Attack Rolls
Natural 20 on Attack Rolls
When you roll a Natural 20 on your attack roll (the d20 lands on '20'), the attack is considered a Critical Hit and automatically hits, no matter how high the defender's General Defense. In addition, when you score a Critical Hit, you multiply the result of your Damage Dice roll by the weapon's
Critical Damage Multiplier then add the appropriate modifiers to calculate your final damage result.
- Many weapons in Star Wars Sagas have Critical Threat Ranges that are larger than just 20. If the d20 lands on any number within the weapon's Critical Threat Range it is counted as a Critical Hit and follows the rules above.
- Inanimate objects may be subject to a Critical Hit as well.
- Effects that negate an attack (such as Block, Deflect, or Vehicular Combat) or cause an attack to automatically miss can also negate a Critical Hit.
- Some objects and Beings are resistant to Critical Hits only taking half damage from the final damage result, while others are wholly immune only taking damage as normal.
- Special: Beings that are resistant or immune to Critical Hits are also resistant/immune to Devastating Injuries received from Critical Hits. If a Being is resistant to Critical Hits and receives a Devastating Injury as a result of a Critical Hit the result of the Devastating Injury Result Roll is halved.
Natural 1 on Attack Rolls
When you roll a Natural 1 on your attack roll (the d20 lands on '1'), the attack is considered a Critical Failure and automatically misses, no matter how high the bonus on the attack roll is. In addition, when your attack is a Critical Failure the GM rolls a d6 and consults the list below to determine the outcome of the Critical Failure.
- In the chaos of battle, you lose your grip on your weapon and it falls to the ground in your square.
- Your trusted ranged weapon suffers an ill-timed malfunction; if it's a blaster it gains the Overheated state, if it's a Slugthrower it gains the Jammed state. If you wield a melee weapon, the ferocity of your swing was only matched by your opponent's quick thinking, causing your weapon to get Stuck in the ground, wall, etc, after they barely moved out of the way.
- The recoil of your weapon kicks harder than normal causing you to lose balance, you are Flat-Footed until the start of your next turn. Your opponent timed the perfect perry and threw you completely off-balance, you are Flat-Footed until the start of your next turn.
- Your blaster or slugthrower suffers a critical backfire and explodes dealing half damage to itself. Your enthusiastic melee strike swung wide and hits the ground, wall, etc, near the target dealing half damage to itself.
- Your ranged attack was telegraphed to a T and your opponent dodges swiftly. In a single maneuver, they shoot/strike your weapon out of your hands, it takes no damage but you are disarmed and your weapon lands 1d3 squares away from you. Your opponent braced for your melee attack and your strike bounces off their defenses causing your weapon to fly free from your grip. You are disarmed and your weapon lands 1d3 squares away from you.
- Your gun overloads causing it to jolt as you fire and misalign your sights. If you're shot passes through an ally's square they are hit with your attack instead and take half damage, if you're shooting at an enemy engaged in melee combat with an ally, your ally is hit instead. If there are no allies in the path or in melee combat with your target the following effect takes place. Your gun overloads dealing half damage to yourself. You overbalanced on your melee swing and with a quick dodge your opponent escapes harm but your nearby allies aren't as lucky. Your melee attack hits a nearby ally and deals half damage, if there are no allies within range you instead deal damage to yourself (as you are unable to stop your own momentum) and deal half damage.
Natural 20 Area Attacks
When you roll a Natural 20 on an Area Attack roll (the d20 lands on '20'), the area attack automatically hits all targets within the affected area, but Area Attacks do not deal double damage on a Critical Hit.
Abilities & Skills
Natural 20 on Ability & Skill checks
When you roll a natural 20 on a
Ability or
Skill check (the d20 lands on '20'), the check is considered a Triumph and the result gets an extra +10 added to the final result. However, unlike an attack roll Natural 20, the total result of the Ability or Skill check must still meet or overcome the
Difficulty Check for the attempt to be considered successful. If the result of the check meets or exceeds the opposing DC, it passes and does so in an advantageous way for the character making the check. If the result of the check does not meet the opposing DC, it fails but will do so in the most advantageous way for the character making the check.
- After rolling a Natural 20 on an Ability or Skill check a character may spend a Force Point to take an immediate Standard Action (if you are in a non-combat encounter you may take another action).
Natural 1 on Ability & Skill checks
When you roll a natural 1 on an Ability or Skill check (the d20 lands on '1'), the check is considered a Despair but your check does not automatically fail, it is treated as a 1 and the results are calculated as normal. If the result of the check meets or exceeds the opposing DC, the check passes but it does so in a disadvantageous way for the character making the check. If the result of the check does not meet the opposing DC, it fails and will do so in a disadvantageous way for the character making the check.
Ability & Skill check time extensions
- A check that is a Swift Action takes all of your Free Actions for the turn.
- A check that is a Move Action takes one additional Swift Action.
- A check that is a Standard Action takes two additional consecutive Swift Actions.
- A check that is a Full-Round Action takes the Move Action of your next turn.
- A non-combat check takes an additional few minutes.
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