New Jedi Order Equipment Conversion

By Arasoi, in Game Masters

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

Cool!

Thud bug damage should maybe be a little lower.

What happened to the grappling ability for the amphistaff?

Thud bug damage should maybe be a little lower.

What happened to the grappling ability for the amphistaff?

Thanks for the replies. I had tried to find similar existing equipment and based them on that. With the bugs, I tried to model them off of both blaster pistols and grenades. Considering the special qualities the damage might need to go down a bit but the Yuuzhan Vong are otherwise very weak in ranged combat.

For that ampishtaff ability I was a little stumped on how to do it. I had considered using the Pin talent from Enter the Unknown or spend Adv/Triumph to activate a Slowed Down, Distracted, or Off Balance critical effect (without the target actually receiving the critical) to achieve this.

I have a feeling I'm going to have to start with limited abilities and work my way up to balance things out.

Thud bug damage should maybe be a little lower.

What happened to the grappling ability for the amphistaff?

Thanks for the replies. I had tried to find similar existing equipment and based them on that. With the bugs, I tried to model them off of both blaster pistols and grenades. Considering the special qualities the damage might need to go down a bit but the Yuuzhan Vong are otherwise very weak in ranged combat.

For that ampishtaff ability I was a little stumped on how to do it. I had considered using the Pin talent from Enter the Unknown or spend Adv/Triumph to activate a Slowed Down, Distracted, or Off Balance critical effect (without the target actually receiving the critical) to achieve this.

I have a feeling I'm going to have to start with limited abilities and work my way up to balance things out.

There is an Ensnare quality in the Core Rulebook that, when activated, forces the target to make a hard athletics check as an action to break out.

Thanks Kaosoe. I was hesitant to just add Ensnare to the weapon when it already had so many qualities, but it is the easiest solution and as long as I use it sparingly might be the best solution as well.

I doubt my players would come across the knowledge or even opportunity to catch, raise and train with one so it shouldn't be an issue.

Thanks Kaosoe. I was hesitant to just add Ensnare to the weapon when it already had so many qualities, but it is the easiest solution and as long as I use it sparingly might be the best solution as well.

I doubt my players would come across the knowledge or even opportunity to catch, raise and train with one so it shouldn't be an issue.

Just inflate the advantage needed to activate the Ensnare quality a little. Maybe it should require 3, or even 4 instead of the standard 2, and remember that part of the balancing factor for the multiple abilities is that you need to generate advantage for each one, so it's not usually going to be such a big deal.