0% found this document useful (0 votes)
9 views7 pages

Decorated

The SWRPG Datapad serves as a reference guide for core mechanics in the Star Wars Roleplaying Game, covering maneuvers, actions, item qualities, environment effects, and recovery methods. It outlines rules for combat maneuvers and actions, detailing how characters can interact with the game world and manage their abilities. The document is organized by sections that reference the core rulebooks, providing a quick reminder of gameplay mechanics for players and Game Masters.

Uploaded by

panab68709
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views7 pages

Decorated

The SWRPG Datapad serves as a reference guide for core mechanics in the Star Wars Roleplaying Game, covering maneuvers, actions, item qualities, environment effects, and recovery methods. It outlines rules for combat maneuvers and actions, detailing how characters can interact with the game world and manage their abilities. The document is organized by sections that reference the core rulebooks, providing a quick reminder of gameplay mechanics for players and Game Masters.

Uploaded by

panab68709
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SWRPG Datapad

For Simbok Labri and 5-HARD


Welcome
Welcome to the SWRPG Datapad!

Here you can find a handful of rules references for SWRPG. This is not
intended to teach you the game, it is designed to be a useful reminder of
how some of the core mechanics work. Enjoy!

Each page is colour coded, and has a page reference for each core rulebook.

- Edge of the Empire 3 Age of Rebellion 2 Force and Destiny

Contents

Contents
1 Overview of pages currently implemented.

Maneuvers
2 All the Maneuvers available to both Players and NPCs in Combat.

A Character may never perform more than two Maneuvers in a turn.

Actions
3 All the Actions available to both Players and NPCs in Combat.

A Character may never perform more than one Action in a turn.

Item Qualities (Passive)


4 All the Passive Item Qualities, and how they work.

Item Qualities (Active)


5 All the Active Item Qualities, and how they work and activate.

Environment
6 How Stealth, Cover and Environment Effects work.

Recovery
7 How Healing works, both Passively and Actively.
Maneuvers
- 200-203 3 213-215 2 206-209
Movement

Move
Spend 1 Maneuver to move within short range, between engaged and short range,

or between short and medium range

Spend 2 Maneuvers to move between medium and long range or long and

extreme range.

If in difficult terrain, moving requires double its usual maneuver cost.

Drop Prone / Stand from Prone


Drop prone or stand from a prone position. Prone characters add 1 setback a to all
range attacks made against them, and 1 boost s to all melee attacks made against
them.

Mount or Dismount
Mount or dismount a trained animal. Mounting an untrained animal requires an
Average (ff) Survival check.

General

Aim Weapon
Gain one boost s on the next combat check. Two consecutive aim maneuvers

grant two boost s s instead.

Alternatively, target a specific part of a target or an item they are holding, adding

two setback a a to your next check. Two consecutive aim maneuvers grant only

one setback a instead.

Guarded Stance
Gain 1 additional Melee Defense until the end of your next Turn.

Suffer one setback s to any combat checks you make whilst in a Guarded Stance.

Manage Equipment
Draw or holster a weapon, ready or load a weapon, or take something out of

storage or put it away.

Interact with Environment


Move a large item, open or close a door, turn a light on or off, etc.

Preparation
Some actions require additional preparation, these actions will say so explicitly.
Actions
- 203-206 3 216-219 2 206-212
General
Exchange Action for Maneuver
A character may perform a second Maneuver instead of an Action. A character may
not perform more than two maneuvers in a turn.

Activate an Ability
Certain abilities require an action to activate. Once this is done, the character has
spent their action for this turn.

Activate a Force Power


Most Force Powers require an action to be used.

Peform A Skill Check


Performing a Skill Check whilst inside an encounter requires an Action. The GM
may determine that certain activities take more than one Action to perform.

Attack
Perform an attack against an opponent, using the rules outlined below for your
chosen weapon.

Attack
Difficulty and Damage
The Difficulty of an attack check is based on the range from the attacker to the target,
with any modifiers applied. Damage is determined by the weapons base damage +q

Range Band Difficulty


Engaged Easy (f) plus modifiers below
Short Easy (f)
Medium Average (ff)
Long Hard (fff)
Extreme Daunting (ffff)

Engaged Modifiers
When attacking a target engaged with an ally, a successful check with y results in the
attack hitting the ally instead.
Engaged attacks with Ranged (Light) add +1 difficulty, and attacks with Ranged (Heavy)
add +2 difficulty.
Item Qualities (Passive)
- 154-157 3 168-171 2 161-164

Passive
Accurate
Accurate weapons are easier to wield. For each level of this trait, the attacker adds one boost s to attack pools
whilst using this weapon.

Breach
Breach weapons burn through the toughest armor. Breach weapons ignore one point of armor (10 points of
soak) per rating of breach.

Cortosis
Cortosis weapons are immune to the Sunder quality. Users wearing Cortosis Armor have soak immune to the
Pierce and Breach qualities.

Cumbersome
Cumbersome weapons are large and heavy. Characters need Brawn greater or equal to that of the item’s
cumbersome rating to wield it effectively. For each point of Brawn by which they are deficient, upgrade checks
using the weapon by one.

Defensive
A character wielding a weapon with the defensive quality increases his melee defense by the weapons
Defensive rating.
Deflection
An item with the Deflection quality increases the wearer’s range defense by the items Deflection rating.

Inaccurate
Inaccurate weapons add one setback s to the wielders attack pool for each rating of inaccurate they posses.

Inferior
An inferior weapon generates t on all checks related to its use, and has 1 less base damage.

Inferior armor has +1 encumbrance and -1 defense. If it does not have defense, it instead has its soak
decreased by one.

Ion
Instead of dealing wounds, Ion weapons deal system strain to vehicles, or strain to Droids. The damage is still
reduced by armor and soak.

Limited Ammo
Limited Ammo weapons may only be fired a number of times equal to its Limited Ammo rating before
sepending a Maneuver to reload. Ammo must be purchased again once spent.

Pierce
Pierce weapons ignore one point of soak for each rank of piece.

Prepare
A user must perform a number of prepare maneuvers equal to the weapons prepare rating before using it.

Slow Firing
After firing, the user must wait as many rounds as the weapons Slow Firing rating before firing again.

Stun Damage / Stun Setting


The weapon deals damage as Strain instead of wounds. In the case of Stun Setting, this is optional.

Superior
A superior weapon generates w on all checks related to its use, and has +1 base damage.

Superior armor has -1 encumbrance and +1 soak.


Tractor
Tractor weapons do not deal damage. If hit by a tractor weapon, a pilot may not move unless succeeding a
piloting check equal to the weapons Tractor rating.
Vicious
When a Vicious weapon deals a critical hit, it is increased by 10 times the weapons Vicious rating.
Item Qualities (Active)
- 154 157- 3 168-171 2 161-164
Active
Auto-Fire
Attacking with a weapon with Auto-Fire is less accurate, and the attacker must increase the difficulty of the
attack check by f if they choose to use the Auto-Fire function.

If they do, they may spend w w from a successful hit to deal base damage again, plus the number of q
generated from the attack. Auto-Fire can be activated multiple times, against multiple targets.

If you wish to hit multiple targets, the initial target must be the one with the highest defense.

Blast
On a successful attack, if Blast Activates (w w), each character engaged with the target suffers damage equal
to the weapon’s Blast rating. If the attack misses, Blast can still be activated by spending w w w. In this
instance, the original target and everyone engaged with them suffers damage equal to the Blast Rating.

Burn
Burn weapons deal damage over time. If the attack is successful and burn is triggered (w w), the target
continues to suffer the weapon’s base damage on their turn, each round for a number of rounds equal to the
weapon’s Burn rating.

Non-chemical fire can be extinguished by jumping into water, or by rolling on the ground. This requires an
Easy (f) check on soft surfaces (such as grass) and an Average (ff) check on hard surfaces.

Concussive
If concussive is triggered (w w) and this attack hits, the target is staggered (unable to perform actions) for a
number of turns equal to the weapons concussive rating.

Disorient
If disorient is triggered (w w) and this attack hits, the target is disoriented (adds setback a to all checks
performed) for a number of turns equal to the weapons disorient rating.

Ensnare
If ensnare is triggered (w w) and this attack hits, the target is immobilized (unable to perform maneuvers)
for a number of turns equal to the weapons ensnare rating. Ensnared Targets may attempt a Hard (fff)
Athletics check to break free.

Guided
If an attack misses and Guided is triggered (w w w) you may make another attack check at the end of the
round for the missile. This is calculated based on the missile’s silhouette of zero, plus one ability f for each
rating of Guided.

Knockdown
If knockdown is triggered (w w + w per silhouette of the target beyond 1) the target is knocked prone.

Linked
If linked is triggered (w w) and this attack hits, gain an additional hit, including the net q from a normal hit.
You may do this multiple times, up to the weapon’s Linked rating.
Stun
If stun is triggered (w w) and this attack hits, the target is dealt Strain equal to the weapon’s Stun rating.

Sunder
If Sunder is triggered (w) and this attack hits, the attacker choses an item openly wielded by the target, and it
is dealt one damage. If the weapon is already suffering major damage and sunder activates, it is destroyed.
Sunder may be activated multiple times for the same item.
Environment
- 212-215 3 226-228 2 219-221

Cover and Stealth


Cover
Being behind cover increases your Ranged Defense by one, and adds one or more
Setback a to certain checks such as Perception, based on the GM’s discretion.

Concealment
Stealth checks receive +1 boost s and Ranged (Light), Ranged(Heavy) and
Gunnery attacks suffer +1 setback a for every level on the table.

Concealment Level Examples


1 Mist, shadow, waist-high grass
2 Fog, late evening, thick and tall grass
3 Heavy fog, thick and choking smoke

Hazards
Gravity
Stronger than normal gravity can add up to a a a Setback to all Brawn based checks bar
Resilience, based on how strong the GM determines the Gravity to be.


Weaker than normal gravity can add up to s s s Boost to all Brawn based checks bar
Resilience, based on how weak the GM determines the Gravity to be.

Zero gravity provides no a or s, but allows for Three-Dimensional Movement.


Water and Swimming
Unless otherwise stated, water is deemed difficult terrain. In some cases the GM may
require a Character to perform an Athletics check to swim in a difficult body of water,
such as an Ocean in a Storm.

Characters may hold their breath for a number of rounds equal to their Brawn
Characteristic, before they start to Suffocate.
Vacuum
When a Character is in Vacuum, they must hold their breath (see above) and suffer an
additional 3 wounds per turn. When over their Wound threshold, in addition to the usual
penalties, Characters still in Vacuum suffer one Critical Injury per turn.

Suffocating
Whilst suffocating, a Character suffers 3 Strain each turn. Once they exceed their Strain
threshold, they suffer one Critical Injury for every turn they are Suffocating.

Fire, Acid and Corrosion


When exposed to Fire, Acid or Corrosion, a character suffers 1-10 damage per turn, based
on the GM’s determined severity of the exposure.
Recovery

- 219-221 3 232-233 2 226-227

Natural Recovery

Bedrest
Each full night's rest heals one wound and all strain, regardless of current state of
health.

Pulling Through
At the end of each full week of rest, character may attempt a Resilience check to
recover from one critical injury, based on its severity rating.

Catch your Breath


At the end of each encounter, each player may make a Simple (-) Discipline or Cool
check to remove strain equal to the number of successes generated.

Medical Care

First Aid
A character may attempt a Medicine/Mechanics check to help a character heal.
Each character may only receive one Medicine/Mechanics check each encounter.
The Difficulty is based on Wound Threshold.

Easy (f) - Character has wounds less than or equal to half their threshold

Average (ff) - Character has wounds less than or equal to their threshold

Hard (fff) - Character has wounds greater than their threshold

Healing Critical Injuries


Once per week, a character may attempt a Medicine/Mechanics check for each
critical injury they have to recover from it, based on its severity rating.

Bacta Tank / Oil Bath ( )


Characters heal one wound every two hours. If they are incapacitated, they heal
one wound every six hours instead. Droids heal one wound every hour, but do not
recover from critical injuries.

Stimpack / Emergency Repair Patch ( )


Spend a Stimpack and a maneuver to heal 5 wounds, minus the number of
Stimpacks you have already used in the last 24 hours. Repair Patches always heal 3
wounds. Both can only be used 5 times per day.

You might also like