[Saga] Star Wars: Rebels with Style OOC

AMG, that is perfectly reasonable, and I agree that a focus of Rebellion v. Empire is definitely more interesting for everyone involved than a Force-centered game. However, I would ask to plead my case, as I think the concept I had in mind could mesh with your intentions quite well.

I've played everything from the slicer scoundrel to acrobatic Jedi to straight-up Force wizard, and in this case I actually envisage a character with some history working with the Rebellion. His Force use would be as subtle as possible, specializing in farseeing, so he would likely work as an intelligence-gatherer. Obviously the Rebels would be aware of his talents and thus he would be kept strictly under-the-radar, I'm thinking very discreet in a modern military sense (heck, Luke might not even know about him, only a handful of higher-ups most likely). Because of his combination of training with the monks and the Rebellion, he'd be a no-nonsense guy who takes his role very seriously, for he knows his life depends on discretion.

If it just won't work, that's fine and dandy, I know from experience that the GM's perogative is important to the game. I just wanted to put forth my best effort because this is a concept I've had for a while and have been itching to play. :)
 

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Shalimar said:
My concern with that would be that there are alread 7 of us and adding more combatants might make things difficult for AMG. I also don't think Istara is bad in combat for her level she has a +4 with ranged attacks which is the only real fighting I would expect us to do. +4 isn't bad at 4th level I don't think, not when only 2 classes are +1/level.

It's not so much that she's got a poor attack or damage modifier for a non-soldier/non-Jedi 4th level character (thanks to decent dex, point blank shot, and a pistol modified for extra damage, she's pretty good on that front); it's that she can't do much in combat except stand there and shoot.
 

drothgery said:
It's not so much that she's got a poor attack or damage modifier for a non-soldier/non-Jedi 4th level character (thanks to decent dex, point blank shot, and a pistol modified for extra damage, she's pretty good on that front); it's that she can't do much in combat except stand there and shoot.

Hehe, just stay behind Viria while she lays down autofire and grenades then. :) Seriously though, straight up blaster fire wins the day. I don't remember Han doing lots of fancy combat tricks. :D
 

drothgery
I originally priced them as after-market modifications, assuming someone during my work with the rebellion or other work/training would have done it for him, but in the interest of using up every... single... credit.. I priced it at 2000cr, which does save some issues. Plus, it is really in character for a rich boy wanting the best toys.

AMG
I do not know if this idea will end up to my eventual disadvantage, but what do you think about a custom Sniper Rifle. I am pretty sure this will be too much, but how about to following:

Sorosub Elite Marksmen
Cost 4000 Damage: 3d10 RoF: S
Weight: 4.5kg Type: Energy Availability Military

Range: PB (0): 0-30 Short (-2): 31-90 Med (-5): 91-250 Long (-10): 251-400 Extreme Long Range (-15): 401-600


Special:

Custom Rifle: This rifle counts as having been 'modified'.

If it is modified and used for either autofire/burst fire or for another energy type, it must be realigned (DC 20 Mechanics; 1 hour; 250cr) after each encounter or suffer a -2 penalty.

Low-light Targeting scope: A standard Low-light Targeting scope that may be pulled to the side as s swift action in order to facilitate shorter range shots.

Long Range Accuracy: Due to its precise alignment and balance the Sorosub Elite Marksmen suffers a -2 penalty at Point Blank range and +1 at all other ranges. This rifle also has an Extreme Long Range.

High Energy Rounds: Each Power Pack must be changed after 15 shots.
A target which is successfully hit with this rifle is and the damage exceeds their damage threshold they are automatically pushed down the condition track by 2 levels.
 
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Here is the conversion of the Sorosub X-45 sniper rifle from Saga.com

SoroSuub X-45 Sniper Rifle
Medium, Accurate, Sporting Blaster Rifle
Cost: 1000 Damage: 3d6 RoF: S
Weight: 4kg Type: Energy Availability: Licensed

This weapon may be assembled and disassembled for easy storage. Both dissassembly and reassembly require 4 swift actions. This weapon is more fragile than most weapons of its size. It has a Damage Threshold of 12.

Merr-Sonn LD-1 Target Blaster Rifle
Medium, Accurate, Sporting Blaster Rifle
Cost: 1100 Damage: 3d8 RoF: S
Weight: 4kg Type: Energy Availability: Licensed

This weapon may be assembled and disassembled for easy storage. Both dissassembly and reassembly require 6 swift actions. This weapon is more fragile than most weapons of its size. It has a Damage Threshold of 12.
 

I saw those and they are meh.

Less damage, modular, and delicate.
This meant as as Suitcase Sniper Rifle.

I am looking more for the .50 cal Sniper Rifle.
 
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Argh. Seems im a bit late, but... Any spots left?

Ive been looking for a STW game for while now but i chronicaly get to see Enworld talking the talk thread 1-2 days to late.

Buntyhunter the type with a meaning in life to tend to the greater good. Cunning and deadly.


-DH
 

Ampers& said:
AMG, that is perfectly reasonable, and I agree that a focus of Rebellion v. Empire is definitely more interesting for everyone involved than a Force-centered game. However, I would ask to plead my case, as I think the concept I had in mind could mesh with your intentions quite well.

I've played everything from the slicer scoundrel to acrobatic Jedi to straight-up Force wizard, and in this case I actually envisage a character with some history working with the Rebellion. His Force use would be as subtle as possible, specializing in farseeing, so he would likely work as an intelligence-gatherer. Obviously the Rebels would be aware of his talents and thus he would be kept strictly under-the-radar, I'm thinking very discreet in a modern military sense (heck, Luke might not even know about him, only a handful of higher-ups most likely). Because of his combination of training with the monks and the Rebellion, he'd be a no-nonsense guy who takes his role very seriously, for he knows his life depends on discretion.

If it just won't work, that's fine and dandy, I know from experience that the GM's perogative is important to the game. I just wanted to put forth my best effort because this is a concept I've had for a while and have been itching to play. :)
I do like the idea, but I still have to shoot it down. I'm not sure I want any Force using in this game at all, beyond the PCs getting ambushed by Vader(errrr....). If we do have any players develop Force abilities, however, its just not something I want to plan on. It needs to be a natural progression type of thing, if at all.

FreeXenon said:
I do not know if this idea will end up to my eventual disadvantage, but what do you think about a custom Sniper Rifle. I am pretty sure this will be too much, but how about to following:

That is definitely a hell of a gun.

While I prefer the two converted weapons that Shalimar posted, I'm willing to work with this one after toning it down a bit. Mainly since it IS priced pretty damn high to account for it being good.

Still, here are my concerns with it at the moment. The damage feels too high. A rifle with serious range like that doing as much damage as a heavy blaster or a heavy repeating blaster just rubs me the wrong way. Dropping it to around 3d8(or maybe even 3d8+2 to give it an edge over a 'normal' rifle) might help that without making it weak. Of the modifications, I like the first two and thing they work, but the last one just seems like too much. The toning down of the damage offsets it a bit, but I'm still somewhat uncomfortable with that kind of power in a weapon with that kind of range. Obviously, that's the point, but I feel like the range coupled with its intended use(sniping from cover) provides a significant enough advantage to offset the need for high damage.
 

Drowned Hero said:
Argh. Seems im a bit late, but... Any spots left?

Ive been looking for a STW game for while now but i chronicaly get to see Enworld talking the talk thread 1-2 days to late.

Buntyhunter the type with a meaning in life to tend to the greater good. Cunning and deadly.


-DH

Technically not late, actually. Kind of leaving this open a bit longer for recruiting for reasons beyond my own knowledge. Just because, I guess.

Basic concept of a Bounty Hunter type in the group seems good. Only two things about it that might be a problem, both of which are essentially the same side of a coin. The first being that the Rebels aren't exactly the best group for Bounty Hunters, mainly due to being on the whole Prey end rather than Predator. Obviously, that one can be worked around, but the way the group is coming together with what we've got already, I'm a bit unsure a Bounty Hunter type would work well, personality wise, within the group dynamic.

Guess what it comes down to is a definite maybe on the concept. It could work, but I'm not too terribly keen on it, if that means anything. Still, the idea of a tracker(specifically of people) among the group isn't one that would be bad soooo....
 

Howz about this:

Sorosub Nightstalker (Ltd. Sniper Rifle)
Cost: 4000 Damage: 3d8+4 RoF: S
Weight: 4.5kg Type: Energy Availability Military

Range: PB (0): 0-30 Short (-2): 31-60 Med (-5): 61-150 Long (-10): 150-300 Extreme Long Range (-15): 301-450


Special:

Custom Rifle: This rifle counts as having been 'modified'.
(That way it cannot be modified further)

Low-light Targeting scope: A standard Low-light Targeting scope that may be pulled to the side as s swift action in order to facilitate shorter range shots.

Long Range Accuracy: At Medium and longer you gain a +1 bonus to hit.
(a standard Blaster Rifle IAW the Errata has Accurate: +1 to hit at short range.)

Extreme Long Range: that goes from: 301-450 sq at -15 penalty.

High Energy Rounds: Each Power Pack must be changed after 40 shots.
(a standard Blaster Rifle has 50 shots per Power Pack a Heavy Blaster 30/ per Power Pack)
Each Shot does 3d8+4 damage

Damage for each shot is at +1/CL instead of the usual +1/2 CL.
(This does give it a little more punch. At 4rth level it ends up being an extra 2 pts damage. At 7th level it will do 3d8+7 [3d8+CL] total instead of 3d8+3 [3d8+ 1/2 CL] )
 
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