Damage

When you hit a creature or object with an Attack, you deal damage to that target.

Damage Calculation

Roll the damage die indicated by the weapon, or attack method, being used and add the appropriate modifiers to complete Damage Calculation.

Damage Calculation Formulas

Melee Weapon, Combat Maneuver, Improvised Weapon, Thrown Weapon, or Unarmed/Martial Damage Calculation is formulated as follows:

  • (Weapon Damage Die) + One-Half Heroic Level (Rounded Down) + Strength Modifier + Weapon Upgrade Modifier (if applicable) + Additional Damage Roll Modifiers.

Ranged Weapon Damage Calculation is formulated as follows:

  • (Weapon Damage Die) + One-Half Heroic Level (Rounded Down) + Weapon Upgrade Modifier + Additional Damage Roll Modifiers.

Force Power Attack Damage Calculation is formulated as follows:

  • (Force Power Damage Die) + One-Half Heroic Level (Rounded Down) + Additional Force Damage Roll Modifiers.

If the result of your attack roll fell within your weapon's Critical Threat Range, multiply the results of your Damage Dice roll before you add any other damage modifiers.

Double-Grip & Single-Grip Damage Calculation Formulas

Double-Grip (wielding a One-Handed Weapon with two hands) Melee Damage Calculation is formulated as follows:

  • (Weapon Damage Die) + One-Half Heroic Level (Rounded Down) + Double Character Strength Modifier + Weapon Upgrade Modifier (if applicable) + Additional Damage Roll Modifiers.

Double-Grip (wielding a One-Handed Weapon with two hands) Ranged Damage Calculation is formulated as follows:

  • (Weapon Damage Die) + One-Half Heroic Level (Rounded Down) + Weapon Upgrade Modifier + Additional Damage Roll Modifiers.

Single-Grip (wielding a Two-Handed Weapon with one hand) Melee Damage Calculation is formulated as follows:

  • (Weapon Damage Die) + One-Half Heroic Level (Rounded Down) + Strength Modifier/2.5 (Rounded Down) + Weapon Upgrade Modifier (if applicable) + Additional Damage Roll Modifiers.

Single-Grip (wielding a Two-Handed Weapon with one hand) Ranged Damage Calculation is formulated as follows:

  • (Weapon Damage Die) + One-Half Heroic Level (Rounded Down) + Weapon Upgrade Modifier + Additional Damage Roll Modifiers.

Special Attack Damage Calculation Formulas

Heavy Attack Damage Calculation is as follows: They can't deal normal critical damage but, deal Devastating Injuries (rolled with a 3d20s instead of a d100)

  • (Weapon Damage Die)*2 + One-Half Heroic Level (Rounded Down) + *Strength Modifier (if applicable) + Weapon Upgrade Modifier (if applicable) + Additional Damage Roll Modifiers.

Super Attack Damage Calculation is as follows:

  • (Weapon Damage Die)*3 + One-Half Heroic Level (Rounded Down) + *Strength Modifier (if applicable) + Weapon Upgrade Modifier (if applicable) + Additional Damage Roll Modifiers.

Ultimate Attack Damage Calculation is as follows:

  • (Weapon Damage Die)*4 + One-Half Heroic Level (Rounded Down) + *Strength Modifier (if applicable) + Weapon Upgrade Modifier (if applicable) + Additional Damage Roll Modifiers.

Damage Dealt

After damage calculation, the GM will compare your results against your target's Damage Resistance & other Vital Scores, to determine the Damage Dealt to your target's Hit Points.

Mixed Damage Types

Some weapons and effects deal damage with multiple damage types; for example, Lightsabers deal Energy and Slashing damage, and Bowcasters deal Energy and Piercing damage. Whenever a weapon or effect deals multiple damage types, if the effect deals both types of damage simultaneously then an ability that reacts to/interacts with one or more of the damage types applies to the appropriate fraction of that damage.

  • For example, the Negate Energy Force Power can be used to negate the energy damage from a Blaster attack since it can negate Energy damage. Similarly, the Negate Energy Force Power can be used to negate the energy damage from a Lightsaber or Bowcaster attack but, the Slashing or Piercing damage will still affect the target as they aren't negated by the Force Power. This leads to the target taking half-damage from the attack.

Some weapons that deal multiple damage types may choose to deal one instead of the other. For example, Swords deal piercing and slashing damage, however, during an attack, the attacker can specify that they wish to attack in a manner that only uses one of those types instead of both. Attacking in this fashion allows them to bypass any Damage Resistance that specifies a particular type of damage.

Stun Damage

Sometimes you'd rather knock an opponent unconscious than kill them. That's why many weapons have Stun settings and why Stun Batons and Stun Grenades are popular with law enforcement agencies throughout the galaxy. Various melee weapons and blasters have a Stun setting, and switching a weapon to its Stun setting (or resetting it to normal damage) is a Swift Action. Some Stun weapons, such as Stun Grenades, only have a Stun setting.

Droids, Vehicles, and objects are not immune to Stun Damage.

Stun Attacks

A character using a Weapon's stun setting rolls their attack roll as normal.

Stun attacks roll the damage as normal for the weapon and compare the result to the target's Damage Threshold (DT) if the Stun Damage meets or exceeds the target's damage threshold the target moves an additional -1 on the condition track, and as per usual the target will move an additional -1 down the condition track for each multiple of the target's damage threshold the stun damage surpasses.

After the stun damage is compared to the target's damage threshold, regardless of the outcome, the target the stun damage is counted in their Stun Damage Tracker. If the stun damage in the tracker meets or exceeds their remaining HP, they immediately gain the Stunned Character States. While Stunned in this manner they must spend their Standard Action making an Endurance check, DC: 10 + the difference between their Stun Damage and their Current HP, if they beat this check they will no longer be Stunned and may continue their turn. If the creature fails the Endurance check three times, it does not have to be consecutively, they become Stunned beyond the end of the Encounter.

Damage Beyond the Threshold

When a creature receives damage that is beyond their Damage Threshold they move -1 down the Condition Track & their Apparel takes 5 damage to its Hit Points (if applicable), in addition to taking damage as normal. If the damage taken exceeds twice their threshold the target moves an additional step down the Condition Track & their apparel loses another 5 hit points, this effect stacks for each multiple their Damage Threshold is surpassed by.

Massive Damage

For Damage to qualify for Massive Damage, a creature must take one-half of their total Hit-Points in Damage from a single attack. When a creature takes Massive Damage they must make an Endurance check, DC: Damage Taken.

  • If the result of the check meets or exceeds the DC, the character takes the damage as normal.
  • If they fail the check, the character receives a Devastating Injury and adds one-half of the Damage to the roll's modifier.

Catastrophic Damage

For Damage to qualify for Catastrophic Damage, a creature must take three-fourths of their total Hit-Points in Damage from a single attack. When a creature takes Catastrophic Damage they must make an Endurance check, DC: Damage Taken.

  • If the result of the check meets or exceeds the DC, the character takes the damage as normal.
  • If they fail the check, the character receives a Devastating Injury and adds one-half of the Damage taken as the roll's modifier.

Fatal Damage

For Damage to qualify for Fatal Damage, the character must take double their total Hit-Points in Damage from a single attack. When a character takes Fatal Damage they receive the 'Nothing Personel Kid' Devastating Injury Result.


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