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