The Rules

General Rules

Attributes and Skills
If characters do not have a skill, they can roll the governing attribute. Exception: Advanced skills cannot be attempted unskilled.

The Wild Die
Whenever dice are rolled, one of those dice must be a different color, or is some way distinctive. This is not an extra die, it is one of the character's skill dice. If it comes up a six, the player adds six to his total and rolls the Wild Die again. If it comes up a one the first roll a penalty or complication results.

Difficulty Numbers
Task Difficulty Difficulty Range Random Difficulty Guideline
Very Easy 1-5 1D Almost anyone should be able to do this most of the time.
Easy 6-10 2D Most characters should be able to do this most of the time.
Moderate 11-15 3D-4D This requires some effort and concentration.
Difficult 16-20 5D-6D Normally only professionals succeed at this with any regularity.
Very Difficult 21-30 7D-8D Even professionals really have to work for these.
Heroic 31+ 9D+ This is practically impossible.
The highest difficulty level is Heroic, covering any difficulty number above 30. Some situations specify to add a number to the Heroic difficulty: "Heroic+10" means a difficulty number of 41-50, "Heroic+20" means 51-60 and so forth.

Rounds
Each round has two phases:

1. Initiative. The character with the highest Perception on each side rolls his Perception. High roller gets to choose whether his side goes first or last.

2. Roll Actions. The first side acts now. Acting in Perception order (highest to lowest), every player tells you, the gamemaster, how many actions his character is making (so you can assign the multiple actions penalty). Each player rolls his character's first action.

This process is repeated for each character on the second side. After every character has taken his first action, the characters on the first side take their second actions. (Characters without second actions are skipped.) Then the characters on the second side roll their second actions. This continues until every character on both sides has taken all actions.

Combined Actions
Combined actions are used when groups of characters work together to accomplish a single task. Aside from working on the task, the only other thing a combining character can do is use reaction skills.

The character with the highest command or Perception is the leader. He can only command as many characters as he has command skill dice. If he's supervising only, he rolls his full command skill. If he's commanding and working on the task, this counts as two actions and he suffers a -1D penalty to his command roll. Select a command difficulty based on the difficulty of the task, the skill of the characters involved and how well they work together. (Use your judgment.) If the command roll is successful, the combined action bonus is +1D for every three characters combining. Add a +1 for one "extra" character and a +2 for two "extra" characters. If the commander fails the roll, subtract -1D from the bonus for every point the roll failed by. (A bonus cannot go below 0D.) The combined action bonus is added to the character with the highest skill who's working on the task.

If a group of characters are combining actions on a combat task, the bonus can be split between the attack roll and the damage roll. If a task requires two or more skill rolls, the bonus can be split up among any of these rolls.

Character Elements
Character Points: Character Points represent experience, determination, and...well, character. Character Points can temporarily boost a character's abilities by 1D per Point spent. If the Character Point die comes up a six, it stacks like a Wild Die. Character Points may be spent after an action has been rolled, but before the next character rolls his action.

Characters may spend up to two Character Points for skill or attribute uses, including attacks and increasing damage. Characters may spend five Character Points on specializations, reaction skills, when using Strength to resist damage, or when using willpower or control to resist other's Force powers.

Force Points: Characters may only spend one Force Point at a time. A character must declare he when he is spending a Force Point. All skill and attribute checks are doubled for one round. Characters using Force Points for evil will gain Dark Side Points, but performing heroic actions will gain more force points at the end of the adventure.

Preparing and Rushing
A character can improve his skill roll by 1D by preparing as long as the skill takes to use. Most piloting and reaction skills cannot be prepared. A character can rush a skill use, taking half the time but using half the dice.

Combat and Injuries

Ranged Weapons
Shots at point-blank range are Very Easy, short range are Easy, medium range Moderate, and long range Difficult, modified by cover, atmospheric conditions, etc.

Melee Combat
Difficulty is based on the weapon. An armed character fighting an unarmed character without claws or natural tools gets a +5 bonus to defense and +10 to their attack rolls.

Reaction Skills
Characters use "reaction skills" to block or avoid attacks. The game's reaction skills are dodge, parry, starship piloting can be used to perform a "starship dodge," and vehicle operation can be used to perform a "vehicle dodge." When someone attacks a character, the target character declares the reaction and must roll the skill before the attack roll is made. The reaction skill roll is the attacker's new difficulty number and is in effect for the rest of the round. The character can use up a remaining action for a reaction or have the reaction be an extra action, accepting a higher multiple action penalty for the rest of the round.

Combat Modifiers
Called Shots: Attackers can make a "called shot" against a small target. Add +1D to the difficulty for a target 10 to 50 centimeters long (a specific body part or weapon). Add +4D to the difficulty for a target one to 10 centimeters long. Add +8D to the difficulty for a target less than a centimeter long.

Obscurity/Cover
ObscurityModifier to DifficultyCoverModifier to Difficulty
Light smoke+1D1/4+1D
Thick smoke+2D1/2+2D
Very thick smoke+4D3/4+3D
Poor light+1DFully coveredCannot hit directly; must eliminate protection
Moonlit night+2D
Complete darkness+4D

Scale: Scales, from smallest to largest, are character, speeder, walker, starfighter, capital and Death Star. The scale modifiers reflect the differences between smaller, fragile targets (like characters) and large, tough targets (like Star Destroyers).
ScaleModifier
CharacterN/A
Speeder2D
Walker4D
Starfighter6D
Capital12D
Death Star24D
When targets of the same scale are shooting at each other, ignore the modifiers; roll hits, dodges, and damage die codes normally. When using the scale rolls, apply the difference between the two modifiers: this is now called the "adjusted modifier" (just to show that you're not using the raw numbers).

Lower Against Higher: When a "lower" scale character or vehicle is shooting at a "higher" scale character vehicle the lower scale gets to add the modifier to the attack roll. The higher scale target gets to add the modifier to the roll to resist damage.

Higher Against Lower: When a "higher" scale character or vehicle is shooting at a "lower" scale character or vehicle the lower scale target adds the "adjusted modifier" to its dodge or vehicle dodge to avoid the attack. The higher scale attacker adds the "adjusted modifier" to its damage roll.

Damage
Damage Roll > Strength by:Wound Level
0-3Stunned
4-8Wounded
9-12Incapacitated
13-15Mortally Wounded
16+Killed

Stunned characters suffer a penalty of -1D to all attribute and skill checks for the rest of the round and the next round. A stun no longer penalizes a character after the second round, but it is still "affecting" him for half an hour unless the character rests for one minute. If a character is being "affected" by a number of stuns equal to the number before the "D" for the character's Strength, the character is knocked unconscious for 2D minutes.
Wounded characters fall prone and can take no actions for the rest of the round. A wounded character who is wounded a second time is wounded twice.
Wounded Twice characters fall prone and can take no actions for the rest of the round. The character suffers a penalty of -2D to all skill and attribute rolls until he is healed. A wounded twice character who is wounded again is incapacitated.
Incapacitated characters fall prone and are knocked unconscious for 10D minutes. Once conscious an incapacitated character suffers a penalty of -4D to all skill and attribute rolls and can only move half speed until he is healed. An incapacitated character who is wounded or incapacitated again becomes mortally wounded.
Mortally Wounded characters fall unconscious and may die. Every round roll 2D; if the roll is less than the number of rounds the character has been mortally wounded, the character dies. A character making a Moderate first aid total can "stabilize" a mortally wounded character. The character is still mortally wounded but will survive if a medpac or bacta tank is used on him within one hour; otherwise, he dies. A mortally wounded character who is incapacitated or mortally wounded again is killed. Stun Damage: Weapons set for stun roll damage normally, but treat any result more serious than "stunned" as "unconscious for 2D minutes."

Hit Location

Roll 2D:
2-4Left Leg
5Left Arm
6-7Torso
8Head
9Right Arm
10-12Right Leg
Kill results to a limb leave the character mortally wounded and destroy the limb.

Healing
Medpacs:

Natural Healing: Characters who are wounded or wounded twice must rest for three days before rolling Strength to heal.

Wounded characters may worsen to wounded twice.
Wounded twice characters may improve to wounded or worsen to incapacitated.
Incapacitated characters may improve to wounded twice.