06-21-2013, 11:15 AM | #1 |
Join Date: Jun 2006
Location: On the road again...
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Star Wars: Weapon and Armor Special Materials
Going through stuff right now for an upcoming Star Wars game, and trying to come up with stuff for the special materials seen in many sources, such as cortosis (a real headache with its inconsistent representation), phrick alloy, and beskar (Mandalorian iron). (I'm not going to touch the total inconsistencies of neutronium.)
Here's what I have for melee weapons and armor made from these materials: Melee Weapon Modifiers Cortosis, Phrick, and Beskar (Mandalorian Iron): Blades made out of materials use the Hyperdense Blades stats on Ultra-Tech p.164. These materials are able to withstand lightsaber and blaster attacks. Staff weapons made out of these materials follow the same pricing, but only get the damage bonus and the ability to withstand energy attacks, not the armor divisor. Armor Modifiers Beskar (aka Mandalorian Iron): gives +50% more DR and Hardened 5 vs Energy, reducing all armor penetration of energy weapons (including lightsabers) to (1); +99 CF. Cortosis Weave: Not even the Mandalorians can afford to outfit every one of their warriors with beskar. Thankfully, there's cortosis, which gives +10% more DR for the same weight or -10% weight for the same DR, at the cost of being semi-ablative, as well as one level of Hardened; +19 CF. Phrick is treated the same as Cortosis Weave. In addition, I've given the TL11 Clamshell armors in UT the LT:IA treatment, using Light Clamshell for "plasteel" and Heavy Clamshell for "durasteel", treating the armors in UT as a cuirass covering the "chest" area of the torso. So, thoughts?
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06-21-2013, 11:44 AM | #2 | |
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Location: Portsmouth, VA, USA
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Re: Star Wars: Weapon and Armor Special Materials
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Seriously - looks good to me.
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06-21-2013, 11:56 AM | #3 | |
Join Date: Jun 2006
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Re: Star Wars: Weapon and Armor Special Materials
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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06-21-2013, 12:07 PM | #4 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Star Wars: Weapon and Armor Special Materials
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06-22-2013, 11:13 AM | #5 | |
Never Been Pretty
Join Date: Jan 2005
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Re: Star Wars: Weapon and Armor Special Materials
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06-22-2013, 11:28 AM | #6 |
Join Date: Jul 2005
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Re: Star Wars: Weapon and Armor Special Materials
I have a very narrow view of canon and am not sure Star Wars gameplay benefits too much from starting the damage and dr of Star Wars weapons and armor.
Light sabers do enough damage to cut through and lop off whatever they hit, unless you have the story enhanced armor in which case it deflects enough to keep things interesting. Same is true of blasters and armor but they are inaccurate enough to keep people taking cover fairly protected.
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06-22-2013, 03:09 PM | #7 |
Join Date: Aug 2004
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Re: Star Wars: Weapon and Armor Special Materials
It makes more sense if players are familiar with the more mechanical representation of the Star Wars universe through the video games, and especially TOR where armor can and does mitigate against lightsaber damage.
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06-22-2013, 03:16 PM | #8 |
Join Date: Dec 2008
Location: Behind You
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Re: Star Wars: Weapon and Armor Special Materials
Armor Modifiers
Beskar (aka Mandalorian Iron): gives +50% more DR and Hardened 5 vs Energy, reducing all armor penetration of energy weapons (including lightsabers) to (1); +99 CF. ^ This I think is a horrid horrid armor value. I'd have rather seen a damage divider on the burn damage than hardening and such. Essentially what that turns into is someone on the battlefield where an army is using blasters, standing there an laughing as they're pelted with thousands of blasters for 0 damage. If something provides that much resistence, I would likely make it ablative or limited. Not just an all around fix for money. It's one of the things I liked about 4E vs 3E. That damage was kept more minimal and pentration grew. Dividing a blaster's damage by 2 might be enough to make the armor worth it but not all mitigating. |
06-22-2013, 04:28 PM | #9 | ||
Join Date: Jun 2013
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Re: Star Wars: Weapon and Armor Special Materials
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06-22-2013, 06:27 PM | #10 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Star Wars: Weapon and Armor Special Materials
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Lightsabers use the UT Force Sword stats: 8d (10) burn. A typical blaster pistol will do 3d (5) burn sur. A heavy blaster pistol like Han's will do 4d (5) burn sur, and a blaster carbine like the stormtroopers' will do 5d (5) burn sur. Standard stormtrooper armor will be the plasteel armor without special materials. We crunched the numbers in IRC and saw that it would protect against most pistols but be penetrated quite often with heavy pistols or carbines, which matches the movies nicely. Meanwhile beskar has been shown to shrug off lightsaber blows with only mere scratches in the comics, novels, and radio adaptations. As for the money involved, a full suit of beskar armor would be at minimum designed from a durasteel suit, if not a combat hardsuit, and run in the 6-digit range in price, almost half a million G$. I don't think many PCs would be able to afford that; and availability is RARE. (If anything, I think I might have underpriced beskar.)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 06-22-2013 at 06:32 PM. |
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armor mods, star wars, weapon mods |
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