Sunday, June 19, 2016
Savage Max: Behind The Scenes
I have been playing the Mad Max game, and I am using it to create screen grabs for the Savage Max.
Figured I share some of them here.. They are just too cool not too!
Saturday, June 18, 2016
Savage Max: Into The Wastes
Preview of my Savage Max Setting:
This conversion is meant to be hard on your characters. Players really need to do their best to survive. Do you spend your bennies on Blood and Guts, or do you save them to soak due to Gritty Damage?
Everything is scarce and hard to find, it will be hard to tell the heroes apart from the villains. This should be a setting where the weak feed the strong, and the strongest rules them all.
Sci Fi Compendium *Vehicle Construction - More details later
MAD MAX The PC Game for my screen shots
Gritty Damage
Jokers Wild
The Desert Wastes:
The world is tough enough as it is. Each player starts the session with 1 additional bennie.
Fuel:
Vehicle fuel levels come in 5 levels.
(Full) (3/4) (1/2) (1/4) and (Empty)
"Guzzeline Eh?"
In the wastes, fuel is scarce. At the end of any encounter that involves vehicles. Each driver draws a card, a card of 5 or less reduces your fuel level by 1 step.
If you draw a 2 of clubs, you used up all your fuel in that encounter. You have run out of fuel!
"Nitro"
If you use Nitro, make a driving roll. If you pass you gain +25% acceleration, +25% top speed for 5 rounds. Any driving roll you make during these 5 rounds are at -1. If you failed your driving roll, vehicle must roll on the critical damage table using 1d8 (Not 2d6) then you gain the above mentioned bonuses. On a critical failure you roll twice on the damage chart. Using a nitro immediately drops your fuel level by 1 at the end of the combat. (This is in addition to whatever card you draw for fuel)
"Spark.....Fizzle....Poof"
While shooting any form of gun powder weapon, any roll of one on the shooting die results in a misfire. The gun jams, you will need to clear the chamber to ready the weapon. A critical failure roll (two "1"s) results in the weapon exploding, Taking listed damage in "Fatigue"
I would really love to hear your thoughts on what I am presenting so far. I am really trying to capture the nitty gritty feel of the movies. With out making it to complicated by adding to many special rules. The vehicle construction rules for your "Magnum Opus" (I love that term!) is where you will find most of the complexity but I am doing my utmost to keep vehicle construction rules as simple and as fast as I can.
See you all later.
Jolly!
This conversion is meant to be hard on your characters. Players really need to do their best to survive. Do you spend your bennies on Blood and Guts, or do you save them to soak due to Gritty Damage?
Everything is scarce and hard to find, it will be hard to tell the heroes apart from the villains. This should be a setting where the weak feed the strong, and the strongest rules them all.
Source Books:
Savage Worlds Deluxe Core BookReference Material:
Hell On Earth *Vehicle Construction - More details laterSci Fi Compendium *Vehicle Construction - More details later
MAD MAX The PC Game for my screen shots
Setting Rules:
Blood and GutsGritty Damage
Jokers Wild
Savage Max Rules:
The world is tough enough as it is. Each player starts the session with 1 additional bennie.
Fuel:
Vehicle fuel levels come in 5 levels.
(Full) (3/4) (1/2) (1/4) and (Empty)
"Guzzeline Eh?"
In the wastes, fuel is scarce. At the end of any encounter that involves vehicles. Each driver draws a card, a card of 5 or less reduces your fuel level by 1 step.
If you draw a 2 of clubs, you used up all your fuel in that encounter. You have run out of fuel!
"Nitro"
If you use Nitro, make a driving roll. If you pass you gain +25% acceleration, +25% top speed for 5 rounds. Any driving roll you make during these 5 rounds are at -1. If you failed your driving roll, vehicle must roll on the critical damage table using 1d8 (Not 2d6) then you gain the above mentioned bonuses. On a critical failure you roll twice on the damage chart. Using a nitro immediately drops your fuel level by 1 at the end of the combat. (This is in addition to whatever card you draw for fuel)
"Spark.....Fizzle....Poof"
While shooting any form of gun powder weapon, any roll of one on the shooting die results in a misfire. The gun jams, you will need to clear the chamber to ready the weapon. A critical failure roll (two "1"s) results in the weapon exploding, Taking listed damage in "Fatigue"
I would really love to hear your thoughts on what I am presenting so far. I am really trying to capture the nitty gritty feel of the movies. With out making it to complicated by adding to many special rules. The vehicle construction rules for your "Magnum Opus" (I love that term!) is where you will find most of the complexity but I am doing my utmost to keep vehicle construction rules as simple and as fast as I can.
See you all later.
Jolly!
Friday, June 17, 2016
Coming Soon: Mad Max Just Got Savage!
Within the next few weeks I am going to be releasing my Savage Fans conversion of one of my favorite movie series, of all times!
Mad Max
Coming soon..
The JollyGM's: Savage Max!
Get ready to ride the wastelands!
Tuesday, June 14, 2016
[FG Daze June 25th] Savage Battlestar: End Game!
Savage Battlestar: End Game
I will be running a one shot adventure set in the re imagined universe of Battlestar Galactica. Want to play as a Colonial Viper Pilot? Want to blow the frack out of some Cylon toasters? If yes, then join us for free at Fantasy Grounds [FG-Daze} and play in my game or one of the many other systems being offered for free by some of the our communities "Ultimate License" Game Masters.No experience required, show up, meet some new people, roll some dice, and most importantly have fun.
End Game will place you in the cockpit of the Viper MK VII during the opening salvo of the second Cylon war near the Scorpio shipyards.
I have room for 3 more pilots, anyone else want to try and save humanity?
The Cylons had a plan. They succeeded...
Game will be broadcasted live on my twitch channel "calacorm_"
Sunday, June 12, 2016
Savage Battlestar: Action Stations! Actions Stations! (Version 2.0 Updated)
You can download the JollyGM Savage Battlestar.pdf here!!
Updated to V 2.0
I have never made anything like this before, so if you see anything or have suggestions, feel free to drop me a line, leave a comment. Someday I hope to play in a game of BSG and not just run one!
Enjoy
Jolly
V 2.0
Fine tuned some character creation rules and other clarifications.
V1.3
I actually added the weapons table!! Frack Me!
V1.1
Fixed a few format issues
Added Weapon Damage Table for vehicles
Added Edge "Wingman"
Saturday, June 11, 2016
Savage Battlestar: Capital Ships Conversions Part IV
RIC "Cestus"
CESTUS |
Acceleration: 30
Climb: -1
Top Speed: 300
Toughness: 64(25)
Crew: 600
Remaining Mods: 0
Cost: $255,500,000
Mods:
AMCM
Armor x7
Electromagnetic Shielding
FTL Drive
Missile Launcher x4
Targeting System
Torpedo Tubes x2
Crew reduction X2
Sensor Suite (Planetary)
Standard Weapons:
Missile, Light x 48
Missile, Heavy/AT x 16
Torpedo, Heavy x 8
Torpedo, Light x 16
Linked Weapons:
Mass Driver/Rail Gun Level 6 x2
Cannons, Medium x2 (3 sets)
Cannons, Heavy x2 (1 Set)
Auto Cannons, Light x2 (6 Sets)
Cylon Base Star
Cylon Base Star |
Size: 32 (Leviathan)
Acceleration: 20
Climb: -4
Top Speed: 200
Toughness: 70(20)
Crew: 20000
Remaining Mods: 6
Cost: $10,092,650,000
Mods:
Artificial Intelligence (Skills D10)
Electromagnetic Shielding
FTL Drive
Missile Launcher x10
Torpedo Tubes x10
Targeting System
Sensor Suite (Planetary)
Standard Weapons:
Missile, Heavy/AT x 80
Missile, Light x 120
Torpedo, Heavy x 20
Torpedo, Light x 40
Linked Weapons:
6 Quad Linked Auto Cannons, Light
4 Quad Linked Auto Cannons, Medium
4 Duel Linked Heavy Cannons
Game Note: Ship Construction.
It didn’t take me very long to realize that any ship over “Large”
the design system starts to go kinda wonky. So, when it came to adding “superstructures”
like hangers, medical bays, etc. So I just said Frack it. It’s got a hanger big
enough for this, it’s all built in etc. Otherwise I would have massive giant
ships that would have barely enough space to house a single squadron of
fighters. So there is a little bit of GM FUDGE added to this.
Thursday, June 9, 2016
The Brief Savage Battlestar Back Story: The Cestus
The Brief Savage Battlestar Back Story.
The Battlestar Universe is a great
system to play in, great concept, great everything. But if you play it as if
you are in the latest series, it is very linear. So, although it would be fun
to play games with NPCs like Starbuck or Apollo, a GM may find it challenging
to explore the setting if you want to be play that particular aspect of the story. (At least I find it difficult)
I wanted to play in the same time frame as the series, but away from Galactica. So like others I designed my own little step off point where players can jump into the action. Yes, Galactica got away, saving 50,000 + people that day. Pegasus also fled, found survivors and eventually found Galactica. But there were millions, if not billions of people in the system. There had to be more survivors, resistance, maybe even some great last stand. Where, when and how that happens is up to you, the GM.
My setting takes place on Day 1 of
the Cylon attack on the twelve colonies. The story begins with the Rapid Interdiction Cruiser “Cestus”. The
RIC class cruisers were being designed to be a rapid response/strike craft to
be used in response to any immediate warfare needs. Cetus is complemented with
roughly 500 crew, can also handle one Company of Marines (130), 1
squadron of MK VII Vipers (20), 2 Raptors, and 1 Gunship Raptor.
The Cestus, still in the development/testing stage was performing space trials with an under strength crew of only 250 Crew, 1 ship security platoon of Marines (32), 12 Mk VII Vipers and 1 Raptor during the time of the attack.
The space trials were for testing all
of the “off the net” systems, in case the CNP was ever lost during a conflict.
The testing required that all CNP systems to be hard shut down and use secondary
systems. It was mere chance; the Cestus did not suffer the same fate as the
rest of the colonial fleet. With the CNP
systems offline and hard shut, the Cylon virus activated but could not interact
with the main system controls as designed. This allowed ship techs to react
quick enough to stop the virus from affecting the rest of the ship. After
knowing what the virus could do, the techs kept the CNP systems turned off on
their current compliment of fighters. Allowing them to perform as needed. *Game
note* until the crew can find a more efficient way of keeping the CNP offline,
all missile lock rolls/DRADIS rolls/Astrogation rolls are (-1)
Even while still understrength, the
Cestus regrouped and immediately jumped to its closet military port, The
Shipyards of Scorpio. When the FTL jump was completed, they found themselves in
a hellish situation. Their jump into the system was masked by the sudden and
unsuspected blind jump by the Pegasus which just that moment departed! This
allowed Commander Tobias Whitney to witness the destruction of the remainder of
the Scorpio shipyards. Then the Cylons noticed the Cestus.. This is where your
story begins!
I have loads of my own notes, NPCs, back stories. But I save that for my games. At least for now, you have the Cestus, her Crew, Pilots, Fighter Craft, and Marines for your players to become a part of.
Welcome aboard the Cestus!
Tuesday, June 7, 2016
FG - DAZE on Fantasy Grounds: Savage Battlestar is open for registration!
Sign up here!!
Savage Battlestar: End Game FG Daze!
Is now open for registration to play! Click on the link above and follow the instructions at the Fantasy Grounds Forums.
The game is scheduled to start at 0230 June 26th, which is late evening for most people in North America.. midnight for anyone in Newfoundland.
This game is for fun, and for newbies and veterans alike.. so, jump into that viper, brace for nuke impact and get savage!!
Monday, June 6, 2016
Savage Battlestar at FG Daze!
Ill make a more detailed post tomorrow with the times and other important details, but I couldnt wait to announce it. Just do not have the time to do it now.
But this is a free to play event! Just download the Fantasy Grounds Demo and start rolling dice!
But this is a free to play event! Just download the Fantasy Grounds Demo and start rolling dice!
Savage Battlestar: End GameStay tuned for more! |
Savage Battlestar: Setting Rules!
First of all, I would like to give my thanks
to +Manuel “ManuFS” Sambs He made one kick ass cover for me to use!
Really appreciative of all the effort and time that went
into this! Love it!
Now, on to setting rules.
These setting rules are new, and have not been really
tested that much yet, so if anyone decides to use these, please feel free to
comment on them.
Setting Special Rules:
Jokers Wild
Character Creation:
Follow the normal creation rules for Savage Worlds when
creating a human player. 15 Points for skills, 5 points for attributes and 1
free edge.
Characters may then choose to have a colonial MOC class
they would like to focus on. Each class must have the required skills purchased
out of your starting skill points. Anything not an MOC would be a civilian, and would
be up to the discretion of the GM to allow in that point of the campaign.
MOC's
Viper Pilots
Raptor Pilots
Marine
Bridge Officer
Deck/Tech Crew
Viper Pilots
Stats: Agility D6
Skills: Piloting D6, Shooting D6, Knowledge Space Tactics
D4, Knowledge Dradius D4.
Edges: Officer (low rank min)
Raptor Pilots
Stats: Smarts D6
Skills: Piloting D6, Astrogation D6, Electronic Warfare
D4, Knowledge Dradius D4.
Edges: Officer (Rank)
Marine
Stats: N/A
Skills: Shooting D4, Fighting D4, Throwing D4, Knowledge
Tactics D6, Driving D4.
Edges: None
Bridge Officer
Stats: Smarts D6, Spirit D6
Skills: Knowledge Dradius D6, Knowledge Tactics D6, Pilot
- Capital Ships D4, Astrogation D4.
Edges: Officer (Rank)
Deck/Tech Crew
Stats: Vigor D6, Smarts D6
Skills: Knowledge Repairs D6, Connections D4
Edges: None
Skill/Edge Notes
Black Market: This person is able to wheel and deal with
looking for hard to find items when dealing with other departments/ships in the
fleet.
Dradius: Is a skill that allows you to be able to read
and understand your onboard ship sensors.
Electronic Warfare: This is a skill which will allow you
to engage in spoofing, jamming and counter jamming enemy signals/missiles etc.
Pilot - Capital Ships: Same as piloting, but for larger
ships which involves crews larger then 10.
Astrogation: Want to do a FTL jump into the middle of a
sun? No? then have this skill!
Edges:
Evasion: Novice, Agility D6, Pilot D8
Like going full defense during a melee combat, this edge
allows a pilot to attempt to make a piloting roll of a star ship to add +1
to his To hit number to avoid being hit. On a raise you get +2. This counts as
his action and lasts until his next turn. Also, this +1(+2 with a raise) bonus
is added to your total piloting roll to avoid a missile lock
Evasion, Enhanced: Seasoned. Evasion. Pilot D10
As Evasion, but adds +2 to his To hit number to avoid
being hit. A raise gives you +3 total.
Officer Rank: To be a pilot, you need to have an officer
rank. Starting rank for Pilots and Bridge Officers are Ensign
Cylon Special Rules
Cylon Raiders: (Optional)
Raiders often fly in groups. For game purpose when Cylon
Raiders are in a combat they can be grouped together to receive special
benefits while in groups of 2 or 4. While in groups of 4, only 1 Cylon in
the group attacks, but gets a +2 to hit and +1d6 damage (which can ace) . When there is
either 2 or 3 in a group, that bonus is then reduced to +1 to hit and
+2 damage. This rule is for the intent of speeding up space combat.
Cylon Sleeper Agent: (Optional)
When a new character is introduced into a campaign, that
character roles 1d100 secretly into the tower. On a role of 95-100, that
character is secretly designated by the GM as a sleeper agent. At the start of
every game session, the GM publicly draws a card, if the card is a joker, the
GM may inform, any or all of the sleeper agents of their activation. The GM can
assign special mission or objectives for them to complete until they are
ultimately caught. (This rule is intended for serious role playing groups.)
This is also to add tension to the group.
The Twelve Colonies
I really liked the idea of getting special free bonus
from being a member of a particular colony (Inspired by John Brown and Rick
Petersen in their version of Savage Battlestar) So I have adopted a similar
approach. When you select a colony, you get the free listed bonus, If you pick
one with a Hinderance, you may add the value of that hindrance as a bonus to
character creation for free.
Caprica: Stat - Smarts start at D6, Skill - Pilot or
Pilot Capital Ships D4
Canceron: Skill - Scrounger D4, Skill - Persuasion
D4
Scorpia: Stat - Vigor Starts at D6, Skill - Knowledge
Tactics D4
Libris: Hindrance - Quirk Minor - Carouser Edge -
Charismatic
Picon: Edge - Combat Reflexes
Aquaria: Edge - Level Headed
Geminon: Skill - Healer D4, Hindrance Pacifist. (Minor)
Tauron: Edge - Brawny, Hindrance - Stubborn (Minor)
Aerelon: Edge - Fearless
Sagittaron: Stat - Spirit start at D6, Hindrance -
Outsider (Minor)
Virgon: Edge - Common Bond
Leonis: Edge - Brave, Stat - Strength starts at D6
Thursday, June 2, 2016
Savage Battlestar: Conversions Part III
And to finish off my day..
Three more ships for use in my Savage Battlestar adventures:
Colonial Blackbird
Size: 6
Acceleration: 80
Climb: 3
Top Speed: 1000
Toughness: 22(7)
Crew: 1
Remaining Mods: 0
Cost: $18,070,000
Mods:
AMCM
Armor
Electromagnetic Shielding
FTL Drive
Sensor Suite, Planetary
Speed x6
Stealth System
Viper Mk II
Size: 6
Acceleration: 65
Climb: 3
Top Speed: 850
Toughness: 20(5)
Crew: 1
Remaining Mods: 9
Cost: $4,510,000
Mods:
Atmospheric
Speed x3
Targeting System
Missile Launcher
Standard Weapons:
Missiles/Torpedos, Missile, Light x12
Fixed Weapons:
Auto Cannons, Medium x2
Raptor Gunship
Size: 8
Acceleration: 45
Climb: 2
Top Speed: 600
Toughness: 25(6)
Crew: 5
Remaining Mods:6
Cost: $22,180,000
Mods:
AMCM
Atmospheric
Electromagnetic Shielding
Missile Launcher x2
Targeting System
FTL Drive
Standard Weapons:
Auto Cannon, Medium x2 Twin Linked (Nose gun)
Missiles, Heavy/AT x8
Missile, Light x12
Linked Weapons:
Slugthrowers, Minigun x2 Twin Linked (Tail Gun)
Three more ships for use in my Savage Battlestar adventures:
Colonial Blackbird
Size: 6
Acceleration: 80
Climb: 3
Top Speed: 1000
Toughness: 22(7)
Crew: 1
Remaining Mods: 0
Cost: $18,070,000
Mods:
AMCM
Armor
Electromagnetic Shielding
FTL Drive
Sensor Suite, Planetary
Speed x6
Stealth System
Viper Mk II
Size: 6
Acceleration: 65
Climb: 3
Top Speed: 850
Toughness: 20(5)
Crew: 1
Remaining Mods: 9
Cost: $4,510,000
Mods:
Atmospheric
Speed x3
Targeting System
Missile Launcher
Standard Weapons:
Missiles/Torpedos, Missile, Light x12
Fixed Weapons:
Auto Cannons, Medium x2
Raptor Gunship
Size: 8
Acceleration: 45
Climb: 2
Top Speed: 600
Toughness: 25(6)
Crew: 5
Remaining Mods:6
Cost: $22,180,000
Mods:
AMCM
Atmospheric
Electromagnetic Shielding
Missile Launcher x2
Targeting System
FTL Drive
Standard Weapons:
Auto Cannon, Medium x2 Twin Linked (Nose gun)
Missiles, Heavy/AT x8
Missile, Light x12
Linked Weapons:
Slugthrowers, Minigun x2 Twin Linked (Tail Gun)
Savage Battlestar: More Conversions Part II
Figured I post this stuff up now while I am at it, so I do not loose it.
Colonial Weapons
Model 380
12/24/48
ROF 1
2d6+1
Shots 10
AP1, Semi,
Under barrel AP round.
Caseless rounds.
Model 350
12/24/48
ROF 1
2d6+1
Shots 12
AP1, Semi,
Under barrel AP round
Armour Piercing Round
12/24/48
ROF 1
2d8+1
AP4
Heavy Weapon
CAL-USG
12/24/48
ROF 4
2d6
Rounds 30
Full Auto only
Red Dot Sight
IWS
24/48/96
ROF 3
2d8+1
Shots 30
AP2, Auto, 3rd Burst, Red Dot Sight
UBGL(40mm) Attachment - 1 Shot
UBRL (20mm) Attachment - 5 Shots
40mm Rifle Launcher
24/48/96
ROF 1
4d8
Shots 6
AP4, MBT, HW, Snap Fire
20mm Rifle Launcher
24/48/96
ROF 1
2d8
Shots 10
AP 6, HW, SBT, Snap Fire
ROF 1
2d8
Shots 10
AP 6, HW, SBT, Snap Fire
Tauran "Bull" Shotgun
12/24/48
1-3d6 (Scatter Shot) 2d6 (Penetration Round)
ROF 1
Shots 10
Scatter Shot AP 0
Penetration Round AP 4
Semi Auto, Double Tap.
Integrated UBRL 20mm Launcher
24/48/96
ROF 1
Shots 3
AP 6, HW, SBT, Snap Fire
Savage Battlestar: My Conversions.
Its been awhile since I posted anything about Battlestar Galactica.
These conversions were all used using the newest Savage Worlds Sci Fi Companion.
Viper Mk VII
Size: 6
Acceleration: 70
Climb: 3
Top Speed: 900
Toughness: 22(7)
Crew: 1
Remaining Mods: 8
Cost: $5,220,000
Mods:
Armor
Atmospheric
Missile Launcher
Targeting System
Speed x4
Standard Weapons:
Optional: Missiles/Torpedos, Missile, Heavy/AT x4
(Designed for 8 missiles per Sci Fi Companion)
Fixed-Linked Weapons:
Auto Cannons, Medium x2
Raptor
Size: 8
Acceleration: 55
Climb: 2
Top Speed: 700
Toughness: 25(6)
Crew: 3
Remaining Mods: 5
Cost: $23,660,000
Mods:
AMCM
Atmospheric
FTL Drive
Missile Launcher x2
Sensor Suite, Planetary
Targeting System
Passenger Pod
Electromagnetic Shielding
Speed x2
Standard Weapons:
Optional: Missile, Light x24
Cylon Raider
Size: 6
Acceleration: 75
Climb: 3
Top Speed: 950
Toughness: 20(5)
Crew: Intergrated Cylon Pilot - D10 AI Skills
Remaining Mods: 4
Cost: $17,740,000
Mods:
Artificial Intelligence
Atmospheric
Missile Launcher
Sloped Armor
Speed x5
FTL Drive
Standard Weapons:
Optional: Missiles/Torpedos, Missile, Light x12
Fixed-Linked Weapons:
Auto Cannons, Medium x2
Heavy Cylon Raider
Size: 8
Acceleration: 55
Climb: 2
Top Speed: 700
Toughness: 25(6)
Crew: Integrated Cylon Pilot D10
Remaining Mods: 9
Cost: $24,430,000
Mods:
Artificial Intelligence
Atmospheric
Passenger Pod
Missile Launcher x2
FTL Drive
Speed x2
Standard Weapons:
Missile, Heavy/AT x8x2
Linked Weapons:
Cannons, Small x2
Cylon Centurion
Robot Type: Cylon
Size: 1
Armor: 8
Remaining Mods: 0
Cost: $38, 000
Derived Stats
Parry: 6
Toughness: 5
Charisma: 0
Movement
Pace: 4
Attributes:
Agility: d6
Smarts: d4
Spirit: d6
Strength: d8
Vigor: d6
Skills:
Fighting: d8
Notice: d6
Shooting: d8
Throwing: d6
Tracking: d6
Mods:
Armor x4
Size Increase (+1)
Construct
Environmental Weakness (Electricity)
Weapons:
Claws Str+D6 AP 1
Intergrated Forearm Assault Rifles x2
Range: 24/48/96, Dmg: 2d8+1, ROF 3, Shots 60, AP3, Auto, 3RB,
These conversions were all used using the newest Savage Worlds Sci Fi Companion.
Viper Mk VII
Size: 6
Acceleration: 70
Climb: 3
Top Speed: 900
Toughness: 22(7)
Crew: 1
Remaining Mods: 8
Cost: $5,220,000
Mods:
Armor
Atmospheric
Missile Launcher
Targeting System
Speed x4
Standard Weapons:
Optional: Missiles/Torpedos, Missile, Heavy/AT x4
(Designed for 8 missiles per Sci Fi Companion)
Fixed-Linked Weapons:
Auto Cannons, Medium x2
Raptor
Size: 8
Acceleration: 55
Climb: 2
Top Speed: 700
Toughness: 25(6)
Crew: 3
Remaining Mods: 5
Cost: $23,660,000
Mods:
AMCM
Atmospheric
FTL Drive
Missile Launcher x2
Sensor Suite, Planetary
Targeting System
Passenger Pod
Electromagnetic Shielding
Speed x2
Standard Weapons:
Optional: Missile, Light x24
Cylon Raider
Size: 6
Acceleration: 75
Climb: 3
Top Speed: 950
Toughness: 20(5)
Crew: Intergrated Cylon Pilot - D10 AI Skills
Remaining Mods: 4
Cost: $17,740,000
Mods:
Artificial Intelligence
Atmospheric
Missile Launcher
Sloped Armor
Speed x5
FTL Drive
Standard Weapons:
Optional: Missiles/Torpedos, Missile, Light x12
Fixed-Linked Weapons:
Auto Cannons, Medium x2
Heavy Cylon Raider
Size: 8
Acceleration: 55
Climb: 2
Top Speed: 700
Toughness: 25(6)
Crew: Integrated Cylon Pilot D10
Remaining Mods: 9
Cost: $24,430,000
Mods:
Artificial Intelligence
Atmospheric
Passenger Pod
Missile Launcher x2
FTL Drive
Speed x2
Standard Weapons:
Missile, Heavy/AT x8x2
Linked Weapons:
Cannons, Small x2
Cylon Centurion
Robot Type: Cylon
Size: 1
Armor: 8
Remaining Mods: 0
Cost: $38, 000
Derived Stats
Parry: 6
Toughness: 5
Charisma: 0
Movement
Pace: 4
Attributes:
Agility: d6
Smarts: d4
Spirit: d6
Strength: d8
Vigor: d6
Skills:
Fighting: d8
Notice: d6
Shooting: d8
Throwing: d6
Tracking: d6
Mods:
Armor x4
Size Increase (+1)
Construct
Environmental Weakness (Electricity)
Weapons:
Claws Str+D6 AP 1
Intergrated Forearm Assault Rifles x2
Range: 24/48/96, Dmg: 2d8+1, ROF 3, Shots 60, AP3, Auto, 3RB,
Labels:
BSG,
Conversions,
RPG,
Savage Worlds,
Stats
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