![]() Do something vital to turning the tide of battle, such as shooting the controls to the nearby blast doors to seal them shut. Upgrade any allied character's next check, including the current active character. Upgrade the difficulty of the targeted character's next check. Force the target to drop a melee or ranged weapon they are wielding. Gain +1 Melee or Ranged Defense until the end of the active character's next turn. ![]() The effects should be temporary, and not too excessive. This should be agreed upon by the player and the GM, and the effects are up to the GM (although the Critical Injury table is a good resource to consult for possible effects). This could include hobbling them temporarily with a shot to the leg, or disabling their comlink. When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar effects until the end of the active character's next turn. Negate the targeted enemy's defensive bonuses (such as the defense gained from cover, equipment, or performing the Guarded Stance maneuver) until the end of the current round. ![]() Add to any allied character's next check, including the active character. Add to the targeted character's next check. Perform an immediate free Maneuver, provided the active character has not already performed two Maneuvers in that turn. Activate a weapon Quality ( cost may vary). Inflict a Critical Injury with a successful attack that deals damage past Soak ( cost may vary). 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 a speeder. Add to the next allied active character's check. Recover 1 Strain (this option may be selected more than once). Each hit deals its base damage, + 1 damage per uncanceled success. If both weapons hit, they may spend additional or to activate qualities from either weapon. They may also spend or to hit with their secondary weapon as well. If they succeed, they hit with their primary weapon as normal. They increase the difficulty by one if the two skills are the same, and by two if they are different. They then compare the difficulty of the two combat checks they would make with each of their two weapons to hit their target, and select the check with the higher basic difficulty (more ). (If both checks would use the same skill or characteristic, they simply use that skill or characteristic.) The character then takes the skill that they have lower ranks in, and the characteristic that they have lower ranks in, and use this skill and characteristic to assemble their dice pool. They then determine what skills and characteristics they would use when making attacks with their primary weapon, and their secondary weapon. First, the character denotes one weapon as the primary weapon. ![]()
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