Chapter Five: Combat and Injuries
Note: In Star Wars, Second Edition, this section was in Chapter Three, "Basic Mechanics," pages 60-68.

Reaction Skills

Characters use "reaction skills" to block or avoid attacks. The game's reaction skills are dodge, melee parry, brawling parry and lightsaber (if your character is wielding a lightsaber). Repulsorlift operation and other vehicle skills can be used to perform a 4'vehicle dodge" to avoid enemy fire. Capital ship piloting, space transports and starfighter piloting can be used to perform a "starship dodge" to avoid attacks.

When someone attacks a character, the target character declares the reaction and must roll the skill before the attack roll is made. The reaction skill roll is the attacker's new difficulty number and is in effect for the rest of the round.

The character can use up any remaining actions for a reaction or have the reaction be an extra action, accepting a higher multiple action penalty for the rest of the round.

Combat Modifiers

Called Shots. Attackers can make a "called E hot" against a small target. Add + 1D to the difficulty for a target 10 to 50 centimeters long. Add +4D to the difficulty for a target one to 10 centimeters long. Add +8D to the difficulty for a target less than a centimeter long.

Scale

The scales, from "lowest" to "highest," are character (creature), speeder, walker, starfighter, capital and Death Star.

The scale modifiers reflect the differences between small, fragile targets (like characters) and large, tough targets (like Star Destroyers).

Scale Modifier
Character -
Speeder 2D
Walker 4D
Starfighter 6D
Capital 12D
Death Star 24D

Example: A landspeeder (speeder-scale) is firing at an AT-AT (walker-scale). The landspeeder has a modifier of 2D, the AT-AT has a modifier of 4D. The adjusted modifier is 2D.

Lower Against Higher. When a "lower" scale character or vehicle is shooting at a "higher" scale character or vehicle:

Example: The landspeeder fires at the walker. The landspeeder's blaster cannon has a fire control of 2D and a damage of 3D+ 1. The walker has no maneuverability (OD) and a body strength of 6D.

The landspeeder gets to add the adjusted modifier of 2D to its roll to hit. If the landspeeder hits, the landspeeder rolls the cannon 's normal damage of 3D+ 1. However, because the walker is of a higher scale, it gets to add the adjusted modifier of 2D to its body strength of 6D. it rolls 8D to resist damage.

Higher Against Lower. When a "higher" scale character or vehicle is shooting at a "lower" scale character or vehicle:

Example: Assuming the walker survived the blast (and that's a pretty safe assumption), the walker's commander decides to return fire.

When the walker fires, it uses its fire control normally. The landspeeder, because it is a lower scale vehicle, adds the adjusted modifier of 2D to its maneuverability to dodge the attack.

If the walker hits with its blast, the walker adds the adjusted modifier of 2D to its normal weapon damage. The landspeeder only rolls its normal body strength to resist damage.

Damage

The Second Edition Character Damage Chart is still used, but there's a new level of damage: "wounded twice."

Wounded. A wounded character who's wounded a second time is wounded twice.

Wounded twice. A character who's wounded twice falls prone and can take no actions for the rest of the round. The character suffers a penalty of -2D to all skill and attribute rolls until he is healed. A wounded twice character who is wounded again is incapacitated.

Mortally wounded. A character making a Moderate first aid total can "stabilize" a mortally wounded character. The character is still mortally wounded but will survive if a medpac or bacta tank is used on him within one hour (Moderate first aid total); otherwise, he dies.

Stun Damage. Weapons set for stun roll damage normally, but treat any result more serious than "stunned" as "unconscious for 2D minutes."

Healing

Natural Healing. Characters who are wounded twice must rest for three days before rolling to heal. Use the chart for wounded characters to determine whether they heal.

Wounded characters may worsen to wounded twice.

Wounded twice characters may improve to wounded or worsen to incapacitated.

Incapacitated characters may improve to wounded twice.