TEXT: A RuneQuest 6th Edition Rules Supplement
  
  c
  2
  Disclaimer
  This unofficial article uses some material from the Wookieepedia Wiki, an invaluable website 
  for all Star Wars related information. Many thanks to the creators and their efforts. Star Wars 
  and other associated names are the sole and exclusive property of Lucasfilm Limited. Their 
  inclusion within this article is under Fair Use purposes only to enable fans to create their own 
  games based in the Star Wars universe. We heartily suggest that those interested in running a 
  full and professional Star Wars game (rather than this feeble freebie hack) should look at the 
  recently released and Edge of Empire produced by Fantasy Flight Games. 
  introDuction
  Most owners of RuneQuest 6th Edition will probably have purchased it with the intent to run 
  games set in traditional fantasy settings. As it stands the book can pretty much cover anything 
  from historical Neolithic hunter-gatherers to Arabian Nights Sword & Sorcery. Yet the underly-
  ing mechanics of RuneQuest are flexible enough to represent any genre.
  Of course a Game Master needs to invest a little more work if planning to run a game in an 
  atypical setting. Whilst the Design Mechanism intends to publish some more modern setting 
  books in the future, this article is the first of an informal series to show just how easy it is to 
  make your own conversions (commonly known as ‘hacks’) to play in the more infamous Sci-Fi 
  and Fantasy worlds.
  To start the ball rolling we’ll show how you can use RQ6 to run a Star Wars based game, which 
  is about as far removed from S&S as can be imagined. Although you could use this document 
  to support an entire campaign, its true purpose is to stimulate creativity and show what key 
  areas you need to change in order to fully support the setting within the rules.
  Enjoy! And may the force be with you...
  Note: This supplement uses some material from the Wookieepedia Wiki, an invaluable website for all 
  Star Wars related information. Many thanks to the creators and their efforts.
  creDits
  Research, Rules, Mechanics and Lead Writing: Pete Nash
  Additional Material: Lawrence Whitaker
  Editing and Layout: Lawrence Whitaker
  
  3
  RQ Star Wars
  changes
  There are a few key areas which need to be 
  changed in order to incorporate Star Wars con-
  cepts within the rules. For simplicity’s sake, only 
  material from the original trilogy is used. The 
  fundamental modifications are:
  •	
  Attributes: Some name changes and a new 
  addition
  •	
  Races: New species templates to represent the 
  more iconic races
  •	
  Standard and Professional Skills: Revised skill 
  lists to reflect technology
  •	
  Culture and Careers: Specialised alternatives 
  for more high tech settings
  •	
  Droids: How to design and build a PC droid
  •	
  Equipment: Some new things to be bought 
  and used
  •	
  Vehicular Combat: Details unique Special Ef-
  fects and ways to handle things like dogfights
  •	
  Jedi Powers: How to tweak Mysticism to 
  become The Force
  •	
  Lightsaber Combat Styles: Need I say more?
  •	
  Creatures: Less a modification than a new 
  bunch of formidable foes
  The above changes reflect key points required 
  to modify the rules for any genre. Seeing how it 
  is done here, we hope that others will have the 
  confidence to create their own ‘hacks’ for their 
  favourite settings.
  Note that from the author’s personal preference, 
  these modifications and additions represent the 
  Star Wars setting of the original trilogy; that is 
  episodes IV, V and VI. Game Masters and players 
  who prefer the more extreme abilities and equip-
  ment of the prequels are free to modify these rules 
  as necessary.
  attributes
  Whilst the default RQ6 Characteristics remain 
  unchanged, some of the derived Attributes need 
  a small revision to better suit the setting. Use the 
  following modifications:
  •	
  Rename Magic Points to Tenacity – Magic 
  Points are obviously incongruous in Star 
  Wars, so they are instead named Tenacity 
  points as per the Mental Resilience text box 
  on page 213. They are intended for darker ele-
  ments of the setting, such as resisting torture 
  (as Leia and Han were) or addiction.
  •	
  Rename Luck Points to Force Points –We 
  don’t think this needs any explanation. You 
  don’t need to be a Jedi for the Force to be 
  with you!
  Other than that everything else uses normal 
  RuneQuest terminology.
  races
  The Star Wars universe is overflowing with a mul-
  titude of different sapient species, far too many 
  to cover in any great detail. It is assumed that 
  aficionados of Star Wars will intimately know the 
  culture and history of the following examples.
  For the sake of brevity only the most iconic 
  races are presented, with a basic description and 
  characteristics for each. If a particular alien race 
  seems unfamiliar, then more detail can be found 
  at the Wookieepedia website. Using the templates 
  provided it should be easy to add further species.
  Force Sensitivity is an indicator of which races are 
  considered strong in the Force. In general terms 
  it’s a guideline with ‘high’ being those species 
  which normally produce Jedi (or Sith) according 
  to Star Wars canon. Of course a Game Master 
  should not feel bound by these constraints if 
  one of the players comes up with an innovative 
  concept.
  Racial descriptions begin overleaf.
  
  c
  4
  AquAlish 
  The Aqualish are fanged bipeds from the planet Ando whose 
  appearance combines aspects of arachnids and pinniped aquatic 
  mammals. Aqualish have a reputation for being nasty, crude and 
  aggressive, and generally pursue off-world careers as mercenar-
  ies, bounty hunters and criminal thugs.
  Aqualish are bipedal humanoids that range from between 1.7 
  and 2 metres in height. Skin is generally smooth, coloured any-
  where from orange to dark brown, with patches of arachnid hair 
  emerging from the lower parts of their limbs and head. They 
  possess large eyes adapted to low light and a set of oversized 
  feeding fangs, which tuck into their neck pouch when not in use 
  to protect their delicate tips.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+6 (13)
  Action Points
  2
  1–3
  Right Leg
  0/5
  CON: 3d6 (11)
  Damage Modifier
  +1d2
  4–6
  Left Leg
  0/5
  SIZ: 2d6+6 (13)
  Tenacity
  11
  7–9
  Abdomen
  0/6
  DEX: 3d6 (11)
  Movement
  6m
  10-12
  Chest
  0/7
  INT: 2d6+6 (13)
  Strike Rank
  12
  13–15
  Right Arm
  0/4
  POW: 3d6 (11)
  Natural Armour
  None
  16–18
  Left Arm
  0/4
  CHA: 3d6 (11)
  Abilities
  Night Sight
  19–20
  Head
  0/5
  Force Sensitivity
  Low
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Claws
        S             T           1d4+1d2              As for Arm
  GAmorreAn 
  Gamorreans are porcine humanoids from the lush jungle Outer 
  Rim planet of Gamorr where their technological level has barely 
  reached that of a space faring civilisation. With their primi-
  tive ships they colonised several other nearby systems in vessels 
  which provided only essential amenities as well as shields and 
  weapons. Socially they are organised in clans ruled by a council 
  of matrons.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+6 (13)
  Action Points
  2
  1–3
  Right Leg
  0/6
  CON: 2d6+6 (13)
  Damage Modifier
  +1d2
  4–6
  Left Leg
  0/6
  SIZ: 2d6+6 (13)
  Tenacity
  11
  7–9
  Abdomen
  0/7
  DEX: 2d6+3 (10)
  Movement
  6m
  10-12
  Chest
  0/8
  INT: 1d3+7 (9)
  Strike Rank
  10
  13–15
  Right Arm
  0/5
  POW: 3d6 (11)
  Natural Armour
  None
  16–18
  Left Arm
  0/5
  CHA: 3d6 (11)
  Abilities
  None
  19–20
  Head
  0/6
  Force Sensitivity
  Low
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Fists
        M            S          1d4+1d2              As for Arm
  Tusks
        M            T          1d3+1d2              As for Head
  
  5
  RQ Star Wars
  humAns 
  The predominant race of the Empire, humanity is both wide-
  spread and considered the de-facto species against which all oth-
  ers are measured. They have many settled worlds amongst which 
  are counted Alderaan, Corellia, Corulag and Chandrila.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 3d6 (11)
  Action Points
  2
  1–3
  Right Leg
  0/5
  CON: 3d6 (11)
  Damage Modifier
  None
  4–6
  Left Leg
  0/5
  SIZ: 2d6+6 (13)
  Tenacity
  16
  7–9
  Abdomen
  0/6
  DEX: 3d6 (11)
  Movement
  6m
  10-12
  Chest
  0/7
  INT: 2d6+6 (13)
  Strike Rank
  12
  13–15
  Right Arm
  0/4
  POW: 2d6+9 (16)
  Natural Armour
  None
  16–18
  Left Arm
  0/4
  CHA: 3d6 (11)
  Abilities
  None
  19–20
  Head
  0/5
  Force Sensitivity
  High
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Hands & Feet
        S             T              1d3                 As for Limb
  hutt 
  The Hutts are a species of large gastropods with stubby arms, 
  wide cavernous mouths and huge eyes, which control a large 
  hegemony in Hutt Space. The species is said to originally hail 
  from the planet Varl, but no planet by that name appears on any 
  Imperial star charts. Their adopted home world is Nal Hutta. 
  Members of this species are notoriously seen as crime lords.
  An adult hutt has an average length of 4-5 metres and can weigh 
  hundreds of kilograms, their obesity being seen as a symbol 
  of status and rank. The wealthier the hutt and more secure it 
  is within its own power base, the more mass it accumulates. A 
  stressed hutt quickly becomes thin and its skin, which can be of 
  almost any colour, grows loose and lacks its natural oily lustre. 
  Hutts move by undulating their slug-like bodies, although being 
  lazy of temperament when it comes to physical activity, they 
  often utilise floaters and repulsorlift sleds to travel about.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+6 (13)
  Action Points
  2
  1–5
  Tail
  0/8
  CON: 2d6+6 (13)
  Damage Modifier
  +1d6
  6–10
  Abdomen
  0/9
  SIZ: 2d6+18 (25)
  Tenacity
  11
  11-14
  Chest
  0/10
  DEX: 1d6 (4)
  Movement
  4m
  15–16
  Right Arm
  0/7
  INT: 2d6+9 (16)
  Strike Rank
  10
  17–18
  Left Arm
  0/7
  POW: 3d6 (11)
  Natural Armour
  None
  19–20
  Head
  0/8
  CHA: 3d6 (11)
  Abilities
  None
  Force Sensitivity
  Low
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Fist
        L             M         1d4+1d6               As for Arm
  Tail Slap
        L              L         1d8+1d6               As for Tail
  
  c
  6
  ithoriAn 
  Ithorians are mammalian herbivorous species from the planet 
  Ithor. Despite being roughly humanoid from the chest down, 
  they are commonly called “Hammerheads” by less sensitive 
  beings because of their long, curving neck and T-shaped head. 
  This odd physiology grants them two mouths and four throats, 
  allowing an Ithorian to speak in stereo. Female Ithorians have 
  two humps on the back of their head, while males have only one. 
  Hammerheads have glossy, usually brown flesh, although it can 
  sometimes have a distinctive reddish tinge. They stand roughly 
  between 1.8 to 2.3 meters from eyestalk to toe and the separa-
  tion between eyes grants them excellent depth perception mak-
  ing them natural marksmen and pilots. However, their reflexes 
  and coordination are somewhat slower than that of average 
  humanoids, thus they are rarely suited to combat roles. Indeed 
  the species is fairly pacifistic in nature.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+6 (13)
  Action Points
  2
  1–3
  Right Leg
  0/6
  CON: 2d6+6 (13)
  Damage Modifier
  +1d2
  4–6
  Left Leg
  0/6
  SIZ: 2d6+9 (16)
  Tenacity
  13
  7–9
  Abdomen
  0/7
  DEX: 2d6 (7)
  Movement
  6m
  10-12
  Chest
  0/8
  INT: 2d6+6 (13)
  Strike Rank
  10
  13–15
  Right Arm
  0/5
  POW: 2d6+6 (13)
  Natural Armour
  None
  16–18
  Left Arm
  0/5
  CHA: 3d6 (11)
  Abilities
  Improved Depth Perception (reduce 
  Distance Penalties by one step)
  19–20
  Head
  0/6
  Force Sensitivity
  High
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Hands & Feet
        S             T              1d3                 As for Limb
  JAwA
  Jawas are the atypically short, heavily cowled natives of Ta-
  tooine. Lacking innovation or an ethic for hard work, they are 
  instead passionate scavengers, seeking out technology for sale or 
  trade in the deep deserts in their huge sandcrawler transports. 
  They have a reputation for swindling, as they had a penchant for 
  selling old equipment such as outdated faulty droids to moisture 
  farmers.
  An average jawa keeps its features hidden at all times, with only 
  their glowing yellow eyes visible within the darkness of their 
  hooded robes. They rarely exceed 1 metre in height or more than 
  30 kilos in mass. Due in part to their size they are extremely 
  passive beings, hardly putting up any physical resistance to ward 
  off violence; but instead use stealth or negotiation skills to fast 
  talk their way out of trouble. Jawas are most likely encountered 
  as cowardly thieves or merchants, attempting to convince for-
  eigners to partake in their ‘excellent’ business opportunities.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 1d6+3 (7)
  Action Points
  3
  1–3
  Right Leg
  0/4
  CON: 3d6 (11)
  Damage Modifier
  -1d4
  4–6
  Left Leg
  0/5
  SIZ: 1d3+3 (5)
  Tenacity
  11
  7–9
  Abdomen
  0/6
  DEX: 2d6+6 (13)
  Movement
  4m
  10-12
  Chest
  0/3
  INT: 2d6+6 (13)
  Strike Rank
  13
  13–15
  Right Arm
  0/3
  POW: 3d6 (11)
  Natural Armour
  None
  16–18
  Left Arm
  0/4
  CHA: 3d6 (11)
  Abilities
  None
  19–20
  Head
  0/6
  Force Sensitivity
  Low
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Hands & Feet
        S             T           1d2-1d4             As for Limb
  
  7
  RQ Star Wars
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+3 (10)
  Action Points
  3
  1–3
  Right Leg
  0/5
  CON: 2d6+6 (13)
  Damage Modifier
  -1d2
  4–6
  Left Leg
  0/5
  SIZ: 2d6+3 (10)
  Tenacity
  11
  7–9
  Abdomen
  0/6
  DEX: 2d6+6 (13)
  Movement
  6m
  10-12
  Chest
  0/7
  INT: 2d6+6 (13)
  Strike Rank
  13
  13–15
  Right Arm
  0/4
  POW: 3d6 (11)
  Natural Armour
  Pebbly Skin
  16–18
  Left Arm
  0/4
  CHA: 3d6 (11)
  Abilities
  Adhering, Night Sight
  19–20
  Head
  0/5
  Force Sensitivity
  High
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Hands & Feet
        S             T              1d3                 As for Limb
  mon CAlAmAri
  The Mon Calamari are one of several sapient species indigenous 
  to the world of Dac. They take the form of an amphibious 
  humanoid species with salmon-coloured skin, webbed hands, 
  high-domed heads and huge, fish-like eyes. They are equally 
  capable of breathing both on land and in water with them being 
  at home in either environment providing the atmosphere is not 
  too dry. The Mon Calamari are able to descend to depths of up 
  to 30 meters below sea level without requiring breathing or pres-
  sure apparatus.
  On average, a member of the species stands between 1.3 to 1.8 
  meters tall, possessing a body scent of salt and the sea. Male 
  Mon Calamari have protrusions on their chin called “barbels” 
  which grew more numerous with age. Their hands, apart from 
  being webbed, also featured five claw-tipped fingers; one oppos-
  able thumb with two more shorter claw-like protrusions, two 
  long middle fingers, and two extremely short outer fingers. Mon 
  Calamari can also swivel their eyes independently from one an-
  other, focusing on two areas at once, but see in a slightly higher 
  wavelengths than Humans, making it difficult for one species to 
  view visuals designed for the other and vice versa.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+6 (13)
  Action Points
  2
  1–3
  Right Leg
  0/5
  CON: 3d6 (11)
  Damage Modifier
  None
  4–6
  Left Leg
  0/5
  SIZ: 2d6+3 (10)
  Tenacity
  11
  7–9
  Abdomen
  0/6
  DEX: 2d6 (7)
  Movement
  6m
  10-12
  Chest
  0/7
  INT: 2d6+9 (16)
  Strike Rank
  12
  13–15
  Right Arm
  0/4
  POW: 3d6 (11)
  Natural Armour
  None
  16–18
  Left Arm
  0/4
  CHA: 3d6 (11)
  Abilities
  Swimmer
  19–20
  Head
  0/5
  Force Sensitivity
  Low
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Hands & Feet
        S             T              1d3                 As for Limb
  rodiAn
  Natives of Rodia in the Tyrius system. Highly recognizable 
  due to their green semi-reptilian skin and characteristic fluted 
  snouts, Rodians are infamous for their violent culture, which 
  springs from the difficulties of life in the jungles of their home 
  world. Though they are often relegated to the fringes of galactic 
  society as bounty hunters or criminal henchmen, Rodians are 
  not merely simple-minded thugs. The Rodian people have man-
  aged to produce artists, merchants, and politicians who are to be 
  found even among the upper classes of the Core Worlds.
  Ranging from 1.5 to 1.7 metres in height, Rodians are relatively 
  short when compared with humans. Their large multifaceted 
  eyes provide night vision seeing into the infra red spectrum. 
  However it is the combination of large ears and directional 
  antennae which makes them difficult to creep up on. Their skin 
  is leathery and reptilian in nature. Rodians also have overlong, 
  fingers and toes which end in suckered tips, allowing them to 
  scale sheer surfaces with relative ease – provided they are wear-
  ing no gloves or shoes.
  
  Susam, nost, saperovid quam facia-
  sitatur alit exero beaque lam, quam, 
  corro corpos iur, sundae nobitatque 
  sunto dolore nimil idus repe ped mag-
  nimp erciur, nonseq
  c
  8
  trAndoshAn
  Trandoshans are large, bipedal reptilian humanoids from the 
  planet of Trandosha. Like Rodians they have sensitive eyes that 
  can see into the infrared range, but in addition possess the abil-
  ity to regenerate lost limbs – albeit slowly – and  are anatomi-
  cally built heavier and stronger than most humanoids. Being 
  fully reptilian they periodically shed their skin, which is thick 
  and scaly. 
  The Trandoshans are a warlike species who allied early with the 
  Empire, taking Wookiees as slaves. 
  As a species, they average 2 metres in height and are renowned 
  across the galaxy for toughness and great strength. This is 
  evidenced by several members of other species boasting physical 
  prowess and power by having defeated a Trandoshan, either in 
  battle or in a contest of strength. Most of this race seeks employ-
  ment as mercenaries, bounty hunters or slavers.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+9 (16)
  Action Points
  2
  1–3
  Right Leg
  3/7
  CON: 2d6+9 (16)
  Damage Modifier
  +1d4
  4–6
  Left Leg
  3/7
  SIZ: 2d6+12 (19)
  Tenacity
  10
  7–9
  Abdomen
  3/8
  DEX: 2d6+3 (10)
  Movement
  6m
  10-12
  Chest
  3/9
  INT: 2d6+6 (13)
  Strike Rank
  12
  13–15
  Right Arm
  3/6
  POW: 2d6+3 (10)
  Natural Armour
  Thick Scales
  16–18
  Left Arm
  3/6
  CHA: 3d6 (11)
  Abilities
  Night Sight, Regeneration (can regrow 
  limbs as per healing Major Wounds)
  19–20
  Head
  3/7
  Force Sensitivity
  Low
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Bite
        M             T         1d6+1d4             As for Head
  Claws
        M             M        1d4+1d4             As for Arm
  tusken
  Tusken Raiders, less formally referred to as Sand People, are a 
  race of primitive sapients indigenous to Tatooine. They follow a 
  nomadic lifestyle, openly hostile to local settlers and even other 
  tribes who encroach on their sprawling territories. The term 
  Sand People was given to them due to their existence in the des-
  ert; but the more formal name of Tusken Raiders was acquired 
  much later, due to a period of concerted attacks on outlying 
  colony settlements.
  Tuskens are tall yet lean, ranging from 1.8 to 1.9 metres high. 
  They keep every part of their body wrapped to protect it against 
  the harsh sun and sand of their home world. Little more of their 
  physiology is known as the Sand People always take their dead 
  with them. Specialists studying the history and biology of the 
  species are forced to locate ancient mummified remains secreted 
  away in well hidden necropolises. From these desiccated cadav-
  ers, they believe that Tusken Raiders share a common ancestry 
  with the Jawas, although neither species has ever admitted a 
  relationship with the other.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+6 (13)
  Action Points
  2
  1–3
  Right Leg
  3/7
  CON: 2d6+6 (13)
  Damage Modifier
  +1d2
  4–6
  Left Leg
  3/7
  SIZ: 2d6+6 (13)
  Tenacity
  11
  7–9
  Abdomen
  3/8
  DEX: 3d6 (11)
  Movement
  6m
  10-12
  Chest
  3/9
  INT: 2d6+6  (13)
  Strike Rank
  12
  13–15
  Right Arm
  3/6
  POW: 3d6 (11)
  Natural Armour
  Body Wrapping
  16–18
  Left Arm
  3/6
  CHA: 3d6 (11)
  Abilities
  None
  19–20
  Head
  3/7
  Force Sensitivity
  Low
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Hands & Feet
        S             T           1d3+1d2             As for Limb
  
  9
  RQ Star Wars
  twi’lek
  Twi’leks are an omnivorous humanoid species originating from 
  the planet Ryloth. They eat cultivated moulds, fungi, and rycrit 
  meat. Their distinctive features include colourful skin, usually 
  blue, which varies in pigment from individual to individual, and 
  a pair of shapely prehensile tentacles that grow from the base of 
  their skulls. The tentacles, called “brain-tails” or “lekku” are ad-
  vanced organs used for communication and cognitive functions. 
  Although Twi’leks possess a fairly standard humanoid vocal 
  structure and are capable of learning most alien languages; they 
  usually prefer their native language of Ryl, which incorporates 
  subtle movement of the lekku.
  The species varies greatly in height, from 1.6 to 2.2 metres tall. 
  They are also completely hairless with exotically smooth skin. 
  With their willowy physiques, what a Twi’lek lacks in strength is 
  more than made up for with graceful agility. Twi’lek females are 
  often used as slaves or dancers because of their beauty.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+3 (10)
  Action Points
  3
  1–3
  Right Leg
  0/5
  CON: 2d6+3 (10)
  Damage Modifier
  None
  4–6
  Left Leg
  0/5
  SIZ: 2d6+6 (13)
  Tenacity
  11
  7–9
  Abdomen
  0/6
  DEX: 2d6+9 (16)
  Movement
  6m
  10-12
  Chest
  0/7
  INT: 2d6+6 (13)
  Strike Rank
  15
  13–15
  Right Arm
  0/4
  POW: 3d6 (11)
  Natural Armour
  None
  16–18
  Left Arm
  0/4
  CHA: 3d6 (11)
  Abilities
  None
  19–20
  Head
  0/5
  Force Sensitivity
  High
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Hands & Feet
        S             T             1d3                  As for Limb
  wookiee
  The Wookiees, whose name for themselves translates to the 
  People of the Trees, are a species of hairy bipedal humanoids 
  that inhabit the planet Kashyyyk. Tall, furry and possessing 
  retractable claws which permit them to climb the kilometre high 
  trees of their world, Wookiees are famed for their rage in battle 
  and tremendous strength, unsurpassed by any other sapient 
  species.
  Despite their fierce reputation, Wookiees have a very honour 
  bound society. Most average 2.2 metres in height, but can be 
  taller. Their fur ranges in colour from black through brown to 
  white.  Few Wookiees are seen outside of Kashyyvk, save for 
  those indentured by Imperials or others illegally culled from 
  their home by Trandoshan slavers. These are generally used as 
  labourers, being regarded little more than animals. Wookiees 
  however excel as hunters, warriors and can even master technical 
  skills.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+12 (19)
  Action Points
  2
  1–3
  Right Leg
  0/5
  CON: 2d6+6 (13)
  Damage Modifier
  +1d8
  4–6
  Left Leg
  0/5
  SIZ: 2d6+15 (22)
  Tenacity
  11
  7–9
  Abdomen
  0/6
  DEX: 2d6+3 (10)
  Movement
  8m
  10-12
  Chest
  0/7
  INT: 2d6+6 (13)
  Strike Rank
  12
  13–15
  Right Arm
  0/4
  POW: 3d6 (11)
  Natural Armour
  Thick Pelt
  16–18
  Left Arm
  0/4
  CHA: 3d6 (11)
  Abilities
  Frenzy (if wounded), Intimidate
  19–20
  Head
  0/5
  Force Sensitivity
  Low
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Claws
        L             M         1d6+1d8              As for Arm
  
  c
  10
  stanDarD 
  skills
  The normal list of Standard and Professional Skills in 
  RQ6 obviously requires some revision to take into account 
  strange races, exotic worlds and the prevalence of higher 
  technology. To handle the sheer diversity of the Star Wars 
  setting, certain skills may need to be capped or even 
  removed, since the species may not be familiar with the 
  environment or the level of assumed technology. A Tuskan 
  Raider for instance would most likely founder helplessly 
  after falling into a water cistern, and have little idea of 
  what a boat is.
  trAnsportAtion
  Since not every species, culture or homeworld will rely on 
  the same methods of travel, the original skills of Boating, 
  Drive and Ride have been removed from the default Stan-
  dard Skill list. These are instead supplanted with a new, 
  more detailed set of transportation skills which reflect the 
  diverse range of vehicles in the Star Wars universe.
  Each category covers the control of any vehicle (or crea-
  ture) which matches its environmental and propulsion 
  specifications. In most cases this is just a more specialised 
  version of a previous RuneQuest skill. The categories are:
  •	
  Boating (Boats) – All waterborne craft from canoes to 
  sea liners (Sail raft, Amphibion)
  •	
  Boating (Submersibles) – Any vessel which travels 
  below the surface (Luxsubs)
  •	
  Drive (Crawler) – Wheeled or Tracked (Sandcrawler, 
  Wheel bike)
  •	
  Drive (Speeder) – Ground hugging repulsorlift ve-
  hicles (Landspeeders, Speeder bikes)
  •	
  Drive (Walker) – Legged vehicles (AT-AT, AT-ST)
  •	
  Pilot (Airship) – Atmospheric balloons to floating gas 
  mining installations
  •	
  Pilot (Flyer) – Skyhoppers and Air Speeders (T-16, 
  Snowspeeder)
  •	
  Pilot (Spaceship) – Spacecraft of all designs (TIE 
  fighters, YT-1300 freighter)
  •	
  Ride (Beasts) – Animals of any type (Bantha, Bolo-
  taur)
  For the purposes of simplicity, any transportation skill 
  learned as part of Culture is considered a Standard skill. 
  All others are treated as Professional skills and must be 
  taught by entering the correct career, picked up as a char-
  acter’s speciality hobby, or learned after character genera-
  tion by training a new skill.
  Transportation Skills should be given their own separate 
  section on the Character Sheet, perhaps utilising the space 
  allocated to Magical Skills. The Pilot skill is detailed in 
  the next section.
  revised stAndArd skills
  Athletics  
  STR+DEX
  Brawn   
  STR+SIZ
  Conceal   
  DEX+POW
  Customs  
  INTx2
  Dance   
  DEX+CHA
  Deceit   
  INT+CHA
  Endurance  
  CON x2
  Evade   
  DEX x2
  First Aid  
  INT+DEX
  Homeworld*  
  INT x2
  Influence  
  CHA x2
  Insight   
  INT+POW
  Native Tongue  
  INT+CHA
  Perception  
  INT+POW
  Sing  
   
  CHA+POW
  Stealth   
  DEX+INT
  Swim  
   
  STR+CON
  Unarmed  
  STR+DEX
  Willpower  
  POW x2
  * Homeworld is just the Locale skill renamed. Most characters are assumed to 
  possess a general knowledge of the climate, cultures, geography, fauna and flora 
  of their homeworld.
  
  11
  RQ Star Wars
  Professional 
  skills
  Since Star Wars incorporates a wide range of scientific 
  levels and cultures, the default list of Professional Skills 
  replaces the magic related skills with a few new ones to 
  reflect higher technology. Literacy is removed as a separate 
  skill as all members of the Imperium are assumed to be 
  literate. New skills are italicised.
  revised professionAl skills
  Acrobatics  
  STR+DEX
  Acting   
  CHA x2
  Art  
   
  POW+CHA
  Astrogate  
  INT x2
  Bureaucracy  
  INT x2
  Commerce  
  INT+CHA
  Comms   
  INT x2
  Courtesy  
  INT+CHA
  Craft  
   
  DEX+INT
  Culture   
  INT x2
  Demolitions  
  INT+POW
  Disguise  
  INT+CHA
  Electronics  
  DEX+INT
  Engineering*  
  INT x2
  Forgery   
  DEX+INT
  Gambling  
  INT+POW
  Healing   
  INT+POW
  Language  
  INT+CHA
  Lockpicking  
  DEX x2
  Mechanics  
  CON+INT
  Meditation  
  INT+POW
  Musicianship  
  DEX+CHA
  Navigation  
  INT+POW
  Oratory   
  POW+CHA
  Pilot  
   
  DEX+INT
  Politics   
  INT+CHA
  Science   
  INT x2
  Sensors   
  INT+POW
  Seduction 
  INT+CHA
  Sleight   
  DEX+CHA
  Streetwise  
  POW+CHA
  Survival   
  CON+POW
  Teach   
  INT+CHA
  The Force  
  POW x2
  Track  
   
  INT+CON
  new skills
  The following are new skills created to handle the higher 
  technology of the genre, and should be applicable to any 
  Science Fiction setting.
  AstroGAte (int x2)
  Astrogation is the equivalent to Navigation, save that it 
  enables starship pilots the ability to plot a course through 
  hyperspace between star systems. This skill is not normally 
  rolled against in non-stressful situations, but a roll may be 
  required in the following circumstances:
  •	
  Trying to calculate a course whilst under fire, evading 
  pursuit or hiding the destination
  •	
  The ship’s hyperdrive engines have been damaged or 
  are poorly maintained
  •	
  Attempting to shave off travel time by cutting close 
  to (or through) dangerous regions, the Kessel Run for 
  instance 
  Astrogation can also be used to remember obscure worlds 
  in the Imperium or its border regions.
  Comms (int x2)
  Grants the ability to use communications equipment 
  to detect, conceal or block comms traffic. It also grants 
  a chance of cracking encrypted messages providing the 
  user has access to a code-cracker. In any situation where 
  the attempted communication (or discovery of such) is 
  actively challenged, an opposed roll is used to determine 
  the result.
  demolitions (int+pow)
  This skill permits a character to safely handle and utilise 
  explosive materials. Most demolition attempts require no 
  skill check if performed in a non-stressful situation whilst 
  taking time to double check everything is set up correctly. 
  A roll should only be necessary when:
  •	
  Cutting corners to save time or being within a com-
  bat situation
  •	
  Using substandard or unknown materials
  •	
  Setting up the explosive device as a trap
  •	
  Needing to demolish something without causing col-
  lateral damage
  * Engineering in Star 
  Wars concerns knowledge 
  of large scale civil and 
  military engineering 
  as per the design and 
  construction of buildings, 
  infrastructure, fortifica-
  tions, vessels and the like. 
  Maintenance of ship’s 
  drives is instead covered 
  by the Mechanics skill as 
  described later.
  
  c
  12
  eleCtroniCs (dex+int)
  This skill allows the user to tinker with, bypass or repair 
  electronic devices. It has many applications, most often 
  to temporarily patch up damaged equipment or replace 
  broken circuits with spares. A darker aspect is the circum-
  venting of electronic security, providing the character can 
  gain access to the circuitry or a convenient data port.
  forGery (dex+int)
  The Forgery skill permits the creation or falsification of 
  official documentation. This is normally used to gain the 
  following:
  •	
  False identity documentation, whether for a space-
  craft or a person
  •	
  False travel documentation, so that the holder can 
  penetrate a secure facility or region
  •	
  False cargo manifests, to enable the smuggling of 
  prohibited substances or objects
  Forgery is not simply the physical crafting of a facsimile of 
  the original document, assuming it’s not just an electronic 
  code. Rather it requires the knowledge of passwords, en-
  cryption, names of current overseers and dozens of other 
  aspects. It might even necessitate the hacking of Imperial 
  databases to plant corroborating evidence to support the 
  forged document.
  Usually the skill is tested once to initially create the 
  forgery. The quality of the forgery depends on the roll, 
  which can be made in secret by the Game Master if they 
  so desire:
  •	
  Fumble: some elemental mistake is made immediately 
  revealing the bogus nature of the forgery, so that it 
  automatically fails any inspection check.
  •	
  Failure: the forgery is sufficiently shoddy so that it 
  always prompts an inspection check.
  •	
  Success: a sufficiently good enough forgery is created 
  so that it always passes inspection checks without 
  needing to roll, unless the checking official has reason 
  to be suspicious.
  •	
  Critical: the forgery is so good that it can never be 
  discerned from the real thing. It always passes inspec-
  tion checks. Only a thorough in-depth investigation 
  of the associated person, craft or cargo will in-directly 
  reveal it is false.
  Inspection checks occur whenever an official requests to 
  see (or be transmitted) the forged document; a storm-
  trooper requesting travel papers or an ID card for ex-
  ample. The check is a simple opposed roll of the crafter’s 
  Forgery skill (at the time of making the forgery) versus 
  the viewer’s Perception, Customs/Culture, or some other 
  relevant technical skill. If the forgery wins, then it passes 
  inspection.
  meChAniCs (Con+int)
  Mechanics is the equivalent of Electronics in that it allows 
  the maintenance and repair of complex mechanical equip-
  ment. This can be anything from the servicing of droid 
  actuators to fixing moisture vapourators. The skill cannot 
  repair something completely destroyed, but could permit a 
  brief jury-rigged fix if enough spare parts are available.
  Contrary to traditional science fiction settings, this skill 
  also includes the maintenance and repair of starship 
  reactors and hyperdrives; the skill of Engineering instead 
  refers only to large scale civil engineering. The design and 
  building new mechanical devices is not covered by this 
  skill, but requires the Craft (Mechanics) instead.
  pilot (dex+int)
  Previously mentioned as part of the Transportation section 
  of Standard Skills, the Pilot skill permits the control of 
  flying vehicles. Despite the degree of automation available 
  to Imperial tech, there is a significant difference between 
  piloting an atmospheric specific flyer and an interstellar 
  spacecraft; requiring this skill to be taken twice to cover 
  both environments. 
  If a character possesses only one speciality, the Game 
  Master is at liberty to substitute one skill for the other, 
  imposing a difficulty penalty when attempting to pilot 
  vessels they are not familiar with. Thus a spacecraft pilot 
  would suffer a penalty when flying a Skyhopper.
  As with Astrogation, the Pilot skill is not normally 
  checked when making normal flights. However dramatic 
  or dangerous situations may require the skill to be tested. 
  
  13
  RQ Star Wars
  For example:
  •	
  When engaging in a dogfight with another 
  aircraft or starship
  •	
  If trying to fly through difficult conditions, 
  such as an atmospheric storm or turbolaser 
  flack
  •	
  Attempting to control the ship to pass close 
  by physical obstacles, an asteroid field or 
  canyon, for instance.
  Repulsorlift vehicles which act as ground effect 
  craft are not covered by Pilot, but rather use the 
  Drive skill instead.
  politiCs (int+ChA)
  Characters possessing the Politics skill have 
  knowledge of how governments work and the 
  right person to speak to if needing something 
  done. It can be used to request a personal favour, 
  lobbying, or even voting support.
  The Politics skill does not only denote personal 
  contacts, but also reflects the character’s own 
  standing in the political structure of the Galactic 
  Empire. Due to the degree of authority and power 
  such standing grants, Politics is often a useful skill 
  with which to augment checks concerning nego-
  tiations, bribery or even intimidation attempts.
  As a rough guideline, characters that are political-
  ly active are generally limited in their rank accord-
  ing to their Politics skill value. For example, if the 
  Game Master treated membership in the Alder-
  baren government as a Brotherhood; lower level 
  functionaries (Dedicated rank) would require a 
  politics skill of 50%, high level ministers (Proven 
  rank) need 70%, members of the planetary senate 
  (Overseer rank) necessitate 90% and ambassadors 
  to the Imperial Senate (Leader rank) would entail 
  a skill of at least 110%.
  sCienCe (int x2)
  Science is the technological equivalent of the Lore 
  skill which it replaces. Each incidence of Science 
  must be assigned a specific speciality, anything 
  from Anthropology to Zoology. The skill allows 
  the user to understand how something works 
  or recall knowledge pertinent to that subject. It 
  also permits the design of new technology if the 
  specialisation is pertinent to creating things, for 
  example Architecture.
  sensors (int+pow)
  Allows the accurate use and analysis of sensor 
  devices from chemical sniffers up to military long 
  range scanners. It is most often checked when 
  somebody or something tries to remain hidden 
  from the sensor user. In this case the check is an 
  opposed roll of the Sensors skill against the most 
  pertinent skill for that situation, be that Stealth, 
  Piloting, Conceal, and so on. When checking for 
  the existence of a nominally non-perceivable sub-
  stance or clue, the skill check is unopposed.
  the forCe (pow x2)
  This is the skill used to control Force powers. It 
  ostensibly replaces the Mysticism skill, but works 
  in the same manner. Note that both The Force 
  and Meditation have different characteristic bases 
  than the original skills.
  unneCessAry skills
  Some skills are completely unapparent in the Star 
  Wars milieu. Things like Zero-G skill are never 
  used as all ships and battlestations utilise artificial 
  gravity. Likewise there is no Computer skill since 
  almost all technology appears to be hardware 
  encoded rather than software; or, interfacing with 
  computer systems is undertaken by droids (wit-
  ness R2D2’s accessing the Death Star’s systems). 
  Although these skills are unnecessary to run a Star 
  Wars campaign, they could be included – indeed 
  might be a vital – in alternate Science Fiction 
  settings.
  
  c
  14
  World Type
  Default Planetary Skills
  Transportation Skills
  Asteroid/Space Station
  Homeworld, Survival (Vacuum)
  Pilot (Spaceship) and select one of Drive (Crawler) or Drive 
  (Walker)
  Cloud World
  Homeworld, Survival (Poisonous 
  Atmospheres)
  Pilot (Flyer) and select one of Pilot (Airship) or Ride (Flying 
  Beast)
  Desert World
  Homeworld, Survival (Deserts)
  Select two from Drive (Crawler), Drive (Speeder), Drive 
  (Walker), Pilot (Flyer), Ride (Beast)
  Ice World
  Homeworld, Survival (Arctic)
  Select two from Drive (Crawler), Drive (Speeder), Drive 
  (Walker), Pilot (Flyer), Ride (Beast)
  Jungle World
  Homeworld, Survival (Jungles)
  Select two from Boating (Boats), Drive (Speeder), Drive 
  (Walker), Pilot (Flyer), Ride (Beast)
  Ocean World
  Homeworld, Survival (Seas), 
  Swim
  Select one of Boating (Boats), Boating (Submersibles), Pilot 
  (Flyer), Ride (Beast)
  cultures
  Unlike the default cultures presented in the core Rune-
  Quest rulebook, which are structured to represent 
  historical or fantasy societies, the cultures in Star Wars are 
  extreme in their environmental, social and technological 
  diversity. To get around this problem, the Game Master 
  should instead permit the players to develop their own 
  cultures, by using the following steps.
  If not taking an already established world of the Galactic 
  Empire, allow the player to select:
  •	
  Homeworld Type
  •	
  Sociological Type
  •	
  Technological Type
  For example a player who wished to create a Trandoshan 
  character from Xandor, a multiethnic pirate base on the rim, 
  might choose an Asteroid world, with a Lawless society and 
  Galactic level technology; whereas somebody who wished to 
  generate a Wookie from Kashyyyk would be limited to a pre-
  defined Jungle World, with a rebellious Militaristic society 
  and (now) Primitive technological level.
  These choices define the character’s unique planetary 
  upbringing. The requisite skills provided by each table 
  form the basic skill set of someone from that culture. The 
  combined total of Standard and Professional skills should 
  be ten. Duplicate skills are not permitted.
  Once the character’s skill list has been defined, distribute 
  100 points between them, with a minimum of +5% and 
  maximum of +15% assigned to each skill. After this add a 
  bonus +40% to Customs and Native Tongue.
  Homeworld Type
  Society Type
  Standard Skills
  Professional Skills
  Militaristic
  Endurance, Evade, Perception, Unarmed 
  and one cultural Combat Style
  Bureaucratic
  Influence, Insight
  Bureaucracy, Oratory, Politics
  Manufacturing
  Brawn, Endurance
  Commerce, Craft (any), Engineering
  Lawless
  Deceit, Stealth and one cultural Combat 
  Style
  Select two from Commerce, Disguise, Forgery, Gambling, 
  Lockpicking, Sleight, Streetwise
  Artistic
  Dance, Sing
  Acting, Art, Musicianship
  Academic
  Willpower
  Culture, Language, Science, Teach
  Sociological Type
  
  15
  RQ Star Wars
  Technology Level
  Professional Skills
  Primitive
  Select one from Craft, Lore, Navigation, Track
  Industrial
  Select one from Craft, Commerce, Science, Streetwise
  Galactic
  Select one from Electronics, Engineering, Mechanics, Science
  Technological Type
  careers
  Star Wars careers are archetypal of the space opera genre. 
  Use the following career templates as described in Careers 
  and Development chapter of the RQ6 core rules. Where 
  the career offers a Transportation skill, the player may use 
  it to either choose a new skill or use it as an opportunity 
  to improve an already known transportation skill.
  Star Wars Career
  Standard Skills
  Professional Skills
  Artist
  Customs, Homeworld, Influence, Insight, 
  Perception, Willpower. One Transportation 
  skill
  Art (any), Commerce, Craft (primary), Craft (secondary), 
  Culture (any), Language (any), Streetwise
  Assassin
  Conceal, Deceit, Evade, Insight, Perception, 
  Stealth; Combat Style (Unarmed, 
  Concealable Weapons or Sniper style)
  Culture (any), Demolitions, Disguise, Forgery, Language (any), 
  Sleight, Streetwise
  Bounty Hunter
  Athletics, Endurance, Evade, Insight, 
  Perception, Stealth; Combat Style (any)
  Bureaucracy, Commerce, Culture (any), Language (any), 
  Streetwise, Survival (any), Track
  Criminal 
  Athletics, Deceit, Evade, Insight, Perception, 
  Stealth; Combat Style (Unarmed or 
  Concealable Weapons Style)
  Acting, Commerce, Disguise, Electronics, Lockpicking, Sleight, 
  Streetwise
  Detective 
  Customs, Evade, Influence, Insight, 
  Perception, Stealth; Combat Style (Unarmed 
  or Side Arms style)
  Bureaucracy, Culture (any), Disguise, Language (any), Science 
  (any), Sleight, Streetwise
  Entertainer 
  Athletics, Brawn, Dance, Deceit, Influence, 
  Insight, Sing
  Acrobatics, Acting, Oratory, Musicianship, Seduction, Sleight, 
  Streetwise
  Explorer 
  Athletics or Swim; Endurance, First Aid, 
  Perception, Willpower; Combat Style (any). 
  One Transportation skill
  Astrogation, Courtesy, Customs (any), Language (any), 
  Navigation, Science (any), Survival (any)
  Farmer 
  Athletics, Brawn, Endurance, Homeworld, 
  Perception, Willpower. One Transportation 
  skill
  Commerce, Craft (any), Mechanics, Navigation, Science 
  (Agriculture), Survival, Track
  Gambler
  Conceal, Deceit, Evade, Influence, Insight, 
  Perception; Combat Style (Unarmed or Side 
  Arms style)
  Acting, Bureaucracy, Commerce, Courtesy, Gambling, Sleight, 
  Streetwise
  Hunter 
  Athletics or Swim; Endurance, Homeworld, 
  Perception, Stealth; Combat Style (Hunting 
  style)
  Bureaucracy, Commerce, Craft (traps), Navigation, Science 
  (hunting related) Survival (any), Track
  Jedi/Sith
  Athletics, Deceit or Influence, Evade, 
  Insight, Perception; Combat Style (Unarmed 
  or Lightsaber style). One Transportation skill
  Acrobatics, Culture (any), Language (any), Meditation, Oratory, 
  Survival (any), The Force
  Careers
  
  c
  16
  Star Wars Career
  Standard Skills
  Professional Skills
  Journalist 
  Customs, Deceit, Homeworld, Influence, 
  Insight, Native Tongue, Perception
  Bureaucracy, Culture (any), Language (any), Oratory, Politics, 
  Science (any), Streetwise
  Mechanic
  Brawn, Endurance, Homeworld Influence, 
  Willpower. Two Transportation skills
  Commerce, Craft (primary), Craft (secondary), Electronics, 
  Gambling, Mechanics, Streetwise
  Medic 
  Customs, First Aid, Homeworld, Influence, 
  Insight, Willpower. One Transportation skill
  Commerce, Culture (any), Healing, Language (any), Science 
  (primary), Science (secondary), Streetwise
  Merchant 
  Deceit, Homeworld, Insight, Influence, 
  Native Tongue. Two Transportation skills
  Bureaucracy, Commerce, Courtesy, Culture (any), Language 
  (any), Navigation, Streetwise
  Noble
  Customs, Homeworld, Influence, Insight, 
  Native Tongue, Perception; Combat Style 
  (Unarmed or Side Arms style)
  Art (any), Commerce, Culture (any), Courtesy, Language (any), 
  Oratory, Politics
  Pilot
  Brawn, Endurance, Homeworld, 
  Perception, Willpower. Pilot and one other 
  Transportation skill
  Astrogation, Customs (any), Electronics, Language (any), 
  Mechanics, Sensors, Streetwise
  Politician 
  Customs, Deceit, Homeworld, Influence, 
  Insight, Native Tongue, Perception
  Bureaucracy, Courtesy, Culture (any), Language (any), Oratory, 
  Politics, Science (any)
  Scholar/Scientist
  Customs, Homeworld, Influence, Insight, 
  Native Tongue, Perception, Willpower
  Culture (any), Engineering, Language (any), Oratory, Science 
  (primary), Science (secondary), Teach
  Scout
  Athletics or Swim; Endurance, First Aid, 
  Perception, Stealth; Combat Style (any). 
  One Transportation skill
  Comms, Customs (any), Language (any), Navigation, Sensors, 
  Survival (any), Track
  Servant/Retainer
  Customs, Deceit, Homeworld, Influence, 
  Insight, Perception. One Transportation skill
  Bureaucracy, Courtesy, Craft (service related), Culture (any), 
  Language (any), Politics, Streetwise
  Smuggler
  Conceal, Deceit, Homeworld, Influence, 
  Insight, Willpower. One Transportation skill
  Astrogation, Bureaucracy, Commerce, Customs (any), Language 
  (any), Navigation, Streetwise
  Soldier
  Athletics or Brawn, Endurance, Evade, 
  Unarmed; Combat Style (Side Arms style), 
  Combat Style (Heavy Weapons style). One 
  Transportation skill
  Comms, Demolitions, Electronics, Mechanics, Science (Strategy 
  and Tactics), Sensors, Survival (any)
  Spy 
  Conceal, Deceit, Evade, Insight, Perception, 
  Stealth; Combat Style (Concealable 
  Weapons Style)
  Comms, Culture (any), Disguise, Electronics, Forgery, Language 
  (any), Streetwise
  Technician
  Endurance, Homeworld, Influence, 
  Perception, Willpower. Two Transportation 
  skills
  Comms, Craft (any), Electronics, Gambling, Mechanics, Science 
  (any), Sensors
  
  17
  RQ Star Wars
  DroiDs
  The Galactic Empire is awash with droids which fulfil 
  many of the tasks found too laborious by most species. 
  Although technically intelligent, self-aware devices, droids 
  are forbidden the status of citizens and must be ‘owned’; 
  in effect slaves to their masters. For most droids this is of 
  no concern, being programmed to accept their station in 
  life.
  Since droids in Star Wars obviously develop their own 
  unique personalities any player who wishes to play a droid 
  should be permitted to do so. Creating a droid PC is 
  effectively the same as generating a character of another 
  species. 
  If playing an existing model, characteristics and career 
  skills should be pre-defined; reflecting a production model 
  at its starting programming. Otherwise permit the player 
  to develop his own droid model by rolling 3d6 seven times 
  to assign its characteristics, then choose a suitable career 
  from the previous examples. Once character generation 
  is finished the Game Master should take a copy of the 
  droid’s stats, which then form the default version of that 
  new model.
  An example is provided below:
  DroiD Design spot 
  rules
  Obviously droids can possess a number of significant 
  design differences depending on their purpose. Most 
  manufacturers ensure that the droids they build do not 
  supersede the physical capabilities of living races. A hard 
  lesson learned from the days of the Trade Federation.
  Battle Droids are considered illegal throughout the Ga-
  lactic Empire, although a few surviving models from the 
  Old Republic have achieved quasi-legal status as bounty 
  hunters or bodyguards out on the Rim. The mere presence 
  of such droids however, especially self governing ones, is 
  enough to strike instinctive fear in most citizens.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 6
  Action Points
  3
  1–4
  Right Leg
  5/5
  CON: 13
  Damage Modifier
  -1d4
  5–8
  Left Leg
  5/5
  SIZ: 8
  Tenacity
  2
  9–10
  Centre Leg
  5/4
  DEX: 10
  Movement
  5m
  11-14
  Lower Body
  5/6
  INT: 15
  Strike Rank
  13
  15–18
  Upper Body
  5/6
  POW: 10
  Natural Armour
  Natural Armour: 5 AP Physical, 4 AP Ion
  19–20
  Head
  5/5
  CHA: 12
  Accessories
  Datalink, Holoprojector, Holorecorder, 
  Infrared Vision, Motion Sensor, Tools
  Build and Programming
  Chassis: Lower Body contains power storage; Upper Body holds two manipulator arms, arc welder, circular saw, datalink adaptor, 
  holographic projector/recorder, cargo compartment and fire extinguisher; Head contains heuristic processor, personality core and 
  sensors.
  Default Programming: Astrogate 45%, Athletics 0%, Brawn 14%, Conceal 20%, Customs (Empire) 70%, Dance 22%, Deceit 42%, 
  Drive (Wheeled) 70%, Electronics 55%, Endurance 56%, Evade 55%, First Aid 0%, Homeworld 30%, Influence 24%, Insight 
  35%, Mechanics 58%, Native Tongue 67%, Perception 65%, Pilot (Space Ship) 50%, Sensors 55%, Sing 0%, Stealth 35%, Swim 
  0%, Unarmed 16%, Willpower 65%
  R2 Series Astromech Droid
  
  c
  18
  movement
  Select either Walking, Wheeled, Tracked or Repulsorlift. 
  Stationary droids are unwise choices for player characters. 
  Movement Rate defaults to the Droid’s DEX/2.
  ChAssis
  Since most droids are constructed from synthetic materi-
  als such as plastics and metal, they come with an inherent 
  number of physical Armour Points equal to their CON/3 
  and Ion Weapon Armour Points equal to POW/3. Hit 
  Points are calculated normally although Hit Locations 
  depend on the shape and function of the droid.
  Whilst this intrinsic armour might seem to give droids an 
  advantage, they have no Healing Rate; meaning that they 
  cannot naturally recover hit points but must be repaired 
  by someone with the correct technical skills and replace-
  ment parts. 
  sensors And proCessor
  All player character droids have the ability to see and hear 
  as a human. They also possess heuristic processors which 
  enable them to learn by doing, building upon their basic 
  programming. I.e. they can improve their skills.
  ACCessories
  Depending on their model, droids gain 1d3+3 accessories. 
  Choose from:
  •	
  360 Degree Perception: Can ‘see’ in all directions 
  simultaneously
  •	
  Armour: +3 physical Armour Points
  •	
  Comlink: Inbuilt verbal communicator
  •	
  Data Link: Plug-in adaptor to communicate with 
  electronic devices
  •	
  Enhanced Sonic Hearing: Can hear sound frequen-
  cies above and below human norm
  •	
  Holoprojector: Can project holo recordings
  •	
  Holorecorder: Can record holo images or movies
  •	
  Infrared Vision: Can see into the Infrared spectrum, 
  able to discern heat sources
  •	
  Low-light Vision: Can amplify ambient light to see in 
  natural darkness
  •	
  Magnetic Appendages: Can adhere to metal surfaces
  •	
  Motion Sensor: Can detect low level infrasound 
  caused by moving objects or creatures
  •	
  Radar: Detect and analyse objects at range, providing 
  there is a clear line of sight
  •	
  Remote Processor: droid body is just a remote, the 
  processor is elsewhere
  •	
  Shielded Internal Compartment: Hidden compart-
  ment for concealing objects
  •	
  Shielding: +3 Armour Points verses Ion weapons
  •	
  Tools: Any tools required for performing their normal 
  functionality
  •	
  Vocabulator: Needed to ‘speak’ non-electronic lan-
  guages such as Galactic Basic
  •	
  Weapon: Inbuilt weapon, usually not concealed
  Basic programming:  
  culture (DroiD)
  A droids basic programming is the equivalent of cultural 
  packages. Instead of creating their own culture as per the 
  alternative rules presented earlier, all droids begin their 
  existence with the same mobility and communications 
  coding. Note that all droids are programmed to under-
  stand Galactic Basic, even if they do not utilise it to com-
  municate with other droids.
  •	
  +20% Athletics or Drive (depending on method of 
  mobility)
  •	
  +40% Customs (Empire)
  •	
  +20% Endurance
  •	
  +20% Evade
  •	
  +40% Native Tongue (Galactic Basic)
  •	
  +20% Perception
  •	
  +20% Willpower
  
  19
  RQ Star Wars
  aDvanceD  
  programming:  
  career
  Beyond their basic programming, droids are given special-
  ist coding to perform their duties. To reflect this, allow 
  the player to assign their career points to a role suited to 
  the droid type. Suggestions follow.
  •	
  Labour Droids: Crafter, Farmer
  •	
  Medical Droids: Medic
  •	
  Military Droids: Assassin, Scout, Soldier
  •	
  Protocol Droids: Diplomat, Politician, Servant
  •	
  Repair Droids: Mechanic, Technician
  •	
  Surveillance Droids: Detective, Scout
  equiPment
  Something which should be stressed about playing a Star 
  Wars campaign is that equipment are tools which permit 
  the character to shine, not supplant the need for the char-
  acter entirely. By which is meant that spaceships are only a 
  tool to allow those aboard to travel between star systems, 
  but are not so automated that they remove the need for 
  the characters to know how to pilot or astrogate.
  An example of this philosophy is the difference between 
  Star Wars technology and Star Trek technology. In Star 
  Wars it is the user of the device that is important, whereas 
  in Star Trek it is the device itself which is the McGuffin.
  A fundamental aspect of all Imperial technology is its 
  foolproof user interface and single dedicated purpose. 
  This design philosophy enables anyone in the Empire to 
  attempt the use of such devices, no matter their species or 
  education level. However, no Star Wars tech replaces the 
  need to still possess the underlying skill, only enables the 
  character to apply it.
  armour
  During the period of the Galactic Empire civilian pos-
  session and wearing of body armour is forbidden by law, 
  except to those who acquire the correct permits – such as 
  bounty hunters or personal guards. Most citizens have no 
  legal use for body armour. Even within the criminal un-
  derworld it is considered more of a liability than an asset, 
  since it sends messages of aggressive intent or distrust.
  For those who become entangled in firefights on a fre-
  quent basis, armour can seem an attractive proposition. 
  However, the inherent Strike Rank penalty imposed by 
  armour often means that the armour wearer shoots after 
  their adversary, a risky proposition when a single shot can 
  potentially put you down. When guns are drawn, mobil-
  ity and speed tend to be better defences than restrictive 
  armour.
  Assume that primitive societies in the Empire have access 
  to any armour types up to mail. For more technologically 
  advanced armours use the table overleaf. These either 
  come as protection for a single location or for the entire 
  body, as is reflected in the Armour Penalty value.
  Armour types are summarised on page 20.
  Firearms
  The most common type of firearm in the Galactic Empire 
  is the Blaster. Ion weapons on the other hand are used 
  against highly complex electronic equipment such as ships 
  or droids. Other usual weapons exist, for example slugth-
  rowers and bowcasters, but are regarded as archaic, overly 
  loud and run out of ammunition quickly.
  In the following tables Firing Rate is the number of shots 
  which can be fired per attack. Blasters and Ion weapons 
  are semi-automatic so have no reload time until the power 
  pack is expended. For the sake of character survivability 
  almost none of the sidearms have been given a burst or full 
  automatic mode, which is more fitting to what is seen in 
  the original movies. Higher firing rates in general should 
  be limited to infantry support weapons. New Combat 
  Effects are listed in the document ‘RQ6 Firearms’, also 
  available on the downloads page of the Design Mecha-
  nism website.
  
  c
  20
  Type
  Description
  Armour Points
  Locations
  Armour Penalty
  Cost2
  Faction
  Flight Suit*
  Armorweave suit 
  nominally providing 
  protection against 
  decompression, 
  G-Forces and hostile 
  environments
  2
  All
  2
  800 Cr
  Any
  Armoured Flight 
  Suit
  A bulkier version 
  of a Flight Suit, but 
  rated for vacuum 
  operation and 
  provides additional 
  protection against 
  shrapnel
  4
  All
  5
  4,000 Cr
  Imperial
  Blast Helmet
  Standard open faced 
  military helmet
  4
  Head
  1
  500 Cr
  Rebel
  Stormtrooper**
  White plastoid 
  clamshell protection 
  worn over an 
  atmosphere sealed 
  black body glove 
  6
  All
  7
  8,000 Cr
  Imperial
  Mandalorian**
  Rigid durasteel head 
  and torso protection 
  worn over a flight 
  suit
  7 on head and 
  torso, 2 on limbs
  All
  5
  30,000 Cr
  No Longer 
  Exists
  Imperial Guard**
  More heavily 
  protective version 
  of Stormtrooper 
  armour, coloured a 
  distinctive red
  8
  All
  10
  N/A
  Imperial
  * These armours can be sealed with integral air filters providing 6 hours protection against chemical or biological taints (whether from ship damage or deliberate attack). 
  They also incorporate a degree of thermal protection against temperatures ranging from 0 to +40 degrees Celsius..
  ** Stormtrooper or Mandalorian armour is not available for purchase on the open market. Imperial Guard armour is not available even on the black market.
  Stormtrooper Fragility
  It is often pointed out in the movies that stormtrooper armour seems to provide little protection to its wearer. This is not 
  particularly fair, since most of the time troopers are shot in the original trilogy, it is usually at the hands of the heroes, who are 
  often toting military spec blaster carbines. In fact during the opening scene of the first movie only three stormtroopers fall to 
  the rebel crew armed with only pistols, who themselves lose nearly five times that number in return.
  Thus trooper armour is obviously designed for use against civilian weaponry, against which it is mostly proof, and save the life 
  of its wearer when hit by heavier firearms. Totally invulnerable armour would be far too bulky and restrictive to be any use. The 
  ease with which an armoured stormtrooper can be taken down can be represented by the wearer suffering a Serious Wound or 
  even the Drop Foe effect (see RQ6 Firearms). Not every telling shot needs to result in death, only incapacitation.
  
  21
  RQ Star Wars
  Note that some of the normal statistics for ranged weap-
  ons in RuneQuest have been removed. Force is no longer 
  needed as shields are not used in the Empire. Neither are 
  Armour Points and Hit Points required for firearms. Sim-
  ply assume any direct blaster or lightsaber hit on a firearm 
  renders it non-functional immediately.
  Whilst blaster pistols are relatively ubiquitous as civilian 
  sidearms, ownership is restricted in some systems. More 
  powerful hand guns such as heavy blaster pistols are 
  generally illegal. Blaster carbines and rifles are restricted 
  to military use and are only available to purchase via the 
  criminal underworld for vastly inflated prices.
  Ranged 
  Weapon
  Damage
  Range
  Firing 
  Rate
  Ammo
  Load
  Weapon 
  Traits
  ENC
  Models
  Cost
  Blaster Pistol
  1d8
  10/30/120
  1
  100
  3
  Cauterising
  1
  Blas Tech 
  DL-18, 
  DH-23, L/23
  500 Cr
  Blaster Pistol, 
  Heavy
  1d10
  7/25/50
  1
  50
  3
  Cauterising
  1
  Blas Tech 
  DL-44, 
  DT-12
  750 Cr
  Blaster 
  Carbine
  2d6
  15/50/220
  1
  50
  3
  Cauterising
  2
  SoruSuub 
  36T, E-11 
  Carbine
  900 Cr
  Blaster Rifle
  2d6
  30/100/300
  1
  100
  3
  Cauterising
  3
  KX-60, Blas 
  Tech DLT-19
  1,000 Cr
  Light 
  Repeating 
  Blaster
  2d6
  30/100/300
  3 shot 
  burst or 
  full auto 
  (up to 25 
  shots)
  25 (250 if 
  connected 
  to backpack 
  generator)
  15
  Cauterising
  7
  Blas Tech 
  T-21
  2,000 Cr
  Blasters
  Ranged 
  Weapon
  Damage
  Range
  Firing 
  Rate
  Ammo
  Load
  Weapon 
  Traits
  ENC
  Models
  Cost
  Ion Pistol
  1d6
  7/25/50
  1
  50
  3
  Paralysing
  1
  Blas Tech 
  DL-18, 
  DH-23, L/23
  800 Cr
  Ion Rifle
  1d10
  10/40/75
  1
  25
  3
  Paralysing
  1
  Blas Tech 
  DL-44, 
  DT-12
  1,300 Cr
  Ion Weapons
  Ion weapons are designed to be used against complex electronics, temporarily rendering them dysfunctional as if struck 
  by an EMP. They cause no actual physical damage, but if the damage roll exceeds the Ion Armour Points of the droid 
  or vehicle hit, the user may select the Paralysis special effect – automatically rendering the target inoperable for 1d3x10 
  minutes.
  Heavy Blaster Pistol
  Imperial Blaster Carbine
  Light Repeating Blaster Rifle
  
  c
  22
  Ranged 
  Weapon
  Damage
  Range
  Firing 
  Rate
  Ammo
  Load
  Weapon 
  Traits
  ENC
  Models
  Cost
  Tusken Cycler
  1d10+3
  50/150/300
  Single shot 
  bolt action
  12
  2
  Armour 
  Piercing (7)
  5
  N/A
  Wookie 
  Bowcaster
  3d6
  10/30/50
  3
  6
  2
  Ablating or 
  Tranquilising
  5
  N/A
  Settler 
  Hunting 
  Rifle
  1d10+1
  25/100/250
  1
  20
  3
  Hollow 
  Point
  3
  Czerka 
  6-2Aug2, 
  Czerka 
  Adventurer
  750 Cr
  Projectile Weapons
  other equipment
  With an entire galaxy manufacturing goods and equip-
  ment, almost every device included on the following brief 
  list has dozens of variations; in size, shape, ergonomics 
  and even power supply. To try to detail every variation is 
  pointless. So for the purposes of conciseness, only the core 
  purpose of each is described.
  BreAthinG deviCes
  orGAniC Gill – 200 Cr
  Designed and manufactured for races visiting the sub-sur-
  face, underwater colonies, this breathing device filters out 
  available oxygen from the surrounding waters and recycles 
  the wearer’s own breath. It comes in various shapes and 
  sizes, from a minimalistic mouth and nose covering, to a 
  full helmet which provides additional vision and hearing 
  protection. The mask relies on a genetically engineered 
  symbiont to perform the filtration and chemical recycling, 
  giving the device a limited lifespan before the symbiont 
  dies; usually a month or less. It cannot operate in waters 
  deeper than 25m due to the lack of dissolved oxygen.
  BreAther mAsk – 400 Cr
  A simple breathing mask which fits over the owner’s nose 
  and mouth, held in place with a strap. The mask is at-
  tached via a flexible tube to a waist worn filter unit, which 
  absorbs any noxious materials harmful to the wearer for 
  up to 12 hours. The filter unit also contains a small highly 
  compressed air tank, enough to provide ten minutes of 
  breathable gas in a low pressure situation. Breather masks 
  are species dependent, so creatures from non-standard 
  atmospheres or possessing non-humanoid facial features 
  cannot share masks.
  supplementAl filters – 25 Cr
  Disposable filters designed to extend the operational life 
  of breather masks or flight suits. Each filter provides an 
  additional 12 hours of use, removing toxic material from 
  the ambient air. Filters are designed for particular pieces of 
  equipment and are not interchangeable.
  supplementAl tAnks – 50 Cr
  Additional life support for environmentally sealed suits, 
  such as flight suits, Stormtrooper armour or even breather 
  masks, each tank provides six hours of breathable atmo-
  sphere.
  CommuniCAtion  
  deviCes
  Comlink – 50 Cr
  A simple personal communicator. It works by either patch-
  ing into a local communications network, or failing to 
  discover one, broadcasts direct messages to another com-
  link over short distances of up to 10km. Vehicle comlinks 
  
  23
  RQ Star Wars
  boost this range up to low orbit. All communication is 
  limited to audio transmission only. When necessary, local 
  authorities can transmit emergency warning messages to 
  all comlinks within range. Secure comlinks with built 
  in encryption are available to the military and the black 
  market, but cost at least five times the base amount.
  voxBox – 75 Cr
  An inexpensive device which allows real time translation 
  of speech. Each voxbox is hard coded to translate a single 
  species language to Galactic Basic and back again.
  holo displAy – 800 Cr
  This device enables the playback of recorded holo mes-
  sages. It does not have any ability to broadcast or receive 
  such transmissions, which require linking to a hyperspace 
  holoNet relay; huge, energy intensive stations limited to 
  planetary installations or capital ships. Since the Holo-
  Net is strictly controlled by the Empire and only used for 
  Imperial military communications, all civilian-based holo 
  communication has ceased.
  visuAl Comlink – 1,500 Cr
  Usually manufactured as a wrist mounted flat screen 
  device, visual comlinks permit video transmission so that 
  the wearer can see whom they are talking to. The device 
  also includes a basic datapad, a droid translator package, 
  and the ability to read datacards. It has a similar range to 
  a basic comlink, relying on the existence of planetary relay 
  stations for longer range communication.
  siGnAl JAmmer – 3,000 Cr
  A device which broadcasts across broad or specific 
  communication bands, effectively jamming any signals 
  transmitted in that frequency. Personal signal jammers 
  are only designed to block comlink or data traffic in the 
  local region, up to 100m distant. Vehicular jammers cost 
  twice as much, but extend the range to 10km. Spaceship 
  jammers cost five times the base cost, but extend the range 
  to 1,000km.
  deteCtion deviCes
  As described at the beginning of the Equipment section, 
  technical gizmos in the Galactic Empire do not substitute 
  the necessity of having a specialist who knows how to use 
  them. The following detection devices require monitor-
  ing by a trained operator who possesses the Sensor skill to 
  calibrate and understand their readouts.
  thermAl imAGinG GoGGles – 250 Cr
  Enables the wearer to see into the infrared spectrum so 
  that they can see heat sources. They are normally used by 
  technicians to identify electrical leakages, poorly lubricat-
  ed machinery, check that welding or forging is occurring 
  at the correct temperature and so on. Whilst they don’t 
  provide night vision as such, criminals or hunters often 
  use them to check for the presence of living creatures.
  life form sCAnner – 250 Cr
  A bulky handheld device combining several different 
  types of sensors designed to pick up life forms within 
  range and identify them. Its range is only 100m extending 
  in a 60 degree arc in front of the machine. However each 
  device holds a complete database of the indigenous life 
  forms of the world it was purchased for, including habits, 
  threat levels and specific medical advice if injured by one. 
  If the detected creature does not match anything in its 
  circuits, the scanner merely indicates its size, distance and 
  direction.
  surveillAnCe unit – 450 Cr
  This device has a sophisticated set of sensors which pick 
  up quiescent transceivers, magnetic induction in wired 
  data lines, and monitors wireless data frequencies to detect 
  unwelcome surveillance. 
  Audio piCkup – 750 Cr
  This device is a pen sized sensor wand which can pick up 
  sounds at range and filter out the background noise, in 
  order to get a clear signal. An audio pickup is capable of 
  isolating a normal conversation at a hundred meters no 
  matter what ambient noise is drowning it out. For example 
  
  c
  24
  a whispered conversation across a busy bar. The sensor has 
  a limited frequency range however, unable to detect the 
  sub-sonic and ultrasonic bands.
  mACroBinoCulArs – 800 Cr
  Magnifying handheld binoculars which project an inter-
  nal readout under the viewed object, showing its distance, 
  elevation, and temperature. They also adjust for passive 
  low-light and nighttime viewing, provided there is enough 
  star or moonlight to illuminate the vista.
  Comms sCAnner – 1,000 Cr
  A receive only handheld scanner which can intercept and 
  record most broadcast transmissions. Military and espio-
  nage versions are backpack sized but contain an integral 
  code-cracker to help decrypt encoded messages. These 
  however cost an extra 3,500 Cr.
  Chem deteCtor – 1,500 Cr
  A molecular analyser which sniffs the atmosphere for com-
  pounds hazardous to the race its set for. It has a second-
  ary function which enables it to analyse compounds and 
  chemicals it is held over, although this requires the user to 
  have some form of Chemistry or Biology skill to correctly 
  interpret the information displayed.
  snoopers – 2,000 Cr
  Communication bugs, these sophisticated little devices 
  have a range of abilities, depending on their purpose. Au-
  dio snoopers merely record or transmit anything they hear 
  within a 10m radius of their hidden position. Data snoop-
  ers do the same thing, except they are limited to informa-
  tion provided by the electronics device to which they are 
  attached. Tracking snoopers send out a beacon, irregularly 
  timed to avoid detection, indicating their precise position. 
  All snoopers are considered highly illegal and are only 
  available from criminal contacts, or must be hand built.
  viGilAnCe drone – 3,000 Cr
  A man portable sensor pack which is only 30cm in 
  diameter when collapsed for transportation, but grows to 
  2m high when its numerous aerials and detector wands 
  are extended. The sensor drone combines the features of 
  a motion detector, heat source scanner, wide angle visual 
  sensor and an audio pickup. Its hardware analyses the 
  combined information to identify possible anomalies up 
  to a kilometre distant, depending on the terrain and any 
  interposing vegetation. Vigilance drones are primarily 
  used as autonomous sentries to guard the perimeters of 
  scouting camps or military bases.
  silenCe BuBBle GenerAtor – 3,000 Cr
  A small device which produces a 2m diameter bubble 
  which suppresses sound passing through in either direc-
  tion. The field prevents normal conversations from being 
  eavesdropped on, but louder noises like explosions or 
  gunfire can penetrate it.
  holoGrAphiC imAGe  
  disGuiser – 25,000 Cr
  Originally a device designed for use in the entertainment 
  industry it was quickly sequestered by the military and 
  is considered illegal technology. A holographic image 
  disguiser quite literally makes the object it is resting on (or 
  carried by) appear to be something completely different. 
  The device only has the memory capacity to store one 
  false image at a time, forcing the user to scan the object 
  it is intended to disguise and program the image data in 
  advance.
  mediCAl equipment
  Something immediately obvious from the Star Wars mov-
  ies is that cellular regeneration technology does not exist. 
  For example missing limbs are replaced with prosthetics, 
  something to bear in mind with the RQ6 damage rules. 
  Mechanical aids are also used to provide life support when 
  the injury itself is too horrific, beyond any method of 
  treatment.
  
  25
  RQ Star Wars
  emerGenCy medpAC – 600 Cr
  A sophisticated diagnostics device designed to be used 
  by those with basic medical training, it contains a series 
  of tailored medicines and chemicals which permits rapid 
  treatment of Serious Wounds in emergency or battlefield 
  situations. Its application can be performed in three Com-
  bat Rounds, requiring a roll against the user’s First Aid 
  skill. Success not only recovers damage (as per the Healing 
  skill) but also pumps enough stimulants into the victim so 
  that they recover functionality of the injured location. The 
  device can also stabilise Major Wounds, although surgery 
  is still required. Medpacs are species specific and are single 
  use only.
  medisensor – 1,800 Cr
  Used by professional medics, the medisensor can detect 
  and analyse a patient’s condition, indicating precisely what 
  is wrong. Medisensors are species specific, but possess a 
  large enough database to be able to identify all commonly 
  known diseases and poisons – thus aiding a doctor to 
  devise the correct treatment.
  mediCAl BACkpACk – 4,600 Cr
  This comprehensive analysis and treatment kit provides a 
  range of equipment. It combines a diagnostics Medisensor 
  with a range of medications, from anesthetics and anti-
  venoms to radiation treatments and sedatives. The unit 
  also has a field surgery kit, artificial plasma packs, sterili-
  sation laser, bandages and even a collapsible repulsorlift 
  stretcher. Its primary use is for combat medics, preventing 
  any situational penalties for performing First Aid or Heal-
  ing outside of a full med-bay.
  prosthetiC limB – 25,000 Cr
  Replaces the injured person’s missing limb with a bionic 
  device which matches their physiology in every way. 
  Prosthetic limbs are not made stronger or faster than the 
  patient’s own physical capabilities otherwise injuries are 
  likely to occur when the limb attempts something the 
  user’s body cannot handle. Due to their simple electro-me-
  chanical construction, prosthetic limbs are not subject to 
  the effects of Ion weapons. Embedding weaponry within a 
  prosthetic is illegal within the Galactic Empire.
  prosthetiC life support –  
  50,000 Cr
  Similar to prosthetic limbs, this device artificially replaces 
  part or all of an injured victim’s own vital organs; at least 
  those contained within the torso. The prosthetic requires 
  the permanent mounting of electro-mechanical machines 
  within and around the affected area. Normally these can 
  be concealed by clothing, but never quite replace the 
  efficiency of the original biological organs. Militarised ver-
  sions are expressly forbidden by the Empire, however some 
  examples exist, such as Darth Vader’s life support armour.
  BACtA tAnk – 100,000 Cr
  This is a large, fluid filled tank into which injured victims 
  are placed, in order to promote more rapid healing. A 
  bacta tank is a large, immovable piece of equipment which 
  is generally installed in hospitals and capital class space-
  ships. Anyone immersed in a bacta tank has their heal-
  ing rate raised by one level in terms of time. So Minor 
  Wounds heal in hours, Serious Wounds in days and Major 
  Wounds in weeks.
  seCurity deviCes
  Binders – 100 Cr
  Basic durasteel handcuffs, which can be adapted to fit 
  most species. Near impossible to break using brute force, 
  they are normally opened by used of an electronic key. 
  Treat the binders as having 8AP and 8HP for purposes of 
  breaking free.
  mAGnoloCk – 250 Cr
  Small, but intensely powerful, Magnolocks are used to 
  temporarily secure a door or hatch. No larger than a data-
  pad the unit thermally bonds itself to metallic surfaces. 
  Whilst powered the device produces an electromagnetic 
  field which makes both halves adhere with near unbreak-
  able strength. The field only last six hours on an integral 
  charge but can be turned on or off with an electronic 
  signal.
  
  c
  26
  monofilAment sCreen GuArd –  
  250 Cr
  A rolled up strip of plastic, which when unrolled and 
  split apart, produces a near invisible 2m high mesh of 
  monofilament wires which can be anchored by its integral 
  adhesive strips across a doorway or corridor. Spotting the 
  mesh suffers a Herculean penalty unless the observer is 
  making a slow and methodical search. Running full pelt 
  into the mesh inflicts 1d3 damage to every un-armoured 
  Hit Location. A single use device, the screen guard can be 
  affixed in two modes. The first merely blocks a passage-
  way, remaining as a barrier unless cut through with some 
  sort of vibroblade (6AP, 6HP). The second uses a weaker 
  bond, enabling the mesh to entrap the victim as its pulled 
  from its anchor points.
  stun Cuffs – 300 Cr
  Ostensibly the same as binders, this advanced version has 
  a remotely operated circuit which inflicts pain on wearers. 
  The first jolt forces the wearer to make an Endurance test 
  to resist the painful neural stimulation. Failure results in 
  the cuffed limbs being incapacitated for 1d3 Rounds. Each 
  subsequent failure to resist a jolt imposes an additional 
  1d3 levels of Fatigue on the victim until they collapse in a 
  Semi-Conscious or Comatose state. Stun cuffs cannot kill 
  their wearer, although they are sometimes used by Impe-
  rial investigator to interrogate prisoners.
  mAGnACuffs – 500 Cr
  Individual cuffs not physically linked together, Magna-
  Cuffs allow some degree of functionality or freedom to 
  the wearer. Although originally intended to provide those 
  arrested some degree of dignity, the Empire has increas-
  ingly used these as devices to subjugate prisoners, enabling 
  them to work as indentured labour. If the wearer attempts 
  to escape or strike back against its oppressors, the Mag-
  netic field of the cuffs causes them to immediately bind 
  together. The cuffs are triggered by remote electronic key 
  or when the wearer attempts to leave a coded area.
  seCurity CollAr – 1,000 Cr
  Worn about the neck, this device not only permits shock 
  treatment of unruly wearers (as per Stun Cuffs), but also 
  transmits its location to the ‘owner’ of the collar. This 
  device is often combined with MagnaCuffs for additional 
  security.
  survivAl GeAr
  syntherope – 1 Cr per metre
  A strong yet light cable capable of supporting up to 500kg. 
  Syntherope normally comes with a spool dispenser which 
  doubles as a handgrip if needing to swing or climb on the 
  cable. Most dispensers come with standard 25, 50 and 
  100m lengths. Longer spools become increasingly bulky.
  fire rod – 25 Cr
  A pen-sized plastic tube, which when cracked, allows 
  two ostensibly inert chemicals to mix together, provid-
  ing a short-lived but fierce flame. A foolproof method of 
  igniting flammable materials, fire rods work even in strong 
  winds or when attempting to light damp kindling. 
  liGht stiCk – 25 Cr
  Finger sized torch which can either project a beam of light 
  over a 25m distance, or glow radically providing illumina-
  tion in a 5m diameter circle. The battery lasts for a month 
  of continuous use.
  CAmouflAGe net – 50 Cr
  A synthetic netting able to adopt the colour and pattern 
  of its local environment, due to the electrically stimulated 
  Di-Chrome cloth it is formed from. Usually used to con-
  ceal parked vehicles or hidden camps.
  viBroknife – 100 Cr
  Vibroknives are omni-purpose tools capable of cutting 
  most substances with 6 Armour Points or less. Thus they 
  
  27
  RQ Star Wars
  can carve through wood, plastic and sheet metal, but tend 
  to break if used against harder substances like durasteel.
  wAter filter – 100 Cr
  A simple, ubiquitous device which is able to filter and 
  purify water. The speed of filtering depends on how con-
  taminated the water is, but a rough guide is that it takes 
  a hour to cleans a litre of seawater. The appearance of the 
  filter depends on the manufacturer, but either comes as a 
  hip mounted canister subdivided into two sections, or a 
  flattened square of multi-chambered plastic which can be 
  rolled up. The filter needs frequent removal and washing 
  to clean out accumulated crud, but the device itself is solar 
  powered.
  Condenser unit – 150 Cr
  Basically a portable heater, able to store ambient warmth 
  and solar energy; then release it in either short, intensive 
  bursts for cooking or slower gentle radiance for heating 
  shelters. The unit possesses its own energy supply for occa-
  sions when the local environment is too cold. In this case 
  the unit might last up to a month depending on how low 
  the temperature is.
  distress BeACon – 200 Cr
  A flask sized device which broadcasts a simple emergency 
  beacon via hyperspace. It has enough range to cover an en-
  tire system and any nearby hyperspace lanes, which means 
  it has limited use in remote or lost regions of the Empire. 
  The integral power pack is sufficient to power the beacon 
  for up to ten years.
  ClimBinG hArness – 250 Cr
  Simple body harness which prevents fatal falls if attached 
  to a firmly anchored climbing line. Climbing harnesses 
  come equipped with all necessary clips, perma-glue pitons 
  and a rappelling device. 
  thermAl ponCho – 300 Cr
  Thermal cloaks help to regulate the body temperature of 
  the wearer. Despite its name they are able to shield the 
  wearer from excessive heat as well as the cold. Woven from 
  sophisticated silks and synthetics, the weave of the mate-
  rial provides directional moisture wicking, changes its 
  reflectivity, and opens or closes according to the ambient 
  temperature. Due to their design, the ponchos are capable 
  of being used as ground sheets or blankets. They offer 
  protection against temperatures ranging from 0 to +40 
  degrees Celsius.
  viBrosAw – 400 Cr
  A tool designed for multiple purposes such as felling trees, 
  cutting plastics and so on. Vibrosaws are rarely seen in 
  civilian hands save on the setting up of new colony worlds 
  or as part of industrial use. They incorporate several 
  autonomous safety systems making them near useless as 
  weapons, but inflict 1d8 damage per Round for the pur-
  pose of cutting though inanimate objects.
  durAshelter – 500 Cr
  A single person, collapsible tent, the DuraShelter packs 
  down to a small bundle which can be carried on a belt. 
  The tent is made from thermal insulating fabrics, which 
  are both wind-proof and water resistant. When pegged 
  down DuraShelters are capable of resisting the most severe 
  weather, providing they are not struck by large wind car-
  ried objects. Normally these tents are brightly coloured to 
  ease possible search and rescue situations. However, for an 
  extra 250 Cr they come with a Di-Chrome surface grant-
  ing them intrinsic camouflage.
  GrApplinG Gun – 600 Cr
  The quick way of scaling an obstacle, a grappling gun 
  launches single shot grapnels which embed themselves into 
  the material they’re fire at. Grappling guns have a range of 
  50m and come with three grapnels, each trailing a similar 
  length of syntherope.
  thermosuit – 800 Cr
  As per Thermo Ponchos but actually cut to fit a specific 
  size of wearer, these specialised suits are intended to be 
  worn in more extreme conditions. As part of their con-
  struction they incorporate a dual heating-cooling system 
  which runs for 72 hours per charge. Thermosuits protect 
  against temperatures ranging from -20 to +60 degrees Cel-
  
  c
  28
  sius, but due to their inherent bulkiness impose 2 points 
  of Armour Penalty to the wearer’s Strike Rank.
  vACuum suit – 1,000 Cr
  Archaic devices, vacuum suits are intended for surviv-
  ing in the depths of space. Since most space construction 
  and ship maintenance is performed within shielded dock 
  yards, or upon planetary surfaces, they are rarely seen 
  save in rim systems without direct access to Galactic tech 
  levels.
  survivAl pACk – 2,500 Cr
  A comprehensive survival kit containing a DuraShelter, 
  emergency medpac, vibroknife, thermal poncho, water 
  filter, thermal condenser, 25m of syntherope, folding 
  grappling hook, sleeping bag, distress beacon, light stick, 
  breather mask and two weeks of ration bars and spare 
  filters. They are normally part of a starship or lifeboat’s 
  emergency equipment.
  Adhesion disks – 5,000 Cr
  Worn on the hands and knees, these disks permit the 
  wearer to scale normally impossible to climb substances 
  such as glass or sheet metal. They rely on molecular at-
  tractive forces requiring relatively smooth, particle free 
  surfaces to cling successfully. Thus they are of no use 
  when scaling rocky cliffs or trees. 
  starshiPs
  Spaceships are generally beyond the ability of most 
  characters to purchase outright, unless they are so old and 
  battered it would be wiser to abandon them at a junkyard. 
  However, there are other methods of gaining access to 
  starships, from hiring or being loaned a vessel, to stealing 
  one. Thus the following ships are not assigned price values, 
  especially those of military origin.
  Starships are given Size ratings to measure their com-
  parative dimensions. These are used in the Space Battle 
  section.
  tie fiGhter
  Size: Small, Crew: 1, Cargo Capacity: None, Sublight 
  Speed: Fleet, Hyperdrive: None, Hull: 12 Armour Points, 
  Structure: 30 Hit Points, Shields: None, Weapons: Front 
  facing linked laser cannons (3d10)
  x-winG
  Size: Small, Crew: 2 (Pilot + Droid), Cargo Capacity: 
  None, Sublight Speed: Fast, Hyperdrive: Gentle, Hull: 
  10 Armour Points, Structure: 20 Hit Points, Shields: 30 
  Shield Points, Weapons: Front facing linked laser cannons 
  (3d10), two single shot proton torpedo launchers (6d10 
  each)
      
  y-winG
  Size: Small, Crew: 2 (Pilot + Droid), Cargo Capacity: 
  None, Sublight Speed: Rapid, Hyperdrive: Gentle, Hull: 
  10 Armour Points, Structure: 40 Hit Points, Shields: 50 
  Shield Points, Weapons: Front facing linked laser cannons 
  (2d10), two six-shot proton torpedo launchers (6d10 each)
      y
  Z-95 heAdhunter
  Size: Small, Crew: 1, Cargo Capacity: None, Sublight 
  Speed: Fast, Hyperdrive: None, Hull: 12 Armour Points, 
  Structure: 50 Hit Points, Shields: 30 Shield Points, Weap-
  ons: Front facing linked laser cannons (3d8)
      z
  x
  
  29
  RQ Star Wars
  yt-1300 freiGhter
  Size: Medium, Crew: 2 (Passengers: 6), Cargo Capacity: 
  200 tons, Sublight Speed: Gentle, Hyperdrive: Slow, Hull: 
  10 Armour Points, Structure: 100 Hit Points, Shields: 50 
  Shield Points, Weapons: Upper and lower, light laser can-
  non turrets (2d10)
  CorelliAn Corvette
  Size: Large, Crew: 30 (Passengers: up to 600), Cargo Ca-
  pacity: 3,000 tons, Sublight Speed: Mediocre, Hyperdrive: 
  Mediocre, Hull: 16 Armour Points, Structure: 400 Hit 
  Points, Shields: 200 Shield Points, Weapons: Six turbola-
  ser cannon turrets (4d12)
   r
  imperiAl destroyer
  Size: Enormous, Crew: 5,000 (Passengers: up to 10,000 
  troops), Cargo Capacity: 40,000 tons (mostly vehicles 
  for ground assault troops), Squadrons: 48 TIE fighters, 
  12 Boarding craft, 12 assault gunboats, Sublight Speed: 
  Ponderous, Hyperdrive: Moderate, Hull: 21 Armour 
  Points, Structure: 2000 Hit Points, Shields: 500 Shield 
  Points, Weapons: Six heavy turbolaser turrets (6d12), sixty 
  medium turbolaser turrets (4d12), sixty medium ion can-
  non turrets (4d10 – double chance of penetrating damage 
  to temporally inflict a level of damage on a subsystem), 
  tractor beam projector (capable of snaring a ship of size 
  Large or smaller if not evaded)
  Vehicle &  
  star shiP 
  combat
  Fighting between vehicles is a fundamental part of the 
  Star Wars movies. Since there are no rules in RuneQuest 
  to handle such situations, some very simplistic guidelines 
  are provided to cover combat between spaceships, speeders 
  and foot-based opponents facing transports.
  general concepts
  Primarily designed for dogfighting and strafing attacks 
  on larger sized targets, these rules follow a similar path 
  to that of melee combat. They are based around a unique 
  set of Combat Actions specifically tailored to vehicular 
  encounters.
  The basic assumptions for running vehicle combat are:
  •	
  All participants are only permitted a single action per 
  round (no matter their normal number), which in 
  some cases may mean each member of a vehicle’s crew 
  get a single action
  •	
  Initiative is calculated normally, each pilot rolling a 
  d10 and adding their Strike Rank
  •	
  To keep the engagement exciting, initiative is rerolled 
  every round
  •	
  Whoever wins initiative that round has choice of a 
  proactive action, the loser normally resisting with an 
  accompanying reactive action
  •	
  All actions are resolved as Opposed Rolls, with spe-
  cial effects be awarded for gaining superior levels of 
  success as per Evading in the core rules (see RQ page 
  143)
  •	
  Only a single action and reaction is permitted be-
  tween each ‘pair’ of vehicles, thus a battle involving a 
  Corvette engaged with three TIE Fighters would be 
  handled as three pairs.
  Although the following actions and effects adopt a vo-
  cabulary based upon space battles, remember that they are 
  also intended for surface combat. In these cases replace 
  
  c
  30
  the Pilot skill with Drive instead. Battling speederbikes for 
  instance are assumed to be dogfighting even though their 
  engagement is limited to two dimensions!
  proACtive ACtions
  Aim flAk
  Larger vessels unable to engage smaller attack craft in dog-
  fights simply rely on saturating the attacker’s flight path 
  with turbolaser fire, forcing the incoming craft to either 
  Dodge Fire or risk being blasted if they continue to strafe.
  flee BAttle
  An unengaged vessel or one which has broken target lock 
  may try to escape battle entirely, avoiding any further 
  conflict. This can be resisted by Chase Down, provided 
  that the pursuing vehicle has a speed equal or superior 
  to the fleeing vessel. If the craft is a starship capable of 
  hyperjump with a course already calculated, they may 
  flee into hyperspace instead, taking 1d3 rounds before the 
  drives kick in.
  initiAte doGfiGht
  A dogfight can only be instigated by use of this action. It 
  is resisted by either the Avoid Dogfight action, or opposed 
  by the enemy pilot also attempting to initiate the dog-
  fight to see who gains the upper hand. In the latter case, 
  nothing of significance happens until one or other of the 
  pilots achieves a Special Effect to establish a target lock on 
  the other vehicle. Only craft of Small or Medium size can 
  dogfight.
  open fire
  If a pilot manages to establish a target lock on a dogfight-
  ing opponent, they (or a crewman) may open fire with 
  their weapons. The skill used depends on the vehicle, with 
  statically mounted weapons using the Pilot skill and turret 
  mounted weapons a specific Combat Style skill. Open Fire 
  is resisted with the Dodge Fire action.
  strAfinG run
  Utilised by pilots of smaller craft against larger, less 
  manoeuvrable vessels; a starfighter versus a capital ship 
  for instance. It permits the lesser vessel to blast the target 
  without needing to establish a target lock first. A straf-
  ing run lasts a specific number of rounds depending on 
  the size of the target – Medium 1 round, Large 2 rounds, 
  Huge 3 rounds and Enormous 4 rounds. Pulling out early 
  (due to dodging fire for example) immediately ends the 
  run. After the run concludes it takes 1d3+3 rounds to 
  circle back for another.
  reACtive ACtions
  AnGle shields 
  If unable to manoeuvre clear of incoming fire, due to be-
  ing too large for dogfighting, the pilot (or a crewman) may 
  attempt to angle the vessel’s shields to deflect the energy. 
  The result of angling shields is resolved in the same man-
  ner as Dodge Fire, the incoming blast is either deflected 
  entirely or it damages the shields (and subsequently the 
  ship itself if they fail), depending on who wins the op-
  posed roll.
  Avoid doGfiGht
  Used to try to avoid engaging with enemy vessels. If the 
  adverse pilot wins the opposed roll they are able to break 
  free and potentially flee on the subsequent round. Once a 
  target lock has been established the targeted pilot may no 
  longer use this action to depart the dogfight.
  ChAse down
  Permits the pursuit of a fleeing vessel, providing the pur-
  suer has enough speed to keep up. 
  dodGe fire
  The counter to Open Fire, to avoid being hit. Treat the 
  contest as an opposed roll to see whether the attack hits or 
  
  31
  RQ Star Wars
  is dodged entirely; i.e. if both participants gain the same 
  level of success, then whoever rolled higher wins. A supe-
  rior level of success results in special effects as normal.
  special eFFects
  BreAk tArGet loCk  
  (defensive only)
  By dint of evasive manoeuvring, the pilot manages to 
  break free of the pursuing vessel. The dogfight must be 
  re-established afresh.
  Choose loCAtion  
  (offensive only)
  The pilot (or gunner) has such a good aim they can hit any 
  particular system of the target they desire; for example, 
  aiming at deflector shield generators or the sublight drive. 
  This is nominally only of use against larger vessels or static 
  targets.
  estABlish tArGet loCk  
  (offensive only)
  The pilot achieves a secure position behind their oppo-
  nent, permitting them to start firing on the enemy vessel 
  on the following round. A target lock continues until the 
  pursued vessel can break it (which can only be done via 
  Break Target Lock above). Until the target lock is broken, 
  the pursuer automatically wins initiative each round.
  JinkinG  
  (defensive only)
  Generally used when pulling out from a strafing run, the 
  pilot yaws and rolls his vessel to throw off pursuing fire; 
  preventing the strafed target from launching any more 
  flak fire against the jinking ship until it returns to perform 
  another strafing run.
  lose Control  
  (fumBle only)
  The dogfighting or strafing pilot makes a critical error, 
  crashing into a nearby obstacle such as a tree, capital ship 
  or even a wingman, effectively destroying their craft. The 
  pilot may eject or throw themselves clear if they can suc-
  ceed in a Pilot roll at Formidable difficulty.
  rAmminG speed  
  (offensive or defensive)
  A last ditch action, the pilot directs their (usually crippled) 
  craft in a kamikaze attack against an enemy vessel. This 
  utterly destroys the pilot’s vehicle but may inflict signifi-
  cant damage on whatever it strikes, depending on the 
  relative sizes. Unless performing this as a Heroic Last Act, 
  the pilot can attempt to eject as per Lose Control.
  reinforCe shields 
  (defensive only)
  Redistributes power to recharge the shields (assuming it 
  has any), recovering 10% of their full strength.
  system fAilure 
  (fumBle only)
  A vital part of the ship breaks down at the worst possible 
  moment. Roll on the relevant vehicle Systems table to 
  determine which part fails.
  tellinG dAmAGe 
  (offensive only)
  The pilot (or gunner) can roll the damage of his weapon 
  twice, and choose the higher of the two rolls.
  triCk mAnoeuvre 
  (CritiCAl, defensive only)
  Using some cunning ploy, the pilot of the target locked 
  vessel manages to reverse the situation, so that he comes 
  up behind his overshooting pursuer and effectively steals 
  the target lock. On the following round the pilot can now 
  open fire on his now inopportuned opponent.
  
  c
  32
  speeD, hulls,  
  structure, shielDs anD 
  suBsystems
  All vehicles possess a basic speed rating, a hull which 
  provides basic Armour Points and a Structure which rep-
  resents its Hit Points. Some vessels also mount deflector 
  Shields which protect the craft, but ablate under sustained 
  fire. In addition, vehicles are comprised of vital subsys-
  tems, which when damaged, will degrade the performance 
  of the craft.
  speed
  Since the physics of velocity, acceleration, drag and inertia 
  (to name but a few) are complex issues, modelling them 
  can quickly bog down a game. So as a simplification, 
  vehicles are given an abstract speed rating. This character-
  istic should only be used to see if one vehicle can overhaul 
  another; or if in a race to reach an objective, which vehicle 
  will arrive first.
  The speed rating represents a vehicle’s nominal operational 
  rate. In emergency situations this performance can be 
  increased by one step, at risk of wear or damage to the 
  engines. Although the same table is used for all vehicle 
  types, common sense should be applied so that only 
  vehicles of the same class are compared. For example if a 
  Starship and a Landspeeder both have the same accelera-
  tion rate of Rapid, then it should be obvious the spaceship 
  is comparatively faster.
  Vehicle Speed
  Speed Rating
  Notes
  Ponderous
  Fastest speed for Enormous 
  vehicles
  Sluggish
  Slow
  Fastest speed for Huge vehicles
  Mediocre 
  Gentle
  Fastest speed for Large vehicles
  Moderate
  Rapid
  Fastest speed for Medium vehicles
  Fast
  Fleet
  Fastest speed for Small vehicles
  hull And struCture
  The size and purpose of a vehicle affects the thickness of 
  its hull and resilience of its internal structure. A speeder-
  bike for example would have a minimal hull, built as they 
  are for speed and agility. An AT-AT on the other hand 
  being much larger vehicles designed for combat against 
  ground troops have more significant hulls.
  Whenever the vehicle suffers harm, the incoming dam-
  age is reduced by its Hull value. Any remaining damage 
  is subtracted from the vehicle’s Structure points and has 
  a percentage chance (equal to the penetrating damage) of 
  affecting a subsystem. If the vehicle is ever reduced to zero 
  Structure it is either utterly destroyed, or so badly wrecked 
  it must be scrapped.
  Due to their larger intrinsic size and the hostile environ-
  ments of space, starships have their own range of values.
  
  33
  RQ Star Wars
  Vehicle Size
  Civilian Hull 
  Range
  Military Hull 
  Range
  Structure 
  Range
  Example
  Small
  1-3
  4-6
  1-20
  Speederbike
  Medium
  1-6
  7-9
  21-40
  Landspeeder, Swoop
  Large
  4-9
  10-12
  41-60
  Skyhopper, Snowspeeder, AT-ST
  Huge
  7-12
  13-15
  61-80
  Sail Barge, LAAT Gunship
  Enormous
  10-15
  16-18
  81-100
  Sandcrawler, AT-AT
  Planetary Vehicle Hulls
  Vehicle Size
  Civilian Hull 
  Range
  Military Hull 
  Range
  Structure 
  Range
  Example
  Small
  4-9
  10-12
  10-50
  TIE Fighter, X-Wing
  Medium
  7-12
  13-15
  51-150
  YT-1300 Freighter, Nubian Yacht, Imperial Shuttle
  Large
  10-15
  16-18
  151-450
  Gallofree Transporter, CR25 Troop Carrier
  Huge
  13-18
  19-21
  451-1350
  Escort Frigate, AA-9 Coruscant Freighter
  Enormous
  16-21
  21-24
  1351-4050
  Star Destroyer
  Starship Hulls
  shields
  Deflector shields provide an additional layer of protection 
  for those vehicles which can mount them. Shields work 
  slightly differently than the Hull, due to their ablative 
  nature. If incoming damage is equal or less than the value 
  of the shields, then it is all blocked. If damage exceeds the 
  shield value, then any excess is reduces the shield strength 
  by that amount.
  For example, an X-Wing has a shield strength of 12 points. 
  If the starfighter was hit by a turbolaser for 11 damage, it 
  simply does not penetrate and has no additional effect. On 
  the other hand, if the same fighter was hit by a blast inflict-
  ing 15 damage, the excess three points would drop the shield 
  strength to 9.
  Once the strength of a deflector shield has dropped to 
  zero, it collapses. Any remaining damage carries onto the 
  hull.
  suBsystems
  Every time a vehicle suffers damage which penetrates its 
  hull, there is a chance that a vital subsystem has been 
  affected. Depending on which system has been hit, the 
  effects of subsystem damage can be catastrophic.
  The damage a subsystem can suffer is based purely on the 
  vehicle’s size. This is modelled by the number of times it is 
  hit, rather than the actual amount of damage. A single hit 
  on a Small vehicle will instantly destroy that subsystem. 
  It takes two hits to demolish a Medium sized vehicle’s sub-
  system, three for a Large vehicle, and so on.
  Subsystems which are damaged, but not yet destroyed, 
  suffer a loss in functionality. This is equal to the propor-
  tion of current hits to its total capability. Thus an Enor-
  mous vehicle hit twice in the Shield Generators would lose 
  40% of its shield strength (2 hits out of a maximum of 5). 
  The specific effect depends on what the subsystem con-
  trols.
  
  c
  34
  1d8
  System
  Partial Damage Result
  Total Failure Result
  1
  Cargo Compartment
  An amount of possessions or equipment 
  stored in the hold, proportional to the 
  damage, are destroyed
  Everything in the cargo compartment is destroyed
  2
  Communications
  Comms rolls suffer one additional grade 
  of difficulty each time they are damaged
  Vehicle can no longer communicate or spoof enemy 
  sensors
  3
  Controls
  Boating, Drive or Pilot rolls suffer one 
  additional grade of difficulty each time 
  they are damaged
  Vehicle can no longer be steered or change course
  4
  Drive/Repulsorlift
  Speed is reduced by an amount 
  proportional to the damage
  Vehicle can no longer propel itself (or float if supported 
  by a repulsorlift)
  5
  Pilot/Passengers
  A number of passengers proportional 
  to the damage are rendered casualties. 
  Those affected suffer a Major Wound 
  and must succeed in an Endurance roll 
  or be killed instantly
  Everyone aboard the vehicle dies
  6
  Power Core
  An additional (powered)subsystem 
  goes off-line each time the power 
  core is hit
  Vehicle is destroyed in a disastrous explosion
  7
  Sensors
  Sensor, Navigation and Weapon 
  attack rolls suffer one additional 
  grade of difficulty each time they are 
  damaged
  Vehicle is rendered blind
  8
  Weapons
  A number of weapon systems 
  proportional to the damage become 
  inoperative
  Vehicle can no longer fire weapons 
  Vehicle Subsystem Damage Table
  Asymmetric Encounters
  Sometimes characters will find themselves engaging vehicles in combat, when they themselves are on foot. This places them 
  at a severe disadvantage, unless carrying heavier weaponry or the vehicle is a civilian model. The biggest threats are the 
  power of the vehicle’s weaponry, which might vaporise a character with a single shot; the thickness of its hull; and the speed 
  of the vehicle as it passes back and forth. 
  In such situations, treat the encounter similarly to ‘Charging Through Contact’ on page 151 of the RuneQuest rules. 
  Clever players who can apply normal RuneQuest Special Effects in a creative way against the driver or vehicle itself, should 
  be permitted to do so.
  
  35
  RQ Star Wars
  1d10
  System
  Partial Damage Result
  Total Failure Result
  1
  Avionics
  Piloting rolls suffer one additional grade 
  of difficulty each time they are damaged
  Ship can no longer be steered or change course
  2
  Communications
  Comms rolls suffer one additional grade 
  of difficulty each time they are damaged
  Ship can no longer communicate or spoof enemy sensors
  3
  Crew
  A number of crew (and passengers) 
  proportional to the damage are rendered 
  casualties. Those affected suffer a 
  Major Wound and must succeed in an 
  Endurance roll or be killed instantly
  Everyone aboard the ship dies in catastrophic 
  atmospheric and life support failure
  4
  Hold/Hangar Bay
  An amount of cargo or carried vehicles 
  proportional to the damage are 
  destroyed 
  All ship carried cargo and vehicles are lost
  5
  Hyperdrive
  Hyperdrive speeds are reduced by an 
  amount proportional to the damage
  Ship can no longer jump to hyperspace
  6
  Reactor Core
  An additional (powered) subsystem 
  goes off-line each time the reactor 
  core is hit
  Ship is destroyed in a cataclysmic explosion
  7
  Sensors
  Sensor, Astrogation and Weapon 
  attack rolls suffer one additional 
  grade of difficulty each time they are 
  damaged
  Ship is rendered blind
  8
  Shields
  Shield strength is reduced by an 
  amount proportional to the damage. 
  Attempts to deflect incoming 
  fire suffer one additional grade of 
  difficulty each time the shields are 
  damaged
  Ship can no longer project deflector shields
  9
  Sublight Drive
  Sublight speeds are reduced by an 
  amount proportional to the damage
  Ship begins to drift and becomes a sitting duck
  10
  Weapons
  A number of weapon systems 
  proportional to the damage become 
  inoperative
  Ship can no longer fire weapons 
  Starship Subsystem Damage Table
  
  c
  36
  the force
  One of the most important things to impliment in a Star 
  Wars game is the Force. This is easily done in RuneQuest 
  by adopting the Mysticism rules. As in the original trilogy, 
  Force powers are only available to those trained in the Jedi 
  or the Sith paths, yet it would be simple enough to add 
  other, lesser known mystical orders.
  A vital aspect of Jedi or Sith is that they should remain in 
  parity with other party characters lacking force powers, 
  rather than becoming prodigious limelight stealers. Thus 
  force powers are toned down to the more modest effects 
  of the original movies (hence no Augmented skills) and 
  require the learning of two career restricted skills: Medita-
  tion and The Force.
  Depending on the particular path taken and rank 
  achieved, those sensitive to the Force may learn special 
  abilities, as per Learning Talents on page 223 of the Rune-
  Quest rules.
  using the Force
  As Magic Points do not exist in the setting, activating 
  Force Talents uses points of Tenacity instead. It costs 1 
  point to activate the talent, plus an additional point for 
  every level of power if boosted (see below). Otherwise use 
  the Mysticism rules for implementation and duration, but 
  ignore the ‘Limitations to Talents’ section on page 225.
  Using force abilities is dangerous. Members of the Jedi 
  Order are hunted within Imperial space. Any Jedi who 
  utilises a Force Talent has a chance of being detected by 
  the Emperor, who often meditates for long hours, feeling 
  for disturbances in the force, his Sense talent spread across 
  the galaxy. 
  At the conclusion of any scene or encounter where a Jedi 
  or rogue Sith uses the Force, total the amount of expended 
  Tenacity and then roll a d100. If the result is equal or less 
  than the Tenacity spent, then Palpatine has detected their 
  existence and will send agents to capture them. 
  Assuming they evade their pursuers, every time thereafter 
  the Emperor detects their presence, an ever larger or more 
  cunning team will be sent to hunt them down.
  the JeDi path
  Under the authority of Imperial edict, the Jedi Order has 
  been effectively destroyed. Only a few lone members still 
  remain hidden away at the fringes of the galaxy, hardly 
  daring to utilise their powers in fear of drawing the Em-
  peror’s notice. Nevertheless a few still dare to pass on their 
  secrets, maintaining the traditions of the ancient order.
  Those that follow the peaceful, beneficent Jedi path may 
  learn the following talents:
  •	
  Initiate: None, instead they are taught the skills of 
  the Jedi career
  •	
  Apprentice: Awareness, Sense, Telekinesis
  •	
  Knight: Coerce, Deflect, Telepathy
  •	
  Master: Healing, Hibernation, Illusion
  •	
  Grand Master: Concealment, Deny, Projection
  the sith path
  The Galactic Empire currently rests in the hands of a 
  cadre of fallen Jedi (called Sith) under the command of 
  Palpatine. Whilst pandering to the dark side of the force, 
  corrupted by its power, Sith are not necessarily adverse to 
  working together for personal gain. However, the Emperor 
  is always careful to ensure his most potent underlings do 
  not rise to a position where they can challenge his posi-
  tion.
  The Sith path teaches the following talents:
  •	
  Acolyte: None, instead they are taught the skills of 
  the Sith career
  •	
  Apprentice: Awareness, Sense, Telekinesis
  •	
  Adept: Conceal, Deflect, Violate
  •	
  Lord: Aura, Deny, Illusion
  •	
  Master: Leech, Lightning, Transfer
  
  37
  RQ Star Wars
  Force powers
  There are countless Force talents which have been studied, 
  mastered then lost throughout the long history of the 
  galaxy. The list below are merely those commonly known 
  to the current Jedi and Sith orders. 
  Most of the talents have several levels of increasing power, 
  which can be achieved if the user accepts an increment-
  ing Difficulty Grade to The Force skill roll. Although 
  this requires more Tenacity to use, the maximum penalty 
  the user may attempt depends entirely on their rank; 
  representing the higher levels of technique and training 
  required.
  For example, a Jedi Apprentice cannot increment the power 
  level of Telekinesis, being limited to moving just a few kilos. 
  A Jedi Master on the other hand can attempt to move objects 
  up to a hundred times heavier, suffering a difficulty grade of 
  Formidable and increasing the cost to 3 points of Tenacity to 
  do so.
  Jedi/Sith Rank and Power Grades
  Jedi Rank
  Sith Rank
  Maximum 
  Difficulty Grade
  Initiate
  Acolyte
  None
  Apprentice
  Apprentice
  None
  Knight
  Adept
  Hard
  Master
  Lord
  Formidable
  Grand Master
  Master
  Herculean
  Force practitioners may use a Force Point (Luck Point) to 
  reduce the skill penalty by one step (but not the increased 
  power level and Tenacity cost), when rolling to see if the 
  boosted Talent succeeds.
  In cases of extreme necessity a practitioner may call upon 
  the Dark Side, using a Force Point to temporarily boost 
  their Maximum Difficulty Grade by a single step, thus 
  permitting them to achieve a level of power normally be-
  yond them. This however, is addictive and will gradually 
  increase their chances of falling to the Dark Side.
  the dArk side
  Every time a Jedi character performs an evil act, or uses a 
  Force Point to achieve more power, they gain a Dark Side 
  Point. These accumulate over time and once the number 
  of DSPs equals or exceeds the character’s Tenacity, they 
  turn to the Dark Side. 
  From this moment on, the Jedi no longer recovers Force 
  Points at the end of every session. Instead they gain them 
  back by performing evil, destructive deeds at dramati-
  cally appropriate moments. For instance, publically killing 
  an important NPC who would otherwise have given 
  the character vital information. Such acts must be done 
  openly, not hidden away ‘off-scene’.
  In addition, the fallen character may not learn any further 
  skills and talents from his fellow Jedi and will probably 
  be arrested or exiled by the remnants of the Order. This 
  leaves them the choice of hiding away, allowing their force 
  powers to stagnate; or seeking out a Sith to adopt them.
  Once a Jedi character has fallen to the Dark Side they are 
  subject to its corrupting influence. Whenever they use The 
  Force and roll a fumble, they are twisted by its terrible 
  power. Roll on the following table:
  Dark Side Corruption
  1d6
  Corruption
  Effect
  1
  Aged
  Physically age by 1d6+4 years
  2
  Damaged
  Lose 1d3 points from a physical 
  Characteristic (STR, CON or DEX)
  3
  Maddened
  Gain a psychosis, such as hallucinations, 
  delusion, paranoia or the like
  4
  Obsessed
  Increase 1d6 Passions by 1d6+4%
  5
  Warped
  An aspect of appearance becomes twisted 
  – eyes turn red, skin looks jaundiced, hair 
  falls out, teeth rot and so on
  6
  Weakened
  Lose 1d6+4% from 1d6 random skills
  Recovering from the Dark Side is extremely difficult. A 
  single Dark Side Point may be expunged by performing 
  a notably selfless deed combined with spending as many 
  Experience Rolls as the current total of DSPs. For many 
  who fall into darkness, the efforts are simply too great and 
  they resign themselves to what they have become.
  
  c
  38
  talents
  The majority of the Force Talents are based on those in the 
  RuneQuest book on pages 226-227, with minor tweaks to 
  better reflect the setting. Following each description are 
  the effects of boosting the power to higher levels.
  Any Talent that has an offensive effect on the recipient, 
  for example Lightning or Violate, may be resisted with the 
  appropriate skill in an opposed roll (either Endurance or 
  Willpower depending on whether it is a physical or mental 
  attack). If the recipient wins, then the Talent has no effect 
  on them.
  AurA
  As per Aura save that it can only project Dark Side emo-
  tions upon those in the local vicinity, such as anger, fear 
  or hatred. Aura is resisted with Willpower. Boosting the 
  power increases the area affected. Hard – city-wide, For-
  midable – continental, Herculean – planetary.
  AwAreness
  As per the same talent, save that the ability only works 
  providing it concerns something the Jedi or Sith has a 
  Passion for. For instance Palpatine might possess Hate 
  (Rebellion). Boosting the power increases its range. Hard 
  – city-wide, Formidable – planetary, Herculean – any-
  where in the galactic empire.
  CoerCe
  Permits the user to affect the mind of the target, at its 
  most basic, briefly misdirecting suspicions or mild attitude 
  changes. Coerce is resisted with Willpower. Boosting the 
  power permits more radical manipulations, something 
  Jedi are loathe to perform. Hard – force the target to do 
  ethically borderline acts they would normally refuse, For-
  midable – force the target to perform ethically repugnant 
  acts or those which would break their own Passions, Her-
  culean – turn the user into a self-sacrificing, dominated 
  slave.
  ConCeAlment
  Hides the user from being perceived by other force powers 
  such as Awareness or Sense. Boosting the power increases 
  the area affected. Hard – city-wide, Formidable – conti-
  nental, Herculean – planetary.
  Control
  Grants the user the ability to control their own pain, 
  ignoring the effects of Serious Wounds. Hard – ignore 
  the incapacitation of Major Wounds, Formidable – ignore 
  physical torture, Herculean – ignore Force based torture.
  defleCt
  As per Arrowcut, except the user can parry blaster bolts. 
  Hard – may parry an additional bolt per Combat Round 
  for free, Formidable – two additional bolts, Herculean – 
  three additional bolts.
  deny
  As per Denial, the user can suppress a harmful energy 
  or environmental process from inflicting injury upon 
  themselves. The ability drains away or bolsters against 
  the following energies: Cold, Heat, Radiation, Electricity 
  and Light. When defending against a directed attack, the 
  user of Deny must oppose the attack roll with their Force 
  skill. Winning the roll negates the attack entirely, whilst 
  losing submits them to the full effect. Boosting the power 
  increases the number of energy types affected. Hard – one 
  extra, Formidable – two extra, Herculean – three extra.
  heAlinG
  As per Enhance Healing Rate, this talent raises the speed 
  of recovery by one step. The user can also use the power 
  to accelerate the recovery of others. Boosting the power 
  increases the recovery rate. Hard – two steps, Formidable 
  – three steps, Herculean – four steps.
  hiBernAtion
  As per Heart Slow except that it lasts a number of days 
  
  39
  RQ Star Wars
  equal to one tenth of their Force skill. Boosting the power 
  allows the user to extend the period of hibernation. After 
  the period finishes the user must recuperate for several 
  days before attempting the talent again. Hard – weeks, 
  Formidable – months, Herculean – years.
  illusion
  Produces an illusory sight, sound, even smell which others 
  sense using their normal perceptions. Although the pro-
  portions of the illusion are minor (no larger than a cat, no 
  louder than a whisper, etc), it is tangible in that it can be 
  perceived and recorded by mechanical and electrical de-
  vices. Thus a droid can be deceived by an illusion, provid-
  ing it lacks other sensors which would report an anomaly. 
  Sith often utilise Illusion to disguise themselves. Affecting 
  more than one sense requires additional incidences of this 
  Talent. Boosting the power allows the scale of the illusion 
  to be increased. Hard – human sized, Formidable – ve-
  hicle sized, Herculean – starship sized.
  leeCh
  Steals the life energy from the user’s surroundings so that 
  they require no food or sleep. Its reach depends on the 
  type of life in the nearby surroundings, sapient beings 
  being the best source of energy, animals secondary and 
  plant life making do if nothing else is available. Boosting 
  the power enables the user to recuperate higher levels of 
  life energy, which are removed from nearby victims as, 
  and when, they are needed. Hard – recover all fatigue, 
  Formidable – recover all Hit Points damage, Herculean – 
  cease aging. (Note that a Sith utilising this Talent can still 
  be killed if they suffer an instantly fatal Major Wound.)
  Ambushed by assassins, a Sith Master is shot with a blaster. 
  Rather than collapse from the Serious Wound to his abdo-
  men, the nearest assassin groans in horror as his own body 
  is drained of life to heal the Sith’s injury – the original 10 
  points damage from the blaster bolt, split evenly across all his 
  body locations.
  liGhtninG
  User sends out force lightning which inflicts terrible agony 
  on the target, forcing them to resist the attack with their 
  Willpower in an opposed roll. If the victim loses they are 
  overwhelmed by the pain and collapse incapacitated for 
  1d3 Combat Rounds. Boosting the power additionally 
  inflicts physical damage on every Hit Location the target 
  possesses. Hard – 1d6 damage per round, Formidable 
  – 2d6 damage per round, Herculean – 3d6 damage per 
  round.
  proJeCtion
  As per Astral Projection, but in addition at the moment of 
  death the user can become ‘One with the Force’ essentially 
  transcending their body entirely to become an ethereal 
  ghost. Boosting the power increases its range. Hard – city-
  wide, Formidable – planetary, Herculean – anywhere in 
  the galaxy.
  sense
  Allows the psychic sensing of living things (or loss of life), 
  plus it also detects the presence, potential and use of the 
  Force in the local environment. This talent even allows the 
  user to perceive their surroundings without needing their 
  own physical senses. Thus a Jedi blinded or deafened for 
  whatever reason can still discern their immediate sur-
  roundings. Boosting the power increases its range. Hard – 
  city-wide, Formidable – planetary, Herculean – anywhere 
  in the galaxy.
  telekinesis
  Lift, push or grasp objects of up to one tenth of the 
  user’s Force skill in kilograms. If resisted, the STR of the 
  telekinesis is equal to the user’s POW. It can be used in a 
  variety of ways from aiding jumps to choking opponents 
  from afar. The latter is treated as an Unarmed attack for 
  the purposes of damage (Suffocation or 1d3 damage per 
  Turn), providing the user can manage its total weight. 
  Boosting the power increases the mass which may be 
  controlled or attacked. Hard – tens of kilos, Formidable – 
  hundreds of kilos, Herculean – tons.
  telepAthy
  Able to send a one sentence mental message to somebody 
  else in the local area. Boosting the power increases the 
  
  c
  40
  range. However, if the user sends to a person with whom 
  they have a Passion, the difficulty is reduced one step. 
  Hard – city-wide, Formidable – continental, Herculean – 
  planetary.
  trAnsfer
  Permits the transference of the Sith’s essence or soul into 
  an inanimate object or new body in order to avoid death. 
  Such efforts are acts of desperation however, the soul 
  gradually fading or growing insane over time. At its basic 
  level the Sith may only hold themselves together for up to 
  one tenth of their Force skill in years. When reincarnating 
  into somebody else’s body, treat the battle as a Spirit Com-
  bat using Tenacity points. Boosting the power extends the 
  Sith’s existence without a body. Hard – decades, Formi-
  dable – centuries, Herculean – millennia.
  violAte
  Ransacks the mind of the target, sensing their thoughts 
  and ripping free recent memories from within the last day. 
  Violate is resisted with Willpower. Boosting the power 
  extends the depth of memory plundered. Hard – memo-
  ries from the last week, Formidable – from the last year, 
  Herculean – any memory whatsoever.
  lightsaBer styles
  Not all who are wise in the ways of the Force engage in 
  physical combat, but for those that do, the lightsaber is 
  their antiquated armament of choice. As Obi Wan says 
  “This is the weapon of a Jedi Knight. Not as clumsy or 
  random as a blaster. An elegant weapon for a more civi-
  lized time.” 
  In the original trilogy there is nothing superhuman about 
  the use of lightsabers, save perhaps their ability to parry 
  blaster bolts. Indeed someone skilled in firearms is as dan-
  gerous as any Jedi... something which should be borne in 
  mind when creating a party of adventurers to ensure that a 
  Jedi character does not outshine his or her compatriots.
  Since lightsabers are rather difficult and dangerous to 
  wield, they have their own individual Combat Style of 
  the same name. Only Jedi or Sith may learn this style, 
  although depending on the master who teaches them, 
  the style may possess a different trait; Luke Skywalker’s 
  lightsaber style trait would be Swashbuckling for example, 
  whereas Darth Vader’s is Throw Weapon. Beyond this 
  there are no specific differences between styles.
  liGhtsABer stAtistiCs
  Damage: 2d8
  Size: Small (No Mass)
  Reach: Long
  Combat Effects: Damage Weapon, Sunder
  AP/HP: 6/8 
  Traits: Cauterising (see RuneQuest Firearms, page 11)
  Cost: N/A
  In general, the only thing which can safely parry a light-
  saber is another lightsaber.
  
  41
  RQ Star Wars
  The Seven Forms
  Whilst this article is primarily focussed towards running a Star Wars game set during the Original Trilogy, some aspects of Rune-
  Quest make it perfect for lightsaber combats portrayed in the subsequent movies. An immediate observation is that the Jedi of the 
  prequels are so far beyond human, that they can single-handedly defeat entire battalions of war droids.
  Such abilities are easily handled by simply permitting Jedi (and Sith) to augment their lightsaber combat style and enhance their 
  number of Action Points. Several levels of either will quickly make a Jedi unstoppable to anything other than another practitioner 
  of the force.
  According to the Expanded Universe, there were also seven distinct forms of lightsaber combat. This too can be modelled by 
  creating one unique sub-style for each form, and assigning it several Special Effects which only that sub-style can use. By default a 
  Jedi starts off with Form I, but may add further forms to his Lightsaber style at an incrementing cost in Experience Rolls (3 for the 
  second, 6 for the third and so on) and three months training per form. The forms can learned in any order the Jedi desires, but Form 
  VII can only be chosen after all the others have been mastered.
  Form I: Shii-Cho – The first form taught to initiates within the Jedi Order. Its tuition provides the basic knowledge of the sword-
  fighting principles with an emphasis on sweeping strokes that is required for practice of all the other forms. Shii-Cho philosophy 
  encourages victory without injury and as such, one of the attacks utilized by Form I practitioners is referred to as the “Disarming 
  Slash”, consisting of a strike directed at the opponent’s weapon in an attempt to rip it out of their grasp. Special Effects: Choose 
  Location, Disarm
  Form II: Makashi – This form relies on precision swordplay to counter the sweeping movements demonstrated by Shii-Cho, 
  and a focus on protecting one’s weapon to avoid being disarmed. Its minimalistic movements are encouraged by a more pronounced 
  single-handed use, which in turn lends itself to the thrust. Special Effects: Impale, Overextend Opponent
  Form III: Soresu – A defensive form, designed to counter blaster-wielding opponents, as the previous combat styles focus on 
  lightsaber dueling. Becoming the most defensive of the seven forms, Soresu utilises tight moves and evasive dodges designed to pro-
  vide maximum defensive coverage, leaving the duelist less exposed to ranged fire. Special Effects: Arise, Select Target
  Form IV: Ataru – An aggressive combat form relying on rapid movement and blinding speed. Practitioners of Ataru are always 
  on the offensive, attacking with wide, fast, and rapid swings. It is best used against a single opponent. Special Effects: Bypass Armour, 
  Flurry (yes, with a lightsaber)
  Form V: Djem So – This form places a heavy focus on brute strength, utilising powerful strikes and parries to knock an opponent 
  back just through sheer kinetic force, throwing them off balance and leaving them vulnerable to further strikes. Special Effects: Bash, 
  Press Advantage
  Form VI: Niman – A dual blade form balancing both attack and defence. The style has given rise to some very creative techniques 
  such as passively blocking with one of the blades, or using the first lightsaber to bind their opponent’s weapon, rendering them 
  defenceless against the second. Special Effects: Enhance Parry, Pin Weapon (both of which can be chosen without needing to have 
  rolled a critical success)
  Form VII: Juyo – Described as the most vicious form of lightsaber combat, it is said to be filled with both fury and malignant 
  grace. It leads the user perilously close to the dark side due to its focus on the joy of physical combat. Its advantage lies in its unpre-
  dictability, such as deactivating the blade as to bypass the opponent’s block before re-igniting it in the hapless foe. Special Effects: 
  Circumvent Parry, Maximise Damage (both of which can be chosen without needing to have rolled a critical success)
  
  c
  42
  creatures
  A set of iconic creatures from the movies, with a few extra 
  thrown-in for fun...
  BAnthA
  The bantha are one of the most adaptable herbivorous creatures 
  in the galaxy and could be found on several worlds. They can 
  survive in almost any environment and go without food or water 
  for several weeks. Although bantha subspecies have diverged 
  from their baseline ancestors, most share similar characteristics. 
  Bantha are quadrupeds covered with shaggy fur. An adult 
  stands between two and three meters tall and can weigh up to 
  4,000 kilos. Bulls tend to be slightly larger than the cows and 
  both genders grow a pair of very large spiral horns. Most female 
  banthas attain just a single spiral during their lifetimes, whilst a 
  male can achieve two.
  Some sentient species have been known to ride banthas, such as 
  Tusken Raiders.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+24 (31)
  Action Points
  2
  1–2
  Right Hind Leg
  4/12
  CON: 3d6+10 (21)
  Damage Modifier
  +2d6
  3–4
  Left Hind Leg
  4/12
  SIZ: 4d6+24 (38)
  Tenacity
  7
  5–7
  Hindquarters
  4/13
  DEX: 2d6 (7)
  Movement
  12m
  8–10
  Forequarters
  4/14
  INS: 2d6+4 (11)
  Strike Rank
  9
  11–13
  Right Front Leg
  4/11
  POW: 2d6 (7)
  Natural Armour
  Thick, woolly hide.
  14–16
  Left Front Leg
  4/11
  Abilities
  Intimidate, Trample
  17–20
  Head
  4/12
  Force Sensitivity
  None
  Skills: Athletics 58%, Brawn 89%, Endurance 82%, Evade 34%, Perception 38%, Willpower 38%
  Combat Style: Butt and Trample 58%
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Horns
       H           M         1d10+2d6            As for Head
  Trample
       E            T             4d6                   As for Legs
  diAnoGA
  Large cephalopods, dianoga are capable of growing up to ten 
  meters in length, though most specimens grew to approximately 
  five or six meters. They have a single eyestalk protruding from 
  their mollusk-like bodies, and seven suckered tentacles sur-
  rounding a disconcertingly fanged maw. Almost sapient, these 
  cunning creatures are formidable ambushers, utilising their 
  tentacles to drag victims to its oral cavity.
  Dianoga originated on the planet Vodran where the creatures 
  evolved a form of natural camouflage to avoid the planet’s large 
  predators. Their bodies become transparent when unfed, yet 
  conversely, adopt the tint of whatever food they have just eaten. 
  Over many millennia, dianoga have migrated from their home-
  world by stowing away aboard garbage ships in their microscopic 
  larval forms. They are commonly found in trash compactors, 
  garbage pits and sewers across the galaxy, living off any organic 
  matter which is flushed into their grasp.
  
  43
  RQ Star Wars
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+15 (22)
  Action Points
  6 (Multi-Limbed)
  01-02
  Tentacle 1
  1/10
  CON: 2d6+12 (19)
  Damage Modifier
  +1d10
  03-04
  Tentacle 2
  1/10
  SIZ: 2d6+21(28)
  Tenacity
  7
  05-06
  Tentacle 3
  1/10
  DEX: 2d6+15 (22)
  Movement
  2m (land), 6m (swim)
  07-08
  Tentacle 4
  1/10
  INS: 2d6+7 (14)
  Strike Rank
  18
  09-10
  Tentacle 5
  1/10
  POW: 2d6 (7)
  Natural Armour
  Blubbery Skin
  11-12
  Tentacle 6
  1/10
  Abilities
  Camouflaged, Grappler, Multi-Limbed, 
  Swimmer
  13-14
  Tentacle 7
  1/10
  15-18
  Body
  1/12
  19-20
  Eyestalk
  1/10
  Force Sensitivity
  None
  Skills: Brawn 80%, Endurance 68%, Evade 74%, Perception 61%, Stealth 76%, Swim 71%, Willpower 54%
  Combat Style: Writhing Doom (Tentacles, Beak) 74%
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Tentacle
       L           VL         Grapple             As for Tentacle
  Beak
       L            T         1d8+1d10             As for Body
  Ghest
  Ghests are reptilians from the swamps of Rodia, who alternate 
  between a bipedal gait and slithering through the mud on their 
  bellies. They are a pale corpselike colour, covered with a foul, 
  slippery slime which hides their scent. Although large compared 
  to a Rodian they hunt as packs of 4-6 members, using their base 
  instincts to lay cunning traps.
  Before the technological development of the planet, ghests 
  were feared for attacking and completely destroying primi-
  tive villages, so that the creature became an icon of death and 
  destruction in their mythology. Some desperate Rodians work as 
  ghestslayers, even obtaining notoriety while doing so.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+12 (19)
  Action Points
  3
  1–2
  Tail
  2/6
  CON: 2d6+9 (16)
  Damage Modifier
  +1d4
  3–5
  Right Leg
  2/6
  SIZ: 2d6+6 (13)
  Tenacity
  7
  6–8
  Left Leg
  2/6
  DEX: 2d6+12 (19)
  Movement
  10m
  9–11
  Abdomen
  2/7
  INS: 2d6+5 (12)
  Strike Rank
  16
  12–14
  Chest
  2/8
  POW: 2d6 (7)
  Natural Armour
  Slimy scales.
  15–16
  Right Arm
  2/5
  Abilities
  Blood Sense, Leaper
  17–18
  Left Arm
  2/5
  Force Sensitivity
  None
  19–20
  Head
  2/6
  Skills: Athletics 78%, Brawn 52%, Endurance 52%, Evade 68%, Perception 59%, Track 68%, Willpower 48%
  Combat Style: Ripper (Bite, Claw) 78%
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Bite
       M           T         1d4+1d4             As for Head
  Claw
       M           M        1d6+1d4              As for Legs
  
  c
  44
  krAyt drAGon
  A fierce hunter, the krayt dragon is the predatory pinnacle of the 
  Tatooine ecology, primarily feeding on bantha but more than 
  willing to eat anything which moves, including vehicles. They 
  grow continuously throughout their lives to an average length 
  of 45 meters and weight of 20 tons. Longer lived specimens 
  become so large that they grow extra pairs of legs to support 
  their weight. The greatest recorded example was over a hundred 
  metres in length and had ten legs.
  Krayts possess a set of sharp teeth used for capturing prey, but 
  swallow it whole, relying on ingested stones to grind the food 
  through a series of gizzards into a digestible state. A side product 
  of this process, worn and polished stones, known as dragon 
  pearls, are a valuable commodity among jewellers. However, 
  since they can only be garnered from the gizzard of krayt, few 
  are suicidal enough to hunt them.
  The following statistics are for an immature krayt dragon. For 
  an adult increase the Armour Points to 15 points and add +10 to 
  STR and SIZ!
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+30 (37)
  Action Points
  3
  1-3
  Tail
  12/19
  CON: 2d6+18 (25)
  Damage Modifier
  +2d10
  4-5
  Right Hind Leg
  12/18
  SIZ: 2d6+60 (67)
  Tenacity
  11
  6-7
  Left Hind Leg
  12/18
  DEX: 2d6+6 (13)
  Movement
  10m
  8-10
  Hindquarters
  12/20
  INS: 2d6+5 (12)
  Strike Rank
  13
  11-14
  Forequarters
  12/21
  POW: 4d6 (14)
  Natural Armour
  Heavy scales.
  15-16
  Right Front Leg
  12/18
  Abilities
  Engulfing, Terrifying, Trample
  17-18
  Left Front Leg
  12/18
  Force Sensitivity
  None
  19-20
  Head
  12/19
  Skills: Brawn 124%, Endurance 90%, Evade 58%, Perception 54%, Stealth 59%, Willpower 58%
  Combat Style: Doom of the Sands (Bite and Trample) 86%
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Bite
       C           VL        2d6+2d10            As for Head
  Trample
       C           VL           4d10                 As for Legs
  rAnCor
  Rancors are large carnivorous 5-10m high reptomammals 
  native to the long-lost planet of Dathomir. They were usu-
  ally born a dull greenish brown, which helped them blend 
  into a wide range of terrain types. They are used for many 
  things, ranging from mounts for the Witches of Dathomir 
  to pets for crime lords; they have even been transplanted 
  to other worlds to serve as untamed guard beasts.
  Rancors walk on two relatively stubby legs, with longer 
  forelimbs utilized for catching prey, though they can 
  lumber on all fours at times. A rancor’s flat face is domi-
  nated by an oversized mouth full of razor sharp teeth. The 
  skin of a rancor is tough enough to deflect blaster bolts, 
  making it an efficient killing machine – and an excellent 
  source of leather for expensive vests and boots. The crea-
  tures possess good night-vision, but their eyesight is not as 
  sharp as a Human’s in daylight.
  The example given here is for an adolescent rancor a mere 
  four metres tall. For each additional 2 metres of height 
  add +3 STR, +6 SIZ and +1 Armour Point.
  
  45
  RQ Star Wars
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+15 (22)
  Action Points
  2
  1–3
  Right Leg
  8/10
  CON: 2d6+12 (19)
  Damage Modifier
  +1d10
  4–6
  Left Leg
  8/10
  SIZ: 2d6+21 (28)
  Tenacity
  11
  7–9
  Abdomen
  8/11
  DEX: 3d6 (11)
  Movement
  8m
  10-12
  Chest
  8/12
  INS: 2d6+5 (12)
  Strike Rank
  12
  13–15
  Right Arm
  8/9
  POW: 3d6 (11)
  Natural Armour
  Thick Skin.
  16–18
  Left Arm
  8/9
  Abilities
  Death Sense, Frenzy, Intimidate, Night Sight
  19–20
  Head
  8/10
  Force Sensitivity
  None
  Skills: Athletics 53%, Brawn 80%, Endurance 68%, Evade 42%, Perception 42%, Willpower 42%
  Combat Style: Grab and Chew 73%
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Clawed Hand
       L           L          1d6+1d10            As for Arm
  Toothy Max
       L           T          1d8+1d10            As for Head
  tAuntAun
  Tauntauns are a species of tailed, bipedal mammals 2.5m tall, 
  indigenous to the icy world of Hoth. Strong and tough they 
  are commonly used as pack animals or riding beasts by the few 
  settlers who eke out a living on the planet. During the establish-
  ment of the Rebel Alliance’s secret base, Tauntauns were used 
  as patrol mounts when it was discovered that their own vehicles 
  could not cope with the intensely cold weather.
  Despite their thick fur (coloured white for camouflage), 
  tauntauns seek shelter at night to avoid the extreme temperature 
  drop; entering a hibernation state to conserve energy. The crea-
  tures normally subsist on fungus and lichen that grow beneath 
  the frost layer, but are not adverse to eating small rodents which 
  cross their path.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+18 (25)
  Action Points
  3
  1-3
  Tail
  2/11
  CON: 2d6+6 (13)
  Damage Modifier
  +1d12
  4-5
  Right Hind Leg
  2/10
  SIZ: 4d6+20 (34)
  Tenacity
  7
  6-7
  Left Hind Leg
  2/10
  DEX: 2d6+6 (13)
  Movement
  10m
  8-10
  Hindquarters
  2/11
  INS: 2d6+6 (13)
  Strike Rank
  13
  11-14
  Forequarters
  2/12
  POW: 2d6 (7)
  Natural Armour
  Thick fur, plus horns on head
  15-16
  Right Front Leg
  2/10
  Abilities
  Ice Sense (detect thickness and 
  vibrations)
  17-18
  Left Front Leg
  2/10
  19-20
  Head
  4/10
  Force Sensitivity
  None
  Skills: Athletics 68%, Brawn 79%, Endurance 66%, Evade 46%, Perception 60%, Stealth 66%, Survival 60%, Willpower 44%
  Combat Style: Herd Fury (Bite and Claws) 58%
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Hind Claw
       H           L          1d8+1d12            As for Leg
  Tail Lash
       L            L          1d6+1d12            As for Tail
  
  c
  46
  wAmpA
  Standing at heights of up to three meters and weighing over 
  200kg, wampas are lethal predatory beasts. They possess long, 
  powerful arms, razor-sharp claws capable of carving caves and 
  tunnels out of ice, and a fanged mouth. Aided by an acute sense 
  of smell and a coat of thick fur (often stained by the blood and 
  guts of slaughtered prey), carnivorous wampas roam Hoth’s icy 
  plains hunting for tauntauns or anything else they can catch.
  Primarily solitary hunters, wampas occasionally hunt in packs, 
  preferring to ambush their prey from the concealment of snow 
  drifts or blizzards. Stunned victims are carried back to the crea-
  tures’ lair, typically large ice caves, where the wampa then eats at 
  its leisure, or in times of glut, suspending prey from the ceiling 
  to preserve it in the dry, icy cold.
  While rarely seen away from their remote homeworld, wampas 
  have been used in illegal gladiatorial combats or transported 
  to remote game reserves, being highly valued among big-game 
  hunters for the challenge that came with hunting the creatures, 
  as well as for their pelts, stuffed heads, and other miscellaneous 
  souvenirs.
  Characteristics
  Attributes
  1d20
  Location
  AP/HP
  STR: 2d6+12 (19)
  Action Points
  2
  1–3
  Right Leg
  3/9
  CON: 2d6+9 (16)
  Damage Modifier
  +1d8
  4–6
  Left Leg
  3/9
  SIZ: 2d6+18 (25)
  Tenacity
  7
  7–9
  Abdomen
  3/10
  DEX: 3d6 (11)
  Movement
  8m (all fours); 2m (snow digging)
  10-12
  Chest
  3/11
  INS: 2d6+6 (13)
  Strike Rank
  12
  13–15
  Right Arm
  3/8
  POW: 2d6 (7)
  Natural Armour
  Thick fur
  16–18
  Left Arm
  3/8
  Abilities
  Blood Sense, Burrower, Camouflaged
  19–20
  Head
  3/9
  Force Sensitivity
  None
  Skills: Athletics 50%, Brawn 84%, Endurance 62%, Evade 42%, Perception 57%, Stealth 64, Survival 53%, Track 69%, Willpower 
  48%
  Combat Style: Shred Apart 70%
  Natural Weapons:      Size/Force   Reach      Damage                 AP/HP
  Big Claws
       L            M         1d8+1d8             As for Arm
  
  47
  RQ Star Wars
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Misc/RuneQuest 6 - StarWars.pdf