Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]

Ops you also got the Sith Officer so from her you recovered a blaster pistol with extra power cell, a Datapad, a Short-range comlink, and Utility belt

From Parlex the bounty hunter you gained a blaster carbine and pistol, a vibroblade. Scout Armor, Bandolier (4 extra power cells for rifle, 4 extra power cells for pistol, 4 extra power cells for vibroblade), Binder cuffs (2 sets), Datapad, Goggles Package (low-light vision, +2 to visual Perception checks, hands-free short-range comlink), Medpac (2), Utility belt

You also get two Sith lightsabers and one Sith dobule-bladed lightsaber. The all where wearing All-Temperature Cloaks and Gall Hsloth was carrying a Datapad with some Sith Alchemy notes on it.
 

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Interesting, I think the Outlaw Gambit part was during my sabbatical from the game. A few quick questions/thoughts:

- How much money do we need to set aside for things like docking fees, supplies, and maintenance?
- If we already have a truckload of weapons, I don't see the need to have grabbed the ones from the Sith soldiers. I don't see us turning into arms smugglers. Maybe just keep the six carbines on the ship in a storage locker to be available to repel attacks, if our other weapons are unavailable. We should look for an opportunity to sell the blaster rifles and vibroblades.
- We should sell the semi-precious gems on a civilized world.
- Cal has no opinion about the stolen goods/loot. It would probably be impossible to trace the original owners and we could use the credits. We'd probably have to find a fence on a civilized world.
- The drugs, on the other hand... As a medical professional, I imagine Cal knows what kind of deleterious effects it likely has and, if so, would probably be advocating their destruction or turning them over to the Republic as criminal evidence.

Also @GreenKarl I can't seem to find any information on equipment legality. I see the listings and I recall the various levels from other Star Wars game, but can you provide the distinctions between Licensed, Restricted, and Military? I figure Illegal is self-descriptive enough. We may want to make sure we have some diversity in our equipment options depending on where our adventures take us. Cal is obviously not going to be running around with a sniper blaster rifle most of the time (and now I probably should have had Jihahna modify his carbine instead of his sniper rifle).
 

Yea that was something found in the Saga rules that I was just kind of following. I don't have my book but if I remember...

Licensed equipment required you to purchase a license at the time of purchase that was the the same cost as the price for the equipment (if something cost 1,000 credits it costs 1,000 credits to get the license). This was most only required in the Core Worlds or on civilized worlds.

Restricted items were only suppose to be for Police and similar forces. You could purchase them illegally for 100-200% of the cost. If you were a legal Bounty Hunter (had the PrC) you could get these items with a License as above. Again this seemed to be limited to more civilized worlds but was enforced a bit more then licensed items.

Military was military restricted item that only the Republic or Imperial Military could own. Again you could purchase these items illegally for 200-500% of the cost. This was suppose to be enforced in most place except in the Outer Rim and various frontier worlds. Also Hutt Space tended to ignore this a lot.

There are also Illegal Items like Slicer Kits. These varied in prices a lot and if you were caught with one you would be in trouble with the law.

There were no real hard and fast rules for any of this, it seemed mostly a way to increase the cost for lots of items. Out here in the Outer Rim also its not a big deal except with some Republic Officals whom might want to enforce it...
 

Cool. Since I am now considering not having the sniper rifle modded, can I get my blaster carbine modified with the +1 to Hit bonus (Major) and an integrated tactical glow rod (minor)? Cal's carbine is one of the models with a rigid stock rather than a folding one.
 


Gotan wouldn't happen Jihahna's previous employer is he?

Happy for that to be her major upgrade. So by base damage, do you mean the 2d4 total I mentioned, or 2d4 +1 extra dice for empowered?

Does that mean she can modify the blaster to accept a shoto blade, or will I need to wait on that?

Happy to wait. Maybe she still needs to build up to that...


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No for upgrades I have decided that everyone gets one Major and one Minor upgrade. Your knee vibro-blade is the major one to make it a switchblade and the minor could be mounting the lightsaber.

Empower weapon would let the vibro-dagger do 3d4 damage (plus your Str and 1/2 your level) in bonus damage.
 

Added the +1 tohit (major) and quick-deploy stock (minor) to the gand's now "Elite" carbine.

+500 creds as Republic payment.

+1HP to Healing surges.

Will "steal" a medpack from Parlex to replace the one used on Mooduh, please.

As for additional gear remember this is a pretty small out of the way mining colony world. [...] you could order it special (use the Holovid to call in an order and have it delivered on the next transport, but it might cost extra).
Alright, so the gand will be holding off on the jetpack and sensor package. What would be the cost of ordering-in the smoke grenades? or perhaps he/she could bodge, say, a local anti-vermin gas bomb into a smoker (like he/she did with the flare gun)?

Any potential reply on IC post #748, GK?
 

Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]

Awesome. Thanks Greenkarl.

Smoke grenades are theoretically not the most difficult thing to construct.

What you need is White phosphorus, which is the stuff found on white tipped match sticks (we don't have them in Australia).

It's highly likely that Dathomir has phosphorus as it is an element that is crucial to producing life. Also it needs to be mined and is used extensively by the military for their rockets and grenades irl.

The way phosphorus burns, you could pretty much stick a fuse into a bottle of mountain dew and light it up for an effective smoke grenade... However, it's also a dangerous substance for a couple of reasons.

Injest enough of it and you die
Breathe in enough of it and you die
Get shot by phosphorus tipped bullets and if the bullet didn't kill you, you have to deal with a tube of 2nd to 3rd degree burns following the path of said bullet. Internal burns like that, I guess infection is the big danger. That's real life weaponry there in the form of incendiary rounds....

Kinda makes you think... The wars between Republic and Empire, they primarily use lasers with the aim of being deadly enough to kill instantly... Even though their wars are larger scale than real life wars, they're probably more humane...

So, the primary ingredient for making smoke grenades should be available (especially with mining operations taking place there), buut, it's the sort of stuff you should know how to deal with. You'd want to not only have explosives expertise, but also be practiced in and have a good understanding of chemistry.




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By the way [MENTION=6801242]GreenKarl[/MENTION]. One last thing. I was wondering if the special bonus of the crystal might be extra illumination radius?

Otherwise, like the colour, i'd like to leave it to the force... aka you....


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