Sunday, May 10, 2015

Star Wars Clone Troopers Game

 I wanted to do a Clone Troopers game using Savage Worlds and the Weird Wars II sourcebook.

Human Clone "Race"
  • Free Novice edge as per human.
  • A d6 in any two skills.
  • The Orders (Grand Army of the Republic) hindrance.
Standard Issue Weaponry

DC-15A Blaster Rifle
  • 24/48/96; 2d8; ROF2; 50 shots; AP3, Auto
  • Comes standard with a Scope
  • May be issued with an under-barrel grappling hook attachment.
DC-15S Blaster Carbine
  • 18/36/72; 2d8; ROF3; 50 shots; AP3, Auto
DC-17 Hand Blaster
  • 12/24/48; 2d6; ROF1; 100 shots; AP2
  • Issued to NCOs, Officers, Vehicle Crews, and Commandos normally.
Special Issue Weaponry
 
Blast Cannon
  • 12/24/48; 1-3d6; ROF1; 5 shots; AP1, Shotgun
DC-15x Sniper Rifle
  • 36/72/144; 2d10; ROF1; 6 shots; AP4
  • Weapon issued with a Scope
EMP Launcher
  • 18/36/72; 3d8; ROF1; 1 shot; EMP, MBT
Merr-Sonn Reciprocating Quad Blaster ("Cip-Quad")
  • 30/60/120; 3d8; ROF 2 or 4; Backpack ammo-supply; AP6; Linked, HW, Snapfire
  • Weapon issued with special ammunition backpack supply and a microrepulsor lift assisted harness.
  • ROF is either 4 with Linked+1, or ROF2 with Linked+3
PLX-1 Portable Missile Launcher
  • 30/60/120; ROF1; 1 shot; Snapfire
  • Can fire Anti-Tank Missiles (5d8; AP15, HW) or Fragmentation Missiles (3d6; LBT)
  • Weapon issued with a Scope, if one round is used to acquire a lock it may gain a +2 to hit versus an aircraft.
  • Weapon is breach loaded and requires 1 action to reload.
Z-6 Rotary Blaster Cannon
  • 24/48/96; 2d8+1; ROF4; 20 shots; AP4, Snapfire
  • Fully automatic only.
  • Weapon could be fitted to a backpack ammunition supply.
Grenades:
LXR-6 Concussion Grenades
  • 5/10/20; 4d8; AP10, HW, Thrown
V-1 Thermal Detonators
  • 5/10/20; 3d8; AP4, MBT, Thrown
V-6 Haywire Grenades("Droid Poppers")
  • 5/10/20; 3d6; EMP, MBT, Thrown
Armor:

Phase-I Battle Armor
  • +5 toughness to all locations
  • Sealed undersuit allowing 10 minutes of vacuum resistance
  • Thermo-balanced suit giving a +2 bonus to resist environmental temperature hazards
  • Can be equipped with kamas, pauldrons, visors, rangefinders, subsurface maritime gear, jetpacks, and other gear
  • -2 to be spotted with visual-based Notice rolls
Phase-II Battle Armor
  • +6 toughness to all locations
  • Sealed undersuit allowing 15 minutes of vacuum resistance
  • Thermo-balanced suit giving a +2 bonus to resist environmental temperature hazards
  • Can be equipped with kamas, pauldrons, visors, rangefinders, subsurface maritime gear, jetpacks, and other gear
  • -2 to be spotted with visual-based Notice rolls
Katarn-Class Commando Armor
Advanced Recon Commando Armor

Miscellaneous Gear

Backpack (standard issue)
  • Used to carry extra gear.
Bacta Injector
  •  Allows a user to make Healing rolls without penalty for not having the proper tools, uses bacta from a backpack or a utility belt's medical kit. Each canister is used after each Healing roll and musy be replaced with a half action.
Bacta Backback
  •  Contains 15 canisters of bacta and an injector.
F-187 Fusioncutter
  • Allows user to make Repair rolls without the -2 for not having proper tools.
Kama/Pauldrons
  • Grants +1 armor to legs (kama) or arms (pauldron, 50% chance) versus a called shot.
JT-12 Jetpack
  • Gives Pace 15 with Climb +1 and Flight for up to 10 rounds, before it must be refueled.
Light Visor
  •  Mounts over T-visor to allow a helmet mounted flashlight. Not compatible with Macrobinoculars.
Macrobinoculars
  • Mounts to helmet to slide down over T-visor when needed. Provides low-light vision. Not compatible with Rangefinder or Light Visor.
Rangefinder
  • Mounts to helmet to slide over one side of the T-visor to provide range of targets and low-light vision. Not compatible with Macrobinoculars.
Utility Belt (standard issue)
  • spare ammunition
  • grappling hook and line
  • ration supplies
  • medical kit
Edges(WIP)

ARC Commander Training
  • Prerequisites: Command, Rank (Officer)
  • Clone has shown promise and has gone through  the ARC Trooper courses and the titled of ARC Commander has been bestowed upon them before being sent back to their unit. The clone now rolls for sleep deprivation after every 24 hours instead of the normal period. The clone also gains +2 Charisma with Grand Army of the Republic High Command personnel.

Clone MOS:
Select an MOS from the Weird Wars II book (things like Engineer, Infantry, Pilot, Scout, etc), this will determine what personal gear is available to be issued to the clone. Note these are the standard issue weapons, others can be requisitioned or otherwise acquired. All infantry Troopers gain access to both the DC-15 Blaster Rifle and the DC-15, the below list assumes they are non-infantry MOSs, for an Infantry Officer forexample, the DC-15A and DC-15S would be available to them.

Infantry: DC-15A, DC-15S
Sergeant: DC-15S, DC-17
Officer: DC-17
Scout: DC-17
Sniper: DC-15x, DC-17
Vehicle Crew: DC-17
Navy Marine: DC-15S
Engineer: Blast Cannon, DC-15S

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