Star wars rebels equipment

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

Not lightsaber specific, but I'd like to see a way to break down larger weapons into a number of Encumbrance 1 components that require a number of Maneuvers equal to the weapon's real Encumbrance to reassemble (so 3 maneuvers for a carbine or 4 maneuvers for a rifle).

I dunno if you'd really need that many maneuvers. After all, this is a game about playing imaginary space travelers in an imaginary setting where the laws of physics are pretty much overlooked in terms of "is it cool or not?" Not that a couple posters in this thread seem to comprehend that particular point about the franchise and insist on "realism!", but that's their malfunction.

If anything, I'd say that having it require the character's action (especially in combat) to reassemble the weapon would be a sufficient drawback in exchange for increasing the difficultly of Perception checks to notice the weapon twice. Out of combat, a round can vary wildly, so even a single action could represent several minutes' worth of careful assembly.

Or perhaps require two actions to assemble if in combat, with the chance that with a successful Mechanics check (at least Average difficulty) to assemble the weapon in a single action (be a good time to add a setback die or two to the Mechanics check as well). If the check fails, then the PC has already spent one action in trying to assemble the weapon and just needs to spend one more to finish the job on their next turn.

And unless you're splitting the components up amidst multiple people or stashing them in multiple places that aren't on your person, the Encumbrance reduction is largely a moot point. There's no real difference between carrying a single Encumbrance 4 blaster rifle and four Encumbrance 1 parts of a blaster rifle. But even then that's probably more of a narrative thing than an element that needs specific rules to handle.

Edited by Donovan Morningfire

for the slingshot, I think short sounds right. It looks like the bolts have a clear arc, where most blaster shots do not.

The point of splitting the Encumbrance up is that the pieces are easier to conceal.

SKZ Sporting Blaster. It has an encumberance of three and can be broken down into three pieces for easy transport. Use that as a starting point (how it is broken down) and add the Shadowsheath on top of it. When it is broken down it increases the difficulty of detecting it by two.

Doesn't seem like that much of a gimmicky device. Looks like it is a stun only weapon.

Ezra's slingshot

Range: Short

Damage: 5

Crit: 5

Encumberance: 1

HP: 1

Special: Stun Damage, Limited Ammo (1)

And what skill should it use? It uses two hands, so Ranged (Heavy) is suggested, but that just feels wrong.

Given the way he's shown to use it, I don't see why it wouldn't be Ranged (Light).

I would also get rid of the Limited Ammo since what he's shooting is a volley of energy bolts.

True. I had thought he was loading it before each shot, then rewatched "Ezra's Property" and saw that he just pulls back on something and the shot just becomes available.

SKZ Sporting Blaster. It has an encumberance of three and can be broken down into three pieces for easy transport. Use that as a starting point (how it is broken down) and add the Shadowsheath on top of it. When it is broken down it increases the difficulty of detecting it by two.

Probably building on that, you could have said attachment treat the object as being Encumbrance 1 solely for purposes of hiding it, but that you'd need to spend at least an action (possibly 2 actions) to put the weapon back together.

I'd say the trade off of having to spend at least one action to reassemble the weapon is a fair trade-off for not having to even to make any sort of Stealth check to hide the weapon along with the searcher not getting any bonuses for the weapon's size is a fair enough exchange I think.

Probably also restrict it to blaster carbines, blaster rifles, and slugthrower rifles, at least in terms of being an after-market add-on. Heavy blaster rifle might be pushing it, and repeating blasters should be right out.

I'll cast my 2 credits in here: I was thinking about what kind of stats the Ghost might have. I'd think it would be a Silhouette 4 freighter, and I'd be okay with it having enough crew space for six. Having said that, there's the question of what is standard equipment and what would require sacrificing hard points. My thoughts:

The shuttle is the big question. While I think there's a strong case to be made for having the shuttle be a modification, I'd be more inclined to having it be a part of the ship. The design on both the Ghost and the Phantom shuttle seems similar enough to indicate the two are meant to be together. It would definitely increase the price and cut down on the cargo, though. I'd say cut the encumbrance of a YT-1300 freighter in half to start, then go from there.

Next is the number of guns. I think at least two of the guns have to be modifications. I think using the top turret gun as the original would be the easiest choice, although ships like the Ghtroc 720 have traiditionally come with the front-mounted guns only. Still, it's a Corellian ship--I could see using the turret gun station as the original and then having the front and rear guns installed to provide some extra firepower.

The transponder scrambler I could see being a mod that probably only takes one hard point--it provides a great narrative benefit to PCs, but not a lot of mechanical benefits.

Thoughts?

I'll cast my 2 credits in here: I was thinking about what kind of stats the Ghost might have. I'd think it would be a Silhouette 4 freighter, and I'd be okay with it having enough crew space for six. Having said that, there's the question of what is standard equipment and what would require sacrificing hard points. My thoughts:

The shuttle is the big question. While I think there's a strong case to be made for having the shuttle be a modification, I'd be more inclined to having it be a part of the ship. The design on both the Ghost and the Phantom shuttle seems similar enough to indicate the two are meant to be together. It would definitely increase the price and cut down on the cargo, though. I'd say cut the encumbrance of a YT-1300 freighter in half to start, then go from there.

Next is the number of guns. I think at least two of the guns have to be modifications. I think using the top turret gun as the original would be the easiest choice, although ships like the Ghtroc 720 have traiditionally come with the front-mounted guns only. Still, it's a Corellian ship--I could see using the turret gun station as the original and then having the front and rear guns installed to provide some extra firepower.

The transponder scrambler I could see being a mod that probably only takes one hard point--it provides a great narrative benefit to PCs, but not a lot of mechanical benefits.

Thoughts?

The Ghost doesn't have rear guns. Those are the Phantom's guns.

The Ghost doesn't have rear guns. Those are the Phantom's guns.

Does the Phantom have rear guns? The one episode I’ve seen so far where the Phantom was separated from the Ghost and was using its weapons, they seemed to be front-mounted — and the Phantom clearly docked with the Ghost nose-in, so that the smaller exhaust ports of the Phantom pointed in the same direction as the larger exhaust ports from the Ghost.

But maybe there are also rear-mounted guns that I missed?

The Phantom can dock nose in and it can dock nose out. When it docks nose out those guns can be used to shoot at attackers.