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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.
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.
Base Pool
Higher of
Char. or
Skill
Lower
of Char.
or Skill
Difficulty
Engaged
At
Range
See
Chart
Above
Aims
Assisted
per
consecutive
maneuver
(max 2) 1
per
engaged
ally
assisting
Prone
Guarded
Stance
Attacker
Uses Two
Weapons2
Uses
Autofire3
(different
skills)
1.
Or
2.
3.
Other Modifiers
Cover: Increase targets 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.
Cumbersome
Weapon
per
point
per point
of Brawn less
than
Cumbersome
rating
or
Melee
4.
Accurate
Weapon
Defense
Adversary
Talent
Prone
Target
Engaged4
Guarded
Stance
Ranged
Attacker
Concealment
per
point
per
rank
per point
while
remain
engaged
Weapon Qualities
Defensive/Deflection: Increase targets 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 weapons 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.
Combat Overview
1.
1.
2.
3.
a.
2.
3.
a.
b.
c.
4.
5.
a.
Determine Initiative
Simple Cool (if prepared) or Vigilance (if unexpected) check
Assign Initiative Slots
Participants Take Turns
Unlimited Incidentals
One Maneuver for free, suffer 2 strain to gain a second
One Action
Round Ends
Encounter Ends
Rest for Simple (-) Discipline or Cool check to recover 1 strain per
a.
4.
a.
b.
c.
.
5.
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.
equal to weapon
Spend number of
or
to activate weapon quality
Other options see examples or at GM discretion
Resolve Threat and Despair
a.
b.
Spend number of
or
to activate weapon quality
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.
Gunnery or
Ranged (Heavy)
1.
Or
Higher of
Char. or Skill
2+ sizes
smaller
Lower of
Char. or Skill
per consecutive
maneuver (max 2) 1
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 targets defense by cover rating.
Handling: If positive, add per point to checks. If negative, add
point to checks.
Attacker
Assisted
Aims
per
Difficulty
per
ally
assisting
> 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.
Defense
per
point
per
point
Target
Adversary
Talent
per rank
Concealment
Higher
Equal
1 Lower
2+ Lower
per point
Copilot
Astrogation ( ),
Piloting (
),
Perception (
)
Piloting ( )
Jamming
Computers (
Boost
Shields
Manual
Repairs
Fire
Discipline
Mechanics (
Scan the
Enemy
Perception (
Slice
Enemys
Systems
Computers (
Spoofing
Missiles
Computers (
Vigilance (
Accurate
Weapon
Athletics (
Leadership (
Discipline (
)
)
)
),
)
),
)
per
Spend
to disable weapon system for 1 round,
to inflict 1 system strain
on target.
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.