General

Topics:

General:

1) Can I Will my equipment to some other character in the campaign or to my new character upon death?
No. Any equipment possessed by the character is lost or “reclaimed by the Rebellion” upon their death or retirement. If the character was only partial owner in a ship or other large credit item, then the other characters would claim ownership of the item. You can freely give equipment away during the game to other PCs, but this equipment cannot be given back to any of your characters.
Council Approval Date: 6/3/06

2) How does the credit cap work?
The players very rarely should even notice the credit cap. The judge should modify the amount of credits the table gets with the credit cap in mind ahead of time. However, if the players do receive a large amount of credits from an NPC, then they might not be able to pocket all of it at once. The credit cap is the maximum deviation of money that can be gained from any NPCs during the event. This means that if you pay out to an NPC 60,000 credits you can gain 75,000 credits. So, the end final “bottom line” is +15,000 to the character AFTER all involved exchanges are taken into account. One limitation to this is that the character must have the money available up front for any purchases prior to any new income arranged in the event. This does not limit items or equipment gained. There is no deferment of these credits, so excess credits unaccounted for at the end of a module are lost. Creative players can attempt to spread monetary gains over a couple of modules with some form of payment or installment plan. Any payment plan must be set up in roleplay encounters during the event (not acceptable at the end of a module during accounting – “Oh I wanted to do…”) and are subject to Gamemaster approval as part of that roleplay encounter. Money passed between PCs is not subject to the credit cap (be sure to mark PC to PC money transfers under the notes section or it may be mistaken for NPC earned credits and not get updated correctly).
Council Approval Date: 2/28/10

3) Are there limits to how much an attribute can be boosted by cybernetics?
Yes. For Sparks the maximum limit for cybernetic enhancement is +1D to any attribute value.
Council Approval Date: 6/3/06

4) How do cybernetic points limit the Force?
The more cybernetic points a character has the weaker their connection to the Force. This only affects Force users and their use of Force skills (Control, Sense, and Alter) and powers. Force points and their doubling effect are never affected. Before attempting to activate a Force power the Force user would roll 1D6. The resulting die roll must be greater than the number of cybernetic points the character has or the power does not activate. This still counts as a used action for the purpose of determining multi-action penalties.
Council Approval Date: 6/3/06

5) When are Bounty Encounters triggered?
At the beginning of each Seminar or Interactive the two characters with the highest accumulated bounties present must roll on the Bounty Encounter chart to see if a Bounty Encounter is triggered.
Council Approval Date: 6/3/06

6) Is Repulsorlift Operation used on starships for takeoff and landing?
No. Or I should say not anymore. The proper skill to use is Space Transports. For several years Sparks used Repulsorlift Ops errantly, because the book rules were not very clear when the decision was first made. This has been corrected throughout Sparks and we are still correcting some of the old modules.
Council Approval Date: 6/3/06

7) Is there a limit to the numbers of weapons that can be added to a starship?
Yes, but no longer a set numeric limit. In 2006 the Council made a ruling that the limit was one weapon mount (ion cannon, laser cannon, laser blaster, turbolaser, tractor beam, missile launcher, torpedo launcher, etc.) per 1D of Hull code. In 2009 this ruling was reviewed and overturned. It was decided to use the limitations to space availability that weapons will use up and the ability to convince customs inspectors that so many weapons are warranted. The gamemaster should ask the player some basic questions about the character’s ship anytime it is scanned, boarded, or inspected by customs. Ships with excessive weapons would be unable to get valid BOSS (Bureau of Ship Services) documentations. The owners would have substantial difficulties trying to use forged BOSS documentations with ships overloaded with weapons. Abusive ships would be subject to impounding and seizure. The owners could be subject to fines and possibly arrest.
Council Approval Date: 6/3/06
Revised Council Approval Date: 5/11/09

8) Can a ship have multiple shield generators?
Yes. Secondary shield generators can be mounted on space transports as backups for the original shield generator if it were to lose power or effectiveness. These backup shields can be transferred to replace lost primary shields 1D at a time per action by rolling an Easy Starship Shields skill roll. The addition of more primary shields is covered under upgrading shields and they are limited to the standard +1D+2 modification.
Council Approval Date: 6/3/06

9) What rulebooks are being used for Sparks?
The core rulebook for Sparks is the West End Games Second Edition Revised and Expanded Rulebook. The Sparks Judges Handbook is also needed to note the specific campaign rules that supersede the core rulebook. The Sparks Players Handbook is also available as a stripped-down version of the Judges Handbook that omits any judge only information, so the players have a copy of the rules without unwanted inside information.
Council Approval Date: 7/30/06

10) Can I play multiple characters during a single event?
No. Only a single character belonging to any player can participate in any Module, Mission, Seminar, or Interactive.
Council Approval Date: 7/30/06

11) Can I play somebody else’s player character?
No. Only the creator and owner of a player character may ever play that player character.
Council Approval Date: 7/30/06

12) Can lightsabers block, parry or deflect stun blasts?
No. Lightsabers cannot block or parry stun blasts, so they in turn cannot deflect the rings of a stun blast at other targets.
Council Approval Date: 7/30/06

13) Can shooting someone with an energy weapon set on stun ever cause physical damage?
No. Weapons that have a stun setting deaden nerves causing the individual to pass out. Once the nerves are deadened no amount of additional damage will have any further affect. It does not matter how many dice the stun weapon has or how well the GM rolls (multiple 6’s on the wild die), the damage will never roll into physical damage. It also does not matter where the shot is aimed (head, face, etc.), the damage will still all be stun. Now if you stunned someone standing on the edge of a cliff then physical damage can result from deceleration sickness (splat), but not from the stun damage.
Council Approval Date: 7/30/06

14) Can you dodge a grenade even if it is not aimed at you?
Yes. As long as you are aware of the grenade or the attack and you are within any level of the area of effect, you can attempt to Dodge. A successful Dodge means the player character has either escaped the area of effect (usually only for small area of effects or if in the outer portion of the area of effect), fallen prone and/or taken cover behind something. As stated in the rules for Dodging, a successful Dodge of a grenade or aerodynamic explosive of 6D or less means the player character has avoided all of the damage. A successful Dodge of any non-aerodynamic explosive or explosive greater than 6D means the player character has reduced the damage by 2 area of effect categories.
Council Approval Date: 7/30/06

15) Can lightsabers block, parry or deflect projectile weapons?
Yes, a lightsaber can block and parry projectile weapons, provided the projectile is small enough that the lightsaber will physically encompass the projectile in the beam (bullet, slug, etc.). Something large like a cannonball cannot be blocked or parried. The large object would be cut in half and the target would get hit with both halves of the large projectile. In either case, physical projectiles can never be deflected at alternate targets. When the projectile hits, the lightsaber beam it is often vaporized on contact.
Council Approval Date: 7/30/06

16) How does surprise work in Sparks with clarification on Sneak and Search checks?
It follows the basic rules from the 2nd Edition Revised and Expanded Star Wars Roleplaying Game book, but some clarifications have been included to assist with the implementation and interpretation of those rules. There are also some basic Search clarifications as well.
The ambushers make a Sneak skill check. This is the Search (default to Perception) target number to know the ambusher is present and allows you to fully defend yourself or roll initiative against the ambusher to see who goes first. Several people have been making this a Perception only check unless the person was actively looking around (Searching). This is NOT the case. This is always a skill versus skill check as per the Opposed Rolls rule listed on page 76 of the 2nd Edition Revised and Expanded Star Wars Roleplaying Game book. All those aware of attackers roll Initiative to determine who goes first on the surprise round. During the surprise round, you can only take a single action. If someone fails the Search (default Perception) check and does not notice an opponent, then they are considered surprised and cannot roll any defensive checks (dodge, parry, maneuver) for their unknown opponent’s surprise action or attack. Once the surprise round is over (everyone that was aware of an opponent has taken their one action), then roll Initiative and proceed as normal with the rest of the encounter. It is possible to have a portion of one side surprised while others are not. It is also possible if both sides were sneaking through an area to have mixed surprised people on both sides.
For added clarification on Search versus using Perception note that Search is always used if the target number to detect was determined by another skill roll (Hide, Sneak, etc.) or when actively looking. Perception is only used when not actively looking and the target number for detection is a flat difficulty value based on environment or fixed situation (Easy to notice the datapad on the desk, etc.)
Council Approval Date: 7/30/06
Revised Council Approval Date: 2/24/12

17) Does the Lorrdian only skill Body Language provide any benefit to other Perception based skills?
Yes. To simplify the use of Body Language without having to roll the skill dice all the time for this skill that is permanently in use (can replace Perception rolls), the user will gain a +1D modifier to other opposed Perception based skills like Bargain, Con, Gambling, and Persuasion for every full 3D in the Body Language skill (i.e. 6D in Body Language provides +2D). The gamemaster decides whether the modifier is appropriate for the skills being used at the time.
Council Approval Date: 7/30/06

18) What is the Sparks accepted base price per ton of bacta?
As established in Sparks #18 the base price per ton of bacta in Sparks is 10,000 credits.
Council Approval Date: 12/20/06

19) What are the basic costs for a Pilot’s License, Boss registration, Ship’s License, etc.?
According to Platt’s Smugglers Guide pages 38 and 39 the Ship’s Operating License is typically 1,000 credits, the Captain’s Accredited License is typically 300 to 500 credits, the Arms Load-Out Permit is typically 250 credits, and forged BOSS registration is typically 6,000 to 10,000 credits for the documentation and typically 3,000 to 5,000 credits for the slicing required to upload the information into the BOSS computer system. But as always, the Forger and Slicer can charge more or less dependent on the difficulty of the job at hand. In general, (provided there are no outside factors to account for) it takes a Heroic (30+) Computer Programming roll to upload information to the BOSS computer system without being detected.
Council Approval Date: 12/20/06

20) Do bonus dice for natural weapons (claw or bite), natural armor, skills and attributes double on a Force Point?
Not in Sparks. The Council reviewed the Second Edition Revised and Expanded Rulebook and ruled that it was the intention of the rule to double natural weapon, natural armor, and special bonus skill and attribute dice. So, claw damage of Str+2D would become Str+4D (Whippid), +2D natural armor would become +4D (Barabel), a +1D Swimming bonus would become +2D (Gungan), and a +2D Technical bonus would become +4D (Verpine) on a Force Point according to the rulebook. But this was seen as excessive and too easy for both player characters and non-player characters to abuse, so it was ruled that in Sparks these bonus dice do not double on a Force Point.
Council Approval Date: 12/20/06

21) How is combat affected while underwater?
In underwater combat the Swimming skill is used instead of Dodge for ranged attacks. There is equipment, like swim fins, that can give you a bonus to your Swimming skill. Energy weapon damage is all reduced by 1D. Lightsabers are also reduced by 1D due to being energy weapons, but the wielder of a Lightsaber also suffers a -1D to Perception due to cloud of boiling water created by the lightsaber. Grenades and explosives of any kind only do stun damage, but they do their full damage code for their entire area of effect. All Brawling and Melee attacks suffer a -1D penalty due to water resistance to normal movement. If the character does not have a set Move value for swimming, then their swimming Move is half (rounded down) of their land Move.
Council Approval Date: 12/20/06

22) Do the book Redemption rules differ at all in Sparks?
The only deviation is that when the subject is redeemed instead of their Dark Side points being set to 5 automatically, they are either reduced to 5 or they stay at their current value if less than 5. The character still loses all of their character points and Force points.
Council Approval Date: 12/20/06

23) Can the T-6 Thunderer heavy blaster pistol be modified any more for damage?
Yes, the T-6 Thunderer heavy blaster pistol damage value can still be modified by a maximum of +1D+2 above the 6D+2 base using the modification chart listed in the Second Edition Revised and Expanded Rulebook. But judges are encouraged to exploit the very volatile nature of a modified version of this weapon. When a character firing a modified T-6 Thunderer rolls a wild die of “1” (the to hit roll not the damage roll) the weapon takes heavy damage and is rendered inoperable (barrel melted, etc.) until repaired.
Council Approval Date: 6/30/07

24) When modifying armor to increase the protection rating, do you have to pay and roll for the energy and physical protection separately?
Yes, the energy and physical protections must be modified separately with their own cost and separate rolls required. These armor modifications use the weapon damage modification chart for cost, and difficulty levels for the Armor Repair check.
Council Approval Date: 3/3/07

25) Can other aspects (skill bonuses) be modified on armor?
Yes, if the armor has bonus dice that applies to skills, this bonus can also be increased. The skill bonus is still limited to a 1D+2 increase. If a single bonus applies to multiple skills the armor must be modified separately with their own cost and separate rolls required for each skill. Also, every applicable skill must be modified at the same time to keep the bonus the same for all skills. These armor modifications use the weapon damage modification chart for cost, and difficulty levels for the Armor Repair check.
Council Approval Date: 3/3/07

26) Can you stack or layer armor to add greater protection?
In most cases the answer is no. There is one exception, and it has limitations and that is the combat jumpsuit. The combat jumpsuit can stack (be used at the same time to apply both protection values) with helmets, vests, and unarmored civilian clothes only. No other armor can stack to apply both protection values.
Council Approval Date: 3/3/07

27) Does ionization damage affect all electronic equipment (gear, cybernetics, etc.)?
No, ionization damage is not the same as EMP (electromagnetic pulse) damage. Ionization damage only affects droids, droid parts (full cybernetic replacements – limbs, eyes, etc.), vehicles, and starships. Ionization does not affect equipment, electronics, or bio-cybernetic prosthetics. Ion will affect cybernetic bonuses (i.e. Dex, Str, Mec, Per packages etc.). Note that this will only eliminate the bonuses this style of cybernetic applies. Hard prosthetic cybernetics will be treated the same as they have with them ceasing to function in all capacities (i.e. Eye replacements ionized results in blindness).
Council Approval Date: 7/18/08
Revised Council Approval Date: 10/31/15

28) When you parry with a melee weapon and choose to block the attack instead of avoiding it, does the melee weapon cause damage to the attacker or attacking weapon?
Yes, the defender can choose to block the attack with their weapon to cause damage to the attacker or the attacker’s weapon (in most cases if similar weapons are used there is no damage affect, but if the defender is using a lightsaber and the attacker is using some standard melee weapon, it could be damaged). Without specialized training the defender would cause damage equal to the base damage code (i.e. STR+2D; the base damage is 2D) without the Strength or the Control component being used. With specialized training the defender can make a Power Parry that would cause full damage utilizing the Strength or the Control component in the damage being dealt. To qualify to make a Power Parry the defender must have a minimum of 6D in the chosen weapon skill, they must be specialized in the chosen weapon or trained in that specific style of lightsaber (i.e. cannot Power Parry with a lightfoil using the lightsaber skill), and this counts as a Full Parry, which means they cannot take any other actions that round.
Council Approval Date: 3/3/07

29) Does the use of the Intimidation skill impose penalties on those affected?
Yes, we have developed a penalty system specific to Sparks. The Second Edition Revised and Expanded Rulebook describes only roleplaying effects. In Sparks the acting character will roll Intimidation resisted by the target’s Willpower. If the Willpower roll is higher there is no effect. If the Intimidation roll is higher, the target will suffer a -1D penalty for every 10 points the Intimidation roll beats the Willpower roll. The penalty applies to skill rolls only, and the penalty cannot reduce a skill below 1D. Attribute values and rolls are not affected.
Intimidation Greater Then Willpower By Skill Penalty
1-10 -1D
11-20 -2D
21-30 -3D
Every +10 Additional -1D

Council Approval Date: 6/30/07

30) Can a player carry and fire a medium repeating blaster?
Yes, a player can carry and fire a Medium Repeating Blaster with some stipulations: Either they are wearing a specialized harness with gyro mount to stabilize the weapon (cost ~1000 credits) which has the following negative affects - reduce Move by 2 and Dodge by 2D. Or they are “hip” firing the weapon without the help of a harness or gyro mount which doubles the multi-action penalty for the weapon due to instability for those with Strength 3D to 5D+2, triples the multi-action penalty for the weapon due to instability for those with Strength less than 3D, and there is no additional multi-action penalty for those with 6D or higher Strength.
Council Approval Date: 5/30/08

31) Can a player carry and fire a heavy repeating blaster?
Yes, but ONLY with a harness and gyro mount with attached power pack (cost ~2000 credits) which has the following negative affects – reduce Move by 4 and Dodge by 4D. Even strong characters cannot “hip” fire this weapon due to its bulky nature with the power pack.
Council Approval Date: 5/30/08

32) I am Force-sensitive. Can I kill a defenseless/helpless non-innocent (former combatant, stormtrooper, dark Jedi, etc.) without getting a Dark Side point?
No. You get a DSP if you kill anyone that is helpless even if a non-innocent (former combatant, stormtrooper, dark Jedi, etc.) when you are Force-sensitive. If not Force-sensitive, you would not gain a DSP for this case, but would if the person was an innocent (not former combatant, etc.).
Council Approval Date: 7/26/08

33) If I use Inflict Pain on a sentient creature, how many Dark Side points does this yield? What if I was on a Force Point at the time? What if I called on the Dark Side? What if I was on a Force Point and called on the Dark Side?
You receive 1 Dark Side point for using Inflict Pain.
You receive 2 Dark Side points if on a Force point (1 for the power and 1 for the act on a Force point).
You receive 2 Dark Side points if you call on the Dark Side (1 for the power and 1 for calling on the Dark Side).
You receive 3 Dark Side points if on a Force point and you call on the Dark Side (1 for the power, 1 for the act on a Force point, and one for calling on the Dark Side).
Council Approval Date: 12/18/08

34) Can I increase the fire rate of weapons?
The Council has developed rules for modifying the fire rates on energy and physical weapons. There are variants where the modification is noticeable by observers and others that keep the modification hidden. We have also included some of the basic rules for Lethal Jury-rig effects. For all of these variants the fire rate is modified, but the damage effect (stun or ion) is not changed. The damage value and weapon range may be reduced is some cases.
Variant 1 – Energy Weapons with noticeable modification

  • Cost: 1000 credits/1D of base weapon damage plus 250 credits/+1 pip (this would include modifications, but not jury-rigging and rhenium, etc.; if the weapon is later modified, add this to the base cost of the weapon)
  • Skill: repair skill by weapon type (blaster repair, disruptor repair, etc.)
  • Difficulty: Very Easy (5) for 1D base weapon damage (this would include modifications, but not jury-rigging and rhenium, etc.) and increased one level (+5) per additional 1D damage.
  • Effect: doubles the current rate of fire for the weapon with no reduction to damage or range. (If this is repeated, the fire rate would be times 4.)
  • Note: This modification replaces the power core and excitation chamber with larger versions and hence can be noticeable. With an Easy (10) Perception something different about the weapon is noticed. With a Difficult (20) Repair skill (appropriate type) the observer knows how the weapon has been modified. If this modification is done twice (not just as a second modification), the above difficulties are lowered to a Very Easy (5) Perception and an Easy (10) Repair skill roll.
  • Repeatability: This modification can be done a second time for 5 times the cost and double the difficulty for any weapon that started with a fire rate of 1 or higher (it cannot be repeated for starting fire rates less than 1). This second modification can be either variant 1 or variant 2, but it will still be 5 times the cost and double the difficulty. This second modification is considered a lethal jury-rig, which means on a wild die roll of ‘1’ the user must roll on the lethal jury-rig table. This is in addition to any other normal jury-rig dice, if there are any.
  • Exceptions: This cannot be done on any non-energy-based weapon. Any weapon with physical ammunition must be modified using the physical weapons instructions.

Variant 2 – Energy Weapons without noticeable modification

  • Cost: 500 credits/1D of base weapon damage plus 125 credits/+1 pip (this would include modifications, but not jury-rigging and rhenium, etc.; if the weapon is later modified, add this to the base cost of the weapon)
  • Skill: repair skill by weapon type (blaster repair, disruptor repair, etc.)
  • Difficulty: Very Easy (5) for 1D base weapon damage (this would include modifications, but not jury-rigging and rhenium, etc.) and increased one level (+5) per additional 1D damage.
  • Effect: doubles the current rate of fire for the weapon but suffers a 1D damage reduction and a 25% reduction to range. (If this is repeated, the fire rate would be times 4.).
  • Note: This modification uses the existing weapon parts but regulates the power flow for the weapon. This modification is not noticeable from the outside.
  • Repeatability: This modification can be done a second time for 5 times the cost and double the difficulty for any weapon that started with a fire rate of 1 or higher (it cannot be repeated for starting fire rates less than 1). This second modification can be either variant 1 or variant 2, but it will still be 5 times the cost and double the difficulty. This second modification is considered a lethal jury-rig, which means on a wild die roll of ‘1’ the user must roll on the lethal jury-rig table. This is in addition to any other normal jury-rig dice, if there are any.
  • Exceptions: This cannot be done on any non-energy-based weapon. Any weapon with physical ammunition must be modified using the physical weapons instructions.

Variant 3 – Physical Weapons

  • Cost: 500 credits/1D of base weapon damage plus 125 credits/+1 pip (this would include modifications, but not jury-rigging, etc.; if the weapon is later modified, add this to the base cost of the weapon). In addition, a second weapon of the appropriate type must be bought to use for additional parts (you can buy parts equal to the value of a second weapon of the appropriate type instead).
  • Skill: repair skill by weapon type (firearms repair, missile weapon repair, etc.)
  • Difficulty: Easy (10) for 1D base weapon damage (this would include modifications, but not jury-rigging, etc.) and increased one level (+5) per additional 1D damage.
  • Effect: doubles the current rate of fire for the weapon with no damage or range loss.
  • Note: This modification attaches additional parts to the outside of the original weapon. In some cases, it is an additional barrel, while in other cases it is additional hardware to fire multiple barrels that already exist (multi-missile launchers). This weapon is easily identified as being modified (no roll required). With an Easy (10) Repair skill (appropriate type) the observer knows how the weapon has been modified.
  • Repeatability: This modification cannot be repeated.
  • Exceptions: This cannot be done on any energy-based weapon or a simple manual loading weapon (bow, sling, etc.). It can apply to a crossbow if configured as a double crossbow or if it has an auto loader similar to a bowcaster.
Lethal (Weapon) Jury-Rig Rules:
If a player rolls a ‘1’ on the Wild Die or any additional Jury-Rig Dice, they must then roll 1D6 one time for each of these ‘1’ results on the following table:
1 The weapon explodes, doing damage equal to the amount of the jury-rig bonus.
2 The weapon is broken and cannot be repaired.
3 The weapon stops working but need only be slammed hard against something to work again. It takes an action to do this.
4-6 The item is fine.

Council Approval Date: 12/18/08

35) If a character breaks the Force Encounter cap, which is currently a difference of 100 over any opposing Dark Side Force user’s roll, does the new trigger for the final encounter become a flat roll of 20 or a difference of 20 over any opposing Dark Side Force user’s roll?
If a player breaks the 100 cap, then the Force Encounter trigger becomes a flat roll of 20, not the difference of 20.
Council Approval Date: 2/7/09

36) If I am performing a Called Shot to increase the damage dealt, do I still have the option of making the damage maim instead of kill the opponent with an excessive damage result?
As per the game option on page 98 of The Star Wars Roleplaying Game book, if you cause enough damage to kill someone, you can instead deal a serious, permanent injury. It does not matter if the attacker took extra steps to increase the damage. The attacker can declare a ‘maim’ after the damage effect is known. The gamemaster then determines the resulting damage (usually Mortally Wounded) and what permanent injury resulted.
Council Approval Date: 2/7/09

37) If I do a ‘Boot to the Nuts’ attack, does this do extra damage?
If you perform a Called Shot, then the difficulty to hit increases by 5 and the attack deals an additional +1D damage. If you know any existing martial arts style technique that would apply, such as ‘Kick’, then the technique will add its standard extra damage (+2D for a Kick). Any attack technique damage and Called Shot damage are separate and cumulative with each other. ‘Boots to the Nuts’ is not an accepted Sparks martial arts style technique and therefore does not provide any additional damage bonus.
Council Approval Date: 2/7/09

38) Are there any additional bonuses or applications of the Tactics skill not listed in the rulebook?
The Council recently reviewed a few submitted proposals that would expand the application of the Tactics skill with specific numeric effects. After reading the Tactics skill in the rulebook it is clear that the gamemaster can set any advantage or disadvantage on a case-by-case basis depending on the roll. A super huge roll does not necessarily provide any more benefit than a basic successful roll. The skill is fine the way it is written in the rulebook and does not need to be modified or upgraded. The gamemaster should give situational modifiers based on things like higher ground, surprise, etc. as mentioned on page 47, 93, and 96 of the rulebook as options for Tactics rolls.
Council Approval Date: 2/7/09

39) Can multiple modifications for ships, weapons, droids, armors, etc. be done all at once or must they be spread out over multiple Seminars/Interactive?
All modifications must be done in increments with a cost and difficulty roll per modification. To simplify the system and avoid calculating the time needed for each individual modification only 1 modification (1 pip) or replacement per ship system (hull, shields, maneuverability, etc.) or item component (damage, range, etc.) can be performed at a Seminar or Interactive event. This also means that ships and items will not drastically improve in a short period of time. The owner can maximize a ship or item, but it takes some time, involvement, and dedication.
Council Approval Date: 5/11/09

40) **With the introduction of the new movement system (Section II #12) are there any special considerations?
The ‘Flying Kick’ martial arts technique now includes one free move per round. The character can use the technique more than once, but only one of those uses incorporates a free (no multi-action penalty) move. All of the other uses during the same round would require two actions (move and attack). The first movement in a round can be free (no multi-action penalty) if the move is less than or equal to half of the character’s move value. Other moves no matter the distance would require an action.
Council Approval Date: 5/11/09

41) With the introduction of the starship weapon targeting location rule (Section II #13) can excessive damage still destroy the target ship?**
Yes, but it is much more difficult. The targeted area takes the brunt of the damage, but with an excessive damage roll other adjacent sections of the ship could be damaged or destroyed. The gamemaster makes the judgement call if the damage exceeds the destroyed result. With a high enough roll the ship could still be destroyed.
Council Approval Date: 5/11/09

42) *I have noticed varying die codes for Fire Control and Damage codes for similar weapons on different ships in different books. Can alternate versions of the base weapons be purchased using numbers (either higher or lower) that are different than the base versions of the weapon?
Yes. Use the weapons listed on the price chart in Galaxy Guide #6: Tramp Freighters page 40 as the base Fire Control and Damage for the particular weapon (Light Ion Cannon, Heavy Laser Cannon, Proton Torpedo, etc.). If a matching weapon (same type such as Heavy Laser Cannon) is seen in any West End Games approved book or source material and the ship fits the current time period but has a different Fire Control or base Damage listed, then that version may be purchased. The cost is +25% of the listed base cost as per Galaxy Guide #6: Tramp Freighters page 40 for each +1D to Fire Control or Damage code. Conversely the cost is -25% of the listed base cost for each -1D of Fire Control or Damage code. This is for purchasing the base weapon. If the listing explains that the weapon has been modified, then it would not apply for this system. Once the weapon is purchased, it can be modified using the standard rules.
Council Approval Date: 5/11/09

43) The Merr-Sonn stun grenade has different availability, blast radius, and damage codes listed in separate source books. Which stats are approved by the Council?
The Council reviewed three sources for the Merr-Sonn stun grenade, Gundark’s Fantastic Technology, Pirates and Privateers, and Han Solo and the Corporate Sector. The Council decided to use the Han Solo and the Corporate Sector as the predominant statistics with the availability from Gundark’s Fantastic Technology, because that statistic was missing.

  • Availability: 2, R or X
  • Cost: 450 credits
  • Range: 0-8/16/25
  • Blast Radius: 0-2/4/6/8
  • Damage: 6D/5D/3D/2D (stun)

Council Approval Date: 5/11/09

44) Can certain armors resist better or ignore optical or auditory effects from certain types of stun grenades (such as Merr-Sonn stun grenades)?
No. If the weapon is listed as stun damage than the effect is considered energy damage for the purpose of resisting. Any weapon that has any specific resistances has them listed in the description (gas grenades may list breathing protection, etc.). Without a specific resistance listed with the weapon the armor would resist the damage (even optical, auditory, etc.) with its energy rating.
Council Approval Date: 5/11/09

45) Can a character scale weapon be made into a multiple mount similar to ship weapons?
Yes, but there are some special provisions. Just like ship weapons to be combined in a multiple mount the character must buy multiple (however many being linked) copies of the weapon. Also, like ship weapons there is a cost of 100 credits per combined weapon for additional electronics and connection parts. Multiple mounts adds +1D for each additional weapon added to the base. For character scale weapons this bonus +1D is considered a Jury Rig bonus die. Weapons are limited to +3D Jury Rig bonus dice. This means that you can add together 4 versions of the weapon to get the +3D, but if you added more than 4 versions of the weapon the rest would be aesthetic only with no additional damage Jury Rig die. In effect you can add as many as you want provided the size and weight factors are taken into account, but anything over 4 has no added effect. The person constructing the weapon must make an appropriate Repair skill roll for the weapon type using the Jury Rig difficulty chart. The weapon cannot be further Jury Rigged utilizing some other method, but it still can be modified (limit +1D+2). If any of the additional Jury Rig bonus dice roll ‘1’, then the player must roll on the Weapon Jury Rig chart as per the standard Jury Rigging rules.
Council Approval Date: 7/11/09

46) How long is a single combat (encounter) round in Sparks?
In Second Edition Revised and Expanded the combat (encounter) rounds are 5 seconds long. In older rule versions, the rounds use to be 10 seconds, but this was modified, and we use the current rule of 5 seconds in Sparks.
Council Approval Date: 7/11/09

47) What are the current Sparks rules for fire-linking weapons?
First to define fire-linking it is separate weapon mounts of the same type (fire control, damage, etc.) electronically set to fire together at the same target. This is similar to a combined fire action. Currently Sparks uses the combined fire chart for fire-linking with up to a maximum of 4 like weapons allowed to be fire-linked (the Tramp Freighters book lists 3 as a maximum, but this does not account for X-wings, so we allow up to four). The Tramp Freighters book does say to use the combined action rules, but the book was printed for 2nd Edition, not 2nd Edition Revised and Expanded, so the examples and descriptions do not fit. And since Sparks uses an amalgamation of the 1st, 2nd, and 2nd edition revised and expanded rules for combined actions it is slightly different. We want to use current Sparks combined action rules for fire-linking. So, with 2 like weapons the damage increases to +1D above the individual damage of the weapon, with 3 like weapons the damages increases to +1D+1 above the individual damage of the weapon, and with 4 like weapons it is +2D above the individual damage of the weapon. Fire-linking costs 100 credits per additional weapon to be linked (maximum 300 credits for 4) for the additional electronics and wiring.
Council Approval Date: 7/11/09

48) What are the current Sparks rules for multiple weapon mounts (Double, Triple, Quad)?
First to define multiple weapon mounts it is a single weapon system with multiple “barrels” of the same type connected together and designed to fire together at the same target. There are no set book rules for multiple weapon mounts in any of the West End Games books, but we see the application throughout all of the books with Double, Triple, and Quad mounts. Currently Sparks adds +1D damage per additional “barrel” added to the mount up to 4 total “barrels” for a quad mount (Double = +1D, Triple = +2D, Quad = +3D). The cost is similar to fire-linking with 100 credits per additional weapon to be added to the mount (maximum 300 credits for quad) for the additional electronics and wiring, and of course the cost for the additional weapon “barrels” themselves. These rules apply to weapons of all scales (starship and character). For character scale weapons, only this bonus damage is considered a Jury-Rig bonus (see General #47 above).
Council Approval Date: 7/11/09

49) Can a character with a high skill rating or some other special skill train more than one other character in a skill at a time?
No. Standard skill training applies no matter how high the teacher’s skill rating or what other training skills they may possess.
Council Approval Date: 9/12/09

50) Can anyone wielding a lightsaber, but not using the Lightsaber Combat Force power, parry ranged attacks (blasters, etc.)?
Yes, but it is difficult to accomplish. The difficulty is Very Difficult (25) plus the attack value. The character can parry the attack with this roll but cannot deflect the attack at other targets without the Control skill.
Council Approval Date: 9/6/08

51) Can a captured character attempt a Personal Initiative to escape?
No. Captured characters do not get Personal Initiatives. Players can resume playing their characters after they have been rescued.
Council Approval Date: 9/12/09

52) Can you jam communications and sensors without dedicated equipment?
Yes. The basic rules do not have a mechanic for this, but the Council has developed one. Jamming or overcoming the jamming of sensors or communications is an opposed roll of the appropriate type. If there is a scale difference for the systems being used (capital ship vs. space transport, etc.), then the higher scale adds the difference in the scale bonus to their roll. Whichever resulting roll is higher either maintains the jamming or overcomes the jamming. Jamming for this purpose is using basic systems to broadcast static or signals that prevent sensor readings or clear communications. Dedicated equipment with associated effects and bonuses will add to jamming or overcoming the jamming roll as appropriate.
Council Approval Date: 12/31/09

53) If I use the Telekinesis Force power, to move a stun only weapon (stun grenade, or anything that cannot cause physical harm), would I still gain a Dark Side point for this action? What if I use the Force Push Force power?
Yes. Use of Telekinesis as a delivery system even for stun grenades or stun effects is considered an attack or causing harm and the user will gain a Dark Side point. If you use Force Push to push a stun grenade or similar effect at anyone it will be classified as intending harm as specified in the power and the user will gain a Dark Side point.
Council Approval Date: 2/28/10

54) If my character turns to the Dark Side, can I play that character in any events (rest of the day, rest of the convention) before being redeemed?
No. If your character turns to the Dark Side, that character can finish out that event, but cannot be played in any further events until redeemed in an Interactive or Seminar (requires someone to find and redeem the character) or a special module that is specifically designed to allow Dark Side characters an option at redemption.
Council Approval Date: 2/28/10

55) Can you purchase additional skill matrices for the MSE-6 Mouse droid than what is listed in the books? If yes, what is the cost and availability?
Yes. Any regular skill (no advanced skills) that is available for a droid can be purchased as a skill matrix for the MSE-6 Mouse droid. The skill value is set at 3D that cannot be modified, and the base cost is 100 credits (no degree multiplier applied). The availability matches the base availability for the skill listed in the books. Only one skill matrix can be installed at any one time. Skills can still be purchased using the standard modification rules, and these can also be later increased.
Council Approval Date: 2/28/10

56) Can you purchase or construct new sensor systems for vehicles or starships? If yes, what is the cost, limitations, and difficulties associated with this?
Yes. The Sparks Council has devised some mechanics to allow for players to buy various sensor systems with a variety of ranges and powers for different vehicles and starships. A starship without any sensor modes still has a default of Passive: 5/0D. When adding a sensor system to a vehicle or starship, you do not have to include all four modes (Passive, Scan, Search, and Focus), but you must add them starting with Passive, then Scan, then Search, and then Focus. You cannot skip a mode when adding sensor systems to a vehicle or starship. The range values must increase in the following order: Focus, Passive, Scan, and Search. Also, the power values must increase in the following order: Passive, Scan, Search, and Focus.
The listed pricing is for building the system. If you have an NPC install them, they can charge what they want based on their skill and the system in question. The cost for modification uses the standard difficulties and costs from the rulebook for upgrading the power and range with the system build cost as the base cost for modifications. The listed difficulties are for the PC or the NPC building the system, the skill to be rolled is the appropriate vehicle or ship repair or engineering skill (Space Transports, Capital Ship, Archaic Ship, Archaic Vehicle, Walker, Repulsorlift, Swoop, Ground Vehicle, Hover Vehicle, etc.)

Cost
Range Cost Power Cost
Passive: 30cr/space unit 500cr/pip
Scan: 15cr/space unit 250cr/pip
Search: 10cr/space unit 150cr/pip
Focus: 400cr/space unit 100cr/pip
System Limitations (maximum range and power) by Vehicle/Starship Type:
Vehicle* Starfighter Space Transports Capital
Passive: 5/1D 40/2D 60/3D 250/3D
Scan: 10/2D 80/3D 120/4D 800/4D
Search: 15/3D 120/4D 180/5D 1500/5D
Focus: 2/4D 8/5D 12/6D 18/6D+2

*Convert Space Ranges to Atmospheric Ranges for vehicles (1 = 100m).

Cost Multiplier by Scale:
Speeder Walker Starfighter Space Transports Capital
Cost x 4 Cost x 3 Cost x 2 Base Cost Cost x 5

Craft/Installation Difficulty:
Vehicle: Moderate (replacement); Difficult (addition)
Walker: Moderate (replacement); Difficult (addition)
Starfighter: Moderate
Space Transport: Easy
Capital: Very Difficult

  • The installer must make an installation roll with the appropriate repair skill for the vehicle/starship (Space Transport Repair, etc.) for each mode (Passive, Scan, Search, and Focus).
  • These are the difficulties for a PC to install the system. If the roll is failed, the mode is inoperable until repaired at a later time. If the installation roll has a ‘1’ on the Wild Die, the mode is functional until a ‘1’ on a Sensor roll is made, then the system is disabled and requires 5 minutes of repair with a Very Easy Repair roll. This can be fixed by reinstalling the mode.
  • An NPC installer does not need to make the installation rolls, but this costs additional credits equal to the construction cost of the mode.

Council Approval Date: 2/28/10
Revised Council Approval Date: 2/24/12

57) Can sensor modes be modified for range and power?
Yes. Use the sensor cost system as outlined above (#60) to determine the cost for each mode. Use the Weapon Range modification chart for range increases by mode (maximum +25%). Use the Weapon Fire Control/Damage modification chart for power increases by mode (maximum +1D+2). The individual mode range or power cannot be increased a second time until all modes have been increased once (balanced increases) for range or power as appropriate. Increases cannot violate that ranges must increase by mode in order of Focus, Passive, Scan, and Search, and that the power must increase by mode in order of Passive, Scan, and Search.
Council Approval Date: 2/28/10

58) How is combat and movement affected while in Zero-G?
In Zero-G there is typically a flat Dexterity penalty of -1D to standard skills (Dodge, etc.). Typically, no skill check is needed for maneuvering, but if the character knows Brawling: Zero-G Combat as a specialization, then the penalty is negated. In some situations, (wide open spaces, extreme combat in Zero-G) the gamemaster can increase the Zero-G penalty to -2D, and in these cases having the Brawling: Zero-G Combat specialization would negate 1D of the penalty, but with a sufficient (as determined by the gamemaster and the situation) Brawling: Zero-G Combat specialization roll the entire penalty can be negated.
Council Approval Date: 2/28/10

59) After examining the rules for increasing the Move rating of vehicles that is listed in the 2nd Edition Revised and Expanded rulebook, it does not seem to fit for some of the modifications listed in other WEG product books (in GG#9: Fragments from the Rim a swoop is increased from 210 to 260 where the rulebook max is 25)?
The Council reviewed the Move modification system. The method listed in the 2nd Edition Revised and Expanded rulebook did not hold up for several examples. According to Galladium’s Fantastic Technology Vehicle Move Ratings can be increased 4 times indicated as +1, +2, +3, and +4. If we assume that Rating is actually indicated by line-item level from the Move Chart on page 113 of the 2nd Edition Revised and Expanded rulebook. An Improvement of +1 moves you up one line on the chart (up to a maximum of 4 lines. With this understanding the Swoop modification from 210 to 260 is possible with 2 modifications (2 levels up the chart).
Move Rating Levels:
3 18 35 105 175 280 415 520
5 21 45 115 185 295 435
7 25 55 125 195 330 450
8 26 70 140 210 350 470
10 28 80 150 225 365 485
14 30 90 160 260 400 505

This method is simple and fits with all identified examples of Move rating modifications. It is important to note that items like Jet Packs, Rocket Packs, Grav Boots, etc. are not vehicles and their move value (not vehicle Move rating) cannot be modified.
Council Approval Date: 2/28/10

60) The description for Grav Boots in Galladium’s Fantastic Technology has a move value of 20 meters per turn. Is this correct?
No. This is suspected to just be an oversight or typographical error. A turn was old terminology for 1 minute (or 6 combat rounds when the rounds were defined as 10 seconds each), but with the combat round changed to 5 seconds a turn would now be 30 seconds (turn is actually no longer used for the most part). With normal speed of 10 meters a person running can cover 40 meters in a combat round. The grav boots are defined as being swift movement, so their move value of 20 meters would be slower than running if this was set per turn or combat round. So, we are considering this 20-meter move value to be similar to a person’s move value in so far as you can move this value per action with a maximum of four move actions in a combat round (80 meters total).
Council Approval Date: 2/28/10

61) There are several blasters and firearms that have Burst Fire and Full Auto Fire modes. Many of these weapons either do not have rules listed or are inconsistent for these fire modes. What is the Sparks ruling on the application of Burst Fire and Full Auto Fire?
Burst Fire:
Single action that discharges multiple rounds in a single short burst.

  • Single action to perform
  • May be done multiple times in a round (pending weapon fire rate and ammo capacity)
  • Targets a single opponent
  • Increases the difficulty to hit by 1 per round fired in the burst (3 rd = -3)
  • Increases the damage by 1 per round fired in the burst; do not convert this damage to die values (3 rds = +3 damage)
  • Applies double the normal multi-action penalty (-2D)
  • May declare a called shot as normal
  • May aim shot as normal

Full Auto Fire:
A long burst that discharges more rounds than a single Burst Fire allows for.

  • Single action to perform, but may only be done once in a round
  • Sets the weapon Fire Rate to 1 (weapon cannot fire again this round – cannot be overcome through modification)
  • May target a single opponent or any number of adjacent targets in a 90-degree arc (cannot skip over adjacent targets to avoid friends)
  • May fire any number of rounds with a minimum of Burst Fire rate +1 (if BF is 3 rds you must fire a minimum of 4 rds)
  • Determine the number of rounds that hit the target or targets by taking the total number of rounds fired and dividing by the number of targets being shot at then divide the final result in half and drop any remainder (20 rounds at 3 targets: 20/3 = 6.7 then cut in half and drop remainder for 3 hits; the other half and remainder of rounds are stray shots around or between the targets as you are walking the fire).
  • Increases the difficulty to hit by 1 per round fired (20 rds = -20)
  • Increases the damage by 1 per round hitting each target; do not convert this damage to die values (3 rds hit = +3 damage)
  • Applies quadruple the normal multi-action penalty (-4D)
  • May not declare a called shot
  • May not aim shot
  • May not combine fire

Council Approval Date: 2/28/10

62) Does the Sparks campaign use the extra Dark Side points for having one or more cybernetic enhancements?
Yes. Originally in Cracken’s Rebel Field Guide having any enhancements meant you received double Dark Side points whenever you gained Dark Side points. This rule was updated in Galladium’s Fantastic Technology page 4-5, and this is the version that Sparks currently uses. Add up the total number of cybernetic enhancements the character possesses. It takes two basic replacements to equal one cybernetic enhancement. For 1 to 2 the character gains 1 extra Dark Side point, for 3 to 4 the character gains 2 extra Dark Side points, and for 5 or more the character gains 3 extra Dark Side points anytime they would gain a Dark Side point.
Council Approval Date: 7/12/10

63) If you already have a cybernetic enhancement to an attribute, can you also gain a cybernetic enhancement to a skill?
Yes. Cybernetic enhancements are limited to +1D, but you can gain one enhancement for a +1D to the attribute and another enhancement for a +1D to a skill. This gives a maximum combined bonus possible of +2D.
Council Approval Date: 7/12/10

64) If one cybernetic enhancement (like a finger) is a subset of another cybernetic enhancement (the hand) is there any cyber point stacking discount?
Yes. These situations are rare, but if one cybernetic enhancement is a subset of another cybernetic enhancement, then the subset (the cheaper cyber point item) item counts as only half of their normal cyber point cost. The item still has a cyber point cost due to the awareness of being that much more different than normal.
Council Approval Date: 7/12/10

65) Is there a limit to the number of cyberpoints a person may have?
No, not really. You are only limited by running out of flesh to replace. But the Council has instituted an additional penalty to balance the cybernetic bonuses. For every 2 cyber Enhancements (rounded up) over 6 (the point when the Dark Side penalty plateaus) the Player Character suffers a -1D to skill (not attribute) totals when on a Force Point. The penalty is limited to the base skill prior to any Multiple Action Penalties (i.e. for 7 or 8 Enhancement points the PC would suffer the -1D penalty).
Council Approval Date: 7/12/10
Revised Council Approval Date: 7/17/16

66) Is the Armor Weapons skill used in the Sparks campaign?
No. It can be abusive to operate multiple weapons with one single skill, so it is not used in Sparks and is not on the Complete Sparks Skill Listing in Section I. If an NPC has this skill break it down into the default weapons skills (blaster, missile weapons, etc.), and change the skill to be used as listed on the armor.
Council Approval Date: 7/12/10

67) Is there a system in place for a Player Character to set up a business to operate independently without direct PC input (start it and it runs on its own)?
No. With so many variables to account for and adjust the outcomes from, there is no set system or set of rules in place to accomplish this. Player Characters can attempt to setup businesses as part of one or multiple involved Personal Initiatives. The individual PI judge will set the requirements (time, money, etc.) needed to set up businesses on a case-by-case basis.
Council Approval Date: 7/12/10

68) What is the throwing range for Zenji Needles? It is not listed in the item description.
For Zenji Needles and all aerodynamic thrown weapons designed to be thrown use double the range increment listed for a throwing knife, if there is no throwing range listed for the weapon description. The ranges are 6/10/20.
Council Approval Date: 7/12/10

69) What types of firearm ammunition are currently being used in the Sparks campaign, and what are their effects, cost, etc.?
In an effort to keep it simple we decided to allow three types of ammunition: standard, armor piercing (-1D to physical armor of target), and explosive (+1D damage), because each of these is seen in the equipment guides already. Any other special ammunition that is not listed in an equipment guide is currently not available in the Sparks campaign but could be developed or “found” with Personal Initiative time. The rules for those will be developed by the judge as part of the PI and will be submitted for approval at that time.

  • iii. Standard Ammunition:
    • 1. Cost as listed by the weapon in specific equipment guides or use the list below only if no cost is listed.
      • Small and medium pistols (3d+1 or 3d+2 damage) Ammo 25 credits per 50 round box
      • Heavy pistol Ammo 50 credits per box of 50 rounds
      • Hunting rifle (standard is 4d+1 damage) Ammo 80 credits per 50 rounds
      • Shotguns (12 gauge) Ammo 140 credits for a 25-shell box.
      • Submachine guns Ammo 130 credits per 50 round box
      • Assault rifles Ammo 550 credits per box of 150 rounds
      • Light machine gun (box fed) Ammo 390 credits for a 200-round box.
      • Medium machine gun (box or drum fed) Ammo 435 credits for 200 round box, or 385 credits for 150 round drum
      • Heavy machine gun (belt fed)350 credits per 100 round belt
    • 2. Availability is as listed in the equipment guide for the weapon or if it is not listed use 1 for ammo up to Submachine guns, and 2, R for everything Submachine gun and above.
    • 3. Ammunition can be created at half cost to purchase the supplies. The difficulty is Easy (10) and you produce a number of rounds equal to your roll on your Firearms Repair check for that day. If the roll is under an Easy (10), all of the rounds are duds and the supplies are spent.
  • iv. Armor Piercing Ammunition:
    • 1. Effect: Reduce physical armor protection of target by 1D.
    • 2. Cost: double the standard ammo cost.
    • 3. Availability: +1 to standard ammo availability, and always at least ‘R’.
    • 4. Ammunition can be created at half cost to purchase the supplies. The difficulty is Moderate (15) and you produce a number of rounds equal to ¾ of your roll on your Firearms Repair check for that day. If the roll is under a Moderate (15), all of the rounds are duds and the supplies are spent.
  • v. Explosive Ammunition:
    • 1. Effect: Increase damage by 1D.
    • 2. Cost: double the standard ammo cost.
    • 3. Availability: +1 to standard ammo availability, and always at least ‘X’.
    • 4. Ammunition can be created at half cost to purchase the supplies. The difficulty is Difficult (20) and you produce a number of rounds equal to ½ of your roll on your Firearms Repair check for that day. If the roll is under a Difficult (20), all of the rounds are duds and the supplies are spent.

Council Approval Date: 7/12/10

70) Can a character remove Focused crystals from one lightsaber and use them in the construction process of a new lightsaber without having to go through the Focus step again (save the time required for Focusing the crystals), and the crystals are still considered Focused (no penalty)? Also, can a character replace the crystals in an existing lightsaber without having to go through the entire lightsaber construction process provided they are sized and shaped to match the dimensions of the existing lightsaber?
Yes, to both questions. The Focusing effect follows the individual crystals that can be swapped in and out of any lightsaber that the crystals physically fit. The Focusing effect is only disrupted if the crystals are damaged. For clarification, the Attunement effect follows the entire lightsaber constructed package with all of its detailed parts, so any disruption of pieces being removed or replaced disrupts the Attunement effect. Also, be aware that any shortcut to the lightsaber construction process (such as using crystals that are already Focused) invalidates that lightsaber as the 1 personal lightsaber that must be constructed as part of the requirements for becoming a Jedi Knight. Jedi Padawans must construct at least 1 lightsaber completely from scratch. The use of any shortcuts in constructing the blade as part of the Jedi Knight requirement is looked down upon as taking the easy path and could temporarily block the character from becoming a Jedi Knight.
Council Approval Date: 2/20/11

71) Is there an area of effect blast if a Finbat Anti-walker Concussion Missile is intentionally fired at a person or crowd, or if it misses its intended vehicle or structure target?
Yes. The Sparks Force 7 Council has determined that there is an area of effect blast, but that it is reduced due to the fact that the Finbat is specifically designed for vehicle or structure penetration. The blast effect has the following blast radius 0/2/4/6 with corresponding damage of 12D/9D/6D/3D.
Council Approval Date: 2/20/11

72) Are there specific rules for use of the Profession (Body Language Expert) skill and Scholar (Body Language field of study beyond standard Profession and Scholar skills (Section II #16)?
Yes, having either the Profession (Body Language Expert) and/or the Scholar (Body Language) field of study have an additional benefit beyond what is mentioned for regular Profession or Scholar skills (Section II #16). They allow the character to identify Body Language at double the base difficulties listed for the Perception Body Language Lorrdian skill as outlined in the Han Solo and the Corporate Sector Authority Sourcebook (VE = 5 becomes 10; Heroic = 30 becomes 60; Opposing = Con roll becomes 2 times Con roll). Both the Profession (Body Language Expert) skill and the Scholar (Body Language) field of study are active Knowledge skills only (they must be declared by the character for effect) whereas the Body Language Lorrdian skill is a Perception skill and can yield information from active or passive (general awareness similar to a Perception check) use. Here is the base difficulty chart from the Han Solo and the Corporate Sector Authority Sourcebook:
Difficulty Emotional State
Very Easy (5) Extremely intense state (rage, hate, intense sorrow, ecstatic, etc.)
Easy (10) Intense emotional state (agitation, anger, happiness)
Moderate (15) Moderate emotional state (one emotion is slightly significant over all others)
Difficult (20) Mild emotion or character is actively trying to hide emotional state (must make a Willpower roll to hide emotion; base difficulty on intensity of emotion: Very Difficult for extremely intense emotion, Difficult for intense emotion, Moderate for moderate emotion, Easy for mild emotion, or Very Easy for very mild emotion).
Very Difficult (25) Very mild emotion or character is very actively trying to hide emotional state.

Council Approval Date: 6/18/11

73) Does the sleep inducer affect near-Humans the same as Humans?
Yes, the Human frequency chip will affect all Humans and near-Humans the same.
Council Approval Date: 8/19/11

74) With the addition of the NH-Echani race are cortosis weapons going to be available, because this race was known for making cortosis weave weapons and items?
Cortosis weave items of any sort (Echani or others) are no longer commonly available anywhere in the galaxy since the secrets to its manufacture have been lost over the last several thousand years. Finding and acquiring a cortosis weave item would require multiple personal initiatives at a minimum.
Council Approval Date: 10/16/11

75) For the Combination Strike martial arts technique (formerly Multiple Strikes) does the secondary attack damage double on a Force Point?
No. The secondary strike is a flat 3D damage, does not utilize any other technique, and is not doubled on a Force Point or quadrupled when also calling on the Dark Side. The Strength portion of damage components doubles, but fixed portions (such as this) do not change, so even with 5D or greater Strength this secondary attack is still 3D damage
Council Approval Date: 10/16/11

76) Can I decide to Call on the Dark Side for a Force Point after I make a roll to add more dice to the current roll?
No. This clarification has been added to Section II #6. Whether using a Force Point or Calling on the Dark Side for a Force Point, this decision needs to be made prior to the roll. Only character points can be used after a roll is made, and then only if not on a Force Point whether used or from Calling on the Dark Side.
An additional note for players and judges is that you don't use Dark Side Points like we use Force Points. They are just a counter for evil actions until you turn to the Dark Side. The character actually must Call on the Dark Side. This is not automatic. The character must make a Perception roll to determine if the Dark Side will give the character a bonus Force Point that must be used immediately and can stack (quad up) with normal Force Point usage. Gamemasters can waive this roll in appropriate situations for anyone that has not already turned to the Dark Side (the Dark Side wants this person). Whether the character is Force-sensitive and the intent of the actions can affect the difficulty for the Perception roll.
Council Approval Date: 2/24/12

77) Does everyone in the ‘link’ for the Force power Force Harmony have to have the Force power, or only the initiator? Also, is the +5D Dark Side power resistance a flat bonus to each Force user in the ‘link’ or a cumulative bonus for each Force user in the ‘link’ (i.e. 3 Force users = +15D)?
First everyone in the ‘link’ for Force power Force Harmony must have the Force power. Second the +5D shield against the powers of the Dark Side is a flat bonus of +5D applied to each person in the ‘link’. It is not a cumulative +5D per person in the ‘link’.
Council Approval Date: 2/24/12

78) Is there a way to buy items that are listed in an approved sourcebook or approved for the Sparks campaign that are one scale (starfighter, capital, etc.) for a different scale that has no matching item (i.e. buying a capital scale ion drive that only has prices and tonnage listed for starfighter scale)?
Yes. Use the difference in scale dice as the multiplication/division factor (i.e. Starfighter scale is 6D, Capital scale is 12D; so, with a Light Laser Cannon as 2,000 credits for Starfighter scale as an example the Capital scale Light Laser Cannon would be 12,000 credits (12D-6D = 6; 6 x 2000 credits). It is important to do the multiplication/division factor one time even if there are intervening scales (if you go up or down 1 scale at a time the factor can be off (Character (0D) to Starfighter (6D) is x6; not x2 to Speeder, x2 to Walker, and x2 to Starfighter; that would result in x8). This multiplication factor is used for all stats that would change by scale (cost, tonnage, dimensions, etc.). This pricing variation should only be used if a suitable similar item cannot be found in the proper scale, and in that case, try to find the best fit item of the closest scale to minimize scale jumps (don’t use 1 item with multiple scale jumps if another suitable item only has 1 scale jump).
Council Approval Date: 7/8/12

79) Throughout the sourcebooks many ship weapon systems of the same or similar type have various ranges. Are there standardized weapon ranges, and if so, what are they?
The Sparks campaign has accepted a standardized weapon range listing for each variant of weapon for when the weapon system is purchased as a base model (not part of another vessel). If the weapon is on or from a listed ship, then default to those statistics. Also, note that light, medium, and heavy designations do not inherently change the ranges. These notations are more important for fire control and damage. Also, the ranges are not inherently changed for multiple mounts or fire-linked systems. The listed ranges below are for Starfighter scale weapons.

  • Blaster Cannon: 1-5/10/17 (100-500/1/1.7km)
  • Laser Cannon: 1-3/12/25 (100-300/1.2/2.5km)
  • Ion Cannon: 1-3/7/36 (100-300/700/3.6km)
  • Turbolaser Cannon: 3-15/35/75 (300-1.5/3.5/7.5km)
  • Concussion Missile: 1-2/8/15 (100-200/800/1.5km)
  • Proton Torpedo: 1/3/7 (50-100/300/700m)
  • Tractor Beam Projector: 1-3/12/20 (100-300/1.2/2km)

The multitude of other versions exist and are available for purchase, but the cost needs to be modified based on the increase/decrease of the max range. Increase/decrease the cost by 1% for the base weapon for each increase/decrease of 1% of the maximum range value.
Council Approval Date: 7/8/12

80) Does the Quickdraw Skill exist in Sparks? I know there are mechanics for it in Han Solo and the Corporate Sector but I am not sure if it exists in Sparks? I believe it sort of exists in at least 1 module, but I am not sure if it would be possible to learn as a PC.
Yes and no. There is no Quickdraw Skill (even in the Han Solo books it has a mechanic for doing a gunfight, but it uses the weapon skill divided into 2 pools - the first is for speed of the draw and who shoots first while the second is for accuracy {typically most of the dice go into speed and only a few for accuracy due to usually only a 5 or 10 difficulty to hit with no Dodge). We did make a Quickdraw Special Ability that eliminates the -1D penalty associated with drawing a weapon and firing it as a single action. I introduced this special ability in one of my earlier modules where the PCs could learn it by training in a Shootout 'Hogans Alley' style range. Joe Miller introduced a Quickdraw Skill in one of his modules for use in shootouts, but this was changed to conform to the Han Solo shootout rules as listed above, and those that had this skill were instead given the Quickdraw Special Ability.
Yes, you can learn this special ability either in a module if listed, or with training slots from a Seminar or Interactive. Trains as if it were a skill (1 training slot; 1 Seminar or 1/2 an Interactive). You cannot learn this from other PCs though. I have listed the Gamemaster note on the Quickdraw Special Ability as well as Gunfighting from a module below.
Note: Special Ability – Quickdraw
The Quickdraw special ability eliminates the -1D penalty for drawing and attacking/firing a weapon as a single action. This special ability only pertains to handheld drawn weapons such as firearms, blasters, knives, etc. This special ability can be learned by players from an NPC, but not during the course of this module (everyone that has it is an opponent).
Note: Gunfighting
Have those involved put their weapon skill dice (blaster, firearms, etc.) into a pool. Then each opponent divides this pool of dice into 2 separate rolls, the Draw and the Accuracy. The Draw roll will determine who gets their weapon out and fires first. Remember to subtract 1D from this roll for drawing and firing if the person does not have the Quickdraw special ability. The Accuracy roll is against the base difficulty of the shot to hit your opponent at the specified range of the gunfight, because there is no dodge action (all the focus is on speed and accuracy). This is usually Easy (10) to Moderate (15) again depending on the selected range of the gunfight and the weapons being used. You want to keep enough dice in the Accuracy pool to make the shot difficulty otherwise you miss, and your opponent will have a chance to return fire (again only using what they put in their Accuracy pool).
Council Approval Date: 7/8/12

81) For the following questions and listed rolls assuming the total is sufficient to break the cap:
A. If I use Enhance Attribute on STR then use a Martial Arts "KICK" attack and roll 101 does it "break cap"?
B. If I use Combat Sense (the one that gives bonus dice to defense) and end up rolling over 101 with Brawling Parry does that "break cap"?
C. If someone uses Enhanced Coordination on a group of people and any of those roll above 101 does that "break cap"? If so, is this a specific case where non-force-sensitives can break cap?
Yes, to all 3 of your questions. These questions have also led to a rewording in the Force cap listing to read as "The first time a Force-user or anyone making a skill or attribute roll that was modified by the Force-user through the use of the Force rolls over 100 on any Control, Sense, Alter or Force power modified skill or attribute roll…" That last part is for other skills or attributes enhanced through Force powers. And yes, you are correct that someone else’s roll could trigger the Force cap. It has been an inside joke now and again that a non-Force-sensitive could bring down the hunt on the Force user through use of a Force power enhanced skill. Notice I did say that the Force hunt comes down on the Force user still. The trigger sense would happen at the other persons location, but the Force "signature" that is being detected is still the Force users. So, use those enhancement powers with caution. During this discussion and review the question of whether scaling or other bonus dice although counted in the total for the roll should they be counted as part of the roll for exceeding the cap? It was decided that anything that boosts the skill would count towards the cap (Force skill boost, taking your time, combined actions, even tech equipment boosts), but anything of a game mechanics balance nature (scaling, etc.) would not. For those cases the dice should be rolled separately and not counted towards the check for exceeding the Force cap.
Council Approval Date: 7/8/12

82) Does holding someone with Telekinesis when they are attacked and injured automatically result in a Dark Side Point?
No. A Dark Side Point would only be warranted in this case if the Force user intentionally used Telekinesis to ‘hold’ the opponent for someone else to shoot them better or was aware that the other PC was going to shoot the opponent and did not release them immediately as a reaction. The assigning of Dark Side Points always must be due to the intent of the character. The wording for Telekinesis about direct or indirect damage does not come into play with this example. The direct damage would be moving the person into harm’s way or sending a knife, etc. at the person. The indirect damage would be moving a grenade or some such that will cause damage itself at the person, or moving a rock over the person’s head, etc. Ultimately if the intention of the Force user was not to cause harm (grab the person to prevent them from hurting themselves or to prevent them from being shot as no longer a threat, etc.), and they were unaware of the other PCs intention (failed Perception or Search roll), then this would not result in a Dark Side Point. If the Force user learned that some other PC intended to shoot the ‘held’ person, they should be given a Dark Side Point warning if they did not release the Telekinesis effect as an immediate reaction. Then if they did not release the Telekinesis (after being warned), they would receive a Dark Side Point.
On the other side of the matter the PC shooting the ‘held’ opponent should receive a Dark Side Point warning if they were on a Force Point or Force-sensitive. Then receive a Dark Side Point if they went through with it anyway.
Council Approval Date: 9/8/12

83) Are the Parry skill specializations supposed to be the weapon or attack that you are defending ‘from’ or the weapon you are defending ‘with’?
It recently came to the Council’s attention that the rulebook was listing the parry skill specializations as the weapon you are defending ‘from’ and not the weapon you are defending ‘with’, which was the standard Sparks understanding. This rule was discussed and modified for use in Sparks to maintain the current Sparks understanding that the parry specialization is the type of weapon you are defending ‘with’, but to also allow parry specializations for the type of weapon you are defending ‘from’. The note with Melee Parry '(not with lightsabers and similar weapons)' has been modified and added to all of the Parry skills as ‘(lightsaber and similar weapons only for Type of weapon being defended from – the Lightsaber skill is used for defending with a Lightsaber or similar weapon).
Council Approval Date: 6/10/13

84) How long does it take to use the First Aid skill?
It recently came to the Council’s attention that we were using the First Aid skill incorrectly in Sparks. On page 64 of the Star Wars 2nd Edition Revised and Expanded Rulebook it lists the First Aid skill as requiring ‘One Combat Round’ which is different from ‘One Round’ in the use of multiple actions in a round. Multiple ‘One Round’ actions can be accomplished in a combat round with the standard -1D multi-action penalty per additional action, but ‘One Combat Round’ actions take the entire combat round, so they cannot be performed with other actions in a combat round. So, it requires one entire combat round to use the First Aid skill. The only other action that can be done is moving up to half the character’s move as a ‘Free Move’ action. This does not hinder or limit the use of reaction skills per the standard rules. An additional option to Stabilize the target has been added to the rules to allow the character the use of First Aid as a single round (‘One Round’ – not ‘One Combat Round’) action to prevent the target from worsening (dying). This can be done at the base difficulty for use of a medpack at that wound level but does not require a medpack. The Stabilize action does not heal them of any wounds until a full First Aid skill check can be done to heal the target. The Stabilize single round action only extends the survival for one round but can be repeated every round up to a maximum of 1 hour.
Council Approval Date: 6/10/13
Revised Council Approval Date: 10/5/14
Revised Council Approval Date: 1/11/15

85) Can blasters be silenced in Sparks?
No. The Council discussed options to allow player characters to create blaster silencers, but the option was not approved, so the West End Games default that blasters cannot be silenced stands in Sparks. The Specforce Handbook page 62 states, ‘Firearms are not as powerful as blasters and lack range, but have the advantage that they can be silenced, while a blaster cannot.’
Council Approval Date: 6/10/13

86) What are the rules for the use of silencers with firearms and potential detection with Perception in Sparks?
The Perception check for hearing a silenced weapon was never clarified in any of the West End Games sourcebooks, so the Council developed a system to handle this. The range in meters to the source of the noise is equal to the Perception difficulty required to hear it (i.e. 24 meters away requires a 24 on Perception to hear). Then the quality of the silencer/suppressor can increase this value. A makeshift field silencer/suppressor would add 25% to this difficulty, a standard silencer/suppressor would add 50% to this difficulty, and a custom built (Engineering) silencer/suppressor would add 75% to 100% to this range based on Engineering roll (base 10 for 75% and add 1% for each extra point up to 100% maximum). Also note that there is a Merr Sonn Silencer (Specforce Handbook page 62) that effectively absorbs the sound of a firearm, preventing the need for a Perception check when fired.
Council Approval Date: 6/10/13

87) If you have raised your Brawling skill above Strength and then later specialize in a Brawling style (Martial Art) do you gain any techniques for the difference between the base Brawling skill and the Strength attribute?
According to the base rules No, but Sparks does allow characters to gain Brawling Style Techniques in any known associated Brawling Style specialization for Brawling skill deviation above Strength Attribute. This would make the Style techniques be for each 1D over the Strength attribute instead of Brawling with the condition that any dice difference between a base Brawling skill and the Strength attribute can ONLY be applied once (i.e. Strength 3D, Brawling 8D, Brawling: SpecForce MA 10D, Brawling: Barabel MA 10D - this would give you 2 techniques for SpecForce MA and 2 techniques for Barabel MA and 5 additional techniques that could be applied to either in any combination - It would NOT give you 5 extra SpecForce MA techniques and 5 extra Barabel MA techniques.). The same system is utilized for a Brawling Parry skill raised above Dexterity attribute.
Council Approval Date: 6/10/13

88) What is the standard Sparks acceptance for armor piercing effects?
Armor piercing effects are typically defined as reducing the physical armor protection by 1D (or more as noted). It does not increase damage just reduce physical protection effect.
Council Approval Date: 6/10/13

89) Is there anything special that needs to be done when creating or modifying equipment?
Yes. A certificate form has been created for custom/non-standard equipment modifications and for any created item that exceeds the standard equivalent equipment. This excludes items from an approved source that can or have been modified within the approved rules (i.e. weapons, armor, etc. with up to standard +1D+2 modifications; including +1D from Rhenium, etc.). A certificate must be approved by a gamemaster and may be subject to Council review for campaign balance and appropriateness if requested.
Council Approval Date: 6/10/13

90) How is new material and history from non-cannon (not Episode 4-6) sources introduced into Sparks?
With the Clone Wars TV show, comics, and novels new material is constantly being presented as history that may end up in the Sparks campaign. The “new” material exists in the Sparks campaign up until presented to the Council by anyone to be reviewed for removal (disallowed) from the Sparks campaign.
Council Approval Date: 6/10/13

91) Can a Light Repeating Blaster be set to stun?
Yes. This issue was decided prior to the formation of the Sparks Force Council, but the ruling was never included in the FAQ section of the Sparks Judges Handbook. The ruling was that any ‘blaster-style’ weapon (anything that could have a stun setting as the weapon type) that is Character scale and does not specifically say it cannot be set on stun has a default stun setting (i.e. Light, Medium, Heavy Repeaters, etc.). Larger scale variants (Speeder, etc.) have to specifically state that they have a stun setting.
Council Approval Date: 7/22/13

92) There is a method for tiering accompanying droids in Sparks events, but is there a method for tiering accompanying creature companions (trained animals, etc.)?
Yes. The Council worked out tiering for a requested test case (General FAQ #106 – Gorgodon), and then approved a system that can be applied to future creatures as needed. The system was approved in multiple parts. The first part accounts for the basic pricing as if the creature were a droid, and then additional parts account for higher than 4D attributes, creature specific aspects, and the Player Character’s control of the creature.
A PC may bring a creature companion along on a mission in much the same way as a droid (subject to specific mission parameters as determined by the Judge). To determine the Tiering sheet level the creature companion adds to the character’s sheet level, the creature’s “cost” will need to be calculated using the Droid Building rules in the Judges Handbook as if you were building a droid with the creature’s stats. Beasts of burden and untrained wild beasts should be calculated as 5th degree droids. War beasts should be calculated as 4th degree droids. As with droids, each 10k (or fraction thereof) of calculated “cost” adds 1 sheet level to the PC for tiering in that module. Each PC can bring 1 droid OR creature of calculated “cost” of less than 2000 credits without affecting the tiering. For a PC to bring any creature, they must have the “cost” calculation for tiering already calculated (if they do not already have it, then the creature may not be brought along on that mission – the judges do not have time to calculate the cost/tiering during an event).
Council Approval Date: 9/22/13
Here are additional issues to consider with creature companion tiering:

  • a. Attribute values over maximum droid building values:

If a creature has an attribute value over the maximum listed on the droid creation chart, cost the attribute at the normal value per pip up to the maximum listed for that degree droid, but then multiply the pip cost by ‘10’ for each pip over this maximum attribute value.

  • b. Special Abilities without fixed ‘cost’:

There were several Special Abilities that a flat 'guess estimation' was made to account for. These cannot all be set unless we do some kind of master list for every known Special Ability, but here are some suggested guidelines.
* 1. Natural Weapon Damage: For each type (claw, bite, tail, horn, etc.) use 1000 credits for each +1D and +250 for each pip (i.e. Claw with STR+2D+1 and Bite STR+2D+2 would equal 2250 {1000+1000+250} for the Claw and 2500 {1000+1000+250+250} for the bite.
* 2. Natural Armor: Use corresponding droid armor costs
* 3. Additional Movement Rates not listed (i.e. climb): Use the most expensive (repulsorlift) corresponding droid movement cost.
* 4. Other Special Bonuses: Use 1000 credits for each +1D and +250 for each pip bonus.
*5. Penalties: Use -3000 credits for each -1D and -750 for each pip penalty to an attribute and -1000 for each -1D and -250 for each pip penalty to a skill (cut in half if it only applies to a portion of the attribute or skill (vision as a portion of Perception) and/or if it only applies under limited conditions.
* 6. Scale: Apply the Scale die difference as a modifier (i.e. Speeder Scale = x2, Starfighter Scale = x6, etc.). Note below that the additional cost for Size increase is a factor after the scale has been determined (higher end of scale indicated, but not big enough for the next scale level; large or huge creatures that are still considered Character Scale, etc.).
* 7. Size: Apply a multiplier on the size compared to its starting scale (i.e. for Character Scale a Human is medium, so Large = x2). Increase the multiplier for each factor compared to the base scale (i.e. for Character Scale every additional 2 meters increase the multiplier by 1).

  • c. Control of the creature:

The other aspect that was mentioned about control level of any creature should also be factored into the tiering. We did not consider this, because for test case we knew that the PC was going to train it before turning it loose down the road. But if we are going to make this for every creature as a blanket statement, then control should be factored into the mix. Use -2 tiers for aggressive with no control or training, -1 tier for docile or moderate control or training, and then flat tier value for strong control or training.
Council Approval Date: 12/15/13

93) Clarify the Force Encounter Force cap masking effect by Dark Side Force users.
The Force Encounter rules (Section VI #2) have been changed to clarify some of these rules. The first clarification is on the definition of ‘Dark Side Powers’. ‘Dark Side Powers’ are ANY Force powers being used by a Dark Side Force user and not just powers that are listed as ‘gaining a Dark Side point’ from their use. It is the person and roll of the power user that is creating the masking effect for the Player Characters use of the Force. The second clarification is on the timing and interaction of ‘masking’ Force power effect roll. The roll results being compared do not have to be direct responses of each other (attack v. parry, etc.), but can be any Force power effect roll (power activation, power enhanced skill or attribute, etc.) that happens at any point during the same round as the Player Characters roll (i.e. PC attacks, but the NPC Dark Side Force user does not parry the roll. The Dark Side Force user may have used some other reaction effect such as Reduce Injury or Absorb/Dissipate Energy, etc. Also, the Dark Side Force user may have used the Force on his next action (or previous action) that round such as Force Lightning, etc. The third clarification is that the ‘masking’ effect can be from anyone involved in that encounter. All rolls in the ‘encounter’ should be compared as listed in the rules description. These do not have to be rolls by the person the Player Character is directly attacking or defending. Other Dark Side Force users in the encounter can mask the Player Characters use of the Force. It has always just been easy to compare single roll to single roll, but the intent is that someone in another system is seeing a flare of the Light Side of the Force use. It is reasonable that those in the immediate area (involved in the combat – this would exclude those intentionally separated into another ‘encounter’) could mask the Player Characters roll. The easiest way to track this is for the gamemaster to note the highest roll for the round for comparative purposes. If a new roll is higher, then it sets the new limit for that round of that encounter.
Council Approval Date: 2/13/14

94) Could you clarify when do you make the Life Crystal and other Campaign timeline activation rolls?
The Life Crystal activation time limit is ‘campaign time-line’ NOT ‘character time-line’ (i.e. if received in Sparks #200, the next roll is Sparks #224 {24 modules} and not any 24 modules or events that the character goes back and plays in the Sparks campaign history). By comparison becoming ‘Known to the Hunters’ is a ‘character timeline’ issue as it can be triggered at any point in previous modules. Life Crystals (and similar items) are considered only available with Personal Initiative effort to find and purchase them, and hence cannot be purchased in modules. This makes it ‘campaign time-line’. If it was acquired in a Seminar or any event that allows Personal Initiatives, but does not have a Sparks module number, the starting/acquisition module number should be the lowest premiere module number for that convention (i.e. Wolfcon 2013 Shore Leave would be Sparks #198). In part this is to prevent the “rapid” escalation of these bonuses by any character (most abuse from a new character with a lot of play options) that can play a lot of lower number modules very quickly, and then get several rolls and a lot of bonuses.
Also, for clarification note that the bonus does not increase the attribute or skill, but is considered an add-on bonus (i.e. 4D+2 with a +1 Life Crystal is 4D+3 and NOT 5D; on a Force Point it becomes 8D+6 and NOT 10D).
Council Approval Date: 7/27/14

95) Are there Drowning and Suffocation rules in Sparks?
Yes. The Council has developed rules for drowning and suffocation. For Sparks we adapt the d20 ruling to be the following: A character in an airless environment (underwater, vacuum) can hold their breath for a number of rounds equal to the total number of pips of their Stamina skill (each die is 3 pips, i.e. 4D+2 is 14 rounds). After this period of time, the character must make an Easy (10) Stamina skill check to continue holding their breath. Each round, the difficulty of the Stamina check goes up by one level (Moderate (15), Difficult (20); +5 each round) to continue holding their breath. When the character finally fails their Stamina check, they begin to suffocate or drown. Each failed Stamina check will result in a Wound level until the character eventually dies.
Council Approval Date: 7/27/14

96) How much does it cost to purchase replacement Maneuver Thrusters (1D, 2D, 3D, etc.)?
Replacement maneuvering thrusters are based on the price of the vehicle with 1D costing 10%, 2D costing 15%, and 3D costing 20%, and 4D+ costing 25%. The costs for modification are set in the basic rules and not reiterated here. So, say you want to rip out the thrusters from one ship and use them in another (there is precedence for this). First the two ships must be comparable size or types (i.e. one YT freighter to another YT freighter +/- 10% difference in size) and this MUST be approved by a gamemaster as each instance is unique and subject to approval. You cannot pull a starfighter maneuvering system and use it in a space transport, etc. But with this method if you find a suitable size and type of ship with a better base maneuverability (cost based on the ship the system is coming from) then it can be stripped out and installed in another ship with a lower (or no) base maneuverability. Keep in mind that the cost to modify this maneuverability system would still be based on the cost of the original ship that it came from and not the supplanted ship in which they were installed. Also, note that this cost assumes you are doing the repairs yourself. If you are having someone do this job for you, then labor costs could be as high as 50-100% of the parts cost (gamemaster determination). In addition, it requires an Engineering check for installation. Use the (A) Engineering skill for the vehicle or ship that the replacement maneuvering thrusters are being added to (destination ship) with the following difficulties:
Difficulty Destination Ship comparison to Source Ship
Easy (10) Same manufacturer; Less than +/- 1% size deviation
Moderate (15) Different manufacturer; Less than +/- 1% size deviation
Difficult (20) Same manufacturer; Less than +/- 5% size deviation
Very Difficult (25) Different manufacturer; Less than +/- 5% size deviation
Heroic (30) Same manufacturer; Less than +/- 10% size deviation
Heroic +5 (35) Different manufacturer; Less than +/- 10% size deviation
+5 Difficulty Every 50 meters of ship size beyond 50 meters base of the destination ship

Council Approval Date: 7/27/14

97) Multiple questions concerning Holocron Creation?
A. For the Computer Programming/Repair check do dice in Control, Sense, and Alter count towards the difficulty since for templates these dice are taken from the attribute pool?
No. This check is not altered by Control, Sense, or Alter as even though they may use some of your starting attribute dice, they are still Force Skills and NOT attributes.
B. For the Computer Programming/Repair check how many characters (NPC or PC) can assist in this check? If someone(s) does assist does the primary still get the bonus to the Communications Repair check?
Up to four people (PC or NPC) can assist in this check. The intention is that if you do the check, you get the bonus, and if someone else does the check, you do not. Any bonus only applies to the creating PC when acting alone. So, if you are not doing it alone, hence outside "interference", then you get no bonus.
C. Force Points: When a Force Point is used does it apply to all checks for the PI or do separate Force Points need to be spent for each check?
Separate for EACH check, and most likely NOT getting them back.
D. If a character calls on the Dark Side for either or both PIs does this have an effect on the Holocron?
It would make the Holocron Tainted (similar to lightsaber construction process). It would also negate a Master from ever teaching you even after the Dark Side Point is atoned because it means you were willing to open to the Dark Side to create a training tool for future Force Users.
E. If a PC compiles all of the information from the required PIs to learn how to construct a Holocron then presents it to another PC how many PIs would the second PC be required to spend to learn this information (since a holocube with 4 PIs worth of information only takes 1 PI to learn would this reduce the requirement to 1 PI)?
They must still spend all 10 PIs like the first person. The only reduction is that certain modules or items can eliminate PI steps. If you hand deliver all of your information, then they will take 10 PIs (reduced by any item that specifically reduces the PI time required – i.e. dedicated holocube from a module) to study and learn the information. There are no shortcuts. The journey to learn how to make a holocron is a personal one that must be individually learned and cannot be taught by a Player Character.
Council Approval Date: 7/27/14

98) What are the ranges of presented list of non-thrown weapons from modules/events?
List: Pistols, Heavy Pistols, Hunting Rifles, Shotguns (to include sawed-off, double barrel, and single barrel), Submachine Guns, Assault Rifles, Light Machine Guns, Medium Machine Guns, Heavy Machine Guns, Black Powder Pistols, Black Powder Rifles, Crossbows, Ion Rifles, Bows, and Ion Pistols.
Use similar known weapon ranges as a guide to match the above list of weapons as noted below.

  • Hold Out blaster = Black Powder Pistols
  • Sporting Blaster = Shotgun* (shot), Black Powder Rifles
  • Blaster Pistols = pistol, ion pistol
  • Heavy Blaster Pistol = Heavy Pistol, Shotgun* (slug), Submachine gun,
  • Blaster Carbine
  • Blaster Rifle = Assault Rifles, Crossbows, Ion Rifles
  • Sporting Blaster = Hunting rifle
  • Light Repeater = Light Machine Guns
  • E-Web = Heavy machine Guns
  • Bow = 10/30/100 (Adventure Journal 2 page 203)
  • *If sawed off use one range category less
  • Deck Sweeper = optional sawed-off shotgun (4/6/8; +1D damage; special arc like a deck sweeper)
    • Double Barrel Shotgun – sawed-off
    • Damage: 5D (6D if you give ‘em both barrels)
    • Range: 0-4/6/8
    • Ammo: 2
    • Fire Rate: 1 for single barrel (1/2 if you give ‘em both barrels)

Special: Acts like a deck clearer or deck sweeper with a 45-degree arc. No dodge up to 4 meters, -1D dodge from 4-6 meters.
Council Approval Date: 7/27/14

99) What are the guidelines for module/event provided Forged IDs with no determined value that are not compromised within the module/event?
Unless stated otherwise (documented on the update sheet) module/event general IDs have a Forgery value of 25. This Forgery value will ‘hold up’ for 5 uses unless discovered earlier due to standard detection. The PC should be notified at the end of the event after the 5th use that the ID has been found out and is flagged due to any number of reasons (picked up on different systems flagged a more extensive check, the ID was not kept up with some change, any of the previous uses triggered a more thorough check of the system, etc.). The player is responsible for keeping track of how many times the ID has been used. If the GM asks how many times the ID has been used, and the player does not have a definitive response of 5 or less, then the GM can disallow the ID immediately as flagged or opt to allow that use to be the final use of the ID, but the ID must be noted as ‘invalid’ on that event update sheet.
Council Approval Date: 7/27/14

100) Base design and modification questions.
a. Since the (A) Base Engineering skill does not exist what general skill or skills are used to design a base or is utilized to upgrade a location?
Capital Ship Repair (Eng) works for most things. In addition, you can break it all down to what specifically is being worked on for the base (defaulting to capital scale versions as needed): generators and base equipment (Machinery Repair), weapons (by type repair - can be Blaster Artillery, Capital Ship Weapons, etc.), communications systems (Communications Repair), computer systems (Computer Prog/Repair), security systems (Security), etc.
b. The book mentions what is needed to emplace shielding from radiation but what are the rules for if this is not installed or for while it is being installed?
All personnel would have to wear rad protective gear (or use the Absorb/Dissipate Energy Force power). Specific effects for not having it, including potentially contaminating your infrastructure if not set up quick enough are up to the gamemaster overseeing the construction based on the source and power of the radiation.
c. What would be considered a skilled work force (2D, 5D, etc.)?
3D is skilled for the standard task or job. 3D indicates, I can do this adequately for a living.
d. Most of the Emplacements in the book have Body ratings but do not list the scale for the emplacement (some do), what is the scale for these emplacements?
It depends on the weapon. The skill being used will help determine the scale: Blaster (character), Blaster Artillery (speeder or walker), Starship Gunnery (starfighter {these are typically cannons}), Capital Ship Gunnery (capital), etc.
e. Some of the missile emplacements do not have ammo refill costs what is the council's guidance for these?
The prices for these various reloads are spelled out specifically as part of the launcher costs in Hideouts and Strongholds.
For Torpedoes: Use the standard Proton Torpedo cost listed in Galaxy Guide 6: Tramp Freighter as 800 credits
For Missiles:

  •  ‘Dumb’ ammo is listed as 500 credits would be the same as the standard Concussion Missile ammo listed in Galaxy Guide 6: Tramp Freighter also as cost 500 credits.
  •  ‘Smart’ ammo is listed as 1000 credits.
  •  ‘Savant’ ammo is listed as 2000 credits.
  •  ‘Stalker’ or ‘Hound’ ammo is listed as 5000 credits.

f. The targeting computer (Hideouts and Strongholds p.12) mentions an upgrade which increases the bonus by 1D, is there an additional upgrade to add another 1D? If so, how much is this? Can the bonus from the targeting computer be modified by +1D+2?
No, there is no additional upgraded version. Also, this is a computer which is currently NOT upgradable using standard modification rules for +1D+2. You can modify most ship items, weapons, armor, speed, maneuverability, etc., but you cannot upgrade equipment bonuses for tools, sensors, computers, etc. They offer a flat bonus. This was discussed at the June 2007 meeting. The vote failed, so currently equipment items without an associated upgrade chart cannot be upgraded. This prevents a 5D bonus portable computer from becoming 6D+2, a 3D bonus ship lock breaking kit from becoming 4D+2, etc.
g. The sensors (Hideouts and Strongholds p.12) for a base mention increased range with a satellite, how much is this increase?
One of these listed satellites boosts the range 200 Space units (or 20,000 km). Note that the satellite is just a booster relay and does not really have sensors (power codes) of its own, so the bases power rating for the scan would be applied to this. Also, multiple (enough) satellites can be purchased for full planetary coverage (I will let you do the math for that).
h. MerrSonn Guardian-class Shield Generators (Hideouts and Strongholds p.13) states "For each shield generator installed, 6D of protection can be called upon for up to 4 fire arcs." Does this mean more than one means more dice of resistance (2 = 12D, 3 = 18D, etc.)? What skill does this equipment use since Planetary Shields do not exist in the campaign (Capital Ship Shields at a higher difficult?)?
Being capital scale it would definitely use Capital Ship Shields. Each shield generator provides up to 6D maximum spread over 4 firing arcs; so, for 6D protection in each arc (full coverage at maximum effect) requires 4 shield generators. So if you have 2 shield generators you do not get 12D shields you still only get up to 6D in any arc, but could have full protection in 2 arcs or half protection in all 4 arcs (i.e. 1 generator can be 6D/0D/0D/0D concentrated in one arc or 2D/2D/1D/1D if spread out over 4 arcs; 2 generators could be 6D/6D/0D/0D or 3D/3D/3D/3D; so by extension if you have 4 generators {which Hoth Echo base did} you automatically have 6D/6D/6D/6D which would be full maximum coverage. In order to get the 10D or shields of that strength you will have to buy the big planetary boys that run in the upper millions {500 million} to billions of credits.
i. Flying around/through shields (Hideouts and Strongholds p.14). Can the council clarify these rules please?
The book listings for Encasing Shields and Shutter Shields quite adequately describe that sometimes you can ‘fly through the shields’ with specific listed considerations. It should never be a PC issue with these shields costing so much (you could get base shields similar to Hoth which are detailed above). If it is part of a module or event, then the author or gamemaster would have final say as to any additional details or effects needed or required. If and when you are getting close to buying one of these, and you have more specific questions, then please submit them at that time.
j. How are hull, body, and resistance values determined for bases/stations and what does it cost? It indirectly implies asteroids run around 4D capital-scale in one of the base examples but what about other materials?
The armor is purchased as Capital scale ship armor using some convention similar to the Starship Construction file. But say that the armor covers some fixed area (possibly 1000 meters squared, etc.). So, if you have a 500-meter by 500-meter base you have to buy Capital Ships armor (using the 1000 meters squared) 250 times to cover the entire base. With the Starship Construction file indicating that 1D for Capital Ship Hull costs 32,000. This comes to 8 million credits per 1D. This is a reasonable price for an armored base. This 'armor' should be above the standard Body rating of the base which should come from the materials of construction which is listed in the R&E 2nd edition screen (flimsy wooden door = 1D, standard wooden door = 2D, standard metal door = 3D, reinforced door = 4D, blast door = 6D). Hopefully you are not building the base from scratch and the construction material is listed (most likely metal of some kind - durasteel, etc.). If you are planning to build from scratch the construction material would have to be purchased and the gamemaster can come up with the cost.
Council Approval Date: 7/27/14

101) What is the cost of armor for droids? Can this armor be modified by the standard +1D+2 as other armor?
The cost of droid armor in Sparks as determined by the Sparks Force 7 Council is dependent on whether the armor is integrated into the design and build of the droid, or whether it is being added later as a modification. If you are building, use armor of choice from an approved sourcebook and add 5% of the armor cost for integration. If you are modifying an existing droid, use armor of choice from an approved sourcebook and 10% of the armor cost for integration. In either case the armor is purchased as if for a character of that size (medium or human size would get the standard armor cost - small ones like R2's get it at 1/2, etc.). Basically, it should be purchased with a judge at a suitable Personal Initiative whether being bought to be integrated into a new droid or added as a modification to an existing droid. Another factor that should be taken into account is that 'hard' armor should not inflict the same Dexterity penalty once integrated. The Dexterity penalty should be reduced by 1D. If you throw on super heavy armor, then it will still impact the Dexterity value. But to limit some ridiculous attempt to add massive armor to a droid that is ‘not designed for it’ the maximum amount of physical armor protection added cannot exceed the droids Strength value (i.e. Strength 1D limits the armor to +1D physical protection, etc.). Of course, the armor can then be modified using the standard modification rules (+1D+2 to physical, energy, or skill bonuses) as normal.
Council Approval Date: 10/5/14
Revised Council Approval Date: 1/11/15

102) What are the Sparks campaign rules for radiation exposure?
With the extensive variations on types and severity of radiation there is nothing specifically set forth. Some modules have rule sets for their events but not standard rules. In general, expect a judge to set a damage per exposure (5D every hour for example) or some other amount depending on severity and resist with Stamina. Various cumulative effects may happen (+1D every hour, etc.). The specifics are at the discretion of the judge or author of any particular event.
Council Approval Date: 1/11/15

103) What happens to the B2 battle droid and Vulture droids when they lose contact with the Droid Control System they were linked to?
With the Wookieepedia clarification (see below) that the B2 battle droid was specifically upgraded to continue operation without the control system the Sparks Force 7 Council has determined that the B2 battle droid can operate without a control system and would follow last 'simple' orders dictated. They would not apply independent reasoning or tactics to any situation. However, the Wookieepedia clarification (see below) for the Vulture droid is less specific as it indicates that at some point later they were able to operate with limited independence, but does not indicate if the Droid Control System is deactivated. As such the Sparks Force 7 determined that the Vulture droids cannot operate without a control system, and still require the control system to function.
[Excerpts from Wookieepedia]
B-2 Battle Droid: One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise they tended to forget about enemies as soon as they moved out of visual range.
Vulture Droid: Like the ground forces made of battle droids, vulture droids were controlled by a control ship, but as time passed, they were able to operate with limited independence.

Council Approval Date: 1/11/15

104) What cost modifications are there for a custom droid that uses a Droid Control System?
The need for the droid control system is either hardwired into the chassis at construction or is not. An entire new line of droids was constructed to fix this limitation (B2 battle droid) instead of simply pulling the units out of the B1 battle droids. The B2 obviously had more components hardwired into the chassis that their predecessors did not have. I propose that the missing components that are needed in place of the control system are ones that must be integrated at construction (like Traitware). The standard cost would be 100 credits for the communication link.
Council Approval Date: 1/11/15

105) What is the base difficulty to jam a Droid Control System communicating with controlled droids?
This would follow standard rules for jamming with opposed Communication skill rolls of the ship or device (if character scale). Note that ship scale modifiers do apply to this opposed roll. As such a capital Droid Control ship is harder than a smaller ship to jam.
Council Approval Date: 1/11/15

106) What are the campaign guidelines for replacing a droid brain or automated system (droid starfighter, Imperial Defense Satellite, etc.)?
Same as replacing/ upgrading any other droid however keep in mind the equipment scaling rules. The 'cost' of the one to be removed can be determined using our system just like a new one being built.
Council Approval Date: 1/11/15

107) What are sizes in metric tons (mT) of current technology hyperdrives with multipliers higher than what is listed in the sourcebooks?
The Sparks Force 7 Council has approved the expanded hyperdrive multiplier chart for size (mT) of current technology.
Hyperdrive Multiplier Current Tech (mT)
x1 18
x2 15
x3 12
x4 10
x5 8
x6 7
x7 6
x8 5
x9 + 4

Council Approval Date: 1/11/15

108) What is the size difference in metric tons (mT) between current technology hyperdrives and archaic hyperdrives as well as other systems as applicable?
Modernization of starship parts from Archaic to current standards with the intention of reduction of space has several requirements. The ship must be Archaic (1000+ years old) with the original parts (utilizing original version of the ship stats). If the ship has already been modified, the corresponding judge or author would have to update the original stats accordingly to provide the player with the ‘current’ altered stats and note the corresponding cargo capacity change (mT gained). Archaic ship parts can be replaced with modernized (current) versions for a 25% gain of cargo capacity for the system/weapon (round down to nearest whole number). This only applies to major components (larger, bulkier systems, etc.) such as hyperdrives, sublight drives, shields and weapons. Other systems may apply with judge/author approval. The replacement requires a corresponding (A) Engineering roll with an Easy (10) difficulty to accomplish.
Council Approval Date: 1/11/15

109) Additional Holocron Questions
a. Regarding updating the personality after the initial infusion, what happens if an attribute is raised between constructions and updates?
The rules state the answer clearly that you use a Personal Initiative and make all the rolls again. If you fail, the update fails and the holocron keeps the statistics already recorded (which need to be noted each time there is an update, because they will {and should} differ between updates prior to death). If they succeed, you record the new personality statistics as the character’s current values. When the character dies, they get 1 free chance to try and get the final statistic update. Again, if they fail, the previous stats stand.
b. What kind of check would be required to repair a damaged holocron?
As it stands now this is to be left up to the person that created the holocron (or introduced it as broken) as many could be irreparable. If the creator wishes to allow it to be repaired, they should review the creation rules on a case-by-case basis to determine what part of it is broken. They can then decide on the appropriate Repair skill, time required, and the difficulty required. Holocrons come in too many shapes, sizes, varieties, etc. to define specific repairs required for all of them.
c. If you hold a character's holocron, can you use that as a foci/link to track them with the Force? What about if there are multiple personalities?
Keep in mind that holocrons do NOT become active until the creator dies. So, with that logic if it works, you know the person is dead. I would not recommend that it can track the location of a Force spirit if there is one. The Force spirit most likely would only appear where the holocron is as it had the greatest link to them in life (i.e. the persona of the holocron is in all practicality the spirit of the dead Force user). Even if there are multiple personas, you would not detect the location of any living participant. The dead contributor’s Force Spirit again would most likely be present at the holocron. A follow-up mentioned or compared this link to that of Attunement for a lightsaber. Unlike a lightsaber that the character is 'actively' attuned to while alive they are not 'actively' attuned until dead and gone. It is your legacy and cannot hurt or help in any way at all whatsoever until you are dead and gone.
d. In the case of multiple characters building a holocron will the other characters know/be aware of one of the other characters dying and thereby activating their personality in the holocron?
If they or anyone has it and tries to use it, they may become aware with certain circumstances. It does not have a call forwarding or 'beep/ding' to indicate that it activates. If anyone picks it up (collaborator or other), they may activate it as per the conditions set upon creation. If it does activate, they would learn (a) they are dead, (b) if they successfully 'updated', and (c) if they can use the holocron at all (just like anyone else).
Council Approval Date: 1/11/15

110) Does the Sparks campaign utilize the armor damage rules from the rulebook?
For the longest time, we did not, as it was tedious to track and did not really add any benefit, but we allowed judges to use their discretion when it was appropriate (i.e. excessive damage, special damage source, etc.). Recent discussions have examined the book rules and the Sparks Force Council has approved a modified system. Use armor damage as the gamemaster deems appropriate with the suggested damage being one shift down on the Wound indication chart and with the addition of ‘overkill’ damage (as seen below). The gamemaster can use their discretion on the situation at hand such as with called shots, repeated hits to same location, special damage like acid, etc. Armor damage effect as standard rules. Armor repair as standard rules.
Wound Level (result) Armor Damage Armor Effect Armor Repair
Stun (0-3) None None None
Wound (4-8) None None None
Incapacitated (9-12) Light -1 pip Easy (10) / 15%
Mortally Wounded (13-15) Heavy -1D Moderate (15) / 25%
Killed (16-20) Severe Useless Very Difficult (25) / 35%
Killed (21+) Destroye Useless None

Council Approval Date: 6/14/15

111) How do you calculate Strength (for resistance) with various permutations of Force Points, cybernetics, crystals, artifacts, Calling on the Dark Side (with quad up), etc.?
We have defaulted to the basic book rules unless an item certificate specifically is approved that says something different. Attribute and skills multiply as normal, then bonuses are added after that and are typically not doubled. The Life Crystals currently are the only thing (that I know of) which specifically mentions they double their bonuses on Force Points. The crucial clarification part is that bonuses of any kind cybernetics, Life Crystals, Force artifacts, etc. do NOT combine with the skill or attribute, but are added on whether doubled on a Force point or not. If you have an Attribute of 3D+2 and a +1 cybernetic bonus this is 3D+3 and not 4D, or 6D+5 not 8D on a Force Point. If in the same situation, the person was to Call on the Dark Side for an additional Force Point (quad up), the bonus is 12D+9 not 16D. Even considering something like a Life Crystal note that it is still an add-on bonus, so 3D+2 with a +1 Life Crystal Bonus is 3D+3, 6D+6 on a Force Point, and 12D+12 if quadding up. As noted within the rules for specific items different bonuses do not stack, so if you had a +1 from cybernetics and a +1 from a Life Crystal, then the resulting bonus is only +1 (most people will prefer the Life Crystal as it will double on a Force Point, but you never know when a Force bonus could be dampened or hindered from some other Force (Dark Side) effect.
Council Approval Date: 6/14/15

112) Can the Council provide an extrapolated extension to Space to Atmosphere and KPH movement chart for higher values?
There is a chart on page 129 of the 2nd Edition Revised and Expanded Rulebook by WEG (black cover). This chart only goes up to 12, but seeing the last portion of the chart it looks like they are trying to come back to 'even' at the 50s for the Atm move (i.e. +15, +20, +15 so that you are back at an even 50). Use the following chart as the extrapolated extension.
Space Atm kph
1 210 600
2 225 650
3 260 750
4 280 800
5 295 850
6 330 950
7 350 1000
8 365 1050
9 400 1150
10 415 1200
11 435 1250
12 450 1300
13 465 1350
14 485 1400
15 500 1450
16 515 1500
17 535 1550
18 550 1600
19 565 1650
20 585 1700
21 600 1750
22 615 1800
23 635 1850
24 650 1900
25 665 1950
26 685 2000
27 700 2050
28 715 2100
29 735 2150
30 750 2200
31 765 2250
32 785 2300

Council Approval Date: 2/6/16

113) Clarifications and questions regarding the Motion Interface Package cybernetic option:
a. The Motion Interface Package requires the user to be connection to electronic systems to receive the bonus. With the proposal for ion to now affect cybernetics should there be a possibility of feedback for this package? For example, if the character is plugged into the ship gun and an enemy ionizes the gun would the ionization affect the character as they are mechanically wired to the gun?
Yes.
b. Does the PC get a soak roll against ionization damage?
Yes.
c. Does it have the same effect as stun weapons?
It only affects all of the cyberware on the individual.
d. If receiving feedback while plugged into a vehicle of a larger scale does the scaling difference count?
Passing through a vehicle or starship the source damage causes scale to the vehicle or starship but is reduced by one scale level to any target connected to the vehicle or starship (dampens one scale). Note that if the scale hitting the vehicle or starship is character that the auxiliary target suffers no damage.
e. Does enough damage roll over to physical?
No.
Council Approval Date: 7/17/16

114) Has any thought/discussion been given to a rational behind power packs? We have "standard" power packs (25cr each) that apparently fit everything… But they provide a different amount of power to each. For example, a hold-out blaster gets 6 shots, whereas the light repeater we are voting on gets 100. Not that everything has to make sense, and yes - I know this is right out of the rule book; but it really doesn't make much sense.
Most weapons actually have a cost listed for extra power packs. The one in the base book is just a generic that when purchased would be for a specific type of item.
However, the entire discussion is generally moot in the Sparks Campaign as unless you have a really limited ammo, we don't usually worry about having extra power packs other than using them as makeshift explosives.
We usually don't count shots (unless really limited - like a hold-out or important for the plot {i.e. you were given a blaster with limited charge}. But then when you do buy a new "custom" weapon the player is expected to buy the packs for that weapon and list them as specific for that weapon. I have always assumed (unless specifically listed with a unique weapon) that In general packs can be used for any weapon of the same class (i.e. most light repeaters are 100, etc.). An argument (if needed) could be made for different 'size' packs across different manufacturers and so on. I have also assumed that same manufacturer packs for blaster pistols and heavy blaster pistols were interchangeable as they would standardize some basics. This seems to work as the heavy blaster pistol typically has fewer shots than the blaster pistol (uses more of the same amount available in the pack).
So players should be recording "some" information about blaster packs, but unless it is for some unique or expensive piece of equipment I have always just left that detail management up to the player or as inconsequential.
Now the grenade clip is a different matter and needs to be listed and accounted for.
The official Sparks Force 7 Council ruling is that limited ammo is the discretion of the Judge or Author as the situation warrants (i.e. out in the wilderness, etc.).
Council Approval Date: 7/17/16

115) Can certain Sparks created equipment be upgraded (Alpha Scrambler, Skqinock Pendant, etc.) for their bonus values?
As mentioned in FAQ General 100 part f above, you can modify most ship items, weapons, armor, speed, maneuverability, etc., but you cannot upgrade equipment bonuses for tools, sensors, computers, etc. They offer a flat bonus. This was discussed at the June 2007 meeting. The vote failed, so currently equipment items without an associated upgrade chart cannot be upgraded. This prevents a 5D bonus portable computer from becoming 6D+2, a 3D bonus ship lockbreaking kit from becoming 4D+2, etc.

  • Alpha Scramber: this was a made-up piece of equipment that is integrated into armor, but the bonus it affords is not one of the items of armor that can be improved like the armor physical and energy protection values, and skill modifiers (i.e. +1D to Stamina). The attribute values and 'special equipment' items currently cannot be modified. The improvement to Strength is like extra armor, but since it raises Strength with an add-on and is not listed as armor or something, this too cannot be modified without a change. Basically, if it read increase energy resistance of the armor for lightsaber and similar attacks, then it could be modified. Note also that this 'increase' to Strength is not doubled on a Force point. Add-ons are applied after Force points. Currently without an addition to what can be modified specifically listing Force resistance, or add-ons to Strength for special resistance, neither of these can be improved.
  • Skqinock Pendant: this is considered an equipment item which in and of that fact cannot be increased.
  • General Equipment and Tools: same as above, equipment items cannot be increased. 5D portable computers cannot be raised to 6D+2; 3D ship security devices cannot be increased to 4D+2. Now a handheld scanner is equipment, so they cannot be improved, but if the sensors were integrated into a vehicle, there are rules for improving the Passive, Scan, Search, and Focus values for range and power for sensors. The Tech scanner cannot be improved.
  • Other Items:
    • Servos in armor for Strength = No
    • Servos in armor for Brawling = Yes (+1D+2 limit)
    • Servos in armor for Strength/Brawling combination = No for Strength, but Yes for the Brawling component (+1D+2 limit)
    • Emotion Suppressant (Willpower) Armbands = No
    • Nexus Ring = No

Council Approval Date: 9/23/17

116) There are varying die codes for Shields on different ships in different books. Can alternate versions of the base weapons be purchased using numbers (either higher or lower) that are different than the base versions of the Shields?
Yes. Using the Shields listed on the price chart in Galaxy Guide #6: Tramp Freighters page 40 as the base price for the particular set of shields the Sparks Force 7 Council has approved an expanded chart to cover all pips from +1 to 5D. The chart below indicates the cost and availability for each such shield. Note that the specific shield value sought must be from a ship seen in any West End Games approved book or source material, fits the current time period, is not considered a modified version (i.e. has not been improved beyond the base value) of the ship/shield, or has previously been approved by the Sparks Force 7 Council. This is for purchasing the base Shield generator. As noted above, if the listing explains that the ship or shields have been modified (i.e. typically individually owned ships), then it would not apply for this system. The chart may go higher than any ship that meets the approved criteria, and it is capped at a maximum of 5D as the current technology limit for 'Best in Galaxy' variants even if one is found above that value. Once the Shield generator has been purchased, it can be modified using the standard rules.
Power Cost Tonnage Availability
+1 2000 6 1
+2 3000 6 1
1D 4000 6 1
1D+1 7000 8 1
1D+2 8500 8 1
2D 10000 8 1
2D+1 15000 10 2
2D+2 17500 10 2
3D 20000 10 2
3D+1 30000 12 3, F, R
3D+2 35000 12 3, F, R
4D 40000 12 3, F, R
4D+1 60000 14 4, F, R, X
4D+2 70000 14 4, F, R, X
5D 80000 14 4, F, R, X

*Current technology limit is 5D, but must still find Era, West End Games and Sparks approved example for 'Best in Galaxy' to purchase.
Council Approval Date: 9/23/17

117) Can a Force User Attune something other than a lightsaber?
Yes. A Force User can Attune something other than a lightsaber, but it is treated in all respects (skill, construction, damage, use, etc.) as a lightsaber except for the aesthetic. This could be a light whip, a light shield, etc. It can look like something else, but this is only an aesthetic.
Council Approval Date: 3/3/18

118) Can a character (Force User) create amulets, talismans, etc.?
No. Character creation of amulets, talismans, etc. cannot be made by player characters at this time.
Council Approval Date: 3/3/18

119) Clarification and examples of Telekinesis Force power ‘must be in line of sight’ meaning.
This is not ‘Line of Sight’ as it does just state that ‘the target must be in sight’. While the difference is small, it does make a difference. ‘Line of Sight’ would mean that the target could not have a rock in the way or be in another room or on another planet or etc, you would actually have to have a clear visual line between your eyes and the target. But if the target must be in sight, then you could then use Telekinesis through Farseeing, Life Sense, Life Detection, or possibly through live vid/holo cams.
For a cannon reference for being able to use Telekinesis through Force sensing all you need is the scene with Luke training on Dagobah with Yoda. Luke is doing the handstand with his eyes closed and is levitating rocks all around him while he is reaching out and seeing things through the Force with Farseeing (effectively). Another example can be the Jedi training technique of the Oxygen Bottle where telekinesis is used to remove unseen air from a bottle, so it appears that this is beyond just visual sight.
The basic intent is that you cannot grab hold of something with Telekinesis unless you know where it is. So, a person completely out of view behind a rock who is quiet, is probably not a specific enough location to grab unless you reach out with the Force to see/hear/detect exactly where the person is. If you can see a piece of them sticking out from behind the rock, you can grab them. A droid model you are familiar with you can attempt to reach around to switch off.
I still see the question of grabbing a person versus grabbing their armor to be a tough one though. IF they are being targeted visually and the armor is sealed with no visual inside it, then grabbing the armor and holding it with Telekinesis seems like the only way and the person inside the armor could move, however, they can move inside the armor (depending on fit and space, but most likely only their head would be able to move in fitted armor), but this may be enough for them to get the armor unlatched - but if the armor is completely held, then the armor still would not open. If they are being targeted visually and any portion of the actual person is visible, then grabbing the person themselves would be possible and the armor could be removed or do whatever it wants as long as the person stays stationary (versus the Telekinesis roll anyways) - this would be the way that a jetpack activated on the armor could harm the person being held. If they are being targeted through Farseeing, then most likely it would be considered visual targeting. If they are being targeted through Life Detection or Life Sense, then you would only be able to grab the person and NOT the armor (as it is not being detected).
Council Approval Date: 3/3/18

120) Is there a system in place to have continued contact and interaction with NPCs that would provide them advancement (skill additions or increases) in some form?
Yes. There is a guideline more so than a specific system. The method and use of the NPCs is still up to the creating author/judge, but there are some things to take into account. Specific systems can be reviewed by the Spark Force 7 Council for balance and accountability at any time.
Player Characters (PCs) cannot bring Non-Player Characters (NPCs) on or into anything without the NPC creators permission and the event judge’s permission. The judge can give the PC permission to make rolls and decisions for the NPC (for the judge’s convenience) but retains the right to intervene or pull the NPC back from the PC’s control at the judge’s discretion. The creator of these NPCs maintains and retains intellectual ownership of these NPCs, but also maintains their record sheet. Copies of the updated NPC record sheets shall be provided to the Personal Initiative judge in advance for review and balance of the challenges. The creator as a collaborative effort periodically must review these NPCs with regard to their use (loyalty, motivation, desires, etc.) and development (skills, training, finances, improvements, parting with the PC, etc.) to evaluate their continued use and improvement.
Council Approval Date: 3/3/18

121) What is the cost for NPC Installation of Droid equipment?
The cost of installing the equipment during the droid Building process is included in the price listed for the equipment. Seeking out someone to do the installation After the droid building process (aftermarket additions) can vary substantially. This charge is dependent upon the judge for the NPC and Personal Initiative. Using the price for the item/equipment as the same charge for NPC installation has been done, but there is some judge 'wiggle room' in that. Basically, you say that the full charge is 50% parts and 50% labor, and you have the cost for the parts. This works because if you get a lot or high-end parts, then the install cost would be longer or more precise to accomplish. That is one guideline that has been used previously. Run it by the judge for the PI for approval and confirmation.
Council Approval Date: 7/7/18

122) What skill is used for Mining Droid that utilizes a skill not on the Sparks skill list (Mining under Mechanical)?
If you have a stock droid (from a valid WEG source) that comes with skills that do not line up exactly with the Sparks approved skill list, change the skill to fit our campaign. In this case the Industrial Automation GLD-M General Labor/Mining Droid and the Industrial Automation Multi-Environment Mining Droid from Flashpoint! Brak Sector pg 25-26 list the skill Mining under Mechanical. For our campaign, the appropriate skill would actually be Profession Mining which would be under Knowledge.
Council Approval Date: 7/7/18

123) Droid Construction Questions
a. Should the NPC charge for installation explicitly say that it is 1000 credit per Die of Traitware – rounded up?
Yes. Rounded up for cost.
b. Referencing FAQ General #121 above, should the NPC charges be based on Difficulty instead of Die code.
No. This may ‘make sense’ in some regards, but it also complicates this system unneccesarily, and this system should be kept simple.
c. What is the NPC charge for installation of droid components other than Traitware and Skillware (i.e. do they charge for putting in a Database or Grasper Arm)?
As noted in FAQ General #121 above, the cost of installing the equipment during the droid Building process is included in the price. Additional costs would be to seek out someone to do the installation After the droid building process (aftermarket additions). This can be neglible or nothing for simple equipment as it could be thrown into the price of the equipment or cost more as the judge dictates for additional work needed.
d. Should the Droid Personality installation be Droid Engineering (as currently listed) or Software Engineering?
Cynabar’s Fantastic Technology Droids actually gives options and different difficulties depending on which skill you are using.
e. If you are not constructing a full droid (which is 1 per special event) but only droid brains, how many can you construct?
Instead of building 1 droid per special event with 6 Traits, you can build droids in any capacity utilizing a total of 6 Traits (i.e. you could build 6 droid brains with 1 Trait each or 3 droids with 2 Traits each, etc.).
Council Approval Date: 7/7/18

124) Would adding Rhenium to a pair of shockboxing gloves require only 1 dose of Rhenium? And is that response different if they deal different types of energy damage (stun, ion, etc.)?
It only requires 1 dose of Rhenium for the pair, and it should be the same even if the energy type is different.
Council Approval Date: 7/7/18

125) Does the die penalty (-1D) from multiple Stun damage effects stack?
Yes. Stacking as (per stun) from Gamemaster Screen suggests, so multiple ‘in effect’ (current and following round) stun results become -2D, -3D, etc.
Council Approval Date: 7/7/18

126) Does the Martial Arts technique Blindfighting counter any negative penalties to sight when making a Search roll (i.e. aware of something automatically or with a bonus that when sighted with eyes open Searching could not be seen due to insufficient roll compared to opponent’s Sneak roll)?
No. The Martial Arts technique Blindfighting only negates sight penalties while fighting in Hand-to-Hand combat (when you make the Brawling: XYZ Martial Arts Parry, and the penalties are only removed for attacks after the Blindfighting defensive check and last until you use another defensive Technique — i.e. you cannot do Blindfighting and a Power Block), because it is a Defensive martial arts technique. It does not allow you to see normally or better. Normal penalties apply to any other skill you roll.
Council Approval Date: 9/22/18

127) Is there a version of the Force power Sleep available in Sparks?
No. This Force power was reviewed and determined to not be allowed in Sparks.
Council Approval Date: 9/28/19

128) Are there bonuses or penalties for using a shield (defensive) instead of a standard weapon (offensive) such as a lightsaber in combat?
The Sparks Force 7 Council has determined that using any buckler/small shield in combat instead of (not in combination with as that suffers multiple action penalties) a standard weapon (lightshield instead of lightsaber) gain a +1D to Defense but suffer a -1D to Attack.
Council Approval Date: 1/11/20

129) Do you gain a Dark Side Point for gambling? Is this different for non-Force-sensitives, Force-sensitives, and Force Users?
The consideration for Dark Side Points should always depend on intent to some degree. If the intent is 'greed' (I want a lot of money and will "abuse" the natural order of the galaxy to get it), then YES, it is a Dark Side Point. The gamemaster is supposed to warn them beforehand that a Dark Side Point is on the table. If the intent is (like in Episode 1) to win for some 'good' reason (freeing Anakin, winning a lot of credits for the widows and orphans fund, keeping everyone alive in a game with "high" stakes, etc.), then typically it is not a Dark Side Point. It could even be heroic and gain a Force Point (rare, but possible).
For example, a player used the Force for gambling in a Hutt 'product' (slaves were stakes) tournament. All of the wins were freeing slaves and/or making credits that were given to those freed slaves to help start a new life. The player got the Force Point back and no Dark Side Point (no extra Force Point though).
A player a long time ago borrowed 1 million credits from Jabba to get rich at a gambling event (the very first Seminar). This was a Dark Side Point, because it was simply to make a lot of credits (greed).
In most cases, if the intent can be linked to 1 of the 7 deadly sins, then it can easily become a Dark Side Point situation.
Ultimately, ask what the intent was:

  • Greed (money or goods) = Dark Side Point (must be warned)
  • Altruistic = no Dark Side Point
  • Freeing a planet from Tyranny in a flashy way while dropping a movie line quote as you reveal your hand saving countless lives = returned and extra Force Point

The Sabacc tournament rules typically have an automatic 'you get a Dark Side Point ' as the upfront warning (gamemaster cannot forget it; it is in writing communicated to them) as these are for the sole purpose of making money. There have been module tournaments where the price is an item perceived (correctly or incorrectly) as mission important or for some greater good. Gambling at those times usually is not a Dark Side Point.
This is the typical rule for non-Force-sensitives, Force-sensitives, and Force Users. Even though Force-sensitives are held to a higher moral standard, the intent still dictates the Dark Side Point warning and gain. If the intent can be dampened due to being non-Force-sensitive, then it could potentially shift, but again if it is one of the seven deadly sins, then it is hard to mitigate.
Council Approval Date: 8/29/20

130) Does the Force Light Force power remove Taint from an object?
No. The Force Light Force power can remove Taint from a location, but not an object. Taint cannot be removed this way. Keep in mind that Taint is most often used by an author to say, 'Not for player's use'. This is a GM tool and not a way to gain new equipment.
Council Approval Date: 11/7/20

131) Can I take an existing droid brain from an existing droid chassis and plug it into a ship, vehicle, or even another Droid?
Yes. The rules are outlined below:

  • a. The new cost for tiering purposes of the droid brain is 1/2 the cost of the droid (new, if listed) plus whatever skillware has been upgraded. If the Droid brain is inserted into another droid, the new cost (for tiering) is 1/2 the cost of both droids (rounded up) added together. For example, if you take a V6 Pilot Droid and insert it into a PG5 Gunnery Droid the cost would be 11,450 ((17,800/2) + (5,100/2)) credits, but if you just took the V6 Piloting Droid brain to use in a ship the cost would be 8,900 credits.
  • b. The Droid Brain retains all skills that it originally had at its current die codes (base die codes, unless previously modified).
  • c. It loses all equipment/installed in the droid chassis
    • Non-Physical equipment, such as memory capacity, databases, etc, can be added on to the droid brain at an additional cost (Judge descretion).
  • d. If the droid brain is installed into another Droid Chassis, it retains all of the traitware (attributes) of the original Droid Brain. However, it should be noted what the Strength, Dexterity, and Move of the Chassis is compared to the Droid Brain as complications can occur between what the chassis is capable of vs. what the Brain is programmed for. (i.e a Protocol Droid with a DEX of 1D gets a security Droid Brain with a DEX of 3D could continually trip or fumble as it is programmed to be more dexterous than the chassis is capable of). As a reminder, Traitware cannot be upgraded/modified.
  • e. If the Droid Brain is installed/interfaced directly into a ship/vehicle the Dexterity and Strength attributes become an operational 0D. (Strength becomes 1D-1 for damage resistance purposes). In addition, the Move becomes 0.
  • f. Unless memory wiped, the droid retains memory of being a fully operation separate entity with it's original functions.
  • g. If "reset to factory settings" the droid brain will revert back to its primary functions unless re-programmed.
  • h. Additional costs would be required to produce the correct interfaces to the new chassis and/or ship interfaces. These costs are left up to the judge but should typically range between 500-2000 credits.
  • i. Extracting the droid brain from the existing chassis without damaging it requires a Droid Repair check with a Moderate (15) difficulty for Droids of 1st, 2nd and 3rd Degree, while 4th and 5th degree droids require a Difficult (20) Droid Repair roll.
  • j. Inserting the droid brain into its new home requires both a Moderate (15) Repair roll for the target (Space Transport Repair if putting into a Space Transport, etc) and also requires a Moderate (15) Droid Programming Repair roll.
  • k. Should any of the rolls for steps 9 or 10 fail or have a one on the wild die, the GM should feel free to add quirks to the Droid. Some examples include (but not limited to: Hostility to the Programmer, a sense of immortality as it believes to have been 'reincarnated' and can't truly die, the droid constantly gives advice with regards to its other skills that it can't actually use (Astromech tied into a ship and can't physically use Space Transport Repair), etc.

Council Approval Date: 11/7/20

132) Can the illusion made by the Illusion Force power affect multiple people at the same time?
Yes. The Illusion Force power in Sparks is an adaptation from the WOTC d20 system, and it does indeed affect ALL those that perceive it (appropriate senses, range, line of sight, etc.). The Force User records the skill rolls to compare against Target's resistance rolls when they would become affected. Some may sense it when others may not.
Council Approval Date: 7/17/21

133) Can you use the Reversal martial arts technique versus any melee attack? If so and one chooses to use a technique that is not ‘weapon block’ but say ‘foot sweep’ or ‘grapple’ does the attack still land or is it effectively canceled by the reaction skill?
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold/grapple or other technique without multiple action penalties.
As the technique states, it is used when the character is attempting to be grappled (not any melee or weapon attack).
For example, if Gragnok attempts to grab and hold Ryark… Ryark can make a Martial Arts Defensive roll as a reaction against Gragnok's Brawling/Strength/MA skill roll. If Ryark succeeds, he is now the one holding onto Gragnok, and it does not count towards any Multiple Action Penalties. Gragnok's grapple attempt fails.
So…
1) No, it cannot be used against any melee attack.
2) Not applicable
Council Approval Date: 1/8/22

134) Expanding the use of whips.
When using a whip, you may do a called shot to a hand or appendage with the intention to disarm with -1D to hit as per a normal called shot. If the attack hits the defender resists with str vs. the damage to resist the disarm. If the damage roll exceeds the str roll by 5 then the attack may place the disarmed item in a location of his choosing within range of the whip. If the damage roll exceeds the str roll by 10, then you may grab the disarmed item in an open off hand. When disarming an item not being actively held the default str code is 2D.
Council Approval Date: 1/8/22

135) Clarification on Disruptor type weapons in Sparks.
A Disruptor type weapon in Sparks disintegrates their targets. With a Mortal Wound the target is disintegrated.
Council Approval Date: 1/8/22

136) Is the Wild Die used for all (or most) checks or just Skill and Attribute checks? The listing in the Star Wars 2nd Edition Revised and Expanded Rulebook should be clarified for Sparks.
Accept that the 2nd Edition and 2nd Edition Revised & Expanded rulebooks have slight deviations in how the Wild Die is listed for use in All rolls or All Skill and Attribute rolls which may or may not have included set (non-Strength) damage rolls and other options and that the Sparks Campaign has chosen to use the Wild Die for All rolls which is already noted in Section II #1 [The wild die rule is used on all rolls (skill checks, damage from all sources and strength rolls for resistance)].

Council Approval Date: 1/8/22

137) The Twi'lek language is canonically spoken with both words and the use of lekku (head tails). What are the rules for a player with a character that doesn't have head tails? Are they considered partially mute since there are parts of the language that can't be articulated without head tails? Do we just hand wave it and say they're fluent anyway?
This is similar to Wookiees speaking Basic. Most cannot do it (genetic anomaly not for PC's), so the Language is understanding and even writing if applicable. So, I would say that they can speak and understand 'most' of the Twi'lek language, but now and again advanced concepts, deep emotional concepts, complex concepts, etc. will escape the person. Like speaking with a super thick accent and/or missing nuances when translating. Ultimately, this can be the gamemaster decision. The gamemaster can translate what they want and be vague with the tougher things.
Council Approval Date: 1/7/23

138) Animal Training allows a player to train an animal to carry a rider. The trick requires a moderate animal training roll and takes 1D days. Does adding this trick to an animal give a bonus to beast riding rolls for the trained animal?
No.
Council Approval Date: 12/2/23

139) Can Animal Handling improve the interaction with an animal by providing a bonus to Beast Riding checks? This could work similarly to professions providing a +1 pip to an associated skill for every 3D in the skill, up to +1D.
No, as the bonus would be for Profession: Animal Trainer, not another skill as that would be ‘double dipping’.
Council Approval Date: 12/2/23

140) What is the skill used for the Wookiee Bow?
The approved Sparks skill is Bows (not Bow even) and it can have a specialty by type of bow (Wookiee bow, etc.). The other approved one close to this is Bowcaster as that is a unique weapon. The confusion came from some sources listing it as Thrown Weapon: Bow. These and many other things like it were reviewed by the Council in June of 2013 when we went through EVERY skill in all sources. There were many sources where the author just threw in their own skill, because (assumed) they did not know the other skill existed or didn't care. There are many like this that were removed. For instance, Powersuit weapons is NOT a skill in Sparks as they default back to the weapon type (missile weapon, blaster, etc.).
Council Approval Date: 7/20/24

141) Can I use a Gamemaster Incentive certificate for extra PI time to gain additional Engineering checks beyond ones used at standard Special Events?
Clarification that a Gamemaster Incentive certificate for extra PI time can be used for an Engineering check, but only if the player did not already do an Engineering check during the previous Special Event as the extra PI time is considered an additional PI during that event and is added onto that event’s update time.
Council Approval Date: 9/7/24

142) How much Skillware can be added to droids at creation?
Just for clarification with the droid creation rules, when you have an already created droid or are making a new one you can buy EVERY available skill at 1D above the traitware. You are limited to buying 'at creation' one at 4D and 2 at 3D above Traitware.
So, for skills at creation you have, 1 at +4D, 2 at +3D, and any number at +1D. Then you can start raising them at 100 credits per cp once per upgrade slot (special events or special opportunities in modules as allowed by the judge) for all the skills you want to raise.
Then for upgrading you are limited to 1 skill raised to 13D max, 2 to 12D max and ALL others to 10D max. With increasing you are also limited to a maximum of +9D improvement (i.e. if you had a 1D Trait with a 1D skill you could not make it to 12D or 13D, but it most likely isn't primary or secondary anyway so you are stopped at 10D).

  • a. Maximum skill rating:
    • i. The primary skill may be raised to 13D maximum
    • ii. The secondary skills may be raised to 12D maximum
    • iii. All other skills may be raised to 10D maximum

Council Approval Date: 9/7/24

faq
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License