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See also: Hazards

Keywords: Natural

Challenge Level: 4

Each hour a creature is exposed to Extreme Heat or Cold, make an attack roll (1d20+5) against the creature's Fortitude Defense. If the attack succeeds, the creature takes 2d6 points of damage from heatstroke or hypothermia, and moves -1 Persistent step down the Condition Track. If the attack fails, the creature takes half damage and does not moves down the Condition Track. Heavy clothing or armor provides a +5 Equipment bonus to your Fortitude Defense to resist Extreme Cold, but imposes a -5 penalty to your Fortitude Defense to resist Extreme Heat.

A creature suffering from heatstroke or hypothermia cannot regain Hit Points, or improve it's Condition until it spends at least 1 hour in a normal environment.

Additional Extreme Heat or Cold Edit

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.

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