Autofire vs Superior vs Peirce

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

I am looking for the best weapons to pair for my Gunslinger. The toss up is between SE-14r (for autofire - mostly effect only), H-7 for Superior, or K23 for Pierce.

Any thoughts mechanically which would would best as paired weapons? Both will have Bantha sights. What 3rd attachment would be a good option?

Pair of H7-Equalisers, they are the Desert Eagle of Star Wars! Best by far IMHO, although crafting your own with the Blast quality would be a close contender.

Pair of H7-Equalisers, they are the Desert Eagle of Star Wars! Best by far IMHO, although crafting your own with the Blast quality would be a close contender.

Ha! I didn't think of Blast :)

On the H7, are there any pictures of it? I can't see anything definitive?

Not sure on an image.

You didn't mention Linked from the HH-50 which can be modified to be NASTY! Check them out on this monster I made http://swsheets.com/c/xljcfcf6b-b3-tr--do-what-

Scatter Pistoles for me, though if you roll a lot dice those auto-fire pistols start to shine.

For blasters you naturally want BAM on your secondary pistol, while adding electronic sights or maybe paired weapons if you are really concerned about getting spotted. Though I doubt that is the case for a gunslinger.

Or is their an attachment which I have overlooked?

Oh and yeah the HH-50 can be nasty, especially on a gunslinger as you have a Spitfire to allow spreading fire just like you can with autofire, but without the extra difficulty and vicious a good synergy with lethal blows as well.

Edited by SEApocalypse

If you’re talking about Paired weapons, then you don’t really want something that does auto-fire. Nothing you can do with Paired weapons can beat what can be done with a good auto-fire weapon.

Pierce is a good thing to add once you’ve maxed out the amount of damage you can do on a weapon, so that you can get that little extra amount past their Soak. But definitely max out damage first, then go for Linked or Paired.

And Richardbuxton does have a pretty nasty combo he built with HH-50s. You might want to check that out.

On the H7, are there any pictures of it? I can't see anything definitive?

The H-7 is introduced in “Suns of Fortune”, on page 95 — see http://swrpg.viluppo.net/equipment/weapons/288/

However, I’m still trying to find out if anyone ever did any official or semi-official drawings of it.

EDIT: Kainrath has an unofficial image that he used on his card at https://kainrath.files.wordpress.com/2015/01/h-7-equalizer-blaster-pistol1.jpg

Edited by bradknowles

Let’s take a look at the chart of all known Energy weapons published so far by FFG — see http://swrpg.viluppo.net/equipment/weapons/category/1/?order_by=-damage

In terms of maximum damage for a Ranged Light weapon, the top entry is the Disruptor Pistol (10 damage), but of course there are all sorts of problems you’re going to face if you’re running around with one of those.

The next step down would be the Coronet Arms Dueling Pistol at 9 damage, but it’s a single-shot weapon and not meant for combat.

There are several options for the next step down — The SoroSuub “Renegade” Heavy Blaster Pistol, the DR-45 “Dragoon” Cavalry Blaster, the Czerka Arms C-10 “Dragoneye Reaper” Heavy Blaster Pistol, or the BlasTech DL-7H Heavy Blaster Pistol.

The DR-45 Dragoon is only 1 Enc, and has Accurate and a Stun Setting, but is technically a Carbine and it comes with a holster that can also be attached and used as a rifle stock, which then turns it into a Ranged Heavy weapon. All this makes it a very popular option. However, it is 1900 credits, which might be a barrier for some people.

The Czerka Arms C-10 “Dragoneye Reaper” is only 1000 credits and has a Stun Setting, but is Rarity 7 (not 6), and 3 Enc.

The BlasTech DL-7H is only 850 credits, but is Restricted, and 2 Enc.

The SoroSuub “Renegade” is 950 credits, not Restricted, Rarity 4, has a Stun Setting, and is 2 Enc., but it is also Innaccurate.

The H-7, the HH-50, and the Raider Arms “Nova Viper” all have a base damage of 7 points.

Now, if you subscribe to the “carbine rule” that any Carbine that is normally a Ranged Heavy weapon can also be used as a Ranged Light pistol if you fold, collapse, remove, or otherwise ignore the stock, assuming you’re also willing to lose on Range band of reach, then there are some other options to play with.

I’m quite partial to the SoroSuub OK-98 Carbine, which has a base damage of 9 points. But with a minor mechanics check, you can boost that to 11 points, with a modification that is unique to that particular model of weapon. You can then add the standard attachments for increasing damage further, although if you want the Blaster Actuation Module, note that the rifle and pistol versions work slightly differently, so you will need to talk to your GM to see which one he would allow you to apply to your weapon.

With the OK-98 and the right attachments with all the mods, you can get the base damage up to 14 points of damage, before you add Pierce, Accurate, etc….

The other option is to go with the HH-50 and boost the base damage from there, and then take advantage of the built-in Linked feature for the twin barrels, and then pile on top of that with Paired weapons.

If you’re a Besalisk and you’ve worked out with your GM how you’re going to handle Four Weapon Combat, imagine being able to aim four HH-50s (with a total of eight barrels) at your enemies! You won’t do quite as much damage with each shot from the HH-50s as you would do with each shot of the OK-98s, but you’d potentially be able to get twice as many shots to hit the same target — and twice as many activations of critical hits, twice as many minions going down at once, etc….

Alternatively, you could use a Pair of Missile Tubes in Two Weapon Combat. There’s nothing quite like firing a pair of missiles at a target, each of which does 20 base damage, Breach 1 (which equals Pierce 10), Blast 10, Guided 3, etc…. ;)

The reason I like 2 HH-50's with Blaster Actuation Modules is you only suffer from one of the setback, if one runs out of ammo you can still hit twice (and with improved Quick Draw you can reload for a single maneuver instead of 2), Vicious goes well with lethal blows.

By the way what do banther sights do? I don't have that book.

By the way what do banther sights do? I don't have that book.

Give you one automatic Advantage to add to your pool, if you successfully hit. See http://swrpg.viluppo.net/equipment/attachments/371/

Nice, it's like a cheap Superior! What about paired weapons? There are no details on them in the database.

So superior and banther sights are a great combo for dual wield weapons.

Nice, it's like a cheap Superior! What about paired weapons? There are no details on them in the database.

So superior and banther sights are a great combo for dual wield weapons.

Paired weapons lowers the needed advantages to activate the second hit by one. Another cheap superior for dual-wielding. And potentially a must have if you talked to your GM about that 4 gun wielding Besalisk. Forgot about auto-fire in that case. ;-)

Wow ok, Paired H7's with Banther Sights is a gunslingers dream when combined with Lethal Blows. The HH-50 is limited by its 2HP, probably better in the hands of someone with Tinkerer.

By the way surely the Linked quality could be affected by Jury Rigged just like auto fire, bringing the cost to activate down to 1 advantage? Paired Banther Sighted Jury Rigged HH's? 2 advantages on the dice for 4 hits ouch. Tinkerer both to make room for Superior, you only have to hit without threat to hit 4 times!

Gunslinger/Modder or Gunslinger/Outlaw Tech may be my new most favourite crazy character.

You can jury rig an item to reduce the needed advantages for linked? Now is nasty. And people complain that tinkerer on starships would be to strong. ;-)

And the best part, you can spread those 4 hits if you like as a gunslinger as there is a talent to allow for that. Multiple targets for free and still dice advantages open to proc crits.

For another option, take the Merr-sonn Model 53 "Quicktrigger" Blaster Pistol, which only has a damage rating of 6, but has 4 hard points and reduces the difficulty of Mechanics checks to modify attachments on its by one, which makes it more feasible to get all the fun mods some of your attachments have. Slap an additional Hard Point on with Tinkerer. Start with the Bantha Laser Sight, Paired, and Superior. Add the Blaster Actuating Module for a potential +3 damage and +2 Pierce. Add the Custom Grip to negate the setback from the BAM and add a +1 Accurate mod. Go for a spin with your 9 damage blaster pistols with 2 auto-successes, only one of which is needed to activate the second hit. Enjoy your boost die and Pierce 2.

Alternately, Replace the BAM and Custom Grip with the Enhanced Xciter. You lose the +3 damage and boost die from Accurate, but the Xciter goes up to +3 Pierce and reduces your crit rating by 1. Use Jury-Rigged to reduce it again, and you've got 6 damage with 1 crit rating and 2 auto-successes with Paired, meaning every successful attack can trigger the additional hit and a crit, assuming you don't roll net threat on the attack. Just don't roll double-despair.

Of course, you can do this better with the H-7, as it comes with crit rating 2, 3 HP, and superior baked in, which lets you have your cake and eat it too by using the BAM build and relying on jury-rigged to provide crit rating 1. But the Quicktrigger is much easier to get your hands on at rarity 4 compared to the H-7's rarity 8.

If you like that, wait until you hear about my Gadgeteer novelty pistol using the DL-19C from Special Modifications...

On a gunslinger/gadgeteer those crits gotta hurt. Nice combo.