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Modifying gear Questions
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ZepDek
Sub-Lieutenant
Sub-Lieutenant


Joined: 13 May 2005
Posts: 56

PostPosted: Sun Feb 19, 2006 7:37 pm    Post subject: Modifying gear Questions Reply with quote

Hey I have a few questions.
1: What rules would you use for modifying gear to get rid of penalties (I.e. armors -1D to dex, negitive Fire control, ect).
2. What Kind of costs/difficulty would be involved in improving a ships/blaster/ect Fire rate?
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Vartax
Lieutenant Commander
Lieutenant Commander


Joined: 13 Oct 2003
Posts: 203
Location: Salem, OR

PostPosted: Sun Jun 18, 2006 5:07 am    Post subject: Reply with quote

For number 1: The skill us going to be under technical for repair, such as Armour repair, or a specialization such as Smasher Armour repair. The roll to determine sucess is going to be according the max upgrade of 1d+2. For first pip is easy-mod. Two pips is mod-difficult and so on. For number 2: it goes along with number one, but can really be applied to any situation. The parts either needs to be replaced with higher end parts, or they need to be jury rigged, or custom made to improve the items. Also for cases of protection armour/ship hull etc.... costly materials or tools might be required.
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Pel
Line Captain
Line Captain


Joined: 10 May 2006
Posts: 983
Location: Texas

PostPosted: Sun Jun 18, 2006 11:55 pm    Post subject: Reply with quote

Yeah, the appropriate repair skill should suffice. If you're planning on making radical alterations you might delve into some of the Advanced Engineering skills, but those take forever to increase.
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Mon Jun 26, 2006 2:51 pm    Post subject: Reply with quote

Whatever you're looking to improve, you're going to need LOTS of credits in conjunction with whatever materials you might need to supply. The materials can be waived if you go to an armorer/shipwright/ (insert appropriate tradesman here), but you'll more than make up for it in credits you have to pay the schmuck to make the modifications for you.
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Akari
Commander
Commander


Joined: 09 Feb 2005
Posts: 256

PostPosted: Tue Jun 27, 2006 3:51 am    Post subject: Reply with quote

We have handled it more or less like this: To permanently upgrade a weapon, armor, or whatever, you have to get the materials and put them together yourself (or pay double and have it done for you).

For +1 pip, you pay the cost of the weapon or armor again in materials.
For +2 pips you pay double the cost of it.
For +3 pips (1 dice) you pay quadruple, etc...

This goes up to a maximum of 5 pips or 1 die +2

Those costs are cumulative, so for an upgraded blaster pistol that costs, say 200 credits normally, and does 5 dice of damage, you have to pay:

200 (original weapon)
200 (first upgrade)
400 (second upgrade)
800 (third upgrade)
-----
1600 credits

Also you have to make some blaster repair rolls. Easy for the first upgrade, then a difficulty higher for every step up from there (i.e. Heroic for the 5th pip).

Of course thats a lot of credits, but you get a blaster pistol that has the damage of a heavy blaster, but the same range, ammunition and legality as the standard one.
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