Difference between revisions of "SW Combat"
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|• Recover 1 Strain<br>• Add +[[Image:Boost-die.png|15px]] to the action taken by ally in next initiative slot.<br>• Notice a single important point in the ongoing conflict (such as the location of a blaster door's control panel or the weak point on an attack speeder).<br>• Inflict a Critical Injury with a successful attack that deals damage ([[Image:Advantage-result.png|15px]] cost equal to Crit rating of weapon).<br>• Activate a Weapon Quality ([[Image:Advantage-result.png|15px]] may vary). | |• Recover 1 Strain<br>• Add +[[Image:Boost-die.png|15px]] to the action taken by ally in next initiative slot.<br>• Notice a single important point in the ongoing conflict (such as the location of a blaster door's control panel or the weak point on an attack speeder).<br>• Inflict a Critical Injury with a successful attack that deals damage ([[Image:Advantage-result.png|15px]] cost equal to Crit rating of weapon).<br>• Activate a Weapon Quality ([[Image:Advantage-result.png|15px]] may vary). | ||
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Revision as of 11:52, 1 December 2020
INITIATIVE
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PRESENCE (COOL) or WILLPOWER (VIGILANCE)
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Rolled at the beginning of combat. Use Cool if expected, or Vigilance if surprised. Difficulty: None; roll only Skill dice. Modifiers: None | |
Result | Option |
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May choose to spend Advantages as normal; any left unspent go to break ties in initiative tally. | |
Automatically gain initiative slot at top or chart, or may spend Triumph as normal instead. |