Star Wars: Saga Edition to Starcraft

Post/Author/DateTimePost
#1

destrieth

May 08, 2008 18:55:33
I debated long and hard about where this belongs, but I think it fits best here and not on the Star Wars boards (it's about a video game, after all!)

What am I going to be doing here? I'm going to put together a full conversion of the Starcraft setting to be used with the Star Wars: Saga Edition rule set.

Chapter posts are up.

Collaborators:
Myself
YellowKnight

Table of Contents

--

Chapter 1: Species
Chapter 2: Classes
Chapter 3: The Templar
Chapter 4: Psionics
Chapter 5: Equipment
Chapter 6: Vehicles
Chapter 7: Prestige Classes
Chapter 8: The Zerg
Chapter 9: Miscellaneous

--

Update Log:

5/11/08 - added new psionic powers, began work on vehicles section, posted statblock for the Vulture and Siege tank, and finally, added update log.
5/17/08 - added YellowKnight's contributions.
#2

destrieth

May 08, 2008 18:55:54
Chapter 1: Species of Starcraft

In the Koprulu Sector, there are three prime races that we know of, aside from the long-dead super-race the Xel'Naga. Playing the Zerg is possible, but their mindless nature suits them better as antagonists so they are not detailed in the first chapter.

The Terrans

"We humans are about the most ornery cusses in the galaxy."
―Michael Liberty

The Terrans are the humans of the future. A fairly technologically advanced race, the Terrans of the Koprulu Sector are the descendants of humans originally sent from Earth in stasis with the intention of colonizing new planets.

The Terrans are the most fractured of the three races; human nature often draws the numerous Terran factions into conflict with each other. Indeed, the Terrans of the Koprulu Sector have found themselves in the middle of a war between the Protoss and the Zerg, and have struggled to survive amidst the war while also dealing with civil wars.

Personality: Humans can be of any temperament, but they tend to be adaptable and flexible.

Physical Description: Humans are humans are humans. Look around.

Example Names: Human names tend to be traditional (James), though some border on the archaic (Arcturus). They can also be regional (Alexei).

Terran Species Traits:

Use Human traits in the core book (page 23), except Humans get +2 to an ability score of their choice to represent their adaptability.

The Protoss

Primary opponents to the Zerg, the Protoss are a sentient humanoid race native to Aiur. The Protoss are highly religious and follow a strict code known as the Khala. The Protoss are highly advanced technologically as well as psionically. They are a very long-lived race (1000 years on average) and do not reproduce often.

Personality: Protoss tend to be very religious and try to adhere as much as possible to the code of the Khala. As a result, Protoss on the whole tend to be quite cerebral and wise. However, younger Protoss are becoming more and more impassioned with each generation due to their expanding contact with humanity in their war against the Zerg.

Physical Description: Protoss tend to range from 2.6 to 2.9 meters tall and have two glowing eyes, digitigrade legs, semi-permeable skin covered in scales, four digits on their hands (of which two are thumbs) and toes, broad chests and shoulders, and narrow waists with slim mid-sections. Extending back from the crown of the head, Protoss have a bony crest. Beneath it, emerging from the back of the head, are the nerve cords, allowing them to access their racial psionic gestalt. This gestalt is the basis of the Khala.

It is important to note that there is a sect of the Protoss, the Exiled Dark Templar of Shakuras, that have severed themselves from the racial gestalt of the Khala.

Protoss Species Traits:

Ability Modifiers: +2 Wisdom, +2 Charisma. Protoss are very cerebral and psionically empathic.
Medium Size: Medium creatures receive no bonus or penalty due to size.
Speed: 6 squares.
Telepathy: Protoss communicate via their racial gestalt and as such are capable of communicating with any creature with an intelligence of 4 or higher if they can see it. Creatures of intelligence 3 or lower can be contacted, but must be influenced with a Use Psionics check.
Bonus Feat: Protoss receive Psionic Sensitivity as a bonus feat at 1st level.
Automatic Languages: Protoss. (However, Protoss can communicate regardless of language barrier through their telepathy ability. As such, Protoss as a language only exists in a written form)
#3

destrieth

May 08, 2008 18:56:06
Chapter 2: The Classes of the Koprulu Sector

Heroes of Starcraft tend to have a wide variety of goals ranging from money, to glory, to fame, to influence, and many others. Some are honorable, some aren't, and each character chooses some way to achieve these goals, whether it be skill in combat to subtle skills to psionic mastery. Some heroes prevail and grow in experience, wealth, and power. Others die.

(More information found on page 35 of the Saga Edition core rulebook).

The classes following are unchanged mechanically from the Star Wars: Saga Edition core rulebook. The Jedi is no longer present.

Noble: Leaders and bargainers, nobles are always shrewd and perceptive and sometimes come from a moneyed background.

Examples of Nobles in Starcraft: Arcturus Mengsk, Admiral Gerard DuGalle, General Edmund Duke.

Scoundrel: Scoundrels are rogues and charlatans, thieves and assassins. They succeed by stealth and deception rather than brute force.

Examples of Scoundrels in Starcraft: Samir Duran.

Scout: Scouts are skilled trackers and trained explorers well-suited to operate in the uncharted wilderness of space and backwater planets.

Examples of Scouts in Starcraft: Artanis, Sarah Kerrigan (pre-infestation).

Soldier: Soldiers are skilled warriors with unparalleled mastery of combat tactics and weaponry.

Examples of Soldiers in Starcraft: Captain Jim Raynor, Vice Admiral Alexei Stukov.

There is a fifth class to replace the Jedi:

Templar: Templar are special psionically-gifted warriors, able to manifest their powers in various internal and external ways. Something important to note is that the Templar class, while not being restricted to Protoss player characters, is primarily designed with Protoss combat techniques in mind. A human who has access to these abilities would be a rare and powerful force indeed!
#4

destrieth

May 08, 2008 18:56:30
Chapter 3: The Templar

The Templar are representative of the Protoss warrior class, combining physical prowess with psionic training. They are the Zealots, the High Templar, the Dark Templar, and any other being that wishes to focus on psi-blade training (and has the psychic ability to do it).

Characteristics
The Templar's abilities flow from his psionic gift, granting him extraordinary abilities. Every ability is important for a Templar.

Examples of Templar in Starcraft:
Tassadar, Fenix, Zeratul.

Game Rule Information

Abilities: A Templar should be gifted in all abilities, but Wisdom and Charisma are most important.

Starting abilities and class features are identical to the Jedi class (page 37 of the Saga Edition core rulebook).

Talents

At 1st and every odd numbered level thereafter you select a talent from any of the following trees. You must meet any pre-requisites and no talent may be taken more than once unless expressly indicated.

With every instance of the word 'Force', replace with Psionic.

HIGH TEMPLAR TALENT TREE
The Templar that follow the code of the Khala are intelligent and perceptive individuals capable of channeling their powers in destructive as well as deceptive ways.

Weaken Resolve - As Adept Negotiator (page 40).
Destroy Resolve - As Master Negotiator (page 40).
Psionic Power - As Telekinetic power, but does not apply to Disarm and Grip, and does apply to Psionic Lightning and Illusion (page 100).
Psionic Perception - As Force Perception (page 101).
Visions - As Visions (page 101).

ZEALOT TALENT TREE
The Templar who choose to walk the path of the Zealot train their psionic abilities to give them an edge in hand-to-hand combat.

Acrobatic Recovery - As Acrobatic Recovery (page 40).
Elusive Target - As Elusive Target (page 40).
Resilience - As Resilience (page 40).
Boosted Shields - As Damage Reduction 10 (page 101).
Psionic Healing - As Tough as Nails (page 53).

DARK TEMPLAR TALENT TREE
The Dark Templar of Shakuras use their psionic abilities to keep themselves hidden from their enemies. By severing the nerve cords at the back of their head, the original Dark Templar cut themselves off from their racial gestalt and developed techniques to hide themselves.

Clear Mind - As Clear Mind (page 40).
Cloaking - As Force Haze (page 40).
Master Cloaking - As Force Haze, except it lasts a number of minutes equal to your character level. You may make a Use Psionics check after making an attack (DC 30); if you pass the check, you do not break the invisibility despite your attack.
Electronic Damping - As Force Cloak (page 107).
Master Electronic Damping - As Force Cloak Mastery (page 107).

PSI-BLADE COMBAT TALENT TREE
The Psi-blade Combat talent tree represents Templar who wish to further specialize in the art of their deadly weapons, the Psi-blade.

Block - As Block (page 41).
Psi-blade Defense - As Lightsaber Defense (page 41).
Weapon Specialization (psi-blades) - You gain a +2 bonus on melee damage rolls with Psi-blades.
[INDENT]Pre-requisite: Weapon Focus (psi-blades) feat[/INDENT]
Ionically-Charged Psi-blades - As a swift action you may spend a Psi-Point to grant your Psi-blade the ionic damage property (see page 159 for details on Ion damage).
#5

destrieth

May 08, 2008 18:56:45
Chapter 4: Psionics and You

Psychic powers can be subtle or overt; they can heal and they can destroy.

While psionics are commonplace for the Protoss, and is indeed how their race communicates and functions as a society, it is not the same for humans. Very few humans, if any, have achieved the mastery, discipline, and genetic orders required to display the psionic might wielded by the lowest of the Protoss Templar.

This is not to say humans do not have psychic powers. Human psychic potential is slowly climbing through the generations, and the Terran Dominion already has their own unit of human psychic operatives: the Ghosts.

Terran Psychics

As a guideline - Terrans have a "Psi Index" rating of 1-10, ten being the highest. It progresses through a few key stages.

- PI1-2: No psychic powers. Most humans fall into this category.
- PI2-5: Psychic powers are possessed, albeit very limited.
- PI5-8: A "teep." Telepathy is possessed. Most Ghosts fall into this category.
- PI8-10: A "teek". Telekinesis is possessed. An extremely rare level.

Mechanically, this poses an interesting conundrum for the players and GMs who wish to use this conversion. While there is no restriction on the types of powers you can select for your psionic suite with the Psi-training feat, it is highly advised the GM make it especially clear that any human who displays psychic might on the same level as the Protoss will be a very rare and highly sought after individual (for experimentation)!

Psychic Powers

All of the powers in Starcraft d20 are identical to the powers presented in the Star Wars: Saga Edition core rulebook, with a few exceptions detailed here.

- There is no longer a Dark Side, and characters no longer have a Dark Side score. Psychic power has no moral baggage.
- The powers Force Disarm, Dark Rage, Sever Force, and Force Grip have no analogues in Starcraft.
- Mind Trick is renamed to Illusion.

New Powers

Feedback
Manipulating raw psychic energy, you loop the psychic potential of the target back on itself, burning its synapses and preventing it from using a psionic power.
Time: Standard action.
Target: One creature within 6 squares (in combat) or line of sight (out of combat).
Make a Use Psionics check. The result of the check determines the effect, if any:
DC 25: The target loses a psionic power from its power suite (target's choice) as though it had been used. The target takes 2d6 damage.
DC 30: The target loses two psionic powers from its power suite (target's choice) as though it had been used. The target takes 3d6 damage.
DC 35: The target loses three psionic powers from its power suite (target's choice) as though it had been used. The target takes 4d6 damage.
Special: You may spend a Psi Point to remove an additional power from the target's suite.

Maelstrom
Using a surge of psychic energy, you overload the motor functions of a target and render them immobile.
Time: Full-round action.
Target: One creature within 8 squares.
Duration: One round.
Make a Use Psionics check. If you equal or exceed the target's Fortitude Defense, they can only take one standard action per round. For every 5 points by which you exceed the target's Fortitude Defense, the power's duration is extended one round.
Special: You may spend a Psi Point to affect creatures adjacent to the target.

Mind Scan
Using your psychic powers, you scan the mind of a creature to discover emotions, thoughts, memories and secrets.
Time: Full-round action.
Target: One creature within line of sight.
Make a Use Psionics check. If you equal or exceed the target's Will Defense, you know their emotions and surface thoughts. If you exceed it by 5, you gain access to recent memories. If you exceed it by 10, you gain access to long-term memories. If you exceed it by 15, you gain access to their deepest, darkest secrets.
Special: You may spend a Psi Point to add +5 to a successful check, or you may spend one to render the mind scan undetectable by the target.

Pyrokinesis
Using psionic biofeedback, you cause your hands to heat up and perhaps even catch fire.
Time: Standard action.
Target: Varies.
Duration: One round.
Make a Use Psionics check. The result of the check determines the effect, if any:
DC 15: Your hands heat up, allowing you to ignite flammable objects such as paper with a touch. You may also brand things and creatures.
DC 20: Your hands glow with blue-hot psychic energy, allowing you to start fires easily. You can also inflict minor wounds with a touch, dealing +1d6 additional damage with an unarmed strike.
DC 25: Your hands ignite with blue psionic fire, and you may project it up to 6 squares. If your Use Psionics check equals or exceed's the target's Reflex Defense, they take 4d6 damage and catch fire (page 255).
Special: You may spend a Psi Point to extend the duration of your pyrokinesis to the end of the encounter.

Precognition
Using highly developed psychosensory techniques, you predict where a target will be before he moves, allowing you to hit him with pinpoint accuracy.
Time: Swift action.
Target: You.
Make a Use Psionics check. The result of the check determines the effect, if any:
DC 20: You gain a bonus to your attack rolls equal to 1/2 your wisdom modifier, rounded down, until your next turn.
DC 25: You gain a bonus to your attack rolls equal to your wisdom modifier until your next turn.
DC 30: You gain a bonus to your attack rolls equal to twice your wisdom modifier until your next turn.
Special: You may spend a Psi Point to extend the duration of your precognition until the end of the encounter.
#6

destrieth

May 08, 2008 18:57:16
Equipment in the Koprulu Sector

Weapons and Armor of the Terran Dominion - contributed by YellowKnight

These are the standard weapons used by Terran ground forces, such as Marines, Firebats, Medics, and Ghosts. Unless otherwise noted all weaponry here is considered Military availability.

C-14 Gauss Rifle

The C-14 Gauss Rifle is the standard issue weapon for Terran Marines that features automatic fire modes. Since the early days of Terran activity in the Koprulu sector it has had some variations, although all versions still see use. It fires spikes with armor-piercing capability using magnetic acceleration, which affords the user both incredible range and crippling damage capabilities due to projectile speed. All standard C-14 variants have clips that hold 500 rounds, and can fire up to 30 per second. They are able to be fitted with laser sights, though precision fire is better left to the C-10 Canister Rifle.

C-14 Gauss Rifle Type-I

The early version of the C-14 Gauss Rifle is capable of being fired without requiring a powered exoskeleton to steady the weapon, and has two grips - the first is used to steady the weapon by unarmored users, and the second is used by soldiers such as Marines who are capable of firing it one-handed (it still follows the rules for using a rifle one-handed in this case). It also has the option of firing rocket-powered grenades through an attachment.

Statistics
Cost: 800
Damage: 2d6
RoF: Automatic, Semi-Automatic
Type: Piercing
Clip: 500 rounds, 30/sec (for simplicity, the rifle is capable of 30 attacks)

C-14 Gauss Rifle Type-II/Type III
Much bulkier than its predecessor, the Type-II cannot be fired by an unarmored wielder with ease. It comes equipped with a built-in grenade launcher. The Type III possesses a bayonet mount. These statistics are also sufficient for the C-141 AC Gauss Rifle used by the UED.

Statistics
Cost: 1000 (1100 for Type III)
Damage: 2d8
RoF: Automatic, Semi-Automatic
Type: Piercing
Clip: 500 rounds, 30/sec (for simplicity, the rifle is capable of 30 attacks)

Perdition Flamethrower

The Perdition is the weapon of choice by the Terran Firebat, though the UED uses a similar weapon called the C-140 Epyon Plasma Incinerator Cannon. A melee weapon, the Firebat armed with one was a support unit for squads of Marines. As time went on, the Perdition Flamethrower was complemented with a napalm rocket option, and its users were also fitted with more resilient armor.

Statistics
Cost: 1000
Damage: 4d6
RoF: Single
Type: Fire

Terran Pistols

A wide variety of pistols are issued to Terran ground forces, both infantry and armored. Common types include the C-7 Gauss Pistol (used by the Alliance), C-150 Ronin (UED), Slugthrower, Blaster, and the larger, heavier Flak Pistol among others. For simplicity purposes, they fall under two categories:

Light Pistol (C-7 Gauss, C-150 Ronin, etc.)

Statistics
Cost: 500
Damage: 2d6
RoF: Semi-Automatic
Type: Piercing
Clip: 14, 20, or 30

Heavy Pistol (Slugthrower, Blaster, Flak Pistol*)

Statistics
Cost: 800
Damage: 2d8
RoF: Semi-Automatic
Type: Piercing
Clip: 14 (30 for Flak Pistol)

*Flak Pistol requires a powered exoskeleton to wield. Little information is available on it, so statistics are an estimate.

C-10 Canister Rifle

Much like a long-range shotgun, the C-10 Canister Rifle is the standard issue weapon of the Terran Ghost. The C-10 fires explosive rounds, and with the proper modifications, is capable of firing its ammunition with enough power to penetrate the armor of vehicles such as Siege Tanks. One of the C-10's most impressive qualities is its massive inventory of add-ons and modifications, such as various sight attachments, grenade launcher attachments, and frequency markers to aid in guiding nukes. Like the Gauss Rifle, it also possesses some variants:

Standard C-10

The basic C-10 rifle is the typical one found in the hands of a specialist, featuring lockdown round capability.

Statistics
Cost: 1800
Damage: 2d10
RoF: Semi-automatic
Type: Piercing
Clip: 12 rounds

C-10 Sniper Rifle

When equipped with a special scope (and sometimes a silencer), the C-10 effectively becomes a sniper rifle. This scope provides zoom ability as well as statistics on the range, health, and lockdown potential of a target. A C-10 Sniper Rifle functions at ranges equal to one-and-a-half times standard when determining range penalties (see page 129 in the Saga Edition Core Rulebook).

Statistics
Cost: 2800 (standard C-10 + scope)
Damage: 2d10
RoF: Semi-Automatic
Type: Piercing
Clip: 12 rounds

C-20A Canister Rifle

The C-20A is an advanced version of the C-10, a weapon that is in all areas more versatile and customizable. In addition to possessing the statistics of the C-10 Sniper Rifle complete with the advanced scope, it also is equipped with a grenade launcher and has an assault rifle mode. It is a highly coveted and feared weapon, given only to the most skilled operatives.

Statistics
Cost: 3200
Damage: 2d10
RoF: Semi-Automatic or Automatic (Assault Rifle Mode)
Type: Piercing
Clip: 24 rounds

E-9 Rifle

The E-9 rifle is an automatic rifle used by the Terran Alliance. The only major differences are that its clip is half the size of the Gauss Rifle's and it fires larger rounds.

Statistics
Cost: 600
Damage: 2d6
RoF: Semi-Automatic or Automatic
Type: Piercing
Clip: 250 rounds (15 attacks before reload)

BOSUN FN92 Sniper Rifle

The BOSUN FN92 is the most effective sniper rifle used by any Terran. Found exclusively in the hands of Ghosts, it is an incredibly deadly weapon. Possessing all of the standard vital statistics monitors of any other sniper rifle in its scope as well as a zoom feature that is unparalleled by any other weapon, it is capable of killing even the toughest creatures in single shots from long distances.

Statistics
Cost: 3500
Damage: 3d8
RoF: Single-shot
Type: Piercing
Clip: 4 rounds
Special: The BOSUN FN92 effectively triples all ranges when determining penalties for attacks (see the rifles entry under ranged attacks on page 129). However, the BOSUN has no burst- or auto-fire options.

Torrent SR-8 Shotgun

The Torrent SR-8 is a combat shotgun developed for infantry use. Firing adamantine slugs, the weapon is devastating at close range but has little use at a distance.

Statistics
Cost: 1800
Damage: 3d8
RoF: Single
Type: Piercing
Clip: 8 rounds
Special: The SR-8 has no effective range beyond 30 squares.

Armor

The standard Terran armor for its soldiers is bulky and difficult to put on. Different types of soldiers wear different armor, and advancements have been made for some armor that has not yet spread to all Terran units throughout the Koprulu sector.

CMC PCS-200

The CMC PCS, or CMC Powered Combat Suit, is the standard issue powered exoskeleton armor for all ground units in Terran forces. An innovative technology, even the 200 series is gradually being surpassed by its successors the 300 and 400 series for Marines, and the 405 and 660 models for Medics and Firebats, respectively. The PCS-200 features air-conditioning, protection against small arms fire, emergency systems in the event of heavy damage and loss of tissue from the occupant, advanced suit integrity monitors and support for accommodating the wearer well enough for battle, and ammunition stores in the shoulders. It features shielding against nuclear, bio-, and chemical-hazards, but its life support systems are much less sophisticated than the models that came later.

Statistics
Treat as Corellian Powersuit (page 132), except it costs 6000.

CMC PCS-300

The PCS-300 is a major improvement over the 200. In addition to better shielding and life support, it features superb aural and visual sensors (including infra-red, targeting, and navigation aids), gravity generators, measures to reduce detection, a communications system and ability to connect the suit to ports and receive data on the inside of the helmet, voice-activated lights mounted on the shoulders (and later the chest), and advanced systems that eliminated concerns for the wearer's stamina as well as improving mobility. However, the suit also has a feature where, should it be breached by any attack, it locks up and can no longer move.

Statistics
Treat as Corellian Powersuit, except it costs 7500.

CMC PCS-400

The latest version of the Powered Combat Suit, the PCS-400 features slightly better protection but lacks the systems to reduce the sound and heat the suit gives off.

Statistics
Treat as Corellian Powersuit, except it costs 8000.

CMC LCS-405

The Light Combat Suit is a variant of the PCS worn chiefly by medics. Its only true differences are that it possesses lower environmental shielding and protection from small arms. The shoulder compartments generally contain additional medical supplies instead of ammunition.

Statistics
Treat as Corellian Powersuit, except it costs 7000.

CMC HCS-600

The Heavy Combat Suit is the advanced powersuit worn by Firebats. It offers the features of the PCS-300 only with better protection against both standard attacks and heat, and has extra measures included to prevent the flamethrower's plasma tanks from harming the wielder.

Statistics
Treat as Battle Armor (page 132), except it costs 9000.

CMC LPA-500

The CMC's Light Personnel Armor is the main defense of the Terran Ghosts. A unique and highly expensive suit, it both comfortably accomodates the wearer's psionic capabilities and offers most of the features of the Powered Combat Suits, although it is much weaker against enemy fire. Instead of a gravity accelerator, the LPA-500 includes gravity boots, which serve basically the same purpose.

Statistics
Treat as Stormtrooper Armor, except it costs 10000.
#7

destrieth

May 08, 2008 18:57:40
Chapter 6: Vehicles, Spaceships, and Orbital Stations

Chapter 6 is the chapter where we detail all of the snazzy Starcraft vehicles, from the Dragoon to the mighty Battlecruiser.

Terran Vehicles

Vulture-class Hoverbike (CL 4)
Large ground vehicle (ground-based speeder)
Init +14; Senses Perception +8
--
Defense Ref 17 (flat-footed 11), Fort 15; +2 armor
hp 40; DR 5; Threshold 20
--
Speed 10 squares (max velocity 250 km/h)
Ranged APG-2 "Thumper" Grenade Launcher +7 (6d6, pilot)
Fighting Space 2x2; Cover none
Base Atk +5; Grp +14
Atk Options spider mines
--
Abilities Str 18, Dex 24, Con -, Int 14
Skills Initiative +14, Mechanics +8, Perception +8, Pilot +14
--
Crew 1 (expert); Passengers 1
Cargo 10 kg; Consumables 3 days; Carried Craft none
Availability Restricted; Cost 8,000 (3650 used); 2100 for a civilian model


AAV-5 Arclite Siege Tank (CL 9)
Huge ground vehicle (tracked)
Init +9; Senses Perception +8
--
Defense Ref 17 (flat-footed 14), Fort 24; +6 armor
hp 200; DR 15; Threshold 34
--
Speed 6 squares (max velocity 60 km/h)
Ranged 80mm PPG-7 plasma cannons +7 (3d10x2) or
Ranged 120mm shock cannon +7 (8d10, siege mode)
Fighting Space 3x3; Cover total (crew), none (passengers)
Base Atk +5; Grp +28
Atk Options siege mode (As a full-round action, the Arclite tank goes into siege mode. It becomes immobile and switches to the 120mm shock cannon)
--
Abilities Str 36, Dex 16, Con -, Int 14
Skills Initiative +9, Mechanics +8, Perception +8, Pilot +9
--
Crew 3 (expert); Passengers 6 (external)
Cargo 500 kg; Consumables 1 week; Carried Craft none
Availability Military; Cost not available for sale
#8

destrieth

May 08, 2008 18:58:19
reserved for chapter 7
#9

destrieth

May 08, 2008 18:58:34
reserved for chapter 8
#10

destrieth

May 08, 2008 18:58:46
Chapter 9: Sample Statblocks

Corporal John Butt-kicker, CL 2
Medium Male Terran Soldier1/Scout1
Init +9, Senses low-light/darkvision (infra-red, only wearing CMC PCS-300 or better)
Languages Terran, 1 untrained
-----------------------------------------
Defenses Ref 19, Fort 16, Will 12
hp 40, Threshold 16
-----------------------------------------
Speed 4 squares
Melee Unarmed +1 (1d4+1)
Ranged C-14 Gauss Rifle +5 (2d8+3) or
Ranged Burst Fire +0 (4d8+3)
Base Atk +1
Atk Options Autofire (C-14 Gauss Rifle or E9 Rifle only)
-----------------------------------------
Abilities Str 11, Dex 16, Con 14, Int 12, Wis 10, Cha 10
Feats Armor Proficiency (light, medium), Weapon Proficiency (rifles, pistols, simple weapons), Weapon Focus (C-14 Gauss Rifle), Shake It Off, Burst Fire
Talents Improved Initiative, Weapon Specialization (rifles)
Skills Endurance +8, Initiative +9, Mechanics +7, Pilot +9, Treat Injury +7
Possessions CMC PCS-300 Armor (400 series is standard post-BroodWar) (+7 Armor, +0 Equipment), C-14 Gauss Rifle Type I, Light Pistol (C-7 Gauss for Alliance/Confederacy, C-150 Ronin for UED)
#11

destrieth

May 08, 2008 22:37:53
extra reserve just in case
#12

destrieth

May 08, 2008 22:38:03
another extra just in case
#13

yellowknight_dup

May 08, 2008 22:43:00
Things for me to do/work on:

Equipment - weapon alterations to fit Terran and Protoss technology
Vehicles - Work on and finalize different stat blocks for things such as the Vulture, Goliath, Siege Tank, Dropship, Shuttle, Scout, Valkyrie, Dragoon, and Wraith, as well as the new SC2 units of similar type (the Carriers, Arbiters, Battlecruisers, Motherships, and the like can probably wait)

-Figure out how to stat out Missile Turrets, Photon Cannons, Spore and Sunken Colonies

-Start brainstorming which class combos major NPCs from the Starcraft setting belong to (gets me in the game).

What are we going to do for Infested units? Template time?
#14

space_dragon

May 09, 2008 22:16:50
Missile turret is basically a mini-walker that shoots missiles instead of lasers and can detect cloaked stuff, but can't move.

Just a thought.
#15

andinel

May 10, 2008 2:17:29
Are you going to do the zerg as an available species? There must be some way to let players play as a zerg character, especially with the events in Brood War.
#16

destrieth

May 10, 2008 12:06:51
Well, we're still working out the details as to how it will work in terms of characters... unfortunately, the Zerg's nature doesn't lend itself well for players who think playing a Zergling or a Hydralisk would be very fun, and Infested is a whole other enchilada besides.

For now, we're proceeding forward with the Protoss and Terran as Core races and the Zerg as antagonists. This could change the more we get done, though.
#17

yellowknight_dup

May 11, 2008 16:30:45
Looks good so far dude. My only concerns are regarding the removed force powers - while they don't have any known analogues, it seems to me like we could certainly work out ways to use at least some of them. This goes the same for the original lightsaber talents such as Deflect and Redirect Shot - maybe there'd be some sort of advanced psi blade training (in a PrC?) that actually allowed deflection, or maybe it could come from manipulation of shields. It could potentially be cheesy, but hey - it could be cool too.
#18

yellowknight_dup

May 13, 2008 22:07:26
Moved to Chapter 5
#19

yellowknight_dup

May 19, 2008 23:04:23
Terran Units

Terran Marine

The Marine is the standard soldier of most Terran forces in the Koprulu sector, from the relatively small Alliance forces to the usurped Confederate Marine Corps and the annihilated UED Marines.

Terran Marine
Medium Terran nonheroic 4
Init +2, Senses low-light/darkvision (infra-red, only wearing CMC PCS-300 or better)
Languages Terran

Defenses Ref 17, Fort 11, Will 10
HP 14, Threshold 11

Speed 4 squares
Melee Unarmed +3
Ranged C-14 Gauss Rifle +4 (2d8 or 2d6 Alliance Marines), or
Ranged Light Pistol +3 (2d6)/Heavy Pistol +3(2d8), or
Ranged E9 Rifle (2d6, Alliance or militias)
Base Atk +3, Ranged +3
Atk Options Autofire (C-14 Gauss Rifle or E9 Rifle only)

Abilities Str 11, Dex 11, Con 12, Int 10, Wis 10, Cha 10
Feats Armor Proficiency (light, medium), Weapon Proficiency (rifles, pistols, simple weapons), Weapon Focus (C-14 Gauss Rifle)
Skills Endurance +8, Perception +9
Possessions CMC PCS-300 Armor (400 series is standard post-BroodWar) (+7 Armor, +0 Equipment), C-14 Gauss Rifle (Type I fringe colonies/militia/Alliance Marines, Type II/III Dominion/Confederate/UED), Light Pistol (C-7 Gauss for Alliance/Confederacy, C-150 Ronin for UED), Heavy Pistol (Flak Pistol, Dominion only), E9 Rifle (some Alliance or backwater militias only)

Terran Firebat

The Firebat is the standard support unit for Marines. They wear heavier armor and are armed with the Perdition Flamethrower instead of a Gauss Rifle. In some Terran militaries when a Private advanced to the rank of Corporal, he or she is trained to be a Firebat (there are many exceptions to this). As individual soldiers (and officers commanding specific types of units) gain distinction they are often able to decide which armament they would prefer.

Medium Terran nonheroic 8
Init +4, Senses low-light/darkvision (infra-red, wearing CMC HCS-660 armor)
Languages Terran

Defenses Ref 18, Fort 13, Will 10
HP 28, Threshold 13

Speed 4 squares
Melee Unarmed +7 or
Melee Perdition Flamethrower +8 (4d6 fire), or
Ranged Light Pistol +6 (2d6)/Heavy Pistol +6(2d8)
Base Atk +7, Ranged +6

Abilities Str 12, Dex 11, Con 12, Int 10, Wis 10, Cha 10
Feats Armor Proficiency (light, medium), Weapon Proficiency (rifles, pistols, simple weapons, flamethrower), Weapon Focus (Perdition Flamethrower)
Skills Endurance +10, Mechanics +9 Perception +9
Possessions CMC HCS-660 Armor (+8 Armor, +2 Equipment), Perdition Flamethrower, Light Pistol (C-7 Gauss for Alliance/Confederacy, C-150 Ronin for UED), Heavy Pistol (Flak Pistol, Dominion only)
#20

yellowknight_dup

May 20, 2008 1:02:10
[u]Terran Heroes[/u]

Jim Raynor

Captain Jim Raynor is the leader of Raynor's Raiders and a man good at heart but suffers many grievances from his past. He is known for his activity against the Confederates, an alliance (and later being enemy of) with the Sons of Korhal, and a long-standing friendship with several Protoss leaders. After the events of Brood War he has become distant. He commands his mercenary band from the battlecruiser Hyperion, and is known to drive a Vulture hoverbike when not in his CMC PCS-300 modified suit.

Medium Terran Scout 2/Soldier 6/Elite Trooper 4/Officer 2 (post-Brood War)
Destiny 2, Psi points 13
Init +16, Senses low-light/darkvision (infra-red, wearing CMC PCS-300 custom armor), Perception +13
Languages Terran

Defenses Ref 34, Fort 32, Will 29, Damage Reduction 2
HP 150, Threshold 32

Speed 4 squares
Melee Unarmed +14 or

Ranged +17 C-14 Gauss Rifle (Type III) (2d8+8), or
Ranged +18 C-14 Gauss Rifle (Type III) with Careful Shot/Deadeye (3d8+8), or
Ranged +15 C-14 Gauss Rifle (Type III) (3d8+8) with Rapid Shot, or
Ranged +17/+12 C-14 Gauss Rifle (Type III) (2d8+8) with Double Attack, or
Ranged +17/+12/+7 C-14 Gauss Rifle (Type III) (2d8+8) with Triple Attack, or
Ranged +15/+10/+5 C-14 Gauss Rifle (Type III) (3d8+8) with Rapid Shot and Triple Attack

Ranged Heavy Pistol +16(2d8+7), same attack options as Gauss Rifle except attack bonuses of +16/+11/+6 or +14/+9/+4

Base Atk +12, Melee +14 Ranged +16
Atk Options Point Blank Shot, Careful Shot, Deadeye, Charging Fire, Greater Devastating Attack (rifles only), Delay Damage
Special Options Point Blank Shot, Careful Shot, Deadeye, Command Cover (up to +7), Share Talent (Deployment Tactics), Battle Analysis
Abilities Str 14, Dex 18, Con 16, Int 12, Wis 13, Cha 12

Feats Shake it Off, Armor Proficiency (light, medium), Weapon Proficiency (rifles, pistols, simple weapons), Weapon Focus (C-14 Gauss Rifle), Point Blank Shot, Martial Arts I, Precise Shot, Rapid Shot, Double Attack (rifles), Careful Shot, Charging Fire, Deadeye, Triple Attack (rifles)

Talents: Uncanny Dodge I, Armored Defense, Improved Armored Defense, Devastating Attack (rifles), Battle Analysis, Greater Devastating Attack (rifles), Deployment Tactics

Skills Endurance +22, Initiative +16, Knowledge (tactics) +13, Perception +13, Pilot +22, Survival +13
Possessions CMC PCS-400 Armor (modified) (+7 Armor, +2 Equipment), C-14 Gauss Rifle (Type III) modified (does +1 damage), Flak Pistol