Using MINIMUM WOUND RESULT from Warhammer

By archon007, in Star Wars: Edge of the Empire RPG

I have started sung this rule in my gam directly out of the FFG Warhammer RPG page 59. I'm a little surprised it wasn't included

MINIMUM WOUND RESULT

If the difference is zero or a negative number, the attack still inflicts one normal wound – the minimum result for a successful attack. If one or more critical damage effects are triggered when the difference is zero or a negative number, then the attack inflicts a number of normal wounds equal to the total number of critical damage effects generated.

Even if an effect is triggered that would convert normal damage into critical damage, if the only wounds inflicted are due to the minimum wound result, the wounds are all normal wounds.

we use pierce always goes through armor. IE you have 20 soak and I have a vibro-knife with pierce 2. I can do 2 damage to you no matter what.

Edited by Crimson Death

Unlike WFRP, in EotE you can only inflict 1 Critical per attack.

we use pierce always goes through armor. IE you have 20 soak and I have a vibro-knife with pierce 2. I can do 2 damage to you no matter what.

we use pierce always goes through armor. IE you have 20 soak and I have a vibro-knife with pierce 2. I can do 2 damage to you no matter what.

This hasn't been an issue for me yet, but that is the home rule I'm eying.

It has worked out well for us so far.

I use both of these ideas. It keeps high soak players in the proper frame of mind when they understand anyone with even an unmodified crit could severely hurt them and with a little crit buff or having multiple crits stacked they could lose a limb. It still lets them be tough and soak up damage but understand they need to avoid being hurt nonetheless.

Yeah, we do this. Pierce always lets some damage through, and any hit always causes at least 1 damage.

An unarmoured human, no matter how tough, shouldn't be able to laugh off blaster fire, it feels silly and 'not Star Wars-y'. .

Edited by Maelora

Unlike WFRP, in EotE you can only inflict 1 Critical per attack.

Can we get a page number and heading for verification on this?

Page 216 indicates Critical Injuries are cumulative, are most often caused as a result of attacks, exceeding wound threshold, and other circumstances. This leads me to believe that multiple hits from auto-fire could cause multiple Critical Injuries.

For multiple Critical hits from one attack.example roll 1. I roll a triumph and three advantages. My weapon crits on three. So I got 2 crits. That would be one roll on the crit table at +10. Not two rolls on the crit table.example roll 2. If you rolled three crits on one attack it would be one roll at +20. If you crit again, it is cumulative to that +20.

I myself don't like the idea of minimum wound result. If the guy is tough and armored, natural or man made, and if you roll like crap and get only 1 success, then you do weapon damage +1. If that does not beat his soak and all, then it was just a a grazing shot. I like the idea of how well (or poor) a roll on an attack effects my weapon damage. If I get 7 success' and my weapon does 7, then that 14 in one hit. ****. In the D20 systems, how well or poor I did had no bearing on my damage. Guys defense is 12, I have a + 9 and roll a 19 for 28. Big whoop, I still roll my 3D6 or whatever. So I love that a messed up shot will do a little less damage, and an awesome shot can do a lot more. So that's just my feelings. If this works for you and your group, great.

Yeah, I get the +10 to each subsequent Critical result. But I read it as the first hit of an attack results in a Critical Injury, roll d%, then the second hit from the same attack causes a Critical Injury, roll second d%+10. Wouldn't you resolve each Critical Injury in turn? Where does it specifically state that only one Critical Injury may be caused by any attack?

Edited by Brother Orpheo

As far as I can remember it's maximum one Critical Injury per hit - not attack.

So, if you have that vibrosword with critical 2 and you roll 6 advantages and successfully hit and injure the target, you can only roll 1 critical injury, but you can spend the remaining 4 advantages to add +20 to the roll.

However, if you're dual wielding or auto-firing, you can given enough advantages activate multiple critical injuries checks, although this cannot exceed the number of hits. For instance, if your auto-fire check successfully hits the target, and you produce, let's say 8 advantages, that could either be 4 additional hits (and using a HBR with damage of 10, so 11 with 1 success, that would be 44 additional damage -Soak x number of hits/targets), or 1 additional hit for 2 advantages and the 6 remaining advantages could activate critical injuries on both hits. The second critical roll gaining a +10 from the initial critical injury, if activated against the same target.

I actually go the other way on this and say that, if the target's Soak exceeds the damage done, then there's no damage. It doesn't, however, bar the possibility of a critical, or using your Advantages to inflict strain even if you're not causing actual physical harm.

I haven't run into any problems, since ranged weapons do a lot of damage anyway and most melee weapons (that my players use) have Pierce to one degree or another.

You need to do damage exceeding soak to inflict a crit.

You need to do damage exceeding soak to inflict a crit.

Hm. Might house rule that one, then.

It's the primary reason I adopted the WHFRPG 1 minimum damage rule, to keep high soak people's heads down.

Unlike WFRP, in EotE you can only inflict 1 Critical per attack.

Can we get a page number and heading for verification on this?

Page 216 indicates Critical Injuries are cumulative, are most often caused as a result of attacks, exceeding wound threshold, and other circumstances. This leads me to believe that multiple hits from auto-fire could cause multiple Critical Injuries.

Pg. 158, Under Weapon Characteristics > Critical Rating (Crit), second paragraph

"In addition, a character can only generate one Critical roll per hit on a target. However, if the roll generated enough [advantage] to trigger the critical rating of the weapon multiple times, the character can choose to add +10 to the critical injury roll for each subsequent trigger."

Same thing on pg. 228 for starship and vehicle weapons.

Edited by Doc, the Weasel

The game I'm in must be very different some some of you fine folk's game. The highest soak we've had so far has been 3. We do have someone that just hit 5 but it hasn't come up in play yet. When we're consistently getting hit for 8 to 10 damage a pop, even with a soak of 3, we drop I 2 to 3 hits tops. Any more deadly and I don't think that we'd survive combat against anything but most minions.

A more combat focused group Is likely to be wearing pretty good armor with attachments and mods, taking the soak talents, and the some will make use of key rigged on their armor as well.

Stealing bonuses and whatnot.

In the group where I am a player, we have a droid marauder with 13 soak. We have yet to institute any rules to mitigate this in anyway. He still gets hurt and no one is complaining that he is too powerful.

On the other hand, I am running a fantasy game using the EotE rules, but a fair number of rules needed to be modified to fit the setting. We added minimum wound damage as one of those rules since the modifications from EotE are heavily influenced by WFRP3. But again, no one is complaining.

Just go with what ever works best for your group.

The game I'm in must be very different some some of you fine folk's game. The highest soak we've had so far has been 3. We do have someone that just hit 5 but it hasn't come up in play yet. When we're consistently getting hit for 8 to 10 damage a pop, even with a soak of 3, we drop I 2 to 3 hits tops. Any more deadly and I don't think that we'd survive combat against anything but most minions.

Yeah, I've not seen any PCs with major Soak Values either, though I've seen a few that topped out at 5 (Brawn 3 + padded armor), and one with a Soak Value of 6 (Trandoshan Marauder with Brawn 4 + heavy clothing + Enduring talent). With the "each uncancelled success adds to damage" clarification, there's never really been a case of a PC being immune to enemy blaster fire. The only PCs that might have that issue are the ones using the smaller pistols (holdout, light blaster, slugthrower) but those PCs have usually also made a deliberate choice to use an "underpowered" weapon and thus not be one of the major damage-dealers in the group. Particularly if they pass up the option to procure themselves a bigger gun (such as my Force-sensitive street rat did to swap his dinky light blaster pistol for a heavy blaster pistol after a run-in with some bounty hunters).