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Player's Aid

Attack rolls depend on base attack bonus, ability modifiers, and any penalties. Damage is weapon plus half level and ability modifier. Combat allows a standard, move, and swift action each turn as well as free and reaction actions. Defenses include Reflex, Fortitude, and Will based on levels, ability modifiers, and armor. Taking damage reduces hit points to 0 or below thresholds, risking unconsciousness or death. Special rules cover areas of effect, autofire, concealment, cover, and flanking. Skills use d20 plus modifiers against DCs. Force users gain points for special abilities like rerolls and avoiding death.
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0% found this document useful (0 votes)
134 views2 pages

Player's Aid

Attack rolls depend on base attack bonus, ability modifiers, and any penalties. Damage is weapon plus half level and ability modifier. Combat allows a standard, move, and swift action each turn as well as free and reaction actions. Defenses include Reflex, Fortitude, and Will based on levels, ability modifiers, and armor. Taking damage reduces hit points to 0 or below thresholds, risking unconsciousness or death. Special rules cover areas of effect, autofire, concealment, cover, and flanking. Skills use d20 plus modifiers against DCs. Force users gain points for special abilities like rerolls and avoiding death.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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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.

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