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BalmungM90
2013-12-06, 01:13 PM
Hey guys, my DM is starting up a Saga Edition campaign at Level 5 where we work as Imperial Commandos under the 501st

Now I've not remotely touched any of the Soldier Class stuffs, or done anything outside of Piloting xD

So I was wondering if anyone had any thoughts/ideas as to how I should build an Imperial Commando to get that legit feel like in say the Republic Commando books by Karen Traviss. The idea being, get in/get out, if you can't get out silently then BLAST YOUR WAY OUT. :D

I'm considering tacking Infiltrator atop my Soldier Class cuz it sounds like it would work. Any idea how to pull this off? Helpful Feats? Or if you think it's a terrible idea, feel free to tell me and I'll do something else xD

Thanks!!

[Edit: I'll throw up some rolls later but my DM has been very kind with some bonuses, I'll list them later.]

No Jedi/Free Wep Profs as per Military Training.
+1 Feat for your specific role in group (Like auto feat for heavy)
Rank Bonus for Humans
Nothing allowed in book with Wookie Grip (I have to check this one)
Level Reflex Bonuses and Armor Reflex Bonuses Stack.
Survival and Endurance are class skills no matter what your class

Mando Knight
2013-12-06, 01:30 PM
Level Reflex Bonuses and Armor Reflex Bonuses Stack.

If the GM thought this was a good idea... just wear some Katarn or Battle Armor and laugh as he fails to hit you, ever. Seriously, you'd be looking at 26 Reflex when "Elite" Rebel Troopers have a +6 to hit.

Alejandro
2013-12-06, 01:40 PM
If the GM thought this was a good idea... just wear some Katarn or Battle Armor and laugh as he fails to hit you, ever. Seriously, you'd be looking at 26 Reflex when "Elite" Rebel Troopers have a +6 to hit.

HAHAHA. Damn, Mando beat me to it.

Yes, this is a terrible idea on your GM's part, and you should either warn them or exploit it and crush him or her, depending on how much you like them.

BalmungM90
2013-12-06, 01:51 PM
If anything I'm more worried my GM understands completely and thinks we 'need' it @_@

Alejandro
2013-12-06, 01:54 PM
If anything I'm more worried my GM understands completely and thinks we 'need' it @_@

Um, if it turns out you actually do need defenses that high, then the game is going to have bigger problems than just that houserule. Has your GM done this before?

BalmungM90
2013-12-06, 02:00 PM
Nah, but he hates how useless the armor is, so this is a new rule. We'll see how it turns out and no doubt adjustments will be made.

Right now we're all just excited to have SW campaign and stuff so I'm just trying to get some tips on Soldier/Infiltrator :P

Mando Knight
2013-12-06, 02:14 PM
Armor isn't useless. It's the best way to get your Reflex and Fortitude defenses up and then carry around whatever gadgets you need, ready at a moment's notice. It's Lightsaber Defense that's completely useless.

At most, I'd make Armored Defense a freebie with armor proficiency (much like how a pilot can swap in heroic level instead of armor for any starship), then change all of the Armored Defense-reliant talents to requiring Improved Armored Defense, but that's it. When someone knows how to make armor work, it works.

Alejandro
2013-12-06, 02:31 PM
Armor isn't useless. It's quite useful. It's useless to some PCs, but not others.

For example, in a game I play in right now, my Jedi wore armor for his first six character levels (he has a Soldier level, where the Light Armor feat came from.) Since my Jedi has his stats in Strength, Wisdom and Charisma (and not Dexterity) the armor was extremely beneficial, and the Fort bonus was a nice extra.

He'll stop wearing it once my character level defense bonus is better, but until then, it's been extremely useful. If I were to take Armored Defense (I'm not, at least for this build) I could wear it for my whole career, and make sure to mod it for improvements.

If you are a high Dex character, with a good Reflex class bonus (like, say, Han Solo the Ace Pilot/Gunslinger type) then you don't need armor.

Waar
2013-12-06, 02:36 PM
Hey guys, my DM is starting up a Saga Edition campaign at Level 5 where we work as Imperial Commandos under the 501st

Now I've not remotely touched any of the Soldier Class stuffs, or done anything outside of Piloting xD

So I was wondering if anyone had any thoughts/ideas as to how I should build an Imperial Commando to get that legit feel like in say the Republic Commando books by Karen Traviss. The idea being, get in/get out, if you can't get out silently then BLAST YOUR WAY OUT. :D

I'm considering tacking Infiltrator atop my Soldier Class cuz it sounds like it would work. Any idea how to pull this off? Helpful Feats? Or if you think it's a terrible idea, feel free to tell me and I'll do something else xD

Thanks!!

[Edit: I'll throw up some rolls later but my DM has been very kind with some bonuses, I'll list them later.]

No Jedi/Free Wep Profs as per Military Training.
+1 Feat for your specific role in group (Like auto feat for heavy)
Rank Bonus for Humans
Nothing allowed in book with Wookie Grip (I have to check this one)
Level Reflex Bonuses and Armor Reflex Bonuses Stack.
Survival and Endurance are class skills no matter what your class

I was going to recomend improved- and regular armored defense, but that sick house rule took care of that, you will probalby want to pick up training in the stealth skill, a level in scout or scoundrel, or a backround from rebellion era campagin guide could help with that.

When you write:


Rank Bonus for Humans

I assume you refer to the military organization thing from galaxy at war. take a look at the riflemaster feat fromthat book, it's quite nice if you have a Heavy blaster rifle.

Your goal is a stealth/ambush/combat focuse character right? If so going solier mixed with scout or scoundrel (but not both) for prestige classes vanguard (clone wars campagin guide) or elite trooper should do nicely. (scout talents and training/focus in stealth should be more than enough stealth wise, while vanguard and elite trooper offers offer good ranged damage that is higly usefull both Before and after things go south)

It is also good for someone in your group to be trained in use computer and/or mechanics (if you have exces skills and already have perception, stealth and maybe initiative covered, this could be worth looking into)

Squark
2013-12-06, 02:56 PM
Making the armored defense talent universal (Choose level bonus or armor bonus) is a pretty common houserule, and that does all that's really needed if your GM feels armor is "useless;" It gives you a fortitude defense boost, and, you can get some nifty extra immunities on top of that like vacuum sealing, environmental gear, and the like. Plus, Katarn-armor and stormtrooper armor will both be a lot cheaper for you being part of the empire, and both of those are very solid.

Anyway... let's see... First off, let's start with the basics. What sort of gun are you planning (Rifles? Pistols? Heavy weapons?)? Second, you're aiming for a stealth focus, so you should probably look at Scout or Scoundrel and see which class's talents you prefer. Scout gives you Shake it Off as a bonus feat while Scoundrel gives you Point Blank shot. Point Blank shot is probably the more useful, as it's a pre-req for precise shot, which you'll want if anyone in the party decides to go duelist.

BalmungM90
2013-12-06, 03:09 PM
I'm not sure how many other players I'm going to have in my squad, so far it's me and maybe two others. And we're trying to really split ourselves in such a way that we have a well rounded Commando Unit like in Republic Commando.

So suffice to say we're probably going to use Katarn Armor and really just want to RP/Play like we're actually worthy of the 501st xD

@Waar: I might of course start Scout (Or Maybe Scoundrel @_@) and mix with Soldier, with the end goal probably being Elite Trooper. I was only curious about Infiltrator stacked in there because I liked the look of a few talents like Creeping Approach (enemy can't make perception checks to see me) and Silent Takedown.

The goal isn't really Ambush tactics, but we're going DEEP into enemy territory and it would be easier to be able to disable/take out early enemies and grabbing a target before having to 'maybe' blast our way out (as I've said). But you bring up good points and I WILL look over them.

@Squark: I'm not sure what kind of gun I'll be using. Probably a rifle/vibro blade mix if I can secure the Infamous Katarn Armor. I definitely want Point Blank shot, that's for sure xD

I have like 3 books open at the moment, but I have to get to work. I'll keep track of the thread on my phone. But thanks for your input thus far :)

Squark
2013-12-06, 03:34 PM
Katarn armor comes with the built in vibrodagger- Actually, Galaxy at War contains all of the stock Republic Commando gear, although mechanically the DC-17 weapons system is pretty much strictly inferior to a heavy blaster rifle or 'Commando special' with a grenade launcher, and the DC-15s Blaster pistol is just a stock blaster that can't rapid fire in consecutive rounds, but has 500 shots.

BalmungM90
2013-12-06, 05:09 PM
Thanks, thats good to know. I'll check it out!!

BalmungM90
2013-12-06, 07:49 PM
Okay, doublepost. Sorry >.<

But I've talked to my DM and the Stealth thing is a good idea, especially if I go about using it to be the groups Demo-man, planting explosives as I sneak along and I like the idea. Stealth in, set charges, take out what few guys I can, get out :)

Any thoughts to achieving this?

Alejandro
2013-12-06, 09:48 PM
Basically, be an Infiltrator. :)

BalmungM90
2013-12-06, 09:57 PM
xD

Sounds good :D

Hopefully I can build it right, lol. Still need to check on feats/talents
.

Sidmen
2013-12-06, 11:36 PM
Okay, doublepost. Sorry >.<

But I've talked to my DM and the Stealth thing is a good idea, especially if I go about using it to be the groups Demo-man, planting explosives as I sneak along and I like the idea. Stealth in, set charges, take out what few guys I can, get out :)

Any thoughts to achieving this?

LANDMINES! Oh god do I love me some landmines. They've got a massive attack bonus, are hard to spot if properly concealed (especially if you mod them), and make a very effective opening gambit. They're especially good if you are playing a stealth specialist.

BalmungM90
2013-12-06, 11:57 PM
I will definitely look for the Landmines >:D

Waar
2013-12-07, 06:03 AM
LANDMINES! Oh god do I love me some landmines. They've got a massive attack bonus, are hard to spot if properly concealed (especially if you mod them), and make a very effective opening gambit. They're especially good if you are playing a stealth specialist.

It's a pity that the rules for mines are poorly explained (so make sure you and the GM interpert the rules the same way), but appart from that yes, they make for a nice ambush or rear guard.

BalmungM90
2013-12-08, 03:25 AM
After reading through a bunch of stuff I was wondering if anyone had any opinions about working something like Martial Arts Master/Infiltrator together with say...Shockboxing talents to get some nice stun damage? I might just be going crazy from building and erasing and building and erasing.

But I'm considering it.

Hyena
2013-12-08, 03:27 AM
Pick up shockboxer gloves, martial artist, crush, rancor crush and be a large size race. You don't need force choke - you have commando chokeslam!

BalmungM90
2013-12-08, 05:56 AM
I'm wondering if Stunning Strike or Melee Smash would be the better talent with my decision to start using Shock Gauntlets. (Edit: Lol, just saw M. Smash is prereq to Stunning Strike ><)

And yes, I can probably do that except I won't be able to choose the large size race seeing as how I'm an Imperial Commando >_>

Hyena
2013-12-08, 08:37 AM
Pity. Being large size would grant you +1 step on damage dice (which is useful for damaging your enemy's condition track) and whooping +5 bonus on grapple checks.

BalmungM90
2013-12-08, 11:58 AM
I scrolled down and found this thing called the Saboteur class and was like....Really? This is pretty much what I've been aiming for the whole time. XD

Does anyone have any experience with it? I'm starting to think I should make a new thread for it...