EotE - GM Screen (Back and Front)
EotE - GM Screen (Back and Front)
EotE - GM Screen (Back and Front)
y
*-
Failure Y symbols cancel Success symbols. If there are enough
*-
Failure Y symbols to cancel all the Success symbols, the check
1 is a failure.
Easy
cuts and bruises. fi nding food and shelter
on a lush planet. shooting a target at close
range.
e
Hard
and shelter on a rugged planet. shooti ng at a
target at long range.
t'~
Ability Proficiency Olfficulty
Challenge Boost
Setback Force
P1ck1ng an exceptionally sophisticated lock.
performing surgery or grafting implants.
Ole . OieO 01et Oie Oie O Oie OieO
Daunting
finding food and shelter on a barren desert
planet. shooting at a target at extreme range.
SPENDING ADVANTAGE AND TRIUMPHS IN COMBAT PAGE 206 Picking a lock with no comprehensible
I
mechanism. cloning a new body, finding food
Cost Result Options
Recover 1 strain (this may be selected more than once).
Formidable
and shelter on a planet without breathable
atmosphere.
'
Condition Modifier
Negate the targeted enemy's defensive bonuses (such as Engaged w/Ranged (Light) + 1 difficulty
the defense gained from cover, equipment. or performing
Engaged w/Ranged (Heavy) + 2 difficulty
Lhe Guarded Stance maneuver) until the end of the r--~~~~--~~~....J,.--~~~-~~~--~~~~~~~--
WEAPON QUALITIES
The following are summaries of weapon qualities. Full descrip- Deflection (Passive): Increase ranged defense by rating Linked (Active): When triggered. may generate additional
tions can be found 1n the Core Rulebook. and active qualities hit on same target May trigger number of times equal to
require t> t> to trigger unless listed otherwise. Disorient (Active): When triggered, target 1s disoriented rating
a number of rounds equal to rating
Accurate (Passive) : Add D per rating to attack checks. Pierce (Passive): Ignores number of points of soak equal
Ensnare (Active) : When triggered. target is immobilized a
to rating
Auto-Fire (Active): Increase difficulty of attack checks by number of rounds equal to rating
+ may trigger multiple times to generate additional hits
Guided (Active): Requires t> t> t> to trigger If triggered
Prepare (Passive): Must perform a number of preparation
maneuvers equal to rating before using weapon.
Breach (Passive) : Ignore 1 point of armor ( 10 points of and attack misses. makes add1t1onal attack with ability
soak) per rating equal to Guided rating. Slow-firing (Passive): After using, must wait number of
rounds equal to rating before using again
Burn (Active) : When triggered. target suffers weapon's Knockdown (Active) : Requires additional t> per sil-
base damage for a number of rounds equal to rating. houette beyond 1 to trigger When triggered. target is Stun (Active): When triggered. 1nf11cts strain equal to rating.
knocked prone
Blast (Active) : When triggered targets engaged with tar- Stun Damage (Passive): Attacks deal damage as strain
get suffer wounds equal to rating Inaccurate (Passive): Adds to attack checks equal to instead of wounds This is still reduced by soak
rating
Concussive (Active) : When triggered, target 1s staggered Sunder (Active): Trigger to damage weapon or item
a nu mber of rounds equal to rating. Inferior (Passive): Adds {~ to all check resul ts. decreases
Superior (Active) : Adds t> to all check results. increases
base damage or defense by 1 (if no defense. then decreas-
Cortosis (Passive): Weapons are immune to Sunder. ar- es soak by 1) base damage by 1 or defense by 1.
mor is immune to Pierce and Breach
Tractor (Passive): On hit, target may not move unless it
Ion (Passive): Deal damage to system strain threshold.
Cumbersome (Passive): Must have Brawn equal to rat- passes a check to break free.
ing, or increase difficulty by di fference to all checks. Limited Ammo (Passive): May make number of attacks
Vicious (Passive) : When scoring a critical injury or hit,
equal to rating, then must be re-loaded.
Defensive (Passive): Increase melee defense by rating. add 10 times rati ng to the result
CHARACTER CRITICAL INJURY RESULTS PAGE 211 ACTIONS AND
d100 Severity Result MANEUVERS IN ENCOUNTERS
01 - 05 Easy(.) Minor Nick: The target suffers 1 strain During a character's turn, the character can perform one
action and one maneuver The character can also suffer
Slowed Down: The target can only act dunng the last allied ln1t1at1ve slot on two strain to perform one add1t1onal maneuver. as long
06 I 0 Easy(+)
his next turn
as they do not perform more than two maneuvers total
11 - I 5 Easy(+) Sudden Jolt: The target drops \vhatever 1s in hand during their turn
16. 20 Easy(+) =i- Distracted: The target cannot perform a free maneuver dunng hts next turn. Maneuvers
21 . 25 Easy(.) Off-Balance: Add to his next skill check Aim : Gain a bonus on the next attack.
Discouraging Wound: Flip one light side Destiny point to a dark side Assist: Grant a bonus to an ally's check
26 30 Easy(+) Destiny Point (reverse 1f NPC)
_ ......
Guarded Stance: Take penalties to melee attacks for a bo
31 - 35 Easy(.) Stunned: The target 1s staggered until the end of his next turn. nus to melee defense.
~-...~ ~~~~~~--1
Head Ringer: The target increases the difficulty of all Intellect and Manage Gear: Draw. holster. or put away weapons and
46 . 50 Average(++) Cunning checks by one until the end of the encounter items, or load a weapon
51 55 Average (+ +J Fearsome Wound: The target increases the difficulty of all Presence and Mount or Dismount: Mount or dismount from a vehicle or
W1llpo\-ver checks by one until the end ot the encounter animal
I
56-60 A erage (+ +:-1
) Agonizing Wound : The target increases the difficulty of all Brawn and Move: Move within range bands or change ranges with some-
v Agility checks by one until the end of the encounter
thing else.
61 65 Average (+ +J Slightly Dazed: The target 1s d1sonented unlll the end of the encounter
-...--- Drop Prone or Stand from Prone: Drop to the prone posi-
66 . 70 Average (+ +J Scattered Senses: Remove all D from skill checks until the end of the tion or stand up
encounter
Preparation: Take a maneuver to prepare something for
Hamstrung: Tt1e target loses his free maneuver unlll the end of the something else.
71-75 Average(++) encounter
Overpowered: The target leaves himself open, and the attacker may
76. 80 Average(++) 1mmcd1ately attempt another free attack against him, using the exact same Actions
l pool as the original attack. '
Crippled: One of the target's limbs (selected by the GM) is crippled until healed
- Performing a Skill Check: Anything that requires a skill
Hard (+++1 or replaced Increase difficulty of all checks that require use of that limb by one. check requires an action to perform unless specifically stated
other.vise.
Maimed: A limb is permanently lost Unless the target have a cybernetic
Hard l+++> replacement. the target cannot perform actions that \-vould require the use Performing a Combat Check: Perform a skill check with ad-
of tllat limb All other actions gain ditional rules to attack someone.
,...-~~~~~i-- -~~~~~~~~~~~~~~~
Bleeding Out: Every round. the target suffers 1 wound and 1 strain at Padded Armor 0 2
the beg1nn1ng of his turn For every five \-vounds he suffers beyond his
\VOlHld threshold , he suffers one add1t1onal Critical ln1ury Roll on the chart.
surrer 1ng lhe in1ury (1f he surrers lh1s resull a second time due to this. roll
again)
-
The End is Nigh: The target will die after the last ln1L1at1ve slot during the
nexl round
19-27 Easy cl Losing Power to Shields: Decrease defense 1n affected defense zone by one until the Critical Hit 1s repaired If the ship or vehicle has no
defense. suffer one point or system strain
----
Knocked Off Course: A particularly strong blast or impact sends the ship or vehicle careening off 1n a new direction. On his next turn. the pilot
28-36 Easy (.l
cannot execute any maneuvers and must make a Piloting check to regain control The difficulty of this check depends on his current speed
Tailspin : All firing from the ship or vehicle suffers unlll the end of the pilot's next tum All crewmembers are 1mmob1ilzed until the end of
37-45 Easy (.l the pilot's next turn
Component Hit: One component of the attacker's choice is knocked offline. and is rendered inoperable until the end of the following round For a
46-54 Easy(.) list of ship components, see Table 7- 10: Small Ship or Vehicle Com ponents or Table 7-11: Large Ship or Vehicle Components depending
on target ship silhouette.
___._
55- 63
Average
( )
Shields Failing: Reduce defense in all defense 7ones by one point until the Critical Hit is repaired If the ship or vehicle has no defense, suffer
two points of system strain
-.....--
Navicomputer Failure: The nav1computer (or in the case of a ship without a nav1computer. its R2 Unit) fails and the ship cannot make the
64-72
(1
Average
iump to hyperspace until the Cnt1cal Hit 1s repaired If the sh ip or vehicle 1s without a hyperdrive. the vehicle or sh ip's navigation systems fail,
leaving 1t flying or driving blind. unable to tell where it is or where it's going
73-81
(1
Average Power Fluctuations: The ship or vehicle 1s beset by random power surges and outages. The pilot cannot voluntarily inflict system strain on the
ship (lo gain an extra starship maneuver. for example). until this Cnt1cal Hit 1s repaired
I
(tt.l
H Shields Down: Decrease defense 1n affected defense zone to zero. and decrease defense 1n all other defense zones by one until this Critical
Hit is repaired While the defense of the affected defense zone cannot be restored until the Critical Hit 1s repaired, defense can be assigned to
protect that defense zone from other zones as usual If the ship or vehicle 1s without defense suffer four points of system strain
Hard
(1 -- Engine Damaged: The ship or vehicles maximum speed is reduced by one point. to a m1n1mum of one. unlll lhe Critical H1l 1s repaired
Shield Overload: The ship's shields completely fail Decrease the defense of all defense zones to zero This Critical Hit cannot be repaired until
Hard
( )
the end of the encounter. and the ship suffers two points of system strain If the ship or vehicle 1s without defense. reduce armor by 1 until the
Critical Hit 1s repaired.
Hard Engines Down: The ship or vehicle's maximum speed is reduced to zero until the Critical Hit 1s repaired, although 1t continues on its present
(1 course thanks to momentum In addition. the ship cannot execute any maneuvers until the Criucal Hit 1s repaired
-
M ajor System Failure: One component of the attacker's choice 1s heavily damaged, and is inoperable until the Critical Hit 1s repaired. For
Hard
(1 a list of ship components. see Table 7-10: Small Ship or Vehicle Components or Table 7 - 11 : Large Ship or Vehicle Components
depending on target ship silhouettes.
_.__
Major Hull Breach: A huge, gaping tear 1s torn 1n the ship's hull and 1t depressurizes For ships and vehicles of silhouette '1 and smaller the
en lire ship depressunzes 1n a number or rounds equal to the ship's silhouette. Ships and vehicles of silhouette :, and larger tend to be highly
compartmentalized and have many safeguards against depressurization . These ships don't completely depressunze. but parts do (the specifics
of which parts depressunze is up to the GM. however. each section of the ship or vehicle that does lose air does so in a number of rounds equal
I to the vehicle's silhouette) Vehicles and ships operating 1n an atmosphere can better handle this Critical Hit 1-lowever, the huge tear st1ll 1nfhcts
penalties. causing the vehicle to suffer the Destabilized Critical Hit instead
-----------~
Destabilized: The ship or vehicle's structural integrity is seriously damaged Reduce the ship or vehicle's hull trauma threshold and system
strain threshold to half their original values until repaired
Fire!: Fire rages through the ship
- - - -
The ship or vehicle 1mmed1ately takes two points of system strain , and anyone caught 1n the fire takes
damage as discussed on page 21 4 A fire can be put out with some quick thinking and appropriate skill . V1g1lancc. and1or Cool checks at the
Game Master's discretion Once going. a fire takes one round per two of the ship's silhouette points to put out
Breaking Up: The vehicle or ship has suffered so much damage that it begins to come apart at its seams. breaking up and d1s1ntegrat1ng
Dauntin~
(1 around the crew At the end of the fol lowing round, the ship 1s completely destroyed and the surrounding environment 1s littered with debris.
Anyone aboard the ship or vehicle has one round to get to an escape pod. bail out. or dive for the nearest hatch before they arc lost.
Vaporized: The ship or vehicle 1s completely destroyed consumed 1n a particularly large and dramatic fireball Nothing survives.
------
When rolling for a critical injury. add + I 0 for every critical hit the starship or vehicle 1s already suffering.
------~
11
I--