Hi everyone,
My ga ming group is interested in running a New Jedi Order campaign . I know many people aren't too fond of the Yuuzhan Vong and I'm not here to debate that as I'm simply interested in writing the game my players want. I would, however, appreciate any feedback on the equipment I've been working on.
I went through the Yuuzhan Vong category page on Wookieepedia and tried to adapt anything interesting or prevalent. Here are the results. Any comments or feedback would be great!
Notes: I included hardpoints on most of these as I am still in the process of identifying some attachments that would be suitable for biotech enhancements. Also, most weapons use skills distinct from the norm to reflect their alien nature. I had some trouble figuring out how to balance special qualities or abilities, specifically with the Amphistaff. I may either utilize the effects sparingly or turn them in to NPC talents and sprinkle them in. Poisons listed are from the Core Rulebook, page 172.
Weapons
Amphistaff
Skill YV Melee Damage +3 Crit 3 Range Engaged Encumbrance 2 HP 2
Special Qualities Pierce 3, Defensive 1, Cortosis, Vicious 1, Anesthetic Poison
On a successful melee attack, the wielder may spend 3 Advantage or 1 Triumph to poison the target. In addition, the wielder may spend 3 Threat or 1 Despair while defending against a melee attack to have the amphistaff make a poisonous bite against the attacker.
As an action, the amphistaff may be coaxed to spit poison up to medium range. The wielder may take an Aim maneuver and an Attack action to make a Called Shot at the target’s eyes using the YV Ranged Light skill. If successful, the target is Blinded for one round and must make a Resilience check versus Anesthetic Poison.
Tsaisi
Skill YV Melee Damage +3 Crit 2 Range Engaged Encumbrance 2 HP 2
Special Qualities Pierce 3, Cortosis, Vicious 2, Neurotoxin Poison
As Amphistaff, except with Neurotoxin poison.
Coufee
Skill Melee Damage +1 Crit 3 Range Engaged Encumbrance 1 HP 1
Special Qualities Pierce 1, Vicious 1
Fighting Claw
Skill Brawl Damage +1 Crit 3 Range Engaged Encumbrance 0 HP 0
This biotech implant allows the wielder to sprout claws from their hands or forearms (as Cybernetic Weapon implant).
Razor Bug
Skill YV Ranged Light Damage 8 Crit 3 Range Medium Encumbrance 1 HP 0
Special Qualities Vicious 1, Guided 2, Limited Ammo 1
Thud Bug
Skill YV Ranged Light Damage 8 Crit 4 Range Medium Encumbrance 1 HP 0
Special Qualities Disorient 1, Knockdown, Guided 2, Stun Damage, Limited Ammo 1
Blast Bug
Skill YV Ranged Light Damage 8 Crit 3 Range Medium Encumbrance 1 HP 0
Special Qualities Blast 6, Breach 1, Guided 2, Limited Ammo 1
Bug Launcher
Skill YV Ranged Heavy Damage -- Crit -- Range Long Encumbrance 5 HP 2
Special Qualities Limited Ammo 6, Cumbersome 3
This weapon can be loaded with any combination of 6 Razor, Thud, or Blast Bugs.
Plasma Eel
Skill YV Ranged Light Damage 20 Crit 2 Range Short Encumbrance 1 HP 0
Special Qualities Blast 15, Breach 1, Limited Ammo 1, Vicious 4
Blorash Jelly
Skill YV Ranged Light Damage -- Crit -- Range Short Encumbrance 1 HP 0
Special Qualities Ensnare 3, Limited Ammo 1
Fire Spitter
Skill YV Ranged Light Damage 8 Crit 3 Range Short Encumbrance 0 HP 0
Special Qualities Burn 3, Blast 2, Slow Fire 2
This biotech implant allows the wielder to emit a flaming, explosive substance from their forearm (as Cybernetic Weapon implant).
Armor
Vonduun Skerr Kyrric, Light
Defense 0 Soak 2 Encumbrance 4 HP 3
Special Qualities Cortosis
Vonduun Skerr Kyrric, Heavy
Defense 1 Soak 2 Encumbrance 6 HP 4
Special Qualities Cortosis
Ooglith Masquer
Defense 0 Soak 1 Encumbrance 2 HP 0
Glistaweb
Defense 2 Soak 0 Encumbrance 1 HP 0
Defends against ranged energy weapons only.
Cloak of Nuun
Defense 0 Soak 1 Encumbrance 2 HP 0
Built in Optical Camouflage System