Basic Skill Check

2d6 + Skill Level + Attribute Modifier vs. Target

  • 8+ Standard difficulty
  • 10+ Challenging
  • 12+ Very difficult
  • Untrained: -1 penalty

Combat Sequence

  1. Roll Initiative: 1d8 + DEX modifier
  2. Take Actions: Attack, move, use skill, or other action
  3. Attack Roll: d20 + Attack Bonus + Skill + Attribute vs. AC
  4. Damage Roll: Weapon damage dice on hit
  5. 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.