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Spending and in combat

Cost Result Options
or Recover 1 strain (this option may be selected more than once.)
Add to the next allied active character's check.
Notice a single important point in the ongoing conflict, such as the location of a blast door's control panel or a weak point on an attack speeder.
Inflict a Critical Injury with a successful attack that deals damage past soak ( cost may vary).
Activate a weapon quality ( cost may vary).
or Perform an immediate free maneuver that does not exceed the two maneuver per turn limit.
Add to the targeted character's next check.
Add to any allied character's next check, including the active character.
or Negate the targeted enemy's defensive bonuses until the end of the current round.
Ignore penalizing environmental effects until the end of the active character's next turn.
When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain.
This could include hobbling him temporarily with a shot to the leg, or disabling his comlink. The effects should be temporary, and not too excessive.
Gain +1 melee or ranged defense until the end of the active character's next turn.
Force the target to drop a melee or ranged weapon it is wielding.
Upgrade the difficulty of the targeted character's next check.
Upgrade any allied character's next check, including the current active character.
Do something vital, such as shooting the controls to the nearby blast doors to seal them shut.
When dealing damage to a target, have the attack destroy a piece of equipment the target is using.

Spending and in Combat

Cost Result Options
or The active character suffers 1 strain (this option may be selected more than once).
The active character loses the benefits of a prior maneuver (such as from taking cover or assuming a Guarded Stance) until he performs the maneuver again.
or An opponent may immediately perform one free maneuver in response to the active character's check.
Add to the targeted character's next check.
The active character or an allied character suffers on his next action.
or The active character falls prone.
The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blasting the controls to a bridge he was planning to use for his escape.
The character's ranged weapon immediately runs out of ammunition and may not be used for the remainder of the encounter.
Upgrade the difficulty of an allied character's next check, including the current active character.
The tool or melee weapon the character is using becomes damaged (see page 159).
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