Playing with Linked and Slow-Firing

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

I've seen (and offered) suggestions that it might be a reasonable houserule to allow a weapon with Linked and Slow-Firing to use the two traits to counter another by firing the weapons sequentially instead of the usual simultaneous firings.

For example, a twin light turbolaser normally has Linked 1 and Slow-Firing 1. Both qualities are of equal value so they could cancel. This would represent one turbolaser firing one turn followed by the other turbolaser firing on the next turn while the first is in it's down cycle. To do the same with heavy turbolasers, you would need a triple mount - Linked 2 - to cancel the Slow-Firing 2.

As a side note, when using this option with weapons that have Limited Ammo, multiply the Limited Ammo value by the number of launchers (which is Linked value +1). Proton torpedo launchers with Linked 1, Slow-Firing 1, and Limited Ammo 3 would thus have Limited Ammo 6 if it elects to drop Linked and Slow-Firing. This means six individual torpedoes could be launched rather than three pairs of torpedoes.

I like this idea, and I like the idea of turbolaser batteries compensating for recharge time (I kinda thought that was the point of turbolaser batteries in the first place).

I'm wondering though, would you make this a decision when installing the weapons, or would you make it a fire mode you could choose between when using the weapons?

Yes, this notion - while something I didn't like the first time I saw it I admit - is something I've come to consider as a good solution.

I'd say that unlinking a weapon requires a manoeuvre, or perhaps merely an incidental, depends how you consider the linking system to work, if its hard-wired and perhaps mechanical in nature, or if its software/programming that provides the linkage.

If its hard-wired and mechanical in nature then perhaps this option should be part of the installation of the weapon, and an Average mechanics check to enable while the ship is grounded.

If its controlled by software I'd say the flick of a switch (incidental) or a few switched (manoeuvre) should suffice, not check necessary - except perhaps the first time (if in combat) when creating the shortcut, an easy or average computer check to enable this hotkey function.

I think manoeuvre is good, perhaps a tad expensive, but then an incidental might be too cheap? Thoughts?

Wouldn't it just be a twin turbolaser without the linked quality, therefore only allowing you to fire one after the other each round? You can only fire one laser at a time unless they are linked.

I think mouthymerc is on the correct path here. A twin turbolaser, or say the laser cannons on a Tie fighter, has the linked quality not just because of some special targeting apparatus but because they are physically next to each other and pointed at the same target when firing. The two shots go off at basically the same time while aimed at the same target, the Linked quality represents the added effectiveness of hitting and dealing damage in this way. I suppose you could stagger the fire as you've described but you'd loose the linked quality. Whether you could depends on if it's possible to de-link the weapon. For a big turreted Heavy Turbolaser where each individual weapon is crewed I'd say sure but for a Tie fighter's linked lasers I'd say no.

Edited by FuriousGreg

Now a Tie fighter's linked lasers doesn't have slow-firing, so it doesn't really matter.

Welp I don't think the linked quality has to activated. I think you could forgo activating it in order to fire each turbolaser each round. Mind you I would ask a gunner to state that they were doing such a thing to avoid someone try to take advantage of not having enough advantages to activate the quality.

Certainly, the Linked quality need advantage to be activated.

That's what I think HappyDaze is getting at, that you can forgo being able to activate a Linked 1 quality in exchange for being able to fire a slow-firing 1 weapon every round instead. That's why I suggested an incidental or manoeuvre to signify this change in firing cycles of the weapon.

The only thing I would do is to have the gunner state whether the linked quality is active or not before the roll. Whether or not it is hardwired is only flavor.I wouldn't worry beyond that.

On X-wings you could fire the weapons sequentially or in linked patterns (UR with LL and UL with LR or all 4 together), but your rate of fire dropped. Basically if you were sure of getting a hit, then going quad-linked was a good way to get all the shots on the same area (like shooting the shield generators on a Star Destroyer). But if you weren't sure, then moving to sequential was a good way to try and land even one hit on something (dog-fighting with other starfighters).

Wouldn't it just be a twin turbolaser without the linked quality, therefore only allowing you to fire one after the other each round? You can only fire one laser at a time unless they are linked.

That was essentially what I did for the YZ-775 write-up I did for the GSA quite a while ago (before the EotE core rulebook came out)... and I got ripped into pretty badly for doing so, even though the damage output is almost a wash between only being able to fire one gun each round or firing both to make use of Linked every other round. I say "almost" because Linked requires 2 Advantage to activate, so there's a reduced chance of getting pelted with both guns.

I might require a modification to be made to the weapon to allow it to alternate between the two modes though, since I'd imagine they're generally hardwired to fire one way or the other.

For concussion missile/proton torpedo launchers, I'm going to have it be set on the ground at the same time the weapon is loaded. It only takes a few minutes to make the adjustment, but its not something done in the middle of combat from a fighter's cockpit.

and I got ripped into pretty badly for doing so

That's unfair. I didn't "rip into" you, but the idea, there's a difference. No need to take personal offence because someone is criticising and disagreeing with your idea. And I've apologised for it.

I might require a modification to be made to the weapon to allow it to alternate between the two modes though, since I'd imagine they're generally hardwired to fire one way or the other.

I'd agree with this, although I wonder how extensive modifications you're considering; cost, check and time required? Must it be done while the ship is grounded or could it be jury rigged during combat for a "end of encounter" mod? Just curious about the various ways to handle this.

JegerGryte,

Wasn't referring to you at all, as there were others that were telling me I was "doing it wrong." Your issue was more the size of the ship than anything to do with the turbolasers.

As for adding the ability to switch between mods, I'd make it a simple 1000 credit and require the same time and check as adding a modification to an attachment.

As for adding the ability to switch between mods, I'd make it a simple 1000 credit and require the same time and check as adding a modification to an attachment.

This is for one-time cost to allow for selective firing between simultaneous/sequential firing modes, right? You're not suggesting that work needs to be done (and credits spent) each time you switch firing modes are you?

JegerGryte,

Wasn't referring to you at all, as there were others that were telling me I was "doing it wrong." Your issue was more the size of the ship than anything to do with the turbolasers.

As for adding the ability to switch between mods, I'd make it a simple 1000 credit and require the same time and check as adding a modification to an attachment.

Ah, oh, I apologise again then. For taking offence when there was no reason for me to. :ph34r: I blame a series of upheavals in my life recently for any erratic behaviour. I will try to be nicer.

That seems like a good solution, and as HappyDaze asked, I'd assume its a mod that allows switching between them. Right?

I would say no.

Linked weapon system take one hard point. Un-linking them and allowing them to fire separately (on seperate turns in this case) is basically getting two weapons in one hard point.

I would say no.

Linked weapon system take one hard point. Un-linking them and allowing them to fire separately (on seperate turns in this case) is basically getting two weapons in one hard point.

In some sense. However, it still requires both weapons to be of the same type and they would not have the luxury of being able to fire both individually on the same turn, so they are not as versatile as having two weapons.

I think there are fair arguments for both side here. I'm a fan of it, and it's not like my players will ever get their hands on turbolasers (until they surprise me and actually do... excrement happens), so its really down to if I want to harass my players with turbolasers every round, or every other round. Medium lasers cannons can easily take out a YT-1300 with a few solid hits... turbolasers are the death of players. :ph34r:

I would say no.

Linked weapon system take one hard point. Un-linking them and allowing them to fire separately (on seperate turns in this case) is basically getting two weapons in one hard point.

In some sense. However, it still requires both weapons to be of the same type and they would not have the luxury of being able to fire both individually on the same turn, so they are not as versatile as having two weapons.

True, but I think it's still a compelling argument for not allowing it (moreso than "I don't like how that sounds").

Honestly I think it comes down to how you want to fluff the weapon. If they are linked and can only be fired together, describe them that way and stick to it. If they can be fired separately, then describe them that way. Nothing about the linked quality says it has to be activated.

This is for one-time cost to allow for selective firing between simultaneous/sequential firing modes, right? You're not suggesting that work needs to be done (and credits spent) each time you switch firing modes are you?

It's a one-time modification, so once you've paid to have the "selector switch" installed, you can change firing modes anytime you like. To too unlike the Bowcaster Automatic Re-cocker which can add Autofire to a bowcaster; you don't have to pay time and credits each time your Wookiee wants to switch from single-shot to autofire mod.