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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Sat Mar 14, 2009 1:12 pm 
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here's a nifty 3 barrel combo weapon

barrel 1:
start with a blaster carbine, strip the autofire, tech spec for an additional upgrade slot, miniaturize (1.1 kg small, you could then enlarge to provide an extra upgrade slot and make it medium), dual gear in barrels 2 and 3

barrel 2:
start with an assault rifle, strip the stun, miniaturize twice (1.25 kg, small) (or with GM fiat explained by throwing away duplicate parts enlarge once and miniaturize a third time to obtain a 0.625 kg tiny small weapon), dual gear into the barrel 1 weapon.

barrel 3: (effectively an energy grenade launcher)
start with an blaster cannon, strip the damage (3d10), tech spec for an additional upgrade slot, miniaturize 3 times (2.25 kg, nominally tiny but I'd put it at small) (or with GM fiat explained by throwing away duplicate parts, enlarge once and miniaturize once for either 3d10 damage and 1.125 kg OR 3d12 damage 2.25 kg), dual gear into the barrel 1 weapon.

add the phrick alloy template (don't want jedi slicing up your very expensive weapon)

add a regular (not low light) targeting scope (0.2 kg)



summary: "ultimate? blaster weapon"
Without GM fiat:
weight: 1.1+1.25+2.25+0.2=4.8 kg (still medium even if you go by weight)
barrel 1: rifle: inaccurate: damage: 3d8, single fire, lethal or stun has a power pack with 50 shots
barrel 2: rifle: accurate: damage: 3d8 (or 3d8+5 if you found someone with the superior tech feat), single or autofire, lethal, separate power pack with 50 shots,
barrel 3: heavy weapon: neither accurate nor inaccurate: damage 3d10, single fire, lethal, 1 square "splash," separate power pack with 10 shots

With GM fiat version A,
weight: 1.1 + 0.625 + 1.125+0.2 = 3.05 kg
remaining stats are the same

With GM fiat version B,
weight: 1.1 +0.625 +2.25 +0.2 = 4.18 kg
barrel 3: damage is 3d12
remaining stats are the same

assuming that you didn't throw away the extra trigger provided by the assault rifle, you have 2 triggers to pull, you could leave barrel 1 on stun, and use barrel 2 for lethal AND not have to spend a swift action to switch fire modes between stun and lethal.

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Tue Mar 24, 2009 11:54 am 
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I hear Watto took Cracken's Rebel Feild Guide and slapped his own fake cover on it he printed out from his Canon MX-310. I'm just sayin' :P


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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Sun May 10, 2009 11:20 pm 
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The MD-50 medisensor is an awesome device (from Threats of the Galaxy) that bears mentioning. First, it tells you an adjacent target's hit points. HOW COOL IS THAT!?

Second, it allows you to detect poison, disease, radiation, and other internal hazards in a subject.

Third, it can be used quite effectively with any number of abilities in which knowing your foe's hit points would be valuable (such as hitting somebody with the rend power when they are weak, or power attacking for just enough damage to kill the bad guy outright).

Considering its price and weight, this is a surprisingly versatile device.

For added fun, dual gear it into your weapon so it doesn't waste one of your "hand" slots.

BAD GUY: What's that readout on your lightsaber handle?
JEDI: It's your life bar. *THWACK*

Please mention it on the show!

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OFFICIAL EXPANDED SAGA RACES
OFFICIAL SAGA ERRATA
OFFICIAL SAGA FAQ


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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Mon May 11, 2009 8:06 am 
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I do believe we've covered the MD-50 Medisensor on a prior Watto's...

Pretty sure.

I'll go back and check. :mrgreen:



Peace, Love, and Good Gaming!

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Tue May 12, 2009 1:46 pm 
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RD, I don't find that a very SW Hero thing to do. No not even for a Scoundrel-y SW Hero. There would be Big Drawbacks to this in my games if a PC made a habit of using the med sensor to find the opponents who could be killed most easily.
Some examples:
*Anyone who was looking at 1 nearly every round, I'd consider to be flatfooted because they weren't paying enough attention to what else was going on around them.
*Opponents who noticed your gadget wouldn't ask you about it--they'd focus attacks on you and or use disarm type abilities, because they figured it was some odd & probably powerful weapon. Even more likely if it was dual-geared into a obvious weapon.
*Every few combats, I'd give a DSP for a pattern of minor transgression--and if the PC spent an FP to atone, they'd better not do that again because those atoned DSP(s) would magically reappear on the character sheet, but the atonement FP(s) wouldn't.

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Last edited by ZRissa on Tue May 12, 2009 1:52 pm, edited 1 time in total.

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Tue May 12, 2009 1:52 pm 
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ZRissa wrote:
RD, I don't find that a very SW Hero thing to do. No not even for a Scoundrel-y SW Hero. There would be Big Drawbacks to this in my games if a PC made a habit of it. Anyone who was looking at 1 nearly every round, I'd consider to be flatfooted because they weren't paying enough attention to what else was going on around them.

I don't know about being flatfooted, but you can certainly make a cause for it provoking attacks of opportunity to monitor someone's health in the middle of combat.

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Tue May 12, 2009 5:26 pm 
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I agree with ZRissa that using the medisensor that way just reeks of metagaming cheese. 'Dork had proposed this for a Jedi "master", in short to let the PC beat up on a bad guy as much as he wanted without risking killing the guy, give the target a chance to surrender, and if the offer was refused, kill the guy.

AoO sounds like more suitable penalty than being flat-footed.

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Mon May 25, 2009 4:34 pm 
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I like a lando/batman cape, lando in appearance (or maybe a cloak with hood), batman (as in batman begins and the dark knight but it was explained in batman begins) in that when you pass a current through it it assumes a rigid shape and you can use it to glide

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Wed Jun 10, 2009 6:58 pm 
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Here's a custom droid I hope to build if Watto can find me the parts.
It would cost me a bit over 2,000 creds, with the feat packege.

G-23A Pilot Assistance Droid CL1
tiny 2nd degree droid, nonheroic 1
Languages Basic, Binary
DefnenseReflex 17 Fort 10 Will 11
Hp12 Damage Threshold 11

Speed6 (magnetic wheels)
Melee -2 (2d6 stun)

Abilities Str 6, Dex 20,Con -, Int 12, Wis 12, Cha 9
Skills Pilot +15, Use Computer +6, Stealth +15
Feats Skill Focus Pilot, Vehicular Combat, Simple Weapon Proficiency

Systems Basic Processor, Magnetized Wheeled Locomotion, Stabilized Stun Baton Tool Mount, Vocabulator. Internal Comlink, 3kg Compartment space, Spring loaded mechanism, Restraining bolt,

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Sun Jul 26, 2009 11:44 pm 
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Here's something Watto may want to start stocking...for discrete clientele.

:mrgreen:

----------------------------------------------------------------------

Z-6 Rotary Blaster Cannon

During the Clone Wars, Republic soldiers expressed a need for a heavy man-portable infantry support weapon. They wanted a weapon that packed the punch of an E-Web repeating blaster, but could be carried and operated by a single soldier. No manufacturer could develop a weapon that met this requirement until Merr-Sonn Munitions delivered their weapon system, the Z-6 Rotary Blaster Cannon.

The Z-6 uses a rotating multi-barrel assembly to bypass the refresh lag inherent in blaster weapons. Blasters of all types have practical limits which dictate a weapon's fire rate. Too much exposure to the gases that comprises a blaster "bolt" leads to damaged circuitry in the barrel, resulting in an overheated barrel that must be replaced. The Z-6 works around this limitation by incorporating six barrels in rapid rotation with the whole assembly wrapped around a coolant-lined core. As the assembly spins, the barrels are cooled by air and the coolant core. After two complete rotations, the barrel has cooled sufficiently for another shot. This allows for the Z-6 to have a tremendous rate of fire, maxing out at a devastating 166 rounds per second.

The Z-6 has several notable drawbacks. Its high rate of fire means a high rate of ammunition consumption. The lasing process and the electromotors that spin the cannon are powered by a series of chained energy cells that give the Z-6 its common nickname, the "chaingun." The gun is heavy and also suffers from recoil due to the spinning of the barrels combined with the energy output during prolonged firings. While Merr-Sonn has experimented with gyroscopic mounts and repulsorlift-powered load balancers, such accessories make the already mechanically-intricate weapon overly complicated. In the battlefield these systems are prone to breakdowns, particularly in remote operations with unforgiving natural elements.

The Z-6 has proven incredibly effective in clearing landing zones and against waves of massed enemy troops, but Republic troops in the field have found it to be too cumbersome for widespread use. It is instead reserved for special missions with specific tactical demands.

The Z-6 requires one power pack and six energy cells to operate. The energy cells operate the rotary mechanism only, and are assumed to be recharged during routine maintenance of the weapon. The Power Pack provides 30 shots. The Z-6 can only fire in Autofire mode, and may not receive any modifications that change this rate of fire. Due to it's recoil, the weapon must be braced before firing. If the weapon is targeted with an effect that causes it to be drained of all power, such as with the Drain Energy Force power, both the power pack and the six energy cells must be replaced for the Z-6 to be fired again.

Proficiency: HEAVY WEAPONS
Size: LARGE
Cost: 10,000
Damage: 3d12
Rate of Fire: A
Weight: 25 kg
Type: Energy
Availability: Military

Notes: Inaccurate Weapon; this weapon may not attack targets at long range.

Image

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Mon Jul 27, 2009 4:16 am 
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From the recently-released Rebellion Era campaign guide, how about the new grenade types?

Concussion Grenade - 8d6 worth of boom, not as big an area as thermal detonators and not quite as illegal or as pricy.

Gas Grenade - Beat the target's Fort Defense and you've got automatic condition track movement, on top of possible stun damage as well (I say possible on the stun damage as the listing in the chart might be in error).

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Tue Jul 28, 2009 4:08 am 
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Here's something Watto may want to consider for any fighter jockeys looking to prove their mettle, just make sure they know what will happen to their families if they're ship is seized and they tell CorSec where the "arms" came from.

(FYI, I posted the whole idea in another thread, in the Starships forum, but figured Watto may want to take a look at them. And yes, these were inspired by Outlaw Star. :wink:)

Grappler Arms
Designed to be installed in starfighters, grappler arms allow a pilot involved in a dogfight to make a grapple check as a full round action, and if successful, deal damage to his target. As a bonus, the target only applies half of his SR to the attack thanks to gravitic scramblers installed on the arms and the target doesn't get to apply his DR to the attack. The arms can either be used to deal 4d10x2 points of damage using gravitic pulses to break apart the ship's superstructure, or use the clawed "fingers" to tear the enemy apart, dealing 3d10x2 damage, plus the starfighter's Strength bonus (added after the multiplier). The grapple can be maintained every round, just like a grapple at character scale, simply requiring a new opposed grapple check to be made. The target, on his turn can attempt to escape, either by making an opposed grapple check of his own, or a Pilot check opposed by the Grappler Ship's grapple check. Failure to escape causes the target to move -1 step down the condition track as it strains the ship's engines and superstructure.

Grappler arms are an Illegal weapons emplacement that take 2 emplacement points. The cost is dependent on the equipment bonus to grapple check the arms provide. If you want a +2 bonus, it's going to cost you 5,000 credits base. It'll be 10,000 credits base for a +5 bonus, and a hefty 50,000 credits base for a +10 bonus.

It's also important to note that installing grappler arms on your ship does weaken the overall structural integrity of your ship and cuts down the efficiency of your shield generator, effectively cutting your DR and SR in half (rounding down the nearest multiple of 5). However, many pilots find the benefits of these weapons far outweigh the risks of using them, especially Mandalorians. It should be noted that only starfighters have been seen to date with these weapons systems, but that isn't to say that an aspiring engineer couldn't build a set to be placed on a Super Star Destroyer... and what a sight that would be.

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Sat Aug 15, 2009 8:48 pm 
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the following item showed up in Dawn of Defiance. As far as I know it hasn't been reprinted in a source book, so the entire description is included below. Maybe Watto has a few in a back room.

DC-19 "Stealth" Carbine
Weapon Group: Rifles; Size: Medium; Cost: 3,500; Damage: 3d8; Stun: No; Rate of Fire: S; Weight: 5kg; Type: Energy; Availability: Restricted
"This weapon is equipped with a sound suppressor for silent operation, and it has an optional mode that uses an expensively refined Tibanna gas mixture that makes a bolt invisible to the regular visual spectrum. This mode comes at a high cost. The mixture must be reloaded after 10 shots, and the weapon must cool down after each blast to prevent damage to the dampeners. Shadow trooper snipers use invisible bolts to great effect."

The description doesn't state the mechanical benefit of silent/invisible ammunition. When it came up in game I didn't give the snipers the usual -10 to their stealth check after firing, but with half the party carrying them now I wonder if that's too strong.


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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Sun Aug 16, 2009 5:45 pm 
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RebelRobot wrote:
The description doesn't state the mechanical benefit of silent/invisible ammunition. When it came up in game I didn't give the snipers the usual -10 to their stealth check after firing, but with half the party carrying them now I wonder if that's too strong.

I'm thinking that having it reduce the penalty to the Stealth check to just a -5 would be enough of a perk, with the trade-off being that you can't use any feats or talents that require you to fire more than one shot in a round, such as Rapid Shot or Double/Triple Attack as well as the extremely limited ammo capacity for the Tibanna gas canisters (which I'd price at 10x the cost of a standard power pack and has an availability of military, if not illegal, on top of being rare).

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Thu Aug 20, 2009 9:20 pm 
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Donovan Morningfire wrote:
From the recently-released Rebellion Era campaign guide, how about the new grenade types?

Concussion Grenade - 8d6 worth of boom, not as big an area as thermal detonators and not quite as illegal or as pricy.

Gas Grenade - Beat the target's Fort Defense and you've got automatic condition track movement, on top of possible stun damage as well (I say possible on the stun damage as the listing in the chart might be in error).


I second this.

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OFFICIAL SAGA ERRATA
OFFICIAL SAGA FAQ


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