When rolling for damage, a 6 on the Wild Die can be either re-rolled as normal
or used as a Critical Injury. If the Wild Die is re-rolled and results in a 6 then the same choice can be made.
A Stunned Critical Injury lasts for the rest of the round and for the next round and can be healed by a
medpack. Treat as normal.
A Wounded Critical Injury lasts until healed and can be healed by a medpack. Treat as one level higher
for the difficulty to heal.
An Incapacitated Critical Injury lasts until healed and must be healed by Bacta Tank/Surgery. Treat as one
level higher for the difficulty to heal.
A Mortally Wounded Injury lasts until healed and if it can must be healed by Bacta Tank/Surgery. Treat as
two levels higher for the difficulty to heal. |
Stunned characters suffer a penalty of -ID to skill and attribute
rolls for the rest of the round and for the next round. A stun no longer penalizes a character after the
second round, but it is still "affecting" him for half an hour unless the character rests for one minute.
If a character is being "affected" from a number of stuns equal to the number before the "D" for the
character's Strength, the character is knocked unconscious for 2D minutes. A character making an
Easy first aid total can revive an unconscious character. |
Stunned |
Roll 1D |
1 |
Slowed Down: Suffers an additional -1D to initiative rolls. |
2-3 |
Sudden Jolt: Character must make a Moderate Strength roll or drop whatever they are holding. |
4 |
Distracted: Character cannot perform any free actions. |
5 |
Off Balance: Movement Rate is reduced by 2. |
6 |
Stinger: Increase the difficulty of next action by one level. |
|
Wounded characters fall prone and can take no actions for the rest of the
round. The character suffers a penalty of -1D to skill and attribute rolls until he heals (through
medpacs or natural rest). A character who is wounded a second time is 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. |
Wounded/Wounded Twice |
Roll 2D |
2-3 |
Head Ringer: Increases the difficulty of all Perception/Knowledge rolls made by this character by one level. |
4-5 |
Fearsome Wound: Increases the difficulty of all STRENGTH rolls made by this character by one level. |
6-7 |
Agonizing Wound: Increases the difficulty of all DEXTERITY rolls made by this character by one level. |
8-9 |
Dazed: Character cannot perform multiple actions in a round. |
10 |
Hamstring: Movement rate is halved. |
11 |
Overpowered: Character defenses are overwhelmed. Attacker may attack again without a multiple action penalty. |
12 |
Winded: Character is automatically the last to go in a round regardless of the initiative roll. |
|
An incapacitated character falls prone and is knocked unconscious for
10D minutes. The character can't do anything until healed. An incapacitated character who is
wounded or incapacitated again becomes mortally wounded.
A character making a Moderate first aid total can revive an incapacitated character. The incapacitated
character is now awake, but is groggy, cannot use skills, and can only move at half his "cautious"
rate (or 1/4 normal Move rate). |
Incapacitated |
Roll 1D |
1-2 |
Crippled: One of the character's limbs is crippled until healed or replaced. -3D to all actions using this limb. |
3 |
Deafness: Difficulty for any auditory-based skill or attribute checks is increased by five difficulty levels. If medical
treatment is not received before 2D Days has elapsed, the deafness is permanent. |
4 |
Horrific Injury: Roll 2D. 1-3 Knowledge, 4-5 Perception, 6-7 Mechanical, 8-9 Technical, 10-11 Dexterity, 12
Strength. That attribute is reduced by 1D until this critical injury is healed. |
5 |
Temporarily Lame: Movement rate is reduced by 7. |
6 |
Blinded: Difficulty for any vision-based skill or attribute checks is increased by five difficulty levels. If medical
treatment is not received before 2D Days has elapsed, the blindness is permanent. |
|
A mortally wounded character falls prone and is unconscious. The
character can't do anything until healed. The character may die - at the end of each round, roll
2D. If the roll is less than the number of rounds that the character has been mortally wounded,
the character dies. A mortally wounded character who is incapacitated or mortally wounded
again is killed. 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. (This is different
from healing a character with a medpac; see "Healing.") |
Mortally Wounded |
Roll 1D |
1 |
Maimed: One of the character's limbs is permanently lost.
Until it is replaced no actions can performed with that limb. |
2 |
Gruesome Injury: Roll 2D. 1-3 Knowledge, 4-5 Perception,
6-7 Mechanical, 8-9 Technical, 10-11 Dexterity, 12 Strength. That attribute is
permanently reduced by 1D. |
3 |
Paralysis: Character is rendered completely immobile, though
he remains conscious. If the character does not receive medical attention, the paralysis
becomes permanent after 1D Days elapses. |
4-5 |
Internal Bruising/Bleeding: Character suffers a -2D penalty to
Strength to resist damage and must receive medical attention before the effects wear off;
failure to receive treatment results in the character's death within 36 hours. |
6 |
The end is Nigh: Instead of rolling 2D the character rolls 1D
at the end of the round to determine death. |
|