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Minor Knick Slowed Down Sudden Jolt Suffer 1 strain. May only act during last hero Initiative slot on next turn. Drop whatever is in hand. Distracted Off-Balance Discouraging Wound Cannot perform free maneuver on next turn. Add to next skill check. Flip one light destiny to dark. Stunned Stinger Bowled Over Cannot perform action on next turn. Increase difficulty of next check by . Knocked prone and suffer 1 strain.

SW EotE Critical Cards

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Critical cards for the Star War Edge of the Empire RPG

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Page 1: SW EotE Critical Cards

Minor Knick Slowed Down Sudden Jolt

Suffer 1 strain. May only act during last hero Initiative slot on next turn.

Drop whatever is in hand.

Distracted Off-Balance Discouraging Wound

Cannot perform free maneuver on next turn.

Add to next skill check. Flip one light destiny to dark.

Stunned Stinger Bowled Over

Cannot perform action on next turn.

Increase difficulty of next check by .

Knocked prone and suffer 1 strain.

Page 2: SW EotE Critical Cards

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Page 3: SW EotE Critical Cards

Head Ringer Fearsome Wound Agonizing Wound

Increase difficulty of all Intellect and Cunning checks by until end of encounter.

Increase difficulty of all Presence and Willpower checks by until end of encounter.

Increase difficulty of all Brawn and Agility checks by

until end of encounter.

Slightly Dazed Scattered Senses Hamstrung

Add to all skill checks until end of encounter.

Remove all from all skill checks until end of encounter.

Lose free maneuver until end of encounter.

Staggered Winded Compromised

Attacker may immediately attempt another free attack against you using same pool as original attack.

Cannot voluntarily suffer strain to activate abilities or gain additional maneuvers until end of encounter.

Increase difficulty of all skill checks by until end of encounter.

Page 4: SW EotE Critical Cards

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Page 5: SW EotE Critical Cards

At the Brink Crippled Maimed

Suffer 1 strain each time you perform an action.

Limb crippled until healed or replaced. Increase difficulty of all checks that use that limb by .

Limb permanently lost. Unless you have a cybernetic replacement, cannot perform actions that use that limb. Add to all other actions.

Horrific Injury Horrific Injury Horrific Injury

Until healed, treat Brawn as one point lower.

Until healed, treat Agility as one point lower.

Until healed, treat Intellect as one point lower.

Horrific Injury Horrific Injury Horrific Injury

Until healed, treat Cunning as one point lower.

Until healed, treat Presence as one point lower.

Until healed, treat Willpower as one point lower.

Page 6: SW EotE Critical Cards

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Page 7: SW EotE Critical Cards

Temporarily Lame Blinded Knocked Senseless

Until healed, may not perform more than one maneuver each turn.

Can no longer see. Upgrade the difficulty of Perception and Vigilance checks three times, and all other checks twice.

You can no longer upgrade for checks.

Gruesome Injury Gruesome Injury Gruesome Injury

Brawn permanently reduced by 1, to minimum of 1.

Agility permanently reduced by 1, to minimum of 1.

Intellect permanently reduced by 1, to minimum of 1.

Gruesome Injury Gruesome Injury Gruesome Injury

Cunning permanently reduced by 1, to minimum of 1.

Presence permanently reduced by 1, to minimum of 1.

Willpower permanently reduced by 1, to minimum of 1.

Page 8: SW EotE Critical Cards

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Critical Injury

Page 9: SW EotE Critical Cards

Bleeding Out The End is Nigh Dead

Suffer 1 wound and 1 strain every round at the beginning of turn. For every 5 wounds suffered beyond wound threshold, suffer one additional Critical Injury (ignore the details for any result below this result).

Die after the last Initiative slot during the next round.

Complete, absolute death.

Page 10: SW EotE Critical Cards

Critical Injury

Critical Injury

Critical Injury

Page 11: SW EotE Critical Cards

Mechanical Stress Jostled Losing Power to Shields

Ship or vehicle suffers 1 system strain.

All crew members suffer 1 strain.

Decrease defense in affected defense zone by 1 until repaired. If ship or vehicle has no defense, suffer 1 system strain.

Knocked Off Course Tailspin Support Droid Hit

On next turn, pilot cannot execute any maneuvers. Instead, must make a Piloting check to regain bearings and resume course. Difficulty depends on current speed.

All firing from ship or vehicle suffers until end of pilot’s next turn.

Small Vehicle (silhouette <= 4) Only.

Support droid knocked out of commission until end of next round. If a PC, immediately suffers maximum strain.

Ejection System Hit Landing Gear Hit Landing Gear Hit

Small Vehicle (silhouette <= 4) Only.

Pilot and/or crew unable to escape the ship in emergency until end of next round.

Stuck in landing position, reduce Handling in atmosphere by 1, until end of next round.

Stuck in retracted position, any attempt at landing results in 2 hull integrity damage and 2 system strain, until end of next round.

Page 12: SW EotE Critical Cards

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Page 13: SW EotE Critical Cards

Weapon System Hit Sensors Hit Comms Hit

One weapon system of attacker’s choice knocked offline until end of next round.

Sensor range reduced by one range band until end of next round. If already close range, knocked offline completely and ship effectively blind until end of next round.

Ship cannot send or receive electronic signals or data until end of next round.

Sublight Engines Hit Hypderdrive or

Navicomputer Hit Shields Hit

Ship’s maximum speed is reduced by 1 until end of next round.

Ship cannot make any jump to hyperspace until end of next round.

Decrease defense in all defense zones by 1 until end of next round.

Landing Bay Hit Cargo Hold Hit Bridge Hit

Large Vehicle (silhouette >= 5) Only.

One of the ship’s landing bays is knocked out of commission until end of next round. Could result in temporary inability to launch or recover ships, to failure of shield and total decompression of compartment at GMs discretion.

Large Vehicle (silhouette >= 5) Only.

One of the ship’s cargo holds is exposed to vacuum until end of next round. Could result in cargo damaged or lost, and anyone in cargo hold may take damage at GMs discretion.

Large Vehicle (silhouette >= 5) Only.

No starship maneuvers or starship actions may be executed until end of next round. Ship continues on course at current speed and cannot be stopped or course changed until end of next round.

Page 14: SW EotE Critical Cards

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Page 15: SW EotE Critical Cards

Shields Failing Hyperdrive or

Navicomputer Failure Power Fluctuations

Decrease defense in all defense zones by 1 until repaired. If ship or vehicle has no defense, suffer 2 system strain.

Cannot make any jump to hyperspace until repaired. If ship or vehicle has no hyperdrive, navigation systems fail leaving it unable to tell where it is or is going.

Pilot cannot voluntarily inflict system strain on the ship until repaired.

Shields Down Engine Damaged Shield Overload

Decrease defense in affected defense zone to 0 and all other defense zones by 1 point until repaired. If ship or vehicle has no defense, suffer 4 system strain.

Ship or vehicle’s maximum speed reduced by 1, to a minimum of 1, until repaired.

Decrease defense in all defense zones to 0 until repaired. In addition, suffer 2 system strain. Cannot be repaired until end of encounter. If ship or vehicle has no defense, reduce armor by 1 until repaired.

Engines Down Major Support Droid

Failure Major Ejection System

Failure

Ship or vehicle’s maximum speed reduced to 0. In addition, ship or vehicle cannot execute maneuvers until repaired. Ship continues on course at current speed and cannot be stopped or course changed until repaired.

Small Vehicle (silhouette <= 4) Only.

Support droid knocked out of commission until repaired. If a PC, immediately suffers maximum strain.

Small Vehicle (silhouette <= 4) Only.

Pilot and/or crew unable to escape the ship in emergency until repaired.

Page 16: SW EotE Critical Cards

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Page 17: SW EotE Critical Cards

Major Landing Gear

Failure Major Landing Gear

Failure Major Weapon System

Failure

Stuck in landing position, reduce Handling in atmosphere by 1, until repaired.

Stuck in retracted position, any attempt at landing results in 2 hull integrity damage and 2 system strain, until repaired.

One weapon system of attacker’s choice knocked offline until repaired.

Major Sensors Failure Major Comms Failure Major Sublight Engines

Failure

Sensor range reduced by one range band until end of next round. If already close range, knocked offline completely and ship effectively blind until repaired.

Ship cannot send or receive electronic signals or data until repaired.

Ship’s maximum speed is reduced by 1 until repaired.

Major Hyperdrive or

Navicomputer Failure Major Shields Failure Major Landing Bay

Failure

Ship cannot make any jump to hyperspace until repaired.

Decrease defense in all defense zones by 1 until repaired.

Large Vehicle (silhouette >= 5) Only.

One of the ship’s landing bays is knocked out of commission

until repaired. Could result in temporary inability to launch or recover ships, to failure of shield and total decompression of compartment at GMs discretion.

Page 18: SW EotE Critical Cards

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Page 19: SW EotE Critical Cards

Major Cargo Hold Failure Major Bridge Failure Major Hull Breach

Large Vehicle (silhouette >= 5) Only.

One of the ship’s cargo holds is exposed to vacuum until repaired. Could result in cargo damaged or lost, and anyone in cargo hold may take damage at GMs discretion.

Large Vehicle (silhouette >= 5) Only.

No starship maneuvers or starship actions may be executed until repaired. Ship continues on course at current speed and cannot be stopped or course changed until repaired.

Ships and vehicles of silhouette 4 and smaller depressurize in a number of rounds equal to silhouette. Ships of silhouette 5 and larger don’t completely depressurize, but parts do (specifics at GM discretion). Ships and vehicles operating in atmosphere instead suffer a Destabilized Critical.

Destabilised Fire! Breaking Up

Reduce ship or vehicle’s hull integrity threshold and system strain threshold to half original values until repaired.

Fire rages through ship or vehicle and it immediately takes 2 system strain. Fire can be extinguished with appropriate skill, Vigilance or Cool checks at GM’s discretion. Takes one round per two silhouette to put out.

At the end of next round, ship is completely destroyed. Anyone aboard has one round to reach escape pod or bail out before they are lost.

Page 20: SW EotE Critical Cards

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit

Vehicle Critical Hit