Hi! I'm posting here to get an opinion on the balance of a anti-vehicle weapon I'm developing for the game I'm running. I usually like running this sort of thing by other GM's for opinions, but since I'm the only one who runs EotE in my area I'm trying here. I fully admit this is more or less a rip off of the standard Missile Tube with a few ability changes and a 'new' rule. My apologies for any formatting errors.
Merr-Sonn Munitions LAV-3 Anti-Vehicle Weapon System
Skill: Gunnery
Damage: 20
Critical: 3
Range: Extreme
Encum: 7
HP: 4
Price: ®7500
Rarity: 8
Special: Cumbersome 3, Guided 3, Breach 2, Prepare 1, Limited Ammo 3, Lock-on*
*Lock-on: In order to fire the weapon, it must have an target with IR or gravity signal (generate heat or active repulsorlift engine) and a silhouette of 2 or greater.
Two area's I'm still debating on. First, should I have blast or not (the warhead is more or less a shaped charge for the added armor penetration) and if not, should I add Vicious 1 instead or maybe leave it as is? Second, whether I should expand the Lock-on rule a bit to spend a turn (no incidentals, maneuvers, or actions) keeping lock and adding a boost die to the guided roll or combat check to attack (even on the 2nd or later attack from the guided rule.) If I give the boost die to the rule I might knock the launcher down to a Guided 2 though.
If you're wondering why this is needed, here are the circumstances my party of 3 players (pilot, merc, outlaw tech) are in. They will probably be taking on a AT-PT, maybe two but not at the same time, while trying to knock over a small Imperial supply depot. Its a bit of a desperation move, but their last job went bust due to some really, really bad rolls. They're way over their heads in debt to a Black Sun front, have a bounty hunter on their trail and an offer from a 'probable' Rebel agent could alleviate it. To help prevent an absolute mess from happening again, and pick up their confidence a bit, I'm going throw in some heavier stuff for them to use. While I anticipate they'll keep at least some of it, most of it will be sold to their contact to get them out of some of their obligation. If the heist is successful I'm debating whether or not to to stiff them a bit. From what I've read and seen in the movies, the Rebel Alliance isn't great about paying smugglers in full.