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Star Wars® The Praxeum Scum and Villiany: Your Weapons, Armor, and...
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Switch to Forum Live View Scum and Villiany: Your Weapons, Armor, and other Equipment
4 years ago  ::  Nov 28, 2008 - 12:35AM #31
october_knight
Date Joined: Oct 24, 2008
Posts: 369
if you miniturzed the combat sword than its a small weapon not a tiny weapon if i'm missing something please tell me
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4 years ago  ::  Nov 28, 2008 - 8:46AM #32
ActionMan3k
Date Joined: Feb 18, 2006
Posts: 23

october_knight wrote:

if you miniturzed the combat sword than its a small weapon not a tiny weapon if i'm missing something please tell me


You're correct. Miniaturizing a war sword gives you a very expensive short sword.

Also, don't forget to add 50% of the base cost whenever you downgrade something on an item.

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4 years ago  ::  Nov 28, 2008 - 2:06PM #33
johnnyputrid
  • Survived Order 66
Date Joined: Apr 14, 2004
Posts: 1,509

ActionMan3k wrote:

You're correct. Miniaturizing a war sword gives you a very expensive short sword.


Oops. For some reason I was thinking a war sword was a small weapon. I suppose it would be easier to just use a short sword as a combat knife - it would just be a really big knife, or a really short sword.

Also, don't forget to add 50% of the base cost whenever you downgrade something on an item.


Didn't catch that, but you are right. Looks like I'll have to do a lot of recalculating.

The Putrid Dork Fallacy: "Just because a rule is written one way doesn't mean it can't be interpreted in a completely different way."

RUW - Rules Unclearly Written. For more information, see RAW and RAI.
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4 years ago  ::  Nov 28, 2008 - 2:55PM #34
abraham
Date Joined: Jun 15, 2004
Posts: 808
something from spaceballs-the saber ring!
basically a lightsaber built into a ring(VERY MINITURIZED!)
in a pinch it probibly could be used as a ver short ranged blaster as well!
hello everybody!!!!!!!
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4 years ago  ::  Nov 28, 2008 - 7:23PM #35
johnnyputrid
  • Survived Order 66
Date Joined: Apr 14, 2004
Posts: 1,509
I've had to scrap my previous version of the Katarn Mk III armor, as failed to account for a shield generator taking up 2 upgrade slots. So I've been wracking my brain trying to come up with better version - and still running into headaches. Trying to accuractely represent this armor is pretty difficult. I've come up with 4 different versions:

The first one uses Mandalorian assualt armor (from the KotOR CG) as the base armor. It has the right number of upgrade slots but it is questionable, since there is no listed cost and the weights are inconsistent with these armors. I've given it the same cost as a suit of medium Beskar'gam just to make it workable. I also went with the assumption that this armor has a total of 6 upgrade slots - powered armor specifically says two free upgrade slots, while the Mando assault armor just says 6 unused slots. Though I could be wrong in my interpretation and the armor actually has a total of 8 slots (6 unused plus 2 for being medium armor). That would certainly make this armor more appealing if we could get the cost and weight issues settled.

This suit has just about all of the established features of Katarn armor (weight of approximately 20 kg, shields, helmet package, stealth coating, life support, suit diagnostics, extra equipment). This is my favorite version, but without some official clarifications its validity is questionable.

Mandalorian battle armor (6 upgrade slots, +8 armor, +2 equipment, Dex bonus +2, speed 4 squares, 18 kg, estimated cost 37,000 credits)
-remove jet pack (? Cost)
-Superior Tech trait (DR 2, 7,400 credits)
-Helmet package (included; 0 slots used, no additional cost or weight)
-Vacuum seals (included; 0 slots used, no additional cost or weight)
-Internal Generator (1 slot used, 10 kg, 1,000 credits)
-Armorplast (0 slots used, reduce weight by 50%, 900 credits)
-Integrated Equipment (1 slot used, 5 pieces, 1,000 credits); electrobinoculars, vibrodagger, glow rod, video recorder, medpac – 4.1 kg, 1,360 credits)
-Shield Generator, SR 5 (2 slots used, 5,000 credits)
-Shadowskin, Reflect (1 slot used, 20,000 credits)
-Diagnostics System (1 slot used, 500 credits)
Weight 18.6 kg
Estimated Cost 74,160 credits

*****
For this next one, we sacrifice the shield generator in favor of an increased equipment bonus to Fort Defense. This is my least favorite version, as it loses a great deal of protective ability. It is however, easier to manage as far as cost goes and retains most of the armor's special abilities. With this version the Internal Generator is less useful, as there are no shields to power.

Medium powered battle armor (4 upgrade slots, +7 armor, +2 equipment, Dex bonus +2, speed 4 squares, 17 kg, 11,000 credits)
-Helmet package (included; 0 slots used, no additional cost or weight)
-Superior Tech trait (Superior Fortifying Armor, add +2 to equipment bonus, 2,200 credits)
-Vacuum seals (0 slots used, 2 kg, 2,000 credits)
-Internal Generator (1 slot used, 10 kg, 1,000 credits)
-Armorplast (0 slots used, reduce weight by 50%, 900 credits)
-Integrated Equipment (1 slot used, 5 pieces, 1,000 credits); electrobinoculars, vibrodagger, glow rod, video recorder, medpac – 4.1 kg, 1,360 credits)
-Shadowskin, Reflec (1 slot used, +10 equipment bonus to Stealth checks, 20,000 credits)
-Diagnostics System (1 slot used, 500 credits)
Weight 18.6 kg
Cost 39,960 credits

*****
The next version again uses medium powered battle armor and retains the shield generator and the Superior Tech trait of DR 2. It loses the Shadowskin coating in favor of an integrated stealth field generator. While the stealth field isn't as good as a flat bonus to Stealth checks, it can be powered by the armor's internal generator, making it rechargeable. It also loses both the medpac and the Diagnostics System, minor losses but losses nonetheless.

Medium powered battle armor (4 upgrade slots, +7 armor, +2 equipment, Dex bonus +2, speed 4 squares, 17 kg, 11,000 credits)
-Helmet package (included; 0 slots used, no additional cost or weight)
-Superior Tech trait (DR 2, 2,200 credits)
-Vacuum seals (0 slots used, 2 kg, 2,000 credits)
-Internal Generator (1 slot used, 10 kg, 1,000 credits)
-Armorplast (0 slots used, reduce weight by 50%, 900 credits)
-Integrated Equipment (1 slot used, 5 pieces, 1,000 credits); electrobinoculars, vibrodagger, glow rod, video recorder, stealth field generator – 3.3 kg, 6,260 credits)
-Shield Generator, SR 5 (2 slots used, 5,000 credits)
Weight 17.8 kg
Cost 29,360

*****
Finally we have the last version, which beefs up the armor to heavy powered battle armor and gains a full SR 10 generator plus DR 2. It sacrifices some Dex bonus, the medpac and the Diagnostic System for much greater protection. In this version we also swap the Shadowskin coating for a stealth field generator. If mobility is an issue, we could easily replace the Superior Tech DR 2 mod for the Superior Agile Armor mod, giving it 2 extra points of Dex bonus. An alternative version would drop the shield generator to SR 5 and add back the Diagnostics System.

Heavy powered battle armor (5 upgrade slots, +9 armor, +4 equipment, Dex bonus +1, speed 4 squares, 32 kg, 19,000 credits)
-Helmet package (included; 0 slots used, no additional cost or weight)
-Superior Tech trait (DR 2, 3,800 credits)
-Vacuum seals (0 slots used, 2 kg, 2,000 credits)
-Internal Generator (1 slot used, 10 kg, 1,000 credits)
-Armorplast (0 slots used, reduce weight by 50%, 900 credits)
-Integrated Equipment (1 slot used, 5 pieces, 1,000 credits); electrobinoculars, vibrodagger, glow rod, video recorder, stealth field generator– 3.3 kg, 6,260 credits)
-Shield Generator, SR 10 (3 slots used, 10,000 credits)
Weight 25.3 kg
Cost 43,960 credits


So my question is which one looks like the best representation of the armor? Can we rework one of the armors to better reflect its qualities or is it simply a matter of weighing protectiveness against utility features?
The Putrid Dork Fallacy: "Just because a rule is written one way doesn't mean it can't be interpreted in a completely different way."

RUW - Rules Unclearly Written. For more information, see RAW and RAI.
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4 years ago  ::  Nov 29, 2008 - 10:44AM #36
october_knight
Date Joined: Oct 24, 2008
Posts: 369
for a comabt knife i'd say take a knife and add suppior tech damage to it so you have 1d4+5 damage
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4 years ago  ::  Nov 29, 2008 - 11:57AM #37
Arcas_Shan
Date Joined: Jan 5, 2008
Posts: 920
WESTAR-M5 blaster rifle



- Blaster rifle, heavy (1) 2000 credits
- Strip Stun Setting (+1) 1000 credits
- Extra power source (-1) 200 credits
- Miniaturize (-1) 500 credits
- Retractable stock (-0) 100 credits
-Targeting scope, standard (-0) 100 credits

+ Micro-Grenade Launcher 2500 credits

6400 credits
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4 years ago  ::  Nov 29, 2008 - 7:02PM #38
Raul_Torin
Date Joined: Oct 10, 2007
Posts: 4,879
A few more for y'all:

Medics Kit Show

A consolidated kit with everything a field medic might need. Many of the tools have a duel purpose, such as a laser scalpel and a cauterizer in one pen-like tool. It also comes with ten medpacs, with pouches for ten more.

How to: Use the duel gear modification to add a surgery kit to a medical kit. Also add storage capacity. Buy the ten medpacs separately.

Cost: 3,700 credits. 600 for the medical kit, 1,000 for the surgery kit, 1,000 for the duel gear modification, 100 for the storage capacity modification, and 1,000 for ten medpacs.

Infiltrators Suite Show

A light suite of armor designed to maximize a single individuals ability to remain undetected. Besides providing a respectable amount of protection, the armor improves the wearers senses and stealth capabilities with the addition of both a stealth field generator and military-grade shadow skin plating.

How To: Start with an Armored Flight Suite and remove two points from both the armor bonus to Reflex Defense and equipment bonus to Fortitude Defense, gaining two upgrade points. Add an armorplast upgrade, a helmet package, 5 slots of integrated equipment, a ready harness, and a reflec shadowskin upgrade. Add a stealth field generator into one of the integrated equipment slots, but leave the rest open.

Cost: Ouch time. 35,400 credits. 4,000 for the Armored Flight Suite, 5,000 for the stealth field generator, 900 for the armorplast, 4,000 for the helmet package, 1,000 for the 5 slots of integrated equipment, 500 for the ready harness, and 20,000 for the reflec shadowskin.

Note: This one wouldn't be that much less effective if you were to use a much cheaper set of armor, and remove both the helmet package and ready harness. That would help a lot with the cost, but I wanted to be thorough with it.

Technicians Visor Show

A specially designed visor that is highly useful for those who find themselves working with machines constantly. While heavy for a visor, the advantage of having all your primary head devices in one package far outweighs the cons.

How to: Start with either a Computer Interface Visor, Demolitions Sensor, or Mechanical Interface Visor. Enlarge it once then add the other two as duel gear modificiations.

Cost: 5,450 credits. 3,450 for all three of the visors plus 2,000 for the two duel gear modifications.


Ok, here's a challenge for everyone. Try building a Force Lance from Andromeda. It might not even be possible, but I figuered I'd see what you all could come up with.
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4 years ago  ::  Nov 30, 2008 - 12:46AM #39
RavingDork
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Everybody seems to assume that you can use the same upgrade choice more than once on a given item (i.e., multiple dual gears, multiple minaturizations, etc.)

People aslo seem to assume that you can strip the same function more than once (i.e., stip weapon damage multiple times to go from d8 to d4, increase size multiple steps, reduce armor protection multiple times, etc.).

Does it actually say somewhere that you can do this?

I was under the assumption that you could only do a given upgrade/downgrade once. Being able to do it multiple times seems unbelieveably broken to me.
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4 years ago  ::  Nov 30, 2008 - 2:32AM #40
Arcas_Shan
Date Joined: Jan 5, 2008
Posts: 920

RavingDork wrote:

Everybody seems to assume that you can use the same upgrade choice more than once on a given item (i.e., multiple dual gears, multiple minaturizations, etc.)

People aslo seem to assume that you can strip the same function more than once (i.e., stip weapon damage multiple times to go from d8 to d4, increase size multiple steps, reduce armor protection multiple times, etc.).

Does it actually say somewhere that you can do this?

I was under the assumption that you could only do a given upgrade/downgrade once. Being able to do it multiple times seems unbelieveably broken to me.


You can only increase size once, otherwise I can see no rules that prevent you from using the methods multiple times. And it just makes sense (normally increasing size multiple times too would make sense, but I guess the developers didn't want the problems with proficiency changes for huge pistols). If you have a rifle that has the damage and the range of a hold-out blaster you have of course a lot of free space in that gun. But since you can't use modifications that increase things you stripped that would be a pretty dumb thing to do.

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