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Attacks and Damage

Quick reference guide to determining attack and damage in Edge of the Empire.

Combat Check

Skills. Ranged: Ranged (Light), Ranged (Heavy), Gunnery. Melee: Melee, Brawl.

  1. Declare attack and target.
  2. Build pool; set difficulty (below).
  3. Roll. Hit on net . Each uncanceled = +1 damage.
  4. Spend / (player's call).
  5. Spend / (GM's call).
  6. Damage − soak = wounds. Apply Critical Injuries.

Difficulty

Melee: always Average ( ).

RangeRanged difficulty
EngagedEasy ( ) + engaged modifier
ShortEasy ( )
MediumAverage ( )
LongHard ( )
ExtremeDaunting ( )

Engaged

SituationEffect
Firing Ranged (Light)+1 difficulty
Firing Ranged (Heavy)+2 difficulty
Using GunneryNot allowed
Making any ranged attack while engagedEach engaged opponent gets on their next Brawl/Melee check vs. you
Target is engaged with an allyUpgrade difficulty once. On a success with , you hit the ally instead (GM's choice)

Critical Hits

Spend equal to the weapon's Critical Rating — only on a hit that dealt damage past soak. One does it regardless of rating.

Spending Advantage / Triumph

CostOptions
or Recover 1 strain (repeatable) · to next allied active character's check · Notice something important · Inflict Critical Injury · Activate a weapon quality
or Free maneuver (within the 2 cap) · to target's next check · to any ally's next check
x3 or Negate target's defensive bonuses until end of round · Ignore environmental penalties · Disable opponent or one piece of gear instead of damage · +1 melee or ranged defense · Force target to drop a weapon
Upgrade target's next check · Upgrade an ally's next check · Do something vital (shoot the blast door controls)
Destroy a piece of the target's equipment

Spending Threat / Despair

CostOptions
or Suffer 1 strain (repeatable) · Lose the benefit of a prior maneuver (cover, Guarded Stance)
or Opponent gets a free maneuver · to target's next check · to your (or an ally's) next action
x3 or Fall prone · Hand the enemy a significant advantage
Ranged weapon out of ammo for the encounter · Upgrade an ally's next check · Tool or melee weapon damaged

Defense and Soak

Defense = that many added to attacks against you. General / melee / ranged. Does not stack — always use the best applicable rating.

Soak = Brawn + armor. Subtracted from damage, not difficulty. Applied to each hit separately. Different sources stack; duplicates of the same source don't. Doesn't reduce strain (except Stun Damage).

Wounds and Strain

StateMeaning
WoundedWounds at or below threshold
Critically injuredAny Critical Injuries, any wound count
IncapacitatedWounds or strain past threshold
  • PC past wound threshold: incapacitated + one immediate Critical Injury. Track up to 2× threshold.
  • PC past strain threshold: incapacitated.
  • NPC past wound threshold: defeated (GM decides dead or down).
  • Voluntarily suffer 2 strain for an extra maneuver.

Critical Injuries

Roll d100. +10 per Critical Injury already on the target, and +10 per extra Critical Rating trigger on the same attack — one roll, cumulative.

Injuries persist until healed, even after the effect passes.

Sev: E = Easy ( ) · A = Average ( ) · H = Hard ( ) · D = Daunting ( )

d100SevResult
01-05EMinor Nick: 1 strain.
06-10ESlowed Down: may only act in the last allied Initiative slot next turn.
11-15ESudden Jolt: drops whatever is in hand.
16-20EDistracted: no free maneuver next turn.
21-25EOff-Balance: to next skill check.
26-30EDiscouraging Wound: flip a light side Destiny Point to dark (reverse if NPC).
31-35EStunned: staggered until end of next turn.
36-40EStinger: +1 difficulty to next check.
41-45ABowled Over: knocked prone, 1 strain.
46-50AHead Ringer: +1 difficulty to Intellect and Cunning checks, rest of encounter.
51-55AFearsome Wound: +1 difficulty to Presence and Willpower checks, rest of encounter.
56-60AAgonizing Wound: +1 difficulty to Brawn and Agility checks, rest of encounter.
61-65ASlightly Dazed: disoriented, rest of encounter.
66-70AScattered Senses: remove all from checks, rest of encounter.
71-75AHamstrung: no free maneuver, rest of encounter.
76-80AOverpowered: attacker immediately makes another free attack with the same pool.
81-85AWinded: cannot voluntarily suffer strain, rest of encounter.
86-90ACompromised: +1 difficulty to all checks, rest of encounter.
91-95HAt the Brink: 1 strain per action performed.
96-100HCrippled: one limb crippled until healed. +1 difficulty to checks using it.
101-105HMaimed: one limb permanently lost. No actions requiring it; all others gain .
106-110HHorrific Injury: 1d10 for a characteristic (1-3 Br, 4-6 Ag, 7 Int, 8 Cun, 9 Pr, 10 Will) — treat as 1 lower until healed.
111-115HTemporarily Lame: max 1 maneuver per turn until healed.
116-120HBlinded: upgrade all checks twice; Perception and Vigilance three times.
121-125HKnocked Senseless: staggered, rest of encounter.
126-130DGruesome Injury: 1d10 as above — that characteristic permanently −1 (min 1).
131-140DBleeding Out: 1 wound + 1 strain at the start of each turn. Another Critical Injury per 5 wounds past threshold.
141-150DThe End is Nigh: dies after the last Initiative slot next round.
151+—Dead.

Situational Modifiers

SituationEffect
Target silhouette 2+ larger−1 difficulty
Target silhouette 2+ smaller+1 difficulty
Behind coverRanged defense 1 (more if sturdy), plus to Perception etc. against them
Difficult terrainDouble maneuvers to cross
Impassable terrainAthletics or Coordination action to bypass
Heavy gravityUp to to Brawn checks (not Resilience) and Coordination
Light gravityUp to to the same
Zero gravityNo bonus or penalty; all movement is difficult terrain

Prone: see Maneuvers and Actions.

Silhouettes:

  • 0 Jawa, astromech
  • 1 most humanoids
  • 2 dewback, tauntaun, bantha
  • 3 rancor, krayt dragon
  • 4+ larger.

Concealment

Adds to Ranged and Perception checks against the target; the same number of to their Stealth.

DiceExamples
+1Mist, shadow, waist-high grass
+2Fog, early morning / late evening darkness, shoulder-high grass
+3Heavy fog, choking smoke, night, dense head-high undergrowth

Falling

FellDamageStrain
Short1010
Medium3020
LongIncapacitated, Critical at +5030
ExtremeIncapacitated, Critical at +75 (or death)40

Soak reduces damage, not strain. Average ( ) Athletics or Coordination: −1 damage per , −1 strain per , may drop the fall a range band.

Special Attacks

Two-Weapon Combat

Both weapons must be one-handed. One combined check:

  1. Name a primary weapon.
  2. Pool uses the lower skill and lower characteristic of the two.
  3. Take the higher base difficulty.
  4. +1 difficulty if both use the same skill, +2 if different.
  5. Roll. Primary hits on success. Spend or for the secondary to hit too. Each hit = base damage +1 per uncanceled .

The cheat sheet omits step 4.

Unarmed (Brawl)

Damage Brawn · Crit 5 · Range Engaged · Disorient 1, Knockdown. May deal damage to strain instead of wounds (still soaked). Covers grappling — no separate rules. Brawl weapons augment this attack rather than replacing it.

Improvised (Melee)

Adds Brawn to damage. Automatic on every check. Breaks on or .

SizeDamCritEncumSpecialExamples
SmallBrawn +151—Bottle, rock, hydrospanner
MediumBrawn +253Cumbersome 2Chair, holovid screen
LargeBrawn +354Cumbersome 4Shovel, table, crate

Weapon qualities: Item Qualities. Dice basics: Dice and Symbols.

Source Edge of the Empire Core Rulebook, Chapter VI - Conflict and Combat (p. 204-217)