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Damaced WEAPONS Weapons can suffer damage in combat, such as when a lightsaber slices through a blaster or vibroweapon, or a weapon gets dropped, or a8 2 result of 2 “complication” that leads to 3 setious malfunetion, If a weapon is damaged, rll ts body strength to resist dam= age. Most hand weapons ~ such as blaster pistols, vibro-axes and so forth ~ have a body strength of 20 (regardless of how much damage they cause) Damage Rell 2 Body Strength Rell by Weapon is: 0-2 Not seriously damaged 48 Lightly damaged 9-12 Heavily damaged 2-18 Severely damaged 16 Destroyed Lightly damaged weapons lose ~10 of their damage value. Heavily damaged weapons lose -20 off their damage and ‘add +10 to all difficulties to use in combat. Severely damaged weapons cannot be used, but may be repaired. Destroyed weapons may not be repaite. Weapon repaits ate discussed in the “Using Repair Skils" see- tion in “Attributes and Skills” Note: Damage to ordinary objects can also be covered using this rule Pick the object's body strength and compare the rll to ‘the damage roll, Find the result onthe chart above, SCALE You may notice that a landspeeder may have 2 body strength of 20, while a character can have a Strength of AD. Does that mean that the character fs tougher than the landspeeder? No! The game uses “Seales” to show the siferences between alferent sizes and types of objects. You add or subtract dice to attack rolls, dadge rolls and damage rols to show these differences The scales, from ‘lowest’ to “highest” are character (and creature), speeder, walker, starighter, capital and Desth Star. The scale modifies reflect the differences between small agile targets (Ike characters) and large, tough tar- gets like Star Destroyers) Scale Modifier Character — Speeder » Walker “0 Starfighter 6D Capital 120 Death Star 240 “Apply te aliference between the two sales this called the “adjusted modifier” CRIN When targets of the same scale are shooting at each ‘other, ignore the modifiers; just rol attack dice, dodges, and damage die codes normally, It’s when things of a different scale are affecting each ‘other that you use these rules Example: A landspeeder (speeder-seale) is firing at an AT-AT (walker-scale). The landspeeder has a modifi- fF of 20; the AT-AT has @ modifier of 4D. The adjusted modifier is 20. Lower Against Higher. When a “lower” scale character ‘r vehicle is shoating at a “higher” scale character or vei cle: * The lower seale attacker gets to adé the modifier to the attack ral. If the target makes a dadge or vehicle dodge ‘or starship dodge, it just rolls its mancuverabilty (and dodge sill * The higher scale target adds the modifier to the rall to he lawer scale weapon rolls damage nor Example: The landspeeder fies at the walker. The landspeeder’s blaster cannon has a fire control of 20 and a damage of 30+1. The walker has no maneuver= ability (00) and a body strength of 6D. The landspeeder gets to add the adjusted modifier of 2D to its roll to hit. If the fandspeeder hits, the landspeeder rolls the cannons normal damage of 3D+1, However, because the walker is a higher seal, t fgets to add the adjusted modifier of 2D to its body Strength of 6D: it ols 8D to resist damage Higher Against Lower. When 2 “higher” scale charac- ter oF vehicle is shooting at a “lower” scale character or vehicle: *# The higher scale attacker roll its normal attack ral; the lower seale target adds the “adjusted modifies” to its dodge rll. # The higher scale attacker adds the “adjusted modifi its damage rol Example: Assuming the walker survived the blast fand that’s a pretty safe assumption), the walker’ commander decides to return fire When the walker firs, it uses its fire control nor- mally. The landspeeder, because it is a lower seale vehicle, adds the adjusted modifier of 2D to its maneuverability to dodge the attack IF the walker hits with its bast, the walker adds the adjusted modifier of 20 to its normal weapon dam- age. The landspeeder only rolls its normal body sirength to resist damage, 1 SA eA Ge

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