Showing posts with label Blizzard. Show all posts
Showing posts with label Blizzard. Show all posts

Saturday, September 13, 2014

James Raynor—Rebel Leader

We take a look at the StarCraft universe once again to see a hero unit—the leader of Raynor's Raiders, Jimmy! We're only going up to the end of Brood War and the expanded universe, because StarCraft 2 makes me want to murder babies.



Name: James E. Raynor
Race: Human
Experience: 180 (Legendary)
Agility d8; Smarts d8; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 6; Charisma 2; Toughness 16 (10)
Hindrances: Heroic, Loyal, Habit (M, Alcohol)
Edges: Brave, Brawler, Charismatic, Dodge, Quick Draw, Combat Reflexes, Command, Rock and Roll!, Natural Leader, Followers, Inspire, Tactician

Skills: Driving d10, Fighting d8, Intimidation d6, Knowledge (Battle) d8, Knowledge (Farming) d6, Notice d6, Persuasion d6, Repair d6, Shooting d10, Stealth d6, Streetwise d8, Throwing d6
Inventory: CMC-225 Armor (Armor +10, Zoom (Notice +2 at range), Magnetic Grapples, Strength +2 steps, Targeting Computer, Heavy Armor), C-14 Assault Rifle (2d8+1, AP 4, RoF 3, 24/48/96, 100 Shots), Revolver (2d6+1, AP 2, Revolver, 12/24/48, 6 Shots).





Name: Vulture
Light Vehicle: Size 2; Acc/TS: 20/50; Toughness: 9 (2); Crew: 1; Cost: $11.2K, Remaining Mods 0
Notes: Crew Reduction, Exposed Crew, Hover Vehicle, 2x Speed, Spider Mine Dock (4d6 damage)
Weapons: 
  • AGP-2 Grenade Launcher (3d8, Small Burst Template) (Fixed)
Raynor is a legendary freedom fighter, leading his band of men across the sector on jobs to overthrow Emperor Arcturus. He started off as a young farm boy who joined up with the Confederate military back during the Guild Wars. Showing an immediate aptitude for leadership (Command, Natural Leader) and good aim, Raynor rose through the ranks on the blood of his enemies, but was eventually framed by the corrupt powers that be. 

Years later, after his friend turned himself in so Raynor could escape, he found himself the Marshall of a town on the backwater world of Mar Sara. Always quick on the draw with his trusty revolver (Quick Draw) and his aged CMC-225 armor, he ended up assisting the rebel extremist Arcturus Mengsk, eventually leaving his organization due to bitter feelings over Kerrigan's fate.

Strong, both in will and in muscle, he eventually started his own rebel group to fight the oppressive government Arcturus established. He has become an even better leader, and (as the face of the organization) has learned to be a rather Charismatic fellow.

With his armor or without, James Raynor is not a soldier you want to run into on the battlefield.
—DoctorBoson

Wednesday, August 20, 2014

We Require More Minerals — The Workers of StarCraft

So today we have a bit of a special. We'll do not one, not two, but three units from the StarCraft franchise. This time around will be the worker units for each race.



Name: T-280 Space Construction Vehicle
Ultralight Walker: Size 4, Strength d12+4, Toughness 17 (6), Pace 30 (2d6 Run), Cost 1.02M Credits, Remaining Mods 4
Notes: A.I. (Mining and Engineering), AMCM, Armor, Electromagnetic Shielding, Jump Jets, Strength Enhancement

Weapons:
  • Mining Drill (Strength+2d10, AP 4)
  • Grasping Claw (Str+d6)
The basic Terran worker, SCVs are multipurpose mining and construction robots. Only a few are needed to efficiently build and maintain an entire colony. Integrated A.I. systems assist the operator so it can be manned by almost anyone, including space hicks!

This was built using the rules in the Science Fiction Companion.



Name: Drone
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4
Pace: 10; Parry: 5; Toughness: 13 (4)
Special Abilities:
  • Armor +4:  Armored Carapace
  • Burrow (4"): Drones use their claws and an acidic salve to slowly tunnel through the earth.
  • Claws/Teeth: Str+d6
  • Fleet: Running d10
  • Size +3: Drones are the size of a small car.
  • Zerg: All Zerg possess Fearless, Infravision, and Slow Regeneration. In addition, they gain the ability to survive in space (do not breathe and resistant to Cold, Heat, Depressurization, and Radiation), are genetically perfect (Heavy Weapons and Toughness +2), and possess a Hive Mind (Smarts increased by one die type and add +2 to removing Shaken status with a hierarchy present).

Drones care for zerg structures and retrieve minerals to be broken down by certain hive structures. Like all zerg, they are at the peak of genetic perfection, and have the unique ability to place themselves into a gestative state and become part of the hive itself. Within a few weeks, the zerg may have sprawling bases the size of massive cities; within months, entire planets might be consumed.




Cost: 125K
Name: Probe
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d4, Knowledge (Mining) d8, Notice d6
Pace: –Parry: 4; Toughness: 11 (4)(4)
Gear: Particle Beam (3d6, AP 5, Heavy Weapon), Warp Beacons
Special Abilities:
  • Armor +4:  Advanced materials.
  • Flight: Pace 24", Climb 0.
  • Immobile: Probes may only move when using their Flight ability.
  • Size +1: Probes are only slightly larger than people.
  • Shields +4: Probes possess standard energy shields.
  • Weapon Mount (Particle Beam): Probes can utilize particle beams to mine raw materials. These also double as weak tractor beams with a Strength of d10.

In addition to their function as mining robots, probes also have the ability to plant warp beacons to summon protoss structures. These warp in within a matter of hours and some protoss colonies are known to be established over the course of a day.

Protoss energy shields work in an identical manner to those in the Halo universe (see my post on the Arbiter), though are typically more powerful.

This was built using the rules in the Science Fiction Companion.

There you have it: the basic and least deadly combatants present on the average Koprulu Sector battlefield. Leave questions, comments, etc. below as always.
–DoctorBoson