Quickie Autofire question

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

So if the shooter wants to try and activate their autofire, they add one Purple die. But the quality says that they can activate autofire more than once (depending on how many advantage they roll). So if they want to try and activate it twice, does it go up two?

Or is it just "Mr GM, I want try for my autofire"

"Fine, here's your extra purple die"

*ROLLS*

"Sweet! It just came up with 4 advantage! I get 2 autofires!"

By default, auto-fire takes two Advantage to activate. If you get a net total of four Advantage, then you can activate auto-fire twice.

Where this starts getting ugly is if you allow them to apply the “Jury Rigged” talent to their auto-fire weapon so that it now only takes one Advantage to activate, and they get enough other talents and skills, etc… so that they start rolling large amounts of Advantage every time they attack.

only 1 difficulty increase is required. think of it like the PC either holding down the trigger or just giving it a quick shot.

if you are shooting multiple targets you start with the difficulty of the hardest target to hit.

So if the shooter wants to try and activate their autofire, they add one Purple die. But the quality says that they can activate autofire more than once (depending on how many advantage they roll). So if they want to try and activate it twice, does it go up two?

Or is it just "Mr GM, I want try for my autofire"

"Fine, here's your extra purple die"

*ROLLS*

"Sweet! It just came up with 4 advantage! I get 2 autofires!"

One extra difficulty die if shooting at a single target with each pair of A's causing an additional hit per. If shooting at multiple targets the one with the highest difficulty/defense must be the initial target with additional subsequent hits allocated among other targets in range as the shooter sees fit. Each separate hit can activate a separate critical hit roll.

Edited by 2P51

Or is it just "Mr GM, I want try for my autofire"

"Fine, here's your extra purple die"

*ROLLS*

"Sweet! It just came up with 4 advantage! I get 2 autofires!"

That is exactly how it works. Read the autofire description in Chapter V and you'll notice that "attacking with a weapon on Auto-fire" increases the Difficulty by 1. This doesn't count as "triggering" or "activating" auto-fire; the quality is triggered by spending 2 Advantage, and this can be done multiple times.

The GM should be aware of what target(s) the player wants to hit, of course. He can't just hit a guy at short range for Easy +1 Difficulty, and then decide to spend 2 Advantage to hit a guy out at Long or Extreme range.

Keep in mind that the player must specify their targets before firing. This is important in building the base difficulty of the pool. This also keeps the player from spreading the damage out to targets they did not intend to gun down in the first place.

Along those lines...Since it specifically refers to difficulty, can a character bypass difficulty upgrading abilities like Adversary and Dodge? Like, if you target an enemy at long range without Adversary and an enemy at medium range with Adversary? Or would the upgrades still apply since you're still technically targeting the enemy with Adversary?

Edited by InSilence

Yeah, unfortunately I was not wise in the ways of the game when one of my players started his journey to the min-max side. He's now carrying a jury-rigged heavy blaster rifle and rolling four yellows and a couple of greens on most of his ranged heavy checks. Even a medium range (two purple) auto fire shot (now three purple) means lots of advantages. Minion groups just evaporate in front of this guy...

Yeah, unfortunately I was not wise in the ways of the game when one of my players started his journey to the min-max side. He's now carrying a jury-rigged heavy blaster rifle and rolling four yellows and a couple of greens on most of his ranged heavy checks. Even a medium range (two purple) auto fire shot (now three purple) means lots of advantages. Minion groups just evaporate in front of this guy...

The moment a player jury-rigs an autofire weapon is the moment enemies with three ranks in Adversary, Enduring, Dodge, and Sidestep start showing up...

Just don't let him get his hands on Dangerous Covenants.

Edited by InSilence

Keep in mind that the player must specify their targets before firing. This is important in building the base difficulty of the pool. This also keeps the player from spreading the damage out to targets they did not intend to gun down in the first place.

I require that my Player specifies their targets and target order (starting from the hardest to hit) and I do not tell them the results of the hits until the end unless they spend an Advantage to "notice something important".

So no "I shoot A until they are dead then move on to B"

Edited by FuriousGreg

No one at my table brings a mn AutoFire weapon with them unless they know there is no other way to deal with the situation, that was a big lesson to learn. How would you feel if a group of people walks into your work to see the boss and one of them is carrying a Minigun? Lots of people running screaming or whimpering on the ground, lots of law enforcement, lots of questions from law enforcement, no one will ever talk to them, more law enforcement (SWAT equivalent with AutoFire turrets on their air speeders). You get the idea.

I don't get too spun up over someone tricking out their favorite death stick. There's a time and place for everything and all weapons. A good GM should be crafting a myriad of varied missions and situations where there is time for Joe Gun to shine and there is a time where it's obvious 'the hog' needs to be in the gun rack back on the ship.

To me it's more fun to pack as much punch as I can into a small holdout sized blaster I can fit under a jacket than to hump around a GP MG.

To me it's more fun to pack as much punch as I can into a small holdout sized blaster I can fit under a jacket than to hump around a GP MG.

Do you call it the "Noisy Cricket"?

I just built a Gadgeteer/Mercenary Soldier/Gambler character with a Jury Rigged heavy blaster rifle, some True Aim, and Double or Nothing (additional difficulty to double all advantages on a successful check). I had 600 post creation XP to work with. Played tonight and didn't get to fire a shot, but I have a feeling when we play again next month there will be lots of things to shoot. I could have made him stronger with more True Aim and Improved Double or Nothing, but I wanted to be a bit more well rounded.

Before anyone says I'm ruining the game, our campaign has 4 sessions left and my 800 XP character was killed because the GM took a super min-maxed Marauder/Assassin PC (13 soak, 26 wounds), made him an adversary turning him against the party, and allowed him to have Linked 4 on melee attacks with essentially 4 Ryyk blades (and the limbs to use them). He rolled a crit against me with +130 due to a combination of lethal blows, additional advantage, and 4 standing critical injuries.

Your both monsters! Sounds like fun.