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Conditions and Recovery

Quick reference. Damage itself is in Attacks and Damage.

Status Effects

StatusEffect
StaggeredNo actions (can't downgrade to a maneuver either)
ImmobilizedNo maneuvers (including bought ones)
Disoriented to all checks

Duration: as specified, otherwise until the end of your next turn. Multiple instances stack in duration, capped at the end of the encounter.

Adversary Types

MinionRivalNemesis
StrainTaken as woundsTaken as woundsNormal
Skill ranksNone soloRarely above 2Full
Critical InjuryInstantly incapacitatedNormalNormal
Past wound thresholdDefeatedMay be killed outrightNormal

Minion Groups

  • Same type only. One shared wound threshold = sum of all members'.
  • One member drops each time wounds pass another member's share. 3 stormtroopers at WT 5 → group WT 15; one falls at 5, another at 10.
  • One attack per group, and they're targeted as a group.
  • Skill ranks = members beyond the first. Four stormtroopers act with three ranks.
  • A Critical Injury on a group instead deals one minion's worth of wounds.

The cheat sheet says "+1 skill rank per minion" — it's one per member beyond the first.

Death

Rolling or accumulating 141+ on the Critical Injury table kills. No resurrection; destroyed droid PCs aren't restored.

Recovering Strain

  • End of encounter: Simple (–) Discipline or Cool. 1 strain per .
  • Spend on any check: 1 strain each, repeatable.
  • Full night's rest: all strain.

Recovering Wounds

MethodRate
Night's rest1 wound (+ all strain)
Week's restResilience vs. severity → remove 1 Critical Injury. Failure still heals 1 wound. removes a second.
Bacta tank, wounded1 wound / 2 hours
Bacta tank, incapacitated1 wound / 6 hours
Bacta tank, per 24hResilience vs. severity → remove 1 Critical Injury
Oil bath (droids)1 wound / hour. No Critical Injuries.
Stimpack5 / 4 / 3 / 2 / 1 wounds for the 1st-5th that day; 6th does nothing. 1 maneuver to inject, must be engaged. No effect on Critical Injuries.
Repair patch (droids)Flat 3 wounds, 5 per day.

Stimpack and repair patch counts reset after a full night's rest or 24 hours.

The cheat sheet lists the wounded bacta rate as 1 wound per hour. It's per two hours.

Medicine Check

One per character per encounter. Success heals wounds = and strain = .

StateDifficulty
Wounds ≤ half thresholdEasy ( )
Wounds > half thresholdAverage ( )
Wounds exceed thresholdHard ( )
Recover a Critical InjuryInjury's severity rating (1 check per week per injury)

+2 difficulty to treat yourself. +1 difficulty without proper equipment.

Droids: use Mechanics instead, same difficulties. Self-repair is only +1 difficulty.

Source Edge of the Empire Core Rulebook, Chapter VI - Conflict and Combat (p. 218-221) and Chapter XII - Adversaries (p. 389-390)