Showing posts with label Equipment. Show all posts
Showing posts with label Equipment. Show all posts

Tuesday, April 14, 2020

Digging Deeper into Star Smuggler - Surprises in the Events Booklet - Military Equipment (e018)

In my first post in this series, I detailed the Battleship found in e081. This post will cover the cool military gizmos found in e018. This encounter plays the reader against a military force determined to capture Duke and the gang.

These soldiers have standard equipment such as side arms, heavy weapons and plus some items really meant to take down a criminal lord. The force numbers between 6 and 9 men. 

The first item is a frag grenade. These weapons have a variable tech level, but also are reduced by 3 tech levels to reflect the fact that they are thrown weapons or fire indirectly. The rules don't specify how much damage they would do, but I think we can safety assume they do damage like a heavy weapon with explosive effects. They should be able to do damaged to everything smaller than a ship and probably can't be used against a hopper or ship's boat in flight.

Next up is a dalurium-screen helmet. It protects the officer in charge from psionic attack. I haven't mention psionics before, but it is one of the options for the reader. This helmet makes the officer immune to attack by mind powers.

The third item is a shimmer-screen. It imposes a -2 to hit the target. If the characters take them, they are subject to a breakdown roll and once this occurs, they cannot be repaired.

The four item is really fun, a field scrambler. On a hit from this weapon, it forces a breakdown roll on 4-6. Otherwise it does no damage. It cannot affect ships with ECM.

This equipment is super fun for they player to deal with and expands the setting with new tech not obvious from a read through of the rules. These items aren't overpowered, but do present more challenges and surprises to the player.

Sunday, March 20, 2016

Hording Gear

After years of hoarding, I finally have a character that can use some of my accumulated gear. Ryvell, my cleric has a matching pair of maces:
You remove a sigil-etched black Ora mace from your silvery leather sheath.
You remove a white Ora mace from you black leather sheath.

I need to get better sheaths, but for a 6th level cleric, follower of Zelia, these weapons are perfect.

Slate Wands - Old Equipment

I have a couple of old slate wands in my locker. I wonder if these are rechargeable.  

>analyze wand
You analyze your slate wand and sense that the item is free from merchant alteration restrictions.
You get no sense of whether or not the wand may be further lightened.
>analyze other wand
You analyze your slate wand and sense that the item is free from merchant alteration restrictions.
You get no sense of whether or not the wand may be further lightened.
>pre 405
You gesture and invoke the powers of the elements for the Elemental Detection spell…
Your spell is ready.
>cast at wand
You gesture at a slate wand.
The essence swirls as it flows in a fog of chaotic patterns around the wand.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>pre 405
You gesture and invoke the powers of the elements for the Elemental Detection spell…
Your spell is ready.
>cast at other wand
You gesture at a slate wand.
The essence swirls as it flows in a fog of chaotic patterns around the wand.
Cast Roundtime 3 Seconds.

They don’t play nice with 405 like a Thanot Wand so I don’t know how many charges they have. 

>cast at wand
You gesture at a pale thanot wand.
You sense that the wand is a magic item that holds the spell “Limb Disruption” with a fair amount of charges.
Cast Roundtime 3 Seconds.