New weapon attachement - critiques/suggestions welcome

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

I was thinking about adding an attachment to our game and was looking for suggestions and reviews to help fine tune it so that it's not overpowered. It does require a new weapon quality, so I'll go over that first.

Burst-Fire - A weapon with Burst-Fire functions similarly to those with Auto-Fire, however it cannot be used to attack an area or multiple targets. Additionally, it is limited to two additional hits.

Rapid Cycling Chamber

Weapons: Ranged Light/Ranged Heavy

Base Modifiers: The weapon gains the Burst-Fire trait.

Modification Options: I'm not sure what to add here

Hard Points Required: 1

Cost: 500

What do you guys think? I was considering making it so that the initial attachment added 1 set back die and that 1 mod would remove 1 set back die. Doing this would make it not as good upfront but could be made better. Adding accurate mods or damage mods to it would be handy, but I don't want to start out with too much.

Ahrimon

This is pretty generous for one HP and 500 credits.

The only issue I see is that I think (and I'm just making an assumption here) that blasters are being fired in bursts already. What I mean is, a single attack with a blaster, provided the player makes a good enough roll, can take down more than one Minion in a single Minion Group (since a Minion Group is considered a single entity/target). I'd guess that it's done via bursts of blaster fire rather than a single shot taking down two Stormtroopers.

I'd say make it 2 hard points and up the cost a little, it gonna be a pretty be mod.

Maybe but "accurate" (via volume), brace, +1 damage, on the mod list.

Cost was a complete WAG. 1k credits is doable, but does that match the other attachements? I'm AFB, so I can't compare at the time. I think I initially compared it to the augmented spin barrel.

I'm hesitant to put accurate on there simply because the more dice you add the more chance you have of four advantage. Then again, four advantage is the cap for extra hits. I want this to be usable with pistols and the augmented spin barrel already has 2 accurate if I recall. +1 damage mods would work.

Most barrels cost 2hp and 1500-2000cr. They only add things like +1 damage, Pierce +1, Accurate +1, etc.
Something that adds an Auto-fire-like quality seems far more powerful. Yes, it takes 2 advantage to activate, but when it does, you do double, or perhaps even triple damage to the target! That's powerful stuff.

Now, the re-cocker for the bowcaster does have an Auto-fire mod, but it is difficult to obtain unless your Wookiee has good Mechanics, which limits it pretty well.

Thanks CV, I'll take a look at the barrels and the bowcaster re-cocker for more insperation and to adjust cost.

Other than cost/HP I haven't seen much feedback on mods or whether to OP. I'm hoping that means I'm on my way to devoloping a quality attachement.

The only issue I see is that I think (and I'm just making an assumption here) that blasters are being fired in bursts already. What I mean is, a single attack with a blaster, provided the player makes a good enough roll, can take down more than one Minion in a single Minion Group (since a Minion Group is considered a single entity/target). I'd guess that it's done via bursts of blaster fire rather than a single shot taking down two Stormtroopers.

You must unlearn what you have learned about attack rolls, when narativistic system, you are dealing with.

The only issue I see is that I think (and I'm just making an assumption here) that blasters are being fired in bursts already. What I mean is, a single attack with a blaster, provided the player makes a good enough roll, can take down more than one Minion in a single Minion Group (since a Minion Group is considered a single entity/target). I'd guess that it's done via bursts of blaster fire rather than a single shot taking down two Stormtroopers.

Your assumption is well, kind of wrong. The game is of a narrative variety, and rounds can be upwards of a minute. They have no real set time value, and as such one roll of the dice is NOT equal to one pull of a trigger. That dice roll could be the result of up to a minute long firefight. Your character probably fired several times hitting successfully if you take out multiple minions with one roll.

You must unlearn what you have learned about attack rolls, when narativistic system, you are dealing with.

Um... TBS, I think you're actually agreeing with Mr. Fix. He said that rolls are blasters fired in bursts, and you're agreeing that one roll is not just one shot.

That being said, there is a quality, Auto-fire, that accounts for those weapons which fire more rapidly than others, so there is a difference between fire-rates in RAW.

Your assumption is well, kind of wrong. The game is of a narrative variety, and rounds can be upwards of a minute. They have no real set time value, and as such one roll of the dice is NOT equal to one pull of a trigger. That dice roll could be the result of up to a minute long firefight. Your character probably fired several times hitting successfully if you take out multiple minions with one roll.

You must unlearn what you have learned about attack rolls, when narativistic system, you are dealing with.

Yes... I understand it's a narrative system, but it constructs its initiative like a simulationist one, so we have to deal with things in the confines of the game rules. Going back to narrativism, though, I was basing my assumption on the fact that several blasters in the original Star Wars trilogy are already capable of burst fire. While I definitely wouldn't call it standard, the E-11, for instance, fires bursts several times throughout those three movies. So while yes, some pistols may benefit from an upgrade like this, I'm arguing that the narrative system already makes the allowance that this is what is happening.

I was disagreeing with the assumption that all blasters fire bursts. This is not true. Bursts a generally a single pull of trigger that fires multiple shots. This is the domain of wrapons with the auto fire quality. A single die roll could be a character pulling the trigger multiple tomes.

In fact in the original trilogy I don't think we sed a single burst/autofire weapon. Han never fired a burst, neither the stormtroopers or anyone using a stormtrooper rifle.

Please point out where in the movies this burst fire is. The only thing I generally see with burst weapons are in the prequels.

Try rewatching the 90s "special edition" releases of the original trilogy. (I know... many viewers dislike them, but the fact is, many things were changed because they were how Lucas [claims he] originally wanted them, but couldn't bring them to life with 70s tech.)

Edited by Simon Fix