Rules
The game uses Star Wars RPG Second Edition (West End Games). Below is a link to the core rules pdf and some other material that might be of interest for character generation (Jon has a ton more supplements if you're interested—files're just too big to put here).
Specialization (p28) does not give you a separate, specialized skill. Instead, prior to rolling whenever you use the specialization, set one (non-Wild) die to a "6".
Specialization
5D Cap
If your dice pool is over 5D, only roll the 5D. Then multiply the number of surplus dice by 4 and add that total to your roll.
So if you have 7D, your 2 surplus dice add +8 to your 5D roll.
Character Points & Character Advancement
You can use character points (CPs) to improve a roll as normal (p83).
The CP used also counts as an investment toward raising that skill (mark the skill each time to track it). In other words, you can later count the CP used this way toward the cost of that skill's advancement (p33–36).
Take 21
If you have 6D+ in a skill, instead of rolling you may choose to take a result of 21.
Combat
Initiative
Roll initiative only once at the start of combat. At any time, you can spend a character point (CP) to jump to the top of the initiative order.
Multiple Action Cap
A character can take no more than 4 actions in a round.
Melee Combat
These melee rules are designed for a more cinematic feel and give you more options in combat.
In melee, ignore defense totals and minimum difficulty numbers (unlike ranged combat; see next section). Character points and Force points can be used as normal.
Each combatant rolls their melee skill dice (brawling, lightsaber, melee combat, or dodge). The higher result wins for that round, with the difference between the two indicating combat results (see below).
The winner may always choose a lower result. So, a winner who rolled 12 more than their opponent may merely force their foe back.
Result
1–5
6–10
11–15
16+
Combat Effect
Forced back
Off-balance (–1D to all rolls next round)
Wounded (damage per normal)
Tricked (winner executes combat-related maneuver)
Forced back: The loser retreats in the face of the winner’s attack—often in a direction they’d rather not head. The winner determines direction based on surroundings and combatant placement. So, the loser might be steered toward a wall, chasm, trap, another opponent, or some other obstacle.
Off-balance: The loser suffers –1D to all actions the next round as they struggle to defend against the winner’s attack (e.g., heavy blows, fancy maneuvering, forced onto unsteady ground).
Wounded: The loser is wounded. The winner rolls damage as normal, but may choose how much of the damage to inflict.
Tricked: The winner executes some kind of trick combat maneuver of their choice—disarming the foe, throwing a cape over their head, chopping off their hand, knocking them down, etc.
Ranged Combat
When targeted by a ranged attack, make an automatic roll to defend (brawling, dodge, melee combat). This is an opposed roll, so it doesn’t count as taking an action. (Only player characters and key NPCs (y’know: bosses) get this automatic ranged defense roll.)
The attacker then rolls against their difficulty number or the defender's ranged defense result; whichever is higher.
Damage
Damage Total
When rolling damage, apply +1 to damage for every 5 points rolled above the target difficulty.
Weapon: Bowcaster
The bowcaster has a crappy write-up. Use this instead:
Damage: 5D
Range: 3–30/100/300
Damage Soak
When resisting damage, player characters and key NPCs use soak values instead of rolling Strength. (Regular NPCs make a straight Strength check.)
Damage Soak
(3 x ([Strength dice + armor dice]) + stamina dice + Strength pips + armor pips
Stun Soak
[3 x Strength dice] + Strength pips + stamina dice
So, a character with 3D+1 Strength and 1D stamina wearing 1D+2 armor has 16 damage soak and 11 stun soak.
Damage/Stun Effect
Whenever a character takes damage, subtract the soak value from the damage roll. This damage result then determines the damage/stun effect:
Result
0–3
4–8
9–12
13–15
16+
Damage Effect
dazed
wounded
incapacitated
mortally wounded
dead
Stun Effect
dazed
staggered
stunned
unconscious
Dazed
(The term dazed replaces “stunned” in the rules to avoid confusion with the stun attack maneuver.)
Suffer –1D to all rolls through the end of the next round. You remain dazed for another 30 minutes unless you rest for 1 full minute. “Resting” means doing nothing more strenuous than walking. If you suffer a number of dazed effects equal to your Strength score (round down pips), you are knocked unconscious for 2D minutes. Resting cancels out any dazed effect.
Wounded
Succeed at a Moderate Dexterity check or fall prone. You cannot take any action through the end of the next round. You suffer –1D to all rolls until you heal (medpac, Bacta tank, natural rest, Force healing).
Wounded x2
Fall prone and cannot take any action through the end of the next round. You suffer –2D to all rolls until you heal (medpac, natural rest, Force healing).
Incapacitated
Fall prone and must succeed at a Moderate stamina check or fall unconscious for 10D minutes. If still conscious, you are at half cautious movement and all skill rolls are halved (round down) until healed.
Mortally Wounded
Fall prone and unconscious; you cannot take actions until healed. You are at the point of death: Roll 2D at the end of each round; if the result is less than the number of rounds that you’ve been mortally wounded, you die.
You can be stabilized with a successful Moderate first aid check. You remain mortally wounded but will survive if you get healing within one hour. If not, you die after that time.
Dead
Upon suffering another incapacitated or mortally wounded result, you are dead.
Damage Effects
Stun Effects
Setting a weapon to stun adjusts its range to the next higher category:
point-blank > short
short > medium
medium > long
Difficulty Numbers
The table below lists difficulties as a scale that can be used according to circumstance.
Difficulty Scale
3–5
6–10
11–15
16–20
21–30
Task
Very Easy
Easy
Moderate
Difficult
Very Difficult
Ranged Combat
Point-blank
Short
Medium
Long
Knowledge
Everyone knows
Common
Not widely known
Specialized
Expert/top secret
Medpac use
Wounded
Incapacitated
Mortally wounded
So, a regular point-blank blaster shot becomes a short range stun shot. (A weapon’s stun setting diffuses the shot, reducing its effective range and accuracy.)
Stun does not affect targets in full armor.
Stun damage differs from normal damage as described below. Any successful healing negates the existing stun effect.
Dazed
Suffer –1D to all rolls through the end of the next round.
Staggered
Cannot take any action through the end of the next round. You suffer –1D to all rolls for the next 1D minutes..
Staggered x2
Succeed at a Moderate Dexterity check or fall prone and cannot take actions through the end of the next round. You suffer –2D to all rolls for the next 1D minutes.
Stunned
Fall prone and must succeed at a Moderate stamina check or fall unconscious for 10D minutes. If still conscious, you are at half cautious movement and all skill rolls are halved (round down) for the next 5D minutes.
Unconscious
Fall prone and unconscious; cannot take actions for the next 10D minutes. Consciousness returns with a successful Moderate first aid check. You remain incapacitated for the next 10D minutes.
Rules Changes
The rest of this section revises what's in the book. The goal is to streamline things, not add complexity. If anything proves confusing or clunky, we'll drop it.