value to each hit individually. For more information on
damage and wounds, see Wounds, Strain, and
States of Health on page 215
EXAMPLE: APPLYING SOAK
Lowhhrick is wearing padded armor, and with his
natural Brawn, he has a total soak value of six.
A successful hit with a blaster pistol deals nine
points of damage to him. His soak value absorbs
six points of damage, resulting in three wounds.
Later, Lowhhrick is attacked with a knife. The
attack succeeds, but only inflicts five points of
damage. His soak of six absorbs the entire blow
and Lowhhrick takes no wounds.
An attack may also generate a Critical Injury. This may
occur because the weapon's Critical Rating triggered,
or because the target suffered wounds greater than its
wound threshold. More about Critical Ratings was ex-
plained in Step 4. Resolving O and (£).
When a Critical Injury is inflicted, the attacker rolls
percentile dice on Table 6-10: Critical Injury Re-
sult on page 217. The result of the dice roll indi-
cates which Critical Injury is applied.
Some weapons and talents modify this critical hit roll,
potentially making a critical hit more or less effective. If
an attack generates enough O to trigger more than one
critical, the character makes a single critical roll, adding
+10 to the result for each additional time the critical
rating is triggered.
Cost Result Options
Recover 1 strain (this option may be selected more than once).
Add • to the next allied active character's check.
Notice a single important point in the ongoing conflict, such as the location of a blast door's control
panel or a weak point on an attack speeder.
Inflict a Critical Injury with a successful attack that deals damage past soak (O cost may vary).
Activate a weapon quality (O cost may vary).
OO
or(£
Perform an immediate free maneuver that does not exceed the two maneuver per turn limit.
Add • to the targeted character's next check.
Add • to any allied character's next check, including the active character.
ooo
or($
Negate the targeted enemy's defensive bonuses (such as the defense gained from cover, equipment, or
performing the Guarded Stance maneuver) until the end of the current round.
Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar effects until
the end of the active character's next turn.
When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than
dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or disabling
his comlink. This should be agreed upon by the player and the CM, and the effects are up to the CM
(although the Critical Injury table is a good resource to consult for possible effects). The effects should
be temporary, and not too excessive.
Cain + 1 melee or ranged defense until the end of the active character's next turn.
Force the target to drop a melee or ranged weapon it is wielding.
Upgrade the difficulty of the targeted character's next check.
Upgrade any allied character's next check, including the current active character.
Do something vital, such as shooting the controls to the nearby blast doors to seal them shut.
When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such
as blowing up his blaster or destroying a personal shield generator.
CONFLICT AND COMBAT
EDGE OF THE EMPIRE
Defense
||efense, or more specifically, defense rating, is one
Uof the factors determining how difficult it is to land
a successful attack during combat. Defense rating
represents the abilities of shields, armor, or other de-
fensive systems to deflect attacks entirely, or absorb
or lessen incoming blows.
Defense rating is most commonly provided by shields,
and as such is usually limited to vehicles and starships.