Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Thu Feb 12, 2009 3:03 am Post subject: |
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WotC did post stats on their website in conjunction with one of the miniatures (RPG stats, not minature stats). Champions of the Force minis I think it was that they were doing the preview to. Grabbed 'em for conversion but haven't converted 'em yet. Does include all the write up on Sev and Scorch as well as D20 stats which include the Katarn armor. If anyone's interested in converting to D6, here's Sev and Scorch:
Quote: | Republic Commando Scorch 
Republic Commandos were designed to find the middle ground between rank-and-file clone troopers and the much more elite ARC Troopers. Raised from birth in four-man "pods," these clones are trained to work together so that their individual strengths combine to make a team greater than the sum of its parts.
The clone designated RC-1262 was a member of one such four-man team, Delta Squad. Delta Six-Two was a highly skilled demolitions specialist with an overly ironic sense of humor, always finding a way to make a sarcastic comment even under fire. Delta Six-Two earned the nickname "Scorch" as a result of a demolitions training mishap that left him and his drill instructor without eyebrows for a short time. (The drill instructor, Sergeant Walon Vau, was not amused.)
Delta Six-Two ("Scorch"): Male Human thug 5/soldier 3; Init +1 (+1 Dex); Defense 17 (+6 class, +1 Dex); DR 5; Spd 8 m; VP/WP 24/12; Atk +9/+4 melee (2d6+1, wrist-mounted vibroblade) or +9/+4 ranged (3d8+3/19–20, DC-17m Blaster) or +5/+5/+0 ranged (3d8+3/19–20, DC-17m Blaster with multifire) or +3/+3/+3/-2 ranged (3d8+3/19–20, DC-17m Blaster with autofire) or +9 ranged (6d8, DC-17m Anti-Armor); SQ clone immunities, energy resistance 5, low-light vision; SV Fort +8, Ref +3, Will +2; SZ M; FP 1; DSP 0; Rep +2; Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 8. Challenge Code D.
Equipment: Katarn-class armor, DC-17m interchangeable weapon system, power packs (4), anti-armor rockets (4), DC-15s blaster pistol, wrist-mounted vibroblade, grenades (4), explosive charges (4), medpacs (2).
Skills: Demolitions +16, Disable Device +4, Hide +5, Listen +2, Move Silently +5, Read/Write Basic, Speak Basic, Spot +6.
Feats: Armor Proficiency (light, medium, powered), Cautious, Point Blank Shot, Precise Shot, Skill Emphasis (Demolitions), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, slugthrowers, vibro weapons).
Katarn-class armor
Cost not available for sale (100,000 credits black market value); DR 5; Max Dex Bonus +2; Armor Check Penalty –2; Speed 8 m; Weight 20 kg; Availability Rare, illegal.
Special: Provides +2 equipment bonus on Hide checks, Listen checks, Move Silently checks, Search checks, Spot checks, and Fortitude saves made to resist hostile environments. The HUD's starlight mode provides the wearer with low-light vision. Integrated shield unit provides energy resistance 5, allowing the wearer to ignore the first 5 points of energy damage each round. Once the shields have absorbed 25 points of damage, they shut down. The shields reset after the wearer takes no energy damage for 1 minute (10 rounds).
DC-17m Interchangeable Weapon System
Cost not available for sale (20,000 credits black market value); Availability Rare, illegal.
Special: You can switch between the repeating blaster, sniper, and anti-armor attachments as a full-round action.
Repeating blaster attachment: Damage 3d8+3; Critical 19–20; Range Increment 20 m; Weight 5.5 kg; Stun DC --; Type Energy; Multifire/Autofire M/A; Size Medium; Group Blaster rifles.
Special: This weapon can make 60 shots on a single power pack.
Sniper attachment: Damage 3d8; Critical 19–20; Range Increment 50 m; Weight 6.5 kg; Stun DC --; Type Energy; Multifire/Autofire M/A; Size Large; Group Blaster rifles.
Special: If you make a single attack as a full-round action, the threat range increases to 18–20. This weapon can make five shots on a single specialized power pack (cost 100 credits, weight 0.5 kg).
Anti-armor attachment: Damage 6d8; Critical 20; Range Increment 10 m (2 m); Weight 7.5 kg; Stun DC --; Type Bludgeoning; Multifire/Autofire M/A; Size Medium; Group Heavy weapons.
Special: This weapon inflicts half damage in its 2-meter burst radius. It holds a single round of ammunition (cost 300 credits, weight 1 kg), and it requires a full-round action to reload the chamber.
Republic Commando Sev 
Republic Commandos were designed to find the middle ground between rank-and-file clone troopers and the much more elite ARC Troopers. Raised from birth in four-man "pods," these clones are trained to work together so that their individual strengths combine to make a team greater than the sum of its parts.
The clone designated RC-1207 was a member of one such four-man team, Delta Squad. Delta Oh-Seven, or "Sev" to his squad mates, is a little too eager to get into a fight. While not actually psychotic (or, more accurately, probably not), he definitely finds joy in wading headlong into battle. Still, his grim sense of humor doesn't get in the way of his cold, ruthless efficiency, and even his overwhelming application of force has a pragmatic side: "Rule 17: Always make sure they're dead."
Star Wars Roleplaying Game Statistics
Delta Oh-Seven ("Sev"): Male Human thug 5/soldier 3; Init +1 (+1 Dex); Defense 17 (+6 class, +1 Dex); DR 5; Spd 8 m; VP/WP 24/12; Atk +9/+4 melee (2d6+1, wrist-mounted vibroblade) or +9 ranged (3d8/18–20, DC-17m Sniper) or +9/+4 ranged (3d8+3/19–20, DC-17m Blaster) or +7/+7/+2 ranged (3d8+3/19–20, DC-17m Blaster with Rapid Shot) or +3/+3/+3/–2 ranged (3d8+3/19–20, DC-17m Blaster with Rapid Shot and multifire) or +1/+1/+1/+1/–4 ranged (3d8+3/19–20, DC-17m Blaster with Rapid Shot and autofire); SQ energy resistance 5, low-light vision; SV Fort +8, Ref +3, Will +2; SZ M; FP 1; DSP 0; Rep +2; Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 8. Challenge Code D.
Equipment: Katarn-class armor, DC-17m interchangeable weapon system, DC-15s blaster pistol, wrist-mounted vibroblade, power packs (5), sniper power packs (4), grenades (4), medpacs (2).
Skills: Demolitions +3, Disable Device +1, Hide +5, Listen +2, Move Silently +5, Read/Write Basic, Speak Basic, Spot +11.
Feats: Armor Proficiency (light, medium, powered), Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, slug throwers, vibro weapons).
Katarn-class armor:
Cost not available for sale (100,000 credits black market value); DR 5; Max Dex Bonus +2; Armor Check Penalty –2; Speed 8 m; Weight 20 kg; Availability Rare, illegal.
Special: Provides +2 equipment bonus to Hide checks, Listen checks, Move Silently checks, Search checks, Spot checks, and Fortitude saves made to resist hostile environments. The HUD's starlight mode provides the wearer with low-light vision. The integrated shield unit provides energy resistance 5, allowing the wearer to ignore the first 5 points of energy damage each round. Once the shields have absorbed 25 points of damage, they shut down. The shields reset after the wearer takes no energy damage for 1 minute (10 rounds).
DC-17m Interchangeable Weapon System:
Cost not available for sale (20,000 credits black market value); Availability Rare, illegal.
Special: You can switch between the repeating blaster, sniper, and anti-armor attachments as a full-round action.
Repeating blaster attachment: Damage 3d8+3; Critical 19–20; Range Increment 20 m; Weight 5.5 kg; Stun DC --; Type Energy; Multifire/Autofire M/A; Size Medium; Group Blaster rifles. Special: This weapon can make 60 shots on a single power pack.
Sniper attachment: Damage 3d8; Critical 19–20; Range Increment 50 m; Weight 6.5 kg; Stun DC --; Type Energy; Multifire/Autofire M/A; Size Large; Group Blaster rifles. Special: If you make a single attack as a full-round action, the threat range increases to 18–20. This weapon can make 5 shots on a single specialized power pack (cost 100 credits, weight 0.5 kg).
Anti-armor attachment: Damage 6d8; Critical 20; Range Increment 10 m (2 m); Weight 7.5 kg; Stun DC --; Type Bludgeoning; Multifire/Autofire M/A; Size Medium; Group Heavy weapons. Special: This weapon inflicts half damage in its 2-meter burst radius. It holds a single round of ammunition (cost 300 credits, weight 1 kg), and it requires a full-round action to reload the chamber. |
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