Donovan Morningfire said:
At least for Autofire, it makes sense that you could mow down multiple Minions in one go, since in terms of how the mechanics operate, Autofire allows you to hit a single target multiple times, with the damage to a Minion group being abstracted.
A Critical Hit just means you drop said minion outright, and has the caveat that if activated multiple times against a single opponent, you just add +10 to the Critical Hit roll for each additional Crit activation (something I'd missed on the initial read-thru). Like I said, I'm extremey hesitant about allowing it, as bumps weapons like the lightsaber into perhpap being too effective at goon sweeping, seeing as how a base hit already guarentees two dead minions, and two or three Advantage on the roll means a dead minion group. Admittedly, such a thing would fall into the realm of Rule of Cool, but in terms of game mechanics it might be a thorny issue for some GMs.
Okay, maybe I misinterpreted your original concern. Remember any successful attack may only trigger one critical hit (Critical rating, pg 108). So even though the lightsaber has a crazy CR 1, unless you somehow score multiple hits with one attack (I don’t think this is currently possible with a melee weapon), then even if you rolled 8 advantage on a successful strike, only one of those advantages could be spent to activate a critical strike, leaving 7 more for whatever. The character could use all of those advantages to really crank up that one critical hit (Giving it a +70 on the crit roll), but its still a single critical strike, and it doesn’t matter what the modifier on the roll is; one crit drops one minion.
With auto-fire, a single attack can cause multiple hits, but again, each hit can only cause a single critical strike (pg 105). I would not say a single attack against a group of minions counts as multiple hits automatically simply because there are multiple NPCs that may get hit. For example, lets say a character attacks a goon squad with a heavy blaster rifle (dmg 10, CR 3) on full auto and rolls a hit with 7 advantages. He then spends his advantages as follows:
• 3 Adv to activate a critical hit (drops a minion, no more crits can be triggered without more hits)
• 1 Adv to activate an additional hit from auto-fire (adds 10 damage to attack)
• 3 Adv to activate another critical hit (drops a minion)
If the weapon had be jury-rigged as you described (CR 2), the adv on the roll would be spent as follows:
• 2 Adv to activate a crit (drops a minion, no more crits can be triggered without more hits)
• 1 Adv to activate an additional hit from auto-shot (adds 10 damage to attack)
• 2 Adv to activate another crit (minion down)
• 1 Adv to activate another hit (+10 damage to attack)
• 1 Adv to… do whatever, there aren’t enough left to activate a crit.
Both times, all those advantages only drop an additional 2 minions. If a minions wounds + Soak < weapon damage, it’s probably more economical to activate additional auto-fire hits, because the damage from the additional hit will almost certainly drop one minion, and may get more. The math above doesn’t even account for the difference in cost between additional auto-fire hits and CR. The roll in the example above could have generated the results above :20 damage + 2 crits (base), or 30 damage + 2 crits + 1 adv (jury-rigged weapon), OR they could have generated just a raw 80 damage to the group.
It’s actually not very clear if you can spend adv/triumph to activate CR on an attack that causes wounds to exceed the targets wound threshold. I think you can do this (crits come from different mechanisms, and I think adv should be spent prior to the player knowing the outcome of the roll), but I’m concerned about it violating the “one hit, one crit” rule. This doesn’t really matter for minions, though, since they don’t track wounds against a normal threshold.
PS This forum software is starting to get under my skin, Its deleting entire swaths of my text when I hit backspace once. Its occurring on multiple platforms, may have to try firefox instead of chrome.