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Star Wars Rules Addendum (General)

Rules Addendum

Addiction:

Intensity: This is how difficult it is to resist the addition or to break free of the addiction. At the end of each day, that an addicted abstains from the addictive substance, make an Athletics or Discipline check (as appropriate). If the number of successes exceeds the intensity, then the character is free from the debilitating effects of the substance. Advantages and Threats can carry forward to the next either debilitation check or the next day’s Athletics or Discipline “abstinence” check.

Debilitation: This reflects how badly the absence of the addictive substance is. For each point of Debilitation, a character suffers 1 setback die (b) on all skill checks, unless the substance is taken.

Attachments and Modifications:

Adding an attachment costs the price of the attachment and requires no skill rolls.

Modifying (Improving) an attachment for personal gear costs $100 in parts and requires a successful Hard (ddd) Mechanics check. Subsequent modifications are not more difficult (per RAW subsequent Mod checks get more difficult).

Modifying (Improving) an attachment for a starship or vehicle costs $1,000 in parts and requires a successful Hard (ddd) Mechanics check. Subsequent modifications are not more difficult.

Lightsabers: Modifying (Improving) an attachment for a lightsaber follow the same rules as personal gear except that a Force User who works on their own lightsaber make Average (dd) Mechanics checks to modify attachments.

From a narrative prospective, players should notify the GM what attachments and modifications the character is seeking and purchasing as not all attachments and mods will be readily available and may require time to search for the parts.

Calendar.

There is a seven day week. The days of the week are named, in sequence, are Onesday, Twosday, Threesday, Foursday, Fivesday, Starday, & finally Lightday.

There are twelve months (called cycles) each of which is 30 days long. Longhand we call call them Cycle 1 Day 1, or CD 1-01 for shorthand.

Since shortly after the Battle of Yavin the Calendar has been sequenced based on that battle. The years before are called Before the Battle of Yavin (BBY) and After the Battle of Yavin (ABY). The first day of the calendar is a day of rememberance and is CD 1-01.

First Aid.

On ANY first successful medical check after a battle (first aid) the patient reduces wounds as normal PLUS their brawn score.

Grenades.

Attacking with a grenade is checked by using a characters Athletics score. Grenades used to target an opponent in short range are easy Athletics checks (vs d). Grenades may be thrown at targets in medium range but those are hard Athletics checks (vs ddd).

Damage from Grenades is split between the Base Damage and Blast Damage. Base damage is applied to the target square/hex, while the Blast Damage is applied to adjacent Squares/Hexes.

(Most) Grenades have a shrapnel rating listed in attack dice. When a grenade explodes they also do shrapnel damage within the short range band based on their Shrapnel quality and how many squares/hexes away from the center of the blast they are. For each square distant from the blast center, add 1 purple dice per distance. (eg: zero purple for the hex where the grenade explodes, 1 purple for adjacent hexes, and two purple for the hexes two away from the center square/hex.).

Shrapnel attacks have a crit rating of 3.

Hyperspace Travel Times:

The base unit of measure for calculating hyperspace travel is the sector grid. Each grid square (On the Star Wars RPG map) is a single unit used for calculating distances and travel times.

There are two types of hyperspace travel, mapped lanes, and unmapped trips.

Unmapped or “direct” trips are easy. Draw a straight line between the two locations and calculate the distance in grid square (length). Multiply the distance by 24 hours to determine the base travel time. Next roll an astrogation check. For each success reduce the time to calculate the jump by 1 turn for each success (minimum 1). For each advantage, reduce total travel time by 1 hour per advantage. For each Triumph, reduce travel time by 5 hours per Triumph.

Mapped hyper trips are those trips that are conducted along established and well documented hyperspace travel lanes. These lanes are marked on the maps as “roads” between systems. To start do a ribbon measurement between the two systems, following the desired route. Once the distance is determined, multiply the total distance by 16 hours to determine the base travel time. The same modifications are used from the Astrogation check as derived on an unmapped trip.

For Astrogation difficulty checks see Chart 7-13 EotE p247.

Range:

For Weapons Fire and Grenades is

  • Short is 1 – 6
  • Medium is 7 – 20
  • Long is 21 – 60
  • Very Long is 61 – 180
  • Extreme is over 180.

Force Powers extend on a range of

  • Short = 10
  • Medium = 20
  • Long = 30

Shields.

Certain ships have shield systems which provide added protections. Most ships of size Sil 4+ are equipped with shields. (Older ship models will not have added shield systems). Only newer or specialized Sil 3 ships can be equipped with advanced micronized shield systems.

Shielded ships have two qualities. Shield Max & Refresh rate. Max Shields are 20 points and Refresh rate is 5 points per turn.

Shields take damage before Armor and HT or SS is affected.

If Deflectors are doubled up or shifted, the shield points also rotate (and can be doubled). However the refresh rate stays at 5 points per turn and the “open” section does not refresh its shields coverage.

Soak.

Soak from Traits and Talents are only half effective. A quick way to calculate “new” soak is to, take the soak values derived from Traits and Talents, add double your armor soak value and then divide the resultant value in half and round down.

Stimpaks.

Stimpaks are normally a one per day usage, but diminish after time with repeat usage.

The first stimpak will heal 5 wounds. Subsequent doses on the same day will only heal 1 wound.

Stimpaks reduce efficacy if used day after day and will reduce the their effectiveness by 1 wound per days. So on day 1 a first stimpak will heal five wound, on day 2 the first application (that day) will only heal four wounds. Day three heals only three wounds, etc.

On each subsequent application of a stimpak on the same day, characters must take a easy (d) Discipline or Resilience check (whichever is better) plus setback die (b) equal to the number of stimpaks taken (so far). Any character taking only 1 stimpak (per day) will not take addiction checks. A character taking two stimpaks per on a day will roll dbb for their first addiction check.

On this addition check each “failure” represents how hard it is to break the addiction and the “threats” represent the intensity of the addition or how many setback die a character suffers, without “dosing up” until the addiction is beaten.