Czerka Model 38 Sharpshooter Attachments and Mods

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

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.

It really isn't. I allow it for 2 Hard Points, or the player has to have the sight on his rifle adjusted to match the lenses on a helmet/visor/goggles with any low-light kinds of properties.

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.

It really isn't. I allow it for 2 Hard Points, or the player has to have the sight on his rifle adjusted to match the lenses on a helmet/visor/goggles with any low-light kinds of properties.

I'm not sure I'd bill them 2 HPs, the multi optic gives low light and perception buffs, which is just as valuable as telescopic imo, but as you wish of course.

I wish mods were more thoroughly written into the tech careers and the whole notion was more integrated. Depending on the attachment when you hit the point you're adding challenge dice to the mod check the whole thing becomes a random number generator and a money sink. Reads more like a line of code in a MMO than a rule in a tabletop RPG imo.

I'm not sure I'd bill them 2 HPs, the multi optic gives low light and perception buffs, which is just as valuable as telescopic imo, but as you wish of course.

It really isn't. I allow it for 2 Hard Points, or the player has to have the sight on his rifle adjusted to match the lenses on a helmet/visor/goggles with any low-light kinds of properties.

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.

I wish mods were more thoroughly written into the tech careers and the whole notion was more integrated. Depending on the attachment when you hit the point you're adding challenge dice to the mod check the whole thing becomes a random number generator and a money sink. Reads more like a line of code in a MMO than a rule in a tabletop RPG imo.

I misunderstood the rules on equipment mods myself at first because I thought there was no difficulty above Formidable. I was wrong. Each mod adds an additional difficulty die until you're rolling 7 difficulty dice; the description for difficulties on page 17 of the book states; "In addition to the task's inherent difficulty, other dice may be added to reflect additional complications based on the environment or specific situation." The only reason why there would be a Red F*ck Die (my group's affectionate moniker for Challenge dice) when modding equipment is if the GM flips a Destiny Point.

I misunderstood the rules on equipment mods myself at first because I thought there was no difficulty above Formidable. I was wrong. Each mod adds an additional difficulty die until you're rolling 7 difficulty dice; the description for difficulties on page 17 of the book states; "In addition to the task's inherent difficulty, other dice may be added to reflect additional complications based on the environment or specific situation." The only reason why there would be a Red F*ck Die (my group's affectionate moniker for Challenge dice) when modding equipment is if the GM flips a Destiny Point.

I don't want to open up the modding thread on die rolls, I just like others, assumed since it mentions the despair result breaking an item, at some point you upgrade to the dreaded red F die. It's really only those cases regarding attachments that have 4 mods where it occurs, and i just assumed it gets added when you hit the purple die wall.

Frankly though I think it's kinda sucky to even make characters roll on modding equipment. I'd rather see the whole concept more directly linked to the mechanic skill and the various tech careers. I'd rather see the number of mods to a given piece of equipment a direct relationship with levels in mechanic and perhaps ranks in inventor. In addition I'd rather see the specific types of mods something else that is earned by tech players through their respective specializations. Might be possible with the SA system to have a sort of Armorer sigabil that grants various upgrades for xp. Plus the whole once per session rule keeps players from cranking out an assembly line of modded gear.

I just don't see difficulty checks as appropriate when the given techie is sitting at his fav workbench on his ship with a glass of blue milk an cookies listening to tunes on his music player happily working away. I'd be more inclined to say the large amount of xp involved in getting there, with a once per session mechanic, and a large cost for the parts involved would be enough of a price for the group to pay per item.

Now if there were some kind of invention system in the game, then I would say the difficulty checks would be appropriate there. Some kind of flowchart involving checks, money, and xp over time to successfully invent an item.

Meh, I'm fine with the checks. It makes players feel accomplished, even if the checks have been made easy by the Doctor using Stim Application on her Intellect before assisting the Gadgeteer in upgrading his weapons/armor/vehicles.

Edited by JonahHex

I mostly only make the players roll checks 'in the field'. If they are modding between adventures, I don't bother.

Anyway, kudos to you JH for your mods (my player says thanks too!). They might need a bit of tweaking but I really like the concept of 'legacy arms'. My newest player (introduced just before Beyond the Rim) wanted an eccentric Archaeologist/Big Game Hunter with exotic weapons, and Czerka Legacy Arms were a perfect fit. We worked out a background for a Sponsorship obligation and the whole thing has a very different feel to the other Krayt Dragons.

One thing I used to like about 3rd edition D&D is they sometimes offered feats or classes that made you better with a weapon or power that wasn't usually taken by most characters, something exotic like a spiked chain, for instance. I'd like to see some talents or even a Signature Tree that worked only with slugthrowers. Something for a primitive or eccentric character who preferred the visceral joys of taking down something with a shotgun or antique rifle.

Slightly NSFW, but here's the new PC - Jena 'Laera' Cross, the 'Face & Figure of Czerka Legacy Arms'. From her baby face (she's now 43!) and the clone troopers in the background, I'm guessing this is a pretty old picture!

face_and_figure_of_czerka_arms_by_maelor

NICE CG model! It's got lots of atmopshere, and the Aurebesh in the background and on her tattoo really root it in Star Wars. I always love it when one of my players has skill in any kind of art.

I'll definitely be using this as a poster in the Rodian hunting lodge one of my players started, as well as in the Czerka Arms store on Sleheyron if the players ever return.

You're absolutely correct about some talents pertaining to slugthrowers, I'd be very down with that. The talent trees in Dangerous Convenants don't seem to be catering to that, but I'm hoping for a new Czerka slugthrower or two, hopefully a pistol (although the flachette launcher sounds pretty cool).

Edited by JonahHex

Yes, I'm kinda hoping we see some new ones!

It doesn't really suit a professional soldier to go around with an antique revolver or rifle, but I can see an eccentric explorer, or even a bounty hunter using an exotic weapon (possibly like Corporal Hick's shotgun in 'Aliens'...

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