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 amount of credits that can be earned from any NPC source; pay, selling items, theft, etc. This is the maximum that can be earned not the maximum final net. This means that if a player spends 15,000 credits in the module the best they can achieve would be to break even if they earn the cap of 15,000 credits. Any credits from NPCs above the credit cap can be deferred and collected at later modules, seminars, or interactives. For example, if a player spends 15,000 credits to buy equipment and then sells their ship to an NPC for 100,000 credits, the player would earn 0 credits for that module and 85,000 credits would be deferred to be claimed later in any increment as long as the total of the new and the deferred funds did not exceed 15,000 credits. 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: 6/3/06

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 take off and landing?
No. Or I should say not any more. 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. Besides the obvious limitations to space availability that weapons will use up and the ability to convince customs inspectors that so many weapons are warranted, there is a limit to the number of weapon mounts allowed on starfighter scale ship. The limit is one weapon mount (ion cannon, laser cannon, laser blaster, turbolaser, tractor beam, missile launcher, torpedo launcher, etc.) per 1D of Hull code. So a 4D hull code starship can support four weapon mounts. This limit is based on the starships relative size and reactor output capability to power numerous weapon mounts.
Council Approval Date: 6/3/06

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?
If someone fails a 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 first attack or action. Once the opponents have attacked or made themselves known, then the surprised individuals may act and react as normal. It is possible to have a portion of one side surprised while others are not. This is dependent on the type of Perception check required to notice the hostiles.
Council Approval Date: 7/30/06

17) Does the Llordian 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?
No, ionization damage is not the same as EMP (electromagnetic pulse) damage. Ionization damage only affects droids, vehicles, and starships.
Council Approval Date: 3/3/07

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
Than 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: Very 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) Does the Zeltron Elixir of Infatuation from the WOTC d20 Ultimate Alien Anthology sourcebook page 197 exist in the Sparks d6 campaign?
After Council review it was decided to allow this item into the Sparks campaign. It is similar to the Signature Scent Synthesizer. The item will have a cost: 300 credits and availability: 3, X. The gamemaster sets the effect of the drug on a case by case basis. If a character uses the item against another player character, the target can choose to not be affected (similar to using Con or Persuasion on another player). Detoxify Poison Force powers will work to counteract this items affect.
Council Approval Date: 2/7/09

39) Does the Meredex Atmospherics Personal Force Field Generator from WOTC d20 Ultimate Adversaries sourcebook page 156 exist in the Sparks d6 campaign?
No. This item is not available in the Sparks d6 campaign at this time. Standard ship stores have a hull breach kit. Something similar to this may be in the kit without being specific to the items present. This item could be easily abused and is ultimately not needed given standard hull breach kits.
Council Approval Date: 2/7/09

40) 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

41) 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

42) 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 there distance would require an action.
Council Approval Date: 5/11/09

43) 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

44) 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

45) 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

46) 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

47) 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

48) 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

49) 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

50) 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 there 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

51) The cost on the Droid Customization Kit seems low for what is included. Is the cost accurate and/or is the item allowable in the Sparks campaign?
The Droid Customization Kit has been removed from the Sparks campaign, because it lists for 400 credits, but with three included expensive items could be as much as 10,000 credits. The Sparks campaign has replaced this item with a Droid Parts Kit without the three expensive components for the same 400 credits. The Droid Parts Kit will keep all of the generic parts available for 1 droid each, and will remove the expensive components (software node, movement sensors, repulsorlift motor). The parts can be used for lateral repairs as replacement parts, but not for upgrade modifications. Current owners of the Droid Customization Kit may exchange it for the Droid Parts Kit or redeem it for 400 credits.
Council Approval Date: 9/12/09

52) 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

53) 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

54) 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

55) 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

56) 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

57) 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

58) Does the Blaster Target Board from Galladium’s Fantastic Technology page 79 exist in the Sparks d6 campaign? If yes, what is the Sparks effect?
Yes. This item is available in the Sparks d6 campaign at this time. The item can be used as a story element, but has no mechanic game effect at all (no reduced cost skill increases, no decreased training time, etc.).
Council Approval Date: 2/28/10

59) 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

60) 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.
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 Trans 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 Transport 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

61) 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

62) 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

63) 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

64) 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

65) There are several unique pieces of special equipment on various starships that are mentioned in the Complete Starship Stats computer file. Do any of these exist for purchase or acquisition in the Sparks campaign? If yes, what are the cost, availability and effects of these systems?
Hull Map: Not available in Sparks.
Cargo Scanning Dedicated Computer System: Not available in Sparks.
SoroSuub “Back-Up Sensor Suite: Available in Sparks.
Emergency Sensors:
Model: SoroSuub "Back-Up" Sensor Suite
Type: Sensor System
Cost: 500 Credits
Weight: 0.25 Metric Ton
Availability: 2
Effect: provides independent Passive: 10/0D (range of 5 if both Sensors and Communications are damaged)
Notes: This is considered an "Add-On" to a sensor system, and is not a whole new installation. Installation difficulty is Moderate for even a couple of techs with hand tools.
Life-Form Indicators: Available in Sparks.
Cost: 2,500
Availability: 2, R
Effect: bypasses the standard incremental increase where you need to raise Passive, Scan, Search and Focus all once, then twice, etc. This gives immediate +1D+2 to Focus but with the limitation that it ONLY works for Life-Form specialization.
Notes: Also this cannot be increased further. Standard increases to Focus for all other uses still starts at +1 and must be increased incrementally with other modes. This increase does not stack with the Life Form bonus. Use regular value for everything else instead of the increased Life Form bonus. This system provides no effect once regular modifications raise Focus to +1D+2.
Enemy Targeting Jammer: Available in Sparks.
Fire Arc: All
Skill: Sensors
Space Range: 1-3/7/15
Atmospheric Range: 100-300/700/1.5km
Damage: -2D from Fire Control
Cost: Not Available For Sale; currently a Rebellion prototype system.
Weight: 1 Metric Ton
Availability: 4, X
Notes: This is a weapon system not a sensor system, but uses Sensors for hitting targets. Installation cost and difficulty as a Light Laser Cannon.
Stealth Mode: Not available in Sparks.
Sensor Stealth: Available in Sparks.
Cost: 15,000 credits per pip (maximum of 1D+2)
Availability: 4, X
Range: outside 50 (has no effect inside this range)
Effect: The bonus is applied as an increase in the difficulty to be detected and/or identified if outside the minimum operating range.
Notes: This item is not modifiable (the bonus cannot be increased).
Countermeasures Package: Available in Sparks.
Cost: 20,000 credits per die (maximum of 3D)
Availability: 4, X
Range: outside 30 (has no effect inside this range)
Weight: 1 Metric Ton per 1D of effect
Effect: The bonus is applied as an increase in the difficulty to be detected and/or identified if outside the minimum operating range.
Notes: This item is not modifiable (the bonus cannot be increased).
Shroud Package: Available in Sparks.
Cost: 10,000 credits (repulsor shunt launcher); 2,500 credits (5 tons of material per load)
Availability to 2, X
Weight: 6 Metric Tons (1 ton for the launcher and 5 tons for the internal space for fired material).
Effect: reduces the difficulty for Detection (reduce difficulty by 5 – move it down one difficulty level on the chart); increases the difficulty for Identification (increase difficulty by 5 – move it up one difficulty level on the chart); provides +3D to break or avoid Tractor Beam lock-ons.
Notes: A small repulsor shunt helps distribute a cloud of metallic particles that foils sensors and tractor beams.
Stygium Crystal Cloaking Device: Not available in Sparks.
It is important to note that system (stealth, sensor, countermeasures, etc.) bonuses do not stack. Apply only the highest bonus in any situation. Multiple systems are useful for various applicable situations.
Council Approval Date: 2/28/10

66) 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

67) What are the statistics in Sparks for the Westar M-5 Blaster Carbine that is a Clone Trooper weapon mentioned in some books, but not in a WEG sourcebook?
These statistics for the Westar M-5 Blaster Carbine were created by the Council.
- Skill: Blaster: Westar M-5
- Damage: 5D+2
- Fire Rate: Unlimited
- Ammo: 50
- Fire Modes: Semi-Automatic (Single Shot), Burst Fire (3 rounds), Automatic Fire
- Cost: 1500
- Availability: 4, R, X
- Range: As standard blaster carbine
- Note: Double any modification cost and difficulties.
Council Approval Date: 2/28/10

68) Does the Synoptic Teacher from Galladium’s Fantastic Technology page 47 exist in the Sparks d6 campaign? If yes, what is the Sparks effect?
Yes, but it does not have the same effect in the Sparks campaign. This device does not make learning skills cheaper only faster. The maximum it can work up to is 5D. The player rolls their Perception attribute. For every 3 points rolled they can get a pip (+1) increase to the skill. It takes two pip (+1) allotments to learn the skill if the player does not have it on their sheet. This allows the player to raise a skill by multiple pips at one time, but they must still spend the proper amount of character points.
Council Approval Date: 7/12/10

69) 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

70) 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

71) 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

72) 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.
Council Approval Date: 7/12/10

73) 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

74) 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

75) 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

76) Can a cybernetic nose and cybernetic ear be added to the Sparks campaign (stats listed below)?
Yes. The following two cybernetic items have been approved for use in the Sparks campaign.
Hi-Sense Enhanced Nose
Model: Neuro-Saav Hi-Sense Enhanced Nose
Type: Cybernetic Enhanced Olfactory Organ
Cost: 100 credits per pip
Cyber Points: 1
Game Notes: Implant is not externally obvious unless the patient opts to have it made obvious when being installed. Enhances normal sense of smell, plus allows detection of pheromones and other chemicals present in the air that are normally considered undetectable to humans. Increases recipient’s Search skill where smell may apply. Base cost is 100 credits per pip of existing skill code, plus 200 per pip of enhancement.

Hi-Sense Enhanced Ears
Model: Neuro-Saav Hi-Sense Enhanced Ears
Type: Cybernetic Enhanced Ears
Cost: 100 credits per pip
Cyber Points: 1
Game Notes: Implant is not externally obvious unless the patient opts to have it made obvious when being installed. Enhances normal sense of hearing, plus allows sounds into the higher frequency and lower frequency ranges to be heard. Increases recipient’s Search skill where hearing may apply. Base cost is 100 credits per pip of existing skill code, plus 200 per pip of enhancement. For an additional 500 credits, an automatic sound dampener may be added that will prevent being deafened by sudden loud noises.
Council Approval Date: 7/12/10

77) 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.
o Standard Ammunition:
 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
 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.
 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.
o Armor Piercing Ammunition:
 Effect: Reduce physical armor protection of target by 1D.
 Cost: double the standard ammo cost.
 Availability: +1 to standard ammo availability, and always at least ‘R’.
 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.
o Explosive Ammunition:
 Effect: Increase damage by 1D.
 Cost: double the standard ammo cost.
 Availability: +1 to standard ammo availability, and always at least ‘X’.
 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

78) 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

79) 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

80) Are there approved statistics for the Maka-Eekai L4000 transport ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Craft: Maka-Eekai L4000 Transport
Alignment: General
Era: Clone wars, Rise of the Empire, Empire era
Source: Extended star wars Universe
Type: Light Transport
Scale: Star fighter
Length: 66 Meters
Skill: Space transports: Maka-Eekai L4000 Transport
Crew: 1
Crew Skill: Varies widely
Passengers: 9
Cargo Capacity: 140 metric tons
Consumables: 6 months
Cost: 180,000 new; 85,000 used
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 km/h
Hull: 5D
Shields: 2D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
Two Dual Laser Cannons Turrets
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Council Approval Date: 2/20/11

81) Are there approved statistics for the Z-6 Rotary blaster cannon in Sparks?
Yes. The statistics were revised to take into account the Sparks campaign rules for burst fire and full auto fire. Here are the statistics approved by the Sparks Force 7 Council.
Z-6 Rotary Blaster Cannon
Model: Merr-Sonn Munitions Heavy Rotary Blaster
Type: Heavy repeating blaster
Scale: Character
Skill: Blaster: Rotary blaster
Ammo: 500 (Cost 150); 5000 with separate power generator (requires a
crewman)
Cost: 6,000
Availability: 4, X
Range: 3-50/150/400
Damage: 6D
Notes: The z-6 is truly a Heavy Blaster; the unwieldy size and weight of this weapon require either the use of a Tripod or other stationary weapon mount OR it may be carried ONLY with a harness and gyro mount (~2000 credits) with the portable power pack (500 rnds) and has the following negative effects – reduce Move by 4 and Dodge by 4D. Even strong characters cannot “hip” fire this weapon due to its bulky nature. Due to the weapon’s design, it is impossible to fire a single round. 5 round bursts are the minimum burst per trigger pull.
Damage listed above is for a single round. A normal burst is 5 rounds and will do 6D+5 damage (ie +1 damage per rnd in the burst) In normal burst, you are targeting a single target and it is a single action. Due to the recoil there is a +5 penalty to the difficulty to hit and there is double the normal multi-action penalty (-2D) for multiple shots. Called shots and aimed shots may be done as normal. For Full Auto Fire, the weapon opens up and fires continuously for the entire round. This is a single action to perform, but may only be done once in a round (weapon’s fire rate is set to 1 for the round). 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 6. 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). Due to the recoil, increase the difficulty to hit by 1 per round fired (20 rnds = +20) and quadruple the normal multi-action penalty (-4D). Increase the damage by 1 per round hitting each target, do not convert this damage to die values (3 rnds hit = +3 damage). May NOT declare a called shot, may NOT take time to aim, may NOT combine fire.
Council Approval Date: 2/20/11

82) 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

83) 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

84) 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

85) With the addition of the NH-Echani are double vibroblades available, because this race was known for this type of weapon?
Yes, the double vibroblade is available in the Sparks campaign.
Type: Double Vibroblade
Scale: Character
Skill: Melee Combat: Double Vibroblade, Melee Parry: Double Vibroblade
Cost: 750
Availability: 3, R
Difficulty: Difficult
Damage: STR+3D (maximum 7D)
Notes: Characters using a double vibroblade who miss the base difficulty by more than 10 have hit themselves with the weapon and must roll damage, and then roll to resist the damage. Characters with the Melee Parry: Double Vibroblade specialization gain a +5 to their parry roll.
Council Approval Date: 10/16/11

86) 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

87) Are there approved statistics for the Arakyd Stellar Mag V Mining Vessel ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Mining Ship
Craft: Arakyd Stellar Mag V Mining Vessel
Alignment: General
Era: Rise of the Empire
Type: Mine repair and supply vessel
Scale: Capital
Length: 542 meters
Skill: Space transports: Mag V
Crew: 3, droids: 19, gunners: 1
Crew Skill: Varies
Passengers: 10
Cargo Capacity: 500,000 metric tons (1/2 in removable cargo containers – 2 of 125k tons)
Consumables: 1 year
Cost: 5 million credits
Maneuverability: 1D
Space: 5
Atmosphere: 295; 850 km/h
Hull: 4D+1
Sensors:
Passive: 20/0D
Scan: 50/1D
Search: 70/2D
Focus: 2/3D
Weapons:
Turbolaser Battery
Fire Arc: Turret
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 3-15/36/75
Atmosphere Range: 6-30/72/150 km
Damage: 3D
Docking Bay Capacity: Docking bay can handle approx 1x 50m ship OR 2x 25m ships at any one time (basically it can handle up to 50m long of ship). The docking bay has facilities available for performing repairs on any ships that can fit inside it. Bay is also capable of restocking and refueling ships that fit in it.
Ore Processing/Sorting Facility: Small automated internal facility takes mined materials and automatically breaks it down and sorts it into different bays. It will remove large quantities of impurities, but cannot refine the minerals to usable quality by itself.
Council Approval Date: 2/24/12

88) I saw statistics for a Loronar Medium Transport in the Complete Starship file. Can the Council consider adding approved statistics for a Loronar Heavy Transport ship to Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Craft: Loronar Heavy Transport
Type: Heavy Transport
Scale: Capital
Length: 150 meters
Skill: Space transports: Loronar heavy transport
Crew: 4, gunners: 2, skeleton 2/+10
Passengers: 10
Cargo Capacity: 65,000 metric tons
Consumables: 3 months
Cost: 500,000 credits (used)
Hyperdrive Multiplier: x2
Hyperdrlve Backup: x15
Nav Computer: Yes
Maneuverability: +1
Space: 3
Atmosphere: 225; 650 KMH
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 35/2D
Focus: 2/3D
Weapons:
2 twin laser cannons
Fire Arc: Turret (One dorsal, One ventral)
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-5/10/25
Atmosphere Range: 1 00-500fl KM/2.5KM
Damage: 3D+2
Capsule: The Loronar heavy transport shares the same design, general shape, and layout as the Loronar medium transport, it’s just twice the size. This is an older model of heavy transport, but it still seen in use in some sectors of the galaxy. It may be sluggish with the sublight engines, but the hyperdrive that comes with it was top of the line when the ship was new.
Council Approval Date: 2/24/12

89) Are there approved statistics for the HWK-290 ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Craft: Corellian Macrow Transport Series HWK-290 Freighter
Type: Light Freighter
Scale: Starfighter
Length: 29 meters
Skill: Space transports: HWK-290
Crew: 2
Passengers: 6
Cargo Capacity: 150 metric tons
Consumables: 1 month
Cost: 135,000 credits (new); 55,000 credits (used)
Hyperdrive Multiplier: x2
Hyperdrlve Backup: x10
Nav Computer: Limited to 3 Jumps
Maneuverability: 1D+1
Space: 6
Atmosphere: 330; 950 KMH
Hull: 3D
Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 75/2D
Focus: 1/3D
Weapons: None
Council Approval Date: 2/24/12

90) While reviewing the statistics for the HWK-290, the Council added an additional variant of the ship in Sparks calling it the HWK-190?
Here are the statistics approved by the Sparks Force 7 Council.
Craft: Corellian Macrow Transport Series HWK-190 Courier
Type: Light Freighter
Scale: Starfighter
Length: 19 meters
Skill: Space transports: HWK-190
Crew: 2
Passengers: 0
Cargo Capacity: 50 metric tons
Consumables: 1 month
Cost: 135,000 credits (new); 55,000 credits (used)
Hyperdrive Multiplier: x2
Hyperdrlve Backup: x10
Nav Computer: Limited to 3 Jumps
Maneuverability: 2D
Space: 7
Atmosphere: 350; 1000 KMH
Hull: 4D
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 90/3D
Focus: 4/4D
Weapons: None
Council Approval Date: 2/24/12

91) Are there approved statistics for the V-19 Torrent Starfighter ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Craft: V-19 Torrent Starfighter
Type: Slayn and Korpil V-19 Torrent Starfighter
Scale: Starfighter
Length: 26 meter wide, 6 meters long, 9 meters tall (in flight)
Skill: Starfighter Piloting: V-19 Torrent
Crew: 1
Passengers: 0
Cargo Capacity: 60kg
Consumables: 3 days
Cost: 72,000 credits (used)
Hyperdrive Multiplier: x1
Hyperdrlve Backup: N/A
Nav Computer: Limited to 4 Jumps
Maneuverability: 2D
Space: 7
Atmosphere: 350; 950 KMH
Hull: 4D
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 6023D
Focus: 2/3D
Weapons:
4 Blaster Cannons (Fire-Linked)
Fire Arc: Front
Fire Control: 2D
Space: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 4D
Concussion Missile Launcher (12 Missile Magazine)
Fire Arc: Front
Fire Control: 3D
Space: 1/3/7
Atmosphere Range: 50-100/300/700m
Damage: 7D
Description: Prototypes of the Slayn and Korpil T-19 Torrent starfighter were first introduced at the Battle of Geonosis. Having proven their worth as an assault fighter with exceptional speed and maneuverability, the Republic quickly produced T-19s to add to the arsenal of the growing clone army. Because of the months of training it took for the Republic's clone trooper pilots to become proficient with the vessel, the fighter was not available in large numbers for some of the early engagements of the war, but they made a prominent showing during the Battle of Muunilinst. Initially designed as a short-range fighter, Republic technicians later added a Class-1 hyperdrive to equip the vessel for escort missions. The ship is unique in that it has two pairs of folding airfoils that give the ship added maneuverability and provides pilots with easy access to the ship's sliding canopy. The lower split airfoils coupled with enhanced repulsorlift engines make the ship an exceptional vertical take-off and landing (VTOL) fighter.
Council Approval Date: 2/24/12

92) Are there approved statistics for the Aethersprite Delta-7 ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Craft: Kuat Systems Engineering Delta-7 Aethersprite-class Starfighter
Type: Starfighter
Scale: Starfighter
Length: 8 meters
Skill: Starfighter piloting: Delta-7
Crew: 1 and astromech droid (can coordinate)
Cargo Capacity: 60 kilograms
Consumables: 1 week
Cost: 180,000 (new), 145,000 (used), both prices are black market value
Hyperdrive Multiplier: x1 (with booster ring, see below)
Nav Computer: Uses an astromech droid programmed with 10 jumps
Maneuverability: 3D
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 2D
Shields: 1D
Sensors:
Passive: 25/1D
Scan: 45/2D
Search: 65/2D+2
Focus: 3/3D+1
Weapons:
2 Dual Lasers (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
Notes: The Delta-7 requires a separate hyperdrive module in the form of a booster ring (the TransGalMeg Industries hyperdrive booster ring). Docking with the ring takes 3 rounds to accomplish, and requires a Difficult starfighter piloting skill check (the fighter’s maneuverability counts for this roll). Additionally, the Delta-7 incorporates a specially designed astromech droid (R4-P series), which is hardwired into the starfighter. Without the proper droid, the pilot suffers a -1D penalty to his astrogation skill checks. The droid suffers the same penalty to both its astrogation and starfighter repair skill checks
Sparks Campaign Notes: Possession and use of this starship will carry with it an Imperial bounty commensurate with being identified as a Jedi.
Hyperdrive Ring Stats
Craft: TranGalMeg Industries Hyperdrive Ring
Scale: Starfighter
Length: 8 meters
Skill: Astrogation
Crew: astromech droid (can coordinate)
Cost: 5,000
Hyperdrive Multiplier: x1
Nav Computer: Uses an astromech droid programmed with 10 jumps
Maneuverability: -1D (causes a penalty to the starfighter it is attached to, min 0D)
Hull: 1D
Notes: Docking with the ring for use requires a Moderate (15) piloting roll, failure by 10 or more results in a collision destroying the hyperspace ring. If the starfighter takes heavy damage or worse the ring is automatically destroyed. Finally, a starfighter cannot enter atmosphere or land with the hyperdrive ring attached.
Council Approval Date: 2/24/12

93) Are there approved statistics for the Eta-2 Actis Interceptor ship in Sparks?
Yes. Here are the statistics approved by the Sparks Force 7 Council.
Craft: Eta-2 Actis Interceptor
Type: Kuat Systems Engineering Eta-2 Actis Interceptor
Scale: Starfighter
Length: 5.47 Meters
Skill: Starfighter Piloting - Eta-2
Crew: 1+Astromech
Consumables: 5 Days
Cost: 65,000 (used)
Cargo Capacity: 5 Kilograms
Hyperdrive Multiplier: NA
Hyperdrive Backup: NA
Nav Computer: uses Astromech
Space: 9
Atmosphere: 375;1100kmh
Maneuverability: 3D+1
Hull: 2D
Sensors:
Passive: 15/0D+1
Scan: 30/1D+1
Search: 45/2D+1
Focus: 2/2D+2
Weapons:
Dual Laser Cannons
Fire Arc: Front
Fire Control: 2D+1
Space: 1-5/12/25
Atmosphere Range: 100-500/1.2/2.5km
Damage: 5D
2 Ion Cannons (Fire-linked)
Fire Arc: Front
Fire Control: 3D+1
Space: 1-3/12/36
Atmosphere Range: 100-300/1.2/3.6km
Damage: 4D
Description: With the outbreak of the Clone Wars, the Jedi saw themselves pressed into the forefront of military activity, serving as Generals in the campaign against the Separatists. The demands of combat saw advancements in the Jedi starfighter arsenal, resulting in modifications and a new generation of fighter craft.
Though the wedge-shaped starfighter design was still in use by war's end, a newer model had earned the spotlight for its use by renowned Jedi heroes, Anakin Skywalker and Obi-Wan Kenobi.
This new model was much more compact, cutting away a large portion of the forward spaceframe to have a forked front, bracketing a bulbous cockpit pod. Lining the inner edges of the ship's "tines" were powerful long-barreled laser cannons. The ship also had secondary cannons recessed on the outer edge of each tine. A full-size astromech rested within a spring-loaded socket on the port wing, and the craft's wingtips could fold open, revealing hexagonal panels when the ship entered combat mode. The hexagonal wings and the spoke-windowed cockpit were strong indicators of future starfighter designs to be adopted by the galactic government.
This new model also lacked a hyperdrive, so it too had to rely upon a hyperspace transport ring to achieve superluminal velocities. During the war, bigger more robust rings were used, with multiple lightspeed engines increasing their speed and range.
Ace Jedi pilots like Anakin Skywalker and Saesee Tiin pushed the Delta-7 to its limits. Skywalker constantly tinkered with his starfighter, modifying its systems to optimize performance. Based on his innovations, Kuat Systems Engineering revisited the starfighter design and developed a bold and radical follow-up to the Delta-7 with its Eta-2 Actis interceptor. Anakin Skywalker was the first to pilot this new model, though other Jedi soon followed in his path, including Tiin, Obi-Wan Kenobi and Mace Windu.
Only a Jedi pilot would be brave enough to fly an Eta-2 into combat. That's not to disparage its capabilities; rather, it is a very advanced high-performance craft that devotes most of its system resources to pure speed and power. It does so at the expense of heavy flight instruments, sensors and shields. A Jedi Knight's attunement to the Force more than compensates for these compromises.
In compressing — yet increasing — the performance of the Delta-7 into a frame no bigger than an airspeeder, Kuat engineers faced many challenges. Key among them was overheating. A sophisticated system of pumps, heat sinks and extendable radiator wing panels help draw heat away from the Eta-2's miniature reactor.
Sparks Campaign Notes: Possession and use of this starship will carry with it an Imperial bounty commensurate with being identified as a Jedi.
Council Approval Date: 2/24/12

94) 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

95) 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

96) 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

97) 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

98) 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 hand held drawn weapons such as a 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

99) What is the new and used cost for the Med Runner ship detailed in The Truce at Bakura Sourcebook?
Here are the approved statistics along with the new and used cost calculated by the Sparks Force 7 Council.
Med Runner
Craft: SoroSuub Sprint-class Rescue Craft
Affiliation: General / Rebel Alliance
Era: Rebellion
Source: The Truce at Bakura Sourcebook (pages 113-116)
Type: Fast response emergency ship
Scale: Starfighter
Length: 30 meters
Skill: Space transports: Sprint rescue craft
Crew: 3, skeleton: 1/+10
Crew Skill: Astrogation 4D+2, sensors 6D, space transports 5D, starship shields 4D+2, first aid 6D+1
Passengers: 5 (medics), 40 (patients)
Cargo Capacity: 2 metric tons
Consumables: 1 month
Cost: 150,000 (new); 90,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D+1
Space: 9
Atmosphere: 400; 1,150 kmh
Hull: 3D+1
Shields: 2D
Sensors:
Passive: 40/1D
Scan: 80/1D+2
Search: 130/2D
Focus: 6/3D
Life-Form Indicators: Med runners have sophisticated life-form sensors to find survivors in starship wreckage. Sensor operators receive a +1D+2 bonus when in focus mode and searching for life-forms only.
Council Approval Date: 7/8/12

100) For the following questions and listed rolls assuming the total is sufficient to break the cap:
I. If I use Enhance Attribute on STR then use a Martial Arts "KICK" attack and roll 101 does it "break cap"?
J. 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"?
K. 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

101) 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

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