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The basic rules do not include the Force or any mystical elements.

Introduction If the players wish to do an alternate (i.e. weird west setting), they
should feel free to re-add any elements from the game or any of its
upcoming books. In theory none of them should change how
Let me begin by explaining a few things of what this is not. things work much.
This is not meant to be a fully fleshed out rule system and this The game has sightly upped the deadliness of firearms, while also
document is unless without additional materials. slightly weakening melee weapons. This was done on purpose to
You will need the “Edge of the Empire Core Rulebook” for the Star further strengthen the “Old West Gunfight” feel and purposely
Wars Roleplaying Game by Fantasy Flight Games. cripple melee combat so you do not end up with someone as
effective with a saber as someone with handguns.
For additional information goto: www.fantasyflightgames.com
Furthering this concept, there is no melee classes offered at all
How to use this document other than a “Brawler” who uses his hands.
This document will reference pages and rules from the “Edge of Again, if this goes agains what you want, feel free to change any
the Empire Core Rulebook” and will not reproduce these rules aspects of your choosing.
here to prevent copyright violations.
Where there are variations in the rules, this document will state the Legal
changes, and what pages the original rules are. All copyrights and trademarks are held by their original owners.
All original content here is claimed (c)2014 by James D. Brandt
Design concept and is covered under Creative Commons. Distribute freely, owner
This document is offered “as is” and any rules that do not make does not seek compensation.
sense, or go against your thoughts, go with what makes sense to Please keep all original content in tact
you. This document is only offered as a framework with which to
change the basic game from its Star Wars Galaxy origins to an
Old West setting.

1
Examples: country doctor, town physician, medicine man
Obligation Sawbones Bonus Skills: Cool, Knowledge (Education),
Medicine, Resilience
Obligation works no different from as described starting on page Sawbones Talent Tree: Use Colonist-Doctor on page 65 of the
38 of the Edge of the Empire Core Rulebook. Edge of the Empire Core Rulebook.
Talent Changes: 2–1, 3–3 Bacta Specialist becomes Salve

Species Application, 1–2 Stim Application becomes Administer Elixir, 1–4


Improved Stim Application becomes Improved Administer Elixir,
1–5 Supreme Stim Application becomes Supreme Administer
All characters in Edge of the Union are humans as presented on Elixir.
page 48 of the Edge on the Empire Core Rulebook.
Other races could be used to present a “weird west” or some other
!
setting. Compare any Species Special Abilities against the list of Orator
changed Skills and Talents for any changes. Orators are public speakers and leaders.
Examples: Town Mayor, Newspaper Reporter, Preacher

Backgrounds Orator Bonus Skills: Charm, Leadership, Negotiation,


Knowledge (Union)
Backgrounds function as both Careers and Specializations in Orator Talent Tree: Use Colonist-Politico on page 66 of the Edge
Edge of the Union. Backgrounds are broken into two parts, the of the Empire Core Rulebook.
Primary and Secondary Background. Talent Changes: None
The Primary Background serves as the character’s overall origin
and place in the world, while the secondary tells what the Charlatan
character does, or has become. Charlatans are masters of deception and cons
It is important to not really get hung up on what these words mean, Examples: a gambler, con artist, snake oil salesman
they simply templates for skills and talents. Choose one that fits
your character concept. A Character functioning as a lawman Charlatan Bonus Skills: Charm, Cool, Deception, Pistols
could easily have a background of Renegade Bandit. This is the Charlatan Talent Tree:  Use Smuggler-Scoundrel on page 66 of
Wild West, there are many shades of grey and almost nothing is the Edge of the Empire Core Rulebook.
simply black or while.
Talent Changes: 1–3, Quick Draw is replaced with Plausible
Some talents will be altered within their Talent Tree. When this is Deniability.
required, the changes will be listed in the following manner: 2–1
Bacta Specialist. In this example, 2–1 refers to the talent’s location
in the tree: 2nd Column, 1st Row. Desperado
There are three Primary Backgrounds. Each contains four Desperadoes spent most of their lives in violence and combat of
Secondary Backgrounds. one form or another. These characters have a larger range of
weapon and fighting skills.

Pioneer Desperado Skill: Athletics, Brawl, Discipline, Perception, Ride,


Pistols, Resilience, Vigilance
Pioneers have their beginnings in more populated areas, typically
out east. These characters have more education and more social
skills. Rifleman
Riflemen are masters in the use of rifles.
Pioneer Skills: Canny, Charm, Deception, Drive Team,
Knowledge (Union), Knowledge (Education), Negotiation, Examples: military sniper, master marksman, hunter
Perception Rifleman Bonus Skills: Athletics, Perception, Rifles, Stealth
Rifleman Talent Tree: Use Bounty Hunter-Assassin on page 59
Merchant of the Edge of the Empire Core Rulebook.
Merchants are knowledgeable tradesmen and travelers.
Talent Changes: None
Examples: traveling salesman, a shopkeeper, operator a
stagecoach business, Trader
Veteran
Merchant Bonus Skills: Knowledge (Union), Knowledge Veterans are ex-military, skilled in weapons and military skills.
(Frontier), Navigation, Negotiation
Veteran Bonus Skills: Artillery, Discipline, Leadership, Rifles
Merchant Talent Tree: Use Explorer-Trader on page 73 of the
Edge of the Empire Core Rulebook. Veteran Talent Tree: Use Hired Gun-Mercenary Soldier on page
79 of the Edge of the Empire Core Rulebook.
Talent Changes: None
Talent Changes: None
Sawbones Gunfighter
Sawbones are healers and doctors.
Gunfighters are tough, hardheaded and good with a gun.

2
Gunfighter Bonus Skills: Brawl, Cool, Pistols, Vigilance Frontiersman Talent Tree: Use Bounty Hunter-Survivalist on
page 61 of the Edge of the Empire Core Rulebook.
Gunfighter Talent Tree: Use Hired Gun-Bodyguard on page 77
of the Edge of the Empire Core Rulebook. Talent Changes: None
Talent Changes: 1–2 Body Guard becomes Fast Sighting. 1–3
Body Guard becomes Natural Marksman.

Pugilist
Rest of Creation
Pugilist are experts at fighting with their hands. The rest of character creation proceeds as listed in the Edge of the
Pugilist Bonus Skills: Athletics, Brawl, Cool, Melee Empire Core Rulebook until Selecting a Ship on page 99. This
section is skipped.
Pugilist Talent Tree: Use Hired Gun-Marauder on page 78 of the
Edge of the Empire Core Rulebook.
Talent Changes:  All Pugilist talents pertain to Brawling only and
not Melee. SKills
Renegade
Skill Characteristic Type
Artillery Agility Combat
Renegades have lived outside of the civilized world, through Athletics Brawn General
lawlessness, or living in the wild. They have knowledge of the wild Brawl Brawn Combat
and survival. Charm Presence General
Coercion Willpower General
Renegade Skills: Knowledge (Customs), Knowledge (Frontier), Cool Presence General
Navigation, Perception, Ride, Survival, Vigilance Coordination Agility General
Customs Intellect Knowledge
Outrider Deception Cunning General
Outriders are experts at mapping and travel. Discipline Willpower General
Drive Team Agility General
Examples: Explorers, Pony Expressmen, Cartographers Education Intellect Knowledge
Outrider Bonus Skills: Canny, Coordination, Navigation, Frontier Intellect Knowledge
Negotiation Gumption Cunning General
Leadership Presence General
Outrider Talent Tree: Use Explorer-Finger on page 71 of the Mechanics Intellect General
Edge of the Empire Core Rulebook. Medicine Intellect General
Talent Changes: 1–1, 2–2 Galaxy Mapper becomes Surveyor. Melee Brawn Combat
1–2, 1–4 Street Smarts becomes Prudence. 1–3 Master Navigation Intellect General
Starhopper becomes Master Cartographer. Negotiation Presence General
Outlaw Intellect Knowledge
Perception Cunning General
Tracker Pistols Agility Combat
Trackers excel at survival and travel in the wild. Ride Mount Agility General
Examples: Army Scout, Hunter, Indian Brave Resilience Brawn General
Rifles Agility Combat
Tracker Bonus Skills: Medicine, Rifles, Stealth, Survival Science Intellect General
Tracker Talent Tree: Use Explorer-Scout on page 72 of the Edge Skulduggery Cunning General
of the Empire Core Rulebook. Stealth Agility General
Survival Cunning General
Talent Changes: 3–3 Familiar Suns becomes Familiar Terrain, Union Intellect Knowledge
1–5 Utility Belt becomes Satchel. Vigilance Willpower General

Bandit !
World Intellect Knowledge

Bandits are rogues, thieves and robbers.


Examples: Bank robbers, Horse thieves
Bandit Bonus Skills: Canny, Knowledge (Outlaw), Stealth, Skill Changes
Vigilance
This section will explain the Skills that have changed from the
Bandit Talent Tree: Use Smuggler-Thief on page 85 of the Edge standard rules in Section 3 of the Edge of the Empire Core
of the Empire Core Rulebook. Rulebook starting on page 101.
Talent Change: 4–1 Bypass Security becomes Bypass Lock. These descriptions give a very brief idea on how how they will
interact differently in and Old West setting. Gamemasters should
Frontiersman use what makes sense to keep the game flow going and use their
Frontiersmen are Masters of living off the land. own judgments based on what is available in the Core Rulebook.
Examples: Trappers, Mountain Men
Frontiersman Bonus Skills: Athletics, Cool, Rifles, Survival

3
Navigation works similar to Astrogation. Anyone needing to
Artillery navigate over long terrain needs a Navigation check.
The difficulty of the check is determined by the distance from
Characteristic: Agility Type: Combat
Original Skill: Gunnery, page 120 civilization.

Outlaw
Artillery works the same as listed for Gunnery, the name has been
mainly changed for flavor.
The skill could be used for any manner of larger weaponry Characteristic: Intellect Type: Knowledge
including field guns, howitzers, mortars and gatling guns. Original Skill: Underworld, page 124
! Outlaw works the same as Underworld, and the name is mostly
changed for flavor. This skill will also encompass perhaps a bit

Customs more of what Streetwise might have done (see the Gumption
Skill.)
Characteristic: Intellect Type: Knowledge
Original Skill: Lore, page 123
Customs works as per the Core Rulebook, but it covers cultures
Pistols
Characteristic: Agility Type: Combat
and beliefs from all over the world. These would include religion, Original Skill: Ranged (Light), page 122
lore, occult and practices.
This skill works same as it does in the Core Rulebook. It covers all
The Gamemaster should work with the player to flesh out what manner of handguns.
areas the character is most knowledgable in.

Drive Team Ride Mount


Characteristic: Agility Type: General
Characteristic: Agility Type: General Original Skill: Piloting (Planetary), page 115
Original Skill: Piloting (Space), page 116
This skill pertains to the riding of a single mount, typically a horse,
This skill covers all manner of driving a team of beasts pulling a mule or donkey.
conveyance. This would include anything from oxen pulling a
wagon, to a horse team pulling a stagecoach.
Rifles
Frontier Characteristic: Agility Type: Combat
Original Skill: Ranged (Heavy), page 121
Characteristic: Intellect Type: Knowledge
Original Skill: Outer Rim, page 124 This skill works same as it does in the Core Rulebook. It covers all
manner of rifles and shotguns.
This a knowledge skill that covers the areas not part of the Union.
This area will vary depending on the year you are playing, but
would include all territories and wilderness that has been previous
explored (again this will vary on year). Science
Characteristic: Intellect Type: General
The Gamemaster should work with the player to flesh out what Original Skill: Computers, page 107
areas the character is most knowledgable in.
Science completely replaces computers. This skill covers all
Note: This could also reach into areas technically under foreign corners of sciences as they were thought of at the time: electricity,
control like the Mexican or Canadian frontier. geology, chemistry... whatever.

Gumption
The Gamemaster should work with the player to flesh out what
areas the character is most knowledgable in.
Characteristic: Cunning Type: General
Original Skill: Streetwise, page 118
Gumption is a broader reaching skill than Streetwise. It represents
Union
Characteristic: Agility Type: Knowledge
gut feelings, intuition and the ability to find the best way to go out Original Skill: Piloting (Space), page 116
something.
This covers knowledge pertaining to geography, history and laws
Gumption could work in conjunction with other skills... perhaps a of the actual United States of America.
roll in a related skill (or just Intellect) might give some advantages
that could turn into Boost Dice for the Gumption roll for example. What areas this will encompass depends on the year your game
takes place in.
Gumption could also be represented by a lifetime of living as a
criminal, but all knowledge related checks should be covered Note: This will include knowledge of the populated cities of
under the Outlaw Skill. Canada and Mexico also.

Navigation
Characteristic: Intellect Type: General
Original Skill: Astrogation, page 104

4
! Quick Sighting
Activation: Active (incidental) Ranked: No

World Original Talent: None


This Talent works the same as Quick Draw, but also adds the
Characteristic: Intellect Type: Knowledge advantage of the Aim Maneuver.
Original Skill: Xenology, page 125
This action can only be used when drawing the weapon, once per
All knowledge of geography, history and laws of all areas outside encounter.
of North America.

Salve Application
Talent Changes Activation: Passive Ranked: Yes
Original Talent: Bacta Specialist, page 132
This section will explain the Talents that have changed or been Works the same as listed, the name has been mainly changed for
added to the standard rules in Section 4 of the Edge of the Empire flavor.
Core Rulebook starting on page 127. As their are no bacta tanks, the limits of this is in regards to a
Note that some of these talents have fundamentally been removed doctor being able apply various medicines and salves while the
from the game due to the associated Specialization or equivalent character is taking extensive bed rest.
does not exist. As with all things presented in this book, if the
Gamemaster feels the Talent is needed or warranted, if could just
be added back in. For simplicity, these will not be discussed in
here, only existing changes will.
Surveyor
Activation: Passive Ranked: No
These descriptions give a very brief idea on how how they will Original Talent: Galaxy Mapper, page 136
interact differently in and Old West setting. Gamemasters should This Talent works the same as but works with the Navigation
use what makes sense to keep the game flow going and use their skill.Weapons
own judgments based on what is available in the Core Rulebook.
!
Administer Elixir (all) Ranged Weapons
Activation: Active Ranked: No
Original Talent: Stim Application (all), page 142
Works the same as listed, the name has been mainly changed for
Derringer
flavor. Derringers are a family of pistols that are easily concealable.
Please note changes include the Improved and Supreme versions The extremely short barrel on these pistols make them fairly
of this talent. inaccurate and only usable at short range but makes them
incredibly easy to conceal.

Bypass Lock Derringers use the Pistols Skill.


Derringers use the new Concealment Item Quality (see New Rules
Activation: Passive Ranked: Yes section).
Original Talent: Bypass Security, page 133
Examples: Philadelphia Derringer, Remington Model 95
Works the same as listed, but works with the Skulduggery skill.
The skill could also be possibly used with the Science skill
depending on type of lock and method. Pocket Pistol
Pocket pistols include any kind of smaller calibre revolver. These

Master Cartographer
guns were commonly used as secondary weapons.
Pocket Pistols use the Pistols Skill.
Activation: Active (incidental) Ranked: No Pocket Pistols use the new Concealment Item Quality (see New
Original Talent: Master Starhopper, page 139 Rules section).
This Talent works the similar to how it works in the book. However Examples: Smith & Wesson Model 2, Colt New Line
since Navigaion checks are not generally made under duress, the
2 Strain suffered are not recovered for 1 day of game time. Also
doing this check takes several hours of studying land, sky and Revolver
maps. The standard weapon for personal protection. These weapons are
typically larger caliber than there smaller pocket pistol

Prudence
counterparts.
Revolvers use the Pistols Skill.
Activation: Passive Ranked: Yes Examples: Remington Model 1875 (Frontier Army), Colt Single
Original Talent: Street Smarts, page 144 Action Army M1873 (Peacemaker), Smith & Wesson Model 3
This Talent works the same as Street Smarts, but it works with the (Schofield)
Gumption and Knowledge (Outlaw) skills.

5
Repeater
These rifles have the ability to store several rounds in the weapon,
allowing a round to be rechambered quickly.
Artillery
This list gives a very basic group of Cannon/Artillery to use.
Repeaters use the Rifles Skill. Other than the Gatling Gun, all Artillery also have the following
Examples: Henry Repeating Rifle, Winchester Models 1873, Item Qualities:
Spencer Rifle Concussive 2
Knockdown
Longarm Prepare 3
These are large caliber precision weapons that are used by Slow-Firing 2
sharpshooters and hunters. Typically they are single shot and are Vicious 2
breech loaded. The figures listed are on Character Scale. Within this setting there
Longarms use the Rifles Skill. will be very little (if any) need to describe things on higher scales.
Examples: Sharps Rifle

Shotgun
New Rules
Shotguns shoot shells filled with buckshot instead of bullets. While
quite devastating at close range, their effectiveness diminishes Ammunition option
over distance. To represent this, range affects both damage as All weapons have an Rounds rating that shows how much each
well as upgrading or downgrading ability dice. gun can hold. These are listed for those who wish to use this
option.
Engaged: Damage 10, Upgrade 2 dice in pool
Close: Damage 8, Upgrade 1 die in pool Keep in mind this number is an “Average” and not meant to be
Medium: Damage 6, Downgrade 1 die in pool historically accurate. For example, a Winchester holds 15 rounds,
but a Spencer only holds 7. This is the reasoning to why Repeater
Shotguns use the Rifles Skill. is designated as holding 10.
Bow & Spear If you do not wish to track ammo, you can use the “out of ammo”
rules for spending Despair as listed in the Edge of the Empire
This setting by default takes place after the Civil War, in the Core Rulebook.
waning days of the Old West. By this time, most Native Americans
have started favoring guns over bows, thus there is no specific If the rules are not used, the Derringer, Longarm and Shotgun
skill for Bow or Spear. should have the Slow-Firing 1 Item Quality added to them to
simulate their small capacity This will allow characters to load and
If your campaign requires one, or if you have a player who wishes shoot in one round, but any other maneuvers will cause strain.
to be an expert with a bow, simply add the skill in one of the
blanks on the character sheet. Reloading a weapon takes 2 maneuvers. These can be split
across 2 different rounds but must be consecutive. Strain can be
Reloading a bow is a Free Action.Melee Weapons spent as normal to take another maneuver.
In Edge of the Union, melee weapons have no hard points and
cannot be customized. In general melee weapons have been
!
New Item Quality
weakened because the game is meant to be gun oriented.
If you have a character who wishes to be a knife thrower, or
something similar, feel free to pull customized rules for melee
weapons back into the game. Concealment
Explosives
When using Stealth to hide this item, add 1 Boost Die per level of
Concealment.
Explosives have no skill listed for their use. This is because it may
depend slightly on how the characters are using them, or what
!
they are trying to do.
If the characters simply are looking to light a stick of dynamite and
through it, use a base Agility roll. The range listed is the thrown
range. If the characters are wanting to shoot a box of dynamite on
a horse, use the weapon skill. (Yeah i know, not very realistic but
we are going for cinematic here). Also note that there is no range
for Nitro... throwing Nitro is a very bad idea.
If the characters are trying to rig something up with explosives that
may requires a Science check or at least Intellect. The GM should
use his best judgement based on the situation.
Any Despair rolled by the characters is like to have very
unwelcome explosive results.

6
Ranged Skill Dam Crit Range En HP Price Rnds Special
Derringer Pistol 5 4 Short 1 1 $10 2 Concealment 2, Inaccurate 1
Pocket Pistol Pistol 7 3 Medium 2 2 $15 6 Concealment 1
Revolver Pistol 8 3 Medium 2 3 $20 6
Repeater Rifle 10 3 Long 3 4 $25 10
Longarm Rifle 12 2 Long 3 5 $35 1 Accurate 1
Shotgun Rifle 10/8/6 3 Special 3 4 $30 2
Bow Agility 4+ 3 Medium 3 1 $5 — Pierce 2, Vicious 1
Spear Agility 2+ 4 Short 3 1 $5 — Pierce 2
Melee Skill Dam Crit Range Encum HP Price Rnds Special
Knife Melee 1+ 3 Engaged 1 — $5 — Pierce 1, Vicious 1
Tomahawk Melee 2+ 3 Engaged 2 — $5 — Vicious 2, Disorient 1
Sword Melee 2+ 2 Engaged 3 — $15 — Pierce 2, Defensive 1
Bullwhip Melee 1+ — Engaged 2 — $5 — Ensnare 2
Club Melee 2+ — Engaged 2 — — — Defensive 1, Disorient 3
Explosives Skill Dam Crit Range Encum HP Price Rnds Special
Black Power — 5 4 Short 2 — $3 — Blast 4
Dynamite — 8 4 Short 2 — $8 — Blast 6
Nitroglycerine — 20 2 — 1 — $15 — Blast 10, Breach 1, Vicious 2
Artillery Skill Dam Crit Range Encum HP Price Rnds Special
Field Gun Artillery 15 3 Extreme 15 — — 1 Blast 8, See below
Howitzer Artillery 15 3 Long 10 — — 1 Blast 10, See below
Patriot Rifle Artillery 20 2 Extreme 20 — — 1 Blast 15, Accurate 1, See below
Gatling Gun Artillery 15 2 Long 8 — — 400 box Autofire, Prepare 2, Vicious 1

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