THE
( -) I c
..ITAR.
WAR.re
ROLEPLAYING
1
•
I CREDITS
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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
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• ••
.. ' ( : EDITING AND PROOFREADING
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" 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
LUCAS LICENSING
DIRECTOR OF PUBLISHING CONTINUITY DATABASE
Carol Roeder ADMINISTRATOR
Leland Chee
SENIOR EDITOR
Jennifer Heddie
www.FantasyflightGames.com
ADVENTURE BOOK
EDCE OF THE 'EMPIRE
WELCOME TO rHE STAR WARS
BEGINNER GAME!
Y ou are about to embark upon an exciting journey through
the Star Wars universe, living by your wits and your skill
with a blaster. one step ahead of the Empire and the worst
ONE PLAYER IS THE GAME MASTER.
The Game Master. or the GM. serves as the Judge and the
storyteller. It's his or her responsibility to present an exciting
examples of the criminal element. The Star Wars: EDGE OF and compelling situation to the other players, and to help de-
THE EMPIRE B EGINNER CAME IS a roleplaying game in which you termine what happens next when those players respond to
will take the role of a character in the Star Wars galaxy and that situation. The GM also takes on the role of every charac-
have exciting adventures! The Star Wars: EDGE OF THE EMPIRE ter in the galaxy not controlled by another player. Characters
BEGINNER CAME 1s specially designed to be your introduction controlled by the GM are called Non-Player Characters. or
to roleplaying games. NPCs. GMs can invent their own stories and adventures, or
use adventures written by somebody else. like the adventure
WHAT IS A ROLEPLAYING GAME? included in this box.
A roleplay1ng game 1s a collaborative storytelling game. Each If you are the Game Master player. you'll keep this book in
player takes on the role of chpracters in the fictional universe front of you It contains everything you need to know to run
- 1n this case. the Star Wars universe. Players work together a fun and exciting game.
to tell a story 1n which those characters work together to
overcome challenges. do battle with dangerous enemies, THE OTHER PLAYERS ARE HERO PLAYERS.
and maybe even make a little profit on the side. Custom dice The other 2-4 players take on the role of individual charac-
are used to add an element of randomness to the game. ters in the Star Wars galaxy. There are four pre-generated
so the outcome of the story isn't known beforehand. Each hero characters included in this box. If you are a hero player
character has unique characteristics and game rules dictat- choose one of the character folios and keep it in front of you.
ing his or her strengths and weaknesses. and use the custom It will explain the character you've chosen to play and give
dice to determine their chances of success or failure at any you a lot of information about how to play the game. Over
given task. the course of the game you will choose what your hero does
and says, and use the dice and game rules to determine
BEFORE YOU BEGIN whether you succeed or fail. Characters controlled by hero
The Star Wars : EDGE OF THE E MPIRE BEGINNER CAME is de- players are called Player Characters. or PCs.
signed for 3-5 players. With the contents of this box you
can get straight to the action. But first you'll need to assign
some roles.
ADVENTURE BOOK
EDGE OF THE 'EMPIRE
• l
CONTENTS OF THIS BOX
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CHARACTER
FOLIOS DESTINY TOKENS
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
AD VE N T U RE B OO
EDGE OF THE 'EMPIRE
STAR WARS: EDGE OF THE EMPIRE
he Star Wars: E DGE OF THE EMPIRE B EGINNER G AME is a
T complete, stand-alone product and contains everything
3-5 players need to roleplay on the edge of the Empire. Play-
who have played through the adventure in th is book will very
quickly and easily learn the ru les included in the Star Wars:
E DGE O F THE E MPIRE core rulebook.
ers can enjoy many hours of entertainment with the contents In both games, hero players take the roles of player char-
of this box, first by playing the included adventure and then acters and adventure in the Star Wars galaxy. Both games
by inventing their own adventures. use the same dice and the same core dice mechanic. They
For players who are ready for a more complex. in-depth use the same structure of characteristics. skills. and ta lents
roleplaying experience, the Star Wars: E DGE OF THE E MPIRE (although the exact lists of skills and talents are somewhat
core rulebook is also available. This core rulebook is the different). Both use a flexible system of actions and maneu-
starting point for a complete line of roleplaying products. in- vers to resolve combat and both use similar mechanisms to
cluding pre-written adventures. sourcebooks with more con- detail starships and vehicles. In short. the Star Wars : EDGE
tent for hero players and GMs. and much more. Players who OF THE E MPIRE B EGINNER G AME is a simpler and easier-to-learn
have experience with the Beginner Game will find that the version of the Star Wars: E DGE oF THE E MPIRE core rules.
two games have a great deal in common . and in fact players
As you play through this adventure. you will see blocks of Sidebars like this contain rules text. You can refer
text Iike this: to these sidebars Lo figure out how to resolve the
action in a given encounter.
Tl1e text in tl1is block is intended to l1e read aloud
lo the l1ero players by the Gi\11. It normally describes Not every page or encounter has a rules sidebar
t11e scene or l11e cl1aracters. and it might include an like this. Although new rules are introduced the
important clue or l1int1 first time the players are expected to use them.
they remain in effect throughout the adventure.
The rules for building and resolving a dice pool are
Eact1 of U1ese blocks of read-aloud text will have 1n described on page 8 On future pages. 1L is
st ructions for when to read il aloud Often. it sl1ould assumed that the players now know how to build
be read as soon as the scene begins · as Ll1e heroes and resolve a dice pool.
step into t11e Canuna. or when the crime-lord's
l11ugs catch sight of tl1en1 Other times 1t ~viii be 111
response to PC action. sucl1 as wl1en t11ey open a
door or if they succeed at a skill ct1eck.
OTHER SIDEBARS
THE PLAYER CHARACTERS
There are four player characters: 41-VEX the Droid Colo-
There may be ol11e1 sidebars like l11is one Tl1cse
nist. Lowhhrick the Wookiee Hired Gun. Oskara the Twi'lek
s1dc l1ars contain supplen1c11tary 1nfo1 1n<1lion
Bounty Hunter. and Pash the Human Smuggler. Depending
and asides to assist U1c GM rn ru1111111g l11c scene.
on the hero players in your game. not all of these PCs are
Son1et1mes 1t1cse siclrl)ars discuss garne conccpls .
necessarily present.
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
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ADVENTURE BOOK
EDGE OF THE 'EMPIRE
THE ADVENTURE BEGINS
Once all the hero players have their character folios, it's time
to begin the game ESCAPE FROI\~ MOS SHUUTA
ADVENTURE BOOK
EDGE OF THE 'EMPIRE
IMPORTANT CONCEPT: POSITIVE ANO
NEGATIVE DICE ADVANTAGE, OR THREAT?
.
AFTER EACH HERO PLAYER HAS ROLLED ...
If al l 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 troupe
of pig-like Gamorreans carrying heavy. bone-break- of pig-like Gamorreans carrying heavy bone-
ing clubs steps t11rough the door - Teemo's enforc- breaking clubs steps through the door · Teemo·s
ers' They blink their beady little eyes in the gloom. enforcers1 They blink their beady little eyes rn the
peering about Then. seeing nothing of interest. gloom. peering about - and then one lets loose a
t11ey grunt and \'\'hine 1n t11eir primitive language and piercing shriek' You are spotted' Things are about to
turn to go. You know they'll keep looking for you 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
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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.
If the PCs were all successful 1n their attempts to hide dur-
DETERMINE INITIATIVE
ing Encounter 1 • then the PCs have an advantage over the At the beg1nn1ng of the first round of combat. all
Gamorreans. hero players and NPCs need to determine 1n what
order the characters will take their turns This is
There are as many Gamorreans as there are PCs. The
cal led the in1t1at1ve order In most cases this calls
Gamorreans are clustered by the door. engaged with one
for a skill check from each participant, but 1n
another, they are at short range from the bar and medium
this case the initiative order will be fixed based
range from the far side of the room. The PCs should note on whether the heroes successfully hid from the
where they are on the cantina map, based on their actions Gamorreans or not Note that each 1n1t1at1ve slot
during Encounter 1. is claimed by a team (PCs or NPCs). not by an
1ndiv1dual character. and the PCs can choose in
what order they use their teams' slots
IT IS TIME TD BEGIN COMBAT
If the heroes hid If at least one
Combat follows the following steps successfully· hero failed:
1. Determine Initiative - 1n this case. based on 1st PC 1st PC
whether or not the heroes hid 2nd PC NPCs
2. Participants Take Turns - each character takes 3rd PC 2nd PC
one turn. PCs can choose what order they act in NPCs 3rd PC
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't have to choose • Move to a new location within short range, or move
beforehand. They can also act in one order on one between range bands (engaged to short, short to
round. and a different order on the next round - there medium).
is no permanent connection between a given PC and
• Ready or stow a weapon or other item (such as a
a given initiative slot.
stimpack).
In the case of NPCs. il is normal for groups of similar
• Use a stimpack.
NPCs (such as the Gamorrean thugs) to act at the
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 round
• Aim - gain a Boost die Don your next attack
may begin.
• Take cover - attackers suffer a Setback die • on
On each character's turn , that character can
their attacks against you until you leave cover or
perform a single action and a single maneuver (in
the situation changes such that you don't have
any order). Actions are not maneuvers; maneuvers
cover anymore.
are not actions.
ADVENTURE BOOK
EDCE OF THE 'EMPIRE
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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
engaged In order from closest to furthest: target against the listed range for his weapon If
the target'. is too far away. lhe al lacker will have
Engaged Characters are close enough lo touch to 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 ILlakes a single maneuver to move from Attacks are skill checks. and the skill used 1s
short range lo engaged. or from short range Lo determined by the weapon Each weapon has the
medium range. In this encounter. short range 1s skill used to attack with 1t l1sted 1n its description
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 The difficulty of the attack check (lhe number of
easily seen and heard. although characters must purple Difficulty dice + added to lhe check) 1s
speak loudly to be understood It takes a single determined by the circumstances of the attack
maneuver to move from medium range to short
range It takes 2 maneuvers to move from medium If the attack is at short range. 1t 1s an Easy (t l
range to long range In this encounter. medium range check Add I Difficulty die +
spans from one side 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't be as
long as everyone stays 1ns1de lhc canllna). 1t 1s a
You can use character tokens to roughly indicate 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.
system 1s abstract. rough estimates arc normally it 1s an Average (. .) check 1r 1l's made with
all lhat 1s required. a 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 simply Characters who are 1n cover may add Setback
defeated If a PC suffers a Critical ln1ury. refer to the dice • to attacks thal target them Once the dice
Critical ln1ury chart on the back cover. pool 1s assembled. 1t 1s rolled and evaluated like
any other skill check
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's natural
toughness and the armor he or she is wearing. If a character's soak 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's controller marks them on his or her character sheet (The GM can
use scratch paper for NPCs) When a character's total 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
ADVANTAGE THE BATTLE CONTINUES UNTIL ONE
TEAM OR ANOTHER IS VICTORIOUS.
If the PCs win :
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 The Gamorreans are defeated! The silence that
approval. Options include ... follows is broken by slovv. unamused applause. Tile
Devaronian bartender approacl1es and laughs a
brittle little laugh. "I guess you're folks \.Yho need Lo
Spend I Advantage ti to recover 1 strain.
get off the planet in a hurry. The good ne1.vs for you
is that I l1appen to knovv that there's a freighter in
Spend 2 Advantage ti to 1n1mediately perform a Landing Bay Aurek right novv. Tl1e bad ne1'l's is t11at
bonus maneuver (still only 2 maneuvers per turn). its captain. Trex. is an associate of the Hull's and
won't just let you on . The ot11er bad news is that the
• Spend 2 Advantage ti to give a Boost die • to reason I know it's still in the landing bay is that 1t
the next attacl< against the target. has a broken hypermatter reactor igniter and won't
be flying anyvvl1ere until it gets a new one installed.
• Spend Advantage ti to inflict 1 Critical Injury on I bet Vorn over at tl1e junk sl1op has one." Tl1en l1e
the target if tl1e attack 1s successful - eacl1 weap- points at t11e door. "Now get out of my cantlna ."
on requires a different a111ount of Advantage ti.
as noted in t11at vveapon's description. If the Gamorreans win :
A DV E NTURE BOOK
EDGE OF THE 'EMPIRE
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>1'>. When the PCs arrive at the junk shop, read or paraphrase Captain Trex of the Krayt Fang."
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...'• ·,) . CAN YOU TELL US MORE ABOUT CAPTAIN TREX
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.... '·.. - The junk shop is immediately obvious by the scrap- OR THE KRAYT FANG?
yard adjoining the low pourstone building. As you
step inside. you see a hunched old l1uman male "Trex is a Trandoshan bounty hunter 1Nho stops
lurking bel1ind a low counter covered vvith disas- over in t\~os Shuuta a few tin1es a year. His ship, the
sembled droid and machine parts. The man glances Krayt Fang , is a beat-up old YT- I 300 light freighter.
up at you. t11en turns to a garbage can-shaped RS A fine ship, if you can keep l1er running."
droid standing at his side. He kicks the droid and
shrieks "You're supposed to tell me vvl1en I have
CAN WE PAY YOU MORE THAN TREX IS
customers. you bucket of bolts! Go outside and
finish stripping that speeder bike 1Nreck." The droid OFFERING TO BUY THE PART?
trundles off with a surly "boooop" and the man Vorn is happy to sell the part for more than Trex is offering,
turns to you. "Welcome, customers1 As you can since he always wants to make more money. If the PCs choose
see." l1e points at the racks and shelves and enor- this option, they'll have to choose one PC to make an opposed
111ous buckets full of scrap metal and parts, "I have Negotiate check vs. Vorn's Negotiate (. . .). (Opposed checks
anything you could vvant. .. for the right price." are discussed in detail on page 15.) If they succeed, they
negotiate a good price. and Vorn asks only 600 credits. If they
fail, Vorn gouges them on the price, and asks 750 credits.
The characters may now talk to Vorn, ask him questions, and
generally try to convince him to part with his HMRI. The GM
WE REPRESENTTREX. HE SENT US TO BUY THE
plays the role of Vorn and responds to their questions and
PART FROM YOU.
statements as Vorn would . Vorn is reluctant to sell the star- Lying to Vorn is certainly possible. If the PCs choose this op-
ship part because he's already agreed to sell it to Trex (the tion, they'l l have to choose one PC to make an opposed De-
Trandoshan captain of the freighter the PCs are hoping to ceit check vs. Vorn's Discipline (. .). (Opposed checks are
steal) for 500 credits. He won't be talked into parting with it discussed in detail on page 15.)
ADVENTURE BOOK
EDGE OF THE 'EMPIRE
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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
holding the Krayt Fang in place. This will require them ei-
TALK THEIR WAY PAST THE GUARDS.
To do this, the PCs will have to come up with some sort or
reason for the guards to let them through, then pass an op-
ther sneaking, talking, or fighting their way past the guards posed Deceit or Coerce check vs. the droids' Discipline (e J.
outside, and then gaining access to the computers within . If If the story the PCs come up with sounds plausible, reward
the PCs are clumsy or trigger-happy, they may .have another them with a Boost die D on the check. If it's very unlikely.
fight inside spaceport control. give them a Setback die • · If the PCs fail, the dro1ds tell
Read or paraphrase the following aloud as the PCs ap- them to move along. The PCs can try another way in or try
proach spaceport control. a new story. Each time they try a new story to convince the
droids, they suffer an additional Setback die • as the droids'
The spaceport control facility is a low. squat build- suspicion programming is activated.
ing clinging to the edge of the Mos Sl1uuta bluff. The
front entrance stands open. but a pair of spaceport FIND ANOTHER ENTRANCE AND SNEAK IN.
security dro1ds stand at attention If you're going There's a side entrance the PCs can find if they go looking,
to get off Tatoo1ne. you need to disable the docking and no one will stop them if they walk up to 1t The door 1s
clamps 11old1ng tile Kraut Fang in its landing bay. locked, but the PCs can open it by using Skulduggery (to trig-
and you can only do t11at inside spaceport control ger the physical locking mechanism) or Computers (Lo fake a
You'll have to either get past tllose dro1ds somehO\'I'. valid access code) . This check is Average (. .) If the PCs
or find anot11er \\ ay in
1
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 FIGHT!
won't attack unless the PCs try to go in anyway or attack the The PCs can simply attack the guards and fight their way in.
droids. The PCs have three basic choices for how to proceed. If they do this, however. the guards inside the facility wil l 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).
•
EXPANDED RULES:
•
' DETERMINE INITIATIVE
ADVENTURE BOOK
EDGE OF THE EMPIRE
ONCE INSIDE EXPANDED RULES: RANGE
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 Now that the characters are outside the confines
either of two short corridors. When the PCs venture down a of the cant1na. combat may occur at a longer
corridor. read or paraphrase the following aloud: range on the streets of Mos Shuuta
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INTERLUDE: EXPERIENCE
•
AND DESTINY •
THE DESTINY POOL • If the PCs want to investigate the arrival of an Impe-
rial shuttle, then they will shortly find themselves con-
The PCs are more than just smugglers. bounty hunters. and fronted with a squad of stormtroopers looking for them!
renegades. They are the main characters of the story, and Proceed to Encounter 5
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 They
BUILDING THE DESTINY POOL won't be able to escape Mos Shuuta without dealing
Each hero player now rolls the white Force O die once. For 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 should
with 1ts white side showing. For each black pip rolled, place a
encourage them to proceed to the spaceport and com-
Destiny token 1n the Destiny pool with its black side showing.
mence Encounter 5 as they run into a squad of storm-
The Destiny pool 1s a collection of Destiny tokens that both
troopers on the way
the 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 encou nter. the PCs encounter a group of stormtroop-
ers on the streets of Mos Shuuta and must fight them off
or run away.
•
ADVENTUR E 8001<
EDGE OF THE 'EMPIRE
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MINION GROUPS
ADVENTURE BOOI<
EDGE OF THE 'EMPIRE
DICE POOL REVISITED:
SKILLS AND CHARACTERISTICS
ADVENTURE BOOK
EDCE OF THE 'EMPIRE
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In this encounter, the PCs gain access to Landing Bay Aurek
and the Krayt Fang, the starship docked there. They will
have to contend with a particularly powerful and dangerous
ONCE ABOARD
Once the PCs are aboard (and Trex is not, either because
enemy, a Trandoshan named Trex, and his security droids. they somehow tricked him into leaving the ship or defeated
him 1n combat), proceed to Encounter 7.
As the PCs approach Landing Bay Aurek. read or para-
phrase the following aloud:
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.
SNEAKING PAST.
There's a 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're doing.
Once the lock 1s opened, there's no 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't come to Trex's aid.
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
orbit and make the iump to light speed. however. they are
FEWER THAN 4 PCS
attacked by enemy spacecraft'
As the PCs prepare to depart. each of them must choose If l11ere are fevver L11an PCs. tl1en not every crrvv
L1
a crew station. One PC {probably Pash) must serve as pilot station will be filled. Tl1is is okay If ll1e group 1s
and take the pilot's chair in the cockpit. There are two laser lacking gunners. l11e Gtvl sl1ould reduce l11e nurnber
cannon turrets on the Krayt Fang, one on the top (dor- of TIE fighters cl1asing l11em by 2 (so there 1s only
sal) and one on the bottom (ventra l) of the ship, and each one wing of TIEs lo evade). If U1e group is lacl<rng an
one of these can take one gunner {probably Oskara and engineer. lt1en srn1ply assume ll1at tl1ey l1ave installccl
Lowhhrick) The fourth PC (probably 41-VEX) can man the lhc 1-ltvlRI and can escape in 6 turns. The sl1111 cannot
engineering station. fly 1ivilhoul a pilot
If the PCs delay. or can't decide 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's a trivial task) Read or
paraphrase the following aloud:
THE HYPERMATTER REACTOR IGNITER The Kray/ Fang tl1run1s around you as its engines
power up, lifting througl1 Lhe hangar bay cloors ancl
into l11e bright sunslight of L11e Tatooine sky Soon.
Astute PCs will rcrncn1llcr t l1at they are supposed to t\~os Shuula vanisl1es bellind you as you 1ace out
1nsta ll ll1c hyper1na11er reactor ig11iter (1-IM l<I) before over the Dune Sea ancl climb tovvards outer sriace.
ll1cy leave Tl1ey probal)ly don·t have lin1e to do so
before tllcy launcl1. hut sec tl1c "Install Hypermattcr Suddenly, an alert klaxon blares! f\s you leave
ReJctor Igniter" action in 111e list of starsl11p actions Tatooine·s atmospl1cre. several spherical starf1gl1ters
;ind ni:ineuvcrs wit11 cJisllnclive l1exagonal vving assemblies appear
on the ship's scanners. screaming in on an intercept
course - TIE fighters' The starfightcrs shoot past. la-
The 1-IMRI 1<; not needed to lake off. If t11e PCs ilSk ser cannons blazing. and sparks fly from a console rn
11 they need l11e l--ltv1RI . .:illo\v t11ern to make an Easy the cockpit - you've been hit' You·re not clear of tile
(0 1Knowledge check to cleter rn1ne tl1at t11e HMRI 1s planet's gravity well yet ancl can't jump Lo light speed
only nrcdc(J 10 1urnp 10 lrghlspcecl. not to IC'ave the without tt1e l1yperspace reactor igniter installed.
planet ·s zit n1ospllcr r You'll t1ave 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 TI E 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
fin ished the adventure!
STARS HIPS
'
ADVENTURE BOOK
EDCE OF THE 'EMPIRE
•
ADVENTURE BOOK
EDCE OF THE ~.MPIRE
,
•
• •
I'
• •! I
•
...
, •
OTHER ADVENTURES IN MOS SHUUTA
•
•
WATER TOWER
LANDING BAY BESH & The water tower 1s the tallest structure 1n Mos Shuuta
WAREHOUSE BESH Climbing to the top of the tower (an Average (. .) Athlet -
The second landing bay is where the Imperial shuttle lands. ics check) would give any character an excellent view of the
It 1s sure to be crawling with stormtroopers; see Encounter entire town.
5 for characteristics and advice. Warehouse Besh is close to
the landing bay and currently unoccupied. PCs may be able SLAGWORl<S
to hide 1n warehouse Besh to spy on the Imperials. Three Gamorrean overseers (using the same stats as Gamor-
rean guards) oversee the wretches who labor 1n the slag-
BARRACKS works. The slagworks consists of several m1neshafts de-
Two dozen of Teemo's Gamorrean guards dwell here. At scending into the Mos Shuuta bluff as well as a smelting
any given time, six of them are malingering about. Should facility where the ore removed from the mines 1s converted
the PCs actually manage to fight or sneak inside, a careful into a useable state. In the guard house is a small box with 3
search reveals 75cr worth of cash and a great deal of worth- st1mpacks and a toolkit containing 2 emergency repair kits.
less garbage. It looks like these items have been placed here so that the
Gamorreans can tend to the needs of the workers and the
TEEMO'S PALACE machinery, but judging from the amount of dust on them
the guards have never even touched them . About two dozen
Teemo the Hutt's opulent palace 1s enormous and stnk1ngly
workers of various species labor 1n the shafts or the smelting
designed It 1s guarded by more Gamorreans and security
facility at any given time.
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 Hu tt will
SHANTYTOWN
certainly be thwarted by his many guards. A riot of ramshackle tents. huts. and hovels clinging to out-
croppings of rock, the shantytown represents the (complete-
ELECTRO GATE ly unsafe) dwellings of Mos Shuuta's poor population The
various "islands" of the shantytown are connected to Mos
The only way off the rocky bluff of Mos Shuuta is the stone
Shuuta proper by rickety rope bridges with planks of rusting
spur at its southwest corner. The spur is guarded by a nor-
scrap metal. Any check on one of these bridges that gener-
mally-dormant electrogate and a group of four Gamorreans
ates a Despair@ symbol may result in someone falling
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
WAREHOUSE AUREK
to trade with the settlement. Nothing can pass through the A grotesquely fat Twi'lek male named Hotho Allaran over-
gate until it is disabled, a Hard ( • • • } Computers check. sees the droid market at warehouse Aurek.
He 1s assisted by a t1m1d protocol
DEWBACI< STABLES drord designated XL-77, or
"Exel • Since Trex has a rep-
A human woman so dark she seems burned black by the
utation for using droids
suns presides over the Dewback stables. Her name is Clarelle
and she has a short temper and no patience for anyone who in his bounty hunting
work, Hotho is ea-
doesn't know how to ride a Dewback. Six of the giant lizards
ger to meet with
are 1n residence at the moment, and Clarelle will rent them
out for I OOcr per day each. Trex and sell him
some droids.
OFFWORLD TRADER'S
Just across the alley from Vorn's Junk Shop is the Offworld
Trader's, marked by a rusty old stylized rocket ship. Bengara,
the male Tw1'lek proprietor. 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
A s the PCs jump to hyperspace in their stolen starship, this
adventure is over. But their adventures in the Star Wars
galaxy are just beginning1
invest in new or upgraded skills and talents. Each of the hero
players should turn to the final spread of his character 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 is 15 experience
LOOT AND CREDITS points, with a possible bonus for achieving significant story
goals or excellent play. The suggested experience award for
Often, adventures end in a payday. A bounty is turned in. A
this adventure is 10 experience points. in addition to the
valuable cargo is delivered. A precious relic is stolen or re-
10 experience points they should have received during the
covered. Financial rewards are strong motivators, especia lly
INTERLUDE section. This makes it a tota l of 20 experience
for characters living on the fringes of the Star Wars galaxy.
points. a fitting award for their achievement of acquiring a
But there are many other rewards that can be gained. and
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-1300 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 session.
space battles, and other adventures. The amount awarded is typically 10 XP per character for a
session of two or three major encounters and a handful of
Furthermore, after searching the Krayt Fang thorough ly,
minor ones. An additional 5 XP bonus may be granted for
the PCs may find credits and valuable cargo . Some of this
reaching key milestones or completing story arcs. The GM
cargo can serve as adventure hooks, helping to guide the
may consider awarding an extra point or two of XP for excep-
PCs from one adventure to the next. Some of the cargo may
tional roleplaying or highly clever thinking.
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 avoiding
The PCs should find raw cash on the ship equal to 1,000
a bounty hunter and another 5 XP for successful ly transport-
credits per PC.
ing their cargo to their client. Any bonus XP that is awarded
shou ld definitely be explained to the players so they may
aspire to those standards in future sessions.
EXPERIENCE AWARDS
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
Having escaped from Teemo the Hutt's clutches on Mos If Trex survived (or if he was left for dead in the spaceport:
Shuuta. the PCs have acquired a starship and can go any- Trandoshans are notoriously hard to kill), he may come after
where in the galaxy! But when faced with a galaxy full of op- the PCs for revenge! The PCs may wonder how he keeps find-
tions. how do you choose where to go next? Adventure lurks ing them in every port of call and have to take their ship to a
everywhere, but sometimes the PCs need help finding it. specialist to find the transponder he left there, broadcasting
The Krayt Fang could be full of adventure1 Each item or their location.
person the PCs find when they explore the ship could be the Teemo the Hutt may still be hunting the PCs. and a gun-
start of a new adventure. Maybe there's a prisoner in the ship full of bounty hunters could be hot on their tails. Finding
•
holding cells with a bounty on his head - but another bounty the leader of the bounty hunters and convincing him to give
hunter is still on his trail. Maybe a strange alien device is up the contract may be difficult, but it's certain ly better than
resting in the cargo hold. When it powers up mid-flight, it being chased forever!
deposits the ship on an uncharted world! Even something as The PCs may wish to return to Mos Shuuta in the future.
simple as a cargo hold full of a valuable but illicit substance Perhaps they wish to settle their debts to Teemo, or to take
will make the PCs think carefully about where to take it and revenge and take him down. Or maybe another job takes
how to sell it without running afoul of the authorities: an ad- them to Mos Shuuta. but they must keep a low profile. In any
venture in its own right. For that matter. if the ship suffered case. if the group revisits Mos Shuuta the information in this
any damage then getting it repaired is likely a priority. booklet wil l 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 are 1deal1stic revolutionaries or scoundrels whose
hearts of gold are w~ll-tarnished, there's never a shortage of
weaker. the Rebels must rely on secrecy and flexibility to
keep themselves safe from the Imperial forces. and they
are always seeking gifted smugglers. spies. and ne'er-do-
places to go, people to meet, or things to do wells to assist them in their struggle against the Empire.
Recently, the Empire's mighty superweapon known as the
Death Star was deployed to destroy the peaceful core
A GALAXY TO EXPLORE world of Alderaan Shortly thereafter. the Rebels won their
first major victory against the Empire at the Battle of Yav1n,
Hyperdrive was invented (or re-discovered, depending on
where the Death Star was destroyed. The Rebel Alliance 1s
whose version of the story one believes) about twenty-five
currently enjoying a rise 1n confidence and sympathy, with
thousand years ago, and. since that time. the history of the
many new recruits and even whole worlds throwing off the
galaxy has been one of exploration and expansion. Major
yoke of Imperial oppression
hyperspace routes cross the entire galactic disc. connecting
thousands of worlds into one galactic civilization. From the For their part. the Empire makes frequent use of bounty
remote desert world of Tatooine to the shining city-planet of hunters to track down and apprehend suspected Rebel
Coruscant. from the Core Worlds where the Empire's grip is agents. Their white-armored stormtroopers are a constant
strong to the lawless Outer Rim, a human being cou ld visit a presence on many worlds, a reminder that despite its re-
new planet every day and never see them all. cent setback, the Empire remains the most powerful force
1n the galaxy.
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 A GALAXY OF
cortosis ore? Buried pirate treasure? Anything is possible! OPPORTUNITY
With the civil war raging and the Empire struggling to enforce
A GALAXY AT WAR 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's opportunity 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's aliens.
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
T he Game Master has the hardest job at the table, since
he's trying to manage many characters at once and keep
the session moving He can also have the most rewarding
for inspiration - specifically, the rule in improv of "say 'yes'·
When someone invents a fact of the scene that enhances the
story or moves the plot forward, and it could just as easily
JOb, as he has a unique role in the collaborative storytelling be true as not, saying "yes" is usually the right thing to do
experience, one with great creative freedom and rewards. Usually hero players are becoming inventive because they're
There are a few key pieces of advice that can make the GM's looking for a way forward in the plot, so working with them to
job easier and ensure a better game for everyone. build or discover that way forward keeps the story moving.
Of course, that doesn't mean that everything should al-
DON'T LET THE STORY STOP FOR A
ways go their way all the time. Perhaps the PCs have some il-
FAILED CH ECK
legal goods they wish to sell. The smuggler player may ask if
One of the most common mistakes made by new GMs 1s
he knows any contacts who might wish to buy the goods The
to conceal too much information from the other players, or
answer could be "Yes, but the last time you met he tned to
to make the assumption that the PCs will succeed at every
kill you." Now the PCs have a way forward-a possible buyer
task If the v1lla1n of the story is hiding in a secret warehouse,
- but also a complication, something to consider and deal
but the PCs fail their checks to find the warehouse. then the
with Maybe they should use an intermediary or iust make
story can gnnd to a halt The simplest solution to this 1s iust
sure to bnng their weapons in case a fight breaks out
to not roll for checks that must be passed for the story to
continue. Another answer 1s to have an alternative means of The dice system 1s very flexible and rewards this style of
progressing the story For example. the PCs fail to find the play 1n two ways. First of all, it's quite easy to allow a player's
villain's warehouse. but he learns that they are searching for improvised idea for an action or plan to be determined by
him and sends out his minions to attack the PCs. The PCs are a dice roll. "Can I shoot the stormtroopers as I fall to the
still" punished" for their failure (they have a battle they could street?" "Yes, but the check will receive two Setback dice
otherwise have avoided) but now they have another means • • because you're falling and because you only have a
to progress the story, by interrogating the villain's minions or moment to make the shot." Secondly, the dice-particularly
tracking them back to their lair. Advantage t>. Threat ~§~ . Triumph @, and Despair @-lend
themselves to improvisation very well. The dice symbols can
DELEGATE be inspiration for new complications and unexpected boons
The GM can have a lot to keep track of, especially during as the story moves in new directions.
busy scenes like combat or a space battle. It's okay to del-
egate some of the responsibilities to another player at the TREAT THE OTHER PLAYERS LIKE ALLIES
table For example, one player could keep track of initiative Remember that all the players at the table have the same
and call out the next 1n1t1at1ve slot each time a player finishes goal tell a fun story. It's okay to admit you don't have total
his or her turn It's also entirely reasonable to let the hero mastery of the rules-the group can work together to resolve
players keep track of their own experience points, money. a rules dispute in the way that is the most fun and best for
and equipment In extreme cases. an entire NPC or space- the story It's okay to admit to being caught flat-footed by a
ship could be delegated to a hero player whose PC isn't in- dec1s1on the PCs make, and to ask for a break to plan out the
volved 1n a given scene This both makes the GM's job easier next few scenes. And it's okay to throw the question to the
and keeps that hero player involved in the scene. table. what happens next? What's the best way to interpret
that Despair@ symbol? The answer to the question "Does
SAY "YES" AND ''YES, BUT" my character know anyone in this town?" can be "I don't
Roleplay1ng games are collaborative, improvisational story- know; does he?" Playing a roleplaying game is a collabora-
telling experiences. It can tive project, and you're all on the same team .
be helpful to look at tra- Lastly, and most importantly: If everyone is having fun.
ditional improv. theater you're doing it right!
..
I
• r '
, CRITICAL INJURIES
• • • Ir an NPC suffers a Crilical Injury, for sin1pliciLy's sake 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
Second Critical Injury Average(++1 Suffer a Setback die • to your next action. No
ongoing effect.
Hard (
+++1 Suffer a Setback die • to al l actions unlil Lhis
Third Critical Injury
Critical Injury is healed.
Success ~ symbols are canceled by Failure Y symbols; 1f there SYMBOLS AND DICE
are any Success ~ symbols left. the check succeeds