NPCs, Gangs, and Vehicles


NPCs suffer damage differently than PCs do, but that damage can scale according to how “hard,” skilled, trained or just plain dangerous the NPC is. For reference:

When an ordinary NPC suffers…

  • 1-damage: cosmetic damage, pain, concussion, fear
  • 2-damage: wounds, unconsciousness, bad pain, broken bones, shock, likely fatal
  • 3-damage: 50-50 immediately fatal, otherwise terrible wounds, shock, death soon
  • 4-damage: usually immediately fatal, sometimes mangled and ruined, waiting to die
  • 5-damage and more: fatal and bodily destructive

When a “lieutenant”-grade NPC suffers damage reduce thedamage by 1 on the scale above for purposes of consequences only.

When a “captain”-grade NPC suffers damage reduce the damage by 2 on the scale above for purposes of consequences only.

When NPCs suffer trauma, they are stunned and unable to act for one round.


If a move indicates, you have a gang of about a dozen hardened folks. By default: 2-damage gang small 1-armor, and choose 2:

  • Your gang consists of two dozen hardened folks. Medium instead of small
  • Your gang is well armed. +1 damage
  • Your gang has combat armor. +1 armor
  • Your gang has access to specialized weaponry. Add 1 Basic Weapon tag
  • Your gang has access to specialized morph upgrades. Add 1 Morph tag
  • Your gang is self-sufficient. +rich

And choose 1:

  • Your gang is ill-supplied, -1 damage or -1 armo
  • Your gang is a pack of violent thugs. It gets +savage
  • Your gang is loose-knit, with members coming and going as they choose. +desertion.
  • Your gang owes a significant debt to someone powerful. +obligation
  • Your gang is lax about security and likes to drink and brag. +reprisals

If you advance your gang, either gain a new option from the first list, or remove the option from the second list.

Gangs and Trauma
When a Gang suffers trauma, reduce the gang’s effective size by 1 for the next round in battle.

Vehicles and Starships

Vehicles are machines capable of being driven or piloted by one or a small handful of people, and are usually habitat-bound. Vehicles operate on the same scale as characters do, and so their weapon statistics, if any, reflect use against people and other vehicles. The amount of damage that a vehicle has suffered has the following effects:

  • 1-damage: cosmetic damage. 0-damage can blow through to passengers.
  • 2-damage: functional damage. 1-damage can blow through to passengers.
  • 3-damage: serious damage. 2-damage can blow through to passengers.
  • 4-damage: breakdown. 3-damage can blow through to passengers.
  • 5-damage and more: total destruction. Full damage can blow through to passengers, plus they can suffer additional harm if the vehicle explodes or crashes.

Starship-scale combat is beyond the scope of Eclipse Phase, and should be used for narrative and dramatic purposes. After all, it’s no fun if a ship the player characters are on explodes and they all die.

Building Vehicles:
Vehicles are characterized by stat profile, frame, strength, looks, and weakness.

Choose one stat profile:

  • Power +2, looks +1, armor +1, weakness +1
  • Power +2, looks +2, armor 0, weakness +1
  • Power +1, looks +2, armor +1, weakness +1
  • Power +2, looks +1, armor +2, weakness +2

Choose frame:

  • aircar, compact, off-road vehicle, ambulance, shuttle, tank, fighter-craft, construction/utility

Choose strength or strengths equal to Power stat:
+fast, +rugged, +aggressive, +tight, +huge, +off-road, +responsive, +uncomplaining, +capacious, +workhorse, +easily repaired

Choose looks equal to its looks stat:
+sleek, +vintage, +pristine, +powerful, +luxe, +flashy, +muscular, +quirky, +pretty, +handcrafted, +spikes & plates, +garish

Choose weaknesses equal to weakness stat:
+slow, +fragile, +sloppy, +lazy, +cramped, +picky, +guzzler, +unreliable, +loud, +rabbity.

NPCs, Gangs, and Vehicles

Eclipse Phase - Apocalypse ardhanari ardhanari