Quick question: Coronet Arms Dueling needs Extra Reloads?

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

As the title says,

1) Does the Coronet Arms Dueling (Limited Ammo 1) need an Extra Reload (the 25 credit item)?

2) What happens when you roll a Despair and run out of ammo?

3) Does "Spare Clip" talent, works as an auto-reload?

So, what I understand is the following:

1) No

2) The same as any other weapon: you need an "extra reload" or the talent "Spare Clip."

3) NOooooo... (read as Darth Vader)

Thanks for your answers!

1. Yes.

2. Despair to run out of ammo is redundant; it runs out of ammo with every shot anyway.

3. No.

You fire, you put in an extra reload, you fire, you put in an extra reload...

2 hours ago, Rithuan said:

1) Does the Coronet Arms Dueling (Limited Ammo 1) need an Extra Reload (the 25 credit item)?

If you want to shoot it more than once.

2 hours ago, Rithuan said:

2) What happens when you roll a Despair and run out of ammo?

Out of ammo is an option, not a requirement. So if you are using a Dueling pistol and roll a despair, the GM can have all sorts of other horrible things happen to you.

2 hours ago, Rithuan said:

3) Does "Spare Clip" talent, works as an auto-reload?

Nope. Pro-tip: Always read the long description of a talent, the talent tree is just a summary for quick reference.

38 minutes ago, Ghostofman said:

Nope. Pro-tip: Always read the long description of a talent, the talent tree is just a summary for quick reference.

I always do

Interesting. I'll have to figure out how many Reload can I carry with me :P

3 minutes ago, Rithuan said:

I always do

Interesting. I'll have to figure out how many Reload can I carry with me :P

Technically...assuming you're running off the "Extra Reloads" item, one lasts forever or until the GM decides to make it run out (hey, there's your Despair!).

Remember, running out of ammo in this system just affects the current encounter, not forever, and Extra Reloads aren't one blaster pack, but a whole pouch or bandolier full, (Chewie's loadout is basically a bowcaster, surveyors bag, and extra reloads). So if you just get the pistol, and a whole gunbelt of batteries, you're good. Though I will question your sanity intentionally getting into a real fight with a single shot pistol...

5 minutes ago, Rithuan said:

I always do

Interesting. I'll have to figure out how many Reload can I carry with me :P

Here's the thing with Extra Reloads...

If you read the item's full game text, there's nothing that says it's a one-use item the same way that a stimpack is. Given that it's also Encumbrance 1, my reading is that you only need to buy the Extra Reloads item once, and you've got enough "reloads" for however long your character gets into combat.

Now, there are a number of GMs that don't care for their PCs having what amounts to "infinite ammo" and so institute a ruling that you can only use Extra Reloads once per encounter, but that after the encounter you're generally assumed to have restocked/resupplied/recharged and thus will have a fresh use of your Extra Reload for the next encounter.

I've also heard of a few who do make Extra Reloads be a one-use item, but also reduce the Encumbrance to 0 much the way that stimpacks are treated (effectively 1 Encumbrance for every 10 of them you're carrying).

Check with your GM to see how they're going to handle Extra Reloads before loading your character up with them, as you may not need to.

22 minutes ago, Donovan Morningfire said:

I've also heard of a few who do make Extra Reloads be a one-use item, but also reduce the Encumbrance to 0 much the way that stimpacks are treated (effectively 1 Encumbrance for every 10 of them you're carrying).

I occasionally use this, but I also sub-define the "reload" more specifically like a "Blaster pack" or whatever matches the weapon in question. This is more for a looted on-adventure special item kinda thing; when you buy reloads in the store to outfit your character it's still the normal "infinite ammo" reloads from the book.

Funny enough, The rules aren't exactly clear how Limited Ammo and Extra Reloads interact. It should just come down to common sense. For instance, I would consider allowing Extra Reloads to be used to relaod the dueling pistol, but not to "reload" a grenade, even though both have the Limited Ammo 1 quality.

8 minutes ago, kaosoe said:

Funny enough, The rules aren't exactly clear how Limited Ammo and Extra Reloads interact. It should just come down to common sense. For instance, I would consider allowing Extra Reloads to be used to relaod the dueling pistol, but not to "reload" a grenade, even though both have the Limited Ammo 1 quality.

With grenades, I think the text for the weapon cites that once it's used, it's gone, but don't have my books handy to check.

At any rate, I think it's a case of "common sense distinction," in that it's pretty obvious that grenades are "use once and they're gone" items where a ranged weapon with Limited Ammo is more a case of "out of ammo and needs to be reloaded."

with grenades and missile launcher, the reload is clear IMHO. The thing that I haven't fully realized is what exactly is an extra reload? I never gave much attention until I tried to create a "Fancy Gunslinger," with a pair of Coronets. I'm trying to create this "crazy character" without house rules. Now, if the rules are not clear that present an interesting opportunity.

Note: For the encumbrance argument, it makes sense to me that an enc 1 object work as a pack of reloads (so long as you run out of ammo or GM fiat), but we have to remember that an enc 1 item could be something as small as glow rod, a data spike or a sabacc deck.

Edited by Rithuan

They didn't word it well, but I have to think that an 'extra reload' is like having an extra magazine for a modern gun, or a rechargeable battery. It's not a disposable item, but you do need to fill it up again once you empty it.

1 hour ago, Rithuan said:

The thing that I haven't fully realized is what exactly is an extra reload?

It's a collection of extra ammo for your weapons of choice. As a Cinematic heavy system the exact number of bullets and blasterpacks don't matter, only that your character has a good supply of additional ammo. It can take any form, from just pockets full of extra blasterpacks, to snazzy belts with ammo in neat little loops, to just pouch after pouch after pouch.

So for a gunfighter shooting pistols that only take one shot at a time, I'd imagine a belt with lots of small metal tubular powerpacks, to give that "gunfighter" vibe. But it's up to you.

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1 minute ago, Ghostofman said:

So for a gunfighter shooting pistols that only take one shot at a time, I'd imagine a belt with lots of small metal tubular powerpacks, to give that "gunfighter" vibe.

"I'm your huckleberry."

5 hours ago, Ghostofman said:

It's a collection of extra ammo for your weapons of choice. As a Cinematic heavy system the exact number of bullets and blasterpacks don't matter, only that your character has a good supply of additional ammo. It can take any form, from just pockets full of extra blasterpacks, to snazzy belts with ammo in neat little loops, to just pouch after pouch after pouch.

So for a gunfighter shooting pistols that only take one shot at a time, I'd imagine a belt with lots of small metal tubular powerpacks, to give that "gunfighter" vibe. But it's up to you.

5

Awesome post, Ghostofman. Now, I'm wondering what excuse you could have for not owning an extra reload. It looks awesome!

8 hours ago, Rithuan said:

Awesome post, Ghostofman. Now, I'm wondering what excuse you could have for not owning an extra reload. It looks awesome!

It's definitely a good idea to have some, but there's reasons.

It's obvious, especially with larger weapons, so you might not want to walk around looking like you are ready for a war.

"Out of ammo" is only an encounter level effect. Once the encounter is over it's assumed you receive, recover, or dig out more.

Out of ammo isn't all that common a result.

So I can see why someone might want that encumbrance for something else...