Critical Injury Question

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

Let me pose my question by way of an example...

A critical hit is dealt against the player.

Rolls a 30 on the critical injury chart.

Another critical hit is dealt on the same player.
This time he rolls a 10 on the chart...but since this is the second crit, you add +10 making the roll a 20 on the chart.
Another crit is dealt, so you would add +20 and so on...?

Is this correct?

This is what the CRB means when it uses the term "cumulative" (page 218)?

correct. For every consecutive crit....its a cumulative +10 to crit chart.

correct. For every consecutive crit....its a cumulative +10 to crit chart.

Many thank you's.

Just got done running Long Arm of the Hutt, and the fight with Teemo was super intense...

There were critical hits flying every which-a-way.

Yep, you got it. The danger of crits is having them stack. That's how you get into "player death" territory. A crit roll of 141+ means kiss that character goodbye...

You need to stack up the critical hits before they can amount to much of a threat, it seems to me. My players' characters never accrue more than two at a time before they can heal them. I'm easy with combat!

I'm not so sure about that, I currently play as a Trandoshan Marauder with a Vibro-Axe, which has the serrated edge mod. I have also invested in several ranks of the Lethal Blows feat, granting additional damage on crits when they are activated, which with the crit range of the axe being at 2, happens quite a lot. I'm currently doing 50 damage on the crit scale before the d100 is even rolled, so goodbye badguys!

When my players get two crits, they all but panic. Especially after the last adventure. Our E/BGH got shot by Bandin's Disruptor Pistol in Trouble Brewing(Core book adventure), and got a crippled result. As he favoured a slugthrower rifle, I chose his support arm as the location. The whole party got all kinds of upset.

Also, I play crit/healing rules as written. This definitely adds to the players' perceived worth of each wound, but because you can only heal one crit under normal circumstances per week, they REALLY see the value in staying away from crits. Also, I will sometimes throw mini adventures in the way to slow them down. So the party will have to acquire an item or make a social roll to find a black market doctor to heal them, and the success of the encounter determines the quality of the medical care...

Scrapps, that's devilish, I love it. I should definitely make an NPC that can do that as a main villain for them to fight.

I can't seem to find an answer to a question on this forum by just searching it. So I'm taking a swing here. Are critical hits and weapon quality effects mutually exclusive? For example, if I need two advantage to trigger a weapon quality, is it canceled out when I spend advantage for the critical result?

Wampa, you can only spend each advantage once. So if you have 5 advantages and your crit rating is 3, you can activate a quality for 2 advantages, and the crit for 3 advantages. If however, you only have 4 advantages you can only do one or the other as you don't have enough advantages for both.

In short, Qualities DO NOT cancel a crit.

I can't seem to find an answer to a question on this forum by just searching it. So I'm taking a swing here. Are critical hits and weapon quality effects mutually exclusive? For example, if I need two advantage to trigger a weapon quality, is it canceled out when I spend advantage for the critical result?

They do not cancel, they are cumulative.

Wampa, you can only spend each advantage once. So if you have 5 advantages and your crit rating is 3, you can activate a quality for 2 advantages, and the crit for 3 advantages. If however, you only have 4 advantages you can only do one or the other as you don't have enough advantages for both.

In short, Qualities DO NOT cancel a crit.

To further this example. If your crit rating on the weapon was 2, and your weapon quality activation was 3, with 5 advantages on the roll, you can activate both once. With only 4 advantages, you can activate the quality once, or the crit twice (granting +10 to the effect roll). With 6 successes, you could do the weapon quality twice (if it is allowed), trigger a crit (with +20 to the roll), or one quality, one crit (no bonus to the roll) with an advantage left over to heal strain, pass along a boost die, or affect the environment somehow.

Kevynn

Stacking crits is also one way to take down a powerful adversary that the party's having problems damaging. Even if they don't inflict too many wounds, as long as they can get a few crits in there, they can eventually take it down.

Of course, if it's impossible to damage, then crits don't do much good :)

This is why its pretty hard for PCs to die in this game. You need a minimum of +40 on the table before it becomes a possibility.

And critical injuries are a Royal pain to get rid of. Due to some incompetent medical checks I spent five sessions draggin a bowled over crit around.

To further this example. If your crit rating on the weapon was 2, and your weapon quality activation was 3, with 5 advantages on the roll, you can activate both once. With only 4 advantages, you can activate the quality once, or the crit twice (granting +10 to the effect roll).

The rule is "one crit per hit". See http://community.fantasyflightgames.com/index.php?/topic/108101-ffg-developer-answered-questions/#entry1119529

That is true, but you can activate the "crit" effect multiple times to make that one crit more severe.

I think that is what Kevynn was referring to with the "+10 to the effect roll" part.

That is true, but you can activate the "crit" effect multiple times to make that one crit more severe.

So long as each of those crits come from different hits, you are 100% correct. Stacking crits can be very dangerous.

The use of crits is a key way that Marauders take out their opponents. A single crit is enough to take out a Minion, and might be enough to take out a Rival. But you’re likely to need multiple crits to take out a Nemesis.

That is true, but you can activate the "crit" effect multiple times to make that one crit more severe.

So long as each of those crits come from different hits, you are 100% correct. Stacking crits can be very dangerous.

The use of crits is a key way that Marauders take out their opponents. A single crit is enough to take out a Minion, and might be enough to take out a Rival. But you’re likely to need multiple crits to take out a Nemesis.

You're wrong and just misunderstanding what is being said.

When they're saying that you can have multiple crit activations on a single hit they're not saying this results in multiple crits but rather one stronger crit.

If you activate a crit you roll on the crit chart, you can only roll once on this chart per hit. However if you activate the crit multiple times it still only results in one roll but gains a +10 per activation.

I get why your confused though becaues this isn't shown in the rules by the critical injury charts but rather in the crit rating weapon quality section on page 158, and I quote:

"...In addition, a character can only generate one Critical roll per hit on a target. However, if the roll generates enough advantages to trigger the critical rating multiple times, the character can choose to add +10 to the critical injury roll for each subsequent trigger."

That is true, but you can activate the "crit" effect multiple times to make that one crit more severe.

So long as each of those crits come from different hits, you are 100% correct. Stacking crits can be very dangerous.

The use of crits is a key way that Marauders take out their opponents. A single crit is enough to take out a Minion, and might be enough to take out a Rival. But you’re likely to need multiple crits to take out a Nemesis.

This is technically incorrect.

Yes, you are correct that each pre-existing critical injury suffered by a character adds +10 to a given critical hit roll. According to the Edge of the Empire Core Rulebook, page 218:

Each Critical Injury a character suffers from adds + 10 to any subsequent Critical Injury check. Essentially. Critical Injury is cumulative, and left untreated, even a number of relatively minor Critical Injuries can lead to devastating results.

However, you can activate a critical hit multiple times on a single attack roll. Each additional critical activation adds +10 to the final roll. You would only roll on the critical hit chart once. According to the Edge of the Empire Core Rulebook, page 158:

In addition, a character can only generate one Critical roll per hit on a target. However, if the roll generates enough [Advantage] to trigger the critical rating of the weapon multiple times, the character can choose to add + 10 to the critical injury roll for each subsequent trigger.

For example, Mr. Nemesis has a mild critical injury from a kerfuffle with the PCs last session. Our Bounty Hunter: Assassin PC with two ranks of Lethal Blows and a Disruptor Rifle takes a shot at him and hits, generating two net Successes and four net Advantages. If our Assassin PC chooses to activate a critical hit twice with the four Advantages that are left over, the result looks something like this:

d100 (Result of Critical Hit Roll) +

10 (Prior Critical Injury) +

50 (Vicious 5 Quality of the Disruptor Rifle) +

10 (Additional Critical Activation) +

20 (Lethal Blows x2)

For a total of 90 plus d100.

Edit: I may be incorrect on this point, but if Mr. Nemesis' Wound Threshold is exceeded with this attack, I believe there would be an additional +10 to the critical injury due to the fact that having your Wound Threshold exceeded inflicts a critical injury as well. (Edge of the Empire Core Rulebook, page 216)

Second Edit: In the case of the autofire situation that you're referencing, I believe the "each additional crit comes from an additional hit" ruling is referring to the fact that with autofire, each "hit" is treated as a discrete attack, rather than a single attack that activates damage multiple times.Therefore, you're not adding +10 for each crit activation, you're rolling on the critical injury chart for each critical hit.

Edited by Yoshiyahu

@Yoshiyahu
You would be correct that if the nemesis reached 0 WT and you activated a crit once that would be a +10 becaues it's a single hit and thus only a single crit may be rolled but the aditional activation once a crit has already been inflicted with that hit would just buff up the hit roll by +10 per activation.

So how would a lightsaber with a kayt pearl crit 1 vicious 4 work with 3 successes and 6 advantage?

So how would a lightsaber with a kayt pearl crit 1 vicious 4 work with 3 successes and 6 advantage?

Don't have F&D myself so I'm not sure wha the Kayt Pearl does but with Crit 1, Viscous 4 and 6 advantages you'd crit in one of two ways.

If the target doesn't drop below their wound threshold (which would immediately cause a crit) then you'd use the following formula:

Activate Crit 6 times, first time allows a roll, the remaining 5 gives +50 to said roll, viscous 4 adds +40 so in total you'd be making a roll of 1D100 +90.

If the target had also dropped to less than their wound threshold then it would be +100 instead (just +10 higher since that first advantage spent on activation wouldn't be neccessary for the roll and instead would just add on like the others)

Note this is assuming at least one damage goes through soak, the target has no former criticals still on them, and they don't have any crit reduction from talents or traits. As for the 3 sucesses those don't really matter as long as the attack inflicted 1 wound to the WT of the target.

Edited by Dark Bunny Lord

So how would a lightsaber with a kayt pearl crit 1 vicious 4 work with 3 successes and 6 advantage?

Don't have F&D myself so I'm not sure wha the Kayt Pearl does but with Crit 1, Viscous 4 and 6 advantages you'd crit in one of two ways.

If the target doesn't drop below their wound threshold (which would immediately cause a crit) then you'd use the following formula:

Activate Crit 6 times, first time allows a roll, the remaining 5 gives +50 to said roll, viscous 4 adds +40 so in total you'd be making a roll of 1D100 +90.

If the target had also dropped to less than their wound threshold then it would be +100 instead (just +10 higher since that first advantage spent on activation wouldn't be neccessary for the roll and instead would just add on like the others)

Note this is assuming at least one damage goes through soak, the target has no former criticals still on them, and they don't have any crit reduction from talents or traits. As for the 3 sucesses those don't really matter as long as the attack inflicted 1 wound to the WT of the target.

And because it is a lightsaber it has breach 1 and does 9 damage. so 3 successes means 12 damage -10 to their soak so in most cases it will do 12 damage with 1d100+90 or +100 if it beats their wound threshold. Brutal. so their best case scenario is "at the brink" more likely crippled or worse.

So how would a lightsaber with a kayt pearl crit 1 vicious 4 work with 3 successes and 6 advantage?

Don't have F&D myself so I'm not sure wha the Kayt Pearl does but with Crit 1, Viscous 4 and 6 advantages you'd crit in one of two ways.

If the target doesn't drop below their wound threshold (which would immediately cause a crit) then you'd use the following formula:

Activate Crit 6 times, first time allows a roll, the remaining 5 gives +50 to said roll, viscous 4 adds +40 so in total you'd be making a roll of 1D100 +90.

If the target had also dropped to less than their wound threshold then it would be +100 instead (just +10 higher since that first advantage spent on activation wouldn't be neccessary for the roll and instead would just add on like the others)

Note this is assuming at least one damage goes through soak, the target has no former criticals still on them, and they don't have any crit reduction from talents or traits. As for the 3 sucesses those don't really matter as long as the attack inflicted 1 wound to the WT of the target.

And because it is a lightsaber it has breach 1 and does 9 damage. so 3 successes means 12 damage -10 to their soak so in most cases it will do 12 damage with 1d100+90 or +100 if it beats their wound threshold. Brutal. so their best case scenario is "at the brink" more likely crippled or worse.

@Yoshiyahu

You would be correct that if the nemesis reached 0 WT and you activated a crit once that would be a +10 becaues it's a single hit and thus only a single crit may be rolled but the aditional activation once a crit has already been inflicted with that hit would just buff up the hit roll by +10 per activation.

Really? Interesting. We've been playing it that the attack would be one roll and then surpassing the WT would be a second roll. IIRC the rules are not clear on if the player should know if the enemy would still be standing due to wound damage when spending advantages are decided. We play it as player rolls dice, announces number of successes and advantages, reports damage, decides how to apply advantages, then rolls on the crit chart. After all that the GM announces the effect the attack had and as to if the enemy is still standing. If the WT was topped out, then a falling unconsious crit roll is rolled.

@Yoshiyahu

You would be correct that if the nemesis reached 0 WT and you activated a crit once that would be a +10 becaues it's a single hit and thus only a single crit may be rolled but the aditional activation once a crit has already been inflicted with that hit would just buff up the hit roll by +10 per activation.

Really? Interesting. We've been playing it that the attack would be one roll and then surpassing the WT would be a second roll. IIRC the rules are not clear on if the player should know if the enemy would still be standing due to wound damage when spending advantages are decided. We play it as player rolls dice, announces number of successes and advantages, reports damage, decides how to apply advantages, then rolls on the crit chart. After all that the GM announces the effect the attack had and as to if the enemy is still standing. If the WT was topped out, then a falling unconsious crit roll is rolled.