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Culture Documents
Very Afraid Hard (ddd) A major threat to one’s safety/moderate threat to one’s life
Lifting an item over threshold Athletics check with d for each point over. Maximum of 4 points over
Foe makes Opposed Perception check against concealer’s Stealth with b per
Concealing items
item encumbrance above 1. Multiple items: pick the highest encumbrance
Auto-Fire Active +d to check. When triggered, generate additional hit; may trigger multiple times
Blast Active When triggered, those engaged with target suffer X wounds + s (even if attack misses)
Burn Active When triggered, target suffers weapon base damage for X rounds; Coordination check stops
Cortosis Passive Weapons are immune to Sunder, armor is immune to Pierce and Breach
Cumbersome Passive Must have X Brawn, or increase difficulty of all checks by X – Brawn
Defensive Passive Increase melee defense by X. This defense stacks, but caps at 4
Deflection Passive Increase ranged defense by X. This defense stacks, but caps at 4
Ensnare Active When triggered, target immobilized for X rounds; Hard (ddd) Athletics check stops
Guided Active aaa to trigger; if triggered and attack misses, make additional attack with d per rating
Knockdown Active Requires extra a per silhoutte above 1 to trigger. When triggered, target is knocked prone
Inferior Passive Add t to all checks, decrease base damage/defense by 1 (if no defense, reduce soak by 1)
Ion Passive Attacks deal system strain instead of hull trauma (this is still reduced by armor and soak)
Linked Active When triggered, generate extra hit on same target; may trigger X times
Slow-Firing Passive After use, must wait X rounds before using again
Stun Damage Passive Attacks deal strain, not wounds (still reduced by soak)
Stun Setting* Active Change range to short and choose to have attack deal Stun Damage (see above)
Sunder Active a to trigger; when triggered, damage weapon or item one step
Tractor Passive On hit, target may not move unless it passes a check to break free
Unwieldy† Passive Must have X Agility, or increase difficulty of all checks by X – Agility
Vicious Passive When scoring a Critical Injury or Hit, add 10X to the roll
*This isn’t technically listed as a quality, but appears in the ‘Special’ column alongside them †Force and Destiny
INCIDENTALS, MANEUVERS, AND ACTIONS IN ENCOUNTERS PAGE 200–206
Incidental (as many as reasonable)
Speaking to another character Dropping an item held in one’s hands Releasing someone the character is holding
Minor movements e.g. shifting position; peeking around a corner; or looking behind a person
Maneuver (1 free per turn, maximum 2 per turn. 2 strain or aa: 1 extra maneuver)
Aim: b to next attack (bb if twice in a row) Assist: Engaged ally gets b to next check
Drop prone: b to ranged/b to melee attacks from foes Guarded stance: b to combat checks, melee defense 1
Interact: Move a large item; open a door; take cover Manage gear: Draw/holster/ready/load gun or other item
Mount: Either mount or dismount from a creature (Average (dd) Survival check if creature is untrained)
Move: Change range increment (takes 2 maneuvers above medium range) or (dis)engage foe
Prepare: Take a maneuver to prepare for something (e.g. a weapon with the Prepare quality)
Perform a immediate free maneuver that does not exceed 2 maneuver per turn limit
aa or x Add b to the targeted character’s next check
Add b to any allied character’s next check, including the current active character
xx When dealing damage to a target, have the attack destroy a piece of equipment/weapon they are using
The opponent may perform a immediate free maneuver that does not exceed 2 maneuver per turn limit
tt or y Add b to the targeted character’s next check
Add b to any allied character’s next check, including the current active character
+d with Ranged (Light); +dd with Ranged (Heavy); not permitted with Gunnery.
Ranged attack while engaged
Opponent adds b to next Brawl/Melee check while still engaged
Attacking prone/while prone b to ranged/b to melee attacks from foes; b to melee attacks vs. foes
Two-weapon combat It’s basically Auto-Fire but more complicated, best to check the CRB if you want to
Unarmed combat Damage equal to Brawn, Critical Rating 5, Disorient 1, Knockdown, can deal strain
Improvised weapons See Improvised Weapons. Count as Inferior, 2 hands needed for large weapon
Cover Ranged defense 1 (more if very hidden), b to some skill checks (e.g. Perception)
Difficult and Difficult terrain takes 2x maneuvers to move through; impassable terrain takes a skill check (i.e.
impassable terrain an action) to move through; probably Athletics/Coordination
Take damage and strain (see Falling Damage); damage is reduced by soak but strain is not.
Falling
Character may make Average (dd) Athletics or Coordination check; reduce damage by s
Fire, acid, corrosive Suffer wounds equal to rating of situation (see Fire, Acid, Corrosive Atmospheres) at start of
atmospheres turn (holding breath can prevent this). Rolling on the ground can put out fire; Coordination check
Add up to bbb/bbb to Coordination and Brawn (not Resilience) for high/low gravity.
Gravity
Zero gravity counts as difficult terrain and does not grant any b/b.
Suffocation Hold breath for rounds equal to Brawn. After. suffer 3 strain at start of each turn until
incapacitated, at which point suffer 1 Critical Injury at the start of each turn
Vacuum Suffer 3 wounds per round in vacuum until incapacitated; then suffer 1 Critical Injury per round
Water Counts as difficult terrain, or sometimes as impassable terrain (GM’s discretion)
FALLING DAMAGE PAGE 215 FIRE, ACID, CORROSIVE ATMOSPHERES PAGE 215
Range Damage Strain Rating Examples
Short 10 10 1–2 Campfire, industrial cleaner, ash in the air
Medium 20 20 3–5 Flame projector, industrial acid, chemical leak
Long Incapacitated; Critical Injury at +50 30 6–9 Welding torch, weaponized acid
Extreme Incapacitated; Crit at +75 or death 40 10+ Lava, blast furnace, unbreathable atmospheres
MEDICINE CHECKS PAGE 113 AND 220
State of Health Medicine Check
Current wounds equal half or less of wound threshold Easy (d)
Current wounds equal more than half of wound threshold Average (dd)
Exceeded strain
Incapacitated until strain no longer exceeds threshold
threshold
Critical Injury Roll on Table 6–10: Critical Injury Result (page 217 of CRB). +10 for each current Critical Injury
Cannot perform actions (including downgrading to maneuvers). Lasts until end of next turn unless
Staggered
specified by effect; durations stack if effect is suffered again (up to end of encounter)
Cannot perform maneuvers (including by spending strain or a). Lasts until end of next turn unless
Immobilized
specified by effect; durations stack if effect is suffered again (up to end of encounter)
Add b to all checks. Lasts until end of next turn unless specified by effect; durations stack if effect
Disoriented
is suffered again (up to end of encounter)
Attempt a Medicine check and recover s wounds and a strain. Attempts to use Medicine on
Medical care (organics)
oneself add dd. Attempts to use Medicine with no medical equipment add d
Use Mechanics instead of Medicine. Attempts to use Mechanics on oneself add d. Attempts
Medical care (droids)
to use Mechanics with no equipment add d
Bacta tanks Recover 1 wound per 2 hours if wounded, or 1 wound per 6 hours if incapacitated. Attempt a
(organics only) Resilience check to recover Critical Injury once per 24 hours; failure recovers 1 wound
Oil baths
Recover 1 wound per hour, but no opportunity to recover Critical Injury
(droids only)
Stimpacks Apply as a maneuver. First stimpack recovers 5 wounds; each subsequent recovers 1 fewer
(organics only) (sixth stimpack recovers 0). Stimpacks regain effectiveness after full night’s rest or 24 hours
Emergency repair
Apply as a maneuver. Recover 3 wounds per use
patches (droids only)
Recovering from strain Make a Simple (–) Discpline or Cool check after an encounter: recover 1 strain per s
Recovering from
Make a Medicine check against the Critical Injury Severity Rating
Critical Injuries
VEHICLE COMBAT DIFFICULTY PAGE 235 PILOT ONLY MANEUVERS AND ACTIONS PAGE 232–233
Silhouette Difference Difficulty Sil Difficulty
2+ smaller Easy (d) One Pilot Only maneuver; suffer 2 system strain or
1 in either direction Average (dd) 0–4 spend aaa to take a second (max. 2 per round).
If only 1 pilot (usually the case), pilot must take 2
2 larger Hard (ddd) strain or downgrade action to take second maneuver
3 larger Daunting (dddd) 5+ One Pilot Only maneuver (max. 1 per round)
4+ larger Formidable (ddddd) Any One Pilot Only action per round
Increase Power Astromech may increase speed by 1 for turns equal to intellect at cost of 2
1–3 Any
Stay on Target system strain and -2 to starship handling; can’t perform Boost Shield action
Punch It 1–4 Any Go to maximum speed immediately, suffer 1 system strain per speed gained
Stay on Target 1–4 3+ Upgrade the ability of incoming/outgoing attacks until end of next turn
Make Average (dd) Gunnery check and choose all weapons of single type
Blanket Barrage to fire this round. Until end of next round, all silhouette 0–4 ships get +d to
5+ 0–3
Age of Rebellion combat checks against ship +d per aa. If attacking ships generate tt/y
they suffer one automatic hit at half/full damage according to weapon type
Concentrated Barrage Fire all weapons of single type within single firing arc with single check. a: add
5+ 0–3
Age of Rebellion damage equal to number of weapons. Only use against silhouette 5+ ships
FLYING AND DRIVING PAGE 232 GAIN THE ADVANTAGE PAGE 234
Speed 1 maneuver 2 maneuvers Speed Difficulty
0 Cannot move 1+ higher Easy (d)
5–6 object Between close and medium Between close and long 2+ lower Daunting (dddd)
ADDITIONAL STARSHIP AND VEHICLE ACTIONS PAGE 237
Action Skill check Results
Only if vehicle already has defense. If successful, vehicle suffers 1
Boost
Hard (ddd) Mechanics check system strain and increases single defense zone by 1 until start of
Shields
next turn. Extra s increases duration by 1 round per s
Copilot Average (dd) Piloting check Downgrade difficulty of pilot’s next Piloting check by 1 per s
Average (dd) Computers If successful, enemy must make Average (dd) Computers check
Jamming
check +d for each ss. Affect additional targets for each a spent
Hyperspace Modifiers make this more difficult: see page 246–247 of CRB; page
Jump Easy (d) Astrogation check 76 of Fly Casual; or page 142 of Suns of Fortune (for micro-jumps)
Slice Enemy Reduce defense of a zone on target for one round per s. aa:
Hard (ddd) Computers check
Systems inflict 1 system strain; x: disable weapon system for one round
“Spoofing” Average (dd) Computers or If successful, Guided attacks against crewmember’s ship get +d
Missiles Hard (ddd) Vigilance check plus +d per aa until start of next turn
Computers check (Astromech If successful, b to pilot’s Gunnery checks plus b per ss. for 1
Target Lock*
only, same as Combat Difficulty) round plus 1 round per aa. Wait 1 turn per t before using again
Watch Your Average (dd) Computers +1 defense to single defense zone per s until start of next turn,
Back!* check (Astromech only) add b depending on size and chaos of the dogfight
*Stay on Target
xx When dealing damage, destroy some important vehicle component instead of dealing damage/strain