TABLE 6-3: SPENDING ® AND & IN COMBAT
® or ®
The active character suffers 1 strain (this option may be selected more than once).
The active character loses the benefits of a prior maneuver (such as from taking cover or assuming a Guarded Stance)
until he performs the maneuver again.
® ®
or ®
An opponent may immediately perform one free maneuver in response to the active character's check.
Add • to the targeted character's next check.
The active character or an allied character suffers • on his next action.
® <§> <§>
or ^
The active character falls prone.
The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blasting
the controls to a bridge he was planning to use for his escape.
The character's ranged weapon immediately runs out of ammunition and may not be used for the remainder of
the encounter.
Upgrade the difficulty of an allied character's next check, including the current active character.
The tool or melee weapon the character is using becomes damaged (see page 159).
However, characters may gain a defense rating either
through talents that increase their ability to dodge and
absorb blows, armor designed to reflect and diffuse
shots, or even expensive personal shield generators.
A character adds a number of • equal to his
defense rating to all combat checks directed
against him.
MELEE AND RANGED
DEFENSE
A characters' defense rating can be characterized as
one of three types: general defense rating, melee de-
fense rating, and ranged defense rating. General de-
fense rating works against all combat checks direct-
ed against the character. Melee defense rating only
works against close combat checks directed against
the character (Brawl and Melee checks). Ranged
defense rating only works against ranged combat
checks directed against the character (Ranged (Light),
Ranged (Heavy), and Gunnery checks).
Multiple sources of defense do not stack. However,
the character always uses the best defense rating
available to him. If he possesses a defense rating of
1 against all attacks, but a defense rating of 2 against
melee attacks, he applies the defense 2 against all
close combat attacks.
Soak
«
character's soak value helps protect him from in-
coming wounds. Most creatures and characters
have a default soak value equal to their Brawn rat-
ing. Most types of armor or other forms of protec-
tion provide additional soak (see Chapter V: Gear
and Equipment)
When taking damage from attacks (any action
involving a combat skill check) or other sources of
physical damage (such as being struck by a falling
rock or being hit by a landspeeder), the character
may reduce the damage taken by his soak value. Af-
ter calculating the total amount of damage inflicted,
subtract the total soak value from that damage total.
The result is the number of wounds the character
suffers. If the soak reduces the damage to zero or
less than zero, then the character takes no damage.
If the character suffers multiple hits from a single at-
tack (such as from a weapon with auto-fire), he may
apply his soak to each hit separately.
Different sources of soak stack, such as heavy as-
sault armor and subdermal plating. Multiple applica-
tions of the same source do not stack—a character
cannot wear three suits of heavy assault armor and
stack the soak bonuses from each.
Soak does not reduce strain inflicted on a target,
except in specific instances (such as with weapons
with the Stun Damage quality).
CONFLICT AND COMBAT
EDGE OF THE EMPIRE