This example uses the rules as published in the Star Wars RPG Core Rulebook by West End Games published in 1987. Any page numbers given are from that book.
Most of the rules used can be found in the chapter 2 section "The Bare Bones" (p.11-16) and chapter 3 "Combat" (p.46-52). Also the chart (table) section at the end of the book is essential, sadly they don't have printed page numbers, by my counting they are pages 139 to 141.
The only rule that the book lists as optional that is used here is the rule for surprise (p.51).
In this example I try to stay as faithful to the "rules as written" as possible, not because that is the best way to play, but because with this example I want to help explain the rules as they appear in the book.
A character has to declare all the actions he wants to take in the current round at the start of the round (p.13). Every action more than one gives a -1D penalty each, to all skill/attribute uses during the round (p.12).
The character can decide to use reaction skills (like dodging) later that round, but these further increase the penalty to all skill uses, starting with the dodge itself.
If a character has a skill of 6D in blasters and dodging and declares he will fire three times, he will fire using 4D all three shots, unless he dodges somewhere in between shots, then the dodge will be at 3D as well as all blaster skill uses after that. If he dodges more times the penalty increases by -1D each time for all skill uses starting with that dodge.
The rules already state, that strength rolls made to determine damage are made without any modifications (p.14, except armor, which is it's sole purpose).
But damage rolls made by the attacker when hitting someone in melee also include an attribute or skill (strength attribute for normal weapons, p.14, control skill for lightsabers, p.16) in the damage roll. It is mentioned nowhere explicitly, but here it is assumed this also uses no modifications as it is not a skill use, but rather a flat bonus.
So a Jedi attacking four times with his lightsaber would add his full control skill to all damage rolls.
When two enemies try to shoot each other, they use the initiative rules to determine "who shot first". The both roll their skill rolls, the higher result getting to act first. The rolled result is also used for the actual skill resolution (p.13).
When dodging however a character has to declare the dodge before the attacker makes a skill roll (p.14), which in turn reduces all skill rolls by an additional -1D.
In this example we assume all opponents have to declare dodges before rolling for initiative. If they dodge, the roll used for initiative is modified by an additional -1D. So players have to gamble: Shoot first more likely, without a chance to dodge if the gamble fails, or play it safe and declare a dodge, risking to act second.
The heroes arrive in the hangar where the YT-1300 freighter is parked, which they intend to board to get of this station before the empire's goons get them.
The their dismay they find six stormtroopers interrogating the crew just next to the access ramp of their ship. Our band of heroes hide behind some crates 15m or so from the stormtroopers and the crew.
They can just overhear the lead stormtrooper saying "Your under arrest.", while they see three of them going into the freighter. Shortly afterwards the heroes decide to engage the stormtroopers in combat.
Nobody has set their blasters to stun for this combat (p.48). And all the heroes still have their initial force point.
The core rulebook lists the stats for the "Standard Stormtrooper" on page 84.
Relevant stats for combat (note the final stat is at the end of each line in the book):
The rules (p.84) state that they are armed with "the standard stormtrooper blaster", and also sometimes use blaster rifles. What kind of weapon this standard blaster is supposed to be is left unclear. The description for the blaster pistol (p.52) says "stormtroopers use a modified military version".
We assume the stormtroopers are all armed with blaster pistols (damage 4D), except one which uses a blaster rifle (damage 5D).
One of the characters is the current pilot of the freighter, he uses the "Brash Pilot" template and is armed with a blaster pistol.
Relevant stats for combat
The next characters is a Jedi who is on the run from the empire, he uses the "Minor Jedi" template and is armed with a lightsaber.
When he was attacked by an empire assassin, he got away but was wounded, so he suffers a -1D penalty for all actions (not included in the stats below, as this may change quickly).
Relevant stats for combat
The last character of our merry bunch is a bounty hunter (using the "Bounty Hunter" template of course) who saw the bounty set on a fugitive Jedi and decided to win him for the rebels.
He is armed with an assortment of weapons, but in this combat he will use a heavy blaster pistol and a thermal detonator.
This character is the only one wearing armor (a protective vest), which modifies his stats quite a bit (see "Armor", p.47-48). His strength is increased by +1 for damage purposes (his 3D+2 becomes 4D), but his dexterity attribute and all his dexterity based skills are modified by -1 (a 4D becomes a 3D+2).
Relevant stats for combat
The rest of the freighter's crew is not really taking part in the combat since they have already been disarmed.
Page 85 lists some hints how to quickly assign stats to any NPC who might need them. When in doubt, 2D is the average attribute/skill for most NPCs in the world, 4D representing someone who is "good" at some particular skill.
On page 46 the section "Sequencing" describes the way each combat round is structured. The "decision segment" is left out here since it is simply the players and the game master thinking about (or discussing) their next moves.
The "declaration segment" forces each participant of the combat the state all actions he will take during the current round (p.12-13,46-47), only reaction skills can be used without declaring them at the start of the round (p.14).
The Jedi's player asks the game master if he could have used the force power "Control Pain" (p.71-72) on the way to the hangar, which the game master grants him.
The difficulty is 5 for a wounded character (p.71), so the Jedi rolls his control skill of 3D, modified by -1D because he is wounded (so 2D) and gets a 7, a success. The Jedi gets to ignore the wound penalty for the rest of combat.
This is a regular use of a force skill and costs no force points.
The pilot and the Jedi want to draw their weapons and run towards the ramp of the freighter, while the bounty hunter takes out his heavy blaster pistol and covers them (not actually shooting) from behind the crates.
The stormtroopers are not aware of any combat and are simply guarding their captives.
Nothing really important happens, the pilot and the Jedi simply run as declared, they both cover 10m of distance (see "Movement" p.13,46) bringing them within 5m of the stormtroopers and the ramp.
Drawing a weapon can be done along with movement or a skill use in the same segment, but causes a penalty of -1D for all rolls in the combat round (p.48). However no rolls by the heroes are made this round so the penalty has no effect.
The game master makes a single perception roll (2D) for the stormtroopers against a moderate difficulty (15, see "Difficulty Number Chart" near the end of the book). He rolls an 8 ... the troopers are still unaware of the heroes charging at them.
Since nobody declared more than one action, the round ends after the first segment.
The Jedi wants to walk onto the end of the ramp within reach of stormtrooper (ST1), activate his lightsaber and attack with it.
The pilot declares he will run up the ramp towards the ramp controls and shoot another stormtrooper (ST2) from there.
The bounty hunter shoots at the stormtrooper with the blaster rifle (ST3) from behind the crates and then run towards the ramp of the ship.
Since the stormtroopers are not yet aware of the attack, they don't get to act during the first segment (see "Surprise", p.51) but still can declare actions.
They will each fire at the player character attacking him, the one with the rifle will target the bounty hunter (he is the only one who has any chance of hitting a target 15m away behind cover).
The pilot and the Jedi have both declared moving as their first action. On page 46 under "Sequencing" it is stated that "an action is either movement, or a skill or attribute use", so this takes up their first segment.
The Jedi is now within melee range of ST1 and the pilot is within point blank range (3m) of the stormtroopers.
Since none of the stormtroopers can influence any action in the first segment no initiative determination (see "Initiative" on p.13) is required.
Finally the bounty hunter fires his blaster. Since he declared he will run this combat round all skill uses are modified by -1D (p.13,46), this leaves him with 2D+2 for his shot.
The range is 15m which is medium for a heavy blaster pistol (see the "Weapon Chart") which results in a difficulty of 15 (see the "Difficulty Number Chart").
When being fired upon the defender has to declare if he is dodging before the attacker makes the skill roll. ST3 chooses not to dodge.
The bounty hunter rolls an 11, missing his target.
There are still declared actions left to perform, so this round continues into the second segment.
In this segment the order in which the participants perform their actions is crucial, mainly because being hit by any attack makes the target loose all your actions for the rest of the round (p.14).
The initiative rules on page 13 require everyone to roll the skill roll for their action of choice (using dexterity for movement), with the highest roll acting first. The rolled result is used to determine success, no extra roll is made for the actual skill use.
One thing is left unclear in the rules however ... the decision to dodge must be made before an attacker makes his skill roll and dodging reduces the skill rolls of all subsequent actions (in the same round) by -1D.
In this combat example we will require all targets of an incoming attack to declare if they are dodging before they roll their own skill use for initiative, with the -1D reduction as a result. This gives an interesting choice: be potentially the first to act or declare a dodge.
Since the order of actions is only important within each hero-stormtrooper pair, we will handle them as pairs.
The Jedi wants to attack ST1 with his lightsaber, who in turn wants to shoot the Jedi. They both choose to dodge, reducing their skill roll by -1D. The Jedi rolls his lightsaber skill (5D-1D = 4D) and gets a 16, ST1 rolls his blaster skill (3D-1D = 2D) and gets a 12.
So the Jedi attacks first using the 16 he rolled, but the lightsaber has a difficulty to hit of 20 (see "Weapon Chart"), so he misses, the dodge roll of ST1 is therefore skipped.
Since he was not hit ST1 gets to fire his blaster pistol at point blank range (under 3m, difficulty 5, see "Difficulty Number Chart") using the 12 he rolled and would hit the Jedi, who now makes his dodge roll. The dodge roll is also reduced by -1D because now two actions are being performed giving the Jedi 2D for his dodge roll (skill rolls before the dodges are not affected, p.14).
The Jedi rolls an 8, which is added to the difficulty of 5 giving a new difficulty of 13, which makes ST1's attack roll of 12 a miss.
Now let us face off the pilot and ST2 against each other. Both fire a blaster pistol at each other at point blank range and declare a dodge.
The pilot rolls 2D (4D, -1D for running and -1D for the dodge) and scores a 4, while ST2 uses 2D (3D, -1D for the dodge) and gets a 9. ST2 shoots first and hits, because the difficulty is only a 5 (point blank range) ... also the pilot would have missed anyway.
But wait ... the pilot uses his declared dodge of 2D scoring a 4. This increases the difficulty to 9, which is still a hit, since ST2 rolled equal to or greater than the difficulty number (p.11).
ST2 rolls for the blaster pistols damage of 4D and scores 18. The pilot rolls his strength of 3D getting a 5 (this is never modified for actions, wounds or movement, p.14). This means the damage roll is at least 3 times the strength roll and the pilot is mortally wounded he immediately falls prone and can't do anything anymore (p.14).
Lastly we have the bounty hunter wanting to run towards the ramp and ST3 trying to shoot him with a blaster rifle. In this case it might even be better for the bounty hunter to act last, because he would then still be in cover when ST3 makes his skill roll. The bounty hunter chooses to dodge, making it even more likely that he acts last since it gives another -1D to his dexterity roll.
The bounty hunter's action is movement, so he uses his dexterity of 3D+2 for initiative (p.13) reduced to 1D+2 because he already made an action (shooting) and declared a dodge, he rolls a 7. It is ST3's first action because he chose not to dodge in the first segment, so he uses his full blaster skill of 3D and gets a 17, which makes him act first.
The range is 15m which is short for a blaster rifle (see "Weapon Chart") and therefore results in a difficulty of 10, but the bounty hunter is behind cover (the crates) which increases the difficulty by 5 to 15 (see "Difficulty Numbers", p.47), however his 17 is still a hit.
But the bounty hunter declared a dodge and rolls 3D+2 (5D+2, -1D for running and -1D for another action) scoring a 12, which increases the difficulty to 27 (10 for range, +5 for cover and +12 for the dodge), making the shot a miss. The bounty hunter is now free to run towards the ramp, bringing him within 5m of the stormtroopers.
Since there are no more actions to resolve, the round ends and the pilot has to see if he dies! However he has to roll at least a 1 with 2D (p.14) so automatically succeeds, this will get harder in subsequent rounds however.
The game master declares the crew have jumped onto the ramp while the stormtroopers were distracted, and now quickly close the ramp of the ship bringing the Jedi and the pilot inside the ship with them.
Seeing the fallen pilot and the unarmed crew next to him, and knowing that three stormtroopers are still inside the ship which are now probably aware of the combat going on, he declares he will "trust the force" (p.15), run inside the ship and strike any stormtroopers he encounters twice with his lightsaber. This costs him his only force point, which he might get back after the adventure/session (p.15,66-67). The game master does not consider this an evil action, so he gains no dark side points.
The bounty hunter who is now stranded alone outside the ship with three stormtroopers declares he will draw a thermal detonator, set it to impact fuse and throw it right in front their feet (4m distance).
The stormtroopers outside the ship will fire on the bounty hunter and the ones inside run towards the ramp and will shoot at anybody who looks like an enemy combatant.
Inside the ship the Jedi and the stormtroopers run toward each other and meet face-to-face. No initiative is required for this.
Outside the ship timing is crucial. Drawing the thermal detonator can be done together with another action (throwing in this case) in the same segment but creates a -1D penalty (p.48). So the bounty hunter's initiative is determined by his grenade skill which leaves 2D+2 after the penalty for drawing. He rolls a 13, and is not going to dodge.
The stormtroopers each roll their blaster skill (all have 3D), coming up with 6, 9 and 12. The bounty hunter can act first and throws the detonator at short range (see "Weapon Chart", the first line in the entry is the ranges for throwing, p.49) which has a difficulty of 10, so the detonator lands exactly as planned, it does not scatter.
Now it is determined if the grenade hits a each target in the blast radius (20m). Determine the range (from the explosion point) to the each target using the second line in the grenades entry. The stormtroopers are within 3m which is point blank with difficulty 5 and the bounty hunter is at short range (4m).
Now roll 4D for each target and determine if the grenade hit that target (p.50), dodges can be used but where not declared in our case. All rolls beat the difficulties and everybody is hit!
Now use the damage value listed in the third row of the thermal detonators entry in the "Weapon Chart" to roll damage, 10D for the stormtroopers and 8D for the bounty hunter.
The game master decides to roll only once for all stormtroopers coming up with a 39, even if the stormtroopers would roll the maximum of 18 using their strength of 3D the damage would still be at least twice the strength roll, so all stormtroopers are incapacitated and can't fire back anymore.
The damage roll for the bounty hunter hunter (8D) comes up with a 27 and his strength roll (4D) is a 19, since the damage is greater than the strength roll but less than double the bounty hunter is wounded, falls prone and can't perform any more action this round.
Inside the ship there are still some unresolved actions, so another segment is played.
For initiative the Jedi rolls his lightsaber skill which is doubled to 10D because he is "trusting the force" (p.15) but reduced by -3D to 7D for running, declaring another action and declaring a dodge, rolling a 20. The three stormtroopers use their blaster skill which is reduced from 3D to 2D for running, they score 11, 9 and 8.
Dodging does not help against melee attacks, and parrying a lightsaber with anything other than another lightsaber is pointless.
The Jedi acts first and hits, because he rolled at least the difficulty of 20 for hitting with a lightsaber.
When rolling damage for a lightsaber (base damage 5D), characters can add their control skill to the damage (3D doubled to 6D) this gives our Jedi a damage roll (11D) result of 35.
The first stormtrooper scores a 14 on his strength roll (3D) and is incapacitated (damage roll ≥ 2 × strength roll, p.14).
Both remaining stormtroopers fire using their original rolls of 11 and 9. The Jedi dodges using his dodge skill -3D for running, declaring another action and declaring a dodge. His dodge skill is however doubled to 6D which leaves him with 3D, he rolls a 12 increasing the difficulty to 17 (5 for point blank + his dodge result). Dodge rolls apply to all incoming fire during the same segment, so the Jedi dodges both shots.
The Jedi has still got an action left, so the round continues.
The Jedi again rolls 7D (no new modifiers apply since the last attack) and scores a 29, easily hitting a second stormtrooper for 11D of damage, rolling 49. The stormtrooper rolls his strength of 3D, coming up with a 7 and is mortally wounded (the game master declares this is more like an "instant kill").
The round ends here and the game master states that the remaining stormtrooper surrenders and is subdued by the crew.
The pilot has to roll at least 2 with 2D to not die, which he automatically succeeds and the crew rushes him of to a Bacta tank soon afterwards, which ends the risk to his life.