Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Character Creation
Step 1: Determine Concept and Background
Step 2: Determine Starting Obligation
D%
Obligation Type
1. Determine type either with a random roll or choose one (with GM approval).
2. (Optional) increase starting obligation to obtain additional starting XP or credits.
01-08
Addiction
09-16
Betrayal
Number of PCs
Starting Player Obligation
17-24
Blackmail
2
25
25-32
Bounty
3
20
33-40
Criminal
4
15
41-48
Debt
5
10
49-56
Dutybound
6+
5
57-64
Family
65-72
Favor
Obligation Bonus
73-80
Oath
Obligation Bonus Type
Default
+5 Obligation
+10 Obligation
81-88
Obsession
Character Generation
Species default XP
+5 XP
+10 XP
89-96
Responsibility
Gear
500 credits
+1000 credits
+2500 credits
97-00
Roll twice on this
chart *
* The Characters starting obligation is split evenly between two different types.
Step 3: Select Species
1. Decide which species you wish to play and apply all starting statistics.
2. Record species special abilities and make adjustments to characteristics (where necessary).
Species
Brawn
Agility
Intellect
Cunning
Willpower
Presence
Wounds *
Strain **
XP
Bothan
1
2
2
3
2
2
10
11
100
Droid
1
1
1
1
1
1
10
10
175
Gand
2
2
1
2
3
2
10
10
100
Human
2
2
2
2
2
2
10
10
110
Rodian
2
3
2
2
1
1
10
10
100
Trandoshan
3
1
2
2
2
2
12
9
90
Twi’lek
1
2
2
2
2
3
11
11
100
Wookie
3
2
2
2
1
2
14
8
90
* Add Brawn to this value to determine starting Wound Threshold
** Add Willpower to this value to determine starting Strain Threshold
Step 4 & 5: Select Career and Specialization
1. Decide one career path and starting specialization to follow. Record career skills from career and specialization.
2. Choose four career skills and add one free rank to each. Choose two specialization skills and add one free rank to each.
Additional ranks may be granted based on species to a maximum of 2 ranks per skill at character creation.
Career
Career Skills
Specializations and Skills
Bounty Hunter
Athletics, Perception, Pilot (Planet), Pilot (Space),
Streetwise, Surveillance, Vigilance, Ranged (Heavy)
Assassin
Coordination,
Skulduggery, Stealth,
Melee
Gadgeteer
Computers,
Mechanics,
Surveillance, Ranged
(Light)
Survivalist
Resilience, Survival,
Knowledge (Lore),
Knowledge
(Xenology)
Colonist
Charm, Deceit, Leadership, Negotiation,
Streetwise, Knowledge (Core Worlds), Knowledge
(Education), Knowledge (Lore)
Doctor
Cool, Medicine,
Resilience, Knowledge
(Education)
Politico
Charm, Coerce,
Deceit, Negotiation
Scholar
Perception,
Knowledge (Outer
Rim), Knowledge
(Underworld),
Knowledge
(Xenology)
Explorer
Astrogation, Charm, Cool, Perception, Pilot
(Space), Knowledge (Lore), Knowledge (Outer
Rim), Knowledge (Xenology)
Fringer
Astrogation,
Coordination,
Negotiation,
Streetwise
Scout
Athletics, Pilot
(Planet), Survival,
Surveillance
Trader
Deceit, Negotiation,
Knowledge (Core
Worlds), Knowledge
(Negotiation)
Hired Gun
Athletics, Discipline, Pilot (Planet), Resilience,
Vigilance, Brawl, Melee, Ranged (Light)
Bodyguard
Perception, Pilot
(Planet), Gunnery,
Ranged (Heavy)
Marauder
Coerce, Resilience,
Survival, Melee
Mercenary
Gunnery, Ranged
(Heavy), Discipline,
Leadership
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Smuggler
Coordination, Deceit, Perception, Pilot (Space),
Skulduggery, Streetwise, Vigilance, Knowledge
(Underworld)
Pilot
Astrogation, Pilot
(Planet), Pilot (Space),
Gunnery
Scoundrel
Charm, Cool, Brawl,
Ranged (Light)
Thief
Skulduggery,
Vigilance, Knowledge
(Underworld), Stealth
Technician
Astrogation, Computers, Coordination, Discipline,
Mechanics, Perception, Pilot (Planet), Surveillance
Mechanic
Mechanics, Pilot
(Space), Skulduggery,
Brawl
Outlaw Tech
Mechanics,
Streetwise,
Knowledge
(Education),
Knowledge
(Underworld)
Slicer
Computers,
Surveillance,
Knowledge
(Education),
Knowledge
(Underworld)
Step 6: Invest Experience Points
1. Spend XP to improve characteristics, increase skill ranks, learn talents, or purchase new specializations.
Options
Cost
Limit
Improve Characteristic
10 x purchased rating in XP. Must be
purchased sequentially.
May not purchase above 5 during character creation.
Add Career Skill Rank
5 x purchased rating in XP. Must be
purchased sequentially.
May not purchase above 2 during character creation.
Add Non-career Skill Rank
5 x purchased rating in XP, plus
additional 5 XP. Must be purchased
sequentially.
May not purchase above 2 during character creation.
Learn Talent
Talent level cost
No limit.
Learn Specialization
Career: 10 XP, Non-career: 20 XP
Maximum of 3 specializations.
Step 7: Determine Derived Stats
1. Wound Threshold: based on character species. Does not improve with additional levels of Brawn later.
2. Strain Threshold: based on character species. Does not improve with additional levels of Willpower later.
3. Defense (Ranged/Melee): default is 0. Improve with talents and/or armor.
4. Soak Value: equal to Brawn rating. Does improve with additional levels of Brawn later.
Step 8: Determine Starting Motivations
1. Motivation is used to assist the player is roleplaying his character. This
attribute determines what makes the character “tick.” You can choose
your motivation (with GM approval) or roll against the following tables:
D10
Motivation Result
1-3
Ambition
4-6
Cause
7-9
Relationship
10
Roll once on each of two categories
D%
Ambition
D%
Cause
D%
Relationship
01-10
Friendship
01-10
Religion/Spirituality
01-10
Place of Origin
11-20
Love
11-20
The Weak / Charity
11-20
Pet
21-30
Freedom
21-30
Non-Human Rights
21-30
Childhood Friend
31-40
Fame
31-40
Local Politics
31-40
Comrades
41-50
Greed
41-50
Overthrow the Empire
41-50
Sibling(s)
51-60
Status
51-60
Crime
51-60
Mentor
61-70
Expertise
61-70
Emancipation
61-70
Parents
71-80
Wanderlust/Novelty
71-80
Droid Rights
71-80
Extended Family/Clan
81-90
Power
81-90
Capitalism
81-90
Droid Companion
91-00
Religion/Spirituality
91-00
Support the Empire
91-00
Former Nemesis
Step 9: Starting Gear and Finishing Touches
1. Spend starting budget of credits to purchase gear. May not purchase Restricted (R) items without GM approval.
2. Begin play with unspent + d100 credits “pocket money”.
3. Complete your character by creating an appearance and personality.
Step 10: Group Selects Ship
1. Choose either: Ghtroc 720 Light Freighter; YT-1300 Light Freighter or Firespray System Patrol Craft.
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Dice Type
Symbol
1
2
3
4
5
6
7
8
9
10
11
12
Boost
Blank
Blank
Ability
Blank
Proficiency
Blank
Setback
Blank
Blank
Difficulty
Blank
Challenge
Blank
Force
Blank




Building a Dice Pool
1. Determine Characteristic and Skill to be used.
2. Start with a number of equal to the highest value.
3. Upgrade a number of to equal to the lower value.
4. Add and to the pool based on the challenge or opposing
attribute of a character.
5. Add or dice to the pool based on circumstances.
Icons
Difficulty Dice
Success
Simple
None
Failure
Easy
Advantage
Average
Threat
Hard
Triumph
Daunting
Despair
Formidible
Assisting
Skilled: Dice pool can use one characters
characteristic and the others skill rating.
Unskilled: If a Characteristic or Skill is not
higher than the person being assisted, add
to the check.
Spending Destiny Points
A Helping Hand: Upgrade one to .
Raising the Stakes: Upgrade one to .
Special Abilities: Some Special Abilities and Talents use Destiny Points.
Luck or Deus Ex Machina: Introduce “facts” and/or context into the
narrative.
Ongoing Effects
Staggered
Cannot take actions.
Immobilized
Cannot take maneuvers, even those bought by .
Disoriented
Add to each check made.
Incapacitated
Unconscious and unable to act.
Medical Check Difficulty
Social Skill Interactions
State of Health
Difficulty
Acting Skill
Opposing Skill
Current wounds <= half wound threshold
Coerce, Deceit and Leadership
Discipline
Current wounds > half wound threshold
Charm and Negotiation
Cool
Wounds exceed wound threshold
Critical Injury
Severity
Group Obligation Threshold Guidelines
Threshold
Reputable Deals
Disreputable Deals
5-19
No difficulties contacting high level government and
corporate individuals. May purchase licensed and military
equipment through normal channels.
Difficult to locate and negotiate with previously unknown
black markets. May be suspected of working with law
enforcement or similar entity.
20-39
No difficulties dealing with mid-level government and
corporate officials. May purchase licensed and military
equipment through legitimate channels.
May deal regularly with specific black markets, if known to
them. May be known to specific criminal enterprises, but
not widely recognised.
40-59
Difficult to deal with all levels of government, except for
personal connections. High level officials may demand
secret meetings.
Easier to make illicit deals with underworld figures, as well
as corrupt officials.
60-79
Too dangerous for most politicians to deal with publicly.
Few will risk doing so privately.
Easier to access underworld connections and moderately
influential figures. Easier to make close ties to personally
known underworld figures.
80-99
Unable to buy licensed and military equipment from
legitimate sources. Too infamous for legitimate deals.
May locate black market and informants with ease; are well
known to some underworld groups.
100+
(Obligation
cap)
May not buy most weapons, vehicles, and related
equipment from legitimate sources. Government agencies
will often attempt to arrest on sight.
Legendary in underworld circles or regions. Reputation
precedes group. Illegal sources of equipment, vehicles and
weapons are available, but suppliers are wary of the risk of
angering a rival faction or alerting the authorities.
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Environmental Effects
Situation
Modifiers
Cover
Add (or more at GM discretion) to combat and certain skill checks targeting opponent with Cover.
Difficult Terrain
Perform twice as many maneuvers as required to enter or move through.
Impassable Terrain
Must succeed on appropriate skill check (requires action), as well as perform required maneuvers, to enter or
move through.
Water
Counts as Difficult or Impassable Terrain at GM discretion. Must hold breath or suffocate if submerged.
Concealment
Add a number of to ranged combat and Perception checks and
to Stealth checks, or other checks if
appropriate (see table below).
Heavy Gravity
Add up to to any Brawn based skill checks (except Resilience) and Coordination checks.
Light Gravity
Add up to to any Brawn based skill checks (except Resilience) and Coordination checks.
Zero Gravity
May move in three dimensions, but count all movement as through Difficult Terrain.
Hazards
Suffer a number of wounds at beginning of each turn (see table below). May be able to hold breath to avoid
exposure at GM discretion.
Extinguish Fire
Coordination check, Average ( ) difficulty on hard surfaces, Easy ( ) difficulty on soft surfaces, automatic if
immersed in water. May work on other hazards (e.g. neutralise acid) at GM discretion.
Vacuum
Suffer 3 wounds, or Incapacitated and Critical Injury if wound threshold exceeded, at beginning of each turn.
Must hold breath or suffocate.
Holding Breath
Hold breath for a number of rounds equal to Brawn, then begin to suffocate.
Suffocation
Suffer 3 strain, or Incapacitated and Critical Injury if strain threshold exceeded, at beginning of each turn.
Falling
Suffer damage (reduced by soak) and strain (see table below). Reduce damage and strain with an Average ( )
Athletics or Coordination check, each reduces damage by 1, each reduces strain by 1, reduces distance
fallen by one range band, at GM discretion.
Concealment
Hazards
Falling Damage
Dice
Examples
Wounds
Opposing Skill
Range
Damage
Strain
+1
Mist, shadow, waist high
grass.
1-2
Camp fires, industrial cleaners,
air filled with ash and fumes.
Close
10
10
+2
Fog, twilight, shoulder
high thick grass.
3-5
Flammable liquids, flame
projectors, industrial acids, air
contaminated by chemical leak.
Medium
30
20
+3
Heavy fog, thick and
choking smoke, night,
dense, head high
underbrush and grass
6-9
Welding torches, weaponized
acids, atmospheres with
substantial parts dangerous
gasses
Long
Incapacitated,
Critical Injury +50
30
10+
Lava furnaces, atmospheres
made of dangerous gasses.
Extreme
Incapacitated,
Critical Injury +75
(or death at GM
discretion)
40
Fear Guidelines
1. Make Discipline or Cool check with difficulty determined by the state of fear (see table below).
2. Add to represent other aspects of the situation, such as surprise, or
if resolve is supported by powerful allies or other
beneficial aids.
3. On failure, the character adds to actions taken during the encounter. The character also suffers a number of strain equal to
the number of . If the check generates or more the character can be staggered for first turn instead. On , increase
the difficulty of all checks by 1 for the rest of the encounter.
4. On success, the character can spend to gain on first check, plus to an additional player’s first check for each after
the first. On , cancel all penalties from fear effects or ignore any additional fear checks during the encounter.
State of Fear
Example
Check Difficulty
Minimally afraid
Minorly overmatched in combat; a minimally dangerous creature.
Moderately afraid
Overmatched in combat; a dangerously aggressive creature.
Very afraid
Battlefield combat; a pack of aggressive creatures; a major threat to
safety and a moderate fear for life.
Mortally afraid
Terrifyingly intense combat; confronting a large and dangerous
creature such as a rancor; overwhelming fear for life.
Utterly terrified
A hopeless situation; combat against incomprehensible things; fear
so crippling that sanity cracks.
Something reputed to be dangerous
Confronting a Sith warrior; negotiating with Jabba the Hutt.
1 difficulty upgrade
Something known to be dangerous
Being trapped in the gullet of a Sarlacc.
2 difficulty upgrades
Something known to be extremely
dangerous and unique
Fighting Darth Vader.
3 difficulty upgrades
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Personal Combat Reference
Combat Overview
1. Determine Initiative
a. Simple Cool (if prepared) or
Vigilance (if unexpected) check
2. Assign Initiative Slots
3. Participants Take Turns
a. Unlimited Incidentals
b. One Maneuver for free, suffer 2
strain to gain a second
c. One Action
4. Round Ends
5. Encounter Ends
Performing a Combat Check
1. Declare Attack and Target
a. Melee attack Melee or Brawn skill
b. Ranged attack Ranged (Light), Ranged (Heavy) or Gunnery skill
2. Assemble Dice Pool
a. Melee attack difficulty is Average ( )
b. Ranged attack difficulty is determined by range (see table below)
3. Evaluate Success
a. Each remaining adds +1 damage to attack
4. Resolve Advantage and Triumph
a. On successful hit, spend number of equal to weapon Critical Rating or
to inflict critical hit on target
b. Spend number of or to activate weapon quality
c. Other options (see table below for examples)
5. Resolve Threat and Despair
a. Spend number of or to activate weapon quality
b. Other options (see table below for examples)
6. Apply Damage and Critical Hits
a. Reduce damage by soak, suffer remaining damage as wounds
b. Roll critical hits separately, or make single roll with +10 per critical hit
after the first.
Range Bands
Band
Maneuver Cost
Engaged
1 to Close (Disengage)
Close Range
1 to
Engaged/Medium
Medium Range
1 to Close / 2 to Long
Long Range
2 to Medium/Extreme
Extreme Range
2 to Long
Actions in Combat
Incidentals: Speak, Drop an Item, Release held person, Minor movement.
Maneuvers: Aim, Assist, Guarded Stance, Interact with Environment, Manage Gear, Mount or Dismount, Move, Engage/Disengage, Drop
Prone / Stand from Prone, Preparation.
Actions: Perform Skill Check, Perform Combat Check, Activate Ability, Activate Force Power, Exchange for Maneuver.
Ranged Attack Difficulty
Silhouettes and Characters
Range
Difficulty
Silhouette
Example
Engaged
0
Jawas, Ewoks, astromech droids, smaller creatures.
- w/Ranged (Light)
Add
1
Humans, Wookies, Gand, Rodians, Trandoshans, Twi’leks,
humanoid droids, Bothans and most humanoid species.
- w/Ranged (Heavy)
Add
- w/Gunnery
May not make Gunnery checks
2
Dewbacks, wampas, taun-tauns, banthas, most riding
animals.
Close
Medium
3
Rancors, krayt dragons, other large and dangerous
creatures.
Long
Extreme
4
Creatures larger than those listed.
Combat Modifiers
Situation
Modifiers
Attacker Aims
Add to next check, if spent 2 consecutive maneuvers; or add
to next check,
if spent 2 consecutive maneuvers, and hit specific part of target or item carried.
Attacker Assisted
Add to next check per engaged ally that used the Assist maneuver.
Target’s Defense
Add per point of targets defense.
Prone Target
Add to ranged attack checks,
to melee attack checks.
Prone Attacker
Add to melee attack checks.
Attack w/Two Weapons
Add to check. Spend or to deal additional hit with off-hand weapon.
Attack w/Improvised Weapon
Automatically generate . If attack results in or it breaks.
Silhouette Difference
Creature two sizes bigger remove , creature two sizes smaller add .
Engaged with Ranged Attacker
Add to next melee check against ranged attacker, while remaining engaged.
Ranged Attack At Engaged Target
Difficulty upgraded. If check succeeds, must be spent to make attack hit individual
engaged with target instead.
Walking Fire
Attack highest difficulty target, add to check. Allocate additional hits to targets.
Attacker in Guarded Stance
Add to combat checks.
Target in Guarded Stance
Add to melee checks.
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Starship and Vehicle Reference
Actions in Starship and Vehicle Combat
Maneuvers: Accelerate/Decelerate (Pilot Only), Fly/Drive (Pilot Only) , Move (inside starship or vehicle), Aim, Evasive Maneuvers (Pilot
Only, Silhouette 1-4, Speed 3+), Stay On Target (Pilot Only, Silhouette 1-4, Speed 3+), Punch It (Pilot Only, Silhouette 1-4), Angle
Deflector Shields.
Starship Actions: Damage Control, Gain the Advantage (Pilot Only, Size 1-4, Speed 4+), Use Complex Equipment, Perform Skill Check,
Perform Combat Check, Exchange for Maneuver.
Planetary Scale Range Bands
Band
Manuver Cost (Speed 1)
Manuver Cost (Speed 2-4)
Manuver Cost (Speed 5-6)
Close
1 to Close / 2 to Short
1 to Close/Short
1 to Close/Medium / 2 to Long
Short
2 to Close
1 to Close / 2 to Medium
Medium
2 to Close
1 to Close
Long
2 to Close
Starship Attack Difficulty
Speed Advantage Difficulty
Attacker Silhouette
Difficulty
Attacker Speed
Difficulty
Equal or 1 larger or smaller than target
Same as target
2 or more smaller than target
higher than target
2 larger than target
1 lower than target
3 larger than target
2 or more lower than target
Damage Control Difficulty
Strain Repair Checks
Total Strain
Difficulty
Ship Condition
Difficulty
< half threshold
No damage
Half threshold
Taken damage, no Critical Hits
> half threshold
1-2 Critical Hits
Exceeding threshold
3+ Critical Hits
Sublight travel Times
Hyperspace Travel Times
Astrogation Modifiers
Distance
Duration
Distance
Duration
Description
Difficulty
Increase
From planet’s orbit to safe
hyperspace jump
distance.
5-15 mins
Within a sector
10-24
hours
Damaged or missing astromech
droid or navicomputer.
+
From planet’s surface to
one of its moons.
30-90 mins
Within a region
10-72
hours
Quick calculations or entry into
hyperspace under duress.
+
From one planet to
another in the same star
system.
6-12 hours
Between regions
3-7 days
Ship lightly damaged.
+
From center of star
system to furthest limits.
12-72
hours
Across the galaxy
1-3 weeks
Ship heavily damaged.
+
Piloting Stellar Phenomena and Terrain
1. Determine ship or vehicles current speed and half silhouette (round up).
2. Add a number of equal to the highest value.
3. Upgrade a number of to equal to the lower value.
4. Add a number of based on the navigation hazards (see table below).
Outdated, corrupt, or
counterfeit navigation charts
or navicomputer data.
+
Navigation Hazard Setback Dice
Ground Description
Space Description
Setback Dice
Flat clear terrain. Roads, firm fields, grassy plains, or (if flying)
clear skies and good weather.
A broad, loosely packed asteroid field or a thin
calm nebula.
None
Somewhat trickier terrain. Scattered trees, dense undergrowth,
rolling hills, sand dunes, or windy weather.
Flying over high mountains on a moon, an asteroid
field or nebula.
Dangerous Terrain. Thick forest, steep, rock-covered hills, or
flying during a violent storm.
Flying around or through a fracturing comet, or
navigating through a particularly dense and
turbulent asteroid field.
Very risky terrain. Sheer cliff faces, deep swamps, lava with
only a thin crust, or speeding through a canyon just wide
enough to fit through.
Navigating the Maw, flying close to a deadly
pulsar, flying through asteroid tunnels, or other
dangerous and foolhardy pursuits.
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Ranged and Gunnery Weapons
Name
Skill
Dam
Crit
Range
Enc
HP
Price
Rarity
Special
Blasters and Energy Weapons
Holdout Blaster
Ranged
(Light)
5
Close
1
0
300
4
Stun Setting, Special
Light Blaster
Pistol
Ranged
(Light)
5
Medium
1
2
400
4
Stun Setting
Blaster Pistol
Ranged
(Light)
6
Medium
1
3
500
4
Stun Setting
Heavy Blaster
Pistol
Ranged
(Light)
8
Medium
2
3
750
6
Stun Setting, Special
Blaster Carbine
Ranged
(Heavy)
10
Medium
3
4
850
5
Stun Setting
Blaster Rifle
Ranged
(Heavy)
10
Long
4
4
900
5
Stun Setting
Heavy Blaster
Rifle
Ranged
(Heavy)
11
Long
6
4
2000
6
Auto-fire, Cumbersome 3,
Pierce 1
Light Repeating
Blaster
Ranged
(Heavy)
12
Long
7
4
1200
7 (R)
Auto-fire, Cumbersome 4,
Pierce 2
Heavy Repeating
Blaster
Gunnery
15
Long
9
4
8000
8 (R)
Auto-fire, Cumbersome 5,
Pierce 2, Vicious 1, Special
Bowcaster
Ranged
(Heavy)
12
Medium
5
2
1500
7
Cumbersome 3, Knockdown
3, Special
Ionization Blaster
Ranged
(Light)
10
Close
3
3
250
3
Disorient 5, Stun Damage
(Droid only)
Disruptor Pistol
Ranged
(Light)
10
Close
2
2
1000
6 (R)
Vicious 4, Special
Disruptor Rifle
Ranged
(Heavy)
12
Long
5
4
2000
6 (R)
Cumbersome 2, Vicious 5,
Special
Slugthrowers
Slugthrower
Pistol
Ranged
(Light)
4
Close
1
0
50
3
Slugthrower Rifle
Ranged
(Light)
7
Medium
5
1
100
3
Cumbersome 2
Thrown Weapons
Bola / Net
Ranged
(Light)
2
-
Close
1 / 3
2
20
2
Ensnare 3, Knockdown 3,
Limited Ammo 1, Special
Explosives and Flame Projectors
Flame Projector
Ranged
(Heavy)
10
Close
6
2
1000
6
Burn 3, Blast 10, Special
Missile Tube
Gunnery
20
Extreme
7
4
4000
8 (R)
Blast 10, Breach 1,
Cumbersome 3, Guided 3,
Limited Ammo 6
Frag Grenade
Ranged
(Light)
8
Close
1
0
50
5
Blast 6, Limited Ammo 1
Stun Grenade
Ranged
(Light)
8
-
Close
1
0
75
4
Blast 8, Disorient 3, Limited
Ammo 1, Stun Damage
Thermal
Detonator
Ranged
(Light)
20
Close
1
0
2000
8 (R)
Blast 15, Breach 1, Limited
Ammo 1, Vicious 4, Special
Brawl and Melee Weapons
Name
Skill
Dam
Crit
Range
Enc
HP
Price
Rarity
Special
Brawling Weapons
Brass Knuckles
Brawl
+1
Engaged
1
0
25
0
Disorient 3
Shock Gloves
Brawl
+0
Engaged
0
1
300
2
Stun 3
Melee Weapons
Combat Knife
Melee
+2
Engaged
1
0
25
1
Gaffi Stick
Melee
+3
Engaged
3
0
100
2
Defensive 1, Disorient 3
Force Pike
Melee
+4
Engaged
3
3
500
4
Pierce 2
Lightsaber
Lightsaber
10
Engaged
1
0
10000
10 (R)
Defensive 2, Deflection 1,
Breach 1, Sunder, Vicious 2
Truncheon
Melee
+2
Engaged
2
0
15
1
Disorient 2
Vibro-knife
Melee
+3
Engaged
1
2
250
3
Pierce 1, Vicious 1
Vibro-axe
Melee
+6
Engaged
4
3
750
5
Pierce 2, Sunder, Vicious3
Vibrosword
Melee
+5
Engaged
3
3
750
5
Pierce 2, Vicious 1,
Defensive 1
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Rarity
Rarity Modifiers
Black Market Goods
Rarity
Difficulty
Example
Modifier
Circumstances
Rarity
Difficulty
Cost
0
-
Glow Rod
-2
Primary Core World
0-2
100%
1
Long-range Comlink
-1
Other Core World
3-4
200%
2
Medpac
World on primary
trade lane
5
300%
3
Scanner Goggles
0
Colony or Inner-Rim
world
6-7
500%
4
Blaster Pistol
Civilized world
8-10
1000%
5
Blaster Rifle
+1
Mid-Rim world
11+
Upgrade
per level
over 10
(Rarity x
100)%
6
Cybernetic Limb
Recently settled or
out of the way
world
Repairing Gear
7
Bowcaster
+2
Outer Rim world
Repair
Reqd.
Difficulty
Penalty
for Use
8
Thermal Detonator
Frontier planet
Minor
Add
9
Personal Stealth Field
+3
Wild Space world
Moderate
Add
10
Lesai
+4
Uncivilized planet
Major
Unusable
Weapon Qualities
Name
Activation
Description
Accurate
Passive
Attacker adds a number of equal to Accurate rating to attack die pools.
Auto-fire
Increase combat check difficulty by . Deal an additional hit to target or another target engaged with
the first target. May be activated multiple times. May activate Critical Hits multiple times, up to the
number of hits scored.
Breach
Passive
Ignore 1 point of ship Armor (10 points of soak) for every rating of Breach.
Burn
Target suffers weapon’s base damage for a number of rounds equal to Burn rating at the start of turn.
May be extinguished (see extinguish fire under environmental modifiers).
Blast
If attack successful and activated, each character engaged with target suffers damage equal to Blast
rating (plus additional ).
Concussive
Target is staggered for a number of rounds equal to Concussive rating.
Cortosis
Passive
Weapon ignores the Sunder quality. Armor ignores the Breach and Pierce qualities.
Cumbersome
Passive
For each point of Brawn less than the Cumbersome rating, increase check difficulty by .
Defensive
Maneuver
Increase ranged and melee defense by Defensive rating until start of next turn.
Deflection
Passive
Increase ranged defense by Deflection rating.
Disorient
Target is disoriented for a number of rounds equal to Disorient rating.
Ensnare
Target is immobilised for a number of rounds equal to Ensnare rating. Target may attempt Hard
( ) Athletics check as an action to break free.
Guided
If attack misses, may make check at end of round with a number of equal to Guided rating and
difficulty calculated by comparing 0 silhouette to silhouette of target. If successful, weapon hits
target.
Knockdown
Requires additional per silhouette of target beyond 1. Target is knocked prone.
Inferior
Passive
Weapon automatically generates on all checks and base damage decreased by 1. Armor has
encumbrance increased by 1 and soak value decreased by 1.
Ion
Passive
Damage dealt to target’s strain threshold, after reducing by armor and soak.
Limited Ammo
Passive
Expends ammo which must be purchased or obtained separately and requires maneuver to reload
after Limited Ammo rating number of attacks.
Linked
Deal an additional hit to target. May be activated multiple times.
Pierce
Passive
Ignore one point of soak for every rating of Pierce.
Slow-firing
Passive
Must wait Slow-firing rating number of rounds after firing weapon before it can fire again.
Snapshot
Deal an additional hit to target. May be activated multiple times. May activate Critical Hits multiple
times, up to the number of hits scored.
Stun
Inflict strain equal to Stun rating.
Stun Damage
Passive
Damage dealt as strain, after reducing by soak.
Sunder
Item openly wielded by target is damaged one step: Minor, Moderate, Major, Destroyed. May be
activated multiple times.
Superior
Passive
Weapon automatically generates on all checks and base damage increased by 1. Armor has
encumbrance decreased by 1 and soak value increased by 1.
Tractor
Passive
If attack successful, target may not use Starship Maneuvers unless pilot makes successful Piloting
check, with a number of equal to Tractor rating, as an action to break free.
Vicious
Passive
On a critical hit, add 10x Vicious rating to critical hit roll.
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Critical Injury Results
Dice Roll
Severity
Result
Details
01-05
Minor Knick
Suffer 1 strain.
06-10
Slowed Down
May only act during last hero Initiative slot on next turn.
11-15
Sudden Jolt
Drop whatever is in hand.
16-20
Distracted
Cannot perform free maneuver on next turn.
21-25
Off-Balance
Add to next skill check.
26-30
Discouraging
Wound
Flip one light destiny to dark.
31-35
Stunned
Cannot perform action on next turn.
36-40
Stinger
Increase difficulty of next check by .
41-45
Bowled Over
Knocked prone and suffer 1 strain.
46-50
Head Ringer
Increase difficulty of all Intellect and Cunning checks by until end of
encounter.
51-55
Fearsome Wound
Increase difficulty of all Presence and WIllpower checks by until end of
encounter.
56-60
Agonizing Wound
Increase difficulty of all Brawn and Agility checks by until end of
encounter.
61-65
Slightly Dazed
Add to all skill checks until end of encounter.
66-70
Scattered Senses
Remove all from all skill checks until end of encounter.
71-75
Hamstrung
Lose free maneuver until end of encounter.
76-80
Staggered
Attacker may immediately attempt another free attack against you using
same pool as original attack.
81-85
Winded
Cannot voluntarily suffer strain to activate abilities or gain additional
maneuvers until end of encounter.
86-90
Compromised
Increase difficulty of all skill checks by until end of encounter.
91-95
At the Brink
suffer 1 strain each time you perform an action.
Until healed,
96-100
Crippled
Limb crippled until healed or replaced. Increase difficulty of all checks that
use that limb by .
101-105
Maimed
Limb permanently lost. Unless you have a cybernetic replacement, cannot
perform actions that use that limb. Add to all other actions.
106-110
Horrific Injury
Roll Critical Injury Characteristic (see table below). Until healed, treat that
characteristic as one point lower.
111-115
Temporarily Lame
Until healed, may not perform more than one maneuver each turn.
116-120
Blinded
Can no longer see. Upgrade the difficulty of Perception and Vigilance checks
three times, and all other checks twice.
121-125
Knocked
Senseless
You can no longer upgrade for checks.
126-130
Gruesome Injury
Roll Critical Injury Characteristic (see table below). Characteristic
permanently reduced by 1, to minimum of 1.
131-140
Bleeding Out
Suffer 1 wound and 1 strain every round at the beginning of turn. For every 5
wounds suffered beyond wound threshold, suffer one additional Critical
Injury (ignore the details for any result below this result).
141-150
The End is Nigh
Die after the last Initiative slot during the next round.
151+
Dead
Complete, absolute death.
Critical Injury Characteristic
D%
Characteristic
01-30
Brawn
31-60
Agility
61-70
Intellect
71-80
Cunning
81-90
Presence
91-00
Willpower
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Vehicle Critical Hits
Dice Roll
Result
Details
01-09
Mechanical Stress
Ship or vehicle suffers 1 system strain.
10-18
Jostled
All crew members suffer 1 strain.
19-27
Losing Power to Shields
Decrease defense in affected defense zone by 1 until repaired. If ship or vehicle
has no defense, suffer 1 system strain.
28-36
Knocked Off Course
On next turn, pilot cannot execute any maneuvers. Instead, must make a Piloting
check to regain bearings and resume course. Difficulty depends on current speed.
37-45
Tailspin
All firing from ship or vehicle suffers until end of pilots next turn.
46-54
Component Hit
Component from Small Ship Components or Large Ship Components (see tables
below) is rendered inoperable until end of next round.
55-63
Shields Failing
Decrease defense in all defense zones by 1 until repaired. If ship or vehicle has no
defense, suffer 2 system strain.
64-72
Hyperdrive or
Navicomputer Failure
Cannot make any jump to hyperspace until repaired. If ship or vehicle has no
hyperdrive, navigation systems fail leaving it unable to tell where it is or is going.
73-81
Power Fluctuations
Pilot cannot voluntarily inflict system strain on the ship until repaired.
82-90
Shields Down
Decrease defense in affected defense zone to 0 and all other defense zones by 1
point until repaired. If ship or vehicle has no defense, suffer 4 system strain.
91-99
Engine Damaged
Ship or vehicles maximum speed reduced by 1, to a minimum of 1, until repaired.
100-108
Shield Overload
Decrease defense in all defense zones to 0 until repaired. In addition, suffer 2
system strain. Cannot be repaired until end of encounter. If ship or vehicle has no
defense, reduce armor by 1 until repaired.
109-117
Engines Down
Ship or vehicle’s maximum speed reduced to 0. In addition, ship or vehicle cannot
execute maneuvers until repaired.
Ship continues on course at current speed and
cannot be stopped or course changed until repaired.
118-126
Major System Failure
Component from Small Ship Components or Large Ship Components (see tables
below) is rendered inoperable until repaired.
127-135
Major Hull Breach
Ships and vehicles of silhouette 4 and smaller depressurize in a number of rounds
equal to silhouette. Ships of silhouete 5 and larger dont completely depressurize,
but parts do (specifics at GM discretion). Ships and vehicles operating in
atmosphere instead suffer a Destabilized Critical.
136-144
Destabilized
Reduce ship or vehicles hull integrity threshold and system strain threshold to half
original values until repaired.
145-153
Fire!
Fire rages through ship or vehicle and it immediately takes 2 system strain. Fire can
be extinguished with appropriate skill, Vigilance or Cool checks at GM’s discretion.
Takes one round per two silhouette to put out.
154+
Breaking Up
At the end of next round, ship is completely destroyed. Anyone aboard has one
round to reach escape pod or bail out before they are lost.
Vehicle Components
Small Vehicle
Large Vehicle
Details
Support Droid
Knocked out of commission until repaired. If a PC, immediately suffers maximum
strain.
Ejection System
Pilot and/or crew unable to escape the ship in emergency until restarted or repaired.
Landing Gear
Roll d100: 01-50 stuck in landing, reduce Handling in atmosphere by 1; 51-00 stuck in
retracted, any attempt at landing results in 2 hull integrity damage and 2 system
strain.
One Weapon System
One weapon system of attackers choice knocked offline.
Sensors
Sensor range reduced by one range band. If already close range, knocked offline
completely and ship effectively blind until restarted or repaired.
Comms
Ship cannot send or receive electronic signals or data.
Sublight Engines
Ships maximum speed is reduced by 1.
Hyperdrive or Navicomputer
Ship cannot make any jump to hyperspace.
Shields
Decrease defense in all defense zones by 1.
Landing Bay
One of the ships landing bays is knocked out of commission. Could result in temporary
inability to launch or recover ships, to failure of shield and total decompression of
compartment at GMs discretion.
Cargo Hold
One of the ship’s cargo holds is exposed to vacuum. Could result in cargo damaged or
lost, and anyone in cargo hold may take damage at GMs discretion.
Bridge
No starship maneuvers or starship actions may be executed. Ship continues on course
at current speed and cannot be stopped or course changed until restarted or repaired.
Star Wars: Edge of the Empire Reference Sheets
Reference Sheet created by Craig Bishell (gribble), Star Wars and all associated elements are © 2012 Lucasfilm Ltd. TM. All rights reserved.
Star Wars: Edge of the Empire published by Fantasy Flight Games.
Examples of Spending Advantage and Triumph in Combat
Cost
General
Starship and Vehicle
or
Recover 1 strain (may be selected more than once).
Add to next active allied characters check.
Notice a single important point in the ongoing
conflict.
Add to next active allied characters Pilot,
Gunnery, Computers or Mechanics check.
Notice a single important point in the ongoing
conflict.
or
Perform an immediate free maneuver, provided you
have not already performed two maneuvers that
turn.
Add to target’s next check.
Add to active or allied characters next check.
Perform an immediate free maneuver, provided you
have not already performed two maneuvers that
turn.
Add to target’s next Pilot or Gunnery check.
Add to active or allied characters next Pilot,
Gunnery, Computers or Mechanics check.
or
Negate enemy’s defensive bonus till end of round.
Ignore environmental penalties till end of next turn.
Gain +1 to melee or ranged defence till end of next
turn.
Disarm the target.
Reduce the target’s defense by half till end of round.
Ignore stellar effects till end of next turn.
If piloting, perform free Pilot Only maneuver,
provided you have not already performed maximum
number of Pilot Only maneuvers that turn.
Force target to break any Aim or Stay on Target
actions.
Upgrade the difficulty of target’s next attack.
Upgrade active or allied characters next check.
Do something vital to turn the tide of battle.
Upgrade the difficulty of target’s next Pilot or
Gunnery check.
Upgrade active or allied characters next Pilot,
Gunnery, Computers or Mechanics check.
Do something vital to turn the tide of battle.
Examples of Spending Threat and Despair in Combat
Cost
In Combat
General
or
Active character suffers 1 strain (may be selected
more than once).
Active character loses the benefit of a prior
maneuver.
If piloting, force ship to slow down by one speed.
Active character loses the benefit of a prior
maneuver.
or
Opponent may immediately perform one free
maneuver in response to active characters check.
Add to target’s next check.
Add to active or allied characters next check.
Opponent may immediately perform one free
maneuver in response to active characters check.
Add to target’s next check.
Add to active or allied characters next check.
Active characters vehicle suffers 1 system strain
(may be selected more than once).
or
Active character falls prone.
Active character grants the enemy an advantage in
the encounter, decreasing the difficulty of checks
made against it by one until beginning of his next
turn.
Active character loses initiative.
Active character grants the enemy an advantage in
the encounter, decreasing the difficulty of checks
made against it by one until beginning of his next
turn.
Active characters weapon immediately runs out of
ammo and can’t be used for the rest of the
encounter.
Upgrade the difficulty of active or allied characters
next check.
Tool or melee weapon the active character is using
becomes damaged.
Primary weapon system of active characters ship (or
weapon system manned if gunner) suffers
Component Hit Critical. Does not count towards
ship’s accumulated Critical Hits.
Upgrade the difficulty of active or allied characters
next Pilot, Gunnery, Computers or Mechanics check.
The active character suffers a minor collision with
opponent at close range or stellar effect.
(plus failed check)
The active character suffers a major collision with
opponent at close range or stellar effect.