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<blockquote data-quote="kronos182" data-source="post: 8066004" data-attributes="member: 6668634"><p>Couple more Droideka variants, specializing in fighting Jedi. One is a modification of the original series, and one from the Mk2.</p><p></p><p><strong><span style="font-size: 26px">Anti-Jedi Droideka Mk1</span></strong></p><p>While the droideka is a formidable opponent against Jedi with its force field to protect it and its rapid fire blasters, some thought that was not enough to stop Jedi, or Jedi-like targets. This variant has one repeating blaster removed from each arm and replaced with a rapid fire flechette launcher. The flechettes, being physical projectile, can't be deflected by a lightsaber, and specialty rounds can be used, making it an idea weapon to use against Jedi who are used to deflecting an energy blast back at their opponents. The flechette launcher not only can fire quickly, but can also release a burst to cover a large area, making it harder to dodge.</p><p>Make the following changes to Droideka P, W and Q-Series to make Anti-Jedi Droideka Mk1:</p><p>Increase hit points by +5;</p><p>Change Dual Repeating Blasters to Single Repeating blasters (reduce damage for each to 3d10);</p><p>Add Flechette Launcher to each arm, 100 rounds each;</p><p>PDC: +2</p><p></p><p><strong>Flechette Launcher</strong></p><p>The Flechette Launcher fires a bundle of razor-sharp aerofoils that spread over a small area after they leave the barrel. While the darts themselves are not overly powerful, they cause more damage through blood loss and nerve and muscle damage than internal injuries. With average damage and rapid fire capabilities, they have short range. The launcher has a special firing mode that unleashes a large amount of flechettes to cover a large area.</p><p>Damage: 2d8</p><p>Critical: 20x2</p><p>Damage Type: Piercing, Slashing</p><p>Range Increment: 80 ft</p><p>Rate of Fire: S, A</p><p>Notes: +1 attack rolls within first range increment, half damage past second range increment, Blast.</p><p>Blast - Instead of making an autofire attack, the flechette launcher can unleash a blast of multiple flechettes filling a 50 foot long, 25 foot wide cone, dealing 2d8 piercing, slashing damage Reflex save DC 20 for half damage, uses 20 rounds per use.</p><p></p><p><strong><span style="font-size: 26px">Jedi Hunter Droideka</span></strong></p><p>The Jedi Hunter is a Droideka Mk2 that has been modified for use against anti-Jedi work, but also works well against other enhanced mobility targets. The laser cannon is replaced with a combination net launcher and flamethrower, while the ion cannons are replaced with a pair of fire-linked flechette launchers. The droid's arms are also fitted retractable buzzsaws that are energized so they can resist lightsaber strikes and engage in melee combat. When the droid is wheel mode, the saws can be deployed, along with a series of spikes along the main body that allow it to strike targets as it rolls past and add to ram attacks.</p><p></p><p><strong>Jedi Hunter Droideka (PL 6-7)</strong></p><p>CR: 6</p><p>Size: Med (7.1 ft)</p><p>Hit Points: 6d10+10; 52 hp, shield 80 hp</p><p>Init: +2</p><p>Speed: 15 ft, 80 ft wheel mode/110 (11) chase/vehicle scale</p><p>Defense: 20 (+8 armour, +2 Dex)</p><p>Hardness: 6</p><p>BAB/Grp: +4/+4</p><p>Attack: +6 ranged fire-linked flechette launcher (3d8), or +6 ranged Dual Repeating Blaster (5d10), or +4 melee Buzzsaw (2d6, slashing)</p><p>Full attack: +6 ranged fire-linked flechette launcher (3d8) and +4 ranged Dual Repeating Blaster (5d10); or +6 ranged net launcher (special) and +4 ranged fire-linked (3d8) and +3 Dual Repeating Blaster (5d10); or +4 melee Buzzsaw (2d6, slashing) and +2 melee Buzzsaw (2d6, slashing)</p><p>FS/Reach: 5 ft/5 ft</p><p>Special Attacks: Net Launcher, Blast</p><p>Special Qualities: Energized</p><p>Saves: Fort + 0, Reflex +2 , Will -1</p><p>Abilities: Str 10, Dex 14, Con , Int 8, Wis 8, Cha 6</p><p>Skills: Listen +2, Spot +2, Search +1</p><p>Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (Laser Cannon)</p><p></p><p>Frame: biomorph</p><p>Locomotion: legs (tripod)</p><p>Manipulators: none</p><p>Armour: Alumisteel</p><p>Superstructure: Durasteel</p><p>Sensors: Class II*</p><p>Skill Software: Listen +4, Spot +4, Search +4</p><p>Feat Software: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (buzzsaw)</p><p>Accessories: feat progit (personal firearms proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (Buzzsaw), AV transmitter, vocalizer, skill progit x3 (+4), dual repeating blaster x2, net launcher, fire-linked flechette launchers, buzzsaw x2, integrated duralloy armour, shield generator, wheel mode</p><p>PDC: 36</p><p></p><p><strong>Combat</strong></p><p>The Jedi Hunter Droidekas are even more deadly than the originals, fitted with multiple weapons designed to combat the jedi. The droid will typically use its flamethrower and Blast feature of the flechette launcher to cause the target to be off balanced, use the net launcher to restrain the target and blast away with the flechette launchers and blasters. The droid will also race into combat, using its buzzsaws in wheel mode to cut down targets as it races by.</p><p></p><p><strong>Dual Repeating Blaster</strong></p><p>Instead of hands, the Droideka has two repeating blasters that can lay down a heavy barrage of fire. Tied to the droid's power systems for unlimited ammunition. Deals 5d10 fire damage, range increment 80 ft, S, A.</p><p></p><p><strong>Force Field Generator</strong></p><p>The droideka is fitted with a powerful shield generator, as well as a potent power supply to feed it. The shield has 80 hit points and regenerates at a rate of 10 hp per round. Personal weapons such as pistols and rifles, on a critical strike don't bypass shields as normal, instead deal all damage to the shield. The shield can deploy as a free action only while not in wheel mode. The shield can remain active for 5 minutes before requiring at least 2 minutes cool down. If the shield is depleted before this time, takes 2 rounds to come back online at 20 hit points.</p><p>The droid can not use its force field when it engages in melee to use its buzzsaws. It will use its energize ability to defend itself while in melee.</p><p></p><p><strong>Wheel Mode</strong></p><p>The droideka can, as a part of its move action, curl into a ball, or uncurl and stand up on its three legs. While in wheel mode, can move about at 100 ft or at 135 (13) at vehicle scale, with a +2 to Dodge, but it can not attack with any weapons nor does the shield work while curled up. If it happens to ram anything, deals 2d4 bludgeoning damage.</p><p></p><p><strong>Class II* Sensors</strong></p><p>While the droideka is fitted with a Class I sensor system, it has a modified version in that it doesn't use photoreceptors, or cameras, to see, instead using non-visual composite radiation sensors, seeing heat signatures and in ultraviolent ranges, which negates any attacks that use bright lights or flashing lights. Against visual attacks the droideka gains a +2 to their saves, also effects that create concealment, such as smoke, fog, etc have no effect on the droideka. Also the droideka gains Darkvision 100 ft.</p><p></p><p><strong>Flamethrower</strong></p><p>The flamethrower shoots a 5 foot wide, 30 foot long line of flame that deals 3d6 points of fire damage, Reflex save DC 15 for half damage. Flammable objects that take damage from a flamethrower catches on fire taking 1d6 points of fire dame each subsequent round until the flames are extinguished. Has enough fuel for 20 shots.</p><p></p><p><strong>Net Launcher</strong></p><p>The net launcher fires a canister that breaks open shortly before reaching the target and releases a net to trap a target. A ranged touch attack is required, and hit targets are entangled, who suffer -2 attack penaties and -4 penalty on effective Dexterity, move at half speed and can't run or charge, requiring an Escape Artist check DC 22 as a full round action to escape. The net has 9 hit points and can be burst with a Strength check DC 26, also a full round action.</p><p>Damage: *</p><p>Critical: -</p><p>Damage Type: -</p><p>Range Incr: 30 ft</p><p>Rate of Fire: 1</p><p>Magazine: 10 internal</p><p>Notes: Only effective out to 5 range increments.</p><p></p><p><strong>Flechette Launcher</strong></p><p>The Flechette Launcher fires a bundle of razor-sharp aerofoils that spread over a small area after they leave the barrel. While the darts themselves are not overly powerful, they cause more damage through blood loss and nerve and muscle damage than internal injuries. With average damage and rapid fire capabilities, they have short range. The launcher has a special firing mode that unleashes a large amount of flechettes to cover a large area.</p><p>Damage: 2d8</p><p>Critical: 20x2</p><p>Damage Type: Piercing, Slashing</p><p>Range Increment: 80 ft</p><p>Rate of Fire: S, A</p><p>Notes: +1 attack rolls within first range increment, half damage past second range increment, Blast.</p><p>Blast - Instead of making an autofire attack, the flechette launcher can unleash a blast of multiple flechettes filling a 50 foot long, 25 foot wide cone, dealing 2d8 piercing, slashing damage Reflex save DC 20 for half damage, uses 20 rounds per use.</p><p></p><p><strong>Buzzsaw</strong></p><p>The arms of the droid are fitted with potent buzzsaws that it can use to engage in melee combat. When in wheel mode, the buzzsaws are exposed just enough to be used to strike targets as it speeds by. It can make a touch attack wheel mode at -2, dealing 2d6 +2 per 20 ft of movement it moves slashing damage.</p><p></p><p><strong>Energized</strong></p><p>The Jedi Hunter can energize the buzzsaws and parts of its armour for short periods, making it resistant to the weapon of choice of the Jedi, the lightsaber. When activated, as a free action, lightsaber attacks deal half damage. Also unarmed attacks or melee attacks with small weapons, such as daggers, suffer 1d6 electrical damage from the energized field around the droid. The droid can remain energized for 10 minutes before requiring a 1 minute cool down.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8066004, member: 6668634"] Couple more Droideka variants, specializing in fighting Jedi. One is a modification of the original series, and one from the Mk2. [B][SIZE=7]Anti-Jedi Droideka Mk1[/SIZE][/B] While the droideka is a formidable opponent against Jedi with its force field to protect it and its rapid fire blasters, some thought that was not enough to stop Jedi, or Jedi-like targets. This variant has one repeating blaster removed from each arm and replaced with a rapid fire flechette launcher. The flechettes, being physical projectile, can't be deflected by a lightsaber, and specialty rounds can be used, making it an idea weapon to use against Jedi who are used to deflecting an energy blast back at their opponents. The flechette launcher not only can fire quickly, but can also release a burst to cover a large area, making it harder to dodge. Make the following changes to Droideka P, W and Q-Series to make Anti-Jedi Droideka Mk1: Increase hit points by +5; Change Dual Repeating Blasters to Single Repeating blasters (reduce damage for each to 3d10); Add Flechette Launcher to each arm, 100 rounds each; PDC: +2 [B]Flechette Launcher[/B] The Flechette Launcher fires a bundle of razor-sharp aerofoils that spread over a small area after they leave the barrel. While the darts themselves are not overly powerful, they cause more damage through blood loss and nerve and muscle damage than internal injuries. With average damage and rapid fire capabilities, they have short range. The launcher has a special firing mode that unleashes a large amount of flechettes to cover a large area. Damage: 2d8 Critical: 20x2 Damage Type: Piercing, Slashing Range Increment: 80 ft Rate of Fire: S, A Notes: +1 attack rolls within first range increment, half damage past second range increment, Blast. Blast - Instead of making an autofire attack, the flechette launcher can unleash a blast of multiple flechettes filling a 50 foot long, 25 foot wide cone, dealing 2d8 piercing, slashing damage Reflex save DC 20 for half damage, uses 20 rounds per use. [B][SIZE=7]Jedi Hunter Droideka[/SIZE][/B] The Jedi Hunter is a Droideka Mk2 that has been modified for use against anti-Jedi work, but also works well against other enhanced mobility targets. The laser cannon is replaced with a combination net launcher and flamethrower, while the ion cannons are replaced with a pair of fire-linked flechette launchers. The droid's arms are also fitted retractable buzzsaws that are energized so they can resist lightsaber strikes and engage in melee combat. When the droid is wheel mode, the saws can be deployed, along with a series of spikes along the main body that allow it to strike targets as it rolls past and add to ram attacks. [B]Jedi Hunter Droideka (PL 6-7)[/B] CR: 6 Size: Med (7.1 ft) Hit Points: 6d10+10; 52 hp, shield 80 hp Init: +2 Speed: 15 ft, 80 ft wheel mode/110 (11) chase/vehicle scale Defense: 20 (+8 armour, +2 Dex) Hardness: 6 BAB/Grp: +4/+4 Attack: +6 ranged fire-linked flechette launcher (3d8), or +6 ranged Dual Repeating Blaster (5d10), or +4 melee Buzzsaw (2d6, slashing) Full attack: +6 ranged fire-linked flechette launcher (3d8) and +4 ranged Dual Repeating Blaster (5d10); or +6 ranged net launcher (special) and +4 ranged fire-linked (3d8) and +3 Dual Repeating Blaster (5d10); or +4 melee Buzzsaw (2d6, slashing) and +2 melee Buzzsaw (2d6, slashing) FS/Reach: 5 ft/5 ft Special Attacks: Net Launcher, Blast Special Qualities: Energized Saves: Fort + 0, Reflex +2 , Will -1 Abilities: Str 10, Dex 14, Con , Int 8, Wis 8, Cha 6 Skills: Listen +2, Spot +2, Search +1 Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (Laser Cannon) Frame: biomorph Locomotion: legs (tripod) Manipulators: none Armour: Alumisteel Superstructure: Durasteel Sensors: Class II* Skill Software: Listen +4, Spot +4, Search +4 Feat Software: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (buzzsaw) Accessories: feat progit (personal firearms proficiency, Advanced Firearms Proficiency, Strafe, Point Blank Shot, Multiattack, Exotic Weapon Proficiency (Buzzsaw), AV transmitter, vocalizer, skill progit x3 (+4), dual repeating blaster x2, net launcher, fire-linked flechette launchers, buzzsaw x2, integrated duralloy armour, shield generator, wheel mode PDC: 36 [B]Combat[/B] The Jedi Hunter Droidekas are even more deadly than the originals, fitted with multiple weapons designed to combat the jedi. The droid will typically use its flamethrower and Blast feature of the flechette launcher to cause the target to be off balanced, use the net launcher to restrain the target and blast away with the flechette launchers and blasters. The droid will also race into combat, using its buzzsaws in wheel mode to cut down targets as it races by. [B]Dual Repeating Blaster[/B] Instead of hands, the Droideka has two repeating blasters that can lay down a heavy barrage of fire. Tied to the droid's power systems for unlimited ammunition. Deals 5d10 fire damage, range increment 80 ft, S, A. [B]Force Field Generator[/B] The droideka is fitted with a powerful shield generator, as well as a potent power supply to feed it. The shield has 80 hit points and regenerates at a rate of 10 hp per round. Personal weapons such as pistols and rifles, on a critical strike don't bypass shields as normal, instead deal all damage to the shield. The shield can deploy as a free action only while not in wheel mode. The shield can remain active for 5 minutes before requiring at least 2 minutes cool down. If the shield is depleted before this time, takes 2 rounds to come back online at 20 hit points. The droid can not use its force field when it engages in melee to use its buzzsaws. It will use its energize ability to defend itself while in melee. [B]Wheel Mode[/B] The droideka can, as a part of its move action, curl into a ball, or uncurl and stand up on its three legs. While in wheel mode, can move about at 100 ft or at 135 (13) at vehicle scale, with a +2 to Dodge, but it can not attack with any weapons nor does the shield work while curled up. If it happens to ram anything, deals 2d4 bludgeoning damage. [B]Class II* Sensors[/B] While the droideka is fitted with a Class I sensor system, it has a modified version in that it doesn't use photoreceptors, or cameras, to see, instead using non-visual composite radiation sensors, seeing heat signatures and in ultraviolent ranges, which negates any attacks that use bright lights or flashing lights. Against visual attacks the droideka gains a +2 to their saves, also effects that create concealment, such as smoke, fog, etc have no effect on the droideka. Also the droideka gains Darkvision 100 ft. [B]Flamethrower[/B] The flamethrower shoots a 5 foot wide, 30 foot long line of flame that deals 3d6 points of fire damage, Reflex save DC 15 for half damage. Flammable objects that take damage from a flamethrower catches on fire taking 1d6 points of fire dame each subsequent round until the flames are extinguished. Has enough fuel for 20 shots. [B]Net Launcher[/B] The net launcher fires a canister that breaks open shortly before reaching the target and releases a net to trap a target. A ranged touch attack is required, and hit targets are entangled, who suffer -2 attack penaties and -4 penalty on effective Dexterity, move at half speed and can't run or charge, requiring an Escape Artist check DC 22 as a full round action to escape. The net has 9 hit points and can be burst with a Strength check DC 26, also a full round action. Damage: * Critical: - Damage Type: - Range Incr: 30 ft Rate of Fire: 1 Magazine: 10 internal Notes: Only effective out to 5 range increments. [B]Flechette Launcher[/B] The Flechette Launcher fires a bundle of razor-sharp aerofoils that spread over a small area after they leave the barrel. While the darts themselves are not overly powerful, they cause more damage through blood loss and nerve and muscle damage than internal injuries. With average damage and rapid fire capabilities, they have short range. The launcher has a special firing mode that unleashes a large amount of flechettes to cover a large area. Damage: 2d8 Critical: 20x2 Damage Type: Piercing, Slashing Range Increment: 80 ft Rate of Fire: S, A Notes: +1 attack rolls within first range increment, half damage past second range increment, Blast. Blast - Instead of making an autofire attack, the flechette launcher can unleash a blast of multiple flechettes filling a 50 foot long, 25 foot wide cone, dealing 2d8 piercing, slashing damage Reflex save DC 20 for half damage, uses 20 rounds per use. [B]Buzzsaw[/B] The arms of the droid are fitted with potent buzzsaws that it can use to engage in melee combat. When in wheel mode, the buzzsaws are exposed just enough to be used to strike targets as it speeds by. It can make a touch attack wheel mode at -2, dealing 2d6 +2 per 20 ft of movement it moves slashing damage. [B]Energized[/B] The Jedi Hunter can energize the buzzsaws and parts of its armour for short periods, making it resistant to the weapon of choice of the Jedi, the lightsaber. When activated, as a free action, lightsaber attacks deal half damage. Also unarmed attacks or melee attacks with small weapons, such as daggers, suffer 1d6 electrical damage from the energized field around the droid. The droid can remain energized for 10 minutes before requiring a 1 minute cool down. [/QUOTE]
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