Equipment Feedback Thread

By FFG_Sam Stewart, in Game Mechanics

Boehm said:

A random idea for a modification for riffles and carbines

Detachable barrel: (HP 1?) decreasing encumbrance by 1 and giving a difficulty die to detact a character keeping it hidden (under his coat etc) takes 4 maneuvers to assembly – can be upgraded 2 times each time reducing assembly time by 1 maneuver.

I like it.

I'm assuming there will be more mods for arms and armor down the road. Since that may take a while, I've been considered making a fan list of mods and weapons until we get more. Stuff like this that doesn't unbalance what is already available would be nice.

I came to this discussion a bit late, but doesnt it feel a bit wrong that a person with Brawn 1 can run around in heavy combat armour at no penalty? When playing with the rule that worn armour has its enc. rating lowered by 3, shouldnt atleast laminate and heavy combat armour have a cumbersome rating of 2-4?? or something like that - what do u guys think? - perhaps a lightweight modification could then be applied ;)

another small idea for a weapon modification:

Vibrobajonet : (1 hp) adds 1 to encumbrance when socketed, takes 2 maneuver to socket - giving a riffle or carbine a melee capability of +2 dam, piece 1 w/mod options> vicious +1, reducing socketing to 1 maneuver or piece +1

….other loose ideas:

* Under-barrel Ionization Blaster

* Under-barrel Net thrower

* Security Lock (only usable after typing in a code, hell if iphone can have this well…- ofcause extra fun if combined with the mod below)

* Self destruct mechanism (players will hate this!)

* Remote control (locking the gun or making it switch to autofire ON - or combined with the self-destruct could all be nasty surprises for people running around with someone elses gear)

* Build in Tracking device

* Extended powerpack, allowing someone without the right talent to ignore an out of ammo …

Not sure if this has been touched on, but doesn't the force pike need the stun quality? Also not sure if it does if i should also post this in the proofreading section.

Boehm said:

another small idea for a weapon modification:

Vibrobajonet : (1 hp) adds 1 to encumbrance when socketed, takes 2 maneuver to socket - giving a riffle or carbine a melee capability of +2 dam, piece 1 w/mod options> vicious +1, reducing socketing to 1 maneuver or piece +1

….other loose ideas:

* Under-barrel Ionization Blaster

* Under-barrel Net thrower

* Security Lock (only usable after typing in a code, hell if iphone can have this well…- ofcause extra fun if combined with the mod below)

* Self destruct mechanism (players will hate this!)

* Remote control (locking the gun or making it switch to autofire ON - or combined with the self-destruct could all be nasty surprises for people running around with someone elses gear)

* Build in Tracking device

* Extended powerpack, allowing someone without the right talent to ignore an out of ammo …

I think these are great ideas! Hopefully we'll see them in the final EotE corebook or in some supplements.

-WJL

I kinda suspect we will houserule any mod which seems reasonable as the current selection is kinda shallow …since so many of the mods are restricted to either pistols or ligther riffles vs. heavy riffles or heavy weapons .. most weapons wont really have that much flexibility in truth

mouthymerc said:

Not sure if this has been touched on, but doesn't the force pike need the stun quality? Also not sure if it does if i should also post this in the proofreading section.

I think the Force Pike having the stun quality is pretty much a legacy holdover from the three previous versions of SW RPGs, starting with WEG (which established a lot of the early EU) and up thru Saga Edition.

I kind of like that it has that option, giving a melee fighter an alternative option to "carve my foes into bloody, quivering bits."

Boehm said:

I kinda suspect we will houserule any mod which seems reasonable as the current selection is kinda shallow …since so many of the mods are restricted to either pistols or ligther riffles vs. heavy riffles or heavy weapons .. most weapons wont really have that much flexibility in truth

It's true that the current selection of attachments is a bit limited, but the point of the attachment/Mod system is that you can have a base set of a dozen or so weapon types, that can become a huge variety of different statistic blocks after modification.

I'm not sure what "most weapons won't have that much flexibility in truth", means or is meant to say. I can say that >80% of the ranged weapons used by players in my SWRP games over the last 10 or so years have been one of the following:

  • Blaster Pistol
  • Heavy Blaster Pistol
  • Blaster Rifle
  • Light Repeating Blaster

For the base book, there are more than enough HPs, attachments, and mods to keep my players busy for a while.
Until new supplements come out.

-WJL

LethalDose said:

For the base book, there are more than enough HPs, attachments, and mods to keep my players busy for a while.
Until new supplements come out.

-WJL

I guess I just wish that bi-pod had some other bonus availble, living allowing better aim perhaps if used on a riffle - that forhand grip worked on a heavy blaster riffle, that u could shorten the barral of a carbine etc allowing for some more mods to be an option on the different weapons

On another note, shouldnt the underbarrel attachments be re-balanced in accordance with the new stats on weapons ei. underbarrel flamethrower now does 10dam vs. the flame-projectors dam of 8

Yeah, something I forgot to add in the post above was that there's no reason that GM's can't add mods to attachments or add new attachments. Uncoupling these modification options from the core/base weapon really gives the GM and players the freedom and ability to make changes they feel are necessary to accommodate their players and plots.

-WJL

Donovan Morningfire said:

mouthymerc said:

Not sure if this has been touched on, but doesn't the force pike need the stun quality? Also not sure if it does if i should also post this in the proofreading section.

I think the Force Pike having the stun quality is pretty much a legacy holdover from the three previous versions of SW RPGs, starting with WEG (which established a lot of the early EU) and up thru Saga Edition.

I kind of like that it has that option, giving a melee fighter an alternative option to "carve my foes into bloody, quivering bits."

Well it is described as having that option here too so I assume that it is supposed to have the stun quality.

Accessory Rails and Red Dot Sights.

You know you want it.

diablo_l5.jpg

I think it would be cool to add another weapon quality, Dangerous. Any time a weapon with the Dangerous quality that is used untrained gains a difficulty die at rank 1 or a challenge die at rank 2. This would be good to showcase certain weapons as being dangerous to use untrained. I would see the lightsaber as having Dangerous 2.

Just a thought.

mouthymerc said:

I think it would be cool to add another weapon quality, Dangerous. Any time a weapon with the Dangerous quality that is used untrained gains a difficulty die at rank 1 or a challenge die at rank 2. This would be good to showcase certain weapons as being dangerous to use untrained. I would see the lightsaber as having Dangerous 2.

Just a thought.

Good idea … might consider adding 'dagerous 1' to all the repeating blasters and other personal scale gunnery weapons ? ;) ….'oups I hadnt realized the explosion from that granade louncher would be THAT big …'

AUTOFIRE

I know this topic has been/is being beaten to death, but I haven't seen a weekly update address the issue effectively in my opinion.

This seriously can't be working as intended. Anyone with a heavy blaster rifle and a few advantages can absolutely maul anyone/thing in a single shot. I remember reading a suggestion to increase the activation cost to 2 advantage, but that discussion went MIA. I'm reading/hearing that some folks aren't even playing with autofire weapons because they're just ridiculous; seems like that is the general consensus about this feature.

A couple of suggestions/thoughts/questions about AF:

- wouldn't it make sense to have an AF limit to cap the number of extra shots? Maybe a bulky rifle gets AF 2 where a small pistol gets AF 3 or 4… Seems like unlimited extra shots is ridiculous.

- the cost of AF should be raised - perhaps costing 2 advantage, or even burning up extra successes (in lieu of added damage) to activate AF.

Is AF one the things that you guys want to see changed prior to release? Let me know what you think…

The biggest problem with changing auto-fire is that it also shares its mechanic with linked weapons. At current, the only difference between linked and auto-fire is that linked weapons have a limit to the number of additional hits.

To change auto-fire, we need to figure out what we want it to do, narratively. From there, we can figure out game mechanics to fit the bill.

Fore me, I want auto-fire to have two options.

  • Spray-and-pray: Fill the air with blaster bolts, and one is bound to hit the target
  • Concentrated fire: Small, controlled bursts that do more damage than a single bolt can do

Well, technically the third option it should have is single fire, but meh.

That's my take, anyway.

-EF

Our group simply switched the activation cost to be handeld by extra success instead of advantages. That way you can either boost the base damage on an single attack with a Auto-fire weapon or you can shoot it on Auto-fire but it will do its base damage per hit, per extra success. Advantages are still used as normal.

This way it took the massive damage out of play but still kept the edge of shooting Auto-fire.

Could someone help me understand this:

Augmented Spin Barrel lists it's first Modification Option as 0-2 Damage +1 Mods.

I don't exactly understand this. I know it's in reference to bonus damage, but the 0-2 is throwing me.

SoupViking said:

Could someone help me understand this:

Augmented Spin Barrel lists it's first Modification Option as 0-2 Damage +1 Mods.

I don't exactly understand this. I know it's in reference to bonus damage, but the 0-2 is throwing me.

Means you can buy the modification up to 2 times, as in boost damage with a total of +2. Each time modified counts as seperate modifications towards the Hardware Points on the weapon

Ruskendrul said:

SoupViking said:

Could someone help me understand this:

Augmented Spin Barrel lists it's first Modification Option as 0-2 Damage +1 Mods.

I don't exactly understand this. I know it's in reference to bonus damage, but the 0-2 is throwing me.

Means you can buy the modification up to 2 times, as in boost damage with a total of +2. Each time modified counts as seperate modifications towards the Hardware Points on the weapon

I was under the impression that modification options did not cost HPs, as these are only modifications made to the attachment - which cost HP. It is only stated that attachments cost HPs, mods are made to the attachment, and as far as I can see there's no HP cost to these mods, only credits cost and a hard skill check (that increases once per additional mod after the first - not basic mod) that might mess it all up.

Jegergryte said:

Ruskendrul said:

SoupViking said:

Could someone help me understand this:

Augmented Spin Barrel lists it's first Modification Option as 0-2 Damage +1 Mods.

I don't exactly understand this. I know it's in reference to bonus damage, but the 0-2 is throwing me.

Means you can buy the modification up to 2 times, as in boost damage with a total of +2. Each time modified counts as seperate modifications towards the Hardware Points on the weapon

I was under the impression that modification options did not cost HPs, as these are only modifications made to the attachment - which cost HP. It is only stated that attachments cost HPs, mods are made to the attachment, and as far as I can see there's no HP cost to these mods, only credits cost and a hard skill check (that increases once per additional mod after the first - not basic mod) that might mess it all up.

This. Mods don't cost HPs, only the attachments.

-EF

I would recommend adding the bare-handed attack to the 5-6 table for ease of reference [mostly for the special effects].

Also, I would include the combat knife and vibro-knife in the Thrown weapons.

The difficulty for using a Guided weapon on p.106 is not clear to me. The way I read it a guide missile must use the difference between its own silhouette of 0 and the target`s silhouette. This would mean its easier to hit a starfighter then a caital ship!!!

Z-95 Headunter: 0 versus 3 equal Hard difficulty

Nebulon-B Escort Frigate: 0 versus 6 equals: more than Formidable difficulty!!!!!

Im I reading this wrong somewhow?

Mmm Im gessing vehicles would use the table 5-7 on p.156 when firings guided weapons. If this is right it should be mentioned at the end of the Guided weapon quality on p. 106 to void confusion.