House Rules

Skill List

The 2nd Edition Revised and Expanded skill list is entirely too verbose and bloated. Here’s the list we’ll be using:

DEXTERITY PERCEPTION
Blasters1
Dodge
Heavy Weapons
Melee Weapons
Missile Weapons
Thrown weapons
(Lightsaber or other exotic weapon)
Bargain
Command
Con
Gambling
Hide/Sneak
Persuasion
Search
KNOWLEDGE MECHANICAL
Alien Races
Bureaucracy
Cultures
Languages
Planetary Systems
Scholar
Streetwise
Survival
Technology
Astrogation
Beast Riding
Communications
Sensors
Vehicle Operation2
Starship Gunnery
Starship Pilot
Starship Shields
STRENGTH TECHNICAL
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming
Armor Repair
Computer Prog/Repair
Demolitions
Droid Prog/Repair
First Aid
Medicine
Vehicular Repair
Security
Starship Repair
Weapon Repair

1 Includes antique slugthrowers you luddite

2 Includes repulsorlift vehicles, walkers, and stone-age internal combustion ground vehicles

Passive Defenses

To cut down on complexity, we will be using the Mini Six static combat difficulties.

Dodge Defense: (3 x Dexterity or Dodge die code) + Dexterity or Dodge pips
Parry Defense: (3 x Dexterity or Melee Weapon die code) + Dexterity or Melee Weapon pips
Unarmed Defense: (3 x Strength or Brawling die code) + Strength or Brawling pips
Damage Resistance: (3 x Strength die code) + Strength pips + (3 x Armor die code) + Armor pips

The minimum Passive Defense value is 5.

Example: the smuggler Blaine from page 8 of the Revised & Expanded rulebook has the following static defenses:
Dodge: 13
Melee: 10
Unarmed: 9
Damage resistance (Energy&Physical): 9

Lightsabers

If it becomes necessary, use of a lightsaber will be treated like any other melee weapon, except that a 1 on the wild die without proper training will make you hurt. A lot.

House Rules

Star Wars: Agents of the Crown Rubio