TAKING DAMAGE COLLISIONS
As is the case with Player Characters in personal T here are occasions when vehicles or star-
ships run into the terrain around them,
combat, there are two types of damage ships and or into another nearby vehicle or starship.
vehicles suffer in Force and Destiny: system strain and In these cases, there are two possible types
hull trauma. System strain is similar to the strain suf of collision: glancing blows (minor collisions)
fered by Player Characters and reflects light, tem po and head-on hits (major collisions). Collisions
rary damage caused by glancing blows or pushing a can be mitigated by a ship’s defenses; par
vessel to the limits of its capabilities. Hull trauma is ticle shields in particular are specifically de
more serious and, consequently, more life-threaten signed to absorb impacts.
ing. This is actual, physical damage that makes its way
past the ship’s defenses and becomes hull trauma. In the case of a minor collision, all vehicles or
Hull trauma is permanent until repaired. starships involved suffer a single Critical Hit.
Subtract the ship’s defense times ten from the
HULL TRAUMA roll; if the result is zero, the ship’s shields or oth
er defenses have nullified the collision entirely,
A ship or vehicle’s hull trauma threshold is a measure and the Critical Hit is canceled. In the case of a
of its sturdiness and build quality. W hen a ship suf major collision, all vehicles or starships involved
fers damage in excess of its armor, the excess con suffer a single Critical Hit as well. However,
verts into hull trauma. W hen hull trauma exceeds a only subtract the ship’s defense multiplied by
ship or vehicle’s hull trauma threshold, one of two five from the roll. If there are multiple defense
things happens. For vehicles silhouette 3 or small values on multiple facings of the ship, the GM
er and of no particular importance (a common TIE chooses which facing is hit, based on what the
fighter or a landspeeder full of faceless thugs, for ship or vehicle was doing at the time.
example), it simply explodes, killing the pilot and
any passengers. Alternatively, at the Game M aster’s At the C M ’s discretion, some particularly
discretion, the vehicle could simply be disabled. For large vehicles and vessels might be able to ig
larger vehicles such as stock light freighters and any nore collisions with very small vehicles or ves
thing silhouette 4 or larger (or a smaller ship such as sels. However, larger ships and vehicles have
a starfighter or a landspeeder with a Player Charac a harder time avoiding collisions with larger
ter inside it), the vehicle im m ediately suffers a Criti asteroids or terrain features.
cal Hit from Table 7-9: Critical Hit Result, on page
250. Additionally, the ship’s systems shut down, it SYSTEM STRAIN
reverts to em ergency power, its sublight drives sput
ter out, and it is adrift. At this point, the ship is a System strain works the same way as strain suffered
near-lifeless hulk, effectively out of combat, and by characters. A vehicle that suffers strain in excess of
likely being evacuated. its system strain threshold quickly finds itself in an un
tenable situation. Generators overload, reactors shut
If the pilot or crew of an incapacitated ship with down, shields fall, engines go dead, electrical fires start,
hull trauma that exceeds its hull trauma threshold is and all manner of electrical mayhem occurs as, one by
particularly desperate or foolish, they may attempt one, essential systems go offline and the ship becomes
some temporary repairs to either escape or rejoin the unresponsive. Until the crew can make repairs, the ship
fray. By scavenging parts from ruined systems, raid becomes helpless, adrift in space or hurtling along a
ing the hold for any spares, and bypassing damaged course from which it can neither deviate nor escape.
components, along with a Hard (♦ ♦ ♦ ) Mechanics
check, the crew can bring the ship back to some sem In game terms, when a ship or vehicle exceeds its
blance of life. The ship reduces its hull trauma to one system strain threshold, the ship’s speed drops to zero
point below its hull trauma threshold but suffers the during the following round. The majority of its systems
following penalties: speed is reduced to 1, handling (such as engines, weapons, and shields) cease operat
is reduced to -3, and all weapon systems are inoper ing as well. This means it cannot move, its weapons
able until fully repaired. If the ship reenters combat in cannot shoot, and its defense drops to zero. This might
this fragile state, any attack that inflicts hull trauma be a relatively minor situation if this is a ship flying
immediately generates a Critical Hit, with + 30 added through deep space or a vehicle safely sitting on the
to the roll on Table 7-9: Critical Hit Result All of ground—or a more dangerous situation if the ship is
these effects persist until the ship can be dry-docked flying near something with a gravitational pull.
and repaired.
While the situation aboard a ship that has exceeded
its system strain threshold is indeed dire, not all is
lost. Any crew member can aid the ship in recover COMPONENT CRITICALS
ing strain by performing repairs and damage control
such as rebooting systems, bypassing fried circuits, Of all the Critical Hit results, Component Hit Criticals
and putting out electrical fires. This is accomplished have the potential to be the most devastating (outside
through the Damage Control action. of those that completely destroy a vessel). Component
Hit Criticals functionally disable, either temporarily or
Ships and vehicles do recover from system strain permanently, critical systems on a target vessel and can
slowly over time. For every full day a ship or vehicle lead to a number of complications. There are two charts
spends without taking more system strain, it reduces for Component Hit Criticals on page 251, one for small
its total system strain by one. ships of silhouette 4 or lower, and one for large ships of
CRITICAL HITS silhouette 5 or higher. The effects of most of these
Critical Hits stack, and a ship can suffer
Occasionally a lucky, well-placed more than one Component Hit Critical.
shot or a collision with a par
ticularly large or dangerous REPAIRING
object does more to a ship HULL TRAUMA
than bounce harmlessly
off the shields or scuff While system strain and the
up the armor. Ion can results of many Critical Hits
non blasts can short are temporary, hull trauma is
out systems; sear more permanent. Repairing
ing laser beams can
pierce shields, armor, hull trauma requires three
and hull alike to incin things— proper facilities,
erate crew alive; and money, and time—the lat
rogue asteroids can ter two in abundance. Proper
tear a ship's innards facilities have enough tools,
out, leaving it power light, parts, and workspace
less and adrift in the cold to make needed repairs to the
dark of deep space. vehicle. They could be anything
from an orbital space station to a
These rare occurrences are groundside spaceport (in the case of a
reflected by the results on Table starship) or simply a well-stocked garage
7-9: Critical Hit Result A number (in the case of a walker or landspeeder).
of factors can lead to a ship’s suffering a
Critical Hit. For example, it might suffer enough hull Once a ship is in a slip or dry dock for repairs,
trauma to exceed its hull trauma threshold, or a suc each point of hull trauma restored costs roughly 500
cessful com bat check could generate enough O or credits. This cost is highly variable, however, and can
($> to trigger a w eapon’s critical rating. Remember, fluctuate dramatically based on the Player Charac
an attack’s damage also has to exceed a target’s ar ters’ reputation, the overall damage to the ship, the
mor to deal a Critical Hit, which is important when scarcity of parts, and countless other factors. The fi
firing small arms at something using arm or instead nal cost for repairs, like many other aspects of Force
of soak. W hen an attacker generates a Critical Hit, and Destiny, is left to the Game M aster’s discretion.
he rolls on Table 7-9: Critical Hit Result, and his The time required is also variable and is left to the
target suffers the listed effects. Critical Hits are di Game M aster’s discretion. A good rule of thumb is
vided into four color-coded severity levels, which dic that light damage (up to a quarter of a ship’s total hull
tate the difficulty of the check required to repair the threshold) should take an amount of time measured
Critical Hit, as listed in the table. These difficulties in days, while any damage over that takes weeks or
can be further modified at the C M ’s discretion. even months to repair, depending on its severity.
Once a ship or vehicle suffers a Critical Hit, it counts If it proves imprudent or impossible to get to a
as suffering that Critical Hit until it is repaired. This
status counts even if the effects of the Critical Hit only proper maintenance facility, the GM might choose to
last a single round. While a ship or vehicle is suffer
ing the effects of a Critical Hit, any additional Critical allow the PCs to repair their vehicle using scavenged
Hits generated against it add + 10 to the roll on Table
7-9: Critical Hit Result per existing Critical Hit. parts and their own ingenuity. However, these re
+ +]pairs should be somewhat inferior to the real thing,
hard to perform (requiring several Hard or
Daunting Mechanics checks) and time-
consuming. In short, they should be an arduous plot
point for the PCs to overcome, not a cheapskate way
to avoid getting work done at proper facilities.
TABLE 7-9: CRITICAL HIT RESULT
dlQO Severity Result
Easy (^)
01-09 M ech an ical S tre s s: The ship or vehicle suffers 1 point of system strain.
10-18 Easy (4) Jo s tle d : A small explosion or impact rocks the vehicle. All crew members suffer 1 strain and are
disoriented for one round.
19-27 Easy (4) Losing Po w er to Sh ield s: Decrease defense in affected defense zone by 1 until the Critical Hit is
repaired. If the ship or vehicle has no defense, suffer 1 point of system strain.
28-36 Easy (+) Knocked O ff C ourse: A particularly strong blast or impact sends the ship or vehicle careening
off in a new direction. On his next turn, the pilot cannot execute any maneuvers and must make
a Piloting check to regain control. The difficulty of this check depends on his current speed.
37-45 Easy ■■Tailspin: All firing from the ship or vehicle suffers until the end of the pilot's next turn. All
crew members are immobilized until the end of the pilot's next turn.
46-54 Easy (+) C om ponent H it: One component of the attacker’s choice is knocked offline and is rendered
inoperable until the end of the following round. For a list of ship components, see Table 7 -1 0 :
Sm a ll Sh ip o r Vehicle C o m p o n en ts or Table 7 - 1 1 : Larg e Sh ip o r V ehicle C om ponents
depending on target ship silhouette.
55-63 Average (4 Sh ie ld s Failing: Reduce defense in all defense zones by 1 point until the Critical Hit is repaired.
If the ship or vehicle has no defense, suffer 2 points of system strain.
64-72 A verage (4 ♦) N a vico m p u ter Failure: The navicomputer (or in the case of a ship without a navicomputer, its
R2 unit) fails, and the ship cannot make the jump to hyperspace until the Critical Hit is repaired.
If the ship or vehicle is without a hyperdrive, the vehicle or ship's navigation systems fail, leaving
it flying or driving blind, unable to tell where it is or where it's going.
73-81 A verage 4 +) Po w er Flu ctu atio ns: The ship or vehicle is beset by random power surges and outages. The
pilot cannot voluntarily inflict system strain on the ship (to gain an extra starship maneuver, for
example) until this Critical Hit is repaired.
82-90 Hard (+++) Shields Down: Decrease defense in affected defense zone to 0, and decrease defense in all other
defense zones by 1 until this Critical Hit is repaired. While the defense of the affected defense zone
cannot be restored until the Critical Hit is repaired, defense from other zones can be assigned to protect
that defense zone as usual. If the ship or vehicle has no defense, suffer 4 points of system strain.
91-99 Hard (4 4 4 ) Engine D am ag ed : The ship or vehicle’s maximum speed is reduced by 1 point, to a minimum of
1, until the Critical Hit is repaired.
100-108 H ard ( 4 4 4 ) Shield O verload: The ship's shields completely fail. Decrease the defense of all defense zones to
0. This Critical Hit cannot be repaired until the end of the encounter, and the ship suffers 2 points of
system strain. If the ship or vehicle has no defense, reduce armor by 1 until the Critical Hit is repaired.
109-117 H ard ( 4 ^ 4 ) Engines Down: The ship or vehicle’s maximum speed is reduced to 0 until the Critical Hit is
repaired, although it continues on its present course thanks to momentum. In addition, the ship
cannot execute any maneuvers until the Critical Hit is repaired.
118-126 H ard ( 4 4 4 ) M a jo r System Failure: One component of the attacker’s choice is heavily damaged and is
inoperable until the Critical Hit is repaired. For a list of ship components, sec Table 7 - 1 0 : Sm all
Sh ip o r V ehicle C o m p o n en ts or Table 7 - 1 1 : Larg e Sh ip o r Vehicle Com ponents, depending
on target ship silhouette.
127-133 Daunting ( 4 4 4 4 ) M a jo r Hull B re a c h : A huge, gaping tear is torn in the ship’s hull, and the ship depressurizes.
For ships and vehicles of silhouette 4 and smaller, the entire ship depressurizes in a number of
rounds equal to the ship’s silhouette. Ships and vehicles of silhouette 5 and larger tend to be
highly compartmentalized and have many safeguards against depressurization. These ships don’t
completely depressurize, but parts do (the specifics regarding which parts depressurize is up
to the CM; however, each section of the ship or vehicle that does lose air does so in a number
of rounds equal to the vehicle’s silhouette). Vehicles and ships operating in an atmosphere can
better handle this Critical Hit. However, the huge tear still inflicts penalties, causing the vehicle to
suffer the Destabilized Critical Hit instead (see next entry).
134-138 D a u n t in g ( 4 4 Destabilized: The ship or vehicle's structural integrity is seriously damaged. Reduce the ship or
vehicle’s hull trauma threshold and system strain threshold to half their original values until repaired.
139 144 D a u n t in g ( 4 4 4 4 ) Fire!: Fire rages through the ship. The ship or vehicle immediately takes 2 points of system strain,
and anyone caught in the fire takes damage as discussed on page 220. A fire can be put out with
some quick thinking and appropriate skill or Vigilance and/or Cool checks at the Came Master’s
discretion. Once going, a fire takes one round per 2 of the ship’s silhouette points to put out.
145-153 D aunting ( 4 4 4 4 B re a k in g Up: The vehicle or ship has suffered so much damage that it begins to come apart at
1 its seams, breaking up and disintegrating around the crew. At the end of the following round, the
ship is completely destroyed, and the surrounding environment is littered with debris. Anyone
aboard the ship or vehicle has one round to get to an escape pod, bail out, or dive for the
nearest hatch before they are lost.
154 + - Vaporized: The ship or vehicle is completely destroyed, consumed in a particularly large and
dramatic fireball. Nothing survives.
TABLE 7-10: SMALL SHIP DR VEHICLE COMPONENTS
Component Description
Support Droid Typically an astromech, the droid is knocked out of commission until it can be repaired. If this droid is a Player
Character, it immediately suffers 10 strain.
Ejection System The pilot and/or crew are unable to escape the ship in an emergency until this system resets or is repaired,
depending on the severity of the Critical Hit.
Weapon System One weapon system of the attacker’s choice is knocked offline.
Sensors Sensor range is reduced by one range band. If the ship's sensors are already limited to close range, they
are knocked offline completely, and the ship is effectively blind until the sensors are rebooted or repaired,
depending on the severity of the Critical Hit.
Comms The comms are knocked offline, and the ship can neither send nor receive any electronic signals or data.
Sublight Engines The engines are slightly damaged, and the ship's speed is reduced by 1 point.
Hyperdrive Either the hyperdrive or navicomputer is damaged, and the ship cannot make the jump to hyperspace.
Shields The ship's defense is reduced by 1 point in all defense zones.
1____________________ 1
TABLE 7-11: LARGE SHIP OR VEHICLE COMPONENTS
Component Description
Landing Cear The ship's landing gear is stuck. Any attempt to land a ship that cannot deploy its landing gear results in 2
points of hull trauma and 2 points of system strain. This only applies to ships of silhouette 5 or less; anything
larger is unable to enter a planet's atmosphere.
Weapon System One weapon system of the attacker’s choice is knocked offline.
Sensors Sensor range is reduced by one range band.
Comms The comms are knocked offline, and the ship can neither send nor receive any electronic signals or data.
Sublight Engines The engines are slightly damaged, and the ship’s speed is reduced by 1 point.
Hyperdrive The hyperdrive is damaged, and the ship cannot make the jump to hyperspace.
Shields The ship’s defense is reduced by 1 point in all defense zones.
Landing Bay One of the vessel’s landing bays is knocked out of commission. The severity of the damage is ultimately left to
the Came Master’s discretion, and could result in anything from a temporary inability to launch or recover ships
from this bay to a failure of the docking bay shield and a total decompression of the entire compartment.
Cargo Hold The ship is hulled, and one of the cargo holds is exposed to vacuum. Cargo may be damaged or lost, and
anyone in the cargo hold takes damage according to the Came Master’s discretion.
Bridge The bridge is damaged. No starship maneuvers or starship actions may be executed aboard the ship until the
damage is repaired. In addition, the ship continues on its course at its current speed, and cannot be stopped
or its course changed until the damage is fixed.
INTERSTELLAR TRAVEL
D espite the fact that the advent of the galaxy- meters, from a planet to its moon, for example, can
shrinking hyperdrive has made travel between be considered a short hop.
stars commonplace, the galaxy is still largely an
unimaginably vast, empty void dotted here and There are two types of starship travel: sublight trav
there with tiny islands of civilization. The distances el and hyperspace travel.
involved in space travel are much larger than those
on a planet’s surface. W here an overland trip of a SUB LIGHT TRAVEL
thousand kilometers is considered quite long on a
planet, traveling the same distance into space from Sublight travel happens in realspace while a ship is
the surface barely takes a ship into orbit. On the running under its sublight engines. Traveling from a
other hand, a trip of hundreds of thousands of kilo planet’s surface to one of its moons or flying between
planets in the same system are trips that are un of hyperspace and the establishment of hyperspace
dertaken at sublight speeds. These journeys are routes. Objects, especially large objects with power
measured by hundreds of thousands or millions of ful gravity like planets and stars, cast a shadow in hy
kilometers. Even at the incredible speeds at which perspace, and thus they exist in both planes at once.
starships travel in realspace, such trips can require For example, if a star exists at a certain location, its
days to complete. Table 7-12: Sublight Travel reflection exists in the same location in hyperspace.
Times presents examples of rough travel distances The hyperspace shadows possess the same mass and
and times to help both the Came Master and the gravity in hyperspace as the objects that cast them
players estimate the time required for their trip and possess in realspace. For all intents and purposes,
plan accordingly. These are simply guidelines, how they physically exist in hyperspace and present a seri
ever, and should not be taken as hard fact. There ous and concrete obstacle in both planes.
are any number of obstacles or extenuating circum
stances that could shorten or lengthen a trip, from Due to the existence of hyperspace shadows, there
exceedingly heavy traffic to a freak meteor shower is no straight, fixed hyperspace route from one end of
to the appearance of an Imperial fleet in orbit. Ulti the galaxy to another. Ships moving through hyper
mately, the Game Master should remember that the space must navigate around these obstacles as they
exact length of any trip at sublight speeds is left to do in realspace. This is why fixed, well-established
his discretion, and such movement happens, essen hyperspace routes exist between major population
tially, at whatever speed the plot requires. centers in the galaxy, although “fixed” is a relative
term due to the fact that the galaxy is constantly in
Table 7-12: Sublight Travel Times motion and, therefore, so are its hyperspace lanes.
Trip Time Example Navigating even the most well-documented hy
perspace route entails a raft of incredibly complex
5-15 minutes Time needed to fly from a planet’s orbit to a calculations, which are largely handled by a ship’s
safe hyperspace jump distance. navicomputer. Although the navicomputer does the
bulk of the work, a ship’s captain (or in those ships
30-90 minutes Time needed to fly from a planet's surface large or lucky enough to have one, its astrogator)
to one of its moons. still needs to enter coordinates and double-check the
computer’s final calculations. Under ideal conditions,
6-1 2 hours Time needed to fly from one planet to this requires an Easy (<0>) Astrogation check. As con
another within the same star system. This ditions are rarely ideal for those fighting against the
time varies a great deal depending on the Empire, the Came Master should use the modifiers
relative position of the planets in question in Table 7-13: Astrogation Modifiers to increase
and any stellar phenomena between them. the difficulty of the Astrogation check to reflect the
circumstances under which it is being made.
12-72 hours Time needed to fly from the center of a
star system to its farthest limits. Again, this Once a ship is actually in hyperspace,
time varies greatly depending on the size there is little for the crew and pas
of the system and any obstacles or stellar sengers to do but sit back and
phenomena encountered along the way. enjoy the ride. All hyperspace
routes have an average dura
HYPERSPACE TRAVEL tion, measured in hours or days,
based on the time required for
Whereas sublight travel is how ships move between a ship equipped with a Class
the planets of a single star system, hyperspace trav 1 hyperdrive to make the
el is how they travel between the stars themselves. trip under ideal conditions.
Essentially another dimension accessed through the Again, conditions are rarely
fantastic technology of the hyperdrive, hyperspace ideal when dealing with
allows starships to travel at many times the speed hyperspace travel; transit
of light, shortening a trip that would ta|£ thousands times can be shortened
of years at sublight speeds to a handful of days or or lengthened due to
weeks. Although it is a mature technology, and ships any number of com
travel relatively stable hyp®space routes (informa plications. A s*w ith
tion about which is updated constantly), traveling sublight travel, the
throughjiyperspace is still a dangerous proposition. time it takes to
travel between
Although it has been studied and scrutinized for star systems is
millennia, much of hyperspace remains a mystery. left to the Geme
Scientists know that hyperspace is an alternate di
mension that exists conterminously with realspace.
This means that anything traveling through, hyper
space is. traveling the same direction in realspace.
This conterminous nature allows for the mapping
Table 7-13: Astrogation Modifiers FATAL ENCOUNTERS
*0 Description O f all the well-documented hazards of travel
ing through hyperspace, none is more feared
♦♦♦ Damaged or missing astromech droid or or more potentially devastating than a collision
navicomputer. with a mass shadow. Although every hyper
space-capable ship is equipped with a number
Quick calculations or entry into hyperspace under of sensors and failsafes designed to drop the
♦ duress, typically while escaping pursuit. ship immediately into realspace if it passes dan
gerously close to a gravity well or mass shadow,
♦ , Ship is lightly damaged. accidents do happen; there are many docu
♦♦ mented cases of a ship in hyperspace colliding
Ship is heavily damaged. with a planet or flying into a star. This, obvi
+♦ ously, spells certain death for the starship and
Outdated, corrupt, or counterfeit navigation anyone aboard. In certain, very rare cases, the
charts or navicomputer data. starship can even come out of hyperspace far
too close to a planet’s surface and crash at dan
Master’s discretion. When determining the length of gerous speeds. This could do considerable dam
time needed for any given trip through hyperspace, age if it has the misfortune of impacting a city
the CM should consult Table 7-14: Hyperspace or other population center. It is the fear of both
Travel Times for general guidelines. These average such occurrences that keeps a dedicated corps
times are modified by a ship’s hyperdrive class, and of explorers, astrogators, and cartographers
they can be further modified by the Game Master at busy keeping hyperspace charts up to date.
his discretion due to complications with the Astroga
tion check, fluctuations in the route, outdated charts,
or any other reason he sees fit.
Of course, most starships (especially civilian ves Table 7-14: Hyperspace Travel Times
sels) do not have a Class 1 hyperdrive. To determine
the actual travel time for a particular starship, first Distance TraveledAverage Duration
determine the hyperspace travel time. The GM should
consult Table 7-14; then, using that information as a Within a sector Ten to twenty-four hours
basis, he can estimate the actual travel time between
the two points for a Class 1 hyperdrive. Next, he mul Within a region Ten to seventy-two hours
tiplies this travel time by the hyperdrive’s class. So,
the time for a Class 1 hyperdrive remains the same. Between regions Three days to one week
However, a ship with a Class 2 hyperdrive would take
twice as long to get somewhere, a Class 3 hyperdrive Across the galaxy One to three weeks
would take three times as long, and so on.
VEHICLE PROFILES
Planetary vehicles in Force and Destiny fall into four for patrol and scouting, as well as for customs enforce
broad categories, which encompass a wide variety ment and traffic control duties in busy spaceports such
of landspeeders, walkers, airspeeders, and groundcars. as those at Nar Shaddaa and Sleheyron.
Used in nearly every occupation and often a require
ment for survival, a good, reliable vehicle is usually
more than the sum of its parts.
AIRSPEEDERS Type/Model: Cloud Car/Talon I.
Manufacturer: Ubrikkian Industries.
Airspeeders are a common sight on worlds across the Maximum Altitude: 100 kilometers.
galaxy. Airspeeders are generally small-to-medium- Sensor Range: Short.
sized atmospheric craft powered by a combination Crew: One pilot.
of high-thrust turbine engines and repulsorlifts. The Encumbrance Capacity: 10
repulsorlifts keep the airspeeders aloft, while the en Passenger Capacity: 0
gines give airspeeders their signature speed, although Price/Rarity: 36,000 credits/5.
most can’t leave a planet’s atmosphere. Airspeeders Customization Hard Points: 2
are used for a variety of purposes, including hauling Weapons: Forward-mounted twin heavy blaster can
cargo, transporting passengers, and even warfare.
non (Fire Arc Forward; Damage 5; Critical 4; Range
CIVILIAN A IR S P E E D E R
[Close]; Linked 1].
Designed to carry passengers, cargo, or some com LANDSPEEDERS
bination of both, civilian airspeeders are ubiquitous
throughout the galaxy. Designed for sport, commut Landspeeders are the personal, commercial, and
ing, or work, these civilian speeders are rarely armed military vehicle of choice throughout the galaxy. They
and feature no armor or shields. The following profile are produced in countless numbers by hundreds of
represents a common civilian airspeeder of the type well-respected manufacturers such as SoroSuub and
found on most civilized worlds. Incom. With their low-powered repulsorlift genera
tors, landspeeders have an average altitude of less
Vehicle Type/Model: Airspeeder/Civilian. than one hundred meters and typically carry a mix of
Manufacturer: Various manufacturers. passengers and cargo. Landspeeders are cheap, ef
Maximum Altitude: 1 kilometer. ficient, reliable transportation with designs that run
Sensor Range: Short. the gamut from swoops and speeder bikes to small,
Crew: One pilot. two-person runabouts to massive freight transporters.
Encumbrance Capacity: 10-30
Passenger Capacity: 1-6 Speeders ignore hazards and the effects of terrain
Price/Rarity: 10,000 credits/3. lower than their operating altitudes.
Customization Hard Points: 1
Weapons: None PASSENGER LANDSPEEDER
U BRIKKIAN IN D USTRIES TALON I Passenger landspeeders are the go-to personal trans
COMBAT CLOUD CAR port vehicle throughout the galaxy. Produced in
countless styles by SoroSuub, Trask, Mobquet, and
A sturdy, nimble, high-atmosphere cloud car designed others, they range from sporty two-seater hot rods
specifically for combat and patrol duty, the Ubrikkian to staid commuter vehicles to the opulent VIP land
Industries’ Talon I is utilized by planetary security from speeders used to ferry around Imperial officials. Pas
the Core Worlds to the Outer Rim. Filling the gap be senger landspeeders typically require one driver and
tween starfighters and airspeeders, the Talon I is able can carry upwards of four passengers. Depending on
to operate in virtually any atmosphere and comes their equipment and configuration, they can travel at
equipped with armor plating and advanced weapon various speeds and altitudes. They do not commonly
systems. The combat cloud car is commonly employed come equipped with armor or weapons. The following
profile represents a typical five-person landspeeder
used for commuting and short-range planetary travel.
Vehicle Type/Model: Speeder truck/A-A3.
Manufacturer: Trast Heavy Transports.
Sensor Range: Close.
Crew: One pilot.
Encumbrance Capacity: 135 (without passengers in
the bed).
Passenger Capacity: 2 in the cab, up to 8 in the bed.
Price/Rarity: 7,000 credits/2.
Customization Hard Points: 3.
Weapons: None.
85-XS O D YSSEY HEAVY S P E E D E R B IK E
Aratech’s O dyssey is a speeder bike built for adven
ture. Based on the reliable 74-Y speeder bike plat
form, this two-person speeder bike was designed for
long-distance travel over rough terrain. Built with ex
ploration in mind, the O dyssey features a reinforced
frame, heavy-duty power systems, improved repul-
sorlift drives, and capacious storage for luggage and
supplies. A compact and extremely powerful ground
following sensor suite mated to a navigation system
makes handling the heavy vehicle easy for nearly any
sentient. Not as common or popular as the 74-Y, the
85-XS enjoys slow-but-steady sales and can be found
relatively easily on less-developed worlds where rug
gedness and reliability take precedence over speed
and handling.
Vehicle Type/Model: Landspeeder/various. Vehicle Type/Model: Speeder Bike/85-XS.
Manufacturer: Various corporations. Manufacturer: Aratech Repulsor Company.
Sensor Range: Close. Sensor Range: Close.
Crew: One pilot. Crew: One pilot.
Encumbrance Capacity: 10 Encumbrance Capacity: 15
Passenger Capacity: 4. Passenger Capacity: 1
Price/Rarity: 3,500 credits/3. Price/Rarity: 4,500 credits/5.
Customization Hard Points: 4 Customization Hard Points: 4
Weapons: None Weapons: None
A-A3 D R A Y LIGHT S P E E D E R T R U C K WHEELED AND
TRACKED VEHICLES
Smaller and lighter than the heavy A-A5 speeder truck,
the A-A3 Dray by Trast Heavy Transports is a common W heels and tracks remain some of the oldest means
sight throughout the galaxy. Designed as a light duty of locomotion in the galaxy. M any civilized worlds
speeder truck and marketed to craftsmen and contrac have long since replaced tires and treads with repul-
tors as work vehicles and light cargo haulers, Drays sorlifts and articulated walker legs. However, wheels
feature an enclosed cab that seats three abreast and and tracks do have one enduring advantage: they’re
a long, open bed that can carry cargo or passengers. simple to produce and even easier to maintain.
Numerous aftermarket accessories for the Dray, such
as soft and hard-top covers for the bed, cargo-handling
systems, and reinforced structures, and the ease with
which the speeder can be repaired and modified make
the Dray a popular exploration and backcountry sport
ing vehicle as well as a reliable workhorse.
GALLIS-TECH Walkers are one of
48 RO LLER the more common
transportation op
Gallis-Tech's 48 Roller tions in the galaxy,
is a one-person wheel acting as something
bike, a contraption where of a compromise between
the pilot rides within a rugged but painfully primitive
single, large wheel. Galli groundcars or crawlers and more
Tech decided to power its expensive repulsorlift vehicles. Two
wheel bike with a pair of or more articulated legs give walkers
jet engines. This gives the the ability to traverse most terrain, al
Roller an impressive speed though not at any great speed. However,
but makes it even harder to con their engines and motive systems tend to
trol. Skilled operators can steer the be more reliable than repuisorlifts. Traditionally,
Roller by simply leaning in the direc walkers tend to be used in military forces. However,
tion they want to turn. Unskilled drivers, many colonists find these vehicles useful, and can
on the other hand, quickly find themselves purchase civilian models.
smeared across the landscape. The Roller is often found
on frontier planets on the Outer Rim, where, unsurpris Like repulsorlift vehicles, walkers ignore penalties
ingly, it’s most popular among a civilization’s youth. from light terrain and from difficult terrain composed
of any hazard lower than half the vehicle’s height.
AT-HCT
GROUNDCAR
The groundcar is as primitive as it is ubiquitous on Vehicle Type/Model: Walker/AT-HCT.
poor or recently colonized worlds. Instead of using Manufacturer: Rothana Heavy Engineering.
repuisorlifts or even tracks, it moves via four or more Sensor Range: Medium.
powered wheels. Groundcars typically have a slow Crew: One pilot.
top speed and are woefully hampered by terrain, Encumbrance Capacity: 200
tradeoffs that more than counterbalance their inex Passenger Capacity: 6.
pensiveness and ease of maintenance. Price/Rarity: 3,000 credits/3.
Customization Hard Points: 2
Vehicle Type/Model: Groundcar/Various. Weapons: None.
Manufacturer: Various manufacturers.
STARSHIP PROFILES
Starships are produced in a dizzying array of Patrol boats are larger and sturdier vessels. Typi
shapes, styles, and sizes by dozens of highly cally between a starfighter and a light freighter in
respected shipwrights and industrial concerns size, patrol boats are designed for intrasystem pa
throughout the galaxy. Some are famous, like Corel- trols, interdiction, law and customs enforcement,
lian Engineering Corporation’s YT-series of light and long-range reconnaissance. They generally car
freighters, and some are notorious, like the Impe ry a crew of between two and six, and are equipped
rial Navy’s unmistakable Star Destroyers. Starships with hyperdrives, navicomputers, and sophisticated
have been used for personal transport, freight ship communications and sensor suites. Patrol boats are
ping, sport, smuggling, and waging war for tens of usually slower than starfighters, but what they lack
thousands of years. Nearly every spacefaring spe in speed they make up for with armor, shields, and
cies has an indigenous starship design, and many firepower. Their larger size allows them to mount
species, like the Sullustans, Verpines, and Mon Cala- heavier weapons and more ordnance. The durabil
mari, are known more for their ships than for any ity and hyperspace capabilities of patrol boats give
other part of their culture or history. The following these ships relatively long legs, allowing them to
section provides a list of vessels that an itinerant stay in space for weeks at a time.
Force user might encounter in his travels.
BTL-A4/BTL-S3 "Y - W IN G "
STARFIGHTERS AND ATTACK ST A R FIG H T ER
PATROL BOATS
Koensayr Manufacturing’s BTL-A4 is a dedicated
Starfighters and patrol boats are the smallest hyper heavy attack and bomber starfighter designed pri
space-capable starships found in the galaxy. While marily for disabling and destroying capital ships.
they share some overlapping missions, starfight Known affectionately as “the Wishbone” by its pilots,
ers and patrol boats are generally quite different in the Y-wing’s fuselage consists of a central section
their construction, load-out, and usage. flanked by two drive nacelles mounted to reinforced
pylons. The central section houses a heavily armored
Starfighters are small, short-range, one- or two- one-person cockpit with full life support, and an as-
person spacecraft used by both military and civilian tromech socket directly abaft it. The Novaldex power
organizations across the galaxy for patrol, escort, generator, along with the fighter’s shield generator,
force projection, and reconnaissance duties. Powered hyperdrive, and numerous other essential systems,
by small reactors fueling multiple ion engines, with is mounted amidships in a reinforced section from
backup repulsorlift drives for atmospheric work, they which the engine nacelles extend. Each of these na
are fast, agile, and often difficult to fly. Typically light celles contains a powerful Koensayr-produced R200
ly armored, they carry minimal shields and possess ion engine, which provides a respectable amount of
little-to-no hyperspace capabilities, but pack consid thrust. The most common variants are armed with a
erable firepower. Due to their small size, short range, pair of light ion cannons in a turret mounted above
and, in many cases, lack of hyperspace capabili
ties, starfighters typically deploy from the cockpit, a pair of nose-mounted laser cannons,
spaceports or are-carried and two proton torpedo launchers, a formida
into battle by ble load-out for such small vessels.
larger, sturdi
er ships acting
as carriers.
In their role as attack fighters, Y-wings have thick ar After its initial release and the first glowing reviews
mor and heavy shields to protect them against wither of its performance and efficiency, the Delta-6 caught
ing fire from the weapon batteries of capital ships, their the eye of the Jed i Order. The Order took delivery of
primary prey. With their slim cross sections, sturdy pro several squadrons of Sprites, which quickly became the
tection, and powerful weapons, they are well-suited to Je d i’s go-to fightercraft. After decades of faithful ser
a role that requires them to fight their way to a tar vice, the Sprite’s short range and light armament were
get, deliver their ordnance, and fight their way back seen as outdated, and they were phased out in favor of
to base. Despite their reputation for reliability, Y-wings the Delta-7 and Delta-7B. Today, Delta-6 interceptors
possess some quirks and minor design flaws that make are usually found only in the service of out-of-the-way
them relatively high-maintenance. This has led to frus planetary defense forces or small private concerns.
trated crews and technicians permanently removing
the largely cosmetic hull plating for the convenience of
constant access to the fighter’s internal systems— it’s a
rare Y-wing that flies with its hull plates intact.
Hull Type/Class: Starfighter/BTL Y-wing. Hull Type/Class: Starfighter/Delta-6.
Manufacturer: Koensayr Manufacturing. Manufacturer: Kuat Systems Engineering.
Hyperdrive: Primary: Class 1, Backup: None. Hyperdrive: None.
Navicomputer: None—astromech droid socket. Navicomputer: None
Sensor Range: Close Sensor Range: Close
Ship’s Complement: One pilot (one gunner in BTL-S3). Ship’s Complement: One pilot
Encumbrance Capacity: 10 Encumbrance Capacity: 8
Passenger Capacity: 0. Passenger Capacity: 0.
Consumables: One week. Consumables: One day.
Price/Rarity: 80,000 credits/4. Price/Rarity: 30,000 credits/4.
Customization Hard Points: 1 Customization Hard Points: 2
Weapons: Turret-mounted twin light ion cannons Weapons: Forward-mounted twin light laser cannons
(Fire Arc Forward [Fire Arc All for S3 variants]; Dam (Fire Arc Forward; Damage 5; Critical 3; Range [Close];
age 5; Critical 4; Range [Close]; Ion, Linked 1). Linked 1).
Forward-mounted medium laser cannons (Fire Arc DELTA-7 A E T H E R S P R IT E IN T E R C E P T O R
Forward; Damage 6; Critical 3; Range [Close]; Linked 1).
Released with much fanfare three decades ago, Kuat
Forward-mounted proton torpedo launchers (Fire Systems Engineering’s Delta-7 Aethersprite-class
Arc Forward; Damage 8; Critical 2; Range [Short]; light interceptor was a revolution in small starfight-
Blast 6, Breach 6, Guided 2, Limited Ammo 8, Linked ers. The Aethersprite was designed to replace the
1, Slow-Firing 1). aging Delta-6 in military, paramilitary, and private
defense forces. Like its Delta-6 forebear, the Delta -7
DELTA-6 S Y S T E M D E F E N S E S T A R F IG H T E R has a long, narrow, arrowhead-shaped hull with two
forward-mounted medium laser cannons and an aft-
Small, fast, and agile, the Delta-6 Sp rite-class starfight- mounted cockpit with bubble canopy. Longer than
er was introduced by Kuat Systems Engineering in the the old Sprite interceptor, the Aethersprite features
decades leading up to the Clone Wars. Descended more powerful engines, better maneuvering systems,
from earlier KSE designs and the Delta-X technol a higher-resolution sensor suite, and improved target
ogy testbed, the Delta-6 was envisioned initially as a ing and life support systems. The most dramatic evi
short-range point defense interceptor. An incredibly dent change is the inclusion of an astromech droid to
simple starfighter, the Delta-6 is a lightweight, single handle fire control and hyperspace navigation duties.
seat interceptor with a narrow, arrowhead-shaped The droid allows the Delta-7 to interface with the Sy-
hull. Mounted all the way aft over the engines is a liure-31 hyperspace docking ring, giving the tiny ship
tiny, cramped cockpit with a bubble canopy, which good medium-range hyperspace capabilities.
gives the pilot a nearly 360-degree view of the sur
roundings. Standard armament consists of a pair of From the outset, the Delta-7 showed excellent
high-output Taim <5t Bak light laser cannons, with light promise as a light interceptor and reconnaissance
armor and shields. As they are short-range fighters, starfighter. Purchased in large numbers by the Repub
these fighters have no hyperdrives, astromech ports, lic Judicial Department and fielded by the Jed i O r
or navicomputers, and carry only minimal stores. der, the Delta-7 quickly proved its worth. Most Aeth-
ersprites were lost in action during the Clone Wars,
and many that survived have languished for decades
in hangars and scrapyards throughout the Outer Rim.
DELTA-12 S K Y S P R IT E
Hull Type/Class: Starfighter/Delta-7. The Delta-12 Skysp rite-class is a rare two-seat ver
Manufacturer: Kuat Systems Engineering. sion of the Delta-7 Aethersprite light interceptor. De
Hyperdrive: None. signed by KSE as both a trainer and long-range re
Navicomputer: None—astromech droid socket. connaissance fighter, the Skysprite features the same
Sensor Range: Close. hull and internal systems, with an elongated cockpit
Ship’s Complement: One pilot, one astromech droid. that seats two individuals in tandem. Thanks to their
Encumbrance Capacity: 4. speed, stores, and limited amenities, Skysprites were
Passenger Capacity: 0. often used by the Jed i Order as VIP couriers.
Consumables: 5 days.
Price/Rarity: 78,000 credits/6. Delta-12s feature stronger shields, stronger armor,
Customization Hard Points: 2. and a more powerful sensor suite. The Delta-12s were
Weapons: Forward-mounted twin medium laser can stripped of their weapons, which made their sale to
civilian organizations easier. The internal systems re
nons (Fire Arc Forward; Damage 6; Critical 3; Range mained intact, however, and with a small amount of
work and an upgrade to the ship’s computer systems,
[Close]; Linked 1). the Skysprite can carry a respectable armament of
light or even medium laser cannons.
SYLIURE-31 HYPERSPACE RING Hull Type/Class: Starfighter/D-1 2.
Manufacturer: Kuat Systems Engineering.
D esigned by TransGalMeg in association Hyperdrive: None
with KSE, the Syliure-31 is a medium-range Navicomputer: None—astromech droid socket.
hyperspace sled made to provide hyperspace Sensor Range: Short
capabilities to the Delta-7, Delta-7B, and Del Ship’s Complement: One pilot.
ta-12 starfighters. The Syliure-31 is a simple Encumbrance Capacity: 8
affair consisting of two powerful ion engines Passenger Capacity: 1
and a medium-range Class 1 hyperdrive giv Consumables: Two weeks.
ing the Delta-series fighters respectable range Price/Rarity: 85,000 credits/8.
and hyperspace capabilities. Docking with a Customization Hard Points: 3
hyperspace ring takes an Easy ( { » Piloting Weapons: None.
(Space) check as an action.
LAMBDA-CLASS T4-A
LONG-RANGE SHUTTLE
A common utility shuttle used by the Imperial Navy, PATHFIND ER SCOUT SH IP
the Sienar Fleet Systems Lam bda-class shuttle is a
common sight at Imperial installations. Slow and When released during the final years of. the Old Re
sturdy, these shuttles were designed to haul .both
passengers and cargo, and they can be configured public, Vangaard Industries’ Pathfinder-c\ass scout
as troop carriers, heavy cargo shuttles, or even luxu
ry VIP shuttles for high-ranking Imperial officers and ship was considered on the bleeding edge of star-
dignitaries.. Lambda-class shuttles have a heavily ar ship technology. A long, narrow vessel with a sharply
mored square hull with a forward bridge section that pointed bow, steeply raked, aft-mounted stabilizers,
vaguely Yesemblqs the cockpit of Koensayr’s Y-wing and a planform like an arrow, the Pathfinder was de
starfighter. The ship has a single tall vertical stabi signed as a long-range scout and courier vessel. The
lizer mounted to the dorsal part pf the main hull and Pathfinder-c\ass’ reputation as a high-tech ship comes
two long fdlding wings with an inverted gull-wing from both its advanced,sensor suite and the fact that
design that, when deployed, give the ship a cross it was one of the first mass-produced vessels of its
section resembling an inverted letter Y. size to feature hyperspace capabilities. Essentially
oversized starfighters, Pathfinder scout ships carry
Lam bda-class shuttles are driven by two SFS-204 two sentients seated abreast in a small, cramped, but
ion engines, with an SFS S/ig-37 hyperdrive provid well-laid-out cockpit. Directly abaft the cockpit is a
ing long-range capabilities. Well-armed for a shut small area with a refresher, a bunk, and a small stor
tle, the Lambda is equipped with a number of age area for ship’s provisions and emergency supplies.
laser and blaster cannons in both forward and Everything abaft the cockpit and rest area is packed
aft hard points, giving the ship excellent defen with sophisticated long-range sensors, shield genera
sive fire coverage. Instead of standard escape tors, and the powerful twin drive engines.
pods, the ship’s entire forward bridge section
detaches from the hull as a lifeboat in case of Lightly armed and armored, Pathfinders have de
emergency. Incredibly useful and surprisingly fensive armament comprising a single turret-mounted
versatile for a bespoke military design, these ships light laser cannon atop the hull just abaft of the
are often the target of ship thieves and pirartes and cockpit. The shield generators are unique to the
can, on occasion, be purchased at staggering cost ship class, and the armor is typical for a light scout
on the black market. vessel. At the time of their introduction, Pathfind
ers were considered among the fastest scout vessels
Hull Type/Class: Shuttle/Lambda. on the market, among other accolades. Their speed,
Manufacturer: Sienar Fleet Systems and Cygnus handling, and powerful sensor suite, while relatively
Spaceworks.
Hyperdrive: Primary: Class 1, Backup: Class 10.
Navicomputer: Yes.
Sensor Range: Short.
Ship’s Complement: One pilot, one co-pilot, one navi
gator, one gunner, one comms operator, one engineer.
Encumbrance Capacity: 200 (without passengers).
Passenger Capacity: 20.
Consumables: Two months.
Price/Rarity: 140,000 credits (R)/6.
Customization Hard Points: 2.
Weapons: Two forward-mounted twin light blaster
cannons (Fire Arc Forward; Damage 4; Critical 4;
Range [Close]; Linked 1).
Two forward-mounted twin light laser cannons
(Fire Arc Forward; Damage 5; Critical 3; Range
[Close]; Linked 1).
Aft-mounted twin light blaster cannons (Fire Arc
Aft; Damage 4; Critical 4; Range [Close]; Linked 1).
commonplace today, help maintain these tiny ships’ an incredible asset to the Alliance, and some Rebel
popularity and drive their sales all these decades af tacticians suggest that it is the game changer the A l
ter their release. liance needs to succeed against the Empire. While
the X-wing is seen as a symbol of the Rebellion, other
organizations use it as well, meaning it can be found
outside the Rebel Fleet.
Hull Type/Class: Scout Ship/Pathfinder. Hull Type/Class: Starfighter/T-65B X-wing.
Manufacturer: Vangaard Industries. Manufacturer: Incom Corporation.
Hyperdrive: Primary: Class 3, Backup: Class 15. Hyperdrive: Primary: Class 1, Backup: None.
Navicomputer: Yes. Navicomputer: None— astromech droid socket.
Sensor Range: Extreme. Sensor Range: Close.
Ship’s Complement: One pilot, one co-pilot. Ship’s Complement: One pilot, one astromech droid.
Encumbrance Capacity: 45. Encumbrance Capacity: 10
Passenger Capacity: 2. Passenger Capacity: 0.
Consumables: Three months. Consumables: One week.
Price/Rarity: 45,000 credits/6. Price/Rarity: 120,000 credits/5.
Customization Hard Points: 2. Customization Hard Points: 1
Weapons: Dorsal turret-mounted light laser cannon Weapons: S-foil-mounted medium laser cannons
(Fire Arc All; Damage 5; Critical 3; Range [Close]). (Fire Arc Forward; Damage 6; Critical 3; Range [Close];
Linked 3).
T-65B "X -W IN G " MULTI-ROLE STA RFIG H TER
Forward-mounted proton torpedo launchers (Fire
Incom’s T-65B X-wing is the Rebel Alliance’s primary Arc Forward; Damage 8; Critical 2; Range [Short];
force-projection starfighter. A powerful, capable, easy- Blast 6, Breach 6, Guided 2, Limited Ammo 6, Linked
to-fly starfighter, the X-wing combines speed and hit 1, Slow-Firing 1).
ting power into a potent package. These new fighters
were brought into the Alliance Fleet to replace the ag T IE/LN ST A R FIG H T ER
ing Koensayr Y-wings and to provide more versatility
in starfighter operations for Alliance commanders. The primary space superiority fighter of the Imperial
Navy, the tiny and fragile Twin Ion Engine fighter has
The X-wing is a true multi-role fighter, extremely ef been in service for years. Light, fast, and incredibly
fective in missions ranging from reconnaissance to at nimble, the iconic TIE fighter is a bare-bones, no-non
tack to ship-to-ship dogfighting. With its four powerful sense fightercraft that, in sufficient numbers, poses a
Incom 4L4 engines and advanced avionics, the X-wing threat to nearly any ship or installation it’s deployed
is more than a match for the Imperial TIE fighters. Its against. Consisting of a spherical, lightly armored
load-out of four linked Taim & Bak laser cannons and command module with a large circular transparisteel
proton torpedo launchers makes it a serious threat to viewport in its forward face attached to two mas
gunboats and even larger vessels. In large battles, the sive hexagonal wing and solar panel assemblies, the
X-wing acts as an escort fighter, keeping enemy fight
TIE fighter possesses very few of the am eni
ers away from slower-moving attack fight ties featured in competing starfighters. In
ers and bombers and protecting an almost obsessive quest to
the precious Alliance capital save weight, nearly every sys
ships. Thus far, the X-wing tem common to starfighters
has proven to be around the galaxy was omit
ted from the T IE’S design. The ship features no
shields, no landing gear, no hyperdrive, few comput
erized systems, and, shockingly, no life-sup
port system, requiring the pilots to wear
fully sealed vacuum suits during flight.
Only the lightest alloys are used in
its construction, and even
the pilots are specially
selected for their small stature. Every bit of fat was
trimmed from the initial design, resulting in a very
dangerous, blisteringly fast, and astonishingly agile
ship, although one that has a very high attrition rate.
Along with being very light, the ship is also incred
ibly simple, with few moving parts and a highly modu
lar construction that allows it to be assembled and
maintained with little effort by technicians with scant
experience. It draws its power from a miniature ver
sion of Sienar Fleet Systems’ l-a2b solar ionization
reactor, which collects solar energy from the panels in
the fighter’s wing assemblies and converts it into en
ergy. This generator powers the twinned, high-output
SFS P-s4 ion engines, as well as the twin-linked laser
cannons that make up the entirety of the ship’s weap
onry. Due to their lack of hyperdrives and life support,
TIE fighters are necessarily short-range fighters.
Hull Type/Class: Starfighter/TIE Series. or single owner-operators.
Manufacturer: Sienar Fleet Systems.
Hyperdrive: None. Transports are huge, lumbering
Navicomputer: None. ships designed to carry bulk cargo on
Sensor Range: Close. long-haul trips throughout the gal
Ship’s Complement: One pilot. axy. Staffed by relatively large crews,
Encumbrance Capacity: 4 transports carry vast amounts of cargo
Passenger Capacity: 0. in their cavernous holds. What they lack in dash they
Consumables: Two days. make up for in raw power and carrying capacity. Slow
Price/Rarity: 50,000 credits (R)/4. and ponderous, with little to nothing in the way of ar
Customization Hard Points: 0 mor, weapons, or shields, they rely on armed escorts
Weapons: Forward-mounted medium laser can and strength in numbers to protect themselves from the
predation of pirates, thieves, and overzealous Imperial
nons (Fire Arc Forward; Damage 6; Critical 3; Range customs officials. Transports are most likely to be found
in the fleets of massive corporate entities, powerful ship
[Close]; Linked 1). ping magnates, and the logistics corps of large navies.
FREIGHTERS AND
TRANSPORTS
The lifeblood of galactic commerce, transports and
freighters carry the agricultural, industrial, and com
mercial bounty of the galaxy. Used by militaries, gov
ernments, and private concerns, these are spacious,
generally slow vessels designed for the sole purpose
of moving goods from production to market as effi
ciently and safely as possible.
HWK-290 LIGHT FREIG H TER
stretch of First designed decades before the Battle of Naboo,
the imagina these tough little freighters were Corellian Engi
tion. What they neering Corporation’s first attempt to break
lack in frills and com into the rapidly expanding “executive
fort, however, these little light freighter” market. Unlike the
ships more than make up for in reliability, sturdi relatively staid and workmanlike
ness, and ease of repair. In fact, so well-built are YT-series, which was marketed to
these ancient freighters that many are still operat ward smaller-profile traders and
ing, and operating quite well, with much of their tramp freighter operators, the
original equipment. HWK-290 was targeted
at wealthy, high-profile
Hull Type/Class: Light Freighter//?/ggrer-class. clients such as power
Manufacturer: Corellian Engineering Corporation. ful interstellar shipping
Hyperdrive: Primary: Class 3, Backup: None. conglomerates and plan
Navicomputer: Yes. etary governments. While
Sensor Range: Medium. they enjoyed modest suc
Ship’s Complement: One pilot, one co-pilot. cess and were highly praised
Encumbrance Capacity: 80. for their performance and ease
Passenger Capacity: 6. of operation, the HWK-290s nev
Consumables: One month. er reached the sales numbers of the
Price/Rarity: 55,000 credits/5. more popular YT-series. The entire line
Customization Hard Points: 4. was discontinued during the Clone Wars to
Weapons: Dorsal auto-blasters (Fire Arc Forward; free up production lines for military use.
Damage 3; Critical 5; Range [Close]; Auto-fire).
HWK-290s are light, fast, agile craft designed for
Outrigger turret-mounted light blaster cannon speed and comfort rather than heavy lifting. They are
(Fire Arc Forward, Starboard, and Aft; Damage 4; handsome vessels with lean, angular hulls and nar
Critical 4; Range [Close]). row, deeply tinted viewports which make them look
fast and aggressive, even when parked in a hangar.
Ventral wing-mounted light blaster cannon (Fire While they were never designed to carry much cargo,
Arc Forward; Damage 4; Critical 4; Range [Close]). the HWK-290s still has respectable lift capacity for
vessels of their size; they are well suited for courier
work and the transportation of small, highly valuable
cargoes. They have light armor and were originally
designed with no weapon systems, relying instead
on raw speed and maneuverability for protection.
Of course, being CEC products, they are extremely
versatile and modular; most Hawks still plying the
spacelanes are so heavily modified as to be nearly
unrecognizable to their original designers.
Hull Type/Class: Freighter/HWK-290.
Manufacturer: Corellian Engineering Corporation.
Hyperdrive: Primary: Class 2, Backup: None.
Navicomputer: Yes.
Sensor Range: Short.
Ship’s Complement: One pilot, one co-pilot.
Encumbrance Capacity: 75.
Passenger Capacity: 2.
Consumables: Three months.
Price/Rarity: 70,000 credits/7.
Customization Hard Points: 5.
Weapons: None.
HT-2200 M ED IU M FR EIG H T ER SIM IY IA R LIGHT FREIG H TER
Solidly built and packed with state-of-the-art avionics One of the more popular ships to come out of the
and cargo-handling systems, the massive, slab-sided vaunted Mon Calamari Shipyards, the Sim iyiar-class
HT-2200 medium freighter is a relatively new ship light freighter is a study in both form and function.
design from Corellian Engineering Corporation (CEC). A lovely ship by any standard, this small, nimble
Shaped like a tuning fork or an oversized Y-wing, the freighter shows all the hallmarks of the smooth-
ship houses its crew, weapons, and engineering sec edged, quasi-organic styling for which the Mon Cal
tions in a central hull, with four spacetight cargo holds amari shipwrights are so famous. A Sim iyiar-class
in the port and starboard booms which point forward vessel is flat, low-slung, and single-decked, with a bul
along the ship’s line of flight. The trademark CEC coni bous forward section, a narrow midships section, and
cal cockpit is located amidships between the booms, a flaring, wing-like aft section. The entire forward third
giving the pilot and co-pilot a nearly 180-degree view of the ship is given over to its cargo hold, a capacious
of their surroundings. Each of the four holds is shield modular space accessed by port and starboard cargo
ed and reinforced, and each contains a number of lifts and a ventral loading ramp. The midships section
modular cargo systems that allows it to be configured contains crew and passenger berthing and common
for different types of cargo. In addition, each hold has areas, as well as a ladderway to the small, two-person
its own environmental systems, allowing the crew to command deck. In addition to its drive, most of the
adjust the temperature, atmospheric makeup, and ship’s power, weapons, and hyperspace systems are
gravity of each hold separately. housed in the outboard wing sections or the flaring
forward section, and a pair of escape pods are mount
Once released, initial reviews of the vessel were fa ed directly aft, over the primary thrusters.
vorable, and orders steadily came in from large ship
ping concerns in the Mid Rim and Outer Rim. As pilots Relatively heavily armed for a vessel of its class, the
and crews became more familiar with the ships, how Simiyiar is armed with a turret-mounted twin light la
ever, they reported a number of serious shortcom ser cannon on the dorsal surface and a single light ion
ings. The ships’ primary power generator was woefully cannon in a fixed forward position. Speed and han
underpowered. The cost-cutting measures extended dling are a little above average, and the stout, ablative
to most of this ships’ systems and included the use of armor and well-tuned shields provide more than ad
cut-rate power couplings throughout, making the ves equate protection. Although popular, Sim iyiar-class
sels’ systems surprisingly susceptible to brownouts light freighters suffer many of the downsides common
and short circuits. These issues, along with an unusu to Mon Calamari ships. Each ship is unique, essential
ally light weapons load-out of two turret-mounted la ly hand-made, and there is little-to-no parts common
ser cannons, made the new freighters easy pickings ality from one to another. As such, they are among
for pirates and commerce raiders. Despite all of their the most expensive light freighters on the market.
inherent flaws, HT-2200s remain in production, al They are very reliable, however, and achingly beauti
though not in the same numbers as their more popu ful. These two traits alone are enough to explain the
lar siblings, thanks to their advanced cargo systems, popularity of these fine little ships.
sturdy hulls, and ease of modification.
Hull Type/Class: Freighter/HT-2200. Hull Type/Class: Freighter/Simiyiar.
Manufacturer: Corellian Engineering Corporation. Manufacturer: Mon Calamari Shipyards.
Hyperdrive: Primary: Class 5, Backup: Class 15. Hyperdrive: Primary: Class 2, Backup: Class 15.
Navicomputer: Yes. Navicomputer: Yes.
Sensor Range: Short. Sensor Range: Medium.
Ship’s Complement: One pilot, one co-pilot, one Ship’s Complement: One pilot, one co-pilot.
engineer, one ioadmaster. Encumbrance Capacity: 90.
Encumbrance Capacity: 800. Passenger Capacity: 5.
Passenger Capacity: 8. Consumables: Two months.
Consumables: Three months. Price/Rarity: 165,000 credits/6.
Price/Rarity: 140,000 credits/5. Customization Hard Points: 4
Customization Hard Points: 5. Weapons: Dorsal turret-mounted twin light laser can
Weapons: One dorsal and one ventral turret-mounted nons (Fire Arc All; Damage 5; Critical 3; Range [Close];
medium laser cannon (Fire Arc All; Damage 6; Critical Linked 1).
3; Range [Close]). Forward-mounted light ion cannon (Fire Arc For
ward; Damage 5; Critical 4; Range [Close]; Ion).
ZH-25 Q U EST O R LIGHT F R E IG H T E R and passenger areas, while utilitarian, are comfort
able and designed to alleviate the stresses of long
Spurred by the success of the Z-10 Seeker-class scout distance travel in hyperspace. Like most light freight
ship, the ZH-25 Questor-class is Starfeld Industries’ ers from CEC, SoroSuub, and Chtroc, the ZH-25 was
built with an eye toward end-user modification and
first foray into the light freighter market. Essentially the use of aftermarket parts. To that end, these ships
a Seeker writ large, the ZH-25 is a fast, reliable, eas feature modular power fittings and numerous redun
ily modifiable freighter designed to compete against dant systems that allow owners to easily customize
Corellian Engineering Corporation’s YT- and W-series their ships to their own tastes and needs. While still a
freighters. With a hull that resembles a pair of mag- relative newcomer to the freighter market, the ZH-25
noculars in planform, the ZH-25 consists of a central is quickly gaining popularity among private shipping
hull section of a vaguely hourglass shape with a CEC- concerns, single owner-operators, and smugglers
style cockpit forward and a bank of powerful Noval- thanks to its reliability and smart design.
dex JV-74 engines in the stern. The port and star
board hull sections contain crew quarters, common Hull Type/Class: Freighter/Questor.
areas, and escape pods for crew and passengers. The Manufacturer: Starfeld Industries.
aft two-thirds of the ship is given over to a massive Hyperdrive: Primary: Class 2, Backup: Class 15.
open cargo hold equipped with all the usual modern Navicomputer: Yes.
cargo-handling systems. In addition, two external Sensor Range: Medium.
cargo pods are slung beneath the hull and serve to Ship’s Complement: One pilot, one co-pilot.
extend both the ship’s cargo and storage capacity.
Encumbrance Capacity: 100. -
From the factory, Starfeld fits out the Questor with Passenger Capacity: 6.
a single medium laser cannon in a ventral-mounted Consumables: Three months.
turret, good carbon-durasteel armor, and a reliable Price/Rarity: 115,000 credits/6.
Sirplex shield generator, which together provide the Customization Hard Points: 4.
vessel with respectable defensive Weapons: Ventral turret-mounted
capabilities. The crew medium laser cannon (Fire Arc
All; Damage 6; Critical 3;
Range [Close]).
CAPITAL SHIPS
In layman’s terms, a capital ship
is typically a large, heavily armed
and armored warship designed
to battle other ships of its type.
Numerous types of ships fall
under the definition of capi
tal ship, from light and nimble
corvettes to workhorse cruis
ers to the massive, terrifying
Star Destroyers of the Imperial
Navy. As a rule, capital ships have
sturdy hulls, thick armor, robust
shields, and the most powerful
shipboard weapon systems in
the galaxy.
ADZ-CLASS
DESTROYER
One of the smallest capital Encumbrance Capacity: 250.
ships in the Imperial Navy's arsenal, Passenger Capacity: 8 troops.
the Adz-class destroyer is a relative new Consumables: 5 months.
comer to the galactic spacelanes. Produced by Kuat Price/Rarity: 4,450,000 credits (R)/7.
Drive Yards (KDY), the Adz-class is designed for long- Customization Hard Points: 1
range patrol duty. Best described as tall and angu Weapons: Two forward and one aft dorsal turret-
lar, these vessels have a long, narrow, slab-sided hull mounted quad laser cannons (Fire Arc All; Damage 5;
flanked by port and starboard sponsons that house Critical 5; Range [Close]; Accurate 1, Linked 5).
the primary thrusters and sensor systems. Their
prows are steeply angled wedges rising to tall super Two port and two starboard turret-mounted light
structures that house the ships’ powerful soliton-wave ion cannons (Fire Arc All; Damage 5; Critical 4; Range
antennae, which can sense the comings and goings of [Close]; Ion).
other vessels in hyperspace, and their attendant cool
ing systems. Thanks to state-of-the-art slave-circuit CR90 CORVETTE
systems, these vessels have a very small crew for their
size and can operate at peak efficiency with only a A versatile light capital ship, Corellian Engineering’s
handful of officers and crew. CR90 corvette is a small, multi-purpose vessel. Long
and sleek, the CR90 has a distinctive, wasp-waisted
The ship has some issues: the foremost that the sen profile with a narrow midships section flanked by a
sor suite suffers from being mated to the finicky, high- massive bank of eleven Cirodyne ion turbine engines
maintenance soliton antenna and is prone to brownouts, aft and a broad, hammerhead bridge and crew sec
spoofing, and signal interference. In addition, the soliton tion forward. This ship is remarkably fast and agile for
antenna drains power at a ferocious rate. Despite these a vessel of its size, and can be configured as a troop
complaints, many Adz-class destroyers are already pa carrier, cargo hauler, passenger liner, consular ship, or
trolling out-of-the-way parts of the Outer Rim. even a heavily armed escort vessel.
Hull Type/Class: Destroyer/Adz. In their standard configuration as lightly armed pas
Manufacturer: Kuat Drive Yards. senger and cargo liners, these corvettes mount a pair
Hyperdrive: Primary: Class 2, Backup: Class 12. of Taim & Bak twin medium turbolasers in dorsal and
Navicomputer: Yes. ventral midships turrets as their main weapons. Along
Sensor Range: Extreme. with the medium turbolasers are four light turbolas
Ship’s Complement: 30 officers, pilots, and crew. ers, two to a side, mounted dorsally in turrets on the
Starfighter Complement: 6. midships hull section. Thanks to their modular nature
and high power output, CR90s can mount even more
guns, which makes them well-suited as blockade-
runners and heavy escorts for cash-strapped militaries.
Hull Type/Class: Corvette/CR90. computer systems are designed in a way that makes
Manufacturer: Corellian Engineering Corporation. retrofitting these systems quite difficult. Despite their
Hyperdrive: Primary: Class 2, Backup: None. advanced age, lack of hyperspace capabilities, and
Navicomputer: Yes. scarcity of parts, many of these ships are still serving
Sensor Range: Long throughout the galaxy.
Ship ’s Complement: 5 0 - 1 6 5 , depending on
configuration. Hull Type/Class: Frigate/IR-3F.
Encumbrance Capacity: Up to 2,500, depending on Manufacturer: Republic Sienar Systems.
configuration. Hyperdrive: None
Passenger Capacity: Up to 600, depending on Navicomputer: None.
configuration. Sensor Range: Extreme.
Consumables: One year. Ship’s Complement: 20 officers and enlisted crew.
Price/Rarity: 1,200,000 credits/5. Starfighter Complement: None
Customization Hard Points: 4 Encumbrance Capacity: 1,800
Weapons: One dorsal and one ventral turret- Passenger Capacity: 10 troops.
mounted twin medium turbolaser battery (Fire Arc Consumables: One month.
All; Damage 10; Critical 5; Range [Long]; Breach 5, Price/Rarity: 1,000,000 credits/6.
Linked 1, Slow-Firing 1). Customization Hard Points: 2
Weapons: One ventral turret-mounted twin light tur
Two port and two starboard turret-mounted light bolaser battery (Fire Arc Forward; Damage 9; Critical
turbolasers (Fire Arc Port or Starboard; Damage 9; 5; Range [Medium]; Breach 2, Linked 1, Slow-Firing 1).
Critical 5; Range [Medium]; Breach 2, Slow-Firing 1).
One dorsal turret-mounted twin light turbolaser
//7-JF-CLASS LIGHT FR IG A T E battery (Fire Arc All; Damage 9; Critical 3; Range [M e
dium]; Breach 2, Linked 1, Slow-Firing).
The predecessor to Republic Sienar System s’ IPV-I-
class corvette, the IR-3F-class light frigate is an old One port and one starboard turret-mounted twin
and outdated patrol craft first introduced during the medium laser cannon (Fire Arc Port and Starboard;
later decades of the Old Republic. Long and sleek, the Damage 6; Critical 3; Range [Close]; Linked 1).
IR-3F is a short-range patrol craft designed for intra
system picket and customs duty. Fitted from the ship VICTORY-CLASS ST A R D E S T R O Y E R
yard with a high-output power system and powerful
sublight engines usually fitted to larger, cruiser-sized Built during the height of the Clone Wars, the Victory-
vessels, these ships had a reputation for blistering class was designed as an all-purpose heavy line-of-
speed and relatively good maneuverability for vessels battle ship meant to support planetary landings and
of their size. This, along with limited atmospheric ca take part in fleet actions. While considered fine ships
pabilities, gives the IR-3F-class a well-deserved repu at the time, they were rushed to production after
tation as a dangerous and hard-to-elude ship, espe many delays and political wrangling within the Navy
cially when handled by a competent crew. and Kuat Drive Yards, and the resulting ships required
more maintenance and dry dock time than was con
While its speed and maneuverability are certainly sidered acceptable even in the heavily bureaucratic
respectable, this ship also carries a flexible and pow Republic. They suffered from a rash of problems (from
erful array of weapons. Armed with a combination of burned-out hyperdrive couplings to a disturbing ten
medium laser cannons and light turbolaser batteries, dency to electrocute crew in their bunks), and the en
the IR-3F-class punches well above its weight, allow tire class quickly gained a reputation as unlucky ships
ing it to engage and defeat opponents considered im and spacegoing coffins.
possible for a ship of its size.
Though Victory-class Star Destroyers have impres
It is lightly armored, a compromise made to wring sive hyperdrives allowing for quick response through
more speed out of the vessel, but its Novaldex shield out the galaxy, their slow sublight speed limits the
systems are quite robust and make up for any defi ability to fight in a modern space battle. The devel
ciencies in its armor. If this ship has a major flaw it is opment of new heavy cruisers and the Imperial- and
that, being designed as short-range craft, it has no hy Im perial II-class Star Destroyers quickly rendered the
perdrive or navicomputer. In addition, its power and old Victories obsolete despite their upgrades. Unloved
by nearly everyone, many Victories were relegated to
planetary garrison and light patrol duty in the farthest
reaches of the Encumbrance Capacity: 6,500.
Empire. Command
of or assignment to Passenger Capacity: 1,600 troops.
one of the old Victories
was seen as death to a/Nlavy officer’s career. Other Consumables: One year.
Victory Star Destroyers were sold to private con
cerns such as the Corporate Sector Authority for Price/Rarity: 50,000,000 credits (R)/6.
theif private paramilitary forces.
Customization Hard Points: A.
However, as much as Victory-c\assStar Destroyers
Weapons: Five port anckfive starboard light quad tur
are mocked and maligned, the ships are still
incredibly powerful and mount a devastating array bolaser batteries (Fire Arc Port and Forward or Star
of dangerous weaponry. In the Outer Rim, the sud
den arrival of a Victory can send pirates and smug board and Forward; Damage 9; Critical 5; Range [Me
glers fleeing for their lives before the iron fist of
the Empire. dium]; Breach 2, Linked 3, Slow-Firing 1).
Hull Type/Class: Star Destroyer/Victory. Ten forward-mounted twin medium turbdlasers
Manufacturer: Kuat Drive Yards.
Hyperdrive: Primary: Class 1, Backup: Class 15. (Fire Arc Forward; Damage 10; Critical 3; Rapge
INavicomputer: Yes. [Long]; Breach 3, Slow-Firing 1). ,
Sensor Range: Long. Ten dorsal twin medium turbolasers (Fire Arc For\
Ship’s Complement: 6,107 officers, pilots, and en
listed crew. ward; Damage 10; Critical 3; Range [Long]; Breach
Starfighter Complement: Twenty-four starfighters.
Vehicle Complement: Numerous shuttles, landing 3, Slow-Firing 1).
craft, utility vehicles, and AT-series walkers.
Twenty assault concussion missile launchers (Fire
Arc Forward; Damage 7; Critical 3; Range [Short];
Blast 4, Breach 5, Guided 2, Inaccurate 1, Slow-
Firing 1).
Ten hull-mounted heavy tractor beams (Fire Arc All;
Damage -; Critical -; Range [Short]; Tractor 6).
ADDITIONAL RULES
Massive 1: When making an attack targeting this
starship, the critical rating of any weapons used
counts as 1 higher.
SHIP AND VEHICLE MODIFICATIONS
F or any band of wanderers in the S ta r W ars galaxy, a broadcasting ship. This may be applied to all star-
starship is much more than a simple means of trans ships and vehicles.
portation. As individuals live aboard it and get to know Models Include: Fabritech 995 Stormcloud ECM
a ship’s various attributes, they tend to make modifica Suite, Miradyne 4x-Phantom Short-Range Sensor
tions to it to better suit their needs. Likewise, the owner Jam m er (starfighters only), KDY 220-SIG Tactical
of a beloved ground vehicle or speeder bike may tinker Combat Jam m er (capital ships only).
with his ride, tweaking the engine or handling charac Base Modifiers: Blocks all sensors within range,
teristics, or even adding weapons to give it some punch counting the ship or vehicle’s silhouette as one step
in a fight. Many ships and vehicles can be improved in smaller when being fired at. Immediately notifies all
a wide variety of ways. These improvements can range ships in a star system, or within 100 kilometers if
from simple increases in armor, shields, or speed to planetside, of the ship or vehicle’s existence.
more esoteric enhancements such as electronic coun Modification Options: 1 Increase difficulty by 1
termeasures or hidden storage compartments. when making subsequent attacks with the Guided
quality Mod.
ATTACHMENTS Hard Points Required: 1
Price: 5,000 credits.
The following are a small selection of common attach
ments seen on the ships and vehicles used by char ENHANCED CARBON-DURASTEEL ARM OR
acters in Force and D estiny. These modifications run
the gamut from docking clamps and larger engines to Produced by numerous starship manufacturers, these
hidden compartments and more powerful weapons. armor plates are made from a complex lattice of car
This is not intended to be a comprehensive list, as bon nanotubes embedded with spun threads of du-
such a list is well outside the scope of this publica rasteel. This modification may be applied to all star-
tion, but it is meant to be representative of what can ships and vehicles.
be done to customize a spacecraft. Game Masters Models Include: Ferro-Magnesium Armor Plate,
are encouraged to design their own attachments to Cerro-Ablative Sheets.
fit their players’ tastes and the needs of their cam Base Modifiers: Adds one point to starship armor
paigns. More options for attachments will appear in and reduces starship handling by one.
future supplements. Modification Options: None.
Hard Points Required: 2
ADVANCED TARGETING ARRAY Price: 2,000 credits per point of starship or vehicle
silhouette.
Advanced targeting arrays use sophisticated holo-
imaging to present a pilot or gunner a detailed, three- HIGH-OUTPUT ION T U R B IN E
dimensional view of his target. Installation of an ATA
increases the accuracy of a ship’s weapons and allows Upgraded engines increase a ship or vehicle’s raw,
gunners to get more shots on target, increasing their straight-line speed at the cost of lower reliability. This
effectiveness in combat.
Models Include: Taim & Bak LR-375a Sureshot Ad TABLE 7-15: ATTACHMENTS
vanced Targeting Array, Fabritech KR-770 “ Sharp
shooter” Targeting Computer, Koensayr Manufactur Attachment Price Rarity HP
ing 8 40.z Flolo-Targeting Suite.
Base Modifiers: Upgrades the ability of Gunnery Advanced Targeting Array 4,000 4i
checks when firing mounted weapons by 1.
Modification Options: 1 Additional upgrade Mod, 1 Electronic Countermeasures 3,000 6i
Innate Talent Mod (Sniper Shot), 1 Innate Talent Mod
(True Aim). Enhanced Armor 2,000 x 32
Hard Points Required: 1 silhouette
Price: 4,000 credits.
High-Output Ion Turbine 5,300 51
ELECTRONIC C O U N TERM EA SU RES SU ITE
Hydraulic Control Circuits 1,000 72
Designed to blind and deafen enemy ships, an elec
tronic countermeasures suite transmits a dense Hyperdrive Generator 6,400 41
stream of white noise and junk data that fogs sen
sors and jams comms traffic within close range of the Reinforced Shield Generator 3,800 52
Retrofitted Hangar Bay 5,000 x 32
silhouette
Smuggling Compartments (R) 1,200 11
Upgraded Comms Array 4,800 61
Upgraded Weapons Varies Varies Varies
STARSHIPS, VEHICLES, AND MODS Models Include: Isu-Sim SS P0 5 FHyperdrive Genera
tor, SFS S/ig-30 FHyperdrive System, KDY Jum pStar
L ike personal equipment, starships and vehi Flyperdrive Generator.
cles can benefit greatly by being modded. Base Modifiers: Reduces a ship’s hyperdrive rating
Ships and vehicles follow the rules for attach by 1 to a minimum of 1.
ments and mods as discussed in Chapter V: Modification Options: 2 Reduce hyperspace rating
Gear and Equipment. The only difference by 1 to a minimum of .5 Mods.
is that installing a mod on a ship or vehicle Hard Points Required: 1
costs ten times as much due to their greater Price: 6,400 credits.
size and complexity. REINFORCED SHIELD GENERATOR
modification may be added to any ship or vehicle. A good defense is crucial to keeping a starship intact
Models Include: Girodyne Ter40 High-Output Ion when pursued by the Empire. Flardened shields upgrade
Turbine, Sienar Fleet Systems SFS-220 Ion Drives, a ship’s stock particle and ray shielding, increasing its
Koensayr Manufacturing R800 Ion Ramjet. strength and making the shields easier to manage.
Base Modifiers: Adds 1 point to a ship’s speed and Models Include: KDY 880 Palisade Shield Generator,
reduces system strain threshold by 1. Phoah-Kingsmeyer 721a AEGIS Shield Generators,
Modification Options: None. Sienar SH-2/a.Z Shield Reinforcement.
Hard Points Required: 1 Base Modifiers: 1 additional point of defense to one
Price: 5,500 credits. defense zone of choice.
Modification Options: 2 One additional point of de
HYDRAULIC CONTROL CIRCUITS fense to one defense zone of choice Mods.
Hard Points Required: 2
Flydraulic control circuits are a throwback to an ear Price: 5,800 credits.
lier era of shipbuilding. Instead of using traditional
conductive material pressed into composite wafer RETRO FITTED HANGAR BAY
boards to transfer electromagnetic energy, FICCs use
countless near-microscopic transparisteel tubes full Some starships and large vehicles can be modified to
of highly conductive liquid metal similar in its com po carry smaller vehicles (with a maximum silhouette of
sition to mercury. Field under pressure and regulated two smaller than the carrier) in a converted cargo hold
by a series of minute valves, this metal controls the or other compartment. The hangar bay modification
flow of energy. Bulky, antiquated, and difficult to work includes launch and recovery systems as well as fuel
with, these circuits do have an incredible resistance to ing, traffic control, and maintenance facilities. This is a
the effects of ion weapons, a fact that has not gone common modification among the larger ships serving
unnoticed among pilots and ship owners. in the Rebel Alliance’s ersatz navy. The Rebels have
Models Include: Corellian Engineering Corporation no access to purpose-built carriers and must make do
Flydraulic Control Circuits, Santhe-Sienar Flardened with what they have to ferry their starfighters and gun
Circuitry, Fabritech Insulated Circuitry. boats into battle with the Empire. M ay only be used
Base Modifiers: Ships equipped with these attach on ships or vehicles with a silhouette of 5 or more.
ments suffer half damage from weapons possessing Models Include: None.
the Ion quality after damage is reduced by soak. Base Modifiers: Allows a ship or vehicle to carry
When installed, reduce handling and system strain smaller vehicles (with a maximum silhouette of 2
threshold by 1. smaller than the carrier) in a converted cargo hold or
Modification Options: 1 Defender chooses ship other compartment. The maximum capacity is calcu
component affected by Ion item quality, as opposed lated by adding together all of the carried vehicles’ sil
to the attacker Mod. 1 increase system strain thresh houettes. Carrier vehicles with silhouette 5 can carry
old by 1 Mod. a total silhouette of 5, silhouette 6 vehicles can carry
Hard Points Required: 2. a total silhouette of 20, and silhouette 7+ vehicles
Price: 1,000 credits. can carry a total silhouette of 60. Common sense and
GM judgment apply when determining what vehicles
H YPERD RIVE GENERATOR can and cannot fit in a hangar bay.
Modification Options: 5 Additional + 1 maximum
Upgraded hyperdrive generators increase a vessel’s silhouette capacity Mods.
speed through hyperspace, allowing it to complete Hard Points Required: 2.
journeys in a fraction of the usual time. Such devices Price: 5,000 credits per point of starship or vehicle
are expensive; generally only high-quality couriers, silhouette.
smugglers, and government agents can afford them.
SM UGGLING CO M PARTM ENTS TABLE 7-16: UPGRADING WEAPONS
Installed in starships, especially freighters and trans Weapon Price/ Compatible
ports, for the transportation of contraband, smuggling Rarity Silhouettes
compartments are used to hide goods (and occasion
ally, people) from the prying eyes of planetary customs Auto-Blaster 3,000/3 2-10
agents and Imperial law enforcement. Designed to be
incredibly hard to spot by blending into their surround Blaster Cannon (Light) 4,000/2 2-10
ings, smuggling compartments are commonly installed
beneath deck plates, behind heavy equipment, or in Blaster Cannon (Heavy) 5,000/3 3-10
any of a thousand other bolt-holes throughout a vessel.
Base Modifiers: Stores items of up to 25 encum Concussion Missile Launcher 7,500/5 3-10
brance per compartment. This still counts as part of
the total encumbrance threshold of a ship. Increases Ion Cannon (Light) 5,000/5 3-10
difficulty of checks made to find compartments by + 2.
Modification Options: 2 Additional storage (25 en Ion Cannon (Medium) 6,000/6 5-10
cumbrance) Mods.
Hard Points Required: 1 Ion Cannon (Heavy) 7,500/7 6-10
Price: (R) 1,200 credits.
Laser Cannon (Light) 5,500/4 3-10
UPGRADED COMMS ARRAY
Laser Cannon (Medium) 7,000/4 3-10
Upgraded comms systems are powerful subspace
comms arrays that can be fitted to most ships in the Laser Cannon (Heavy) 7,500/5 4-10
galaxy. They are typically equipped with both video and
audio pickups and with the ability to interface quickly Proton Torpedo Launcher (R) 9,000/7 3-10
and easily with droid brains and other comms systems.
Models Include: Chedak Com m unications Fre Quad Laser Cannon 8,000/6 4-10
quency Agile Subspace Transceiver (FAST), SFS
Ranger Long-Range Transceiver, Fabritech 44Q/r Tractor Beam (Light) 6,000/4 4-10
Multi-Band Transceiver.
Base Modifiers: Increases the range of shipboard Tractor Beam (Medium) 8,000/5 5-10
communications by 1 range band.
Modification Options: 2 Additional comms range Tractor Beam (Heavy) 10,000/6 5-10
band Mods.
Hard Points Required: 1 Turbolaser (Light) (R) 12,000/7 5-10
Price: 4,800 credits.
Turbolaser (Medium) (R) 15,000/7 6-10
Turbolaser (Heavy) (R) 20,000/8 6-10
Linking two or more weapons +half the As weapon
of the same type (this adds the cost of the
Linked quality to the weapon weapon per
with a value equal to the additional
additional weapons added)
weapon
UPGRADED W EAPONS
The simple act of mounting more or heavier weapons
on a starship or vehicle. The combinations of weapon
load-outs are nearly endless, thanks to the diversity of
weapon systems in the galaxy. Weapon choice is left
up to the needs of the Player Characters and the avail
ability, either legally or illegally, of weapon systems.
Models Include: Arakyd Flex Tube Proton Torpedo
Launcher, A rM ek SW-6 Heavy Ion Cannon.
Base Modifiers: See Table 7-16: Upgrading Weap
ons for a list of what weapons can be mounted to what
kind of ship. This is not meant to be an exhaustive list,
but it provides a series of guidelines that can be ap
plied for other, non-standard weapons as well.
Modification Options: None.
Hard Points Required: 0 if replacing an exist
ing system. 1 if adding a new weapon system.
Weapon systems combining two or more weap
ons always cost 1 hard point,
even if replacing an existing
system.
Price: Varies.
THE FORCE
“Life creates it, makes it grow. Its energy surrounds us, and
binds us. Luminous beings are we, not this crude matter.”
-Master Yoda
Although the galaxy is a vast place, 20,000 spanning Clone Wars. They have counseled govern
standard years of recorded hyperspace travel, ments and led Empires. They have brought both
technological progress, and exploration have un strife and peace to the galaxy.
covered many of its mysteries. Galactic civilization
has spread across the stars. Its sciences have ex Despite Imperial attempts to suppress knowledge
plained the physical laws governing the universe, of the Force, memories remain of the two great op
and— some argue— swept away the need for primi posing traditions of Force users: the Jedi and the
tive superstitions. Sith. Each has sought to understand the Force in its
own way, and myths and tales tell of their constant
And yet, the galaxy has a fundamental mysticism struggle throughout the ages. Perhaps because of
that science cannot unravel. This power has always the inherently mystical nature of their studies, both
defied the attempts of skeptics to explain it away, remain shrouded in legend. However, these two
and its influence is undeniable. Species and cultures paths embody the duality of the Force, and comprise
have known this strange energy by a multitude of the major approaches for those who wish to manipu
names, but the Jedi and Sith know it as the Force. late its awesome power for good or ill.
Sentient beings have known of the Force through Regardless of legend or rumor, such feats are
out galactic history. Historians have recorded the almost unthinkable now in this era of galactic civil
role of Force-sensitive beings in momentous events war and Imperial persecution. The Force remains,
since the earliest days of the Old Republic. Force always, but its students are scattered and hidden. If
users fought in many pivotal conflicts, from the they are to shape the course of galactic events once
ancient and nigh-mythical battles between the again, they must learn its ways and choose a path
Jedi and Sith to the recent conflicts in the galaxy- for themselves.
THE NATURE OF MIDI-CHLORIANS
THE FORCE
m idi-chlorians are micro-symbiont organ
T he Force simply is. It has existed as long as life has isms that live within the bloodstreams of
flourished in the galaxy, and will endure as long as all living things. The Jedi of the Old Republic
life remains. It has been called an energy field, and in studied them, and believed them to be fun
many ways this is true, though it cannot be measured damental to the connection between life and
by conventional or technological means. It binds the the Force, though the exact nature of this re
galaxy together, though in more than just a physical lationship remains mysterious.
sense. Although it eludes the grasp of pure intellect,
the rival traditions of Force users have learned much Testing an individual’s midi-chlorian count is
about its power over the millennia. Those who would one of the few known ways to measure Force
use that power today must understand these lessons. ability using technological means, as higher
counts are associated with greater potential
The Force consists of two related, but distinct, ele for Force sensitivity. However, as with many
ments: the Living Force and the Cosmic Force. The Liv matters related to the Force, there are few
ing Force is generated by the energy of living beings absolutes. Unexpected individuals have been
throughout the galaxy. This is the Force at its most known to develop an affinity for the Force, re
immediate and instinctive level. It is this aspect of the gardless of testing results.
Force that allows for many of the impressive abilities
that have fueled the aura of legend around the Jed i Since the fall of the Jedi, active study of midi-
and Sith, and that still excites the galaxy’s imagina chlorians has become increasingly rare. The
tion. The ability to trick the minds of other beings, subject is treated with ridicule by disinterest
to sense their presence, and to manipulate physical ed scientists and with official discouragement
objects all come from the Living Force. by Imperial authorities.
As life in all its myriad forms cycles endlessly, so This intimate link between life and the Force means
does the Living Force. It can ebb and flow, growing that—despite rumors of Force-attuned technology-
stronger in some places than others, especially in lo only living organisms can sense its presence. Sentient
cations of great significance for life or death. However, beings in particular can be born Force-sensitive or be
this sequence of renewal forms the foundation of the come so during the course of their lives. The Force is
Force’s other half—the Cosmic Force. particularly strong within some individuals, and some
say that this trait can be passed down in families. In
Ultimately, all energy from the Living Force passes deed, certain family names have been associated with
into the Cosmic Force. This includes not only the energy the most famous, or infamous, Force users in
of the Living Force at a particular point in time, but the the galaxy’s history.
energy of all things that have ever lived in the galaxy. For
this reason, the Cosmic Force transcends normal con
ceptions of time and space. In this way, it also connects
all things in the galaxy together: not only what is, but
what was and what has yet to come.
The Cosmic Force is the more difficult of the two
for a Force user to access. It requires meditation,
openness, and harmony to attune oneself to
its rhythms. It is also from here that perhaps
the most powerful Force abilities come—
to see distant places and events, and
even to catch glimpses of myriad poten
tial futures. These abilities are seldom
featured in the derring-do of a holo-
drama, but comprehending the deeper
mysteries of the galaxy and possessing
the gift of foresight is a route to power
savored only by a few.
The Force also appears to have its own will. M any Some have stated that it responds most strongly to
powerful Force users have long hinted at this phenom actions taken by those who consciously seek to use
enon, especially after communing with the Force or it, and that it aids or opposes individuals according
experiencing events of mystical significance. They be to its own remote designs. Given these observations,
lieve not only that the Force derives its energy from those sensitive to the Force understand that it has an
life, but that it also guides the actions of the living. undeniable role in the destiny of the galaxy.
THE DUALITY OF THE FORCE
T h e Force reflects the patterns of life, and life seeks At the opposite end lies the dark side. Its users
I to perpetuate itself. Despite their endless variety know that their strength flows from raw emotion.
throughout the galaxy, most life forms are driven by Fear, anger, jealousy, and hatred are all conduits to
instinct to seek the necessities for survival. At the most the power of the dark side. Those who believe they
primordial level, whether on a steaming jungle world or have gained mastery over it know, too, that it is most
a sun-baked desert planet, life struggles to exist. effectively bent to their will when used for destruc
tive actions and focused by the burning need to fulfill
However alien their ecosystems may be from each personal desires.
other, all cycles of life encompass both creative
and destructive impulses. On a grand scale, species The two great Force-using traditions of the galaxy—
arise and adapt, and then thrive for a time. Most are the Jedi Order and the Order of the Sith—each devel
eventually extinguished, either by some cataclysm or oped following the path of one side to the exclusion of
a gradual fading as conditions change, and then are the other. Though their exact origins are ancient and
replaced by still others. To take a closer view, there mysterious, they have remained enemies throughout
are predators and prey, and many species that must galactic history. For this reason, some believe that the
be both, in order for life to continue. Life includes the Jed i and Sith must share an ultimately common origin,
act of birth, but also death. and that their creation in the distant past embodies
the opposition between the light and dark sides. As
As it is so intimately linked to life, the Force also their relative power has increased or diminished over
has a duality that encompasses both creation and de the centuries, it has only reinforced another deeply
struction. As long as sentient beings have been able held belief about the Force: that it has a balance, and
to wield the power of the Force, they have been aware that this balance can shift over time.
of this division, for it is an inherent part of its nature.
They gave names to these opposed sides, taking their Amid this discussion of the Jedi and Sith, it is worth
understanding from the most intuitive of relation noting that the Force is not set apart solely for interac
ships: that between light and dark. tion with those who can directly manipulate it. All sen
tient beings can choose to act in life-affirming or destruc
TOUCHING THE FORCE tive ways. Most view their actions (and lapses) within the
moral code of their species or world, or in keeping with
Sentients have learned to build civilizations, to travel some personal creed. This does not mean that they are
between the stars, and perhaps most importantly, to not acted upon by the Force, or that their actions do not
interact with the Force. They are able to make con contribute to the balance between light and dark.
scious choices and to desire more than mere sur
vival. It is this ability to impose one’s will on reality However, those who use the Force itself to further
that gives a moral dimension to existence and to both these competing moral ends operate on a different
the light and dark sides of the Force. The capacity for level. By embracing one side over the other, they are
choice and intent in using the Force goes beyond the actively engaging in the unceasing struggle between
natural cycles of creation and destruction that feed it. the light and dark sides. More than any others, it is
the Force-sensitive beings of the galaxy who have the
Those who draw upon the light side know it by the greatest influence upon the balance of the Force.
feelings that invite its presence: peace, understand
ing, compassion, and even love. In action, its use is Still, even the greatest of light side users can seek
closely associated with life-affirming and selfless mo only to understand the will of the Force. In the twilight
tives. For those who have gained the deepest under days of the Old Republic, the Jed i Council came to be
standing, wielding the light side is less about imposing lieve that the Force was dangerously out of balance.
their own will than about allowing that of the Cosmic To them, the lessening of their contact with the Cos
Force to shape destiny. mic Force and the return of the Sith meant the dark
side was growing dangerously ascendant.
THE FORCE WIELDERS
Now on his own, the warrior found his way to a build- -j
ing, a monastery in the hills of that place. Its symbol
ism was hauntingly familiar, but he sought answers,
and so with little pause he went inside. There, he met
the third being, wizened by untold experience, who
called himself the Father.
They talked, and the Father said he and his children
were called “Force Wielders.” He said that he gov
erned the balance between his family— and between
the light and the dark— in that place. If he did not,
their power could threaten the fabric of the universe.
As the Son had hinted at earlier, the Father asked the
warrior if he was the Chosen One.
It was a title the warrior did not believe in, and a mantle
he did not seek. Still, the Father wanted to know the truth
of this. So he sent his children to capture the warrior's
friends, and he brought them to the monastery. There,
with the warrior’s old master threatened by the Daugh- f
ter's light, and his apprentice by the Son’s darkness, the
Father told the warrior to choose which to save.
He would not choose. Drawing upon the Force that
was all around them in that place, the warrior sub- I
dued both the Son and the Daughter and made them
release his friends. However, the great power he dis
played only reinforced the Father’s conviction that he
was the Chosen One.
The Father took the warrior aside, explaining that he
was dying and that it was the Chosen One’s destiny to
take his place, and to maintain the balance. The war
rior considered, but refused him. He had a life beyond
that place, and a wife he loved passionately, though in
secret, for their love was forbidden. The Father said
he could not force the warrior to accept his destiny,
but warned him that refusing it would bring suffering
to the entire galaxy. The warrior would not be per
suaded, and the seekers departed into the melancholy
sky. Did the Father's warning come to pass? Well,
perhaps I will tell you more of their fate another time.
The Jed i also believed in the prophecy of the Cho fell to betrayal during the Clone Wars and were all but
sen One: that a being would emerge with the power to exterminated. To those who can sense it, the Force
restore balance to the Force. Some within the council remains out of balance in the current era of the Ga
even claimed to have identified the One among the lactic Civil War.
order’s own members. Unfortunately, the Je d i soon
THE WAYS OF THE FORCE
T he Force still represents one of the greatest sources
of power in the galaxy, for good or evil. It requires
the will of a Force-sensitive being to use it and lacks
the easy approachability of technology. To those with
the necessary ability, it can be turned to a seemingly
infinite number of uses. Individuals who are strong in
the Force can enhance their own abilities, understand
their surroundings on an intuitive level, or even use it to
exert their will upon the physical matter around them.
LEARNING ABOUT
THE FORCE
Such ability is very rare. Though an individual may
manifest sensitivity to the Force at any time, it is a tal
ent that must be developed, rather than a skill that can
be taught. In most species, it typically appears at a
young age. Their gift often sets these individuals apart,
as even untrained Force use can grant insights or physi
cal capabilities far beyond those considered normal.
This keeps the communities of Force users small,
and isolated from much of galactic society. In the
days of the Jed i Order, members sought out children
with Force potential for instruction. Today, exhibiting
such ability is extremely dangerous. Rumors of it are
likely to bring Imperial scrutiny and retribution down
upon those thought to harbor a Force-sensitive, let
alone upon the individual himself.
Even for those with the talent, discipline and train
ing are necessary to fully open themselves to the
Force and learn to use it. Finding a mentor to assist
one in learning about the ways of the Force is difficult
at best, for those with the greatest wisdom were the
first to fall during the Em pire’s purges. M any of those
since born with the gift remain unaware of it. Those
who know are often best advised to hide it.
Still, there always remain those who will not be
stopped from pursuing their destiny and realizing
their potential. They are compelled to learn what they
can about the Force, whether for themselves or the
sake of others.
THE POWERS OF
THE FORCE
The power that the Force confers to a user can vary
widely, but its capabilities are traditionally broken
into three broad categories:
PO W ERS OF THE BODY
Force users can control and harness the Living Force
within themselves to heighten their own physical
prowess. Abilities of this type gave the Jed i and Sith LIGHTSABERS AND THE FORCE
their astounding agility and strength, among other tal
ents such as healing from terrible injuries, or hibernat There is one other arena in which Force sensitivity
ing through long periods of deprivation. bestows a power not available to most individuals:
the ability to wield the lightsaber, the ancient weapon
PO W ER S OF M ANIPULATION of the Jed i and Sith. Rarely seen even at the height
of the Old Republic, the lightsaber has all but disap
The second category of ability allows Force users to peared with the Jed i, becoming a weapon of legend
alter and manipulate the physical environment sur or an item of curiosity.
rounding them. This allows for such feats as moving
objects in seeming defiance of normal physical laws There are many who believe lightsaber prowess to be
and directing or even projecting energy. This control the signature attribute of an accomplished Force user,
can also involve the subtle manipulation of the minds as it arguably draws upon all three of the areas of Force
of other beings. Those impressed with raw power— ability. Only those capable of supernaturally fine physi
whether Force-sensitives or not— have always been cal control can wield a lightsaber’s massless blade with
drawn to this grouping of talents. out great risk to themselves. To be a truly effective com
batant, they must also have a considerable degree of
PO W E R S OF THE MIND spatial awareness, gained through opening themselves
to the Force. Finally, it is rumored that a lightsaber is
The final category of ability encompasses those in best constructed by a Force user capable of making deli
volved in sensing or gaining awareness of the greater cate manipulations to align its focusing crystals. Indeed,
galaxy around the Force user. As mentioned before, this act was considered a rite of passage for the Jedi.
the highest levels of these abilities involve communing
directly with the Cosmic Force. Though the present and BEING A FORCE-
future are always in motion, the Force has much influ SENSITIVE IN THE GALAXY
ence over both, and an individual armed with knowl
edge can sometimes direct events to his own ends. Following the ways of the Force has always been a
lonely path. Few are granted the potential. Fewer still
THE BALANCE OF THE FORCE
The tale of the warrior and the Force Wielders? No, However, the Father was able to recover enough of
it does not end with his departure. Yes, I know that his power to take action. He confronted the warrior
would not make a good story. Remember, our lessons with the hard truth that he alone could choose his own
are not always comforting. destiny, but banished the knowledge of the future from
him. This broke the Son’s hold over the warrior, and
So, as the seekers attempted to leave, the Son tricked all the Father determined to make a final sacrifice.
of them, including the Father. He meant to break free of
that realm and take control in the wider galaxy. He stole The Son came upon them all, believing his power
the warrior’s apprentice and poisoned her mind against complete and his way free. The Father warned him
him. In their desperation, the warrior and his master of the danger to the universe’s balance, but the Son
turned to the Daughter, who led them to a sacred place was heedless. Taking the dagger, the Father mortally
and showed them a powerful dagger, which she said they wounded himself, in order to sever the Son’s connec
could use against the Son. With noother choices, warrior tion to the Force. The warrior then killed the Son.
and his master took it and set out to free the apprentice.
As he lay dying, the Father’s heart was heavy, for his
It was a trap. The apprentice fought with the warrior, family were all dead. But he gave the warrior cause for
and their conflict only fed the Son's powers. He cap hope, telling him that he could still fulfill his destiny in
tured the dagger and tried to kill the Father with it, so another way, by continuing on his path. After that, he
that he could escape. However, his plans were upset, faded, and the three seekers finally departed.
too, for the Daughter intervened, sacrificing herself to
save the wounded Father. Why do I pass this story on to you? For the same
reason it was told to me. Yes, the Force is still out of
In a final attempt to escape, the Son showed the balance. Yes, the dark side has grown in power, but
warrior a vision of his future. It was dark and filled
with the pain of the terrible things he would do. The isthere still hope. Even those of us who are strongest
Son convinced the warrior that if he joined the Son’s in the Force cannot know allof our destiny. We can
cause, he would be spared the tragedy of his fate. The
warrior was afraid, and fell under the Son's control. learn to embrace its will, and carry on in the belief
that one day the prophecy will be fulfilled, and the bal
ance restored.
can find the teaching and discipline to hone their po To be a Force user is to be unique, and to face
tential into mastery. choices. A galactic civil war rages, and the Force re
mains unbalanced. It compels those who would use
This is truer now than ever. The Jed i O rder may it to make decisions of significance and propels them
have kept the peace of the Republic for a thousand along the path they choose, forever altering their des
generations, but the Republic is no more, and the tiny. Soon enough, they will come to serve one side or
Jed i have been hunted to extinction. Dark times have the other in this conflict, for they are the heirs of the
come, and the Empire rules now. W hile the Sith ap greatest power in the galaxy.
pear victorious in their long struggle, they remain al
most a rumor and are nearly as rare as their foe.
THE FORCE IN FORCE AND DESTINY
By default, all characters playing a career from Force Force always have a Force rating. All of the Player Char
and Destiny are Force-sensitive. Being Force-sensi acters who use a career from Force and Destiny have a
tive is very different from being a Jedi, as only years Force rating of 1 at character creation, and have chanc
of study in the techniques and teachings of the Order es to increase it as their characters grow.
entitle a Force user to such an accolade. Most Force-
sensitives would not be able to achieve the degree of FORCE-SENSITIVE
skill necessary to become fully fledged Jed i Knights, CHARACTERS
and in the modern age, the Jed i have been so thor
oughly expunged that finding a qualified teacher in Being Force-sensitive allows a character to unlock
their techniques is a practical impossibility. That being certain special abilities and the means with which to
said, many of the characters in Force and Destiny have activate and use Force powers, which are discussed
the opportunity to advance their abilities and hone later in this chapter.
their skills to the point where they could rival the Jedi
of old. It is up to them as to whether they emulate the A Force-sensitive character is any character
ancient guardians of the galaxy or supplant them. with a Force rating of 1 or higher. A character must
be Force-sensitive to select certain specialization trees
In this game, the ability to use the Force is repre and particular talents. In addition, certain talents and
sented by a character’s Force rating. Most Non-Player abilities may affect Force-sensitive characters in dif
Characters have a Force rating of 0. This does not mean ferent ways than they affect characters who do not
they are wholly cut off from the Force, as everything have a Force rating. There are some abilities that only
in the galaxy is affected by it, but it has no tangible affect Force-sensitive characters, and there are oth
impact on their day-to-day existence as they perceive ers to which Force-sensitives are effectively immune.
it. Force-sensitive characters who do comprehend the When this is the case, it is noted in the description of
the talent or ability in question.
FORCE DICE BECOM ING FORCE-SENSITIVE
T he twelve-sided, white Force die # is the Generally, Player Characters using a career from Force
seventh narrative die used in Force and and D estiny do not need to become Force-sensitive,
D estiny. On it are white, circular symbols rep since they start that way. A Player Character who uses
resenting the light side of the Force # and one of Force and D estiny’s six careers gains Force rat
black, circular symbols representing the dark ing 1 as a starting ability.
side of the Force O- If a PC does not begin play with Force rating 1 (this
generally will only happen if the player selects a ca
The Force die is unique among the dice in Force reer from A ce of R ebellion or E dge of the E mpire), the
and Destiny because, unlike the other dice, the character will need to take one of the Force-sensitive
Force die does not generate symbols that con universal specializations in those books to gain Force
tribute toward success or failure. In addition, the rating 1 and become a Force-sensitive.
Force die’s Light Side and Dark Side symbols do
not cancel each other out. Instead, the Force die
generates resources in the form of Force points
€ for Force-sensitive characters to spend to ac
tivate Force powers and other abilities.
FORCE-SENSITIVE RULES
F orce-sensitives gain access to certain unique pow may use one or more # to generate one additional 3
ers and abilities via the Force. These abilities can
take the form of Force powers or Force talents. Both each— in addition to those generated by the Q The
Force powers and Force talents have a set of individual consequences that come with this choice can be dire,
rules governing their use, as described later in this sec and can gravely affect the individual who gives in to
tion. They also share certain universal rules. this temptation. A Force-sensitive character in Force
and Destiny who wishes to use one or more # to pro
Force powers and Force talents generally work in vide Force points for a power must flip one Destiny
one of two ways: Point from light to dark. If there are no light side Des
tiny Points to flip, he may not use # at all. He then
• First, the PC can make a Force power check, suffers strain equal to the number of # results
he uses to generate 3 and suffers Conflict equal
rolling a number of Force dice O and using the to the number of # results he uses to generate
results to generate Force points 3 . The charac 3 A character may always choose to have a O result
ter can spend these 3 to activate and enhance or # result not generate 3
abilities in a variety of ways, as described in the
individual Force power or Force talent. Once the character determines how m a n y 3 h e has
generated, he consults the Force power or Force tal
• Second, the PC can commit a number of Force ent and determines how he may spend t h o s e 3 Most
dice. While Force dice are committed to a power powers and talents have abilities that require one or
(as described in the power), the PC counts his more 3 to activate. Each 3 can be spent only once.
Force rating as one lower than normal for each The character may spend as many or as few 3 as he
Force die committed. Force dice can remain com wishes; however, once he is finished s p e n d in g 3 any
mitted to a power or ability for multiple game u n s p e n t3 a re lost.
rounds and, while committed, provide the PC
with an ongoing effect. Once a Force power check has been resolved, this
concludes the character’s action. A Force power is al
FORCE POWER CHECKS ways “successfully” activated, even if the check does
not generate any Force points to spend on the power.
Most Force powers and Force talents provide the user
with a temporary effect—they accomplish something COM BINED FORCE PO W ER CHECKS
and then end. W hat they accomplish is detailed in
the description of the power or talent. Flowever, most Some Force powers and Force talents require the
powers and talents that provide a temporary effect character to make a Force power
require the character to spend one or more Force check that is com bined with a
p o in ts3 to activate the power or ability. skill check. This generally
Characters generate 3 by making a Force power
check, rolling one or more Force dice O and generat
ing 3 based on the results. When a Force-sensitive
character attempts to activate a power or use
certain Force talents, he creates a dice pool
that— usually—consists solely of a num
ber of Force dice. The ability sometimes
specifies how many Force dice he uses;
however, the number of Force dice he
adds to the pool can never exceed his
current Force rating Fie then rolls the
dice. Every Light Side result O generates
one Force point 3 the character may
spend to fuel the power’s abilities. Every
Dark Side result # generates no Force
points 3 and is disregarded.
Flowever, the dark side of the Force
is always offering easy power, tem pt
ing a Force user to give in and accept
its aid. A Force-sensitive character
FORCE POINTS AND THE SYMBOL ACTIVATING BASIC POWERS AND UPGRADES
OF A FORCE POWER MULTIPLE TIMES
In E dge of t h e E mpire and A ce of R ebellion, Each Force power has basic uses, as well as upgrades
the # symbol was used interchangeably to that can enhance and modify these uses. Unless the
denote both the # result on a Force die and power states otherwise, a Force user can activate the
a Force point generated from that result. This basic use or upgrades of a power multiple times to
worked in those games because Force users increase the effects of the power. For example, the
were assumed to be light side Force users Influence power’s basic use is "spend 3 to inflict 1
by default, and would be generating most of strain on a target.” A Force user can then spend ad
their Force points from # results. Flowever, ditional 3 each inflicting another strain on the target.
Force and D estiny requires a greater degree
of granularity in its Force rules. Therefore, in For convenience, however, most basic uses and
stead of using the # symbol to denote Force upgrades have clarifying text indicating whether or
points, this book uses the C>symbol for Force not they can be activated multiple times as part of a
points instead. Functionally, any powers pres single use of their Force power. Some basic uses and
ent in Force and Destiny and the other two upgrades may not have this clarifying text because
games work identically; this new symbol only they are passive upgrades or because their specific
serves to help clarify the difference between effect would not change due to additional activations.
the symbols on the Force die and the Force
COMMITTING FORCE DICE
points those symbols generate.
represents the character using Force abilities in Some Force powers and Force talents provide an ongo
conjunction with other skills. It also comes into play ing effect—they give the character a benefit that lasts
when the character’s Force abilities may be op until he chooses to end it. W hat they do is detailed in
posed by the skills of his target. the description of the power or talent. Flowever, most
powers or talents that provide an ongoing effect re
When a character combines a Force power check quire the character to commit a number of Force dice.
with a standard skill check, he combines the O he To activate and fuel an ongoing effect, the Force-
sensitive character commits a number of Force dice
would roll to make the Force power check with the O . The number of O that need to be committed is
dice he would roll to make the skill check. Relevant
powers and talents specifically state when a com DARK SIDE FORCE USERS
bined check should take place. Such a check may also
occur when a PC is dealing with particularly powerful T he rules presented here for Force power
characters (see the Resisting Force Power Checks checks assume the character using the
sidebar, on page 283). Unless specifically stated power is a light side Force user. Flowever, if a
otherwise, the character must generate enough 3 character’s Morality drops below 30, he be
to activate the Force talent or Force power's basic comes a dark side Force user. Dark side Force
power (or appropriate control upgrades) and must users generate0using slightly different rules;
generate at least one uncanceled & for the check their fall can also have several other mechani
to succeed (see page 31 for more information on cal effects, as detailed on page 52.
passing or failing checks).
When a dark side Force user makes a Force
This entire process counts as making a single check. power check, instead of using # to generate
SPENDING 3 BEFORE RESOLVING CHECKS 0 , he uses O- The dark side Force user gener
ates one 0 per O- If the dark side Force user
Many combined Force power checks allow the charac
ter to spend 3 before resolving the overall success or wishes to use # results to generate addition
failure of a check. For example, a talent might allow the al 0 he must flip one Destiny Point from light
character to make a Force power check combined with to dark and suffer strain equal to the number
a skill check, then s p e n d 3 to add additional & to the o f # results he wishes to use.
check. In other cases, a Force power could require the
character to generate enough 3 to move an object to The CM might also wish to use NPCs or adver
ward a target but also require him to succeed at a skill saries who are dark side Force users. These
check to hit the target with the moving object. individuals follow the rules for dark side Force
users as detailed above unless their descrip
In these cases, although the entire check is made at tions specify otherwise. Flowever, the GM flips
one time, the character should generate and spend 3 a Destiny Point from dark to light instead.
immediately after rolling the dice pool, before inter
preting the results of the rest of the pool.
COMMITTING FORCE DICE OVER have a Force rating of 1 or higher. Note that non-Force-
MULTIPLE ENCOUNTERS sensitive characters can purchase a Force talent, but
they cannot use it or gain any benefit from it until they
T here are no hard limits as to how long a become Force-sensitive (and this includes talents that
• can remain committed to a Force power increase a character’s Force rating). Characters may
or Force talent. Some talents and powers im use Force talents if their current Force rating is 0 due
pose penalties for every round the # remains to committing O ; however, many Force talents require
committed, but other powers (such as Sense
and Enhance) do not. Generally this is not a characters to commit O or make Force power checks,
problem, but some players may choose to
leave # committed to powers for multiple en which are based on the character’s current Force rating.
counters, or even multiple sessions.
Active Force talents state whether they require an
If players are abusing this, the GM can imple action, maneuver, or incidental to activate.
ment the following rule: If a player leaves #
committed to his character’s Force powers or FORCE POWERS
talents for multiple encounters, the GM can
stop his character from recovering strain at The primary means by which a Force user manipu
the end of each encounter. This limiter re lates the Force is not unconscious. A true Force user
mains in play until the character uncommits can deliberately tap into the Force to change and ma
all # and leaves them uncommitted until the nipulate himself and his surroundings. The Force can
allow someone to do things others may see as fan
next encounter begins. tastic or even unbelievable: levitating items, blocking
blaster shots with one’s hands, controlling the minds
of others, and even predicting the future.
listed in the effect; however, a character cannot com Force powers are one of the means by which a
Force-sensitive character accomplishes those tasks. In
mit more O than his current Force rating. Force and D estiny, Force powers are broad and over
arching abilities that allow Force-sensitive characters
When a character has committed one or more O , to perform impressive and fantastic feats.
he counts his current Force rating as lower than his
actual Force rating. For all mechanical purposes, the Each Force power focuses on a particular task that
character’s Force rating temporarily decreases by an can be performed through the manipulation of the
amount equal to the number of O committed. This Force. Force powers might require Force power checks
is the PC ’s current Force rating When he ends the to activate temporary effects, or they could require us
effect, the character no longer counts his Force rating ers to commit Force dice to activate ongoing effects.
as lower than usual, because the dice are no longer Some might be able to do both. In any case, unless the
committed. However, a Force-sensitive character still power’s description specifically states otherwise, using
counts as a Force-sensitive character, even if commit the power requires one action in structured time
ting O has dropped his current Force rating to 0. The initial purchase of each Force power costs a
certain amount of experience, which is listed in the
A character may end an ongoing effect at the end power’s entry. Once the power is purchased, the user
of any of his subsequent turns as an incidental. While may spend additional experience to further customize
an ongoing effect is active, the character may not ac and enhance it.
tivate that specific ongoing effect again (the character
cannot be benefiting from two "copies” of the same Unless specified in the Force power description,
ongoing effect). Force powers can be purchased by any Force-sensi
tive character. Some powers have a prerequisite Force
FORCE TALENTS rating that a character must possess before he can
purchase the power.
Force-sensitive characters have access to a number of
unique talents, referred to as Force talents. Force tal FORCE PO W ER BREAKDOW N
ents are talents available only to individuals who pos
sess a Force rating. They represent the Force’s ability Each Force power can be divided into two sections: the
to aid an individual in minor ways, but they are not power’s basic form and its upgrades. A Force-sensitive
complex enough to be individual Force powers. Often, character who purchases a Force power immediately
these talents represent the character’s ability to un gains access to the most basic form of the power. This
consciously tap into the Force; they are his instinctual is represented in the first row of the power’s Force
awareness of the Force and his surroundings. power tree. The basic form is the Force power at its
simplest, and it provides the foundation for all of the
Force talents follow all the rules for talents, with the upgrades that accom pany the Force power.
caveat that they can only be used by characters who
RESISTING FORCE POWER CHECKS
F orce powers are designed to be simple and the rules for opposed checks on page 33.
inclusive, so that what Player Characters can The attacking player then makes the check. The
accomplish with a power is often limited only by check must generate sufficientC) to activate the
their imaginations. However, when confronting power and must generate at least one uncan
a powerful adversary, even skilled Force users celed & to successfully execute the action he is
may find their abilities stymied by an oppo attempting with the Force power.
nent’s formidable will.
The skills used in the check are up to the GM
When any character attempts to use a Force and the players involved, and they depend on
power against a Player Character (or a PC at the circumstances of the check. Generally, the
tempts to use a Force power against a power attacking character can default to using the Dis
ful Non-Player Character, such as a nemesis or cipline skill, although in some cases, other skills
plot-important named rival), the Force power may make sense. An opposed check involving
check becomes an opposed check, if it is not the Seek power, for example, might have the
already an opposed check or a combat check. attacking character use Vigilance, whereas a
This always applies when a Force power targets check involving the use of Influence in a social
a PC, and the GM can use his discretion as to setting could use Deception or Charm.
when the rule applies to NPCs.
Likewise, the skills used to oppose the check
To make the check opposed, the GM consults also depend on the situation. The defending
with the player and determines a skill that the character often can use Discipline to oppose
attacking character must use as part of the a Force power check if that character is also
Force power check. The attacking character a Force user. However, in an opposed check
then assembles a dice pool combining the Force where the attacking character is trying to pull
dice he would use to make the Force power the weapon from the defending character’s
check with the Ability and Proficiency dice he hand, the defending character might use Ath
would use in the skill check. letics (representing attempts to hold onto a
weapon). Likewise, an attempt to use Move to
The GM then determines what skill the defend throw a character around a battlefield could be
ing character must use to oppose the check. opposed by Resilience, as the defending charac
This skill sets the difficulty of the check, as per ter resists with his raw physical strength.
Force power upgrades are the means by which play Control: Control upgrades add new effects to Force
ers can customize the Force powers their characters powers, or modify existing effects (adding or chang
can access, modifying them to serve their needs and ing the way the Force-sensitive character spends
their characters’ personalities. Upgrades are pur Force points).
chased with experience points; an upgrade can be
purchased only if it is connected to the basic form Mastery: Each M astery upgrade allows an experi
or to a previously purchased upgrade in its tree. The enced Force user to unlock an extremely potent abil
experience cost of each upgrade is listed in its box. ity for the power.
UPGRADES These categories remain the same for each Force
power, although how they modify the Force power de
Force power upgrades are grouped into several differ pends on the power itself. For example, the Duration
ent categories, as described below. upgrade for Influence increases the length of Influ
ence’s effect by one minute or one round of combat
Strength: Strength upgrades amplify the basic effect per upgrade, whereas the Duration upgrade for Sense
of a power, making the power more potent. increases the number of times its ongoing effects can
be triggered each round. Some Force powers do not
Magnitude: Magnitude upgrades increase the num have each category of upgrade, depending on the
ber of targets affected by the power, allowing the power and how it works.
user to affect multiple items or individuals with a
single action.
Duration: Duration upgrades increase the length of
time of the power’s effects.
Range: Range upgrades increase the distance from
which the Force power can affect its targets.
Force Power Tree: Battle Meditation
Prerequisites: Force Rating 2 +
The Force user directs allies in battle, making them more effective as a coordinated unit.
The user may spend 3 to add one automatic & to all checks made by a number of engaged friendly targets up to his Presence before the end of his next
turn. If the user used any # to generate3 , reduce each target’s Willpower by 1 (to a minimum of 1) until the end of the encounter.
Spend3to affect a number Spend 3 to increase power's When making a B a ttle M ed itatio n power check, the user may
of additional targets equal range by a number of range make an Easy 3 ) Leadership check as part of the pool. If the user
to Presence per rank of bands equal to Range up is able to activate the power and succeeds on the check, he may
Magnitude purchased. grades purchased. send simple orders as part of the power.
Spend3to affect a number Spend 3 to increase power's Spend 3 3 to add one additional automatic # to affected characters'
of additional targets equal range by a number of range checks.
to Presence per rank of bands equal to Range up
Magnitude purchased. grades purchased.
Spend3to affect a number Spend 3 to increase power's Commit O O O to sustain the ongoing effects of the power on each
of additional targets equal range by a number of range affected target while it remains in range.
to Presence per rank of bands equal to Range up
Magnitude purchased. grades purchased.
Spend 3 to affect a number May suffer 4 strain to If no # were used to generate 3choose one skill. While affected by the
of additional targets equal change the range of power
to Presence per rank of and range upgrades to plan power, each affected character counts as having the same number of ranks
Magnitude purchased. etary scale. in the chosen skill as the affected character with the most ranks in the skill.
If the user used any # to generate3 each affected character must make
an Easy 3 ) Discipline check if he wishes to resist obeying orders.
FORCE POWER: The basic power has one way of spending Force points:
BATTLE MEDITATION
• The user may spend 3 to add one automatic & to
Some Force users can telepathically guide allies around all checks made by a number of engaged friendly
them, helping them to coordinate and achieve amazing targets up to his Presence before the end of his next
feats. This guidance can easily become domination, turn. If the user uses any # to generate 3 on this
however, and Force users must strive to maintain a bal check, reduce each target’s Willpower by 1 (to a
ance between gentle guidance and outright tyranny. minimum of 1) until the end of the encounter. The
Meanwhile, individuals less concerned with trifling user may not activate this multiple times.
matters like “ morality" and “the basic dignity of all sen-
tients” use Battle Meditation to guide their disposable UPGRADES
pawns to ignoble ends for their own selfish betterment.
Control Upgrade: When making a Battle Meditation
BASIC PO W ER power check, the user may make an Easy (^) Leader
ship check as part of the pool. If he generates enough
Battle Meditation’s basic power allows the Force user Force points to activate the power and succeeds on the
to influence and coordinate large groups of allies, guid check, he can telepathically transmit a simple order to
ing their actions to help them work as a unified whole. each character he affects with this power. This order is
not mandatory, but the recipient comprehends it even
if he does not understand the user’s language.
Control Upgrade: Before attempting to activate
this power, the user may suffer 4 strain to change
the range of the Battle Meditation basic power to
close on the planetary scale rather than engaged
on the personal scale, for this use of the power
only. If he does so, activating the range upgrades
increases the range of the power by planetary
scale range bands.
Duration Upgrade: The power gains the on
going effect: Commit O O O after success
fully activating the basic power. This power
remains in effect on each affected target
as long as the target stays within range
of the power. If a target moves beyond
the range of the power, the effects
end for him, but not for any other
targets of the power. The user may
not activate this multiple times.
Magnitude Upgrade: Spend 3 to
increase the number of targets af
fected by an amount equal to the us
er’s Presence multiplied by the num
ber of Magnitude upgrades purchased.
The user may activate this multiple
times, increasing the number of targets
by this number each time.
M astery Upgrade: If no # were used to
generate 3 the user may choose one skill;
while under the effects of the power, each af
fected character counts as having the same
number of ranks in the chosen skill as the
affected character with the most ranks
in that skill. If any # were used to
generate 3 on this check, each
target affected must make an
Easy (^ ) Discipline check
if he wishes to resist obeying
any orders given by the user
as part of this power.
Range Upgrade: S p e n d 3 t o increase the
maximum range at which the Force user
can affect targets through this power
by a number of range bands equal
to the number of Range upgrades
purchased. The user may activate
this multiple times, increasing the
range by this number each time.
Strength Upgrade: Spend 3 3
to add one additional & to all
affected characters' checks.
The user may activate this
multiple times, adding one
additional & to all checks
each time.
Force Power Tree: Bind
The Force user restrains an enemy, preventing the target from acting.
The user may spend 3 to immobilize a target within short range until the end of the user’s next turn. If the user used any • to generate 3 , the target also
suffers 1 wound per3spent on the check (ignoring soak).
Spend3 to increase power’s Spend 3 3 to affect 1 addi Spend3to disorient the tar Spend 3 whenever a target
range by a number of range tional target within range per get for a number of rounds affected by Bind takes an
bands equal to Range up rank of Magnitude purchased. equal to Strength upgrades action, that target suffers
grades purchased. purchased. strain equal to Willpower.
Spend 3 to increase power’s Spend 3 3 to affect 1 addi Spend 3 to disorient the tar Commit O O O to sustain
range by a number of range tional target within range per get for a number of rounds the ongoing effects of the
bands equal to Range up rank of Magnitude purchased. equal to Strength upgrades power on each affected
grades purchased purchased. target.
Spend 3 to move the target Spend 3 3 to affect 1 addi Spend3to disorient the target for a number of rounds equal to Strength
one range band closer or far tional target within range per upgrades purchased.
ther away. rankof Magnitude purchased.
Spend 3 to increase power’s When the user is making a Bind power check, if the check was not already opposed, the user may roll an opposed
range by a number of range Discipline vs. Discipline check against one target of the power. If no• were used to generate3and the user succeeds
bands equal to Range up on the check, he may immediately stagger the target until the end of his next turn. If any # were used to generate3
grades purchased. and the check succeeds, the target suffers a Critical Injury, adding + 10 to the roll per3spent on the check.
FORCE POWER: BIND soak) p e r 3 s p e n t on the check. The user may not
activate this multiple times.
Force users skilled in telekinetic powers can seize oth
ers from afar, preventing them from moving or attack UPGRADES
ing. When used with a calm heart, this power can be
an extremely useful defensive tool, letting the Force C o n tro l U pg rad e: S p e n d 3 to immediately move the
user stop an enemy in his tracks without hurting him.
Of course, once a foe is in the Force user’s grip, it can target one range band toward or away from the user.
be extremely tempting to simply crush him. The user may not activate this multiple times.
BASIC PO W ER C ontrol U pgrade: Spend 3 whenever a target af
Bind’s basic power allows the Force user to restrain fected by Bind takes an action, he suffers strain equal
those nearby, preventing them from harming oth to the user’s Willpower. The user may not activate this
ers and themselves. The basic power has one way to multiple times.
spend Force points:
D ura tion U pgrade: The power gains the ongoing effect:
• The user may spend 3 to immobilize a target
within short range until the end of the user’s next Commit O O O after successfully activating the basic
turn If the user used a n y # to g e n e ra te 3 o n this
check, the target also suffers 1 wound [ignoring power. If a target was immobilized or staggered by this
power, he remains immobilized or staggered as long as
O O O remain committed and the target stays within
range. If a target moves beyond the range of the power,
the effects end for him, but not for any other targets of
the power. The user may not activate this multiple times.
Magnitude Upgrade: Spend 3 3 to increase the FORCE POWERS AND NARRATIVE
number of targets affected by an amount equal to the
number of Magnitude upgrades purchased. The user T he powers presented in Force and Destiny
may activate this multiple times, increasing the num are intended to fit with the game’s narrative
ber of targets by this number each time. style, and as such are left intentionally broad in
scope. If players find ways to use their charac
Mastery Upgrade: When the user is making a Bind ters’ Force powers outside of their predefined
power check, if the check was not already opposed, boundaries, the CM should consider allowing
the user may roll an opposed Discipline versus it, provided it is not abusive and adheres rea
Discipline check as part of the pool. To activate this sonably closely to the power’s original design.
upgrade, he must generate enough 3 to activate the In essence, players are encouraged to be cre
power and he must succeed at the opposed check. ative with their Force powers, as are GMs.
If no # were used to generate 3 he also staggers For example, a Force-sensitive character
might notice a colleague losing his step and
the target until the end of the user’s next turn. If the falling off a nearby balcony. Even though the
user succeeds and used any # to generate 3 on this players are not in structured time, the CM
check, the target immediately suffers a Critical Injury could reasonably allow the Force-sensitive
with a + 10 to the roll p e r 3 s p e n t on the check. character to immediately make a check to
use his Move or Bind power and see if he can
Range Upgrade: Spend 3 to increase the maximum
catch his friend before he
range at which the Force user can affect targets with this hits the ground below.
power by a number of range bands equal to the number
of Range upgrades purchased. The user may ac
tivate this multiple times, increasing the
range by this number each time.
Strength Upgrade: Spend 3 to
disorient the target for a num- j
ber of rounds equal to the
number of Strength upgrades
purchased. The user may
activate this multiple times,
increasing the number of
rounds by this number
each time.
Force Power Tree: Enhance
Prerequisites: Force Rating 1 +
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend 3 to gain & o r O (user’s choice) on the check.
Enhance can be used with Enhance can be used with Take a Force Leap action: Make an Enhance power check. The user may
the Coordination skill. the Resilience skill.
spend 3 t o jump horizontally to any location in short range.
Enhance can be used with Enhance can be used with When performing a Force Leap, the user can jump vertically in addition to
the Piloting (Planetary) skill. the Brawl skill. jumping horizontally.
Enhance can be used with Ongoing effect: Commit O The user increases his Brawn characteristic Spend(>to increase power’s
the Piloting (Space) skill. by 1 (to a maximum of 6). range by a number of range
bands equal to Range up
grades purchased.
Ongoing effect: Commit O The user increases his Agility characteristic The user can perform a Force Leap as a maneuver instead of an action
by l (to a maximum of 6).
FORCE POWER: ENHANCE BASIC PO W ER
One of the most straightforward ways in which Force Enhance allows Force users to perform athletic feats
users utilize the power of the Force is to imbue their beyond the original scope of their natural abilities. The
own bodies with energy and strength. Making leaps basic power has one way of spending Force points:
that might otherwise be deemed impossible, mov
ing at high speeds, and harnessing physical strength • W hen making an Athletics check, the user may
well beyond the capacity of most sentient beings are roll an Enhance power check as part of the
all equally viable. In this way, the Force becomes an pool. The user may spend Q t o ga jn # or O (his
almost literal fuel for feats of endurance and power. choice) on the check. (Remember, this counts as
Most Force users find it a relatively simple thing to a normal Force power check in every w ay— it is
use the Force in order to overcome their own physical simply combined with the overall skill check.)
limitations and shrug off the effects of fatigue. With
a little practice, most Force users are able to expand UPGRADES
the arenas in which they can use the Force beyond
that of mere brute strength. They are able to concen Upgrades to Enhance work in two distinct ways. Force
trate the Force into assisting them with acts of dexter users may choose to use the power to improve their
ity and acrobatics. natural abilities, enhancing existing skills and even
improving their bodies’ physical characteristics using
the Force. Alternatively, Force users can employ the Control Upgrade: The user can take a Force Leap
power to achieve physical feats not otherwise achiev action to make an Enhance power check. He may
able by other beings, leaping long distances or incred spend 3 to jump horizontally to any location within
ible heights. short range. He can use this to leap over obstacles or
impassable terrain but cannot leap directly vertically.
Control Upgrade: The user gains the ability to use En The user may not activate this multiple times.
hance with the Coordination skill.
Control Upgrade: W hen taking a Force Leap action,
Control Upgrade: Enhance can be used with the Pi the user can leap to any location in range vertically as
loting (Planetary) skill. well as horizontally.
Control Upgrade: Enhance can be used with the Pi Control Upgrade: The user only needs to use a ma
loting (Space) skill. neuver to perform a Force Leap, instead of an action.
Control Upgrade: This power gains the ongoing ef Range Upgrade: Spend 3 to increase the maximum
fect: Commit O . The Force user increases his Agility range the user can jump by the number of Range up
characteristic by 1 (to a maximum of 6). grades purchased. The user may not activate this mul
tiple times. Rem em ber that the user must still spend
Control Upgrade: Enhance can be used with the Re Force points to activate the power’s actual effects.
silience skill.
Control Upgrade: Enhance can be used with the
Brawl skill.
Control Upgrade: This power gains the ongoing ef
fect: Commit O . The Force user increases his Brawn
characteristic by 1 (to a maximum of 6).
Force Power Tree: Foresee
Prerequisites: Force Rating 1 +
The Force user can feel the Force flowing around everything, seeing what is and what will be.
The user may spend(J to gain vague hints of events to come, up to a day into his own, personal future.
When making a skill check to determine Initiative, the user may roll a Foresee power check as part of the pool. He Spend 3 to pick out specific
details equal to Strength up
may spend 3 to gain # on the check. grades purchased.
Spend ( J to increase targets Spend d to increase power’s Affected targets increase Spend d to increase the
affected equal to Magnitude their ranged and melee de
upgrades purchased. range by a number of range fense by 2 for the first round days into the future the user
bands equal to Range up of combat. can see equal to Duration
grades purchased. upgrades purchased
Spend d to increase targets Spend d to increase power's Spend d to increase power's Spend d to pick out specific
affected equal to Magnitude range by a number of range range by a number of range details equal to Strength up
upgrades purchased. bands equal to Range up grades purchased.
bands equal to Range up grades purchased.
grades purchased.
When performing a Foresee power check as part of an Initiative check, the user may spend d to allow all Spend d to increase the
affected targets to take one free maneuver before the first round of combat begins. days into the future the user
can see equal to Duration
upgrades purchased.
FORCE POWER: FORESEE BASIC PO W ER
Force users often have precognitive flashes, experi The most basic form of Foresee allows the character
encing waking dreams or visions about people and to look into the Force to see vague hints of his near
situations through their abilities. These powers are future. These hints may be blurry visual images, brief
rarely so clear and obvious as to provide unequivocal samples of sound, or simple emotions. The basic pow
visions of the future, but they are certainly enough to er has one way of spending Force points:
give Force users pause for thought when they have a
"bad feeling about something.” • The user may spend 3 to gain vague hints of
events to come in the next day of his own, per
The power of foresight has been used in count sonal future. The basic power cannot see further
less different ways by countless different Force users than one day.
throughout history. Some use it to gain vague images
far into the future, while others use it to predict the UPGRADES
movements of their foes or see an unexpected event
soon to happen. Foresees upgrades work in two distinct manners.
The first set of upgrades serves to further enhance
the character’s ability to intuit the actions of oth-
DISTURBANCES IN THE FORCE Magnitude Upgrade: The user may spend 3 to af
fect engaged allies with the power as well as himself.
nny form of rapid or violent change in the This increases the number of people affected by the
galaxy creates a disturbance in the Force. number of Magnitude upgrades purchased. The user
While death causes the greatest ripples, may activate this multiple times, increasing the num
anything from the birth of a child to galac ber of targets by this number each time.
tic cataclysms can trigger these tremors to
ripple through the Force like a shockwave. Range Upgrade: The user may spend 3 fo increase
Force users feel these disturbances as a the range at which he can affect his allies with this
sense of uneasiness or discomfort that sud power by a number of range bands equal to the num
denly takes hold of them. Though this feeling ber of Range upgrades purchased. The user may ac
varies in intensity, no disturbance should be tivate this multiple times, increasing the range by this
dismissed lightly. They are each a sign of a number each time.
transformation occurring in the galaxy. It is
also through sensing these disturbances that Strength Upgrade: The Force user can spend 3 to
Force users is capable of detecting when he pick out a number of specific details from his vision
is in the presence of other Force-sensitive equal to the number of Strength upgrades purchased.
The user may activate this multiple times, recalling
objects and beings. more details each time.
ers in the short term, particularly in combat rounds.
Other, more esoteric, advantages of the power allow
the Force user to reach further into the future, pulling
specific details from events to come.
Control Upgrade: When making a skill check to
determine Initiative, the user may roll a Foresee
power check as part of the pool. He may
spend 3 to gain # on his check, and may
activate this multiple times.
Control Upgrade: W hen performing
a Foresee power check as part of
an Initiative check, the user may
spend 3 to allow all affected
targets to take one free m a
neuver before the first round
of com bat begins. The user
may not activate this mul
tiple times.
Control Upgrade: When
performing a Foresee
power check as part of an
Initiative check, all targets
affected by the power in
crease their ranged and
melee defense by 2 for the
first round of combat.
Duration Upgrade: The
user may spend 3to see
a number of extra days into
the future equal to the num
ber of Duration upgrades pur
chased. The user may activate
this multiple times, increasing
the number of days by this
number each time.
Force Power Tree: Heal/Harm
Prerequisites: Force Rating 1 +
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy.
Heal (light side Force user only): Spend 3 to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend 3 to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict.
Spend 3 to increase power's Spend 3 3 to affect I addi Spend 3 3 to affect 1 addi Heal: If no # generated 3
tional target within range per
range by a number of range rank of Magnitude purchased. tional target within range per target heals strain equal to
bands equal to Range up wounds healed.
grades purchased. rank of Magnitude purchased.
Harm: If a n y # were used to
generate3 user heals strain
equal to wounds inflicted.
Spend3 lo increase power's Spend 3 3 to affect I addi Heal: Spend 3 to increase Heal: Spend 3 to remove
range by a number of range
bands equal to Range up tional target within range per wounds healed by I per one status effect from target.
grades purchased. rank of Magnitude purchased. rank of Strength upgrades
purchased. Harm: The user may spend
Harm: Spend 3 to increase 3to heal wounds equal to
wounds inflicted by t per
rank of Strength upgrades wounds inflicted on target.
purchased. Healed character gains 1
Conflict.
H eal: Heal additional Heal: May make a Heal Heal: Once per session, Heal: Spend 3 to increase
wounds equal to ranks in power check combined with
Medicine. a Hard (♦♦♦) Medicine spend3333to restore 1 wounds healed by 1 per
check. If check succeeds, rank of Strength upgrades
H arm : Inflict additional target who died after end of purchased.
wounds equal to ranks in one target who heals wounds user's last turn to life.
Medicine. Harm: Spend 3 to increase
also heals one Critical Injury. Harm: Once per session,
when this power kills a target, wounds inflicted by I per
Harm: May make a Harm may restore one engaged rank of Strength upgrades
power check combined with character who. died this en purchased.
an opposed Medicine vs. counter to life. Each character
Resilience check If check gains 7 Conflict.
succeeds, one target who
suffers wounds also suffers
one Critical Injury (adding
+ 10 to the roll per O O f
FORCE POWER: HEAL/HARM injuries, while Harm lets him drain the life from his foes.
When a character purchases the basic power Heal/
This power reflects a Force user’s capacity to manipu Harm, he gains access to both Heal and Harm. Each
late the living energy in things around him. It is the time a character uses the basic power, he must choose
individual’s choice, however, whether to use this gift to whether he is using Heal or Harm, and he receives only
help others flourish, binding their injuries and making the effects associated with his choice. Each upgrade a
them whole, or to steal their vital essence, ripping the character purchases improves both Heal and Harm, but
life from them to watch as they wither and die. some improve each power in a different way.
BASIC PO W ER HEAL (LIGHT SIDE FORCE USER ONLY)
Unlike many other Force powers, Fleal/Flarm has a basic The basic power for Heal lets a character mend
power that can be used in two distinct ways (to heal or to wounds with a simple touch. Heal can only be used by
harm). Heal allows the Force user to treat his comrades' light side Force-sensitive characters. The basic power
has one way to spend Force points:
• The user may spend <3 to heal a number of • Harm: W hen the Force user is making a Harm
wounds equal to his Intellect on one engaged liv power check, he may also roll an opposed M ed
ing creature (including himself). This counts as a icine versus Resilience check (if the check was
use of a stimpack on the affected target (see page not already opposed) as part of the pool. If he
227). This means a single target may only ben inflicts one or more wounds on a target and suc
efit from five uses of Heal over a twenty-four-hour ceeds on the Medicine check, he may also inflict
period, and his uses of Heal also count against one Critical Injury on the target and may spend
the limit on uses of stimpacks (and vice versa). O O to add + 10 to the roll (he may spend O
The user may not activate this multiple times. O to increase the roll multiple times).
HARM Magnitude Upgrade: The Magnitude upgrade im
proves both Heal and Harm in the same way. Spend 3 3
The basic power for Harm lets a character drain the to increase the number of targets affected by an amount
very life from a target with a touch. The basic power equal to the number of Magnitude upgrades purchased.
has one way to spend Force points: The user may activate this multiple times, increasing the
number of targets by this number each time.
• The user may s p e n d 3 to inflict a number of wounds
(ignoring soak) equal to the Force user’s Intellect on Mastery: The M astery upgrade has different effects
one engaged living creature. The user gains 1 Con for Heal and for Harm.
flict. The user may not activate this multiple times.
• Heal: The user may s p e n d 3 3 3 3 to resuscitate
UPGRADES one target of the power who died since the end of
the Force user’s last turn. Immediately remove the
Control Upgrade: This Control upgrade has different Critical Injury or other effect that killed the target.
effects for Heal and for Harm. The Force user can only activate this once per ses
sion. Note that in this case, the user is pulling the
• Heal: The user increases the number of wounds target back from the brink of death, not actually
healed by this power by his ranks in Medicine. bringing him back to life.
• Harm: The user increases the number of wounds • Harm: When this power kills a sentient living
inflicted by this power by his ranks in Medicine. target, the user may restore to life an engaged
character who died this encounter. Immediately
Control Upgrade: This Control upgrade has different remove the Critical Injury or other effect that killed
effects for Heal and for Harm. the target. The user and the character revived this
way each gain 7 Conflict. Note that this Conflict
• Heal: If the user used no # to generate 3 on the gain is only for the perversion of nature that is re
check, the target of Heal also heals an amount of turning a soul to its body after its time has come,
strain equal to the wounds he recovered. and not for any associated acts of evil, such as kill
ing an innocent to do it, which may generate addi
• Harm: If the user used any # to generate 3 the tional Conflict (see page 324). The user may only
check, the user heals of an amount of strain equal activate this once per session.
to the wounds he inflicted on one target.
Range Upgrade: The Range upgrade improves both
Control Upgrade: This Control upgrade has different Heal and Harm in the same way. Spend3to increase
effects for Heal and for Harm. the maximum range at which the Force user can affect
targets with this power by a number of range bands
• Heal: The user may spend 3 to immediately re equal to the number of Range upgrades purchased.
move the staggered, immobilized, or disoriented The user may activate this multiple times, increasing
condition from one target of the power. The user the range by this number each time.
may activate this upgrade multiple times.
Strength Upgrade: The Strength upgrade has differ
• Harm : The user may spend 3 to heal a number ent effects for Heal and for Harm.
of wounds on an engaged living creature (including
himself) equal to the damage he inflicted on one • Heal: The user may spend 3 to heal 1 addi
target. This counts as a use of a stimpack on the tional wound on the target per rank of Strength
target of the healing (see page 227). The charac purchased. The user may activate this multiple
ter healed this way gains 1 Conflict. The user may times, increasing the number of wounds healed
activate this upgrade multiple times, but must se by this number each time.
lect a different target to be healed each time.
• Harm: The user may spend 3 to inflict 1 addi
Control Upgrade: This Control upgrade has different
effects for Heal and for Harm. tional wound per rank of Strength purchased. The
user may activate this multiple times, increasing
• Heal: When the user is making a Heal power the number of wounds inflicted by this number
check, he may also roll a Hard ( ♦ ♦ ♦ ) M edi each time.
cine check as part of the pool. If he heals one or
more wounds on a target and succeeds on the
Medicine check, he may also heal one Critical In
jury that target is suffering.
Force Power Tree: Influence
Prerequisites: Force Rating 1 +
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (O '# use): When guiding and shaping thoughts, only 3 generated from # may be used to generate negative emotions such as rage, fear,
and hatred. Only 3 generated from O may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as
confusion can be created from 3 generated from either O or •
The character may spend 3 to stress the mind of one living target he is engaged with, inflicting I strain.
Spend3 to increase power's Spend 3 to increase targets The Force user may make an opposed Discipline vs. Discipline check
range by a number of range affected equal to Magnitude combined with an Influence power check If the user spends3and sue
bands equal to Range up upgrades purchased. ceeds on the check, he can force the target to adopt an emotional state
grades purchased.
or believe something untrue, lasting for l round or 5 minutes.
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence When stressing the mind of a
power check as part of his dice pool He may spend 3 to gain # o r O (user’s choice) on the check. target, the character inflicts
2 strain.
Spend 3 to increase power's Spend 3 to increase targets Spend 3 to increase dura Spend 3 to increase dura
range by a number of range affected equal to Magnitude tion by number of rounds (or tion by number of rounds (or
bands equal to Range up upgrades purchased. minutes) equal to Duration minutes) equal to Duration
grades purchased. upgrades purchased. upgrades purchased.
Spend 3 to increase power's Spend 3 to increase targets Spend 3 to increase dura Spend 3 to increase dura
range by a number of range
bands equal to Range up affected equal to Magnitude tion by number of rounds (or tion by number of rounds (or
grades purchased.
upgrades purchased. minutes) equal to Duration minutes) equal to Duration
upgrades purchased. upgrades purchased.
FORCE POWER: INFLUENCE Influence’s most basic and arguably crudest ability
allows the user to inflict strain on a living target, stress
The ability to influence the minds of others is not some ing his mind until he passes out. However, upgrades
thing to be taken lightly. Misuse of the ability, colloqui allow the Force user who specializes in Influence to
ally known as a "mind trick,” is a sure step on the path perform much more subtle and impressive feats.
to the dark side. A powerful Force user can manipulate
the minds of others to the point where he can convince BASIC PO W ER
them to believe things that are untrue, or calm an angry
crowd. Conversely, he can rile the crowd into a murder The most basic form of Influence does not allow the
ous frenzy, or frighten a single soul into gibbering mad Force user to guide or shape the thoughts of others. He
ness. This is where the danger of Influence lies. can merely strain their mind, inflicting stress and ex
haustion. The basic power has one effect that can be
However, Influence is not inherently evil. M any triggered multiple times on the same or different targets:
Force users have used Influence to protect the help
less or to deal with a threat in a way that avoids vio • The user sp en dsC Jto stress the mind of one living
lence. It is much better to convince a guard to return target he is engaged with, inflicting 1 strain. The
to his post than to have to kill him. user may activate this multiple times, increasing
the strain inflicted by one each time.
UPGRADES INFLUENCE SPECIAL RULE
When upgrading this power, the user can choose l J | hen Influence is used to guide and shape
whether to influence and sway large crowds of people
with his abilities, or to directly modify the thoughts or W l thoughts and emotions, checks using O
emotions of others.
to generate € may be used to create negative
Control Upgrade: To gain the ability to alter the emotions such as rage, fear, and hatred, but
thoughts and emotions of a living target with whom he may not be used to evoke positive emotions.
is engaged, the user makes an opposed Discipline Checks using # to generate0 may create posi
check against the target as part of the pool to activate tive emotions such as peace, tranquility, and
the power. The user must spend(Ja/ic/ he must succeed friendliness, but may not be used to generate
on the check to force the target to adopt an emotional negative emotions. More neutral emotions
state such as fear, friendliness, or hatred, or to believe such as confusion can be elicited regardless of
something untrue ("these are not the droids you are
looking for”). The effect lasts for roughly five minutes, or whether the check used # or O to generate 0
one round in combat. If the Force user has the ability to
affect multiple minds with this power (such as with the This rule applies in addition to the rule about
Magnitude upgrade), the Discipline check either must using # or O results to generate0 . This means
be opposed by the mind with the highest ranks in Disci that to generate negative emotions, the aver
pline, or its difficulty must be set statically based on the age player aligned with the light side must first
number of minds (at the G M ’s discretion).
roll O. then flip a Destiny Point and suffer strain
Control Upgrade: The user gains the ability to en to use it to generate at least one 0to spend.
hance his arguments and charisma via the Force.
When making a Coercion, Charm, Deception, Leader Magnitude Upgrade: The user may spend 3 to in
ship, or Negotiation check, the user may roll an Influ crease the number of minds being affected equal to
ence power check as part of the pool. He may spend the number of Magnitude upgrades purchased. The
3 to gain ^ or O (his choice) per point on the check. user may activate this multiple times, increasing the
number of targets multiple times.
Strength Upgrade: When stressing the mind of a tar
get, the Force user inflicts 2 strain instead of 1.
Duration Upgrade: The user may spend 3 to
increase the time this effect lasts
by a number of minutes or
rounds in combat equal to
the number of Duration
upgrades purchased.
The user may activate
this multiple times, in
creasing the duration
multiple times.
Range Upgrade: The
user may spend 3to
increase the range at
which the character
can touch minds by
a number of range
bands equal to the
number of Range
upgrades purchased.
The user may acti
vate this multiple
times, increasing the
range by this num
ber each time.
Force Power Tree: Misdirect
Prerequisites: Force Rating 1 +
The Force user creates illusions to fool those around him.
The user may spend 3 to make a target at up to short range unable to perceive a chosen person or object of silhouette 1 or smaller. Until the beginning of
the user's next turn, the target cannot see or sense the hidden person or object.
Spend 3 to increase power’s Commit O O to sustain this 3 3Spend to increase the sil The user may alter the per
range by a number of range power while the beguiled tar ceived appearance of the
bands equal to Range up get remains in range. houette of the object obscured chosen person or object in
grades purchased or illusion created by 1 per stead of hiding it.
Strength upgrade purchased.
Spend 3 to affect additional Spend 3 to affect additional 3 3Spend to increase the sil May use this power to force
targets equal to Presence per targets equal to Presence per the target to perceive a sin
rank of Magnitude purchased. rank of Magnitude purchased. houette ofthe object obscured gle illusory person or object.
or illusion created by 1 per
Strength upgrade purchased.
3Spend to increase power’s Commit one or more Q Add 3 3Spend to increase the sil Spend 3 3 to obscure addi
<§) per O to all combat tional objects or create illu
range by a number of range checks targeting Force user. houette ofthe object obscured sions equal to Cunning plus
bands equal to Range up or illusion created by 1 per Deception.
grades purchased. Strength upgrade purchased.
Spend ( J to increase power’s range by a number of range bands equal to Spend ( J O to increase the silhouette of the object obscured or illusion
Range upgrades purchased. created by 1 per Strength upgrade purchased.
FORCE POWER: M ISDIRECT • The user may spend 3 to deceive the senses of
a living target at short range or closer. The target
Trickery is an important part of many Force users’ ar does not perceive one object or being of silhou
senals, letting them tip the scales of battle in their ette 1 or lower that is within his line of sight until
favor or even avoid some conflicts entirely. Force us the beginning of the Force user’s next turn. The
ers versed in shrouding techniques often walk unseen user may not activate this multiple times.
amidst their foes—a particularly useful ability for any
Force-sensitive hiding from the Empire. Especially UPGRADES
skilled crafters of illusions can even project visions
onto those around them, baffling pursuers or terrify Control Upgrade: Instead of merely hiding an object
ing enemies with horrific phantasms. or person from the target with this power, the user
may alter the appearance of that object or person,
BASIC POWER making it appear to be something or someone else
to the target.
The Misdirect power allows the user to manipulate
the senses of others, beguiling his targets so that he Control Upgrade: Instead of hiding an object or per
can hide people and objects in plain sight or impose son from the target with this power, the user may cause
sensory illusions on those targets. The basic power the target to see a vision of an illusory object, person,
has one way to spend Force points: or creature where none exists. This phantasm can be
silhouette 1 or smaller. To accomplish this, the Force
user may also roll an opposed Deception versus power. This power remains in effect on each affected
Vigilance check (if the check was not already op target as long as the target stays within range of the
posed) as part of the pool. To make the target experi power. If a target moves beyond the range of the
ence the illusion, the user must generate enoughC)to power, the effects end for him but not for any other
create the illusion and must succeed at the opposed targets of the power.
O C)check. If the user spent any to generate on this Magnitude Upgrade: S p e n d C to increase the num
ber of targets affected by a number up to the user’s
check, each target subjected to the unsettling illusion Presence multiplied by the number of Magnitude
suffers 1 strain per D spent on the check upgrades purchased. The user may activate this
multiple times, increasing the number of targets by
Control Upgrade: The Force user gains the ability to this number each time.
blur his own form in the eyes of others, causing their
attacks to miss vital spots and creating excellent Mastery Upgrade: Some Force users possess the
opportunities for his own counterblows. The power ability to project not just a single vision upon those
gains the ongoing effect: Commit one or more # : around them, but to create incredibly complex il
Add an automatic © p er# co m m itte d to all combat lusionary realms or vast swarms of howling terrors
checks made against the Force user. to intimidate their enemies. Though few Force users
ever achieve such heights of power over the senses
Duration Upgrade: Force users skilled in fooling the of others, those who do may spend D O to increase
senses of others can extend the effects of the ability,
shrouding themselves or creating phantasms that the number of objects obscured or illusions
last as long as they need such diversions. created by an amount up to the user’s
The power gains the ongoing effect: Cunning plus his ranks in Deception.
Commit # # after successful The user may activate this multiple
ly activating the basic times, increasing the num
ber of objects hid
den or altered or
illusions created
by this num
ber each time.
Range Upgrade:
Sp e n d O to increase
the maximum range
at which the Force
user can affect tar
gets with this power
by a number of range
bands equal to the
number of Range up
grades purchased. The
user may activate this
multiple times, increasing
the range by this number
each time.
Strength Upgrade: Spend
D O to increase the silhou
ette of the object able to be
obscured or the illusion created
by 1 per rank of Strength pur
chased. The user may activate
this multiple times, increasing
the silhouette he can affect
by this number each time.