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Armor loadout and weight
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therritn
Ensign
Ensign


Joined: 14 Nov 2004
Posts: 32

PostPosted: Wed Oct 26, 2005 11:24 pm    Post subject: Armor loadout and weight Reply with quote

I know this subject has probably been brought up in some way or another, but about how many attachments can be added to armor without any DEX penalty? I know that Boba Fett carries a lot of stuff on his armor without any DEX penalty, and I was wondering if there was a basic rule of thumb for attachments taking into account weight restrictions and whether or not STR enhancing armors figure into the equation.
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Allst Beamem
Lieutenant Commander
Lieutenant Commander


Joined: 09 Apr 2005
Posts: 131
Location: Memphis, TN USA

PostPosted: Wed Oct 26, 2005 11:44 pm    Post subject: Reply with quote

I would think, as a rule of thumb, any added armor value would add a dex penalty. when it comes to add-ons your just going to have to use common since if the add on adds some kind of bulk then there might be a dex penalty.

just my thoughts
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Thu Oct 27, 2005 12:08 am    Post subject: Reply with quote

I don't think simple wrist lasers, fire projectors, gauntlet knives, dart shooters and the like should incur a dexterity penalty. Added armor plates, certainly; but as far as gear, I would only add a dex penalty to something like a bulky shoulder-mounted missile launcher.
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Volar the Healer
Jedi


Joined: 04 Aug 2003
Posts: 664
Location: Arizona, USA

PostPosted: Thu Oct 27, 2005 8:46 am    Post subject: Reply with quote

In our campaign anytime +1 was added to armour's STR it automatically added -1 to the wearer's DEX. To remove that DEX penalty required expending more Character Points, an armour repair roll, and some credits.

As for adding items, we generally added a -1 DEX penalty when the the armour was "full of stuff". That might mean 3 small things or 1 big/heavy thing.

I can't think of any "official" rule for this - just common sense. How many things the Director thought he could have mounted on him before he started having problems.
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KageRyu
Commodore
Commodore


Joined: 06 Jul 2005
Posts: 1391
Location: Lost in the cracks

PostPosted: Thu Oct 27, 2005 5:18 pm    Post subject: Reply with quote

I do not believe there are any Official Rules, though a few things are mentioned in Galaxy Guide 10:Bounty Hunters, it far from covers the topic. I think what it comes down to is making some common sense rules and decisions. When modifying armor with gadgets ask yourself a few of the following questions:

• Will this attachment be able to be molded or fit into the armor easily?
• Will this attachment be able to share space with other attachments?
• Is this attachment heavy?
• Will this attachment hinder movement in some way?
• Does this attachment make sense with Star Wars technology?

In this way you can get a feel of where and how the modifications are made, and how encumbering they might be. Small weapons could be easily concealed in arm guards, larger weapons would be visible and external. Obviously, a Blaster Riffle won't fit in a glove. Small items, like special lenses, com links, enhanced optics, weapons smaller than a blaster pistol (knifes, hold out blasters, etc...), respirators, limited oxygen supply, chronometers, lumens, datapads, I would not alter Dex penalty as such items are sufficient lightweight even in numbers. For medium weight equipment (anything bigger than a blaster pistol, smaller than a backpack) I would say add -1 to dex penalty. For heavy equipment (backpack and larger sized items like flight packs, full life support equipment, small power generators, etc...) add -2 to -1D to Dex penalties. Of course, these dex penalties can be bought of by further modifying and re-working the armor and the equipment.
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