Electrostaff stats

By Diggles, in Game Masters

I havent seen any previous attempts at statting out an Electrostaff, so heres what I've come up with.

Let me know what you think and if you'd change anything.

Electrostaff

Skill: Melee

Dmg: +2

Crit: 3

Range: engaged

Ecum: 3

HP: 3

Cost: 1500**

Qualities: Cortosis*, Cumbersome 3, Disorient 2, Defensive 2, Stun setting

*Not exactly Cortosis, its made of a similar material that is resistant to energy weapons such as Llightsabers. Anyone wielding a Lightsaber may still chose to Sunder this weapon on a triumph, representing weak or exposed parts of the weapon.

**1/2 the price for non-Cortosis version of weapon, rarity 6

Edited by Diggles

So, the Cortosis quality in this game is a generic label for "lightsaber resistant"; it includes Phrik alloy (the alloy in the electrostaves in AotC if I recall correctly), probably Beskar'gam too, and other such stuff.

As for the rest of the qualities; Cumbersome is a cool drawback, Disorient 2 makes sense, Defensive 2 I personally think is a bit high, not sure it's at all needed, but Defensive 1 should suffice I think... The stun setting is also a nice touch.

Beyond that I think its cool, unsure about 3 HPs too, but I must admit I haven't considered it closely.

So, the Cortosis quality in this game is a generic label for "lightsaber resistant"; it includes Phrik alloy (the alloy in the electrostaves in AotC if I recall correctly), probably Beskar'gam too, and other such stuff.

As for the rest of the qualities; Cumbersome is a cool drawback, Disorient 2 makes sense, Defensive 2 I personally think is a bit high, not sure it's at all needed, but Defensive 1 should suffice I think... The stun setting is also a nice touch.

Beyond that I think its cool, unsure about 3 HPs too, but I must admit I haven't considered it closely.

I couldn't have said it better myself.

I based the Defensive 2 off the fact that you technically have 3 weapons when using a staff, each end and the middle section. Darth Maul gave us many good examples of how he is able to more quickly defend himself with a staff weapon that wouldnt be possible with a single blade or even 2 really.

I rationalized the lower damage justifies the qualities for the weapon. If you wanted damage go for a pike, ax or blaster. If you want be a tough nugget to kill in melee, bring an electrostaff!

I think Damage +1 is more appropriate. Defensive 2 sounds really good, after all, a Force Pike also has 2 ends and a middle, and it doesn't have the trait at all. Also this isn't a double-bladed lightsaber, so I don't think the Darth Maul commentary really matters. The image is either Grievous or the MagnaGuard, and part of their defensive skills, put in game mechanics, would certainly be high Melee ratings and spending Advantages on Setback dice/spending Triumphs to upgrade opponents' Difficulty. I'd either lower Defensive by 1 or trade it out for Knockdown.

I see your point, still, Defensive 1 is pretty good, Defensive 2 is very good. Anyway, I'd lower the defensive rating, not remove it entirely. Even with the lower damage this is a good alternative to a force pike.

I based the Defensive 2 off the fact that you technically have 3 weapons when using a staff, each end and the middle section. Darth Maul gave us many good examples of how he is able to more quickly defend himself with a staff weapon that wouldnt be possible with a single blade or even 2 really.

But how much of that is Maul's talents (and Force power: Sense) and how much is innate to a staff weapon?

I think Jegergryte is right - Defensive 1 is good enough. Then talents/powers can nudge that up further (or a weapons tech can mod it to be more defensive).

Edited by Bahamaat

I'd suggest basing it off the Force Pike, which is a close cousin to the electrostaff.

So I'd go with +3 Damage, Crit Rating 2, Encum 3, HP 3, but up the Rarity to 5 (maybe higher if sticking with the Cortosis quality to reflect the properties of phrik alloy). Price tag of 1500 credits for a base version seems about right.

Other qualities I'd suggest would be Disorient 3, Defensive 1, and Stun Setting. Not really sold on Cumbersome; the weapon might be fairly lengthy, but it's not bulky or unwieldy since at it's core it's a quarterstaff, which can be picked up and wielded by just about anyone (maybe not well, but it's generally considered an easy-to-learn weapon in comparison to a sword or axe or dagger).

Edited by Donovan Morningfire

My point with the Darth Maul comment is that quarterstaff style weapons are widely known and recognized for their defensive potential. Where as a single blade/staff weapon like a axe, sword, rapier, club, mace may have to move up to 180 degrees for a parry, a quarterstaff would only have to move at most 90 degrees. It also suffers the least setback from parries to its ability to counter-attack. The thing is most staff combat doesnt have deadly energy weapons on the ends and typically doesnt do that much offensive damage.

Outside of a shield, quarterstaff is next best defensive melee weapon. Feel free to adjust it to suit your game.

Add the staff is much different than force pike. Force pike is more akin to a spear or rapier with only 1 tip being dangerous offensively, whereas electrostaff has 2 useable ends and is held in a balanced fashion.