Games Rules
Starship, Weapons & Other Items
These are just some basic things in star wars, starter stuff really. As people advance and other
start making their own items they can add more traits, damage and other special abilities to the
items. The only limit is your imagination, and your storyteller.
Items:
Normal Items that can be used by anybody in that game.
Med Pack
A one time use item that can stop bleeding in a fallen character to prevent death.
Communicator
A device used to communicate with other characters in the game.
Armor:
To use armor you must have the appropriate feat or else you have a -4 penalty in most physical
actions. Any damage you take goes to the armor first, once armor is destroyed any remaining
damage is carried to either Vitality or wounds as you choose.
Name of armor
Traits: Number of traits it adds to your defense
Armor: Number of wound damage it can absorb
Negatives: Traits that players can bid against you making you lose traits
Conceal: The ease with which you can conceal this item
Special: Any special abilities the item has
Light Armor
Traits: 0
Armor: 1
Negatives: N/A
Conceal: Jacket
Medium Armor
Traits: 0
Armor: 2
Negative: N/A
Conceal: Trench coat
Heavy Armor
Traits: 0
Armor: 3
Negative: Heavy
Conceal: N/A
Powered Armor
Traits: 1
Armor: 3
Negative: Heavy, Clumsy
Conceal: N/A
Special: Damage Reduction 1
Weapons:
To use certain weapons you must have the appropriate weapon proficiency or else you get a -4
penalty when using the weapon.
Name of weapon- Weapon group
Traits: Number of traits it adds to your offence
Damage: Number of damage the weapon can deal and type either Wounds or Vitality
Negatives: Traits that players can bid against you making you lose traits
Conceal: The ease with which you can conceal this item
Special: Any special abilities the item has
Knife/Vibro Knife- Simple/Vibro
Traits: 1
Damage: 1 Vitality/ 1 Wound
Negatives: Small
Conceal: Pocket
Special: N/A
Sword/Vibro-Sword- Simple/Vibro
Traits: 3
Damage: 3 Vitality/ 3 Wounds
Negatives: Clumsy
Conceal: N/A
Special: N/A
Pistol/Blaster Pistol- Slug-Thrower/ Blaster Pistol
Traits: 2
Damage: 2 Wounds
Negatives: Small
Conceal: Jacket
Special: Multifire- can shoot multiple time a round
Heavy Blaster Pistol- Blaster Pistol
Traits: 2
Damage: 2 Wounds
Negatives: Heavy
Conceal: Jacket
Special: Multifire- can shoot multiple time a round
Autofire- Win a simple: +1 wound damage
Rifle/ Blaster Rifle- Slug-Thrower/ Blaster Rifle
Traits: 3
Damage: 3 Wounds
Negatives: Clumsy
Conceal: N/A
Special: Multifire- can shoot multiple time a round
Blaster Carbine- Blaster Rifle
Traits: 3
Damage: 3 Wounds
Negatives: Heavy
Conceal: N/A
Special: Multifire- can shoot multiple time a round
Autofire- Win a simple: +1 wound damage
Light Repeating Blaster Rifle- Heavy
Traits: 4
Damage: 4 Wounds
Negatives: Heavy, Clumsy
Conceal: N/A
Special: Multifire- can shoot multiple time a round
Autofire- Win a simple: +1 wound damage
Flecette Cannon- Heavy
Traits: 4
Damage: 2 Wounds per spike
Negatives: Heavy, Clumsy
Conceal: N/A
Special: Shoots 4 spikes per shot
Needs to be reloaded every shot
Classes of Starships:
Star Fighters- Star Fighters are small one man craft that can be used for space and atmospheric
combat. They are equipped with a variety of weapons and some are capable of deep space travel
such as X-Wings and Y-Wings. Others must be carried on board capitol starships like the Tie
Fighters and the Z-95 Headhunters.
Freighters/Transports- Freighter and Transports are larger ships that are mostly privately used.
Their use can be includes smuggling, transporting passengers or cargo or they can be used for
private recreation. Due to their size Freighters and Transports can carry any number of weapons
and some can carry vehicles. Most however are modified to the pilots preference and are usually
equipped with unexpected surprises such as the Millennium Falcon and the Lady Luck.
Capital Ships- Capital Ships are huge ships that are owned and used by military forces. They
normally have a crew of several thousand and can carry huge amounts of cargo, soldiers, and star
fighters, as well as having their own docking bays and tractor beams. Example: Imperial Star
Destroyer, Corellian Corvette, and Mon Calamari Star Cruiser.
Starship Features
Shields- Shields absorb damage from torpedoes and lasers. The amount of damage they absorb
to equal to the shield number. Any damage exceeding the shield number deals damage to the hull.
Shields range between 1 thru 5.
Hull- Hull is the structure of any ship. When the hull is damaged the entire ship can suffer. Some
have added extra armor to their hull to last longer in combat. They hull of a ship is ranked between
A thru E.
E= 10 points of Hull.
D= 15 points of Hull.
C= 20 points of Hull.
B= 25 points of Hull.
A= 30 points of Hull.
Speed- Speed if how fast your ship is and is used for travel time. Speed is ranked between A thru E.
E= 15 minutes a parsec.
D= 12 minutes a parsec.
C= 10 minutes a parsec.
B= 8 minutes a parsec.
A= 5 minutes a parsec.
Maneuver- Maneuver is how quick your ship can respond to your commands. It is also used for
initiative when in combat. Should there be a tie in maneuver, dexterity decides initiative. Maneuver is
ranked between A thru E.
Starship Weapons
Lasers- These are standard lasers found on any starship.
Damage: 4
Ship Ion- Hip Ions damage all electrical systems.
Damage: Only effects shields. Each hits lowers shield by 1 point till end of scene.
Disrupter- Disputer lasers deal massive amounts of damage to hull, but are reduced greatly by
shields.
Damage: 6(Shields absorb twice the amount of damage from disrupters than normal lasers)
Proton Torpedoes- Standard torpedoes used everywhere.
Damage: 4
Concussion Missiles- Heavy Duty missiles that can tear up hull like it's nothing, They can't however
penetrate shields.
Damage: 8