PBP Alt Univ: Clone Wars: Misc

By EliasWindrider, in Star Wars: Force and Destiny Beginner Game

@Von3679 For the discerning saboteur I suggest the following gear:

One or more Shaped Charges (encumbrance 2 per charge) from Fully Operational. Blast radius: Engaged. They do 15 damage plus 5/extra charge after the first. They have Breach 1 and Vicious 1 each, both of which increase by 1 per charge used together. Easy Mechanics check for one charge, with the difficulty rising by 1 for each additional charge used in the same blast. Each success increases the total damage by 1. Assumed (based on Destro-6): normal detonation by timer (up to 6 hours) or by remote signal.

One or more Destro-6 Demolition Charges (encumbrance 1 per charge) from Rise of the Separatists (not yet in OggDude unless one inputs it oneself). Blast radius: Short. They do 20 damage plus 5/extra charge after the first. They have Breach 1. Each charge requires 5 minutes to set up. Easy Mechanics check regardless of how many charges one uses together. One can halve the set-up time, but then setting it up becomes a Hard Mechanics check and the GM can spend one Despair (or 3 Threats) to make them detonate prematurely. Normal detonation by timer (up to 6 hours) or by remote signal.

Basically, the Destro-6 reaches further and is safer to use in multiples, but takes much longer to set up.

Cryoncorp SE-90 Structural Engineering Scanner (encumbrance 1) from Fully Operational. It requires an Average Computers check (modified if GM wants) in order to "detect stress fractures and weak points, concealed armor and reinforced sections, conduits, hidden spaces, and the like." Perfect for detecting where best to lay the explosives.

X5R Heavy Demolitions Kit (encumbrance 4) from Rise of the Separatists (not yet in Oggdude). It gives +2 Boost on Mechanics checks to prepare, set, or disarm explosives. Once per session, a character can use the kit to remove one Despair (or 3 Threats) after cancelling dice symbols but before resolving the effect when making a Mechanics check to deal with explosives. Good for avoiding a nasty surprise - particularly during set-up.

If you're feeling particularly lucky and invulnerable, then you could bring along a Baradium Charge (encumbrance 2) from Fully Operational. Blast radius: Long (personal scale). They do massive damage (3 planetary scale +1/extra charge) and are used "to level enemy bases and scuttle ships". Easy Mechanics check for one charge, with the difficulty rising by 1 for each additional charge used in the same blast. Each success increases the total damage by 1. However, they are tricky and unstable - a Despair from the Mechanics check during set-up will cause the charges to go off, and gives those too close a +50 on any roll on the Critical Injury table. I highly recommend insist on the Demolitions Kit for any group taking these! Our primary mission goal is to disable the Invincible; scuttling her is a last resort objective.

For those without handy universal door openers (a.k.a. lightsabres), I recommend Flex-5 Detonite Tape (encumbrance 1) from Fully Operational. It is often used to breach doors and destroy equipment like computer banks and civilian airspeeders*. Blast radius: Engaged. They do 5 damage plus 2/extra charge after the first. Easy Mechanics check regardless of how many charges one uses together. Can be set off by a timer or by remote signal.

Mark III Modular Backpack from Savage Species. Get it and the 6 extra pouches (Oggdude treats them as attachments/mods, but no rolls are necessary), and see your encumbrance threshold increase by 8. Use it to lug around the above-mentioned gear.

Basically take what you (and your clones) can carry. I recommend a mix of the Shaped Charges and Destro-6s so as to be more flexible timing-wise. Just don't mix them up!

* Not to mention being a truly terrifying incentive to talk for those who realise what it is and can it do. One charge is 3 cm wide and 1 metre long, sticks to most things, and it is usually bought on reels with 50 charges (encumbrance 50!). Just cut off what you need and take that along.

Edited by Bellona
Added Detonite Tape, and cleaned things up.

Who is going to fly the ship? You could leave it to a clone npc and have 3 green pilot checks. There are some highish agility characters like Ker'see/ @MrTInce or shin Ethan/ @Von3679 can use 4 of his force dice to boost his agility to 6 (roll 6 green) and also roll the 5th force die which he gets to decide to spend pips as success or advantage.

Edited by EliasWindrider

Ker'see might be good to be one of the first out the door with the grenade launcher.

Hey, sorry. My finals r next week, so I really think I have to pause being in this game. I’m really sorry, I know I didn’t do much, and wasted everyone’s time, but I’ve really been super busy recently. Hope you understand.

The premise we've been working under is 2 jedi and an EXTRA squad of clones per team

Player vote

Do you want

1) to proceed without @Von3679 /Shin Ethan

2) wait a week for @Von3679 to become available

3) have the other player in his team run the character

4) have me run the character?

Anything except for option 2.

By the way, I just juggled the explosive part of my clones' inventory when I realised that after all that talking/writing about Shaped Charges, they weren't on their gear list yet. Updated version on MediaFire by tomorrow (have to go do other stuff now).

Edited by Bellona

1.

A 5th option, have a player from the other team play him (makes interaction more natural)

Hello all @ShockHelix is joining the game, his concept was a clone commando, so I'm thinking he gets 5 minions of slightly higher quality to fit the concept instead of 2 squads.

Hey everyone, nice to meet you! And thanks Elias for letting me join, I've really been looking forward to getting some good play in for the clone wars era.

So as I was saying in the PM, the concept was a Clone Commando. If I'm not mistaken you've already got an ARC Trooper with @AnomalousAuthor at the Captain rank, so my character would come in as Lieutenant to not upset the current rankings. With what you've given me minion wise, I'd like to just have 4 other commandos if that's acceptable, since that's the usual size of a Commando Squad from what I understand. Having lost his own squad in the battle, but having went above and beyond on Geonosis, I would think that would make sense from a lore perspective of him being put in charge of a new squad since his own fell in battle.

In order to fill an important role for the current group, I wanted him to specialize in Piloting, which works for Clone Commandos having a good amount of training, while each serves a specialized role in their squad. I've always found having someone dedicated to vehicles is a boon for FFG, and while I'm not sure how you're handling vehicles at the moment, I know the LAAT/i's are stated out and commonly seen as the most used transport by GAR forces.

If I'm not mistaken, you've allotted 900xp and 25k credits to non force users for starting gear, so if everything sounds good above, I'll get started on my character and should have it done in a day or two!

@ShockHelix Welcome on board!

Visit Q at the ship's armoury, he'll have (most of) all the gear that you could want for this mission. :)

My vote would be for #1 or #2.

My personal choice would be 4 or 3, in that order. If @Von3679 will be available in the future we can work around him for a bit. In fairness I have been down sick since Wednesday myself and have not focused on keeping it moving forward.

Edited by vandarl

We're going to wait for @ShockHelix . Their new account forum posts are currently subject to moderator review. That should clear in a few days.

Speaking of that @EliasWindrider , this is still probably hidden, but I've got my character mostly complete, just need it reviewed, and to clear up some questions.

Specifically, concerning the Commando squad he'll be in charge of, how do you want me to go about stating that out? I've got a general idea of what I want for the four of them, but I'm not sure what my limitations are in that regard. Since there's no stats in RotS or CotR I could find for Clone Commandos or ARC Troopers, I was thinking about using the Sergeant template for them, then customizing their gear a bit to add in the Katarn armor worn by Commandos and a more unique set for each of them personally.

As for the character sheet, here's what I have so far - http://swsheets.com/c/tchaiapt1-lieutenant-rc-0 . I tried to make sure I documented the location of every talent, gear piece, and modification I made use of from the books, most of which is from CotR and RotS, and I based the XP amount from what I could gather from the existing characters. To expedite the process while I'm waiting for this moderator review thing to pass, I'll go ahead and DM you this post. Here's hoping they get rid of that soon, because if everything goes well I'm just about ready to have RC-0017 pilot that stealth ship over 😋

@ShockHelix

It'd be 5 minion in your squad, right now I'm thinking 10 wounds, 3's for all attributes except presence which is a 2. For skills all combat except lightsaber; stealth, pilot planetary, discipline, athletics, knowledge warfare, vigilance, mechanics, medicine feel free to suggest one or two more. Feel free to suggest gear for them too.

Alright, @EliasWindrider well with that info and if I need to go 5 instead of the usual commando four, I'd be thinking something like this. Additionally glad to see my blocked messages are showing up!

Statblock

Clone Commando

Brawn 3, Agility 3, Intellect 3, Cunning 3, Willpower 3, Presence 2

Soak Value 5, Wound Threshold 10, Defense 0/0

Skills: Athletics 1, Brawl 1, Discipline 1, Gunnery 1, Knowledge (Warfare) 1, Mechanics 1, Medicine 1, Melee 1, Piloting (Planetary) 1, Piloting (Space) 1, Ranged (Heavy) 1, Ranged (Light) 1, Stealth 1, Vigilance 1.

Abilities: Clone Inhibitor Chip (So long as the proper chain of command is observed, upgrade the ability of Leadership checks targeting a Clone Commando once.) Commando Specialization: While in a squad or squadron, the character leading the squad can order a Clone Commando to perform an action as though activating an ability, or to take a maneuver as though taking a maneuver.

Equipment: Katarn-class Commando armor (Soak +2, Def +1), Merr-Sonn "Rider" Ascension Pistol, utility belt, extra reload.

Balyeg Squad:

RC-2121 "Titan" -

Skills: Resilience 2

Talents: Toughened 1 - +2 Wound Threshold.

Equipment: M3 Bulwark Blast Shield (Melee); Damage +1, Critical 6; Range [Engaged]; Cumbersome 3, Defensive 2, Deflection 2. Adostic Arms 8-Gauge Scatter Gun (Ranged (Heavy)); Damage 7, Critical 6; Range [Short]; Blast 3, Knockdown.

RC-2444 "Boomstick" -

Skills: Mechanics 2

Talents: Powerful Blast 1 - Increase Blast Damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast.

Equipment: CSPL-12 Projectile Launcher (Ranged (Light)) "DC-17m ICWS Anti Armor"; Damage N/A, Critical N/A, Ranged [Medium]; Limited Ammo 3. DC-15A Blaster Carbine (Ranged (Heavy)) "DC-17m ICWS Blaster"; Damage 9, Critical 3; Ranged [Medium]; Auto-fire, Pierce 1, Stun Setting. 3x Frag Grenades (Ranged (Light)); Damage 8, Critical 4; Blast 6. 2x Destro-6 Demolition Charge.

RC-2445 "Bullseye" -

Skills: Ranged (Heavy) 2

Talents: Deadly Accuracy - When acquired, choose 1 combat skill (Ranged (Heavy)). Add damage equal to ranks in that skill (2) to one hit of a successful attack with that skill.

Equipment: "Precision-X" Marksman Rifle (Ranged (Heavy)) "DC-17m ICWS Sniper"; Damage 9, Critical 3; Range [Long]; Pierce 1, Stun Setting. DC-15A Blaster Carbine (Ranged (Heavy)) "DC-17m ICWS Blaster"; Damage 9, Critical 3; Ranged [Medium]; Auto-fire, Pierce 1, Stun Setting. Electrobinoculars.

RC-3003 "O-3" -

Skills: Gunnery 2

Talents: Suppressing Fire - Character and allies in short range may spend [Advantage] on failed combat checks once per round to inflict 1 strain per rank of Suppressing fire on the target.

Equipment: BT X-42 Heavy Flame Projector (Gunnery); Damage 10, Critical 2; Ranged [Medium]; Blast 6, Burn 4, Vicious 1. DC-15A Blaster Carbine (Ranged (Heavy)) "DC-17m ICWS Blaster"; Damage 9, Critical 3; Ranged [Medium]; Auto-fire, Pierce 1, Stun Setting.

RC-6666 "Sixer"

Skills: Medicine 2

Talents: Surgeon 1 - When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.

Equipment: DC-15A Blaster Carbine (Ranged (Heavy)) "DC-17m ICWS Blaster"; Damage 9, Critical 3; Ranged [Medium]; Auto-fire, Pierce 1, Stun Setting. 4x Stimpack . 2x Military Traumapac. 1x Medpac.

18 minutes ago, ShockHelix said:

Alright, @EliasWindrider well with that info and if I need to go 5 instead of the usual commando four, I'd be thinking something like this. Additionally glad to see my blocked messages are showing up!

Statblock

Clone Commando

Brawn 3, Agility 3, Intellect 3, Cunning 3, Willpower 3, Presence 2

Soak Value 5, Wound Threshold 10, Defense 0/0

Skills: Athletics 1, Brawl 1, Discipline 1, Gunnery 1, Knowledge (Warfare) 1, Mechanics 1, Medicine 1, Melee 1, Piloting (Planetary) 1, Piloting (Space) 1, Ranged (Heavy) 1, Ranged (Light) 1, Stealth 1, Vigilance 1.

Abilities: Clone Inhibitor Chip (So long as the proper chain of command is observed, upgrade the ability of Leadership checks targeting a Clone Commando once.) Commando Specialization: While in a squad or squadron, the character leading the squad can order a Clone Commando to perform an action as though activating an ability, or to take a maneuver as though taking a maneuver.

Equipment: Katarn-class Commando armor (Soak +2, Def +1), Merr-Sonn "Rider" Ascension Pistol, utility belt, extra reload.

Balyeg Squad:

RC-2121 "Titan" -

Skills: Resilience 2

Talents: Toughened 1 - +2 Wound Threshold.

Equipment: M3 Bulwark Blast Shield (Melee); Damage +1, Critical 6; Range [Engaged]; Cumbersome 3, Defensive 2, Deflection 2. Adostic Arms 8-Gauge Scatter Gun (Ranged (Heavy)); Damage 7, Critical 6; Range [Short]; Blast 3, Knockdown.

RC-2444 "Boomstick" -

Skills: Mechanics 2

Talents: Powerful Blast 1 - Increase Blast Damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast.

Equipment: CSPL-12 Projectile Launcher (Ranged (Light)) "DC-17m ICWS Anti Armor"; Damage N/A, Critical N/A, Ranged [Medium]; Limited Ammo 3. DC-15A Blaster Carbine (Ranged (Heavy)) "DC-17m ICWS Blaster"; Damage 9, Critical 3; Ranged [Medium]; Auto-fire, Pierce 1, Stun Setting. 3x Frag Grenades (Ranged (Light)); Damage 8, Critical 4; Blast 6. 2x Destro-6 Demolition Charge.

RC-2445 "Bullseye" -

Skills: Ranged (Heavy) 2

Talents: Deadly Accuracy - When acquired, choose 1 combat skill (Ranged (Heavy)). Add damage equal to ranks in that skill (2) to one hit of a successful attack with that skill.

Equipment: "Precision-X" Marksman Rifle (Ranged (Heavy)) "DC-17m ICWS Sniper"; Damage 9, Critical 3; Range [Long]; Pierce 1, Stun Setting. DC-15A Blaster Carbine (Ranged (Heavy)) "DC-17m ICWS Blaster"; Damage 9, Critical 3; Ranged [Medium]; Auto-fire, Pierce 1, Stun Setting. Electrobinoculars.

RC-3003 "O-3" -

Skills: Gunnery 2

Talents: Suppressing Fire - Character and allies in short range may spend [Advantage] on failed combat checks once per round to inflict 1 strain per rank of Suppressing fire on the target.

Equipment: BT X-42 Heavy Flame Projector (Gunnery); Damage 10, Critical 2; Ranged [Medium]; Blast 6, Burn 4, Vicious 1. DC-15A Blaster Carbine (Ranged (Heavy)) "DC-17m ICWS Blaster"; Damage 9, Critical 3; Ranged [Medium]; Auto-fire, Pierce 1, Stun Setting.

RC-6666 "Sixer"

Skills: Medicine 2

Talents: Surgeon 1 - When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.

Equipment: DC-15A Blaster Carbine (Ranged (Heavy)) "DC-17m ICWS Blaster"; Damage 9, Critical 3; Ranged [Medium]; Auto-fire, Pierce 1, Stun Setting. 4x Stimpack . 2x Military Traumapac. 1x Medpac.

Minions don't have skill ranks.... every minion after the first counts as a skill rank. Defense would be 1/1. Minions generally don't have talents either. But I suppose I could add a single rank of adversary.

Ah, my mistake @EliasWindrider . Didn't realize I actually needed to handle them with the minion template.

In regards to where my head was at, I was thinking of Balyeg Squad as a direct influence on my character's development. The general idea is he'll do his best to keep them alive, but as they most likely slowly die off over the course of the Clone Wars, it'll lead to him becoming more and more independent, abrasive, and potentially even insubordinate.

With the skill ranks in regards to minions then, the only change I'd make in addition to adding Piloting (Space) (in case they end up in a squadron piloting V-9's or ARC 170's,) is Resilience for:

Skills: Athletics, Brawl, Discipline, Gunnery, Knowledge (Warfare), Mechanics, Medicine, Melee, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Ranged (Light), Resilience, Stealth, Vigilance.

In addition to that, I'll scrap the talents. That was an attempt to give some flavor to each of them in regards to the specialized training Clone Commandos go through. In regards to Adversary 1 however, it would be nice if they received that only when squaded up underneath my character, to represent how the Clone Commandos were supposed to work remarkably well together.

5 minutes ago, ShockHelix said:

Ah, my mistake @EliasWindrider . Didn't realize I actually needed to handle them with the minion template.

In regards to where my head was at, I was thinking of Balyeg Squad as a direct influence on my character's development. The general idea is he'll do his best to keep them alive, but as they most likely slowly die off over the course of the Clone Wars, it'll lead to him becoming more and more independent, abrasive, and potentially even insubordinate.

With the skill ranks in regards to minions then, the only change I'd make in addition to adding Piloting (Space) (in case they end up in a squadron piloting V-9's or ARC 170's,) is Resilience for:

Skills: Athletics, Brawl, Discipline, Gunnery, Knowledge (Warfare), Mechanics, Medicine, Melee, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Ranged (Light), Resilience, Stealth, Vigilance.

In addition to that, I'll scrap the talents. That was an attempt to give some flavor to each of them in regards to the specialized training Clone Commandos go through. In regards to Adversary 1 however, it would be nice if they received that only when squaded up underneath my character, to represent how the Clone Commandos were supposed to work remarkably well together.

I'm not sure how grouping minions is supposed to make them more resilient (e.g. more able to resist poison. But we could add pilot space to the mix. For the sake of simplicity on my end (running things) the adversary talent should always or never apply, you choose which.

I was thinking a 6 man squad of commandos including your character, so 5 minions and 1 die fewer than a each of @AnomalousAuthor 's squads but higher attributes more skills twice the wounds per minion and only 1 squad instead of 2. It seems like a fair trade off to me, @AnomalousAuthor does that sound fair to you? Does the presence vs absence of the adversary talent change whether it's seems fair to you (if that's the straw the breaks the camel's back, I'll scrap the adversary talent). The commandos and condor would be outside the normal chain of command, they report to higher ups the same but condor wouldn't have the same authority over generic clone troops you guys encounter.

Condor and his squad would go with the team assaulting the bridge.... both of your squads would go to engineering? Does that sound okay to everyone.

Fair point on the Resilience. I was thinking more along the lines of their training, but you're right that it doesn't make sense when grouping.

As far as the Adversary Talent, I'm not partial either way, and while it would be nice I'm good with leaving it up to @AnomalousAuthor whether or not he thinks the Adversary part is fair.

As an additional note concerning the chain of command from my end, Condor would likely follow most orders issued by Wraith out of respective for him being a Captain anyway, as long as it isn't something he believes would directly lead to the deaths of his squad or is just completely idiotic.

Whatever you guys feel is appropriate is fine by me.

20 hours ago, EliasWindrider said:

.

Condor and his squad would go with the team assaulting the bridge.... both of your squads would go to engineering? Does that sound okay to everyone.

Yeah, that works fine with me.

Sounds good to me!