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Star-Wars-ffg/cheat sheet/parts/combat.tex
2024-07-19 16:19:22 +02:00

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\section{COMBAT}
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\subsection{INITIATIVE (EotE. 199)}
Initiative is decided in the beginning of combat with a simple (-) \textbf{Cool} or \textbf{Vigilance} check. \textbf{Cool} when the characters are ready for combat, \textbf{Vigilance} when they are not.
\vspace{10pt}
\subsection{MANEUVERS (EotE. 200)}
Max 2 maneuvers per turn. First is free, the second either costs 2 strain, is exchanged for an action, or by spending \advantage{}\advantage{} from a combat check.
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\begin{itemize}[leftmargin=*,itemsep=-1pt]
\item \textbf{Aim (steady aim)}: Add \boost{} to next attack. If you spend two consecutive maneuvers aiming, it's \boost{}\boost{}.
\item \textbf{Aim (aim for limb/item)}: Hobble or disarm on hit. Add \setback{}\setback{} to attack. If 2 consecutive maneuvers, \setback{}.
\item \textbf{Assist}: Add \boost{} to ally's check.
\item \textbf{Guarded stance}: +1 melee defense, add \setback{} to own attacks.
\item \textbf{Interact} with environment or gear. This includes drawing your weapon.
\item \textbf{Mount} or dismount.
\item \textbf{Move}: Move between range bands according to the guide on the previous page.
\item \textbf{Drop prone or stand from prone}.
\item \textbf{Preparation}: Sometimes required by talent or ability.
\end{itemize}
\subsection{Actions (EotE. 203)}
You can spend your action to do a maneuver, activate an ability, perform a skill check, or perform a combat check. \\
\textbf{Combat checks} are much like regular skill checks. You assemble a dice pool based on the appropriate skill and roll it against a set difficulty. \setback{} can also be added based on the target's defense. If it succeeds, you hit your target. \\
The attack does an amount of damage equal to the damage characteristic of the weapon plus 1 for every uncancelled \success{}. Damage dealt is reduced by the target's \textbf{soak}.
\subsection{Wounds and strain (EotE. 215)}
Wounds are physical damage to your PC. If your wounds exceed your wound threshold, you are incapacitated and gain a critical injury.
Strain is psychological damage to your character. If you strain exceeds your strain threshold, you are incapacitated.
\subsection{Critical Injuries (EotE. 216)}
Critical injuries are serious and sometimes permanent injuries sustained by your character. They can be gained when an enemy uses advantage gained from a combat roll to give you one, or if your character exceeds their wound threshold. When you gain a critical injury, roll 1d100 plus 10 times the amount of critical injuries you already have on the critical injuries table
% \subsection{Weapon Stat Meaning (GCB. 90)}
% \begin{itemize}[leftmargin=*]
% \item \textbf{Damage}: Flat number means the weapon deals that damage. '+' in front of the number means you add your Brawn. Each \success adds 1 damage to the attack.
% \item \textbf{Crit}: The number indicates the number of \advantage required to cause a critical injury.
% \item \textbf{Specials} cause various effects, see chart on page 3. Some require \advantage to \advantage\advantage\advantage to activate.
% \end{itemize}
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% \subsection{Two-Weapon Combat (GCB. 108)}
% You can choose to attack with two weapons as a combat check. To do so, roll with +1 difficulty. If you hit, you hit with 1 of your weapons. You can spend \advantage\advantage to hit with the other one.
% \vspace{10pt}
\subsection{Attack Difficulties (EotE. 205)}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabularx}{\textwidth}{|X|X|}
\hline
\rowcolor{tablecolor3}
{\color[HTML]{FFFFFF}\tn\selectfont{}RANGE} & {\color[HTML]{FFFFFF} \tn\selectfont{}DIFFICULTY} \\ \hline
Melee & \difficulty\difficulty \\ \hline
Engaged (light) & \difficulty{}\difficulty{} \\\hline
Engaged (heavy) & \difficulty{}\difficulty{}\difficulty{}\\ \hline
Engaged (gunnery) & Not possible \\ \hline
Short & \difficulty \\ \hline
Medium & \difficulty\difficulty \\ \hline
Long & \difficulty\difficulty\difficulty \\ \hline
Extreme & \difficulty\difficulty\difficulty\difficulty \\ \hline
\multicolumn{2}{|c|}{\cellcolor{tablecolor3}{\color[HTML]{FFFFFF}\tn\selectfont{}MODIFIERS}} \\ \hline
Engaged with ally & Upgrade 1 \difficulty to \challenge. Hit ally on \despair. \\ \hline
Target prone & Melee add \boost{}; Ranged add \setback{}. \\ \hline
Attacker prone (melee) & \setback{} \\ \hline
Aiming & Add \boost. \\ \hline
Engaged with target that made ranged attack & Add \boost to next melee attack against them. \\ \hline
\end{tabularx}
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\subsection{Spending Advantage and Triumphs (EotE. 206)}
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\begin{tabularx}{\textwidth}{|P{0.15\textwidth}|X|}
\hline
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{\color[HTML]{FFFFFF}\tn\selectfont{}ROLL} & {\color[HTML]{FFFFFF} \tn\selectfont{}RESULT} \\ \hline
& -- Recover 1 strain. \\
& -- Add 1 \boost{} to next allied character's check. \\
& -- Inflict a critical injury (must deal damage past soak) (\advantage{} cost may vary). \\
\multirow{-4}*{\advantage{}} & -- Activate an item quality (\advantage{} cost may vary).\\ \hline
\rowcolor{tablecolor1} & -- Perform a free maneuver (only two total maneuvers per turn). \\
\rowcolor{tablecolor1} & -- Add \setback to the target's next check. \\
\rowcolor{tablecolor1} \multirow{-3}*{\advantage{} \advantage{}} & -- Add \boost to any allied character's next check. \\ \hline
& -- Negate target's defense for rest of turrn. \\
& -- Ignore environment for rest of turn. \\
& -- Gain +1 ranged or melee defense for 1 turn. \\
\multirow{-4}*{\advantage{} \advantage{} \advantage{}} & -- Force the target to drop something.\\ \hline
\rowcolor{tablecolor1} & -- Upgrade difficulty of target's next check. \\
\rowcolor{tablecolor1} & -- Upgrade ability of ally's next check.\\
\rowcolor{tablecolor1} \multirow{-3}*{\triumph{}} & -- Perform any one of the above actions \\\hline
\multirow{1}*{\triumph\triumph} & Destroy a piece of equipment the target is using.\\ \hline
\end{tabularx}
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