Quick Reference
Basic Skill Check
2d6 + Skill Level + Attribute Modifier vs. Target
- 8+ Standard difficulty
- 10+ Challenging
- 12+ Very difficult
- Untrained: -1 penalty
Combat Sequence
- Roll Initiative: 1d8 + DEX modifier
- Take Actions: Attack, move, use skill, or other action
- Attack Roll: d20 + Attack Bonus + Skill + Attribute vs. AC
- Damage Roll: Weapon damage dice on hit
- Repeat: Continue until combat ends
Saving Throws
Roll d20 ≥ Save Value
- Physical: Poison, disease, physical effects
- Evasion: Explosions, traps, area attacks
- Mental: Psychic powers, fear, mind control
Common Actions
Movement
- Normal: 10 meters per round (30 feet)
- Running: Double movement, -2 AC until next turn
- Climbing/Swimming: Half movement
Combat Actions
- Main Action: Attack, skill use, activate device
- Move Action: Move up to your speed
- Instant Action: Drop prone, speak, drop item
- On Turn: Ready action, total defense (+2 AC)
Snap Actions
Some actions are “instant” and don’t use your main action:
- Shouting a warning to an ally
- Dropping an item
- Going prone to take cover
Damage & Healing
Taking Damage
- Subtract damage from HP
- At 0 HP: Mortally wounded, unconscious
- Below 0 HP: Need stabilization (Physical save or die)
Healing
- Natural Rest: Regain level + CON modifier HP per night
- Medkit: 1d6+skill HP healed (1/day per person)
- Lazarus Patch: Stabilize dying character instantly
- Stasis Pod: Pause all conditions until treated
Common Modifiers
Situational Bonuses/Penalties
- Advantage: +2 to roll (good position, tools, help)
- Disadvantage: -2 to roll (poor conditions, lacking tools)
Combat Modifiers
- Cover (Light): +2 AC
- Cover (Heavy): +4 AC
- Firing into Melee: -4 to hit (risk hitting ally)
- Aiming: +1 to hit (use main action to aim, fire next turn)
- Burst Fire: Target + adjacent enemies (ammo intensive)
- Suppressing Fire: Pin enemies, -2 to their actions
Common Skills
| Skill | Used For | Key Attribute |
|---|---|---|
| Shoot | Ranged combat | DEX |
| Stab | Melee combat | STR or DEX |
| Pilot | Flying ships/vehicles | DEX or INT |
| Fix | Repairing equipment | INT |
| Program | Hacking, coding | INT |
| Notice | Perception, searching | WIS |
| Sneak | Stealth, hiding | DEX |
| Connect | Finding contacts | CHA |
| Trade | Negotiating deals | CHA |
| Talk | Persuasion, lying | CHA |
Common Gear
| Item | Cost | Notes |
|---|---|---|
| Laser Pistol | 200cr | 1d6 damage, magazine |
| Shotgun | 50cr | 1d8 damage (close), 1d4 (far) |
| Armored Clothing | 50cr | AC 13 |
| Woven Body Armor | 100cr | AC 15 |
| Medkit | 10cr | Heal 1d6+skill, 3 uses |
| Compad | 50cr | Handheld computer |
| Repair Kit | 25cr | Basic tools for Fix checks |
Space Travel
Travel Times (Typical)
- Adjacent Systems: 3-7 days in spike drive
- Across Sector: 2-4 weeks
- System Travel: Hours to days (varies by distance)
Ship Actions (Combat)
Each PC takes a role:
- Pilot: Maneuver ship, evade attacks
- Gunner: Fire ship weapons
- Engineering: Repair damage, boost systems
- Communication: Coordinate, jam, deceive
Useful Numbers
| Target Number | Difficulty |
|---|---|
| 6 | Very Easy |
| 8 | Standard |
| 10 | Challenging |
| 12 | Very Difficult |
| 14+ | Nearly Impossible |
| Starting HP | Class Type |
|---|---|
| 1d6 | Expert, Psychic |
| 1d6+2 | Warrior |
| Initiative | Bonus |
|---|---|
| 1d8 | +DEX modifier |
Keep this handy during play. Page 59 of the SWN core rulebook has the official quick reference.