Homebrew Ranged Weapons

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

Good point! I can relate to that. A slugthrower rifle is already quite weak damage-wise. Lowering it futher might be a bit too much.

As for the barrel attachments, belt feed and magnumization I like those, but as always I have some observations:

  • Magnumization isn't necessary though, you could rather introduce ammo types that require no HPs, I don't say that just because it's what I did, but also because it's how it has been done in earlier SWRPGs. :ph34r:
  • Double barrelled, I like this, probably because I have made it myself. I added the inaccurate quality too though, for my blaster version at least - not to say it couldn't be used on slugthrowers... that's a good idea you have there (noted!)
  • Belt feed is cool, but those modifications seem more fitting a different slugthrower weapon really, a proper machine gun-ish. For belt feed I'd give the slugthrower the auto-fire quality, and perhaps an increased chance of running out of ammo akin to heavy blasters. Perhaps also increased Encumbrance, and/or increase Cumbersome +1
  • The extended and cut-down barrels are cool, I might just "borrow" those - if you don't mind :ph34r:

I started with new ammo instead of "Magnumization" (crappy title, best I could think of). I was worried of what new bullet types would do to playability - many different types of ammo to keep track of and it could make the slugthrowers an option compareable to blasters. As you have noted, that wouldn't be Star Wars. A .44 Magnum is a much beefier weapon with a bigger kick (think Cumbersome) then a .45 Auto. A .357 Magnum can shoot .38 ammo, but a .38 can't shoot .357 Magnum rounds, it could do it damage. So, I made it an attachment that replaces the chamber, barrel, etc. sucking up HP's to make it capable of shooting, "hot" ammo.

Double Barrel being innacurate sounds good. Thanks for the idea.

As far as a Slugthrower Repeater being a new weapon, I agree. I thought of adding several. In the end I wanted to create new weapons through attachments only, not add a new weapon. So, the new slugthrower attachments was my way of making a Light Machinegun out of the Slugthrower Rifle, without a completely new weapon.

I added an increased chance of Auto-Fire capable Slugthrowers running out of ammo quickly. Thanks for the idea. It makes the Extended and Belt extra ammo that much more important for slugthrowers.

My "Sturn's Locker", is still a work in progress. I noted my mention at your website, thanks. Yes what I have up at my blog is the old, original stuff. I've made lots of additions and changes since then. When I get something that is at least a "beta", I will update my blog removing the old stuff. I would greatly like your input when I finally get the rough draft completed.

So i have a question about this, in lieu of the "Hammer", or space shotgun basically, from EtU.

Would it be too powerful to introduce rubber bullets that do stun damage for slug weapons? This would effectively make it a damage 8, blast 6 with a stun.

I don't see it that game breaking because there's already allot of guns and equipment in the game that can replicate or surpass a weapon like this.

Anyways, just curious what everyone thinks.

And, now i have another question. If you go double barrel on a weapon with a blast rating, how should it work? Should the linked weapon property override the blast, or should they stack?