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 Post subject: Watto's Bargain Basement
 Post Posted: Sun Jul 20, 2008 11:44 pm 
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I'm excited to announce that - in conjunction with Watto & Sons Enterprises - the Order 66 Podcast will be debuting brand new catalogue items - RIGHT ON THE SHOW!

The upshot of this, GamerNation, is that this thread is for any items, objects, or weapons that Watto carries in is catalogue that you'd like us to talk about in more detail... and secondly... if any of you have any of your own merchandise (aka: home-brewed gear) that you'd like to present for Watto's perusal... this is the place to do it. :wink:

So, please, any requests for Watto's Bargain Basement - or homebrewed equipment you want to feature in Watto's Bargain Basement - can go... Right... Here. :D


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Last edited by GM Chris on Mon Jul 21, 2008 12:41 pm, edited 1 time in total.

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 Post Posted: Mon Jul 21, 2008 7:33 am 
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Oh this is super hot. I've got all sorts of homebrewed items that are game breakers that will piss people off. Let me get things started with a little item that my group had used on them in the premiere session of my campaign - a little device I like to call the...

Sensor Doppler
Cost: 7500
Weight: 12kg
Availability: Very Rare

Developed by a pirating group active in the Outer Rim, the Sensor Doppler was designed to rebroadcast communication transmissions in addition to creating false life form and energy usage readings. It is meant to be installed on the bridge of a vessel up to Colossal Space Transport size.

Transmissions beamed from a nearby vessel directly to the Sensor Doppler will be rebroadcast as though they originate from the Sensor Doppler's location. If the vessel that the Doppler is hooked into is scanned for life or energy readings, the Doppler is able to feed false pre-programmed data back to the scanner.

The prime use of this device is to draw victims in to what they believe is a rescue operation while the pirates wait beyond sensor range. At an opportune moment, the pirates sweep in for an attack.

Gameplay Mechanics: The Sensor Doppler is programmed using a Computer Use check. On a successful opposed Computer Use check by a sensor operator, the sensor operator receives sensor anomalies that could be read as falsified data. If the Computer Use check made by the sensor operator does not defeat the Computer Use roll made by the Sensor Doppler programmer, no anomalies are detected.

-----

In my game, this device was used to lure in my players to what they believed was a damaged freighter. Once the players had docked with the freighter and gone aboard, the pirates moved in to attack. If not for the fast thinking and killer A-wing piloting by one of the players, it could have ended up badly. The players ended up stealing the Doppler and blowing up the empty freighter in an effort to destroy the approaching pirate gunship.

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Last edited by Accidentalrob on Thu Jul 24, 2008 7:41 am, edited 1 time in total.

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Mon Jul 21, 2008 10:44 am 
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GM Chris wrote:
So, please, any requests for Watto's Bargain Basement - or homebrewed equipment you want to feature in Watto's Bargain Basement - can go... Right... Here. :D

Very nice. I definitely have more than a few homebrew items that I wouldn't mind hearing discussed and verbally dismantled by you guys :)

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 Post subject: The Necronomicron Speaks: What about my power converters?
 Post Posted: Mon Jul 21, 2008 11:42 pm 
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Kewl. :twisted:

I guess this is the place for further dismantling and discussion of my Scourge fo the Slavelords A1-4 PC Goodies.

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 Post Posted: Tue Jul 22, 2008 12:30 am 
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I love how long it took me to realize the song playing in the background is from Sanford and Son!! LOL I watch it almost every morning.


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 Post Posted: Tue Jul 22, 2008 7:57 am 
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Hero_OT_beta wrote:
I love how long it took me to realize the song playing in the background is from Sanford and Son!! LOL I watch it almost every morning.


:wink:


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 Post Posted: Wed Jul 23, 2008 4:24 am 
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I really don't have any ideas, but I love the segment, in fact it is my FAVOURITE segment! :D Keep up the good work :wink:

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 Post Posted: Wed Jul 23, 2008 4:37 pm 
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Here's a nifty little item, fresh from the WotC website

Theed Arms S-5 heavy blaster pistol (ascension gun)
source: http://www.wizards.com/default.asp?x=starwars/article/KOTORminispreview5
The Theed Arms S-5 combines the firepower of a heavy blaster pistol with the utility of an ascension gun. This allows the wielder to carry a single weapon that provides for defense, quick ascension capability, and the ability to capture an opponent.

A successful hit using the liquid cable feature ensnares a target or securely attaches to a targeted surface. It can lift up to 500 kilograms and has a range of 8 squares. It holds two 20-meter liquid cables.

The blaster pack holds 20 shots before depletion.

The gun also holds 10 microdarts (1d2 points of damage and paralytic poison [see page 255 of the Saga Edition Core Rulebook], max range 6 squares).

Cost: None listed in the article, but the old A&EG lists it at 900 credits with an availability of restricted.

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 Post Posted: Wed Jul 23, 2008 4:48 pm 
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And now a few weapons from my NPC file (link found in my sig if anyone's curious or needs a random assortment of NPCs in a hurry)

Lightfoil
Originally from the Lords of the Expanse campaign setting by WEG
http://starwars.wikia.com/wiki/Lightfoil

Found almost exclusively within the Tapani Expanse, the lightfoil is a sub-standard replica of a lightsaber that gave rise is designed with hilts that are richly decorated with elaborate engravings and exotic materials and gemstones, giving rise to an entire dueling sub-culture referred to as “saber rakes.” While highly temperamental compared to the Jedi lightsaber, this only adds to the thrill of a duel for the saber rakes.

Cost: 2000 credits
Damage: 2d6 energy and slashing
Category: Lightsabers
Size: Medium
Weight: 1kg
Availability: Rare, Illegal
Special: On any d20 roll of a natural 1 involving the use of a lightfoil (such as attacking or using the Block or Deflect talents), the weapon shorts out, requiring a standard action and DC 20 Mechanics check to repair.


Thogk (Gammorean Club)
Originally from Ultimate Alien Anthology by WotC
Every Gammorean can appreciate the simple effectiveness of the thogk, which literally means “log with spike in it,” and those that make their own thogks take great pride in pounding the metal spike through the meter-long chunk of wood with their bare fists.

Cost: 30 credits
Damage: 1d10 bludgeoning
Category: Simple
Size: Medium
Weight: 5kg
Availability: Common


Vibrosword
Larger cousins to the more common vibroblade, a vibrosword is functionally the same, only it features a larger, heavier blade with a single edge, allowing the wielder to better focus the weapon’s cutting power when striking an opponent.

Cost: 400 credits
Damage: 2d8 slashing
Category: Advanced Melee
Size: Medium
Weight: 2.2kg
Availability: Restricted

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 Post subject:
 Post Posted: Wed Jul 23, 2008 5:15 pm 
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Beat me to it. Boss to the max.

Donovan Morningfire wrote:
Here's a nifty little item, fresh from the WotC website

Theed Arms S-5 heavy blaster pistol (ascension gun)
source: http://www.wizards.com/default.asp?x=starwars/article/KOTORminispreview5
The Theed Arms S-5 combines the firepower of a heavy blaster pistol with the utility of an ascension gun. This allows the wielder to carry a single weapon that provides for defense, quick ascension capability, and the ability to capture an opponent.

A successful hit using the liquid cable feature ensnares a target or securely attaches to a targeted surface. It can lift up to 500 kilograms and has a range of 8 squares. It holds two 20-meter liquid cables.

The blaster pack holds 20 shots before depletion.

The gun also holds 10 microdarts (1d2 points of damage and paralytic poison [see page 255 of the Saga Edition Core Rulebook], max range 6 squares).

Cost: None listed in the article, but the old A&EG lists it at 900 credits with an availability of restricted.


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 Post Posted: Fri Jul 25, 2008 6:40 pm 
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Donovan Morningfire wrote:
Vibrosword
Larger cousins to the more common vibroblade, a vibrosword is functionally the same, only it features a larger, heavier blade with a single edge, allowing the wielder to better focus the weapon’s cutting power when striking an opponent.

Cost: 400 credits
Damage: 2d8 slashing
Category: Advanced Melee
Size: Medium
Weight: 2.2kg
Availability: Restricted


I always thought the vibroblade was supposed to be the Star Wars equivalent of a sword - a pirate sword, that is. Obviously the lightsaber is already the Star Wars sword. But I thought vibroblades were the same size.

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 Post Posted: Sat Jul 26, 2008 12:09 am 
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I love the lightfoil, I am going to make an NPC who is a whining brat and son of a senator but he is also a skilled saber rake and diplomat.

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 Post Posted: Sat Jul 26, 2008 10:13 am 
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AsokYeesrim wrote:
I always thought the vibroblade was supposed to be the Star Wars equivalent of a sword - a pirate sword, that is. Obviously the lightsaber is already the Star Wars sword. But I thought vibroblades were the same size.

Vibroblade has been described as being more along the lines of a short sword or the pirate cutlass (especially given they are Small sized), where the vibrosword is akin to a broadsword or long sword or even just the big honkin' blades the Mandalorian Blademaster mini is wielding.

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 Post subject:
 Post Posted: Sat Jul 26, 2008 5:06 pm 
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Donovan Morningfire wrote:
Here's a nifty little item, fresh from the WotC website

Theed Arms S-5 heavy blaster pistol (ascension gun)
source: http://www.wizards.com/default.asp?x=starwars/article/KOTORminispreview5
The Theed Arms S-5 combines the firepower of a heavy blaster pistol with the utility of an ascension gun. This allows the wielder to carry a single weapon that provides for defense, quick ascension capability, and the ability to capture an opponent.

A successful hit using the liquid cable feature ensnares a target or securely attaches to a targeted surface. It can lift up to 500 kilograms and has a range of 8 squares. It holds two 20-meter liquid cables.

The blaster pack holds 20 shots before depletion.

The gun also holds 10 microdarts (1d2 points of damage and paralytic poison [see page 255 of the Saga Edition Core Rulebook], max range 6 squares).

Cost: None listed in the article, but the old A&EG lists it at 900 credits with an availability of restricted.


definitely a cool piece of equipment but I'm ambivalent (have strong mixed feelings) about it.
on the plus side
we finally have official stats for an ascension gun
and we can use it to ensnare a target, wooohoooo
the micro darts are reasonably interesting

on the minus side
the only official stats for an ascension gun have it built into a particular blaster pistol that gets 20 shots per power pack, of course in a cinematic game where you don't count shots that's not an issue, and from a technical perspective why would one heavy blaster pistol chew through the same power pack faster than another one that does the same damage.... I'd rather have had an ascension gun/grappling spike launcher that you can attach to any blaster pistol

no weight/hp listing

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 Post subject:
 Post Posted: Sat Jul 26, 2008 5:52 pm 
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I've always liked the Blast Cannon. Combined with a tech spec for Autofire and you could be using a 5d8 splash weapon. Or a 6d8 blast to an adjacent enemy. That could hurt.

Quote:
NEW WEAPON: GOLAN ARMS BLAST CANNON
EXOTIC COST DMG STUN DMG RATE OF FIRE WEIGHT TYPE AVAILABILITY
Large
Blast cannon 2,000 3d8 (special) -- S 6 kg Energy Military, rare


The Golan Arms Blast Cannon, colloquially known as the "blaster shotgun," is a devastating close-quarters weapon often issued to Imperial gunners and engineers to aid them in repelling an attack on their positions. It fires multiple individual blaster shots in a spread with a single pull of the trigger. At very close ranges, all of these shots will usually hit the same target (with devastating results), and at larger ranges, the spread of the shots deals damage to multiple targets.

The blast cannon is very difficult to use properly, so the wielder takes a –5 penalty on his attack roll if he does not have the Exotic Weapon Proficiency (blast cannon) feat. Although the blast cannon has the same range as a pistol, its wielder does not take penalties on the attack roll due to range. Instead, apply range penalties on damage. Against an adjacent target, the blast cannon does an extra 1d8 points of damage due to having so many blaster shots concentrated in such a small space.

In addition, because this weapon produces a spread of multiple individual blaster shots, it functions as a splash weapon (1-square radius) whenever it is used against a nonadjacent target. (See Splash Weapons, Saga Edition rulebook, page 155.)

A blast cannon requires a power pack to operate. After 5 shots, the power pack must be replaced.


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