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Fi n~ (comli nk)

Diminutive (datapad)
Tiny (compu ter)
Small (storage bin)
Medium (de sk)
Larg ~ (bed)
Huge (conference table)
Gargantuan (small bridge)
Colossa l (hou se)

DR'

HIT
POINTS

DAMAGE
THRESHOLD

2
5
5
10
10
10

I
2
3
5
10
10
20
30

5
5
5
6
10
20
35
55
85

-~---

Computer console
Tiny (hold-out blaster)
Weapon, Small (blaster pistol)
Weapon, Medium (blaster rifle)
Weapon, Large (heavy blaster rifle)
Weapon, Huge (E-Web)

W~apon,

5
2
5
10
10
20

5
5
5
10
10

STRENGTH
(BREAK DC' )
1 (10)
I (10)
1(10)
4 (12)
10 (15)
10 (lS)
20 (20)
40(30)
80 (50)

]
]
]
]

~~ ---

10
10
12
IS
17
30

10 (15)
10(15}
15 (17)
20 (20)
25 (25)
30 (30)

1 Lightsabers ignore on object's damage reduction.


2 The DC of the Strength check to disable the object.

...

:::J
::J
---,
~

HIT
POINTS

DR'

OBJECT

DAMAGE
THRESHOLD

Mesh tape
Liquid cable
Syntherope
Chain
Binder cuffs

10
10

1
2
4
S
20

15
19
20
26
25

20 (20)
28 (24)
30 (25)
32 (26)
40 (30)

5
10
20

1
5
10
120
ISO

5
10
IS
30
35

1 (10)

10 (IS)

20 (20)
50 {35}
60 (40)

30
150
150
25
50

25
30

35

10
30

II.oc:b

Cheap
Average
Good
High s~curity
Ultrahigh security

r
.;!..

Barriers
Metal bars (2 cm thick)
Permamte wall (30 cm thick)
Metal wall or hull (IS cm thick)
Wooden door (5 cm thick)
Metal door or airlock (5 cm thick)
Blast door (50 cm thick)

10
10
10
5
10

BLACK MARKET
Paper (flimsiplast, durasheet)
Rope (syntherope, liquid cable)
Soft plastic (synthmesh, synthleather)
Glass (duraplex, plastex)
Ice or delirate crystal
Ceramic (ceramisteel)
Hard plastic (duraplast, plasteel)
Wood (synthwood or any na tu ra l variety)
Light metal (transparisteel)
Stone (permacrete, ferrocrete)
Metal (durasteel, quadanium steel)
Heavy metal (duranium, lanthanide)
Exotic metal (neutronium, Mandalorian steel)

2
5

5
10
10

POINT BLANK (NO PENALTY)


0-50 squares
0-20 squares
0-30 squares
Simple weapons'
0- 20 squares
Thrown weapons'
0- 6 square
I Irreludes bows, slings, and enrrgy /wll.s hurl~d from atlatls and cestas.

I per cm of thickness
1 per cm of thickness
1 per cm of thickness
I per cm of thickness
1 per cm of thickne ss
2 per cm of thickness
5 per em of thickness
5 per em of thickness
5 per cm of thickness
10 per cm of thickness
15 per cm of thickness
20 per cm of thickness

REQUIRED

FEE'

COST

DC

5%

x2

10

1 day

lODlo

x3

15

2 days

20%

x4

20

SHORT (-2 ATTACK)

101 - 250 squares


SHOO squares
41 - 60 squares
21- 40 square s
61-1 50 squares
31- 60 squares
41 - 60 squares
21-40 squa res
9-10 squares
7-8 squa r~ s
2 Includes grenades anri thrown melee weapons such as spears and liQhtsabers.

25

LONG (-10 ATTACK)


251-500 squares

61 - 80 squares
151-300 squares
61-80 squares
11-12 squares

5 days
10 days

Swifl

MODIFIER

Standard

Target is conSidered h('lpless

2 swift actions

You gain a +2 on melee attack s against the target

Attack an object

Standard

Target is denied Dexterity bonus to Reflex Defense

Attack with a melee/ranged

Standard

Has concealment

weapon

Draw/holster weapon

You take a -2 penalty to attack rolls/-5 penalty to Perception


checks against the target

Swift

Target gains +5 cover bonus to Reflex Defense

Sta ndard

Target gains +10 cover bonus to Reflex Defense

Full round
Standard

You take a -5 penalty to attack rolls/-5 penalty to Perception


checks against the target

Standard

Target cannot be attacked

Move
Swift
Swift
Standard
Full round
Standard
Move
swift actions

II~

Attack with a vehicle weapon

Stand up from prone

Move
Swift

-~--

Avoid collision
Dogfight
Full stop
Increase vehicle speed

TYPE
Full round
Standard
Standard
Reaction
Standard
Swift
Swift
Move
Swift
Full round
3 swift actions

CHARACTER SCALE (IN SQUARES)


POINT BLANK
SHORT
MEDIUM
0- 120
121-240
241-600
0-300
301-600
60H,500
0-150
151- 300
301-750
0-450
451-900
901-2,250
0-150
151-300
301-750
0- 150
151-300
30 1-750
ru rbolOiser'
0-600
60H,200
1,201- 3,000
1 This weapon can be mounted only on a v~hicle of Col05sal (frigate) size or lorg er.

SIZE

LONG
60H,200
1,501-3,000
75H ,500
2,251-4,500
751-1,500
75H,500
3,001 6,000

EXAMPLE

DEFENSE MOD

Fine

Insect

Dim inutive

Grenade

+5

Tiny

Mouse droid

+2

Small

Jawa

+1

Medium

Human

+0

Large

Speeder bike

-1

Huge

Landspeeder

-2

Garaantuan

ARC-170

-5

+10

POINT BLANK
0-1
0-2
--
0-1
0- 3
~-0-1
0- 1
0-4

--

--
---
--
--

SPACE
<1 square
<1 square
<1 square
1 square
1 square

-~~.

---

2x2 squares
3x3 squares

STARSHIP SCALE (IN SQUARES)


MEDIUM
SHORT
3-4
2
5-10
3-4
3-5
2
--
7-15
4-6
--=------
3-5
2
3-5
2
--
9-20
5-8

--

LONG
5-8
11-20
6-10
16-30
6- 10

Notice a l arge creature

Slope too steep to walk up; knotted rope wi th a wall to brace against.

DECEPTION

Climb a knotted rope

Rope with a wall to brace against or a knotted rope, but not both.

Simple

+5

Gathrr local news and rumors

Surface with ledges to hold onto and stand on, such as a very
rough wall.

A ~i mple deception works in the


target's favor or matches the target's
expectations, and it requires nothing you
don't have on hand.

Moderate

+0,

A moderate deception is believable and


doesn't affect the target much one way
or the other, and you have most of the
props you need.

-5

A difficult deception is a little hard to


believe, puts the target at some kind of
risk, or undergoes scrutiny.

-10

An incredible deception is hard to believe,


presents a sizable risk to the target, or
requires passing intense scrutiny.

-20

An unlikely deception is almost too


unlikely to consider or requires material
you just don't have.

10
15

Perform first aid

20

Sabotage an electronic device

25

Escape binder cuffs

30

Jump a 10-meter chasm

35

Climb an overhanging balcony in


the rain

Uneven surface with some narrow handholds and footholds.

Convince a Sith Lord that you

Overhang or ceiling with handholds but no footholds.

40

Surface with adequate handholds and footholds (natural or artificial).


such as a very rough natural rock surface or a tree;
an unknotted rope.

MODIFIER

Rough surface, such as a natural rock wall or a brick wall.


Perfectly smooth, flat, vertical surfaces cannot be climbed .
Climbing inside an air duct or other location where you can brace
against two opposite walls (reduces normal DC by 10).
Climbing a corner where you can brace against perpendicular walls
(reduces normal DC by 5) .
Surface is slippery (increases normal DC by 5).

Common citizen;
no significant training

DESCRIPTION

Has some natural aptitude or


tra ining
Among the best in the city or
on the continent
Among the best on the planet or
in the system

Takes risks to harm you, usually attacking on sight


Wishes you ill but won't go out of its way to harm you

Among the best in the sector

Regards you as neither a threat nor an ally and


probably doesn't attack you

Among the best in the region


(Core, Mid-Rim, etc.)

Wishes you well but won't take life-threatening risks


on your behalf
DC
15

Treats you as a hostile intruder and attempts to trace your location and isolate your connection.
Treats you as an unauthorized user and blocks your access to its programs and information.
Treats you as a guest or visitor and grants you access to nonsecret programs and information
(as long as this does not conflict with previous commands) .
Treat~ you as an authorized user and grants you access to any programs and nonsecret information (as long as this does not
conflict with previous commands) . You may add any equipment bonus provided by the computer to your Use Computer checks.

Treats you as if you are its owner or administrator, granting access to all of its programs and information (even if doing so
ovwides previous commands). You may add any equipment bonu~ provided by the com puter to your Use Computer checks.

1 minute

20

10 minutes

25

1 hour

Swift

You

Swift

You

Full Round

Ont target you have met

Dark Side

Standard

One target within 6 squares and line of sight

Standard

One target within 6 squares or line of sight

Standard

One target within 6 squares and line of sight

Standard

One target within 6 squares and line of sight

Standard

One target within 6 squares or line of sight

Standard

One target within 12 squares and line of sight

Standard

One target within 12 squares and line of sight

Standard

One target within 6 squares or line of sight

Reaction

One energy attack against you

Reaction

ane Force power directed at you

Standard

One Force-using creature with a Dark Side Score of

Dark Side

Mind-affecting

Light Side

1+ within 12 squares and line of sight


Free

CHALLENGE LEVEL
,7

XP AWARD'

You

CHALLENGE LEVEL

XPAWARD'

14

2,800

15

3,000

16

3,200

200

1,600

400

1,800

600

10

2,000

17

3,400

1,400

r-

800

11

2,200

18

3,600

1,000

12

2,400

19

3,800

4,000
1,200
20
13
2,600
1 Divide the XP award by the number of heroes in the party to determine how many XP each hero receives. Heroes receive onc-tenth XP for anything with a Challenge Level equal to or less than their character levr/- 5.
6

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