Friday, May 27, 2005

Here comes the Crunch

Stat blocks of things that happened last game day, plus a surprise!

Surprise first - thanks the the swrpg network site - the Electrostaff from Ep III

Weapon Type: Melee Weapon
Proficiency Group: Exotic Weapon Proficiency (electrostaff)
Cost: 1,500
Damage: 2d6/2d6, or 3d6/3d6 vs. droids.
Critical: 20
Weight: 3.5 kg
Type: Bludgeoning/Electrical
Fort DC: -
Size: Large
Hardness: 5
WP: 5
Break DC: 17
Availability: Uncommon, restricted
Notes: An electrostaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon. The electrostaff must be wielded in two hands. Any character damaged by an electrostaff suffers a -2 penalty to all attack rolls and Strength and Dexterity-based skill checks for one round. Electrostaff attacks ignore shields. Lightsabers do not ignore the hardness of an electrostaff.

Please notice the Exotic Weapon Group - you need to burn a feat to use this well.

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Next up, Your new Ship - The Magellen (or whatever)

Class: Transport
Size: Small (65m)
Hyperdrive: x1.5 (backup x10)
Passengers: 10
Cargo Capacity: 50 tons
Consumables: 6 months
Crew: 6
Initiative: +1 (size)
Maneuver: +1 (size)
Defense: 21 (+1 size, +10 Armor)
Shield Points: 60 (DR 10)
Hull Points: 150 (DR 10)

Cost: 150,000cr new, 80,000cr used

Maximum Speed in Space: Attack (7 squares/action)
Atmospheric Speed: 800 km/h (13 squares/action)

Weapons:
Quad Laser Cannons (2) Fire Arc: Turret; Attack Bonus* +5 (+1 size, +4 fire control); Damage: 6d10x2; Range Modifier: PB/S +0, M/L na

Concussion Missile Launchers (2 fire linked, 6 missles each); Fire Arc: Front; Damage: 9d10x2; Missle Quality: Good (+15)

Quirks you have found so far:
Variable Identifier Beacon - useful for changing the ships identity on the fly
Shields can be set to Triple facings (double is standard)

Weapons are in need of service at least, beacause they are prone to burnout when used
Hyperdrive has some instability that causes a variable speed affect - could be good or bad.



*Does not include any modifiers from crew
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And finally some stats for the Swoop Bikes. These are standard stats from a Source book, look for possible tweaks after I study the cards in the player folders.

Modified Mobquet Flare-S Swoop
Class:Airspeeder
Size: Large 2.5m long
Passengers: 1
Cargo Capacity: 20 kg
Crew: 1
Initiative**: -1 (size)
Maneuver**: -1 (size)
Defense*: 14 (-1 size, +5 armor)
Shield Points: 0
Hull Points: 15 (DR5)
Atmospheric Speed: 480 km/h (8 squares/action)
Altitude: Low

Cost:10,000cr new, 4,000cr used
*provides no cover to pilot, partial cover (+2) to passenger.
** does not include PC adjustment

4 comments:

Anonymous said...

Well, accurate time of arrival estimates are for Imperial goons anyway.

Maitre'D better get on the weapons. Maybe Grarwarr can help. But I'm sure we won't need them...

Anonymous said...

You know, I think we should name the ship "Trouble." After all, we're always getting into it, out of it, finding it, or it's finding us.

Besides, when people see us coming, they always say "Here comes trouble," and now they'd be right!

Wookiee Daddiee said...

I always picture the bad guys saying, "This time it's going to be different. This time I think we can take them."

If it wasn't for this miss-informed optimism - all you would see is an entire galaxy fleeing from the PC's.

Can't argue with the name of the ship though.

Wookiee Daddiee said...

Swoop Stats have been tweaked to match PC cards