Modifying pistols.

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

Hi guys, i'm relatively new to this system and I'm kinda digging deep for way's to enhance and modify a pistol. What are the fan favourite mods? What are the fan favourite pistols for that matter?

I'm as much interested in the weird and the practical but I guess the effect I'm looking for the most is the Accurate+ trait.

Edited by tsuruki

In my group, if its a heavy blaster pistol, I do allow the marksman barrel. That will increase the range band by one (to long) and comes with 2 accurate +1 mods. But without the book in front of me I can't remember what others give accurate mods.

Edit: Otherwise, I suggest getting the Special Modifications: Sourcebook for Mechanics and just have you group's mechanic build one. And will be better in the end.

Edited by HistoryGuy

Electronic Sighting System (+1 Accurate) Is the only mod that you can add to a Pistol that has the Accurate Quality (per RAW)

The HL-27 from Suns of Fortune
X-30 form Enter the Unknown
DR-45 Dragoon (Pistol Mode) from Stay On Target
Model 1 Nova from Fly Casual
Corellian Dueling Blaster from Suns of Fortune

Are all pistols that start with Accurate

As for other things... well pistols dont typically have may hard points.. so... what kinda of direction are you looking at?

Edited by RebelDave
12 minutes ago, RebelDave said:

Electronic Sighting System (+1 Accurate) Is the only mod that you can add to a Pistol that has the Accurate Quality (per RAW)

There's also the Custom Grip from Special Modifications, which can be modded to provide Accurate 1. The Custom Grip also goes well with the Blaster Actuating Module attachment, as the setback die from the latter is canceled out by the former.

1 minute ago, Donovan Morningfire said:

There's also the Custom Grip from Special Modifications, which can be modded to provide Accurate 1. The Custom Grip also goes well with the Blaster Actuating Module attachment, as the setback die from the latter is canceled out by the former.

Ah yes, I missed that one.

I was just listing the Accurate Attachments, as they was what the OP asked for.

6 minutes ago, Donovan Morningfire said:

There's also the Custom Grip from Special Modifications, which can be modded to provide Accurate 1. The Custom Grip also goes well with the Blaster Actuating Module attachment, as the setback die from the latter is canceled out by the former.

This is a great tip. It's super thematic to be putting stuff that is cancelling out each others disadvatnages on a mechanically obsessed characters' pistol :) Do you nkow any more tricks like this?

Edited by tsuruki
2 hours ago, tsuruki said:

Do you nkow any more tricks like this?

Pretty much the same thing, but you can also combine a fully-modded Rapid Recharge X-Citer (also from Special Modifications) with a modded Custom Grip. Either your GM will follow the developer advice and have the Inaccurate and Accurate qualities cancel each other out, leaving you with just a pistol with Auto-fire (the regular pistol-with-Auto-fire options are either not that great or restricted Imperial items), or they'll let the Custom Grip cancel the Setback die added by the Inaccurate quality, which will leave you at Accurate 1 and Auto-fire.

So, combining the extra hardpoint slot from my tinkerer feature, and a variety of successful checks, I now have a weapon that theoretically has..... 4 blue dice??! Is this even legal??

Bantha Eye accuracy mod +1, Fast Aim, regular Aim. Custom Grip Accuracy +1. +4 Blue dice.

Oh and the single Actuator mod for a total damage increase of +3.

This SE-14C blaster pistol is going to tear up the outer rim like no other pistol ever has!

2 hours ago, tsuruki said:

This is a great tip. It's super thematic to be putting stuff that is cancelling out each others disadvatnages on a mechanically obsessed characters' pistol :) Do you nkow any more tricks like this?

Don't fall into the MMO pitfall of "the best" and instead think of "right for the job at hand."

So like, a sorosuub renegade with customer grips is going to kick out a ton of damage, but it's a big honking weapon, essentially a cut down blaster carbine. Good for heavy fighting, but not so much for sneaking around.

A repeating pistol like the Se-14 doesn't do a huge amount of damage, but well managed autofire shots and advantage producing attachments like the bantha eye sight, can pummel one Target or hammer at a group...and lando says it looks slick with mother of pearl grips and nickle plating...

A suppressed slug pistol on the other hand isn't going to be shooting through anything, but it also won't make much noise doing it. Good for sneaking around.

A Boonta blaster isn't going to kick any tail, but it can go places other weapons can't. In the land of the unarmed, the guy with the peashooter is King...

A dissuader pistol is only good at close range, but in a boarding action it makes a statement to spray the boarders with armor penetrating acid...

So yeah... Be thinking...

If looking for making your pistol deadly, a fully modded BAM paired with a fully modded Enhanced Xcitor will net you a small weapon with pierce of +5. Cuts right thru most armor. Also reduces crit by 1. And again, if you have the HP for it, get the custom grip to cancel out the BAM's setback.

9 hours ago, Randy G said:

If looking for making your pistol deadly, a fully modded BAM paired with a fully modded Enhanced Xcitor will net you a small weapon with pierce of +5. Cuts right thru most armor. Also reduces crit by 1. And again, if you have the HP for it, get the custom grip to cancel out the BAM's setback.

That's a nice (and deadly) attachment combo. With tinkerer he could put all three on the H-7 Equalizer and crit like a boss.

My favorite blaster is the Dragoon with BAM, Custom Grip and Electronic Sighting System. Ghostofman is right of course, use the blaster that is "right for the job at hand". I just feel like it is the Dragoon for 99,9 % of the jobs ;-)

Question: It does not sound logical, but is there anything that stops you from combining the BAM with an Overcharged Actuation Module on a pistol by RAW?

11 hours ago, tsuruki said:

So, combining the extra hardpoint slot from my tinkerer feature, and a variety of successful checks, I now have a weapon that theoretically has..... 4 blue dice??! Is this even legal??

Bantha Eye accuracy mod +1, Fast Aim, regular Aim. Custom Grip Accuracy +1. +4 Blue dice.

Oh and the single Actuator mod for a total damage increase of +3.

This SE-14C  blaster pistol is going to tear up the outer rim like no other pistol ever has!

But with the SE-14C you will only have range: short. Probably the outer rim has shot you to death before you can get into range ;-)

9 minutes ago, Rogues Rule said:

But with the SE-14C you will only have range: short. Probably the outer rim has shot you to death before you can get into range ?

Working on it, my other hand is gonna be rockin a Dr-45 Dragoon or X-30 lancer as soon as I can get my hand on it.

1 hour ago, Rogues Rule said:

Question: It does not sound logical, but is there anything that stops you from combining the BAM with an Overcharged Actuation Module on a pistol by RAW?

More like Rules Vaguely Implied.

Quote

It should be noted that, even taking a weapon’s customization hard points into account, there is a limited amount of space on even the largest weapon, and only a few spots where attachments could be mounted. For example, under-barrel attachments such as bipods and auxiliary weapons can only be mounted to long arms like blaster rifles or slugthrower rifles. In addition, using under-barrel attachments as an example, rifle-sized weapons can only mount one underbarrel attachment, due to space limitations. Players and Game Masters should use common sense when choosing attachments, and they are advised to pay close attention to the attachment descriptions that note where attachments can be mounted and on what weapons they can be mounted.

Can you put more than one Actuating Module on a pistol? Don't think there's canon answer to this, and as a GM, I'd probably say no. Mostly because that there really isn't a reason for stacking them, as the OAM is essentially a toned down BAM with less intrusive drawbacks.

Right. In our game if it shares an identifier in the name, like Module or Xcitor, we assume it takes up the same 'slot' on the weapon.

My Astromech character has a fully kitted out Heavy blaster pistol. BAM with all add-ons, for damage 10 pierce 2. Also has the filed down front sight(narratively represented by it being concealed in my head) for extra stealthyness.

Special Modifications has a pistol with a lot of HP - I like using it on techie characters who want to heavily mod their weapons. A few attachments and luck on rolls, and you can get an autofiring hand-cannon that might even still have blue die left over on each check.

The Lancer is another great gun because its base range is Long, the only pistol to my knowledge with that. Always good for more single-shot modifications to show those troopers at long range how their rifles don't mean crap to a skilled gunslinger!

3 minutes ago, Silim said:

Special Modifications has a pistol with a lot of HP - I like using it on techie characters who want to heavily mod their weapons. A few attachments and luck on rolls, and you can get an autofiring hand-cannon that might even still have blue die left over on each check.

The Lancer is another great gun because its base range is Long, the only pistol to my knowledge with that. Always good for more single-shot modifications to show those troopers at long range how their rifles don't mean crap to a skilled gunslinger!

Yeah I checked out that Special mods pistol but was rather disappointed to see that "Quickfire" or something similarly named in Fly casual is pretty much the exact same thing, but better and easier to mod!

Ah, you mean the Quicktrigger. the Quickfire is a concealed weapon that can't be reloaded, so is a less viable modding target. The Quicktrigger is pretty amazing though!

On 6/1/2018 at 4:11 PM, penpenpen said:

More like Rules Vaguely Implied.

Can you put more than one Actuating Module on a pistol? Don't think there's canon answer to this, and as a GM, I'd probably say no. Mostly because that there really isn't a reason for stacking them, as the OAM is essentially a toned down BAM with less intrusive drawbacks.

Thanks, those quotes were exactly what I needed ?