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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Fri Sep 11, 2009 11:02 am Post subject: Conversion - Galaxy at War |
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Well... I was looking around at the WotC boards. It looks like there's a lot of stuff in the way of guns and gear in the upcoming book:
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Yes they did, and it's a real beast - excellent for hosing down a gang of mooks. Ammo could be problematic if you dont have a generator though.
As for the other toys (one of my favorite parts of the book), GAW does not disapoint. Melee weapons give us the Shock Stick, a nastier version of the Stun Baton that can also do double duty as a bayonet, the Geonosian Static Pike, a Vibrolance, Kerestian Darksticks (hadn't heard of these before, but an interesting concept), Shockboxing Gloves, a Fire blade, and my favourite: The Almighty Entrenching Tool. AKA The Shovel.
Ranged Weapons give us the Ascension Gun, the Scatter gun, a Repeater Crossbow, a 'sidearm Blaster Pistol' (aka, the Republic Commando Pistol), Variable Blaster and Heavy Blaster Rifles (Set blasters on full!), the Interchangeable Weapon System (Also of Republic Commando fame), the Rotary Blaster Cannon, as already mentioned, a Tactical Tractor Beam, a Flame Cannon and a Mortar, for when the other guy's trench is just a bit too far for you to throw a concussion grenade. Speaking of Grenades, they also gave us a Radiation Grenade and Smoke Grenades. And a Targeting Laser, which could definently come in hand if your friend has that mortar... or a capital ship in orbit. (Rules for Orbital Bombardment are indeed in the book).
Some more Explosives, in the form of a Claymore-esque Antipersonnel mine, some Detonite cord, and the anti-vehicle Ion and Limpet mines.
Armour varies quite a bit: Barabel microbe armor, a stun cloak (fashion statement and defensive statement in one fell swoop), Rebel Marine Armor, a Biohazard suit, Camo Scout Armor, Stalker Armor (Look at me, I'm a bounty hunter!), and to round out the selection (and please the Republic Commando fans) the Katarn-class Commando armor.
The Miscellanious Equipment also has more than its fair share of toys: Targeting beacons, com scramblers, Com scanners, tightbeam commlinks to avoid the former, a triangulation visor, proximity flares, a Star Wars geiger counter, anti-rad medications for when it starts ticking too much, a cryogenic pouch, a vacuum pouch, camouflage netting and ponchos, field food processor, a tent (beg pardon 'Personal Field Shelter' ), a droid diagnostic unit, and a portable plasma bridge, for when you don't feel like swinging across the chasm.
There are a selection of Advanced Cybernetics, as well as a new upgrade for the old cybernetic prostheses (along with a discussion of how much you can modify those). Then there's the new droids and... the whole Requisition System, which is all manner of awesome. Hmmm... this is taking longer than I thought, there's a ton of stuff in this chapter (Chapter II: Hardware... Pages 34-77)
There is also, scattered throughout the book in sidebars, information about some other equipment, like automatic sentry guns, and the thingy the Stormtroopers used to cut through into the Tantive IV at the start of ANH. So... Many... Toys... I forsee encumbrance becoming a problem in my near future. |
Apparently someone got a hold of an advance copy. _________________ __________________________________
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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wolfe Lieutenant
Joined: 03 Mar 2004 Posts: 91 Location: earth-need a vacation
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Posted: Fri Sep 11, 2009 11:10 am Post subject: |
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Most the stuff mentioned is already in the D6 books. |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Fri Sep 11, 2009 2:15 pm Post subject: |
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Yes, quite a few WEG items, but also a lot of new Clone Wars era stuff. Should be interesting, and quite easy to convert (and I bet the Clone Commando Katarn armor will have the most boring stats like "+6 armor, nightvision" and that's it). _________________ "He's Gry Sarth, of course he has the stats for them." |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Fri Sep 11, 2009 3:00 pm Post subject: |
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How is it that they manage to munchkinize stuff one one hand, but then remove everything interesting from other pieces of equipment on the other? _________________ __________________________________
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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wolfe Lieutenant
Joined: 03 Mar 2004 Posts: 91 Location: earth-need a vacation
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Posted: Fri Sep 11, 2009 5:54 pm Post subject: |
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Or else just get it completely wrong to what it did/does.
I'd like to wish they'd get rid of that lame "fires 166 rounds per second" b.s. from that rotary cannon, at that beyond asinine rate of fire it would have been far, far easier and cheaper to have just built a "beamer" (fires a continous beam).
About the only thing I'd be interested in that book would be the station construction rules. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Sat Sep 12, 2009 9:45 am Post subject: |
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27.6 blasts per second seems unrealistic, but a quick search reveals that the M61 Vulcan Gatling gun used in Vietnam-era helicopters could fire 100 rounds per second.
Though it does make it obscene in terms of game mechanics. To make things really fun, you can designate up to five targets per round, and then make 27 separate attack rolls against each of those targets.
Honestly, I'll wait for the stats to come out, but I'll probably be looking very closely at the E-Web for help in statting this one. _________________ __________________________________
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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wolfe Lieutenant
Joined: 03 Mar 2004 Posts: 91 Location: earth-need a vacation
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Posted: Sat Sep 12, 2009 12:21 pm Post subject: |
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Quote: | 27.6 blasts per second seems unrealistic |
Every piece of documentation I see says 166 rounds per second/10,000 RPM.
Where is it changed to a mere 1656 RPM? |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Sat Sep 12, 2009 4:43 pm Post subject: |
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oooOOOOooo.... I misread. I thought it was firing 166 times per ROUND not per second. I somehow jumbled the phrase "rounds per second" or something. _________________ __________________________________
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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wolfe Lieutenant
Joined: 03 Mar 2004 Posts: 91 Location: earth-need a vacation
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Posted: Sun Sep 13, 2009 12:50 am Post subject: |
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We had toned the Fluff to a more sane and less "what crack induced monkey thought of that" rate of fire to that of the M134s 3000 RPM (that was for ground mounting, the 4K was aircraft mounted), which is 50 rounds a second, still an insane amount of blaster fire going down range, but it is also vastly more practical for the setting as well. |
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Forceally Commodore
Joined: 20 Feb 2007 Posts: 1063
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Posted: Sun Sep 13, 2009 1:11 am Post subject: |
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Well, I got the book, and I looked through it. For the most part, I can see this as a must-need supplement for those who wish to flesh out the battle scenarios in their campaigns.
Having said that, I can list what already has stats or has been converted, and what needs to be done.
Aliens
Already has D6 stats: Barabel (Galaxy Guide 4), Trianii (Alien Encounters), Yevethan (Cracken Threat Dossier)
Already converted from previous d20 (Ultimate Alien Anthology for all of them): Dashade, Thakwaash, Yuzzem
Needs to be converted: Lurmen, Taung, Zygerrian
Creatures
Already has D6 stats: Nek (Dark Empire Sourcebook)
Already converted from previous d20: Watch-beast (Ultimate Adversaries)
Needs to be converted: Carrier butterfly, bolotaur, gelagrub, gutkurr, mastif phalone, roggwart
Droids
Already converted from previous d20: KDY-4 Tech Droid (Coruscant and the Core Worlds), Chiba Corporation DR-10 Protocol Droid (Coruscant and the Core Worlds), Koensayr ILH-KK Citadel Civilian Cruiser (Starships of the Galaxy)
Needs to be converted: MerenData A-Series Medical Droid, Baktoid Combat Automata B2-AA Series Battle Droid, Colicoid Creation Nest Eradicator-Series Battle Droid, Colicoid Creation Nest Eradicator-Series Battle Droid, Purge Trooper, Colicoid Creation Nest Sniper Droideka, Baktoid Combat Automata T-Series Tactical Droid, Automata Glactical Vigilant 2X-Series Picket Droid, Cybot Galactical CLL-M2 Ordnance Lifter, Baktoid Combat Automata MR-200 Series Minesweeper Droid, Arakyd Industries AZ-series Battle Droid
Ships and vehicles
Already has D6 stats: Drop Pod (Rules of Engagement: The Rebel SpecForce Handbook) (I'm not entirely certain about this one. I think the one in the RoE is different from the one in GaW. I am certain the one in GaW is the one seen being deployed from the Doomgiver in Jedi Outcast, and that version is designed to deploy AT-ST's. Not certain if the one in RoE can do this.)
Already converted from previous d20: YU-410 Light Freighter (Gamer Magazine #2), Kuat Systems Engineering Wayfarer-class Medium Transport (Polyhedron #157)
Needs to be converted: Bespin Motors CK-6 Freeco Speeder bike, SoroSuub Corporation S-130 “Shelter” Speeder, Ubrikkian Ord Pedrova WLO-5 Speeder Tank, Sienar Fleet Systems IF-120 Landing Craft, Haor Chall Engineering Penumbra-class Attack Shuttle (referred to on the Wook as the Flarestar-class Weequay ship), Haor Chall Engineering Corona-class Armed Frigate (referred to on the Wook as the Surronian cruiser), T8 Loading Vehicle
Nothing new from the new Jedi talents.
As for the Mission Specialist feat, as applied to Use the Force, I'd treat it as the Transfer Force point SQ from the RCRB |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Sun Sep 13, 2009 5:58 am Post subject: |
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Looks like a nice book to convert.
Strange that they would change the weequay's shuttle designation from Flarestar to Penumbra... _________________ "He's Gry Sarth, of course he has the stats for them." |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10437 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Wed Sep 23, 2009 12:04 am Post subject: Re: Conversion - Galaxy at War |
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cheshire wrote: | Well... I was looking around at the WotC boards. It looks like there's a lot of stuff in the way of guns and gear in the upcoming book:
Quote: | Yes they did, and it's a real beast - excellent for hosing down a gang of mooks. Ammo could be problematic if you dont have a generator though.
As for the other toys (one of my favorite parts of the book), GAW does not disapoint. Melee weapons give us the Shock Stick, a nastier version of the Stun Baton that can also do double duty as a bayonet, the Geonosian Static Pike, a Vibrolance, Kerestian Darksticks (hadn't heard of these before, but an interesting concept), Shockboxing Gloves, a Fire blade, and my favourite: The Almighty Entrenching Tool. AKA The Shovel.
Ranged Weapons give us the Ascension Gun, the Scatter gun, a Repeater Crossbow, a 'sidearm Blaster Pistol' (aka, the Republic Commando Pistol), Variable Blaster and Heavy Blaster Rifles (Set blasters on full!), the Interchangeable Weapon System (Also of Republic Commando fame), the Rotary Blaster Cannon, as already mentioned, a Tactical Tractor Beam, a Flame Cannon and a Mortar, for when the other guy's trench is just a bit too far for you to throw a concussion grenade. Speaking of Grenades, they also gave us a Radiation Grenade and Smoke Grenades. And a Targeting Laser, which could definently come in hand if your friend has that mortar... or a capital ship in orbit. (Rules for Orbital Bombardment are indeed in the book).
Some more Explosives, in the form of a Claymore-esque Antipersonnel mine, some Detonite cord, and the anti-vehicle Ion and Limpet mines.
Armour varies quite a bit: Barabel microbe armor, a stun cloak (fashion statement and defensive statement in one fell swoop), Rebel Marine Armor, a Biohazard suit, Camo Scout Armor, Stalker Armor (Look at me, I'm a bounty hunter!), and to round out the selection (and please the Republic Commando fans) the Katarn-class Commando armor.
The Miscellanious Equipment also has more than its fair share of toys: Targeting beacons, com scramblers, Com scanners, tightbeam commlinks to avoid the former, a triangulation visor, proximity flares, a Star Wars geiger counter, anti-rad medications for when it starts ticking too much, a cryogenic pouch, a vacuum pouch, camouflage netting and ponchos, field food processor, a tent (beg pardon 'Personal Field Shelter' ), a droid diagnostic unit, and a portable plasma bridge, for when you don't feel like swinging across the chasm.
There are a selection of Advanced Cybernetics, as well as a new upgrade for the old cybernetic prostheses (along with a discussion of how much you can modify those). Then there's the new droids and... the whole Requisition System, which is all manner of awesome. Hmmm... this is taking longer than I thought, there's a ton of stuff in this chapter (Chapter II: Hardware... Pages 34-77)
There is also, scattered throughout the book in sidebars, information about some other equipment, like automatic sentry guns, and the thingy the Stormtroopers used to cut through into the Tantive IV at the start of ANH. So... Many... Toys... I forsee encumbrance becoming a problem in my near future. |
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Thanks for the for the info, Chesh.
Can anyone who has seen this book comment any further about the fluff? How cool is the art ? Would the info make the book worth buying for use in my SW D6 campaigns? I went to Borders last week and they didn't have it on the shelf yet so I couldn't look at it. Not sure when I'll get a chance to go back... _________________ *
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Wed Sep 23, 2009 6:52 am Post subject: |
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I've been trying to get to a bookstore to look at this thing ever since it came out. Unfortunately, my schedule is terrible and I haven't been able to break away for long enough to take a look at it anywhere. I'll make sure I give some sort of commentary when I get a hold of it. _________________ __________________________________
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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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Thu Sep 24, 2009 2:13 pm Post subject: |
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I just got to skim over the book at Forbidden Planet and I must say it looks like a quality publication. The art is generally quite good, my only beef that sometimes the picture that supposedly depicts a specific droid model only shows it so small behind something else that it looks like a stick figure...
The book contains an extensive list of items: weapons, equipment, species, ships, all the usual. It has some old D6 stuff in there, but mostly it does the jub of updating the new Clone Wars cartoon items. However, I always like it when they go back and stat some item that seemed to have been lost in the cracks, like the Thackwaash.
Then the book has some very nice entries on different military units such as the Hapan Nova Guard, Clone Lightning Squad or Republic Rocket Jumpers. Strange that they don't include stats for these individuals, though... Guess you have to hunt them down in other books or something...
There's the GM session giving tips on how to run a military campaign, which seems quite good (heavily based on Rules of Engagement). And to finish it off there's quite a lot of adventure guidelines, with lots of little maps and character stats.
Overall, seemed like a pretty good book. Most likely worth a buy if you're planning a military campaign. _________________ "He's Gry Sarth, of course he has the stats for them." |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Fri Sep 25, 2009 9:30 am Post subject: |
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Yeah, I just got to take a look at the book last night for a little bit. I'm impressed what they've done with the book. It's probably their best since Scum and Villainy. It's loaded with fluff. It's got mini-adventures and even a complete campaign outline. So loads of good stuff. It's got TONS of gear. Plus there are interesting suggestions as to how to integrate battle stations into a game, and how a GM can utilize ground vehicles without them just mowing down the party.
If you're running a military oriented campaign, I'd say that this is book a valuable resource even for the D6'er. _________________ __________________________________
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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