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clone war stuff or space game


Scion Zane

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Weapons for space game or star wars

Clone War Weapons

 

Detpack

Its a explosive device used for destroying equipment or walls or door way maker

 

5d6 Hka 75pts, Ap+1/2, explosion+1/2, penatrateing+1/2,131.25activ pts Time delay+1/4, Oaf-1, charges(1)-2 (1),Str(5)-1/4cost 40pts, Credits cost 4038

 

 

Thermal detonator

 

4d6 Hka 60pts, Area effect (circle)+1, explosion+1/2, 90active pts, Oaf-1, Charge(1)-2, Str(5)-1/4, cost28pts , Credit cost 300

 

darn the pics did not transfer. Oh well star wars wiki has lot of good pics

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Guest Admiral C

Re: clone war stuff or space game

 

I'd think both of these would do a little more damage and they would be be RKA with No Range (-1/2) on them. I;d say add Armor Piercing to the detpack, maybe even multiple levels to better damage "hard targets." Good starts though.

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Re: clone war stuff or space game

 

I'd think both of these would do a little more damage and they would be be RKA with No Range (-1/2) on them. I;d say add Armor Piercing to the detpack' date=' maybe even multiple levels to better damage "hard targets." Good starts though.[/quote']

 

it has ap (armor piercing) and penatrateing

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Guest Admiral C

Re: clone war stuff or space game

 

it has ap (armor piercing) and penatrateing

 

Ok, I see it now. It was just abbreviated. I'd still add another level of AP to knock out the first level of hardened that you might find on a blast door.

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Re: clone war stuff or space game

 

Detpacks are satchel charges -- you jam them against something, they blow through it. Thermal detonators are serious bad news; you set them off, and they wreck pretty much everything within a certain radius via near-stellar levels of heat. (It is not, however, instantaneous...)

 

Hm. I'd call the first either x2 AP or x2 Penetrating, only possibly Explosive. I might give the charge the explosive damage as a Side Effect; you don't usually want it as a detonation, after all. It's a breaching charge. So ...

 

DetPak: Killing Attack - Ranged 4d6 (vs. ED), Time Delay (+1/4), Penetrating (x2; +1) (135 Active Points); 2 clips of 1 Charge (-1 1/2), OAF (-1), Side Effects, Side Effect occurs automatically whenever Power is used (-1): 30 Points.

 

The thermal detonator is more a sustained damaging effect -- as nasty as the DetPak, but continuous and vicious...

 

Thermal Detonator: Killing Attack - Ranged 4d6 (vs. ED), Time Delay (+1/4), Penetrating (x2; +1), Continuous (+1) (195 Active Points); OAF (-1), 2 clips of 1 Continuing Charge lasting 1 Turn (-1), Side Effects, Side Effect occurs automatically whenever Power is used (-1): 49 Points.

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Re: clone war stuff or space game

 

Detpacks are satchel charges -- you jam them against something' date=' they blow through it. Thermal detonators are [i']serious[/i] bad news; you set them off, and they wreck pretty much everything within a certain radius via near-stellar levels of heat. (It is not, however, instantaneous...)

 

Hm. I'd call the first either x2 AP or x2 Penetrating, only possibly Explosive. I might give the charge the explosive damage as a Side Effect; you don't usually want it as a detonation, after all. It's a breaching charge. So ...

 

DetPak: Killing Attack - Ranged 4d6 (vs. ED), Time Delay (+1/4), Penetrating (x2; +1) (135 Active Points); 2 clips of 1 Charge (-1 1/2), OAF (-1), Side Effects, Side Effect occurs automatically whenever Power is used (-1): 30 Points.

 

The thermal detonator is more a sustained damaging effect -- as nasty as the DetPak, but continuous and vicious...

 

Thermal Detonator: Killing Attack - Ranged 4d6 (vs. ED), Time Delay (+1/4), Penetrating (x2; +1), Continuous (+1) (195 Active Points); OAF (-1), 2 clips of 1 Continuing Charge lasting 1 Turn (-1), Side Effects, Side Effect occurs automatically whenever Power is used (-1): 49 Points.

 

actualy they jam in the charge to possible week points to ether make a hole or damege the equipment

 

a sachel charge is much biger then thies are all most 2 claymore straped to gether size. but ill give you credit it could be biger then what im stateing it as. I dont realy have a scale picture of it. i was useing a picture i saw on clone wars wiki

 

I still dont see what the diffrence of useing Hka to rka except for range difrences. hey we all write up things diffrent. Thanks for the in put

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Re: clone war stuff or space game

 

commando armor

Armor: 9pd 9ed 26pd Hardend+1/2 =39pts active, oaf-1, 19.95pts

Damage reduction 50%(physical & energy) 30pts, Oaf-1, 15pts

Life support: self contained 10pts, safe environment: space, high pressure, high radiation , intense cold and heat 19pts 29pts, Oaf-1 , 14.5pts

Helmet:

Hud +2 ocv target comp. 10pts Oaf-1=5pts

Enhanced senses: +2 per 6pts Oaf-1= 3pts

Radar: 15pts oaf-1= 7.5

Infrared Perception:10 pts oaf-1=5pts

Night vision: 8pts oaf-1= 4pts

Radio perception /transmission: 10pts oaf-1=5pts

Ultraviolet perception: 10pts oaf-1=5pts

Telescopic: +6 per range mod 3pts oaf-1=1.5

Increased arc of perception: 240 deg. 5pts oaf-1=2.5

Bunch blade: 1d6 Hka 15pts, ap+1/2, 22.5, Oaf-1, 11.25pts

 

99.2pts Cost 9920 crd.

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Re: clone war stuff or space game

 

I still dont see what the diffrence of useing Hka to rka except for range difrences. hey we all write up things diffrent. Thanks for the in put

 

If you use HKA, then Strength adds to the damage by default, and as ex-mil I'm sure you know that how hard you slap the high explosives on the target has very little to do with how effective they are.

 

 

you could do them as an HKA with no STR adds (a -1/2 lim), which just happens to be mechanically identical to a RKA with no range.

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Re: clone war stuff or space game

 

If you use HKA, then Strength adds to the damage by default, and as ex-mil I'm sure you know that how hard you slap the high explosives on the target has very little to do with how effective they are.

 

 

you could do them as an HKA with no STR adds (a -1/2 lim), which just happens to be mechanically identical to a RKA with no range.

 

cool thanxs

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Re: clone war stuff or space game

 

Clone Armor phase 1:

 

Armor: 6PD 6ED 18pts, Hardend+1/2 , 27pts, Oaf-1 , =13.5pts

Damage reduction 25 %( physical & energy) 15pts, Oaf-1,=7.5pts

Life support: self contained 10pts, safe environment: space, high pressure, high radiation, intense cold and heat 19pts 29pts, Oaf-1 , 14.5pts

 

Helmet:

Hud +2 ocv target comp. 10pts Oaf-1=5pts

Enhanced senses: +2 per 6pts Oaf-1= 3pts

Radar: 15pts oaf-1= 7.5

Infrared Perception:10 pts oaf-1=5pts

Night vision: 8pts oaf-1= 4pts

Radio perception /transmission: 10pts oaf-1=5pts

Ultraviolet perception: 10pts oaf-1=5pts

Telescopic: +6 per range mod 3pts oaf-1=1.5

Increased arc of perception: 240 deg. 5pts oaf-1=2.5

74pts 7400 crd.

 

 

Clone Armor Phase 2:

 

Armor: 8PD 8ED 24pts, Hardend+1/2 , 36pts, Oaf-1 , =18pts

Damage reduction 25 %( physical & energy) 15pts, Oaf-1,= 7.5pts

Life support: self contained 10pts, safe environment: space, high pressure, high radiation, intense cold and heat 19pts 29pts, Oaf-1 , 14.5pts

 

Helmet:

Hud +2 ocv target comp. 10pts Oaf-1=5pts

Enhanced senses: +2 per 6pts Oaf-1= 3pts

Radar: 15pts oaf-1= 7.5

Infrared Perception:10 pts oaf-1=5pts

Night vision: 8pts oaf-1= 4pts

Radio perception /transmission: 10pts oaf-1=5pts

Ultraviolet perception: 10pts oaf-1=5pts

Telescopic: +6 per range mod 3pts oaf-1=1.5

Increased arc of perception: 240 deg. 5pts oaf-1=2.5

78.5pts 7850 crd.

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Re: clone war stuff or space game

 

black ops im sorry after rereading the focus and independent sections in the book. I now agree with you and recorected the armor. thank you for your post.

 

 

Commando Armor:

 

 

Armor: 9pd 9ed 26pd Hardend+1/2 =39pts active, oif-1/2, Indep-2, 16pts

Damage reduction 50%(physical & energy) 60pts, Oif-1/2, indep-2, 24pts

Life support: self contained 10pts, safe environment: space, high pressure, high radiation , intense cold and heat 19pts 29pts, Oif-1/2, Indep-2, 12pts

Total 52pts

Helmet:

Flash Def. 5 for sight 5 for sound=10pts Oif-1/2, indep-2, 4pts

Hud +2 ocv target comp. 10pts Oif-1/2, indep-2, 4pts

Enhanced senses: +2 per 6pts Oif-1/2, indep-2, 2.4pts

Radar: 15pts Oif-1/2, indep-2, 6pts

Infrared Perception:10 pts Oif-1/2, indep-2, 4pts

Night vision: 8pts Oif-1/2, indep-2, 3.2pts

Radio perception /transmission: 10pts Oif-1/2, indep-2, 4pts

Ultraviolet perception: 10pts Oif-1/2, indep-2, 4pts

Telescopic: +6 per range mod 3pts Oif-1/2, indep-2, 1.2pts

Increased arc of perception: 240 deg. 5pts Oif-1/2, indep-2, 2pts

Bunch blade: 1d6 Hka 15pts, ap+1/2, 22.5, Oif-1/2, indep-2, 9pts

Ttotal 45.4pts

 

97.4pts 9740cedits

 

Clone Armor phase 1:

 

Armor: 6PD 6ED 18pts, Hardend+1/2 , 27pts, Oif-1/2, indep-2, 10.8pts

Damage reduction 25 %( physical & energy) 30pts, Oif-1/2, indep-2, 12pts

Life support: self contained 10pts, safe environment: space, high pressure, high radiation, intense cold and heat 19pts 29pts, Oif-1/2, indep-2, 11.6pts

34.4pts

 

Helmet:

Flash Def: 5 for sight 5 for sound=10pts Oif-1/2, indep-2, 4pts

Hud +2 ocv target comp. 10pts Oif-1/2, indep-2, 4pts

Enhanced senses: +2 per 6pts Oif-1/2, indep-2, 2.4pts

Radar: 15pts Oif-1/2, indep-2, 6pts

Infrared Perception:10 pts Oif-1/2, indep-2, 4pts

Night vision: 8pts Oif-1/2, indep-2, 3.2pts

Radio perception /transmission: 10pts Oif-1/2, indep-2, 4pts

Ultraviolet perception: 10pts Oif-1/2, indep-2, 4pts

Telescopic: +6 per range mod 3pts Oif-1/2, indep-2, 2pts

Increased arc of perception: 240 deg. 5pts Oif-1/2, indep-2, 2pts

35.6pts

Tpts: 70pts 7000credits

 

.

 

Clone Armor Phase 2:

 

Armor: 8PD 8ED 24pts, Hardend+1/2 , 36pts, Oif-1/2, indep-2, 14.4pts

Damage reduction 25 %( physical & energy) 30pts, Oif-1/2, indep-2, 12pts

Life support: self contained 10pts, safe environment: space, high pressure, high radiation, intense cold and heat 19pts 29pts, Oif-1/2, indep-2, 11.6pts

38pts

Helmet:

Flash Def: 5 for sight 5 for sound=10pts Oif-1/2, indep-2, 4pts

Hud +2 ocv target comp. 10pts Oif-1/2, indep-2, 4pts

Enhanced senses: +2 per 6pts Oif-1/2, indep-2, 2.4pts

Radar: 15pts Oif-1/2, indep-2, 6pts

Infrared Perception:10 pts Oif-1/2, indep-2, 4pts

Night vision: 8pts Oif-1/2, indep-2, 3.2pts

Radio perception /transmission: 10pts Oif-1/2, indep-2, 4pts

Ultraviolet perception: 10pts Oif-1/2, indep-2, 4pts

Telescopic: +6 per range mod 3pts Oif-1/2, indep-2, 2pts

Increased arc of perception: 240 deg. 5pts Oif-1/2, indep-2, 2pts

35.6pts

73.6 total pts, 7360 credits

 

To SSgt. Baloo

I was reading the section in the book when you posted but thanxs any ways

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Re: clone war stuff or space game

 

Battle Droids:

 

 

Battle droid T1: Pilot (blue shoulder), Soldier (Khaki), Security (Red), Command (Yellow), Commando (all black)

 

25 str: 15pts +5d6 Dam

10 dex: 0 Ecv: 3 Dcv:3

20 con: 20pts

12 body: 4pts

10 ego: 0

10 int: 0

10 pre: 0 Per: 12-

10 com: 0

 

5 Pd: 5 Pdr : 2.5

4 Ed: 4 Edr: 2

2 Spd

9 Rec

40 End

 

Blaster (droid) 3d6 rka 45pts, Double knock back+3/4, Charge (100) +13/4. 112.5pts

Oaf-1, Real weapon -1/2, Independent-2, 32.14pts

Mind link Master control computer 5pts

80.64pts

 

Disadvantages:

Obey orders from owner -20pts

Obey orders from commanders-20pts

For complex planning must consult master control computer-20pts

20.64pts

Each variant can take skill packages. Commandos have plus 1spd and +5int +5dex 30pts

 

 

Super Battle Droid:

 

30 str: 20pts +6d6 Dam

10 dex: 0 Ecv: 3 Dcv:3

20 con: 20pts

15 body: 10pts

10 ego: 0

10 int: 0

10 pre: 0 Per: 12-

10 com: 0

 

6 Pd: 6 Pdr : 3

4 Ed: 4 Edr: 2

3 Spd 10pts

10 Rec

40 End

 

Blaster (droid) 4d6 rka 60pts, Double knock back+3/4, Charge (100) +13/4, 150pts

Oaf-1, Real weapon -1/2, Independ-2, 43pts, *2= arm mounts

Mind link Master control computer 5pts

103pts

Disadvantages:

Obey orders from owner -20pts

Obey orders from commanders-20pts

For complex planning must consult master control computer-20pts

 

43pts

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Re: clone war stuff or space game

 

Droid crackers:

 

Dispel (End} 5d6=25pts , does body+1, area effect(circle)+1, 50active pts. Oaf-1, Charge (1)-2,indep-2 10pts

 

Blasters:

 

Dc-15a Big long clone rifle

 

Scope: +2 ocv:10pts oaf-1,Indep-2 =2pts

Rka: 3d6 45pts, auto fire (10)+1, Charges(500)+13/4, 123.75pts Active ,Str(14)-1/2, oaf-1, Independ-2, 41.25pts

 

Mode 2

Rka: 5d6 75pts, auto fire (3)+1/4., Charges(200) )+1 2/5, 131.25pts active, Oaf-1, Str(14)-1/2, Independ-2, 37.5pts

 

80.75pts

weapons are from clone war wiki well some what

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Re: clone war stuff or space game

 

Droideka: (destroyers)

 

 

35 Str: 25pts +6d6 Dam

15 dex: 15pts ocv:5 dcv:5

20 con: 20pts

20 body: 20pts

10 ego

10 int

10 pre

10 com

 

7 PD 7 Pdr: 3.5pts

7 Ed: 3pts 7 Edr: 3.5pts

3 spd: 10pts

11Rec:

40End:

 

Twin blaster arms: 6d6 Rka. 90pts, Double knock back+3/4, 0End+1, 158pts, Oif-1/2, 158 for both arm sets.

 

+12” running (rolling) 24pts

Force Field: 30 ED 30pd 60pts hardend+1(2L), 0End+1, 120pts

Armor: 3Pd 3Ed 9pts,

Does not bleed or suffer stun 30pts

441pts

Disadvantages:

Obey orders from owner -20pts

Obey orders from commanders-20pts

For complex planning must consult master control computer-20pts

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  • 2 weeks later...

Re: clone war stuff or space game

 

Hydralisk: (ZERG): STAR CRAFT

 

(35) 30 str: 20pts +7d6 Dam

15 dex: 15ots Ecv: 5 Dcv:5

20 con: 20pts

(16) 15 body: 10ptspts

15 ego: 10pts

10 int: 0 Per:

15 pre: 5pts

10 com: 0

 

7 Pd: 7 Pdr : 3.5

4 Ed: 4 Edr: 2

3 Spd: 5pts

11 Rec

40 End:

43 Stun

 

Growth: 1 level: +5 to Str, +1 body -1”Kb/resist. *2 mass, 5pts, 0 End +1/2, 8pts, all ways on-1/2, 4 pts.

Mind link: 10pts (hive overlord)

Natural weapons:

Claws: 3d6 Hka 45p, AP+1/2, Auto fire(3)+1/4, ½ end+1/4, 90Pts End 5 (20)

 

Acid spit: 2d6 30pts, Auto fire(5)+1, time delay+1/4, ½ end=1/4, 45pts, End 3 (15)

240pts

 

Must obey Hive overlord-30pts

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Re: clone war stuff or space game

 

Here's some of the Clone Wars stuff I had played with:

 

Clone Trooper Armor, all slots Independent (-2), OIF: Armor (-1/2)

 

1) Enivironmentally Sealed:

Value: Weight:

LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); Independent (-2), OIF: Armor (-1/2) 0

 

2) Plating:

Value: Weight:

Armor (8 PD/8 ED); Independent (-2), OIF: Armor (-1/2), Real Armor (-1/4) 0

 

Helmet Sensor Suite:

Multipower, 15-point reserve, all slots Requires A Systems Operations (Sensors) Roll (No Active Point penalty to Skill Roll; +0); all slots Independent (-2), OIF: Helmet (-1/2)Notes: Helmet is part of armor and retains a 8rPD/rED Armor, but should be considered Activation 8- if it's the only piece worn.

 

1) Built-In Comlink:

Value: Weight:

Radio Perception/Transmission (Radio Group); Independent (-2), OIF: Helmet (-1/2) 0

 

2) Night-Sight Visor:

Value: Weight:

Nightvision; Independent (-2), OIF: Helmet (-1/2) 0

 

3) Polarizing Lenses:

Value: Weight:

Sight Group Flash Defense (10 points); Independent (-2), OIF: Helmet (-1/2) 0

 

4) Target Finder:

Value: Weight:

Penalty Skill Levels: +2 vs. Range Modifier with All Attacks; Independent (-2), OIF: Helmet (-1/2)

 

5) Target Finder:

Value: Weight:

+2 with Ranged Combat; Independent (-2), OIF: Helmet (-1/2)

 

 

 

Optional Accessories

 

1) Binoc Visor:

Value: Weight:

+10 versus Range Modifier for Sight Group; Independent (-2), IAF: Visor (-1/2) 0

 

2) Jump Pack:

Value: Weight:

Flight 10"; Independent (-2), OAF: Jump Pack (-1), Must Land At The End Of Each Phase (-1/2) 2

 

3) ARC Plating:

Value: Weight:

Armor (2 PD/2 ED); Independent (-2), Activation Roll 10- (-1 1/4), OIF: Plating (-1/2) 0

 

4) Zip Lines:

Value: Weight:

Swinging 12"; Independent (-2), OAF: Line (-1), Requires A Climbing Roll (-1/2) 1

 

 

 

Clone Weapons

 

1) Blaster Rifle:

Value: Weight:

RKA 4d6+1; Independent (-2), OAF: Rifle (-1) 6

 

2) Blaster Clip:

Value: Weight:

Endurance Reserve (120 END, 0 REC) Reserve: Independent (-2), OAF: Clip (-1) 0

 

3) DetPack:

Value: Weight:

RKA 6d6+1, Explosion (+1/2), Nonselective Target (-1/4); 1 Charge which Never Recovers (-4), Independent (-2), OAF (-1), Range Based On STR (-1/4), Real Weapon (-1/4) [1 nr]

 

4) EMP Rifle:

Value: Weight:

Drain END 10d6, Area Of Effect Nonselective (One Hex; +1/4), Ranged (+1/2); Independent (-2), OAF: EMP Rifle (-1), 8 Charges (-1/2), Real Weapon (-1/4) [8]

 

5) Rocket Launcher:

Value: Weight:

RKA 7 1/2d6, Explosion (+1/2), Nonselective Target (-1/4); Independent (-2), 6 Charges (Recovers Under Limited Circumstances; -1), OAF: Rocket Launcher (-1) [6]

 

6) Thermal Detonator:

Value: Weight:

RKA 10d6, Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4); 1 Charge which Never Recovers (-4), Independent (-2), OAF: Thermal Detonator (-1), Range Based On STR (-1/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [1 nr]

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