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<div | -->{{hazard|hazardname=Acid (CL 2)|hazardpage=101|hazardflavor=Acid burns through metal and skin alike, corroding them.|hazardtype=Acid, contact, natural|hazardtrigger=A creature, a droid, or an object comes into contact with the acid.|hazardattack=+4 vs. [[Fortitude Defense]]|hazarddamage=2d10 acid (''Miss'': Half damage)|hazardrecurrence=Each round at the start of the target’s turn, until the acid is washed off or treated.|hazardskill1='''[[Treat Injury]] (DC 14; requires [[Medical_Gear#medkit|medical kit]]):''' The character treats the acid.}}<!-- | ||
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--><h4 class="headline">Acid (Deprecated)</h4><!-- | |||
-->{{referencetag|book=Saga Edition Core Rulebook|page=252}}<!-- | |||
--><p class="single nomargin">Corrosive acid deals damage on contact.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Acid (CL 2):''' When a target comes into contact with acid, make an attack roll (1d20+5) against the target’s Fortitude Defense. If the attack succeeds, the target takes 2d6 points of acid damage. If the attack fails, the target takes half damage that round. This attack occurs again each round until the acid is washed off or treated (requiring a DC 15 Treat Injury check and a medical kit).</p><!-- | |||
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[[Category:Gameplay]] | [[Category:Gameplay]] | ||
Latest revision as of 22:11, 26 October 2025
Acid (CL 2)
Saga Edition Core Rulebook, page 3 (table of contents).
Acid burns through metal and skin alike, corroding them.
Type: Acid, contact, natural
Trigger: A creature, a droid, or an object comes into contact with the acid.
Attack: +4 vs. Fortitude Defense
Damage/Effect: 2d10 acid (Miss: Half damage)
Recurrence: Each round at the start of the target’s turn, until the acid is washed off or treated.
Skill:
Treat Injury (DC 14; requires medical kit): The character treats the acid.
Acid (Deprecated)
Saga Edition Core Rulebook, page 252.
Corrosive acid deals damage on contact.
Acid (CL 2): When a target comes into contact with acid, make an attack roll (1d20+5) against the target’s Fortitude Defense. If the attack succeeds, the target takes 2d6 points of acid damage. If the attack fails, the target takes half damage that round. This attack occurs again each round until the acid is washed off or treated (requiring a DC 15 Treat Injury check and a medical kit).
