Game Rules

All weapons and armor are the same stats as in the book. Additions/Modfications as follows:
Lightsaber- Acc:7, Reach:1, Damage:10P, AP:-10, Avail:14F, Cost:20,000
Special: Can gain “Reflect Missile” adept power
Stun Modification: Underbarrel, Adds single shot stun attack at weapon’s base damage. Simple Action to switch modes. Cost: 500
All weapons fire Energy by default (does not affect stats)
Ammo types still exist (changing the type of energy shot by weapon)
Ion Modification: Underbarrel, shots resolved as ‘Stick-n-Shock’ ammo for main weapon. Simple Action to switch modes. Cost: 1,000
Tasers are Ion Pistols
Stormtrooper Armor = SWAT armor
Drones are now Droids
Droid/Vehicle Armor: Droids can increase armor up to Bod x 3, vehicles to bod x 2. Cost is 200 credits x Rating, 6R for regular armor (max 20) and 1000 credits x Rating, 12R for concealed armor (max 10). Acceleration and speed stats are both reduced by 1 if the new armor total exceeds the droid/vehicle’s body rating.
Droid/Vehicle Sensors: Use the sensor rules on page 446 of the Core book. Droids/vehicles come with a sensor array equal to their sensor stat- what sensors are included is up to you. Sensor arrays can be upgraded as per the table on 446, assuming the droid/vehicle is large enough to fit a larger array. A droid/vehicle sensor array comes with a number of different sensors equal to the rating, with each individual sensor also have a rating equal to the rating of the array (if applicable). The sensor array rating is also the limit for all sensor tests.
Shields will be represented by Hardened Armor.
Magic: Now known as the Force (or whatever, based on your culture).
Magic Score now known as Force score (or Force Attunement)
‘Mystic Adept’ most closely resembles a Jedi, but Adept/Mage are totally viable options.
Elemental spells, besides Lightning, do not exist
Death Touch, Manabolt, and Manaball are all Force Choking
Spells that do physical damage can cause Dark Side Addiction (see addictions)
Astral Perception exists, but you cannot Astrally Project
Adept Power: Deflect Missile
When using ‘Missile Parry’, you can instead reflect the energy attack back on the attacker using the net hits as the number of hits. This works for fast moving projectiles, such as from a blaster. Must be wielding a lightsaber. PP: 0.5
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Space Battles!
Willing to play around and customize ship rules/stats. In general uses same vehicle rules.
TIE Fighter = approx Northrup Wasp
X-Wing =approx Cessna C750 (with shields 4), hyperdrive R2
Different Skills can help with the ship:
Pilot = Catch all, but best if just maneuvering
Engineer = can fix damage, repair shields, Adjust power (+2 to one vehicle stat, -2 to another)
Gunner = can control weapons
Computer = aid gunner/pilot
Hacking = interfere with enemy ships
Hyperdrive: on the normal rating system. Limit to Astrogation to determine time to reach destinations.
Hyperspace travel: # of Squares per day is the threshold of Astrogation check.
Addictions
Dark-Side. Addiction Rating:4, Addiction Threshold:4, Type:Both. Prone to Selfishness, Cruelty, and emotional outbursts

Game Rules

Outer Rim Star Wars shohennessey Cyclopean