Combat Quick Reference (EotE)

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WOUNDS STRAIN ENCUMBRANCE CONDITIONS ROUNDS

REMAINING
STAGGERED
Cannot perform actions
THRESHOLD CURRENT THRESHOLD CURRENT THRESHOLD CURRENT
SEVERITY: CRITICAL RESULT: SEVERITY: INJURIES RESULT: IMMOBILIZED
Cannot perform
maneuvers
DISORIENTED
Add b to all checks

DICE DIFFICULTY RANGE ATTACK MANEUVER


b BOOST SUCCESS s Simple — BAND DIFFICULTY COST TO MOVE
d ABILITY ADVANTAGE a
Easy d Engaged Meleedd Ranged Ldd Disengage: 1
c PROFICIENCY TRIUMPH x Ranged Heavyddd (To Short)
FAILURE f
Average dd
b SETBACK Short d To Medium: 1
d DIFFICULTY THREAT t Hard ddd
Medium dd To Long: 2
c CHALLENGE DESPAIR y Daunting dddd
Long ddd To Extreme: 2
C FORCE LIGHT/DARK Z/z Formidable ddddd
Extreme dddd —

ACTIONS MANEUVERS ADVANTAGE AND TRIUMPH THREAT AND DESPAIR


EXCHANGE FOR MANEUVER AIM a or x t or y
A character may exchange an action • Gain b on next combat check, or • Recover 1 strain, multiple use • Active character suffers 1 strain;
for an additional maneuver during bb with two maneuvers spent • Add b to next allied active char- may be used multiple times
his turn - he still may not exceed the consecutively on aiming. acter’s check • Active character loses benefits of
two maneuver limit. • Target a specific item or part of • Notice one important point in prior maneuver until performed
ACTIVATE AN ABILITY target and next combat check conflict again
A character may spend an action to suffers bb, or b with two ma- • Inflict Critical Injury (a varies) tt or y
activate an ability or talent. neuvers spent consecutively on • Activate item quality (a varies) • As an immediate response, an
ACTIVATE A FORCE POWER aiming. opponent may perform one free
A character may spend an action to ASSIST aa or x maneuver
activate a force power. Allow an engaged ally to add b • Gain an additional maneuver • Add b to target’s next check
PERFORM A SKILL CHECK to her next check, assists stack and • Add b to target’s next check • Active character or ally suffers b
A character may spend an action to last until end of assisted ally’s turn. • Add b to any ally’s next check, on next action
perform a non-combat skill check GUARDED STANCE including active character
(e.g. Athletics, Charm, Stealth, etc.) Until the end of next turn, add b
PERFORM A COMBAT CHECK ttt or y
to all combat checks to gain melee aaa or x • The character falls prone
A character may spend an action to defense 1.
perform a combat check to attack a • Negate target’s defensive bonuses • Active character grants significant
INTERACT WITH ENVIRONM.
target with her weapon. until the end of current round (narrative) advantage to enemy
Move a large item (flip over a ta-
• Ignore negative environmental
ble), open or close a door, take cov-
INCIDENTALS effects until end of active charac- y
er (gain ranged defense 1+).
MANAGE GEAR ter’s next turn • Character’s weapon runs out of
• Speak
Draw, holster, ready, or load a • Disable target or one piece of ammunition
• Drop an item
weapon; draw something from gear instead of damage • Upgrade the difficulty of an ally’s
• Release someone from one’s grip
storage, or put it away. • Gain melee or ranged defense +1 next check, including active char-
• Minor movements such as peek-
MOUNT OR DISMOUNT until the end of active character’s acter
ing around a corner, shifting posi-
(Dis)Mount a domesticated ani- next turn • Damage the tool or weapon the
tion, or looking behind someone
mal, or vehicle; enter cockpit or • Force target to drop melee or character is using
DESTINY POINTS gunnery station. ranged weapon
NOTES
MOVE
• Upgrade one’s own check Move among range bands, engage x
• Upgrade the difficulty of an op- from short range or disengage to • Upgrade difficulty of target’s next
ponent’s check short range, or move to another lo- check
• Activate a talent or special abil- cation within short range. • Upgrade any ally’s next check, in-
ity DROP PRONE OR STAND UP cluding active character
• Narratively: introduce a fact or While prone ranged attacks against • Do something narratively vital
additional context to the situa- character suffer b and melee at-
tion (remember to have packed tacks gain b. xx
an item, terrain to take cover be- PREPARATION • Destroy a piece of target’s equip-
Some actions require additional
hind, find a stimpack in a medi- ment with an attack that deals
preparation, sometimes abbreviat-
cal facility) ed as “prepare.” damage

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