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		| cheshire Arbiter-General (Moderator)
 
  
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				|  Posted: Tue Sep 29, 2009 6:44 pm    Post subject: |   |  
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				| Just a consistency note, iirc we usually don't convert re-rolls.  Usually if there is a re-roll option we either leave it be or give a bonus to the character. _________________
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		| Gry Sarth Jedi
 
  
 Joined: 25 May 2004
 Posts: 5304
 Location: Sao Paulo - Brazil
 
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				|  Posted: Thu Oct 01, 2009 11:11 am    Post subject: |   |  
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				| Ok, I'll change it do a +1D bonus. 
 I've already gone through creatures, vehicles and starships, no problems there.
 
 
  	  | Quote: |  	  | Chaff Gun Model: Arakyd Caltrop-5 Chaff Gun
 Type: Flechette-based sensor jamming device
 Scale: Speeder, walker or starfighter
 Cost: 2,000
 Ammo: 6 canisters (can be expanded to up to 12 at 500 per extra canister)
 Availability: 2, R
 Game Notes: A chaff gun shoots a canister packed with thousands of durasteel shrapnel pieces and dozens of tiny scramblers that confuse sensor data, making it difficult to lock onto the vessel with missiles, torpedoes or fire control computers. During the entire round where the chaff gun is fired, all attempts to target the vessel suffer a -2D penalty. Besides, any other vehicle flying through the deployed chaff cloud suffers a -2D piloting penalty.
 Source: Galaxy at War (page 67)
 
 Glowing Defoliator
 Model: C.I.S. Glowing Defoliator
 Type: Organic annihilation artillery piece
 Scale: Character
 Skill: Missile weapons: artillery
 Crew: 4
 Ammo: 1
 Cost: 15,000 (launcher, must be attached to a carrier vehicle), 3,500 (shell)
 Availability: 4, X
 Body: 5D
 Fire Rate: 1/4
 Range: 1-2/5/10 km
 Blast Radius: 400 meters
 Damage: 9D
 Game Notes: The defoliator blast affects living matter only (characters, creatures and plant life), literally burning them up, but leaving machinery intact (droids, vehicles, buildings). Only creatures completely sheltered within sealed vehicles, environment suits or energy shields can avoid the weapon’s effect. From the impact point, the blast expands outwards in a disc shape at a rate of 100 meters per round. A creature affected by the blast takes the damage every subsequent round until it either dies or passes through an energy shield or other form of biological cleanser.
 Source: Galaxy at War (page 67)
 
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 I'm just not too sure about the defoliator blast radius...
 
 
  	  | Quote: |  	  | Automated Sentry Gun Type: Automated blaster turret
 Scale: Character
 Skill: Blaster
 Ammo: 150
 Cost: 2,500 (new), 1,000 (used)
 Availability: 2, R
 Fire Rate: 5
 Body: 4D
 Range: 3-30/100/250
 Damage: 5D+2
 Game Notes: Has blaster 4D, search 6D (ignores low-lighting penalties).
 Source: Galaxy at War (page 98)
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		| cheshire Arbiter-General (Moderator)
 
  
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				|  Posted: Thu Oct 01, 2009 12:06 pm    Post subject: |   |  
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				| I take it that the chaff gun is a device/weapon that can be added onto a starship? 
 I'll check on the others later today.
 _________________
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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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		| cheshire Arbiter-General (Moderator)
 
  
 Joined: 04 Jan 2004
 Posts: 4866
 
 
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				|  Posted: Thu Oct 01, 2009 1:08 pm    Post subject: |   |  
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				|  	  | Quote: |  	  | Darkstick
 Model: Kerestian Darkstick
 Type: exotic melee/thrown weapon
 Scale: Character
 Skill: Dexterity: (A) Darkstick
 Cost: 1000
 Availability: 4
 Range: 5-10/30/50
 Damage: Str+1D (melee) 4D+2 (thrown)
 Game Notes: (A)Darkstic has a prerequisite of 4D in thrown weapons.  The Kerestian darkstick may be wielded rather than thrown, doing so is an easy (A) Darkstick roll.  A darkstick is held between the knuckles, allowing more than one to be wielded at a time.  Wielding two or more darksticks in one hand grants a +1D bonus to damage (the bonus applies only once).  Darksticks include webs of light-absorbing cells that, when activated, shroud the wielder in complete darkness. This grants the wielder +2D to their sneak skill in low-light environment. However, characters with darkvision ignore the wielder’s bonus.
 Source: Galaxy at War (page 36)
 
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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.
 
 Last edited by cheshire on Thu Oct 01, 2009 1:51 pm; edited 1 time in total
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		| cheshire Arbiter-General (Moderator)
 
  
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				|  Posted: Thu Oct 01, 2009 1:41 pm    Post subject: |   |  
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				| The only thing that I find odd about the chaff gun is that it has no price difference for installation on a starfighter/seepder/walker scale.  I would keep the scale as starfigther, and provide a a weight cost to install.  To store the canisters and firing mechanism would take some space.  Based on the description and emplacement points it would probably be no more than 2-3 tons. 
 Also, the glowing defoliator appears from the stat block that it is supposed to be mounted on a starship.  Is there something in the animated series that indicates that it is its own stand-alone piece of artillery?
 
 The highest radius in a WEG book for a piece of artillery (if we're going that direction) is 300 meters.  Most were in the 20-100 range.  400 meters is pretty significant.  I would back it down to something closer to 100 meters.
 
 The automated gun looks fine to me.
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		| Gry Sarth Jedi
 
  
 Joined: 25 May 2004
 Posts: 5304
 Location: Sao Paulo - Brazil
 
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				|  Posted: Thu Oct 01, 2009 2:04 pm    Post subject: |   |  
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				| The chaff gun is supposed to be added to any kind of vessel, but I think it makes the most sense in a starfighter. However I can see it being installed in an airspeeder as well. I think the gun is pretty much the same for whatever scale we're talking about, but maybe we should say something like it's only effective for vessels up to 20 meters long or something. 
 As for the defoliator, it's a pretty special and experimental weapon, a sort of superweapon, so it's ok for it to be a bit overpowered. In the cartoon it's mounted on top of a modified AAT. I kept it at Character scale because its damage is not going to affect vehicles anyway. And the reason why the blast radius is so big is because it's not an instantanous blast, it impacts and then spreads in the course of 4 rounds, burning all organic matter in its path.
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		| cheshire Arbiter-General (Moderator)
 
  
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				|  Posted: Thu Oct 01, 2009 5:16 pm    Post subject: |   |  
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				| Umm... gee... I'd like to make this seem somehow different from a Stun Baton, but the differentiating features just don't translate into D6 at all whatsoever. 
 
  	  | Quote: |  	  | Shock Stick
 Model: Laf’yer Industries Pacifier 6
 Type: Stun baton
 Scale: Character
 Skill: Melee combat: shock stick
 Cost: 400
 Availability: 2, R
 Difficulty: Easy
 Damage: 4D (stun) or Str+1D
 Source: Galaxy at War (page 37)
 
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		| Gry Sarth Jedi
 
  
 Joined: 25 May 2004
 Posts: 5304
 Location: Sao Paulo - Brazil
 
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				|  Posted: Thu Oct 01, 2009 5:57 pm    Post subject: |   |  
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				| In Saga the normal stun baton does 2d6 damage, while the Shock Stick does 3d6, so I think the damage should be higher, 5D+2 maybe? Also, the text says the shock stick always deal stun damage, so I'd remove the unpowered damage. Apparently the thing is not a sturdy club  you can hit people with, but more of a taser gun. Lastly, we should include the info about it being possible to mount it on a weapon like a bayonet. The book says in this case you can use your rifle skill instead of your melee skill to make this attack, but I think that's nonsense. How could the Blaster skill be useful to prod someone with a bayonet? _________________
 "He's Gry Sarth, of course he has the stats for them."
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		| cheshire Arbiter-General (Moderator)
 
  
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				|  Posted: Fri Oct 02, 2009 9:27 am    Post subject: |   |  
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				|  	  | Quote: |  	  | Blaster Pistol Sidearm
 Model: BlasTech DC-15s Sidearm
 Type: blaster pistol
 Scale: Character
 Skill: Blaster: blaster pistols
 Ammo: 250
 Cost: 400 (power packs: 25)
 Availability: 2, R
 Fire Rate: 2
 Range: 3-10/20/130
 Damage: 4D
 Source: Galaxy at War (page 38)
 
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 It looks like the one in the weapons book doesn't have a source.
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		| cheshire Arbiter-General (Moderator)
 
  
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				|  Posted: Fri Oct 02, 2009 9:51 am    Post subject: |   |  
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				|  	  | Quote: |  	  | Variable Blaster Rifle Model: BlasTech DC-15S
 Type: blaster rifle
 Scale: Character
 Skill: Blaster: blaster rifles
 Ammo: 500
 Cost: 1,300 (power packs: 25)
 Availability: 2, X
 Range: 3-30/100/300
 Damage: Low: 3D+2, Medium: 4D+1, High: 5D+2
 Game Notes: The variable blaster rifle is designed to let soldiers adjust the damage to conserve energy.  On the lowest power setting, the rifle uses the equivalent of one shot of ammunition.  On the medium setting it uses the equivalent of 5 shots.  On the highest setting, it uses 10 shots of ammunition.
 Source: Galaxy at War (page 38)
 
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		| cheshire Arbiter-General (Moderator)
 
  
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				|  Posted: Fri Oct 02, 2009 4:17 pm    Post subject: |   |  
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				| The ascension attachment was borrowed from an earlier conversion. 
  	  | Quote: |  	  | Heavy Variable Blaster Rifle
 Model: BlasTech DC-15A
 Type: blaster rifle
 Scale: Character
 Skill: Blaster: blaster rifles
 Ammo: 500
 Cost: 2,250 (power packs: 25)
 Availability: 2, X
 Range: 3-25/50/250
 Damage: Low: 4D+1, Medium: 5D+1, High: 6D
 Game Notes: The variable blaster rifle is designed to let soldiers adjust the damage to conserve energy.  On the lowest power setting, the rifle uses the equivalent of one shot of ammunition.  On the medium setting it uses the equivalent of 5 shots.  On the highest setting, it uses 10 shots of ammunition.  This model is equipped with an ascension-gun attachment.  This weapon can fire a microdart with a length of liquid cable. The liquid cable can be used to scale walls (in conjunction with a grappling hook attachment), or can be used to ensnare an opponent. If a hit his scored with the cable, roll 4D “damage” against the target’s Dexterity rating with the following results: 0-3: Grazed, -2 pips to Dexterity until freed, Very Easy Strength check to break free; 4-8: Lightly entangled, -1D to Dexterity until freed, Easy Strength check to break free; 9-
 12: Heavily entangled, -2D to Dexterity until freed, Moderate Strength check to break free; 13-15: Severely entangled, -
 3D to Dexterity until freed, Very Difficult Strength check to break free; 16+: Completely entangled, cannot perform any
 actions, Heroic Strength check to break free. Switching between modes is an action.
 Source: Galaxy at War (page 38)
 
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 There was a repeating crossbow in a previous edition, though the range and damage seem different enough to justify a separate model of repeating crossbow, IMO.  After all, they have dozens of blaster pistols and rifles.
 
  	  | Quote: |  	  | Repeating Crossbow
 Model: Grevieri Crossbow
 Type: Custom made projectile weapon
 Scale: Character
 Skill: Projectile Weapon: crossbow
 Ammo: 10
 Cost: 400 (ammo: 30)
 Availability: 3
 Fire Rate: 1
 Range: 10/20/40
 Damage: 3D
 Game Notes: Repeating crossbows use a magazine that automatically moves the next bolt into position, allowing the weapon to be fired every round.
 Source: Galaxy at War (page 38)
 
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 Let the flame wars begin over this next one.  I've been given the sense that it was a pretty powerful weapon, though the damage was only 6D when literally converted.  However, D6 repeaters mostly just have increased damage, though I did find one model that made it easier to hit nearby targets.  I sort of went a middle ground with this one by increasing the damage a little and making it a little easier to hit nearby targets.  Suggestions are welcome (flames are less welcome).
 
  	  | Quote: |  	  | Rotary Blaster Cannon
 Model: Mer-Sonn Z-6
 Type: blaster cannon
 Scale: Character
 Skill: Blaster: repeating blasters
 Ammo: 20
 Cost: 5,500 (power packs: 50)
 Availability: 3, X
 Range: 3-60/150/400
 Damage: 7D
 Game Notes: The rotary blaster cannon will fire shots in bursts, each burst delivering a high concentration of blaster fire.  Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower.  The blaster is designed to be braced against the hip when firing, allowing for more mobility when firing.  However, when the blaster is used without bracing, the character using it takes a -1D penalty to his blasters skill roll.  The Z-6 may be attached to a generator for extended firing without reloading.
 Source: Galaxy at War (page 38)
 
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 I found a shotgun in an official WEG stat.  I took inspiration from both the d20 stat block and the WEG stat block in creating this.  My major question is whether or not the damage is too powerful for a shotgun.
 
  	  | Quote: |  	  | Scatter Gun
 Model: Griskco 81-TC18
 Type: Shotgun
 Scale: Character
 Skill: Firearms: shotgun
 Ammo: 275
 Cost: 5,500 (clip: 5)
 Availability: 2, F
 Range: 3-5/10/25
 Damage: 5D+2/5D/4D
 Game Notes: The damage of a scatter gun is variable based on range.  At longer range, the ammunition pellets disperse and quickly loose velocity, thus doing less damage.
 Source: Galaxy at War (page 38)
 
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 _________________
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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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		| cheshire Arbiter-General (Moderator)
 
  
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 Posts: 4866
 
 
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				|  Posted: Sat Oct 03, 2009 11:52 am    Post subject: |   |  
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				|  	  | Quote: |  	  | Smoke Grenade
 Model: Czerka CN-582-XK Smoke Grenade
 Type: Smoke grenade
 Scale: Character
 Skill: Grenade
 Cost: 100
 Availability: 2, R
 Range: 1-2/5/8
 Smoke Radius: 0-4
 Game Notes: Releases thick, obscuring smoke, which adds +2D cover, as described on page 98 of Star Wars Roleplaying Game Second Edition, Revised and Expanded.
 Source: Galaxy at War (page 39)
 
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 There is a different model of Grenade out there, but since this one was quadruple the cost, I thought that it would be worth a new model with an expanded range and increased smoke cover.
 
 
  	  | Quote: |  	  | 
 Interchangeable Weapon System
 Model: BlasTech DC-17m Interchangeable Combat System
 Type: Assault Blaster Rifle
 Scale: Character
 Cost: 4,500
 Availability: 3, X
 Game Notes: As a single action, the wielder may swap out one set of attachments on the DC-17M ICWS, changing it to
 one of its other weapon modes:
 - Blaster Attachment
 Skill: Blaster: blaster rifle
 Ammo: 60
 Range: 3-30/100/300
 Damage: 5D+1
 - Sniper Rifle Attachment
 Skill: Blaster: blaster rifle
 Ammo: 20
 Fire Rate: 1
 Fire Control: 1D (when used for one round of aiming)
 Range: 2-50/150/500
 Damage: 6D
 - Anti-Armor Attachment
 Skill: Missile weapons: grenade launcher
 Ammo: 4
 Fire Rate: 1
 Range: 3-30/100/300
 Blast Radius: 0-2/4/6
 Damage: 5D+2/4D+1/3D
 Source: Galaxy at War (page 39-40)
 
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 I did my best to try to convert this, it is based on the fan-made version and the d20 version.  Though the damage still seems off.  Any suggestions?
 _________________
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		| Akari Commander
 
  
  
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				|  Posted: Sat Oct 03, 2009 12:55 pm    Post subject: |   |  
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				|  	  | Gry Sarth wrote: |  	  | How could the Blaster skill be useful to prod someone with a bayonet? | 
 
 Pointing the weapon in the right direction can be helpful...
  But you're right, thats just a way for crafty players to skip on an important skill and still be effective in what it does. _________________
 They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety.--Benjamin Franklin
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		| wolfe Lieutenant
 
  
 
 Joined: 03 Mar 2004
 Posts: 91
 Location: earth-need a vacation
 
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				|  Posted: Sun Oct 04, 2009 12:39 am    Post subject: |   |  
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				| I don't recall it ever being anything but a melee skill in the game (not ot mention real life). A knife mounted on a rifle becomes a bayonet, a bayonet used as a hand weapon is just a knife.
 
 It never says your rifle skill could be used when you use the rifle to club somebody does it?
 How about rifle butting somebody in the face? (more fun to do than it sounds
  ) No, all melee skill.
 So agreeing with you there that's for sure Gry.
 
 
  	  | Quote: |  	  | found a shotgun in an official WEG stat. I took inspiration from both the d20 stat block and the WEG stat block in creating this. My major question is whether or not the damage is too powerful for a shotgun. 
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 The one I recall is in Rebel operatives book is an 8 gauge doing 5D at all ranges, so yours isn't bad in the least bit.
 
 
 . 	  | Quote: |  	  | There is a different model of Grenade out there, but since this one was quadruple the cost, I thought that it would be worth a new model with an expanded range and increased smoke cover | 
 
 Quadruple the cost makes that grenade even more expensive then a smoke generator itself (ROE pg 44), a little more smoke isn't going to quadruple price.
 To help justify the higher cost, it could have the +2D against enhanced vision (thermal and such) as well, we have it use today and it's not very cheap either.
 
 For the Rotary Blaster Cannon you did as well as you could considering you wanted some balance left in the game, it will never have the awe inspiring carnage a real rotary system will achieve, but have yet to come up with uncomplicated rules for D6 for others to use that do.
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		| cheshire Arbiter-General (Moderator)
 
  
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 Posts: 4866
 
 
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				|  Posted: Sun Oct 04, 2009 6:49 am    Post subject: |   |  
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				|  	  | Quote: |  	  | Quadruple the cost makes that grenade even more expensive then a smoke generator itself (ROE pg 44), a little more smoke isn't going to quadruple price. To help justify the higher cost, it could have the +2D against enhanced vision (thermal and such) as well, we have it use today and it's not very cheap either.
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 Noted.
 _________________
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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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