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'''Precise Shot:''' If you have the Precise Shot feat (page xxx), you don't take this penalty. | '''Precise Shot:''' If you have the Precise Shot feat (page xxx), you don't take this penalty. | ||
− | + | SPECIAL INITIATIVE ACTIONS | |
− | Usually you act as soon as you can in | + | Usually you act as soon as you can in combat, but sometimes you want to act later, at a better time, or in response to the actions of someone else. |
− | + | Delay | |
By choosing to delay, you take no action when your turn in the initiative order arrives. Instead, you act normally at whatever later initiative point you decide to act. When you delay, you voluntarily reduce your own initiative count for the rest of the encounter. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act at that time, thus fixing your new initiative result at that point. | By choosing to delay, you take no action when your turn in the initiative order arrives. Instead, you act normally at whatever later initiative point you decide to act. When you delay, you voluntarily reduce your own initiative count for the rest of the encounter. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act at that time, thus fixing your new initiative result at that point. | ||
− | Delaying is useful if you need to see what going | + | Delaying is useful if you need to see what your friends or enemies are going to do before deciding what to do yourself. The price you pay is lost initiative. You never get back the time you spend waiting to see what's going to happen. |
− | + | Multiple Characters Delaying: If multiple characters delay their actions, the one with the highest Initiative check modifier has the advantage. If two or more delaying characters both want to act on the same initiative count the one with the highest Initiative check modifier gets to go first. | |
− | + | Ready | |
Readying lets you prepare to take an action later, after your turn is over but before your next turn has begun. You can ready a single standard action or move action. To do so, specify the standard action or move you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the readied action in response to those circumstances (assuming they occur). | Readying lets you prepare to take an action later, after your turn is over but before your next turn has begun. You can ready a single standard action or move action. To do so, specify the standard action or move you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the readied action in response to those circumstances (assuming they occur). | ||
− | + | Initiative Consequences of Readying: The count on which you took your readied action becomes your new initiative result. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). lf you take your readied action in the next round, before your regular action, your initiative rises to that new point in the order of battle, and you do not get your regular action in that round. | |
− | + | SQUEEZING | |
− | Creatures of Large size and bigger can squeeze through small openings and down narrow hallways that are at least half as wide as their | + | Creatures of Large size and bigger can squeeze through small openings and down narrow hallways that are at least half as wide as their fighting space, provided they end their movement in an area that they can normally occupy. |
− | Creatures of Large size or bigger cannot squeeze past | + | Creatures of Large size or bigger cannot squeeze past enemies. |
+ | |||
+ | STUNNING | ||
+ | Sometimes you'd rather knock an enemy unconscious than kill him. That's why many weapons have stun settings and why stun batons and stun grenades are popular with law enforcement agencies throughout the galaxy. | ||
+ | Various melee weapons and blasters have a stun setting, and switching a weapon to its stun setting (or resetting it to normal damage) is a swift action. Some stun weapons, such as stun grenades, only have a stun setting. | ||
+ | Unless otherwise noted, the stun setting on a blaster weapon has a maximum range of 6 squares (no range penalties). | ||
+ | Only creatures can be stunned. Droids, vehicles, and objects are immune to stunning effects. | ||
+ | When you make a successful attack with a weapon that deals stun damage, subtract half of the stun damage from the target's hit points. Additional effects may occur as well, depending on the amount of damage dealt: | ||
+ | |||
+ | • If the stun damage reduces the target's current hit points to 0, the target moves -5 steps on the condition track and is knocked unconscious (see | ||
+ | Falling Unconscious, page 147). | ||
+ | • If the stun damage (before being halved) equals or exceeds the target's damage threshold, the target moves -2 steps on the condition track. | ||
+ | |||
+ | A creature knocked unconscious by a stunning effect does not die if it rolls a natural 1 on its Constitution check to regain consciousness or if it fails the check by 5 or more points. It simply remains unconscious. | ||
===NATURAL ATTACKS=== | ===NATURAL ATTACKS=== |