Combat Sequence-Star Wars 3rd Ed

Combat is the same as described in the 2nd edition RnE, except for the following:

Combat will use the following sequence:

Roll initiative= 1D20 + Init bonus
Take your Turn on your initiative round
Two actions per person, unless Feats, powers or ect give you more
Resolve actions
Finish movement
Rinse and Repeat

Init bonus determined by Feats, Level Bonuses, and Dex Dice. Number of Dex Die=bonus to roll. 3D+2 Dex is +3 to init, 2D+1 is +2 to init and so on.

Free Actions:
Taunts
Moving

Actions:
Rolling a Skill
Firing a weapon
Drawing a weapon
Replacing a Clip
Standup
Burst Fire as a Single-Normal
Brace
Aim

Two Actions:
Withdraw
Full Defense
Full Auto
Single Fire as Multi
Sweep

Feats that give bonus to init:

Lightnin’ Reflexes-+1 to init

Quick Draw-+1 to init and doesn’t take a half action to draw weapon

Twitchy-+1 to init, perception; -1 to hide/sneak, str

 

Ranged Autofire Actions:

Combat Maneuver Time Difficulty mods Damage Mod Notes
Burst Fire as a Single-Normal 1 Action 0 -2D To use one shot per trigger pull in an automatic weapon
Single Fire as Multi 2 Actions -1D(-3)per addl shot +1D per addl Max No. of Shots equals Clip Size, SS weapons only
Sweep 2 Actions -2D(-6) -3D Many blasts, Right to left spray of blasts
Brace 1 Action 0 +1D to attack, +1 to init, -4D to dodge Using something to brace the weapon
Aim 1 Action 0 +1D to attack, +1 to init As long as target doesn't move from square, then bonus to attack.
Short burst 2 Actions -2D +2D uses 6 ammo, many shots, one target (auto weapons only)
Long burst 2 Actions -3D +3D uses 9 ammo, many shots, one target (auto weapons only)
Full burst or Empty Clip on target 2 Actions -5D +5D uses 15 shots, or entire clip, many shots, one target (auto weapons only)

 

Weapon Type Weapon Qualities
Concussion rifles AE, SS, NLD
Blasters SS, Stun
Blaster carbines SS, Stun
Repeating blasters Auto, Stun
Slugthrowers Can be: SS, NLD, Auto
Flechette launcher SS
Disruptor SS, Stun
Sonic weapons SS, Stun,NLD
Ion blasters SS

Area Effect= AE
Single Shot= SS
No Lightsaber Deflect= NLD
Stun Setting= Stun
Autofire= Auto

Preparing

A character willing to spend twice as long to
complete a task receives a +1D bonus for the die roll. The
character can do nothing else in this time.

You have to use your judgment when deciding whether
"preparing" can be used for a given task; if in doubt, ask the
player to justify the preparing bonus.

Preparing is often used for blasterby aiming at a target for
an extra round. This rule can be applied to many long-term
technical tasks, such as repairing a droid or starship — the
character could be taking extra care or "studying" technical
manuals to make sure the task is done properly.

Of course, preparing doesn't make sense for many tasks.
Characters generally should not be allowed to prepare for
dodges, parries, or driving or piloting skills like repulsorlift
operation, space transports and starfighter piloting. Characters
probably won't be able to prepare for skills like survival,
hide, stamina or swimming, but there may be circumstances
when the bonus is justified.

Rushing

At your discretion, characters can try to "rush"
an action that takes two rounds or longer. (Actions which
take one round cannot be rushed.)

A rushing character is trying to do the task in half of the
time and the player rolls only half of the character's skill.

You have final discretion as to whether a task can be
rushed. With some tasks — like fixing a starship in a hurry—
it's reasonable to say a character could rush, especially if the
character is racing a deadline. In other cases, rushing doesn't
make much sense. If in doubt, ask the player to justify how
the task could be rushed.