Tag: Combat

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  • Combat Modifiers

    Here is a complete list of all combat modifiers Called Shot +3 to Target’s Defense (Double chance of critical) Disarmament Attack +5 to Target’s Defense (Disarms opponent) (If using an energy weapon against someone who is not wielding an energy …

  • Force Powers

    A complete list of Force Powers and their vitality costs (Including rules for Lightsabers)-for more information on their use-see the rule books. -Affect Mind-2 (alter perception)-4 (Suggestion)-classic Jedi Mind Trick -Battlemind-2+plus bonus achieved …

  • General Rules

    This section covers rules regarding size, max modifiers, general difficulties, and actions. Each turn you get 1 move action point, 1 attack action point, and 2 minor action points A Move action point can be spent moving or burned to gain two minor …

  • Immediate Actions

    These are actions that can be taken at any time and are immediate. *Dodge*-after taking a hit but before damage is taken, Reflex save (DC10+modified hit roll divided by 2), burns one minor action from your next round, if successful attack misses and no …

  • Ranged Combat Rules and Blast Weapons

    -1 to hit per range increment over 1 and reduce damage by 10% (rounded up-i.e. 6 damage would become 5, 12 would become 10, etc.) per 10 range increments (rounded down-i.e. 0-9 increments there is no penalty, 10-19 suffers ac10% reduction, 20-29 suffers a …

  • Taking Damage

    -Once you have lost 1/4th of your hit points you suffer -1 on all rolls -Once you have lost ½ of your hit points you suffer -2 on all rolls -Once you have lost 3/4ths of your hit points you suffer -3 on all rolls and you halve your movement statistic …

  • Space Combat

    Here is collection of all rules and tables relating to space combat. *Naval Combat* -Takes a ten full rounds to power up shields (5 if the ship does nothing else) -Three full rounds to power up a battery (max die roll >30) x5 damage modifier after …