Few unclear things(help requested)

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

Hello i'm from a group which plays from time to time, but having problems due to inexperience.

First: Using Barrage talent while sitting in a spaceship's turret. The text says Using heavy or gunnery skills at long or extreme range adds 1 point of extra damage, but that range is personal or vehicle scale? So can my autoblaster benefit from barrage?

Second: If i roll a despair i can run out of ammo, but there is the spare clip talent in the Hired gun heavy which states i can't run out of ammo by rolling despair. However the assault carbine from dangerous covenants has an extra rule: Rolling two threat makes the weapon run out of ammo? How should this be resolved?

Third: What benefits carry over to the dice pool when dual wielding. For example my friend uses two vibrosword with accurate on each and defensive on each. Would he get both accurates on a dual swing and would he get the two melee defense while wielding both swords.

And a subquestion on this matter: Once he rolled 6 success and 8 adventage and a despair, which meant he sliced up our poor friend who was standing in engaged to the target. Thats clear the despair must be spent on friendly fire, but must he spend his adventage to crit on the poor guy or he is free to do whatever he wants?

I thank any clarification in advance. And i'm sorry if i ask something that was answered but i couldn't find the answer.

Edited by Naszerinted

1) I didn't think Barrage could be used at vehicle level (there's personal scale stuff that uses Gunnery, which is why that skill is listed). If you're GM allows it, however, the brief text I'm reading (away from books) says long or extreme - I'd say it scales up to vehicle long/extreme (which'd mean your ship'd need pretty spiffy guns to utilise this).

2) Yer out of ammo. :D The guy with Spare Clip (Gadgeteer has it too) just runs out of ammo with that gun less often than the guy without it.

3) As I understand it, you make the attack using the modifiers of your primary weapon, but increase the difficulty by one. If you hit you hit with that weapon. If you generate two Advantages you hit with the other as well.

There's arguments for allowing modifiers from the other weapon to carry over, and equally fine ones for why you should not.

Defensive quality bonuses stacking... GM call, of course, but I'd allow it.

Edited by Col. Orange
First: Using Barrage talent while sitting in a spaceship's turret. The text says Using heavy or gunnery skills at long or extreme range adds 1 point of extra damage, but that range is personal or vehicle scale? So can my autoblaster benefit from barrage?

Barrage only applies to Long and Extreme range for personal scale weapons. If you read the description, it explicitly says that it does not apply to use with Gunnery skill in starship combat.

That sucks, because it basically makes the talent completely and totally useless for my character -- I don't do Ranged [Heavy], and so I never get a chance to operate at Long or Extreme range anyway. Yet, I am still forced to buy this talent if I want to get through it to the talents on the other side. That is completely and totally wasted points for me, and every time I think about that it really decreases my enjoyment of playing the game.

Third: What benefits carry over to the dice pool when dual wielding.

The rules for Two Weapon Combat are pretty complex, as described in the book. The examples they give aren't so great.

If both of the weapons are exactly the same, you can simplify the process greatly. First off, you determine your attack success with one weapon, after increasing the difficulty by one rank. So, for typical melee, you go from two purple dice to three purple dice. This uses all the bonuses and skills and everything, just as if you were swinging only one weapon.

If this one weapon hits, and generates two or more [Advantage], then the second weapon also hits. From there, you can roll additional dice due to the second weapon for determination of damage, etc... The two weapon hits are treated completely independantly of each other, so the Soak of the defender will apply to both attacks, you can get Crits on one or the other or both attacks, etc....

For example my friend uses two vibrosword with accurate on each and defensive on each. Would he get both accurates on a dual swing and would he get the two melee defense while wielding both swords.

According to the Rules As Written (RAW), Defensive attributes do not stack between weapons, between weapons and armor, or armor and cover, etc.... You take the best one you get from one of those things, and all the additional Defensive attributes are not used. If they did stack, you could be behind a Personal Deflector Shield (Def 2), with Armored Clothing (Def 1), two Vibroswords (Def 1 each), and be behind cover (Def 1), and you would be totally and completely impossible for Darth Vader to hit you.

There is a good game balance reason why the designers decided to make Defense not stack -- if you have one rank of Defense already due to your armor (or something else), then you're not going to get any further benefit of any other Defense, and therefore you're more likely to be out in combat and actually fighting the opponent.

Soak stacks, but Defense does not.

And a subquestion on this matter: Once he rolled 6 success and 8 adventage and a despair, which meant he sliced up our poor friend who was standing in engaged to the target. Thats clear the despair must be spent on friendly fire, but must he spend his adventage to crit on the poor guy or he is free to do whatever he wants?

As player, you should always have the choice of how you spend your [Advantage]. So, if you want to use that to recover some Strain instead of doing a Crit on your buddy that you accidentally hit, you should be able to do that.

There are typical ways that [Advantage] is almost always spent in combat, but you're not forced to use those methods if you don't want.

1. The description of Barrage in the Talents chapter specifically states that it's only used with non-vehicle and non-starship weapons. So only handheld heavy weapons like repeating blasters and the like.

2. I read the Spare Clip talent as not running out of ammo, period (unless you're using a weapon with the Limited Ammo quality, obviously). Having the extra reloads equipment item lets you reload your weapon with a manoeuvre, while Spare Clip simply means you never run dry. It's not like it's a problem, there's plenty of other stuff you can do with Despair and Threat. My reasoning is that while Despair is fairly rare, two or three Threat can crop up quite often. It doesn't make much sense to me that a talent that costs XP makes you only marginally less prone to run out of ammo.

3. He gets the one boos die from Accuracy on his initial attack, and the +1 melee defence from Defensive. If he hits and generates enough Advantage to activate the second hit, he'd get +1 melee defence from that weapon's Defensive quality as well (until his next action). The second boost die from the off-hand weapon's Accurate would never come into play.

And the Despair from his attack could mean he hit his friend. Or it could mean something else. That's up to the GM to decide. Were it my players and they were having an easy time of it I'd let the wild swing hit someone standing too close; if they were struggling I'd have it mean something else, like fumbling and dropping the weapon.

If they did stack, you could be behind a Personal Deflector Shield (Def 2), with Armored Clothing (Def 1), two Vibroswords (Def 1 each), and be behind cover (Def 1), and you would be totally and completely impossible for Darth Vader to hit you.

:o

Wouldn't he just force move you up into the air and then snap your neck in half?

I think the only viable defense against Darth Vader is to not have to defend against Darth Vader.

Thanks for the help and feedback guys. I liked the part with the "not to have to defend against DV".

And the Despair from his attack could mean he hit his friend. Or it could mean something else. That's up to the GM to decide. Were it my players and they were having an easy time of it I'd let the wild swing hit someone standing too close; if they were struggling I'd have it mean something else, like fumbling and dropping the weapon.

However if i remember correctly(i already messed up with barrage) the core rule book states that if you have a friend in engage range to the target you upgrade the check and if you roll a despair you must hit the ally engaged to the enemy.

Thanks for the help and feedback guys. I liked the part with the "not to have to defend against DV".

And the Despair from his attack could mean he hit his friend. Or it could mean something else. That's up to the GM to decide. Were it my players and they were having an easy time of it I'd let the wild swing hit someone standing too close; if they were struggling I'd have it mean something else, like fumbling and dropping the weapon.

However if i remember correctly(i already messed up with barrage) the core rule book states that if you have a friend in engage range to the target you upgrade the check and if you roll a despair you must hit the ally engaged to the enemy.

If you're shooting into melee, sure. The rules aren't as clear about hitting someone who's also Engaged in melee with another character. After all, you have a little more control over a weapon in your hand than a projectile fired (or launched) at someone further away.

The big advantage to having Spare Clip is the reduction in encumbrance. It all adds up and quickly.

I always read Triumph and Despair under the rule of cool. Sure, hitting your friend/ally is a perfectly reasonable way to go. Overeager, you slice through your opponent and catch your friend in the arm.

Personally I would have had one or both weapons get stuck in the person you just hit/killed. It means that you have to spend a round or two recovering your weapon and/or drawing a new one. :)