Showing posts with label FUII. Show all posts
Showing posts with label FUII. Show all posts

Tuesday, July 28, 2015

The Force Unleashed II: Saga Edition Part 5: Imperial Dropship Transport

Another ship originally created by the Force Unleashed series, and then kept in canon due to the saving grace of Star Wars Commander.
This one, oddly enough, did not get statted up in the Star Wars The Force Unleashed Campaign Guide. Well, it means that I get to stat it up now, so I'm not really complaining.



Imperial Dropship Transport (IDT) CL 10
Colossal Air Vehicle (Airspeeder)
lnit +0 ; Senses: Perception +8
Defenses: Ref 15 (flat-footed 13), Fort 26, +13 armour, Vehicular Combat
HP 120   DR 15;  Threshold 76
Speed 12 squares (max velocity 580 km/h)
Ranged
Light Blaster Cannons +10 and Missile Launcher +8 and Missile Launcher +8


Fighting Space: 6X6 Cover: Total (None for passengers if doors are open)
Base Atk +5; Grp +37
Atk Options: Autofire (light laser cannons, blaster cannons), Fire Link (Missile Launcher, Light Laser Cannons, Blaster Cannons)
Abilities Str 34, Dex 14, Con -, Int 16
Skills: Initiative +0, Mechanics +8, Perception +8, Pilot +0
Crew: 2 (Expert) Passengers: 18
Cargo: 1 ton Consumables: Two Days Carried Craft: None
Payload: 18 missiles
Availability: Military Cost: Not available for sale


  • Light Laser Cannons (Pilot)
    • Atk: +10 (+5 autofire) Dmg: 3d10 X2
  • Blaster Cannons (Pilot/Gunner)
    • Atk: +10 (+5 autofire) Dmg: 4d10 X2
  • Mass Driver Missile Launcher (Gunner)
    • Atk: +8 Dmg: 6d10 X2, 2-square splash

Design Notes:
So, this thing is odd.
In the game it is a threat, but isn't shielded or anything. It isn't too too big of a threat, you just throw its missiles back at it.
But, according to Wookieepedia, it is very similar to the LAAT/i gunship, but only carries 18 troops. It also has far fewer crew, and less armaments.
So, how to design it?
The statblock comes from a mash-up of the LAAT/i and the Republic Troop Transport (Page 167/168 Clone Wars Campaign Guide). I took the chassis of the RTT, added on the missiles and important elements of the LAAT/i, and then added on the, according to Wookieepedia, appropriate types of cannons (from Starships of the Galaxy).
As such, this is a fairly straightforward design. It flies in, drops the troops, provides some fire support, and then leaves.
It can't really stand up to the LAAT/i in combat, but it should be able to take out (or delay) those enemies that it needs to in order to get its complement safely landed.

Monday, July 27, 2015

The Force Unleashed II: Saga Edition Part 4: All Terrain Missile Platform

The AT-MP, or All Terrain Missile Platform, is often described as a stunted AT-ST. It was originally designed for FUII, but when the rest of that game was given the boot by canon, it stuck around, in Star Wars: Rebels, and Star Wars: Commander, much to my happiness.
The AT-MP is so fun. It sucks to fight, it is a pain with its swarms of missiles and devastating rotary blaster, but I always liked the AT-ST's stumpy cousin.
Because, well, why wouldn't an Empire fanboy like me like the Empire's version of the Hailfire droid?

Anyways, on to the stats.



AT-MP Walker CL 12
Huge Ground Walker
lnit +6 ; Senses: Perception +8
Defenses: Ref 11 (flat-footed 11), Fort 18, +3 armour
HP 80   DR 5;  Threshold 28
Speed 4 squares (max velocity 70 km/h)
Ranged
  • Rotary Blaster Cannon (Autofire only) +1 and Missile Pods +7
  • Missile Pods +7 and Missile Pods +7


Fighting Space: 3X3 Cover: Total
Base Atk +5; Grp +27
Atk Options: Fire Link (Missile Pods)
Abilities Str 34, Dex 10, Con -, Int 14
Skills: Initiative +6, Mechanics +8, Perception +8, Pilot +6
Crew: 2 (Expert) Passengers: None
Cargo: None Consumables: Two Days Carried Craft: None
Payload: 32 Missiles
Availability: Military Cost: Not available for sale

  • Rotary Blaster Cannon (Pilot)
    • Atk: +1 (autofire only) Dmg: 4d10 X2
  • Missile Pods (Single tube) (Gunner/Pilot)
    • Atk:+7 Dmg: 4d10 X2, 3 square splash
  • Missile Pods (Two Tubes) (Gunner/Pilot)
    • Atk: +7 Dmg: 5d10 X2, 3 square splash
  • Missile Pods (Four Tubes) (Gunner/Pilot)
    • Atk: +7 Dmg: 6d10 X2, 3 square splash

Design Notes:
So, this thing is a bit weird. It is basically a hybrid between the AT-ST and the Hailfire droid, statwise. It takes the chassis of the AT-ST, slows it down (hence the lower speed and Dexterity), makes it less tough (hence the lower armour, DR, and HP), and adds a bucketload of missiles.
I was really torn between using the AAT's missiles and the Hailfire missiles, but the AT-MP seems too small to launch missiles as devastating as the Hailfire droid, and the AAT missiles don't work well with the Fire Link rules.
So, I went halfway. The missiles are smaller than the Hailfire's; thus, they do less damage (by two dice) and have a smaller radius.
However, unlike the Hailfire droid, this walker gets two missile attacks in a round, meaning that it can do some truly devastating damage, especially when using fire linked missiles to fire all eight tubes at once.
6d10X2 damage with a 3 square splash either hitting the same place twice, or two areas at once? Yikes. This, in my opinion, lives up to the AT-MP's name. However, the vehicle is also nowhere near as tough as walkers with less...unstable armaments. And, it can be taken down by concentrated small arms fire very easily, as seen in Star Wars: Commander.
This means the lower DR and HP; these things aren't meant to be the front line, if only because there is not supposed to be a front line remaining after one of these shows up.
I'm not sure if the CL of 12 is right or not. It probably isn't, considering that the Hailfire also has a CL of 12, and this thing could probably wreck a Hailfire droid. So, use with caution. I don't know where exactly the CL for this thing should be, but do be warned.

Because I statted this one up, I'll stat up the AT-MP Mark III (the Hero unit, as seen in Star Wars: Commander)




AT-MP Mark III Walker CL 15
Huge Ground Walker
lnit +10 ; Senses: Perception +12
Defenses: Ref 11 (flat-footed 11), Fort 18, +4 armour
HP 80   DR 10;  Threshold 28
Speed 4 squares (max velocity 70 km/h)
Ranged
  • Rotary Blaster Cannon (Autofire only) +8 and Missile Pods +14
  • Missile Pods +14 and Missile Pods +14

Fighting Space: 3X3 Cover: Total
Base Atk +5; Grp +27
Atk Options: Fire Link (Missile Pods)
Abilities Str 34, Dex 10, Con -, Int 18
Skills: Initiative +10, Mechanics +12, Perception +12, Pilot +10
Crew: 2 (Ace) Passengers: None
Cargo: None Consumables: One Days Carried Craft: None
Payload: 56 Missiles
Availability: Military Cost: Not available for sale

  • Rotary Blaster Cannon (Pilot)
    • Atk: +8 (autofire only) Dmg: 4d10 X2
  • Missile Pods (Single tube) (Gunner/Pilot)
    • Atk:+14 Dmg: 4d10 X2, 3 square splash
  • Missile Pods (Two Tubes) (Gunner/Pilot)
    • Atk: +14 Dmg: 5d10 X2, 3 square splash
  • Missile Pods (Four Tubes) (Gunner/Pilot)
    • Atk: +14 Dmg: 6d10 X2, 3 square splash
  • Missile Pods (Seven Tubes) (Gunner/Pilot)
    • Atk: +14 Dmg: 10d10 X2, 3 square splash

Design Notes:
This Walker is a monstrosity. It has an additional 3 missile pods on each side, putting its total from 8 missile pods to 14. This means it carries an additional payload, but the room spent on munitions storage and weapon systems means that it cannot support additional structural reinforcement. The best that the Empire could do for this elite walker and team (reflected by its Ace crew) was to add on some better plates (putting its DR up to 10).
However, this monstrosity now hits a lot more reliably, and can put out a blistering 20d10 (X2) of damage in one turn. And, then it can do this for three more turns before needing to resupply.
Odds are, it will likely open with a missile barrage of that extent, and then use the Rotary Blaster Cannon and only a single (or maybe two) tubes to fire in the remaining rounds. Of course, if things get out of hand, it can definitely fire another barrage of 14 missiles should it need to.
Again, I would love to see how this measures up in actual game CL. Probably, if it were this thing against an AT-AT, it would be creamed, because its armour cannot stand up to the the AT-AT's firepower. But against characters? Who knows. Anyways, that is all from me for tonight. Enjoy the AT-MPs!

Friday, July 10, 2015

The Force Unleashed II: Saga Edition part 3: Starkiller Clones

So, this blog includes two types of Starkiller clone: The crazed ones that you fight on Kamino, and Subject 1138. One is kind of a cop-out, and the other is slightly less of a cop-out!
Hope you enjoy!



Starkiller Clone CL 10
Medium Human (Clone) Jedi 7/Sith Apprentice 3
Force 10; Dark Side 15
lnit +12; Senses: Perception +7
Languages: Common
Defenses: Ref 24 (flat-footed 22), Fort 21, Will 24
HP 69   Threshold 21
Speed 6 squares
Melee
  • Lightsaber +14 (2d8+10)
  • Lightsaber +12 (3d8+10) with Rapid Strike
  • Lightsaber +12 (2d8+10) and Lightsaber +12 (2d8+10) with Dual Weapon Mastery
  • Lightsaber +10 (3d8+10) and Lightsaber +10 (3d8+10) with Rapid Strike and Dual Weapon Mastery


Base Atk +10; Grp +13
Atk Options: Rapid Strike, Dual Weapon Mastery II
Special Actions: Force Powers, Block, Deflect, Redirect Shot
Force Techniques: Improved Battle Strike
Abilities Str 16, Dex 15, Con 8, Int 10, Wis 15, Cha 16
Talents: Block, Deflect, Weapon Specialization (Lightsabers), Redirect Shot, Dark Side Adept, Power of the Dark Side
Feats: Force Training (2), Dual Weapon Mastery I, Skill Focus (Use the Force), Weapon Focus (Lightsabers), Strong in the Force, Dual Weapon Mastery II, Rapid Strike
1st Level Bonus Feats: Weapon Proficiency (simple weapons, lightsabers), Force Sensitivity
Skills: Acrobatics +12, Initiative +12, Use the Force +18
Possessions: Twin Lightsabers (not self-constructed)
Talents: 4 Jedi, 2 Sith Apprentice


Force Powers : Battle Strike (2), Dark Rage (2), Force Lightning, Surge


  • Improved Battle Strike: Whenever the Clone uses the battle strike power it may apply the bonus to attack and damage rolls for all attacks made during a full attack action.
  • Clone Madness: When a Starkiller Clone is reduced to half its hit points or fewer, each round at the beginning of its turn the creature must roll 1d6 and refer to the table below. The creature is susceptible to the indicated effect until the beginning of its next turn, when a new roll is made. If the Clone’s hit points once again rise above one half, it is no longer susceptible to clone madness (unless it again drop below half hit points)
d6 Effect
1-3 Creature acts normally
4 Creature is confused and lashes out; it can make attacks only against the nearest target (whether friend or foe) (Likely screaming about death, Vader, and betrayal or some such)
5 Creature is distracted (with visions of its past); it does not threaten any squares (and possibly speaks about Juno, PROXY, Kota and/or Galen Marek)
6 Creature is treacherous; it can (and does) make attacks only against its nearest ally (while shouting about how “I’ll never let you hurt her! I’ll never turn to the Dark Side!)


Design Notes:
Class Progression: As needed


So, as you can see, this is kinda a de-level version of Starkiller (FUCG 187) with the Clone Madness special effect from Spaarti-Cloned Stormtrooper (FUCG 177) stapled on. It has some other stuff like Dual Weapon Mastery, and obviously has some differences in its ability scores, but otherwise it is pretty similar. The low Con score comes from how easy it is to take these guys out in the game (not many more hits than a regular enemy…not really), and the fact that this is a partially grown clone; it is probably not all that tough. Dark Rage as a Force Power because these guys are angry fighters who shoot lightning and do not much else (hence the Force Lightning, Surge, and Battle Strike powers and lack of Telekinetic ___ talents). Otherwise I think this should be straightforward/understandable? Lemme know if I didn’t explain anything properly.
They got the Force Technique Improved Battle Strike since they fight with two lightsabers and they don’t seem to be good at much else IMO.

They don’t get Unleashed because they are, very clearly, not. They’re pretty squishy enemies, and (in the DS version at least) far easier than the War Droids, as well as several other enemies.
As you see below you might see some differences between these stats and the changes I recommend for 1138's stats, namely that this one still has Rapid Strike. I chose to keep it, because, well, these guys are insane and angry. Trading the chance to hit for a chance to do more damage seems exactly the kind of things these guys would do. And, after all, it doesn't take much work to flail rapidly with a weapon. Which then makes you wonder why 1138 wouldn't have it. I dunno. It makes sense for angry bestial guys to have this feat, more so than 1138.




Starkiller II/Subject 1138 CL 14

Honestly, for this one I’d just take out Powerful Charge and Rapid Strike from the “Darth Vader’s Secret Apprentice (as of the Battle of Callos) statistics on page 187 of the Force Unleashed Campaign Guide and replace them with Dual Weapon Mastery I and II. Really, that seems to be the big gimmick in Force Unleashed II; Starkiller II uses II lightsabers for II-ice the fun. Enjoy all those puns? (Yes, yes, I know that they weren’t really puns, and that I should be shot; let’s move on). But, yah, that’s the big change. And, it makes sense from a stats perspective too. Instead of focusing on using his one lightsaber to its maximum potential (By charging real good, or striking twice in quick succession), 1138 would be too focused on learning to fight with two lightsabers. (Ok, at this point it isn’t on purpose, it’s just happening, I swear). If you don’t like this idea, slap an extra level of Jedi on the poor kid, making him hit 15th level. Then he gains a Jedi Bonus Feat and his level 15 feat, allowing him to take both Dual Weapon Mastery I and II at the same time. Two feats, one level. Even more Two-ness! Yay!
Ahem. Sorry.
Anyways, I won’t make you suffer my complaints about the entirety of Force Unleashed II, so this is it for this entry.