The forthcoming update …

… will be delayed until after the release of the core book. Due to time-constraints on my end this seems the most logical course of action.

That way I can remove any ships, gear, weapons, qualities, attachments and whatnot that they include in that book which also – potentially – appears in my scribbles.

Also, I’m more or less completely absorbed in risk theory, Foucault, Rose, the constitution of the governable subject and the western liberal democracy… yeah and forensic psychiatry.

The Old Republic – Part 3: Starships – BT-7 Thunderclap

Assault ship for high risk missions.

 

BT-7 Thunderclap
Hull Type: Assault ship
Ship Class: BT-7
Manufacturer: Rendili Hyperworks
Hyperdrive: Class 1, Backup: Class 15
Navicomputer: Yes
Crew Complement: 1-5 (1 pilot, co-pilot, etc)
Passengers: 6 (passengers/troops)
Encumbrance Capacity: 120 Enc (80 metric tons)
Consumables: 2 months
Cost: Not readily available for sale (300,000 (new), 180,000 (used))
Silhouette: 4 (length: 96 metres; width: 61 metres; height: 80 metres)
Sensor Range: Medium
Speed: 3
Handling: -1
Defence: 2/2
Armour: 5
Hull Integrity: 28
System Strain: 18
Customisation Hard Points: 4
Weapons:
Tripled heavy laser cannon
Fire arc: Forward
Range: Short
Damage: 6
Critical: 3
Qualities: Linked 2

Concussion missiles launcher
Fire arc: Forward
Range: Short
Damage: 6
Critical: 3
Qualities: Blast 4, Breach 4, Guided 3, Limited ammo 8, Slow-firing 1

Notes: As with the D5 this ship can mount heavier weapons (silhouette 5), at the additional cost of 1 HP.

Design notes: The heavy defence on this ship comes from the modular shields and the hull designed to deflect hits.

Ghest

Image from wookiepedia.org

Native to Rodia, but also found elsewhere in the galaxy, this solitary hunter has been the bane of many adventurers and small, poorly armed villages – gaining the moniker Swamp Demons on Rodia. As the nickname suggests they feel at home and hunt mostly in swamps, hiding beneath the surface and attacking with sudden ferocity and lethality.

A few daring hunters prey upon the Ghest, some of these, and particularly Rodians, have even gained the title “Ghestslayer” for notoriously hunting down theses creatures – either for fame, revenge or whatever motivation anyone would have to hunt such a dangerous predator.

Ghest [Henchman]
Brawn: 5
Agility: 2
Intellect: 1
Cunning: 2
Willpower: 1
Presence: 2
Skills: Brawl 2, Perception 2, Stealth 3, Cool 2, Vigilance 1.
Talents: Adversary 1
Abilities: Ferocious Ambush: On the Cool check made when ambushing, the Ghest may spend a Triumph to automatically be granted a surprise round before players roll initiative.
Fearsome Ambush: Upgrade Fear check twice if Ferocious Ambush is activated.
Silhouette: 2
Soak/Defence: 6/1
Thresholds: Wounds: 25
Weapons: Teeth and claws (Range: engaged; Damage: 7; Crit: 3; Special: Pierce 2, Vicious 3).

Notes: A Ghest encounter should usually be accompanied by a Fear check. The difficulty of this depends on the group’s power level and the GM as always. My suggestion would be a Hard or Daunting check by default – perhaps even with an upgrade too. This should be upgraded twice more if the Ghest scores a Triumph on its Cool check to ambush the party. Flip a Destiny Point if you want the group to suffer further.

Image from wookiepedia.org

This was first published on the GSA site.

The Old Republic – Part 3: Starships – D5-Mantis patrol craft

UPDATED!

And here’s your favourite SWTOR bounty hunter starship.

D5-Mantis patrol craft
Hull Type: Patrol craft
Ship Class: Mantis
Manufacturer: Kuat Drive Yards
Hyperdrive: Class 2, Backup: Class 15
Navicomputer: Yes
Crew Complement: 1-5 (1 pilot, co-pilot, etc)
Passengers: 6 (passengers/prisoners)
Encumbrance Capacity: 75 Enc (50 metric tons)
Consumables: 2 months
Cost: 290,000 (new), 160,000 (used)
Silhouette: 4 (length: 68 metres; width: 74 metres; height: 58 metres)
Sensor Range: Short
Speed: 3
Handling: 0
Defence: 1/1
Armour: 5
Hull Integrity: 24
System Strain: 17
Customisation Hard Points: 6
Weapons:
Heavy laser cannon
Fire arc: Forward
Range: Short
Damage: 6
Critical: 3

Double medium ion cannon
Fire arc: Front
Range: Short
Damage:
6
Critical:
4
Qualities:
Linked 1, Ion

Concussion missiles launcher
Fire arc: Forward
Range: Short
Damage: 6
Critical: 3
Qualities: Blast 4, Breach 4, Guided 3, Limited ammo 12, Slow-firing 1

Notes: This ship can mount silhouette 5 attachments like light turbolaser cannon and medium tractor beam, and even more medium ion cannons, due to its design to carry larger ordnance. Attaching heavier weapons costs 1 additional HP. The passenger/prisoner distribution depends on owner.

Design notes: Due to the spare info on wookiepedia – and the uniformity of the starship in the computer game (to my knowledge at least) – I decided to go a slightly different route this time. First off this ship is supposed to be able to mount larger weapons (or ammo for larger ships), therefore I let it have medium ion cannons  – and as noted above this ship is allowed to add the silhouette 5 attachments mentioned. I also gave it double the ammo for its concussion missile launcher. Due to its retractable weapon foils I decided to give it a double linked ion cannon in addition to a heavy laser cannon and the usual concussion missile launcher. The foils and the described spaces on the ship is also partly the reason for its large number customisation hard points.

Progress

So I’m in the process of updating the catalogue. I list a few of those done and the ones I’m doing here:

  • Added new quality: double
  • Added new attachment: doubled.
  • Adjusted attachments – I have no comprehensive list, but I’ve adjusted prices, added, subtracted or modified basic modifications, and modification options on a few attachments.
  • Adjusted the rules for dart pistols and some of the special dart ammo. Adjusted critical rating and effect.
  • Adjusted the price and power on some of the rockets for the wrist rocket system. Adjusted critical rating.
  • Adjusted CHPs on most starships.
  • Added light turbolaser to the YZ-775 again – someone has more or less convinced me that while adding a turoblaser as an attachment is one thing, stock made ships could have it even if they’re not silhouette 5.
  • Adjusted the HP cost of some attachments.

Now all I desire is input from the previous version, so that I can include that in this update.

The Old Republic – Part 3: Starships – Defender-class light corvette

UPDATED!

Here’s a first take on the Jedi cruiser from SWTOR.

Defender-class Light corvette
Hull Type: Light corvette
Ship Class: Defender
Manufacturer: Rendili Vehicle Corporation
Hyperdrive: Class 1, Backup: Class 15
Navicomputer: Yes
Crew Complement: 1-5 (1 pilot, co-pilot, etc)
Passengers: 8
Encumbrance Capacity: 100 Enc (70 metric tons)
Consumables: 2 months
Cost: 220,000 (new), 100,000 (used)
Silhouette: 4 (length: 92 metres; width: 71 metres; height: 29 metres)
Sensor Range: Medium
Speed: 3
Handling: 0
Defence: 2/1
Armour: 5
Hull Integrity: 26
System Strain: 15
Customisation Hard Points: 4
Weapons:
Quadruple heavy laser cannon
Fire arc: Forward
Range: Short
Damage: 6
Critical: 3
Qualities: Linked 3

Concussion missiles launcher
Fire arc: Forward
Range: Short
Damage: 6
Critical: 3
Qualities: Blast 4, Breach 4, Guided 3, Limited ammo 6, Slow-firing 1

Design notes: As with the XS these ships are large – and size categories in EotE are abstract and difficult to place ships in. Particularly when ships, like this, can fall in between roles. I decided to use silhouette 4, since this is blatantly meant as a player ship, its meant to be able to partake in dog-fights and do crazy manoeuvres. I made it slower than the XS, but also added armour, superior sensors, weaker shield and more hull and strain. It can carry less cargo, have about the same amount of passengers and its backup drive is slower. I did consider giving it a hyper drive class 1.5 or 2 – not sure about that though. It also have more ammo for its concussion missile launcher and heavier cannons.

Thoughts, comments and suggestions appreciated.

Free-traders update… update.

I’m slowly getting to a point where the catalogue is reaching a finished, or more or less finished, shape. I’ve been re-doing some starships, mainly adjusting hull and strain thresholds, but also other stuff. Armour on most ships needs a look, and customisation hard points too.

When it comes to the new gear, I’ve been testing some weapons against my players now – devastating results. This has resulted in some adjustment to price and rarity – but also damage and qualities, not much though.

I’ve also been going over the attachments for weapons and armour. These have been changed, some quite drastically. Prices and rarity has been adjusted too, usually increased. Some attachments have received more restrictions, and some even losing modification options as my comparison with the beta book continues.

Most of the armours seems to be ok, they are not overly powerful in what stats they grant, which is a good thing. Prices and rarity here has also been adjusted, mostly increased.

The gear section has not really received any adjustments. Although – and this is a general notion – I’m not sure if I should consider upgrades better or equal to boost dice. Granted not all gear should provide any bonus – although I’d say a camo poncho in its proper environment should add something (like an upgrade) – sometimes they should remove some penalties instead, like setback dice, or downgrade difficulty or decrease it even. I’m just not sure if I’m too generous with the bonuses or not. Gear should not be a obvious go-to for pay-cash-for-talent-like-bonus. Perhaps some guidelines for lacking proper gear should be added for circumstances and tasks… hm.

I have not looked over the starship attachments yet – pointers would be nice.

Actually, if you have play-tested any of the content in the Free-traders and Freebooters’ Catalogue, please send me some feedback. You can either post here, G+, Google Drive (where the current, non-edited, catalogue can be viewed and should be opened for commentary), email me or post in the threads on the d20 or FFG forums.

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