Multiple Weapon Uses / Two Weapon Fighting

By Lukey84, in Star Wars: Edge of the Empire RPG

As for applying the TWF rules for attacking with both ends of a force pike or shooting and striking someone with a rifle... meh, it's perhaps not strictly RAW, but it is definitely in the spirit of the rules as far as I'm concerned, but you're right, it's not RAW.

Now I'm having second thoughts about allowing it.

Without the equipment it's difficult enough that I'd *want* to allow it. And if a player invested in skills enough (say rank 5 in each) then they're clearly a master and should be allowed to try some new things, and are good enough to possibly pull it off. But the equipment mods suddenly start making it feasible at a lower level, by dropping what would have been 7P down to 4P...and now as a GM I'm stuck. One player invested a ton of XP, risked a lot and worked hard...and the other went shopping. So I'd have to not allow it in both cases to avoid the discrepancy.

To clarify the final bayonet reference, it would let you use your rifle as a knife at engaged range but that's it. I can see the difference between TWF and making double attacks, forgive my Saga Edition d20 roots. Thanks again for the feedback!

Alright, into the nitty-gritty details: I’m using a (regular) Blaster Rifle with the Vertical Foregrip upgrade (remove 1 P in Engaged). Brawn, Agility, Melee and Ranged Heavy all at Rank 3 so I’m [YYY]. I would declare the Rifle as the primary, and the Gun Club as secondary. The dice pool would then be [PPPPS]. Correct?

Also I’m considering a house-rule item unless it officially comes out. Bayonet Ring: 150 Credits. 1 HP. Mount on any Ranged Heavy Weapon without a Cumbersome Rating. Treat as a Knife. Let’s you make Melee attacks with your rifle without penalty.

You're considering a house rule? If you're the GM then feel free to do whatever you want at your table if it makes things more fun.

As proposed, the Bayonet Ring seems too good as-is and I probably wouldn't allow it.

You think that 150 credits and a hard point for what basically amounts to having a combat knife in hand while carrying blaster rifle is too good? I don't think it's bad at all. It's not like he's using a pistol grip on a blaster rifle and then using a vibrosword in the other hand (which is perfectly legal).

As for applying the TWF rules for attacking with both ends of a force pike or shooting and striking someone with a rifle... meh, it's perhaps not strictly RAW, but it is definitely in the spirit of the rules as far as I'm concerned, but you're right, it's not RAW.

Now I'm having second thoughts about allowing it.

Without the equipment it's difficult enough that I'd *want* to allow it. And if a player invested in skills enough (say rank 5 in each) then they're clearly a master and should be allowed to try some new things, and are good enough to possibly pull it off. But the equipment mods suddenly start making it feasible at a lower level, by dropping what would have been 7P down to 4P...and now as a GM I'm stuck. One player invested a ton of XP, risked a lot and worked hard...and the other went shopping. So I'd have to not allow it in both cases to avoid the discrepancy.

Perhaps. I guess what I'm thinking mostly about is the 2 meter long force pike used as double weapon. I'd allow that, perhaps with a decrease in damage, you don't get as mighty a swing, but then it's powered so you could argue it shouldn't matter, but at least the second hit should have a lower damage (like +1), and no Pierce. I don't see the real benefit of performing such an attack, beyond the cool factor, and for coolness I'll be willing to test it at least.

As for the shot and strike thingy, meeh. Even with the forearm grip you'd look at 2 dice increase, so that's daunting (right? I mean it's average for melee, but also for ranged (h) engaged with forearm grip, plus 2 for twf as it's not the same skill - or am I forgetting something here?). Without the bayonet attachment, it'd be an improvised weapon, auto-threat, although I'd not make a blaster rifle count as a large improvised weapon, medium I think. Larger rifles, perhaps, but not likely. Repeaters, certainly large weapons. With the bayonet attachment as Lukey suggested, you'd look at less damage, but no auto-threat or threat/despair breaking the rifle. Anyway, if the player has invested all this XP in his skills, and money to get these attachments, I'd let him.

You think that 150 credits and a hard point for what basically amounts to having a combat knife in hand while carrying blaster rifle is too good?

Yeah.

A bayonet on a rifle for a melee attack option is fine. Two attacks in one round not so much. Honestly it's easier to back up with a maneuver and just shoot.

A bayonet on a rifle for a melee attack option is fine. Two attacks in one round not so much. Honestly it's easier to back up with a maneuver and just shoot.

This, and if you wanna do damage just use autofire. Crap ton more potential damage that way, and it's easier to pull off. This is more "rule of cool," which is why I like it.

You think that 150 credits and a hard point for what basically amounts to having a combat knife in hand while carrying blaster rifle is too good?

Yeah.

Why?

You think that 150 credits and a hard point for what basically amounts to having a combat knife in hand while carrying blaster rifle is too good?

Yeah.

Why?

Because.

:lol:

Mostly it was the "without penalty" bit but the OP clarified that in a later post.

:ph34r:

I agree that a Rifle with Bayonet shouldn't use TWF.

As for the Bayonet itself I'd go with:

Mod, Bayonet Ring: Adding a Bayonet allows the PC to make a Knife attack with the Rifle rather than as an Improvised weapon. The advantage is that you don't have to draw the knife (it's already on the rifle) and you can still shoot without having to drop or sheath the knife because the Rifle is a two handed weapon.

I'd also consider dropping the number of advantages to achieve a Critical by one because you're using it like a short spear and can put more behind the attack, but I'd have to think on it.

Edited by FuriousGreg

1B- How about making an attack with the rifle and following through with a gun-club attack during the same action?

Sure you can, no problem. Make your Ranged (Heavy) attack, and then spend advantage/triumphs to make his next attack harder, or drop his weapon or something and narrate it as the club attack.

This is the best suggestion for my money.

Firing in Engaged, you generate some Advantage and elect to spend it narratively activating a quality like Concussive1, Disorient1, or Knockdown1. Sure, your blaster rifle doesn't have the quality listed, but that's for it's primary function. Maybe up the required Advantage by one to reflect the Threat from Improvised weapons if you feel like it needs to be tougher.

1B- How about making an attack with the rifle and following through with a gun-club attack during the same action?

Sure you can, no problem. Make your Ranged (Heavy) attack, and then spend advantage/triumphs to make his next attack harder, or drop his weapon or something and narrate it as the club attack.

This is the best suggestion for my money.

Firing in Engaged, you generate some Advantage and elect to spend it narratively activating a quality like Concussive1, Disorient1, or Knockdown1. Sure, your blaster rifle doesn't have the quality listed, but that's for it's primary function. Maybe up the required Advantage by one to reflect the Threat from Improvised weapons if you feel like it needs to be tougher.

Edited by awayputurwpn