Going to start looking , but can you all help.
1. Pcs want to install a tractor repulsor beam on their ship. Does one exist?
2. Droid pc wants to add linked quality to his installed weapons.
Thanks.
Going to start looking , but can you all help.
1. Pcs want to install a tractor repulsor beam on their ship. Does one exist?
2. Droid pc wants to add linked quality to his installed weapons.
Thanks.
you mean a tractor beam? there are 3 kinds. I dont remember what book they are in...
1. I suppose you're talking about the tractor pressor. I'm not aware of one in the books. I'd allow a skilled mechanic to reverse a regular tractor beam, requiring the Piloting check for closing the distance.
2. Viluppo has two energy weapons listed, the HH-50 HBP and the J-10 cannon; and one slugthrower, the DF-D1 rifle. Allowing Linked 1 for generic weapons (nothing fancy) seems reasonable.
And, I'd price the Link with 50% of the single weapon, analogously to vehicle weaponry.
Edited by GrimmerlingOn 8/19/2017 at 5:40 PM, Grimmerling said:I'd allow a skilled mechanic to reverse a regular tractor beam, requiring the Piloting check for closing the distance.
This. A tractor emitter is pretty effective in and of itself. An alternate use like this wouldn't be game breaking.
On 8/19/2017 at 5:09 PM, bsmith23 said:2. Droid pc wants to add linked quality to his installed weapons.
Melee or ranged? The only ranged weapons with the linked quality have multiple barrels. If the character is using two separate ranged weapons, the attachment he is looking for is Paired Weapons, which facilities two-weapon fighting.
Alternately, as Grimmerling suggests, apply the vehicle weapon method of installing the weapons onto the droid's chassis - though why not just install a weapon with the autofire quality and save the encumbrance?
Edited by O the Owl8 hours ago, O the Owl said:This. A tractor emitter is pretty effective in and of itself. An alternate use like this wouldn't be game breaking.
Melee or ranged? The only ranged weapons with the linked quality have multiple barrels. If the character is using two separate ranged weapons, the attachment he is looking for is Paired Weapons, which facilities two-weapon fighting.
Alternately, as Grimmerling suggests, apply the vehicle weapon method of installing the weapons onto the droid's chassis - though why not just install a weapon with the autofire quality and save the encumbrance?
I suspect they're looking for a way to save the extra difficulty, instead.
13 hours ago, Grimmerling said:I suspect they're looking for a way to save the extra difficulty, instead.
In that case, I'd have my player make a crafting check and upgrade it once. Use the existing weapons and pay 200 credits for additional parts. Boom, double barreled weapon.
I've been looking for a good way to simulate burst fire on a weapon. Something like linked 2 would simulate a 3 round burst while also preventing some of the auto-fire shenanigans. Admitedly it also removes the added difficulty as well. So a decent balance IMO.
On 8/19/2017 at 4:09 PM, bsmith23 said:
2. Droid pc wants to add linked quality to his installed weapons.
Thanks.
Droids are assumed to have gear "installed" and other than not being disarmed, it works the same as any other species carrying or using multiple weapons. So you can already "link" two of your weapons as specified in Two-Weapon Combat. The Paired Weapons attachment (Fly Casual) gives some help with this.
12 hours ago, Ahrimon said:I've been looking for a good way to simulate burst fire on a weapon. Something like linked 2 would simulate a 3 round burst while also preventing some of the auto-fire shenanigans. Admitedly it also removes the added difficulty as well. So a decent balance IMO.
Linked is a pretty powerful quality, especially once players start getting big dice pools. Linked 2 would be even more so. Remember, a single combat check isn't a single shot; it's multiple shots over a period of up to a minute. The listed damage merely reflect the shot(s) that hit or graze the opponent, not all the ones that miss.
13 hours ago, Krieger22 said:Linked is a pretty powerful quality, especially once players start getting big dice pools. Linked 2 would be even more so. Remember, a single combat check isn't a single shot; it's multiple shots over a period of up to a minute. The listed damage merely reflect the shot(s) that hit or graze the opponent, not all the ones that miss.
It is. But it also strikes a balance between auto-fire pumping damage into a target by spending advantage and a regular weapon's only one affected target.
Balance?
If you allowed Linked as excessively as you suggest, two-weapon fighting would become completely pointless, especially the Gunslinger.
Edited by Grimmerling
3 hours ago, Grimmerling said:Balance?
If you allowed Linked as excessively as you suggest, two-weapon fighting would become completely pointless, especially the Gunslinger.
It is possible to "balance" the Linked quality. As mentioned before, Linked is either multiple barrels or multiple weapons, so the encumbrance of each linked weapon needs to be accounted for. That can add up.
For Ahrimon, I think the best way to simulate burst fire is to use the Auto-Fire quality, but with a cap of however many shots you want it to get per attack.
Edited by GM Stark6 hours ago, GM Stark said:It is possible to "balance" the Linked quality. As mentioned before, Linked is either multiple barrels or multiple weapons, so the encumbrance of each linked weapon needs to be accounted for. That can add up.
For Ahrimon, I think the best way to simulate burst fire is to use the Auto-Fire quality, but with a cap of however many shots you want it to get per attack.
Exactly my point: Giving a weapon Linked 2 without any drawback is not what I'd call balanced.
When a friend of mine and I were contemplating an adaption for a Modern/Cyberpunk Scenario, we were considering giving a burst one Setback per extra round fired; a 3-rounds-burst (2 Setback), unfortunately, is worse than 1 Difficulty (i.e. Full Auto). Next idea was: One Threat per extra round fired; same chance of success but less likely to trigger extra hits or anything else. Then we suspended the operation.
You're reading too much into my words. I didn't say I was creating a balanced weapon (although I do think it would be) I said that a linked feature strikes a balance between the options. I'm saying that I feel a linked 1 or 2 weapon strikes a balance between the features. As in it falls between the two current options of auto-fire with all of it's bonuses and penalties and of a single "shot" (1 hit/1 target) weapon.
Since some think that removing the increased difficulty is too much in exchange for removing as many hits as your dice can generate and hitting multiple targets what would you suggest be the balance (had to use it) between the feature sets?
I also don't think that it would ruin two weapon fighting. I would happily make a Star Lord like character with twin linked 1 guns. Now a two weapon wielder can hit up to 5 times and as a gunslinger up to 5 targets. Reminds me an aweful lot of the character from the movie. Granted that takes a heck of a lot of advantage, but Star Lord is a high XP gunslinger so it's feasible. Not to mention that this example is already possible, but there's only one pistol in the game with linked that I can remember right now.
Not to stray into the real world arguments when we're talking about space wizards and asteroid slugs but the main reason modern militaries favor burst fire over full-auto is that you regain most of the control while still being able to hit a target multiple times. I get that one roll of the dice is not one shot. But the rules still restrict you to one target and I feel that linked is the best fit for being able to hit a single target an extra time or two without adding in all of the other features of full-auto.
Well, having read some of the other suggestions and drawing on a very limited knowledge of firearms, here's what I would propose for an "in between."
To make cost and other statistics easier, just start with a weapon already has autofire. Then add a limiter switch as a 1 HP attachment (50cr) replacing the simple on/off switch for autofire. The switch enables Burst fire, with options for a Burst of 5 (Original shot plus spend 2 Advantage each to add up to 4 additional hits to the same target; incurs 2 Setback penalty) OR a Burst of 3 (Original shot plus 2 Advantage each to add up to 2 additional hits to same target; incurs 1 Setback Penalty)
This is beginning to sound a bit Munchkin-y.
3 hours ago, FuriousGreg said:This is beginning to sound a bit Munchkin-y.
I actually agree. ****, the OP raised a munchkin red flag from the phrase "Droid PC wants to add..."
I just can't resist the challenge to find an in-game mechanic to represent what is being described. I thought it better to dial back auto-fire rather than ramp up a regular weapon. Using an attachment Hard Point and not having any additional mods might limit the use of the feature. It can still be munchkin-y, at least until the GM realizes that it works for NPC arsenals as well - particularly when the argument is that modern militaries favor it.