Post by Tabletop Junkie on Feb 20, 2022 13:08:20 GMT -5
This section is very short as the equipment was simplified. We will explain this in a couple of sections below. The first thing to do is establish what the weapon is, and what kind of damage does it do, the next step from there is to establish how hard is it to acquire and what license type is it which depending on the type of license increases the difficulty roll of resources.
The Weapons and Armor
In this part we are establishing the ratings for each armor and weapon. This is showing in the below table.
Once you establish what weapon you want and the rating now it’s time to determine the licensing as it effects the difficulty of buying it or obtaining it. The difficulty level starts with the rating, the rating equals the difficulty level.
License
There are five levels of license, starting from no license to illegal listed below on the table; each category has a number that adds to the difficulty.
Each licensing type adds to the difficulty in the resource roll, and the players must roll it to see if they obtain or purchase the item. Certain circumstances can apply and change these figures such as crafting the items or being part of the military and getting a special order for the restricted items can make these modifiers lower than stated or make them to zero.
Broken Weapons and Armor
Weapons and armor can also take stress, but if they do they will gain the broken aspect. However weapons and armor does take stress differently. Weapons can take 1-point of stress before gaining the broken aspect. Armor however takes stress differently. For every point of stress the armor takes they lose their rating. If the armors rating goes down to 0 than the armor gains the broken aspect and cannot be effetely used until repaired.
Special Weapon Rules
In this section we will explain he special rules for using weapon combinations. In this game you can use weapons a certain way to make your attacks more effective or flashy or both, if you can.
The Weapons and Armor
In this part we are establishing the ratings for each armor and weapon. This is showing in the below table.
Armor and Weapons | Rating |
Light Armor and Weapons, One-handed weapons melee, Padded suits, Combat Jumpsuits, Stormtrooper Armor. | 1 |
Medium Armor and Weapons, Two-handed weapons melee, and one weapon ranged/melee energy type, Battle armor, and Ceremonial armor. | 2 |
Heavy Armor and Weapons, Two-handed weapons melee/ranged energy type, Heavy Battle Armor, Spacesuit Armor. | 3 |
Explosives or non-lifting covers | 4 |
Once you establish what weapon you want and the rating now it’s time to determine the licensing as it effects the difficulty of buying it or obtaining it. The difficulty level starts with the rating, the rating equals the difficulty level.
License
There are five levels of license, starting from no license to illegal listed below on the table; each category has a number that adds to the difficulty.
License Type | Difficulty Modifier |
No License | +0 |
Licensed | +1 |
Restricted | +2 |
Military | +3 |
Illegal | +4 |
Rare | +5 |
Each licensing type adds to the difficulty in the resource roll, and the players must roll it to see if they obtain or purchase the item. Certain circumstances can apply and change these figures such as crafting the items or being part of the military and getting a special order for the restricted items can make these modifiers lower than stated or make them to zero.
Broken Weapons and Armor
Weapons and armor can also take stress, but if they do they will gain the broken aspect. However weapons and armor does take stress differently. Weapons can take 1-point of stress before gaining the broken aspect. Armor however takes stress differently. For every point of stress the armor takes they lose their rating. If the armors rating goes down to 0 than the armor gains the broken aspect and cannot be effetely used until repaired.
Special Weapon Rules
In this section we will explain he special rules for using weapon combinations. In this game you can use weapons a certain way to make your attacks more effective or flashy or both, if you can.
Weapon Combination | Additional Effects |
Single (Melee/Ranged) | Single attack and follows normal combat rules. |
Duel (Melee/Ranged) | Two attacks in the same turn but must roll for both weapons. One roll is normal combat rules, and the second roll you take a -1 penalty to your roll unless you have an aspect taht can negate that. |
Double-Blade | Two attacks in the same turn but with one roll for both attacks. |
Thrown Weapons | Weapons can be thrown such as a single blade lightsaber, sword or a knife. |