Auto-Fire – Weapon Rarity & Believability: Weapons with this quality always have a base Rarity of (R)/Restricted. If it’s title and/or description don’t explicitly show it being capable of firing multiple shots per turn, the Auto-Fire Quality of the weapon can either be removed or be replaced by another weapon quality at the GM’s discretion.
Droids (NPC) – Raising Characteristics & Skills: Fundamentally 1 XP equals 1000 Credits. To raise a characteristic by 1, pay 25.000. To raise a skill already owned, pay the new skill rank x 5000. To teach a new skill on rank 1, pay 10.000. To teach a new talent, discuss with the GM on which tier the talent should be considered for the droid, then pay the tier rating x 5000. To raise a talent, raise this tier rating by 1 and multiply it with 5000. This new tier rating will also be the basis for the calculations used the next time the talent is raised. The GM has final say as to what a droid should be able to raise and to learn, depending on it’s build and model.
Force Points – Additional Use: After an unsuccessful check, a Force Point can be flipped to re-roll it’s entire dice pool.
Ionization Blaster – Effect on Implants: Causes Stun Damage to characters with an implant. Does NOT shut down any implants completely. The total number of implants a hit character possesses has no influence on the amount of damage she receives. Only one implant is needed to be susceptible to the damage.
Jet Pack – Changed Functionality: In combat, allows it’s user to move a distance of up to Long Range as a Maneuver. Spending a second Maneuver to repeat this effect on the same turn causes the Jet Pack to suffer 1 System Strain. It can suffer a total of 3 System Strain before shutting down completely for the reminder of combat. Not using it for a turn reduces its System Strain by 1.
Talents – Bonus Damage Limit: Each hit during combat can only benefit from a total of 5 additional points of damage due to the effects of talents.
Talents – Rank Limit: If not stated otherwise the same ranked talent cannot be bought more than 5 times per character.
Piloting (Planetary) & Piloting (Space) [Skill] – Hull Trauma Threshold/System Strain Threshold-Modification: The skill rating in the respective piloting skill of a Rival or Nemesis (main) pilot is added to the Hull Trauma Threshold and System Strain Threshold of the starship/vehicle she is piloting. Should her absence cause the ship/vehicle to break down due to his current Hull Trauma or System Strain reaching/succeeding the now reduced threshold, the deciding value has to be reduced to at least 1 point below it’s threshold to make the ship/vehicle operational again. The pilot reentering does NOT negate the necessity for these repairs. Ships/vehicles with Silhouette 5 or more are not affected by this rule.
Vehicles – Cargo Crates: Come in different standard sizes, must be filled with multiple versions of the same item, and are loaded into a ship’s/vehicle’s cargo bay to save space. Each crate can be loaded with items worth double the crate’s own encumbrance value. An encumbrance 10 cargo crate can be filled with items worth an encumbrance total of 20, an encumbrance 50 cargo crate with items worth 100 and so on. Items bought in bulk usually come packed in such crates (at no additional cost), with most common crate sizes being 10, 50, 100, 500 and 1000. Encumbrance 0 equipment usually takes up 1 encumbrance in such crates when put into groups of 5, 10, 15 and so on at the GM’s discretion.
Vehicle Combat – Changed Rules: Replaced by those printed in the Genesys Core Rule Book (with a few adjustments). See summary for easy reference below.
Vehicle Repair – Changed Rules: Replaced by those printed in the Genesys Core Rule Book (with a few adjustments). See summary for easy reference.
Vehicle Scale Damage – Changed Conversion Factor: 1 Point of damage from a Vehicle Scale Weapon equals 5 Points of damage against a target in Character Scale and vice versa.
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BlasTech DLS-12 Heavy Blaster Carbine – Weapon Quality Changes: Loses Auto-Fire, gains Pierce 1.
Coronet Arms H-7 “Equalizer” Blaster Pistol – Changed Price: 3700 Credits
Disruptor Pistol/Rifle – Changed Description: Loses second to last.
DR-45 “Dragoon” Cavalry Blaster – Changed Encumbrance & Hard Points: Encumbrance 2 • Hard Points 2
Heavy Blaster Rifle – Weapon Quality Changes: Loses Auto-Fire, gains Pierce 1.
Vibrorapier – Changed Price, Rarity & Weapon Qualities: Price 1000,- • Rarity 6 • Defensive / Pierce 3
SoroSuub VX "Sidewinder" Repeating Blaster – Added Weapon Quality: Gains Prepare 1.
Light Repeating Blaster – Added Weapon Quality: Gains Prepare 1.
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Armor Insert – Deleted Mod Options: Loses 1 Increase Soak by 1 Mod & 1 Increase Defense by 1 Mod.
Overcharged Actuation Module – Mod Combination: Cannot be installed together with a Baster Actuation Module attachment or an Augmented Spin Barrel attachment on the same weapon.