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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
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 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
WANTON DEST
1) Unstop
2) Immovabl
0 0 0 Heavy Gunner
**HEAT: As you gain HEAT charges, additional effects a
turns to
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.
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 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.
mage.
.
se disadvantage on that target’s next offensive roll to hit. If the
as not yet acted, you may add your stealth score to your D20 hit
s of HEAT doubled.
ng throws. Gain +5 AC.
ents. -2 AC. Twice per event, no matter whether your first attack
pponent will lose 1 HP. Healing or Cauterising will end the bleed
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
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
EXPLOSIVE INFORMATION
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.
Ion / EMP Mines +4 damage against droids, vehicles, cybernetics and electronics in a
EXPLOSIVE INFORMATION
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.
NFORMATION
eapon. Has 10 uses prior to reloading.
ween 31-120 meters, roll with disadvantage.
NFORMATION
NFORMATION
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