Combat — Gritty, Lethal, Fast
All damage is lethal. A blaster matters. A vibroblade can end you. Bacta is not optional.
Initiative & Actions
Initiative = d20 + AGI + Improved Initiative. Round = Standard + Move + Swift (free) + Reactions. You can trade Standard down to Move.
- Standard — attack, treat injury, slice, aim, outmaneuver, stabilize, revive
- Move — move your Speed (Small 5m, Medium 7m), draw, stand from Prone, maintain Evasive Maneuvers
- Swift — short talk, drop item, switch fire mode, Quick Draw
- Reaction — Dodge, Parry, Deflect (if you have it), Wookiee Rage
Attack Roll
d20 + Attack Bonus vs Defense (Dodge for ranged, Parry for close). Defense = 10 + ability mod + bonuses + size.
Small = +2 Dodge/Parry vs being shot (hard to hit). Large = -1 Dodge/Parry (easy to hit). Yes, a Jawa is 15% harder to hit by an AT-ST than a Wookiee.
Crits: Natural 20 always threatens. If your total with 20 would hit, it's a crit: +5 Damage DC or +1 Injury if they already saved. If 20 would miss but 30 would hit, it's a normal hit. If 30 would miss, miss. Minions cannot crit PCs.
Damage — Toughness Save (The Only Save That Matters)
Weapon Damage Rank → DC = 15 + Rank. Target rolls Toughness: d20 + STA + Armor Prot + Injuries (negative) vs DC.
| Toughness Roll vs DC | Effect | What It Looks Like |
| Success | No effect | Armor scorches, you grunt |
| Fail by 1-4 | Injury -1 (cumulative) | Grazed, bleeding. Every Injury is -1 to future Toughness saves. 2 grazes = -2 next roll — third bolt likely lethal. |
| Fail by 5-9 | Injury -1 + Dazed 1 round | Wind knocked out, ears ringing |
| Fail by 10-14 | Injury -1 + Staggered + Dazed. If already Staggered → Incapacitated | You drop to one knee, one action/round only |
| Fail by 15+ | Dying | You drop, Incapacitated, bleeding out |
Example: Blaster Pistol Damage 4 = DC 19. Blaster Rifle 6 = DC 21. Light-saber 8 = DC 23 (and ignores half armor — Penetrating 6). Heavy Repeating 7 = DC 22 Multiattack +2 if 2 degrees hit = DC 24.
Recovery — Slow (This Is Not Heroic Fantasy)
- Injury (-1): 4 hours full rest per -1. Medical care (Treatment DC15) halves time. Medpac does NOT remove Injury, it stabilizes Dying. Bacta Tank removes 1 Injury/hour.
- Staggered: 48 hours bed rest. Treatment DC20 reduces to 24h. Bacta 6h removes.
- Incapacitated (30 min): Unconscious 30 min min 1 min, can be revived earlier with Treatment DC15 + Stimpack.
- Dying: At start of each round Fort DC15+1/round since you started Dying. Success = still Dying, fail by 1 = DC+1 (Worsen), fail by 2+ = Dead.
- Stabilize: Ally Treatment DC20 Standard removes Dying (leaves Incapacitated + Injuries). Force Healing can as Move but does not remove Injuries unless Dedicated Healer.
- Dead — Very Recent: Medic can Revivify within 3 rounds (Treatment DC20, 1 full round action, 2 Medpacs + 1 Hero Point). This is the ONLY resurrection — not bacta, not Force. After 3 rounds truly dead. L10 Miracle Worker extends to 1 minute.
Ranges — Metric, No Feats Tax
| Weapon Type | Short (no pen) | Medium (-2) | Long (-5) | Max |
| Pistol / Hold-Out | 10m × Rank | 20m × Rank | 40m × Rank | Long |
| Carbine / Shotgun (+1 free) | 20m | 40m | 80m | 80m |
| Rifle (+2 free) | 40m | 80m | 160m | 160m |
Example: Blaster Pistol Rank 4 = 40m short / 80m med -2 / 160m long -5. Blaster Rifle Rank 6 = 40/80/160 fixed already (free +2). Heavy Pistol Rank 5 = 50/100/200. Proton Cannon 9 = 360m long but needs brace.
Grapple, Grenades, Cover
- Grapple: Close attack vs Parry. If hit, opposed Athletics (STR) vs Athletics/Acrobatics. Win = Grabbed (Vulnerable, Immobile). You are also Hindered+Vulnerable while grabbing unless you have talent. Maintain = Free each round. Drag = opposed STR.
- Grenade: Ranged attack vs Dodge DC15 (ground zero). Miss = scatter d20? Simplified: miss by 1 = 2m off, by 5 = 5m off. Dodge DC15 for half? In gritty: Damage 6 Burst 2 = DC 21 Toughness, Dodge DC 16 for half effect (Dazed? No — half damage). Thermal Detonator Damage 10 Burst 4 = DC 25, Dodge DC 20 to reduce to 15+5 = DC20?
- Cover: Light (-2 attack) crates, Heavy (-5) wall, Total = can't be targeted directly, Area still hits.
- Aim: Move action → +2 attack next round. Or +5 if you spend full round (Telescopic sight).
- Fatigued from Extra Effort: Push — +2 attack/save/DC this round, then Fatigued. Second push while Fatigued = Exhausted.
Fearless, Toughness Stacking
- Fearless is NOT immunity. +5 to Will vs Fear. Stacks.
- Toughness comes only from STA + Armor Prot. No innate Toughness for humans/Jedi except Force Boost (temporary, costs action/level).
- Innate Protection must be armor. Droid plating counts as armor.
SINS OF THE EMPIRE V2 — TOTAL CONVERSION — NO OUTSIDE BOOK NEEDED