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  1. You are totally correct, after getting home and browsing my shelf, Phoenix Command was by Leading Edge Games, I was playing that and Twilight 2000 around the same time.
  2. a SAW is a heavy machine gun? More like an automatic rifle.... it only shoot 5.56mm which is the same as a m16. Now a .50 cal, thats a heavy machine gun. A medium machine gun would be the M240, that shoots 7.62mm I realize the distinction, but when we are talking about a game that is basically lumping guns into broad categories, like "Pistol" "Rifle" "Shotgun" "Assault Rifle" I would not be putting anything with an ammo capacity of 100+ into any of those groups and would put the SAW in with any fully automatic man-portable weapon, call it "Machine Guns" and be done with it. And like I said, getting into Cartridge size, and so forth is just minutia that has no real bearing in a game as abstract as this which is evident when looking at the "Pistol" Category which encompasses 9mm, .45, .357, .44, .38, etc. The abstractness is also evident with the "Assault Rifle" category as the M-16 fires the 5.56, and the Ak-47 fires the 7.62 which are the examples given within that category. If you really want to be technical and immerse yourself in these kinds of details, Game Designer's Workshop had a game line that took into account the size of the round, what the actual bullet was made from, penetration, the velocity the round was fired, the damage versus accuracy of firing a single round, 3 round, 5 round, or fully automatic burst, etc. Your guns and ammo practically had their own character sheets. I think it was Phoenix Command, and I believe Twilight 2000, and Dark Conspiracy used a scaled down version.
  3. To keep things simple I just use the following. Pistols, rifles, shotguns, expend a single shot per standard action expending one round of ammunition. Assault Rifles, Smg's fire three round bursts expending 3 rounds of ammo, and heavy machine-guns like a Saw expend 5 rounds. Revolvers hold 6 rounds, Automatic pistols hold 15 rounds, Assault Rifles and SMGs hold 30, Shotguns hold 8, or 2, and A Heavy Machine-gun 100 rounds. I pass out glass beads in two colors as my players find ammo. Red beads for 3 round bursts and blue for single rounds. They toss them back into the cup as they expend ammo. I don't bother with figuring out full auto, or firing multiple rounds from a single shot weapon as it adds a layer of complexity that isn't all that important. i.e. you would have to adjust not only dmg, but the difficulty of the attack, as well as the difference in ammo consumption. Keeping things rolling at a steady pace is more important than getting bogged down in the minutia.
  4. If you are looking to create NPC's I HIGHLY recommend OggDude's Character Generator. It is a Window's program and has a very robust GM's tab where you can create NPC's While you are building it keeps track of your NPC's power level so you can tailor your NPC to your party's current XP level, you can build from currently available options as well as create custom content. As an example of ease of use. I just finished a year long campaign which culminated in a battle against a High Inquisitor. A robust suite of Force powers as well as several custom tweaks and it took me a about 15 minutes from concept to printed sheet. I believe Chorpa is correct as I have not come across any step by step, printed NPC creation rules either.
  5. In the EU there are two distinct versions of the Lightwhip. Firstly there is the one that is just a hilt and the whip part is entirely energy, in which case I would agree with FuriousGreg that Ensnare would not be the best option for this version. There us also a version where the whip part has a cortosis core and the energy travels along this solid core. This type is not quite as powerful and would likely not have the Breach quality like a lightsaber, but would be suitable for the Entangle property. This later version is what I wrote up for my friend's PC. Solid Cortosis Core, 6 damage Crit 3, Range; Engaged, Ensnare, Pierce 2, No HP, Uses Agility Attribute and requires Lightwhip skill to add Proficiency dice. I Also wrote up a chart for ways to spend Triumph, Despair, Threat, and Advantage specific to the weapon.
  6. I had a player that played around with a light whip for a while. The stats I created where slightly different than what you came up with, but not significantly. It really depends on the flavor you are trying to create. The one thing I might think about though is not having it be effective at Short range and sticking with Engaged. With ranges being a very loose measure and each range band covering a fairly large area, having it be effective at short range would result in a whip that is like 50 feet long. Engaged in Edge of the Empire isn't comparable to the typical 5 foot reach of other RPGs. I also didn't give it inaccurate, or unwieldy, but you could only use your Ability and not your Melee skill. I had him spend XP to gain the Lightwhip Skill. Kind of like using a lightsaber. Having it hit yourself or an ally that is engaged with you on a Despair, or several Threats is a good idea as well.
  7. Oops, forgot to clarify.....1AP = 1XP at the end of the session.
  8. I run a bi-monthly Sunday game which runs around 6-7 hours. I give out a flat 15XP for the session. You show up and play, you get 15XP. I place a pile of amber/orange glass beads on the table. These are AP, or Awesome Points. (Idea robbed a bit from another RPG) Anyone at the table may give an AP to anyone else whenever they do something they think is awesome. Multiple players may give the same person an AP for the same thing, but each player may only give out 1 AP per Awesome action. I, as GM, reserve the right to contribute variable AP (1-5) If I think something was really, really awesome. You CAN'T give yourself AP. This ends up with players taking home roughly 25-35XP per session. It encourages everyone to step up their game and become more invested. It has worked to great effect bringing some quieter players out of their shells. Especially when you know you've got 15XP and you want that 25 point talent by the end of the session.
  9. Ever since WEG's version I have used a modified version of the equipment tables. I separate weapons, equipment, armor, and credits, assign them to a set of tables based on rarity, then create a D% table that tells you which of the other tables to roll on, and how many times, I also add in several "Credits" sections to the D% table which you would just roll D% again to determine the number of credits found. It takes a bit of effort to create the tables initially, but when finished it is only a page or two long, and makes generating random loot super quick during game play. This works for Equipment lockers, as well as what an ex enemy was carrying. I eliminate any large equipment that wouldn't be easily man portable from the lists all together. My group is particularly loot happy and always take time to strip bodies of valuables or rummage through lockers, and it would be a pain to come up with random stuff all the time, or kind of silly to have nothing but empty boxes everywehre. I also allow them to use Destiny Points when they search and loot if they are looking for something they need like, ammo packs, or stimpaks. "Hey, my blaster is out of ammo, (flip destiny point) good thing that goon we just wasted had an extra powerpak on him."
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