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Template: Heavy Weapons Specialist
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shootingwomprats
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PostPosted: Wed Oct 02, 2013 7:08 pm    Post subject: Template: Heavy Weapons Specialist Reply with quote

Heavy Weapons Specialist (human)

DEXTERITY 4D: Blaster, Blaster Artillery, Dodge, Grenade, Melee Combat *, Thrown Weapons
KNOWLEDGE 2D+1: Intimidation, Survival, Tactics
MECHANICAL 2D: Repulsorlift Ops
PERCEPTION 3D+2: Command, Hide, Search, Sneak
STRENGTH 3D+1: Brawling **, Stamina, Swimming
TECHNICAL 2D+2: Armour Repair, Blaster Repair, First Aid, Security

* skill combines melee combat and melee parry.
** this skill combines brawling and brawling parry.

Suggested Specializations: Blaster: rotary blaster, Thrown Weapons: grenades, Blaster Repair: rotary blaster weapons.

Equipment: Heavy blaster pistol (5D, 3-7/25/50), heavy rotary blaster with energy backpack (4D speeder scale [6D character, +2D to Dodge], 3-25/50/200, cannot effectively be shot if moving faster than cautious [-1D Cruising, -2D High Speed]), (2) fragmentation grenades (R: 3-7/20/10, BR: 0-2/4/6/10, D: 5D/4D/3D/2D, (1) smoke grenade (3-7/20/40, treat as very thick smoke [R&E93], BR: 10m, lasts 10 rounds), (1) thermal detonator (R: 3-4/7/12, BR: 0-2/8/12/20, D: 10D/8D/5D/2D), commlink (50k), commando armor (+1D vs energy, +2 vs physical, comes with many pockets).

Heavy Rotary Blaster
Model: BlasTech RB-63e
Type: Rotary blaster
Scale: Speeder
Skill: Blaster: rotary blaster
Ammo: 100
Cost: 4,000, 225 (power backpacks)
Availability: 4, X
Fire Rate: 1
Range: 3-25/50/200
Damage: 4D
Game Notes: This weapon is fired from the hip and very cumbersome. It is most effective when fired while moving no faster than Cautious (1/2 move). It can be fired if moving faster but does have a penalty (-1D Cruising, -2D High Speed). This weapon can be modified to use a hip swivel mount and sling. This give a +2D stabilization bonus (this offsets the modifier penalty. its give no additional benefit). This option has a cost of 500 credits and has an availability comparable to the weapon.

The BlasTech RB-63e is excellent in its dual role as an anti-vehicle and anti-personal weapon. Cumbersome, it is an effective single-man portable weapon. It can reduce a speeder to scrap as well as pin down enemy emplacements. There are rumors that with extended heavy use the energy backpack can sometimes overheat and catch fire. This has only happened a few times and is statistically not a concern.

Smoke Grenade
Model: Corelia Arms CAsE-09a Smoke Grenade
Type: Smoke grenade
Skill: Grenade
Cost: 125
Availability: 2, X
Range: 3-7/20/40
Smoke Radius: up to 10m
Game Notes: once thrown the smoke grenade takes 1 round to emit enough smoke to make effective cover (beginning of next round). It will quickly disperse thick smoke up to a 10 meter radius depending on weather conditions. It will continue to emit smoke and obscure an area for 10 rounds (+4D cover modifier).

Please comment and let me know what you think of this.
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Dromdarr_Alark
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PostPosted: Wed Oct 02, 2013 10:30 pm    Post subject: Reply with quote

I like it. The template is a bit powerful in the realm of combat, but that is expected.

I would remove First Aid and Security as starting skills, because I don't expect a heavy gunner to be extensively trained in such things. They would rely on the relevant specialists in the squad. But of course, every soldier gets rudimentary first aid training, so who knows?
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shootingwomprats
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PostPosted: Thu Oct 03, 2013 1:10 am    Post subject: Reply with quote

In what was is it powerful? Take a look at the Bounty Hunter template =)
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Kytross
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PostPosted: Thu Oct 03, 2013 3:36 am    Post subject: Reply with quote

You could put some other skills under mechanical. Starship gunnery. Maybe some more ground vehicle skills, like Walker ops or hover ops, so people can put in some dice if they want to. Communications would be good too.

I'd remove Security and give him Demolitions.

I like the variety of grenades. I'd probably give them 1 more smoke grenade to bring them up to five. I'd also lower the smoke grenade to lasting 6 rounds, most smoke is dissipated after 30 seconds in no wind.

Instead of the armor having many pockets you can give him webgear, if you want to.

I would give him 2 extra mags for his pistols, assuming they're 25 rounds each.
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shootingwomprats
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PostPosted: Thu Oct 03, 2013 4:44 am    Post subject: Reply with quote

This is supposed to be a ground pounder heavy weapons specialist. The closest he gets to starship weapons is on his ride from point A to point B.

Same goes for the Walker ops. He is not special forces guy, he is a specialist though.

Hover ops maybe.

Communications? He can operate a military spec commlink, but actually running a communications hub? I am not seeing it. That's why there are Communications Specialists =).

I am thinking of dropping Security completely.

I don't know about another smoke grenade, but perhaps a marker grenade. That could make sense.

As for the smoke grenade, most that I remember, belched smoke for upwards of 3 minutes. I thought 1 minute was already a bit lower than I remember but still within game mechanics. Am I remember smokers incorrectly? If so, its an easy enough remedy.

Webgear would be fine. I was thinking that already but had not written it very well. I just figured the webgear was standard issue with the armor.

2 extra mags is ok, but keep in mind he is already lugging around a heavy power backpack for the rotary blaster. Something has to give ya know what I mean?

As for skill selection. I tried to pick only the skills that most heavy weapons specialists would have. The template is not meant to be an exhaustive list of all the possible skills every single variety of heavy weapons specialist could have.

I know in my game, if there is a skill the character wants at character creation, if he can make a reasonable explanation as to why and ties it to his character concept I will allow it.

Also keep in mind, that skills default to the Attribute and that a character may learn any non-(A)dvanced skill. They are not limited by just what is on the template.

I do appreciate your insight and suggestions. Will have to see where this ends up. I am actually kinda interested in seeing where this template ends up at.
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shootingwomprats
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PostPosted: Thu Oct 03, 2013 4:54 am    Post subject: Reply with quote

Just did some quick research. Most of what I am finding is anywhere from 50-90 seconds in duration. Quite a bit less than the 3 minutes I remember. But still within the 10 rounds (50 seconds).

I had originally toyed with the idea of 12 rounds, but decided 10 was easier to remember. I was not trying for 100% accuracy, but something playable =)
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Tupteq
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PostPosted: Thu Oct 03, 2013 7:50 am    Post subject: Reply with quote

Nice template, if I was an SW player I'd try this one Smile

Below are my notes.

I'd remove following skills:
Thrown weapons - grenade should suffice.
Command - heavy weapon guy is rather commanded, not commander.
Security - just doesn't fit.
Swimming - I'd remove it unless it's a standard skill known by all soldiers.

I'd consider adding following skills:
Willpower - he must be tough both physically and mentally.
Powersuit operation - heavier armors.
Demolitions - it's a kind of heavy weapon.

Also, I'd lower DEX to 3D+2 and raised STR to 3D+2 (or even 3D+1 and 4D) - he has to take lot of stuff with him (and archetypically, should be more resistant than other soldiers).

Heavy rotary blaster looks quite weak to me. There's a plenty of weapons much powerful and not as limited - damage code is as of BlasTech T-21, but rotary blaster has many limitations and worse range.
I'd make it more powerful: damage 4D+2 speeder scale (1 pip less than BlasTech Medium Repeater), range: 3-30/100/300 (as E-11, and still worse than T-21), availability: 2, X (as most repeaters).
And IMO stabilization should only provide +1D (to reflect hip mount, so there are no sights).

Also, I think you may consider heavier armor - heavy weapon guy is not very movable due to bulkiness of his equipment and his own weapons (frag grenades) may harm him easily. I'd consider at least some flak vest (2D/1D front, 1D/1D back) and helmet (1D/1D). This kind of armor may be costly, but instead standard stormtrooper-like armor could be used: 2D/1D and -1D to DEX.

Of course, all above is my opinion, you may (will) disagree Smile
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Dromdarr_Alark
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PostPosted: Thu Oct 03, 2013 9:38 am    Post subject: Reply with quote

When I said the template looks powerful in combat, I did not mean it looked too powerful.

Also, I pretty much agree with Tupteq.
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shootingwomprats
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PostPosted: Thu Oct 03, 2013 11:55 am    Post subject: Reply with quote

I agree, Thrown weapons, command and security are out. Swimming stays (this is a part of basic survival). Willpower is in. Demolitions no (this is for the Combat Engineer guy), Powersuit operation? This seems more a special case then something a majority of heavy weapons specialists would have.

Good suggestions on the DEX and STR, this was something I was thinking of changing already. So great minds and all that =)

I like all your suggestions for the rotary gun.
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garhkal
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PostPosted: Thu Oct 03, 2013 5:06 pm    Post subject: Reply with quote

Dromdarr_Alark wrote:
I like it. The template is a bit powerful in the realm of combat, but that is expected.

I would remove First Aid and Security as starting skills, because I don't expect a heavy gunner to be extensively trained in such things. They would rely on the relevant specialists in the squad. But of course, every soldier gets rudimentary first aid training, so who knows?


I'd also drop perception and raise up str, as well as remove hide/sneak.. A HWS is more about physical presence..

Also on that rotary cannon, i am surprised it has no sort of strength requirement, or harness and gyro unit requirement like that big gun used in Aliens did..

As to the mount and sling, while yes it would offset the penalty for firing the weapon with less strength, or when moving faster, it would IMO also hamper dodging and other activities, much like wearing large armors do.. So i could see imposing a -1d dex when wearing the harness.
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shootingwomprats
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PostPosted: Thu Oct 03, 2013 5:15 pm    Post subject: Reply with quote

Guys we can nitpick this to death and add all the minute detail you want. Keep in mind, in the end, is that Star Wars d6? Seriously sounds like you want to make stats for GURPS Star Wars.
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garhkal
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PostPosted: Fri Oct 04, 2013 3:03 pm    Post subject: Reply with quote

To me, having the harness for freewielding the weapon (like in aliens) possess a dex penalty is not nitpicking it, nor is giving it a str requirement.
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CRMcNeill
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PostPosted: Fri Oct 04, 2013 3:15 pm    Post subject: Reply with quote

He has a point, though; very few official WEG D6 templates go into the degree of detail that he already has.
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Kytross
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PostPosted: Fri Oct 04, 2013 3:40 pm    Post subject: Reply with quote

By making the weapon speeder scale he already gave it a dex penalty.

A str requirement of 3D would make sense and not impact the HWGuy.

I'd lower that PER & bump the STR to 4D. The playstyle you've advocated lends itself to soaking a lot of damage.
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shootingwomprats
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PostPosted: Fri Oct 04, 2013 6:50 pm    Post subject: Reply with quote

Adjust attributes: DEX 3D+2, STR 3D+2.

Skills Dropped: Thrown Weapon, Command, Security.

Skills Added: Willpower.

Rotary Blaster: It is speeder scale, so targets get +2D Dodge while the weapon gets +2D damage (6D+2). This simulates its bulkiness and how hard it would be to shoot character-sized targets, but when it does, owch. I increased damage +2.

I am not understanding the STR requirement. This is already effectively handled by the +/-2D scale difference. Someone had suggested to add a STR requirement and that it would not effect the template. Why add an additional modifier that doesn't do anything?

Hip Swivel Mount: This is now part of the weapon system. It gives a +1D stabilization modifier. This makes using the weapon without the mount -1D/Cautious, -2D/Cruising and -3D/High Speed.

Someone has raised the question of range on the weapon. It is shorter in range than comparable weapons. The justification for this is, its not that weapon, and its a man-portable version (less powerful).

Please keep the suggestions coming. This thing is about whipped into shape and your input has made it MUCH better than I had originally intended.

When this portion is done, want to help with fluff? Background, Personalty, Objectives, A Quote and Connection With Other Characters.
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