Equipment Feedback Thread

By FFG_Sam Stewart, in Game Mechanics

Jegergryte said:

I have a question regarding the Spread Barrel attachment. The Blast (+2) quality it gains - does that equate a blast 2? if so, I find it to be slightly weak - only the weakest of opponents will suffer any damage from such a weapon.

Oof, yeah, soak will eat that right up 99% of the time.

My idea for a formula is half-weapon damage (round up or down not sure) and add 2. So a rifle/carbine get 6-7 blast, akin to a frag grenade. Slightly better in fact. Furthermore the modification options for Spread barrel increases damage, which I assume is weapon base damage - would this in any way affect the blast quality?

There's gear in the adventure and in the adversaries chapter that isn't on the charts in the equipment chapter. Ships, too.

Use rate of Bacta not specified in the equipment, conflict, nor GMing chapters. Whether or not a tank is required to use a liter of bacta isn't clear.

What's the cost, availability, and enc of the Stun Blaster carried by the techs in the adventure?

So, is it something I've overlooked or is the Cortosis quality on p.106 completely unused? I checked:

  • Each weapon, including descriptions
  • Weapon Attachments (and Attachment Modifications)
  • The Technician's Mechanic talent tree
  • The starship weapon, armor, and modification sections

Despite this, I cannot find any reference to the Cortosis quality anywhere beyond p.106, and I'm hoping I've just overlooked something; Cortosis seems like it'd be a great counter to lightsabers and such.

As far as I know it's not included in any weapon, attachment or the like. I think its there for completeness - plus its usable for other purposes too, if I remember correctly its pretty nifty not only against lightsabers.

Having recently played in a beta from a friend who bought the game from our FLGS:

*Does Slicer gear do anything? It seems like it wants to say that it is required to even enable slicing in the first place, but at a 500c price tag, it's making the Slicer path more expensive than it already was, since it all but assures that character will be doing slicing and nothing else. Between that and the very restrictive Slicer specialization - even with the recent updates between Defensive Slicing and Improved - it doesn't seem like this is a very fun option for players.

Mendrian said:

Having recently played in a beta from a friend who bought the game from our FLGS:

*Does Slicer gear do anything? It seems like it wants to say that it is required to even enable slicing in the first place, but at a 500c price tag, it's making the Slicer path more expensive than it already was, since it all but assures that character will be doing slicing and nothing else. Between that and the very restrictive Slicer specialization - even with the recent updates between Defensive Slicing and Improved - it doesn't seem like this is a very fun option for players.

Check out the sidebar "The Right Tools for the Job" on page 115.

In the case of Slicer Gear, since it's not spelled out as being required to perform slicing attempts via the Computers skill, then I'd say it provides a boost die as per the first paragraph of that sidebar.

Thanks!

I was hoping that was the case. Sense the contents of Slicer Gear are deliberately left vague I wasn't sure if it was a requirement or not. The boost die is a bonus then, which makes the 500c price-tag non-mandatory for slicers in general. Which is good news! That means I can grow into it later.

Mendrian said:

Thanks!

I was hoping that was the case. Sense the contents of Slicer Gear are deliberately left vague I wasn't sure if it was a requirement or not. The boost die is a bonus then, which makes the 500c price-tag non-mandatory for slicers in general. Which is good news! That means I can grow into it later.

Welcome.

I get the feeling that FFG is taking Saga Edition's early notion of "it's the character's abilitites that make them awesome, not their gear" when it comes to equipment. There's a few exceptions (lightsabers, disruptor weapons, autofire-capable weapons, and the cybernetic upgrades), but for the most part, the gear that a starting character could reasonably afford doesn't, in and of itself, make a character that much better than anyone else. My Hired Gun/Bodyguard/Merc kicks butt in a fight because he's got the skills and talents to let him do that, and our Colonist/Doctor is a whiz at patching up injuries for the same reason.