I have "No Disintegrations". Questions?

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

1 minute ago, SladeWeston said:

I don't recall a Vacuum Seal. It does specifically say Piloting (planetary) flight.

Skip tracer is half Investigator from Endless Vigil with merchant, social and computer stuff sprinkled in. It is basically the investigative and business side of bounty hunting. It is almost entirely non-combat although it has a handy new talent called Hard boiled that lets you heal some wounds along with strain at the end of combat. Overall I'm not sure I'd take it as my first specialization, but I could see taking it as a 2nd or 3rd fairly often.

Gunslinger will be my second as my SWtor is a bounty hunter and I'm using the story from there and she was carbon frozen, blah, blah, blah .... LOL

On 31/01/2017 at 7:23 PM, AdarTallon said:

Mando Armour: +1 Defense, +2 Soak, 6kCr (R), Encum 6, 5 HP, Rarity 8/special. There is a whole sidebar talking about it as well.

So I have been talking to my friends about how good this armour looks for modding it up, but one of them has pointed out Rebel Heavy Battle Armour from Forged in Battle:

D1 S2 6,000cr(r), Enc 5, HP 5, Rarity 8 and it comes with a breathe-mask and respirator.

Setting aside the question of whether or not this marks you out as a member of the Rebellion, this would otherwise seem to be superior armour in every way. All the same stats but a lower encumbrance and a free breath mask/respirator.

Is there anything that us as yet still woefully book-less people are missing that would suggest why Beskar'gam, generally considered the best armour in the galaxy in it's class, appears inferior to the stuff the famously under-funded Rebellion are handing out?

53 minutes ago, Squirrelsan said:

So I have been talking to my friends about how good this armour looks for modding it up, but one of them has pointed out Rebel Heavy Battle Armour from Forged in Battle:

D1 S2 6,000cr(r), Enc 5, HP 5, Rarity 8 and it comes with a breathe-mask and respirator.

Setting aside the question of whether or not this marks you out as a member of the Rebellion, this would otherwise seem to be superior armour in every way. All the same stats but a lower encumbrance and a free breath mask/respirator.

Is there anything that us as yet still woefully book-less people are missing that would suggest why Beskar'gam, generally considered the best armour in the galaxy in it's class, appears inferior to the stuff the famously under-funded Rebellion are handing out?

hey Squirrelsan,

the sidebar is only about how to acquire a possible mandalorian armor. from the text itself doesnt introduce any other special rules or any free integrated equipment. for the background story it is told that a few armorer can craft mandalorian-like armors, but for warriors its more about the prestige possessing a mandalorian armor.

i wonder myself, esp. since there is like no word about beskar'gam.

btw the armor in forged in battle should not be taken as the rebellions standart

Edited by Gordonovan
11 minutes ago, Gordonovan said:

btw the armor in forged in battle should not be taken as the rebellions standart

Hah, no, I know. They wish. Most of them just get a plastic egg-shaped helmet and a vest. ;)

54 minutes ago, Squirrelsan said:

So I have been talking to my friends about how good this armour looks for modding it up, but one of them has pointed out Rebel Heavy Battle Armour from Forged in Battle:

D1 S2 6,000cr(r), Enc 5, HP 5, Rarity 8 and it comes with a breathe-mask and respirator.

Setting aside the question of whether or not this marks you out as a member of the Rebellion, this would otherwise seem to be superior armour in every way. All the same stats but a lower encumbrance and a free breath mask/respirator.

Is there anything that us as yet still woefully book-less people are missing that would suggest why Beskar'gam, generally considered the best armour in the galaxy in it's class, appears inferior to the stuff the famously under-funded Rebellion are handing out?

That RHBA is a top-end, modern armor. Mandalorian Armor is an antique option that is just (about) as good. Imagine having a WWII pistol that, with a little modification, is just as awesome as the best that S&W, Colt, Glock, or SigS are putting out today. This doesn't really require much imagination as RL examples are out there.

That and Mandolorian armour; relatively speaking, is much easier to get hold of while being a mandolorian. The alliance battle armour is exclusive to dedicated military personal that is very rarely dealt out. So relatively speaking Mandolorian armour is easier to obtain, from a certain point of view.

Another perk with Mandolorian armour is that it might be advantagous to have it on in certain encounters with those hard headed fellas. It's probably the very best gear that a mercanary can get his hands on without exploiting millitry connectons or carrying out a raid on the allience/empire that would get them marked in several systems.

Of note, Vera Beroya in "Friends Like These" rocks heavy Beskar'gam armor (+2 soak, Cortosis, +2 defense). This could be her having a hidden NPC Armor Master talent or some other such upgrade, but taken as written her version would be even more powerful than the Rebel Heavy Battle Armor.

7 minutes ago, Gigerstreak said:

Of note, Vera Beroya in "Friends Like These" rocks heavy Beskar'gam armor (+2 soak, Cortosis, +2 defense). This could be her having a hidden NPC Armor Master talent or some other such upgrade, but taken as written her version would be even more powerful than the Rebel Heavy Battle Armor.

dont forget this could be he result of modding! its anice armor but you dont know how much HP have been spent.

55 minutes ago, Gigerstreak said:

Of note, Vera Beroya in "Friends Like These" rocks heavy Beskar'gam armor (+2 soak, Cortosis, +2 defense). This could be her having a hidden NPC Armor Master talent or some other such upgrade, but taken as written her version would be even more powerful than the Rebel Heavy Battle Armor.

And THAT my friends, is Beskar'gam.

46 minutes ago, Gordonovan said:

dont forget this could be he result of modding! its anice armor but you dont know how much HP have been spent.

True, but I'm going to go with the theory that this isn't any old Mandalorian armor forged out of some old hunk of durasteel. This is real Mandalorian armor forged from beskar by her ancestors with the express purpose of fighting Jedi, and as such is both invaluable and an extremely protective suit of armor.

It is? Sounds like standard crafted segmented armor too. Fresh out of the oven with most attachments missing and just 5 advantages rolled.

edit: Assuming that this is old outdated armor with no hardpoints at all works too ;-)
But it certainly is not extremely protective, not even especially good armor. You can craft reinforced clothing with Soak 3 for 25 credits ... ^_^ now cortosis is certainly nice to have, but 25 credits ^_^ And if you really want, you can add cortis weave to your leather jacket still when you repair it (Artisan: Intuitive Improvements) …

Edited by SEApocalypse

Now that would be interesting. Take that armor as the base and start adding on to it. Oh, the places you could go! :D

We haven't used a lot of armor in our games yet, so to my table that is pretty good armor.

So, now that I've finally got the book (yay!), I've had a chance to look at some of the equipment in detail.

So, I can't find a justifiable or understandable reason why the hunter's trophy armor is restricted. It falls into the same category as the beast-hide armor, just slightly more, which isn't restricted. And then, on the flip, all of the micro rockets are unrestricted, especially considering some are anti-armor and incendiary. What.

And I don't know how I feel about the shock pulse emitter attachment. I can't determine if it's the upgrade of the stun pulse from F&D or not. One the one hand, it requires 2 HP, it has 1 less point of Stun, and it's significantly more expensive. On the other hand, it offers Disorient and can be applied to any Melee or Brawl weapon, not just bludgeoning weapons.

44 minutes ago, Blackbird888 said:

So, now that I've finally got the book (yay!), I've had a chance to look at some of the equipment in detail.

So, I can't find a justifiable or understandable reason why the hunter's trophy armor is restricted. It falls into the same category as the beast-hide armor, just slightly more, which isn't restricted. And then, on the flip, all of the micro rockets are unrestricted, especially considering some are anti-armor and incendiary. What.

And I don't know how I feel about the shock pulse emitter attachment. I can't determine if it's the upgrade of the stun pulse from F&D or not. One the one hand, it requires 2 HP, it has 1 less point of Stun, and it's significantly more expensive. On the other hand, it offers Disorient and can be applied to any Melee or Brawl weapon, not just bludgeoning weapons.

So my guess is that the Trophy Armor is restricted because of flavor. I mean the armor gives two boost dice for being scary. I guess the idea is that it has bits and pieces of endangered or sentient species hanging all over it and lawful authorities don't encourage that kinda thing... maybe.

As for the micro-rockets, I have no flippin' idea. The Incendiary one in particular blows my mind. Usually it doesn't matter how crappy a weapon is, if it has burn its restricted. Maybe they just wanted players excited about them and I know some GM's crack down pretty hard on restricted stuff. Plus, you know, at least some Bounty Hunters are suppose to be legitimate law enforcement characters. Maybe they wanted to keep it open to people who were committed to upholding the law. Why those same people need to be burning people with fire rockets is another issue.

As for the SPE, I'm not really sure what the point is. There are only two brawl weapons with 2 HP and both are likely better off taking weighted head for +2 dmg. I guess there are plenty of bladed melee weapons that could take it, but again, I'm not sure which would want to. I feel like enhancing the non-lethal damage of your Vibrorapier might be missing the point a bit. I guess the electrostaff could now have both SPE and stun pulse, because you know, the electrostaff was in dire need of a buff. The only benefit I see is that it gives the GM additional options for disabling players with stupidly high soaks.

Ohh I just thought of a good use. Crafted shields have 4+ HPs so they could theoretically take both and have Stun(7) once they've been modded up. That actually makes them pretty useful since they are likely granting several ranks of deflect or defensive when the stun doesn't matter.

2 hours ago, SladeWeston said:

Ohh I just thought of a good use. Crafted shields have 4+ HPs so they could theoretically take both and have Stun(7) once they've been modded up. That actually makes them pretty useful since they are likely granting several ranks of deflect or defensive when the stun doesn't matter.

I hate to rain on your parade, but that's most likely a typo in the Special Modifications book. Every shield that has been printed in the supplements has a high encumbrance and low hard point value, ranging from 5/1 and 5/0 to the Sith Shield which I believe has "only" 3/2. Contrast with SM's 1/4 value and I'm pretty sure a couple of cells in the table got switched around.

22 minutes ago, Krieger22 said:

I hate to rain on your parade, but that's most likely a typo in the Special Modifications book. Every shield that has been printed in the supplements has a high encumbrance and low hard point value, ranging from 5/1 and 5/0 to the Sith Shield which I believe has "only" 3/2. Contrast with SM's 1/4 value and I'm pretty sure a couple of cells in the table got switched around.

To be fair, SM crafting snaps the games balance over it's knee if it's not reigned in.

2 hours ago, Krieger22 said:

I hate to rain on your parade, but that's most likely a typo in the Special Modifications book. Every shield that has been printed in the supplements has a high encumbrance and low hard point value, ranging from 5/1 and 5/0 to the Sith Shield which I believe has "only" 3/2. Contrast with SM's 1/4 value and I'm pretty sure a couple of cells in the table got switched around.

I doubt that. Many of the crafting templates have more hp than you'd expect them to. Listen to the Order 66 podcast. The designer is on and they discuss the stats in the crafting section of SM and they don't mention any typos, so unless you know of something specific that states otherwise...

Edited by SladeWeston

I'm not sure the micro rocket weapon attachment (and armor attachment as well) isn't worth getting. These micro rockets are grenades with 1 HP and a couple decent attachments for modding. When comparing the Underbarrel Micro-Rocket Rack to the Underbarrel Grenade Launcher, I see little reason to take it over the grenade launcher.

The grenade launcher only changes Encumbrance by +2, changes the range to Medium, and you could mod it to carry up to 6 grenades. The micro-rocket keeps range at Short, increases Encumbrance by +3, and can only have up to 3 rockets. The differences are minor, but just enough that I would probably go with the grenade launcher over the micro-rockets. Changing the weapon mount for the rockets to only increase Encumbrance by +2 and changing range to Medium with the mount would make the decision much harder to make without invalidating the grenade launcher. As is, I might even go with the secondary missile system over the micro-rockets, especially if I want a breach.

15 minutes ago, TCHubler said:

I'm not sure the micro rocket weapon attachment (and armor attachment as well) isn't worth getting. These micro rockets are grenades with 1 HP and a couple decent attachments for modding. When comparing the Underbarrel Micro-Rocket Rack to the Underbarrel Grenade Launcher, I see little reason to take it over the grenade launcher.

I think the value of the micro rocket attachment comes from how good some of the micro rockets are. At the moment, I'm fairly sure you can't get a sunder grenade, shaped thermal detonator is the only one with breach (3500 credits) and all the grenades with burn are restricted. There are certainly still more variety in grenades but there are some gems in the micro rocket department that might be worth modding for.

33 minutes ago, SladeWeston said:

I think the value of the micro rocket attachment comes from how good some of the micro rockets are. At the moment, I'm fairly sure you can't get a sunder grenade, shaped thermal detonator is the only one with breach (3500 credits) and all the grenades with burn are restricted. There are certainly still more variety in grenades but there are some gems in the micro rocket department that might be worth modding for.

Good points, but not I'm also looking at standard missiles costing 6 or 500 credits and wondering if the secondary missile system would be more cost effective to get breach. I can get burn at Close range with a Multi-goo gun (along with a few other cool qualities) for about 500 credits and have it for multiple shots. Sunder is pretty good though.

So this is what my character Arra Wren [concept Force Sensitive Human (of Mandalorian culture) who does not know she is Force Sensitive] ended up with for armor when we played "No Disintegrations".

Mandalorian Armor with Vac Sealed, Enhanced Optics Suite, Superior Armor Customization, Cortosis Weave, Long Range Commo Gear and an Energy Dispersion System.

I think that Vac Sealed, Enhanced Optics, Superior Customization, and Cortosis Weave are typical of "high end" Mandalorian Armor. (She still almost died fighting that Inquisitor; Soak 7 and Cortosis just isn't enough to protect yourself from a fully improved lightsaber wielded by a skilled fighter.)

The Energy Dispersion System was a personal choice that never really helped. If I had had the money I would have pulled it out and replaced it with something else. The Long Range Commo Gear was to stay in touch with the rest of the party.

Now all she needs is a Jetpack and to fill out the "Armorer" Tree she just bought....

So, as we cant seem to get No Disintegrations here in the UK yet (games stores apparently have been told there is no stock), i do have a question:

For the Bounty Hunter signature abilities, what are the linked columns for the talent trees (are they the two end branches, the two middle ones, or something else)?

Thanks and hoping to get my many months old preorder soon...

Always Get My Mark's are the two middle ones.

Unmatched Devastation's are the two end ones.

12 hours ago, LightningFox said:

Always Get My Mark's are the two middle ones.

Unmatched Devastation's are the two end ones.

Thanks, that will help our BH player plan his xp spend.

Still trying to teach the bounty hunter in our shadow of the broker group that there is a thing called a stun setting.

Is there any carbonate things we can use to bring a peep back?