AT-ST Stats

By Rosco74, in Star Wars: Age of Rebellion RPG

Hello, just a quick question about the grenade launcher, is the range correct?

Is it supposed to be extreme range? Should be personnal scale?

thanks

Yeah...it says that the weapon uses personal scale for its profile, but since it's a vehicle it would stand to reason that it still needs to be usable at planetary range. So it's limited to close range at planetary scale, which (as you mentioned) encompasses extreme range at personal scale.

I wouldn't worry too much about it since just about everyone will remove it and replace it with a planetary scale weapon.

On 2/27/2017 at 11:39 PM, HappyDaze said:

I wouldn't worry too much about it since just about everyone will remove it and replace it with a planetary scale weapon.

I just posted about using the grenade launcher here:

...But I didn't think about what players would do if they got hold of one :)

Still, removing a weapon doesn't give you an extra hard point to use, does it?

4 minutes ago, awayputurwpn said:

Still, removing a weapon doesn't give you an extra hard point to use, does it?

You can replace any weapon with another weapon at no hardpoint cost, provided the other weapon has no linked qualities. If the new weapon is linked however it does cost 1 hardpoint, just like adding a whole new weapon would. (Which is why the rules for replacing weapons in this game are bad)

2 minutes ago, Aetrion said:

You can replace any weapon with another weapon at no hardpoint cost, provided the other weapon has no linked qualities. If the new weapon is linked however it does cost 1 hardpoint, just like adding a whole new weapon would. (Which is why the rules for replacing weapons in this game are bad)

Yeah. Maybe extend that rule to replacing personal-scale weapon systems with vehicle-scale ones!

Well that's the thing though, if you had a Sil 6 vehicle that has an anti infantry grenade launcher you could replace that grenade launcher with a heavy turbolaser at no cost, but not with twin linked light blaster cannons. If someone was customizing an AT-ST replacing the grenade launcher would generally be a good idea. Since it's a Sil 3 vehicle it's technically rules legal to attach a proton torpedo launcher to it.

1 hour ago, awayputurwpn said:

I just posted about using the grenade launcher here:

...But I didn't think about what players would do if they got hold of one :)

Still, removing a weapon doesn't give you an extra hard point to use, does it?

I don't limit it to players. In my games, the Imperials have done an upgrade program replacing the grenade launcher with a concussion missile launcher. Three shots of hard-hitting anti-vehicular firepower are pretty useful. It's actually pretty rare to find an AT-ST without the upgrade by 1 ABY.

1 hour ago, HappyDaze said:

I don't limit it to players. In my games, the Imperials have done an upgrade program replacing the grenade launcher with a concussion missile launcher. Three shots of hard-hitting anti-vehicular firepower are pretty useful. It's actually pretty rare to find an AT-ST without the upgrade by 1 ABY.

It has its own weaknesses as the blast is now larger, which means you can make it a lot harder to use, meanwhile it is a great anti-vehicle weapon which is not as powerful as the twin-laser-cannon, because twins rock nearly always singles, except against heavy armor targets. And the extra shots from the grenade launcher should be actually preferable against infantry targets. Now if you want to build the AT-ST into an Armored Forces hunter, go ahead, 3 shots are not nearly enough, but they are a good start. You still have a hardpoint, add twin protons or something or maybe missile packs.