Critical Injury Results (p142) 01 thru 151+ for Severity Result & Details

By Knoby1973, in Star Wars: Edge of the Empire RPG

Hi,

I was curious to read in the Star wars Edge Of the Empire Roleplaying Book there is a Critical Injury Results, and that it is numbered from

01-05 Minor Knock

All the way down to…

151+ Dead…

Questions…

How does a player progress and get critical injuries, and is this chart that I am looking at, what type of dice am I rolling in order to

get example a..

76-80 Staggered: Attacker may immediately attempt another free attack against you using the same pool as to original attack…

I believe it's 4 Criticals till a player is incapacitated? But looking at this this appears to be dice checks to see what they could suffer on one roll?

Then next Topic….

Vehicle Critical Hits ( P162)

01-09 Mechanical Stress to 154+ Breaking up.. how does this pertain how to roll for these checks…

Thanks for replying…

Knoby1973

pg. 141 Critical Injuries. Paragraph 1 show exactly what dice you roll.

pg 140 Table 6-9 shows some examples of what provides enough modifiers to push the result over 100 (falling from Extreme height is either insta-death or roll on the table at +75 at the GMs discretion).

Thanks- I like the table when dealing with Criticals: Here is how I am going to deal with this when playing….

If you get a Critical, there are four which can follow, and dertimine how you roll and what could happen…

Here some possible affects for Body Damage:

1st critical hit,roll D100 +10 - Possibility of getting severly Stunned ( Knocked Down with Strain )

2nd critical hit, roll D100 +20 - Agonizing wound atributes and Skills Affected with negative modifiers

3rd critical hit, roll D100 +30 - Staggered losing Action, no defense modifiers

4rth critical hit, roll D100 +40 - Mortaly wounded losing limb(s), Senses Crippled, Death avergonzado_triste

Here are some affects for Vehicle Damage:

1st Critical hit, roll D100 +10 - Vehicle is Jostled in Maneuver to Possible major Shield Loss

2nd Critical hit, roll D100 +20 - Total Shield Loss to Power and System(s) Failure

3rd Critical hit, roll D100 +30- Hull Breach to Fire / Destabilization " Time to put the oxygen mask on "

4rth Critical hit, roll D100 +40- Breaking Up and Ship Explosions enfadado

I think this is the best way when dealing…..and allocating what kind of damage has been done….

Knoby1973 said:

Thanks- I like the table when dealing with Criticals: Here is how I am going to deal with this when playing….

If you get a Critical, there are four which can follow, and dertimine how you roll and what could happen…

Here some possible affects for Body Damage:

1st critical hit,roll D100 +10 - Possibility of getting severly Stunned ( Knocked Down with Strain )

2nd critical hit, roll D100 +20 - Agonizing wound atributes and Skills Affected with negative modifiers

3rd critical hit, roll D100 +30 - Staggered losing Action, no defense modifiers

4rth critical hit, roll D100 +40 - Mortaly wounded losing limb(s), Senses Crippled, Death avergonzado_triste

Here are some affects for Vehicle Damage:

1st Critical hit, roll D100 +10 - Vehicle is Jostled in Maneuver to Possible major Shield Loss

2nd Critical hit, roll D100 +20 - Total Shield Loss to Power and System(s) Failure

3rd Critical hit, roll D100 +30- Hull Breach to Fire / Destabilization " Time to put the oxygen mask on "

4rth Critical hit, roll D100 +40- Breaking Up and Ship Explosions enfadado

I think this is the best way when dealing…..and allocating what kind of damage has been done….

Have you actually played the game yet with the rules as written ('RAW')?

Knoby1973 said:

Thanks- I like the table when dealing with Criticals: Here is how I am going to deal with this when playing….

If you get a Critical, there are four which can follow, and dertimine how you roll and what could happen…

Here some possible affects for Body Damage:

1st critical hit,roll D100 +10 - Possibility of getting severly Stunned ( Knocked Down with Strain )

2nd critical hit, roll D100 +20 - Agonizing wound atributes and Skills Affected with negative modifiers

3rd critical hit, roll D100 +30 - Staggered losing Action, no defense modifiers

4rth critical hit, roll D100 +40 - Mortaly wounded losing limb(s), Senses Crippled, Death avergonzado_triste

Here are some affects for Vehicle Damage:

1st Critical hit, roll D100 +10 - Vehicle is Jostled in Maneuver to Possible major Shield Loss

2nd Critical hit, roll D100 +20 - Total Shield Loss to Power and System(s) Failure

3rd Critical hit, roll D100 +30- Hull Breach to Fire / Destabilization " Time to put the oxygen mask on "

4rth Critical hit, roll D100 +40- Breaking Up and Ship Explosions enfadado

I think this is the best way when dealing…..and allocating what kind of damage has been done….

If you read the paragraph on critical injuries you will see that someone with critical injuries gets a +10/injury to any future rolls already. Pretty similar to what you are trying to accomplish here except no modifier for the first one beyond normal mods like the weapon quality Vicious or the falling mod.

Knoby1973 said:

I think this is the best way when dealing…..and allocating what kind of damage has been done….

Just curious, but is there a particular reason you've opted to replace the Critical charts in the Beta book?

As mouthymerc noted, the Beta rules already include a +10 bonus to the Critical roll for each prior Critical Injury./Hit the target already has. And from the chart you outlined, it appears you've deep-sixed the established effects from the Beta for something that looks to follow the model of the Beginner Box rules for Critical Injuries but having effects other than penalties to the dice pool.