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SWSE - Quick Reference

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Xadaky Juzzfut
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100% found this document useful (1 vote)
594 views11 pages

SWSE - Quick Reference

Uploaded by

Xadaky Juzzfut
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
  • Special Combat Rules
  • Skills and Uses
  • Astrogation and System Damage
  • Actions in Combat
  • Action Cheat Sheet
  • 6 Player Encounter Chart
  • 5 Player Encounter Chart
  • 4 Player Encounter Chart
  • 3 Player Encounter Chart
  • 2 Player Encounter Chart

Version 

1.00 ‐ 2/18/2008 
Special Combat Rules  Weapon Ranges – p.129  Statistics  for Substances – p. 152  DR 
HP Per 
CM 
Area Attack – p.155  Weapon Type  Pt. Blk (0) / Short (‐2) / Med (‐5) / Long (‐10) 
Make  a  single  atk.  If  result  is  ≥10,  compare  with  the  Ref.  Def.  of  all  Paper (flimsiplast, durasheet)  ‐  1 
Thrown  6  /    8  /   10  /   12 
targets in the AoE. Those hit take full dmg, missed take half dmg.  Rope (syntherope, liquid cable)  ‐  1 
Pistols & Simple  20  /   40  /   60  /   80 
Natural 20s auto‐hit, but do not deal 2x dmg. Targets with cover take   Soft Plastic (synthmesh, synthleather)  ‐  1 
Rifles  30  /   60  /  150  /  300 
no damage if the result fails to overcome their Ref. Def. (‐5 applies)  Glass (duraplex, plastex)  ‐  1 
Autofire  – p.156 
Heavy  50  /  100  /  250  /  500 
Ice or delicate crystal  ‐  1 
Make a single atk at ‐5 and compare with the Ref. Def. of all targets in  Examples of Actions – p.150  Ceramic (ceramisteel)  ‐  1 
the  2sq  x  2sq  AoE.  Those  hit  take  full  dmg,  missed  take  half  dmg.  Standard: Move: Swift: Full‐Round: Hard Plastic (duraplast, plasteel)  2  2 
Consumes 10 shots/bullets.  • Attack • Move • Activate an  • Coup de  Wood (synthwood or any natural wood)  5  5 
Burst Radius & Splash Weapons – p.155  • Aid Another  • Draw or  item  Grace 
Light Metal (transparisteel)  5  5 
Same  as  Area  Attack  above;  Center  of  burst/grenade  must  be  on  a  • Suppress  Holster  • Aim (x2)  • Full Attack 
crosshair of squares on game mat grid.  • Charge  Stone (permacrete, ferrocrete)  10  5 
Weapon  • Catch a  • Run 
Dmg  Strength • Disarm  Metal (durasteel, quadanium steel)  10  10 
Statistics for Objects – p. 151  DR  HP  Thr  (Break)  • Fight 
• Manipulate  Second Wind 
Heavy Metal (duranium, lanthanide)  10  15 
an Item  • Drop an Item 
Manufactured Objects  Defensively  • Stand Up  • Fall Prone  Exotic Metal (neutronium, Mandalorian Steel)  20  20 
Fine (comlink)  ‐  1  5  1 (10) • Grab 
• Grapple 
• Withdraw  • Recover (x3)  Environmental Hazards 
Diminutive (datapad)  ‐  1  5  1 (10) • Switch  +vs Fort  Effect on hit or miss 
Tiny (computer)  ‐  2  5  1 (10) Weapon Mode  Acid & Corrosive Atmosphere – p.253 
Small (storage bin)  2  3  6  4 (12) Second Wind – p.146  +5 2d6 acid damage – on miss takes half. This attack occurs 
Medium (desk)  5  5  10  10 (15) every round until the acid is washed off or treated. 
Once per day, If you are reduced to ½ your max HP, you can 
Large (bed)  5  10  20  10 (15) Toxic Atmosphere – p.253
catch a second wind as a swift action. This heals ¼ your max 
Huge (conference table)  10  10  35  20 (20) +5 1d6  damage  &  ‐1  persistent  step  on  condition  track.  – 
Gargantuan (small bridge)  10  20  55  40 (30)
HP  total  or  a  total  equal  to  your  Con  score,  whichever  is 
greater.  on miss takes half damage and does not move down on 
Colossal (house)  10  30  85  80 (50) the condition track. 
Tools and Weapons  Condition Track – p.148  Vacuum – p.253
Computer Console  ‐  5  10  10 (15) Normal state (no penalties) +20 1d6  damage  &  ‐2  persistent  step  on  condition  track.  – 
Weapon, Tiny (hold‐out blaster)  5  2  10  10 (15) ‐1 step ↕ +1 step on  miss  takes  no  damage  but  moves  down  ‐1  step. 
Weapon, Small (Blaster Pistol)  5  5  12  15 (17) ‐1 penalty to all defenses;
Cannot  move  up  until  out  of  vacuum.  Unconscious 
‐1 penalty on attack rolls, ability checks, and skill checks 
Weapon, Med. (Blaster Rifle)  5  10  15  20 (20) creatures  take  cumulative  1d6  damage  per  round  of 
‐1 step ↕ +1 step
Weapon, Large (Heavy Blast Rifle)  10  10  17  25 (25) exposure. 
‐2 penalty to all defenses;
Weapon, Huge (E‐Web)  10  20  30  30 (30) ‐2 penalty on attack rolls, ability checks, and skill checks  Extreme Heat or Cold – p.254
Bindings  +5 2d6  temp  &  ‐1  persistent  step  on  condition  track –  on 
‐1 step ↕ +1 step
Mesh Tape  ‐  1  15  20 (20) ‐5 penalty to all defenses; miss  takes  half  damage  and  does  not  move  down  on 
Liquid Cable  ‐  2  19  28 (24) ‐5 penalty on attack rolls, ability checks, and skill checks  the condition track. 
Syntherope  ‐  4  20  30 (25) ‐1 step ↕ +1 step Fire – p.255
Chain  10  5  26  32 (26) Move at half speed; ‐10 penalty to all defenses;  +5  1d6 fire damage – on miss takes half. 
Binder Cuffs  10  20  25  40 (30) ‐10 penalty on atk rolls, ability checks, and skill checks  Smoke – p.256
Locks  ‐1 step ↕ +1 step +5 2d6  temp  &  ‐1  persistent  step  on  condition  track –  on 
Cheap  ‐  1  5  1 (10) Helpless (unconscious or disabled)  miss  takes  half  damage  and  does  not  move  down  on 
Average  2  5  10  10 (15) Damage from Falling Objects – p. 254  the condition track. Grants concealment. 
Good  5  10  15  20 (20) Falling Damage – p.255
Object  Atk. 
High Security  10  120  30  50 (35) When a creature, droid, object or vehicle falls, make an attack roll +20 
Size  Example(s)  Bonus  Dmg  Str Check DC 
Ultra‐high Security  20  150  35  60 (40) vs.  its  Fort  Defense.  If  successful,  the  subject  takes  1d6  /  3  meters 
Tiny  Blaster, Datapad  ‐5  1d4  ‐ 
fallen (max 20d6). If the attack fails, they take half. The subject always 
Barriers  Small  Blaster Rifle  ‐2  1d6  ‐  lands prone. 
Metal bars  (2 cm thick)  10  30  25  40 (30) Med.  Locker, Heavy Armor  +0  2d6  5  Exception:  Those  trained  in  Acrobatics  can  reduce  the  damage  by  3m 
Permacrete wall (30 cm thick)  10  150  30  50 (35) (DC 15) and 3 additional meters for every 10 they clear above 15. If the 
Large  Speeder Bike  +2  4d6  10 
Metal wall or hull (15 cm thick)  10  150  35  60 (40) check succeeds and they take no damage, they land on their feet. 
Wooden door (5cm thick)  5  25  10  10 (15) Huge  Landspeeder  +5  8d6  15 
Gargantuan  Starfighter  +10  12d6  20  Lava – common sense
Metal door / Airlock (5 cm thick)  10  50  30  50 (35) Jedi, Please! You die. No Save. Avoid the Lava next time. Hand Player a 
Blast door (50 cm thick)  10  750  40  70 (45) Colossal  AT‐AT  +20  20d6  25  new character sheet and the Core Rulebook. 

Compiled by Dominic “Acetaminophen” Crawford, with many thanks to: RavingDork, Jindy, Daeglan, EmirikolTheChaotic, CodeArtist0815 & everyone who finds this useful. For non‐commercial, personal use ONLY. 
For use with Star Wars SAGA edition Role‐Playing Game, which is the property and copyright of Wizards of the Coast and Lucasfilm, Ltd. I just format stuff, and make no claim or challenge to this copyright. 
Check [Link]
Version 1.00 ‐ 2/18/2008 
Skills ‐ page #        (Key Ability)  Skills ‐ page #        (Key Ability)  Skills ‐ page #        (Key Ability) 
 Use  AC Use  AC Use  AC 
Untrained?  Penalty?  Untrained?  Penalty?  Untrained?  Penalty? 
Acrobatics­ p.62  (DEX)  Yes  Yes  Mechanics ‐ p.68    (INT)  No  No  Swim ‐ p.74    (STR) Yes  Yes 
Cross Difficult Terrain  Handle Explosives – Set Detonator
Handle Explosives – Place Device 
Treat Injury ‐ p.74  (WIS)  Yes  No 
Fall Prone 
Trained Only 

Jury‐Rig  First Aid (req. Medpac) – Full round action – DC 15


Reduce Falling Damage (DC15; treat fall as if it were 3m 

 
Recharge Shields  Target gains HP equal to its lvl + 1/total >15. Medical kit provides 
shorter. Every 10 above DC, subtract another 3m from  +2 to check. 
Regulate Power 
total for determining damage) 

 
Repair Object  Maximum of one application per 24 hour period. 
Stand Up from Prone  Install a Cybernetic Prosthesis (req. Feat) 

Trained Only 
Disable Device 

Requires 
Tool Kit 
Tumble  Handle Explosives – Disarm Explosive Device  Perform Surgery (req. Surgery Kit) 
Gain +5 to Ref. Def. when fighting defensively  Modify Droid  Revivify (req. Medical Kit) 
Treat Disease (req. Medical Kit) 
Climb­ p.63    (STR)  Yes  Yes  Repair 
Repair Droid  Treat Poison (req. Medical Kit) 
Deception­ p.64   (CHA)  Yes  No  Perception ‐ p.70  (WIS)  Yes  No 
Treat Radiation (req. Medical Kit) 

Simple  +5  Use Computer  ‐ p.75  (INT)  Yes  No 


Persuasion ‐ p.71  (CHA)  Yes  No 
Deception 

Access Information  (req. computer attitude of indifferent or 
Modifiers 

Moderate  +0 
Check 

Attitude The Creature is…

 
better) 

Attitude Steps 
Difficult  ‐5  Hostile  Takes risks to harm you, usually AoS  Astrogate 
Incredible  ‐10  Unfriendly  Wishes you ill but won’t go out of its way  Disable or Erase Program (req. comp. attitude of helpful) 
Outrageous  ‐20  Indifferent  Regards you in a neutral manner  Improve Access (Roll Computer Use vs. the computer’s Will 

Trained Only 
Friendly  Wishes you well, but won’t risk their life 
Endurance ‐ p.66  (CON)    Yes  Yes  Helpful  Takes risks to help you 
Defense; Apply applicable mods: 
Current Computer Attitude  Modifier 
Gather Info ‐ p.67  (CHA)  Yes  No  Situation                      Modifier 
Hostile  ‐10 
Intimidate  Target is helpless or completely at your mercy  +5 
Modifiers 
Unfriendly   ‐5 
Initiative ‐ p.68    (DEX)  Yes  Yes  Target is clearly outnumbered or disadvantaged  +0 
Indifferent   ‐2 
Target is evenly matched with you    ‐5 
Friendly  +0 
Jump ‐ p.68    (STR)  Yes  Yes  You are clearly outnumbered or disadvantaged  ‐10 
Issue Routine Cmd. (req. comp. attitude of ≥ Friendly) 
You are helpless or completely at the target’s mercy  ‐15 
Reprogram Droid (req. Tool Kit) 
Knowledge ‐ p.68  (INT)  Yes  No  Pilot ‐ p.71    (DEX)  Yes  No  Attitude  The Computer treats you as… 
Bureaucracy: Business procedure, legal systems  Engage the Enemy  Hostile  A  hostile  intruder  and  attempts  to  trace  your 
T.O 

and regulations, and organizational structures.  Increase Vehicle Speed  location and isolate your connection. 


Galactic Lore: Planets, homeworlds, sectors of  Unfriendly  An unauthorized user and blocks your access to its 

Computer Attitude Steps 
Ride ‐ p.72    (DEX)  Yes  Yes  programs and info. 
space, galactic history, and the Force. 
Indifferent  A  guest  or  visitor  and  grants  you  access  to  non‐
Life Sciences: Biology, botany, genetics,  Stealth ‐ p.72    (DEX)  Yes  Yes  secret programs and info. (as long as this does not 
Fields of Study 

archaeology, xenobiology, medicine, and forensics conflict with prev. commands) 
Survival ‐ p.73    (WIS)  Yes  No  Friendly  An  authorized  user  and  grants  you  access  to  any 
Physical Sciences: Astronomy. astrogation, 
Track – DC by type of ground: programs  and  non‐secret  information  (as  long  as 
T.O 

chemistry, mathematics, physics, engineering  Soft: DC 10 – Firm: DC 20 – Hard: DC 30  this  does  not  conflict  with  prev.  commands).  You 
Social Sciences: Sociology, psychology,  Every 3 creatures in the group being tracked  ‐1  may  add  any  equipment  bonus  provided  by  the 
philosophy, theology, and criminology  Every day since the trail was made  +1  computer to your Use Comp. checks. 
Circumstances  & DC Modifier 

Tactics: Techniques and strategies for disposing  Every hour of rain since the trail was made  +1  Helpful  Owner/Admin,  granting  you  access  to  all  of  its 
Fresh snow cover since the trail was made  +5  programs  and  info  (even  if  doing  so  overrides 
and maneuvering forces in combat 
Poor visibility  +5  previous commands). You may add  any equipment 
Technology: Function and principle of  bonus  provided  by  the  computer  to  your  Use 
Tracked target hides trail (& moves at ½ speed)  +5 
technological devices, as well as knowledge of  Computer checks.
Largest creature being tracked: 
cutting edge theories and advancements.  Huge or bigger  ‐10  Use the Force ‐ p.77  (CHA)  Yes  No 
Expert  Knowledge  –  Has  a  chance  to  know  something  Large  ‐5 
Trained 

Trained  Activate Force Power
Only 

that is not common knowledge, specific to their field of  Medium  +0 


study. This is any knowledge with a DC higher than 15.  Only  Force Trance 
Small  +5  Move Light Object (up to 5kg) 
Tiny or Smaller  +10 Sense Force

Compiled by Dominic “Acetaminophen” Crawford, with many thanks to: RavingDork, Jindy, Daeglan, EmirikolTheChaotic, CodeArtist0815 & everyone who finds this useful. For non‐commercial, personal use ONLY. 
For use with Star Wars SAGA edition Role‐Playing Game, which is the property and copyright of Wizards of the Coast and Lucasfilm, Ltd. I just format stuff, and make no claim or challenge to this copyright. 
Check [Link]
Version 1.00 ‐ 2/18/2008 
Slicing Systems – by Gary Sarli  Astrogation Details – SotG p.12  Travel in Realspace – SotG p.11 
Computer Will Defense = 15 + Int modifier  Age of Astrogation Data DC Distance Time Req. 
Int  Example of / Types of Computers  Less than 1 day  10  Surface of planet to orbit  1‐5 min 
12‐13  Datapad, most civilian vehicles (non‐starship) At least 1 day but less than 1 std. week (5 days)  15  Orbit to safe hyperspace jump dist.  1 min 
14‐15  Portable computer, most military vehicles and  At least 1 week but less than 1 std. month (35 days)  20  Planetary orbit to planet’s moon  10‐30 min 
civilian starships  At least 1 month but less than 1 std. year (368 days)  25  Planetary orbit to another planet in same system  2‐6 H 
At least 1 year old  30  Planetary orbit to outer edge of system  12‐24 H 
16‐17  Desktop  computer,  most  military  starships 
(non‐capital ship)  Hyperspace Mishaps – SotG p.13  Starship Weapon Ranges – p.168 
D20 Result Weapon Type Pt. Blk (0) / Short (‐2) / Med (‐5) / Long (‐10) 
18‐19  Local/Minor server, most military capital ships
1‐5 Starship  passes  too  close  to  a  supernova,  Character Scale (in Squares) 
20‐29  Moderate/regional server 
overloading  internal  computer  systems  with  solar 
30+  Major/Galactic server, major secure system Blaster Cannon  120  /    240  /   600  /   1,200 
radiation.  All  Use  Computer  checks  aboard  the 
Currently,  no  computers  have  an  INT  above  40  ‐‐  that  represents  Laser Cannon, Point  150  /    300  /   750  /   1,500 
starship  take  a  ‐5  penalty  until  all  persistent 
cutting‐edge AI supercomputers with the best security protocols.  Defense, Tractor Beam 
conditions are removed. At least it wasn’t lava. 
Type of system  Starting Attitude  Ion Cannon  300  /    600  /  1,500  /   3,000 
6‐10 Starship skirts the edge of a black hole, causing the 
Secure System (e.g. Secret/Classified data)  Hostile  Missile/torpedo  450  /    900  /  2,250  /   4,500 
intense  gravity  to  warp  the  vessel’s  structural 
Private System with no strict sec. protocols  Unfriendly  Turbolaser  600  /  1,200  /  3,000  /  6,000 
integrity. The starship’s armor bonus is reduced by ‐
Informational to the public (e.g. a Holonet)  Indifferent  Starship Scale (in Squares) 
5 until all persistent conditions are removed. 
Å See the Computer Use for changing attitudes  Blaster Cannon    1  /  2  /   4  /   8 
11‐15 Starship  nearly  collides  with  a  massive  gas  giant, 
Using Force Points – p.92  corroding  the  ship’s  hull  plating  and  causing  the  Laser Cannon, Point    1  /  2  /   5  /  10 
Unless noted, you can only spend one Force point per round.  ship to take an additional 10% of its total HP in dmg.  Defense, Tractor Beam 
As a free action, add d6 to any single atk, skill or ability check  Starship flies through a super‐dense cluster of stars,  Ion Cannon    2  /  4  /  10   /  20 
16‐19
1st – 7th = 1d6  |  8th – 14th = 2d6*  |  15th – 20th = 3d6*  the  stress  of  which  causes  the  ship’s  hyperdrive  to  Missile/torpedo    3  /  6  /  15  /  30 
*=Only count the highest die roll.  burn. Hyperdrive is destroyed.  Turbolaser    4  /  8  /  20  /  40 
If  a  force  user,  use  to  return  a  spent  Force  power  to  your 
active suite. 
20 Reroll on the above table twice.  Docking, Fuel & Maintenance – SotG p.14 
If  reduced  to  0  HP  and  would  be  killed,  use  as  a  reaction  to  System Damage – SotG p.13  Average Docking Fees (actual fees can vary) 
avoid death and instead fall unconscious  Whenever a starship is disabled, roll a d20:  20  credits  /  day.  Long‐term storage  available in  some  places  (~200  / 
D20 Result* month). It takes ~8 hours to ready a stored ship for flight. 
As a Swift action to lower your Dark Side Score by 1. 
1‐10 No system damage. Refueling 
Trade Goods – p.118  11‐15 Starship becomes “used” – SotG p.10  For starships of ≤Colossal size, 1 day’s worth of fuel (1kg) costs ~50c. 
Commodity:  Cost  Commodity:  Cost  Multiply those costs by 100 for every size category greater than Col. 
Animal, common  100  Gems, exotic (1g)  10,000 16 Communications/sensors destroyed  A starship uses 1 unit (kg/100kg/etc.) of fuel doing the following: 
Animal, exotic  2,000  Holovid  10  17 Weapons destroyed   1 day of flight in Realspace / Hyperspace 
Animal, livestock  500  Metal, common. (1 m ton)  2,500  18 Hyperdrive destroyed   1 hour in Atmosphere / Combat 
Art, common  100  Metal, semi‐prec. (1kg)  200    1  jump to Lightspeed 
19 Sublight engines destroyed
Art, quality  1,000  Metal, precious (1kg)  10,000  Restocking Consumables Cost: 
Art, precious  10,000  Ore, common (1 m ton)  1,500  20 Life support destroyed; 2d12 hours of LS left
* If a result is not applicable, roll twice and apply both results.  ~10 credits X number of people on board X days of operation 
Bacta, 1 liter (1kg)  100  Spice, common (1kg)  1,500 
Cost in credits shown for common quality. See trade goods for better. 
Food, common  (1kg)  10  Spice, exotic (1 gram)  20  Space Periodic Damage – SotG p.34  Routine Maintenance 
Food, quality (1kg)  20  Textiles, common(1m)  5  Hazard Frequency Dmg Dealt
Food, exotic (1kg)  50  Textiles, quality (1m)  20  After 20 jumps, a starship needs to undergo routine maintenance. 
Rare & Light  1d4+1 rounds  3d10x2  This  costs  the  same  as  about  4  days  of  fuel  (200  credits  for  a  ship 
Fuel, 1 liter (1kg)  50  Textiles, exotic (1m)  100 
Gems, semiprecious (1g)  100  Water, 1 liter (1kg)  1  Often & Light  Every other round  3d10x2  ≤Colossal size). If it does not receive maintenance after 20 jumps, roll 
Gems, precious (1g)   1,000    Frequent & Light  Every round  3d10x2  twice when checking system damage. 

Light Sources – p.257  Rare & Mod.  1d4+1 rounds  6d10x2  Crew Quality – p.174 


Item  Light  Duration Often & Mod.  Every other round  6d10x2  Crew Quality Atk Bonus Check Mod. CL Mod. 
Candle  1 Square  12 hours Frequent & Mod.  Every round  6d10x2  Untrained ‐5 +0 ‐1 
Normal +0 +5 +0 
Torch  3 Squares  2 hours Rare & Severe  1d4+1 rounds  3d10x5 
Skilled +2 +6 +1 
Fusion Lantern  6 squares  24 hours Often & Severe  Every other round  3d10x5  Expert +5 +8 +2 
Glow Rod  3 sq./beam 6sq long x 1sq high  6 hours Frequent & Severe  Every round  3d10x5  Ace +10 +12 +4 
 

Compiled by Dominic “Acetaminophen” Crawford, with many thanks to: RavingDork, Jindy, Daeglan, EmirikolTheChaotic, CodeArtist0815 & everyone who finds this useful. For non‐commercial, personal use ONLY. 
For use with Star Wars SAGA edition Role‐Playing Game, which is the property and copyright of Wizards of the Coast and Lucasfilm, Ltd. I just format stuff, and make no claim or challenge to this copyright. 
Check [Link]
S t a r W a r s P l a y e r A i d

Skills and Comm on Uses (AP=Armor Penalty |Trained Only Uses are Italicized)

Acrobatics (Dex, AP, p.62) Mechanics (Int, p.68) Stealth (Dex, AP, p.72)
• Balance • Disable Device • Sneak
• Cross Difficult Terrain • Handle Explosives • Conceal Item
• Escape Bonds • Jury-Rig • Create a Diversion to Hide
• Fall Prone as Free Action • Modify Droid • Pick Pocket
• Reduce Falling Damage • Recharge Shields • Sleight of Hand
• Stand Up From Prone as Swift Action • Regulate Power • Snipe
• Tumble • Repair Survival (Wis, p.73)
Climb (Str, AP, p.63) • Repair Droid • Basic Survival
• Climb Surface • Repair Object • Endure Extreme Temperatures
• Accelerated Climbing Perception (Wis, p.70) • Know Direction
• Catching Yourself When Falling • Avoid Surprise • Track
• Making Handholds and Footholds • Eavesdrop Swim (Str, AP, p.74)
Deception (Cha, p.64) • Hear Noise • Swim
• Deceive • Notice Targets
• Create Diversion to Hide • Search Treat Injury (Wis, p.75)
• Sense Deception • First Aid
• Feint
• Sense Influence • Long-Term Care
Endurance (Con, AP, p.65) • Perform Surgery
• Force March Persuasion (Cha, p.71) • Heal Damage
• Ignore Hunger • Change Attitude • Install a Cybernetic Prosthesis
• Ignore Thirst • Haggle • Revivify
• Run • Intimidate • Treat Disease
• Sleep in Armor Pilot (Dex, p.71) • Treat Poison
• Swim/Tread Water • Avoid Collision • Treat Radiation
Gather Information (Cha, p.67) • Dogfight Use Computer (Int, p.76)
• Learn News and Rumors • Engage the Enemy • Access Information
• Learn Secret Information • Increase Vehicle Speed • Astrogate
• Locate Individual • Ram • Disable or Erase Program
Initiative (Dex, AP, p.68) Ride (Dex, AP, p.72) • Improve Access
• Start Battle • Ride Mount • Issue Routine Command
• Control Mount in Battle • Reprogram Droid
• Avoid Feint • Fast Mount or dismount Use the Force (Cha, p.77)
Jump (Str, AP, p.68) • Guide with Knees (Requires Force Sensitivity Feat)
• Long Jump • Leaps • Activate Force Power
• High Jump • Soft Fall • Force Trance
• Stay in Saddle
• Jump Down • Use Mount as Cover
• Move Light Object
• Search Your Feelings
Knowledge (Int, p.68) • Sense Force
• Common Knowledge (DC 10)
• Sense Surrounding
• Expert Knowledge (DC 15+)
• Telepathy

F or ce Po in t s U se s Page 92
Unless otherwise noted, you can only spend one Force point per round.
• You may spend a Force point as a free action to add a number of dice, depending upon level, to any single attack roll, skill check, or ability check
(1st–7th level = 1d6 | 8th–14th level = 2d6 | 15th – 20th level = 3d6). Roll and add the highest die result.
• Some Talents, Force techniques, Force secrets, and Force powers require you to spend a Force point.
• Return a spent Force power to your active suite of powers (See Force powers, page 95), by spending a force point.
• If reduced to 0 hit points and would be killed, you can spend a Force point as a reaction to avoid death and instead fall unconscious.
• Spend a Force Point as a swift action to lower your Dark Side Score by one.

De st iny P o int U se s Page 112


Spending a Destiny point does not take an action and grants one of the following benefits:
• Automatically score a critical hit (no attack roll required).
• Automatically cause an attack made against you to miss (even once the attack is resolved).
• Act out of turn (thus changing your position in the initiative order).
• Take damage that would otherwise harm another character within your reach.
• Increase the effect of some Force power (as noted in their descriptions).
• Use some applications of Force secrets (as noted in their descriptions).
• Immediately gain 3 Force Points (see Force Points, page 92).

Created by CleverName · ©2007 & ™ Lucasfilm LTD and Wizards of the Coast · Ver. 7
S t a r W a r s P l a y e r A i d

T y pe s of Act i on s
Act i ons in Combat
Page 150-155
Page 144
Standard Actions
In every round of combat you may take a standard action, a move action • Attack with Melee Weapon
and a swift action in any order.
• Attack with Ranged Weapon
• You may take a move action or a swift action in place of a standard
• Aid Another
action, but not the other way around.
• Attack an Object
• You may take a swift action in place of a move action, but not the
• Charge
other way around.
• Disarm
• You may take a full-round action in place of all other actions in a
• Fight Defensively
round.
Therefore, a round could consist of: • Grab
• a standard action, a move action and a swift action in any order; or • Grapple
• two move actions, and a swift action in any order; or Move Actions
• a standard action and two swift actions in any order, or • Move
• three swift actions; or • Draw or Holster Weapon
• a full-round action. • Manipulate an Item
Some actions take such a negligible amount of time that they can be • Stand Up
performed in addition to other actions, or happen out of turn: • Withdraw
• Free actions may be taken out of turn and in any number. They Swift Actions
include: shouting to friends, taunting foes, winking, etc. Free actions • Activate an Item
cannot be performed with flat-footed or the GM rules them • Aim (2 Swift Actions in Same Round)
inappropriate. • Brace (Autofire-Only Weapons, 2 Swift Actions Imm. Before Firing)
• Reactions are instantaneous responses to other actions. You may • Catch a Second Wind
make reactions even if it is not your turn. • Drop an Item
• Fall Prone
Dama ge a nd Hit P o int s Page 145-149 • Recover (3 Swift Actions)
• Switch Weapon Mode
Damage Threshold: When a creature takes damage equal to or greater
Full-Round Actions
than its damage threshold (but not enough to take it to 0 HP) it moves -1
step on the condition track. • Coup de Grace
• Full Attack
0 Hit Points: A creature reduced to 0 hit points moves -5 steps on the
• Run
condition chart and is disabled/unconscious.

Vehicle Combat Actions


Death: If the damage from an attack knocks a creature to 0 HP and is
greater than its damage threshold, the creature is killed (droids/items and Page 170-173
vehicles are destroyed). Otherwise, the creature moves -5 steps on the Standard Actions
condition chart and is disabled/unconscious. • Aid Another
Second Wind: A creature that has taken at least one-half of its total HP • Attack with Melee Weapon
may take a swift action once per day to rejuvenate itself. The creature • Attack with Ranged Weapon
heals ¼ of its total hit points (round down) or a number of points equal to • Attack with Vehicle Weapon (Gunner Only)
its Constitution score, whichever is greater. • Attack Run (Pilot Only)
• Dogfight (Pilot Only)
C ond it ions Page 149 • Fight Defensively (Pilot Only)
Move Actions
Normal • Move (Pilot Only)
Ú Swift Actions
-1 penalty to all defenses • Aim (2 Swift Actions, Gunner Only)
-1 penalty on attack rolls, ability checks, and skill checks • Full Stop (Pilot Only)
Ú • Increase Vehicle Speed (Pilot Only)
-2 penalty to all defenses • Raise or Lower Shields (System Operator Only)
-2 penalty on attack rolls, ability checks, and skill checks • Recharge Shields (3 Swift Actions, System Operator Only)
Ú • Reroute Power (3 Swift Actions, Engineer Only)
-5 penalty to all defenses
-5 penalty on attack rolls, ability checks, and skill checks Full-Round Actions
Ú • All-Out Movement (Pilot Only)
Move at half speed • Full Attack (Gunner Only)
-10 penalty to all defenses • Ram (Pilot Only)
-10 penalty on attack rolls, ability checks, and skill checks Reactions
Ú • Avoid Collision (Pilot Only)
Helpless

Ra nge s
(unconscious or disabled)
Page 129
Recovery: A creature may take a series of three swift actions to recover, Weapon Types PB Short Med. Long
improving its condition by +1. It may take these actions over consecutive Range Penalties: 0 -2 -5 -10
rounds, but cannot improve Persistent Conditions in this way. Heavy 50 100 250 500
Persistent Conditions: These conditions cannot be recovered from except Rifle 30 60 150 300
in certain circumstances, as related by the condition. Pistol or Simple 20 40 60 80
Thrown 6 8 10 12
Created by CleverName · ©2007 & ™ Lucasfilm LTD and Wizards of the Coast · Ver. 7
Action! A Star Wars Cheat Sheet
Swift Actions Withdraw Acrobatics improves this:
The first square you move out you get +5 to your Reflex
Activate an Item of does not provoke attacks of Defense if you take a –5
opportunity. penalty on attack rolls, or a
Aim • 2 Swift in 1 round
+10 to your Reflex Defense if
You ignore all cover bonuses
Standard Actions you make no attacks.
to the target’s Reflex Defense.
You lose aim if you take Grab
another action before Attack Target gets no armor or
attacking, or if you lose line Using a melee weapon in two natural armor, but you have a
of sight. Careful Shot gives a hands: add twice your -5 attack penalty; grabbed
+1 to attack rolls if you aim. Strength modifier to damage. foes have a –2 attack penalty
Deadeye gives you an Using an improvised (unless they use a light or
additional die of damage weapon: -5 on your attack natural weapon) and cannot
when you aim. roll. Use a ranged weapon: -2 move. Breaking a grab is a
at short range, -5 at medium standard action and
Catch a Second Wind
range, -10 at long range. automatically clears 1 grabber
Once a day you may catch
for every level you have. Trip
your second wind: you heal Aid Another
or Pin allows you to make a
1/4 your maximum hit points, To aid a skill check, roll your
more effective Grapple attack.
or your Con in hit points, own skill (DC 10) to add +2.
whichever is more. Extra To aid an attack roll, pick a
Full Round Actions
Second Wind gives you foe and make an attack
another use of this action each (Reflex Defense 10) to add +2
day. to a single ally’s attack roll on Coup de Grace
that foe. To suppress an Target must be helpless and
Drop an Item
enemy, make an attack roll adjacent to you. No attack
Fall Prone rolls is required. You score a
Acrobatics (DC 15) to fall (Reflex Defense 10) to
subtract –2 from that foe’s critical hit for double damage;
prone as a free action. targets reduced to 0 hit points
next attack roll.
Recover • 3 Swift are killed. Unconscious or
Move up one step on the
Attack an Object
disabled targets are also
condition track. You may Charge automatically killed.
spend the 3 swift actions Move at least 2 squares, make
Full Attack
across multiple rounds. a melee attack, +2 on attack
To make multiple attacks in
Switch Weapon Mode roll, -2 to Reflex Defense.
one round you must a) wield
Set blasters to stun! Allies do not block a charge;
two weapons, b) wield a
difficult terrain or foes do.
double weapon, c) use a
Move Actions Disarm special ability that grants
The target gets no armor or multiple attacks. To Attack
Move natural armor, but has a +10 with Two Weapons or
bonus to Reflex Defense. If he Attack with a Double
Draw or Holster Weapon is holding the weapon in two
Quick Draw lets you do this Weapon take a –10 on both
hands, you are –5. If you attack rolls. Dual Weapon
as a swift action. miss, the foe gets a free Mastery reduces this penalty.
Manipulate an Item disarm attempt on you. Double Attack to attack twice
Getting an item out of a Improved Disarm gives you at –5 each time. Triple
closed container is 2 move a +5 on your attack roll and Attack to attack three times at
actions: one to open the the foe does not get a free –10 each time.
container and another to get disarm attempt if you miss.
the item. Holsters, bandoliers Run
Ranged Disarm lets you
and utility belts are not closed Move four times your speed
disarm with a ranged attack.
containers. in a straight line, or three
Fight Defensively times if you are carrying a
Stand Up Take a –5 attack penalty to heavy load. You lose your
Acrobatics (DC 15) to stand gain +2 to Reflex Defense. Or Dexterity bonus to Reflex
up as a swift action. make no attacks and gain +5 Defense. Endurance allows
to Reflex Defense. you to run for longer periods.
Star Wars Saga – 6 Player Encounter Chart

Encounter Difficulty +0 Encounter Difficulty +1 Encounter Difficulty +2 Encounter Difficulty +3


(x / 3) - 2 = (ED) (x / 3) - 2 = (ED +1) (x / 3) - 2 = (ED +2) (x / 3) - 2 = (ED +3)
APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL
1 4 9 1 4 12 1 4 15 1 4 18
2 5 12 2 5 15 2 5 18 2 5 21
3 6 15 3 6 18 3 6 21 3 6 24
4 7 18 4 7 21 4 7 24 4 7 27
5 8 21 5 8 24 5 8 27 5 8 30
6 9 24 6 9 27 6 9 30 6 9 33
7 10 27 7 10 30 7 10 33 7 10 36
8 11 30 8 11 33 8 11 36 8 11 39
9 12 33 9 12 36 9 12 39 9 12 42
10 13 36 10 13 39 10 13 42 10 13 45
11 14 39 11 14 42 11 14 45 11 14 48
12 15 42 12 15 45 12 15 48 12 15 51
13 16 45 13 16 48 13 16 51 13 16 54
14 17 48 14 17 51 14 17 54 14 17 57
15 18 51 15 18 54 15 18 57 15 18 60
16 19 54 16 19 57 16 19 60 16 19 63
17 20 57 17 20 60 17 20 63 17 20 66
18 21 60 18 21 63 18 21 66 18 21 69
19 22 63 19 22 66 19 22 69 19 22 72
20 23 66 20 23 69 20 23 72 20 23 75

APL (Average Party Level): This is the average of all of the character levels within the party.
ED (Encounter Difficulty): This is the overall difficulty of the encounter and the number is based off of the current average of levels of party members. Normally having an
encounter that is equal to the APL or APL +1, however you can raise that difficulty further to APL +2 or +3. It is suggested that the ED not go beyond APL +4.
CL (Challenge Level): The measurement of difficulty for a particular enemy creature.
Max CL (Maximum Challenge Level): This is the suggested maximum challenge level that any single enemy should have within the encounter.
Total CL (Total Challenge Levels): This is the total number of CL’s that should be used in this encounter, normally spread out over 2 to 6 enemies.
Star Wars Saga – 5 Player Encounter Chart

Encounter Difficulty +0 Encounter Difficulty +1 Encounter Difficulty +2 Encounter Difficulty +3


(x / 3) - 1 = (ED) (x / 3) - 1 = (ED +1) (x / 3) - 1 = (ED +2) (x / 3) - 1 = (ED +3)
APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL
1 4 6 1 4 9 1 4 12 1 4 15
2 5 9 2 5 12 2 5 15 2 5 18
3 6 12 3 6 15 3 6 18 3 6 21
4 7 12 4 7 18 4 7 21 4 7 24
5 8 15 5 8 21 5 8 24 5 8 27
6 9 18 6 9 24 6 9 27 6 9 30
7 10 21 7 10 27 7 10 30 7 10 33
8 11 24 8 11 30 8 11 33 8 11 36
9 12 27 9 12 33 9 12 36 9 12 39
10 13 30 10 13 36 10 13 39 10 13 42
11 14 33 11 14 39 11 14 42 11 14 45
12 15 36 12 15 42 12 15 45 12 15 48
13 16 39 13 16 45 13 16 48 13 16 51
14 17 42 14 17 48 14 17 51 14 17 54
15 18 45 15 18 51 15 18 54 15 18 57
16 19 48 16 19 54 16 19 57 16 19 60
17 20 51 17 20 57 17 20 60 17 20 63
18 21 54 18 21 60 18 21 63 18 21 66
19 22 57 19 22 63 19 22 66 19 22 69
20 23 60 20 23 66 20 23 69 20 23 72

APL (Average Party Level): This is the average of all of the character levels within the party.
ED (Encounter Difficulty): This is the overall difficulty of the encounter and the number is based off of the current average of levels of party members. Normally having an
encounter that is equal to the APL or APL +1, however you can raise that difficulty further to APL +2 or +3. It is suggested that the ED not go beyond APL +4.
CL (Challenge Level): The measurement of difficulty for a particular enemy creature.
Max CL (Maximum Challenge Level): This is the suggested maximum challenge level that any single enemy should have within the encounter.
Total CL (Total Challenge Levels): This is the total number of CL’s that should be used in this encounter, normally spread out over 2 to 6 enemies.
Star Wars Saga – 4 Player Encounter Chart

Encounter Difficulty +0 Encounter Difficulty +1 Encounter Difficulty +2 Encounter Difficulty +3


(x / 3) = (ED) (x / 3) = (ED +1) (x / 3) = (ED +2) (x / 3) = (ED +3)
APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL
1 3 3 1 3 6 1 3 9 1 3 12
2 4 6 2 4 9 2 4 12 2 4 15
3 5 9 3 5 12 3 5 15 3 5 18
4 6 12 4 6 15 4 6 18 4 6 21
5 7 15 5 7 18 5 7 21 5 7 24
6 8 18 6 8 21 6 8 24 6 8 27
7 9 21 7 9 24 7 9 27 7 9 30
8 10 24 8 10 27 8 10 30 8 10 33
9 11 27 9 11 30 9 11 33 9 11 36
10 12 30 10 12 33 10 12 36 10 12 39
11 13 33 11 13 36 11 13 39 11 13 42
12 14 36 12 14 39 12 14 42 12 14 45
13 15 39 13 15 42 13 15 45 13 15 48
14 16 42 14 16 45 14 16 48 14 16 51
15 17 45 15 17 48 15 17 51 15 17 54
16 18 48 16 18 51 16 18 54 16 18 57
17 19 51 17 19 54 17 19 57 17 19 60
18 20 54 18 20 57 18 20 60 18 20 63
19 21 57 19 21 60 19 21 63 19 21 66
20 22 60 20 22 66 20 22 66 20 22 69

APL (Average Party Level): This is the average of all of the character levels within the party.
ED (Encounter Difficulty): This is the overall difficulty of the encounter and the number is based off of the current average of levels of party members. Normally having an
encounter that is equal to the APL or APL +1, however you can raise that difficulty further to APL +2 or +3. It is suggested that the ED not go beyond APL +4.
CL (Challenge Level): The measurement of difficulty for a particular enemy creature.
Max CL (Maximum Challenge Level): This is the suggested maximum challenge level that any single enemy should have within the encounter.
Total CL (Total Challenge Levels): This is the total number of CL’s that should be used in this encounter, normally spread out over 2 to 6 enemies.
Star Wars Saga – 3 Player Encounter Chart

Encounter Difficulty +0 Encounter Difficulty +1 Encounter Difficulty +2 Encounter Difficulty +3


(x / 3) +1 = (ED) (x / 3) +1 = (ED +1) (x / 3) +1 = (ED +2) (x / 3) +1 = (ED +3)
APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL
1 3 - 1 3 3 1 3 6 1 3 9
2 4 3 2 4 6 2 4 9 2 4 12
3 5 6 3 5 9 3 5 12 3 5 15
4 6 9 4 6 12 4 6 15 4 6 18
5 7 12 5 7 15 5 7 18 5 7 21
6 8 15 6 8 18 6 8 21 6 8 24
7 9 18 7 9 21 7 9 24 7 9 27
8 10 21 8 10 24 8 10 27 8 10 30
9 11 24 9 11 27 9 11 30 9 11 33
10 12 27 10 12 30 10 12 33 10 12 36
11 13 30 11 13 33 11 13 36 11 13 39
12 14 33 12 14 36 12 14 39 12 14 42
13 15 36 13 15 39 13 15 42 13 15 45
14 16 39 14 16 42 14 16 45 14 16 48
15 17 42 15 17 45 15 17 48 15 17 51
16 18 45 16 18 48 16 18 51 16 18 54
17 19 48 17 19 51 17 19 54 17 19 57
18 20 51 18 20 54 18 20 57 18 20 60
19 21 54 19 21 57 19 21 60 19 21 63
20 22 57 20 22 60 20 22 66 20 22 66

APL (Average Party Level): This is the average of all of the character levels within the party.
ED (Encounter Difficulty): This is the overall difficulty of the encounter and the number is based off of the current average of levels of party members. Normally having an
encounter that is equal to the APL or APL +1, however you can raise that difficulty further to APL +2 or +3. It is suggested that the ED not go beyond APL +4.
CL (Challenge Level): The measurement of difficulty for a particular enemy creature.
Max CL (Maximum Challenge Level): This is the suggested maximum challenge level that any single enemy should have within the encounter.
Total CL (Total Challenge Levels): This is the total number of CL’s that should be used in this encounter, normally spread out over 2 to 6 enemies.
Star Wars Saga – 2 Player Encounter Chart

Encounter Difficulty +0 Encounter Difficulty +1 Encounter Difficulty +2 Encounter Difficulty +3


(x / 3) +1 = (ED) (x / 3) +1 = (ED +1) (x / 3) +1 = (ED +2) (x / 3) +1 = (ED +3)
APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL APL Max CL Total CL
1 3 - 1 3 - 1 3 3 1 3 6
2 4 - 2 4 3 2 4 6 2 4 9
3 5 3 3 5 6 3 5 9 3 5 12
4 6 6 4 6 9 4 6 12 4 6 15
5 7 9 5 7 12 5 7 15 5 7 18
6 8 12 6 8 15 6 8 18 6 8 21
7 9 15 7 9 18 7 9 21 7 9 24
8 10 18 8 10 21 8 10 24 8 10 27
9 11 21 9 11 24 9 11 27 9 11 30
10 12 24 10 12 27 10 12 30 10 12 33
11 13 27 11 13 30 11 13 33 11 13 36
12 14 30 12 14 33 12 14 36 12 14 39
13 15 33 13 15 36 13 15 39 13 15 42
14 16 36 14 16 39 14 16 42 14 16 45
15 17 39 15 17 42 15 17 45 15 17 48
16 18 42 16 18 45 16 18 48 16 18 51
17 19 45 17 19 48 17 19 51 17 19 54
18 20 48 18 20 51 18 20 54 18 20 57
19 21 51 19 21 54 19 21 57 19 21 60
20 22 54 20 22 57 20 22 60 20 22 66

APL (Average Party Level): This is the average of all of the character levels within the party.
ED (Encounter Difficulty): This is the overall difficulty of the encounter and the number is based off of the current average of levels of party members. Normally having an
encounter that is equal to the APL or APL +1, however you can raise that difficulty further to APL +2 or +3. It is suggested that the ED not go beyond APL +4.
CL (Challenge Level): The measurement of difficulty for a particular enemy creature.
Max CL (Maximum Challenge Level): This is the suggested maximum challenge level that any single enemy should have within the encounter.
Total CL (Total Challenge Levels): This is the total number of CL’s that should be used in this encounter, normally spread out over 2 to 6 enemies.

Version 1.00 ‐ 2/18/2008 
Compiled by Dominic “Acetaminophen” Crawford, with many thanks to: RavingDork, Jindy, Daeglan, Emir
Version 1.00 ‐ 2/18/2008 
Compiled by Dominic “Acetaminophen” Crawford, with many thanks to: RavingDork, Jindy, Daeglan, Emir
Version 1.00 ‐ 2/18/2008 
Compiled by Dominic “Acetaminophen” Crawford, with many thanks to: RavingDork, Jindy, Daeglan, Emir
SS tt a
a rr   W
W a
a rr ss   PP ll a
a yy ee rr   A
A ii dd   
 
Created by CleverName · ©2007 & ™ Lucasfilm LTD and Wizard
SS tt a
a rr   W
W a
a rr ss   PP ll a
a yy ee rr   A
A ii dd   
 
Created by CleverName · ©2007 & ™ Lucasfilm LTD and Wizard
Action! A Star Wars Cheat Sheet
Swift Actions
Activate an Item
Aim • 2 Swift in 1 round
You ignore all cover bonuses
to the t
Star Wars Saga – 6 Player Encounter Chart  
 
Encounter Difficulty +0 
Encounter Difficulty +1 
Encounter Difficulty +2 
  
E
Star Wars Saga – 5 Player Encounter Chart 
 
Encounter Difficulty +0 
Encounter Difficulty +1 
Encounter Difficulty +2 
Encou
Star Wars Saga – 4 Player Encounter Chart 
 
Encounter Difficulty +0 
Encounter Difficulty +1 
Encounter Difficulty +2 
Encou
Star Wars Saga – 3 Player Encounter Chart 
 
Encounter Difficulty +0 
Encounter Difficulty +1 
Encounter Difficulty +2 
Encou

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