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General Rules[]

Books Used[]

Everything is potentially fair game; however, material from the out-of-era books (such as Jedi Academy, Force Unleashed, Knights of the Old Republic and Clone Wars) as well as material from out-era found in other books must be approved by the Game Master on an individual, point-by-point basis. In this case, it is better to ask permission than to beg forgiveness; the GM does not like surprises.


That said, the books the Storyteller has are as follows, in alphabetical order:

  • Clone Wars Campaign Guide
  • The Force Unleashed
  • Galaxy at War
  • Galaxy of Intrigue
  • Jedi Academy Training Manual
  • Knights of the Old Republic Campaign Guide
  • Legacy Era Campaign Guide
  • Rebellion Era Campaign Guide
  • Scavenger's Guide to Droids
  • Scum and Villainy
  • Star Wars Saga Edition
  • Starships of the Galaxy
  • Threats of the Galaxy

Errata[]

Wizards has taken the official errata down from their website, but others have preserved it. Star Wars Saga Edition Official Errata is where I have preserved it. The Errata is suitably official, and is to be taken to supersede the rulebooks, unless in turn overruled by this game's house rules.

Also, you might wish to avail yourselves of the Official FAQ Compilation Thread's wisdom.

Anti-Munchkinism[]

Creative applications of the rules are not necessarily a bad thing. However, munchkinism will not be tolerated - attempts to dominate the game will not be tolerated (Such as using a gaggle of astromech droids to spam Aid Another attempts). Anti-Munchkin rulings, when handed down, are final; argument will not be tolerated.

Optional Rules in Effect[]

The following optional rules from officious and semi-officious sources are in effect.

Old Wounds[]

This is a new use of the Treat Injury skill.

  • Critical Care (Trained Only; requires a medpac and surgery kit): You may attempt to use multiple medpacs on a creature in a 24-hour period. This requires one minute, and it expends the contents of one medpac. If you succeed on a DC 20 Treat Injury check, the creature regains a number of hit points equal to it's character level, plus 1 hit point for every point by which your check result exceeds the DC. You take a -5 penalty to your Treat Injury check for every previous attempt at critical care in the last 24 hours, even if that attempt was unsuccessful.
  • If you fail the Treat Injury check, the creature overdoses on the medicines in the medpac, causing it to take damage equal to its damage threshold. If this would reduce the creature to 0 hit points, it dies unless it spends a Force Point to save itself.
  • You can attempt to perform critical care on yourself, but you take a -5 penalty on your Treat Injury check.

Gamemaster Rules[]

These rules are those the Game Master is using.

Near-Death and Recovery[]

Players often get themselves into nasty situations, which may get the better of them - especially when they wind up on the wrong side of an all-out attack with a vibroaxe that scores a critical hit. Players who fall unconscious normally (by being moved to 0 hit points, or moved down the condition track to the sixth step) recover normally and wake up normally.

Sometimes, however, players get into an extraordinary amount of harm, such as being almost bisected vertically with a lightsaber. In these instances, players in possession of a Force Point (and barring the use of any more extraordinary means, such as expending a Destiny Point) automatically spend one to save themselves, even if this would violate the normal rules about the use of Force Points in one round.

  • This is not optional - if you have any Force Points left, you automatically spend it. If you have no Force Points but Destiny Points left, you will automatically spend them instead, to greater effect.

However, such dramatic injuries are not as easy to recover from as being shot down the condition track by a thousand individual -1 hits. Characters who are injured this grievously require medical attention to recover, and lots of it. They begin with a permanent -5 on their condition track being unconscious and essentially comatose, medically alive and not brain-dead but little better. Even if they regain their full hit points via powers such as Vital Transfer or surgery, they're still in dire straits and unable to take any actions to help themselves, save the use of Force Points or Destiny points to avoid further harm should it somehow befall them. Only time and medical attention will heal these characters, with the following times (cumulative):

  • Upgrade to -4: 30 days
  • Upgrade to -3: 14 days
  • Upgrade to -2: 7 days
  • Upgrade to -1: 4 days
  • Upgrade to healthy: 2 days

All of these times require that a character is receiving devoted medical attention by a medical professional with a check bonus of +10 and support staff (nurses, et cetera). The conditions can be rudimentary, as long as they are clean and stocked.

Of course, most heroes don't want to have to spend two months recovering. Improved conditions (modern medical facility with advanced medical procedures and drugs in stock) or a genius physician (has the Surgery Expertise feat and a check bonus of +20) will add a +1 multiplier to the time one spends under care. (Cumulative; a modern facility and a genius physician cause each day to pass as three days.)

And of course, there's bacta. Bacta tank immersion is the standard treatment for traumatic injury, and it's easy to see why. In a bacta tank, each hour spent recovering from trauma and receiving surgical care upgrades the recipient of such care by one permanent step, to a maximum of a permanent -2 step on the condition track. Thus, a character who receives drastic, traumatic injury, such as having an arm and a leg severed, nearly dipped in lava and their lungs scorched can be restored to a permanent -2 condition (able to move about, even fight) in only three hours of treatment, and if he's properly treated by a genius and cared for in a well-stocked hospital, be at peak condition in a mere two days time.

Needless to say, those who can have bacta, want it badly. That's not the end of it, however: the best bacta in the galaxy, which is only to be found on Thyferra (or possibly exported at prohibitive sums), will alleviate this even more. Five hours' immersion in the best bacta and the worst injuries may be made whole.

  • Historically, kolto was said to be even better than bacta, though those who know of the obscure material know of it as a cut-rate substitute for bacta now, suitable for medkits and better than nothing. Modern kolto tank treatment (in similar fashion to bacta tank treatment) is the same as being treated by bacta, but it only recovers you to a permanent -3 on the condition track, over the course of twenty hours instead of two, and you must heal normally from there.
    • Historical kolto dating to the Jedi Civil War, were some to be found (through some miracle) is even better than the best bacta that can be produced by the natives of Thyferra. It restores even the most grievously wounded characters to peak condition in but two and a half hours' rest - it was so effective that, when it was plentiful, it was standard operating procedures in all medical bays and hospitals to put anyone with even the faintest life signs immediately into the tank and hope for the best. Some rare lucky individuals were known to have made nigh-miraculous recoveries this way, though a great many more were beyond even kolto's efficacy to treat.
  • It is worth noting that Destiny Points are really, really good at saving your life - one cannot usually fulfill a destiny posthumously, and no destiny shall be interpreted in any way as to deny a player the use of their Destiny Points for purposes of saving their lives. If you use a Destiny Point, you can escape any harm somehow, unscathed. Obviously there's the use of a Destiny Point to negate an attack upon you, which may be retroactively declared. If you don't think it's a good idea, however, you may also use a Destiny Point to escape from an encounter; upon such declaration, you must leave the battle immediately and cannot come back, by any means you have at your disposal, including outright deus ex machina such as leaping off a tall building and landing on a cargo hauler that passes by. You are removed from the encounter safely, and escape to any position which will not pose an environmental danger nor danger of imminent discovery by hostile forces. This use of a Destiny Point will also retroactively ignore an attack (or at least ignore repercussions it would have had, such as traumatic injury), but you may not continue to battle. Effectively, this is escaping the battle at the cost of being unable to participate in the rest of the encounter and a Destiny Point. This may also be used to larger effect to remove oneself completely from hostile areas, even escaping from a planet or system altogether.
    • In Episode 3: Revenge of the Sith, Jedi Master Yoda confronts Darth Sidious in the Republic Senate Chambers. Yoda is getting his ass whipped, and while he probably survived the fight and escaped legitimately, he was in the very heart of the newly-formed Empire's power base. He used a Destiny Point (his last remaining Destiny Point, in fact) to invoke Deus Ex Machina and have Senator Bail Organa of Alderaan show up to spirit him safely off-world; subsequently, he retired to Dagobah, awaiting the day when the next Jedi would come to him for training.

Trauma[]

When a character is brought nearly to death (as defined by being forced to use a Force Point to survive an attack), he may suffer a grievous injury. This can be obvious, gross physical trauma, such as having one's arms removed by the swing of a vibrosword, or it may be debilitating scarring of the lungs. Traumatic injuries occur solely at the discretion of the GM - typically they are repaired as a matter of course undergoing the normal healing process, but occasionally complications may arise.

  • Tenal Ka's first lightsaber exploded in her severed hand, shredding her arm beyond all hope of repair.
  • When Luke lost his hand on Bespin, it fell down the shaft before he did, and was lost forever to the gas giant.
  • When Darth Vader was defeated by Obi-Wan Kenobi and left to die on the shores of a magma river, his severed limbs were destroyed by the magma, his whole body was scarred, and his lungs were damaged.

The point, however, is that sometimes things like this may happen. While the GM will try to be lenient, if you are fighting in a place where loose limbs will be lost or destroyed (or if you are pulled away from the fracas by your comrades who fail to recover your loose limbs in the process,) you may wind up with a prosthetic instead of a hand returned to you.

Prosthetics[]

Prosthetics do not impose any penalty on Use the Force checks. The Force is with you, not your Midichlorians, which are an effect of a high Force-sensitivity, not a cause. (How else would a crystalline sentient be Force-sensitive, then?)

  • It should be known that there may be prosthetics which perform better than biological components. While you are free to use these in the event of losing such capability to normal causes, having perfectly functioning body parts removed in favor of an increase to one's attributes or abilities is a Dark Sided act and worthy of a Dark Side Score increase.
  • I can see why you would do this, but this subject could be hotly contested. It could be taken that it could be considered a cultural thing, like getting a piercing or tattoo or a cybernetic implant. And tactically-wise, if someone feels that a prosthetic would better help them to save others or fight injustice, who's to say they had done an evil act? -WaveRaider.


Stunting[]

As an Exalted player, the concept of stunts pleases me; players doing over-the-top, heroic things as befitting Jedi will be rewarded by being made more likely to succeed, and further adding to characters' Force Points or even invoking a free Destiny Point.

The way stunting works is simple; to promote role-playing and good, vivid descriptions, one simply must describe what one is doing. Detail will be taken into consideration, as will audacity. Essentially, the point is to be awesome, and in so doing, prove that you are truly moving with the will of the Force.

Stunts have three tiers.

  • The First Tier is the most basic and common, but should be pretty easy to trigger. The effect is simple; you may apply a Force Point immediately to whatever ends are available considering your current action (such as boosting a roll, or for many Force powers, boosting the effect). This does not actually count as using a Force Point, so if it's really important, you can spend an actual Force Point, too. Invoking pretty much any TVTrope will get you at least a first-tier stunt.
    • In Episode 4, A New Hope, Obi-Wan Kenobi not only uses a mind trick to convince the Stormtroopers that R2-D2 and C-3P0 are not the droids they are looking for, he reinforces how 'little' they mean to him and Luke by adding that "They're for sale, if you want them." His whole speech was audacious and daring, putting words into the mouth of the Stormtrooper. This was a one-die stunt (in a social context, which is perfectly valid), and given Obi-Wan's high level, there was simply no question; the Stormtroopers had no hope to resist him.
  • The Second Tier is the same as First Tier (rolling a bonus as if you had rolled a Force Point), but additionally adds a Force Point to your FP pool; which you can then spend on the roll, if it's that important to you. To invoke a second-tier stunt, some interaction with the scenery is mandatory. (Even in space there is scenery, if only your cockpit,) and your action must be both daring in nature and dramatic in scope. Force Points gained in this way are permanent, but vanish along with any others upon leveling up. Use 'em or lose 'em!
    • In Episode 5, The Empire Strikes back, Luke Skywalker and Dak Raltar attacked an Imperial AT-AT in a T-47 Snowspeeder. In an absolutely audacious and dangerous move, they used the snowspeeder's tow-cable to grapple the leg of the AT-AT in an attempt to bring it down. This was a Second-Tier Stunt, adding the effect of a Force Point to Luke's piloting rolls, Dak's gunnery rolls, and giving them both a Force Point. Unfortunately for Dak, even though he may or may not have attempted to use that Force Point to survive the direct hit from the AT-AT's main laser cannon that downed the snowspeeder, Luke was unable to get him free from the crashed fighter before another AT-AT stepped on it.
  • The Third Tier is the hardest to reach, and they will be given out only rarely. In addition to the benefits of the First and Second Tier, successfully pulling off a Third-Tier Stunt grants you a temporary Destiny Point, which lasts until the end of the Scene. Third-Tier stunts must be truly courageous, unique, inventive. Anything that makes your fellow player's jaws drop is good - these stunts are often suicidal on their face; interaction with the scenery is mandatory, and it's the kind of thing that should make your fellow players go "holy smokes."
    • In Episode 2, Attack of the Clones, Anakin Skywalker and Obi-Wan Kenobi are pursuing bounty hunter Zam Wessel in a purloined airspeeder. Anakin attempts to 'head Zam off at the pass' by taking a shortcut, but when he emerges from a tunnel, the bounty hunter's speeder is nowhere in sight. Then, young Skywalker simply says "excuse me, Master," and simply drops from the speeder, hurtling through the endless skies; his stated intent is to intersect Zam's speeder as she exits a tunnel far below, and grab on. The jaws of everyone involved drop; this is clearly a Third-Tier stunt, and with the application of a Destiny Point, Anakin simply succeeds through having taken refuge in unmitigated audacity.

Note: Third Tier stunts can go horribly, horribly awry if the action attempted is suicidal, but insufficiently awesome or unique; you may be left facing death with only a second-tier, first-tier, or even no stunt to back you up! Please take care when attempting something this audacious. Over-use may well leave the Force uninclined to provide for you.

Force-Users and low-velocity projectiles[]

There comes a time when gameplay must necessarily come before canon, or sense. Specifically, the players don't want to wind up on the wrong side of an enemy grenade-spamming any more than I want what are supposed to be climactic encounters with enemy lightsaber-wielders or whatever resolved by the Initiative roll in a hail of thermal detonators, fragmentation grenades and antipersonnel rockets.

It's better for all of us. After all, if the enemy see it being super-effective (Jedi uses rocket launcher. It's super-effective!) against them, they're not stupid. They're going to start handing out grenade belts and rocket launchers to the mooks.

Therefor, anything that constitutes a low-velocity projectile (including, but not limited to) grenades, rockets, and the like, can be redirected with a reflexive Use the Force skill check by anyone against whom the attack would be effective. The check is simply opposing the original attack roll with a Use the Force check. Falling five short or less of the attack roll harmlessly tosses the projectile away, and equaling or exceeding it allows the character using the Use the Force check to either disarm the grenade and keep it, or throw it back freely. (Rockets cannot be disarmed and stored for later, but they can be freely redirected.)

Each use of the Force for a reflexive throw-back imposes a -5 penalty on subsequent uses of the Force until and during the next round - i.e., if you throw back a grenade once, and then have to roll against another grenade, you will be at a -5 penalty on the second grenade, and a -10 penalty in using the Force on your next round.

Redirected projectiles may be re-redirected, resulting in a potential game of Force Ping-Pong with a live bomb as the ball.

Gameplay Rules Modifications[]

Carrying Capacity[]

The rules in the Saga Edition core rulebook were about as clear as mud (or other, less savory substances with the approximate color and consistency thereof.) Consider this to be errata.

A character has three carrying numbers to be worried about: his Combat Load, the amount of weight he can be bearing about his person and move and jump and flip out like a Jedi at full efficiency; his Approach Load, the amount of weight he could sustain a forced march with but would not be able to fight at capacity with, and his Lifting Load, an amount of burden which he could lift overhead or theoretically strap to his person, but which would reduce him to a crawl and make him practically as useless as an infant whilst carrying.

A character at or under his Combat Load is under no penalties and fights normally. The Combat Load is derived with the formula (STR*0.5)^2.
A character at or under his Approach Load is under severe penalties and fights poorly. He suffers a -10 penalty on all skill checks made with Athletics (except Ride functions), Acrobatics, Endurance, and Initiative. He is denied his Dexterity Bonus to Defense and all Dodge and Deflection bonuses to his Reflex Defense do not apply until he shrugs off his burden. His movement rate is reduced to 3/4 normal (round down), his Run speed is thrice his movement rate instead of quadruple it, and he cannot Charge in combat. The Approach Load is calculated as (Str^2)*0.5
A character at or under his Lifting Load is almost helpless. The Lifting Load is the maximum amount of weight a character can lift in extreme circumstances: for instance, getting a part needed to repair the hyperdrive into the hands of someone above you. A character straining under his Lifting Load cannot make any skill checks with any of Athletics (except Ride functions), Acrobatics, Endurance, or Initiative, and all other skill checks except the purely mental are made at a -10 penalty. (Note that Use the Force is not usually purely mental.) If he is forced into a situation where such a check is called for, he is assumed to achieve the most negative result possible. (In combat, he is placed last in the initiative order.) He may only move one square in combat, as a full-round action; his Reflex Defense is calculated as 10 + Armor Bonus to Reflex Defense only. The character may only make one attack per round, and all attacks are made at a -10 penalty.
A character forced above his lifting load, perhaps by manipulation of local gravity, is utterly helpless; he cannot move, take any actions except attempting to squirm out of any burdens he may be affixed to as a full-round action that provokes an attack of opportunity, or resist any attacks that target his Reflex Defense. He is as ripe for a coup de grace as an unconscious character.

Unless he or she use Force powers that don't require the use of the body like Move Object, Force Grip, Mind Trick, Force Stun, Telekinetic Shield, and so on. Ideally, one would use the Move Object Force power to take the burdening object off of their person. Lastly, if you have a free arm, or such appendage, you could theoretically defend your vital parts, using them to block attacks at the expense of damage to the limb, or if you have access to a gun, using it wouldn't be entirely out of the question, just difficult, made more so with a variety of factors such as using a rifle one-handed or not being proficient with such a weapon. At that point you might want to consider spending a Destiny Point, it would certainly be quite the dramatic moment. -WaveRaider

A full table for Medium-sized bipedal characters of STR scores for 1-30 may be found here. An abbreviated table for the most common range of STR scores is reproduced below.

Medium biped encumbrance table.
Character STR Combat Load Approach Load Lifting Load
08 16 Kg 32 Kg 64 Kg
09 20.25 Kg 40.5 Kg 81 Kg
10 25 Kg 50 Kg 100 Kg
11 30.25 Kg 60.5 Kg 121 Kg
12 36 Kg 72 Kg 144 Kg
13 42.25 Kg 84.5 Kg 169 Kg
14 49 Kg 98 Kg 196 Kg
15 56.25 Kg 112.5 Kg 225 Kg
16 64 Kg 128 Kg 256 Kg
17 72.25 Kg 114.5 Kg 289 Kg
18 81 Kg 162 Kg 324 Kg
19 90.25 Kg 180.5 Kg 361 Kg
20 100 Kg 200 Kg 400 Kg
21 110.25 Kg 220.5 Kg 441 Kg
22 121 Kg 242 Kg 484 Kg

Tripedal or otherwise very stable characters (such as droids with wheeled or tracked forms of locomotion) double their carrying capacities. Characters of sizes other than Medium also apply a multiplier to their carrying capacities: Fine x0.01; Diminutive x0.25; Tiny x0.5; Small x0.75; Medium x1.0; Large x2; Huge x5; Gargantuan x10 and Colossal x20. These multipliers stack; a Small, Stable character (such as an R2 unit) can actually carry more than a bipedal medium character at the same STR score. Assuming they each have a STR of 10, the R2's combat load would be (((10*0.5)^2)*0.75)*2 = 37.5 Kg, while the Human's would be (10*0.5)^2 = 25 Kg.

Hyperspace Travel Times[]

Take the default rules for hyperspace travel and throw 'em out the window, get ready and break out the old graphing calculator, we're going to do some math!


Hyperspace travel is based on the grid system found in the galaxymap.pdf file the Game Master has probably distributed to everyone and will distribute again on request. Those main grid squares are important.

Travel times are based on the number of grid squares the travel will take you through. Note that all times are modified by the multiplier of your hyperdrive.

  • Each grid square of distance traveled takes 16 hours to traverse as a baseline.
    • The Deep Core is extremely densely populated with stars and stellar phenomena that make hyperspace travel very difficult, and the Outer Rim is very poorly charted. Traveling through the Deep Core or the Outer Rim increases the travel time to 24 hours per square.
    • Major hyperspace lanes and minor trade lanes alike are very well charted and constantly kept up-to-date. These lanes override the difficulty of traveling through the Deep Core (as the best routes have already been found and are kept marked,) and the Outer Rim (as the routes have obviously been charted.) Travel along these routes is safe and secure, taking only eight hours per grid square traveled.

For example, it would take a ship with an x1 rated hyperdrive (using the numbers above, unmodified,) without doing anything to shorten or lengthen their journey, 48 hours to travel down the Dragon Trail from Yavin to Alderaan, a distance of 6 grid squares. It would take a ship with a. x0.75 hyperdrive 72 hours to travel from Kuat to Ryloth, down the Hydian Way and transitioning to the Corellian Run.

This is how the majority of the galactic starfarers travel; down the charted hyperspace routes. Mishaps almost never happen, the routes are generally well-patrolled and their hazards frequently updated within minutes of being discovered, which is usually soon after they occur. To go off the major space-lanes, however, is more difficult. You'll need a galactic star-chart, the most recently-updated the better. You'll probably want to use the major lanes and the trade lanes to get as close to your destination as possible before going off the mainstream of travel, but you don't have to, of course. If you like, you can plot a 'hard' course from anywhere to anywhere, ignoring the main travel corridors entirely. This is how the Rebel Alliance operated back in the day, to avoid Imperial patrols and random searches; even if they were going to a place that was down a major spacelane, they would often travel parallel to it on an unpredictable vector, so the Empire couldn't intercept them.

If you have up-to-date charts and a navicomputer or an astromech droid that can function as a navicomputer (or both), this is not significantly more risky than traveling along the space-lanes, just slower. If you're plotting your hyperspace jump with out-of-date charts (more than a month old) or without the benefit of a navicomputer or astromech, you may be in trouble. If you're doing a jump with old charts and no navicomputer, you're in real trouble. If you're trying to jump into uncharted sectors; such as into Wild Space, or exploring a star system nobody has visited before, you're in trouble. You're going to have to roll the dice and take your chances. Calculating a hyperspace jump is a Use Computer check. Note that there are no applicable penalties to the reflexive roll to know how bad one has cocked-up a hyperspace jump.

  • -6 or less: Dismal mishap. You could land anywhere, anytime, assuming you don't hyperjump into a star or a black hole. If you're very lucky, you'll arrive before your ship has run out of consumables. Attempting to turn off the hyperdrive will destroy you, but it's not all good news: you know immediately that you have suffered some serious shit.
  • -5 to 0: Mishap. Assuming you don't plow into a supernova or an asteroid field, you're going to come out of hyperdrive on-time, 1d6-1 grid squares off-course from your intended destination. A reflexive DC 20 Use Computer check will tell you you're off-course and let you shut off your hyperdrive, costing you 8 hours to get your bearings and re-align for another jump.
  • 1-6*: Bad Jump: You'll arrive within the target grid square in half again the normal amount of time, but not where you wanted to go. The DC to notice you've made a bad jump is 15, though you'll know it automatically when you fail to drop out of hyperspace on time. You can shut off the hyperdrive to drop out of hyperspace and correct if you wish.
  • 7-11: Slow Jump: The course plotted was conservative and cautious. You'll arrive in half again the normal amount of time, but you know this before you activate the hyperdrive and can choose to scrap the plotted course and try again or to go ahead and eat the extra time in hyperspace.
  • 12-25: Normal jump. Everything goes swimmingly, you arrive on-time and on-target.
  • 26+: Perfect hyperspace jump. You arrive in half the normal time by having shaved corners and used astronomical phenomena to give yourself shortcuts and slingshots.

Note that traveling along the hyperspace corridors effectively is taking advantage of the 26+ perfect hyperspace jump. All the vectors have been plotted out already, all the major and minor phenomena accounted for, and kept constantly updated by the stellar cartographer's guilds. As long as you have a working hyperdrive, a working navicomputer and have access to the updated charts you make a perfect jump automatically. Any mishaps along these routes are going to be the result of your own equipment malfunctioning, not the hyperspace coordinates you use.

The possible penalties to these checks are:

  • -15 no navigation equipment. Making a hyperspace jump without a working navicomputer or astromech droid is nigh-unto suicidal. This penalty is waived if you're using the Force to guide your hyperjump, even if you have no navigation equipment whatsoever. (There's a reason all of the first hyperspace explorers were Force-sensitive.)
  • -5 damage to navigation equipment. There's a reason anybody who can prefers to have a redundant backup navicomputer or a navicomputer and an astromech. This penalty is also waived if you're capable of using the Force to guide your hyperspace jump, because you switch the damn thing off altogether.
  • -5 damage to hyperdrive. Nearly all spacers would prefer to use their backup hyperdrive than attempt to jump on a damaged primary.
  • -5 Fast Jump. Normally, calculating a hyperspace jump takes a minute (10 combat rounds) because of the precision required and the fact that nobody wants to make a jump without checking their work. However, sometimes you don't have time; sometimes an Interdictor cruiser's gravity wells are breathing down your aft and if you don't jump now, you won't get a chance to later. A hyperdrive jump can be plotted and engaged in six seconds (one combat round) if necessary, but it definitely voids the warranty on your navicomputer and your life insurance policy. You'll have to roll if you're making a fast jump, too, even if you are using a hyperlane.
  • -5 Old Charts. If your charts are more than a week out of date, the shifty nature of hyperspace can catch you unawares. You'll have to roll.
  • -10 ancient charts. If you're trying to go to a place that hasn't been visited by the Astrogator's Guild in a century or more, you're making some wild mass guesses on the nature of hyperspace to that place.
  • -25 uncharted. This is hardcore exploration: either the jump you're making is to a place that hasn't been visited by the Guild in over a millennia, or has never been visited, period. It might be a number in an astronomical catalog, but it might be completely off-the charts in Wild Space. You're about to join the ranks of the great explorers; if you live to tell the tale, that is.

There's a lot of trouble you can get into out there, isn't there? Fortunately for you, there are some ways to mitigate the danger.

  • Aid Another, obviously. Only unique Aid Another sources count: getting 10,000 factory R2 units to spam Aid Another attempts isn't going to give you more than +2, but getting a factory R2 unit and R2-D2 specifically will combine for an additional +2 bonus.
  • Synergy from other skills: Knowledge (Physical Sciences) and Knowledge (Galactic Lore) both add +2 to the roll if they're trained, and an additional +2 for Skill Focus.
  • +5 Astronomical Charts: above-and-beyond the astrogation charts put out by the Astrogator's Guild, which are designed primarily for navigation to known locations, these massive astronomical charts contain every charted object in the galaxy.
  • +10 Astrogation Laboratory: A dedicated astrogation laboratory or similar lab which can serve the purpose has specialized equipment for plotting hyperspace, and typically has sensors on the hull to match. As far above as navicomputer and an R2 unit as an R2 unit is against a limited-use navicomputer designed to hold only two jumps for mundane single-circuit freight hauling, these laboratories are found on every deep-space exploration vessel. This bonus is cumulative with the bonus from having full Astronomical Charts (above) Most such labs come equipped with such charts as a matter of course.
  • +5 Slow Jump: If you're about to make a hyperspace jump to parts unknown, or if your navicomputer malfunctioned, sent you off course and then blew up, you're probably not going to want to jump with any amount of haste. By taking eight hours to crunch the numbers so thoroughly that you gain a new philosophical understanding of the phrase, you gain a +5 bonus on your roll to plot a course, cumulative with all other bonuses.

Exploring deep space is no simple matter. Going off-the-charts is dangerous, no less so today than when the first Duros exploration ship tested their first prototype hyperdrive, lost to the mists of history. Long before the installation of hyperspace beacons, which were themselves replaced with navicomputers, hyperspace jumps had the be calculated the hard way; they still do, if you're making a jump into unknown territory. You'll have to crunch the numbers, set your course, throttle up the hyperdrive and pray. Beseeching the Force for help couldn't hurt.

Skills Modifications[]

Athletics[]

Climb, Jump, Ride and Swim have been rolled into Athletics. I don't see the need to make you pay more than once for "Go places and do things with your body." The relevant ability modifier is based on the original skill: Climbing, Jumping and Swimming remain Strength, Riding has been changed to Charisma.

Characters who had purchased any of those original skills now have Athletics. Characters with more than one get refunds and may re-allocate skills.

Gather Information[]

Gather Information is no more. Some of it's functions revolved around scouring data nets, thus falling under Use Computer checks, and the rest revolved around bribing the right people, thus falling under Persuasion. Characters who purchased Gather Information are now trained in Persuasion, characters who purchased both Persuasion and Gather Information recieve refunds and may re-allocate their skill training.

Use the Force[]

These are additional untrained uses of the Use the Force skill.

Blind [Telekinetic][]

You hurl dirt, dust, loose bolts, flakes of rust, and any other debris in the environment at a foe, affecting its perception. You may use this power at-will. Time: Swift action. Target: One creature within 12 squares of you and in your line of sight.
Make a Use the Force check. If the result equals or exceeds the target's Reflex Defense, the cloud of debris hurls into the target's face, irritating their eyes, noses and mouth and obscuring their vision. The target is considered flat-footed until the start of their next action, and all other creatures have concealment from the target until the start of your next turn.
Special: Creatures that do not rely on eyesight to perceive (such as Miraluka) cannot be affected by the obscuring effect, and creatures whose faces are wholly covered (such as by a helmet or face shield) cannot be affected by the irritation.
Force Point: You may spend a Force Point to use this power as a free action, instead of a swift action.

Droid Reprogramming[]

Droid reprogramming is possible, possibly even for Heroic droids. However, in order to reprogram a Droid's Feats, Talents or Skills, the programmer must themselves possess the Feat, Talent, or Skill they wish to imbue upon a droid, or a suitable pre-programmed reprogramming chip (see Items). If Aid Another is to be used, all aides must themselves possess the Feat, Talent or Skill that wishes to be programmed in, as per the 'Aid Another can only be done for something you would be capable of doing on your own' clause. A droid Hero can bypass this limitation, effectively retraining themselves in a skill, feat or talent they did not have by forgetting one they did have, but they may receive no help which does not possess the Feat, Talent or Skill which they wish to program into themselves. Droid reprogramming attempts takes one hour per level of the droid. No means of Droid Reprogramming or modification may confer upon a droid a feat, talent, or skill which it does not meet the prerequisites to take.

Feats Modifications[]

The Vehicular Combat feat negates the penalties for not having Weapon Proficiency (Heavy Weapons) feat and operating a gunner's position on a vehicle. If the operator has both Vehicular Combat feat (or the Gunnery Specialist feat) and Weapon Proficiency (Heavy Weapons) feat, that gunner gains a +2 bonus on attack rolls as if he were a pilot.

Force Power Modifications[]

All mental force powers (such as Mind Trick, etcetera) work on animals without needing any additional talents or feats.

Move Object[]

Delete the text in the first paragraph under the "Special" heading. Despite what Yoda said, only the target's size matters; its engine power does not. Mere ion engines are no match for the Force; however, the Pilot or Commanding Officer of a vehicle, if Heroic, may resist your Use the Force check with his or her Will Defense. Non-heroic characters stand no chance; whether TIE pilot or simpering Star Destroyer commanding officer.

Additionally, Move Object behaves as if all persons possessing it had the Move Massive Object talent from the Alter talent tree (as appears in Legacy Era Campaign Guide, page 55). Debris and area affects are simply a natural consequence of throwing around airspeeders and starfighters.

To wit, when you successfully use the Move Object power to move an object of Large size or bigger, you can make an area attack with the object instead of throwing it at or dropping it on a single target, as normal for the power. You must spend a Force Point when you activate the power to do this, and the area you target is based on the size of the object: Large 2x2, Huge 3x3, Gargantuan 4x4, Colossal and larger, 6x6.

When you use Move Object to make an area attack with the object you are moving, you compare your Use the Force check to the Reflex Defense of each creature, droid, and vehicle in the target area. If your check equals or exceeds the target's Reflex Defense, it takes damage from the object (as determined by the Move Object power). Otherwise, the target takes half damage. This is an area effect.

Falling Objects Damage[]

Consider this Errata to Table 14-2: Damage from Falling Objects, found on Page 254 of the Saga Edition Core Rulebook.

Damage from Falling Objects
Object Size Examples Damage Attack Bonus Strength Check
Fine Credit Coin, Comlink 1d2 -20 --
Diminuitive Datapad, Power Pack 1d3 -10 --
Tiny Blaster, Computer 1d4 -5 --
Small Fire Extinguisher, R2 Unit 1d6 -2 0
Medium Locker, Typical Humanoid 2d6 +0 5
Large Commissary Table, Speeder Bike 4d6 +2 10
Huge Industrial Machinery, TIE Fighter 6d6 +5 20
Gargantuan Prefabricated Domicile, X-Wing 8d6 +10 30
Colossal AT-AT, Millennium Falcon 10d6 +20 50
Colossal (Frigate) Nebulon-B, Transport Ship 20d6 +30 100

Fire[]

Consider this an expounding upon the Fire rules located on page 255 of the Saga Edition Core Rulebook.

Creatures which take fire damage and are covered in substances of normal flammability (such as the flammable fuel which was just sprayed at them, or normal, non-fireproof clothing,) ignite and catch fire. For every round in which they are on fire, normal fire makes an attack roll (1d20+5) against the target's Fortitude Defense at the beginning of their turn. If this attack roll is successful, they take 1d6 fire damage; if it is not, they take half that. If the attack roll is a natural 1, the fire extinguishes itself.

A character may extinguish themselves, bereft of other options, as a full-round action that provokes an attack of opportunity and renders them prone on the ground afterwards; Stopping, dropping, and rolling. This adds 5 to their Fortitude Defense at the start of their next turn, and if the fire fails to meet their Fort Def, it goes out rather than dealing damage. If it meets or exceeds their new Fort Def, they remain ignited and take half damage, and may then attempt to extinguish themselves again.

Needless to say, other methods, such as using a fire extinguisher on themselves, or having it used on them by a helpful nearby R2-series astromech droid, are more effective and much more preferred by nearly all sapient beings who have found themselves aflame, instantly extinguishing the flames without need of any kind of roll. More drastic methods, such as leaping into a body of water, vacating the oxygen from the environment (or entering an environment vacant of oxygen,) or shooting oneself with a carbonite projector, are also effective.

Some flames are fueled by rather more vigorous of effective fuels, which may feature a higher attack roll to inflict damage, higher damage, resistance or imperiousness to normal and even drastic efforts to put them out, or all of those things, for instance Hydrazine. For hypergolic fires, the only guaranteed effective methods are to physically remove the fuel from the victim, a task far easier said than done with most fuels as they tend to simply smear and only succeed in igniting the person attempting to help them. (Some, such as thermite, are actually a form of powder, which may be dispersed rather readily with high-pressure air.) Such fuels, once ignited and not disrupted, continue to burn in the vacuum of space or underwater. Exceptionally drastic measures, such as immediate carbon-freeze or carbonite saturation sufficient to reduce the heat of the fuel below its autoignition point, may be effective, but it's debatable as to whether deep hypothermic burns are a superior option as compared to hyperthermic burns. Most sapients covered in burning hypergolic fuel, given understanding of what is happening to them, clarity of mind to act rationally, and the means to do so, prefer to cure their flammability problem with a blaster bolt, taken orally.

Attacking an Object[]

Sometimes you need to smash something, either to destroy it or to bypass it. An unattended, immobile object has a Reflex Defense of 5 (-5 to its Reflex Defense for having a Dexterity score of 0) + its size modifier + any armor bonus to Reflex Defense. An unattended, moving object (such as a factory welding arm) has a Reflex Defense of 10 or higher, as determined by the GM depending on how much it's moving. If you hit, you deal damage as normal. Most objects have DR, however. If an object is reduced to 0 hit points, it is disabled, unless the damage that reduces it to 0 hit points exceeds its damage threshold, in which case it is destroyed. If a character has the luxury of taking a full-round action with a weapon capable of inflicting comprehensive damage to an object, such as a lightsaber or a vibroblade, they may destroy it even if the damage they inflict does not exceed its damage threshold, though taking the time to carefully rend an object into pieces or melt it apart makes the character flat-footed and provokes attacks of opportunity. Objects have a condition track that may come into play as well - if an object is reduced to -5 steps, it is disabled, even if it has hit points remaining, and it incurs a progressive condition penalty to its function to boot.

An unattended object, moving or stationary, has a Reflex Defense of 0 + its size modifier if you take a full round action to attack it with a melee weapon or a ranged weapon at melee range.

Held, Carried or Worn objects: An attended object is much more difficult to destroy than an attended object, as the target will tend to move it out of the way, and then strike you, unless you're attempting to sunder restraints they are currently bound by against their will. An object held, worn, or carried, has a Reflex Defense equal to:

15 + the Class Bonus to Reflex Defense (if any) of the character attending it + the object's Size modifier + the character's Dexterity modifier (as capped by their armor, if applicable).

Note that while it is possible to sunder worn armor, it's seldom a worthwhile investment of one's time; worn armor benefits from the better of its own Armor bonus to Reflex Defense or Equipment bonus to Fortitude Defense in addition to the character's Class Bonus to Reflex Defense in full. It's not an efficient combat tactic to sunder someone's armor and then kill them, it's showing off.
Attacking a held, carried, or worn object provokes an attack of opportunity. If the attack of opportunity succeeds in dealing damage, or the character subject to the Attack of Opportunity uses any form of reactive defense (such as the Block talent) to defend themselves from said attack, the attempt to sunder the object is thwarted. A character with an active defense feat, talent, or power, may invoke them to defend an object they are attending.

Disarming[]

As a standard action, you may attempt to divest an armed opponent of an attended object. Objects which are worn may not be disarmed unless the character is forcibly restrained, such as by another character pinning them to the ground.
Making an attack to Disarm: Make a normal melee attack. This attack provokes an attack of opportunity; if the attack of opportunity succeeds in dealing damage to you, or you use a reactive defense power (such as Block or Force Shield) to defend against it, your disarm attempt is automatically thwarted. The melee attack is against the object in question, with the following Reflex Defense:

15 + the Class Bonus to Reflex Defense (if any) of the character attending the object + the object's size modifier + the character's Dexterity modifier (as capped by their armor, if any).

If the opponent has a grip on the object with more than one manipulating limb, they receive a +5 bonus to their object's Reflex Defense. If the opponent has an applicable reactive defense power (such as Block) they may invoke it to thwart the disarmament attempt instead.
If you successfully disarm a character's weapon and had a hand free, you wrest it from their grasp and gain possession of it. If it is attached to their person by a lanyard, you must either sever the lanyard with a sunder attempt or win an opposed grapple check to move. If you have no hand free, the object scatters 1d6 squares in a random direction. (See Scattering, below.) If you fail to disarm a character for any reason other than them actively defending themselves (such as with the Block attempt) they are entitled to an attack of opportunity against you. Yes, this means they can potentially strike you with two attacks of opportunity. Attempt to disarm at your own peril!

Disarming with a lightsaber. Lightsaber combatants who disarm their opponents often use a rather more literal definition of the word "Disarmament" than their opponents would prefer. Instead of striking to shock the object out of the opponent's grasp, they simply aim to remove the grasping manipulator in which the object is gripped. This is a melee attack against the opponent in question, with a size modifier of an object two size categories smaller than they are, regardless of the size of the weapon wielded, and starting at 15 rather than 10. If the disarm attack succeeds, damage is dealt to the character in question. If the attack deals more damage to the target than their damage threshold, the grasping manipulator(s) the weapon was wielded in are removed from the limbs they were previously attached to. This attack is subject to all the penalties of a normal disarmament attack (including provoking an attack of opportunity if you attack without the appropriate feat and provoking another one if you fail).

A character subject to Disarmament with a Lightsaber which has succeeded may choose to spend a Force Point. If they succeed, they survive with their manipulators, but dropped the weapon and you were able to take control of it or kick it away.

Size Modifier Table[]

Because the authors of Star Wars Saga Edition saw fit to hide the size modifier table in a section of the book no-one would look for it when attempting to find, say, the size modifier of a blaster rifle being wielded by a character and which a Jedi is intent on sundering with their lightsaber, I am reproducing it here.

This table includes the entries Size Modifier to Reflex Defense, which is hopefully very self-explanatory, and the entry Size modifier to Stealth, which applies both to objects of a given size attempting to hide (such as a vessel attempting to conceal itself in an asteroid field, a droid attempting to hide under someone's laundry) or a character using the Stealth skill to conceal an object (such as concealing a lightsaber about their person, or concealing incriminating evidence in the laundry, next to the droid).

Size Modifier table
Object Size Examples Ref Def Mod Stealth Mod
Fine Credit Coin, Comlink +10 +20
Diminuitive Datapad, Power Pack +5 +15
Tiny Blaster, Computer +2 +10
Small Fire Extinguisher, R2 Unit +1 +5
Medium Locker, Typical Humanoid +0 +0
Large Commissary Table, Speeder Bike -1 -5
Huge Industrial Machinery, TIE Fighter -2 -10
Gargantuan Prefabricated Domicile, X-Wing -5 -15
Colossal AT-AT, Millennium Falcon -10 -20

It's not impossible to hide Colossal (Frigate) or larger objects; the Emperor concealed the Executor-class Star Dreadnought Lusankya in the Coruscanti under-city by literally constructing it in place under the city, but such is typically the work of at minimum several days to several months of heavy earth-moving and other excessive measures which require small armies, not the work of a single smuggler in a hurry to get his vessel hidden from prying eyes, and as such is outside the scope of a number in a table. Such objects also carry no greater than a -10 penalty to Reflex Defense.

Scattering[]

Sometimes, the circumstances of an encounter call for an object to fly in a random direction. This may be the result of none-too-specifically-targeted area saturation bombing, or the result of objects or characters flung by energetic telekinesis. The effect that determines the scatter will specify how many squares the object scattering flies; this is how you determine direction. Consult the following table.

Scatter Table
1 2 3
8 ¤ 4
7 6 5

The initial location of the scattering is denoted by ¤. This can be the aim-point of a barrage of grenades or bombs intended to randomly saturate the area, or the location of an object or character who is being scattered. Roll 1d8 and begin counter-clockwise with 1 as directly north-west. For the sake of sanity, objects scatter in cardinal directions only.

The Force[Updated 11/25/2013][]

Force Points[]

Rerolling[]

In the past, I have allowed the use of Force Points to re-roll dice for nearly anything. This is a powerful ability, but combined with daily FP, is getting a little out-of-hand. It needs to be reigned in, at least a bit.

Therefor, the ability to use a Force Point to reroll a d20 is hereby considered to be an ability limited to once per session or once per combat encounter, whichever is longer. You may reroll any d20 you wish and take the better result.


Character Generation Rules[]

Star Wars is a larger-than-life setting. I have never agreed with the philosophy that player characters must be ineffective mechanically in order to be good from a role-playing sense. On the other hand, ruthless, nonsensical min/maxing makes Baby Skywalker cry.

To that end, the following changes to character generation have been made:


Class[]

The Jedi class is not an out and out requirement for all three of your starting levels - some characters may have had adventures in other classes before coming to the Jedi Praxeum. It's even plausible that some characters have no levels in the Jedi class, though this should be very rare indeed. However, all characters are required to be Force-users of the Jedi traditions - and only the Jedi traditions.

After all, this is a Jedi game. All organic players are actively pursuing lives as Jedi - and if your character is in any way, shape, or form "not a Jedi, but a something in Jedi's clothing," then you need to re-think the character and come up with a new one. If you cannot abide by this rule, please excuse yourself - I don't want to see another Boba Fett clone masquerading as a Jedi.

Level[]

All player characters have an equal amount of XP. Incoming player characters also come in with this amount of XP. All players and player characters level up at the same time.

Hit Points Post-1st Level[]

No rolling is necessary. Just take the maximum hit points for your hit dice.

Build Points[]

Character generation takes place on a 40-point-buy scale, using the normal prices. (Droids receive 34 points.) Bearing in mind that standard point buy is 25, 20 for droids, I dare say this is more than generous.

Attributes[]

Your ability stats (before reckoning racial adjustments or droid upgrades) are, however, limited in some ways. No more than one attribute may be a score of 17 or 18, OR two attributes may be scores of 15 or 16. The rest must be 14 or less.

This is not an attempt to punish, mind; this is an attempt to see more well-rounded characters. For example, these arrays (before adjustments) are valid, though I won't hazard to guess what other stat assignments players will come up with:

Some Choice Arrays
16 14 14 14 14 14
16 16 14 14 12 12
15 15 14 14 14 14
18 14 14 12 12 12

Wealth and Equipment[]

I detest at an instinctive level any form of randomness in character generation. You start with (Level*[Level-1])*1,000 credits to spend on equipment (twice this for those with the Noble class' Wealth talent). You start with the same amount of money in non-equipment - which may be spent on things like property (Jedi often find uses for safe-houses) and favors (a one-time favor costs 2,000 credits * the CL of the character who owes it to you). Non-equipment money is not for anything which you can take with you or ride within. It cannot be used to purchase vehicles, or droids, among other things. It can be used to purchase some sort of safe-haven on various planets, or to represent favors owed to your character by NPCs, who may be canon, or non-canon.

For a seventh-level character, this means that you start out with 42,000 Cr worth of gear, and 42,000 credits worth of intangibles/illiquids. 84,000 each for those with the Noble's Wealth talent.

The Jedi Order has recently lost its official Republic backing, and is no longer officially blanket-sanctioned to carry any equipment up to Military availability onto worlds. However, this attempt to impose top-down passive-aggressive suppression of Jedi activities is not working out terribly well. What you can get away with carrying depends on the planet and how friendly it is to Jedi: anybody can walk onto Tatooine carrying an arsenal on his back and nobody will stop him, for example, but he'll get a lot of attention from the wrong sorts. The Naboo currently love the Jedi Order, but they'd still rather you not carry a rocket launcher through the streets of Theed without the sort of exceptionally good reason that will result in a Royal Naboo Security Forces officer carrying your spare rocket ammo for you. Coruscanti police probably won't attempt to arrest a Jedi on sight for trying to enter the planet with weaponry, but they will tell him to take any ordnance heavier than his lightsaber and blaster pistol back to his ship and put it under lock and key.

Generally, if the place is 'civilized,' you can get away with a blaster pistol and no more. If it's very civilized (polite society; Naboo's cities, the upper-crust of Courscant) you probably won't get away with that much unless the locals love you and are willing to extend to you the same authority that they extend to their own law enforcement. If the place is wilderness or wild and woolly fringe (Naboo's countryside and swamps, the Courscant lower city, Cloud City on Bespin) you can get away with blaster rifles and carbines (and, well, probably more if you don't get seen, but even a countryside sheriff's eyes are going to pop if you're toting around anti-vehicular rockets). If the place is lawless or near-to lawless (such as Tatooine) you can carry pretty much whatever you want. The locals don't regulate things up to blaster rifles, and they're not willing to try to enforce regulations on things heavier than blaster rifles for fear you'll use them on their law enforcement.

Feats[]

Everyone gets Weapon Proficiency (Pistols). If you would have gotten proficiency with blaster pistols anyway, you get proficiency with rifles, and if you would've gotten both, then you get your choice of Weapon Proficiency (Advanced Melee Weapons) or Martial Arts I as a freebie as well.

Specifically, this means that Jedi add Weapon Proficiency (Pistols) to their list of starting feats, Nobles and Scoundrels add proficiency with rifles, and Scouts and Soldiers add Weapon Proficiency (Advanced Melee Weapons). These feats are considered to be on the class in question's starting feats list for purposes of choosing your multiclassing feat.

In line with the increase of offensive proficiency, everyone also receives an increase in their defensive ability. Those classes which do not start with any armor proficiencies (everything except Soldier) automatically get the Armor Proficiency (Light) feat, and Soldiers automatically get the Armor Proficiency (Heavy) feat. This holds true for droids as well; note page 193 of the Saga edition core rulebook. A Soldier's heavy armor proficiency is held to be on it's starting class feats list for purposes of choosing your multiclass feat.

Unleashed[]

Every heroic character in the galaxy, whether Force-Sensitive or not, is considered to have the Unleashed feat. Beware, for this includes your foes!

Skills[]

Characters who start the game with only a single class may choose any one additional skill to be a permanent class skill for their character. This skill must be justified by your background, and will not 'pay for itself' - you must still acquire training in the skill by spending your trained skills or taking the Skill Training feat.

Creating a Droid character[]

Owing to the ubiquity of droids and mechanical parts sized for droids smaller than Medium humanoids, reduce the cost modifier for droids of Small size and below by 1/2. For instance, Small droids have a cost modifier of x1 as well, whilst a Tiny droid would have a cost modifier of only x2.5, a Diminutive droid would have a cost modifier of x5, and a Fine droid would have a cost modifier of x10. Large droids also have an x1 cost modifier.

Droids of size Huge and larger likewise benefit from the ubiquity of parts manufactured for heavy industrial machinery and starfighters/space transports. A repulsorlift system built for an A-Wing will work just as well for a Huge droid. Therefor, such droids share cost modifiers with starships: Huge is also x1, Gargantuan is x2, and Colossal is x5. Frankly, it's easier to build something when you can be lardy and macroscopic with it than when you have to go near-microscopic. Huge and larger droids are also perfectly capable of mounting starship systems (sublight drives with speeds measured in the starship scale, hyperdrives, etcetera).

  • Consider this Errata for Table 11-3: Droid Locomotion. There are entire solar systems dedicated to manufacturing droid components, droid parts aren't hard to get.
Table 11-3: Droid Locomotion
Locomotion Up to Small Medium Large or Bigger Cost
Walking 4 Squares 6 Squares 8 Squares 10 * Cost Modifier * (Speed ^2)
Wheeled 6 Squares 8 Squares 10 Squares 5 * Cost Modifier * (Speed^2)
Tracked 4 Squares 6 Squares 8 Squares 10 * Cost Modifier * (Speed ^2)
Hovering 6 Squares 6 Squares 6 Squares 20 * Cost Modifier * (Speed^2)
Flying 8 Squares 10 Squares 12 Squares 40 * Cost Modifier * (Speed^2)

Powers and Maneuvers[]

All Force-sensitive characters gain a freebie Force Training feat. This replaces the freebie single power that you used to have.

All characters' space action sheets gain a single Starship Tactics feat for free. This replaces the freebie single power that you used to have.

Feats[]

This section contains modifications to feats and new feats for the game.

Double Crit[]

Prerequisites: Base Attack Bonus +6
Benefit: When you score a critical hit with any weapon, you deal double your weapon damage, as normally happens in the Star Wars Saga Edition game but not by the house rules of Knights of the New Republic. Characters struck still move down the condition track one step automatically as a consequence of the critical hit.
Normal: When you score a critical hit in Knights of the New Republic, you deal normal weapon damage and automatically move the target one step down the condition track.
Special: You do not need to select this feat multiple times. If you choose this feat, it applies any time you make an attack roll and the d20 used for the attack shows a result of 20 - a natural 20, even if you are not proficient with the weapon you are using.

Vehicular Combat [New as of 20 November 2013][]

The Vehicular Combat feat is considered a bonus feat for all classes.

Talents[]

All Force-sensitive characters may take a free talent from one of the Force-sensitive general Talent trees at first level. This talent must come from the Force-Sensitive Talent Trees found in the Force chapter of the SWSE rulebook, and may not come from any class-level talent trees. Droids may take a free talent from the class tree of the heroic class they belong to at first level.

Everyone with one level in the Jedi class gets Block and Deflect as free Talents. Frankly, they're core Jedi skills that we've seen even younglings use on-screen, and hopefully it will encourage the players to use their lightsabers.

New as of 11.22.2010[]

You also get Force Focus from the Control talent tree. Do note that its rules are being experimented with, so please consult Experimental House Rules. Thank you.

Clarified as of 11.25.2013[]

Everyone - literally everyone in the galaxy - who has any Armor Proficiency feat at all (which is basically everyone with any Heroic class levels) gets the Armored Defense talent from the Soldier's Armor Specialist talent tree. Literally every heroic class in the game has access to this tree as well.


The Soldier's Improved Armored Defense talent does apply to starship armor as well!

Ground Sheet and Space Sheet[]

In the past, my house rules revolved around granting bonus feats and talents so that players may maintain an ability to fight in space while still remaining competitive on the ground. While this worked to high degree, it was unnecessarily complicated: the simple and elegant solution to the problem presented itself, but would have been problematic to implement mid-game. As the game is being formed again, the solution can now be implemented:

Players are to maintain two character sheets (quite possibly on the same page) for their character. These sheets will share a high degree of overlap: Classes are the same, taken in the same order, and skill choices remain the same. However, talents chosen and feats picked are probably going to vary: this is because one sheet will be used for normal activities, the other sheet will be used for activities in space.

Some talents and feats will be pegged to a character, meaning they have to carry over from one side to the other. Primarily these are going to be any skill-swap talents like Force Pilot and other character's strength-in-the-Force things like, well, Strong in the Force. This includes Skill Training and Skill Focus feats.


Combat House Rules[]

Base Attack Bonus (BAB)[]

Base Attack Bonus no longer exists as such - or rather, every character adds their heroic class levels to their attack rolls, as if they had a 1:1 BAB like a Soldier or a Jedi. Non-heroic characters are still calculating their BAB as they used to.

Critical Hits[]

In lieu of dealing double damage, critical hits automatically equal a -1 drop on the Condition track. If the damage dealt exceeds the target's damage threshold, the automatic -1 step becomes Persistent, and the target suffers an additional non-persistent drop in threshold as well.

Clarified as of 10.02.2013[]

Feats, talents, and powers which deal with critical hits may need to be adjudicated if and when a player is considering taking such a feat/power/talent. For example, the old Triple Crit feat might now be called Double Crit, and it re-adds the doubling of damage from a critical hit. Or maybe I'll add a new Double Crit feat and make Triple Crit count it as a prerequisite... Hrm. Anyway, if you want to deal in critical hit powers/feats/talents, please talk to me.

Gunnery and your vehicle's computer[]

Characters with higher Intelligence scores than the average computer are probably better at calculating firing solutions than that computer, just slower to do so. As a full-round action, a character in command of a weapons system tied to any sort of fire control system and sensors can make the weapon calculations personally, substituting their own Intelligence modifier for the vehicle's.

Characters who can integrate and think commands directly to the gunnery system, such as a droid or an Iron Knight, as well as organic characters with a direct neural interface link, ignore this restriction, allowing them to use their own Intelligence modifier instead of the vehicle's whilst still firing normally.

Heroic characters in vehicles[]

Characters with Heroic class levels who are aboard a vehicle and actively crewing that vehicle (i.e., are in command of a crew station or function) add an amount of hit points to the vehicle's total hit points equal to their own maximum hit points. Characters who are passengers do not. This won't mean much for large capital ships, but it should help to alleviate some of the ultra-lethality of starfighter and vehicular combat towards heroes.

Clarified as of 05.12.2013[]

Heroic Characters who are crewing ships or other vehicles add their current hit points as temporary hit points to the vehicle they're crewing. These hit points cannot be restored with Mechanics checks, but they do refresh at the beginning of every encounter. Were you wondering how Rogue Squadron survived so much insane shit? That's how.

Equipment Rules Modifications[]

Comlinks and other Electronics[]

This is a new age. The New Order and its restrictive policies on communications and computing technology and who is allowed to manufacture/own them are gone. Thus, the following prices and rules for communications technology are now in effect, superseding the rules on pages 133-136 of the Core Rulebook.

Any electronics can be built into any form-factor you please; they can all be added to a helmet, a headset can be used if you want heads-up communications without a helmet, they can be added to a datapad or another computer without difficulty, or, if for some reason the communications system in your vehicle, any vehicle, starts off exceptionally poor, you can upgrade or replace its default communications system with any comlink options you choose.

It is possible to cheaply upgrade some notably weak vehicle's computer systems by simply installing an off-the-shelf computer, like a datapad or a larger computer terminal, but these commercial models are not as robust as military or even civilian astrogation hardware. Any critical hit suffered, or any hit with an ion weapon that gets through the shields, risks shutting down these systems. If a commercial computer or datapad has been installed as a vehicle's primary computer system, any time a critical hit is sustained or an ion weapon's damage is not completely mitigated by shields, roll 1d20 and subtract the computer's Intelligence modifier, if positive. On a result of 7 or less, the computer shuts down, leaving the vehicle flying as if it had an intelligence value of 1, putting the ship at a -9 modifier to all intelligence-related rolls, such as astrogating or firing its weapons. Fixing it and rebooting the system requires a Mechanics check, DC 20, which takes a full round. It is possible to leave the original computer systems in place as an emergency backup, but they will require two rounds to come back online and reestablish their control over the flight systems. Needless to say, professional, semi-professional, and paramilitary organizations strongly frown on this sort of modification.

Communication Devices[]

Comlinks[]

  • Short-Range comlinks retain their price and size. There is simply a point past which further miniaturization becomes impractical from a use standpoint, and twenty-five credits is a reasonable price to contact someone 50 Km away.
  • Long-Range comlinks at the default price of 250 credits are automatically wrist or bracer-sized units, or are built into datapads for information and communications ease-of-use. All such comlinks come with Video capability by default, unless for some reason you go out of your way to hunt down a non-video model.
    • Clunkier backpack-sized models are still available, however, at half price, calculated after all other components have been installed. Most of these are surplus from the previous era of Imperial repression of communications technology, but some wilderness explorers prefer them for their more robust construction.
  • Encryption Encryption chips can be installed in any comlink for a flat fee of 250 credits. Advanced encryption algorithms can be had for 2,500 credits, which increase the DC to intercept your communications by 10, cycle the cyphers in use automatically once per hour, and increase the time required for a single Use Computer check to decrypt your communications to five minutes.
  • Video Capability If your comlink doesn't already have a video display screen for some reason, you can add it for 50 credits.
  • Holo Capability A holographic projector can be added to your comlink for 1,000 credits.

Networking: Comlinks, even basic models, as well as other wireless communications devices, can act as repeaters for one another and other non-wired communications devices, and do so automatically. The routing for this is automatic, but as long as you know who you wish to call and have an unambiguous means of identifying them - typically their unique communications code - you can contact them even if you're on opposite sides of Coruscant, your comm-call bouncing from device to device until it connects both ends. On a planet such as Coruscant, there will exist a communications infrastructure to make this safer than it would be otherwise, by using very powerful local and regional re-transmitters to route your call, but even on a planet such as Tatooine, your basic comlink when you're in your moisture farm's fields will connect to the field repeater, which is hardwired under the sand to your household communications array, which is within signal range of the neighbor's farm some hundred kilometers away, and so forth and so on until you get to the urban communications array of the nearest city, where your call can be routed through satellites to another city, which routes the call again through private arrays until it gets to whomever you're calling. The Holocomm network works in a similar fashion, bouncing signals through hyperspace, off satellites permanently installed in hyperspace and back out somewhere else. Thus, if you have a holocomm set-up, range limitations are either a result of poor infrastructure between you and the person you wish to call, or sensitivity of your transmission (such as the fact that the Queen of Naboo and her escorts have been marooned on Tatooine) prohibits you from using the router network and obliges you to place the call, if at all, within mutual signal of the party you wish to speak with.

Pocket Scrambler[]

Unchanged from Core, page 134.

Vox-Box[]

Vox-Boxes cost 20 credits, not 200, and their functionality can be had without tracking another device by simply buying an appropriate program for any datapad or comlink for the same price. Their repertoire can be added to freely, either by purchasing additional phrases (twelve phrases for twenty credits) or being recorded or programmed in for free with a Use Computer check (DC 10).

Computers and Storage Devices[]

The standard rules as regards computer attitude and Will Defense are in effect.

  • Storage Devices: Very few dedicated storage devices exist. Data storage is a very simple and cheap thing in this age of high technology, so unless you're trying to download and store very large and complicated amounts of data, such as the Death Star's technical schematics, network usage logs for all of Coruscant, or a year of uncompressed, raw research sensor logs, your datapad, comlink, whatever, has the storage capacity for it. Astromech droids, vehicle computers, and portable terminals have essentially unlimited storage space at their disposal unless you're attempting to store truly preposterous amounts of data, like a log of the physical properties of every single atom in the galaxy at an arbitrary point in time. The true dedicated storage devices which do exist are usually for secure storage of data in a device that has no wireless connectivity, or rapid and easy dissemination of huge quantities of data, such as the data disk containing the Death Star's plans which Leia Organa gave to R2-D2.

Code Cylinders[]

As Core.

Credit Chips[]

As Core.

Datacard[]

As Core. This is just an example of a storage device.

Datapad[]

A Datapad is a small, portable computer in various form-factors. Handheld tablet versions with touch-screen interfaces are the most common type seen in the galaxy, but other form-factors do exist, such as wearable forearm bracer-type and even models with no built-in interface at all that expect and require the user to network them to other input and output devices, either wirelessly, with physical hardwires, or through a more exotic connection, such as using the bioelectric field found in most organic species to conduct signals between devices worn against or electrically connected to the skin. All datapads have the appropriate wireless protocols and jacks to connect to most peripheral devices, and if they don't have a comlink integrated into them (a very popular option these days, which costs no more than simply tallying the price of your datapad and comlink together), they have the functionality of a very weak comlink with a range of one-half of one kilometer, which is still more than sufficient to connect to your personal peripheral devices. These Datapads have an Intelligence score of 12.

  • Upgraded Datapad Getting compact, powerful computation isn't really so hard, except by comparison to the computational powerful of larger devices. An upgraded datapad with Intelligence 14 can be had, but the price is steep, at 4,000 credits. Likewise, the very best model imaginable on the market today has a cost of 16,000 credits, but has Intelligence 16, and is rarely purchased by the end-user, with most being issued by corporations or governments to agents and operators who need that much computational power in an ultra-portable package.
    • Basic Datapad Much cheaper than a full datapad, basic datapads are typically the domain only of children and the very poor, though they are sometimes constructed without editing functionality and used to distribute periodicals, news aggregation, and other literature, most often for shipment to far-flung backwater worlds without hypernet connectivity. (For reference, not even Tatooine is so backwater as to require its news delivered in this manner, and it wasn't even as of the time of the Battle of Yavin.) Basic datapads have no wireless or wired connectivity.

Some examples of peripheral devices would be:

  • Communications Headset package: Combining a transparent display monocle/visor/goggles with a microphone and some sort of audio headpiece, such as headphones or earbuds, a communications headset is akin to a helmet comm package. It can network with your personal electronics or even your vehicle's computer or your droid, allowing heads-up display of text, images (still or otherwise,) and audio, while also being able to record what you see as either video, holo, or still images, and responding to voice commands. This sort of Augmented Reality device is considered uncouth in high societies, but is very popular among urban youths, the electronically-inclined, and virtually every spacer who has ever tried such a device networked with their ship, be it a star cruiser or a snubfighter, swears by it and refuses to take it off. If not connected to or integrated with a more powerful communications device, this sort of a headset has a wireless communications range of a quarter of a kilometer, which is far more than enough to maintain connectivity within a ship or an apartment. Such headsets are standard issue in the most recent snubfighter helmet packages, and will run you to the tune of about 200 credits for a basic model with 2D imagery, up to 1,000 for one with full holo display and recording capabilities.
    • Implanted version? In days gone by, cyborgization was considered a serious and life-altering event. With recent advances in cybertechnology and direct neural interfacing, however, the augmented reality functions of a communications headset can be implanted directly into an organic's head. Most common species can get this sort of thing implanted for round-about ten grand (10,000 credits), and it can either come in the form of implanted, transparent, flexible displays that merge with the eyeballs and implanted audio devices that play sound directly into the ear canal, or bypass physical reality altogether and go straight for direct neural stimulation of the audio and visual cortices of the brain, performing the same function. Such implants are so unobtrusive that they do not impact the body's holistic integrity the way more robust, violence-enhancing cybernetics do, but they'll still render a person vulnerable to ion blasts. The upshot is that the direct neural interface (in either version) allows the user to simply 'think' commands and other input, reducing the speed required for any purely electronic interaction with an interfaced device by one step: Full-Round actions become Standard, Standard become Move, Move become Swift, and Swift become Free. Longer actions are unaffected. Although considered drastic by most older people, this sort of augmentation is becoming increasingly popular with younger, more computer-inclined sorts of persons.
      • While many are content to connect such an interface implant to an external comlink or datapad, others prefer to have the comlink, datapad, or combined unit itself implanted as well. This procedure requires a comlink specially designed for the task, adding five thousand credits to the cost of whatever electronic device you want implanted. Typically the implant, which is ultra-miniaturized and constructed of materials biologically neutral to the species in question, is carefully installed in the user's head, replacing a portion of their skull with a durable shell of materials equal to or more durable than their natural bone which carries the biologically friendly electronics within it. While this has the advantages of being very hard to detect (requiring a very thorough medical scan in a modern facility,) and making it very, very hard to deprive one of their electronics, and is holistically friendly, but still renders the subject vulnerable to ion blasts.
  • Feedback Gloves: Though rather useless on their own, these augmented reality peripheral devices are the perfect compliment to a communications headset, though they also work just shiny in a fully-holographic-enhanced working environment. They allow the user, with some practice, to input computer commands with their hands in mid-air where no physical controls exist, and provide useful tactical feedback that can be programmed as one seems fit, mimicking the feeling of punching a tactile keyboard or swiping one's finger along a display panel, for instance. Experienced users can walk along a street, typing rapidly on an invisible keyboard in front of their chests and pecking at the air in front of their faces. An uninformed person would think they were undergoing some kind of fit, but those in the know would recognize a person experiencing and productively using augmented reality. These gloves set a person back about a hundred credits, or an implanted version can be inserted for a thousand, for the user who finds wearing gloves all day uncomfortable or simply never wishes to be without the ability to interact with AR. The implanted version is wholly unobtrusive, neither disrupting the body's holistic integrity nor rendering the user vulnerable to ion blasts, but it is rendered wholly redundant by the implantation of a communications headset package; who needs to type in the air when one can literally think commands?
    • Alternate appendages: While not nearly as common, some races have appendages other than their hands over which they have equal useful control. After gloves, the second-most likely type of input device would be a headdress for a Twi'lek's lekku, allowing the user to input commands with twitches of their lekku. Other forms are likely to exist, or easy enough to invent, requiring a DC 20 Knowledge (Life Sciences) check to design the input device's ergonomics, a DC 20 Mechanics check to build it, and a DC 20 Use Computer check to program it. Alternative devices off-the-shelf would cost about 300 credits, while building one yourself from scratch would cost about 50 credits.


Holoprojector, Personal[]

As Core, except the holoprojector has nearly unlimited data storage. (About a fortnight's worth of full holo and audio recording, or for the pedantic, 72,576,000 still holo-images.)

Portable Computer[]

For those who need the power of a portable comlink or a droid without the hassle of a droid and with more space to spend on lugging it, the portable computer terminal can fit in a briefcase or similarly-sized container, has Intelligence 14, and costs only 2,500 credits. Advanced versions at 16, 18 and even 20 Intelligence are available for 5,000, 10,000, and 20,000 credits, respectively, though by the time you get to that sort of hardware, you start to ask yourself if buying an R2 unit or four might be the better investment of your money. Still, the portable computer will never demand an oil bath or require a memory wipe to remain in working order without developing quirks, and though larger than a datapad, you can still get it into places that a flock of R2 units would raise eyebrows and red flags. Not bad for something you can carry in a courier bag.

Portable computers can take any comlink/datapad upgrades, and because they have more space within them, such integration and installations receive a 25% price break. Additionally, they can certainly be used while, for instance, being carried in a courier bag or a backpack, if the user has some form of input and output devices networked with the computer, including but not limited to the sort of communications headset and feedback gloves they could also use with a datapad or comlink.

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