dilanski wrote:The TU:RD would have as much extra armour as possible, Probably that of a cruiser sized ship.
Awesome!
Makes sense too, since they are pretty much just giant shipping containers armored enough that they can survive re-entry.
dilanski wrote:When you say stealth, do you mean able to cloak?
Eh, we could go with that.
Another special ablility would be to grab asteroids and hurl them at enemies.
I'm just sort of wondering what kind of and how many weapons it should have...
...The way it's built, a Quadfighter should have around five small weapons.
What are your thoughts on any other stats?
dilanski wrote:And I think I have 3 commando droids.
The brown ones, right?
With the regular Battle Droid torso and arms, Super Battle Droid legs, plus that new head piece...
Yeah, if you have those, give them a
small Star Wars blaster in their gun holding hand, and a melee weapon in their off hand (preferably a
Cutlass but a Knife of
ether type will do).
You can fill Briktoids troop numbers out with regular colored, back-plateless Battle Droids holding
medium Star Wars Blasters in their gun holding hands.
Commando 64 droid:
Cost 10, Move 7", Armor 6, Skill 1d8
Specialities: Pathfinding (
Allows bypass of Unstable Ground for self and others at 1/2 speed; allows manipulation of locks and Triggers; 1d8 Skill vs. Field Hazards), Stealth (
Adds 1/3 cover; allows Invisibility)
Weapons: Hand Weapon, Cost 2, Use 2, Range CC, Damage 1d6; Short-Ranged Weapon, Cost 3, Use 3, Range 6", Damage 1d6
Space Skeleton (
IE, regular Battle) droid:
Cost 2, Move 5", Armor 2, Skill 1d6
Specialities: Marksmanship (
Skill +1 Range/-2 CC)
Weapon: Eh-5 Lazer Carbine, Cost 4, Use 3, Range 8", Damage 1d6+1
...Speaking of, I might have to PM you something as well...
...I'd take pictures of what I have, but my father's camera has mysteriously vanished...