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Lord Zack

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  1. You know, maybe I'll put the VCX-100 on my list of things to stat. I'm already planning on correcting the Victory-class Star Destroyer and maybe TIE/d Defender.
  2. He has stated that the vessel is about 76 meters long, and its dual turrets are supposedly "ultralight turbolasers."
  3. I went and statted out the Intersector in my vehicles thread.
  4. That would be because I forgot to put in the four quad laser turrets. I'll just have to fix that.
  5. This might be the trickiest ship I've built yet- the Intersector-class sloop created by fractalsponge. Much of this was, hopefully educated, guesses. Intersector-class sloop Silhouette: 5 Speed: 4 Handling: -1 Defense: 2/1/1/2 Armor: 4 HT Threshold: 35 SS Threshold: 25 Hull Type/Class: Sloop/Intersector Manufacturer: Corellian Engineering Corps Hyperdrive: Primary: Class 2, Backup; Class 12 Navicomputer: Yes Sensor Range: Extreme Ship's Complement: One captain, one pilot, one co-pilot, one engineer, one mate, seven gunners. Starfighter Complement: None Encumbrance Capacity: 250 Passenger Capacity: 10 Consumables: Five months Cost/Rarity: 500,000 (R)/ 6 Customization Hard Points: 1 Weapons: One dorsal and one ventral turret-mounted twin ultra-light turbolaser batteries (Fire Arc All; Damage 8; Critical 3; Range [Medium]; Breach 1, Linked 1), Two dorsal and two ventral turret-mounted quad laser cannons (Fire Arc All; Damage 5; Critical 3; Range [Close]; Accurate, Linked 3), Forward Concussion Missile Launcher (Fire Arc: Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4, Guided, Limited Ammo 10, Slow-Firing).
  6. More than likely the players would be piloting both real robots and super robots. Though there wouldn't necessarily be that much of a gulf between them. If a player plays Amuro Ray, they may start with the RX-78-2 (or -3 or Re-GZ more likely), but end up piloting the Hi-Nu Gundam, while Koji Kabuto starts with Mazinger Z, but upgrades to Mazinkaiser. Likewise the opponents will scale. There's also characters who are good enough to fight advanced, prototype units in a mass-produced unit. So it certainly does seem like a supers team-like situation, where heroes of different power levels can all contribute in some way. Perhaps I could take a look at Cortex Plus Heroic for some inspiration.
  7. My Edge of the Republic game may be starting up again soon and when we left off the crew of the Black Duchess (a brand new YT-1300) found themselves in the midst of a fleet battle between the forces under the Hutts and a group of "unauthorized" pirates (meaning not giving the Hutts a cut). Now I know there are mass battle rules available, but I am wondering if anybody had any advice to share on this subject? The players were assigned to intercept some bombers making a run on the flagship of the Hutt fleet when we ended the last session, so their success or failure may have impact on the greater battle. I need other such parts of the battle they could get involved in.
  8. I've been looking for a game for a mecha game for a while. However, what I want to do is a campaign based on Super Robot Wars. So I'd have to have rules for everything from Petit Mobile Suits, to Mazinger Z, possibly all the way to Tengen Toppa Gurren Lagaan.
  9. According to the West End Games Star Wars Roleplaying Game comlinks broadcast on "countless different frequencies" and can be encrypted to ensure your communications can't be heard by others. There are also public "Standard Clear Frequencies", for stuff like public broadcasts (like the one Lando made to Cloud City in the Empire Strikes Back?). So you don't really call specific people, unless they know to listen into a particular frequency.
  10. For a cool Imperial ship with a hyperdrive I might use the TIE Advanced/x1 aka Vader's TIE. According to Legends sources while never mass-produced it was not unique. For something more exotic, maybe use the Scurrg H-6 prototype bomber. The Empire could have had Nubian Star Drives reproduce the design for testing for possible mass production.
  11. As for me I know exactly when and how those many Bothans died... it involved a Missile Boat.
  12. Dromund Kaas is located within the Stygian Caldera along with other Sith Worlds like Korriban. So look for Korriban on the galaxy map and Dromund Kaas is in also in R-5 on the map.
  13. CR70 Corvette Silhouette: 5 Speed: 3 Handling: -1 Defense: 2/1/1/2 Armor: 5 HT Threshold: 50 SS Threshold: 25 Hull Type/Class: Corvette/CR 70 Manufacturer: Corellian Engineering Corporation Hyperdrive: Primary: Class 2, Backup: None Navicomputer: Yes Sensor Range: Long Ship's Complement: 18 to 150 depending on configuration Encumbrance Capacity: 4000 depending on configuration Passenger Capacity: Up to 600 depending on configuration Consumables: One Year Cost/Rarity: 800,000/7 Customization Hard Points: 4 Yeah this one was pretty easy, given that, like much of what I've done so far it's basically tweaking of existing statistics. Hopefully I can move on to some more challenging ships and there may be more room for feedback with those.
  14. I would let them spend any credits they had before on gear and then have them roll to see how many credits they have as if they were making a new character (they can't save the excess). They would gain no new xp.
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