Weapons-manufacturers and some templates
So, based on feedback from the FFG forums I've been challenged by the idea of templates. Instead of simply adding some damage here, bumping some encumbrance there or the like. Whereas I'm no particular fan of this method, it is still a challenge and notion that I can appreciate – its easier and possibly better balanced than having to control all the different models that I have presented below
As a general rule which is slightly more «narrative» than the material presented below: when buying weapons normally, you could randomly decide what make it is (a Dx roll on a list of manufacturers or GM decides randomly). If a certain make is sought, or required, increase rarity at least by 1 and add at least 10% to the cost. Make does not in any way change the base stats of the weapon – unless one or two triumph(s) is rolled on the Negotiate/Streetwise check, which can grant the advanced template (see below) – this is up to the GM of course, not an automatic result.
When buying an attachment from a known manufacturer, i.e. from the same manufacturer that made your weapon/armour, increase rarity by 1-2, cost by 10-20%, but reduce HP requirement by 1 (to a minimum of 1).
Furthermore, at GM's discretion or if the attachment has a HP cost of 1, one modification option can be increased, or a drawback that comes with the basic modification can be removed. This should further increase rarity and price by at least 1 and 10% respectively: this could – should perhaps? – also replace the HP reduction above.
The only exception to this rule, would be the advanced and prototype templates:
The prototype template:
Cost: Multiply price by 5 or add 1,000 credits (whichever is higher).
Rarity: Double or add 5 to rarity (whichever is higher); this can of course further change the price.
Modification: Two characteristics of the weapon, armour or gear can be changed favourably, or a new quality can be added (except the superior weapon quality).
Notes: This weapon also produces 1 advantage automatically, unless netting more threats, at which point 1 more threat is produced – due to the unstable nature of prototype weaponry and gear.
The advanced template:
Cost: Double price or add 1,000 (whichever is lower).
Rarity: Double or add 5 to rarity (whichever is lower); this can of course further change the price.
Modification: One characteristic of the weapon, armour or gear can be changed favouably, or a new quality can be added (except the superior weapon quality).
The prototype template changes can increase or decrease one characteristics up to 50%, the other 25%.
The advanced template changes can increase or decrease one characteristics up to 50%.
Limitations: Range can only be increased one band for ranged weapons, melee weapons cannot increase its range. Critical cannot be decreased lower than 1.
Always round up reduced values, increased values always round down.
The suggestions above are instead of weapons and armour presented below, with the exception of the attachments and gear.
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