Table of Contents
Armor
Armor has three ratings: Bashing, Lethal, and Aggravated.
Bashing Rating costs 1 per 2 points granted. Lethal Rating costs 1 per 1 point granted and adds to the Bashing rating. Aggravated Rating costs 2 per 1 point granted and adds to both the Lethal and Bashing ratings.
When calculating cost, start with Aggravated, then Lethal, then Bashing.
Every 2 full points of cumulative Lethal + Aggravated Rating gives the wearer -1 DV while wearing it. This can be offset at a rate of +1 DV recovered per 1 point of additional cost.
Powered Armor also grants additional dice to a physical stat. This makes it take up two Wealth slots: one for the armor itself, and the other for the stat boost.
Cortosis and beskar armors are the only ones which provide soak against lightsabers (and other light* weapons). That takes up an additional Wealth slot of rating 5.
Normal
- Leather: 2/0/0, Cost 1
- Reinforced Leather: 3/1/0, Cost 2
- Metal: 4/2/0, -1 DV, Cost 3
- Flexible Metal: 4/2/0, Cost 4
- Polyalloy: 2/2/2, -1 DV, Cost 5
Powered
- Polyalloy +2 Strength: 2/2/2, -1 DV, Cost 5 + Cost 2
- Polyalloy +2 Strength & +2 Stamina: 2/2/2, -1 DV, Cost 5 + Cost 4
- Cortosis +5 Stamina: 4/2/2, -1 DV, Cost 5 + Cost 5 + Cost 5
Weapons
Weapons have three ratings: Accuracy, Damage, and Speed.
Accuracy Rating costs 1 per 1 points granted. Damage Rating costs 1 per 1 points granted. Speed Rating costs 2 per 1 points granted.
Bashing damage has no additional cost. Lethal damage costs an additional +1. Aggravated damage costs an additional +2.
If a ranged weapon is capable of short bursts (+1 to hit), that costs 1 point. If a ranged weapon is capable of long bursts (+2 to hit), that costs an additional 2 points. If a ranged weapon fires explosive (grenade-like) ammunition, that costs an additional 3 points.
If a melee weapon is of the “vibro” variety, it gains an additional +X Damage rating and costs an additional X points, where 0<X<6.
The above modifiers can either be added into the weapon's cost or set as an additional Wealth slot.
Lightsabers (and other light* weapons) do Aggravated damage and cannot be Soaked by normal armor. Therefore they cost an additional Wealth slot equal to their normal cost. Lastly, the damage bonus of lightweapons is not based off Strength like other melee weapons; it is based on Perception.
Melee
- Homemade Knife: +0 Acc, +0 Dam, Lethal, Cost 1
- Vibroaxe: +0 Acc, +9 Dam, Lethal, Cost 5 + Cost 5
- Padawan Lightsaber: +2 Acc, +0 Dam, Aggravated, Cost 2 + Cost 2
Ranged
Vehicles
Vehicles have 6 stats: Maneuverability, Durability, Sensors, Firepower, Speed, and Size.
Running sensor scans is (Ship's Sensors + Character's Awareness).
(Maneuverability + Pilot's Control)/2 represents the DV to hit the craft.
Durability is the Soak rating for the craft when it is hit.
(Perception + Gunner's Marksmanship) is the pool to hit a craft, and Firepower is the damage code (Aggravated when hitting living targets).
(Manueverability + Pilot's Control) is the pool to ram another target with your ship, and Speed is the damage code. Your craft must soak the same amount of incoming damage that you do to the other craft.
(Speed + Pilot's Control) is rolled against a Difficulty of Sensors to get away from another ship.
The square of the ship's Size represents the maximum (comfortable) crew size. Ships can sustain (10*Size) points of damage before destruction.
Every 5 points of vehicle stats adds 1 to the Cost.
If a vehicle is an aircraft or spacecraft, it requires a second Wealth slot worth 1 for Aircraft, 2 for Spacecraft, 3 for Hyperspace-capable Spacecraft. This means a ground vehicle's second Wealth slot is irrelevant (0). Minimum Wealth 2 for a spaceship and Wealth 3 for a hyperspace ship.
Spacecraft
Planetary Craft
Cybernetics
Cybernetics can do various things, but the most straightforward is to add to a character's stat.
A stat boost costs 1 per 1 point of boost, and cannot be more than doubled the natural rating of the stat. This effectively increases the die pools and calculations using that stat.
Stat boosts can be further augmented by granting the recipient autosuccesses in a particular stat. This must be purchased in addition to the above boost, and costs 2 per 1 point of boost.
Example: Bob Robob the bounty hunter has had all of his limbs chopped off and replaced during his career. He now has +4 Stamina due to the additional toughness, and that costs him a Wealth 4 slot. He goes in for an upgrade and drops another Wealth 2 slot on +2 autosuccesses for Stamina. Now whenever he rolls his normal 5 Stamina (tough guy!) he also adds in another 4, and 2 autosuccesses. That's 9 dice + 2 auto. Then he goes out and gets some Mandalorian armor, and stops using cover in firefights.