Upgrading Enter the Unknown Slugthrowers?

By Crimson Death, in Star Wars: Edge of the Empire RPG

I figure things like weapon slings, scopes, and the forearm grip would be fine but what about barrels etc?

I think it'd be fair to assume there are barrel attachments and what-not for slugthrowers that produce the same effect. I'd just change the fluff for it a little but keep the mechanics the same.

I think it'd be fair to assume there are barrel attachments and what-not for slugthrowers that produce the same effect. I'd just change the fluff for it a little but keep the mechanics the same.

This is exactly what I was thinking on doing, but figured I'd ask to get other peoples opinions on it.

Reasonable.

I figure things like weapon slings, scopes, and the forearm grip would be fine but what about barrels etc?

While some things are allowed, I don't know if I would go with a forearm grip. Just not really in keeping with a customised long gun imo. Plus given the 2 Accuracy for the weapon because of it being custom fitted, I'd have to say any kind of barrel mod would eliminate that. Scope mods, slings, bi pods, all good. Seems to me the write up also makes room for other options like different ammos, tranq rounds, tracker rounds, etc.

Those are already very specialized weapons compared to the more generic ones in the main book. I would be very restrictive on additional attachments and mods.

It's likely that you're looking into this as a result of your house rule on Pierce making these weapons functionally superior from the start. With that in mind, I recommend being even more restrictive on the ones that have Pierce.

Personally, I would come up with different ones for most the weapons. I dont really have a problem with just reskinning some of them tho.

The Hammer definitely needs a forearm grip tho. Just in case of close encounters. :)

Those are already very specialized weapons compared to the more generic ones in the main book. I would be very restrictive on additional attachments and mods.

It's likely that you're looking into this as a result of your house rule on Pierce making these weapons functionally superior from the start. With that in mind, I recommend being even more restrictive on the ones that have Pierce.

Exactly why I'm asking. I don't want people to abuse them. Even myself.

Yes, self-abuse is a growing problem.

Edited by Col. Orange

The advantage slugthrowers have is different ammunition types. I'd probably not allow the blaster mods.

Those are already very specialized weapons compared to the more generic ones in the main book. I would be very restrictive on additional attachments and mods.

It's likely that you're looking into this as a result of your house rule on Pierce making these weapons functionally superior from the start. With that in mind, I recommend being even more restrictive on the ones that have Pierce.

Exactly why I'm asking. I don't want people to abuse them. Even myself.

It's not really abuse as much as narrative fluff really. The weapon has four HPs so obviously modding is something the devs wanted to allow. The bonuses gained by the barrel mod could be added in some other fashion through a little creativity. A custom scope that added more accuracy and special rocket boosted rounds for more hitting and penetrating power or something like that.

Personally, I would come up with different ones for most the weapons. I dont really have a problem with just reskinning some of them tho.

The Hammer definitely needs a forearm grip tho. Just in case of close encounters. :)

My mistake as I did just assume the model 38 and not the hammer. Totally appropriate on the hammer.

Is there confusion about the mods being applicable to slugthrowers or to the more advanced ones that appear in Enter the Unknown?

Clearly the mods are meant to be put on slugthrowers since many of the attachments specify the skill for the weapon to determine what they are usable on, not a classification such as "Blaster Rifles" or "Slugthrowers"

If it's a matter of balance, well that's a different story. The writers of these weapons put hard points on them, so clearly they intended these awesome weapons to be further modded. Sure, they could potentially become unbalanced, but the same can be said for modding the more generic weapons in the CRB.