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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:15 am Post subject: |
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Shadow Crown
A blackened, thorny band grown from polished smokestone, sometimes surgically fused into the skull. In Toxmalb's case, it's embedded beneath his skin-flakes, invisible except when his head bleeds. When active, faint red tendrils of energy arc toward the wearer’s temples. The crown thrums when relays are active, and whispers in long-dead tongues can be heard only by the attuned.
Sorcerer of Rhand Neural Relay Diadem
Type: Smokestone Mental Control Interface
Skill: Scholar (smokestone interface), Control or Sense (if Force-sensitive)
Cost: Not for sale (crafted on Rhand only)
Availability: 4, X
Range: Planetary (direct control), Interstellar (limited sensing only via relays)
Game Notes: Allows the wearer to issue primal commands (kill, halt, flee, devour) to all connected Pawns within range. Control or Sense (15) or a scholar (smokestone interface, 20) if not Force-sensitive. Control affects up to 100 Pawns per crown unless otherwise noted. Control of individual Pawns as direct puppets requires Control + Alter, or a Scholar (25+) roll each round. The wearer may tap into the senses of Pawns (one at a time), gaining basic impressions: sight, smell, and emotion. Doing so imposes −1D to all Perception skills while active, due to disorienting overlap. Feedback from multiple Pawns may induce hallucinations or personality bleed (GM discretion). If the crown is destroyed, all active Pawns suffer 1D stun damage and may enter a frenzy, attacking anything nearby. If the wearer dies while controlling Pawns, a Very Difficult willpower roll may transfer the crown’s influence to another Sorcerer within 10km (GM discretion). The artifact is attuned to destruction—Jedi or Light-aligned characters wearing it suffer −1D to all Control powers and −2D to Emptiness. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:15 am Post subject: |
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Entropic Cloak
Woven with entropy-reactive threads, often from decayed funerary fabrics, fossilized neural matter, and ritually oxidized metals. It visually flickers with slow-decaying shadows and seems to dull ambient light around the wearer.
Entropic Cloak
Model: Sorcerers of Rhand Ritual Drape
Type: Ceremonial entropy-linked cloak
Cost: Not for sale; crafted in Rhand's High Tower
Availability: 4, R
Game Notes: Aura of Dissolution grants a +2D bonus to intimidation checks. Anyone seeing the wearer for the first time must make a Willpower (15) roll or suffer −1D to Perception-based skills for 1D rounds due to cognitive dissonance. Small objects (e.g., paper, leather, food) carried near the cloak begin to rot or crumble after 1 hour. Sensitive electronics or fragile gear may suffer intermittent interference (GM discretion). _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:19 am Post subject: |
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Path of Ruin (Dark Side)
A deadly Force technique practiced by the Sorcerers of Rhand, the Path of Ruin channels the Dark to unravel matter and life at a fundamental level. Rather than simply destroying, it erases—disintegrating targets into dust and leaving behind nothing but scorched impressions where they once stood. This ability can be focused on a single victim or unleashed in a sweeping arc to devastate multiple foes and structures at once.
Those struck by the Path of Ruin often experience a moment of crushing despair, as if the universe itself has condemned them, before their bodies and possessions are obliterated. The Sorcerers view it not as an attack, but as an inevitable consequence of their will, using it to wipe away obstacles
with terrifying finality.
Control Difficulty: Difficult
Sense Difficulty: Difficult
Time to Use: 5 minutes (meditative)
Effect: The Sorcerer chooses one individual, institution, or machine and attempts to envision how it could fall apart—politically, structurally, emotionally, etc. On success, the Sorcerer receives a cryptic vision (GM’s discretion) and gains +2D to skill rolls aimed at nudging that ruin into reality for the next hour. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:20 am Post subject: |
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Entropic Projection (Dark Side)
Control Difficulty: Moderate
Sense Difficulty: Moderate
Alter Difficulty: Opposed by target’s Perception or Willpower
Effect: Projects a wave of entropy-fueled despair into the target’s mind. On success, the target experiences hallucinations of decay and failure for 1D rounds, suffering a −2D penalty to all skill rolls. Particularly effective against leaders, scholars, or tacticians. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:21 am Post subject: |
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Corrupt Knowledge
Sense Difficulty: Difficult
Alter Difficulty: Difficult
Effect: Corrupts a data archive, artifact, or target’s memory of specific teachings. Can wipe records, scramble learned skills (−1D to related skill for 1D hours), or delete navigation _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:22 am Post subject: |
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Drain Energy
Control Difficulty: Moderate
Alter Difficulty: Moderate to Very Difficult (depending on device complexity)
Effect: Temporarily shuts down a power source, lightsaber, droid, or starship system. Duration is 1D+1 rounds unless reinforced. Organic targets suffer 1D Strength penalty for same duration due to sudden energy loss. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:28 am Post subject: |
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Darkflies
Upon command, a swarm of darkflies erupts from Toxmalb’s head and attacks one living target within 35 meters. The swarm moves at Move 8.
Range: 35 meters
Attack: Darkflies swarm attack roll (Control or Alter vs. target’s Strength or Stamina)
Damage: 3D (physical)
Special: On a successful attack, the target suffers damage and must make a Stamina roll vs. Moderate difficulty. Failure results in the target being stunned (as per normal Stun rules) and losing -1D from all actions for 1D rounds due to choking/suffocation. If the victim is reduced to 0D Strength due to the effects, they fall unconscious and risk suffocation as per the asphyxiation rules (2R&E, p. 112). Miss, target takes half damage, no stun effect.
Size: Fine (treat as per SWD6 scale modifiers; nearly impossible to target individually with ranged weapons, but area attacks may affect them).
Game Notes: Darkflies are unnerving and can break concentration—characters must make a Willpower roll vs. Moderate if engaged in another declared action that round, or lose that action due to panic. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:32 am Post subject: |
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Darkfly Swarm
Type: Summoned Fine insect swarm
DEXTERITY 2D
Dodge 4D
PERCEPTION 2D
Search 4D+1 (motion-based)
STRENGTH 1D
Special Abilities:
Swarm Attack: Engulfs one target within 35 meters. Roll attack (Dodge) vs. target’s Strength or Stamina (Moderate). On success, deals 3D physical damage and forces a Stamina roll vs. Moderate. Failure = stun (-1D all actions for 1D rounds).
Choke & Suffocate: If the victim is engulfed for 2 consecutive rounds, they must make a Stamina roll vs. Difficult each round or move one step down the condition track. At 0D Strength, the target falls unconscious and risks suffocation (R&E p. 112).
Difficult to Target: Individual darkflies are too small to hit; only area attacks (grenades, flamers, blast radius weapons) do full damage. Single-target weapons do half damage to the swarm.
Fearsome Nuisance: Victim must make a Willpower roll vs. Moderate to maintain concentration on other actions while engulfed.
Damage Resistance: Strength 1D (roll vs. damage normally; use creature damage chart)
Kill Threshold: The swarm is considered destroyed when it suffers a Wounded Twice or worse result.
Story Factors:
Unnatural Origin: These are magically or alchemically created insects, existing only until destroyed or dismissed by their summoner.
Strength Damage: None (damage comes from suffocation and swarm effect)
Move: 8 (flying)
Size: Fine (Scale modifier: +12D to hit, +12D to dodge) _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:43 am Post subject: |
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Tof
Towering, green-skinned humanoids from Wild Space, infamous for their arrogance, strength, and imperialistic hunger. Descendants of a seafaring warrior culture, they carried their traditions into space, sailing the stars in massive, ornate warships that resemble wooden galleons reinforced with advanced technology. They see themselves as conquerors by divine right and treat every encounter as an opportunity to expand their dominion.
Tof society is rigidly hierarchical, ruled by a hereditary monarchy backed by noble houses. Status is earned through conquest, personal combat, and the accumulation of slaves and spoils. Their culture prizes ostentatious displays of wealth, with officers and nobles wearing brightly colored uniforms, gilded armor, and ceremonial weapons. Honor is secondary to victory—deception and treachery are accepted tools of war, as long as they result in Tof triumph.
The Tof military strategy blends brute force with intimidation. They prefer to close with enemy vessels, grapple them with heavy harpoons or magnetic clamps, and send boarding parties armed with cutlasses, slugthrowers, and heavy blasters. Civilian populations are quickly subjugated; survivors are enslaved and forced to serve aboard Tof ships or in their colonies. In diplomacy, the Tof offer “protection” in exchange for tribute—failure to comply invites a swift and merciless assault. They are patient hunters, willing to shadow prey for weeks before striking, but once battle is joined, they favor overwhelming aggression and psychological dominance.
Tof
Planet of Origin: Tof homeworld (unrecorded, Wild Space)
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE: 1D+2/3D+2
MECHANICAL: 1D+2/3D+3
PERCEPTION: 2D/4D+1
STRENGTH: 2D+1/5D
TECHNICAL: 2D/4D
Special Abilities:
Massive Physique: Tof are physically imposing and gain +1D to all damage rolls from brawling and melee attacks.
Intimidation: Their size, confidence, and arrogance grant +1D to intimidation skill checks against most non-Tof sentients.
High Pain Tolerance: Tof ignore the first wound level penalty suffered in combat (e.g., Stunned or Wounded still imposes no penalty; further injuries apply penalties as normal).
Story Factors:
Imperialistic: Tof culture revolves around conquest; individuals are expected to dominate weaker peoples.
Arrogant: Tof tend to underestimate opponents, especially those of smaller stature or lacking obvious military power.
Sworn Enemies of the Nagai: Tof history and politics are heavily defined by their long-standing war with the Nagai; Tof will often go out of their way to attack or humiliate Nagai on sight.
Move: 10–12
Size: 2.0 to 2.5 meters tall _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 11:57 am Post subject: |
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Tof Boarding Captain
Type: Tof Pirate Commander
Age: 44 Height: 2.3 m Weight: 165 kg
Appearance: Towering, green-skinned humanoid in ornate gold-trimmed boarding armor, with a ceremonial cutlass at his side and a heavy blaster slung over one shoulder.
DEXTERITY 3D+2
Blaster 6D+1, brawling parry 5D+1, dodge 6D, melee combat (cutlass) 8D, melee parry 7D
KNOWLEDGE 3D
Intimidation 8D, languages 4D+2, planetary systems 5D, tactics 7D, tactics (boarding actions) 8D+1
MECHANICAL 2D+2
Astrogation 4D, capital ship piloting 5D, capital ship gunnery 5D+2, sensors 4D+1, space transports 5D
PERCEPTION 3D+1
Bargain 5D+1, command 7D+2, command (boarding parties) 8D, search 6D, sneak 5D
STRENGTH 4D+1
Brawling 7D, brawling (grappling) 8D, climbing/jumping 6D+2, lifting 7D+1, stamina 7D
TECHNICAL 2D
Armor repair 4D, blaster repair 3D+2, security 5D
Special Abilities:
Massive Physique: Tof are physically imposing and gain +1D to all damage rolls from brawling and melee attacks.
Intimidation: Their size, confidence, and arrogance grant +1D to intimidation skill checks against most non-Tof sentients.
High Pain Tolerance: Tof ignore the first wound level penalty suffered in combat (e.g., Stunned or Wounded still imposes no penalty; further injuries apply penalties as normal).
Move: 10
Character Points: 12
Equipment: Gold-trimmed boarding armor (+2D physical, +1D energy), ceremonial cutlass (STR+2D damage), heavy blaster pistol (5D), grappling harpoon launcher, personal comm, command datapad.
Background: Born into the noble warrior caste, this captain carved his reputation in a dozen successful boarding campaigns, taking both prizes and prisoners. His crew’s loyalty is held by fear, plunder, and the promise of battle.
Personality: Arrogant, theatrical in combat, and obsessed with public displays of dominance. Quick to challenge any insult, real or imagined.
Goals:
Seize and Hold: Breach and capture target vessel intact for plunder and refit into the Tof fleet.
Dominate Through Fear: Break enemy morale with overwhelming melee surges and brutal executions.
Loot First, Questions Later: Secure high-value cargo, weapons, and skilled prisoners before disabling non-essential systems.
Glorify the Tof Fleet: Leave survivors to spread tales of Tof power and terror, discouraging resistance in future raids.
Quote: "Break their walls, break their will — and bring me the spoils before their blood cools!" _________________ Don Diestler
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Last edited by shootingwomprats on Fri Aug 08, 2025 12:06 pm; edited 1 time in total |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 12:03 pm Post subject: |
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Tof Boarding Marines
Designed to work alongside a Tof Boarding Captain in a coordinated boarding action.
Tof Boarding Marines
DEXTERITY 3D
Blaster 5D, brawling parry 5D, dodge 4D, melee combat 5D+1, melee parry 5D
KNOWLEDGE 2D
Intimidation 4D+1, streetwise 3D
MECHANICAL 2D
Repulsorlift operation 3D
PERCEPTION 2D+2
Command 3D, search 4D
STRENGTH 4D
Brawling 5D+1, stamina 5D
TECHNICAL 2D
First aid 3D
Special Abilities:
Massive Physique: Tof are physically imposing and gain +1D to all damage rolls from brawling and melee attacks.
Intimidation: Their size, confidence, and arrogance grant +1D to intimidation skill checks against most non-Tof sentients.
High Pain Tolerance: Tof ignore the first wound level penalty suffered in combat (e.g., Stunned or Wounded still imposes no penalty; further injuries apply penalties as normal).
Boarding Shock Tactics: When fighting in cramped or “Crowded Corridor Melee” conditions, Boarding Marines gain +1D to melee combat and brawling rolls.
Group Charge: When three or more Boarding Marines make a combined melee attack against the same target, add +1D to the damage roll.
Move: 10
Equipment: Boarding cutlass (STR+2D damage), shrapnel pistol (5D, range: 3-7/20/50, may affect multiple targets in a 1-meter radius), light blast vest (+1D physical, +2 energy), breaching charges, comlink.
Game Notes: Tof Boarding Marines coordinate with the Tof Boarding Captain and benefit from his Overwhelming Melee Doctrine hazard-linked ability. Shrapnel pistols have an area effect; if fired in a tight corridor, defenders in the same zone must roll Dodge vs. attack roll or take full damage. _________________ Don Diestler
Host, Shooting Womp Rats
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Last edited by shootingwomprats on Fri Aug 08, 2025 12:28 pm; edited 2 times in total |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 12:06 pm Post subject: |
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Tof Heavy Weapons Bruiser
Tthe hammer of any Tof boarding assault—big, loud, and terrifying in tight quarters.
Tof Naval Heavy Weapons Bruisers
DEXTERITY 3D
Blaster 4D, blasters (heavy weapos) 5D, dodge 4D, grenade 5D+1, melee combat 4D+2, melee parry 4D+2
KNOWLEDGE 2D
Intimidation 5D, streetwise 3D+1
MECHANICAL 2D
Repulsorlift operation 3D
PERCEPTION 2D+1
Command 3D, search 3D+2
STRENGTH 5D
Brawling 6D, stamina 6D+1
TECHNICAL 2D
Demolitions 4D+1, first aid 3D
Special Abilities:
Massive Physique: Tof are physically imposing and gain +1D to all damage rolls from brawling and melee attacks.
Intimidation: Their size, confidence, and arrogance grant +1D to intimidation skill checks against most non-Tof sentients.
High Pain Tolerance: Tof ignore the first wound level penalty suffered in combat (e.g., Stunned or Wounded still imposes no penalty; further injuries apply penalties as normal).
Suppressive Fire Specialist: When firing repeating blasters or similar weapons, may split fire between up to three adjacent targets in the same arc with a single attack roll (damage rolled separately).
Cramped Corridor Bruiser: In “Crowded Corridor Melee” conditions, gains +1D to brawling damage rolls.
Blast Resistance: Due to size and conditioning, Bruisers reduce all grenade or explosive damage by -1D (minimum damage 1D).
Move: 9
Equipment: Heavy repeating blaster (8D, range: 3-30/100/300, 25-shot power pack or backpack power supply), boarding axe (STR+3D damage), fragmentation grenades (6D/4D/2D, 0-2/4/8 meters), light blast vest (+1D physical, +2 energy), breaching charge satchel, comlink.
Game Notes: Heavy Weapons Bruisers are often deployed at choke points during a boarding action to pin defenders while Boarding Marines close the distance. When operating in the Tof Boarding Action Hazard alongside a Tof Boarding Captain, Bruisers may take a suppression stance, granting allied melee attackers +1D to attack rolls against pinned targets. _________________ Don Diestler
Host, Shooting Womp Rats
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Last edited by shootingwomprats on Fri Aug 08, 2025 12:27 pm; edited 1 time in total |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 12:09 pm Post subject: |
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Tof Shield Bearer
The walking bulwarks that make Tof boarding actions possible, forcing their way down narrow corridors under a storm of blaster fire so the Captain, Marines, and Bruisers can get into slaughter range.
Tof Shield Bearer
DEXTERITY 3D
Brawling parry 5D, dodge 4D+2, melee combat 5D+1, melee parry 5D+1
KNOWLEDGE 2D
Intimidation 5D, streetwise 3D
MECHANICAL 2D
Repulsorlift operation 3D
PERCEPTION 2D+1
Command 3D, search 3D+1
STRENGTH 4D+2
Brawling 5D+2, stamina 6D
TECHNICAL 2D
Armor repair 3D+1
Special Abilities:
Massive Physique: Tof are physically imposing and gain +1D to all damage rolls from brawling and melee attacks.
Intimidation: Their size, confidence, and arrogance grant +1D to intimidation skill checks against most non-Tof sentients.
High Pain Tolerance: Tof ignore the first wound level penalty suffered in combat (e.g., Stunned or Wounded still imposes no penalty; further injuries apply penalties as normal).
Bulwark Advance: When using a boarding shield in melee, the Shield Bearer gains +2D to resist physical and energy attacks from the front arc.
Corridor Control: In “Crowded Corridor Melee” conditions, the Shield Bearer may use a Full Reaction to provide +1D cover bonus to up to two allies directly behind them.
Shoulder Slam: May use brawling to push or knock prone an opponent in an adjacent space; if successful, target must roll Strength vs. 15 or be knocked down and pushed 1 meter back.
Move: 8
Equipment: Boarding shield (+2D front arc physical/energy), boarding axe (STR+3D damage), light boarding armor (+1D physical, +1D energy), breaching torch, wrist comlink.
Game Notes: Shield Bearers are the first wave in a Tof boarding push. They soak incoming fire and physically clear the way for Marines and Bruisers. When operating in the Tof Boarding Action Hazard alongside a Tof Boarding Captain, Shield Bearers may spend an action to form a Shield Wall, granting all adjacent allied melee combatants +1D to melee parry until the start of their next turn. _________________ Don Diestler
Host, Shooting Womp Rats
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Last edited by shootingwomprats on Fri Aug 08, 2025 12:26 pm; edited 1 time in total |
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 12:14 pm Post subject: |
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Boarding Shield
Description: The Tof boarding shield is a massive, reinforced slab of durasteel alloy, curved to deflect incoming blaster fire and shrapnel. Designed for close-quarters ship assaults, it allows Shield Bearers to advance under heavy fire, breach sealed bulkheads, and smash through defenders in tight corridors. Its weight and bulk make it impractical for open combat but devastating in the confines of a boarding action.
Tof Boarding Shield
Model: Tof Naval Assault “Ironwall” Boarding Shield
Type: Heavy assault boarding shield / melee ram
Cost: 1,500 credits
Availability: 3, R
Game Notes: +2D to Strength (or armor) to resist physical and energy attacks from the front arc only. If user takes a Full Reaction to “Brace Shield,” cover bonus increases to +4D vs. front arc ranged attacks; Move is reduced to 2 until the start of their next turn. May be used to make a brawling attack; STR+1D damage and counts as a ram for breaking doors (adds +2D to Strength rolls for breaking). Melee attack using brawling or melee combat; STR+1D damage and may knock target back 1 meter on a successful opposed Strength roll. –1D penalty to all Dexterity-based ranged attacks while carried (no effect on melee). _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 12:17 pm Post subject: |
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Tof Boarding Armor
Description: Designed for brutal ship-to-ship combat, Tof Boarding Armor is a heavy, overlapping plate-and-composite suit worn by assault troops. It is optimized for resisting blaster fire and shrapnel in cramped corridors while providing integrated breaching tools and magnetic boots for zero-G fighting. Its bright green and gold color scheme makes Tof boarding parties as intimidating visually as they are physically.
Tof Boarding Armor
Model: Tof Naval “Iron Tide” Boarding Harness
Type: Heavy assault boarding armor (full suit)
Cost: 2,500 credits
Availability: 3, R
Game Notes: +2D to Strength to resist physical and energy damage. User may magnetically anchor to ship hulls or deck plating; grants +2D to Climbing/Jumping rolls in zero-G or during decompression events. Integrated holster for cutting torch and boarding axe; provides +1D to demolitions or melee combat rolls when breaching. Zero-G Stabilizers, negates up to –1D of Dexterity penalties in microgravity. –1 Move penalty due to armor mass (cumulative with boarding shield penalty if used together). _________________ Don Diestler
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