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For urgent Fully automatic, it is energy Sign in Create An Account. Accept Cookies. Rating Required Select Rating 1 star worst 2 stars 3 stars average 4 stars 5 stars best. Email Required. You now stand be fore a large cluster o f rubat crystals that seems to fill your vision. And yet, despite the size and grandeur o f the deposit before you, you realize only a slight chip o f crystal is needed.

The inner glow o f the rubat deposit seems focused a t one point, which seems to sing out to you. With care and patience, you should be able to extract what you need without disturbing the growth o f the other crystals.

With the Force directing the PCs efforts, they are able to extract their crystals without the need of tools or other aids. The process is slow and careful work, but the knowledge and skill to do so come from the Force it self. After some time, the PCs complete their harvest of. Whats more, these crystals bond to them through the harvesting ritual. Each PC gains an instinctive understanding of the rubat crystal they harvested, feeling.

Since this is his own lightsaber, he gains bonuses to modifying it see page in the Core Rulebook for more information. The CM should minimize further encounters and confron tations for the sake of pacing at this point.

If concerned that this could damage the players immersion into the narrative, the GM can emphasize that the Forces guid ance leads the PCs out of the caves through a safe route, or he can foreshadow the upcoming confrontation by drawing attention to the conspicuous redeployment of probe droids from the area.

Of course, the PCs arent fully clear of trouble yet. While they were underground searching for rubat, the ship that brought them to Phemis was spotted by a TIE fighter pa trol. A strike team with scanning equipment was sent to secure the vessel for further investigation, and the Impe rials have taken any remaining crew members prisoner aboard the PCs ship.

Signs of the PCs presence were found on the ship, encouraging the garrison commander to join the team securing the ship. He stands guard over the ship personally, along with several small fire-teams of cavetroopers spread out over the area.

Read or paraphrase the following aloud as the PCs approach the ship: As you approach the ship from around the jutting rock formation that hides it from view, you find an unpleasant surprise waiting for you: Imperial troops, led by a storm trooper commander. As the storm trooper turns towards the sound o f your ap proach, you see the vambrace on the right side o f his arm or has been removed to expose a heavilyplated cybernetic arm.

If the PCs avoided all Imperial attention over the course of the adventure, read or paraphrase the follow ing aloud as Ironarm addresses them:. The stormtrooper commander turns to face you. Too bad, Id hoped to fight some real Jedi. Dont worry, though.

You'll join their ranks soon enough. His cybernetic arm twists suddenly, and he draws an oversized vibrosword with a speed you can scarcely follow. You can feel his bloodlust and hate resonate through the Forcenegotiation is not an option. If the PCs were spotted by the probe droids, or otherwise drew attention from Imperial observers, read or paraphrase the following aloud instead:.

The stormtrooper commander looks up, startled. Youre good, Ill grant you that. Youve dealt with everything you could have expected, but I m an exception, and you arent Jedi. I m going to ensure you stay that way. His cybernetic arm twists sud denly, and he draws an oversized vibrosword with a speed you can scarcely follow. You can feel his bloodlust and hate resonate through the F o rc e negotiation is not an option.

As such, the CM should use the narrative dice system and the other elements of the F o r c e a n d D e st in y system to their full potential in this finale. The confrontation should take place in a relatively open area near the PCs ship. Rock formations and treacherous scree-covered slopes should be scattered through the area, along with a ledge overlooking a steep medium range drop. The GM should be lavish in providing details for the situation, as Phemis rock formations can be used to enhance cinematic play by creative players.

Not only are they obvious sources of cover, but they could be uprooted and used as deadly weapons with the Move Force power. A particularly dar ing PC could even use the largest formations to attempt to hide himself as he sneaks aboard the ship to free his allies or activate weapon systems. Besides Ironarm, the CM should include two minion groups of three cavetroopers see page One group stands right behind the stormtrooper command er, while the other stands guard over the ship.

A single probe droid see page 10 hovers just off the edge of the ledge within short range of the lip and within medium range of Ironarm. If the group is badly hurt or. It is perfectly possible th at if the PCs have the information and material to build a lightsaber hilt, they may have possessed hilts before going into the caves the information for constructing a lightsaber hilt can be found on page 23, and the PCs may have gotten this information in-game by way of Val Isas holocron from the adventure in the F o r c e a n d D e s t in y Core Rulebook, Lessons from the Past.

If they have these, then they could add the crystals into the hilts and have lightsabers for the final combat. If the PCs continue to stick around, four more minion groups of four cavetroopers apiece arrive at the end of the tenth round, and a Lambda-class shuttle escorted by four TIE fighters and carrying twenty stormtroopers and two stormtrooper sergeants arrives in ten minutes see pages , ,, and in the F o rce a n d D est in y Core Rulebook for their profiles.

If, however, the PCs do not have lightsabers, and do not have highly competent melee com batants someone with a melee weapon that deals more than six base damage and has at least two ranks in the Melee or Brawl skill , the CM should consider removing Ironarms Parry talent in order to make the combat a fairer challenge for the party.

When combat begins, the stormtroopers with Iro narm attempt to engage the PCs in melee with their vibroblades as does the commander , while the group near the ship attempts to move into cover with one of the rock formations and attack the PCs with their carbines. The droid remains hovering off the edge of the ledge, utilizing the drop to keep any melee-focused PCs from approaching it while peppering the party with blaster fire.

Before the fight, the GM should plan some good ideas for how to use dice results to make the fight as dramatic and memorable as possible. Checks made by and against Ironarm in particular could cause battlefield-mod ifying effects to highlight the main combatants in this fight. Between his great strength and huge weapon, he could carve through the terrain and cause tremendous collateral damage or similar effects with stray strikes or parries.

At the end of the fourth round of combat, a third minion group of two cavetroopers arrives, having been searching nearby when the fight began. Their arrival if the fight is. CM should warn the PCs about these reinforcements, either by letting the PCs hear the ap proaching howl of twin ion en gines, having the party or a crew member pick up the ships on scanners, or even giving one PC who is strong in the Force a premonition of danger.

Once the PCs have defeated their opponents, they can enter the ship and free the crew being held prisoner within. At this point, they should prepare for take-off and a trip far away from Phemisas well as for the as sembly of their new lightsabers. The Stor mtrooper who would earn the epithet Ironarm was among the first batch of enlisted men to join the Corps as clones be gan to fall out of favor.

Whatever the truth, Ironarm does not speak of it, except through the pitiless gleam that emerges in his eyes at the mention of the Jedi. Talents: Adversary 1 upgrade difficulty of all combat checks against this target once , Parry 4 when struck by a melee attack but before applying soak, suffer 3 strain to reduce damage by 6.

Abilities: Tactical Direction may spend a maneuver to direct one Stormtrooper [or Cavetrooper minion group within medium range. The group may perform an im mediate free maneuver or add to their next check. This means that Ironarm is very likely to be alive after the fight to reclaim the ship, albeit incapaci tated and helpless.

The PCs dont have to leave him this way, but executing a helpless enemy is an action fraught with Conflict. If the PCs finish off Ironarm while he is incapacitated, they each receive 7 Conflict. However, mercy can be its own form of danger with an enemy like Ironarm.

If the PCs best him and allow him to live, he becomes obsessed with getting his revenge. Ironarm was able to get a new arm after a Jedi took one from him, but the PCs wounded his pride, and no one makes cybernetic egos.

His failure to secure Phemis is likely to leave him in disgrace, but removal from his garrison post only frees him to seek assignments across the galaxy where he could track down the PCs and atone for his previous failure. He served with brutal, if un distinguished, efficiency until a mis sion pitted his squad against a rogue Jedi who had escaped the fall of the Order. He lost his squad and his arm in that fight, but took the Jedi down alone after her last reserves were spent.

Legend among the Stormtrooper Corps has it that he earned his unofficial designation not because of his cybernetic replacement, but because he choked the life from his quarry with his remaining arm during the.

The CM does not have to use Ironarm as a recurring enemy, even if he lives. His superiors may keep him in check and occupy his obsession for vengeance with post ings against other enemies of the Empire.

However, Ironarms relentlessness could make him an excellent long term foil for the PCs. Even if the PCs already have one recurring antagonist from a previous adventure, such as Eren Garai from Lessons from the Past, Ironarm can provide a counterpoint to their methods, emphasizing the wide array of threats to nascent Force-users in the. Depending on how they arranged trans port, they may have an awkward or dangerous situation to work out with the ships crew after wards.

Some possibilities for how this situation could play out are listed here. If the PCs had hired a smuggler, they are unlikely to have to worry about long-term consequences. As long as the PCs can pay whatever fee they promised, then the incident is accepted as a risk of the job. If the PCs misrepresented their inten tions or the danger of the situation, the captain might insist on additional pay for his crew being thrust into harms way. If the PCs allies provided the ship, then the consequences of the ambush depend on the re lationship the PCs have with those allies.

AntiImperial freedom fighters are unlikely to look askance at the situationif the goal was ac complished then it was a victory for the cause. The risk of opposing the Empire is well-known to anyone involved in such a struggle.

If the PCs got help from a civilian friend or contact, then the CM must consider both the reaction of the transport crew, and of the contact, who may not be thrilled at the complications. There are a number of ways in which to use him as a recurring nemesis. If he retains any control over his assignments after his disgrace on Phemis, he could ar range to be posted at locations where the PCs have been known to visit or operate. In this case, he serves as a sort of obstacle for the PCs to avoid or circumvent.

If he is able to convince one of his superiors that the PCs are a true threat not a difficult argument to make regarding proven Force-users with lightsabers , he might even be assigned to pursue them actively, in which case he becomes a hunter whom they must flee or confront again, possibly leading a task force of troops from the Imperial Army or even consisting of other stormtroopers.

The last possibility for Ironarm is that he goes rogue when denied the opportunity to pursue vengeance. In this case, Ironarm lacks Imperial support in his vendetta, but he is also free of the Empires restrictions, oversight, and any other obstacles from his campaign of vengeance. His single-minded approach and inherent brutality might limit his effectiveness as an independent op erator, but this hindrance has its own advantages in terms of story opportunities. Ironarm might be forced to turn towards underworld elements for help in his hunt, providing a nasty surprise for the PCs when they attempt to liberate slaves from a crime lord or achieve some similar.

If the ex-stormtrooper remains truly independent, his methods could lead to causing collateral damage that his old masters cannot tolerate any more than the PCs. The possibility that the PCs might need to compete against the Empire to bring Ironarm to justiceor even cooperate with its agents in an uneasy alliance against himprovides some truly rich narrative possibilities.

In addition, each PC can earn the following awards. If the PCs were detected by the Imperials, but man aged to deal with their pursuers without resort ing to battle, they should each earn 5 additional XP instead. This was not a test of the would-be Jedis aptitudes or skills, but a rite of passage hallowed by countless years of tradition.

Now, with the secrets and treasures of the Jedi purged from much of the galaxy, those hoping to carry on their traditions must construct their own lightsabers out of simple necessity. A few hilts or even fully functional lightsabers can still be found in private collections or aboard ancient vessels such as Val Isas Sanctuary, but these examples are incredibly rare. Gaining access to them is even more incredibly perilous. The majority of the cost lies in acquir ing a suitable energy source, such as a diatium power cell, but other components are also required.

Notably, the actual housing of the lightsaber hilt is of negligible cost unless the PC building it desires otherwise. Only the internal workings of the lightsaber are of real sig nificance, and a length of industrial piping works just as well as an elaborate electrum-plated masterpiece at housing the weapons crystalline heart. Fortunately for the PCs in F o r c e a n d D e s t in y , charac ters may build their own lightsabers, even if they are not technically gifted or learned in ancient lorealthough such qualities certainly help.

The following section de tails the construction process of a lightsaber. Apart from the wondrously rare crystals that create the weapons signature blades, the rest of the construction relies primarily on a power source, an energy emitter, appropriately rugged circuitry, and a hilt with basic controls.

Constructing the hilt of a lightsaber is fairly easyits obtaining and shap ing the crystal that prevents most from fashioning one. To construct a lightsaber, first the character must con struct the hilt. To do so, the character must first either obtain some basic information on the construction, or intuit the design through existing sources. Old records, a holocron, or being able to reverse-engineer an exist ing lightsaber hilt can all give the character the infor mation he needs to build a lightsaber.

Meditation and attunement with the Force aid the aspiring lightsaber craftsman, as the wisdom of the countless generations of Jedi who have passed into its embrace guide him. Even when the Jedi Order was at its peak, the Force was considered the ultimate teacher on the topic, and many lightsabers were constructed while meditating with a "hands-free telekinetic process.

Obtaining the materials is a simple process,. Every additional beyond the first reduces the assembly time by four hours to a minimum of four hours. If the check fails, the char acter fails to construct the hilt. Fie can attempt to con struct it again, although at the GMs discretion, failure with may mean some or all of the materials are lost and must be acquired a second time. If successful, the character gains a basic lightsaber hilt, as found on Table 5 -8 : Lightsaber Hilts on page in the Core Rulebook.

Plowever, for taking the time and effort to construct a hilt, he gains one additional benefit. When the character adds his first attachment including a lightsaber crystal to the hilt, he may auto matically install one mod on that attachment without making a Mechanics check he counts as automatically passing the check. This still counts towards the total number of mods installed on the attachment.

Although this process describes constructing a ba sic lightsaber hilt, at the GMs discretion, a player can use these rules to allow his character to construct any hilt for a lightsaber. If he does so, the cost for materials equals the cost of the hilt found on Table 5 -8 : Light saber Hilts on page in the Core Rulebook, or the GM may increase the difficulty of the Streetwise check to obtain materials.

The character may spend O to reduce the cost of materials by 25 credits per O spent to a minimum of , or add customiza tion or ornamentation to the hilt this does not have any mechanical benefit, but can make the hilt look in teresting and unique at the players discretion.

O O O may be spent to decrease the encumbrance of the hilt by one. AND V If the construction check generates results, the as sembly of the lightsaber hilt is more difficult and con sumes more resources than expected. Each result either requires 25 credits of additional materials to be purchased to replace ruined components, or adds 12 hours to the construction process.

As per page 23, when the character adds his first attachment including a lightsaber crystal to the hilt, he may automatically install one mod on that attachment without making a Mechan ics check he counts as automatically passing the check.

This means that when a character builds his own lightsaber, as long as the first thing he installs is the crystal, it will be different compared to the "stock ver sion of the weapon.

This section delves into the details of Knight level play and provides a more in-depth understanding of what it means for a GM to run a campaign for powerful Knight level characters.

These guidelines are intended to cover a wide variety of scenarios within Knight level play, whether the charac ters have only recently been created, are newly elevated to that power level, or have already advanced beyond that initial threshold. This also includes characters who have earned at least XP through gameplay and are now playing at a higher level than when they began. While the open advancement possibilities within F o r ce a n d D est in y make covering every possible variation on Knight level play impossible, GMs should be able to com bine the information here with their in-play experience to create the best possible game for their players.

Such a character can be strong in the Force, wield a lightsaber with great skill, or simply have a broader range of capabilities than a normal character who has not yet reached the same degree of experience. Initially, Knight level characters may be relatively specialized in order to make the most out of their abilities, focusing specifically on Force pow ers or their chosen style of lightsaber combat without being able to afford mastery of both.

As a Knight level campaign progresses, characters branch out from this initial specialization and become more powerful and ca pable. Guidelines on how specific capabilities of Knight level characters can affect the game are listed below. Those who initially neglect Force powers in favor of other capabilities may not invest in the Force Rating talent at first, which makes them similar to more typical F o r ce a n d D est in y characters in this regard.

It is not difficult for a Knight level character to acquire a Force rating of 2 using the Force Rating talent from his initial specialization, however. This can have a dramatic impact on the effectiveness of the characters Force pow ers, as even a single additional O means he is far more likely to generate 3 without relying on results and risking Conflict.

Above and beyond any overall increase in potential 3 generated, this can make the difference between Force powers being considered a reliable tactic for the PCs and being a tool for emergency use only. Once at least one PC has a Force rating of 2 or higher, the GM can expect to see a dramatic increase in the ap plication of Force powers to solve problems. To some extent, this can be mitigated with the threat of Imperial attention, but the PCs should also be given a chance to put what they have purchased to good use.

A Knight level character may start with a Force rating of 3 or even higher with the appropriate specializations, especially if the player spends some of the initial XP from the choice of species towards this goal. This allows for truly impressive feats with the Force, but the change is one that makes existing capabilities more impressive rather than adding new options. The same is true as a character continues to increase his Force rating over further Knight level play.

A character with a higher Force rating can accomplish great things, but does not actually learn anything new once he has passed the initial hurdle of reliably generatin g 3 without gaining Conflict. Instead, new capabilities for a character focusing on mastery of the Force come through purchasing additional Force powers or upgrad ing his existing powers.

A starting Knight level character is likely to have pur chased at least one Force power, while one focusing on use of the Force may have many, or a smaller number of heavily upgraded powers.

Each Force power a charac ter possesses opens a new solution to problems. Most powers only offer an alternative to existing options ini tially, but can be upgraded to provide entirely new ca pabilities.

For example, the basic use of the Heal power doesnt accomplish anything a stimpack couldnt do al though it may do it better. However, once the Mastery upgrade is acquired, a character with that power can accomplish a feat verging on the miraculous and restore life in beings it has recently fled.

At the start of Knight level play, Force powers are likely to fall between these two extremes. As a Knight level campaign goes on, they move from becoming useful tools to potentially game-changing effects. The GM should always keep track of what Force powers his players have access to, as well as any upgrades they have purchased that provide new capabilities for that power.

Doing so not only prevents a good story oppor tunity from being undone because the GM neglected to consider the power of the PCs, but it also allows the GM to include challenges the PCs would not be able to handle without their specific capabilities. Of course, access to lightsabers is not exclusive. However, there is a difference between a combat scene in which one or more participants are wield ing lightsabers, and a true lightsaber combat. That difference comes from investment in the appropriate talents.

The capabilities these talents grant tend to fall into a few broad categories. Some of them, such as Parry, grant in credible defensive capabilities. In fact, such talents are often the only way to survive against an equivalently skilled or equipped opponent for any real length of time.

Characters with one or more rank in Parry or Reflect are likely to find themselves capable of stand ing fast in the face of opponents that would quickly defeat a character with out them. Other defensive talents offer less direct benefits, such as the capa bility to increase ones defense with Force Deflection or to protect allies with Circle of Shelter.

The CM should make note of both kinds of talents in order to determine what kind of enemies the group can defeat or survive. Talents that allow one character to defend others are especially worth paying attention to, even if they are not Force talents. Choices like the Improved Bodyguard talent allow one character to spread the benefits of his invest ment in defense to the rest of the group. Other talents increase a lightsabers already formi dable offensive potential.

Some of these offer straight forward increases to the potential damage or accuracy of attacks, such as Falling Avalanche or Counterstrike. While the CM should not neglect to acknowledge the potency of these talents, the real game-changers are talents like Sarlacc Sweep, Improved Reflect, or Force Assault.

With these talents, a character gains entirely new combat options that allow him to take on multi ple foes at once, deal damage outside of his turn, or combine his mastery of the Force with his lightsaber techniques. The CM should note whenever a character takes one or more talents of this sort and be sure to al low the character a chance to practice his skills.

There are also those lightsaber-focused talents that are not particularly offensive nor defensive. Instead, they offer the character greater mobility or control of the battlefield.

An opponent can be easily disarmed by a character with the Sum Djem talent, while a charac ter can quickly advance through enemy fire with Djem So Deflection. In addition to their versatility in combat,. The incredible feats of skill and acrobatics they allow can lead to gripping descriptions of events, or provide inspiration for unique narrative die results. A GM whose players make use of mobility and control tactics can get a lot of benefit from preparing interesting battlefields ahead of time, where the terrain or other local features can be either useful or detrimen tal to this sort of approach.

Some advanced combat talents that can be acquired with the experience available to Knight level characters are not restricted to use with lightsabers. A character with Unity Assault or Improved Field Commander can make his allies more potent in battle.

Given the baseline competence of Knight level characters, having someone acting as this sort of force multiplier can be an extreme ly potent tactic. Such characters have a great deal of XP to spend from the very beginning of play, and might end up with a wide range of capabilities beyond attunement with the Force or skill with a lightsaber.

Most players are likely to spend at least some of their XP broadening their characters skill choic es and acquiring talents that assist them in other pur suits. Certain specializations within the F o r ce a n d D est in y Core Rulebook make primarily focusing on such pursuits an option, such as the Starfighter Ace or Artisan. This can mean two different things for the CM when planning a Knight level campaign, depending on how the PCs are approaching these additional elements.

If the PCs are investing in additional skills as a side pursuit but primarily focusing on other options, then the CM should simply take their increased capabilities into account when designing adventures. For example, if the GM notes that the PCs are investing in Computers and Mechanics, he could add an Imperial data archive or speeder park to an adventure that the PCs could co-opt using those skills, should they choose. Plowever, if one or more of the PCs is investing heavily in these sorts of options, the CM should ensure his adventures always take this into account.

Even if most of the players are interested in acquiring an an cient holocron deep in an Imperial base, the PC who in vested heavily in being a pilot should not be left behind.

Instead, the CM should arrange things so that his mas tery of vehicles is essential to breaking into the base, and perhaps include advanced speeder schematics he could liberate from the bases databanks. To some extent, this is a mat ter of incorporating the PCs capabilities as a consider ation alongside the guidelines presented in Chapter IX of the F o r ce a n d D est in y Core Rulebook. Plowever, there are additional concerns specific to Knight level play that the CM should keep in mind.

In broad strokes, the GM should make sure a Knight level campaign has an ap propriate scope and stakes, making sure the players feel that their characters are making an impact on the galaxy.

The CM may also wish to consider what the power of the PCs means in terms of their status as would-be Jedi. They are still likely to be inter ested in finding ancient holocrons or avoiding confronta tions with overwhelming Imperial forces, of course. Fiowever, they are also capable of putting their discovered. Simply put, Knight level campaigns allow the PCs to turn the tables. In the immediate sense, this means that Knight level characters are more than capable of dealing with simple thugs or soldiers, and can hold their own against dan gers ranging from whole military units to the Emperors Inquisitors.

In the broader scheme of things, it means that they are capable of bringing about real change in the galaxy, from overthrowing Imperial governors or Moffs to restoring the teachings of the Jedi. While the first of these factors can inform adventure design, it is the epic conflict and scope of the latter that defines a Knight level campaign.

The best way to ensure that a Knight level campaign lives up to its promise of an epic conflict is to consider two key factors: the scale of events and the stakes for the PCs actions.

In both cases, the CM should keep things towards the upper end of the spectrum, with a grand scale and high stakes for the campaign.

When consider ing the scale of the planned campaign, the GM should consider the PCs Motivations, as well as any elements of their backgrounds that might invest them in specific struggles across the galaxy. The most obvious way to set up a grand scale is to pit the PCs against the Empire alongside the Rebel Alliance, but that isnt the only op tion. For example, if the PCs have ties to a particular planet or culture, then a campaign could focus on as suming leadership or advisory roles in that government, and protecting their people against any threat, whether from the Empire, the FHutts, or any other source.

This approach balances the sense of grandeur and impact that a campaign can benefit from when countless lives are at stake with a more personal scope that keeps the PCs fighting for something that feels real. Without the former, the PCs arent achieving all that they are capa ble of doing. Without the latter, the players may not feel that their achievements actually matter.

Similarly, the stakes for events in Knight level play should always be high, but this does not mean that ev ery adventure should shake a whole sector to its core. After all, a single life can be among the highest stakes on offer, especially if it belongs a character dear to one of the PCs. The important thing to keep in mind when designing a Knight level campaign is that there should always be something to be gained by moving forward, and something that can be lost by holding back.

In most cases, this something should have significance beyond the PCs themselves. An adventure in which the PCs must fight a detachment of stormtroopers in the wilder ness in order to survive doesnt have high stakes, even if the characters lives are at risk.

This is because nothing really changes if they live or die. Plowever, if the PCs are fighting the stormtroopers in order to keep them away from a Rebel base that must be evacuated, or to break past them and recover a holocron that could help them achieve a deeper understanding of the Force, then there are real stakes involved. Whats more, these sorts of stakes add up. If the PCs managed to help their Rebel friends escape their first base, then they have a vested interested in ensuring the Rebels continue to survive.

Should the Imperials find and wipe out the cell the PCs saved once, then the PCs previous efforts could come to nothing. Of course, such stakes dont need to be a binary issue of simply winning or losing. Getting the PCs to keep bailing the same Reb els out of trouble doesnt really add much to the stakes. If the Rebels escaped their first base with important Im perial schematics, and the PCs must decide between protecting their friends and completing the mission to deliver the schematics instead, then things get more in teresting.

When setting up stakes for an adventure, the CM should always consider them in terms of long-term consequences, rather than a set of cut-and-dried condi tions. This not only helps feed back into the sense of scale for a campaign, but it provides inspiration for what the stakes of future adventures might be.

Even if the legions of stor mtroopers might technically be more likely to beat the PCs, the smaller team is likely to feel more threatening to the players because they have more time to engage with the threat. FHaving a character mowed down without a chance doesnt feel dangerous, it feels frustrating. Taken as a whole, all this means that care and custom ization are the best tools the GM has to create memo rable and interesting conflicts.

Even if the first custom encounter the PCs face doesnt work out, thats not necessarily a bad thing. The GM just needs to figure out what could have been im proved and apply those lessons. If the PCs got trounced in a fight, then maybe their next foes should be less dangerous. If a battle dragged on for too long to stay interesting, the GM needs to figure out ways to keep things moving, or simplify the next fight slightly.

For the PCs to engage in the sort of climactic struggle that de fines Knight level play, they need appropriate adversar ies. First, the CM should make sure the enemies he uses reflect the sort of campaign he is running.

If the PCs are crusading against slavery on Nar Shaddaa, they should see opposition from underworld figures or be targeted by shadowy assassins, rather than facing down direct assaults by Imperial stormtroopers. Similarly, if they are acting against prominent Imperial authorities, they should soon be seeing the best the Empire can muster. Flowever, when working things out in terms of nar rative consistency, the CM should not forget the other key element of a successful campaignthe game me chanics.

While the F o r c e a n d D e st in y system is focused on creating an interesting and dramatic narrative, that doesnt mean the CM should ignore mechanical con cerns. In fact, the opposite is true.

Good use of game mechanics can reinforce or enhance the overall experi ence for the players, while ignoring the mechanics in fa vor of predetermined conclusions can bog things down more than any amount of rule-checking could. Illustration is for reference only. This adjustment procedure is unnecessary for vehicles equipped with a self-adjusting parking brake mechanism. The proper clearance is automatically maintained at all times, ensuring stable braking performance when parking the vehicle.

The rotation of the parking brake arm is changed to axial thrust in the parking brake shaft 2 and the adjusting bolt 3 is pushed against the adjusting bolt sleeve 4. When the adjusting bolt sleeve receives the force, the dark shaded area in the above illustration is pushed and the brake pad 6 is pushed against the brake disc.

When the brake pad wears, the clearance between the brake caliper piston 5 and the brake pad becomes larger and the force applied to the brake pad becomes weaker. If this occurs, the self-adjusting parking brake mechanism adjusts automatically to achieve the proper clearance. When there is proper clearance between the brake caliper piston and the brake pad, no other parts move because the movement of the brake caliper piston and the nut is absorbed by the backlash of the threads of the nut and the adjusting bolt 3.

When the movement of the nut is greater than the backlash between the nut and the adjusting bolt, the parking brake adjusts automatically. The amount of the adjustment varies with brake fluid pressure. Operating the parking brake makes no adjustment. The adjustment operation is as follows. When the brake pedal is operated, the brake fluid pressure increases and the brake caliper pis-ton and the nut move. When the rotation torque exceeds the clutch torque, the adjusting bolt rotates and the clearance between the brake caliper piston and the brake pad decreases by the movement of the threads of the nut and the adjusting bolt.

Before removal and disassembly remove all dirt, mud, dust and foreign material. Use only the proper tools and cleaning equipment. When disassembling always keep mated parts together.

Mated parts must always be reused or replaced as an assembly. During disassembly, clean all of the parts and place them in trays in the order of dis-assembly. This will speed up assembly and allow for the correct installation of all parts.

Keep all parts away from any source of fire. Use only genuine Yamaha parts for all replacements. Use oil and grease recom-mended by Yamaha for all lubrication jobs. Other brands may be similar in function and appearance, but inferior in quality. When overhauling the engine, replace all gaskets, seals and O-rings. All gasket sur-faces, oil seal lips and O-rings must be cleaned. During reassembly properly oil all mating parts and bearings, and lubricate the oil seal lips with grease.

After the bolt or nut has been tightened to specification, bend the lock tabs along a flat of the bolt or nut.

When installing oil seals, lubricate the oil seal lips with a light coat of lithium-soap-based grease. Oil bearings liberally when installing, if appro-priate. Always replace piston pin clips after one use. When installing a circlip 1, make sure the sharp-edged corner 2 is positioned opposite the thrust 3 that the circlip receives. Use only the appropriate special tools; this will help prevent damage caused by the use of inappropriate tools or improvised techniques.

Special tools may differ by shape and part number from country to country. In such a case, two types are provided. When placing an order, refer to the list provided below to avoid any mistakes. Tool No. E Cylinder Bolt M6 2 10 1. Breather plate Bolt M6 3 10 1. M Valve adjusting screw Nut M6 4 14 1.

Oil seal retainer left crankcase Bolt M6 2 10 1. Steering stem and handlebar holder M8 23 2. Rear wheel and rear wheel hub M10 45 4. Apply a rust preventive lubricant to the threads on both sides of the rear axle and to the wheel hub surfaces that contact the rear axle washers.

Tighten the rear axle nuts Nm Loosen the rear axle nuts completely.



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