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Combat Overview 1. Determine Initiative a. Simple Cool (if prepared) or Vigilance (if unexpected) check 2. Assign Initiative Slots 3. Participants Take Turns a. Unlimited Incidentals b. One Maneuver for free, suffer 2 strain to gain a second c. One Action 4. Round Ends 5. Encounter Ends a. Rest for Simple (-) Discipline or Cool check to recover 1 strain per . Actions in Combat Incidentals: Speak, Drop Item, Release held person, Minor movement. Maneuvers: Aim, Assist, Guarded Stance, Interact with Environment, Manage Gear, Mount or Dismount, Move (see chart for cost – Difficult Terrain costs twice normal), Engage/Disengage, Drop Prone / Stand from Prone, Preparation. Actions: Perform Skill Check, Perform Combat Check, Activate Ability, Activate Force Power, Move (Impassable Terrain - requires appropriate check plus maneuver cost), Exchange for Maneuver. Performing a Combat Check 1. Declare Attack and Target 2. Assemble Dice Pool 3. Evaluate Success a. Each remaining adds +1 damage to each hit 4. Resolve Advantage and Triumph a. On successful hit that deals damage exceeding target’s soak, spend number of equal to weapon Critical Rating or to inflict critical hit on target b. Spend number of or to activate weapon quality c. Other options – see examples or at GM discretion 5. Resolve Threat and Despair a. Spend number of or to activate weapon quality b. Other options – see examples or at GM discretion 6. Apply Damage and Critical Hits a. Reduce damage of each hit by soak, suffer remaining damage as wounds. i. Ignore 1 point of soak per point of Pierce weapon quality, ignore 10 points of soak per point of Breach weapon quality. ii. Target suffers remaining damage as strain if weapon has Stun Damage quality. b. Roll critical hits separately, or make single roll with +10 per critical hit after the first. i. Add +10 per point of Vicious weapon quality. Assemble Dice Pool Attack Type Base Pool Difficulty Attacker… Target… Engaged At Range Aims Assisted Prone Guarded Stance Uses Two Weapons 2 Uses Autofire 3 Accurate Weapon Cumbersome Weapon Defense Adversary Talent Prone Engaged 4 Guarded Stance Ranged Attacker Concealment Ranged (Light) Higher of Char. or Skill Lower of Char. or Skill See Chart Above per consecutive maneuver 1 (max 2) per engaged ally assisting or (different skills) per point per point of Brawn less than Cumbersome rating per point per rank per point Ranged (Heavy) Gunnery Brawl while remain engaged Melee 1. Or ( if 2 consecutive maneuvers) and hit specific part of target or item carried. 2. Combined check using skills for both weapons. Spend or to deal additional hit with off-hand weapon. 3. Spend to deal additional hit. May be activated multiple times. May activate Critical Hits multiple times, up to number of hits scored. 4. If succeeds, must spend to make attack hit individual engaged with target instead. Other Modifiers Cover: Increase target’s ranged defense by cover rating. Silhouette Difference: Target two or more sizes bigger remove , target two or more sizes smaller add . Use Improvised Weapon: Automatically generate . If attack results in or weapon breaks. Armor Qualities Cortosis: Ignores the Breach and Pierce weapon qualities. Inferior/Superior: Increase/decrease encumbrance by 1 and decrease/increase soak by 1. Weapon Qualities Defensive/Deflection: Increase target’s melee/ranged defense by Defensive/Deflection rating. Concussive/Disorient/Ensnare: Spend to make target staggered/disoriented/immobilized for number of rounds equal to rating. Ensnared target may make Hard ( ) Athletics check as action to break free. Knockdown: Spend (plus per silhouette of target above 1) to knock target prone. Guided: If attack misses, spend to make check at end of round with equal to rating and difficulty calculated by comparing 0 silhouette to silhouette of target. If successful, weapon hits target. Blast: If attack successful, spend to deal damage equal to rating to characters engaged with target. If attack misses, spend to deal damage equal to Blast rating to target and characters engaged with target. Burn: Spend to make target suffer weapon’s base damage for a number of rounds equal to rating at the start of turn. Burning target may make Coordination check, Average ( ) difficulty on hard surfaces, Easy ( ) difficulty on soft surfaces, automatic if immersed, to extinguish. Stun: Spend to inflict strain equal to rating. Sunder: Damage item openly wielded by target one step per spent: Minor -> Moderate -> Major -> Destroyed. Cortosis: Ignores the Sunder weapon quality. Inferior/Superior: Automatically generates / on all checks, base damage decreased/increased by 1. Limited Ammo: Expends ammo and requires maneuver to reload after rating number of attacks. Slow Firing: Must wait rating number of rounds after firing weapon before it can fire again.

SW EotE Combat Reference

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Combat Reference for Star Wars Edge of the Empire RPG

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Page 1: SW EotE Combat Reference

Combat Overview 1. Determine Initiative

a. Simple Cool (if prepared) or Vigilance (if unexpected) check 2. Assign Initiative Slots 3. Participants Take Turns

a. Unlimited Incidentals b. One Maneuver for free, suffer 2 strain to gain a second c. One Action

4. Round Ends 5. Encounter Ends

a. Rest for Simple (-) Discipline or Cool check to recover 1 strain per . Actions in Combat Incidentals: Speak, Drop Item, Release held person, Minor movement. Maneuvers: Aim, Assist, Guarded Stance, Interact with Environment, Manage

Gear, Mount or Dismount, Move (see chart for cost – Difficult Terrain costs twice normal), Engage/Disengage, Drop Prone / Stand from Prone, Preparation.

Actions: Perform Skill Check, Perform Combat Check, Activate Ability, Activate Force Power, Move (Impassable Terrain - requires appropriate check plus maneuver cost), Exchange for Maneuver.

Performing a Combat Check 1. Declare Attack and Target 2. Assemble Dice Pool 3. Evaluate Success

a. Each remaining adds +1 damage to each hit 4. Resolve Advantage and Triumph

a. On successful hit that deals damage exceeding target’s soak, spend number

of equal to weapon Critical Rating or to inflict critical hit on target

b. Spend number of or to activate weapon quality c. Other options – see examples or at GM discretion

5. Resolve Threat and Despair

a. Spend number of or to activate weapon quality b. Other options – see examples or at GM discretion

6. Apply Damage and Critical Hits a. Reduce damage of each hit by soak, suffer remaining damage as wounds.

i. Ignore 1 point of soak per point of Pierce weapon quality, ignore 10 points of soak per point of Breach weapon quality.

ii. Target suffers remaining damage as strain if weapon has Stun Damage quality.

b. Roll critical hits separately, or make single roll with +10 per critical hit after the first. i. Add +10 per point of Vicious weapon quality.

Assemble Dice Pool

Attack Type

Base Pool Difficulty Attacker… Target…

Engaged At

Range Aims Assisted Prone Guarded

Stance Uses Two Weapons2

Uses Autofire3

Accurate Weapon

Cumbersome Weapon

Defense Adversary Talent

Prone Engaged4 Guarded Stance

Ranged Attacker

Concealment

Ranged (Light)

Higher of Char. or

Skill

Lower of Char. or Skill

See

Chart Above per

consecutive maneuver

1 (max 2)

per

engaged ally

assisting

or

(different skills)

per

point

per point

of Brawn less than

Cumbersome rating

per

point

per

rank

per point

Ranged (Heavy)

Gunnery Brawl

while

remain engaged

Melee

1. Or ( if 2 consecutive maneuvers) and hit specific part of target or item carried.

2. Combined check using skills for both weapons. Spend or to deal additional hit with off-hand weapon. 3. Spend to deal additional hit. May be activated multiple times. May activate Critical Hits multiple times,

up to number of hits scored.

4. If succeeds, must spend to make attack hit individual engaged with target instead. Other Modifiers Cover: Increase target’s ranged defense by cover rating.

Silhouette Difference: Target two or more sizes bigger remove , target two or more sizes smaller add .

Use Improvised Weapon: Automatically generate . If attack results in or weapon breaks. Armor Qualities Cortosis: Ignores the Breach and Pierce weapon qualities. Inferior/Superior: Increase/decrease encumbrance by 1 and decrease/increase soak by 1.

Weapon Qualities Defensive/Deflection: Increase target’s melee/ranged defense by Defensive/Deflection rating. Concussive/Disorient/Ensnare: Spend to make target staggered/disoriented/immobilized for number of

rounds equal to rating. Ensnared target may make Hard ( ) Athletics check as action to break free. Knockdown: Spend (plus per silhouette of target above 1) to knock target prone.

Guided: If attack misses, spend to make check at end of round with equal to rating and difficulty calculated by comparing 0 silhouette to silhouette of target. If successful, weapon hits target.

Blast: If attack successful, spend to deal damage equal to rating to characters engaged with target. If attack misses, spend to deal damage equal to Blast rating to target and characters engaged with target.

Burn: Spend to make target suffer weapon’s base damage for a number of rounds equal to rating at the start

of turn. Burning target may make Coordination check, Average ( ) difficulty on hard surfaces, Easy ( ) difficulty on soft surfaces, automatic if immersed, to extinguish.

Stun: Spend to inflict strain equal to rating. Sunder: Damage item openly wielded by target one step per spent: Minor -> Moderate -> Major -> Destroyed. Cortosis: Ignores the Sunder weapon quality. Inferior/Superior: Automatically generates / on all checks, base damage decreased/increased by 1. Limited Ammo: Expends ammo and requires maneuver to reload after rating number of attacks. Slow Firing: Must wait rating number of rounds after firing weapon before it can fire again.

Page 2: SW EotE Combat Reference

Combat Overview 1. Determine Initiative

a. Simple Cool (if prepared) or Vigilance (if unexpected) check 2. Assign Initiative Slots 3. Participants Take Turns

a. Unlimited Incidentals b. One Maneuver for free, suffer 2 strain to gain a second c. One Action

4. Round Ends 5. Encounter Ends

a. Rest for Simple (-) Discipline or Cool check to recover 1 strain per .

Actions in Combat Maneuvers: Move (inside starship or vehicle), Aim, Angle Deflector Shields. Pilot Only Maneuvers: Accelerate/Decelerate, Fly/Drive, Evasive Maneuvers

(Silhouette 1-4, Speed 3+), Stay On Target (Silhouette 1-4, Speed 3+), Punch It (Silhouette 1-4).

Starship Actions: Damage Control (once per encounter to reduce hull trauma), Gain the Advantage (Pilot Only, Size 1-4, Speed 4+), Use Complex Equipment, Perform Skill Check, Perform Combat Check, Exchange for Maneuver.

Performing a Combat Check 1. Declare Attack and Target 2. Assemble Dice Pool 3. Evaluate Success

a. Each remaining +1 damage to each hit 4. Resolve Advantage and Triumph

a. On successful hit that deals damage exceeding target’s armor, spend number of equal to weapon

Critical Rating or to inflict critical hit on target

b. Spend number of or to activate weapon quality c. Other options – see examples or at GM discretion

5. Resolve Threat and Despair

a. Spend number of or to activate weapon quality b. Other options – see examples or at GM discretion

6. Apply Damage and Critical Hits a. Reduce damage of each hit by armor, suffer remaining damage as hull trauma.

i. Ignore 1 point of armor per point of Breach weapon quality. ii. Target suffers remaining damage as system strain if weapon has Ion quality. iii. 10 points of personal scale damage/armor equals 1 point of vehicle/starship damage armor.

b. Roll critical hits separately, or make single roll with +10 per critical hit after the first. i. Add +10 per point of Vicious weapon quality.

Assemble Dice Pool

Attack Type

Base Pool Silhouette (Attacker -> Target) Attacker… Target… Gain Advantage (Attacker -> Target Speed)

2+ sizes smaller

Equal or within 1 size

2 sizes larger

3+ sizes larger

Aims Assisted Accurate Weapon

Defense Adversary Talent

Concealment Higher Equal 1 Lower 2+ Lower

Gunnery or Ranged (Heavy)

Higher of Char. or Skill

Lower of Char. or Skill

consecutive per 1 maneuver (max 2)

per

ally assisting

per

point

per

point

per rank

per point

1. Or ( if 2 consecutive maneuvers) and hit specific part of target.

Weapon Qualities Linked: Spend to deal additional hit. May be activated multiple

times to a maximum of rating. May activate Critical Hits multiple times, up to number of hits scored.

Guided: If attack misses, spend to make check at end of round

with equal to rating and difficulty calculated by comparing 0 silhouette to silhouette of target. If successful, weapon hits target.

Blast: If attack successful, spend to deal damage equal to rating to

other targets within Short range. If attack misses, spend to deal damage equal to Blast rating to primary target and other targets within Short range.

Tractor: If attack successful, target may not use starship maneuvers unless

pilot makes successful Piloting check, with a number of equal to rating, as an action to break free.

Limited Ammo: Expends ammo and requires maneuver to reload after rating number of attacks.

Slow Firing: Must wait rating number of rounds after firing weapon before it can fire again.

Other Modifiers Cover: Increase target’s defense by cover rating.

Handling: If positive, add per point to checks. If negative, add per point to checks.

Damage Control Difficulty

Total System Strain

Total Hull Trauma Difficulty

<= half threshold

<= half threshold

> half threshold > half threshold

> threshold > threshold

The Chase 1. Determine starting distance in range bands. 2. Chased and pursuer make competitive Pilot (or

Athletics) checks. Difficulty set by terrain or Simple (-) in clear space with no terrain.

3. Winner closes (pursuer) or opens (chased) distance by one range band, plus number of range bands equal to difference in relative speeds.

Piloting Stellar Phenomena and Terrain 1. Determine ship or vehicle’s current speed and half

silhouette (round up).

2. Add number of equal to higher value.

3. Upgrade number of to equal to lower value.

4. Add number of to pool based on the navigation hazards (see p159)

Additional Starship and Vehicle Actions

Action Skill(s) and Difficulty Results

Plot Course Astrogation ( ),

Piloting ( ),

Perception ( )

Reduce penalty suffered for difficult terrain by per .

Copilot Piloting ( ) Downgrade difficulty of pilot’s next piloting check by 1 per .

Jamming Computers ( ) If successful, enemy must make Computers ( ) check to use communication

systems. Increase difficulty by per , and affect additional target per .

Boost Shields

Mechanics ( ) If successful, ship or vehicle with defense rating suffers 1 system strain and

increases defense of one defense zone per by 1.

Manual Repairs

Athletics ( ) Use Athletics instead of Mechanics for Damage Control Action, at GM discretion. If

successful, remove 1 hull trauma plus 1 additional hull trauma per .

Fire Discipline

Leadership ( ),

Discipline ( )

If successful, next crewmember firing weapon aboard ship adds to check. Affect

additional crewmember per . Spend to allow all shipboard weapons to inflict 1 system strain as well as regular damage until beginning of next turn.

Scan the Enemy

Perception ( ) If successful, learn weapons, modifications, system strain and hull trauma

thresholds of ship or vehicle. Spend to learn current system strain and hull trauma levels.

Slice Enemy’s Systems

Computers ( ) If successful, reduce the defense of one zone on target for one round per .

Spend to disable weapon system for 1 round, to inflict 1 system strain on target.

“Spoofing” Missiles

Computers ( ),

Vigilance ( )

If successful, difficulty of attacks against ship or vehicle by weapons with the

Guided quality upgraded by 1, plus 1 per , until beginning of next turn.