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aclarkbr90 wrote:Per ffg rules, all brawl attacks have disorient 1 and knockdown qualities (unless the weapon's specifications are better). See EotE page 211. They can also normally be used to deal wounds or strain, though vibroknucklers specify that they can only be used for wounds.
aclarkbr90 wrote:What are the rules on starting equipment? Normally you would be able to pick up anything that isn't restricted as starting equipment, regardless of rarity.
aclarkbr90 wrote:Is rarity 5 ok? Is this listed somewhere in the house rules?
aclarkbr90 wrote:And yeah, looks like I messed up on the equipment and the bonus XP - didn't mean to double dip. Can I just take the bonus starting credits for the obligation rather than the bonus XP (since increasing willpower isn't really important for him).
Actually, per FFG RAW that is not correct. That is why money is so limited, and so important, in many games. Some GMs (very few) ignore the rarity of items. Many increase the amount of starting money, but I have never seen, or heard of, anyone allowing unlimited funding.
Plasma grenades are not an item that you would have been allowed to carry into StarForge station (even shadowports have some rules).
aclarkbr90 wrote:I've been digging through the equipment from as many of the books that I can lay my hands on, and as far as I can tell there isn't any weapon that would actually use most of the Heavy's talents.
aclarkbr90 wrote:However, none of these are permitted based on the rarity-5 limitation.
aclarkbr90 wrote:There is not normally a rarity limit during character creation, which is what is confusing me. See EotE page 97. The importance of rarity normally kicks in only after creation.
aclarkbr90 wrote:If the issue is that you want me to only spend my 1500 true starting credits based on creation rules, and then the additional 1507 based on post creation rules, then I'll just switch around my obligation so that I use the full bonus on credits to cover the rarer items. Does that work?
aclarkbr90 wrote:If you could link me to something with clearer guidelines on your house rules for equipment, it would make this a lot easier.
aclarkbr90 wrote:Or if you could propose some sort of armament that would play to Gwarm's strengths, I'd appreciate it. I'm just having trouble finding anything based on the rarity limitation.
aclarkbr90 wrote:Plasma grenades are not an item that you would have been allowed to carry into StarForge station (even shadowports have some rules).
Why would plasma grenades in particular be banned? Are all grenades banned?
aclarkbr90 wrote:SWRPG uses the restricted mechanic to indicate which items are generally illegal.
aclarkbr90 wrote:It surprises me that a Shadowport would be more restrictive than standard Imperial rules. Obviously, they wouldn't allow open carry, but most spaceports would have basic security measures for the secure transport of deadly weapons. Most likely this would include minor disassembly or deactivation, secure packaging, and transport through anti-explosive containers. The added costs of the security review for the rifle and the grenades could explain why Gwarm's d100 starting cash is so low (I rolled a 7 ).
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