New Republic Army

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    Tendrando Arms YVH 1-Series Combat Droid CL6Medium droid (4th-degree) Soldier 4/ Scout 2Force 2Init +10; Senses: Darkvision, Low-light Vision; Perception +11*Languages Basic, Binary, Yuuzhan Vong-----------------------------------------------------------

    Defences Ref 24 (Armour +7, Flat-footed 21), Fort 22, Will 17HP 55; Threshold 22Immunities Droid traits-----------------------------------------------------------Speed 6 squaresMelee Unarmed +9 (1d6+7) orRanged Blaster Cannon +7 (3d12+3) orRanged Blaster Cannon +5 (3d12+3) with Rapid Shot orRanged Sonic Rifle +7 (2d8+3) orRanged Sonic Rifle +5 (3d8+3) with Rapid ShotFighting Space 1 square; Reach 1 squareBase Atk +5; Grp +9Atk Options: Autofire (Sonic Rifle), Point Blank Shot, Precise Shot, Rapid Shot-----------------------------------------------------------Abilities Str 18, Dex 14, Con --, Int 12, Wis 12, Cha 12Special Qualities: Fast Healing 2

    Talents: Acute Senses, Armoured Defence, Improved Armoured DefenceFeats: Armour Proficiency (Heavy, Light, Medium), Martial Arts I, Point Blank Shot,Precise Shot, Rapid Shot, Weapon Proficiency (Heavy, Pistols, Rifles, Simple Weapons)Skills: Initiative +10, Knowledge (Tactics) +9, Mechanics +9, Perception +11**May reroll, must keep second resultSystems: Darkvision, 2 hand appendages, heuristic processor, improved sensorpackage, integrated comlink, locked access, 2 tool mounts, vocabulator, walkinglocomotionPossessions: Blaster Cannon, Laminamium armour plating, 1 Laminamium Ingot,Sonic Rifle-----------------------------------------------------------Fast Healing 2: Due to its laminamium armour plating, YVH 1-Series combat droidsautomatically regain 2 hit points every round at the end of their turn, up to its normalmaximum, until it is destroyed. The YVH 1-Series must replace its laminamium ingot,as a Full-round action, after it has healed 50 hp in this fasion and this ability will notfunction until it has done so.

    Laminamium Armour (Heavy Armour)+7 bonus to Reflex Defence, +2 Maximum Dexterity bonus

    This armour grants the Fast Healing 2 Special Quality to any droid equipped with itand a laminamium ingot.

    YVH-1-1A (CL11)Medium Droid (4th Degree) Soldier 7, Scout 2, Elite Trooper 2Force 5Init +12; Senses Perception +14, DarkvisionLanguages Basic, Binary, Yuuzhan VongDefences Ref 29 (flat-footed 26), Fort 29, Will 23hp 110; Threshold 29; DR 1Immune Droid traitsSpeed 6 squaresMelee +14 unarmed (1d6+10) or

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    Ranged +10 blaster cannon with Rapid Shot (4d12+6) orRanged +10 heavy repeating blaster with Burst Fire (5d10+6)Fighting Space 1 square; Reach 1 squareBase Attack +10; Grapple +14Special Abilities Delay Damage, Fast Healing 2Abilities Str 18 Dex 15 Con Int 12 Wis 15 Cha 12

    Talents Armoured Defence, Improved Armoured Defence, Acute Senses, Harm's Way,Draw Fire, Controlled BurstFeats Armour Proficiency (light, medium), Burst Fire, Crush, Martial Arts 1, Pin, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Proficiencies (heavy, pistols, rifles,simple)Skills Initiative +12, Knowledge (tactics) +11, Mechanics +11, Perception +14** may re-roll, keeping second resultSystems heuristic processor, improved sensor package, darkvision, 2 handappendages, 2 tool mounts, integrated comlink, walking locomotion, vocabulator,locked accessPossessions blaster cannon, heavy repeating blaster, 5 extra power packs, 1laminamium ingot, laminamium armour (+7)Fast Healing 2 Due to its laminamium armour plating, YVH-1-1A regains 2 hit pointsat the end of each of its turns, up to its normal maximum until it is destroyed. Once ithas healed 50 hit points in this manner, this ability ceases to function until it replacesits laminamium ingot (a full-round action).

    YVH-M Series Surveilance Droid CL2Tiny droid (5th-degree) Nonheroic 6Init +5; Senses: Darkvision, Low-light Vision; Perception +17Languages Basic, Binary, Yuuzhan Vong, 2 unassigned-----------------------------------------------------------Defences Ref 14 (Flat-footed 12), Fort 8, Will 12HP 20; Threshold 8Immune Droid traits-----------------------------------------------------------Speed 6 squares (wheeled)Melee Claw +2 (1)Fighting Space 1 square; Reach 0 squaresBase Atk +4; Grp -4-----------------------------------------------------------Abilities Str 6, Dex 14, Con --, Int 16, Wis 14, Cha 14Feats: Skill Focus (Gather Information, Perception, Survival), Skill Training (UseComputer), Toughness, Weapon Proficiency (Simple Weapons)Skills: Gather Information +15, Perception +17, Stealth +20, Survival +15, UseComputer +11Systems: Basic Processor, Claw Appendage (2), Darkvision, Improved SensorPackage, Internal Commlink (short-range, video capable), Internal Storage (1 kg),Wheeled Locomotion

    Splinter Shots:The New Republics answer to the Dovin Basals of the Yuuzhan Vong ships is toreprogram their ships auxiliary weapons triggers to fire a volley of low-powershots-splinter shots, in the vernacular of the starfighter pilots who first employedthem-to overwhelm and confuse the dovin basals and effectively bypass theirshielding function. Reprogramming an auxiliary trigger (which most ships have fortheir weapons) requires a Use Computer check (DC 10) and a full-round action. Firingsplinter shots is considered a standard action and is calculated just like ordinary

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    starship attacks. The attacker makes an attack roll, and if the roll is successful, thelow-power shots hit the Yuuzhan Vong ship-forcing the Dovin Basal to generatesingularities to absorb the shots. The attacker should roll damage as though theweapons were on full power-but ignore any damage that penetrates through theshields. This attack merely determines whether or not the Dovin Basal can beoverwhelmed-and if it is, grants the attacker an immediate free attack roll targeting

    the HP of the ship.

    I also got something about the use of Shadow bombs:Shadow Bomb:Realizing that Yuuzhan Vong pilots can detect and avoid standard torpedoes by theirbright propellant trails, Kyp Durron develops a new way of delivering missiles to theirtargets: the Force.A torpedoe released in space and then pushed using Move Object, without a constantgravity field to slow its progress, can travel indefinitely on a straight line. Striking thetarget requires a successful Move Object- Use the Force check (DC 15) to move thetorpedo and another Use the Force check against the ships Reflex Defense. If thetorpedo successfully strikes a Yuuzhan Vong ship, the target ship cannot use its DovinBasal shields to reduce the damage. If the Move Object check fails, or if the range is

    too great (must be Point Blank range) the attack fails and the torpedo deals nodamage.

    Still some more starship tactics:Inertial Compensators:All starships with artificial gravity, even starfighters, have a device called an inertialcompensator, creating the gravity. Because inertial compensators negate gravityfields and inertial forces, they can be expanded beyond the shields of the ship toconfuse and ever nullify the effects of Dovin Basals, preventing them from tearingaway a ships shields. Recalibrating the inertial compensator requires a UseComputer check (DC 10) and a full-round action.

    Starfighter Leapfrogging:

    Force-sensitive starfighter pilots acting together in a fighter wing can coordinate theirmaneuvers so that no single ship suffers all the damage from an incoming attack. Ifthe pilots are joined together using a Battle meld (see below), their ships cannot betargeted separately by opponents. Instead, the pilots decide which ships in the wingsuffer the damage. They can even divide the damage from a single attack amongmultiple starfighters in the wing.

    I know there's a similar Force talent from the same tree called "Link" in the JATM, butthis here is a bit different, it's what the Myrkr strike team first introduces:New Force Talent (Alter Talent Tree): Battle Meld:When a Force-using character attempts to initiate a battle meld it requires a Use theForce check (DC 10, +2 for each person included in the link) and a full-round action; ahero cannot take 10 on this roll. It is only necessary to make a successful Use the

    Force check for one character. Only characters with the Force Sensitivity feat can beincluded in the battle meld. They must also be willing and within 12 squares of reach.A character can initiate a battle meld a number of times each day equal to hisWisdom modifier. Once the link is formed, any character in the link who attempts aSkill check or an attack roll can add a +1 circumstance bonus to his or her d20 roll forevery two people in the link. Thus, if there were 4 Jedi in the link, each could add a+2 bonus. Each round, each character in the battle meld must succeed at a Use theForce check (DC 10, +1 for each person in the link) to remain in the link. If the savefails, that character is forced out of the link and cannot rejoin it. If the person who

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    initiated the link fails the Use the Force check, the entire link fails. Note that thebonus granted by the Force link applies to this check.

    At least the feared (from a Yuuzhan Vong perspective ) bafforr pollen:Bafforr Tree Pollen:Even casual contact with bafforr tree pollen produces a significant reaction from

    living voonduun crab armor. A small amount of pollen (0,25 kg) is enough to causethe armor to seize, rendering the warrior inside immobile and unable to breathe.Unless the pollen is thoroughly washed off (requiring 10 rounds) or counteracted insome fashion, each round of exposure deals 1d6 points of damage to the wearerthrough constriction. If the wearer somehow survives this damage for a number ofrounds equal to double his Constitution score, he is still unable to breathe and startsto move down the condition track -2 steps each round. When the wearer fallsunconscious he takes a cumulative 1d6 points of damage each round. If this damageever exceeds the wearers damage threshold, he dies.Reply With Quote