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• I CREDITS
' •
• BEGINNER GAME WRITING AND MANAGING ART DIRECTOR
' • • •
DEVELOPMENT Andrew Navaro
Daniel Lovat Clark with Chris Gerber
ART DIRECTION
BASED ON Zoe Robinson
The Star Wars : EDGE OF THE EMPIRE R OLEPLAYING CAME de-
signed by Jay Little with Sam Stewart, Andrew Fischer, and PRODUCTION MANAGEMENT
Tim Flanders
Enc Knight
• •
. "
PRODUCER
LICENSING & DEVELOPMENT
~

~·• . '*' f.. .' ~-*! ' .. .


~ ~ .

.. ..
.
~...

...
.. ·~·

- Chris Gerber
COORDINATOR
.~S')t ..'\ I . ' '!""l

...
~

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•• •
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EDITING AND PROOFREADING Deb Beck
. ,, . ... ~ l. ...- .
• ~v ,-.· •

... '
,, ·.,
I • •• ' r . ( :

.. • •
"
......., -•• " David Johnson and Jay Little with Andrew Fischer and Sam
Stewart EXECUTIVE GAME DESIGNER
Corey Konieczka
GRAPHIC DESIGN
EDGE Studio, David Ardila. and Chns Beck with Shaun Soyke. EXECUTIVE PRODUCER
Taylor lngvarsson. Brian Schomburg, and Michael Silsby Michael Hurley

COVER ART PUBLISHER


J.P. Targete Chnst1an T. Petersen

INTERIOR ART PLAYTESTERS


Even Amundsen. Jacob Atienza. T1z1ano Baracchi. Ryan Barger. Chris Beck, Deb Beck, Bryan Bornmueller. John Britton. Emily Cal-
Matt Bradbury, Caravan Studio, Sidharth Chaturvedi, Alexandre lan. Andy Christensen. Rene "Wafflefry" DeDon, Matt Devries, J9
Duncan. Michael Gernes, Nick Glover, Patrick John Haggerty, Eric
Dainche, Christina Davis. Sacha Diener. Fine Molds. Tony Foti, Ian
·smuggins·Hanson. Tim Huckelbery, Brian "Ba1anator" Johnson.
Fullwood, Clark Huggins. Jeff Lee Johnson. Adam Lane. Ralph
Kalar Komarec, Rob Kouba. Dustin Kuntz. Caitlin Ledbetter. Joyce
McOuarrie, Mark Molnar. Jacob Murray. David Nash, Mike Nash. Ledbetter. Michael "Memnoth" Ledbetter. Michelle "Minniyar"
Andrew Olson, R.J Palmer. Anthony Palumbo, Aaron Panagos, Ledbetter. Lukas Litzsinger, Jason McCord. Carl Meyer, Nate
Jim Pavelec, Fran-cisco Rico. Alexandru Sabo, Nicholas Miller, Mercedes Opheim, Zoe Robinson. Adam Sadler. Bryan
Stohlman. Chase Toole, Alex Tooth . Magali Villeneuve. Stephen Sanchez, Gabriella Sanchez. Brian Schomburg. Amy "Hannah
Youll, Timothy Ben Zweifel. and the Lucasfilm art archives Shot First" Stomberg, Jeremy Stomberg. Dominic Tauer. Zach
Tewalthomas, James Voelker. Jason Walden. John Wheeler

LUCAS LICENSING
DIRECTOR OF PUBLISHING CONTINUITY DATABASE
Carol Roeder ADMINISTRATOR
SENIOR EDITOR Leland Chee

Jennifer Heddie

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ISBN: 97 8- 1-61 661-593-2 Product Code: SWEO 1 Print ID 1528DEC 12
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ADVENTURE BOOK
EDCE OF THE 'EMPIRE
WELCOME TO rHE STAR WARS
BEGINNER GAME!
The Star Wars : EDGE OF THE E MPIRE BEGINNER CAME is de-
YStar Wars
the
ou are about to embark upon an exciting journey through
universe, living by your wits and your skill with
signed for 3-5 players. With the contents of this box you can get
straight to the action. But first you'llneed to assign some roles.
a blaster. one step ahead of the Empire and the worst
examples of the criminal element. The Star Wars: EDGE OF
THE EMPIRE B EGINNER CAME IS a roleplaying game in which you
will take the role of a character in the Star Wars galaxy and
have exciting adventures! The Star Wars: EDGE OF THE EMPIRE
BEGINNER CAME 1s specially designed to be your introduction
to roleplaying games.

WHAT IS A ROLEPLAYING GAME?


A roleplay1ng game 1s a collaborative storytelling game. Each
player takes on the role of chpracters in the fictional universe
- 1n this case. the Star Wars universe. Players work
together to tell a story 1n which those characters work
together to overcome challenges. do battle with dangerous
enemies, and maybe even make a little profit on the side.
Custom dice are used to add an element of randomness to
the game. so the outcome of the story isn'tknown
beforehand. Each character has unique characteristics and
game rules dictat-ing his or her strengths and weaknesses.
and use the custom dice to determine their chances of
success or failure at any given task.

BEFORE YOU BEGIN


If you are the Game Master player. you'llkeep this
ONE PLAYER IS THE GAME MASTER. book in front of you It contains everything you need to
The Game Master. or the GM. serves as know to run a fun and exciting game.
the Judge and the storyteller. It'shis or her
responsibility to present an exciting and THE OTHER PLAYERS ARE HERO PLAYERS.
compelling situation to the other players, The other 2-4 players take on the role of individual charac-
and to help de-termine what happens next ters in the Star Wars galaxy. There are four pre-generated
when those players respond to that hero characters included in this box. If you are a hero
situation. The GM also takes on the role of player choose one of the character folios and keep it in
every charac-ter in the galaxy not front of you. It will explain the character you'vechosen to
controlled by another player. Characters play and give you a lot of information about how to play the
controlled by the GM are called Non- game. Over the course of the game you will choose what
Player Characters. or NPCs. GMs can your hero does and says, and use the dice and game rules
invent their own stories and adventures, or to determine whether you succeed or fail. Characters
use adventures written by somebody else. controlled by hero players are called Player Characters. or
like the adventure included in this box. PCs.

GAmE mASTER ODLY!


IF YOU ARE AHERO PLAYER, CHOOSE AHERO CHARACTER PORTFOLIO Ano CIUE THIS BOOKLET TO THE cm.

Only the GM should read the rest of this book; 1t contains secrets and surprises
for tl1e course of the adventure and reading ahead can spoil the funl

ADVENTURE BOOK
EDGE OF THE 'EMPIRE
• l
CONTENTS OF THIS BOX

~..., THIS ADVENTURE BOOK AMAP
!DCil:e It contains the adventure and intro- The 4-fold map features 4 d1st1nct map images a
map of the Krayt Fang in its hangar bay on
•MPIRE - duces the rules to the players in a
fun, learn as you play format. one side, a map of the streets of
~


Mos Shuuta on the reverse.
- . .- and maps of the Cantina
and traffic control
.. .


. .. '•
.
..,#~ ....
••
'' q '" ,~ center on the same
" ~-. - •
• • "' side as the streets.
;-'f:· ,
. ~- •• • •

I

,..._,.... .•-· l
~
... ,.•• , {

I
~-- '

"
CHARACTER DESTINY TOKENS
FOLIOS
Each one contains Dual-sided Dark Side of the Force and Light
everything needed for Side of the Force desllny tokens are used to
one hero player. create the Destiny pool

THE RULEBOOK CUSTOM DICE


The rulebook describes all of the Star The Star Wars : E DGE oF THE
Wars: EDGE oF THE EMPIRE B EGINNER E MPIRE B EGINNER GAME includes •
---.
G AME rules. It'sbest lo play though the
fourteen custom dice used to
adventure contained in this Adventure resolve skill checks and gener-
Book once to learn the rules. then use ate random results.
the Rulebook as a reference for future
play sessions.

CHARACTER TOKENS YOU WILL ALSO NEED


Pens or pencils, scratch paper
These cardboard tokens represent
the aliens, enemies, monsters. and
heroes of the story. Players can
place these tokens on the table or
on the included game map to indi-
cate where each character is
during a given scene.
AD VE N T U RE B OO
EDGE OF THE 'EMPIRE
STAR WARS: EDGE OF THE EMPIRE
T he Star Wars: EDGE OF THE EMPIRE B EGINNER G AME ais who have played through the adventure in this book will
complete, stand-alone product and contains very quickly and easily learn the rules included in the Star
everything 3-5 players need to roleplay on the edge of the Wars:
Empire. Play-ers can enjoy many hours of entertainment E DGE OF THE EMPIRE core rulebook.
with the contents of this box, first by playing the included In both games, hero players take the roles of player
adventure and then by inventing their own adventures. char-acters and adventure in the Star Wars galaxy. Both
For players who are ready for a more complex. in-depth games use the same dice and the same core dice
roleplaying experience, the Star Wars: E DGE OF THE EMPIRE core mechanic. They use the same structure of characteristics.
rulebook is also available. This core rulebook is the starting skills. and talents (although the exact lists of skills and
point for a complete line of roleplaying products. in-cluding talents are somewhat different). Both use a flexible system
pre-written adventures. sourcebooks with more con-tent for of actions and maneu-vers to resolve combat and both use
hero players and GMs. and much more. Players who have similar mechanisms to detail starships and vehicles. In
experience with the Beginner Game will find that the two short. the Star Wars: EDGE OF THE E MPIRE B EGINNER G AME is a
games have a great deal in common . and in fact players simpler and easier-to-learn version of the Star Wars: E DGE
oF THE EMPIRE core rules.

HOW TO USE THIS BOOI<


response to PC action. sucl1 as wl1en t11ey open a door

T he adventure in this book is written and designed so


that you can begin playing as you read it. It is both a fun
or if they succeed at a skill ct1eck.

adventure for you and your friends and a way to learn the
rules. Rules concepts are introduced as they come up and
the adventure teaches you everything you need to know as
you need to know it. If you're ever in doubt about what to do.
let the GM make a decision and move on with the story. You
can look up the "right" answer in the rulebook later. The
important thing is that everyone has fun .
As you play through this adventure. you will see
blocks of text Iike this:

Tl1e text in tl1is block is intended to l1e read


aloud lo the l1ero players by the Gi\11. It normally
describes t11e scene or l11e cl1aracters. and it
might include an important clue or l1int1

Eact1 of U1ese blocks of read-aloud text will have 1n


st ructions for when to read il aloud Often. it sl1ould
be read as soon as the scene begins ·as Ll1e heroes
step into t11e Canuna. or when the crime-lord's
l11ugs catch sight of tl1en1 Other times 1t ~viii be 111
Sidebars like this contain rules text. You can
refer to these sidebars Lo figure out how to
resolve the action in a given encounter.

Not every page or encounter has a rules sidebar


RULES TEXT like this. Although new rules are introduced the
first time the players are expected to use them.
they remain in effect throughout the adventure.
Another common page element is a The rules for building and resolving a dice pool
sidebar like this one. are described on page 8 On future pages. 1L is
assumed that the players now know how to
build and resolve a dice pool.

OTHER SIDEBARS
THE PLAYER CHARACTERS
There are four player characters: 41-VEX the Droid
There may be ol11e1 sidebars like l11is one
Colo-nist. Lowhhrick the Wookiee Hired Gun. Oskara the
Tl1cse s1dcl1ars contain supplen1c11tary 1nfo1
Twi'lek Bounty Hunter. and Pash the Human Smuggler.
1n<1lion and asides to assist U1c GM rn ru1111111g
Depending on the hero players in your game. not all of
l11c scene. Son1et1mes 1t1cse siclrl)ars discuss
these PCs are necessarily present.
garne conccpls . OL11er l.ln1cs U1cy provide
aclv1cc These s1clcbzirs often 1nclurlc
cl1aracte11sllcs lor NPCs tt1at are used in Ll1e
encounter.

ADVENTURE 8001<
EDGE OF THE 'EMPIRE
I

'
. t) I
,
• ••

WELCOME TO MOS SHUUTA


sheer and the only entrance or

T his adventure takes place in Mos Shuuta. a small city


on the desert world of Tatooine. Mos Shuuta is situated on
exit that isn'tthe spaceport is very
heavily guarded
the top of a tall. rocky bluff. with nothing but endless desert
in every direction around it. As the story begins. the PCs
are attempting to escape the servants of the ruler of Mos
Shuuta, Teemo the Hutt. Each of the PCs is in trouble with
THE MAP
Teemo the Hutt for one reason or another. as explained in The adventure map is broken into
their character folios. The only way to get off the planet and several sections. The map
escape Teemo the Hutt is to steal a ship and fly to safety
Fortunately, they'll get a chance to do exactly that. by includes the stony bluff of Mos
stealing a ship called the Krayt Fang from a Trandoshan Shuuta. the Mos Shuu-ta Cantina,
named Trex the Command Center, and the
Krayt Fang in its landing bay.
Hopefully, the PCs won'tattempt to climb down the
rocky cliff or otherwise leave Mos Shuuta without
stealing a ship. If they try, explain that the cliff is very
The Mos Shuuta map is reproduced here for your con-
venience. Each location on the map is marked with a page number If the player characters travel to that location. the
GM can refer to that page number for a description of
what the PCs may find there and how visiting that location
may help them in their mission to escape from Tatooine.
The PCs are expected to start in the cantina (page 8).
then visit the junk shop (page 1 4). spaceport control
(page 17). and land-ing bay Aurek (page 24). The other
locations in Mos Shuuta are briefly described on page 28.

THE ADVENTURE STRUCTURE


The adventure is presented as a series of Encounters
The encounters are numbered and presented in the order
that the PCs are expected to proceed. Because the
ind1v1dual rules concepts are introduced gradually,
encounter by en-counter. players are strongly encouraged
to proceed in the order presented here. If the PCs attempt
to skip an encoun-ter, the GM can explain that they will be
passing over vital rules. or can allow them to skip and
pause the game while he or she reads the skipped
encounter and shares the rules concepts contained within
In between encounters, the GM may have to improvise
the transitions. These trans1t1ons can be as simple as "You
all walk from the cant1na to the junk shop," or as complex as
small sub-encounters in their own right. They'realso a great
opportunity to mix in some of the color and variety of
Star Wars .

ADVENTURE BOOK
EDGE OF THE 'EMPIRE
THE ADVENTURE BEGINS
Once all the hero players have their character folios,
it'stime to begin the game ESCAPE FROI\~ MOS SHUUTA

It 1s a period of unrest and opportunity 1n the


ARRANGING THE PLAY galaxy. The Galactic Empire struggles to maintain
control 1n the midst of civil war. l\~eanwh1le. scoun·
AREA drels and smugglers. explorers and expatriates.
and fringers of all types scramble for a living on
The available dice should be placed somewhere within t11e edges of galactic civilization It is a hard l1f e.
easy reach of all players. The Map of Mos Shuuta can also but these renegades have more freedom and
opportu· n1Ly than any citizen of tile Core
be placed in belween all players (with its street side show- Worlds.
ing), so everyone can easily see where the action 1s taking
place. Each hero player should find his character token
from amongst lhe available cardboard character tokens and On the desert world of TATOOINE. a few sucl1 ren-
egades have run afoul of a local crime boss. TEEMO
keep 1t near his characLer folio. he may wish to use it to THE HUTT Trapped in the tiny spaceport of Mos
represent his character on the game map later during a Sl1uuta. the renegades have no cl101ce but to steal
fight scene! It would also be helpful for each player to have a starship and flee Teemo'sforces Fortunately, a
a pencil or pen and some scratch paper to take notes suitable starship has recently docked at tile landing
bay a f re1ghter called the KRAYT FANG. captained
by a Trandosl1an slaver named Trex As they flee
RAISING THE CURTAIN through the suns-baked streets. tl1e renegades duck
into the local cantina to l1ide from their pursuers ...
When everyone 1s ready to begin. read the following
open-ing crawl aloud lo the hero players You can also
place the appropriate section of lhe "Read this First" sheet
1n front of the hero players, so they can follow along with AFTER READING THE
the opening crawl (And 1f you have a Star Wars
soundtrack available. go ahead and crank lhat up, tool) OPENING CRAWL...
Each hero now suffers 2 strain to represenl his or her ex-
haustion from running through the desert heat of Tatoo1ne.
Instruct each hero player to mark 2 strain 1n the appropriale
place on his or her character sheet. If a character ever sur
fers more strain than his or her strain threshold, the charac-
ter collapses unconscious. The PCs will have opportunities to
recover strain 1n the future.
The adventure has now begun'
Proceed to Encounter 1 and flip
the map to show the interior of the
cantina .

ENCOUNTER 1: ON THE RUN



I
, I •
• •

'
n this encounter. the PCs rush into the cantina moments
Iahead of Teemo the Hutt'sGamorrean goons. They have PERFORMING THE SKILL CHECK
an opportunity to hide themselves before the goons arrive.
As the PCs enter the cantina. read or paraphrase the Once each hero player makes his
fol-lowing aloud: or her choice, that player should
construct a dice pool and roll
You step down a short flight of stairs into tt1e his or her skill check. (Each
cantina'sst1adowy co1rimon room. tl1e cool air a hero player will do this
blessed relief f ro1ri the scorching heat of Tatooine. one at a time. in
The Devaronian bartender pauses in his ct1ores to any
stare at you. his dev1l1sh features intimidating. On a order.)
stage against the far wall. a Twi'lek1.Noman dances
to recorded music Private booths line the walls, and
the cantina floor is scattered vv1th tables and chairs A
few patrons turn in t11eir seats to stare at you The
only other exits you see from the room are what looks
to be a storage closet in one corner and a doorway
behind the Tw1'lekdancer. Tt1e arched roof above
you 1s supported by lh1ck. tieavy struts You only
have a few moments to find a hiding place before
Teemo'st11ugs arrive. VVl1at do you do?

Each PC has one chance to hide himself or herself


before the goons come in the front door. Doing so is a skill
check. and each PC should make one skill check to
determine whether or not the attempt to hide is successful.
If a PC simply tries to hide in a booth, or under a
table, or in the shadows of the cantina, then the skill
check is a Stealth check. But there are other things the
PCs may try, such as:
• Convince the Twi'lekdancing girl to let the PC back-
stage. (Charm or Coerce)

• Stepping into the storage closet and jamming the


lock. (Mechanics)

• Climbing up into the support struts where the extra


booze is stored. (Athletics)

• Getting behind the bar and pretending to be a


bartend-er. (Deceit)

• Sitting down at the bar as if nothing was wrong, be-


cause only a madman would do that. (Cool)
To perform this skill check, the active player (the player whose character 1s THE DICE POOL
performing the action) does the following:

1. Collect a pool of dice - the dice listed on his character sheet for the skill in Whenever a character performs a check, the
question. plus player controlling that character called the active
player - rolls a pool of dice. This dice pool
one purple Difficulty die • · consists of both "good dice," contributed by the
character's own abilities and pos1t1ve
2. Roll the dice. circumstances. and "bad dice," contributed by
the difficulty of the task and negative
Failure Y symbols cancel Success ~ symbols. If there is at least one Success ~
circumstances
symbol . the task succeeds.
Each character'sskill entry on his or her
Those are the bare bones steps of any skill check . character sheet has a dice pool indicated. a
For more detail, read on ...
collection of green Ability dice t and possibly
yellow Proficiency dice 0 . Therefore,
THE CORE MECHANIC assembling the character's dice pool is as
simple as reading the entry on the character
sheet and gathering the appropriate dice.
Whenever a character attempts an action that has a chance of failure, a skill
check is performed to determine whether or not the action succeeds. The core t
The GM then adds purple Difficulty dice to the
mechanic. which determines success or failure. 1s as follows: pool based on the difficulty of the check In this
case, the check is Easy, and the GM adds a
• Roll a pool of dice. single purple Difficulty die • ·

• Failure Y symbols cancel Success ~ symbols When the dice are assembled. the active player
rolls and the results are read .
• After all other factors . 1f there 1s at least one Success '#symbol, the task
succeeds.

ADVENTURE BOOK
EDGE OF THE 'EMPIRE
IMPORTANT CONCEPT:
ADVANTAGE, OR THREAT?
POSITIVE ANO NEGATIVE DICE
If there are more Advantage O symbols than
Virtually every dice pool consists of both positive Threat {§) symbols, the character recovers 1
dice (usually Ability dice() and 'or Proficiency dice strain per Advantage O symbol 1n excess of
ei and negative dice (usually Difficulty dice ()J Threat {§) symbols
There are very few exceptions. and they are noted If there are more Threat {§) symbols than
expressly in the text as Simple(-) checks
Advantage O symbols. the character suffers 1
strain per Threat {§) symbol 1n excess of
THE TRIUMPH @ SYMBOL Advantage O symbols.

In addition to success and failure. each check


may generate positive or negative side-effects or
Tt1e Triumph @ symbol is a special. even better other outcomes. represented by the Advantage
version of a Success ~ symbol It 1s discussed 1t in 0 symbol and the Threat {§) symbol These twists
more detail later; for no~v. simply treat 1t as a Success of fortune are independent of success or failure.
~ symbol
a check can fail and still generate a positive side
effect via Advantage, or a check can succeed
but with a negative consequence due to Threat.
Advantage O symbols are canceled by Threat
SUCCESS, OR FAILURE? {§) symbols and vice-versa. iust as wrth
Success '.# and Failure Y symbols above If
there are Advantage O symbols remaining
If there are more Success '.#symbols than Failure
Y symbols, then the check succeedsl once this is done. then something beneficial for
the active character has occurred If there are
Two symbols are used Lo determine success or Threat {§) symbols rema1n1ng. then something
failure on a given check These symbols are the harmful to the active character has occurred
Success '.# symbol and the Failure Y symbol
In this case, the active character may recover 1
Each Failure Y symbol cancels (and is canceled
strain per Advantage O symbol The active
by) one Success '.#symbol If, after accounting for
character suffers I strain per Threat {§) symbol
all the Failure Y symbols, there are any Success
This is the most basic way to use Advantage 0 and
'.#symbols rema1n1ng, the task succeeds (Extra
Threat {§), and 1s always available to the active
Failure Y symbols are wasted .)
character; other options will be discussed later.

.
AFTER EACH HERO PLAYER HAS ROLLED ...
If all of the PCs hide successfully. read the following aloud: If any of the PCs fail, read the following aloud.

Moments after you hide yourselves. a small troupe Moments after you hide yourselves. a small
of pig-like Gamorreans carrying heavy. bone-break- troupe of pig-like Gamorreans carrying heavy
ing clubs steps t11rough the door - Teemo'senforc- bone-breaking clubs steps through the door
ers'They blink their beady little eyes in the gloom. ·Teemo·s enforcers1 They blink their beady little
peering about Then. seeing nothing of interest. eyes rn the gloom. peering about - and then one
t11ey grunt and \'\'hine1n t11eir primitive language lets loose a piercing shriek'You are
and turn to go. You know they'llkeep looking for you spotted'Things are about to get violent.
until you take then1 out. With their backs turned.
this is the perfect moment to strike'
Continue to Encounter 2.
Continue to Encounter 2

ADVENTURE BOOK
EDGE OF THE 'EMPIRE

l .\ I

• •
ENCOUNTER 2: A GANG
OF GAMORREANS
I n this encounter. a fight breaks out between the PCs and a
group of Gamorreans in the employ of Teemo the Hutt.
DETERMINE INITIATIVE
If the PCs were all successful 1n their attempts to hide
dur-ing Encounter 1 • then the PCs have an advantage At the beg1nn1ng of the first round of combat. all
over the Gamorreans. hero players and NPCs need to determine 1n
what order the characters will take their turns This
There are as many Gamorreans as there are PCs.
is called the in1t1at1ve order In most cases this
The Gamorreans are clustered by the door. engaged
calls for a skill check from each participant, but 1n
with one another, they are at short range from the bar
this case the initiative order will be fixed based on
and medium range from the far side of the room. The
whether the heroes successfully hid from the
PCs should note where they are on the cantina map,
Gamorreans or not Note that each 1n1t1at1ve slot
based on their actions during Encounter 1.
is claimed by a team (PCs or NPCs). not by an
1ndiv1dual character. and the PCs can choose in
IT IS TIME TD BEGIN COMBAT what order they use their teams'slots

If the heroes hid If at least one


Combat follows the following steps successfully· hero failed:
1st PC 1st PC
1. Determine Initiative - 1n this case. based on
whether or not the heroes hid 2nd PC NPCs
3rd PC 2nd PC
2. Participants Take Turns - each character takes
one turn. PCs can choose what order they act in NPCs 3rd PC
4th PC 4th PC
3. The Round Ends; a New Round Begins - re-
turn Lo step 2 until the encounter is over.
If there are only 3 PCs. ignore the 4th PC slot If
there are only 2 PCs, ignore the 3rd and 4th slots
PARTICIPANTS TAKE TURNS POSSIBLE ACTIONS INCLUDE:

Each round of combat consists of a series of turns. • Perform an attack with an equipped weapon
In 1nit1ative order, each character participating in
the bat lie will take one turn. Beginning with the first • Use a skill.
result in the initiative order, one member of that
team (PC or NPC) will take his entire turn . then the • Perform a second maneuver.
round will progress to the next entry on the initiative
order. Each PC can use any PC initiative slot. but POSSIBLE MANEUVERS INCLUDE:
each PC can only take one turn per round . PCs can
choose who will act as each initiative slot is reached
1n the init1at1ve order; they don'thave to choose • Move to a new location within short range, or
beforehand. They can also act in one order on one move between range bands (engaged to short,
round. and a different order on the next round - short to medium).
there is no permanent connection between a given
PC and a given initiative slot. • Ready or stow a weapon or other item (such as a
stimpack).
In the case of NPCs. il is normal for groups of similar
NPCs (such as the Gamorrean thugs) to act at the • Use a stimpack.
same time. Just like PCs. NPCs can act in any order
• Open or close a door. flip a table over to provide
and can change their order from round to round .
cover. or otherwise interact with the environment.
Once all characters have taken a turn . a new
• Aim - gain a Boost die Don your next attack
round may begin.

On each character's turn , that character can


• Take cover - attackers suffer a Setback die • on
perform a single action and a single maneuver (in
their attacks against you until you leave cover or
the situation changes such that you don't have
any order). Actions are not maneuvers; maneuvers
cover anymore.
are not actions.
ONLY ONE MANEUVER? THE ROUND ENDS; A NEW ROUND BEGINS

After all characters have taken a turn. the round 1s


Cl1ar·acLe1s can per·for ma seconcJ n1a11euver on L11e1r over. If the battle is now done (one team has been
turn by suffering 2 sLr a111. 01 b\ using tl1e1r action as defeated or fled), then the encounter is over and it is no
a n1a11euver Characters can never perform longer necessary to track initiative. If there 1s more
more than 2 maneuvers during their turn, nor fighting to do, a new round begins and the process
may they perform more than 1 action. returns to the "Participants Take Turns" step. During
this new round of combat, the order of initiative slots
remains the same, but the characters may act in a
Example: On her turn, Oskara draws her blaster different order (they are not obligated to use the same
carbine (a maneuver) and fires at an enemy (an initiative slot as they did in the first round).
action). Her shot misses and Oskara elects to take
cover behind a table by suffering 2 strain to
perform an extra maneuver.
BOOST DICE AND SETBACK DICE
Noncombatants. like the bartender. the dancing girl.
and the other patrons. don'tdo anything important
during the battle. They run for cover and generally keep Tl1ese dice are 1ndependenL of Lile difficulty of L11e
out of the way; there'sno need to track their activities. check BoosL dice • make tl1e aLtack rnor·e likely Lo
l1it. Setback drce D r11ake the attack less lrkelv to l11t
Boost drce • can be gained by performing l11e arm
n1aneuver Setback dice D are addecJ 1\·l1en at
tacking a target 1vl10 is rn cover

ADVENTURE BOOK
EDCE OF THE 'EMPIRE
I
• l I \

MOVEMENT AND RANGE PERFORMING AN ATTACK


I

In the Star Wars. EDGE OF THE EMPIRE BEGINNER The most common action performed by characters
GAME, range and distance are handled abstractly during a battle 1s to perform an attack with an
wilh a system of range bands There are four equipped weapon against a target in range First
range bands and a special condition known as the attacker should compare the range to his target
engaged In order from closest to furthest: against the listed range for his weapon If the
target'.is too far away. lhe al lacker will have to
Engaged Characters are close enough lo touch move closer. choose a different target for lhe
attack. or do something else wilh his action.
Short range: A few steps away An easy shol with
a blaster IL lakes a single maneuver to move Attacks are skill checks. and the skill used 1s
from short range lo engaged. or from short range determined by the weapon Each weapon has the
Lo medium range. In this encounter. short range skill used to attack with 1t l1sted 1n its description
1s about half the distance across the cant1na. The active character should gather dice for his
dice pool as 1nd1cated for lhe given skill
Medium range Opposite sides or a room. An average
shot with a blaster Still close enough to be easily The difficulty of the attack check (lhe number of
seen and heard. although characters must speak purple Difficulty dice + added to lhe check) 1s
loudly to be understood It takes a single maneuver to determined by the circumstances of the attack
move from medium range to short range It takes 2
maneuvers to move from medium range to long range If the attack is at short range. 1t 1s an Easy (t l
In this encounter. medium range spans from one side check Add I Difficulty die +
of the cant1na to the other s1tle
If the attack 1s at medium range 1l is an Average
There are 2 other range bands - Long range and (..)check. Add 2 D1fflcully dice +
Extreme range - that aren'l important here.
because the cantina is relatively small. If the attack 1s at long range (which 1t won'tbe
as long as everyone stays 1ns1de lhc canllna).
You can use character tokens to roughly indicate 1t 1s a Hard (. • • ) check Add 3 Difficully dice +
where each character is on the map, and to
esllmate ranges between characters Since the If the attacker is engaged wilh his or her target. it
system 1s abstract. rough estimates arc 1s an Average (..) check 1r 1l'smade with a
normally all lhat 1s required. Melee. Brawl. or Ranged (Light) allack Add 2
Difficulty dice + . If lhe attack is made with a
Ranged (Heavy) attack. 1l 1s a Hard (. • • ) check
Add 3 Difficulty dice + .
CRITICAL INJURY? Characters who use the aim maneuver may also
add Boost dice O to the attack's dice pool
If an NPC suffers a Critical ln1ury. t11at NPC 1s Characters who are 1n cover may add Setback
simply defeated If a PC suffers a Critical ln1ury. dice • to attacks thal target them Once the dice
refer to the Critical ln1ury chart on the back cover. pool 1s assembled. 1t 1s rolled and evaluated
like any other skill check
DEALING DAMAGE AND SUFFERING WOUNDS

If the allack is a success. it 1s a h1l and it infl1cls damage on the target. The damage inflicted by the attack 1s equal to
the damage rating of the weapon. plus the number of Success *- symbols left uncanceled on lhe allack. For example. if
Pash fires a blaster pistol with damage 6 and hits his target with I uncanceled Success *- symbol. he deals 7 damage.

The target reduces the damage he or she suffers by his or her soak rating a comb1nat1on of the
character'snatural toughness and the armor he or she is wearing. If a character'ssoak rating reduces the
damage to 0 or less. thal character suffers no wounds Otherwise. the character suffers wounds equal to any
rema1n1ng damage For example. 1f Pash shoots a Gamorrean thug for 7 damage, the thug reduces that
damage by his soak value of 3 and suffers 4 wounds

When a character suffers wounds. that character'scontroller marks them on his or her character sheet (The GM
can use scratch paper for NPCs) When a character'stotal wounds exceeds his wound threshold , he is defeated
and knocked unconscious. He suffers an immediate Critical Injury and remains unconscious until healed by
another character NPCs who are defeated normally die outright. unless the plot calls for lhem to survive.

ADVENTURE BOOK
EDGE OF THE EMPIRE
In a con1bal situation. Triurnpl1@ symbols still count as a Success
:tf syn1bol and n1ake an attack n1ore likely Lo l1it or deal more
da1nagc. In addition. a Triumph@ syrnbol can be used to inflict 1
Critical Injury on t11e target. if L11c attack is successful. or trigger
ADVANTAGE any effect that Advantage ti syn1bols could trigger

Characters may spend Advantage ti to do several


things. In general. tt1e active player cl1ooses how to
spend his Advantage ti symbols. 1iv1tl1 the Gtvl's
approval. Options include ...

Spend I Advantage ti to recover 1 strain.

Spend 2 Advantage ti to 1n1mediately perform a


bonus maneuver (still only 2 maneuvers per turn).

• Spend 2 Advantage ti to give a Boost die • to


the next attacl< against the target.

• Spend Advantage ti to inflict 1 Critical Injury on the


target if tl1e attack 1s successful - eacl1 weap-on
requires a different a111ount of Advantage ti. as
noted in t11at vveapon'sdescription.

Spend Advantage ti to do son1el11ing else ap-


propriate to the plot and situation.

THREAT

Threat '§~ n1ay be spent to do several things. In


gen~ral. the GM chooses 1101"' to spend Threat '§~
symbols. Options include ..

Spend 1 Threat '§~ to suffer 1 strain.

Spend 2 Threat '§~ Lo allow the target of l11e at-


tack to immediately perforn1 a bonus
rnaneuver (even thougl1 it'snot his turn)

Spend 2 Threat ~§~ to add a Setback die D to


the next attack t11e active cl1aracter performs.

Spend 2 Threat ~§~ to add a Boost die • to· t11e


next attack targeting the active character.

Spend Threat '§>to do sometl1ing else


appropri-ate to the plot and situation

TRIUMPH
I bet Vorn over at tt1e junk sl1op l1as one." Then
l1e points at the door. "Now get out of 1ny cantina."

THE BATTLE CONTINUES


UNTIL ONE TEAM OR REC:DVERING STRAIN AT THE
ANOTHER IS VICTORIOUS.
END OF · AN ENC:DUNTER
If the PCs win:

The Gamorreans are defeated! The At the end of each encounter, PCs have a
silence that follows is broken by slovv. chance to recover strain. Each PC recovers
unamused applause. Tile Devaronian strain equal to his Presence score or his ranks in
bartender approacl1es and laughs a the Cool skill , whichever is greater.
brittle little laugh. "I guess you'refolks
\.Yho need Lo get off the planet in a
hurry. The good ne1.vs for you is that I
l1appen to knovv that there'sa freighter
in Landing Bay Aurek right novv. Tl1e
bad ne1'l'sis t11at its captain. Trex. is an
associate of the Hull'sand won'tjust let
you on . The ot11er bad news is that the
reason I know it'sstill in the landing bay
is that 1t has a broken hypermatter
reactor igniter and won't be flying
anyvvl1ere until it gets a new one
installed. I bet Vorn over at tl1e junk
sl1op has one." Tl1en l1e points at t11e
door. "Now get out of my cantlna ."

If the Gamorreans win:

A Gamorrean cudgel svvings for your


l1ead. and then ...blackness! You
avvaken son1etime later witll a groan to
find the Devaronian bartender standing
over you l1olding a now-empty slim pack.
From U1e aches and bruises all over
your body. you estirnate that the
Gamorreans kicked you in the ribs until
they got bored. t11en vvandered off.
"Teen10 must not vvant you dead. but
it'sstill not healtt1y to stay in Mos
Shuuta." says the bartender. "The good
nevvs for you is t11at I l1appen to know
that tl1ere'sa freigl1ter in Landing Bay
Aurek right now. The bad news is t11at
its captain. Trex. is an associate of the
Hutt'sand won'tjust let you on. Tl1e other
bad news is t11at the reason I l<now
it'sstill in U1e landing bay is that 1t has a
broken hypermatter reactor igniter and
vvon't be flying anywl1ere until it gets a
new one installed
A DV E NTURE BOOK
EDGE OF THE 'EMPIRE
I
' •

• •l •,, \ '

~
..
.. .
I
,,. • • ENCOUNTERJ:THEJUNKSHOP
I n this encounter, the PCs must deal with an irritable junk
shop owner named Vorn to secure a needed starship com-
for less than that. Some of the questions the PCs may
ask, or strategies they may try, are noted below, along
ponent - the hypermatter reactor igniter (HMRI). They can't with Vorn's response.
simply purchase the item, as Vorn has already promised it to
someone else. The PCs will have to convince the shopkeeper
to part with it somehow. PCs may use their various social CAN WE BUY A HYPERMATTER REACTOR
skills to talk Vorn into letting them have the item, or can sim- IGNITER FROM YOU?
..
ply steal it by stealth or by force.
... .' .!'" >1'>.
When the PCs arrive at the junk shop, read or "No. I only have one, and it'salready
'.' ' .t- ~

• ·; . ..... '. paraphrase the following aloud: pro111ised to Captain Trex of the Krayt Fang ."
.. "'
• '

... . ·{'.. ' l :~·· -


.
·""'~ ..•( ..
• .• - The junk shop is immediately obvious by the scrap-
..

;• •
t
1".~·~;
~. ... .. .. .

'• ·,) .
CAN YOU TELL US MORE ABOUT CAPTAIN TREX
"\.' I .. yard adjoining the low pourstone building. As you
~. .
: ... . ·-~
·'r ··
. • 1.
,.
, ...··
-
•'• t> .
...
r
'·..
. ? ..
• OR THE KRAYT FANG?
step inside. you see a hunched old l1uman male
-
. ... ·• :'- : "
{" ·c
"'
••
••
'

•.
lurking bel1ind a low counter covered vvith disas-
"Trex is a Trandoshan bounty hunter 1Nho stops
sembled droid and machine parts. The man glances
over in t\~os Shuuta a few tin1es a year. His ship,
up at you. t11en turns to a garbage can-shaped RS
the Krayt Fang, is a beat-up old YT- I 300 light
droid standing at his side. He kicks the droid and
freighter. A fine ship, if you can keep l1er running."
shrieks "You'resupposed to tell me vvl1en I have
customers. you bucket of bolts! Go outside and finish
stripping that speeder bike 1Nreck." The droid CAN WE PAY YOU MORE THAN TREX IS
trundles off with a surly "boooop" and the man turns OFFERING TO BUY THE PART?
to you. "Welcome, customers1 As you can see." l1e Vorn is happy to sell the part for more than Trex is offering,
points at the racks and shelves and enor-111ous since he always wants to make more money. If the PCs choose
buckets full of scrap metal and parts, "I have anything this option, they'llhave to choose one PC to make an opposed
you could vvant. .. for the right price." Negotiate check vs. Vorn'sNegotiate (...). (Opposed checks are
discussed in detail on page 15.) If they succeed, they negotiate
The characters may now talk to Vorn, ask him questions, and a good price. and Vorn asks only 600 credits. If they fail, Vorn
generally try to convince him to part with his HMRI. The GM gouges them on the price, and asks 750 credits.
plays the role of Vorn and responds to their questions and
statements as Vorn would . Vorn is reluctant to sell the star- WE REPRESENTTREX. HE SENT US TO BUY THE
ship part because he'salready agreed to sell it to Trex (the PART FROM YOU.
Trandoshan captain of the freighter the PCs are hoping to Lying to Vorn is certainly possible. If the PCs choose
steal) for 500 credits. He won'tbe talked into parting with it this op-tion, they'l have to choose one PC to make an
opposed De-ceit check vs. Vorn'sDiscipline (..).
(Opposed checks are discussed in detail on page 1 5.)

WOULDN 'T YOU RATHER SELL •THE PART TO US


THAN TO TREX, BECAUSE WE'RESO LIKABLE
AND HE'S A BAD MAN?
Buttering up Vorn isn'tvery effective, but it'sworth a try. If
the PCs choose this option, they'llhave to choose one
PC to make an opposed Charm check vs.
Vorn'sDiscipline (..). (Opposed checks are discussed in
detail on page 15.) However, because Vorn is generally
ill-natured, the attempt will suffer a Setback die • ·

SELUGIVE US THE PART OR WE WILL HURT YOU.


Intimidating Vorn can work. although he'smore likely to
agree to sell the piece than he is to just give it over. If the PCs
choose this option. they'llhave to choose one PC to make an
opposed Coerce check vs. Vorn'sDiscipline(..). (Opposed
checks are discussed in detail on page 15.)
HOW DO WE KNOW THE PART IS EVEN ANY
GOOD? YOU'D BE I I ER SHOW IT TO US.
This is clever, and Vorn will show them the part. This makes
'
any attempt to steal it later much easier. since the PCs know
what they'relooking for and where it'skept.
the PCs have to do is keep Vorn distracted (which can
OPPOSED CHECKS be as simple as engaging him in conversation, or
creating a distur-bance 1n the shop).
Dealing wilh Vorn requires an opposed check. a STEALING THE PART.
check 1n which t11e skill of one character is There are two basic strategies the PCs can use here stealth
pilted against the skill of another Sometimes and violence. If the PCs use stealth, then pilfering the item
these checks are used with the same skill on without Vorn noticing will require an opposed Skulduggery
both sides. such as Lhe Negotiate vs Negotiate check vs. Vorn's Vigilance (..). If the PCs choose violence.
example above. or the Alhlellcs vs Athletics then they must begin a combat encounter against Vorn Vorn
check Lwo wrestlers would make Other times.
will not be expecting a fight, and he will go last in the inilla -
one skill 1s opposed Lo a different skill, such as
tive order. (So the initiative order will be PC, PC, PC. PC,
the Deceit vs. D1sc1pl1ne example above.
NPC.) His droid simply flees from combat.
When making an opposed check. the active
characLer (the one making the check, 1n this case WHAT ELSE HAVE YOU GOT FOR SALE?
a PC) assembles his or her dice pool as normal The PCs may wish to purchase something else from
The difficulty of the check 1s determined by the
rival character'sdice pool 1n the relevant skill For Vorn . He doesn'thave any weapons or armor for sale.
every green Ability die + in the rival character's buL the PCs may purchase stimpacks or emergency
repair kits from him for 25 credits each. Vorn has only
dice pool, a purple Difficulty die + 1s added to 4 stimpacks and 3 emergency repair
the dice pool. For every yellow Proficiency die 0 in kits on-hand
Lhe rival character'sdice pool. a red Challenge die
e 1s added to the dice pool In other words. the
rival character builds his own dice pool out of
Difficulty +and Challenge dice e instead of
Abil1Ly t and Proficiency dice 0 . then adds thal
to the active cl1aracter'sdice pool to represent the
"bad dice· for Lhe check.

The dice pool 1s then rolled and evaluated


follow1ng Lhe normal rules In the case of an
opposed check, AdvanLage t> and Triumph ~
could reflect something beneficial occurring to
the active character or something
disadvantageous happening to the rival
character Likewise, Threat <§~ or Despair @
symbols could reflect something bad happening
Lo the active character. or something good
happening to the rival character. at the
GM'sd1scret1on
YOU WERE PRE I I Y MEAN TO THAT DROID.

GE I I ING HELP FROM THE RS UNIT.


The RS unit. R5-K3. is afflicted with the bad attitude com
mon to its model and hates its master Vorn Tel-Ov1s. If the
PCs go outside into the junkyard and talk to it, 1t will be
happy to go inside. steal the HMRI, and bring it to them All

ADVENTURE BOOK
EDGE OF THE 'EMPIRE
'
• •
••
WE'VEGOT IT!
When the PCs have the hypermatter reactor igniter. it is
time for them to proceed to spaceport control and dis-
able the docking clamps holding the Krayt Fang in place.
Proceed to Encounter 4.

ADVENTURE BOOK
EDGE OF THE 'EMPIRE
ENCOUNTER 4: I

COMMAND Sr CONTROL
D uring this encounter, the PCs must gain access to the
spaceport control facility and release the docking clamps
TALK THEIR WAY PAST THE GUARDS.
To do this, the PCs will have to come up with some sort or
holding the Krayt Fang in place. This will require them ei-ther
sneaking, talking, or fighting their way past the guards reason for the guards to let them through, then pass an
outside, and then gaining access to the computers within . If op-posed Deceit or Coerce check vs. the droids'Discipline
the PCs are clumsy or trigger-happy, they may .have another (e J. If the story the PCs come up with sounds plausible,
fight inside spaceport control. reward them with a Boost die D on the check. If it'svery
Read or paraphrase the following aloud as the PCs unlikely. give them a Setback die • · If the PCs fail, the
ap-proach spaceport control. dro1ds tell them to move along. The PCs can try another
way in or try a new story. Each time they try a new story
The spaceport control facility is a low. squat build- to convince the droids, they suffer an additional Setback
ing clinging to the edge of the Mos Sl1uuta bluff. die • as the droids' suspicion programming is activated.
The front entrance stands open. but a pair of
spaceport security dro1ds stand at attention If FIND ANOTHER ENTRANCE AND SNEAK IN.
you'regoing to get off Tatoo1ne. you need to disable There'sa side entrance the PCs can find if they go looking,
the docking clamps 11old1ng tile Kraut Fang in its and no one will stop them if they walk up to 1t The door 1s
landing bay. and you can only do t11at inside locked, but the PCs can open it by using Skulduggery (to trig-
spaceport control You'llhave to either get past tllose ger the physical locking mechanism) or Computers (Lo fake a
dro1ds somehO\'I'. or find anot11er \\ ay in
1
valid access code) . This check is Average (..) If the PCs fail,
they must find another way in. If they succeed, they find
themselves in a small conference room off the main chamber.
The two droids will deny the PCs access to the building, but
won'tattack unless the PCs try to go in anyway or attack the FIGHT!
droids. The PCs have three basic choices for how to proceed. The PCs can simply attack the guards and fight their
way in. If they do this, however. the guards inside the
facility will also be on high alert and they will likely have
to fight inside as well. The guards are not expecting a
fight; each guard makes a separate Vigilance check for
initiative. The PCs will likely make Cool checks. (See
"Expanded Rules: Determine Initia-tive· on page 18).

ADVE N TURE BOOK


EDC:E OF THE 'EMPIRE
I

• EXPANDED RULES:
•' DETERMINE INITIATIVE
Initiative order is normally determined by means
of a skill check performed by all participants
Characters make a Cool check 1f they were
expecting a fight If they were not expecting
a fight. they make a Vigilance check instead
(Different characters can use different skills on
the same initiative check.)

These checks are Simple (-) checks. and no purple


Difficulty dice + are added

Once all the checks have been made. the GM


notes the results of each check and ranks them 1n
order, from most Success ~ symbols to fewest If
there 1s a tie. the check with more Advantage t>
is ranked higher If there 1s still a tie, a PC check
beats an NPC check. It does not matter who
made which check, only if the character is a
PC or an NPC . (The GM may wish to write this
down on some scratch paper)

The GM should now have a ltst of initiative checks,


marked as PC or NPC This is the init1at1ve order
During the ensuing combat. a PC will act each time
a PC slot on the initiative order is reached, and an
NPC (or group of NPCs) will act each time an NPC
slot on the init1at1ve order is reached Remember
that each PC can act on any PC slot - it doesn't
matter who rolled what value. the 1n1tiative slots
belong to the team. not an individual (The same
is true for NPCs).

SKILL CHECKS: DIFFICULTY


When a character attempts a skill check. t11e GM sl1ould determine t11e difficulty of l11e cl1eck The difficulty
of combat checks and opposed checks has already been discussed. but the Grvl must also use his best
Judgen1ent to determine the difficulty of ordinary skill checks.
DIFFICULTY LEVEL Daunting
Simple

Formidable
Easy

Average

Hard
target while engaged .
DICE EXAMPLE
••• Picking a complicated lock, setting broken bones or sutunng large wounds. finding
Routine. with the outcome rarely in question Usually not rolled unless the GM
food and shelter on a rugged planet. shooting at a target at long range .

••••
wishes to know the possible magnitude of success. or Setback
Picking an dice indicate sophisticated lock, performing surgery or grafting
exceptionally


the possibility of complications .
implants.
Picking a primitive lock, tending to minor cuts and bruises, find food
finding foodand
andshelter on a barren desert planet. shooting at a target
at extreme range .
•••••
shelter on a lush planet, shooting a target at short range .

••
Picking
Picking a typical lock, stitching up a small wound, finding food a lock with no on
and shelter comprehensible mechanism, cloning a new body, finding
food and shelter on a planet without breathable atmosphere.
a temperate planet. shooting a target at medium range or trying to strike a

ADVENTURE BOOK
EDGE OF THE EMPIRE
be let go! See "Convince Overseer Brynn" above. but add a Setback die • to
any check. Or the PCs can just run away - no one pursues. If the PCs fail on
the Comput-ers check. they will have to somehow force Overseer Brynn

ONCE INSIDE
When they get inside. the PCs find themselves in a tasteful
antechamber. with several seats for visitors and a few sickly-
looking potted plants. The spaceport control proper 1s down
either of two short corridors. When the PCs venture down a
corridor. read or paraphrase the following aloud:

You step through the doorway into a large ct1amber.


cro\vded \\'1thcomputer equipment and centered
around a large holo display sl101v1ng a plot of the
local aerospace Standing 111 front of the display
1vitl1 Iler arms folded bel11nd lier back 1s a hurnan
1-voman St1e appears to be 111 charge and. as
you \Vatch. st1e speaks into a l1eadset in a formal.
com-manding tone "ln1penal sl1uttle Lan1bda-11258.
this 1s Overseer Brynn \\'Ithspaceport control You are
cleared for landing. Welcome to Mos Shuuta " A half
do1en tecl1n1cians of different species 1-vork at
consoles and two security droids stand near t11e
door1vay. Your attention 1s pulled to the floor-to-
celling transpansteel \v1ndo\vs against t11e far \vall.
looking out over t11e desert of Tatooine. \vl1ere an
Imperial sl1uttlc is corning 1n for a landing.

If the PCs have already fought their way through the


droids outside. then the droids inside will immediately at-
tack them and Overseer Brynn joins in - roll for initiative
and begin combat (Both teams should use Vigilance in this
case.) Otherwise. the PCs have similar options as before.

CONVINCE OVERSEER BRYNN TO UNLOCK THE


DOCKING CLAMPS
Overseer Brynn 1s a little more clever than the droids
out-side. but the PCs can still attempt to talk her into
opening the clamps with a clever story and a Charm.
Coerce. or De-ceit check opposed by Brynn'sDiscipline
(..). If they fail. Overseer Brynn tells them to leave. If they
don't, the droids attack. See "Fight!" above.

SLICE THE COMPUTERS AND DO IT THEMSELVES


No one'spaying attention to the PCs. so they can simply
walk up to the closest computer console. gain illicit access,
and release the docking clamps themselves. This is an
Aver-age (..) Computers check If they generate any Threat
~§} symbols. a small alarm is triggered and Overseer Brynn
asks them what they think they'redoing. The PCs will have to
think quickly to convince her that they'reharmless and should
EXPANDED RULES: RANGE

Now that the characters are


outside the confines of the
cant1na. combat may occur at a
longer range on the streets of
Mos Shuuta

Long range. Down the street A


hard shot with a blaster; a blaster
pistol cannot make the shot at all
Characters must shout to be
heard clearly and 1t may be hard
to see details It takes 2
maneuvers to move from long
range to medium range or rrom
long range to extreme range

Extreme range The furthest


range at which characters can
see and interact Characters
cannot hear one another even if
they shout Only some sniper rifles
or vehicle-mounted weapons can
shoot this far. It takes 2
maneuvers to move from extreme
range to long range

or one of the other spaceport


techn1c1ans to disengage the clamps
(see "Convince Overseer Brynn" above.
and perhaps "Fight!" as well).

FIGHT!
Once both droids are defeated. Overseer
Brynn surrenders and agrees to help the
PCs. If Overseer Brynn is killed. then the
PCs can release the docking clamps at the
central com-mand console without having
to make a skill check.
Once the docking clamps
have been disen-gaged. the
PCs can leave. Proceed
to the Interlude.
ADVE N TURE BOOK
EDGE OF THE 'EMPIRE

• r I


• INTERLUDE: EXPERIENCE
• AND DESTINY

U P until now, the adventure has been dehberately very


linear to help teach the game and to ensure that the cnllcal DESTINY
plot elements were put in place But now the PCs have
accomplished the majority of their goals and can steal the
Krayt Fang and fly away at any time. They may wish to
explore Mos Shuuta a bit first, or see what'sup with the Both the GM and the hero players can use the
Imperial shuttle that just landed They may wish to come Destiny pool to upgrade skill checks Each lime a
up with some creative way to get Trex off his ship so it'll check is performed, the active player may
be easier to steal Or they may wish to proceed directly choose to spend 1 Desliny to upgrade one of his
to Landing Bay Aurek and secure their new ship, flying Ability dice + to a Proficiency die O Then the
off into the double sunset other players (often the player controlling the
But first, it'slime to award the hero players some character who is the target of the action in
expen· ence and learn about destiny! question) may do the same. spending 1 Desuny
to upgrade one of the Difficulty dice + to a
Challenge die e When the hero players do this.
EXPERIENCE AWARDS they spend 1 light Desuny by fl1pp1ng a Destiny
As the heroes continue their adventures and overcome new token from its light side to its dark side When the
GM does l111s. l1e spends 1 dark Desliny and
challenges, they will be awarded experience points by the
does the opposite If there are no Destiny tokens
GM. typically at the end of every play session. The heroes showing the correct race that player cannot
may then spend those experience points to purchase new spend Desuny points until some have been
ranks of skills and talents from their specialization trees. flipped
Now that the PCs have completed one of their primary
story goals (secured everything necessary to steal the ship
and escape). they are awarded 10 XP. Each of the hero play-

ers should turn to the next page of his or her character folio
now, where the "level-up" procedure is explained. He or NEXT STEPS
she should also be sure to note the strain and/or wounds • If the PCs want to explore the rest of Mos Shuuta be-
he or she has suffered, as well as his or her current amount fore moving on, flip to the "Other Encounters 1n Mos
of money or any other changes to his or her character Shuuta" section on page 28 If they spend a lot of time
(spent stimpacks, etc.). transferring that 1nformat1on from exploring and don'ttake any precautions against being
his or her first character sheet to the new one. discovered by their pursuers, then another troupe of
Gamorreans or a squad of stormtroopers may catch
up with them - refer to Encounter 2 or Encounter 5 for
guidelines as to how to run those encounters.

THE DESTINY POOL • If the PCs want to investigate the arrival of an Impe-
rial shuttle, then they will shortly find themselves
The PCs are more than just smugglers. bounty hunters. con-fronted with a squad of stormtroopers looking
and renegades. They are the main characters of the story, for them! Proceed to Encounter 5
and they are touched by the Force with a great destiny.
This des-tiny 1s represented in part by the Destiny pool • If the PCs want to move directly to the landing bay
and leave the planet. then proceed to Encounter 5
BUILDING THE DESTINY POOL They won'tbe able to escape Mos Shuuta without
Each hero player now rolls the white Force O die once. For dealing with at least one stormtrooper patrol.
each white pip rolled, place a Destiny token in the Destiny pool
• If the PCs are unsure of how to proceed, the GM
with 1ts white side showing. For each black pip rolled, place a
should encourage them to proceed to the spaceport
Destiny token 1n the Destiny pool with its black side showing.
and com-mence Encounter 5 as they run into a
The Destiny pool 1s a collection of Destiny tokens that both the
squad of storm-troopers on the way
GM and hero players can manipulate: 1t should be placed
somewhere w1th1n reach of as many players as is practical.
ADVENTURE BOOK
EDCE OF THE 'EMPIRE
ENCOUNTER 5: IMPERIAL
STORMTROOPERS
I n this encounter. the PCs encounter a group of stormtroop-
ers on the streets of Mos Shuuta and must fight them off •
or run away.
The stormtroopers answer to an Imperial officer who has
arrived on the Lambda-class shuttle, Lieutenant Herk1n. Her-
kin has some (not entirely legal) connections to Teemo the
Hutt and has placed his stormtroopers at Teemo's disposal,
so the stormtroopers are now also looking for the PCs The
stormtroopers break into three-man teams and spread out
through Mos Shuuta. interv1ew1ng locals and looking around
on the streets. When they catch up to the PCs. the storm-
troopers immediately call for help from another nearby
trooper team. When the PCs encounter the stormtroopers.
read or paraphrase the following:

Sudclenly. the crowds thronging L11e streets of L11e


settlement part and you see a cl1illing sigl1t: three
soldiers in t11e white armor of the Empire'selite -
stormtroopers'As you sec tllcm. you realize the
lead trooper 1s pointing right at you You hear his
voice break t11rough L11e cro1\'d.sounding mecl1an1cal
t11rougl1 his armor'sspeakers "There they are." t11e
stor111trooper says "Get t11en11" As you turn to es·
cape. you see a second group of L11ree stormtroopers
approaching down a side street. This could get tricky.

There are two groups of stormtroopers. The groups have


three stormtroopers each The first group 1s at medium
range. The second group 1s at long range down a side street.
(Use the Mos Shuuta streets map and place the standups
appropriately.) As soon as the PCs are spotted, roll for initia-
tive using Vigilance. (If the PCs have used some clever strat-
egem to get advance warning that the stormtroopers are
coming, the GM may let them use Cool instead.)

ONLY IMPERIAL STORMTROOPERS


ARE SO PRECISE
Warning' Squads of l111pcrial stormtroopers can
be extremely dangerous to lo1v level PCs PCs 1vho
cavalierly attack stormtroopers expecting an easy fight
may be quickly defeated The Gtvl 1s encouraged to
point out tl1at Imperial storn1troopers l1ave a fearsome
reputation and suggest tl1at tile PCs 111ay 1\1sh to flee

ADVENTUR E 8001<
EDGE OF THE 'EMPIRE
• r
MINION GROUPS

Minions are the nameless individuals that the
PCs encounter and perhaps fight in droves in
their adventures 1n the Star Wars universe An
individual m1n1on is generally not an especially
dangerous threat. as m1n1ons often have
poor characteristics. no skills. and low wound
thresholds.

The GM may choose to use minions in groups.


in which case several special rules apply. Minion
groups are always comprised of identical m1n1ons.
and groups of minions can be much more
dangerous than m1n1ons 1nd1vidually

A group of minions acts together and behaves


in most respects as a single character All of the
minions in the group take their turn at the same
time . and they perform the same action and/or
maneuver An attack or ab1l1ty that targets one
minion 1n the group targets the entire group

The minion group has a single wound threshold.


shared by all members of the group This wound
threshold is equal to the sum of the wound
threshold of every member of the group (For
example. a group of 3 stormtroopers · each with
a wound threshold of 5 - has a wound threshold
of 15.) Each lime any member of the group
suffers wounds. the wounds are applied Lo the
roup'swound threshold lnd1v1dual members of
ttle group are defeated one-at-a-time. each time
If& total wounds suffered exceeds that group
member's share of the total wound threshold
For example. when the stormtrooper group
passes 5 wounds. one stormtrooper is defeated
When the total wounds suffered exceeds l O.
the second storm trooper 1s defeated When the
total wounds suffered exceeds 15, then the third
and final stormtrooper 1s defeated If the minion
group suffers a Critical Injury. 1t 1mmed1ately
suffers wounds equal Lo the wound threshold of
one member of the group (1n other words. one
member of the group is 1mmed1ately defeated)

When minions perform checks. they use the


characteristics of a single member of the group If
the check is a skill that is listed under the "skills"
section of the minion's entry, then the group
receives a bonus if there is more than one minion
working together For every m1n1on beyond the
first in the group, the group counts as having
one rank in that skill For example. a group of 3
stormtroopers counts as having 2 ranks 1n Ranged
(Heavy) and rolls a dice pool of toO when
making Ranged (Heavy) checks The same group
has no ranks of tra1n1ng 1n Pilot (because that skill
is not on the list in the stormtrooper description)
and would roll • • • on Pilot checks

ADVENTURE BOOI<
EDGE OF THE 'EMPIRE
DICE POOL REVISITED:
SKILLS AND CHARACTERISTICS

Up until now. each character entry has included


the dice pool for each skill that the character
was likely to use However. in the course of a
roleplaying game. 1t 1s 1mposs1ble to predict all
of the potential directions the story can go and
1t may be necessary for the GM to make skill
checks for NPCs 1n skills that are not noted 1n
that NPC'sentry The m1n1on rules also preclude
simply including a dice pool for each skill, because
1t may change based on the circumstances When
determining the dice pool for a skill check. players
perform the follow1ng steps

Identify the governing characteristic for the skill


check Each skill entry on the hero character
sheets 1nd1cates a governing attribute for each
skill: GMs and hero players can both refer to this
list A list of skills and governing characteristics 1s
also included 1n the rulebook on page 22

Compare the value of the governing characteristic


to the rank of the skill. The active player collects
a number of green Ability dice t equal to the
larger value The active player then exchanges a
number of those green Ability dice t for yellow
Proficiency dice 0 equal to the smaller value
These dice form the core of his dice pool.

For example. the Athlellcs skill is governed by


Brawn A character with 3 Brawn and 1 rank of
training in Athletics has a dice pool of ttQ A
character with 1 Brawn and 3 ranks of tra1n1ng 1n
Athletics also has a dice pool of tt(). A character
with 2 Brawn and 0 ranks of training would roll
... and a character with 2 Brawn and 2 ranks of
training would roll 00

During battle with the stormtroopers. one group


of stormtroopers seeks cover and shoots at the
most threatening-looking PC. The other group
of stormtroopers rushes forward to engage in
melee. The stormtroopers fight to the death.
If the PCs run away, the stormtroopers pur-
sue unless the PCs Lake steps to cut off pur-
suit. The PCs may duck down a side alley, or
create a diversion, or create a barrier of some
kind to discourage any pursuers. Stormtroop-
ers can be very dangerous enemies. so the GM
1s encouraged to let the PCs get away 1f they have a
moderately clever idea

ADVENTURE BOOK
EDCE OF THE 'EMPIRE

l
ENCOUNTER&:ALLABOARD
I I
I

i ' •
• •

' .. ~ .
n this encounter, the PCs gain access to Landing Bay Aurek ONCE ABOARD
Iand the Krayt Fang, the starship docked there. They will
have to contend with a particularly powerful and dangerous Once the PCs are aboard (and Trex is not, either because
they somehow tricked him into leaving the ship or defeated
enemy, a Trandoshan named Trex, and his security droids.
him 1n combat), proceed to Encounter 7.
As the PCs approach Landing Bay Aurek. read or para-
phrase the following aloud:

• A large pourstone l1angar looms before you. an


enormous letter aurek stenciled onto the building's
side. As you approach. you can see through the
open hangar doors to the cavernous interior. vvhere
a rusty-looking light freighter rests with its loading
ramp deployed. All you have to do is get to that
ship and you can leave Tatooine!

Two equally-rusty security droids stand outside the


entrance. If you want that ship. first you'llhave to
get by them.

The droids will challenge any PCs that approach and re-
fuse them entry to the loading bay As at the spaceport com-
mand center. the PCs will have to find a way past the droids
to get in Currently, Trex is on board the Krayt Fang in the
cockpit, going over some systems diagnostics. There are two
security droids at the front door of the hangar and two more
at the base of the loading ramp.

" WE HAVE A BOUNTY TO TURN IN"


Pretending to turn one of their number in for a bounty can get
Trex to leave the Krayt Fang and come talk to the PCs, if the
dro1ds can be persuaded that they'retelling the truth. (Deceit vs.
Discipline ien If the "bounty" offered is Lowhhrick. the attempt
gains a Boost die O ; Trex always enjoys hunting Wookiees.

"WE'RE HERE TO INSTALL THE HYPERMATTER


REACTOR IGNITER."
Th·e droids ask to see the HMRI, then let the PCs go right in
to install it. Trex will come greet them as they board the star-
ship, and they'll have to use Deceit vs. his Discipline (...)
or a fight will start right there!

SNEAKING PAST.
There'sa side entrance to the hangar, which is locked. Open-
ing the lock is an Average (++J Skulduggery or Comput-
ers check If the PCs fail on this check, one of the security
droids from the entrance comes to see what they'redoing.
Once the lock 1s opened, there'sno way to sneak past the
droids at the foot of the loading ramp, but a Stealth check
opposed by the droids'Vigilance (+ J can let the PCs sneak
up to the front door and close and lock it from the inside. so
the first two security droids can'tcome to Trex'said.

FIGHT!
As soon as a fight begins, the droids send out a distress call
to the other two droids and Trex. Trex takes cover within his
ship and shoots anyone who approaches the loading ramp.
If the ship is boarded, Trex retreats deeper into the ship,
blasting as he goes.

ADVENTURE BOOK
EDGE OF THE 'EMPIRE
ENCOUNTER 7: UP, UP, AND AWAY!
I n this encounter. the PCs take their positions on board
the Krayt Fang and fly to safety. Before they can break FEWER THAN 4 PCS orbit and make the iump to light speed. however. they
are
attacked by enemy spacecraft'
As the PCs prepare to depart. each of them must choose If l11ere are fevver L11an L1 PCs. tl1en not every
a crew station. One PC {probably Pash) must serve as pilot crrvv station will be filled. Tl1is is okay If ll1e group 1s
and take the pilot'schair in the cockpit. There are two laser lacking gunners. l11e Gtvl sl1ould reduce l11e
cannon turrets on the Krayt Fang, one on the top (dor-sal) nurnber of TIE fighters cl1asing l11em by 2 (so there
and one on the bottom (ventral) of the ship, and each one 1s only one wing of TIEs lo evade). If U1e group is
of these can take one gunner {probably Oskara and lacl<rng an engineer. lt1en srn1ply assume ll1at tl1ey
Lowhhrick) The fourth PC (probably 41-VEX) can man the l1ave installccl lhc 1-ltvlRI and can escape in 6 turns.
engineering station. The sl1111 cannot fly 1ivilhoul a pilot
If the PCs delay. or can'tdecide what positions to take. the
GM should inform them that a group of stormtroopers have
iust arrived 1n the hangar bay and are setting up what Once the PCs are settled in position. they can launch the
seems to be a very large gun pointed at the Krayt Fang It's Krayt Fang and fly into the skies above Mos Shuuta (This
time to go' does not require a skill check - it'sa trivial task) Read or
paraphrase the following aloud:
Astute PCs will rcrncn1llcr t l1at they are supposed to 1nstall
THE HYPERMATTER REACTOR IGNITER ll1c hyper1na11er reactor ig11iter (1-IM l<I) before ll1cy leave
Tl1ey probal)ly don·t have lin1e to do so before tllcy launcl1.
hut sec tl1c "Install Hypermattcr ReJctor Igniter" action in 111e
list of starsl11p actions ;ind ni:ineuvcrs
The 1-IMRI 1<; not needed to lake off. If t11e PCs ilSk The Kray/ Fang tl1run1s around you as its engines
11 they need l11e l--ltv1RI . .:illo\v t11ern to make an power up, lifting througl1 Lhe hangar bay cloors ancl
Easy (01 Knowledge check to cleter rn1ne tl1at into l11e bright sunslight of L11e Tatooine sky Soon.
t11e HMRI 1s only nrcdc(J 10 1urnp 10 lrghlspcecl. t\~os Shuula vanisl1es bellind you as you 1ace out
not to IC'avethe planet ·s zit n1ospllcr r over the Dune Sea ancl climb tovvards outer sriace.

Suddenly, an alert klaxon blares! f\s you leave


Tatooine·satmospl1cre. several spherical starf1gl1ters
wit11 cJisllnclive l1exagonal vving assemblies appear
on the ship'sscanners. screaming in on an intercept
course - TIE fighters'The starfightcrs shoot past. la-ser
cannons blazing. and sparks fly from a console rn the
cockpit - you'vebeen hit'You·re not clear of tile
planet'sgravity well yet ancl can'tjump Lo light speed
without tt1e l1yperspace reactor igniter installed.
You'llt1ave to deal with these TIE fighters first

ADVENTURE 8001<
EDGE OF THE 'EMPIRE
'
• f .\ I
The TIE fighters give the Krayt Fang a glancing blow and

... .. # the Krayt Fang suffers 2 system strain. A hero player should
• keep track of the Krayt Fang's system strain and hull trauma
• on a sheet of scratch paper.
The TIE fighters have already reached close range from
the Krayt Fang There are four TIE fighters (unless the PCs
have only one gunner. in which case there are 2) The TIE
fighters act 1n wings of two fighters each. The PCs will have to
shoot down all the TIE fighters or survive until the hypermat-
ter reactor is warmed up (about six rounds after the igniter
1s installed) and escape. Once they have done so. they have
finished the adventure!

STARS HIPS

Starsh1ps have characteristics iust like characters.


but the nature of their characteristics is very
different Here'sa quick summary·

Silhouette: The size of the vessel. from I (person


sized) to 10 (the Death Star)

Speed: The speed of the vessel Faster vessels


can cover more ground and have an edge 1n
dogfighting

Handling: If this is a positive number, this many


Boost dice D are added to any Pilot check made
to steer the vehicle If it 1s a negative number.
that many Setback dice • are added to U1e Pilot
checks instead

Defense: The number of Setback dice • that are


added to attacks against the ship thanks to its
deflector shields

Armor: Similar to Soak, Armor reduces 1ncom1ng


damage the ship would otherwise suffer

Hull Trauma Threshold: When a starship suffers


damage that isn'tblocked by Armor. this damage
1s suffered as Hull Trauma When the amount of
Hull Trauma exceeds the Hull Trauma Threshold,
t11e starship 1s disabled or. 1f an NPC ship, 1s
destroyed

System Strain Threshold: Starsh1ps can suffer


strai orm a checks) To differentiate it from personal strain.
n secon this strain is called System Strain, and when a
muc d starship suffers System Strain 1n excess of this
h starsh Threshold. the ship is disabled Important note
like ip System strain cannot be recovered by rolling
char mane Advantage tJ on checks It can only be repaired
acter uver. by the ship's crew using the Damage Control
s or as acllon (see below)
and a
for conse
the quenc
sam e of '

e uncan
reas celed
on Threa
(Lo t ~§~
perf on
ADVENTURE BOOK
EDCE OF THE 'EMPIRE
[LOSE RANGE

STARSHIP COMBAT Starship combat uses d1st1nct ran ge bands on a n1ucl1 larger scale
than personal combat Instead ot the engaged condition. starsl11p con1bat
Starship combat broadly follows the same rules as adds another range banc1. close range. tl1at is close1 tl1an sl1ort r angc
personal scale combat- initiative order is determined.
participants take turns. etc.
The actions and maneuvers available during each
charac-ter'sturn are determined by his crew station and are
sum-marized below. Changing crew stations is a maneuver

GUNNER
• Attack with a Starship Weapon (Action): Attacks with
vehicle mounted weapons use the Gunnery skill. Since
the Kroyt Fong and the TIE/In starfighters are close to
the same size. all attacks with starship weapons 1n this
encounter are Average (..) checks. When a starship
weapon deals damage, that damage is reduced by the
target ship'sarmor The damage is then applied as hull
trauma. and if a starship suffers hull trauma 1n excess
of its hull trauma threshold, it is destroyed or disabled

• Aim (Maneuver): Just as in personal combat, the gun-


ner may aim to add a Boost die D to his next attack.

ENGINEER
• Damage Control (Action): A crewman at an eng1neer-
1ng station may attempt to repair either hull trauma or
system strain suffered by the ship. To do so. he must
pass a Mechanics check. The difficulty of the check is
Easy (+ ) if the ship has suffered no damage, Average
(..) if the ship is damaged. On a successful check. one
point of system strain or hull trauma is repaired
• Install HMRJ (Action): The ship cannot iump to light-
speed until its HMRI has been installed. A character 1n
the engine room can do so by performing an Average
(..) Mechanics check Once the HMRI is installed. 1t
takes a little while to boot up; the ship will be able to

jump to light speed *'


installed. Each Success
6rounds after the reactor is
symbol beyond the first re-

duces this time by 1 round. to a minimum of 2 rounds.
If this check generates 3 or more Threat ~§>. or a De-
spair @. then the emissions of the hyperdrive attract
the attention of another 2-ship TIE fighter patrol. which
arrives 2 rounds after the check 1s made. (Note that
this action is special and unique to this encounter. PCs
won'tbe performing 1t in most starship battles.)
maneuvers. a pilot who stays on target keeps his
vehicle steady and follows a predictable path Crew on a
ship that 1s staying on target may upgrade their attack
• rolls (exchanging one Ability die + for a Proficiency die
PILOT 0 ) once. (If their Gunnery pool is already all Proficiency
• Gain the Advantage (Action): The dice 0 . instead add one Ability die + ). Anyone
pilot of the star-ship maneuvers to attack-ing the ship that is staying on target receives
gain the advantage over an enemy the same bonus. The effects of Stay on Target last
vessel. The pilot chooses another until the be-ginning of the next round .
ship and makes a Pilot check: 1f he
is successful. he has gained the TIE FIGHTER PILOT
ad-vantage over the enemy ship
The TIE fighter pilots can use a limited subset of all of
and everyone on the pilot'sship
the above actions Specifically:
ignores the penalties associated
with Eva· sive Maneuvers. both on • Attack With a Starship Weapon (Action)
the part of the pilot'sship and the
target ship, when shooting at the • Aim (Maneuver)
enemy ship This bonus lasts until
• Evasive Maneuvers (Maneuver)
the end of the following round or
until the enemy ship uses Gain the
Advantage in return . The JUMP TO LIGHTSPEED
enemy'sattempts to Gain the At the end of the round 1n which the HMRI comes online. the
Advantage on the pilot'sship suffer PCs automatically jump to lightspeed. The adventure is over!
an additional Difficulty die + .

The difficulty of the pilot check 1s


based on the relative speeds of the
two vessels Because the TIE
fighters are faster than the Kroyt
Fong, the check 1s Hard (. • •1
• Evasive Maneuvers (Maneuver):
The pilot sends his ship on an
erratic course that makes 1t hard to
predict his movements. When a ship
using evasive maneuvers is
attacked. the difficulty of the attack
is upgraded once. (One of the
Difficulty dice + is replaced with a
Challenge die e. If all the Difficulty
dice + have already been up-graded
to Challenge dice e. a Difficulty die
+ is instead added.) When a ship
using evasive maneuvers attacks.
the same penalty applies. (And
when two ships using evasive
maneuvers trade fire. the difficulty is
upgraded twice.) The effects of
Evasive Maneuvers last until the
beginning of the next round .

• Stay on Target (Maneuver): The


mirror image of eva-sive
ADVENTURE BOOK
EDCE OF THE ~.MPIRE



I

OTHER ADVENTURES IN MOS SHUUTA


'•
! , •
• ...


Offworld Trader'shas anything one could want, but
If the PCs spend some time exploring Mos Shuuta. they may visit
the following locations and meet the following abso-lutely nothing useful, and always at too high a
characters (and find the following things) there ... pnce
of the giant lizards are 1n
LANDING BAY BESH & residence at the moment, and
WAREHOUSE BESH Clarelle will rent them out for I
OOcr per day each.
The second landing bay is where the Imperial shuttle lands.
It 1s sure to be crawling with stormtroopers; see Encounter
5 for characteristics and advice. Warehouse Besh is close
to the landing bay and currently unoccupied. PCs may be
able to hide 1n warehouse Besh to spy on the Imperials.

BARRACKS
Two dozen of Teemo'sGamorrean guards dwell here. At
any given time, six of them are malingering about.
Should the PCs actually manage to fight or sneak inside,
a careful search reveals 75cr worth of cash and a great
deal of worth-less garbage.

TEEMO'SPALACE
Teemo the Hutt'sopulent palace 1s enormous and stnk1ngly
designed It 1s guarded by more Gamorreans and security
dro1ds. and a large amount of servants. supplicants, and
guests fill its many halls and galleries. Teemo himself is cur-
rently 1n residence and any attempt to reach the Hutt will
certainly be thwarted by his many guards.

ELECTRO GATE
The only way off the rocky bluff of Mos Shuuta is the stone
spur at its southwest corner. The spur is guarded by a nor-
mally-dormant electrogate and a group of four Gamorreans
The electrogate is currently switched on as the Gamorreans
search for the PCs, and a small group of brown-robed Ja-
was has gathered outside the gate. insisting they be let in to
trade with the settlement. Nothing can pass through the gate
until it is disabled, a Hard ( ••• } Computers check.

DEWBACI< STABLES
A human woman so dark she seems burned black by
the suns presides over the Dewback stables. Her name
is Clarelle and she has a short temper and no patience
for anyone who doesn'tknow how to ride a Dewback. Six
WATER TOWER population The various "islands" of the shantytown are
connected to Mos Shuuta proper by rickety rope bridges
The water tower 1s the tallest structure 1n Mos Shuuta Climbing to the top of the
with planks of rusting scrap metal. Any check on one of
tower (an Average (..) Athlet - ics check) would give any character an excellent
these bridges that gener-ates a Despair@ symbol may
view of the entire town.
result in someone falling
SLAGWORl<S
WAREHOUSE AUREK
Three Gamorrean overseers (using the same stats as Gamor-rean guards) oversee
the wretches who labor 1n the slag-works. The slagworks consists of several A grotesquely fat Twi'lekmale named Hotho Allaran
m1neshafts de-scending into the Mos Shuuta bluff as well as a smelting facility where over-sees the droid market at warehouse Aurek.
the ore removed from the mines 1s converted into a useable state. In the guard house He 1s assisted by a t1m1d
is a small box with 3 st1mpacks and a toolkit containing 2 emergency repair kits. It protocol drord designated XL-77,
looks like these items have been placed here so that the Gamorreans can tend to the or "Exel • Since Trex has a rep-
needs of the workers and the machinery, but judging from the amount of dust on them utation for using droids in his
the guards have never even touched them . About two dozen workers of various bounty hunting
species labor 1n the shafts or the smelting facility at any given time.
work, Hotho is ea-
SHANTYTOWN ger to meet with
Trex and sell him
A riot of ramshackle tents. huts. and hovels clinging to out-croppings of rock, the some droids.
shantytown represents the (complete-ly unsafe) dwellings of Mos Shuuta'spoor
OFFWORLD TRADER'S
Just across the alley from Vorn'sJunk Shop is the Offworld
Trader's,marked by a rusty old stylized rocket ship. Bengara,
the male Tw1'lekproprietor. spec1al1zes 1n fine goods from
offworld. including luxurious clothing, exotic art objects,
and difficult-to-find foodstuffs and spices. In short,

ADVENTURE BOOK
EDCE OF THE 'EMPIR&
w PPING UP; REWARDS
As the PCs jump to hyperspace in their stolen starship, this adventure invest in new or upgraded skills and talents. Each of the
is over. But their adventures in the Star Wars hero players should turn to the final spread of his character
galaxy are just beginning1 folio now, where investing experience is explained. He
should also be sure to transfer information from his
previous character sheet to the new one. The usual award
LOOT AND CREDITS is 1 5 experience points, with a possible bonus for
achieving significant story goals or excellent play. The
Often, adventures end in a payday. A bounty is turned in. A
suggested experience award for this adventure is 10
valuable cargo is delivered. A precious relic is stolen or re-
experience points. in addition to the 10 experience points
covered. Financial rewards are strong motivators, especially
they should have received during the INTERLUDE section.
for characters living on the fringes of the Star Wars galaxy.
This makes it a total of 20 experience points. a fitting award
But there are many other rewards that can be gained. and
for their achievement of acquiring a new starship!
this adventure includes one of the most exciting: a new star-
ship! Now that the PCs are in possession of their very own
AWARDING EXPERIENCE POINTS
YT-1 300 light freighter, they can go anywhere. They have a
mobile base of operations and a powerful tool for smuggling, The GM should award experience points after every
space battles, and other adventures. session. The amount awarded is typically 10 XP per
character for a session of two or three major encounters
Furthermore, after searching the Krayt Fang thoroughly,
and a handful of minor ones. An additional 5 XP bonus may
the PCs may find credits and valuable cargo . Some of
be granted for reaching key milestones or completing story
this cargo can serve as adventure hooks, helping to guide
arcs. The GM may consider awarding an extra point or two
the PCs from one adventure to the next. Some of the
of XP for excep-tional roleplaying or highly clever thinking.
cargo may simply be useful equipment, or highly salable,
and a source of additional wealth . The GM should give the hero players an idea of the
source of their XP. For example. they may receive 5 XP for
The PCs should find raw cash on the ship equal to 1 ,
avoiding a bounty hunter and another 5 XP for successfully
000 credits per PC.
transport-ing their cargo to their client. Any bonus XP that is
awarded should definitely be explained to the players so
EXPERIENCE AWARDS they may aspire to those standards in future sessions.

Furthermore. it is customary to receive an award of experi-


ence points at the end of each session which the PCs can

FURTHER ADVENTURES:
ADVENTURE SEEDS
tions. how do you choose where to go next? Adventure lurks holding cells
Having escaped from Teemo the Hutt'sclutches on Mos everywhere, but sometimes the PCs need help finding it. with a
Shuuta. the PCs have acquired a starship and can go any- The Krayt Fang could be full of adventure1 Each item or bounty on
where in the galaxy! But when faced with a galaxy full of op- person the PCs find when they explore the ship could be the his head -
start of a new adventure. Maybe there'sa prisoner in the but another
bounty
hunter is still on his trail. Maybe a strange alien device is
resting in the cargo hold. When it powers up mid-flight, it If Trex survived (or if he was left for dead in the
deposits the ship on an uncharted world! Even something as spaceport: Trandoshans are notoriously hard to kill), he
simple as a cargo hold full of a valuable but illicit substance may come after the PCs for revenge! The PCs may
will make the PCs think carefully about where to take it and wonder how he keeps find-ing them in every port of call
how to sell it without running afoul of the authorities: an ad- and have to take their ship to a specialist to find the
venture in its own right. For that matter. if the ship suffered transponder he left there, broadcasting their location.
any damage then getting it repaired is likely a priority.
Teemo the Hutt may still be hunting the PCs. and a
gun-ship full of bounty hunters could be hot on their tails.

Finding the leader of the bounty hunters and convincing
him to give up the contract may be difficult, but
it'scertainly better than being chased forever!
The PCs may wish to return to Mos Shuuta in the
future. Perhaps they wish to settle their debts to Teemo,
or to take revenge and take him down. Or maybe another
job takes them to Mos Shuuta. but they must keep a low
profile. In any case. if the group revisits Mos Shuuta the
information in this booklet will be useful to the GM.

- \

ADVENTURE BOOK
EDGE OF THE 'EMPIRE
FURTHER ADVENTURES:
THE STAR WARS GA
T he Star Wars galaxy is full of adventure. Whether your PCs A GALAXY AT WAR
are 1deal1stic revolutionaries or scoundrels whose hearts of gold
are w~ll-tarnished, there'snever a shortage of
places to go, people to meet, or things to do

A GALAXY TO EXPLORE
Hyperdrive was invented (or re-discovered, depending on
whose version of the story one believes) about twenty-five
thousand years ago, and. since that time. the history of the
galaxy has been one of exploration and expansion. Major
hyperspace routes cross the entire galactic disc. connecting
thousands of worlds into one galactic civilization . From the
remote desert world of Tatooine to the shining city-planet of
Coruscant. from the Core Worlds where the Empire'sgrip is
strong to the lawless Outer Rim, a human being could visit a
new planet every day and never see them all.
But huge swathes of the galaxy still remain unexplored.
Who knows what new treasures could be discovered at each
new star? The relics of a long-dead c1v1lization? A rare new
crystal with healing properties? Rich deposits of valuable
cortosis ore? Buried pirate treasure? Anything is possible!
For their part. the Empire makes frequent use of
weaker. the Rebels must rely on secrecy and flexibility to keep themselves bounty hunters to track down and apprehend suspected
safe from the Imperial forces. and they are always seeking gifted Rebel agents. Their white-armored stormtroopers are a
smugglers. spies. and ne'er-do-wells to assist them in their struggle against constant presence on many worlds, a reminder that
the Empire. Recently, the Empire'smighty superweapon known as the Death despite its re-cent setback, the Empire remains the
Star was deployed to destroy the peaceful core world of Alderaan Shortly most powerful force 1n the galaxy.
thereafter. the Rebels won their first major victory against the Empire at the
Battle of Yav1n, where the Death Star was destroyed. The Rebel Alliance 1s
currently enjoying a rise 1n confidence and sympathy, with many new A GALAXY OF
recruits and even whole worlds throwing off the yoke of Imperial oppression
OPPORTUNITY
With the civil war raging and the Empire struggling to enforce its control over many systems, the galaxy is rich with oppor-tunity for those
who live on its edges. As the Empire tightens

The galaxy is currently caught 1n the grips of a civil war be- its grip, criminals need catching, keeping bounty hunters
tween the Empire and the Rebel Alliance. About 20 years gainfully employed As pirates and rogues take advantage
ago, Chancellor Pal patine seized control of the Republic and of the chaos. mercenaries are required to defend colonists
transformed it into the Galactic Empire, an autocratic regime and those too unimportant to assist either side 1n the war
where the Senate. with its representatives from every civi- Contraband needs smuggling, and everywhere the neglected
lized world. had sharply reduced power. the ancient mystic and the downtrodden need assistance ... for a reasonable fee.
order of the Jedi Knights was persecuted and destroyed, There'sopportunity to be had indeed. A bold group of
and a pro-human agenda was enforced, with potentially dire
rogues and renegades could go far and do much on the edge
consequences for the galaxy'saliens.
of the Empire ...
The Rebel Alliance. also called the Alliance to Restore
the Republic, fights valiantly against the Empire. Militarily

ADVENTURE BOOK
EDCE OF THE 'EMPIRE
FURTHER ADVENTURES:
GM TIPS Sr ADVICE
ditional improv. theater
T he Game Master has the hardest job at the table, since
he'strying to manage many characters at once and keep the
session moving He can also have the most rewarding JOb,
as he has a unique role in the collaborative storytelling
experience, one with great creative freedom and rewards.
There are a few key pieces of advice that can make the GM's
job easier and ensure a better game for everyone.

DON'TLET THE STORY STOP FOR A


FAILED CH ECK
One of the most common mistakes made by new GMs 1s to
conceal too much information from the other players, or to
make the assumption that the PCs will succeed at every task
If the v1lla1n of the story is hiding in a secret warehouse, but
the PCs fail their checks to find the warehouse. then the
story can gnnd to a halt The simplest solution to this 1s iust
to not roll for checks that must be passed for the story to
continue. Another answer 1s to have an alternative means of
progressing the story For example. the PCs fail to find the
villain'swarehouse. but he learns that they are searching for
him and sends out his minions to attack the PCs. The PCs
are still" punished" for their failure (they have a battle they
could otherwise have avoided) but now they have another
means to progress the story, by interrogating the
villain'sminions or tracking them back to their lair.

DELEGATE
The GM can have a lot to keep track of, especially during
busy scenes like combat or a space battle. It'sokay to del-
egate some of the responsibilities to another player at the
table For example, one player could keep track of initiative
and call out the next 1n1t1at1ve slot each time a player
finishes his or her turn It's also entirely reasonable to let the
hero players keep track of their own experience points,
money. and equipment In extreme cases. an entire NPC or
space-ship could be delegated to a hero player whose PC
isn'tin-volved 1n a given scene This both makes the GM'sjob
easier and keeps that hero player involved in the scene.

SAY "YES" AND ''YES, BUT"


Roleplay1ng games are collaborative, improvisational story-
telling experiences. It can
be helpful to look at tra-
The dice system 1s very flexible and rewards this style of
for inspiration - specifically, the rule in play 1n two ways. First of all, it'squite easy to allow a player's
improv of "say 'yes'· When someone improvised idea for an action or plan to be determined by a
invents a fact of the scene that dice roll. "Can I shoot the stormtroopers as I fall to the
enhances the story or moves the plot street?" "Yes, but the check will receive two Setback dice
forward, and it could just as easily be • • because you'refalling and because you only have a
true as not, saying "yes" is usually the moment to make the shot." Secondly, the dice-particularly
right thing to do Usually hero players Advantage t>. Threat ~§~. Triumph @, and Despair @-
are becoming inventive because they're lend themselves to improvisation very well. The dice
looking for a way forward in the plot, so symbols can be inspiration for new complications and
working with them to build or discover unexpected boons as the story moves in new directions.
that way forward keeps the story
moving. TREAT THE OTHER PLAYERS LIKE ALLIES
Remember that all the players at the table have the same
Of course, that doesn'tmean that
goal tell a fun story. It'sokay to admit you don'thave total
everything should al-ways go their way
mastery of the rules-the group can work together to resolve
all the time. Perhaps the PCs have
a rules dispute in the way that is the most fun and best for
some il-legal goods they wish to sell.
the story It's okay to admit to being caught flat-footed by a
The smuggler player may ask if he
dec1s1on the PCs make, and to ask for a break to plan out
knows any contacts who might wish to
the next few scenes. And it'sokay to throw the question to
buy the goods The answer could be
the table. what happens next? What'sthe best way to
"Yes, but the last time you met he tned
interpret that Despair@ symbol? The answer to the question
to kill you." Now the PCs have a way
"Does my character know anyone in this town?" can be "I
forward-a possible buyer
don't know; does he?" Playing a roleplaying game is a
- but also a complication, something
collabora-tive project, and you'reall on the same team .
to consider and deal with Maybe
they should use an intermediary or Lastly, and most importantly: If everyone is having fun.
iust make sure to bnng their you'redoing it right!
weapons in case a fight breaks out

.
.
I

r

, ' CRITICAL INJURIES
• • • Ir an NPC suffers a Crilical Injury, for sin1pliciLy'ssake that Nl)C 1s simply defeated . If a player char acLcr
suffers a CriLical Injury. lie suffers ill effects based on the number of Critical Injuries l1c is currenlly suffering
from . Eacl1 Cril ical Injury persists until it is healed . Sec page 19 of this Rulebook for more information on
healing and recovery.
NUMBER OF CRITICAL INJURIES DIFFICULTY TO HEAL EFFECTS
First Critical Injury Easy (+ J Immediately suffer 2 strain No ongoing effect.

Second Critical Injury Average (++1 Suffer a Setback die • to your next
action. No ongoing effect.
Third Critical Injury Hard (+++1 Suffer a Setback die • to all actions
unlil Lhis Critical Injury is healed.
Fourth Critical Injury Hard (+++1
PC is incapacitated until this Critical Injury 1s healed

Success ~symbols are canceled by Failure Y symbols; 1f there SYMBOLS AND DICE
are any Success ~ symbols left. the check succeeds

Triumph @ symbols count as Success ~ symbols and may


also be spent to trigger a powerful positive consequence.
Difficulty
Ability Proficviency
Advantage tJ symbols 1nd1cate a positive side effect or Die . Die O Die t

conse-quence. even on a failed check They cancel and are


canceled by Threat ~§~ symbols
Failure Y symbols cancel Success ~ symbols. If there are
enough Failure Y symbols to cancel all the Success ~
Challenge Boost
symbols. the check is a failure.
Die . Die 0
Despair @ symbols count as Failure Y symbols (they cancel
Success ~ symbols) and may also be spent to trigger a powerful
,8
negative consequence 0 •
0
Threat ~§~ symbols 1nd1cate a negative side effect or
conse-quence. even on a successful check They cancel and Setback Force
are can-celed by Advantage tJ symbols. Die • Die O

SKILL CHECKS: DIFFICULTY


When a character attempts a skill check. the Gtvl should deLermine the difficulty of L11e check . The
difficul ty of combat cl1ecks and opposed checks l1as already been discussed. but the GM must also use
his best judgement to determine the difficulty of ordinary skill checks
DIFFICULTY LEVEL
Formidable
Simple

Easy

Average

Hard

Daunting
target while engaged
DICE EXAMPLE
••• Picking a complicated lock. setting broken bones or suturing large wounds. finding
Routine. with the outcome rarely in question Usually not rolled unless the GM
food and shelter on a rugged planet. shooting at a target at long range .

••••
wishes to know the possible magnitude of success. orPicking
Setbackandice 1nd1cate sophisticated lock, performing surgery or grafting
exceptionally


the possibility of complications .
implants,
Picking a primitive lock. tending to minor cuts and bruises. find food
finding foodand
andshelter on a barren desert planet. shooting al a target
at extreme range.
•••••
shelter on a lush planet. shooting a target at short range .

••
Picking
Picking a typical lock. stitching up a small wound . finding fooda and
lock shelter
with noon
comprehensible mechanism, cloning a new body, finding
food and shelter on a planet without breathable atmosphere.
a temperate planet. shooting a target at medium range or trying to stnke a ~~~~~~~~~~~

ADVE N TURE BOOK


EDGE OF THE 'EMPIRE

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