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Zombre

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  1. I am working on something very similar. Basically taking the Death Troopers novel and adding cannon events to create the Blackwing Virus in it infancy. Below is a link to some of the ideas I've come up with, but I would definitely like to hear what you decided to do with your campaign. The adventure is taking place about 3 years BBY around Season 2 of the Rebels show. Basically, I have borrow some of the officers' names from Death Troopers and the Star Destroyer's name Vector for this idea and I'm creating some maps of the Star Destroyer using elements from other maps. So far I've created the bridge, and a couple of hangar bays. Zombie Trooper Adventure Idea I'd like to know how your adventures went, and any pointers TacticalBastrd, Kager or anyone else could give about what worked and what you wish you could have done differently in running the adventure. Thank you for any feedback you can provide.
  2. I made a post about this recently about using the Brain Worms from the Clone Wars and incorporating it into my campaign that takes place about 3 years BBY. The post can be found below and I would like to hear from you guys what you think or any other ideas. Was also using some of the names from the Death Troopers book including the Star Destroyer Vector. Zombie Trooper Adventure Idea
  3. Hello all, I'm working on an adventure heavily based off of the book Death Troopers and existing Canon Lore. I'm planning on modifying events of the book to take place just 3 years BBY during Season 2 of Rebels. The zombies will occur as a result of the Brain Worms from Season 2 of Clone Wars. Basically, the Advanced Weapons Research team discovered a couple of the Zombie Geonosians during their last deployment of poison canisters to on the planet of Geonosis and brought 2 specimens to the ISD called the Vector under Commander Gorrister. Long story short, they had cloned 3 versions of the Brain Worm, each clone was created using genetical materials on hand from 3 different species, Rodian, human, and Trandosian. They experimented with the Brain Worms by observing them taking a host, a Verpine, a human, and a Rodian. Basically, the Verpine had a similar biology as the Genosian species with a few key differences, including the ability to change gender in order to lay eggs. So they got a Verpin that is able to reproduce the Brain Worms that I have the scientist classify as Species GN-304. They have a few more volunteers (slaves) they use to see how the Verpine Brain Worms behave compared to the ones attached to the dead Geonosians. One of the human male slaves that is used as a host to the Verpin Brain Worms has the equivalent of Tuberculosis, and the Brain Worm utilizes the DNA of the bacteria as a way of reproducing itself. The nature of the virus attacks the lungs of it victims and starts absorbing the oxygen from the victim's blood cells as well as some genetic materials of the host to create a Brain Worm embryo that makes its way to the victim's brain and as a results ends up killing the host. The Brain Worm now inside of the victim has only one way of reproducing inside of a dead host and that is through body fluid contact. This adventure will take place in the Maw Nebula, the original spot where the first Death Star was constructed in the EU before Disney changed that to Geonosis. It is a nebula with a clusters of black holes near the Kessel system. I'm creating maps of the Star Destroyer using this image as a map: https://goo.gl/images/BZHHWJ I have started creating a bunch of logs entered into different parts of the ship's computer systems form different members of the Vector's crew. Hopefully I will have enough to have the slicer in the group roll a d100 to pull one of the logs out of the computer system at random and see if they can piece together the mystery of what happened, but not before 75% of the Crew is infected with the Blackwing Sickness and have to search the ship or logs for a cure, or try making a cure from one of the PC's that was luckily enough to be immune to the virus. I'd like to hear some suggestions and ideas from the community. The main hook will be from an encrypted datapad discovered in the first game of our campaign over a year ago in real life time. Basically the Star Destroyer need to be replenished with supplies frequently, especially if the Ship will be stationed in a spot for a long period of time. For this, two datapads with the encrypted coordinates and directions to the Vector's location were entrusted to two of the ship's senior officers. They would take a shuttle back to the Injopan system and each make arrangements to obtain a supply transport to bring the Vector the supplies in an alternating schedule of one month cycles, starting with officer Daniels. Then Commander Korvis would follow up with his delivery 30 days from Daniels' delivery. During the resupply, a report will be sent back with the Officer to deliver to Lord Vader himself on the progress of Project Blackwing and relay any further instructions for the next resupply. Basically, a gang of Rodian Pirates attacked officer Daniels supply transport and confiscated everything onboard and held the officer for Ransom. The Pirates separated into two groups, the first group took the supply transport to their hidden moon base and the other group tried unsuccessfully to sell their hostage officer. The pirates moon base was attacked by the PC group where they found the datapad. Below is a sample of some of the mission logs I'm creating. If anyone is still reading this, I would like to hear your thoughts and suggestions. **Commander Gorrister Log 1734 -08-01** Mission Debriefing: The deployment of the poison cannisters on Genosis was a success. However, while deploying the last payload of poison cannisters in one of the deepest tunnels on the southern hemisphere of the planet, Korvis and his team had discovered a pile of Gnosian corpses under a collapsed tunnel. Trooper TK329 then reported seeing movement from the pile of corpses and rocks during the deployment of the cannisters. Upon closer inspection, several of the badly decomposed Gnosian corpses appear to reanimate. The cracking sounds of bone and dried cartilage of their exoskeleton rubbing together resonated and amplified in volume throughout the tunnel as did the raspy snarling that came from what was left of their mouths. The decayed carcasses appeared to have been awoken from the disturbance of the cannisters' deployment. There appeared to be close to 10 of these zombie-like creatures mostly pinned down by the large rocks of a previous cave-in. A moment of fear triggered a few of the Stormtroopers start blasting away at the creatures before coming to a halt at Korvis' command. The blaster fire seemed to have very little effect on the creatures, as they all continued to claw as if attempting to pull their bodies out of the large rocks towards the Stormtroopers. Gorrister immediately ordered the deployment of a Hazard Team to the tunnel to extract Korvis' team and at least two of the creatures to study further aboard the Vector in a quarantined sector of the ship. Korvis and his team were also quarantined in one of the ships medical bays. Knowing that lieutenant commander Director Krennic was preoccupied with the transportation of project Stellar Sphere to its new location, Commander Gorrister was easily able to obtain the permission requested to study his new find in the more remote area of the Maw Nebula and classified his findings as part of Project Blackwing. **Commander Gorrister Log 1734 -08-06** Project Blackwing status log: Deep tissue scans and x-rays have revealed that the Genosian specimens appear to be controlled by a parasitic wormlike creature that operates from the cranial cavity of the subject. The parasite has been classified as Species GN-304 and named Brain Worm. Species GN-304 is approximately 18 inches long and 1.25 centimeters thick. The parasite appears to have thousands of tiny spines that protrude from the creature's body and penetrate parts of the Genosian's brain. The parasite appears to be well adapt at manipulating the Genosian's motor function and has complete control over the subject's muscles. The worm also appears to secrete a fluid that resonates throughout the Genosian's cartilage and muscles keeping them from completely drying out and retaining enough elasticity to bend at the joints. We will extract some blood from the Brain Worm for further study. Our scientist had presented the creatures with various types of food to see if they would take any interest. After showing no signs of interest in any of the processed rations and prepared meat, chief science officer Striker decided to release one of the lab's testing womp rats into the room. Upon seeing the womp rat enter the room, the 2 Genosian zombies seemed to move with a sense of hunger towards the frightened womp rat. The two snarling creatures slowly cornered the womp rat before they started clawing and biting and then eating the womp rat as it squealed in pain. The monitoring of the Brain Worms while their hosts were devouring the womp rat showed new signs of activity. The Brain Worms appeared to move to extend the tail end of their bodies into a position where it hanged over the throat area of the Genosian host while the top end was still attached to the host's brain. Two cylindrical ends protruded from the tail similar to a forked tongue that appeared to absorb some of the fresh blood of the womp rat. **Commander Gorrister Log 1734 -08-10** Project Blackwing status log: Further study of Species GN-304 has appeared to yield some interesting information. DNA Analysis has confirmed that part of the Brain Worms genetic code shares similar traits to that of its Genosian host. Our scientist also theorize that the Brain Worms may be communicating with each other and may have a type of hivemind form of non-verbal communication. It is also theorized that the Brain Worms may be able to take over hosts of different species. We have made some arrangements to stop off at the planet of Injopan near the Kessal system to pick up a variety of test subjects. Our scientists have also started the process to develop clones of Species GN-304. Without knowing exactly how the species reproduces, our scientists are transporting the creature's genetic code into fertilized eggs of a couple different species including Trandosian, Rodian, and Human to see what will develop. **Commander Gorrister Log 1734 -08-12** Project Blackwing status log: The Vector has arrived at the planet Injopan where we are able to extract our new test subjects. In addition to the biological assets, commander Korvis had noticed one of the locals in the area was a member of the insectoid Verpine species. The verpine was arrested and transported with the rest of the biological cargo. Some of our scientist have pointed out that the Verpine share a number of characteristics with the Genosians species including the insectoid carapace and unlike the Genosians, most Verpine have the ability to produce eggs when their hive requires it. Our team will isolate the Verpine and two other test subjects into a secure controlled cell with three canisters. The canisters will contain the newly cloned Brain Worms with a synthetic embryonic fluid, the canisters will be open remotely in the cell while the test subjects are unconscious and we will observe how Species GN-304 selects a host and infects its host. **Commander Gorrister Log 1734 -08-13** Project Blackwing status log: The experiment was a wonder to behold. The 3 test subjects consisted of a human female, a Theelin male, and the Verpine. Once the 3 canisters opened, the three Brain Worms slowly emerged, the one created from human genetic materials was a pinkish hue instead of the yellowish hue of the original, the one created from Rodian was a dark green hue, and the one created from the Trandosian was a yellowish green hue. The three worms appeared to look around the room before the 3 slithered to their own separate host. The Transodian Brain worm slithered up the unconscious Verpine and inserted itself into its mouth. The other two similarly entered their hosts through the human and Theelin nose. The dark green one selected the Theelin and the pink one selected the human. All three awoke immediately afterwards and sat up straight as if observing their surroundings. **Commander Gorrister Log 1734 -08-14** General log: Today we have taken our leave of Injopan and make our way to the Maw Nebula to continue our experiments for the next couple of months. Other members of Director Krennic's Advanced Weapons Research team had mapped out a safe route into the Maw Nebula's cluster of black holes a few years ago as a possible site for the Director's pet project. Since the site was never utilized for Director Krennic's project, this place was seen as a perfect spot for Project Blackwing. Two of the Vector's crew, officer Janson and petty officer Stewart were given encrypted maps to where the Vector will be stationed in the Maw to provide the Star Destroyer with a consistent replenishment of supplies in one month intervals utilizing civilian transport to avoid drawing any unwanted attention to our project. Each of the officers would be accompanied with a small squad of Stormtroopers and a Sentry Droid in case of trouble. Petty officer Stewart will be scheduled to deliver supplies the first month and officer Janson will take the second month and alternate from there. Project Blackwing status log: The living specimens behave very different than the genosian zombies. They have no interest in a living womp rat and seem to prefer prepared food. Our scientist speculate that since the living's hosts still have fully functioning digestive systems, that the parasite is able to get it's nutrition from the body while staying attached to the host's brain. This living hosts also spend most of their time trying to convince anyone who will listen that they would like to leave their confined space. The parasite appears to have access to the host's brain and is able to use the host to communicate verbally as if the host is the same as they were before the parasite latched onto it brain. When questioned through the com system, the host deny and even scoffs at the idea that they have a parasitic worm inside of their head and claim our equipment must be malfunctioning. Our team of scientists continue to scan and monitor the Brain Worms inside both the zombie Genosians and their cloned offspring inside the living hosts to determine if and how the parasite communicates. Chief science officer log: We have begun to do some stress tests on the Genosian zombies to see what weakness they have. The Gnosian hosts appear to not feel any pain when electrocuted, burned, shot at with blasters, or even stabbed. However, we did notice that the zombified hosts did make a loud screeching noise when dropped the temperatures of their containment cells to near freezing. With permission of the Commander, I would like to experiment with cold temperatures even further on one of the two test subjects to see if this is indeed a weakness. **Commander Gorrister Log 1734 -08-16** General log: The Vector is traveling along the route that was mapped out by earlier teams into the center of the Maw Nebula in a safe proximity away from the gravitational pull of the clusters of black holes. The destination is located at a position in the center of the nebula where the gravitation pull of each of the surrounding cluster of black holes is canceled out by the other black holes. We are scheduled to reach our destination within the next couple of days. Some of the Vector's systems are being affected by the gravitation pull of the black holes. A few power surges have been reported in different areas of the ship as well as gravitation fluctuations. These fluctuations include areas of the ship reporting a loss of gravity and other parts of the ship where the gravitational pull was reported as almost doubled. We will continue to monitor these systems. Project Blackwing status log: The Verpine host as begun laying eggs up to 10 so far. According to our Imperial database, the eggs laid by the Verpine host are significantly smaller than usual Verpine eggs at only 10 centimeters tall by 4.5 centimeters at its widest. Some of our camera feeds on our test subjects have become intermittently interrupted as we journey deeper into the Maw Nebula. We have extracted 3 of the eggs and have hidden them in the new test subjects individual secure cell for all 3 new test subjects. We will take this opportunity to monitor the gestation period of the eggs. Once this group has been infected, we will then proceed with pain threshold tests and see if the parasite can still use the host body after the host is killed. The test subjects will be a human male, Zabrak male, and Rodian female.
  4. Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain. - This option is found in every single crafting chart for spending Threat or Despair, so I kept it the same with slight re-wording to fit with harvesting components.
  5. So after talking to members of my group, this is what we decided. Harvesting components will utilize the crafting charts found in the various books to determine the initial time and difficulty to delicately take apart equipment down to its basic parts. These parts would then be organized into the type of parts that can be used to construct equipment such as: Weapon parts, Armor parts, Droid Parts, Gadget Parts, etc. The type of equipment being dismantled determines the rarity of the parts. The first un-cancelled success would recover 25% of the item's total available parts. For example a fully functional blaster pistol is worth 50 credits with one success. (Energy Pistols require 200 credits worth of rarity 3 materials to craft) Each additional Success after the first, reduces the total time required by 2 hours Uses for Advantages and Triumphs: 1 Advantage or 1 Triumph: Practice Makes Perfect: The character gains a Boost on the next harvesting components check he/she makes until the end of the session. 2 Advantage or 1 Triumph: Lessons Learned: Reduce difficulty of the character's next harvesting components check by 1. 3 Advantage or 1 Triumph: Efficient Deconstruction: recover 25% of materials up to 75% of the total amount of the equipment being disassembled. (For example, if a Monotask droid was cut in half then, only 225 rarity 2 credits worth of materials can be harvested, because a whole Monotask droid chassis requires 600 rarity 2 credits to build). 4 Advantage or 1 Triumph: Deconstruction Schematic: create a schematic that permanently reduces the difficulty of checks to Harvest Components of this template by 1, to a minimum of Simple (-) (this can only be selected once). 4 Advantage or 1 Triumph: Superior Parts: increase the rarity of the harvested materials by 1. Uses for Threat and Despair: 1 Threat or 1 Despair: Exhausting Effort: basically the character suffers 3 strain after harvesting is complete 1 Threat or 1 Despair: Heavy (non-droid parts only): increase the crafted item's encumbrance by 1. 2 Threat or 1 Despair: Difficult to Craft: Increase the difficulty of checks to craft an item from these materials by 1 3 Threat or 1 Despair: Wear and Tear: the tools the character was using to harvest components are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major). 4 Threat or 1 Despair: Fragile: Whenever the item built from these parts is damaged one step, it is damaged two steps instead )see page 159 of the Edge of the Empire Core Rulebook). 2 Despair: Faulty: Whenever a character uses the equipment/weapon, or attaches a mod to a weapon, or a droid uses an untrained skill, upgrade the difficulty of the check once.
  6. I'm am currently working on a house rule for breaking down objects into crafting components. Using the different crafting charts we have from the other books for crafting droids, ranged and melee weapons, armor, and gadgets, I've tried to borrow heavily off those charts for coming up with the time it takes to break down objects into useful parts as well as how to spend Advantage, Triumphs, Threat, and Despair. I've created a separate post called Harvesting Components and I'm looking for opinions and suggestions from the community:
  7. Some of the schematics charts, such as the Crafting Gadget chart, Crafting Armor chart, Crafting Ranged Weapon, and the Crafting Brawl and Melee chart all have Efficient Construction at a cost of 3 Advantage. It says that a sizable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected once). Also for 4 Advantage on the Crafting Armor, Duplicate can be chosen. It allows the crafter to create one additional, identical set of armor (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost. I'm trying to reference RAW information as possible to make this flow with the other crafting charts. Maybe I use the Triumph for something else, and create something else similar to Efficient Construction. Some ideas of using Advantage and Triumph from other charts in the books: Efficient Deconstruction: at a cost of 3 Advantage or 1 Triumph, recover 25% of materials up to the total amount of the equipment being disassembled. Deconstruction Schematic: at a cost of 4 Advantage or 1 Triumph, create a schematic that permanently reduces the difficulty of checks to Harvest Components of this template by 1, to a minimum of Simple (-) (this can only be selected once). Additional Threat and Despair options: Heavy (non-droid parts only): at a cost of 1 Threat or 1 Despair, increase the crafted item's encumbrance by 1. Difficult to build: at a cost of 2 Threat or 1 Despair, increase the difficulty of checks to build using these materials by 1. Wear and Tear: at a cost of 3 Threat or 1 Despair, the tools the character was using to harvest components are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
  8. Hello all. In our Role-playing Group, we have couple of players who like to craft items. They even purchased a OR-Series Tech Recycling Station on the ship. So one of the things we were looking into is some rules for harvesting components/parts from existing looted weapons, armor, droids, etc. to use to construct crafted weapons, armor, droids, etc. One of the rules I'm suggesting for harvesting components utilizes the crafting charts found in the various books to determine the initial time and difficulty to delicately take apart equipment down to its basic parts. These parts would then be organized into the type of parts that can be used to construct equipment such as: Weapon parts, Armor parts, Droid Parts, Gadget Parts, etc. The type of equipment being dismantled determines the rarity of the parts. The difficulty to harvest the parts from the item uses the same template difficulty charts found for the construction of the item you are deconstructing. For example, a blaster would be considered an energy pistol and the difficulty to construct one is a Hard 3 purple dice roll. So the difficulty to harvest components from it would also be a Hard 3 purple dice roll. The first un-cancelled success would recover 50% of the item's total available parts. For example a fully functional blaster pistol is worth 100 credits with one success. (Energy Pistols require 200 credits worth of rarity 3 materials to craft) If you are working with half a blaster, then you would reduce the total amounts of parts by half. So the above example would only recover 25 credits worth of parts with one success. Each additional Success after the first, reduces the total time required by 2 hours Uses for Advantages and Triumphs: 1 Advantage or 1 Triumph: Practice Makes Perfect: The character gains a Boost on the next harvesting components check he/she makes until the end of the session 2 Advantage or 1 Triumph: Lessons Learned: Reduce difficulty of the character's next harvesting components check by 1. 3 Advantage or 1 Triumph: Efficient Deconstruction: recover 25% of materials up to 75% of the total amount of the equipment being disassembled. (For example, if a Monotask droid was cut in half, only 225 rarity 2 credits worth of materials can be harvested, because a whole Monotask droid chassis requires 600 rarity 2 credits to build.) 4 Advantage or 1 Triumph: Deconstruction Schematic: create a schematic that permanently reduces the difficulty of checks to Harvest Components of this template by 1, to a minimum of Simple (-) (this can only be selected once). 4 Advantage or 1 Triumph: Superior Parts: increase the rarity of the harvested materials by 1. Uses for Threat and Despair: 1 Threat or 1 Despair: Exhausting Effort: basically the character suffers 3 strain after harvesting is complete 1 Threat or 1 Despair: Heavy (non-droid parts only): increase the crafted item's encumbrance by 1. 2 Threat or 1 Despair: Difficult to Craft: Increase the difficulty of checks to craft an item from these materials by 1 3 Threat or 1 Despair: Wear and Tear: the tools the character was using to harvest components are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major). 1 Despair: Fragile: Whenever the item built from these parts is damaged one step, it is damaged two steps instead )see page 159 of the Edge of the Empire Core Rulebook.) 2 Despair: Faulty: Whenever a character uses the equipment/weapon, or attaches a mod to a weapon, or a droid uses an untrained skill, upgrade the difficulty of the check once. I would like to find out what the community thinks and any suggestions you might have on improvements.
  9. Has anyone used the Master Slicer talent during the programming Droid Directives phase of crafting droids? The talent allows you to spen 2 strain as an incidental each round to lower the computer difficulty by one. Now I'm aware that programming droid directives takes days to weeks depending on the droid directives being programmed. In theory using crafted slicing simple tools with Safety Features, each roll could have a good chance of providing enough advantage to replenish the strain being consumed. I was wondering if anyone had some good guidelines on how many rolls you would have the Droid Tech/Slicer make or alternatives for using that talent. One of the characters in the group has Improved Inspiring rhetoric, and was opened to spending a week of verbally encouraging the Droid Tech/Slicer in programming droid directives in exchange for some help with one of their obligations. Maybe the Inspiring Rhetoric character character can make 1 roll to represent the week before the Droid Tech makes their programming directives to see if the Inspiring Rhetoric character was successful in providing enough strain recovery for the Droid Tech to use the Master Slicer Talent. So what do you all think?
  10. Using the FFG game mechanics, how can Agent Kallus reprogram the 2 combat droids to attack Thrawn and the 2 stormtroopers in the above Rebels clip in what looks like about 5 minutes or less? Even with 3 ranks in Technical Aptitude it would take hours to reprogram combat directives.
  11. If you watch the clip, the droids don't only attack Thrawn. They took out the two stormtroopers before going after Thrawn. They were originally programmed to fight Thrawn but didn't attack other Imperials earlier in the show until Kallus modified them in that short amount of time. Maybe Kallus used a restraining bolt. It shows him putting his hand behind the first droid before the shot cuts away back to Thrawn observing the star map. I guess what I'm asking is, could a restraining bolt that is installed on a droid be used in a similar manner as the scene from Rebels with the combat droids? Could the slicer controlling the restraining bolt force the Imperial combat droids to attack Imperials until the bolt is destroyed/removed? I believe it requires a daunting resilience check by the Droid to make a movement/action other than what they are being controlled to do by the restraining bolt's controller. So to do a memory wipe like the ones routinely done on C3PO, does it require the Slicer or Droid Tech to do a complete programming of Translation Directives within a 24 hour period? So what you are saying is that there is no factory reset proceedure for droids, no back-up storage in case the droid develops a quark or a virus to do a system recovery from? The basically have to format the hard drive and reprogram the operation system from scratch and do a fresh install? So does that mean most Imperial Droids who go through routine memory wipes are out of service for 3-4 days being reprogrammed every couple of months? That could make for an interesting opportunity to infiltrate an Ugnaught Imperial maintence bay to reprogram combat directives into Imperial Astromech droids.
  12. So it has been a couple of years and we have Special Modifications and some cannon episodes of Rebels which shows droids being reprogrammed in a relative short amount of time. The first one is Season 3 Episode 17 where Agent Kallus reprograms Thrawn's Combat Droids to attack him and the other Imperials in a matter of minutes. Then also in Season 3 Episode 16 the ISB are able to take over Chopper in a short amount of time almost as if they were able to install a virtual Restraining Bolt to control him remotely. So what I was thinking is what would be the rules for repeating what Agent Kallus did to Thrawn's Combat Droids in this system. The Special Modifications says Combat Directives are an Average (2 Purple) to program in 16 hours. I was thinking what Agent Kallus did was more like a Memory Wipe where he kept their programming in tact, but identified himself as the master and the other Imperials as the enemy. In order for Kallas to do this in the episode, the droids were powered down. So my question is, what do you guys think the rules for doing the same thing as Agent Kallus to a powered down Imperial Combat Droid? One Scenario I can think of is using an Ionization Blaster and doing enough stun damage to an isolated Imperial Droid Combat droid to knock it out. The Ionization Blaster says it can knock out a droid for up to 30 minutes. In that scenario, the Slicer in the group would like to basically do a hard reset or memory wipe where it's Combat Directives stay in tact and the Slicer is just identifying his/her group as friendly and the Imperials as the enemy. What do you all think would be a good base line of time needed to preform what I have described? Technical Aptitude and multiple successes can of course can shorten the baseline amount of time, but I'd like to hear from the community what you all think is a good baseline time wise to memory wipe and identify friendlies and enemies to a combat droid. In my opinion, I would suggest having the Droid Directive Templates chart in Special Modifications be the baseline to memory wipe if the droid came from a factory vs an Imperial Technician or Engineer programming it. In the case of the Engineer programming it, the Engineer's Computer skill including their Intelligence would be the difficulty if it is higher then the chart in Special Modifications for the type of droid. Thrawn's reprogrammed combat droids for reference:
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