I have some questions...

By player3276774, in Star Wars: Force and Destiny RPG

Okay so first off I am confused about what happens when a npc suffers a critical injury, in the beginner box the npc is simply dead but I dont seem to see much clarification in the core rule book. Second the whole hard points thing for light saber attachment doesn't make sense to me. I believe a basic light saber has 5 hard points does that mean if I equip an attachment with 2 hard points the light saber would now have 3 hard points? I am running a game for some of my friends this weekend so the faster you guys respond the better, thanks for putting up with my noob questions. :)

Thanks!

Rivals and Nemeses take critical hits just like PCs. Minions are removed from play by a critical hit.

You are correct on how hard points work.

One thing with lightsaber hard points: Your kyber crystal takes up two of your 5 hard points right off the top, so in most cases, you'll have 3 left to customize with, not all 5.

1 hour ago, player3276774 said:

what happens when a npc suffers a critical injury,

A Rival takes the Crit roll from the table same as a PC.

A Nemesis takes the Crit roll from the table same as a PC.

A Minion is killed/removed from play. If Critting a minion group, one full-health minion is removed.

1 hour ago, player3276774 said:

I believe a basic light saber has 5 hard points does that mean if I equip an attachment with 2 hard points the light saber would now have 3 hard points?

Correct. Bear in mind in some books the HP count listed for sabers lists the full HP count on the hilt, not just the available HP after the crystal is installed.

Oh okay thanks for responding quickly everyone!

So just out of curiosity the hunters from the beginner game are rivals not minions right?

4 hours ago, player3276774 said:

Okay so first off I am confused about what happens when a npc suffers a critical injury, in the beginner box the npc is simply dead but I dont seem to see much clarification in the core rule book. Second the whole hard points thing for light saber attachment doesn't make sense to me. I believe a basic light saber has 5 hard points does that mean if I equip an attachment with 2 hard points the light saber would now have 3 hard points? I am running a game for some of my friends this weekend so the faster you guys respond the better, thanks for putting up with my noob questions. :)

Thanks!

As others have said, if you place an attachment into the lightsaber, that attachment takes up the number of Hard points listed for that attachment. leaving fewer available for future use. However, those hard points don't disappear. The weapon still has 5 total hard points, it's just that a certain number of them are currently in use . If you remove said attachment, those hard points are then opened up for use again.

1 hour ago, player3276774 said:

Oh okay thanks for responding quickly everyone!

So just out of curiosity the hunters from the beginner game are rivals not minions right?

The Beginner Game doesn't introduce the minion rules and treats every foe as essentially a Rival for simplicity. If running the Beginner Game with the full rules, you could easily make the hunters into minions, yes. Same with the wolves.

Also, just to be clear, a critical on a Minion Group does 1 minions worth of wound threshold in damage to the Minion group, which would result in the incapacitating of at least 1 Minion from the group and you still must of caused at least 1 point of damage over the Soak value of the target minion group. So say a Minion Group (4 members for the example here) has a soak of 5 and each member has 5 wounds. If you did 6 potential damage (plus 1 crit hit) minus soak of 5 leaving 1 damage after soak, 1 member Minion is incapacitated. If you did 11 damage (plus 1 crit hit) minus soak of 5, leaving 6 damage, 2 member Minions are incapacitated ( 1 for the crit and 1 for the damage exceeding the member Minions wound value of 5 (requiring at least 6 damage to incapacitate 1 member minion). Now lets say you get a very solid hit (21 damage total), of 16 damage plus 1 crit after reduction for soak value of 5, you would incapacitate the whole group. First member incapacitated at 6 damage, second member at 11 damage and the third at 16 damage and the forth due to the crit.

A single stand alone Minion (Not in a Minion Group) if it takes at least 1 damage over soak is incapacitated.

Edited by doktor grym
9 hours ago, doktor grym said:

Also, just to be clear, a critical on a Minion Group does 1 minions worth of wound threshold in damage to the Minion group, which would result in the incapacitating of at least 1 Minion from the group and you still must of caused at least 1 point of damage over the Soak value of the target minion group. So say a Minion Group (4 members for the example here) has a soak of 5 and each member has 5 wounds. If you did 6 potential damage (plus 1 crit hit) minus soak of 5 leaving 1 damage after soak, 1 member Minion is incapacitated. If you did 11 damage (plus 1 crit hit) minus soak of 5, leaving 6 damage, 2 member Minions are incapacitated ( 1 for the crit and 1 for the damage exceeding the member Minions wound value of 5 (requiring at least 6 damage to incapacitate 1 member minion). Now lets say you get a very solid hit (21 damage total), of 16 damage plus 1 crit after reduction for soak value of 5, you would incapacitate the whole group. First member incapacitated at 6 damage, second member at 11 damage and the third at 16 damage and the forth due to the crit.

A single stand alone Minion (Not in a Minion Group) if it takes at least 1 damage over soak is incapacitated.

Try it like this:

Minion group of four minions with WT 4. Minion Group WT is thus: 4/8/12/16

When you exceed 4, the group loses a minion. When you exceed 8, it loses the next.

Critical Hits remove the rightmost WT value rather than inflicting additional Wounds (this still eliminates a minion).

So, if you have a hit for 5 Wounds (after Soak) and a critical hit, you have taken down two minions as the WT now looks like 4/8/12/ 16 . Another 4 Wounds (after Soak) drops another as the group is now at 9 Wounds. If that second hit also scored a critical hit, then the group is removed from play as you've exceeded the WT of the group (9 Wounds against 4/8/ 12 / 16 ).

Edited by HappyDaze