Quick reference. Damage itself is in Attacks and Damage.
Status Effects
| Status | Effect |
|---|---|
| Staggered | No actions (can't downgrade to a maneuver either) |
| Immobilized | No 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
| Minion | Rival | Nemesis | |
|---|---|---|---|
| Strain | Taken as wounds | Taken as wounds | Normal |
| Skill ranks | None solo | Rarely above 2 | Full |
| Critical Injury | Instantly incapacitated | Normal | Normal |
| Past wound threshold | Defeated | May be killed outright | Normal |
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
| Method | Rate |
|---|---|
| Night's rest | 1 wound (+ all strain) |
| Week's rest | Resilience vs. severity → remove 1 Critical Injury. Failure still heals 1 wound. removes a second. |
| Bacta tank, wounded | 1 wound / 2 hours |
| Bacta tank, incapacitated | 1 wound / 6 hours |
| Bacta tank, per 24h | Resilience vs. severity → remove 1 Critical Injury |
| Oil bath (droids) | 1 wound / hour. No Critical Injuries. |
| Stimpack | 5 / 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 = .
| State | Difficulty |
|---|---|
| Wounds ≤ half threshold | Easy ( ) |
| Wounds > half threshold | Average ( ) |
| Wounds exceed threshold | Hard ( ) |
| Recover a Critical Injury | Injury'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)