Star Wars RPG Combat Rules Explained
Star Wars RPG Combat Rules Explained
COMBAT
Stormtroopers and Rebel troops trade fire in a hail of blaster bolts, as
explosions fill the corridors of Princess Leia’s Rebel blockade runner...
Luke Skywalker, lightsaber held at the ready, charges into battle against Jab
ba the Hutt’s minions...
These scenarios bring much of the enjoyment to watching the Star Wars
movies, now you can create firefights and lightsaber battles to bring the
same excitement to your players.
• Blasters use blaster. • Targets that are very close — within three meters of each other
— are at point-blank range. (Very Easy difficulty.)
• Bowcasters use bowcaster.
• Most combat indoors is at short range. (Easy difficulty.) If the
• Primitive slug-throwing guns (submachine guns and such) room is fairly large and the combatants are at opposite ends of
use firearms. it, blaster rifles will still be at short range (Easy difficulty), but
• Grenades and thermal detonators use grenades. blaster pistols will probably be at medium range (Moderate dif
• Thrown knives, spears, slings and similar weapons use ficulty).
thrown weapons. • Most combat outdoors is at medium range (Moderate difficul
• Grenade launchers and similar weapons use missile ty). Sometimes, blaster pistols are at long range (Difficult diffi
weapons. culty), while blaster rifles are still at medium range (Moderate
difficulty).
• Heavier blasters mounted on vehicles use vehicle blasters
• Outdoor combat at great distances is generally at long range
• Large artillery pieces use blaster artillery. (Difficult difficulty).
If in doubt, check the weapon’s description, which lists its
skill (and specialization).
COMBAT IS DANGEROUS!
Full Reaction. A character can make a “full reaction.” A
Combat in the Star Wars game is fairly lethal. The key
full reaction — dodge, melee parry, brawling parry,
to survival is not to get hit.
lightsaber, vehicle dodge or starship dodge — can be the
If someone is shooting at your character, you should
only action the character makes in the entire round.
probably think about dodging. If someone comes after
The character rolls his dodge or other reaction skill and
your character with a vibro-ax or lightsaber, it’s probably
adds it to the difficulties of all attacks made against him
a good idea to parry the attack.
that round.
Just like in the movies, most characters that get shot
are seriously injured or killed. You’ve been warned!
Example: Thannik is getting shot at by three
stormtroopers: two are at medium range (Moderate
difficulty, difficulty number 13), while one is at short
Note: A poor reaction skill can actually make it easier to hit a range (Easy difficulty, difficulty number 8). Thannik
character — sometimes people accidentally leap in to the line of decides to make a full dodge and rolls a 27. Now the
fire or move right into someone’s attack! troopers at medium range must roll a 40 to hit, while
the trooper at short range must roll a 35 to hit him.
Example: Thannik is being shot at by a storm-
Unfortunately, later in the round a thug attacks
trooper, so he decides to dodge. The stormtrooper is at
Thannik with a vibro-ax: a melee combat attack, at
short range: Easy difficulty, with a difficulty number
Moderate difficulty with a difficulty number of 12.
of 8. Thannik rolls his dodge of 6D and gets a 27. Now,
Thannik can’t melee parry because he made a full
the stormtrooper must roll a 27 or better to hit
dodge: he has to hope that the thug’s attack misses.
Thannik. Anyone else who shoots at Thannik in this
round must also roll a 27 or better. However, if some
one makes a brawling attack on Thannik, the difficulty
is still Very Easy (difficulty number of 5); if Thannik COMBAT MODIFIERS
wanted to block the attack, he’d also have to make a There are a number of special combat rules and modi
brawling parry roll. fiers that gamemasters can include in their games.
One round later, three stormtroopers are going to
Drawing Weapons. It takes one action per item to
shoot at Thannik. Their difficulties are Easy (difficulty
draw a blaster, unsheathe a knife, reload a rifle, or some
number 6), Easy (difficulty number 8) and Difficult
thing similar. Although this generally does not require a
(difficulty number 17). Thannik decides to dodge and
skill roll, the gamemaster may require one related to the
gets a 14 — now all three troopers must roll a 14 or
weapon in question for particularly stressful situations.
better to hit him.
Example: Thannik’s target ducks behind a couple The gamemaster decides the bins aren’t too tough
of metal garbage bins and he’s now ½ covered. That’s — he gives them a body strength of 2D and rolls, get
an extra +2D to the difficulty to hit him. ting a 7. Thannik rolls his heavy blaster pistol’s 5D
The target is still at medium range (Moderate diffi damage and gets a 20: that’s a difference of 13 points.
culty, difficulty number 13). The gamemaster rolls 2D The bins are severely damaged.
for the moonlit night (and gets a 10) and another 2D That means that Thannik’s blaster shot hits his tar
for the garbage bins (and gets a 7): Thannik’s blaster: get, but at −1D damage. Thannik rolls 4D damage
blaster pistol difficulty is a 30! against his target’s Strength...
PROTECTION Armor
Armor protects the wearer from damage. In game
Sturdy objects may provide protection. If the attacker
terms, armor simply adds to a character’s Strength roll
rolled well enough to beat the basic difficulty, but not
when resisting damage. (It doesn’t add to any other
well enough to beat the added cover modifier, that means
Strength rolls, except in the case of armored powersuits
that the shot hit whatever the character was hiding
which may assist in lifting skill checks, see the specific
behind. Roll the attack’s damage against the protection’s
armor’s stat block)
body strength.
Sample Protection Body Strength Example: Thannik’s Strength is 3D+2. He’s wearing
Flimsy wooden door 1D blast armor that adds +1D. He rolls 4D+2 to resist
Standard wooden door 2D damage. However, when he makes a Strength roll to
Standard metal door 3D try to lift a heavy object, he rolls only his Strength of
Reinforced door 4D 3D+2.
Blast door 6D
Armor may provide different levels of protection for different
If the damage roll is lower than the body strength roll, attack types. For example, stormtrooper armor provides +2D
the protection is not damaged at all and the target char against physical attacks (bullets, melee weapons, and rocks, for
acter suffers no damage. If the damage roll is equal to or example) but only +1D against energy attacks (blaster bolts and
greater than the protection’s body strength roll, find the lightsabers).
difference on the chart below to see how badly the pro Some types of armor are bulky and reduce a character’s Dex
tection is damaged. terity and all Dexterity skills: stormtrooper armor also fits this
example, as it causes a −1D penalty to Dexterity and all related
Damage Roll ≥ Body skills.
Strength Roll by: Protection is:
0-3 Not seriously damaged Example: Thannik has gotten his hands on a set of
4-8 Lightly damaged stormtrooper armor: it’s +2D physical, +1D energy and
9-12 Heavily damaged −1D to Dexterity and related skills. Thannik’s Strength
13-15 Severely damaged is 3D+2.
16+ Destroyed If Thannik is hit by a blaster bolt — an energy
attack — he rolls 4D+2 to resist damage. If he’s later
A character behind protection may suffer some dam clobbered by a vibroblade — a physical attack — he
age depending upon how badly his protection is damaged. rolls 5D+2 to resist damage. However, if he tries to
Subtract dice from the attack’s damage based on the dodge an incoming blaster bolt, he only rolls 5D: his
chart below. normal dodge is 6D but he suffers the −1D penalty to
all Dexterity skills.
Reduce weapon
Protection is: damage by: Armor may not cover the wearer’s entire body; if you use the
Not seriously damaged No damage optional hit location rules, this is important since armor can’t
Lightly damaged −4D protect an area that it’s not covering.
Heavily damaged −2D
Severely damaged −1D Damaged Armor. When someone wearing armor suffers
Destroyed Full weapon damage damage through a protected area, the armor is also damaged.
Injury suffered
by wearer Damage to armor
Example: If Thannik rolls a 30 or higher, he hits his Wounded Lightly damaged (−1 pip)
target directly and rolls full damage. If Thannik rolls a Incapacitated Heavily damaged (−1D)
22 or less, his shot misses completely. If he rolls Mortally wounded Severely damaged (Useless but
may be repaired)
between a 23 and a 29, that means his shot smashes
Killed Destroyed
into the garbage bins. He rolls a 26 — his shot hits the
bins. Armor repairs are discussed in the “Using Repair Skills” sec
tion in “Attributes and Skills.”
DAMAGED WEAPONS When targets of the same scale are shooting at each
Weapons can suffer damage in combat, such as when a other, ignore the modifiers; just roll attack dice, dodges,
lightsaber slices through a blaster or vibroweapon, or a weapon and damage die codes normally.
gets dropped, or as a result of a “complication” that leads to a
serious malfunction. It’s when things of a different scale are affecting each
If a weapon is damaged, roll its body strength to resist dam other that you use these rules.
age. Most hand weapons — such as blaster pistols, vibro-axes
and so forth — have a body strength of 2D (regardless of how Example: A landspeeder (speeder-scale) is firing at
much damage they cause). an AT-AT (walker-scale). The landspeeder has a modifi
er of 2D; the AT-AT has a modifier of 4D. The adjusted
Damage Roll ≥ Body modifier is 2D.
Strength Roll by: Weapon is:
0-3 Not seriously damaged
4-8 Lightly damaged Lower Against Higher. When a “lower” scale character
9-12 Heavily damaged or vehicle is shooting at a “higher” scale character or vehi
13-15 Severely damaged cle:
16+ Destroyed
• The lower scale attacker gets to add the modifier to the
Lightly damaged weapons lose −1D of their damage value. attack roll. If the target makes a dodge (or vehicle dodge
Heavily damaged weapons lose −2D off their damage and or starship dodge), it just rolls its maneuverability (and
add +10 to all difficulties to use in combat. dodge skill).
Severely damaged weapons cannot be used, but may be • The higher scale target adds the modifier to the roll to
repaired. resist damage; the lower scale weapon rolls damage nor
Destroyed weapons may not be repaired. mally.
Chest: The character can do no more than passively defend in often used for dueling, characters may also use the “quick draw”
the next round. rules in non-dueling situations.
Foot or leg: −1 to all acrobatics, sneak, movement, and ini To quick draw, the character splits his or her blaster skill dice
tiative totals. among two areas: speed draw dice and accuracy dice. To see
who draws and who fires first, each character rolls their speed
Hand or arm: −1 to all acrobatics, brawling, climbing/jump draw dice. The character who rolls highest fires first; the charac
ing, melee combat, missile weapons, pick pocket, thrown ter who fires first then rolls his or her accuracy dice to see if the
weapons, lifting, and other rolls involving the hand or arm. target is hit.
Head: −1 to all Knowledge, Perception, and initiative totals. Characters who want to make multiple shots suffer multiple
action penalties for both their speed draw dice and accuracy
Random Body Hit Location. To determine the precise loca dice (for example, for two shots, the character suffers a −1D
tion where a character was hit, roll 2D and consult the chart penalty to speed draw dice, as well as both shots).
below. Of course, the gamemaster could narrow down the loca Unlike normal rounds, quick draw duel actions are not simul
tions further if so desired. taneous. The character who fires first, fires first in “game time:”
the other character may only fire back if they haven’t been
2D Body Location injured by the shots fired at them.
1 Right Arm Any character who is stunned by a quick draw shot loses −3D
2 Left Arm
off all following shots in that round. Any character wounded (or
3-4 Right Leg
worse) by a quick draw shot is in too much pain or too badly
5-6 Left Leg
7-11 Body distracted to return fire.
12 Head
Example: Han Solo and Gallandro are going to
Knockout. This option does half of the normal damage, but it have a “quick draw” duel. Han is using his heavy
can render the target immediately unconscious with a successful blaster pistol, and he has 8D in the skill. Gallandro is
attack. It requires a successful “called shot” to the head using using his blaster pistol, and has 13D in the skill. The
the brawling or melee combat skill. If, after the resistance total duel will be held at a distance of 10 meters, which is
has been subtracted, the target sustains at least two Wound lev medium range (Moderate difficulty) for the heavy
els, then he falls unconscious for a number of hours equal to blaster pistol and short range (Easy difficultly) for the
difference between the combat skill total and the combat diffi blaster pistol.
culty or until he’s awoken by some external force, whichever The player playing Han decides he will allocate his
comes first. The target, however, receives only half the Wound 8D in the following way: 5D to his speed draw and 3D
levels inflicted (round down). to his accuracy. The gamemaster, playing Gallandro,
will use his 13D in the following manner: 10D to his
Multiple Weapons. Weapons that characters can use with speed draw and 3D to his accuracy.
one hand and in either hand, such as knives or most guns, may The player rolls for Han’s speed draw and gets a 14.
be employed at the same time in the same round. The character The gamemaster rolls for Gallandro and gets a 24. Gal
incurs a multiple-action penalty. landro draws and fires first. He rolls a nine to hit Han
— more than enough at short range. Han is wounded
Prone and Crouching. Attacking a target that is crouched on and drops his pistol: he won’t be able to fire. He has
the ground adds 1D to the combat difficulty. If the target is lost the duel, but is still lucky enough to be alive.
moving while crouching, then the combat difficulty increases by
+2D, but the defending character’s normal Move, or running roll Characters may “quick draw” against opponents that are try
is halved. ing to dodge or doing other actions. The character performing
For prone targets, subtract 2D from the combat difficulty the “quick draw” simply rolls their speed draw dice against the
when attacking at Point Blank or Short range, but add 2D to target’s dodge. If the speed draw roll is higher than the dodge,
combat difficulty when attacking at Medium or Long range. the quick drawing character shoots at the target as if he or she
Characters who willingly get low to the ground or make did not dodge at all. As before, a character who is quick drawing
themselves small may get into and out of the position as a free may not do any other actions in that round.
action. However, character forced into that position, such as a
result of being thrown, need to make an effort to stand, which Example: Han Solo is to “quick draw” against a
counts as an action. stormtrooper, who is trying to make a full dodge. Han
splits his 8D in this way: 5D to his speed draw and 3D
Quick Draw. The character uses their blaster skill or appro to accuracy. The stormtrooper has a dodge of 4D. The
priate specialization. The weapon to be used must be appropri distance between Solo and the stormtrooper is 10
ate for making a “quick draw:” a blaster pistol, hold-out blaster, meters, or medium range (Moderate difficulty) for
or heavy blaster pistol, or throwing knife for example. Han’s heavy blaster pistol.
To quick draw, the character may not do anything else in the Han rolls his speed draw dice and, gets a 17. The
round, including dodge. In other words, characters using a stormtrooper rolls his dodge and gets a 12. Han gets
“quick draw” are easy marks for anyone else. The character may to shoot at the stormtrooper at the Moderate range
make multiple quick draw shots in a round; characters may difficulty only, but he only gets to roll 3D to hit (his
shoot at more than one target, but at an additional −1D penalty accuracy dice). If the stormtrooper’s dodge roll was
per target, in addition to all the other penalties. While most
higher than Han’s speed draw roll, the stormtrooper Unwieldy Weapon. Melee weapons which are very long (over
would have been able to add his dodge roll to the 60cm is a good rule-of-thumb for gamemaster discretion),
range difficulty (Moderate), making him much harder objects that are hard to throw or grasp, ones relying on technol
to hit. ogy with which the user is unfamiliar, or any weapons otherwise
difficult to wield may incur a +5 or more modifier to the Diffi
Ready a Weapon. It takes one action per item to draw a gun, culty Level. The gamemaster may decide that such factors as
unsheathe a knife, reload a rifle, or something similar. Although experience, strength, and features of the weapon (such as a
this generally does not require a skill roll, the gamemaster may well-balanced sword) lower this modifier.
require one related to the weapon in question for particularly
stressful situations.
Additionally, drawing and using the weapon in the same MARTIAL ARTS
round incurs a multi-action penalty. The gamemaster may add The Star Wars Roleplaying Game has a martial arts skill spe
further modifiers for attempting to get out an item from a cialization (specialization of brawling), and some gamemasters
restrictive location or ready an unwieldy weapon. may like to keep this loosely defined. However, since some play
ers may desire their characters to be trained in unarmed combat,
Suppression Fire. Suppression fire is intended to force the a more detailed system of martial arts is provided for in this sec
enemy into cover, rather than to actually eliminate them — tion.
essentially to suppress the enemy’s ability to return fire. If a For every 1D that a character increases her martial arts skill,
gamemaster wishes, suppression fire may be used to increase an she may pick one of the hand-to-hand techniques described
opponent’s difficulty to hit. The difficulty to hit is increased by below. The character may only pick one hand-to-hand tech
+1 for every shot fired. nique for every die of skill improvement; increasing a skill by
Repeating blasters (or firearms) are much better suited to this one or two “pips” is not sufficient advancement to select a
than single-fire weapons. Characters using repeating blasters for hand-to-hand technique. Characters whose martial arts skill is
suppression fire add a full level to the opponent’s Difficulty for increased during character creation are eligible to select from
every burst fired. the hand-to-hand techniques
Flip. The character can throw a target who has grappled her Instant Wound. The character knows how to strike to maxi
from behind. mum effect, inflicting severe damage on the target.
Difficulty: Moderate Difficulty: Difficult
Effect: A successful skill check indicates that the target is Effect: If the character’s attack is successful (and is not par
hurled to the ground (provided the attack is not parried or ried or dodged) and if the skill roll meets the required difficulty
dodged). The target suffers 3D damage This technique may be number, the target character suffers a wound. (Effects of the
used as a reaction skill. wound are cumulative.)
Flying Kick. The character is trained to leap in order to deliv Multiple Strikes. The character can deliver multiple blows.
er a crushing kick. Difficulty: Moderate
Difficulty: Difficult Effect: The character can make a second attack with no mul
Effect: The character can add +2D to her damage roll if her tiple action penalties; the second attack inflicts 3D damage.
skill roll exceeds the difficulty number. Failure to beat the diffi
culty number indicates the character is off-balance and her Nerve Punch. The character knows the location of nerve
opponent may make an additional attack this round with no clusters, striking in such a way as to render a target’s limb numb.
multiple action penalty. Difficulty: Very Difficult
Effect: If successful, the character’s attack renders an oppo
Foot Sweep. The character trips an opponent. nents limb (arm or leg, specified prior to making the attempt)
Difficulty: Moderate unusable for 3D rounds. Any items held in the affected hand are
Effect: A successful attempt indicates the target is tripped, dropped. If the character beats the difficulty number by 15 or
falling to the ground. The character must remain prone for the more, the target character is rendered unconscious.
remainder of the round.
Power Block. The character is trained to parry attacks in a
Head-Butt. The character can use her head to strike a tar manner which inflicts damage.
get, even if she is held, pinned or bound. Difficulty: Moderate
Difficulty: Easy Effect: A successful parry inflicts STR+1D on the target. This
Effect: If the character’s skill roll meets the difficulty number, technique can be used as a reaction skill.
she may use her head to strike the target (inflicting STR+1D
damage). Head-butt can be used if the character is bound or Reversal. The character is trained to turn the tables on an
held, and can be used as a reaction skill. opponent who is attempting to grapple.
Difficulty: Opposed Strength or brawling: martial arts roll
Hold/Grapple. The character is trained to grapple and hold a (whichever is higher).
target immobile. Effect: The character can employ this technique only when
Difficulty: Moderate plus a Strength versus martial arts roll. she is held. If she breaks the opponent’s grip, she may in turn
Effect: The character attempting to grapple with a target hold the target immobile or employ another technique. This
must make a Moderate martial arts roll to hold her opponent. technique may be used as a reaction skill.
For every round the target is held, the character must make a
Strength or lifting roll. If the target beats her martial arts roll Silent Strike. Provided the character can successfully sneak
(or Strength or lifting if she prefers), he breaks free of the hold. up on a target, she can instantly kill him or render him uncon
scious.
Instant Knockdown. The character knows how to maximize Difficulty: Difficult
impact, knocking the target to the floor. Effect: The character must be within arm’s reach of the tar
Difficulty: Moderate get. The character must declare if this is a killing or stunning
Effect: If the characters attack is successful (and is not par attack prior to making the attempt. A successful skill roll indi
ried or dodged) and if the skill roll meets the required difficulty cates the target is neutralized.
number, the target is knocked to the ground. The fallen charac
ter must either wait one round to stand or suffer multiple Spinning Kick. The character is trained to perform a powerful
action penalties. kick.
Difficulty: Moderate
Instant Stand. The character is trained to negate the effects Effect: The character can add +1D to her damage roll if her
of a fall, and return to a combat-ready position. skill roll exceeds the difficulty number. Failure to beat the diffi
Difficulty: Moderate culty number indicates the character is off-balance and her
Effect: If a character is tripped or knocked down, she may use opponent may make an additional attack this round with no
this technique to return to a standing position. Successful use of multiple action penalty.
this technique indicates that the character can stand without
suffering a multiple action penalty. Shoulder Throw. The character can throw a target.
Difficulty: Moderate
Instant Stun. The character is trained to strike at critical Effect: A successful skill check indicates that the target is
pressure points, stunning the target. hurled to the ground (provided the attack is not parried or
Difficulty: Moderate dodged), suffering 3D damage.
Effect: If the character’s attack is successful (and is not par
ried or dodged) and the the skill roll meets the required difficul
ty number, the target is stunned for one round.
DAMAGE OPTIONS
Severe Injuries. As an optional rule, a character
who causes enough damage to kill another character
has the option of causing a serious, permanent injury
instead. (For example, a limb could be severed or a
body part injured so badly that it could never be
used again.)
MISCELLANEOUS DAMAGE A character who is wounded twice must rest for three days
before rolling to heal.
Here is a small selection of various other harmful things that
players may encounter during their adventures. Generally, no Strength
attack roll is necessary for any of these to affect a character, Roll Result
though a such roll would be required if a person could somehow 2-4 Character worsens to incapacitated
attack with it. The gamemaster determines what, if any, benefit 5-6 Character remains wounded twice
armor and similar protection provides. 7+ Character improves to wounded
Some equipment may even increase the damage! Damage is
otherwise determined as per the combat rules. Incapacitated characters must rest for two weeks before
Except falling, all damage is done per round of close contact. making a healing roll.
The gamemaster may decide that certain types in certain situa
tions also affect characters at a distance. Strength
Roll Result
MISCELLANEOUS DAMAGE 2-6 Character worsens to mortally wounded
7-8 Character remains incapacitated
Type Damage 9+ Character improves to wounded twice
Food Poisoning (very severe case) 4D
Cold (extreme) 1D Mortally wounded characters must rest for one month (35
General Poison (fatal dose)* 8D+2 standard days) before making a healing roll.
Electricity (standard wall outlet) 1D
Strength
Electricity (major power line) 9D
Roll Result
Falling (3-6 meters ) 2D 2-6 Character dies
Falling (7-12 meters ) 3D 7-8 Character remains mortally wounded
Falling (13-18 meters ) 4D 9+ Character improves to incapacitated
Falling (19-30 meters ) 5D
Example: Thannik is incapacitated and is healing
Falling (31-50 meters ) 7D
naturally. After resting 2 weeks, he makes a Strength
Falling (51+ meters ) 9D
roll for a 10 — he improves to wounded twice. To heal
Fire (torch-size) 1D
from wounded twice to wounded, he must rest for
Industrial Acid (undiluted) 2D+1
another 3 days before making a healing roll.
Radiation (intense) 3D
* See optional poison rules on page 103. Medpacs
A standard medpac contains a combination of healing
medicines, syntheflesh, coagulants, body chemistry boosters,
HEALING adrenaline drugs, and computer diagnostic hardware to treat
seriously injured individuals. Medpacs are very common around
Characters can heal in many ways, but the three most the galaxy and can be found aboard most starships, in most
common methods of healing are natural healing, medpacs buildings and homes... and anyone who thinks he might get into
and bacta tanks (also known as rejuvenation tanks). a battle is advised to carry a couple, too.
Natural Healing
A character can heal naturally, but this process is both A first aid (or Technical) roll is needed to use a medpac.
slower and much riskier than bacta healing. The character The difficulty depends upon the severity of the patient’s
must rest a specified amount of time and then can make a injury:
healing roll: roll the character’s full Strength and find the
result on the chart related to the character’s current Degree of Injury Difficulty
Wound Level to see if the character heals. Stunned, unconscious Very Easy
Healing characters can do doing virtually nothing but Wounded, wounded twice Easy
rest. A character who tries to work, exercise or adventure Incapacitated Moderate
must subtract −1D from his Strength when he makes his Mortally wounded Difficult
healing roll. Any character who opts to “take it easy” and
do virtually nothing for twice the necessary time may add If the first aid roll is successful, the patient heals one
+1D to his Strength roll to heal. level: stunned and wounded characters are fully healed;
unconscious characters are revived; wounded twice char
A wounded character must rest for three standard days acters improve to wounded; incapacitated characters
before rolling to heal. improve to wounded twice; mortally wounded characters
improve to incapacitated.
Strength If the first aid roll is unsuccessful, the character’s con
Roll Result dition remains the same. If the first aid roll misses the
2-4 Character worsens to wounded twice
5-6 Character remains wounded
7+ Character is fully healed
Knowing what kills other species is not as intuitive. When ILLNESS/DISEASE CHART
attempting to poison members of other species, the poisoner
must make a Moderate first aid roll (or a Very Easy (A) medicine Illness/
roll) as above. He must also make an alien species roll and check Disease Level Damage Effects * Duration
on the following table to establish the poison’s effectiveness. If Mild Inflicts 2D of damage every 1D days
the first aid roll falls, the poison is ineffective. twelve hours
Moderate Inflicts 2D of damage every 1D days
Skill six hours
Result Effect Severe Inflicts 3D of damage every 1D days
≤8 Poison is ineffective three hours
9-11 5+1D6 damage to target after ten minutes Very Severe Inflicts 4D of damage every 3D days
12-15 10+1D6 damage to target after five minutes half hour
16+ 15+1D6 damage to target occurs Extreme 5D of damage every ten 5D days
immediately minutes
The character trying to mix the poison must make his skill * Note: Armor bonuses do not apply to Strength rolls to resist
checks with the assistance of the gamemaster. The poisoner will damage from contaminated water.
have no idea how it will affect another character until it is
administered. Poison can only he administered in food, drink, or
through a medpac injection. The poison cannot be turned into a ILLNESS/DISEASE RESULTS
gaseous or contact poison.
When a poison begins to take effect, roll the damage, and Stunned (Roll 1D)
allow the target character to make a Strength roll. If the charac
ter beats or equals the poison’s damage, his body successfully 1 Blurred Vision: −1D to vision-based search checks, −1D to
resists the toxin, and the poison has no further effect. If he fails, any Dexterity skill rolls that-require the use of sight:
calculate the total damage of the poison. It does not take effect blaster, melee combat, dodge and so on).
immediately, however. The victim takes one Wound every turn, 2 Painful Stomach Cramps: Movement is reduced by 2.
until he has either taken the full damage or is dead. Each turn, 3 Low-grade Fever: −1D to sneak and hide when attempting
he may attempt to beat the poison again (but don’t forget the to avoid from heat sensors.
−1 penalty to all attributes and skill scores for each wound tak
en). If successful, the character defeats the poison. If not, he 4 Rash: Creates a distracting itch, −1D to Perception and relat
continues to take damage. ed skills.
A Moderate (A) medicine or difficult first aid roll allows a 5 Dizziness: −1D to Dexterity and Mechanical and related
person analyzing a poison to identify a specific type of poison or skills.
a counteractive agent. These poisons are rather exotic, and those 6 Extreme Hunger: −1D to Strength and related skills.
making their rolls can establish that these toxins are not used by
amateurs. Once the poison is identified, the character may use First Wound (Roll 1D)
the poison kit or the contents of a medpac to neutralize the
poison (the difficulty of the skill roll is equal to the poison’s 1 Minor Infection: Pick any two results from the “stunned”
damage when using (A) medicine, and the damage +5 when effects.
using first aid). 2 Hallucinations: Characters experience visual or auditory hal
lucinations. Visual hallucinations (seeing spots, for exam
ILLNESS AND DISEASE ple) reduce all vision-based attribute and skill checks by
−1D. Auditory hallucination (ringing in the ears or other
As the characters travel from world to world, and interact such difficulty) reduces hearing-based attribute and skill
with various aliens, foods, and beverages, they are likely to checks by −1D.
encounter contagious illness or disease at some point. Use the 3 Vomiting: Character must make a Very Difficult stamina
guidelines on the “Illness/Disease” chart to determine the seri check to prevent vomiting. The attack lasts for 1D min
ousness of a contracted illness. utes, and reduces all skills and attributes by −1D for 3D
These results do not necessarily inflict normal damage, how hours.
ever. Calculate the would level as normal, gamemasters may
4 Attention Deficit: Character must make a Moderate Percep
choose — or roll 1D to randomly select — from the following
tion roll to access short-term memory: recent orders,
optional results in lieu of the regular damage penalties.
weather updates and so forth.
Note that, unless indicated otherwise, only one of the penal
ties should be selected, and the effects of the illness last for the 5 Loss of Judgment: Character has difficulty making snap
duration (indicated above) or until medical treatment is decisions or interpreting orders, all Perception, Knowledge
received; the base difficulties for healing the damage caused by and related difficulties increase by one level.
illness are a Difficult (A) medicine or Very Difficult first aid roll, 6 Allergic Reaction: Character has difficulty breathing or sud
unless stated otherwise. (Only one first aid or (A) medicine denly must sneeze for 3D minutes, −1D to sneak or hide
attempt can be made per day to counteract the illness’ effects.) for duration of allergic reaction.
6 Partial Paralysis: Character loses the use of a limb (at 5 Systemic Shutdown: Character has suffered irreversible.
gamemaster’s discretion or use the “Random Hit Location” physical damage and cannot survive without permanent
chart). Paralysis in a leg reduces movement to 5. Paralysis medical attention (life-support apparatus and so on). All
in an arm reduces dexterity by −2D. attributes and skills reduced to 0D. In the field, the char
acter can be stabilized by a Heroic first aid or Very Diffi
cult (A) medicine roll; if the character does not receive
the required medical attention, death occurs after the
effect’s duration has elapsed.
6 Death: Character dies immediately, unless he or she is placed
into a life-support system or bacta immersion: If removed
from bacta or life-support, death is instantaneous.