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Republic Commando game
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liche
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Joined: 26 Sep 2005
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PostPosted: Mon Sep 26, 2005 9:32 pm    Post subject: Republic Commando game Reply with quote

Has anyone heard of any work online related to the running of a Republic Commando campaign? My son, who isn't much impressed by the whole rpg thing, expressed that he would be more interested in the game if he could be an ARC trooper or something like that, and I was trying to brainstorm ideas about what kind of adventures he could have.

One idea I had would be a group of troopers that missed the memo on Order 66 and had to escort a jedi to a planet outside the republic so as to avoid the extermination. Might be too depressing in the end, though.

Any thoughts?

Shane
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Hellcat
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PostPosted: Mon Sep 26, 2005 11:15 pm    Post subject: Reply with quote

How old is your son? From the sounds of things, I'd guess probably old enough for his first taste of SW to have been the prequels and the prequel material, but I could well be wrong.

Anyways, there is ARC stats on the WotC website that can be converted to D6 using the conversion guidelines on the Rebellion website. However, ARCs are really the best of the best, a level above the Republic Commandoes who are themselves above the regular CTs. You'd want to keep that in mind, especially if you're basing an adventure around the Republic Commando game. For ideas for an ARC adventure, try checking the micro-series and the comics as they seem to be the primary sources for ARC Troopers. There are also a couple of short stories in issues of Insider, though you'd probably have to get back issues to get the stories. For RCs, try the game, and the novels Hard Contact and Triple 0, the latter novel is upcoming and should feature ARCs working alongside RCs.
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hisham
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PostPosted: Mon Sep 26, 2005 11:52 pm    Post subject: Reply with quote

I played an ARC trooper who was attached to a Republic Intel team with D6 rules before.

He was found to be genetically flawed, and before the other Kaminoans realized this and scheduled the clone baby for termination, one Kaminoan scientist took pity on the baby and helped trained the clone to ultimately becoming an ARC trooper. But because of this upbringing he was less attached to the other clones and had much more independent thought than other ARCs. So the Kaminoan scientist pulled some strings to get him assigned to a non-clone unit, and he ended up with the Intel team.

The only thing was the character I played lisps, which made for some funny roleplaying. "Thir! Enemy drodth approaching from the thouth-eatht."

Unfortunately we never got to Order 66 before we scrapped the campaign, so we never knew if my character turned or not.
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liche
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PostPosted: Tue Sep 27, 2005 2:08 am    Post subject: Reply with quote

My son is 12. I'm 35 and bought the Star Wars RPG when it first came out. I put it aside since then (and never got the 2nd edition until a few years ago). It was never my favorite game because even though I loved Star Wars, I never really saw it as a good place for adventure--I guess I was convinced that Luke and Han were doing all of the really good stuff and the player's would just have bit parts.

I didn't like that, or the adding up of massive numbers of six-sided dice to figure out what happened.

One thing I always did like about it was how it treated ship-to-ship battles very similarly to battles between characters. I considered stealing those rules for other games from time to time.

But, when the prequels started coming out, I started thinking about how cool a jedi game could be, so I went to a used book and got the latest D6 stuff. I just can't bring myself to play a science-fantasy version of D&D. D&D is a good system for a certain style of play, but Star Wars isn't it.

So, anyway, back to the ARC trooper stuff. I really figured on using storm trooper stats for most of the stuff--a character version of storm troopers with some variation based on position in the squad. I'm more interested in unique ideas about what kinds of missions he could be assigned to--things that fit in with the movies.

Is that novel HARD CONTACT any good? It looked interesting, but I've never read any Star Wars fiction that I ever liked (not that I've tried that much, granted). It does look interesting, though. I plan to play REPUBLIC COMMANDO for inspiration as well...

thanks,

Shane
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Hellcat
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PostPosted: Tue Sep 27, 2005 2:12 am    Post subject: Reply with quote

Hard Contact pretty good, and really personalizes the RC squad in it.
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Jedi Skyler
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PostPosted: Tue Sep 27, 2005 11:50 am    Post subject: Reply with quote

liche wrote:
My son is 12. I'm 35 and bought the Star Wars RPG when it first came out. I put it aside since then (and never got the 2nd edition until a few years ago). It was never my favorite game because even though I loved Star Wars, I never really saw it as a good place for adventure--I guess I was convinced that Luke and Han were doing all of the really good stuff and the player's would just have bit parts.

I didn't like that, or the adding up of massive numbers of six-sided dice to figure out what happened.


Just a bit of advice, if you're interested. The players in your game will have whatever size parts you want them to have. The galaxy is a big place. The possibilities are endless. The only real limitation is the scope of your imagination and those of your players. You could theoretically have your characters running alongside of any of the main characters at any time; however, you'll have to be prepared in that case to possibly stray from the timeline of events established by whatever resources you use for information. While an exciting and fun possibility, this is just simply not suited to some people, and that's fine. Those who really detest this idea should still make their campaigns grand and huge, but should do everything they can to avoid the major players in the movies, except perhaps to use them as cameos in your adventure.

As for the massive numbers of dice, there's a Die simplification chart in another thread that simplifies up to 25D for you. Sounds like that would be a great tool for you to lay hands on.
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Darth_Kjeran
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PostPosted: Mon Oct 03, 2005 6:37 pm    Post subject: Reply with quote

Chello!

Speaking of ARC troopers, for purposes of the minis game, they are immune to Order 66. cf. Jedi Consuling #65:

Quote:
Q: The glossary definition of Order 66 notes that any characters from previous sets with the words "Clone Trooper" on their stat card are considered to have the Order 66 ability. However, this raises an odd question: The ARC Trooper doesn't have "Clone Trooper" written on its stat card, but it is a type of Clone Trooper, at least as far as the story goes. Should the ARC Trooper be considered a Clone Trooper for purposes of Order 66 or not?

A: No, the ARC Trooper is not subject to the effects of Order 66. ARC Troopers, unlike regular Clone Troopers, are raised and trained in a way that promotes outside-the-box thinking so that they can adapt more easily to the unexpected. A side effect of this is that they're not automatically affected by Order 66--at least, not in terms of the Star Wars Miniatures Game.


This can be found at: http://www.wizards.com/default.asp?x=starwars/article/sw20050519jc65

Tony
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KageRyu
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PostPosted: Thu Oct 20, 2005 7:51 pm    Post subject: Reply with quote

One way to set up and convert material for this type of campaign is to first lay your hands on as much source material and information for ARC troopers as you can. Once you have that, reference some of the available RPG source material for ARC troopers and Clone Troopers, for either D6 or D20 (the D20 materials can be converted over easily enough), a good source of materials in D6 is the SWRPG website. Once you have some printouts of basic Clone Troops, Arc Troops, various vehicles and ordinance, some basic gear, it's time to sit down and create a few PC style templates for players to choose. A great way to do this is to reference the Rules Of Engagment sourcebook, for Rebel spec forcres (most of this material can be modified and adapted to any specialized, small unit action). With that sourcebook, you should find a plethora of ideas for campaigns, unit organization, missions, special skills, etc.

When creating templates, you could make a few varried templates using some common military guidelines for specialized operatives in units. For Example:
Basic ARC Trooper
ARC Heavy Weapons Expert
ARC Close Combat Expert
ARC Guerilla Tactics Expert
ARC Scout
ARC Demolitions & Securities Expert
ARC Field Medic
ARC Communications Expert
ARC Mechanized Trooper (Vehicle Expert)
ARC Mechanized Gunner
Etc...
It is possible to create a vast array of specialized templates and units for player versatility. Hope this helps.
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Gry Sarth
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PostPosted: Thu Oct 20, 2005 9:17 pm    Post subject: Reply with quote

Yeah, I was about to suggest the SpecForces Handbook myself. I think that's the best source of information to run a Commando campaign.

I have some doubts concerning the ARCs. Is there any difference between the ARC Troopers seen in the Clone Wars cartoon and Comics and the Clone Commandos seens in the Republic Commando video game? Their armor looks a bit different, is that simply a stylistic choice of the medium? I understand their armor is called a "Katarn Armor", is that right? Anyone know any source of stas or info on them?

I ask this because of my Equipment Stats book that I'm cooking.
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Jedi Skyler
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PostPosted: Fri Oct 21, 2005 12:15 pm    Post subject: Reply with quote

"Can you SMELL what the Gry is cooking?" Laughing Laughing Laughing
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Gry Sarth
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PostPosted: Fri Oct 21, 2005 5:09 pm    Post subject: Reply with quote

Smells like.... equipment!
Seems a bit too heavy on the armor though... and I think it needs an extra dash of jet packs.
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Jedi Skyler
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PostPosted: Fri Oct 21, 2005 5:25 pm    Post subject: Reply with quote

B-E-A-UTIFUL!!!


Fry that bad boy up and serve it hot!
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KageRyu
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PostPosted: Sat Oct 22, 2005 2:08 am    Post subject: Reply with quote

Don't forget all the little nurnies and greebles that make RP really fun and interesting Gry Twisted Evil all the different Datapads, comlinks, etc...

As for the armor, I actually wasn't sugesting the specforce handbook for equipment, but for the use in designing missions, and some optional combat rules and such. As for armor, I believe there may be some stats for that ARC armor on the web, but I am unsure. I really couldn't say if there are differences between the movie, cartoon, comic, and novelization versions of Clones and ARCs, but when in doubt, just make some variants, right?

Wink
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Gry Sarth
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PostPosted: Sat Oct 22, 2005 2:26 am    Post subject: Reply with quote

Well, looking at the official site databank (duh) I found that that ARCs are indeed different from Commandos. ARCs are supposed to be the uber-trooper, a one-man army capable of handling anything. Commandos, though still awesome, are supposed to act in small squads to fullfill a mission. Their armor is different, the Commando one being bulkier and closer to the Ep3 Clone armor.

And don't worry about the little greebles, I'm putting EVERYTHING in that Equipment book.
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Jedi Skyler
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PostPosted: Sat Oct 22, 2005 3:43 pm    Post subject: Reply with quote

Nurnies, greebles and leevers, oh my! Shocked

Laughing
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