Starting equipment suggestions

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

So I'm starting as a seer, but next 30xp will be me moving over to gunslinger.

I'm playing a disgraced ex lawman, wandering, viewed as crazy for the visions he has.

I got the usual 500 cr startup money.

What should I buy?

Is there a good starting blaster?

Should I wait and save a bit for a better one and just get some things fit for a wanderer?

Edited by TheShard

Heavy Clothing and a Blaster Pistol (standard) are a good start. There's no real need to get too fancy with a starting character's meager resources.

Stun only blasters are half price, and can be a handy method of making the most of starting cash.

I've found that it pays to scrounge the bottom of the barrel a little when it comes to equipment: Take your books and look for any gear below 100 credits. Comlinks, anaesthetics, macrobinoculars, stimpacks, binders, restraining bolts, respirators, extra reloads, glow rods,... they're all dirt-cheap, but there are just so many situations where a well-equipped character can gain entirely new methods of dealing with a situation.

The TT24 holdout blaster is dmg 6, crit 3 and medium range, for 350 cr. Also has stun setting.

edit: no hard points, though

Edited by Edgehawk

This is everything below rarity 7, not restricted, and 500 credits or less. I may be missing one or two. The books they are found in are included so you can double check their stats and check if they have any secondary abilities (such as holdouts providing setback die to spot).

12 Defender: Damage 5; Crit 5; Range (Short); Enc 1; 0 Hardpoints; 25cr; Rarity 4; Inferior, Limited Ammo 2; FH
Slugthrower Pistol: Damage 4; Crit 5; Range (Short); Enc 1; 0 Hardpoints; 100cr; Rarity 3; ; E-CRB
CDEF Pistol: Damage 5; Crit 4; Range (Medium); Enc 1; 1 Hardpoints; 150cr; Rarity 4; Inferior, Stun setting; SoF
ASP-9 Autopistol: Damage 4; Crit 5; Range (Short); Enc 1; 0 Hardpoints; 150cr; Rarity 4; Auto-fire; SoF
Holdout Blaster: Damage 5; Crit 4; Range (Short); Enc 1; 1 Hardpoints; 200cr; Rarity 4; Sun Setting; E-CRB
Fiver Pistol: Damage 5; Crit 4; Range (Short); Enc 2; 1 Hardpoints; 200cr; Rarity 4; Accurate 1, Limited Ammo 5; DC
Spukami Pocker Blaster Pistol: Damage 5; Crit 3; Range (Short); Enc 1; 1 Hardpoints; 200cr; Rarity 2; Stun Setting; SoF
Ionization Blaster: Damage 10; Crit 5; Range (Short); Enc 3; 3 Hardpoints; 250cr; Rarity 3; Disorient 5, Stun-Damage (Droid Only); E-CRB
Quickfire: Damage 5; Crit 3; Range (Short); Enc 1; 0 Hardpoints; 250cr; rarity 4; Stun Setting; FH
Mon Cal Battle Baton: Damage 5; Crit 4; Range (Medium); Enc 1; 1 Hardpoints; 250cr; Rarity 6; Stun Setting; SoR
SH-9 Slugthrower: Damage 4; Crit 5; Range (Short); Enc 1; 0 Hardpoints; 250cr; Rarity 4; Limited Ammo 5, Pierce 2; FiB
Light Blaster Pistol: Damage 5; Crit 4; Range (Medium); Enc 1; 2 Hardpoints; 300cr; Rarity 4; Sun Setting; E-CRB
Prax Arms Stealth-2VX Palm Shooter: Damage 1; Crit 5; Range (Short); Enc 0; 0 Hardpoints; 300cr; Rarity 5; Limited Ammo 3; LoNH
Kalvarek Consolidated Arms KD-30 "Dissuader" pistol; Damage 4; Crit 5; Range (Short); Enc 2; 0 Hardpoints; 350cr; Rarity 6; Pierce 2, Vicious 1; LoNH
Blaster Pistol: Damage 6; Crit 3; Range (Medium); Enc 1; 3 Hardpoints; 400cr; Rarity 4; Stun Setting; E-CRB
Czerka Arms A95 Stingbeam: Damage 5; Crit 3; Engaged; 1; 0 Hardpoints; 400cr; Rarity 5; Stun Setting, Vicious 1; FC
ELG-3A: Damage 6; Crit 4; Range (Short); Enc 1; 0 Hardpoints; 400cr; Rarity 5; Stun Setting; DA
Liquidsilver L7 light Blaster Pistol: Damage 6; Crit 3; Range (Medium); Enc 1; 1 Hardpoints; 425cr; Rarity 4; Stun Setting; FC
HL-27 Light Blaster Pistol: Damage 5; Crit 3; Range (Medium); Enc 1; 2 Hardpoints; 450cr; Rarity 4; Accurate 1, Stun Setting; SoF
XL-2 "Flashfire" Blaster Pistol: Damage 5; Crit 3; Range (Medium); Enc 1; 3 Hardpoints; 450cr; Rarity 5; Disorient 1, Stun Setting; SoF
Merr-Sonn Model 53 "Quicktrigger" Blaster Pistol: Damage 6; Crit 3; Range (Medium); Enc 1; 4 Hardpoints; 450cr; Rarity 4; Stun Setting; FC
Blastech DL-19C Blaster Pistol: Damage 5; Crit 4; Range (Medium); Enc 1; 4 Hardpoints; 450cr; Rarity 4; Stun Setting; SM
Model 44 Blaster Pistol: Damage 6; Crit 3; Range (Medium); Enc 1; 4 Hardpoints; 500cr; Rarity 4; Stun Setting; DC

Edited by kaosoe

If your character is Corellian, the CDEF pistol and a Catch Vest is a nice starting combo, along with a comlink and 25 credits of walking around money. Thematically works, and would be perfect for former Corellia Defense Force, or any colony who bought a lot of their same gear.

Stimpacks! Lots and lots of stimpacks!

500 credits isn't a lot to work with, given that you certainly want heavy clothes and a comlink to start. If you want to start out duel-wielding immediately, you could get a light blaster pistol (200 credits) and a holdout stingbeam (100 credits), and grab up a stimpack with the extra 25 credits. A stingbeam version of the Quickfire (Suns of Fortune), might be a little better, reducing the secondary crit rating to 3.

13 hours ago, Edgehawk said:

The TT24 holdout blaster is dmg 6, crit 3 and medium range, for 350 cr. Also has stun setting.

edit: no hard points, though

I'd second this, a holdout blaster is a great starting gun - even if it's the basic one. The lack of hard points isn't a big deal, as you don't have cash for attachements yet anyways. And it'll stay handy once you get better guns, because sometimes you need something easy to hide.

If you want more of a Heavy Ranged user (doubtful since Gunslinger, but possible), I would aim for something with at least three hard points. The "Stripped Down" attachment is cheap, takes 3 HP, reduces encumbrance by up to 3 with modifications, and gives a setback to attempts to perceive it. Get a stingbeam version of a carbine or similar cheaper heavy blaster and you can get those big boys down to the size and ability to hide of a holdout blaster. Heavy weapons generally have a problem getting into places, but those high-HP weapons can be made small enough that they are as easy to hide as pistols. Alternatively, an early heavy weapon with many HP can also be made into a powerful Light Ranged weapon with the "Pistol Grip" from Dangerous Covenants.

Unfortunately, the same can't be done with Gunnery weapons. I can't get my grenade launcher down to the size of a large pistol...

On 8/1/2017 at 6:08 AM, Edgehawk said:

The TT24 holdout blaster is dmg 6, crit 3 and medium range, for 350 cr. Also has stun setting.

edit: no hard points, though

I just checked beyond the rim page 26. The tt24 has incomplete official stats (it appears in the Stat blocks of 2 isb agents) no price and no listing of hard points zero or otherwise, ogg dude seems to have filled in the blanks (zero hp, 350 credits) so he could include the gear in his character generator. That said, I think it's reasonable, and many gm's are willing to accept oggdude's minor additions (blank filling) without question.

Edited by EliasWindrider

I wouldn't worry too much about standard issue blasters, light or normal. As others have said starting funds are limited (unless you are willing to take the extra obligation). Get through one or two fights and you should probably be able to pick up a couple of standard blaster pistols.

The catch vest from Suns of Fortune is actually a really good walking around like normal folk armour. You might very well use it for quite a while as your “I'm not wearing armour” armour, depending on your feeling on armoured clothes.

Add to that the Fiver revolver from Dangerous Liasons. Why the fiver? Because the character is a disgraced ex-lawman. That just screams a PI style character, and despite having only 5 shots per fight, it's reasonable accuracy means it's at least useful until you get something better.

Edited by Spatula Of Doom
2 hours ago, EliasWindrider said:

many gm's are willing to accept oggdude's minor additions (blank filling) without question.

Or they don't even realize he fluffs the entries and they take everything in his generator at face value (unlike you!).

As nice as it is, Oggdude's stuff does miss out some things. It's why one of these guys kept talking up a vehicle attachment for any vehicle that was actually only usable in pod racers.

Maybe it is just me, but if the group has a ship as a starting resource, I might be tempted to keep as much as possible in fuell-money as I can.
A ship with enough fuel can be an incredible money generator with just a few rolls and a few minutes of game time, but you need to get a freight or smuggle job done, which costs fuel and maybe additional fee's for the docking bay, etc

Having more than the pocket money of a 3rd grader in your wallet gives you some form of freedom, even when the starting conditions are intentionally desperate.

7 hours ago, Spatula Of Doom said:

As nice as it is, Oggdude's stuff does miss out some things. It's why one of these guys kept talking up a vehicle attachment for any vehicle that was actually only usable in pod racers.

That might be me. The reinforced engine cowling is listed in the jewel of yavin in the cloud car race section, but (and I could be wrong about this) I don'the think the rules in jewel of yavin actually restrict that attachment from being applied to starships (such may have been accidentally omitted from the attachment entry)

Nope, not in the Jewel of Yavin. It's in Endless Vigil page 59, and is pretty specific on what it's for.

Anyway, it's kind of off topic.

Edited by Spatula Of Doom