Czerka Model 38 Sharpshooter Attachments and Mods

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

HUNTER'S LONGBARREL

This extended barrel is not only longer than standard Model 38 barrels, it's also masterfully rifled on the interior for enhanced precision and penetration. Its main drawback is that its installation requires a drastic reduction on the Model 38's normal rate of fire, as well as the fact that certain shooters may find a larger frame harder to handle (not to mention more difficult to conceal, if necessary). Nevertheless, this attachment remains a popular customization among hunters and snipers alike.
B ase Modifiers: The Model 38 gains Accurate +1 as well as the Cumbersome 2 and Slow-Firing 1 qualities.
Modification Options: 1 Accurate +1 mod, 1 Innate Talent (Precise Aim Rank +1) mod, 1 Pierce +1 mod

Hard Points Required: 2

Price: 2000 credits (rarity 7)

TACTICAL SIGHT AND GRIP SYSTEM

More than just an advanced telescopic sight, the Legacy Arms Model 38 TSG System also includes a customized barrel grip with all the controls needed to adjust the sight built-in. These controls are added according to the shape of the user's hands as well as his typical firing stance. Although low-tech, the sight is more powerful than standard optical sights and its lenses can be adjusted to work in conjunction with the lenses on the user's favorite helmet. The only downside is that this attachment makes the normally sleek-looking Model 38 seem much bulkier.
Base Modifiers: Reduce the difficulty of combat checks at long and extreme range by one, and the Model 38 gains the Innate Talent (Sniper Shot +1) quality.
Modification Options: 1 Accurate +1 mod, 1 Innate Talent (Precise Aim Rank +1) mod

Hard Points Required: 2

Price: 750 credits (rarity 7)

DELUX PENETRATOR SLUGS

Czerka's standard penetrator slugs for the Model 38 work great for bypassing armor and cover, but for a few more credits their Delux series penetrator slugs can rival even certain types of artillery in this regard. When loaded into the Model 38, these slugs grant the weapon Pierce +1. A box of slugs costs 450 credits, and if the weapon runs of ammo a new box must be purchased. Each box includes fewer rounds than normal, so the GM can trigger a loss of ammo with three Threat results or a single Despair result.

Edited by JonahHex

I have a Bounty Hunter player who wanted to make use of the Model 38, and requested that I come up with some attachments to fill in those 4 Hard Points with stuff other than grenade launchers or forearm grips. The description for the Model 38 mentions that Czerka representatives will recommend further customization options, so I figured it was implied that GM should make a few available to interested players.

Given that the stock Model 38 has the highest Accuracy rating of any stock weapon in the game, I wanted to make sure that, when modded, it could surpass other modded weapons in that category as well (namely the E11s, which I have ruled compatible with attachments like the augmented spin barrel and marksmen's barrel). I also wanted to make sure it had higher Pierce rating than any modded blaster weapon as well, since that seems to be the primary advantage of slugthrowers. However, to keep things balanced I worked in some Innate Talent (Precise Shot Rank +) mods so that the Model 38's superior ability to go through armor/cover had some extra strings attached (in this case, a maneuver and some strain).

Hope everyone enjoys what they see here! Let me know if you think everything's balanced.

Any suggestions for more Model 38 attachments are welcome! My player really likes this gun, and I want to make sure he has plenty of options available to make it worthwhile.

The Tactical Sight/Grips system I don't like at all, as it adds far too many bonuses, particularly when the telescopic optical sight already exists. I might suggest instead that you tweak the telescopic optical sight in include Accurate +1 as a modification

Frankly, it looks like you created these, particularly the Longbarrel just so your bounty hunter player only has to spend a few hundred credits instead of having to spend actual XP to get those various talents. That alone sends up a warning flag that these are too good in terms of what they provide. The weapon's already got two ranks of Accurate, and a forearm grip (which can be added to any rifle or carbine) can easily be attached and modified to include another rank, giving this PC three Boost dice to any attack roll before they aim.

As for wanting those options, he can spend the XP to pick up the talents, same as just about every other PC has to do.

And correct me if I'm wrong, but could he not take the Multi-Optics, Superior and (already mentioned) Tactical Sight along with Forearm Grip to fully modify his weapon? Sure they are they only ones available for slugthrowers right now, but that would make for a pretty buff weapon. Swap out the ammunition for the Detonator ammo and he's got a secondary role (blast) as well.

I don't think that two different optics/sights on the same weapon is appropriate for the same reason that two barrels or two edges on items is frowned upon.

So we can not have an optical sight that combines infrared and telescopic qualities together? That's a shame. Seems this galaxy isn't as technologically advanced as I thought.

The Precise Aim talents were thrown in keep the Pierce rating from going up too much while still keeping the Model 38 in line with modded out blaster rifles using augmented spin barrels or marksman barrels. Pierce/the ability to go through soak or defense seems to be the primary advantage of slugthrowers, and the smaller size of bullets vs. blaster bolts means it would be easier to shoot between armor segments and whatnot.

Look at a Model 38 with all the mods presented here vs. a blaster rifle with a marksman's barrel and forearm grip, or better yet an E11s with those same attachments. Granted, by the strict rules of the game it's unknown whether those attachments should work, but I see no reason why they shouldn't given the E11s has Slow-Firing 1 and yet a lower Accuracy rating than a blaster rifle with a modded marksman's barrel.

As for the tactical sight and grip system, what I did there was take the standard telescopic sight, and add the stats of a forearm grip only modified for long-distance rather than up-close shooting. It's comparable to using a telescopic sight along with a forearm grip, hence why it costs 2 Hard Points.

I definitely see what y'all mean about the extra talents, but so far I think it's okay considering this player also owns a superior heavy blaster rifle with a modded-out augmented spin barrel and a strap that grants Quick Draw. It does ABSURD damage, so I'd be happy if this player occasionally traded it out for something more accurate and precise. Do you have any alternative suggestions that would keep a modded out Model 38 in line with a modded out blaster rifle or E11s?

Also, keep in mind that Precise Aim requires a maneuver and some strain. It doesn't factor into every shot by any means.

"Frankly, it looks like you created these, particularly the Longbarrel just so your bounty hunter player only has to spend a few hundred credits instead of having to spend actual XP to get those various talents. "

Not really. The hunter's longbarrel is the exact same thing as the marksman's barrel, only it exchanges the range upgrade and Sniper Shot innate talent for Pierce +1 and the Precise Aim talent. (The player in question already has Precise Aim AND Sniper Shot as talents to begin with, btw.) A hunter's longbarrel is also more expensive than a marksman barrel by 800 credits. I'm not trying to prevent a player from having to spend XP on talent he wants (he had nothing to do with the design process; he only suggested I design some attachments, period), I'm trying to create an attachment just as balanced as the ones already in the game, only geared toward slughthrowers.

Edited by JonahHex

What book is the Czerka 38 in?

Enter the Unknown.

I don't think that two different optics/sights on the same weapon is appropriate for the same reason that two barrels or two edges on items is frowned upon.

I get the problem with two barrels/edges. But multiple "scope"s is a little more conceivable and something that occurs in the real world. Also, here's a couple Star Wars movie props:

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S-5_pistol.jpg

On a side note, the first new attachment I ever made was a scope for pistols. A large amount of blaster pistols and carbines in the movies have scopes on them. Currently there isn't such an attachment in EotE.

Edited by Sturn

Actually if I'm not mistaken the telescopic sight can be placed on any Ranged (light) or Ranged (heavy) weapon. And in any case the only pistol that can shoot at long range is currently the X-30 Lancer, so it's almost a moot point without an attachment to extend a pistol's range (which should totally exist; look at Leia's pistol from the beginning of Episode IV).

Actually if I'm not mistaken the telescopic sight can be placed on any Ranged (light) or Ranged (heavy) weapon. And in any case the only pistol that can shoot at long range is currently the X-30 Lancer, so it's almost a moot point without an attachment to extend a pistol's range (which should totally exist; look at Leia's pistol from the beginning of Episode IV).

Yes that's my point. To clarify, Pistols and Carbines are Medium ranged max. The Telescopic Scope, for example, gives a bonus for Long or Extreme range. So why in the hell do so many Pistols in Star Wars have scopes? I mean an in-game reason. They obviously were used on the props because it made them look cool. So, I added a Close Quarters Optical Sight as an attachment for Pistols/Carbines until EotE comes out with something else to replace it. I don't like what I currently have (bonus at S/M if Aim) but it works for now.

I'd give it something like Precise Aim, like I did for my Model 38 attachments here. It's not the greatest talent in the world as it requires both a maneuver and some strain, thus making it slightly more balanced than the Accurate quality.

I also think there should be an equivalent of the balanced hilt attachment for pistols to make dual wielding as attractive as it is for Melee weapons

Actually if I'm not mistaken the telescopic sight can be placed on any Ranged (light) or Ranged (heavy) weapon. And in any case the only pistol that can shoot at long range is currently the X-30 Lancer, so it's almost a moot point without an attachment to extend a pistol's range (which should totally exist; look at Leia's pistol from the beginning of Episode IV).

Yes that's my point. To clarify, Pistols and Carbines are Medium ranged max. The Telescopic Scope, for example, gives a bonus for Long or Extreme range. So why in the hell do so many Pistols in Star Wars have scopes? I mean an in-game reason. They obviously were used on the props because it made them look cool. So, I added a Close Quarters Optical Sight as an attachment for Pistols/Carbines until EotE comes out with something else to replace it. I don't like what I currently have (bonus at S/M if Aim) but it works for now.

I figured that the in-game effect of those basic scopes was that it allowed those pistols to shoot out to Medium. Without them, a similar weapon might only shoot to Short.

Short range is REALLY short, though. No more than 20-30 feet at MAX. Blaster pistols have to be able to shoot further than that without a scope.

Also, longer barrels are used for longer ranges. Scopes are used for shooting accurately at those ranges.

Edited by JonahHex

Short range is REALLY short, though. No more than 20-30 feet at MAX. Blaster pistols have to be able to shoot further than that without a scope.

Also, longer barrels are used for longer ranges. Scopes are used for shooting accurately at those ranges.

Agree.

Thanks for the above suggestions. I like the idea of causing a point of strain when aiming with a pistol to get the benefit of the scope. Not exactly realistic, but it's a fix. A shorter ranged pistol/carbine scope could thus reduce difficulty by 1 at Medium range (only), but requires the shooter to Aim (like a telescopic scope), AND causes a point of strain.

I think that the first requirement of using a scope on a pistol might be that two hands should be used to hold the weapon for use in that manner. Then the whole bit about shooting weapons with two hands uses Ranged (Heavy) crops up, and the scoped pistol becomes an underpowered carbine (which isn't uncommon IRL).

Using a scope on a pistol IRL requires time and a bit of mental focus, hence the maneuver and strain. Using a scope on a rifle IRL is similar, but it's also kind of expected and even necessary at long range.

Magnification and low light optics are already being used on existing assault weapons today. Combined in a sci fi RPG is very reasonable.

If a character uses the sniper shot talent with a pistol I would think a telescopic sight would be a welcome attachment.

Magnification and low light optics are already being used on existing assault weapons today. Combined in a sci fi RPG is very reasonable.

If a character uses the sniper shot talent with a pistol I would think a telescopic sight would be a welcome attachment.

There are pieces of tech available today that do not fit the retro-future sci-fantasy of Star Wars. I'm not saying that the optics you describe are one of them, but I caution against having something in the game just because it's available IRL.

My descriptions for the Model 38 attachments were written with a space fantasy setting in mind. In other words, I tried not to be too realistic or use too much of my knowledge of real-world guns. They're called "slugthrowers" for a reason; to keep your mind off of the real world.

Edited by JonahHex

There are pieces of tech available today that do not fit the retro-future sci-fantasy of Star Wars. I'm not saying that the optics you describe are one of them, but I caution against having something in the game just because it's available IRL.

Magnification and low light optics are already being used on existing assault weapons today. Combined in a sci fi RPG is very reasonable.

If a character uses the sniper shot talent with a pistol I would think a telescopic sight would be a welcome attachment.

I agree and wouldn't want my Star Wars setting full of iphones, but a weapon scope that relays low light benefits and telescopic features is no big leap of canon.