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JEDI KNIGHTS A savage fan conversion This is a work in progress for my conversion of the Star Wars universe to Savage Worlds. I have taken some inspiration from the various other conversions out there, but as it turned out, I wanted to do a lot of things differently. Most notably, the Force Powers in my version are based on (and often borrowed directly from) Necessary Evil. Please note that this is the work of a fan, and not intended to represent anything official (although I pulled most of my race descriptions from official sources b{^.^}d ). Savage Worlds, Necessary Evil, and Star Wars are the intellectual property of their respective creators/owners: Pinnacle Entertainment Group and George Lucas and company, respectively. Feedback is welcome, and comments should be left on my Savage Worlds blog at RadiationSings . com . This publication references the Savage Worlds game system, available from Pinnacle Entertainment Group at www . peginc . com . Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Thanks in advance to everyone who checks this out, and I hope you enjoy it! - Jonathon Volkmer

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JEDI KNIGHTSA savage fan conversion

This is a work in progress for my conversion of the Star Wars universe to Savage Worlds. I have taken some inspiration from the various other conversions out there, but as it turned out, I wanted to do a lot of things differently. Most notably, the Force Powers in my version are based on (and often borrowed directly from) Necessary Evil. Please note that this is the work of a fan, and not intended to represent anything official (although I pulled most of my race descriptions from official sources b{^.^}d ). Savage Worlds, Necessary Evil, and Star Wars are the intellectual property of their respective creators/owners: Pinnacle Entertainment Group and George Lucas and company, respectively. Feedback is welcome, and comments should be left on my Savage Worlds blog at RadiationSings.com. This publication references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Thanks in advance to everyone who checks this out, and I hope you enjoy it!-Jonathon Volkmer

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RACESThe galaxy is an unimaginably vast place, and few people can claim to have seen more than a handful of the intelligent species out there. Thanks to parallel evolution, most species are fairly humanoid in appearance, although the specifics tend to get fuzzy. If a player doesn’t like any of the races here, or just wants to make his own, he should work with the GM to find a good fit. HumansThe most common and populous of the races, humans are as unique and varied as the many worlds they inhabit.Racial Bonus: One Background Edge.Racial Penalty: None.Homeworld: Unknown. BithThese highly evolved craniopods from the Mayagil sector are best known for their virtuoso artists and musicians; compared to other races, they are non-aggressive, and have incredibly well-developed senses.Racial Bonus: Spirit d6, Notice d6Racial Penalty: Pacifist (Minor)Homeworld: Clak’dor VII BothansFor Bothans, Clan and Family always come first. This loyalty does not extend beyond those ties however, and Bothans are well known for their skills in information gathering and political skulduggery.Racial Bonus: Smarts d6, ConnectionsRacial Penalty: Loyal (Clan), CautiousHomeworld: Bothawui CereansHailing from a virtual utopian paradise, Cereans are only rarely found off-planet. Notable features include their matriarchal society and longstanding peaceful traditions, as well as having binary brains and two hearts.Racial Bonus: Danger Sense, Vigor d6Racial Penalty: Pacifist (Major)Homeworld: Ceres ChissThese humanoids have pale blue skin, blue-black hair, and glowing red eyes, and hail from somewhere in the unknown regions – most who dwell in known space are the descendants of immigrants who came generations ago, and have no knowledge of their home world’s location. Chiss culture stresses logic and discipline over emotion, and they often seem cold and unforgiving to outsiders.Racial Bonus: Smarts d6, Spirit d6Racial Penalty: Outsider, CautiousHomeworld: Csilla

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ClawditesA genetic offshoot of the human natives of Zolan, Clawdites became a distinct race unto themselves when scientists sought to activate dormant genes in order to protect the Zolanders from harmful solar radiation. These genes allow the Clawdites to alter their skin coloration, physical appearance, and, to a lesser extent, their bodily configuration. However, this process is somewhat painful and requires concentration to maintain. This ability has created significant social stigmas concerning Clawdites.Racial Bonus: Changelings: By spending a few minutes in concentration, a Clawdite may take on the appearance (and only the appearance) of any other bipedal race with two eyes, a mouth, two arms, although their approximate size will not change. Nor is it possible to emulate specific individuals. This ability may grant certain situational bonuses, as adjudicated by the GM. Maintaining a change for longer than an hour is tiring, and Clawdites must make Vigor rolls every hour after the first or suffer Fatigue. When Shaken or Wounded, a Clawdite must make a Spirit roll to maintain an assumed form, and dead Clawdites always revert to their natural form.Racial Penalty: Outsider (may be negated when in an assumed form), Anemic (mutable structure reduces their ability to resist fatigue and infection)Homeworld: Zolan DroidsDroid player characters represent the highest level of artificial intelligence: true thinking machines. Although suggested starting “classes” are listed below, there are plenty of “special orders” running around the galaxy, so feel free to ignore them.Default Bonus: ConstructDefault Penalty: Non-Force Sensitive Protocol Bonus: Knowledge (Etiquette) d6, Knowledge (Linguistics) d6Protocol Penalty: Pacifist (Minor), Loyal Medical Bonus: Healing d6, Knowledge (Medicine) d6Medical Penalty: Pacifist (Major) Combat Bonus: Fighting d6, Shooting d6Combat Penalty: Heartless, Loyal Astromech Bonus: Repair d6, Knowledge (Computers) d6Astromech Penalty: Limited Language (Droid) DugsThese strong yet slender beings are easily recognized thanks to their unique method of walking with their long and powerful arms and using their dexterous lower limbs as arms and hands. They are relatively rare outside of their forest covered home world, as an unfortunate war has left them subjugated by Gran settlers there, but they have gained a reputation for nasty temperaments.Racial Bonus: Agility d6, Climbing d6Racial Penalty: Mean

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Homeworld: Malastare DurosHaving almost completely abandoned their worn out and polluted homeworld in favor of traveling the stars, the Duros live in a uniquely mobile culture comparative to most races.Racial Bonus: Agility d6, one Edge, Piloting d6 or Repair d6Racial Penalty: -1 Toughness and Anemic (Spaceborn)Homeworld: Duros EwoksThese aborigines from Endor are quite technologically primitive compared to the rest of the galaxy, and it is extraordinary to see one off world. Strikingly similar to stuffed bears, their main struggle is being taken seriously.Racial Bonus: Alertness, Survival d6, Tracking d6, Stealth d6Racial Penalty: All Thumbs, Small (Short)Homeworld: Endor FalleenThese cold-blooded reptilians possess a cultural confidence in their own superiority that borders on arrogance in the most humble of them. Their most useful (and dangerous) trait is the powerful pheromones they exude which make them almost irresistible to the opposite sex (regardless of race, as long as they can smell). Falleen is a warm, wet planet, and its primary inhabitants are very uncomfortable in other environments.Racial Bonus: Pheromones (+4 Charisma against opposite sex), Spirit d6, Natural Swimmers (Pace in water equal to Swimming skill, +2 on Swimming rolls)Racial Penalty: Arrogant, Phobia (Minor): very cold or very dry climates (this represents psychological and physical discomfort rather than actual fear)Homeworld: Falleen GamorreansThese porcine brutes live in a semi-matriarchal feudal society most defined by its unending wars. Gamorrean clans range in size from 40 to a maximum of about 150 members. Much larger than that, and they tend to collapse in upon themselves in civil war.Racial Bonus: Strength d6, Fighting d6, BerserkRacial Penalty: Obese, Illiterate (Major in this setting)Homeworld: Gamorr GranThe Gran are easily distinguished by their triple eyestalks, small horns, and jutting jawlines. Normally peaceful and diplomatic, they are long-standing members of the Republic, and maintain a largely excellent interstellar reputation (although the situation on Malastare does constitute a glaring exception). Excepting those on Malastare, Gran believe in a strictly controlled society in which individuals work for the betterment of the whole.Racial Bonus: Alertness, Spirit d6Racial Penalty: Code of Honor (may take Loyal and Heartless instead if they are from Malastare)Homeworld: Kinyen

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HuttsThese proud creatures are among the galaxies oldest space-faring races, and they are certainly among the longest lived, maturing to adulthood at around 130, and often living for a millennium or more, when other factors do not cut them short. Although they are originally from Varl, they have long since abandoned that now lifeless planet. The Hutt moral code is infamous, idealizing greed and cunning manipulation while disdaining the “virtues” of the lesser races.Racial Bonus: Smarts d6, Spirit d6, Size +2 (Hutts are around 3 meters in length and weight hundreds of pounds)Racial Penalty: Greedy (Major), Obese, Alien Form (Hutt), Pace -1Homeworld: Nal Hutta IthoriansIthorians are among the galaxies most noted ecologists, with a historical interest in and respect for nature native to no other species. Most Ithorians have never set foot upon their own planet, preferring to live in floating herd cities above it, or traveling the stars in the spacebound equivalent. These majestic cities contain fully functional ecosystems based on that of Ithor, complete with jungles, wildlife, and weather patterns.Racial Bonus: Spirit d6, Survival d6, Tracking d6Racial Penalty: Pacifist (Minor), OutsiderHomeworld: Ithor Kel DorHaving developed in an atmosphere of helium and methane unique to their world, Kel Dor are functionally blind without their goggles in other atmospheres, and require breath masks to avoid suffocation. Their culture contains a unique and ancient Force Tradition, although many have adapted to Jedi teachings since Dorin joined the Republic 6000 years ago.Racial Bonus: Arcane Resistance (Force), Agility d6, Low-light VisionRacial Penalty: Methane Breather (Major): Kel Dor begin “drowning” if they do not have a breath mask and gas tank in foreign atmospheres; Bad Eyes (Minor): must wear Kel Dor goggles in foreign atmospheresHomeworld: Dorin Mon CalamariHailing from the watery world of the same name, which they share with another sentient species, the Quarren, the Mon Cals tend to be rather idealistic in nature, but have nonetheless developed a highly evolved technological society. Despite initial conflict, they worked to civilize the more primitive deep-dwelling Quarren, eventually reaching a symbiotic state with them, in which the Quarren provide most of the raw materials from deep ocean mines, and the Mon Cals produce finished goods. They have built hundreds of floating cities across the seas of their world, although the Quarren still tend to prefer the lower, darker sections. The Mon Cals are also known for their formidable exploration fleet.Racial Bonus: Aquatic (Pace in water equal to their Swimming skill. Must spend 8 out of every 48 hours submerged in water, or begin to die. If denied, they must roll Vigor every 8 hours and suffer Fatigue, exhaustion, and death.), Smarts d6Racial Penalty: None.

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Homeworld: Mon Calamari NemoidiansThe Nemoidian lfe-cycle contributes much to their cutthroat business acumen. Born as grubs in communal hives and given access to limited food supplies for which they must compete, these beings learn early to fear death and hoard goods. Nemoidians place a high value on wealth, and are not shy about displaying their accomplishments in lavish form. Although they call Nemoidia home, it is speculated they are a genetic offshoot of the Duros from a millennium far past.Racial Bonus: Persuasion d6, Smarts d6Racial Penalty: Greedy (Minor)Homeworld: Nemoidia NoghriThese short gray-skinned bipeds have evolved into lean, mean, fighting machines in order to survive the harsh environment of their native planet. Some time in the far distant past (at least 15,000 years ago), a terrible battle was waged in the space over Honoghr and dozens of damaged ships and terrible weapons crashed down onto it, devastating entire ecosystems, poisoning the land, water, and air, and forever changing the face of the planet.Racial Bonus: Agility d6, Strength d6, QuickRacial Penalty: Small (Short), Vengeful (Major)Homeworld: Honoghr Pau’ansThese tall, gaunt natives of Utapaun have ashen skin and dark eyes. Their intellectual bent leads them to prefer work in administrative, scholarly, or technological fields, which makes them a complimentary match for the Utai. Their natural diet consists largely of raw meat, easily incised by their double-rowed teeth.Racial Bonus: Smarts d6Racial Penalty: None.Homeworld: Utapaun QuarrenThe Quarren evolved alongside their shallow water cousins, the Mon Calamari, and after nearly driving themselves to extinction in hopeless attacks, an understanding was reached and eventually a symbiosis was established. The Quarren are native to the deep oceans of their home world, although they can breathe in normal atmospheres as well. While they still tend towards dark and damp environments, modern Quarren have adapted well to galactic life.Racial Bonus: Aquatic (Pace in water equal to their Swimming skill. Must spend 8 out of every 48 hours submerged in water, or begin to die. If denied, they must roll Vigor every 8 hours and suffer Fatigue, exhaustion, and death.), Low-light Vision, Vigor d6Racial Penalty: Lame, Fish Eyes: Bad Eyes (Minor) and must wear Quarren GogglesHomeworld: Mon Calamari RodiansThese predatory beings are natural hunters, and take such delight in it that they have virtually destroyed most of the wildlife on their world. Running low on worthwhile marks, they turned to

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gladiatorial contests, battling each other for sport and glory. Since they joined the Republic, a disproportionately large percentage of their population has taken to interstellar bounty hunting.Racial Bonus: Agility d6, Notice d6Racial Penalty: HeartlessHomeworld: Rodan SullustansHaving evolved in the labyrinthine subterranean caverns beneath the volcanic surface of Sullust, these small beings developed an excellent natural sense of direction and possess a high level of technological sophistication. Their greatest limitation in trading with the rest of the galaxy is their inability to vocalize most alien languages.Racial Bonus: Agility d6, Smarts d6, Thermal Vision, Tracking d6Racial Penalty: Small (Short), Limited Language (Igneon)Homeworld: Sullust TrandoshansFiercely warlike, violent, and vengeful, Trandoshans rank among the galaxy’s most dangerous species. Carnivorous by nature, most enjoy hunting down and consuming live prey: the bigger, the better. Since emerging onto the galactic scene, they have acquired a particular hatred of (or taste for) Wookies.Racial Bonus: Vigor d6, Natural Armor +2, Thermal Vision, Str+1 Claws and BiteRacial Penalty: Bloodthirsty, Vengeful (Major)Homeworld: Dosha Twi’leksRyloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings through out the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners.Racial Bonus: Charismatic, Agility d6Racial Penalty: Weak MindedHomeworld: Ryloth UtaiShort and quick, the Utai tend to be actively disinterested in worldly and intellectual affairs, preferring to focus on practical matters and hard work. It was they who first colonized the interiors of Utapauns sinkholes and tamed the various flying lizards the planet is known for.Racial Bonus: Agility d6, Survival d6, Low Light VisionRacial Penalty: Clueless WeequayA people deeply rooted in ancient traditions, much of Weequay culture revolves around honoring a pantheon of gods, of whom the foremost is Quay, god of the moon. Weequay society is clan-based, and thanks to their pheromonic senses, Weequay need take personal names only when

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dealing with outsiders who cannot distinguish between them by smell. Proximity to Hutt space means that many Weequay warriors have found employ in Huttese organizations across the galaxy; as a note, Weequay grow a braid for each year spent away from Sriruul, and shave them off upon returning. Also, as they are prohibited from constructing shrines on other worlds, Weequay seek to honor their gods through ritualized animal sacrifices.Racial Bonus: Notice d6, Agility d6, Strength d6Racial Penalty: Code of Honor, OutsiderHomeworld: Sriruul WookieesShaggy giants from arboreal Kashyyk, these tree dwellers make a startling sight for any unsuspecting space traveler. Despite their savage appearance, Wookie society honors loyalty and bravery above all else. In addition, Wookies are infamous for their tempers, and can fly into berserker rages when angered. Their home world is enveloped in immense and ancient forests so vast that a layered ecosystem has evolved, growing more dangerous the closer one gets to the bottom. Wookies dwell primarily near the top, although they venture lower to hunt.Racial Bonus: Str d8, Climbing d6, Size +1, BerserkRacial Penalty: Loyal, Limited Speech (Shyriiwook), Code of Honor, Vengeful (Major)Homeworld: Kashyyk ZabrakOne of the oldest space-faring species, the Zabrak have vestigial horns, sharp teeth, and a penchant for intricate facial tattoos. They have explored large sections of the galaxy and tend to identify themselves by their colony first. Independent and strong willed pioneers, the Zabrak possess a confidence in themselves and their race bordering on arrogance, and seek constantly to push the limits on what is possible.Racial Bonus: Spirit d6, Nerves of SteelRacial Penalty: OverconfidentHomeworld: Iridonia SKILLSThe standard skills from Savage Worlds work identically here. NEW HINDRANCESRacial Hindrances: Limited Language (Major): The unlucky creature is unable to coherently vocalize the sounds required to speak languages other than their own, although they can probably understand them with training. Alien Form (Major): (Taken from Necessary Evil) Non-Force Sensitive (Minor): Members of this race may never take a Force related Edge, including Arcane Background (The Force). In addition, they may ignore Force-related effects that target living minds (Illusion, Affect Mind, Empathy).

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New Hindrances and Hindrances from Other Settings Heartless (Minor): (Taken from Necessary Evil) Weak Minded (Major): The character suffers a -2 on rolls made to resist mind affecting Force Powers or Tests of Will. May never be taken by characters who are also Non-Force Sensitive. Fallen (Major): The Dark Side has more than a foothold in this character’s soul. Only those with Arcane Background (The Force) may take this Hindrance, and you shouldn’t do so lightly. You start with a Taint of 2, and must roll twice on the Corruption table immediately for a permanent result (make the second roll at +1). In addition, whenever your Taint score would increase, it goes up by 2 instead of 1, and you roll twice on the Corruption table. As a counterbalance to this, when calling on the Dark Side you gain twice as many Power Points. NEW EDGESBackground EdgesForce Attuned: NoviceThe character has a natural affinity for the Force whether they are aware of it or not, and starts play each session with one extra Benny. This edge replaces the Luck edge from Savage Worlds. Destiny: Novice, Force AttunedThe character, whether they are aware of it or not, has been marked by the Force as one with the potential to achieve great things. They start play with an additional Benny. This Edge stacks with Force Attuned, and replaces the Great Luck Edge from Savage Worlds. Arcane Background (The Force): NoviceArcane Background (The Force) works similarly to Arcane Background (Super Powers) from Necessary Evil. You have 10 power points with which to buy Force Powers from those listed on the following pages. No Trait roll is required unless otherwise specified by the power. Force Users gain an additional Derived Stat called Dark Side Taint, which starts at 0 and increases to a maximum of 10.● New Powers: Force Users gain new abilities by taking the Power Points Edge. This edge

may still be taken only once per Rank, and Power Points may be saved up in order to get more expensive Powers or modifiers.

● Force Karma: Force-using characters are often larger than life, with faults and responsibilities as great as their powers. They may take an extra Major Hindrance in order to gain 5 Power Points during character creation.

● The Power of the Dark Side: Rage, fear, hate: these emotions provide an alternative path to the Force, and spur the user to terrifying heights of power. A Force user may choose to call on the Dark Side at will, and gain a maximum of 5 temporary Power Points to spend immediately; these additional Power Points last until dispelled or the Force user rests. However, this power comes at a cost: The character must roll on the Corruption table and suffer the result for the rest of the day; in the event the Dark Sider gains a Hindrance they already have, they must roll again until they gain one they do not (There are no “lucky breaks” with the Dark Side). In addition, the character must make a Spirit check minus

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Dark Side Taint, and failure here increases the character’s Taint by 1 and makes the Corruption result permanent unless otherwise noted. When a character’s Dark Side Taint reaches 10, it no longer increases and they need not roll on the Corruption table when calling on the Dark Side. No Bennies may be spent to modify any of the above rolls.

DARK SIDE CORRUPTION TABLE

1d10 + Taint

Effect

1 Outsider: This Force user feels cut off or separated from the rest of the galaxy. Their bad attitude gives them the minor Hindrance.

2 Heartless: Compassion is a weakness to those who use the Dark Side. Gain the minor Hindrance.

3 Paranoia: The character begins to suspect that everyone is out to get him, or trying to use him. This constant suspicion lowers his Charisma by 2.

4 Mean: Friends can only drag your hero down, and she’s not afraid to let them know it. Gain the minor Hindrance.

5 Ugly: The Dark Side corrupts the very flesh of those who use it. Gain the minor Hindrance.

6 Vengeful: Disrespect cannot be tolerated. Gain the major Hindrance.

7 Greedy: The galaxy is not enough. Gain the major Hindrance.

8 Nightmares: You pay for your misdeeds every night, and start play with one less Benny to represent your constantly tired state.

9 Bloodthirsty: “Prisoners? We don’t need no stinking prisoners.” Gain the major Hindrance.

10 Arrogant: “I am stronger now than the Jedi would ever have let me become!” Gain the major Hindrance.

11 Servant of Death: This Dark Sider’s a killer to the core, and no one should feel safe around them. On the upside, they now add +1 to every damage roll they make, period. On the downside, a roll of 1 on a Fighting, Shooting, or Throwing die (or a Trait roll made to use a Force power) means that the character attack and hits the nearest ally in sight (with Player Characters being choice number one). In addition, snake eyes adds an additional d6 to the damage, as if the Dark Sider hit with a raise.

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12-14 Mad with Power: The Power of the Dark Side has twisted the character’s mind, rendering them slightly crazy. They gain either a Major Delusion or a Major Phobia, as determined by the player and GM. This result may be gained multiple times.

15 Dark Side Karma: The Universe does not take kindly to those who seize too much power for themselves. The Dark Sider suffers a -2 on Soak rolls.

16-18 Et tu?: At the next opportunity, your character betrays someone close to them, believing this person wishes to limit them, or hold them back in some way. This may result in gaining the Enemy Hindrance. This result may be gained multiple times.

19 Consumed: It is said that in the end the Dark Side always betrays those who use it. This character starts play with only one Benny as opposed to the standard three (this result is modified by Force Attuned, Destiny, Bad Dreams, and Nightmares).

● Redemption: The call of the Dark Side is powerful and dangerous, and few who fall ever

return to the Light. However, as demonstrated by a few notable examples from history, it is possible through concentrated meditation and with a true desire to change. In game terms, this means that a Player Character may remove two points of Dark Side Taint and two permanent Corruption penalties by sacrificing a leveling opportunity. In addition, some kind of in-game reparations (or at least sincere apologies) should be made to those the Force User has harmed most (particularly those affected by the Et tu? Corruption result).

Professional EdgesChampion of the Light/Dark Side: Novice, Arcane Background (The Force), Spirit d8+, Strength d6+, Vigor d8+, Fighting d8+Champions are men and women chosen (or who choose) to fight to defend or destroy followers of a particular aspect of the Force. These people are ready and willing to lay down their lives for their greater cause, and have been specially trained to combat their enemies. They add +2 damage when attacking Dark/Light side foes, and have +2 Toughness when suffering damage from Dark/Light Side sources, including the powers, weapons, claws, and teeth of their foes. (Inspired by Jon Woodland’s Conversion) Jedi Knight: Seasoned, Arcane Background (The Force), meet role playing requirementsThis dedicated character has been judged worthy by one of the Jedi Councils to bear the title of Jedi Knight. This requires having demonstrated both sufficient command of the Force and a firm understanding of and belief in Jedi principles. Wherever the character goes, the reputation of the Jedi precedes him, granting a +2 Charisma bonus when dealing with those who respect the law, and a +2 on Tests of Will against those who do not (excepting other Force users). In addition, Jedi may be granted access to Order funding and supplies to aid in the completion of missions, in addition to receiving a reasonable stipend to live on; on the downside, they must also take orders

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from the Jedi Councils. Jack-of-all-Trades: Novice, Smarts d10+(Available from Savage Worlds Explorers Guide, Necessary Evil, and others) Mechanical Genius: Novice, Smarts d6+, Repair d6+, Notice d8+(Available from various official Savage sources, including: Necessary Evil, Savage Worlds Explorers Guide (As Mac Guyver), Slipstream, and others) Slicer: Novice, Smarts d8+, Knowledge (Computers) d8+The Star Wars equivalent of modern day hackers, this character is a computer savant. They gain a +2 on Knowledge (Computers) rolls, and a +2 on Repair rolls when attempting to fix or modify a computer. Bounty Hunter: Novice, Smarts d6+, Investigate d6+, Streetwise d6+, Tracking d6+Bounty Hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. Assuming they have a basic dossier of information about a mark, Bounty Hunters gain +2 on Investigate, Streetwise, Tracking, and Notice rolls made pertaining to the hunt. Mechanic: Novice, Smarts d6+, Repair d6+, Knowledge (Technology) d6+These characters have a natural affinity for working with machines and technology. They gain a +2 on Repair rolls, and can usually halve the time required to fix or modify something. Ace: Novice, Agility d8+, d8+ in Piloting, Boating, or Driving(Information available in the Savage Worlds core book) Acrobat: Novice, Agility d8+, Strength d6+(Information available from the Savage Worlds core book) Power EdgesPower Points: Novice, Arcane Background (The Force)Power Points may be taken once per Rank, and grants the character 5 Power Points with which to purchase new Powers or upgrade existing ones. FORCE POWERSThese powers are largely based on those from Necessary Evil, although setting-appropriate modifications have been made. Unless specifically noted, no power is “always on;” Force Powers must be activated and maintained (one can’t simply turn it on in the morning, and then forget about it for the rest of the day) as a general rule. Absorption (3)This works exactly as Absorption in Necessary Evil. Absorption only works on specific sources of damage, such as Heat/Fire (blasters), Electricity, Radiation, Kinetic (bullets, punching), Slashing

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Affect Mind (2)The power to influence minds is perhaps the ultimate ability. With it, the character can contact and influence another mind within 12” by making an opposed Smarts roll with the target. This counts as an action. The subjects are not complete slaves, and being forced to attack loved ones or act completely against their nature allows them to make another contested Smarts roll to break the link. This power may be used to implant a suggestion, create a belief, or enforce a spoken order.Mind Wipe (+3): The controller can manipulate the victim’s memories to erase the controller’s activity, presence, and actions performed as a result of Affect Mind.More Minds (+1): The mentalist can simultaneously target another mind each time this Modifier is bought. Ageless (1)This power is always active. The Force user is so in tune with the living Force that they are preserved by it, aging only very slowly (approximately 1/5th the normal rate for their species). Alter Mind (2/level)This works exactly as Illusion in Necessary Evil, except that it has a maximum level of 5, and only the Psychosomatic Trauma modifier is available. Animal Control (Varies)This works exactly as Animal Control in Necessary Evil, except that only the Telepathic Link modifier is available. The following new modifier also applies:Light Side: This Power costs 1 additional Power Point when it is temporarily gained using the Power of the Dark Side, or permanently gained by anyone with a Dark Side Taint higher than 0. Awareness (2)This works exactly as Awareness in Necessary Evil, except that the Danger Sense modifier is replaced with the following:Danger Sense (+3): The power serves as an early warning system. All attacks against the character suffer a -2 penalty as the character dodges ahead of the actual attack. The character also gets a Smarts roll to detect ambushes or hidden dangers. This penalty does not stack with penalties inflicted by Force Defense. Darkvision (2)This works exactly as Darkvision in Necessary Evil, with the following new modifier:Dark Side: When this power is temporarily gained using the power of the Dark Side, it costs 1 less Power Point. Force Defense (1/level)This power reflects a Force-enhanced ability to anticipate and avoid incoming attacks. Each level inflicts a -1 penalty to all incoming attack rolls (Shooting, Throwing, Fighting, etc.) made against the Force user, to a maximum penalty of -5. In addition, when wielding a Lightsaber, the character may make a Fighting roll (+1 for each level of Deflection) versus the original attack roll (usually Shooting) to reflect energy-based ranged attacks (blaster bolts, disruptor bolts, stun shots, Force Lightning, etc.) back at the original attacker, whom they automatically strike dealing

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normal damage. By taking an additional -2 penalty, the Force user may opt to deflect the ranged attack toward any target within 12". Empathy (2)Empathy allows a character to read a target’s emotions. This is an opposed Smarts roll with a range of 12”. A success detects surface feelings but the target is aware that someone is in his head. A raise reveals deeper notions (likes/dislikes, images, motivations, etc.) and does not betray the empath’s presence. Subsequent raises reveal even more information. Fear (3)This works exactly as Fear in Necessary Evil, except that only the Terror modifier is available for purchase. The following new modifier also applies:Dark Side: When this power is temporarily gained using the power of the Dark Side, it costs 1 less Power Point, or permanently gained by anyone with a Dark Side Taint higher than 0. Fearless (2)Fearless characters never suffer from Fear effects, and cannot be Intimidated. Light Side: This Power costs 1 additional Power Point when it is temporarily gained using the Power of the Dark Side, or permanently gained by anyone with a Dark Side Taint higher than 0. Force Jump (1-4)Your character may actually be able to leap tall buildings in a single bound. The number of points you put into this power determines how far your character can jump, vertically or horizontally. Your character automatically ignores falling damage for heights up to his vertical distance. This might occasionally be negated if he is bound or unconscious, or otherwise cannot land on his feet.Death From Above: If combined with a melee attack, the character may add his level to any damage caused at the end of his jump. The victim can see it coming though, so each +1 added to damage is subtracted from the attack roll.

Level Vertical Distance Horizontal Distance

1 1 2

2 2 4

3 4 8

4 6 12

Force Lightning (3)The user has learned to wield Force Lightning, damaging enemies with pure Force energy. The range is 5/10/20 and the damage is 3d6.Cone (+2/3): For 2 points, the attack affects an area the size of a Cone Template. Everyone within the template suffers the attack’s damage. For 3, it affects a Large Burst Template centered on the Force user.

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System Shock (+1): Anyone affected by this power must make a Vigor roll or suffer an additional d6 damage from the attack. Mostly electronic foes (such as Droids) make this roll at -2.Extra Damage (+3/d6): Your attack does an extra 1d6 damage for every 3 additional points put into this modifier, up to a maximum of 5d6.Dark Side: When this power is temporarily gained using the power of the Dark Side, it costs one less Power Point. Force Reflexes (3/level)This power allows you to take one additional action per round with no multi-action penalty. A character with this power could take two actions at no penalty, for example, or three actions at only –2 each. The power may be taken multiple times to gain additional actions. A character may not perform the same action more than once in a round, as usual (he can’t make a gun fire faster than it would normally, or attack with a melee weapon in the same hand twice).Repeat Action (x2): This modifier allows the character to perform the same action more than once per round. Weapons may be used twice, movement doubled, etc. Force Speed (1-4)Your character can run at incredible speeds depending on the number of points you put into it, as shown below. The number listed under Penalty is the modifier foes suffer when trying to attack the speedster, assuming he’s actually in motion. Surprise attacks against the character when he’s at rest suffer no such penalties. Note that these penalties do not stack with those inflicted by Force Defense.

Points Speed Attack Penalty

1 2x Pace -1

2 3x Pace -2

4 4x Pace -4

Pummel (+2): Your character can pummel a foe with a multitude of quick strikes. This is a Fighting attack at -2 that consumes the character’s entire action. If the pummel is successful (he “hits”), the character has hit with enough of his blows to seriously rattle his foe and hit his weak spots. Add the penalty others need to hit the character as a positive bonus to his damage roll. Force Strike (2/level)This works exactly as Attack, Melee in Necessary Evil, with the following alteration to the Nonlethal modifier:Nonlethal (+1): Foes wounded by your attack can be rendered unconscious rather than risking death after Incapacitation. It’s your choice whether any given attack is lethal or not. This modifier costs 1 additional Power Point when it is temporarily gained using the Power of the Dark Side, or permanently gained by anyone with a Dark Side Taint higher than 0. Fortune (2)

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This works exactly as Jinx in Necessary Evil. Gifted (1)This works exactly as Gifted in Necessary Evil. Healing (2)This works exactly as Healing in Necessary Evil, but only the Refresh and Rejuvenation modifiers are available. The following new modifier also applies:Light Side: This Power costs 1 additional Power Point when it is temporarily gained using the Power of the Dark Side, or permanently gained by anyone with a Dark Side Taint higher than 0. Heightened Senses (1)This works exactly as Heightened Senses in Necessary Evil, with the following new modifier:Additional Sense (+1): The character has some additional sense that normal people lack. She might be able to detect electricity, bio-forms, the Force, or whatever else the player can come up with. The new sense should work similarly to other senses, requiring some proximity for detection. Interface (2)This works exactly as Interface in Necessary Evil. Malfunction (3)The character can cause technological devices to simply fail. To cause a malfunction, the character simply picks a target with in 12” and makes a Spirit roll, minus the modifiers below. If successful, the device malfunctions in some way. Devices of simple and moderate complexity just stop working. Complex devices lose a random subsystem, determined by the GM. Particular sub-systems of complex devices can be selected as well. This incurs a further -2 penalty on the device. Causing a tank’s gun to malfunction, for example, is a total modifier of -6 (-4 for Complex device, -2 for a specific subsystem).

Penalty Device

0 Simple (can opener, blaster, handheld scanner/computer)

-2 Moderate (exotic weapon, speeder engine, computer bank)

-4 Complex (tank, starfighter, NPC Droid)

Paralyze (2)This works exactly as Paralyze in Necessary Evil. Speak Language (2)

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Your character can speak any language.Written Word (+1): The character can read and write any language as well. Stun (2)This works exactly as Stun in Necessary Evil, with the following modifier:Light Side: This Power costs 1 additional Power Point when it is temporarily gained using the Power of the Dark Side, or permanently gained by anyone with a Dark Side Taint higher than 0. Force Attribute (1/step)This works exactly as Super Attribute in Necessary Evil. Force Edge (2)This works exactly as Super Edge in Necessary Evil. Force Skill (1 per 2 skill points)This works exactly as Super Skill in Necessary Evil. Telekinesis (2/level)The range of the power is 12”, and its Strength starts at d10, plus 1 die step per additional level (a d12+2 at level 4, and so on). This is the Strength used to throw objects (which still requires a Throwing roll), or damage targets with objects (by Fighting), just as if it were wielded by a character of the same Strength. The character always rolls a Wild Die when rolling for the power’s Strength, just as if it were his own. Actively using telekinesis counts as an action, so while a character may use the power to carry five lightsabers, striking with each of them is still five separate actions (a -10 multi-action penalty to each).Living Creatures: If the character wants to lift a living creature, it may try to resist the power with an opposed Spirit roll with the caster. If the Force user wins, he may pick up the target and move it up to 2d6” per round. Smashing the victim into something causes Strength damage automatically. Dropping him causes falling damage as usual.More Range (+2): The range of the power is 24”, but still requires line of sight.Bind (+1): The character can use his power to restrain foes. This requires an opposed Strength roll between the target and the power. If the victim fails, he is bound and may attempt to break free on his actions with a Strength or Agility roll (his choice) opposed by the power’s Strength. Once bound, a foe is automatically hit each round if the attacker desires. Roll Strength damage for the force normally.Force Field (+4): This allows the character to create a bubble of energy that protects whatever is inside. The field covers any one person in the character’s range. The sphere adds +1 to the Toughness of those protected for every level the character has in telekinesis (This is not armor, and is not reduced by armor-piercing attacks.). The character may create portals in the field at will to let allies or attacks in or out. Foes can push their way into or out of the force field by making an opposed Strength roll with the field.Maneuverable (+3): Characters with this modifier may rapidly move their projection to strike many foes at once. Pick a starting point anywhere within the characters’ range and move it in any path up to 1d10”. Every figure touched by the path must make an opposed Strength roll (versus the power’s Strength—not the character’s) or be knocked prone. Those rolling a 1 on their Strength die are Shaken as well.

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Medium Template (+2): The character may use Telekinesis to affect a Medium Burst Template (this template can be used with all of the other modifiers as well). If used for Fighting or Binding only one roll is made and applied to all foes underneath. Telepathy (2)The character can communicate with anyone and everyone in sight through telepathy. Specific known individuals who are not in sight may be reached with a Smarts roll within one mile, or a Smarts roll at –4 if further away (-8 if off-world). Once established, the connection may be maintained as desired, but requires concentration. This inflicts a -2 penalty to all other actions no matter how many connections are maintained. GEARAll characters start with the clothes on their back and 500 credits at creation. These credits are to represent the earnings the player has so far saved up and the items they have accumulated over their life. A character’s starting funds may be affected by certain Hindrances (Poverty), Edges (Rich, Very Rich), or by spending a Hindrance point. Refer to the Savage Worlds core rulebook for more details. If certain characters wish to begin the game with special items such as Lightsabers, or if the group wants to begin with a starship of some kind, it is strongly recommended that they work closely with their GM. With the advent of personal shielding designed specifically to block energy weapons, many ancient melee weapons have experienced a renaissance in warfare. Modern melee weapons are all constructed with a special Cortosis weave ingrained into the metal which allows them to resist the destructive power of a lightsaber and other energy weapons. However, repeated use in combat against such weapons will degrade the material and should be avoided. Melee Weapons

NAME DAMAGE LB.

NOTES COST

Vibro-knife Str+d6 .5 AP 1 15

Vibro-sword Str+d10 5 AP 2 75

Vibro-axe Str+d10 8 AP 3, Two-handed, Parry -1 70

Chainsword Str+d12 10 Damages user on a roll of 1 on the Fighting Die.

150

Rapier Str+d4 3 Parry +1 40

Spear Str+d6 5 Parry +1, Two-handed, Reach 1 40

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Pocket Knife Str+d4 1 Has various tools; +1 Repair, Survival 20

D-Knuckles Str+d4 - 10

Lightsaber 4d6 1 Characters without Arcane Background (The Force) suffer a -2 to Fighting rolls; a roll of 1 on the Fighting die means the character has injured himself. Heavy Weapon. AP 8.

Special

Double- Bladed Lightsaber

4d6 1.5 As Lightsaber, except that a roll of 1 on the Fighting or Wild die results in injuring oneself; the Multi-action penalty for making two attacks with this weapon is reduced by 1.

Special

Force Pike Str+d8 5 AP 2. Reach 1. Two-Handed. 50

Electro-lance Str+2d6 5 Electric damage: targets must make a Vigor roll or suffer +1d6 damage; Droids suffer a -2 to this roll. Reach 1. Two-Handed.

125

LightsabersLightsabers are not mass produced, but rather constructed by each Jedi (or Sith) as part of their training. The art of constructing a lightsaber is carefully guarded by both Orders, although one could be constructed from generic parts purchasable on most planets for 500 to 1000 credits, depending on the locale and availability. This price includes all but the most important part: the crystal. The lightsaber crystal affects the length and color of the blade, and rare ones may provide other bonuses as well. The modern Jedi usually goes on a quest to find his first one. The Sith typically use a special furnace and the power of the Dark Side to shape their crystals to match their desires. A Jedi or Sith may construct several lightsabers over the course of a lifetime, each reflecting changes in his personal taste and abilities. Construction of a lightsaber usually takes around a month of dedicated work once all of the parts have been assembled, although it could be completed in less time if the builder is very good. This requires a Knowledge (Force) roll against a TN of 4 every week. After 3 consecutive successes (or 2 successes and 1 raise, or one success and 2 raises), the lightsaber has been completed. A single failure means the builder has damaged the parts and must start over. Two consecutive failures means the crystal has been damaged, and a new one must be obtained. Ranged Weapons

Name Range Dmg. Ro F

LB Shots Notes Cost

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Holdout Blaster

6/12/24 2d8 1 1 5 Easily concealed, required a Notice roll at -2 to spot.

50

Blaster Pistol

15/30/60 3d6 1 4 25 AP 2, Double Tap, Stun 75

Blaster Rifle

30/60/120 3d6+1 1 8 50 AP 4, Stun 125

Blaster Carbine

25/50/100 3d6 3 8 50 AP 2, Auto, 3RB, Str. d6, Stun

175

Repeating Blaster

25/50/100 3d6 5 12 100 AP 2, Auto, Str. d8, Snapfire, Stun

300

Disruptor Pistol

10/20/40 3d8+2 1 5 25 Double Tap 200

Disruptor Rifle

20/40/80 3d8+2 2 10 50 Auto, Str. d6 325

Heavy Disruptor

40/80/160 3d8+2 3 16 100 Auto, Str. d8, Snapfire 500

Stun Pistol

15/30/60 3d8 1 4 25 Nonlethal, load: Blaster Cell

100

Sniper Rifle

50/100/200

3d6 1 10 25 AP 4, Snapfire, Scope (halve range penalties when stationary), Str. d6, load: blaster cell

500

Bowcaster

6/12/24 2d6+1 1 10 1 AP4; Min. Str d8; Reload takes 1 move action.

100 where avail-able

K-Pistol 12/24/48 2d6+1 3 5 30 AP 4. 3RB. Auto. Ignores Shields.

150

K-Rifle 24/48/96 2d8+1 3 10 60 AP 4. 3RB. Auto. Ignores Shields.

225

Street Sweeper

12/24/48 2d10+1 2 7 20 AP 4. Auto. Ignores Shields.

250

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Grenade Launcher

15/30/60 Special 1 15 1 May be loaded with any standard size grenade. Str. d6. Snapfire

400 bm

Rad Gun 12/24/48 3d6+2, Radiation

1 20 20 Ignores Armor, Str. d8, Snapfire, load: Fuel Cell, Victims make a Vigor Roll at +2 to avoid gaining the Anemic Hindrance.

5000 bm

Flame-Thrower

Cone 2d10 1 15 20 Ignores Armor, Str. d6, Snapfire, load: Fuel Cell

800 bm

Ammunition

Name Amount Cost

Blaster Cell 1(25 shots) 20

Disruptor Cell 1(25 shots) 40

Kinetics Clip 1(30 shots) 30

Street-Sweeper Shot 1(20 shots) 40

Fuel Cell 1(20 shot) 100 bm

ExplosivesNo mercenary or bounty hunter can feel truly safe without a grenades dangling from their belt. These are intended to represent a useful variety; grenades with other effects may be available depending on the specifics of your campaign. Consult with your GM for details. Explosives

Name Range Damage

lb. Notes Cost

Thermal Detonator

5/10/20 4d6 1 Medium Burst Template, Thrown, Ignores Armor, Fire

100

Frag Grenade

5/10/20 3d6 1 Medium Burst Template, Thrown 50

Concussion Grenade

5/10/20 3d6 1 Medium Burst Template, Thrown, Ignores Armor, Nonlethal

50

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B.I.G. (Bio-electric

Interference) Grenade

5/10/20 Special 1 Medium Burst Template, Thrown, 1lb.

Victims must make a Vigor roll at -2 or be paralyzed for 3 rounds, after which they improve to Shaken and may recover. This does not affect

Droids.

200

EMP Grenade

5/10/20 Special 1 Medium Burst Template, Thrown, 1lb.

Victims must make a Vigor roll at -2 or be paralyzed for 3 rounds,

after which they improve to Shaken and may recover. This only affects Droids. In addition, all electrical

systems within the blast radius are rendered non-functional for 3 rounds.

150

D-Mine Cone 4d10+4 3 These directional mines were originally developed by the military

for a variety of special uses, including tank- and bunker-busting. AP 20.

Military; 500

bm

Armor

Name Bonus lb Notes Cost

Flak Jacket +2 10 Torso. +2 Armor against Kinetics (including standard melee weapons) and Frag Grenades.

60

Vacc Suit +2 8 Full Body. Protects the user from the deadly environment of outer space.

150

Ablative Armor +4 15 Torso, head. Absorbs wounds for wearer, but the bonus degrades by one with each wound until +0.

200

Duraweave Suit +4 5 Torso, limbs. Highly concealable; observers are at -4 to spot it. For double cost, it may be woven into clothing, increasing the Notice penalty to -6. May be stacked with a Shield.

500

Light Armor +4 10 Torso, limbs. 150

Battle Armor +8 20 Full body. 400

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Powered Battle Armor

+8 10 Full Body. Increases Strength by 1 die type. 600

Powered Heavy Armor

+10 15 Full Body. Increases Strength by 1 die type. 800

Fleet Armor +14 0 Full Body. Increases Strength by 2 die types. 1500 Military; 6000BM

Personal Shield +2 1 Full Body. Must be activated. 250

Combat Shield +4 1 Full Body. Must be activated. 500

S-Shield +6 1 Full Body. Must be activated. 800

Shielded Boarding Armor

+14 A+6 S

10 Full Body. Increases Strength by 2 die types. Allows flight in Null-G with a Pace of 6 and acceleration of 2. Reduces Pace in gravity by 2, running die to a d4, and Agility by 1 die type.

Military

ShieldsShields function like Ablative Armor, reducing their bonus by +1 each time the user would take a Wound until they reach +0. However, unlike Ablative Armor, Shields are not affected by Armor Piercing effects. Also, take note that Shields only affect energy weapons; Vibroblades and Kinetic guns ignore their presence. KineticsKinetic weapons were an alternative solution to the problem personal shields posed for blaster equipped armies. Initially, Disruptor technology was developed to overcome enhanced defenses, based on regular blasters, but this eventually proved too expensive. Kinetics were developed to fire a physical projectile which moved slow enough that the personal shields wouldn’t deflect it, but fast enough to penetrate armor and flesh. As yet, nothing short of military grade armor has proved truly effective in stopping them. Other GearOf course, violence can’t solve all your problems. Below are lists of available gear with either non-combat or support functionality. Should you desire an item which is not on these lists, just talk to your GM. Special Gadgets and Gear

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Name Notes Cost

Multi-tool With its varied functionality, no good mechanic is ever without his multi-tool. It provides a +2 to Repair checks.

25

Emergency Medkit

Containing bandages, disenfectants, and Bacta injections, this kit gives the user +2 on all Healing skill rolls.

50

Eagle-I Enhancing Contacts

These contacts sharpen the wearer’s perception without negatively affecting appearance. They provide a +1 to vision-based Notice rolls, and come in a variety of colors.

30

Ixian Diagnostic Computer

This handheld contains a wealth of information and helpful tips concerning all things technological. The user gains a +2 on Knowledge (Computer), Knowledge (Electronics) and similar rolls.

100

N-Cite Active Camo Belt

When worn and activated, this belt creates holographic illusions which help hide the wearer from prying eyes. When stationary, observers are at a -4 to Notice the wearer. This is reduced to a -2 when the wearer is in motion.

Military; 1000 BM

Reticule Accu-sight Visor

This Visor enhances the user’s ability to pick out individual targets and focus on them. It provides a +2 on sight-based Notice rolls and a +2 to Shooting.

200

Ixian Powered Combat Suit

This high-tech body suit uses micro-impulses to enhance the wearer’s natural physical abilities. It may be easily concealed underneath armor or clothing, and is a favorite of skilled bounty hunters and elite soldiers. It provides +2 on Attribute checks to Strength and Agility.

1000 Military; 3000 BM

Combat Stimulant

This handy little hypodermic contains a special chemical mix which will allow anyone to become a deadly combatant; for a short time anyways. This injection gives the user +1 to Strength, Vigor, and Fighting die types for 10 minutes. Following this the user suffers a -1 on Vigor and Spirit rolls for 30 minutes. More than one shot cannot be metabolized at once, and provides no benefits, although it will extend the after-effects by 10 minutes per shot. These stims are also highly addictive, and regular use will result in taking Habit (Combat Stims) as a major hindrance. Long term effects may be serious and are left to the GM’s discretion.

25 Black Market

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Chem-Tech Sagacity: Memory and Focus Enhancer

A dose of these pills helps the user focus better and think more clearly. It provides a +1 to all Knowledge rolls as well as Notice for a period of 2 hours. In addition, the user gains a +1 bonus to Vigor rolls made to stay awake.

25

Chem-TechNano-Bacta Injection

The pinnacle of first aid medical technology, each of these hypodermics contains a special mix of medical nanobots and Bacta fluid that works to quickly knit together wounds and heal injuries. If given within 1 hour of receiving a wound or injury, the injection almost instantly repairs the injury. After a few days, even the scar disappears!

250

Clothing

Civilian Garb

Comes in a variety of colors, styles, and sizes. Includes shirt, pants, shoes, belt, and a light jacket.

5 lb. 10

Boots +1 to resist Fatigue checks when traveling by foot. 4 lb. 6

Formal Wear

Clothing which matches the current trends on the central worlds, this outfit provides +1 Charisma among those who are impressed by such things.

6 lb. 100

Cold Weather Gear

Includes a heavy parka, scarf, gloves, snow boots, and fur leggings. This get-up provides the wearer +2 on rolls made to resist cold weather.

12 lb. 50

Standard Gear

Aquata Breather The A99 Aquata Breather is a compact mouthpiece designed to supply the user with 2 hours of breathable air underwater, in a vacuum, and in most other environments. It comes in many varieties for all different species.

- 100

Backpack It’s a backpack. You put stuff in it. 2 lb. 2

Bedroll -- 6 lb. 5

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Breath Mask This is a standard breath mask, equipped to provide the user with 1 hour of breathable air in most environments. They do not work underwater and provide no protection from the vacuum of space, although they will theoretically function in it.

1 lb. 50

Canteen -- 5 (full)/1 (empty)

1

Commlink This portable communication device has a typical broadcast range of about 50 kilometers or up to low orbit on a clear day (thanks to a signal boost from the ship).

- 30

Chronometer This chronometer keeps track of Galactic Standard (Spacer) Time, as well as automatically picking up and reporting local planet-side time.

- 5

Datapad This is a simple text and data recorder with a keypad and a read-out screen. It can be linked to almost any computer terminal to up- or download information.

- 20

Death Sticks The Star Wars equivalent of cigarettes. Given the name, it’s safe to assume no one has any illusions about what they’re smoking.

- 4

Glowrod Deriving their power from long-lasting energy cells, glowrods can sometimes last for years (given limited usage). They provide a circle of full light out to 10”, and low light for another 5” beyond that.

2 lb. 10

Holocron A small holographic record which may be used in a holoprojector to record or play back images and sound. A single holocron may hold hundreds of hours of 3-D video.

- 50

Holoprojector This handheld can be used to transmit or receive real-time and recorded messages. On its own it has a range of about 30 kilometers, but when linked with a ship’s communications it can project across light years. Holoprojector’s are also useful for using Holocrons.

1 lb. 200

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Macrobinoculars This handy device provides magnified and computer enhanced images from up to several miles out, granting a +2 on Notice rolls made to observe areas 100 yards or more away.

1 lb. 50

Recording Rod Small cylinders approximately 10 inches in length. They can record up to 100 hours of sound, replayed over and over, and reused by re-recording.

1 lb. 35

Rope (50’) -- 5 lb. 10

Sabacc deck This deck of electronic cards may be used to play Sabacc.

- 1

Spacer Food All the vitamins and minerals one needs to keep energized, plus a healthy dose of immunizers to keep those space plagues from spreading. This provides enough food for one person for one day.

2 lb. 5

Planet-side Transportation LandspeederAcc/Top Speed: 20/100Toughness: 15Crew: 1-5Cost: 10,000+Notes: conditionalWeapons: conditional AirspeederAcc/Top Speed: 50/700Toughness: 20Crew: 1-4Cost: 50,000Notes: conditionalWeapons: conditional Speeder Bike/SwoopAcc/Top Speed: 20/200Toughness: 5Crew: 1-2Cost: 5000Notes: conditionalWeapons: conditional

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Attack GunshipAcc/Top Speed: 50/700Toughness: 30 (10S)Crew: 1-2 + 10 SoldiersCost: 50,000Notes: Heavy armor, Heavy weaponWeapons:· Five Laser Cannons (3 fire linked, 2 turret) (Range: 100/200/400; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon)· Two Missile Launchers (Range: 100/200/400; Damage: 5d10; AP 20; ROF: 1; Heavy Weapon) Assault TankAcc/Top Speed: 20/100Toughness: 30(10)Crew: 4Cost: 75,000Notes:Weapons:· One Laser Cannon (Range: 100/200/400; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) AT-AT (All Terrain Armored Transport)Acc/Top Speed: 5/40Toughness: 25Crew: 5Cost: 500,000Notes: Heavy Armor, Heavy Weapons, Sloped armor + 5Weapons:· Two Laser Cannons (Fire Linked) (Range: 100/200/400; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) AT-ST (All Terrain Scout Transport)Acc/Top Speed: 5/40Toughness: 15Crew: 2Cost: 250,000Notes: Heavy Armor, Heavy Weapons, Sloped armor + 3Weapons:· Two Laser Cannons (Fire Linked) (Range: 100/200/400; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) AT-TE (All Terrain Tactical Enforcer)Acc/Top Speed: 5/40Toughness: 25Crew: 7Cost: 300,000

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Notes: Heavy Armor, Heavy Weapons, Sloped armor + 5Weapons:· Four Laser Cannons (Fire Linked) (Range: 100/200/400; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) AT-AP (All Terrain Attack Pod)Acc/Top Speed: 5/40Toughness: 15Crew: 3Cost: 200,000Notes: Heavy Armor, Heavy Weapons, Sloped armor + 2Weapons:· Two Laser Cannons (Range: 100/200/400; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) HyperdriveHyperdrive is what allows travel between the stars. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization waxes and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be. For the purposes of this game, a standard Hyperdrive engine will be regarded as needing 48 hours of game time to travel 1 inch on the galactic map. Of course, this is just the standard; specific engines will vary, but they are rated against this speed. So if a ship has a Hyperdrive rating of .5, it takes half the time to cover the same distance as a standard Hyperdrive. In other words, such a ship could traverse 1 inch on the galactic map in just 24 game hours. The opposite also applies, of course. If a ship has a Hyperdrive rating of 2, it will take twice as long to get anywhere. Space BattlesThe majority of ship-to-ship conflicts will take place in outer space, regardless of the backdrop. Therefore, in order to simplify things, the speed rating a ship has is intended to be relative to other ships only, and represents no specific velocity. Obviously though, squares represent a bit more than 2 yards when we’re talking about space ship velocities. ScaleShips are generally divided into 2 classes, based on size: Personal, and Capital. The Personal class encompasses all small vessels ranging from actual fighters to small cargo boats or yachts. Capitals are the larger ships, and can be military destroyers, floating cities, or smaller cruisers. ShieldsShields are similar to Armor, but are not affected by AP. Each time a shield user would take a wound, the shield takes the wound instead and its bonus is reduced by 1 until stops functioning at +0. Shields may be repaired by +1 for each success and raise on a Repair roll. Each attempt takes

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about 30 minutes and the same person or droid may make multiple attempts. Ion CannonsIon Cannon damage ignores Shields. When an Ion Cannon would cause a wound, it instead damages the ship’s systems, first reducing Shields by 4 for each wound, or if the ship has no shields, reducing the ship’s maximum speed by 2 to a minimum of 0. Both effects may be removed by a Repair roll which requires 5 minutes of uninterrupted work. Tractor BeamsA Tractor Beam is used to capture a Personal class ship at range and pull it toward one’s vessel. If the Tractor Beam damage roll beats the target ship’s current speed, the ship is captured and begins being pulled in at the rate of 1” per round. The pilot may make a Piloting roll + the ship’s acceleration versus the original Tractor Beam damage each round to try and escape. A roll of 1 on the Piloting die results in the ship taking a wound, and acceleration is permanently (until repaired) reduced by 1 as a result of engine damage. Personal Class Ships Fighters X-WingAcc/Top Speed: 2/8Armor: 16 (4S)Hyperdrive: 1.5Hyperdrive Backup: NoneCrew: 1 + Repair DroidCost: 180,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Four Laser Cannons (fire linked) (Range: 6/10/14; Damage: 4d8; AP 8; ROF: 1; Heavy Weapon)· Two Proton Torpedo Launchers (Range: 6/10/14; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon) Y-WingAcc/Top Speed: 2/6Armor: 18(4S)Hyperdrive: 1.5Hyperdrive Backup: NoneCrew: 1 or 2 + Repair DroidCost: 130,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon)

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· Two Proton Torpedo Launchers (Range: 6/10/14; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon)· Two Light Ion Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; ROF: 1) B-WingAcc/Top Speed: 2/6Armor: 17(4S)Hyperdrive: 2;Hyperdrive Backup: NoneCrew: 1Cost: 130,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannon (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon)· Three Proton Torpedo Launchers (Range: 6/10/14; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon)· Three Light Ion Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; ROF: 1) A-WingAcc/Top Speed: 3/12Armor: 15(2S)Hyperdrive: 1.5Hyperdrive Backup: NoneCrew: 1;Cost: 120,000Notes: Atmospheric, Heavy Armor, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 4d8; AP 8; ROF: 1; Heavy Weapon)· Two Missile Launchers (Range: 6/10/14; Damage: 5d10; AP 20; ROF: 1; Heavy Weapon) Eta-2 Actis Jedi InterceptorAcc/Top Speed: 3/12Armor: 16(4S)Hyperdrive: .75 (uses TransGalMeg Hyperdrive Booster Ring)Hyperdrive Backup: NoneCrew: 1 + Repair Droid;Cost: 180,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon)

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· Two Light Ion Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; ROF: 1) Aggressive ReConnaissance 170Acc/Top Speed: 2/10Armor: 15(4S)Hyperdrive: 1.5Hyperdrive Backup: NoneCrew: 3Cost: 125,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Four Laser Cannons (fire linked) (Range: 6/10/14; Damage: 4d8; AP 8; ROF: 1; Heavy Weapon)· Two Proton Torpedo Launchers (Range: 6/10/14; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon) Delta-7 Aethersprite AdvancedAcc/Top Speed: 2/10Armor: 14(4S)Hyperdrive: .75 (uses TransGalMeg Hyperdrive Booster Ring)Hyperdrive Backup: NoneCrew: 1 + Repair DroidCost: 200,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) Aethersprite Heavy Assault StarfighterAcc/Top Speed: 2/10Armor: 16(4S)Hyperdrive: 1.5Hyperdrive Backup: NoneCrew: 1 + Repair DroidCost: 250,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Four Laser Cannons (fire linked) (Range: 6/10/14; Damage: 4d8; AP 8; ROF: 1; Heavy Weapon)· Two Light Ion Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; ROF: 1) N-1 Starfighter

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Acc/Top Speed: 2/10Armor: 15(4S)Hyperdrive: 1.5Hyperdrive Backup: NoneCrew: 1 + Repair DroidCost: 150,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon)· One Proton Torpedo Launcher (Range: 6/10/14; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon) TIE FighterAcc/Top Speed: 2/10Armor: 11(2S)Hyperdrive: None;Hyperdrive Backup: NoneCrew: 1;Cost: 80,000Notes: Atmospheric, Heavy Armor, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) Droid StarfighterAcc/Top Speed: 2/10Armor: 11(4S)Hyperdrive: NoneHyperdrive Backup: NoneCrew: NoneCost: 60,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon)· Two Proton Torpedo Launchers (Range: 6/10/14; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon) Transports YT-1300Acc/Top Speed: 2/10

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Armor: 30(4S)Hyperdrive: 1Hyperdrive Backup: 6Crew: 2-6Cargo Bay: 50,000 lb.Cost: 140,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Quad Laser Cannons (fire linked) (Range: 6/10/14; Damage: 5d8; AP 8; ROF: 1; Heavy Weapon)· Two Missile Launchers (Range: 6/10/14; Damage: 5d10; AP 20; ROF: 1; Heavy Weapon) YT-2000Acc/Top Speed: 2/10Armor: 25(4S)Hyperdrive: 2Hyperdrive Backup: 6Crew: 1-5Cargo Bay: 65,000 lb.Cost: 130,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) YT-2400Acc/Top Speed: 2/10Armor: 25(4S)Hyperdrive: 1Hyperdrive Backup: 6Crew: 1-5Cargo Bay: 65,000 lb.Cost: 150,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Quad Laser Cannons (fire linked) (Range: 6/10/14; Damage: 5d8; AP 8; ROF: 1; Heavy Weapon) YV-66Acc/Top Speed: 2/6Armor: 20(4S)Hyperdrive: 2

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Hyperdrive Backup: 4Crew: 1-4Cargo Bay: 80,000 lb.Cost: 150,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) Corellian JumpmasterAcc/Top Speed: 2/10Armor: 30(4S)Hyperdrive: 1Hyperdrive Backup: 6Crew: 1-3Cargo Bay: 65,000 lb.Cost: 130,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) Action V TransportAcc/Top Speed: 2/6Armor: 20(4S)Hyperdrive: 2Hyperdrive Backup: 6Crew: 1-6Cargo Bay: 450,000 lb.Cost: 900,000Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon) Firespray Attack/Patrol CraftAcc/Top Speed: 2/10Armor: 30(4S)Hyperdrive: 1Hyperdrive Backup: 6Crew: 2-4Cargo Bay: 125,000 lb.Cost: 380,000

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Notes: Atmospheric, Heavy Armor, Shields, SpacecraftWeapons:· Two Laser Cannons (fire linked) (Range: 6/10/14; Damage: 4d8; AP 8; ROF: 1; Heavy Weapon)· Two Missile Launchers (Range: 6/10/14; Damage: 5d10; AP 20; ROF: 1; Heavy Weapon)· Two Proton Torpedo Launchers (Range: 6/10/14; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon)· Tractor Beam Projector (Range: 4/6/8; Damage: 2d6; ROF: 1) Capital Class Ships DestroyerAcc/Top Speed: 1/6Armor: 80(50S)Hyperdrive: 2Hyperdrive Backup: 4Crew: 37,085 + 9,700 troops;Cost: 1.5 BillionNotes: Capital Ship, Heavy Armor, Shields, Spacecraft.Weapons:· 15 groups of Turbolasers (60 Turbolaser Batteries) (Range: 12/20/28, Damage: 5d10; AP 20; ROF: 1; Heavy Weapon· 15 groups of Ion Cannons (50 Ion Cannons) (Range: 12/20/28; Damage: 6d10; ROF: 1; Heavy Weapon)· 10 Tractor Beam Projectors (Range:8/14/20; Damage: 2d6; ROF: 1) Mon Cal CruiserAcc/Top Speed: 1/6Armor: 70(50)Hyperdrive: 1Hyperdrive Backup: 5Crew: 5,402 + 1,200 troops;Cost: 600 MillionNotes: Capital Ship, Heavy Armor, Shields, Spacecraft. Mon Cal rolls to repair shields are at +2.Weapons:· 12 groups of Turbolasers (48 Turbolaser Batteries) (Range: 12/20/28, Damage: 5d10; AP 20; ROF: 1; Heavy Weapon)· 5 groups of Ion Cannons (20 Ion Cannons) (Range: 12/20/28; Damage: 6d10; ROF: 1; Heavy Weapon)· 6 Tractor Beam Projectors (Range:8/14/20; Damage: 2d6; ROF: 1)

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Corellian CorvetteAcc/Top Speed: 1/6Armor: 40(20)Hyperdrive: 1.5Hyperdrive Backup: 6Crew: 165 + 600;Cost: 3.5 MillionNotes: Atmospheric, Capital Ship, Heavy Armor, Shields, Spacecraft.Weapons:· 6 Double Turbolaser Cannons (Range:12/20/28, Damage: 4d10; AP 20; ROF: 1; Heavy Weapon) Baun Sie FrigateAcc/Top Speed: 1/4Armor: 40(20)Hyperdrive: 1Hyperdrive Backup: 6Crew: 920 + 75 troops;Cost: 6 MillionNotes: Atmospheric, Capital Ship, Heavy Armor, Shields, Spacecraft.Weapons:· 3 groups of Turbolasers (12 TurbolaserBatteries) (Range: 12/20/28, Damage: 5d10; AP 20; ROF: 1; Heavy Weapon)· 3 groups of Laser Canons (12 Laser Cannons)(Range: 6/10/14; Damage: 4d8; AP 8; ROF: 1; Heavy Weapon)· 2 Tractor Beam Projectors (Range: 8/14/20; Damage: 2d6; ROF: 1) Baun Sie DestroyerAcc/Top Speed: 1/6Armor: 80(50)Hyperdrive: 1Hyperdrive Backup: 6Crew: 7,400 + 2,000 troopsCost: 59 millionNotes: Capital Ship, Heavy Armor, Shields, Spacecraft.Weapons:· Four groups of Turbolasers (16 Turbolaser Batteries) (Range: 12/20/28, Damage: 5d10; AP 20; ROF: 1; Heavy Weapon· 10 groups of Laser Canons (40 Laser Cannons)(Range: 6/10/14; Damage: 4d8; AP 8; ROF: 1; Heavy Weapon)· Four Proton Torpedo Launchers (Range: 200/400/800; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon)

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· Six Tractor Beam Projectors (Range: 300/600/1200; Damage: 2d6; ROF: 1) Baun Sie Heavy CruiserAcc/Top Speed: 1/6Armor: 80(50)Hyperdrive: 1Hyperdrive Backup: 6Crew: 600Cost: 125 millionNotes: Capital Ship, Heavy Armor, Shields, Spacecraft.Weapons:· 12 groups of Turbolasers (48 Turbolaser Batteries) (Range: 12/20/28, Damage: 5d10; AP 20; ROF: 1; Heavy Weapon· 10 groups of Laser Canons (40 Laser Cannons)(Range: 6/10/14; Damage: 4d8; AP 8; ROF: 1; Heavy Weapon)· 3 groups of Ion Cannons (12 Ion Cannons) (Range: 12/20/28; Damage: 6d10; ROF: 1; Heavy Weapon)· 100 Proton Torpedo Launchers (Range: 6/10/14; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon)· Six Tractor Beam Projectors (Range: 8/14/20; Damage: 2d6; ROF: 1 Support ShipAcc/Top Speed: 1/6Armor: 50(20)Hyperdrive: 2Hyperdrive Backup: 6Crew: 300Cost: 61 millionNotes: Capital Ship, Heavy Armor, Shields, Spacecraft.Weapons:· 25 groups of Turbolasers (100 Turbolaser Batteries) (Range: 12/20/28, Damage: 5d10; AP 20; ROF: 1; Heavy Weapon DreadnoughtAcc/Top Speed: 1/6Armor: 50(20)Hyperdrive: 1Hyperdrive Backup: 5Crew: 200Cost: 57 millionNotes: Capital Ship, Heavy Armor, Shields, Spacecraft.Weapons:· 10 groups of Turbolasers (40 Turbolaser Batteries) (Range: 12/20/28, Damage: 5d10; AP 20;

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ROF: 1; Heavy Weapon· 1 group of Ion Cannons (4 Ion Cannons) (Range: 12/20/28; Damage: 6d10; ROF: 1; Heavy Weapon) BattleshipAcc/Top Speed: 1/6Armor: 70(40)Hyperdrive: 1Hyperdrive Backup: 5Crew: 165Cost: 50 millionNotes: Capital Ship, Heavy Armor, Shields, Spacecraft.Weapons:· 12 groups of Turbolasers (48 Turbolaser Batteries) (Range: 12/20/28, Damage: 5d10; AP 20; ROF: 1; Heavy Weapon Personal Ship Upgrades

Name Notes Cost

TransGalMeg Hyperdrive Booster Ring

Must be fitted to ship. Allows travel at Hyperdrive .75. In case of attack, the Booster Ring has a Toughness of 12.

5000 for fighters, 10000 for transports

Backup Hyperdrive

Each backup hyperdrive is good for one emergency jump to hyperspace at Hyperdrive 6.

1000

Standard Hyperdrive

This allows a ship to travel at Hyperdrive 1. 5000

Mark I Hyperdrive

This allows a ship to travel at Hyperdrive .9. 7000

Mark II Hyperdrive

This allows a ship to travel at Hyperdrive .8. 9000

Mark III Hyperdrive

This allows a ship to travel at Hyperdrive .7. 11000

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Mark IV Hyperdrive

This allows a ship to travel at Hyperdrive .6. 13000

Mark V Hyperdrive

This allows a ship to travel at Hyperdrive .5 15000

Twin Laser Cannons

Fire linked. Range: 6/10/14; Damage: 3d8; AP 8; ROF: 1; Heavy Weapon.

1000

Twin Quad Laser Cannons

Fire linked. Range: 6/10/14; Damage: 5d8; AP 8; ROF: 1; Heavy Weapon.

2000

Missile Launcher

Range: 6/10/14; Damage: 5d10; AP 20; ROF: 1; Heavy Weapon.

2000

Proton Torpedo Launcher

Range: 6/10/14; Damage: 6d10; AP 20; ROF: 1; Heavy Weapon.

2500

Missile One missile which can be launched from any Missile Launcher.

500

Proton Torpedo One proton torpedo which can be launched from any Proton Torpedo Launcher.

750

Super-charged Shields

Shields +2. 1000

Repair Droid A standard shipboard astromech repair droid. Skills: Repair d8, Knowledge (Computers) d8, Knowledge (Electronics) d8.

1000

Ixian Repair Droid

A standard shipboard astromech repair droid. Skills: Repair d8+2, Knowledge (Computers) d8+2, Knowledge (Electronics) d8+2, Piloting d8.

3000

Twin Light Ion Cannons

Fire linked. Range: 6/10/14; Damage: 3d8; ROF: 1. 1500

Tractor BeamProjector

Range: 4/6/8; Damage: 2d6; ROF: 1. 3000

Battle Armor Armor +2. 500

Smuggler’s Compartment

Holds up to 1000 lbs. if carefully packed. Active searchers must make a Notice roll at -4 to locate.

1500

Courtesy of RadiationSings.com