Dual-wield auto-fire???

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

I was not expecting anyone to reference the A-Team. HappyDaze, you have cheered me up no end. :)

Edited by Col. Orange

 

There isn't a hard rule for it, but I could see granting boost dice to coercion for the intimidation factor of using of firing all around someone with auto-fire weapons.

 

how is not hitting anything going to intimidate anyone?

Edited by TheOrk

 

There isn't a hard rule for it, but I could see granting boost dice to coercion for the intimidation factor of using of firing all around someone with auto-fire weapons.

 

how is not hitting anything going to intimidate anyone?

Just tell 'em: Now answer me, or else I start shooting to kill... ? Could also be used to scare someone away? Coercion includes intimidation, doesn't it? Good idea with the A-Team. Could make our Droid smoke Cigars, too... or is that too "bender-like" then?

I don't understand. Why would you NOT want your droid to be "too" Bender-like? Does not compute. :o

Cause he's the secondary pilot, too. Wouldn't want him to fly this craft sober, would you? .... uh... oh...

Cause he's the secondary pilot, too. Wouldn't want him to fly this craft sober, would you? .... uh... oh...

Pash is our pilot. He has never flown any craft sober.

My group's pilot just kicked his Booster Blue habit. Everyone is very disappointed lol. (But then again he did fail his Resilience check and suffer a massive stroke during a chase scene once, so it's probably for the best. :P )

I am going to attempt to summarise Auto-firing two paired SE-14r Light Repeating Blasters. Why? Well, why the hell not! I am playing with the idea my Gunslinger will do this, so I want to test the odds.

Let me know if I have it wrong? I have borrowed this from another post, but i saved the text ages ago and can't remember who wrote it. May apologies for not giving you credit.

Combined Check

· Denote one weapon as primary weapon

· Will be attacking with this weapon

· Determine skill and characteristic for attack (Agl + Blaster (Light))

· Determine target

· Increase difficulty by one if skills in combined check are the same (they will be)

· Make the check

· Hits with primary weapon if succeed

· May spend 1 Advantages or 1 Triumph to hit with secondary weapon (Paired Weapon mod reduces to 1 Advantage)

· If both weapons hit may spend an additional Advantage or Triumph to activate qualities from either weapon (i.e. Auto-fire)

· Spend 2 additional Advantage or Triumph to activate Auto-fire. Can be triggered multiple times (if you manage to get that many advantages!)

· I assume this means that hit multiple time from BOTH weapons you need to a) get the advantage to activate the second weapon hit, and b) at least 2 more advantages for an additional hit from the 2nd weapon

· Each hit deals +1 damage per uncancelled success

Let's say I my Gunslinger has 4 agility and 3 ranks in light weapons, and is firing at short range with no other penalties, this would mean I roll 1G,3Y,2P (1P for the range, 1P for 2 weapon firing)

I end up rolling 2 success and 5 advantages (after cancelling out the negative rolls, not likely I know, but just come along for the ride), I activate two-weapon with 1 advantage (only need 1 advantage due to paired weapon mod), auto-fire twice with the other 4 advantages, netting me with 4 hits on target, with each hit doing the weapon damage +1 for the extra success. Now, I can also choose a different target for each 2nd hit for each weapon due to the rules of Auto-fire (These additional hits can be allocated to the target, or to other targets within range of the weapon).

I think there is the advantage for Auto-firing 2 weapons as normally you will only be hitting 1 target with 2 weapons, but Auto-fire allows you to hit additional targets. In the example above I could have hit 3 targets (1 for original target, hit twice in the example above) and up to 2 additional targets (1 for each of the auto-fire activation).

Have I read that right? How else could I reduce the advantage cost needed to hit more than one target?

Looks like you're forgetting the difficulty increase for Auto-firing, which can only be ignored by spending a Maneuver and using the Rain of Death talent from Hired Gun/Heavy.

And while you can't really reduce the cost to activate the second weapon's attack any further, you can slap on attachments that add automatic Advantage or Boost dice; though the Boost dice will only work for whichever is the first weapon fired.

Edited by Lathrop

Yeah difficulty will be increased by 1 due to Auto-Fire.

This thread has a high likelihood of turning into a flam war thread, basically ignore it! Just add the extra difficulty then talk with your GM about it, its only their and your opinion that actually matters for your game. You have the basics right, its the nuances that are normally argued over. If your GM is happy for this then do as you have done in the example (with the +1 Difficulty).

Yeah difficulty will be increased by 1 due to Auto-Fire.

This thread has a high likelihood of turning into a flam war thread, basically ignore it! Just add the extra difficulty then talk with your GM about it, its only their and your opinion that actually matters for your game. You have the basics right, its the nuances that are normally argued over. If your GM is happy for this then do as you have done in the example (with the +1 Difficulty).

Thanks guys! Perfect.

Yeah, I am note interested in the flame war. I saw that being stoked in the Spitfire thread! I was looking for a rundown of the rules only ;)

Incidentally, I just loaded this into my dice app, and had a success and 4 advantages in 2 of the 5 rolls I tested. Never 5 advantages though :angry:

You need to get some Boost dice into the pool to up the chances of Advantage, Aim/Double Aim and passed dice form previous PC's advantages all add up quickly.

With auto-fire weapons, it's mechanically better to use one, as the advantages required to activate auto-fire are exactly the same as the advantages required to get your second pistol shot off, but by using two you're upping the difficulty of the attack. In addition, your first auto-fire shot can hit any other target you've declared, rather than the same target as your first pistol.

If you really want to use two, just use them one at a time - if either of them rolls enough threat for the GM to say it's out of ammo, you've got your spare gun in your other hand! So convenient! Technically a super-expensive extra clip, but who cares when you look that badass? You could also use a pair of HH-50s (from Stay On Target); linked isn't as flexible as auto-fire, but the damage of the pistol starts higher, it doesn't upgrade the difficulty of the attack, and it's probably the closest Star Wars equivalent of a sawn-off shotgun. It does have less hardpoints than the SE-14r, though.

It will more a case that I will use two blasters at once, as single shot two weapon fighting, and then click to autofire if I get enough boost dice or just for effect, ie when we run around a corner on the Death Star only to face a whole battalion of Stormtroopers :)

It will more a case that I will use two blasters at once, as single shot two weapon fighting, and then click to autofire if I get enough boost dice or just for effect, ie when we run around a corner on the Death Star only to face a whole battalion of Stormtroopers :)

Im actually with Lumidingo here, the HH-50's Linked quality still allows for 4 hits, but it wont require the extra difficulty dice of the Auto-Fire weapons. am i to assume your going to be playing a Gunslinger here? With some spare clips, the improved Quick Draw, Spitfire and Guns Blazing you dont upgrade for 2 weapon Ranged Light attacks, can reload with only 1 maneuver cost, and can hit 4 targets in a single attack for the same 5 Advantage (if weapons are paired)

Edited by Richardbuxton

It will more a case that I will use two blasters at once, as single shot two weapon fighting, and then click to autofire if I get enough boost dice or just for effect, ie when we run around a corner on the Death Star only to face a whole battalion of Stormtroopers :)

Im actually with Lumidingo here, the HH-50's Linked quality still allows for 4 hits, but it wont require the extra difficulty dice of the Auto-Fire weapons. am i to assume your going to be playing a Gunslinger here? With some spare clips, the improved Quick Draw, Spitfire and Guns Blazing you dont upgrade for 2 weapon Ranged Light attacks, can reload with only 1 maneuver cost, and can hit 4 targets in a single attack for the same 5 Advantage (if weapons are paired)

The important thing though, is that the HH-50 doesn't suit my character concept. I still think that is an important part of role playing. It should suit the PC concept, not the concept fitting the maximisation of rules.

The HH-50 is just too big to be walking the streets, with 1 on each side of you, without being conspicuous.

Definitely a neat concept, very Neo-esqu in the lobby scene of that office building in the Matrix.

The important thing though, is that the HH-50 doesn't suit my character concept. I still think that is an important part of role playing. It should suit the PC concept, not the concept fitting the maximisation of rules.

Agreed.

The HH-50 is just too big to be walking the streets, with 1 on each side of you, without being conspicuous.

And then there are different concepts of “big”. For me, a 3 Encumbrance is a heavy blaster pistol, and that’s the kind of weapon that Han Solo carried, and that doesn’t seem to me to be “big”.

You definitely need to suit the character concept. And if 3 Enc is too big for you, then that’s just the way it is for you.

For me, if I was going to be carrying a 3 or 4 Enc weapon, then I’d prefer to be carrying one that had a little bit more of a punch — but still no bigger than a carbine.

I've been contemplating a matched pair of dual barreled (linked) blasters guns ala star lord.

I've been contemplating a matched pair of dual barreled (linked) blasters guns ala star lord.

The HH-50 or the Blurrg-120 (from Rebels) would fit that concept.

I am going to attempt to summarise Auto-firing two paired SE-14r Light Repeating Blasters. Why? Well, why the hell not! I am playing with the idea my Gunslinger will do this, so I want to test the odds.

Let me know if I have it wrong? I have borrowed this from another post, but i saved the text ages ago and can't remember who wrote it. May apologies for not giving you credit.

Combined Check

· Denote one weapon as primary weapon

· Will be attacking with this weapon

· Determine skill and characteristic for attack (Agl + Blaster (Light))

· Determine target

· Increase difficulty by one if skills in combined check are the same (they will be)

· Make the check

· Hits with primary weapon if succeed

· May spend 1 Advantages or 1 Triumph to hit with secondary weapon (Paired Weapon mod reduces to 1 Advantage)

· If both weapons hit may spend an additional Advantage or Triumph to activate qualities from either weapon (i.e. Auto-fire)

· Spend 2 additional Advantage or Triumph to activate Auto-fire. Can be triggered multiple times (if you manage to get that many advantages!)

· I assume this means that hit multiple time from BOTH weapons you need to a) get the advantage to activate the second weapon hit, and b) at least 2 more advantages for an additional hit from the 2nd weapon

· Each hit deals +1 damage per uncancelled success

Let's say I my Gunslinger has 4 agility and 3 ranks in light weapons, and is firing at short range with no other penalties, this would mean I roll 1G,3Y,2P (1P for the range, 1P for 2 weapon firing)

I end up rolling 2 success and 5 advantages (after cancelling out the negative rolls, not likely I know, but just come along for the ride), I activate two-weapon with 1 advantage (only need 1 advantage due to paired weapon mod), auto-fire twice with the other 4 advantages, netting me with 4 hits on target, with each hit doing the weapon damage +1 for the extra success. Now, I can also choose a different target for each 2nd hit for each weapon due to the rules of Auto-fire (These additional hits can be allocated to the target, or to other targets within range of the weapon).

I think there is the advantage for Auto-firing 2 weapons as normally you will only be hitting 1 target with 2 weapons, but Auto-fire allows you to hit additional targets. In the example above I could have hit 3 targets (1 for original target, hit twice in the example above) and up to 2 additional targets (1 for each of the auto-fire activation).

Have I read that right? How else could I reduce the advantage cost needed to hit more than one target?

Looks like you're forgetting the difficulty increase for Auto-firing, which can only be ignored by spending a Maneuver and using the Rain of Death talent from Hired Gun/Heavy.

And while you can't really reduce the cost to activate the second weapon's attack any further, you can slap on attachments that add automatic Advantage or Boost dice; though the Boost dice will only work for whichever is the first weapon fired.

Ok folk. I am now looking at attachments for my two SE-14r to help get more advantages. I would love to hear your advise.

As they have 3 HP per pistol, this is what I was thinking:

1. Paired Weapons (of course!) 1HP each

2. Bantha's Eye Laser Sight. 1HP each, Gain automatic Advantage on successful combat checks with this weapon - will help trigger the auto-fire when required.

3. ???

Can you please recommend a 3rd weapon attachment that may help trigger advantages? Or maybe one that increase dam instead? Superior would be awesome but I won't have the credits for a while...what else?

I only have the EotE CRB so I am not quite sure what's in the other books?