Attack an Object

1. Held, Carried, or Worn Objects
2. Multipart Objects
3. The Right Weapon for the Job
4. Strength
5. Breaking an Object
Sometimes you need to Attack an Object such as a door, a control console, or a held weapon, either to destroy it or bypass it. An unattended, immobile Object has a Reflex Defense of 5 + its size modifier. If you hit it with a Standard Action, you deal damage as normal.

However, an object usually has Damage Reduction (DR), which means that any attack that hits it has its damage reduced by the indicated amount. (Lightsabers ignore an objects' Damage Reduction.) An object reduced to 0 Hit Points is disabled. If the damage that reduces the object to 0 Hit Points also equals or exceeds the object's Damage Threshold, the object is destroyed instead.

Like characters, objects become increasingly debilitated if they take a lot of damage at once. If an object takes damage from a single attack that equals or exceeds its Damage Threshold, it moves -1 step on the Condition Track. An object that moves -5 steps on the Condition Track is disabled.

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1. Held, Carried, or Worn Objects:

A Held, Carried, or Worn Object is much harder to hit than an unattended object, and has a Reflex Defense equal to 10 + the object's size modifier + the Reflex Defense of the holder (not counting Armor Bonus or Natural Armor Bonus, if any).

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2. Multipart Objects:

Very large objects have separate Hit Point totals for different sections. For example, you can break the window of an Airspeeder without destroying the whole speeder.

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3. The Right Weapon for the Job:

The GM may determine that certain weapons just can't deal damage effectively to certain objects. For example, you will have a hard time breaking open a blast door with a Cesta or cutting a cable with a Club.

The GM may also rule that certain attacks are especially successful against some objects. For example, it's easy to shear or ignite a curtain with a Lightsaber.

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4. Strength:

All objects have a Strength score that represents their innate ability to bear weight (see Encumbrance). An object supporting weight in excess of its Heavy Load moves -1 step along the Condition Track immediately, and another -1 step each round on the same Initiative Count.

If an object is supporting weight in excess of twice its Heavy Load, it is immediately disabled.

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5. Breaking an Object:

When you try to break something with sudden force rather than dealing regular damage, use a Strength check to determine whether you succeed. The DC depends more on the construction of the item than on the material, but it is usually equal to 15 + the object's Strength modifier.

Attempting to break an object is a Standard Action. If the object has moved down the Condition Track, apply the condition penalty to the object's Break DC.