So my group has been playing EotE for a few weeks now, and my Gadgeteer has finally scraped enough credits together and obtained a few parts that I want to put together into a new item. I'm a fan of the SW:ToR PowerTech and I am basically trying to create a retractable vibroblade-type weapon that functions as a heavy gauntlet when the blade is stored. As I am far more crunch oriented than my GM (I'm typically the rules monkey in our games) and the community here seems helpful, I thought I'd post up how we're handling the item as a reality and balance check on myself.
Components: One Vamblade (Dangerous Covenants, 500 credits), one set of Brass Knuckles (25 credits), one Vibroknife (250 credits if the helpful Rodian who tried to slip it between my ribs our first session hadn't decided to "donate" it to my nascent armory before being hauled in to talk to his loan shark), one set of generic mod components (100 credits). Total cost: 875 credits.
Narrative: My bounty hunter is taking the left gauntlet of his armor, integrating the vamblade into the glove, and reinforcing the resulting gauntlet with the brass knuckles. He's then taking the inner workings of the vamblade, and replacing or augmenting the retractable knife housed therein with the power source and field generator from the vibroknife and running a control switch from that housing to the inside of the gauntlet.
Rules: Originally I was pitching the idea of a retractable vibroblade to my GM as a melee version of the Shortened Barrel attachment from the core rulebook, with the cost doubled from 250 credits to 500 to account for it being a non-standard "attachment". Then my copy of DC came in and while flipping through I saw that the vamblade description fit the in-game physical description of the item pretty well already. The brass-knuckles as fighting gloves idea I'd already been using in-game - my hunter's the type where he's not going to slip on the knuckles to let you know you're in trouble, he's already got his dirty fighting built in and ready to go.
Combining the components together we are treating as a Hard Mechanics test. Failure won't destroy the components without a catastrophic roll (3+ threats or a despair), but does waste a day's worth of tinkering. A second Hard Mechanics test would allow the Quick-Draw mod from the Shortened Barrel rules to be attached to the item, with the usual penalty for failure (if the mod fails, it can't be installed - for this reason it'll probably be a few sessions before my character attempts this).
Final stats on the item:
Fighting Gauntlet
Skill Brawl, Damage Brawn +1, Crit 4, Range Engaged, Encumbrance 2, Hard Points 1, Qualities Defensive 1, Disorient 3.
Retractable Vibroblade (extended)
As above, with the following changes: Skill Melee, Crit 2, Qualities Defensive 1, Pierce 2, Vicious 1.
The item appears as a heavy fighting glove with durasteel reinforcement along the wrist and across the knuckles, out of place as an obvious upgrade to my hunter's current set of padded armor but it would blend in with a heavier suit. The difficulty to conceal the blade hidden within is reduced by one thanks to the heavy construction and the difficulty scanners have in penetrating the durasteel housing. It takes a maneuver to extend or retract the vibroblade until the mechanism is modded; if successful the item will gain the Innate Talent (Quick Draw) quality. The sole hard point remaining supports a blade modification - it will probably become Serrated with our current credit intake, but would hopefully be changed out for a Mono-Edged blade down the road. Obviously those mods would only affect the Vibroblade portions of the weapon's stat lines.
How does this look to the community?
Edited by Haggard