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View Full Version : D&D Meets Star Wars [SAGA]



Jjeinn-tae
2011-05-07, 10:52 PM
Welcome! Here you will find the rapidly growing setting information for an alternate galaxy, populated by D&D races instead of the normal... At least what I can put down without spoiling my campaign. To get an idea of it, I suggest you start with the "Background History" if you can afford a long read.

Background History (courtesy of El_Pablo)
It has been four thousand years since the fall of Kentron. The glory of the galaxy. Back before the stars could be sailed when the home worlds of the many races were linked by the divine gates, and travel was just as likely to occur by accident than by design. Kentron, home of the humans, hub of the great wheel of worlds, as much a mess as it was a prize, was fought over by the many races which had gate access. Then, a great darkness came. There are some who say the gods made war on each other. Others claim it was the mortals, the humans, who made war on the gods. Only one truth still remains. Kentron is no more. The worlds lay divided, and the human survivors of a lost homeworld live by the light of alien stars. Everything changed when goblins found a way to access an inner power. A power that brought order to their race, and made machines that many today still see as impossible. The elves bitterly say it was greed that motivated the goblins. The humans jealously blame overpopulation. However, it was the greenskins who first sailed the stars. There colonies were a mix optimism and unending invasion based upon the other races perspectives. However, starship technology was founded, and the old races found each other a thousand years later. The galaxy was rediscovered one planet at a time, the human race found only intact on the most remote of worlds, where crossbreeding was impossible. Still the sang songs of their lost home, a home still not found to this day.

The galaxy began to be colonized without limit or control, and chaos began to spread among the stars as the colonies moved farther from their original homeworlds. The goblins also began a decline, and slowly their technology ceased to function quieting the unworldly machines which had made colonization originally possible. The goblins start to develop more pacifistic traditions and sought to understand at a greater level a Force they only recently begun to understand has a spiritual nature. Their learning is offered to others as the goblins find their numbers dwindling. The goblinoid colonies start to become barren or ruled by the other races, the the green thread that still linked the chaos of the colonized worlds snapped.

Dwarves and Orcs see their chance for a power grab as the races' natural fortitude and strength lends themselves to an easier power grab in a galaxy without magic, and they manage to conquer much of the known worlds, save for the kobolds who have taken to new non-Force technologies, and advanced by leap and bounds. The kobold konfederation became a syndicate who sold weapons to the two warbound races leading to an intergalactic conflict known as the Consolidation War. For three hundred years, the dwarves and orc fought across the worlds with primitive slug throwers, ill-equipped shuttles, human mercenaries, and orbital drop salvos. When the battle came across elven worlds the children of the fey sought independence from either group further fracturing the galaxy. It was during this chaos that the kobolds further developed light drive technology and could futher explore the outer rim. They found the desert world of Athas, the syndicate of the thri-kreen, the slave pits of the halflings, and their primitive space transport. The konfederation and kreens came to a powerful alliance in the opportunities of the war by bringing in lizardfolk troops from other kreen controlled planets. However, the kreen did not double deal like the konfederation. They wanted their presence to be known and force the winner. That winner would also be the highest bidder, and those were the dwarves. This formed the Toril alliance named after the world on which the pact was signed by all three groups. The orcs seemed to have no chance, and they fell back.

The Consolidation War was won by the dwarves who started organizing the known galaxy with the Toril league. However, the dwarves discovered themselves in questionable company as the konfederation used its league access to remain independent, and the thri-kreen abused the league as a means of ensuring safe transport of illicit goods beyond the reach of planetary governments. The dwarves themselves became fractured after only a hundred years without the common cause of the war. Their hatred of the orcs remained, but they were pacified restricted to a small corner of space without league permission. As well, orc lives were short, and orc memories shorter, the homeworld and colonies of the orcs began to run over in number, and civil war erupted among themselves. The Toril alliance became a buffer to that conflict, and their presence soon returned the taste of galactic war to the tusk of the orc worlds. The great thane of the dwarves became consumed with the orc threat as many of the lesser thanedoms opted out of the Toril league from the perceived problems with the standards of government. It was under the shadow of the orc threat, to representatives of a crumbling league, that the goblins returned to the forefront of galactic affairs. Their teachings were becoming formalized, and their students spreading across the galaxy spreading study of a universal power called the force. The league did not believe the goblins story until that goblin displayed his power, but they still did not believe when those goblins also spoke of powers of prophesy and of a great darkness that threatened the galaxy. The great thane only snapped at the goblin speakers informing him how aware he was of the orc threat. The goblin tried to continue, but he was kicked out of the league chambers. The great thane would not see that goblin again until much later, after those very chambers were a smoking ruin being trod upon by the boots of the zern overlords.

From the farthest reaches of the galaxy came the zern. Strange alien creatures, the zern were cruel beyond imagination. Creatures capable of adapting their bodies and dealing with the over abuse of Force which had ultimately crippled the early goblin race. It was in mutation and adaptation that the specialty of the zern lie. They twisted the minds and bodies of all those they encountered until a proper slave race had been tamed. The zern first were found by the kobolds, but those explorers were captured, their technology stolen, and twisted into the first of the dragons and the dragonwrought kobolds. It was this mixed force that began sweeping the galaxy. Every planet upon which they landed a new race was derived from its inhabitants. Aglarond, home of the elves, gave birth to the vicious trolls from a lesser developed race, the splinterwaifs from the dryads, and insane battle briars from the more dignified thorns. Azer, homeworld of the dwarves, was bastard father to the goliaths, and the duergar. This motley assortment of forces expanded and grew over every world they conquered, each new race a slave to the zern. The Toril league gathered its collective might, but were no match for the strange powers of the zern, and its mutated warriors. The great thane himself came to lock into combat with zern army with the largest collection of forces the league could muster. They were routed in less than a year, and the great thane injured in battle against Dorathus, overlord of the zern. It was during this battle that the great thane witnessed the zern's power, and remembered a small green man who had once prophesied doom to the league. Crippled and more than a century older, the great thane traveled to the goblin homeworld. There he found himself with an impossibility, that same old goblin still alive a century later staring at him not with the fire of emphasis from a hundred years prior but stooped with weariness and the responsibility for a galaxy's fall. The great thane begged for the goblins' help, and the old patriarch said he could have it, but it would be no use. The great thane silenced him once more. The fight was not over. They would need the orcs.

The scattered forces of the league began a new campaign that lasted over five decades slowly ceding lands to the seemingly endless zern horde. The kobolds had increased their technology endlessly, introducing the first true star fighters, but the zern adapted technology as quickly as they did biology. Secretly, the league fought to keep the zern away from orc space as that old goblin landed there. At the end of fifty years, the orcs launched an offensive on the zern in tandem with goblin strike teams who focused on killing only the alien overlords. The zern were driven back world by world, and each found themselves being incorporated into the orc empire under the united imperial clans. Those planets joined willingly, and offered warriors both natural and recovered mutants to the massive orc force. The zern found themselves spread to thin against a force growing in number and momentum. The zern mustered their forces on the fringe world of Eberron only to find themselves faced with a new threat. The heat of the orcs had allowed the kobolds to create a new technology, the battle droid. The mix of mechanical and military forces slowly enclosed the alien army, and the zern ovelords were forced to the fore front of the lines. They were all too surprised that the orcs had somehow adapted to fighting with and against the Force without the two groups ever having met until a green rain from the sky in the form of goblin commandos wielding both force power and weapons. Dorath was undone when the alchemical twisted blades of force energy he thought indestructible was cleft in twain by a humming blade of pure light.
The rest of the zern fleet fled known space, and the goblin forces dived into light speed after them. Hoping to end the threat those aliens posed to the galaxy. Those few goblins that remain act mostly as caretakers of a homeworld slowly recovering from an unsustainable population, and the confused goblin economy of unusable relics. The galaxy found a measure of peace under the orc empire, as its original satraps to the known worlds sought to better their own planets populations in an effort to gain power over the imperial council as a whole.

However, another thousand years has lapsed. The goblins are but a shadow seen in the empire, and the zern a nightmare forgotten. The satraps no longer work or even live on the planets they govern instead currying favor among the imperial clan council as a whole in a bid to control the entire galaxy. The orc empire has long held tyrrany over the majority of known space, but the kobold trade konfederation is revolting against the maneuvers to consolidate wealth in orc coffers. Secretly, they prepare to secede from the overreaching empire. The elves have convinced the trees of their homeland to repel all foreigners on either side of the upcoming fight, and they are even growing harvests of killoren warriors as an army ready to protect their colonies in the skies. The dwarves have once again militarized their planetoid colonies creating powerful defensive space stations for whichever side their thanes will claim allegiance. Halfling scavengers and pilots sell their skills to the highest bidder in a bid to escape the desert slave arenas for the vicious thri-kreen syndicate on their home world. As the tensions rise, a goblin addresses and gives warnings which fall deaf on the 40,000 ears of the imperial clan council. He speaks of a great of a great darkness that threatens the galaxy. The council's arbiter only snapped at the goblin speaker informing him how aware they were of the impending civil war. The goblin tried to continue, but he was dismissed off of the council's floor...

In this galaxy, there are 10 "Major" races, being ones frequently found in the galaxy. These are: Orcs, Dwarves, Kobolds, Elves, Humans, Thri-Kreen, Halflings, Goblins, Gnomes and Lizardmen. The Zerns' conquest practically doubled the sapient species in the Galaxy, and there were many more beyond the main ten; bringing the overall total to some rather large, undecided number. Currently, we only have the main 10, sans Lizardmen.

The Races:

The Big 3

Orcs:
Orcs are the current power in the Galaxy, having established the current Empire long ago. Their society is a strange blend between noble and savage, benefitting greatly from the law of their rule. They average in height between 1.8 and 2.4 meters tall with outliers in a range of 1.6 to 2.6. Hair is straight and black, and they have kept many of their more tribal traditions even to this modern day. Certain styles of facial or normal hair may signify that an Orc is a great warrior, scholar or even an outcast, and it can be offensive to higher Orcs in the social echelons to imitate these styles.
Orcs can most often be found as either Soldiers or Nobles, with almost all Orcs able to handle various varieties of primitive weaponry, such as an axe. Scouts and Scoundrels often are outcast Orcs, seeking to find success through a path that has no honor in their society.
Jedi among the Orcs are rare, and often of the Imperial Court, this code focuses opening oneself to their inner demons. All Orcs share an inner beast of a rage that may surface in combat, but the Imperial Guard have learned to harness this rage through an understanding of the force. Even Orc Jedi not of the Imperial Court tend to use the signature Force Pike of the Court.
Traits:
- +4 Strength, -2 Dexterity, -2 Wisdom
- Medium Size
- 6 square move
- Darkvision
- Rage (As the Wookie ability)
- Weapon Familiarity: Orcs proficient with Simple Weapons are proficient with Atlatls, Cesta, and the Orc Flamberge

Dwarves:
Dwarves had an empire, their unreasonable fortitude, and resistance to the new magic of the era almost set them up for an unbeatable conquest. But what the Dwarves didn’t anticipate was the sheer numbers of sapient creatures in the Galaxy. As soon as an external threat or two came up, the “Toril League” popped like over-ripe fruit.
In the new Empire, the Dwarves still have a moderate amount of influence; controlling most of known space does not just vanish overnight. And indeed, it does not vanish over many millennia. Dwarven skin and hair is as varied as humans, and they average from 1 meter to 1.5 meters tall. Many dwarves fall slightly below the 1 meter range however.
Dwarves often become Soldiers or Scouts, following in the footsteps of a rich military tradition. Nobles are not uncommon either, and often are well respected in Dwarven society, if not as much as an accomplished general. Scoundrels, provided they are of the law-abiding variety are well loved, but a lawless dwarf is a dwarf in exile. Dwarven Jedi are incredibly rare, as their resistance to The Force limits their ability to use it. Those few Dwarves that do become Jedi often follow the old Goblin traditions to the letter.
Traits:
- +2 Constitution, -2 Charisma
- Medium Size
- 4 square move
- Darkvision
- Extreme Fortitude: Dwarves may reroll any Endurance check, even in threatening circumstances. They must keep the reroll, however, even if it is worse.
- Force Resilience: A Dwarf’s Defenses are counted as 2 higher when defending against the force. Unfortunately, this lowers Dwarven connections to the force, Dwarves only get half the bonuses to the Use the Force Skill from feats (added all together, than rounded down) compared to normal.
- Weapon Familiarity: A Dwarf proficient with Simple Weapons is proficient with The Dwarven Bearded Axe. Dwarves proficient with Rifles are proficient with the Dwarven Snub Rifle.

Dwarven Culture (Courtesy of El_Pablo)
The Clans In dwarven society, a clan is no different than a place. The dwarves who come from a single region, and that region share one name that is the clan. Most dwarves only have a given name and a clan name. Those who's lineage grants them authority or rights to property carry the parental name from whom those rights are derived. Often these are the rights to rule the clan. These rulers are also the only ones to identify themselves by the clan's proper name for Vestyr that is Brailn of which he is heir. Other dwarves who are in the clan often use derivatives of the original name to show their origin (Brailnov, Brailnish, Brailnek for example). Even clan regions which have no ruling family, called the freeholds, keep to this tradition though everyone uses a derivative name often with the suffix, -frey. Despite the huge size of the galaxy, many dwarves feel a strong yearning to belong to the home of their ancestors, and many inherited clan names are still found mostly in the area from which they come.
The clans may seem an outmoded concept, and many point to the similarity to the orc culture as a sign of its backwardness. However, no dwarf would criticize a tradition because "another race found it so great they needed to copy it". Mostly, the clan system helps mold economic as well as social ties. Any dwarf would hire, buy from, sell to, or trade with a clan member before any other. This favoritism helps maintain a clan's strength and prosperity even among the konfederation and imperial company offerings. Also, it fosters strong competition. This is because a dwarf does not always go with a clansmen's company or business unless it is equal to what is elsewhere. Only the best businesses have been able to spread across whole dwarven planets or dwarven space, and those businesses are rarely rivaled in quality throughout the rest of the galaxy. To offer something to a dwarf outside the clan is a sign of great merit to the recipient.
The FortressesDuring the war of Consolidation, the dwarf king ordered the creation of super space fortresses by converting orbiting planetoids into space stations. Technology was less advanced, and the age of star fighters had yet to come. Therefore, the best defense against incoming space traffic was larger land to space defenses which were limited in scope, and smaller space to space arms. The planetoids were designed to capitalize on their placement by allowing the more powerful land to space weapons to be anchored in space as opposed to the small weapons capable of being supported on smaller satellites. The fortresses were successful especially in holding back the orc hordes until the Toril Alliance was forged. However, the planetoid fortresses were largely defensive, being unable to travel outside of usually a two system range. To this day, only Niflhelm the cometary fortress is capable of entering light speed. When, the zern invasion began, the fortresses had been shut down since they were so far from orc space where the true danger was thought to lie, and only one fortress was ever outfitted for battle during that entire war. It was however that fortress, Bifrost, which slowed the Zern long enough for the orcs to launch their counter invasion.
The fortresses require large populations to operate and man since all planetoids are a combination of self-sustaining space station and fortress, though few are truly self-sustaining. When the fortresses were completed, the king of the dwarves considered each fortress a thanage and granted the title of Thane to warriors who would lead clans to man the fortresses and defend dwarven space. The largest fortress was granted the title of Great Thane which came with the responsibility of overseeing and organizing the new thanages. The thanages also gained access to shipping rights in the space they guarded and mining rights withing a similar area. At first, those rights were granted mostly for security purposes, but no thane was foolish enough not to take advantage. The land-bound nobles, generally called princes for the most common title, first mocked the lesser thanes. That first generation of mockers lived long enough to realize the control of off world shipping and mining rights gave the thanes more economic rights to the whole of the galaxy than they would ever have. It was therefore, during the Toril Alliance that the dwarf clans assembled themselves underneath the thanes with those supporting princes forming blocs of support. In seeing this trend, the dwarf king granted control of the Toril Alliance to the Great Thane. After that, the dwarven royal family became more of a symbol than a true political power. The authority of the crown is strongest on Azer where its holdings reside, but its wealth is still legendary throughout the galaxy.
With the fall of the Toril alliance, the authority of the thanes waned. The orcs respected the existing government structure, but, without the threat of war, the fortresses were to expensive to maintain. Many thanes put the planetoids in orbit with small maintenance crews, and they maintained their wealth by slowly selling off mining rights for profit. The shipping lanes for the dwarves became smaller sources of income as ships stopped coming past unmanned planetoid stations and therefore avoiding fees. Several clans turned to mercenary work or bounty hunting as a means of continuing to supply security but avoid becoming penniless. Clan Brailn is an exception to this rule, Goremore the last thane of Brailn inherited the clanr ruler at a young age. The fortress passed to him skipping a generation as his father was too busy with mercenary work to bother with a hunk of rock he saw as a pocket book drain. Goremore's father was still a leader in the clan as the Brailn had become a militant clan like many of the thanages. Though, Goremore discovered the reason the fortress was costing so much money was because his grandmother, the previous thane was pulling all the mining rights back into the clan, lowering revenues. It took a few years before the new thane discovered why. The mining and shipping revenue could easily be many times that of the mercenary ventures of the clan. The fortresses were simply ill-equipped to support such things. His grandmother had been traveling constantly to kobold space to observe their operations and learn from them. Goremore followed in her advice, and began upgrading the fortress. Brailn gained more living space, more storage, docks, means of energy capture, and even an ever advancing system of hydroponic plant growth. To counter criticism, he also constantly upgraded and expanded the military capabilities. The planetoid fortress may be more vulnerable since its shell is no longer a layer of rocks lined with guns, but it's defensive capabilities are on par with many larger space stations and its abilities as a space port and mining base are the best in the region. It was for these reasons that his son Strodhelm became a businessdwarf involved in both shipping and mining using the clan rights his father controlled. Slowly, the dwarves of Brailn stopped ignoring their fortresses and fighting for others and transitioned to merchants and miners. Still, the costs of upgrading and maintaining the planetoid consumes a large portion of the wealth generated by the clan, but Strodhelm is still considered one of the most profitable dwarves alive. New imperial guidelines designed to curb the power of the konfederation are a growing threat to the economy of Brailn which Vestyr is determined to undo.
Dwarven GovernmentThe clans are organized in a very simple manner. Each clan sends councilman based on the clan's size. Usually, councilmen are picked from the clan's eldest and wisest, but some clans have other methods (some even by simple lottery). The council used to serve only as counsel to the royal family, and groups of councilmen were formed into societies for their fields of expertise. As communication improved, the princes and thanes of clans were able to hold more sway over their councilmen and powerful councilmen emerged who held the same sway as their clan heads. Also, the decisions of the king became more criticized if his decision was his own, and not one which integrated the advice of those powerful councilmen. The result slowly eroded royal power to the point where the king only approved the moves already decided upon by the most powerful in the council. Now, the council makes all the decisions as the crown has stepped aside with a tacit support of any society rulings. The most powerful people now in the council are the vizards, individuals who hold the greatest bloc of supporters in each society. Vizards can change positions at the beginning of any council session (usually once a year) and they set the agenda for their respective society. Outsiders may see the system as somewhat tyrannical and volatile, but the dwarven love of tradition means that societies often make very few rulings except the most necessary of changes.
Dwarven Gender The genders in dwarf culture are equal. Lineage is passed down through the first born either male or female. At some point in history, it is noted that traditionally dwarven society was patriarchal. However, after encountering other species it was also traditional to consider dwarven females as tough, capable, and respectable as the men. It was the latter tradition that eventually won out in the galactic age.

Kobolds:
Kobolds love of explosives and technology has allowed them to become neutral traders, or else. Many affiliated Kobolds would be quick to tell you that they have never been conquered, but the entrance of the Zern did do quite a number on them, and they indeed gave the Zern some of their strongest weapons in the Dragons.
Kobolds scales run a large range of color, and rarely they can grow spiny “hair” on their head, similar to a boar’s. The average height of a kobold is in a range of 0.6 to 1.2 meters, continuing to grow throughout their entire lives. Right in adulthood, they tend to range from 0.5 to 0.6 meters.
Noble and Scoundrel are the most common classes among Kobolds, fitting in with their mechanics and economics focused society. Some Kobolds not affiliated with the Konfederation sell their services as scouts, as their small, yet agile physique lends itself well to this role. Kobolds have seen firsthand what the abuse of the force causes more than anyone, and tend to have a distrust of it, leading to a great rarity of Kobold Jedi (which mainly follow the old Goblin ways, with a slight twist). Kobold soldiers are likewise rare, Kobold tradition frowns on a upfront fight, and those soldiers of Kobolds often find themselves working as anti-vehicular specialists.
Traits:
- -4 Strength, +2 Dexterity, + 2 Intelligence
- Small Size
- 6 square move
- Low-Light Vision
- Scales: Despite being thin, Kobold scales grant the kobold +1 to its reflex defense.
- Claws and Bite: Kobolds have claws on each hand capable of dealing 1d4 damage, and a bite capable of 1d6.
- Conditional Bonus Feat: Kobolds with training in mechanics gain Skill Focus (Mechanics) as a bonus feat.
- Weapon Familiarity: Kobolds with Weapon Proficiency (Rifles) are proficient with the Bowcaster.


Significant Minorities:

Humans:
History does not remember the humans apart from the oddity of the fact that they were discovered on many planets on far reaches from each other, but in relatively few numbers. It is theorized that the Humans were once populace in the time of the Goblin conquests, but lost to history, in the time before The Force, humans were the big empire holders. Space travel wasn’t needed to reach other planets at that time, and humans were among the greatest threats to any race that made became their enemy.
It is for this reason, the humans were crippled beyond repair when the Goblins launched their first offensive, but humanities greatest strength, adaptability, has allowed them to survive, and by some accounts flourish, in the many millennia since. Humans themselves still claim their lost homeworld is still out there, but in a modern society, these are just myths and legends.
Class wise, humans very commonly adopt all of the classes for various reasons. The humans have developed their own force tradition with a base in the Goblin ones of old, the Grey Knights as their called, have a strange emphasis on armor, and prefer force powers that hinder other force users. There are still many in the Goblin Order, and even in the Imperial Court.

Traits as Star Wars Saga Edition

Thri-Kreen:
Note: The Kreen are a more powerful race than the others, something not quite supported by SAGA, and are mainly here so as players have a general idea of what to expect. An adventuring Kreen would have no standing among its own people.

Before their discovery by the Kobolds, the Kreen had a small empire of their own in the outer rim, their homeworld of Athas at its center. The Kobolds, always with their ability to see opportunity, welcomed the Kreen into the Konfederation with open arms, and thus inadvertently set the Galaxy on the fast track to Dwarven Rule.
In modern times, the Thri-Kreen often work as an underground portion of the Konfederation, their minds not relating on the subject of “Laws” as the other races. Those not aligned with the Konfederation however, must learn to bridge this gap quickly, or perish The Kreen also all share a power of the mind they refer to as “psionics” similar to The Force, yet on a different axis.
Thri-Kreen come mainly in a dusty-sand color, and range from 1.5 to 2.3 meters tall.
Class-wise, Thri-Kreen are most often Scouts or Scoundrels, as their society favors the skills these bring to the table. Nobles are decently common, as people skills are needed, particularly when the other races are so alien to you. Jedi and Soldiers are not uncommon, but find themselves in the lower end of the ladder, the Kreen favor mobility over overpowering might of soldiers. Jedi traditions, the Kreen find themselves neatly split between the Elven Druids and the Goblin Order. The Kreen’s native power of the mind often provides an interesting spin on either tradition.
Traits:
- +2 Strength, +2 Dexterity ,-2 Intelligence, -2 Charisma
- Medium
- 8 Square Speed
- Low-Light Vision
- Chitin: Thri-Kreen have a tough exo-skeleton, providing them with a +3 bonus to reflex defense.
- Multiple Limbs: Thri-Kreen have four arms, each capable of wielding a weapon. They have their own line of “multi-weapon fighting” feats.
- Poisonous Bite: Thri-Kreen have a slow-acting paralytic poison that they may deliver with a bite. The strength of the poison is 1 + their constitution Modifier + 1/2 their level. The average Kreen secretes enough poison to affect one person in one day.
- Leap: Thri-Kreen may reroll any jump check, however they must keep the reroll, even if it is worse.
- Weapon Familiarity: Thri-Kreen treat their native Gythka and Catkcha as Simple weapons.

Thri-Kreen Culture:
The world of Athas is a diverse one, but it is known for its great desserts, for it is here that The Kreen were born. An insectoid people characterized by their powerful, four-armed forms. It is thought that The Kreen wasted no time in conquering their planet forming a society of luxury on the backs of the Halfling people. This luxury belongs to the eldest Kreen, however, and takes a great ambition and cunning to achieve it when your elders own your possessions if they should so choose.

As soon as the Kreen discovered space flight younger Kreen leaped at the opportunity to establish their own turf, and in a very short period of time, the entire solar system was colonized. The Lizardfolk on the nearest planet of Q'Barra proved strong, and many earned enough respect among the Kreen to be free citizens of The Syndicate. Those captured by The Kreen, however enjoyed a more stable, yet short life in the new sport sweeping through The Syndicate: Gladiator Combat.

Not much changed for The Kreen in centuries, their society developing into a strange fusion of politics encouraging assassinations, and decadent luxury for those who survived long enough to earn it. This changed when the first Kobold scouts breached the borders of The Athasian System....

Halflings:
Halflings are rarely seen in Galactic society; that is not to say that they are not around, just unseen. The small creatures are naturally stealthy, and like the Thri-Kreen of their homeworld, Halflings more often than not find themselves in criminal pursuits. Many of the greatest Manhunters of the Galaxy are Halflings,
Halflings follow much of the various skin-tones of humans, but their hair is often bleached of any color, a strange effect of Athas’ sun. They average at a height of 0.9 to 1.1 meters, but they themselves often measure heights in decimeters.
Halflings generally are Scouts or Scoundrels, as they tend towards professions where their natural stealthiness comes in handy. The other classes are rare among them, but not unheard of.
Traits:
- +2 Dexterity, -2 Charisma
- Small
- 4 Square Speed
- Like a Shadow: Halflings may reroll any stealth check, but they must keep the reroll, even if it is worse.
- Agility: Halflings tend to be able to evade many attacks that others would not be able to. A Halfling aware of an attack gains a +1 bonus to their Reflex Defense.
- Weapon Familiarity: Halflings with proficiency in Pistols are proficient with the Athas Holdout.

Elves:
Elves in current society are more or less in a self-imposed exile. As historic, the moment the winds of war blow through the Galaxy, Elves close up shop. They keep to their planets, which are all terraformed to dense forest. Through their force tradition of Druidism, they tell the forest what they wish of it, and care quite capable of completely sealing the sky off with tree cover.
Elves are most often Jedi or Scouts, having a Force Tradition of their own called Druidism. Elves of all classes tend to use the Lightbow, old traditions die hard it would seem.
Traits:
- As Rodians in the Saga edition except for these two points:
- +2 Dexterity, -2 Constitution
- Weapon Familiarity: Elves Proficient with Simple Weapons are Proficient with the Elven Lightbow.

Goblins:
Goblins were almost non-existent in The Galaxy after The Great Zern War, the vast majority leaving in pursuit. For a race so instrumental in the history, how the modern Goblins got back to a decent population is unknown to any except them, it would seem the old fleets returned, but they left no sign of such. They are mysterious creatures, and often speak as if they know the future, history says they would be right, but it must have been a series of lucky guesses.
Goblins are green, have pointed ears and teeth, and average about 0.6 to 0.8 meters in height. Despite their size, they are quite fast, and this has been put to use with their native tradition of wolf-riding. This carries into their other tradition, the Jedi Order.
The race of Goblins at this point are almost exclusively Jedi, trained from before their memory in the ancient traditions. Even those Goblins that take a different profession, are generally those who have left the order, and often find themselves as scouts practicing in animal rearing for the Order.
Traits:
- -2 Strength, +2 Dexterity, +2 Wisdom
- Small Size
- 6 Square Move
- Low-Light Vision
- Born in the Saddle: Goblins may reroll any Ride check, but must keep the reroll, even if it is worse.
- Weapon Familiarity: Goblins with Weapon Proficiency (Lightsabers) are proficient with the Riding Saber.


Rarities:

Gnomes:
Gnomes descended into chaos with the death of magic, when rediscovered by the Konfederation (their homeworld is Zephyr) they had reverted to a near tribal society. They quickly adapted to the new technology the Kobolds brought, but quickly tried to outdo the Kobolds in this regard, unsuccessfully. With Zephyr devolving into a new chaos with their newly heightened technology, the gnomes found the thing their society would revolve around.

Gnomes saw something very different from the other races when looking at the first battledroids odd, vaguely kobold build, perfection. AI, no need for thought, the reaction is known, performed instantly, encased in an immortal shell, immune to worry. The Gnomes began their drive to convert their race into robotics, and were the inventors of cybernetics. Most the other races keep well away from a gnome unless they really need a computer or cybernetic expert.
Gnomes average around 0.5 to 0.6 meters, a wide range of skin tones, though always with a “dusted” complexion, and tend to have very dark, or very light hair and eyes.
Traits:
- +2 Dexterity, +2 Intelligence -2 Wisdom, -4 Charisma
- Small Size
- 4 Square Move
- Low-Light Vision
- Conditional Bonus Feat: Gnomes with training in Use Computer get the Skill Focus (Use Computer) Feat as a Bonus Feat.
- Weapon Familiarity: Gnomes proficient with Pistols are proficient with the “Zephyr Disruptor”

Lizardfolk:
traits as Gamorreans from Star Wars Saga



Languages:
There are many languages throughout The Galaxy, as should be expected of such a high population. For the most part though, while planets have various dialectal differences, they are able to be broken down into a few overarching languages.

Imperial: The trade language of The Empire, and citizens are expected to know it. Origins are from the ancestral language of the Orcs.

Azer: The Dwarven language, and contains many regionally dependent honorifics.

Konfederate/Kobold: It's argued which is proper as they are synonymous within the language. Regardless, it is the language of The Kobold Konfederate, and knowing it is useful for traveling within their territory.

Aglar: Not widely spoken outside of the Elven planets, and native language of the Elves and various fae of Aglarond. It is a difficult and flowing language.

Kreen: The Kreen have difficulty speaking other languages, but can make a rough approximation. Thusly, most other species have difficulty speaking Kreen.

Ath: A language shared by the Halflings and Kreen on the planet of Athas. Still a difficult language to learn, but it is a rather neutral language that practically anyone can pronounce with practice, regardless of vocal limitations.

Molag: The "Human" language, named after the duo of planets claimed as the new human homeworlds, Molag Mar, and Molag Amur.

Zeph: Becoming Archaic as the population of Zephyr switch over to Binary.

Q': Native language of the Lizardfolk, very harsh sounding to foreign ears.

Toril: A trade language spoken by certain members of The Toril League, there isn't much call for it in modern times.

Binary: A language used by computers, with great difficulty expressing abstract concepts. The Gnomes of Zephyr are trying to convert to this as their planetary language.

Force Traditions:

The Old Order:
Founded by the Goblins, and a tradition so ancient, it's been around since before recorded history. The Order is a pacifistic tradition, seeking to stave off a repeat of the horrors of Force Corruption. It also exemplifies the riding tradition that Goblins had from time immemorable.

The primary domains that Old Order Adepts use are clairvoyant abilities, and defensive ones, generally Adepts that travel outside of a conclave learn the ability to Sever Force. Usual lightsaber forms exemplify agility, such as Ataru and Makashi, and commonly lightsaber duels are performed for entertainment as well as training, "jousting" for special situations.

Darksiders among the tradition are refered to as "Shadow Walkers" they see the galactic strife as a sign that they need to step further into the forefront. They risk force corruption in their "knife edge" balance of Light and Dark, but of course, many just use the tradition as an excuse to gain quick power.

Jedi of The Old Order treat Ride as a class skill.

Imperial Guard:

Founded by the last remnants of humanity, The Imperial Guard (referred to as The Guard) are a strange, very martial art. A Guard's saber is his second greatest possession, followed by the exquisite armor each forms both by hand, and through the force.

Primarily, force abilities of The Guard revolve around stealth and maneuverability, relying on armor and saber to deal with enemies. Primary forms among The Guard are Shien, Djem So and Juyo.

Jedi of The Imperial Guard are proficient with Light Armor and may take talents from the Jensaarai Defender Tree (Saga pg 107)


Grey Knights/The Imperial Court:

The Court are the elite guardians of The Emperor and Empire in general. The main symbol of The Court would be their preference of the Lightsaber Pike as opposed to the standard Lightsaber, the better to keep the enemy further from themselves, and by extension, The Emperor.

Members of The Court primarily use force powers relating to kinetics and strength, with Force Grip being a favorite. Non-Orcs also frequently take up the power Dark Rage to keep up with their Orc brotheren in combat. Vaapad and Niman are the main forms utilized by The Court, and teach extensively the utilization of Sokan.

Druidism:




Sorcery:

Natural:

Force Powers:
Each of these will have one or more traditions following (never Sorcery or Natural) these are where the power is particularly common, this is not exclusive access to the power.

Force Spark [Druid]
Using the force to light a fire. Mainly used by the Elven Druids for controlled burns during the grooming of their forests.

time: move action target: one flammable object within 6 squares. Or any other object within 6 squares (including creatures).

If the target is flammable, it ignites, starting with a small spark and spreading.

Otherwise, make a force check the level of success determines the amount of damage done through fire. This is often used for welding.

DC 10 deal 2d6 damage
DC 20 deal 4d6 damage
DC 30 deal 6d6 damage
DC 40 deal 8d6 damage



Table of contents for things not in the first three posts:
Factions (http://www.giantitp.com/forums/showthread.php?p=11027773#post11027773)

Jjeinn-tae
2011-05-07, 10:55 PM
Galactic Maps:
Here are two maps of the major planets of the Galaxy, poor quality at the moment. The yellow name of Tethe signifies that it is the Capitol of the Empire. The Lavender of Toril and Droam implies secondary capitols, of The Toril League, and Kobold Konfederation respectively. Finally, Green names are racial homeworlds of the main 10.

Galactic Map (Political)
http://i1121.photobucket.com/albums/l512/Jjeinn-tae/Campaign%20Maps/GalacticMapPolitical.png

Above the Light Blue Line: "Neutral Territories"
This political section of space has no formal name, as it represents no real ideal. Despite containing 16 of the major planets, none of these have a very large population, and thus little effect on Galactic Affairs, nor much interest in any not directly effecting themselves. The threat of war has worried the Neutral Territories however, as they are among the first where soldiers will be drawn from should Civil War break out, due to the lack of any important industry or exports.

This region, perhaps above all others, would like to see a peaceful solution to the impending Civil War. If the Chambermembers of these planets were capable of such a thing, they would personally make as many changes as needed legally to hold The Empire together, they just don't have enough power.

Within the Green Borders, Rightmost Edge: Coalition of Dwarven Clans
This group of planets is under Dwarven control, and tends to serve the needs of ones clan first, the needs of the Dwarven race second, and the needs of The Imperium third. Despite the political maneuvering of individuals and clans running rampant here, there is a great sense of camaraderie.

Most of these planets still consider themselves part of the Toril League, and frequently use the same chambermembers as senators within the league. It is not a little known fact that these planets particularly are restarting the Dwarven Starbases of old.

As a whole, the Coalition would love to be the driving force in the galaxy again; that's not to say that they necessarily want the Impending Civil War, but it could very well secede as well should the Imperium start taking the losing hand.

Within the Orange Border, Lower Left: Kobold Konfederation
A superficially united series of planets, the Konfederation really is a trade empire of massive scale. As time has went on, the Kobolds have found new ways to milk customers of credits, and The Imperium constantly cuts more and more into their profits. Profits have rapidly declined, and should things follow this projected course, threaten to disappear entirely and collapse the Konfederation.

Practically everyone knows the Kobolds are planning something in response to this, and they make no attempt to hide this. The Konfederation claims the rising tariffs and taxes are an act of war by The Imperium, and there are many ways to make war. With a monopoly on robotics, and practically a quarter of the Galaxies best minerals for this pursuit, they are very likely as much of a threat as they think they are.

Within the Yellow Circle, Lower Left: Kreen Syndicate
While technically part of the Kobold Konfederation, The Syndicate in truth is merely an ally. While much of the problems facing The Konfederation are effecting The Syndicate has other means of income, which could be said to be under-the-table were it not that everyone else knows about it. The Syndicate is probably the main reason the Konfederation has not tried anything yet, The Syndicate's profits have not been dented as heavily, and have little reason to make war over that dent.

The Syndicate has no chambermembers, as they are not cooperative enough with The Empire to have been granted that privilege. The Kreen enforce their own laws in contradiction with The Imperium's, and all planets are more or less run as a collective dictatorship. The lack of chambermembers does not concern The Kreen as they have no care for politics beyond their own.

Within the Dark Blue Border, Left Edge: Elven Territories
The Elven Territories have seceded from The Empire in all but name. Their borders are closed, they only have Senators among The Toril League and no Chambermembers for the Imperium. Above all that, they are creating an army, using their own Force Tradition of Druidism and natural botanical skill, they are literally growing an army, additionally composed of themselves and various local Fae and sentient creatures.

The Elves at this point do not care much of the Galactic happenstance anymore, and are quite close to withdrawing from The Toril League as well, becoming completely isolationist. They will not aid in the upcoming Civil War, unless it is to establish their own foothold to rub in the face of the Orcs who have prevented them from expanded for all of recorded history.

Left of the Red Line: Heart of The Imperium
A great many planets, all working solely under Imperial Decree. These planets no longer have their own governments, nor standing armies of their own. They all are highly populated (primarily Orc populations) and the Empire works to make sure they have a high standard of living, and the best technology available. They live in luxury, possibly at the expense of other planets, yet freedom is scarce.

These planets all make high-priority targets for enemies of The Empire, and will very quickly have drafting should the Civil War break out. This has caused quite a bit of unrest in the wake of the Civil War, and the positioning of the Orkin Clans in the current political climate.

Galactic Map (Regional)
http://i1121.photobucket.com/albums/l512/Jjeinn-tae/Campaign%20Maps/GalacticMapAstrographic.png

Major Planets --- 1/67
☆Tethé: Capitol of the Galactic Empire, and seat of The Imperial Chamber, Tethé is one part metropolis, one part ocean, only disrupted slightly by small amounts of farmland. Tethé’s planetary capitol is the city of Sybak, which takes up about 1/8th of the planet’s total land area. Within Sybak, the skyline is dominated by The Imperial Palace, holding a Galactic Record in Largest Building by Land Area.
Food on the planet is primarily supplied by fishing and great hydroponic farms spanning the height of many buildings. Chief imports are food, power and technology, while its chief “export” is education.

Toril:

Droam:

Aglarond: Homeworld of the Elves

Azeroth: Homeworld of the Orcs

Azer: Homeworld of the Dwarves

Q'Barra: Homeworld of the Lizardfolk

Athas: Homeworld of the Thri-Kreen and Halflings

Sespech: Homeworld of the Kobolds

Zephyr: Homeworld of the Gnomes

Jjeinn-tae
2011-05-07, 10:56 PM
Items and Equipment

Racial Weaponry


{table=head]New Exotic Weapons|Effective Type*|Cost|Damage|Stun Damage|Rate of Fire|Weight|Type|Availability|Specials
Tiny
Athas Holdout|N/A|1,000|3d6|2d4|S|0.5kg|Energy|Illegal
Small
Riding Saber, Goblin|Lightsaber|3,000|2d6|-|-|0.5 kg|Energy and Slashing|Rare|damage increases to 2d8 when mounted.
Medium
Bearded Axe, Dwarven|Simple Weapon|100|1d10|-|-|6kg|Slashing|Licensed
Bearded Axe, Dwarven Vibro|Advanced Melee|800|2d10|-|-|5kg|Slashing|Restricted
Snub Rifle, Dwarven|Rifle|900|2d12|-|S/A|3kg|Piercing|Military|Accurate, Built in Scope, Retractable Stock, Collapsible[/table]
*Were the items not exotic, they would function as this type.

Dwarven Snub Rifle:
Exotic Ranged (Rifle)
Collapsible: able to be broken down and easily concealed on your person, taking a full-round to assemble, or disassemble.

Clipsize: 10 slugs




Starcraft at a Glance (Mostly Courtesy of El_Pablo)

Imperial Make:

Imperial Tulwar: Stats:
Orc Tulwar
Huge Starfighter
Initiative +8; Senses Perception +5 ______________________________
Defenses Reflex 16 (flat footed 11), Fortitude 22, Armor +3
Hp 60; DR 10; Theshhold 32____________________________________
Speed fly 16 squares (max. velocity 1,200 km/h), fly 5 (starship scale)
Ranged Dual Blaster Cannons +2
Fighting Space 3x3 or 1 (starship scale); Cover total (pilot)
Base Atk +0; Grp +22
Atk Options autofire (blaster cannons)____________________________
Abilities Str 34 Dex 20 Con - Int 14
Skills Initiative +8, Mechanics +5, Perception +5, Pilot +8
Crew 1 (normal); Passengers none
Cargo 50kg; Consumables 2 days; Carried Craft none
Payload none
Availability type (Restricted), Cost 37,500 (15,000 used)

Dual Blaster Cannons
Atk +2 (-3 autofire), Damage 5d10 x2
Spare Emplacement Points - 1

Description:The staple of the imperial orc military, and every planetary defense force is the trusty Tulwar. This light starfighter was most prominiently featured during the end of the war with the Zern with their huge numbers and relatively stable design making them the starfighter joe of the galaxy. The Tulwar has a pointed downward sloping hull, a long tubular cockpit, and two small adjustable wings which curve downard in spaceflight giving the design its iconic name. The most popular design was stabilised shortly after the rise of the orc empire, and this version still holds room for an additional upgrade. Thus, almost all Tulwars feature various options depending upon how they were put to use.

Common Options:Fire linked ion cannons- These decrease the damage output of the main gun to 4d10 x2 ion damage and disables autofire. This also decreases the cost of the Tulwar by 3500 credits. The ion cannon is a very previlant option for smaller planetary policing forces who do not want the destructive power of the warship, but only seek to disable non-violent law breakers.

Shields - SR 15 - Increase cost by 2,000 credits. Most common on military Tulwars to give them lasting lifespans in firefights. Every Tulwar in a force prepared to enter a battlespace will feature this upgrade if nothing else.

Hypertrasceiver - Increase cost by4,000 credits - Most often found in remote systems where help from outside the system would be necessary. A few ships would be outfitted to contact bigger imerial guns from other systems.

Sensor Baffling - Increase cost by 40,000 credits - For military stealth operations only are these Tulwars even crafted. The Tulwar can make stealth chekcs at any time to avoid sensors.

The Orc Missile Mount:
One crazy, but very popular customization is called the orc missile mount. So named because this customization removes the cannons altogether leaving the light ship with nothing but a photon torpedo launcher, which has to be mounted under the cockpit in a way that the pilot actually is straddling the upper casing of the torpedo tube. With no additional protection and a very limited amount of ammunition only the most talented or the most suicidal of orcs are willing to ride them. Still, the sheer damage output of these pilots with both incredible range and speed makes them a force to be feared throughout the galaxy. A popular tactic is to hold the missile mounts back during the beginning of an encounter, and then unleash them as sweepers on already weakened opponents with crushing results.

Remove dual blaster cannons. Replace with Photon Torpedo Launcher (fire-link) Payload 8 missiles. Cost increased by 4,750 credits.
Photon Torpedo
Atk +2 (fire-link optional); Damage 9d10x2



Dwarven Make:

Dwarven Broadaxe:

Stats:
Dwarf Broadaxe
Gargantuan Bomber
Initiative +4; Senses Perception +5 ______________________________
Defenses Reflex 17 (flat footed 13), Fortitude 28, Armor +8
Hp 150; DR 10; SR 25; Theshhold 48_____________________________
Speed fly 16 squares (max. velocity 1,000 km/h), fly 3 (starship scale)
Ranged Heavy Laser Cannon +3
Warhammer Missile +3
Fighting Space 4x4 or 1 (starship scale); Cover total (crew)
Base Atk +0; Grp +33
Atk Options fire-link 2 (warhammer missiles)_______________________
Abilities Str 46 Dex 18 Con - Int 16
Skills Initiative +4, Mechanics +5, Perception +5, Pilot +4
Crew 2 (normal); Passengers none
Cargo 50kg; Consumables 2 days; Carried Craft none
Payload 16 missiles
Availability type (Military), Cost 75,500 (31,000 used)

Heavy Laser Cannons
Atk +3, Damage 5d10 x2 (Pilot)
Warhammer Missile Launcher (fire-linked)
Atk +3, Damage 11d10 x2 (Gunner)
-OR-
Warhammer Missile Launcher
Atk +3, Damage 10d10 x2 (Pilot)
Warhammer Missile Launcher
Atk +3, Damage 10d10 x2 (Gunner)


Description:The most recognizable of dwarven ship designs is the Broadaxe. A versatile bomber designed for air and space raids, the first Broadaxe team made its mark destroying Ork space stations during the Consolidation Wars. The flexibilty of a second crew member acting as both engineer and gunner was only highlighted by the ability turn off the twin missile launchers fire link so pilot and gunner could bombard multiple targets at once. The supremacy of the broadaxe has been cemented by the creation by dwarven engineers of the warhammer missile system, which is the most advanced concussive missile system for all but the largest ships. However, restriction on warhammer missiles are incredibly tight and resources limited so all warhammer launchers accept the more standard medium concussive missiles. The Broadaxe takes its name from the design of a wide panning fore-section which gives the overhead view of the ship one similar to an axehead. Older models also had a "handle" section of the ship jutting out to one side as broadaxes added sections for extra ordinance. However, during the zern wars, these sections were targeted to deadly effect, and the modern design stores ordinance behind the cockpit where plating is the heaviest.

Dwarven Urgosh:

Stats:
Dwarf Urgosh
Gargantuan Superiority Fighter
Initiative +6; Senses Perception +5 ______________________________
Defenses Reflex 18 (flat footed 12), Fortitude 26, Armor +7
Hp 132; DR 10; SR 25; Theshhold 46_____________________________
Speed fly 16 squares (max. velocity 1,100 km/h), fly 4 (starship scale)
Ranged Dual Blaster Cannon +2
Dual Blaster Cannon +2
Fighting Space 4x4 or 1 (starship scale); Cover total (crew)
Base Atk +0; Grp +31
Atk Options autofire (dual blaster cannons)________________________
Abilities Str 42 Dex 22 Con - Int 14
Skills Initiative +6, Mechanics +5, Perception +5, Pilot +6
Crew 2 (normal); Passengers none
Cargo 50kg; Consumables 2 days; Carried Craft none
Payload none
Availability type (Restricted), Cost 63,500 (25,000 used)

Dual Blaster Cannons
Atk +3 (-2 autofire), Damage 5d10 x2 (Pilot)
Dual Blaster Cannons
Atk +3 (-2 autofire), Damage 5d10 x2 (Pilot)


Description:Orc tactics never favored a strong space force instead favoring planetary combat, but the dwarven broadaxes were a terror to orc military support structures. Many of these structures were mobile, but none could outrun the space bomber, and traditional ground defenses held little appeal to the orc tribes. There orc response was a shift to long-rage weaponry among ground troops, and quickly all broadaxes would be swarmed with a barrage of ground before they reach targeting range for legitimate bombing targets. The problem became exacerbated during an assault on a major ground force where the orc support structures used their more powerful cannons to weaken the broadaxe shields, and then switch off to the next bomber. Without their shields, the ships found themselves extremely vulnerable to the orc ground forces. Nearly the whole squadron of broadaxes were lost, and the design for the urgosh began. Designed loosely off the broadaxe, the urgosh puts a curved notch in the design making an almost hooked effect to the whole ship. The pilot and gunner sit parallel each over a dual blaster cannon mount. The cannons are designed for auto fire capability to lay suppression fire on ground troops with strafing runs and focused assaults on more powerful squads.The replacement of just one broadaxe in a squad showed tremendous increase in survivability for whole bombing squadrons. However, the urgosh draws attention as the bomber escort so, typically, only the most experienced space pilots sit behind the controls.
Dwarven Anvil:
Stats:
Dwarf Anvil
Colossal Gunship
Initiative -3; Senses Perception +5 ______________________________
Defenses Reflex 14 (flat footed 12), Fortitude 30, Armor +8
Hp 150; DR 15; SR 55; Theshhold 80_____________________________
Speed fly 8 squares (max. velocity 1,000 km/h), fly 2 (starship scale)
Ranged Twin Turbolaser, point-defense mounted +3
Twin Turbolaser, point-defense mounted +3
Twin Turbolaser, point-defense mounted +3
Twin Turbolaser, point-defense mounted +3
Fighting Space 12x12 or 1 (starship scale); Cover total (all)
Base Atk +0; Grp +40
Atk Options fire-link 2 or 4 (twin turbolasers)______________________
Abilities Str 50 Dex 14 Con - Int 16
Skills Initiative -3, Mechanics +5, Perception +5, Pilot -3, Computer Use +8
Crew 4 (normal); Passengers 4
Cargo 5 tons; Consumables 2 weeks; Carried Craft none
Payload none
Availability type (Military), Cost 354,200 (141,000 used)

Twin Turbolasers
Atk +3, Damage 6d10 x5 (Pilot)
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Gunner)
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Engineer)
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Commander)
-OR-
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Pilot)
Twin Turbolasers, fire-linked 2
Atk +3, Damage 7d10 x5 (Gunner)
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Commander)
-OR-
Twin Turbolasers, fire-linked 2
Atk +3, Damage 7d10 x5 (Pilot)
Twin Turbolasers, fire-linked 2
Atk +3, Damage 7d10 x5 (Gunner)
-OR-
Twin Turbolasers, fire-linked 4
Atk +3, Damage 8d10 x5 (Gunner)


Description:The anvil. No name has better suited a dwarven space vessel. Designed at the tale end of the Zern Invasion, these ships were never meant to succeed. When the Goblins went to help construct the orc force that would repel the zern, the dwarves and other races were tasked with holding the zern at bay. Dwarf engineers with kobold advisors then built the first three anvils, though not so named, as a road obstacle to the zern forces' progress. Dispatched with a small contingent of other ships codenamed the stopping force. Six months later the force came back after successfully repelling several waves of zern onslaughts, with the three ships now being called the Admiral's Anvils, and the name stuck. The anvils excel at dominating smaller ships in its area, and many forces try to bait enemy fighters into the gunships range to be reduced into slag. A popular tactics for multiple anvils is a tactic developed by that first force called the "tumbling anvil" tactic. The plan involves always leading with one anvil with all laser blazing, and drawing the heaviest of enemy fire. After all the ships get with in firing range they all fall back slowly. When the first anvil's shields start to fall, that one pulls back quickly, while the engineer recharges the shields, and the available gunners use fire-links to always utilize the ships full armaments. The ships rotate constantly so the farthest forward always starts with full shields.
The anvil mostly resembles a slugthower bullet. Each gun emplacement is placed evenly around the conical body to provide constant 360 degree coverage with its weapons. All turbolasers are mounted in point defense formation to suffer no ill effects for targeting smaller space fighters. If the broadaxe is the most intimidating dwarven vessel for ground targets, the anvil is a hellspawned nightmare for starfighters.


Kobold Make:

Baneblade:

The Enforcer of the Konfederacy, this behemoth is rarely found outside of the Kobolds' own fleets, due to jacked-up prices for anyone else. Its role is actually not entirely known, but it is memorable. Too large for atmospheric flight.



Elven Make:

Kreen Make:

Others:


Droids
Imperial Automaton IMM: (Imperial Mandated Manufacturer, full spectrum)

22-B Astromech

The trusty 22-B is one of the foremost spacecraft automated mechanics in the galaxy. Approximately the size of a house cat, the droid is primarily used for internal maintenance of large freighters and passenger craft, as well as large military vehicles.

It consists of a spherical body, which is flattened on the bottom where three, multi-jointed arms hang from, as well as the location of an anti-gravity generator. The end of each arm is a tool, two of which are replaceable by the droid itself by reaching into an internal compartment where alternate tools are stored. The third arm ends in a torch capable of welding, or repairing circuits. The top of the droid is an antenna, through which it is linked to the ship it is aboard, monitoring changes in the systems.

22-B Astromech
Tiny Droid (2nd-degree) nonheroic 2
Init +4; Senses Perception +1
Languages Binary, Imperial (understand only)
Abilities: STR 10, DEX 16, CON -, INT 17, WIS 13, CHA 8




Kybot Galactica: (Konfederate Aligned, Military and Security)

Goldhawk Droid Series (Courtesy of Codemus)

Kybot Galactica first manufactured the ‘Goldhawk’ line of droids in an effort to head off Imperial Automaton in the rapidly advancing securities market. Whether this move was successful remains to be seen, as there has been no response so far from Imperial Automaton.

The basic Goldhawk Mk. 1 is the stock standard of the whole series, built to be versatile and intelligent. The Marks 2 and 3 round out the series. The Mk. 2 is the same size as a kobold, built for swarm tactics, while the Mk. 3 is larger than the average Orc, made to intimidate and head off trouble before it even begins.

A Mark 4 was planned for production at one point, but it was discontinued for reasons that the corporation has not made clear to the public.

GH- Mk.1 Security Droid
Medium droid (4th-degree) Soldier 4
Init + 3; Senses Perception +7
Languages Basic, Binary
Defenses Ref 17, Fort 14, Will 14
Hp ; Threshold 12
Immune droid traits
Speed 6 squares (walking)
Melee unarmed +5 (1d4+1)
Ranged h.blaster pistol +6 (3d8)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp []
Atk Options Trip, Pin
Abilities Str 13, Dex 12, Con -, Int 9, Wis 10, Cha 10
Talents Harm’s Way, Weapon Specialization
Feats Weapon Proficiency (pistol, rifles, simple weapons), Armor Proficiency (light, medium), Weapon Focus (Pistol), Pin, Trip, Coordinated Attack
Skills Knowledge (tactics) +6, Perception +7
Systems walking locomotion, heuristic processor, 2 hand appendages, internal comlink, vocabulator, Durasteel Plating (+6 armor)
Possessions heavy blaster pistol
Availability Military; Cost 3,500 [did not do the math]

El_Pablo
2011-05-08, 06:30 AM
So, just to focus on stuff we are currently missing. I think lizardfolk could use stats similar to trendoshans of gamorrans. I don't know if they are the kreen syndicate slaves, servants, or allies but obviously they should be ubiquitous within the syndicate. Halflings may be more of a mixed bag since I see them more often enslaved. They may also be uncommon, but not rare in the konfederation either voluntarily on loan from the syndicate. :smallsmile:

More importatntly, you listed all the home worlds, but not to which race they belong.

Also, you have all these pretty colors for regional divides, and I have no idea what they mean. :smallconfused:

Dhrall
2011-05-08, 07:57 AM
Well, assuming orange is the core worlds then the others would be the galactic arms for the most part making up the mid rim area, with blue, yellow and... that other one being outer rim.

Jjeinn-tae
2011-05-08, 04:03 PM
So, just to focus on stuff we are currently missing. I think lizardfolk could use stats similar to trendoshans of gamorrans. I don't know if they are the kreen syndicate slaves, servants, or allies but obviously they should be ubiquitous within the syndicate. Halflings may be more of a mixed bag since I see them more often enslaved. They may also be uncommon, but not rare in the konfederation either voluntarily on loan from the syndicate. :smallsmile:

More importatntly, you listed all the home worlds, but not to which race they belong.

Also, you have all these pretty colors for regional divides, and I have no idea what they mean. :smallconfused:

Yeah, I decided to call it early last night, there will be a planets section and a description for the regions. Dhrall pretty much nailed it for the "astrographic" map... Anyone have a better name for that? Right, I did, regional. Hah, Ok then, I'll look into the Lizard stats today, have to do the last of my college for the week first though.

LOTRfan
2011-05-08, 04:17 PM
So its like d20 Spelljammer meets Star Wars? I eagerly await more. :smallbiggrin:

Jjeinn-tae
2011-05-08, 06:27 PM
So its like d20 Spelljammer meets Star Wars? I eagerly await more. :smallbiggrin:

Yeah, except on the scale of a galaxy and The Force instead of magic. This is very much an open world building, so if you have any ideas, feel free to put them forward. :smallsmile:





OK, and back to El_Pablo. I'm thinking the Lizardfolk are probably a mixture of all three, probably somewhat based on their tribe. Most travelling out of Kreen Space (The Kreen themselves call it the Syndicate exclusively, Kreen Space being an alternative some people use) are either sold for labor (competing with droids by avoiding heavy licensing fees of the Kobolds) or are spies for the Syndicate.

While I didn't directly say it, Halflings are "owned" by The Kreen. Their primary jobs away from the arenas still lead to them being in Kreen employ more often than not, as publicly The Imperium frowns on Bounty Hunting and Assassination. If you want a hit on someone, the closest successful Kreen is probably your best bet




Some other random things here: Switching Gnomes to a Conditional Bonus Feat for Use Computer instead of rerolls, and I have some insight on the Kreen I'd like to run by everyone.

We've already drifted quite a bit from the Athasian Kreen... despite it being their homeworld... I'm thinking these Kreen are long living to better fit their role as crime lords. They have a caste based system based on age, which essentially amounts to an older Kreen owns anything a younger one does if it wants it (which is likely, really). This is the main reason they haven't really taken over the galaxy with their criminal empires by now. Younger Kreen just don't generally have the resources to go out and found their own branch of The Syndicate.

Then I'm thinking they won't have full use of their lower arms until later ages, being too weak to be able to do much beyond fine manipulation if things that their big upper arms get in the way of. Might be a good way to handle adventuring Thri-Kreen, those under the century mark.

Dhrall
2011-05-08, 07:19 PM
Hm, what about a specific fighting style based on the use of all four arms that's a mark of prestige? They have to be both old enough to use their extra arms, and put some time into learning to use them before even really having even a chance to learn a style built around using all their arms.

Mechanic wise, probably a talent tree or something if it eve comes up. Something like knife fighting, but using the extra arms to be even deadlier, with specialized weaponry to complement it.

Jjeinn-tae
2011-05-08, 07:29 PM
Hm, what about a specific fighting style based on the use of all four arms that's a mark of prestige? They have to be both old enough to use their extra arms, and put some time into learning to use them before even really having even a chance to learn a style built around using all their arms.

Mechanic wise, probably a talent tree or something if it eve comes up. Something like knife fighting, but using the extra arms to be even deadlier, with specialized weaponry to complement it.

I'd had vague ideas of the Lightsaber form of Gyk'ka (apostrophe is there to denote a hard stop and start) exemplified with it's opening of four crossed sabers used to make the same strike... Probably not effective in actual combat though and more of a flourish that Jedi seem to love. :smalltongue: They do have their Kreen weaponry though, Gythka and Catkcha which presumably are designed to make use of their four arms, but I don't see it.

Though really, I see the average Kreen probably loving the ranged weapons, when they feel like it they can really fly around with their jumping. Not very dignified for the aspiring Crime Lord, but it teaches people not to mess with you.

Jjeinn-tae
2011-05-09, 12:11 AM
Wrote up some initial information on the Political Regions of the Galaxy. Their names were originally going to be color coded, but that got messed up somehow, hopefully I'll be able to edit it in.

And, Lizardmen are going to be Gamorrean stats... I kind of want to give them a bonus to acrobatics (the tail helps with balance) but I'm not sure on that. They also can speak Imperial... hmm, got to list those languages out...

I also hint at some political tension in the form of the Orc Clans maneuvering in The Empire in the Heart of The Empire region, that'll be explained in the new "Recruiting Thread's" intro trawl. Speaking of, I think I'm going to put that up in the day tomorrow, unless there is good reason to wait, probably presentation.

raitalin
2011-05-09, 02:10 PM
Don't know if you'd be interested in alternate rules, but I recently did an adaptation of SAGA to DnD, you can find it in my sig. If nothing else, some of the new talents might be of some use to you, as well as the spell system.

Jjeinn-tae
2011-05-10, 08:42 PM
Don't know if you'd be interested in alternate rules, but I recently did an adaptation of SAGA to DnD, you can find it in my sig. If nothing else, some of the new talents might be of some use to you, as well as the spell system.

Looked through it some and I can definitely say it looks interesting. Haven't given it a close enough look yet though.


And to everyone waiting on the recruitment thread, sorry, some things came up yesterday, and now I need to watch out for tornadoes (don't think we're going to get hit by one, but still have to watch) after the storm I might get together and put it up, but I'd say check Wednesday. :smallsmile:

El_Pablo
2011-05-11, 04:22 AM
but I'd say check Wednesday. :smallsmile:

Sweet. I have been laid up recently as well. Any write-up requests that could help you out jjeinn?

Jjeinn-tae
2011-05-11, 04:13 PM
Hmm, recently I've been thinking of various vehicle/droid names.

There are five main starship producers,
two don't export (Elves and Kreen)
and the other three generally sell theirs' to whoever wants them,
Orcs, Konfederate, Dwarves.

Of course, with war on the horizon, each of the Big 3 are producing some newer, more experimental craft behind closed doors.

Three Starcraft that I've named, and probably can be identified by anyone with a passing familiarity in ships (like many people can identify an F-16 despite not being in the Airforce, or similar planes from their country). These three are:

Imperial Tulwar: A light interceptor fighter produced by the Orcs. Sees excessive use in the Imperial and Konfederation fleets, mainly as a policing vehicle.

Dwarven Broadaxe: Fighterbomber, as much as that is possible in space. Slow and well defended, the Broadaxe is pretty much "the dwarf of space" including axe obsession, which dwarves generally refute that last part by rattling off all the ships they can think of off hand from other races that take a weapon as a name. Sees significant use in the Imperial and Dwarven fleets (as well as rarely, in the Syndicate).

Baneblade: The Enforcer of the Konfederacy, this behemoth is rarely found outside of the Kobolds' own fleets, due to jacked-up prices for anyone else. Its role is actually not entirely known, but it is memorable. Too large for atmospheric flight.



If that sort of thing is to your liking, it would be of great help El_Pablo. Otherwise there's a lot of planets, and it'll take me forever to get through them all. :smallsmile: I have general climates for each of them but that takes a while, so, maybe you'd be interested in Athas? Homeworld of the Thri-Kreen and Halflings (but that was your decision anyways :smalltongue:)

raitalin
2011-05-11, 06:06 PM
Looked through it some and I can definitely say it looks interesting. Haven't given it a close enough look yet though.


Cool, let me know if you have any questions or are interested in the .doc

Jjeinn-tae
2011-05-11, 09:58 PM
Cool, let me know if you have any questions or are interested in the .doc

Will do. :smallbiggrin:



And everyone: We have a new recruitment thread! (http://www.giantitp.com/forums/showthread.php?t=198850)

El_Pablo
2011-05-12, 11:33 AM
Three Starcraft that I've named, and probably can be identified by anyone with a passing familiarity in ships (like many people can identify an F-16 despite not being in the Airforce, or similar planes from their country). These three are:

Imperial Tulwar: A light interceptor fighter produced by the Orcs. Sees excessive use in the Imperial and Konfederation fleets, mainly as a policing vehicle.Dwarven Broadaxe: Fighterbomber, as much as that is possible in space. Slow and well defended, the Broadaxe is pretty much "the dwarf of space" including axe obsession, which dwarves generally refute that last part by rattling off all the ships they can think of off hand from other races that take a weapon as a name. Sees significant use in the Imperial and Dwarven fleets (as well as rarely, in the Syndicate).
Baneblade: The Enforcer of the Konfederacy, this behemoth is rarely found outside of the Kobolds' own fleets, due to jacked-up prices for anyone else. Its role is actually not entirely known, but it is memorable. Too large for atmospheric flight.


If that sort of thing is to your liking, it would be of great help El_Pablo. Otherwise there's a lot of planets, and it'll take me forever to get through them all. :smallsmile: I have general climates for each of them but that takes a while, so, maybe you'd be interested in Athas? Homeworld of the Thri-Kreen and Halflings (but that was your decision anyways :smalltongue:)


Yeah, I can work on navies. Could be fun. Let me work on a few things, but let me post something first. Space force philosophies.

Dwarves:The dwarf philosphy of space control is similar to many other concepts of dwarf tactics. They want to take and hold. This results in space superiority with a focus on supply lines. It might seem like this idea is exhausting, but dwarves are both cunning and patient. So, a dwarf admiral may focus on slowly conquering an entire quadrant of battle space, but it is not uncommon to hold just a direct line to the enemies base to funnel force in an unending torrent of dwarf blaster fire. Therefore, dwarf designs focus on one overwhelming strike, and then holding the captured point.

Orcs: The was a reason the dwarves needed the help of the kreen konfederation for victory in the consolidation wars. That reason is that the orc mind is most suited to expanionist warfare. Their personal and design philosohy contains a slightly suicidal tendency for assault. Their ships likewise rely heavily on attack based on the premise that you should kill the enemy before they get the chance to destroy your vehicle. Not that any of their designs are lacking of shielding because that would be going unprepared. Mobility is also a powerful design element in all orc vessels as they want the element of surprise and the ability to overrun in a chase. These ideas also go into orc defenses as the space forces of the orcs contain relatively few bases. Instead, patrols of ships like the tulwar and the vulture actively scan sensitive orc areas instead of stationary tower defenses.

Kobolds: Kobold design philosophy is as varied as it is ingenious. Generally speaking, kobold philosophy favors a type of deception. Oftentimes, kobold ships are not always as they appear. For instance, the principle Baneblade which has been seen by individuals from outside the konfederation is actually mounted with a massive ion cannon. The kobolds are quick to point at this means the ship is not meant lethal combat, but disabling pirate vessels. Still, one shouldn't be surprised if any baneblade seen in actual combat is outfitted with something far worse. It is also the kobolds unending nack for small customization that makes any design of theirs more of a guideline than an actual ship seen anywhere in the galaxy. Still, the lack of visible uniform combat dedicated ships reveals nothing about the actual firepower the konfederated space forces can bring to bear.

Elves: Elves took to space first only on borrowed tech, and did not develop their own ships for quite some time. However, they loathed the foreign dependency for travel between their own colonies. Eventually, the elves pioneered an unique ceramics technology they use for the shell of all their ships. It's durability is less than the shielding alloys the other races use, but has amazing friction and heat resistant properties. This means the majority of elven ships are capable of atmospheric entry and flight. However, the hear resistant property of elven ships gives them an advantage over blaster-style ship weapons despite a weakness to missiles. As compensation, most elves do not favor blaster ship weapons, favoring long range lasers or ion weapons.

Kreen: It's a secret for now!! Haven't quite hammered at a concept for the kreen. Will figure it out later after the others.

Ship design sounds like fun. I may work on Athas a little later. Let me do starships for awhile. :smallsmile:

Jjeinn-tae
2011-05-12, 03:50 PM
Ship design sounds like fun. I may work on Athas a little later. Let me do starships for awhile. :smallsmile:

Cool, wasn't sure if that was up your alley or not. For the philosophies, you've pretty much nailed the unspoken layouts I had for the first three. The Imperial fleet does have a good amount of ships outside of their own productions now, (mainly Dwarven) but these are not frequently used. I would see them as a foci of an assault in a war, they're likely to lose less if the enemy is shooting at the easy target rather than the so many hornets that are really doing most of the work.



Elves I hadn't thought through yet, but I like it, and Kreen have me stumped at the moment as well. I would bet they tend towards the extravagant though. :smallbiggrin:

El_Pablo
2011-05-13, 07:18 AM
Alright, a few things. First, I have no artistic ability whatsoever, and I feel a little sad, that I can't get visual representation of the ships, but I will do my best. Second, I forgot vehicles cover soooo much in Star Wars, so this will take some time. Third, I am trying to find those rules for making your own starship. I know its in one of the Saga books, but I haven't found it yet because if I am gonna make these vehicles than they better have some stats. Fourth, I will probably start with the dwarven ships first only because I have clear vision of several ships for them. I have some good kobold ideas as well, but I need to empty my head of one to fill my head with the other so this may take a little time. Especially, I know that the groups will respond to one another in specific ways, so having one built will make the holes for the others to fill.

Also, the kreen need to be discussed. I think the confusion about the thri-kreen is that we have taken them the farthest from their role in D&D. The thri-kreen in this galaxy need a more extensive write-up. I can tackle that if you want, but we need to change some things. I think the idea of making use of the secondary arms feat contingent is a good idea, but maybe there is a better solution. I was thinking of the weapon battery rules for vehicles and wondering if those could apply better for the kreen extra arms. Basically, the kreen don't get extra attacks from the extra arms because the body and mind still only points in one direction. The kreen, however, can attack with the extra arms in tandem, and, therefore, when rolling higher on attack rolls add a few more dice in damage. Those rules would apply for ranged, and we can think of something more for melee since the additonal arms aren't as large as the primary, perhaps allowing a defense bonus, or special grapple options? Just some thoughts. If you are happy with kreen the way they are than that is fine as well.

Edit: My mental image is not of a kreen firing four pistols in four directions, but a soldier standing with one rifle in his upper arms, one in his lower, and firing them simultaneously at the same target.

Dhrall
2011-05-13, 07:43 AM
Starships of the Galaxy, page 36.

Rules for modifying starships, and at the end of the section (page 53) has generic "stock ship" stats to use as a base.

Edit: Also of note, Star Galleon ships with heavy modifications are terrifying. They are at an excellent point of size and cargo space, and if you drop all the cargo space you gain an extra 2000 emplacement points.

The only thing better that I can remember is the Trade Federation Battleship, which has a Cargo Space of 5,000,000 with only a x500 multiplier. That means they can get 10,000 emplacement points and end up out gunning any of the SSDs or the Mon Cal Star Defender.

Jjeinn-tae
2011-05-13, 11:06 PM
Alright, a few things. First, I have no artistic ability whatsoever, and I feel a little sad, that I can't get visual representation of the ships, but I will do my best. Second, I forgot vehicles cover soooo much in Star Wars, so this will take some time. Third, I am trying to find those rules for making your own starship. I know its in one of the Saga books, but I haven't found it yet because if I am gonna make these vehicles than they better have some stats. Fourth, I will probably start with the dwarven ships first only because I have clear vision of several ships for them. I have some good kobold ideas as well, but I need to empty my head of one to fill my head with the other so this may take a little time. Especially, I know that the groups will respond to one another in specific ways, so having one built will make the holes for the others to fill.

Woah, I had no idea you volunteered to work with stats, I was thinking you were going to stick with fluff. :smalltongue: If you want to go ahead though, it'll be immensely helpful. Though I too have had difficulties with the drawing, I know what the Broadaxe and Tulwar look like (in my mind at least) but I just can't get it to look right in GIMP... Guess I'll need to try my tablet here on it.


Also, the kreen need to be discussed. I think the confusion about the thri-kreen is that we have taken them the farthest from their role in D&D. The thri-kreen in this galaxy need a more extensive write-up. I can tackle that if you want, but we need to change some things. I think the idea of making use of the secondary arms feat contingent is a good idea, but maybe there is a better solution. I was thinking of the weapon battery rules for vehicles and wondering if those could apply better for the kreen extra arms. Basically, the kreen don't get extra attacks from the extra arms because the body and mind still only points in one direction. The kreen, however, can attack with the extra arms in tandem, and, therefore, when rolling higher on attack rolls add a few more dice in damage. Those rules would apply for ranged, and we can think of something more for melee since the additonal arms aren't as large as the primary, perhaps allowing a defense bonus, or special grapple options? Just some thoughts. If you are happy with kreen the way they are than that is fine as well.

Edit: My mental image is not of a kreen firing four pistols in four directions, but a soldier standing with one rifle in his upper arms, one in his lower, and firing them simultaneously at the same target.

Hmm, are you talking about the feat that I put in the previous recruitment thread when we had someone interested in a Thri-Kreen Jedi? The twin-link was indeed my inspiration there, but yeah it didn't work. :smalltongue:

I am kind of liking the idea of younger Kreen not being able to use their small ones for much besides fine manipulation (like typing) needing them to get stronger for actual weapon use (i.e. when they get older). That wasn't what you were referring to with feats, was it?

Regardless I agree, It's crazy enough firing two pistols at the same target. Regardless of how their vision is (which being mantis-like, more or less like ours really) Four pistols at different targets is just ridiculous. That would definitely require use of The Force, and then how many Jedi use blasters? Kyle Katarn, Jaden Kore... and...

Really, they probably would need laser sights on their two rifles to make sure they're both on target.

You have provided me some inspiration for another Kreen Lightsaber Form though, using saber(s) in the secondary hands as a form of defense, probably while wielding a single (Dual-Phase?) one in the primaries.

As for the writeup, You're helping quite a bit with the ships already, unless you really want to, I think I should do it, I can't have you do everything. :smallbiggrin:

El_Pablo
2011-05-14, 09:13 PM
Starships of the Galaxy, page 36.

Rules for modifying starships, and at the end of the section (page 53) has generic "stock ship" stats to use as a base.

Edit: Also of note, Star Galleon ships with heavy modifications are terrifying. They are at an excellent point of size and cargo space, and if you drop all the cargo space you gain an extra 2000 emplacement points.

The only thing better that I can remember is the Trade Federation Battleship, which has a Cargo Space of 5,000,000 with only a x500 multiplier. That means they can get 10,000 emplacement points and end up out gunning any of the SSDs or the Mon Cal Star Defender.

Yeah, you were right. That is where they were. Also, 2,000 emplacement points? I will have to read that section again. I don't want to get too carried away. I will probably stick to smaller ships rather than the larger capital ships. Those are probably more custom built than standard. The baneblade will probably be the only optimized larger ship. I might tweak out a few lighter ships, but I don't want to go too crazy modifying ships.

Also, yeah, I will give the ships stats. There isn't really point fluffing out ships without a stat block. I will make sure that everything is correct because I like it that way, besides we are in world building not gaming threads anymore. Moreover, I will be building between 4-5 ships per side with some standard tactics.

Another note, Kreen. I thought your previous feat worked well enough, and I had an idea where certain equipment can benefit from their extra arms. Hint: it's a vehicle. Still, I guess the saga rules don't really give a huge benefit to those extra arms. Rather, I don't think it's a good idea to limit characters with an age restrictions on such abilities. It should be a feat or a template not just "your too young to have a racial ability". I never really liked that kind of fluff. Still, I think we are on the right path.

Dhrall
2011-05-14, 09:33 PM
Yeah, best not to do to much with the ship optimization. For the most part it's alright, but some cargo haulers can get an insane amount of emplacement points, since it's Cargo Space divided by Cost Multiplier. As a measuring point, the Trade Federation Battleship can mount 750 quad-linked heavy turbo lasers and still have 1,000 points left over for other stuff.

Colossal (Cruiser) is generally the best size, both small enough to mount the best hyperdrive (.75) and big enough to mount both the best shields and armor (200 SR/+4 respectively), but a surprising number of ships are classified as Colossal (Station)

Jjeinn-tae
2011-05-15, 02:09 AM
Hmm, I've remembered why I stopped drawing Starships before... I draw people, not machines. :smallannoyed: But I do have a 3D modelling program that I'm decent at, I shall try it. :smallbiggrin:

And thank you for the stats then :smallbiggrin: something to bare in mind if it hadn't occured. The Kobold's love of deception probably means that their ships will tend to have a higher average number of emplacement points than the others.

And I get you now with the Kreen, and even more, it limits players' options if they do want to play Kreen. It could be caste based... But I don't like their castes having different numbers of limbs, especially since their castes have already been set up as being age based. The problem I had with the feat was it was kind of just slopped together, I think I can make a more elegant equivalent. :smallbiggrin:

As I mentioned in the recruitment, left thumb's not liking the typing, so it'll be up a little later than I thought, still coming though. I'll see if I can get some art for us. :smallbiggrin:

El_Pablo
2011-05-15, 05:46 AM
Yeah, best not to do to much with the ship optimization. For the most part it's alright, but some cargo haulers can get an insane amount of emplacement points, since it's Cargo Space divided by Cost Multiplier. As a measuring point, the Trade Federation Battleship can mount 750 quad-linked heavy turbo lasers and still have 1,000 points left over for other stuff.

Colossal (Cruiser) is generally the best size, both small enough to mount the best hyperdrive (.75) and big enough to mount both the best shields and armor (200 SR/+4 respectively), but a surprising number of ships are classified as Colossal (Station)


Note above in a second, first, Jjeinn, I hope the thumb feels better. No rush here. I had some physical limitations this last week so I understand. Now the tweaking. I beleive the math arrived at to make those numbers is flawed. I don't think the system is designed for backward compatibilty for carg space. Rather, you can't sell cargo space by cost multiplier for emplacement points. You can sell emplacement points for cargo space, but you have to also remember the rules for external cargo pods. Along those lines, alot of these ships would be purchasing cargo space at the relatively cheap 5xcost multiplier tonnage of cargo space per emplacement point by purchasing large cargo pods. Also, the stock rules don't allow for the selling of cargo space in anything less that the 25% or 50% of every other stat, so a frigate trading cargo space for emplacement points gives up 2500 tonnage for a measly 10 emplacement points... though that actually fits the match for external cargo pods..... alright so the math works from that end, but not a the cost multiplierxemplacement point level. Basically, these ships are balanced on the idea of taking cargo pods not just extra cargo space which makes sense since a cargo ship would take the most optimal method of maximizing cargo space.

Dhrall
2011-05-15, 11:26 AM
"Alternatively a ship can give up cargo capacity to gain more emplacement points... It takes a number of emplacement points equal to the starships cost multiplier for size to gain 1 emplacement point... For example, to gain an additional 4 emplacement points for a Corellian Corvette, you must sacrifice 200 tons of cargo capacity: 1 ton x 50 for a Colossal (Frigate) starship for each point."

El_Pablo
2011-05-15, 03:46 PM
"Alternatively a ship can give up cargo capacity to gain more emplacement points... It takes a number of emplacement points equal to the starships cost multiplier for size to gain 1 emplacement point... For example, to gain an additional 4 emplacement points for a Corellian Corvette, you must sacrifice 200 tons of cargo capacity: 1 ton x 50 for a Colossal (Frigate) starship for each point."

Oh you are so right!!! That changes things so much!! :smallbiggrin:


I can't believe I missed that on my first read through.

Jjeinn-tae
2011-05-16, 01:21 AM
I've got a very rough model of the Imperial Tulwar's... bough? The front part. :smalltongue: I think the 3D modelling will work here. Posting stuff on my day off tomorrow. :smallbiggrin:


Also, Dhrall, you are still interested in the game, right? I've put you in the interested players, but it does seem a little like jumping the gun, I guess.

Dhrall
2011-05-16, 01:42 AM
Oh yeah, definitely. Is there another thread for recruiting up? I didn't notice a link, and have a habit of not visiting the recruiting forums when I get involved in something.

Have it set to alert me via email about new posts in threads, so a bit of a bad habit that I just check entirely with that.

Jjeinn-tae
2011-05-16, 01:53 AM
Slipped it in the end of one of these posts... somewhere, can't find it looking back. *shrug* Here's a new link (http://www.giantitp.com/forums/showthread.php?t=198850) We have six people I think now. :smallbiggrin:

El_Pablo
2011-05-16, 06:14 AM
I've got a very rough model of the Imperial Tulwar's... bough? The front part. :smalltongue: I think the 3D modelling will work here. Posting stuff on my day off tomorrow. :smallbiggrin:


Also, Dhrall, you are still interested in the game, right? I've put you in the interested players, but it does seem a little like jumping the gun, I guess.

Uh, yeah, that would be the bow or the prow. Bough is a large branch in a tree. Also, I'll hold off on designing the tulwar until the drawing is done so my idea doesn't ruin your work :smalltongue:.

Also, six interested people! I would call the new recruiting thread a success.

Jjeinn-tae
2011-05-16, 06:15 PM
Uh, yeah, that would be the bow or the prow. Bough is a large branch in a tree. Also, I'll hold off on designing the tulwar until the drawing is done so my idea doesn't ruin your work :smalltongue:.

Also, six interested people! I would call the new recruiting thread a success.

Y'know, it took me a while to decide on a spelling for that, I took bough because I figured they would want to name it strongly (plus, most boats were made of trees at the time) bow just didn't make sense. Those crazy Middle Ages English. :smallbiggrin: Though I have found this will take a long time with modelling, it'll probably be restricted to iconic ships, like the Tulwar which amounts to this setting's Tie Fighter/X-Wing. I can give you a rough description of what I'm thinking though.

Think kind of like a Snow Speeder for the front, kind of trapezoid shaped (though instead of the top being slanted downward towards the bottom, it tapers upward... could probably make a naval landing) and has a cockpit like the A-Wing (tubular, and long, seats two... not sure if the A-Wing seats two though). This part goes back to a box of sorts, (while it is just a plain box right now in the model, it won't stay that way) which two cannons extend forward past the nose. These are twin-linked Ion Cannons I'm thinking, and serve as an initial strike against opposing ships.

Also out of the box come two wings that can be in two configurations, completely straight out, for atmospheric flight, and curved downward, for space (lowers the profile) regardless of configuration, it swoops towards the front. Near the base of each wing (a part that doesn't move) are another pair of twin-linked cannons (disruptor maybe?), these for anti-hull. It carries no ballistic weaponry as the power needed for the four cannons and and powerful engines takes up enough space.

This is a simplification of course, actually seeing it does a lot more... but I don't have any texture to it, so it's kind of hard to see what it looks like in still. :smallsmile: I imagine the Orcs might change the armament for certain situations, and I've modelled it in a way that at least looks like they could easily.

Ok, I've decided to link my vague rendition of it so far. No engines have been built for it yet, and you can't see the right blaster cannon. Wings are in atmospheric configuration, as it's easiest to build it that way.

If you're curious, at the moment is consists of exactly 3,700 polygons.
http://i1121.photobucket.com/albums/l512/Jjeinn-tae/3D%20Models/Tulwar.png

Definitely needs fleshing out, and something needs to be done with the wings, but it's been fun to work on. :smallbiggrin:



Three paragraphs of Kreen history are up, initially it was supposed to be culture, but I find writing history first easier. It does have a bit of culture in there.

And yes, the recruitment thread has been very successful. Need a nice name for the campaign now. :smallbiggrin:

El_Pablo
2011-05-17, 07:22 AM
If you're curious, at the moment is consists of exactly 3,700 polygons.
http://i1121.photobucket.com/albums/l512/Jjeinn-tae/3D%20Models/Tulwar.png

Definitely needs fleshing out, and something needs to be done with the wings, but it's been fun to work on. :smallbiggrin:


that is AWESOME!! Alright, I was thinking things. Dirupter cannons! I forgot all about those. Man, my Star Wars is rusty. Now, I have to start again!

Wait, alright, there are no disrupter weapons for starships. Thank the force. How about a request. We will make the Tulwar a light fighter like the tie and the A-wing. This means only one weapon on the vehicle. I have a few fun ideas for that, but we will say the Tulwar commonly comes with a blaster cannon with autofire so it can do strafe runs to support ground troops. I have some other ideas for a ship that will cut through hulls. Literally, it will be for docking and be a much larger ship capable of capturing smaller ships. If there is a smaller ship which punches through hulls it will be a kobold or a kreen design. Hmm... I like that idea.

Kreen culture seems pretty cool, and brutal. Reminds me a little of the view of the Carthiginians from the Romans. Still, cool.

Codemus
2011-05-17, 01:26 PM
I think I'm going to work up the complete Goldhawk droid series, maybe a few extra as the mood strikes me. I'll post them here when I finish them.

Jjeinn-tae
2011-05-17, 02:44 PM
I think I'm going to work up the complete Goldhawk droid series, maybe a few extra as the mood strikes me. I'll post them here when I finish them.

Why thank you Codemus. :smallbiggrin:


that is AWESOME!! Alright, I was thinking things. Dirupter cannons! I forgot all about those. Man, my Star Wars is rusty. Now, I have to start again!

Wait, alright, there are no disrupter weapons for starships. Thank the force. How about a request. We will make the Tulwar a light fighter like the tie and the A-wing. This means only one weapon on the vehicle. I have a few fun ideas for that, but we will say the Tulwar commonly comes with a blaster cannon with autofire so it can do strafe runs to support ground troops. I have some other ideas for a ship that will cut through hulls. Literally, it will be for docking and be a much larger ship capable of capturing smaller ships. If there is a smaller ship which punches through hulls it will be a kobold or a kreen design. Hmm... I like that idea.

Kreen culture seems pretty cool, and brutal. Reminds me a little of the view of the Carthiginians from the Romans. Still, cool.

Yeah, that show's I'm an SWG player. :smalltongue: Kind of the anti-Ion cannon, specialized for anti-hull instead of shield.

So a single cannon? Or a battery of two are you talking? I suppose I could easily switch the armament to below the cockpit along the "rails" (you can see one underneath the far ion cannon). I think I'll copy this then, have that frame be the starting point of a heavier ship, if the regular Empire can use the same cockpit design everywhere, we can at least re-use. :smallbiggrin:

And as for the Kreen, it doesn't have the biggest twist yet, when the Kobolds came they suddenly weren't the law in known space... That's where their criminal empires come in... I have some cool drawing ideas for the Kreen. :smallbiggrin:

Codemus
2011-05-18, 02:43 AM
Well, here is what I have so far.

Goldhawk Droid Series

Kybot Galactica first manufactured the ‘Goldhawk’ line of droids in an effort to head off Imperial Automaton in the rapidly advancing securities market. Whether this move was successful remains to be seen, as there has been no response so far from Imperial Automaton.

The basic Goldhawk Mk. 1 is the stock standard of the whole series, built to be versatile and intelligent. The Marks 2 and 3 round out the series. The Mk. 2 is the same size as a kobold, built for swarm tactics, while the Mk. 3 is larger than the average Orc, made to intimidate and head off trouble before it even begins.

A Mark 4 was planned for production at one point, but it was discontinued for reasons that the corporation has not made clear to the public.

GH- Mk.1 Security Droid
Medium droid (4th-degree) Soldier 4
Init + 3; Senses Perception +7
Languages Basic, Binary
Defenses Ref 17, Fort 14, Will 14
Hp ; Threshold 12
Immune droid traits
Speed 6 squares (walking)
Melee unarmed +5 (1d4+1)
Ranged h.blaster pistol +6 (3d8)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp []
Atk Options Trip, Pin
Abilities Str 13, Dex 12, Con -, Int 9, Wis 10, Cha 10
Talents Harm’s Way, Weapon Specialization
Feats Weapon Proficiency (pistol, rifles, simple weapons), Armor Proficiency (light, medium), Weapon Focus (Pistol), Pin, Trip, Coordinated Attack
Skills Knowledge (tactics) +6, Perception +7
Systems walking locomotion, heuristic processor, 2 hand appendages, internal comlink, vocabulator, Durasteel Plating (+6 armor)
Possessions heavy blaster pistol
Availability Military; Cost 3,500 [did not do the math]


Not done, of course. Just what I have so far. lol, it's better than my character. He must be an older version, or whatever.

Kybot Galactica is a Kobold droid company, and Imperial Automaton is an orcish company in direct competition.

El_Pablo
2011-05-19, 10:00 AM
So, I know it has been awhile since a post, but I have been going over things alot, and I have made some progress which will hopefully make the future ships easier. So, below, the Orc Tulwar

Stats:
Orc Tulwar
Huge Starfighter
Initiative +8; Senses Perception +5 ______________________________
Defenses Reflex 16 (flat footed 11), Fortitude 22, Armor +3
Hp 60; DR 10; Theshhold 32____________________________________
Speed fly 16 squares (max. velocity 1,200 km/h), fly 5 (starship scale)
Ranged Dual Blaster Cannons +2
Fighting Space 3x3 or 1 (starship scale); Cover total (pilot)
Base Atk +0; Grp +22
Atk Options autofire (blaster cannons)____________________________
Abilities Str 34 Dex 20 Con - Int 14
Skills Initiative +8, Mechanics +5, Perception +5, Pilot +8
Crew 1 (normal); Passengers none
Cargo 50kg; Consumables 2 days; Carried Craft none
Payload none
Availability type (Restricted), Cost 37,500 (15,000 used)

Dual Blaster Cannons
Atk +2 (-3 autofire), Damage 5d10 x2
Spare Emplacement Points - 1

Description:The staple of the imperial orc military, and every planetary defense force is the trusty Tulwar. This light starfighter was most prominiently featured during the end of the war with the Zern with their huge numbers and relatively stable design making them the starfighter joe of the galaxy. The Tulwar has a pointed downward sloping hull, a long tubular cockpit, and two small adjustable wings which curve downard in spaceflight giving the design its iconic name. The most popular design was stabilised shortly after the rise of the orc empire, and this version still holds room for an additional upgrade. Thus, almost all Tulwars feature various options depending upon how they were put to use.

Common Options:Fire linked ion cannons- These decrease the damage output of the main gun to 4d10 x2 ion damage and disables autofire. This also decreases the cost of the Tulwar by 3500 credits. The ion cannon is a very previlant option for smaller planetary policing forces who do not want the destructive power of the warship, but only seek to disable non-violent law breakers.

Shields - SR 15 - Increase cost by 2,000 credits. Most common on military Tulwars to give them lasting lifespans in firefights. Every Tulwar in a force prepared to enter a battlespace will feature this upgrade if nothing else.

Hypertrasceiver - Increase cost by4,000 credits - Most often found in remote systems where help from outside the system would be necessary. A few ships would be outfitted to contact bigger imerial guns from other systems.

Sensor Baffling - Increase cost by 40,000 credits - For military stealth operations only are these Tulwars even crafted. The Tulwar can make stealth chekcs at any time to avoid sensors.

The Orc Missile Mount:
One crazy, but very popular customization is called the orc missile mount. So named because this customization removes the cannons altogether leaving the light ship with nothing but a photon torpedo launcher, which has to be mounted under the cockpit in a way that the pilot actually is straddling the upper casing of the torpedo tube. With no additional protection and a very limited amount of ammunition only the most talented or the most suicidal of orcs are willing to ride them. Still, the sheer damage output of these pilots with both incredible range and speed makes them a force to be feared throughout the galaxy. A popular tactic is to hold the missile mounts back during the beginning of an encounter, and then unleash them as sweepers on already weakened opponents with crushing results.

Remove dual blaster cannons. Replace with Photon Torpedo Launcher (fire-link) Payload 8 missiles. Cost increased by 4,750 credits.
Photon Torpedo
Atk +2 (fire-link optional); Damage 9d10x2

Geez, that was a lot of work for one ship. More to come, but hopefully with less alternatives. I'll leave that out of future ships unless it's built into their design (I have a kobold idea for this).

Jjeinn-tae
2011-05-19, 03:11 PM
Well, here is what I have so far.

Goldhawk Droid Series

Kybot Galactica first manufactured the ‘Goldhawk’ line of droids in an effort to head off Imperial Automaton in the rapidly advancing securities market. Whether this move was successful remains to be seen, as there has been no response so far from Imperial Automaton.

The basic Goldhawk Mk. 1 is the stock standard of the whole series, built to be versatile and intelligent. The Marks 2 and 3 round out the series. The Mk. 2 is the same size as a kobold, built for swarm tactics, while the Mk. 3 is larger than the average Orc, made to intimidate and head off trouble before it even begins.

A Mark 4 was planned for production at one point, but it was discontinued for reasons that the corporation has not made clear to the public.

GH- Mk.1 Security Droid
Medium droid (4th-degree) Soldier 4
Init + 3; Senses Perception +7
Languages Basic, Binary
Defenses Ref 17, Fort 14, Will 14
Hp ; Threshold 12
Immune droid traits
Speed 6 squares (walking)
Melee unarmed +5 (1d4+1)
Ranged h.blaster pistol +6 (3d8)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp []
Atk Options Trip, Pin
Abilities Str 13, Dex 12, Con -, Int 9, Wis 10, Cha 10
Talents Harm’s Way, Weapon Specialization
Feats Weapon Proficiency (pistol, rifles, simple weapons), Armor Proficiency (light, medium), Weapon Focus (Pistol), Pin, Trip, Coordinated Attack
Skills Knowledge (tactics) +6, Perception +7
Systems walking locomotion, heuristic processor, 2 hand appendages, internal comlink, vocabulator, Durasteel Plating (+6 armor)
Possessions heavy blaster pistol
Availability Military; Cost 3,500 [did not do the math]


Not done, of course. Just what I have so far. lol, it's better than my character. He must be an older version, or whatever.

Kybot Galactica is a Kobold droid company, and Imperial Automaton is an orcish company in direct competition.

Looking good, Codemus. :smallbiggrin: I'll put what you have in the Items post, and update it when you finish. I have ideas for Kybot Galactica and Imperial Automaton now. :smallbiggrin:


So, I know it has been awhile since a post, but I have been going over things alot, and I have made some progress which will hopefully make the future ships easier. So, below, the Orc Tulwar

Stats:
Orc Tulwar
Huge Starfighter
Initiative +8; Senses Perception +5 ______________________________
Defenses Reflex 16 (flat footed 11), Fortitude 22, Armor +3
Hp 60; DR 10; Theshhold 32____________________________________
Speed fly 16 squares (max. velocity 1,200 km/h), fly 5 (starship scale)
Ranged Dual Blaster Cannons +2
Fighting Space 3x3 or 1 (starship scale); Cover total (pilot)
Base Atk +0; Grp +22
Atk Options autofire (blaster cannons)____________________________
Abilities Str 34 Dex 20 Con - Int 14
Skills Initiative +8, Mechanics +5, Perception +5, Pilot +8
Crew 1 (normal); Passengers none
Cargo 50kg; Consumables 2 days; Carried Craft none
Payload none
Availability type (Restricted), Cost 37,500 (15,000 used)

Dual Blaster Cannons
Atk +2 (-3 autofire), Damage 5d10 x2
Spare Emplacement Points - 1

Description:The staple of the imperial orc military, and every planetary defense force is the trusty Tulwar. This light starfighter was most prominiently featured during the end of the war with the Zern with their huge numbers and relatively stable design making them the starfighter joe of the galaxy. The Tulwar has a pointed downward sloping hull, a long tubular cockpit, and two small adjustable wings which curve downard in spaceflight giving the design its iconic name. The most popular design was stabilised shortly after the rise of the orc empire, and this version still holds room for an additional upgrade. Thus, almost all Tulwars feature various options depending upon how they were put to use.

Common Options:Fire linked ion cannons- These decrease the damage output of the main gun to 4d10 x2 ion damage and disables autofire. This also decreases the cost of the Tulwar by 3500 credits. The ion cannon is a very previlant option for smaller planetary policing forces who do not want the destructive power of the warship, but only seek to disable non-violent law breakers.

Shields - SR 15 - Increase cost by 2,000 credits. Most common on military Tulwars to give them lasting lifespans in firefights. Every Tulwar in a force prepared to enter a battlespace will feature this upgrade if nothing else.

Hypertrasceiver - Increase cost by4,000 credits - Most often found in remote systems where help from outside the system would be necessary. A few ships would be outfitted to contact bigger imerial guns from other systems.

Sensor Baffling - Increase cost by 40,000 credits - For military stealth operations only are these Tulwars even crafted. The Tulwar can make stealth chekcs at any time to avoid sensors.

The Orc Missile Mount:
One crazy, but very popular customization is called the orc missile mount. So named because this customization removes the cannons altogether leaving the light ship with nothing but a photon torpedo launcher, which has to be mounted under the cockpit in a way that the pilot actually is straddling the upper casing of the torpedo tube. With no additional protection and a very limited amount of ammunition only the most talented or the most suicidal of orcs are willing to ride them. Still, the sheer damage output of these pilots with both incredible range and speed makes them a force to be feared throughout the galaxy. A popular tactic is to hold the missile mounts back during the beginning of an encounter, and then unleash them as sweepers on already weakened opponents with crushing results.

Remove dual blaster cannons. Replace with Photon Torpedo Launcher (fire-link) Payload 8 missiles. Cost increased by 4,750 credits.
Photon Torpedo
Atk +2 (fire-link optional); Damage 9d10x2

Geez, that was a lot of work for one ship. More to come, but hopefully with less alternatives. I'll leave that out of future ships unless it's built into their design (I have a kobold idea for this).

Turned out good, some conclusions about it based on the model:

Rear portion of the cockpit, while still looking as if it could fit a second from the outside, actually contains more power systems, primarily for the use of shields in war, and ion cannons elsewhere.

Wingmounted cannons are going away, a dual battery will be underneath the cockpit, Ion Cannons will still be mounted to the sides of the cockpit, and iconically, the citizens of The Empire imagine this for an Imperial Starfighter...

Hmm, can't think of much else yet... I'll see when I get back to adjusting it though. :smallbiggrin:

El_Pablo
2011-05-19, 07:39 PM
Turned out good, some conclusions about it based on the model:

Rear portion of the cockpit, while still looking as if it could fit a second from the outside, actually contains more power systems, primarily for the use of shields in war, and ion cannons elsewhere.

Wingmounted cannons are going away, a dual battery will be underneath the cockpit, Ion Cannons will still be mounted to the sides of the cockpit, and iconically, the citizens of The Empire imagine this for an Imperial Starfighter...

Hmm, can't think of much else yet... I'll see when I get back to adjusting it though. :smallbiggrin:

I intended your model to work since every variation save the missile mount has either dual or fire-linked cannons. So, the overall design doesn't need to change much. Yes, that was very time-consuming, and I expect other ships to be so as well. I might just post all my ship descriptions/ideas and then come back and stat them later. I would rather do both at the same time, but let us see how much time that actually takes.

Jjeinn-tae
2011-05-19, 08:20 PM
I intended your model to work since every variation save the missile mount has either dual or fire-linked cannons. So, the overall design doesn't need to change much. Yes, that was very time-consuming, and I expect other ships to be so as well. I might just post all my ship descriptions/ideas and then come back and stat them later. I would rather do both at the same time, but let us see how much time that actually takes.

I just think if we're doing a "dual weapon" battery they should be closer together. The Tie Fighter has trained me well in that regard. :smalltongue:

Hmm, I'm tempted to try and find a visibly different way for each of the alternatives to show up as. :smallbiggrin:

Jjeinn-tae
2011-05-19, 08:58 PM
Factions/Companies

Galactic Imperium

The Imperial Council:
Comprehensive History: The imperial council was initially the war council of the Kaers of Clan Bloodlighter, the hero of the Zern War. Kaers was so successful fighting the zern because of his unpredictability. The habit of the zern to adapt to their enemies made them vulnerable to the Bloodlighter's wide array and unfathomable choices in tactic. A joke from early history still remains, "The Bloodlighters always displayed great vision... right in front of their nose."
However, Kaers overcame every opponent and soon won the support of all the major family and clans of the orc people. So, it was to Kaers that these people turned when the war ended. To stop infighting, the Bloodlighter declared himself Thul'Kall, roughly translated 'emperor' or 'chief of clan chiefs'. He then separated all of the systems into Satrapy's awarding the position of satrap (think governor) to deserving orcs based on either war valor or wisdom. The imperial council remained and had representatives from every orc family to help limit the power of the satraps so that they would not war amongst each other or develop too much power over the rest of the empire.
This proved a successful system for quite some time until tensions between satraps and the council reached a head. Due to council politics, certain satraps were being unfairly restricted or gifted than others. When the deprived satraps spurred hindering council decisions, a harsh crackdown occurred that forever weakened the power of the satraps. Only one wise orc satrap saw what was happening, and he forever changed the imperial political landscape. He retained the title of satrap, but left the planetary system he was ruling to sit as his family representative on the council. His announcement that he could be more effective in ruling by dealing with the council directly resonated across the galaxy.
Now, no orc sit as satraps still in the system the govern. All politics center around the council, and its power has no eclipsed the satrap in almost every respect. Those orcs who can claim the office of satrapy only have a slightly greater amount of political power balanced by a much larger demand of bureaucratic responsibility. This is the state of the council in present day.
Orc government and politics:The orcs are organized under a clan system, but vastly different from that of the dwarves. Only the word is the same or rather directly translated because of the importance of their roles. For an orc, family comes first. However, the orc family is a huge sprawling thing organized under all the relatives of the most dominant matriarch. The family consisting of all her siblings and their descendants. This means the families form, fraction, and fuse quite often, but there is always a tie of blood. This blood tie is the core of orc society, and great allies or friends perform a blood rite becoming "blood bound". The blood bound always consider one another family no matter their other affiliations.
Now, each family has representation on the council, and the chaotic nature of family structure would force the council into uselessness. Therefore, only ten thousand imperial families are recognized. The matriarch of that family bears an imperial deed for their seat at the council. The dead passes from matriarch to matriarch, and go through a dozen names in a decade, but the group is always related by blood so the representation rarely changes as drastically. Each imperial family has four slots in the council: Two councilors and two alderman. Councilors can cast votes and the alderman act as alternates though often all four are present for important events, and almost always three are present at the council for any given business. Proposals are passed by vote, and council business is proposed by the emperor.
The clan system is very similar to the political party system in Britain. Each family pledges its loyalty (often for a price and for a time) to clan chiefs as suits their needs. The clan chief is always a patriarch who commands the respect of many families, and holds a powerful political vision or ideal. The chief acts as a focus of the clan ideology, and the more families follow, then the greater the power of the clan. Clans often have their own advisory councils, and will barter, cooperate, or fight over individual proposals. Eventually, often larger clans willingly accept the varied ideologies of smaller clans in exchange for their pledging to the larger side. The chief of the most powerful clan in the council receives the title of Thrul'Kall. The position of emperor changes more frequently by death than by vote, but a vote of no confidence can dispose of the clan head. Often when an emperor passes, the clans engage in a flurry of activity to become large enough that their leader can rise to the position of Thrul'Kall. However, the tying of clan ideas and power in single individuals has led to some difficult times for the imperium.
Currently, the power of the council is so great, and the domination of politics by the clan of the Thrul'Kall so thorough, that all orc politics centers around the growth of huge schizophrenic clans seeking control of the galaxy. Many say this has made the council incestuous and sclerotic. Those are the voices of rebellion and secession....

Clan Azeroth:
Patriach: Emperor Raiko Azeroth
An old and respected clan throughout Orc history, changing its name to Azeroth from Steelmantle once the Orcs grew spread out enough that naming themselves after their planet would not be too offensive. It has held the Emperor within it no less than 7 times throughout history, most of those for several generations. The clan is in decline as tension within The Empire has only increased under Raiko's rule, and with no heir, the patriarch will be switching families with his death. Who will be his successor is unknown.

Clan Mistmoor:
Patriarch: Honorable-General Kharn Leer
Based on Kedge, Clan Mistmoor is headed by the most decorated general of The Imperium currently alive, and the only general in history to reach such a high decoration while keeping his life. Thus, many of the galaxy suppose Honerable-General Kharn is an obvious next Emperor. Unfortunately, there are a considerable amount of planets in outcry about the possibility of Kharn's ascent. There is much hostility within the Konfederate towards him, particularly the closer you get towards The Syndicate.

Clan Kyree:
Patriarch: Blood-Brother Myron Yael
Much to the chagrin of the other clans, Myron Yael has managed to bring the absolute smallest clan in the galaxy to prominence in just a decade. His success in this task resulted from instantly becoming a galactic celebrity upon becoming Patriarch. The reasoning for this comes right from his title, a Blood-Brother is a non-orc who has managed to earn the respect of the clan so much to the extent that he is welcomed as a member of it.

Myron was a human freighter that crash landed on the clan's home planet of Frostfell, a planet that is lightly populated for it's oppressive environment. Kyree is a clan that kept to the old ways, hunting for food with outdated technology, despite making use of modern conveniences at home. People rescued in the olden times were either made useful, or left to starve, and Myron made a splash in the hunting, and then the duels, to the point where he was officially recognized as part of the clan. With this, he immediately started attending clan council meetings, speaking out with legitimately great ideas, and leading the clan to prosperity, to the point where the previous partiarch passed, he was chosen for the position.

In the long run, Kyree is popular with the non-orc citizens of the Empire for the chance of having the first non-orc Emperor, Kyree holds a lot of sway over the public, but within the Chamber, it is remembered that Kyree is a little no-name clan; it's just getting its ten minutes of fame. Even were the clan to, against all odds, attain position of Emperor, Myron is getting old, and likely would not live as Emperor for more than a couple decades.


Imperial Automaton IMM

The official Imperial Droid Manufacturer, specializing in labor and securities. One of the few non-specialty manufacturers able to survive in the market in competition with the Kobolds.

IA has factories on no less than 200 planets, almost entirely located in the "Heart of the Imperium" and "Coalition of Dwarven Clans" territory, and made its home on the planet of Bluetspur, in the IA founded Imperial City.

Currently in production best-sellers are the 22-B Astromech, 22-C Medi, the C24-M "Rogue" and the S15 Stonewall.



Kobold Konfederation

Kybot Galactica

Kybot Galactica is the military and security arm of Kybot Enterprises, the largest droid manufacturer in the galaxy. As many Kobold corporations, it has a seat in the Konfederate Sector Government. It also makes up a good half of the Konfederate's military production, possibly making just Galactica itself one of the most powerful entities in The Galaxy.

KG has factories on every planet within The Konfederate (except for a few specific ones in The Kreen Syndicate) and even some outside of Kobold borders. In the recent Galactic turmoil, the company has been receiving record products as the building paranoia causes more people to purchase security droids.

Much of the sales information of KG is classified, but of those public products, the current big seller is the "Goldhawk" series. With the series' abrupt cancellation midway through development of the MK IV, the rest of the series have seen their sales skyrocket. Other prominent models are the "Prometheus" line of surveillance security droids, and the "Azeroth" series, named for the Orc homeworld as a tribute on their joining of The Empire.



Coalition of Dwarven Clans

Kreen Syndicate

Aglar Sector

Zephyran Space

Free Syndicates

Unaligned

Other

El_Pablo
2011-05-19, 11:48 PM
Quick note on the imperial council and government. I write that first line in hope since every time I try to do this I lay down a wall of text. I'll try and stay focused.

Imperial Council:
Comprehensive History: The imperial council was initially the war council of the Kaers of Clan Bloodlighter, the hero of the Zern War. Kaers was so successful fighting the zern because of his unpredictability. The habit of the zern to adapt to their enemies made them vulnerable to the Bloodlighter's wide array and unfathomable choices in tactic. A joke from early history still remains, "The Bloodlighters always displayed great vision... right in front of their nose."
However, Kaers overcame every opponent and soon won the support of all the major family and clans of the orc people. So, it was to Kaers that these people turned when the war ended. To stop infighting, the Bloodlighter declared himself Thul'Kall, roughly translated 'emperor' or 'chief of clan chiefs'. He then separated all of the systems into Satrapy's awarding the position of satrap (think governor) to deserving orcs based on either war valor or wisdom. The imperial council remained and had representatives from every orc family to help limit the power of the satraps so that they would not war amongst each other or develop too much power over the rest of the empire.
This proved a successful system for quite some time until tensions between satraps and the council reached a head. Due to council politics, certain satraps were being unfairly restricted or gifted than others. When the deprived satraps spurred hindering council decisions, a harsh crackdown occurred that forever weakened the power of the satraps. Only one wise orc satrap saw what was happening, and he forever changed the imperial political landscape. He retained the title of satrap, but left the planetary system he was ruling to sit as his family representative on the council. His announcement that he could be more effective in ruling by dealing with the council directly resonated across the galaxy.
Now, no orc sit as satraps still in the system the govern. All politics center around the council, and its power has no eclipsed the satrap in almost every respect. Those orcs who can claim the office of satrapy only have a slightly greater amount of political power balanced by a much larger demand of bureaucratic responsibility. This is the state of the council in present day.
Orc government and politics:The orcs are organized under a clan system, but vastly different from that of the dwarves. Only the word is the same or rather directly translated because of the importance of their roles. For an orc, family comes first. However, the orc family is a huge sprawling thing organized under all the relatives of the most dominant matriarch. The family consisting of all her siblings and their descendants. This means the families form, fraction, and fuse quite often, but there is always a tie of blood. This blood tie is the core of orc society, and great allies or friends perform a blood rite becoming "blood bound". The blood bound always consider one another family no matter their other affiliations.
Now, each family has representation on the council, and the chaotic nature of family structure would force the council into uselessness. Therefore, only ten thousand imperial families are recognized. The matriarch of that family bears an imperial deed for their seat at the council. The dead passes from matriarch to matriarch, and go through a dozen names in a decade, but the group is always related by blood so the representation rarely changes as drastically. Each imperial family has four slots in the council: Two councilors and two alderman. Councilors can cast votes and the alderman act as alternates though often all four are present for important events, and almost always three are present at the council for any given business. Proposals are passed by vote, and council business is proposed by the emperor.
The clan system is very similar to the political party system in Britain. Each family pledges its loyalty (often for a price and for a time) to clan chiefs as suits their needs. The clan chief is always a patriarch who commands the respect of many families, and holds a powerful political vision or ideal. The chief acts as a focus of the clan ideology, and the more families follow, then the greater the power of the clan. Clans often have their own advisory councils, and will barter, cooperate, or fight over individual proposals. Eventually, often larger clans willingly accept the varied ideologies of smaller clans in exchange for their pledging to the larger side. The chief of the most powerful clan in the council receives the title of Thrul'Kall. The position of emperor changes more frequently by death than by vote, but a vote of no confidence can dispose of the clan head. Often when an emperor passes, the clans engage in a flurry of activity to become large enough that their leader can rise to the position of Thrul'Kall. However, the tying of clan ideas and power in single individuals has led to some difficult times for the imperium.
Currently, the power of the council is so great, and the domination of politics by the clan of the Thrul'Kall so thorough, that all orc politics centers around the growth of huge schizophrenic clans seeking control of the galaxy. Many say this has made the council incestuous and sclerotic. Those are the voices of rebellion and secession....

Whew, that wasn't so bad. I will leave actual clans and individuals to you Jjeinn if you want to help form them first.

Jjeinn-tae
2011-05-20, 12:57 AM
Wow, that was out of the blue. :smallbiggrin:

Looks good, currently I've thought through 5 clans that are currently the most major in The Imperium, and a couple less major ones. Here are 3:

Clan Azeroth:
Patriach: Emperor Raiko Azeroth
An old and respected clan throughout Orc history, changing its name to Azeroth from Steelmantle once the Orcs grew spread out enough that naming themselves after their planet would not be too offensive. It has held the Emperor within it no less than 7 times throughout history, most of those for several generations. The clan is in decline as tension within The Empire has only increased under Raiko's rule, and with no heir, the patriarch will be switching families with his death. Who will be his successor is unknown.

Clan Mistmoor:
Patriarch: Honorable-General Kharn Leer
Based on Kedge, Clan Mistmoor is headed by the most decorated general of The Imperium currently alive, and the only general in history to reach such a high decoration while keeping his life. Thus, many of the galaxy suppose Honerable-General Kharn is an obvious next Emperor. Unfortunately, there are a considerable amount of planets in outcry about the possibility of Kharn's ascent. There is much hostility within the Konfederate towards him, particularly the closer you get towards The Syndicate.

Clan Kyree:
Patriarch: Blood-Brother Myron Yael
Much to the chagrin of the other clans, Myron Yael has managed to bring the absolute smallest clan in the galaxy to prominence in just a decade. His success in this task resulted from instantly becoming a galactic celebrity upon becoming Patriarch. The reasoning for this comes right from his title, a Blood-Brother is a non-orc who has managed to earn the respect of the clan so much to the extent that he is welcomed as a member of it.

Myron was a human freighter that crash landed on the clan's home planet of Frostfell, a planet that is lightly populated for it's oppressive environment. Kyree is a clan that kept to the old ways, hunting for food with outdated technology, despite making use of modern conveniences at home. People rescued in the olden times were either made useful, or left to starve, and Myron made a splash in the hunting, and then the duels, to the point where he was officially recognized as part of the clan. With this, he immediately started attending clan council meetings, speaking out with legitimately great ideas, and leading the clan to prosperity, to the point where the previous partiarch passed, he was chosen for the position.

In the long run, Kyree is popular with the non-orc citizens of the Empire for the chance of having the first non-orc Emperor, Kyree holds a lot of sway over the public, but within the Chamber, it is remembered that Kyree is a little no-name clan; it's just getting its ten minutes of fame. Even were the clan to, against all odds, attain position of Emperor, Myron is getting old, and likely would not live as Emperor for more than a couple decades.



And yes, with how you've written the clan politics, I've made some name changes and such.

I also feel like mentioning that "The Imperium" and "The Empire" are both correct, each emperor tends to rename The Empire when they take office in the name of their clan, just as many dynasties in real life have done in history.

Hmm, guess I better add these to the factions post.

El_Pablo
2011-05-20, 01:25 AM
Clan stuff which was awesome.

Wow, that was pretty quick and out of the blue yourself. Nice work.
First, fluff is so much easier than crunch. I want to do these ships, but number crunching is time consuming!
Second, I think you got things pretty well here. I just wanted to note that I intentionally separated clans from places for the orcs to highlight the difference. To dwarves, a clan is a place you are from and belong, but it is a physical space. To orcs, the clan is just a grouping of families following one man because they believe in him and his politics. The location is irrelevent. Not to say clans don't have homeworlds, but many clans could share a homeworld without any issues.
Third, you may note that families are matriarchal and clans are patriarchal. The emperor may have changed families many times, but he is still head of the clan, and no family would join with his if they didn't agree with that clan's ideas. This is actually a veiled reference to a polygamous ancient society where the old clan chiefs had to take a wife from the families that pledged to serve him as a means of forming a tighter bond.

That isn't to say that anything you wrote was incorrect, but I just wanted to see if we were on the same way or if we should change some things.

Also, a clan led by a human who was accepted to a clan family as a blood brother. That is Awesome!!! So, glad I let you take control of that. :smallbiggrin:

Jjeinn-tae
2011-05-20, 01:34 AM
Wow, that was pretty quick and out of the blue yourself. Nice work.
First, fluff is so much easier than crunch. I want to do these ships, but number crunching is time consuming!
Second, I think you got things pretty well here. I just wanted to note that I intentionally separated clans from places for the orcs to highlight the difference. To dwarves, a clan is a place you are from and belong, but it is a physical space. To orcs, the clan is just a grouping of families following one man because they believe in him and his politics. The location is irrelevent. Not to say clans don't have homeworlds, but many clans could share a homeworld without any issues.
Third, you may note that families are matriarchal and clans are patriarchal. The emperor may have changed families many times, but he is still head of the clan, and no family would join with his if they didn't agree with that clan's ideas. This is actually a veiled reference to a polygamous ancient society where the old clan chiefs had to take a wife from the families that pledged to serve him as a means of forming a tighter bond.

That isn't to say that anything you wrote was incorrect, but I just wanted to see if we were on the same way or if we should change some things.

Also, a clan led by a human who was accepted to a clan family as a blood brother. That is Awesome!!! So, glad I let you take control of that. :smallbiggrin:

Yeah I understood the whole Matriarchal/Patriarchal divide, its just with Raiko not having any heirs, with Clan Azeroth, Chief has to change families, and they don't want to decide which family until after he passes away.

And I also understood the locations could be shared as well (well, actually, just assumed, you just confirmed it :smalltongue:) Azeroth and Frostfell both only have one, for very different reasons. Though I actually have two kind of thought out that are based on Bluetspur... actually Bluetspur probably has a lot more than that... I should right that one up here soon. :smallbiggrin:


Edit: Oh yeah, and the fluff is easier then crunch thing is precisely why the 22-B has no stats yet, nor will any of the other droids have them off the bat when I fluff them up specifically... Unfortunately I spent a while trying to draw the 22-B... I need to learn how to draw machines. I was hoping this would be good practice for that, but I'm having difficulty getting started even... Maybe I should draw some actual Star Wars stuff with references...

El_Pablo
2011-05-20, 02:54 AM
Yeah I understood the whole Matriarchal/Patriarchal divide, its just with Raiko not having any heirs, with Clan Azeroth, Chief has to change families, and they don't want to decide which family until after he passes away.

And I also understood the locations could be shared as well (well, actually, just assumed, you just confirmed it :smalltongue:) Azeroth and Frostfell both only have one, for very different reasons. Though I actually have two kind of thought out that are based on Bluetspur... actually Bluetspur probably has a lot more than that... I should right that one up here soon. :smallbiggrin:


It is sometimes frightening how well you understand the concepts I type. Though, I guess it is sad when you don't expect people to understand your ideas:smallconfused:. That is to say, I am happy with your competence. :smallsmile:

Jjeinn-tae
2011-05-20, 06:31 PM
It is sometimes frightening how well you understand the concepts I type. Though, I guess it is sad when you don't expect people to understand your ideas:smallconfused:. That is to say, I am happy with your competence. :smallsmile:

I'm very good at understanding things, though you have been directly stating them so far. Rest assured, the time you don't ask will be the one that I misunderstand something. :smalltongue:


And also Raitalin, I've looked through your stuff several times now, while fighter and rogue don't work perfectly per-say for the setting... I was kind of wondering if you would mind if I made a Martial Artist class of sorts using some of those talents, SAGA needs a good melee option, Codemus really reminded me that.

El_Pablo
2011-05-20, 10:50 PM
I'm very good at understanding things, though you have been directly stating them so far. Rest assured, the time you don't ask will be the one that I misunderstand something. :smalltongue:

Yes, very good. Carry on. :smallwink:


And also Raitalin, I've looked through your stuff several times now, while fighter and rogue don't work perfectly per-say for the setting... I was kind of wondering if you would mind if I made a Martial Artist class of sorts using some of those talents, SAGA needs a good melee option, Codemus really reminded me that.

I believe Galaxy at War had a neat martial artist class with extended marital arts training feats that looked really cool.

Jjeinn-tae
2011-05-24, 08:40 PM
Yes, very good. Carry on. :smallwink:



I believe Galaxy at War had a neat martial artist class with extended marital arts training feats that looked really cool.

Hmm, I wonder what these Marital arts are good for. :smalltongue:

Though I was kind of thinking overall Martial Arts, as in all variety of melee, not just kung fu styled fighting that people seem to think of... Still sounds like something to check out, but I have determined that I am done buying things for the time being, so that'll have to wait. :smalltongue:


Well that was a nice break, Physics snuck up on me with an extra chapter over the weekend, got worked out from my computer. Time to put some more stuff up.

El_Pablo
2011-05-29, 03:30 AM
Three new ships.

Stats:
Dwarf Broadaxe
Gargantuan Bomber
Initiative +4; Senses Perception +5 ______________________________
Defenses Reflex 17 (flat footed 13), Fortitude 28, Armor +8
Hp 150; DR 10; SR 25; Theshhold 48_____________________________
Speed fly 16 squares (max. velocity 1,000 km/h), fly 3 (starship scale)
Ranged Heavy Laser Cannon +3
Warhammer Missile +3
Fighting Space 4x4 or 1 (starship scale); Cover total (crew)
Base Atk +0; Grp +33
Atk Options fire-link 2 (warhammer missiles)_______________________
Abilities Str 46 Dex 18 Con - Int 16
Skills Initiative +4, Mechanics +5, Perception +5, Pilot +4
Crew 2 (normal); Passengers none
Cargo 50kg; Consumables 2 days; Carried Craft none
Payload 16 missiles
Availability type (Military), Cost 75,500 (31,000 used)

Heavy Laser Cannons
Atk +3, Damage 5d10 x2 (Pilot)
Warhammer Missile Launcher (fire-linked)
Atk +3, Damage 11d10 x2 (Gunner)
-OR-
Warhammer Missile Launcher
Atk +3, Damage 10d10 x2 (Pilot)
Warhammer Missile Launcher
Atk +3, Damage 10d10 x2 (Gunner)


Description:The most recognizable of dwarven ship designs is the Broadaxe. A versatile bomber designed for air and space raids, the first Broadaxe team made its mark destroying Ork space stations during the Consolidation Wars. The flexibilty of a second crew member acting as both engineer and gunner was only highlighted by the ability turn off the twin missile launchers fire link so pilot and gunner could bombard multiple targets at once. The supremacy of the broadaxe has been cemented by the creation by dwarven engineers of the warhammer missile system, which is the most advanced concussive missile system for all but the largest ships. However, restriction on warhammer missiles are incredibly tight and resources limited so all warhammer launchers accept the more standard medium concussive missiles. The Broadaxe takes its name from the design of a wide panning fore-section which gives the overhead view of the ship one similar to an axehead. Older models also had a "handle" section of the ship jutting out to one side as broadaxes added sections for extra ordinance. However, during the zern wars, these sections were targeted to deadly effect, and the modern design stores ordinance behind the cockpit where plating is the heaviest.

Stats:
Dwarf Urgosh
Gargantuan Superiority Fighter
Initiative +6; Senses Perception +5 ______________________________
Defenses Reflex 18 (flat footed 12), Fortitude 26, Armor +7
Hp 132; DR 10; SR 25; Theshhold 46_____________________________
Speed fly 16 squares (max. velocity 1,100 km/h), fly 4 (starship scale)
Ranged Dual Blaster Cannon +2
Dual Blaster Cannon +2
Fighting Space 4x4 or 1 (starship scale); Cover total (crew)
Base Atk +0; Grp +31
Atk Options autofire (dual blaster cannons)________________________
Abilities Str 42 Dex 22 Con - Int 14
Skills Initiative +6, Mechanics +5, Perception +5, Pilot +6
Crew 2 (normal); Passengers none
Cargo 50kg; Consumables 2 days; Carried Craft none
Payload none
Availability type (Restricted), Cost 63,500 (25,000 used)

Dual Blaster Cannons
Atk +3 (-2 autofire), Damage 5d10 x2 (Pilot)
Dual Blaster Cannons
Atk +3 (-2 autofire), Damage 5d10 x2 (Pilot)


Description:Orc tactics never favored a strong space force instead favoring planetary combat, but the dwarven broadaxes were a terror to orc military support structures. Many of these structures were mobile, but none could outrun the space bomber, and traditional ground defenses held little appeal to the orc tribes. There orc response was a shift to long-rage weaponry among ground troops, and quickly all broadaxes would be swarmed with a barrage of ground before they reach targeting range for legitimate bombing targets. The problem became exacerbated during an assault on a major ground force where the orc support structures used their more powerful cannons to weaken the broadaxe shields, and then switch off to the next bomber. Without their shields, the ships found themselves extremely vulnerable to the orc ground forces. Nearly the whole squadron of broadaxes were lost, and the design for the urgosh began. Designed loosely off the broadaxe, the urgosh puts a curved notch in the design making an almost hooked effect to the whole ship. The pilot and gunner sit parallel each over a dual blaster cannon mount. The cannons are designed for auto fire capability to lay suppression fire on ground troops with strafing runs and focused assaults on more powerful squads.The replacement of just one broadaxe in a squad showed tremendous increase in survivability for whole bombing squadrons. However, the urgosh draws attention as the bomber escort so, typically, only the most experienced space pilots sit behind the controls.

Stats:
Dwarf Anvil
Colossal Gunship
Initiative -3; Senses Perception +5 ______________________________
Defenses Reflex 14 (flat footed 12), Fortitude 30, Armor +8
Hp 150; DR 15; SR 55; Theshhold 80_____________________________
Speed fly 8 squares (max. velocity 1,000 km/h), fly 2 (starship scale)
Ranged Twin Turbolaser, point-defense mounted +3
Twin Turbolaser, point-defense mounted +3
Twin Turbolaser, point-defense mounted +3
Twin Turbolaser, point-defense mounted +3
Fighting Space 12x12 or 1 (starship scale); Cover total (all)
Base Atk +0; Grp +40
Atk Options fire-link 2 or 4 (twin turbolasers)______________________
Abilities Str 50 Dex 14 Con - Int 16
Skills Initiative -3, Mechanics +5, Perception +5, Pilot -3, Computer Use +8
Crew 4 (normal); Passengers 4
Cargo 5 tons; Consumables 2 weeks; Carried Craft none
Payload none
Availability type (Military), Cost 354,200 (141,000 used)

Twin Turbolasers
Atk +3, Damage 6d10 x5 (Pilot)
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Gunner)
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Engineer)
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Commander)
-OR-
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Pilot)
Twin Turbolasers, fire-linked 2
Atk +3, Damage 7d10 x5 (Gunner)
Twin Turbolasers
Atk +3, Damage 6d10 x5 (Commander)
-OR-
Twin Turbolasers, fire-linked 2
Atk +3, Damage 7d10 x5 (Pilot)
Twin Turbolasers, fire-linked 2
Atk +3, Damage 7d10 x5 (Gunner)
-OR-
Twin Turbolasers, fire-linked 4
Atk +3, Damage 8d10 x5 (Gunner)


Description:The anvil. No name has better suited a dwarven space vessel. Designed at the tale end of the Zern Invasion, these ships were never meant to succeed. When the Goblins went to help construct the orc force that would repel the zern, the dwarves and other races were tasked with holding the zern at bay. Dwarf engineers with kobold advisors then built the first three anvils, though not so named, as a road obstacle to the zern forces' progress. Dispatched with a small contingent of other ships codenamed the stopping force. Six months later the force came back after successfully repelling several waves of zern onslaughts, with the three ships now being called the Admiral's Anvils, and the name stuck. The anvils excel at dominating smaller ships in its area, and many forces try to bait enemy fighters into the gunships range to be reduced into slag. A popular tactics for multiple anvils is a tactic developed by that first force called the "tumbling anvil" tactic. The plan involves always leading with one anvil with all laser blazing, and drawing the heaviest of enemy fire. After all the ships get with in firing range they all fall back slowly. When the first anvil's shields start to fall, that one pulls back quickly, while the engineer recharges the shields, and the available gunners use fire-links to always utilize the ships full armaments. The ships rotate constantly so the farthest forward always starts with full shields.
The anvil mostly resembles a slugthower bullet. Each gun emplacement is placed evenly around the conical body to provide constant 360 degree coverage with its weapons. All turbolasers are mounted in point defense formation to suffer no ill effects for targeting smaller space fighters. If the broadaxe is the most intimidating dwarven vessel for ground targets, the anvil is a hellspawned nightmare for starfighters.

Orc ships next.

Jjeinn-tae
2011-05-30, 03:27 PM
Wow, those are awesome El_Pablo :smallbiggrin: That Anvil is scary if you're a fighter. I'll be putting those into the Starship section here then.

Ok, my plans for the week with this:

Finish up Kreen Culture.
Write up Kannalli Culture.
Writeups on the homeworlds, Taan, Kannel, Bluetspur and the Molags.
Finish up the Tulwar Model (maybe not the texture though).

Probably more than I can do in a week, but we'll see. :smallbiggrin:

El_Pablo
2011-05-31, 06:19 AM
Wow, those are awesome El_Pablo :smallbiggrin: That Anvil is scary if you're a fighter. I'll be putting those into the Starship section here then.

Ok, my plans for the week with this:

Finish up Kreen Culture.
Write up Kannalli Culture.
Writeups on the homeworlds, Taan, Kannel, Bluetspur and the Molags.
Finish up the Tulwar Model (maybe not the texture though).

Probably more than I can do in a week, but we'll see. :smallbiggrin:

Yeah, sounds like a lot. I have three more orc vehicles in the plans. The vulture, roc, and squiggoth. Then, I am doing kobold ships, which include the dire pick, the zeppilin, and the twins.

Jjeinn-tae
2011-06-14, 02:34 AM
While I ended up not doing any of that, I have accomplished much for the setting... Just things I cannot show as I have a game dealing with it. :smalltongue:

Have to work this week on not being nocturnal, but I should be able to toss something up for all to see.