So finally buckling down and reading about the Firespray class and really learning the ins and outs of it . . . I think. It did bring up a few questions though . . . namely . . . Seriously, what's it good for?
I mean, we've played a few games starting off with the YT-1300 stats for a YT-1930, and it's a hard ship for combat. That being said, am I misreading something or is the Firespray even worse? It seems the YT-1300 could easily take the Firespray in a fight.
I mean, on the YT-1300 you have TWO guns that deal 6 damage and crit on a 3. That means a single hit is going to deal a minimum of 7 damage. The Firespray can reduce that down to 3 per hit, but it only has 15 Hull Trauma. Even at minimum damage, it can only survive 5 hits. Oh, and the YT-1300 can essentially fire twice per round.
Now we get the Firespray attacking. Granted, I do not understand the rules fully for Auto Fire, but what I do get is the difficulty is increase by 1 purple, they do only 3 damage (minimum of 4), and they crit on a 5. A freakin' 5. This also means I need SEVEN advantages to crit AND auto fire. So on a minimum damage hit, I can do a whopping 1 damage to the YT-1300 that has 22 Hull Trauma. In 3 turns I'm dead, and in 22 turns it's dead. And this is only dealing with minimum damage (And assuming all attacks hit for argument sake).
Now if I AM reading Auto Fire correctly, which I probably am not, then if I get two Advantages AND a hit, I can activate auto fire which means I can . . . roll again to hit?
Whoopdeedoo. I can deal another minimum of 4 damage . . . err, sorry, 1 damage to the YT-1300. And that's a minimum hit. Even if we extend this, the YT-1300 is still dealing 14+ damage per turn while I need consistent luck to tickle the YT-1300 with my Firespray.
I understand I'm probably getting a million things wrong . . . my inquiry is: What?
Edited by Endrek03