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Star Wars arms and armor


pawsplay

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Posted for freedback.

 

RANGED WEAPONS

 

Blaster Pistol

Multipower, 45 Active Points, OAF (-1), Charges (100) (+3/4), Real Weapon (-1/4), Min Str 9 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4). Cost: 22 points.

Slot 1: 2d6 RKA, Armor Piercing (+1/2). Slot cost: 2 points.

Slot 2: 9d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus, +1 OCV, Focus (-1), Real Weapon (-1/4). Cost: 2 points.

Total cost: 28 points.

 

Heavy Blaster Pistol

Multipower, 62 Active Points, Charges (50) (+1/2), OAF (-1), Real Weapon (-1/4), Min Str 12 (-1/2), STR Min Can not add to damage (-1/2), Beam (-1/4). Cost: 18 points.

Slot 1: 2d6+1 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4), Side Effect (-1 Range Modifier, always occurs) (-1/2). Slot cost: 2 points.

Slot 2: 10d6 EB, Stun only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus, +1 OCV, Focus (-1), Real Weapon (-1/4). Cost: 2 points.

Total cost: 24 points.

 

Sporting Blaster Pistol

Multipower, 37 Active Points, OAF (-1), Charges (100) (+3/4), Real Weapon (-1/4), Min STR 7 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4). Cost: 19 points.

Slot 1: 2d6-1 RKA, Armor Piercing (+1/2). Slot cost: 1 point.

Slot 2: 7d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 1 point.

Plus +1 OCV. Focus (-1), Real Weapon (-1/4). Cost: 2 points.

Plus 1 Ranged Skill Level, Focus (-1), Real Weapon (-1/4). Cost: 1 point.

Total cost: 25 points.

 

Blaster Rifle

Multipower, 63 Active Points, OAF (-1), Charges (50) (+1/2), Real Weapon (-1/4), Min STR 9 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), Requires two hands (-1/2). Cost: 21 points.

Slot 1: 2d6+1 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4). Slot cost: 2 points.

Slot 2: 10d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

Plus 2 Ranged Skill Levels, OAF (-1), Real Weapon (-1/4). Cost: 3 points.

Total cost: 30 points.

 

Blaster Carbine

Multipower, 63 Active Points, OAF (-1), Charges (50) (+1/2), Real Weapon (-1/4), Min STR 9 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), One and a half handed weapon (-1/4). Cost: 22 points.

Slot 1: 2d6+1 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4). Slot cost: 2 points.

Slot 2: 10d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

+1 Ranged Skill Level, OAF (-1), Real Weapon (-1/4). Cost: 1 point.

Total cost: 29 points.

 

Heavy Blaster Rifle

Multipower, 70 Active Points, OAF (-1), Charges (50) (+1/2), Real Weapon (-1/4), Min STR 11 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), Requires two hands (-1/2). Cost: 26 points.

Slot 1: 2 ½ d6 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4). Slot cost: 2 points.

Slot 2: 12d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

+1 Ranged Skill Levels, OAF (-1), Real Weapon (-1/4). Cost: 1 point.

Total cost: 33 points.

 

Sporting Blaster Rifle

Multipower, 45 Active Points, OAF (-1), Charges (100) (+3/4), Real Weapon (-1/4), Min Str 8 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), Two handed weapon (-1/2). Cost: 19 points.

Slot 1: 2d6 RKA, Armor Piercing (+1/2). Slot cost: 2 points.

Slot 2: 9d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus, +1 OCV, Focus (-1), Real Weapon (-1/4). Cost: 2 points.

+3 Ranged Skill Levels, OAF (-1), Real Weapon (-1/4). Cost: 4 points.

Total cost: 29 points.

 

Hold-out Blaster

Multipower, 30 Active Points, OAF (-1), Charges (6) (-3/4), Real Weapon (-1/4), Min Str 5 (-1/4), STR Min can not add to damage (-1/2), Beam (-1/4), Side Effects (-1 OCV, -2 Rmod, always occurs) (-1/2). Cost: 7 points.

Slot 1: 1d6+1 RKA, Armor Piercing (+1/2). Slot cost: 1 point.

Slot 2: 6d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 1 point.

+2 with Sleight of Hand, OAF (-1), Only to hide hold-out blaster (-1/2). Cost: 2 points.

Total cost: 11 points.

 

Bowcaster

Though no match for the speed and versatility of a blaster, the Wookiee bowcaster, or laser crossbow, has tremendous stopping power, useful in guerilla actions or against the large, dangerous creatures of the Wookiee homeworld. Non Wookiees generally find it impossible to load or aim the heavy weapon.

2 ½ d6 RKA, Armor Piercing (+1/2), Charges (6) (-3/4), Real Weapon (-1/4), STR Min 20 (-1), STR Min can not add to damage (-1/2), Two handed weapon (-1/2), Side Effect (-1 Rmod, always occurs) (-1/2), May Not Rapid Shot (-1/4). Cost: 13 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost:2 points.

Total cost: 15 points.

 

 

MELEE WEAPONS

 

Lightsaber

2d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), STR Min can not add to damage (-1/2), Reduced STUN Multiplier (-1/4). Cost: 13 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

Total cost: 15 points.

 

Small lightsaber

Called the shoto in some styles, this is a smaller lightsaber intended for close work, off-hand use, or use by small Jedi.

1 ½ d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2), STR Min can not add to damage (-1/2), Reduced STUN Multiplier (-1/4). Cost: 11 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

Total cost: 13 points.

 

Double-bladed lightsaber

Also known as the Sith lightsaber, among whom it was more popular than the Jedi. This is identical to a standard lightsaber, but has two opposite blades, and is wielded in a manner more reminiscent of a quarterstaff. More dangerous to wield than an ordinary lightsaber, the two-bladed design has advantages in its ability to quickly counterattack and its ability to create an almost impenetrable whirlwind of slashes. With only one blade activated, it may be wielded as a standard lightsaber. With both blades, it counts as a separate Weapon Familiarity (and Weapon Element).

2d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), STR Min can not add to damage (-1/2), Reduced STUN Multiplier (-1/4), Two handed weapon (-1/2). Cost: 11 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

+1 OCV, OAF (-1), Real Weapon (-1/4), With Sweep maneuver only (-1/2), Only with second blade activated (-1/4). Cost: 2 points.

Total cost: 15 points.

 

Vibro-blade

1d6+1 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 11 (-1/2). Total Cost: 11 points.

 

Vibro-ax

2 ½ d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 17 (-3/4), Two Handed Weapon (-1/2). Total cost: 0 points.

 

Stun Baton

A durable club that can be energized with a touch of a button. It may cause damage as a club, a taser, or both.

3d6 N, OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2). Cost: 5 points.

Plus 3d6 EB, No Range (-1/2), OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2). Cost: 5 points.

Total cost: 10 points.

 

Security Baton

A more powerful version of the stun baton, carried by government security units. At its more powerful settings, it is suitable for incapacitating, interrogating, or even painfully exterminating prisoners.

3d6 N, OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2). Cost: 5 points.

Plus, Multipower, 30 Active Points, OAF (-1), Real Weapon (-1/4), Min Str 8 (-1/2), STR Min can not add to damage (-1/2), No Range (-1/2). Cost: 9 points.

Slot 1: 6d6 N E. Slot cost: 1 point.

Slot 2: 2d6 RKA. Slot cost: 1 point.

Total cost: 16 points.

 

Force Pike

A powerful vibro weapon, further armed with a powerful stunning charge. The nonlethal setting can be used to take a prisoner; the lethal setting augments the deadly cutting edge.

1 ½ d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), Two handed weapon (-1/2). Cost: 11 points.

Plus Multipower, 30 Active Points, OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), No Range (-1/2), STR Min can not add to damage (-1/2), No Range (-1/2), Two handed weapon (-1/2). Cost: 7 points.

Slot 1: 6d6 N E. Slot cost: 1 point.

Slot 2: 2d6 RKA. Slot cost: 1 point.

Total cost: 20 points.

 

ARMOR

 

Stormtrooper Armor

Stormtrooper armor is lightweight and comes equipped with numerous features. Unfamiliar users may have to make Systems Operation checks to activate the visual scanner, rangefinder, and comlink. Without the visual scanner activated, the user may have trouble seeing (-2 to PER).

6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4). Cost: 9 points.

Dampeners: Flash Defense 2 (Sight and Hearing Groups), OIF (-1/4), Real Armor (-1/4). Cost: 2 points.

Visual Scanner: Nightvision, OIF (-1/2) and +2 PER (Sight Group), OIF (-1/2), Real Armor (-1/4). Cost: 6 points.

Rangefinder: Absolute Range Sense, OIF (-1/2), Real Armor (-1/4). Cost: 2 points.

Gas Filtration: Life Support (Self-Contained Breathing), OIF (-1/2), 1 Fuel Charge lasting 1 Hour (-0). Cost: 7 points.

Environmental Protection: Life Support (Intense Heat, Intense Cold), OIF (-1/2), Only provides temperature protection 3 (-1), Real Armor (-1/4). Cost: 1 point.

Comlink: Radio Perception/Transmission, OIF (-1/2). Cost: 7 points.

Chronometer: Absolute Time Sense, OIF (-1/2). Cost: 2 points.

Total cost: 35 points.

 

Sandtrooper Armor

This variation of the basic stormtrooper armor has special lense polarization and a heat distributing body glove.

6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4). Cost: 9 points.

Heat Resistance: +2 ED Armor, OIF (-1/2), No Mass, Real Armor (-1/4), Only versus heat and flame (-1/2). Cost: 1 point.

Dampeners: Flash Defense 2 (Sight and Hearing Groups), OIF (-1/4), Real Armor (-1/4). Cost: 2 points.

Polarizing Lenses: +4 PER, Only to counteract bright conditions (-1/2), OIF (-1/4), Real Armor (-1/4). Cost: 4 points.

Visual Scanner: Nightvision, OIF (-1/2) and +2 PER (Sight Group), OIF (-1/2), Real Armor (-1/4). Cost: 6 points.

Rangefinder: Absolute Range Sense, OIF (-1/2), Real Armor (-1/4). Cost: 2 points.

Gas Filtration: Life Support (Self-Contained Breathing), OIF (-1/2), 1 Fuel Charge lasting 1 Hour (-0). Cost: 7 points.

Environmental Protection: Life Support (Intense Cold), OIF (-1/2), Only provides temperature protection 3 (-1), Real Armor (-1/4). Cost: 1 point.

Environmental Protection: Life Support (Intense Heat), OIF (-1/2), Real Armor (-1/4). Cost: 1 point.

Comlink: Radio Perception/Transmission, OIF (-1/2). Cost: 7 points.

Chronometer: Absolute Time Sense, OIF (-1/2). Cost: 2 points.

Total cost: 42 points.

 

Snowtrooper Armor

Though more closely modeled after the Imperial Scout Trooper armor, this armor has similar protective value to standard Stormtrooper armor. In addition, it is specially designed to keep warmth and blend in easily with the environment.

6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4). Cost: 9 points.

Dampeners: Flash Defense 2 (Sight and Hearing Groups), OIF (-1/4), Real Armor (-1/4). Cost: 2 points.

Polarizing Lenses: +4 PER, Only to counteract bright conditions (-1/2), OIF (-1/4), Real Armor (-1/4). Cost: 4 points.

Visual Scanner: Nightvision, OIF (-1/2) and +2 PER (Sight Group), OIF (-1/2), Real Armor (-1/4). Cost: 6 points.

Rangefinder: Absolute Range Sense, OIF (-1/2), Real Armor (-1/4). Cost: 2 points.

Gas Filtration: Life Support (Self-Contained Breathing), OIF (-1/2), 1 Fuel Charge lasting 1 Hour (-0). Cost: 7 points.

Environmental Protection: Life Support (Intense Heat), OIF (-1/2), Only provides temperature protection 3 (-1), Real Armor (-1/4). Cost: 1 point.

Environmental Protection: Life Support (Intense Cold), OIF (-1/2), Real Armor (-1/4). Cost: 1 point.

Comlink: Radio Perception/Transmission, OIF (-1/2). Cost: 7 points.

Chronometer: Absolute Time Sense, OIF (-1/2). Cost: 2 points.

Camouflage: Change Environment, -2 PER to Sight Group, 0 END (+1/2), Persistent (+1/2), Only in snowy/icy conditions (-1/2), Self Only (-1/2), OIF (-1/2). Cost: 5 points.

Total cost: 46 points.

 

 

Blast Helmet and Vest

6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4), Covers locations 4-5 and 9-13 (-1). Cost: 6 points.

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Re: Star Wars arms and armor

 

Stun setting should be Reduced Pen' date=' not no stun. Note that they checked Leia's pulse to make sure she was alright, it has been stated a couple times that it can cause injuries[/quote']

 

That's a good point. I had that in mind when I was statting the stun baton, but no light went off when I was doing the blasters. I didn't bother with Reduced Pen for the stun baton, since it's already up against two kinds of defenses. But I think it's a good idea for the blaster, since that will have marginal effects on the STUN generated while not being too deadly. Even a direct, super unlucky hit to the head probably shouldn't kill.

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Re: Star Wars arms and armor

 

So everything that does killing damage is AP? And the armors available are 6/6?

 

One thing I've always noticed about the movies was that blasters, whether tiny or large, generally killed those shot with them pretty consistently. Very little wounding was going on. Of course, the same is true of many action films and firearms, so I guess it could just be a cinematic thing.

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Re: Star Wars arms and armor

 

Wow, that is some high STR mins on those lightsabers. Also, not sure they should be AP vs AVLD. The only defenses that seem to work against them in the movies are a force field or another lightsaber to block with. They pretty much cut right through any normal armor they encounter with no effort on the part of the Jedi.

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Re: Star Wars arms and armor

 

So everything that does killing damage is AP?

 

No, just blasters, lightsabers, and vibroweapons. Blasters, because they are devastating weapons against persons, but don't seem to cause a lot of collateral damage, nor do they seem to cause massive structural damage to people when they hit. However, they seem to go mostly go right through armor.

 

Vibroweapons and lightsabers for obvious reasons.

 

And the armors available are 6/6?

 

The Stormtrooper armor figure I came up with by reverse engineering from the weight, and knowing it is generally a light armor. It's also strong enough to be credible, but weak enough that Stormtroopers can be taken out by blaster fire, or even worn down by primitive Ewok weapons.

 

The blast helmet and vest I just assumed were similarly light.

 

One thing I've always noticed about the movies was that blasters, whether tiny or large, generally killed those shot with them pretty consistently. Very little wounding was going on. Of course, the same is true of many action films and firearms, so I guess it could just be a cinematic thing.

 

I assumed their base damage was similar to but slightly higher than modern firearms. At 2d6, a blaster will kill on a hit to the head or vitals, and probably knock out anyone on most hits, just like we see on film. With autofire, blasters are quite deadly. In comparison to movie firearms, the main advantage to a blaster seems to be the enormous ammo capacity.

 

Modeling the lightsaber and blasters as AP allows them both to be foiled by Hardened defenses such as force shields, phrik alloy, magnetic seals, and so forth.

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Re: Star Wars arms and armor

 

Wow, that is some high STR mins on those lightsabers.

 

They weigh about as much as a sword, yet the weight is all concentrated in the hilt. I think it's justifiable. I think a weak person would have trouble wielding one effectively, without even taking into account their reputed tendency to writhe and exert feedback during combat.

 

Also, not sure they should be AP vs AVLD. The only defenses that seem to work against them in the movies are a force field or another lightsaber to block with. They pretty much cut right through any normal armor they encounter with no effort on the part of the Jedi.

 

Darth Vader's armor deflects a hit. It takes time for Qui Go to cut through a blaster door. Several wielders strike the floor and it produces sparks and scoring, not gouges. And we see a lightsaber impale a clone trooper in the toros and remain motionless until retrieved. A saber also cannot easily cut the phrik alloy electrostaffs.

 

From what I can tell, a lightsaber does not cut effortlessly though just about any substance.

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Re: Star Wars arms and armor

 

Lightsabers are devilish to make rules for, so I can't really add to that. The STR min is one way of dealing with the "excessive ease" problem and the physics.

 

I do have one pet peeve that may or may not apply: the "sporting" thing. If you mean hunting, generally speaking a sporting weapon would be more or far more powerful than a service weapon, depending on the prey involved. Possibly less charges, but not single-charge.

 

If you mean target-only, it makes more sense, though the damage might even be negligible.

 

The way you did it is pretty common, just seems the opposite of obvious to me. :)

 

Definitely rep for all that work, though.

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Re: Star Wars arms and armor

 

A sporting blaster rifle, in my understanding, is a civilian weapon equivalent to a bolt-action hunting weapon, which in the real world does have less stopping power than an assault weapon. The sporting blaster pistol is an analog to a civilian pistol.

 

It's been that way in Star Wars from the beginning, from WEG's Star Wars RPG, which took its notes from the official description of Luke and Leia's weapons in the first movie.

 

The ammo thing... energy cells hold a lot of shots. Virtually all weapons. I don't think it's a practical necessity to have small numbers of charges, and I have a hard time imagining selling Luke a six-shot blaster rifle at the Tatooine Wal-Mart when the standard model holds dozens of shots. Full auto weapons like the light repeater have essentially unlimited shots when connected to larger power sources.

 

Exceptions: the holdout blaster uses a nonstandard power cell, as it is designed to be inconspicuous and have a low energy signature for places like nightclubs, etc. I pulled its ammo out of my butt, as previous games have had little consistency there. The bowcaster is also an exception, as it uses a very different kind of technology; I pulled its charges from official sources (game sources that describe it as a single shot weapon seem to be inaccurate, the official Databanks says only hunting weapons are built that way).

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Re: Star Wars arms and armor

 

A sporting blaster rifle' date=' in my understanding, is a civilian weapon equivalent to a bolt-action hunting weapon, which in the real world does have less stopping power than an assault weapon. The sporting blaster pistol is an analog to a civilian pistol.[/quote']Hunting rifles could be said to have less stopping power than assault weapons on two theories. One, the assualt weapons is pumping more than one bullet into the target. Two, the hunting weapon is 'overkilling' the target, the bullet passing through without imparting much energy on the target. Neither really has much bearing on how you'd stat the number of killing dice in Hero. A .223 assualt weapon is generally given 2d or 2d-1 damage. A 30-06 hunting rifle, more like 2 1/2 or 3d. A bunch of people with assault rifles will likely sweep a bunch of people with hunting rifles from the field, in spite of the lower damage, though.

 

Military pistols tend to be chambered for 9mm. Civilian models range from .22 to .44 magnum, and include 9mm.

 

Of course, The Empire is a ruthless fascist government, and probably doesn't extend a lot of gun rights to it's citizens. And, a 'hunting rifle' would depend on what you're hunting, too. Considering how big some critters in Star Wars get, you could have a 'hunting weapon' in a spinial mount of your star cruiser. "No officer, I'm not a rebel, I'm just hunting Asteroid-belt Worms."

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Re: Star Wars arms and armor

 

Hunting rifles tend to be single-shot weapons; squeeze the trigger, the HR goes off. Sometimes it's bolt-action, sometimes it's semi-auto, but most frequently, 'Bang' and that's it. Their bullets get rifled, fly straight, usually go a pretty good distance, and hit with particular accuracy. The weapons typically fall into that HERO-system 8-16 bracket.

 

Assault rifles are semi-automatic, burst-fire, and fully automatic. Their bullets -- at least, that of the M-16, so yeah, maybe I AM generalizing from one example, but doesn't everyone? -- get deliberately tumbled, which cuts down on their range and pinpoint accuracy, but when they hit, they don't core through the target; they rattle around like ball bearings inside a steel drum, doing a massive amount of damage. Plus, AR clips generally get packed with 20, 30, or more bullets.

 

A sniper will take the hunting rifle every time. One or two perfect aimed shots, people (or just person) are dead, and he slithers away. A field soldier (i.e. the more common individuals) will snag the AR every time, because they can suppress fire, they move together, they face lots of guys -- but they HAVE lots of guys.

 

Stormtroopers are shock troopers; in all honesty, these are the Imperial Special Forces. Their weapons should be smaller, lighter, and quicker than those of the common Imperial Army. In short, they should be using SMGs. House-to-house or ship-boarding actions are ruled by this sort of thing (well, these and grenades, right?), and the stormtroopers would have long since figured out what works best.

 

IIRC, though, 'sporting' weapons (e.g. hunting rifles and target pistols) were about the only thing the Empire permitted its citizens to legally own. The men on the Tantive IV probably weren't too terribly concerned; these were pirate-repelling weapons, legal while on board their ship, illegal off it. Leia, on the other hand, was carrying something she'd probably have been carrying off the ship as well.

 

As for the armor, most Star Wars people don't wear any; a blaster bolt is the end of you, pretty much period. Stormtrooper armor is designed to reduce the damage lower-tech weapons will do; in the d6 WEG game, it adds 2d6 to your (typically 2.5d6) Body against physical weapons, and 1d6 against energy weapons. So no, it isn't designed against your typical 2d6K blaster. It is, on the other hand, designed against your 1d6+1K Ewok spear. (Hence one of my beefs with RotJ.)

 

Stormtrooper armor, to me:

Stormtrooper Armor: Armor (10 PD/5 ED) (23 Active Points); OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4)

 

If you decide the sporting blaster is AP, well, it'll do just fine against stormtrooper armor. Or if all blasters are AP, then yeah, your stormtrooper's pretty much dead. OTOH, most of the time we see a 'trooper get hit and not get back up -- but we only see that for a couple minutes, at most. We have no real idea if they live, get healed up, and sent back out to the front lines. In fact, the only time we see a PC get hit by a blaster bolt (ignoring Darth Vader MDing Han Solo's shots) is when Leia gets clipped on Endor. And SHE isn't killed, so ...

 

I'd probably have all blasters be built AP. There are lower-tech energy weapons in SW, lasers and the like, and stormtrooper armor works well against them, so ... :)

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Re: Star Wars arms and armor

 

It is totally up to the GM how they want to run things, it really is. But just a couple more points.

 

1) If the bullet is tumbling in mid-air, something is very wrong and you need a gunsmith. A few weapons have been designed to do such an insane thing, but since the bullet tends to go off on a trip to the beach when you do that, AFAIK nothing like that has survived into practice. Tumbling = chaos, chaos = miss. Obviously that doesn't relate to the OP, just to thread discussion.

 

2) The "regulatory" explanation would make some sense. On the other hand, you can't really hunt Bantha with something that's like an SMG equivalent. "Regulated" low-power weapons would only be useful for small game - but that might be all it's legal to hunt.

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Re: Star Wars arms and armor

 

In short, they should be using SMGs.

 

Well, in canon, they use blaster rifles with folding stocks. Heavy stormtroopers and sandtroopers use heavy blaster rifles.

 

As to the armor... the New Essential guide says it is intended to protect against energy weapons and frag, not Ewok spears.

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Re: Star Wars arms and armor

 

Having read your write-ups, Pawsplay, Im amazed at how close to my own they are. Well done!

 

As to the comment "we rarely see any wounding going on", well...how would we know? A Stormtrooper cries "Aaaagh!" and falls over. We cant see his face. We cant tell if hes dead or merely wounded. All that matters is that hes out of the fight. And, as explained, with all the Blasters doing AP Killing damage, and all the armor being non-Hardened, it really brings the damage back down into the range of shooting an unarmored target with a modern firearm.

 

Works for me!

 

Great stuff, Paws :D

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Re: Star Wars arms and armor

 

1) If the bullet is tumbling in mid-air' date=' something is very wrong and you need a gunsmith. [/quote']Hollow tip (not hollow point) bullets are designed to tumble after impact - in the body of the victim, not in the air. Sometimes they do that, sometimes they don't, sometimes they start tumbling when they clip a leaf in the jungle. They're about as accurate as other projectiles until they do hit something. Hero chooses not to model that somewhat controversial, Geneva-Convention-evading feature. But, it is true that many modern military weapons are designed to maim rather than kill - as caring for a maimed soldier is a greater drain on the enemy than merely burrying him. That's probably not something the Empire worries about, since it has no civilized, industrial enemies that make such resource calculations. Instead, they'd want terror weapons. Thus the faceless stormtroopers and gothic TIE fighters that sound like messerschmits even in vaccum.
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Re: Star Wars arms and armor

 

Having read your write-ups, Pawsplay, Im amazed at how close to my own they are. Well done!

 

As to the comment "we rarely see any wounding going on", well...how would we know? A Stormtrooper cries "Aaaagh!" and falls over. We cant see his face. We cant tell if hes dead or merely wounded. All that matters is that hes out of the fight. And, as explained, with all the Blasters doing AP Killing damage, and all the armor being non-Hardened, it really brings the damage back down into the range of shooting an unarmored target with a modern firearm.

 

Works for me!

 

Great stuff, Paws :D

 

Thanks! And to lead further credence to the idea of wounding weapons, we see several clones tending their wounded comrades in the assualt on Utapau.

 

I'll be massagging the stats and adding some more soon. I'd like to include Scout Armor, flight suits, light repeating blasters, heavy repeating blasters, E-webs, electrostaves, thermal detonators, and grappling gun extensions. Any other suggestions?

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Re: Star Wars arms and armor

 

So everything that does killing damage is AP? And the armors available are 6/6?

 

One thing I've always noticed about the movies was that blasters, whether tiny or large, generally killed those shot with them pretty consistently. Very little wounding was going on. Of course, the same is true of many action films and firearms, so I guess it could just be a cinematic thing.

 

They tended to kill the stormtroopers or minor characters easily, but they just wounded the heroes. They can't take out tougher characters apparently (maybe they all have Combat Luck).

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Re: Star Wars arms and armor

 

Good except for the STR Min. I haven't seen anything that suggests that blasters have recoil. Sure they're heavy but the average guy seems to be able to use them and average is 8, not 10.

 

 

Posted for freedback.

 

RANGED WEAPONS

 

Blaster Pistol

Multipower, 45 Active Points, OAF (-1), Charges (100) (+3/4), Real Weapon (-1/4), Min Str 9 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4). Cost: 22 points.

Slot 1: 2d6 RKA, Armor Piercing (+1/2). Slot cost: 2 points.

Slot 2: 9d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus, +1 OCV, Focus (-1), Real Weapon (-1/4). Cost: 2 points.

Total cost: 28 points.

 

Heavy Blaster Pistol

Multipower, 62 Active Points, Charges (50) (+1/2), OAF (-1), Real Weapon (-1/4), Min Str 12 (-1/2), STR Min Can not add to damage (-1/2), Beam (-1/4). Cost: 18 points.

Slot 1: 2d6+1 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4), Side Effect (-1 Range Modifier, always occurs) (-1/2). Slot cost: 2 points.

Slot 2: 10d6 EB, Stun only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus, +1 OCV, Focus (-1), Real Weapon (-1/4). Cost: 2 points.

Total cost: 24 points.

 

Sporting Blaster Pistol

Multipower, 37 Active Points, OAF (-1), Charges (100) (+3/4), Real Weapon (-1/4), Min STR 7 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4). Cost: 19 points.

Slot 1: 2d6-1 RKA, Armor Piercing (+1/2). Slot cost: 1 point.

Slot 2: 7d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 1 point.

Plus +1 OCV. Focus (-1), Real Weapon (-1/4). Cost: 2 points.

Plus 1 Ranged Skill Level, Focus (-1), Real Weapon (-1/4). Cost: 1 point.

Total cost: 25 points.

 

Blaster Rifle

Multipower, 63 Active Points, OAF (-1), Charges (50) (+1/2), Real Weapon (-1/4), Min STR 9 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), Requires two hands (-1/2). Cost: 21 points.

Slot 1: 2d6+1 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4). Slot cost: 2 points.

Slot 2: 10d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

Plus 2 Ranged Skill Levels, OAF (-1), Real Weapon (-1/4). Cost: 3 points.

Total cost: 30 points.

 

Blaster Carbine

Multipower, 63 Active Points, OAF (-1), Charges (50) (+1/2), Real Weapon (-1/4), Min STR 9 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), One and a half handed weapon (-1/4). Cost: 22 points.

Slot 1: 2d6+1 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4). Slot cost: 2 points.

Slot 2: 10d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

+1 Ranged Skill Level, OAF (-1), Real Weapon (-1/4). Cost: 1 point.

Total cost: 29 points.

 

Heavy Blaster Rifle

Multipower, 70 Active Points, OAF (-1), Charges (50) (+1/2), Real Weapon (-1/4), Min STR 11 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), Requires two hands (-1/2). Cost: 26 points.

Slot 1: 2 ½ d6 RKA, Armor Piercing (+1/2), Autofire (up to 3 shots) (+1/4). Slot cost: 2 points.

Slot 2: 12d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus +1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

+1 Ranged Skill Levels, OAF (-1), Real Weapon (-1/4). Cost: 1 point.

Total cost: 33 points.

 

Sporting Blaster Rifle

Multipower, 45 Active Points, OAF (-1), Charges (100) (+3/4), Real Weapon (-1/4), Min Str 8 (-1/2), STR Min can not add to damage (-1/2), Beam (-1/4), Two handed weapon (-1/2). Cost: 19 points.

Slot 1: 2d6 RKA, Armor Piercing (+1/2). Slot cost: 2 points.

Slot 2: 9d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 2 points.

Plus, +1 OCV, Focus (-1), Real Weapon (-1/4). Cost: 2 points.

+3 Ranged Skill Levels, OAF (-1), Real Weapon (-1/4). Cost: 4 points.

Total cost: 29 points.

 

Hold-out Blaster

Multipower, 30 Active Points, OAF (-1), Charges (6) (-3/4), Real Weapon (-1/4), Min Str 5 (-1/4), STR Min can not add to damage (-1/2), Beam (-1/4), Side Effects (-1 OCV, -2 Rmod, always occurs) (-1/2). Cost: 7 points.

Slot 1: 1d6+1 RKA, Armor Piercing (+1/2). Slot cost: 1 point.

Slot 2: 6d6 EB, Stun Only, Limited Range (4”) (-1/4). Slot cost: 1 point.

+2 with Sleight of Hand, OAF (-1), Only to hide hold-out blaster (-1/2). Cost: 2 points.

Total cost: 11 points.

 

Bowcaster

Though no match for the speed and versatility of a blaster, the Wookiee bowcaster, or laser crossbow, has tremendous stopping power, useful in guerilla actions or against the large, dangerous creatures of the Wookiee homeworld. Non Wookiees generally find it impossible to load or aim the heavy weapon.

2 ½ d6 RKA, Armor Piercing (+1/2), Charges (6) (-3/4), Real Weapon (-1/4), STR Min 20 (-1), STR Min can not add to damage (-1/2), Two handed weapon (-1/2), Side Effect (-1 Rmod, always occurs) (-1/2), May Not Rapid Shot (-1/4). Cost: 13 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost:2 points.

Total cost: 15 points.

 

 

MELEE WEAPONS

 

Lightsaber

2d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), STR Min can not add to damage (-1/2), Reduced STUN Multiplier (-1/4). Cost: 13 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

Total cost: 15 points.

 

Small lightsaber

Called the shoto in some styles, this is a smaller lightsaber intended for close work, off-hand use, or use by small Jedi.

1 ½ d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2), STR Min can not add to damage (-1/2), Reduced STUN Multiplier (-1/4). Cost: 11 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

Total cost: 13 points.

 

Double-bladed lightsaber

Also known as the Sith lightsaber, among whom it was more popular than the Jedi. This is identical to a standard lightsaber, but has two opposite blades, and is wielded in a manner more reminiscent of a quarterstaff. More dangerous to wield than an ordinary lightsaber, the two-bladed design has advantages in its ability to quickly counterattack and its ability to create an almost impenetrable whirlwind of slashes. With only one blade activated, it may be wielded as a standard lightsaber. With both blades, it counts as a separate Weapon Familiarity (and Weapon Element).

2d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), STR Min can not add to damage (-1/2), Reduced STUN Multiplier (-1/4), Two handed weapon (-1/2). Cost: 11 points.

+1 OCV, OAF (-1), Real Weapon (-1/4). Cost: 2 points.

+1 OCV, OAF (-1), Real Weapon (-1/4), With Sweep maneuver only (-1/2), Only with second blade activated (-1/4). Cost: 2 points.

Total cost: 15 points.

 

Vibro-blade

1d6+1 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 11 (-1/2). Total Cost: 11 points.

 

Vibro-ax

2 ½ d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 17 (-3/4), Two Handed Weapon (-1/2). Total cost: 0 points.

 

Stun Baton

A durable club that can be energized with a touch of a button. It may cause damage as a club, a taser, or both.

3d6 N, OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2). Cost: 5 points.

Plus 3d6 EB, No Range (-1/2), OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2). Cost: 5 points.

Total cost: 10 points.

 

Security Baton

A more powerful version of the stun baton, carried by government security units. At its more powerful settings, it is suitable for incapacitating, interrogating, or even painfully exterminating prisoners.

3d6 N, OAF (-1), Real Weapon (-1/4), Min STR 8 (-1/2). Cost: 5 points.

Plus, Multipower, 30 Active Points, OAF (-1), Real Weapon (-1/4), Min Str 8 (-1/2), STR Min can not add to damage (-1/2), No Range (-1/2). Cost: 9 points.

Slot 1: 6d6 N E. Slot cost: 1 point.

Slot 2: 2d6 RKA. Slot cost: 1 point.

Total cost: 16 points.

 

Force Pike

A powerful vibro weapon, further armed with a powerful stunning charge. The nonlethal setting can be used to take a prisoner; the lethal setting augments the deadly cutting edge.

1 ½ d6 HKA, Armor Piercing (+1/2), OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), Two handed weapon (-1/2). Cost: 11 points.

Plus Multipower, 30 Active Points, OAF (-1), Real Weapon (-1/4), Min STR 10 (-1/2), No Range (-1/2), STR Min can not add to damage (-1/2), No Range (-1/2), Two handed weapon (-1/2). Cost: 7 points.

Slot 1: 6d6 N E. Slot cost: 1 point.

Slot 2: 2d6 RKA. Slot cost: 1 point.

Total cost: 20 points.

 

ARMOR

 

Stormtrooper Armor

Stormtrooper armor is lightweight and comes equipped with numerous features. Unfamiliar users may have to make Systems Operation checks to activate the visual scanner, rangefinder, and comlink. Without the visual scanner activated, the user may have trouble seeing (-2 to PER).

6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4). Cost: 9 points.

Dampeners: Flash Defense 2 (Sight and Hearing Groups), OIF (-1/4), Real Armor (-1/4). Cost: 2 points.

Visual Scanner: Nightvision, OIF (-1/2) and +2 PER (Sight Group), OIF (-1/2), Real Armor (-1/4). Cost: 6 points.

Rangefinder: Absolute Range Sense, OIF (-1/2), Real Armor (-1/4). Cost: 2 points.

Gas Filtration: Life Support (Self-Contained Breathing), OIF (-1/2), 1 Fuel Charge lasting 1 Hour (-0). Cost: 7 points.

Environmental Protection: Life Support (Intense Heat, Intense Cold), OIF (-1/2), Only provides temperature protection 3 (-1), Real Armor (-1/4). Cost: 1 point.

Comlink: Radio Perception/Transmission, OIF (-1/2). Cost: 7 points.

Chronometer: Absolute Time Sense, OIF (-1/2). Cost: 2 points.

Total cost: 35 points.

 

Sandtrooper Armor

This variation of the basic stormtrooper armor has special lense polarization and a heat distributing body glove.

6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4). Cost: 9 points.

Heat Resistance: +2 ED Armor, OIF (-1/2), No Mass, Real Armor (-1/4), Only versus heat and flame (-1/2). Cost: 1 point.

Dampeners: Flash Defense 2 (Sight and Hearing Groups), OIF (-1/4), Real Armor (-1/4). Cost: 2 points.

Polarizing Lenses: +4 PER, Only to counteract bright conditions (-1/2), OIF (-1/4), Real Armor (-1/4). Cost: 4 points.

Visual Scanner: Nightvision, OIF (-1/2) and +2 PER (Sight Group), OIF (-1/2), Real Armor (-1/4). Cost: 6 points.

Rangefinder: Absolute Range Sense, OIF (-1/2), Real Armor (-1/4). Cost: 2 points.

Gas Filtration: Life Support (Self-Contained Breathing), OIF (-1/2), 1 Fuel Charge lasting 1 Hour (-0). Cost: 7 points.

Environmental Protection: Life Support (Intense Cold), OIF (-1/2), Only provides temperature protection 3 (-1), Real Armor (-1/4). Cost: 1 point.

Environmental Protection: Life Support (Intense Heat), OIF (-1/2), Real Armor (-1/4). Cost: 1 point.

Comlink: Radio Perception/Transmission, OIF (-1/2). Cost: 7 points.

Chronometer: Absolute Time Sense, OIF (-1/2). Cost: 2 points.

Total cost: 42 points.

 

Snowtrooper Armor

Though more closely modeled after the Imperial Scout Trooper armor, this armor has similar protective value to standard Stormtrooper armor. In addition, it is specially designed to keep warmth and blend in easily with the environment.

6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4). Cost: 9 points.

Dampeners: Flash Defense 2 (Sight and Hearing Groups), OIF (-1/4), Real Armor (-1/4). Cost: 2 points.

Polarizing Lenses: +4 PER, Only to counteract bright conditions (-1/2), OIF (-1/4), Real Armor (-1/4). Cost: 4 points.

Visual Scanner: Nightvision, OIF (-1/2) and +2 PER (Sight Group), OIF (-1/2), Real Armor (-1/4). Cost: 6 points.

Rangefinder: Absolute Range Sense, OIF (-1/2), Real Armor (-1/4). Cost: 2 points.

Gas Filtration: Life Support (Self-Contained Breathing), OIF (-1/2), 1 Fuel Charge lasting 1 Hour (-0). Cost: 7 points.

Environmental Protection: Life Support (Intense Heat), OIF (-1/2), Only provides temperature protection 3 (-1), Real Armor (-1/4). Cost: 1 point.

Environmental Protection: Life Support (Intense Cold), OIF (-1/2), Real Armor (-1/4). Cost: 1 point.

Comlink: Radio Perception/Transmission, OIF (-1/2). Cost: 7 points.

Chronometer: Absolute Time Sense, OIF (-1/2). Cost: 2 points.

Camouflage: Change Environment, -2 PER to Sight Group, 0 END (+1/2), Persistent (+1/2), Only in snowy/icy conditions (-1/2), Self Only (-1/2), OIF (-1/2). Cost: 5 points.

Total cost: 46 points.

 

 

Blast Helmet and Vest

6 PD/6 ED Armor, OIF (-1/2), Real Armor (-1/4), Half Mass (-1/4), Covers locations 4-5 and 9-13 (-1). Cost: 6 points.

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Re: Star Wars arms and armor

 

Good except for the STR Min. I haven't seen anything that suggests that blasters have recoil. Sure they're heavy but the average guy seems to be able to use them and average is 8' date=' not 10.[/quote']

 

They look heavy to me. Anyway, the blaster pistol and rifle have St Min 9... it doesn't take a lot of strength to be handy with a blaster. And sporting blasters have lower numbers. I don't know about the recoil thing.

 

We don't really see anyone wield a blaster who wasn't in fighting shape, I think. So it's hard to be conclusive.

 

In the end, those numbers suit me in terms of game balance. Heroes and stormtroopers, for instance, are capable with blasters. Most other people leave them alone.

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