Star Wars: Edge of the Empire Rule Book

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TABLE 6-11: MEDICAL CHECK DIFFICULTY


State of Health Medicine Check
Current wounds equal half or less of
wound threshold Easy (+)
Current wounds equal more than half of
wound threshold Average
Current wounds exceed wound threshold Hard (444)

Recover Critical Injury Critical InjuryRating Severity

Droids cannot benefit from medical care. However,
they do receive the same benefits from Mechanics
checks based on the same guidelines and difficulty
ratings as their Medicine-based equivalents. All of the
guidelines and rules governing Medicine checks also
govern Mechanics checks to heal droids, with the ex-
ception that a droid using Mechanics to heal himself
only increases the difficulty by one, rather than two.
Simply put, most droids can avoid feeling "pain" and
have the self-diagnostic routines and programming to
better understand how to repair themselves.


BACTA TANKS

Characters can also recover using a bacta tank. The
rate of recovery depends on the character's state of
health. A wounded character recovers at a rate of one
wound per two hours. An incapacitated character re-
covers at a rate of one wound per six hours.


At the end of each 24-hour period, the character
may attempt one Resilience check to remove one
Critical Injury. The difficulty is equal to the Critical In-
jury's severity rating. On a successful check, the char-
acter recovers from the Critical Injury and is no longer
affected. On a failed check, the character retains the
Critical Injury effect, but still recovers one wound.


OIL BATHS (DROIDS ONLY)
Droids cannot benefit from a bacta tank. However,
droids can benefit from an oil bath. An oil bath is spe-
cifically designed to help droids recover from damage
and ill-effects. Every hour spent in an oil bath reduces
one wound as the lubricant helps facilitate the droid's
self-diagnostic systems. Oil baths do not restore Critical
Injuries, which are instead done with Mechanics checks.

The first stimpack used on a character automati-
cally recovers five wounds. The second stimpack only
recovers four wounds, the third stimpack recovers
three wounds, and so on. This means that a sixth st-
impack will have no effect, as the target's body is too
over-saturated with the medicine to be effective.
It requires one maneuver to inject a stimpack. The
character administering the stimpack must be en-
gaged with the target to treat them. A character with
a free appendage may apply a stimpack to himself
with one maneuver as well.

For Critical Injuries, a successful Medicine check is
required, based on the injury's severity. Stimpacks
have no effect on Critical Injuries.

EMERGENCY REPAIR PATCHES (DROIDS ONLY)
Droids cannot use stimpacks. However, they benefit
from repair patches in a similar fashion as stimpacks,
including the limit of five per day. However, emergen-
cy repair patches only heal three wounds per use (al-
though their viability does not reduce over time). Fixing
a droid's Critical Injuries requires Mechanics checks with
a difficulty set by the Critical Injury's severity rating.

RECOVERING FROM STRAIN

Fortunately, recovering from strain is fairly easy. Tak-
ing a moment to catch his breath, eating a good
meal, or spending time relaxing with friends are
all ways a Player Character might recover
from strain.

At the end of an encoun-
ter, each player can make
a Simple (-) Discipline or
Cool check Each Success
recovers one strain. Fur-
thermore, a good night's
rest generally removes
all strain a character has
suffered. It is also ru-
mored that some Jedi
have mastered a tech-

STIM PACKS

Stimpacks are auto-injection tubes filled with medi-
cine, bacta, and painkillers. They are field-ready
emergency health recovery products. Stimpacks heal
a fixed amount with no roll necessary. However, the
drawback is that stimpacks offer diminishing returns
over the course of a day. Characters must spend a full
night's rest or wait at least 24 hours before stimpacks
can be used at their full effectiveness again.

CONFLICT AND COMBAT
EDGE OF THE EMPIRE
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