WEG released a free pamphlet available to those who owned Star Wars: The Roleplaying Game, Second Edition (often referred to as "The Blue Book"), updating the exsisting rules with the few minor changes that had been made for the Revised and Expanded edition. WEG reprinted the rules upgrade in the official Star Wars Adventure Journal, issue 11. The following is a transcription of that article. |
Whenever interpreting the rules during play, keep in mind this basic mechanic. Keep the story moving, focus on the characters, and the players aren't likely to argue about the rules: All they'll care about is the excitement of the game!
Clarification: A character can only improve a skill one pip between adventures.
Improving Specializations: Character Point Cost: 1/2 the number before the "D." Training Time: None if the character used the skill in the last adventure. One day per Character Point spent to improve the skill if the character has a teacher; two days per Character Point if the character is training on his own. May reduce training time one day per additional Character Point spent (minimum: one day).
Improving Advanced Skills: Character Point Cost: Two times the number before the "D." Training Time: One week per Character Point spent if the character has a teacher; two weeks per Character Point without a teacher. Characters must train to improve advanced skills.
Note: Some advanced skills have different rules. Check the skill's description.
Improving Attributes: Character Point Cost: 10 times the number before the "D." Training Time: One week per Character Point spent if the character has a teacher; two weeks per Character Point spent without a teacher. Character must train to improve attributes.
Note: The character rolls his new attribute; the gamemaster rolls the attribute maximum listed in the species description. If the character's roll is equal to or less than the gamemaster's roll, the attribute increases; if the character rolls higher, the attribute does not improve, but the character receives half the Character Points back.
Move: Character Point Cost: Number for the current Move. Training Time: One week per Character Point spent if the character has a teacher; two weeks per Character Point without a teacher. Characters must train to improve their Move.
Note: May not be improved above the maximum Move for species.
Force Sensitive: Character Point
Cost: Costs 20 Character Points to become Force-sensitive. Characters
may not "lose" their Force-sensitivity. Training Time: None
This skill covers formal academic training or dedicated research in a particular field. Scholar also reflects a character's ability to find information through research. Characters often choose a specialization to reflect a specific area which they have studied. Specializations are subjects often taught at the great universities throughout the galaxy, including archeaology, botany, chemistry, geology, history, hyperspace theories and physics. Specializations can also be topics a character can research on his own.
Scholar represents "book-learning," not information learned from practical experience. Gamemasters can choose to allow players a limited benefit under certain circumstances - the character is applying theory in a real-world situation.
The scholar difficulty is based on the
obscurity and detail of the information sought.
Tactics represents a character's skill in deploying military forces and maneuvering them to his best advantage. It may be rolled to gain general knowledge of how to best stage certain military operations: blockading a planet with a fleet, invading an enemy installation, assaulting a fixed turbolaser battery.
This skill may also be used to determine the best response to an opponent's move in battle: what to do if the enemy entraps your ships in a pincer movement, how to proceed in the assault should reinforcements arrive, what to do if a unit becomes trapped behind enemy lines.
Although tactics rolls might reveal how to best handle military situations, the final outcome of a battle hinges on other skill rolls - command for the leader, and the combat rolls of both forces.
Tactics difficulties should be based on various factors in a battle: how many units are involved, the setting, and the difference in training and equipment between units.
When rolling this skill, characters are often seeking ways to deal with military situations. The better the result, the more hints a gamemaster should give to help the character win the battle. Hints can take the form of reminders about different moves the enemy can make, suggestions on how to maneuver the character's forces, or (for especially good rolls) risky and unanticipated moves which could throw the enemy off guard.
This skill represents a character's skill at
using jet packs. Jet packs rely on pulling in surrounding atmosphere and
mixing it with fuel, so they can only be operated within atmosphere.
This skill represents a character's ability to use personal, self-contained rocket packs. These backpack units contain all the chemical thrust componants for propulsion and maneuvering, and can be used in zero, low, and high atmospheric conditions.
Weight | Difficuty Level | Weight | Difficulty Level |
10 kg | Very Easy | 1 metric ton | Heroic +10 |
50 kg | Easy | 1.5 metric tons | Heroic +20 |
100 kg | Moderate | 2 metric tons | Heroic +30 |
200 kg | Difficult | 2.5 metric tons | Heroic +40 |
500 kg | Very Difficult | 3 metric tons | Heroic +50 |
750 kg | Heroic | N/A | N/A |
Increase the difficulty based on how long the
character wishes to lift the object:
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Increase |
1 - 6 rounds
(up to 30 seconds) |
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7 round - 3 minutes | +1 difficulty level |
Up to 10 minutes | +2 difficulty levels |
Up to 30 minutes | +3 difficulty levels |
Up to 1 hour | +4 difficulty levels |
After the first hour, the character must make
a new lifting or Strength roll every hour at the same difficulty
as for one hour. If the character fails the roll, he must rest for twice
as long as he was lifting the heavy weight.
The first repair roll is made after 15 minutes of work. Additional repair roll times are noted in the skill's description and altered depending upon the situation.
The costs are always a percentage of the item's original value. If someone else does the work for the characters, double or triple the cost.
Drives: A Difficult repair roll is needed to replace a destroyed drive. The cost is 35% of the craft's original value.
Hyperdrives: A Moderate repair roll is necessary to fix a damaged hyperdrive.
Manueverability:
Dice Lost |
Repair Difficulty |
Cost |
-1D |
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-2D |
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-3D or more |
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Move or Space: To repair lost "moves," check
the chart below for difficulties and costs.
Lost |
Difficulty |
Repair
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and must be replaced. |
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Shields:
Dice Lost |
Difficulty |
Cost |
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or more |
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Weapons: Difficulties depend on how badly weapons
are damaged. The repair cost is a percentage of the weapons's original
cost, not the cost of the vehicle it's mounted on.
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be repaired |
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Modification Limit: Stats may only be increased
one "pip," one move level or one hyperdrive level at a time.
Increases in the charts below reflect modification above the original stat. Using these rules, no system may be improved more than +1D+2, or more than four moves.
A new improvement roll can be made every month of game time. As with repairs, the costs are a percentage of the item's original value; if someone else does the work, double or triple the cost.
Hyperdrives: The difficulty and cost depends
upon the old hyperdrive modifier compared to the new one.
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Failure on these modification repair rolls could permanently damage hyperdrives, or cause them to function sporadically.
Maneuverability:
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Increase |
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To boost a starship's Space stat, use the chart
below. (The ship's new Move can be found on the chart "Ships in an Atmosphere"
on page 110 of Star Wars, Second Edition.)
Increase |
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Shields:
Increase |
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Weapons: Can improve fire control and / or
damage.
Increase |
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Increase |
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Clarification: The Wild Die rule applies to all rolls, including damage rolls in combat!
1. Initiative. The character with the highest Perception on each side rolls his Perception. High roller gets to choose whether his side goes first or last.
2. Roll Actions. The first side acts now. Acting in Perception order (highest to lowest), every player tells you, the gamemaster, how many actions his character is making (so you can assign the multiple actions penalty). Each player rolls his character's first action.
This process is repeated for each character on the second side. After every character has taken his first action, the characters on the first side take their second actions. (Characters without second actions are skipped.) Then the characters on the second side roll their second actions.
This continues until every character on both sides has taken all actions.
Reaction Skills. When a character gets attacked,
he can use "reaction skills" to get out of the way. See "Reaction Skills"
under "Chapter Five: Combat and Injuries."
Combined Actions. Combined actions are
used when groups of characters work together to accomplish a single task.
Aside from working on the task, the only other thing a combining character can do is use reation skills.
The character with the highest command or Perception is the leader. He can only command as many characters as he has command skill dice.
If he's supervising only, he rolls his full command skill. If he's commanding and working on the task, this counts as two actions and he suffers a -1D penalty to his command roll.
Select a command difficulty based on the difficulty of the task, the skill of the characters involved and how well they work together. (Use your judgment.)
If the command roll is successful, the combined action bonus is +1D for every three characters combining. Add a +1 for one "extra" character and a +2 for two "extra" characters.
If the commander fails the roll, subtract -1D from the bonus for every point the roll failed by. (A bonus cannot go below 0D.)
The combined action bonus is added to the character with the highest skill who's working on the task.
If a group of characters are combining actions on a combat task, the bonus can be split between the attack roll and the damage roll. If a task requires two or more skill rolls, the bonus can be split up among any of these rolls.
Note: In Star Wars, Second Edition,
this section was in Chapter Three, "Basic Mechanics," pages 54-58.
Clarification: Characters may spend two
Character Points for skill or attribute uses, including attacks.
Characters may spend five Character Points on specializations, when dodging or parrying (including vehicle and starship dodges, and lightsaber parries), or when using Perception or control to resist other's Force powers.
Clarification: Characters may use Character Points or a Force Point in a round; they may not use both.
Character Points and Force Points may be spent at any time.
Note: In Star Wars, Second Edition,
this section was in Chapter Three, "Basic Mechanics," pages 60-68.
Characters use "reaction skills" to block
or avoid attacks. The game's reaction skills are dodge, melee parry,
brawling parry, and lightsaber (if your character is wielding
a lightsaber). Repulsorlift operation and other vehicle skills can
be used to perform a "vehicle dodge" to avoid enemy fire. Capital ship
piloting, space transports and starfighter piloting can be used
to perform a "starship dodge" to avoid attacks.
When someone attacks a character, the target character declares the reaction and must roll the skill before the attack roll is made. The reaction skill roll is the attacker's new difficulty number and is in effect for the rest of the round.
The character can use up any remaining actions for a reaction or have the reaction be an extra action, accepting a higher multiple action penalty for the rest of the round.
Called Shots. Attackers can make a "called
shot" against a small target. Add +1D to the difficulty for a target 10
to 50 centimeters long. Add +4D to the difficulty for a target one to 10
centimeters long. Add +8D to the difficulty for a target less than a centimeter
long.
The scales, from "lowest" to "highest,"
are character (creature), speeder, walker, starfighter, capital and Death
Star.
The scale modifiers reflect the differences
between smalle, fragile targets (like characters) and large, tough targets
(like Star Destroyers).
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Example: A landspeeder (speeder-scale) is firing at an AT-AT (walker-scale). The landspeeder has a modifier of 2D; the AT-AT has a modifier of 4D. The adjusted modifier is 2D.
Lower Against Higher. When a "lower" scale
character or vehicle is shooting at a "higher" scale character vehicle:
Example: The landspeeder fires
at the walker. The landspeeder's blaster cannon has a fire control of 2D
and a damage of 3D+1. The walker has no maneuverability (0D) and a body
strength of 6D.
The landspeeder gets to add the adjusted modifier of 2D to its roll to hit. If the landspeeder hits, the landspeeder rolls the cannon's normal damage of 3D+1. However, because the walker is of a higher scale, it gets to add the adjusted modifier of 2D to its body strength of 6D: it rolls 8D to resist damage.
Higher Against Lower. When a "higher" scale character or vehicle is shooting at a "lower" scale character or vehicle:
When the walker fires, it uses its fire control normally. The landspeeder, because it is a lower scale vehicle, adds the adjusted modifier of 2D to its maneuverability to dodge the attack.
If the walker hits with its blast, the walker adds the adjusted modifier of 2D to its normal weapon damage. The landspeeder only rolls its normal body strength to resist damage.
Wounded. A wounded charac who's wounded a second time is wounded twice.
Wounded Twice. A character who's wounded twice falls prone and can take no actions for the rest of the round. The character suffers a penalty of -2D to all skill and attribute rolls until he is healed. A wounded twice character who is wounded again is incapacitated.
Mortally Wounded. A character making a Moderate first aid total can "stabilize" a mortally wounded character. The charac is still mortally wounded but will survive is a medpac or bacta tank is used on him within one hour (Moderate first aid total); otherwise, he dies.
Stun Damage. Weapons set for stun roll damage normally, but treat any result more serious than "stunned" as "unconscious for 2D minutes."
In Very Easy, Easy, and Moderate terrains,
cautious movement is a "free action": it's not considered an action and
the character doesn't have to roll her running or vehicle operation
skill.
In Difficult, Very Difficult, and Heroic terrains,
roll against the terrain difficulty but reduce the difficulty by one level
(i.e. Very Difficult terrain is Difficult to cross). In these terrain types,
cautious movement counts as an action.
Characters and vehicles can automatically
cross Very Easy, Easy, and Moderate terrains. Characters and vehicles must
roll to cross Difficult, Very Difficult, and Heroic terrains.
Characters must roll to cross Very Easy,
Easy, and Moderate terrains.
Increase the terrain difficulty by one level
in Difficult, Very Difficult, and Heroic terrains. (Difficult terrain is
Very Difficult to cross.)
For Very Easy, Easy, and Moderate terrains,
increase the difficulty one level (i.e. Easy terrain has a Moderate difficulty
to cross). For Difficult, Very Difficult, or Heroic terrains, increase
the difficulty two levels.
Acceleration and Deceleration. Characters may increase or decrease their movement speed up to two levels per round.
Vehicles may increase or decrease their movement speed up to one level per round.
Long-Distance Movement. All-out movement takes its toll after extended periods of time.
Characters or animals going all-out must make stamina rolls every minute. The first difficulty is Very Easy; increase the difficulty one level for each additional roll. If the character fails the roll, she must rest for twice as long as she was moving all-out.
High speed movement requires stamina rolls once every 10 minutes. The first roll is Very Easy and increases one difficulty level for each additional roll.
Vehicles going all-out must make body strength rolls every 10 minutes. The first difficulty is Very Easy; increase the difficulty one level for each additional roll.
If the vehicle fails the roll by 1-10 points, it's suffering strain and must "rest" for twice as long as it was moving all-out. If the vehicle fails the roll by 11 or more points, the vehicle has suffered a mechanical failure and requires a Moderate repair roll and at least one hour of work.
High speed movement requires body strength rolls once every hour. The first roll is Very Easy and increase one difficulty level for each additional roll.
Maneuvers. The movement difficulty includes basic maneuvers: straight-line movement, a couple of turns and other simple movements.
For more complex maneuvers, add the difficulty
modifiers as needed:
+1-5 | Maneuver is fairly easy. |
+6-10 | Maneuver is somewhat difficult and requires a certain amount of skill. |
+11-15 | Maneuver is very difficult and requires a very talented (or lucky) driver or pilot. |
16+ | Maneuver appears to be almost impossible. Only the very best drivers can pull off a maneuver of this difficulty. |
Character Movement Failures. Movement failures remain as listed in Star Wars, Second Edition, page 95 except as noted below.
7-10. Fall. The character falls halfway through her Move, but manages to catch herself and is now kneeling. She may take no actions for the rest of the round and suffers a -2D penalty to all actions for the next round
11-15. Minor Tumble. The character falls one-quarter of the way through her Move. She may take no actions for the rest of the round and the next round.
A character moving at all-out takes 1D damage; characters moving at slower speeds take no damage.
Collision Damage. Collision damage depends
on how fast the character or vehicle was moving.
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Ramming. Add +10 to the movement difficulty for the ramming vehicle. Ramming counts as a separate action: the pilot suffers an additional -1D penalty.
If the pilot beats the new difficulty number, he rams the target. If the pilot rolls below the original difficulty number, he suffers a "movement failure." If the pilot rolls above the original difficulty number, but below the new difficulty number, he crosses the terrain safely, but the ramming attack fails.
Lightly Damaged. Roll 1D to see which system is damaged.
1-3. Vehicle loses -1D from maneuverability. (If the vehicle's maneuverability has already been reduced to 0D, the vehicle suffers -1 Move.)
4. One on-board weapon was hit and destroyed.
5-6. Vehicle suffers -1 Move.
Heavily Damaged. Roll 1D to see which system is damaged.
1-3. Vehicle loses -2D from maneuverability. (If the vehicle's maneuverability is 0D, it suffers -2 Move.)
4-6. Vehicle suffers -2 Move.
Severely Damaged.
3. Overloaded generator. The engine or generator
begins to overload and will explode in 1D rounds, completely destroying
the vehicle.
-1 Move: The creature or vehicle can no longer move at all-out speed; it's limited to high speed.
-2 Moves: The character or vehicle is limited to its cruising speed.
-3 Moves: The character or vehicle is limited to its cautious speed.
-4 Moves: The vehicle's drive is disabled and it cannot move until repaired.
-5 Moves: The vehicle is destroyed.
Making Calculations for the Jump to Hyperspace. Calculating a route takes one minute if the character is using a well-travelled route or is using pre-calculated coordinates. (In emergencies, a character can try to jump into hyperspace in one round instead of one minute. The astrogation difficulty is doubled and the character rolls each round until he either beats the difficulty number or suffers an astrogation mishap.)
Calculating a route between known systems takes about half an hour. These calculations take a few hours if the ship has never jumped to the destination system before. If the character doesn't know where he is, it takes one day to determine his ship's current position and then compute hyperspace coordinates.
A ship can move once per turn. The pilot picks one of four speeds: cautious, cruising, high speed, and all-out speed. The terrain difficulties are modified by speed, just as in vehicle movement.
Acceleration and Deceleration. Starships may increase or decrease thier speed one level per round.
Maneuvers. Apply the same modifiers as for vehicle movement.
Movement Failures. Use the same results as for vehicle movement failures. If a starship gets a "collision" result and there's nothing to run into, the ship goes spinning wildly out of control for the rest of the round and the next round.
Tractor Beams. A captured ship that doesn't
resist can automatically be reeled in towards the attacker at five space
units each round.
If the target ship resists, roll the tractor
beam's damage against the target ship's hull code. If the target ship's
hull code roll is higher, the ship breaks free. If the tractor beam rolls
equal to or higher than the target ship, find the result on the chart below.
roll >= hull roll by: |
reeled in: |
damage: |
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Starship damage is modified as follows:
Lightly Damaged. Starships can be lightly damages
any number of times. Each time a ship is lightly damaged, roll 1D to see
which system is damaged.
Heavilty Damaged. Heavily damaged ships
have taken a much more serious amount of damage. If a heavily damaged ship
is lightly damaged or a heavily damaged again, it become severely damaged.
Roll 1D to see which system is affected:
Severely Damaged. A severely damaged ship
which is lightly damaged, heavily damaged or severely damaged again is
destroyed.
Roll 1D to determine which system is affected:
1-4: Weapons are severely damaged but may be repaired. 5-6: All weapons aboard the ship are destroyed.
These rules allow gamemasters a firmer hand in controlling the powers available to Jedi characters.
Tremors in the Force. Jedi cause "tremors" whenever they use the Force; these ripples can be detected by other Jedi.
A Jedi who sparingly uses the Force and then only uses it in a minor way creates the faintest ripples, detectable only by powerful Jedi at close ranges.
However, a Jedi who often uses the Force in grandiose displays creates very noticible ripples which can be detected by other Jedi at vast distances. Those who rely on the Force as a crude instrument of power are very likely to draw the attention of people whom they'd much rather avoid...
Premonitions and Visions. Some Jedi characters experience premonitions, dreams and visions. Such occurences have been known to warn Jedi of impending danger or summon them to "crisis areas" where their unique abilities are needed.
When characters recieve thier first die in a Force skill (control, sense, or alter), they recieve one Force power.
Force Skill. Character Point Cost: Number before the "D." Double character point cost without a teacher. Training Time: One day per Character Point spent if the character has a teacher. Two days per Character Point without a teacher. Training time may be reduced by one day for each additional Character Point spent (minimum of one day).
Force Powers. A Jedi may be taught a new power each time a Force skill is improved one pip. The new power is chosen by the teacher and must use the improved skill (for instance, a Jedi improving control could not learn a power based solely on alter).
A character may be taught a Force power without improving a Force skill, but the character must spend five Character Points.
A power that uses two Force skills counts as two powers when being taught powers.
A Jedi character cannot use a power that has not been learned.
The Lure of the Dark Side. When a character with Dark Side Points uses a Force skill, her skill roll gets a bonus of 1D per Dark Side Point.
A Jedi may refuse this bonus, but the difficulties of all Force powers should be increased by at least one difficulty level to reflect the intense concentration needed to avoid the dark side's temptations.
A character who has gone over to the dark side no longer recieves this bonus.
Intuitive Powers. It is well-known that some beings can push themselves to feats of great strength or endurance. Likewise, Jedi characters, when faced with an incredible challenge, may exhibit powers they had not previously learned.
At the gamemaster's discretion only, characters may be "granted" powers in exceptional circumstances. This reflects the Force's mystic and often unpredictable nature.
Gamemasters may grant the power for "free," require the Jedi to spend a number of Character Points or Force Points to learn the power, or set other conditions. Gamemasters may grant a Jedi a power on a one-time basis to indicate the importance of a particular task, or to "reward" characters who have performed exceptionally well by allowing them to "subconsciously" learn a new power.
Returning to the Light. Dark Side characters
can return to the light, but it's not easy.
A dark side character must prove her commitment to the light by spending a Force Point in a selfless manner at a dramatically appropriate time. Often, this requires the character to make a heroic sacrifice.
When a character is redeemed, the dark side exacts a final toll: she loses all Force Points and Character Points. The character's Dark Side Point total drops to five... She must atone to remove the Dark Side Points or else she could very easily fall back under the sway of the dark side.
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