Critical Injuries

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

I am more or less starting out and had a question regarding critical injuries. I understand that once you roll enough advantages on a combat check to trigger a weapon's critical ability that you get to roll for critical injury in addition to any other damage the weapon inflicts (assuming you overcome the target's soak value and actually score a hit) on a D100 and consult the chart to determine what type of injury. My question is: do you then roll the number of purple die beside the d100 result to determine..... what exactly? whether the critical injury is a hit and the effects are applies? Does any one failure symbol on any of the purple die cancel out the entire critical injury? Thanks in advance.

The purple die next to the result indicate how severe of an injury it is. Crits add up quickly and become more deadly the more of them you have. So you will want to find a way to heal those critical injuries. The two main ways are through bacta tanks and medical checks. If using a bacta tank or healing naturally over time then it is a resilience check and the difficulty is set by the number of purple dice next to the result you rolled. If you have a medic trying to overcome a critical wound then the medical check difficulty would be equal to the number of purple dice.

Hope this makes things as clear as mud.

Thanks, so the more failures rolled on the purple dice the more severe the crit injury is? how does this translate to hit points being subtracted from the character?

The purple dice on the Critical Injury chart are for the severity of the injury and how difficult it is to heal it. They come into play when healing is done.

Critical injuries do not effect wound threshold (hit points) in any way. Coming from a d20 system I thought this was silly. However, it allows for some interesting story telling and makes disintegration possible.

The vicious 1 adds 10 to the critical roll vicious 2 adds 20 and so on. There is a talent called lethal blow that also increases the severity of a critical hit by 10 per rank. Third, if you have rolled enough advantages to activate your weapons critical multiple times you can add another 10 to your critical roll for each time you activate the critical. Finally, if the target has crits already then you add 10 more to your critical roll for each critical the target has suffered.

So lets say I am playing a Hired Gun: Murauder and have 2 ranks of lethal blows and am swinging a vibro ax with a mono molecular edge attachment. I make my attack against a rancor who has already suffered 1 critical hit. The result of the roll is 4 success and 3 advantage. Now I do wound damage to the rancor and am able to do a minimal amount of damage as they have very high soak. Since I was able to do damage I am also able to inflict a critical hit. My weapon has a critical rating of 1 based on the modification I added. So I spend all 3 advantage on activating critical 3 times. My weapon has vicious 4. Now I roll 1d100 and add the following:

+20 from lethal blows talent

+20 from two additional critical activations

+10 because the rancor has already been critically hit

+40 because the ax has the vicious 4 property

So I will add 90 to my 1d100 roll to determine the severity of the critical hit. with a roll of 61 I will outright kill the rancor. With a roll of 51 It will die at the start of the next round.

So while crits do not do wound damage they certainly can be lethal if you focus on them.

Third, if you have rolled enough advantages to activate your weapons critical multiple times you can add another 10 to your critical roll for each time you activate the critical.

My weapon has a critical rating of 1 based on the modification I added. So I spend all 3 advantage on activating critical 3 times.

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

Otherwise, I completely agree with you — speaking as a Wookiee Marauder that swings two very heavily modified Vibro-Axes. ;-)

Your link has nothing to do with the points I made.

EotE core rule book page 158

"Some weapons and talents modify this critical injury roll, potentially making the critical injury ore or less effective. In addition, a a character can only generate one critical roll per hit on a target. However, if the roll generates enough advantage to trigger the critical ratting of the weapon multiple times, the character can choose to add +10 to the critical injury roll for each subsequent trigger."

The rule book is unimaginably clear on this point. Emphasis mine.

Third, if you have rolled enough advantages to activate your weapons critical multiple times you can add another 10 to your critical roll for each time you activate the critical.

My weapon has a critical rating of 1 based on the modification I added. So I spend all 3 advantage on activating critical 3 times.

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

Otherwise, I completely agree with you — speaking as a Wookiee Marauder that swings two very heavily modified Vibro-Axes. ;-)

One crit per hit as in you'll only suffer one result off the chart. Activating it multiple times is still possible, this doesnt mean you get more critical rolls but rather you get one more critical roll with a +10 per time it's activated after the first.

As Satchmo just demonstrated in his latest post.