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blackjack Cadet
Joined: 07 Jun 2005 Posts: 19
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Posted: Mon Jun 20, 2005 11:18 pm Post subject: WEAPON MODS? |
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just thought i would ask if anyone know's what books have weapon mods rules .i do know cracken's rebel field guide has some jury rig mod's, but i was looking for non jury rig mod's for weapons from weg d6 . any ideas _________________ as long as no one says they have a bad "feeling" about this we will all be fine
(in the back ground you here i have a bad feeling about this ,on the ships com. ) |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Tue Jun 21, 2005 1:43 am Post subject: |
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Well, in the chapter on (A) Engineering, Hideouts and Strongholds lists Weapons as one of the specializations for the advanced skill and says a character must have 5D in two of the following: blaster repair, capital ship weapon repair, demolitions, and starship weapon repair. So there should be rules somewhere. _________________ FLUFFY for President!!!!
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Krapou Lieutenant Commander
Joined: 21 Mar 2005 Posts: 173 Location: Bordeaux, France
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Posted: Tue Jun 21, 2005 2:19 am Post subject: |
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well, if you can read french, a friend of mine did something about that :
http://trollmetender.free.fr/star_war/
in the 'aides de jeu' section (play aids) there is a file on "complications pour les blasters" (blaster mishaps) and a rule on blaster engineering is included
Even if you are not familiar with french, you may try an automatic translator |
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Stule Lieutenant Commander
Joined: 25 May 2005 Posts: 119
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Posted: Tue Jun 21, 2005 2:39 am Post subject: |
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The Star Wars R+E allows you to mod weapons with Character Points.
I make my group invent a mod, then spend the Character Points to improve the weapon.
If one of them want to increase the range, then they make a booster pack or scope or whatever, then spend the points. |
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Akari Commander
Joined: 09 Feb 2005 Posts: 256
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Posted: Tue Jun 21, 2005 2:52 am Post subject: |
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In our campaign, we do it like this: The maximum you can mod any standard weapon is by 1d+2 in damage, so you could enhance a blaster pistol to a maximum of 5d+2.
The price for this is in multiples of the original. weapon price x 1 for the first pip, x 2 for the second pip, etc. So if a standard Blaster Pistol costs 750 credits, it will cost an aditional 750 to tune it to 4d+1, plus 1500 to tune it to 4d+2, plus 2250 to tune it to 5d, and so on...
A fully enhanced blaster pistol would cost around 12.000 credits this way (750 for the base pistol plus 15x750 for the tuning parts), and that's only if you do the modding yourself (requiring difficult to heroic blaster repair rolls) but on the upside: once you did this, you can rely on it. Your blaster pistol won't ever fail or explode in your hands as when firing jury rigged devices (unless you screwed up badly in the blaster repair rolls). |
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blackjack Cadet
Joined: 07 Jun 2005 Posts: 19
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Posted: Tue Jun 28, 2005 9:23 am Post subject: |
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well in 2nd revised players book it has the rules to up grad 1d+2 but it says it costs from 5% to 50% on page 59-62 _________________ as long as no one says they have a bad "feeling" about this we will all be fine
(in the back ground you here i have a bad feeling about this ,on the ships com. ) |
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Volar the Healer Jedi
Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
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Posted: Wed Jun 29, 2005 8:55 pm Post subject: |
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The first edition allowed characters to modify their personal equipment by spending an appropriate amount of credits and rolling the appropriate repair skill -or- paying more credits and hiring someone else to roll for you. If successful, the character spent character points as if he was upgrading a personal skill. Example: A 4D blaster/sublight drive could be upgrated to 4D+1 by rolling a very easy blaster/starship repair and spending 4 character points. The difficulty increased one level for each modification. The maximum modifications was 5. We also used it to reduce armour DEX penalties.
Cracken's Rebel Field Guide gave rules for jury-rigging items in the same way but no character points were spent. These jury rigs are unreliable and fail (sometimes spectacularly) when a 1 is rolled on the wild die.
The players like this rule so much, we still use it although we play 2nd edition (mostly). _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Sun Jul 10, 2005 1:40 am Post subject: |
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Yup, First edition had some very handy rules for equipment modification and enhancement. There were some rules in Second Edition, but I did not feel they were as nicely done. The ones in Crackens Rebel Field Guide work for simple jurry rigging and PCs who are cheap and don't want to spend CP on improving a weapon. But, the theory behind the rules in First was that some equipment became an extension of a character (A smuggler's ship, a bounty hunter's armor, a merc's blaster), and when you spend hard earned CP to up a weapon or item's abilities, you sure don't want to lose it.
I sure wish Icould track down Digital Copies of the first edition rule book. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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