One Handed
Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Revolver
+2
1d10
10/20
35 gp
2 lbs
Firearm
Load Free
Pistol
+2
1d8
10/20
35 gp
2 lbs
Firearm
Load Free
Two Handed
Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Rifle
+3
1d10
20/40
45 gp
7 lbs
Firearm
Load Free
Shotgun
+2
2d6
8/16
40 gp
7 lbs
Firearm
Load Minor, Brutal 1
Trench Sweeper (SMG)
+2
1d12
15/30
50 gp
10 lbs
Firearm
Load Free, High Crit
Two Handed
Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Hip Hammer (LMG)
+2
2d6
20/40
60 gp
14 lbs
Firearm
Load Free, High Crit
Scoped Rifle
+3
1d12
25/50
55 gp
8 lbs
Firearm
Load Free, High Crit
Firearm Ammunition
Ammo
Weapon Used
Cost per Round
150 Round
Pistol, Revolver, Trench Sweeper
1 sp
165 Round
Rifle, Scoped Rifle, Hip Hammer
1 sp
583 Shell
Shotgun
2 sp
New Skills
Drive
The drive skill represents your ability at operating a vehicle under unorthodox situations or while performing difficult maneuvers: For
example a Drive check can be used to avoid hazards or collisions during an encounter. You could also use a Drive check to weave in and out of
difficult traffic or use it as a stealth check vs. insight (dependent upon the other guys perception check) to tail someone inconspicuously.
For more details about the use of this skill see the Car Combat section.
Requirement: Precision Driving Campaign Perk
Benefit: You are trained in Drive
Mechanics
This skill represents your knowledge and ability to work with
technology and your skill in the use of explosives. The Mechanics skill
acts like a knowledge check when dealing with any technology based
questions and identification. This aspect of the skill can also be used
to get monster information on Warforges.
This skill can be used for repairing or jury-rigging broken pieces of technology (see D20
Modern rules on the Repair skill for a basic understanding of these
mechanics)
Besides just understanding technology and repairing it, this skill can
be used to better utilize or manipulate technology. For example:
bugging a phone line or improving upon a car engine to make it go
faster.
The
Mechanics skill is also used for explosives (see Star Wars Saga Edition
rules for “Handle Explosives” under the Mechanics skill)
Requirement: Engineer Campaign Perk
Benefit: You are trained in Mechanics
Campaign Perks
Precision Driving
This perk gives you training in the Drive skill. Also, maintaining control of a car takes only a move action instead of a standard action.
Drive by Attack
While inside a inside a moving car you have superior cover against
anyone trying to attack you from outside the car. You also receive a +1
attack and damage bonus to attacks made while you are inside a car.
Engineer
This perk gives you training in the Mechanics skill. Also, you also gain the plans for TNT for free.
Lucky Bastard/ I believe
As a free action, you can give up your second wind and accompanying healing surge in order to give a +5 bonus to ANY one attack roll (this bonus increases to +10 at 21st level). You can only use this perk once per day.
Pimp Slap/ Righteous Hook
Once per encounter when you make a melee basic attack you can choose to
add your charisma modifier (if any) to that attack roll. You deal one
extra point of damage per level on a successful hit. You must declare
the use of this perk before making your attack roll.
Impressive Dodge
As a daily power that lasts the entire encounter: During your action,
you can select a single opponent that is flanking you. That opponent no
longer has combat advantage against you as long as that opponent is
selected by you. You can select a new opponent on your turn. Only one
opponent can be affected by this power at a time, so if you change your
target that means that your former target can now gain combat advantage
by flanking you.
My Two Cents
As a free action, you can add a 1d6 bonus to a single bluff, diplomacy,
or intimidation check made by anyone other than yourself. This perk can
be used once per encounter.
Car Combat
Entering/Exiting a Car
Getting in and out of a car is a move action. To wear or remove a seatbelt is a minor action.
Cars as Cover
While sitting inside a car you have partial cover against attacks aimed at you from outside the car.
Attacking Passengers and Attacking From a Moving Vehicle
A character attack from a car that is moving faster than alley speeds takes a -2 penalty to his attack roll. A character attacking a
passenger of a vehicle moving faster than alley speeds takes a -2 penalty to his attack roll.
Controlling a Car in Encounters
A character that drives a car while in combat or any encounter where risky driving is involved must use a standard action each round to keep
the car in control (unless you have the Precision Driving perk, then you only need to use a move action to maintain control of the car). If
you fail to use a move action to keep control of the car you must then spend a move action to make a Drive check to keep control of the
vehicle (unless you have the Precision Driving perk, then you only need to use a minor action to make the check). If you don’t spend any action
or you fail the Drive check then the car is no longer in control and reacts however it wants which can mean that their will be some kind of
collision. The check needed to keep the car in control is dependent upon the speed of the vehicle: Alley speed DC 10,
Street speed DC 15, Highway Speed DC 20. Certain conditions can modify the DC needed
for these checks such as adverse driving conditions or bad traffic.
Cars vs Car Combat and High Speed Chases
At the start of these kinds of encounters the first round is always the vehicle round. During this time all vehicles determine their actions
for that round simultaneously. Each driver then makes a Drive check, whoever has the highest Drive check realizes what the other drives will
do and gets to react first. All other vehicles go through their predetermined actions and subsequent driving checks are made to resolve
situations where one car’s actions interfere with another car’s actions such sideswiping. In the next round characters roll initiative and
combat precedes as normal. The round follow is another vehicle only round. As long as the driver spent the necessary actions and/or made
the necessary check to maintain control of the vehicle in the previous character round, he is allowed to participate in this new vehicle
round; if not, then the vehicle is subject to the actions of the road and the vehicle around it and gets no check to defend itself. The
encounter continues like this, alternating between characters and vehicles, until resolution.
Declaring Speed
At the beginning of his or her action, a driver must declare his or her speed category for the round. The driver can choose to go one category
faster or slower than the vehicle’s speed category at the end of the previous round. A stationary vehicle can change to alley speed in
either forward or reverse. Most vehicles cannot go faster than alley speed in reverse. Stationary: The vehicle is motionless.
Alley Speed: This speed is used for safely maneuvering a vehicle in tight spaces, such as alleys and parking garages. It tops out at about
the speed a typical person can run.
Street Speed: The vehicle is traveling at a moderate speed, up to about 35 miles per hour.
Highway Speed: The vehicle is moving at a typical highway speed, from about 35 to 65 miles per hour.
Collision Damage
For each Speed Category their is a fixed number of dice that determines the damage that the car, the individuals in the car, and whatever
object or individual struck receives. Alley Speed: 4d4 dice of damage. Street Speed: 6d6 dice of damage. Highway Speed: 8d8 dice of damage.
Factors for Reducing Collision Damage for Passengers
However, their are factors that can change the amount of damage the individuals in the car receive during a collision. Collision with a
small object or character: -4 dice. Collision with a medium object or character: -3 dice. Collision with a large object, large character, a
sturdy/heavy medium object, or a weakly supported structure: -2 dice. Collision with a huge object, huge creature, a sturdy/heavy large
object, or a sturdy supported structure: -1 dice. Also, any character wearing a seat belt in a collision takes half damage.
Damage to Car
In all collisions, the vehicle takes the full damage. A normal car has 120 hp. As a car takes damage its performance will decrease Driving
checks will become more difficult, maneuvers will be harder or impossible to pull off, and the maximum speed of the vehicle may
decrease with increasing damage. When the car’s hp is reduced to 0 then the car stops working completely.
Vehicular Homicide
Any character that is about to be run over by a vehicle can make a saving throw to dodge the oncoming vehicle. A successful saving throw
means the character was able to jump out of the way of the moving vehicle and ends up unharmed in the nearest available unoccupied space.
A failed saving throw means the character takes the full damage from the collision.