Attacks
During a turn, a creature can take several different Attack actions: Ability Attacks, Combat Maneuvers, Force Power Attacks, Multi-Attacks, Normal Attacks, Special Attacks. When you make an attack roll, roll 1d20 and add the appropriate modifiers depending on the type of attack being made. If the result of your roll equals or exceeds the target's targeted Defense, your attack is successful and you move on to Damage Calculation.
Attack Roll Formulas
Melee Weapon, Improvised Weapon, or Unarmed/Martial Attack rolls are formulated as follows:
- 1d20 + Base Attack Bonus + Strength Modifier + Weapon Upgrade Modifier + Additional Attack Roll Modifiers.
Ranged Weapon or Thrown Weapon Attack rolls are formulated as follows:
- 1d20 + Base Attack Bonus + Dexterity Modifier + Weapon Upgrade Modifier + Additional Attack Roll Modifiers + Target Range Penalty (If Any).
A Combat Maneuver Attack roll is formulated as follows:
- 1d20 + Combat Maneuver Attack Bonus + Additional Combat Maneuver Attack Roll Modifiers.
A Force Power Attack attack roll is formulated as follows:
- 1d20 + Use the Force Skill modifier + Additional Force Attack modifiers.
Double-Grip & Single-Grip Attack Roll Formulas
Melee Attack Roll Formulas
Double-Grip (wielding a One-Handed Weapon with two hands) Melee Attack Rolls are formulated as follows:
- 1d20 + Base Attack Bonus + One and a Half Character Strength Modifier (rounded down) + Weapon Upgrade Modifier + Additional Attack Roll Modifiers.
Single-Grip (wielding a Two-Handed Weapon with one hand) Melee Attack Rolls are formulated as follows:
- 1d20 + Base Attack Bonus + Half of Character Strength Modifier (rounded down) + Weapon Upgrade Modifier + Additional Attack Roll Modifiers - 10 (Single-Grip Melee Attack Penalty).
Ranged Attack Roll Formulas
Double-Grip (wielding a One-Handed Weapon with two hands) Ranged Attack Rolls are formulated as follows:
- 1d20 + Base Attack Bonus + Double Character Dexterity Modifier + Weapon Upgrade Modifier + Additional Attack Roll Modifiers + Target Range Penalty (If Any).
Single-Grip (wielding a Two-Handed Weapon with one hand) Ranged Attack Rolls are formulated as follows:
- 1d20 + Base Attack Bonus + Half of Character Dexterity Modifier (rounded down) + Weapon Upgrade Modifier + Additional Attack Roll Modifiers + Target Range Penalty (If Any) - 5 (Single-Grip Ranged Attack Penalty).
Special Attacks
Alternate attacks that a creature may make that may affect a large area, deal extra damage, or target particular parts of a creature or object.
Types of Special Attacks
Area Attacks
Area Attacks are any attack that targets a number of squares rather than combatants themselves. The different types of Area Attacks are listed below.
Burst Area Attacks
Burst Area Attacks are attacks that target a specified area of squares with no particular origin square. Examples include attacks that target a 2x2, 3x3, 4x6, etc. Any attack that designates a particular area rather than an origin square and blast radius counts as a Burst Attack.
Cone Area Attacks
Cone Area Attacks emanate from their Origin square (the square directly ahead of the attacker), and as they move forward include a growing number of adjacent squares. With the exception of the origin square, as the Cone area attack moves forward one square, the width of the cone grows by 1 square on the left and right sides.
Line Area Attacks
Line Area Attacks are area attacks that target a straight line with little deviation.
Splash Area Attacks
Splash Area Attacks emanate from an origin square and their Splash range (or blast radius) dictates how many adjacent squares outwards their blast reaches.
Autofire Attacks
As a Special Attack, a character with a ranged weapon, with the appropriate fire mode, may make an Autofire Attack. As a Full-Round Action, the character may make a number of attacks equal to the weapon's minimum Autofire attacks, or up to the magazine is empty / until the blaster overheats.
Characters making an autofire attack suffer a penalty to their attack roll that grows with each additional attack made during their turn starting at -3 and increasing by 3 with each attack: -3, -6, -9, -12, etc. You also gain a -2 penalty when you change targets during the same attack. Autofire attacks can not cause critical damage, nor will it activate Devastating Criticals.
Burstfire Attacks
As a Special Attack, a character with a ranged weapon, with the appropriate fire mode, may make a burstfire attack. As a Full-Round Action, This allows that character to make a number of attacks equal to the weapon's minimum Burstfire attacks, or up to the magazine is empty / until the blaster overheats.
Characters making a burstfire attack suffer a penalty to their attack roll that grows with each additional attack made during their turn starting at -2 and increasing by 2 with each attack: -2, -4, -6, -8, etc. You also gain a -1 penalty when you change targets during the same attack. Burstfire attacks can not cause critical damage, nor will it activate Devastating Criticals.
Heavy Attacks
Heavy Attack
With a Base Attack Bonus of 6 or higher, you may make a Heavy Attack, which costs 2 Attacks, with a -6 penalty on your Attack roll to double the Damage Die rolled for your attack.
Improved Heavy Attack
With a Base Attack Bonus of 12 or higher, you may make an Improved Heavy Attack, which costs 3 Attacks, with a -12 penalty on your Attack roll to triple the Damage Die rolled for your attack.
Master Heavy Attack
With a Base Attack Bonus of 18 or higher, you may make a Master Heavy Attack, which costs 4 Attacks, with a -18 penalty on your Attack roll to quadruple the Damage Die rolled for your attack.
Critical Hits and Heavy Attacks
When your Attack Roll lands within your weapon's Critical Threat range, you roll a Devastating Injury instead of dealing bonus Critical Damage.
- Heavy Attack: 2d20s
- Improved Heavy Attack: 3d20s
- Master Heavy Attacks: 4d20s
Targeted Attacks
Limb Attack
During your turn, when you target a creature for an attack you may instead make a limb attack. When making a Limb attack you must target the person's limbs and roll your Attack roll against their Reflex defense. Depending on which limb is targeted their reflex defense will get a bonus. The bonuses are listed below:
- Head: +5
- Arms: +3
- Legs: +2
If the attack is successful, the target takes damage as normal, if your damage meets or exceeds their Damage Threshold their attacekd limb moves -1 on its condition track, and the target suffers additional effects depending on the body part attacked.
- Head, your target gains the Staggered special Condition, and if your attack roll resulted in a Critical Hit the target is also Blined.
- Arm, your target drops anything that arm was holding with that hand.
- Leg, the target is dropped down to a knee.
If a creature does not have one of the listed body locations, that part cannot be targeted.
Object Attacks
Sometimes you need to Attack an Object such as a door, a control console, or a held weapon, either to destroy it or bypass it.
An unattended, immobile Object has a Reflex Defense of 5 + its size modifier. If you hit it with a Standard Action, you deal damage as normal.
However, an object usually has Damage Reduction (DR), which means that any attack that hits it has its damage reduced by the indicated amount. (Lightsabers ignore objects' Damage Reduction.) An object reduced to 0 Hit Points is Disabled. If the damage that reduces the object to 0 Hit Points also equals or exceeds the object's Damage Threshold, the object is destroyed instead.
Like characters, objects become increasingly debilitated if they take a lot of damage. As an object takes more damage from attacks, it moves down its Condition Track.
Attacks of Opportunity
If an opponent moves out of a square adjacent to you or performs an action that forces them to let down their guard, you can spend a Reaction to make a single, immediate attack against that opponent. This is called an Attack of Opportunity.
Provoking an Attack of Opportunity
Two actions can Provoke Attacks of Opportunity; Moving through or out of a Threatened area, or Performing a distracting action in a Threatened area.
Moving through or out of a Threatened Area
When you Move through or out of a Threatened Square, you provoke an Attack of Opportunity. You do not provoke an Attack of Opportunity if you use the Withdraw Action, if you successfully Tumble with an Acrobatics check, or Parkour/Push through the area with an Athletics check.
Involuntary movement, such as being the target of a Shove or the Move Object Force Power, never provoke Attacks of Opportunity.
Performing a Distracting Action in a Threatened Area
Performing an action that distracts you from defending yourself, or requires your guard down while in a Threatened square; provokes an Attack of Opportunity.
The following actions Provoke Attacks of Opportunity:
- Making an Unarmed Attack without the Martial Arts feat
- Aiming a ranged weapon.
- Reloading a Weapon
- Picking up an Item
- Retrieving a Stored Item
- Moving through an Opponent's Square
- Standing up from Prone
- Using any Skill that distracts you or forces you to drop your guard (GM's determination)
- Or any ability that designates an action as a proper provocation.
Making Attacks of Opportunity
An Attack of Opportunity is a single reactionary attack you may make against your opponent if they perform any actions that would provoke an attack. You can only make one Attack of Opportunity per Round, and you don't have to make an Attack of Opportunity if you don't want to. An Attack of Opportunity is always made at your full attack bonus, minus any situational penalties you suffer.
- You can't make an Attack of Opportunity if you're Flat-Footed or otherwise denied your dexterity bonus.
- If your target has any form of Cover against you they are no longer considered Threatened.
- Due to the reactionary nature of Attacks of Opportunity, they are not eligible for empowerment through most feats. For a feat to affect an Attack of Opportunity it must explicitly state that it does.
Melee Attacks of Opportunity
Melee weapons Threaten all of the squares within the weapon's Reach.
Ranged Attacks of Opportunity
Ranged weapons don't threaten any squares, unless their weilder has the Overwatch feat.
Combat Reflexes
If you have the Combat Reflexes feat, you can make more than one Attack of Opportunity during a round. However, you may only make one Attack of Opportunity per provoking action. (Moving any number of squares is treated as a single provoking action.)
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