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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Tue Jun 17, 2014 7:42 pm Post subject: |
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Okay, Enter the Unknown had a climbing suit. It's from the same manufacturers as this:
Quote: | Model: Ayellixe/Krongbing
Textiles Climbsuit
Type: Climbing suit
Cost: 350
Availability: 2
Game Notes: Adds +2D to
climbing.
Source: Rules of Engagement
– The Rebel SpecForce
Handbook (page 35), Arms
and Equipment |
But the cost was outrageous. So, since it wasn't terribly specific as to the model in the aforementioned suit, I did something that was a bit more proportionate to the amount of money spent on the item. Feedback is welcome. If it's just too out there, I can just scratch it. It's not terribly uncommon for FFG to just disregard pricing on established gear:
Quote: |
Mountaineer Armor
Model: Ayelixe/Krongbing Textiles Mountaineer Armor
Type: Climbing Suit
Cost: 1,300
Availability: 2
Game notes: Adds +3D to all climbing rolls, adds +1D physical protection, and +1 of energy protection.
Source: Enter the Unknown (page 45)
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We've also got an interesting bit of gear that's designed with vehicle crashes in mind. Essentially it's padded driving armor, but essentially that's all its good for, and is pretty expensive. So, I gave it a good bonus, but limited application. Comments and criticism welcome:
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Crash Suit
Model: Ayelixe/Krongbing Textiles Shockrider Crash Suit
Type: Pilot crash protective padded armor
Cost: 3,000
Availability: 2
Game notes: Provides +3D protection against blunt force trauma only.
Source: Enter the Unknown (page 45)
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So, if you wreck your speeder, well... you've got a better chance of surviving. But if you get shot, blasted, or stabbed, then you're kind of out of luck. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Jun 18, 2014 3:41 am Post subject: |
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Those seem fine to me.
I like the idea of a crash suit, I can see various racers wearing it to maybe hopefully survive a crash. _________________ RR
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Wed Jun 18, 2014 6:10 am Post subject: |
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Especially because the head on damage can be pretty nasty. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Thu Jun 19, 2014 4:44 am Post subject: |
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Yes. Also might be good if you're getting into fist fights with Wookiees. _________________ RR
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Fri Jun 20, 2014 9:47 am Post subject: |
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Here's another one that was a bit wonky.
Quote: |
Beast Call
Model: Fabritech Beast Call
Type: animal lure
Cost: 100
Availability: 2
Game notes: Allows the character to make a survival roll against the target beast’s Perception. If the roll succeeds, the creatures or creatures are lured into the character’s vicinity.
Source: Enter the Unknown (pages 51-52)
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_________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Fri Jun 20, 2014 3:24 pm Post subject: |
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This reminded me of something out of an episode out of firefly:
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Burning Gel
Model: Corchemoco “Quickflash” Burning Gel
Type: Hull-breeching incendiary gel
Cost: 150
Availability: 2
Game notes: It requires at least two minutes to apply the two-part compound to the desired surface and attach the electrodes from the ignition mechanism. Once the character uses the ignition switch, the compound is activated and begins its thermal reaction. The compound does not require atmosphere to activate, and burns even in the vacuum of space. The activated compound delivers 7D character scale damage against the hatch, door, or hull’s die code. If the damage roll is successful, the reaction creates a breech.
Source: Enter the Unknown (page 52)
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_________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Thu Jun 26, 2014 2:34 pm Post subject: |
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Thanks for taking the time to convert this stuff, cheshire. It's kind of fun to have "new" stuff. _________________ 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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Zarn Force Spirit
Joined: 17 Jun 2014 Posts: 698
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Posted: Fri Jun 27, 2014 5:55 am Post subject: |
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It's possible to build a sniper cannon / sniper blaster a different way, too (and I'm not referring to a sniper drone / vehicle blaster idea Tau 40k style either).
There's some precedence for overcharging blaster shots, and even the Death Star superlaser seemed to have a ramping up period prior to a full-power shot. (If memory serves, the comparatively 'low-power' shot used by the Death Star II for taking out capital ships had a much faster cycle rate.)
It should therefore be possible to use a mechanic that is something akin to an overcharge shot.
Overcharge shot: This weapon is capable of an overcharge shot. For each full round that the operator holds his fire, the damage increases by +2, for a maximum bonus of +2D (progression: +2, +1D+1, +2D). An overcharged shot uses a number of extra charges from the blaster pack equal to the damage bonus (so a +2D shot uses 3 charges from the blaster pack). An overcharged shot can be held for a maximum of 5 rounds, after which the shot is either discharged, or the weapon rendered unoperable due to components fusing from the stress, inflicting Severe damage to the weapon.
The GM is encouraged to also rule that the weapon is damaged in the event of a mishap on the Wild Die when overcharging a shot, for instance Lightly or Moderately damaging the weapon in addition to depleting the blaster pack or other, common blaster mishaps to represent the extra stress an overcharged shot attempt puts on the weapon system itself. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Fri Jun 27, 2014 7:51 am Post subject: |
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That's a really interesting house rule. It would be worth play testing. Though I wonder how players would feel about it being used on PCs as well as NPCs. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Ral_Brelt Lieutenant Commander
Joined: 05 May 2013 Posts: 221
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Posted: Fri Jun 27, 2014 10:47 am Post subject: |
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That sounds like the pistol in one of the Dark Forces game. That aside, I'd think rather than every blaster being able to do such, that it should be a trait of a specific blaster, or a modification/jury-rigging option. Otherwise, there would need to be even more stringent weapons laws in-universe since every holdout could become a heavy with reduced range by holding the trigger for a couple extra seconds. |
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