Question as posted in the title. How is the Autofire weapon trait treated in Genesys? Is it the same as in FF's Star Wars games?
How is Autofire?
Autofire seems unchanged. +1 purple die to the attack and can spend 2 advantages to hit again. Can spread additional hits against other targets in range.
Apparently it's not that broken, after all.
1 hour ago, Grimmerling said:Apparently it's not that broken, after all.
You can minmax anything if you try hard enough.
1 hour ago, Grimmerling said:Apparently it's not that broken, after all.
It's not because there's currentlyno way in the Genesys system to lower the cost to activate autofire to 1 advantage.
In a game designed to be modular the Autofire rules fit well. Every good Western or Civil War Movie has a scene with a Gatling gun slaughtering an entire town, that’s Autofire.
GM’s are well within their rights to make AF less potent if the Theme they are designing requires it. A side bar covering this would probably have been a good idea, but ultimately not necessary
Edited by RichardbuxtonI agree that the lack of a Jury Rig talent (so far) to bring the cost down is a good thing and helps smooth some wrinkles with Autofire from SWRPG.
For a modern / military (-ish) game I've been toying with, I was considering making Autofire a ranked quality, where the ranking indicates how many additional targets beyond the original can be attacked. The ranking is driven by ammo capacity and relative controllability on full auto, so an assault rifle would be Autofire 1 or 2; a Submachinegun 2 or 3 (because the smaller caliber means better controllability), an automatic shotgun back to 1 or 2; a bipod or tripod mounted machinegun might be as high as 5 or 6.
This then opens the potential to add talents or attachments to increase Autofire on a given weapon - Iron Arms (to steady the weapon), or Extended Magazine, for example.
One thing I would also consider is making the weapon run out of ammo if the full Autofire ranks are used at once - dependent on setting that might be a simple maneuver or action to swap mags, but if the party is (narratively) in a situation where resupply has been difficult, and they don't have the Extra Clip(s) gear, then that might be it for that encounter.
I modified Jury Rigged for my table. It cannot decrease a quality by one, but only increase them.
QuoteThe character chooses one personal weapon or piece of armor. They may increase the damage of weapon by one, decrease the Critical rating by one (to a minimum of 1), increase one of a weapon's qualities by one, or increase armor's ranged or melee defense by one. Alternatively, they may decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece of armor.
31 minutes ago, Simon Retold said:I modified Jury Rigged for my table. It cannot decrease a quality by one, but only increase them.
That could get a bit out of hand with Linked and Breach (at least against vehicles) but otherwise seems like a much better option.
I think autofire ought to increase the number of advantage needed for additional hits. like first 1 1 adv. second through 3 2 adv. 4th 3 and so on.
Even requiring two advantages, auto-fire is pretty bananas in terms of raw damage output vs a single target. I think a simple fix is to only allow it to be used to hit multiple targets, so no stacking multiple hits on one target. So an autofire weapon is really good at taking down or damaging multiple targets, but not particular good for focused fire. That makes higher damage non-autofire weapons more attractive if you're just trying to take one person down or harm high soak individuals.
11 hours ago, Glororhan said:Even requiring two advantages, auto-fire is pretty bananas in terms of raw damage output vs a single target. I think a simple fix is to only allow it to be used to hit multiple targets, so no stacking multiple hits on one target. So an autofire weapon is really good at taking down or damaging multiple targets, but not particular good for focused fire. That makes higher damage non-autofire weapons more attractive if you're just trying to take one person down or harm high soak individuals.
problem is in the real world autofire is awesome at taking out single targets. better at it than multiple targets.
Why is everybody trying to downgrade Auto-Fire; She's a game-breaking *****, yes; SO?
That's why you first stay in your trenches for a couple of years and then invent Tanks.
How's Autofire? It's like this! BowBowBowBow!!!!
Just to be sure about how Autofire works in the GCRB pls (my english is not 100% fluent):
It is written:
"If the attack hits, the attacker can trigger Auto-fire by spending 2adv . Auto-fire can be triggered multiple
times. Each time the attacker triggers Auto-fire, it deals an additional hit to the target. Each of these counts as an
additional hit from that weapon, and each hit deals base damage plus the number of Success on the check." ...
"Auto-fire weapons can also activate one Critical injury for each hit generated on the attack, per the normal rules;
the Critical Injury must be applied to the target of the specific hit."
example: PC has 2 success 3 adv:
Base damage of the weapon is 5 (critical rating 3)
it means: 5+2 success (=7) + Autofire activated on single target and so = +7 dg again ; a total of 14 damages ?
an it also trigger a critical injury ?
Thank you for your help
(if you could give me some concrete example, it helps a lot).
It's not one hit of 14 damage, it's two hits of 7 damage. Note that soak reduces damage from each hit. If your target has a soak 4, for example, each hit is reduced by 4, so it's 3 damage each hit (for 6 wound damage total).
And you can either hit twice or trigger a Critical Injury. Once you spend the advantages they are gone and not able to be used for something else. You have 3 total advantage and you 'spend' 2 to get the second hit. That leaves you 1 advantage leftover. Not enough to crit.
Seems like this could be resolved along these lines:
Autofire: allows +1 damage per advantage against a single target to reflect concentrated fire. Instead, you can add an additional target per two advantages against multiple targets to indicate a spray of fire. You cannot mix and match these modes.
this might need some tweaking. I'm used to low XP characters, not having played a campaign long term yet. I suspect the bonus damage might be better throttled as +1 per 2 advantage. OTOH, I like the idea that hammering a target with a concentrated burst of fire will punch through higher soaks.
Thank you both. It helps a lot.
Here's a house rule we used for Auto-fire in my SWRPG game that worked well.
The number of advantage needed to activate hits against multiple targets increases by the number of red dice in the pool.
So an enemy with adversary 2 would require 4 advantage to activate a second hit (or 1 triumph). If that was the primary target and the second target is a minion who would have no red dice in their defensive pool then the regular 2 advantage can be used to hit that target, 3 advantage if the target had adversary 1, etc. This prevented a lot of one round wipe outs of both nemesis and PCs by high-level characters using autofire. It also kept the value of jury rigged as it lowered all the advantage costs by 1.
Totally unofficial, but it worked well for us. Minions still get mowed down as do lower level rivals and nemesis level enemies are rarely taken out by a single action anymore (or the entire party of PCs as their talents like Dodge, Sidestep, etc also increased the advantage cost to activate auto-fire).
I also applied this to Linked in vehicle combat.
I changed it to add +1 purple for each additional target.