Any existing stats for the DC-17m various attachments?

By Serif Marak, in Star Wars: Edge of the Empire RPG

http://starwars.wikia.com/wiki/DC-17m_Interchangeable_Weapon_System

I'm interested in putting something similar to this together.

I would need a basic blaster pistol that houses the computers for the weapons as well as the basic firing systems, as well as a blaster rifle attachment and at least the grenade launcher. The sniper rifle would be nice to see as well.

EDIT:

((Pending update))

Edited by Serif Marak

There are already existing attachments for grenade launchers, barrel replacements, etc….

You could just re-purpose those and flavor them as parts of the DC-17m system that can be easily swapped in the field, with an Easy ( ♦︎ ) Mechanics check.

Actually, now that I think about it — attachments don’t require any kind of Mechanics roll to apply. It’s the modifications that require rolls.

So, just create some DC-17m flavored attachments that do what you want, and maybe borrow heavily from the existing attachments of the same type. The only sticking point would be the sniper rifle barrel — The existing attachments are very clear as to which ones are applicable to pistols and which ones are applicable to rifles, and things like sniper barrel attachments are definitely only applicable to rifles.

So, maybe the DC-17m is technically a Carbine, and therefore qualifies as a "rifle" for the purposes of applying the DC-17m sniper rifle attachment?

Grenade launcher with armor piercing grenades. Teleoptic sight.

Maybe?

Actually, now that I think about it — attachments don’t require any kind of Mechanics roll to apply. It’s the modifications that require rolls.

So, just create some DC-17m flavored attachments that do what you want, and maybe borrow heavily from the existing attachments of the same type. The only sticking point would be the sniper rifle barrel — The existing attachments are very clear as to which ones are applicable to pistols and which ones are applicable to rifles, and things like sniper barrel attachments are definitely only applicable to rifles.

So, maybe the DC-17m is technically a Carbine, and therefore qualifies as a "rifle" for the purposes of applying the DC-17m sniper rifle attachment?

I'm thinking that swapping the attachments would be a maneuver, and ignoring the 'Quick Draw' talent.

The pistol would simply plug in to the blaster rifle attachment or the sniper rifle attachment. The rifle would be an independent system devoid of the basic firing components, which would be housed in the pistol. The sniper rifle would load the physical round through the attachment, and be charged with the expelled gas from the pistol.

Grenade launcher with armor piercing grenades. Teleoptic sight.

Maybe?

Are you aiming for a mortar? Is that what's happening right now? lol

Actually, now that I think about it — attachments don’t require any kind of Mechanics roll to apply. It’s the modifications that require rolls.

So, just create some DC-17m flavored attachments that do what you want, and maybe borrow heavily from the existing attachments of the same type. The only sticking point would be the sniper rifle barrel — The existing attachments are very clear as to which ones are applicable to pistols and which ones are applicable to rifles, and things like sniper barrel attachments are definitely only applicable to rifles.

So, maybe the DC-17m is technically a Carbine, and therefore qualifies as a "rifle" for the purposes of applying the DC-17m sniper rifle attachment?

I'm thinking that swapping the attachments would be a maneuver, and ignoring the 'Quick Draw' talent.

The pistol would simply plug in to the blaster rifle attachment or the sniper rifle attachment. The rifle would be an independent system devoid of the basic firing components, which would be housed in the pistol. The sniper rifle would load the physical round through the attachment, and be charged with the expelled gas from the pistol.

Grenade launcher with armor piercing grenades. Teleoptic sight.

Maybe?

Are you aiming for a mortar? Is that what's happening right now? lol

No, just thinking, AP nades would be like the AP launcher on the DC-17, and A telescopic scope would reduce the difficulty on ranged attacks at long range.

The DC pistol is just a ... well pistol, that essentially comes with extra reloads...

But you know if you're OFFERING an Espo Grenade Mortar I'm totally down with that. It would use Gunnery right? :P

DH-X heavy blaster rifle (Dangerous Covenants)/Grenade launcher (DC)/E-11s sniper rifle (Enter the Unknown)

It takes a maneuver action to switch between forms.

I put together a write up for the weapons.

The sniper rifle is a variant of what's in the books. It is designed to accommodate for being more compact.

Anyone see any serious issues here?

Why is the pistol its base form? The rifle is the base form. The system shares similarities with the DC-17 pistol, but they are not part of the same system.

Why is the pistol its base form? The rifle is the base form. The system shares similarities with the DC-17 pistol, but they are not part of the same system.

This.

Also, IIRC the grenades are supposed to be a anti-vehicle, not just armor piercing.

Yeah, I'm a little fuzzy on some of this too...

The Crit:0 stuff is really confusing. Do you mean we can't crit, or that it auto-crits on every shot? Because auto-critting is pretty frelling amazing...

Just my take RE: the game....

DC 17 Pistol is one weapon that's only real advantage is it just recharges instead of needing to be reloaded. Otherwise it's just another blaster pistol. Make it a blaster pistol that doesn't require extra reloads to be reloaded and you'd essentially have it.

For the Rifle I'd probably steal the stats for the Espo Riot gun, making it a medium range automatic weapon.

Sniper rifle I'd use the same stats but extend Range to Long, remove auto fire, and add Pierce 2 or a Teleoptic sight.... MAYBE drop it to Crit 2.... maybe.... but probably not...

Grenade Launcher I'd probably just use the stats for the the AP Grenades in AoR (In the game they really weren't that useful against vehicles anyway) make it Range Medium (or keep it short, but allow it to use Ranged:heavy, again, in the game the grenade launcher was more a grenade lobber), single shot, and you're good.

I'd trade all HP for being able to hot-swap components and the entire system being Enc 5ish. On a 1:1 comparison each component will usually under perform compared to a single purpose weapon, with the D-17m's real super power being the sum of it's parts. This would fit the Commando's doctrine mentality: Small flexible groups, conducting specific missions to go HERE and do THIS, with no support or expectation of extended operations.

Again, my experience is with the game, not the books. So I may disagree with Karen Traviss...

The Crit:0 stuff is really confusing. Do you mean we can't crit, or that it auto-crits on every shot?

Read further.

"The Component adds its Damage and Critical to the Base weapon."

If it says 0, than it has the same rating as the base weapon.

I'll do some more fact checking on this stuff and fix it up later on.

I too am confused as to why you have a pistol as the base. The DC-17m is a rifle with both Sniper and Anti-Armor attachments. There is no pistol as part of the ICWS.

Saga Edition had a really nice stat-up. Essentially it was a normal Blaster Rifle but with a standard action could be a sniper (up the damage die from d8 to d10; targeting scope = no penalty at short but -2 at point blank) or Anti-Armor (1kg heavier; single shot frag with 3-square burst instead of 2). Translating to EoTE is pretty simple from there.

Below is what I came up with. I stuck as close as possible as I could to the SW:SE stats I was basing it off of. Obviously had to ballpark a few things as it's not a perfect system to system conversion.

EDIT:
I had no idea what to put for HP, I'd honestly say no mods because of how delicate the whole system is. So I just left them at default 4.

DC-17m Interchangeable Weapon System (ICWS)
The DC-17m Interchangeable Weapon System (DC-17m ICWS) was a configurable combat weapons system designed by BlasTech Industries capable of fulfilling multiple combat roles due to its ability to reconfigure into either a standard blaster assault rifle, a compact sniper rifle, or an anti-armor grenade launcher, depending upon the needs of the user.

As an Action, the user may change the configuration of the DC-17m to Blaster, Sniper, or Anti-Armor.

- Base Blaster Configuration
Skill: Ranged (Heavy); Dam: 9; Crit: 3; Range: Long; Encum: 4; HP: 4; Price: 4,000; Rarity: 8
Special: Stun Setting, Auto-Fire

- Sniper Configuration
Skill: Ranged (Heavy); Dam: 10; Crit: 3; Range: Extreme; Encum * : 1 (+0); HP: 4
Special 1 : Stun Setting, Auto-Fire, Cumbersome 2, Accurate 2
Mods: Telescopic Optical Sight (Accurate 2), Marksman Barrel

- Anti-Armor Configuration
Skill: Gunnery; Dam: 8; Crit: 4; Range: Medium; Encum*: 2 (+1); HP: 4
Special: Blast 8, Cumbersome 3, Limited Ammo 1

* Encumbrance Value of each configuration represents that configuration alone for carrying. The parenthetical is the value added to the base weapon when attached. All other stats are replaced by the configuration.
1 The sniper configuration reduces the difficulty of attacks made at long and extreme ranges.

EDIT:

I think I am going to stat these likes the basic versions of each weapon with some minor changes.

The issue with this is that the ICWS isn't made to compete with the dedicated versions power-wise. It's to allow the user to adapt to situations without needing an arsenal on his/her back.

Obviously, no one can know for-sure unless we get some official release in a source-book, but if your goal is to portray the DC-17m accurately, you have to change a lot more than what you have there.

Edited by OfficerZan

I like how no one brings any stats until I post a rough version of what I interpreted, and then a lot of what I said get's taken out of context.

All I get is 'use this existing thing that isn't actually what you're trying to accomplish' before hand.

Now people keep repeating each other.

I already said I would get back to this and fix it. I don't need anyone else telling me how I screwed up.

Bring up more suggestions or ideas or your own interpretation, but stop repeating what's already been said.

Thank you.

That was a little needlessly aggressive. :mellow:

When you post on a forum, you should be open to all input. Also, I don't see anyone repeating info. We've all recommended different weapons, different ideas for how to swap, etc. I even added that Saga had a good basis for you if you wanted and even took time to write up a stat-block of my own for you. The only thing repeated that I can see is about how there's no pistol part of the DC-17m. (DC-15 sidearm is probably what you're thinking of, anyhoo).

It may not be exactly what you wanted, and I'm not sure of whom exactly that post was directed towards, but no one has posted anything which warranted that type of response. Heck, if directed at me, I didn't even see your post before you edited the stat blocks in. I just thought it'd be nice to try and help you out.

*leaving thread*

Your welcome? :huh:

I didn't post stats because the weapons already have stats in current books. But that being said, I will revise my suggestion.

DC-17m_Interchangable_Weapon_System.jpg

DC-17m ICWS

  • Base form is the Heavy Blaster Rifle (EotE 160). It comes with the autofire, but needs Stun Setting quality added.
  • Sniper Rifle setting is the E-11s from Enter the Unknown (pg 38). When transformed to this it takes on these stats.
  • Grenade launcher. For the purposes here I would actually use the stats for the Flechette Launcher (Dangerous Covenants pg 42), either the Anti-Vehicle (for the anti-armor version) or the Anti-Personal otherwise. It comes with limited ammo 4 which is stated to be the usual load out of grenades carried by the commandos.
  • Rarity: 8-9 (restricted).
  • Cost: 4500 cr.
  • Once familiar with the weapon it takes only a maneuver to switch between forms, otherwise it is an action.
  • I like this because all three weapons have Cumbersome 3 which fits my ideal of a commando having a minimum Brawn of 3.

For those interested the above pistol is the DC-15s , a heavy blaster pistol, but is known for its ability to recharge so I would drop the run out of ammo on 3 threats normal for heavy blaster pistols. The DC-17 hand blaster , which shares the same designation as the DC-17m ICWS, is also a heavy blaster pistol, but I would add the autofire quality.

That was a little needlessly aggressive. :mellow:

When you post on a forum, you should be open to all input. Also, I don't see anyone repeating info. We've all recommended different weapons, different ideas for how to swap, etc. I even added that Saga had a good basis for you if you wanted and even took time to write up a stat-block of my own for you. The only thing repeated that I can see is about how there's no pistol part of the DC-17m. (DC-15 sidearm is probably what you're thinking of, anyhoo).

It may not be exactly what you wanted, and I'm not sure of whom exactly that post was directed towards, but no one has posted anything which warranted that type of response. Heck, if directed at me, I didn't even see your post before you edited the stat blocks in. I just thought it'd be nice to try and help you out.

*leaving thread*

Your welcome? :huh:

No excuses.

I was being rude. Sorry about that.

I didn't post stats because the weapons already have stats in current books. But that being said, I will revise my suggestion.

DC-17m_Interchangable_Weapon_System.jpg

DC-17m ICWS

  • Base form is the Heavy Blaster Rifle (EotE 160). It comes with the autofire, but needs Stun Setting quality added.
  • Sniper Rifle setting is the E-11s from Enter the Unknown (pg 38). When transformed to this it takes on these stats.
  • Grenade launcher. For the purposes here I would actually use the stats for the Flechette Launcher (Dangerous Covenants pg 42), either the Anti-Vehicle (for the anti-armor version) or the Anti-Personal otherwise. It comes with limited ammo 4 which is stated to be the usual load out of grenades carried by the commandos.
  • Rarity: 8-9 (restricted).
  • Cost: 4500 cr.
  • Once familiar with the weapon it takes only a maneuver to switch between forms, otherwise it is an action.
  • I like this because all three weapons have Cumbersome 3 which fits my ideal of a commando having a minimum Brawn of 3.

For those interested the above pistol is the DC-15s , a heavy blaster pistol, but is known for its ability to recharge so I would drop the run out of ammo on 3 threats normal for heavy blaster pistols. The DC-17 hand blaster , which shares the same designation as the DC-17m ICWS, is also a heavy blaster pistol, but I would add the autofire quality.

This is much more along the lines of what I was expecting.

Probably would have gotten to this point once I got back to it, but you saved me a lot of time. ^_^

I'll make a write up using this as the basis and put it in the top post.