Star Wars: Edge of the Empire Rule Book

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COLLISIONS

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here are occasions when vehicles or starships
will run into the terrain around them, or into
another nearby vehicle or starship. In this case,
there are two possible collisions: glancing blows
(minor collisions) or head-on hits (major colli-
sions). These collisions can be mitigated by a
ship's defenses: particle shields in particular are
specifically designed to absorb impacts.

In the case of a minor collision, all vehicles or
starships involved suffer a single Critical Hit.
Subtract the ship's defense times ten from the
roll; if the result is zero, the ship's shields or
other defenses have nullified the collision en-
tirely and the Critical Hit is canceled. In the
case of a major collision, all vehicles or star-
ships involved suffer a single Critical Hit as well.
However, only subtract the ship's defense mul-
tiplied by five from the roll. If there are multiple
defense values on multiple facings of the ship,
the CM chooses which facing is hit, based on
what the ship or vehicle was doing at the time.
At the GM's discretion, some particularly large ve-
hicles and vessels might be able to ignore collisions
with very small vehicles or vessels. However, larger
ships and vehicles have a harder time avoiding col-
lisions with larger asteroids or terrain features.

Taking Damage

As is the case with Player Characters in personal
Hcombat, there are two types of damage ships and
vehicles suffer in EDGE OF THE EMPIRE: system strain
and hull damage. System strain is similar to the strain
suffered by Player Characters, and reflects light, tem-
porary damage caused by glancing blows or pushing
a vessel to the limits of its capabilities. Hull damage is
more serious and, consequently, more life-threaten-
ing. This is actual, physical damage that makes its way
past the ship's defenses and becomes hull trauma.
Hull trauma is permanent until repaired.


HULL TRAUMA


A ship's hull trauma threshold is a measure of a ship or
vehicle's sturdiness and build quality. When a ship suf-
fers damage in excess of its armor, the excess converts
into hull trauma. When hull trauma exceeds a ship
or vehicle's hull trauma threshold, one of two things
happens. For vehicles silhouette 3 or smaller and of
no particular importance (a common TIE fighter or a
landspeeder full of faceless thugs for example), it sim-
ply explodes, killing the pilot and any passengers. Al-
ternately, at the Came Master's discretion, the vehicle
could simply be disabled. For larger vehicles such as
stock light freighters or anything silhouette 4 or larger
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