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Star Wars Edge of the Empire

Book Navigation (Tables)


Character Advantage Table (206) Character Critical Hit Table (217) Ship Advantage Table (236) Ship Critical Hit Table (244)

Die Basics
Boost (Light Blue) - signies fortune or preparation Setback (Black) - signies chaos and surprise Ability (Green) - signies ones natural ability Difculty (Purple) - signies the difculty of a situation Prociency (Yellow) - signies training and talent Challenge (Red) - signies substantial difculty Force (White)

Statistics
Wound Threshold how much physical damage a character can take. Exceeding the Wound Threshold means the character takes 1 critical injury. Critical Injury conditions that are alongside incapacitation. For every subsequent critical injury add +10 to the critical injury roll. Strain Threshold how much mental/psychological damage before a character is stunned. Defense adds Setback die equal to the defense rating for all combat checks against the character. Soak reduces incoming damage. Incoming Damage - Soak = Wounds

Checks
Skill Check (Equivalent to Combat Check)
! The larger value (between characteristic and skill) determines how many Ability dice (Green) you roll. The smaller value determines how many of those dice you convert to Prociency die (Yellow). Rolled with Difculty die (Purple) normally, but can be upgraded to Challenge die.

Opposed Check
! Utilizes the same formula as a Skill Check, but Opposed checks are checks that are being actively opposed. They include Challenge dies (Red), based on the stats of the opposition.

Competitive Check
! A skill check whose success depends on multiple people trying to accomplish the same goal. Uncanceled success determines who succeeds, triumph breaks ties, advantage/disadvantage provides story related signicance.

Assisted Check
! Requires an assisted maneuver in combat or structured encounters. 1. Skilled - Highest characteristics or skill ratings are used to determine dice pool. 2. Unskilled - adds a boost die.

Fear Check
! Typically once per encounter. Check Discipline or Cool (if prepared).

Experience
! Rewarded for creative story elements, following motivations, and completing various segments of a story. Average reward is 10 to 20, +5 to 10 for creativity and motivations.

Using Destiny Points


1. Once per roll a single destiny point (from both player and GM) can be used to convert a dice to its upgraded version. (Ability to Prociency, Difculty to Challenge) 2. Destiny points can be used to allow the use of dark side for force powers. 3. Destiny point can be used to introduce plot twists based on 3 types (on approval): 1. Dumb Luck - explainable, but pretty lucky 2. Reasonable Extrapolation - logically available in the location. 3. Common Sense - to guarantee almost certain situations.

Combat
1. Initiative - Vigilance or Cool (Cool is prepared) and Determine slots. 2. Turns - 1 maneuver, 1 action. Any reasonable amount of incidentals. 3. Rounds end when every actor takes a turn.

Player Combat Turn


Incidentals - actions such as speaking, dropping an item, releasing a hold, and shifting positions. Maneuvers - an additional single maneuver can be taken for an action or suffering 2 strain. Assisting Aiming (+1 boost die for each aim action taken until another maneuver/action is taken). Guarded Stance (+1 melee defense until their next turn). Moving short and medium range bands (long and extreme cost 2). Engage/Disengage an enemy at short range. Interacting with the Environment - Opening a door. Diving for cover. Mount/Dismount. Prone/Stand up - adds 1 Setback to ranged attacks against the character, adds 1 boost to melee. Actions - once per turn, can be used as a second maneuver. Skills Check Combat Check Activate an Ability or Force Power Notes: Ranged Attacks at engaged targets: despair results in the ally being hit. Ranged Attacks while engaged gain difculty die (210) and the opponent engaged gains a boost die for the next melee/brawl check. 2-weapon combat - Designated primary and secondary weapons and then declared target. A single die pool with both weapons, but takes lowest stats and highest difculty +1 for same skill or +2 for different skill. Advantage and Triumph is used to determine if the secondary weapon hits. Silhouette - if a target is 2 points larger then reduce difculty by 1. Brawling can deal damage to Wound or Strain. Base Damage is the Brawn rating, has the Disorient 1 and Knockdown qualities and a Critical Rating of 5. Improvised Weapons act like inferior weapons (an automatic 1 disadvantage). (212). Planetary Environment (213)

Recovery and Status Effects


Staggered cannot perform actions. Immobilized cannot perform maneuvers. Disoriented all setback die to all checks. Natural Rest - a full week worth of rest. A Resilience check, difculty equal to critical injury severity. Only one Medicine check on a character per encounter. For critical injury it acts like a skill check. To recover wounds it equals the successes, and strain is the advantages. Personal care adds 2 difculty. Recovering Strain - At the end of an encounter PCs can recover strain with a Discipline or Cool check. Success per 1 strain.

Spaceship/Vehicle Combat
Statistics
Handling - ship/vehicle responsiveness to pilot, adds boost or setback die depending on characteristic. Speed - Maximum speed. 0 is stationary. Silhouette - general size of the ship range from 0 to 10. On same scale as human as well. Defense - same, but localized on ships into defense zones. Armor - equivalent to soak Hull Trauma Threshold - Equivalent to Wound Threshold System Strain Threshold - Equivalent to Strain Threshold. Cannot be recovered by spending advantage. Customization Hard Points - number of spots available on ship/vehicle for customization and upgrades.

Vehicle Combat Turn


Maneuvers - one pilot maneuver per turn, strain is suffered for both types of additional maneuvers acquisitions. Accelerate/Decelerate - Pilot only, can be done by any silhouette or speed. Increases/decreases speed of ship/vehicle by 1 until zero or a maximum speed rating. Fly/Drive - Pilot only, and silhouette or speed. Moves closer or farther from another ship or vehicle. (specics 232) Evasive Maneuvers - Pilot only, Silhouette 1-4. Speed 3+. Upgrades difculty dice for attack at and by the ship. Stay on Target - Pilot only, Silhouette 1-4. Speed 3+. Upgrades the ability pool dice once for combat checks. Punch It - Pilot only, Silhouette 1-4. Any Speed. Immediately puts the ship at maximum speed, deals one point of system strain for every point of speed. Angle Deector Shield - Any Silhouette. Any speed. A player with access to shield controls can reassign 1 point of defense from one zone to another. Actions - 1 pilot action per turn, no restrictions on others. (Additional actions on 237) Damage Control - Can be done by anyone on any ship. Requires a successful Mechanics Check to recover one point of system strain or can be done to recover Critical Hits. Difculty scales with Total Strain. 1 Damage Control check per encounter. Gain the Advantage - Pilot only, Silhouette 1-4, Speed 4+. Piloting Check, if successful the ship/vehicle ignores the penalties imposed by the use of Evasive maneuvers until the end of the next round. Can be canceled out with an opposing Gain the Advantage (with greater difculty). Combat Checks are the same, but with Speed and Silhouette factoring into the equation. Stellar Phenomena and Terrain (240)

Equipment Qualities
Equipment and Weapon statistics.
Encumbrance (152) Rarity - how rare an item is availability is at the GMs discretion + rolling. (150 for commerce) Skill - the skill used when attacking with this weapon. Range - Maximum Range of Weapon. Base Damage - Damage before the net successes are added as additional points of damage. Critical Hit Rating - Advantage Required to Critically Hit with that weapon. Defense - number of setback die added to attackers pool Soak - Brawn + Item Modier. Hard Points - how many upgrades a weapon can have, how many mods an object can take. Mods are hard mechanics check. Fire Arc - on Ships the direction that a weapon can be red. Special Qualities - special attributes on a weapon. Notes: Armor Encumbrance is reduced by 3 when worn. Weapons are repaired with mechanics, but sophisticated weapons can also be repaired with computers.

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