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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8059861" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">T-Series Tactical Droid</span></strong></p><p>The T-Series tactical droids, also known as T-1s, were a model of tactical droid produced by Baktoid Combat Automata during the later years of the Old Republic. They were used extensively by the Confederacy of Independent Systems during the Clone Wars, aiding in the coordination of their military and as advisors. The droids are ruthlessly intelligent, but they steer clear of the front lines, preferring to direct from the safety of a well protected bunker or from the rear lines and are not afraid of abandoning their superiors to guarantee their own safety.</p><p>Standing at just over 6 feet tall, with narrow arms and legs, with a boxy and angular body and head, with their incredible intelligence and combat tactics and strategy database, they would command large number of troops and ships with incredible precision, but lacked imagination and could be confused and have problems dealing with unexpected situations.</p><p></p><p><strong>T-1 Series Tactical Droid (PL6)</strong></p><p>CR: 2</p><p>Size: Med (6.3 ft)</p><p>Hit Points: 1d10+10; 15 hp</p><p>Init: -1</p><p>Speed: 30 ft</p><p>Defense: 9 (-1 Dex)</p><p>Hardness:</p><p>BAB/Grp: 0/+0</p><p>Attack: +0 melee 1d3 lethal</p><p>FS/Reach: 5 ft/5 ft</p><p>Special Attacks: Coordinate, Tactical Plan, Tactical Retreat, Coordinate Fire, Precision Strike</p><p>Special Qualities: Shared Information</p><p>Saves: Fort + 0, Reflex -1 , Will +2</p><p>Abilities: Str 10, Dex 8, Con , Int 14, Wis 14, Cha 6</p><p>Skills: Computer Use +6, Decipher Script +2, Diplomacy +0, Gather Information +2, Knowledge Behaviour Sciences +4, Knowledge Current Events +4, Knowledge Tactics +6, Knowledge Technology +4, Listen +2, Navigate +4, Research +4, Search +2, Spot +2</p><p>Feats:</p><p></p><p>Frame: biomorph</p><p>Locomotion: legs (pair)</p><p>Manipulators: 2 hands</p><p>Armour:</p><p>Superstructure:</p><p>Sensors: Class II</p><p>Skill Software: (Computer Use, Gather Information, Knowledge: Tactics, Research +4), (Diplomacy, Knowledge: Behaviour Sciences, Knowledge: Current Events, Knowledge Technology, Navigate, Research +2)</p><p>Feat Software:</p><p>Accessories: AV transmitter, vocalizer, skill progit x4 (+4), skill progit x6 (+2), E-5 Blaster, typically 2 power packs</p><p>PDC: 26</p><p></p><p><strong><span style="font-size: 22px">Combat</span></strong></p><p>T-1's don't engage in direct combat, instead leading other troops into combat from the safety of a bunker, command ship or other fortified location with powerful communications and sensors so they are in constant contact with their troops and have up to the second data of the battle.</p><p></p><p><strong>Coordinate</strong> - The T-1 uses a slightly modified from the normal talent D20 Modern page 31. The T-1 has an effective Cha of 12 (+1 to rolls) for purposes for rolls, DC 10 +1/25 droids or droid ships to coordinate, with range of 200 ft on a planet or within the same star system with a clear communications line and view of the battle fields, able to coordinate up to 200 droids, lasting for a total of 1d4+1 rounds providing a +1 to attack rolls. Jamming imposes the jammer's penalty to sensors check the T-1 must make. If not coordinating droids, but living beings instead, affects only half as many for 1 round less to a minimum of 1 round.</p><p></p><p><strong>Tactical Plan</strong> - The T-1 uses a modified version of the Smart Hero Plan talent (see d20 Modern pg 27). Prior to combat, requiring at least 1 hour of work, the T-1 develops a plan for the engagement, making an Intelligence check DC 10 with a total bonus of +4 (+2 for Int and +2 for programming), with the result providing a bonus to the T-1's allies (up to 200). A successful Knowledge: Tactics check DC 18 adds +2 to the Intelligence check. This bonus to the T-1's allies attack rolls lasts for the first 4 rounds, after that time the bonus is reduced by 1 point, to a minimum of +0, for each additional round the situation continues. When coordinating beings that are not droids, such as living creatures, provides the bonus for half as many living beings for 1 round less to a minimum of 1 round.</p><table style='width: 100%'><tr><td>Check Result</td><td>Bonus</td></tr><tr><td>9 or Lower</td><td>+0 (check failed)</td></tr><tr><td>10-14</td><td>+1</td></tr><tr><td>15-24</td><td>+2</td></tr><tr><td>25 or higher</td><td>+3</td></tr></table><p></p><p><strong>Tactical Retreat</strong> - The T-1 can order a tactical retreat, ensuring the most amount of assets survive to fight another day. As a full round action, making a Knowledge: Tactics check DC 20, and must be in communications with its allies, up to 200 droids, can grant the T-1 allies a +1 bonus to Dodge and a 25% increase to speed as long the allies are leaving the combat zone, even if they are fighting defensively, for 2 rounds. When ordering a tactical retreat for non droids, only lasts for 1 round and the bonus to speed is only 10%.</p><p></p><p><strong>Shared Information</strong> - As long as an allied unit is within communications with the T-1, if one of the units is aware of an enemy or hazard, all within communications with the T-1 are aware of that enemy or hazard, meaning none are caught flat-footed or surprised, or aware of traps or cloaked enemies or objects if one ally has detected them.</p><p></p><p><strong>Coordinate Fire</strong> - The T-1 can focus on a smaller group to improve their combat effectiveness. Using Aid Other action but the DC is 16 and the T-1 makes a Knowledge: Tactics roll instead of an attack roll like normal, as long as in communication with a group of up to 20 droids, or 10 non droids, for that round while attacking the same target, they attack as one, their attacks are treated as a single fire-linked attack using the damage of the lowest powerful weapon, at +4 to attack roll.</p><p></p><p><strong>Precision Strike</strong> - Using the Aid Other action, but the DC is 20 and making a Knowledge: Tactics roll instead of attack roll like normal, the T-1 can coordinate a group of 20 droids, or 10 non droids against the same target allowing them to have a higher chance to making a critical strike. These designated allies have their next attack's, made within 1 round, critical threat range increased by 1. For example, if they are using blasters with a critical of 20x2, have a critical of 19-20x2 for their next attack.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8059861, member: 6668634"] [B][SIZE=7]T-Series Tactical Droid[/SIZE][/B] The T-Series tactical droids, also known as T-1s, were a model of tactical droid produced by Baktoid Combat Automata during the later years of the Old Republic. They were used extensively by the Confederacy of Independent Systems during the Clone Wars, aiding in the coordination of their military and as advisors. The droids are ruthlessly intelligent, but they steer clear of the front lines, preferring to direct from the safety of a well protected bunker or from the rear lines and are not afraid of abandoning their superiors to guarantee their own safety. Standing at just over 6 feet tall, with narrow arms and legs, with a boxy and angular body and head, with their incredible intelligence and combat tactics and strategy database, they would command large number of troops and ships with incredible precision, but lacked imagination and could be confused and have problems dealing with unexpected situations. [B]T-1 Series Tactical Droid (PL6)[/B] CR: 2 Size: Med (6.3 ft) Hit Points: 1d10+10; 15 hp Init: -1 Speed: 30 ft Defense: 9 (-1 Dex) Hardness: BAB/Grp: 0/+0 Attack: +0 melee 1d3 lethal FS/Reach: 5 ft/5 ft Special Attacks: Coordinate, Tactical Plan, Tactical Retreat, Coordinate Fire, Precision Strike Special Qualities: Shared Information Saves: Fort + 0, Reflex -1 , Will +2 Abilities: Str 10, Dex 8, Con , Int 14, Wis 14, Cha 6 Skills: Computer Use +6, Decipher Script +2, Diplomacy +0, Gather Information +2, Knowledge Behaviour Sciences +4, Knowledge Current Events +4, Knowledge Tactics +6, Knowledge Technology +4, Listen +2, Navigate +4, Research +4, Search +2, Spot +2 Feats: Frame: biomorph Locomotion: legs (pair) Manipulators: 2 hands Armour: Superstructure: Sensors: Class II Skill Software: (Computer Use, Gather Information, Knowledge: Tactics, Research +4), (Diplomacy, Knowledge: Behaviour Sciences, Knowledge: Current Events, Knowledge Technology, Navigate, Research +2) Feat Software: Accessories: AV transmitter, vocalizer, skill progit x4 (+4), skill progit x6 (+2), E-5 Blaster, typically 2 power packs PDC: 26 [B][SIZE=6]Combat[/SIZE][/B] T-1's don't engage in direct combat, instead leading other troops into combat from the safety of a bunker, command ship or other fortified location with powerful communications and sensors so they are in constant contact with their troops and have up to the second data of the battle. [B]Coordinate[/B] - The T-1 uses a slightly modified from the normal talent D20 Modern page 31. The T-1 has an effective Cha of 12 (+1 to rolls) for purposes for rolls, DC 10 +1/25 droids or droid ships to coordinate, with range of 200 ft on a planet or within the same star system with a clear communications line and view of the battle fields, able to coordinate up to 200 droids, lasting for a total of 1d4+1 rounds providing a +1 to attack rolls. Jamming imposes the jammer's penalty to sensors check the T-1 must make. If not coordinating droids, but living beings instead, affects only half as many for 1 round less to a minimum of 1 round. [B]Tactical Plan[/B] - The T-1 uses a modified version of the Smart Hero Plan talent (see d20 Modern pg 27). Prior to combat, requiring at least 1 hour of work, the T-1 develops a plan for the engagement, making an Intelligence check DC 10 with a total bonus of +4 (+2 for Int and +2 for programming), with the result providing a bonus to the T-1's allies (up to 200). A successful Knowledge: Tactics check DC 18 adds +2 to the Intelligence check. This bonus to the T-1's allies attack rolls lasts for the first 4 rounds, after that time the bonus is reduced by 1 point, to a minimum of +0, for each additional round the situation continues. When coordinating beings that are not droids, such as living creatures, provides the bonus for half as many living beings for 1 round less to a minimum of 1 round. [TABLE] [TR] [TD]Check Result[/TD] [TD]Bonus[/TD] [/TR] [TR] [TD]9 or Lower[/TD] [TD]+0 (check failed)[/TD] [/TR] [TR] [TD]10-14[/TD] [TD]+1[/TD] [/TR] [TR] [TD]15-24[/TD] [TD]+2[/TD] [/TR] [TR] [TD]25 or higher[/TD] [TD]+3[/TD] [/TR] [/TABLE] [B]Tactical Retreat[/B] - The T-1 can order a tactical retreat, ensuring the most amount of assets survive to fight another day. As a full round action, making a Knowledge: Tactics check DC 20, and must be in communications with its allies, up to 200 droids, can grant the T-1 allies a +1 bonus to Dodge and a 25% increase to speed as long the allies are leaving the combat zone, even if they are fighting defensively, for 2 rounds. When ordering a tactical retreat for non droids, only lasts for 1 round and the bonus to speed is only 10%. [B]Shared Information[/B] - As long as an allied unit is within communications with the T-1, if one of the units is aware of an enemy or hazard, all within communications with the T-1 are aware of that enemy or hazard, meaning none are caught flat-footed or surprised, or aware of traps or cloaked enemies or objects if one ally has detected them. [B]Coordinate Fire[/B] - The T-1 can focus on a smaller group to improve their combat effectiveness. Using Aid Other action but the DC is 16 and the T-1 makes a Knowledge: Tactics roll instead of an attack roll like normal, as long as in communication with a group of up to 20 droids, or 10 non droids, for that round while attacking the same target, they attack as one, their attacks are treated as a single fire-linked attack using the damage of the lowest powerful weapon, at +4 to attack roll. [B]Precision Strike[/B] - Using the Aid Other action, but the DC is 20 and making a Knowledge: Tactics roll instead of attack roll like normal, the T-1 can coordinate a group of 20 droids, or 10 non droids against the same target allowing them to have a higher chance to making a critical strike. These designated allies have their next attack's, made within 1 round, critical threat range increased by 1. For example, if they are using blasters with a critical of 20x2, have a critical of 19-20x2 for their next attack. [/QUOTE]
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