Damaged weapons

By Krieger22, in Star Wars: Edge of the Empire RPG

I've been trying to find some information about how weapons get damaged. I've seen the repair table where the severity is set according to the kind of penalty dice the weapon gets stuck with, but I'm having a hard time finding anything on how weapons get damaged in the first place.

I realize there's the Despair option of rendering a weapon temporarily useless, but this specifically states that ranged weapons run out of ammo, while tools and melee weapons get damaged. Can anyone point me in the right direction?

I've been trying to find some information about how weapons get damaged. I've seen the repair table where the severity is set according to the kind of penalty dice the weapon gets stuck with, but I'm having a hard time finding anything on how weapons get damaged in the first place.

I realize there's the Despair option of rendering a weapon temporarily useless, but this specifically states that ranged weapons run out of ammo, while tools and melee weapons get damaged. Can anyone point me in the right direction?

Direct attacks to weapons and I believe Sunder.

The way the system works is that there are few concrete ways to do things, with damaging weapons that's pretty much someone trying to sunder your's, and a lot of wide open space for the GM to have things not go your way (the bad guy misses you, but rolls a triumph... and shoots your blaster instead, for example).

Also, Despair isn't completely limited to what it suggested in the book, the GM could say that you put your last power back into the blaster the wrong way, or the connections were crudy, and now that Despair means that it's overloading during each shot.

I would use Despair and Triumphs to potentially cause damage to weapons. It seems reasonable.

Also using an inappropriate parry weapon, look what the Tusken Raider did to Luke's blaster rifle in A New Hope... And just try to parry a light saber with almost anything else.

Certainly a called shot targeting the weapon could do it.

Dropping it, having it stepped on by a Gamorian, letting an Ewok get his hands on it...

Also using an inappropriate parry weapon, look what the Tusken Raider did to Luke's blaster rifle in A New Hope... And just try to parry a light saber with almost anything else.

I prefer parrying of lightsabers with Ewoks.

Good to know I hadn't missed anything, at least. I have no trouble using Despair and Threat to inflict some weapon damage from time to time (although I'll have to find a way to decide how much damage a weapon can take for each damage level), I just didn't want to wing it if there was an actual rule in place buried somewhere in the book.

I'm AFB at the moment so I can't quote any page numbers. At least for specifically targeting weapons with attacks, the damage to a weapon is a sliding scale. Undamaged -> minor damage -> moderate damage -> Major damage -> broken or destroyed. A successful hit with and attack, will increase the degree of damage to a weapon by one. Again, I'm away from my book, so there may be rules to increase the damage to a weapon by spending advantages and triumphs, but I don't have it written down in my reference document.

So to fully answer your question, the magnitiude of damage a blaster did to your trusty carbine doesn't appear to directly translate to the damage level inflicted upon your carbine.

A quick note: Targeting a held object takes a maneuver and you suffer 2 setback, alternatively you can spend an additional maneuver to aim at the weapon to only suffer 1 setback die.

Edited by kaosoe

I was thinking more along the lines of how there's no way to see how much damage you do to a weapon relative to how much damage it can take. Does one hit increase the damage level by one, regardless of whether it does 6 or 16 damage? I can't find any specifics in the rulebook.

I'm not sure where, but I remember seeing a chart. Essentially, all items have 4 'Hit Points."

It takes damage from Sunder or getting shot or mis-handled.

After taking one "Hit" from these things, you add one Setback die to all checks with it.

After taking two "Hits" from these things, you add one Difficulty die to all checks with it.
After taking three "Hits" from these things, the item is unusable.
After taking four "Hits" from these things, the item breaks beyond repair.

That technically means that four Advantages with a sunder weapon can break an item completely. Pretty powerful stuff, honestly.

I personally say that at stage 3, you can use it, but you add a Challenge die to the dice pool, just to entice them to use it a liiitle bit more. Then, a Despair rolled will break the item irrevocably (and possibly cause an explosive end to the item, depending on what it is ;P)

Edited by Endrik Tenebris

I'm not sure where, but I remember seeing a chart. Essentially, all items have 4 'Hit Points."

It takes damage from Sunder or getting shot or mis-handled.

After taking one "Hit" from these things, you add one Setback die to all checks with it.

After taking two "Hits" from these things, you add one Difficulty die to all checks with it.

After taking three "Hits" from these things, the item is unusable.

After taking four "Hits" from these things, the item breaks beyond repair.

That technically means that four Advantages with a sunder weapon can break an item completely. Pretty powerful stuff, honestly.

I personally say that at stage 3, you can use it, but you add a Challenge die to the dice pool, just to entice them to use it a liiitle bit more. Then, a Despair rolled will break the item irrevocably (and possibly cause an explosive end to the item, depending on what it is ;P)

This is precisely the kind of thing I needed. Thanks a lot.

No problem! If you're looking for the chart itself, I found in in the upper right hand of page 159, in addition to the difficulty check required to repair the item!

Hmmm... I don't have that table in my book. Are you using the Beta version?

I realize there's the Despair option of rendering a weapon temporarily useless, but this specifically states that ranged weapons run out of ammo, while tools and melee weapons get damaged. Can anyone point me in the right direction?

You can have a Despair result when you roll, but also a Triumph from enemy attacks can disable equipment.

Nope, but I know that table was also in the beta book. The table itself is pretty small.

Edited by Endrik Tenebris

Nope, but I know that table was also in the beta book. The table itself is pretty small.

I've read every single word on page 159. It's not in my book. We are talking about the Core rulebook here, right?

Yup, it's in the core rules somewhere, although I think that table is "states of health" for items. Oh and it will be under the Repairing Gear paragraphs, or close to it.

As far as I remember (AFB) directly damaging a weapon or item with an attack requires a weapon capable of sunder, one? advantage per state of health you wish to inflict. I would have to play around with the numbers, but i think 5 points of damage or there abouts could be a good starting point. Alternately, you cold just have attacks knock a weapon out of a persons hand etc.

I don't think there is any information that specifically states x damage will inflict a "hit" on an item.

Yea. Page 159 in the Core Rulebook under the Gear and Equipment section on the same page as Weapon Descriptions and the Ammo sidebar. It is Table 5 - 4 Repairing Gear in the upper right hand corner. I swear it is there. I'm looking at it right now.

Edited by Endrik Tenebris

Hello,

This is my first post so welcome everyone.

As I understood from this topic, there are no specified rules how the weapons get minor/moderate/major damage. As a GM I have to decide. Am I correct?

Besides your weapon being Sundered by a weapon with the Sunder property, I believe it is all just as a potential penalty from Despair, or when you think they did something that warrants it.

My understanding was you had the option of aiming specifically for the weapon instead of a specific adversary regardless of if your weapon has the sunder capability.

I'm AFB so please correct me if I'm wrong, but I thought that sunder allowed you to spend advantage to cause damage to a piece of equipment along with attacking an individual. So you don't have to waste your attack specifically aiming for a piece of equipment.

If I'm incorrect, I think I'll house rule it this way. It seems more cinematic.

I had a mechanic last game that tried to attach a repeater to a bowcaster, failed the roll and generated a few threats as well... not only did he not attach it right, but it loosened the retention brace on the bowcaster causing it a point of damage. The attachment is still available, it just didn't get put on right, and they were out of time to try to repair it at the moment.

Yeah, a cinematic approach is the best one with this system!