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    Default [Starcraft Stats] Terran Units

    Okay, while trying to work on the Starcraft units, I thought of a clever way of doing the terran units...

    Marines and Firebats are nothing more than Humans with class levels in Soldier (from Star Wars D20... basically a Fighter class with crapton of feats, only they're actually useful). Use the Star Wars D20 system feats, which will let them fire a LOT of times per round, depending on their weapon.

    Now then, their weapon is going to be tricky to stat. I'd call it 1d10, crit 19-20/X2, only it fires one heck of a lot faster than a heavy crossbow. Let 'em pick up Rapid Fire and other stuff.

    Firebats weapons have an effect similar to Burning Hands, it does elemental fire damage rather than physical damage, in an area effect (maybe line rather than cone?). Have it doing something like 2d6 per hit, crit nat 20/X3.

    Ghosts are a bit trickier. Going to likely have to write up either a base class or PrC for these guys. Going to dip a few Psionic powers (like Psionic Invisibility, Greater, to mimic the Stealth ability, don't know how I'm going to do Lockdown yet) and a different skillset, probably ending up looking a hell of a lot like a Ranger's skillset, actually, only with less nature stuff.

    Medics... these will be tricky. At first, I'd say Cleric, but that just doesn't jive. Probably going to have to use some sort of power point thing to trade off PP for hits healed, getting more efficent as you progress in levels, and curing of status ailments after a wihle as well, with the Blindness ability being thrown in somewhere too.
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    Default Re: [Starcraft Stats] Terran Units

    I would not at all be adverse to giving some of these guys more abilities than were shown in Starcraft, too. I think that would be neat.

    Also, all of the Medic's things should be touch only obviously, but what if they could have some other 'cleric-like' buffs, explained by the fluff of them administering drugs? (Like the stim pack, but only Medics have them in this case.)
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    Default Re: [Starcraft Stats] Terran Units

    I rather like the idea of statting out some of the Starcraft things. I've been into Blizzard's things since Warcraft II, and I've even given the D20 Warcraft RPG a spin which I found quite enjoyable.

    Although, remembering Stimpacks... I'd say... Uh... Third Edition Haste? :D

    Edit: Fixing my atrocious spelling.
    Last edited by Duskwither; 2007-02-14 at 12:54 AM.

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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by Duskwither View Post
    I rather like the idea of statting out some of the Starcraft things. I've been into Blizzard's things since Warcraft II, and I've even given the D20 Warcraft RPG a spin which I found quite enjoyable.

    Although, remembering Stimpacks... I'd say... Uh... Third Edition Haste? :D

    Edit: Fixing my atrocious spelling.
    Stimpacks... nah, no need for 3.0 haste, probably single-target 3.0 haste. One extra attack with a full attack and extra run speed. It'll do xd6 and last y rounds, haven't decided how many yet.
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    Default Re: [Starcraft Stats] Terran Units

    I like em. One thing about ghosts is they have their own rifles. Some kind of heavy sniper rifle, real heavy damage, maybe a slow reload or something. Don't know about the slowness, but maybe 2d8 damage 19-20/x2 crit? Or maybe an even better crit (they are all sneaky and killy after all).

    I agree, they should get more abilities than they did in Starcraft, or there might not be enough stuff to go around. Just a little extra, some specialized stim drugs, maybe another weapon or some such...the Goliath Assault Rifle, some massive weapon that is set up by a team of two, attacking very fast, and dealing good damage (3d6? 2d10?). These would be the ones which Goliaths are equipped with a pair of.

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    Default Re: [Starcraft Stats] Terran Units

    I'd use the D20 Modern and D20 Future books, which offer a pretty decent start as far as gear, basic and advanced classes.


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    Default Re: [Starcraft Stats] Terran Units

    I am pretty sure that there is a warhammer 40k rpg coming out, so you could wait and steal some ideas from it :) I know it's not D20, but methinks it will have something stealable, I mean, starcraft got lots of things from warhammer 40k, and the marine is basically a space marine (only that the first one is a sentenced criminal and the other is a biological engineered enhance freak :p) I had a n alternity starcraft somewhere like 7 years ago but I can't find it :( Anyhow, I hope it works out for ya :D
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    Default Re: [Starcraft Stats] Terran Units

    Uh, excuse me, there IS a Warhammer 40k RPG and it's called Inquisitor!

    http://www.specialist-games.com/inquisitor/default.asp

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    Default Re: [Starcraft Stats] Terran Units

    I want Ghosts to have more psionic powers, for one, especially those related to telepathy.
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    Default Re: [Starcraft Stats] Terran Units

    I've even given the D20 Warcraft RPG a spin which I found quite enjoyable.
    Isn't the Scout class from the old Warcraft RPG the worst bas class ever made?


    Definitely agree with linking ghosts and psionics somehow.

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    Default Re: [Starcraft Stats] Terran Units

    I've been thinking about the Firebats. I think they deserve to be more or less their own class, since it seems to me that the kind of people who become Firebats are also pyromaniacs... so it takes a different kind of person.
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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by mikeejimbo View Post
    I've been thinking about the Firebats. I think they deserve to be more or less their own class, since it seems to me that the kind of people who become Firebats are also pyromaniacs... so it takes a different kind of person.
    The base class I'm thinking about will be very customisable, think Fighter only not sucky. The difference between a firebat and a marine is the suit they wear...
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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by ShneekeyTheLost View Post
    The base class I'm thinking about will be very customisable, think Fighter only not sucky. The difference between a firebat and a marine is the suit they wear...
    As well as the proficiencies and specializations they select, right? I figured that would be the difference mechanically speaking, but if I roleplayed a firebat, he'd be a pyromaniac.
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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by mikeejimbo View Post
    As well as the proficiencies and specializations they select, right? I figured that would be the difference mechanically speaking, but if I roleplayed a firebat, he'd be a pyromaniac.
    Being a Pyro is a purely RP aspect. But yes, you have a very flexable feat chain and proficency in both firebat and marine gear.
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    Default Re: [Starcraft Stats] Terran Units

    All right, that sounds good then. I agree with that idea.
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    Default Re: [Starcraft Stats] Terran Units

    Class abilities should be divided between gear and skill.

    As you advance, you get better gear from your terran masters.

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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by mikeejimbo View Post
    As well as the proficiencies and specializations they select, right? I figured that would be the difference mechanically speaking, but if I roleplayed a firebat, he'd be a pyromaniac.
    "Need a light?"

    But yes, I'd actually make a seperate class for each terran unit, seeing as they all have unique training... I think.

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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by The_Orange_Zergling View Post
    "Need a light?"

    But yes, I'd actually make a seperate class for each terran unit, seeing as they all have unique training... I think.
    Consider this, from a Crunch perspective. What sort of feats or abilities would you give the Firebat that you would not also give the marine? Contrarywise, what feats or abilities would you give a firebat that you do not also give a marine? The weapondry is simply equipment, that doesn't count. It should be easy enough to simply grant proficency in both weapon systems to a Grunt base class with enough flexability to be able to flesh out the character in question with whatever customisable feat chain you want.

    If you look at the ranks, you'll notice that a Firebat outranks a Marine (and a siege tank is a Master Sargent). Perhaps a Firebat is just a Marine with a pyromanic tendency who lived long enough to get a promotion.
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    Default Re: [Starcraft Stats] Terran Units

    That's a possibility.

    Do remember the endeavor of the World of Warcraft d20 module is not meant to emulate WoW 100%--it provides a tabletop experience separate from the game. These Starcraft threads here should keep that in mind. And when you're playing these characters, you don't want to be restricted as much as a RTS unit is. You want to be able to jump into a siege tank and lay down some hurtage.

    A Firebat doesn't need a Prestige Class to get their special abilities, only a different equipment package. I'd argue a Ghost would, though.

    Hmm... it'd be nice to get some vehicle combat rules and stats for siege tanks.
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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by ShneekeyTheLost View Post
    Consider this, from a Crunch perspective. What sort of feats or abilities would you give the Firebat that you would not also give the marine? Contrarywise, what feats or abilities would you give a firebat that you do not also give a marine? The weapondry is simply equipment, that doesn't count. It should be easy enough to simply grant proficency in both weapon systems to a Grunt base class with enough flexability to be able to flesh out the character in question with whatever customisable feat chain you want.

    If you look at the ranks, you'll notice that a Firebat outranks a Marine (and a siege tank is a Master Sargent). Perhaps a Firebat is just a Marine with a pyromanic tendency who lived long enough to get a promotion.

    Uhh... you've backed me into a corner, I guess... but I still think they're entirely different combat styles, ranged combat versus close-combat.

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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by TO_Incognito View Post
    Isn't the Scout class from the old Warcraft RPG the worst bas class ever made?


    Definitely agree with linking ghosts and psionics somehow.
    Yes it is.

    Now what about the zerg? Aberrations or Vermin?

    I don't think it would be too hard to make a Zealot if you stole powered armor from the Star Wars RPG, although figuring out how to make a claw attack that does more damage than a machine gun burst could be tricky.

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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by Woot Spitum View Post
    Yes it is.

    Now what about the zerg? Aberrations or Vermin?

    I don't think it would be too hard to make a Zealot if you stole powered armor from the Star Wars RPG, although figuring out how to make a claw attack that does more damage than a machine gun burst could be tricky.
    Many, many claw attacks, maybe?

    On the Firebat discussion: I've never used a flamethrower, or automatic weaponry for that matter, but from what I've read and heard, it's a big difference.

    For one, flamethrowers are highly inaccurate and don't actually make such good weapons.

    But I still think they could be done as the same class, with customization, though I think there should be feats that are more marine-oriented and feats that are more firebat-oriented.
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    Default Re: [Starcraft Stats] Terran Units

    The medic could be based on the healer(IIRC), except without the unicorn and with some actual buffs.

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    Default Re: [Starcraft Stats] Terran Units

    Just to toss 2 cents into the firebat/marine debate, a parallel can be drawn for melee vs ranged fighters. Just two different styles contained in the same class.

    Ghosts are extremely specialized, so they'd need their own class, honestly, especially with the psi twist. Psionics, somehow, as someone said.

    Medics are almost not a class. More of a profession. In the RTS, all they were able to do is heal non-mechanical units and toss a few flash-bombs. Not sure if that requires its own class, or if you want to expand it to combat, as well as the heals and support.

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    Default Re: [Starcraft Stats] Terran Units

    Terrans rely heavily on their gear.

    So why not have their gear level up with the character? Have a tree for the gear, and a tree for the character.

    The Gear would provide HP, attack capabilities, etc. Some gear grants +1/2 BaB, other gear grants +1/4 BaB.

    The character would provide skills, accuracy, etc. Some classes grant +1/2 BaB, other classes grant +1/4 BaB.

    Out of the Gear, your character would have (con+1 per level) HP -- be squishy. In your Gear, you would have lots of HP.

    Your class would indicate what gear you are qualified to pilot, together with what gear your bosses will trust you with. We want to be pretty liberal with your character's capability to pilot gear, because having some missions be in goliaths and others in marine gear would add spice.

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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by Yakk View Post
    Terrans rely heavily on their gear.

    So why not have their gear level up with the character? Have a tree for the gear, and a tree for the character.

    The Gear would provide HP, attack capabilities, etc. Some gear grants +1/2 BaB, other gear grants +1/4 BaB.

    The character would provide skills, accuracy, etc. Some classes grant +1/2 BaB, other classes grant +1/4 BaB.

    Out of the Gear, your character would have (con+1 per level) HP -- be squishy. In your Gear, you would have lots of HP.

    Your class would indicate what gear you are qualified to pilot, together with what gear your bosses will trust you with. We want to be pretty liberal with your character's capability to pilot gear, because having some missions be in goliaths and others in marine gear would add spice.
    You... may have a point.

    I was thinking more along the line of having class abilities which upgrade their weapons (Kensai, anyone?).

    I would also say that a Marine's gun is a ranged weapon, wheras a Firebat's uses the same rules as a Double Weapon (it's got a pair of tubes, right?). This gives the Firebats more damage output, but Marines much more range. Also, the Firebat's weapon would be a reach weapon which can fire into melee, like the spiked chain, only without any of the trip/disarm nonsense.

    So, say the Grunt (Marine/Firebat class) would look something like this:

    Grunt:
    D10 Hit Die
    Good Fort, Poor Ref and Will

    {table]Grunt Abilities By Level
    1: Gear Up, Stim Packs
    2: Bonus Feat (Rapid Shot/TWF)
    3:
    4: Weapon Upgrade: +1
    5: Bonus Feat
    6:
    7: Armor Upgrade +1
    8: Bonus Feat
    9:
    10: Weapon Upgrade +2
    11: Bonus Feat
    12:
    13: Armor Upgrade +2
    14: Bonus Feat
    15:
    16: Weapon Upgrade +3
    17: Bonus Feat
    18:
    19:Armor Upgrade +3
    20: Bonus Feat[/table]

    Bonus Feats
    A Grunt gains a bonus feat at 2nd level, which must be used either on Rapid Shot or Two Weapon Fighting, depending on his gear. He gains an additional feat every three levels thereafter which may be used on any appropriate feat. A Grunt is considered to be a Fighter for purposes of qualifying for feats.

    Weapon Upgrade (Ex)
    As a Marine or Firebat continues to prove himself worthy, his gear gets upgrades periodically. Each bonus counts as an enhancement bonus to both attack and damage. This starts at 4th level and goes up by +1 every 6 levels.

    Every time the weapon systems get an upgrade, they gain a special ability as well, depending on the gear.
    Armor Upgrade(Ex)

    A Grunt also gains periodic upgrades to his armor as well. These are enhancement bonuses to both the Armor Bonus of his armor and to the DR it grants.

    Some units gain special abilities as the armor gets upgraded as well
    Last edited by ShneekeyTheLost; 2007-02-15 at 04:41 PM.
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    Default Re: [Starcraft Stats] Terran Units

    I was thinking building two trees.

    The first is a class tree. It contains your character's skills and training. Everything from "pilot giant robot", "artillery", "use rifle" etc. Your classes here would grant you feats and skills.

    On the other tree would be a gear tree. You would build each character's gear much like you would a character. Your gear determines your HP, your damage, many of your combat options, your AC, your movement speed, etc.

    Because we aren't an RTS, we would allow custom gear loads. Many characters gear would be "multi-classed" (tweaked for faster movement, heavier armor, better weapon damage, stim packs, etc).

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    Default Re: [Starcraft Stats] Terran Units

    Quote Originally Posted by Yakk View Post
    I was thinking building two trees.

    The first is a class tree. It contains your character's skills and training. Everything from "pilot giant robot", "artillery", "use rifle" etc. Your classes here would grant you feats and skills.

    On the other tree would be a gear tree. You would build each character's gear much like you would a character. Your gear determines your HP, your damage, many of your combat options, your AC, your movement speed, etc.

    Because we aren't an RTS, we would allow custom gear loads. Many characters gear would be "multi-classed" (tweaked for faster movement, heavier armor, better weapon damage, stim packs, etc).
    Mmm.. I'm not so sure about a twin-tree progression system.

    Although I do have an awsome idea... Slightly twinked, the class can easily be used for anything from Marine and Firebat to Goliath, Siege Tank, and even Wraith pilot. BC is not an individual unit, it has a crew of several hundred. Likewise, science vessels are not single-person units.

    About the only things this class can't handle is the Ghost and maybe Medic.
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    Default Re: [Starcraft Stats] Terran Units

    Well, if we're going that route, there could be medic and ghost feats to accommodate them. Like a feat, "Psionic Aptitude" that gives you access to PP based on level. And taking it more than once would give you more, thus giving incentive to try a more or less psionic-oriented character, at which point you could reasonably call them a Ghost.
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    Default Re: [Starcraft Stats] Terran Units

    Marine Gear
    A Marine Suit comes standard with heavy powered armor and a big gun... what more could any ex-convict want?

    Powered Armor. The Powered Armor from the standard Marine gear has an Armor bonus of +8, Max Dex bonus of +0, DR 1/Adamantine, and grants a +1 Equipment bonus on to-hit. IFF equipment in the gear also give this unit the effect of Precise Shot feat. The maximum speed in a Marine Suit is 30.

    Stim Pack. The stim pack is a dangerous but very useful tool. Every time it is used, it does 2 points of con damage (not con burn), and gives the Marine Haste for 12 rounds.

    .50 cal Vulcan Machine Gun. This bad boy does 1d10 19-20/x2, with a range of 110.
    Upgrade 1: Depleted Uranium Shells give the Marine an effective range of 150.

    Upgrade 2: Increased ROF and spray accuracy. Rapid Shot gives one additional shot, for a total of two extra. All rapid shot penalties are reduced by one.

    Upgrade 3: Increased Penetration Aid allows the weapon to ignore the first 3 points of DR, reguardless of the type. Rapid Shot Penalties are negated.

    Firebat Gear
    A firebat comes equipped standard with Firebat Armor, Stim Pack, and the Flamethrower

    Firebat Armor
    The Powered Armor of a Firebat gives an armor bonus of +10, max dex bonus of +0, and DR 3/Adamantine.

    Flamethrower
    The Flamethrower is considered to be a melee weapon with a Line effect which hits opponents in the 5' and the 10' square in the direction he is aiming. He must make an attack roll against everything in those squares. It is considered to be a Double Weapon. You do not gain any strength bonuses to damage with the Flamethrower. The Flamethrower does 2d6 20/X3.

    Upgrade 1: A Firebat gains an extra 5' to his line effect, so he now hits 5', 10', and 15' squares.

    Upgrade 2: A Firebat gains an improved flamethrower which effectively gives them Improved Two Weapon Fighting, and does not stack with that feat. However, there is no -5 penalty for the second off-hand shot, and all TWF penalties are reduced by 1.

    Upgrade 3: A Firebat's weapon now does 2d8 damage.
    Last edited by ShneekeyTheLost; 2007-02-15 at 05:02 PM.
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