Professional Documents
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ROTS Collection 20060411
ROTS Collection 20060411
Collection
By Gary M. Sarli
Introduction
The Revenge of the Sith Collection is a compilation of game
material originally published in articles on the Wizards of the
Coast Star Wars Roleplaying Game website: “Villains of
Revenge of the Sith,” “Heroes of Revenge of the Sith,”
“Starships and Vehicles of Revenge of the Sith,” and “Jedi
Counseling.” They are presented here in an easy-to-use (and
easy-to-print) format.
Chapter One contains game statistics for the heroes of
Episode III: Obi-Wan Kenobi, Yoda, Mace Windu, Bail Organa,
Captain Antilles, Tarfful, and Chewbacca.
Chapter Two presents game statistics for the villains of
Episode III: Anakin Skywalker, Emperor Palpatine, and
General Grievous.
Chapter Three is a collection of droids, weapons, and
equipment seen in the movie: bodyguard droids, buzz droids,
Kashyyyk long-guns, the electrostaff, the BlasTech DT-57
“Annihilator” heavy blaster pistol, cyborg hybrid (a new type
of cybernetic enhancement), and several new pieces of droid
equipment.
Chapter Four contains the starships and vehicles of
Episode III, everything from the Venator-class star destroyer
to the Eta-2 interceptor to the AT-RT one-man walker.
Chapter Five presents new rules and errata inspired by
2 (or relevant to) the movie, originally presented in the Jedi
Counseling column (#60, 64, 65, 70–74, 78–79, 83, 89).
You may also want to read the appendix of Ultimate
Missions: Revenge of the Sith for more roleplaying game
statistics, including alternate versions of Anakin Skywalker,
Bail Organa, Chewbacca, General Grievous, Obi-Wan Kenobi,
and Tarfful. That appendix also includes characters not
included herein—San Hill, Sly Moore, Tion Medon, and Wat
Tambor—as well as Utapaun species traits, making that
species available to players. In addition, the appendix of the
Attack on Endor Scenario Pack has roleplaying game statistics
for the clone troopers’ BARC Speeder and the reptilian
varactyl used as mounts on Utapau.
Unlike the roleplaying game statistics in Ultimate
Missions: Revenge of the Sith and Attack on Endor Scenario
Pack, this collection was written using rules outside the Star
Wars Roleplaying Game revised rulebook—while it should
REVENGE OF THE SITH COLLECTION
References:
A&EG Arms & Equipment Guide
CCW Coruscant & the Core Worlds
GCG Galactic Campaign Guide
DSSB Dark Side Sourcebook
HG Hero’s Guide
PotJ Power of the Jedi Sourcebook
UAA Ultimate Alien Anthology
UAd Ultimate Adversaries
REVENGE OF THE SITH COLLECTION
Chapter One: Heroes
Obi-Wan Kenobi
General Kenobi, now a member of the Jedi Council, and his
former Padawan, Anakin Skywalker, returned from the Outer
Rim sieges to rescue Palpatine from General Grievous and
Count Dooku. Later sent to hunt for Grievous on Utapau,
Kenobi was unable to provide guidance to Anakin in his
darkest hour—and, after surviving his clone troopers’
assassination attempt, he learned the terrible truth behind
the massacre at the Jedi Temple. On Mustafar, the Master
and his former student would cross blades—but not for the
last time.
Face/Reach 2 m by 2 m/2 m; Rep +2; Str 15, Dex 15, Con A BUZZ-DROID MISSILE
15, Int 13, Wis 12, Cha 8. Challenge Code D.
Equipment: Electrostaff, grappling claw, heuristic Beware the dark side
processor, light armor, locked access, magnetic feet,
Cost: 2,000
secondary battery, sensors (improved sensor package,
Availability: Prevalent, military
infrared vision), vocabulator. Era: Rise of the Empire
Skills: Balance +5, Climb +3, Disguise +5, Intimidate
+7, Jump +16, Knowledge (streetwise) +5, Listen +7, Buzz-droid missiles are intended to disable, not destroy, their
Search +3, Sense Motive +5, Spot +7, Survival +3, Tumble targets. They have been so effective on Tri-fighters that some
+4. Vulture droid starfighters have been refitted to carry them. If
Feats: Ambidexterity, Combat Expertise, Combat a buzz-droid missile hit, it inflicts no damage; however, one
Reflexes, Heroic Surge, Improved Initiative, Track, Two- buzz droid lands on the target. For every 3 points by which
the attack roll exceeds the target’s Defense, an additional
Weapon Fighting, Weapon Focus (electrostaff).
buzz droid lands on the target, to a maximum of five buzz
droids.
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Buzz Droid: Walking sabotage droid, Expert 1; Init +7 Size: Medium-size
(Dex); Defense 21 (+4 size, +7 Dex); Spd 2 m; VP/WP —/2; Hardness: 5
Atk +7 ranged (2d4, plasma cutting torch*) or +1/+1 ranged WP: 5
(2d4, plasma cutting torch*); SV Fort +0, Ref +7, Will +2; Break DC: 17
SZ D; Face/Reach 0.5 m by 0.5 m/0 m; Rep +0; Str 2 (12), Availability: Common, restricted
Dex 24 (18), Con 10 (12), Int 16, Wis 10, Cha 6. Challenge Era: Rise of the Empire, Rebellion
Code A.
* Plasma cutting torches have a maximum range of 2 meters. Taking a A “superheavy” blaster pistol like the Caliban Model X and the
full-round action to attack a stationary target (such as a starship on which the
droid is standing or a helpless character) allows the plasma cutting torch to
BlasTech T-6 “Thunderer,” the DT-57 “Annihilator” packs a
ignore the first 10 points of the target’s damage reduction. heavy punch without loss of range. Obi-Wan Kenobi used a
Equipment: Drill head, extendable computer probe, DT-57 to defeat General Grievous on Utapau.
plasma cutting torch (×2), circular saw, prying hook, pincer,
Electrostaff
puncture/cutting tool, magnetic feet, sensors (improved
Weapon Type: Melee weapon
sensor package, infrared vision), self-destruct system,
Proficiency Group: Vibro weapons
comlink, environmental compensator (vacuum), tool mount
Cost: 5,750
(×8).
Damage: 2d6/2d6
Skills: Computer Use +11, Disable Device +14, Repair
+9, Knowledge (technology) +7, Knowledge (engineering)
Critical: 20 9
Weight: 1.8 kg
+7, Search +7, Spot +4, Listen +4, Demolitions +9.
Type: Bludgeoning
Unspent Skill Points: None.**
Fort DC: —
Feats: Ambidexterity, Cautious, Gearhead, Skill
Size: Large
Emphasis (Disable Device).
** Unlike most droids, buzz droids typically have a very short life span Hardness: 10
and are not designed to be reprogrammed for other purposes. They have no WP: 10
unspent skill points and their skills are listed including all modifiers from ability Break DC: 20
scores, feats, and equipment.
Availability: Specialized
Era: Rise of the Empire, Rebellion
New Weapons
BlastTech DT-57 “Annihilator”
Weapon Type: Heavy blaster
Proficiency Group: Blaster pistols
Cost: 850
Damage: 3d8+3
Critical: 20
Range Increment: 8 m This staff is made of a costly phrik alloy that retains its DR
Weight: 1.8 kg against lightsabers, allowing it to be quite effective against
Fort DC: 18 Jedi. Each end of the electrostaff mounts an electromagnetic
Type: Energy pulse generator that discharges upon impact, allowing it to
Multifire/Autofire: M inflict damaging blunt-force wounds.
Kashyyyk Long-Gun all Climb checks and can take 10 on Climb checks regardless
Weapon Type: Long-gun of distractions.
Proficiency Group: Exotic (long-gun)
Cost: 2,000
Grappling Claw
Cost: 200
Damage: 3d12
Weight: 0.5 kg.
Critical: 20
Range Increment: 10 m
This allows one claw appendage to function as a reusable
Weight: 8 kg
grappling spike launcher with a maximum range of 10
Fort DC: —
meters. This also allows the droid to make a ranged touch
Type: Energy
attack to initiate a grapple against a nonadjacent opponent,
Multifire/Autofire: —
but the droid must still move into the opponent’s square to
Size: Large
continue the grapple.
Hardness: 5
WP: 10 Jump Servos
Break DC: 20 Cost: 2,500
Availability: Specialized, restricted Weight: 4 kg.
Era: Rise of the Empire, Rebellion
Special: This weapon fires 10 shots before meeting to be Jump servos give the droid a +8 equipment bonus to all Jump
reloaded. It uses a 10-shot clip of ammunition (cost checks. Furthermore, the droid can ignore its normal
150). maximum jump distance.
13
Kuat Systems Engineering Eta-2 Actis Interceptor
Class: Starfighter
Crew: 1 plus 1 astromech (Skilled +4)
Size: Diminutive (5.47 meters long)
Initiative: +5 (+4 size, +1 crew)
Incom/Subpro ARC-170 (Aggressive ReConnaissance) Hyperdrive: ×1 (with booster ring)
Starfighter Maneuver: +12 (+4 size, +4 crew, +4 engine)
Class: Starfighter Passengers: None
Crew: 3 plus 1 astromech (Skilled +4) Defense: 24 (+4 size, +10 armor)
Size: Tiny (14.5 meters long) Cargo Capacity: 60 kg
Initiative: +3 (+2 size, +1 crew) Shield Points: None
Hyperdrive: ×1.5 Consumables: 2 days
Maneuver: +6 (+2 size, +4 crew) Hull Points: 70 (DR 10)
Passengers: None Cost: Not available for sale (likely valued at 140,000 credits)
Defense: 22 (+2 size, +10 armor) Maximum Speed in Space: Ramming (14 squares/action),
Cargo Capacity: 110 kg +4 engine quality
Shield Points: 50 (DR 10) Atmospheric Speed: 1500 km/h (25 squares/action)
Consumables: 5 days Weapon: Laser cannons (2 fire-linked); Fire Arc: Front;
Hull Points: 150 (DR 10) Attack Bonus: +14 (+4 size, +2 crew, +4 fire control,
Cost: 155,000 (new), 70,000 (used) +4 engine); Damage: 5d10×2; Maximum Range:
Maximum Speed in Space: Attack (7 squares/action) Short.
Atmospheric Speed: 1,050 km/h (18 squares/action)
Weapon: Light ion cannons (2 fire-linked); Fire Arc: Front; Colla Designs/Phlac-Arphocc Automata Industries Tri-
Attack Bonus: +14 (+4 size, +2 crew, +4 fire control, Fighter
+4 engine); Damage: 4d10×2 (special); Maximum Class: Starfighter
Range: Short. Crew: n/a (Skilled +4)
Size: Diminutive (5.4 meters long)
V-wing Fighter Initiative: +5 (+4 size, +1 crew)
One of the newer fighters used Hyperdrive: None
by the Republic (and then the Maneuver: +8 (+4 size, +4 crew)
Empire), these craft are almost Passengers: None
as fast and agile as the Eta-2 Defense: 24 (+4 size, +10 armor)
interceptor, and they feature Cargo Capacity: None
similar deployable radiator Shield Points: None
panels to prevent overheating Consumables: None
during combat. Unlike the Eta- Hull Points: 120 (DR 10)
2, the V-wing features shields, Cost: 20,000 credits (new), 8,000 (used)
but its paired twin laser Maximum Speed in Space: Attack (8 squares/action)
cannons provide a somewhat Atmospheric Speed: 1,050 km/h (18 squares/action)
weaker offensive punch. Weapon: Medium laser cannon; Fire Arc: Front; Attack
Bonus: +10 (+4 size, +2 crew, +4 fire control);
Kuat Systems Engineering Alpha-3 Nimbus-class “V- Damage: 5d10×2; Maximum Range: Short.
wing” Starfighter Weapon: Light laser cannons (3 fire-linked); Fire Arc:
Class: Starfighter Front; Attack Bonus: +10 (+4 size, +2 crew, +4 fire
Crew: 1 plus 1 astromech (Skilled +4) control); Damage: 4d10×2; Maximum Range: Short.
Size: Diminutive (7.9 meters long) Weapon: Buzz droid missiles (2–6 carried); Fire Arc: Front;
Initiative: +5 (+4 size, +1 crew) Damage: Special; Missile Quality: Ordinary (+10).
Hyperdrive: None
Maneuver: +11 (+4 size, +4 crew, +3 engine) Palpatine’s Shuttle (Republic Shuttle)
14 Passengers: None The Theta-class
Defense: 24 (+4 size, +10 armor) shuttle has many of
Cargo Capacity: 60 kg the same features that
Shield Points: 30 (DR 10) will be seen on the
Consumables: 15 hours later Lambda-class
Hull Points: 60 (DR 10) shuttle: decent
Cost: 102,500 (new), 45,000 (used) armament, folding
Maximum Speed in Space: Ramming (13 squares/action), wings, good cargo and
+3 engine quality passenger capacity,
Atmospheric Speed: 1450 km/h (24 squares/action) and respectable armor
Weapon: Twin laser cannons (2 fire-linked); Fire Arc: Front; and shields. It has
Attack Bonus: +13 (+4 size, +2 crew, +4 fire control, automated weapons
+3 engine); Damage: 3d10×2; Maximum Range: systems, allowing a
Short. single pilot to operate
the vehicle without
Tri-fighter any gunners.
Featuring a more advanced droid brain than the “Vulture” However, it is meant
REVENGE OF THE SITH COLLECTION
droid starfighters (Star Wars Roleplaying Game revised to be operated by a crew of five, causing a –1 penalty to Pilot
rulebook, page 229), these are among the newest fighters in checks for each crew member less than that.
the Separatist fleet. Their weapons can be fired at the same Palpatine’s personal shuttle has been modified to carry
or separate targets, giving them the ability to capitalize on a sensor masks that make the interior appear empty to
target-rich environment. conventional scans (add +10 to DC of any attempt to scan
interior of shuttle). It also features an FX-series medical droid
and emergency medical equipment.
Wookiee Catamaran
These speedy aquatic/aerial craft are not intended for
Airspeeders combat, but during the siege of Kachirho the Wookiee
defenders pressed them into service harassing the Separatist
Droid Gunship ranks. They typically armed each passenger with a Kashyyyk
This droid-controlled long-gun or blaster cannon, adding a small mount for the
missile platform is weapons to help stabilize them for firing. (This counts as
used to provide air “good support” for purposes of aiming; see page 133 of the
support for Separatist Hero’s Guide.)
ground forces. It
features removable
wingtips that can be
changed to allow
different equipment
for specific mission
profiles, including 2
fire-linked laser
cannons (shown below), two concussion bombs (Attack
Bonus: –2 [+0 fire control], Damage: 8d10×2, Range 15
Increment: 20 m [20 m burst radius]), two EMP bombs
(Attack Bonus: –2 [+0 fire control], Damage: 5d10×2
[Special, ionization], Range Increment: 20 m [20 m burst
radius]), and others. Some variants are designed to serve as
troop transports as well. Appazanna Engineering Works “Oevvaor” Jet
Catamaran
Class: Airspeeder/Speeder (Aquatic)
Baktoid Fleet Ordnance HMP (Heavy Missile Platform) Crew: 2 (Normal +2)
Droid Gunship Size: Gargantuan (15.1 meters long)
Class: Airspeeder Initiative: –4 (–4 size, +0 crew)
Crew: n/a (Skilled +4) Passengers: 2
Size: Gargantuan (12.3 meters long) Maneuver: –2 (–4 size, +2 crew)
Initiative: –3 (–4 size, +1 crew) Cargo Capacity: 100 kg
Hyperdrive: None Defense: 11* (–4 size, +5 armor)
Maneuver: +0 (–4 size, +4 crew) Speed: 150 m (water)
Passengers: None Shield Points: None
Defense: 16 (–4 size, +10 armor) Maximum Speed: 370 km/h (water)
Cargo Capacity: None Hull Points: 80 (DR 5)
Shield Points: 60 (DR 10) Cost: 15,000 (new), 6,000 (used)
Maximum Altitude: Suborbital Maximum Altitude: Low (1,000 meters)
Hull Points: 100 (DR 10) Atmospheric Speed: 420 km/h (7 squares/action)
* Provides one-half cover to crew and passengers.
Cost: 60,000 credits (new), 30,000 credits (used)
Wookiee Ornithopter Vehicles
This small fluttercraft was built primarily as a civil security
patrol craft, weaving through the dangerous underbrush and
Juggernaut
lower levels of the Kashyyyk forests in search/rescue
The A6 is the largest in the Juggernaut Heavy Assault Vehicle
missions and perimeter scans for encroaching dangers.
line. Like the A5 (see page 84 of the Arms & Equipment
During the siege of Kachirho, it was pressed into military
Guide), the A6 Juggernaut can only move in a straight line at
service by the Wookiee defenders.
any speed over 25 km/h (10 meters/action) and it has a
fully-capable command post at each end so it can reverse
direction without having to turn around. Also like the A5, it
features an observation tower that provides fire-control
assistance to all weapons fire (see below).
AT-AP
A giant descendant
of the AT-PT (see
page 81 of the Arms
& Equipment Guide),
this two-legged
combat vehicle
featured a third
retractable leg used
for stability while
providing artillery
support.
Unfortunately, this
leg can only be
extended while stationary; attempts to fire the projectile
cannon without this stabilizing leg extended can have
potentially disastrous results (see below). The stabilizing leg Kuat Drive Yards AT-RT (All-Terrain Recon Transport)
can be extended as a free action in any round in which the Class: Walker [Ground]
AT-AP does not move and retracted as a free action in any Crew: 1 (Skilled +4)
later round. Size: Large (3.2 meters tall)
Initiative: +0 (–1 size, +1 crew)
Kuat Drive Yards AT-AP (All-Terrain Attack Pod) Passengers: None
Class: Walker [Ground] Maneuver: +3 (–1 size, +4 crew)
Crew: 2 or 3 (Skilled +4) Cargo Capacity: 10 kg 17
Size: Gargantuan (11 meters tall) Defense: 14* (–1 size, +5 armor)
Initiative: –3 (–4 size, +1 crew) Speed: 30 m
Passengers: None Shield Points: None
Maneuver: +0 (–4 size, +4 crew) Max Velocity: 70 km/h
Cargo Capacity: 200 kg Hull Points: 60 (DR 5)
Defense: 16* (–4 size, +10 armor) Cost: 40,000 (new), 24,000 (used)
Speed: 26 m * Provides one-quarter cover to crew.
Shield Points: None Weapon: Laser cannon; Fire Arc: Front; Attack Bonus: +3
Max Velocity: 60 km/h (–1 size, +2 crew, +2 fire control); Damage: 3d10;
Hull Points: 240 (DR 15) Range Increment: 100 m.
Cost: Not available for sale (likely valued at 150,000 credits
Swamp Speeder (Infantry Support
[new])
* Provides full cover to driver and main gunner and one-half cover to top Platform)
gunner. This highly
Weapon: Heavy projectile launcher** (50 shells carried); maneuverable attack
Fire Arc: Front; Attack Bonus: +0 (–4 size, +2 crew, vehicle is designed
+2 fire control); Damage: 6d10; Range Increment: to function equally
400 m (10 m). well hovering over
Weapon: Heavy blaster cannon; Fire Arc: Turret; Attack solid ground or
Bonus: +2 (–4 size, +2 crew, +4 fire control***); water, making it
Damage: 5d10; Range Increment: 300 m. ideal for infantry
Weapon: Medium laser cannon; Fire Arc: Front/left/right support in almost
(partial turret); Attack Bonus: +4 (–4 size, +2 crew, any environment. Its
anti-infantry twin blaster cannons can also be used against to easily jump and climb over obstacles. In fact, it can spend
light armored targets and can even, with a good hit, damage its entire walker movement (up to 8 meters per round) on a
a heavier tank. controlled jump, reducing falling damage or bypassing
hazards completely. Switching between wheeled and walker
Uulshos Manufacturing ISP (Infantry Support mode is a free action, but only one such switch may be made
Platform) during a single round.
Class: Speeder [Ground/Aquatic] Grievous’s wheel bike was modified to mount a double
Crew: 2 (Skilled +4) laser cannon instead of a passenger seat, and he also
Size: Huge (5 meters long) typically an electrostaff on board.
Initiative: –1 (–2 size, +1 crew)
Passengers: None Z-Gomor Ternbuell Guppat Corporation Tsmeu-6
Maneuver: +2 (–2 size, +4 crew) Personal Wheel Bike
Cargo Capacity: 20 kg Class: Wheeled [Ground]/Walker [Ground]
Defense: 13* (–2 size, +5 armor) Crew: 1 (Normal +2)
Speed: 42 m Size: Large (3.5 meters long)
Shield Points: None Initiative: –1 (–1 size, +0 crew)
Max Velocity: 100 km/h Passengers: None**
Hull Points: 80 (DR 5) Maneuver: +1 (–1 size, +2 crew)
Cost: 16,000 (new), 10,000 (used) Cargo Capacity: 5 kg
* Provides one-half cover to crew. Defense: 14* (–1 size, +5 armor)
Weapon: Twin blaster cannons (2); Fire Arc: Front/left Speed: 140 m (wheeled), 4 m (walker)
(partial turret), front/right (partial turret); Attack Hull Points: 20 (DR 5)
Bonus: +4 (–2 size, +2 crew, +4 fire control); Max Velocity: 330 km/h (wheeled), 10 km/h (walker)
Damage: 2d10; Range Increment: 100 m. Cost: Not available for sale (civilian version: 15,000 credits
[new])
Grievous’s Wheel Bike * Provides one-quarter cover to crew.
This hybrid wheeled vehicle/walker is actually descended Weapon: Double blaster cannon**; Fire Arc: Front; Attack
18 from the Banking Clan’s Hailfire droids (see page 151 of Bonus: +1 (–1 size, +0 crew, +2 fire control);
Ultimate Adversaries), and the claws built into its wheel rim Damage: 5d8; Range Increment: 40 m.
can inflict devastating damage when overrunning soft targets ** Civilian version has room for one passenger instead of double blaster
(+1 die of damage against droids, characters, and creatures cannon.
during a ram attack). It also features four legs that enable it
REVENGE OF THE SITH COLLECTION
REVENGE OF THE SITH COLLECTION
Chapter Five: New Rules
You can call upon the Force to blast a target with bolts of
the sudden transformation physically distorts the subject with energy.
dark energy, imposing a permanent –2 penalty to all Disguise Check: First, make a Force Lightning skill check (DC
checks and an additional –1 penalty for every Dark Side Point 15). If successful, make a ranged attack. If the attack hits,
the subject had gained in the past 10 rounds prior to losing the target suffers 3d8 damage and must attempt a Fortitude
the mask. These penalties make future attempts to create a save (DC determined by your check result). On a failed save,
mask or mundane disguise much less likely to be successful. the target is dazed for 1 round. If the save fails by 10 or
Like all other Alchemy checks, the cost of using this skill more, the target is instead dazed for 1d4+1 rounds and falls
on a particular subject is 10,000 credits. Furthermore, the prone.
subject takes 3d6 points of damage and must make a
Fortitude save (DC 20). If the save fails, the damage is Result DC
applied against the subject’s wounds (as with a critical hit). 14 or less No effect
15–19 15
Disable Device 20–29 20
Sabotage: You can disable starship systems by making a 30+ 25
Disable Device check; each attempt requires 2d4 rounds. The
REVENGE OF THE SITH COLLECTION
Special: Force Lighting has a range of 10 meters. point cost.) You can continue to move the object on
You can take 10 on this skill but not take 20. subsequent rounds by continuing to make successful checks
Because Force Lightning utilizes an attack roll, the and spending vitality points. If you fail a check in any
attack has a threat range (a roll of 20 on a d20) and can be subsequent round while attempting to move an object, the
deflected as per the Jedi class ability. object falls to the ground.
Time: Force Lightning is an Attack Action. If two Force-users are contesting control of an object,
Vitality Point Cost: 6. use opposed Move Object checks. The Force-user who rolls
the higher result gains control for that round. If the target
Force Strike object is in the possession of another character (i.e., carried
Errata: Force Strike does not incur automatic Dark Side on their person), that character may make a Will save
Points, even when used against living targets. against the listed DC to negate the effect. If you move an
Force Push: You can physically shove your target in object and then drop it on another character, resolve using
addition to Force Strike’s normal effects. By spending 4 the rules for Hurling Objects (below). In the case of a
vitality points (instead of the normal 2 vitality point cost of physical obstruction, such as a ship stuck in the mud or
Force Strike), your target is pushed 2 meters directly away caught under a fallen tree, the GM applies a penalty to your
from you and knocked prone on a failed Reflex save. For Move Object check using these guidelines: –5 for a slight
every 5 ranks you have in Move Object, the target may be obstructions, –10 for a moderate obstruction, and –15 for a
pushed back an additional 2 meters. In addition, the target severe obstruction.
gets a +4 bonus to its Reflex save for every size category Moving a Character: Using the Move Object skill on a
greater than Medium, a –4 penalty to its Reflex save for character (i.e. living being or droid) allows it a Will saving
every size category smaller, and a +4 bonus to its Reflex throw against the listed DC. If the target fails its save, treat it
save if it has more than two legs or is otherwise more stable as an object for purposes of determining distance moved. If
than a normal humanoid. In all other respects, Force Push the target succeeds, the skill has no effect and you still
functions the same as a normal use of Force Strike. expend the vitality point cost. A target can willingly forgo its
The pushed character moves in a straight line directly saving throw. A character can move himself with Move
away from you and takes 1d6 damage (no save) if he hits an Object, albeit at a –10 penalty to his Move Object check.
obstacle. The obstacle takes damage as if the pushed Moving a Vehicle: Using the Move Object skill on a
character were a hurled object (see Move Object, Star Wars vehicle or starship that is being piloted is more difficult than
Roleplaying Game revised rulebook page 94). If the moving an inert object. The driver can make an opposed Pilot
obstacle is a character, he may make a Reflex save (DC 15 or check as a reaction, adding a +4 bonus to his Pilot check for
according to size as listed in the Move Object table, every size his vehicle is above Medium. If your Move Object
whichever is higher) to take half damage. result beats the opposed check and if your Move Object check
Move Object (Int) is sufficient for the normal DC of an object of the vehicle’s
Force skill; Requires the Force-Sensitive and Alter feats size and weight, you may move the vehicle normally.
You can move objects and living beings using the Force. Hurl Object: Move Object can be used to attack by
Check: A Move Object check allows you to pick up and throwing objects or characters. If your check result is high 21
move an object or creature from a distance using the Force. enough for the object’s size or weight (whichever is greater),
You must be able to see the target object or creature to be you may hurl the object up to 4 meters to strike another
moved, and it must be within 10 meters of your position to target. If you exceed this result by 5 or more points, the
initially gather it up in the Force. distance you can move the hurled object doubles (as above)
Moving an Object: Lifting or moving an object is a and it inflicts extra damage because you are hurling it with
simple task; the maximum weight and size of object that you more energy.
can move is determined by your check result, as shown on Hurling an object requires a ranged attack roll to hit
the table. You may move the object 4 meters, doubling the your target; treat it as a weapon with a range increment of
distance for every 5 points by which your check exceeds the 10 meters, a threat range of 20, and no maximum range
roll necessary for an object of that size. For example, if you (although your check result will set an effective maximum).
want to move a Medium-sized object and your Move Object When hurling an object of up to Medium size, you must beat
check result is 31, you may move it up to 8 meters. (You the target’s Defense as per a normal ranged attack. When
may voluntarily lower your check result to reduce the vitality hurling an object of Large or greater size, treat the hurled
object as a grenadelike weapon (no threat range). Anyone in
Result Maximum Weight Maximum Size Will Save DC Reflex Save DC Hurled Object Damage Vitality Point Cost
10–14 5 kg Tiny 10 n/a 1d3 1
15–19 50 kg Small 15 n/a 1d4 2
20–24 500 kg Medium 15 n/a 1d6 3
25–29 5 tons Large 20 20 2d6 4
30–34 50 tons Huge 20 25 4d6 5
35–39 500 tons Gargantuan 20 30 8d6 6
40–44 5,000 tons Colossal 20 35 10d6 7
+5 ×10 +1 category 20 +5 +2d6 +1
the square(s) the hurled object lands in can make a Reflex
save against the listed DC to take half damage. Being struck
Combat
by a Large or greater size hurled object is otherwise treated Optional Rule—Melee Advantage: If you make an
as being struck by a falling object, possibly pinning the target attack with a melee weapon against a target that is unarmed
or moving it to an unoccupied square (see Star Wars or only armed with a ranged weapon, you get a +4
Roleplaying Game revised rulebook, page 289). circumstance bonus to your melee attack roll. If you are
If using Move Object to lift and drop an object as an attacking with a lightsaber (or other weapon that ignores
attack, both the object and the target take normal falling DR), the target is not considered to be armed unless his
damage instead of the damage listed on the table above; melee weapon would retain its DR against your attack (for
however, you must still make a ranged attack roll to hit your example, another lightsaber, a Sith sword, a Gungan energy
intended target. Calculate your range penalty based on the shield, and so on).
range to your target or the distance the object is dropped, Optional Rule—Maiming: You can’t lose more than
whichever is greater. half your maximum wound points when you lose a limb. You
If the hurled object is a vehicle or character, the check is may be mortally wounded, but it won’t kill you immediately.
either resisted by a Will save or opposed by a Pilot check, as (This is meant to be used with the hit location rules in either
described above. A hurled vehicle or character takes the the Hero’s Guide or Galactic Campaign Guide.)
listed damage according to the Move Object check result (no
save allowed).
Force Jump: You can use the Force to add extra power
The Force
to your leaps. By spending vitality points appropriate for your Optional Rule—Opposed Force Skills: Move Object is
size and weight (see table above), you can add your ranks in one example of a Force skill that can be “opposed,” with two
Move Object to your Jump check result. If you use this Force-users battling for control with opposed skill checks.
option, your jump result and maximum jump distance are However, it is not the only Force skill that can be opposed in
tripled for that Jump check. this way. To oppose a Force skill, you must meet the
Force Fall: You can also use the Force to fall safely. following requirements:
When you intentionally jump down from a height, you may
22 attempt a Jump check (DC 15) to reduce the effective total • The Force skill must be Alter-based (that is, it must
distance by 4 meters. (See the Jump skill in Chapter Four of require the Alter feat), and you must be able to use that
the Star Wars Roleplaying Game revised rulebook.) By skill.
expending vitality points appropriate for your size and weight • The Force skill must be used as an attack action, move
(see Move Object table), you can add your ranks in Move action, or free action. Exception: If Move Object is being
Object to your Jump check result, and for every 3 points by used as an attack (i.e., any time another character can
which you beat the Jump check DC of 15, you can reduce the make a save to resist or avoid it), it may be opposed as
effective distance fallen by another 4 meters. a move action.
Time: Moving an unattended object is a move action. • You must either be the target (for damaging skills) or
Hurling an object, making an opposed Move Object check, or able to use that skill on the target(s) (for nondamaging
moving an attended object, resisting character, or piloted skills). Furthermore, you must be able to use that skill
vehicle is a full-round action. on the opposing Force-user (i.e., he must be within
Vitality Point Cost: 1 or more (see above). range and meet all other requirements, etc.).
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REVENGE OF THE SITH COLLECTION
• You must not be surprised, flat-footed, or unaware of described above), the vitality cost of Force feats and skills is
the opposing Force-user. Actual visual contact is not changed:
required, for example, if you are using the Sense
Surroundings technique PotJ. Force Points Change in VP Cost
• You must have either a readied action to oppose a Force 0 +1
skill (you don’t have to specify which one) or the block 1–3 +0
4–8 –1
ability. Using block in this manner is a reaction that
9–15 –2
costs you your attack action on your next turn. 16–24 –3
etc. etc.
If you meet these criteria, you trigger your readied action or
use block to oppose the Force skill when it is used; pay the Apply this change in vitality point cost after all other
vitality cost and make an opposed skill check. The results are modifiers due to feats or Force techniques, and this can never
determined by what type of Force skill is being opposed, reduce the final vitality point cost below 1. Note that if you
damaging (Force Grip, Force Lightning, Force Strike, etc.) or have spent all your Force points, your connection to the Force
nondamaging (Affect Mind, Move Object, Plant Growth PotJ, actually becomes weaker, making all Force skills and feats
etc.). Note that nondamaging skills may be capable of require more vitality points.
inflicting damage, but not as a direct effect of the skill; for Optional Rule—Resisting Temptation: If power
example, using Move Object to inflict damage by dropping an corrupts, then one of the most dangerous aspects of
object on someone or by causing a character to run into an harnessing the dark side of the Force is the temptation to
obstacle is only causing damage indirectly. continue to wield that power, letting it corrupt and twist one’s
identity. However, strong-willed, tranquil, and grounded
• Nondamaging: The winner gains control and may apply characters may be able to avoid this temptation even when
effects as he wishes for that round (subject to the limits faced with the lures of the dark side.
of his skill check result). For example, the winner in an In game terms, whenever a character commits a dark
opposed Illusion check would get to decide what illusion side transgression (see page 181 of the Star Wars
(if any) is created. Roleplaying Game revised rulebook), the character must
• Damaging: If the defender wins, the Force skill is make a Will save to avoid gaining a Dark Side Point. The base
nullified (i.e., both characters spend vitality but nothing DC is set by the severity of the transgression: minor (DC 10),
happens); if the attacker wins, resolve normally. common (DC 15), and major (DC 20). Add +5 to the DC if
the character is tainted, because such characters are
Furthermore, if the defender is opposing a damaging Force particularly vulnerable to the temptations of the dark side.
skill, a special effect can occur if the defender is also using (In contrast, dark characters are already corrupted, and light
Force Defense. In addition to the effects described above, if side characters have not yet tapped into the greater powers
the defender fails by a number of points equal to or less than of the dark side and thus have not yet confronted these
the save bonus provided by Force Defense, feedback occurs: deeper temptations.)
Resolve as if both characters had targeted the other with that This rule has the effect of making less experienced 23
skill, applying results based on their skill check result. For characters much more likely to succumb to the dark side, and
example, if the defender is the target of Force Grip and their journey down that evil path accelerates substantially
feedback occurs, both the attacker and the defender take 3d6 once they become tainted and truly begin to taste the power
damage (Will save for half). of the dark side. Still, even the most experienced Jedi Master
Optional Rule—My Ally is the Force: You can use can gain Dark Side Points from even the most minor
your Force points to help pay vitality costs of Force powers. transgression; after all, you always fail a saving throw by
By “exhausting” a Force point, you gain 10 extra vitality rolling a natural 1.
points that can only be used to pay the cost of a Force skill or As with any optional rule, the GM is encouraged to
feat. If these extra vitality points go unspent, they disappear adjust the saving throw DCs as she sees fit. Particularly
after 1 minute (10 rounds). Variant: A Force point provides a egregious actions may warrant a substantially higher Will
number of vitality points equal to your character level. save DC.
Exhausting a Force point is a free action that may be
performed only once a round, and you can’t spend a Force
point in the same round you exhaust one. An exhausted Starships
Force point can’t be used for any other purpose, but it’s not
actually “spent.” You recover exhausted Force Points at the Hyperspace Travel
rate of 1 per day, and once recovered they can be exhausted Errata: When using Table 11–3: Hyperspace Travel
again or spent normally. Time, divide the base travel time by three. For example,
Optional Rule—The Force is Strong in This One: going from one Core World planet to another would have a
Your connection to the Force reduces the cost of some Force base time of 2 hours, and going from the Core to the Outer
powers. Depending on how many Force points you currently Rim would have a base time of 32 hours.
have (not counting any “exhausted” Force points, as
Missiles Vacuum
Errata: Missiles have a speed of 15 in starship combat, Sudden exposure to vacuum causes 1d6 points of
just slightly faster than an Eta-2 interceptor or A-wing. (In Constitution damage (Fort DC 20 to avoid). After that, you’re
atmosphere, missiles move 26 squares/action.) suffocating. Unlike being underwater or in smoke, you can’t
hold your breath without damaging your lungs. Thus, you
must immediately begin making Constitution checks (DC 10,
The Environment +1 per additional round) to avoid going unconscious, as per
24 the normal rules for suffocation (see page 287 of the Star
Falling and Falling Objects Wars Roleplaying Game revised rulebook).
Errata: Falling damage (including damage from falling In the event of explosive decompression (as when
objects) is applied to a character’s vitality (or wounds, if the Grievous shattered the viewport on the bridge of the Invisible
character has no vitality remaining). If the character makes Hand), you must make a Climb check (DC 20 – distance to
the Reflex save to avoid a falling object (Table 12–22 on the breach in meters) to grab something; if you fail, you’re
page 289 of the Star Wars Roleplaying Game revised blown out into space. As long as the breach is open and air is
rulebook), the character take half damage. If the character rushing out, you take a –4 penalty on all attack rolls, skill
takes wound damage and the falling object is at least three checks, and ability checks, and it is impossible to move
size categories larger than the character, the character is without making another Climb check (same DC as above). If
pinned normally. If a character does not take wound damage there is any significant debris being blown out into space, all
from a falling object, he is automatically moved to the characters within 4 meters of the breach also take 3d4
nearest safe square; any movement required must be damage each round (Reflex DC 20 for half). Characters are
accounted for on the character’s next action. not considered to be exposed to vacuum (see above) until
they are blown out into space or the compartment completely
Suffocation and Drowning
depressurizes.
Variant Rule—Slower Suffocation: Realistically, you
Unless the Gamemaster rules otherwise, emergency
wouldn’t actually die so soon after losing consciousness; in
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