
How to make your Mooks scary with Autofire (use at your own peril)
Add a touch of Synthcoke to each of them for an extra +1
Tracer Ammo for some extra kick
For extra carnage, one of these guys has Tactics 13...
to use with Tactical Overwatch in the Segotari Power DLC to buff the squad's Autofire Attacks.
If you don't get it, Hardened Security Operatives have Base 14 with Autofire. Synthcoke gives em a +1 to REF so they're hitting with a +15. And Tracer Ammo adds a +1 so they now hit with a +16. And this isn't unfounded. A GM can spawn a special Hardened Mook that has a Base 16 in Autofire.
What this does is give Hardened Mooks a way to better hit the max multiplier and even be able to better hit bullet dodgers attempting to evade their Attack. And if you're worried about players looting bodies, they won't be scavenging a Neural Link, Smartgun Link, or even an Excellent Quality gun. Best they got is a Poor Quality SMG/Assault Rifle and some Tracer Ammo left over from the fight. Plus, these guys are still Mooks. The Hardened Security Operative has 30 HP and poor Evasion & Brawling. They'll die quick, especially if you give them lower SP such as Kevlar. Very definition of glass cannon.
The con of this method? This really ratchets up lethality. In no Evasion games, these guys can hit a x4 multiplier with a 60% chance. And this is even worse if you decide to use the Tactical Overwatch rule. So long as the special Mook passes that DV15 (which is 80% of the time btw), they can consistently give an extra +1 to the Mooks. So now they got a +17 which means getting a x4 multiplier 70% of the time.
So yeah, scary way to make accurate Autofire Mooks while keeping their budget low. Just...mind the lethality. This makes fights a meatgrinder.