Expanded Damage Charts

**STAR WARS D6 DAMAGE**

All credit to Rancorpit- original can be found here: https://rancorpit.com/jotw/damage.html

*This document updates and expands some of the game rules in The Star Wars Roleplaying Game: Second Edition, Revised and Expanded published by West End Games (hereinafter R&E), which is required to use the rules in this document. Please also note that, unless specifically referring to ships with interstellar hyperdrives or R&E rules, the more general terms spaceship or ship are used here in place of starship to be correctly inclusive of spaceships without interstellar capabilities. To ask questions, provide feedback, make suggestions, or otherwise discuss these house rules, please visit the Rancor Pit Forums thread for these rules.*

## General Damage

### **Object Damage**

Note: These damaged object rules were extrapolated from damaged weapons rules, as suggested by the note on R&E p.95. (See the “Non-Vehicular Weapon Damage and Repair” section below.) Do not use this section for damage to weapons, computers, armor/powersuits, cybernetics, droids, vehicles, or spaceships — those have more specific damage systems further down this page or on other pages. This section is a general damage system for ordinary objects and items not covered by other damage rules, such as security systems, jump packs, or non-vehicular com-scan and shield technology.

When an attack hits an object, the attacker rolls for damage. Ranged weapons normally do a set amount of damage, such as a blaster rifle that does 5D damage. See the “Character/Creature Damage” section of “Characters and Creatures” for melee weapon and brawling damage. Other circumstances may result in object damage, such as falling a distance or a failed jury-rig.

There are two main types of damage that affect objects: normal damage and ion damage. Ion weapons are designed to interfere with a machine’s computer and other electrical systems. The damage chart below includes both types of damage. If an ion blast hits a character carrying an electronic object, the GM may determine that the object suffers ion damage against the same damage roll (see the “Character/Creature Injuries and Stun Effects” section of “Characters and Creatures”).

When something happens to an object that may damage it, pick the object’s body strength, roll it, and compare the roll to the damage roll. If the body strength roll is higher than the damage roll, then there's no significant effect. If the damage roll is equal to or greater than the item’s body strength roll, find the difference on the chart below to see how badly the object is damaged. The explanation for each damage level and damage accumulation rules are after the chart.

**Object Damage Chart**

                        8-11
                      12-15
                        16+

For objects with electrical components, each *ionized* result temporarily penalizes the object for the remainder of the round it occurs and the following round. The number of penalty dice are indicated by the specific result, and the results are cumulative at any given time. *Ionized* objects have a penalty equal to the penalty die code. If the character does not have any dice to roll related to the object, blue electricity plays all over the weapon and the object may not be used at all while it lasts. Objects without electrical components are not affected by the *ionized* result.

*Slightly damaged* objects have some superficial or other damage that does not affect their primary use or function.

*Lightly damaged* objects suffer -1D/-3 penalties or have congruent detriments as applicable. *Lightly damaged* objects that are *lightly damaged* again become *heavily damaged.*

*Heavily damaged* objects suffer -2D/-7 penalties or have congruent detriments as applicable. *Heavily damaged* objects that are *lightly damaged* or *heavily damaged* again become *severely damaged.*

*Severely damaged* objects cannot be used but may be repaired. *Severely damaged* objects that are *lightly damaged*, *heavily damaged*, or *severely damaged* again are *destroyed*.

*Destroyed* objects are irreparable.

The GM will determine specific *lightly* *damaged*, *heavily damaged*, and any other additional effects for each item. See the next section below for general repair rules.

**Repairs and Damage Control**

Note: This replaces the R&E p.59 portion of “Using Repair Skills” and includes a new repair option (Damage Control).

Some general rules regarding repair skill checks are outlined here for easy reference. Most repairs are made with *Technical* skills, and the GM will determine which skill is to be used for each repair. Repairs to various technologies follow similar patterns for time taken and skill difficulties. All repair times, difficulties, and costs assume the availability of the proper tools and parts, but these are generalizations. The GM is free to adjust them to suit the needs of the game.

Several skill rolls can be made when properly repairing damaged ships, vehicles, and equipment. The difficulty level and time taken for the initial skill roll varies, based on the level of damage. Should that roll fail, additional repair rolls with the same difficulty may be made after sequentially increasing lengths of additional time, starting at 15 minutes. High technology machinery is very complex and requires extra maintenance to ensure it operates at optimum performance levels. While repair rolls can represent time taken to maintain vehicles and vessels, this type of activity can be done “off-camera” (outside of game play) rather than take place during adventures.

Each damaged system aboard a vehicle or vessel (drives, shields, weapons, etc.) requires a separate repair roll to fix. No single repair roll will fix all the systems of any craft if multiple components are damaged. However, several characters using repair skills may dole out the work and try to fix different systems at the same time — that just requires separate rolls.

**General Repairs**

Do not use this section for repairing computers, armor/powersuits, weapons, cybernetics, droids, vehicles, or spaceships — those have more specific damage systems further down this page or on other pages. This section is a general repair system for items not covered by other repair rules, such as security systems, jump packs, or non-vehicular com-scan and shield technology. Refer to the chart below for repair time and difficulty guidelines. The GM will determine repair costs.

**General Repair Chart**

 Lightly damaged
 Heavily damaged
 Severely damaged
 Destroyed