Suggested Star Wars Combat Rules Copyright (c) 1996 by David L. Pulver 1) PD is not affected by armor. Instead, all characters have PD 3. In the Star Wars universe, unarmored characters have at least as good a Dodge as armored characters! 2) Combat Reflexes should be bought for all characters. Additionally, allow extra PD, up to +3 (for a total PD 6) to be bought for characters and major villains, representing additional levels of combat reflexes and/or cinematic luck, at 25 points/per +1. This means that a Stormtrooper with PD 3 (innate) dodges on an 8-, while a heroic Luke with Dodge 6 + 1 for combat reflexes + 3 for innate PD + 3 for 3 levels of extra PD dodges on an 13 or less. 3) Flesh Wounds. The GURPS rule for blowing 1 CP and healing your wounds is kindof all or nothing. We go for 1 CP AT THE TIME YOU ARE WOUNDED will mean it was just a graze and you take 1 hit, or if it was already 1 hit, 0 damage. 4) Adapt the cinematic combat rules from GURPS Robots (hey, you need it for the droids, anyway!) Suggest "Cinematic Explosions" (concussion damage does knockback and wrecks equipment, but does no direct damage to PCs), Hollywood AUtomatic Weapons (opposing forces never get to use AIming Successive Groups, and all burst fire is Snapshot). 5) For spaceship battles, adapt the Lensmen dogfight rules, or snag a playtest copy of Mecha or Vehicles and borrow the abstract Dogfight system from there. 6) Stormtrooper armor seems to mostly function as an environmental suit. Suggest you give it DR 10 at most, or use weapons with a big armor divisor. For true star-wars blasters, I'd suggest using the standard blaster, heavy blaster pistol, blaster rifle and heavy blaster rifle but dividing the damage by 3 and giving the weapons a (3) armor divisor. This will minimize damage against the unarmored rebel heroes, while maintaining normal armor piercing vs. the stormtroopers.