Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HXJ9QDVUR48X3701@DRYCAS.CLUB.CC.CMU.EDU> for sw-rpg-upload@DRYCAS.CLUB.CC.CMU.EDU; Sat, 11 Nov 1995 23:36:51 -0400 (EDT) Received: from beauty.magnus.acs.ohio-state.edu by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HXJ9QAM7IQQT8RZY@DRYCAS.CLUB.CC.CMU.EDU> for jae+sw-rpg-upload@DRYCAS.CLUB.CC.CMU.EDU; Sat, 11 Nov 1995 23:36:42 -0400 (EDT) Received: by beauty.magnus.acs.ohio-state.edu (8.6.10/4.940426) id XAA23092; Sat, 11 Nov 1995 23:36:32 -0500 Date: Sat, 11 Nov 1995 23:36:32 -0500 From: Troy Alan Baer Apparently-to: jae+sw-rpg-upload@DRYCAS.CLUB.CC.CMU.EDU To: jae+sw-rpg-upload@DRYCAS.CLUB.CC.CMU.EDU Errors-to: jae@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg-upload@DRYCAS.CLUB.CC.CMU.EDU Message-id: <199511120436.XAA23092@beauty.magnus.acs.ohio-state.edu> MIME-version: 1.0 Content-type: TEXT/PLAIN; CHARSET=US-ASCII Content-transfer-encoding: 7BIT *** to Empress Jae *** Could you please put this in the equipment directory of the SWRPG Resource Pool? I posted this to the list a week or so ago, but I'd like to get a copy on the Resource Pool since a couple people in the newsgroups have been asking for Dark Trooper stats... ********************** > *Date: Fri, 03 Nov 1995 18:48:28 -0600 (CST) > *From: Andrew L Bednara > *Subject: another crossover. > > While the subject of crossovers are up I was wondering if any one has > has done up the Veritech Fighter. I thought it would be the perfect > ship for the Jedi. Also I thinking that maybe could do the cycle/body > Armor from Robotech. Don't have that exactly, but something very similar: Heinlein-esque power armor that I put together for a Starship Troopers like Star Wars campaign that I'm going to be running in a month or two. I've also got stats for Dark Trooper armor from DF. Some notes first: 1.) These ignore the house rules on powered armor that were in the January '92 issue of Challenge, because they were (IMHO) too restrictive. You couldn't build the spacetrooper armor in the SW and Imperial Sourcebooks under those rules. Basically the rules I used were "Does it do what I want?" and "How unbalancing will it be if one of the player characters manages to steal one?" 2.) The stats are in vaguely 1st ed. form, because that's what I use. 3.) These should all of course be really rare. The only reason players in my campaign will have access to scout and standard suits is because they'll be working on a planet with 4.5 standard gravities. The players shouldn't even know the assault suits exist until they see somebody else with one. Don't use more than 1 Dark Trooper against players unless they're in power armor or some kind of vehicle, unless your players subscribe to the "Damage, Inc." theory. Background: In the years after Grand Admiral Thrawn's failed attempt to destroy the New Republic, the problem of defending against boarding actions because a great concern to the New Republic Army and Navy. In response to this, a team of engineers at the restructured Sienar Systems Corporation developed a series of powered combat armor suits, vaguely reminiscient of the Imperial Zero-Gee Stormtrooper (0GST) but smaller and more maneuverable. The suits were also given small repulsorlift engines (basically swoop engines)for ground mobility on planets with high graviation. The suits began to see limited service after the return of the Emperor. Most of these suits have some type of missile launcher on them, so here are some sample missile rounds: Missile type: Damage Blast Radius Notes Smoke none 8 m. Flare none 1 m. Stun Gas 5d stun 5 m. High Explosive 6d 5 m. standard issue Armor Piercing 7d 2 m. rare Thermal Det. 10d 10 m. extremely rare ***New Republic Scout Power Armor*** Type: Light Power Armor Crew: 1 Passengers: 0 Cargo Capacity: 15 kg. Consumables: 1 week Scale: Character Armor: 2d DEX Modifier: 0 STR Modifier: +2 Speed: 15 m. per action on foot 4d (speeder scale) flying with integral repulsorlift Weapons: Heavy Blaster (integral in right forearm) FC: 0 Damage: 5d Range: 25/60/250 Vibroblade (retractable in left forearm) FC: 0 Damage: STR+2d (includes above +2 to STR) Range: Melee only Sensors: Macrobinoculars with thermal imager Full Spectrum Transceiver -- 20 km. range Subspace Radio -- 750 km. range Lifeform Indicator -- 5 km. range Cost: 7,500 cr. This is a light suit of power armor, designed for speed and maneuverability rather than raw firepower. It is by far the most common of the power armor suits used by the New Repbulic Army and Navy; similar suits can be found in use in the Corporate Sector. ***New Republic Standard Power Armor*** Type: Medium Power Armor Crew: 1 Passengers: 0 Cargo Capacity: 30 kg. Consumables: 1 week Scale: Character Armor: 3d DEX Modifier: -1d STR Modifier: +1d Speed: 10 m. per action on foot 2d+2 (speeder scale) flying with integral repulsorlift Weapons: Heavy Blaster (integral in left forearm) FC: 1d Damage: 5d Range: 25/60/250 Flamer (integral in left forearm) FC: 0 Damage: 4d Range: 10/30/50 Missile Launcher (swings over right shoulder) FC: 2d Damage: varies with round fired Range: 100/500/1000 Capacity: 5 missiles Sensors: Macrobinoculars with thermal imager Full Spectrum Transceiver -- 20 km. range Subspace Radio -- 500 km. range Cost: 10,000 cr. Despite the "Standard" moniker, the standard power armor is much rarer than the lighter scout power armor; only one in five suits made is a standard. The designation "Standard" comes from the fact that these suits are standard issue to the SpecForces marines, who are typically involved in boarding actions and combat with 0GSTs and Dark Troopers. ***New Republic Assault Power Armor*** Type: Heavy Power Armor Crew: 1 Passengers: 0 Cargo Capacity: 45 kg. Consumables: 2 weeks Scale: Character Armor: 4d DEX Modifier: -(1d+2) STR Modifier: +2d Speed: 5 m. per action on foot 1d+1 (speeder scale) flying with integral repulsorlift Weapons: 2 Heavy Blasters (integral in either forearm) FC: 1d+2 Damage: 5d Range: 25/60/250 Missile Launcher (swings over right shoulder) FC: 2d+2 Damage: varies with round fired Range: 100/500/1000 Capacity: 15 missiles Repeating Blaster (swings over left shoulder) FC: 1d+2 Damage: 7d Range: 50/120/300 Sensors: Macrobinoculars with thermal imager Full Spectrum Transceiver -- 20 km. range Subspace Radio -- 500 km. range Cost: 25,000 cr. The assault power armor is extremely rare; only one in 150 suits made is an assault suit. New Republic officers are typically reluctant to commit assault suits to combat, as their low speed and heavy firepower make them juicy targets for enemy fire. ***Imperial Dark Trooper Power Armor*** Type: Medium Power Armor Crew: 1 Passengers: 0 Cargo Capacity: 30 kg. Consumables: 2 weeks Scale: Character Armor: 3d (reflective -- 1/2 damage from blasters) DEX Modifier: 0 STR Modifier: +1d Speed: 10 m. per action on foot 4d (speeder scale) flying with integral repulsorlift Weapons: Repeating Blaster (swings over right shoulder) FC: 1d Damage: 7d Range: 50/120/530 Missile Launcher (swings over right shoulder) FC: 1d Damage: varies with round fired Range: 100/500/1000 Sensors: Macrobinoculars Subspace Radio -- 750 km. range Cost: $30,000 cr. The Dark Trooper armor is an evolutionary step from the original, bulky 0GST ("Spacetrooper") suits. They were developed shortly before the Battle of Yavin, but Rebel operatives sabotaged the production facilities. However, a small reserve of the suits is said to been hidden in one of the Emperor's many "treasure cache" worlds...