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Generic Militias & Mercenaries
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Guardian_A
Commodore
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Joined: 24 May 2011
Posts: 1654
Location: South Dakota, USA

PostPosted: Tue Jul 05, 2011 7:49 pm    Post subject: Reply with quote

crmcneill wrote:
Guardian_A wrote:
In that case, should I throw something together for the regular Echani as well?


Your call Smile It all depends on how detailed you want this to be.


How does this look for a baseline? I made adjustments to a few of the stats, and almost completely changed out the gear.

Name: Echani Mercenary
Species: Echani
Sex: Any
Dexterity: 3D
Blaster 4D, Brawling Parry 5D, Dodge 5D, Melee Combat 5D+2, Melee Combat: Vibro-Sword 6D+1, Melee Parry 6D
Knowledge: 2D
Streetwise 3D, Survival 3D
Mechanical: 2D
Perception: 3D
Hide 5D+1, Search 5D, Sneak 5D+2
Strength: 2D+2
Brawling 5D, Brawling: Echani Martial Arts 5D+2, Climbing/Jumping 4D+2, Stamina 3D+1
Technical: 2D
First Aid 3D, Security 3D+1
Move: 10
Equipment: Hold-Out Blaster (3D), Vibro-Sword (STR+3D, MAX 7D), Personal Energy Shield (The user makes a melee parry skill roll to deflect incoming attacks, be they from melee weapons or blasters. Success indicates that the shield takes the damage. The shield has a Strength of 5D. If the damage roll is greater than the shield’s Strength roll, excess damage affects the shield bearer. Every time the shield is compromised, the protection value is reduced by 1D.), Survival Gear, Utility Belt w/Supplies.
Reference: Custom Build
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16204
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jul 05, 2011 8:01 pm    Post subject: Reply with quote

I'm not well read on the Echani, apart from knowing that they were martial artists who specialized in light weapons. Based on that knowledge, what you have looks good, but someone well-versed in the subject may disagree.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Guardian_A
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Joined: 24 May 2011
Posts: 1654
Location: South Dakota, USA

PostPosted: Tue Jul 05, 2011 8:08 pm    Post subject: Reply with quote

I'm wrapping things up for the evening, but I thought I would be nice and show everyone where I am on this phase of the project. Any entry with a page number is complete. I'll post the Mercenary Units chapter tomorrrow for review. My goal for tomorrow is to complete the Chiss and Hapes, then I probably wont have much time to work on this project again until Saturday evening.



Table of Contents

Militia
Primitive Militia: . . . . . . . . . . . . . . 2
Archaic Militia: . . . . . . . . . . . . . . . 3
Simple Militia: . . . . . . . . . . . . . . . .4
Organized Militia: . . . . . . . . . . . . . 5
Professional Militia: . . . . . . . . . . . .6

Stock Mercenaries
Mercenary Trooper: . . . . . . . . . . . . 7
Mercenary Squad Leader: . . . . . . . .8
Mercenary Scout: . . . . . . . . . . . . . . 9
Mercenary Sharpshooter: . . . . . . . .10
Mercenary Assault Trooper: . . . . . .11
Mercenary Demolition Trooper: . . .12
Mercenary Commando: . . . . . . . . . 13
Mercenary Ground Vehicle Crew: . 15
Mercenary Repulsorlift Crew: . . . . 17
Mercenary Walker Crew: . . . . . . . .19
Mercenary Armor Squad Leader: . .21
Mercenary Starfighter Pilot: . . . . . .22
Mercenary Squadron Leader: . . . . .24
Mercenary Space Transport Pilot: . 25
Mercenary Boarding Troops: . . . . .26
Mercenary Mechanic: . . . . . . . . . . 27

Mercenary Units
Echani Mercenary: . . . . . . . . . . . . .28
Echani Sun Guard: . . . . . . . . . . . . .30
Gamorean Warriors: . . . . . . . . . . . .32
Mistryl Shadow Guard: . . . . . . . . . .34
ThunderForce Troopers: . . . . . . . . .35
Zabrak Mercenaries: . . . . . . . . . . . .36

Chiss Ascendancy
Trooper: . . . . . . . . . . . . . . . . . . . . .
Pilot: . . . . . . . . . . . . . . . . . . . . . . . .

Hapes Cluster
Trooper: . . . . . . . . . . . . . . . . . . . . .
Pilot: . . . . . . . . . . . . . . . . . . . . . . .

Mandalorians
Trooper: . . . . . . . . . . . . . . . . . . . . .
Pilot: . . . . . . . . . . . . . . . . . . . . . . .
Death Watch: . . . . . . . . . . . . . . . . .
Supercommando: . . . . . . . . . . . . . . .
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Guardian_A
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Joined: 24 May 2011
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Location: South Dakota, USA

PostPosted: Wed Jul 06, 2011 7:51 am    Post subject: Reply with quote

Baseline for the Chiss Trooper and Chiss Pilot are done. Unlike previous Pilots, I dont plan to give the Chiss a downgraded version. I figured I'd post the stats for beedback before I go any further with them.

I'll be working on the Hapan Trooper and Pilot later this morning.

Name: Chiss Trooper
Species: Chiss
Sex: Any
Dexterity: 3D+2
Blaster 5D+2, Brawling Parry 4D, Dodge 4D+2, Grenade 4D+2
Knowledge: 2D
Survival 3D
Mechanical: 2D
Repulsorlift Operation 3D
Perception: 3D+1
Command 4D, Search 4D+1
Strength: 3D
Brawling 4D, Climbing/Jumping 4D
Technical: 2D
Special Abilities
Low Light Vision: Chiss can see twice as far as a normal human in poor lighting conditions.
Tactics: Chiss characters receive a permanent +1D bonus to all tactics skill rolls.
Move: 10
Equipment: Blaster Rifle (5D+1), Blaster Pistol (4D+1), 3 Frag Grenades (5D/4D/3D/2D), Combat Armor & Helmet (+2D physical +1D energy), Helmet Comlink, Survival Gear, Utility Belt w/Supplies.
Reference: Custom Build

Name: Chiss Pilot
Species: Chiss
Sex: Any
Dexterity: 2D
Blaster 4D, Dodge 3D
Knowledge: 2D
Planetary Systems 2D+2
Mechanical: 3D
Sensors 3D+2, Starfighter Piloting: Clawcraft 6D, Starship Gunnery 4D+2
Perception: 2D
Command 4D, Search 3D
Strength: 2D+2
Brawl 3D+1, Stamina 3D+2
Technical: 2D
Computer Program/Repair 3D+1, Starfighter Repair 4D
Special Abilities
Low Light Vision: Chiss can see twice as far as a normal human in poor lighting conditions.
Tactics: Chiss characters receive a permanent +1D bonus to all tactics skill rolls.
Move: 10
Equipment: Blaster Pistol (4D+1), Flight Suit, Navagational Computer Linkup Helmet (Internal Comlink, +1D to sensors), Survival Gear
Reference: Custom Build
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Guardian_A
Commodore
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Joined: 24 May 2011
Posts: 1654
Location: South Dakota, USA

PostPosted: Wed Jul 06, 2011 8:32 am    Post subject: Reply with quote

Just like the Chiss, I'd love to hear people's thoughts on the baseline Hapan stats before I start expanding them.

At this rate, I might actually get started on the Mandalorians today!

Name: Hapan Trooper
Species: Hapan
Sex: Any
Dexterity: 3D
Blaster 4D+1, Dodge 4D, Grenade 3D+2, Vehicle Blasters 3D+1
Knowledge: 3D+2
Bureaucracy: Hapan 4D+2, Cultures: Hapan 4D+2, Survival 4D+1
Mechanical: 2D
Repulsorlift Operation 3D
Perception: 1D+1
Command 2D, Search 3D
Strength: 3D
Brawling 4D
Technical: 2D
Demolitions 3D
Special Abilities
Vision: Due to the intensive light on their homeworld, Hapans have very poor night vision. Treat all lesser-darkness modifiers (such as poor-light and moonlit-night modifiers) as complete darkness, adding +4D to the difficulty for all ranged attacks.
Language: Hapans are taught the Hapan language from birth. Few are able to speak Basic, and those who can treat it as a second language.
Attractiveness: Hapan humans, both male and female, are extremely beautiful. Hapan males receive +1D bonus to any bargain, con, command, or persuasion rolls made against non-Hapan humans.
Move: 10
Equipment: Blaster Rifle (4D+2), , Field Armor & Helmet (+1D physical +2 energy), Helmet Comlink, Survival Gear, Utility Belt w/Supplies.
Reference: Custom Build

Name: Hapan Pilot
Species: Hapan
Sex: Any
Dexterity: 3D
Blaster 3D+2, Dodge 4D
Knowledge: 3D+2
Bureaucracy: Hapan 4D+2, Cultures: Hapan 4D+2, Planetary Systems 4D
Mechanical: 2D
Starfighter Piloting 5D, Starship Gunnery 4D+1
Perception: 1D+1
Command 2D+1, Search 3D
Strength: 3D
Brawling 3D+1, Stamina 4D
Technical: 2D
Computer Program/Repair 3D, Starfighter Repair 3D+2
Special Abilities
Vision: Due to the intensive light on their homeworld, Hapans have very poor night vision. Treat all lesser-darkness modifiers (such as poor-light and moonlit-night modifiers) as complete darkness, adding +4D to the difficulty for all ranged attacks.
Language: Hapans are taught the Hapan language from birth. Few are able to speak Basic, and those who can treat it as a second language.
Attractiveness: Hapan humans, both male and female, are extremely beautiful. Hapan males receive +1D bonus to any bargain, con, command, or persuasion rolls made against non-Hapan humans.
Move: 10
Equipment: Blaster Pistol (3D+2), Flight Suit, Navagational Computer Linkup Helmet (Internal Comlink, +1D to sensors), Survival Gear
Reference: Custom Build
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Guardian_A
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Joined: 24 May 2011
Posts: 1654
Location: South Dakota, USA

PostPosted: Wed Jul 06, 2011 10:19 am    Post subject: Reply with quote

Last set of basline stats. This time its the Mandalorians. I'll check back later to see if anyone has given me any feedback on the Chiss, Hapans or Mandalorians, then start fleshing things out either tonight or some time tomorrow.

Name: Mandalorian Mercenary
Species: Any
Sex: Any
Dexterity: 3D
Blaster 5D, Brawling Parry 4D, Dodge 4D+1, Grenade 4D, Melee Combat 4D, Melee Parry 4D, Thrown Weapons 3D+2, Vehicle Blasters 3D+2
Knowledge: 2D
Alien Species 3D, Cultures: Mandalorian 3D+2, Intimidation 4D, Languages 3D, Streetwise 4D+1, Survival 4D
Mechanical: 2D
Beast Riding 3D, Repulsorlift Operation 3D+2, Space Transports 3D+1, Starfighter Piloting 3D+2, Starship Gunnery 3D+1, Starship Shields 2D+2
Perception: 3D
Con 4D, Gambling 4D, Hide 3D+2, Search 4D+2, Sneak 4D
Strength: 3D
Brawling 4D, Climbing/Jumping 4D, Lifting 3D+2, Stamina 4D, Swimming 3D+2
Technical: 2D
Armor Repair 3D, Blaster Repair 3D, Computer Program/Repair 3D, Demolitions 3D+2, Repulsorlift Repair 3D+1, Security 4D, Space Transport Repair 3D+1, Starfighter Repair 3D+1
Move: 10
Equipment: Blaster Rifle (5D+1), Mandalorian Armor (+2D physical, +2D energy, -1D to Dexterity and related skills), Knife (STR+1D, MAX 6D)
Reference: Custom Build

Name: Mandalorian Death Watch
Species: Any
Sex: Any
Dexterity: 3D
Blaster 6D+1, Brawling Parry 5D+1, Dodge 5D+2, Grenade 5D, Melee Combat 5D+1, Melee Parry 5D+1, Thrown Weapons 4D, Vehicle Blasters 5D
Knowledge: 2D
Alien Species 3D, Cultures: Mandalorian 3D+2, Intimidation 4D+2, Languages 3D, Streetwise 5D, Survival 4D
Mechanical: 2D
Beast Riding 3D, Repulsorlift Operation 3D+2, Space Transports 3D+2, Starfighter Piloting 4D, Starship Gunnery 3D+2, Starship Shields 3D
Perception: 3D
Con 5D, Gambling 4D, Hide 5D+2, Search 5D+2, Sneak 6D
Strength: 3D
Brawling 5D, Climbing/Jumping 4D+1, Lifting 3D+2, Stamina 4D+1, Swimming 3D+2
Technical: 2D
Armor Repair 4D, Blaster Repair 4D, Computer Program/Repair 4D, Demolitions 5D, Repulsorlift Repair 3D+2, Security 5D, Space Transport Repair 3D+2, Starfighter Repair 3D+2
Move: 10
Equipment: Blaster Rifle (5D+1), Death Watch Armor(+2D physical, +2D energy, +1D to search and ranged attacks over 50 meters), Knife (STR+1D, MAX 6D), Detonite
Reference: Custom Build


Name: Mandalotian Supercommando
Species: Any
Sex: Any
Dexterity: 3D
Blaster 6D+2, Brawling Parry 5D+2, Dodge 5D+2, Grenade 5D, Melee Combat 5D+2, Melee Parry 5D+2, Thrown Weapons 4D+1, Vehicle Blasters 5D
Knowledge: 2D
Alien Species 3D, Cultures: Mandalorian 4D+1, Intimidation 4D, Languages 3D, Streetwise 4D+1, Survival 4D
Mechanical: 2D
Beast Riding 3D+1, Repulsorlift Operation 4D, Space Transports 3D+2, Starfighter Piloting 4D, Starship Gunnery 3D+2, Starship Shields 3D
Perception: 3D
Con 4D, Gambling 4D, Hide 4D+2, Investigation 4D, Search 5D+2, Sneak 5D+1
Strength: 3D
Brawling 4D, Climbing/Jumping 4D, Lifting 3D+2, Stamina 4D, Swimming 3D+2
Technical: 2D
Armor Repair 4D, Blaster Repair 4D, Computer Program/Repair 4D, Demolitions 4D+1, Repulsorlift Repair 4D, Security 4D+2, Space Transport Repair 4D, Starfighter Repair 4D
Move: 10
Equipment: Blaster Rifle (5D+1), Mandalorian Supercommando Armor (+2D physical, +2D energy, +1D to search and ranged attacks over 50 meters), Knife (STR+1D, MAX 6D)
Reference: Custom Build
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TyCaine
Captain
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Joined: 16 Oct 2009
Posts: 514
Location: Florida, US

PostPosted: Wed Jul 06, 2011 11:25 am    Post subject: Reply with quote

Great work on these, as always...

Compared to the Imperial stats (which I have been using virtually all of them), the Mercenaries are something I am using less in my SWU.

In my SWU, there are mercenaries obviously, but none so far that have been that organized as to require such a diverse set of stats. For my SWU at least I cherry picked a few stats to use as things came up, but the rest were left, available if needed, but mostly unused, mainly from the fact that the Empire has a stronger hold in my SWU and as such for mercenary groups to get that organized they are perceived as a threat and dealt with mercilessly.

If you want to be a mercenary, you pretty much have to enroll in the Rebel Alliance as at least they provide resources and can 'protect' you to a degree, depending on your usefulness... Or remain independent...

But that's just me... Smile

Still nice to have them to add 'color' to things though...


Keep up the good work!


T.C.
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Guardian_A
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Joined: 24 May 2011
Posts: 1654
Location: South Dakota, USA

PostPosted: Wed Jul 06, 2011 11:44 am    Post subject: Reply with quote

TyCaine wrote:
Great work on these, as always...

Compared to the Imperial stats (which I have been using virtually all of them), the Mercenaries are something I am using less in my SWU.

In my SWU, there are mercenaries obviously, but none so far that have been that organized as to require such a diverse set of stats. For my SWU at least I cherry picked a few stats to use as things came up, but the rest were left, available if needed, but mostly unused, mainly from the fact that the Empire has a stronger hold in my SWU and as such for mercenary groups to get that organized they are perceived as a threat and dealt with mercilessly.

If you want to be a mercenary, you pretty much have to enroll in the Rebel Alliance as at least they provide resources and can 'protect' you to a degree, depending on your usefulness... Or remain independent...

But that's just me... Smile

Still nice to have them to add 'color' to things though...


Keep up the good work!


T.C.


I figure they make a great resource to make quick regional armies and such as well.
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garhkal
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Joined: 17 Jul 2005
Posts: 14056
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Jul 06, 2011 6:10 pm    Post subject: Reply with quote

Guardian_A wrote:
What would I do without you guys?


What you always do.. come up with good stats~!

Guardian_A wrote:

I dont know that the Scouts need Planetary Systems, but I do really like the idea of adding Cultures & Languages to the stat block.


If they are scouts, they should need PS to be up on info for any planet they go to.. not just where they are at...

Guardian_A wrote:

Blaster Artillery. To be honest, I must have got my wires crossed on that one. I might have been working on the Heavy Trooper at the same time as the Sharpshooter. Whatever the reason, its been fixed now.


Cool..

Guardian_A wrote:

I went a head and added the Blaster Pistol specialization to the Commando (Saboreur). The other specializations I'm not as sure they are necessary.


Saboteurs are more in close specialists, where daggers vice blasters especially since they could be silenced (Like the spec force infiltrator) would work best.

Guardian_A wrote:

The lack of Tactics was an oversight. its fixed now.


Good.

Guardian_A wrote:

For the Boarding Troopers, I added the Glop Grenades to the stat block. I'm not as sure about the other items. On the up side, changing out gear is a minor issue with any stat block. Hmmm, . . . maybe a short article about small changes to existing characters to make completely different ones is in our future, . . . .

Thanks again for all the feedback, its nice to have a sounding board to point out all the things that I either miss or blatantly screw up!


I figure stun batons for the capture of enemies.. or neutralization of civies in the area.. The shield was just a thought..
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Guardian_A
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Joined: 24 May 2011
Posts: 1654
Location: South Dakota, USA

PostPosted: Wed Jul 06, 2011 6:37 pm    Post subject: Reply with quote

Scouts. You have a good point about the Planetary Systems, I'll give them a little something in that skill.

Saboteurs. The reason I dont want to give this character a specialty in daggers is because a there are a wide range of close range weapons that this kind of character may want to use. I felt ok about the Blaster Pistols because thats still provides a pretty wide range of choices.

Marines. I didnt feel the need for a stun baton because most blasters already have a stun option. The shields, I took a little time to look over the Equipment guide, but I really didnt see anything that felt right.
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Guardian_A
Commodore
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Joined: 24 May 2011
Posts: 1654
Location: South Dakota, USA

PostPosted: Wed Jul 06, 2011 8:34 pm    Post subject: Reply with quote

I just finished up the Militia & Mercenary NPC collection. Since I've been posting stats almost as I finish them, I figure that most of the mistakes have already been taken care of. As a result, I went a head and put together the pdf.

Militia & Mercenary NPC Collection pdf
http://www.4shared.com/document/xrG3pXTj/Star_Wars_Militias__Mercenarie.html

Enjoy!

PS: You can find the Imperials Collections along with a couple of other goodies by following the link in my signature.
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garhkal
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Joined: 17 Jul 2005
Posts: 14056
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Jul 07, 2011 5:49 pm    Post subject: Reply with quote

Guardian_A wrote:
Scouts. You have a good point about the Planetary Systems, I'll give them a little something in that skill.

Saboteurs. The reason I dont want to give this character a specialty in daggers is because a there are a wide range of close range weapons that this kind of character may want to use. I felt ok about the Blaster Pistols because thats still provides a pretty wide range of choices.

Marines. I didnt feel the need for a stun baton because most blasters already have a stun option. The shields, I took a little time to look over the Equipment guide, but I really didnt see anything that felt right.


Fare enough...
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Raven Redstar
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PostPosted: Fri Jul 08, 2011 5:14 am    Post subject: Reply with quote

My first over shows a minor typo on page 9. Elite is spelled "Elire"

For the last section, I think the Mandalotian Supercommandos should actually be Mandalorian Supercommandos.

Mandalorian Supercommandos

I'm fairly certain that these are what you're actually looking at. I tried doing a search for Mandalotians, and came up with zip, so if you have a link so I know what you're referring to, I would like to see it!

Thanks in advance!
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Guardian_A
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PostPosted: Fri Jul 08, 2011 7:21 am    Post subject: Reply with quote

Raven Redstar wrote:
My first over shows a minor typo on page 9. Elite is spelled "Elire"

For the last section, I think the Mandalotian Supercommandos should actually be Mandalorian Supercommandos.

Mandalorian Supercommandos

I'm fairly certain that these are what you're actually looking at. I tried doing a search for Mandalotians, and came up with zip, so if you have a link so I know what you're referring to, I would like to see it!

Thanks in advance!


Yes, in both cases it was a typo. Thanks for catching them. I'll add them both to my "Fix-it" list. Much further along in this project, I plan to start compiling each category into a single large PDF (One for Imperials, One for Rebels, One for Fringe, One for Civilians, etc) The fixes should all show up at that time.
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