Dual wielding modded weapons

By Blue300, in Star Wars: Edge of the Empire RPG

So yeah, I've been researching this for a while now but hasn't been any rewarding answers in my searches..

So I guessed if I asked the proper question maybe someone could help me figure it out ^^

So I have two characters in two different groups who both likes to have a "good defence" on their journey, so modded weapons and both of the are dual wielding blaster pistols.

Here comes the part where my brain gets stuck If I have 2x DR-45 "Dragoon" Cavalry Blasters Dmg 8, Crit 3, Enc 1 and HP 3.

If i mod both with Augumented spin barrel and Sonic scope would I get the skill bonuses from both weapons or just from one of them and do they/it only give it while activly holding the weapons?

And would the superior quality on either gun count the extra advantage in the attack roll and roll with the other weapon?

Thank you on beforehand for takiing your time :)

The way it works is this. You only use the bonuses of the primary weapon. If you spend the advantage to get a hit with the second weapon then any static bonuses get applied. Like +1 adv. or such. You don't get to roll any bonus dice.

This question is pretty much answered here:

The key is that you only use one of the weapons to form your dice pool. So any dice-pool affecting quality on your "secondary" weapon does not, in fact, affect the dice pool :) However, the extra point of damage from Superior quality does come into play if both weapons have it!

A good strategy is, when wielding twin weapons, mod one out for accuracy and the other out for damage.

Edit: Ninja'd by Daeglan!

Edited by awayputurwpn

Over in F&D-land, I've seen theories about modding one saber for offense and one for defense. The game does not require an action - or even an incidental - to switch which weapon is your primary. If you have both weapons in-hand, you can choose on-the-fly which one you want to use to construct your dice pool.

But You're supposed to use the skill check with the "hardest" check or mods don't affect that?

41 minutes ago, awayputurwpn said:

This question is pretty much answered here:

The key is that you only use one of the weapons to form your dice pool. So any dice-pool affecting quality on your "secondary" weapon does not, in fact, affect the dice pool :) However, the extra point of damage from Superior quality does come into play if both weapons have it!

A good strategy is, when wielding twin weapons, mod one out for accuracy and the other out for damage.

Edit: Ninja'd by Daeglan!

You build the pool with the worst pool. THEN you apply the mods for the primary weapon. You choose the primary.weapon.

Aight so if I have 2 equal weapons I can choose wichever I want no mather what mods they have?

But then the skill question, does the cool and vigilance boost activate..

1. for both weapons from the sonic scope when I pick up the weapons?

2. always count +2 in those for carrying the weapons around?

3. Only counts for 1 weapon when held?

4. Only counts for 1 weapon when carried?

Also may I crit with both weapons if enough advantages if rolled?

Edited by Blue300

1, 2,3 and 4, ask your GM how they want to handle it. It's not really applicable to a combat check and is about initiative mostly, so their call. Plus it's for Ranged Heavy, so you'd need to do the pistol grip attachment to be using 2 weapon combat.

One crit per hit, so yes, if the 2nd hit goes off, with necessary Advantages, Triumphs, 2 crits possible.

Edited by 2P51

So actually, neither the Augmented Spin Barrel nor the Sonic is allowed on your Dragoons. As a Ranged (Light) weapon, it is not eligible for either. And if you're installing them on Ranged (Heavy) weapons, then they aren't eligible for combined use, since Ranged (Heavy) weapons require the use of both hands ;) So it's kind of a moot point. You can't actually have two copies of either of those attachments in use at the same time. Unless you're a 4-armed character. But even then, no, I wouldn't allow the skill bonuses to stack.

Why? Come on, try scoping with two weapons at the same time!

But what if I have four arms and four eyes?

The only bonus that I can remember from the top of my head that does "stack" is the advantage bonus from Superior, but it only applies if you can successfully activate the off-hand weapon ; any other bonus from the off-hand weapon does not apply to the pool. So Accurate on both weapons would not result in 2 boost dice.

Let's say you dual wield 2 blaster pistols ; main-hand modded with Electronic Sighting System with +1 Accuracy, and the off-hand modded with Superior and Blaster Actuating Module which adds a setback die to the roll. You have to choose the worst pool only when dual wielding 2 weapons using different skills or characteristics. Here they both use Ranged(L). So the dice pool doesn't change. If the character has Agility 4 and Ranged(L) 2, shooting at a target at medium range, his dice pool would be YY GG B PP (gains the Boost die from ESS on main-hand, doesn't get the setback from BAM). If you generate 2 advantage to trigger the off-hand weapon to hit, you'd get a bonus advantage from the Superior quality (which can be used to trigger a crit from either weapons, recover strain, etc.).

Rule of tumb : static upgrades and activated qualities apply from the off-hand ( dam +1, crit -1, Blast, Burn, Concussive, Disorient, Ensnare, Knockdown, Linked, Sunder ) ; dynamic upgrades dont apply from the off-hand ( Accurate, +boost die, Inaccurate, +setback die, Auto-fire, Guided ). Hit and Crit modifiers (Pierce, Breach, Vicous) apply only on the hit/crit from that weapon, not to both weapons.

You can crit once for each hit.
So if you use Auto-Fire, you can crit once for each hit generated ; if you use Linked, you can crit once for each hit generated up to linked rating ; if you dual wield, you can crit once for each weapon hit (2 advantages to trigger off-hand hit, x advantages for main-hand crit, x advantages for off-hand crit).

Hope this helps :)

Yes! Thanks, this was the post I was looking for!

On 1/27/2017 at 10:45 PM, awayputurwpn said:

This question is pretty much answered here:

The key is that you only use one of the weapons to form your dice pool. So any dice-pool affecting quality on your "secondary" weapon does not, in fact, affect the dice pool :) However, the extra point of damage from Superior quality does come into play if both weapons have it!

A good strategy is, when wielding twin weapons, mod one out for accuracy and the other out for damage.

Edit: Ninja'd by Daeglan!

I checked out the linked thread but it did not indicate which weapon to form your dice pool from.

On 1/27/2017 at 11:29 PM, Daeglan said:

You build the pool with the worst pool. THEN you apply the mods for the primary weapon. You choose the primary.weapon.

I read somewhere that you form your pool from your primary weapon, not the worst of the two pools. Do you have a link or cite for this? It has suddenly become relevant. Lol.

Forgive the necro.

55 minutes ago, Geodes said:

I read somewhere that you form your pool from your primary weapon, not the worst of the two pools. Do you have a link or cite for this? It has suddenly become relevant. Lol.

Wherever you read it from had it wrong :)

First, you designate a primary weapon. This has no bearing on the dice pool (aside from Boosts and Setbacks, or auto Advantage/Threat), but rather determines what a Success means on your combat check (you hit with that weapon first).

To determine the dice pool, you use your lowest Skill rank and lowest characteristic for the weapons wielded.

You also use the highest Difficulty between the two weapons.

Then you increase the Difficulty once or twice depending on what combination of weapons you're using.

This is straight out of the "fighting with two weapons" rules from Chapter VI.

26 minutes ago, awayputurwpn said:

Wherever you read it from had it wrong :)

First, you designate a primary weapon. This has no bearing on the dice pool (aside from Boosts and Setbacks, or auto Advantage/Threat), but rather determines what a Success means on your combat check (you hit with that weapon first).

To determine the dice pool, you use your lowest Skill rank and lowest characteristic for the weapons wielded.

You also use the highest Difficulty between the two weapons.

Then you increase the Difficulty once or twice depending on what combination of weapons you're using.

This is straight out of the "fighting with two weapons" rules from Chapter VI.

Right, but assuming you are using the same weapons with different mods, say, one adding a setback die and the other adding a boost die. Do you have to use the weapon with the setback die as your primary weapon?

No, you designate your primary weapon. This is the weapon that is considered to be making the attack (IOW, the combat check). If that weapon has the Accurate or Inaccurate qualities, these get figured into the dice pool. Your secondary weapon doesn't add any Boosts or Setbacks to your check, since you're not making the combat check with your secondary weapon.

It could be that I had never noticed, or perhaps that I've just gotten used to them, but holy crap the two weapon fighting rules are difficult to explain!

39 minutes ago, awayputurwpn said:

It could be that I had never noticed, or perhaps that I've just gotten used to them, but holy crap the two weapon fighting rules are difficult to explain!

It isn't so hard to understand, it just gets weird with the nitty gritty. I was looking for an example, and so many anomalies exist. Like, if a secondary weapon has a set trigger, does the success and threat factor in when counting successes for the application of damage if the weapon is activated? Do you get the bonus damage from having a Blaster Actuating Module on a secondary without the setback penalty?

It is the little things like this that really call operation into question.

Also, my original post and your reply were saying the same thing, I just failed to clarify what I meant. :)

Edited by Geodes
Success and threat*

I. Answer to the set trigger those only come into play if you spend the 2 advantage to hit.

For example if one weapon is accurate and the other has a setback from an attachment. A smart person sets the accurate weapon as the primary. That way the setback does not come into play.

Edited by Daeglan
1 hour ago, Daeglan said:

I. Answer to the set trigger those only come into play if you spend the 2 advantage to hit.

That's not how it works: the Set Trigger applies to a combat check you make with the weapon. And you aren't making a combat check with your secondary weapon. Best to mod the set trigger to get rid of the auto-Threat and throw it on your primary weapon ;)

What I ment is that any adv or success a mod gives only apply if you hit and spend 2 adv to hit with the secondary

On a hit from the secondary weapon, I would say yes to Advantage like from the Bantha's Eye, which keys off a successful hit, or the Advantage from the Superior quality, which keys off of "any checks related to its use" (I think this qualifies). But not the Success or Threat from the Set Trigger, for reasons outlined above. If you want a higher damage weapon, just use the Blaster Actuating Module.

That's my interpretation of the RAW, anyway...and probably how I would run things. As long as it didn't give the table too much of a headache :)

1 hour ago, awayputurwpn said:

On a hit from the secondary weapon, I would say yes to Advantage like from the Bantha's Eye, which keys off a successful hit, or the Advantage from the Superior quality, which keys off of "any checks related to its use" (I think this qualifies). But not the Success or Threat from the Set Trigger, for reasons outlined above. If you want a higher damage weapon, just use the Blaster Actuating Module.

That's my interpretation of the RAW, anyway...and probably how I would run things. As long as it didn't give the table too much of a headache :)

that is basically what the devs said in the FAQ thread

Thank you both. This has clarified quite a bit. :)