Stay on target, DR-45 dragoon

By Dark Bunny Lord, in Star Wars: Age of Rebellion RPG

Just saw this weapon and I don't get the point of its feature. As a manuever it can be changed from ranged light to ranged heavy, the fluff suggests a range band change but it doesn't really state what that change is if anything so what purpose is this supposed to serve? Surely if a player is better at one skill they'd just change it to that then never change it back making the feature superfluous (with perhaps using it at engaged for the difficulty difference)

It would be a good weapon to carry as a spare for when you pick up an NPC or fellow PC who doesn't have a weapon. It's happened more than a few games where a PC or NPC hands someone a weapon for a skill they're no proficient when the other would have been optimal.

Even if you're better at Ranged (Heavy), the Ranged (Light) option allows for one-handed use. It's situational, but it could be useful.

It just feels like there was supposed to be more there, like a range change that would give someone with higher light reason to switch as the description suggests. As it stands there's not a whole lot reason to take it over any other RL or RH weapon

It just feels like there was supposed to be more there, like a range change that would give someone with higher light reason to switch as the description suggests. As it stands there's not a whole lot reason to take it over any other RL or RH weapon

It's a smaller carbine that you can carry around to places that may only allow Blaster Pistols.

Edited by Lathrop

It does potent damage as a Ranged(Light) weapon, doesn't run out of ammo on two threats, isn't restricted, and is Accurate. Compare it to the Heavy Pistol in Dangerous Covenants which also does 8 damage, but has the "run out of ammo" thing. The cavalry blaster has 1 more HP and requires one less encumbrance as long as you can pony up the cash.

The key word is simply "versatility." Not simply in terms of what skills can be used, but in terms of what you can do and when to use it.

As a Ranged (Light) weapon, it is incredibly beefy, and is effectively a one-handed blaster carbine that outdoes pretty much any other heavy blaster pistol.

Depending on one's GM, you might be able to make use of attachments that are generally restricted to carbines and rifles, but only while the Dragoon is in "carbine mode." Personally I'd be very selective about this, but other GMs might not.

Unless I'm mistaken, I can think of one big advantage this would give a character, and that is if the enemy has closed to Engaged range; switching to Ranged (Light) would drop the difficulty by one.

I could be wrong here, but it makes sense to me as a GM to allow it.

DBL, I thought the same thing when I read the fluff in the book. The attachment part should do more, it seems.

Also, switch at Engaged range, it's better to use the maneuver to switch to Short range and remove the increased difficulty altogether.

Edited by cvtheoman

No... Attach bayonets!

Unless I'm mistaken, I can think of one big advantage this would give a character, and that is if the enemy has closed to Engaged range; switching to Ranged (Light) would drop the difficulty by one.

I could be wrong here, but it makes sense to me as a GM to allow it.

No... Attach bayonets!

Actually I was thinking that this weapon reminds me of the siang lance and all it needs is a bayonet.

The key word is simply "versatility." Not simply in terms of what skills can be used, but in terms of what you can do and when to use it.

As a Ranged (Light) weapon, it is incredibly beefy, and is effectively a one-handed blaster carbine that outdoes pretty much any other heavy blaster pistol.

Depending on one's GM, you might be able to make use of attachments that are generally restricted to carbines and rifles, but only while the Dragoon is in "carbine mode." Personally I'd be very selective about this, but other GMs might not.

I get the earlier comment saying that someplaces that allow pistols might let them in but I'd think a guard would take one look at the folded stock and barrel and figure that's probably not a pistol, it's not like they're hidden.

Honestly I think the whole thing was some sort of error that will get errata as it talks about a range extension but never mechanically lists one

Another thing that bugs me about the Dragoon is that it is a top tier pistol and quite a good carbine. It doesn't pay for it's versatility by losing HP or anything really. It's better than the standard heavy blaster pistol in several significant ways and is both lighter and more accurate than a standard carbine at the cost of only one HP. I guess if it was prevented from using mods for either pistols or carbines and could only take generic blaster mods, then maybe that is the balancing factor.

Unless FFG reduce the range in pistol form from medium to short (which could account for the slightly more damage than a heavy blaster pistol), I don't think increasing range to long should be an option. That would make it better than other carbines which I don't think a compact weapon should be. Certainly the skill versatility means that someone focused on either light or heavy can use the weapon easily. But also someone could trick out the weapon to be more versatile. One could use the HPs to give it the Blaster Actuating Module (usable only in pistol form) and the Spread Barrel (usable only in carbine form).

Edited by mouthymerc

As good as the pistol/carbine is, remember that it has a higher rarity and a significantly higher cost. I don't have my core rulebook close at hand, but the weapon strikes me as costing more than a heavy blaster pistol and a carbine combined. With it being rarity 6, it is much harder to come by as well. So I see those as balancing factors as well.

As good as the pistol/carbine is, remember that it has a higher rarity and a significantly higher cost. I don't have my core rulebook close at hand, but the weapon strikes me as costing more than a heavy blaster pistol and a carbine combined. With it being rarity 6, it is much harder to come by as well. So I see those as balancing factors as well.

This is an interesting point. On one hand many players do not consider cost a mitigating or balancing factor, or rarity for that matter. But it should be. No matter how good something seems, the only reason that a player should get something of value (relative as it may be) is if the GM allows for it. Gms are the final arbiter of who can get what. If there is concern for something then don't allow access to it. I saw this a lot in EotE and AoR in regards to lightsabers.

True. Rarity is a guideline, but an important one for game mechanics, but it is up to the GM how it really works out. For the most part, I stick with the generic weapons, and my crew aren't model-specific hounds, at least not yet. I think if they see a blaster like this one, I'm sure one or two would want to try to get their hands on it, particularly the bounty-hunter.

True. Rarity is a guideline, but an important one for game mechanics, but it is up to the GM how it really works out. For the most part, I stick with the generic weapons, and my crew aren't model-specific hounds, at least not yet. I think if they see a blaster like this one, I'm sure one or two would want to try to get their hands on it, particularly the bounty-hunter.

Agreed. While the focus of the game is on the story, I think the rarity and restricted gear section of the game is important. It's obviously important enough to be a central focus for some specializations, and manipulating the system with talents and skills. How much of the Star Wars stories and characters are based on a desire for credits? Basically everyone who isn't a Jedi or a Noble.

Great gear should be a reward (sometimes a long term reward) earned either the old fashioned way (looting from kills) or the honest way (earning it with skill and credits). But throwing it out the window leads to a lot of the gear on the list to be dismissed as sub-par or worthless because of stats. Instead of thinking of them as good enough because it's what is available. I think this falls under the "Keep your crew hungry" section of the book.

Add me to the list of people wondering what is missing here. I'm not really seeing a functional benefit to being able to switch between ranged light and ranged heavy. The pistol version only having short range makes sense, and I will probably implement that unless we hear otherwise.

It seems to me, the overall benefit that is given to Ranged Light weapons (and attachments) is acceptance in social situations, and low encumbrance for hiding it on your person. The Dragoon allows a Ranged Heavy person to have a less obvious weapon.

As far as I can tell, the Dragoon is the only Ranged "Heavy" that has an Encumbrance under 3.

This makes it a good choice for any Ranged Heavy characters with a race that starts with a low Brawn.

Edited by dougansf

Mouthymerc and Agatheron make good points about rarity and cost... A lot of GMs seem to handwave these things (along with encumbrance) but it's actually a very important balancing factor in the game, and it's nice to let someone with Trader or Entrepreneur help you buy the new cool toys.

Anyway, our Rigger, who has both Ranged skills at 3, wants one just for the coolness factor.

Sorry to go a bit off topic but im curious if you could tell me how it switches from ranged light to heavy I think it's an interesting ng idea that I can see really on versatility been useful for int but I'm very interested in how it is that it changes firing modes

Edited by OxygenWalrus

Sorry to go a bit off topic but im curious if you could tell me how it switches from ranged light to heavy I think it's an interesting ng idea that I can see really on versatility been useful for int but I'm very interested in how it is that it changes firing modes

A maneuver to dismantle the stock.

I actually had a discussion with my group about it. What we came up with is it really fits well for Star-fighter Pilots. They are in a small vehicle and do not have a lot of storage. A Dragoon would work well for them if they crashed, emergency landing, or any other situation that calls for more than a blaster pistol when leaving the cockpit. It would be easier for them to carry then both a Pistol and a Carbine. You could also look at it as being useful for other situations where carrying the attachments would be easier than another weapon.

Another idea was it would make a good base for a brief case weapon. Like the MP5K. The bonuses on it are more narrative and cool factor than practical, but I see it more of a benefit to have that in the arsenal of possible weapons than not.