| One Round (Tactical) | One Minute (Local) | One Hour (Overland) | One Day (Overland) | |
| Walk | 10 m | 100 m | 5 km | 40 km |
| Hustle | 20 m | 200 m | 10 km | |
| Run (x3) | 30 m | 300 m | ||
| Run (x4) | 40 m | 400 m |
| Weapon | Damage | Critical | Range | Stun Dmg/ Fort DC |
| Unarmed | 1d3 | - | - | |
| Club/baton | 1d6 | 20 | 2 m | - |
| Combat gloves | 1d4 | - | - | |
| Force Pike | 2d8 | 20 | - | 1d6/ DC15 |
| Gaderffii | 1d8 | 20 | - | - |
| Knife | 1d4 | 20 | 2 m | - |
| Lightsaber | 2d8 | 19-20 | - | - |
| Lightsaber, double | 2d8 | 19-20 | - | - |
| Quarterstaff | 1d6 | 20 | - | - |
| Spear | 1d8 | 20 | 4 m | - |
| Stun baton | - | - | - | 1d6/ DC12 |
| Vibro-as | 2d10 | 20 | - | - |
| Vibroblade | 2d6 | 20 | - | - |
| Vibrodagger | 2d4 | 20 | - | - |
| Weapon | Damage | Critical | Range | Stun Dmg/ Fort DC |
| Blaster pistol | 3d6 | 20 | 10 m | 1d6/ DC15 |
| Blaster, heavy | 3d8 | 20 | 8 m | 1d8/ DC18 |
| Blaster, hold-out | 3d4 | 20 | 4 m | 1d4/ DC10 |
| Blaster, sporting | 3d4 | 20 | 8 m | 1d4/ DC12 |
| Ion gun, pistol | 3d6 | 20 | 8 m | -/ DC15 |
| Blaster carbide | 3d8 | 19-20 | 20 m | - |
| Blaster rifle | 3d8 | 19-20 | 40 m | - |
| Blaster rifle, sport | 3d6 | 19-20 | 40 m | - |
| Blaster, lt. repeat | 3d8 | 19-20 | 40 m | - |
| Ion gun, rifle | 3d8 | 19-20 | 30 m | -/ DC18 |
| Grenade, frag | 4d6/2d6 | - | 4 m (4) | - |
| Grenade, stun | - | - | 4 m (4) | 1d6/1d4 DC15/12 |
| Thermal detonator | 8d6/4d6 | - | 4 m (8) | - |
| Sling | 1d4 | 20 | 6 m | - |
| Bow | 1d8 | 20 | 12 m | - |
| Slugthrower, pistol | 2d6 | 20 | 10 m | - |
| Slugthrower, rifle | 2d8 | 19-20 | 10 m | - |
| Bowcaster | 3d10 | 19-20 | 10 m | - |
| Blaster cannon | 4d8 | 19-20 | 40 m | - |
| Blaster, hvy. repeat | 4d8 | 19-20 | 30 m | - |
| Blaster, E-Web | 6d8 | 19-20 | 80 m | - |
| Armor | Defense Bonus | Max Dex Bonus | Armor Check Penalty* | Speed (10m) |
| Light Armor | ||||
| Blast helmet, vest | +4 | +5 | -1 | 10 |
| Combat jumpsuit | +5 | +4 | -3 | 10 |
| Flight Suit | +4 | +4 | -2 | 10 |
| Medium Armor | ||||
| Armored flight suit | +6 | +3 | -4 | 8 |
| Battle armor, padded | +6 | +3 | -4 | 8 |
| Ceremonial armor | +7 | +3 | -5 | 8 |
| Heavy Armor | ||||
| Armored spacesuit | +8 | +1 | -6 | 6 |
| Battle armor, heavy | +9 | +0 | -7 | 6 |
| Powered Armor | ||||
| Corellian powersuit | +6 | +0 | -6 | 8 |
| Stormtrooper armor | +6 | +2 | -4 | 8 |
| *Penalty applies to Climb, Disable Device,
Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim or
Tumble.
If you are not proficient with the armor you are wearing, you take this penalty on your attack rolls as well. |
||||
| Autofire | 2 extra attacks/ round at your highest base attack bonus, but all attacks suffer -6. Full-round action |
| Charge | +2 to attack, -2 to Defense (one round) |
| Fighting Defensively | -4 to attack, +2 to Defense |
| Multifire | 1 extra attack/round at your highest base attack bonus, but all attacks suffer -4. Full-round action |
| Range Increments | cumulative -2 to attack |
| Total Defense | +4 to Defense |
| Vitality at 0 | Fatigued (can't run, suffer -2 to STR & DEX). Fortitude save (DC10) or be stunned for 2d6 rounds |
| Wounds at 0 | Unconscious. Fortitude save (DC10) or character dies. Must make a Fortitude save every hour (DC10 + 1/hour) or die. If the check succeeds by 10 or more, or is a natural 20, the character stabilizes. |
| Stabilizing |
A stabilized character doesn't need to make Fortitude saves every hour. |
| Healing |
|

