Triggering Qualities multiple times
Question asked by Moribund:
Which Item Qualties can be activated multiple times on a single combat check? Most don't say if they can or can't.
Answered by Sam Stewart:
Item qualities can only be triggered once per target, generally.
Stacking Armor
Question asked by Darth Poopdeck:
Does soak stack if you wear 2 different armors at the same time? Like a Catch Vest and a Nomad Greatcoat.
Answered by Sam Stewart:
Nope, you only get the mechanical benefit of one. However, if you really like the effect of the vest and the looks of a greatcoat, you can certainly get the thematic benefits of wearing a greatcoat over your vest, which presumably involves all of your PC’s friends saying how cool your PC looks.
Superior + Inferior Quality
Question asked by Blackbird888:
Can the Superior customization attachment be applied to weapons with the Inferior quality? Does it remove that quality, or do you apply both? Related, and possibly just errata, but in Dangerous Covenants, it lists the arg'garok as having "Inferior 1". Inferior is not a ranked quality; is this intended to have Inaccurate 1, or is the "1" errata and it is intended to be Inferior?
Answered by Sam Stewart:
You technically apply both, but in most cases, they simply cancel each other out (specifically weapons, or armor that does not have defence). In these cases, it can just be simpler to remove both qualities from the weapon’s profile.
As to your second point, the “1” is an error, and will be corrected in errata and future printings
Cost of Mods
Question asked by Dakkar98:
The wording concerning mods changed slightly from EotE to AoR. In EotE page 187, Section Installing Mods, paragraph 3, it says ... cost an additional 100 credits beyond the base cost. In AoR, page 199, same Section, Same paragraph, it simply states ... cost an additional 100 credits. I am of the belief that if you install, say an augmented spin barrel, and successfully activate all 4 mods that the total cost would be 2,150 credits, the attachment cost of 1,750 plus 400 for the 4 mods (4 x 100). The odd wording in EotE has raised the question as to whether the cost scales with each additional mod. Some interpret it that the cost for that attachment with all 4 mods would be 2,750, the attachment cost of 1,750 plus 1,000 for the 4 mods (1st mod 100, 2nd mod 200, 3rd mod 300, 4th mod 400). Which interpretation is accurate?
Answered by Sam Stewart:
Every mod you install costs 100 credits to do so. I agree that it could be worded slightly clearer, and apologize for the confusion.
Bacta Tank
Question asked by Yepesnopes:
The item "Bacta (full tank) listed under the Medical label of table 5-8 in the Edge of the Empire core rulebook. Is it the bacta tank (recipient) plus electronics plus the bacta liquid? or is it only the amount bacta liquid you need fill one of those tanks?
Answered by Sam Stewart:
The "tank" is just the fluid needed to fill a tank.
Blast Quality
Question asked by Darth Pseudonym:
Does the blast of a weapon benefit from that weapon's pierce or breach rating? If they do, it seems to make missile tubes amazingly dangerous, as even their blast effect on a miss would deal 10 damage with breach 1 (which makes the damage virtually unsoakable).
Answer:
Yes, blast damage benefits from pierce or breach. Yeah, missile tubes are pretty scary with that, and that is probably warranted!
Question asked by Darth Pseudonym (Paraphrased):
So is the blast quality intended to deal damage, which each target then soaks? Or does it directly cause wounds, as the text literally says, ignoring soak entirely?
Answered by Sam Stewart:
The blast quality deals damage and does not ignore soak.
Burn and Soak
Question asked by 2P51:
Does soak apply to Burn effect?
Answered by Sam Stewart:
Soak does apply to burn.
Cortosis Armor and Sunder
Question Asked by Jegergryte:
I have a question concerning the Cortosis quality in the Star Wars RPG line. It states that weapons become immune to Sunder whereas armour becomes immune to Pierce and Breach. So, can you still Sunder an armour with the Cortosis quality?
Answered by Sam Stewart:
Rules as written, that is correct. You can Sunder the armor with Cortosis.
Limited Ammo and Linked Quality
Question asked by HappyDaze:
How do Limited Ammo and Linked interact?
If a Proton Torpedo Launcher has Limited Ammo 8 and Linked 1, which (A or B) is correct?
A) It can fire 8 times, each launching 2 torpedoes. The launcher holds a total of 16 torpedoes with the Limited Ammo saying how many salvos are available.
***OR***
B) It can fire 4 times, each launching 2 torpedoes. The launcher holds a total of 8 torpedoes with the Limited Ammo saying how many torpedoes are available and that number divided by the number of linked launchers.
Answered by Sam Stewart:
B is correct. You could also specify that you're only firing one shot, and choose not to even try and activate Linked. As long as the GM says its alright, then you'd fire a maximum of one torpedo.
H-7 and the Superior Quality
Question asked by 2P51 (Paraphrased):
Does the status for the superior quality of the H-7 include the +1 damage and automatic advantage already in the write up?
Answered by Sam Stewart:
The +1 damage is included in the stats, but the automatic Advantage is not.
Heavy Repeating Blaster, and Setting it up
Question asked by Dbuntu:
I have a couple questions about the HRB and the Tripod attachment detailed on pages 162 and 193 respectively in the core rulebook.
The HRB text states that "Setting up a tripod weapon requires the crew (presumably the two-man crew the text states is required to operate the weapon) to spend three actions."
Read on it's own, that seems to indicate that a two man crew could spend a total of three actions between both of them setting up the HRB on a tripod. However, the text goes on to state:
"The cost of the weapon includes a tripod such as the one found on page 193"
The tripod found on page 193 states:
"Setting up a tripod takes two preparation maneuvers"
So if the HRB comes with such a tripod, exactly how many actions and/or maneuvers should it take to set up and be ready to fire?
Related question: The HRB comes with four hard points. Is the tripod included with the weapon using two of those hard points or does it have four additional hard points?
Answered by Sam Stewart:
In this case, the three actions spent amongst the crew (each one spending an action, or one spending three, or some variation thereof) include and supersede the two preparation maneuvers needed to set up the tripod.
Also, the tripod should occupy two of the hard points.
Burly and Hidden Storage
Question asked by Awayputurwpn:
1. Burly reduces the Encumbrance rating of any carried weapon (in addition to lowering the Cumbersome quality). Does this mean the weapon is now easier to hide on your person? For example, a Burly 2 character could potentially hide an Encumbrance 3 item on his person easily, treating it as an Encumbrance 1 item?
2. Hidden Storage—if the PC taking a talent is a droid, can such a PC make it so that he has Hidden Storage in his own chassis?
3. If yes to both questions up above, would Burly combine with Hidden Storage in such a way that (for example) a droid PC with Burly 3 and Hidden Storage 1 could hide a blaster rifle (Encumbrance 4) in the smuggling compartment in his own chassis? I can see how this would make narrative sense (big burly droid has lots of spare room to work with), but I wanted to get a sense of how the two talents are intended to work. Thanks in advance!
Answered by Sam Stewart:
The Burley talent is intended to specifically represent a character with some extra muscle and bulk who can more easily carry large weapons into battle; it doesn’t shrink the size of the weapon. While the scenario you describe does not violate the letter of the rules, it does go against their spirit, and a GM could reasonably disallow this.
Encumbrance and the Spacer’s Duffle and Military Backpack
Question asked by Furious Greg:
In the description it states: "For each point of Brawn the character is deficient, he must increase the difficulty of all checks made while using the weapon by one"
1) Does this mean only when the character is firing the weapon or at all times they are carrying the weapon? How is this supposed to work with the Spacer's Duffle or Military Backpack (***.2) neither being a weapon? What is the definition of "using" in this context?
2) Does the cumbersome quality stack and how would you deal with a character who wants to wear both a Backpack (C2) and a Duffle bag (C2), and use a Heavy Blaster Rifle (C3)? What if they had an additional HBR as a back up as well?
Answered by Sam Stewart:
"Using" is deliberately left up to interpretation of the GM and players, but in general should be "when one is actively utilizing the item or weapon for its intended purpose." So cumbersome would matter on a weapon when you're fighting with that weapon, not when it's in a scabbard or slung over your shoulder. Therefore, it would only increase the difficulty of combat checks. Otherwise, the weapon's weight and size is simply represented by encumbrance. Likewise, one would be "using" a backpack or duffle bag when they have it slung over their shoulder or on their back helping them carry things. So with these items, it would apply the increased difficulty to all checks made while the duffel or the backpack is on one's back.
As to Cumbersome "stacking," the penalties can stack, but the cumbersome ratings themselves do not. Let's say in your example that the character had a Brawn of 2. In that case, they would suffer no penalties for carrying the backpack or the duffle, but they would increase the difficulty of checks made to use the heavy blaster rifle once. (If he had another HRB slung over his back, he would be carrying it, and not using it, so the Cumbersome rating would not apply). However, if our character had a Brawn of 1, things get a lot more unpleasant for him. In this case, he would increase the difficulty of all checks once for carrying the backpack and once for the duffle (making an Easy Athletics check suddenly Hard!). In addition, any checks made to use the HRB would see their difficulty increase four times (once for the backpack, once for the duffle, and twice for the heavy blaster rifle).
In a case like this, I might suggest our character in question invest in a utility belt and regular backpack instead, and maybe a weapon harness for the heavy blaster rifle.
Encumbrance and the Heavy Repeating Blaster
Question asked by Happy Daze:
Can a single character with Brawn 5 carry and use a heavy repeating blaster in combat in the manner of a very large rifle (but using Gunnery skill)?
The weapon lists Encumbrance 9 and Cumbersome 5. The description of the weapon mentions that the weapon needs a second operator to handle the power coupling and generator. What are the Encumbrance values of the power coupling and generator? Are the power coupling and generator included in the Encumbrance 9 of the weapon or in additional to it?
The text description for the heavy repeating blaster indicates that the included tripod takes three actions to deploy. It also says that it works like the tripod mount attachment which takes two preparation maneuvers to deploy. Which of these is correct?
Answered by Sam Stewart:
The power coupling and generator are included in the encumbrance of the weapon. Most military units include a second operator to improve efficiency and help in moving the thing around and getting it set up quickly, since it's a heavy piece of machinery. The heavy blaster's 3 actions to get set up include and supersede the two preparation maneuvers required for setting up the tripod.
A/KT Shockrider Crash Suit and A/KT Wing Commander Armored Flight Suit
Question asked by Dakkar98:
Both of these armors feature in the description the following Text:
“Thanks to its rugged construction and integrated armor, <Snip> suit reduces any strain received from Critical Hits dealt to the wearer’s vehicle by 1 (to a minimum of 1) and the flame-resistant coating reduces damage dealt to the wearer by fires and weapons with the Burn quality by 1.”
The only Critical Hit that I see that actually inflicts strain on a character aboard the ship is “10-18 Jostled: A small explosion or impact rocks the Vehicle. All crew members suffer 1 strain and are disoriented for one round.”
So, the protection from fires and the Burn quality I understand.
What exactly is the purpose of the other part? Since the minimum that can it be reduced to is 1 strain, and there is nothing that I see that deals more than 1 strain to the crew, what is the point?
Is there some other mechanic, that I might have missed, that applies additional strain to a character aboard a ship that has suffered a critical hit?
Answered by Max Brooke:
Although only one result specifically calls out inflicting strain on the PC, the fact is that many of the results, from Major System Failure to Major Hull Breach to Fire! could easily cause conditions that result in the PC suffering strain (such as Suffocation, or Threat from various checks to avoid being set ablaze, hit by shrapnel, and the like). At the GM’s discretion, the Shockrider Crash Suit and A/KT Wing Commander Armored Flight Suit’s benefits would apply to such effects.
Corellian Compound Bow
Question asked by Kaosoe (Paraphrased):
Page 95 of Suns of Fortune lists The Corellian Compound Bow as using the skill Ranged (Heavy), but the alternate ammunition for the bow, the Stun arrows and Explosive Tipped Arrows, utilize Ranged (Light). Is this intentional? or is this a typo?
Answered by Sam Stewart:
Thanks for your question, and I apologize for the confusion. As it turns out, this is not an error, but reflects the very different ammunition types (and skills required to use them) in this unique weapon.
Firing a regular arrow from a bow relies a great deal on the user's physical strength, both to draw the bow and to keeping the draw taut while aiming and firing. Thus damage and accuracy are related to the user's strength, hence the Ranged Heavy skill and Cumbersome rating.
However, both explosive-tipped and stun arrows are very different from "regular" arrows. Each of these arrows replaces the low-tech broadhead tip of the arrow with a sophisticated payload. In the case of the explosive-tipped arrow, this payload is essentially a small frag grenade. In the case of the stun arrow, it is a stun-discharge "pad." Neither has the same aerodynamics as a regular arrow, and neither relies on the user's strength in the same way (in essence, as long as the arrow can be drawn enough to be fired, it doesn't matter how hard it hits the target; the explosive damage or stun discharge does all the work).
To reflect this, we used two different skills.
Of course, if you have a character who wants to make a habit out of using a Corellian compound bow, you could always invent a custom skill that covers both aspects of bow-use. Ranged (Bow) is certainly unorthodox, but fits into the reason custom skills exist in the first place. In this case, all three payloads for the bow would change to Ranged (Bow) for that character, and you and your GM could work together to determine which Ranged (Light) or Ranged (Heavy) talents would apply to your new skill. I'm certain that, given the other ranged options available, inventing this skill would not prove to be overly powerful.
DR-45 "Dragoon" Cavalry Blaster
Question asked by Dakkar98:
Does it use attachments for Ranged (Light) weapons or Ranged (Heavy) Weapons or both?
If you could use its 3 HP for an Augmented Spin Barrel and a Fore Arm Grip for a potential for an Accurate 3 weapon, I'd be all over it. But, since it is a carbine I would assume that even if it can use Ranged (Heavy) attachments that it can't give it an Augmented Spin Barrel (even though it mentions it having a range-extending augmented spin barrel).
The fluff mentions it having the portability of a pistol with the range of a carbine. The portability I can see with it having an encumbrance of 1. Most pistols have medium range, as do all carbines (thus far). The Range is still only medium (again, even though it mentions it having a range-extending augmented spin barrel).
The only possible advantage that I see to this weapon is that if you rescue someone and you want to arm them, you have one weapon that can cover either skill.
Is there some subtle mis-translation of the fluff into the statistics of the weapon that I am missing?
Answered by Max Brooke:
Does it use attachments for Ranged (Light) weapons or Ranged (Heavy) Weapons or both?
Because it is essentially a rifle, it uses Ranged (Heavy) attachments as the default. However, at the GM’s discretion, it can be equipped with certain Ranged (Light) attachments that make sense. Additionally, if the GM feels that a certain Ranged (Heavy) attachment is inappropriate for it because it is a carbine (rather than a full-sized rifle), the GM should feel free not to allow those particular attachments.
Is there some subtle mis-translation of the fluff into the statistics of the weapon that I am missing?
The weapon’s statistics are correct as printed.
Grenades and Limited Ammo Quality
Question asked by Jamwes:
Are grenades "one use" only and you have to pay 50 credits for each frag grenade or do you have a supply?
My current understanding of the Limited Ammo rule is that when I purchase a frag grenade for 50 credits I'm purchasing a supply which requires a maneuver to draw out a new one after I've used the last one.
Answered by Sam Stewart:
Each grenade explodes after using them. When you purchase a frag grenade for 50 credits, you're purchasing a single grenade. If you're planning on throwing more than one, you'll need to purchase more than one.
Missile Tube and Pricing
Question asked by Happy Daze:
How much does it cost to reload the Missile Tube?
Does Prepare 1 on the Missile Tube require one preparation maneuver before each shot, or one preparation maneuver and then the weapon can be fired until it's empty (when it would need a reload maneuver followed by a preparation maneuver)
Answered by Sam Stewart:
It costs 500 credits to purchase a clip of six missiles for the tube.
Prepare states that it is a number of maneuvers that must be performed before each attack. Therefore, you must make a preparation maneuver before each shot.
Dueling Pistol
Question Asked by Osprey (Paraphrased):
The description for the Dueling Pistol in Suns of Fortune says that they are “almost invariably” sold in pairs. Is the price listed in the book for one pistol, or a pair?
Answered by Sam Stewart:
Although the description notes how they're generally sold, the price is listed for one pistol.
Modifying Equipment
Question Asked by Domingo:
When modifying attachments, does the difficulty increase with each subsequent modification (i.e. Hard for the first mod, Daunting, for the second mod, Formidable for the third mod)?
Answered by Sam Stewart:
Yes.
Followup Question Asked by Domingo:
Assuming that the difficulty increase is cumulative, what is the procedure for the fourth mod? Are more difficulty dice added beyond five, are difficulty dice upgraded to challenge dice, or is the Impossible task sidebar followed?
Answered By Sam Stewart:
The GM is the final arbitrator as to which procedure to use, but generally I recommend that the GM allow the player to make the check, upgrading the check once for each increase beyond Formidable.
Failing at modding attachments
Question asked by Evileyore:
The rules, EotE pg 187:
If he succeeds, he successfully installs the mod on his gear, and the item now benefits from the bonus provided by the mod. If he fails, however, the mod is not installed, and he may not attempt to install that mod again. If he failed and his check generated at least one [Despair], the attachment is also rendered useless by his tinkering.
The part I'm curious about is this line: "If he fails, however, the mod is not installed, and he may not attempt to install that mod again."
I have encountered two interpretations, I'll give an example:
PC buys a Balanced Hilt mod for his Vibro-Axe and installs it. The Axe gets the Accurate +1 Quality from the Attachment and has 2 Mods available. PC buys the first mod (100 creds) and tries to install the Decrease Encumbrance by 1 mod. He fails.
By one interpretation that Attachment can never have the Decrease Encumbrance Mod. It's a "ruined slot".
By another, the PC spends another 100 credits and tries again.
Which interpretation is the correct one?
Answered by Sam Stewart:
In your example, if he attempts to install the Decrease Encumbrance mod and fails, he may not attempt to install the Decrease Encumbrance mod again. He may attempt to install the Accurate +1 Quality mod, however.
In another example, let's look at the Augmented Spin Barrel. The Spin Barrel has two "Damage +1" Mods. If the PC attempts to install one Damage +1 mod and fails, he does not install that mod and may not install it again. However, he may attempt install the other Damage +1 mod.
Model 2 Wrist Mount Attachment
Question asked by Awayputurwpn:
When a blaster with this attachment is worn on a being's wrist, does the character consider the weapon to be "drawn?" More to the point, must the character take a maneuver to "ready" the wrist-blaster, or is it just always ready to be used once it's mounted on your wrist?
Answered by Sam Stewart:
Your character does count as having the weapon out and ready if it's worn on his wrist, unless other circumstances (such as wearing a spacesuit over it!) would make this impractical.
Optical Camouflage System
Question asked by Dakkar98:
This attachment can be equipped on any type of armor, but it is nearly useless on laminate or plastoid heavy armor, which is often too bulky and loud to mask properly.
What does this really mean? Should we only allow it to be applied to armors that have a base soak of 1 or less?
Answered by Max Brooke:
This means that the attachment grants no benefit to laminate or heavy battle armor, and other, similar types of armor at the GM’s discretion. Any armor that would logically make too much noise for the wearer to mask effectively gains no benefit from this attachment. While that includes many types of armor that has a soak of 2 or higher, it does not necessarily include all armor with soak 2 or higher. For more exotic types of armor not covered in the Core Rulebook, the GM must make a judgment call based on some combination of what makes the most sense and what will lead to the most fun for the group.
Remote DVI Activator
Question asked by MKX:
When a blaster with this attachment is worn on a being's wrist, does the character consider the weapon to be "drawn?" More to the point, must the character take a maneuver to "ready" the wrist-blaster, or is it just always ready to be used once it's mounted on your wrist?
Answered by Sam Stewart:
The range of the DVI Activator is 5 kilometers. Generally this will be close range in planetary scale, but may also count as short range in planetary scale at the GM’s discretion.
Vehicle Attachments
Question asked by HappyDaze:
Can starships have multiple installations of Attachments like Enhanced Carbon-Durasteel Armor or High-Output Ion Turbine?
Answered by Sam Stewart:
Generally, no, they can only benefit from one of each type of attachment. Exceptions may be made for attachments such as weapons, however.
Q: Do missile tubes come preloaded with 6 missiles?
A: Yes, all the weapons come preloaded with ammo.
Q: How much do missiles cost? (Referring to buying reloads for the missile tubes.)
A: 100 to 200 credits, depending. The missiles should all be highly illegal, however.
Q: If a droid with cybernetic enhancements is hit with an ion weapon, do the cybernetics stop working as described on page 173? Or do they simply suffer the normal droid effects of such attacks?
A: Per the RAW, the cybernetic would stop working, as well as the other effects that the ion weapon would have.
Q: How do jetpacks work exactly? Does a character flying a jetpack operate at the planetary scale for movement speed, or at the personal scale?
A: It depends on the situation. In personal combat a character moving via a jetpack will operate at personal scale. Because of the jetpack's great speed, in personal scale it might allow a character to get from extreme range all the way to short range in possibly one maneuver, if the GM thinks that makes sense. If that same jetpack-flying character is chasing a vehicle such as a speeder, however, then it might operate at planetary scale. It basically takes GM adjudication. No pilot check is necessary if the player is simply moving from point A to point B and there are no consequences for failure. A check might be warranted if there's terrain or other risks involved in flying the jetpack.
Q: Why does the weighted head attachment, which is the only attachment for bludgeoning weapons, require two hard points when none of the bludgeoning weapons in the book have any hard points?
A: Per Sam: "Some of the things we did in the book, we did... with forward compatibility in mind. Just because the attachment may not work with any of the weapons we have right now, that's definitely not going to be the case later on."
Q: The Inventor talent grants a benefit "When constructing new items...." Where can I find the rules for item construction? They don't appear to be in the core rulebook.
A: Basically, see previous answer. This is more forward-compatibility stuff.