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Republic Commandos
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Ejacobs
Lieutenant Commander
Lieutenant Commander


Joined: 07 Nov 2005
Posts: 183
Location: Afghanistan...Again

PostPosted: Tue Feb 10, 2009 6:47 pm    Post subject: Republic Commandos Reply with quote

Just picked up Rebulic Commando for the xbox (behind the times I know) but am having a great time playing. The clone troopers have always been a favorite of mine, perhaps more so than the snobby Jedi that they are subservant to.

Anyway, I digress, I read somewhere that ARC troopers for the WOTC mini game are not subject to Order 66, and this got me thinking that all ARC's and by extension, the heroes of the RC xbox game and the others like them would also not be subject to Order 66. I did see this on the faq's on WOTC's website since ARC's do not have the Clone Trooper title and the Order 66 rule specifically states Clone Troopers.

Since we have the armor and weapons of the Commandos, are there stats for them anywhere? I'd like to see what type of training they might have in comparison to their counterparts.

Thanks.

E
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Tue Feb 10, 2009 9:33 pm    Post subject: Reply with quote

I think there are stats for them in the new Clone Wars book... in need of conversion...
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YodaWI
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Joined: 12 Jul 2008
Posts: 97
Location: Watertown, WI

PostPosted: Tue Feb 10, 2009 10:20 pm    Post subject: Reply with quote

I think Republic Commando is m favorite single player game ever!!! I have played through it several times.
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Ray
Commodore
Commodore


Joined: 31 Oct 2003
Posts: 1743
Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Wed Feb 11, 2009 6:58 am    Post subject: Reply with quote

Their stats are in the Clone Wars Sourcebook, but the Katarn-Class Armour isn't. Sad

Also, the new novel (Still out in Hardcover Only), "Order 66", should answer the question as to the Clone Commandos and ARC's Loyalties.

I have Three Years of Gametime to figure out what my group's Clones are going to do.
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Ejacobs
Lieutenant Commander
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Joined: 07 Nov 2005
Posts: 183
Location: Afghanistan...Again

PostPosted: Wed Feb 11, 2009 9:31 am    Post subject: Reply with quote

I haven't read any of the Republic Commando books, going to have to though. I was just referencing their rules based on the minis game. I like those rules too based on the independant thought required that makes the ARCs and RC's so effective.

E
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Hellcat
Grand Moff
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Joined: 29 Jul 2004
Posts: 11921
Location: New England

PostPosted: Thu Feb 12, 2009 3:03 am    Post subject: Reply with quote

WotC did post stats on their website in conjunction with one of the miniatures (RPG stats, not minature stats). Champions of the Force minis I think it was that they were doing the preview to. Grabbed 'em for conversion but haven't converted 'em yet. Does include all the write up on Sev and Scorch as well as D20 stats which include the Katarn armor. If anyone's interested in converting to D6, here's Sev and Scorch:

Quote:
Republic Commando Scorch 
Republic Commandos were designed to find the middle ground between rank-and-file clone troopers and the much more elite ARC Troopers. Raised from birth in four-man "pods," these clones are trained to work together so that their individual strengths combine to make a team greater than the sum of its parts.

The clone designated RC-1262 was a member of one such four-man team, Delta Squad. Delta Six-Two was a highly skilled demolitions specialist with an overly ironic sense of humor, always finding a way to make a sarcastic comment even under fire. Delta Six-Two earned the nickname "Scorch" as a result of a demolitions training mishap that left him and his drill instructor without eyebrows for a short time. (The drill instructor, Sergeant Walon Vau, was not amused.)

Delta Six-Two ("Scorch"): Male Human thug 5/soldier 3; Init +1 (+1 Dex); Defense 17 (+6 class, +1 Dex); DR 5; Spd 8 m; VP/WP 24/12; Atk +9/+4 melee (2d6+1, wrist-mounted vibroblade) or +9/+4 ranged (3d8+3/19–20, DC-17m Blaster) or +5/+5/+0 ranged (3d8+3/19–20, DC-17m Blaster with multifire) or +3/+3/+3/-2 ranged (3d8+3/19–20, DC-17m Blaster with autofire) or +9 ranged (6d8, DC-17m Anti-Armor); SQ clone immunities, energy resistance 5, low-light vision; SV Fort +8, Ref +3, Will +2; SZ M; FP 1; DSP 0; Rep +2; Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 8. Challenge Code D.

Equipment: Katarn-class armor, DC-17m interchangeable weapon system, power packs (4), anti-armor rockets (4), DC-15s blaster pistol, wrist-mounted vibroblade, grenades (4), explosive charges (4), medpacs (2).

Skills: Demolitions +16, Disable Device +4, Hide +5, Listen +2, Move Silently +5, Read/Write Basic, Speak Basic, Spot +6.

Feats: Armor Proficiency (light, medium, powered), Cautious, Point Blank Shot, Precise Shot, Skill Emphasis (Demolitions), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, slugthrowers, vibro weapons).

Katarn-class armor

Cost not available for sale (100,000 credits black market value); DR 5; Max Dex Bonus +2; Armor Check Penalty –2; Speed 8 m; Weight 20 kg; Availability Rare, illegal.

Special: Provides +2 equipment bonus on Hide checks, Listen checks, Move Silently checks, Search checks, Spot checks, and Fortitude saves made to resist hostile environments. The HUD's starlight mode provides the wearer with low-light vision. Integrated shield unit provides energy resistance 5, allowing the wearer to ignore the first 5 points of energy damage each round. Once the shields have absorbed 25 points of damage, they shut down. The shields reset after the wearer takes no energy damage for 1 minute (10 rounds).

DC-17m Interchangeable Weapon System

Cost not available for sale (20,000 credits black market value); Availability Rare, illegal.

Special: You can switch between the repeating blaster, sniper, and anti-armor attachments as a full-round action.

Repeating blaster attachment: Damage 3d8+3; Critical 19–20; Range Increment 20 m; Weight 5.5 kg; Stun DC --; Type Energy; Multifire/Autofire M/A; Size Medium; Group Blaster rifles.
Special: This weapon can make 60 shots on a single power pack.

Sniper attachment: Damage 3d8; Critical 19–20; Range Increment 50 m; Weight 6.5 kg; Stun DC --; Type Energy; Multifire/Autofire M/A; Size Large; Group Blaster rifles.
Special: If you make a single attack as a full-round action, the threat range increases to 18–20. This weapon can make five shots on a single specialized power pack (cost 100 credits, weight 0.5 kg).

Anti-armor attachment: Damage 6d8; Critical 20; Range Increment 10 m (2 m); Weight 7.5 kg; Stun DC --; Type Bludgeoning; Multifire/Autofire M/A; Size Medium; Group Heavy weapons.
Special: This weapon inflicts half damage in its 2-meter burst radius. It holds a single round of ammunition (cost 300 credits, weight 1 kg), and it requires a full-round action to reload the chamber.

Republic Commando Sev 
Republic Commandos were designed to find the middle ground between rank-and-file clone troopers and the much more elite ARC Troopers. Raised from birth in four-man "pods," these clones are trained to work together so that their individual strengths combine to make a team greater than the sum of its parts.

The clone designated RC-1207 was a member of one such four-man team, Delta Squad. Delta Oh-Seven, or "Sev" to his squad mates, is a little too eager to get into a fight. While not actually psychotic (or, more accurately, probably not), he definitely finds joy in wading headlong into battle. Still, his grim sense of humor doesn't get in the way of his cold, ruthless efficiency, and even his overwhelming application of force has a pragmatic side: "Rule 17: Always make sure they're dead."

Star Wars Roleplaying Game Statistics

Delta Oh-Seven ("Sev"): Male Human thug 5/soldier 3; Init +1 (+1 Dex); Defense 17 (+6 class, +1 Dex); DR 5; Spd 8 m; VP/WP 24/12; Atk +9/+4 melee (2d6+1, wrist-mounted vibroblade) or +9 ranged (3d8/18–20, DC-17m Sniper) or +9/+4 ranged (3d8+3/19–20, DC-17m Blaster) or +7/+7/+2 ranged (3d8+3/19–20, DC-17m Blaster with Rapid Shot) or +3/+3/+3/–2 ranged (3d8+3/19–20, DC-17m Blaster with Rapid Shot and multifire) or +1/+1/+1/+1/–4 ranged (3d8+3/19–20, DC-17m Blaster with Rapid Shot and autofire); SQ energy resistance 5, low-light vision; SV Fort +8, Ref +3, Will +2; SZ M; FP 1; DSP 0; Rep +2; Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 8. Challenge Code D.

Equipment: Katarn-class armor, DC-17m interchangeable weapon system, DC-15s blaster pistol, wrist-mounted vibroblade, power packs (5), sniper power packs (4), grenades (4), medpacs (2).

Skills: Demolitions +3, Disable Device +1, Hide +5, Listen +2, Move Silently +5, Read/Write Basic, Speak Basic, Spot +11.

Feats: Armor Proficiency (light, medium, powered), Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, slug throwers, vibro weapons).

Katarn-class armor:

Cost not available for sale (100,000 credits black market value); DR 5; Max Dex Bonus +2; Armor Check Penalty –2; Speed 8 m; Weight 20 kg; Availability Rare, illegal.
Special: Provides +2 equipment bonus to Hide checks, Listen checks, Move Silently checks, Search checks, Spot checks, and Fortitude saves made to resist hostile environments. The HUD's starlight mode provides the wearer with low-light vision. The integrated shield unit provides energy resistance 5, allowing the wearer to ignore the first 5 points of energy damage each round. Once the shields have absorbed 25 points of damage, they shut down. The shields reset after the wearer takes no energy damage for 1 minute (10 rounds).

DC-17m Interchangeable Weapon System:

Cost not available for sale (20,000 credits black market value); Availability Rare, illegal.
Special: You can switch between the repeating blaster, sniper, and anti-armor attachments as a full-round action.

Repeating blaster attachment: Damage 3d8+3; Critical 19–20; Range Increment 20 m; Weight 5.5 kg; Stun DC --; Type Energy; Multifire/Autofire M/A; Size Medium; Group Blaster rifles. Special: This weapon can make 60 shots on a single power pack.

Sniper attachment: Damage 3d8; Critical 19–20; Range Increment 50 m; Weight 6.5 kg; Stun DC --; Type Energy; Multifire/Autofire M/A; Size Large; Group Blaster rifles. Special: If you make a single attack as a full-round action, the threat range increases to 18–20. This weapon can make 5 shots on a single specialized power pack (cost 100 credits, weight 0.5 kg).

Anti-armor attachment: Damage 6d8; Critical 20; Range Increment 10 m (2 m); Weight 7.5 kg; Stun DC --; Type Bludgeoning; Multifire/Autofire M/A; Size Medium; Group Heavy weapons. Special: This weapon inflicts half damage in its 2-meter burst radius. It holds a single round of ammunition (cost 300 credits, weight 1 kg), and it requires a full-round action to reload the chamber.

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Lostboy
Commander
Commander


Joined: 22 Aug 2008
Posts: 384

PostPosted: Thu Feb 12, 2009 4:47 am    Post subject: Reply with quote

Nice one hellcat but just remember that those stats are only the opinion of somone at WOTC as are alot of other so called "official" parts of the star wars universe, I recomend using your own judgment.
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Chandra Mindarass
Lieutenant Commander
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Joined: 01 Jun 2005
Posts: 152
Location: Hilden, Germany

PostPosted: Tue Apr 07, 2009 9:15 am    Post subject: Reply with quote

I think there are D6 stats for all the ARC-toys on RPGGamer.org
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