Quick question about some mods for guns

By SaraMcDohl, in Game Masters

So hey, I have a player who is using a DH-X Heavy Blaster Rifle

Skill: Ranged [Heavy]
Damage: 10
Critical: 3
Range: Long
Encumbrance: 7
HP: 4
Price: 1,900
Rarity: 6
Special: Cumbersome 3, Pierce 2
Category: Energy
Indexes: DC:43

However after his modifications, etc it now looks like this:

Skill: Ranged [Heavy]

Damage: 15
Critical: 3
Range: Long
Encumbrance: 7
HP: 4 (6 Tinkerer +2)
Price: 1,900
Rarity: 6
Special: Cumbersome 3, Pierce 5, Accurate 2, True Aim, Quickdraw, Auto Fire Friendly
Category: Energy
Indexes: DC:43

Mods: Augmented Spin Barrel [2 HP], +3 Damage, Accurate 1, Pierce 1

Targeting Scope [1 HP]: True Aim +1, +1 Accurate

Rotating Galven Coils [2 HP] Auto Fire Friendly Setting, +2 Damage, +2 Pierce, Remove Inaccurate, remove High energy consumption

Weapon Sling [1 HP]: -1 Cumbersome, Quickdraw

Now my question is this. Have I done this completely wrong while I was reading the rules on modifications..or is this just completely overpowered. With his 5 in Agility and the 3 ranks in Ranged Heavy, he's throwing YYYY G BB not to mention if he catches them offguard which is another light blue die. or spends at least 1 turn aiming, thats another light blue. So at a perfect shot we see YYYY G BBBB So at long range .. all of that against PPPP. Would the Rotating Galven Coils increase the size of this gun enough to consider it a Gunnery skill check instead of a Heavy?

You can only add one HP with Tinkerer once to one piece of gear.

He succeeded on all of the Mechanics rolls for all of those Mods?

I have no idea what these Rotating Coils are or this Targeting Scope, house ruled I assume?

They are from the Freebooter's unofficial supplement for new ships and weapons / mods, and Outlaw Tech's get Tinkerer twice very early on. I believe it says you have the ability to add additional HPs to anything for as many ranks as you have Tinkerer.

They get two ranks of Tinkerer which means you can Tinker 2 items, not apply it twice to one.

"The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of Hard Points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one."

EoE CRB p. 145

Can't have two extra HPs on the HBR. I also would ditch the unofficial mods completely. Auto-Fire is already pretty powerful and those mods make it absolutely silly.

Edited by 2P51

I'm impressed (or dubious) that he made all his Mechanics checks to install all those mods. I have a player with INT 6, Mechanics 3 and two ranks in that talent (Inventor?) that gives a boost die to install mods, and even he can't always make the third or fourth mod on a given attachment.

And like everyone else has pointed out, you can only apply one rank of Tinkerer to any one item.

Even if he only gets Tinkerer once on the gun, he'll just drop the sling.

Anyway, I see nothing wrong with him having the massivly strong gun. He was lucky enough to pass all those successive mod rolls.

Of course such a overpowered weapon is going to attract attention, possibly from the wrong crowd.

Forget about carrying that weapon around everywhere you go, worlds with any weaponry restrictions will hold it for you on sight. You'll spook a lot of people by carrying it around too. Imperial law enforcement might start asking questions, clients might not do business with someone carrying enough firepower for a small battalion(others might flock to you)

Such a weapon is of course very valuable. Someone might nick it and flip it at a pawn shop for a quick payday.

Hey, you know that dispair you rolled right there? Yeah, your Galvan Coils just got fried. You'll have to replace them, or maybe the whole gun.

My character has an HBR with a Spin Barrel and I'm terrified that something might happen to "Deathspitter"

Edited by ZachAttack

Augmented Spin Barrel [2 HP], +3 Damage, Accurate 1, Pierce 1

Targeting Scope [1 HP]: True Aim +1, +1 Accurate

Rotating Galven Coils [2 HP] Auto Fire Friendly Setting, +2 Damage, +2 Pierce, Remove Inaccurate, remove High energy consumption

Weapon Sling [1 HP]: -1 Cumbersome, Quickdraw

Now my question is this. Have I done this completely wrong while I was reading the rules on modifications..or is this just completely overpowered.

I don’t see those two middle attachments on the page at http://swrpg.viluppo.net/equipment/attachments/category/24/ and the system was recently updated with some information from the new AoR CRB. Personally, I think both of those are … overpowered.

But then I am running a Wookiee Maurauder swinging a pair of vibro-axes that have Mono-Molecular Edge and Balanced Hilt, with all available additional mods installed, which makes them +3 Damage, Crit 1, Pierce 4, Vicious 3. And I’m waiting to find someone who can do a Tinker on each of them, so that I can add Serrated Edge on both.

So, who am I to criticize what is or is not too munchkin? :P

Yeah I totally boned that when he chose outlaw tech. So I think I'm just gonna stick with it for now. My mechanic member is very unorthodox with the confines of the game so I am being forced to figure out how hard it is for him to create things from nothing, or how to completely reprogram a droid's core so that it would have different skill sets but still look like a protocol droid.

Are your adventures all about combat? With so much invested in Range Heavy and Mechanics, can he do anything else?

Yes, it's powerful. But in the movies, the opposition also tends to go down with a single shot. But the stories aren't just about shooting.

Also, where does that 4th yellow die come from? With Ranged Heavy 3, shouldn't there be only 3 yellow dice?

On the modification rules, while I love the idea, I also think that every mod should come with penalties, quirks or side effects, especially if you roll any threats or despair. There's a good reason why these weapons don't roll out of the factory like that; they become less reliable and require a lot more maintenance. A good customized weapon should be more powerful than standard, but it should also be quirky. Like the Millennium Falcon (the archetype of heavily modified equipment in the movies -- they're constantly fixing it and when it's flying, it regularly malfunctions).

The 4th die comes from the True Aim +1. But I do like the idea of random malfunctions. Thanks for that.