Marauder Crit Abuse=Autofire Abuse?

By Kirdan Kenobi, in Star Wars: Edge of the Empire RPG

Something I have been wondering is what other people's experiences have been with the marauder. An optimized marauder: Vibroaxe+monomolecular edge+balanced hilt+lethal blows is very scary. If he's rolling 4 yellows, with the 2 blues from balanced hilt, he can get enough advantages to get a +50-80 crit consistently.

I made a theoretical character, granted it had over 1000xp, that was a Noghri Hired Gun (Marauder/Assassin/Mercenary Soldier/Gadgeteer). If he takes 5 strain, he can roll 8 yellows and 4 blues on one attack. Here's the funny thing: if he rolls badly on advantages, it means he's rolled good on damage: enough to kill just about any other character there is (He can do well over 20 damage + pierce 4 AND land a +100 critical on one hit). The only characters that can take him out, perhaps ironically, is one of those silly doctor/gadgeteer builds that abuses the heck out pressure point or my autofire monster, IF you don't nerf Jury Rigged. And then it's a matter of who goes first. (If anybody else wants to try he has 28 hp, 15 strain, 3 range/2 melee defense, 2 ranks in dodge and 12 soak)

Anyways, the point I'm getting to is that I'm starting to wonder if autofire really is broken, comparatively speaking. Everyone keeps talking about trying to fix autofire (and for the record, on my autofire monster, I have self-imposed the limitation of Jury Rigged only works once per round for now) but I am now second guessing whether this is necessary in light of what a well-made marauder can do, especially at higher xp. It seems to me like if you nerf Jury-Rigged, you should also nerf the monomolecular edge. What are other people's thoughts on this?

Bury him in minions. You only get one Critical Hit per attack roll, no matter what. Or start the important NPCs at Long range with a good rifle and watch him run himself to death trying to catch up.

Also, jet packs.

So you're worried about a potential 1000XP+ character with a fully modded weapon and armor?

Just shelf the guy. He sounds beyond boring at that point.

Edited by Dbuntu

A Marauder can hit 1 dude a turn, and directly kill multiple people only if he's on a minion group.

Autofire can hit, well, more than that, minions or no, without spending Maneuvers to get into Engaged, on weapons with more HP to buff further.

That said I think a Marauder is more likely to get a higher base number, but an auto-fire person will be able to spread more smaller numbers around.

So you're worried about a potential 1000XP+ character with a fully modded weapon and armor?

Just shelf the guy. He sounds beyond boring at that point.

I'm using him as an example of what higher level play would look like with an optimized marauder.

I've house-ruled it that Jury Rig only works once per attack on a quality that can be spammed. I feel your pain.

Auto-fire is kinda overpowered ( as most the time your rolling against 2 purples)

Saying that its massively inferior to linked.

And vehicle weapons toast everything regardless of exp or soak (shooting a man sized target is easy for anyone decent agi and any gunnery).

Something I have been wondering is what other people's experiences have been with the marauder. An optimized marauder: Vibroaxe+monomolecular edge+balanced hilt+lethal blows is very scary. If he's rolling 4 yellows, with the 2 blues from balanced hilt, he can get enough advantages to get a +50-80 crit consistently.

I made a theoretical character, granted it had over 1000xp, that was a Noghri Hired Gun (Marauder/Assassin/Mercenary Soldier/Gadgeteer). If he takes 5 strain, he can roll 8 yellows and 4 blues on one attack. Here's the funny thing: if he rolls badly on advantages, it means he's rolled good on damage: enough to kill just about any other character there is (He can do well over 20 damage + pierce 4 AND land a +100 critical on one hit). The only characters that can take him out, perhaps ironically, is one of those silly doctor/gadgeteer builds that abuses the heck out pressure point or my autofire monster, IF you don't nerf Jury Rigged. And then it's a matter of who goes first. (If anybody else wants to try he has 28 hp, 15 strain, 3 range/2 melee defense, 2 ranks in dodge and 12 soak)

Anyways, the point I'm getting to is that I'm starting to wonder if autofire really is broken, comparatively speaking. Everyone keeps talking about trying to fix autofire (and for the record, on my autofire monster, I have self-imposed the limitation of Jury Rigged only works once per round for now) but I am now second guessing whether this is necessary in light of what a well-made marauder can do, especially at higher xp. It seems to me like if you nerf Jury-Rigged, you should also nerf the monomolecular edge. What are other people's thoughts on this?

Devs were asked about this and said it is working as they intend. Personally I put this right up there with soak as a non issue. One concussion grenade and the marauder and the auto fire monster are not taking any actions for 2 rounds. That equals dead without Hard Headed, which your spec doesn't have, to try and shake it off. Even then, that's one round of not doing anything if the check succeeds. Then there's a snare launcher, ensnare them and do Knockdown. Even if they manage to get out, that's the action for that round and they aren't allowed any maneuvers so there is no standing up until next round without Jump Up, which your Assassin has access to.

There's more options to combat than just shooting, counting damage, and applying soak.

Keep in mind that True Aim and Frenzied Attack cannot stack because one is for melee combat and the other is for ranged combat.

Keep in mind that True Aim and Frenzied Attack cannot stack because one is for melee combat and the other is for ranged combat.

Silly me for not reading the long descriptions twice.

Something I have been wondering is what other people's experiences have been with the marauder. An optimized marauder: Vibroaxe+monomolecular edge+balanced hilt+lethal blows is very scary. If he's rolling 4 yellows, with the 2 blues from balanced hilt, he can get enough advantages to get a +50-80 crit consistently.

I made a theoretical character, granted it had over 1000xp, that was a Noghri Hired Gun (Marauder/Assassin/Mercenary Soldier/Gadgeteer). If he takes 5 strain, he can roll 8 yellows and 4 blues on one attack. Here's the funny thing: if he rolls badly on advantages, it means he's rolled good on damage: enough to kill just about any other character there is (He can do well over 20 damage + pierce 4 AND land a +100 critical on one hit). The only characters that can take him out, perhaps ironically, is one of those silly doctor/gadgeteer builds that abuses the heck out pressure point or my autofire monster, IF you don't nerf Jury Rigged. And then it's a matter of who goes first. (If anybody else wants to try he has 28 hp, 15 strain, 3 range/2 melee defense, 2 ranks in dodge and 12 soak)

Anyways, the point I'm getting to is that I'm starting to wonder if autofire really is broken, comparatively speaking. Everyone keeps talking about trying to fix autofire (and for the record, on my autofire monster, I have self-imposed the limitation of Jury Rigged only works once per round for now) but I am now second guessing whether this is necessary in light of what a well-made marauder can do, especially at higher xp. It seems to me like if you nerf Jury-Rigged, you should also nerf the monomolecular edge. What are other people's thoughts on this?

Devs were asked about this and said it is working as they intend. Personally I put this right up there with soak as a non issue. One concussion grenade and the marauder and the auto fire monster are not taking any actions for 2 rounds. That equals dead without Hard Headed, which your spec doesn't have, to try and shake it off. Even then, that's one round of not doing anything if the check succeeds. Then there's a snare launcher, ensnare them and do Knockdown. Even if they manage to get out, that's the action for that round and they aren't allowed any maneuvers so there is no standing up until next round without Jump Up, which your Assassin has access to.

There's more options to combat than just shooting, counting damage, and applying soak.

Thank you for pointing to some other ways a brute like this can be taken down.

Thank you for pointing to some other ways a brute like this can be taken down.

Don't forget disarm, sunder and grappling. Even an minion group can be deadly if the Marauder or Auto-Fire PC can't use their weapon of choice.