I agree on the freighters being underwhelming. I've mentioned how lackluster they were since I first started posting spoilers on SoF. As far as ships go, the only one I really like is the Assassin Corvette, and that's way beyond what most groups will be using.
Suns of Fortune weapons underwhelming?
Of the new weapons I think the SKZ is my favourite. The Equalizer is also pretty darned cool.
Side note: now I sort of regret not continuing the line of model-weapons for my catalogue. Perhaps I'll look up some stuff and see if its still usable...
I agree on the freighters being underwhelming. I've mentioned how lackluster they were since I first started posting spoilers on SoF. As far as ships go, the only one I really like is the Assassin Corvette, and that's way beyond what most groups will be using.
Most of the ships seemed to be focused around being used as adversaries in an encounter rather than being flown by the PCs themselves. I'm kinda partial to the J-Type Star Skiff, as it's a pretty solid ship all-around and able to hold a party of 6 PCs (3 as crew, 3 as passengers), but the price-tag puts it out of reach for most groups.
Yeah, they don't wear armour, It doesn't affect things by a massive amount, as armour is only 1 or 2 points anyways, and it's usually wise to avoid being shot by blasters in any event.
I see your point in not wanting every new sourcebook to have better and better weapons, making the game into an arms race. My players were just disappointed they didn't get a lot of shiny new stuff.
Of the new weapons I think the SKZ is my favourite.
Why though, Jegergryte? You lose in raw damage and critical, to save 300 credits and a point of encumbrance.
Yes, it's cool it breaks down to fit into a case for role-playing reasons, but why wouldn't a PC just use a standard blaster rifle?
Take a close look. Many bits play well with hard points. 'Flasher Mac' armour probably works well with the stealth upgrade. (Also popular at S&M clubs...)
Haha, true!
And I don't wanna come across as some kind of power-gamer - we're pretty much the opposite of that. I was just surprised that so many of the Corellian-specific weapons were cheap and inferior. It just felt odd considering all the fluff.
My only complaint about the weapons is the Selonian Glaive
That's not a Glaive. THIS is a Glaive:
Now I want one of those for my Space Weasel!!
Of the new weapons I think the SKZ is my favourite.
Why though, Jegergryte? You lose in raw damage and critical, to save 300 credits and a point of encumbrance.
Yes, it's cool it breaks down to fit into a case for role-playing reasons, but why wouldn't a PC just use a standard blaster rifle?
Why? Because it looks cool, the damage reduction is negligible as far as I'm concerned, the critical adjustment isn't awesome true, but the fact that it breaks down into parts and fits in a case is pretty awesome, for roleplaying reasons sure, but this is a roleplaying game. It's easier and less conspicuous to carry a case into a building or around town, than a rifle, or a rifle-shaped bag or bulge in the trench coat. I'm sure you could make the case look like a proper official briefcase type of thing for some extra credits, combined with some styled up armoured clothing and no one will think that you're nothing but an office employee, and never suspect you're a sniper... the case therefore has a mechanical benefit, I'd either reward the player with a boost die, or observers with a setback die to whatever check they would have to make to notice something off about that case. Sure, its circumstantial, but so what... most things in life - and games - are.
Add blaster actuating module and marksman barrel, and superior quality or some targeting attachment, and you have a pretty nice sniper rifle. Get Jury rigged and adjust the critical. Sure it will never be as awesome in damage output as the E-11 (i.e. stock blaster rifle) or the E-11s, but so what? It's going to be awesome when my Gand commando is made for that game some person has to GM so I can actually be a player! And the illustration is really cool. Reminds me of some machine gun I've seen (I'm no weapon buff, but perhaps similar-ish to a P90? or some other weapon in that vein?).
Haha, true!
And I don't wanna come across as some kind of power-gamer - we're pretty much the opposite of that. I was just surprised that so many of the Corellian-specific weapons were cheap and inferior. It just felt odd considering all the fluff.
Is "cheap and inferior" actually in the book or is it just how you view them? I don't have the book yet so I'm honestly currious.
I agree with many of the others that just because something isn't mechanically better or even equal doesn't mean that it is inferior. Being less expensive is just a bonus to me. I'll admit I crunch the numbers in my head for what the best item is, but I usually don't use it. If what I have gets the job done then it's good enough. I'm loving that about this system. I can use average gear and still be on top of my game. No more worrying about when or where the next upgrade comes from.
Is "cheap and inferior" actually in the book or is it just how you view them?
Some of them are flat out inferior. The CS2 pistol has a worse critical and one less hard point for a saving of 100 credits.
A few seem to trade out a few abilities for other ones, but my impression was that they seemed underwhelming, which is why I asked if I'd missed anything. It's notable that my players - who are in no way min-maxers - went 'meh' to all this stuff, while with 'Enter the Unknown' they were all: 'ooh, I want one of these! And one of those...'
Some of them have role-playing elements, as Jegergryte says above - there's a blaster rifle that trades damage and critical for a cool appearance and the ability to fold it into a briefcase. That may appeal to some people.
I see your point in not wanting every new sourcebook to have better and better weapons, making the game into an arms race. My players were just disappointed they didn't get a lot of shiny new stuff. <shrug>
I'm glad they didn't go overboard as well. In a way, they've boxed themselves in by having weapons with limited "pips" to work with. The ranges of damage and other qualities are very slim, but each change has a large effect. So I don't expect a lot of variation in the future. They might do better to just offer a picture of the cool new toy, but keep the stats and cost the same as in the CRB.
Haha, true!
And I don't wanna come across as some kind of power-gamer - we're pretty much the opposite of that. I was just surprised that so many of the Corellian-specific weapons were cheap and inferior. It just felt odd considering all the fluff.
The game is still distorted in a few ways. It's still too easy to quickly increase offence beyond reason. I almost wish they didn't increase damage with weapon mods, but rather Talents. Our Marauder's soak is woefully behind the Gadgeteer's damage. This will be demonstrated this evening I think.
Yeah, it's a fine line. On the one hand, players like cool new toys. They like a sense they are getting better and improving. They like the idea of having something cool and rare, or even unique.
But on the other hand, Star Wars really isn't about gear, anyway, and FFG have been really careful to avoid power-creep. I don't want the sourcebooks to be 'must buys' because they offer some uber-weapon or new mechanical advantage.
Just received my copy and I'm fine with the weapons as written. Looking at the book, grand scheme of things, it's a really well done sector and resource guide, not a book full of gun and ship porn. As a GM, I'm thrilled about how it turned out. There are a few toys in it, and that's cool, but the focus here clearly isn't centered around gearing up. I think the upcoming career books for Hired Gun, Bounty Hunter, etc will fall more in line with the toys folks might be hungry for.
Edited by GmMichaelOne point about the SKZ, it is only encumbrance 3, so it is possible for a (highly experienced) thief/scoundrel to conceal one in hidden compartments. Given that it breaks down into 3 (encumbrance 1 each?) pieces, this could lead to a weapon that you have a great chance of smuggling in almost anywhere.
Glaives are also a type of polearm, so the term used in the book is accurate.
Yeah, it's a fine line. On the one hand, players like cool new toys. They like a sense they are getting better and improving. They like the idea of having something cool and rare, or even unique.
But on the other hand, Star Wars really isn't about gear, anyway, and FFG have been really careful to avoid power-creep. I don't want the sourcebooks to be 'must buys' because they offer some uber-weapon or new mechanical advantage.
If someone were to want the uber weapon, or really even just had their own idea, they certainly don't need source books for that. There is art aplenty on the internet so someone could just pick something they like the look of, even keeping it star warsy, and write it up.
The value of good supplements is all the wonderful background fluff to free up a GM to focus on story. In my mind anyway. I like the weapons, and gear really, to sort of just compare and contrast my own ideas for them. I weigh if I'm keeping it grounded and thematically correct with what the devs are also putting out.
I think there are plenty of ways for a GM to add to the gear and weapons without going over the top as long as they avoid simply adding more damage.
Edited by 2P51
From what you describe, weapons like the glaive seem to offer a basis for traditional weapons that a society might use, but does seem more intended for enemies than players except maybe for roleplay.
I get what you're saying, but I dislike penalizing players for role-playing and picking their cultural weapons.
How is it a penalty? Am I penalized if I choose to use a vibroknife instead of a Vibroaxe?
It is only a penalty if the GM decides that he should have a vibroaxe and makes an encounter on that assumption, so the Glave's lesser abilities are incapable of doing what the GM thinks should happen. Otherwise, all you have is less firepower.
Seems to me that 'you get N XP for playing in character, instead of min-maxing' would be a good solution too.
But yeah, the guns in Suns are kinda niche at best and crap at worst.
I don't have the book yet, but can anyone fill me in on the H-7 Equalizer and auto pistol? Inquiring minds want to know.
H-7 is basically a heavy blaster pistol with a 2 crit and superior as a weapon quality.
The auto pistol is a slug thrower with auto fire. It's 4/5 Dam/Crit with zero HPs.
About the H-7 Equalizer pistol...
Is the Superior quality already included in the stats listed (+1dmg and -1crit) ??
If it is included, then you only gain 1HP (the cost of Superior attachment), and you "kinda" loose the +1 advantage from Superior since it's already used to lower crit rating to 2 (in which case you increase chances to have threats).
If it is not included, then the H-7 Equalizer really shines and is quite powerful. With raw damage of 7, crit of 2, and the superior quality (+1 dmg and +1 advantage), it really is a beast...
So my question...
Is Superior included in the stats listed ???
Thanks
It does not say one way or another, although I am reasonably certain you just started the next big argument on an item. My personal opinion is pick whichever makes you feel good. I suppose a GM could say the damage is already added in but an automatic advantage does not translate to a crit rating reduction as advantages could be used for other purposes.
Question about the Compound Bow.
Am I reading it correctly that when using the regular arrows with the weapon, you use Ranged (Heavy), but when using one of the special arrows it changes to Ranged (Light)? Is that really correct?
As to the weapons being underwhelming, I have to disagree. I am absolutely thrilled with what's in this book. There are some weapon profiles in here that will wreak havoc with player characters if they aren't careful. The Flashfire hands out setback dice like candy with it's Disorient quality. And the ASP-9 Autopistol could be terrifying in the hands of a skilled user with that autofire quality. It may not be flashy, but it can punch a lot of holes into a fleshy target with extra successes and advantage from a high Ranged (Light) pool. The range limitation means you're only going to be looking at an Average difficulty for autofire (Hard if you decide to nail 'em while engaged). And it's as cheap as the CDEF Pistol to boot.
Basically when I look at these, I think "these are definitely the kinds of weapons space pirates would use." And that makes me very, very happy to see.
My gut feeling is that it's an error - it should use Ranged (Heavy) even when using the specialty arrows.