My players have been doing well slaughtering anything they fight. They now have 2 lightsabers, and a heavy blaster pistol (that seems to crit almost half the time), so basically anything they find dies pretty quickly.
I have an encounter coming up that, when I wrote it, only involved 2 Phase II Dark Troopers. They're statted with a WT of 16, and a soak of 8, from the AoR core rulebook. The rulebook also gives them a missile tube (damage 20, breach 1, etc). Basically, a badass rival.
Here's the problem: 2 hits from a saber and one goes down. Then, the remaining one gets off the shot, incaps one of my guys, but then the other goes down right after (assuming the sabers hit, and I have no reason to think they won't). If I don't go after the sabers, then they will end the encounter quickly.
Let's assume for a second (because it's my choice) that the only DT to shoot immediately fires on the 2 glowstick guys - That could immediately end the encounter, because the DL-44 will only get 2-3 damage through max per hit, and the DT will just obliterate him. Another problem, because I'm not trying to get my players killed.
What's the best way to balance this encounter so that it doesn't end in 1.5 rounds?
I currently have my P2DT's using heavy blaster rifles, so instead of 20 damage with breach and extreme range, they're at 10 damage, autofire, and long range. This basically ensures that none of my players gets one-shotted - maybe knocked out by both shooting, but then the glowbats are in range.
I'm considering giving them back the missile tubes, but then there's the above problem. ++Offense
I've also considered giving them Cortosis armor, to negate the lightsaber's breach. +Defense, no added offense.
Instead of Cortosis, I'm considering adding 1 or 2 more troopers. +Offense, no added defense.
I'm more inclined to add cortosis or missile tubes, to show my players that they need to upgrade their armor eventually.
What would you do? Maybe even something I haven't thought of?
Group:
Slicer (Blaster Pistol)
Scoundrel (Heavy Blaster Pistol)
Shien Expert (Saber)
Aggressor (Saber)
Sharpshooter* (Blaster Rifle)
Infiltrator* (Holdout blaster, vibroknife)
*not always there, and may not be there for this encounter