Hawk Bat Swoop

By Josh902, in Star Wars: Force and Destiny RPG

Hey guys i made an account because i couldn't find the answer to this with the search function so please excuse my failure if i just didnt see the answer. My question is about Hawk Bat Swoop does the character using the talent still move to engaged even if it fails or does it just not activate at all? Also is it possible to maybe see some example of what dice would make up the roll thanks in advanced.

Ill be gming a game for some friends soon the first time ive ever gm'ed and wanna make sure im doing things correctly.

The talent description states that if the check succeeds, the attacker can immediately move to Engaged range with the target as an incidental. If it fails, you can either remain where you are or use a manoeuvre to close the distance, as per the normal rules. Likewise, if you can't move (because you're Immobilized for some reason, for example) the check automatically fails.

The dice pool would be your Agility + Lightsaber vs. the normal Average difficulty (two purple dice) for a melee attack. Add setback dice for Defence and local conditions just like any other check, and upgrade the difficulty for defensive talents like Adversary, Dodge and so on.

The talent description states that if the check succeeds, the attacker can immediately move to Engaged range with the target as an incidental. If it fails, you can either remain where you are or use a manoeuvre to close the distance, as per the normal rules. Likewise, if you can't move (because you're Immobilized for some reason, for example) the check automatically fails.

The dice pool would be your Agility + Lightsaber vs. the normal Average difficulty (two purple dice) for a melee attack. Add setback dice for Defence and local conditions just like any other check, and upgrade the difficulty for defensive talents like Adversary, Dodge and so on.

Thank you for responding and for the answer! Another quick question does the action cause dmg at all or is it just to move? I feel like im just overthinking this lol.

Edit:Also i assume normal force rules applies aka if the roll only came up with 1 dark pip they user would have to suffer strain and conflict to fuel the talent otherwise it doesn't work? Am i right in assuming this?

Edited by Josh902

Reasonable questions, don't sweat it. You are making a Lightsaber Combat Check against a target, and rolling your Force Rating's worth of Force dice. You not only have to succeed in hitting your target as normal (as if you were at engaged range with them), but you also need to generate enough Force points to move you to Engaged range; if either "fail" you deal no damage. If both succeed; determine damage (and crits/activated qualities) as normal.

And yes; if you only roll Dark Side Pips, you need to spend a Destiny Point and suffer strain to use them.

Thank you thank you!

The talent description states that if the check succeeds, the attacker can immediately move to Engaged range with the target as an incidental. If it fails, you can either remain where you are or use a manoeuvre to close the distance, as per the normal rules. Likewise, if you can't move (because you're Immobilized for some reason, for example) the check automatically fails.

The dice pool would be your Agility + Lightsaber vs. the normal Average difficulty (two purple dice) for a melee attack. Add setback dice for Defence and local conditions just like any other check, and upgrade the difficulty for defensive talents like Adversary, Dodge and so on.

it is Agility + Lightsaber +force rating vs. the normal Average difficulty

You forgot to include the force dice. You spend one force pip to move you to the target. The rest can be used to generate advantage.