Crafted Concussive Knockdown Autofire Weapons

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

This combination seems to be even more devestating then your standard disrupter rifle stacked with crit as it completely disables multiple enemies completely.

Regular Energy Rifle Template base with 2 triumph and 6 advantage

creates a damage 9 weapon that has autofire concussion and knockdown

With jury rig for auto fire on 1 adv you can essentially disable tons of enemies completely, leaving them the ability to simply get up and strain for a second manuver each turn at best.

mods can focus on accuracy and damage and particularly high crafting rolls would be put to accuracy range or damage.

throw on superior bantha sights augmented spin barrel and with tinkerer forearm grip for +2 accuracy +4 damage and 2 automatic

advantage

A top crafted gun could even end up with +5 accuracy 14 damage 2 automatic advantage, range extreme with a telescopic sight

This is going to pierce any soak and effectively end most combats in a single action.

Simply put what enemy is going to stand against this?

Oh and the beauty is that its not even restricted

Edited by amrothe

so, I may have missed something but you still need to roll 4 advantage per hit to activate knock down and concussive so ...... not thinking your going to take down big groups with it. 4 advantage for the first guy, 5 for each additional ... that is a lot of advantage on a combat check.

If you want to game things I'd vote for putting all of what you rolled on crafting in to the stun quality. At that point you do 6 stun for 2 advantage that ignores armor and is effectively just extra damage against minions.

You also mention adding even more with 'high' crafting rolls. As a note, your example of 6 advantage and 2 triumph is already quite high in my experience.

Edited by Darksyde

Yes, this is something that is technically possible, but the odds are not particularly friendly. Each yellow die has a Triumph symbol on only one facing, meaning that even with five yellow dice you are looking at roughly a 5% chance to get double Triumph, and you can only improve those odds by upgrading your check; no matter how many boost dice or Eye for Detail ranks you rack up, you can't magic additional Triumphs into existence.

Even if you get your uber weapon constructed, it is more or less overkill. Take your standard Heavy Blaster Rifle, which is 10 damage auto-fire and not restricted. Mod it up and give it to someone who has Jury-Rigged and has invested a fraction of the resources you've spent becoming the ultimate crafter. They will likely obliterate the opposition just fine without needing all the extra bells and whistles. Killing enemies outright disables them just fine.

The Gambler tree can improve the odds slightly with second chance and supream dibl r nothing.

The Gambler tree can improve the odds slightly with second chance and supream dibl r nothing.

Be that as it may, getting to Supreme Double or Nothing is an investment of 195 XP on talents alone before you even consider the price of purchasing the specialization (which is likely not a first spec for a crafter). For that much XP, you can build an Ace Gunner with five ranks of Gunnery, Jury-Rigged, and two ranks of True Aim. Take any personal scale Gunnery weapon and strap a modded Gyrostabilizer on it, and they can go to town. Similarly, a Bounty Hunter Gadgeteer can buy up to rank 5 Ranged (Heavy), beeline down to Dedication, and still have XP left over to cross-career specialize in the Soldier's Sharpshooter tree for Sniper Shot and True Aim. Neither of those characters are going to need a specially crafted weapon to kick butt and chew bubblegum.

I mean really, once you've said "Use Jury-Rigged to reduce the cost of Auto-Fire..." you don't need to say anything else. You could probably put a Rapid-Recharge Xciter on a standard blaster pistol, mod it and apply a Custom Grip to eliminate the setbacks, and use Jury-Rigged on your newfound Auto-Fire quality, and still ruin everybody's day.

(And frankly, any GM who lets a character use Double or Nothing on crafting checks deserves whatever trouble they get.)

Well to be fair, taking gambler actually breaks the crafting system in the players favor so I'd actually say it is worth the xp you invest. If anything I'd warn gm's to keep an eye on things because it can get /way/ out of hand in my testing.

Edited by Darksyde

Hi. I think we are forgetting his question. :)

What could stand against such a beast of a weapon? Well, a beast!

Enter the Sando Aqua Monster. Ya know, the one from Episode I?
http://swrpg.viluppo.net/adversaries/creature/2962/

With a soak of 15, it has a better chance of surviving than most. But why stop there? :D

After the incredibly difficult task of capturing and sedating the beast, it is time we begin the augmentation process. Implant armor, for an extra point of soak. Cyber arms with brawn, for +1 brawn (and another soak). Cybernetic reflexes to gain +1 of rapid reaction, to improve initiative. Cybernetic eyes, for vigilance. Then, a custom implant of either brawl or vigilance. What am I forgetting... oh yes!

Custom Destri-Series Laminate Beast Armor, tinkered to have 2 hp, one for superior, for another point of soak, and one for ion shielding, to better protect the cybernetics.

That increases soak, among other things, to 22. Plus that daunting fear check should makes things difficult for our uber gunner. 8-)

Hi. I think we are forgetting his question. :)

What could stand against such a beast of a weapon? Well, a beast!

Enter the Sando Aqua Monster. Ya know, the one from Episode I?
http://swrpg.viluppo.net/adversaries/creature/2962/

With a soak of 15, it has a better chance of surviving than most. But why stop there? :D

After the incredibly difficult task of capturing and sedating the beast, it is time we begin the augmentation process. Implant armor, for an extra point of soak. Cyber arms with brawn, for +1 brawn (and another soak). Cybernetic reflexes to gain +1 of rapid reaction, to improve initiative. Cybernetic eyes, for vigilance. Then, a custom implant of either brawl or vigilance. What am I forgetting... oh yes!

Custom Destri-Series Laminate Beast Armor, tinkered to have 2 hp, one for superior, for another point of soak, and one for ion shielding, to better protect the cybernetics.

That increases soak, among other things, to 22. Plus that daunting fear check should makes things difficult for our uber gunner. 8-)

If PCs are actually min/maxing the rules with crafting they certainly shouldn't be surprised when Sunder starts showing up a lot, or a GM starts using double Triumphs to break their power gamer death rays. What's good for the goose imo.

Yeah I am just talking about the gear side of things and I suppose 10 rival/nemesis and you would run out of advantage but as I said it would handle most combat encounters in a single action with the assumption that there are say 6 minions 1-2 rivals and 1 nemesis. yeah you'd need maybe 3-4 advantage for the minions and then 9 more advantage to concussive the bosses and 6 more to keep them stuck in place. A starting combat character will be rolling roughly 2 yellow 2 green and 7 boost dice (double aim) with 2 auto advantage right out of the box with this gun might not be able to consistently pull it off but there are many talent combos to get your advantage up very high.

For most things the gun has the same effect as a regular autofire blaster but the advantage is that you can selectively make it so bosses get knocked down or concussed in the same round you wipe everyone else out.

Also yeah soak of 22 would make it hard on an out of the box character got to pile on deadly accuracy and make that special shot go after that monster.

My point was to show that concussive on an autofire weapon is insane. Autofire is great for minions but less effective on highly armored bosses. Putting in concussive on any weapon with autofire allows you to cheaply prevent every boss in an encounter from taking actions. It's something that was not readily available before and is now available and not restricted. The knockdown is just to prevent said bosses from easily escaping.

Before you could design an encounter where your players would deal a few points of damage to an armored boss per hit and wear him down

or try and stack crits on him. And all of a sudden if the players can reliably outdamage the soak they will kill any boss easily as he will never be able to act.

Edited by amrothe

Max actually said that he would allow Double or Nothing on a crafting check… if you did it with out stopping, in which case difficulty increases upgrades and the such are going to be factored into @Richarcdbuxton.

Who can stand against that much of a tricked out weapon? The adversary who has it and fires first.

I have a simple rule in any game I run. Anything you can do, I can do (better, if you piss me off). If a player makes it a point to be armed for Super Star Destroyer all the time, then his opponents will take that into account. The players have to make a difficult roll to get the ultimate weapon. The GM doesn't.

If the Player says he is getting that weapon just to keep the bad guys from getting to act, then he is playing against the rules of the system, not role playing. At that point the GM should feel free to pull out every dirty trick in the book to make using that weapon a bad idea. If the Character just wants the ultimate in guns and is willing to spend the cash to get it, then he should get to use it, but the bad guys will start taking into account the characters weapon and plan accordingly.

Either way, the point should be to make the ultimate gun something that will bite them on the backside should it become their go-to tactic. After the second time they burst into the big bad's lair and try to shoot everything at once, only to have the deflector array bounce all the shots back to the firing point, they may start trying something else. After the second time a bounty hunter uses that same gun on them, especially from ambush, they may tone things down.

I am not saying they should not get the gun, or use the gun. In my game, I could very easy see myself giving them a gun like that, but making sure they know it is a bit of a sword of Damocles. The players should have enough respect for the GM to not destroy his game, wether the rules allow it or not.

Ugh. I hate your collective minmaxing behinds, no offense.

Here is my response to players pulling stunts like that: As a GM, I want to have fun too. If you turn into a minmaxing SOB that games a narrative system for maximum cheese, you're making it not fun. And then I won't want to GM for you. Just saying.

I don't think this was meant as a min-maxing issues. Just a fun combo with the crafting stuff. There are a lot of neet and odd little things one can whip with them.

I don't think this was meant as a min-maxing issues. Just a fun combo with the crafting stuff. There are a lot of neet and odd little things one can whip with them.

One man's fun combo is another man's min-max.