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deano Lieutenant
Joined: 05 Jan 2008 Posts: 88 Location: UK
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Posted: Sun Jan 05, 2025 10:12 am Post subject: Imperial Army Equipment |
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I've been running an Imperial Army based campaign for some time and I thought I would share some of the equipment that I have developed for our game.
First up, the Imperial army field armor. Enjoy
Deano
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Imperial Army Field Armor
Model: Imperial army field armor
Type: Lightweight military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +1D physical, +2 energy.
Ballistic Goggles: Protection from small projectiles and fragments.
Utility Belt: High-tension wire, grappling hook, 3 spare blaster power packs, blaster gas cartridges, ion flare, concentrated rations, water pack, medpac, additional supply pouches.
Additional options:
Breather: Provides one hour of breathable air.
Polarized Goggles: Polarized lenses prevent flash-blinding. Protection from small projectiles and fragments.
Officer Greatcoat: Waterproof greatcoat. In swamp, jungle, artic and other damp conditions, add +2 to stamina rolls and add +2 to maintenance rolls for equipment protected by the greatcoat.
Hooded Cloak: Waterproof cloak. In swamp, jungle, artic and other damp conditions, add +1 to stamina rolls and add +2 to maintenance rolls for equipment protected by the cloak.
Sealed Body Glove: Climate-controlled body glove and breath mask allows operation in uncomfortably cold or warm climates and toxic-air environments.
Capsule: A product of a conglomeration of manufacturers, the long serving Imperial army field armor has been providing protection for troopers across the Empire since its inception. This relatively inexpensive and quick to produce armor was perfect for equipping planetary defense forces that were being folded into the ranks of the newly created Imperial army in its formative days. Its battlefield performance, durability, and low overhead have continued to ensure its longevity.
Favoring mobility over protection, the lightweight field armor is comfortable to wear for extended periods of time while still providing a moderate level of defense against incoming fire. A blast-weave jacket and trousers, along with sturdy leather boots, gloves and a utility belt, provide the foundation of the field armor. When coupled with an Imperial kepi, this foundation serves as an army officer’s standard uniform as well as the uniform for troopers when undertaking non-combat duties. For combat operations, plastoid composite armor plates are layered on top of the uniform and include a helmet, chest plate, back plate, pauldrons, rerebraces, and greaves. While the standard colors for the field armor are olive-gray for the uniform and black for all other elements, a range of other colors and combinations are used by different branches of the army including the all black used by the Imperial security troopers. Soldiers are also issued with ballistic goggles albeit they are renowned for steaming up at the most inconvenient of times and usually end up unused and strapped to their helmet.
Despite the core elements of the field armor seeing little change over the years, a range of accessories have been developed to supplement its battlefield performance in a variety of combat environments. Amongst the more commonly seen accessories are: a breather; polarized goggles that are far less prone to steaming up; an officer greatcoat; a hooded cloak; and a sealed body glove and breath mask. Thanks to the Empire’s favor towards its stormtrooper legions, however, these accessories are generally not regarded as standard issue and are usually only issued when circumstances of an operation demand it. _________________ TORIS - toris.magriller.net
Last edited by deano on Sun Jan 05, 2025 12:52 pm; edited 2 times in total |
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deano Lieutenant
Joined: 05 Jan 2008 Posts: 88 Location: UK
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Posted: Sun Jan 05, 2025 10:49 am Post subject: |
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Next up we have sleepwell
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Sleepwell
Model: BioTech Industries Sleepwell
Type: Sedative
Cost: 60 (10 pills)
Availability: 3, R
Maximum Normal Dosage: 2 per day
Addiction Factor: 7 (P)
Game Notes: In humans Sleepwell brings about deep unconsciousness for approximately two hours within moments of it being taken. To resist its effects, a very difficult stamina roll is required once administered and then every five minutes for half an hour. After taking Sleepwell pills consecutively for five days, the character must make an easy stamina roll each day to avoid exhaustion. The difficulty for this roll increases every five days, i.e. for fifteen days of continuous use a difficult stamina roll would be required.
Capsule: Manufactured exclusively for the Empire, BioTech Industries’ Sleepwell sedatives are designed to compress a whole night’s rest into a quick nap. This reduced need for downtime greatly increases the availability of combat ready personnel and allows the Empire to stretch its resources. Standard issue for all Imperial armed forces, Sleepwell is usually reserved for active combat operations or high alert situations as continuous prolonged use of the drug will usually lead to debilitating exhaustion within four to five weeks. While there no other known side effects in humans, there are some who claim that they frequently suffer from vivid nightmares whenever they take the pills. _________________ TORIS - toris.magriller.net
Last edited by deano on Sun Jan 05, 2025 1:32 pm; edited 1 time in total |
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deano Lieutenant
Joined: 05 Jan 2008 Posts: 88 Location: UK
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Posted: Sun Jan 05, 2025 11:01 am Post subject: |
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Next up the Type 1 Power Generator Pack
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Type 1 Power Generator Pack
Model: Imperial Munitions Type 1 Power Generator Pack
Type: Fusion power generator pack
Scale: Character
Cost: 800 Credits
Availability: 3, R
Game Notes:
Micro Fusion Power Generator: Provides power for personal arms and equipment. Two universal power connectors and two power pack charging ports. Recharging a standard power pack takes 4 hours.
Runs Hot: When in use, decrease the difficult to detect the generator by one level for heat-based sensors or tracking systems. If wearing the pack while the generator is in use, the character must make an easy stamina roll every hour to avoid heat exhaustion.
Heavy: -1D brawling parry, dodge, melee parry, running, sneak, climbing, jumping, and swimming.
Storage: Small storage unit for maintenance tools and power cables.
Capsule: Manufactured by Imperial Munitions for the Empire, the Type 1 Power Generator Pack is a backpack mounted micro fusion reactor designed to power personal arms and equipment in the field. While relatively small compared to other generators, the Type 1 it is still fairly heavy and weighs in around 28kg without any cables and tools stowed in the pack. The black blast-weave backpack is both durable and pretty comfortable to carry, despite its weight. Where the Type 1 starts to become problematic is when the generator is use. Its small size and comparatively light weight come at the cost of poor heat management and thermal baffling; making it both uncomfortable for operators to carry during extended operation and a glowing target for heat sensors. As a result, standard Imperial doctrine restricts its use on the move and only permits its use when not carried by the operator. The realities of the battlefield, however, do not always align with doctrine.
The Type 1 sees use in both the stormtrooper corps and the Imperial army by operators carrying infantry support weapons like the T-21 light repeating blaster. It can also be used by units on extended combat patrol, where resupply is either difficult or unlikely to allow them to recharge their power packs and other equipment in the field. _________________ TORIS - toris.magriller.net |
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deano Lieutenant
Joined: 05 Jan 2008 Posts: 88 Location: UK
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Posted: Sun Jan 05, 2025 11:04 am Post subject: |
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We also have the engineer's hammer adapted from FFG’s Gadgets and Gear sourcebook.
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Engineer’s Hammer
Model: Mordell Industries EH-9 Engineer’s Hammer
Type: Sledgehammer
Scale: Character
Skill: Melee combat: sledgehammer
Cost: 350
Availability: 1
Difficulty: Moderate
Damage: STR+2D
Game Notes:
Prybar: Add +1D to strength to pry things up, open or apart.
Capsule: An engineer’s hammer is an all-purpose construction and demolitions tool. At a meter long, the hammer is made of reinforced durasteel and is capped at one end with a heavy sledgehammer head and the other a prybar. Typically used for door breaching operations, destroying walls and prying open containers by hand, it can also be used as a deadly improvised two-handed weapon when the need arises. _________________ TORIS - toris.magriller.net
Last edited by deano on Sun Jan 05, 2025 11:12 am; edited 1 time in total |
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deano Lieutenant
Joined: 05 Jan 2008 Posts: 88 Location: UK
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Posted: Sun Jan 05, 2025 11:11 am Post subject: |
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The essential entrenching tool is up next and as is adapted from FFG's Dangerous Covenants sourcebook.
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Imperial Army Entrenching Tool
Model: Mordell Industries ET-7 Imperial Army Entrenching Tool
Type: Entrenching tool
Scale: Character
Skill: Melee Combat: Entrenching Tool
Cost: 20
Availability: 1
Difficulty: Moderate
Damage: STR+1D
Capsule: In form and function, the ubiquitous Imperial Army Entrenching Tool is little more than a small shovel or spade with a collapsible shaft for compact storage. Produced in vast quantities by Mordell Industries, it is used by soldiers across the galaxy to dig latrines, foxholes, and other makeshift entrenchments as well as occasionally being put to use to neutralise alien fauna. Although the design is relatively simple, the hardened durasteel edge of the entrenching tool is serrated and razor-sharp, making it a dangerous improvised weapon. _________________ TORIS - toris.magriller.net |
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 805
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Posted: Sun Jan 05, 2025 11:54 am Post subject: |
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Nice! I love it! A few notes and suggestions
First off, everything you've got here works. I like it. You can disregard all of this, or use what you like.
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Imperial Army Field Armor
I would bump it up to +1D all damage. The difference between +2 or +1D (on average +3.5) when soaking energy damage is more of a psychological boost to your players than an impact on the game. Everyone loves to roll an extra die.
Blaster mags contain both energy and gas. You've got them listed separately on the utility belt. I never list them seperately, but you run your games how they work for you. Or is the gas to recharge the blaster mags after they've been spent, like in extended field operations?
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Sleepwell - I would Increase the downside of this. Make the penalty after the first two days of two hours sleep (day 3) the players have to make very easy stamina rolls to stay awake. On day 4 it's easy stamina rolls. On day 5 it's moderate, day 6 it's difficult, etc.
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Type 1 Power Generator Pack
I like this alot. It looks like it would be able to be carried by one person and handle the recharge needs of the entire squad. With something like this I can see why everyone needs to carry their own blaster gas cannisters.
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Hammer and shovel - Nice! Sometimes you just need stats for stuff no one's thought of yet. |
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deano Lieutenant
Joined: 05 Jan 2008 Posts: 88 Location: UK
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Posted: Sun Jan 05, 2025 1:32 pm Post subject: |
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Thanks for the nice feedback and suggestions. Glad you liked it.
In terms of the field armor protection stats, they were laid down in the WEG material so I have stuck with them. Blaster mags are a funny one, generally I consider them to just be power packs without gas in general, which I believe is in line with the lore. The gas chamber on the blaster needs to be topped up separately, but it's mostly for flavour and as you say only really comes up for extended field operations.
I've given the sleepwell suggestion some thought and I've tweaked it to somewhere in between the original and your idea. Thanks - updated above.
Type 1 backpack is fun and is also really handy for a light repeater!
The number of times the players have used the entrenching tool is frightening!
Thanks again for the feedback
Deano _________________ TORIS - toris.magriller.net |
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 805
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Posted: Sun Jan 05, 2025 6:58 pm Post subject: |
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If they used shovels that much I want to hear more details on this campaign!
You've got me curious now, I'm going to find my copy of Cracken's Rebel Field guide and look over how blasters function.
The reasoning behind my sleepwell suggestions was to make the penalty something likely to impact the game. A penalty that never comes into play isn't really a penalty, it's just a boost. Nothing wrong with a boost, but if you want the boost to have an offset, some semblance of balance, the penalty has to come into play. Now maybe your campaign has had a series of sieges that outshine Thermopylae and your players have had to stay awake with no relief for months on end, I mean, it is an imp army campaign, but most games allow you to rest between adventures.
Your call though, you're the GM.
On that note, if you want to change the armor stats, you're the GM, you can do that. Also, Armor can be improved with the Armor Repair skill, if your players are interested in something like that.
I have also long advocated that the -1D Dex penalty can be reduced with the same skill by fitting the armor to the toon. I'd say it only decreases the dex penalty for that toon, it is fitted to the, after all.
I have not used a repeater in a game in a long time. I'm starting to think of some ideas for one. Heavy machine guns are mostly defensive weapons, and in an emplacement, a very effective one. |
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 805
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Posted: Sun Jan 05, 2025 7:15 pm Post subject: |
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You're right about the gas, Cracken's RFG, page 63. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jan 06, 2025 2:52 pm Post subject: |
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Some thoughts…
-Sleepwell needs a stimulant counterpart that keeps people awake, with its own set of symptoms. No real thoughts beyond that.
-I picture another piece of useful equipment that ties into the backpack generator: a miniature solid mass converter (see Tramp Freighters) with a toilet seat that processes solid and liquid waste into usable energy (possibly separating out potable water as a byproduct).
-This being Star Wars, a concussion hammer and vibro-shovel would not be out of the question.
Other than that, these are great. Keep ‘em coming. _________________ "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 Tue Jan 07, 2025 8:21 pm; edited 1 time in total |
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deano Lieutenant
Joined: 05 Jan 2008 Posts: 88 Location: UK
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Posted: Tue Jan 07, 2025 8:09 pm Post subject: |
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Why thank you CRMcNeill.
- I like the stim idea, will give it some thought
- A portapotty! _________________ TORIS - toris.magriller.net |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 07, 2025 8:19 pm Post subject: |
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Even better, a portapotty that both disposes of the waste and converts it into something useful. Mundane things like this often get forgotten about in high-tech settings, but biology isn’t going to just go away.
Actually, I just remembered it already exists: the Dispersal Canister (Galladinium’s Fantastic Technology, pg. 30). Just needs a version with a seat. _________________ "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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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10447 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Wed Jan 08, 2025 1:23 am Post subject: |
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CRMcNeill wrote: | Even better, a portapotty that both disposes of the waste and converts it into something useful. Mundane things like this often get forgotten about in high-tech settings, but biology isn’t going to just go away. |
Forgotten about or intentionally left "offscreen" and not addressed? I know I'm happy to just assume that the Falcon has a head without it even being shown mentioned. It will never be important in my game what specific technology is used to deal with human waste. _________________ *
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 805
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Posted: Thu Jan 09, 2025 8:41 pm Post subject: |
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Somewhere it's mentioned that the 'refresher' in the Falcon has sonic showers.
I don't know why I know all the things I know. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10447 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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