Gunslinger Predictions

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

I'm relatively new to Fantasy Flight Game's Star Wars, and obviously haven't done much yet on these forums, but I was excited about the Fly Casual book and the Gunslinger Talent Tree, so I thought I'd try to my make up my own as an entertaining exercise. The pdf can be found via dropbox here (it's A4 page size, as I'm currently living outside of the US):

Gunslinger Talent Tree

I hope you'll take a look and tell me what you think, what sucks, what isn't so bad, or what might be changed or improved, especially my own new talents. Thanks for giving it a look.

Edit: Gunslinger Talent Tree v1.1

Edited by Sautille

I like it a lot.

The Stay On Target trees seemed way overpowered to me (as a pilot-y character who wants to take them ASAP as a no-brainer (seemingly obvious choice) ).

It feels about as very good as the Sharpshooter, without seeming as overboard compared to the older specs as the Hotshot and Rigger do compared to Pilot and Driver.

Making dedication longer than minimum was nice, the single deadly accuracy in the more expensive spot was fine, and the new talents were fun.

Good job. Only suggestion might be to swap the positions of the new talents. I think the Rapid Reprisal is far more useful than the Hail of Fire, particularly for higher XP characters.

Edited by Streak

Pretty good. I can't wait to compare it to the upcoming book. I can't help but feel there should be at least one "social" talent somewhere on there, maybe Intimidating. I don't know. But overall, good job.

I'll look again the orientation of the new talents.

@Domingo What would you suggest swapping out for a social talent? I thought about that too a bit, but decided to focus more on the combat side of things given the suggestive nature of the specialization's name. As the Smuggler is already a fairly social/exploration career I thought it'd be okay to have a combat specialization more in vein with something like the Commando in terms of focus.

My other thought was having some sort of trick shot talent, but I wanted to keep new homebrewed talents to a minimum and there was already precedent for the dual wielding in the Heavy's full auto talent, and Rapid Reprisal bears some semblance to the Jedi's ability to reflect blaster bolts.

Thanks for the input.

@Domingo What would you suggest swapping out for a social talent? ....

I don't know, it's a tough call. Maybe the 5 point Grit.

Also, I think you should spend a Destiny Point to activate Rapid Reprisal. It's a potential second action in a turn, and possibly even before your initiative count.

I expect it'll have quickdraw for 5 points, couple of ranks of point blank shot, couple of ranks of dodge, couple of ranks of quick strike, couple of ranks of rapid reaction and deadly accuracy for 25 points.

With some toughness and grit.

I don't know, it's a tough call. Maybe the 5 point Grit.

Also, I think you should spend a Destiny Point to activate Rapid Reprisal. It's a potential second action in a turn, and possibly even before your initiative count.

Yeah, I could see dropping a grit. I'm also tempted to drop natural marksman, but that might just be because I don't much prefer very limited/single use abilities; it just seemed a natural fit for the specialization.

I would be tempted to give Rapid Reprisal a bit more with adding a DP cost, based on comparing it to other action granting abilities (I associate this with the Jedi's improved reflect as mechanically they are quite similar; the jedi just gets damage reduction out of the deal while the gunslinger shoots with his/her own weapon). Ideas off the top of my head:

  • allowing the character to choose a target instead of the attacking minion/rival/nemesis/whatever
  • reducing other costs to reduce the clumsiness of having multiple costs
  • allowing the character to perform Rapid Reprisal in response to an attack on an ally

I do like the idea of adding a DP cost though, especially in favor of cost reduction, allowing more player agency in deciding when it happens, but still not having it occur all the time.

I expect it to have a couple new talents we have not seen before.

I'd recommend bumping the cost to activate rapid reprisal to three threats or one despair. That will make it in line with the other charts that give guidelines for spending advantage, triumph, threat and despair. Nice job otherwise!

I'm hoping for a talent that reduces the number of Advantage required to activate the off-hand.

Even more of a pipe dream would be to gain the Autofire quality while wielding two pistols. That would help put two pistols on par with heavy weapons.

Madness, I know, but a dream nonetheless.

You already can have dual wielding auto fire pistols if you pick up a couple of Intimidators. The game would get out of balance rather quickly though if you reduced how hard it is to activate both autofire and dual wield. It'd be cool, sure, but at close range, you're looking at a hard difficulty now (one purple each for auto fire and dual wield) and you'd need four advantage to activate your second weapon and autofire on your first gun, then you'd probably have to throw another purple out there for the increased autofire difficulty on the second weapon and need two more advantages to get that autofire to activate.
I wouldn't be surprised to see something like Rain of Death (represented by Hail of Fire on this tree), which reduces the difficulty of activating autofire, but you're better off having your main hand pistol customized for accuracy and your off hand one for damage. The extra accuracy helps overcome the added difficulty and the advantage requirement for activating your off hand gun. You can do ranged heavy amounts of damage with the right weapon selection. For instance, grab a Dragoon, make it superior and put a Bantha's Eye on it. If you're any good, that should get you the advantages you need. Then your carbine with a pistol grip will hit with the off hand and, voila, you've hit your target for 19, less their soak with no extra successes.

tl;dr: dual wielding auto fire pistols IS madness. lol

You already can have dual wielding auto fire pistols if you pick up a couple of Intimidators. The game would get out of balance rather quickly though if you reduced how hard it is to activate both autofire and dual wield. It'd be cool, sure, but at close range, you're looking at a hard difficulty now (one purple each for auto fire and dual wield) and you'd need four advantage to activate your second weapon and autofire on your first gun, then you'd probably have to throw another purple out there for the increased autofire difficulty on the second weapon and need two more advantages to get that autofire to activate.

I wouldn't be surprised to see something like Rain of Death (represented by Hail of Fire on this tree), which reduces the difficulty of activating autofire, but you're better off having your main hand pistol customized for accuracy and your off hand one for damage. The extra accuracy helps overcome the added difficulty and the advantage requirement for activating your off hand gun. You can do ranged heavy amounts of damage with the right weapon selection. For instance, grab a Dragoon, make it superior and put a Bantha's Eye on it. If you're any good, that should get you the advantages you need. Then your carbine with a pistol grip will hit with the off hand and, voila, you've hit your target for 19, less their soak with no extra successes.

tl;dr: dual wielding auto fire pistols IS madness. lol

Once you have Autofire, I don't see the need for a second weapon (certainly not one that also has Autofire). Unless you really want some specific quality from the off-hand (including higher damage). Both the pistols with Autofire have a disad (Inaccurate or Out of Ammo on Threat). Consdering that Jury Rig can still reduce the Autofire cost, I don't see how a Talent for dual wield is more broken.

And yeah, my soon-to-be Gunslinger is currently planning on paired Dragoons, with the mod setup you described. Though I'm still considering one of the Autofire pistols for the offhand, where the disads don't matter. :D

I think it's a given there will be something that enhances two weapon combat. I'd like to see something that 'triggers' off of a Cool check in some way, could be the incidental reactionary attack, but something related to being fastest on the draw.

...And yeah, my soon-to-be Gunslinger is currently planning on paired Dragoons, with the mod setup you described. Though I'm still considering one of the Autofire pistols for the offhand, where the disads don't matter. :D

FYI. In order to use the Auofire for either pistol in two weapon fighting, it would still affect the dice pool. While Setback dice from the secondary weapon do not apply, Autofire adds one difficulty die to an attack's base dice pool.

  • On p. 155, Auto-fire: "the attacker must increase the difficulty of the attack check by [one Difficulty Die]."
  • On p. 211 "He then compares the difficulty of the two combat checks he would make with each of his two weapons to hit his target, and selects the check with the higher base difficulty (more [Difficulty Dice]). He then increases the difficulty by one if the two skills in the combined check were the same..."
  • Therefore, a character at medium range [Average [DD] Ranged (Light)] using an SE-14r Light Repeating Blaster (Auto-fire) in one hand and a Heavy Blaster Pistol in the other would have a Daunting [DDDD] Ranged (Light) check, from the higher difficulty of the SE-14r (Hard [DDD]) plus one for two weapon fighting.

Edited by Domingo

But it would still be awesome. :lol: Double autofire pistols!

(I had a saga Trando character based on that idea...)

Since we're just wishlisting/daydreaming...

How about a Talent that removes setback dice from Ranged Light checks (including the Inaccurate quality)?

I Never Have Been Able To.Find The Rules For Duel Wielding. I've Seen Here That It Requires 2 Advantage.

Sandor The Talents, Id Expect Quick Draw Black Market Contacts, Seize The InitiativE, Grit, And Point Blank.

I Never Have Been Able To.Find The Rules For Duel Wielding. I've Seen Here That It Requires 2 Advantage....

Whole section on it in the core rulebook starting on p. 210 entitled "Two Weapon Combat."

I am really pumped to cross specialize my scoundrel xexto with gunslinger. I already can get an absurd number of boost dice if I attack first (two for quick strike 2, two for two maneuvers worth of aiming, and another if I use one of his two dueling pistols with the accurate rating). So basically if I attack first I get to roll five blue, three yellow, and a green. Let's just say it's gotten pretty absurd at times, and it's about to get to be more so. He's a fun character too, a folk hero in no one's mind but his.

I am really pumped to cross specialize my scoundrel xexto with gunslinger. I already can get an absurd number of boost dice if I attack first (two for quick strike 2, two for two maneuvers worth of aiming, and another if I use one of his two dueling pistols with the accurate rating). So basically if I attack first I get to roll five blue, three yellow, and a green. Let's just say it's gotten pretty absurd at times, and it's about to get to be more so. He's a fun character too, a folk hero in no one's mind but his.

I love it. What does he do with his other arms...smoke a cigarello and tip his hat while blasting away at the same time?

Thanks, Domingo