8th Timeline Tech Updates: Round One

Loco

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Hey everybody! Loco here with our first major update on the tech rules for this TL. As you all know, things are constantly in a state of flux and we make adjustments as needed to address problems that have cropped up, whether it's to improve balance or because things are not working as intended or sometimes just because. Since portions of the tech rules were overhauled for the beginning of the TL it hasn't needed a ton of changing. That said, I've made a few tweaks here and there to adjust balance a bit, clarify some things that were too abstract or missing entirely, along with rebalancing specific items and mechanics. Heres the list of changes everyone should be aware of:

  • Fire Rates - Maximum fire rates for ranged weapons were implemented for this TL, but the number we chose to go with has turned out to be painfully slow in practice. The maximum fire rate for all weapons has been slightly improved. Burst weapons exist in a grey area of the rules compared to semi-automatic and automatic weapons, and will have their specific write ups adjusted to bring them in line with this change.
  • Melee vs Armor - The protection rating of armor against melee weapons and lightsabers has been clarified- tl;dr: there isn't much.
  • Starship Shielding - This section has been significantly re-written so as to be far less abstract and more balanced across all ship classes and shield types and accounts for the boosts available from some of the upgrade tech you guys have created as well. The previous numbers were way too high for most engagements and some important info about how shields work were left entirely out. This should be more or less rectified now.
  • Smoke Grenades - This was a glaring oversight that got lost at some point or another. Smoke grenades have been added to the list of generic explosives available in the tech rules.
  • Wrist Rockets - Up til now the write up for wrist rockets hasn't changed since before the previous TL launched, and since they didn't see much use during that TL their glaring inadequacy went largely unnoticed. I've adjusted them to be more in line with what we see and would expect of weapons like this by increasing the range and slightly decreasing the explosive radius and clarifying their damaging effects.

That should cover everything major and worth noting for now. As always, if you're unsure about how a piece of tech works or what the rules are, it's always a good idea to ask me or @AutoFox directly, or ask in the Tech channel on Discord where you can get quick and easy answers from more experienced members. Feel free to ask clarifying questions about any of these changes (after you read the full rules, obviously) and always feel free to report or post questions in any tech submissions you see problems with or spot errors in.

Party on dudes.
 
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Darasuum

RANCOR SQUAD!
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YEEET!!!

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