Move and successes

By yrtalien, in Game Mechanics

When I use the control upgrade from move that lets me plow my silhouette 2 bike into my enemy. Do I not only do 20 damage (2*10) but my successes as well? Do I have the ability to crit? If so how many advantage does it cost? Is there an effect for tossing something w/ a silhouette smaller than 1?

Just wondering...

I could be wrong but in the description for this Control upgrade it says it follows all the rules for Ranged combat. As such I would feel inclined to add the Discipline successes to the damage rolled, but I'm not 100% sure if that is what the rules intend.

As for objects of Silhouette 0, the description says these do 5 damage.

Consider it Ranged as Space Monkey says. Treat objects as Improvised weapons with Crit 4 or 5.

Consider it Ranged as Space Monkey says. Treat objects as Improvised weapons with Crit 4 or 5.

Yes, all improvised weapons have a crit of 5 by default.

Edited by Demigonis

You'd add your successes on the Discipline check to the damage result. Which means that with enough successes, even a Silhouette 0 object can dispatch a minion in a single go.

As for triggering a critical injury, technically you can't as the attack doesn't list a Crit Rating the way that the Unleashed attack does. That said, using the rules for improvised weapons works well enough, since the hurled object generally isn't meant to be used as a weapon in the first place. Plus the fact that it's fairly simple to deal a lot of damage with Move in the first place, enough so that most adversaries will get taken out with a single Silhouette 2 object.

Something I've always wondered about (since we're on this topic) is what if you are moving a vibro knife at someone?

Does it deal 5 +1 damage, with Pierce 2, Viscious 1 and a crit of 2? Or is it just a 5 damage improvised weapon?

Something I've always wondered about (since we're on this topic) is what if you are moving a vibro knife at someone?

Does it deal 5 +1 damage, with Pierce 2, Viscious 1 and a crit of 2? Or is it just a 5 damage improvised weapon?

I'd say it's just the 5 damage with none of the other properties, since you're not really using it correctly.

At least not unless you've got the Row 5 Control Upgrade that grants you fine control over the object manipulated.

fair enough. I was goign to mention that upgrade, but didn't want to potentially muddy the waters.

I always figured that if you had the Control upgrade, you'd just be able to attack with the weapon as normal, just with a Discipline check instead of a Melee or Lightsaber or whatever, and you'd be able to do it from however long away.

I always figured that if you had the Control upgrade, you'd just be able to attack with the weapon as normal, just with a Discipline check instead of a Melee or Lightsaber or whatever, and you'd be able to do it from however long away.

The problem with doing it like that though, is that conceivably, you can say "I'm picking up this blaster with the force and firing with it." And so by basing the skill off of Discipline entirely as opposed to the appropriate skill (Ranged Light/Heavy), it basically encourages players to just lump everything into Discipline, not to mention it's just illogical that if you don't know how to wield a sword normally, that you can somehow wield it masterfully with high Discipline and Willpower instead.

I dunno, I feel like using this to fire a gun wouldn't be quite the same thing... of course, it's not like I've thought this through necessarily, it's never come up in any of my games.

If I allowed it, it wold be the worst of Discipline or the actual skill used and then upgrade the difficulty based on range between Force User and the thing being manipulated.

So, Mechanic Jedi needs to fix something at Short Range? Discipline or Mechanics which ever is worst, one difficulty upgrade . Gunner Jedi needs to fire ships guns from waaaaay (Long Range) over there? Gunner or Discipline, 3 difficulty upgrades.

Personally, with the Control Upgrade for fine control, if the character wanted to use the object as anything more than bludgeoning instrument, I'd have them roll the appropriate skill.

So an Artisan wanting to fix a ship's engines from Medium Range using their tool kit would not only need to generate the necessary Force Points, but would use their Mechanics skill just as if they were right there doing it by hand. Same with an Consular who wanted to smack a MagnaGuard at Short Range with it's own electro-staff (having disarmed it the previous round); they'd use the Melee skill for the attack roll instead of Discipline, unless they wanted to just hurl the staff at the droid, at which point the "fine control" Control Upgrade ceases to apply and the attack would fall under the "hurl objects" Control Upgrade.