Best combat builds (melee or range) for SW: EoE?

By Benny89, in Star Wars: Edge of the Empire RPG

That's definitely a house rule, as otherwise it's almost impossible to kill more than one minion per attack with any reasonable weaponry.

The crit?

From the CRB:

Quote

If a minion suffers a Critical Injury, it is immediately incapacitated. If a group of minions suffers a Critical Injury, it immediately suffers one minion's worth of wounds (so that one of the minions in the group is incapacitated).

Ergo, 1 success, 3 advantage with a normal blaster rifle would take out 2 stormtroopers.

5 hours ago, P-47 Thunderbolt said:

This is (I think) a house rule, but I always factor in Soak (allowing for Pierce/Breach, of course) for the "second" hit where spillover damage is applied to other minions.

Each hit is soaked, so like I auto-fire and get 4 advantage for two more hits, all three of those hits are soaked.

But no, per RAW if I hit a stormtrooper group for 14 damage, you soak it (14-5=9 Damage) apply wounds removing 1 Stormtrooper for exceeding 5 wounds, leaving a surplus of 4 damage/wounds, and those 4 wounds are rolled over to the next guy. But you don't soak it again when you roll it over.

I think I'll probably still soak the extra damage, but it's good to have that cleared up. Thanks!

Would Force-based + Lightsaber melee build be stronger than Marauder/Doctor vibro-based damage build?

Actually you can combine both build theories into one by either mixing specs or taking force sensitive specs that provide you with some of the good Talents - like Anatomy Lessons from Doctor for example.

From a pure combat perspective, the biggest advantages Lightsabers have over Vibro builds are Breach and the possibility of using Reflect.

Have you asked the GM about force sensitive Careers - i though it was an EotE-Campaign?

On 10/28/2019 at 7:32 AM, penpenpen said:

Hold on, hold ON!

I don't have the book handy so I can't check, but have I completely misunderstood things, or shouldn't damage "carry over" within a minion group? Ie if stormtroopers have a wound threshold of 5 and I cause 11 wounds to a group of them, two of them will go down? If not, where the heck did I pull that rule from?

Hmm, I will check later and I forget where I read that (and google isn't turning anything up on it) but someone else brought the same issue up so I believe I may have gotten that wrong.

Page 390 EotE Core: Minions

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The minion group has a single wound threshold, shared by all members of the group. This wound threshold is equal to the sum of the wound threshold of every member of the group. (For example, a group of 3 stormtroopers-each with a wound threshold of 5-has a wound threshold of 15.) Each time any member of the group suffers wounds, the wounds are applied to the group's wound threshold. Individual members of the group are defeated one at a time, each time the total wounds suffered exceeds that group member's share of the wound threshold.

Page 207 EotE Core: Soak

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After calculating the total amount of damage inflicted, subtract the total soak value from that damage total. The result is the number of wounds the character suffers.

If you go through it step by step, soak is already done when you apply the remaining damage to the minions total wounds, probably defeating all of them with one attack if we look at weaker minion types in groups of 3 or 4.

What i did wrong in my example earlier (and i tend to also do wrong at the table quite often) is to defeat one minion every time damage exeeds his share to the total wounds - so you drop one Stormtrooper for every 6 damage after soak not 5.

Edited by Malashim
On 10/24/2019 at 8:06 AM, Benny89 said:

Hi,

I am new in the system, so still reading and learning but my quirk were always combat builds and I intend to keep it that way (that's how I have fun in RPGs for 18 years). I hear a lot about Wookie/Trandoshian Marauders melee monsters, Assassin/Mercenary aut-fire blaster crit builds etc. So I would like to ask which ones would you consider strongest and maybe give me some details of how to build them from start?

Thank you very much in advance,

Even though you seem to oppose the advice, I'm going to chime in here like a few others.

The auto-fire build is not a good idea. It is absolutely a powerful build, and if you pick the right race, class, specs and build the character the right way, the damage you can do is amazing. But it's not good for the party. You will find tons of posts in various places of people trying to fix the crazy autofire damage problems that persist in their games from people that didn't even build around the idea but came across it by accident.

One thing about this RPG is how deadly it can be. Offense ramps up easily, while defense is more limited. Unlike other games that have challenge ratings and can keep high level play basically balanced, this game starts out deadly and only gets deadlier. Your uber offense character might be just fine on it's own, but in a group, it fouls the game up. The only way the GM can present a challenge to your player is to throw things at you that can literally wipe out the rest of your party with one attack while you are still able to easily kill it.

Now, I suppose if the entire party is building to be combat focused monsters like you are, it will be just fine. But if they aren't, then the combat will be so off-balanced that the rest of the party won't be able to do anything in combat. While you can mow down 10 stormtroopers an attack, an average character with some combat skills and a regular blaster will be lucky to kill 1. Keep in mind that you are part of a group.

Going the melee route can still make a monster of a combat character while still capping the ability of the character to a reasonable amount. A wookie, trand, or droid melee focused character with the proper weapon (vibroax is a good one) with high brawn and a marauder or other spec that allows a lot of +10 to crit abilities makes an impressively competent combatant without needing to throw rancors and ATSTs at your party in every encounter.

How/Where is it that multiple crits not taking out multiple minions isn't RAW?

The minion section says that one crit takes out one minions worth of wounds, incapacitating one of them. No mention about multiple crits is made or anything that would indicate them being immune to multiple crits.

Then in the combat section, it says 'If an attack generates enough advantage to trigger more than one Critical Injury...' saying that multiple crits are possible.

After the ... covers characters, that instead of multiple crits, its +10 for each additional.

Edited by starwulfe

"If an attack generates enough Advantage to trigger multiple Critical Injuries, the character makes a single critical roll, adding +10 to the result for each additional time the critical rating is triggered" Thus, you do not actually deal more than one Critical Injury, you simply add on to the roll by spending more Advantage.

You're quoting the same text, but not getting the same answer. If...then. If multiple crits....then here's how you handle it for a character.

So multiple crits are possible, for characters you add +10 fro each additional crit, for minions each crit eliminates one of them.

20 minutes ago, starwulfe said:

You're quoting the same text, but not getting the same answer. If...then. If multiple crits....then here's how you handle it for a character.

So multiple crits are possible, for characters you add +10 fro each additional crit, for minions each crit eliminates one of them.

From page 4 of the "FFG Developer Answererd Questions" stickied topic....

Hello Mr. Simms,


You can only generate one Critical Injury per hit, so one hit against a minion group can only generate one Critical Injury. Therefore the additional Advantage would not kill additional minions.

Hope this helps!

Sam Stewart
Senior RPG Producer
Fantasy Flight Games

Got Ninja'd

Can you provide a page for this?

I could only find: Page 158 EotE Core

Quote

In addition, a character can only generate one Critical roll per hit on a target. However, if the roll generates enough Advantage to trigger the critical rating of the weapon multiple times, the character can choose to add + 10 to the critical injury roll for each subsequent trigger.

I can't find anything about actual multiple crits, only what is possible when you could trigger it more than once instead of using those Advantages/Triumphs for something else.

Because if i can only generate one Critical Injury per hit and Critical Injuries can down one Minion i don't see the RAW of "multiple crits" happen.

Edited by Malashim
too slow

Thank you for pointing out the dev response.

However it does contradict the plain reading of the text.

They even took the time to update the section in FaD, which came out later, from 'critical' to 'Critical Injury' but not to change it to clarify about only one crit.

Anyway, that's what house rules are for! (And my crit player would skewer me if he were to fall behind the auto-fire player more than he already does)

Gunslinger/Gambler, with the Unmatched Fortune signature ability.

16 minutes ago, starwulfe said:

(And my crit player would skewer me if he were to fall behind the auto-fire player more than he already does)

You sound like you need an Imperial II Star Destroyer TPK! ;)

37 minutes ago, starwulfe said:

Anyway, that's what house rules are for! (And my crit player would skewer me if he were to fall behind the auto-fire player more than he already does)

I totally allow it, it's epic. I had a player roll a Triumph and 9 Advantage once...how could I say no?

2 hours ago, starwulfe said:

Thank you for pointing out the dev response.

However it does contradict the plain reading of the text.

They even took the time to update the section in FaD, which came out later, from 'critical' to 'Critical Injury' but not to change it to clarify about only one crit.

Anyway, that's what house rules are for! (And my crit player would skewer me if he were to fall behind the auto-fire player more than he already does)

Plain reading of the text says if you had sufficient advantage to activate the weapon quality more than once you only inflict a single critical but you get +10 to percentile per activation of the weapon quality instead of additional critical hits. However an extremely common house rule, one I usually play with is an extra activation of the weapon quality kills an extra minion, however that is a house rule.