Weaponsmithing: Difference between revisions

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Melee weapons such as staffs or vibroblades.
Melee weapons such as staffs or vibroblades.
[[Category:Systems]][[Category:Skills]][[Category:Knowledge]]
[[Category:Systems]][[Category:Skills]][[Category:Knowledge]]
== Benchmarks ==
* 1 - 10: Repair a minorly damaged weapon or build a simple weapon such as melee weapons with no machinery
* 11 - 20: Repair a moderately damaged weapon or build a moderately complex weapon such as a basic blaster or vibroblade
* 21 - 30: Repair a heavily damaged weapon or build a highly complex weapon such as drone projectiles or lightsabers.
== Modifiers ==
* GM may add to the difficulty of the roll per the complexity of the weapon during repair attempts.
* A Force User may add Telekinesis dice to the roll for constructing a lightsaber.

Revision as of 00:58, 17 July 2021

This skill determines a character's prowess in designing, building, modifying, and repairing weapons.

Specializations

Blasters

Guns that fire bolts of plasma or other energy.

Firearms

Guns that fire physical ammunition.

Projectiles

Projectile weaponry such as missiles and grenade launchers.

Melee Weaponry

Melee weapons such as staffs or vibroblades.

Benchmarks

  • 1 - 10: Repair a minorly damaged weapon or build a simple weapon such as melee weapons with no machinery
  • 11 - 20: Repair a moderately damaged weapon or build a moderately complex weapon such as a basic blaster or vibroblade
  • 21 - 30: Repair a heavily damaged weapon or build a highly complex weapon such as drone projectiles or lightsabers.

Modifiers

  • GM may add to the difficulty of the roll per the complexity of the weapon during repair attempts.
  • A Force User may add Telekinesis dice to the roll for constructing a lightsaber.