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		cheshire Arbiter-General (Moderator)
  
  Joined: 04 Jan 2004 Posts: 4866
 
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				 Posted: Sat Jun 07, 2014 8:40 pm    Post subject: Conversion - Enter the Unknown - EotE | 
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				Hi guys.  I'm not promising a nice looking book (or any book thus far), but I've had it in mind to at least convert the sniper rifle in the book, and I got carried away and decided to do a few others.  The process is far different from SAGA conversions.  (I.E., there is not consistency in stat correlations like we saw between WotC and WEG.)  The result is far more art than science.  I'm looking to see if anyone has any feedback on the following stat conversions.  I've done a lot of looking at flavor text with some reasonable attention to FFG stat blocks.  I've tried to bring in some balance, but I would love another set of eyes, particularly on those stats that have a higher damage value.
 
 
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Sniper Rifle
 
Model: BlasTech E-11 Military Issue Sniper Rifle 
 
Type: Military Sniper Blaster Rifle
 
Ammo: 5
 
Cost: 3,500 (power packs: 50)
 
Availability: 3, R or X
 
Fire Rate: 1
 
Range: 2-75/175/600
 
Damage: 6D+1
 
Game Notes:  When the character spends a full round preparing – taking no actions – all ranges have a Moderate difficulty on the next round.
 
Source: Enter the Unknown (page 38-39)
 
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Stun Rifle
 
Model: Blastech LBR-9 Stun Rifle
 
Type: Long range stun rifle
 
Ammo: 15
 
Cost: 2,800 (power packs: 10)
 
Availability: 3, F
 
Range: 3-30/50/200
 
Damage: 4D+2 stun
 
Source: Enter the Unknown (page 39)
 
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Air Rifle 
 
Model: Field Sports Model 77 Air Rifle
 
Type: Compressed air rifle
 
Skill: Firearms: air rifle
 
Ammo: 20 
 
Cost: 1,100 (ammo clip: 10, SmartTranq 500)
 
Availability: 2
 
Range: 3-10/30/120
 
Damage: 3D+2 (with SmartTranq 5D stun)
 
Game Notes:  Air guns make very little noise, adding only +2
 
to opponent’s search to detect.  Many Model 77 users lace the projectile a SmartTranq tranquilizer, which does 5D stun damage)
 
Source: Enter the Unknown (page 39-40)
 
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Sharpshooter Rifle
 
Model: Czerka Arms model 38 Sharpshooter’s rifle
 
Type: Custom fitted rifle
 
Skill: firearms: slugthrower rifle
 
Ammo: 15
 
Cost: 3,000
 
Availability: 4, R
 
Range: 5-15/50/150
 
Damage: 4D+2
 
Game Notes: The sharpshooter rifle is custom made for the user’s performance.  When in use by the original recipient, all ranges are treated as one difficulty easier.  Some users have taken to use  
 
Source: Enter the Unknown (page 40-41)
 
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Detonator Round
 
Model: Czerka Detonator Round for Model 38
 
Type: Explosive round
 
Cost:  450 for 75 rounds
 
Availability: 4
 
Damage: 5D+2
 
Game Notes:  The Denonator Round is fitted for the Model 38 Sharpshooter rifle.  
 
Source: Enter the Unknown (page 41)
 
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KS-23 Hammer
 
Model: Czerka Arms KS-23 Hammer
 
Type: Micro-explosive round firearm
 
Ammo: 10
 
Cost: 1,500 (200 ammo)
 
Availability: 4, X
 
Range: 3-7/25/50
 
Damage: 6D/4D/2D (dependent on range)
 
Source: Enter the Unknown (page 41)
 
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Net Gun
 
Model: Plandrix AO14 “Arenea” net gun
 
Type: Ranged restraint weapon
 
Skill: Missle weapons: net gun
 
Ammo: 1
 
Cost: 750
 
Availability: 2
 
Range: 0-10/20/30
 
Damage: 4D*
 
Game notes: Upon a successful hit, the target must make an opposed Strength roll to against the weapon’s 4D damage code.  If the character fails, he or she takes no damage but is ensnared by the net’s filaments.  It requires five rounds to struggle free.  
 
Source: Enter the Unknown (page 42)
 
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Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. | 
			 
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		jmanski Arbiter-General (Moderator)
  
  Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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				 Posted: Sun Jun 08, 2014 12:57 pm    Post subject:  | 
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				I see no problems _________________ Blasted rules. Why can't they just be perfect? | 
			 
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		cheshire Arbiter-General (Moderator)
  
  Joined: 04 Jan 2004 Posts: 4866
 
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				 Posted: Mon Jun 09, 2014 5:07 am    Post subject:  | 
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				I'm going to guess that the enthusiasm for this kind of prject has wanted a bit over the years. _________________ __________________________________
 
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. | 
			 
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		Xain Arke Line Captain
  
  
  Joined: 19 Sep 2010 Posts: 992
 
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				 Posted: Mon Jun 09, 2014 1:03 pm    Post subject:  | 
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				These are great conversions cheshire like all the others you have supplied here. Thanks for all the hard work and efforts you've put into them. 
 
 
Any more would be greatly appreciated if you are so inclined  
 
 
Xain | 
			 
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		Raven Redstar Rear Admiral
  
  
  Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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				 Posted: Mon Jun 09, 2014 3:37 pm    Post subject:  | 
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				They seem pretty well balanced to me.
 
 
Top shelf work Chesh, you never disappoint!
 
 
One question, do they have any artwork for the E-11 sniper rig?  I'm picturing the little blasters the stormies carry around with a big scope, which doesn't quite seem right to me. _________________ RR
 
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		cheshire Arbiter-General (Moderator)
  
  Joined: 04 Jan 2004 Posts: 4866
 
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				 Posted: Mon Jun 09, 2014 8:25 pm    Post subject:  | 
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				Heh... it's a little different.  They've got a longer barrel.  Because, we all know that having a long rifled barrel puts more spin on the photons as it... well...  forget the logic, it's just Star Wars.
 
 
 
http://starwars.wikia.com/wiki/E-11s_sniper_rifle?file=E11s_sniper_rifle-EtU.jpg
 
 
 
I've had some other feedback on the E-11s on monkeying with the range, dialing the damage back a bit, changing the aiming mechanic a bit, and adding a penalty for trying to make point blank shots, and I think that makes sense.  So that may change a bit.
 
 
 
And I hope you guys realize that my comment wasn't fishing for compliments.  If there's interest I may do more.  If there's not a lot of interest I can focus on things that might hit our community a bit better.  And I'm more than willing to hear criticism of the stats to make them better. _________________ __________________________________
 
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. | 
			 
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		Raven Redstar Rear Admiral
  
  
  Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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				 Posted: Mon Jun 09, 2014 9:26 pm    Post subject:  | 
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				Ah, yes... Battlefront...
 
 
I can get behind dropping damage a bit.  Although a blaster with an ammo capacity of 5 or 6, should be able to do some decent damage.  Maybe 5D+1/+2?  Which will bring it more in line with the Merr-Sonn sniper's blast rifle from RoE's damage, but then you have the Merr-Sonn rifle with 100 shots to the E-11 sniper rig's 5... so...
 
 
I'll quote the closest Rebel equivalent:
 
 
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Model: Merr-Sonn LD-1 Blaster Rifle
 
Type: Long range blaster rifle
 
Scale: Character
 
Skill: Blaster: blaster rifle
 
Ammo: 100
 
Cost: 3,000
 
Availability: 2, F, R or X
 
Fire Control: 1D+2
 
Range: 2-50/150/500
 
Damage: 5D
 
Game Notes: The rifle’s fire control is due to built-in
 
macroscopic sight and auto-steady gyrogimbals. Additional
 
sighting modifications require removal of this sight.
 
Source: Rules of Engagement – The Rebel SpecForce
 
Handbook (page 62), Arms and Equipment Guide (page 19) | 	  
 
 
So, if we leave it as is, it has better range and damage at the cost of ammo capacity.  Which to me seems like a pretty fair trade off, but I could see the E-11 sniper rig being similar in stats to the standard E-11 which is as follows:
 
 
 	  | Quote: | 	 		  Model: BlasTech E-11 Military Issue Blaster Rifle
 
Type: Blaster rifle
 
Scale: Character
 
Skill: Blaster: blaster rifle
 
Ammo: 100
 
Cost: 1,000 (power packs: 25)
 
Availability: 1, R
 
Range: 3-30/100/300
 
Damage: 5D
 
Game Notes: If the retractable stock and scope
 
are used for one round of aiming, the character
 
receives and additional +1D to blaster.
 
Source: Gundark’s Fantastic Technology (page 31),
 
Han Solo and the Corporate Sector Sourcebook
 
(page 117), Arms and Equipment Guide (page 16) | 	  
 
 
So, if we compare it to the standard E-11, it has a large damage boost, double the range, and 5% of the capacity.
 
 
Another observation is that Wookieepedia has the E-11s capacity at 6. I take it EotE has it at 5, then?
 
 
Oh, and yes, I'm interested.  I, however do not have the new books, so the only feedback I can give is how they compare to WEG equivalents, so I suppose with the project, we should decide if we want to make them as close to their WEG equivalents as possible, or make them different enough to encourage use to add variety to the setting.  I'm cool with either, I just wonder what your thoughts are. _________________ RR
 
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		cheshire Arbiter-General (Moderator)
  
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				 Posted: Tue Jun 10, 2014 5:15 am    Post subject:  | 
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				I honestly didn't see the ammo capacity at Wookieepedia.  EotE has no ammo capacity.  I just saw that the thing had pretty high damage on EotE and wanted to balance it out.  I'm thinking maybe 6D+1 can go to 6D.  But, yeah, for such limited fire capacity it should be able to have some punch. _________________ __________________________________
 
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. | 
			 
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		Raven Redstar Rear Admiral
  
  
  Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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				 Posted: Tue Jun 10, 2014 9:15 am    Post subject:  | 
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				Do they have ways of modifying weapon damage in EotE?
 
 
If you give the weapon a 5D+2 max damage, that means that with a called shot, it'll likely be doing 6D+2.  Also, with +1D+2 possible damage, that means that the rifle will be maxed out at 7D+1 damage (8D+1 for headshot), which is considerable.  Or, 8D if you leave the damage where it's at.  I think keeping end game after modifications in mind is a wise course of action too. 
 
 
Now, one positive note about leaving damage where it's at, it means that scout troopers equipped with these have a good chance to at least wound the bulletproof races. _________________ RR
 
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		Ral_Brelt Lieutenant Commander
  
  
  Joined: 05 May 2013 Posts: 221
 
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				 Posted: Tue Jun 10, 2014 12:01 pm    Post subject:  | 
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				You have talents in your occupation that can modify damage or crit chance. You can also modify weapons to increase crit chance, add bonus die that have the chance to add damage, reduce armor that the target has for soak purposes, etc. EotE works off creating your dice pool of good dice and bad based off circumstances. One roll determines success or failure and if successful, damage. Weapons determine damage off of weapon base stat, occupation bonuses, aiming/circumstance dice successes.
 
 
Say a rifle does 8 base damage, point blank adds 1 damage, you get a total of 5 successes (8+1+5) which leaves you with 14 damage to your target before his soak. | 
			 
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		Dromdarr_Alark Commander
  
  
  Joined: 07 Apr 2013 Posts: 426 Location: Boston, MA
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				 Posted: Tue Jun 10, 2014 2:08 pm    Post subject:  | 
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				I like these conversions.  I think the reason it didn't catch my eye before is because there weren't any pictures.  What can I say?  I judge books by their covers.  
 
 
I like the E-11 sniper.  I might make it 6D damage and adjust the aiming rule to have something to do with called shots.  It seems more characterful to me. _________________ "I still wouldn't have a roll for it - but that's just how I roll." | 
			 
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		cheshire Arbiter-General (Moderator)
  
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				 Posted: Tue Jun 10, 2014 7:16 pm    Post subject:  | 
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				Here's another possibility for the sniper rifle (and I did fix the previous one to have 6 shots instead of 5), and I'm checking Wookieepedia for the rest).
 
 
Feel free to tell me which version you like better.  After all, these will be your conversions when we're all done.   
 
 
 
 
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Model: BlasTech E-11 Military Issue Sniper Rifle 
 
Type: Military Sniper Blaster Rifle
 
Ammo: 6
 
Cost: 3,500 (power packs: 50)
 
Availability: 3, R or X
 
Fire Rate: 1
 
Range: 5-75/175/600
 
Damage: 5D+2
 
Game Notes:  When the character spends a full round preparing – taking no actions – all ranges are doubled on the next round.  Characters firing this weapon at less than 5 meters increase the difficulty of hitting the target by +2D.
 
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I'll see if I can work through a few more this evening. _________________ __________________________________
 
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. | 
			 
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		cheshire Arbiter-General (Moderator)
  
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				 Posted: Tue Jun 10, 2014 8:59 pm    Post subject:  | 
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				Okay, I probably spent too much time on this one but there were scant references to similar devices all over the D6 world, but very few stats ever made for anything similar.  I wound up eliminating possibilities by digging through quite a few sources (which I'm now REALLY appreciating all the time forceally spent as a research assistant on these.   
 
 
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Pulse Drill
 
Model: Karflo Corporation G9-GP Pulse Drill
 
Type: Variable strength plasma cutter
 
Scale: Character
 
Skill: Various Technical skills*
 
Cost: 1,100
 
Availability: 2
 
Damage: 3D**
 
Game notes: *When using this item as a tool, many mining-related Technical skills may apply.  If used as an impromptu weapon, the character must make a melee weapons roll with a -1D penalty on account of the unwieldy design.  **The plasma cutters will immediately do 3D of damage to any surface it touches.  If the character maintains uninterrupted contact with the surface, the damage will increase +1 pip per round with a maximum damage of 8D.
 
Source: Enter the Unknown (page 42-43)
 
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[img]http://starwars.wikia.com/wiki/Beamdrill?file=Beamdrill_NEGWT.jpg[/img] _________________ __________________________________
 
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind.
  Last edited by cheshire on Tue Jun 10, 2014 9:12 pm; edited 1 time in total | 
			 
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		cheshire Arbiter-General (Moderator)
  
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				 Posted: Tue Jun 10, 2014 9:08 pm    Post subject:  | 
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				Aaand pretty straight forward.  More cost (and ergo more damage) than a force pike.  Less cost (and ergo less damage) than a Great force pike
 
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Vibrospear
 
Model: Laserhone Huntsman Vibrospear
 
Type: Personal hunting weapon
 
Skill: Melee combat: vibrospear
 
Cost: 950
 
Availability: 2
 
Damage: Str+2D+2
 
Source: Enter the Unknown (page 43)
 
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Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. | 
			 
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		Raven Redstar Rear Admiral
  
  
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				 Posted: Wed Jun 11, 2014 12:32 pm    Post subject:  | 
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				I like the updated E-11 sniper rig.
 
 
The other 2 new ones seem pretty straightforward, and look okay to me as well. _________________ RR
 
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