Auto-Fire Clarification

By crazytom, in Star Wars: Edge of the Empire RPG

If i spend two Advantage to trigger auto-fire. does that mean i would need an additional 5 advantage to generate a crit (7 total)? Assuming my weapon crits at 5 advantage? And I assume that crit only goes to the first hit, and you would need another 5 advantage to score a crit on the second hit. (not a great example, since i don't think i'll ever be rolling 12 advantage)

You can only get one critical hit in an attack, additional Advantage can be spent to add to the crit roll though, +10 per each additional crit's worth (5 in this case). Everything else sounds about right.

Edited by Revanchist7

If i spend two Advantage to trigger auto-fire. does that mean i would need an additional 5 advantage to generate a crit (7 total)? Assuming my weapon crits at 5 advantage? And I assume that crit only goes to the first hit, and you would need another 5 advantage to score a crit on the second hit. (not a great example, since i don't think i'll ever be rolling 12 advantage)

Yes.

You get one critical hit per target, but with auto fire you could hit multiple targets and be able to cause multiple critical hits to the total number of targets struck provided you have the advantages to burn.

If i spend two Advantage to trigger auto-fire. does that mean i would need an additional 5 advantage to generate a crit (7 total)? Assuming my weapon crits at 5 advantage? And I assume that crit only goes to the first hit, and you would need another 5 advantage to score a crit on the second hit. (not a great example, since i don't think i'll ever be rolling 12 advantage)

With 12 advantages, you could activate autofire once and crit once on each hit. On the other hand, with 12 advanages you could activate autofire 6 times and generate 7 normal hits. So my question is, why would you want to crit when you can activate autofire instead? You do know that you can activate autofire as many times as you have advantage to trigger it, right?

You can only get one critical hit in an attack, additional Advantage can be spent to add to the crit roll though, +10 per each additional crit's worth (5 in this case). Everything else sounds about right.

Hmm, what about against minions? I had a player roll 3 successes and 9 advantages with a blaster carbine (YYYG, plus 2 boost die from aiming, and 2 from other characters) against 4 minions. Since a crit is an auto kill on a minion, I let the player take them all out. Not sure if the ruling was correct, but there was much rejoicing...

I don't see why not, probably would've been close to that anyway I would think if he figured out the damage, wouldn't it have been?

Base damage would have taken out only one, with WT7 and Soak 4.

Oh. I was assuming auto fire. Well, they all enjoyed it, and minions come cheap......

You can only get one critical hit in an attack, additional Advantage can be spent to add to the crit roll though, +10 per each additional crit's worth (5 in this case). Everything else sounds about right.

Hmm, what about against minions? I had a player roll 3 successes and 9 advantages with a blaster carbine (YYYG, plus 2 boost die from aiming, and 2 from other characters) against 4 minions. Since a crit is an auto kill on a minion, I let the player take them all out. Not sure if the ruling was correct, but there was much rejoicing...

That's how we play it. Every additional activation (+10 boost) is another dead minion.

You can only get one critical hit in an attack, additional Advantage can be spent to add to the crit roll though, +10 per each additional crit's worth (5 in this case). Everything else sounds about right.

Hmm, what about against minions? I had a player roll 3 successes and 9 advantages with a blaster carbine (YYYG, plus 2 boost die from aiming, and 2 from other characters) against 4 minions. Since a crit is an auto kill on a minion, I let the player take them all out. Not sure if the ruling was correct, but there was much rejoicing...

That's how we play it. Every additional activation (+10 boost) is another dead minion.

That's how we play it too. However, I believe RAW is that you only kill one and it's not worth buying up the +10 to crit. At least that's the response about RAW I received on this board when I asked the question.

That's how we play it too. However, I believe RAW is that you only kill one and it's not worth buying up the +10 to crit. At least that's the response about RAW I received on this board when I asked the question.

Yes, that is how RAW has it - critical adds a minion-worth of wound to the damage already being done.

Personally, I like to keep it that way, otherwise you've got people with Pistols and Melee weapons at Crit 1 taking out entire minion groups left and right with single hits.

Edited by Lathrop

That's how we play it too. However, I believe RAW is that you only kill one and it's not worth buying up the +10 to crit. At least that's the response about RAW I received on this board when I asked the question.

Yes, that is how RAW has it - critical adds a minion-worth of wound to the damage already being done.

Personally, I like to keep it that way, otherwise you've got people with Pistols and Melee weapons at Crit 1 taking out entire minion groups left and right with single hits.

But it's not a single hit. A round can be up to a minute long. Plenty of time to drop four or five people. I like the 5th Element example. During the control room hostage situation, Mr. Dallas rocks off five quick shots and drops 5 minions.

Heavy weapon wealders have all of the advantage already. Letting the pistol weilders have some fun won't destroy the game.

That's how we play it too. However, I believe RAW is that you only kill one and it's not worth buying up the +10 to crit. At least that's the response about RAW I received on this board when I asked the question.

Yes, that is how RAW has it - critical adds a minion-worth of wound to the damage already being done.

Personally, I like to keep it that way, otherwise you've got people with Pistols and Melee weapons at Crit 1 taking out entire minion groups left and right with single hits.

But it's not a single hit. A round can be up to a minute long. Plenty of time to drop four or five people. I like the 5th Element example. During the control room hostage situation, Mr. Dallas rocks off five quick shots and drops 5 minions.

Heavy weapon wealders have all of the advantage already. Letting the pistol weilders have some fun won't destroy the game.

Adding more minions to an encounter as reinforcements isn't all that tricky in most cases.

Minions are like opinions. There are an infinite number of them.