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SYMBOLS AND DICE DIFFICULTY LEVELS PAGE 17


Success * symbols are canceled by Failure Y symbols: if there Difficulty Level Dice Example
-
are any Success *
symbols left. the check succeeds.
Routine. with the outcome rarely 1n
Tnurnph @ symbols count as Success * symbols and may also be question Usually not rol led unless the GM
spenl Lo Lngger a povverfu l positive consequence. Simple wishes to know the possible magnitude
of success, or Setback dice indicate the
Advantage t> symbols rndicate a positive side effect or possibil ity of complications
consequence, even on a failed check. They cancel and are canceled
by Threat '>symbols. Picking a primitive lock, tending to minor

y
*-
Failure Y symbols cancel Success symbols. If there are enough
*-
Failure Y symbols to cancel all the Success symbols, the check
1 is a failure.
Easy
cuts and bruises. fi nding food and shelter
on a lush planet. shooting a target at close
range.

Picking a typical lock. stitching up a small


Despair '@ symbols count as Failure Y symbols (they cancel wound, finding food and shelter on a
*-
Success symbols) and may also be spent to t rigger a powerful
negative consequence.
Average
1 temperate planet. shooting a target at
medium range or trying to stnke a target while
engaged.
Tl1real '>symbols 1nd1cate a negative side effect or consequence.
,
~
even on a successful check. They cancel and are canceled by
Advantage t> symbols
Picking a com plicated lock. setting broken
bones or suturing large wounds. fi nding food

e
Hard
and shelter on a rugged planet. shooti ng at a
target at long range.
t'~
Ability Proficiency Olfficulty
Challenge Boost

Setback Force
P1ck1ng an exceptionally sophisticated lock.
performing surgery or grafting implants.
Ole . OieO 01et Oie Oie O Oie OieO
Daunting
finding food and shelter on a barren desert
planet. shooting at a target at extreme range.
SPENDING ADVANTAGE AND TRIUMPHS IN COMBAT PAGE 206 Picking a lock with no comprehensible
I
mechanism. cloning a new body, finding food
Cost Result Options
Recover 1 strain (this may be selected more than once).
Formidable
and shelter on a planet without breathable
atmosphere.

Add D to the next allied active character's check.


ATTACK DIFFICULTIES PAGE 205
Nollce a single important point in the ongoing conflict.
such as the location of a blast door's control panel or a Rng Band Difficulty
t) or @
weak point on an attack speeder. Engaged Easy (tl plus modifiers depending on weapon used. see below.
Inflict a Cntrcal Injury with a successful attack that deals Short Easy Ctl
damage past soak (t) cost may vary).
Medium Average Cttl
Activate a weapon quality (t) cost may vary) ~~~~-~~~~~---~~~~-

Long Hard Ct. tl


Perform an immediate free maneuver that does not Extreme Daunting (t t +tl
exceed the two maneuver per turn limit. Melee attacks (Brawl or Melee checks) are always Average Ct tJ.
tit> Add to the targeted character's next check.
or@
Add D to any allied character's next chec k. including the RANGED DIFFICULTY MODIFIERS PAGE 210
active character. '

'
Condition Modifier
Negate the targeted enemy's defensive bonuses (such as Engaged w/Ranged (Light) + 1 difficulty
the defense gained from cover, equipment. or performing
Engaged w/Ranged (Heavy) + 2 difficulty
Lhe Guarded Stance maneuver) until the end of the r--~~~~--~~~....J,.--~~~-~~~--~~~~~~~--

current round Engaged w/Gunnery


.__....;;......;;.......~~~---~~~-
May not make Gunnery checks when engaged with an opponent.
Ignore pena lizing environmental effects such as inclement
weather, zero gravity, or s1m1lar effects until the end of the SPENDING THREAT AND DESPAIR IN COMBAT PAGE 201
active character's next turn
Cost Result Options
When dealing damage to a target. have the attack disable the
opponent or one piece of gear rather than dealing wounds The active character suffers 1 strain (this option may be selected more
or strain This could include hobbling him temporarily with a than once)
shot to the leg, or causing him to drop his blaster. This should 'o'
,_, or Aw The active character loses the benefits of a prior maneuver (such as
be agreed upon by the player and the GM, and the effects from taking cover or assuming a Guarded Stance) until he performs the
are up to the GM (although the Critical Injury table is a good maneuver again.
resource to consult for possible effects) The effects should be
temporary, and not too excessive. An opponent may immediately perform one free maneuver in response
to the active character's check.
Gain + 1 melee or ranged defense until the end of the
active character's next tu rn Add D to the targeted character's next check.
Force the target to drop a weapon it is wielding. The active character or an allied character suffers on his next actiol'I.
The active character falls prone
Upgrade the di fficulty of the ta rgeted character's next
check. The active character grants the enemy a significant advantage in the
ongoing encounter. such as accidentally blasting the controls to a bridge
Upgrade any al lied character's next check. including the he was planning to use for hts escape.
current active character.
The character's ranged weapon immediately runs out of ammunition
Do something vita l, such as shooting the controls to the and may not be used for the remainder of the encoun ter
nearby blast doors to seal them shut.
Upgrade the difficulty of an allied character's next check, including the
curren t active character.
I
When dealing damage to a target, have the attack destroy
a piece of equipment the target is using, such as blowing The tool or melee weapon the character is using becomes damaged.
up hrs blaster or destroying a personal shield generator.
- - - -1
RANGED WEAPONS PAGE 160

Holdout Blaster __ JRanged (Light) 5 4 Short _ _ _ _ _ _


1 ..____2_0_0_,____
4..._S_tu_n_s_e_tt_1n_g_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __
Light Blaster Pistol Ranged (Light) 5 4 Medium I 2 300 4 Stun setting
---+--~---,....---+----+---+-----r-----.--~---'----~--------------------~
Blaster Pistol Ranged (Light) 6 3 Medium I 3 400 4 Stun setting
----~---------_._ _ _.__ _ _+ - - - - + - - - ' - - - - - - - ' - - - - . . . . __ _ _ _ _ _ _ _ _ _ _ _~--~---~-----------~---1
Heavy Blaster Pistol Ranged (Light) 7 3 Medium 2 3 700 6 Stun setting
Blaster Carbine Ranged (Heavy) 9 3 Medium 3 4
--------.------..-------.;;_-----------------------------'I
850 5 Stun setting
Blaster Rifle Ranged (Heavy) 9 3 Long 4 4 900 5 Stun setting
Heavy Blaster Rifle Ranged (Heavy) I0 3 Long 6 4 I ,500 6 Auto-fire. Cumbersome 3 J
...__ _ _ _ _+-----'---...__ _ _ _ _ _ _--I- -'----~----'------- -------------------------------'
Light Repeating Blaster Ranged (Heavy) 11 3 Long 7 4 (R) 2 .250 7 Auto-fire. Cumbersome 4. Pierce 1
Heavy Repeating Blaster Gunnery 15 2 Long 4 (R) 6,000
1-----------...._------+----'---..._ 9
_________. _____. ________.,___8 ..._______
Auto-fire. Cumbersome 5, Pierce 2. V1c1ous I
---~---------1 1

Bo1'\lcaster Ranged (Heavy) 10 3 Medium 5 2 1,250 7 Cumbersome 3. Knockdown


lon1wtionBlast_e_r_____~j-Ranged(Lig_h_U_____1_0____5--,....S 3~--3~--2-5-0~-----3--.-D-i-
_h_o_r_t_______ so-r-ie-n-t5-.-S-t-un
__D_a_m_a-ge-(Dro1donly)

Disruptor Pistol Ranged (Light) 1O 2 Short 2 2 (R) 3,000 6 Vicious 4


_;_..;;__-+---.f----+-----l'------r----i-;.....;..__--l__-----------------~~--~----------------
Disrup tor Ririe Ranged (Heavy) I0 2 Long 5 4 (R) 5,000 6 Cumbersome 2. Vicious 5

Slugthrower Pistol Ranged (Light)


Slugthrower R1tle Ranged (Heavy) I 5 1 Medium I Cumbersome 2
Thrown Weapons
Bola Net Ranged (Light) 2 - Short 1/3 2 20 2 Ensnare 3. Knockdown . L1m1ted Ammo I
Explosives and Other Weapons
Flame Proieclor R;inged (Heavy) 8 I .000
2 Short 6 Burn 3. Blast 8
6 2
----- ~-..,_~-----....---------~---------~------+------~~-------~
Missile Tube Gunnery 20 2 Extreme 7 4 (R) 7.500 8 Blast 10. Cumbersome 3. Guided 3. Breach 1. Prepare I. L1m1ted Ammo 6
Frag Grenade Ranged (Light) 8 4 Short I 0 50 5 Blast 6 Limited Ammo 1
Stun Grenade
IThermal Detonato1
[ Ranged (Light)
Ranged (Light)
8 NA Short 1
-+-----''----!-----+----+----'------'----'--------
20 2 Short 1
0
0 . (R) 2.000
75
8
-------------------------11
4 Disorient 3. Stun Damage. Blast 8. Limited Ammo 1
Blast 15. Breach 1. Vicious 4, L1m1ted Ammo 1

MELEE WEAPONS PAGE 161

Brass Knuckles Brawl +1 4 Engaged 1 0 25 0 Disorient 3


Shock Gloves Brawl +O 5 Engaged 0 I 300 2 Stun 3
Melee Weapons
1 1
Combat Knife Melec +1 3 Engaged l 0 25 1
----~+---------------,....------------~------....----.-----~
Gaffi Stick Melee +2 3 Engaged 3 0 100 2 Defensive 1. Disorient 3
Force Pike Melec +3 2 Engaged 3 3 500 4 Pierce 2. Stun Setting
-----+-- ----------------__;,..--+---+--------------1-----------------------------~---11
Lightsaber L1ghtsaber 10 I Engaged 1 0 (R) 10.000 10 Breach 1. Sunder. Vicious 2
---~--~~~----------n
Truncheon Melee +2 5 Engaged 2 0 15 1 Disorient 2

Vibroax [Me1ee_ _ _ _......_+_3......___2


........_E_ng::...a...;:;g_ed=========
4====3=======75=0=======s=:=Pi=e=rc=e=2=.=S=un=d=e=r==V1=c=io=u=s=3==============================
Vibrokn1fe Melee +1 2 Engaged I 2 250 3 Pierce 2. Vicious 1
Vibrosword Melee +2 2 Engaged 3 3 750 5 Pierce 2. Vicious 1. Defensive 1
Improvised Weapons
Small Me lee +1 5 Engaged 1
Medium _______,. Melee +2 5 Engaged
--- 3 Cumbersome 2
Large Melee +3 5 Engaged 4 Cumbersome 4

WEAPON QUALITIES
The following are summaries of weapon qualities. Full descrip- Deflection (Passive): Increase ranged defense by rating Linked (Active): When triggered. may generate additional
tions can be found 1n the Core Rulebook. and active qualities hit on same target May trigger number of times equal to
require t> t> to trigger unless listed otherwise. Disorient (Active): When triggered, target 1s disoriented rating
a number of rounds equal to rating
Accurate (Passive) : Add D per rating to attack checks. Pierce (Passive): Ignores number of points of soak equal
Ensnare (Active) : When triggered. target is immobilized a
to rating
Auto-Fire (Active): Increase difficulty of attack checks by number of rounds equal to rating
+ may trigger multiple times to generate additional hits
Guided (Active): Requires t> t> t> to trigger If triggered
Prepare (Passive): Must perform a number of preparation
maneuvers equal to rating before using weapon.
Breach (Passive) : Ignore 1 point of armor ( 10 points of and attack misses. makes add1t1onal attack with ability
soak) per rating equal to Guided rating. Slow-firing (Passive): After using, must wait number of
rounds equal to rating before using again
Burn (Active) : When triggered. target suffers weapon's Knockdown (Active) : Requires additional t> per sil-
base damage for a number of rounds equal to rating. houette beyond 1 to trigger When triggered. target is Stun (Active): When triggered. 1nf11cts strain equal to rating.
knocked prone
Blast (Active) : When triggered targets engaged with tar- Stun Damage (Passive): Attacks deal damage as strain
get suffer wounds equal to rating Inaccurate (Passive): Adds to attack checks equal to instead of wounds This is still reduced by soak
rating
Concussive (Active) : When triggered, target 1s staggered Sunder (Active): Trigger to damage weapon or item
a nu mber of rounds equal to rating. Inferior (Passive): Adds {~ to all check resul ts. decreases
Superior (Active) : Adds t> to all check results. increases
base damage or defense by 1 (if no defense. then decreas-
Cortosis (Passive): Weapons are immune to Sunder. ar- es soak by 1) base damage by 1 or defense by 1.
mor is immune to Pierce and Breach
Tractor (Passive): On hit, target may not move unless it
Ion (Passive): Deal damage to system strain threshold.
Cumbersome (Passive): Must have Brawn equal to rat- passes a check to break free.
ing, or increase difficulty by di fference to all checks. Limited Ammo (Passive): May make number of attacks
Vicious (Passive) : When scoring a critical injury or hit,
equal to rating, then must be re-loaded.
Defensive (Passive): Increase melee defense by rating. add 10 times rati ng to the result
CHARACTER CRITICAL INJURY RESULTS PAGE 211 ACTIONS AND
d100 Severity Result MANEUVERS IN ENCOUNTERS
01 - 05 Easy(.) Minor Nick: The target suffers 1 strain During a character's turn, the character can perform one
action and one maneuver The character can also suffer
Slowed Down: The target can only act dunng the last allied ln1t1at1ve slot on two strain to perform one add1t1onal maneuver. as long
06 I 0 Easy(+)
his next turn
as they do not perform more than two maneuvers total
11 - I 5 Easy(+) Sudden Jolt: The target drops \vhatever 1s in hand during their turn

16. 20 Easy(+) =i- Distracted: The target cannot perform a free maneuver dunng hts next turn. Maneuvers
21 . 25 Easy(.) Off-Balance: Add to his next skill check Aim : Gain a bonus on the next attack.

Discouraging Wound: Flip one light side Destiny point to a dark side Assist: Grant a bonus to an ally's check
26 30 Easy(+) Destiny Point (reverse 1f NPC)
_ ......
Guarded Stance: Take penalties to melee attacks for a bo
31 - 35 Easy(.) Stunned: The target 1s staggered until the end of his next turn. nus to melee defense.
~-...~ ~~~~~~--1

36 - 40 J Easy(+) Stinger: Increase difficulty of next check by one.


.......__ Interact with the Environment: Tl11s could be anything from
41. 45 Average l++J Bowled Over: Tt1e target 1s knocked prone and suffers 1 strain. moving obiects to manipulating control panels.

Head Ringer: The target increases the difficulty of all Intellect and Manage Gear: Draw. holster. or put away weapons and
46 . 50 Average(++) Cunning checks by one until the end of the encounter items, or load a weapon

51 55 Average (+ +J Fearsome Wound: The target increases the difficulty of all Presence and Mount or Dismount: Mount or dismount from a vehicle or
W1llpo\-ver checks by one until the end ot the encounter animal
I
56-60 A erage (+ +:-1
) Agonizing Wound : The target increases the difficulty of all Brawn and Move: Move within range bands or change ranges with some-
v Agility checks by one until the end of the encounter
thing else.
61 65 Average (+ +J Slightly Dazed: The target 1s d1sonented unlll the end of the encounter
-...--- Drop Prone or Stand from Prone: Drop to the prone posi-
66 . 70 Average (+ +J Scattered Senses: Remove all D from skill checks until the end of the tion or stand up
encounter
Preparation: Take a maneuver to prepare something for
Hamstrung: Tt1e target loses his free maneuver unlll the end of the something else.
71-75 Average(++) encounter

Overpowered: The target leaves himself open, and the attacker may
76. 80 Average(++) 1mmcd1ately attempt another free attack against him, using the exact same Actions
l pool as the original attack. '

Exchange an Action for a Maneuver: Take a maneuver in-


Winded: Until the end of the encounter. the target cannot voluntarily suffer stead of an action.
81 -85 Average (++l
strain to acllvate any abilities or gain additional maneuvers.
Spend an Action to Activate an Ability: Some ab1l1t1es re
Compromised: Increase difficu lty of all skill checks by one until the end of
86. 90 Average (++J quire spending actions without checks.
the encounter
Activating a Force Power: Use a Force power.
Hard(+++) At the Brink: The target suffers 1 strain each time he performs an action.

Crippled: One of the target's limbs (selected by the GM) is crippled until healed
- Performing a Skill Check: Anything that requires a skill
Hard (+++1 or replaced Increase difficulty of all checks that require use of that limb by one. check requires an action to perform unless specifically stated
other.vise.
Maimed: A limb is permanently lost Unless the target have a cybernetic
Hard l+++> replacement. the target cannot perform actions that \-vould require the use Performing a Combat Check: Perform a skill check with ad-
of tllat limb All other actions gain ditional rules to attack someone.
,...-~~~~~i-- -~~~~~~~~~~~~~~~

Horrific Injury: Randomly roll 1d10 to determine one of the target's


charactenstics-1-3 for Brawn, 46 for Agility, 7 for Intellect. 8 for Cunning,
Hard (+++J 9 for Presence. 10 for Willpower Until this Cnllcal lniury 1s repaired. treat ARMOR PAGE 170
that characteristic as one point lower
Type Defense Soak
Temporarily Lame: Until this Cnllcal lniury 1s healed. t11e target cannot
Hard(+++> perforn1 more than one maneuver during his turn Adverse l:nvironment Gear 0 1
Blinded: The target can no longer see Upgrade the difficulty of all checks Armored Cloth ing 1 1
Hard (+++J twice. Upgrade the difficulty of Perception and Vigilance checks three times.
Heavy Batlle Armor 1 2
Knocked Senseless: The target 1s staggered for the remainder of the
encounter Heavy Clothing 0 1
Gruesome Injury: Randomly roll 1d 10 for one of the target's
characteristics-1-3 for Brawn. 4-6 for Agility. 7 for Intellect. 8 for Cunning, I Laminate oI 2
9 for Presence. 1O for Willpower That characteristic 1s permanently reduced
Personal Deflector Shield 2 0
by one. to a minimum of one
-~~~~~~~~~~~~~~~~~~--!

Bleeding Out: Every round. the target suffers 1 wound and 1 strain at Padded Armor 0 2
the beg1nn1ng of his turn For every five \-vounds he suffers beyond his
\VOlHld threshold , he suffers one add1t1onal Critical ln1ury Roll on the chart.
surrer 1ng lhe in1ury (1f he surrers lh1s resull a second time due to this. roll
again)
-
The End is Nigh: The target will die after the last ln1L1at1ve slot during the
nexl round

Dead: Complete obliterated death


When rolling for a critical injury. add + I O for every critical injury the character is already suffering
VEHl[LE [RITl[AL HIT RESULTS PAGE 244

d100 Severity Result


1-9 Easy (.l Mechanical Stress: The ship or vehicle suffers one point of system strain
10-18 Easy (-.-;-j Jostled: A small ~plos1on or impact rocks th~eh1cle All crew memb_e_r_s-su-f-fe_r_o_n_e_s-tr-a1-n-and are d1soncnted for one r_o_un_d_ _ _ _ _ _ ---1

19-27 Easy cl Losing Power to Shields: Decrease defense 1n affected defense zone by one until the Critical Hit 1s repaired If the ship or vehicle has no
defense. suffer one point or system strain
----
Knocked Off Course: A particularly strong blast or impact sends the ship or vehicle careening off 1n a new direction. On his next turn. the pilot
28-36 Easy (.l
cannot execute any maneuvers and must make a Piloting check to regain control The difficulty of this check depends on his current speed
Tailspin : All firing from the ship or vehicle suffers unlll the end of the pilot's next tum All crewmembers are 1mmob1ilzed until the end of
37-45 Easy (.l the pilot's next turn
Component Hit: One component of the attacker's choice is knocked offline. and is rendered inoperable until the end of the following round For a
46-54 Easy(.) list of ship components, see Table 7- 10: Small Ship or Vehicle Com ponents or Table 7-11: Large Ship or Vehicle Components depending
on target ship silhouette.
___._

55- 63

Average
( )
Shields Failing: Reduce defense in all defense 7ones by one point until the Critical Hit is repaired If the ship or vehicle has no defense, suffer
two points of system strain
-.....--
Navicomputer Failure: The nav1computer (or in the case of a ship without a nav1computer. its R2 Unit) fails and the ship cannot make the
64-72
(1
Average
iump to hyperspace until the Cnt1cal Hit 1s repaired If the sh ip or vehicle 1s without a hyperdrive. the vehicle or sh ip's navigation systems fail,
leaving 1t flying or driving blind. unable to tell where it is or where it's going

73-81
(1
Average Power Fluctuations: The ship or vehicle 1s beset by random power surges and outages. The pilot cannot voluntarily inflict system strain on the
ship (lo gain an extra starship maneuver. for example). until this Cnt1cal Hit 1s repaired
I
(tt.l
H Shields Down: Decrease defense 1n affected defense zone to zero. and decrease defense 1n all other defense zones by one until this Critical
Hit is repaired While the defense of the affected defense zone cannot be restored until the Critical Hit 1s repaired, defense can be assigned to
protect that defense zone from other zones as usual If the ship or vehicle 1s without defense suffer four points of system strain
Hard
(1 -- Engine Damaged: The ship or vehicles maximum speed is reduced by one point. to a m1n1mum of one. unlll lhe Critical H1l 1s repaired

Shield Overload: The ship's shields completely fail Decrease the defense of all defense zones to zero This Critical Hit cannot be repaired until

Hard
( )
the end of the encounter. and the ship suffers two points of system strain If the ship or vehicle 1s without defense. reduce armor by 1 until the
Critical Hit 1s repaired.
Hard Engines Down: The ship or vehicle's maximum speed is reduced to zero until the Critical Hit 1s repaired, although 1t continues on its present
(1 course thanks to momentum In addition. the ship cannot execute any maneuvers until the Criucal Hit 1s repaired
-
M ajor System Failure: One component of the attacker's choice 1s heavily damaged, and is inoperable until the Critical Hit 1s repaired. For
Hard
(1 a list of ship components. see Table 7-10: Small Ship or Vehicle Components or Table 7 - 11 : Large Ship or Vehicle Components
depending on target ship silhouettes.
_.__
Major Hull Breach: A huge, gaping tear 1s torn 1n the ship's hull and 1t depressurizes For ships and vehicles of silhouette '1 and smaller the
en lire ship depressunzes 1n a number or rounds equal to the ship's silhouette. Ships and vehicles of silhouette :, and larger tend to be highly
compartmentalized and have many safeguards against depressurization . These ships don't completely depressunze. but parts do (the specifics
of which parts depressunze is up to the GM. however. each section of the ship or vehicle that does lose air does so in a number of rounds equal
I to the vehicle's silhouette) Vehicles and ships operating 1n an atmosphere can better handle this Critical Hit 1-lowever, the huge tear st1ll 1nfhcts
penalties. causing the vehicle to suffer the Destabilized Critical Hit instead
-----------~
Destabilized: The ship or vehicle's structural integrity is seriously damaged Reduce the ship or vehicle's hull trauma threshold and system
strain threshold to half their original values until repaired
Fire!: Fire rages through the ship
- - - -
The ship or vehicle 1mmed1ately takes two points of system strain , and anyone caught 1n the fire takes
damage as discussed on page 21 4 A fire can be put out with some quick thinking and appropriate skill . V1g1lancc. and1or Cool checks at the
Game Master's discretion Once going. a fire takes one round per two of the ship's silhouette points to put out
Breaking Up: The vehicle or ship has suffered so much damage that it begins to come apart at its seams. breaking up and d1s1ntegrat1ng
Dauntin~

(1 around the crew At the end of the fol lowing round, the ship 1s completely destroyed and the surrounding environment 1s littered with debris.
Anyone aboard the ship or vehicle has one round to get to an escape pod. bail out. or dive for the nearest hatch before they arc lost.
Vaporized: The ship or vehicle 1s completely destroyed consumed 1n a particularly large and dramatic fireball Nothing survives.
------
When rolling for a critical injury. add + I 0 for every critical hit the starship or vehicle 1s already suffering.
------~

SILHOUETTE [OMPARISON PAGE 235 DAMAGE [ONTROL DIFFl[ULTY PAGE 233


Difference in Silhouette Difficulty Total Strain Total Hull Trauma Difficulty
Firing vessel has the sarne silhouette as System strain less than half system Hull trauma less than hair vehicle's
target. or the silhouette is one larger or Average cl strain threshold hull traun1a threshold .
Easy(.)
smaller than the target
~----------------
Firing vessel has a silhouette two or System strain equal to or more than Hull trauma equal to or more than
more points smaller than the target Easy(.) half vehicle's system strain threshold. Average( )
half vehicle's hull trauma threshold
vessel
Finng vessel has a silhouette t\.vo points
larger than the target ship
Hard ( > System strain exceeds vehicle's
system strain threshold
Hull trauma exceeds vehicle's hull
trauma threshold. Hard (1
~~~~-...-----~----
Finn g vessel has a silhouette three
points larger than the target ship
Daunting c.) MEDl[AL [HE[K DIFFl[ULTY PAGE 113
Firing vessel has a silhouette four or
more points large1 than target ship. [urrent Wounds Medicine Check
Current wounds equal half or less or wound threshold Easy 11
Current wounds equal more than half of wound threshold Average( )
--~--"'--

11
I--

Current wounds exceed wound threshold Hard


Recover Critical Injury Cnlical ln1ury Severity Rating
2013 Lucasfilm Ltd & TM

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