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Ninjaxenomorph Lieutenant
Joined: 02 Jun 2014 Posts: 92 Location: Texas
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Posted: Wed Aug 20, 2014 11:13 am Post subject: Vanndred's Custom Equipment: Armor, Blaster, and Combat Bike |
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'Hunter' Elite Heavy Blaster Pistol (modified)
Model: Kyran Arms Hunter Elite (modified w/ BlasTech tri-laser targeting system)
Type: precision heavy blaster pistol
Scale: Character
Skill: Blaster (heavy blaster pistol)
Ammo: 25
Cost: 6000
Availability: 4, R
Fire Control: 2D (tri-laser targeting system)
Range: 3-7/25/50
Damage: 6D+2 (improved to max)
Revenant Combat Bike
Craft: Heavily modified Mobquet 'Overracer'
Type: Combat speeder bike
Scale: Speeder
Length: 4.6 meters
Skill: Repulsorlift operation: speeder bike
Crew: 1 (1 passenger can be lashed behind pilot)
Crew Skill: Vanndred- vehicle blasters 4D+1, repulsorlift operation: speeder bike 6D
Droid Brain- revehicle blasters 3D, repulsorlift operation: speeder bike 4D
Cargo: 8 kilograms
Cover: 1/4
Altitude Range: ground level- 40 meters
Cost: Not for sale (unique)
Availability: 4, X
Maneuverability: 3D
Move: 165/460 Kmh
Body Strength: 3D
Weapons: (both weapons are mounted on sponsons, can swivel 180 degrees, but only covers fire arcs front, bottom, and back)
2 Light Blaster Cannons (fire-linked)
Skill: Vehicle blasters
Scale: Speeder
Fire Control: 1D
Range: 50-300/500/1Km
Damage: 4D
2 Microgrenade Launchers (fire-linked)
Skill: Vehicle blasters
Scale: Character
Fire Control: 1D (+1D smart system; moderate perception check as free action when first fired at a target, automatically get on subsequent shots at same target)
Range: 5-25/100/200
Area: 2/4/6
Damage: 5D/4D/3D
Eclipse Predator II
Craft: MandalMotors Pursuer-class Enforcement Ship
Affiliation: General
Era: Rise of the Empire
Source: Pirates & Privateers (page 75), The Far Orbit Project (page 83), The Essential Guide to Vehicles and Vessels (pages 146-147)
Type: System patrol vehicle
Scale: Starfighter
Length: 30.1 m
Skill: Starfighter piloting: Pursuer
Crew: 1
Crew Skill: Vanndred: Mechanical 2D+2, Starfighter Piloting 3D, Shields 3D, Starship Gunner 3D, Sensors 4D+1, Astrogation 3D+1
Droid Brain: Starfighter Piloting 2D+1, Shields 2D, Starfighter Gunner 2D
Passengers: 2, 5 (prison cells)
Cargo Capacity: 35 metric tons
Consumables: 5 weeks (+2 months supplies in cargo hold)
Cost: Not For Sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x16
Nav Computer: Yes
Maneuverability: 1D
Space: 7
Atmosphere: 350; 1,000 kmh
Hull: 4D
Shields: 1D
Sensors:
Passive: 35/1D+1
Scan: 55/2D+1
Search: 80/3D+1
Focus: 3/4D+1
Weapons:
Twin Blaster Cannon (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 5D
2 Ion Cannons (fire-linked)
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D
Vanndred's Custom Armor
Model: Custom Chistori Battle Armor
Type: Chistori Battle Armor
Scale: Character
Cost: Not available for sale
Availability: 4, R (normally, 4, X due to enhancements)
Game Notes: Adds +2D protection from both energy and physical attacks (armor has been improved, normally its +2D physical +1D energy). All Dexterity skills are penalized -1D. The armor can be stripped down to remove the Dexterity penalty, but the suit loses 1D of protection and its cold insulation. The suit possesses an armored kama that adds +1D against explosions on successful dodge, has insulated heat coils to protect the cold-blooded Chistori, a helmet with an illegally obtained MFTAS, added wrist computers: can store information as a datapad, has a holocomlink, retractable vibroblade (STR+1D), and hookups to droid brains aboard Revenant and Eclipse Predator II.
For posterity's sake, I'll add the unmodified gear I made:
'Hunter' Elite Heavy Blaster Pistol
Model: Kyran Arms Hunter Elite
Type: Precision heavy blaster pistol
Scale: Character
Skill: Blaster (heavy blaster pistol)
Ammo: 25
Cost: 6000
Availability: 4, R
Range: 3-7/25/50
Damage: 5D
BlasTech Tri-Laser Targeting System
Model: BlasTech Tri-Laser target assist system
Cost: 2800
Availability: 3, R
Game Notes: Adds 2D Fire Control to attached blaster, cannot be attached to anything smaller than a heavy blaster pistol. Requires an action to activate.
Chistori Battle Armor
Model: Chistori Battle Armor
Type: Chistori Battle Armor
Scale: Character
Cost: Not available for sale
Availability: 4
Game Notes: Armor provides +2D to Strength checks to resist physical damage, and +1D to resist energy damage. All Dexterity skills are penalized -1D. The suit possesses insulated heat coils to protect the cold-blooded Chistori from cold environment. The suit can be stripped down to eliminate the dexterity penalty, but reduces the suit to +1D physical and +1 Energy, and removes the functionality of the insulated heat coils. |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Wed Aug 20, 2014 6:08 pm Post subject: |
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These are all well conceived ideas, Ninja. Great job.
Quick question: have you ever considered house ruling the fire control thing? Just wondering cause Im always looking for ways to give bonuses in combat without adding more dice to the pile. |
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Ninjaxenomorph Lieutenant
Joined: 02 Jun 2014 Posts: 92 Location: Texas
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Posted: Wed Aug 20, 2014 6:47 pm Post subject: |
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I don't mind it. There is only one other instance of a blaster getting fire control. On the whole idea of fire control, I like it. I feel like players prefer having more dice to roll. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Aug 21, 2014 5:18 pm Post subject: |
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How's about some sort of cyber package, which gives something like
robocop had.. a targeting screen over his eyes (shadowrun lists it as a smart link)
That way the baddie has his 'fire control'. BUT if defeated, the players don't get to benefit from it TILL they themselves get the cyber package. _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Thu Aug 21, 2014 6:14 pm Post subject: |
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Great idea (especially the way to keep the players from getting their grubby little hands on it!) _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Aug 22, 2014 3:51 am Post subject: |
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Thanks. Perhaps as another tool, you could have some sort of biometrics linking him to his guns and armor. The Suit only responds to him, sort of like the law givers do with Judges in the Dredd films and novels.
It requires a high level (A) medicine skill roll (or related) to change it over to someone else.
Anyone NOT keyed for it simply can't use it, either that or it has a shock unit inside to taze anyone trying to use it. Say 5-6D region. _________________ Confucious sayeth, don't wash cat while drunk! |
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Ninjaxenomorph Lieutenant
Joined: 02 Jun 2014 Posts: 92 Location: Texas
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Posted: Fri Aug 22, 2014 9:57 am Post subject: |
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When I designed him, I was going off a visual design: a sort of laser targeting thing with jagged bolts pointing inwards, not unlike the alien's plasma caster from Predator. And I had it as a downside, too; in smoke/fog, the laser clearly shows up. Not enough to pinpoint him, but enough to see where he is aiming. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Aug 22, 2014 5:07 pm Post subject: |
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The predator aiming unit still links to their helmet/eyes, so its still something that would be hard for someone else to utilize.
But that i can see giving +2d fire control, +3d if spending a round aiming. _________________ Confucious sayeth, don't wash cat while drunk! |
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Ninjaxenomorph Lieutenant
Joined: 02 Jun 2014 Posts: 92 Location: Texas
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Posted: Sat Aug 23, 2014 9:59 am Post subject: |
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Well, I didn't want to make TOO much stuff up, and this has a basis in the rules already. |
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