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action to perform the dodge.

Alternately he may use an “extra


Modified Combat/Reference action” to dodge as he still wants to perform his second action.
Rounds – Combat is split into rounds which are in turn split into This would incur another -1D MAP which means his next action is
action rounds. Each round is preceded by an initiative roll and a now at -2D. This new dodge number is the difficulty number for all
declaration of actions. attacks of the same type until the round ends.

Initiative – Initiative is determined by a perception roll for each Full reactions - If things are turning for the worst and the player is
character in combat. Initiative is rolled at the top of each round waiting for an opportunity she thinks will come in the next round
which means you will likely roll initiative multiple times in a single of initiative. She can declare a full reaction this round, which
combat. means he can do nothing apart from dodge. This means she can
roll her dodge skill and ADD the result to the existing difficulty
Actions – At the top of each round players and NPC’s will declare number. This means she can take much more fire with a lower risk
the number of actions they will take in a given round of combat of being hurt in preparation for something in the next round.
after initiative is determined. You do not have to declare what
actions will be taken, only the number. Your first actions is free Damage – Damage is determined not by HP but rather states of
(this includes a free five meter move action), any further actions damage such as stunned, wounded, incapacitated etc. When
incur a -1D penalty to all actions taken including the first. This is to damage is rolled against a character they can resist it with a
represent divided attention across all actions to be taken. Strength check + armour modifications. The difference between
the damage dealt and the damage resisted determines the level or
Movement – Movement is split into multiple categories; Free and injury.
Declared.
Free movement is a five meter move option that can be combined Difference Injury Game note
0-3 Stunned -1D for 2 rounds
with one of your declared actions at any point during the round.
4-8 Wounded -1D (-2D if twice)
For example you can declare one action, in action round 1 you 9-12 Incapacitated KO for 10D mins
may move up to five meters and perform your action without 13-15 Mortal Wound Bleeding out*
penalty. 16+ Killed/Maimed KO + maimed
Declared movement is an additional move action which can be a Set to stun Stun > Strength KO for 2D mins**
separate action or combined with a free movement. For example a
PC may free move and shoot in action 1 followed by an additional *When a character is mortally wounded they are unconscious and
declared move action for action 2. Or, the PC may free move and bleeding out. At the beginning of each round roll 2D, if the number
declared move in the same action to increase the distance rolled is less than the number of rounds since the condition began,
travelled uninterrupted. the character dies.
Declared movement can be an additional; 5 meters (very easy), **Blasters can be set to stun, apply damage as normal. If the
between 5 – 15 meters (easy), or 15 – 35 meters (moderate – damage does not exceed the character strength resistance they
reaction skills are not allowed). Terrain and situational modifiers are dazed but shrug off the stun. If the number exceeds the
will also be applied. character strength resistance they are knocked unconscious.

The Turn of Play – After initiative and actions declared have been Revival – Players can make First Aid checks to revive their
determined, combat will proceed in initiative order where in all comrades. Reviving checks are easy if the target is stunned,
participants will complete their first action. As mentioned above moderate if incapacitated. This will bring the character back to
this may be an action combined with a free movement or a solo fighting strength. More serious injuries require further medical
action. After all participants have completed their first action, any attention to recover from although players can be stabilised in the
participants with remaining actions will complete their second field with a first aid check although this does not heal them.
action in initiative order, third actions follow and so on until all
actions are taken. Healing – Medpacs can be used to heal injuries in the field or at
The round is concluded and initiative is rolled again for the second rest. Using a medpac is considered an action for the purposes of in
round. combat application. Using a medpac on yourself incurs an
additional -1D penalty to any other MAP modifiers. If the first aid
Reaction Skills – these include actions such as dodge, parry roll is successful the recipient is healed by one level i.e.
(melee/brawling/lightsabre), and vehicle doge (repulsorlift – incapacitated becomes wounded and so on. If the first aid roll is
capital ship). Reactions may be single actions or “Full reactions”, unsuccessful the condition remains the same, in the instance the
explained later. To perform a Dodge, a character may use an check fails by 10 or more, the recipient cannot receive any more
action to roll their dodge skill and use the total in place of the first aid for 24hrs.
difficulty number to hit them. In some cases this may result in a Medpacs can only be used once but multiple medpacs may be
lower outcome than the original difficulty number - “should have used in a day however, the difficulty increases one level with each
zigged when you zagged” - in such situations it may be beneficial subsequent use. Certain injuries cannot be healed quickly and
to just “tank” the hit. If a player has an action to burn they may require Bacta Tanks of Surgeries.
dodge without penalty, if however they do not wish to burn an
action or have no remaining actions to burn, they may perform a Degree of Injury Difficulty
Stunned Very Easy
dodge with an additional Multiple Action Penalty (MAP) for all
Wounded (Twice) Easy
following actions. Example, a player declares two actions this
Incapacitated Moderate
round which means all his actions have a -1D MAP. If he takes fire Mortally Wounded Difficult
in between his first and second actions he may burn his second

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