Monday, February 17, 2014

Stat Updates for Rogue Space (Part One)

I've decided that I'm going to try some dual-statting of any creatures that I offer up on this blog for both Savage Worlds and Rogue Space. So first off, is going to be updating the stats for the creatures that I've posted so far, mostly foes and creatures from the Mass Effect video game series as well as Soul Hunters from Babylon 5. Just stats for Rogue Space for now, the Savage World stats will come later on.

Soul Hunters

DRM: +1 TP: H SZ: A MV: Biped (30’) AR: L DM: M HP: 5 SP: *
Soul Hunters can sense when someone of importance is about to die. When their target has perished, they place a small, palm-sized piece of unknown tech on the corpse’s forehead. Capturing the corpse’s mental energy takes only a couple minutes. After that point, the deceased “live” on in a virtual paradise conducive to the talents that made them attractive to the Soul Hunters. It is assumed that if the tech or the storage facility is found the deceased’s thought patterns could be extracted and imprinted into and android, essentially allowing them to “live” again, but this has never been attempted and therefore is highly theoretical.
Soul Hunters are typically armed with Laser Pistols.


Adjutant

DRM: +1 TP: K SZ: A MV: Loping Biped (30’) AR: M DM: M/V (claws/energy blast) HP: 6 SP: *
Nanites are injected with a successful claw attack. This forces the victim to make a Fighting roll against Tough (9) or become infected by the Adjutant nanites and therefore become one after an hour.
Adjutant energy blasts also have a taser-like effect. When hit by an adjutant energy blast, the victim must make a Fighting roll against Average (7) or be paralyzed for 1d3 rounds.


Klixen



DRM: +1 TP: I SZ: RB MV: Quadruped (25’) AR: V DM: V HP: 6 SP: *
Klixen attack with fire breath with range M.
When killed, their chemical sacks burst causing them to explode dealing V damage to everyone within S range.


Thresher Maw



DRM: +5 TP: K SZ: ZOMG MV: Burrow (100’) AR: X DM: X HP: 12 SP: *
Thresher Maws can spit toxic fluids that do V damage with a range of L that hits everyone within S range of the initial target.  
Thresher Maws can also unleash a sonic shockwave that deals V damage at a range of M. Anyone caught in this shockwave must make a Fighting Roll against Average (7) or be dazed (-1 to all rolls) for 1d3 rounds. Ear protection negates both the dazing effect and damage. 


Varren


DRM: +1 TP: A SZ: A MV: Quadruped (40’) AR: M DM: M HP: 4 SP: -


Geth Trooper


DRM: +1 TP: H (Android) SZ: A MV: Biped (30’) AR: M DM: V HP: 5 SP: -
Armed with Laser Rifles 

Geth Armature


DRM: +3 SZ: RB MV: Walker (20’) AR: V DM: V HP: 8 SP: *
Task: Sentry +2
Once every 5 rounds, the Armature will fire its siege cannon, which does X damage and has F range.


Geth Colossus
DRM: +5 SZ: RB MV: Walker (10’) AR: V DM: V HP: 12  SP: *
Task: Sentry +2
Once every 5 rounds, the Colossus will fire its siege cannon, which does X damage and has F range. 


Geth Destroyer


DRM: +1 TP: H (Android) SZ: A MV: Biped (30’) AR: M DM: V HP: 6 SP: -
Some Destroyers are armed with Mini Frag Missile Launcher, but most are armed with laser rifles.


Geth Hopper


DRM: +1 TP: H (Android) SZ: A MV: Biped (30’), Leap (20’), and Wall-Crawl (15’) AR: M DM: V HP: 4 SP: *
Hoppers are armed with shoulder-mounted laser rifles.
They can jam communications and security devices. In order to get such tech working again, a character must make a Repair roll against Difficult (9).


Geth Hunter


DRM: +1 TP: H (Android) SZ: A MV: Biped (30’) AR: M DM: M HP: 6 SP: *
Geth Hunters are armed with shotguns.
Geth Hunters are equipped with stealth technology that makes them almost invisible; only a faint shimmering outline is noticeable. Anyone that a Geth Hunter is sneaking up on is allowed an Acquiring roll against Average (7) to be able to notice the Hunter closing in. Once a Hunter has taken damage, the stealth tech is shut down for the remainder of combat.


Geth Juggernaut


DRM: +2 TP: H (Android) SZ: A MV: Biped (30’) AR: V DM: X/V HP: 8  SP: -
Geth Juggernauts are armed with Laser Pulse Rifles with fragmentation rocket attachments. Three rockets are launchable via the attachment.


Geth Prime


DRM: +3 TP: H (Android) SZ: RB MV: Biped (30’) AR: V DM: X/V HP: 10 SP: *
Geth Primes are armed with Laser Pulse Rifles with Fragmentation rocket attachments (carried 5 missiles).
Geth Primes are capable of jamming communications and security devices like Hoppers (though the TN to get past jamming tech is increased to Tough (11)).
Primes also coordinate the attacks of all Geth within 80’, granting them a +1 bonus to all rolls while they are within range.

Next Up: Collector and Reaper Forces!

2 comments:

Fenway5 said...

Damn this rocks!

Giles Kiser said...

I plan on keeping this train rolling by posting stats for my conversions and creations for both Savage Worlds and Rogue Space.

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