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CURRENT ROLL SYSTEM VERSION: 5.2.

3 (Update - December 6th 2019)


TEST VERSION - SITH SHEET & DATABASE

Basic Information Attribute Points Table


Name fillable cell Stats Pre-Determined
Force user? yes or no Strength
Race dropdown menu Dexterity
Size dropdown menu Constitution
Rank dropdown menu Intelligence
Class dropdown menu Wisdom
Hit points 10 Charisma
Initiative D20+ 0 Force Ability
Total Discretionary Points:
Artifacts worn
Rank Discretionary Points:

NOTES - What's been done so far?

> Main Page (mostly)


> Races and Size chart
> Ranks (Sith and NFU)
> Classes (Sith and NFU)
> Equipment (Armour, Melee Weps, Ranged weps, Tech, Misc)
> Sith artifacts (Dark Armour, Artifacts, Exhaustion system)
> Combat (Saber Forms, NFU Wep Prof.)
> Force Powers
> Feats
> Skills
> Update Log (maybe something similar to keep track of changes)
Attribute Points Table Saving Throws
Discretionary TOTAL BUFF VALUE Fortitude D20+ 0
0 Reflex D20+ 0
0 Resilience D20+ 0
0 Will D20+ 0
0 Force D20+ 0
0
0
0
0
CORRECT ✓
0
RACE SIZE STR DEX CON INT WIS
Aleena S 0 2 0 0 0
Arkanian (Offshoot) M 0 0 0 1 0
Arkanian M 0 0 0 2 0
Barabel L 2 -2 0 0 -2
Blood Carver M 0 2 0 0 -2
Bothans M 0 2 -2 0 0
Caamas M -2 0 -2 0 4
Cathar M 0 2 0 -2 0
Celegian S 0 0 0 2 0
Cerean M 0 -2 0 2 2
Chagrian M 2 -2 0 0 0
Chiss M 0 0 0 2 0
Chistori L 2 -2 0 0 0
Clawdite (Shapechanger) M -2 0 0 0 0
Draethos M 0 0 2 0 0
Dug S 0 2 0 0 0
Duros  M 0 2 -2 2 0
Echani M 2 2 0 0 0
Epicanthix M 0 0 0 -2 2
Falleen (Pheromone user) M 0 0 0 0 -2
Feeorin M 2 -2 2 0 -2
Felucians M 0 0 2 -2 0
Firrerreo M 0 0 2 0 0
Gand M 0 0 0 0 2
Gran M 0 0 0 -2 0
Gungans M 0 2 0 -2 0
Human (+1 STR) M 1 0 0 0 0
Human (+1 DEX) M 0 1 0 0 0
Human (+1 CON) M 0 0 1 0 0
Human (+1 INT) M 0 0 0 1 0
Human (+1 WIS) M 0 0 0 0 1
Human (+1 CHA) M 0 0 0 0 0
Human (+1 FA) M 0 0 0 0 0
Human (Sith Blooded) M -1 0 0 0 0
Iktotchi M 0 0 2 0 0
Ithorian M 0 -2 0 0 2
Jawa S -2 2 0 0 0
Kaleesh M 0 0 2 0 -2
Kel Dor M 0 2 -2 0 0
Kerkoidan M 0 0 -2 0 2
Khil M 0 0 -2 2 0
Kiffar (+1 STR) M 1 0 0 0 0
Kiffar (+1 DEX) M 0 1 0 0 0
Kiffar (+1 CON) M 0 0 1 0 0
Kiffar (+1 INT) M 0 0 0 1 0
Kiffar (+1 WIS) M 0 0 0 0 1
Kiffar (+1 CHA) M 0 0 0 0 0
Kiffar (+1 FA) M 0 0 0 0 0
Lurmen  S -2 0 0 0 2
Miraluka  M 0 0 -2 2 0
Mirialan M 0 2 0 -1 0
Mon Calamari M 0 0 -2 2 2
Nautolan M 0 0 2 -2 -2
Nosaurian M 0 2 0 0 0
Quarren M 0 0 2 0 -2
Rattataki M 1 1 0 0 0
Rodians M 0 2 0 0 -2
Ryn  M 0 0 0 0 0
Sith Pureblood M -2 0 0 0 0
Selkath M 0 0 0 0 0
Sephi M 0 0 -1 1 1
Snivvian S 0 0 0 0 2
Sullustan M 0 2 -2 0 0
Talz M 0 2 0 -2 0
Thakwaash M 4 -2 0 0 0
Togorian M 4 0 0 -2 -2
Togruta M 0 2 -2 0 0
Toydarian S -2 0 0 0 2
Trandoshan M 2 -2 0 0 0
Trianii M 0 0 0 0 2
Twi’lek M 0 0 0 0 -2
Ubese  M 0 2 -2 0 0
Umbaran M -1 0 0 0 0
Vurks M 0 -2 2 0 0
Vahla M -1 2 -2 0 0
Weequay M 0 0 2 -2 0
Whiphid M 4 0 0 -2 -2
Wookiee L 4 -2 2 0 -2
Yarkora M 0 -2 0 0 2
Yevetha M 2 0 0 0 -2
Yuzzem L 4 0 0 0 -2
Zabrak M 0 0 2 0 -1
Zeltron M 0 0 0 0 -2
Zygerrian M 0 0 2 0 -2
CHA FA
-2 0
-1 0
-2 0
0 0
-2 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
2 0
-2 0
-2 0
0 0
-2 -2
0 0
2 0
-2 0
0 0
-4 2
-2 0
2 0
-2 0
0 0
0 0
0 0
0 0
0 0
1 0
0 1
0 1
-2 0
2 0
0 0
0 0
0 2
0 0
2 0
0 0
0 0
0 0
0 0
0 0
1 0
0 1
0 0
0 0
0 0
0 0
0 0
-2 0
-2 0
-2 0
-2 0
2 0
0 2
2 0
0 0
0 0
0 0
0 0
-2 0
0 0
0 0
0 0
0 0
0 0
2 0
0 0
2 0
2 0
0 1
-2 0
0 0
-2 0
2 0
0 0
-2 0
-1 0
2 0
0 0
FORCE USERS NO
Allocated
Rank No. Rank Name STR & DEX FA Bonus Rank No.
Attribute
Bonuses
Points
0 Untrained 3 0 0 0
1 Acolyte 5 1 0 1
2 Advanced Acolyte 7 1 0 2
3 Neophyte 10 1 2 TIM
TIME TO CHOOSE A CLASS! 3
4 Sith 12 2 2 4
5 Apprentice 14 2 2 5
6 Veteran Apprentice 15 2 2 6
7 Sith Lord 17 2 4 7
8 Experienced Sith Lord 19 4 4 8
9 Veteran Sith Lord 21 4 4 9
10 Sith Master 24 4 4 10
11 Darth 25 4 4 11
12 Fabled Sith 30 4 5 12
NON-FORCE USERS
Allocated
Rank Name CON & INT
Attribute
Bonuses
Points
Untrained 3 0
Novice 4 0
Beginner 5 1
TIME TO CHOOSE A CLASS!
Talented 6 1
Skilled 7 1
Intermediate 8 2
Skillful 9 2
Seasoned 10 2
Proficient 11 3
Experienced 12 3
Advanced 14 3
Senior 16 3
Expert 18 4
Pre-determined Bonuses - Stats
CLASSES STR DEX CON INT WIS

Juggernaut (STR) 1 0 2 0 0

Juggernaut (DEX) 0 1 2 0 0
WARRIOR

Marauder (STR) 2 0 1 0 0

Marauder (DEX) 0 2 1 0 0

Crusader (STR) 2 0 0 0 0

Crusader (DEX) 0 2 0 0 0

Assassin (STR) 1 0 0 0 0

Assassin (DEX) 0 1 0 0 0
INQUISITOR

Sorcerer 0 0 0 1 0

Alchemist 0 0 0 2 0

Pre-determined Bonuses - Stats


CLASSES STR DEX CON INT WIS
Commando 1 1 1 0 0

Marksman (Requires
Sniper Rifle 0 2 0 0 1
Proficiency)

Demolitionist 0 1 2 0 0

Scout (WIS) 0 0 0 1 2

Scout (DEX) 0 2 0 1 0

Heavy Gunner
(Requires Assault 2 0 2 0 0
Cannon Proficiency)

Melee Combatant 2 1 0 0 0

Technical Specialist 0 0 0 2 1
Technical Specialist 0 0 0 2 1
es - Stats AC Bonus to
CHA FA defense CLASSES

0 0 2
Juggernaut +2 AC in defense of melee att

0 0 2

WARRIOR
0 0 0
The Marauder can, three times per fi
Marauder Additionally, with every subsequent attack, it will leav

0 0 0

0 1 0
Three times per fight/event, the Crusader can substi
Crusader
0 1 0

0 2 0 If the Assassin is not the current target of their oppon

If the Assassin chooses to do a melee attack, it is ca


Assassin Stagger. If the Assassin's target is engaged in active com
0 2 0
INQUISITOR

0 3 0 Sorcerer

0 2 0 Alchemist

es - Stats AC Bonus to
CHA FA defense CLASSES
Suppressing Fire: Once per event, the commando ma
0 0 0 Commando *Reaction Move: The ally may choose to either 1) Ma
fir

Pinpoint Precision: (Must be using a Sniper Rifle) Thr


0 0 0 Marksman must be declared before the h

WANTON DEST

0 0 0 Demolitionist 2) Friendly Fire!: The explosive re


3) A Thousand Cuts!: If the D20
4) K

0 0 0 SPECIAL TRAINING: Depending on whether


1) Tracker (Wisdom): You have spent your time learnin
Scout
2) Infiltrator (Dexterity): You have begun to master th
0 0 0

1) Unstop
2) Immovabl
0 0 0 Heavy Gunner
**HEAT: As you gain HEAT charges, additional effects a
turns to

The Melee Combatant has three sub


1) Riot Suppressor: He who wades in with a tower shie

2) Honour Guard: Those who have spent time masterin


0 0 0 Melee Combatant
3) Champion: Some choose to forsake grace or defence
lands, you may make a second in the same turn. If the

A Thirst for Knowledge: Rolling a critical success (Nat

A Spark
0 0 0 Technical Specialist
A Thirst for Knowledge: Rolling a critical success (Nat

A Spark
0 0 0 Technical Specialist
LEGENDARY SKILL DESCRIPTION

+2 AC in defense of melee attacks. Juggernauts can, once per event, utilize Dun Moch to taunt the event boss into focusing on them and them only for a sing

The Marauder can, three times per fight or event, supplement their main attack up to three more times per turn. Each subsequent attack has a -4 to hit chance, as fo
h every subsequent attack, it will leave the Marauder vulnerable to enemy attacks, giving them a -2/-4/-6 to their defense in the next turn, depending on how many ti
if hit, the Marauder will take double damage.

er fight/event, the Crusader can substitute their STR value with their FA value for a stronger melee-type attack, or they may substitute their FA value with their STR v
Force-type attack.

not the current target of their opponent, their regular attack on the distracted opponent is considered a "Sneak Attack" which gains a +1 bonus to damage and it disr
buffs, but not the target's.
n chooses to do a melee attack, it is calculated as follows: D20 + DEX and applies Stagger. If the Assassin chooses to do a Force Power attack instead, it is calculated as
sassin's target is engaged in active combat, the melee Sneak Attack will be done against the target's AC; If the Assassin's target is NOT engaged in active combat, it wi
does not apply towards Force Power attacks, and they will be rolled against target Will/FA.
This cannot be used consecutively.

Gain +3 to a single FA roll, 3 times a fight/event. If crit succeed on a Force attack, double damage.

+3 to Will Saving Throws and Force Saving/Defence Throws, three times per fight/event.

LEGENDARY SKILL DESCRIPTION


e: Once per event, the commando may utilize covering fire against an enemy not currently engaged with them but with an ally to impose disadvantage on that target
enemy’s attack misses the target, that target then receives a REACTION MOVE*.
e: The ally may choose to either 1) Make a basic weapon attack (only weapon damage, no feats) or 2) Move away from the target’s reach. Reaction move must be use
fire is used. If multiple allies are the target of the enemy, the commando must select a single ally for the effect.

ion: (Must be using a Sniper Rifle) Three times per event, the marksman may choose to impose a -5 modifier on their hit roll. If the attack succeeds, they may double
must be declared before the hit roll is made. Once declared, the hit roll cannot be re-rolled by any means. After expending a use, cannot use the Sniper Rifle f

WANTON DESTRUCTION: Roll an additional 1D4 alongside your standard D20 hit roll. On a success, one of the following effects will occur:
1) Whoops!: The explosive detonates early and the damage will be suffered by the player instead.
2) Friendly Fire!: The explosive reaches the target but you forgot to give your allies warning, allies who must make dodge rolls to avoid the damage do so with di
3) A Thousand Cuts!: If the D20 is a hit, shrapnel embeds itself in the target(s) until the end of their next turn. Shrapnel causes the target a -5 modifier on its cha
4) KABOOM!: If the D20 is a hit, the explosive detonates in a critical spot, the target(s) suffer an extra +1 damage.

AL TRAINING: Depending on whether you select Wisdom or Dexterity bonuses, you will be assigned a specific sub-class. Please note, once the subclass choice is made
om): You have spent your time learning to track your quarry and have learned the nuances of perception. You gain advantage on Perception (WIS) rolls. Once per even
you may add your perception score to your D20 hit modifier.
exterity): You have begun to master the arts of quiet assault. You gain advantage on Stealth (DEX) rolls. Once per event, if the enemy has not yet acted, you may add y
modifier.

The Heavy Gunner may assume one of two stances*:


1) Unstoppable Force: +4 Chance to hit in this stance. Physical saving throws made at disadvantage. Effects of HEAT doubled.
2) Immovable Object: Entrench in position, while in this stance you are unable to move or make physical saving throws. Gain +5 AC.
Every round you make an attack with the heavy weapon, it gains 1 charge of HEAT**.
*Changing stances takes 1 turn to complete. Also reduces HEAT charges by 1.
gain HEAT charges, additional effects apply to your attacks: 1 Charge, Gain an additional +2 Chance to hit. 2 Charges, gain +1 damage on your attacks. At 3 charges, the
turns to cool and return to operation. If one chooses not to attack during a round, their HEAT level will reduce by one stack.

The Melee Combatant has three subclasses it can choose from, each perpetuating a different style of combat. Please note, once the subclass choice is made, you ma
or: He who wades in with a tower shield to ensure security in the streets. Gain +2 AC. Twice per event you may use your action to make a shield-bash attack, on succe
but deals no damage.
: Those who have spent time mastering the quarterstaff understand its strength in the thick of battle. Twice per event upon successfully striking an opponent, you ma
this attack will deal no damage but may stagger the opponent.
me choose to forsake grace or defence for all out rage and aggression. Fighting with two weapons they will unleash hell on their opponents. -2 AC. Twice per event, n
make a second in the same turn. If the roll critically succeeds, the opponent is afflicted with a BLEED effect. For the next two turns, the opponent will lose 1 HP. Healing
early.

owledge: Rolling a critical success (Natural 20) in any Theory or Practical Knowledge skill roll will provide the specialist a PERMANENT +1 to that skill. These bonuses ca
effect can stack.
A Spark of Genius: Once per event the Specialist is able to determine two statistical details about the opponent including:
1) The Creature’s Current HP
2) Any Damage Resistances
3) Any Damage Weaknesses
4) Creature’s AC
5) Any single Attribute Score
them and them only for a single turn.

ack has a -4 to hit chance, as follows: -4/-8/-12.


urn, depending on how many times they attacked. Furthermore,

their FA value with their STR value when defending against a

+1 bonus to damage and it disregards the assassin's Saber Form

ttack instead, it is calculated as follows: D20 + FA and applies


engaged in active combat, it will be rolled against their TAC; This
A.

mage.

.
se disadvantage on that target’s next offensive roll to hit. If the

ch. Reaction move must be used immediately after suppressing


r the effect.

ck succeeds, they may double the damage of their attack. This


e, cannot use the Sniper Rifle for 1 turn.

lowing effects will occur:


tead.
void the damage do so with disadvantage.
e target a -5 modifier on its chance to hit.
a +1 damage.

ce the subclass choice is made, you may not revert it:


ption (WIS) rolls. Once per event, if the enemy has not yet acted,

as not yet acted, you may add your stealth score to your D20 hit

s of HEAT doubled.
ng throws. Gain +5 AC.

your attacks. At 3 charges, the weapon OVERHEATS requiring 2


duce by one stack.

ubclass choice is made, you may not revert it:


e a shield-bash attack, on success this attack may stun the target

y striking an opponent, you may roll a second attack, on success,

ents. -2 AC. Twice per event, no matter whether your first attack
pponent will lose 1 HP. Healing or Cauterising will end the bleed

1 to that skill. These bonuses can only be gained in events. This

ponent including:
ARMOUR TABLE
Armour Type AC Def Maneuvers Dex on physical actions
Unarmored 0 2 0
Minimal 1 0 0
Light 2 -2 0
Medium 3 -3 0
Heavy 4 0 -2
Super Heavy 5 0 -3
Light Imperial Armour 2 -2 0
Heavy Imperial Armour 4 0 -2

MELEE WEAPON INFORMATION

Unarmed Strike +1 damage (Non lethal). Melee weapon.


Hit chance is calculated by the formula: D20 + STR + misc.

Lightsaber-Type Weapons +2 damage. Melee weapon.


Cuts through most materials. Can be used to deflect blaster bo

+1 damage. Melee weapon.


Vibroknife Can be used against lightsaber-type weapons. Ineffective again

Vibroblade +2 damage. Melee weapon.


Can be used against lightsaber-type weapons. Ineffective against bla

Acolyte Training Blade +2 damage. Melee weapon.


Can be used against lightsaber-type weapons. Ineffective against bla

Quarterstaff +2 damage (Non lethal). Melee weapon.


Ineffective against lightsaber-type weapons. Ineffective against blas

Vibrostaff +2 damage. Melee weapon.


Can be used against lightsaber-type weapons. Ineffective against bla

Shikkar +2 damage on hit, +1 damage bleed for two turns. Melee


Only usable from stealth/ambushing, has 1 use.

+2 damage on hit. Melee weapon.


Sith Warblade Requires minimum 5 FA and 4 STR to use. Can be used to deflect blaster bolts and agai
This item when used/worn counts as 1 in the Sith Artifacts Exhaustion rule! (For different
the Stats Team.)

RANGED WEAPON INFORMATION


Blaster pistol +1 damage. Short range weapon. Has 10 uses prior to re
(One-handed weapon) Effective range 30 meters. Between 31-120 meters, roll with disadv

Blaster rifle +2 damage. Medium range weapon. Has 50 uses prior to


(Two-handed weapon) Effective range 100 meters. Between 0-5 meters and 101-300 meters, roll w

Scatter Blaster Variable damage. Short range weapon. Up to 10 uses prior t


+3 damage to all targets within 10 meters. +1 damage to all targets within 11-25 meters. Cone sha
(Two-handed weapon) 26 meters.
Scatter Blaster Variable damage. Short range weapon. Up to 10 uses prior t
+3 damage to all targets within 10 meters. +1 damage to all targets within 11-25 meters. Cone sha
(Two-handed weapon) 26 meters.

Blaster sniper rifle +3 damage. Long range weapon. Has 10 uses prior to re
(Two-handed weapon) Effective range 90 meters. Between 0-5 meters and 91-450 meters, roll wit

Blaster Assault Cannon +4 damage. Medium range weapon. Requires 6 STR to use. Has 10 us
(Two-handed weapon) Effective range 150 meters. Between 0-5 meters and 151-375 meters, roll w

Flamethrower +4 damage. Short range weapon. Requires 6 STR to use. Has 5 uses
(Two-handed weapon) Cone shape area of effect, up to 9 meters.
Medium range weapon. Has 3 uses prior to reloading. Requires 6 STR to
Grenade Launcher
(Two-handed weapon, shoulder mounter) area of effect depends on grenade type (see Explosives
Effective range up to 75 meters. Between 0-5 meters and 75-375 meters roll
+10 damage to all targets within 20 meters. Long range weapon. Req
Missile Launcher
(Two-handed weapon, shoulder mounted) requires reloading in the next round after use. Has 3 uses pe
Effective range up to 75 meters. Between 0-5 meters and 76-750 meters roll

+1 damage, can’t be deflected. Short range weapon. Requires 3 STR to


Slugthrower pistol
(One-handed weapon) reloading.
Effective range 30 meters. Between 31-120 meters, roll with disadv

+2 damage, can’t be deflected. Medium range weapon. Requires 4 STR


Slugthrower rifle
(Two-handed weapon) to reloading.
Effective range 45 meters. Between 0-5 meters and 46-450 meters, roll wit

+3 damage, can’t be deflected. Long range weapon. Requires 4 STR to


Slugthrower Sniper Rifle
(Two-handed weapon) reloading.
Effective range up to 150 meters. Between 0-5 meters and 151-375 meters, rol

EXPLOSIVE INFORMATION

Fragmentation Grenade +3 damage to everything within a 4 meter blast rad

Thermal Detonator +7 damage. Vaporizes everything within a 6 meter blas

+4 damage against droids, vehicles, cybernetics and electronics in a 3 m


Ion / EMP Grenade
D20 and if the result is between 16-20, the affected tech i

Flashbang Grenade Blind & Deafen all targets within a 8 meter radius for on

Concussion Grenade +3 damage to everything within a 3 meter blast radius. Stuns all

Create a smoke screen which lasts for one minute (10 rounds) having a
Smoke Grenade
impact, and up to 15-20 meter radius within the next r
Poison all targets within a 6 meter blast radius, dealing +1 damage per
Gas Grenade the Poison effect.
Poison DC is 15 unless GM chooses differently.

Stun all biological targets within a 3 meter blast radius, freezing


CryoBan Grenade Stuns and does +2 damage to droids, vehicles, cybernetics and electroni
radius, freezing them in place.
+3 damage to all targets within a 6 meter blast radius. Shrapnel from th
Fragmentation Mines
bleed for +1 additional damage each turn, for the next

Ion / EMP Mines +4 damage against droids, vehicles, cybernetics and electronics in a

Used only by Demolitionists or certified technicians, these are used to d


Breaching Charges directing their destructive force upon the surface they are set to, i
Those caught in the blasting radius +5 damage and are

Used only by Demolitionists or certified technicians, similar to Breachin


High Impact Charges their destructive force all around them in a 6 meter r
Those caught in the blasting radius +5 damage and are

EXPLOSIVE INFORMATION

+2 STR; +3 Athletics. Requires minimum 3 STR and 3 CON


V.I.S.T.E.U.S. (Compatible only with Light or Heavy Imperial Combat A
Exoskeleton Distributed only to trained military personnel with the following specializations: Comm
Gunner, Melee Combatant.

Gives a +2 bonus to AC when activated and used. Has 5


Placement/activation replaces attack action in the turn. Deactivation/re
Portable Cover Generator action in the turn. Can be used in consecutive rounds until it expires. If
Generator fizzles out, rendering it inoperable until its battery is chang
Distributed only to trained military personnel with the following specializations: Marksm

Gives a +4 bonus to AC and -3 DEX on physical actions when used. Ca


Riot Control Shield melee weapon, each held in one hand respective
Distributed only to trained military personnel with the following specializations

Gives a +2 bonus to AC when activated and worn. Has 3


Personal Shield Generator Can be used in consecutive rounds until it expires. If AC is met, the Per
fizzles out, rendering it inoperable until its battery is changed, on

Has 3 charges. All Stealth Skill Checks are rolled with advantage. If the
Stealth Field Generator check, the device fizzles out, and needs to be reset when combat ends i
once more.
NFU Scout (Inflitrators) receive a +2 to Stealth Checks instead of advantage

Integrated Sound-dampener +2 bonus to Stealth when worn, allowing the user to walk m

Computer Spike Pass any Computer Skill Checks with success. Has 1
User can carry only 1 Computer Spike at any given time.

Standard Medpac Target recovers 2 HP. Has 1 use, requires user to forego any other
User can carry only 2 Standard Medpac at any given time.
Standard Medpac Target recovers 2 HP. Has 1 use, requires user to forego any other
User can carry only 2 Standard Medpac at any given time.

Advanced Medpac Target recovers 4 HP. Has 1 use, requires user to forego any other
User can carry only 1 Advanced Medpac at any given time

Target recovers 1 HP. Has 1 use, requires the user to forego any othe
Can also be used to clear the following conditions: Stagger, Stun, Poison
Stimpak a D20 and scoring between 11-20. Only one condition can be cleared, a
before rolling.
User can carry only 2 Stimpaks at any given time.

Target recovers 1 HP. Has 1 use, requires the user to forego any othe
Advanced Stimpak Can also be used to clear the following conditions: Stagger, Stun, Poiso
condition can be cleared.
User can carry only 1 Advanced Stimpaks at any given time
n physical actions
0
0
0
0
-2
-3
0
-2

NFORMATION
on lethal). Melee weapon.
ed by the formula: D20 + STR + misc.

age. Melee weapon.


ials. Can be used to deflect blaster bolts.

age. Melee weapon.


pe weapons. Ineffective against blaster bolts.
age. Melee weapon.
type weapons. Ineffective against blaster bolts.

age. Melee weapon.


type weapons. Ineffective against blaster bolts.

on lethal). Melee weapon.


ype weapons. Ineffective against blaster bolts.

age. Melee weapon.


type weapons. Ineffective against blaster bolts.

ge bleed for two turns. Melee weapon.


m stealth/ambushing, has 1 use.

on hit. Melee weapon.


used to deflect blaster bolts and against lightsaber-type weapons.
tifacts Exhaustion rule! (For different / additional bonuses, contact
he Stats Team.)

NFORMATION
eapon. Has 10 uses prior to reloading.
ween 31-120 meters, roll with disadvantage.

weapon. Has 50 uses prior to reloading.


-5 meters and 101-300 meters, roll with disadvantage.

weapon. Up to 10 uses prior to reloading.


all targets within 11-25 meters. Cone shape area of effect. Ineffective past
26 meters.
eapon. Has 10 uses prior to reloading.
-5 meters and 91-450 meters, roll with disadvantage.

equires 6 STR to use. Has 10 uses prior to reloading.


-5 meters and 151-375 meters, roll with disadvantage.

quires 6 STR to use. Has 5 uses prior to reloading.


rea of effect, up to 9 meters.
to reloading. Requires 6 STR to use.Damage done and
grenade type (see Explosives section).
n 0-5 meters and 75-375 meters roll with disadvantage.
eters. Long range weapon. Requires 6 STR to use. It
ound after use. Has 3 uses per fight/event.
n 0-5 meters and 76-750 meters roll with disadvantage.

ge weapon. Requires 3 STR to use. Has 4 uses prior to


reloading.
ween 31-120 meters, roll with disadvantage.

ange weapon. Requires 4 STR to use. Has 6 uses prior


to reloading.
-5 meters and 46-450 meters, roll with disadvantage.

ge weapon. Requires 4 STR to use. Has 6 uses prior to


reloading.
n 0-5 meters and 151-375 meters, roll with disadvantage.

NFORMATION

hing within a 4 meter blast radius.

erything within a 6 meter blast radius.

netics and electronics in a 3 meter blast radius. Roll a


een 16-20, the affected tech is disabled.

within a 8 meter radius for one round.

3 meter blast radius. Stuns all affected targets.

e minute (10 rounds) having a radius of 3 meters upon


meter radius within the next rounds.
adius, dealing +1 damage per turn for the duration of
e Poison effect.
unless GM chooses differently.

a 3 meter blast radius, freezing them in place.


cles, cybernetics and electronics within a 3 meter blast
eezing them in place.
blast radius. Shrapnel from the mine causes targets to
amage each turn, for the next 5 turns.

bernetics and electronics in a 6 meter blast radius.

chnicians, these are used to demolish walls and doors,


n the surface they are set to, in a 6 meter radius.
ng radius +5 damage and are stunned.

echnicians, similar to Breaching Charges, these direct


all around them in a 6 meter radius.
ng radius +5 damage and are stunned.

NFORMATION

ires minimum 3 STR and 3 CON to use.


ht or Heavy Imperial Combat Armour)
h the following specializations: Commando, Demolitionist, Heavy
er, Melee Combatant.

hen activated and used. Has 5 charges.


on in the turn. Deactivation/removal replaces defense
utive rounds until it expires. If AC is met, the Portable
rable until its battery is changed, once combat ends.
he following specializations: Marksman, Scout, Technical Specialist.

hysical actions when used. Can be used alongside a


h held in one hand respectively.
nel with the following specializations: Melee Combatant.

hen activated and worn. Has 3 charges.


it expires. If AC is met, the Personal Shield Generator
until its battery is changed, once combat ends.

re rolled with advantage. If the resulted roll fails the


o be reset when combat ends in order for it to be used
once more.
Stealth Checks instead of advantage on Stealth Checks.

rn, allowing the user to walk more silently.

ill Checks with success. Has 1 use.


1 Computer Spike at any given time.

uires user to forego any other actions in that turn.


Standard Medpac at any given time.
uires user to forego any other actions in that turn.
Advanced Medpac at any given time.

es the user to forego any other actions in that turn.


nditions: Stagger, Stun, Poison, Intoxicated, by rolling
one condition can be cleared, and it must be declared
before rolling.
nly 2 Stimpaks at any given time.

es the user to forego any other actions in that turn.


onditions: Stagger, Stun, Poison, Intoxicated. Only one
tion can be cleared.
Advanced Stimpaks at any given time.
DARK ARMOUR TABLE
Armour Type Affixes AC FA Def Maneuvers
Light Dark Armour 0 2 2 -2
Medium Dark Armour 0 3 2 -3
Heavy Dark Armour 0 4 2 0
Super-heavy Dark Armour 0 5 2 0
Light Dark Armour 1 2 1 -2
Medium Dark Armour 1 3 1 -3
Heavy Dark Armour 1 4 1 0
Super-heavy Dark Armour 1 5 1 0
Light Dark Armour 2 2 0 -2
Medium Dark Armour 2 3 0 -3
Heavy Dark Armour 2 4 0 0
Super-heavy Dark Armour 2 5 0 0
Def Maneuvers Dex on physical actions
-2 0
-3 0
0 -2
0 -3
-2 0
-3 0
0 -2
0 -3
-2 0
-3 0
0 -2
0 -3
THIS IS WHERE ALL OF THE HIDDEN DATA IS KEPT!!!

Hit Points are determined using the following method:


CON -2 -1 0 1 2 3 4 5
HP 8 9 10 11 12 13 14 15

RACE SIZES (Buffs & Debuffs) Bonus Pre-determined bonuses gained based on cha
Size AC Dodge origin STR DEX CON
Small -2 2 RACE
Medium 0 0 RANK
Large 2 -2 CLASS
EN DATA IS KEPT!!!

ollowing method:
6 7 8 9 10
16 17 18 19 20

bonuses gained based on char race, rank and class


INT WIS CHA FA

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