Attack Roll Melee: 1d20 + base attack + Strength modifier Ranged: 1d20 + base attack + Dexterity modifier + range
penalty Damage Melee: weapon + Heroic Level + Strength modifier Ranged: weapon + Heroic level Combat Actions
Range Penalties 0/-2/-5/-10 Heavy: 50/100/250/500 Rifle: 30/60/150/300 Pistol or Simple: 30/40/60/80 Thrown: 6/8/10/12
Swift + Move + Standard OR Full Free and Reaction actions can be taken multiple times, no affect on the actions above. Swift Activate Item: Turn something on. Aim (2 in round): Target has no cover, use a scope, allows Careful Shot and Deadeye feats. Catch a Second Wind: If halfdamaged, heal or Con in hit points (once per day, twice with Extra Second Wind feat). Drop an Item: Drop item in same or adjacent square. Fall Prone: Lay down. If trained in Acrobatics, Free action with DC 15 check. Recover (3): +1 on Condition track. Switch Weapon Mode: Change weapon to stun, auto setting, etc. Brace (2 in round). Free Reaction: Attack of Opportunity (1 per round), Perception attempt, some Force powers. Free: Yelling a warning to a friend, taunting an enemy, etc. Break Grab: Break a number of grabs equal to character level. Grapple: See p. 153. Move (can be Swift) Move: Move squares equal to speed (or climb, ride, etc). Draw/Holster Weapon: Draw or holster a weapon. If have Quick Draw feat, swift instead. Manipulate Item: Pick up item, load weapon, open a door/bag. Stand Up: Stand up from prone position. Can be swift if Acrobatics trained with DC 15. Withdraw: Move speed away from enemy(s) without provoking attack of opportunity. First square moved to must be out of threatened area. Standard (can be Move or Swift) Attack: Attack once with melee or ranged weapon. Aid Anothers Skill: Make same check vs. DC 10 for +2 for friend. Aid Attack: Attack vs DC 10 to give friends next attack +2 vs same target. Suppress Enemy: Attack vs. an opponent at DC 10 to make his next attack 2. Attack Object: Try to damage/destroy a weapon, door, etc. See p.151. Charge: Move speed (min. of 2 squares) straight at enemy (not through other enemy or obstructions) then make melee attack at +2. Penalty of 2 Reflex until start of your next turn. Disarm: Melee attack roll (-5 penalty if vs. 2-handed weapon) to remove targets weapon. Defender gets +10 Reflex. May take it or let it drop. If fail, opponent gets Free attack. Improved Disarm and Ranged Disarm feats improve, see p. 152. Fight Defensively: Attack at 5 with +2 Reflex until next turn or dont attack with +5 Reflex. +5/+10 instead if Acrobatics skill. Grab: See p. 152.
Full Full Attack: Allows multiple attacks if using double weapon, two weapons, Double Attack feat, or Triple Attack feat. Coupe De Grace: If adj., deliver automatic critical hit against a helpless creature or droid. Run: Move 4x (3x in heavy armor) your speed in a straight line only. Considered flat-footed if attacked until next turn.
Defenses Reflex: 10 + heroic levels OR armor* + dexterity modifier + class bonus + size modifier. Fortitude: 10 + heroic level + constitution modifier + class bonus + equipment bonus. Will: 10 + heroic level + wisdom modifier + class bonus. Threshold: Fortitude defense + size modifier. *heroic level plus armor if Impr. Armor Defense.
Taking Damage Hit Points: As long as have 1 hit point, can act. If reduced to 0, automatically moved to 5 steps on condition track (unconscious/disabled). If the damage that reduced to 0 also met threshold, death/destruction instead. Threshold Met: If damage meets threshold or more, -1 on condition track. If same attack reduces to 0 hit points, see above. Unconscious: Fall prone, unable to act. After 10 rounds (1 minute), make DC 10 Constitution check. If succeed, regain hit points equal to level, +1 on condition track, able to act again. If fail, unconscious for an hour, check again at DC 10 in another hour. If ever fail a Constitution check by 5 or more, or roll a 1, death. Cant take 10. Special Combat Rules Burst/Area Attacks: Roll vs. all targets in area, those hit take full damage, those missed take half. Only hits if base roll was 10+. Splash Area gives only half or none if miss. Evasion feat gives half instead of full, none instead of half versus area attacks. Autofire: Burst Area attack vs 2x2 at 6 (auto5) or 4 (auto10). Auto10 may take as two auto5s vs adj. 2x2 areas. May instead attack one target with same attack penalty, but +1 dice damage, +2 dice for Auto10. Brace (2 swift) or bipod (move) to reduce penalty by 2. Tripod/vehicle reduces by 3. Concealment: Cant see target clearly. -2 to attack, if total concealment and attack the square, -5. Also allows Stealth. Cover: Creature or terrain partially blocks. +5 Reflex to target, no attacks of opp. Also allows Stealth. Improved cover gives +10 defense, Evasion ability versus Area (see above), and +5 Stealth checks. Flanking: Two opponents in melee vs defender, one on each side, gain +2 attack roll. Unaware Target: Sneak up on target. Treat target dex as 0 (-5), if melee attack also +5 attack roll.
Skill Checks 1d20 + character level + ability modifier + misc. modifiers + 5 (if trained) Normal: Versus a set Difficult Class (DC) number. Opposed: Both roll, higher wins, tie goes to person with higher skill. Ex: Stealth vs. Perception. Untrained: No +5 bonus, some skill attempts can not be attempted untrained. Table of skills and skill descriptions begin p. 62.
Using Force Points Gaining Force: 5 + level at each new level, lose old points not spent. Help a Roll: Use 1 point as Free action to add 1d6 to a roll. Use before making roll. 1st-7th 1d6, 8th-14th 2d6, 15th or higher 3d6. Use only best result. Avoid Death: Use 1 point to avoid death and be unconscious instead. Lower Dark Side: Use 1 point to lower Dark Side Score 1 point.