Blaster Combat Cheat Sheet

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Blaster Combat Cheat Sheet
Actions: 1 Swift + 1 Move + 1 Standard action per round
Useful Swift Actions:
Switch Blaster to Stun/Kill: It takes a swift action to change your blaster from stun to kill or the
reverse.
Drop Prone: You can fall to a prone position as a swift action. If you are prone, enemies take -5
to hit you with ranged weapons, but +5 to hit you with melee weapons, so this is a good tactic if
your enemies are unlikely to close with you. Note that standing up is a move action, not a swift
action.
Aim: It takes 2 Swift Actions to aim. This negates the -5 penalty to hit an opponent in cover, and
is thus invaluable. Some feats or talents also trigger off of aiming – if none of the above applies,
there is no need to aim. Also note that an enemy can get a free melee attack against you if you
aim while they are within melee range.
Recover Condition: It takes 3 Swift Actions to recover condition. Usually the way to do that is, on
one round, attack and then do either 1 or 2 swift actions to recover condition, then the next round,
do the rest of the Swift actions to recover, then attack.
Useful Move Actions: (Or take an additional Swift Action instead)
Move: You can move up to 6 squares (9 meters) with a move action. If you move away from an
enemy in melee combat with you, or right past someone, they’ll get a free attack, so don’t do that.
In many cases, it will be possible to take cover with a move action, which will give enemies -5 to
hit you with ranged attacks. Ask Bernie if it's possible to move in such a way as to take cover.
Withdraw: You can move up to 3 squares (4.5 meters) with a withdraw action. If you do this, you
can move away from an opponent with relative impunity, albeit usually not fast enough to escape.
Stand Up: If you dropped prone or were knocked down, it's a move action to get back on your
feet. You should definitely do this if anyone is at melee range with you or is likely to get into
melee with you soon.
Draw your blaster: It takes a move action to unholster your weapon.
Useful Standard Actions: (Or take an additional Move or Swift Action instead)
Attack: You know this deal: 1d20 + your attack bonus, if you beat your opponent’s reflex defense,
they take damage.
Attack to Aid Another: Again, 1d20 + your attack bonus, but you only need to beat a 10, not your
opponent’s reflex defense. If you succeed, then your next ally to attack the enemy gets a +2 to
hit. This is not very worthwhile, mechanically.
Attack to Suppress: 1d20 + your attack bonus, but you only need to beat a 10. If successful, the
enemy you attacked gets a -2 on their next attack. Pretty good against badass enemies that you’d
have a hard time hitting with a real attack.
Autofire: If you have a blaster rifle or blaster carbine, you can spray the area. You get a -5 to hit,
but even if you miss, you do half damage (assuming that your roll + bonus is at least 10). This
also affects a relatively small (3x3 meter) area, so you could hit multiple enemies. A good way to
do a small but reliable amount of damage.
Fighting Defensively: You can take -5 to hit to get +2 to your Reflex defense (or +5 if your
Acrobatics skill is trained), and still do any attack above. Or, you can take a standard action to not
attack at all, and get +5 to your Reflex Defense (or +10 if Acrobatics is trained).
Lightsaber
Combat Cheat Sheet
Actions: 1 Swift + 1 Move + 1 Standard action per round
Useful Swift Actions:
Ignite Lightsaber: It’s a swift action to turn your lightsaber from a little metal stick into an actual
weapon. It’s a swift action to turn it off, too, if that comes up.
Recover Condition: It takes 3 Swift Actions to recover condition. Usually the way to do that is, on
one round, attack and then do either 1 or 2 swift actions to recover condition, then the next round,
do the rest of the Swift actions to recover, then attack. That way, you don’t miss a chance to
attack.
Useful Move Actions: (Or take an additional Swift Action instead)
Move: You can move up to 6 squares (9 meters) with a move action. If you move away from an
enemy in melee combat with you, or right past someone, they’ll get a free attack, so don’t do that.
Withdraw: You can move up to 3 squares (4.5 meters) with a withdraw action. If you do this, you
can move away from an opponent with relative impunity. You can use Withdraw to set up a
Charge or a Flank (see below) in lots of cases. Ask Bernie if that’s possible.
Draw your lightsaber: It takes a move action to draw the saber. Yes, you also have to ignite it
separately, for a swift action (see above).
Stand Up: If you dropped prone or were knocked down, it's a move action to get back on your
feet.
Useful Standard Actions: (Or take an additional Move or Swift Action instead)
Attack: You know this deal: 1d20 + your attack bonus, if you beat your opponent’s reflex defense,
they take damage.
Attack to Aid Another: Again, 1d20 + your attack bonus, but you only need to beat a 10, not your
opponent’s reflex defense. If you succeed, then your next ally to attack the enemy gets a +2 to
hit. This is not very worthwhile, mechanically.
Attack to Suppress: 1d20 + your attack bonus, but you only need to beat a 10. If successful, the
enemy you attacked gets a -2 on their next attack. This is probably better to leave to the blaster
crowd, but sometimes it’s a good idea.
Charge: Move at least two squares (3 meters) and up to six squares (9 meters) in a straight line,
then attack with a +2 bonus on top of your normal attack bonus. However, your Reflex defense
gets a -2 until your action next round. This is usually a good idea if you need the extra movement
in order to attack at all, or if you’re pretty confident that you’ll kill your opponent if you hit.
Disarm: It's really hard to disarm your opponent, and they get a free attack against you if you fail.
Don't do this unless you have the “Improved Disarm” feat.
Fighting Defensively: You can take -5 to hit to get +2 to your Reflex defense (or +5 if your
Acrobatics skill is trained), and still do any attack above. Or, you can take a standard action to not
attack at all, and get +5 to your Reflex Defense (or +10 if Acrobatics is trained).
Flanking: If you and an ally are on exact opposite sides of an enemy, you’re considered to flank
that enemy, and both of you get a +2 on any kind of attack you make against the flanked
opponent, whether it’s a normal attack, a charge, or something else. This is usually very
worthwhile if you can get it, so if you have an ally in the combat, you should ask Bernie if you can
set up a flank.
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