Upgrading vehicle's weapons

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

So, in Edge of the Empire, you have the listing of what weapon you can buy and to what ship can this fit to...

In Age of Rebellion, they add a table for the damage stats for the weapon....

Now what about the Arc restriction? how would that work

Does a Auto-Blaster necessarily Forward Mounted or can it be Arc?!

How do you define this...

I guess if it's Arc, it needs a gunner while on the other hand a forward mounted has the pilot taking care of it....?!

Does a Light, Medium, Heavy gun changes anything about it's usage?

Is it all base on "intuition" or is there is any rules...

Edited by Mefyrx

From what i understand arc is more flavor than mechanics. If you install a new weapon you decide what arcs it may have. As in you can say it's forward mounted or a turret.

Edited by jayc007

I like the way OggDude's character creator handles this: If you replace existing weapons with something better, the placement and fire arcs stay the same; if you add new weapons, you may choose everything about them.

Nice thinking for the upgrade .... makes sense

As for the "choosing everything", so far I guess I could divide this in three categories where you would just put a check to each where it applies....

Any comments or though on this? does Turret requires gunner? feels so unless you have some form of AI doing this for you?!

Weapon Location:

Dorsal, Ventral

Fore, Port, Starboard, Aft

Cockpit, Hull, Hardpoint, Wingtip, S-Foiled

Mounted Type:

Turret (require gunner), Fixed (single firing arc), Retractable (single firing arc)

Firing Arc:

Fore, Port, Starboard, Aft

Edited by Mefyrx
5 hours ago, EpicTed said:

I like the way OggDude's character creator handles this: If you replace existing weapons with something better, the placement and fire arcs stay the same; if you add new weapons, you may choose everything about them.

Having played around with the most latest build I can definitely say that Oggdude's generator allows replacement weapons to be moved, have new arcs, and even type (fixed, turret, etc) without costing HP.

1 hour ago, Ahrimon said:

Having played around with the most latest build I can definitely say that Oggdude's generator allows replacement weapons to be moved, have new arcs, and even type (fixed, turret, etc) without costing HP.

Ah, fair enough. Perhaps mine isn't up to date (ok, it definitely isn't).

3 hours ago, Mefyrx said:

does Turret requires gunner? feels so unless you have some form of AI doing this for you?!

That has been discussed quite a bit around here, with varying answers. How I'd do it: Proper, multi-directional use of a turret requires someone to actively operate it (be that a character or a droid brain), but you may lock the turret in one firing direction (probably Forward) and use it from the pilot's seat.

Hummmm ok but let's say I place a weapon on a ship....

Is that all what I would need to know about the weapon usage and is this ok?:

Weapon Location:

Dorsal, Ventral

Fore, Port, Starboard, Aft

Cockpit, Hull, Hardpoint, Wingtip, S-Foiled

Mounted Type:

Turret (require gunner), Fixed (single firing arc), Retractable (single firing arc)

Firing Arc:

Fore, Port, Starboard, Aft

Here is a test

https://www.dropbox.com/s/c90679h55z9r873/Weapon Auto-Blaster (Test).jpg?dl=0

But i would need to understand how does linking weapons work?

Does this mean, you buy a second weapon using 1 HP but u stack it on the same type existing weapon on the ship? giving it "Linked" and therefor more powerful when shooting

Edited by Mefyrx
13 minutes ago, Mefyrx said:

Here is a test

https://www.dropbox.com/s/c90679h55z9r873/Weapon Auto-Blaster (Test).jpg?dl=0

But i would need to understand how does linking weapons work?

Does this mean, you buy a second weapon using 1 HP but u stack it on the same type existing weapon on the ship? giving it "Linked" and therefor more powerful when shooting

Effectively. Linked takes a hp unless it's replacing a linked weapon I believe. Then when rolling for combat with enough advantage (2 iirc) you add damage = to the damage of the weapon. If it's linked 4 (quad laser cannon) and 2 success are rolled with 8 advantage you have base damage plus successes plus base damage per 2 advantage up to linked value...(6 base damage let's say since i don't recall exactly) you would end up with 8+6+6+6+6 or 32 damage... however with only 6 advantage you could only activate linked 3 times for 26 damage

So in other words:

If I have a Ion Cannon (Light) installed, I can purchase a second one using 1 HP so that they get the Linked +1 quality.

So if I roll 2 success and 2 advantage, I can use the 2 advantage to activate the only linked quality that I got and therefor do 5 base damage +2 from success + 5 for activating the linked quality once.

Wouldn't that make Quad laser cannon be linked 3 (not 4!?)

But nice description, wondering how to implement that in a single line or two..... will think about it

What do you think of the card's design?

Also, is there is a different to the fact that many time they use the term "Forward" and "Fore".

Feels to me that they use the term Forward when it is Fixed while the Turret could fire Fore among others...but as of gameplay leads to the exact same mechanics/conclusion

Edited by Mefyrx
56 minutes ago, Mefyrx said:

So in other words:

If I have a Ion Cannon (Light) installed, I can purchase a second one using 1 HP so that they get the Linked +1 quality.

So if I roll 2 success and 2 advantage, I can use the 2 advantage to activate the only linked quality that I got and therefor do 5 base damage +2 from success + 5 for activating the linked quality once.

Wouldn't that make Quad laser cannon be linked 3 (not 4!?)

But nice description, wondering how to implement that in a single line or two..... will think about it

IIRC yes.

And yeah now you mention it a quad might be linked 3. Sorry was going from memory not from books.

As to the card... it's good. But again the location determines the firing arc... ie ventral mounted turret could fire ventral all (port starboard fore aft) and dorsal the same. A turret mounted on the port could fire port fore aft (and to some degree vent and dor)

And a turret mounted on the fore could do port starboard fore.

As such you really don't need to have where it's mounted AND the firing arc.

Also retractable doesn't mean fixed... it could also be a turret that is retractable... the way the card looks seems like it leads me to thinking retractable can't be a turret.

Forward / fore... good question for the devs... personally I would think they are the same and maybe done by different writers but what do I know.

Looking forward to seeing a complete set of your cards (I really like the full art ones myself)

Already removed Retractable, figure it was just flavors

Oh and the one hard point is only for the first linked weapon as far as I know. A quad ion cannon would still only be at most 1 hard point of it was replacing a blaster cannon... and I'm pretty sure if it was replacing a linked weapon it wouldn't even be 1 hp.

I'd have to read about it

From my understanding, you were just stacking the weapon onto another that is exactly the same... but still use 1 HP ....but maybe your right...and it uses 0 HP... but again if it uses 0 HP then you could have Linked 20 ... obviously, at some point, it would become useless because you wouldn't be able to activate it...not enough dices...

Will try to understand that tomorrow

By the way, if you find interesting pictures (artwork type) that would fit cards which doesn't have any yet, let me know :)

Anyway, the only one missing pictures are some gears and the mods..., beside that I think I'm good...

Edited by Mefyrx

As for the Weapon Location vs Fire Arc

Most of the time, it feels that you're right.... it just feels that sometime some ship would not fit that description because of the design of the ship.... and it becomes a judgment call.... so I feel like just leaving it open

Edited by Mefyrx

"When replacing an existing weapon on the ship, the new weapon has the same firing arc as the original.When adding a weapon to a new location on the ship, the GM must decide what firing arc makes the most sense.

0 if replacing an existing system. 1 if adding a new weapon system.
Weapon systems combining two or more weapons always cost 1 hard point, even if replacing an existing system."
Trying to figure out what the last sentence means.... does that mean that you have to buy the "linked" weapon as a single purchase...
So if i want a Linked 1 Blaster Canon (Light), it would cost me 4,000 + half 2,000
but if I already have a Blaster Canon (Light) as part of the vehicle, I wouldn't be able to just pay the 2,000 to upgrade it....
But whatever linked the weapon is, it seem it will require 1 HP .... but i'm not sure that if i'm replacing an existing weapon that is part of the factory design, if it would cost 0 or 1 HP since it's replacing something.... maybe removing a factory weapon would in theory grant à +1 to HP value and in the end mean the same thing....
Edited by Mefyrx

Your cards your choice :) . Just trying to save some room... make it less busy... k.i.s.s. keep it simply simple

As for the linked... yes you could have linked three other auto blasters so you might want to add something to indicate that option. ( I think there is a max of linked 3 or 4 but don' quote me)

And I would leave the retractable but not add any extra text that I seem to recall you had with it.

I would also take out the " doing so will use the current weapons location" text.

As well as the whole ' hull s foil wingtip cockpit' text. I'd say that's more than is needed... kinda redundant with the v.d.f.a.p.s

And last... you have vent and dors as locations but not as firing arcs. They are a valid firing arc too.

10 minutes ago, Mefyrx said:

"When replacing an existing weapon on the ship, the new weapon has the same firing arc as the original.When adding a weapon to a new location on the ship, the GM must decide what firing arc makes the most sense.

0 if replacing an existing system. 1 if adding a new weapon system.
Weapon systems combining two or more weapons always cost 1 hard point, even if replacing an existing system."
Trying to figure out what the last sentence means.... does that mean that you have to buy the "linked" weapon as a single purchase...
So if i want a Linked 1 Blaster Canon (Light), it would cost me 4,000 + half 2,000
but if I already have a Blaster Canon (Light) as part of the vehicle, I wouldn't be able to just pay the 2,000 to upgrade it....
But whatever linked the weapon is, it seem it will require 1 HP .... but i'm not sure that if i'm replacing an existing weapon that is part of the factory design, if it would cost 0 or 1 HP since it's replacing something.... maybe removing a factory weapon would in theory grant à +1 to HP value and in the end mean the same thing....

That' pretty much my take. If you replace an auto blaster with a blaster cannon it is 0 hp. If you replace an auto blaster with a linked 1 2 or 3 blaster cannon for 4 + 2+ 2+2 it would take 1 hp. As to if that can be added to it later or not I'm not sure myself... I'd say that may be gm dependant.

K

Think i got it, it was pretty late last night, much easier after a well rested night

On 2/22/2018 at 2:40 AM, jayc007 said:

Oh and the one hard point is only for the first linked weapon as far as I know. A quad ion cannon would still only be at most 1 hard point of it was replacing a blaster cannon... and I'm pretty sure if it was replacing a linked weapon it wouldn't even be 1 hp.

Sadly, using a weapon with any level of Linked (excepting the Quad Laser Cannon) to replace another weapon, even one with Linked, does require a HP.

This even applies when downgrading weapons. Replacing a trio of Linked Medium Laser Cannons with a pair of Light Laser Cannons requires a HP, and doing the reverse does too.

So the only way replacing a weapon will cost 0 HP is if the weapon bought is Linked 0 (in other word not linked) and replacing an existing weapon

Edited by Mefyrx