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ara AGE or REBELLION Tea 3 AN INTRODUCTION TO ROLEPLAYING Hy CRG + - N al Wa fea Ta 7 ‘elcome to the Star Wars: Ace oF ReBewon Beciner Gane! I you're new (0 roeplaying eames (RPGS, ther read on for 3 quick introduction, I you're familiar witn RPGS hen you can proceed directly to the adventure book and ge started immediately WHAT IS A ROLEPLAYING GAME? Arolegaying game (RPG} san excking cooperative storytel ing experience. Like many games, ithas rues, components, and dice to help describe and resol the action. Unike ‘most games, an RPG has na winner a loser and no {cams everyone as fun, then everyone wins WHO ARE THE PLAYERS? One player is the Game Master (GM). The kes the role ofthe setting and al th or she diectsthe plot of the sto iss. This player should take the ame Master H are hero players Each of them controls Character (PC). Hero players make decisions for her PCS and react to the plot and set IM. Each hero player sho EXAMPLE OF PLAY fa, Morgan, Nathan, and Owen have gathered ay the Ace oF ReakuioN RoLePLavne Gawe Kate takes the role of the Game Master, or GM. Laura, Mer gan, Nathan, and Owen take the role of Player Character JF PCS, Lauta is playing Zal, a dashing and skill human ce plot. Morgan is playing Tendaar, an inventive and au cious Mon Cala a precise Wendi a su ri engineer. Nathan is playing Cae nd deadly human soles, andl Owen Is The five fiends are se Laura, Morgan, Nathar sheets pencils, and some: has a notebook, the ted around Kate's kitchen table ‘and Oven have thei ich paper cose at hand, Kate rdverture Book, andthe rulebook, a Bpell a5 2 pencil. The five of them are sharing dice, which Maye been gathered inthe middle ofthe table in easy reach Bbleveryone. Each ofthe players brought snack to shar join the group in mic-session, with Za, Tendar, Cae Benarshpping nto an Imperial hase. The PCs preparing to ambush an approactin pptinued withir i ie garage is much cooler than the muge and you smell machine oll and the tang of metal, Suddenly, you hear the steps ne approaching from inside the hase; i's probably an Imperial patrol. They hould F othe base, but th just hand it to you. You have a momer pare your ambush. What do you do? ‘Owen (Vendri): | slide into the shadows behind the es to hide. They'll never know what them! nese Imperials aren't the brighte: Cael, | bet we can get them to for the old ‘new recruits’ trick Nathan (Cael): That good idea, but Cae!’s not FY goed at lying. N nt without talking to them? Also, we're k of wearing Rebel uniforms. What if we preter 10 be Working on the speeder bikes? They might not look at us too close Sure, Until we jump them, at least, Oh, plus, then they won't be able to see that our Stealth che (Oven, you'll need to make an Eas Laura, Nathan, you tno jer bikes and pretend to work on them. You'l both need to make Average Cool checks not to blow your cover, But ta Boost die, because you'll be conceal ‘Owen (Vendri): (Owen gathers the dice and roll Success with no Advantage or Threat Laura gathers her dice and rolls) Success for me, too! “Cm I say low it For us! Nathan (Cael): (Nathan gathers the dice and rolls) Success, but with two Threat. | think | mig nave broken the speeder Bik Okay, Vendri, you'te good and hidden you pretend to work on the speeder bike jon't attract any attention immediately Nathan, do you want the good news or the bed nens about Cael first? Nathan (Cael): Uh ne bad new J news: while you're tinkering around under the r bike, it springs 4 coola eak. You're sprayed with cooling fl two strain, The good ne t you're proba bly hidden, t organ, what's your plan? Morgan (Tendaar): Yeah, | don't be able to hide in plain sight. Imperials aren’ fond of non-humans. | wonder about those rates, though, Could | get inside one if u Sure. You'll need to make an Ave ‘Athletics check to get the panel off, but ta Boost die for your hiydrospanner. Morgan (Tendaar): (Morgan gath dice and rolls} Uh oh. | failed. Tendaar, you're standing there with your ack to the door, straining to pry the lid of Suddenly, it comes free with 1 lank Al the same moment, you hear a voice from behind you, *What’s going on in here? to see t four very surprised ny uniforms, How do you Morgan (Tendaar) | guess | try to convince them I'm lagstraveling ishmonger, and not a Rebel agent? % CORN LUe OCU R OL § iti iiermoituere min ee eee ae everett ere Foximate locations ofthe heroes and vilains in important and exciting scenes ofthe adventure, by placing them directly onto the map. You can also draw your onn maps, improvise using soda cans, books, and other objects that eee et eee 's your group's play style the bes Just to warn you, they're not very tke (Each player rolls initiative and reports to buy that story result, All ofthe results combine to create t Morgan (Tendaar): Okay, but could it catch them off Inlbetive order] Ore Hien no) teeta eu, payte last two PCS will go, Who wants to go first? Oh, they definitely won't be expecting it Go ahead and make a Deception cece agus er Diipne Takeo Setback dl foray shy, tue Youre at storrange, sian Easy th Morgan Tendaar"m a raven stmo Guly shot Tle a Boos ce because they rest outside Buy now! They won't be fresh for 5 Blam! That's 11. damage to one of jong!” (Morgan rolls the dice) failed, but with he soldiers. And, uh, Ive got two Threat, to Ppapaltazs! The sentry has 3 soak, so he suffers 8 They are, in fact, pretty surprised. The firs wounds. Your blaster bolt strikes him and he person who attacks them during the first round drops. With that Threat, 'm going to give one wil get a Boost de, Eyeryone roll initiative, You of the other sentries a free maneuver ‘can_all use Cool because you're ready for it his comra naps him out of his linger except for Tendaar, you and the sentries will stupor, and he reaches donn to draw his biaste roll Viglance, because you weren't prepared pistol. Now thetirefightis really geting started, I've got this. | roll out from under the bike smi free maneuver and fre! A long time ago in a galaxy far, far away... TAKEOVER AT WHISPER BASE De ee Ce) ee ek ee ee Cee TTT ee re) Be Pe RR mL od Pore oe ee em Rd to save the world of ALDERAAN. Fear and Pree see ROR UCe eet Ae A eo CL) Chem ee oe CSOT tee Ure Me MC aa el PLD Oe mee LY Vem ee) 1 ee oe eC infiltrators to take the secret listening post and turn it into a forward Rebel base in the Japrae\ Om me em mt ad jungle, with its poisonous foliage and oppressive UTE MMe TLCS) Whisper Base. Compared to staying in the jungle, the prospect of ambushing an Imperial patrol and PC NN LCL) almost pleasant... STAR WARS AGE o REBELLION =" C—(‘ i € — ADVENTURE BOOK . a CREDITS PRODUCED AND DEVELOPED BY Max Brooke ADDITIONAL WRITING & DEVELOPMENT Daniel Lovat lark and Katrina Ostrander BASED ON The Ace oF Resruson RousPune Gawte designed by Jay itle and developed by Andrew Fscher MANAGING RPG PRODUCER Chris Gerter PROOFREADING Christine Crabb and Moly Glover GAME LINE GRAPHIC DESIGN EDGE Studlo, David Ardila, and Chris Beck EXPANSION GRAPHIC DESIGN Chris Bock and Michael Sisty GRAPHIC DESIGN MANAGER Bran Schomburg COVER ART Imaginary Friends Stud Pte Lt INTERIOR ART ist Balanescu, Teiano Barrach, Ryan Barger, Matt Bradbury, Alexandre Dainche, Anthary Devine, Tory Fl, ‘Marluse Gandzel, Tom Garden, Zach Graves, Clark Hugin, Imaginary Friends Studio Pe Lis, Lukas? Jaskolsk, Ancraw Jotianson, David Kega.Vigit Koroglu, Leonid Kozlenko, ‘Adam Lane, Ignace Bavan Larcano, Henning Luvesen, Ralph McQuarne, Raven Mimura, Christine Mit2uk, Jake ‘Muay, Davis Auden Nasn, Mike Nash, Anthony Palumo, ‘Alexandru Sabo, David Seeley, Alexandr Shaldn, Cynthia Sheppard, Matthew Starbuck, Nicholas Szohiman, Angela ‘Sung. Darren Tan, Chis Wevas, Charies Urbach, Magali Villeneuve, Sruno Werneck and the Lucasfilm art archives DIRECTOR OF PUBLISHING MANAGING ART DIRECTOR ‘Andrew Navaro ART DIRECTION 208 Robinson PRODUCTION MANAGEMENT Eric Knight LICENSING & DEVELOPMENT ‘COORDINATOR Deb Freytag EXECUTIVE GAME DESIGNER Corey Koniecoka EXECUTIVE PRODUCER ‘Mienael Hurley PUBLISHER Christian T. Petersen PLAYTESTERS Paes Coodinator Zach ealthoras Jonathan ig ith ach iewathoras ano Sam Stewart. Mereces“catn Ophom wath Jn beer Jon Son, and Thor Mer rant 00k wih Ti Hickory am saley. and Anarene oir che "The Qveag Fe dames Cart th Nit Mtge ‘Michael Hanson Kt Cains, an Chars Buoge "Hes Rogue Sauron: ian Minasnen nt tea mol Jonna HHBd hte Kauppnen, nu Larone, Jan Peter Pohjonen The See Hayton Soi” Andrea DesAgrese wh Simone ig, Gila Feet, Sia Fae Lica Marchesini and Erk Savio “CarneOn! a enw’ Gan Call wth aura, retin 8 Zot ard Cty & ae oes bragon Negro un Dewo Be Naya Groves with nea Be La Ro mene, Jesus De (Rosa méne, Ras Gan Martine Ma Caren era Sante ang Maru Sharer Sos Otwer De Rader wth Shana N De Reena Seat Jolve Tet Burl anc Thomas Wison "GCN" esse Gila ith ere fo Jess and Cvs Wager “Dar ely Cad Reverran with Nik Wis, Cav Tn, ust Hues, ohn ss corn Seu Natal Tipp wi Patch Seren, Saruc Stuart and Greg Leverons “Waper Sau Blais ith Pele n Durand Peter Yas Ducat The DsArma ds Bose HIM” Bonnet ith Mast “Kaunch’ trong. Core fn’ Cretan Jasper “bre Wearger Cocker LUCAS LICENSING SENIOR EDITOR MANAGER OF THE HOLOCRON Cor Roster Senne Hee Uwendchee i PANTASY Fantasy Flight Games PLIGHT: 1995 West County Road B2 GAMES Roseville, MN 55113, USA © 2014 Lucasfim Lid. & or TM were indicated Allright reserved, Used under authorzaton. No part of ths product may be reproduced vithout specific permission Faniasy Fgh Games and the FFG logo are regsieres trademarks of Fantasy Fight Pushing, Inc. Retain tis information for your recards. Actual components may vary Fom thse shawn, Maden Ca, ISBN; 978-1-61661-878.0 Product Code: SWAOI Print ID: 2050MARI 4 For more information about the Star Wars: Ace oF Rese1uoN fine, free downloads, ‘answers to rule queries, or just to pass on greetings, visit us online at wv: FantasyFlightGames.com starwars.co WELCOME TO THE STAR WARS: AGE OF REBELLION BEGINNER GAME! ONE PLAYER IS THE GAME MASTER F the GM, serves as the judge and the your introduction to roleplaying ‘THE OTHER PLAYERS ARE HERO PLAYERS The Ack oF Reason Brcinse GAME is designed players. With the contents of the action. But frst you'l need to more than 4 hero players, adaitiona availabe at win FontasyFightG CONTENTS OF THIS BOX THIS ADVENTURE BOOK This book contains the adventure anc invoduces the rules tothe player ina fun learm-as-you-pay format CHARACTER FOLIOS everything one hero he Act oF REBEtion Bec Gave used to crea tiny poo junele on th le DESTINY POINT TOKENS Dualsiden dark side ofthe Force and ight 2D ‘THE RULEBOOK CUSTOM DICE The rulebook describes all ofthe = ‘Ace OF REBELLON BEGINNER GAME The Ace oF RESELUON <5) 5 tules. It's best to play though Becinwer Game includes or. the adventure contained in thi fourteen custom dice used oe e: adventure book onc ie ad ules, then use the rulebook 382g is @ © YOU WILL ALSO NEED STAR WARS: AGE OF REBELLION ho Ace oF Reesion Bcinnen Gave is complete, stand alone product and contains everything three to five play 1s need to colepay characters involved in the grand cama of the Galactic Cwil War Players can enjoy many hours 0 tenlertainment with the contents of this box By playing the cluded adventure, the dovnloadable adventure Operanow: Shaoowronc, ond futher tales of thei on invention Players who are ready for a more complex, in-depth roleplaying experience can pursue further adventures with he Ace oF Reesition Core Rulebook. This core rulebook is he starting point for a complete line of roleplaying prod: cs, Including pre-written adventures, sourceooks with rent for nero players and GMs, and much moe in both games, hero players take the roles of player chi ers and adventure in the Star Wars galaxy. Both games use the same dice and same core dice mechanic The ase the same structure of characters, skil, and talent hough the exact lists of skis an are somewna erent). Both use a flexible system of actions and manet vers fo resolve combat and both use similar mechanisms fo etal starships and vehicles In short, the Ace oF REBELON Beawner Gane is 2 simpler and easierto-learn version o the Ace oF ReBELoN core mule The Star Wor: Ebes oF me Eine Becnen Gave ord Eace ‘oF mie Ente Core Rulebook are aso available who is he fringes of galactic society in the Wars universe. Players who have experience with ths Bec ‘ex Game wil id themselves with an excellent head stat to jump into ether of these Stor Wars roleplaying game lines ‘which use the same structure. mechanics, and dice system, HOW TO USE THIS BOOK he adventure inthis book i$ written and designed <0 that you can begin playing as you read it. tis both a fun idventure for you and your fiends and a nay to learn the ules. Rules concepts are introduced 2 they Come up. and he adventure tea 1 you everything you need to know 3s it fyoulre ever in doubt about what to do, it the GM make a decsion, and then move on with the tony You can look up the “ight answer in the rulebook later. The As you play through this adventure, you will see blocks o ext tke the one below THE PLAYER CHARACTERS There are four Player Characters co (Game: Zal Artna the Human Ace, er Spy, Cacl Hanarist the Human Solder, and Tendaar Be! the Mon Calamari Engineer. If your group has fewer than four nero players. you might not use al four ofthese PCS. snes in this Becaner 1 DeRaim tne Duros Acitional character fllos can be dawnloades from the Fan tasy Fight Games website (na FantasyFlitGames co) RULES TEXT ‘One common page element isa sidebar like this one. Sidebars lke this one contain rules text. You can refer to these sidebars to figure out how to resolve the ac tion ina given encounter [Not every page or encounter has its own rules sidebar. Although new rules are introduced the first time the players are expected to use them. they remain in effect throughout the adventure. For instance, the rules for building and resolving a dice pool are described on page 8. On future pages. itis assumed that the players now know how to buld and resolve a dice pool PLCS cL Leper ereats eee et natn cee nets sas WELCOME TO ONDERON Tiss sorte ies ace on te june word of Onder ‘an, @ planet in the Japrael system. This world is home to an Imperial garison controlled by Admiral Coren, Iti also home to a clandestine Imperial listening post built upon the secret order of Mott Dardiano, one of Corien's political Tals The PCs, recently recruited agents of the Rebel Alliance, have been sent to Onderon to take over Dardanc’s lscening post, capitalizing on the shadow war between the bickering Imperials and securing the post as a forward base for the Rebel Alince in the Jarae! system. Their infiltration of Onderon went smoothly enough, and ‘ow the PCs have made a long and rather unpleasant trek through the word's notorious jungles to reach Whisper Base To complete their mission, the PCs must inflirate the base defeat the modest forces i Houses, and make sure that no Imperial solders escape to report the lass If the intel they receved from the Bothan Spynet is good, Mott Dardano vl not risk exposing hs undernanded dealings by tying 10 retake the baso with Imperl troops After hours in the jungle, the PCs must base self To this end, they line between the base and the nearby comm frevents the base Irom caling for he'p, Importantly, wil draw out a patro the PCS 1m sip into the aye cut the communicatio tower. This arrying a code cylinder 3 use fo enter the base undetected, The prospect (of dealing the Empire a serious blow (and of geting an om the sweltering heat and swarming insects ofthe jun hangs tancalzingly before the heroes. en into several sections. The map ts atiached launch pad (wth the ‘Lambai-cass shuttle Nios) a comm tower the base uses to transmit messages, andthe acal region af Onderons jungle The base map is reproduced here fo Eachlocationon the map ismarked with player characters travel ta that loca that page number fora description of what the PCs find there {and how visting that location can help ther inthe mission, he PCS are expected 1p startin the garage bay (page 8) en move tothe launch pad (page 18), then the contro reom (page 24), and finally leave the base viathe main entrance as. they chase down thelr fe (page 25). The other locations in the base are brieily described on pages 28-29. he adventure Is presented a8 a series of encounters. The encounters are numbered and presented in the order that the PCs are expected to proceed. Because the individual rules concepls are introduced gradually (encounter by encounter) players are strongly encouraged ta proceed i the order presented here. Il the PCs attempt to skip an en counter, the GM can explain that they wil be passing over ital rules, or can allow them to skip and pause the eame he or she reads the skippea encounter and shares the oncepts contained within, In between encounters, the GM might have to improvise he transitions. These transitions can be as simple as "Yu all sneak quietly rom the barracks to the brefing room, ‘omalex as Small sub-encounters in tir own rit also a gfeal opportunity to mix in some of the c variety ofthe galaxy of Star Wars. Ree HEL) Ee Ty i e panitegne Pd ARRANGING THE PLAY AREA ayers (ith the Whisper Base RAISING THE CURTAIN Strain reflects mounting faticue and stress. if @ character is ever suffering a total amount of strain {greater than his or her stain threshold, that character collapses unconscious. The adventure has now begun! Proceed to the fi encounter (Encounter 1 AFTER READING THE OPENING CRAWL... ENCOUNTER 1: INFILTRATION 1 this encounter, the PCs slp into the earage adjoining Whisper Base and cut the comm line, isolating the base and prompting a patrota investigate the prablem, They have ‘an opportunity to ide themseves in the machinery strewn earage belore the soldiers ative, As the PCS enter the garage bay, read or paraphvase the following alous Each PC has one chance to hide before the solsers en ter the garage bay from the base. Dong 50 requires a sl check, Each PC should make one skill check to determine inhether or not the attempt to hide s successful Ifa PC simply tres to hide behind crates, under a table, oF behind one of the lacked AFSTS, then the sil check sa Steath cheek, But there are other tings the PCs can ty Such as ‘© Convincing the arrving soldiers that they are newly arrived recruits (Deception) ‘+ Climbing’ beam and staying vey stil (Coordination) ‘© Prying open a crate and climbing inside, (Athletics) ‘© Picking the lock to an unpomered ATST and stepping Inside the cockpit (Skulduggery) ‘© Sliding under one ofthe speeder bikes and pretending tavperiorm epaits, (Cool) ‘Once each hero player makes his or her choice, that play er should construct a dice pool anc ral his or her sil check. The hero players do this one ata time, in any order PERFORMING THE SKILL CHECK ‘To perform this skill check, the active player (the play- ler whose characteris performing the action) should o the following: 1. Collect a pool of dice—the number and type of dice listed on the character sheet forthe s ‘question, plus one purple Difficulty die @. 2. Rell the dice, Failure Y symbols cancel Success ¥ symbols. If there is atleast one Success # symbol leftover, the task succeeds. Those are the bare bones steps of any skill heck. For ‘more detail read on. ‘THE CORE MECHANIC Whenever a character attempts an action that has a chance of failure, a kil check is performed to deter- rmine whether or not the action succeeds. The core ‘mechanic, which determines success or failure, Is as follows: 1. Rolla pool of dice 2, Failure ¥ symbols cancel Success ¥¥ symbols. After all other factors if there is at least one ‘Success ¥¢ symbol, the task succeeds, THE DICE POOL Whenever a character performs a check, the player controling that character (he active player rls 4 ool of dice. This ie pool consists ofbot"gnod aie” Contributed by the characters own abies and pos: tive dreumstances and “bad ce” contributed by the iticulty ofthe task and negative circumstances. ach character's skill entry on his or her character sheet has a dice pool indicated 2 callecton of ereen Abit dice @ and possiby yellow Profkiency dice ©. Therefore, assembling the character’ die poo sas simple as reading the entry on the character sheet and gathering the appropriate dice. The GM then adds a numberof purple Difculty dice to the poo! based onthe aifculty ofthe check. In this case, the checks Easy, and so the CM adds a single purple Difficulty die @. Once the dice are assembled, the active player rls and the results are rea TC ae CSA na fd eee ets eet dice (usualy Ability dice ¢ andlor Profcien Pee eee ier There are very few exceptions, and they are noted Cre reer THE TRIUMPH > SYMBOL Ucn Pore t eee as a Success ¥ symbol SUCCESS, OR FAILURE? Ir the check results in more Success ¥x symbols than Failure ¥ symbols. the check succeeds “wo symbols are used to determine successor failure ‘on a given check. These symbols are the Success symbol andthe Failure ¥ symbol. Each Failure ¥ sym: bol cancels (ands canceled by) one Success ¥ symbol W, after accounting forall Failure Y symbols, there are any Success Yt symbols remaining, the task succeeds. Extra Failure ¥ symbols have no further eect. I al of the PCs hide or prepare themselves for the ambush the folowing aloud: Continue to Encounter 2 ADVANTAGE, OR THREAT? there are more Advantage { symbols than Threat @ symbols, the character recovers 1 strain. per ‘Advantage {9 symbol in excess of Threat symbols. If there are more Threat & symbols than Advantage {8 symbols, the character suffers 1 strain per Threat B symbol in excess of Advantage & symbols. In addition to success and failure, each check may ‘generate positive or negative side effects or other ‘outcomes, represented by the Advantage & symbol ‘and the Threat @ symbol, respectively, These twists of fortune are independent of success or failure; & ‘heck can fail and stil generate a positive side effect via Advantage €9, or a check can succeed but with 2 negative consequence due to Threat @. ‘Advantage {9 symbols are canceled by Threat symbols and vice versa, just as with Success ¥ and Failure ¥ symbols. If any Advantage © symbols re main once this is done, then something beneficial to the active character has occurred, if any Threat symbols remain, then something harmful to the ac tive character has occurred, In this case, the active character may recover 1 stain per Advantage {9 symbol. The active character suf fers 1 strain per Threat @& symbol. This isthe most basic way to use Advantage {9 and Threat @®. and this option is always avaliable to the active character; ‘other specific options are discussed later. any of the PCs fall to hide or otherwise set up fo Ish, read the folowing aloud nue to Encounter 2 n this encounter, a fight breaks ween the PCs and ‘0up of Moff Dardanc's senvies ho operate out of tas bas Ie the PC I sucessful in their attempts to 2 Encounter 1, tren the PCs have an ackentage overt There areas many Whisper Base sentries i hs encount as thete afe PCS. The sentries are standing by the locked ‘door, engaged with one anather; they are at short range rom the garage deor and medium range from the far sde ofthe room. The players should indicate thelr PCs’ locations based on their actions during Encounter 1 IT IS TIME TO BEGIN COMBAT Combat follows the steps listed below: 1 Determine tnitiative—in this case, based on whether or nat the heroes hi Participants Take Turns—each character takes ‘ne turn; PCS choose the oder in which they act. “The Round Ends; a New Round Begins return to step 2 until the encounter is over DETERMINE INITIATIVE ‘At the beginning of the first round of combat the ‘GM and the hero players need to determine in what ‘order the characters (both PCs and NPC) will take their turns, Ths is called the Initiative order. ln mest ‘cases, determining Initiative calls for a skill check {rom each participant, but in this case the Initiative ‘order is fixed based on whether the heroes success: fully hid from the patroling sentries or not. Note ‘that each Initiative slot is claimed by a team (PCs ‘or NPCS}, not by an individual character. The hero players choose the order in which their characters tse their team's slots. The GM does the same if the NPCs occupy multiple slots—although in this encour: ter, all NPCs ac simultaneously. Ifthe heroes hid successfully: 1stPC tape 2nd PC NPCs 3ra PC 2nd PC NPCs 3raPc ath pc ath Pc Ir there are only three PCs, ignore the Ath PC slot. there are only 2 PCs, ignore the 3rd and 4th sos If at least one hero failed: O7FO7FOFO}' Lesa BS 5) Se ght blaster pistol (Skill Range ee ee a eri) ree roe aries have no strain thres ne eas coer en PARTICIPANTS TAKE TURNS Each round of combat consists ofa series of turns. In Initiative order, each character participating inthe bat: tue takes one turn. Beginning with the frst result in the Initiative order, one member of that team (PC or NPC) ‘takes his or her entire tur, then the round progresses to the next entry on the Initiative order. Each PC can ‘use any remaining PC Initiative slot, but each PC can ‘only take one turn per round. PCs can choose who acts seach Initiative sit is reached in the Initiative order; they don't have to choose beforehand. They cn also act in one order during one round and in a different order ‘uring the next round—there is no permanent connec: ton between a given PC and a given Initiative slot In the case of NPCs, its normal for groups of similar NPC (such as the sentries) to act atthe same time. Just like PCS. NPCs can actin any order and can change their ‘order from round to round. ‘Once each character has taken a tur, the round ends ‘and a new round begins. ‘On each character's turn, that character can perform 4 single action and a single maneuver (in any order), ‘Actions are not manewers; manewers are not actions. TR aig See Coa eee ere ing their action toa manewer. Characters can never Ce een Crain Example 1: On her turn, Zal draws her blaster pistol maneuver) and fires at an enemy (an action) Mer shot misses, and Za elects to take cover behing a crate by suffering 2 strain to perform an extra maneuver. Example 2: On his turn, Cael aims fa maneuver) and then fires his blaster rifle (an action. His shot misses, but the check results in 2 Advantage €9. Since he has ‘only taken one maneuver so far this turn, Cael elects to pend these 2 Advantage &) on a second maneuver {as aiscussed on page 13) to side into cover behind ‘ nearby row of speeder bikes. POSSIBLE ACTIONS INCLUDE: Performing an attack with an available weapon, Using a ski Performing a second maneuver. POSSIBLE MANEUVERS INCLUDE: Moving to a new location within short range, oF ‘moving between range bands (rom engaged range to short range, short range to medium range, et) Readying or stowing a weapon or ther item (such asa stimpack) Using a stimpack, (Opening oF closing @ door, tipping @ table over for cover, or otherwise interacting withthe environment, ‘Alming to gain a Boost die on your next attack. Taking cover to give attackers a Setback die fon attacks against you until you leave cover of the situation changes such that you are no longer protected by cover. ‘THE ROUND ENDS; A NEW ROUND BEGINS Afterall characters have taken a turn, the round is ‘over. If the battie is now done (one team has been defeated or has fec), then the encounter is over and it fs no longer necessary to track Initiative. If there is more fighting to do, a new round begins and the process returns to the Participants Take Turns” step, During this new round of combat, the order of Initia. tive slots remains the same, but the characters may act ina diferent order (they are not obligated to use the same initiative slot as they di in the Fist round) BOOST DICE AND SETBACK DICE Tee ens eee rere ern eae tent Crs Be eee nes eee ery ere oe > MOVEMENT AND RANGE Inthe Act oF ReseLon Becivnen Gane, range and ds- tance are handled abstracty, with a system of range bands that describe the distances between objects. ‘There are ive range bands: engaged, short, medium, Jong, and extreme. In order from closest to farthest: Engaged range: Characters are close enough to touch, Engaged range isa subcategory of short range. Short range: A few steps away. An easy shot with a biastr. It takes a single maneuver to move from short ange to engaged, or from short range to medium ‘ange. In this encounter, short range is about haf the distance across the garaee. Medium range: Opposite sides of a room. An aver~ ‘age shot with a blaster, Stil close enough to easly be seen and heard, although characters must speak loudly to be understood. It takes a single maneuver to move from medium range to short range: It takes ‘wo maneuvers to move from medium range to long range. In this encounter, medium range spans from ‘one side ofthe garage tothe other sie. There are two other range bands—Long range and Extreme range—that aren't important here, Because the garage is relatively small You can use character tokens to approximate where each character i on the map and to estimate ranges between characters. Since the range band system is abstract, rough estimates are normally al ofthe detail that you need. Oey Gat Ei Cm aaa en eat eter cetera tt ‘the characteris defeated and knocked unconscious. PERFORMING AN ATTACK ‘When Renting ina bate, one of the most basic and important actions a character can to perform is to make an attack with an avaiable Weapon against a target in range. Fist the attacker should compare the range to the target against the listed range for the weapon. I the targets too far avay, the attacker must move closer, choose a ailerent target for the attack, oF do something else with his or Rer action Attacks are sil checks, andthe sil used is deter mined by the weapon. The shi sed to attack with ‘2 gven weapon is Ist i its description. The active character should gather the dice forthe dice pool as indicated forthe relevant sil ‘The difealty of an attack check (the number of purple Dificalty dice @ added tothe check is deter mined by the circumstances ofthe atack I the attack is at short range. itis an Easy (@) check. Add 1 Ditcity aie @ tothe dice pool Irtheattackisatmedium range itis an Average(@@) check. Add 2 Dithcalty die # tothe dice pool tthe attack at long range (hich it wont be as long as everyone Stays inside the garage. tis a Hard $4 check. A 5 Dihcity cice @ tthe dice pool ithe attacker is engaged with his or her target, ts an Average (@ @) cheek if it's made with the Melee, Bron or Ranged (Light ski Ad 2 Dificulty dice to the dice poo! the attack is made withthe Ranged (Heavy) sil itis a Hard ( @@) check. Add 3 Dit ficult dice @ tothe ice pool ‘A character who uses the Aim maneuver also adds a Boost dieL1to the attacks dce pool. Characters who are in cover ada Setback dice to attacks that fr {etthem, Once the dice pool isassembled, itis oled ‘and evaluated like any other skill check DEALING DAMAGE AND SUFFERING WOUNDS Ifthe attack sa success, it hits and the hit inflicts damage on the target. The damage inflicted by the attack is equal ‘to the damage rating of the weapon plus the number of Success 3 symbols let uncanceled, For example, i Tendaar fires a blaster pistol with damage 6 and hits his target with 1 uncanceled Success ¥¥ symbol, he deals 7 damage. ‘The target reduces the damage he or she suffers by his or her soak rating—a combination of the character’ natural Toughness and the armor he or she is wearing, a character's soak rating reduces the damage to 0 or less, that character suffers no wounds. Otherwise, the character suffers wounds equal to any remaining damage. For instance, ifTendaar shoots a sentry for 7 damage, the sentry reduces that damage by hs soak value of3 and suffers & wounds, \when a character suffers wounds, that characters controller marks them on his or er character sheet. The GM can use ‘scratch paper for NPCs. When a characters total number of wounds suffered exceeds his or her wound threshold, ‘That character sufers an immediate Critical Inury and remains unconscious until healed by anather character. NPCs who are defeated normally die outright (or are incapacitated such that they pose no further threat to the PCs forthe purposes ofthe game), unless the plot call for them to survive, Pues haracters may spend Advantage €) to da.several Ce ok gene tive character chooses how to spend Advantage €) symbols, with the GM's approval. Option inclu Oe ear Dee one form a bonus maneuver without suffering Pee er Son nCea Ta) See eet [eee eet ‘Spend Advantage & to nfl 1 Critical injury ee cence cry See) Peete) SE ae es pee tees Br Uy Threat @ may be spent to do several things. In Cee eae) pire SER Ree Laced nee Se end Sey erent neuer (ven though itis't the targets turn), Se eet ed Ree eee ere Se eee Streeter tant er ‘Spend Threat @ to do something else ‘appropriate to the plot and situation. a Ina combat situation, a Triumph @ symbol counts as eee ee ee ets eee or Toy ee te en eae Pea eee ey Sete eae d ‘THE BATTLE CONTINUES UNTIL ONE TEAM OR ANOTHER IS VICTORIOUS. (0 Encounter read or paraphrase the following aloud > Encounter 3 (each PC immediate Pe ise ther stimpa RECOVERING STRAIN Acthe end of each encounter, PCs have a chance to recover strain. Each PC recovers strain equal to fr her Presence characteristic or ranks in the Cool ‘kil (whichever is greater a)” ih BKIR (Teer, Tassarmes 8x-seres commando battle droid pressed int POSS doing maintenance tasks a the listening post. The PCs mu fomvnce the droid not to betray their positon, as the Beg i ac restraining Cee rT corsets Ps can se er sls tale rhe AGES ey this problem, tnough Toor can prove valuabe aly later esas When they encounter the droid in or just outside of ti ity it happens to garage, read or paraphrase the felling aioud k to Toor, ask it questo and ty U0 corn (othe PCS! a former battle earing task of clean ke ofits dates an convince it the Pes mh ea COTA att esa en Say ae oy trae rte ae ea Cee Perrier ld, Coane aed SUL rerexe Mea Ree ee. Toor hopes that the PCs en ereie re ill remove the re a The he How DIDY OPPOSED CHECKS Dealing with Toor requires an opposed check check In whieh the skil of one character is pited against the sil of another. Sometimes these checks are used with the same skllon both sides. suchas the Negotia tion vs. Negotiation example to the right, or the Ath letics vs. Athetics check two wrestlers would make. At ‘other times, one skill opposes a cfferent skill, such as In the Deception vs. Discipline example below. When makin an opposed check, the player who controls the active character (the one making the check; in tis case, a hero player) assembles his or her die pool as normal The dificult ofthe check is determined by the rival character's dice poot in the ‘evant sil, For every green Abilty die @ inthe ri val character's dice poo, a purple Difficulty die @ is ded tothe active character's dice pool For every Yellow Prficency ale © Inthe rial characters dice eo, a red Cholene aie @ is added tothe active ‘harater’sdice pool. nether words, the ral char acter bulls his. own dice poo out of Diiuty ane Ghalenge dice @ instead of Ability and Profeney ‘dice O, then ads that to the ate characters dee ool to represent he “bad ice for the check ‘The dice poo! is then roles and evaluated follow ing the rormal ules for dee pools. Inthe case of an opposed check, Advantage (and Triumph ¢ could reflect something beneficial occurring tothe active Character or something deadvantageeus happening tothe ral character Ukenis, Threat @ and Despair '® symbols could reflect something bad happening to the active character or something g20d happening the rival character, atthe GM's sceton. HOW CAN WE FREE YOU? Te PCs can remove Teor’ restraining bl by having one of em ake at apposed Meenanics Athletes check vs. tie Mechanics (@ @) othe engineer nto stale the bol Removing the bot allows Toor to act ons own inate This does not atomically make elp the Pcs, bul wil make the roid more rend and open to certain acts. WE'RE IN CHARGE HERE! WE ORDER YOU NOT TO CLEAN THIS BAY, The PCS might be able to convince Toor that they are new recrlso even offices sent to inspect te base the Pcs Choose ths option, they'l hae to chaose ane PC to make ‘sn opposed Deception check vs Toor’s Discipline (@ @) (Opposed checks are scssed in deta inthe above sie ar) 1001 Gscovered the PCs while they were unconscious romever, te check slfers a Setback de i due tothe i Plavsblny of ter sory WANT TO JOIN THE REBEL ALLIANCE? | MEAN, NOBODY REALLY LIKES THE EMPIRE, RIGHT? Toor cares very tle for politics, but it does wish to be free of ts restraining bolt and has no great love ofthe Empire fr a> enslaving i. Toor could be convinced to snitch its allegiance If the PCS choose this option, they'll have to choose one P lo make an opposed Charm check vs. Toor’s Discipline ( @). Opposed checks are discussed in detail on the sidebar tothe let. WHAT CAN WE OFFER YOU TO LOOKTHE OTHER WAY THIS TIME? “oor has no interest in monetary bribes, but it does wish to see is oppressors punished, and the PCs causing havoc ‘around the base would do just that. the PCS choose this tion, they'll have to choose one PC to make an opposed Negotiation check vs. Toor's Negotiation (@). Opposed necks re discussed in deal on the sidebar tothe let IF YOU TRIP THE ALARM, WE ARE THROWING ‘YOU IN THE TRASH COMPACTOR. I subterdilomacy fl, the PCs can avays rey upon the threat of votnce aginst oof the Fes choose ths option, they nave to choose one PC to make an opposed Coercion check vs. Toor's Discipline (@@) Ie fs Sek ae as ek store lhe rata ek orate ity detection programing causes tt0 attack them (the Intatve order il be PC, PC, NPC, PC, PC} I they have removed the restraiing bl. Toor merey rons nda ARE THERE ANY OTHER WAYS INTO OR OUT OF THIS BASE? CAN'T WE JUST SCRAP THIS DROID? Ifthe PCs wish they can simply dispatch Toor using violent means. they choose to attack Toor (rather than prompting ito attack them), the nitative arderis PC, PC, PC, PC, NPC. 28 Toor not expecting the attack 1S THERE ANYTHING ELSE YOU CAN DO TO HELP US WITH TAKING OVER THE BASE? ‘The PCS might hope to get other equipment or supplies fo “or, especialy I they have converted ito tei cause. Tor has acess oa locked supply chest nthe comer othe room and offers the PCS its content f hey fee it rom te restran ing bok. The chest contain four sinpacks ten Imperial ton packs ten canteens of wate, sx Imperial es unforms and a 80-meter spool of tck steal wre. Opening this chest twthoutTaors assistance requires one ofthe PCs to make 2 Hard (@ @ 4) Computers cheek o nyoass the seta xk Ine PCs generate thee or more Theat on ths check, the chests alo fllajngle insects tat have chewed thei tan (but did no et the raion brs, apparently nat recog mang them 28 fod) Eaen PC engagea wit ne chest when the sects snarm out sues 2 stan Cac eg ea as) |: eateries eco ae Sci nerd failure ofa task In combat, characters gain Boost eee ee eee targets in cover. There are many, many additional why a Boost aie lor Setback de] might adice p Set Ts rect Characters might add a Boost de for any oft Se noe ere nea ee eet Ce nes cere ent Se aaa oe ee eer Sere pee Cee eee ee See teeter ra face excessively Se eee Comte een Ce cere cree ey POW ta easy Aas RYT eee ite of Proficiency dice @ In opp ene ene eae ee Te a eee ee ee et aes ee eee eer ee eeu ea ics by the Triumph @ symbol. A Despair counts asa Failure Y” symbol and cance! ee ena roe the a ombat, this might bea weapon jamming or running ea ymbo Pee eee ee ee eee en ee launch pad—and that the command staff on the bas ‘eseape Proceed to Encounter 4 xing it over and e Téa shuttle ifthe PCs did not ling its repor ill require the PCs to sne ster, or fight the 1¢ devastatior 2 sal ional i rd in the corridor, and then gan access 10 Setback die i due to the base being an alert. the PCs fll etself onthe launch pad eck, they ate to turn to training (or lackdown, * 4 i 1d as the Pcs ithe beach as ben detected The Ps can yan EE oe ce the guards, they suler an adctional Setback die ll eption grons increesinely obvious There is an ar duct that leads out ofthe base, paral t th but the PCS can open it by using Skulduggery (to quiet clsassembie the grate) or Athletes (o oul ree without a Soiek of meta) Ths check s Average (4) difficulty ne PCs fll, the grate drops 10th ly, and one o thee inds the comer to i the commotion. the hey can sque 1 ducts to reach The PCs can smply attack the guards and fight their way onto ae fc The ears tack Teh bate dois owe one ofthe as the PCs approach them as Ret ne B ho do so, an additional two launch pad guards an ave disguised themse mperial solders with stolen ot the start ofthe second round, The launch pod guards a nforms, the guar e them entrance "OL pot expecting a fight: each one makes a separate Villance tack, The PCs have three basic choices for how top ‘heck for intiative. The PCS wil ikely make Coot check. (Se Expanded Rules: Determine Iitiative on p22 18) quice passable csguises, Imperial solders. Th passing. 2n opposed Deception or Coer ‘ion check vs. the ‘guards’ Discipline © © 0 con > PUT Ly ed Shits: Ranged (Heavy) 1@Q).V eee Cpe ee emmy ete} inflict 1 Critica injury), vibroknife (Skil: Melee | ee ara em els ier Imperal Army uniform and helmet (+1 soak} Since the guards have n fen ee eee erty \When they get inside, the PCS find themseves in a covere launch pao containing a Lambda-class shutle. The GM put down the Launch Pad map fortis encounter. PCs approach the ship fo disable the craft, read phrase the following lous: cena Eee eater! Routine ith ene me ee eae See eee eee EXPANDED RULES: DETERMINE INITIATIVE Intiate order is normaly determined by means of 4 kill check performed by each participant. Achar ‘acter makes 8 Cool check if expecting a ht. I the ‘character was not expecting a fight, he or se makes a Vigilance check instead. (ferent characters can Use diferent sills on the same Initiative check) “These checks are Simple (-) checks, and no purple Ditty dice @ are added Once all the checks have been made, the GM notes the results of each check and ranks them In order, from most Success ¥ symbols to fewest. If there is 2 te, the check with more Advantage €) is ranked higher. there s stil ate, aPC check beats an NPC check, It does not matter who made which check, only ifthe character is a PC or an NPC. The CM tight wish to wit this down on seme seraich paper The GM should now have a list of Intative check results, each one marked as PC or NPC. This i te Initiative order. During the ensuing combat, a PC vill act each time a PC sot on the inate order is reached, and an NPC (or group of NPC] wil act ech time an NPC slt on the Initiative order is reached Remember that any PC can actin any PC slot—t doesn't matter who rolled what value, as the Inia tive slots belong to the team, not an individual The same i tru for NPCS. the PCs manages to tak their way past the guards or slip through the ventlaton shaft. they likely wish to try to remain slent. If they slew the launch pad guards outsia then this is less important. In ether case, tney havea similar set of options fo make sure that Lieutenant Sarev canno escape this way. See the next page for examples of some options the PCS might explore, mM wishe & . Se ee ee sts i See : Seoul a eaeloames ur Nemes Se onee S000 tance neem neeteneieen able Oo-04 | Reka oc uth no comorchensible mechanism, cloning new Body. cng e06 and SLICE INTO THE SHUTTLE’S COMPUTER AND DISABLE ITS SYSTEMS. Wthe PCS have made it into the tay without making com: motion they might wish to Reep thelr ork quit. Me shut Is unlockee, and boarding i gues them acces tots mai omputer ey wish o disable the hip, ore PC must make an Average ($ 4) Computers check they generat or mote Ties: & symbols, 9 smal alarm is Wigeres anc ‘he quards outside come nto investigate assuming they are salve). The PCs have to convince them that tis fs not 9 MANUALLY DISCONNECT ‘THE SHUTTLE’S ENGINES. the PCs ae less concerned with Keeping piece they tise sabotage te vessel, Do an Average (@ @) Mechanics check Hever this methoa Gan be particulanty noisy. and so the PCs sufer a Setback Ge Mon this check Whey generate any Threat & symbols ne guords outside come into inestgot assuming hey are Stil alive) andthe PCs must expan themselves or eliminate BARRICADE THE DOORS AND LEAVE THROUGH THE VENTS. shuttle in one ‘an manually disconnect the engines (or other so requires one PC to make the PCs do not wish to cripple the shuttle, the cose to block the acess nate to the launch pad and eave though the ventlation st Doing so requires one PC rmoke 3 Hard (@ @ @) Athletics check ‘9 pace heavy ocifery lithe way ofthe atch or a Hard (6-4 @) Me. ‘chanics check to cobble together a suitable lock. the PCs Generate three or more Treat @ symbols on either check hey are greeted by the group of rather surprsed guards vinen they ext the ventlation shat (unless they already eal with these solders posted to protect the aunch pad). ‘Once they have closed off this avenue of escape, the PCs ‘an continue on toward the command center. Proceed! to the Interlude: Experience and Destiny on paze 20 EXPANDED RULES: RANGE Now that the characters are outside the confines of the garage bay, combat might occur at a longer range in the winding coridors of the base. Long range: From one end of one ofthe corridors to the other. A hard shot with a blaster; a blaster pistol ‘cannot make the shot atall. Characters must shout to be heard clearly, and it might be hard to see details. 1 takes two maneuvers to move from long range to ‘medium range or from tong range to extreme range, Extreme range: The furthest range at which charac- ters can see and interact with each other. Characters Cannot hear one another even if they shout. Only some snipe rifles and vehicle mounted weapons can shoot this far. It takes two manewvers to move from extreme range to long range. a)” INTERLUDE: EXPERIENCE AND DESTINY unt now, the adventure has deliberately been very linear to help teach the game and to ensure that uve ert ‘al plot elements have been putin place. But now the PCs have accomplished the majority of their goals and can strike at the control center, They might wis (0 explore the other ‘chambers ofthe base, take stock of what the base contains, ‘or prepare for the assault on the conto center be'ore moving fn, Alternatively they might simply feel the best path Is the most direct one, na decide to strike atthe contol centr. Ether way, i's time to award the hero players some expe: ‘ence and learn about destiny! EXPERIENCE AWARDS ‘As the heroes continue their adventures and avercome new Challenges, they are awarded experience points XP) by the GM, typically at the end of every pay session, The heroes ‘may then spend those experience points to purchase new ranks of skis and talents fram thelr specializalion trees, ‘Now that the PCs have completed one of thei primary story goals (cu of the retreat forthe command staf), they ‘are awarded 10 XP. Each of the hero players should turn to the next page of his or her character folio now, where the “levelup” procedure is explained. He or she should also be sute 1onote the strain and/or wounds he or she has sut- fered, 2: well as Ns o her current amount of money or any ‘other changes to his or her character spent stimpacks, et.) transferring that information fram his or her fst character sheet to the new one THE DESTINY POOL The PCS are more than just soldiers, strategists, and spies They are the main characters of the story, and they are touched by the Force with a great destiny. This destiny Is represented in part by the Destiny poo! BUILDING THE DESTINY POOL, Each hero player now rolls the white Force die once. For each white pip rolled, place a Destiny Point token in the Destiny poo! with i's white side showing, For each back pip folled, piace a Destiny Point token in the Destiny pool with its black side showing. The Destiny poo! is a collection of Destiny Point tokens that both the GM and hero piayers can ‘manipuiate: it should be placed somewhere within reach of 35 many players asis practical NEXT STEPS Ir the hero players want to expire the rest of the listening ost before meving on, fp % Other Encounters at the Base on page 28. If the PCs spend a lot of time explor ingand don't take any precautions against being discovered, then they might encounter another squad of Whisper Base sentries-refer to Encounter 2 for guidelines on how fo run those encounters, Ifthe hero players want to investigate the other rooms of the base, see page 28 for more gudance on winat the rooms contain. Some have soldiers in them, but mast are clear, and the PCs can find supplies and ‘valuable information about the base inside of them. Of course, the longer they take exploring, the more likely they are to un nto patrols off duty soldiers, and others who migh ip off Lieutenant Sarev that they are an their way. When they have explored every reom (or decide to stop exploring), proceed to Encounter 5. ‘© Irthe hero players want to move directly to the contol Center, then praceed directly to Encounter § ‘© Ifthe nero players are unsure of how ta proceed, the GM should remind them that their current mission requires them to capture the control center. The GM can, commence Encounter 5 as the PCS run into a squac of stormtroopers on their nay. Ul Pa aaa a Ta (Ud ENCOUNTER 5: FIREFIGHT Lao i) / a ae RT SST aa a wr. Sty Pee ier Other commonly used skills: Cool 0 © Ce eae Sanne ae sr ed PRU YOU Mea aren te eral (Ski: Melee varies; @ @ 4 for full group of Pee aes re Om eer nearer eT stormtrooper laminate armor (+2 soak), utility cs 9): Viglance 0 Roneed tHeavyl Ce re eee cots eee Pee orcs coe) ee) Se een MINION GROUPS Minions are the nameless individuals that the PCs encounter and perhaps fight in droves in thei adventures in the Star Wars universe. An individual minion is generally not an especially dangerous threat, as minions often have poor characteristic val ues, no sls, and ow wound thresholds. The GM may choose to use minions in groups, in which case several special rules apply. Minion eroups are always composed of identeal minions, and {groups of minions can be much more dangerous than minions individually ‘A group of minions acts together and behaves in most respects as a single character. All minionsin the group take their turn atthe same me, and they per: form unified actions and/or maneuvers that reflect the group working as a unit to achieve their goals. An attack or ability that targets one minion inthe group targets the entre group, Tre minion group has a single wound threshold, shared by all members of the group. This wound threshold is equal to the sum of the wound thresh lds of every member of the group, (For example, a group of 3 stormtroopers—each with 2 wound threshold of 5—has a wound threshold of 15) Each time any member of the group suffers wounds, the sxcunds are applied to the group's wound threshold Individual members ofthe group are defeated one at a time, and one falls each time the total wounds sul fered exceeds the wound threshold of an individual member of the group. For example, when the stor Iirooper group passes S wounds. one stormtrooper Is defeated. When the total wounds suffered exceeds 10, the second stormtrooper is defeated. When the total wounds suffered exceeds 15, the third and final stormtrooper is defeated. Ita minion group sufters a Critical injury, it immed ately sufers wounds equal tothe wound threshold of lone member ofthe group, When minions perform checks, they use the char acteristics of a single member of the group. Ifthe check isa skill that is listed in the “Skils” section of the minion’s entry, then the group receives a bonus if there are two or more minions working together. For ‘every minion in the group beyond the fist, the group counts as having one rank in that sl For example, a troup of 3 stormisoopers counts as havine 2 ranks in Ranged (Heavy) and rolls a dice pool of OO 4 when ‘making Ranged (Heavy) checks. The same group has ro ranks of training in Piloting foecause that skl is ot on the list in the stormtrooper description) and ‘would roll @-@ @ on Piloting checks no matter how many stormtroopers were part ofthe minion group. DICE POOL REVISITED: SKILLS AND CHARACTERISTICS Up until now, each character entry has included the dice poo! for each skill that the characteris likely to tse. However, in the course ofa roleplaying game, it | impossible to predic all ofthe potential directions the story can go, and it might be necessary forthe ‘GM to make skill checks for NPCS in skills that are ‘ot noted in that NPCs entry. The minion rules also preclude simply including a dice poo! for each ski because it may change based on the circumstances When determining the dice pool for a skil check, players perform the following steps: Identity the linked characteristic for the skil check Each skill entry on the character folios indicates. a linked characteristic for that ski. The GM and hero players alle can refer to this ist. A list of skills and ‘their linked characteristics fs algo included on the back of the Beciwner Gant rulebook Compare the value of the linked characteristic to the rank of the skil, The active player collects a nun ber of green Ability dice ¢ equal tothe larger value The active player then exchanges a number of those fereen Ability dice @ equal to the smaller value for the same number of yellow Proficiency dice ©. These ‘ice orm the core ofthe dice poo. For example, the Athletics skills linked to Brawn, A character with 3 Brawn and 1 rank of taining in Ath letics has a dice pool of O.@ @. A character with 1 Brawn and 3 ranks of training In Athletics also has a dice pool of O. @. A character with 2 Brawn and O ranks of training would rolld4, and a character with 2 Brawn and 2 ranks of traning would roll OO. gage in meice. The ston ENCOUNTER 6: LOCKDOWN io the control "BACK INTO THE VENTS, TEAM!” #10 et NSIC. in the coridor, and tat it fiely leads into the command ding the door make the Side The check s an Average @ @) lowing oud Athletis or Mechanics check. ONCE INSIDE “EVERYTHING'S FINE OUT HERE. WE GOT ‘THOSE REBEL OPERATIVES GOOD. OPEN THE DOOR AND TAKE A LOOK!” ck s Deception vs. Discipline (@ @ @) “THERE IS A REBEL INFILTRATOR IN YOUR MIDST ALREADY! HIS FRIENDS OUT HERE GAVE HIM UP. LET US IN SO WE CAN ID HIM.” lever PCs can play to the command staff's par improve thelr chances of getting inside. Lieutenant Si remelysusnicousfoneanother. This approachthrowsthe wren che PCs give chase, proceed to Encounter 7 nanigulate. The creck is Deception vs. Cool (@ @) “COME OUT AND WE'LL LET YOU LIVE!” ‘TWISTS OF FATE, The PCs can aso simply attempt to threaten the co all nto surenderng. Ifthe PCs can provide any evi Justa the hero players can use Destiny Ponts to swing thot they have taken the rest ofthe base and cut off the) the ods in thelr favor by adding detals toa scene, the cape routes, they receive a Boost die [on the che Game Master can also flip a Destiny Point from the e checks Coercion vs. Discipline (@ @ @) dark side tothe ight side to have a recurring vlan es- ‘ape to fight another day (or later the same day, in this ase, Ifthe GM has a dark side Destiny Point avalabe, he or she might want to fipit as 300m as the PCs enter “WELL, THE SHORTEST PATH [5 STRAIGHT THROUGH!” ghthe blast door is desi siend neavors tre | the controt center and discover that Sarev has escaped, indevenexplosives, ansicetheextera\corsoleihat | This isl sity necessary, but it nicely lustrates that ontolsitor even manipulate tre mechanical elements that | the GM an spend Destiny Point to invoke dark turns keep itocked. The check s3 Hard (44) Computers or | offate that present unexpected challenges to the PCS. Mechanics check TT corsracomassranooe ENCOUNTER 7: THE CHASE jous Levtenan garage bay so that they can catch the Leutenant in his AEST (Once the PCs reach the garage, they find that one of the two AST walkers is gone—but the other walker and the ee Tunctonal 74a speeder bikes inthe garage a yt go The PCS peratonal and practically rea each take one speed bike, up to three PCs can ride inte AFST fone pl, o gunner, and one engineer squeezing into the back te PCs delay, or cant decide what position to take 6M stould inform them that te i of the essence. After al ‘enant Sare teaches that comm tower and sends Nis message, ther takeover of the base wil be compromised, and thei hard work will be waste! t's ime to eo! the PCS have chosen their venicles. they can leave the by, following the trail that Lieuenant Sarevs AFST has left through the jungle [This does not require a sil check— $ trvial task) Read or paraphrase the folowing loud The attacking speeder bikes inflict minimal harm o first pass—each vehi theie contraled by ane oF more PCS suf an (which its contralier should notel, anc the fst PC to act after this disorienting sah suffers a Se back die lon his orher first Piloting or Gunnery check The speeder bikes (a mini graup of scout trooper spe x bike plots with one mentber per PC, toa maximum of 4 AFST is at mediu range ram the PCs and extreme range rom his destination, tuamping sniftly toward the comm station ithe GM can pu jun the vehicle tokens on the Comm Tower ma The PCS must stop Sarev from sending his message att omm station I they de not intereept him before ne reaches tation, he runsinside and locks te doors, leaving te o stormirooper stationed there to operate the bunker’s asercanion The PCS have sik rounds from the tme heen jon to destroy the bunker (which has a profile like vehicle, as noted on page 26], break Inside. or find anothe ever ‘olution to stop Sar from sending his distress signal ce they have lan or captured Lieutenant Sar to preserve the base's secrecy, the PCS have finished the adventure! a> aM RUA eae Li) Mar eae ee ene end, ee nae ee ae eee) ee ee ees Briere een VEHICLE CHARACTERISTICS Vehicles (and starships) have characteristics, just he ‘characters, but the nature of their characteristics is very different, Here's a quick summar Sithouette: The size of the craft, from 1 (person sized) to 10 the size ofa truly massive war ship) ‘Speed: The speed of the vehicle. Faster craft can ‘over more ground and have an edge in doefighting. Handling: this a positive number, this many Boost ‘dice [are added to any Piloting check made to steer the vehide. [fit s a negative number, that many Set- back dice il are added to Piloting checks instead, Armor: Similar to soak. armor reduces incoming ‘damage the ship would otherwise suffer. Hull Trauma Threshold: When a vehicle suffers dam- age that isnt blocked by armor, this damage is suf fered as hull trauma, When the amount of hull trau- ma exceeds the hull trauma Threshold, the vessel is disabled or ifit is an NPC craft, destroyed ‘system Strain Threshold: Vehicles and starships can suffer strain much like characters and for the same reason (to perform a second vehicle maneuver, or as ‘a consequence of uncanceled Threat on checks). To dferentiateitfrom personal strain, this strain is called ‘system strain. When a vehicle sufers system strain in ‘excess of its system strain threshold, the craft i a= abled. Note that system strain cannot be recovered by roling Advantage &) on checks. Iecan ony be repaired via the Damage Control action (see page 27). Pitas LT eet ll eel fe ear ee ere ere eee eC eter cea es te oc ae Meera air eee eT tomer CE OF REBELLION See These scout troopers are trained in the operation of light planetary vehicles, such as speeder bikes and ee ete een eer) routes through the jungles of Onderon. ms Se a acne Py eres Yeon teen eee oT Coo em ose ney orva Cooter emetic ee) Scout trooper speeder bike plts are minions and use eee eee onan eee ee er enieae etry Eeeenenunniseitalaetrees erro ee eee es eee eae een caver Ue Ua Dee en eee ee ee ns uniform hangs on his body, making him look younger than his actual age. He doesnot handle crises very well Prereconn So Sa eet nr) OO ened emacs iit Critical Injury ), Discipline 2 @ ©) ), Piloting 1 OOO). ea PU b ret) RCC ea ees Pe ee ee Thisallonsitto attack heavily armored targets, but aso means that it cannot operate for as long inthe fel 2 Bas Ba] Peers Dee ee en Gunnery; Damage 4; Range (Close) ee eee ey peer en eur Loree} CURA a LG eee coon) Pee geo en Pee ere eter eas Cee en cee PCC aa aes Cae eed eee a Sur Ce ee Poneto nnery Ce eee eras ee ete SE te STARSHIP AND VEHICLE COMBAT Starship and vehicle as personal scale combat: In Darbcpants take tums each round. The actions and maneu vers avaiable during each character's tun are determined by is crew station and are surmarized below. Changing cre nbat broadly follons the same rules GUNNER ‘Attack with a Vehicle Weapon (Action): Aitacks with \ehiele mounted weapons use the Gunnery kil, and are jormally based on several factors. ln this encounter, all attacks fo nit AFST walkers and Aratech 74-2b speeder pikes are Average (@@) Wen a vehi deals damage, that damage Is reduced by 1 at's atmor The damage is then applied as hull tauma. Ha Sullers hull trauma in excess ofits hull trouma areet Uveshold, itis destroyed or disabled + Aim (Maneuver): gunner may aim to add a Boost dete just asin personal scale combat, the ismext attack + Damage Control (Action) A The character must make a Mechanis chock that Easy (@) the ship has sufered no hull trauma and Averaee (@ @) the sips damaged. Irie characte suceeds, Ne 6 she repais one point of ul tam system stain per Success. 1 member at an eng: PILOT * Shortcut (Action}: The pilatof the vehicle the dense unde, tryingto reach or escape an enemy ‘even leaping act rr, The pilot chooses anather le and makes an opposed Piloting check 22st, acesthrough vehicle's pot (See Opposed Checks on page the active character succeeds on the opposed chec at character's vehicle immediately moves toward ot away from the target as if ts plot had use the Mow ‘maneuver Note that this means that in this encounter ne pilot can meve the vehicle tree times in a turn if he or she succeeds on this check and also suff strain 1nd maneuver. The plot ssi on taking the m: 5x9 maneuvers on his or her tun * Move (Maneuver): In this encounter, mavement works nthe same wa or more detailed rules fr vehicle movement, see 59 ofthe Becnwer Gane tel Evasive Manewvers (Manewver): The plot sends the vehicle on an ex 10 Void fe. When avenicle sng evasive maneuvers is attacked, the dificult of thé attack is upgraded once. One of the Difficulty a ‘eplaced with a Challenge die@ If al the Diicuity ice have already been upgraded to Challenge dice @, a 2s In personal scale (see page 12] + ql CLOSE RANGE eee eee rile Diliculy dle @ is added instead. When a vehicle using Evasive Maneuvers attacks, the same penalty applies icles using Evasive Maneuvers trade fre, ne difficulty is upgraded twice. The eects of Evasive Maneuvers last unt the end of the pila’ next tum * Stay on Target (Maneuver) pi eet keeps the vehi jperade their attack who stays on tar ‘Steady and follows a predictable fe that is staying on target may lls once (exchanging one Abiity ie @ for a Pr ©). lithe Gunnery pool is alteady all Proficieney dice ©, instead add one Abii die @, Anyone attacking the vehicle that is stayin arget receives the same bonus. The elect of Stay ast until the end ofthe plot's nex tum, are CHARACTERS ON SPEEDER BIKES aracter on a speeder bik unts as being both the pilot and the gunner. A character on a speeder bike can only use he following actions: ‘Attack with a Vehicle Weapon (Action * Aim (Maneuver) © Move (Maneuver) + Evashe Manewers (Maneuver) BRING IT DOWN! At the end ofthe round in which the PCs defeat Lieutenant Sarev the adventure i over. The heroes are itorious! AFTER ENCOUNTER 7 ENDS Ifthe PCs defeat Lieutenant Sarev before he sends his signal read ar paraphrase the following aloud Ifthe PCs fall to defeat Lieutenant Sarey belore he sends his signal ead or paraphrase the following aloud OTHER ENCOUNTERS AT THE BASE {the PCs spend time exploring the base during or after ths adventure and vst the following locations they might meet the folowing occupants and find the folowing tings there BRIEFING ROOM Whisper Base contains a briefing room that can comfortably seat thity (the fll staf of this bas) Ithas been used for ite more than staff meetings and occasional dscplinary hearing against soldiers wo stepped out of tne ts computers con tain a number of preloaded briefing, incucing an avervien of base security, 9 guide to navigating the deadly jungles, and an Imperial workplace safety presentation. The PCs can find de taee mans ofthe base and the surrounding jungle (or which tbe GM car use the Whisper Base Map and the Onderon Jungle Map) here Having tse grants a Boost die Eon an ciecks that requre knowledge ofthe base layout (such as using Deception o lure enemiesintoatrap or Stealth to ride), This room is mos likely emply during the assault onthe base ‘After the PCs capture the base, the briefing room isan Ideal place to house strategy meetings. The roam also has an excellent sotup and acoustics for screening holodramas. MESS HALL The base contains a mess hall witha small, attached kitchen, This room i likely empty during the base assaut in addition to boxes of ratons and plenty of clean water, it contains an emergency medical supply kt, which has four stimpacksin it After the PCs capture the base, they wllkely want to make Use ofthe mess hall though making comfortable might take some work The slate grey walls could use some decor, and Uhoueh there are plenty of imperial ration packs, these meals areas bland and monotonous as everything ese in a storm troopers igly structured Ife The PCs won't stare, but they might wish fo acquire some real culinary supplies, ‘TRAINING FACILITY Whisper Base nas one training facity for the solders housed there This chamber nasa shooting range and various other equipment needed to keep martial sis sharp. If the GM ‘deems it appropriate there can be a group of series prac icing in the taining faclitysee Encounter 2-0n page 10 for more on how to tun this encounter, Alter the PCS capture the base, they can use ths faclity hemseives and to train new recruits. ARMORY \hpe Base’ amor contains smal ut wel-maitaned Stock of mperal weaponry and equpmentin locke erates Tho Pes can open the dor and each crate sith 9 Hard (© @) Computers check or win 2 code onder rom Stre orone ois adutants ithe Ps can etn. they Can acquire tee sits ofstomtooper an. thee Bester ard by tre stormtrooper: during the base oa ‘ter the PCS capture the base, they can use the atmary to store their own weapons and equipment The bares which ss near the amor and ling cy. ISwere the bose sa sees dunn thr f hours It led wir bunked ets and has olor each solder These lockers conan vous pesoal elects fro real monetary vale well 5 ome careful hdden convabord. There Bre tve sides ins ofthe barack dun he osu The PCs catch them of gt, they can Ge nese sles 0 Surender wh Hard @) Coercion check eri the sates aac singe sorsooer pie bat aed ony th vines ann sak les 3 After the PCs capture the base, they can use the barracks to house themselves and any ather staff they bring on. The barracks can contfortably sleep twenty-four soldiers (or un enfortably sleep thirty-six). There are also slightly more lux. urius officers quarters attached tothe barracks, which car accommodate five CONTROL CENTER The control center is the hear and brain of Whisper Base From it, a skiled commander can organize, monitor, and coordinate the efforts of many soldiers. This room contains various screens, as well as the central computer that man ages all of the base's ciical systems (power. air cycling, ‘ecu, and communications). For information on the con: trol conter during the assault, see page 24 Alter the PCs capture the base, they too can use the control center to monitor the base, There are numerous ‘cameras paced throughout the base fone per room), which feed into the contol center, as well as cameras that watch the june outsde of the base, and the internal comm net routes through this chamber, As the PCs discover during the ‘adventure, the control chamber also contains an emergency escape shaft tha leads directly to the garage LAUNCH PAD ‘The base has a launch pad, which is cuttored with shutle maintenance equipment and other machine tools, and cut rently nouses one vessel: the Nils, a Lambda-class shutte The launch pad is empty during the base assault, although the PCS can fin tools and supplies (outro weagens| there These tools Such as hydrospanners, wire. enches, and the lke) provide a Boost die Eon Mechanics checks. ‘Alter the PCS capture the base, they can use the pad as a launeh platform for thie spacecraft. The launch pad is large enough to accommodace two sulle or x tai. ‘THE NILOS This crafts a Lambd-class shuttle that, according to Impe Mal records, as shot down by cisidents just outside ofthe ‘capital zz. In truth, Moff Dardano staged ths attack and then took the shuttle for his personal use. ts transponders curtenty cisabied, but could be repaired with an Average (-@) Mechanics check—aithough it would stil register the Ode of the shutte that was supposedly “destroyed” Ater the PCs capture the base, they can use the shuttle 2s they please (assuming they didnot completely dismantie iCto prevent the leutenant’s escape), GARAGE ‘The garage trough which the PCS entered contains the base's vehicle complement a5 well as tools for storing and maintaining the speeder bikes and ATSTS. This location is described in more detal on page 8. Other than the launch pad, which has an access shaft into Whisper Base, the garage is the only way nto or out ofthe base. After the PCs capture the base, the garage can be used to house and perfarm repairs on vehicles they acquire, Toor, the droid, typically returns to the garage alter performing tasks itis assigned, claiming “Io prefer the quet company ‘of machines othe incessant chatter of organic inviduals” WRAP UP AND REWARDS Astin esate ner way back he base ney ave st captured, the day is thers But thei adventures inte Stor Wors galaxy are just beginning! THE SPOILS OF WAR! Often, adventures end in new equipment for the PCS. In this particular adventure, the PCs wil nave captured a great ize indeed: an entre Imperial base! Ths base can provide jumping-off point for many future adventures, as the PCs work fo Improve thelr hideout, gather intligence on the forces in ina, or even defend their base from attacks by Mott Dardano, Though the Moff cannot send Imperial to00s (as, this would tip his hand to Admiral Corlen that ne is spying on him) he might use mercenaries ana bounty hunters Furthermore, the garage and armory contain various sup plies and equipment, as described on page 28.Some ofthese items are Ike better than the PCS previous equipment, and ‘ve them many new narrative options to explore, such 3s infil trating other Imperial ‘elites with the stolen uniforms. In the base, the PCS shoul find 500 credits each PERIENCE AWARDS [AL the end of each sesson, its Customary to receive an ‘ard of experence points KP] that the PCS can invest in new oF upgraded skills and talents. Each of the hero pay crs should tum to the final spread of his or her character folio now, where investing experience is explained. Each hero Player should also be sure to transer information from the prevous character sheet to tne new one, The ususl award is 15 experience points, with a possible bonus {or achiev: ing signficant story goais or excllent play. The suggested ‘experience award for ths adventure is 10 experience points, in addition to the 10 experince points they should have received during the Interlude: Experience and Destiny <= tion. This makes ita total of 20 experience points, @ ung reward for the act of acquiring base forthe Rebellion! AWARDING EXPERIENCE POINTS The GM should award experience points alter every session The amount anarded is typically 15 XP per character fora ‘session of two or thee major encounters and a handiul of mi nor ones. The GM can grant an additional 5 bonus XP when the PCs reach Key milestones or complete story arcs. The GM is encouraged to conser awarding an extra point or two of XP for exceptional roleplaying or remarkably clever thinking, The GM should give te hero players an idea ofthe source ‘oftneirXP. For example, they might receive 5 XP fr stopping ‘an assassin and another 5 XP for securing a cache of new weapons for the Rebellion. The GM should explain bonus, XP that is awarded to the lero players so they can strive to meet those standards in future sessions. FURTHER ADVENTURES hisper Base isrow in the hands of the Ps, but this harly marks the end of ther adventures inthe Star Wars ga axyl The GM can continue the story using both the adventure seeds below and in Operon: SeaooaPoat, 2 ffe° advon ture designed to follow the Becawwen Gave tha is avaiable for ovload ac ww FantasyFightGames com! MISSIONS ON ONDERON The norkd of Onderon is filed with possilties for further adventures. Now thatthe PCs have albaseof operations, they ‘are poised to explore these options for themselves. But with so many choices. haw do you decide which to pursue? I the hero players aren't sure what todo nex, the GMican use some ofthese ideas to give them a nudge inthe right rection. Whisper Base needs many assets for its new role as a Rebel Aliance stronghold, such as staf to keep it fully ‘operational and to assist the PCs, areal medical bay to care for PCs wounded in the line of duty, better tools to repair ‘and improve their vehicles, and a catchier name than “Whis: per Base.” I falls to the PCs to get these matters sorted out Ifthe PCs freed Toor, the droid is extremely grateful fr its lgeration and endeavors to assist them with upkeep of the base. they dd not ree Teor, the droid continues to make in creasingly dicect and indiscrete comments about its restrain ing bot Toor knons the base up and down, an can oe sug {gestions about possible improvements and where to procure thom. For instance, the deld was Sold to Lieutenant Sarey by Kava Slen, a junk dealer inthe capital, az. This harbiten veteran ofthe Clane Wars sells damaged mitary surplus ara ‘aivage, from weaponry to machine tooisto bacta tanks, wth ‘ut ssking too many questions about why her clients want miltary grade gear To establish contact with her, the PCS vyauld need to sneak into tne Imperal:contolled city of ie The PCs might also wish to explore the jungles of Onder: ‘on. Though these jungles are extremely dangerous, vey also provige the PCS with 2 nealtn of opportunities. On top of the rare flora and fauna that could be pivotal for countless scientfic discoveries, the jungles are also home to the fabled Beast Riders, These feral wariors might even teach the PCS tomaster the powerful creatures o the jungle—-provides the Ps survive lone enough to win their respect. The PCS ky took a number of Imperial prisoners while ‘capturing the base. They need to artenge lor the transport ‘f captured Imperial solcers tothe Rebe! cruiser Loti. The amdo-cass Shutie tne PCS secured can help ther slip ast the Imperial vessels in orbit, out theyll need to invent 2 ‘cover story about their unscheduled departure—and then do, some smooth talking (and flying to sell the imperialson it Fall. every two weeks forthe ast year, Verala Mshar has covertly flown her Lambda-cless shuttle from lito Whisper Bese carrying supplies food, ammunition fuel ard the tke), and she hasmio reason to suspect thatthe PCs nave captured the tase forthe Rebelion.Veraa is taking bribes from Moff Dardano to deliver the supplies, but she reports to Admiral Corlen. If she were to disappear, then Corlen’s forces might Sart tO ask questions about where she went. She could ‘arive atthe base at any time, expecting t indi in normal, imperial order When she arives, the PCs will need to make the base look asi it were stl under Imperial control—it's a {ood thing there are al those spare uniforms inthe barracks Hopetilly one of them wil fit Tendaar properly! THE STAR WARS GALAXY Tho Star Wars galaxy is massive and incredibly detailed, with ‘dozens of mori thal the PCs could explore, many of them iv ‘xara te Galactic Ci War Whe the PCS now have a base on (Onderon, they aiso have a Lambda-clas shuttle. Thanks to its hyperdrve, even far-flung woxds are within easy reach MYRIAD OF BATTLEFRONTS In the wake ofthe destruction of the superweapen known as the Death Star, the war between the Rebel Aliance and the Galactic Empire has intensified on many diferent fronts. On fac‘lung worlds tke Dac and Ord Mantel Rebel sodiers act ‘openly agains the Empire, forts forces are spread too thin to completely stamp out te fires ofrevlution Hower, even on Core Worlds such as Kuat and Coruscant, where the Empire's {pi frmess, Rebel operatives maveslrey through imperial {cle o iniuence, cretully sowing te seeds of disse, ‘The role thatthe PCs playin the Galactic Cl Waris up to them (and the GM) to decide together. They might hur them selves directly into the harshest crucibles of confi, flying Fighter missions against the imperial Navy or engaging in open, warfare on the surfaces of conested worlds to win the day ‘vith their mm hands. Alternatively, they might prefer to use their infitration skis to secure crucial intelignce that saves countless lives by exposing wulnerabilties in the lnperial war machine. They might even become involved with smuglers, mercenaries, and ther neutral parties, nogotiating with them for supplies and assistance. Or, most lel, the PCs might do a bit of everything. approaching each problem they face di Ferenty a their skis and strengths evolve, VICTORIES GREAT AND SMALL The Empire was rot bul in a day, and it wl ot be brought crashing dawn in an afternoon Stil, the PCs have a chance to become great heroes ofthe Rebelion, winnie victories on the frontlines or quietly securing them behind Un scones. As the story develops, the Game Master and hero players should «iscuss how the group wants to guide the characters’ tale Each time the PCs win a new victory, they gain new resources forthe Rebellion or protect its assets and soldiers from the Empire. However te also gain more responsibil: It for themselves, and are expected to achieve greater anc ‘eater results on Tuture misses. Over the course of mult ple adventures. the PCs should be trusted with more secrets, ore resources, and more important tasks CONFLICT ON THE FRINGES Payers interested in investigating tne outer ede of the Stay Wars galaxy can consider looking nto the EaGe OF THe tn the Empire takes pace all across the galaxy, Ewe roleplaying game for moce ideas on Now to use this ne gilded halls of Coruscant to the dusty surface of part ofthe setting, This game line which uses the same rules ‘ine, Though many significant battles take place inthe as Ace oF Restuuow (both of which are very similar to this more central, populous Core Worlds, there arestil countless Bcannem Gave) focuses on the inners and scoundrels who GM TIPS & ADVICE Tiscars niece ace ate tanie scehe OF cans at dvi mean thst etn sa or she f yng to manage many characters at once and alnays go their way a the time. Perhaps the PCs wat to keep te session ming. Te GM cn also have the most re: acqurea wing of stairs. Te spy character mig ki adngjob 3s sor here sunique inthe colaboratnesto- he tas uncovered data about any mei iter rcLtypes ‘yng experienc. Here are afew pees of advice to make they might teal The answer coud be "Yes, but the das CNTs job cose and ensure a beter gareor everyone: encrypted, You ned to steal code cyinde rom a covet DON'T LET THE STORY STOP JUST Sin Gee eee es ee baa BECAUSE OF A FAILED CHECK. to overcome. They'll need to consider their options and how (One ofthe mast common mistakes made by new GMsis con. 10 proceed, but they havea clear objective: breaking into the bing tog mach iforraion fom the otherplayers or assum scence facty and st patit te PCS aays succeed. they are searching the The dice system i very flexible and renards this style schematics ofa prototype sarge whl sneakingthughan play n mowene Ficoll te aae coy tahoe ale imperil crdser but fl the checksto find the then te story. mprovsed ea lor an acton or plan fo be termined by 3 an gid toa al. The smplst solution to this. tno n shoot the tormtfogpers | ump out of he nels tt mist be pase for the story to contnve. Another r reetop™ “Yes, ut the check nil receve one Setback ie nswer is to have alternative means of progressing the story. For a ‘because you'r faling anda second because the folage is very dense" Secondly, the dice symbols-pariculaly Advantage ‘©, Threat @, Tiumph @, and Despair @—lend themselves ample, the PCs fat nd te data onthe computer before arm goes of andthe head of secuty bursts in wth then senso he septs Thebes rloea Be thes ure te) Poole abate the cu he las, TREAT THE OTHER PLAYERS LIKE ALLIES. and their cover s Bown) but the story stil mo abet ina diferent way than the players expected Remember that al the players atthe table have the same {010 tela fun stony I's okay to admit you con't have to DELEGATE! mast oe oe gain an nor tgs ne OM can have a ot to keep Lack of especity dune forthe stn es okay to ade to Deine cout fate busy scenes like combat ora space bale Its okay to dele some responsibilities to other players For example, one Gut, nthe PCS make. and to ask fora break to pla ext fe scenes. And it's okay to thraw the layer could Keep track of Initiative and call oUt the nex: Into the lable: “What happens next? What's the best way to tate Sot each time a payer finishes a turn Is also entiely jterpret thot Despair @ symbol The araner te the oes reasonable to let the hero players keep trackof their own ex. ton “Does my character know anyone in ths Rebel unl? perience points, money, and gear, Inextreme cases. an entire can bel dont know, does she?” Playin a roleplaying game NPGaspaceship could be delegoted toa fp player wo ‘oleborative project, nd you're all on the same tear PC ist involved in a given scene. This both makes th job easer and keeps that hero player involve SAY “YES” AND “YES, BUT...” Roleplaying games are collaborative, improvisational. sto ‘yteling expenences. ft can De helpful tc look at tradtiona Improv theater for inspiration Specialy, the rue in imorow ‘of "sy yes.” When someone invents a fact ofthe scene tha tenances the story or moves the plot forward, and it cou ust as easly be true as not, saying "yes" s usually the righ ring to do. Usualy hero players ae inventive Because they're ooking tual or aiscaver that way fon asily, and most Importantly: If everyone is having sre dong it nah dincy lower fhe paige erkng willie Et cd keeps the story easy Number of Critical Injuries Difficulty to Heal Fist Ciel uy 55) Immodatelysuler2 san. No ongoing tet “Second Gate! ny | Average 4) Sura Setback dle Mt yournext check, No ongoing eee. | “Thea Gel igy Hard OO) Ser a Setback lt al checks un ts Ctl ary hte | Fourth Cical iniry Hard OO) “The PCs incapacitate unt this Critical Injury is healed | ‘Success ¥ symbols are canceled by Failure symbol; f there ‘are any Success % symbols ef, the check succeeds. @ “Fur ¢ symbols count as Success symbols and may also be spent ro mgger a powerful postive consequence. ‘Advantage symbols indicate a positive side effect oF conse: ‘quence, even on afalled check. They cancel and are canceled by ‘Tareat @ symbols. the check sa failure Failure ‘Y_symbols cancel Success ¥ symbols. I there are enough Falure Y symbols to cancel al the Success ¥ symbols. Despair % symbols count as Failure ¥ symbols (they cancel ‘Success ¥ symbols) and may als be spent to trigger 3 powerful Test @ sind mites ls oF ce 53) rcs por serie ey cn 9c negative consequence. SYMBOLS AND DICE Ay Prtcency Oiicaty Bee BeO” Deg Challenge Boost De® — ie) e° Fore ‘ele by Advantage © symbols Dem — DieQ Breese agen an Piet ee oud Routing with the outzome rary in question Usually nat ed ules the GML shes WH oe | and shelter on a rugged planet, shooting ata target at long range. Daunting 0004 finding food and shelter on 2 barren desert pianet, shooting ata target at extreme range. Pate 4666 | Snasteter ona planet wioua bestatie atmosphere” “ee STAR. WARS AGE or REBELLION CTH a3 ~ ee OPT = a A a — _ Sa a — oN . F . Sy, = & CT WE READ THIS BOOK LAST a STAR. co Uma T 4 cL Sa Uae aed aa Ace oF Rracision Brcinnen GaMe GETTING STARTED Now that you have played through the introductory ecw Gave ‘adventure there is no need to stop there. The galaxy is yours to expioe aa this book isle with al the rules you nll need to carry ‘on with your adventures lof the ules introduced and taught nthe ‘adventure can also be found here for ease of pay, and many ofthe concepts Have been expanded with further deta WHAT'S IN THE BOOK? + Chapter I: Playing the Game (page 2) Rules for bul ing and interpreting dice poo’, performing checks, using Destiny Points: and investing experience points to enhance Ihe Act oF Reseiuon Brainnen Gave characters Chapter il: Combat (page 12}. ules (or hancling com bat, movement, and characters Neath + Chapter Ill: Skills (page 21). Descriptions and common Uses ofeach ofthe various sks that a character might learn inthe course of his or her adventures inthe Star Wars galaxy. + Chapter 1V: Talents (page 26) Special abiities and tec: riques avaiable to the characters in the AcE oF REBELUON Becinnen Gave + Chapter V: Gear and Equipment (page 30), Common personal weapons, armor, and gear crtical for surviving the harsh batlefields ofthe Galactic Civil War * Chapter Vi: Starships and Vehicles (page 37). Speci rules associated with starships an other vehicles common to the Stor Wars universe + Chapter Vil: Adversaries (page 44). Several sccitona ‘opponents with which the heroes can contend PANTASY PLIGHT GAMES GAME RULES ‘Many of the rules presented here will be familar now that you have played through the tutorial adventure although this section provides greater depth, WHAT PLAYERS NEED TO PLAY Continuing with your Aes OF REBELION Breen Gas requires very few materials, Besides at least one copy ofthis rulebook, play rs ill need pencils or pens, as well as the character folios and custom dice they used inthe Becnover Game acventue The players and GM might aso find it helpful to obtain the Stor Wars dice-oling application. More information can be found on | the Fantasy Fight Games website at wns FantasyFghtGames com, NARRATIVE PLAY The Ace oF Resexion Becewer Gave asks the players to step into their characters roles and use dramatic narrative to describe ‘events and advance the story. While this rulebook provides specific rules fr now to resolve actions the game relies heavily on both the ‘Game Master ana the players to use their imagiations-tempered ith common sense-to explain what happens. ln the Ace oF Reseiuon Bearer Gane, combat, placement of characte's, and other situations are represented in an abstract, fashion, Rather than taking a ruler and measuring the distance ‘between characters on a map, iis preferable fra player to sim ply state: “Tm ducking behind the computer console to get some Cover while I return fre” That sort of description paints a much better picture of the action taking place. Fantasy Flight Games 1995 West County Road B2 Roseville, MN 55113, USA ©2014 Lucasfilm Lid & @ or TM wherein cated. Used under authorization Al rights reseed. No part ofthis product may be reproduced ‘without speeic permission. Fantasy Fight Canes ad the FC logo are reglstered trademarks of Fantasy ight Publishing, Inc. Retan this information for your recards Actual components may vay from those shown. Made in Cina, ISBN; 978.1-61661-878-0 Product Code: SWAO] Print 1D: 2050MAR1 4 For more information about the Str Wars: Ace oF Reneuiow lin, fie downloads answers to Tule queries oF jus to ass on greetings, vis us online at www FantasyFilghtGames.com starwars. THE CORE MECHANIC Trere ratio, the game reves acund the skill check. The skill check determines whether specifi actions performed by characters succeed or fai, as wel 35, any consequences that might accompany successor failure This core mechanic in the Act oF Reaeiion Beciwen Gave Is quite sole and can be broken into two key etements 1, Rolla pool a ace 2. Alter accounting for all other factors, if there is atleast ‘one Success 3¢ symbol shonine on the dice the tsk s completed successuly The frst element involves rolling @ pool of dice. When a character wishes to attempt an action, a dice pool must be assembled, The number and type of dice are influenced by Several factors, ncuding the character's innate abilities, sil training. and equipment, as well as by the inherent cificulty of the task being atempted, The CM might decide thatthe fenvironment or the situstin warrants certain additional dice. Once al the necessary die have been assembed, the player attempting the task rolls al ofthe dce inthe pox The second element involves interoreting the results on the dice. The players look at the symbols on the face-up sides of the cice. Certain symbols work in pars, one type. canceling out another. Other symbols cannot be canceled ut; ther effects are applied regardless ofthe outcome of the roll. After comparing the fist set of paired symbols Success ¥¥ and Failure ¥ —the players can determine ifthe task succeeds, Then they compare the second set of sy bols—Advantage © and Threat ®—to determine if there are any beneficial side effects oF negative consequences, Finally any other symbols are resolved to add the last detals to the outcome This core mecnanic forms the foundation of the game Other rules and effects either modiy or interact with one of these two fundamental elements; the pool of dice being assembled or the results on the dice after they are roled THE DICE hen a character makes @ skil check in the Age oF REeciioN Becinner Gave, the dice allow the players to ‘quickly determine the success of failure, a8 well as the mag nitude and rarstive implications, ofthe attempted task, To lis this, the AGE OF Reseion Becrver Gane use seven diferent types of ce. Each blank or features one or more symbols that re rious pos tive or negative effects, POSITIVE DICE ere ate three types of postive dice that have symbols ABILITY DICE @ Abity i eprese yeen igh sided ice. Abity Cice @ represent the characters aptitude or sel when emptag asl check Boost Dice] Special advantages, or “boosts av represented ith gt thie sic sed dee Boost dee represent bones gained throu luck, chane, and advantageous actor taken by PROFICIENCY DICE Proficiency is represented with yellow twelve-sided dice Proficiency dic sent the combination of innate abi vd Fe most olten used when characters tempts hey have traning in a relevant ski, Pri of Ability ice @ (or more on upgrade: NEGATIVE DICE ree types of negative dice that have bols that npose unwanted complications DIFFICULTY DICE @ presented with purple eign-sced dice it alt cee @ represent the inherent challenge or complox pacar task a characte I attempting In snpest ore Difculty dice @ in a dice pool, the more Ca ea Cu aa See Pot oat bce coe oer Lesa SD ae ee eC Come Fram ee | The cic oF the task | attempted, a task ae mae he > “The sll used to accomplish a tsk arena wer | oppong ce at mrk sed by the charac ‘The use of lint side Destiny Points Destiny Pots sivantages nner awvantages, as ‘omer asaanages 2s determined by te GM determined by the GM SETBACK DICE sek sh probiems or s during task resolution, 5 tent 2s Difficulty dice @ CHALLENGE DICE ® Challange is represented with red twelve sided dice, Cha lenge cice @ represent the most extreme adversity and opposition, These dice might be featured in culty dice @ during particulary daunting challenges by trained, elite or prepared opponents. Challenge dice @ ty di FORCE DICE ‘The Force is astracted ice. These Force dice O represent the power and pervasiveness of the Force. In the Aer oF Resewuow Beonnser Gave, Force dice are only used when the players gene tiny pool atthe beginning ‘on page 10) their stating De ‘session (see Destiny Points DICE SYMBOLS & RESULTS Tic dczssdinte Ac or Renn Bec Gnelesire + Secon, each Tanoh can be sal 10 to\determine success _incregbly potent effect. See page & for more infor aiure, as well a5 additonal context and conseque ation on using Tumph @ to trigger ee luring ask resolution. derstanding these symbols allows the piavers gain both effects with each Tiumph @ symbol: players to moce uly contioue othe story. generating mem 2 a rane MEM ene do not have to choose between the Success % and the Fable detais and describing cinematic actions over the ¢o re oftheir adventures Ths secton defines the diferent sym 1d describes haw bey can be used in ply NEGATIVE RESULTS POSITIVE RESULTS There arte negate symbolson the taskresohtion dc There ae tree positive symbols onthe task resolution dce FAILURE Y SUCCESS 3% faire ¥ symbols are critical for determining whether 2 sll check succeeds or fas. One Fahute Y symbol cancels 5 Success % symbol. If there are no Success ¥ symbos Femaininginthe poo ator ll cancellations, he skl check fais “Muttiple net Failure ¥ symbols have no further effect. sueceeds ar fais One Success ¥ symbol is anceled by one Faure Y symbol. Ii there is at least one Success # symbol remaining in the pool ate al cancel ons, te skill check succeeds THREAT & Success ¥ symbols also influence the magnitude of the ‘outcome. For example, in combat, each Success % symbol symbol is fuel for negative consequences S added to the damage inflicted to the target. Generating fools, ragardless of the task’s success or falure sos % would inf four additional damage. Sore examples of these negative side effets could incl taking far longer than expected to slice a computer termi ADVANTAGE (} _lesving.an opening during freien that allons an enemy to luck into cove, oF sullerng addtional strain during 3 stro ntage {9 symbol indicates an opportunity for a ful station. One Threat & symbol cancels one Advantage posite consequence ct, regardless of the tasks symbol u failure. Some examples ofthese postive ide eects could include Sica computer in faress time than antiipat ed, finding an opening during firefight to duck back ito cov fe, oF recovering ram Stain dung a stressful situation, One ‘Advantage &) symoolis canceled by one Thveat tis possble fora task to succeed but also generate Theat symbols that tint ar diminish the impact ofthe success. he CM aves Threat @ effects. The applicavons Theat & are covered in more detail on page & Ibis possible fora task to fil while generating a numb DESPAIR Y of Advantage € symbols, which allows something good to come out ofthe failure. The applications of Advantage €} The Despair ® symbol is a powertul result indicating covered in more detail on page &. significant bane of detrimental outcome. Each Desp ymbol imposes two effects TRIUMPH ® «Fist, each Despair @ symbol also counts as one Failure Y, in ove re V has been defines The Triumph @ symbol is a powerful result, indicating a nificant boon oF beneficial ouicome Each Tiumph @ * Second, each Despair @ can be used to tig e potent negative ellect. See page & for more infor Fhe rte tetols mation on using Despair ® to trigger effect Success ¥. in every nay a Success 38 Payers suffer both effects with each Despair @ symbo ‘defined. they do rot get to choose between the Faire and the symbol provides ti special eect trigger. The Failure ¥ aspect of a Despaic can be canceled by a Success 3 symbol as norma, but we second aspect ofthe Despair @ result cannot be canceled. Ii appears alongside a Tumph @ sym ol, both take effect forthe resul LIGHTS, CAMERA, ACTION! Dette core ofan Aa or amu Benes coe adventure, characters find themselves attempting a var ety of tasks. When the outcome of @ PCS task is uncertain that character usualy needs to periorm a ski check o deter: mine the success or falure ofa particular ection. The type of skill check required is determined by the GM (for more information on skill types. see page 21. Once: the type of check and its dficulty ave been set the player ‘creates a pool of dice based on the different factors involved in the task The pool can be a combination of many types of ‘ice. and it varies from action to action based on the charac ters involved and the specific situation. ‘Alter the dice pool has been create, the player ols all of the dice assembled. The resus on these dice are evaluated ‘Some results cancel each other out, while others are cumu lative. Once all evaluations have been made, the player and {GM can resolve the sll check by determining the action's success oF failure. Tey use the information from the dice results to deserie the outcome ofthe check, as well as any adcitionaleflects, complications, or surprises. THE BASIC DICE POOL he AcE oF RéBELUON BeanneR Gane uses concep known a5 a de pool, which Is a collection of the custom dice needed for the game [see Building a Basic Dice Pool on page 6). The basic dice pool relies on three factors. the CS inhefent ability, any specialied taining, and the dif city ofthe task being attempted, CHARACTERISTICS ‘A character’ intrinsic ablties are defined the folowing sb. aracteristics AGILITY The Agllty characteristic measures @ character's manual extety, hand-eye coordination, a body conto} BRAWN AA characters Brawn represents a blend of a characters brute poner, strength, and overal toughness, as well 2 the ability to apply those atvibutes as needed, Cunning reflects how crafty, devious. clever, and creative 3 character can be. INTELLECT The Intellect characteristic measures a character's inte ligence, education, mental acuity, memory, and abiity to reason and rationalize. PRESENCE A characters Presence chatacteristies a measure of moxie, charisma, confidence, and force of personaly WILLPOWER ‘The Willpower characteristic reflects a character's discptine, seltcontro, mental fortitude, and ath CHARACTERISTIC RATINGS ‘Characteristic ratings for both PCs and NPCs generally range from | 106. A typical humanoid has an average characteristic rating of 2. Arating of | is weak and below average. A characteristic ating ofS or 4s significantly above average, while ratings of 5 or 6 represent peak performance and abil SKILLS & TRAINING Skis represent the characters traning or experience in per forming specific tasks and ations Although a character can ‘attempt almost anything without the proper training or sil a trained character wil be far more effective and capable than one unskilled atthe task at hand ach skis inked toa specific characteristic, the detautt ality a character uses when performing a task wth that ski, For example, the Athletics ski is based on Brawn, Deceptian relies on Cunning, and Knowledge uses Intellect. For a more in-depth look at skis and ther applications see page 21 DIFFICULTY Difficulty adds negative dice to the dice pool, which make success more challenging in alton to the task’s inherent icity, other dice may be added to retectaditional com plications based on the envionment or specific situation. While the characteristic and related skil taining are ‘fined by the character attempting the task, the dificlly ofa task s set by the CM, There are six dficulty levels (see Table 1=2: Difficulty Levels on page 7) [AGE OF REBELLION BUILDING A BASIC DICE POOL ‘om thatthe three primary building blocks of asl checks ice pool have been discussed, the folloning section texplans How the dice pool is actualy assembiea APPLYING SKILLS & CHARACTERISTICS The actie character’ skil raining and the ski's linked char ‘acteristic are equally important when buiding a dice pool When a character performs a task, the GM and payer deter. ‘mine which skits most appropriate. The ski they select de termines which charaeterstic the character uses. For example, ifthe characters attempting to bypass securty terminal by sicig its alarm system, the ski check would use the Comput 15 shll which linked to the Intellect characteristic, ‘Once the characteristic andskil are determined, the play can start building the dice pool. Te player compares any ranks of sl traning andthe inked characteristics rating The higher ofthe two values determines how many Ability ice @ are adided to the Skil checks dice pool. Then the player upgrades a number of those Aalityalce @ into Prof Gency dice @ based on the lover of the two values fa ‘characteris unskilled (possesses no ranks) in the necessary ski that values automatcally zero, and the character relies solely on the appropriate characteristic, Example 1: Cael, a Rebel sole, Is attempting to cmb a wall to get away from his pursuers This uses Cael’ Athletics skill and Brawn characteristic, Cael has Athletics 2.and Brawn 4 His Brawn Is higher, so the player begins by adding four Ability dice} @ to his pool His Athletics sili lower, so he upgrades that ‘any dice (two into Proficiency dice ©. To attempt this action, Cat starts out with four cic in his poo!— © OO, two Ability dice and two Proficiency dice. Example 2: Later, end. the Duras master of ii- tration, i attempting to climb the same wall. end is more experienced with cimbing and hes Athletics 4, However, his Brown is only 2. His Athletic sil higher, so the player begins by adding four Abity dice $4 4 to nis pool. His Brawn rating Is lower 0 he upgrades that many dice (two) into Proficiency dice © ©. To attempt this action, Vendl stars out with four dicen is poot-@ OO, eno Abit dice and tno Profcieny dice ‘Note that both Cael and Vedi begin with the same size and typeof dice pool, despte te fatter ranks in the Athletes skit and their Brann characteristics are ciferent. Me) oe APPLYING TASK DIFFICULTY Aer determining wich skil and related characteristic are required to atterpt the task, the GM chooses the level of sificuty forte task by consuting Table 1-2: Difcuty Levels on page 7- The dificlty level of the task deter mines the number of Difculty ce @ thot the player must othe poo For example an Average (4) sl check means the player as wo Dificuly dice @ fo The de poo! In Some cases, he GM may upgrade ane or more ofthese Difcly dice @,remeing them fom the dice poo and re placing them vith an equal numberof Chatenge dice @ Di- fculty dice are mast often upgraded into Challenge dice @ wren characters fae skilled opposition or particulary Sire ccurstances,or when Destiny Points are used to make a check more chalenging, Uperading Oily ice into Challenge ice @is discussed in more deta on page 7 there are no other factors infuencing the outcome of the attempt. the basic dice pools now complete and can be roles to determine succes or flr, 25 well as any poten tal side effects. Example: For the previous sample scenarios, the GM reviews the table of cffiulty levels. She decides that ‘this wall is poorly maintained, and thus has cracks the PCs can grip, so she assigns a dificuty of Average (4) to the task. two Difficulty dice ae added to the layers’ dice pools when the PCs try to cil the wal MODIFYING A DICE POOL Iv there are no other influences or contributing factors that can impact the outcome of a tak, the basic de poo! might be sufcient to represent the check, Homever,n a setting as. diverse and action packed as Star Wars. iis common for other factors to be introduced ‘Any number of factors might warrant modification of the ‘dice pool, such as obstructing terrain, poor lite. tactical ‘advantages, time constrains, superior equipment. special talents, investment of Destiny Points, or Crtical Injuries, The folowing sections describe these modifications in more deta Iti also important to note that when modliying a dice pool, players perform the modifcatons in a specie order Fist, players assemb\e the basic pool. Then they add ad: ditonal dice. Then they upgrade dice. Then they downgrade dice Finally, they remove dice ADDING DICE (One way to modify the basic dice pool isto add dice to Feflec environmental conitions or various advantages and disadvantages. This is done primarily through the use of TABLE 1-2: DIFFICULTY LEVELS ae fer cu | simple taki somethings bai and routine that me outcome eel in doubt. Success sau | Torthe magn oF simple ass I falure swrwalyimpossble, Ue ask tou no even requie simoe | - Sette CM ma ery sate a he popes acon siceds erases mae te futons nesta tens pe ask ay tear aro. Ts geal the cas oy Tore or ore Setback w des a voces suns ese scded Ce sss eminent Sppston | ‘nea tas eqresets someting tat shoud pee ite calenge to res Curate. but tor} ‘erating cad go mop and tare =r porbe Exam ee peng» pee ok tending to mnoreus ad bres finding fa on lush plane, anc sheotng a target at shor range ‘an average tas represents 3 routine action fo which succes common enough fo be expected but fature sno sures Exampiesincde picking atypical lock, sitchin up asmall wound, fining food and shelter ona temperate planet. shooting age at mecum range and tying to strae a target nia meee tack wie engaged ‘Ahurd tasks much more demanding of a character. Succes i certainly feasible ut flue far from surprising Examples ncluge pking acompleated ck, scung broken bones or suturing lrge ‘wounds, nang food and sheltor ona tugged lane, ana shooting target song ange ‘Adaunting ak anes a character and may push him tists Succes may be acum achieve. ba Daunting | @@@ | fisposste Examples nae psn an excecoaly sophia ok paromng sue wate | Imola rane foos a sheer on a barren desert plana and shootrea et atextreme are Formidable tasks ser righ impossible Infact. a formidable task most key i impossibl i pproacned caval However wit proper planning, wel raies ond wel ecupped charactor has rormidabe | ©0006 | 22! prope lanning. a welained and nel eau hance at success Examples include pcdng a lack no comprehensible mechanism, doting 3 Boost [and Setback il dice. As 2 genera rule. one Boost die Lis added to the dice pool for each edge or tool that would help the character succeed, and one Setback die Mls added foreach disadvantage of obstacle impeding success. A single Boost die lis often enough to represent the en. ‘efits provided by useful gar, apie time, superior postion, for the element of surprise. I more than one ofthese advan tages are applicable, the GM may allow multiple Boost dice Tite be added to the dice pool Lukewis, a single Setback die lis usualy enough tore fleet the impact of detrimental or obstructing effec tke poor lighting, inferior supplies, harsh envronments, or cut Side distractions. If more than one of these disadvantages are applicable the GM may ac¢ multiple Setback dice Mio he dice poo! Example: In the wall-climbing scenario used pri, the scene could be described to reflect the character at ‘tempting the task wile under pursuit by stormtroop- rs (a disadvantage) and after a rainstorm that has left the wall sick (a disadvantage). Fortunately, the character has climbed ths wall before, and knows the handholds and footholds (an advantage). Based on hhow the scene has been set up and described, the GM ads two Setback ll aice and one Boost dle fin {otal, II MIZI) to the poo) UPGRADING AND DOWNGRADING DICE In edition to cice being added to the pool, some game cfects, sich as Destiny Points. upgrade a weaker de into a ‘more potent ce, or downgrade a potent di into a weaker de mew body, and Rading food and sheer ona planet withcut a breathabe amosphore UPGRADING DICE Uperading dice sa mechanic specifi to Abilty dee @ and Diffcuty dice @ When an Ability die @ is upgraded, itis converted into a Proficiency cle @. When a ifcuty de Is upgraded, its converted into a Challenge die @ When a special alent or effect cals for one or more dice to be upgraded, the player frst determines how many dice are to be upgraded. Once this has been determined, the player removes that number of Abllty dice @ or Dificuity {ice @ from the pool and replaces them with an equal num ber af either Proficiency dice @ or Challenge dice @ UPGRADING MORE DICE THAN AVAILABLE ‘There might be situations in whicn a payer needs to uperade Aily es ¢ eee Ability die @ remaining in Ure pool. In tis case, the player performs tne folowing steps. Fst, he determines how many ‘ice upgrades remain, Then, using one upgrade, he adds one ‘2ccitional Abity die @ to the pool. If any upgrade opportu nites remain, he then upgrades the newly added Ability die Pinto 2 Proficiency de @. This process is repeated unt al Potential upgrades have been applied. Ita player needs to upgrade Difficulty dice @ into Chat lenge dice @ but there are no mare Dificlty aice remain ing. the same process is flowed. DOWNGRADING DICE Doningrading die & ao 2 specie mecrarie, and apps only 0 Proficiency sice @ and Challenge dice @ When a Profclency ce © Is downgraded, it becomes an Ability de When a Challenge die @ is downgraded, it becomes a Difculy oie When a special talent or effect cals for one or more dice to be donneraded, the player fst determines how many dice are to ne downgraded, Once ths has been determined, the player removes that number of Proficiency dice © of Challenge dice @ from the pool and replaces them wit an equal number of ether Abilty dce@ or Dihculty cice DOWNGRADING MORE DICE THAN AVAILABLE ‘There might be Stuations in which a player needs to dovn- {g7ade Proficiency dice @into Ability dice or Challenge dice © isto Dithulty dice @ Fall the potential dice are already in thetr downgraded form, ignore any further downgrades. UPGRADES & DOWNGRADESIN THESAME POOL. Sometimes abiltes wil call for both dice upgrades and down: ‘grades. When this occurs all ungrades are applied fist. Then, any downgrades are appiied. Tiss important, since upgrad ing dice could potetialy add more dice tothe overall pool REMOVING DICE Just as some eflects add Boost dice Bor Setback dice 0 pool, other effects remove dice Irom the paol before they ‘ate rolied. Most often this comes from character talents that allow the removal of Setback dice ll irom a pool, fan abiity ‘nould remove more ce ofa type Vian there are inthe dice ool, the maximum number of dice aallanie are removed, ‘and ary additional removals ae ignored Removing dice is done ater al other dice have been ad and all upgrades and downgrades have been apple INTERPRETING THE POOL fter a dice pools rolled, the players evaluate the results torresolve the outcome. The fst outcomie to resolve ithe ‘3cess of failure ofthe sil check. Ten, the GM and payers can determine if any significant sde ellects—go0d, bad. or bothare triggered. SUCCESSES & FAILURES Each Failure ‘Y_symbol cancels one Success % symbol Remember that Tiumph cp symbols ae courted as Success 3% symbols in addition to their Tiumph @ effects, and the Success % portion of their effects can be canceled by a Fa Ure Y symbol. Likewise, Despair ® symbols count as Failure ‘Y symboisin addition to ther Despair effects, thus cancel ‘Success 3 symbols just tke reguiar Failure V symbols do. all Successes ¥¢ and Failures ¥ inthe pool are cancelea ‘out, orf there are ary net Falures ‘remaining, the skill ‘check fal. I atleast one Success 3 remains, the Skil check succeeds. Remember, a dice pool must have atleast one Success ¥% symbol remaining fora skll check va sueceed ADVANTAGES & THREATS ‘Advantage € symbols and Threat & symbols cancel one ‘another Each Threat & symbol cancels one Advantage symbol. After al Threat @ symbols have canceled Advan {age €9 symbols, a poo wil ave one or more Advantage © symbols, one or more Threat symbols, or have everything evenly canceled out Having one or mare net Advantage &9 symbolsindcates a positive side effect or bene. Having one or more net Threat @ symbols inceates a negative side effect or complication ofthe attempted task. fall the Advantage ©) symbols and Threat ® symbols cancel each athar out, then there are no additional elects, postive or negative te cea TRIUMPH & DESPAIR ‘Two symbols represent far more potent effects than the ath. ers. Tumph and Despair are special cases and operate somenhat diferently than the other symbols, Unlike Success ¥ and Failure Y or Advantage © and Theeat @, Tiumph @ ana Despair do not completely cancel eachother out Rather, they indicate an especially postive or unfortunately dire side effect. Only the “Success” and the “Failure” por. tions ofeach symbol can cancel each other out, Remember that itis posite for a skill check to result in both triumeh @ end Despair symbols In this case, each results interpreted separately, For more information about the speciic applications of Tumph @ and Desoar @, see pages 15-16. UNLIMITED POSSIBILITIES ‘With the opportunity for success or faire, as wel as the myriag side effects possi through varying amounts of Aavantage €9, Threat @, Trumpn @, and Despair , no two ski checks are the some. There are hundreds of pos sible outcomes with almost every skll check, A character might achieve a hign-magntude success with no otter com plications, or low-magnitude success with Advantage ‘ra moderate success with Advantage €2 symbols that are tempered by Despair %, Likewise, failed checks can have siver linings by also featuring Advantage &) or Tiumph @, ‘or cteate truly cite situations when they are accompanied by Threat @ and Despair @. ‘The sheer variety of possiblities provides opportunities to narrate truly memorable acton sequences and scenes. Pay rs and CMs alike are encourages to take these opportun tiesto thin about how the symbols can help mave the story along and add details and special elects that cresto unique action-packed sessions OTHER TYPES OF CHECKS il che to resolve the vast major qT tasks in a game fculy @ and potentaly Chalenge dice @ that are aged to the skil checks dice pool. However, rather thon assigning {general dificult level to an opposed check, 2 camparison be Skil ratings determines tne cithcuty of d check and potential uperad ice@ vased then int i Cralenge di 2 °@ i rating. The hee istic and ski eating values determin how many Difficulty dice @ are added to the poo, while the loner value indicates how mary of those dice are upgraded Into Challenge vice @ [see Upgrading Dice o 1 Example: Za the pilots tying her Xwing, trying to make a TIE fighter lose sight of herby passing through 2 debris ed. Zal has Aelity 4 and Prong 2. which {reates a inital dice pool of four Ability cice, two of wich are upgraded to Proficiency de (@ 0.0 in {ota}. The TIE fighter lit as Cunning 2 and Percep tion 1. Therefore, the opposition adds two Dificlty dice to the check, one of which is subsequerty up graded toa Challenge die @ in total. I tere are ho other factors, the sl check dee pool cata the following dice: $F OOO@ When multiple characters ae attempting the same task and he players need to know which character accomplishes the ask stor performs the task bes, oF need to measure some other outcome, they ae eneagingin a competitive check. For exam racers engage in friendly footrace rough a dense jungle. Each character has the Same goal: nthe race by rossing the nish ne frst. This s 2 comp who outperforms the other, ti va std the consequences if everyon Example: Tendaar the Mon Calamari engineer ant Zal the plot engage in a friendly game of darts while relaxing at the base. The GM decides that hitting the target (an Imperial propaganda poster display ing Mott Dardano's face) will require an Average @ @ Ranged (Light) check. Tendaar has Agility 2 and Ranged (Light) 2, while Zal has Aglity 4 and Ranged (Light) 1. Tendaar manages to generate two Successes, no Tumph, and two Advantage (#2 in total). Despite her Superior Agility, Zal only man: ages to generate one Success, one Triumph (which In addition to being a Triumph, also counts as Zals second Success), and three Threat (¥ @ @ @ @) Zal wins the competitive check based on the tiebreaker DESTINY POINTS estiny Is that spec spark that elevates heroes above the rank and file, mbuing a persona with enough signi nce inthe ealaxy'sevets tobe a Player Character Over the Course of the PCS’ adventures, Destiny can intervene on the! behalf or good ori. The concept of Destiny and the Player Characters’ ability to ap into and influence ths esource is represented by Des tiny Pots. Destiny is interwoven withthe Force and Is one way the Force guides and surrounds the charactors THE POOL OF DESTINY Uke the Force, Destiny has both a light side and a darkside LUght se Destiny Points favor the Player Characters and can ‘be used to aid them in thei actions. Dark side Destiny Posts impede the PCs and are used by the GM to imperil the PCs ‘and complicate ther actors. As of git side Destin ‘2s, the dark side's Destiny pool erans. AS Gark Se Destiny pints ar consumed, ght side Destiny Points are replenished. PREPARING THE DESTINY POOL To determine the current Destiny pool, at the beginning of leach game session, each hero payer rolls one Force © dl fhe CM coes not rola Force dle. The results of the Force ce are taled to become the starting Destiny pool forthat session. For example ifa player rolls ‘ne lig side symbol ©. add one tent ‘de Destny Point fo the sessions Destiny pool. fa player rls two dark side symbols @ @ add two datk side Destiny Points to the Destiny poo Once set, the sie of the Destiny poo! does, not change for the remainder of that At the start of each player ros again, and thus the group makes anew pool hich might wel have a. difer: ent number 0 Destiny Points TRACKING DESTINY POINTS Destiny Points canbe easily tracked using the included two: sided gaming tokens. The whe side represents light side Destiny Ponts, andthe back side Is designated to represent dark side Destiny Points, When anyone spends a Destiny Point, simply fp a token over to its other side HOW DESTINY POINTS ARE USED Player Characters may only spend light side Destiny Points, ana the CM may only spend darkside Destiny Points When a player soends a light side Destiny Point, ts co verted into dark side Destiny Point after the c Is tesolved. When the GM spends a darkside Destiny Point itis then converted into alight side Destiny Poin inthe same fashion, A player can only spend one ligt side Destiny Pont ‘uring a singe action, The GM likewise inited to spending ‘one darkside point per action. "1 The active player [the player or GM forming the dice pol) always has the fist chance to use a Destiny Point. Once this player has decided whether or not to use a Destiny Poin the other party involved in the check (te targeted player fr the GM in the case of an NPC) has the opportunity to seporety lane doe comeancm The folawing section explains some ofthe ways in which Destiny Points can be used. AHELPING HAND Players have the opportunity to call on Destiny to enhance Skil checks they are about to attempt. A hero player may spend one light sie Destiny Point to uperade a dice pool by ‘one step. This refers to upgrading a single Ability die @ into superior Proficiency die @ The GM may spend a dark Destiny Point inthis way to upgrade an NPC's dice poo ‘Additional information on upgrading dice can be found on page 7 RAISING THE STAKES Destiny can also be used to help keep characters out of arm's way. Players can call on Destiny to make an oppo: nent’ skill check more challenging. A hero player may spend ‘one light side Destiny Point to upgrade the dfcutyin any NPCS skil check by one step. This refers to uperadine a singe Dficuty de @ into the more potent Callenge die @. The CM may spend a dark side Destiny Point in this ay to upgrade one ofthe PC's dice pools. Additional on upgrading dice can be found on page 7 ‘SPECIAL ABILITIES AND TALENTS Some ponerful talents allow characters to spend Destiny Points for various effects. For example, after acquiring the Dead o Rights talent, Zal can spend one light side Des tiny Point to ada damage equal to half of ner Aglity to a successful combat check, Other uses exist, as wol-see the full talent descriptions beginning on page 27 for deta sige INVESTING EXPERIENCE POINTS Biren ste minary means by which aves their characters Playe's should rec he GMs they continue to play with the charactrsin the Ace (oF Resziion Branen Gave, and they can spend that expert fence to improve their characters. SKILL TRAINING Each skill has fve ranks of training available. The cost for raining skills falls into one of two categories: career skis ‘and non-career skis. Each character should have check marks next to a number of skis based on career). These ate the character's career sil Tiaining a carer sil costs ive times the value ofthe next highest rank. For example, training a career skil rom rank 0 untrained) to rank 1 requires 5 experience points, Improving a rank | career skillto rank 2 requires 10 experience points Each rank must be purchased separately. This means that training career sil rom rank 0 to rank 2 costs 15 exper fence pois [5 for raising It from rank 0 to rank 1, then 19 ‘more fraising it rom rank 1 to rank 2 [A character can also purchase ranks of non-career ski Each rank ofanon-careerskil costs 5 additional experience points Foc example, training a non-career skill om rank 0 [untrained to rank 1 requires 10 experience points. Impro ing arank | non-careerskillto rank 2 requires 15 experience TABLE 1-3: INVESTING EXPERIENCE Option ‘May purenase ranks in any sk, sp tovenks. ‘taitional experience. May spend experience to Durtnase lets n tlt trees are sis cost fve times the purchased rating n expenence. Non-caree sls cost five times the purchased rating inexperience, pis fue points. Each rank must be purchased separately. This means. hat traning a non career sll from rank Q to rank 2 costs 25 experience points (10 for raising from rank Oto rank | then 15 more for raising it from rank | to rank 2) ACQUIRING TALENTS Talents in the Ace or Renewion Becinen Gave ace acquired from a character's career talent tree. Talent trees provide a unique format for purchasing talents that comes with several special rules and restrictions Each talent tree has four columns and three rows, This means each talent t of twelve talents that chat acters may purchase. The cost ofeach talent depends on the row it occupies. The talents in the topmost row are the least expensive, costing 5 experience points each, The next rows choices cost 10 experience points each, and the third and final rows choices cost 15 experience each has.a tt Note that the choices on each tree are connected by a series of lines that ink some talent choices with others, When purchasing talents, characters can only purchase tal ents they are eligible fr. Character are eligible to select any talents in the first, opmost row, plus any talents that are nected via one of the aforementioned links toa talent the aracter has alteady acquire. Each entry onthe talent tree may only be acquired once ete ‘Whether fora carer shi ora nen-aree kl teach rank must be purchased sequently (ath? must be pureased before rank. and so on “eit cn only be purchased they ae on the Fist Teel often tee or they are connected mt arto one or more talents steady auehaeee he Ace oF ReBewion Becnner Gave siives 10 capt the pure cinematic tril found in the St ombat i frequent, fast-moving, and me talent 10 showcase the nd abilities ofthe Payer Characters, Most o the G ing events and the piayers describing thei nd reactions to these events. Combat. however, requires more structured gamepiay gameplay, the game is broken down into 2 nds, each of which i further broken down into During a single round, each layer Characte and Non-Player Character gets ane turn, during which they sks and pe Players shoul forthe: portant acton. Tey s ound s broken up nto tums that keep in mind that a round lasts long enoug naracier to mave aa new location and perform an im aso remember that although each appen sequentially in game curing at rughly the same time g STEP 1: DETERMINE INITIATIVE Aine begining ofthe frst raund of cornba, the and the GM need to determine in what arder the char 5s. This referred to 2s the initiative o To determine the Iie order, ea an NPC makes 2 Simple (-) Coot Cool when aware nibat begins une Player Characte Vigilance check 4 ready for combat, Viglance when ctedy, It is Important to note that FS Might USe different skls to determine ne combat, depending on the ie ve during the s cumstances. Intiatve checks have been made. the GM notes the results ofeach check and ranks them inorder, rom hgh lest numberof Successes ¥ to lonest number of Successes 4% If wo checks are tied, the check wih more Advantage {9s anked higher. I they are stil ed, the chack with more Triumph @ is ranked higher If a Player Character end an NPC are stl tied after all ofthese factors have been taken into account, the Player Characte i ranked higher. This STEP 2: ASSIGN INITIATIVE SLOTS: ‘Once the GM has determined the Initiative order, he or she notes which results were generated by Player Characters and hich results were generated by NPCs. The results generated by Player Characters become Player Character Initiative sit. ‘Tne results generated by NPCs become NPC Initiative slots. STEP 3: PARTICIPANTS TAKE TURNS: Beginning atthe top ofthe Iniative order, the hero players ‘and GM fil each iivatve slot one ata time with a character tun, I the nate sot a Player Character Intiative slo then the players agree on one Player Craracter to fll the siot from among the Player Characters who have not acted that round. That Player Character then takes this turn If the Initiative slot is an NPC Initiative slot, then the GM chooses one NPC to fil he sot from amang the NPCS Who have not acted tat tum. That NPC then takes this tur, THE TURN ach character (whether a Player Character or a Non Player (Character) eps one turn to act dunng each round. During this tur, the charactor has the chance to undertake certain, activities. such as moving from place to place, using ski, or feven attacking others. The acts the active character can, perform during tum ae spit into three categories: inciden tals, Manewers, and Actions INCIDENTALS Incidents are minor activites that characters can undertake ‘that requie extremely ite time or effort There is no hard limit to the numer of incidentals a character can perform dur inga single turn though the CM may veo excessive numbers ‘fthem or decide they ae complex enough to warrant count Ing as. a maneuver. The folloning are examples of incidentals: ‘= ‘Speaking to another character. ‘Dropping an item held in one’s hands. ‘+ Releasing someone the characteris holding ‘© Making slight movements such as shitting position, peeking around a comer, or looking behind a person, MANEUVERS [Not all undertakings require a check. These minor actites ‘are known as maneuvers and cover a wide range of acttes ‘that any énaracter can per‘orm. They require an rvesiment of time and effor.on the characters part, but are simple enough that thee is no chance of falure when doing them. Techni ‘ally, characters perform manewers curing narrative game play as well as encountors. However, maneuvers are tracked ‘and defined during encounters because characters are more lied inter tine and efforts by the frantic pace of coatict. STEP 4: ROUND ENDS ‘Once all NPCs and Player Characters have taken a tur, the round ends. Ar this pont, certain effects that lst unl the end of the round’ end. The GM also determines i the ongoing event warrants adhtional rounds, oi it has been resoWed IF the ongoing event continues, repeat step 3 using the same. Iniative order generated in step 1. Ifthe action has been resolved and the encounters eve, proceed ta sep. STEP 5: ENCOUNTER ENDS ‘Once the focal event of the encounter has been resohved, the GM ends the encounter. At this point, any character ables that can only be used “once per encounter” reset Each Player Character also has a chance to breath easy and recover sain, and each PC may take steps to help heal any incapacitated characters. MANEUVER LIMITATIONS A character can perform one free maneuver n his turn The character may also perform 3 second maneuver by volun tary suffering two points of strain. single character cannot perform more than yo manewers Gueing his turn ‘TYPES OF MANEUVERS ‘The following cist of the most common maneuvers a char acter can perform during comb During combat, a character can use the Aim manewer to steady a meapan or line up ahitbefore attacking, This grants ‘one Boost die Eto the character's next combat check assist ‘A character can perform the Assist maneuver to add a bonus Boost deLto an engaged all's next check Several characters ‘an use vie asst maneuver fo 6d more bonus Boost dice] to the engaged alls next check. The Game Master should use common sense when allowing characters to assist one another Some actions simply do not benefit rom assistance. GUARDED STANCE A character can take a Garded Stance maneuver to protect against melee attacks. Until the end ofthe character’ next tur, any combat cheeks the character makes suffer one Se back cle Il and Melee and Braal checks made targeting the charactersulfer one Setback de ML Pee ry Dat i cy eer Preece Peer eee er le eter: eet a kil. ae ack is made using INTERACT WITH THE ENVIRONMENT This Isa broad category of possible interactions, such as ‘opening a blast door. Mipping or ducking behind a table, pressing a soecfic bulton on a control panel, or grabbing a Doster off of the ground Taking cover: Ducking behind a door jam, crouching be. hind a crate, oF peeking around a tree bunk: all of these manewe's allow a character to add a Setback die Milo any Fanged combat ehecks that target that character MANAGE GEAR This maneuver allows a character to manage items and equipment (such as drawing or loading a weapan or drawing Something rom a pouch or satchel MOVE, The Move maneuver allows a character to move within the Surrounding environment. ‘Change range increment. Performing this manewver lions a character to move between short and medi Felate to another person or object. Ths also ‘means that a character can move between medium and long range by performing two maneuvers, or between Jong and extreme range by performing two maneuvers When covering long distances, multiple maneuvers do not have to be performed on the same tum, but the characters noe considered to be inthe new range incr ent unt all equired maneuvers nave been perform For more detail on determining range, see page 16 5 ‘Engage or Disengage from an opponent. I 2 target is already within short range of a character, the char acter can perform a maneuver to engage that tage already engaged with a target. a character can perform ‘ manewer to clsengage frm that i * Move within short range. Periorming his maneuver allows an unengaged character to move to anothe positon that is currently within shor range, DROP PRONE OR STAND FROM PRONE Dropping prone and sianding from a prone postion both requite a manewer. Dropping prone adds one Setback die ito all ranged attacks made against the prone character Dut aso adds one Boost die [] to all melee attacks made against the prone char ACTIONS During @ character's tur, the character generally has the ‘hance to perform one primary activity Tiss the characters action. A character can only perform one action ina tum. In the Act oF Renton Becnwen Game, there are four lor types of actions a character can perform during a tur EXCHANGING AN ACTION FOR A MANEUVER ‘A character may exchange an action for an additional maneuver during the turn, However, a characte sil canno perform more than two maneuvers during a single tun, ‘SPENDING AN ACTION TO ACTIVATE AN ABILITY Certain abilities and talents can require an action to activate nena character spends an action to activate an ability, the character has used the ation fr that turn PERFORMING A SKILL CHECK The most common actions most characters take during their urn ae actions that require a sal check to rescve. In the wards, these are activities fr whic success Ina or for wich the failure of the task may be impartant to the ongoing story Skil descriptions are covered on page 21 Combat checks, quire a separate descrition PERFORMING A COMBAT CHECK A player makes a combat check when that player's PC u ‘combat sil to attack a target. This i aso referre ‘attack. A combat check follows ll the rules and procedures for making a skill check, including the steps for assembling the dice pool (see page 6). However, there are several additional steps included in a combat check 1. DECLARE AN ATTACK AND SELECT TARGETS ever, ae unique enough that they « ™ player selects the sl the character uses to make te attack, and F the sil cequres @ weapon to use. which weapon the haracter uses. The player then declares 2. ASSEMBLE THE DICE POOL layer chooses tohave the character make an attack The slave characters, and ary app hen assembles a cee pool based on the skits oe talents and other ails. The difficulty of combat checks depends on whether the attack is a ranged attack (using Ranged [Light]. Ranged IWeavy]. or Gunnery) of a melee attack (using Melee or Brawn), Melee attack aifiultis are alnays Average (@ @) alficulty. Ranged attack eiffculties depend on the distance the target is rom the ative character, orm other words. the range band the target occupies. Table 2~3: Ranged Attack Diffiulty on page 17 lists difficulties as they relate t aifferent range bands. See page 16 for more irvormatior about range bands ‘TABLE 2-1: SPENDING ADVANTAGE {} AND TRIUMPH @ IN COMBAT Cost ees 1 Hump ot | Actate a crticlnjry i the eargetsufers atleast 1 wound) or active weapon qual based on aan) Atbantage &9 | weapon ee page 35) Recover | sran is option maybe selected more ‘Ad one Boost dito the next aed active charactor’ check. umn Notice a single important point inthe ongoing confit, such ste ection oblast dooe’s cnt panel ora weak ponton an attack speed | Perform an immediate free msnewr provided t 2 advange eyepor | manewesnthat tun he character has net already performed tno Tumpnt ‘dl oe Settack ce Mt he targeted characters next check, ‘Add one Boost cieIto aother lied character's next check (that the cutent act characte Upgrade the icity of te targeted character’ next check ‘Peale Upgrade another aed characters nest check (or tat ofthe current active characte) Do something vital to turning the de of bate, sich a= shooting the controls tote nearby bast en | restr case aa ae ack dey 2 ce of eqn eget in sichasblowingup a blaster of destroying a personal shel eeneror 3. POOL RESULTS AND DEALING DAMAGE ‘The player rls the aice pao fer the charact tho results Interpreting the Pool on any skill check, the check must generate than Fallues to be successtu nd evaluates page 8). As with more Successes ¥ ‘When making 2 combat check, after calculating overall success each remaining Success ¥ result adds + 1 damage to a successful attack Ir the attack affects multiple targets the addtional damage is infcted on each target. 4. RESOLVE ADVANTAGE ) AND TRIUMPH @ ‘As with every sil check, Advantage €) and Triumph @ can, be spent bythe activ character to gain incidental beneficial elects on a combat check. There are specie options for spending Advantage ( and Teumphs @ in combat encoun ters The most common of these effects can be found on Table 2-1: Spending Advantage €) and Triumph @ in Combat. Keep in mind, these are not intended to be the only op: tions availabe. As alway. players and GMs may invent other ways fo spend Advantage €) and Thumph @ depending on the specific circumstances ofthe encounter, and any option that the players and GM aeree on can be viable 5. RESOLVE THREAT & AND DESPAIR inthe same fashion thatthe controling player determines how a character spends Advantage ) and Trumph @ in a Combat check, the GM then determines how to spend any Threat and Despair @ generated in the check. By default, the OM determines how Threat ® and Despair are spent There are specific options for spending Threat €® and De. pair inencounters, and the most common o these can be ‘ound on Table 2-2: Spending Threat & and Despair Jn Combat (page 16) As with Advantage ©) and Triumph . keep in mina that these are not intended to be the only ‘Options avaiable, and the GM is encourages tobe creative. 6. REDUCE DAMAGE, APPLY TO WOUND THRESHOLD, AND APPLY CRITICAL INJURIES When a character sufters damage, reduce the damage the eat by the character's soak value, I! any damage remains alter this reduction, tne character suffers that many wounds the net result is zer0 or negative, the character suffers no wounds. For more information on soak, damage, and nouns, see Wounds, Strain, and Injuries on cage 19 ‘An attack can potentially generate a Critical Injury i the arget surfers at least 1 mound. In ths case, an NPC target is ‘defeated outright If the target is a PC or nemesis NPC, in stead refer to Table 2-4: Critical Injuries on page 18, Example: Vendri is wearing padded armor and, with his natural Brawn, he has a total soak value of 4. A Successful hit with a blaster pistol deals 9 points of damage to him. His soak value absorbs 4 points of this damage, which means he suffers 5 wounds, a ‘TABLE 2-2: SPENDING THREAT <8; AND DESPAIR & IN COMBAT eee 1 Tee [Despair ‘The acve character sufers 1 strain this option may be selected more than onc). ’An oppcrne chosen by tne GM) may immessately perform one fee manewr in response to the Halse? farive characte’ chock, Despaee 5 Theat BBS oF 1 Despatr The active character alls prone ‘Add one Boost late othe targeted craractrs next check The active character or another alle character suffers one Setback lon his next action. ‘he characte’ anged weapon imeesaty ras cut of ammunition and cannot be used forthe | remainder! the encounter 1 Desoair@ Tm a SOAK A ‘character's soak value helps protects against incoming trancs ast telus adres hee 2 cat ‘oak value equal to ther Brann rating Most armor and other forms of protection provise adltonal soak see page 34) RANGE BANDS be Ace of Reseion Brcnsn Gave flies on broad terms to deserbe ranges and distances. The distance between ‘wo points—peopie. objects, or adversares—is defined in general range categories. These range categories ae used to determine how far a ranged attack can each, how far apart two people are from each other how much efor is needed to move between two places. and so on THE FIVE RANGE BANDS For ease of play, distance in Ack oF Ressuion is divided up into fie diferent bands, ror engaged to extreme. As a: ‘ays the GM has final sayin determining the range between the aitacker and the target ‘The GM is re to describe scenes dynamically and set up the action without having to worry about exact distances. Precise distances in meters do not matter. The detais and Story come fist, creating a vi pture for the players, while sill alloning the GM to quickly previde the mechanical infor mation players need to use their action and bul strategies. | Unerade the aircury of rater ae tol ar melee weapon the character using becomes damage acters nxt check or hao he curentacive character ter calculating the total amount of physical damage inflicted by any source, subtract the total soak value from that damage total. The rest i the number of wounds the character suffers, I the soak reduces the damage to 2er0 oF less than zero, then the character takes no damage ENGAGED Two characters engaged with each other are in ory close proximity. A character needs to be engaged witha target to strike it with a melee weapon, such as a vibroknie Engaged \s also used to indicate that a person is cose enough to an item to use it, For example, a slicer needs to te engaged with a security terminal to attempt 1 hack it Short range Inaicates up to several meters between targets. ‘Many thrown weapons and small firearms are most accurate at short range. Two people in short range can talk comfort: nly without raising their voices. Moving {0 anther spot within short range requires only one maneuver. MEDIUM RANGE Medium range can be upto several dozen meters away. More reliable pistols can each to medium range. Fen thrown weap: ‘ans can reach this far Two people in medium range of each ‘other need to talk loudly to hear each other. Moving from short range to medium range requires only one manewer. ‘TABLE 2-3: RANGED ATTACK DIFFICULTY [orccen) in ; Enea ary (is accitonal moaiers depending on weapon use sto 9 @) Medium Average @@) : va 604) z exveme Daunting 044) a ADDITIONAL DIFFICULTY fora Oi Engage with Ranged (ugh +1 cieutty 9) nce wt Ranged (Heavy acy #09 LONG RANGE Long range is farther than afew dozen meters Blaster ries. ‘mounted weapons, and weapons that use the Gunnery sk ‘can relably reach ths far without too much trouble. Two near each olher Moving from medium range to long range EXTREME RANGE | Eiora laees teestion range ab rhich to tara Can interac Hightecnstiper weaponry and Spe See Ne Ua cine of ae Moving b ‘extremely tim ee Example: During a battle inside a large and highly Covert Imperial base on Dxun, the characters are ambushed by four ISB agents—two approaching from one side and two from the ether. These foes. Considered to be within the medium range band the enaracters. During their tums, the characters split Up to attack. Two of the PCs move toward one group of ISB agents. getting within short range. and the ‘other group moves to the opposite set of enemies. Both groups of characters are now considered to be Within shore range to their specifi targets, but are at ‘medium range from the other group of targets, ADDITIONAL COMBAT CHECK MODIFIERS Pyrtee:stecerscn nty a combat hak omen ronmental concerns to actions the character lakes. This Section discusses Some ofthese mosiers RANGED ATTACKS AT ENGAGED TARGETS ‘when attacking a target engaged with anally, the attacker Upgrades the cifculty of the check by one stop (upgrading one Dificulty die @ to a Challenge die @ RANGED ATTACKS WHILE ENGAGED Vien engaged opponent makes ranged altack against ca acter that character may add 1 Boost die] tothe next Sraw ‘or Mele check that character makes against that opponent. In addition, the dificulty of some ranged attacks increases wile engaged. and other ranged attacks become impos sible Soe Table 2-3: Ranged Attack Difficulty on pace 17 for more information UNARMED COMBAT Characters fighting wit their bare fists (or other appendage) Use the raw comat skill When a character does so the attack has a base damage equal tothe characto’s Brann, a range of engaged, a Chitcal Rating of 5, and the Disorent 1 and Knocktionn qualities (see Weapon Qualities on page 32). Fnally, when making a Brawl attack, the attacker can choose to deal damage to the targe's strain threshold in stead ofits wound threshold Note that this strain damage Stil reduced by the targets soak value nike other weapons, Bran! weapons (see page 31) ‘augment this basic attack. Brawl weapons can add damage tothis attack, and can have an improved Critical Rating and ‘additional weapon qualities. When using a Brawl weapon, the user adds the adcitional weapon qualities to the qual ties already provided by the Brawl attack. If the weapon provides an improved version of an existing quality of an Unarmed attack, the character uses the improved version TABLE 2-4: CRITICAL INJURIES Number of Critical Injuries Difficulty ta Heal Pst Creal nury Second Critealnury Average (6) ‘Thi tia jay | Hard 40) Feurth Cite Iiry Hard (4) IMPROVISED WEAPONS. Improvised weapons such as broken bots. racks. an sticks use the Melee ski AS with all Melee weapons, add the attacker's Brawn to the damage dealt. Improvised weapons ‘generate one automatic Theat & on any check and have a base damage of 1. Any attack ro that results in a Despair "9 or two or more Threat @ indicates thot the impcovised ‘weapon breaks and is useless in further rounds of combat ENVIRONMENTAL EFFECTS The GM can add Boost E and Setback dice Mllas he deems appropriate to any combat check due to envifonmental effects, such as darkness or smoke, COVER Boing behind some sort of cover crate, wall, or vehicle, forexample—imposes one Setback ce lon the opponent's altace rol and on certain Skil checks, Such as Perception DIFFICULT TERRAIN Diicut terran's anything that a GM decides is hard to move through or over. It can include tight passageways, badies of water, slippery ice, thick undergrowth, loose rubble. or deep and shifting sand. Characters entering or moving through dificult terain must perform twice as many maneuvers to move the dstance they could under normal conditions FALLING Gravity can be extremely dangerous. character fall from 2 helgnt within short range, he suffers 10 damage and 10 strain, Falls rom greater heights can cause a character to be incapacitated or even kiled, per the GM's discretion. ‘ho character sutles 2 strain mediately No ongoing elec. ‘Te character ser a Setback de lo hs or here check No orgore eect. ‘he character sllers a Setback de toa Checks unl his Creal nur is neste, ‘he characters incapactated unt this Crteal Inky heated WOUNDS, STRAIN, AND INJURIES Character death, Instead, a PC WOUNDS AND WOUND THRESHOLD Sci) sullen Table stan theshok 2-4: Critical Injuries NPC suers E RECOVERY AND HEALING While characters can be aficted with various alments and types of damage, there are several options far recover RECOVERING FROM WOUNDS Characters can recover from wounds in several diferent ways. Fin some options (and restrtions) for nealing Delow ‘© Natural Rest: For each full night's rest, a character Tecovers one wound. A the end ofeach ful week of es the character may attempt a Resilience check to recov er from one Critical Injury. The acuity for this check fepends on the number of Critical Injures the charac ter is currently suffering from (see Table 24: Crtieal Injuries on page 18). A Tiumpn q) result means the character can heal one additional Ciical Injury Droids benefit from natural rest as well, as their subroutines, and automated systems enact seltrepals ‘+ Medical Care: Once per encounter, a character may attempt a Medicine check to patch up iniures (or have an engaged ally tempt tne check instead, Te dit Reulty ofthe check is based on the characters current slate of health (see Table 3-1: Medicine Check Dif- fleulty on page 23). IF the character does not have access to proper medical supplies (such as a medac, the difficulty of the check is increased by | (@). On a successful check, the target recovers a number of \wourds equal othe numberof Successes ¥ generated by the Medicine check and an amount of srain equal to the amount of Advantage € generated. (nee per week, a character may also attempt to heal a Critica Injury by making 2 Medicine check (or have an engagedallyattempt the chock) with difficulty basedion thenumber of Criticallnuriesheorsheis curently sue Ing rom G00 Table 2=4: Critical injuries on page 18) Droids 6 not benefit irom medical care in the tradivonal sense, H ever, a skiled machinist can use the Mechanics skill to teat a droid in the same way a c fr treats an organi patient with the Medicine sil ‘© Bacta Tanks: Characters can aso recover using bacta tank, Bacta tanks are rae outside of medica installa: ions. A wounded character recovers ata rate of one wound per two hours At the end of each 24-hour period, a character may attempt one Resilience check to remave one Critical Injury. The difficulty for this eck depends on the number of Cia Injuries the aracte is curently suffering (rom (see Table 24: Critical Injuries on page 18) Droids do not benefit from spending time in a bacta tank. Honever, they can gain the san spending time in an oll bath © Stimpacks: Stimpacks heal a fixed amount with 1 ck necessary. Each stimpack used on a character automaticaly recovers four wounds. It requires one maneuver for characters to inject themsehes or er gaged allies. Stimpacks have no elect on Criial In. fies See page 35 for more information on stimpacks Droids cannot use stimpacks. Honever, they benefit from emergency repair patches inthe exact same way. See page 56 for more information on emergency repair patches. RECOVERING FROM STRAIN Fortunately, recovering from stain i fairly easy. At the end (of each encounter, each PC recovers stain equal o hs or her Presence or ranks in the Cool ski, whichever s greater. Furthermore, a good night's rest generally removes ll strain a character has sued, 5 Ff 4 3 Rly Mae crea oeinceersas oe resented with clarificati yn ho ar used » if a ns Tae ota, Bie attra hse cart aa iia. ten a theives hangin he —e rote ehrough fl ting. and grace ined 1€ Coo able ur . sonSen age era ee ced check, sing te subj Presence ar Col ‘COORDINATION (AGILITY) ‘when a character needs to balance on unstable surfaces, and through narrow openings, or tumble from danger fous heights, the character uses the Coordination ski Coordination examples include (© Walking across a narow surface ‘© Escaping trom restraints ‘Crawling trough the twists and tuns ofa senage pipe ventiation duc, or garbage chute DECEPTION (CUNNING) \When a falehood play the central part ina characto’s per: suasie effort, then that character is employing the Decen ‘lon skill Atemprs to decelve are subject tothe perceptions fof the target Deception is opposed by the subject's Disc pli. Deception examples include Misleading buyer or seller about the value of an object. * Distracting an opponent through gale—even within the context ofa physical confrontation DISCIPLINE (WILLPOWER) The abiity to maintain composure and react in an effective manner i$ governed by the Disciple skll, Discipline can enable a character to overcome attempted treachery and threats that others seek to mpose uoon him or her. is used. to resist other characters’ uses of Leadership, Coercion, and Deception, Discipline examples incu: ‘© Acting normally when pinned by heavy fre. ‘Facing down a terrifying foe rather than fleeing GUNNERY (AGILITY) Gunnery applies to weapons thatare typically too large for a person to carry, Gunnery examples include: © Finnga starighter's weapons. * Using vehicle mounted weapon or a turret built into a defensive emplacement KNOWLEDGE (INTELLECT) ‘The actions that a character takes are often performed in reaction to his krowledge about a situation, Players can rev er be expected to know as much about life in the game set ting. the characters Who have ved there. The Knowledge Skil serves to bridge this gap. It enables players to make decisions about ther characters actions that are informed by what the characters might know about the galaxy around "hem, Knowledge examples include ‘© Recognizing accents, dress, and mannerisms that are associated with a particular world ‘© Understanding basicscientitc formation ‘© Decipnering an ancient plece of writing or identiying its context. ‘© Determining the best location to Sela cargo of goods + Idenuyng the vuinerabilties of another spaces. LEADERSHIP (PRESENCE) The Leadership skil represents a character's ability to instil Fath and trust in friends, alles, and subborainates, Leader ship examples include: © Ralying aes. ‘© swaying an assembles crow to take action, The dificulty of @ Leadership check i based on the com: plexity ofthe orders a characteris attempting to convey as well as the inteligence and professionalism of the subjects that charaetor is attempting to command, MECHANICS (INTELLECT) The Mechanics skill represents the expertise required to repair anything from a faled hyperspace engine toa trusty blaster Mechanics exampies include: ‘Repairing a device that has suffered physical damage, provided the necessary tools and replacement compo: nents are availabe, Droids do not benefit from Medi: Cine, but they can substitute the Mechanic sil forthe same healing elects (see Medicine below) * Identitving the parts and tools necessary fora repair job along with ther approximate cost. MEDICINE (INTELLECT) “Through the course of ther travels, characters are certain to suffer injuries. The Medicine sil is used to treat these injuries and perform frst aid. Medicine examples include © Giving routine fist aia. * Teating a poison, ‘© Peroring surgeries, implanting cybernetic augmen- tations, of adminstenng _psjchoiogcal_therapy— ‘these generally require adcltional medical suppies. ‘When treating inures the lfculty of the check is based fon the tare’ curent state of health (see Table 31: Med ‘eine Check Difficulty). On 2 successtul check, the target overs a number of wounds equal fo the number of Suc cesses 3¢ generated by the Meine check and an amount fof strain equal to the amount of Advantage €) generated, Draids may do benefit fom Medicine, but they can subst tute te Mechanics skilfor these same healing checks, Char ‘acters attempting to treat thet own injures inerease the at culty ofthe Medicine check by 2 TABLE 3-1: MEDICINE CHECK DIFFICULTY Ra (ere ‘current wounds equal a of wound tweshodorless ‘current wounds mere tan half ofwoundtvesnoss” | Averaee (4) ‘Wounds exceed wound threshla eee | cca iniury Severty Rating | citcatinury | ber Table 2-4: cet | Injuries en pace 8 MELEE (BRAWN) 1 strength to infict damage Virtually any reasonably sturdy object can be used as @ makeshift weapon, so a characte whonas become adept at the Melee skill can often make Melee init has a Jo ith what's avallable. Attacks made wit the acti nouns upon their target unless ara jeapon that specifically induces strain NEGOTIATION (PRESENCE) ‘The art of negotiation deals with determining exactly how uch of what a subject wants must be surrendered inorder fo get a particular good or service in return. Negotiation is opposed by c's Presence or Cool. Negotiation PERCEPTION (CUNNING) Characters must often maint ‘environment. The Perception skill represents the character’ constant, passive state of awareness. Perception can be op posed by skis used for concealment or might have 2 df fculty set by the environment. Perception examples include * "Noticing @ trap or an ambush belore fling prey to @ + spotting a cisguised opponen ing subtle cue, such a5 an overheard conversa or the smell ofa recently fred baste PILOTING (AGILITY) The Galactic iv Waris fought on many fons, and wth a 1 to imbering eric craft, No mat voles to mnie sags rd otosp walkers to nimble starightersand atmos terhow aveicle moves—by roling gliding ne 0 floating—the sk that governs is use Under normal conditions and for regular actions, a cha acter isnot required to make a Plating check, When those reacherous weather condi ated the use ofa fling vehicle, or enemy fire, then the characte piloting the raft must demonstrate his or her expertse RANGED (HEAVY) (AGILITY) w nen fed upor with two hands offer a more stable fring platform than those that are hala in a single hand. Further, ies and other such firearms are generally more deadly and more tate lighter counterparts. These large upon the Ranged (Heavy sil for their operation RANGED (LIGHT) (AGILITY) The Ranged (Lit) kil includes the use of any weagon that nbe fired with ane hand without the benef ofa brace or her support element. RESILIENCE (BRAWN) Resilience represents a character's physical ortitude against threats such as sleep deprivation, brutal climates, the most restrictive of rations, and ingested toxins. This skl reflects te body's ablity to be pushed oeyond reasonable limits, Resilience examples include * Altempting to go without sleep for significantly longer Resisting the effects ofa toxin after ingesting it Enduring prolonged exposure to hostile environment cn 25 one wth extreme heat, cold, or tox pollution. ‘SKULDUGGERY (CUNNING) Shulduggery encompasses 2 broad range of skis that are Vie ating away trom secunty elements STEALTH (AGILITY) The Stealth skil reflects how talented a characteris at not beingnoticed Stealth ‘examples include ‘© Attempting to blend in with king pocke ‘chs, brea ations suc disguise, setting traps. and sundry =A the Game Masters dseretio eck can use Agity instead of 1's Perception—lor the watehtul-or particular Skuldugger ng, to rele opposed by ata ance. Sulduggery Picking @ into a compu a physical interface, ‘crowd fiding al of an ‘ding people or ot ects from the atte: ons of others, either hough concealment of misdirection STREETWISE (CUNNING) The Streetwise skil represents the 3 he nrg ash ily of @ character to portions of the galaxy by recognizing ‘ome with danger aswell as these that an opportunity, Streetwise examples include: © Looking for a merchant who specializes in unsavory goods or viees ‘© Discovering rumors that are actively circulating within SURVIVAL (CUNNING) Learning to recognize the dangers of the natural environ ment as well as how to exploit its resources is dependent upon the Survival sk. Survival examples include ‘© Identityng safe food, potable water, or selter in a nat ‘© Recognizing the sigs of dangerous weather conditions and knowing the best way to prepare forthe ‘© Tacking one's quarry through the widerness—whether hat treet is game or an VIGILANCE (WILLPOWER) 5. characters skied in Vigiance are con Stantly prepared to face a variety of challenges and are far more likely to succeed than those who simpy react to eve hanging circumstances. Ths sort of preparedness requires mental discipline hinges ch 1 Wisdom and foresight to keep a In combat situations, outside of those times when charac the engagement. Viglance nas pallenty prepare to beg ntiatve Seep a rump, lens prove a gune mechan fra caacter clam and eete anew pat tthe des realy arene pace acinus ta SEC 53 aging Experience PONS 20 | § crates mos alo succeed wen ewe wll TALENT RANKS AND PURCHASING THE SAME TALENT MULTIPLE TIMES TALENT TREES J res nave multiple ents fra snl tale ig a Example: Owen's character Vendri has one rank in the Ary ti ply vishes ole ano alert or achar- (URE Rear eer een rercerrecaee ctor the player must frst eke certan tat is curenby _addtonl stan pr rank tthe end of each encot. Sei ie aera : senor has Irn othe lente reeves 1a newt he character mus td alot Gana rant Ue end ofeach encounter, When Ven the preci tens iste rng Ouch purchases a second rank of Rapa Recovery, Ne reo > prt path on tie re. Ash descents mist lon G62 agdoral san at heen of eat eum. the avaiable lines shonn on the tree, Note that for some TALENT DESCRIPTIONS Clow is a list ofthe talents used in the Ace oF Renexion Bearer Gane. Every entry Includes the information requited or gameplay © Activation expains whether a talent is always in use [Passvel or ita character must take some sot of action In oder to activate It (Acti) Ifa talent Is active, the typeof action necessary for activation is indicated. Some talents canbe activated on other characters turns. Ifthis, is the case, the Activation wil ao Include the “out of turn note. ‘© Ranked indicates whether a talent can be purchased multe times 1s) oF only once (No} ADVERSARY ‘Activation: Passive Ranked: Yes Upgrade the cificulty of any combat check targeting this. character once per renk of Adversary (NPC ony), BAD MOTIVATOR ‘Activation: Active (Action) Ranked: No Once per game session, the character may take @ Bad Mt: ‘aioe action to make a Hard (4 @) Mechanics check. Suceessfl, ne device (subject tothe GMs approval sponta neously fails due to the character's involvement, or because itwas about to fal anyway and the character noticed it his. isthe character's decision) BARRAGE ‘Activation: Passive Ranked: Yes ‘cd one damage per rank of Barrage to one hit of success: ful Ranged (Heavy) or Gunnery attacks with non-tarship vehicle weapons at long or extreme range. BYPASS SECURITY ‘Activation: Passive Ranked: Yes Remove one Setback dell per rankin Bypass Security from Skulouggery or Computers sil checks made to disable 3 security device or open a lacked door, CODEBREAKER ‘Activation: Passive Ranked: Yes The character remove one Setback die ML per rank in Codebreaker from any attempt to break codes or decrypt ‘communications. n addition, the charaeter decreases the dificuty of Computers or Intellect checks made to break codes or decrypt communications ty one (this does not increase with additonal ranks of Codebreaker) CONTRAPTION ‘Activation: Active (Acton) Ranked: No ‘Once per game session, the character can take a Contraption ‘action Withasuccessul Hard 4 @) Mechanics check, he ‘character can fashion a device to solve a current problem using the tools and parts on hand, This device must be approved by the GM and funetions forthe duratan ofthe current enccunter ‘only. Those tals are destroyed in the process. umph dp may be spent to allow the tools tobe recovered and reused later DEAD TO RIGHTS ‘Activation: Active (ncidenl) Ranked: No The character may spend one Destiny Point to add aga. tional damage equal to haf the character's Aglity (ounce ‘up) 0 one hi of a successful attack made by ship or vehicle mounted weaponry. DEAD TO RIGHTS (IMPROVED) ‘Activation: Active (nedentsl) Ranked: No The character may spend one Destiny Point to add action al damage equal othe character's Agity to ane hit of sue cessful attack made by ship or vehicle mounted weaponry This replaces the normal abit for Dead to Rights. DEADLY ACCURACY ‘Activation: Passive Ranked Yes Each time the character gains a rank of Deadly Accuracy, choose one combat skil, The character may add ranks i hat combat skill as adltional damage to one hit ofa suc: cessful attack mage with that ski vith non-sarshpivehicle weapons. The character cannot choose the same combat skill ice DEFENSIVE DRIVING Ranked: Yos Any vehicle the character pilots has its defense rating onal zones increased by one per rank of Defensive Driving DopsE ‘Activation: Active ncdental, Out of Tun) Ranked: Yes When targeted by a combat check (ranged or melee), the character may choose to immediately perform a Dodge in ‘dental to suifer a numberof strain, nen upgrade the dit ficult ofthe combat check by that rumter The number of strain suffered cannot exceed the characters ranks in Dodge. ENDURING ‘Activation: Passive Ranked: Yes FERAL STRENGTH ‘Activation: Poss Ranked: Yos The character ins +1 soak val during er rank of E necks per rank of Feral Strength FULL THROTTLE Activation: Active (tion) Ranked: No cle past its imi 1ce0. The character may perform the Ful Throttle actio tempting 3 Hard ( 4 @) Piloting check. Wien success the ship's top speed increases by one fora numberof rounds equal to Cunning. The ship sill cannot perform actions or va peed requirement FULL THROTTLE (IMPROVED) ‘Activation: Active (Maneuver Ranked: No | FullTrvttle as 2 maneuver. In aiton, the dif of Fu : : Throttle is reduced to Average (@ @) crt Aativation: Passive Ranked: Vos Incease the cnaracters strain threshold by + 1 perrankof Gnt [AGE OF REBELLION HEIGHTENED AWARENESS. ‘Activation: Passive Ranked: No Allies in close range ofthe character add one Boost deft Perception and Viglance checks, Engaged allies add two Boost cice instead INTENSE FOCUS ‘Activation: Active (Manewve Ranked: No Betore making a skil check, the char rm the Itense Focus maneuve suffers one strain to upgrade th Skil check once KNOCKDOWN Activation: Passive Ranked: No Alter hiting with a melee atack the character may knock ne target prone by spending one @). Ifthe target i larger nan the character, requires one ado foreach sho ete the targets larger than the characte. LET'S RIDE Activation; Ave lncidental) Ranked: No Once per round on the character's tum, the character may mount o ockpit or board a starship. as an inciden NATURAL MARKSMAN ‘Activation: Active neidental) Ranked: No Once per game session the character may reroll ary one Ranged (Light) or Ranged (Heavy) check NATURAL PROGRAMMER ‘Activation: Active (incidental Ranked: \ nce per game session, the character may rerol any of ‘omputers or Astrogation check NATURAL ROGUE Activation: Active incidents Ranked: No Once per game Session, the character may reroll an ‘Skulduggery or Stealth check NATURAL SCHOLAR Activation: Active (incidental) Ranked: No ‘noiledge sil check POINT BLANK Activation: Passive Ranked: Yes The character adds 0 one hit of successul Range attacks made wil damage per rank of Point Blank IHeavy) or Ranged (Ugh ‘at short range or e QUICK STRIKE Activation: Passive Ranked: Yes The character add one Boost dle per rank of Quick Stik to combat checks made agamst any target that has not RAPID RECOVERY Activation: P: Ranked: Yes heals one addtional strain per rank in Rapid Recov RESEARCHER Activation: Passive Ranked: Ye The charac wes one Setback de Ml per rank of Researcher from all Knowledge checks, Researching takes 50% les time this does not increase wth multiple ranks) RESOLVE Activation: Passi Ranked: When the character suffers stain, he or she suffers one less stain per rank of Resolve, to 9 minimum of one. This does not apply (0 voluntary sain loss SKILLED JOCKEY Activation: Passi. Ranked: Yes The character removes one Setback dill per ank of Skiled Jockey from al Poting checks. SNIPER SHOT Activation: Active (Maneuver Ranked: Yes Once er round before making @ non-thrwn ranged atta the character may perform a manewer t0 attempt a Snip fer Shot Sniper Shot ineeases the maximum range of for ranged weapons by up to one range band per rank. For each nk beyond the normal maximum range of the weapon upgrade the cificulty ofthe check by ane (nis i in aéation to the increased aifculty of the shot due to longer range SOFT spoT Activation: Acive nedenta)) Ranked: No After making a successful attack with 3 non-starshipNvehicle ‘weapon, the character may spend ane Destiny Point to add damage equal tothe character's Cunning to one hit of the SOLID REPAIRS Activation: Passive Ranked: Yes The character repalts +1 bull trauma pe Repairs when repaiing.a venile or starship, rank of Sold SPEAKS BINARY ‘Activation: Passive Ranked: Yes The character grants one Boost die El per rank of Speaks. Binary to tasks he or she ects non player drids to perform STALKER [Activation: Pacsve Ranked: Yes The character adds one Boost die E per rank of Stake all Coordination and Stealth checks STIMPACK SPECIALIZATION Activation: P Ranked: Yes Whenever the character us she eals witn the stim per rank of Stimpac STROKE OF GENIUS Activation: Active (lncicertal) Ranked: No (Once per game session, the character can choose to make one Skil check using Intelect rather than the characteristic linked to that ski out must also explain Ps o her flash of isi TOUGHENED ‘Activation: Passive Ranked: Yes Increase the character's wound threshold by two per rank Toughened. ‘TRICKY TARGET Activation: Pass Ranked: No Any vehicle the character ‘addtional wound ots coun one lower minimum 0) than normal when being attacked, TRUE AIM ‘Activation: Active (Manewe Ranked: Yes re the character makes a ranged at tack, Une character may perform a Tue Aim maneuver 8 3g ths maneuver, the character gains all the be aiming and also upgrades the attack roll once pe Fank of ue Aim BLASTERS ‘The most comenon type of weapon in the galaxy is the blast: {er Most Dasters can be set to Stun, overloading the victims neryous system to cause temporary paralysis (ee the Stun Damage eapon qualty under Weapon Qualities 07 page 52). Stun beams can only be used at short and medium range, no matter the weapon's normal range. Switching be: ‘een “Stun” and “Kil requires an incidental acton, HOLDOUT BLASTER PISTOL ‘The smallest examples of blasters are easy 10 conceal but stil pack a powerful punch. Add ene Dithcuty die @ to a characters Perception check when attempting to find 3 hos ‘ut Baste pistol on a person's body, LIGHT BLASTER PISTOL ‘A good compromise between concealment and power. Vent asters are favoree by those who often needa fiearm-—but. lust as often need to pretend they don't BLASTER PISTOL Most spacers carry standard blaster psto's They pack a punch, have decent range, and are ligt enough to carry around aval times, HEAVY BLASTER PISTOL Heavy blasters are very powerful. Their only major drawback is that they can fire fewer shots than other baste, a trade- of forthe increased poner. Game Masters can spend three Threat & symbols to have a heavy blaster pstol run out of ammo (see Table 2-2: Spending Threat and Despair in Combat on pape 16, BLASTER RIFLE / CARBINE Blaser ile and carbines ae te typical firearms of solders and heavy security forces aroun the galaxy, HEAVY REPEATING BLASTER These deadly weapons fre much more slowiy than tei ight counterparts but are designed to destroy lint machinery, armored targets, and opponents in cover Heavy repeaters are far to0 unveldy to fre effectively without the included tripod, which takes 2 rounds to set up. When the weapon is. fired irom the tripod, dectease t's Cumbersome rating by 5 DISRUPTOR RIFLE ‘A deadly weapon that fires @ beam of charged panicles Capable of redicing mast enemies to smoldering ators in a Single shot, a disruptor rife sends a message that few are jaded enough to ignore: “Get in my waycand you ci EXPLOSIVES Explosive devices might ot beas ubloultousas blasters but they/te na less deadly FRAG GRENADE Frag Grenades are designed to cause as much damage and mayhem a possible over a large area. They can be set to detonate on impact or set with a timer to detonate up to 3 rounds after beine activated at the beginning of the attacker's action STUN GRENADE ‘Stun grenades shock the senses. They can beset to detonate ‘on impactor set with a timer to detonate up to 3 rounds a: ter being actvated atthe beginning ofthe attacker's action ARMOR PIERCING (AP) GRENADE Designed to cut straight through armored foes, the apt named “armor piercing grenade’ is a favorite of many Reb! soldiers and operatives who take the idea of destroyine the Galactic Empire particularly iterally (or simply enjoy apply ing high-impact explosives to all problems and obstacles) Though they lack the blast radius of frag grenades, these devices can be extremely versatile in the Nands of veterans. and canbe used to bring down doors, obliterate stermtroop fs, and more. They can be set to detonate on impactor set witha timer to detonate upto 3 rounds after being activated a the beginning ofthe attacker's action BRAWLING WEAPONS Tis category includes eapons designed tof directly over the fits BRASS KNUCKLES Dirty fighters and those locking to protect thee fst from the tough hides of certain allen species rely on these meta leknuckes MELEE WEAPONS: ‘Some wielders prefer a blade to a blaster, as they know the badeisfarmore reliable an just as deadly inthe night hands. COMBAT KNIFE Vicous combatants rely on sharp blades to slice and gash their foes. knife is also far easier to canceal than a firearm and equally lethal ifthe user is skiled in its use FORCE PIKE Long-hafted, nwo handed weapons fitted with energy blades that can infct terrible injuries upon anyone they strike, force pikes are the chosen Weapon of Emperor Paipatine’s crimson clad guards, ‘TRUNCHEON Truncheons can be made of metal, wood, bone or ather ma terials, ut full the same basic functions bruising fs breaking bones. and cracking sul. VIBROKNIFE, Auibroknife is essentially a modded combat knife. It contains a small but powerful device within the handle that vibrates the blade at an incredibly high frequency. This causes it to function as a miniature sav, and allows it to sice through ‘armor and flesh with starving ease WEAPON QUALITIES ‘Some weapons feature special quaites, Special qualities are tether passive or active. Passive qualities are always on and require no activation on the part of the user. Active qualities mist be iigered by the user, requiring two Advantage € results or one Triumph ¢ result to activate unless otherwise sated in ther description Weapon qualities often have @ number associated with thom. This s thelr rating, Ratings affect qualities in diferent ways, depending on the quaity in ques AUTO-FIRE (ACTIVE) ‘An auto-fire neapon has the chance to hit multinl targets Or strike a sige target multiple times but with sacrificed ac curacy. The attacker must increase the dificult of his attack Fall by one (add one Difficulty dle @ tothe attack al ‘Auto fie requires tno Advantage €9 0 activate, and can be activated mutipe times. Eacntime cis activated, the weapon deals an addtional ht to the target orto another target en gaged with the fst target. Each ofthese counts as an add tional nic rom that weapon, and each hit deals base damage us the number of net Successes ¥x scored onthe check Note that each target can never sufermore Critical Injuries or Cal His than the umber of times wash by the weapon, BREACH (PASSIVE) Breach weapons ignore one point of armor (on starships and vehicies) for every rating of Breach, They aso gnare 10 points of soak for every rating of Breac BLAST (ACTIVE) The weapon has a large spread or explosive blast. Ifthe attack 1S successful and Blast activates, eacn character (rend or foe) engaged withthe original target sufers dam: ‘age equal to the weapon's Blast rating [plus an additional damage per net Success ¥ as usual} If the Blast quality doesn’ actwate, the ordnance stil detonate, but ony nits the original target for normal damage CUMBERSOME (PASSIVE) ‘A Caumbersome weapon is large, unwieldy, ankward, or heavy. To wield a Cumbersome weapon property, te char acter needs a Brawn characteristic equal to or greater than the neapon’s Cumbersome rating For each point of Brawn by which the characteris deficient, e must increase the ci feuly of ll checks made while using the weapon by 1 DISORIENT (ACTIVE) ‘A weapon with Disorient can daze an opponent. When Disorient is triagered, the target is disoriented for a number of rounds equal to the weapon's Disorient rating. A disor: ented target adds ane Setback ce Mo al ski checks he performs, KNOCKDOWN (ACTIVE) When Knoekdown is triggered, the target is « knocked prone r [AGE OF REBELLION ION (PASSIVE) Jon weapons are designed to knock out opponents’ shields Sensors, and engines. They have shorter range then laser weapons, and deal larger amounts of damage, but th ‘artageis dealt tothe target’ stain threshold. This damage is stil reduced by armor and soak LIMITED AMMO (PASSIVE) ‘A weapon with the Limited Ammo quality can be used to ‘make a numberof attacks equal to its Limited. Ammo rating ‘before it must be reloaded with a manewer. In akition, each ‘hot expends ane of a limited numer of rounds, which must be purchased or otherwise obtained before the weapon can be used again This also applies to grenades ard other “one. Use" weapons that have tne Limicea Ammo I qualty LINKED (ACTIVE) Some pated weapons are designed to fire together atthe same target. When fring a Linked weapon, on a sucessfi atiack the weapon deals one hit then one adctional it for fevery Advantage €) gated onthe Gunnery check, upto the veapon’sLinked rating. Aditonal its om Linked weapons an only be applied agains the orignal taret PIERCE (PASSIVE) ‘An atack made wit hs weapon ignores an amount of soak equal to the weapon’ Perce rating I the weapon nas a higher Pierce rating than the target's total soak, attacks made with completly ienore that target's soak For example, Cael stabs a battle droid with his Vibroknife, which has Pierce 2. If that droid has 3 soak, Cael ignores 2 of that soak, and the droid ‘counts as only having 1 soak against his attack. I the droid had 2 soak, then Cac’ attack would ignore its soak entirely. STUN DAMAGE (PASSIVE) Some weapons deal Stun damage instead of regular dam ‘age In this case, the weapon deals damage as strain instead ‘of wounds, Ths damage is stil reduced by a target's soak A variant ofthis is Stun setting. As an incidental action, the welder can choose to sich the setting of his weapon to “Stun.” In this case it does Stun damage as described above TABLE 5-1: WEAPONS Trae Skill recs course | Rangeoiuent) | 5] 4 | ster Wem sleser | pangediuign) || S| 4 Medum BosterPstot | Ravgediuieh) | 6 | 5 | Medum Heme Bster | ranged ight) | 67 | 3 Medium ‘ater Caroine | Ranged Heaw) | 9 | 3 | Medum Bosereie | Rangeaineay) | 9 | 5 | tone Heavy | | Reveatne | Gumery 15| 2 | to | Boner | Garwiaide | Raed eon | 10 | 2 | tone Range (ie | FnGerace since | Rmeeaiuen | 8 | WA sen a ee femorPercre | rangestuen | 16 | 5 | shot ras Knuckles Ceres aera Sa Truncheon Melee [2 WEAPON CHARACTERISTICS ach weapon has a variety of characteristic that cetine its ablitios and make it cstne. NAME ‘The genoral name ofthe weapon SKILLUSED ‘The combat sil used when attempting an attack with this ‘weapon, BASE DAMAGE (DAM) ‘The base damage the weapon infets peor adding damage trom uncanceled Successes ¥. When calculating the total ‘damage for ait, each net Success ¥ generated by the attack check adds one point of damage to this base damage rating. 200 | stunsettne 300 | Sun setting 400 | Stn setting 7100 | Stn setting 1850 | Stun setting 900 eae stun setting 6.000 | Autofre, Cunbersome 5, Pierce 2 5,000 | Cumbersome 2 Pierce S Blast 6, imted Ammo | 75 | Blas 8, Ojonent 5, Stan damage, Limited Ammo | 100 Perce 5 25. Disorient 3 | Pierce 2, Stun setting Disorient 2 250 | Pesce? The effective range of the weapon. See Range Bands on page 16. CRITICAL RATING (CRIT) Indicates the number of Avantage © required to trigger a Critica Injury using this weapon. PRICE Thisis the price ofthe weapon on the open market SPECIAL ‘The aualtes or other special rules this weapon possesses. “More inept descriptions ofthese qualities can be found ‘on page 32, while rules specific o a certan type of weap- ‘on are desctved in the weapon's description, an page 31 ARMOR A apn strikes. and also from are Whether i a blast helmet ora vest, each kn he folowing isis in common DEFENSE Th lense adds sice Ml itackers pool. Ths reflects the armors. a SOAK xdded tothe target’ Brawn and s TABLE 5-2: ARMOR a v Below salt ofthe some ofthe most common armor ty ind throughout the galaxy HEAVY CLOTHING ‘damage, butt ean misdirect an occasional knife blade of PADDED ARMOR np use aga st ARMORED CLOTHING 4 portant ial organs. An Average (@) is that a person's clothings pated Perception check ce HEAVY BATTLE ARMOR sn neay st roapers, bounty hunt armor Heavy bat oriigaitake the form ofa heavy ves GEAR [rittnt eeasectingase ser bu COMLINK CCominks allow for vo parties, Some models are built int ‘auaio communication between segments. Most operate on a standard set of frequencies hat can be adjusted as desire to elude derection ELECTROBINOCULARS Electrabinoculars allow the user to see normally in low tght for extremely bright conditions, and can magnify targets up 0 ten hlometers away, When using lectrobinoculars, char ‘acters remove up to one Setback die ll imposed du to long range or poor ght MACROBINOCULARS Macrobinaculars use rugged imaging systems to magnify faroff objects Users. When using macrobino lars, characters may also remove up to one Setback die Ml imposed due to long ran GENERAL PURPOSE SCANNER Scanners indicate the nearby presence of lfe forms, heat fonts radiation sources, acoustic emissions, or any combina tion thereof. The motion sensing operates upto a distance targets up toa kilome HAND SCANNER and scanner" isa catchall designation fora wide varity of handheld scanning devices designed to run speci purpose scans, checking for atmospheric contaminants, posons, erm in tho case of mechanics) microfracture or stress points EMERGENCY MEDPAC Emergency medpacs allow for basic fist aid in the Fld. A character using an emergency medpac can attempt to heal others using Medicine checks without on page 23 aly, 35 detailed ae Ra) | eect akoumcodonl ee ee een Ranrersamrer estrone ee Ce ers ee st) ee ee aver ree to add one Boost die fl to the dice pool TABLE 5- GEAR Gomi 25 Eedkctinec 250 Macrobinecsir | 75 Tard Sen | 100 at Merae I “00 Disguise Kit | 100 eon Lock Breaker 1,00 tees 25 Fetahing® ato Pack I 5 Space St | 100 arkpack sc Datapad | 5 om Ro ¢ ira ReoadsPoner Feds 35 Eiergency Rapa Pach 25 MEDPAC This medpac allows the user to perform relatively complcat 4 medical procedures i the fl talons characters toa ‘emp to heal others using Medicine checks without penalty as described on page 23, and additionally grants a Boos die Eon all attempts. in addition, the internal stim storage ‘rants the user tree stimpacks per day STIMPACK. Stimpacks are auto-injection tubes filed with: medicine bacta, and painklles. I takes @ maneuver for a character to inject a stimpack; tis can affect that character or an ngaged ally. A stimpack's a one-use tem and is effects are scribed on page 20, DISGUISE KIT Disguise kts contain the means to make an inivdusl look diferent than his or her normal self with makeup, false hair pieces, iis chromatics, and even falseprnt skins and DNA ks In advanced Kis ODDS AND SUNDRIES ene Ceara tit eee ee a er ee ee eee ee rear eee ree 2 meticulous fashion Player ore eer mc ters would actually cary ELECTRONIC LOCK BREAKER Electronic lock antisecurty si systems that can hack Urough most standard ele BINDERS Binder restraints are desie suboues a alter of ether sheer braun or impressive aglty, and so aning a set of birders requires a Daunting ( @ @ ©) ‘thletis Cooranation check RESTRAINING BOLTS, Restraining bots sone the same function on droid 3 bind €ersd0.n other sentient. Player Character droid may make 2 Dauntine (@ @ @ @) Discipline check io ov RATION PACKS Bland and flavors tuted into 2 full serving through bul-in BREATH MASKS AND RESPIRATORS Not all planets and environments are ospitable to all spe: es, and thus mechanical aids to any travellers requir help them breathe outside of their nave habitats. Some ‘examples these devices include simple nose plugs, ftration masks, and aquatic rebreathers for actvty underwater. SPACE SUIT ravel occurs in space, having. oncerns such a com sults come with hull integnty i usually a good idea, Mos repair packs to seal smal tears or gasket BACKPACK A ck can serve many important fun ying survival gear (o DATAPAD Datapads ar 1st technologically civilized plan re used to record, store, display, and organize almost any kind of data, fe ae GLow RoD A glow rod isa handheld light source that ina diectional beam EXTRA RELOADS/POWER PACKS ‘E«tra reloads help characters mitigate an “out of ammo" De pair result with a ranged weapon. By spending, ver, they may reload ther weap. TOOLKIT nere siti a skilled mechanic ca neers and other technicians to hecks without penalty and also to make ics checks to “hea” dros [see page 25) EMERGENCY REPAIR PATCH Emergency repair patches ae one-use tems that can use ds to heal oun al ter to use an emergency repair patch on an engaes self in the case ofa droid), and the patch functions he same manner as a stimpack hati only affects droid characters ‘© Sithouette: An abstraction ofthe general size ofa ship + Hull Touma Threshold: ‘System Strain Threshold: Pe init to which ship rhicle can be pushed or jostled about before imp tant systems overload or shut dowr HANDLING A sip or vehicle's han. ding characterstic de tates the number ol Boost cice L] or Set back dice ML added a player's dice poo when performing a Pi ioting check Baseline andling is 0. Pots add Setback ce Ilequal to 2 vessels negative han: ‘ing value or Boost dice equal to a ship or vehicles positive handling valu SPEED A ship or vehicle's speed charac Istc dictates how quickly an object is capable of moving relative to its environ ent, and what maneuvers are available to Its pilot Speed, aslisteo,sa°maslmum’ value. plot can alnays choose to go slower than his maximum speed. Speed (indicates a stationary ship or veicle, while high Indicate higher rates of speed, SILHOUETTE Silhouette Is an abstract number used to describe a ship or chicle’s size and mass relative to other ships and vehicles. Silhouette is used to calculate the difficulty of attack 215 of aiferentsies,Sihouette values range from tD 10, where 0 is smaller than a human (such a8 3 specific starship component, a Jawa, oran astromech drei) 1 epresent the sizeof an adult human, most starighters and light freighters are 3-4, and sthouette 10 is tly massive warship. HULL TRAUMA THRESHOLD Like the wound thvesholé of a Player Character, a vessels hill trauma threshold represents the amount of phys: al damage that ship or vehicle can take before it ether rippled or destroyed. Hull trauma threshold is measure in starship scale, meaning that one point of hull trauma is equivalent to ten wounds for an individual When a ship sufters damage in excess of its armor. that damage is suffered as hull trauma, When bull trauma ex eds a ship oF vehicie's hull trauma threshold, the Ship is disabled. NPC vessels of litle importance are simply de stroyed, but PC-crened ships of importance to plot shut down and suffer a Critical Hit rom Table 6-4: ‘Starship and Vehicle Critical Hits or page 41 ‘SYSTEM STRAIN THRESHOLD System strain works the seme way as tain sutfere by char ‘2cters. A venicle tat sullers strain in excess of ts system ‘tran threshold suffers a shutdown cf nearly ll ship systems In game terms, when a ship or vehicle exceeds its system stain threstold, its speed drops to O during the folloning round. The majority of its systems (such as engines, weap ‘ons and shields) cease operating 2s well. This move, Its weapons cannot shoot, and ts defense drops to 0, Ships and vehicles ume: For every do recover from system st ull day a during which a vess it reduces its total syst ‘nvids taking System strain One diference between system strain and regular strain is that system strain cannot be recovered by spending Adantage ©. It can be restored through the Damage Con rol action (se page 41) or overtime, as desctibed above DEFENSE Defense rellects a ship or vehicle's ability to compete ‘ons through use of deflector shields or other, more esoteri This isa crucial protective and itis the ist line of defense for the majorty of space going vessels {and even some ground vehicles). In game terms, each point Of defense adds one Setback de Mlto any incoming attack ‘heck made against a ship or vehi ARMOR A starship’s second line of defense. and tne only protection available tothe majoity of ground vehicles, amo soaks up amage from attacks and impacts that ae able to penetrate a vesse's defense. Much like pe nor Worn Player Characters, a ship or vehicle's armor soaks a num of damage points equal to its rating. Asis based on star ship scale, one point ofa ship's armor is equivalent to ten points of soak on 2 personal scale. STARSHIP AND VEHICLE WEAPONS Starships, especially those in service with the Rebellion or Empire, are usually armed. Whi extremely varied, their weapon systems are co uniform. These systems are described on page starships and vehicles ar parative in the Ace oF Reseiuon Becanwen Gavel ship or vehicle ia weapons share a numberof common characteristic ‘© Range: This isthe range band within which the wea 5 most effective. Starship and vehic! be ited a targets farther away than tetr range. ‘© Damage: This number reflects the base damage that he mounted weapon inflicts on ts target on a suc tack For every net Success ¥¥ generated during the tack, the attacker adds + | damage tothe base rating ‘© Critical Rating: This cumber indicates the amount of Advantage © required to trigger a Critical Hit for 2 ‘even weapon. It enough Advantage is generates and a Critical Ht is triggered, see page 4 ‘© ‘Special Qualities: Many weapons, such as jon ca ‘ons, have additonal special qualities that affect the performance. Descriptions of these special elfects are found on pace 32. ach individual veticle enty tas its weapon systems clearly defined and described. STARSHIP AND VEHICLE COMBAT (Qcr reer tema saps a wes oy an important role in the Star Wars universe, and can help set the tone over the course ofa campaign, COMBAT OVERVIEW Starship and vehicle cominat in the Stor Wors: Act oF Rete LUoN Bren Gave follcins the same basic order and rules 2s those detaledin Chapter I: Combat. So and exceptions are addressed Note that there area varity of actions and maneuvers aval be tothe crew ofa starship or vehicle thal arent avaiable personalcale Combat. Alo note that no matter how m ‘crew are aboard a ven starship or vice, the ship self can ‘only perform maneuvers (and certain actions) during the pi lot's tum, Other crewmensters can stil perarm actions and ‘maneuvers appropriate to their crew station during thelr tur NARRATIVE SPACE COMBAT pace combat is quite abstracted. As staships are con ‘tantly moving and striving with one another for the upper hand, it would be nearly impossiole to map aut every move a Starfighter or starship makes, Instead, the Gare Master and players describe the ations the charactors and NPCS take, tembelich them with narrative fla, and then make tet sil checks to resolve the actions MANEUVERS (Characters may perform elther personal maneuvers as de scribed in Chapter Ml begining on page 13 las common Serse allows) or spacial starship manors 2s described ere. When ships or vehicles are in encounters, they should almays track their current speed. A ship might be operating fat any speed from 2er0 to ts maximum. However, characters must spend maneuvers to accelerate or decelerate A starship or venele with @ sihouette 1~4 can benefit ram one Plot Only manewer ina round, and can benef ram a second Plot Only manewer i it Suffers 2 system strain, Note thatthe plot must stil suffer 2 personal strain ‘or downgrade his action toa maneuver to perform a second Pilot Only mane A starship or vehicle with a sihou of § or greater can only over benefit from one Pict Only maneuver in around, period AACCELERATE/DECELERATE Pilot Only: Yes_Sithouette: Ary. Speed: Ary me plot may increase or decrease the ship or vehicles Cu ‘peed by one, to a minimum of zero or 2 maximum of FLY/DRIVE Pilot Only: Yes Stihouette: This starship maneuver reflects th ship or vehicle closer fo or farther avay from something, ‘Moving between one range band and the next always lakes 2 manewvers regardless of speed, with the folowing excep ions detailed below * Speed 0: The vehicle's not moving and cannot use this ySpeed: Any le act of moving ti ‘© Speed 1: One manewer to move within close range of a target or object, oto manewwers to move from close ‘© Speed 2-4: One starship manewer to move within cose range of a target or cbjec, to move fom dose to short ange rom short to close range "9 move fom close to medium oF med ship maneuvers dos range ‘© Speed 5-6: One starshio manewer to move within ange of target o e fom close to medium ngs, oF fom medium to cise range. Two starship ma peuvers to move or longo close range PLANETARY SCALE RANGE BANDS ee ee eee eee aie range coe ts ee ee eae een eet eer erent pet TABLE 6-1: SILHOUETTE COMPARISON Average (0) Easy) Hard © 0@) Daunting O44) TABLE 6-2: SPEED ADVANTAGE DIFFICULTY average #4) 1 Easy @) a Hare O60) Daunting 0000 EVASIVE MANEUVERS Pilot Only: Yes Silhouette: |-4 Speed: 5 xecuting Evasive fers upgrades the dificy i forall attacks made against t en STAY ON TARGET Pilot Only: Yes. Silhouette Speed: Aiaty dice @ In thele poo! lex Upgrades the Ability dice @ in ti yePuNcH IT lot Only: Vo Silhouette: | “ Speed: ACTIONS Characters may perform a numer of special starship actions as described here. Some of these actions are lateled as Pi. lot Only actions. starship or vehicle can benefit from only ‘one Pit Only action per round, no matter how many crew ‘members are aboard the craft Remember, any of the combat actions listed on page 14 can also be performed in. combats invoWne ships or vehicles (within tre Bounds of common sense, of course. GAIN THE ADVANTAGE Pilot Only: Yes. Sithouette: 1-4 Speed: “+ This action allons a pilot to gain the upper hand against a ‘ingle opponent and to poston the ship fr a etter attack ‘uring te folowing round. To execute this starship action, the pilot makes a Pioting check, the dificult of which is deter. mined by theeatve speeds the ships or vehicles invoWved in. the aack. These aificuties are outlined in Table 6-2: Speed. ‘Advantage Difficulty tho check succeeds, the plot ignores all penalies imposed by the Evasive Maneuvers starship ‘maneuver (or ttn sips) untl the end ofthe fllowing round It he fal is test, no advantage is gxines (Once the advantage has been gained, the opronent may attempt to cancel out the advantage by using Gain the Advantage. This works as described earlier, but the check s ‘one stop more dificult. DAMAGE CONTROL Pilot Only: No Silhouette: Any Speed: Any. Using this action, any character who makes a successful “Mechianies cneek recovers one point of system strain or null trauma forthe ship per Succoss ¥. The cificulty ofthe Me: chanics check is determined by the strain orhul trauma the shins currently sulering Damage Control can be attempted as many times as needed to reduce a ship's system strain to zero In general, characters can only attempt one Damage Contra check per source of hull trauma. The GM is the final arbitrator as to whether a PC can attempt repairs of hull trauma at all Characters can also use this action to repair Critical Hits the ship is sutfering rom, The aificulty of repatringa Critical Hits sted on Table 6~4: Starship and Vehicle Critical Hits on page 4. Checks to repair Critical Hits can be at tempted multiple tmies, until the Critical Hitis repairs, ‘TABLE 6-3: DAMAGE CONTROL DIFFICULTY BSC MRL LLL Sara ‘estnanval_ | Fatvenices nal ams | easy strain twresnola._| threshold. | ae See ‘Hull trauma equal to | | Strteetecg. | tests bs cee ee ima | Hae vehicle's system reshol. 00 Strain tesnols Sysen ran | yurwamacceets | peuning | Sages aun Ssemsven | wees! ooee ‘esha, PERFORMING COMBAT CHECKS WITH VEHICLE WEAPONS. Pilot Only: No. Sithouette: Any Speed: Any’ This action is the same action as the Perform a Combat Check action on page 14. However, there are some minor differences as to how i's implemented, because ofthe dit ferences between vehicles and individuals, The differences ‘are noted below Each starshp or vehicle weapon can only be freca maximum ‘of once per round unless a ule spectcaly allows othemise ‘Unless noted, al attacks with vehicle mounted weapons use the Gunnery kl ‘© The dficuty ofan attack is not based on range tis calculated by comparing the respective sihouettes of the attacker and defender (see page 40) ‘© A Critical Hit on a starship follows diferent rules, which are noted on page 42 Difficulty to Repair Effects Immediately sue 2 system svain No orearg eect, Engine damaged. Maximum speed reduces by 1 and | nating reac by 1 TABLE 6-4: STARSHIP AND VEHICLE CRITICAL HITS (ieee | Fst rca i ba Second Creat at nee ‘hia aia Wt | HO [Eee eines eins [AGE OF REBELLION STELLAR PHENOMENA AND TERRAIN rom time to time, characters might plot vehicles through iia terrain, astroi iis, or other hazards. When they {0 50, they must make Pting checks to av0d colisions The dificult of a Pioting check is equal tothe vehicle or starship’ curent speed of haf ts sihouette founding tp whichever highor The ler ofthe two values inaicates how ‘many times the difculty ofthe chock is upgrades, Faling these checks does not normally mean the ship or vehicle crashes flthough falingand generacing one Despal ‘may well res ina crash) Instead, it means that te plot has been unsuccessful in navigating through the station. NAVIGATION HAZARDS Terrestrial and celestial conckions can also add Setback dice Mito other manewers anc actions that require a Piloting check, as determined by the GM COLLISIONS ‘A vehici that collides with another vehicle ora solid object. sullers an automatic Critical Hi. CRITICAL HITS Critical Hits represent damage to essential ship systems, and ate simiarto Critical Injures suffered by Player Characters. As with personal scale Citical Injuries, ifthe victim ofthe Ctieal Hits vehicle ofr partcularimperzance (uch a fits pictisa minon, then tis destroyed. Otherwise, for each Cait a Hit infcted pon the vehce it sues the effects noted in Table 6-4; Starship and Vehicle Critical Hits o» page 41 COncea ship or vehicle sulters a Critical Hi, it counts as ut fering that Critical Hit until its repaired. Ths status counts ‘even ite effects ofthe Critical Hit oly last a singe round: REPAIRING HULL TRAUMA The effects of the Damage Control action can only repait ‘0 much, Proper repairs toa starship’s Ful require suitable facies, money, and time Once a ship i in sip or érydock for repairs, each point ‘of hull rauma restored costs roughly 500 credits. The final ost for repairs i left to the Game Master's discretion. The time requied 's also variable, and is left to the Game Mas- ters discretion. A good rule of thumb i that lent damage, up to a quarter ofa ship's total hull threshold, should take {an amount of time measured in days, while any damage over that takes neeks or even months 1o repair, dependingon the severity ofthe damage INTERSTELLAR TRAVEL [reser tee is 2 ertex ard hazardous process. in shor. a ship witha functioning nypereive can go anywhere the plot afows and arrve at any te the plot reques, Star ships without functioning hyperdrives can ony travel within the same star system, 2 they cannot eo faster than light speed SUBLIGHT TRAVEL Sublight travel happens in realspace while a ship is running Under sublight engines. Most starships are capable of travel ing rom a planets surtace to orbit under thelr avn power in mere minutes, rave! between planets can take hours or days. HYPERSPACE TRAVEL ‘While sublight travels how ships move between the planets ofa single star system, hyperspace travel is how they travel between the stars themselves Essentially another dimen sion accessed through the fantastic technology of the hyper drive, hyperspace alows starships to travel at mary times the speed oflign. Navigating even the most well

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