Table of Contents
Damage, Health & Healing
Source: EotE: 215
Taking damage & health states
- States of health – Unwounded → Wounded → Critically Injured → Incapacitated. These are not mutually exclusive.
- Exceeding wound threshold – Character becomes incapacitated and suffers a critical injury. Wounds over the wound threshold should be tracked until a maximum of twice the wound threshold.
- Exceeding strain threshold – Character becomes incapacitated or stunned.
- Critical Injury – Roll a d100 and look up result on table 6-10 on page EotE:217.
- Staggered – A character cannot perform actions including downgrading an action to a maneuver.
- Immobilized – A character cannot perform maneuvers.
- Disoriented – Add a to all checks until not disoriented.
- Natural rest – A full night’s rest recovers 1 wound. A full week of rest recovers a critical injury if a
Resiliencecheck is successful. The difficulty is the critical injury’s severity rating. A failed check still recovers 1 wound. A recovers an additional critical injury. Droid’s self-repair similar to organics.
- Medical care – A
Medicinecheck can heal wounds but only once per encounter. Difficulty is based on number of wounds. (see table 6-11 on page EotE:220.) Number of success equal number of wounds healed. Number of equal number of strain healed.
- Self medical care – Increase difficulty of
Medicinecheck by .
- Improper medical equipment – Increase difficulty by .
- Droid repair – replace
Mechanicschecks. For self-repairing increase
Mechanicscheck by .
- Bacta tank – Wounded characters recover 1 wound per 2 hours. Incapacitated characters recover 1 wound per 6 hours. After a 24-hour period a
Resiliencecheck can be made to attempt to heal a critical injury.
- Oil baths – Droids can use an oil bath to recover wounds. 1 hour equals 1 wound recovered.
- Stimpacks – First stimpack recovers 5 wounds, the second 4 wound, etc. A full night’s rest or 24 hours must be spent before using stimpacks again. Injecting a stimpack takes 1 maneuver.
- Emergency repair patch – A droid can use a repair patch like a stimpack but it only heals 3 wounds per application. It’s use does not diminish over time.
- Post encounter – A simple
Coolcheck can recover strain. Each equals 1 strain healed.
- Natural rest – A full night’s rest recovers all strain.
Recovering Critical Injuries
- Critical injury medical care – One
Medicinecheck per critical injury per week can be attempted to heal a critical injury.
- Critical injuries must be healed even after their effects have worn off.
If PC's are exposed to unsanitary conditions, they should roll a Resilience check based on the level of exposure and toxicity of the environment. On a fail, they become infected with the disease. Symptoms can vary depending on the type of infection, but typically start at 1 setback on checks until they are healed. More serious diseases (or failing multiple Resilience checks) may add symptoms like reduced strain threshold, reduced wound threshold, adding time to checks, etc. Multiple failed Resilience checks may then require multiple successes to heal from these increased levels or “stages” of the disease.
If failed the first Resilience check, the PC's become infected, and can try healing in the future. Times may vary depending on circumstance.
- Success = the microorganisms are successfully fought off, no further checks will be necessary. It takes 8 days to fully recover; during these 8 days, any physical task will be more difficult due to fatigue (add a setback to any physical checks)
- Extra successes = reduce 1 day of recovery time per success
- Failure = your body fails to fight off the infection; you will be able to re-check (Resilience) every 8 days. In the meanwhile, add a setback to all physical checks (fatigue)
- Extra failures = add one day between the next possible Resilience check
- Advantage = on a successful check, your body responds to the antibiotics well, and reduce the recovery time a further 1 day per success; on a fail, add a boost to the next Resilience check for this infection
- 3 Advantage = your body learns to fight off this group of infections; any future checks involving unsanitary conditions on this planet will add a boost to Resilience checks to avoid further infections/disease. (You'd have to track this yourself“); use on a success or failure
- Threat = on a successful check, add 2 days to recovery time; on a fail, add 2 days to the time until next Resilience check
3 threat = all tasks will take +50% time due to fatigue and trips to the facilities
- Triumph = on a success, you have developed an immunity to these organisms, and will not have to roll future checks to avoid similar infections on this planet; on a failure, your body is learning to fight these organisms well, upgrade your next Resilience check.
- Despair = on a success, there are lingering side-effects as you de-tox the dead infections - keep a setback die on all checks for twice the duration of the illness; or add a setback to all future checks to resist infection on this planet; on a failure, upgrade the next Resilience check to fight off this infection.
Starship & Vehicle Repairs
- Hull trauma – When exceeding the threshold and silhouette 1-3 the vehicle explodes or is disabled. Larger vehicles suffer a critical hit. The vehicle also loses power and cannot move.
- Emergency repairs – With the proper parts a hard () Mechanics check can reduce the hull trauma to 1 below the threshold. Speed is reduced to 1, maneuverability is reduced to -3 and all weapon systems are inoperable. Any hit after this point generates a +30 critical hit. The vehicle must be properly repaired at this point.
- System strain – When exceeding the threshold the vehicle shuts down. Speed is dropped to 0 the following round. Engines, weapons, shields cease operating. The Damage Control action can repair system strain. Ships can recover 1 system strain after a full day without taking more system strain.
- Component critical hits – These are dire critical hits that are different for different size silhouettes. See table 7-10 and 7-11 on page EotE:245 for more information.
- Repairing hull trauma – Requires proper facilities, money and time. Each point of hull trauma costs about 500 credits. This value can fluctuate depending on the characters reputation and other factors. For damage less than 25% it should take a couple of days to repair. More damage taking several weeks to repair.
|1-5||Minor Nick: The target suffers 1 strain.|
|6-10||Slowed Down: The target can only act during the last allied initiative slot on his next turn.|
|11-15||Sudden Jolt: The target drops whatever is in hand.|
|16-20||Distracted: The target cannot perform a free maneuver during his next turn.|
|21-25||Off-Balance: Add to the target's next skill check.|
|26-30||Discouraging Wound: Flip one light side Destiny Point to a dark side Destiny Point (reverse if NPC).|
|31-35||Stunned: The target is staggered until the end of his next turn.|
|36-40||Stinger: Increase difficulty of next check by one.|
|41-45||Bowled Over: The target is knocked prone and suffers 1 strain.|
|46-50||Head Ringer: The target increases the difficulty of all Intellect and Cunning checks by one until the end of the encounter.|
|51-55||Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one until the end of the encounter.|
|56-60||Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks by one until the end of the encounter.|
|61-65||Slightly Dazed: The target is disoriented until the end of the encounter.|
|66-70||Scattered Senses: The target removes all from skill checks until the end of the encounter.|
|71-75||Hamstrung: The target loses his free maneuver until the end of the encounter.|
|76-80||Overpowered: The target leaves himself open, and the attacker may immediately attempt another free attack against him, using the exact same pool as the original attack.|
|81-85||Winded: Until the end of the encounter, the target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers.|
|86-90||Compromised: Increase difficulty of all skill checks by one until the end of the encounter.|
|91-95||At the Brink: The target suffers 1 strain each time he performs an action.|
|96-100||Crippled: One of the target's limbs (selected by the GM) is impaired until healed or replaced. Increase difficulty of all checks that require use of that limb by one.|
|101-105||Maimed: One of the target's limbs (selected by the GM) is permanently lost. Unless the target has a cybernetic replacement, the target cannot perform actions that would require the use of that limb. All other actions gain .|
|106-110||Horrific Injury: Roll 1d10 to determine which of the target's characteristics is affected: 1-3 for Brawn, 4-6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat that characteristic as 1 point lower.|
|111-115||Temporarily Lame: Until this Critical Injury is healed, the target cannot perform more than one maneuver during his turn.|
|116-120||Blinded: The target can no longer see. Upgrade the difficulty of all checks twice. Upgrade the difficulty of Perception and Vigilance checks three times.|
|121-125||Knocked Sensless: the target is staggered for the remainder of the encounter.|
|126-130||Gruesome Injury: Roll 1d10 to determine which of the target's characteristics is affected: 1-3 for Brawn, 4-6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That characteristic is permanently reduced by 1, to a minimum of 1.|
|131-140||Bleeding Out: Every round, the target suffers 1 wound and 1 strain at the beginning of his turn. For every 5 wounds he suffers beyond his wound threshold, he suffers 1 additional Critical Injury. Roll on the chart, suffering the injury (if he suffers this result a second time due to this, roll again).|
|141-150||The End is Nigh: The target will die after the last initiative slot during the next round.|
|151+||Dead: Complete, obliterated death.|
|1-9||Mechanical Stress: The ship or vehicle suffers l point of system strain.|
|10-18||Jostled: A small explosion or impact rocks the vehicle. All crew members suffer 1 strain and are disoriented for one round.|
|19-27||Losing Power to Shields: Decrease defense in affected defense zone by 1 until the Critical Hit is repaired. if the ship or vehicle Ms no defense, suffer I point of system strain.|
|28-36||Knocked Off Course: A particularly strong blast or impact sends the ship or vehicle careening off in a new direction On his next turn. the pilot cannot execute any maneuvers and must make a Piloting check to regain control The difﬁculty of this check depends on his current speed.|
|37-45||Tailspin: All ﬁring from the ship or vehicle suffers until the end of the pilot's next turn. All crew members are immobilized until the end of the pilot's next turn.|
|46-54||Component Hit: One component of the attackers choice is knocked offline and is rendered inoperable until the end of the following round For 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 silhouette.|
|55-63||Shields Failing: Reduce defense in all defense zones by I point until the Critical Hit ls repaired If the ship or vehicle has no defense, suffer 2 points of system strain.|
|64-72||Navicomputer Failure: The navicomputer (or in the case of ship without a navicomputer, its R2 unit) fails. and the ship cannot make the jump to hyperspace until the Critical Hit is repaired. If the ship or vehicle is without a hyperdrive the vehicle or ship's navigation systems fail, leaving it flying or driving blind, unable to tell where it is or where it's going.|
|73-81||Power Fluctuations: The ship or vehicle is beset by random power surges and outages. The pilot cannot voluntarily inflict system strain on the ship (to gain an extra starship maneuver, for example) until this Critical Hit is repaired.|
|82-90||Shields Down: Decrease defense in allocated defense zone to 0, and decrease defense in all other defense zones by 1 until this Critical Hit is repaired. While the defense of the affected defense zone cannot be restored until the Critical Hit is repaired, defense from other zones can be assigned to protect that defense zone as usual. If the ship or vehicle is without defense, suffer 4 points of system strain.|
|91-99||Engine Damaged: The ship or vehicles maximum speed is reduced by 1 point, to a minimum of 1 until the Critical Hit is repaired.|
|100-108||Shield Overload: The ship's shields completely fail. Decrease the defense of all defense zones to 0. This Critical Hit cannot be repaired until the end of the encounter, and the ship suffers 2 points of system strain if the ship or vehicle is without defense, reduce armor by 1 until the Critical Hit is repaired.|
|109-117||Engines Down: The ship or vehicles maximum speed is reduced to 0 until the Critical Hit is repaired, although it continues on its present course thanks to momentum. In addition, the ship cannot execute any maneuvers until the Critical Hit is repaired.|
|115-126||Major System Failure: One component or the attackers choice is heavily damaged and is inoperable until the Critical Hit is repaired. For 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 silhouette.|
|127-133||Major Hull Breach: A huge gaping tear is torn in the ship's hull, and the ship depressurizes. For ships and vehicles of silhouette 4 and smaller, the entire ship depressurizes In a number of rounds equal to the ship's silhouette. Ships and vehicles of silhouette 5 and larger tend to be highly compartmentalized and have many safeguards against depressurization. These ships don‘t completely depressurize, but parts do (the speciﬁcs regarding which parts depressurize 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 to the vehicle‘s silhouette). Vehicles and ships operating in an atmosphere can better handle this Critical Hit. However, the huge tear still inflicts penalties, causing the vehicle to suffer the Destabilized Critical Hit instead (see next entry).|
|134-138||Destabilized: The ship or vehicles 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.|
|139-144||Fire!: Fire rages through the ship. The ship or vehicle immediately takes 2 points of system strain, and anyone caught in the ﬁre takes damage as discussed on page 228 (AoR Core). A ﬁre can be put out with some quick thinking and appropriate skill or Vigilance and/or Cool checks at the Game Master's discretion. Once going, a ﬁre takes one round per 2 of the ship's silhouette points to put out.|
|145-153||Breaking Up: The vehicle or ship has suffered so much damage that it begins to come apart at its seams, breaking up and disintegrating around the crew. At the end of the following round, the ship is completely destroyed, and the surrounding environment is littered with debris. Anyone aboard the ship or vehicle has one round to get to an escape pod, bailout, or dive for the nearest hatch before they are lost.|
|154||Vaporized: The ship or vehicle is completely destroyed, consumed in a particularly large and dramatic ﬁreball. Nothing survives.|
Table 7-10: Small Ship or Vehicle Components
|Support Droid||Typically an astromech, the droid is knocked out or commission until it can be repaired. If this droid is a Player Character, it immediately suffers 10 strain.|
|Ejection System||The pilot and/or crew are unable to escape the ship in an emergency until this system resets or is repaired, depending on the severity of the Critical Hit.|
|Weapon System||One weapon system of the attacker's choice is knocked offline.|
|Sensors||Sensor range is reduced by one range band. If the ship's sensors are already limited to close range, they are knocked offline completely and the ship is effectively blind until the sensors are rebooted or repaired, depending on the severity of the Critical Hit.|
|Comms||The comms are knocked offline, and the ship can neither send nor receive any electronic signals or data.|
|Sublight Engines||The engines are slightly damaged and the ship's speed is reduced by 1 point.|
|Hyperdrive||Either the hyperdrive or navicomputer are damaged, and the ship cannot make the jump to hyperspace.|
|Shields||The ship's defense is reduced by 1 point in all defense zones.|
Table 7-11: Large Ship or Vehicle Components
|Landing Gear||The ship's landing gear is stuck. Any attempt to land a ship that cannot deploy its landing gear results in two points of hull trauma and 2 points of system strain. This only applies to ships of silhouette 5 or less; anything larger is unable to enter a planet‘s atmosphere.|
|Weapon System||One weapon system of the attacker's choice is knocked offline.|
|Sensors||Sensor range is reduced by one range band.|
|Comms||The comms are knocked offline and the ship can neither send nor receive any electronic signals or data.|
|Sublight Engines||The engines are slightly damaged, and the ship's speed is reduced by 1 point.|
|Hyperdrive||The hyperdrive is damaged, and the ship cannot make the jump to hyperspace.|
|Shields||The ship's defense is reduced by 1 point in all defense zones.|
|Landing Bay||One of the vessel's landing bays is knocked out of commission. The severity of the damage is ultimately left to the Game Master's discretion, and could result in anything from a temporary inability to launch or recover ships from this bay, to a failure of the docking bay shield and a total decompression of the entire compartment.|
|Cargo Hold||The ship is hulled, and one of the cargo holds is exposed to vacuum. Cargo may be damaged or lost, and anyone in the cargo hold takes damage according to the Game Master's discretion.|
|Bridge||The bridge is damaged. No starship maneuvers or starship actions may be executed aboard the ship until the damage is repaired. In addition, the ship continues on its course at its current speed, and cannot be stopped or its course changed until the damage is ﬁxed.|