Professional Documents
Culture Documents
Carrying over threshold (Brawn + 5) Add b to Agility and Brawn-based checks for each point over Incidental (as many as reasonable)
Speaking to another character Dropping an item held in one’s hands Releasing someone the character is holding
Carrying over threshold + Brawn Can no longer perform free maneuvers
Minor movements e.g. shifting position; peeking around a corner; or looking behind a person
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 Maneuver (1 free per turn, maximum 2 per turn. 2 strain or aa: 1 extra maneuver)
Concealing items
item encumbrance above 1. Multiple items: pick the highest encumbrance
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
ITEM QUALITIES PAGE 154–157
Interact: Move a large item; open a door; take cover Manage gear: Draw/holster/ready/load gun or other item
Name Type Effect (aa to trigger unless listed otherwise)
Mount: Either mount or dismount from a creature (Average (dd) Survival check if creature is untrained)
Accurate Passive Add b per rating to attack checks
Move: Change range increment (takes 2 maneuvers above medium range) or (dis)engage foe
Auto-Fire Active +d to check. When triggered, generate additional hit; may trigger multiple times
Prepare: Take a maneuver to prepare for something (e.g. a weapon with the Prepare quality)
Blast Active When triggered, those engaged with target suffer X wounds + s (even if attack misses)
Action (1 per turn)
Breach Passive Ignore X points of armor (10X points of soak)
Exchange an action for a maneuver Activate an ability Activate a Force power
Burn Active When triggered, target suffers weapon base damage for X rounds; Coordination check stops
Skill check Combat check
Concussive Active When triggered, target is staggered for X rounds
Cortosis Passive Weapons are immune to Sunder, armor is immune to Pierce and Breach
SPENDING a, x, t AND y IN COMBAT PAGE 206
Cumbersome Passive Must have X Brawn, or increase difficulty of all checks by X – Brawn
Cost Result Options
Defensive Passive Increase melee defense by X. This defense stacks, but caps at 4
Recover 1 strain (may be selected more than once)
Deflection Passive Increase ranged defense by X. This defense stacks, but caps at 4 Add b to the next allied active character’s check
Disorient Active When triggered, target is disoriented for X rounds a or x Notice a single important point in the ongoing conflict
Inflict a Critical Injury with a successful attack that deals damage past soak (a cost may vary)
Ensnare Active When triggered, target immobilized for X rounds; Hard (ddd) Athletics check stops
Activate a weapon quality (a cost may vary)
Guided Active aaa to trigger; if triggered and attack misses, make additional attack with d per rating
Perform a immediate free maneuver that does not exceed 2 maneuver per turn limit
Knockdown Active Requires extra a per silhoutte above 1 to trigger. When triggered, target is knocked prone 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
Inaccurate Passive Add b per rating to attack checks
Negate targeted character’s defensive bonuses until end of current round
Inferior Passive Add t to all checks, decrease base damage/defense by 1 (if no defense, reduce soak by 1)
Ignore penalizing environmental effects until the end of the active character’s next turn
Ion Passive Attacks deal system strain instead of hull trauma (this is still reduced by armor and soak) aaa
Have an attack temporarily disable the foe or a piece of gear instead of dealing wounds or strain
or x
Limited Ammo Passive May make X attacks before reloading Gain +1 melee or ranged defense until the end of the targeted character’s next turn
Force the targeted character to drop a weapon they are wielding
Linked Active When triggered, generate extra hit on same target; may trigger X times
Upgrade the difficulty of the targeted character’s next check
Pierce Passive Ignores X points of soak x Upgrade any allied character’s next check, including the current active character
Prepare Passive Must perform X preparation maneuvers before use Do something vital, such as shooting the controls to the nearby blast doors to seal them shut
Slow-Firing Passive After use, must wait X rounds before using again xx When dealing damage to a target, have the attack destroy a piece of equipment/weapon they are using
Stun Active When triggered, inflicts X strain Suffer 1 strain (may be selected more than once)
t or y
Lose the benefit of a prior maneuver
Stun Damage Passive Attacks deal strain, not wounds (still reduced by soak)
The opponent may perform a immediate free maneuver that does not exceed 2 maneuver per turn limit
Stun Setting* Active Change range to short and choose to have attack deal Stun Damage (see above)
tt or y Add b to the targeted character’s next check
Sunder Active a to trigger; when triggered, damage weapon or item one step Add b to any allied character’s next check, including the current active character
Superior Active Add a to all checks, increase base damage/defense by 1 ttt The active character falls prone
or y The enemy gains a significant advantage, such as closing off the party’s escape route
Tractor Passive On hit, target may not move unless it passes a check to break free
The character’s ranged weapon runs out of ammunition
Unwieldy† Passive Must have X Agility, or increase difficulty of all checks by X – Agility
y Upgrade the difficulty of any allied character’s next check, including the current active character
Vicious Passive When scoring a Critical Injury or Hit, add 10X to the roll The weapon or tool the character is using becomes damaged
*This isn’t technically listed as a quality, but appears in the ‘Special’ column alongside them †Force and Destiny
CONDITIONAL AND SITUATIONAL MODIFIERS PAGE 210–212
MEDICINE CHECKS PAGE 113 AND 220
Condition Modifier
State of Health Medicine Check
Ranged attack at engaged target Upgrade difficulty of check once; y automatically hits different engaged character
Current wounds equal half or less of wound threshold Easy (d)
+d with Ranged (Light); +dd with Ranged (Heavy); not permitted with Gunnery.
Ranged attack while engaged Current wounds equal more than half of wound threshold Average (dd)
Opponent adds b to next Brawl/Melee check while still engaged
Current wounds exceed wound threshold Hard (ddd)
Attacking prone/while prone b to ranged/b to melee attacks from foes; b to melee attacks vs. foes
Recover Critical Injury Critical Injury Severity Rating
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 STATES OF HEALTH PAGE 215–218
If silhouette is 2 larger, -d; if silhouette is 2 smaller, +d. Jawas are silhouette 0; State of Health Effect
Silhouette difference
humans are silhouette 1; dewbacks are silhouette 2; rancors are silhouette 3.
Exceeded wound Knocked out and incapacitated until wounds no longer exceed threshold. Immediately suffer one
threshold Critical Injury. Track wounds up to 2x wound threshold
IMPROVISED WEAPONS PAGE 212 CONCEALMENT PAGE 213 Exceeded strain
Incapacitated until strain no longer exceeds threshold
Size Dam Crit Range Encum Special Dice Examples threshold
Immobilized Cannot perform maneuvers (including by spending strain or a). Lasts until end of next turn unless
ENVIRONMENTAL EFFECTS PAGE 212–215 specified by effect; durations stack if effect is suffered again (up to end of encounter)
Environment Effect Add b to all checks. Lasts until end of next turn unless specified by effect; durations stack if effect
Disoriented
Add b to Gunnery, Ranged and Perception checks vs. concealed character and b to concealed is suffered again (up to end of encounter)
Concealment
character’s Stealth checks per dice added (see Concealment); GM may include other skills
Cover Ranged defense 1 (more if very hidden), b to some skill checks (e.g. Perception) RECOVERY AND HEALING PAGE 219–221
Difficult and Difficult terrain takes 2x maneuvers to move through; impassable terrain takes a skill check (i.e. Recovery Method Effect
impassable terrain an action) to move through; probably Athletics/Coordination
Recover 1 wound and all strain per full night’s rest. Attempt a Resilience check to recover
Take damage and strain (see Falling Damage); damage is reduced by soak but strain is not. Natural rest
Falling Critical Injury once per week (against Critical Injury Severity Rating); failure recovers 1 wound
Character may make Average (dd) Athletics or Coordination check; reduce damage by s
Attempt a Medicine check and recover s wounds and a strain. Attempts to use Medicine on
Fire, acid, corrosive Suffer wounds equal to rating of situation (see Fire, Acid, Corrosive Atmospheres) at start of Medical care (organics)
atmospheres turn (holding breath can prevent this). Rolling on the ground can put out fire; Coordination check oneself add dd. Attempts to use Medicine with no medical equipment add d
Add up to bbb/bbb to Coordination and Brawn (not Resilience) for high/low gravity. Use Mechanics instead of Medicine. Attempts to use Mechanics on oneself add d. Attempts
Gravity Medical care (droids)
Zero gravity counts as difficult terrain and does not grant any b/b. 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
Suffocation Hold breath for rounds equal to Brawn. After. suffer 3 strain at start of each turn until
(organics only) Resilience check to recover Critical Injury once per 24 hours; failure recovers 1 wound
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 Oil baths
Recover 1 wound per hour, but no opportunity to recover Critical Injury
(droids only)
Water Counts as difficult terrain, or sometimes as impassable terrain (GM’s discretion)
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
FALLING DAMAGE PAGE 215 FIRE, ACID, CORROSIVE ATMOSPHERES PAGE 215 Emergency repair
Apply as a maneuver. Recover 3 wounds per use
patches (droids only)
Range Damage Strain Rating Examples
Short 10 10 1–2 Campfire, industrial cleaner, ash in the air Recovering from strain Make a Simple (–) Discpline or Cool check after an encounter: recover 1 strain per s
Medium 20 20 3–5 Flame projector, industrial acid, chemical leak
Long Incapacitated; Critical Injury at +50 30 6–9 Welding torch, weaponized acid Recovering from
Make a Medicine check against the Critical Injury Severity Rating
Critical Injuries
Extreme Incapacitated; Crit at +75 or death 40 10+ Lava, blast furnace, unbreathable atmospheres
VEHICLE COMBAT DIFFICULTY PAGE 235 PILOT ONLY MANEUVERS AND ACTIONS PAGE 232–233 ADDITIONAL STARSHIP AND VEHICLE ACTIONS PAGE 237
Silhouette Difference Difficulty Sil Difficulty Action Skill Check Results
2+ smaller Easy (d) One Pilot Only maneuver; suffer 2 system strain or 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
1 in either direction Average (dd) 0–4 spend aaa to take a second (max. 2 per round). Shields
next turn. Extra s increases duration by 1 round per s
If only 1 pilot (usually the case), pilot must take 2
2 larger Hard (ddd) strain or downgrade action to take second maneuver
Copilot Average (dd) Piloting check Downgrade difficulty of pilot’s next Piloting check by 1 per s
3 larger Daunting (dddd) 5+ One Pilot Only maneuver (max. 1 per round)
If successful, next crewmember to fire a weapon adds b. Each
Fire Hard (ddd) Leadership
4+ larger Formidable (ddddd) Any One Pilot Only action per round Discipline or Discipline check additional ss affects an additional crewmember. aaa: every hit
on enemy inflicts 1 extra system strain until start of next turn
MANEUVERS AND ACTIONS IN STARSHIP ENCOUNTERS PAGE 232–238 Average (dd) Computers If successful, enemy must make Average (dd) Computers check
Jamming
Maneuver Sil Speed Description Pilot Only except Angle Deflector Shields and Increase Power check +d for each ss. Affect additional targets for each a spent
Accelerate/Decelerate Any Any Pilot may change speed by 1 (min: 0, max: per vehicle) 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)
Angle Deflector Shields Any Any Any crew member may move 1 Defense from one zone to another
Manual Make Damage Control check to recover 1 hull trauma using
Evasive Maneuvers 1–4 3+ Upgrade the difficulty of incoming/outgoing attacks until end of next turn Hard (ddd) Athletics check
Repairs Athletics. Each additional ss recovers one additional point
Fly/Drive Any Any May move the vehicle depending on current speed (see Flying and Driving)
Plot Average (dd) Astrogation or
Increase Power Astromech may increase speed by 1 for turns equal to intellect at cost of 2 Course Study terrain ahead, reduce b for difficult terrain by 1 per s
1–3 Any Hard (ddd) Perception check
Stay on Target system strain and -2 to starship handling; can’t perform Boost Shield action
Scan the If successful, learn enemy’s weapons, mods, system strain/hull
Punch It 1–4 Any Go to maximum speed immediately, suffer 1 system strain per speed gained Hard (ddd) Perception check
Enemy trauma thresholds. aa: learn current system strain/hull trauma
Stay on Target 1–4 3+ Upgrade the ability of incoming/outgoing attacks until end of next turn
Slice Enemy Reduce defense of a zone on target for one round per s. aa:
Hard (ddd) Computers check
Action Sil Speed Description Gain the Advantage is Pilot Only Systems inflict 1 system strain; x: disable weapon system for one round
Make Average (dd) Gunnery check and choose all weapons of single type “Spoofing” Average (dd) Computers or If successful, Guided attacks against crewmember’s ship get +d
Blanket Barrage to fire this round. Until end of next round, all silhouette 0–4 ships get +d to Missiles Hard (ddd) Vigilance check plus +d per aa until start of next turn
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 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
Concentrated Barrage Fire all weapons of single type within single firing arc with single check. a: add
5+ 0–3 Watch Your +1 defense to single defense zone per s until start of next turn,
Age of Rebellion damage equal to number of weapons. Only use against silhouette 5+ ships Average (dd) Computers
Back!* check (Astromech only) add b depending on size and chaos of the dogfight
Damage Control Any Any Mechanics check to recover 1 system strain or 1 hull trauma per s (same
difficulty as Medicine checks); only allowed once per encounter for hull trauma *Stay on Target
Pilot makes Piloting check (see Gain the Advantage). If successful, either
Gain the Advantage 1–4 4+ ignore effects of Evasive Maneuvers until end of next round; or counteract foe’s SPENDING a, x, t AND y IN STARSHIP AND VEHICLE COMBAT PAGE 236
Gain the Advantage action (+d for each time player and foe have done this) Cost Result Options
Fire all weapons of single type within single firing arc with single check.
Overwhelming Barrage a: hit one extra vehicle at short range from original target; plus hit one extra See options for normal encounters, but b/b and upgrades target the character’s next Piloting or Gunnery
5+ 0–3 check, or next Computers or Mechanics check (allies only) instead of solely the next check
Age of Rebellion vehicle for every 10 weapons fired. Can trigger multiple times but cannot hit All results
the same ship twice. Damage equal to base damage +1 per s Lists of vehicle components are in Table 7–10 and Table 7–11 on page 245 of CRB
Additional ship and Perform an action; examples are given in Table 7–7: Additional Starship When dealing damage, temporarily disable important vehicle component instead of dealing hull damage/
Any Any system strain (leaving it inoperable until repaired by Mechanics check); not too crippling (GM’s discretion).
vehicle actions and Vehicle Actions but these are not intended to be exhaustive aaa
or x If piloting the ship, perform one free Pilot Only maneuver (if it wouldn’t go above max number per turn)
Each starship weapon may only be used once per round. Silhouette 0–4 ships
Combat check Any Any Force target ship or vehicle to veer off, breaking any Aim or Stay on Target maneuvers
choose which defense zone is hit; 5+ ships are hit based on relative position
xx When dealing damage, destroy some important vehicle component instead of dealing damage/strain
FLYING AND DRIVING PAGE 232 GAIN THE ADVANTAGE PAGE 234
t or y If piloting a ship, sudden maneuvers force the ship to reduce speed by 1
Speed 1 Maneuver 2 Maneuvers Speed Difficulty
Initiative slot being used by active player drops to last in the initiative order
0 Cannot move 1+ higher Easy (d) ttt
Character grants enemy a significant advantage, e.g. character drifting straight into line of fire causing -d
or y
1 Move within – Between close and short Same Average (dd) to enemy’s combat checks until start of next turn
close range A component is rendered inoperable until end of next turn
2–4 Between close and short Between close and medium 1 lower Hard (ddd)
of target or y Character collides with opponent within close range, or with surrounding stellar phenomenon/terrain
5–6 object Between close and medium Between close and long 2+ lower Daunting (dddd) (collision is minor or major depending on whether check was successful or a failure)