Republic Commando equipment for Saga

Klaus

First Post
I converted the armor and weapon from the Republic Commando game (based on the stats from Scorch, found in Preview 2 of the Champions of the Force minis set).

Here ya go:

Katarn-class armor (Saga Edition)
Light Armor (-2) Cost Ref Fort Bonus Max Dex Spd (6) (4) Wt. Av.
Katarn-class 100,000 +7 +2 +2 - - 20 R, I
Cost not available for sale (100,000 credits black market value); DR 5; Max Dex Bonus +2; Armor Check Penalty –2; Speed 8 m; Weight 20 kg; Availability Rare, illegal.
Special: Provides +2 equipment bonus on Perception and Stealth checks, low-light vision and 10 hours of life support. Katarn-class armor includes a built-in shield generator (similar to a droid’s), with a SR of 10. Katarn-class armor also comes with combat gloves and a vibroblade mounted into the left forearm.

DC-17m Interchangeable Weapon System
Cost not available for sale (20,000 credits black market value); Availability Rare, illegal.
Special: You can switch between the repeating blaster, sniper, and anti-armor attachments as a full-round action.
Repeating blaster attachment: As Repeating Light Blaster. This weapon can make 60 shots on a single power pack.
Sniper attachment: As Heavy Blaster Rifle with targeting scope. This weapon can make five shots on a single specialized power pack (cost 100 credits, weight 0.5 kg).
Anti-armor attachment: As grenade launcher. Anti-armor rounds work as frag renades, except that the burst radius is 1 square and damage type is Bludgeoning (cost 300 credits, weight 1kg). Reloading is a full-round action.
 

log in or register to remove this ad

The Katarn-armor I would peg as being Medium, especially with the Defense bonus it grants (equivalent to ceremonial armor, which is Medium). Might also consider dropping the Shield Rating to 5; good enough to keep a killing shot from being just that, but it won't last forever. Don't forgot those Commandos probably have at least a few levels of Soldier, enough to get Armored Defense and Juggernaut to let them move freely in the stuff compared to other folks.

For the DC-17m, the repeating blaster option looks fine as-is, same with anti-armor. Gary Sarli listed a Sniper Blaster Rifle that got cut from the corebook, which does 3d10 and is accurate (a heavy blaster rifle is considered inaccurate per the errata, making it a lousy sniping weapon). The rifle can be found in the Official Errata Thread over in the Mess Hall section of the WotC SW boards.
 

Mind you, I haven't actually played the game. I listed it as Light because of the armor check penalty WotC gave it (-2).

As for the SR, I agree that 10 seems much, but a SR of 5 will stop one blaster shot and then go down to SR 0. And for the listed price (100,000!), I amped the SR a bit.

I was thinking of a character starting out with a katarn-class armor with malfunctioning sistems, and as the PCs level up, the character will come across the pieces needed to fix up certain parts of the armor, eventually getting a fully-functional armor by 6th or 7th level.

Kinda like an Item of Legacy. ;)
 

No problem on the not having played/run the game as of yet.

Reason I say Medium on the Katarn armor is that it's consistently described as being larger and bulkier than standard Clone Troooper armor, which is top-of-the-line in the Light category for SECR armor. And that the only other two armors that have a +7 bonus are ceremonial armor and Corellian powersuit, both listed as Medium.

And the reason I suggested dropping the SR to 5 is to prevent "heavy tank syndrome" against low-damage attacks, which may already be likely to happen given that prior to reaching 6th level for most classes, having a a Reflex Defense of 17 is pretty snazzy, especially at 1st level, since at that point most of what a character fights needs a better than average roll to hit them, even more so if their class has a bonus to Reflex Defense, such as Soldier, providing a Ref Def of 18 on top of all the other bennies the armor provides.
 


Pets & Sidekicks

Remove ads

Top