As Galaxy Master, I like to run a very face-paced game of Star Wars. I don’t sit down. I treat my GM Screen as a clipboard and little more than a hard surface to help jot down notes on paper. I drink coffee and energy drinks at 6:00 PM just to get amp’ed up for a game. I don’t stop the game to discuss or analyze rules in a book. I listen to thrash metal and hard-beat industrial.
I cannot be bogged down by rolling on a critical injury table.
This function of FFG Star Wars has long been a speed bump in my GM’ing style. To get around it and keep the game pounding at my preferred breakneck speed, I devised a clever little system of Critical Cards (click to download) to replace the drudgery of rolling d100 and looking up the results in a chart. I implemented this first in FANE of the SITH LORDS and it worked amazingly well. Wow, it has been a long time since I’ve made them. Jeez, why didn’t I post these sooner?
Galaxy Masters wishing to use these instead of the traditional system should print out several copies, two at the least, and shuffle them up. Create one deck for Critical Injuries, those affecting an individual Crew Member, and Critical Hits, those affecting vehicles and starships. Whenever something or someone would suffer a critical, roll just a d10. Previous criticals held by the target, the Vicious weapon quality, and Wounds or Hull Trauma suffered above the target’s threshold all add a +1 to the roll, similar to the rules-as-written critical mechanics.
- If the total of the roll is 8 or lower, use the end of the Critical Card that has a white background; a Minor Critical.
- If the total of the roll is 9 or higher, use the end of the Critical Card that has a dark gray background, a Major Critical. Disruptor weapons always use the Major Critical end of the card.
- If the total of the roll is 15 or higher, the subject is completely destroyed or instantly killed.
This system is intuitive to use, quick to deploy, and gives the players physical reminders of their debilitating conditions. It also opens up an avenue for customization for the Galaxy Master, tweaking the composition of the Critical Cards deck to suit his or her desired level of lethality. For example, during my CRUSH the REBELLION campaign it was made well known that the Critical Cards deck would be stacked with an overabundance (about three times as much as normal) of Maimed critical injuries. What can I say, I like my games of Star Wars to have a lot of lightsaber amputations.
The Critical Cards as presented do not fit the percentages and ratios presented in the rules-as-written charts exactly. I do not care and neither should you. This system overall is a little more swingy, risky, and dangerous; an injury of Dead can theoretically be applied on just the first critical injury delivered. If you’re uncomfortable with that, tweak the die roll thresholds (9 and 15) to be a little higher, or remove those offending cards from your deck.