The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Different take on stormtroopers
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Characters, Droids, and Species -> Different take on stormtroopers Goto page Previous  1, 2, 3, 4, 5  Next
View previous topic :: View next topic  
Author Message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14034
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Apr 29, 2014 2:13 pm    Post subject: Reply with quote

Nice write ups.

One of the things i always assumed for swimming (like power suit or repulsor ops when using grav boots) is your dodge is taken over BY that other skill. But i looked swimming up and nothing is mentioned there about it.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Tue Apr 29, 2014 3:20 pm    Post subject: Reply with quote

Depends on the GM I suppose which skill is used, but dodge is always useful to have Smile

Gut call as a GM I'd use swimming as moving underwater takes a certain skill set and dodge I'd say is more land based Smile

Or maybe a specialisation of dodge might work.
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14034
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Apr 30, 2014 1:59 am    Post subject: Reply with quote

I took that swimming/dodge question to it's own thread.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Wed Apr 30, 2014 5:01 am    Post subject: Reply with quote

garhkal wrote:
I took that swimming/dodge question to it's own thread.


I saw that just after I posted here Smile
Back to top
View user's profile Send private message
wildfire
Lieutenant Commander
Lieutenant Commander


Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Wed Apr 30, 2014 5:02 am    Post subject: Reply with quote

And now the old favourite the sandtrooper, not much here as they are fairly basic troops just experts in hot dry places and occasionally hot wet jungles.

Desert Assault Trooper

Desert is a extremely common terrain feature of many planets, technically any region with limited water is classed as a desert, frozen desert operation are left to cold assault troopers. Hot deserts are the province of desert assault troopers or as they are more commonly know sandtroopers. They are expert in small unit tactics and are able to survive in the hottest and driest areas for days without resupply.

Type: Desert Assault Trooper
DEXTERITY 3D
Blaster 5D+2, brawling parry 5D+2, dodge 5D+2, grenade 5D, melee combat 3D+2, melee parry 3D+1
KNOWLEDGE 2D+1
Survival 3D+1, survival: desert 4D+1
MECHANICAL 2D
Beast riding 3D+2
PERCEPTION 2D+2
Command 3D, search 3D+2
STRENGTH 2D+2
Brawling 3D+2
TECHNICAL 2D+1
Armour repair: Stormtrooper armour 3D, blaster repair 3D, demolitions 2D+2, first aid 2D+2
Character Points: Varies 5-10
Move: 10
Equipment: Blastech E-11 blaster rifle (5D), Blastech DL-18 blaster pistol (4D), sandtrooper armour
Special Abilities:
Armour familiarity – no Dexterity penalties while wearing stormtrooper issued armour.
Loyal – completely loyal to the Galactic Empire cannot be bribed seduced or corrupted, will follow orders from any Imperial official with correct credentials.
Combined fire – any squad or smaller group can combine fire with out requiring a Command test.

Type: Experienced Desert Assault Trooper
DEXTERITY 3D
Blaster 6D+1, brawling parry 6D+1, dodge 5D+2, grenade 5D+2, melee combat 3D+2, melee parry 3D+1
KNOWLEDGE 3D+1
Survival 4D+1, survival: desert 5D+1
MECHANICAL 3D
Beast riding 4D+2
PERCEPTION 2D+2
Command 3D+2, search 4D+2
STRENGTH 3D+2
Brawling 4D+2
TECHNICAL 2D+1
Armour repair: Stormtrooper armour 3D+2, blaster repair 3D+2, demolitions 2D+2, first aid 3D+2
Character Points: Varies 10-15
Move: 10
Equipment: Blastech E-11 blaster rifle (5D), Blastech DL-18 blaster pistol (4D), sandtrooper armour
Special Abilities:
Armour familiarity – no Dexterity penalties while wearing stormtrooper issued armour.
Loyal – completely loyal to the Galactic Empire cannot be bribed seduced or corrupted, will follow orders from any Imperial official with correct credentials.
Combined fire – any squad or smaller group can combine fire with out requiring a Command test.

Type: Veteran Desert Assault Trooper
DEXTERITY 3D+2
Blaster 7D, brawling parry 7D, dodge 6D+1, grenade 6D+1, melee combat 4D+1, melee parry 4D
KNOWLEDGE 3D+2
Survival 5D+2, survival: desert 6D+2
MECHANICAL 3D+2
Beast riding 5D+1
PERCEPTION 3D+2
Command 5D+1, search 6D+1, tactics 4D+2
STRENGTH 3D+2
Brawling 5D+1
TECHNICAL 2D+2
Armour repair: Stormtrooper armour 4D, blaster repair 4D, demolitions 3D+1, first aid 4D+1
Character Points: Varies 15-20
Move: 10
Equipment: Blastech E-11 blaster rifle (5D), Blastech DL-18 blaster pistol (4D), sandtrooper armour
Special Abilities:
Armour familiarity – no Dexterity penalties while wearing stormtrooper issued armour.
Loyal – completely loyal to the Galactic Empire cannot be bribed seduced or corrupted, will follow orders from any Imperial official with correct credentials.
Combined fire – any squad or smaller group can combine fire with out requiring a Command test.
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14034
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Mar 01, 2021 2:32 pm    Post subject: Reply with quote

Bringing this back up, after doing a re=read of the "Battle of the Golden Sun" adventure.. Why is it acquatic (and most other) troopers have grenades to use, but NO grenade skill?? Or missile weapon skill if using a grenade launcher???
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10297
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Mon Mar 01, 2021 8:20 pm    Post subject: Reply with quote

The unskilled penalty is not RAW. By default, base attribute can be used without the skill. Are saying that official stats are not good enough so stormtroopers should be re-statted to have higher attributes and/or skills? I know we have discussed this a lot since 2014, but maybe it wasn't in a thread dedicated to stormtrooper stats like this one. I definitely have improved noobie stormtroopers over RAW, and I put more experienced stormtroopers with even higher stats in the game too.
_________________
*
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage
Back to top
View user's profile Send private message Visit poster's website
MrNexx
Rear Admiral
Rear Admiral


Joined: 25 Mar 2016
Posts: 2248
Location: San Antonio

PostPosted: Mon Mar 01, 2021 10:53 pm    Post subject: Reply with quote

Rules as Written, an Ewok 3 seconds out of character creation can use his 2D+2 Technical skill to try to repair a starship.
_________________
"I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.â€
http://rpgcrank.blogspot.com/
Back to top
View user's profile Send private message Visit poster's website
Mamatried
Commodore
Commodore


Joined: 16 Dec 2017
Posts: 1829
Location: Norway

PostPosted: Tue Mar 02, 2021 12:07 am    Post subject: Reply with quote

One of tthe adventure journals (in library) deals with making planetary defense forces.

Now if we take a 2D template all over for the recruit as he enters his traning and add the skills and attributes given through the planetary defense maker there we would imo have a fresh out of boot camp trooper.

Now for further traning, I would add in pips for a total of 1D to attributes, this can be done by giving the basic traning packages twice.

then so on and so on.

This goes for the regular troopers, as for the specialized troopers like scout troopers, simply change out some of the skills to someothing more relevant

Generic Infantry Stormtrooper(Green)
Basic traning+ Infantry Occupational Traning regime

DEXTERITY 2D+2
Blaster 3D
Dodge 2D+2
Running 3D
KNOWLEDGE 2D
Survival 2D+1
Tactics 2D+1
MECHANICAL 2D
PERCEPTION 2D
Search 2D+2
STRENGTH 2D+2
Brawling 3D
Climbing 3D
TECHNICAL 2D
First Aid 2D+2

Scout Trooper Specialist (using the fresh unspecilized trooper above)
DEXTERITY 2D+2
Blaster 3D+2
Dodge 3D
Melee Combat 3D
Running 3D+1
KNOWLEDGE 2D
Law Enforcement 2D+2
Survival 2D+2
Tactics 2D+2
MECHANICAL 2D+1
Repulsorlift Operation 3D+1
PERCEPTION 2D+1
Search 3D+1
STRENGTH 2D+2
Brawling 3D+1
Climbing 3D
Lifting 3D
TECHNICAL 2D+1
First Aid 3D
Repulsorlift Repair 3D


*** In this generic trooper I added the basic traning and the infantry occupational training
Furthering the Stromtrooper's combat abilities they are tranied to become "one with the armor"
and will be traanined to ignore any penalties to Blaster Skill ; Brawling Parry and Running.
They do however suffer -1D to all other Dexterity based skills, including Dodge

Troopers at this level are fresh out of their traning academies and are not rated as frontline troops
-Frontline troops recive 1 or more addtional occupational traning regimes depending on their assigned
role within the stromtrooper corps.

Scout troopers recive the addtional Transportation and security training regimes, refelcting their wide
operational duties from urban law enforcement to scout/sniper traning.
Scout Troopers can spcialize either in Blaster: Sniper Rifle or Repulsorlift Operation: Speeder Bike
If they choose the spcialization they get this at +2 above the related skill, this will however be balanced
by removing +2 pips from the other skills, this due the time spent specializing.


ADD
Basic Training
Attribute
+1 Strength
Skills
+2 Blaster
+2 Running
+1 Brawling
+1 Climbing/Jumping
+1 Dodge
+1 First Aid
+1 Search

ADD
Occupational training

Infantry-
+1 Strength
+1 Dexterity

+1 Survival
+1 Tactics
+1 Blaster
+1 Running
+1 Brawling
+1 Climbing/Jumping
+1 Dodge
+1 First Aid
+1 Search

Medical-

+1 Knowledge
+1 Technical

+1 Dodge
+1 Running
+1 Alien Species
+1 Survival
+2 Lifting
+1D First Aid

Security-

+1 Strength
+1 Perception

+2 Law Enforcement
+1 Melee Combat
+1 Blaster
+1 Running
+1 Brawling
+1 Dodge
+1 First Aid
+1 Search

Transportation-

+1 Mechanical
+1 Technical

+1 Blaster
+1 Survival
+1 Tactics
+1 Lifting
+2 Repulsorlift Repair
+1D Repulsorlift Operation


(traning packages found here https://www.rancorpit.com/forums/downloads/Adventurers%20Journal/4AJ-03-020119.pdf )
-Adventurers Journal 3

Here I made a stormtrooper recruit infantry and a basic scout trooper. gave them the armor familiarity special ability reducing some of the combat skill penalties, but keeping the dodge penalty
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14034
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Mar 02, 2021 2:04 am    Post subject: Reply with quote

Whill wrote:
The unskilled penalty is not RAW. By default, base attribute can be used without the skill. Are saying that official stats are not good enough so stormtroopers should be re-statted to have higher attributes and/or skills? I know we have discussed this a lot since 2014, but maybe it wasn't in a thread dedicated to stormtrooper stats like this one. I definitely have improved noobie stormtroopers over RAW, and I put more experienced stormtroopers with even higher stats in the game too.


You'd have thought that stormies should have at least added in grenade, and acquatic ones, missile weapons (for their spear gun)
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10297
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue Mar 02, 2021 3:08 am    Post subject: Reply with quote

Mamatried, that's good stuff.

MrNexx wrote:
Rules as Written, an Ewok 3 seconds out of character creation can use his 2D+2 Technical skill to try to repair a starship.

In RAW, Ewoks may not place any starting skill dice in any vehicle or repair skills. And even for Ewoks that start with demolitions or security, it is only logical that all PCs have experience using that skill in their backgrounds, which means an Ewok with even 1D in these skills wouldn't be fully primitive characters.

I think you mean an Ewok PC using his 2D+2 base Technical attribute to repair starships, and yes, you are correct in that the PC with a background fresh off the Forest Moon and still puzzle out how to affect simple repairs on starships by RAW. But this would be more of a problem with Ewok and primitive character rules, then it would be a problem with RAW.

As mentioned elsewhere, I apply the "background" concept to base attributes too, so even a character with 2D Technical and no Tec skill dice allocated could not be a truly primitive character. The system doesn't really handle primitive PCs, because in RAW most Ewoks would have 0D Tec attribute and no Tec skills (not even most uses of first aid because how would a fully primitive character have any clue how to use a medpac?). I have 0D attribute rules for Knowledge, Mechanical and Technical attributes that describe what 0D, 0D+1, 0D+2 each mean for characters. PCs can't have attributes that low so the rules only applies to NPCs. PCs thus cannot be fully primitive characters in my game — They must have some time in their background acclimating to galactic society before play begins. So an Ewok PC that's been out in the galaxy for a few years may be able to try to repair a starship with 2D+2.

garhkal wrote:
You'd have thought that stormies should have at least added in grenade, and acquatic ones, missile weapons (for their spear gun)

Add the skills then.

I've combined the grenade skill with thrown weapons and broadened it to just be a general skill called "throwing" in my game, but grenades are rare in my SWU so I didn't give starting stormies the skill. But stormtroopers have a higher base Dexterity (and a lower armor Dex penalty) in my game. More experienced troopers might have grenades and the skill. I don't think I've stated out the seatroopers yet, but yes I agree they should have the missile weapons skill above base Dex for those harpoon guns they have.
_________________
*
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage
Back to top
View user's profile Send private message Visit poster's website
Mamatried
Commodore
Commodore


Joined: 16 Dec 2017
Posts: 1829
Location: Norway

PostPosted: Tue Mar 02, 2021 11:13 am    Post subject: Reply with quote

As to Ewoks/Primitieves and the Tech Skill.

We do have aliens that are labeled primitive (ewoks are not) these have severe penalties to tech skills.

However Ewoks should have tech skills and tech stats.

If we look away trom technology, and think more in a wide specter.
Bows, to make and repair this depends on tech, so does first aid, simple constructiins and the like.

sp I see no issues with adding that any "modern" or "hi tech" skills undet tech will have a penalty until the ewok is familiarized with galaxy techs.
Back to top
View user's profile Send private message
Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10297
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue Mar 02, 2021 12:18 pm    Post subject: Reply with quote

We are getting into a tangent here, but I have skills such as primitive construction/repair and archaic mechanical repair under Mechanical, not Technical. Constructing a catapult or repairing the engine of a 1969 Dodge Charger would be Mechanical feats. For me, the dividing line between using Mechanical or Technical to repair things would be computerization, which would put it into Technical. Completely primitive characters would have 0D Tec but may have 0D+1 or 0D+2 Mech. See below for my "0D Attributes" rule from a 2018 post linked below that.

Whill wrote:
0D Attributes:
Ewoks are a primitive sapient species, and as such most NPCs will have attribute values of 0D, 0D+1 or 0D+2 for Knowledge, Mechanical and Technical. An attribute value of 0D means the character cannot have or use any skills of that attribute. An attribute value of 0D+1 means that the character may have select skills at 1D or higher but do not normally have access to non-listed skills of these attributes. An attribute value of 0D+2 mean that the character may have select skills at 1D or higher and may occasionally perform simple tasks of non-listed skills of these attributes, the circumstances of which as determined by the GM. Characters with 1D or higher in these three attributes are not completely primitive and have some level of familiarity with the galaxy at large.


https://rancorpit.com/forums/viewtopic.php?p=180949#180949
_________________
*
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage
Back to top
View user's profile Send private message Visit poster's website
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3191

PostPosted: Tue Mar 02, 2021 1:42 pm    Post subject: Reply with quote

Lumping in grenades with throwing is sensible. I still prefer them to be separate skills, but if we look at the RAW for grenade, the skill itself says it covers the throwing of objects such as balls used in a sport. Its not too much of a stretch to think that other things (spears, axes, bolas, etc.) might just fall under the same skill (and military folks could specialize in grenade, making the investment a bit less taxing than RAW for a skill that does not show up often).
_________________
.
SpecForce Combat Elements
All About Lightsabers: Designing, Building, and Fighting
Back to top
View user's profile Send private message
Mamatried
Commodore
Commodore


Joined: 16 Dec 2017
Posts: 1829
Location: Norway

PostPosted: Tue Mar 02, 2021 3:29 pm    Post subject: Reply with quote

Whill wrote:
We are getting into a tangent here, but I have skills such as primitive construction/repair and archaic mechanical repair under Mechanical, not Technical. Constructing a catapult or repairing the engine of a 1969 Dodge Charger would be Mechanical feats. For me, the dividing line between using Mechanical or Technical to repair things would be computerization, which would put it into Technical. Completely primitive characters would have 0D Tec but may have 0D+1 or 0D+2 Mech. See below for my "0D Attributes" rule from a 2018 post linked below that.

Whill wrote:
0D Attributes:
Ewoks are a primitive sapient species, and as such most NPCs will have attribute values of 0D, 0D+1 or 0D+2 for Knowledge, Mechanical and Technical. An attribute value of 0D means the character cannot have or use any skills of that attribute. An attribute value of 0D+1 means that the character may have select skills at 1D or higher but do not normally have access to non-listed skills of these attributes. An attribute value of 0D+2 mean that the character may have select skills at 1D or higher and may occasionally perform simple tasks of non-listed skills of these attributes, the circumstances of which as determined by the GM. Characters with 1D or higher in these three attributes are not completely primitive and have some level of familiarity with the galaxy at large.


https://rancorpit.com/forums/viewtopic.php?p=180949#180949


I would still argue tech skills, first aid is one, repairing bows and to a degree martial weapons is another

And whiile I agree on the catapult thing, I also would argue that flint napping, making a flint dagger, or relair it is a tech skill under melee weapon repair, in the RAW that is.

Naturally I am one that think many skills should change attribute and as such yes I can your point, but as to raw even the most primitive stone age people can use tech skills, it is technology, just a ver primitive one

and imo making, repair a stone dagger, a pointed stick or a stone axe are all as uder RAW tech skills, this also go for the repair and maintenance

Now we could argue that flint napping, and making pointed sticks and other "stone age" tools and weapons could fall under a default with the survival skill, and as such yes, would not for most primitives ( maybe Ewoks included) remove the need for TEC based skills, and still allow for the normal making, repairing of the most primitive tools/weapons.
And I can see a form of first aid also falling under this, knowing herbs and the like.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Characters, Droids, and Species All times are GMT - 4 Hours
Goto page Previous  1, 2, 3, 4, 5  Next
Page 4 of 5

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0