Hi everyone
As per RAW, whenever you got more damage than your WT you go down (incapacitated) and got critical. While Minions and Rivals just are "dead" (or inconscious, or out of combat or whatever), for PC and Nemesis that's a big difference
PC got the real problem with that, 'cause they live outside single session (everyone hope... ) and even single combat so if incapacitated can get a stimpak, a medicine roll, or something else to stand up and still continue playing (with critical hit impairing, sometimes, but still...)
Nemesis on the other hands, when exceed their WT they go incapacitated. And they are virtually removed from the game. Most of players will go close and finish them; even if there are a Jedi who does'nt whant conflict, or really could benefit from having him/her/it alive, the downed nemesis can't do anything, can't fight back, can't stand up without medical assistance, and is technically out of combat.
if they survive, they will come back in the future and can assume they are healed by critical and/or have some narrative only consequencies (ie the Imperial Arch-villain has now a big scar on the face and a cybernetic hand; the Gand Bounty Hunter hiss everytime he speak, and will hunt down the PC for revenge, etc)
So, what's the point in rolling critical for a downed Nemesis?
I assume is ok for nemesis' vehicle/starship, 'cause could be salvaged by PC and thus knowing if the ship is fully functional or a piece of garbage could make the difference
but for standard nemesis?
or there is something i forgot/miss/misunderstood that will permit an incapacitated nemesis to stand down and fight back with huge difficulties, or at least retreat and/or give orders?