See also: Hazards
Extreme Heat or Cold can punish those who are unprepared for it.
Extreme Heat or Cold Statistics (CL 4)[]
Keywords: Natural
Trigger: A creature is exposed to Extreme Heat or Cold.
Attack: +6 vs Fortitude Defense
Damage: 2d6 (-1 Persistent step on Condition Track; Half Damage on Miss)
Recurrence: Hourly, as long as the target remains exposed to Extreme Heat or Cold.
Special: A creature that has taken damage from Extreme Heat or Cold cannot regain Hit Points or move up the Condition Track until it spends at least 1 hour in a normal environment. Heavy clothing or armor provides a +5 Equipment bonus to Fortitude Defense to resist Extreme Cold, but imposes a -5 penalty to Fortitude Defense to resist Extreme Heat.
Additional Extreme Heat or Cold Data[]
Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide
Extreme Heat or Cold that would be sufficient to harm or kill a creature or Droid might not affect Vehicles and other machines, since most are designed to function under extreme conditions. However, in some situations, the weather on a planet might be so severe that it interferes with mechanical systems. In these cases, Gamemasters can use the following rules to represent the effects of Extreme Temperatures on Vehicles. These rules should not be applied to creatures or Droids, which are covered above.
Each minute a Vehicle operates in Extreme Heat or Cold, make an attack roll (1d20+10) against the Vehicle's Fortitude Defense. If the attack succeeds, the Vehicle moves -1 Persistent step down the Condition Track. This Persistent Condition can be removed only if the Vehicle receives Repairs.