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Fi n~ (comli nk)

Diminutive (datapad)
Tiny (compu ter)
DR'
HIT
POINTS

I
2
DAMAGE
THRESHOLD

5
5
5
STRENGTH
(BREAK DC' )

1 (10)
I (10)
1(10)
]
...
OBJECT

Mesh tape
Liquid cable
Syntherope
DR'
HIT
POINTS

1
2
4
~
DAMAGE
THRESHOLD

15
19
20
20 (20)
28 (24)
30 (25)
Small (storage bin) 2 3 6 4 (12) ] Chain 10 S 26 32 (26)
Medium (de sk) 5 5 10 10 (15) Binder cuffs 10 20 25 40 (30)

Larg ~ (bed) 5 10 20 10 (lS) ] II.oc:b

Huge (conference table) 10 10 35 20 (20) Cheap 1 5 1 (10)

Gargantuan (small bridge) 10 20 55 40(30) ] Average 5 10 10 (IS)

r
Colossa l (hou se) 10 30 85 80 (50) Good 5 .;!..
10 IS 20 (20)
-~--- ~~ ---

High s~curity 10 120 30 50 {35}


Computer console 5 10 10 (15) Ultrahigh security 20 ISO 35 60 (40)
W~apon, Tiny (hold-out blaster) 5 2 10 10(15} :::J Barriers
Weapon, Small (blaster pistol) 5 5 12 15 (17) Metal bars (2 cm thick) 10 30 25
Weapon, Medium (blaster rifle) 5 10 IS 20 (20) ::J Permamte wall (30 cm thick) 10 150 30

Weapon, Large (heavy blaster rifle) 10 10 17 25 (25) Metal wall or hull (IS cm thick) 10 150 35

30 (30)
---, Wooden door (5 cm thick) 5 25 10
Weapon, Huge (E-Web) 10 20 30 ~
1 Lightsabers ignore on object's damage reduction. Metal door or airlock (5 cm thick) 10 50 30
2 The DC of the Strength check to disable the object. Blast door (50 cm thick)

BLACK MARKET
Paper (flimsiplast, durasheet) FEE' COST DC REQUIRED
Rope (syntherope, liquid cable) I per cm of thickness 5% x2 10 1 day
Soft plastic (synthmesh, synthleather) 1 per cm of thickness
lODlo x3 15 2 days
Glass (duraplex, plastex) 1 per cm of thickness ­
20% x4 20 5 days
Ice or delirate crystal I per cm of thickness
Ceramic (ceramisteel) 1 per cm of thickne ss 25 10 days
Hard plastic (duraplast, plasteel) 2 2 per cm of thickness
Wood (synthwood or any na tu ra l variety) 5 5 per em of thickness
Light metal (transparisteel) 5 5 per em of thickness
Stone (permacrete, ferrocrete) 10 5 per cm of thickness
Metal (durasteel, quadanium steel) 10 10 per cm of thickness
Heavy metal (duranium, lanthanide) 15 per cm of thickness
Exotic metal (neutronium, Mandalorian steel) 20 per cm of thickness

POINT BLANK (NO PENALTY) SHORT (-2 ATTACK)


LONG (-10 ATTACK)
0-50 squares SHOO squares 101 - 250 squares 251-500 squares

0-20 squares 21- 40 square s 41 - 60 squares 61 - 80 squares


0-30 squares 31- 60 squares 61-1 50 squares 151-300 squares
Simple weapons' 0- 20 squares 21-40 squa res 41 - 60 squares 61-80 squares
Thrown weapons' 0- 6 square 7-8 squa r~ s 9-10 squares 11-12 squares
I Irreludes bows, slings, and enrrgy /wll.s hurl~d from atlatls and cestas. 2 Includes grenades anri thrown melee weapons such as spears and liQhtsabers.
Swifl MODIFIER
Standard Target is conSidered h('lpless
2 swift actions You gain a +2 on melee attack s against the target
Attack an object Standard Target is denied Dexterity bonus to Reflex Defense
Attack with a melee/ranged Standard - _ Has concealment You take a -2 penalty to attack rolls/-5 penalty to Perception
weapon checks against the target
Swift Target gains +5 cover bonus to Reflex Defense
Sta ndard Target gains +10 cover bonus to Reflex Defense
Full round You take a -5 penalty to attack rolls/-5 penalty to Perception
Standard checks against the target

Standard Target cannot be attacked

Draw/holster weapon Move


Swift
Swift
Standard
Full round
Standard
TYPE
Move Full round SIZE EXAMPLE DEFENSE MOD SPACE
swift actions II~ Standard
Fine Insect +10 <1 square
Attack with a vehicle weapon Standard
Dim inutive Grenade
--­ <1 square
+5
Stand up from prone Move
-~--­
• Avoid collision
Dogfight
Reaction
Tiny Mouse droid +2
---­ <1 square
Standard --­
Swift
Full stop Swift Small Jawa +1 1 square
--­
Increase vehicle speed Swift Medium Human +0 1 square
-~~.

Move -1 2x2 squares


Large Speeder bike
Swift ---­
Huge Landspeeder -2 3x3 squares
Full round
3 swift actions Garaantuan ARC-170 -5

CHARACTER SCALE (IN SQUARES) STARSHIP SCALE (IN SQUARES)


POINT BLANK SHORT MEDIUM LONG POINT BLANK SHORT MEDIUM LONG
0- 120 121-240 241-600 60H,200 0-1 2 3-4 5-8
0-300 301-600 60H,500 1,501-3,000 0-2 3-4 5-10 11-20
0-150 151- 300 301-750 75H ,500 0-1
--­
2
--­ 3-5 6-10
0-450 451-900 901-2,250 2,251-4,500 0- 3
--­ 4-6
--­
7-15 16-30
--=------­
~--
0-150 151-300 301-750 751-1,500 0-1 2 3-5 6- 10
0- 150 151-300 30 1-750 75H,500 0- 1 2 3-5
ru rbolOiser'
--­
0-600 60H,200 1,201- 3,000 3,001 ­ 6,000 0-4 5-8 9-20
1 This weapon can be mounted only on a v~hicle of Col05sal (frigate) size or lorg er.
0 Notice a l arge creature Slope too steep to walk up; knotted rope wi th a wall to brace against. DECEPTION MODIFIER DESCRIPTION
5 Climb a knotted rope Rope with a wall to brace against or a knotted rope, but not both. Simple +5 A ~i mple deception works in the
10 Gathrr local news and rumors Surface with ledges to hold onto and stand on, such as a very target's favor or matches the target's
15 Perform first aid rough wall. expectations, and it requires nothing you
20 Sabotage an electronic device Surface with adequate handholds and footholds (natural or artificial). don't have on hand.
25 Escape binder cuffs such as a very rough natural rock surface or a tree; Moderate +0, A moderate deception is believable and
Jump a 10-meter chasm an unknotted rope. doesn't affect the target much one way
30
Uneven surface with some narrow handholds and footholds. or the other, and you have most of the
35 Climb an overhanging balcony in
Rough surface, such as a natural rock wall or a brick wall. props you need.
the rain
Overhang or ceiling with handholds but no footholds. -5 A difficult deception is a little hard to
40 Convince a Sith Lord that you
believe, puts the target at some kind of
Perfectly smooth, flat, vertical surfaces cannot be climbed .
risk, or undergoes scrutiny.
Climbing inside an air duct or other location where you can brace
-10 An incredible deception is hard to believe,
against two opposite walls (reduces normal DC by 10).
presents a sizable risk to the target, or
Climbing a corner where you can brace against perpendicular walls
requires passing intense scrutiny.
(reduces normal DC by 5) .
-20 An unlikely deception is almost too
Surface is slippery (increases normal DC by 5).
unlikely to consider or requires material
Common citizen; you just don't have.
no significant training
Has some natural aptitude or
tra ining
Among the best in the city or
on the continent Takes risks to harm you, usually attacking on sight
Among the best on the planet or Wishes you ill but won't go out of its way to harm you
in the system Regards you as neither a threat nor an ally and
Among the best in the sector probably doesn't attack you
Among the best in the region Wishes you well but won't take life-threatening risks
(Core, Mid-Rim, etc.) on your behalf
DC
15 1 minute
20 10 minutes
25 1 hour

Treats you as a hostile intruder and attempts to trace your location and isolate your connection.
Treats you as an unauthorized user and blocks your access to its programs and information.
Treats you as a guest or visitor and grants you access to nonsecret programs and information
(as long as this does not conflict with previous commands) .
Treat~ you as an authorized user and grants you access to any programs and nonsecret information (as long as this does not
conflict with previous commands) . You may add any equipment bonus provided by the computer to your Use Computer checks.
Treats you as if you are its owner or administrator, granting access to all of its programs and information (even if doing so
ovwides previous commands). You may add any equipment bonu~ provided by the com puter to your Use Computer checks.
Swift You
Swift You Dark Side
Full Round Ont target you have met
Standard One target within 6 squares and line of sight
Standard One target within 6 squares or line of sight
Standard One target within 6 squares and line of sight Dark Side
Standard One target within 6 squares and line of sight
Standard One target within 6 squares or line of sight
Standard One target within 12 squares and line of sight
Standard One target within 12 squares and line of sight Mind-affecting
Standard One target within 6 squares or line of sight
Reaction One energy attack against you
Reaction ane Force power directed at you
Standard One Force-using creature with a Dark Side Score of Light Side
1+ within 12 squares and line of sight
Free You

CHALLENGE LEVEL XP AWARD' CHALLENGE LEVEL XPAWARD'


0 0 ,7 1,400 I 14 2,800
1 200 8 1,600 15 3,000
2 400 9 1,800 ] r- 16 3,200
3 600 10 2,000 17 3,400
4 800 11 2,200 18 3,600
5 1,000 12 2,400 19 3,800
6 1,200 13 2,600 20 4,000
1 Divide the XP award by the number of heroes in the party to determine how many XP each hero receives. Heroes receive onc-tenth XP for anything with a Challenge Level equal to or less than their character levr/- 5.

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