The E-11s is Powerful!

By strongarm85, in Game Masters

Of course, the E-11s is balanced by the Slow-Fire quality, which means that while each shot can be a doozy, the shooter only gets to fire every other round. That alone can be a deciding factor, particularly if one of the shooter's opponents is an equally good shot and has a regular blaster rifle; it might not be as much damage per shot, but the fact he gets two shoots to the E-11s' user's one can quickly change how the fight turns out.

Ok, so I had a hard time interpreting the Slow Firing 1 quality. I think the E-11 is the first weapon to have a Slow Firing of 1, and I thought it meant it could only be fired once per round, not every other round.

Am I wrong on this?

3 hits for a missile is ridiculous. The player wiggle room is dodging the missile and/or having to make a crash landing when one of their turbofans gets hit, not necessarily coming apart in the air. But the threat of coming apart in the air has to be real.

Still 2-3 hits to get a kill isn't exactly a "nonthreat." Put it in context. It's got a base damage of 20, blast 10, breach 1, guided, a 6 round magazine and a Enc of only 7 all while using the gunnery skill. It's a portable general purpose rocket launcher good against most targets but perfect for none. With that in mind taking 2 or 3 hits to get a certain kill on a light vehicle (and that's ignoring Crits and such) isn't all that nutty.

Ignoring the Plex's questionable stat-history and the fact that it's final canon version was designed by someone who had zero knowledge and did zero research (or perhaps did extensive research and was actually designing a weapon for use by a paraplegic in a repulsor chair and with an unusually strong spine), the current stat block and abilities make a lot of sense.

If you want something nastier for real anti-vehicle work, I'd say stat out the Finbat, which isn't as popular in the material as the PLX, but is more purpose built to kill vehicles outright, and it's final stats will probably reflect that better.

Of course, the E-11s is balanced by the Slow-Fire quality, which means that while each shot can be a doozy, the shooter only gets to fire every other round. That alone can be a deciding factor, particularly if one of the shooter's opponents is an equally good shot and has a regular blaster rifle; it might not be as much damage per shot, but the fact he gets two shoots to the E-11s' user's one can quickly change how the fight turns out.

Ok, so I had a hard time interpreting the Slow Firing 1 quality. I think the E-11 is the first weapon to have a Slow Firing of 1, and I thought it meant it could only be fired once per round, not every other round.

Am I wrong on this?

Yep, The number after Slow Firing is the rounds you must wait before it can be fired again.

3 hits for a missile is ridiculous. The player wiggle room is dodging the missile and/or having to make a crash landing when one of their turbofans gets hit, not necessarily coming apart in the air. But the threat of coming apart in the air has to be real.

Still 2-3 hits to get a kill isn't exactly a "nonthreat." Put it in context. It's got a base damage of 20, blast 10, breach 1, guided, a 6 round magazine and a Enc of only 7 all while using the gunnery skill. It's a portable general purpose rocket launcher good against most targets but perfect for none. With that in mind taking 2 or 3 hits to get a certain kill on a light vehicle (and that's ignoring Crits and such) isn't all that nutty.

Ignoring the Plex's questionable stat-history and the fact that it's final canon version was designed by someone who had zero knowledge and did zero research (or perhaps did extensive research and was actually designing a weapon for use by a paraplegic in a repulsor chair and with an unusually strong spine), the current stat block and abilities make a lot of sense.

If you want something nastier for real anti-vehicle work, I'd say stat out the Finbat, which isn't as popular in the material as the PLX, but is more purpose built to kill vehicles outright, and it's final stats will probably reflect that better.

The biggest issue is the scaling difference. It's what prevents extra successes from mattering. If the missile tube did planetary scale Damage 2 (with Breach 1) then it's a threat to light vehicles since with enough successes it could do several points of WT - enough to truly threaten vehicles. Likewise, if the heavy repeating blaster did planetary scale Damage 1 (or maybe 2 since it lacks Breach), it could slowly chew away at lighter vehicles with a good gunner firing it. In both of these cases, the weapons would be absolutely murderous to character scale targets, but that may not be such a bad thing.

To see why I say this, use the normal rules and put troops armed with missile tubes and heavy repeating blasters up against a single AT-PT. It's unlikely that the guys with the missile tubes can score the ten successes need to score a point of HT on the AT-PT, and the guys with the heavy repeating blasters shouldn't even bother firing.

Edited by HappyDaze

To see why I say this, use the normal rules and put troops armed with missile tubes and heavy repeating blasters up against a single AT-PT. It's unlikely that the guys with the missile tubes can score the ten successes need to score a point of HT on the AT-PT, and the guys with the heavy repeating blasters shouldn't even bother firing.

Yah I saw that with the at-pt, but its a combat vehicle purpose built for taking on infantry and light vehicles, not a civilian speeder like we started with.

Maybe its my experiance with the plex back in WEG, which had an almost identical issue as this that is making me think its working as intended. Its an all around good weapon, but not perfect. This leaves plenty of room for a future supplement to include a real tank-killer like the finbat, or perhaps the shoulder launched ion cannon...

To see why I say this, use the normal rules and put troops armed with missile tubes and heavy repeating blasters up against a single AT-PT. It's unlikely that the guys with the missile tubes can score the ten successes need to score a point of HT on the AT-PT, and the guys with the heavy repeating blasters shouldn't even bother firing.

Yah I saw that with the at-pt, but its a combat vehicle purpose built for taking on infantry and light vehicles, not a civilian speeder like we started with.

Maybe its my experiance with the plex back in WEG, which had an almost identical issue as this that is making me think its working as intended. Its an all around good weapon, but not perfect. This leaves plenty of room for a future supplement to include a real tank-killer like the finbat, or perhaps the shoulder launched ion cannon...

If nothing else, missile tubes are created specifically to deal with light armored vehicles - like the AT-PT. They are not created for the purpose of killing civilian vehicles and, if used for that purpose, they should be total overkill. As is, the missile tube looks like it's made for killing station wagons and is almost useless against lightly armored vehicles. That doesn't seem appropriate to me.

Against light vehicles like the the Personnel Carrier, or rebel airspeeder it works fine (the airspeeder almost seems like it's natural prey.) The AT-PT, while "light" in size is an infantry support platform, and so was probably made with repeating blasters and missile tubes in mind.

Its also possible though that the AT-PT was supposed to have an Armor of only 2, which actually makes a little More sense overall...

I agree with HappyDaze. A missile launcher is an anti-armor weapon, it should use planetary scale damage so that you don't need 10 uncancelled successes to do an extra point of damage. Nobody builds a missile tube to deal with swoop bikes and land speeders, they build it to deal with light armored vehicles.

I think part of the intent was not to allow a man-portable weapon that does planetary-scale damage, since it could be turned on the PCs (or used by the PCs) to instafrag tons of enemies in personal scale. That design decision however doesn't hold up when the weapon can't logically do what it's meant to do versus vehicles.

The huge problem is that the missile launcher and E-WEB are very effective at hurting people, but ineffective at hurting vehicles. Make them better at hurting vehicles without tweaking any other rule, and they will be far too good at killing people (read: 1-shot the players, which is not fun).

The huge problem is that the missile launcher and E-WEB are very effective at hurting people, but ineffective at hurting vehicles. Make them better at hurting vehicles without tweaking any other rule, and they will be far too good at killing people (read: 1-shot the players, which is not fun).

How many players would not be instakilled by a 20 damage, breach 1, blast 10 weapon? It already has the punch to 1-shot players, but still not enough to hurt vehicles.

The huge problem is that the missile launcher and E-WEB are very effective at hurting people, but ineffective at hurting vehicles. Make them better at hurting vehicles without tweaking any other rule, and they will be far too good at killing people (read: 1-shot the players, which is not fun).

How many players would not be instakilled by a 20 damage, breach 1, blast 10 weapon? It already has the punch to 1-shot players, but still not enough to hurt vehicles.

We have a Wookiee in my group with WT 24. He might not go down instantly to a single shot from a missile tube, but it would be close.

Well fortunately there aren't real instakill "hit -10 and you're done" mechanics in this game.

But yes it's a problem that the quickest fix to make these things threats to vehicles also makes them even more dangerous to players. I think in some ways that's a good thing, but it can also negatively affect the fun of the game.

If we wanted to go the route of houserules, you could always add Inaccurate 1 or 2 when firing on infantry to represent it being meant to have a target lock on whatever vehicle it is firing at.

Along with adding the planetary scale damage that might be the best way to do it.

Trouble mainly being with things like the E-WEB. Machine guns are VERY good at mowing down infantry in an area by populating that area with flying lead, and also VERY good at shredding light vehicles.

So I was just reading over the E-11s entry and noticed it said that "E-11s rifles are equipped with ... and a powerful multioptical telescopic sight."

Would you count this as actually having the telescopic and/or multioptic sight attachments?

Yeah, probably.

Well fortunately there aren't real instakill "hit -10 and you're done" mechanics in this game.

But yes it's a problem that the quickest fix to make these things threats to vehicles also makes them even more dangerous to players. I think in some ways that's a good thing, but it can also negatively affect the fun of the game.

I imagine the best solution, as suggested, would be to make it really inaccurate vs personal, or alternatively have it unable to fire on personal targets. Due to the nature how missles act, it just makes sense that they are not effective weapons on personal targets, though you could use them on buildings that may keep them relivent. I can't see many people having these weapons around.

I do realize that many people are using EotE rules to do campaigns not entirely based on the "outlaw's in space" the CRB is pushing, but wtf are your spacers fighting if they are in desperate need of anti-vehicle weapons. They are valid concerns, sure, but this is like people playing characters in Dark Heresy complaining they dont have weapons to take down Carnifexes. Go get the Deathwatch book. I mean,your gm should be plotting any vehicles away, providing custom weapons to handle those situations. Wait for the AoR book to come out if you are desperate for stated weapons to take down armored vehicles reliably. I cant imagine they wont have something for Rebel Heavy Gunners to take down AT-STs and the like.

I use a personal/vehicle scale of 5-to-1, instead of 10-to-1. Gives individuals a chance against "near misses" from vehicle weapons, while keeping vehicle crews on their toes.