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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Nov 29, 2015 10:09 pm Post subject: Force-Prod |
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A high-tech variation on the bayonet, the Force-Prod uses the same basic technology as a Force Pike. Designed to be mounted under the barrel of a ranged weapon, and available in differing sizes to fit a variety of weapons from pistols to rifles, the Force Prod turns almost any ranged weapon into a functional melee weapon.
The Force Prod is mounted under the barrel of a rifle or pistol, and retracts into a protective housing when not in use. When in use, any contact with another solid object releases a burst of energy to devastating effect. The prod is activated and deactivated by controls built into the grip of the weapon to which it is mounted.
While not in common use, Force Prods are popular with soldiers and police whose duties require them to operate in close quarters where quick reaction times can be a matter of life and death, and being able to use a rifle or pistol as a melee weapon with the press of a button is far simpler and quicker than keeping a more effective weapon in a sheath or holster.
Model: SoroSuub Confronter FP-R
Type: Rifle-Mounted Force Prod
Scale: Character
Skill: Melee Combat: Force Prod
Cost: 600 credits
Availability: 2; R
Difficulty: Moderate
Damage: Str+2D (Normal or Stun)
Model: SoroSuub Confronter FP-P
Type: Pistol-Mounted Force Prod
Scale: Character
Skill: Melee Combat: Force Prod
Cost: 700 credits
Availability: 2; R
Difficulty: Easy
Damage: Str+1D+1 (Normal or Stun) _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
Last edited by CRMcNeill on Fri Dec 22, 2017 8:37 pm; edited 1 time in total |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14172 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Nov 30, 2015 3:37 am Post subject: |
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For something that small (bayonette size) i can't really see it being Str+2d. Str+2, or 1d at most.
Also, i could also see a need max damage of equal to that of vibro daggers (6d). _________________ Confucious sayeth, don't wash cat while drunk! |
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Volar the Healer Jedi
Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
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Posted: Mon Nov 30, 2015 1:20 pm Post subject: |
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Seems reasonable to me. I agree the damage may need to be reduced, maybe not; especially if it has a limited number of charges. If this is intedned as a police weapon it probably should be limited to stun only.
I, personally, have never liked the name 'force pike' as it sounds like 'the Force'. May I suggest energy pike and energy prod/baton? _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10406 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Dec 01, 2015 2:52 am Post subject: |
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garhkal wrote: | For something that small (bayonette size) i can't really see it being Str+2d. Str+2, or 1d at most.
Also, i could also see a need max damage of equal to that of vibro daggers (6d). |
I based the stats off the Force Pike from the Imperial Sourcebook. The description specifies a "power tip" mounted on a "pole made of very strong spun graphite." My read is that the pole exists to A) give the wielder something to hold, and B) give the weapon some reach. The functional components of the weapon are actually only a portion of the weapon's total mass. As such, since the blaster weapon equipped with this serves as the grip, it has no need of the Pike's handle, and can pack the same kick into a smaller package. Naturally, some added expense is incured by the reduction in size and the retracting function (a standard force like costs 500 credits, where these cost 600 and 700, respectively), with the much smaller pistol version also taking a reduction in damage.
With regard to the damage cap, the Imperial Sourcebook stats did not include a damage cap, so I decided not to include one for these, either. YMMV. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
Last edited by CRMcNeill on Wed Dec 02, 2015 7:01 pm; edited 1 time in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Dec 01, 2015 3:06 am Post subject: |
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Volar the Healer wrote: | Seems reasonable to me. I agree the damage may need to be reduced, maybe not; especially if it has a limited number of charges. If this is intedned as a police weapon it probably should be limited to stun only. |
I don't recall any mention of force pikes having a limited number of charges, so I'm going to leave that up to individual preference. Same with having a stun only setting; I see no evidence in the EU that Imperial Law Enforcement is bound by the same restrictions as modern, Western police regarding protecting the lives of the common citizenry.
Volar the Healer wrote: | I, personally, have never liked the name 'force pike' as it sounds like 'the Force'. May I suggest energy pike and energy prod/baton? |
I agree as well. However, when posting stats here, I make an effort to adhere to known terminology without having off on my own. In my own SWU, however, it's a completely different matter. Considering WEG's write up says it is equipped with a "power tip", I'd probably go with " power pike" and "power prod", respectively. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
Last edited by CRMcNeill on Fri Dec 22, 2017 8:39 pm; edited 1 time in total |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10406 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Tue Dec 01, 2015 6:04 pm Post subject: |
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crmcneill wrote: | Volar the Healer wrote: | I, personally, have never liked the name 'force pike' as it sounds like 'the Force'. |
I agree as well. However, when posting stats here, I make an effort to adhere to known terminology without having off on my own. In my own SWU, however, it's a completely different matter. Considering WEG's write up says it is equipped with a "power tip", I'd probably go with " power like" and "power prod", respectively. |
I like "power" better than "energy" because we already have "energy weapons" which generally refer to range weapons. _________________ *
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 02, 2015 3:29 am Post subject: |
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Whill wrote: | I like "power" better than "energy" because we already have "energy weapons" which generally refer to range weapons. |
It works doubly well for me, since I'm working on converting weapons over from the Warhammer 40,000 universe. The WH40K power weapon is, in essence, a solid core surrounded by an destructive energy field. My SW explanation is that power weapons project what is essentially a detuned lightsaber field, generating a fraction of the power. Because of the reduction of power, the field can only augment a standard weapon; it can't form the basis for the weapon itself (like a lightsaber). The advantage, however, is that the solid core makes it somewhat easier to handle, and the detuned energy field can be reduced even further to inflict stun damage. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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cynanbloodbane Commander
Joined: 05 Dec 2014 Posts: 410 Location: Cleveland, Go Tribe!
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Posted: Wed Dec 02, 2015 2:38 pm Post subject: |
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crmcneill wrote: | Whill wrote: | I like "power" better than "energy" because we already have "energy weapons" which generally refer to range weapons. |
It works doubly well for me, since I'm working on converting weapons over from the Warhammer 40,000 universe. The WH40K power weapon is, in essence, a solid core surrounded by an destructive energy field. My SW explanation is that power weapons project what is essentially a detuned lightsaber field, generating a fraction of the power. Because of the reduction of power, the field can only augment a standard weapon; it can't form the basis for the weapon itself (like a lightsaber). The advantage, however, is that the solid core makes it somewhat easier to handle, and the detuned energy field can be reduced even further to inflict stun damage. |
But can the parry a lightsaber? For those force users who can't get their hands on a real lightsaber. _________________ "Yes because killing the guy you always planned on usurping and killing anyways in order to save your own kid, totally atones for murdering a roomful of innocent trusting children." The Brain |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 02, 2015 2:55 pm Post subject: |
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Might want to rework the wording on that...
I wouldn't allow power weapons to actually parry blaster bolts, although I would say that the field provides added protection from damage. I wouldn't want to take away from the uniqueness of lightsabers, after all.
As far as what power weapons look like in action, I picture the Magnaguard's electrostaves, or Backlash's whips from Ironman 2: a solid core enveloped in a constant electrical discharge. A character can't actually touch the business end without being damaged themselves, so they need a non-conductive grip or handle of some kind. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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RyanDarkstar Commander
Joined: 04 Dec 2014 Posts: 351 Location: Chambersburg, PA, USA, Earth
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Posted: Thu Dec 03, 2015 8:18 am Post subject: |
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Jedi PCs in Star Wars: The Old Republic begin the game with an electroblade training sword before moving on to lightsabers. They work exactly as you describe how power weapons work, crmcneill, though I believe they are able to parry blaster bolts. _________________ Currently playing D&D 5E and painting an unholy amount of miniatures. |
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cynanbloodbane Commander
Joined: 05 Dec 2014 Posts: 410 Location: Cleveland, Go Tribe!
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Posted: Thu Dec 03, 2015 9:27 am Post subject: |
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RyanDarkstar wrote: | Jedi PCs in Star Wars: The Old Republic begin the game with an electroblade training sword before moving on to lightsabers. They work exactly as you describe how power weapons work, crmcneill, though I believe they are able to parry blaster bolts. |
I think they can only block the blaster bolts, not redirect them. _________________ "Yes because killing the guy you always planned on usurping and killing anyways in order to save your own kid, totally atones for murdering a roomful of innocent trusting children." The Brain |
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RyanDarkstar Commander
Joined: 04 Dec 2014 Posts: 351 Location: Chambersburg, PA, USA, Earth
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Posted: Sun Dec 06, 2015 4:22 pm Post subject: |
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Quote: | I think they can only block the blaster bolts, not redirect them. |
You're probably right. It's been a while since my PC had one. _________________ Currently playing D&D 5E and painting an unholy amount of miniatures. |
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