at sounds range the extend but cost, base the times five cost jammers

This device is a pen sized sensor wand which can pick up up pick can which wand sensor sized pen a is device This Spaceship 10km. to range the extend but much, as twice

local region, up to 100m distant. Vehicular jammers cost cost jammers Vehicular distant. 100m to up region, local

– 750 C 750 – P A

r kup c i udio

are only designed to block comlink or data traffic in the the in traffic data or comlink block to designed only are

transmitted in that frequency. Personal signal jammers jammers signal Personal frequency. that in transmitted

unwelcome surveillance. surveillance. unwelcome signals any jamming effectively bands, communication

data lines, and monitors wireless data frequencies to detect detect to frequencies data wireless monitors and lines, data specific or broad across broadcasts which device A

up quiescent transceivers, magnetic induction in wired wired in induction magnetic transceivers, quiescent up

– 3,000 C 3,000 – J S r mmer a l a n g i

This device has a sophisticated set of sensors which pick pick which sensors of set sophisticated a has device This

– 450 C 450 – U S

r nit e c n a urveill

stations for longer range communication. range longer for stations

a basic comlink, relying on the existence of planetary relay relay planetary of existence the on relying comlink, basic a

and the ability to read datacards. It has a similar range to to range similar a has It datacards. read to ability the and direction.

also includes a basic datapad, a droid translator package, package, translator droid a datapad, basic a includes also circuits, the scanner merely indicates its size, distance and and distance size, its indicates merely scanner the circuits,

the wearer can see whom they are talking to. The device device The to. talking are they whom see can wearer the If the detected creature does not match anything in its its in anything match not does creature detected the If

device, visual comlinks permit video transmission so that that so transmission video permit comlinks visual device, threat levels and specific medical advice if injured by one. one. by injured if advice medical specific and levels threat

Usually manufactured as a wrist mounted flat screen screen flat mounted wrist a as manufactured Usually forms of the world it was purchased for, including habits, habits, including for, purchased was it world the of forms

device holds a complete database of the indigenous life life indigenous the of database complete a holds device

– 1,500 C 1,500 – C V

r omlink l a isu

in a 60 degree arc in front of the machine. However each each However machine. the of front in arc degree 60 a in

range and identify them. Its range is only 100m extending extending 100m only is range Its them. identify and range

communication has ceased. has communication types of sensors designed to pick up life forms within within forms life up pick to designed sensors of types

Imperial military communications, all civilian-based holo holo civilian-based all communications, military Imperial A bulky handheld device combining several different different several combining device handheld bulky A

Net is strictly controlled by the Empire and only used for for used only and Empire the by controlled strictly is Net

– 250 C 250 – S F L

r nner ca orm ife

planetary installations or capital ships. Since the Holo the Since ships. capital or installations planetary -

holoNet relay; huge, energy intensive stations limited to to limited stations intensive energy huge, relay; holoNet

such transmissions, which require linking to a hyperspace hyperspace a to linking require which transmissions, such use them to check for the presence of living creatures. living of presence the for check to them use

sages. It does not have any ability to broadcast or receive receive or broadcast to ability any have not does It sages. provide night vision as such, criminals or hunters often often hunters or criminals such, as vision night provide

This device enables the playback of recorded holo mes holo recorded of playback the enables device This at the correct temperature and so on. Whilst they don’t don’t they Whilst on. so and temperature correct the at -

ed machinery, check that welding or forging is occurring occurring is forging or welding that check machinery, ed

– 800 C 800 – D H

r y a ispl olo

technicians to identify electrical leakages, poorly lubricat poorly leakages, electrical identify to technicians -

that they can see heat sources. They are normally used by by used normally are They sources. heat see can they that

Enables the wearer to see into the infrared spectrum so so spectrum infrared the into see to wearer the Enables again. back and Basic Galactic to language species

of speech. Each voxbox is hard coded to translate a single single a translate to coded hard is voxbox Each speech. of

– 250 C 250 – G I T les gg o g in ag m l a herm r

An inexpensive device which allows real time translation translation time real allows which device inexpensive An

– 75 C 75 – B V

r ox ox

calibrate and understand their readouts. their understand and calibrate

ing by a trained operator who possesses the Sensor skill to to skill Sensor the possesses who operator trained a by ing

them. The following detection devices require monitor require devices detection following The them. amount. base the times five least at cost but market, -

the necessity of having a specialist who knows how to use use to how knows who specialist a having of necessity the black the and military the to available are encryption in

technical gizmos in the Galactic Empire do not substitute substitute not do Empire Galactic the in gizmos technical built with comlinks Secure range. within comlinks all

As described at the beginning of the Equipment section, section, Equipment the of beginning the at described As to messages warning emergency transmit can authorities

limited to audio transmission only. When necessary, local local necessary, When only. transmission audio to limited

D D es c evi tion c ete

boost this range up to low orbit. All communication is is communication All orbit. low to up range this boost RQ Star Wars Star RQ X

a whispered conversation across a busy bar. The sensor has Vigilance Drone – 3,000 Cr a limited frequency range however, unable to detect the sub-sonic and ultrasonic bands. A man portable sensor pack which is only 30cm in diameter when collapsed for transportation, but grows to 2m high when its numerous aerials and detector wands Macrobinoculars – 800 Cr are extended. The sensor drone combines the features of Magnifying handheld binoculars which project an inter- a motion detector, heat source scanner, wide angle visual nal readout under the viewed object, showing its distance, sensor and an audio pickup. Its hardware analyses the elevation, and temperature. They also adjust for passive combined information to identify possible anomalies up low-light and nighttime viewing, provided there is enough to a kilometre distant, depending on the terrain and any star or moonlight to illuminate the vista. interposing vegetation. Vigilance drones are primarily used as autonomous sentries to guard the perimeters of scouting camps or military bases. Comms Scanner – 1,000 Cr A receive only handheld scanner which can intercept and Silence Bubble Generator – 3,000 Cr record most broadcast transmissions. Military and espio- nage versions are backpack sized but contain an integral A small device which produces a 2m diameter bubble code-cracker to help decrypt encoded messages. These which suppresses sound passing through in either direc- however cost an extra 3,500 Cr. tion. The field prevents normal conversations from being eavesdropped on, but louder noises like explosions or gunfire can penetrate it. Chem Detector – 1,500 Cr A molecular analyser which sniffs the atmosphere for com- Holographic Image pounds hazardous to the race its set for. It has a second- ary function which enables it to analyse compounds and Disguiser – 25,000 Cr chemicals it is held over, although this requires the user to Originally a device designed for use in the entertainment have some form of Chemistry or Biology skill to correctly industry it was quickly sequestered by the military and interpret the information displayed. is considered illegal technology. A holographic image disguiser quite literally makes the object it is resting on (or carried by) appear to be something completely different. Snoopers – 2,000 Cr The device only has the memory capacity to store one Communication bugs, these sophisticated little devices false image at a time, forcing the user to scan the object have a range of abilities, depending on their purpose. Au- it is intended to disguise and program the image data in dio snoopers merely record or transmit anything they hear advance. within a 10m radius of their hidden position. Data snoop- ers do the same thing, except they are limited to informa- tion provided by the electronics device to which they are Medical Equipment attached. Tracking snoopers send out a beacon, irregularly Something immediately obvious from the Star Wars mov- timed to avoid detection, indicating their precise position. ies is that cellular regeneration technology does not exist. All snoopers are considered highly illegal and are only For example missing limbs are replaced with prosthetics, available from criminal contacts, or must be hand built. something to bear in mind with the RQ6 damage rules. Mechanical aids are also used to provide life support when the injury itself is too horrific, beyond any method of treatment.

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m Empire. Galactic the within illegal is prosthetic

the effects of Ion weapons. Embedding weaponry within a a within weaponry Embedding weapons. Ion of effects the

signal. to subject not are limbs prosthetic construction, chanical

charge but can be turned on or off with an electronic electronic an with off or on turned be can but charge - electro-me simple their to Due handle. cannot body user’s

able strength. The field only last six hours on an integral integral an on hours six last only field The strength. able the something attempts limb the when occur to likely

- unbreak near with adhere halves both makes which field are injuries otherwise capabilities physical own patient’s

Whilst powered the device produces an electromagnetic electromagnetic an produces device the powered Whilst the than faster or stronger made not are limbs Prosthetic

pad the unit thermally bonds itself to metallic surfaces. surfaces. metallic to itself bonds thermally unit the pad way. every in physiology their matches which device

- data a than larger No hatch. or door a secure temporarily bionic a with limb missing person’s injured the Replaces

Small, but intensely powerful, Magnolocks are used to to used are Magnolocks powerful, intensely but Small,

– 25,000 C 25,000 – L P r b im c rostheti

– 250 C 250 – M r k c nolo ag

ing outside of a full med-bay. full a of outside ing

breaking free. breaking - Heal or Aid First performing for penalties situational any

Treat the binders as having 8AP and 8HP for purposes of of purposes for 8HP and 8AP having as binders the Treat preventing medics, combat for is use primary Its stretcher.

sation laser, bandages and even a collapsible repulsorlift repulsorlift collapsible a even and bandages laser, sation they are normally opened by used of an electronic key. key. electronic an of used by opened normally are they

also has a field surgery kit, artificial plasma packs, sterili packs, plasma artificial kit, surgery field a has also most species. Near impossible to break using brute force, force, brute using break to impossible Near species. most -

venoms to radiation treatments and sedatives. The unit unit The sedatives. and treatments radiation to venoms Basic durasteel handcuffs, which can be adapted to fit fit to adapted be can which handcuffs, durasteel Basic

with a range of medications, from anesthetics and anti- and anesthetics from medications, of range a with

– 100 C 100 – B

r inders

range of equipment. It combines a diagnostics Medisensor Medisensor diagnostics a combines It equipment. of range

This comprehensive analysis and treatment kit provides a a provides kit treatment and analysis comprehensive This

D S

es c evi urity c e

– 4,600 C 4,600 – B M r k ac kp ac l ca edi

devise the correct treatment. correct the devise Wounds in weeks. in Wounds

known diseases and poisons – thus aiding a doctor to to doctor a aiding thus – poisons and diseases known Wounds heal in hours, Serious Wounds in days and Major Major and days in Wounds Serious hours, in heal Wounds

large enough database to be able to identify all commonly commonly all identify to able be to database enough large ing rate raised by one level in terms of time. So Minor Minor So time. of terms in level one by raised rate ing

is wrong. Medisensors are species specific, but possess a a possess but specific, species are Medisensors wrong. is - heal their has tank bacta a in immersed Anyone ships.

and analyse a patient’s condition, indicating precisely what what precisely indicating condition, patient’s a analyse and - space class capital and hospitals in installed generally is

Used by professional medics, the medisensor can detect detect can medisensor the medics, professional by Used bacta tank is a large, immovable piece of equipment which which equipment of piece immovable large, a is tank bacta

are placed, in order to promote more rapid healing. A A healing. rapid more promote to order in placed, are

– 1,800 C 1,800 – M r edisensor

This is a large, fluid filled tank into which injured victims victims injured which into tank filled fluid large, a is This

– 100,000 C 100,000 – T B

r nk a a t ac

use only. use

is still required. Medpacs are species specific and are single single are and specific species are Medpacs required. still is

examples exist, such as Darth Vader’s life support armour. support life Vader’s Darth as such exist, examples surgery although Wounds, Major stabilise also can device

sions are expressly forbidden by the Empire, however some some however Empire, the by forbidden expressly are sions The location. injured the of functionality recover they that

efficiency of the original biological organs. Militarised ver Militarised organs. biological original the of efficiency so victim the into stimulants enough pumps also but skill) -

be concealed by clothing, but never quite replace the the replace quite never but clothing, by concealed be Healing the per (as damage recovers only not Success skill.

within and around the affected area. Normally these can can these Normally area. affected the around and within Aid First user’s the against roll a requiring Rounds, bat

the permanent mounting of electro-mechanical machines machines electro-mechanical of mounting permanent the - Com three in performed be can application Its situations.

those contained within the torso. The prosthetic requires requires prosthetic The torso. the within contained those battlefield or emergency in Wounds Serious of treatment

part or all of an injured victim’s own vital organs; at least least at organs; vital own victim’s injured an of all or part rapid permits which chemicals and medicines tailored of

Similar to prosthetic limbs, this device artificially replaces replaces artificially device this limbs, prosthetic to Similar series a contains it training, medical basic with those by

A sophisticated diagnostics device designed to be used used be to designed device diagnostics sophisticated A

50,000 C 50,000 r

– S L P C 600 – M E upport ife c rostheti r ac edp y c en g mer RQ Star Wars Star RQ X

Monofilament Screen Guard – Security Collar – 1,000 Cr r 250 C Worn about the neck, this device not only permits shock A rolled up strip of plastic, which when unrolled and treatment of unruly wearers (as per Stun Cuffs), but also split apart, produces a near invisible 2m high mesh of transmits its location to the ‘owner’ of the collar. This monofilament wires which can be anchored by its integral device is often combined with MagnaCuffs for additional adhesive strips across a doorway or corridor. Spotting the security. mesh suffers a Herculean penalty unless the observer is making a slow and methodical search. Running full pelt into the mesh inflicts 1d3 damage to every un-armoured Survival Gear Hit Location. A single use device, the screen guard can be affixed in two modes. The first merely blocks a passage- Syntherope – 1 Cr per metre way, remaining as a barrier unless cut through with some sort of vibroblade (6AP, 6HP). The second uses a weaker A strong yet light cable capable of supporting up to 500kg. bond, enabling the mesh to entrap the victim as its pulled Syntherope normally comes with a spool dispenser which from its anchor points. doubles as a handgrip if needing to swing or climb on the cable. Most dispensers come with standard 25, 50 and 100m lengths. Longer spools become increasingly bulky. Stun Cuffs – 300 Cr Ostensibly the same as binders, this advanced version has Fire Rod – 25 Cr a remotely operated circuit which inflicts pain on wearers. The first jolt forces the wearer to make an Endurance test A pen-sized plastic tube, which when cracked, allows to resist the painful neural stimulation. Failure results in two ostensibly inert chemicals to mix together, provid- the cuffed limbs being incapacitated for 1d3 Rounds. Each ing a short-lived but fierce flame. A foolproof method of subsequent failure to resist a jolt imposes an additional igniting flammable materials, fire rods work even in strong 1d3 levels of Fatigue on the victim until they collapse in a winds or when attempting to light damp kindling. Semi-Conscious or Comatose state. Stun cuffs cannot kill their wearer, although they are sometimes used by Impe- Light Stick – 25 Cr rial investigator to interrogate prisoners. Finger sized torch which can either project a beam of light over a 25m distance, or glow radically providing illumina- MagnaCuffs – 500 Cr tion in a 5m diameter circle. The battery lasts for a month Individual cuffs not physically linked together, Magna- of continuous use. Cuffs allow some degree of functionality or freedom to the wearer. Although originally intended to provide those Camouflage Net – 50 Cr arrested some degree of dignity, the Empire has increas- ingly used these as devices to subjugate prisoners, enabling A synthetic netting able to adopt the colour and pattern them to work as indentured labour. If the wearer attempts of its local environment, due to the electrically stimulated to escape or strike back against its oppressors, the Mag- Di-Chrome cloth it is formed from. Usually used to con- netic field of the cuffs causes them to immediately bind ceal parked vehicles or hidden camps. together. The cuffs are triggered by remote electronic key or when the wearer attempts to leave a coded area. Vibroknife – 100 Cr Vibroknives are omni-purpose tools capable of cutting most substances with 6 Armour Points or less. Thus they

26 c

27

- Cel degrees +60 to -20 from ranging temperatures against m from Woven cold. the as well as heat excessive from wearer

which runs for 72 hours per charge. Thermosuits protect protect Thermosuits charge. per hours 72 for runs which the shield to able are they name its Despite wearer. the

struction they incorporate a dual heating-cooling system system heating-cooling dual a incorporate they struction of temperature body the regulate to help cloaks Thermal

- con their of part As conditions. extreme more in worn

– 300 C 300 – P T

r ho c on l a herm

size of wearer, these specialised suits are intended to be be to intended are suits specialised these wearer, of size

As per Thermo Ponchos but actually cut to fit a specific specific a fit to cut actually but Ponchos Thermo per As

and a rappelling device. device. rappelling a and

– 800 C 800 – T

r hermosuit

come equipped with all necessary clips, perma-glue pitons pitons perma-glue clips, necessary all with equipped come

to a firmly anchored climbing line. Climbing harnesses harnesses Climbing line. climbing anchored firmly a to

length of syntherope. of length attached if falls fatal prevents which harness body Simple

50m and come with three grapnels, each trailing a similar similar a trailing each grapnels, three with come and 50m

– 250 C 250 – H C

r rness a g in b lim

the material they’re fire at. Grappling guns have a range of of range a have guns Grappling at. fire they’re material the

launches single shot grapnels which embed themselves into into themselves embed which grapnels shot single launches

The quick way of scaling an obstacle, a grappling gun gun grappling a obstacle, an scaling of way quick The years. ten to up for

The integral power pack is sufficient to power the beacon beacon the power to sufficient is pack power integral The

– 600 C 600 – G G

r un g pplin a r

it has limited use in remote or lost regions of the Empire. Empire. the of regions lost or remote in use limited has it

tire system and any nearby hyperspace lanes, which means means which lanes, hyperspace nearby any and system tire

beacon via hyperspace. It has enough range to cover an en an cover to range enough has It hyperspace. via beacon ing them intrinsic camouflage. intrinsic them ing -

A flask sized device which broadcasts a simple emergency emergency simple a broadcasts which device sized flask A - grant surface Di-Chrome a with come they Cr 250 extra

ease possible search and rescue situations. However, for an an for However, situations. rescue and search possible ease

– 200 C 200 – B D

r on ac e istress

ried objects. Normally these tents are brightly coloured to to coloured brightly are tents these Normally objects. ried

- car wind large by struck not are they providing weather,

the temperature is. temperature the down DuraShelters are capable of resisting the most severe severe most the resisting of capable are DuraShelters down

the unit might last up to a month depending on how low low how on depending month a to up last might unit the are both wind-proof and water resistant. When pegged pegged When resistant. water and wind-proof both are

sions when the local environment is too cold. In this case case this In cold. too is environment local the when sions The tent is made from thermal insulating fabrics, which which fabrics, insulating thermal from made is tent The

shelters. The unit possesses its own energy supply for occa for supply energy own its possesses unit The shelters. down to a small bundle which can be carried on a belt. belt. a on carried be can which bundle small a to down -

bursts for cooking or slower gentle radiance for heating heating for radiance gentle slower or cooking for bursts A single person, collapsible tent, the DuraShelter packs packs DuraShelter the tent, collapsible person, single A

and solar energy; then release it in either short, intensive intensive short, either in it release then energy; solar and

– 500 C 500 – S D r helter a ur

Basically a portable heater, able to store ambient warmth warmth ambient store to able heater, portable a Basically

– 150 C 150 – U C

r nit ondenser

pose of cutting though inanimate objects. inanimate though cutting of pose

- pur the for Round per damage 1d8 inflict but weapons,

autonomous safety systems making them near useless as as useless near them making systems safety autonomous powered.

or as part of industrial use. They incorporate several several incorporate They use. industrial of part as or solar is itself device the but crud, accumulated out clean to

civilian hands save on the setting up of new colony worlds worlds colony new of up setting the on save hands civilian washing and removal frequent needs filter The up. rolled

cutting plastics and so on. Vibrosaws are rarely seen in in seen rarely are Vibrosaws on. so and plastics cutting be can which plastic multi-chambered of square flattened

A tool designed for multiple purposes such as felling trees, trees, felling as such purposes multiple for designed tool A a or sections, two into subdivided canister mounted hip

filter depends on the manufacturer, but either comes as a a as comes either but manufacturer, the on depends filter

– 400 C 400 – V

r w a ros b i

a hour to cleans a litre of seawater. The appearance of the the of appearance The seawater. of litre a cleans to hour a

taminated the water is, but a rough guide is that it takes takes it that is guide rough a but is, water the taminated

degrees Celsius. degrees - con how on depends filtering of speed The water. purify

protection against temperatures ranging from 0 to +40 +40 to 0 from ranging temperatures against protection and filter to able is which device ubiquitous simple, A

of being used as ground sheets or blankets. They offer offer They blankets. or sheets ground as used being of

– 100 C 100 – F W

r ilter ter a

temperature. Due to their design, the ponchos are capable capable are ponchos the design, their to Due temperature.

reflectivity, and opens or closes according to the ambient ambient the to according closes or opens and reflectivity,

rial provides directional moisture wicking, changes its its changes wicking, moisture directional provides rial durasteel. like substances harder against used if break to

sophisticated silks and synthetics, the weave of the mate the of weave the synthetics, and silks sophisticated tend but metal, sheet and plastic wood, through carve can - RQ Star Wars Star RQ X

sius, but due to their inherent bulkiness impose 2 points ie ighter of Armour Penalty to the wearer’s Strike Rank. T F Size: Small, Crew: 1, Cargo Capacity: None, Sublight Speed: Fleet, Hyperdrive: None, Hull: 12 Armour Points, Vacuum Suit – 1,000 Cr Structure: 30 Hit Points, Shields: None, Weapons: Front Archaic devices, vacuum suits are intended for surviv- facing linked laser cannons (3d10) ing in the depths of space. Since most space construction and ship maintenance is performed within shielded dock yards, or upon planetary surfaces, they are rarely seen save in rim systems without direct access to Galactic tech levels.

Survival Pack – 2,500 Cr X-Wing A comprehensive survival kit containing a DuraShelter, Size: Small, Crew: 2 (Pilot + Droid), Cargo Capacity: emergency medpac, vibroknife, thermal poncho, water None, Sublight Speed: Fast, Hyperdrive: Gentle, Hull: filter, thermal condenser, 25m of syntherope, folding 10 Armour Points, Structure: 20 Hit Points, Shields: 30 grappling hook, sleeping bag, distress beacon, light stick, Shield Points, Weapons: Front facing linked laser cannons breather mask and two weeks of ration bars and spare (3d10), two single shot proton torpedo launchers (6d10 filters. They are normally part of a starship or lifeboat’s each) emergency equipment. x Adhesion Disks – 5,000 Cr Worn on the hands and knees, these disks permit the wearer to scale normally impossible to climb substances Y-Wing such as glass or sheet metal. They rely on molecular at- Size: Small, Crew: 2 (Pilot + Droid), Cargo Capacity: tractive forces requiring relatively smooth, particle free None, Sublight Speed: Rapid, Hyperdrive: Gentle, Hull: surfaces to cling successfully. Thus they are of no use 10 Armour Points, Structure: 40 Hit Points, Shields: 50 when scaling rocky cliffs or trees. Shield Points, Weapons: Front facing linked laser cannons (2d10), two six-shot proton torpedo launchers (6d10 each)

Starships y Spaceships are generally beyond the ability of most characters to purchase outright, unless they are so old and battered it would be wiser to abandon them at a junkyard. Z-95 Headhunter However, there are other methods of gaining access to Size: Small, Crew: 1, Cargo Capacity: None, Sublight starships, from hiring or being loaned a vessel, to stealing Speed: Fast, Hyperdrive: None, Hull: 12 Armour Points, one. Thus the following ships are not assigned price values, Structure: 50 Hit Points, Shields: 30 Shield Points, Weap- especially those of military origin. ons: Front facing linked laser cannons (3d8) Starships are given Size ratings to measure their com- parative dimensions. These are used in the Space Battle section. z

28 c

29

m replace cases these In combat. surface for intended also

cabulary based upon space battles, remember that they are are they that remember battles, space upon based cabulary

- vo a adopt effects and actions following the Although

handled as three pairs. three as handled

Corvette engaged with three TIE Fighters would be be would Fighters TIE three with engaged Corvette

tween each ‘pair’ of vehicles, thus a battle involving a a involving battle a thus vehicles, of ‘pair’ each tween

- be permitted is reaction and action single a Only •

143)

success as per Evading in the core rules (see RQ page page RQ (see rules core the in Evading per as success

cial effects be awarded for gaining superior levels of of levels superior gaining for awarded be effects cial

- spe with Rolls, Opposed as resolved are actions All •

accompanying reactive action reactive accompanying

proactive action, the loser normally resisting with an an with resisting normally loser the action, proactive evaded) not if smaller or Large

Whoever wins initiative that round has choice of a a of choice has round that initiative wins Whoever • size of ship a snaring of (capable projector beam tractor

to temporally inflict a level of damage on a subsystem), subsystem), a on damage of level a inflict temporally to every round every

non turrets (4d10 – double chance of penetrating damage damage penetrating of chance double – (4d10 turrets non To keep the engagement exciting, initiative is rerolled rerolled is initiative exciting, engagement the keep To •

medium turbolaser turrets (4d12), sixty medium ion can ion medium sixty (4d12), turrets turbolaser medium d10 and adding their Strike Rank Strike their adding and d10 -

Points, Weapons: Six heavy turbolaser turrets (6d12), sixty sixty (6d12), turrets turbolaser heavy Six Weapons: Points, Initiative is calculated normally, each pilot rolling a a rolling pilot each normally, calculated is Initiative •

Points, Structure: 2000 Hit Points, Shields: 500 Shield Shield 500 Shields: Points, Hit 2000 Structure: Points, get a single action single a get

Ponderous, Hyperdrive: Moderate, Hull: 21 Armour Armour 21 Hull: Moderate, Hyperdrive: Ponderous, some cases may mean each member of a vehicle’s crew crew vehicle’s a of member each mean may cases some

12 Boarding craft, 12 assault gunboats, Sublight Speed: Speed: Sublight gunboats, assault 12 craft, Boarding 12 round (no matter their normal number), which in in which number), normal their matter (no round

for ground assault troops), Squadrons: 48 TIE fighters, fighters, TIE 48 Squadrons: troops), assault ground for All participants are only permitted a single action per per action single a permitted only are participants All •

troops), Cargo Capacity: 40,000 tons (mostly vehicles vehicles (mostly tons 40,000 Capacity: Cargo troops),

Size: Enormous, Crew: 5,000 (Passengers: up to 10,000 10,000 to up (Passengers: 5,000 Crew: Enormous, Size: The basic assumptions for running vehicle combat are: combat vehicle running for assumptions basic The

D I estroyer l a mperi

encounters.

set of Combat Actions specifically tailored to vehicular vehicular to tailored specifically Actions Combat of set

to that of melee combat. They are based around a unique unique a around based are They combat. melee of that to

r

on larger sized targets, these rules follow a similar path path similar a follow rules these targets, sized larger on

Primarily designed for dogfighting and strafing attacks attacks strafing and dogfighting for designed Primarily

C G

oncepts eneral

ser cannon turrets (4d12) turrets cannon ser

- turbola Six Weapons: Points, Shield 200 Shields: Points,

and foot-based opponents facing transports. facing opponents foot-based and Hit 400 Structure: Points, Armour 16 Hull: Mediocre,

are provided to cover combat between spaceships, speeders speeders spaceships, between combat cover to provided are Hyperdrive: Mediocre, Speed: Sublight tons, 3,000 pacity:

to handle such situations, some very simplistic guidelines guidelines simplistic very some situations, such handle to - Ca Cargo 600), to up (Passengers: 30 Crew: Large, Size:

C C Star Wars movies. Since there are no rules in RuneQuest RuneQuest in rules no are there Since movies. Wars Star orvette n a orelli

Fighting between vehicles is a fundamental part of the the of part fundamental a is vehicles between Fighting

C ombat non turrets (2d10) turrets non

- can laser light lower, and Upper Weapons: Points, Shield

10 Armour Points, Structure: 100 Hit Points, Shields: 50 50 Shields: Points, Hit 100 Structure: Points, Armour 10

S S

p hi tar

200 tons, Sublight Speed: Gentle, Hyperdrive: Slow, Hull: Hull: Slow, Hyperdrive: Gentle, Speed: Sublight tons, 200

Size: Medium, Crew: 2 (Passengers: 6), Cargo Capacity: Capacity: Cargo 6), (Passengers: 2 Crew: Medium, Size:

& & V

ehicle

F -1300 YT hter g rei RQ Star Wars Star RQ X

the Pilot skill with Drive instead. Battling speederbikes for Strafing Run instance are assumed to be dogfighting even though their engagement is limited to two dimensions! Utilised by pilots of smaller craft against larger, less manoeuvrable vessels; a starfighter versus a capital ship Proactive Actions for instance. It permits the lesser vessel to blast the target without needing to establish a target lock first. A straf- ing run lasts a specific number of rounds depending on im lak A F the size of the target – Medium 1 round, Large 2 rounds, Larger vessels unable to engage smaller attack craft in dog- Huge 3 rounds and Enormous 4 rounds. Pulling out early fights simply rely on saturating the attacker’s flight path (due to dodging fire for example) immediately ends the with turbolaser fire, forcing the incoming craft to either run. After the run concludes it takes 1d3+3 rounds to Dodge Fire or risk being blasted if they continue to strafe. circle back for another.

Flee Battle Reactive Actions An unengaged vessel or one which has broken target lock may try to escape battle entirely, avoiding any further Angle Shields conflict. This can be resisted by Chase Down, provided that the pursuing vehicle has a speed equal or superior If unable to manoeuvre clear of incoming fire, due to be- to the fleeing vessel. If the craft is a starship capable of ing too large for dogfighting, the pilot (or a crewman) may hyperjump with a course already calculated, they may attempt to angle the vessel’s shields to deflect the energy. flee into hyperspace instead, taking 1d3 rounds before the The result of angling shields is resolved in the same man- drives kick in. ner as Dodge Fire, the incoming blast is either deflected entirely or it damages the shields (and subsequently the ship itself if they fail), depending on who wins the op- Initiate Dogfight posed roll. A dogfight can only be instigated by use of this action. It is resisted by either the Avoid Dogfight action, or opposed Avoid Dogfight by the enemy pilot also attempting to initiate the dog- fight to see who gains the upper hand. In the latter case, Used to try to avoid engaging with enemy vessels. If the nothing of significance happens until one or other of the adverse pilot wins the opposed roll they are able to break pilots achieves a Special Effect to establish a target lock on free and potentially flee on the subsequent round. Once a the other vehicle. Only craft of Small or Medium size can target lock has been established the targeted pilot may no dogfight. longer use this action to depart the dogfight.

Open Fire Chase Down If a pilot manages to establish a target lock on a dogfight- Permits the pursuit of a fleeing vessel, providing the pur- ing opponent, they (or a crewman) may open fire with suer has enough speed to keep up. their weapons. The skill used depends on the vehicle, with statically mounted weapons using the Pilot skill and turret Dodge Fire mounted weapons a specific Combat Style skill. Open Fire is resisted with the Dodge Fire action. The counter to Open Fire, to avoid being hit. Treat the contest as an opposed roll to see whether the attack hits or

30 c

31

m ship capital tree, a as such obstacle nearby a into crashing

The dogfighting or strafing pilot makes a critical error, error, critical a makes pilot strafing or dogfighting The

F ( ) only le b um

C L ontrol ose

open fire on his now inopportuned opponent. inopportuned now his on fire open run. strafing another

the target lock. On the following round the pilot can now now can pilot the round following the On lock. target the perform to returns it until ship jinking the against fire flak

up behind his overshooting pursuer and effectively steals steals effectively and pursuer overshooting his behind up more any launching from target strafed the preventing

vessel manages to reverse the situation, so that he comes comes he that so situation, the reverse to manages vessel fire; pursuing off throw to vessel his rolls and yaws pilot

Using some cunning ploy, the pilot of the target locked locked target the of pilot the ploy, cunning some Using the run, strafing a from out pulling when used Generally

D ( ) D , (C ) efensive only efensive l ca riti only

M T J noeuvre a k c ri g inkin

the pursuer automatically wins initiative each round. each initiative wins automatically pursuer the twice, and choose the higher of the two rolls. two the of higher the choose and twice,

Break Target Lock above). Until the target lock is broken, broken, is lock target the Until above). Lock Target Break The pilot (or gunner) can roll the damage of his weapon weapon his of damage the roll can gunner) (or pilot The

pursued vessel can break it (which can only be done via via done be only can (which it break can vessel pursued ) O ( only ffensive

on the following round. A target lock continues until the the until continues lock target A round. following the on

D T

e ag m a g ellin

nent, permitting them to start firing on the enemy vessel vessel enemy the on firing start to them permitting nent,

The pilot achieves a secure position behind their oppo their behind position secure a achieves pilot The -

determine which part fails. part which determine ) O ( only ffensive

moment. Roll on the relevant vehicle Systems table to to table Systems vehicle relevant the on Roll moment.

L T E k c o et g r a lish ab st

A vital part of the ship breaks down at the worst possible possible worst the at down breaks ship the of part vital A

) F ( only le b um

targets.

F S

ilure a ystem

This is nominally only of use against larger vessels or static static or vessels larger against use of only nominally is This

aiming at deflector shield generators or the sublight drive. drive. sublight the or generators shield deflector at aiming

particular system of the target they desire; for example, example, for desire; they target the of system particular has any), recovering 10% of their full strength. full their of 10% recovering any), has

The pilot (or gunner) has such a good aim they can hit any any hit can they aim good a such has gunner) (or pilot The Redistributes power to recharge the shields (assuming it it (assuming shields the recharge to power Redistributes

) O ( ) D ( only ffensive only efensive

S R L C hields e c einfor tion ca o hoose

the pilot can attempt to eject as per Lose Control. Lose per as eject to attempt can pilot the afresh. re-established

relative sizes. Unless performing this as a Heroic Last Act, Act, Last Heroic a as this performing Unless sizes. relative be must dogfight The vessel. pursuing the of free break

cant damage on whatever it strikes, depending on the the on depending strikes, it whatever on damage cant to manages pilot the manoeuvring, evasive of dint By

utterly destroys the pilot’s vehicle but may inflict signifi inflict may but vehicle pilot’s the destroys utterly - ) D ( only efensive

craft in a kamikaze attack against an enemy vessel. This This vessel. enemy an against attack kamikaze a in craft

L T B k c o et g r a k a re

A last ditch action, the pilot directs their (usually crippled) crippled) (usually their directs pilot the action, ditch last A

) D O ( efensive or ffensive

E S

S R ects ff pecial peed g mmin a

ceed in a Pilot roll at Formidable difficulty. Formidable at roll Pilot a in ceed normal. as effects special in results success of level rior

pilot may eject or throw themselves clear if they can suc can they if clear themselves throw or eject may pilot - supe A wins. higher rolled whoever then success, of level -

or even a wingman, effectively destroying their craft. The The craft. their destroying effectively wingman, a even or same the gain participants both if i.e. entirely; dodged is RQ Star Wars Star RQ X

engines. Although the same table is used for all vehicle Speed, Hulls, types, common sense should be applied so that only vehicles of the same class are compared. For example if a Structure, Shields and Starship and a Landspeeder both have the same accelera- tion rate of Rapid, then it should be obvious the spaceship Subsystems is comparatively faster. All vehicles possess a basic speed rating, a hull which Vehicle Speed provides basic Armour Points and a Structure which rep- Speed Rating Notes resents its Hit Points. Some vessels also mount deflector Ponderous Fastest speed for Enormous Shields which protect the craft, but ablate under sustained vehicles fire. In addition, vehicles are comprised of vital subsys- Sluggish tems, which when damaged, will degrade the performance Slow Fastest speed for Huge vehicles of the craft. Mediocre Gentle Fastest speed for Large vehicles Moderate Rapid Fastest speed for Medium vehicles Fast Fleet Fastest speed for Small vehicles

Hull and Structure The size and purpose of a vehicle affects the thickness of its hull and resilience of its internal structure. A speeder- bike for example would have a minimal hull, built as they are for speed and agility. An AT-AT on the other hand being much larger vehicles designed for combat against ground troops have more significant hulls.

Whenever the vehicle suffers harm, the incoming dam- age is reduced by its Hull value. Any remaining damage is subtracted from the vehicle’s Structure points and has Speed a percentage chance (equal to the penetrating damage) of Since the physics of velocity, acceleration, drag and inertia affecting a subsystem. If the vehicle is ever reduced to zero (to name but a few) are complex issues, modelling them Structure it is either utterly destroyed, or so badly wrecked can quickly bog down a game. So as a simplification, it must be scrapped. vehicles are given an abstract speed rating. This character- istic should only be used to see if one vehicle can overhaul Due to their larger intrinsic size and the hostile environ- another; or if in a race to reach an objective, which vehicle ments of space, starships have their own range of values. will arrive first.

The speed rating represents a vehicle’s nominal operational rate. In emergency situations this performance can be increased by one step, at risk of wear or damage to the

32 c 33

m

trols. hull.

The specific effect depends on what the subsystem con- subsystem the what on depends effect specific The the onto carries damage remaining Any collapses. it zero,

40% of its shield strength (2 hits out of a maximum of 5). 5). of maximum a of out hits (2 strength shield its of 40% to dropped has shield deflector a of strength the Once

mous vehicle hit twice in the Shield Generators would lose lose would Generators Shield the in twice hit vehicle mous

- Enor an Thus capability. total its to hits current of tion strength to 9. to strength

- propor the to equal is This functionality. in loss a suffer ing 15 damage, the excess three points would drop the shield shield the drop would points three excess the damage, 15 ing

Subsystems which are damaged, but not yet destroyed, destroyed, yet not but damaged, are which Subsystems the other hand, if the same fighter was hit by a blast inflict blast a by hit was fighter same the if hand, other the -

simply does not penetrate and has no additional effect. On On effect. additional no has and penetrate not does simply

system, three for a Large vehicle, and so on. so and vehicle, Large a for three system, If the starfighter was hit by a turbolaser for 11 damage, it it damage, 11 for turbolaser a by hit was starfighter the If

- sub vehicle’s sized Medium a demolish to hits two takes It For example, an X-Wing has a shield strength of 12 points. points. 12 of strength shield a has X-Wing an example, For

on a Small vehicle will instantly destroy that subsystem. subsystem. that destroy instantly will vehicle Small a on

by that amount. that by hit, rather than the actual amount of damage. A single hit hit single A damage. of amount actual the than rather hit,

shield value, then any excess is reduces the shield strength strength shield the reduces is excess any then value, shield vehicle’s size. This is modelled by the number of times it is is it times of number the by modelled is This size. vehicle’s

of the shields, then it is all blocked. If damage exceeds the the exceeds damage If blocked. all is it then shields, the of The damage a subsystem can suffer is based purely on the the on purely based is suffer can subsystem a damage The

nature. If incoming damage is equal or less than the value value the than less or equal is damage incoming If nature. effects of subsystem damage can be catastrophic. be can damage subsystem of effects

slightly differently than the Hull, due to their ablative ablative their to due Hull, the than differently slightly affected. Depending on which system has been hit, the the hit, been has system which on Depending affected.

for those vehicles which can mount them. Shields work work Shields them. mount can which vehicles those for hull, there is a chance that a vital subsystem has been been has subsystem vital a that chance a is there hull,

Deflector shields provide an additional layer of protection protection of layer additional an provide shields Deflector Every time a vehicle suffers damage which penetrates its its penetrates which damage suffers vehicle a time Every

S S hields systems b u

1351-4050 21-24 16-21 Enormous Star Destroyer Star

451-1350 19-21 13-18 Huge Escort Frigate, AA-9 Coruscant Freighter Coruscant AA-9 Frigate, Escort

Gallofree Transporter, CR25 Troop Carrier Troop CR25 Transporter, Gallofree 151-450 16-18 10-15 Large

YT-1300 Freighter, Nubian Yacht, Imperial Shuttle Imperial Yacht, Nubian Freighter, YT-1300 51-150 13-15 7-12 Medium

TIE Fighter, X-Wing Fighter, TIE 10-50 10-12 4-9 Small Range Range Range

Example Size Vehicle

Structure Structure Hull Military Hull Civilian

Starship Hulls Starship

Sandcrawler, AT-AT Sandcrawler, 81-100 16-18 10-15 Enormous

Sail Barge, LAAT Gunship LAAT Barge, Sail 61-80 13-15 7-12 Huge

Skyhopper, Snowspeeder, AT-ST Snowspeeder, Skyhopper, 41-60 10-12 4-9 Large

Landspeeder, Swoop Landspeeder, 21-40 7-9 1-6 Medium

Speederbike 1-20 4-6 1-3 Small Range Range Range

Example Size Vehicle

Structure Structure Hull Military Hull Civilian

Planetary Vehicle Hulls Vehicle Planetary RQ Star Wars Star RQ X

Vehicle Subsystem Damage Table 1d8 System Partial Damage Result Total Failure Result An amount of possessions or equipment 1 Cargo Compartment stored in the hold, proportional to the Everything in the cargo compartment is destroyed damage, are destroyed Comms rolls suffer one additional grade Vehicle can no longer communicate or spoof enemy 2 Communications of difficulty each time they are damaged sensors Boating, Drive or Pilot rolls suffer one 3 Controls additional grade of difficulty each time Vehicle can no longer be steered or change course they are damaged Speed is reduced by an amount Vehicle can no longer propel itself (or float if supported 4 Drive/Repulsorlift proportional to the damage by a repulsorlift) A number of passengers proportional to the damage are rendered casualties. 5 Pilot/Passengers Those affected suffer a Major Wound Everyone aboard the vehicle dies and must succeed in an Endurance roll or be killed instantly An additional (powered)subsystem 6 Power Core goes off-line each time the power Vehicle is destroyed in a disastrous explosion core is hit Sensor, Navigation and Weapon attack rolls suffer one additional 7 Sensors Vehicle is rendered blind grade of difficulty each time they are damaged A number of weapon systems 8 Weapons proportional to the damage become Vehicle can no longer fire weapons inoperative

Asymmetric Encounters Sometimes characters will find themselves engaging vehicles in combat, when they themselves are on foot. This places them at a severe disadvantage, unless carrying heavier weaponry or the vehicle is a civilian model. The biggest threats are the power of the vehicle’s weaponry, which might vaporise a character with a single shot; the thickness of its hull; and the speed of the vehicle as it passes back and forth.

In such situations, treat the encounter similarly to ‘Charging Through Contact’ on page 151 of the RuneQuest rules. Clever players who can apply normal RuneQuest Special Effects in a creative way against the driver or vehicle itself, should be permitted to do so.

34 c 35

m

inoperative

proportional to the damage become become damage the to proportional Weapons 10 Ship can no longer fire weapons weapons fire longer no can Ship

A number of weapon systems systems weapon of number A

amount proportional to the damage the to proportional amount

Sublight Drive Sublight 9 Ship begins to drift and becomes a sitting duck sitting a becomes and drift to begins Ship

Sublight speeds are reduced by an an by reduced are speeds Sublight

damaged

difficulty each time the shields are are shields the time each difficulty

fire suffer one additional grade of of grade additional one suffer fire

Shields 8 Ship can no longer project deflector shields deflector project longer no can Ship

Attempts to deflect incoming incoming deflect to Attempts

amount proportional to the damage. damage. the to proportional amount

Shield strength is reduced by an an by reduced is strength Shield

damaged

grade of difficulty each time they are are they time each difficulty of grade

Sensors 7 Ship is rendered blind rendered is Ship

attack rolls suffer one additional additional one suffer rolls attack

Sensor, Astrogation and Weapon Weapon and Astrogation Sensor,

core is hit is core

goes off-line each time the reactor reactor the time each off-line goes Core Reactor 6 Ship is destroyed in a cataclysmic explosion cataclysmic a in destroyed is Ship

An additional (powered) subsystem subsystem (powered) additional An amount proportional to the damage the to proportional amount

Ship can no longer jump to hyperspace to jump longer no can Ship Hyperdrive 5

Hyperdrive speeds are reduced by an an by reduced are speeds Hyperdrive

destroyed destroyed

All ship carried cargo and vehicles are lost are vehicles and cargo carried ship All are damage the to proportional Bay Hold/Hangar 4

An amount of cargo or carried vehicles vehicles carried or cargo of amount An

Endurance roll or be killed instantly killed be or roll Endurance

Major Wound and must succeed in an an in succeed must and Wound Major atmospheric and life support failure support life and atmospheric

casualties. Those affected suffer a suffer affected Those casualties. Crew 3

Everyone aboard the ship dies in catastrophic catastrophic in dies ship the aboard Everyone

proportional to the damage are rendered rendered are damage the to proportional

A number of crew (and passengers) passengers) (and crew of number A

of difficulty each time they are damaged are they time each difficulty of

Ship can no longer communicate or spoof enemy sensors enemy spoof or communicate longer no can Ship Communications 2 Comms rolls suffer one additional grade grade additional one suffer rolls Comms of difficulty each time they are damaged are they time each difficulty of

Ship can no longer be steered or change course change or steered be longer no can Ship Avionics 1

Piloting rolls suffer one additional grade grade additional one suffer rolls Piloting

Total Failure Result Failure Total Result Damage Partial System 1d10

Starship Subsystem Damage Table Damage Subsystem Starship RQ Star Wars Star RQ X

Assuming they evade their pursuers, every time thereafter The Force the Emperor detects their presence, an ever larger or more One of the most important things to impliment in a Star cunning team will be sent to hunt them down. Wars game is the Force. This is easily done in RuneQuest by adopting the Mysticism rules. As in the original trilogy, Force powers are only available to those trained in the Jedi he edi ath or the Sith paths, yet it would be simple enough to add T J P other, lesser known mystical orders. Under the authority of Imperial edict, the Jedi Order has been effectively destroyed. Only a few lone members still A vital aspect of Jedi or Sith is that they should remain in remain hidden away at the fringes of the galaxy, hardly parity with other party characters lacking force powers, daring to utilise their powers in fear of drawing the Em- rather than becoming prodigious limelight stealers. Thus peror’s notice. Nevertheless a few still dare to pass on their force powers are toned down to the more modest effects secrets, maintaining the traditions of the ancient order. of the original movies (hence no Augmented skills) and require the learning of two career restricted skills: Medita- Those that follow the peaceful, beneficent Jedi path may tion and The Force. learn the following talents:

Depending on the particular path taken and rank • Initiate: None, instead they are taught the skills of achieved, those sensitive to the Force may learn special the Jedi career abilities, as per Learning Talents on page 223 of the Rune- • Apprentice: Awareness, Sense, Telekinesis Quest rules. • Knight: Coerce, Deflect, Telepathy • Master: Healing, Hibernation, Illusion • Grand Master: Concealment, Deny, Projection Using the Force As Magic Points do not exist in the setting, activating Force Talents uses points of Tenacity instead. It costs 1 he ith ath point to activate the talent, plus an additional point for T S P every level of power if boosted (see below). Otherwise use The Galactic Empire currently rests in the hands of a the Mysticism rules for implementation and duration, but cadre of fallen Jedi (called Sith) under the command of ignore the ‘Limitations to Talents’ section on page 225. Palpatine. Whilst pandering to the dark side of the force, corrupted by its power, Sith are not necessarily adverse to Using force abilities is dangerous. Members of the Jedi working together for personal gain. However, the Emperor Order are hunted within Imperial space. Any Jedi who is always careful to ensure his most potent underlings do utilises a Force Talent has a chance of being detected by not rise to a position where they can challenge his posi- the Emperor, who often meditates for long hours, feeling tion. for disturbances in the force, his Sense talent spread across the galaxy. The Sith path teaches the following talents:

At the conclusion of any scene or encounter where a Jedi • Acolyte: None, instead they are taught the skills of or rogue Sith uses the Force, total the amount of expended the Sith career Tenacity and then roll a d100. If the result is equal or less • Apprentice: Awareness, Sense, Telekinesis than the Tenacity spent, then Palpatine has detected their • Adept: Conceal, Deflect, Violate existence and will send agents to capture them. • Lord: Aura, Deny, Illusion • Master: Leech, Lightning, Transfer

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m become. have they what to themselves resign they

who fall into darkness, the efforts are simply too great and and great too simply are efforts the darkness, into fall who

Experience Rolls as the current total of DSPs. For many many For DSPs. of total current the as Rolls Experience

a notably selfless deed combined with spending as many many as spending with combined deed selfless notably a

single Dark Side Point may be expunged by performing performing by expunged be may Point Side Dark single Side. Dark the to falling of chances their increase

Recovering from the Dark Side is extremely difficult. A difficult. extremely is Side Dark the from Recovering gradually will and addictive is however, This them. yond

- be normally power of level a achieve to them permitting

their Maximum Difficulty Grade by a single step, thus thus step, single a by Grade Difficulty Maximum their

Weakened 6 Lose 1d6+4% from 1d6 random skills random 1d6 from 1d6+4% Lose

the Dark Side, using a Force Point to temporarily boost boost temporarily to Point Force a using Side, Dark the

falls out, teeth rot and so on so and rot teeth out, falls In cases of extreme necessity a practitioner may call upon upon call may practitioner a necessity extreme of cases In

– eyes turn red, skin looks jaundiced, hair hair jaundiced, looks skin red, turn eyes –

An aspect of appearance becomes twisted twisted becomes appearance of aspect An Warped 5 boosted Talent succeeds. Talent boosted

Increase 1d6 Passions by 1d6+4% by Passions 1d6 Increase Obsessed 4 power level and Tenacity cost), when rolling to see if the the if see to rolling when cost), Tenacity and level power

reduce the skill penalty by one step (but not the increased increased the not (but step one by penalty skill the reduce delusion, paranoia or the like the or paranoia delusion,

Force practitioners may use a Force Point (Luck Point) to to Point) (Luck Point Force a use may practitioners Force Gain a psychosis, such as hallucinations, hallucinations, as such psychosis, a Gain Maddened 3

Characteristic (STR, CON or DEX) or CON (STR, Characteristic

Herculean Master Master Grand Lose 1d3 points from a physical physical a from points 1d3 Lose Damaged 2

Formidable Lord Master Physically age by 1d6+4 years 1d6+4 by age Physically Aged 1

Effect Corruption 1d6 Hard Adept Knight

None Apprentice Apprentice Dark Side Corruption Side Dark

None Acolyte Initiate

power. Roll on the following table: following the on Roll power. Difficulty Grade Difficulty Rank Sith Rank Jedi

Force and roll a fumble, they are twisted by its terrible terrible its by twisted are they fumble, a roll and Force Maximum Maximum

subject to its corrupting influence. Whenever they use The The use they Whenever influence. corrupting its to subject

Jedi/Sith Rank and Power Grades Power and Rank Jedi/Sith

Once a Jedi character has fallen to the Dark Side they are are they Side Dark the to fallen has character Jedi a Once

powers to stagnate; or seeking out a Sith to adopt them. adopt to Sith a out seeking or stagnate; to powers do so. do

leaves them the choice of hiding away, allowing their force force their allowing away, hiding of choice the them leaves Formidable and increasing the cost to 3 points of Tenacity to to Tenacity of points 3 to cost the increasing and Formidable

be arrested or exiled by the remnants of the Order. This This Order. the of remnants the by exiled or arrested be up to a hundred times heavier, suffering a difficulty grade of grade difficulty a suffering heavier, times hundred a to up

skills and talents from his fellow Jedi and will probably probably will and Jedi fellow his from talents and skills A Jedi Master on the other hand can attempt to move objects objects move to attempt can hand other the on Master Jedi A

In addition, the fallen character may not learn any further further any learn not may character fallen the addition, In level of Telekinesis, being limited to moving just a few kilos. kilos. few a just moving to limited being Telekinesis, of level

For example, a Jedi Apprentice cannot increment the power power the increment cannot Apprentice Jedi a example, For

openly, not hidden away ‘off-scene’. away hidden not openly,

the character vital information. Such acts must be done done be must acts Such information. vital character the required.

an important NPC who would otherwise have given given have otherwise would who NPC important an training and technique of levels higher the representing

cally appropriate moments. For instance, publically killing killing publically instance, For moments. appropriate cally rank; their on entirely depends attempt may user the

back by performing evil, destructive deeds at dramati at deeds destructive evil, performing by back penalty maximum the use, to Tenacity more requires this -

Points at the end of every session. Instead they gain them them gain they Instead session. every of end the at Points Although roll. skill Force The to Grade Difficulty ing

From this moment on, the Jedi no longer recovers Force Force recovers longer no Jedi the on, moment this From - increment an accepts user the if achieved be can which

Most of the talents have several levels of increasing power, power, increasing of levels several have talents the of Most

turn to the Dark Side. Side. Dark the to turn

of DSPs equals or exceeds the character’s Tenacity, they they Tenacity, character’s the exceeds or equals DSPs of orders. Sith and Jedi current the to

Point. These accumulate over time and once the number number the once and time over accumulate These Point. known commonly those merely are below list The galaxy.

Force Point to achieve more power, they gain a Dark Side Side Dark a gain they power, more achieve to Point Force the of history long the throughout lost then mastered

Every time a Jedi character performs an evil act, or uses a a uses or act, evil an performs character Jedi a time Every studied, been have which talents Force countless are There

P F

owers orce

S D T ide rk a he RQ Star Wars Star RQ X

Talents Concealment The majority of the Force Talents are based on those in the Hides the user from being perceived by other force powers RuneQuest book on pages 226-227, with minor tweaks to such as Awareness or Sense. Boosting the power increases better reflect the setting. Following each description are the area affected. Hard – city-wide, Formidable – conti- the effects of boosting the power to higher levels. nental, Herculean – planetary.

Any Talent that has an offensive effect on the recipient, Control for example Lightning or Violate, may be resisted with the appropriate skill in an opposed roll (either Endurance or Grants the user the ability to control their own pain, Willpower depending on whether it is a physical or mental ignoring the effects of Serious Wounds. Hard – ignore attack). If the recipient wins, then the Talent has no effect the incapacitation of Major Wounds, Formidable – ignore on them. physical torture, Herculean – ignore Force based torture.

Aura Deflect As per Aura save that it can only project Dark Side emo- As per Arrowcut, except the user can parry blaster bolts. tions upon those in the local vicinity, such as anger, fear Hard – may parry an additional bolt per Combat Round or hatred. Aura is resisted with Willpower. Boosting the for free, Formidable – two additional bolts, Herculean – power increases the area affected. Hard – city-wide, For- three additional bolts. midable – continental, Herculean – planetary. Deny Awareness As per Denial, the user can suppress a harmful energy As per the same talent, save that the ability only works or environmental process from inflicting injury upon providing it concerns something the Jedi or Sith has a themselves. The ability drains away or bolsters against Passion for. For instance Palpatine might possess Hate the following energies: Cold, Heat, Radiation, Electricity (Rebellion). Boosting the power increases its range. Hard and Light. When defending against a directed attack, the – city-wide, Formidable – planetary, Herculean – any- user of Deny must oppose the attack roll with their Force where in the galactic empire. skill. Winning the roll negates the attack entirely, whilst losing submits them to the full effect. Boosting the power increases the number of energy types affected. Hard – one Coerce extra, Formidable – two extra, Herculean – three extra. Permits the user to affect the mind of the target, at its most basic, briefly misdirecting suspicions or mild attitude Healing changes. Coerce is resisted with Willpower. Boosting the power permits more radical manipulations, something As per Enhance Healing Rate, this talent raises the speed Jedi are loathe to perform. Hard – force the target to do of recovery by one step. The user can also use the power ethically borderline acts they would normally refuse, For- to accelerate the recovery of others. Boosting the power midable – force the target to perform ethically repugnant increases the recovery rate. Hard – two steps, Formidable acts or those which would break their own Passions, Her- – three steps, Herculean – four steps. culean – turn the user into a self-sacrificing, dominated slave. Hibernation As per Heart Slow except that it lasts a number of days

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else in the local area. Boosting the power increases the the increases power the Boosting area. local the in else their with attack the resist to them forcing target, the on

Able to send a one sentence mental message to somebody somebody to message mental sentence one a send to Able agony terrible inflicts which lightning force out sends User

T L thy a elep g htnin g i

hundreds of kilos, Herculean – tons. – Herculean kilos, of hundreds body locations. body

controlled or attacked. Hard – tens of kilos, Formidable – – Formidable kilos, of tens – Hard attacked. or controlled points damage from the blaster bolt, split evenly across all his his all across evenly split bolt, blaster the from damage points

Boosting the power increases the mass which may be be may which mass the increases power the Boosting is drained of life to heal the Sith’s injury – the original 10 10 original the – injury Sith’s the heal to life of drained is

Turn), providing the user can manage its total weight. weight. total its manage can user the providing Turn), men, the nearest assassin groans in horror as his own body body own his as horror in groans assassin nearest the men,

the purposes of damage (Suffocation or 1d3 damage per per damage 1d3 or (Suffocation damage of purposes the - abdo his to Wound Serious the from collapse than Rather

from afar. The latter is treated as an Unarmed attack for for attack Unarmed an as treated is latter The afar. from Ambushed by assassins, a Sith Master is shot with a blaster. blaster. a with shot is Master Sith a assassins, by Ambushed

variety of ways from aiding jumps to choking opponents opponents choking to jumps aiding from ways of variety

telekinesis is equal to the user’s POW. It can be used in a a in used be can It POW. user’s the to equal is telekinesis Wound.) Major fatal instantly an suffer they if killed be

user’s Force skill in kilograms. If resisted, the STR of the the of STR the resisted, If kilograms. in skill Force user’s still can Talent this utilising Sith a that (Note aging. cease

Formidable – recover all Hit Points damage, Herculean – – Herculean damage, Points Hit all recover – Formidable Lift, push or grasp objects of up to one tenth of the the of tenth one to up of objects grasp or push Lift,

and when, they are needed. Hard – recover all fatigue, fatigue, all recover – Hard needed. are they when, and

T

elekinesis

life energy, which are removed from nearby victims as, as, victims nearby from removed are which energy, life

the power enables the user to recuperate higher levels of of levels higher recuperate to user the enables power the

plant life making do if nothing else is available. Boosting Boosting available. is else nothing if do making life plant in the galaxy. the in

being the best source of energy, animals secondary and and secondary animals energy, of source best the being city-wide, Formidable – planetary, Herculean – anywhere anywhere – Herculean planetary, – Formidable city-wide,

type of life in the nearby surroundings, sapient beings beings sapient surroundings, nearby the in life of type roundings. Boosting the power increases its range. Hard – – Hard range. its increases power the Boosting roundings.

they require no food or sleep. Its reach depends on the the on depends reach Its sleep. or food no require they - sur immediate their discern still can reason whatever

Steals the life energy from the user’s surroundings so that that so surroundings user’s the from energy life the Steals own physical senses. Thus a Jedi blinded or deafened for for deafened or blinded Jedi a Thus senses. physical own

user to perceive their surroundings without needing their their needing without surroundings their perceive to user

L

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Force in the local environment. This talent even allows the the allows even talent This environment. local the in Force

plus it also detects the presence, potential and use of the the of use and potential presence, the detects also it plus

hicle sized, Herculean – starship sized. starship – Herculean sized, hicle Allows the psychic sensing of living things (or loss of life), life), of loss (or things living of sensing psychic the Allows

to be increased. Hard – human sized, Formidable – ve – Formidable sized, human – Hard increased. be to -

S

ense

Talent. Boosting the power allows the scale of the illusion illusion the of scale the allows power the Boosting Talent.

more than one sense requires additional incidences of this this of incidences additional requires sense one than more

Sith often utilise Illusion to disguise themselves. Affecting Affecting themselves. disguise to Illusion utilise often Sith the galaxy. the

wide, Formidable – planetary, Herculean – anywhere in in anywhere – Herculean planetary, – Formidable wide, anomaly. an report would which sensors other lacks it ing

ghost. Boosting the power increases its range. Hard – city- – Hard range. its increases power the Boosting ghost. - provid illusion, an by deceived be can droid a Thus vices.

transcending their body entirely to become an ethereal ethereal an become to entirely body their transcending - de electrical and mechanical by recorded and perceived

death the user can become ‘One with the Force’ essentially essentially Force’ the with ‘One become can user the death be can it that in tangible is it etc), whisper, a than louder

As per Astral Projection, but in addition at the moment of of moment the at addition in but Projection, Astral per As no cat, a than larger (no minor are illusion the of portions

- pro the Although perceptions. normal their using sense

P tion c e j ro

Produces an illusory sight, sound, even smell which others others which smell even sound, sight, illusory an Produces

I

llusion

round.

– 2d6 damage per round, Herculean – 3d6 damage per per damage 3d6 – Herculean round, per damage 2d6 –

possesses. Hard – 1d6 damage per round, Formidable Formidable round, per damage 1d6 – Hard possesses. years. – Herculean months, – Formidable

inflicts physical damage on every Hit Location the target target the Location Hit every on damage physical inflicts weeks, – Hard again. talent the attempting before days

1d3 Combat Rounds. Boosting the power additionally additionally power the Boosting Rounds. Combat 1d3 several for recuperate must user the finishes period the

overwhelmed by the pain and collapse incapacitated for for incapacitated collapse and pain the by overwhelmed After hibernation. of period the extend to user the allows

Willpower in an opposed roll. If the victim loses they are are they loses victim the If roll. opposed an in Willpower power the Boosting skill. Force their of tenth one to equal RQ Star Wars Star RQ X

range. However, if the user sends to a person with whom the same name. Only Jedi or Sith may learn this style, they have a Passion, the difficulty is reduced one step. although depending on the master who teaches them, Hard – city-wide, Formidable – continental, Herculean – the style may possess a different trait; Luke Skywalker’s planetary. lightsaber style trait would be Swashbuckling for example, whereas Darth Vader’s is Throw Weapon. Beyond this there are no specific differences between styles. Transfer Permits the transference of the Sith’s essence or soul into an inanimate object or new body in order to avoid death. Such efforts are acts of desperation however, the soul gradually fading or growing insane over time. At its basic level the Sith may only hold themselves together for up to one tenth of their Force skill in years. When reincarnating into somebody else’s body, treat the battle as a Spirit Com- bat using Tenacity points. Boosting the power extends the Sith’s existence without a body. Hard – decades, Formi- dable – centuries, Herculean – millennia.

Violate Ransacks the mind of the target, sensing their thoughts and ripping free recent memories from within the last day. Violate is resisted with Willpower. Boosting the power extends the depth of memory plundered. Hard – memo- ries from the last week, Formidable – from the last year, Herculean – any memory whatsoever.

Lightsaber Styles Not all who are wise in the ways of the Force engage in physical combat, but for those that do, the lightsaber is their antiquated armament of choice. As Obi Wan says “This is the weapon of a Jedi Knight. Not as clumsy or ightsaber tatistics random as a blaster. An elegant weapon for a more civi- L S lized time.” Damage: 2d8 Size: Small (No Mass) In the original trilogy there is nothing superhuman about Reach: Long the use of lightsabers, save perhaps their ability to parry Combat Effects: Damage Weapon, Sunder blaster bolts. Indeed someone skilled in firearms is as dan- AP/HP: 6/8 gerous as any Jedi... something which should be borne in Traits: Cauterising (see RuneQuest Firearms, page 11) mind when creating a party of adventurers to ensure that a Cost: N/A Jedi character does not outshine his or her compatriots. Since lightsabers are rather difficult and dangerous to In general, the only thing which can safely parry a light- wield, they have their own individual Combat Style of saber is another lightsaber.

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Circumvent Parry, Maximise Damage (both of which can be chosen without needing to have rolled a critical success) critical a rolled have to needing without chosen be can which of (both Damage Maximise Parry, Circumvent

dictability, such as deactivating the blade as to bypass the opponent’s block before re-igniting it in the hapless foe. Special Effects: Effects: Special foe. hapless the in it re-igniting before block opponent’s the bypass to as blade the deactivating as such dictability,

- unpre its in lies advantage Its combat. physical of joy the on focus its to due side dark the to close perilously user the leads It grace.

– Described as the most vicious form of lightsaber combat, it is said to be filled with both fury and malignant malignant and fury both with filled be to said is it combat, lightsaber of form vicious most the as Described – Form VII: Juyo VII: Form

rolled a critical success) critical a rolled

defenceless against the second. Special Effects: Enhance Parry, Pin Weapon (both of which can be chosen without needing to have have to needing without chosen be can which of (both Weapon Pin Parry, Enhance Effects: Special second. the against defenceless

such as passively blocking with one of the blades, or using the first lightsaber to bind their opponent’s weapon, rendering them them rendering weapon, opponent’s their bind to lightsaber first the using or blades, the of one with blocking passively as such

– A dual blade form balancing both attack and defence. The style has given rise to some very creative techniques techniques creative very some to rise given has style The defence. and attack both balancing form blade dual A – Form VI: Niman VI: Form

Press Advantage Press

back just through sheer kinetic force, throwing them off balance and leaving them vulnerable to further strikes. Special Effects: Bash, Bash, Effects: Special strikes. further to vulnerable them leaving and balance off them throwing force, kinetic sheer through just back

– This form places a heavy focus on brute strength, utilising powerful strikes and parries to knock an opponent opponent an knock to parries and strikes powerful utilising strength, brute on focus heavy a places form This – Form V: Djem So Djem V: Form

Flurry (yes, with a lightsaber) a with (yes, Flurry

on the offensive, attacking with wide, fast, and rapid swings. It is best used against a single opponent. Special Effects: Bypass Armour, Armour, Bypass Effects: Special opponent. single a against used best is It swings. rapid and fast, wide, with attacking offensive, the on

– An aggressive combat form relying on rapid movement and blinding speed. Practitioners of Ataru are always always are Ataru of Practitioners speed. blinding and movement rapid on relying form combat aggressive An – Form IV: Ataru IV: Form

vide maximum defensive coverage, leaving the duelist less exposed to ranged fire. Special Effects: Arise, Select Target Select Arise, Effects: Special fire. ranged to exposed less duelist the leaving coverage, defensive maximum vide

lightsaber dueling. Becoming the most defensive of the seven forms, Soresu utilises tight moves and evasive dodges designed to pro to designed dodges evasive and moves tight utilises Soresu forms, seven the of defensive most the Becoming dueling. lightsaber -

– A defensive form, designed to counter blaster-wielding opponents, as the previous combat styles focus on on focus styles combat previous the as opponents, blaster-wielding counter to designed form, defensive A – Form III: Soresu III: Form

single-handed use, which in turn lends itself to the thrust. Special Effects: Impale, Overextend Opponent Overextend Impale, Effects: Special thrust. the to itself lends turn in which use, single-handed

and a focus on protecting one’s weapon to avoid being disarmed. Its minimalistic movements are encouraged by a more pronounced pronounced more a by encouraged are movements minimalistic Its disarmed. being avoid to weapon one’s protecting on focus a and

– This form relies on precision swordplay to counter the sweeping movements demonstrated by Shii-Cho, Shii-Cho, by demonstrated movements sweeping the counter to swordplay precision on relies form This – Form II: Makashi II: Form

Location, Disarm Location,

Slash”, consisting of a strike directed at the opponent’s weapon in an attempt to rip it out of their grasp. Special Effects: Choose Choose Effects: Special grasp. their of out it rip to attempt an in weapon opponent’s the at directed strike a of consisting Slash”,

encourages victory without injury and as such, one of the attacks utilized by Form I practitioners is referred to as the “Disarming “Disarming the as to referred is practitioners I Form by utilized attacks the of one such, as and injury without victory encourages

fighting principles with an emphasis on sweeping strokes that is required for practice of all the other forms. Shii-Cho philosophy philosophy Shii-Cho forms. other the all of practice for required is that strokes sweeping on emphasis an with principles fighting

– The first form taught to initiates within the Jedi Order. Its tuition provides the basic knowledge of the sword- the of knowledge basic the provides tuition Its Order. Jedi the within initiates to taught form first The – Form I: Shii-Cho I: Form

VII can only be chosen after all the others have been mastered. been have others the all after chosen be only can VII

second, 6 for the third and so on) and three months training per form. The forms can learned in any order the Jedi desires, but Form Form but desires, Jedi the order any in learned can forms The form. per training months three and on) so and third the for 6 second,

Jedi starts off with Form I, but may add further forms to his Lightsaber style at an incrementing cost in Experience Rolls (3 for the the for (3 Rolls Experience in cost incrementing an at style Lightsaber his to forms further add may but I, Form with off starts Jedi

creating one unique sub-style for each form, and assigning it several Special Effects which only that sub-style can use. By default a a default By use. can sub-style that only which Effects Special several it assigning and form, each for sub-style unique one creating

According to the Expanded Universe, there were also seven distinct forms of lightsaber combat. This too can be modelled by by modelled be can too This combat. lightsaber of forms distinct seven also were there Universe, Expanded the to According

of the force. the of

number of Action Points. Several levels of either will quickly make a Jedi unstoppable to anything other than another practitioner practitioner another than other anything to unstoppable Jedi a make quickly will either of levels Several Points. Action of number

Such abilities are easily handled by simply permitting Jedi (and Sith) to augment their lightsaber combat style and enhance their their enhance and style combat lightsaber their augment to Sith) (and Jedi permitting simply by handled easily are abilities Such

prequels are so far beyond human, that they can single-handedly defeat entire battalions of war droids. war of battalions entire defeat single-handedly can they that human, beyond far so are prequels

make it perfect for lightsaber combats portrayed in the subsequent movies. An immediate observation is that the Jedi of the the of Jedi the that is observation immediate An movies. subsequent the in portrayed combats lightsaber for perfect it make Quest

Whilst this article is primarily focussed towards running a Star Wars game set during the Original Trilogy, some aspects of of aspects some Trilogy, Original the during set game Wars Star a running towards focussed primarily is article this Whilst - Rune

The Seven Forms Seven The RQ Star Wars Star RQ X

Creatures A set of iconic creatures from the movies, with a few extra thrown-in for fun...

Bantha 4,000 kilos. Bulls tend to be slightly larger than the cows and both genders grow a pair of very large spiral horns. Most female The bantha are one of the most adaptable herbivorous creatures banthas attain just a single spiral during their lifetimes, whilst a in the galaxy and could be found on several worlds. They can male can achieve two. survive in almost any environment and go without food or water for several weeks. Although bantha subspecies have diverged Some sentient species have been known to ride banthas, such as from their baseline ancestors, most share similar characteristics. Tusken Raiders. Bantha are quadrupeds covered with shaggy fur. An adult stands between two and three meters tall and can weigh up to

Characteristics Attributes 1d20 Location AP/HP STR: 2d6+24 (31) Action Points 2 1–2 Right Hind Leg 4/12 CON: 3d6+10 (21) Damage Modifier +2d6 3–4 Left Hind Leg 4/12 SIZ: 4d6+24 (38) Tenacity 7 5–7 Hindquarters 4/13 DEX: 2d6 (7) Movement 12m 8–10 Forequarters 4/14 INS: 2d6+4 (11) Strike Rank 9 11–13 Right Front Leg 4/11 POW: 2d6 (7) Natural Armour Thick, woolly hide. 14–16 Left Front Leg 4/11 Abilities Intimidate, Trample 17–20 Head 4/12 Force Sensitivity None Skills: Athletics 58%, Brawn 89%, Endurance 82%, Evade 34%, Perception 38%, Willpower 38% Combat Style: Butt and Trample 58% Natural Weapons: Size/Force Reach Damage AP/HP Horns H M 1d10+2d6 As for Head Trample E T 4d6 As for Legs

Dianoga evolved a form of natural camouflage to avoid the planet’s large Large cephalopods, dianoga are capable of growing up to ten predators. Their bodies become transparent when unfed, yet meters in length, though most specimens grew to approximately conversely, adopt the tint of whatever food they have just eaten. five or six meters. They have a single eyestalk protruding from Over many millennia, dianoga have migrated from their home- their mollusk-like bodies, and seven suckered tentacles sur- world by stowing away aboard garbage ships in their microscopic rounding a disconcertingly fanged maw. Almost sapient, these larval forms. They are commonly found in trash compactors, cunning creatures are formidable ambushers, utilising their garbage pits and sewers across the galaxy, living off any organic tentacles to drag victims to its oral cavity. matter which is flushed into their grasp.

Dianoga originated on the planet Vodran where the creatures

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M M 1d6+1d4 As for Legs for As 1d6+1d4 M M Claw

M T 1d4+1d4 As for Head for As 1d4+1d4 T M Bite

Natural Weapons: Size/Force Reach Damage AP/HP Damage Reach Size/Force Weapons: Natural

Combat Style: Ripper (Bite, Claw) 78% Claw) (Bite, Ripper Style: Combat

Skills: Athletics 78%, Brawn 52%, Endurance 52%, Evade 68%, Perception 59%, Track 68%, Willpower 48% Willpower 68%, Track 59%, Perception 68%, Evade 52%, Endurance 52%, Brawn 78%, Athletics Skills:

2/6 Head 19–20 None Sensitivity Force

2/5 Arm Left 17–18 Leaper Sense, Blood Abilities

2/5 Arm Right 15–16 scales. Slimy Armour Natural (7) 2d6 POW:

Strike Rank Strike (12) 2d6+5 INS: 2/8 Chest 12–14 16

Movement (19) 2d6+12 DEX: 2/7 Abdomen 9–11 10m

Tenacity (13) 2d6+6 SIZ: 2/6 Leg Left 6–8 7

Damage Modifier Damage (16) 2d6+9 CON: 2/6 Leg Right 3–5 +1d4

Action Points Action (19) 2d6+12 STR: 2/6 Tail 1–2 3

Attributes Characteristics AP/HP Location 1d20

to a Rodian they hunt as packs of 4-6 members, using their base base their using members, 4-6 of packs as hunt they Rodian a to ghestslayers, even obtaining notoriety while doing so. doing while notoriety obtaining even ghestslayers,

slippery slime which hides their scent. Although large compared compared large Although scent. their hides which slime slippery destruction in their mythology. Some desperate Rodians work as as work Rodians desperate Some mythology. their in destruction

bellies. They are a pale corpselike colour, covered with a foul, foul, a with covered colour, corpselike pale a are They bellies. tive villages, so that the creature became an icon of death and and death of icon an became creature the that so villages, tive

between a bipedal gait and slithering through the mud on their their on mud the through slithering and gait bipedal a between - primi destroying completely and attacking for feared were

Ghests are reptilians from the swamps of Rodia, who alternate alternate who Rodia, of swamps the from reptilians are Ghests Before the technological development of the planet, ghests ghests planet, the of development technological the Before

G hest

instincts to lay cunning traps. cunning lay to instincts

L T 1d8+1d10 As for Body for As 1d8+1d10 T L Beak

L VL Grapple As for Tentacle for As Grapple VL L Tentacle

Natural Weapons: Size/Force Reach Damage AP/HP Damage Reach Size/Force Weapons: Natural

Combat Style: Writhing Doom (Tentacles, Beak) 74% Beak) (Tentacles, Doom Writhing Style: Combat

Skills: Brawn 80%, Endurance 68%, Evade 74%, Perception 61%, Stealth 76%, Swim 71%, Willpower 54% Willpower 71%, Swim 76%, Stealth 61%, Perception 74%, Evade 68%, Endurance 80%, Brawn Skills:

None Sensitivity Force

Eyestalk 19-20 1/10

Body 15-18 1/12

Swimmer

Tentacle 7 Tentacle 13-14 Multi-Limbed, Grappler, Camouflaged, Abilities 1/10

Tentacle 6 Tentacle 11-12 Skin Blubbery Armour Natural (7) 2d6 POW: 1/10

Tentacle 5 Tentacle 09-10 18 Rank Strike (14) 2d6+7 INS: 1/10

Tentacle 4 Tentacle 07-08 (swim) 6m (land), 2m Movement (22) 2d6+15 DEX: 1/10

Tentacle 3 Tentacle 05-06 7 Tenacity 2d6+21(28) SIZ: 1/10

Tentacle 2 Tentacle 03-04 +1d10 Modifier Damage (19) 2d6+12 CON: 1/10

Tentacle 1 Tentacle 01-02 (Multi-Limbed) 6 Points Action (22) 2d6+15 STR: 1/10

Location 1d20 Attributes Characteristics AP/HP RQ Star Wars Star RQ X

rayt ragon Krayts possess a set of sharp teeth used for capturing prey, but K D swallow it whole, relying on ingested stones to grind the food A fierce hunter, the krayt dragon is the predatory pinnacle of the through a series of gizzards into a digestible state. A side product Tatooine ecology, primarily feeding on bantha but more than of this process, worn and polished stones, known as dragon willing to eat anything which moves, including vehicles. They pearls, are a valuable commodity among jewellers. However, grow continuously throughout their lives to an average length since they can only be garnered from the gizzard of krayt, few of 45 meters and weight of 20 tons. Longer lived specimens are suicidal enough to hunt them. become so large that they grow extra pairs of legs to support their weight. The greatest recorded example was over a hundred The following statistics are for an immature krayt dragon. For metres in length and had ten legs. an adult increase the Armour Points to 15 points and add +10 to STR and SIZ!

Characteristics Attributes 1d20 Location AP/HP STR: 2d6+30 (37) Action Points 3 1-3 Tail 12/19 CON: 2d6+18 (25) Damage Modifier +2d10 4-5 Right Hind Leg 12/18 SIZ: 2d6+60 (67) Tenacity 11 6-7 Left Hind Leg 12/18 DEX: 2d6+6 (13) Movement 10m 8-10 Hindquarters 12/20 INS: 2d6+5 (12) Strike Rank 13 11-14 Forequarters 12/21 POW: 4d6 (14) Natural Armour Heavy scales. 15-16 Right Front Leg 12/18 Abilities Engulfing, Terrifying, Trample 17-18 Left Front Leg 12/18 Force Sensitivity None 19-20 Head 12/19

Skills: Brawn 124%, Endurance 90%, Evade 58%, Perception 54%, Stealth 59%, Willpower 58% Combat Style: Doom of the Sands (Bite and Trample) 86% Natural Weapons: Size/Force Reach Damage AP/HP Bite C VL 2d6+2d10 As for Head Trample C VL 4d10 As for Legs

Rancor skin of a rancor is tough enough to deflect blaster bolts, Rancors are large carnivorous 5-10m high reptomammals making it an efficient killing machine – and an excellent native to the long-lost planet of Dathomir. They were usu- source of leather for expensive vests and boots. The crea- ally born a dull greenish brown, which helped them blend tures possess good night-vision, but their eyesight is not as into a wide range of terrain types. They are used for many sharp as a Human’s in daylight. things, ranging from mounts for the Witches of Dathomir to pets for crime lords; they have even been transplanted The example given here is for an adolescent rancor a mere to other worlds to serve as untamed guard beasts. four metres tall. For each additional 2 metres of height add +3 STR, +6 SIZ and +1 Armour Point. Rancors walk on two relatively stubby legs, with longer forelimbs utilized for catching prey, though they can lumber on all fours at times. A rancor’s flat face is domi- nated by an oversized mouth full of razor sharp teeth. The

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L L 1d6+1d12 As for Tail for As 1d6+1d12 L L Lash Tail

H L 1d8+1d12 As for Leg for As 1d8+1d12 L H Claw Hind

Natural Weapons: Size/Force Reach Damage AP/HP Damage Reach Size/Force Weapons: Natural

Combat Style: Herd Fury (Bite and Claws) 58% Claws) and (Bite Fury Herd Style: Combat

Skills: Athletics 68%, Brawn 79%, Endurance 66%, Evade 46%, Perception 60%, Stealth 66%, Survival 60%, Willpower 44% Willpower 60%, Survival 66%, Stealth 60%, Perception 46%, Evade 66%, Endurance 79%, Brawn 68%, Athletics Skills:

None Sensitivity Force

4/10 Head 19-20

vibrations)

2/10 Left Front Leg Front Left 17-18 and thickness (detect Sense Ice Abilities

2/10 Thick fur, plus horns on head on horns plus fur, Thick Armour Natural (7) 2d6 POW: Right Front Leg Front Right 15-16

2/12 Strike Rank Strike (13) 2d6+6 INS: Forequarters 11-14 13

2/11 Movement (13) 2d6+6 DEX: Hindquarters 8-10 10m

2/10 Tenacity (34) 4d6+20 SIZ: Left Hind Leg Hind Left 6-7 7

2/10 Damage Modifier Damage (13) 2d6+6 CON: Right Hind Leg Hind Right 4-5 +1d12

2/11 Action Points Action (25) 2d6+18 STR: Tail 1-3 3

Attributes Characteristics AP/HP Location 1d20

as patrol mounts when it was discovered that their own vehicles vehicles own their that discovered was it when mounts patrol as cross their path. their cross

ment of the Rebel Alliance’s secret base, Tauntauns were used used were Tauntauns base, secret Alliance’s Rebel the of ment the frost layer, but are not adverse to eating small rodents which which rodents small eating to adverse not are but layer, frost the

settlers who eke out a living on the planet. During the establish the During planet. the on living a out eke who settlers tures normally subsist on fungus and lichen that grow beneath beneath grow that lichen and fungus on subsist normally tures -

are commonly used as pack animals or riding beasts by the few few the by beasts riding or animals pack as used commonly are - crea The energy. conserve to state hibernation a entering drop;

indigenous to the icy world of Hoth. Strong and tough they they tough and Strong Hoth. of world icy the to indigenous tauntauns seek shelter at night to avoid the extreme temperature temperature extreme the avoid to night at shelter seek tauntauns

Tauntauns are a species of tailed, bipedal mammals 2.5m tall, tall, 2.5m mammals bipedal tailed, of species a are Tauntauns Despite their thick fur (coloured white for camouflage), camouflage), for white (coloured fur thick their Despite

T un a unt a

could not cope with the intensely cold weather. cold intensely the with cope not could

L T 1d8+1d10 As for Head for As 1d8+1d10 T L Max Toothy

L L 1d6+1d10 As for Arm for As 1d6+1d10 L L Hand Clawed

Natural Weapons: Size/Force Reach Damage AP/HP Damage Reach Size/Force Weapons: Natural

Combat Style: Grab and Chew 73% Chew and Grab Style: Combat

Skills: Athletics 53%, Brawn 80%, Endurance 68%, Evade 42%, Perception 42%, Willpower 42% Willpower 42%, Perception 42%, Evade 68%, Endurance 80%, Brawn 53%, Athletics Skills:

None Sensitivity Force

Head 19–20 Sight Night Intimidate, Frenzy, Sense, Death Abilities 8/10

Left Arm Left 16–18 Skin. Thick Armour Natural (11) 3d6 POW: 8/9

Right Arm Right 13–15 12 Rank Strike (12) 2d6+5 INS: 8/9

Chest 10-12 8m Movement (11) 3d6 DEX: 8/12

Abdomen 7–9 11 Tenacity (28) 2d6+21 SIZ: 8/11

Left Leg Left 4–6 +1d10 Modifier Damage (19) 2d6+12 CON: 8/10

Right Leg Right 1–3 2 Points Action (22) 2d6+15 STR: 8/10

Location 1d20 Attributes Characteristics AP/HP RQ Star Wars Star RQ X

ampa drifts or blizzards. Stunned victims are carried back to the crea- W tures’ lair, typically large ice caves, where the wampa then eats at Standing at heights of up to three meters and weighing over its leisure, or in times of glut, suspending prey from the ceiling 200kg, wampas are lethal predatory beasts. They possess long, to preserve it in the dry, icy cold. powerful arms, razor-sharp claws capable of carving caves and tunnels out of ice, and a fanged mouth. Aided by an acute sense While rarely seen away from their remote homeworld, wampas of smell and a coat of thick fur (often stained by the blood and have been used in illegal gladiatorial combats or transported guts of slaughtered prey), carnivorous wampas roam Hoth’s icy to remote game reserves, being highly valued among big-game plains hunting for tauntauns or anything else they can catch. hunters for the challenge that came with hunting the creatures, as well as for their pelts, stuffed heads, and other miscellaneous Primarily solitary hunters, wampas occasionally hunt in packs, souvenirs. preferring to ambush their prey from the concealment of snow

Characteristics Attributes 1d20 Location AP/HP STR: 2d6+12 (19) Action Points 2 1–3 Right Leg 3/9 CON: 2d6+9 (16) Damage Modifier +1d8 4–6 Left Leg 3/9 SIZ: 2d6+18 (25) Tenacity 7 7–9 Abdomen 3/10 DEX: 3d6 (11) Movement 8m (all fours); 2m (snow digging) 10-12 Chest 3/11 INS: 2d6+6 (13) Strike Rank 12 13–15 Right Arm 3/8 POW: 2d6 (7) Natural Armour Thick fur 16–18 Left Arm 3/8 Abilities Blood Sense, Burrower, Camouflaged 19–20 Head 3/9

Force Sensitivity None

Skills: Athletics 50%, Brawn 84%, Endurance 62%, Evade 42%, Perception 57%, Stealth 64, Survival 53%, Track 69%, Willpower 48% Combat Style: Shred Apart 70% Natural Weapons: Size/Force Reach Damage AP/HP Big Claws L M 1d8+1d8 As for Arm

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m RQ Star Wars Star RQ